TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  TSS4-07 
   
   
   
   
   
   
   
  Cat's Grace 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Splintered Sun Meta-Regional Adventure 
  Version 1.0 
   
  Round 1 
   
  by Rainer Nagel 
  Special thanks to: Alexandra Velten, Frank Roters, and Nenad Petrovic 
  Circle Reviewer: Paul Looby 
  Playtesters: Mike Hofmann, Ken Krenzer, Nenad Petrovic, Frank Roters 
   
   
  You are called on by some old acquaintances. The Aerdy Re-Enactment Company, famous for their recreation of 
  important battles in Aerdy history, has gone missing, somewhere to the south deep in Ahlissan territory. Rumour has it 
  that this is only the beginning of a rebellion against the rule of Overking Xavener. You are to go there and bring them 
  back – before the Ahlissan army does the job for you … 
  An adventure for parties from APL 4 to 10. 
   
   
   
   
   
  
  Cat's Grace 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and 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. 
   
  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 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  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 sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  Cat's Grace 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round /Meta-regional adventure, set 
  in the Splintered Sun. Characters native to the Splintered 
  Sun pay one Time Unit per round, all others pay two Time 
  Units per round. Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. 
   
  Travel In The  
  United Kingdom Of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through the United Kingdom of 
  Ahlissa.  
   
  For the DM’s convenience these are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. It 
  is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the authorities 
  are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied portions 
  of Medegia and the Principalities of Naerie and Innspa but 
  not in the Adri Forest. PCs instantly lose any travel 
  privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check reduces 
  this to 1) the PC will be captured and must pay total bribes 
  of 100 gp x APL at which the scenario was played to prevent 
  their execution. One favour with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  
  Cat's Grace 
   
  Page 4 
  Adventure Background 
  This adventure centres around the further exploits of the 
  Aerdy Re-Enactment Company as introduced in TSS 3-04, 
  The Glory of Times Past. After the mysterious defection of 
  one of their leading members, Eldan Arkion in Innspa, the 
  Company took on a replacement actor to finish the rest of 
  their performances in the city. The replacement was Lady 
  Andira Cálem, head of the recently disbanded bardic 
  School of Andira. At the same time, they established an 
  Innspa branch office of the Re-Enactment Company.  
   
  Concluding their business in Innspa, the Company 
  made their way south, via Kalstrand. DMs who are 
  interested in what exactly the Company have been up to 
  from the time we last saw them will find a somewhat longer 
  synopsis tucked safely away in Appendix 1: Shades of 
  Aerdy, to peruse at their leisure, while a basic run-down of 
  the Company (including stats for its major members) can 
  be found in Appendix 7: The Aerdy Re-Enactment 
  Company. As regards this basic introduction, let us jump 
  directly what is necessary for understanding the set-up of 
  this adventure: 
   
  The Company’s next project was to do a goodwill tour 
  of Naerie, the Dullstrand and, if possible, Sunndi (staying 
  clear of Onnwal for the time being due to the fighting 
  there). The Company were on route from Hexpools to 
  Naerie, and had recently arrived in the small village of 
  Denshaw (two thirds of the way to Naerie, hard by to the 
  southernmost foothills of the Iron Hills). Unfortunately, in 
  Denshaw disaster struck… 
   
  It so happens that the area around Denshaw is the 
  abode of creatures very rare on Oerth: winged cats, called 
  tressyms (see Appendix 2: On Tressyms). Landra, the 
  Company’s leading lady, found them really cute once she 
  had seen her first tressym, and wanted one. Desperately. 
  Unfortunately, the tressyms proved quite elusive, and 
  Landra’s search, tolerated by the leader of the Company, 
  Kurlasgh Orrm (imagining that not that much harm could 
  come from hunting small cats, as long as his leading actress 
  didn’t break a leg in the process) and egged on playfully by 
  Lady Andira, slowly mutated from search to hunt. Things 
  escalated when Landra convinced Lertolia Corander, the 
  Company’s illusionist, to lend a hand. Lertolia’s spells 
  indeed manage to corner a tressym mother just releasing 
  her young into the wild, and the cat – rather 
  unsurprisingly, one has to say – misinterpreted Landra’s 
  actions for an assault on her kittens, and viciously attacked 
  the actress. After landing a surprise hit that hurt Landra 
  (and especially her pride) a lot, the actress fought back and 
  easily killed the cat, who was not used to people attacking 
  her with long, sharp, metal thingies. The tressym young 
  then went into the fray, one of them even managing to 
  interrupt one of Lertolia’s spells, and in the end there were 
  five dead tressyms. Landra, not really caring about these 
  “mere animals,” took the carcasses to have them mended, 
  cleaned, and stuffed, reckoning that a stuffed cute cat is 
  better than no cute cat at all. Of course, the tressyms stayed 
  clear of the Company from that time on, and Landra’s 
  fixation on tressyms had been sated by her “booty.” Things 
  returned to normal. 
   
  For a while. 
   
  For the Company’s actions did not sit well with the 
  tressyms, who had lived in peace with the humans of the 
  regions for as long as they could remember, and the unease 
  felt by these rare beasts did not subside. It grew and grew, 
  despite their apparent passivity, until it came to the 
  attention of one being. 
   
  A very powerful being - the Catlord, ruler of all 
  catkind, who watches over the cats of the Oerth from his 
  domain in the Beastlands and has been firmly involved in 
  the fate of the Oerth since the days of Gord the Rogue. 
   
  The Catlord was not amused. He sent the feline 
  equivalent of an inquisitor to Oerth and arranged, in a rare 
  display of para-deital invention, that the entire Company be 
  trapped in a demi-plane filled with all manner of cat to play 
  with the offenders, until the “inquisitor” (a weretigress by 
  the name of Banderia, trained as a druid) saw fit to judge 
  them. The demi-plane is escape-proof as long as Banderia is 
  alive, inhibiting all kinds of magic that allow movement to 
  or from that place. All other magic still works. The demi-
  plane is described in more detail in Encounter Five: Cat and 
  Mice; suffice it to say that the Company are having a hard 
  time just getting around the place, being constantly 
  prodded by servants of the Catlord, but never seriously 
  injured. 
   
  All the Catlord's "inquisitor" wants is that the 
  Company declare themselves guilty, apologize to the 
  tressyms, and accept proper penance (i.e., hand over Landra 
  to the mercy of the weretigress). This, however, the 
  Company's leaders so far have refused to do – for how could 
  mere animals and their "deities" (powerful beings, yes; but 
  godlike, certainly not!) dare to imprison and even judge 
  diplomatic representatives of the United Kingdom of 
  Ahlissa, the only legitimate successor state of the Great 
  Kingdom? The situation is rapidly deteriorating and 
  Banderia's patience (never much to begin with, she being a 
  cat and all) is beginning to wear thin. 
   
  Adventure Summary  
  Players' Introduction: At this point in the story the PCs get 
  involved. There are several introductions, depending on the 
  PCs' previous exploits. In any case, the PCs are contacted by 
  agents of the Company (or someone else, depending on the 
  situation) and offered some money to find out what 
  happened and return the Company safely, if at all possible. 
  
  Cat's Grace 
   
  Page 5 
  In addition, the agent makes it clear in all of the above cases 
  that Kurlasgh Orrm is a powerful man with friends in high 
  places, and that he can be expected to exert his influence (if 
  brought back safely, that is) to erase one "Wanted in 
  Ahlissa" condition held by the PCs. The party is then 
  briefed as far as is possible and sent towards Denshaw with 
  a full set of instructions. 
   
  The PCs will also – discreetly – be made aware of the 
  fact that Kurlasgh Ormm is important and that his recovery 
  has high priority for certain political circles in the United 
  Kingdom of Ahlissa. Given the general theory about a 
  rebellion brewing at Denshaw, the United Kingdom of 
  Ahlissa is already mustering a small army to quell the 
  “rebellion” and, as show of force, probably level Denshaw, 
  just to show them who’s Overking around here. Thus, 
  whatever the PCs do – it's urgent! 
   
  Encounter 1: Where Cats fear to Tread:  The adventure 
  now skips forward to the PCs arriving at Denshaw, a village 
  of some 300 inhabitants. The PCs find the Company 
  missing and start investigating and learn most of what has 
  transpired so far. The villagers believe that "the answer lies 
  with the cats," meaning the PCs have to go out there and 
  find the tressyms. However hard the PCs search for signs of 
  an anti-Ahlissan rebellion, there just aren’t any. And so, the 
  adventure turns from political intrigue and spying to a 
  rather straightforward search-and-rescue mission – with a 
  feline twang. 
   
  Encounter 2: Winged Cat Down!: The PCs set forth into 
  the Iron Hills to find the tressyms. However, their initial 
  attempts are unsuccessful. However, fate intervenes a 
  bit.The PCs come upon a scene of carnage, where a  tressym 
  has fallen prey to one of his natural enemies: a harpy (an 
  aspiring harpy archer, with levels of fighter added as 
  depending on APL). The creature has attacked the tressym 
  in flight and forced him down to the ground with a 
  masterful bowshot through one of the cat’s wings. Now, the 
  wounded cat is cornered and fighting for its life. If the PCs 
  do not intercede, the tressym, stunned, at 0 hp, and clearly 
  outmatched, will be dead within the next round or two. 
   
  Encounter 3: Where’s the Cats?:  If the PCs defeat the 
  harpy, they may tend to the wounded tressym. If they treat 
  the cat well, he will be of great help in finding the other 
  tressyms. Once the PCs find the tressyms, they may try to 
  establish communications. After a bit of playing around, 
  the cats will inform the PCs about what has happened from 
  their point of view, but will also tell them not to worry, 
  since it’s all in the hands of the "Great Cat" now. The 
  tressyms have not really understood what has happened, 
  but are able to tell the PCs that the Great Cat has taken the 
  offenders to his “playground,” where they are to be held 
  until judged by "the tigress." The tressyms know where the 
  “man-den” leading to this “playground” is and will show the 
  PCs the location of the entrance point to the demi-plane 
  created by the Catlord if they ask nicely. 
   
  Encounter 4: Where’s the Cat? The “man-den” as described 
  by the tressyms turns out to be an abandoned two-storey 
  barn, half in ruins. Tracking reveals that a human-sized 
  creature with clawed feet moved into the barn, but not out 
  again. In the barn's hayloft, the weretigress has opened a 
  gate leading to a pocket dimension where the prisoners are 
  held. However, the Catlord has inscribed a trap on the floor 
  that is automatically triggered by any non-cats that stand 
  directly in front of the entry point. Once this trap is dealt 
  with, the PCs are free to enter the gate. 
   
  Encounter 5: Cat and Mice: The PCs step through the gate 
  – and find themselves in a huge, rather complex maze! This 
  is the Catlord’s playground, and he doesn’t want to make it 
  too easy for the bipeds he has trapped here…Bothered by a 
  number of disproportionally huge cats, the PCs need to 
  find the trapped Aerdy Re-Enactment Company as well as 
  the creature responsible for all this. The Company are not 
  too hard to find, and look in pretty bad shape. They have 
  been in the demi-plane for close to two weeks now, not 
  being able to find any way out nor to find the “damned 
  overcat” they believe to be in charge here (they couldn’t, 
  because the weretigress wouldn’t let them). From this point 
  on, it should be easy enough for the PCs to use either their 
  own system of navigation or one developed by the 
  Company to find Banderia. 
   
  Encounter 6: Seeing a Cat about Some Men: Banderia 
  resides in a lavish room at the centre of the maze. She is 
  willing to grant the PCs an audience if they have amused 
  her (and by extension, the cats around the maze). If asked 
  nicely, Banderia agrees to negotiate for the release of the 
  Company. Once she is assured that the bipeds will be able 
  to take care of Landra’s crimes on their own, Banderia gives 
  in and the PCs are returned to the barn. However, to not be 
  totally bereft of any enjoyment, the weretigress has left the 
  PCs with some small task to deal with… Should the PCs at 
  any time attack Banderia, the action immediately moves to 
  Encounter 8. 
   
  Encounter 7: Cats Just Wanna Have Fun. This encounter is 
  only used if the PCs successfully negotiated with Banderia. 
  It consists of a cat's idea of a test of physical fitness to please 
  them whims of the weretigress. It will not be used if the 
  PCs attack Banderia. 
   
  
  Cat's Grace 
   
  Page 6 
  Encounter 8: Catfight: This scene only ever comes into 
  play if the PCs are not able to convince Banderia of their 
  good intentions and fail in their negotiations. Should the 
  PCs kill the weretigress, the demi-plane dissolves, and 
  everybody returns to whatever remains of the old barn, 
  including the Company. Thus, the PCs have fulfilled their 
  mission, and the Company are free to go, since the Catlord, 
  not wanting to risk the wrath of the other powers by 
  intervening twice in a row, will withdraw, highly 
  unamused. The PCs, however, gain the Disfavour of the 
  Catlord for the rest of their lives. 
   
  Epilogue: Cat’s Grace: If all goes well, the PCs have 
  convinced Banderia to let the Company (including Landra) 
  go free, and so all of them, both PC party and Aerdy Re-
  Enactment Company, return to what remains of the barn. 
  Kurlash Orrm leads the Company back to Denshaw, where 
  they stay for another two weeks, resting, mending, and 
  healing. Orrm promises the PCs that he will do what he can 
  for them, seeing to it that messages are dispatched as 
  quickly as possible, thus earning each PC the immediate 
  erasure of one “Wanted in Ahlissa” or one Disfavour of an 
  Ahlissan noble as promised in the Players’ Introduction.  
   
  Orrm will indeed punish Landra, not in a way that a cat 
  would understand, but in a way that Landra understands 
  fully well. 
   
  Finally, there is that little business of the approaching 
  army to deal with… The PCs are then free to return to 
  wherever they came from (perhaps with a tressym in 
  tow…) to collect the rest of their reward. 
   
  Players' Introduction: Where But for 
  the Grace of the Cat? 
  There are several introductions, depending on the PCs' 
  previous exploits, but all of them involve the PCs being 
  contacted by a representative of the Aerdy Re-Enactment 
  Company (or, if necessary, another institution). If the 
  adventure takes place in a region where the Company has 
  already established a branch office (contact your local Triad 
  to find out), simply use a representative of this branch 
  office. If not, any government official might do. Said 
  official does not even need to be in favour of the Ahlissan 
  government; the fact that an Ahlissan army is on the loose 
  somewhere to the south should be an incentive to next to 
  anyone who is interested in some stability in the region. In 
  addition, freedom fighters from Sunndi or Onnwal might 
  have heard about the army approaching Denshaw and now 
  want to stop that army without actually having to take the 
  field themselves. 
   
  At least one of the PCs is a member of one of the 
  Company's branches: 
  In this case, getting the group into the adventure is fairly 
  easy: they are asked to find out what happens (with hardly a 
  possibility to refuse), but are still promised compensation, 
  but only as some kind of afterthought. 
   
  At least one of the PCs holds a Favour of the Company: 
  The only way this may have come about without being a 
  member of a branch office is that the PCs have played 
  through TSS 3-04 The Glory of Times Past. In that case, the 
  approach of the local Company representative will be of a 
  much less heavy-handed fashion and will contain an 
  outright offer of money (and an additional favour). 
   
  If none of these conditions apply: 
  Should the PCs neither hold a Favour nor be members of a 
  branch office, they are contacted by branch agents 
  believing them to be the next best thing to somebody 
  directly involved with the Company, with essentially the 
  same offer, but worded slightly differently. Similarly, for 
  more lawfully-aligned PCs, there is the possibility of being 
  contacted directly by the Ahlissan military who are seeking 
  (expendable) scouts to find out what has happened before 
  they can come barging in.  
   
  Another option would be to introduce an agent of the 
  Iron League, who is interested in the build up of tensions 
  in northern Naerie and wishes to defuse any potential 
  border skirmishes that might force the League into 
  choosing sides between Ahlissa and Ideean rebels. – an 
  especially sensitive subject since Onnwal and Sunndi 
  signed the Naerie Compact. Any such conflict might lead 
  to an open schism in the League between Onnwal and 
  Sunndi on one hand and Irongate and the Kingdom of the 
  Iron Hills (who both still offer tacit support to the Ideeans). 
    
   
  In short: Depending on which region this adventure is 
  played in, and how exactly the group is composed, the exact 
  beginning may vary widely. Thus, there is no such thing as 
  a unified reading passage to begin the adventure with. You 
  will need to adapt what is given below to the situation of 
  your game, and possibly need to contact your Triad for 
  some of the details. 
   
  Branch members or Favour holders will also have their 
  travelling expenses paid by the Company (i.e., Adventurer's 
  Standard is paid for by the Company). The reward offered is 
  per APL, with half of it being paid one the PCs set out (total 
  reward: APL 4 – 300 gp; APL 6 – 500 gp; APL 8 – 600 gp; 
  APL 10 – 1100 gp). Payment of Adventurer's Standard is not 
  included in the treasure section and is simply noted on the 
  
  Cat's Grace 
   
  Page 7 
  character sheets. It is probably best if you do not inform the 
  PCs about the lump sum all in advance; instead, have the 
  agent pay the fist half but only mention that there will be a 
  "substantial bonus" upon completion of the task. 
   
  In all cases, the money will be offered in two parts: half 
  at the beginning of the adventure, the second half only 
  after the PCs have returned the Company safely, if at all 
  possible. To ward against fraud, the Company insists on 
  PCs being subject to detect lie and detect thoughts spells by 
  (where possible) Zilchan clerics in case they fail to bring 
  back the Company, to insure that indeed the PCs did 
  everything in their power.  
   
  In addition, the agent (or officer) talking to the PCs 
  makes it clear in all of the above cases that Kurlasgh Orrm 
  is a powerful man with friends in high places (the exact 
  details being beyond the PCs’ need to know…), and that he 
  can be expected to exert his influence (if brought back 
  safely, that is) to erase one "Wanted in Ahlissa" or a 
  Disfavour of any Ahlissan noble held by the PCs. This, of 
  course, can only take place after the Company has been 
  returned safely! Orrm’s recovery is of the utmost 
  importance for certain political circles in the United 
  Kingdom of Ahlissa, with implications that may well spread 
  into the PCs' home nations. There should be a distinct 
  notion that Kurlasgh Orrm's importance reaches beyond 
  the Company, and that he is regarded as a rather moderate 
  politician in the dealings of Ahlissa with her neighbours. 
   
