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.  
   
  PAL6−02 
   
   
   
   
   
  Tiger, Tiger! 
   
  A One-Round D&D Living Greyhawk®  
  Theocracy of the Pale Regional Adventure 
  Version 1.1 
  by Ron Levy 
  Triad Reviewers: Donovan Hicks and Derek Schubert 
   
   
  Five years ago, a circus tiger escaped from the Pale's very first deadly festival. Today, we find out what happened to him. 
  An adventure for APLs 4 to 12, suggested for players who enjoyed The Thirty-Six Chambers of Shaolin, Five Deadly Venoms, 
  and Kill Bill. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of dice 
  (at least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  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. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the session 
  begins, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction. 
   
  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. 
  Tracking  
   
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out the RPGA Tracking Sheet. The DM should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
  Living Greyhawk  
   
   
   
  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 Web site, and then have any players 
  without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials discussed in 
  the Preparation section above 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. 
  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 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 2 
  # 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 
  with 
  different 
  CRs 
  are 
  added 
  separately. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLs are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure. Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well. This simulates the 
  fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Theocracy of the Pale. Characters native to the 
  Theocracy of the Pale pay one Time Unit per round, all 
  others pay two Time Units per round. Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit. Rich 
  Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 
  100gp per Time Unit. 
  Pale Holy Day 
   
   
   
   
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan Holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan Holy Day. Otherwise, the 
  die result indicates the number of days until the next 
  Pholtan Holy Day. Due to the special nature of the 
  Theocracy of the Pale, on Holy Days, Judges are 
  encouraged (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a brief 1-2 
  minute sermon by a PC if his or her level is at least fifth 
  level and the judge believes that there is time available. 
  Special Rules for the Pale  
   
   
  See Appendix One – Special Rules for the Pale. 
  Adventure Background 
  In the adventure PAL1-07 Festvalle Serendipite, the heroes 
  freed a travelling carnival from the self-styled “Khopesh 
  the Magnificent”; a flamboyant, obsessed priest of Nerull 
  the Reaper. In the general confusion, a fully-grown adult 
  tiger escaped from the Festvalle’s collection of animals 
  into the wilds of the Pale. The tiger had been awakened by 
  a druid named Trechet, the Festvalle’s animal-trainer, 
  whom Khopesh killed before the heroes arrived. 
   
  Fortunately, spring had just begun, and game was 
  plentiful. Aside from a few rare sightings and lost 
  livestock, the tiger was free to make his way across the 
  Pale. At first, he was guided by instinct, seeking any kind 
  of familiar territory. 
   
  Then, a subtler power took over. The Pale is a lawful 
  and righteous land, and so when the forces of evil work 
  within they must do so in the most careful of ways. They 
  dare not corrupt, or even tempt openly. Rather, the best 
  they can do is to find a weakness and make a temptation 
  available. Once the hook is laid, then all that remains is to 
  play the fish until he is well and truly caught. 
   
  The man who would be Kar-Fai Hong grew up in the 
  Pale’s strong monastic tradition. Well-educated and 
  highly disciplined, he always sought new techniques, 
  new forms and styles, and new skills and powers to 
  master. More even than most monks, he was driven by 
  challenge. 
   
  The monk knew that many skills would never come 
  to him in a conservative place like the Pale. If he wanted 
  to progress, he would have to develop his own paths. Of 
  course, then he would have to test his skills in the real 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 3 
  world. Only when he was certain of his technique would 
  he begin to teach his own style.  
   
  Those subtle powers first sent the tiger to prowl 
  along his path. He had heard of many other monks who 
  studied the natural styles of animals, and so the 
  revelation of the tiger seemed like a gift from Pholtus. He 
  followed it through the Troll Fens and spent weeks 
  learning its movements, gradually coming closer and 
  closer until the beast was almost accustomed to his 
  presence. 
   
  The monk watched the tiger eat, sleep, move, and, 
  especially, hunt. He began to translate the tiger’s 
  qualities, blurring motion and prowling stillness into 
  actions he was capable of…and he was already very 
  capable from his earlier training. Finally, he absorbed the 
  very style of the tiger, focusing on the stalk, the leap, the 
  ultimate killing strike from ambush. 
   
  That was the trap. The monk immersed himself fully 
  in becoming the tiger, the perfect ambush predator. He 
  did not study the defensive fluttering of the crane, the 
  healing arts of the snake, or the hardened body of the 
  dragon. Those who study animal styles are usually 
  advised against studying a single animal obsessively 
  without anything to ground them. Instead of turning his 
  skills toward becoming an innovative hero or a wise 
  teacher, he became a compulsive killing machine. After a 
  foray in the far West, studying among the Tiger Nomads, 
  he took the exotic name “Kar-Fai Hong” to play up the 
  mystical identity that he aspired to. 
   
  He made it known that he would do odd jobs, 
  testing his newfound powers. Soon enough, those subtle 
  powers sent him a wandering bard with an innovative 
  plan to reap chaos between Nyrond and the Theocracy of 
  the Pale: assassinating a well-protected Nyrondese 
  ambassador in the middle of the Pale. It would be the 
  ultimate challenge; one that Kar-Fai couldn’t pass up. 
   
  Anyone with an interest in playing ‘Let’s You And 
  Him Fight’ with Nyrond and the Pale could have hired 
  the bard Coppal. A wandering troublemaker for pay, 
  Coppal is a man who does his research, who knows his 
  enemies, and is a master at bardic magics of the mind. He 
  is adept at modifying his own memories and those of the 
  other people he has hired so as to get them past any kind 
  of questioning, especially questioning under a zone of 
  truth. And he is good at making connections and hiring 
  skilled people to do his dirty work for him, especially 
  Kar-Fai Hong, who does not much care what he is doing 
  as long as he can “test his skills”. 
  Adventure Summary 
  In Encounter One, Coppal and his henchmen stake out a 
  tavern and pick out the adventurers. They communicate 
  the appearance of the adventurers to Kar-Fai “Tiger” 
  Hong and his students, so the latter group can disguise 
  themselves as the adventurers. Then, they cast modify 
  memory on as many of the adventurers as they can, using 
  their song to implant the memory of being suicidally 
  attacked by the Nyrondese ambassador, his wife, and 
  their retinue. Meanwhile, the disguised Kar-Fai and his 
  students assassinate the ambassador, leaving the PCs with 
  the memories of actually doing the deed.  
   
  In Encounter Two, the PCs unsnarl the mess that 
  fate has gotten them into. This is the Pale, and they will 
  all be arrested at first. Some witnesses will identify them, 
  others will not. Some of them should have strange 
  memories of killing the Ambassador which hold up 
  under zone of truth, while those that resisted the modify 
  memory spell remember only the curious song that 
  Coppal sang. However, any spells they “remember” 
  having cast in killing the Ambassador will not truly have 
  been cast, nor are any of their wounds real. A detect magic 
  will display that they have a permanent Enchantment on 
  them which can be dispelled – the modify memory. When 
  it is dispelled, they remember the song that was sung to 
  them and can easily make the connection with the 
  implanted memory. 
   
  The legal forces of the Pale are neither fools nor 
  mindlessly cruel, though the PCs will be kept for 
  questioning and evidence even after their innocence is 
  determined. They will receive the sad news: Ahma, the 
  ambassador’s wife, was pregnant and it does not matter 
  what kind of magic is used upon her to return her to life, 
  the baby will not come back with her. At six months of 
  gestation, it can neither make the choice to return nor 
  could it possibly survive no matter the magical/medical 
  technology of the time (short of wishes and miracles). 
  Ahma, therefore, chooses not to return, and Jarn, her 
  husband, chooses to do the same. 
   
  Divination, however, indicates that in vengeance 
  there is light. Only if the wronged parties take this 
  vengeance can the situation possibly be resolved. The 
  PCs are prevailed upon to undertake this mission against 
  those who would have sent them to burn at the Pale’s 
  torches. Finally, detective work provides some likely 
  directions, through the Troll Fens and a short way into 
  the Rakers. 
   
  In Encounter Three, the PCs meet a friendly dwarf 
  trucking his casks of ale down the mountain. He had 
  gone up to Kar-Fai’s monastery to learn his new “Tiger 
  Style”. Realizing it to be nothing more than assassination, 
  he did not care for it. He can provide the PCs with 
  valuable information as to what they are likely to face, 
  including something of the final “Tiger Test”. He will also 
  be happy to drink with the PCs long into the night, and 
  then offer to match them physically under the effects of 
  copious friendly quantities. Should they succeed, they 
  have the opportunity to become a Drunken Master, just 
  like him. 
   
  In Encounter Four, the PCs can defeat or evade Kar-
  Fai’s remaining students and enter the monastery. The 
  students will offer honorable conflict without buffing 
  spells cast by allies, but if the PCs do not take their offer, 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 4 
  they will do their best to focus their attacks and disable 
  the party. 
   
  Encounter Five leads the PCs through the Tiger Test. 
  It consists of several simple tricks and traps that a skilled 
  monk could easily navigate, and an intelligent party 
  could breeze through. It ends with a room filled with 
  poison gas, where the solution is to emulate the tiger and 
  leap through to the slide on the other end. 
   
  Encounter Six is the final Tiger Test, where the PCs 
  face Kar-Fai in a chamber designed to emphasize balance, 
  leaping, and pouncing. Since the tiger is in the bottom of 
  the chamber, the penalties are obvious for anyone who 
  falls. 
   
  With Kar-Fai defeated, the PCs return through the 
  bitter cold of the Rakers. A ghostly apparition of a woman 
  accosts them in the night of a sudden blizzard, begging 
  them to hold her baby only for a moment. If they accept, 
  she disappears to leave them with the baby for the night. 
  If they can keep it above the ground until the sunrise in 
  the freezing cold, they hold a newborn baby. It is Ahma’s 
  child, freed from the spirit world and birthed by their 
  righteous act of vengeance. With it returned, both Jarn 
  and Ahma consent to being raised. 
  Troubleshooting: A middle or high-level group of 
  characters could scry for Kar-Fai Hong, teleport to him by 
  surprise, and easily defeat him. But that doesn't fulfill the 
  prophecy, and the prophecy is the only way to bring 
  Ahma's child into the world. This works because it 
  follows the rules of a mystic Chinese Martial Arts Movie, 
  of the “wuxia” genre. The characters are brought into a 
  situation, they meet a friendly martial arts master, they 
  defeat the enemy master's students, they prove that they 
  are better than his mysterious training devices, and 
  finally they beat the master himself. The Pale’s Disciples 
  of Discipline have a similar outlook on the ‘proper’ way to 
  take on a challenge.  
   
  If the characters do not follow this order and do not 
  follow the rules, they do not get the payoff. They have 
  not built up the necessary spiritual currency. To win, 
  they must beat Kar-Fai Hong and break his spirit. They 
  must show that their Kung Fu is stronger, and you do not 
  do that with a simple teleport beat-down. 
   
  On the other hand, encourage creativity in dealing 
  with the situations given, especially in the Tiger Test. 
  Simple spells can easily defeat the traps in the Tiger Test, 
  and the cleverer the better... as long as they do not just 
  circumvent the whole thing by tunneling through the 
  walls. 
   
  Warn the characters if they are about to take an 
  action that would negate their chances to rescue the 
  child: 
  As you are about to go through with your plan of 
  action, a chill wind blows around you. You sense 
  watchful eyes urging you, reminding you of the 
  prophecy. It feels like your opportunity is about to 
  slip through your fingers. 
  For more information about Ahma, the pregnant wife of 
  the Ambassador who is killed, look at Oriental Adventures 
  p 166. She is very similar to an “ubume”, the “mourning 
  one”, a spirit of a woman who has died while pregnant 
  and cannot move on until the child is born. 
  Preparation for Play 
  You might want to ask the players to preroll three saving 
  throws of each type (Fort, Reflex, Will) and three Spot 
  and Listen checks, and write down any conditional 
  modifiers or options for rerolls, such as the Luck domain. 
  You need the secret Spot check to notice the disguised 
  spellcasting in Encounter One, and you need the Fort 
  save for the poison gas in the Tiger Test (Encounter Five, 
  #4). Having the prerolled saves will allow you to avoid 
  tipping off the players that something is amiss. 
  Introduction 
  The afternoon brings a brisk cool wind down out of 
  the Rakers into Ogburg, thwarting the bright heat of 
  the summer sun.  
   
  In the local news, Nyrond has sent an 
  ambassador, Jarn Saxa, to enter into ‘certain 
  unspecified negotiations’ with several Pale officials 
  from Ogburg to Wintershiven. The possible subject 
  of these negotiations is hotly debated, often at one 
  of the few taverns in town to have a full Debate 
  License. Jarn Saxa was not known for his love of 
  Sewarndt, but did not publicly make any statement 
  of loyalty to Lynwerd, either, during the brief days of 
  the Nyrond Imperium. Who knows what he might 
  say while safe across the Pale's borders? 
   
  The Enchanted Cat is an inn catering to the 
  more freethinking crowd of students and religious 
  progressives here in the Pale, as well as allowing for 
  careful forms of debate that some would say almost 
  border on heresy, something that the Church 
  Militant may be monitoring more closely with the 
  installation of Sental Tekis as prelate here. While 
  some inns shun the chaotic natures of wandering 
  bards, the Enchanted Cat welcomes them in a 
  determined effort to uphold Ogburg’s reputation as 
  a center for the arts. It is particularly thriving as a 
  reaction to the current dictates of the regime, taking 
  its solace in music. The warmth of the inn pushes 
  away the chill of the Troll Winter continuing 
  unabated outside. 
   
  Today’s band in the Enchanted Cat is called 
  “Does No Orange”. As one might expect, that means 
  they are dressed almost entirely in a dark, pumpkin 
  orange set off with harvest-colored reds and yellows. 
  It takes them hardly a moment to set up, humming a 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 5 
  few tunes to themselves as they get their 
  instruments together for their set. 
  Encounter One: Mind Games 
  This encounter is the most difficult to pull off correctly. 
  Since Coppal, the villain, is trying to play a mind-game 
  on the Pale to defeat their divinations, you as the DM 
  have to play a mind-game on the players. 
   
  First, familiarize yourself with the modify memory 
  spell. It only takes one action to cast (per target), but it 
  allows the caster to rewrite five minutes of memory into 
  the target if successful. It is a permanent Enchantment, 
  which means that it lasts until it is dispelled and can be 
  detected as a continuous magical aura on the target. 
   
  Since Coppal and Does No Orange have to hit all the 
  characters in quick succession and have to coordinate the 
  memory that they implant into the characters, they have 
  devised a song to remind themselves of the details of the 
  memory they are going to implant. (See Player Handout 
  One.)  
   
  Characters who make their saving throws will hear 
  the song and then feel the tingle of magic upon them as 
  they brush off the spell. 
   
  Characters who fail their saving throws will not 
  remember the song, because the song is a part of the last 
  five minutes of memory that is rewritten in their minds. 
   
  Now, if you just told the players who missed their 
  saving throws, “This is what you remember,” they would 
  know something was amiss. They would not believe it for 
  a minute. So you have to run them through a quick 
  scenario that mimics the implanted memory. But keep in 
  mind that the implanted memory might not match the 
  character’s desired tactics and effects. Fudging may be 
  required. In fact fudging is encouraged because if the 
  characters see that the world around them is not quite 
  reasonable it leads them to be correctly suspicious in 
  character - just like the modify memory spell states. If rules 
  disputes come up when you are fudging, just say, “Yes, 
  that does seem odd to you. Your character is suspicious. 
  Go with it for now. It will make sense later.” 
   
  Meanwhile, privately give the players who made 
  their save copies of Player Handout #1 and ask them to 
  play right along. After all, those who succumbed to the 
  spell see the other PCs in their memory. This allows 
  those who saved to see exactly how the players in the 
  scenario are getting forced through the events in the 
  song, though in-character they just see their friends start 
  in place, and they may or may not detect the subtle 
  spellcasting of Coppal and his gang.  
   
  The bards make their escape after the song, either by 
  wandering backstage during the PCs’ confusion or by 
  dimension dooring away.  
  � Coppal: Male human Brd15. Perform (sing) +23. 
  � Does No Orange (5): Male human Brd12. Perform 
  (various instruments among them) +20. 
  All six bards have Cooperative Spell and Disguise Spell 
  (see Appendix Two). They cast modify memory 
  together, with Coppal setting the DC. He has Spell Focus 
  (Enchantment) and Greater Spell Focus (Enchantment), 
  so each PC must make a DC 28 Will save. 
   
  Assuming that at least one (hopefully most) of the 
  characters failed their Will save and are affected by the 
  modify memory spell, play out the battle against the 
  “Ambassador” and his “family”. Here is some opening 
  descriptive text to give them the necessary information 
  in the “vision” – that the four people they face have 
  poisoned themselves preparatory to going on a suicide 
  strike. 
  Just as the band is about to begin their number, the 
  unmistakable searing sound of a bursting fireball 
  can be heard in the distance. It is rapidly 
  accompanied by the sounds of clashing weapons and 
  screams. 
  Assuming the characters depart the Enchanted Cat to 
  investigate: 
  As you heave into view, it appears that the first spate 
  of combat is just ending. Three of the combatants—
  an elderly man in noble garb, a younger martial 
  woman in mail wielding a guisarme, and a younger 
  man in a courtier's outfit—are drinking from 
  purplish potion vials. The pregnant woman that 
  they surround at a loose distance is just discarding a 
  spent scroll, the pea-sized fleck of fire sailing into a 
  pack of Pholtan Guardsmen in the midst of trying to 
  rescue a group of schoolchildren and their teacher. 
  The explosion is perfectly centered, leaving the 
  group blasted to the ground. 
   
  By the shattered, purple-flecked glass of the 
  broken vial by the pregnant woman, it appears she 
  has already drunk her potion. 
  APL 4 (EL 6) 
  � Jarn Saxa: Male human Wiz2; hp 11; see Combat 
  Appendix – APL 4. 
  � Ahma: Female human Sor2; hp 9; see Combat 
  Appendix – APL 4. 
  � Fedi-fencer: Male human Rog1/Ftr1; hp 15; see 
  Combat Appendix – APL 4. 
  � Maid of Battle: Female human Bbn1/Ftr1; hp 22; 
  see Combat Appendix – APL 4. 
  APL 6 (EL 8) 
  � Jarn Saxa: Male human Wiz4; hp 21; see Combat 
  Appendix – APL 6. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 6 
  � Ahma: Female human Sor4; hp 17; see Combat 
  Appendix – APL 6. 
  � Fedi-fencer: Male human Rog3/Ftr1; hp 25; see 
  Combat Appendix – APL 6. 
  � Maid of Battle: Female human Bbn1/Ftr3; hp 38; 
  see Combat Appendix – APL 6. 
  APL 8 (EL 10) 
  � Jarn Saxa: Male human Wiz6; hp 31; see Combat 
  Appendix – APL 8. 
  � Ahma: Female human Sor6; hp 25; see Combat 
  Appendix – APL 8. 
  � Fedi-fencer: Male human Rog5/Ftr1; hp 35; see 
  Combat Appendix – APL 8. 
  � Maid of Battle: Female human Bbn1/Ftr5; hp 54; 
  see Combat Appendix – APL 8. 
  APL 10 (EL 12) 
  � Jarn Saxa: Male human Wiz7/Fatespinner1; hp 41; 
  see Combat Appendix – APL 10. 
  � Ahma: Female human Sor8; hp 39; see Combat 
  Appendix – APL 10. 
  � Fedi-fencer: Male human Rog7/Ftr1; hp 45; see 
  Combat Appendix – APL 10. 
  � Maid of Battle: Female human Bbn1/Ftr5/ Occult 
  Slayer2; hp 68; see Combat Appendix – APL 10. 
  APL 12 (EL 14) 
  � Jarn Saxa: Male human Wiz7/Fatespinner3; hp 51; 
  see Combat Appendix – APL 12. 
  � Ahma: Female human Sor10; hp 46; see Combat 
  Appendix – APL 12. 
  � Fedi-fencer: Male human Rog9/Ftr1; hp 55; see 
  Combat Appendix – APL 12. 
  � Maid of Battle: Female human Bbn1/Ftr7/Occult 
  Slayer2; hp 84; see Combat Appendix – APL 12. 
  Setup/Tactics: Use Map #1 for this encounter. Begin the 
  combat with the characters at the Enchanted Cat, with 
  several buildings and roads between them and a wide 
  “main square” where the assailants are committing their 
  assault. This gives the characters some running room 
  where they can see the ambassador and his group 
  drinking the purple potions of poison and fireballing an 
  incoming group of Pholtan guardsmen and innocent 
  civilians. (At low APLs, the dramatic fireball is cast from a 
  scroll.)  
   
  Since the PCs cannot actually die in this encounter, 
  if they would fall below -9 hp or receive a death effect 
  (such as phantasmal killer), tell them they stabilize at -9, 
  give them a knowing grin, and tell them:  
  “They had you dead to rights. You'll find out why you 
  survived later.” 
  Be sure to describe how the wounds the characters deal 
  are 
  exacerbated 
  by 
  the 
  strange 
  purple 
  poison. 
  Bludgeoning wounds rapidly leave a massive, sickly 
  purple bruise, and gut-punches cause them to spit up 
  purple-flecked goo as if their blood vessels were being 
  melted from the insides. 
  Development: Remember that at the end of the modify 
  memory “fight scene” the PCs will all have to be back at 
  their seats at the Enchanted Cat within five minutes, and 
  their surroundings have not been affected at all. It is okay 
  to be a little sketchy and confused, or irrational as to how 
  that happens. After all, the modify memory cannot be 
  perfect, and this will give the characters an additional 
  clue that their memory is false. 
   
  For example, after the characters have defeated the 
  “Ambassador’s group”, a larger team of City Guards 
  appears. They congratulate the characters and offer 
  healing to them just as they are healing the wounded of 
  the plaza. When the characters are all healed, the 
  guardsmen can order the characters:   
  “Go back to the inn and wait. We aren't the 
  investigators and we can't take your statements. Just 
  don't go anywhere and when the investigators get 
  there, they'll ask the questions.” 
  Of course, when the Pholtan Investigators DO show up, 
  they arrest the characters as politely as possible. Because 
  the assassins were disguised as the characters, surviving 
  witnesses at the scene of the REAL attack, where Kar-Fai 
  Hong and his team killed Jarn Saxa and his family, will 
  identify them. If a polite arrest does not work, begin with 
  a low-level group of innocent guardsmen and priests 
  trying to arrest the characters, then add in as many of any 
  appropriate level as desired. Just reminding the players 
  they are in the Pale and fighting guards would surely 
  result in their death or being wanted for murder may be 
  enough to convince them to at least go along with the 
  guards peacefully in order to try and figure out what just 
  happened. 
  Troubleshooting: If all the PCs make their Will saves 
  against the modify memory, then Coppal and the others 
  know that their plan has failed and they flee immediately. 
  Proceed with the adventure as written, though the PCs 
  have no false memory of killing the ambassador and his 
  party.  
  Encounter Two: Figuring It 
  Out  
  The contingent of Pholtan officials escorts you to 
  the nearest guardhouse, where they place each of 
  you in something like a conference room... or a 
  questioning room. It is composed of stone, with 
  high windows too small to climb through, and a 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 7 
  long table and hard wooden chairs. Two guards are 
  posted just outside the door, and two guards just 
  inside where they can listen to every word you say 
  amongst each other. One of them even has paper to 
  write notes on just in case. 
   
