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.  
   
  NAE4-04 
   
   
   
   
   
  The Prince of Idee 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Naerie Regional Adventure 
  Version 2.0 
  Round 1 
  by Dan Hass 
  Additional Material: Paul Looby 
  Triad Reviewer: Paul Bendall 
  Circle Reviewer: Paul Looby 
   
  There is anarchy on the borders of the Barony of Menst: bandits on the highways, humanoids raiding mining 
  settlements, peasants planning revolt.  Can heroes be found to restore order and root out the source of the unrest before 
  the Barony's eastern-most county is lost? 
  A one round Dungeons and Dragons®adventure for APLs 2-8 
  
  The Prince of Idee 
   
  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. 
  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. 
  
  The Prince of Idee 
   
  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 
  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 Regional adventure, set in 
  Naerie. Characters native to Naerie 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. 
  
  The Prince of Idee 
   
  Page 4 
  Adventure Background 
  The small County of Copperfeld sits where the barony of 
  Menst meets the Stark Hills.  The fief has very productive 
  copper mines, and a few small gold mines.  In the 
  aftermath of the 588 CY campaign, which saw Idee 
  liberated form the yoke of the Scarlet Brotherhood, 
  House Arxx’s patriarch awarded Copperfeld as a fief to 
  Count Gastor. Gastor had experience in mining 
  administration as well as quelling peasant unrest, 
  however Gastor was not a young man, and died in 593 
  CY, leaving no heir. 
   
  The fief was recently presented to the charismatic, 
  but inexperienced Count Zaran.  It was awarded more as 
  a matter of politics than a reward for competence.  At 
  court, Zaran was involved in multiple romantic escapades 
  that caused embarrassment for House Arxx’s patriarch 
  and sending him to the most remote part of the barony 
  seemed a good idea.   In the months after Count Gastor’s 
  passing, his former captain of the guard, Sir Knost, ably 
  oversaw the fief.  Within weeks of Count Zaran’s 
  takeover, Sir Knost, and the majority of the guard officers 
  and sergeants left their posts rather than serve under the 
  insufferable Zaran. 
   
  The guards’ departure left a void in eastern Menst, 
  which rebel and renegade units quickly exploited.  The 
  Scarlet Brotherhood had an instigator in the area (Selnor 
  Gilmane) to raise local resistance.  Fostering resentment 
  among the Idee loyalists in the region, he found an 
  Ideean of questionable background (Uram) and set him 
  up as the new “Prince of Idee”, convincing the somewhat 
  slow-witted Uram that he is a lost scion of the House of 
  Eddri, the former rulers of the County of Idee.  The 
  “Prince” and his followers have begun “taxing” caravans 
  to and from Minetha, the primary trade route into the 
  county.   
   
  Then a twist of fate…   
   
  With his senior advisers gone and his fief in almost 
  complete anarchy, Count Zaran was overwhelmed.  
  Floundering, he noticed the poised and wise Selnor 
  Gilmane among the locals populace, and adopted him as 
  his chief adviser.   
   
  Selnor’s plans changed immediately.  He intends to 
  help the vain and easily manipulated Zaran rise within 
  Naerie politics, but currently Zaran looks incompetent 
  and is on the verge of having his fief taken from him 
  because he doesn’t have the funds or troops to fulfill his 
  feudal obligations to House Arxx.  As, word of the “Prince 
  of Idee” has escaped the county and disparate groups of 
  Idee refugees are arriving in Copperfeld to join “the 
  movement”. Selnor needs to get rid of the now 
  troublesome Uram and his cohorts. 
   
  As Uram is a dupe and unaware of Selnor’s true 
  allegiance, Selnor cannot easily order the “Prince” out of 
  Copperfeld.  Nor can he directly negotiate with him in 
  his current capacity as Zaran’s adviser.   
   
  The prince is not the only problem that Selvor faces. 
  At h’s behest, the Bloody Blades goblin tribe moved out 
  of the deeper recesses of the Stark Hills and raided the 
  mining settlements in Copperfeld. Selvor needs to 
  restore order quickly and the goblins, their pride swollen 
  by easy plunder and treacherous by nature, are none too 
  eager to listen to his command. 
   
  Enter the PCs, who Selnor plans to use to tie up his 
  loose ends… 
   
  Adventure Summary  
  Introduction: The PCs reach the village of Copperfeld 
  Keep, the seat of the Count of Copperfeld.  Some 
  encounters may be played out of sequence depending on 
  circumstances. 
   
  Encounter 1: The Village of Copperfeld Keep.  The PCs 
  can discover the troubles the county faces. They will be 
  approached by Selnor, who attempts to enlist them as his 
  agents to deal with the county’s many problems, 
  including stemming the influx of rebels to Copperfeld 
  and ridding the county of goblin raiders. 
   
  Encounter 2: The Rebels.  The PCs are sent to intercept a 
  group of Ideean rebels from Minetha who are seeking the 
  “Prince of Idee”, agents of Kerish the Bard, another rebel 
  leader.  She has dispatched a band to evaluate the “Prince” 
  and the truth of his claim.  The PCs have an opportunity 
  to discover that there are underground organizations in 
  Minetha, which can truly aid Ideen rebels.  
   
  Encounter 3: Successful Return.  If the PCs successfully 
  turn back the Ideens from Minetha, Selnor offers them 
  another mission: act as his emissaries to the “Prince of 
  Idee”. 
   
  Encounter 4: The “Prince's” Court.  The PCs have an 
  opportunity to meet Uram and his entourage, as 
  debauched a group of misfits as any the PCs are likely to 
  meet. 
   
  Encounter 5: The “Prince's” Followers.  The PCs have an 
  opportunity intereact with some Idee Volunteers, who 
  have flocked to Uram’s banner and perhaps convince 
  them Uram is not their prince. However, the deluded 
  patriots are likely to attack the PCs for their insolence.  
   
  Encounter 6: The “Prince's” True Colors. A secret 
  message from Selnor provokes Uram and his followers to 
  attack the PCs.  Selnor has little to lose. If the PCs prevail, 
  
  The Prince of Idee 
   
  Page 5 
  Uram will be eliminated. If Uram wins, there are always 
  more freeswords to hire.  
   
  Encounter 7: Bloody Blades.  The PCs have the chance to 
  rescue the Aishiak miners from goblins.  
   
  Conclusion: Possible consequences and outcomes are 
  summarized. 
  Introduction 
  When the players are settled and ready to begin, read 
  aloud or paraphrase the following:  
   
  Dire rumors circulate through the towns along the coast: 
  the County of Copperfeld, historically one of Naerie's 
  most productive mining regions is in chaos.  Just the 
  place for an adventurer!  The road from Minetha to 
  Copperfeld Keep, the sear of the count, is well traveled, 
  but every passerby on the 45 mile stretch has eyed you 
  suspiciously, except for a motley group that seems to be 
  heading toward Copperfeld as well.   
   
  The PCs are on the well-traveled road between Minetha 
  and Copperfeld Keep.  They are approximately three 
  miles from the Keep.  This is their opportunity to 
  introduce themselves if they have not been adventuring 
  together (they are the motley group). 
   
  PCs with various knowledge skills may make 
  appropriate knowledge checks against the following DCs.  
  Knowledge (Splintered Sun) or Bardic Knowledge (at DC 
  +5) will reveal the entire block below.  Other skills such 
  as Knowledge (history) or Knowledge (nobility) will 
  reveal only the portion relevant to the skill used.  All 
  information bullets are cumulative except for the first 
  (false) bullet. 
  • 
  Less than 5: (false) Copperfeld is ruled by a 
  vampire cleric who populates the area with 
  various undead. 
  • 
  DC 5: Copperfeld is a mining district in Eastern 
  Menst where the Stark Hills begin. 
  • 
  DC 10: Count Zaran of House Arxx governs 
  Copperfeld.  Copper and some gold mining are 
  it's primary enterprises. 
  • 
  DC 15: Count Zaran is a young and charismatic 
  noble.  He was entrusted with the county a few 
  months ago as an opportunity to prove his 
  abilities. 
  • 
  DC 20: Count Zaran's rule has thus far been lax 
  and ineffectual. Brigands roam the county and 
  humanoids have began openly raiding the 
  mining settlements.  
  • 
  DC 25+: Allow the PC to read Appendix A:  
  Copperfeld – A Brief Gazetteer.  Additionally, 
  the PC knows that the Bloody Blade goblins 
  have begun raiding the mining settlements in 
  Copperfeld, and that a vagabond Ideean has 
  begun calling himself the “Returned Prince of 
  Idee” and is “taxing” caravans in and out of the 
  county.  Finally, Count Zaran is reputed to be a 
  vain ladies’ man. 
   
  Development: If the PCs enter the village, move on to 
  Encounter One: The Village of Copperfeld Keep. If the 
  PCs do not enter the village, Selnor hears of their 
  presence and approaches them late in the afternoon.  
  Adapt Encounter One to fit the PCs locale. 
  Encounter 1: The Village of 
  Copperfeld Keep  
  The PCs reach this encounter the first time they enter 
  the village of Copperfeld Keep.  This gives the PCs an 
  opportunity to explore the hamlet, but the real meat of 
  the encounter is the PCs first contact with Selnor. 
   
  Read aloud or paraphrase the following:  
   
  In most rural villages, a commons occupies the center of 
  the settlement. However in Copperfield Keep, a large 
  and grimy building that belches black acrid smoke 
  squats amid the houses of the village.  Immediately to 
  the west is a sturdy, well-kept castle – “The Keep”, as the 
  locals call it. Slightly to the north, sits a large wooden 
  structure painted in bright, welcoming colors.  To the 
  south are the smithy and the village store.  The 
  remainder of the village is filled with hovels of various 
  stone, earthen, and wood construction. 
   
  DM’s Notes regarding Copperfeld Keep: 
  • 
  A character with ranks in Craft (alchemy or any 
  type of smithying) recognizes the industrial site 
  as a smelter. Other characters gain this insight 
  on a successful DC 15 Intelligence check. Noniz 
  (gnomes) receive a +2 racial bonus to this check. 
  • 
  During the day (barring lunchtime – around the 
  noon bell) the smelter is the focus of activity as 
  it is the primary employer in the village.  
  During lunch or evening, the brightly lit tavern 
  is the center of activity.  Activity steadily 
  decreases in the village until the midnight hour 
  by which time the village is generally asleep 
  until the next morning. 
  
  The Prince of Idee 
   
  Page 6 
  • 
  The Keep is well maintained.  Watches are 
  casual, but alert at various posts around the 
  walls. 
  • 
  Between the smithy and general store any item 
  from the PHB can be found for purchase, 
  however due to the disruption in trade there is a 
  20% premium.  A successful DC 15 Diplomacy 
  check eliminates this premium. 
  • 
  The tavern, “The Copper Well” serves as an inn 
  for travelers with a few coins to spare. 
  • 
  As the PCs make their way through the town a 
  successful DC 12 Spot check notices that the 
  locals keep their distance from the PCs on the 
  street.  A successful DC 12 Sense Motive check 
  reveals suspicion and fear from the natives. 
  • 
  If the PCs attempt to gather information, use 
  the DC table in the introduction as a guide to 
  what is revealed.  Additionally, a successful DC 
  15 Gather Information check reveals that six 
  months ago, the senior military staff (officers 
  and sergeants) of the Keep's Household Guard 
  left in protest at Count Zaran's ineffectiveness.  
  A few weeks ago, Selnor (who has a reputation 
  in the Keep as a capable and amiable member of 
  the community) was named as Zaran's chief 
  counselor. 
  • 
  Selnor has an extensive network of informal 
  contacts 
  throughout 
  the 
  village 
  that 
  immediately report the adventurers’ presence to 
  him.  In a friendly and welcoming manner, 
  Selnor will approach the approach the PCs at 
  the first appropriate opportunity. 
   
  After the group has been in Copperfeld for a while and is 
  enjoying some refreshments in the Copper Well, a man 
  in fine robes approaches them. 
   
    “Greetings travellers. Welcome to Copperfeld Keep.  
  My name is Selnor, Seneschal to Count Zaran. I was 
  wondering if I might intrude upon your time?” 
   
  If the players agree, Selnor sits with them. 
   
  “Thank you for your indulgence. I am a blunt man, so I’ll 
  get straight to the point. I am sure you are aware that 
  these are not the best of times in Copperfeld. In fact we 
  have rarely seen worse times. You have heard tell of this 
  so-called “Prince of Idee” who has raised his banner 
  here?” 
   
  If the PCs are not aware – then Selnor will fill them in: 
   
  “This man Uram claims that he is the last scion of the 
  House of Eddri, who ruled here before the Scarlet Sign 
  snuffed them out. All know the lie of it though – he is a 
  local boy, local born, local bred. The only thing he has in 
  his favour is a passing resemblance to old Count 
  Fedorik. Now he justifies robbing travelers by calling it 
  Road Tithe, his by right of law and blood as Prince of 
  Idee.”  
   
   Once the PCs are up to speed, Selnor will continue.  
   
  “It was brought to my attention this morning that a 
  group of Idee rebels are traveling here from Mineth and 
  will be arriving later today or early tomorrow. Their 
  purpose is unclear, but I cannot risk them making 
  contact with this “Prince” and maybe strengthening his 
  cause. It would be for the good of the county, and Naerie 
  as a whole, if they were not to meet with him. As a sign 
  of my appreciation, I can pay each of you (200 x APL) 
  gp.” 
   
  Selnor’s Plans: In fact, Selnor is a member of the Scarlet 
  Brotherhood who infiltrated Naerie many years ago to 
  undermine the nation in preparation for the eventual 
  Brotherhood invasion. He kept his cover during the 
  Occupation and so survived the Ahlissan liberation. He 
  destabilized Copperfeld using Uram and his cohorts and 
  goblin tribes, enticed from the hills with stories of easy 
  pickings. Selnor shrewdly used the ensuing chaos to 
  work his way into the confidence of the young and 
  malleable Count Zaran. The long-term goal is to groom 
  Zaran for greatness and increase the count’s influence 
  (and thereby, Selnor’s own), not only within House Arxx, 
  but within the Principality as a whole. He hopes to use 
  that influence to the Brotherhood’s advantage. However, 
  to do so, Selnor needs a stable and successful Copperfeld, 
  to enhance Zaran’s reputation (and his own). So, having 
  served their purpose, Uram and the goblins need to be 
  eliminated. Selnor plans to use the PCs to unwittingly do 
  his dirty work for him. 
   
  Notes for roleplaying Selnor: 
  • 
  --Selnor is a very smooth operator.  He has a 
  high Charisma, Diplomacy and Bluff.  In role-
  playing him, the DM should try to instill a 
  sincere belief in the PCs that he is a trusted ally. 
  • 
  --The PCs will find it very difficult to detect 
  Selnor's lies. Selnor has maxed out his Bluff skill 
  and used scrolls of greater heroism and glibness 
  in preparation for this meeting. PCs can still 
  attempt Sense Motive checks, but only roll 
  Selnor’s Bluff check (in secret behind the screen 
  so the players don’t see that he’s lying) if the 
  
  The Prince of Idee 
   
  Page 7 
  PC’s result exceeds his Bluff bonus by more 
  than 1. 
  • 
  --Using his Sense Motive, and precast detect 
  thoughts, Selnor will begin by trying to 
  understand 
  the 
  PCs 
  personalities 
  and 
  motivations by engaging them in conversation 
  and friendly queries. Once he has a feeling for 
  what makes the PCs tick, he will begin trying to 
  persuade them.   
  • 
  He will try to convince the PCs that Count 
  Zaran is a noble worthy of their respect (a lie). 
  • 
  If the PCs attempt to use magic to discover his 
  lies, he will feign insult that the PCs would 
  question his integrity so greatly that they would 
  submit him to magical interrogation tactics.  If 
  the PCs insist on magical means, he will submit 
  until he gets the sense that he has been 
  discovered, at which time he will politely 
  excuse himself and opt to look for a more 
  gullible group. 
  • 
  He will explain that House Arxx's patriarch is 
  on the verge of seizing the fief from Zaran and 
  sending 
  in 
  troops 
  to 
  restore 
  order 
  (exaggeration). 
  • 
  He will make the argument that the source of 
  unrest is groups of Ideen insurgents who have 
  been flocking into Copperfeld to reestablish the 
  County of Idee under Uram’s banner (partial 
  lie). 
  • 
  One such group of such insurgents is reportedly 
  heading to from Minetha to Copperfeld Keep as 
  they speak (true).  (This is Encounter 2: The 
  Refugees.) 
  • 
  Uram’s followers are camped a few miles to the 
  north (truth).  (This is Encounter 4: The Prince’s 
  Followers.) 
  • 
  Moreover, goblins have taken advantage of the 
  chaos and have poured out of the hills and are 
  threatening the mining settlements to the east 
  (true). 
  • 
   Selnor speaks with the full authority of Count 
  Zaran (slight exaggeration). 
  • 
  He has been empowered to commission a small 
  group of “constables” to rid Copperfeld of these 
  two groups of insurgents (true).   
  Selnor will try to use the natural inclinations of the 
  PCs to persuade them.  If they appear peace loving, 
  he will play up the fact that if he can't find a peaceful 
  constabulary, he'll be forced to turn to the more 
  violent members of the Keep's militia to fill the 
  mission.  If the PCs appear money driven, he will 
  offer 50 gp x APL per person, and he will play up the 
  fact that the constables are empowered to confiscate 
  the possessions of resistors.  If the PCs seem combat 
  hungry, he will play up the likelihood that the Idee 
  insurgents have proven themselves to be violent and 
  combat is likely.  If any of the PCs are Idee 
  Volunteers or sympathisers, he will play on the fact 
  that these violent Ideen rebels taint the cause of Idee 
  with their indiscriminate marauding.  
  • 
  If the PCs accept his commission, Selnor will 
  suggest they act immediately to head off and, if 
  possible turn back the rebels arriving from the 
  west, since it's easier to turn back a group, than 
  uproot them once they are settled in. Selnor will 
  asked that the PCs try to deal with the rebels 
  peacefully if possible, since he does not want 
  the blood of his countrymen on his hands. 
  However, if they will not listen to reason and 
  continue to defy the Prince’s rule, he authorizes 
  the PCs to use force to subdue or slay the rebels, 
  as necessary. 
  • 
  If at any time, the PCs turn aggressive or violent 
  toward Selnor, he will politely excuse himself, 
  and return to the Keep, where he has the 
  protection of the Count’s Guard.  
   