  The party is then briefed as far as is possible, i.e., they 
  are provided with the Company's itinerary, and are then 
  sent towards Denshaw. They are specifically told that, 
  despite magical and clerical attempts, it has not been 
  possible to ascertain the whereabouts of the Company, 
  pointing to the fact that some powerful magic may well be 
  involved. Since all communication was lost only after the 
  Company had got to Denshaw, the PCs' contact suggests 
  they go there to start their investigations.  
   
  The general theory is that someone at or near Denshaw 
  is in the process of instigating a rebellion against House 
  Haxx and the Overking (possibly with help from Irongate; 
  never trusted these Irongaters anyway…) and that the 
  Company got somehow mixed up in this (in fact, it is 
  believed that Orrm actively unearthed some kind of 
  conspiracy and was taken out of the picture by the 
  opposition, but nobody will care to relay this idea to the 
  PCs). Of course, the Ahlissan officials have got it all totally 
  wrong, but they are in no position to know this. Being 
  Oeridians, the thought of political intrigue and military 
  uprising comes a lot easier to them than the concept of 
  divine intervention on behalf of what they would consider 
  as a mere triviality involving a few animals… 
   
  The PCs were chosen mostly because they are 
  independent operatives whom it is easy to disassociate with 
  should the need arise (again, this will not be phrased in 
  such a direct way). Also, sending a team of non-affiliated 
  “agents” might be preferable to acting in a less covert way. 
  However, the situation is tense, and, given the general 
  theory about a rebellion brewing at Denshaw, Princes 
  Reydrich and Barzaan are already mustering a small army 
  (around 1,000 soldiers strong) to crush the “rebellion” and, 
  as show of force, probably level Denshaw, just to show 
  them who’s Overking around here. 
   
  Thus, the full mission of the party runs somehow like this:  
  • 
  Find out what they can about the Company’s 
  whereabouts.  
  • 
  Find out what it going on in Denshaw, especially 
  with regard to rumours of insurrection and 
  rebellion.  
   
  Additionally, if the PCs are in the employ of the Company 
  or other agents of Ahlissa: 
  • 
  Reconnoitre Denshaw and its environs, make 
  notes and plans of all military fortifications, troop 
  positions, 
  etc. 
  (diagrams 
  would 
  be 
  much 
  appreciated).  
   
  Since at least one (and probably more) powerful magic-user 
  seems to be involved, the PCs are advised to exercise the 
  highest possible caution. Should they be able to find and 
  free the Company – fine. If not, they are to rendezvous 
  with the commanding general of the Ahlissan army exactly 
  three days after they get to Denshaw, tell him what they 
  know, and leave the rest to the trusted and experienced 
  officer. The army will be in striking distance by this time, 
  and from then on, things should go very smoothly – thanks 
  to the scouting efforts of the PCs. Of course, the entire 
  operation is top secret. If the PCs are caught, whoever sent 
  them will entirely disavow their involvement. 
   
  Treasure: Half of the promised reward is paid up-front in 
  cash. 
   
  APL 4: Coin: 150 gp;  
   
  APL 6: Coin: 250 gp;  
   
  APL 8: Coin: 300 gp;  
   
  APL 10: Coin: 550 gp;  
   
   
   
   
   
   
   
   
   
  
  Cat's Grace 
   
  Page 8 
  Encounter 1: Where Cats Fear to 
  Tread 
  The adventure now skips forward to the PCs arriving at 
  Denshaw, a village of some 300 inhabitants. The village is 
  situated on hex I1-15 on the large map accompanying the 
  Living Greyhawk Gazetteer. 
   
  � Denshaw (Hamlet): Conventional; AL (L)N; 100 gp 
  limit; Assets 1600 gp; Population 324; Mixed (82% human, 
  3% halfling, 5% elf, 6% dwarf, 3% gnome, 1% half-elf). 
   
  Authority Figure: Rurigan Volck, N human male Ari5 
  (mayor); Lamidia Berrgen, LN human female War4 (chief 
  constable) 
   
  Important Characters: Berionna, N half-elf female 
  Drd4 of Beory; Volgan Ernsting, LN human male Clr3 of 
  Zilchus; Tordak Hammerhome, NG dwarf male Exp3 
  (trader); Groggo Berkomm, CG male gnome Rgr2; 
  Aeppelwine Harst, NG human female Clr2 of Merikka. 
   
  Denshaw is a farming village at the feet of the Iron Hills 
  (hence both a druid and a cleric of Merikka in prominent 
  positions). In terms of NPC classes, most villagers are 
  Commoners, but there are also a few Experts, notably those 
  dealing in the food and wine trade. Since the village is no 
  more than a starting point for events taking place 
  elsewhere, a detailed map should not be necessary. The 
  village does not have any fortifications, nor does it field an 
  army of any kind. The only thing coming close to an armed 
  force is Lamidia Berrgen's assistant constables – all 7 of 
  them. 
   
  As the PCs arrive in Denshaw, they find no trace 
  whatsoever of the missing Company. Investigation will not 
  be too difficult, though: Almost all of the villagers can give 
  the PCs the basic facts. You may want to spent as much 
  time with relaying this information as you like, and 
  distribute it among as many villagers as you like, but in the 
  end the PCs should have learned the following, without 
  even needing to roll Gather Information checks: 
  • 
  The Company got to Denshaw, boosted the local 
  economy by throwing a bit of money around and 
  rented the only two inns in the village (the Penny 
  Pot and the Cross Scythes) for two weeks, to 
  recuperate, relax, rehearse, and mend some 
  equipment.  
  • 
  Some of them (descriptions of Landra, whom the 
  PCs might recognize, and Lady Andira, whom 
  they most probably won't) set out into the wild, 
  for reasons at first unknown. Later, it turned out 
  that they were "looking" for the tressyms, a fact 
  not liked by the villagers. Their protestations 
  being cut short, though (and some of them 
  threatened with "consequences" if they interfered 
  further), they instead saw the search intensified, 
  and another of the Company's leaders brought in 
  (a description of Lertolia follows). The forays into 
  the surrounding countryside stopped soon 
  afterwards and the Company returned to their 
  usual pursuits, with nothing else happening. 
  • 
  Tressyms are winged cats known to inhabit the 
  hiils to the north. Normally they are quite rare 
  and are seldom seen. However, to see one is said 
  to bring good luck. 
  • 
  The villagers also complain about a number of 
  things that they believe were caused by “the 
  vengeful cats” – it hasn’t rained one single drop 
  since the Company came here, it has been 
  unnaturally hot for the season (late autumn), there 
  are more insects than usual, a swarm of locusts has 
  been seen. None of this has anything to do with 
  the actions of the Catlord (and the bit about the 
  locusts 
  isn't 
  even 
  true), 
  but 
  that’s 
  rural 
  superstition for you. Give or take a day or two, 
  they'll probably claim it's going to rain blood… 
  None of these complaints come from any of the 
  priests or the druid, and they are not uttered when 
  one of these is around. 
  • 
  Three days later, so the villagers' story continues, 
  the entire Company vanished overnight without a 
  trace, and nobody saw anything – except 
  numerous tressyms flying around the village of 
  Denshaw. Nobody really knows what happened, 
  but everybody is convinced that "the cats took 
  care of their own."  
  • 
  All villagers are in agreement that the tressym are 
  very shy and reclusive, but basically friendly – the 
  Company must have done something to seriously 
  provoke them! The villagers also believe that "the 
  answer lies with the cats," meaning the PCs have 
  to go out there and find the tressyms – not an easy 
  task after the actions of the Company!  
   
  This basic skeleton of information might be added to a 
  successful Gather Information check (one pre PC is 
  allowed). The information gleaned from this check depends 
  on the DC the PCs are able to beat. 
   
  DC 10: The PCs meet a villager who has heard a 
  rumour that the Company have actually found tressyms out 
  there (a very rare thing, as far as the common villager is 
  concerned). 
   
  DC 15: The PCs meet a villager who overheard that the 
  Company had not only found tressyms, but also killed 
  several of them. 
  
  Cat's Grace 
   
  Page 9 
   
  DC 20: The PCs meet a villager who actually observed 
  the Company bringing in the dead cats. 
   
  DC 25: The PCs meet a potboy from the Penny Pot, the 
  inn where Landra had been lodged, who tells them that the 
  dead cats are still there! 
   
  Depending on how many PCs make this roll, they may 
  get the same information twice, either from the same 
  source of from different villagers. 
   
  Rurigan Volck – Mayor of Denshaw: Despite what PCs 
  might believe, Denshaw's mayor does not know 
  significantly more than the average villager about what 
  happened here. Volck has never seen any tressym himself, 
  and thus is prone to considering them as no more than a 
  rural myth. Neither does he believe in the superstitions 
  concerning the flying cats (and of course, he does not 
  believe in the existence of a "Catlord"). If pressed for more 
  information, he will grudgingly direct the PCs to Lamidia 
  Berrgen who, as was her duty, conducted the (fruitless) 
  investigation after the disappearance of the Company. If 
  the PCs succeed in a DC 20 Sense Motive check, they 
  notice that Volck does seem to exhibit some ill will towards 
  the Company, though. If questions on this, he sourly 
  admits that he felt slighted and mistreated by Kurlasgh 
  Orrm (who indeed did not see much need in taking the 
  mayor into his confidence too much) and is thus not 
  entirely sorry to see him gone. However, he does not have 
  any links or inclinations concerning rebellion against 
  Ahlissa. 
   
  Lamidia Berrgen – Constable of Denshaw: The constable 
  can also confirm the basic information as given by the rest 
  of the villagers. She investigated the matter herself, but 
  cannot tell the PCs much more than that the actors seem to 
  have vanished in the dark of night (the third hour after 
  midnight, she suspects) without any trace. To her, it looked 
  like they vanished right in the middle of what they were 
  doing, leaving all of their belongings behind. Lamidia 
  knows that all of the Company's belongings are stored in a 
  makeshift storehouse and that all the animals the Company 
  brought with them are corralled in a pen next to the Cross 
  Scythes. Lamidia, having been through all the rooms in the 
  inns, too, does know of the stuffed tressym in Landra's 
  former room at the Penny Pot but has not told anyone else 
  yet. 
   
  At the Penny Pot: Should the PCs have heard the rumour 
  that dead cats had been brought to the Penny Pot ("penny 
  pots" are the pimples that appear on the face of a man who 
  has drunk too much), they may go there to investigate. In 
  addition to learning the usual info about the disappearances 
  (people just dropping at the same time during the night, 
  most of them in their sleep), actually visiting a room (let's 
  say, Landra's) requires a DC 15 Bluff or Diplomacy or 
  Intimidate check against the inn's host, Grundygoot 
  (breaking in might also be an option, but should probably 
  not be necessary). Favour holders get a +2 circumstance 
  bonus to their roll, while members of the Company MO get 
  a +5 circumstance bonus. 
   
  Once in the room, the PCs will notice a small, winged 
  cat sitting on the table, its wings spread. There is something 
  strange about the cat, though. First of all, it doesn't move or 
  even breathe. Secondly a DC 15 Spot Check will reveal that 
  its fur patterns do not really match. This is because none of 
  the tressyms were killed "cleanly," and thus Landra had to 
  "patch up" the best-preserved corpse with fur from two 
  others after stuffing (the rest of the corpses she threw away; 
  they might still be in the closest midden, but would not be 
  a pretty sight). Nonetheless, the PCs know now what to 
  look out for once the start in search of the tressyms. 
   
  The Company's Belongings: Most of the Company's 
  personal belongings have by now been cleared out of the 
  rooms. The villagers have only left Landra's room 
  untouched since they seem to have an instinctive fear of it, 
  due to the stuffed tressym. All of the stuff (see the personal 
  descriptions in Appendix 7 and invent stuff of your own as 
  appropriate, plus three large carts, one of them being a 
  travelling kitchen for Berthil Harthfire, the Company's 
  cook) is currently gathering dust in a former barn turned 
  into a makeshift storehouse. None of it is missing and the 
  items are guarded constantly by one of Lamidia's assistant 
  constables. 
   
  The animals are have all been put in a pen next to the 
  Cross Scythes. They are well groomed and fed and are also 
  guarded constantly by one of the assistant constables. All in 
  all, there are 51 riding horses (some of which are of very 
  high quality), six draft horses (two per cart), 3 ponies, and 
  five pack mules (the halfling travels in his cooking cart). 
   
  Berionna: The half-elven druid may also provide the PCs 
  with a bit more info on what may be going on. She not only 
  knows that the Company have grossly violated the balance 
  of nature in the area, but also that something much more 
  dangerous than just "the cats retaliating" has happened. 
  Among all the religious elite of the village, she is the only 
  one to acknowledge that there is a quasi-deital being caring 
  for cats: the Catlord (Volgan Ernsting and Aeppelwine 
  Harst simply refuse to take such thoughts serious, and will 
  not volunteer any of this should the PCs contact them). 
  Berionna fears that the Catlord himself has taken a hand, or 
  at least has sent an agent. However, all she will tell the PCs 
  is her sense of foreboding, unless the PCs succeed in a DC 
  15 Diplomacy check (DC 10 for druids). Should this check 
  
  Cat's Grace 
   
  Page 10 
  succeed, Berionna tells the PCs of her suspicion, and also 
  informs them about the Catlord if need be (see The Catlord 
  below). 
   
  Berionna is a good resource for groups who are not 
  able to talk to animals. The half-elven druid does have a 
  number of scrolls of speak with animals (divine spell, 25 gp 
  per scroll) for sale. She may also accompany the PCs into 
  the Iron Hills to search for the tressyms, but will only do so 
  if the PCs succeed in a DC 20 Diplomacy check. Berionna 
  does not offer to accompany the PCs on her own, nor will 
  she join the group if Groggo Berkomm already 
  accompanies the PCs. 
   
  Groggo Berkomm: Groggo Berkomm, very loosely related 
  to the infamous Bergom sisters running the Gnomish 
  Achitects' Guild in Innspa, is a gnomish ranger living on 
  the outskirts of Denshaw. He knows the foothills of the 
  Iron Hills fairly well, and has seen his fill of tressyms in his 
  life. Given his alignment, he felt quite at ease with the 
  somewhat whimsical cats, and is on good terms with them. 
  Groggo is fairly certain he should be able to find the cats, 
  although a DC 15 Sense Motive check reveals that this is 
  probably wishful thinking. However, he does know the 
  Hills fairly well, and his presence in the party will indeed 
  make contact with the tressyms a bit easier. He is not of 
  high enough level to cast speak with animals spells, though. 
   
  Groggo is cheerful, irrepressible and hard to keep 
  quiet, and does indeed have an opinion on next to 
  everything the PCs may meet on their way or even talk 
  about. 
   
  Groggo has one final bit of information to offer, 
  regardless of whether the PCs let him accompany them or 
  not. He knows that there are harpies out there and that 
  these creatures are the tressyms' natural enemies (hence his 
  taking of Monstrous Humanoids as his Favoured Enemy). 
   
  The Catlord: The following information may be gleaned 
  from Berionna. Should the PCs in the course of the 
  adventure ever inquire whether cats might have gods of 
  their own, a DC 25 Knowledge (religion) check also reveals 
  this information: 
   
  • 
  The Catlord, or Master Cat, is the ruler of all forms 
  of felines from domestic cats through the great 
  lynx to the largest of smilodons. Some believe the 
  Catlord to be at least a deity of minor sort; others 
  claim he is a malign creature of evil. Those who 
  truly understand felines know that the Catlord is 
  neither good nor evil, but concerned with cat-
  things alone.  
  • 
  It is said that he is able to roam the Prime Material 
  Plane, the Astral Plane, and the Ethereal Plane at 
  will, but his true home is reported to be in the 
  Wilderness of the Beastlands, the mildly good-
  aligned outer plane of animals, on the layer of 
  Brux, a domain of perpetual twilight (see DMG, p. 
  165). 
  • 
  The Catlord is said to appear as a black cat, or as a 
  black panther, as a pale human with dark hair, or 
  as a dark-skinned human. In human form he is 
  said to always wear black garb with gold and gems 
  matching feline colours. Other than cats, his only 
  known friend is the deity Xan Yae (the Baklunish 
  deity of twilight, shadows, stealth, and mental 
  power). 
   
  Rebellion? What Rebellion?: However hard the PCs search 
  for signs of an anti-Ahlissan rebellion, there just aren’t any. 
  You may have them roll whatever rolls they want to make, 
  but there is simply no sign of rebellion, sedition, or any 
  kind of political background to the disappearances. Neither 
  are there any traces of the Company's members, except a 
  few signs showing that they vanished right from the spot 
  they were doing whatever they were doing (sleeping, 
  mostly). 
   
  At this point, it should become pretty obvious that the 
  initial assumptions about the situation were seriously 
  flawed, and that there is no rebellion afoot. Thus, regardless 
  of what the PCs are going to find, the Ahlissan army will be 
  here without any due cause. Of course, that’s not what the 
  Ahlissan general is likely to believe, so if the PCs want to 
  save the obviously rather loyal (“indifferent” would 
  probably be a better term, but from an Ahlissan perspective, 
  this wouldn’t make a difference as long as they are not 
  actively disloyal) people of Denshaw, it will not be enough 
  to tell the general that the villagers are innocent and that 
  “the cats took the Company.” The general is not really likely 
  to believe this, for magic-using cats and their deities fill as 
  big a space in his heart as they do with Kurlasgh Orrm's 
  (even less, rather, since the general has never been 
  abducted by one). And so, the adventure turns from 
  political intrigue and spying to a rather straightforward 
  search-and-rescue mission – with a somewhat feline twang. 
   
  Encounter 2: Winged Cat Down! 
  If the PCs set forth into the Iron Hills to find the tressyms, 
   the villagers are able to give rough directions to places 
  where they believe the PCs might actually find tressyms 
  (not the most reliable of information, to be precise). If the 
  PCs use divination magics to narrow down their search, 
  they find their spell inexplicably blocked by some powerful 
  counterspells. They may, however, hear a soft purring, or 
  they may see a cat-like face if they use a scrying spell. Once 
  this happens, they will have come to the notice of the 
  
  Cat's Grace 
   
  Page 11 
  Catlord, who will be scrying after them every now and then 
  (normal chances to detect). 
   