  "Please let us know ahead of time if you're going 
  to cast any spells on each other," asks the other 
  guardsman. He has a look of pleading on his face, as 
  if perhaps he has guarded unruly adventurers under 
  “house arrest” before.  
   
  The door is quickly opened to admit a silver-
  robed cleric carrying a platter with a pitcher of 
  water, glasses, and a selection of hard cheeses. "You 
  might be here a while during the investigation," he 
  explains. 
  Give the characters time to do their personal 
  investigations. They should be able to figure out that 
  some of them have modified memories. A PC who cast 
  spells during the imaginary fight can cast them again, 
  meaning that he did not cast them at all. Characters who 
  used expendables like arrows or tanglefoot bags can 
  carefully count their inventory and see that they have not 
  been used at all. Detect magic shows a moderate 
  Enchantment on those who failed their saving throws.  
   
  Finally, dispel magic (against CL 15th) will remove the 
  false memories if successful and let them remember 
  Coppal's song. If the characters do not have dispel magic, 
  Father Martel will. 
  Some time later, the guards come to attention to 
  admit another silver-robed cleric: short, with dark 
  curly hair and carrying a small warhammer at his 
  hip. "Good evening. I'm Father Martel, with Special 
  Investigations. I think I may know some of you. I'd 
  like to take your statements first, if I could.” 
  � Father Martel: LN male human (Oeridian) Clr9. 
  Let the characters put forth their evidence or at least 
  their suspicions as to how they have been framed. If they 
  themselves do not have incontrovertible proof, Father 
  Martel will help them with detect magic, dispel magic (3 
  prepared), and zone of truth (cast only upon the willing). 
  He will have it witnessed by the guardsmen, signed, and 
  notarized so as to clear the characters of wrongdoing. 
  With that done, he continues: 
  "The man in the illusion you saw was Jarn Saxa, our 
  most recent Nyrondese ambassador. He had just 
  recently arrived to continue negotiations on our 
  disputed territory to the south... and other matters. 
  He and his entourage, including his pregnant wife 
  Ahma, were slain to the last. Some of the assassins 
  were disguised as you, some bystanders were given 
  false memories of you, and you were given false 
  memories so that when you were questioned under 
  a zone of truth, you would honestly answer that you 
  killed the ambassador. 
   
  “We are not fooled. You have committed no 
  crime. There is another problem, however. Of 
  course, Nyrond can take this as a great insult. This 
  Troll Winter seems to have no end and our forces 
  are needed in Tenh. If Nyrond uses this excuse to go 
  against us to the south, we could be fighting a two-
  front war that we cannot afford. 
   
  “Ordinarily, we would simply raise Jarn Saxa 
  back to the living. When the spell was cast, he 
  refused to return without his wife. When we 
  attempted to raise her, she too refused to return to 
  the living without her unborn child.  
   
  “We have no magic to raise the unborn child. It 
  is too young to hear the call of a raising spell and be 
  'willing.' And even if it were, it would be too young 
  to live outside of its mother's body no matter what 
  spells are used. Only a miracle might have any hope, 
  and we have none available at this time. 
   
  “Theoman Baslett, our Theocrat, sought a 
  Divination on how to solve our dilemma. It stated: 
   
  “’The dead and the living are bound by the crime 
  done against them. If those who would be hanged 
  can punish the guilty, a single way will be open. Give 
  strength in the cold night.’  
   
  “He gave this divination to me and immediately 
  secluded himself in prayer for the fallen. I believe 
  that the spirits of Jarn, Ahma, and their child are 
  bound to you for a short time before they fully pass 
  on, and that the Theocrat's prayers are giving them 
  strength in that in-between place where they lie. I 
  think you can save them. Will you do it?" 
  Let the characters come to their decision, be it based on 
  righteousness, revenge, or a quest for adventure or gold. 
  "Some of the witnesses described a tall, Oeridian 
  man in brown robes with small weapons on his 
  person. Via scrying, we saw him moving at good 
  speed up into the Rakers with some others in 
  similar garb. We believe he is a man calling himself 
  Kar-Fai Hong, a member of the Disciples of 
  Discipline some years ago until he went to study 
  with the Chakyik, the Tiger Nomads. He was 
  nothing exceptional at the time, and nothing in his 
  files indicates criminality. But it's the best we have." 
  The characters can buy anything  they normally could in 
  this city, and head on their way. You may want to remind 
  them that the Pale is in the midst of a Troll Winter and 
  even the foothills of the Rakers where Ogburg is are 
  experiencing extreme temperatures. Divinations by PC 
  clerics will only repeat what was already said. 
   
  If the characters ask Father Martel about teleporting 
  to Kar-Fai Hong, he says: 
  “Yes, we could have our Wayfarers in the Arcanist 
  Guild send a strike-force after him. He's not 
  protected against scrying, but we know that that is 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 8 
  wrong. It specifically goes against the Divination 
  given us by Pholtus, and it means that the 
  Ambassador, his wife, and his child will all stay 
  dead.” 
  If the characters try scrying and teleporting to Kar-Fai Hong 
  on their own, refer to Troubleshooting in the Adventure 
  Summary above. 
  Encounter Three: Drunken 
  Mastery  
  It has been only a day along the path to reach the 
  foothills of the Rakers closest to Ogburg. The 
  temperature is already freezing as you make your 
  way higher and paths turn into climbs and 
  switchbacks. Occasional trail-markings can be seen 
  where recent travellers built small, smokeless fires 
  with nearby scrub. 
   
  It is early in the third day when you see the first 
  signs of other habitation. In the distance, coming 
  down the mountain along your same path is a short, 
  scraggly, bandy-legged dwarf, rolling a wheelbarrow 
  in front of him. He waves to you from the distance, 
  coming relentlessly nearer. 
   
  He stops in hailing distance. He is wearing no 
  armor, and for weapons, he has only a stout 
  quarterstaff, lying in his wheelbarrow with two 
  small barrels. 
   
  “Hey there. I was wondering if you could help 
  me share my beer!” 
  � Verrin Granitehewn: LN male dwarf ex-Bbn1/ 
  Mnk5/Drunken Master 10. 
  Verrin Granitehewn is a friendly, humble sort, walking 
  the path of the itinerant monk. He has taken the path of 
  the Drunken Master as far as it can go, and now he is 
  looking for something else. Like most dwarves, he 
  understands that beer is the universal language, and he is 
  more than happy to use it to lubricate the social 
  proceedings. 
   
  He did go up and train with the Tiger Style monks at 
  their monastery, so he can draw the layout for the 
  characters (from Map #2). He can also tell them about the 
  weapons and styles of the Tiger Style monks, and Kar-Fai 
  Hong, the teacher. He is some of the things he might say: 
  “Yep, I trained with him. Heard he had a new style, a 
  pretty good one. That he'd made a big improvement 
  in his game. Problem is, he's what you'd call a 
  'poisoned dragon’. He lost track of what martial arts 
  are all about, and all he's after is killin'. Nothing 
  about health, or challenge, or betterment. Just 
  sneakin' up on people, leapin' on 'em and hittin' em. 
  Pretty much, it's just assassination.” 
  Furthermore, as a Drunken Master, he's more than happy 
  to “play for touches” with anyone who shows an interest 
  in martial arts styles. Since just being next to him is going 
  to involve drinking the whole night through, anyone 
  willing to “play for touches” with him will be accepted for 
  training into the Drunken Master prestige class if they 
  wish it. This benefit is listed on the AR. 
  Playing for Touches: Do not roll dice. What you want is 
  for the player to “demonstrate their style” physically for 
  you, and for the amusement of the people at the table. 
  Anyone who has seen martial arts movies or Dragonball 
  Z® can strike dramatic poses and throw fake punches and 
  play like they're dodging stuff. Make no real contact and 
  make it clear to the players that there is no real contact. 
   
  You get to play-act Drunken Boxing. Here are a few 
  tips: 
  1. 
  Make a fist with your right hand and pretend 
  that it's a mug of ale. Lift it from your belly to 
  your lips, but as you do so, lean forward and let 
  it swing out from you in an arc, leaning back at 
  the end. Now it is an uppercut. 
  2. 
  With your left hand in a fist and elbow at a 
  ninety-degree angle, tilt your head and then 
  your torso right, like you are falling over in your 
  chair. Swing out your left hand. That was a left 
  hook right there. 
  3. 
  Reel back, and drift, waving your arms 
  distractedly in front of you. Now you're in a 
  defensive stance, and it is their turn. 
  If they refuse to play-act and look silly, they do not have 
  what it takes to be a Drunken Master. 
   
  Alas, Verrin is not one to be saving the world, so he 
  leaves that up to the characters. In fact, because of the 
  prophecy, if he helps he'll queer the deal. 
  Encounter Four: Mooks! 
  The wide path you tread trends upwards on the side 
  of a concave ravine, ending at the summit of the hill. 
  The whole path lies exposed to the view of the Tiger 
  Monastery at the top, a simple stone-walled affair.  
  Groups who walk up the hill will be spotted by the 
  monks on duty, who wave cheerily to them, open the 
  gates, and prepare themselves with their potions and 
  scrolls and other magic items in proper time. 
  In the distance, you can see motion atop the walls. A 
  robed figure is waving to you, and even opening the 
  front gates of the monastery to allow easy entrance 
  into their courtyard. 
  Groups who all become invisible, or manage some kind 
  of 
  “miles-of-slow-stealth-uphill-on-a-bare-road-against-
  exposed-rock-face” have a chance of taking the monks by 
  surprise, in which case you should ignore the discussion 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 9 
  of challenge below. Kar-Fai Hong told his students that 
  people would soon be coming to challenge the 
  monastery's fighting style, and, as the students, they are 
  the first line of defense. He had no illusions that his 
  assassination would go undetected. 
  Four monks populate the walls and the courtyard, 
  giving smiles and hails in greeting. One is just 
  draining the last of a set of potion vials set up in 
  lines on a small table. 
   
  “Hello! You're here for the challenge? Take some 
  time to prepare yourselves... We've already drunk 
  our potions.” 
  APL 4 (EL 7) 
  � Mauler: Male half-orc Rgr2/Mnk1; hp 21; see 
  Combat Appendix – APL 4. 
  � Flinger: Male human Rog1/Mnk2; hp 19; see 
  Combat Appendix – APL 4. 
  � Popper: Male human Ftr1/Mnk1; hp 17; see Combat 
  Appendix – APL 4. 
  � Stunner: Male human Mnk2; hp 15; see Combat 
  Appendix – APL 4. 
  APL 6 (EL 9) 
  � Mauler: Male half-orc Rgr2/Mnk2; hp 27; see 
  Combat Appendix – APL 6. 
  � Flinger: Male human Rog1/Mnk5; hp 31; see 
  Combat Appendix – APL 6. 
  � Popper: Male human Ftr1/Mnk1/Rog2; hp 27; see 
  Combat Appendix – APL 6. 
  � Stunner: Male human Mnk4; hp 27; see Combat 
  Appendix – APL 6. 
  APL 8 (EL 11) 
  � Mauler: Male half-orc Rgr2/Mnk4; hp 39; see 
  Combat Appendix – APL 8. 
  � Flinger: Male human Rog1/Mnk5/Asn1; hp 36; see 
  Combat Appendix – APL 8. 
  � Popper: Male human Ftr1/Mnk1/Rog3/Asn1; hp 
  37; see Combat Appendix – APL 8. 
  � Stunner: Male human Mnk6; hp 39; see Combat 
  Appendix – APL 8. 
  APL 10 (EL 12) 
  � Mauler: Male half-orc Rgr2/Mnk6; hp 51; see 
  Combat Appendix – APL 10. 
  � Flinger: Male human Rog1/Mnk5/Asn2; hp 41; see 
  Combat Appendix – APL 10. 
  � Popper: Male human Ftr1/Mnk1/Rog3/Asn3; hp 
  47; see Combat Appendix – APL 10. 
  � Stunner: Male human Mnk7/Asn1; hp 50; see 
  Combat Appendix – APL 10. 
  APL 12 (EL 14) 
  � Mauler: Male half-orc Rgr2/Mnk7/Asn1; hp 62; see 
  Combat Appendix – APL 12. 
  � Flinger: Male human Rog1/Mnk5/Asn4; hp 51; see 
  Combat Appendix – APL 12. 
  � Popper: Male human Ftr1/Mnk1/Rog3/Asn5; hp 
  57; see Combat Appendix – APL 12. 
  � Stunner: Male human Mnk9/Asn1; hp 62; see 
  Combat Appendix – APL 12. 
  Tactics: The monks are polite, and will give the 
  characters a few moments to position themselves in the 
  courtyard in a formation, and to cast some readying 
  spells. They will not allow enough delay for their spells to 
  run out, and they will not be abused or insulted. If they 
  are, they will immediately seize the initiative and attack – 
  and if someone verbally denigrates them, they will all 
  focus their attacks on that person as best they might, 
  even to the point of killing them (by coup de grace) when 
  they are down. Disrespect is dishonor. 
   
  They do have poisoned weapons, so it is possible at 
  the lower APLs for them to poison themselves and lose 
  Strength. That is why they take antitoxin. At higher 
  APLs, they have Assassin levels and are skilled in the use 
  of poisons. Do not bother to use their Assassin Death 
  Attacks – their natural fighting skills are more impressive 
  and their many multiple attacks are designed to get in 
  enough hits so as to make the Strength-draining poison a 
  danger unless the PCs have a heroes’ feast in effect. Their 
  poison also has a chance of weakening characters for the 
  final encounter with Kar-Fai if not enough poison 
  healing is available. 
   
  Almost needless to say, they tumble into flanking 
  positions and grapple as a matter of habit. With a potion of 
  fly (or amazing Jump checks), they can even make 
  fabulous Crouching Tiger, Hidden Dragon sailing leaps. 
   
  If defeated and questioned, they will point to the 
  entrance to the Tiger Test building and say: 
  “Kar-Fai Hong is waiting for you... after you pass the 
  Tiger Test. It's our graduation when we're ready – 
  just enter the building and go to the end.” 
  If the PCs do not leave any of the four alive, or do not 
  bother reviving them to question them, then the PCs do 
  not get this instruction. 
  Optional Bruce Lee Method: If the DM wishes, he can 
  run this scene in the Optional Bruce Lee Method. 
  Multiply the number of characters by four – that is the 
  number of commoners in monk's robes with random 
  monk weapons. They surround the characters' formation, 
  seeming almost to whirl about them. They never attack 
  more than one at a time, they do not provide a flanking 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 10 
  bonus to each other, and the characters can, if they wish, 
  simply describe how they martially humiliate “their” four 
  commoners without rolling dice for initiative or to 
  attack. This way, the characters seem to “penetrate” an 
  unending mass of thugs, using their signature fighting 
  style, until they reach the last four who appear as 
  “lieutenants” - with more impressive-looking equipment, 
  bearing, and skills. Encourage the characters to scowl, 
  pose, and grimace. They can also “cast spells” that don't 
  come from their spells for the day because this is just 
  description in which the characters get to participate – 
  generating their own boxed text. 
  Encounter Five: Tiger Test 
  DM Tactics: The Tiger Test consists of four trials that a 
  single monk trained in Kar-Fai's Tiger Style should be 
  able to conquer. They are something like traps, but really 
  they are “challenges”. The characters should be free to 
  attempt to beat the challenges the way a monk would, but 
  really this is a chance for the characters to show their 
  ingenuity. There are as many different ways to “solve” 
  each challenge as there are characters, and the judge 
  should just adjudicate each one and congratulate the 
  players for their style (unless the PCs just beat down 
  every wall and door with an adamantine weapon, which 
  has no style). 
  On the outside, it is a simple stone building with a 
  thick stone door carrying a vertical bar as a handle. 
  Without hinges, it is clear that one pulls the sliding 
  door to the right, revealing a simple five-foot-wide 
  corridor. After a quick turn to the left, another door 
  similar to the entrance blocks the way. 
  � Stone Walls (superior masonry): 1 ft. thick; 
  hardness 8; hp 90; Break DC 35, Climb DC 20. 
  � Sliding Stone Doors: 4 in. thick; hardness 8; hp 60; 
  Break DC 28; requires a DC 35 Disable Device check to 
  keep their closing mechanisms from working as they are 
  controlled by mechanisms inside the walls. All the 
  sliding stone doors naturally close if not held open and 
  have a sharp inner edge to cut ropes strung through 
  them. 
  Tiger Test #1:  
  The first door opens onto a ten-by-ten room whose 
  floor lies far below and is littered with up-thrust 
  spikes. A shallow ledge as wide as the doorway 
  extends four inches from the base of the door. 
  Across the room is outlined another stone door, 
  closed, flush with the wall, and with no handle. A 
  hinged placard, blank on the side now visible, hangs 
  above the door on little metal arms stuck into the 
  stone.  
  Trap: The exit door opens only when the entry door 
  closes, and the entry door does not open again unless the 
  exit door has been closed. 
   
  When a character steps onto the four-inch-ledge and 
  allows the sliding stone door to close fully behind him, 
  three things happen: 
  1. 
  The hinged placard flips over, allowing the 
  character an instant to read: 
  “The Tiger leaps without hesitation.” 
  2. 
  The far door slides open. 
  3. 
  A 200-pound sandbag attached to a chain swings 
  down from the left to hit anyone who stays on 
  the four-inch-ledge without jumping.  
  It is essentially impossible to stand on the four-inch ledge 
  and not make physical contact with the sandbag or the 
  metal chain to which it is attached – if the sandbag 
  “misses” its attack roll that means the character caught it 
  or deflected it. In either case a Balance check is forced 
  and failure means that the character falls into the pit. 
  � Sandbag Trap: mechanical; location trigger; 
  automatic reset; Atk +APL melee (1d6 plus Balance 
  Check DC 15); Search DC 20; Disable Device DC 20. Spot 
  or Listen check DC 20 for a PC to get a standard action 
  before it hits. 
  � Spiked Pit Trap: mechanical; location trigger; 
  automatic reset; only affects if you fall, ½ (APL*10) feet 
  deep [20 ft at APL 4, up to 60 ft at APL 12], pit spikes (Atk 
  +10 melee, 1d4 spikes per target for 1d4+2 each); Search 
  DC: visual, Disable Device: climb down. 
  The 'right way' to solve this trial is to read the placard and 
  immediately leap for the other side. A standing broad 
  jump of 10 feet is a DC 20 Jump; a DC 15 Jump check 
  allows the character to make a DC 15 Reflex save to grab 
  the edge on the far side; voluntarily failing the check 
  allows a PC the same DC 15 Reflex save to grab the ledge 
  on the near side. Once a PC has grabbed the ledge (on 
  either side), a DC 15 Climb check is needed to pull 
  oneself up. 
   
  Spider climb, rope, pitons, a fly spell and so forth are 
  all valid ways to get a party over to the other side. 
  Tiger Test #2: 
  The hallway beyond the first room is as austere as 
  the first, merely taking a few simple turns and 
  ending in another sliding stone door. On this door 
  are engraved the words:  
   
  “The Tiger is the ultimate ambush predator.” 
  Assuming that the characters do not make absurd 
  amounts of noise outside this door before opening it, 
  when they open it they will see: 
  The door opens onto a simple ten by ten room, 
  outfitted as a study – with bookshelves, a desk, and a 
  lit lantern to work by. Sitting at the desk is a large, 
  stocky man with his back to you, his arm and hand 
  moving slightly as he scratches words onto a vellum 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 11 
  scroll. There is a second sliding stone door on the 
  other side. 
  The ‘man’ is a clay training golem who has been disguised 
  – a DC 20 Spot check determines (from the makeup on 
  the back of the neck and the fake hair on his head) that it 
  isn't human. 
  all APLs (EL special) 
  � Modified Clay Golem: hp 45; see Monster Manual 
  p134. 
  Tactics: The golem is considered to start out squeezing 
  (AC 18) in a single 5-foot square because it is not yet in 
  combat. 
   
  The golem is flawed in several ways: 
  1. 
  Whenever it is hit with a monk's Stunning 
  Attack it automatically acts as if stunned. (This 
  is part of its built-in commands.) 
  2. 
  It takes non-lethal damage as real damage. 
  3. 
  Its clothes and body moisten with red fluid 
  wherever it is struck to simulate blood. 
  4. 
  Whenever it has been hit three times hard 
  enough to take damage, it falls down lifeless and 
  stops moving for one day. 
  The “right way” to beat this trial is to silently open the 
  door, step behind the defenseless “scholar”, and attack 
  from surprise just like an assassin would. The challenge 
  for the characters here is moral: if they make a lot of 
  noise or hesitate, the golem will awaken and it will be a 
  real fight. (On a DC 0 Listen check (DC 15 if they 
  whisper), it hears whatever the PCs say among 
  themselves.) If they correctly determine what is going 
  on, they should have an easy time of it. If they do not 
  correctly determine what is going on and they still attack 
  from surprise like an assassin, feel free to chide them 
  jokingly about their evil tendencies. If a character revels 
  too much in the assassination or a paladin whoops off and 
  knocks the block off of an “innocent scholar” without 
  detecting what is going on, you should make a notation 
  on that PC’s AR. 
  Tiger Test #3:  
  The hallway beyond the second room is as austere as 
  the first, taking a few simple turns before the third 
  sliding stone door. On the third door is written: 
   
  “The Tiger is always balanced.” 
   
  When open, this room is quite a bit larger – 
  fifteen feet wide and thirty feet long. Like the first 
  room, this room has no floor, being entirely a spiked 
  pit. Heading from the stone door just opened to a 
  closed stone door on the other side is a thin stone 
  balance beam, four inches wide. It does have pillars 
  of support every five feet going to the floor far 
  below, so the “balance beam” looks quite sturdy. 
  Either a DC 10 Stonecunning or DC 12 Knowledge 
  (architecture) check determines the safety of the balance 
  beam itself. However, when someone is 20 feet across, 
  they trigger the flying quarterstaff trap – iron-shod sticks 
  shoot out from the walls like spears attempting to hit the 
  balancing person and force them to fall. At higher levels, 
  a dispel magic is triggered with the flying quarterstaves in 
  order to enforce the logic of the Tiger Test. 
  � Balance Beam: A 4-inch beam has a Balance check DC 
  15. If struck while on the balance beam, the character 
  must make another check against the same DC. 
  All APLs: 
  � Spiked Pit Trap: mechanical; location trigger; 
  automatic reset; only affects if you fall, ½ (APL*10) feet 
  deep [20 ft at APL 4, up to 60 ft at APL 12], pit spikes (Atk 
  +10 melee, 1d4 spikes per target for 1d4+2 each); Search 
  DC: visual, Disable Device: climb down. 
  � Flying Quarterstaff Trap: mechanical; proximity 
  trigger; automatic reset; Atk +10+APL melee (1d6 plus 
  Balance Check DC 15); Search DC 20; Disable Device DC 
  20. 
  APL 10 and up: 
  � Dispel Magic Trap:  magic device, proximity trigger, 
  automatic reset, spell effect (targeted dispel magic, CL 
  10th); Search DC 30, Disable Device DC 30. 
  The “right way” to pass this test is to balance on the beam 
  and when the flying quarterstaff comes out simply 
  defend with Deflect Arrows. Keep in mind that 
  characters are flat-footed while balancing unless the PC 
  has 5 or more ranks in Balance or another special ability 
  that prohibits them from being flat-footed, like the skills 
  of a Thief-Acrobat. 
   