  Attacking Selnor: If the PCs for any reason attack Selnor, 
  he will call for the Count’s Guard and make efforts to 
  defend himself, surrendering if the PCs look likely to kill 
  him. A company of Guardsmen, led by Selnor’s aide 
  Kadel, will arrive in 4 rounds and, unless the PCs can 
  produce tangible and overwhelming proof that Selnor is 
  a danger to the country (which should be next to 
  impossible), will attempt to arrest the PCs, using lethal 
  force if they resist.  
   
  If the PCs kill Selnor without providing proof of his 
  guilt, or any of the Guardsmen, they will be become 
  outlaws, Wanted for Murder and Affray under the 
  Ahlissan Code of Laws.  
   
  If the PCs surrender without killing anyone, Selnor 
  will persuade the count to banish the PCs from the 
  County of Copperfeld on pain of death.  
   
  APL2 (EL 6) 
  � Selnor: male human (Suel) Clr3 – Wee Jas; hp 23; see 
  Appendix 1. 
  � Count’s Guardsmen (6): male human (Oeridian) 
  Ftr1; hp 12; see Appendix 1. 
   
   
  APL4 (EL 9) 
  
  The Prince of Idee 
   
  Page 8 
  � Selnor: male human (Suel) Clr5 - Wee Jas; hp 33; see 
  Appendix 2. 
  � Count’s Guardsmen (6): male human (Oeridian) 
  Ftr3; hp 28; see Appendix 2. 
   
  APL6 (EL 13)  
  � Selnor: male human (Suel) Clr7 - Wee Jas; hp 55; see 
  Appendix 3. 
  � Count’s Guardsmen (8): male human (Oeridian) 
  Ftr7; hp 71; see Appendix 4. 
   
  APL8 (EL 16) 
  � Selnor: male human (Suel) Clr9 – Wee Jas; hp 70; see 
  Appendix 4. 
  � Count’s Guardsmen (20): male human (Oeridian) 
  Ftr7; hp 71; see Appendix 4. 
   
  Tactics: The sheer number and skill of the Guardsmen is 
  most likely going to be overwhelming for the PCs. Try to 
  encourage 
  them 
  to 
  surrender, 
  emphasizing 
  the 
  hopelessness of their situation. If he is still alive, Selnor 
  will plead with the PCs to surrender for their own sakes, 
  saying he will plead with the Count for mercy for them if 
  they will give themselves up. 
   
  For their part, the Guardsmen will move to protect 
  Selnor and surround and overwhelm the PCs.  If the PCs  
  have drawn blood, they will strike to wound and kill.  
   
  Development: 
  If the PCs accept Selnor's commission: He will send 
  them west to intercept the scouts of Karish the bard from 
  Minetha.  Move to Encounter 2. 
   
  If the PCs do not accept Selnor's commission: The scouts 
  will enter Copperfeld Keep and take up residence at the 
  inn.  If the encounter occurs at all, the DM should adapt 
  the encounter between the PCs and scouts to reflect 
  appropriate circumstances.  After a night at the inn, the 
  scouts seek out the “Prince”, confront him and then 
  return to Minetha.  At that point, Encounter 2 is lost to 
  the PCs. 
   
  If the PCs do not make it to Encounter 2: The PCs may 
  still make it to Encounter 4 by scouting the surrounding 
  area.  However, by the third day of this adventure, if the 
  PCs have not disrupted the prince and his followers, 
  news of Selnor's replacement arrives and Uram and his 
  followers leave for a different county. 
   
  If the PCs do not make it to Encounter 2 or 4:  If the PCs 
  have languished for more than three days without 
  stumbling upon Encounter 2 or Encounter 4, the “Idee 
  Resistance” has left Copperfeld, and Selnor will have 
  grown suspicious of the PCs.  He will at that point 
  attempt to eliminate them.  Move to Encounter 5. 
   
  If the PCs have been banished or outlawed: The PCs can 
  still meet with “Prince” Uram if they wish (go to 
  Encounter 4), though they will not have aid from Selnor 
  and will not gain any rewards from the seneschal or the 
  Count of Copperfeld for the deed.  
   
  If the PCs defeated the guardsmen, they will not be 
  able to intercept the Minethan rebels or deal with 
  Goblins, however and thus will be unable to gain XP 
  from those encounters. They also will not have the 
  opportunity to loot the dead, as this takes time and the 
  hue and cry the murder of the count’s seneschal is going 
  to raise will afford the PCs little time for corpse picking.  
   
  If the PCs surrendered, allow them to run through 
  the rest of the module, though they will gain no rewards 
  from Selnor. Obviously they will have no interactions 
  with Selnor in this case, so modify the encounters 
  appropriately, using local people to direct the PCs (go to 
  Encounter 2, Encounter 3 or Encounter 7 as appropriate). 
   
  � 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.  
   
  � Banished from the County of Copperfeld: For an 
  unwarranted assault on the person of Selnor, Seneschal 
  of Copperfeld Keep, the bearer has been banished from 
  the County of Copperfeld on pain of death, by order of 
  Count Zaran Arxx of Copperfeld. PCs defying this order 
  are likely to be arrested and executed, if recognized by 
  the count’s guard.  
   
  
  The Prince of Idee 
   
  Page 9 
  Encounter 2: The Rebels 
  Kerish the Bard, a leader of the Ideean Resistance, has 
  heard about “the Returned Prince of Idee”, and has 
  dispatched a company to investigate under the guise of 
  refugees 
  considering 
  joining 
  “the 
  movement”.  
  Unfortunately for Kerish's party, Selnor's network of 
  contacts in Minetha and Woodlet has gotten word to 
  him, and he will try to stop the meddlesome bard's 
  followers.  He has dispatched the PCs to either turn back 
  or eliminate the outsiders. 
   
  If the PCs are entering this encounter at the behest 
  of Selnor, they will find the rebel group approaching 
  Copperfeld Keep as evening approaches.   
   
  If the PCs are operating on their own, this encounter 
  could take place anywhere over the course of Kerish's 
  agents’ path.  Unless intercepted, the rebels enter 
  Copperfeld and spend the night at the inn. They spend 
  the next morning gathering information in the village, 
  have lunch at the inn and then begin scouting the area 
  north of the road to Minetha.  They find Uram's 
  encampment as night approaches and, seeing him for the 
  ignoble imposter he is, will have a heated, but non-
  combative encounter with Uram, before departing for 
  Minetha to report their disappointment to Kerish. 
   
  The rebels are not looking for a fight, but they won't 
  run from one either.  They are Ideen nationalists and 
  resent House Arxx's rule of the Barony of Menst.  They 
  form one of many cells of Ideen sympathizers in Menst 
  who work with varying degrees of aggression to free Idee 
  of both the Scarlet Brotherhood and Ahlissa.  They will 
  happily strike a violent blow against the current rulers if 
  they have the opportunity.  However, they do not believe 
  that resorting to raw banditry does “the cause” any good, 
  and they resent the reports of the “Prince's” ad hoc 
  “taxation” of various settlements and caravans. 
   
  Their initial attitude towards the PCs will be 
  indifferent.  Their mission is to scout out the “Prince” and 
  return to Minetha to inform Kerish. The following 
  modifiers to Diplomacy checks apply; 
  • 
  +4 if any PC has Favour of the Idee Volunteers. 
  • 
  -4 if the PCs state that they are working for 
  Selnor (this is ignored if any PCs has Favour of 
  the Idee Volunteers, and is trying to warn the 
  scouts of Selnor’s interest in them). 
   
  Tips for roleplaying the rebels: 
  • 
  --Unless their attitude is changed to friendly, 
  the scouts will say they are refugees intent on 
  seeing safety in Copperfeld. All references to 
  the Idee Volunteers are full of innuendo, and no 
  direct admission of membership is forthcoming 
  from any of them. 
  • 
  --Ardl will do most of the talking. 
   
  If friendly 
  • 
  --Ardl can outline the nature of “the movement” 
  in Minetha. There is a cell of over a score of 
  patriots there working under the leadership of 
  Kerish to free Idee from the Ahlissan yolk.  
  • 
  --There is no overarching “organization”.  Free 
  Ideeans group together to form independent 
  cells.  Each cell operates to resist House Arxx in 
  various ways. 
  • 
  --Each cell is self-sufficient, but if a cell runs 
  into trouble (with authorities or financially) 
  other cells tend to help out. 
  • 
  --Kerish is friendly to the “movement”, but is 
  careful to keep herself distanced from actual 
  members of the resistance. 
  • 
  --None of the cell will admit that Kerish steered 
  Ardl's 
  cell 
  towards 
  Copperfeld 
  to 
  get 
  information on the “Prince”, but she did as she 
  is very suspicious of the “Prince” and his claims. 
  • 
  --Ardl has heard that Copperfeld County is in 
  chaos, and he is concerned that his party may be 
  underpowered for the county.  If he is 
  convinced the PCs can be trusted, he can be 
  persuaded to hand his scouting duty off to the 
  PCs.  He and his party will return to Minetha 
  and await a report from the PCs there.  They 
  have no formal payment for favors from the 
  PCs, but they do have influence in Minetha that 
  could be of value to the PCs. 
   
  � Favor of Kerish the Bard: You have found an ally in 
  Kerish the Bard.  She will use her network of allies to 
  assist you.  After any Naerie Regional event, you may 
  purchase a wand of cure light wounds.  You may also use 
  this favor a single time to upgrade any weapon to +2 
  and/or add the flaming special ability to a weapon.  When 
  used for this purpose cross through this favor. 
   
  If hostile 
  • 
  --Ardl will insist they are peaceful peasants 
  simply looking to find work and shelter.  
  • 
  --They will promise to honor the current 
  authority and behave peacefully.  (As already 
  stated, this is a flat out lie.) 
   
  If attacked, the rebels will defend themselves: 
   
   
  
  The Prince of Idee 
   
  Page 10 
  APL2 (EL 2): 
  � Ardl: male human War1; hp 13; see Appendix 1. 
  � Zassle: male human Adp1; hp 10; see Appendix 1. 
  � Stran: male human Adp1; hp 7; see Appendix 1. 
  � Evasel: male human War1; hp 10; see Appendix 1. 
   
  APL4 (EL 3): 
  � Ardl: male human War2; hp 20; see Appendix 2. 
  � Zassle: male human Adp1; hp 10; see Appendix 2. 
  � Stran: male human Adp1; hp 7; see Appendix 2. 
  � Evasel: male human War2; hp 17; see Appendix 2. 
   
  APL6 (EL 5): 
  � Ardl: male human War2; hp 20; see Appendix 3. 
  � Zassle: male human Sor2; hp 14; see Appendix 3. 
  � Stran: male human Clr2; hp 20; see Appendix 3. 
  � Evasel: male human War2; hp 17; see Appendix 3. 
   
  APL8 (EL 6): 
  � Ardl: male human Rog2; hp 12; see Appendix 4. 
  � Zassle: male human Sor2; hp 14; see Appendix 4. 
  � Stran: male human Clr2; hp 20; see Appendix 4. 
  � Evasel: male human Ftr2; hp 23; see Appendix 4. 
   
  Tactics: If combat breaks out, the rebels will fight only as 
  long as they can hope for a victory.  If circumstances 
  appear hopeless, they will attempt to withdraw and 
  return to Minetha.   
   
  The rebels are missing a true tank (front-line 
  fighter), and they will attempt to make up for this (at 
  APLs 6 & 8) by summoning a monster on the first turn.  
  At APL 8, Ardl will flank if possible, but can use his 
  Improved Feint to get his sneak attack.  Evasel will try to 
  keep the PCs off Zassle and Stran so that they can use 
  their spells and scrolls. 
   
  Treasure:  
  APL 2: L: 243 gp; C: 40 gp; M: potion of cure light wounds 
  (4) (16 gp); potion of bull’s strength (25 gp); potion of 
  enlarge person (20 gp); pearl of power 1
  st level (83 gp)  
   
  APL 4: L: 243 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of enlarge person (20 gp), pearl of power 1
  st level 
  (83 gp) 
   
  APL 6: L: 243 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of enlarge person (20 gp); pearl of power 1
  st level 
  (83 gp), scroll of lightning bolt (31 gp) 
   
  APL 8: L: 274 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of cat’s grace (25 gp); potion of enlarge person (20 
  gp); pearl of power 1
  st level (83 gp); scroll of lightning bolt 
  (31 gp) 
   
   
  Development: There are two possible outcomes, 
  assuming the PCs prevail. Either they have (a) gained the 
  trust of the rebels and persuaded them to return to 
  Minetha or (b) they have come to blows and either killed 
  or captured the rebels.  
   
  In either case, proceed on to Encounter 3.  
   
  Encounter 3: Successful Return 
  The PCs were working at the behest of Selnor, even 
  though they may be returning to the village very late, he 
  will approach them as they prepare to rest for the night.  
  If Selnor did his job in Encounter 1, he should be viewed 
  as a trusted ally by the PCs at this point. 
  • 
  --If he promised the PCs a reward, he will 
  deliver up to 50 gp per PC of it, and explain that 
  he'll have the rest shortly. 
  • 
  --He'll try to extract as much information from 
  the PCs as possible about the Minetha rebels. 
  • 
  --Perceptive PCs, on a successful DC 15 Spot 
  check, will notice that he seems somewhat less 
  effusive, fluent and articulate than he was 
  before. His magical enhancements have worn 
  off, and detecting his lies may now be somewhat 
  easier.   
  • 
  --If Selnor is asked what is the matter with him, 
  he will insinuate that he is just tired and 
  preoccupied by the many troubles of the 
  county. News has just reached him that goblin 
  raiders have sacked the mines of the Aishiak 
  clan (true – though preoccupied for different 
  reasons than a true patriot of Naerie would be).  
  • 
  -- Selnor has another mission that he needs the 
  PCs for.  He will employ the same persuasive 
  tactics that were successful in Encounter 1 to 
  enlist their aid. 
  • 
  He will explain that he has located the general 
  area of the “Prince's” camp.  He requests that the 
  PCs act as his emissary to the “Prince” and 
  
  The Prince of Idee 
   
  Page 11 
  negotiate a temporary cease-fire for “a few days” 
  (true). 
  • 
  He will relate that he is awaiting a skilled 
  diplomat from Naerie City who will negotiate a 
  permanent settlement between Zaran and the 
  “Prince”.  (lie) 
  • 
  He will provide the PCs with a missive 
  (Appendix E: Players' Handout 1) explaining 
  himself to the “Prince”. 
  • 
  He has the general area where the “Prince's” 
  camp located, but it will probably take the PCs 
  several hours to pinpoint it.  He suggests they 
  leave after breakfast tomorrow. 
   
  Treasure: 
   
  APL 2: C: 50 gp;  
   
  APL 4: C: 50 gp;  
   
  APL 6: C: 50 gp;  
   
  APL 8: C: 50 gp;  
   
  Development: 
  If the PCs accept Selnor's commission...  They will spend 
  the next day exploring the area north of the road to 
  Minetha and find Uram's camp at dusk the next day.  
  Proceed to Encounter 4: The Prince's Court. 
   
  If the PCs do not accept Selnor's commission.  If the PCs 
  seem suspicious of Selnor, the seneschal will retreat to 
  the Keep where he can use his influence with Count 
  Zaran to protect himself.  If the PCs make any move 
  against him, he will denounce the PCs as troublemakers 
  and manipulate the count into banishing them from 
  Copperfeld.   
   
  If the PCs try exploring on their own.  The PCs still 
  arrive at Encounter 4: The Prince's Court after searching 
  through the day, but they do so without Selnor's 
  information and missive. Alternatively they may wish to 
  deal with the goblins (Encounter 7) 
   
  Encounter 4: The “Prince's” Court 
  After a day of searching, the PCs find Uram's camp. See 
  Appendix 8 for a diagram of the camp.  They are invited 
  to stay for a victory celebration, and they have a chance to 
  glean the nature of the prince and his entourage. 
   
  Read aloud or paraphrase the following: 
   
  Pelor's fading rays illuminate a shallow canyon tucked 
  between two foothills of the Starks.  Erected in the 
  center of the camp are two spacious tents.  Before the 
  slightly larger of these, seated on a rather elaborate 
  wooden chair, is a man wearing a purple cape and a 
  makeshift crown.  His classically Oeridian features with 
  just a hint of fair Suloise blood mark him as Ideean.  A 
  woman in robes and a man and woman in armor gather 
  around the sitting figure, engaged in a raucous 
  discussion.   
   
  Approximately one hundred yards beyond the tents 
  sprawls a distinctly separate campsite.  This one is 
  populated by a handful of colorfully dressed humans 
  huddled around a small cooking fire.  Their tenor is 
  considerably less light-hearted, as they scowl into the 
  flames. 
   
  “The Prince of Idee”: “Prince” Uram has let his title go to 
  his head and thanks to the Selnor and Shia’s fawning 
  adoration, has become vain and conceited.  He is 
  hedonistic, boorish and indiscriminate.   
   
  Shia, the robed sorceror, is the real brain behind the 
  “throne”. Vicious, cruel and manipulative, she acts as 
  “royal consort”, but she has a curious (and not quite 
  platonic) relationship with Barshee, the female warrior. 
  Kail is Shia’s brother, and equally cruel and brutal in his 
  appetites.  Kail and Barshee profess loyalty to Uram, but 
  in reality, they are both loyal to Shia. 
   