  At first, the PCs' attempts remain unsuccessful. Druid 
  and ranger PCs may, if they roll well, find some traces of 
  the cats, but not the tressyms themselves. If the PCs have 
  taken Groggo Berkomm with them, he may do their 
  tracking for them, but will be no more successful than PCs 
  able to track would have been. On a DC 10 Track (or 
  Survival) check, the PCs are able to follow the tracks of the 
  mounted Company delegation, right down to the point 
  where they met (and killed) the tressyms, although this will 
  not avail them since the tressyms will not even go near that 
  particular place for months to come. 
   
  However, fate intervenes a bit later: The PCs come to a 
  scene of carnage, where one tressym has fallen prey to one 
  of his natural enemies: a pair of harpie (aspiring harpy 
  archers, with levels of fighter added as depending on APL). 
   
  Read aloud or paraphrase the following:  
   
  After hours of trekking through the foothills of the Iron 
  Hills, you suddenly come across a strange sight: 
   
  A pair of creatures looking like an evil-faced old 
  human, with the lower body, legs, and wings of a reptile 
  and tangled, filthy hair, are squatting on the ground right 
  in front of you, some 30 feet away. A gleaming composite 
  longbow is lying next to them, and the creatures, their 
  backs to you, are hunched over something on the ground. 
  They do not seem to have noticed you. 
   
  The harpy has attacked the tressym in flight and forced him 
  down to the ground with a masterful shot through one of 
  his wings, and has now cornered the wounded cat. If the 
  PCs do not intercede, the tressym, stunned, at 0 hp, and 
  clearly outmatched, will be dead within the next round or 
  two. The harpy has so far just been toying with its prey, and 
  hasn't used captivating song on it yet. 
   
  At first, the PCs do not see the wounded tressym since 
  her body is shielded from sight by the harpy's body. The 
  PCs need to succeed in a DC 10 + APL Spot check to notice 
  the wounded flying cat. 
   
  If the PCs act immediately, allow them a surprise 
  round. If they need to draw weapons, ready spells, or want 
  to close in for melee, have them roll Move Silently checks 
  versus the harpy's Listen skill.  
   
   
  All APLS 
  Groggo Berkom, male gnome Rgr 2, hp 15; see DMG, p. 122 
  for a rough guide, but substitute gnome for gnoll and add 
  "Monstrous Humanoid" as favoured enemy. 
   
   
   
  APL 4 (EL 6) 
  � Wounded tressym, hp 0; see Appendix 2;  
  � Harpy (2): hp 45; see Appendix 3 
   
  APL 6 (EL 8) 
  � Wounded tressym, hp 0; see Appendix 2;  
  � Harpy (2): Ftr 2, hp 60; see Appendix 3 
   
  APL 8 (EL 10) 
  � Wounded tressym, hp 0; see Appendix 2;  
  � Harpy (2): Ftr 4, hp 75; see Appendix 3 
   
  APL 10 (EL 12) 
  � Wounded tressym, hp 0; see Appendix 2;  
  � Harpy (2): Ftr 6, hp 90; see Appendix 3 
   
  Tactics: Once battle is joined, the harpie pick up their bows 
  and take to the air as their first action. Once safely (they 
  think) in flight, one uses their captivating song on the 
  group, while the other fires arrows. Following this, they 
  uses their bows to pick on enemy spellcasters or enemy 
  bowmen. The harpies are not used to meeting superior 
  enemies and will thus fight to the death out of sheer 
  ignorance. 
   
  Treasure: The harpy's treasure depends on APL: 
   
  APL 4: Loot: 26 gp; Magic: 2 x +1 composite longbow 
  (+1 Str bonus) (2 x 208 gp) 
   
  APL 6: Magic: 2x +1 composite longbow (+1 Str bonus) 
  (2 x 208 gp), 2x +1 studded leather (2 x 97 gp) 
   
  APL 8: Magic: 2x +1 composite longbow (+1 Str bonus) 
  (2 x 208 gp), 2x +2 studded leather (2 x 347 gp) 
   
  APL 10: Magic: 2x +1 frost composite longbow (+1 Str 
  bonus) (2x 708 gp), 2x +1 studded leather (2x 97 gp), 40 +1 
  arrows (80 gp) 
   
  Detect Magic Results: +1 composite longbow (Faint 
  Transmutation); +1 studded leather (Faint Transmutation); 
  +2 studded leather (Moderate Transmutation); +1 frost 
  composite 
  longbow 
  (Moderate 
  Evocation, 
  Faint 
  Transmutation); +1 arrows (Faint Transmutation) 
   
  Encounter 3: Where's the Cats? 
  If the PCs defeat the harpy, they may tend to the wounded 
  tressym (two cure minor wounds spells will bring the cat 
  back to full health). If they treat the cat well, he will be of 
  great help in finding the other tressyms (even more so if 
  the PCs are able to communicate with him). If the PCs 
  allow the tressym to die, their task will be so much harder. 
  They will eventually be able to find the tressyms if they 
  apply their wilderness skills (they are now close enough to 
  the tressym hiding places that a DC 20 Track check will 
  sooner or later do the trick), but the flying cats will be 
  
  Cat's Grace 
   
  Page 12 
  rather hostile towards them, clearly remembering what the 
  last bipeds did… and what these ones did not. 
   
   
  The Tressyms: Once the PCs find the tressyms, they may 
  try to establish communications. If the PCs saved the 
  wounded tressym, the flying cats slowly start believing that 
  maybe not all bipeds are evil cat-slayers and start to slowly 
  converge around the PCs: first one cat appears, then 
  another, until in the end there are about 10 of them. The 
  same will happen if Groggo Berkomm is with the group 
  (regardless whether the PCs saved the wounded tressym), 
  although the PCs will have to do the actual talking. 
  Conversely, if Berionna accompanies the PCs, the tressyms 
  do not react positively to the druidess, but may be easier to 
  communicate with. After a bit of playing around, the cats 
  inform the PCs about what has happened from their point 
  of view, but also tell them not to worry, since it’s all in the 
  hands of the Great Cat now (a DC 25 Knowledge (religion) 
  check reveals this to be the Catlord, as above). The tressyms 
  have not really understood what has happened, but are able 
  to tell the PCs that the Great Cat has taken the offenders to 
  his “playground,” where they are to be held until judged 
  (whatever that may entail) by "the fierce tigress." The 
  tressyms know where the “man-den” leading to this 
  “playground” is and will show the PCs the location of the 
  entrance point to the demi-plane created by the Catlord if 
  they ask nicely. 
   
  If the PCs healed the wounded cat, the tressyms will, 
  in exchange, offer one of their own as a familiar to a magic-
  user or sorcerer, if such is desired, or as an animal 
  companion to a druid or ranger. This will be noted on the 
  AR. If (and only if) the wizard or sorcerer in question has 
  the Improved Familiar feat, he may use this feat to acquire a 
  tressym as a familiar at any time in the future, but only 
  once. Druids and rangers may pick their tressym 
  companion on the spot, but once again, this is a singular act 
  and a dead tressym can never be replaced. 
   
  If the PCs did not save the wounded tressym, it is up to 
  their diplomatic skills to convince the tressyms of their 
  good intentions. Obviously, rangers or druids might be of 
  good use here, but groups without such characters will also 
  have their chance to succeed. In the end, they will receive 
  the same information as listed above if they behave in a 
  friendly manner - although they will be treated with much 
  more caution and will not be offered the services of a 
  tressym familiar or animal companion. 
   
  The following table shows the initial reactions of the 
  tressyms as based on the PCs' actions so far: 
   
  Tressym Initial Reaction Table 
  Saved and healed tressym  
   
  Helpful 
  Saved tressym 
   
   
   
  Friendly 
  Did not save tressym, but fought harpy 
  Indifferent 
  Did not save tressym 
   
   
  Unfriendly 
  If Groggo Berkomm is with the group, improve Initial 
  Attitude by 1 step. 
   
  Should the PCs ever think of attacking the tressyms, the 
  cats will flee in all directions, not staying for any fighting 
  whatsoever (they have learned from the last time they 
  engaged bipeds). Should the PCs even kill one tressym 
  here, the Catlord will take offence, and the adventure is 
  over at this point until the PCs find some way of appeasing 
  the Catlord. The PCs gain the Disfavour of the Catlord as 
  described in Encounter 8: Catfight! 
   
  All APLs 
  Tressyms, hp 2; see Appendix 2 
   
  Encounter 4: Where's the Cat? 
  Read aloud or paraphrase the following: 
   
  The “man-den” as described by the tressyms turns out to be 
  an abandoned two-storey barn some 45 minutes walk 
  away, half in ruins. The place looks rather small, no more 
  than 30 feet by 20 feet, and no more than 15 feet high. Its 
  wooden door is swaying loosely in the wind. The place 
  looks old, dilapidated, and downright deserted. 
   
  The place is indeed empty when the PCs approach, but a 
  DC 10 Track check shows the following: 
  • 
  The barn was frequented by at least 20 tressyms on 
  and off, most of these having come to the area 
  within the last two weeks (i.e., after the 
  permanent gate to the demi-plane was created 
  here).  
  • 
  Further tracking (same DC) reveals that a human-
  sized creature with clawed feet moved into the 
  barn; if the tracks are traced backwards, away from 
  the barn, they turn into a tiger’s tracks about 300 
  yards away from the building (and vanish after 
  another 500 yards, as if the creature making these 
  tracks had disappeared out of nowhere, which, of 
  course, it did). The tracks lead to and into the 
  barn, but not out again. 
   
  The barn’s ground floor is devoid of almost anything save 
  lots of straw, used by the tressyms for playing, sleeping, 
  and, in some clearly marked-off places, as a litter tray. 
  "Almost" means that there is a small hole towards the far 
  left corner of the building in which the tressyms have 
  hidden some trinkets they have happened across, which a 
  DC 15 + APL Search check will uncover), covered with 
  
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  some straw. However, what immediately catches the eye is 
  the hayloft (30 by 10 feet), 10 feet up, but with no ladder or 
  other means of access. Another DC 10 Track check shows 
  that the humanoid creature entering the barn must have 
  stood in front of the hayloft, and suddenly the tracks get 
  deeper, just as is the creature had crouched before jumping 
  up (which she did). Incidentally, Banderia left these tracks 
  on purpose, in case anyone ever came after her (and into 
  the Catlord's demi-plane). Detect magic reveals the 
  presence of one Overwhelming aura (Conjuration) – the 
  entry to the demi-plane created by the Catlord for his 
  “inquisitor.” The building has long stood empty and has 
  clearly seen better days; especially the hayloft looks very 
  shaky, and the wood seems to be rather dry. While a map of 
  the map would not seem absolutely necessary at this stage 
  of the adventure (the gate is invisible anyway, and the trap 
  is hidden by the straw), one is provided anyway in 
  Appendix 4: The Barn, since the ground floor of the 
  structure might see use again in Encounter 7: Cats Just 
  Wanna Have Fun. 
   
  Getting to the hayloft is pretty easy, requiring only a 
  DC 8 Jump or a DC 10 Climb or Strength check to reach. 
  The gate is also rather easy to find – but the Catlord has 
  caused a trap to be inscribed here on the floor that is 
  automatically triggered by any non-cats that stand directly 
  in front of the entry point. It is, of course, possible to detect 
  the trap by the usual means, but only once the PCs are on at 
  least eye level with the hayloft floor. 
   
  APL 4 (EL 4) 
  � burning hands Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning hands, 
  5th
  st-level wizard, 5d4 fire, DC 11 Reflex save half damage) 
  Search DC 26; Disable Device 26. 
   
  APL 6 (EL 6) 
  �  glyph of warding (Blast): CR 6; spell trigger; no reset; 
  spell effect (glyph of warding [blast], 12
  th-level cleric, 5d8 
  fire, DC 14 Reflex save half damage); multiple targets (all 
  targets within 5 ft.); Search DC 28; Disable Device DC 28. 
   
  APL 8 (EL 8) 
  �  greater glyph of warding (Blast): CR 8; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 18
  th-level 
  cleric, 10d8 fire, DC 17 Reflex save half damage); multiple 
  targets (all targets within 5 ft.); Search DC 28; Disable 
  Device DC 28. 
   
   
   
   
   
  APL 10 (EL 10) 
  � Maximised fireball trap: CR 9; spell trigger; no reset; 
  spell effect (maximised fireball, 10
  th-level wizard, 10d6 fire, 
  DC 18 Reflex save half damage); multiple targets (all targets 
  within 20 ft. radius); Search DC 31; Disable Device DC 31. 
   
  The trap was not the work of the weretigress, but rather a 
  “gift” from the Catlord himself. The trap, by the way, is a bit 
  more devious than it seems at first glance: the fiery 
  explosion is sure to burn away the hayloft sooner of later, 
  since the floor has only 10 hit points at any given square, 
  and the dry straw is effectively negative the wood's 
  hardness (at APLs 4 and 6, there may be a chance of putting 
  the fire out before the hayloft gives if the PCs up there act 
  quickly, but since the straw is rather dry, the fire will 
  probably spread quickly), dropping the PCs to the ground 
  floor, inflicting an additional 1d6 damage on them for 
  falling 10 feet. Afterwards, they will have a much harder 
  time getting into the gate, since they now no longer have 
  the hayloft to stand in. Actually, there’s a good chance the 
  entire barn will burn down, leaving the gate hanging 10 
  feet up in the air. The PCs now need some ingenuity to get 
  up there. Due to these circumstances, the actual EL of the 
  trap is 1 higher than the respective CR should indicate. 
   
  If the PCs brought Groggo Berkomm with them, the 
  gnomish ranger is really excited about going through the 
  portal, even if he has taken serious damage from the trap. 
  However, he is about to notice to his dismay that he cannot 
  pass the gate! This is because the Catlord wants to test the 
  PCs' mettle, not that of hired NPCs. If Berionna 
  accompanied the PCs, she does not even volunteer to step 
  through the gate, deeming her task done. 
   
  Treasure: The tressyms have buried some shiny 
  trinkets (one gold ring, one silver ring, a small golden 
  statuette in the shape of a mounted knight, and a dented 
  silver key) in a hole in the far left corner of the ground 
  floor of the barn, all of it small items of jewellery (rings, 
  bracelets, and the like). 
   
  APL 4: Coin: 129 gp;  
   
  APL 6: Coin: 95 gp;  
   
  APL 8: Coin: 145 gp;  
   
  APL 10: Coin: 315 gp;  
   
  Encounter 5: Cat and Mice 
  Read aloud or paraphrase the following: 
   
  You step through the invisible gate – and find yourself in a 
  very strange place! You are standing an a corridor 10 feet 
  wide, open to the sky and flanked either side by walls 20 
  feet high. But what a weird sky this is: bright blue, not a 
  single cloud in sight, and it is also suddenly much warmer 
  than where you came from. Also, there is a constant … 
  
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  purring sound in the air, deep and low, as if produced by 
  many cats… large cats, from the sounds of it.  
   
  Should Groggo Berkomm have tried to enter alongside the 
  PCs, they find that he did not come here with them. The 
  PCs are now in the demi-plane created by the Catlord, and 
  administered by Banderia, for the judgement of the cat-
  slaying bipeds. This place is, in fact, a maze. Imagine long 
  lines of high (20 feet) walls, intersecting ever so often, 
  stretching the entire demi-plane… What’s more, any spells 
  or magical abilities that allow transportation of any kind are 
  inhibited, as are spells summoning creatures (including a 
  paladin’s warhorse). The walls are made of what would be 
  the permanent equivalent of wall of force spells, effectively 
  negating stone shape and passwall (and similar spells). This 
  is the Catlord’s playground, and he doesn’t want to make it 
  too easy for the bipeds he has trapped here… 
   
  A map of the maze may be found in Appendix 5: The 
  Maze. The PCs enter the maze (via the gate) at the place 
  marked "G" on the map. Beyond the outer perimeter of the 
  maze as depicted on the map, the demi-plane ends. 
  Technically speaking, this is a multiply-connected puzzle 
  maze, with the perimeter walls not being directly 
  connected to the walls surrounding the central goal. In 
  between, the maze has various "islands" to overcome the 
  standard adventurer solution to mazes, the hand on wall 
  method. If anyone tries to solve the maze in this tried and 
  trusted fashion, they simply come back to their point of 
  origin since they are going to miss the gap between the 
  perimeter and the goal. The goal is located within a central 
  "island" that the PCs have to find out by trial and error. For 
  added puzzlement, there are also a number of "minor 
  islands" within the design. These basic facts of labyrinth 
  construction may be made available to the PCs if they 
  succeed in a DC 20 Knowledge (architecture and 
  engineering) check. 
   
  And yet, things are even worse: Every once in a while, 
  a huge cat’s paw appears from beyond the walls, trying to 
  give a PC a “gentle” nudge (Atk: +10 + APL melee (APL 4 – 2 
  hp; APL 6 – 3 hp; APL 8 – 4 hp; APL 10 – 5 hp, slam)). This 
  usually happens when one of the cats watching those 
  stupid little bipeds gets bored, or when the PCs get the silly 
  idea of resting. The paw doesn’t hurt much, but the 
  situation is very annoying.  Occasionally huge cat faces 
  appear in the sky above, and grin down on the PCs, and 
  whenever they (i.e., the DM) believe the PCs are not 
  sufficiently entertaining them, they raise their grubby little 
  paws. If the PCs don’t start doing something interesting 
  (moving around is always good, but the best thing is clearly 
  trying to run away from the cats, which they really like, 
  especially since they know it won't work), the giant cats up 
  the ante a bit and pop their claws, resulting in double 
  damage (APL 4 – 4 hp; APL 6 – 6 hp; APL 8 – 8 hp; APL 10 – 
  10 hp, claw) and nasty scratch marks that have the 
  annoying tendency of not healing as long as the PCs are in 
  the demi-plane, effectively lowering Charisma by 2 during 
  that time. 
   
  The constant vigilance of the cats makes it very hard 
  for the PCs to get proper rest (and let’s not even start 
  thinking about the constant hissing and purring). Since the 
  constant pawing counts as “significant interruption” as per 
  the rules on p. 146 of the PHB, natural healing is not 
  possible while in the demi-plane. For that reason, the DM 
  should not overuse this ability of the cats, lest he weaken 
  his group too much for things to come. 
   