  Crotch-straddling the balance beam is an easy, if 
  graceless, way across. Belaying ropes and magic spells 
  such as spider climb provide other means, though at higher 
  APLs it is possible to lose those spells at an inopportune 
  time and fall or float slowly down onto the spikes. 
  Tiger Test #4: 
  After a turn, this hallway goes a fair piece, then 
  turns left. You can smell the sickly-sweet incense 
  burning around the corner well before you even get 
  there. 
  At this point have each person who enters the poisonous 
  area make a DC 15 Craft (alchemy) check (but only if 
  they are trained) to recognize the poisonous fumes. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 12 
  � Poison Gas Trap:  mechanical; location trigger; 
  automatic reset; gas, never miss, poison (insanity mist, 
  DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple 
  targets, Search DC 20 (incense sticks), Disable Device 
  (Gust of Wind). 
   
  If the PCs do not succeed at the Craft (alchemy) 
  check, anyone who comes within ten feet of the corner 
  blithely begins to inhale the poisonous incense and 
  begins to make saving throws. You might already have 
  the PCs’ prerolled saves, as called for under Preparation 
  for Play. Until they take damage, there is no way to know 
  that they are inhaling poison. (This is why miners used to 
  bring canaries with them – because some poisons are 
  hard to detect.) Even if they make their initial saving 
  throw, they still have to make their secondary saving 
  throw ten rounds later. Remember that holding one’s 
  breath is not a useful defense against inhaled poisons (see 
  the Dungeon Master’s Guide entry on “Poisons”.) 
   
  For those who enter the room, put them into combat 
  rounds and track them. Give them the description and 
  then ask them their actions in initiative order. 
  This room looks like a family shrine of some type. 
  The stone floor has been covered with teak parquet, 
  except for a different-colored square in front of the 
  small altar, which looks like a four-foot-tall open 
  bookcase with a statue of a tiger within. The sickly-
  sweet incense is burning from tapers in a small 
  canister in front of the tiger, as well as from three-
  foot-high braziers on either side. 
   
  Above it on the wall is an inscription of jumbled 
  characters. 
  With a DC 12 Knowledge (nature) check, a PC knows 
  that the lighter square in the floor is made of balsa wood 
  and must be very fragile. 
   
  Show the players Player Handout #2, but do not 
  actually hand it to them. If they want to copy it and 
  figure out the puzzle, hold it for them and time them as 
  they copy it – you must inhale the poison while you are 
  reading the inscription unless you have a mirror and a 
  pole that is longer than 15 feet (or some other clever 
  plan). 
   
  It is a classic Cryptoquip letter-substitution puzzle, 
  and it shows what Kar-Fai Hong thinks of silly letter-
  substitution puzzles. The real solution to this test is to 
  leap forward, smash through the thin balsa-wood floor 
  (Hardness 2, 1 hp, automatically breaks with more than 
  30 lbs of weight on it), and slide down to the end of the 
  Tiger Test to meet the final challenge, spending as little 
  time as possible with the poison. 
   
  If the characters wander into the room and breathe a 
  little while until someone fails a saving throw and they 
  realize how much poison they have inhaled, or if they 
  laboriously copy out the puzzle, then retreat with it to 
  work it out, they should take some Wisdom damage, or 
  perhaps even have someone rendered helpless by going 
  to Wisdom 0. This assumes that everyone does not make 
  their saving throw against the poison every time.  
   
  The answer to the puzzle is: “The Tiger would 
  never waste time on a foolish puzzle while his prey 
  awaits.” 
   
  Since all the pithy statements begin with 'The Tiger' 
  the players should know that this one begins with it as 
  well, and that should be enough to solve it quickly. 
  Encounter Six: Kar−Fai Hong  
  The slide zooms down fifty feet and leads into the 
  final chamber, crafted of cool stone and lit with 
  many candles. With a twenty-foot-tall ceiling, 
  wooden rafters criss-cross the area ten feet 
  overhead, providing a second level where someone 
  balanced could walk. A three-part silken screen 
  hides the far corner from view, while the corner to 
  the right has a set of training equipment, a variety of 
  monk weapons and a training dummy. 
  The silken screen is the oriental sort that is commonly 
  used to shield an area of a room from view, for changing 
  and the like. Kar-Fai's desk, cot, dresser, chair, spare 
  potions, and calligraphy gear are here. This is where the 
  characters will find the Tiger Scroll, where Kar-Fai has 
  written the mystical secrets. Unfortunately, Coppal was 
  recently here and left with the bottom half, leaving only 
  the more martial secrets of the Tiger Test. The PCs may 
  have a chance to meet Coppal again, and get the second 
  half of the scroll, in a future adventure. 
   
  The slide should tumble characters out ten foot from 
  the hole, which has heavy cloth strips shrouding it and 
  keeping in the poison gas. If they feather-fall or spider climb 
  down, or climb down a rope, they merely exit from the 
  cloth strips as if they were walking through a beaded 
  curtain – of course they are inhaling poison all that time. 
  APL 4 (EL 6) 
  � Kar-Fai Hong: Male human Rog1/Mnk4; hp 36; 
  see Combat Appendix – APL 4. 
  � Limping Tiger (awakened): hp 28; see Combat 
  Appendix – APL 4. 
  APL 6 (EL 8) 
  � Kar-Fai Hong: Male human Rog1/Mnk5/Asn1; hp 
  49; see Combat Appendix – APL 6. 
  � Tiger (awakened): hp 45; see Combat Appendix – 
  APL 6. 
  APL 8 (EL 10) 
  � Kar-Fai Hong: Male human Rog1/Mnk6/Asn2; hp 
  62; see Combat Appendix – APL 8. 
  � Advanced Tiger (awakened): hp 95; see Combat 
  Appendix – APL 8. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 13 
  APL 10 (EL 12) 
  � Kar-Fai Hong: Male human Rog1/Mnk7/Asn3; hp 
  75; see Combat Appendix – APL 10. 
  � Dire Tiger (awakened): hp 120; see Combat 
  Appendix – APL 10. 
  APL 12 (EL 14) 
  � Kar-Fai Hong: Male human Rog1/Mnk9/Asn3; hp 
  89; see Combat Appendix – APL 12. 
  � Advanced Dire Tiger (awakened): hp 165; see 
  Combat Appendix – APL 12. 
  Setup/Tactics: The tiger is Awakened. He tiger is 
  prepared for a five-foot-step and swipe into Improved 
  Grab on PCs exiting the slide. He is completely under 
  Kar-Fai Hong's control, using his special power of Tiger 
  Mastery. If Kar-Fai is defeated before the tiger is, the tiger 
  immediately retreats to the far corner, and begs aloud not 
  to be killed. 
   
  If the characters have made appreciable noise in 
  dealing with Tiger Test #4 – speaking aloud, casting 
  spells, verbally helping each other figure out the 
  cryptoquip puzzle, and arranging who is going to jump 
  into the slide first, then Kar-Fai Hong has drunk all of his 
  potions, plus the dust of disappearance at APL 6+, which not 
  even see invisibility will see through. He stands 10 feet 
  from the Awakened tiger, so he can five-foot-step either 
  to the tiger in case an Improved Grab is successful and he 
  can flurry a sneak attack, or five-foot-step to the exit point 
  of the slide. He usually delays his action to give the 
  awakened tiger a chance for his Improved Grab. 
   
  If the characters have been relatively silent at Tiger 
  Test #4, then Kar-Fai Hong has drunk only his antitoxin 
  and potions of mage armor and barkskin – the control 
  center in the final room shows him when the stone doors 
  open and close, so he knows the characters are in the 
  Tiger Test. He is aware and positioned 20 feet away, ready 
  to flurry poisoned shurikens. 
   
  He fights to the death, since defeat means that he 
  has failed as the consummate predator. 
  Encounter Seven: The Way 
  Opened 
  After clearing out the Tiger Monastery and avenging 
  the fallen ambassadors, it is good to know that the 
  path back to Ogburg is mostly downhill, snaking 
  alongside the cliff wall. 
   
  Ordinarily it would be an easy walk, except for 
  the biting wind that whistles up the mountain pass. 
  There is also a dense, bitter fog that rolling over the 
  mountain and rising up from the ravine, and a 
  spatter of snow falling on your exposed location. 
   
  In only a few moments, the visibility is reduced 
  to nothing and you can see your compatriots only if 
  they are in touching distance. Voices are strangely 
  warped amongst the freezing wind. 
   
  A bedraggled woman fades in out of the mist, 
  carrying a bundle swaddled in cloth. Her feet are 
  bare, and she is wearing only a dirty shift, her brown 
  hair plastered wetly to her head. Her eyes are 
  sunken and dark. 
   
  She says, “Please...he's so heavy...will you hold 
  my baby? Please…just...just keep him above the cold, 
  cold ground...” and she holds the bundle towards 
  you. 
  A DC 10 Knowledge (religion) check reveals that the 
  woman is a ghost, with all the usual ghostly powers. It 
  does not reveal information about ubume-ghosts from 
  Oriental Adventures. A DC 15 Intelligence check 
  recognizes her as the same woman that they ‘fought’ in 
  the public square in Ogburg. A DC 20 Knowledge (the 
  Planes) check reveals that the characters have been 
  drawn to the edge of Limbo. 
   
  This is the opportunity for the characters to bring 
  Ahma's baby from its state of Limbo into the real world, 
  safe and born. All they have to do is hold it up 
  throughout the night. 
   
  When someone takes the baby, read or paraphrase 
  the following: 
  It is obviously a baby, swaddled in white linen, 
  moving slightly. But it is frozen, like ice, and 
  sucking the heat from your body as you hold it. It 
  feels like it is a rock, like it weighs about two 
  hundred pounds, and it is getting heavier. It has 
  nothing to do with physical strength. 
  The mechanic for this is as follows: 
  Carrying the Ghost Baby: The PC taking the baby must 
  make a Fortitude save DC 18 three times: once on taking 
  the baby, once at midnight, and once just before dawn. 
  With each check, he suffers the following effects: 1d8 
  Constitution loss on a successful saving throw OR 3d6 
  Constitution loss on a failed saving throw. Constitution 
  loss occurs at a rate of 3 points per minute, so the 
  character or characters can get help from other party 
  members, or choose to drop the baby to save their own 
  lives. If multiple people are helping to carry the baby (not 
  passing it to and fro—that feels too dangerous—but 
  helping hold up the primary carrier) they can choose 
  who makes the Fortitude saving throw, and they can split 
  up the Constitution loss.  
   
  Here is the judge’s trick. Carrying the ghost baby 
  feels hideously dangerous because of the large 
  Constitution loss, success or fail. This is compounded by 
  the element of character choice for who holds the baby – 
  they can at any moment drop the baby and save 
  themselves. Character is defined by choices. This is all 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 14 
  about tension, and seeing if the character or characters 
  will give in to despair and loss. 
   
  But, since the characters can help each other, it is 
  nearly guaranteed that they will succeed, even in a group 
  of 4 characters. In fact, you can even use meta-gaming to 
  raise tension in your favor by letting them know, after 
  the first saving throw, how much worse it would be if 
  they failed, or just how little worse it is if they succeed. 
  Here is some suggested text as the night goes on. 
  The fog does not lift, and the snow does not stop 
  either. Ice forms on of all of you as the snow melts 
  against the heat of your bodies and refreezes. As the 
  minutes turn into hours, the baby gets colder and 
  colder, heavier and heavier. When midnight comes, 
  as best you can guess it, the baby feels like it weighs 
  five hundred pounds at least. 
  If the results of the Fortitude save and the Constitution 
  loss would drop a character to 0 Constitution and death, 
  here is some suggested text – remember that this 
  Constitution loss takes place over minutes. While 
  minute/level Constitution boosting spells only buy some 
  time, characters can swap belts/amulets of health, and so on. 
  You can even give a slow countdown of the character's 
  Constitution, with the feeling of a flush of warmth and 
  life. 
  It is leeching the life from you. You feel like a block 
  of ice. Your legs are starting to shake and your back 
  is starting to give out. Everyone can see that [name 
  of PC carrying the baby] is starting to grow weak, 
  bending at the waist, bending at the knees. The 
  baby's only three feet from the ground and that just 
  makes it heavier. 
  Go around the table and see if you can get anyone else to 
  help, and if so, they can take the drain. The baby will not 
  rise, however, and the group will be clutching one 
  another in precarious balance. (Hopefully the character 
  who is about to die will not panic and say, ”I drop the 
  baby!” extra fast. If he does, feel free to give him an “Are 
  you sure?”)  
  Finally: 
  It is always darkest just before the dawn. The baby 
  feels like it weighs a thousand pounds, and it is so 
  cold it feels like it is ripping off your flesh even 
  through your clothes. 
  Assuming the characters do not choose to drop the baby, 
  and they help each other and survive (or simply roll low 
  on Constitution loss): 
  The warming rays of the sun pierce through the fog 
  and chase away the snow – you now carry a perfectly 
  warm and happy baby boy.  
   
  In only a few minutes, the narrow walk is 
  revealed just beneath the snow. It is an easy day's 
  walk down into the lowlands and thence into 
  Ogburg. The baby just smiles happily through all of 
  it.  
  Conclusion 
  The PCs return to the lowlands in success or failure. 
  Whatever the case, they learn that most of the equipment 
  that the Tiger Monks used was stolen from a Pholtan 
  monastery, so the Pale reclaims it. (This removes any 
  “over the cap” gold.) 
  Success: 
  While some of you might be in a weakened state, 
  you are not harassed at all on the roads of the Pale. 
  Waiting at the gate for you are Father Martel and the 
  woman you saw in the night – the one who handed 
  you the baby. 
  Jarn Saxa and his wife Ahma have consented to be raised 
  from the dead, now that their child has been brought to 
  life as well. They are very grateful to the PCs for their 
  hard work and dedication to the cause of justice. 
  Failure: 
  What is left of your group stagger back to Ogburg. A 
  contingent of guards is waiting for you, to bring you 
  to Father Martel for debriefing. They do not look 
  pleased. 
  The PCs get whatever experience and money they gained 
  until they failed. 
  The End 
   
  
  PAL6-02 Tiger, Tiger! 
   
  Page 15 
  Critical Events Summary 
  Please email the author at ron.levy@sbcglobal.net to tell 
  him whether Jarn Saxa, Ahma, and the child survived. If 
  you have other comments about the scenario, you can 
  email the Pale Triad at poc@theocracyofthepale.com. 
  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 One 
  Defeat dream-battle (normal experience is given, though 
  the PCs are in no danger) 
   
  APL4 150 xp 
   
  APL6 200 xp 
   
  APL8 250 xp 
   
  APL10 300 xp 
   
  APL12 350 xp 
  Encounter Four 
  Defeat monks 
   
  APL4 175 xp 
   
  APL6 225 xp 
   
  APL8 275 xp 
   
  APL10 300 xp 
   
  APL12 350 xp 
  Encounter Five 
  Pass the Tiger Test 
   
  APL4 150 xp 
   
  APL6 200 xp 
   
  APL8 250 xp 
   
  APL10 300 xp 
   
  APL12 350 xp 
  Encounter Six 
  Defeat Kar-Fai Hong 
   
  APL4 150 xp 
   
  APL6 200 xp 
   
  APL8 250 xp 
   
  APL10 300 xp 
   
  APL12 350 xp 
  Story Award 
  Saving the child: 
   
  APL4 25 xp 
   
  APL6 40 xp 
   
  APL8 50 xp 
   
  APL10 75 xp 
   
  APL12 90 xp 
  Discretionary roleplaying award 
   
  APL4 25 xp 
   
  APL6 35 xp 
   
  APL8 50 xp 
   
  APL10 75 xp 
   
  APL12 85 xp 
   
  Total possible experience: 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 1,575 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. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 16 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One: Mind Games 
  all APLs: none. (The combat is not real.) 
  Encounter Four: Mooks! 
  APL 4: L: 791 gp; C: 0 gp; M: 204 gp – 4 potions of mage 
  armor (4 gp each per PC), 5 mixed 2nd-level potions (25 
  gp each), potion of fly (63 gp). 
  APL 6: L: 490 gp; C: 0 gp; M: 3,397 gp – 4 potions of mage 
  armor (4 gp each per PC), 11 mixed 2nd-level potions (25 
  gp each), potion of fly (63 gp), 3 +1 returning shurikens (692 
  gp each), 2 +1 sianghams (192 gp each), cloak of resistance +1 
  (83 gp), amulet of mighty fists +1 (500 gp). 
  APL 8: L: 490 gp; C: 0 gp; M: 5,547 gp – 4 potions of mage 
  armor (4 gp each per PC), 17 mixed 2nd-level potions (25 
  gp each), potion of fly (63 gp), 2 rings of protection +1 (167 gp 
  each), 4 cloaks of resistance +1 (83 gp each), 3 +1 returning 
  shurikens (692 gp each), 2 +1 sianghams (192 gp each), 
  headband of intellect +2 (333 gp), amulet of mighty fists +1 
  (500 gp), monk’s belt (1,083 gp). 
  APL 10: L: 440 gp; C: 0 gp; M: 9,255 gp – 4 potions of mage 
  armor (4 gp each per PC), 20 mixed 2nd-level potions (25 
  gp each), potion of fly (63 gp), 4 rings of protection +1 (167 gp 
  each), 3 cloaks of resistance +1 (83 gp each), cloak of resistance 
  +2 (333 gp), 3 +1 returning shurikens (692 gp each), 2 +1 
  kamas (192 gp each), 2 +2 sianghams (692 gp each), 2 
  headbands of intellect +2 (333 gp each), headband of intellect 
  +4 (1,333 gp), amulet of mighty fists +1 (500 gp), monk’s belt 
  (1,083 gp). 
  APL 12: L: 440 gp; C: 0 gp; M: 14,422 gp – 4 potions of mage 
  armor (4 gp each per PC), 20 mixed 2nd-level potions (25 
  gp each), potion of fly (63 gp), 3 rings of protection +1 (167 gp 
  each), ring of protection +2 (667 gp), cloak of resistance +1 (83 
  gp), 3 cloaks of resistance +2 (333 gp each), 3 +1 returning 
  shurikens (692 gp each), 2 +2 kamas (692 gp each), 2 +2 
  sianghams (692 gp each), 2 headbands of intellect +2 (333 gp 
  each), headband of intellect +6 (3,000 gp), amulet of mighty 
  fists +2 (2,000 gp), monk’s belt (1,083 gp). 
  Encounter Six: Kar-Fai Hong 
  APL 4: L: 180 gp; C: 0 gp; M: 54 gp – potion of mage armor 
  (4 gp per PC), potion of bull’s strength (25 gp), potion of cat’s 
  grace (25 gp). 
  APL 6: L: 180 gp; C: 0 gp; M: 1,713 gp – potion of mage 
  armor (4 gp per PC), 4 mixed 2nd-level potions (25 gp 
  each), cloak of resistance +1 (83 gp), dust of appearance (150 
  gp), dust of disappearance (292 gp), monk’s belt (1,083 gp). 
  APL 8: L: 180 gp; C: 0 gp; M: 2,404 gp – potion of mage 
  armor (4 gp per PC), 5 mixed 2nd-level potions (25 gp 
  each), ring of protection +1 (167 gp), amulet of mighty fists +1 
  (500 gp), cloak of resistance +1 (83 gp), dust of appearance (150 
  gp), dust of disappearance (292 gp), monk’s belt (1,083 gp). 
  APL 10: L: 180 gp; C: 0 gp; M: 4,988 gp – potion of mage 
  armor (4 gp per PC), 5 mixed 2nd-level potions (25 gp 
  each), ring of protection +2 (667 gp), amulet of mighty fists +2 
  (2,000 gp), cloak of resistance +2 (333 gp), dust of appearance 
  (150 gp), dust of disappearance (292 gp), headband of intellect 
  +2 (333 gp), monk’s belt (1,083 gp). 
  APL 12: L: 180 gp; C: 0 gp; M: 7,904 gp – potion of mage 
  armor (4 gp per PC), 5 mixed 2nd-level potions (25 gp 
  each), ring of protection +2 (667 gp), amulet of mighty fists +3 
  (4,500 gp), cloak of resistance +3 (750 gp), dust of appearance 
  (150 gp), dust of disappearance (292 gp), headband of intellect 
  +2 (333 gp), monk’s belt (1,083 gp). 
  Total Possible Treasure 
  As stated in the Conclusion, most of the treasure is stolen 
  property, so the PCs receive an adequate reward from the 
  Pale but nothing “over the cap”. 
  APL 4: L: 971 gp; C: 0 gp; M: 258 gp - Total: 1,229 gp (cap 
  650 gp) 
  APL 6: L: 670 gp; C: 0 gp; M: 5,110 gp - Total: 5,780 gp (cap 
  900 gp) 
  APL 8: L: 670 gp; C: 0 gp; M: 7,951 gp - Total: 8,621 gp (cap 
  1,300 gp) 
  APL 10: L: 620 gp; C: 0 gp; M: 14,243 gp - Total: 14,863 gp 
  (cap 2,300 gp) 
  APL 12: L: 620 gp; C: 0 gp; M: 22,326 gp - Total: 22,946 gp 
  (cap 3,300 gp) 
   
  Items for the Adventure 
  Record 
  Drunken Master: Sensing in you a kindred spirit (so to 
  speak), the dwarf monk Verrin Granitehewn has agreed 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 17 
  to teach you the way of the Drunken Master. You have 
  access to that prestige class. 
  The First Half of the Tiger Scroll: After surpassing the 
  challenges of the Tiger Test, you find that a mere glance 
  at the mystic secrets of this torn scroll fills you with a 
  buoyant power. Three times ever, as an immediate action 
  after the dice have been rolled but before success has 
  been fully adjudicated, gain a +10 circumstance bonus to 
  Jump and Balance checks. This benefit lasts ten minutes 
  once triggered.  
   
  Check off the uses here: [  ]  [  ]  [  ] 
  The Tiger's Blessing: For freeing the Awakened Tiger 
  from Kar-Fai Hong's control without killing him, he has 
  granted you his blessing by gently rubbing his cheek on 
  you and leaving a faint scent. You may invoke this 
  blessing as an immediate action, which causes a feline 
  creature (including dire animals, magical beasts, and 
  outsiders with a feline appearance) to spend its next 
  action releasing you from its own grapple, performing 
  this action with aloof disdain. This blessing works three 
  times ever.  
   