  The second campsite is occupied by a group of 
  former Idee Volunteers who have survived that group’s 
  decimation.  They are outlined in Encounter 5. 
  Role playing Uram and his entourage: 
  • 
  --Uram expects to be addressed as “Your 
  Highness” or “Prince”, and will grow petulant 
  and angry, if the PCs refuse. 
  • 
  --Uram and his entourage will not attack the 
  PCs unless provoked. However, they are not 
  hard to provoke.   
  • 
  --If the PCs discuss the proposed truce and/or 
  deliver Selnor's missive, Uram will at first be 
  confused by it, but he will attempt pass this off 
  by assuming a look of contemplation.  Shia will 
  discretely explain the implications of Selnor's 
  arrangement, and Uram will become extremely 
  happy. 
  • 
  --Uram will attempt to rush through the official 
  business, putting off any decision to get onto 
  the drinking and celebrations, especially if one 
  or more PCs have high Charisma and he 
  believes he may be able to lure one or more into 
  his nightly debauchery (regardless of gender).   
  • 
  --The second camp is a group of recently arrived 
  (two days ago) Ideen Volunteers who came to 
  
  The Prince of Idee 
   
  Page 12 
  pay their respects to the “Prince”.  None of them 
  are of particular interest to Uram. 
  • 
  --Uram, like most of the populace of Copperfeld, 
  has a very high regard for Selnor, who is 
  regarded as one of the wisest men in the county. 
  • 
  --Uram is an orphan.  He grew up in and around 
  Felten.  People have always commented on his 
  strong resemblance to Fedorik Eddri the former 
  Count of Idee.  He does have dark hair and grey 
  eyes, but the resemblance could be merely 
  coincidental. If pressed, he will be unable to 
  specifically 
  recall 
  any 
  instance 
  of 
  such 
  comments prior to meeting Selnor some eight 
  months ago in Felten. 
  • 
  --An 
  expert 
  in 
  nobility 
  and 
  history 
  spontaneously volunteered to Uram that the 
  expert’s research revealed Uram was in fact a 
  dispossessed member of the former royal family.  
  However, the expert offered no specific 
  evidence – merely his word.  The “expert” was in 
  fact a phony hired by Selnor to plant the idea in 
  Uram’s head. Selnor has already assassinated the 
  expert as a loose end. 
  • 
  --Uram decided that Copperfeld would be the 
  best place to reestablish the Eddri dynasty.  If 
  questioned on this point, he will recall that the 
  idea came to him while drinking late with 
  Selnor when he was visiting Felten. 
  • 
  --He met Shia, Barsee, and Kail on his journey to 
  Copperfeld. 
  • 
  --A few weeks after establishing camp, he came 
  to the realization that since he is the legitimate 
  Eddri heir, he was entitled to collect taxes from 
  caravans and settlements to support his cause.  
  If questioned on this point, he will recall that 
  the idea came to him during a discussion of 
  economics and politics with his friend Selnor 
  when he was visiting Uram’s camp a few 
  months ago. 
  • 
  --Uram will resist any suggestions that he 
  relocate.  He’s got a good thing going, and the 
  recommendations of a group of strangers will 
  carry little weight.  Uram will not just abandon 
  his operation in Copperfeld.  It is very profitable 
  for him. He's convinced he is completely 
  beyond Count Zaran's reach. 
  • 
  --Shia will subtly flirt with any high Charisma 
  PCs.  She is skilled at seducing men (and 
  occasionally women) to help her achieve her 
  goals. 
  • 
  --Kail is a dullard who is blindly loyal to his 
  sister, as she has always provided fodder for his 
  equally depraved appetites. 
  • 
  --Barsee is an aggressive, hypersensitive, radical 
  feminist.  Think: “That’s a nice long sword, 
  Barsee.”  Barsee: “Are you implying that women 
  shouldn’t carry long swords?  Are you saying 
  that the only masterwork items that women 
  should have are cooking utensils and sewing 
  equipment?  Or is that some sort of innuendo?  
  You better keep you long sword to yourself 
  before I break it off and beat you senseless with 
  it.” 
   
  If the PCs attack Uram and his party, the Idee Volunteers 
  will rush to aid them (arriving during the 4
  th round of 
  combat), since they currently view him as a legitimate 
  Ideen noble, and they are Ideen patriots.  This could be 
  very bad for the PCs, and a generous DM will try to 
  gently guide the PCs away from combat with Uram until 
  they have dealt with the Idee Volunteers. 
   
  If combat does break out, refer to Encounter 5 for 
  the Volunteers’ stats and tactics, and Encounter 6 for 
  Uram and his entourage’s stats and tactics. 
   
  Development: Uram and Shia will try to entice PCs 
  with pleasures of the flesh that will run late into the 
  evening.  Whether the PCs choose to indulge or not, late 
  in the evening Selnor will send a message to Uram and 
  Shia using his ring of whispering wind. The message 
  states that the PCs are not to be trusted – being agents of 
  House Arxx, sent to lull him into a false sense of security. 
  Thus they should be eliminated  (Uram and his followers 
  will attack the PCs shortly before dawn – see Encounter 
  6).  Further, the message explains that despite Selnor’s 
  efforts to negotiate a settlement, Count Zaran has called 
  to Minetha for a large armed force of House Arxx’s 
  bannermen.  The force will arrive tomorrow, and Selnor 
  urges Uram and his allies out of Copperfeld.  This is 
  Selnor’s insurance – should Uram best the PCs, he 
  should flee Copperfeld and leave Selnor and the county 
  in peace.   
   
  If the PCs have reached friendly terms with Uram: They 
  will be allowed to stay near the camp.  Move to 
  Encounter 5. 
   
  If the PCs defeated Uram and his entourage in combat as 
  well as the Idee Volunteers from Encounter 5: Move to 
  Encounter 7. 
   
   
   
   
   
  
  The Prince of Idee 
   
  Page 13 
   
  Encounter 5: The “Prince’s” 
  Followers 
  If the PCs refuse to take part in Uram’s debauches, they 
  may spend the evening in the other camp with the group 
  of Idee Volunteers who have come to join Uram’s 
  movement.  The PCs have a chance to enlighten them to 
  the fact the Uram is not the noble prince that they might 
  have imagined. 
  Idee Volunteers: The Volunteers’ initial attitude to the 
  PCs is Indifferent. Apply the following modifiers to any 
  Diplomacy checks; 
  • 
  +4 if any PC has Favour of the Idee Volunteers. 
  • 
  -2 if the PCs try to convince the Volunteers to 
  leave Uram. 
  Diplomacy checks to persuade the Volunteers net the 
  following results; 
  DC <1: The Volunteers are incensed with the PCs and 
  immediately attack them. 
  DC 1+APL: The Volunteers remain Indifferent and will 
  help Uram in Encounter 6 if he requests it. 
  DC 15+APL: The Volunteers have become friendly 
  towards the PCs and will NOT assist Uram in Encounter 
  6. 
  DC 25+APL: The Volunteers have become disillusioned 
  with Uram and leave during the night. 
   
  • 
  --These four Ideens have served as Idee 
  Volunteers for five years now.  They are 
  survivors of the massacre of the Volunteers by 
  Ahlissan forces in the Hollow Highlands two 
  years ago. 
  • 
  --They are frustrated, angry and quick to 
  violence. 
  • 
  --If at least one of the PCs is a member of the 
  Volunteers (or anyone with Favour of the Idee 
  Volunteers) 
  it 
  will 
  dramatically 
  help 
  interactions between them and the rebels. 
  • 
  --This group managed to make their way to 
  Gorner’s Cove after the disaster in the Hollow 
  Highlands.  They have spent the last couple of 
  years getting by as adventurers while trying not 
  to “sell out” to the current Ahlissan rulers. 
  • 
  --When rumor came of a returned Ideen noble 
  in Copperfeld, they organized this expedition 
  with the intent of joining his cause. 
  • 
  --The past two days (and nights) have greatly 
  disillusioned and angered them.  The “Prince” 
  seems little more that an arrogant, perverted 
  bandit.  His “court” is even worse than he. 
  Moreover, he has no force of arms behind him.  
  • 
  --If they knew of a locale more hospitable to 
  Ideen resistance, they would gladly abandon 
  Uram . They do not know about Karish the 
  Bard, and the Minetha resistance, but if told of 
  her, will think seriously about abandoning 
  Uram.  
  • 
  --They are true-hearted Ideens, who sincerely 
  believe Uram to be an Ideen noble (despite his 
  perversions and short-comings).  As such they 
  are currently loyal to him, and will aid him if he 
  needs them unless they can be persuaded their 
  opinions of him are wrong. 
  • 
  --Talk of using force against Uram will likely 
  provoke hostile reactions. 
  • 
  --Uram and his entourage will only watch if 
  combat breaks out, placing wagers and such, but 
  they will definitely not aid the Volunteers. If 
  Uram has received the message from Selnor, 
  Shia will urge him to grid themselves to attack 
  the PCs while they are overmatched in 
  numbers.  
   
  APL2 (EL 2) 
  � Farn: male human War1; hp 10; see Appendix 1. 
  � Cailee: male human War1; hp 10; see Appendix 1. 
  � Golna: male human War1; hp 13; see Appendix 1. 
  � Pris: female human War1; hp 10; see Appendix 1. 
   
  APL4 (EL 4) 
  � Farn: male human War2; hp 17; see Appendix 2. 
  � Cailee: male human War2; hp 17; see Appendix 2. 
  � Golna: male human War2; hp 20; see Appendix 2. 
  � Pris: female human War2; hp 17; see Appendix 2. 
   
  APL6 (EL 5) 
  � Farn: male human Ftr2; hp 20; see Appendix 3. 
  � Cailee: male human Bar2; hp 23; see Appendix 3. 
  � Golna: male human War2; hp 20; see Appendix 3. 
  � Pris: female human War2; hp 17; see Appendix 3. 
   
  
  The Prince of Idee 
   
  Page 14 
   
   
  APL8 (EL 6) 
  � Farn: male human Ftr2; hp 20; see Appendix 4. 
  � Cailee: male human Bar2; hp 23; see Appendix 4. 
  � Golna: male human Ftr2; hp 23; see Appendix 4. 
  � Pris: female human Rgr2; hp 15; see Appendix 4. 
   
  Tactics: These NPCs are experienced adventurers, who 
  are dedicated to each other and have years of experience 
  in coordinated combat together.  The DM should run 
  them as such. 
   
  Treasure: 
   
  APL 2: L: 75 gp; C: 20 gp;  
   
  APL 4: L: 299 gp; C: 20 gp;  
   
  APL 6: L: 299 gp; C: 20 gp;  
   
  APL 8: L: 305 gp; C: 20 gp;  
   
   
  Development: If the PCs come to blows with the 
  Volunteers, Uram and companions will stand by, unless 
  they have already received the message from Selnot 
  telling Uram to eliminate the PCs. In this case, they will 
  discrete gird themselves for battle (using buffing spells 
  etc), while the PCs tire themselves fighting the 
  Volunteers, striking as soon as they are ready.  
   
  If they have not received the message from Selnor, 
  they will seem unperturbed by the slaughter and will 
  continue their revels, only acting to defend themselves if 
  the PCs attack.  
   
  In either case, go to Encounter 6. 
   
  Encounter 6: The “Prince’s” True 
  Colors 
  During the evening, Uram receives information via 
  whispering wind from Selnor (who Uram trusts 
  implicitly) that an overwhelming force is on its way from 
  Minetha to capture him and that the PCs are agents of 
  House Arxx Selnor has suggested that Uram eliminate 
  the PCs and take their gear as booty to start his new 
  organization.  Moreover, the senesechal has informed 
  Uram of someone in a neighboring fief, who will help 
  Uram reestablish his forces and further his claim to the 
  throne. Uram and his three cohorts will attack the PCs at 
  what seems the most opportune moment (e.g. when the 
  PCS are sleeping, or if they have come to blows with the 
  Ideean Volunteers). 
   
  APL2 (EL 4) 
  � Uram: male human Rog2; hp 14; see Appendix 1. 
  � Kail: male human War1; hp 10; see Appendix 1. 
  � Barsee: female human War1; hp 10; see Appendix 1. 
  � Shia: female human Sor1; hp 9; see Appendix 1. 
   
  APL4 (EL 5) 
  � Uram: male human Rog2; hp 14; see Appendix 2. 
  � Kail: male human War2; hp 17; see Appendix 2. 
  � Barsee: female human War2; hp 17; see Appendix 2. 
  � Shia: female human Sor2; hp 14; see Appendix 2. 
   
  APL6 (EL 6) 
  � Uram: male human Rog2; hp 14; see Appendix 3. 
  � Kail: male human Bar2; hp 25; see Appendix 3. 
  � Barsee: female human Ftr2; hp 22; see Appendix 3. 
  � Shia: female human Sor2; hp 14; see Appendix 3. 
   
  APL8 (EL 8) 
  � Uram: male human Rog4; hp 26; see Appendix 4. 
  � Kail: male human Brb4; hp 45; see Appendix 4. 
  � Barsee: female human Ftr4; hp 37; see Appendix 4. 
  � Shia: female human Sor4; hp 21; see Appendix 4. 
   
  Tactics: If possible, the group assembles in Uram's tent 
  prior to attacking. Shia will pre-cast the appropriate spells 
  and then they attack. Uram and Kail will serve in the 
  front line, with Barsee providing ranged protection, and 
  Shia arcane support.  Note that Uram will use his 
  Improved Feint feat to use his sneak attack if he cannot 
  flank.  If the battle turns against them, Uram and Shia 
  will flee if possible.  If Shia is alive, Barsee and Kail will 
  protect her at all cost (some women just have that 
  something that causes other people to do anything for 
  them). 
   
  If the Idee Volunteers from Encounter 5 are still 
  alive, Uram will order them to: 
   
   “Stand down! We can handle these traitors to Idee!” 
  
  The Prince of Idee 
   
  Page 15 
   
   
  If things start to go VERY badly for him, Uram will come 
  back with: 
   
   
  “Don’t just stand there, you stupid peasants! Protect 
  your prince!” 
   
  Treasure:  
   
  APL 2: L: 136 gp; C: 100 gp; M: wand of magic     
  missiles (3
  rd) (188 gp) 
  APL 4: L: 211 gp; C: 200 gp; M: wand of magic 
  missiles (3
  rd)(188 gp) 
  APL 6: L: 211 gp; C: 300 gp; M: wand of magic 
  missiles (3
  rd)(188 gp), boots of striding and springing 
  (458 gp),  
  APL 8: L: 153 gp; C: 400 gp; M: scroll of evard’s black 
  tentacles (58 gp), wand of magic missiles (3
  rd)(188 
  gp), Mithral shirt (92 gp), +3 chain shirt (770 gp), 
  boots of striding and springing (458 gp) 
   
  Development: If the PCs capture Uram and/or some of 
  his cohorts, they can return them to Copperfeld Keep to 
  face the count’s justice. Unsurprisingly, the count needs 
  little persuasion to have them all hung for treason against 
  the County, Principality and Kingdom and their bodies 
  displayed from the walls of the Keep. 
   
  If the PCs think to interrogate Uram about his links 
  to Selnor, he/they will refuse to say anything to the PCs, 
  believing them to be agents of the Arxx.  
   
  With enough force or persuasion (and a DC 25 
  Intimidate or Diplomacy check), Uram (but not the 
  others) will say that he met Selnor in Felten 8 months 
  ago. Selnor is kind and wise, and liked his wine  - and 
  when Uram realized his destiny, he came to Copperfled 
  to seek Selnor’s counsel. Selnor had come to speak with 
  him on many things, but then in the end took Count 
  Zaran’s coin. In his misguided vanity, Uram genuinely 
  believes that all the ideas planted in his head by Uram are 
  his and is too pig-headed and stupid to be persuaded 
  otherwise, even when faced with the gibbet.  
   
  Neither Uram nor Shia will mention Selnor’s 
  message to the PCs, no matter what – being unwilling to 
  betray someone they see as a possible ally – especially 
  now since, as seneschal, Selnor may have the power to 
  spare them from the hangman.  
   
  As the PCs return to Copperfeld Keep, they will run 
  into the refugees of the Aishiak clan in Encounter 8 
  below about a mile from the Keep itself.   
   
  Treasure: Searching the “Prince’s” tent reveals APL x 50 
  gp in “taxes”. 
   
  Encounter 7: The Bloody Blades 
  On the road back to Copperfeld Keep, the PCs encounter 
  the survivors of the Aishiak clan, whose mining 
  settlement has been overrun by the Bloody Blade goblins.  
  The PCs are enlisted (either by the refugees or by Selnor) 
  to free the settlement of the goblin infestation.  This will 
  almost certainly be a combat encounter.  To defeat this 
  encounter, the PCs must end the threat of the Bloody 
  Blades. 
   
  Read aloud or paraphrase the following:  
  As you return to Copperfeld Keep, a ragged group of 
  approximately thirty women, children and elderly are 
  making their way along the road in the same direction.  
  They have clearly been without food or shelter for 
  several days.  Upon seeing you, hope rises in their eyes. 
   
  “Oh lords! Please help us!” a old woman pleads 
  piteously. 
   
  These are the surviving members of the Aishiak clan of 
  miners, whose settlement north of Copperfeld, was 
  overrun by goblins a few days previously.  They have 
  made their way out of the hills looking for help.  They tell 
  the PCs horrific stories of the goblin onslaught, and can 
  give them detailed directions on how to get to the 
  settlement. They will ask if the PCs will see them to 
  Copperfeld Keep first.  
   
  If the PCs escort them to the village, Selnor will see 
  that the survivors are billeted in the courtyard of the 
  Keep itself, that they are fed and that the sick and 
  wounded are tended.  With a hard look in his eyes, the 
  seneschal will direct the PCs to destroy the goblins – 
  sparing none.  
   
  Selnor’s sentiment is as false as his motives (but it 
  will take a successful opposed Sense Motive check 
  against a Bluff check to detect this).  Selnor (disguised, so 
  that none of the goblins can identify him) himself 
  enticed the Bloody Blade goblins to attack the Aishiak 
  mining settlement, which they successfully did. Having 
  created a crisis, Selnor now wants to take credit for 
  solving it, thus enhancing his standing with Count Zaran 
  and the counts standing with the nobles of House Arxx 
  and elsewhere. Thus, the goblins must die.  
   
  The journey to the mines will take no more than a 
  day and a half. In Aishiak, the goblins, who are lead by a 
  rogue human priest called Rosch, have looted everything 
  of value, and vandalized everything else.   
   
  
  The Prince of Idee 
   
  Page 16 
  The Bloody Blades: The warband have taken up residence 
  in the buildings adjacent to the mine itself, as detailed 
  below.  
   
  APL2 (EL 4) 
  Rosch: Human (Suel) Clr2 - Wee Jas; hp 43(24); see 
  Appendix 1. 
  Goblins (9): male War1; hp 5; see Monster Manual 
  page133. 
  APL4 (EL 6) 
  Rosch: Human (Suel) Clr4 - Wee Jas; hp 32; Appendix 2. 
  Goblins (9): male War2; hp 14; see Monster Manual page 
  133 and Appendix 2. 
  APL6 (EL 8) 
  Rosch: Human (Suel) Clr6 - Wee Jas; hp 54;see Appendix 
  3. 
  Goblins (6): male War4; hp 36; see Monster Manual page 
  133 and Appendix 3. 
  APL8 (EL 10) 
  Rosch: Human (Suel) Clr8 - Wee Jas; hp 72;see Appendix 
  4. 
  Goblins (12): male War5; hp 45; see Monster Manual 
  page 133 and Appendix 4. 
   