  It will not become actually clear during the course of 
  the adventure whether the PCs were shrunk, the cats 
  enlarged, or whether the truth is something else entirely. 
  This is the way the Catlord structured this particular demi-
  plane, and he has no inclination of explaining what he was 
  doing, and why. While the PCs may attack the paws, this 
  will not register as real damage with the cats, only as a 
  serious effort of the bipeds to play with them (a little 
  pricking here and there has never hurt a cat so far), and 
  thus neither an arrow of slaying nor a well-placed fireball 
  will actually kill any of the cats. 
   
  The walls may of course be climbed (DC 20; these walls 
  are a lot like brick walls), but this only puts the PCs on the 
  other side of the wall, in the next corridor… However, the 
  cats do like such activity, and will not interfere, at least as 
  long as the PCs do not try to spoil the cats' fun by actually 
  walking on the walls. Should the PCs try this, the cats 
  simply brush them off on a successful bull rush attack (size 
  modifier of +12), success of which deals the usual damage 
  plus 2d6 for falling 20 feet. Then again, it might also be 
  interesting to just pick up such a PC and place it 
  somewhere else, just to see what the tiny thing might be 
  doing then (by making a grapple check with the same 
  modifiers). This the cats will actually do very gently, not 
  doing any damage while transferring PCs. 
   
  It should become obvious pretty soon that the PCs 
  need to act quickly to get to the bottom of this. To do so, 
  they need to develop a means of navigating in the maze. 
  Divination spells still work, and spatial perception is in no 
  way affected by the conditions in the maze, and thus it 
  should be rather easy for the PCs to develop some means of 
  navigation. They are most likely to use the old hands-on-
  wall trick, which, for reasons already mentioned, is not 
  going to work for them. Pity. 
   
  The PCs have two objectives here: finding the trapped 
  Aerdy Re-Enactment Company, and finding the creature 
  responsible for all this. It does not take Mordenkainen-like 
  intelligence to figure out that the Company are trapped 
  here, too (the hints the PCs have gathered so far should be 
  
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  Page 15 
  fairly self-evident). As to where to go to find the Company, 
  let the PCs make DC 15 Search checks once per 10 
  minutes. On a successful check, they find some personal 
  item belonging to one of the members of the Company (an 
  item of clothing, some piece of equipment, etc.) that helps 
  them to stay on track. The PCs might not know that the 
  item they've just found belongs to the Company, but they 
  do learn that somebody else is in here. 
   
  Since the Company are trying to do the same thing, 
  sooner or later either the PCs will find the actors, or vice 
  versa. The Company's initial position is indicated as "C" on 
  the map in Appendix 4. The Company are not exactly doing 
  much exploring by this time, so it is basically up to the DM 
  to decide whether they move out a bit to stumble upon the 
  PCs. PCs who have played TSS 3-04, The Glory of Times 
  Past and have seen the members of the Company perform 
  might have an easy time using locate object or locate 
  person. In the end, however, it is up to the DM to 
  determine how long it takes the PCs to find the Company, 
  depending on the party’s search and orientation strategies, 
  or whether the Company find them first (only advisable in 
  the most dire of situations, since the PCs will then lose the 
  xp for locating the Company, few as they may be). Once the 
  PCs have found the Company, they get 30 xp for 
  successfully navigating the maze (regardless of APL). The 
  Company are described in Appendix 7: The Aerdy Re-
  Enactment Company. 
   
  Once found, the Company look in pretty bad shape. 
  They have been in this demi-plane for close to two weeks 
  now, not being able to find any way out nor to find the 
  “damned overcat” they believe to be in charge here (they 
  couldn’t, because the weretigress wouldn’t let them). The 
  cats do let them grab some sleep every once in a while, but 
  never enough to fully heal or to regain spells, and tempers 
  are rather low, especially with the staff who by now is just 
  tagging along behind the leaders. If the PCs do not know 
  yet that there is a being controlling the maze somewhere at 
  its centre, the Company will tell them. The Company also 
  explain that, once per day, they are visited by the apparition 
  of a female face with feline features who wants them to 
  “admit their guilt and bring the offender to justice” 
  (something that won't have happened to the PCs by then, 
  and never The offender would be Landra, that much is 
  pretty obvious. However, Kurlasgh Orrm is not yet ready to 
  abandon one of his own, still hoping to achieve a 
  diplomatic solution (which the weretigress told him several 
  times would not work, but he wouldn’t listen). None of the 
  Company’s spell-casters have any spells left, by the way. 
   
  Should the PCs not have discovered a means of 
  navigating the maze by now, the Company have at least 
  will). found out about the "island" and the fact that the 
  perimeter and the centre are not directly linked and will 
  make this knowledge available to the party. Despite 
  knowing how to solve this problem, they couldn’t find the 
  centre because they weren’t supposed to. Both Kurlasgh 
  Orrm and Lertolia Corander however, are certain that there 
  must be a centre somewhere (both are familiar with the 
  concept of multiply-connected puzzle mazes) and that there 
  must be an outside-induced reason why that can't seem to 
  find it. The PCs, however, obviously admitted into the maze 
  by its owner’s consent (the little incident with the fiery trap 
  notwithstanding), should obviously be able to get to the 
  centre of the maze and bargain with the feline female for 
  the Company’s (or, to be precise, Landra’s…) life. Thus, the 
  entire Company is very pleased to see the PCs, and if asked, 
  Kurlasgh Orrm confirms all reward promised by his branch 
  agent in the Players’ Introduction, including the exertion of 
  his political influence – provided the entire Company 
  (including Landra) is saved – Orrm could have saved the 
  rest of the Company, excluding Landra, the entire time by 
  simply admitting to Landra's guilt and offering her to 
  Banderia. 
   
  Form this point on, it should be easy enough for the 
  PCs to connect to the inner set of walls and find Banderia. 
  Since all the Company are able to vividly describe the feline 
  face, another locate person would work, too. Once the PCs 
  get to the centre of the maze, they receive another 60 xp if 
  they used a means of navigation of their own devising 
  (including spell use), once again independent of APL. Of 
  course, the huge cats will again egg them on all the time. 
  The PCs may have the Company accompany them, but this 
  is not strictly necessary, since the Company won’t be 
  allowed into the lair of the weretigress anyway. 
   
  Encounter 6: Seeing a Cat About 
  Some Men 
  Banderia, the weretigress-cum-druid, resides in a lavish 
  room at the centre of the maze. She is willing to grant the 
  PCs an audience if they have amused her (and by extension, 
  the cats around the maze). Thus, once the PCs have reached 
  the centre of the maze and the weretigress feels like the 
  characters have earned it, read this to your players: 
   
  Suddenly, the wall directly in front of you slides aside. Soft 
  light emanates from a room situated at the centre of the 
  maze. The room is furnished lavishly with soft carpets, low 
  couches, and seating cushions. 
   
  In the middle of this room stands a stunning female, 
  scantily clad in only a few rags strategically placed to make 
  her look even more alluring. The woman is very sleek, and 
  yet her build betrays powerful muscles. There is a certain 
  ferocity about her, and the way she looks at you with 
  sparkling eyes makes you slightly uncomfortable. With 
  
  Cat's Grace 
   
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  superhuman, almost cat-like grace, she turns towards you 
  and greets you: 
   
  "Welcome, brave adventurers. So you are those my 
  Lord has allowed into my… playground?" She produces a 
  slight purring noise. "But I'm forgetting my manners. I am 
  Banderia. And who might you be?" 
   
  Banderia seems to be in an idle, even friendly, mood, but 
  she actually is anything but. After proper introductions 
  have been made, Banderia, with unusual patience, waits 
  until the PCs have stated their plea (cats can be very patient 
  if need be). All the time, the weretigress will leave no doubt 
  that she is in absolute, total, perfect command here, 
  informing the PCs in a very friendly manner that they 
  cannot do anything to harm her anyway, since they are in 
  her world, governed by her laws. This, of course, is not 
  exactly true, but why tell these stupid bipeds? Maybe they 
  believe her? Maybe they humour her and treat her nicely? 
  Purr… 
   
  Statistics for Banderia can be found in Appendix 6: 
  Banderia. If asked nicely, the weretigress agrees to 
  negotiate for the release of the Company. In fact, she has 
  become a bit tired of Kurlasgh Orrm’s unyielding rejection 
  of her attempts of bringing him to admit the Company’s 
  guilt and handing over Landra, and would have lost interest 
  long ago had she not been under direct orders from the 
  Catlord (something else she will, of course, not tell the 
  PCs). However, PCs who succeed in a DC 20 + APL Sense 
  Motive check actually notice her boredom, and may 
  conclude that the weretigress is only waiting for a suitable 
  way to pull out of her predicament without the Catlord 
  finding any fault in it. 
   
  Banderia’s disposition not only depends on how the 
  PCs performed in the maze, but also on how they interacted 
  with the tressyms (of which Banderia, of course, knows). If 
  the PCs saved the wounded tressym, the weretigress 
  believes them to be kind of okay for bipeds, and if they 
  even healed the poor cat, she actually has a high opinion of 
  them. In game terms, her initial attitude is unfriendly if the 
  PCs only barely got by with the tressyms, indifferent if they 
  saved the wounded cat, and friendly if they healed the 
  tressym. PCs who have entertained Banderia in the maze 
  get a +2 circumstance modifier on all Diplomacy or 
  Charisma checks to influence her reactions. Cautious and 
  surreptitious use of magic might also help in swaying 
  Banderia. 
   
  At the start of negotiations, Banderia outright claims 
  the right to judge Landra as she sees fit (i.e., to kill her after 
  a few hours of quality playing time). This is of course not in 
  the PCs’ interest, and they need to put forth some reasons 
  why Landra should be allowed to leave free. Offers of 
  disciplining her as is suitable for humans (or something 
  similar along these lines) is most likely to work. The PCs do 
  not have authority to do this, but Kurlasgh Orrm will only 
  too readily agree. He actually made the same offer himself, 
  but since he or the rest of the Company (excluding, maybe, 
  Shari Songwood, who is rather fond of cats and disliked 
  Landra's actions immensely) were never in the good graces 
  of Banderia as the PCs are now, his offer was simply 
  ignored. 
   
  Once Banderia is assured that the bipeds will be able to 
  take care of Landra’s crimes on their own, the weretigress 
  makes sure of the following: 
  1. 
  The bipeds state that they are sorry about the 
  killing of the five tressyms. Very sorry. This 
  includes a full apology. 
  2. 
  The bipeds promise that the offender (Landra) 
  will be brought to biped justice. 
  3. 
  The bipeds promise that something like this is 
  never going to happen again 
   
  There are two possible endings to this encounter. One of 
  them involves the PCs convincing Benderia to give in. In 
  this case, the weretigress lets go with a low growl and purrs: 
   
  "Very well, my brave adventurers. I will do what you have 
  asked so nicely, living safely in the fact that not all bipeds 
  are evil cat-slayers and that the wrongdoer will be 
  punished.  
   
  “However, there are still a few laws to all of this, and 
  oh! I still like to have a bit of fun of my own. I will now 
  send you back to the barn as you have left it, but you will 
  not be able to leave its grounds until each of you have 
  performed two tasks for me – small tasks for a cat, but 
  maybe not as small a task for a biped.  
   
  Firstly, I want you to experience something of the 
  suffering that the tressym did before they died at the 
  hands of these murderers. You will face a trial of combat 
  against some of my lord’s childer.  
   
  “Then, each of you will have to catch a live and 
  conscious mouse, using nothing but your bare hands and 
  feet, and doing so on your own, without any help from the 
  others. And this includes familiars as well as animal 
  companions, mind you. No spells, neither learned nor 
  innate, no weapons, no items, neither magical nor 
  mundane. Just what a cat would use, too. And you have no 
  more than, say, 2 minutes each. You need to catch the 
  mouse alive, and then have to eat it. Once each of you has 
  done this, all that you came to find is yours." 
   
  With this, Banderia releases the characters from her demi-
  plane and sends them straight to Encounter 7: Cats Just 
  Wanna Have Fun. Since the characters have not had to 
  spend their resources by fighting Banderia, they only get 
  
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  half the xp possible for this encounter; the rest of the xp is 
  tied to Encounter 7. 
   
  Should, at any time, the encounter turn into a combat 
  situation (i.e., should the PCs attack Banderia), immediately 
  turn to Encounter 8: Catfight! 
   
  Encounter 7: Cats Just Wanna Have 
  Fun 
  If the PCs have struck a deal with Banderia and are released 
  into what remains of the barn (see the map in Appendix 4: 
  The Barn, in all likelihood minus the hayloft). 
   
  Read aloud or paraphrase the following: 
   
  Suddenly, you find yourself back in what remains of the 
  barn. You notice a faint shimmering around what used to 
  be the door. This seems to be the means of preventing you 
  from leaving the structure as mentioned by Banderia. 
   
  Claw marks incurred while on the demi-plane as well as all 
  damage taken from the cats will still be felt by the PCs, as 
  will Charisma loss. The tigers and mice won't mind, 
  though.  
   
  Tiger, Tiger: A moment after the PCs, so will their 
  opponents in the trial of strength.  
   
  APL 4 (EL 8) 
  Dire Tiger hp 120; See Monster Manual p 65.  
   
  APL 6 (EL 10) 
  Dire Tiger (2) hp 120; See Monster Manual p 65. 
   
  APL 8 (EL 12) 
  Dire Tiger (4) hp 120; See Monster Manual p 65. 
   
  APL 10 (EL 14) 
  Dire Tiger (6) hp 120; See Monster Manual p 65. 
   
  Tactics: At APL 4 the single dire tiger will leap straight at 
  the PCs intent on ripping them to shreds using its pounce 
  and rake attacks if possible. At higher APLS, the tigers will 
  move to flank PCs, with one distracting, wile the other(s) 
  move around the flanks and rear. The creatures will fight to 
  the death.  
   
  Development: Any PC reduced to negative hit points 
  (even below –10 hp) by the tigers will flash out of 
  existence, only reappearing after the combat is over one 
  way or the other. When PCs reappear, they will have 9 hp, 
  but otherwise the injuries inflicted by the tigers will 
  remain. Bandaria wants the PCs to know how the slain 
  tressym felt before they died, but she bears the PCs 
  themselves no ill-will and does not wish to kill them. Once 
  the PCs have either killed the tigers or been defeated by the 
  tigers, they can proceed to the second test.  
   
  Grey Mousers: For their second test, The PCs now need to 
  decide in which order to try to catch their mouse. Once this 
  has been decided upon, Banderia conjures the first mouse 
  into existence… 
   
  The basic rules are actually very simple: spot the mouse 
  and catch it, refraining form the use of spells, weapons, and 
  items. Should the PCs try, they will find that they are 
  unable to leave the barn by any means, including fly, 
  dimension door, or teleportation spells. Paladin mounts 
  cannot be summoned here. Should they employ any means 
  expressly forbidden by Banderia, the mouse immediately 
  disappears, and Banderia's voice booms out: "Foul! You lose! 
  Next!" Note that while spells or spell-like abilities are 
  forbidden, the use of other class abilities is not. A druid or 
  ranger's Animal Companion class ability might not be used 
  here, though, since the object is ultimately to eat the 
  animal. Wild Empathy may be used to a certain extent 
  (however, once caught and about to be eaten, the mouse is 
  sure to panic). A druid's Wild Shape class ability does not 
  count as magical or spell-like, but is supernatural in fashion 
  and does thus not violate Banderia's rules. In fact, should a 
  druid change into a cat to catch to mouse, Banderia will be 
  highly pleased… 
   
  As anyone who ever tried to do so will immediately 
  attest, catching a mouse with one's bare hands is tricky at 
  best. However, it does get significantly easier at higher 
  levels, which is why the xp reward effectively decreases at 
  higher APLs. 
   
  Catching the Mouse: The basic procedure is like this: 
  The PC whose turn it is steps forward and the mouse (use 
  the stats for a rat on page 287 of the MM for purposes of 
  this encounter) appears in the square that is farthest away 
  from him. Mouse and PC then roll for initiative and act 
  according to the rules. The mouse does not initially know 
  that it is about to be captured and feels a bit disoriented due 
  to having been so suddenly transported to an unfamiliar 
  location; thus, it incurs a circumstance modifier of –2 to its 
  Initiative check. 
   
  The PC may well be able to get rather close to the 
  mouse before the animal notices what's up. Using Wild 
  Empathy might certainly help the PC to get to animal to 
  remain still, but once the mouse is about to be captured, all 
  bets are off and the mouse tries to run. 
   
  Even when forced to rely on their hands and fists only, 
  most PCs should be able to catch up with the mouse easily 
  enough. However, Banderia's stipulation that the mouse 
  needs to be captured "live and conscious" makes the 
  
  Cat's Grace 
   
  Page 18 
  solution so much more difficult. Most PCs should be able 
  to hit AC 14 even when unarmed, but with 1 hp, even a 
  glancing non-lethal blow will render the mouse 
  immediately unconscious – too boring for cats to bother 
  with, and thus of no interest to Banderia and her idea of 
  feline fun. 
   
  In effect, the PC will have to grapple with the mouse, 
  as ridiculous as it may seem – see the rules for grappling on 
  page 156 of the PHB. The mouse will probably fail the 
  opposed grapple check rather miserably, but will do its 
  utmost to get the attack of opportunity that precedes the 
  grapple attack in. Once grappled, the mouse will surely try 
  to escape, but with a grapple modifier of –16, chances of 
  this are pretty slim. PCs need first to maintain the hold and 
  then to pin the mouse to be able to count it as "captured." 
  Afterwards, they are free to proceed with the "eating" part 
  of the task (see Eating the Mouse, below). 
   
  The mouse, of course, does not want to be captured. As 
  soon as it notices what's going on, it tries to flee. Its base 
  speed of 15 feet is none too impressive, but there are a few 
  holes in the walls and the floor into which the mouse will 
  want to creep. At the beginning of each round, roll 1d10 to 
  determine which of the holes is closest to the mouse. The 
  mouse, not knowing what awaits it in which hole, will 
  immediately make for that hole. 
   
  Mousehole Table: 
  1-3: hole in the floor, 5 feet away 
  4-6: hole in the floor, 10 feet away 
  7-8: hole in the floor, 15 feet away 
  9: hole in the wall, 5 feet away 
  10: hole in the wall, 10 feet away 
   
  Holes in the ground are good, holes in the wall are bad for 
  the mouse. The latter are considered bad because these 
  holes lead outside, and the mouse is as unable to leave the 
  barn as the PCs are. Thus, a mouse fleeing into a hole in the 
  wall effectively loses one round, making it so much easier 
  for the PC to corner and capture it. 
   