  Check off the uses here: [  ]  [  ]  [  ]  
  Disciple Storehouse: Any PC that belongs to the 
  Disciples of Discipline meta-org gains Regional access to 
  the items marked with (**). 
  Item Access 
  APL 4: none 
  APL 6 (all of APL 4 plus the following): 
  • 
  Dust of Appearance (Adventure; DMG; 1,800 gp) 
  • 
  Dust of Disappearance (Adventure; DMG; 3,500 gp) 
  • 
  Monk’s Belt** (Adventure; DMG; 13,000 gp) 
  • 
  +1 Returning Shuriken** (Adventure; DMG; 8,301 
  gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Amulet of Mighty Fists +1** (Adventure; DMG; 
  6,000 gp) 
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Amulet of Mighty Fists +2** (Adventure; DMG; 
  24,000 gp) 
  • 
  Cloak of Resistance +2 (Adventure; DMG; 4,000 gp) 
  • 
  Headband of Intellect +4 (Adventure; DMG; 16,000 
  gp) 
  • 
  +2 Siangham** (Adventure; DMG; 8,303 gp) 
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Amulet of Mighty Fists +3** (Adventure; DMG; 
  54,000 gp) 
  • 
  Cloak of Resistance +3 (Adventure; DMG; 9,000 gp) 
  • 
  Headband of Intellect +6 (Adventure; DMG; 36,000 
  gp) 
  • 
  +2 Kama** (Adventure; DMG; 8,302 gp) 
   
   
  
  PAL6-02 Tiger, Tiger! 
   
  Page 18 
  Combat Appendix – APL 4
  Encounter One 
   
   
   
   
  Jarn Saxa: Male human Wiz2; CR 2; Medium 
  Humanoid (human); HD 2d4+4; hp 11; Init +2; Spd 30 
  ft.; AC 16 (+2 Dex, +4 mage armor), touch 12, flat-
  footed 14; Base Atk/Grp: +1/+0; Atk or Full Atk +0 
  melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, 
  masterwork light crossbow); SA spells; SQ —; AL CN; 
  SV Fort +2, Ref +2, Will +3; Str 8, Dex 14, Con 14, Int 
  18, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +1, Concentration +7 (+11 
  defensive), Diplomacy +2, Listen +2, Search +6, Sense 
  Motive +1, Spellcraft +9, Spot +2; Combat Casting, 
  Scribe Scroll (B), Spell Focus (Enchantment). 
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian, Terran. 
   
  Wizard Spells Prepared (4/3): 0—daze (4) (DC 15); 
  1st—cause fear (DC 15), mage armor, sleep (DC 16). 
   
  Possessions: Masterwork light crossbow, 20 bolts, 2 
  daggers, potion of barkskin +2, potion of fox's cunning, 
  potion of purple poison, spell component pouch. 
   
  Power-up suite (potions, mage armor): AC 18 (+2 
  Dex, +2 natural, +4 mage armor), touch 12, flat-footed 
  16; Int 18 (22). Spell DCs are 2 higher. 
  Ahma: Female human Sor2; CR 2; Medium Humanoid 
  (human); HD 2d4+2; hp 9; Init +1; Spd 30 ft.; AC 11 (+1 
  Dex), touch 11, flat-footed 10; Base Atk/Grp: +1/+0; Atk 
  or Full Atk +0 melee (1d6-1, quarterstaff) or +3 ranged 
  (1d10/19-20, masterwork heavy crossbow); SA spells; 
  SQ —; AL N; SV Fort +1, Ref +1, Will +3; Str 8, Dex 12, 
  Con 12, Int 14, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +8, Concentration +6, 
  Diplomacy +6, Listen +2, Sense Motive +2, Spot +2; 
  Greater Spell Focus (Illusion), Spell Focus (Illusion). 
   
  Languages: Common, Old Oeridian, Draconic. 
   
  Sorcerer Spells Known (6/5 per day, 6/4 remaining): 
  0—acid splash (+2 ranged touch), dancing lights, daze (DC 
  14), detect magic, read magic; 1st—color spray (DC 17), 
  shield. 
   
  Possessions: 
  Quarterstaff, 
  masterwork 
  heavy 
  crossbow, 20 bolts, dagger, potion of mage armor, potion of 
  barkskin +2, potion of eagle's splendor, scroll of fireball, 
  potion of purple poison, spell component pouch. 
   
  Power-up Suite (potions, shield): AC 21 (+1 Dex, +2 
  natural, +4 mage armor, +4 shield), touch 11, flat-footed 
  20; Cha 18 (22). Spell DCs are 2 higher. 
  Fedi-fencer: Male human Rog1/Ftr1; CR 2; Medium 
  Humanoid (human); HD 1d6+1 plus 1d10+1; hp 15; 
  Init +4; Spd 30 ft.; AC 19 (+4 Dex, +4 chain shirt, +1 
  shield), touch 14, flat-footed 15; Base Atk/Grp: +1/+2; 
  Atk or Full Atk +7 melee (1d6+1/18-20, masterwork 
  rapier) or +5 ranged (1d4+1/19-20, thrown dagger); SA 
  sneak attack +1d6; SQ —; AL CN; SV Fort +3, Ref +6, 
  Will +3; Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Appraise +3, Bluff +4, Diplomacy 
  +4, Forgery +4, Hide +2, Jump +2, Listen +5, Move 
  Silently +2, Open Lock +3, Spot +5, Tumble +5; Iron 
  Will, Weapon Finesse, Weapon Focus (rapier). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, light wooden shield, 
  masterwork rapier, 4 daggers, potion of cat's grace, potion 
  of barkskin +2, potion of purple poison. 
   
  Power-up Suite (potions): Init +6; AC 23 (+6 Dex, +2 
  natural, +4 chain shirt, +1 shield), touch 16, flat-footed 
  17; Atk or Full Atk +9 melee (1d6+1/18-20, masterwork 
  rapier) or +7 ranged (1d4+1/19-20, thrown dagger); 
  Reflex +8; Dex 18 (22). Tumble +7. 
  Maid of Battle: Female human Bbn1/Ftr1; CR 2; 
  Medium Humanoid (human); HD 1d12+2 plus 1d10+2; 
  hp 22; Init +1; Spd 20 ft.; AC 17 (+0 Dex, +7 half-plate), 
  touch 10, flat-footed 17; Base Atk/Grp +2/+5; Atk or 
  Full Atk +6 melee (1d10+4/x3, masterwork glaive) or 
  +5 melee  (1d4+3/19-20, dagger) or +3 ranged (1d6+3, 
  javelin); SA rage 1/day; SQ —; AL CN; SV Fort +6, Ref 
  +1, Will +1; Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 
  10. 
   
  Skills and Feats: Climb -3, Diplomacy +2, Gather 
  Information +2, Handle Animal +2, Intimidate +2, 
  Listen +5, Sense Motive +3, Spot +3; Combat Expertise, 
  Combat Reflexes, Improved Trip. 
   
  Languages: Common, Old Oeridian, Nyrondese. 
   
  Possessions: 
  Half-plate, 
  masterwork 
  glaive, 
  3 
  javelins, 2 daggers, potion of bull's strength, potion of 
  barkskin +2, potion of purple poison. 
   
  Power-up Suite (potions): AC 19 (+0 Dex, +2 natural, 
  +7 half-plate), touch 10, flat-footed 19; Atk or Full Atk 
  +8 melee (1d10+7/x3, masterwork glaive) or +7 melee 
  (1d4+5/19-20, dagger) or +3 ranged (1d6+5, javelin); Str 
  16 (20). 
  Encounter Four 
   
   
   
   
  Mauler: Male half-orc Rgr2/Mnk1; CR 3; Medium 
  Humanoid (orc); HD 2d8+2 plus 1d8+1; hp 21; Init +5; 
  Spd 30 ft.; AC 13 (+1 Dex, +2 Wis), touch 13, flat-footed 
  12; Base Atk/Grp +2/+11; Atk +7 melee (1d6+5, 
  unarmed strike) or +8 melee (1d6+5, masterwork 
  kama); Full Atk +6/+6 melee (1d6+5, masterwork kama, 
  Flurry) or +4/+4 and +4 melee (1d6+5 and 1d6+2, 
  masterwork kama, Flurry, Two-Weapon Fighting) or 
  +4 ranged (1d2+5, masterwork shuriken); SA favored 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 19 
  enemy humans +2, flurry of blows; SQ darkvision 60 
  ft.; AL LE; SV Fort +6, Ref +6, Will +4; Str 20, Dex 12, 
  Con 12, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +3, Hide +7, Jump +9, 
  Listen +4, Move Silently +7, Spot +4, Survival +3, 
  Tumble +4; Improved Grapple (B), Improved Initiative, 
  Improved Unarmed Strike (B), Power Attack, Track 
  (B), Two-Weapon Fighting (B). 
   
  Languages: Common, Orc. 
   
  Possessions: 2 masterwork kamas, Medium Spider 
  Venom (1 dose on kama, Fort DC 14, 1d4 Str/1d4 Str), 
  5 masterwork shurikens, potion of mage armor, potion of 
  bull's strength, potion of fly, antitoxin. 
   
  Power-up Suite (potions): AC 17 (+1 Dex, +2 Wis, +4 
  mage armor), touch 13, flat-footed 16; Grp +13; Atk +10 
  melee (1d6+7, masterwork kama); Full Atk +8/+8 
  melee (1d6+7, masterwork kama, Flurry) or +6/+6/+6 
  melee (1d6+7 or 1d6+3, masterwork kamas, Flurry, 
  Two-Weapon Fighting); SV Fort +6 (+11 vs. poison); Str 
  20 (24). He can fly. 
  Flinger: Male human Rog1/Mnk2; CR 3; Medium 
  Humanoid (human); HD 1d6+1 plus 2d8+2; hp 19; Init 
  +4; Spd 40 ft.; AC 16 (+4 Dex, +2 Wis), touch 16, flat-
  footed 12; Base Atk/Grp +1/+5; Atk +2 melee (1d6, 
  masterwork kama) or +6 ranged (1d2, masterwork 
  shuriken); Full Atk +4/+4 ranged (1d2, masterwork 
  shurikens, 
  Flurry) 
  or 
  +2/+2/+2 
  ranged 
  (1d2, 
  masterwork shurikens, Flurry, Rapid Shot); SA flurry 
  of blows, sneak attack +1d6; SQ evasion; AL LE; SV 
  Fort +4, Ref +9, Will +5; Str 10, Dex 18, Con 12, Int 10, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Balance +10, Escape Artist +10, 
  Heal +3, Hide +10, Jump +8, Listen +6, Move Silently 
  +10, Sense Motive +4, Spot +6, Tumble +12; Deflect 
  Arrows (B), Improved Grapple (B), Improved Unarmed 
  Strike (B), Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Possessions: 10 masterwork shurikens, 2 doses of 
  Medium Spider Venom on shurikens (Fort DC 14, 1d4 
  Str/1d4 Str), masterwork kama, potion of mage armor, 
  potion of cat's grace, antitoxin. 
   
  Power-up suite (potions): Init +6; AC 22 (+6 Dex, +2 
  Wis, +4 mage armor), touch 18, flat-footed 16; Atk +8 
  ranged (1d2, masterwork shuriken); Full Atk +6/+6 
  ranged (1d2, masterwork shurikens, Flurry) or 
  +4/+4/+4 ranged (1d2, masterwork shurikens, Flurry, 
  Rapid Shot); SV Fort +4 (+9 vs. poison), Ref +11; Dex 18 
  (22). Tumble +14. 
  Popper: Male human Ftr1/Mnk1; CR 2; Medium 
  Humanoid (human); HD 1d10+1 plus 1d8+1; hp 17; 
  Init +4; Spd 30 ft.; AC 16 (+4 Dex, +2 Wis), touch 16, 
  flat-footed 12; Base Atk/Grp +1/+6; Atk +7 melee 
  (1d6+1, masterwork siangham) or +5 melee (1d6+1, 
  unarmed strike) or +6 ranged (1d2+1, masterwork 
  shuriken); Full Atk +5/+5 melee (1d6+1, masterwork 
  siangham, Flurry) or +3/+3 and +3 melee (1d6+1 and 
  1d6, masterwork sianghams, Flurry, Two-Weapon 
  Fighting); SA flurry of blows; SQ —; AL LE; SV Fort 
  +5, Ref +6, Will +4; Str 12, Dex 18, Con 12, Int 10, Wis 
  14, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +5, Hide +6, 
  Jump +5, Move Silently +6; Improved Grapple (B), 
  Improved Unarmed Strike (B), Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (siangham). 
   
  Languages: Common. 
   
  Possessions: 2 masterwork sianghams; 5 masterwork 
  shurikens, potion of mage armor, potion of cat's grace. 
   
  Power-up Suite (potions): Init +6; AC 22 (+6 Dex, +2 
  Wis, +4 mage armor), touch 18, flat-footed 16; Atk +9 
  melee (1d6+1, masterwork siangham) or +7 melee 
  (1d6+1, unarmed); Full Atk +7/+7 melee (1d6+1, 
  masterwork siangham, Flurry) or +5/+5/+5 melee 
  (1d6+1 or 1d6 unarmed, masterwork sianghams, Two-
  Weapon Fighting); SV Ref +8; Dex 18 (22). 
  Stunner: Male human Mnk2; CR 2; Medium 
  Humanoid (human); HD 2d8+2; hp 15; Init +6; Spd 30 
  ft.; AC 16 (+2 Dex, +4 Wis), touch 16, flat-footed 14; 
  Base Atk/Grp +1/+6; Atk +2 melee (1d6+1, unarmed 
  strike) or +3 melee (1d6+1, masterwork kama); Full Atk 
  +0/+0 (1d6+1, unarmed strike, Flurry) or +4 ranged 
  (1d2+1, masterwork shuriken); SA flurry of blows, 
  stunning fist 2/day (DC 15); SQ evasion; AL LE; SV 
  Fort +4, Ref +5, Will +7; Str 12, Dex 14, Con 12, Int 10, 
  Wis 18, Cha 8. 
   
  Skills and Feats: Balance +9, Hide +7, Jump +8, 
  Move Silently +7, Tumble +9, Deflect Arrows (B), 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike (B), Stunning Fist (B). 
   
  Languages: Common. 
   
  Possessions: 5 masterwork shurikens, 1 dose of 
  Medium Spider Venom on shuriken (Fort DC 14, 1d4 
  Str/1d4 Str), masterwork kama, potion of mage armor, 
  potion of bull's strength, potion of owl's wisdom, antitoxin. 
   
  Power-up Suite (potions): AC 22 (+2 Dex, +6 Wis, +4 
  mage armor), touch 18, flat-footed 20; Grp +8; Atk +4 
  melee (1d6+3, unarmed strike); Full Atk +2/+2 melee 
  (1d6+3, unarmed strike, Flurry); SA stunning fist 2/day 
  (DC 17); SV Fort +4 (+9 vs. poison), Will +9; Str 12 (16), 
  Wis 18 (22). Jump +10. 
  Encounter Six 
   
   
   
   
  Kar-Fai Hong: Male human Rog1/Mnk4; CR 5; 
  Medium Humanoid (human); HD 1d6+2 plus 4d8+8; 
  hp 36; Init +7; Spd 40 ft.; AC 15 (+3 Dex, +2 Wis), touch 
  15, flat-footed 12; Base Atk/Grp +3/+5; Atk +6 melee 
  (1d8+2, unarmed strike, or 1d6+2, masterwork kama) 
  or +7 ranged (1d2+2, masterwork shuriken); Full Atk 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 20 
  +4/+4 melee (1d8+2, unarmed strike, Flurry) or +2/+2 
  and +2 melee (1d8+2, unarmed strike, Flurry, Two-
  Weapon Fighting); SA flurry of blows, ki strike 
  (magic), sneak attack +1d6, stunning fist 4/day (DC 
  14); SQ tiger mastery, evasion, slow fall 20 ft., still 
  mind; AL LE; SV Fort +6, Ref +9, Will +6; Str 14, Dex 
  16, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +13, Bluff +4, Disguise +4, 
  Hide +10, Jump +16, Listen +7, Move Silently +10, Spot 
  +7, Tumble +13; Deflect Arrows (B), Improved 
  Initiative, Improved Unarmed Strike (B), Stunning 
  Fist (B), Two-Weapon Fighting, Weapon Focus 
  (unarmed strike). 
   
  Languages: Common, Ancient Baklunish. 
   
  Tiger Mastery (Ex): Kar-Fai Hong is a Tiger 
  Master. No tiger will attack, delay, or hinder him and 
  any tiger that remains in his presence for over an hour 
  falls under his sway and does his unconscious bidding. 
   
  Possessions: 2 masterwork kamas; 5 masterwork 
  shurikens, 2 doses of Medium Spider Venom on 
  shurikens (Fort DC 14, 1d4 Str/1d4 Str), 2 doses of 
  Medium Spider Venom on kamas, potion of mage armor, 
  potion of bull's strength, potion of cat's grace, antitoxin. 
   
  Power-up Suite (potions): Init +5; AC 22 (+5 Dex, +2 
  Wis, +4 mage armor), touch 17, flat-footed 17; Grp +7; 
  Atk +8 melee (1d8+2, unarmed) or +8 melee (1d6+2, 
  masterwork kama) or +9 ranged (1d2+4, masterwork 
  shuriken); Full Atk +6/+6 melee (1d8+2 unarmed, or 
  1d6+2, kama, Flurry) or +4/+4/+4 melee (1d8+2, 
  unarmed, or 1d6+2 or 1d6+1, masterwork kamas, 
  Flurry, Two-Weapon Fighting) or +7/+7 ranged (1d2+4, 
  masterwork shurikens, Flurry); SV Fort +6 (+11 vs. 
  poison), Ref +11; Str 14 (18), Dex 16 (20). Tumble +15. 
  Limping Tiger (awakened): CR 3; Large Magical 
  Beast (augmented animal); HD 6d8+18; hp 28 
  (wounded); Init +2; Spd 40 ft.; AC 14 (-1 size, +2 Dex, +3 
  natural), touch 12, flat-footed 12; Base Atk/Grp: +4/+14; 
  Atk or Full Atk +9 melee (1d8+6, claw); Space/Reach: 
  10 ft./5 ft.; SA improved grab; SQ —; AL N; SV Fort +8, 
  Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 12, Wis 12, 
  Cha 18. 
   
  Skills and Feats: Balance +6, Hide +3, Listen +3, 
  Move Silently +9, Spot +3, Swim +11; Alertness, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claw). 
   
  Languages: Common, Flan. 
   
  Improved Grab (Ex): To use this ability, the 
  limping tiger must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold. 
   
  Description: This tiger has a big thorn in its paw. It 
  attacks only once a round and cannot pounce or rake 
  like ordinary tigers. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 21 
  Combat Appendix – APL 6
  Encounter One 
   
   
   
   
  Jarn Saxa: Male human Wiz4; CR 4; Medium 
  Humanoid (human); HD 4d4+8; hp 21; Init +2; Spd 30 
  ft.; AC 16 (+2 Dex, +4 mage armor), touch 12, flat-
  footed 14; Base Atk/Grp: +2/+1; Atk or Full Atk +1 
  melee (1d4-1/19-20, dagger) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); SA spells; SQ —; AL CN; 
  SV Fort +4, Ref +4, Will +5; Str 8, Dex 14, Con 14, Int 
  19, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +2, Concentration +9 (+13 
  defensive), Diplomacy +2, Listen +2, Profession 
  (gambling) +5, Search +6, Sense Motive +2, Spellcraft 
  +11, Spot +3; Combat Casting, Empower Spell, Scribe 
  Scroll (B), Spell Focus (Enchantment). 
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian, Terran. 
   
  Wizard Spells Prepared (4/4/3): 0—daze (4) (DC 15); 
  1st—cause fear (DC 15), mage armor, shield, sleep (DC 16); 
  2nd—glitterdust (DC 16), scorching ray (+4 ranged 
  touch), Tasha’s hideous laughter (DC 17). 
   
  Possessions: Masterwork light crossbow, 20 bolts, 2 
  daggers, cloak of resistance +1, potion of barkskin +2, potion 
  of fox's cunning, potion of purple poison, spell 
  component pouch. 
   
  Power-up suite (potions and spells): AC 22 (+2 Dex, 
  +2 natural, +4 mage armor, +4 shield), touch 12, flat-
  footed 20; Int 19 (23). Spell DCs are 2 higher. 
  Ahma: Female human Sor4; CR 4; Medium Humanoid 
  (human); HD 4d4+4; hp 17; Init +5; Spd 30 ft.; AC 12 
  (+1 Dex, +1 deflection), touch 12, flat-footed 11; Base 
  Atk/Grp: +2/+1; Atk or Full Atk +1 melee (1d6-1, 
  quarterstaff) or +4 ranged (1d10/19-20, masterwork 
  heavy crossbow); AL N; SV Fort +3, Ref +3, Will +5; Str 
  8, Dex 12, Con 12, Int 14, Wis 10, Cha 19. 
   
  Skills and Feats: Bluff +10, Concentration +8, 
  Diplomacy +9, Listen +3, Sense Motive +2, Spot +3; 
  Greater Spell Focus (Illusion), Improved Initiative, 
  Spell Focus (Illusion). 
   
  Languages: Common, Old Oeridian, Draconic. 
   
  Sorcerer Spells Known (6/7/4 per day, 6/6/4 
  remaining): 0—acid splash (+3 ranged touch), dancing 
  lights, daze (DC 14), detect magic, prestidigitation, read 
  magic; 1st—color spray (DC 17), magic missile, shield; 
  2nd—scorching ray (+3 ranged touch). 
   
  Possessions: 
  Quarterstaff; 
  masterwork 
  heavy 
  crossbow, 20 bolts, dagger, cloak of resistance +1, ring of 
  protection +1, potion of mage armor, potion of barkskin +2, 
  potion of eagle's splendor, scroll of fireball, potion of purple 
  poison, spell component pouch. 
   
  Power-up Suite (potions, shield): AC 22 (+1 Dex, +2 
  natural, +1 deflection, +4 mage armor, +4 shield), touch 
  12, flat-footed 21; Cha 19 (23). Spell DCs are 2 higher. 
  Fedi-fencer: Male human Rog3/Ftr1; CR 4; Medium 
  Humanoid (human); HD 3d6+3 plus 1d10+1; hp 25; 
  Init +4; Spd 30 ft.; AC 18 (+4 Dex, +4 chain shirt), touch 
  14, flat-footed 14; Base Atk/Grp: +3/+4; Atk +9 melee 
  (1d6+2/18-20, +1 rapier) or +7 ranged (1d4+1/19-20, 
  thrown dagger); Full Atk +7 melee (1d6+2/18-20, +1 
  rapier) and +5 melee (1d4+1/19-20, dagger); SA sneak 
  attack +2d6; SQ evasion; AL CN; SV Fort +5, Ref +8, 
  Will +5; Str 12, Dex 19, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Appraise +3, Climb +2, Bluff +4, 
  Diplomacy +4, Forgery +4, Hide +2, Jump +5, Listen +5, 
  Move Silently +2, Open Lock +3, Spot +7, Tumble +10; 
  Iron Will, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Languages: Common. 
   
  Possessions: Chain shirt, +1 rapier, 4 daggers, cloak of 
  resistance +1, potion of cat's grace, potion of barkskin +2, 
  potion of bear's endurance, potion of purple poison. 
   