  Note: If the PCs resolved Encounter 2 without coming to 
  blows with the Ideen Rebel, a patrol of goblins will 
  return, just as the last of their compatriots are being 
  killed (i.e. when Rosch and the last of the goblins above 
  have been killed): 
   
  APL2 (EL 2) 
  Goblins (6): male War1; hp 5; see Monster Manual 
  page133. 
  APL4 (EL 3). 
  Goblins (6): male War2; hp 14; see Monster Manual page 
  133 and Appendix 2. 
  APL6 (EL 4) 
  Goblin (3): male War4; hp 36; see Monster Manual page 
  133 and Appendix 3. 
  APL8 (EL 5) 
  Goblins (2): male War5; hp 45; see Monster Manual page 
  133 and Appendix 4 
   
  If the PCs did not face the Ideen Volunteers at the 
  “Princes” camp in battle, then an additional wave of 
  goblins will attack, once the second wave has been 
  destroyed.  
   
  APL2 (EL 2) 
  Goblins (6): male War1; hp 5; see Monster Manual 
  page133. 
  APL4 (EL 4). 
  Goblins (6): male War2; hp 14; see Monster Manual page 
  133 and Appendix 2. 
  APL6 (EL 5) 
  Goblin (4): male War4; hp 36; see Monster Manual page 
  133 and Appendix 3. 
  APL8 (EL 6) 
  Goblins (3): male War5; hp 45; see Monster Manual page 
  133 and Appendix 4 
   
  Tactics: If the goblins become aware of the PCs before 
  they attack, Rosch gathers the Bloody Blades by the caged 
  prisoners and casts death knell, followed by the buff 
  spells. Rosch casts bane when the goblins are within 50 ft 
  of the PCs. 
   
  If the PCs manage to approach the settlement 
  undetected, Rosch will be in location 1 and the goblins in 
  location 3 (see Appendix 8 for a map of the settlement). 
   
  In combat, the goblins swarm forward whilst Rosch 
  holds back and cast spells. Is first act (if possible) will be 
  to kill a prisoner and cast death knell. 
   
  If the PCs try to parley with Rosch, they will find 
  him arrogant and abusive. Dealing with goblinkin, as he 
  does, he is used to using intimidation, bluster and threats 
  to beat them into cooperation. 
   
  If it looks like Rosch’s little band is being beaten, he 
  will flee into the kitchen in location 1 and activate his hat 
  of disguise. Anyone entering the kitchen will see a 
  skinny, and obviously abused, teenage girl cowering in a 
  corner. She points wordlessly to the cellar. Anyone 
  asking for and making a successful opposed Sense Motive 
  check against Rosch’s Bluff (Rosch has a +5 circumstance 
  bonus for the disguise) realizes that something’s not quite 
  right with her – she’s only feigning fear. Rosch will try to 
  slip away, but only is he can do it undetected. Otherwise, 
  he will try to keep up the act. However, if any of the 
  prisoners downstairs are revived, they will say they have 
  never seen the girl before and Rosch’s ruse is likely to be 
  discovered. Hence, his eagerness to escape as soon as 
  possible. 
   
  Treasure: 
  
  The Prince of Idee 
   
  Page 17 
   
   
  APL 2: L:  80 gp; C: 10 gp; M: scroll of death knell (13 
  gp), scroll of hold person (2)(31 gp each), hat of disguise 
  (150 gp) 
   
  APL 4: L:  59 gp; C: 10 gp; M: scroll of hold person 
  (2)(31 gp each), hat of disguise (150 gp), +1 dagger (167 
  gp) 
   
  APL 6: L:  59 gp; C: 10 gp; M: scroll of hold person 
  (2)(31 gp each), hat of disguise (150 gp), +1 dagger (167 
  gp), ring of protection +2 (667 gp) 
   
  APL 8: L:  59 gp; C: 10 gp; M: scroll of hold person 
  (2)(31 gp each), hat of disguise (150 gp), +2 dagger (667 
  gp), ring of protection +2 (667 gp) 
   
  Development: 
  • 
  Six unconscious prisoners and one dead man are 
  locked in a cage in the cellar.  The dead man is 
  the victim of Rosch’s death knell.  All are 
  captured Aishiak clansmen. They are in negative 
  hit points but stable.  Rosch kep them alive as to 
  serve as pre-combat victims of death knell 
  spells. If revived, the men will thank the PCs 
  profusely.  
  • 
  --If the PCs defeat Rosch and the goblins they 
  will be able to return a great deal of the Aishiak’s 
  property to help them start rebuilding. 
   
  Conclusion 
  If the PCs return to Copperfeld, Selnor will thank them 
  and inform them that the count has expressed his wishes 
  to see them at the first opportunity.  
   
  You are shown in to the somewhat inaptly named Great 
  Hall of the Keep. Count Zaran, clad in green silks, 
  embroidered with gold and copper thread, sits at ease in 
  a comfortable looking wooden chair, set before a far 
  more purgatorial looking carved stone chair. He is 
  flanked by a pair of guards and a clutch of buxom 
  serving wenches, while Selnor stands to one side, 
  smiling warmly at you. 
  “So these are the heroes of Aishiak and the takers of the 
  False Prince!” Zaran says without rising. “I must express 
  my deepest gratitude for your efforts in securing 
  Copperfeld from rebel and raider alike. I shall remember 
  you in the future as valuable friends of the County. 
  Selnor – see that they are justly rewarded!”   
   
  With that he turns his attentions toward one of the 
  buxom serving girls. 
    
  Selnor will pay the PCs as promised and thanks them for 
  their efforts. 
   
  Treasure: 
   
  APL 2: C: 50 gp;  
   
  APL 4: C: 150 gp;  
   
  APL 6: C: 250 gp;  
   
  APL 8: C: 350 gp 
   
  Troubleshooting: If the PCs try to accuse Selnor of being 
  in league with Uram or of some skullduggery, Count 
  Zaran will angrily demand to see convincing and tangible 
  proof of this. Somehow getting Uram or his cohorts to 
  speak of their past contacts with Selnor will not be 
  enough. The count will not allow Selnor to be subjected 
  to magical divinations. After all, from Zaran’s perspective, 
  Selnor has just saved him his county and his title, and he 
  cannot conceive that Selnor might be in the wrong.  
   
  If the PCs persist, Zaran will order them to be 
  expelled from the Keep and advises them not to linger 
  long in Copperfeld. Despite this, Selnor will see that the 
  PCs receive their payment, expressing his sorrow and 
  hurt that they should think so ill of him.  
   
  If the PCs attempt to attack Selnor, they will swiftly 
  finds themselves overwhelmed by Zaran’s Household 
  Guard. Zaran will be furious and will rant about hanging 
  the lot of them as traitors, for daring to bare blade in 
  anger in his halls. Selnor will calm the count down and 
  plead clemency on the PCs behalf, advising that them be 
  banished instead. Selnor has little gain by killing the PCs, 
  only to have friends and kin turning up to investigate and 
  raise new suspicions  - better that he smother the PCs 
  suspicions with mercy and enhance his reputation for 
  wisdom, nobility and kindness. 
   
   � Banished from the County of Copperfeld: For an 
  unwarranted assault on the person of Selnor, Seneschal 
  of Copperfeld Keep, the bearer has been banished from 
  the County of Copperfeld on pain of death, by order of 
  Count Zaran Arxx of Copperfeld. PCs defying this order 
  are likely to be arrested and executed, if recognized by 
  the count’s guard.  
   The Aishiak: The members of the Aishiak Clan are also 
  generous with their gratitude and ask if the PCs will 
  escort them back to their village. 
   
  As you return the mining settlement to the Aishiak clan, 
  a celebration spontaneously erupts. Wind instruments 
  and squeeze boxes play late into the evening as the ale 
  flows freely.  You notice several members of the clan 
  eyeing you in a manner that can only be flirtatious.   
  
  The Prince of Idee 
   
  Page 18 
   
  At the height of the affair, a mature woman, whom 
  you have come to realize is the matriarch, approaches 
  you.   
   
  “Your deeds are a legend for us, now.  We’ll 
  celebrate you for generations to come.  But I believe our 
  appreciation is evident.  I have come in my official 
  capacity as clan ‘marriage arranger’.  Virtually every 
  eligible member of the clan hopes that one the rescuers 
  will be their spouse, so if you are willing, I have an 
  appropriate spouse available for you.” 
   
  If the PC accepts the matriarch’s proposal, they are duely 
  married into the Aishiak clan and receive the “Member of 
  the Aishiak clan” favor. 
   
  � Member of the Aishiak Clan: You have married into 
  the Aishiak Clan.  This reaps benefits based on your 
  influence as measured by your character level.  After any 
  adventure you may pay one additional TU to “return to 
  the clan”.  If you do not do this at least once each year, 
  you lose this favor.  When you do, you gain access to the 
  following (levels are cumulative): 
  2
  nd level: elemental gem (earth) 
  4
  th level: ioun stone, dusty rose prism 
  6
  th level: stone  of alarm 
  8
  th level: amulet of natural armor +2 
  10
  th level: ioun stone, dark blue rhomboid 
  12
  th level: amulet of health +4 
  14
  th level: stone of good luck 
  Note that the above items still must be purchased for the 
  full market value. 
   
  Kerish: If the PCs befriended Kerish’s agents and wish to 
  travel through Minetha, read aloud or paraphrase the 
  following: 
    
  Several days after the events in Copperfeld, you find 
  yourself in Minetha. Out of the crowds in the market,  
  notice the familiar face of Ardl.   
   
  He says: “I have a friend who very much wishes 
  tidings of what has passed in Copperfeld of late.  She is 
  well-connected and for good information, she may be 
  willing to use her connections in the region to benefit 
  you.” 
  If the PCs agree, they are taken to a non-descript tavern 
  close to the artisan’s quarter of Minetha.  Kerish the Bard, 
  a woman of regal bearing and tremendous grace, awaits 
  his/her report.  If the PCs give a truthful account, they 
  receives the “Favor of Kerish the Bard” on the AR. 
   
  � Favor of Kerish the Bard: You have found an ally in 
  Kerish the Bard.  She will use her network of allies to 
  assist you.  After any Naerie Regional event, you may 
  purchase a wand of cure light wounds.  You may also use 
  this favor a single time to upgrade any weapon to +2 
  and/or add the flaming special ability to a weapon.  When 
  used for this purpose cross through this favor. 
   
  If the PCs acquired considerably more than the gp cap 
  allows, read aloud or paraphrase the following to explain 
  away why they get substantially less that they earned:  
  You marvel at the piles of loot you have acquired over 
  the past few days, and visions of tremendous wealth 
  dance in your head.  However as you attempt to sell your 
  booty to various local merchants, you realize that the 
  sheer volume of your treasure has dramatically driven 
  down the price merchants will pay for the acquired 
  goods.  You’d like to just keep it all, but, alas, you are an 
  adventurer, and to keep a bounty this great would 
  require you to give up you chosen life and settle down… 
   
  Maybe establish your own booth in the local 
  marketplaces?  But as you investigate this option it is 
  clear that it would take weeks – maybe months – to 
  unload the merchandise. 
   
  Fortunately, you find a well-funded factor for the 
  Royal Guild of Merchants of Aerdy who agrees to buy 
  the entire hoard, albeit at considerably less than you 
  were hoping for.  Perhaps it is not the bounty you were 
  expecting when you first tallied your share of the loot, 
  but it’s a tidy sum for a few days work none-the-less.   
   
  As the transaction is completed you realize there are 
  some items in the hoard you would prefer to keep.  With 
  a wink, the agent happily agrees to resell you the item(s) 
  at only the standard price! 
   
  The End 
  
  The Prince of Idee 
   
  Page 19 
  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 1: The Village of Copperfeld 
  The PCs kill Selnor and the Count’s Household Guards  
  APL2 
  180 XP 
   
  APL4 
  270 XP 
  APL6 
  390 XP 
  APL8 
  480 XP 
  Note: If the PCs receive this XP, they may NOT receive 
  XP from Encounters 2 or 7.  
   
  Encounter 2: The Refugees 
  The PCs defeat the agents of Kerish the Bard  
  APL2 
  60 XP 
   
  APL4 
  90 XP 
  APL6 
  150 XP 
  APL8 
  180 XP 
   
  Encounter 5: The “Prince's” Followers 
  The PCs defeat the Idee Volunteers 
  APL2 
  60 XP 
  APL4 
  120 XP 
  APL6 
  150 XP 
  APL8 
  180 XP 
   
  Encounter 6: The “Prince's” True Colors 
  Experience objective: Uram's group is no longer a threat 
  to the Principality of Naerie. 
  APL2 
  120 XP 
  APL4 
  150 XP 
  APL6 
  180 XP 
  APL8 
  240 XP 
   
   
  Encounter 7: The Bloody Blades 
   
  Rosch & the Bloody Blades: 
  APL2 
  120 XP 
  APL4 
  180 XP 
  APL6 
  240 XP 
  APL8 
  300 XP 
   
  If the PCs have not engaged the Minetha rebels in 
  combat and defeat the second wave of goblins 
  APL2 
  60 XP 
   
  APL4 
  90 XP 
  APL6 
  150 XP 
  APL8 
  180 XP 
   
  If the PCs have not engaged the Ideen Volunteers in 
  combat and defeat the second wave of goblins. 
  APL2 
  60 XP 
  APL4 
  120 XP 
  APL6 
  150 XP 
  APL8 
  180 XP 
   
  Story Award 
  The PCs learned something about the Ideen resistance 
  movement in Minetha. 
  APL2 
  45 XP 
  APL4 
  67 XP 
  APL6 
  90 XP 
  APL8 
  112 XP 
   
  Discretionary roleplaying award 
  APL2 
  45 XP 
  APL4 
  68 XP 
  APL6 
  90 XP 
  APL8 
  113 XP 
   
  Total possible experience  
  APL2 
  450  XP 
  APL4 
  675  XP 
  
  The Prince of Idee 
   
  Page 20 
  APL6 
  900  XP 
  APL8 
  1125 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to use 
  the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  (x) is value of consumables that may be used during 
  combat. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter 2:  The Refugees 
   
  APL 2: L: 243 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of enlarge person (20 gp); pearl of power 1
  st level 
  (83 gp)  
   
  APL 4: L: 243 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of enlarge person (20 gp), pearl of power 1
  st level 
  (83 gp) 
   
  APL 6: L: 243 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of enlarge person (20 gp); pearl of power 1
  st level 
  (83 gp), scroll of lightning bolt (31 gp) 
   
  APL 8: L: 274 gp; C: 40 gp; M: potion of cure light 
  wounds (4) (16 gp); potion of bull’s strength (25 gp); 
  potion of cat’s grace (25 gp); potion of enlarge person (20 
  gp); pearl of power 1
  st level (83 gp); scroll of lightning bolt 
  (31 gp) 
   
  Encounter 3:  Successful Return 
   
  APL 2: C: 50 gp;  
   
  APL 4: C: 50 gp;  
   
  APL 6: C: 50 gp;  
   
  APL 8: C: 50 gp;  
   
  Encounter 5:  The “Prince's” Followers 
   
  APL 2: L: 75 gp; C: 20 gp;  
   
  APL 4: L: 299 gp; C: 20 gp;  
   
  APL 6: L: 299 gp; C: 20 gp;  
   
  APL 8: L: 305 gp; C: 20 gp;  
   
  Encounter 6:  The “Prince's” True Colors 
   
  APL 2: L: 136 gp; C: 100 gp; M: wand of magic    
  missiles (3
  rd) (188 gp) 
  APL 4: L: 211 gp; C: 200 gp; M: wand of magic 
  missiles (3
  rd)(188 gp) 
  APL 6: L: 211 gp; C: 300 gp; M: wand of magic 
  missiles (3
  rd)(188 gp), boots of striding and springing 
  (458 gp),  
  APL 8: L: 153 gp; C: 400 gp; M: scroll of evard’s black 
  tentacles (58 gp), wand of magic missiles (3
  rd)(188 
  gp), Mithral shirt (92 gp), +3 chain shirt (770 gp), 
  boots of striding and springing (458 gp) 
  
  The Prince of Idee 
   
  Page 21 
   
   Encounter 7: Bloody Blades 
   
  APL 2: L:  80 gp; C: 10 gp; M: scroll of death knell (13 
  gp), scroll of hold person (2)(31 gp each), hat of disguise 
  (150 gp) 
   
  APL 4: L:  59 gp; C: 10 gp; M: scroll of hold person 
  (2)(31 gp each), hat of disguise (150 gp), +1 dagger (167 
  gp) 
   
  APL 6: L:  59 gp; C: 10 gp; M: scroll of hold person 
  (2)(31 gp each), hat of disguise (150 gp), +1 dagger (167 
  gp), ring of protection +2 (667 gp) 
   
  APL 8: L:  59 gp; C: 10 gp; M: scroll of hold person 
  (2)(31 gp each), hat of disguise (150 gp), +2 dagger (667 
  gp), ring of protection +2 (667 gp) 
   
  Conclusion:  
   
  APL 2: C: 50 gp;  
   
  APL 4: C: 150 gp;  
   
  APL 6: C: 250 gp;  
   
  APL 8: C: 350 gp;  
   
  Total Possible Treasure  
  APL 2: L: 584 gp; C: 270 gp; M: 554 gp; Total: 1408 gp 
  Cap: 450 gp 
  APL 4: L: 862 gp; C: 470 gp; M: 708 gp; Total: 2040 gp 
  Cap: 675 gp 
  APL 6: L: 862 gp; C: 670 gp; M: 1864 gp; Total: 3396 
  gp 
  Cap: 900 gp 
  APL 8: L: 841 gp; C: 870 gp; M: 2809 gp; Total: 4520 
  gp 
  Cap: 1350 gp 
   
  Special 
  � Favor of Kerish the Bard: You have found an ally in 
  Kerish the Bard.  She will use her network of allies to 
  assist you.  After any Naerie Regional event, you may 
  purchase a wand of cure light wounds.  You may also use 
  this favor a single time to upgrade any weapon to +2 
  and/or add the flaming special ability to a weapon.  When 
  used for this purpose cross through this favor. 
   
  � Member of the Aishiak Clan: You have married into 
  the Aishiak Clan.  This reaps benefits based on your 
  influence as measured by your character level.  After any 
  adventure you may pay one additional TU to “return to 
  the clan”.  If you do not do this at least once each year, 
  you lose this favor.  When you do, you gain access to the 
  following (levels are cumulative): 
  2
  nd level: elemental gem (earth) 
  4
  th level: ioun stone, dusty rose prism 
  6
  th level: stone  of alarm 
  8
  th level: amulet of natural armor +2 
  10
  th level: ioun stone, dark blue rhomboid 
  12
  th level: amulet of health +4 
  14
  th level: stone of good luck 
  Note that the above items still must be purchased for the 
  full market value. 
  � 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.  
   