  A mouse in a hole is considered to have 20% 
  concealment since the hole is barely large enough to a PC 
  to put his hand in, let alone see here they are grabbing. At 
  the same time, the mouse on the hole gets a circumstance 
  bonus of +2 to attack the hand of any PC reaching into the 
  hole; this includes attacks of opportunity against grapple 
  attempts. Should a PC get the brilliant idea of peeking into 
  the hole first, the mouse gets a free attack with a bonus of 
  +4 against the PCs eye. The bite attack does normal damage 
  if it hits, but automatically counts as a "hit to One Eye" as 
  per the rules on page 27 of the DMG regardless of actual 
  damage rolled. 
   
  Once in the right hole (in the ground), the mouse is 
  rather unlikely to ever want to get out on its own… DMs 
  who are feeling generous may have the mouse find shelter 
  in the hole already mentioned in Encounter 4: Where's the 
  Cat?, the one that holds the tressyms' treasure, in case the 
  PCs have missed it the first time around. 
   
  Since time is limited to 2 minutes per PC and mouse, it 
  is not possible to take 20. 
   
  Eating the Mouse: Once the mouse is captured, it should be 
  killed before eating. Even cats do so (if only after having 
  played with their food for a while). Human mouths are not 
  capable of eating a live and kicking (and scratching and 
  biting…) mouse without receiving severe injuries. Killing a 
  captured mouse is easy and does not require any rolls. 
   
  Druids, rangers, and barbarians should have no 
  problems whatsoever in eating the dead mouse, even 
  uncooked (remember – you have to eat the mouse as the 
  cats does, not even getting a good sauce first is allowed – 
  and when was the last time you have ever seen a cat cook its 
  food?). The former should be used to it from wilderness 
  experience, while the latter probably don't care. The same 
  applies to half-orcs in general (don't care) and any PCs who 
  are "living off the wild" for their standard of living (they 
  should be used to it, too). 
   
  All others need to succeed in a DC 10 Constitution 
  check to keep the mouse down once they have eaten it. 
  Individual PC backgrounds might provide a way around 
  this, at the DM's discretion, as might certain prestige 
  classes. PCs that act particularly squirmy at the prospect of 
  eating the mouse have their DC increased to 12. 
   
  If the PCs eat the mouse but cannot keep it down, 
  Banderia considers the test a (marginal) success, but the PC 
  is only awarded half the xp for this encounter, because they 
  only did half of the job, from a cat's point of view (in fact, 
  they missed out on the more important part: the feeding…. 
   
  All APLs 
  Mouse, CR 1/8, hp 1; see MM, p. 278 (use rat statistics) 
   
  Once the PCs have mastered this last obstacle (which 
  Banderia considers solved if at least one more than half the 
  PCs is successfully, but why bother telling them in 
  advance?), they will find Groggo Berkomm or Berionna 
  waiting for them in case either has accompanied them here. 
   
  Encounter 8: Catfight! 
  This scene only ever enters play if the PCs are not able to 
  convince Banderia of their good intentions and fail in their 
  negotiations. Written at APL +4, this is a tough fight: the 
  PCs are tired, wounded, probably low on spells, while 
  Banderia is fully prepared (she has watched the PCs every 
  
  Cat's Grace 
   
  Page 19 
  step of their way) and very able. The DM should play her to 
  the best of his abilities. To this end, ample notes on how to 
  do this are given in Appendix 6: Banderia.  
   
  The good news is: If the PCs kill the weretigress, the 
  demi-plane dissolves, and everybody returns to whatever 
  remains of the old barn, including the Company, up to the 
  last man, woman, and gnome. There will be no test waiting 
  for the characters in the barn (i.e., Encounter Seven is not 
  used). If Groggo Berkomm or Berionna have accompanied 
  the PCs, they are still waiting in the probably ruined barn. 
  Thus, the PCs have fulfilled their mission, and the 
  Company are free to go, since the Catlord, not wanting to 
  risk the wrath of the other powers by intervening twice in a 
  row, will withdraw, highly unamused. 
   
  Hence, the bad news: The PCs (and Landra, too) have 
  earned the Disfavour of the Catlord by killing one of his 
  emissaries, generally thwarting his designs and absolutely 
  not doing what he wanted them to do. Never do that to a 
  cat. It doesn’t sit well with him, and he is only too eager to 
  communicate his unease to the rest of the Oerth’s cats. For 
  the rest of their lives, all normal cats will shun the PCs, and 
  larger types will attack them on sight, if at all possible 
  within the bounds of an adventure. They will never be able 
  to gain a cat of any type (including larger and dire varieties) 
  as a familiar or an animal companion. Thus, they will not be 
  able to redeem the tressym favour, even if they initially 
  qualified for it. 
   
  APL 4 (EL 8) 
  Banderia: weretigress/druid 3, hp 55 (human form)/75 
  (hybrid and animal forms); see Appendix 6 
   
  APL 6 (EL 10) 
  Banderia: weretigress/druid 5, hp 66 (human form)/88 
  (hybrid and animal forms); see Appendix 6 
   
  APL 8 (EL 12) 
  Banderia: weretigress/druid 7, hp 80 (human form)/106 
  (hybrid and animal forms); see Appendix 6 
   
   
   
  APL 10 (EL 14) 
  Banderia: weretigress/druid 9, hp 91 (human form)/121 
  (hybrid and animal forms); see Appendix 6 
   
  Epilogue: Cat's Grace 
  If all goes well, the PCs have convinced Banderia to let the 
  Company (including Landra) go free, and so all of them, 
  both PC party and Aerdy Re-Enactment Company, return 
  to what remains of the barn after having faced the 
  Banderia's little tests of amusement.  
   
  Alternatively, the PCs have killed the weretigress and 
  left the demi-plane without any delay. In either case, claw 
  marks incurred while on the demi-plane will have 
  vanished, all damage taken from the cats (except damage 
  taken from battle with Banderia) will have been restored, as 
  will Charisma loss. 
   
  Kurlash Orrm leads the Company back to Denshaw, 
  where they stay for another two weeks, resting, mending, 
  and healing. Orrm promises the PCs that he will do what 
  he can for them, seeing to it that messages are dispatched as 
  quickly as possible, thus earning each PC the immediate 
  erasure of one “Wanted in Ahlissa” or one Disfavour of an 
  Ahlissan noble as promised in the Players’ Introduction. If 
  no such condition exists, the Favour may be retained for 
  later use. 
   
  Orrm will also see to it that each PC gets a written note 
  of the promised Favour of the Company, as indicated on 
  the AR. 
   
  Landra will indeed be punished by Orrm, not in a way 
  that a cat would understand, but in a way that Landra 
  understands fully well: a warning-off with the prospect of 
  leaving the Company the next time she steps out of line, 
  coupled with a substantial salary decrease (half pay for the 
  next six months). 
   
  Finally, there is that little business of the approaching 
  army to deal with… If the PCs have rescued the Company, 
  it’s best to let Kurlasgh Orrm deal with the Ahlissan general 
  in command of 1,200 heavily armed soldiers. He will listen 
  to the PCs, too, however. The general, by the way, doesn’t 
  care one single bit about villagers, flying cats, or even 
  Landra – his main concern is that Orrm is returned safely. 
  For political reasons, he would also like to bring Lertolia, 
  Shari, and Lady Andira back home safely, for these are 
  regarded as high-status VIPs. PCs who are already "Wanted 
  in Ahlissa" will have to make an additional check to see 
  whether they are recognized when they are brought before 
  the general; should they be recognized, they may, however, 
  immediately offset this by spending the Favour granted to 
  them by Kurlasgh Orrm. The army has Zilchan clerics 
  along to verify any statements the PCs make. 
   
  Should the PCs take Orrm with them to their meeting 
  with the general, negotiations will be short as the officer 
  immediately follows Orrm's suggestions. This should give 
  the PCs another indication that there is a lot more to 
  Kurlasgh Orrm than it may have seemed in the wake of TSS 
  3-04 The Glory of Times Past. 
   
  The PCs are then free to return to wherever they came 
  from (perhaps with a tressym in tow…) to collect the rest 
  of their reward. 
   
  
  Cat's Grace 
   
  Page 20 
  Treasure: The second half of the promised reward is paid 
  once the Company has been returned safely: 
   
  APL 4: Coin: 150 gp; 
   
  APL 6: Coin: 250 gp;  
   
  APL 8: Coin: 300 gp;  
   
  APL 10: Coin: 550 gp;  
   
  Campaign  
  Consequences 
  There are two items of interest that may influence further 
  adventures: 
   
  1 – Was Kurlasgh Orrm rescued? 
   
  2 – Was Banderia killed? 
  Please email the author at GH_Adri@web.de 
   
  The End 
   
  
  Cat's Grace 
   
  Page 21 
  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 2: Winged Cat Down! 
  Defeat the harpy: 
  APL 4 (EL 6): 
   
   
   
  180 xp 
  APL 6 (EL 8): 
   
   
   
  240 xp 
  APL 8 (EL 10): 
   
   
   
  300 xp 
  APL 10 (EL 12): 
   
   
   
  360 xp 
   
  Encounter 4: Where’s the Cat? 
  Defeat or survive the trap: 
  APL 4 (EL 4): 
   
   
   
  120 xp 
  APL 6 (EL 6): 
   
   
   
  180 xp 
  APL 8 (EL 8): 
   
   
   
  240 xp 
  APL 10 (EL 10): 
   
   
   
  300 xp 
   
  Encounter 5: Cat and Mice 
  Navigating the Maze (finding the Company): 
  APL 4 :  
   
   
   
  30 xp 
  APL 6 :  
   
   
   
  30 xp 
  APL 8 :  
   
   
   
  30 xp 
  APL 10 :  
   
   
   
  30 xp 
   
  Navigating the Maze (finding the weretigress): 
  APL 4:  
   
   
   
  60 xp 
  APL 6:  
   
   
   
  60 xp 
  APL 8:  
   
   
   
  60 xp 
  APL 10:  
   
   
   
  60 xp 
   
  Encounter 6: Seeing a Cat About Some Men 
  Successfully negotiating with the weretigress: 
  APL 4 (EL 4): 
   
   
   
  45 xp 
  APL 6 (EL 5): 
   
   
   
  90 xp 
  APL 8 (EL 6): 
   
   
   
  135 xp 
  APL 10 (EL7): 
   
   
   
  130 xp 
   
  Encounter 7: Cats Just Wanna Have Fun 
  Defeat the weretigers: 
  APL 4 (EL 8): 
   
   
   
  240 xp 
  APL 6 (EL 10): 
   
   
   
  300 xp 
  APL 8 (EL 12): 
   
   
   
  360 xp 
  APL 10 (EL 14): 
   
   
   
  420 xp 
   
  OR (instead of xp for Encounters 6 and 7): 
   
   
   
  Encounter 8: Catfight! 
  Defeating the weretigress: 
  APL 4 (EL 8): 
   
   
   
  240 xp 
  APL 6 (EL 10): 
   
   
   
  300 xp 
  APL 8 (EL 12): 
   
   
   
  360 xp 
  APL 10 (EL 14): 
   
   
   
  420 xp 
   
  Total Possible Experience 
  APL 4:  
   
   
   
  675 xp 
  APL 6:  
   
   
   
  900 xp 
  APL 8:  
   
   
   
  1125 xp 
  APL 10:  
   
   
   
  1300 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 
  
  Cat's Grace 
   
  Page 22 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Players’ Introduction: Where But for the Grace of the 
  Cat? 
   
  APL 4: Coin: 150 gp;  
   
  APL 6: Coin: 250 gp;  
   
  APL 8: Coin: 300 gp;  
   
  APL 10: Coin: 550 gp;  
   
  Encounter 2: Winged Cat Down! 
   
  APL 4: Loot: 26 gp; Magic: 2 x +1 composite longbow 
  (+1 Str bonus) (2 x 208 gp) 
   
  APL 6: Magic: 2x +1 composite longbow (+1 Str bonus) 
  (2 x 208 gp), 2x +1 studded leather (2 x 97 gp) 
   
  APL 8: Magic: 2x +1 composite longbow (+1 Str bonus) 
  (2 x 208 gp), 2x +2 studded leather (2 x 347 gp) 
   
  APL 10: Magic: 2x +1 frost composite longbow (+1 Str 
  bonus) (2x 708 gp), 2x +1 studded leather (2x 97 gp), 40 +1 
  arrows (80 gp) 
   
  Encounter 4: Where's the Cat? 
   
  APL 4: Coin: 129 gp;  
   
  APL 6: Coin: 95 gp;  
   
  APL 8: Coin: 145 gp;  
   
  APL 10: Coin: 315 gp;  
   
  Epilogue: Cat's Grace 
   
  APL 4: Coin: 150 gp;  
   
  APL 6: Coin: 250 gp;  
   
  APL 8: Coin: 300 gp;  
   
  APL 10: Coin: 550 gp;  
   
  Total Possible Treasure 
  APL 4: Loot: 26 gp; Coin: 429 gp; Magic: 416 gp - Total: 
  871 gp 
   
  Cap: 650 gp 
  APL 6: Coin: 595 gp; Magic: 610 gp - Total: 1205 gp 
  Cap: 900 gp 
   
  APL 8: Coin: 745 gp; Magic: 1110 gp - Total: 1855 gp 
   
  Cap: 1300 gp 
   
  APL 10: Coin: 1415 gp; Magic: 1770 gp - Total: 3185 gp 
   
  Cap: 2300 gp 
   
  Special 
  � Favour of the Aerdy Re-Enactment Company: 
  Kurlasgh Orrm, the leader of the Aerdy Re-Enactment 
  Company, has made you an honorary member of his 
  Company. Besides lifelong free admission to all of the 
  Company's performances, this Favour also counts as 1 
  Influence Point with the Company. It stacks with other 
  Favours of the Company. 
   
  � Connections of Kurlasgh Orrm: This is a special kind 
  of Favour that allows a PC to have Kurlasgh Orrm, the 
  leader of the Aerdy Re-Enactment Company, apply his 
  considerable influence to erase one "Wanted in Ahlissa" 
  condition or one Disfavour from any Ahlissan noble. The 
  benefit need not be taken immediately. Once it is used, 
  cross off both this Favour and the specific condition it is 
  used to erase. 
   
  � Disfavour of the Catlord: You have angered the 
  Catlord, a quasi-deity from the Beastlands and the Overlord 
  of all catfolk, by killing one of his emissaries. For the rest of 
  your life, all normal cats will shun you, and larger types will 
  attack you on sight, if possible within the limits of futre 
  scenarios. You will never be able to gain a cat of any type 
  (including larger and dire varieties) as a familiar or an 
  animal companion. 
   
  Items for the Adventure Record 
   
  � Tressym Familiar: A tressym, a rare flying type of cat, 
  has agreed to become your familiar (if wizard or sorcerer) or 
  animal companion (if druid or ranger). To get the tressym 
  as a familiar, you need to have the improved familiar feat; 
  you may then automatically take a tressym as a familiar. To 
  get the tressym as an animal companion, all you have to do 
  is ask nicely. This is possible only once. Should the tressym 
  die, you may not replace it with another tressym. Cross this 
  entry off if your tressym familiar dies. 
   
  Tressym: CR ¼; Tiny Magical beast; HD 1/2 d8; hp 2; 
  Init +2; Spd 30 ft. (6 squares), fly 50 ft. (good); AC 14 (+2 
  size, +2 Dex), touch 14, flat-footed 12; BAB +0; Grap /–12; 
  Atk +4 melee (1d2–4, 2 claws), –1 melee (1d3–4m, bite); SA 
  –; SQ Darkvision, poison immunity, scent; AL GC; SV Fort 
  +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 12, Wis 12, 
  Cha 13. 
   
  Skills and Feats: Balance +10, Climb +4, Hide +18*, 
  Listen +3, Move Silently +10, Spot +2; Stealthy, Weapon 
  Finesse (bite). 
   
  Only one character may leave the table with a tressym, 
  even if more are eligible. 
   
  
  Cat's Grace 
   
  Page 23 
  � Favour of the Aerdy Re-Enactment Company: 
  Kurlasgh Orrm, the leader of the Aerdy Re-Enactment 
  Company, has made you a honorary member of his 
  Company. Besides lifelong free admission to all of the 
  Company's performances, this Favour also counts as 1 
  Influence Point towards the Company. It stacks with other 
  Favours of the Company. 
   
  � Connections of Kurlasgh Orrm: This is a special kind 
  of Favour that allows a PC to have Kurlasgh Orrm, the 
  leader of the Aerdy Re-Enactment Company, apply his 
  considerable influence to erase one "Wanted in Ahlissa" 
  condition or one Disfavour from any Ahlissan noble. The 
  benefit need not be taken immediately. Once it is used, 
  cross off both this Favour and the specific condition it is 
  used to erase. 
   
  � Disfavour of the Catlord: You have angered the 
  Catlord, a quasi-deity from the Beastlands and the Overlord 
  of all catfolk, by killing one of his emissaries. For the rest of 
  your life, all normal cats will shun you, and larger types will 
  attack you on sight, if possible within the limits of futre 
  scenarios. You will never be able to gain a cat of any type 
  (including larger and dire varieties) as a familiar or an 
  animal companion. 
   