  Power-up Suite (potions): hp 33; Init +6; AC 22 (+6 
  Dex, +2 natural, +4 chain shirt), touch 16, flat-footed 16; 
  Atk +11 melee (1d6+1/18-20, +1 rapier) or +9 ranged 
  (1d4+1/19-20, thrown dagger); Full Atk +9 melee 
  (1d6+2/18-20, +1 rapier) and +7 melee (1d4+1/19-20, 
  dagger); SV Fort +7, Ref +10; Dex 19 (23), Con 12 (16). 
  Tumble +12. 
  Maid of Battle: Female human Bbn1/Ftr3; CR 4; 
  Medium Humanoid (human); HD 1d12+2 plus 3d10+6; 
  hp 38; Init +5; Spd 20 ft.; AC 17 (+0 Dex, +7 half-plate), 
  touch 10, flat-footed 17; Base Atk/Grp +4/+7; Atk or 
  Full Atk +9 melee (1d10+5/x3, +1 glaive) or +5 ranged 
  (1d6+3, javelin) or +7 melee (1d4+3/19-20, dagger); SA 
  rage 1/day; SQ —; AL CN; SV Fort +8, Ref +3, Will +3; 
  Str 17, Dex 12, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb -3, Knowledge (arcana) +3, 
  Spellcraft +3, Intimidate +2, Listen +5, Sense Motive 
  +3, Spot +3; Combat Expertise, Combat Reflexes, 
  Improved Trip, Improved Initiative, Weapon Focus 
  (glaive). 
   
  Languages: Common, Old Oeridian, Nyrondese. 
   
  Possessions: Half-plate, +1 glaive, 3 javelins, 2 
  daggers, cloak of resistance +1, potion of barkskin +2, potion 
  of bull's strength, potion of bear's endurance, potion of 
  purple poison. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 22 
   
  Power-up Suite (potions): hp 46; AC 19 (+0 Dex, +2 
  natural, +7 half-plate), touch 10, flat-footed 19; Grp +9; 
  Atk or Full Atk +11 melee (1d10+8/x3, +1 glaive) or +9 
  melee (1d4+5/19-20, dagger) or +5 ranged (1d6+5, 
  javelin); SV Fort +10; Str 17 (21). 
  Encounter Four 
   
   
   
   
  Mauler: Male half-orc Rgr2/Mnk2; CR 4; Medium 
  Humanoid (orc); HD 2d8+2 plus 2d8+2; hp 27; Init +5; 
  Spd 30 ft.; AC 13 (+1 Dex, +2 Wis), touch 13, flat-footed 
  12; Base Atk/Grp +3/+12; Atk +8 melee (1d6+5, 
  unarmed strike) or +9 melee (1d6+5, masterwork kama) 
  or +5 ranged (1d2+5, masterwork shuriken); Full Atk 
  +7/+7 melee (1d6+5, masterwork kama, Flurry) or 
  +5/+5 and +5 melee (1d6+5 and 1d6+2, masterwork 
  kamas, Flurry, Two-Weapon Fighting); SA favored 
  enemy humans +2, flurry of blows; SQ darkvision 60 
  ft., evasion; AL LE; SV Fort +7, Ref +7, Will +5; Str 21, 
  Dex 12, Con 12, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +3, Hide +7, Jump +9, 
  Listen +4, Move Silently +8, Spot +4, Survival +3, 
  Tumble +4; Deflect Arrows (B), Improved Grapple (B), 
  Improved Initiative, Improved Unarmed Strike (B), 
  Power Attack, Track (B), Two-Weapon Fighting (B). 
   
  Languages: Common, Orc. 
   
  Possessions: 2 masterwork kamas, Medium Spider 
  Venom (2 doses on Kama, Fort DC 14, 1d4 Str/1d4 Str), 
  5 masterwork shurikens, potion of mage armor, potion of 
  barkskin +2, potion of bull's strength, potion of bear's 
  endurance, potion of fly, antitoxin. 
   
  Power-up Suite (potions): hp 35; AC 18 (+1 Dex, +2 
  Wis, +2 natural, +4 mage armor), touch 14, flat-footed 
  17; Grp +14; Atk +11 melee (1d6+7, masterwork kama); 
  Full Atk +9/+9 melee (1d6+7, masterwork kama, 
  Flurry) or +7/+7 and +7 melee (1d6+7 and 1d6+3, 
  masterwork kamas, Flurry, Two-Weapon Fighting); SV 
  Fort +9 (+14 vs. poison); Str 20 (24), Con 12 (16). He 
  can fly. 
  Flinger: Male human Rog1/Mnk5; CR 6; Medium 
  Humanoid (human); HD 1d6+1 plus 5d8+5; hp 31; Init 
  +4; Spd 40 ft.; AC 17 (+4 Dex, +2 Wis, +1 monk bonus), 
  touch 17, flat-footed 13; Base Atk/Grp +3/+7; Atk +4 
  melee (1d6, masterwork kama) or +8 ranged (1d2+1, +1 
  returning shuriken); Full Atk +6/+6 ranged (1d2+1, +1 
  returning shurikens, Flurry) or +4/+4/+4 ranged (1d2+1, 
  +1 returning shurikens, Flurry, Rapid Shot); SA flurry of 
  blows, ki strike (magic), sneak attack +1d6; SQ evasion, 
  purity of body, slow fall 20 ft., still mind; AL LE; SV 
  Fort +5, Ref +10, Will +6; Str 10, Dex 19, Con 12, Int 10, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Balance +10, Disguise +4, Escape 
  Artist +10, Heal +3, Hide +10, Jump +12, Listen +6, 
  Move Silently +10, Sense Motive +4, Spot +6, Tumble 
  +14; Deflect Arrows (B), Far Shot, Improved Grapple 
  (B), Improved Unarmed Strike (B), Point Blank Shot, 
  Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Possessions: 3 +1 returning shurikens, 5 shurikens, 6 
  doses of Medium Spider Venom on Shurikens (Fort 
  DC 14, 1d4 Str/1d4 Str), masterwork kama, potion of 
  mage armor, potion of barkskin +2, potion of cat's grace, 
  potion of bear's endurance, antitoxin. 
   
  Power-up Suite (potions): hp 43; Init +6; AC 25 (+6 
  Dex, +2 Wis, +1 monk bonus, +2 natural, +4 mage 
  armor), touch 19, flat-footed 19; Atk +10 ranged (1d2+1, 
  +1 returning shuriken); Full Atk +8/+8 ranged (1d2+1, +1 
  returning shurikens, Flurry) or +6/+6/+6 ranged (1d2+1, 
  +1 returning shurikens, Flurry, Rapid Shot); SV Fort +7 
  (+12 vs. poison), Ref +12; Dex 19 (23), Con 12 (16). 
  Tumble +16. 
  Popper: Male human Ftr1/Mnk1/Rog2; CR 4; 
  Medium Humanoid (human); HD 1d10+1 plus 1d8+1 
  plus 2d6+2; hp 27; Init +8; Spd 30 ft.; AC 16 (+4 Dex, +2 
  Wis), touch 16, flat-footed 12; Base Atk/Grp +2/+7; Atk 
  +8 melee (1d6+2, +1 siangham) or +7 ranged (1d2+1, 
  masterwork shuriken); Full Atk +6/+6 melee (1d6+2, +1 
  siangham, Flurry) or +4/+4 and +4 melee (1d6+2 and 
  1d6+1, +1 sianghams, Flurry, Two-Weapon Fighting); 
  SA flurry of blows, sneak attack +1d6; SQ evasion; AL 
  LE; SV Fort +6, Ref +10, Will +5; Str 12, Dex 19, Con 12, 
  Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +5, Disguise +4, 
  Hide +11, Jump +5, Move Silently +11, Tumble +7; 
  Improved Grapple (B), Improved Initiative, Improved 
  Unarmed Strike (B), Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (siangham). 
   
  Languages: Common. 
   
  Possessions: 2 +1 sianghams, 2 doses Medium Spider 
  Venom on sianghams (Fort DC 14, 1d4 Str/1d4 Str), 5 
  masterwork shurikens, cloak of resistance +1, potion of mage 
  armor, potion of barkskin +2, potion of cat's grace, potion of 
  bear's endurance. 
   
  Power-up Suite (potions): hp 35; Init +10; AC 24 (+6 
  Dex, +2 Wis, +2 natural, +4 mage armor), touch 18, flat-
  footed 18; Base Atk/Grp +2/+7; Atk +10 melee (1d6+2, 
  +1 siangham) or +9 ranged (1d2+1, masterwork 
  shuriken); Full Atk +8/+8 melee (1d6+2, +1 siangham, 
  Flurry) or +6/+6 and +6 melee (1d6+2 and 1d6+1, +1 
  sianghams, Flurry, Two-Weapon Fighting); SV Fort +8, 
  Ref +12; Dex 19 (23), Con 12 (16). Tumble +9. 
  Stunner: Male human Mnk4; CR 4; Medium 
  Humanoid (human); HD 4d8+4; hp 27; Init +6; Spd 40 
  ft.; AC 16 (+2 Dex, +4 Wis), touch 16, flat-footed 14; 
  Base Atk/Grp +3/+7; Atk +6 melee (1d8+2, unarmed 
  strike) or +5 (1d6+1, masterwork kama); Full Atk +4/+4 
  (1d8+2, unarmed strike, Flurry) or +6 ranged (1d2+1, 
  masterwork shuriken); SA flurry of blows, ki strike 
  (magic), stunning fist 4/day (DC 16); SQ evasion, still 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 23 
  mind; AL LE; SV Fort +5, Ref +6, Will +8; Str 12, Dex 
  14, Con 12, Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Balance +11, Hide +9, Jump +14, 
  Move Silently +9, Tumble +11; Deflect Arrows (B), 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike (B), Stunning Fist (B), Weapon Focus 
  (unarmed strike). 
   
  Languages: Common. 
   
  Possessions: 5 masterwork shurikens, 2 doses of 
  Medium Spider Venom on shurikens, (Fort DC 14, 1d4 
  Str/1d4 Str), masterwork kama, amulet of mighty fists +1, 
  potion of mage armor, potion of bull's strength, potion of owl's 
  wisdom, antitoxin. 
   
  Power-up Suite (potions): AC 20 (+2 Dex, +4 Wis, +4 
  mage armor), touch 16, flat-footed 18; Grp +9; Atk +8 
  melee (1d8+4, unarmed strike) or +7 melee (1d6+3, 
  masterwork kama); Full Atk +6/+6 (1d8+4, unarmed 
  strike, Flurry); SA stunning fist 4/day (DC 18); SV Fort 
  +5 (+10 vs. poison), Will +10; Str 12 (16), Wis 19 (23). 
  Encounter Six 
   
   
   
   
  Kar-Fai Hong: Male human Rog1/Mnk5/Asn1; CR 7; 
  Medium Humanoid (human); HD 1d6+2 plus 5d8+10 
  plus 1d6+2; hp 49; Init +7; Spd 40 ft.; AC 17 (+3 Dex, +2 
  Wis, +2 monk bonus), touch 17, flat-footed 14; Base 
  Atk/Grp +3/+5; Atk +6 melee (1d10+2, unarmed strike) 
  or +6 melee (1d6+2, masterwork kama) or +7 ranged 
  (1d2+4, masterwork shuriken); Full Atk +5/+5 melee 
  (1d10+2, unarmed strike, Flurry) or +3/+3 and +3 melee 
  (1d10+2, 
  unarmed 
  strike, 
  Flurry, 
  Two-Weapon 
  Fighting) or +6/+6 ranged (1d2+2, masterwork 
  shurikens, Flurry); SA death attack (DC 12), flurry of 
  blows, ki strike (magic), sneak attack +2d6, stunning 
  fist 5/day (6/day with belt, DC 15); SQ Tiger Mastery, 
  evasion, poison use, slow fall 20 ft., still mind, purity of 
  body; AL LE; SV Fort +7, Ref +12, Will +9; Str 14, Dex 
  16, Con 14, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +13, Bluff +4, Disguise +4, 
  Hide +12, Jump +16, Listen +10, Move Silently +12, 
  Spot +9, Tumble +14; Deflect Arrows (B), Improved 
  Initiative, Improved Unarmed Strike (B), Iron Will, 
  Stunning Fist (B), Two-Weapon Fighting, Weapon 
  Focus (unarmed strike). 
   
  Languages: Common, Ancient Baklunish. 
   
  Tiger Mastery (Ex): Kar-Fai Hong is a Tiger 
  Master. No tiger will attack, delay, or hinder him and 
  any tigers that remain in his presence for over an hour 
  falls under his sway and does his unconscious bidding. 
   
  Assassin Spells Known (1 per day, CL 1st): 1st—
  feather fall, jump. 
   
  Possessions: 2 masterwork kamas, 5 masterwork 
  shurikens, 4 doses of Medium Spider Venom on 
  shurikens (Fort DC 14, 1d4 Str/1d4 Str), 2 doses of 
  Medium Spider Venom on kamas, cloak of resistance +1, 
  dust of appearance, dust of disappearance, monk's belt 
  (unarmed damage and AC as if Mnk10), potion of mage 
  armor, potion of barkskin +2, potion of bull's strength, potion 
  of cat's grace, potion of owl's wisdom, spell component 
  pouch. 
   
  Power-up Suite (potions): Init +9; AC 27 (+5 Dex, +4 
  Wis, +2 monk bonus, +2 natural, +4 mage armor), touch 
  21, flat-footed 22; Grp +7; Atk +8 melee (1d10+4, 
  unarmed strike) or +8 melee (1d6+4, masterwork kama) 
  or +9 ranged (1d2+4, masterwork shuriken); Full Atk 
  +7/+7 melee (1d10+4, unarmed strike, Flurry) or +5/+5 
  and +5 melee (1d10+4, unarmed strike, Flurry, Two-
  Weapon 
  Fighting) 
  or 
  +7/+7 
  ranged 
  (1d2+4, 
  masterwork shurikens, Flurry); SA stunning fist 5/day 
  (6/day with belt, DC 17); SV Ref +14, Will +11; Str 14 
  (18), Dex 16 (20), Wis 14 (18). Jump +18, Listen +12, 
  Spot +11, Tumble +16. He may have used dust of 
  disappearance, which lasts only 2d6 rounds, depending 
  on how the characters have come down the slide. 
  Tiger (awakened): Large Magical Beast (augmented 
  animal); hp 45; see Monster Manual p281. Int 12, Cha 
  18. 
   
  Languages: Common, Flan. 
   
   
   
  
  PAL6-02 Tiger, Tiger! 
   
  Page 24 
  Combat Appendix – APL 8
  Encounter One 
   
   
   
   
  Jarn Saxa: Male human Wiz6; CR 6; Medium 
  Humanoid (human); HD 6d4+12; hp 31; Init +2; Spd 30 
  ft.; AC 17 (+2 Dex, +4 mage armor, +1 deflection), touch 
  13, flat-footed 15; Base Atk/Grp: +3/+2; Atk or Full Atk 
  +2 melee (1d4-1/19-20, dagger) or +6 ranged (1d8/19-
  20, masterwork light crossbow); SA spells; SQ —; AL 
  CN; SV Fort +5, Ref +5, Will +6; Str 8, Dex 14, Con 14, 
  Int 19, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +2, Concentration +11 (+15 
  defensive), Diplomacy +4, Listen +2, Profession 
  (gambling) +5, Search +6, Sense Motive +2, Spellcraft 
  +15, Spot +2; Combat Casting, Empower Spell, 
  Maximize Spell (B), Scribe Scroll (B), Spell Focus 
  (Enchantment). 
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian, Terran. 
   
  Wizard Spells Prepared (4/4/4/3): 0—daze (4) (DC 
  15); 1st—cause fear (DC 15), mage armor, shield, sleep (DC 
  16); 2nd—glitterdust (DC 16), scorching ray (+5 ranged 
  touch), see invisibility, Tasha’s hideous laughter (DC 17); 
  3rd—displacement, haste, magic missile (empowered). 
   
  Possessions: Masterwork light crossbow, 20 bolts, 2 
  daggers, ring of protection +1, cloak of resistance +1, potion of 
  mage armor, potion of barkskin +2, potion of fox's cunning, 
  potion of resist energy 10 (fire), potion of purple poison, 
  spell component pouch. 
   
  Power-up Suite (potions and spells): AC 23 (+2 Dex, 
  +2 natural, +4 mage armor, +4 shield, +1 deflection), 
  touch 13, flat-footed 21; Int 19 (23). Spell DCs are 2 
  higher. Fire resistance 10. 
  Ahma: Female human Sor6; CR 6; Medium Humanoid 
  (human); HD 6d4+6; hp 25; Init +5; Spd 30 ft.; AC 12 
  (+1 Dex, +1 deflection), touch 12, flat-footed 11; Base 
  Atk/Grp: +3/+2; Atk or Full Atk +2 melee (1d6-1, 
  quarterstaff) or +5 ranged (1d10/19-20, masterwork 
  heavy crossbow); AL N; SV Fort +5, Ref +5, Will +7; Str 
  8, Dex 12, Con 12, Int 14, Wis 10, Cha 19. 
   
  Skills and Feats: Bluff +11, Concentration +10, 
  Diplomacy +9, Listen +3, Sense Motive +2, Spot +4; 
  Empower Spell, Greater Spell Focus (Illusion), 
  Improved Initiative, Spell Focus (Illusion).  
   
  Languages: Common, Old Oeridian, Draconic. 
   
  Sorcerer Spells Known (6/7/6/4 per day, 6/6/4/3 
  remaining): 0— acid splash (+4 ranged touch), dancing 
  lights, daze (DC 14), detect magic, prestidigitation, ray of frost 
  (+4 ranged touch), read magic; 1st—color spray (DC 17), 
  feather fall, magic missile, shield; 2nd—resist energy, 
  scorching ray (+4 ranged touch); 3rd—fireball (DC 17). 
   
  Possessions: 
  Quarterstaff; 
  masterwork 
  heavy 
  crossbow, 20 bolts, dagger, ring of protection +1, cloak of 
  resistance +2, potion of mage armor, potion of barkskin +2, 
  potion of bear's endurance, potion of eagle's splendor, potion 
  of purple poison, spell component pouch. 
   
  Power-up Suite (potions, shield, resist energy (2)): hp 
  37; AC 22 (+1 Dex, +2 natural, +4 mage armor, +4 
  shield, +1 deflection), touch 12, flat-footed 21; SV Fort 
  +7; Con 12 (16), Cha 19 (23). Concentration +12. Spell 
  DCs are 2 higher. Fire resistance 10, electricity 
  resistance 10. 
  Fedi-fencer: Male human Rog5/Ftr1; CR 6; Medium 
  Humanoid (human); HD 5d6+5 plus 1d10+1; hp 35; 
  Init +8; Spd 30 ft.; AC 20 (+4 Dex, +5 chain shirt, +1 
  deflection), touch 15, flat-footed 20 (uncanny dodge); 
  Base Atk/Grp: +4/+5; Atk +10 melee (1d6+2/18-20, +1 
  rapier) or +8 ranged (1d4+1/19-20, thrown dagger); Full 
  Atk +8 melee (1d6+2/18-20, +1 rapier) and +6 melee 
  (1d4+1/19-20, dagger); SA sneak attack +3d6; SQ 
  evasion, uncanny dodge (Dex bonus to AC); AL CN; SV 
  Fort +5, Ref +9, Will +5; Str 12, Dex 19, Con 12, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Appraise +3, Climb +2, Bluff +6, 
  Diplomacy +6, Escape Artist +5, Forgery +4, Hide +4, 
  Jump +7, Listen +7, Move Silently +4, Open Lock +3, 
  Sense Motive +3, Spot +9, Tumble +12; Improved 
  Initiative, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Languages: Common. 
   
  Possessions: +1 chain shirt, +1 rapier, 4 daggers, ring of 
  protection +1, cloak of resistance +1, potion of barkskin +2, 
  potion of cat's grace, potion of bear's endurance, potion of 
  purple poison, 3 tanglefoot bags. 
   
  Power-up Suite (potions): hp 47; Init +10; AC 24 (+6 
  Dex, +2 natural, +5 chain shirt, +1 deflection), touch 17, 
  flat-footed 24 (uncanny dodge); Atk +12 melee 
  (1d6+1/18-20, +1 rapier) or +10 ranged (1d4+1/19-20, 
  thrown dagger); Full Atk +10 melee (1d6+2/18-20, +1 
  rapier) and +8 melee (1d4+1/19-20, dagger); SV Fort +7, 
  Ref +11; Dex 19 (23), Con 12 (16). Tumble +14. 
  Maid of Battle: Female human Bbn1/Ftr5; CR 6; 
  Medium Humanoid (human); HD 1d12+2 plus 
  5d10+10; hp 54; Init +5; Spd 20 ft.; AC 18 (+0 Dex, +7 
  half-plate, +1 deflection), touch 11, flat-footed 18; Base 
  Atk/Grp +6/+9; Atk +11 melee (1d10+7/x3, +1 glaive) or 
  +7 ranged (1d6+3, javelin) or +9 melee (1d4+3/19-20, 
  dagger); Full Atk +11/+6 melee (1d10+7/x3, +1 glaive); 
  SA rage 1/day; SQ —; AL CN; SV Fort +9, Ref +3, Will 
  +3; Str 17, Dex 12, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb -3, Intimidate +2, 
  Knowledge (arcana) +4, Listen +5, Sense Motive +3, 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 25 
  Spellcraft +3, Spot +4; Combat Expertise, Combat 
  Reflexes, Improved Trip, Improved Initiative, Weapon 
  Focus (glaive), Weapon Specialization (glaive). 
   
  Languages: Common, Old Oeridian, Nyrondese. 
   
  Possessions: Half-plate, +1 glaive, 3 javelins, 2 
  daggers, cloak of resistance +1, ring of protection +1, potion of 
  barkskin +2, potion of bull’s strength, potion of bear's 
  endurance, potion of purple poison, 3 tanglefoot bags. 
   
  Power-up Suite (potions): hp 66; AC 20 (+0 Dex, +2 
  natural, +7 half-plate, +1 deflection), touch 11, flat-
  footed 20; Grp +11; Atk +13 melee (1d10+10/x3, +1 
  glaive) or +7 ranged (1d6+5, javelin) or +11 melee 
  (1d4+5/19-20, dagger); Full Atk +13/+8 melee 
  (1d10+10/x3, +1 glaive); SV Fort +11; Str 17 (21), Con 14 
  (18). 
  Encounter Four 
   
   
   
   
  Mauler: Male half-orc Rgr2/Mnk4; CR 6; Medium 
  Humanoid (orc); HD 2d8+2 plus 4d8+4; hp 39; Init +5; 
  Spd 40 ft.; AC 14 (+1 Dex, +2 Wis, +1 deflection), touch 
  14, flat-footed 13; Base Atk/Grp +5/+14; Atk +10 melee 
  (1d8+5, unarmed strike) or +11 melee (1d6+5, 
  masterwork kama) or +7 ranged (1d2+5, masterwork 
  shuriken); Full Atk +9/+9 melee (1d6+5, masterwork 
  kama, Flurry); or +7/+7 and +7 melee (1d6+5 and 
  1d6+2, masterwork kamas, Flurry, Two-Weapon 
  Fighting); SA favored enemy humans +2, flurry of 
  blows, ki strike (magic); SQ darkvision 60 ft., evasion, 
  slow fall 20 ft., still mind; AL LE; SV Fort +9, Ref +9, 
  Will +7; Str 21, Dex 12, Con 12, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +3, Disguise +2, Hide +7, 
  Jump +13, Listen +4, Move Silently +8, Spot +4, 
  Survival +3, Tumble +4; Cleave, Deflect Arrows (B), 
  Improved Grapple (B), Improved Initiative, Improved 
  Unarmed Strike (B), Power Attack, Track (B), Two-
  Weapon Fighting (B). 
   