  � Banished from the County of Copperfeld: For an 
  unwarranted assault on the person of Selnor, Seneschal 
  of Copperfeld Keep, the bearer has been banished from 
  the County of Copperfeld on pain of death, by order of 
  Count Zaran Arxx of Copperfeld. PCs defying this order 
  are likely to be arrested and executed, if recognized by 
  the count’s guard.  
   
  Items for the Adventure Record 
   
  � Favor of Kerish the Bard: You have found an ally in 
  Kerish the Bard.  She will use her network of allies to 
  assist you.  After any Naerie Regional event, you may 
  purchase a wand of cure light wounds.  You may also use 
  this favor a single time to upgrade any weapon to +2 
  and/or add the flaming special ability to a weapon.  When 
  used for this purpose cross through this favor. 
   
  � Member of the Aishiak Clan: You have married into 
  the Aishiak Clan.  This reaps benefits based on your 
  influence as measured by your character level.  After any 
  
  The Prince of Idee 
   
  Page 22 
  adventure you may pay one additional TU to “return to 
  the clan”.  If you do not do this at least once each year, 
  you lose this favor.  When you do, you gain access to the 
  following (levels are cumulative): 
  2
  nd level: elemental gem (earth) 
  4
  th level: ioun stone, dusty rose prism 
  6
  th level: stone  of alarm 
  8
  th level: amulet of natural armor +2 
  10
  th level: ioun stone, dark blue rhomboid 
  12
  th level: amulet of health +4 
  14
  th level: stone of good luck 
  Note that the above items still must be purchased for the 
  full market value. 
   
  � 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.  
   
  � Banished from the County of Copperfeld: For an 
  unwarranted assault on the person of Selnor, Seneschal 
  of Copperfeld Keep, the bearer has been banished from 
  the County of Copperfeld on pain of death, by order of 
  Count Zaran Arxx of Copperfeld. PCs defying this order 
  are likely to be arrested and executed, if recognized by 
  the count’s guard.  
   
  Item Access 
  APL 2: 
  � pearl of power, 1
  st-level Spells (Adventure, DMG)  
  � wand of magic missile (3
  rd) (Adventure, DMG)  
  � hat of disguise (Adventure, DMG)  
   
  APL 4: APL2 Items plus  
  � Mithral chain shirt (Adventure, DMG)  
   
  APL 6: 
  � APL 2&4 Items 
  � +3 chain shirt (Adventure, DMG)  
  � boots of springing and striding (Adventure, DMG)  
  � ring of protection +2 (Adventure, DMG)  
   
  APL 8: APL 2, 4 & 6 Items
  
  The Prince of Idee 
   
  Page 23 
  Appendix 1: NPC’s 
  APL2 
   
  Encounter 1: The Village of Copperfeld Keep 
  Values in () are the value before Selnor pre-casts. 
  Selnor: Male Human (Suel) Clr3; CR3; Medium 
  humanoid; HD 3d8+3; hp 23; Init 0; Spd 30 ft.; AC 10, 
  touch 10, flatfooted 10; Base Atk +2; Grapple +2; Atk 
  +7(+3) melee (1d4/19-20, dagger); Full Atk +7(+3) 
  melee (1d4/19-20, dagger); SA Channel negative 
  energy, scroll use, spells; SQ Under the effects of 
  eagle’s splendour, greater heroism, glibness, owl’s 
  wisdom, undetectable alignment; AL LE; SV Fort 
  +8(+4), Ref +5(+1), Will +12(+6); Str 11, Dex 10, Con 13, 
  Int 12, Wis 19(15), Cha 18(14). 
   
  Skills and Feats: Bluff +49(+13), Diplomacy 
  +17(+11), Disguise +14(+8), Sense Motive +11(+5); 
  Scribe Scroll, Persuasive, Skill Focus (bluff) 
   
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell 
  level): 0—cure minor wounds, detect magic, detect 
  poison, read magic; 1st—nystul’s magic aura*, cause 
  fear, obscuring mist, sanctuary; 2nd—detect thoughts*, 
  eagle's splendor, owl's wisdom,  
   
  *Domain spell. Domains: Magic: Use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a 
  scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack; Mind (CD): Gain a +2 bonus on Bluff, 
  Diplomacy, and Sense Motive checks. 
   
  Possessions: Dagger, circlet of persuasion, scroll of 
  greater 
  heroism, 
  scroll 
  of 
  glibness, 
  scroll 
  of 
  undetectable alignment, (hidden) holy symbol of Wee 
  Jas, amulet of proof against detection and location, ring 
  of whispering wind. 
   
  Household Guard: Male Human Ftr1; CR 1; Medium 
  humanoid; HD 1d10+2; hp 12; Init +1; Spd 30 ft.; AC 
  17, touch 13, flat-footed 16, Base Atk +1; Grapple 
  +5(+3); Atk +6(+4) melee (1d10+6, bastard sword) or +3 
  ranged (1d6, light crossbow); Full Atk +6(+4) melee 
  (1d10+6, bastard sword) or +3 ranged (1d6, light 
  crossbow); Space/Reach 10ft; SQ Under effect of bull's 
  strength,; AL LN; SV Fort +4, Ref +1, Will +0; Str 
  19(15), Dex 13, Con 14, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8(+6), Intimidate +4, 
  Jump +8(+6); Combat Expertise, Exotic Weapon 
  Proficiency (bastard sword), Improved Trip. 
   
  Possessions: MW bastard sword, MW chain shirt, 
  MW light crossbow (10 bolts), potion of bull’s strength. 
   
   
  Encounter 2: The Refugees (EL2) 
  Ardl: Male Human War1; CR 1/2; Medium humanoid; 
  HD 1d8+2+3; hp 13; Init +1; Spd 30 ft.; AC 19, touch 11, 
  flatfooted 18; Base Atk +1; Grapple +2; Atk +5 melee 
  (1d8+2/19-20, long sword) or +2 ranged (1d6, short 
  bow); Full Atk +5 melee (1d8+2/19-20, long sword) or 
  +2 ranged (1d6, short bow); AL N; SV Fort +4, Ref +1, 
  Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 11, Cha 10.  
   
  Skills and Feats: Handle Animal +3, Jump +5; 
  Toughness, Weapon Focus (long sword) 
   
  Possessions: Splint mail, heavy wooden shield, 
  MW long sword, dhort bow (20 arrows), potion of cure 
  light wounds, potion of enlarge person. 
    
  Zassle: Male Human Adp1; CR 1/2; Medium 
  humanoid; HD 1d6+1+3; hp 10; Init +4; Spd 30 ft.; AC 
  10, touch 10, flatfooted 10; Base Atk+0 Grp +0; Atk +0 
  melee (1d6, quarterstaff) or +0 ranged (1d8, light 
  crossbow); Full Atk +0 melee (1d6, quarterstaff) or +0 
  ranged (1d8, light crossbow); AL LN; SV Fort +1, Ref 
  +0, Will +4; Str 10, Dex 11, Con 12, Int 13, Wis 15, Cha 
  14.  
   
  Skills and Feats: Concentration +5, Spellcraft +5, 
  Survival +6; Improved Initiative, Toughness 
   
  Spells Known  (3/2; base DC = 12 + spell level): 
  0—cure minor wounds, purify food and drink, read 
  magic; 1st—bless, burning hands. 
   
  Possessions: 
  Light 
  crossbow 
  (10 
  bolts), 
  quarterstaff, tanglefoot bag, potion of cure light 
  wounds. 
   
  Stran: Male Human Adp1: CR1/2; HD 1d6+1; hp 7; Init 
  +4; Spd 30 ft.; AC 14, touch 10, flatfooted 14; Base Atk 
  +0; Grp +0; Atk +0 melee  (1d6, quarterstaff) or +0 
  melee (1d8, light crossbow); Full Atk +0 melee  (1d6, 
  quarterstaff) or +0 melee (1d8, light crossbow); AL NG; 
  SV Fort +1, Ref +0, Will +4; Str 10, Dex 11, Con 12, Int 
  13, Wis 15, Cha 4. 
   
  Skills and Feats: Concentration +5, Heal +5, 
  Spellcraft +5; Armor Proficiency (light), Improved 
  Initiative  
  
  The Prince of Idee 
   
  Page 24 
   
  Spells Prepared (3/2; base DC = 12 + spell level): 
  0—cure minor wounds, light, read magic; 1st—
  command, sleep 
   
  Possessions: Chain shirt, light crossbow (10 bolts), 
  quarterstaff, pearl of power (1
  st-level spell), potion of 
  cure light wounds. 
   
   
  Evasel: Male Human War1: CR1/2; HD 1d8+2; hp 10; 
  Init +1; Spd 30 ft.; AC 19, touch 11, flatfooted 18; Base 
  Atk +1; Grp +2; Atk +4 melee (1d8+2, flail) or +2 ranged 
  (1d6, short bow); Full Atk +4 melee (1d8+2, flail) or +2 
  ranged (1d6, short bow); AL N; SV Fort +4, Ref +1, Will 
  +0; Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +6, Handle Animal +4, 
  Intimidate +4, Jump +6, Ride +5; Combat Expertise, 
  Improved Trip 
   
  Possessions: Splint mail, MW flail, heavy wooden 
  shield, short bow (20 arrows), potion of bull strength, 
  potion of cure light wounds, thunderstone. 
   
  Encounter 5: The Prince's Followers (EL2) 
  Farn: Male Human War1; CR 1/2; Medium humanoid; 
  HD 1d8+2; hp 10; Init +1; Spd 30 ft.; AC 17, touch 11, 
  flatfooted 16; Base Atk +1; Grp +3; Atk +4 melee (1d8+2, 
  flail) or +2 ranged (1d6 short bow); Full Atk +4 melee 
  (1d8+2, flail) or +2 ranged (1d6 short bow);  AL N; SV 
  Fort +4, Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 13, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Handle Animal+4, Intimidate+4, 
  Jump+6; Combat Expertise, Improved Trip 
   
  Possessions: Chain shirt, heavy wooden shield, 
  MW flail, short bow (20 arrows). 
   
  Cailee: Male human War1; CR 1/2; Medium 
  humanoid; HD 1d8+2; hp 10; Init +1; Spd 30 ft.; AC 15, 
  touch 11, ff 14; Base Atk +1; Grp +3; Atk +4 melee 
  (1d12+3/x3. great axe) or +2 ranged (1d6; short bow); 
  Full Atk +4 melee (1d12+3/x3. great axe) or +2 ranged 
  (1d6; short bow);  AL N; SV Fort +4, Ref +1, Will +1; Str 
  15, Dex 13, Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Jump +6, Ride 
  +5; Power Attack, Weapon Focus (great axe) 
   
  Possessions: Chain shirt, greataxe, shortbow (20 
  arrows). 
   
  Golna: Male Human War1; CR 1/2; Medium 
  humanoid; HD 1d8+5; hp 13; Init +1; Spd 30 ft.; AC 17, 
  touch 11, ff 16; Base Atk +1; Grp +7; Atk +3 melee 
  (1d6+2; short sword) or +2 ranged  (1d6, short bow); 
  Full Atk +3 melee (1d6+2; short sword) or +2 ranged  
  (1d6, short bow); AL LN; SV Fort +4, Ref +1, Will +1; 
  Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +3, Jump +6; 
  Improved Grapple, Toughness. 
   
  Possessions: Chain shirt, heavy wooden shield, 
  short sword, short bow (20 arrows). 
   
  Pris: Female Human War1; CR 1/2; Medium 
  humanoid; HD 1d8+2; hp 10; Init +1; Spd 0 ft.; AC 17, 
  touch 11, ff 16; Base Atk +1; Grp +3; Atk +3 melee 
  (1d8+2/19-20, long sword) or +1 ranged (1d6, short 
  bow); AL CN; SV Fort +4, Ref +0, Will +1; Str 15, Dex 
  11, Con 14, Int 13, Wis 12, Cha 10.  
   
  Skills and Feats: Handle Animal +4, Jump +6, Ride 
  +4; Combat Expertise, Improved Disarm 
   
  Possessions: Chain shirt, heavy wooden shield, 
  long sword, short bow (20 arrows). 
   
  Encounter 6: The Prince's True Colors (EL4) 
  Uram: Male Human Rog2; CR 2; Medium humanoid; 
  HD 2d6+4; hp 14; Init +2; Spd 30 ft.; AC 16, touch 12, ff 
  14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/19-20, 
  short sword) or +4 ranged (1d6, short bow); Full Atk 
  +1/+1 melee (1d6+1/1d6+0, 2 short swords); SA Sneak 
  attack +1d6; SQ Trapfinding, evasion; AL CE; SV Fort 
  +2, Ref +5, Will +0; Str 12, Dex 15, Con 14, Int 13, Wis 
  10, Cha 11. 
   
  Skills and Feats: Balance +6, Bluff +6, Diplomacy 
  +6, Hide +6, Intimidate +6, Jump +5, Move Silently +6,  
  Open Locks +8, Search +6, Tumble +6; Combat 
  Expertise, Improved Feint, Two-Weapon Fighting 
   
  Possessions: MW chain shirt, (2) MW short 
  swords, MW shortbow (20 arrows), thieves picks and 
  tools. 
   
  Kail: Male Human War1; CR 1/2; Medium humanoid; 
  HD 1d8+2; hp 10; Init +1; Spd 30 ft.; AC 15, touch 10, ff 
  14; Base Atk +1; Grp +2; Atk +4 melee (1d12+3, 
  greataxe) or +2 ranged (1d6, shortbow); AL NE; SV Fort 
  +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 11, Wis 
  12, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Ride +5; Power Attack, Weapon Focus (greataxe) 
   
  Possessions: Chain shirt, greataxe, shortbow (20 
  arrows). 
   
  Barsee: Female Human War1; CR 1/2; Medium 
  humanoid; HD 1d8+2; hp 10; Init +1; Spd 30 ft.; AC 16, 
  touch 12, ff 14; Base Atk +1; Grp +2; Atk +3 melee 
  (1d12+3, greataxe) or +3 ranged (1d8+2, composite 
  
  The Prince of Idee 
   
  Page 25 
  longbow); Full Atk +3 melee (1d12+3, greataxe) or +3 
  ranged (1d8+2, composite longbow); AL NE; SV Fort 
  +4, Ref +2, Will +1; Str 14, Dex 15, Con 14, Int 12, Wis 
  10, Cha 10. 
   
  Skills and Feats: Climb +4, Handle Animal +4, 
  Ride +6; Point Blank Shot, Precise Shot. 
   
  Possessions: 
  Chain 
  shirt, 
  greataxe, 
  mighty 
  composite longbow +2 Str (20 arrows). 
   
  Shia: Female Human Sor1; CR 1; Medium humanoid; 
  HD 1d4+2+3; hp 9; Init +6; Spd 30 ft.; AC 12, touch 12, 
  ff 10; Base Atk +0; Grp +0; Atk +0 melee (1d6, 
  quarterstaff) or +1 ranged (1d8/19-20, light crossbow); 
  AL NE; SV Fort +2, Ref +1, Will +3; Str 10, Dex 12, Con 
  14, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +6, Concentration +6, 
  Spellcraft +4; Improved Initiative, Toughness 
   
  Possessions: Quarterstaff, light crossbow, wand of 
  magic missile (3
  rd) 
   
  Spells Known  (5/4; base DC = 12 + spell level): 
  0—detect magic, flare, prestidigitation, read magic; 
  1st—burning hands, cause fear. 
   
  Encounter 8: The Bloody Blades (EL4) 
  Values in () are the value before precasts. 
  Rosch: Male human (Suel) Clr2 –Wee Jas; CR2; 
  Medium Humanoid; HD 2d8+4; hp 17 Init +5; Spd 20 
  ft.; AC 18, touch 11, ff 17; Base Atk +1; Grp +2; Atk +3 
  melee (1d4+1/19-20, dagger) or +2 ranged, (1d8/19-20, 
  light crossbow); SA Channel negative energy, death 
  touch, spells; AL LE; SV Fort +5, Ref +1, Will +4; Str 13, 
  Dex 12, Con 14, Int 10, Wis 15, Cha 11.  
   
  Skills and Feats: Concentration +7, Heal +7, 
  Knowledge 
  (religion) 
  +5; 
  Improved 
  Initiative, 
  Improved Unarmed Strike, Spell Focus (enchantment) 
   
  Death Touch (Su): Your death touch is a 
  supernatural ability that produces a death effect. You 
  must succeed on a melee touch attack against a living 
  creature (using the rules for touch spells). When you 
  touch, roll 1d6 per cleric level you possess. If the total 
  at least equals the creature’s current hit points, it dies 
  (no save). 
   
  Possessions: Banded mail, buckler, MW dagger, 
  light crossbow (10 bolts), holy symbol of Wee Jas, 
  scrolls of death knell, hold person (2)
  #, hat of disguise. 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 
  0—cure minor wounds(2), detect magic, light; 1st—
  cause fear*, bane, bless, shield of faith. 
   
  *Domain spell. Domains: Death (You may use a 
  death touch once per day.); Domination (You gain the 
  Spell Focus (Enchantment) feat). 
   
  #Enchantment 
  
  The Prince of Idee 
   
  Page 26 
  Appendix 2: NPCs 
  APL4 
  Encounter 1: The Village of Copperfeld Keep 
  Values in () are the value before Selnor precasts. 
   
  Selnor: Male Human (Suel) Clr5; CR5; Medium 
  humanoid; HD 5d8+5; hp 33; Init 0; Spd 30 ft.; AC 10, 
  touch 10, ff 10; Base Atk +3; Grp +3; Atk +8(+4) melee 
  dagger (1d4+1/19-20, +1 dagger); Full Atk +8(+4) melee 
  dagger (1d4+1/19-20, +1 dagger); SQ Under the effects 
  of eagle’s splendour, greater heroism, glibness, owl’s 
  wisdom, undetectable alignment; AL LE; SV Fort 
  +9(+5), Ref +5(+1), Will +13(+7); Str 11, Dex 10, Con 13, 
  Int 12, Wis 20(16), Cha 18(14). 
   
  Skills and Feats: Bluff +52(+16), Diplomacy 
  +17(+15), Disguise +15(+9), Sense Motive +14(+8); 
  Scribe Scroll, Persuasive, Skill Focus (bluff) 
   
  Spells Prepared (4/4+1/3+1/2+1; base DC = 12 + 
  spell level): 0—cure minor wounds, detect magic, 
  detect poison, read magic; 1st—nystul’s magic aura*, 
  cause fear, obscuring mist, sanctuary, shield of faith; 
  2nd—detect thoughts*, eagle's splendor, owl's wisdom, 
  spiritual weapon; 3
  rd—dispel magic*, searing light, 
  summon monster III 
   
  *Domain spell. Domains: Magic (Use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a 
  scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack.); Mind (CD) (Gain a +2 bonus on Bluff, 
  Diplomacy, and Sense Motive checks). 
   