  Item Access 
   
  APL 8 
  +2 studded leather (Frequency Adventure, Caster Level 6, 
  Source DMG) 
   
  APL 10 (All of APL 8 plus the following) 
  +1 frost composite longbow (+1 Str bonus) 
   (Frequency Adventure, Caster Level 8, Source DMG) 
   
   
  
  Cat's Grace 
   
  Page 24 
  Appendix 1: Shades of Aerdy
  When last we saw the Aerdy Re-Enactment Company, they 
  were performing the Battle of a Fortnight’s Length in 
  Innspa as told in TSS 3-04, The Glory of Times Past. After 
  they had lost one of their leading members, Eldan Arkion, 
  who had defected into the city of Innspa for reasons 
  unknown, they took on a replacement actor while still at 
  Innspa to finish the rest of their performances in the 
  Principality (another one in Innspa, and one each in 
  Jennden and Ralsand), at the same time establishing an 
  Innspa branch office of the Re-Enactment Company, led by 
  one Mirandus (see the Aerdy Re-Enactment Meta-
  Organisation in the Meta-Region 5 Sourcebook). This 
  replacement actor was Lady Andira Cálem, head of the 
  recently disbanded bardic School of Andira. Lady Andira, 
  who was at least provisionally broken into the job while 
  still at Innspa (taking place in the second performance, but 
  with an highly reduced role due to her lack of experience 
  with the performance, and magically disguised to be a 
  man), came highly recommended by Lord Chamberlain 
  Graulem of Atirr, and since she did a superb job and 
  showed remarkable chemistry with the rest of the team, she 
  was asked to hire on for a more permanent position. Lady 
  Andira accepted, and soon the Company left for Kalstrand 
  (via a bonus performance in Jalpa). Lady Andira went with 
  Graulem’s and even Princess Karasin’s blessing, and all 
  involved interpreted this as either (from the Company side) 
  a tacit approval of the Company’s political stance (i.e., a pro-
  Ahlissa statement) by the Principality of Innspa, or (from 
  the Innspa side) as a token gesture of Innspa’s loyalty to the 
  treaty with Ahlissa, despite some rather… unsavoury 
  actions of some citizens of the Principality (such as those 
  told in TSS 4-02, Blood Money, or, depending on outcome, 
  TSS 3-07, Osson’s Lance). Also, the presence of a second 
  bard, even one directly involved in the performance, 
  enhanced the troupe's magical abilities. And better yet – 
  her retainer was paid by the Principality of Innspa! Thus, all 
  were satisfied, and Lady Andira was having fun, too (among 
  other things – see next paragraph). 
   
  In Kalstrand, the Company rested for some time, 
  rehearsed the modified show, took on some new members 
  to replace others whose terms had run out and who didn’t 
  want to renew – and decided to not only keep Lady Andira 
  among their ranks, but to even fully install her in Eldan 
  Arkion’s former position as second in command of the 
  Company’s travelling troupe. The part of the bodyguard of 
  the Oeridian troops was rewritten into a woman (the 
  production had never given much care about historical 
  accuracy, so nobody minded too much). There was some 
  tension in the group for some time after this, since Landra 
  Merolion, the third principal actor of the group, had been 
  filling in as second in charge from the time the Company 
  left Innspa and had entertained hopes of permanently 
  being promoted to this position, but as she was considered 
  too much of an actor and not enough of a diplomat (let 
  alone of a spy), she was passed over. However, things soon 
  calmed down, and the Company continued on its way. It 
  even turned out that Lady Andira was much less concerned 
  with leading and coordinating the inner workings of the 
  group than Arkion had been, with Landra suddenly finding 
  herself with more leeway than she had initially expected 
  (and had had before). Of course, it is fairly obvious to an 
  experienced old hand such as Kurlasgh Orrm that Lady 
  Andira is a not-so-secret spy (or rather, “observer”) for 
  Princess Karasin. Orrm is fully aware of this, and Andira, 
  who indeed is a bit more than just an actor (and her "bardic 
  school" was little more than a front for training spies for 
  Karasin), is as fully aware that Orm is. Thus, the two of 
  them get along famously, engaging in a game of diplomatic 
  hide-and-seek that both Orrm and Andira enjoy quite a lot, 
  and that goes mostly unnoticed by the Rest of the 
  Company (including Landra, clearly demonstrating why 
  she wouldn’t have been a good choice in the first place). 
  The rest of the Company only notice some sparks flying 
  between Orrm and Andira, and have concluded that a 
  romantic interlude might be in the offing (which might 
  actually happen some day, come to think of it). 
   
  The Company’s next project was to do a goodwill tour 
  of Naerie, the Dullstrand and, if possible, Sunndi (staying 
  clear of Onnwal for the time being). At the time the 
  adventure sets in, the Company are on route from 
  Hexpools to Naerie, where they have recently come to the 
  small village of Denshaw (two thirds of the way, right next 
  to the southernmost foothills of the Iron Hills). 
  Unfortunately, in Denshaw disaster struck… 
   
   
   
  
  Cat's Grace 
   
  Page 25 
  Appendix 2: On Tressyms 
  Tressym 
  Tiny Magical Beast 
   
  Hit Dice: ½ d8 (2 hp) 
  Initiative: +2 
  Speed: 30 ft. (6 squares), fly 50 ft. (good) 
  AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 
  Base Attack/Grapple: +0/–12 
  Attack: Bite –1 melee (1d3–4) 
  Full Attack: 2 claws +4 melee (1d2–4), bite –1 melee (1d3–
  4) 
  Space/Reach: 2-½ ft./0 ft. 
  Special Attacks: – 
  Special Qualities: Darkvision 60 ft., poison immunity, scent 
  Saves: Fort +2, Ref +4, Will +1 
  Abilities: Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 13 
  Skills: Balance +10, Climb +4, Hide +18*, Listen +3, Move 
  Silently +10, Spot +2 
  Feats: Stealthy, Weapon Finesse (bite) 
  Environment: Temperate plains 
  Organization: Solitary 
  Challenge Rating: 1/4 
  Treasure: None 
  Alignment: Usually chaotic good 
  Advancement: – 
  Level Adjustment: – 
   
  The tressym is a winged cat about the size of a housecat (2 
  feet long), with a pair of feathered, leathery wings 
  extending to a 3-foot wingspan. These creatures are highly 
  intelligent, though they do not speak human languages. 
  Good-aligned wizards frequently seek tressyms as familiars. 
   
  Skills: A tressym receives a +8 racial bonus to Balance 
  checks and a +4 racial bonus to Hide and Move Silently 
  checks. It uses its Dexterity modifier for Climb checks. * In 
  areas of tall grass or trees in leaf, its Hide bonus rises to +8. 
   
  Special Qualities: Poison Immunity: Tressyms suffer 
  no effects from any type of poison. 
   
  (Stats 
  updated 
  from 
  Forgotten 
  Realms 
  Campaign 
  Sourcebook following WotC web enhancement.) 
  
  Cat's Grace 
   
  Page 26 
  Appendix 3: Harpy on the Hunt 
  APL 4 
   
  Harpy Archer: CR 4; Medium Monstrous Humanoid; 
  HD 7d8+14; hp 45; Init +8; Spd 20 ft., fly 80 ft. 
  (average); AC 18 (touch 14, flat-footed 14) [+4 Dex, +1 
  natural, +3 Armor]; Base Atk +7; Grp +8; Atk +8 melee 
  (1d3+1, claw) or +13 ranged (mighty (+1 Str) 
  Composite Longbow +1); Full Atk +13/+8 ranged 
  (1D8+2/Crit x3, mighty +1 Str Composite Longbow +1) 
  and +3 melee (1d3+1, 2 claws); Space/Reach (5ft./5 ft.); 
  SA : Captivating Song; SQ Darkvision 60 ft.; AL CE; SV 
  Fort +4, Ref +9, Will +6; Str 12, Dex 18, Con 14, Int 7, 
  Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Intimidate +7, Listen 
  +7, Hide +6, Spot +3; Improved Initiative, Weapon 
  Focus (Composite Longbow), Point-Blank Shot. 
   
  Possessions: Masterwork studded leather armour, 
  mighty (+1 Str) composite longbow +1, leather quiver, 
  20 arrows. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed on a DC 16 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy's song for 24 hours. The save 
  DC is Charisma-based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties. A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster's attacks. The effect continues for as long as 
  the harpy sings and for 1 round thereafter. A bard's 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Harpies receive a +4 racial bonus on Bluff and 
  Listen checks. 
   
  APL 6 
   
  Harpy Archer Ftr 2: CR 6; Medium Monstrous 
  Humanoid; HD 7d8+14 + 2D10+4; hp 60; Init +8; Spd 
  20 ft., fly 80 ft. (average); AC 18 (touch 14, flat-footed 
  14) [+4 Dex, +1 natural, +3 Armor]; Base Atk +9; Grp 
  +10; Atk +10 melee (1d3+1, claw) or +15 ranged 
  (mighty (+1 Str) Composite Longbow +1); Full Atk 
  +15/+10 ranged (1D8+2/Crit x3, mighty +1 Str 
  Composite Longbow +1) and +5 melee (1d3+1, 2 claws); 
  Space/Reach (5ft./5 ft.);SA Captivating Song; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +7, Ref +9, Will +6; 
  Str 12, Dex 19, Con 14, Int 7, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Intimidate +9, Listen 
  +7, Hide +6, Spot +3; Improved Initiative, Weapon 
  Focus (Composite Longbow), Point-Blank Shot, Rapid 
  Shot, Manyshot. 
   
  Possessions: Masterwork studded leather armour, 
  mighty (+1 Str) composite longbow +1, leather quiver, 
  20 arrows 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed on a DC 16 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy's song for 24 hours. The save 
  DC is Charisma-based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties. A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster's attacks. The effect continues for as long as 
  the harpy sings and for 1 round thereafter. A bard's 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Harpies receive a +4 racial bonus on Bluff and 
  Listen checks. 
   
  APL 8 
   
  Harpy Archer Ftr 4: CR 8; Medium Monstrous 
  Humanoid; HD 7d8+14 + 4D10+8; hp 75; Init +8; Spd 
  20 ft., fly 80 ft. (average); AC 19 (touch 14, flat-footed 
  15) [+4 Dex, +1 natural, +3 Armor, +1 Enhancement]; 
  Base Atk +11; Grp +12; Atk +12 melee (1d3+1, claw) or 
  +17 ranged (1D8+2/Crit x3, mighty (+1 Str) Composite 
  Longbow +1); Full Atk +17/+12/+7 ranged (1D8+2/Crit 
  x3, mighty +1 Str Composite Longbow +1) and +7 
  melee (1d3+1, 2 claws); Space/Reach (5ft./5 ft.);SA 
  Captivating Song; SQ Darkvision 60 ft.; AL CE; SV Fort 
  +8, Ref +10, Will +7; Str 12, Dex 19, Con 14, Int 7, Wis 
  12, Cha 17.  
   
  Skills and Feats: Bluff +11, Intimidate +9, Listen 
  +7, Hide +6, Spot +5; Improved Initiative, Weapon 
  Focus (Composite Longbow), Point-Blank Shot, Rapid 
  
  Cat's Grace 
   
  Page 27 
  Shot, Manyshot, Weapon Specialization (Composite 
  Longbow), Improved Critical (Composite Longbow). 
   
  Possessions: Studded leather armour +1, mighty 
  (+1 Str) composite longbow +1, leather quiver, 20 
  arrows 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300-foot spread 
  must succeed on a DC 16 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy's song for 24 hours. The save 
  DC is Charisma-based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties. A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster's attacks. The effect continues for as long as 
  the harpy sings and for 1 round thereafter. A bard's 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Harpies receive a +4 racial bonus on Bluff and 
  Listen checks. 
   
  APL 10 
   
  Harpy Archer Ftr 6: CR 10; Medium Monstrous 
  Humanoid; HD 7d8+14 + 6D10+12; hp 90; Init +9; Spd 
  20 ft., fly 80 ft. (average); AC 20 (touch 15, flat-footed 
  15) [+5 Dex, +1 natural, +3 Armor, +1 Enhancement]; 
  Base Atk +13; Grp +14; Atk +14 melee (1d3+1, claw) or 
  +19 ranged (1D8+2 +1D6 cold, mighty (+1 Str) 
  Composite Longbow +1); Full Atk +19/+14/+9 ranged 
  (1D8+2 +1D6 cold/Crit x3, mighty +1 Str Composite 
  Longbow +1) and +9 melee (1d3+1, 2 claws); 
  Space/Reach (5ft./5 ft.);SA Captivating Song; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +9, Ref +12, Will +10; 
  Str 12, Dex 20, Con 14, Int 7, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Intimidate +9, Listen 
  +7, Hide +6, Spot +7; Improved Initiative, Weapon 
  Focus (Composite Longbow), Point-Blank Shot, Rapid 
  Shot, Manyshot, Weapon Specialization (Composite 
  Longbow), Improved Critical (Composite Longbow), 
  Precise Shot, Improved Precise Shot, Iron Will. 
   
  Possessions: Studded leather armour +1, mighty 
  (+1 Str) frost composite longbow +1, leather quiver, 20 
  arrows +1 
   
  Captivating Song (Su): The most insidious ability of 
  the harpy is its song. When a harpy sings, all creatures 
  (other than harpies) within a 300-foot spread must 
  succeed on a DC 16 Will save or become captivated. 
  This is a sonic mind-affecting charm effect. A creature 
  that successfully saves cannot be affected again by the 
  same harpy's song for 24 hours. The save DC is 
  Charisma-based. 
   
  A captivated victim walks toward the harpy, taking 
  the most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like), 
  that creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fighter cannot run away or attack 
  but takes no defensive penalties. A victim within 5 feet 
  of the harpy stands there and offers no resistance to the 
  monster's attacks. The effect continues for as long as 
  the harpy sings and for 1 round thereafter. A bard's 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  Harpies receive a +4 racial bonus on Bluff and 
  Listen checks. 
   
  
  Cat's Grace 
   
  Page 28 
  Appendix 4: The Barn 
   
   
   
  
  Cat's Grace 
   
  Page 29 
  Appendix 5: The Maze 
   
   
  Dark lines = perimeter walls 
   
   
  G = PC group enters here 
  Light lines = central island  
   
  C = initial position of the Company 
  Medium lines = minor islands 
   
  This is actually the plan of a maze that exists in reality: the multiply-connected maze at Chevening, in Kent, built in the 
  1820s. 
   
  Source: Adrian Fisher & Georg Gerster: Labyrinth: Solving the Riddle of the Maze (New York: Harmony Books, 1990) 
  
  Cat's Grace 
   
  Page 30 
  Appendix 6: Banderia 
   
  APL 4 
  Female Weretiger Drd 3, Human Form: CR 8; 
  Medium Humanoid (Human, Shapechanger); HD 
  6d8+6 + 3d8+3; hp 55; Init +5; Spd 30 ft.; AC 13 (touch 
  11, flat-footed 13) [+1 Dex, +2 natural]; Base Atk +7; Grp 
  +8; Atk +8 melee (1d6+1, club); Full Atk +8/+3 melee 
  (1d6+1, club); Space/Reach 5tf. / 5 ft.; SA None; SQ 
  Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step; AL N; SV Fort +9, Ref +7, Will +11; Str 
  13, Dex 12, Con 12, Int 10, Wis 19, Cha 8.  
   
  Skills and Feats: Balance +5, Concentration +11, 
  Handle Animal +4, Hide +5 (+9 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +3, Listen +11, 
  Spellcraft +3, Spot +11, Survival +5; Alertness, Boar's 
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack. 
   
  Spells Prepared (4/4/3; base DC = 14 + spell level): 
  0
  th - cure minor wounds, flare, resistance, virtue; 1
  st - 
  entangle, longstrider, magic fang, shillelagh; 2
  nd - 
  barkskin, resist energy, fog cloud. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, resist energy, longstrider, magic 
  fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin raises her AC by 2, 
  giving her a new AC of 15, longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Magic fang 
  and shillelagh increase her armed and unarmed combat 
  abilities by 1 point each (not included in the stats 
  above). 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 3, Hybrid Form: CR 8; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  3d8+9; hp 75; Init +6; Spd 30 ft.; AC 16 (touch 11, flat-
  footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk +7; Grp 
  +14; Atk +14 melee (1d8+7, claw); Full Atk +14/+9 
  melee (1d8+7, claw) and +12 melee (2d6+3, bite) or 
  +14/+9 melee (1d6+7, club) and +12 melee (2d6+3, 
  bite); Space/Reach 10 ft. / 10 ft.; SA Curse of 
  Lycanthropy; SQ Alternate Form, Tiger Empathy, Low-
  light Vision, Scent, Lycanthropic Empathy, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, DR 10/silver; AL N; SV Fort +11, 
  Ref +8, Will +11; Str 25, Dex 15, Con 16, Int 10, Wis 19, 
  Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +13, 
  Handle Animal +4, Hide +6 (+10 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +3, Listen +11, 
  Spellcraft +3, Spot +11, Survival +5; Alertness, Iboatr's 
  ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack. 
   
  Spells Prepared (4/4/3; base DC = 14 + spell level): 
  0
  th - cure minor wounds, flare, resistance, virtue; 1
  st - 
  entangle, longstrider, magic fang, shillelagh; 2
  nd - 
  barkskin, fog cloud, resist energy. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, resist energy, longstrider, magic 
  fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin raises her AC by 2, 
  giving her a new AC of 18, longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Magic fang 
  (bite) and shillelagh increase her armed and unarmed 
  combat abilities by 1 point each (not included in the 
  stats above). 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
  
  Cat's Grace 
   
  Page 31 
   
   
  Female Weretiger Drd 3, Tiger Form: CR 8; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  3d8+9; hp 75; Init +6; Spd 40 ft.; AC 16 (touch 11, flat-
  footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk +7; Grp 
  +14; Atk +14 melee (1d8+7, claw); Full Atk +14/+9 
  melee (1d8+7, claw) and +12 melee (2d6+3, bite) or 
  +14/+9 melee (1d6+7, club) and +12 melee (2d6+3, 
  bite); Space/Reach 10 ft. / 5 ft.; SA Curse of 
  Lycanthropy, Improved Grab, Pounce, Rake; SQ 
  Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step, DR 10/silver; AL N; SV Fort +11, Ref 
  +8, Will +11; Str 25, Dex 15, Con 16, Int 10, Wis 19, 
  Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +13, 
  Handle Animal +4, Hide +6 (+14 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +3, Listen +11, 
  Spellcraft +3, Spot +11, Survival +5; Alertness, Boar's 
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack. 
   
  Spells Prepared (4/4/3; base DC = 14 + spell level): 
  0
  th - cure minor wounds, flare, resistance, virtue; 1
  st - 
  entangle, longstrider, magic fang, shillelagh; 2
  nd - 
  barkskin, fog cloud, resist energy. 
   
  Improved Grab (Ex): To use this ability, a weretiger in 
  tiger form must hit with a claw or bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a weretiger in tiger form charges 
  an opponent, it can make a full attack, including two 
  rake attacks. 
   