  Languages: Common, Orc. 
   
  Possessions: 2 masterwork kamas, Large Scorpion 
  Venom (2 doses on kamas, Fort DC 18, 1d6 Str/1d6 
  Str), 5 masterwork shurikens, ring of protection +1, cloak 
  of resistance +1, potion of mage armor, potion of barkskin +2, 
  potion of bull's strength, potion of cat’s grace, potion of bear's 
  endurance, potion of fly, antitoxin. 
   
  Power-up Suite (potions): hp 51; Init +7; AC 22 (+3 
  Dex, +2 Wis, +2 natural, +4 mage armor, +1 deflection), 
  touch 18, flat-footed 21; Grp +16; Atk +12 melee 
  (1d8+7, unarmed strike) or +13 melee (1d6+7, 
  masterwork kama) or +9 ranged (1d2+7, masterwork 
  shuriken); Full Atk +11/+11 melee (1d6+7, masterwork 
  kama, Flurry) or +9/+9 and +9 melee (1d6+7 and 1d6+3, 
  masterwork kamas, Flurry, Two-Weapon Fighting); SV 
  Fort +11 (+16 vs. poison), Ref +11; Str 21 (25), Dex 12 
  (16), Con 12 (16). He can fly. 
  Flinger: Male human Rog1/Mnk5/Asn1; CR 7; 
  Medium Humanoid (human); HD 1d6+1 plus 4d8+4 
  plus 1d6+1; hp 36; Init +4; Spd 40 ft.; AC 17 (+4 Dex, +2 
  Wis, +1 monk bonus), touch 17, flat-footed 15; Base 
  Atk/Grp +3/+7; Atk +4 melee (1d6, masterwork kama) 
  or +8 ranged (1d2+1, +1 returning shuriken); Full Atk 
  +7/+7 ranged (1d2+1, +1 returning shurikens, Flurry) or 
  +5/+5/+5 ranged (1d2+1, +1 returning shurikens, Flurry, 
  Rapid Shot); SA death attack (DC 12), flurry of blows, 
  sneak attack +2d6; SQ evasion, poison use, purity of 
  body, slow fall 20 ft., still mind; AL LE; SV Fort +6, Ref 
  +13, Will +7; Str 10, Dex 19, Con 12, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Balance +10, Disguise +4, Escape 
  Artist +11, Heal +3, Hide +10, Jump +13, Listen +6, 
  Move Silently +12, Sense Motive +4, Spot +6, Tumble 
  +15; Deflect Arrows (B), Far Shot, Improved Grapple 
  (B), Improved Unarmed Strike (B), Point Blank Shot, 
  Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Assassin Spells Known: none. Int too low. 
   
  Possessions: 3 +1 returning shurikens, 5 shuriken, 8 
  doses of Large Scorpion Venom on shurikens (Fort DC 
  18, 1d6 Str/1d6 Str), masterwork kama, cloak of resistance 
  +1, potion of mage armor, potion of barkskin +2, potion of 
  bull’s strength, potion of cat’s grace, potion of bear's endurance, 
  antitoxin, spell component pouch. 
   
  Power-up suite (potions): hp 50; Init +6; AC 25 (+6 
  Dex, +2 Wis, +1 monk bonus, +2 natural, +4 mage 
  armor), touch 19, flat-footed 19; Grp +9; Atk +6 melee 
  (1d6+2, masterwork kama) or +10 ranged (1d2+3, +1 
  returning shuriken); Full Atk +8/+8 ranged (1d2+3, +1 
  returning shurikens, Flurry) or +6/+6/+6 ranged (1d2+3, 
  +1 returning shurikens, Flurry, Rapid Shot); SV Fort +8 
  (+13 vs. poison), Ref +15; Str 10 (14), Dex 19 (23), Con 
  12 (16). Balance +12, Escape Artist +13, Hide +12, Jump 
  +15, Move Silently +14, Tumble +17. 
  Popper: Male human Ftr1/Mnk1/Rog3/Asn1; CR 6; 
  Medium Humanoid (human); HD 1d10+1 plus 1d8+1 
  plus 3d6+3 plus 1d6+1; hp 37; Init +8; Spd 30 ft.; AC 17 
  (+4 Dex, +2 Wis, +1 deflection), touch 17, flat-footed 13; 
  Base Atk/Grp +3/+8; Atk +9 melee (1d6+2, +1 siangham) 
  or +7 melee (1d6+1, unarmed strike) or +8 ranged 
  (1d2+1, masterwork shuriken); Full Atk +7/+7 melee 
  (1d6+2, +1 siangham, Flurry) or +5/+5 and +5 melee 
  (1d6+2 and 1d6+1, +1 sianghams, Flurry, Two-Weapon 
  Fighting); SA death attack (DC 12), flurry of blows, 
  sneak attack +3d6; SQ evasion, poison use;  AL LE; SV 
  Fort +9, Ref +12, Will +6; Str 12, Dex 19, Con 12, Int 10 
  (12), Wis 14, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +5, Disguise +4, 
  Hide +11, Jump +12, Move Silently +11, Tumble +15; 
  Great Fortitude, Improved Grapple (B), Improved 
  Initiative, Improved Unarmed Strike (B), Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (siangham). 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 26 
   
  Languages: Common. 
   
  Assassin Spells Known (1 per day, CL 1st): 1st—
  feather fall, jump. 
   
  Possessions: 2 +1 sianghams, 2 doses Large Scorpion 
  Venom on sianghams (Fort DC 18, 1d6 Str/1d6 Str), 5 
  masterwork shurikens, ring of protection +1, cloak of 
  resistance +1, headband of intellect +2, potion of mage armor, 
  potion of barkskin +2, potion of bull’s strength, potion of cat's 
  grace, potion of bear's endurance, potion of owl's wisdom. 
   
  Power-up Suite (potions): hp 49; Init +10; AC 27 (+6 
  Dex, +4 Wis, +2 natural, +4 mage armor, +1 deflection), 
  touch 21, flat-footed 21; Grp +10; Atk +11 melee 
  (1d6+4, +1 siangham) or +9 melee (1d6+3, unarmed 
  strike) or +10 ranged (1d2+3, masterwork shuriken); 
  Full Atk +9/+9 melee (1d6+4, +1 siangham, Flurry) or 
  +7/+7 and +7 melee (1d6+4 and 1d6+2, +1 sianghams, 
  Flurry, Two-Weapon Fighting); SV Fort +11, Ref +14, 
  Will +8; Str 12 (16), Dex 19 (23), Con 12 (16), Wis 14 
  (18). Hide +13, Jump +14, Move Silently +13, Tumble 
  +17. 
  Stunner: Male human Mnk6; CR 6; Medium 
  Humanoid (human); HD 6d8+6; hp 39; Init +6; Spd 50 
  ft.; AC 18  (+2 Dex, +4 Wis, +2 monk bonus), touch 18, 
  flat-footed 16; Base Atk/Grp +4/+8; Atk +7 melee 
  (1d10+2, unarmed strike) or +6 melee (1d6+1, 
  masterwork kama) or +7 ranged (1d2+1, masterwork 
  shuriken); Full Atk +6/+6 (1d10+2, unarmed strike, 
  Flurry) or +6/+6 ranged (1d2+1, masterwork shurikens, 
  Flurry); SA flurry of blows, ki strike (magic), pain 
  touch, stunning fist 6/day (7/day with belt, DC 17); SQ 
  evasion, purity of body, slow fall 30 ft., still mind; AL 
  LE; SV Fort +7, Ref +8, Will +10; Str 12, Dex 14, Con 12, 
  Int 10, Wis 19, Cha 8. 
   
  Skills and Feats: Balance +11, Disguise +3, Hide +10, 
  Jump +18, Move Silently +10, Tumble +11; Deflect 
  Arrows (B), Improved Disarm (B), Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike (B), 
  Pain Touch (see Appendix Two), Stunning Fist (B), 
  Weapon Focus (unarmed strike). 
   
  Languages: Common. 
   
  Possessions: 5 masterwork shurikens, 2 doses of 
  Medium Spider Venom on shurikens, (Fort DC 14, 1d4 
  Str/1d4 Str), masterwork kama, amulet of mighty fists +1, 
  cloak of resistance +1, monk's belt (unarmed damage and 
  AC as if Mnk11), potion of mage armor, potion of barkskin 
  +2, potion of bull’s strength, potion of bear's endurance, potion 
  of owl's wisdom, antitoxin. 
   
  Power-up Suite (potions): hp 51; Init +6; AC 26  (+2 
  Dex, +6 Wis, +2 monk bonus, +2 natural, +4 mage 
  armor), touch 20, flat-footed 24; Grp +10; Atk +9 melee 
  (1d10+4, unarmed strike) or +8 melee (1d6+3, 
  masterwork kama) or +7 ranged (1d2+3, masterwork 
  shuriken); Full Atk +8/+8 (1d10+4, unarmed strike, 
  Flurry) or +6/+6 ranged (1d2+3, masterwork shurikens, 
  Flurry); SA stunning fist 6/day (7/day with belt, DC 
  19); SV Fort +9 (+14 vs. poison), Will +12; Str 12 (16), 
  Con 12 (16), Wis 19 (23). Jump +20. 
  Encounter Six 
   
   
   
   
  Kar-Fai Hong: Male human Rog1/Mnk6/Asn2; CR 9; 
  Medium Humanoid (human); HD 1d6+2 plus 6d8+12 
  plus 2d6+4; hp 62; Init +7; Spd 50 ft.; AC 18 (+3 Dex, +2 
  Wis, +2 monk bonus, +1 deflection), touch 18, flat-
  footed 18 (uncanny dodge); Base Atk/Grp +5/+7; Atk 
  +9 melee (1d10+3, unarmed strike) or +8 melee (1d6+2, 
  masterwork kama) or +9 ranged (1d2+2, masterwork 
  shuriken); Full Atk +8/+8 melee (1d10+3, unarmed 
  strike, Flurry) +6/+6 and +6 melee (1d10+3, unarmed 
  strike, Flurry, Two-Weapon Fighting) or +8/+8 ranged 
  (1d2+2, masterwork shurikens, Flurry); SA death attack 
  (DC 13), flurry of blows, ki strike (magic), sneak attack 
  +2d6, stunning fist 6/day (DC 16);  SQ Tiger Mastery, 
  evasion, poison use, purity of body, slow fall 30 ft., still 
  mind, uncanny dodge (Dex bonus to AC); AL LE; SV 
  Fort +8 (+9 vs. poison), Ref +13, Will +10; Str 14, Dex 
  16, Con 14, Int 12, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +15, Bluff +4, Disguise +4, 
  Hide +12, Jump +22, Listen +10, Move Silently +12, 
  Spot +9, Tumble +15; Deflect Arrows (B), Improved 
  Initiative, Improved Trip (B), Improved Unarmed 
  Strike (B), Iron Will, Stunning Fist (B), Two-Weapon 
  Fighting, Weapon Focus (unarmed strike). 
   
  Languages: Common, Ancient Baklunish. 
   
  Tiger Mastery (Ex): Kar-Fai Hong is a Tiger 
  Master. No tiger will attack, delay, or hinder him and 
  any tigers that remain in his presence for over an hour 
  falls under his sway and does his unconscious bidding. 
   
  Assassin Spells Known (2 per day, CL 2nd): 1st—
  feather fall, jump, true strike. 
   
  Possessions: 2 masterwork kamas, 5 masterwork 
  shurikens, 4 doses of Large Scorpion Venom on 
  shurikens (Fort DC 18, 1d6 Str/1d6 Str), 2 doses of 
  Large Scorpion Venom on kamas, ring of protection +1, 
  amulet of mighty fists +1, cloak of resistance +1, dust of 
  appearance, dust of disappearance, monk’s belt (unarmed 
  damage and AC as if Mnk11), potion of mage armor, 
  potion of barkskin +2, potion of bull’s strength, potion of cat’s 
  grace, potion of bear's endurance, potion of owl's wisdom, 
  spell component pouch. 
   
  Power-up Suite (potions): hp 80; Init +7; Spd 50 ft.; 
  AC 28 (+5 Dex, +4 Wis, +2 monk bonus, +2 natural, +4 
  mage armor, +1 deflection), touch 22, flat-footed 28 
  (uncanny dodge); Grp +9; Atk +11 melee (1d10+5, 
  unarmed strike) or +11 ranged (1d2+4, masterwork 
  shuriken); Full Atk +10/+10 melee (1d10+5, unarmed 
  strike, Flurry) or +8/+8 and +8 melee (1d10+5, unarmed 
  strike, Flurry, Two-Weapon Fighting) or +10/+10 
  ranged (1d2+4, masterwork shurikens, Flurry); SA 
  stunning fist 6/day (DC 18); SV Fort +10, Ref +15, Will 
  +12; Str 14 (18), Dex 16 (20), Con 14 (18), Wis 14 (18). 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 27 
  Balance +17, Hide +14, Jump +24, Listen +12, Move 
  Silently +14, Spot +11, Tumble +17. He may have used 
  dust of disappearance, which lasts only 2d6 rounds, 
  depending on how the characters have come down the 
  slide. 
  Tiger (advanced, awakened): CR 6; Large Magical 
  Beast (augmented animal); HD 12d8+36; hp 95; Init +3; 
  Spd 40 ft., AC 15 (-1 size, +3 Dex, +3 natural), touch 12, 
  flat-footed 12; Base Atk/Grp: +9/+20; Atk +15 melee 
  (1d8+7, claw); Full Atk +15/+15 melee (1d8+7, 2 claws) 
  and +10 melee (2d6+3, bite); Space/Reach: 10 ft./5 ft.; 
  SA improved grab; pounce, rake; SQ —; AL N; SV Fort 
  +11, Ref +11, Will +5; Str 24, Dex 16, Con 17, Int 12, 
  Wis 12, Cha 18. 
   
  Skills and Feats: Balance +8, Hide +5, Listen +4, 
  Move Silently +11, Spot +4, Swim +13; Alertness, 
  Improved Natural Weapon (bite), Improved Natural 
  Weapon (claw), Run, Stealthy. 
   
  Languages: Common, Flan. 
   
  Improved Grab (Ex): To use this ability, a tiger 
  must hit with a claw or bite attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a tiger charges a foe, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +15 melee, damage 
  1d8+3. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 28 
  Combat Appendix – APL 10
  Encounter One 
   
   
   
   
  Jarn Saxa: Male human Wiz7/Fatespinner1; CR 8; 
  Medium Humanoid (human); HD 8d4+16; hp 41; Init 
  +2; Spd 30 ft.; AC 17 (+2 Dex, +4 mage armor, +1 
  deflection), touch 13, flat-footed 15; Base Atk/Grp: 
  +3/+2; Atk or Full Atk +2 melee (1d4-1/19-20, dagger) 
  or +6 ranged (1d8/19-20, masterwork light crossbow); 
  SA spells; SQ spin fate; AL CN; SV Fort +6, Ref +6, Will 
  +10; Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +2, Concentration +13 (+17 
  defensively), Diplomacy +4, Knowledge (arcana) +15, 
  Profession (gambling) +5, Listen +2, Search +7, Sense 
  Motive +2, Spellcraft +17, Spot +5; Combat Casting, 
  Empower Spell, Maximize Spell (B), Scribe Scroll (B), 
  Spell Focus (Enchantment). 
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian, Terran. 
   
  Spin Fate (Ex): As a free action, boost the DC of a 
  spell by 1, once per day. 
   
  Wizard Spells Prepared (4/6/4/4/3): 0—daze (4) (DC 
  16); 1st—cause fear (DC 16), mage armor, magic missile 
  (2), shield, sleep (DC 17); 2nd—glitterdust (DC 17), 
  scorching ray (+5 ranged touch), see invisibility, Tasha’s 
  hideous laughter (DC 18); 3rd—displacement, haste, magic 
  missile (empowered), stinking cloud (DC 18); 4th—Evard’s 
  black tentacles (Grp +16), greater invisibility, magic missile 
  (maximized). 
   
  Possessions: Masterwork light crossbow, 20 bolts, 2 
  daggers, ring of protection +1, cloak of resistance +2, potion of 
  barkskin +2, potion of fox's cunning, potion of resist energy 10 
  (fire), potion of purple poison, spell component pouch. 
   
  Power-up Suite (potions and spells): AC 23 (+2 Dex, 
  +2 natural, +4 mage armor, +4 shield, +1 deflection), 
  touch 13, flat-footed 21; Int 20 (24). Spell DCs are 2 
  higher. Fire resistance 10. See invisibility. 
  Ahma: Female human Sor8; CR 8; Medium Humanoid 
  (human); HD 8d4+8; hp 39; Init +5; Spd 30 ft.; AC 12 
  (+1 Dex, +1 deflection), touch 12, flat-footed 11; Base 
  Atk/Grp: +4/+3; Atk or Full Atk +3 melee (1d6-1, 
  quarterstaff) or +6 ranged (1d10/19-20, masterwork 
  heavy crossbow); AL N; SV Fort +6, Ref +6, Will +9; Str 
  8, Dex 12, Con 12, Int 14, Wis 10, Cha 20. 
   
  Skills and Feats: Bluff +11, Concentration +12, 
  Diplomacy +9, Knowledge (nobility) +4, Listen +3, 
  Sense Motive +2, Spot +4; Empower Spell, Greater 
  Spell Focus (Illusion), Improved Initiative, Spell Focus 
  (Illusion).  
   
  Languages: Common, Old Oeridian, Draconic. 
   
  Sorcerer Spells Known (6/7/7/6/4 per day, 6/6/5/5/4 
  remaining): 0—acid splash (+5 ranged touch), dancing 
  lights, daze (DC 15), detect magic, prestidigitation, ray of frost 
  (+5 ranged touch), read magic; 1st—color spray (DC 18), 
  feather fall, magic missile, shield, true strike; 2nd—mirror 
  image, resist energy, scorching ray (+5 ranged touch); 
  3rd—fireball (DC 18), suggestion; 4th—phantasmal killer 
  (DC 21). 
   
  Possessions: 
  Quarterstaff; 
  masterwork 
  heavy 
  crossbow, 20 bolts, dagger, ring of protection +1, cloak of 
  resistance +2, potion of mage armor, potion of barkskin +2, 
  potion of bear's endurance, potion of eagle's splendor, potion 
  of purple poison, spell component pouch. 
   
  Power-up Suite (potions, shield, resist energy (2)): hp 
  55; AC 22 (+1 Dex, +2 natural, +4 mage armor, +4 
  shield, +1 deflection), touch 12, flat-footed 21; SV Fort 
  +8; Con 12 (16), Cha 20 (24). Concentration +14. Spell 
  DCs are 2 higher. Fire resistance 10, electricity 
  resistance 10. 
  Fedi-fencer: Male human Rog7/Ftr1; CR 8; Medium 
  Humanoid (human); HD 7d6+7 plus 1d10+1; hp 45; 
  Init +9; Spd 30 ft.; AC 21 (+5 Dex, +5 chain shirt, +1 
  deflection), touch 16, flat-footed 21 (uncanny dodge); 
  Base Atk/Grp: +6/+7; Atk +13 melee (1d6+2/18-20, +1 
  rapier) or +11 ranged (1d4+1/19-20, thrown dagger); 
  Full Atk +11/+6 melee (1d6+2/18-20, +1 rapier) and +9 
  melee (1d4+1/19-20, dagger); SA sneak attack +4d6; SQ 
  evasion, uncanny dodge (Dex bonus to AC); AL CN; SV 
  Fort +7, Ref +12, Will +7; Str 12, Dex 20, Con 12, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Appraise +3, Climb +2, Bluff +6, 
  Diplomacy +6, Escape Artist +5, Forgery +6, Hide +2, 
  Jump +5, Listen +5, Move Silently +2, Open Lock +3, 
  Spot +11, Sense Motive +5, Tumble +15; Improved 
  Initiative, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (rapier). 
   
  Languages: Common. 
   
  Possessions: +1 chain shirt, +1 rapier, 4 daggers, ring of 
  protection +1, cloak of resistance +2, potion of barkskin +2, 
  potion of cat's grace, potion of bear's endurance, potion of 
  purple poison, 3 tanglefoot bags. 
   
  Power-up Suite (potions): hp 61; Init +11; AC 25 (+7 
  Dex, +2 natural, +5 chain shirt, +1 deflection), touch 18, 
  flat-footed 25 (uncanny dodge); Atk +15 melee 
  (1d6+1/18-20, +1 rapier) or +13 ranged (1d4+1/19-20, 
  thrown dagger); Full Atk +13/+8 melee (1d6+2/18-20, 
  +1 rapier) and +11 melee (1d4+1/19-20, dagger); SV Fort 
  +9, Ref +14; Dex 19 (23), Con 12 (16). Tumble +17. 
  Maid 
  of 
  Battle: 
  Female 
  human 
  Bbn1/Ftr5/ 
  OccultSlayer2; CR 8; Medium Humanoid (human); 
  HD 1d12+2 plus 5d10+10 plus 2d8+4; hp 68; Init +5; 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 29 
  Spd 20 ft.; AC 21 (+0 Dex, +9 half-plate, +2 deflection), 
  touch 12, flat-footed 21; Base Atk/Grp +8/+12; Atk +14 
  melee (1d10+10/x3, +2 glaive) or +9 ranged (1d6+4, 
  javelin) or +12 melee (1d4+4/19-20, dagger); Full Atk 
  +14/+9 melee (1d10+10/x3, +2 glaive); SA rage 1/day, 
  vicious strike, weapon bond; SQ magical defense +1, 
  mind over magic 1/day; AL CN; SV Fort +9, Ref +3, 
  Will +6; Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb -3, Intimidate +2, 
  Knowledge (arcana) +5, Listen +6, Sense Motive +4, 
  Spellcraft +4, Spot +5; Combat Expertise, Combat 
  Reflexes, Improved Trip, Improved Initiative, Weapon 
  Focus (glaive), Weapon Specialization (glaive). 
   
  Languages: Common, Old Oeridian, Nyrondese. 
   
  Magical Defense (Ex): +1 bonus on saving 
  throws against spells or spell-like abilities. 
   
  Mind Over Magic 1/day: Spell turning (as the 
  spell, CL 7th) as a free action 1/day. 
   
  Vicious Strike (Ex): Double damage on a readied 
  strike to disrupt a spellcaster. 
   
  Weapon Bond (Su): +1d6 points of damage with 
  her +2 glaive against spellcasters. 
   
  Possessions: +2 half-plate, +2 glaive, 3 javelins, 2 
  daggers, cloak of resistance +1, ring of protection +2, potion of 
  barkskin +2, potion of bull’s strength, potion of cat’s grace, 
  potion of bear's endurance, potion of purple poison, 3 
  tanglefoot bags. 
   