  Possessions: +1 dagger, circlet of persuasion, 
  (hidden) holy symbol of Wee Jas, amulet of proof 
  against detection and location, ring of whispering 
  wind, scroll of greater heroism, scroll of glibness, scroll 
  of undetectable alignment. 
   
  Household Guard: Male Human Ftr3; CR 3; Medium 
  Humanoid; HD 3d10+6; hp 28; Init +1; Spd 30 ft.; AC 
  18 (19), touch 15, ff 18; Base Atk +3; Grp +5; Atk +9(+7) 
  melee (1d10+6, bastard sword) or +6 (+5) ranged 
  (1d8/19-20 light crossbow); Full Atk +9(+7) melee 
  (1d10+6, bastard sword) or +6 (+5) ranged (1d8/19-20 
  light crossbow); Space/Reach 5 ft./5 ft; SQ Under 
  effect of bull's strength, cat’s grace, shield; AL LN; SV 
  Fort +5, Ref +3(+2), Will +1; Str 19(15), Dex 15(13), Con 
  14, Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +10(+8), Intimidate+6, 
  Jump +10(+8); Combat Expertise, Exotic Weapon 
  Proficiency (bastard sword), Improved Trip, Weapon 
  Focus (bastard sword). 
   
  Possessions: MW bastard sword, MW chain shirt, 
  MW light crossbow (10 bolts). 
   
  Encounter 2: The Refugees (EL3) 
  Ardl: Male Human War2; CR 1; Medium humanoid; 
  HD 2d8+7; hp 20; Init +1; Spd 30 ft.; AC 19, touch 11, ff 
  18 ; Base Atk +2; Grp +3; Atk +6 melee (1d8+2/19-20, 
  long sword) or +3 ranged (1d6, short bow);  Full Atk +6 
  melee (1d8+2/19-20, long sword) or +3 ranged (1d6, 
  short bow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, 
  Dex 13, Con 14, Int 12, Wis 11, Cha 10.  
   
  Skills and Feats: Handle Animal +3, Jump +5; 
  Toughness, Weapon Focus (longsword) 
   
  Possessions: Splint mail, heavy wooden shield, 
  MW long sword, short bow (20 arrows), potion of cure 
  light wounds, potion of enlarge person. 
   
  Zassle: Male Human Adp1; CR 1/2; Medium 
  humanoid; HD 1d6+1; hp 7; Init +4; Spd 30 ft.; AC 10, 
  touch 10, ff 10; Base Atk +0; Grp +0; Atk +0 melee (1d6,  
  quarterstaff) or +0 ranged (1d8/19-20, light crossbow); 
  Full Atk +0 melee (1d6,  quarterstaff) or +0 ranged 
  (1d8/19-20, light crossbow); AL LN; SV Fort +1, Ref +0, 
  Will +4; Str 10, Dex 11, Con 12, Int 13, Wis 15, Cha 14.  
   
  Skills and Feats: Concentration +5, Spellcraft +5, 
  Survival +6; Improved Initiative, Toughness 
   
  Spells Known  (3/2; base DC = 12 + spell level): 
  0—cure minor wounds, purify food and drink, read 
  magic; 1st—bless, burning hands. 
   
  Possessions: 
  Light 
  crossbow 
  (10 
  bolts), 
  quarterstaff, tanglefoot bag, potion of cure light 
  wounds. 
   
  Stran: Male Human Adp1: CR1/2; HD 1d6+1; hp 7; Init 
  +4; Spd 30 ft.; AC 14, touch 10, ff 14; Base Atk +0; Grp 
  +0; Atk +0 melee (1d6; quarterstaff) or +0 ranged 
  (1d8/19-20, light crossbow); Full Atk +0 melee (1d6; 
  quarterstaff) or +0 ranged (1d8/19-20, light crossbow); 
  AL NG; SV Fort +1, Ref +0, Will +4; Str 10, Dex 11, Con 
  12, Int 13, Wis 15, Cha 4. 
   
  Skills and Feats: Concentration +5, Heal +5, 
  Spellcraft +5; Armor Proficiency (light), Improved 
  Initiative  
   
  Possessions: Chain shirt, light crossbow (10 bolts), 
  quarterstaff, potion of cure light wounds, pearl of 
  power (1
  st-level spell). 
   
  Spells Prepared (3/2; base DC = 12 + spell level): 
  0—cure minor wounds, light, read magic; 1st—
  command, sleep. 
   
  
  The Prince of Idee 
   
  Page 27 
   
  Evasel: Male Human War2: CR1; HD 2d8+4; hp 17; 
  Init +1; Spd 30 ft.; AC 19, touch 11, ff 18; Base Atk +2; 
  Grp +3; Atk +5 melee (1d8+2, flail) or +3 ranged (1d6, 
  short bow); Full Atk +5 melee (1d8+2, flail) or +3 
  ranged (1d6, short bow); AL N; SV Fort +5, Ref +1, Will 
  +0; Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +7, Handle Animal +5, 
  Intimidate +5, Jump +7, Ride +6; Combat Expertise, 
  Improved Trip 
   
  Possessions: Splint mail, MW flail, heavy wooden 
  shield, short bow (20 arrows), potion of bull strength, 
  potion of cure light wounds, thunderstone. 
   
  Encounter 5: The Prince's Followers (EL4) 
  Farn: Male Human War2; CR 1; Medium humanoid; 
  HD 2d8+4; hp 17; Init +1; Spd 30 ft.; AC 17, touch 11, ff 
  16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2, flail) or 
  +3 ranged (1d6, short bow); Full Atk +5 melee (1d8+2, 
  flail) or +3 ranged (1d6, short bow); AL N; SV Fort +5, 
  Ref +1, Will +0; Str 15, Dex 12, Con 14, Int 13, Wis 11, 
  Cha 10. 
   
  Skills and Feats: Handle Animal +5, Intimidate +5, 
  Jump +7; Combat Expertise, Improved Trip 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW flail, MW short bow (20 arrows). 
   
  Cailee: Male human War2; CR 1; Medium humanoid; 
  HD 2d8+4; hp 17; Init +1; Spd 30 ft.; AC 15, touch 11, ff 
  14; Base Atk +2; Grp +4; Atk +6 melee (1d12+3/x3, 
  greataxe) or +4 ranged (1d6, short bow); Full Atk +6 
  melee (1d12+3/x3, greataxe) or +4 ranged (1d6, short 
  bow); AL N; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, 
  Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +7, Ride 
  +6; Power Attack, Weapon Focus (great axe) 
   
  Possessions: MW chain shirt, MW greataxe, MW 
  shortbow (20 arrows). 
   
  Golna: Male Human War2; CR 1; Medium humanoid; 
  HD 2d8+7; hp 20; Init +1; Spd 30 ft.; AC 17, touch 11, ff 
  16); Base Atk +2; Grp +8; Atk +5 melee (1d6+2, short 
  sword) or +2 ranged  (1d6, short bow); Full Atk +5 
  melee (1d6+2, short sword) or +2 ranged  (1d6, short 
  bow); AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 
  13, Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +3, Jump +6; 
  Improved Grapple, Toughness 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW short sword, MW short bow (20 arrows). 
   
  Pris: Female Human War2; CR 1; Medium humanoid; 
  HD 2d8+4; hp 17; Init +1; Spd 0 ft.; AC 17, touch 11, 
  flat-footed 16, Base Atk +2; Grp +4; Atk +5 melee 
  (1d8+2/19-20, long sword) or +3 ranged (1d6, short 
  bow); AL CN; SV Fort +5, Ref +0, Will +1; Str 15, Dex 
  11, Con 14, Int 13, Wis 12, Cha 10.  
   
  Skills and Feats: Handle Animal +4, Jump +6, Ride 
  +4; Combat Expertise, Improved Disarm 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW long sword, MW short bow (20 arrows). 
   
  Encounter 6: The Prince's True Colors (EL5) 
  Uram: Male Human Rog2; CR 2; Medium humanoid; 
  HD 2d6+4; hp 14; Init +2; Spd 30 ft.; AC 16, touch 12, ff 
  14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/19-20, 
  short sword) or +4 ranged (1d6, shortbow); Full Atk 
  +1/+1 melee (1d6+1/1d6+0/19-20, 2 short swords); SA 
  Sneak attack +1d6; SQ Trapfinding, evasion; AL CE; SV 
  Fort +2, Ref +5, Will +0; Str 12, Dex 15, Con 14, Int 13, 
  Wis 10, Cha 11. 
   
  Skills and Feats: Balance +6, Bluff +6, Diplomacy 
  +6, Hide +6, Intimidate +6, Jump +5, Move Silently +6,  
  Open Locks +8, Search +6, Tumble +6; Combat 
  Expertise, Improved Feint, Two-Weapon Fighting 
   
  Possessions: Mithral chain shirt, (2) MW short 
  swords, MW shortbow (20 arrows), thieves picks and 
  tools. 
   
  Kail: Male Human War2; CR 1; Medium humanoid; 
  HD 2d8+4; hp 17; Init +1; Spd 30 ft.; AC 15, touch 10, ff 
  14; Base Atk +2; Grp +2; Atk +6 melee (1d12+3/x3,  
  greataxe) or +3 ranged (1d6, shortbow); Full Atk +6 
  melee (1d12+3/x3,  greataxe) or +3 ranged (1d6, 
  shortbow); AL NE; SV Fort +4, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Intimidate +5, 
  Ride +6; Power Attack, Weapon Focus (greataxe) 
   
  Possessions: Chain shirt, MW greataxe, shortbow 
  (20 arrows). 
   
  Barsee: Female Human War2; CR 1; Medium 
  humanoid; HD 2d8+4; hp 17; Init +1; Spd 30 ft.; AC 16, 
  touch 12, ff 14; Base Atk +2; Grp +4; Atk +5 melee 
  (1d12+3/x3, great axe) or +5 composite longbow 
  (1d8+2); Full Atk +5 melee (1d12+3/x3, great axe) or +5 
  composite longbow (1d8+2); AL NE; SV Fort +4, Ref 
  +2, Will +1; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Ride +7; Point Blank Shot, Precise Shot. 
  
  The Prince of Idee 
   
  Page 28 
   
  Possessions: Chain shirt, MW greataxe, MW 
  composite longbow +2 Str (20 arrows). 
  Shia: Female Human Sor2; CR 1; Medium humanoid; 
  HD 2d4+7; hp 14; Init +6; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6, 
  quarterstaff) or +2 ranged (1d8, light crossbow); Full 
  Atk +1 melee (1d6, quarterstaff) or +2 ranged (1d8, light 
  crossbow); AL NE; SV Fort +2, Ref +1, Will +4; Str 10, 
  Dex 12, Con 14, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +7, Concentration +7, 
  Spellcraft +5; Improved Initiative, Toughness 
   
  Spells Per Day (6/5); Spells Known  (5/2; base DC 
  = 12 + spell level): 0—daze, detect magic, flare, 
  prestidigitation, read magic; 1st—burning hands, cause 
  fear. 
   
  Possessions: Quarterstaff, light crossbow, wand of 
  magic missile (3
  rd) 
   
  Encounter 8: The Bloody Blades (EL6) 
  Values in () are the value before precasts. 
   
  Rosch: Male human (Suel) Clr4 – Wee Jas; CR4; 
  Medium Humanoid; HD 4d8+8; hp 32 Init +5; Spd 20 
  ft.; AC 18, touch 11, ff 17; Base Atk +3; Grp +4; Atk +6 
  melee (1d4+2/19-20, dagger) or +5 ranged (1d8/19-20 
  light crossbow); Full Atk +6 melee (1d4+2/19-20, 
  dagger) or +5 ranged (1d8/19-20 light crossbow);SA 
  Death touch; AL LE; SV Fort +6, Ref +2, Will +7; Str 13, 
  Dex 12, Con 14, Int 10, Wis 16, Cha 11.  
   
  Skills and Feats: Concentration +9, Heal +10, 
  Knowledge 
  (religion) 
  +7; 
  Improved 
  Initiative, 
  Improved Unarmed Strike, Spell Focus (enchantment), 
  Weapon Focus (dagger). 
   
  Death Touch (Su): Your death touch is a 
  supernatural ability that produces a death effect. You 
  must succeed on a melee touch attack against a living 
  creature (using the rules for touch spells). When you 
  touch, roll 1d6 per cleric level you possess. If the total 
  at least equals the creature’s current hit points, it dies 
  (no save). 
   
  Spells Prepared (5/4+1/3+1; base DC = 12 + spell 
  level): 0—cure minor wounds(2), detect magic, light, 
  read magic; 1st—cause fear*, bane, bless, command, 
  shield of faith. 2
  nd—death knell*, bear’s endurance, 
  bull’s strength, summon monster II. 
   
  *Domain spell. Domains: Death (You may use a 
  death touch once per day.); Domination (You gain the 
  Spell Focus (Enchantment) feat). 
   
  #Enchantment 
   
  Possessions: Banded mail, buckler, +1 dagger, MW 
  light crossbow (10 bolts), Holy symbol of Wee Jas, 
  scrolls of hold person (2)
  #, hat of disguise. 
  Bloody Blades (6): male Goblins War2; CR4; Small 
  Humanoid; HD 2d8+2; hp 14; Init +1; Spd 30ft; AC 15, 
  touch 12, ff 14; Base Atk +2; Grp -2; Atk +3 melee (1d6, 
  morning star) or +4 ranged (1d4, javalin); Full Atk +3 
  melee (1d6, morning star) or +4 ranged (1d4, javalin); 
  SQ Darkvision 60 ft.; AL NE; SV Fort +4, Ref +1, Will –
  1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +6, Ride +4, Spot +2, Alertness. 
   
  Possessions: Leather armour, light wooden shield, 
  morningstar, javalin.
  
  The Prince of Idee 
   
  Page 29 
  Appendix 3: NPCs 
  APL6 
  Encounter 1: The Village of Copperfeld Keep 
  Values in () are the value before Selnor precasts. 
  Selnor: Male Human (Suel) Clr7 – Wee Jas; CR7; 
  Medium humanoid; HD 7d8+7+7; hp 55; Init 0; Spd 30 
  ft.; AC 10, touch 10, ff 10; Base Atk +5; Grp +5; Atk 
  +11(+7) melee (1d4+2/19-20, dagger); Atk +11(+7) 
  melee (1d4+2/19-20, dagger); SQ Under the effects of 
  eagle’s splendour, greater heroism, glibness, owl’s 
  wisdom, undetectable alignment; AL LE; SV Fort 
  +10(+6), Ref +6(+2), Will +14(+8); Str 11, Dex 10, Con 
  13, Int 12, Wis 20(16), Cha 18(14). 
   
  Skills and Feats: Bluff +49(+13), Diplomacy 
  +19(+17), Disguise +14(+8), Sense Motive +15(+9); 
  Improved Toughness, Scribe Scroll, Persuasive, Skill 
  Focus (bluff) 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 12 
  + spell level): 0—cure minor wounds, detect magic, 
  detect poison, light, read magic; 1st—nystul’s magic 
  aura*, cause fear, command, obscuring mist, sanctuary, 
  shield of faith; 2nd—detect thoughts*, eagle's 
  splendor, hold person, owl's wisdom, spiritual weapon; 
  3
  rd—dispel magic*, bestow curse, searing light, 
  summon monster III; 4
  th—discern lies*, divine power. 
   
  *Domain spell. Domains: Magic (Use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a 
  scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack.); Mind (CD) (Gain a +2 bonus on Bluff, 
  Diplomacy, and Sense Motive checks). 
   
  Possessions: +2 dagger, circlet of persuasion, 
  (hidden) holy symbol of Wee Jas, amulet of proof 
  against detection and location, ring of whispering 
  wind, scroll of greater heroism, scroll of glibness, scroll 
  of undetectable alignment. 
  Household Guard: Male Human Ftr5; CR 5; Medium 
  Humanoid; HD 5d10+10+5; hp 52; Init +1; Spd 30 ft.; 
  AC 18, touch 15, ff 18; Base Atk +5; Grp +9(+7); Atk 
  +9(+7) melee (1d10+9, +1 bastard sword,) or +5 ranged 
  (1d8, light crossbow); Full Atk +9(+7) melee (1d10+9, 
  +1 bastard sword,) or +5 ranged (1d8, light crossbow); 
  Space/Reach 5 ft./5 ft; SQ Under effect of bull's 
  strength, cat’s grace, shield;; AL LN; SV Fort +5, Ref 
  +3(+2), Will +1; Str 19(15), Dex 15(13), Con 14, Int 13, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11(+8), Intimidate +6, 
  Jump +11(+8); Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Toughness, Improved Trip, Weapon Focus (bastard 
  sword). 
   
  Possessions: +1 bastard sword, MW chain shirt, 
  MW light crossbow (10 bolts). 
   
  Encounter 2: The Refugees (EL5) 
  Ardl: Male Human War2; CR 1; Medium humanoid; 
  HD 2d8+7; hp 20; Init +1; Spd 30 ft.; AC 19, touch 11, ff 
  18; Base Atk +2; Grp +3; Atk +6 melee (1d8+2/19-20, 
  long sword) or +3 ranged (1d6, short bow); Full Atk +6 
  melee (1d8+2/19-20, long sword) or +3 ranged (1d6, 
  short bow); AL N; SV Fort +5, Ref +1, Will +0; Str 15, 
  Dex 13, Con 14, Int 12, Wis 11, Cha 10.  
   
  Skills and Feats: Handle Animal +3, Jump+5; 
  Toughness, Weapon focus (long sword) 
   
  Possessions: Splint mail, heavy wooden shield, 
  MW long sword, short bow (20 arrows), potion of cure 
  light wounds, potion of enlarge person,  
   
  Zassle: Male Human Sor2; CR 2; Medium humanoid; 
  HD 2d4+7; hp 14; Init +6; Spd 30 ft.; AC 12, touch 12, ff 
  10; Base Atk +1; Grp +1; Atk +1 melee (1d6, 
  quarterstaff) or +3 ranged (1d8/19-20, light crossbow); 
  Full Atk +1 melee (1d6, quarterstaff) or +3 ranged 
  (1d8/19-20, light crossbow); AL NE; SV Fort +2, Ref +1, 
  Will +4; Str 10, Dex 12, Con 14, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +7, Concentration +7, 
  Spellcraft +5; Improved Initiative, Toughness 
   
   
  Spells Per Day (6/5); Spells Known  (5/2; base 
  DC = 12 + spell level): 0—Daze, Detect magic, Flare, 
  Mage Hand, Prestidigitation, Read magic; 1st—
  Burning Hands, Shield. 
   