  Rake (Ex): Attack bonus +12, damage 1d8+3 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, resist energy, longstrider, magic 
  fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin raises her AC by 2, 
  giving her a new AC of 18, longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Magic fang 
  (bite) and shillelagh increase her armed and unarmed 
  combat abilities by 1 point each (not included in the 
  stats above). 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  APL 6 
   
  Female Weretiger Drd 5, Human Form: CR 10; 
  Medium Humanoid (Human, Shapechanger); HD 
  6d8+6 + 5d8+5; hp 66; Init +5; Spd 30 ft.; AC 13 (touch 
  11, flat-footed 13) [+1 Dex, +2 natural]; Base Atk +8; Grp 
  +9; Atk +9 melee (1d6+1, club); Full Atk +9/+4 melee 
  (1d6+1, club); Space/Reach 5 ft. / 5 ft.; SA None; SQ 
  Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step, Resist Nature's Lure, Wild Shape 1/day; 
  AL N; SV Fort +10, Ref +7, Will +12; Str 13, Dex 12, 
  Con 12, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Balance +5, Concentration +12, 
  Handle Animal +5, Hide +6 (+10 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +5, Listen +11, 
  Spellcraft +5, Spot +11, Survival +8; Alertness, Boar's 
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack. 
   
  Spells Prepared (5/5/4/2; base DC = 14 + spell 
  level): 0
  th - cure minor wounds (2), flare, resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, 
  shillelagh; 2
  nd - barkskin, cat's grace, resist energy, fog 
  cloud; 3
  rd spike growth, plant growth. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin and cat's grace raise 
  her AC by 4, giving her a new AC of 17 and +2 to 
  initiative and reflex saves. Longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Magic fang 
  (bite) and shillelagh increase her armed and unarmed 
  
  Cat's Grace 
   
  Page 32 
   
  combat abilities by 1 point each (not included in the 
  stats above). Plant growth slows opponents down as 
  does spike growth, but it causes extra damage while 
  moving and slows land speed by half for 24 hours if 
  targets misses its reflex save. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 5, Hybrid Form: CR 10; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  5d8+15; hp 88; Init +6; Spd 30 ft.; AC 16 (touch 11, flat-
  footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk +8; Grp 
  +15; Atk +15 melee (1d8+7, claw); Full Atk +15/+10 
  melee (1d8+7, claw) and +13 melee (2d6+3, bite) or 
  +15/+10 melee (1d6+7, club) and +13 melee (2d6+3, 
  bite); Space/Reach 10 ft. / 10 ft.; SA Curse of 
  Lycanthropy; SQ Alternate Form, Tiger Empathy, Low-
  light Vision, Scent, Lycanthropic Empathy, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature's Lure, Wild Shape 
  1/day, DR 10/silver; AL N; SV Fort +12, Ref +8, Will 
  +12; Str 25, Dex 15, Con 16, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +14, 
  Handle Animal +5, Hide +7 (+11 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +5, Listen +11, 
  Spellcraft +5, Spot +11, Survival +8; Alertness, Boar's 
  ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack. 
   
  Spells Prepared (5/5/4/2; base DC = 14 + spell 
  level): 0
  th - cure minor wounds (2), flare, resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, 
  shillelagh; 2
  nd - barkskin, cat's grace, fog cloud, resist 
  energy; 3
  rd plant growth, spike growth. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin and cat's grace raise 
  her AC by 4, giving her a new AC of 20 and +2 to 
  initiative and reflex saves. Longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Magic fang 
  (bite) and shillelagh increase her armed and unarmed 
  combat abilities by 1 point each (not included in the 
  stats above). Plant growth slows opponents down as 
  does spike growth, but it causes extra damage while 
  moving and slows land speed by half for 24 hours if 
  targets misses its reflex save. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 5, Tiger Form: CR 10; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  5d8+15; hp 88; Init +6; Spd 40 ft.; AC 16 (touch 11, flat-
  footed 14) [-1 Size, +2 Dex, +5 natural]]; Base Atk +8; 
  Grp +15; Atk +15 melee (1d8+7, claw); Full Atk +15/+10 
  melee (1d8+7, claw) and +13 melee (2d6+3, bite) or 
  +15/+10 melee (1d6+7, club) and +13 melee (2d6+3, 
  bite); Space/Reach 10 ft. / 5 ft.; SA Curse of 
  Lycanthropy, Improved Grab, Pounce, Rake; SQ 
  Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step, Resist Nature's Lure, Wild Shape 1/day, 
  DR 10/silver; AL N; SV Fort +12, Ref +8, Will +12; Str 
  25, Dex 15, Con 16, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +14, 
  Handle Animal +5, Hide +7 (+15 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +5, Listen +11, 
  Spellcraft +5, Spot +11, Survival +8; Alertness, Boar's 
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack. 
   
  Spells Prepared (5/5/4/2; base DC = 14 + spell 
  level): 0
  th cure minor wounds (2), flare, resistance, 
  virtue; 1
  st entangle (2), longstrider, magic fang, 
  shillelagh; 2
  nd barkskin, cat's grace, fog cloud, resist 
  energy; 3
  rd plant growth, spike growth. 
   
  Improved Grab (Ex): To use this ability, a weretiger in 
  tiger form must hit with a claw or bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a weretiger in tiger form charges 
  an opponent, it can make a full attack, including two 
  rake attacks. 
   
  Rake (Ex): Attack bonus +13, damage 1d8+3 
   
  Tactics: 
  
  Cat's Grace 
   
  Page 33 
   
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin and cat's grace raise 
  her AC by 4, giving her a new AC of 20 and +2 to 
  initiative and reflex saves. Longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Magic fang 
  (bite) and shillelagh increase her armed and unarmed 
  combat abilities by 1 point each (not included in the 
  stats above). Plant growth slows opponents down as 
  does spike growth, but it causes extra damage while 
  moving and slows land speed by half for 24 hours if 
  targets misses its reflex save. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  APL 8 
   
  Female Weretiger Drd 7, Human Form: CR 10; 
  Medium Humanoid (Human, Shapechanger); HD 
  6d8+6 + 7d8+7; hp 80; Init +5; Spd 30 ft.; AC 13 (touch 
  11, flat-footed 13) [+1 Dex, +2 natural]; Base Atk +10; 
  Grp +11; Atk +11 melee (1d6+1, club); Full Atk +11/+6 
  melee (1d6+1, club); Space/Reach 5 ft. / 5 ft.; SA None; 
  SQ Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step, Resist Nature's Lure, Wild Shape 3/day; 
  AL N; SV Fort +11, Ref +8, Will +14; Str 13, Dex 12, 
  Con 12, Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Balance +5, Concentration +15, 
  Handle Animal +5, Hide +6 (+10 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +6, Listen +12, 
  Spellcraft +10, Spot +12, Survival +10; Alertness, Boar's 
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack, Natural Spell. 
   
  Spells Prepared (6/6/5/3/2; base DC = 15 + spell 
  level): 0
  th - cure minor wounds (2), flare (2), resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, magic 
  stone, shillelagh; 2
  nd - barkskin, bull's strength, cat's 
  grace, resist energy, fog cloud; 3
  rd - greater magic fang, 
  spike growth,  
  plant growth; 4
  th - dispel magic, flame strike. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin and cat's grace raise 
  her AC by 5, giving her a new AC of 18 and +2 to 
  initiative and reflex saves. Longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Greater 
  magic fang and shillelagh increase her armed and 
  unarmed combat abilities by 2 points and 1 point, 
  respectively (not included in the stats above) and bull's 
  strength add +2 to hit and damage. Plant growth slows 
  opponents down as does spike growth, but it causes 
  extra damage while moving and slows land speed by 
  half for 24 hours if targets misses its reflex save. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 7, Hybrid Form: CR 12; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  7d8+21; hp 106; Init +6; Spd 30 ft.; AC 16 (touch 11, 
  flat-footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk 
  +10; Grp +17; Atk +17 melee (1d8+7, claw); Full Atk 
  +17/+12 melee (1d8+7, claw) and +15 melee (2d6+3, 
  bite) or +17/+12 melee (1d6+7, club) and +15 melee 
  (2d6+3, bite); Space/Reach 10 ft. / 10 ft.; SA Curse of 
  Lycanthropy, Spells; SQ Alternate Form, Tiger 
  Empathy, Low-light Vision, Scent, Lycanthropic 
  Empathy, Animal Companion, Nature Sense, Wild 
  Empathy, Woodland Stride, Trackless Step, Resist 
  Nature's Lure, Wild Shape 3/day, DR 10/silver; AL N; 
  SV Fort +13, Ref +9, Will +14; Str 25, Dex 15, Con 16, 
  Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +17, 
  Handle Animal +5, Hide +7 (+11 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +6, Listen +12, 
  Spellcraft +10, Spot +12, Survival +10; Alertness, Boar's 
  
  Cat's Grace 
   
  Page 34 
   
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack, Natural Spell. 
   
  Spells Prepared (6/6/5/3/2; base DC = 15 + spell 
  level): 0
  th - cure minor wounds (2), flare (2), resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, magic 
  stone, shillelagh; 2
  nd - barkskin, bull's strength, cat's 
  grace, fog cloud, resist energy; 3
  rd - greater magic fang, 
  plant growth, spike growth; 4
  th - dispel magic, flame 
  strike. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin and cat's grace raise 
  her AC by 5, giving her a new AC of 21 and +2 to 
  initiative and reflex saves. Longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Greater 
  magic fang and shillelagh increase her armed and 
  unarmed combat abilities by 1 point each (not included 
  in the stats above) and bull's strength add +2 to hit and 
  damage. Plant growth slows opponents down as does 
  spike growth, but it causes extra damage while moving 
  and slows land speed by half for 24 hours if targets 
  misses its reflex save. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 7, Tiger Form: CR 12; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  7d8+21; hp 106; Init +6; Spd 40 ft.; AC 16 (touch 11, 
  flat-footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk 
  +10; Grp +17; Atk +17 melee (1d8+7, claw); Full Atk 
  +17/+12 melee (1d8+7, claw) and +15 melee (2d6+3, 
  bite) or +17/+12 melee (1d6+7, club) and +15 melee 
  (2d6+3, bite); Space/Reach 10 ft. / 5 ft.; SA Curse of 
  Lycanthropy, Spells, Improved Grab, Pounce, Rake; SQ 
  Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step, Resist Nature's Lure, Wild Shape 3/day, 
  DR 10/silver; AL N; SV Fort +13, Ref +9, Will +14; Str 
  25, Dex 15, Con 16, Int 10, Wis 20, Cha 8. 
   
  kills and Feats: Balance +6, Concentration +17, 
  Handle Animal +5, Hide +7 (+15 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +6, Listen +12, 
  Spellcraft +10, Spot +12, Survival +10; Alertness, Boar's 
  Ferocity, Fast Wild Shape, Iron Will, Improved 
  Initiative, Multiattack, Natural Spell. 
   
  Spells Prepared (6/6/5/3/2; base DC = 15 + spell 
  level): 0
  th - cure minor wounds (2), flare (2), resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, magic 
  stone, shillelagh; 2
  nd - barkskin, bull's strength, cat's 
  grace, fog cloud, resist energy; 3
  rd - greater magic fang, 
  plant growth, spike growth; 4
  th dispel magic, flame 
  strike. 
   
  Improved Grab (Ex): To use this ability, a weretiger in 
  tiger form must hit with a claw or bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a weretiger in tiger form charges 
  an opponent, it can make a full attack, including two 
  rake attacks. 
   
  Rake (Ex): Attack bonus +15, damage 1d8+3 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby targets 
  (see spell description). Barkskin and cat's grace raise 
  her AC by 5, giving her a new AC of 21 and +2 to 
  initiative and reflex saves. Longstrider raises her land 
  movement by 10 ft., giving her more mobility and 
  therefore a significant advantage in combat. Greater 
  magic fang and shillelagh increase her armed and 
  unarmed combat abilities by 1 point each (not included 
  in the stats above) and bull's strength add +2 to hit and 
  damage. Plant growth slows opponents down as does 
  spike growth, but it causes extra damage while moving 
  and slows land speed by half for 24 hours if targets 
  misses its reflex save. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  
  Cat's Grace 
   
  Page 35 
   
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  APL 10 
   
  Female Weretiger Drd 9, Human Form: CR 12; 
  Medium Humanoid (Human, Shapechanger); HD 
  6d8+6 + 9d8+9; hp 91; Init +5; Spd 30 ft.; AC 13 (touch 
  11, flat-footed 13) [+1 Dex, +2 natural]; Base Atk +11; 
  Grp +12; Atk +12 melee (1d6+1, club); Full Atk 
  +12/+7/+2 melee (1d6+1, club); Space/Reach 5 ft. / 5 ft.; 
  SA None; SQ Alternate Form, Tiger Empathy, Low-
  light Vision, Scent, Lycanthropic Empathy, Animal 
  Companion, Nature Sense, Wild Empathy, Woodland 
  Stride, Trackless Step, Resist Nature's Lure, Wild Shape 
  3/day (Large), Venom Immunity; AL N; SV Fort +11, 
  Ref +8, Will +14; Str 13, Dex 12, Con 12, Int 10, Wis 20, 
  Cha 8. 
   
  Skills and Feats: Balance +5, Concentration +18, 
  Handle Animal +5, Hide +6 (+10 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +6, Listen +12, 
  Spellcraft +12, Spot +12, Survival +10; Alertness, Boar's 
  Ferocity, Combat Reflexes, Fast Wild Shape, Iron Will, 
  Improved Initiative, Multiattack, Natural Spell. 
   
  Spells Prepared (6/6/6/4/3/2; base DC = 15 + spell 
  level): 0
  th - cure minor wounds (2), flare (2), resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, magic 
  stone, shillelagh; 2
  nd - barkskin, bull's strength, cat's 
  grace, flame blade, resist energy, fog cloud; 3
  rd - greater 
  magic fang, spike growth, plant growth, protection 
  from energy; 4
  th - dispel magic, flame strike, freedom of 
  movement; 5
  th - stoneskin, wall of thorns. 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue, 
  stoneskin. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby and/or 
  long-range targets (see spell description). Barkskin and 
  cat's grace raise her AC by 6, giving her a new AC of 19 
  and +2 to initiative and reflex saves. Longstrider raises 
  her land movement by 10 ft., giving her more mobility 
  and therefore a significant advantage in combat. 
  Greater magic fang and shillelagh increase her armed 
  and unarmed combat abilities by 2 points and 1 point, 
  respectively (not included in the stats above) and bull's 
  strength add +2 to hit and damage. Flame blade is best 
  used against heavily armed targets because of its touch 
  attack mode. Plant growth slows opponents down as 
  does spike growth, but it causes extra damage while 
  moving and slows land speed by half for 24 hours if 
  targets misses its reflex save. Wall of thorns slows and 
  damages the target further, giving Banderia more time 
  in combat. Freedom of movement gives her maximum 
  advantage in entangled or spiked stone areas and 
  renders her immune to hold spells and any grappling. 
  Stoneskin protects her if anyone smart enough passes 
  very quick against her slowing spells and gives her 
  more time to tread with a single enemy. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 9, Hybrid Form: CR 14; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  9d8+27; hp 121; Init +6; Spd 30 ft.; AC 16 (touch 11, 
  flat-footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk 
  +11; Grp +18; Atk +18 melee (1d8+7, claw); Full Atk 
  18/+13/+8 melee (1d8+7, claw) and +16 melee (2d6+3, 
  bite) or +18/+13/+8 melee (1d6+7, club) and +16 melee 
  (2d6+3, bite); Space/Reach 10 ft. / 10 ft.; SA Curse of 
  Lycanthropy, Spells; SQ Alternate Form, Tiger 
  Empathy, Low-light Vision, Scent, Lycanthropic 
  Empathy, Animal Companion, Nature Sense, Wild 
  Empathy, Woodland Stride, Trackless Step, Resist 
  Nature's Lure, Wild Shape 3/day (Large), Venom 
  Immunity, DR 10/silver; AL N; SV Fort +13, Ref +9, 
  Will +14; Str 25, Dex 15, Con 16, Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +20, 
  Handle Animal +5, Hide +7 (+11 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +6, Listen +12, 
  Spellcraft +12, Spot +12, Survival +10; Alertness, Boar's 
  Ferocity, Combat Reflexes, Fast Wild Shape, Iron Will, 
  Improved Initiative, Multiattack, Natural Spell. 
   
  Spells Prepared (6/6/6/4/3/2; base DC = 15 + spell 
  level): 0
  th - cure minor wounds (2), flare (2), resistance, 
  virtue; 1
  st - entangle (2), longstrider, magic fang, magic 
  stone, shillelagh; 2
  nd - barkskin, bull's strength, cat's 
  grace, flame blade, fog cloud, resist energy; 3
  rd - greater 
  magic fang, plant growth, protection from energy, 
  spike growth; 4
  th - dispel magic, flame strike, freedom 
  of movement; 5
  th - stoneskin, wall of thorns. 
   
  Tactics: 
  
  Cat's Grace 
   
  Page 36 
   
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue, 
  stoneskin. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby and/or 
  long-range targets (see spell description). Barkskin and 
  cat's grace raise her AC by 6, giving her a new AC of 22 
  and +2 to initiative and reflex saves. Longstrider raises 
  her land movement by 10 ft., giving her more mobility 
  and therefore a significant advantage in combat. 
  Greater magic fang and shillelagh increase her armed 
  and unarmed combat abilities by and 1 point each (not 
  included in the stats above) and bull's strength add +2 
  to hit and damage. Flame blade is best used against 
  heavily armed targets because of its touch attack mode. 
  Plant growth slows opponents down as does spike 
  growth, but it causes extra damage while moving and 
  slows land speed by half for 24 hours if targets misses 
  its reflex save. Wall of thorns slows and damages the 
  target further, giving Banderia more time in combat. 
  Freedom of movement gives her maximum advantage 
  in entangled or spiked stone areas and renders her 
  immune to hold spells and any grappling. Stoneskin 
  protects her if anyone smart enough passes very quick 
  against her slowing spells and gives her more time to 
  tread with a single enemy. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
   
  Female Weretiger Drd 9, Tiger Form: CR 14; Large 
  Humanoid (Human, Shapechanger); HD 6d8+18 + 
  9d8+27; hp 121; Init +6; Spd 40 ft.; AC 16 (touch 11, 
  flat-footed 14) [-1 Size, +2 Dex, +5 natural]; Base Atk 
  +11; Grp +18; Atk +18 melee (1d8+7, claw); Full Atk 
  18/+13/+8 melee (1d8+7, claw) and +16 melee (2d6+3, 
  bite) or +18/+13/+8 melee (1d6+7, club) and +16 melee 
  (2d6+3, bite); Space/Reach 10 ft. / 10 ft.; SA Curse of 
  Lycanthropy, Spells, Improved Grab, Pounce, Rake; SQ 
  Alternate Form, Tiger Empathy, Low-light Vision, 
  Scent, Lycanthropic Empathy, Animal Companion, 
  Nature Sense, Wild Empathy, Woodland Stride, 
  Trackless Step, Resist Nature's Lure, Wild Shape 3/day 
  (Large), Venom Immunity, DR 10/silver; AL N; SV 
  Fort +13, Ref +9, Will +14; Str 25, Dex 15, Con 16, Int 
  10, Wis 20, Cha 8. 
   