  Power-up Suite (potions): hp 84; Init +7; AC 23 (+0 
  Dex, +2 natural, +9 half-plate, +2 deflection), touch 12, 
  flat-footed 23; Grp +14; Atk +16 melee (1d10+13/x3, +2 
  glaive) or +11 ranged (1d6+6, javelin) or +14 melee 
  (1d4+6/19-20, dagger); Full Atk +16/+11 melee 
  (1d10+13/x3, +2 glaive); SV Fort +11, Ref +5; Str 18 (22), 
  Dex 12 (16), Con 14 (18). 
  Encounter Four 
   
   
   
   
  Mauler: Male half-orc Rgr2/Mnk6; CR 8; Medium 
  Humanoid (orc); HD 2d8+2 plus 6d8+6; hp 51; Init +5; 
  Spd 50 ft.; AC 15 (+1 Dex, +2 Wis, +1 monk bonus, +1 
  deflection), touch 15, flat-footed 14; Base Atk/Grp 
  +6/+15; Atk +12 melee (1d8+6, unarmed strike) or +13 
  melee (1d6+7, +1 kama) or +8 ranged (1d2+6, 
  masterwork shuriken); Full Atk +12/+12/+7 melee 
  (1d6+7, +1 kama, Flurry) or +10/+10/+5 and +10 melee 
  (1d6+7 or 1d6+4, +1 kamas, Flurry, Two-Weapon 
  Fighting); SA favored enemy humans +2, flurry of 
  blows, ki strike (magic); SQ darkvision 60 ft.; evasion, 
  purity of body, slow fall 30 ft., still mind; AL LE; SV 
  Fort +10, Ref +10, Will +8; Str 22, Dex 12, Con 12, Int 8, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Balance +3, Disguise +2, Hide +7, 
  Jump +25, Listen +4, Move Silently +8, Spot +4, 
  Survival +3, Tumble +4; Cleave, Deflect Arrows (B), 
  Improved Grapple (B), Improved Initiative, Improved 
  Trip (B), Improved Unarmed Strike (B), Power Attack, 
  Track (B), Two-Weapon Fighting (B). 
   
  Languages: Common, Orc. 
   
  Possessions: 2 +1 kamas, Large Scorpion Venom (2 
  doses on kamas, Fort DC 18, 1d6 Str/1d6 Str), 5 
  masterwork shurikens, ring of protection +1, cloak of 
  resistance +1, potion of mage armor, potion of barkskin +2, 
  potion of bull's strength, potion of cat’s grace, potion of bear's 
  endurance, potion of owl's wisdom, potion of fly, antitoxin. 
   
  Power-up Suite (potions): hp 67; Init +7; AC 25 (+3 
  Dex, +4 Wis, +1 monk bonus, +2 natural, +4 mage 
  armor, +1 deflection), touch 19, flat-footed 22; Grp +17; 
  Atk +14 melee (1d8+9, unarmed strike) or +15 melee 
  (1d6+9, +1 kama) or +10 ranged (1d2+7, masterwork 
  shuriken); Full Atk +14/+14/+9 melee (1d6+9, +1 kama, 
  Flurry) or +12/+12/+7 and +12 melee (1d6+9 or 1d6+5, 
  +1 kamas, Flurry, Two-Weapon Fighting); SV Fort +12 
  (+17 vs. poison), Ref +12, Will +11; Str 22 (26), Dex 12 
  (16), Con 12 (16), Wis 14 (18). He can fly. 
  Flinger: Male human Rog1/Mnk5/Asn2; CR 8; 
  Medium Humanoid (human); HD 1d6+1 plus 4d8+4 
  plus 2d6+2; hp 41; Init +5; Spd 40 ft.; AC 19 (+5 Dex, +2 
  Wis, +1 monk bonus, +1 deflection), touch 19, flat-
  footed 19 (uncanny dodge); Base Atk/Grp +4/+8; Atk 
  +5 melee (1d6, masterwork kama) or +10 ranged 
  (1d2+1, +1 returning shuriken); Full Atk +9/+9 ranged 
  (1d2+1, +1 returning shurikens, Flurry) or +7/+7/+7 
  ranged (1d2+1, +1 returning shurikens, Flurry, Rapid 
  Shot); SA death attack (DC 13), flurry of blows, sneak 
  attack +2d6; SQ evasion, poison use, uncanny dodge 
  (Dex bonus to AC); AL LE; SV Fort +6 (+7 vs. poison), 
  Ref +15, Will +7; Str 10, Dex 20, Con 12, Int 10 (12), 
  Wis 14, Cha 10. 
   
  Skills and Feats: Balance +11, Disguise +4, Escape 
  Artist +11, Heal +3, Hide +10, Jump +17, Listen +6, 
  Move Silently +14, Sense Motive +4, Spot +8, Tumble 
  +17; Deflect Arrows (B), Far Shot, Improved Grapple 
  (B), Improved Unarmed Strike (B), Point Blank Shot, 
  Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Assassin Spells Known (2 per day, CL 2nd): 1st—
  disguise self, feather fall, jump. 
   
  Possessions: 3 +1 returning shurikens, 5 shurikens, 8 
  doses of Large Scorpion Venom on shurikens (Fort DC 
  18, 1d6 Str/1d6 Str), masterwork kama, ring of protection 
  +1, cloak of resistance +1, headband of intellect +2, potion of 
  mage armor, potion of barkskin +2, potion of bull’s strength, 
  potion of cat’s grace, potion of bear's endurance, potion of owl's 
  wisdom, potion of invisibility, , antitoxin, spell component 
  pouch. 
   
  Power-up Suite (potions): hp 57; Init +7; AC 29 (+7 
  Dex, +4 Wis, +2 natural, +4 mage armor, +1 deflection), 
  touch 23, flat-footed 29 (uncanny dodge); Grp +10; Atk 
  +7 melee (1d6+2, masterwork kama) or +12 ranged 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 30 
  (1d2+3, +1 returning shuriken); Full Atk +11/+11 ranged 
  (1d2+3, +1 returning shurikens, Flurry) or +9/+9/+9 
  ranged (1d2+3, +1 returning shurikens, Flurry, Rapid 
  Shot); SV Fort +8 (+14 vs. poison), Ref +17, Will +9; Str 
  10 (14), Dex 20 (24), Con 12 (16), Wis 14 (18). Balance 
  +13, Escape Artist +13, Hide +12, Jump +15, Listen +8, 
  Move Silently +16, Sense Motive +6, Spot +10, Tumble 
  +19. He is invisible. 
  Popper: Male human Ftr1/Mnk1/Rog3/Asn3; CR 8; 
  Medium Humanoid (human); HD 1d10+1 plus 1d8+1 
  plus 3d6+3; hp 47; Init +9; Spd 30 ft.; AC 18 (+5 Dex, +2 
  Wis, +1 deflection), touch 18, flat-footed 18 (uncanny 
  dodge); Base Atk/Grp +5/+10, Atk +13 melee (1d6+3, 
  +2 siangham) or +10 melee (1d6+1, unarmed strike) or 
  +10 ranged (1d2+1, masterwork shuriken); Full Atk 
  +11/+11 melee (1d6+3, +2 siangham, Flurry) or +9/+9 
  and +9 melee (1d6+3 and 1d6+2, +2 sianghams, Flurry, 
  Two-Weapon Fighting); SA death attack (DC 15), flurry 
  of blows, sneak attack +4d6; SQ evasion, poison use, 
  uncanny dodge (Dex bonus to AC);  AL LE; SV Fort 
  +11 (+12 vs. poison), Ref +15, Will +8; Str 12, Dex 20, 
  Con 12, Int 10 (14), Wis 14, Cha 8. 
   
  Skills and Feats: Balance +7, Climb +5, Disguise +4, 
  Hide +16, Jump +14, Move Silently +16, Tumble +18; 
  Great Fortitude, Improved Grapple (B), Improved 
  Initiative, Improved Unarmed Strike (B), Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (siangham). 
   
  Languages: Common. 
   
  Assassin Spells Known (3/1 per day, CL 3rd): 1st—
  feather fall, jump, true strike; 2nd—spider climb, swift 
  invisibility (see Appendix Two). 
   
  Possessions: 2 +2 sianghams, 2 doses Large Scorpion 
  Venom on sianghams (Fort DC 18, 1d6 Str/1d6 Str), 5 
  masterwork shurikens, ring of protection +1, cloak of 
  resistance +2, headband of intellect +4, potion of mage armor, 
  potion of barkskin +2, potion of bull’s strength, potion of cat's 
  grace, potion of bear's endurance, potion of owl's wisdom, 
  spell component pouch. 
   
  Power-up Suite (potions, jump): hp 63; Init +11; AC 
  28 (+7 Dex, +4 Wis, +2 natural, +4 mage armor, +1 
  deflection), touch 22, flat-footed 28 (uncanny dodge); 
  Grp +12; Atk +15 melee (1d6+5, +2 siangham) or +11 
  melee (1d6+3, unarmed strike) or +10 ranged (1d2+3, 
  masterwork shuriken); Full Atk +13/+13 melee (1d6+5, 
  +2 siangham, Flurry) or +11/+11 and +11 melee (1d6+5 
  and 1d6+3, +2 sianghams, Flurry, Two-Weapon 
  Fighting); SV Fort +13 (+14 vs. poison), Ref +17, Will 
  +10; Str 12 (16), Dex 19 (23), Con 12 (16), Wis 14 (18). 
  Balance +9, Climb +7, Hide +18, Jump +26, Move 
  Silently +18, Tumble +20. 
  Stunner: Male human Mnk7/Asn1; CR 8; Medium 
  Humanoid (human); HD 7d8+7 plus 1d6+1; hp 50; Init 
  +6; Spd 50 ft.; AC 20  (+2 Dex, +5 Wis, +2 monk bonus, 
  +1 deflection), touch 20, flat-footed 18; Base Atk/Grp 
  +5/+9; Atk +8 melee (2d6+2, unarmed strike) or +7 
  melee (1d6+1, masterwork kama) or +8 ranged (1d2+1, 
  masterwork shuriken); Full Atk +7/+7 (2d6+2, 
  unarmed strike, Flurry); SA death attack (DC 12), flurry 
  of blows, ki strike (magic), pain touch, sneak attack 
  +1d6, stunning fist 7/day (8/day with belt, DC 19); SQ 
  evasion, poison use, purity of body, still mind, 
  wholeness of body (14 pts/day); AL LE; SV Fort +7, Ref 
  +10, Will +11; Str 12, Dex 14, Con 12, Int 10 (12), Wis 
  20, Cha 8. 
   
  Skills and Feats: Balance +11, Disguise +3, Hide +10, 
  Jump +22, Listen +8, Move Silently +10, Tumble +13; 
  Deflect Arrows (B), Improved Disarm (B), Improved 
  Grapple, Improved Initiative, Improved Unarmed 
  Strike (B), Pain Touch (see Appendix Two), Stunning 
  Fist (B), Weapon Focus (unarmed strike). 
   
  Languages: Common. 
   
  Assassin Spells Known (1 per day, CL 1st): 1st—
  feather fall, jump. 
   
  Possessions: 5 masterwork shurikens, 2 doses of 
  Medium Spider Venom on shurikens, (Fort DC 14, 1d4 
  Str/1d4 Str), masterwork kama, ring of protection +1, 
  amulet of mighty fists +1, cloak of resistance +1, headband of 
  intellect +2, monk's belt (unarmed damage and AC as if 
  Mnk12), potion of mage armor, potion of barkskin +2, potion 
  of bull’s strength, potion of bear's endurance, potion of owl's 
  wisdom, antitoxin, spell component pouch. 
   
  Power-up Suite (potions): hp 66; AC 28 (+2 Dex, +7 
  Wis, +2 monk bonus, +2 natural, +4 mage armor, +1 
  deflection), touch 22, flat-footed 26; Grp +11; Atk +10 
  melee (2d6+4, unarmed strike) or +9 melee (1d6+3, 
  masterwork kama) or +8 ranged (1d2+3, masterwork 
  shuriken); Full Atk +8/+8 (2d6+4, unarmed strike, 
  Flurry); SA stunning fist 7/day (8/day with belt, DC 
  21); SV Fort +9 (+14 vs. poison), Will +12; Str 12 (16), 
  Con 12 (16), Wis 20 (24). Jump +20, Listen +10. 
  Encounter Six 
   
   
   
   
  Kar-Fai Hong: Male human Rog1/Mnk7/Asn3; CR 
  11; Medium Humanoid (human); HD 1d6+2 plus 
  7d8+14 plus 3d6+6; hp 75; Init +7; Spd 50 ft.; AC 19 (+3 
  Dex, +2 Wis, +2 monk bonus, +2 deflection), touch 19, 
  flat-footed 19 (uncanny dodge); Base Atk/Grp +7/+9; 
  Atk +12 melee (2d6+4, unarmed strike) or +10 melee 
  (1d6+2, masterwork kama) or +11 ranged (1d2+2, 
  masterwork shuriken); Full Atk +11/+11/+6 melee 
  (2d6+4, unarmed strike, flurry) or +9/+9/+4 and +9 
  melee (2d6+4, unarmed strike, Flurry, Two-Weapon 
  Fighting); SA death attack (DC 15), flurry of blows, ki 
  strike (magic), sneak attack +3d6, stunning fist 7/day 
  (8/day with belt, DC 17); SQ Tiger Mastery, evasion, 
  poison use, purity of body, slow fall 30 ft., still mind, 
  uncanny dodge (Dex bonus to AC), wholeness of body 
  (14 pts/day); AL LE; SV Fort +10 (+11 vs. poison), Ref 
  +14, Will +12; Str 14, Dex 16, Con 14, Int 12 (14), Wis 
  14, Cha 10. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 31 
   
  Skills and Feats: Balance +17, Bluff +4, Disguise +4, 
  Hide +12, Jump +24, Listen +10, Move Silently +12, 
  Spot +9, Tumble +16; Deflect Arrows (B), Improved 
  Initiative, Improved Trip (B), Improved Unarmed 
  Strike (B), Iron Will, Stunning Fist (B), Two-Weapon 
  Fighting, Weapon Focus (unarmed strike). 
   
  Languages: Common, Ancient Baklunish. 
   
  Tiger Mastery (Ex): Kar-Fai Hong is a Tiger 
  Master. No tiger will attack, delay, or hinder him and 
  any tigers that remain in his presence for over an hour 
  falls under his sway and does his unconscious bidding. 
   
  Assassin Spells Known (3/1 per day, CL 3rd): 1st—
  feather fall, jump, true strike; 2nd—invisibility, swift 
  invisibility (see Appendix Two). 
   
  Possessions: 2 masterwork kamas, 5 masterwork 
  shurikens, 4 doses of Large Scorpion Venom on 
  shurikens (Fort DC 18, 1d6 Str/1d6 Str), 2 doses of 
  Large Scorpion Venom on kamas, ring of protection +2, 
  amulet of mighty fists +2, cloak of resistance +2, dust of 
  appearance, dust of disappearance, headband of intellect +2, 
  monk’s belt (unarmed damage and AC as if Mnk12), 
  potion of mage armor, potion of barkskin +2, potion of bull’s 
  strength, potion of cat’s grace, potion of bear's endurance, 
  potion of owl's wisdom, spell component pouch. 
   
  Power-up Suite (potions, jump): hp 97; Init +9; AC 
  29 (+5 Dex, +4 Wis, +2 monk bonus, +2 natural, +4 
  mage armor, +2 deflection), touch 23, flat-footed 29 
  (uncanny dodge); Grp +11; Atk +14 melee (2d6+6, 
  unarmed strike) or +12 melee (1d6+4, masterwork 
  kama) or +13 ranged (1d2+4, masterwork shuriken); 
  Full Atk +13/+13/+8 melee (2d6+6, unarmed strike, 
  flurry) or +11/+11/+11/+6 melee (2d6+6, unarmed 
  strike, Flurry, Two-Weapon Fighting) or +12/+12 
  ranged (1d2+4, masterwork shurikens, Flurry); SA 
  stunning fist 7/day (DC 19); SV Fort +12 (+13 vs. 
  poison), Ref +16, Will +14; Str 14 (18), Dex 16 (20), Con 
  14 (18), Wis 14 (18). Balance +19, Hide +14, Jump +36, 
  Listen +12, Move Silently +14, Spot +11, Tumble +18. 
  He may have used dust of disappearance, which lasts only 
  2d6 rounds, depending on how the characters have 
  come down the slide. 
  Dire Tiger (awakened): Large Magical Beast 
  (augmented animal); hp 120; see Monster Manual p65. 
  Int 12, Cha 18. 
   
  Languages: Common, Flan. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 32 
  Combat Appendix – APL 12
  Encounter One 
   
   
   
   
  Jarn Saxa: Male human Wiz7/Fatespinner3; CR 10; 
  Medium Humanoid (human); HD 10d4+20; hp 51; Init 
  +2; Spd 30 ft.; AC 18 (+2 Dex, +4 mage armor, +2 
  deflection), touch 14, flat-footed 16; Base Atk/Grp: 
  +4/+3; Atk or Full Atk +3 melee (1d4-1/19-20, dagger) 
  or +7 ranged (1d8/19-20, masterwork light crossbow); 
  SA spells; SQ spin fate, fickle finger of fate, spin 
  destiny; AL CN; SV Fort +7, Ref +7, Will +11; Str 8, Dex 
  14, Con 14, Int 20, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +3, Concentration +15 (+19 
  defensively), Diplomacy +4, Knowledge (arcana) +15, 
  Listen +2, Profession (gambling) +5, Search +7, Sense 
  Motive +2, Spellcraft +19, Spot +6; Combat Casting, 
  Empower Spell, Maximize Spell (B), Point Blank Shot, 
  Scribe Scroll (B), Spell Focus (Enchantment).  
   
  Languages: 
  Common, 
  Draconic, 
  Flan, 
  Old 
  Oeridian, Terran. 
   
  Spin Fate or Spin Destiny (Ex):  As a free action, 
  boost a skill check, attack roll, saving throw, or DC of a 
  spell by 1, 2, or 3 points, to a total of 3 points per day. 
   
  Fickle Finger of Fate (Ex):  Once per day as an 
  immediate action, force any other creature in line of 
  sight to reroll a roll and abide by the new result. 
   
  Wizard Spells Prepared (4/6/5/4/4/2): 0— daze (4) 
  (DC 16); 1st—cause fear (DC 16), mage armor, magic 
  missile (2), shield, sleep (DC 17); 2nd—glitterdust (DC 17), 
  scorching ray (2) (+5 ranged touch, +6 if point blank), see 
  invisibility, Tasha’s hideous laughter (DC 18); 3rd—
  displacement, haste, magic missile (empowered), stinking 
  cloud (DC 18); 4th—Evard’s black tentacles (Grp +18), 
  greater invisibility, magic missile (maximized), phantasmal 
  killer (DC 19); 5th—feeblemind (DC 21), telekinesis (DC 
  20 or special). 
   
  Possessions: Masterwork light crossbow, 20 bolts, 2 
  daggers, ring of protection +2, cloak of resistance +2, potion of 
  barkskin +2, potion of fox's cunning, potion of bear's 
  endurance, potion of resist energy 10 (fire), potion of purple 
  poison, spell component pouch. 
   
  Power-up Suite (potions, mage armor, see invisibility): 
  hp 71; AC 24 (+2 Dex, +2 natural, +4 mage armor, +4 
  shield, +2 deflection), touch 14, flat-footed 22; SV Fort 
  +9; Int 20 (24). Concentration +17 (+21 defensively). 
  Spell DCs are 2 higher. Fire resistance 10. See 
  invisibility. 
  Ahma: Female human Sor10; CR 10; Medium 
  Humanoid (human); HD 10d4+10; hp 46; Init +5; Spd 
  30 ft.; AC 13 (+1 Dex, +2 deflection), touch 13, flat-
  footed 12; Base Atk/Grp: +5/+4; Atk or Full Atk +4 
  melee (1d6-1, quarterstaff) or +7 ranged (1d10/19-20, 
  masterwork heavy crossbow); AL N; SV Fort +8, Ref +8, 
  Will +12; Str 8, Dex 12, Con 12, Int 14, Wis 10, Cha 20. 
   
  Skills and Feats: Bluff +11, Concentration +14, 
  Diplomacy +9, Knowledge (nobility) +4, Listen +3, 
  Sense Motive +2, Spot +4; Greater Spell Focus 
  (Illusion), Empower Spell, Improved Initiative, 
  Maximize Spell, Spell Focus (Illusion).  
   
  Languages: Common, Old Oeridian, Draconic. 
   
  Sorcerer Spells Known (6/7/7/7/7/6/3 per day, 
  6/6/4/7/5/3 remaining): 0—acid splash (+6 ranged 
  touch), dancing lights, daze (DC 15), detect magic, disrupt 
  undead (+6 ranged touch), prestidigitation, ray of frost (+6 
  ranged touch), read magic; 1st—color spray (DC 18), 
  feather fall, magic missile, shield, true strike; 2nd—mirror 
  image, resist energy, scorching ray (+6 ranged touch), see 
  invisibility; 3rd—displacement, fireball (DC 18), suggestion; 
  4th—phantasmal killer (DC 21), stoneskin; 5th—cone of 
  cold (DC 20). 
   
  Possessions: 
  Quarterstaff; 
  masterwork 
  heavy 
  crossbow, 20 bolts, dagger, ring of protection +2, cloak of 
  resistance +3, potion of mage armor, potion of barkskin +2, 
  potion of bear's endurance, potion of eagle's splendor, potion 
  of purple poison, spell component pouch, components 
  for stoneskin (2). 
   
  Power-up Suite (potions, shield, resist energy (2), see 
  invisibility, stoneskin): hp 66; AC 23 (+1 Dex, +2 natural, 
  +4 mage armor, +4 shield, +2 deflection), touch 13, flat-
  footed 22; SV Fort +10; Con 12 (16), Cha 20 (24). 
  Concentration +16. Spell DCs are 2 higher. Fire 
  resistance 10, electricity resistance 10. See invisibility. 
  DR 10/adamantine. 
  Fedi-fencer: Male human Rog9/Ftr1; CR 10; Medium 
  Humanoid (human); HD 9d6+9 plus 1d10+1; hp 55; 
  Init +9; Spd 30 ft.; AC 21 (+5 Dex, +5 chain shirt, +1 
  deflection), touch 16, flat-footed 21 (uncanny dodge); 
  Base Atk/Grp: +7/+8; Atk +15 melee (1d6+3/18-20, +2 
  rapier) or +13 ranged (1d4+1/19-20, thrown masterwork 
  dagger); Full Atk +13/+8 melee (1d6+3/18-20, +2 rapier) 
  and +11/+6 melee (1d4+1/19-20, masterwork dagger); 
  SA sneak attack +5d6; SQ evasion, improved uncanny 
  dodge (cannot be flanked except by Rog13), uncanny 
  dodge (Dex bonus to AC); AL CN; SV Fort +8, Ref +13, 
  Will +8; Str 12, Dex 20, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Appraise +3, Climb +2, Bluff +6, 
  Diplomacy +4, Forgery +6, Escape Artist +7, Hide +2, 
  Jump +5, Listen +8, Move Silently +2, Open Lock +3, 
  Spot +13, Sense Motive +8, Tumble +17; Improved 
  Initiative, Improved Two-Weapon Fighting, Iron Will, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (rapier). 
   