  Possessions: Quarterstaff, MW light crossbow, 
  scroll of lightning bolt, potion of cure light wounds. 
   
  Stran: Male human Clr2 - Fharlanghn: CR2; HD 2d8+4; 
  hp 20; Init +4; Spd 30 ft.; AC 18, touch 10, ff 18; Base 
  Atk +1; Grp +2; Atk +3 melee (1d8+1, flail) or +2 ranged 
  light crossbow (1d8); Full Atk +3 melee (1d8+1, flail) or 
  +2 ranged light crossbow (1d8); AL NG; SV Fort +5, Ref 
  +0, Will +5; Str 12, Dex 11, Con 14, Int 10, Wis 15, Cha 
  13. 
   
  Skills and Feats: Concentration +6, Heal +6; 
  Improved Initiative, Toughness 
   
  Possessions: Splint mail, heavy wooden shield, 
  MW flail, MW light crossbow (10 bolts), scrolls of 
  dispel magic (DC 6 CLC), summon monster III (DC 6 
  CLC), pearl of power, 1
  st-level spell, holy symbol of 
  Fharlanghn, potion of cure light wounds. 
   
  Spells Prepared (3/3+1; base DC = 12 + spell level): 
  0—detect magic, light, read magic; 1st—long strider*, 
  command, bless, obscuring mist. 
  
  The Prince of Idee 
   
  Page 30 
   
  *Domain spell. Domains: Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll.); Travel (For a total time per day of 1 
  round per cleric level you possess, you can act normally 
  regardless of magical effects that impede movement as 
  if you were affected by the spell freedom of movement. 
  This effect occurs automatically as soon as it applies, 
  lasts until it runs out or is no longer needed, and can 
  operate multiple times per day (up to the total daily 
  limit of rounds)). 
   
  Evasel: Male Human War2: CR1; HD 2d8+4; hp 17; 
  Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base 
  Atk +2; Grp +3; Atk +5 melee (1d8+2, flail) or +3 ranged 
  (1d6, short bow); Full Atk +5 melee (1d8+2, flail) or +3 
  ranged (1d6, short bow);AL N; SV Fort +5, Ref +1, Will 
  +0; Str 15, Dex 12, Con 14, Int 13, Wis 10, Cha 11. 
   
  Skills and Feats: Climb +7, Handle Animal +5, 
  Intimidate +5, Jump +7, Ride+6; Combat Expertise, 
  Improved Trip 
   
  Possessions: Splint mail, MW flail, heavy wooden 
  shield, short bow (20 arrows), potion of cure light 
  wounds, potion of bull’s strength, thunderstone. 
   
  Encounter 5: The Prince's Followers (EL5) 
  Farn: Male human Ftr2; CR 2; Medium humanoid; HD 
  2d10+4; hp 22; Init +1; Spd 30 ft.; AC 17, touch 11, ff 16; 
  Base Atk +2; Grp +5; Atk +4 melee (1d8+2, flail) or +4 
  ranged (1d6, short bow); Full Atk +4 melee (1d8+2, 
  flail) or +4 ranged (1d6, short bow); SA Disarm, Trip; 
  SR 0; AL N; SV Fort +5, Ref +2, Will +1; Str 15, Dex 12, 
  Con 14, Int 13, Wis 10, Cha 11. 
   
  Skills and Feats: Handle Anima l+5, Intimidate +6, 
  Jump +6, Ride +5; Combat Expertise, Combat Reflexes, 
  Improved Disarm, Improved Trip. 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW flail, MW short bow (20 arrows). 
   
  Cailee: Male human Bar2; CR 2; Medium humanoid; 
  HD 2d12+; hp 25; Init +1; Spd 40 ft.; AC 15, touch 11, ff 
  14; Base Atk +2; Grp +3; Atk +5 melee (1d12+3/x3, 
  greataxe) or +4 ranged (1d6, short bow); Full Atk +5 
  melee (1d12+3/x3, greataxe) or +4 ranged (1d6, short 
  bow);  SQ Fast movement, illiteracy, rage 1/day, 
  uncanny dodge; AL N; SV Fort +4, Ref +1, Will +1; Str 
  15, Dex 13, Con 14, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Handle Animal +5, Jump +7, 
  Listen +6, Ride +6, Survival +6; Cleave, Power Attack 
   
  Possessions: MW chain shirt, MW greataxe, MW 
  shortbow (20 arrows) 
   
  Golna: Male Human War2; CR 1; Medium humanoid; 
  HD 2d8+7; hp 20; Init +1; Spd 30 ft.; AC 17, touch 11, ff 
  16; Base Atk +2; Grp +8; Atk +5 melee (1d6+2/19-20, 
  short sword) or +2 ranged (1d6, short bow); Full Atk +5 
  melee (1d6+2/19-20, short sword) or +2 ranged (1d6, 
  short bow); AL LN; SV Fort +5, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +3, Jump +6; 
  Improved Grapple, Toughness 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW short sword, MW short bow (20 arrows). 
   
  Pris: Female Human War2; CR 1; Medium humanoid; 
  HD 2d8+4; hp 17; Init +1; Spd 0 ft.; AC 17, touch 11, ff 
  16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2/19-20, 
  long sword) or +3 ranged (1d6, short bow); Full Atk +5 
  melee (1d8+2/19-20, long sword) or +3 ranged (1d6, 
  short bow); AL CN; SV Fort +5, Ref +0, Will +1; Str 15, 
  Dex 11, Con 14, Int 13, Wis 12, Cha 10.  
   
  Skills and Feats: Handle Animal +4, Jump +6, Ride 
  +4; Combat Expertise, Improved Disarm 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW long sword, MW short bow (20 arrows). 
   
  Encounter 6: The Prince's True Colors (EL6) 
  Uram: Male Human Rog2; CR 2; Medium humanoid; 
  HD 2d6+4; hp 14; Init +2; Spd 40 ft.; AC 17, touch 12, ff 
  14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/19-20, 
  short sword) or +4 ranged (1d6, shortbow); Full Atk 
  +1/+1 melee (1d6+1/1d6+0, 2 short swords); SA Sneak 
  attack +1d6); SQ Trapfinding, Evasion; SR 0; AL CE; SV 
  Fort +2, Ref +5, Will +0; Str 12, Dex 15, Con 14, Int 13, 
  Wis 10, Cha 11. 
   
  Skills and Feats: Balance +6, Bluff +6, Diplomacy 
  +6, Hide +6, Intimidate +6, Jump +10, Move Silently 
  +6,  Open Locks +8, Search +6, Tumble +6; Combat 
  Expertise, Improved Feint, Two-Weapon Fighting 
   
  Possessions: Mithral shirt, (2) MW short swords, 
  MW shortbow (20 arrows), thieves picks and tools, 
  boots of striding and springing. 
   
  Kail: Male human Bbn2; CR 2; Medium humanoid; 
  HD 2d12+4; hp 25; Init +1; Spd 40 ft.; AC 15, touch 11, 
  ff 14; Base Atk +2; Grp +3; Atk +5 melee (1d12+3/x3, 
  greataxe) or +4 ranged (1d6, short bow); Full Atk +5 
  melee (1d12+3/x3, greataxe) or +4 ranged (1d6, short 
  bow); SQ Fast movement, illiteracy, rage 1/day, 
  uncanny dodge; AL N; SV Fort +4, Ref +1, Will +1; Str 
  15, Dex 13, Con 14, Int 10, Wis 12, Cha 11. 
  
  The Prince of Idee 
   
  Page 31 
   
  Skills and Feats: Handle Animal +5, Jump +7, 
  Listen+6, Ride +6, Survival +6; Cleave, Power Attack 
   
  Possessions: Chain shirt, MW greataxe, MW 
  shortbow (20 arrows) 
   
  Barsee: Feale human Ftr2; CR 2; Medium humanoid; 
  HD 2d10+4; hp 22; Init +1; Spd 30 ft.; AC 17, touch 11, 
  ff 16; Base Atk +2; Grp +5; Atk +4 melee (1d8+2, flail) or 
  +4 ranged (1d6, short bow); Full Atk +4 melee (1d8+2, 
  flail) or +4 ranged (1d6, short bow); AL N; SV Fort +5, 
  Ref +2, Will +1; Str 15, Dex 12, Con 14, Int 13, Wis 10, 
  Cha 11. 
   
  Skills and Feats: Handle Animal +5, Intimidate +6, 
  Jump +6, Ride +5; Combat Expertise, Combat Reflexes, 
  Improved Disarm, Improved Trip. 
   
  Possessions: Chain shirt, heavy wooden shield, 
  MW flail, MW short bow (20 arrows). 
   
  Shia: Female Human Sor2; CR 1; Medium humanoid; 
  HD 2d4+7; hp 14; Init +5; Spd 30 ft.; AC 11, touch 11, ff 
  10; Base Atk +1; Grp +1; Atk +1 melee (1d6, 
  quarterstaff) or +2 ranged (1d8/19-20, light crossbow); 
  Full Atk +1 melee (1d6, quarterstaff) or +2 ranged 
  (1d8/19-20, light crossbow); AL NE; SV Fort +2, Ref +1, 
  Will +4; Str 10, Dex 12, Con 14, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +7, Concentration +7, 
  Spellcraft +5; Improved Initiative, Toughness 
   
  Possessions: Quarterstaff, light crossbow, wand of 
  magic missile (3
  rd) 
   
  Spells Per Day (6/5); Spells Known  (5/2; base DC 
  = 12 + spell level): 0—daze, detect magic, flare, 
  prestidigitation, read magic; 1st—burning hands, cause 
  fear. 
   
  Encounter 8: The Bloody Blades (EL8) 
  Values in () are the value before precasts. 
   
  Rosch: Male human (Suel) Clr6 - Wee Jas; CR6; 
  Medium Humanoid; HD 6d8+12+6; hp 54 Init +5; Spd 
  20 ft.; AC 20, touch 11, ff 19; Base Atk +4; Grp +5; Atk 
  +7 melee (1d4+2/19-20, dagger) or +6 ranged (1d8/19-
  20, light crossbow); Full Atk +7 melee (1d4+2/19-20, 
  dagger) or +6 ranged (1d8/19-20, light crossbow); SA 
  Death touch; AL LE; SV Fort +7, Ref +3, Will +8; Str 13, 
  Dex 12, Con 14, Int 10, Wis 16, Cha 11.  
   
  Skills and Feats: Concentration +11, Heal +12, 
  Knowledge 
  (religion) 
  +9; 
  Improved 
  Initiative, 
  Improved 
  Unarmed 
  Strike, 
  Spell 
  Focus 
  (Enchantment), Weapon Focus (dagger), Improved 
  Toughness. 
   
  Death Touch (Su): Your death touch is a 
  supernatural ability that produces a death effect. You 
  must succeed on a melee touch attack against a living 
  creature (using the rules for touch spells). When you 
  touch, roll 1d6 per cleric level you possess. If the total 
  at least equals the creature’s current hit points, it dies 
  (no save). 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 12 + 
  spell level): 0—cure minor wounds(2), detect magic, 
  light, read magic; 1st—cause fear*, bane, bless, 
  command, shield of faith. 2
  nd—death knell*, bear’s 
  endurance, bull’s strength, summon monster II. 3
  rd—
  animate dead*, blindness, searing light, summon 
  monster III. 
   
  *Domain spell. Domains: Death (You may use a 
  death touch once per day.); Domination (You gain the 
  Spell Focus (Enchantment) feat). 
   
  #Enchantment 
   
  Possessions: Banded mail, buckler, +1 dagger, MW 
  light crossbow (10 bolts), holy symbol of Wee Jas, 
  scrolls of hold person (2)
  #, hat of disguise, ring of 
  protection (+2). 
   
  Bloody Blades (6): male Goblins War4; CR6; Small 
  Humanoid; HD 4d8+8+4; hp 36; Init +2; Spd 30ft; AC 
  16, touch 13, ff 14; Base Atk +4; Grp +0; Atk +5 melee 
  (1d6, morning star) or +7 ranged (1d4, javelin); Full Atk 
  +5 melee (1d6, morning star) or +7 ranged (1d4, 
  javelin); SQ Darkvision 60 ft; AL NE; SV Fort +5, Ref 
  +2, Will 0; Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +6, Listen +2, Move Silently 
  +7, Ride +4, Spot +2, Alertness, Improved Toughness. 
   
  Possessions: Leather armour, light wooden shield, 
  morningstar, javelin. 
  
  The Prince of Idee 
   
  Page 32 
  Appendix 4: NPCs 
  APL8 
  Encounter 1: The Village of Copperfeld Keep 
  Values in () are the value before Selnor precasts. 
  Selnor: male Human (Suel) Clr9 – Wee Jas; CR9; 
  Medium humanoid; HD 9d8+9; hp 57; Init 0; Spd 30 ft.; 
  AC 10, touch 10, ff 10; Base Atk +6/+1; Grp +6; Atk 
  +10(+6) melee (1d4+1/19-20, +1 dagger); Full Atk 
  +10/+5(+6/+1) melee (1d4+1/19-20, +1 dagger); SQ 
  Under the effects of eagle’s splendour, greater heroism, 
  glibness, owl’s wisdom, undetectable alignment; AL 
  LE; SV Fort +11(+7), Ref +6(+2), Will +15(+9); Str 11, 
  Dex 10, Con 13, Int 12, Wis 21(17), Cha 18(14). 
   
  Skills and Feats: Bluff +54(+18), Diplomacy 
  +21(+19), Disguise +17(+11), Sense Motive +16(+10); 
  Scribe Scroll, Persuasive, Skill Focus (bluff) 
   
   
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 12 + spell level): 0—cure minor wounds, detect 
  magic, detect poison, light, read magic; 1st—nystul’s 
  magic aura*, cause fear, command, obscuring mist, 
  sanctuary, shield of faith; 2nd—detect thoughts*, 
  eagle's splendor, enthrall, hold person, owl's wisdom, 
  spiritual weapon; 3
  rd—dispel magic*, bestow curse, 
  searing light, prayer, summon monster III; 4
  th—
  discern lies*, air walk, divine power; 5
  th—spell 
  resistance*, flame strike. 
   
  *Domain spell. Domains: Magic (Use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a 
  scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack.); Mind (CD) (Gain a +2 bonus on Bluff, 
  Diplomacy, and Sense Motive checks). 
   
  Possessions: +1 dagger, circlet of persuasion, 
  (hidden) holy symbol of Wee Jas, amulet of proof 
  against detection and location, ring of whispering 
  wind,  scroll of greater heroism, scroll of glibness, 
  scroll of undetectable alignment. 
  Household Guard: Male Human Ftr5; CR 5; Medium 
  Humanoid; HD 5d10+10+5; hp 52; Init +1; Spd 30 ft.; 
  AC 18, touch 15, ff 18; Base Atk +5; Grp +9(+7); Atk 
  +9(+7) melee (1d10+9, +1 bastard sword,) or +5 ranged 
  (1d8, light crossbow); Full Atk +9(+7) melee (1d10+9, 
  +1 bastard sword,) or +5 ranged (1d8, light crossbow); 
  Space/Reach 5 ft./5 ft; SQ Under effect of bull's 
  strength, cat’s grace, shield;; AL LN; SV Fort +5, Ref 
  +3(+2), Will +1; Str 19(15), Dex 15(13), Con 14, Int 13, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11(+8), Intimidate +6, 
  Jump +11(+8); Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (bastard sword), Improved 
  Toughness, Improved Trip, Weapon Focus (bastard 
  sword). 
   
  Possessions: +1 bastard sword, MW chain shirt, 
  MW light crossbow (10 bolts). 
   
  Encounter 2: The Refugees (EL6) 
  Ardl: Male Human Rog2; CR 2; Medium humanoid; 
  HD 2d6+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, ff 
  14; Base Atk +1; Grp +1; Atk +6 melee (1d6/18-20, 
  rapier) or +4 ranged (1d8/19-20, light crossbow); Full 
  Atk +6 melee (1d6/18-20, rapier) or +4 ranged (1d8/19-
  20, light crossbow); SA Sneak attack +1d6; SQ 
  Trapfinding, evasion; AL N; SV Fort +1, Ref +5, Will +1; 
  Str 11, Dex 15, Con 12, Int 14, Wis 13, Cha 10.  
   
  Skills and Feats: Balance +7, Bluff +5, Climb +5, 
  Decipher Script +7, Disable Device +7, Gather 
  Information +5, Hide +7, Listen +6, Move Silently +7, 
  Open Lock +7, Spot +6; Improved Initiative, Weapon 
  Finesse,  
   
  Possessions: Chain shirt, MW rapier, MW light 
  crossbow (20 bolts), MW thieves tools, potion of cat’s 
  grace, potion of cure light wounds. 
   
  Zassle: Male Human Sor2; CR 2; Medium humanoid; 
  HD 2d4+7; hp 14; Init +6; Spd 30 ft.; AC 11, touch 12, 
  flat-footed; Base Atk +1; Grp +1; Atk +1 melee (1d6, 
  quarterstaff) or +3 ranged (1d8/’19-20. light crossbow);  
  Full Atk +1 melee (1d6, quarterstaff) or +3 ranged 
  (1d8/’19-20. light crossbow); AL NE; SV Fort +2, Ref +1, 
  Will +4; Str 10, Dex 12, Con 14, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +7, Concentration +7, 
  Spellcraft +5; Improved Initiative, Toughness 
   
  Spells Per Day (6/5); Spells Known  (5/2; base DC 
  = 12 + spell level): 0—daze, detect magic, flare, mage 
  hand, prestidigitation, read magic; 1st—burning hands, 
  shield. 
   
  Possessions: Quarterstaff, MW light crossbow, 
  potion of cure light wounds, scroll of lightning bolt. 
   
  Stran: Male human Clr2: CR2; HD 2d8+4; hp 20; Init 
  +4; Spd 30 ft.; AC 18, touch 10, ff 16; Base Atk +1; Grp 
  +2; Atk +3 melee (1d8+1, flail) or +2 ranged (1d8/19-20, 
  light crossbow); Full Atk +3 melee (1d8+1, flail) or +2 
  ranged (1d8/19-20, light crossbow); AL NG; SV Fort +5, 
  Ref +0, Will +5; Str 12, Dex 11, Con 14, Int 10, Wis 15, 
  Cha 13. 
   
  Skills and Feats: Concentration +6, Heal +6; 
  Improved Initiative, Toughness 
   
  Spells Prepared (3/3+1; base DC = 12 + spell level): 
  0—detect magic, light, read magic; 1st—long strider*, 
  command, bless, obscuring mist. 
  