  Skills and Feats: Balance +6, Concentration +20, 
  Handle Animal +5, Hide +7 (+15 in tall grass or heavy 
  undergrowth), Knowledge (Nature) +6, Listen +12, 
  Spellcraft +12, Spot +12, Survival +10; Alertness, Boar's 
  Ferocity, Combat Reflexes, Fast Wild Shape, Iron Will, 
  Improved Initiative, Multiattack, Natural Spell. 
   
  Spells Prepared (6/6/6/4/3/2; base DC = 15 + spell 
  level): 0
  th cure minor wounds (2),  
  flare (2), resistance, virtue; 1
  st entangle (2), longstrider, 
  magic fang, magic stone, shillelagh;  
  2
  nd barkskin, bull's strength, cat's grace, flame blade, fog 
  cloud, resist energy;  
  3
  rd greater magic fang, plant growth, protection from 
  energy, spike growth;  
  4
  th dispel magic, flame strike, freedom of movement; 5
  th 
  stoneskin, wall of thorns. 
   
  Improved Grab (Ex): To use this ability, a weretiger in 
  tiger form must hit with a claw or bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a weretiger in tiger form charges 
  an opponent, it can make a full attack, including two 
  rake attacks. 
   
  Rake (Ex): Attack bonus +16, damage 1d8+3 
   
  Tactics: 
  Prior to combat, the following spells are cast in the 
  following order if time permits (otherwise adjust 
  individually: barkskin, cat's grace, longstrider, resist 
  energy, magic fang, shillelagh, resistance, virtue, 
  stoneskin. 
   
  Fog cloud is reserved for flanking opponents (can't 
  flank because of 20 % miss chance) or long-range 
  combat. She's aware of her heightened senses (with 
  scent she can sniff out opponents and doesn't rely on 
  vision, long-range combat is impossible because of total 
  concealment. Entangle is used against nearby and/or 
  long-range targets (see spell description). Barkskin and 
  cat's grace raise her AC by 6, giving her a new AC of 22 
  and +2 to initiative and reflex saves. Longstrider raises 
  her land movement by 10 ft., giving her more mobility 
  and therefore a significant advantage in combat. 
  Greater magic fang and shillelagh increase her armed 
  and unarmed combat abilities by 1 point each (not 
  included in the stats above) and bull's strength add +2 
  to hit and damage. Flame blade is best used against 
  heavily armed targets because of its touch attack mode. 
  Plant growth slows opponents down as does spike 
  
  Cat's Grace 
   
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  growth, but it causes extra damage while moving and 
  slows land speed by half for 24 hours if targets misses 
  its reflex save. Wall of thorns slows and damages the 
  target further, giving Banderia more time in combat. 
  Freedom of movement gives her maximum advantage 
  in entangled or spiked stone areas and renders her 
  immune to hold spells and any grappling. Stoneskin 
  protects her if anyone smart enough passes very quick 
  against her slowing spells and gives her more time to 
  tread with a single enemy. 
   
  If Banderia converts any of her spells for her 
  summon 
  nature's 
  ally 
  ability, 
  the 
  summoned 
  creature(s) gains a +4 enhancement bonus to Strength 
  and Constitution for the duration of the spell. 
   
  Feat Descriptions: 
   
   
  Fast Wild Shape (Wild) 
   
  You assume your wild shape faster and more easily 
  than you otherwise could. 
  Prerequisite: Dex 13, ability to use wild shape 
  Benefit: You gain the ability to use wild shape as a 
  move-equivalent action. 
  Normal: A druid uses wild shape as a standard action. 
   
   
  Boar's Ferocity (Wild) 
   
  You can continue fighting even at the brink of death. 
  Prerequisite: Ability to wild shape. 
  Benefit: If your hit points are reduced to 0 or less (but 
  you aren't killed), you can spend one wild shape as a 
  free action (even if it isn't your turn) to continue acting 
  as if not disabled or dying. The effect lasts for one 
  minute. 
  Normal: When reduced to 0 hp, you are disabled and 
  can take only a single move or standard action each 
  round. When reduced to -1 to -9 hp, you are dying and 
  drop unconscious. 
   
   
  
  Cat's Grace 
   
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  Appendix 7: The Aerdy Re-Enactment Company
  All APLs: 
   
  Kurlasgh Orrm, human male Exp8: CR 7; Medium 
  Humanoid (6'1'' tall); HD 8d6+16; hp 50; Init +3 (Dex); 
  Spd 30 ft.; AC 13 (Dex); Atk +7/+2 (1d6+1/crit 19-
  20/x2, short sword); SA --; SQ --; AL LN; SV Fort +4, Ref 
  +5, Will +7; Str 13, Dex 16, Con 14, Int 15, Wis 9, Cha 
  16. 
  Skills: Appraise +8, Balance +5, Bluff +13, Decipher 
  Script +5, Diplomacy +14, Disguise +13, Knowledge 
  (acting) +12, Knowledge (history) +6, Knowledge 
  (politics) +13, Listen +6, Perform (acting) +17, Ride +8. 
  Feats: Ambidexterity, Iron Will, Leadership, Skill 
  Focus (Perform: acting). Languages: Common, Old 
  Oeridian, Nyrondese. 
  Possessions: flashy clothing, mock weapons, as well 
  as whatever the DM deems necessary for this 
  adventure. 
  Description: Orrm (age 40) is a charismatic, yet 
  calm diplomat type who strives to find the appropriate 
  balance between diplomatic action and showmanship. 
  His 
  clothing 
  displays 
  some 
  wealth, 
  but 
  not 
  outrageously so. He is well aware of current politics 
  and tries to act accordingly. Orrm has dark brown hair 
  and blue eyes, with a short moustache. 
   
  Landy Andira Calém, human female Brd12: CR 12; 
  Medium Humanoid (5’8”); HD 12d6, hp 50; Init +3 
  (Dex); Spd 30 ft; AC 18 (+3 Dex, chain shirt +1); BAB 
  +9/+4, Atk +13/+8 melee (1d6+1/18-20/x2 rapier+1), 
  Atk +12/+7 ranged (1d8/19-20/x2 light crossbow); SA 
  Spells; SQ Spells, bardic music (countersong, fascinate, 
  inspire competence, inspire courage(+2), inspire 
  greatness, song of freedom, suggestion), bardic 
  knowledge; AL N; SV Fort (+4), Ref (+11), Will (+7); Str 
  11, Dex 16, Con 10, Int 12, Wis 8, Cha 18. 
  Skills: Balance +6, Concentration +5, Diplomacy +9, 
  Disguise +14, Knowledge (history) +11, Knowledge 
  (nobility and royalty) +16, Knowledge (Splintered 
  Suns) +8, Perform (act) +22, Perfom (sing) +19, 
  Profession (Teacher) +9, Ride +4, Sleight Of Hand +7, 
  Spellcraft +6, Tumble +13; Feats: Acrobatic, Craft 
  Wand, Dodge, Quick Draw, Skill Focus (Perform (act)), 
  Weapon Finesse; Languages: Common, Old Oeridian 
  Possessions: Wand of Cure Light Wounds (arcane) and 
  what ever the DM deems necessary 
  Spells Prepared (3/4/4/4/3): 0 - know direction, lullaby, 
  mage hand, message, prestidigitation, read magic, 1
  st - 
  cure light wounds, disguise self, silent image, 
  ventriloquism 2
  nd - alter self, calm emotions, 
  invisibility, tongues 3
  rd - daylight, good hope, sculpt 
  sounds, see invisibility 4
  th - legend lore, Leomund’s 
  secure shelter, rainbow pattern. 
  Description: Andira is in her mid-forties and of slender, 
  high build. Sie has chestnut hair and dark eyes. Andira 
  hails form Eastfair. In the last few decades, she has 
  made quite a name for herself in Innspa, culminating 
  in the foundation of her School for the Entertaining 
  Arts in 577 CY. Hence, he decision to close that school 
  in mid-593 CY in favour of joining the Aerdy Re-
  Enactment Company was felt as a bitter loss. For her 
  reasons, Andira cited having missed the travelling life 
  for far too long now. She had indeed been a performer 
  with various travelling troupes throughout the Great 
  Kingdom (and, especially, the North Province) prior to 
  her settling down in Innspa. 
   
  Landra Merolion, human female Exp7: CR 6; Medium 
  Humanoid (5'11'' tall); HD 7d6+7; hp 31; Init +2 (Dex); 
  Spd 30 ft.; AC 12 (Dex); Atk +7 (1d4+2/crit 19-20/x2, 
  dagger); SA --; SQ --; AL N; SV Fort +5, Ref +4, Will +6; 
  Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 10. 
  Skills: Balance +10, Craft (leatherworking) +7, 
  Disguise +7, Handle Animal +12, Jump +10, 
  Knowledge (acting) +7, Listen +7, Perform (acting) +10, 
  Ride +15, Tumble +5. Feats: Blind-Fight, Great 
  Fortitude, Mounted Combat, Skill Focus (Ride). 
  Languages: Common. 
  Possessions: colorful clothing, mock weapons, 
  horse, as well as whatever the DM deems necessary for 
  this adventure. 
  Desription: Landra (age 26) lives for riding and 
  acting. If not in costume, her sense of dress might be 
  called fashion-challenged. She has not great interest in 
  politics and just wants to excel on the stage. Landra has 
  red hair and blue eyes. 
   
  Lertolia Corander, human female Ill12: CR 12; 
  Medium Humanoid (5'6'' tall); HD 12d4+12; hp 42; Init 
  +3 (Dex); Spd 30 ft.; AC 17 (+3 Dex, bracers of armor 
  +4); Atk +6/+1 melee (1d4/crit 19-20/x2, dagger); SA 
  spells; SQ spells; AL LN; SV Fort +4, Ref +7, Will +10; 
  Str 10, Dex 17, Con 12, Int 19, Wis 10, Cha 14. 
  Skills: Bluff +6, Concentration +9, Craft (alchemy) 
  +9, Craft (tailoring) +8, Diplomacy +5, Disguise +7, 
  Forgery +9, Knowledge (arcana) +13, Knowledge 
  (history) +10, Listen +3, Scry +13, Spellcraft +17. Feats: 
  Craft Wondrous Item, Enlarge Spell, Extend Spell, 
  Heighten Spell, Iron Will, Scribe Scroll, Spell Focus 
  (Illusion), Spell Mastery (ghost sound, hallucinatory 
  terrain, mirage arcana, persistent image), Spell 
  
  Cat's Grace 
   
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  Resistance, Summon Familiar. Languages: Common, 
  Old Oeridian, Draconic, Nyrondese, Elven. 
  Possessions: really colorful clothing, pointed hat, 
  bracers of armor +4, and whatever the DM deems 
  necessary. 
  Spells Prepared (4+1/5+1/5+1/5+1/4+1/3+1/2+1): 0 
  - dancing lights x2, ghost sound x3; 1st - message, silent 
  image x4, ventriloquism; 2nd - fog cloud x3, minor 
  image x2, pyrotechnics; 3rd - gust of wind x2, major 
  image x4; 4th - hallucinatory terrain x5; 5th - greater 
  shadow conjuration x2, mirage arcana; 6th - greater 
  shadow evocation, persistent image x2 (with Extend 
  Spell) 
  Description: Lertolia (age 30) is a highly skilled 
  illusionist who quickly rose through the ranks at 
  Kalstrand. Her flightiness, coupled with sometimes ... 
  impetuous behavior, made her the ideal candidate for 
  loan to the Company. She wears colorful, yet usually 
  matching clothing, topped by an equally matching 
  pointed hat (rumors are she's got about 20 of these). 
  Lertolia has dark blonde hair and green eyes. 
   
  Shari Songwood, half-elf female brd9: CR 9; Medium 
  Humanoid (5'10'' tall); HD 9d6; hp 40; Init+2 (Dex); 
  Spd 30 ft.; AC 12 (+3 Dex); Atk +5/+0 melee (1d6-1/crit 
  19-20/x2, short sword), +9/+4 (1d6/crit x3 short bow); 
  SA Spells; SQ Spells, bardic music (countersong, 
  fascinate, inspire competence, inspire courage +2, 
  inspire greatness, suggestion) bardic knowledge; AL N; 
  SV Fort +3, Ref +9, Will +5; Str 9, Dex 16, Con 10, Int 
  14, Wis 9, Cha 17 
  Skills: Appraise +5, Concentration +4, Decipher 
  Script +2, Diplomacy +5, Disguise +6, Gather 
  Information +5, Knowledge (arcana) +5, Knowledge 
  (religion) +4, Listen +1, Move Silently +5, Perform 
  (acting) +10, Perform (lute) +13, Perform (singing) +12, 
  Sense Motive +3, Spellcraft +5, Tumble +5, Use Magic 
  Device +5. Feats: Enlarge Spell, Extend Spell, Skill 
  Focus (Perform: lute), Skill Focus (Perform: singing). 
  Languages: Common, Old Oeridian, Ancient Suloise, 
  Gnome, Elven, Halfling. 
  Possessions: whatever the DM deems necessary. 
  Spells Prepared (3/4/4/3): 0 - dancing lights, flare, 
  ghost sound; 1st - disguise self, silent image x2, 
  ventriloquism; 2nd - minor image x2, pyrotechnics x2; 
  3rd - major image, sculpt sound x2. 
  Description: Shari Songwood (age 24) hails from 
  the city of Verbobonc. Traveling the world, she found 
  employment with Orrm's Company, but is not yet sure 
  whether she wants to remain with the troupe. She is 
  friendly, but somewhat reserved, and sometimes seems 
  unsure how to deal with her elven heritage. She wears 
  simple clothing in matching colors and is an expert 
  with the lute. Shari has short dark brown hair and gray 
  eyes. 
   
  In addition, there's a total of 32 actors: Mahron Valkdes 
  (human male rog3), Helgon Byrne (human male exp2), 
  Carla Lemmon (human female exp4), Mogon Samades 
  (human male exp4), Annkia Gobelt (human female 
  exp7), Veria Tranken (human female exp4), Alysan 
  Bendo (human female exp5), Athan Terling (human 
  male, exp4), Myrkin Vanderholt (human male exp3), 
  Dorenne Thalassa (human female exp3), Marek Jeger 
  (human male exp6), and Corvin Jogan (human male 
  exp1), Moren Baak (human female exp3), Marius Trunt 
  (human male exp4), Filmore Halgern (human male 
  exp5), Jeorn Shridde (human male exp5), Gundis 
  Zaegon (human female rog2), Maertis Coular (human 
  female exp4), Hargon Falsh (human male exp7), 
  Bethina Maire (human female exp4), Ardnay Cselha 
  (human female exp6), Mord Relten (human male 
  exp5), Fulgon Yarth (human male exp5), Samsan 
  Halkat (human male epx3), Meidre Helsims (human 
  female exp4), Hesind Gurolth (ftr2), Miel Larigan 
  (human male exp3), Nurgh Jelellen (human male 
  exp5), Marisa Vengellen (human female exp4), 
  Kelteros Margines (human male exp3), Yoralla Diegon 
  (human female exp2), and Leander Ralsaph (human 
  male exp2). 
   
  The Company only employs humans as actors, 
  since elves and half-elves would need additional make-
  up (magical or mundane) to disguise them as humans 
  during the performance, and the Company's spell-
  casters are stretched out already as it is. 
   
  There is a total of 18 staff people, concerned with 
  makeup, grooming, tending the horses, construction of 
  props, and performing incidental music. As opposed to 
  the ranks of actors, race is not a consideration here, and 
  so the Company can pick from the best. Staff members 
  include: Kegla Wellnouk (female gnome exp6, head 
  groom), Salinde Mesettan (female half-elf, exp 5, make-
  up artist), Vors Molder (human male, exp4, make-up 
  artist), Sangello the Great (human male, brd3, 
  musician), Heike Malash (human female, exp6, 
  musician), Cearl Hagbeck (human male, exp7, horse 
  trainer), Helendy Shashy (elven female, rgr4, horse 
  trainer), Sturn Warefare (dwarf male, exp7, prop 
  master), 
  Kalman 
  Jerred 
  (human 
  male 
  exp6, 
  woodworker), 
  Sturck 
  (half-orc 
  male, 
  exp6, 
  leatherworker), Ager Klima (human male exp3, tailor), 
  Sirana Baccor (human female, exp7, seamstress), 
  Berthil Harthfire (male halfling, exp8, cook), Hartmut 
  Zeller (human male exp4, physician), Melandra 
  
  Cat's Grace 
   
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  Hasindel (female half-elven exp6, vet), Curoana 
  Stagefest (female gnome exp7, stage engineer), Sayrah 
  Wippman (human female exp 5, accountant), Raynor 
  Nahar (human male, exp6, scribe). Among these 
  people, Sayrah Wippman knows quite a lot about the 
  Company’s hidden agenda (due to her position), while 
  Ager Klima (due to his being incredibly nosey) 
  suspects. 
   
  For those members of the Company not listed 
  with individual statistics above (i.e., everyone except 
  the three leading actors and the two spell-casters), just 
  assume these are experts (or, sometimes, characters) of 
  levels 2 through 7 as mentioned above, maxed out with 
  Craft, Profession, or Perform skills as appropriate for 
  their position. Also, all (except the halfling) are able to 
  ride. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/594/Normal Scenarios/TSS4-07 - Cat's Grace (APL 4-10)/TSS4-07 - Cat's Grace.pdf