  The Prince of Idee 
   
  Page 33 
   
  *Domain spell. Domains: Luck (You gain the 
  power of good fortune, which is usable once per day. 
  This extraordinary ability allows you to reroll one roll 
  that you have just made before the DM declares 
  whether the roll results in success or failure. You must 
  take the result of the reroll, even if it’s worse than the 
  original roll.); Travel (For a total time per day of 1 
  round per cleric level you possess, you can act normally 
  regardless of magical effects that impede movement as 
  if you were affected by the spell freedom of movement. 
  This effect occurs automatically as soon as it applies, 
  lasts until it runs out or is no longer needed, and can 
  operate multiple times per day (up to the total daily 
  limit of rounds)). 
   
  Possessions: Splint mail, heavy wooden shield, 
  MW flail, MW light crossbow (10 bolts), scrolls of 
  dispel magic (DC6 CLC), summon monster III (DC6 
  CLC), pearl of power, 1
  st-level spell, holy symbol of 
  Fharlanghn, potion of cure light wounds. 
   
  Evasel: Ftr2: CR2; HD 2d10+4; hp 20; Init +1; Spd 20 ft.; 
  AC 19, touch 11, ff 18; Base Atk +2; Grp +4; Atk +6 
  melee (1d8+2, flail) or +4 ranged (1d8+2, composite 
  longbow); Full Atk +6 melee (1d8+2, flail) or +4 ranged 
  (1d8+2, composite longbow); AL N; SV Fort +5, Ref +0, 
  Will +1; Str 15, Dex 12, Con 14, Int 13, Wis 11, Cha 10. 
   
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Jump +6; Combat Expertise, Improved Disarm, 
  Improved Trip, Weapon Focus (Flail) 
   
  Possessions: Splint mail, MW flail, MW heavy 
  wooden shield, MW composite longbow (+2 Str) (20 
  arrows), potion of bull strength, potion of cure light 
  wounds, thunderstone. 
   
  Encounter 5: The Prince's Followers (EL6) 
  Farn: Male human Ftr2; CR 2; Medium humanoid; HD 
  2d10+4; hp 22; Init +1; Spd 30 ft.; AC 17, touch 11, ff 16; 
  Base Atk +2; Grp +5; Atk +4 melee (1d8+2, flail) or +4 
  ranged (1d6, short bow); Full Atk +4 melee (1d8+2, 
  flail) or +4 ranged (1d6, short bow); AL N; SV Fort +5, 
  Ref +2, Will +1; Str 15, Dex 12, Con 14, Int 13, Wis 10, 
  Cha 11. 
   
  Skills and Feats: Handle Animal +5, Intimidate +6, 
  Jump +6, Ride +5; Combat Expertise, Combat Reflexes, 
  Improved Disarm, Improved Trip. 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW flail, MW short bow (20 arrows). 
   
  Cailee: Male human Bar2; CR 2; Medium humanoid; 
  HD 2d12+4; hp 23; Init +1; Spd 40 ft.; AC 15, touch 11, 
  ff 14; Base Atk +2; Grp +3; Atk +5 melee (1d12+3/x3, 
  greataxe) or +4 ranged (1d6, short bow); Full Atk +5 
  melee (1d12+3/x3, greataxe) or +4 ranged (1d6, short 
  bow); SQ Fast movement, illiteracy, rage 1/day, 
  uncanny dodge; AL N; SV Fort +4, Ref +1, Will +1; Str 
  15, Dex 13, Con 14, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Handle Animal +5, Jump +7, 
  Listen +6, Ride +6, Survival +6; Cleave, Power Attack 
   
  Possessions: MW chain shirt, MW greataxe, MW 
  shortbow (20 arrows) 
   
  Golna: Male human Ftr2; CR 2; Medium humanoid; 
  HD 2d10+7; hp 25; Init +5; Spd 30 ft.; AC 17, touch 11, 
  ff 16; Base Atk +2; Grp+4; Atk +6 melee (1d8+2/19-20, 
  longsword) or +4 ranged (1d6, short bow); Full Atk +6 
  melee (1d8+2/19-20, longsword) or +4 ranged (1d6, 
  short bow); AL LN; SV Fort +5, Ref +1, Will +1; Str 15, 
  Dex 13, Con 14, Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +5, Jump +7; 
  Cleave, Power Attack, Toughness, Weapon Focus 
  (longsword) 
   
  Possessions: MW chain shirt, heavy wooden 
  shield, MW longsword, MW short bow (20 arrows) 
   
  Pris: Female human Rgr2; CR 2; Medium humanoid; 
  HD 2d8+2; hp 15; Init +0; Spd 0 ft.; AC 17, touch 12, ff 
  15; Base Atk +2; Grp +4; Atk +4 melee (1d12+3/x3, great 
  axe) or +5 ranged (1d8+2, composite longbow); Full Atk 
  +2/+2 ranged (1d8+2, composite longbow);; SA Favored 
  enemy (human); AL CN; SV Fort +4, Ref +5, Will +1; 
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Handle Animal +4, Heal +6, Hide 
  +5, Jump +5, Listen +6, Ride +5, Spot +6; Point Blank 
  Shot, Precise Shot, Rapid Shot 
   
  Possessions: MW chain shirt, buckler, MW 
  greataxe, MW composite longbow (+2 Str) (20 arrows). 
   
  Encounter 6: The Prince's True Colors (EL8) 
  Uram: Male human Rog4; CR 4; Medium humanoid; 
  HD 4d6+8; hp 26; Init +3; Spd 40 ft.; AC 17, touch 13, ff 
  14; Base Atk +3; Grp +4; Atk +4 melee (1d6+1/19-20, 
  short sword) or +5 ranged (1d6, shortbow); Full Atk 
  +2/+2 melee (1d6+1/1d6+0/19-20 2 short swords); SA 
  Sneak attack +2d6); SQ Evasion, uncanny dodge; AL 
  CE; SV Fort +3, Ref +6, Will +0; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 11. 
   
  Skills and Feats: Balance +3, Bluff +8, Diplomacy 
  +10, Hide +11, Intimidate +10, Jump +14, Move 
  Silently +11, Open Locks +11, Search +9, Tumble +13, 
  Use Rope +13; Combat Expertise, Improved Feint, 
  Two-Weapon Fighting 
   
  Possessions: Mithral shirt, long spear, MW short 
  swords (2), MW shortbow (20 arrows), boots of striding 
  and springing. 
  
  The Prince of Idee 
   
  Page 34 
  Kail: Male human Bbn4; CR 4; Medium humanoid; 
  HD 4d12+12; hp 45; Init +1; Spd 40 ft.; AC 18, touch 11, 
  ff 17; Base Atk +4; Grp +7; Atk +9 melee (1d12+4/x3, 
  greataxe) or +6 ranged (1d6, shortbow); Full Atk +9 
  melee (1d12+4/x3, greataxe) or +6 ranged (1d6, 
  shortbow); SQ Uncanny dodge; AL NE; SV Fort +7, Ref 
  +2, Will +2; Str 16, Dex 13, Con 14, Int 11, Wis 12, Cha 
  10. 
   
  Skills and Feats: Handle Animal +7, Intimidate +7, 
  Jump +10, Listen +8, Survival +8; Cleave, Power Attack, 
  Weapon Focus (greataxe) 
   
  Possessions: +3 chain shirt, MW greataxe, MW 
  shortbow (20 arrows). 
   
  Barsee: Female human Ftr4; CR 4; Medium humanoid; 
  HD 4d10+4+4; hp 37; Init +3; Spd 30 ft.; AC 17, touch 
  13, ff 14; Base Atk +4; Grp +6; Atk +7 melee (1d12+3/x3, 
  greataxe) or +9 ranged (1d8+4, composite longbow); 
  Full Atk +7/+7 ranged (1d8+4, composite longbow); AL 
  LE; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 13, 
  Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +7, Jump +9, Ride +10; 
  Improved Toughness, (See Appendix D), Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Possessions: Chain shirt, MW composite longbow 
  (+2 Str) (40 arrows), MW greataxe. 
   
  Shia: Female human Sor4; CR 4; Medium humanoid; 
  HD 4d4+8+3; hp 21; Init +6; Spd 30 ft.; AC 12, touch 12, 
  ff 10; Base Atk +2; Grp +2; Atk +3 melee (1d6, 
  quarterstaff) or +4 ranged (1d8/19-20, light crossbow); 
  AL NE; SV Fort +3, Ref +2, Will +5; Str 10, Dex 12, Con 
  14, Int 11, Wis 13, Cha 16. 
   
  Skills and Feats: Bluff +9, Concentration +9, 
  Spellcraft 
  +7; 
  Improved 
  Initiative, 
  Still 
  Spell, 
  Toughness 
   
  Spells Known  (6/7/4; base DC = 13 + spell level): 
  0—acid orb, detect magic, flare, prestidigitation, ray of 
  frost, read magic; 1st—color spray, enlarge person, 
  magic missile; 2nd—scorching ray 
   
  Possessions: Quarterstaff, MW light crossbow, 
  crossbow bolts (10), wand of magic missile (3
  rd), Scroll 
  of evard's black tentacles (DC9 CLC). 
   
   
   
   
  Encounter 8: The Bloody Blades (EL10) 
  Values in () are the value before precasts. 
  Rosch: Male human (Suel) Clr8 –Wee Jas; CR8; 
  Medium Humanoid; HD 8d8+16+8; hp 72; Init +5; Spd 
  20 ft.; AC 20, touch 11, ff 19; Base Atk +6/+1; Grp +7; 
  Atk +9 melee (1d4+3/19-20, +2 dagger) or +8 light 
  crossbow (1d8); FA +9/+4 melee (1d4+3/19-20, +2 
  dagger); SA Death touch; SQ; SR 0; AL LE; SV Fort +8, 
  Ref +3, Will +9; Str 13, Dex 12, Con 14, Int 10, Wis 17, 
  Cha 11.  
   
  Skills and Feats: Concentration+13, Heal+14, 
  Knowledge 
  (Religion)+11; 
  Improved 
  Initiative, 
  Improved 
  Unarmed 
  Strike, 
  Spell 
  Focus 
  (Enchantment), Weapon Focus (dagger), Improved 
  Toughness. 
   
  Death Touch (Su): Your death touch is a 
  supernatural ability that produces a death effect. You 
  must succeed on a melee touch attack against a living 
  creature (using the rules for touch spells). When you 
  touch, roll 1d6 per cleric level you possess. If the total 
  at least equals the creature’s current hit points, it dies 
  (no save). 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 12 
  + spell level): 0—cure minor wounds (3), detect magic, 
  light, read magic; 1st—cause fear*, bane, bless, 
  command, shield of faith, obscuring mist. 2
  nd—death 
  knell*, bear’s endurance, bull’s strength, hold person, 
  summon monster II. 3
  rd—animate dead*, blindness, 
  searing light, summon monster III. 4
  th—dominate 
  person*, divine power, poison. 
   
  *Domain spell. Domains: Death (You may use a 
  death touch once per day.); Domination (You gain the 
  Spell Focus (Enchantment) feat). 
   
  #Enchantment 
   
  Possessions: Banded mail, buckler, +2 dagger, MW 
  light crossbow (10 bolts), holy symbol of Wee Jas, 
  scrolls of hold person (2)
  #, hat of disguise, ring of 
  protection +2. 
   
  Bloody Blades (6): male Goblins War5; CR8; Small 
  Humanoid; HD 5d8+10+5; hp 45; Init +2; Spd 30ft; AC 
  16, touch 13, ff 14; Base Atk +4; Grp +0; Atk +5 melee 
  (1d6, morning star) or +7 ranged (1d4, javelin); Full Atk 
  +5 melee (1d6, morning star) or +7 ranged (1d4, 
  javelin); SQ Darkvision 60ft; AL NE; SV Fort +5, Ref 
  +2, Will 0; Str 11, Dex 14, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +7, Listen +2, Move Silently 
  +7, Ride +4, Spot +2, Alertness, Improved Toughness. 
   
  Possessions: Leather armour, light wooden shield, 
  morningstar, javelin.
  
  The Prince of Idee 
   
  Page 35 
  Appendix 5: 
  Complete Book Excerpts 
  Feats 
  Improved Toughness [General] (CW) 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2 
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD (such as gaining a 
  level), you gain 1 additional hit point.  If you lose a HD (such as by losing a level), you lose 1 hit point permanently. 
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  
  The Prince of Idee 
   
  Page 36 
  Appendix 6: 
  Copperfeld – A Brief Gazetteer 
  Proper Name: County of Copperfeld 
  Ruler: Count Zaren, noble of House Arxx 
  Capital: Copperfeld Keep (pop. 520) 
  Population: 8,500 Humans (Oeridian/Suel) 60%, Dwarves 15%, Gnomes 10%, Half-orcs 5%, Orcs 5%,Halfling 3%, Elves 
  2% 
  History of Copperfeld: Where the barony of Menst meets the Stark Hills to the east sets the small County of 
  Copperfeld.   Dwarven, gnomish, and human miners originally settled the region in the mid-300s CY when copper-rich 
  veins were discovered in the region.  As part of the County of Idee,  the region was know as the Viscounty of 
  Copperfeld.  Though the region's mineral wealth is considerable, the region has repeatedly fallen victim to the same 
  problem: lack of continuity in its rulers.  
   
  The first count of Copperfeld was Count Mardi who established Copperfeld Keep as a freehold in 396 CY.  Under 
  the protection and capable administration of Count Mardi and (subsequently) his son Count Saark, the mines became 
  quite productive.  However, neither Count Mardi nor his wife was an actual member of a noble family.  The freehold 
  was established by the legitimacy of Mardi's skills rather than his nobility.  When their son Count Saark insisted on 
  marrying a commoner as well, the region's fate was pretty well sealed.  When Saark died in 441 CY, the true nobles of 
  Idee refused to allow the productive region to pass to a third generation commoner, and through intrigue the Viscounty 
  passed to Count Leedl, a favored member of House Eddri.  A century of slow, but steady decline followed through eight 
  generations of Leedl’s descendants. 
   
  In 532 CY, two events coincided.  Count Leedl's descendant died without an heir, and a vein of gold was discovered 
  in the Copperfeld region.  For weeks, prospectors flooded leaderless Copperfeld Keep in a regional gold rush.  Great 
  care was taken to place a capable count in Copperfeld, since it appeared it could be an economic cornerstone of the 
  County.  The gold veins proved to be quite thin (yielding only four mines with long-term productivity), but the choice 
  of young Count Barso of House Devnor as fief-holder proved a lasting positive legacy.  Through decades of regional 
  strife between the Scarlet Brotherhood, Ahlissa, and the Iron League, Barso's diplomatic, military, and administrative 
  talents helped Copperfeld to grow to its former level of productivity. 
   
  In 565 CY, after more than thirty years of rule, Count Barso died and his fief passed to his grandson Xarkor.  Count 
  Xarkor was a capable ruler, but only a shadow of his grandfather, and during the struggles of the 580s – the Wars and 
  the Brotherhood Occupation -  Xarkor floundered.  In 588 CY, Xarkor (like all House Devnor in the barony) was either 
  killed or displaced – no one knows for sure. 
   
  House Arxx's selected the aging, but capable Gastor as the new count in 588 CY as reward for his years of loyal 
  service as he was not an actual noble by birth.  The region seemed to rebound under his leadership, but he died in less 
  than five years.  A few months ago, the fief was awarded to Count Zaran.  Zaran, while extremely charismatic, appears to 
  be completely inept as a leader or administrator.  The region is currently on the verge of anarchy.  Humanoids are 
  raiding the mines nearly at will, bandits raid caravans into and out of the region, and pockets of peasant insurrection 
  have cropped up (possibly Idee in loyalty). 
   
  Politics of Copperfeld: The supreme political authority in the County of Copperfeld is Count Zaran and his seat 
  resides in Copperfeld Keep at the heart of the region.  Although theoretically the ruler of the entire region, in reality his 
  authority extends barely beyond Copperfeld Keep proper.  Even the well-traveled road to Minetha is unsafe.  However, 
  he does barrack a contingent of men-at-arms (10-15) in the hamlet of Woodlet to protect the highway there and 
  maintain his authority. 
   
  Outside Copperfeld Keep the various mining settlements are organized into clannish communes of 10-20 families 
  (20-100 people) depending on the richness of the local ore.  Each settlement is “guided” by a patriarch or matriarch or 
  set of respected elders.  Each community is racially homogeneous  (100% human, 100% dwarven, or 100% gnomish).  
  There are no individual mining operations as the region is much too dangerous to fly solo. 
   
  Economics of Copperfeld: The heart of the economy is the smelting works at Copperfeld Keep.  Its presence 
  constrains the surrounding miners to bring their ore to the Keep to be refined, barred, counted, and taxed.  During 
  times of better organization, the count was able to levy taxes against other commercial enterprises (like peddlers or 
  taverns).  While these taxes are still on the books, it's been over twenty-five years since a count occupied the Keep who 
  had the organizational skills to enforce the tax. 
  
  The Prince of Idee 
   
  Page 37 
   
  The count also collects periodic security fees from the various mining settlements to help fund the military 
  protection of the county.  These fees are generally negotiated on an ad hoc basis between the settlement elder(s) and the 
  count's agent.  
   
  The County has feudal obligations to House Arxx in the form of both periodic financial payments and troops. The 
  County does not have much in the way of agricultural development or manufacturing capacity (with the exception of 
  some small lumber production in Woodlet).  The region relies on it production of copper and gold to purchase its 
  necessities.  Its copper mines are highly productive, but its gold is only marginal – still it's gold. 
   
  
  The Prince of Idee 
   
  Page 38 
  Appendix 7: 
  Copperfeld Area Map 
   
   
  
  The Prince of Idee 
   
  Page 39 
  Appendix 8: 
  Uram’s Encampment Map 
   
   
   
  
  The Prince of Idee 
   
  Page 40 
  Appendix 9: 
  Player Handouts 
  Player Handout #1 
   
  My Dear Prince Uram: 
     
   
  Know that I now speak with the authority of His 
  Prominence, Zaran of the House of Arxx, Count 
  of Copperfeld.  I am sure that we can now reach 
  an accommodation that will be satisfactory.  I am 
  waiting for an advisor from outside the county 
  whom I believe we will both respect, and who can 
  help us reach a reasonable settlement.  I ask you 
  to cease hostilities for a few days to allow me to 
  get things in place. 
   
  Your respectful friend, 
   
    Selnor Gilmane,  
     
  Sensechal of Copperstead Keep, 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/594/Normal Scenarios/NAE4-04 - The Prince of Idee (APL 2-8)/NAE4-04 - The Prince of Idee.pdf