  Languages: Common. 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 33 
   
  Possessions: +1 chain shirt, +2 rapier, 4 masterwork 
  daggers, ring of protection +1, cloak of resistance +2, potion of 
  cat's grace, potion of barkskin +2, potion of bear's endurance, 
  potion of purple poison, 3 tanglefoot bags. 
   
  Power-up Suite (potions): hp 75; Init +11; AC 25 (+7 
  Dex, +2 natural, +5 chain shirt, +1 deflection), touch 18, 
  flat-footed 25 (uncanny dodge); Atk +17 melee 
  (1d6+3/18-20, +2 rapier) or +14 ranged (1d4+1/19-20, 
  thrown masterwork dagger); Full Atk +15/+10 melee 
  (1d6+3/18-20, +2 rapier) and +13/+8 melee (1d4+1/19-
  20, masterwork dagger); SV Fort +10, Ref +15; Dex 20 
  (24), Con 12 (16). Tumble +19. 
  Maid of Battle: Female human Bbn1/Ftr7/ Occult 
  Slayer2; CR 10; Medium Humanoid (human); HD 
  1d12+2 plus 7d10+14 plus 2d8+4; hp 84; Init +5; Spd 20 
  ft.; AC 21 (+0 Dex, +9 half-plate, +2 deflection), touch 
  12, flat-footed 21; Base Atk/Grp +10/+14; Atk +16 
  melee (1d10+10/x3, +2 glaive) or +11 ranged (1d6+4, 
  javelin) or +14 melee (1d4+4/19-20, dagger); Full Atk 
  +16/+11 melee (1d10+10/x3, +2 glaive); SA rage 1/day, 
  vicious strike, weapon bond; SQ magical defense +1, 
  mind over magic 1/day; AL CN; SV Fort +12, Ref +6, 
  Will +9; Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Climb -3, Knowledge (arcana) +6, 
  Spellcraft +5, Intimidate +2, Listen +7, Sense Motive 
  +4, Spot +6; Cleave, Combat Expertise, Combat 
  Reflexes, Improved Trip, Improved Initiative, Power 
  Attack, Weapon Focus (glaive), Weapon Specialization 
  (glaive). 
   
  Languages: Common, Old Oeridian, Nyrondese. 
   
  Magical Defense (Ex): +1 bonus on saving 
  throws against spells or spell-like abilities. 
   
  Mind Over Magic 1/day: Spell turning (as the 
  spell, CL 7th) as a free action 1/day. 
   
  Vicious Strike (Ex): Double damage on a readied 
  strike to disrupt a spellcaster. 
   
  Weapon Bond (Su): +1d6 points of damage with 
  her +2 glaive against spellcasters. 
   
  Possessions: +2 half-plate, +2 glaive, 3 javelins, 2 
  daggers, cloak of resistance +3, ring of protection +2, potion of 
  bull’s strength, potion of bear's endurance, potion of cat’s grace, 
  potion of barkskin +2, potion of purple poison, 3 
  tanglefoot bags. 
   
  Power-up Suite (potions): hp 104; Init +7; AC 23 (+0 
  Dex, +2 natural, +9 half-plate, +2 deflection), touch 12, 
  flat-footed 23; Grp +16; Atk +18 melee (1d10+13/x3, +2 
  glaive) or +13 ranged (1d6+6, javelin) or +16 melee 
  (1d4+6/19-20, dagger); Full Atk +18/+13 melee 
  (1d10+13/x3, +2 glaive); SV Fort +14, Ref +8; Str 18 (22), 
  Dex 12(16), Con 14 (18). 
  Encounter Four 
   
   
   
   
  Mauler: Male half-orc Rgr2/Mnk7/Asn1; CR 10; 
  Medium Humanoid (orc); HD 2d8+2 plus 7d8+7 plus 
  1d6+1; hp 62; Init +5; Spd 50 ft.; AC 16 (+1 Dex, +2 Wis, 
  +1 monk bonus, +2 deflection), touch 16, flat-footed 15; 
  Base Atk/Grp +7/+16; Atk +13 melee (1d8+6, unarmed 
  strike) or +16 melee (1d6+8, +2 kama) or +9 ranged 
  (1d2+6, masterwork shuriken); Full Atk +15/+15/+10 
  (1d6+8, +2 kama, Flurry) or +13/+13/+8 and +13 melee 
  (1d6+8 and 1d6+5, +2 kamas, Flurry, Two-Weapon 
  Fighting); SA favored enemy humans +2, flurry of 
  blows, ki strike (magic), sneak attack +1d6; SQ 
  darkvision 60 ft. evasion, purity of body (14 pts/day), 
  slow fall 30 ft., still mind, wholeness of body; AL LE; 
  SV Fort +11, Ref +13, Will +9; Str 22, Dex 12, Con 12, 
  Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Balance +3, Disguise +2, Hide +9, 
  Jump +27, Listen +4, Move Silently +11, Spot +4, 
  Survival +3, Tumble +8; Cleave, Deflect Arrows (B), 
  Improved Grapple (B), Improved Initiative, Improved 
  Trip (B), Improved Unarmed Strike (B), Power Attack, 
  Track (B), Two-Weapon Fighting (B), Weapon Focus 
  (kama). 
   
  Languages: Common, Orc. 
   
  Assassin Spells Known: none. Int too low. 
   
  Possessions: 2 +2 kamas, Large Scorpion Venom (2 
  doses on kamas, Fort DC 18, 1d6 Str/1d6 Str), 5 
  masterwork shurikens, ring of protection +2, cloak of 
  resistance +2, potion of mage armor, potion of barkskin +2, 
  potion of bull's strength, potion of cat’s grace, potion of bear's 
  endurance, potion of owl's wisdom, potion of fly, antitoxin. 
   
  Power-up Suite (potions): hp 82; Init +7; AC 26 (+3 
  Dex, +4 Wis, +1 monk bonus, +2 natural, +4 mage 
  armor, +2 deflection), touch 20, flat-footed 23; Grp +18; 
  Atk +15 melee (1d8+8, unarmed strike) or +18 melee 
  (1d6+10, +2 kama) or +11 ranged (1d2+8, masterwork 
  shuriken); Full Atk +17/+17/+12 melee (1d6+10, +2 
  kama, Flurry) or +15/+15/+10 and +15 melee (1d6+10 
  and 1d6+6, +2 kamas, Flurry, Two-Weapon Fighting); 
  SV Fort +13 (+18 vs. poison), Ref +15, Will +11; Str 22 
  (26), Dex 12 (16), Con 12 (16), Wis 14 (18). He can fly. 
  Flinger: Male human Rog1/Mnk5/Asn4; CR 10; 
  Medium Humanoid (human); HD 1d6+1 plus 5d8+5 
  plus 4d6+4; hp 51; Init +9; Spd 40 ft.; AC 19 (+5 Dex, +2 
  Wis, +1 monk bonus, +1 deflection), touch 19, flat-
  footed 19 (uncanny dodge); Base Atk/Grp +6/+10; Atk 
  +7 melee (1d6, masterwork kama) or +12 ranged 
  (1d2+1, +1 returning shuriken); Full Atk +11/+11/+6 
  ranged (1d2+1, +1 returning shurikens, Flurry) or 
  +9/+9/+9 and +3 ranged (1d2+1 and 1d2, +1 returning 
  shurikens and normal shuriken, Flurry of Blows, Rapid 
  Shot); SA death attack (DC 16), flurry of blows, sneak 
  attack +3d6; SQ evasion, poison use, purity of body, 
  uncanny dodge (Dex bonus to AC); AL LE; SV Fort +7 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 34 
  (+9 vs. poison), Ref +16, Will +8; Str 10, Dex 20, Con 12, 
  Int 10 (12), Wis 14, Cha 10. 
   
  Skills and Feats: Balance +11, Disguise +4, Escape 
  Artist +11, Heal +3, Hide +10, Jump +19, Listen +6, 
  Move Silently +14, Sense Motive +4, Spot +8, Tumble 
  +20; Deflect Arrows (B), Far Shot, Improved Grapple 
  (B), Improved Initiative, Improved Unarmed Strike 
  (B), Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Languages: Common. 
   
  Assassin Spells Known (4/1 per day, CL 4th): 1st—
  disguise self, feather fall, jump, true strike; 2nd—invisibility, 
  spider climb, swift invisibility (see Appendix Two). 
   
  Possessions: 3 +1 returning shurikens, 5 shuriken, 8 
  doses of Large Scorpion Venom on shurikens (Fort DC 
  18, 1d6 Str/1d6 Str), masterwork kama, ring of protection 
  +1, cloak of resistance +1, headband of intellect +2, potion of 
  mage armor, potion of barkskin +2, potion of bull’s strength, 
  potion of cat’s grace, potion of bear's endurance, potion of owl's 
  wisdom, potion of invisibility, antitoxin, spell component 
  pouch. 
   
  Power-up Suite (potions, jump): hp 71; Init +11; AC 
  29 (+7 Dex, +4 Wis, +2 natural, +4 mage armor, +1 
  deflection), touch 23, flat-footed 29 (uncanny dodge); 
  Grp +12; Atk +9 melee (1d6+2, masterwork kama) or 
  +14 ranged (1d2+3, +1 returning shuriken); Full Atk 
  +13/+13/+8 ranged (1d2+3, +1 returning shurikens, 
  Flurry) or +11/+11/+11 and +5 ranged (1d2+3 or 1d2+2, 
  +1 returning shurikens and normal shuriken, Flurry of 
  Blows, Rapid Shot); SV Fort +9 (+14 vs. poison), Ref 
  +18, Will +10; Str 10 (14), Dex 20 (24), Con 12 (16), Wis 
  14 (18). Balance +13, Escape Artist +13, Hide +12, Jump 
  +31, Listen +8, Move Silently +16, Sense Motive +6, 
  Spot +10, Tumble +22. He is invisible. 
  Popper: Male human Ftr1/Mnk1/Rog3/Asn5; CR 10; 
  Medium Humanoid (human); HD 1d10+1 plus 1d8+1 
  plus 3d6+3 plus 5d6+5; hp 57; Init +9; Spd 30 ft.; AC 18 
  (+5 Dex, +2 Wis, +1 deflection), touch 18, flat-footed 18 
  (uncanny dodge); Base Atk/Grp +6/+11, Atk +14 melee 
  (1d6+3, +2 siangham) or +11 (1d6+1, unarmed strike) or 
  +11 ranged (1d2+1, masterwork shuriken); Full Atk 
  +13/+13/+8 melee (1d6+3, +2 siangham, Flurry) or 
  +11/+11/+6 and +11 melee (1d6+3 and 1d6+2, +2 
  sianghams, Flurry, Two-Weapon Fighting); SA death 
  attack (DC 18), flurry of blows, sneak attack +5d6; SQ 
  evasion, improved uncanny dodge (cannot be flanked 
  except by Rog9), poison use, uncanny dodge (Dex 
  bonus to AC); AL LE; SV Fort +11 (+13 vs. poison), Ref 
  +15, Will +8; Str 12, Dex 20, Con 12, Int 10 (16), Wis 14, 
  Cha 8. 
   
  Skills and Feats: Balance +7, Climb +5, Disguise +4, 
  Hide +18, Jump +16, Move Silently +18, Tumble +20; 
  Blind-Fight, Great Fortitude, Improved Grapple (B), 
  Improved Initiative, Improved Unarmed Strike (B), 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (siangham). 
   
  Languages: Common. 
   
  Assassin Spells Known (4/3/1 per day, CL 5th): 1st—
  feather fall, ghost sound, jump, true strike; 2nd—invisibility, 
  spider climb, swift invisibility (see Appendix Two); 3rd—
  false life, find the gap (see Appendix Two). 
   
  Possessions: 2 +2 sianghams, 2 doses Large Scorpion 
  Venom on sianghams (Fort DC 18, 1d6 Str/1d6 Str), 5 
  masterwork shurikens, ring of protection +1, cloak of 
  resistance +2, headband of intellect +6, potion of mage armor, 
  potion of barkskin +2, potion of cat's grace, potion of bear's 
  endurance, potion of owl's wisdom, potion of bull’s strength, 
  spell component pouch. 
   
  Power-up Suite (potions, jump): hp 77; Init +11; AC 
  28 (+7 Dex, +4 Wis, +2 natural, +4 mage armor, +1 
  deflection), touch 22, flat-footed 28 (uncanny dodge); 
  Grp +13, Atk +16 melee (1d6+5, +2 siangham) or +13 
  (1d6+3, unarmed strike) or +13 ranged (1d2+3, 
  masterwork shuriken); Full Atk +15/+15/+10 melee 
  (1d6+5, +2 siangham, Flurry) or +13/+13/+8 and +13 
  melee (1d6+5 and 1d6+3, +2 sianghams, Flurry, Two-
  Weapon Fighting); SV Fort +13 (+15 vs. poison), Ref 
  +17, Will +10; Str 12 (16), Dex 20 (24), Con 12 (16), Wis 
  14 (18). Balance +9, Climb +7, Hide +20, Jump +28, 
  Move Silently +20, Tumble +22. 
  Stunner: Male human Mnk9/Asn1; CR 10; Medium 
  Humanoid (human); HD 9d8+9 plus 1d6+1; hp 62; Init 
  +6; Spd 60 ft.; AC 20  (+2 Dex, +5 Wis, +2 monk bonus, 
  +1 deflection), touch 20, flat-footed 18; Base Atk/Grp 
  +6/+10; Atk +10 melee (2d6+3, unarmed strike) or +8 
  (1d6+1, masterwork kama) or +8 ranged (1d2+1, 
  masterwork shuriken); Full Atk +10/+10/+5 (2d6+3, 
  unarmed strike, Flurry); SA death attack (DC 12), flurry 
  of blows, ki strike (magic), pain touch, sneak attack 
  +1d6, stunning fist 9/day (10/day with belt, DC 20), 
  weakening touch; SQ improved evasion, poison use, 
  slow fall 40 ft., still mind, purity of body, wholeness of 
  body (18 pts/day); AL LE; SV Fort +9, Ref +12, Will 
  +13; Str 12, Dex 14, Con 12, Int 10 (12), Wis 20, Cha 8. 
   
  Skills and Feats: Balance +11, Disguise +3, Hide +10, 
  Jump +28, Move Silently +10, Tumble +17; Deflect 
  Arrows (B), Improved Disarm (B), Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike (B), 
  Pain Touch (see Appendix Two), Stunning Fist (B), 
  Weakening Touch (see Appendix Two), Weapon Focus 
  (unarmed strike). 
   
  Languages: Common. 
   
  Assassin Spells Known (1 per day, CL 1st): 1st—
  feather fall, jump. 
   
  Possessions: 5 masterwork shurikens, 2 doses of 
  Medium Spider Venom on shurikens, (Fort DC 14, 1d4 
  Str/1d4 Str), masterwork kama, ring of protection +1, 
  amulet of mighty fists +2, cloak of resistance +2, headband of 
  intellect +2, monk's belt (unarmed damage and AC as if 
  Mnk14), potion of mage armor, potion of barkskin +2, potion 
  of bull’s strength, potion of cat’s grace, potion of bear's 
  
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  Page 35 
  endurance, potion of owl's wisdom, antitoxin, spell 
  component pouch. 
   
  Power-up Suite (potions): hp 82; Init +8; AC 30 (+4 
  Dex, +7 Wis, +2 monk bonus, +2 natural, +4 mage 
  armor, +1 deflection), touch 24, flat-footed 26; Grp +12; 
  Atk +12 melee (2d6+5, unarmed strike) or +10 (1d6+3, 
  masterwork kama) or +10 ranged (1d2+3, masterwork 
  shuriken); Full Atk +12/+12/+7 (2d6+5, unarmed 
  strike, Flurry); SA stunning fist 9/day (10/day with 
  belt, DC 22); SQ SV Fort +11, Ref +14, Will +15; Str 12 
  (16), Dex 14 (18), Con 12 (16), Wis 20 (24). Balance +13, 
  Hide +12, Jump +30, Move Silently +12, Tumble +19. 
  Encounter Six 
   
   
   
   
  Kar-Fai Hong: Male human Rog1/Mnk9/Asn3; CR 
  13; Medium Humanoid (human); HD 1d6+2 plus 
  9d8+18 plus 3d6+6; hp 89; Init +7; Spd 60 ft.; AC 19 (+3 
  Dex, +2 Wis, +2 monk bonus, +2 deflection), touch 19, 
  flat-footed 19 (uncanny dodge); Base Atk/Grp +8/+10; 
  Atk +14 melee (2d6+5, unarmed strike) or +11 melee 
  (1d6+2, masterwork kama) or +10 ranged (1d2+2, 
  masterwork shuriken); Full Atk +14/+14/+9 melee 
  (2d6+5, unarmed strike, Flurry) +12/+12/+7 and +12 
  melee (2d6+5, unarmed strike, flurry, Two-Weapon 
  Fighting); SA death attack (DC 15), flurry of blows, ki 
  strike (magic), sneak attack +3d6, stunning fist 9/day 
  (10/day with belt, DC 18);  SQ Tiger Mastery, 
  improved evasion, poison use, purity of body, slow fall 
  40 ft., still mind, uncanny dodge (Dex bonus to AC), 
  wholeness of body; AL LE; SV Fort +12 (+13 vs. 
  poison), Ref +16, Will +14; Str 14, Dex 16, Con 14, Int 
  12 (14), Wis 14, Cha 10. 
   
  Skills and Feats: Balance +17, Bluff +4, Disguise +4, 
  Hide +12, Jump +32, Listen +11, Move Silently +12, 
  Spot +11, Tumble +18; Deflect Arrows (B), Improved 
  Initiative, Improved Trip (B), Improved Unarmed 
  Strike (B), Iron Will, Power Attack, Stunning Fist (B), 
  Two-Weapon Fighting, Weapon Focus (unarmed 
  strike). 
   
  Languages: Common, Ancient Baklunish. 
   
  Tiger Mastery (Ex): Kar-Fai Hong is a Tiger 
  Master. No tiger will attack, delay, or hinder him and 
  any tigers that remain in his presence for over an hour 
  falls under his sway and does his unconscious bidding. 
   
  Assassin Spells Known (3/1 per day, CL 3rd): 1st—
  feather fall, jump, true strike; 2nd—invisibility, swift 
  invisibility (see Appendix Two). 
   
  Possessions: 2 masterwork kamas, 5 masterwork 
  shurikens, 4 doses of Large Scorpion Venom on 
  shurikens (Fort DC 18, 1d6 Str/1d6 Str), 2 doses of 
  Large Scorpion Venom on kamas, ring of protection +2, 
  amulet of mighty fists +3, cloak of resistance +3, dust of 
  appearance, dust of disappearance, headband of intellect +2, 
  monk’s belt (unarmed damage and AC as if Mnk12), 
  potion of mage armor, potion of barkskin +2, potion of bull’s 
  strength, potion of cat’s grace, potion of bear's endurance, 
  potion of owl's wisdom, spell component pouch. 
   
  Power-up Suite (potions, jump): hp 115; Init +9; AC 
  29 (+5 Dex, +4 Wis, +2 monk bonus, +2 natural, +4 
  mage armor, +2 deflection), touch 23, flat-footed 29 
  (uncanny dodge); Grp +12; Atk +16 melee (2d6+7, 
  unarmed strike) or +13 melee (1d6+4, masterwork 
  kama) or +12 ranged (1d2+4, masterwork shuriken); 
  Full Atk +16/+16/+9 melee (2d6+7, unarmed strike, 
  Flurry) +14/+14/+7 and +14 melee (2d6+7, unarmed 
  strike, flurry, Two-Weapon Fighting); SA stunning fist 
  9/day (10/day with belt, DC 20);  SV Fort +14 (+15 vs. 
  poison), Ref +18, Will +16; Str 14 (18), Dex 16 (20), Con 
  14 (18), Wis 14 (18). Balance +19, Hide +14, Jump +44, 
  Listen +13, Move Silently +14, Spot +13, Tumble +20. 
  He may have used dust of disappearance, which lasts only 
  2d6 rounds, depending on how the characters have 
  come down the slide. 
  Dire Tiger (advanced, awakened): CR 10; Large 
  Magical Beast (augmented animal); HD 22d8+66; hp 
  165; Init +2; Spd 40 ft.; AC 17 (-1 size, +2 Dex, +6 
  natural), touch 11, flat-footed 15; Base Atk/Grp 
  +16/+29; Atk +25 melee (2d4+9, claw); Full Atk 
  +25/+25 melee (2d4+9, 2 claws) and +19 melee (2d6+4, 
  bite); Space/Reach: 10 ft./5 ft.; SA improved grab, 
  pounce, rake; SQ low-light vision, scent; AL N; SV Fort 
  +17, Ref +16, Will +16; Str 28, Dex 15, Con 17, Int 12, 
  Wis 12, Cha 18. 
   
  Skills and Feats: Hide +8, Jump +16, Listen +7, 
  Move Silently +12, Spot +8, Swim +11; Alertness, 
  Improved Natural Attack (bite), Improved Natural 
  Attack (claw), Iron Will, Lightning Reflexes, Run, 
  Stealthy, Weapon Focus (claw). 
   
  Languages: Common, Flan. 
   
  Improved Grab (Ex): To use this ability, a dire 
  tiger must hit with a claw or bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a tiger dire charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +24 melee, damage 
  2d4+4. 
   
  
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  Appendix One – Special Rules for the Pale 
  Non-Pholtan Holy Symbols 
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of 
  living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their holy 
  symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by APL: APL 2 - 
  90gp. APL 4 - 130gp. APL 6 - 180gp, APL 8 - 260gp, APL 10 - 460gp, APL 12 - 660gp. The confiscation and fine should 
  take place as soon as any Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without his holy 
  symbol for the adventure, as non-Pholtan holy symbols may not be purchased in the Pale without taking special actions.
   
  Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are 
  heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
  • 
  Bleredd – Considered a human deity due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation and 
  negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and into Tenh for the 
  liberation and relief efforts in that region. All non-elves will be penalized as if violating the law even if they are not human as 
  Ehlonna is considered to be a human deity. 
  • 
  Fortubo – Considered a dwarven deity as he has withdrawn his support from the Suel, where his origins lie, in favor of fighting 
  against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, his origins are Suel and his primary worshippers still include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is venerated primarily 
  by half-orcs 
  • 
  Ulaa – Considered a human deity due to her position as the wife of the Oeridian god, Bleredd, and her worship by humans 
  Deities with Special Consideration due to their status: 
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to demonic deities in the past. Persons 
  displaying the holy symbol of St. Cuthbert are considered to be worshipping a force of Chaos. See the next entry for worshippers 
  of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities will be fined 200 gp more in addition to the normal 200 gp fine for being 
  Agents of Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the (un)holy symbol of an evil deity, the following actions will be taken. If the PC is 
  not actually a cleric of the evil deity, all normal actions will be taken as well as a geas being cast on the PC to keep him from 
  touching the (un)holy symbols of evil deities in the future. If the PC is actually a cleric of an evil deity, he gets burned at the 
  stake since he has already agreed to forfeit his character by the rules of the Living Greyhawk Campaign, which prohibits this. 
  No PC may enforce this rule through combat or offensive physical actions and player-vs-player conflict will be 
  adjudicated as a violation of the RPGA General Rules as always. If one PC chooses to report another PC for a violation of 
  this law to the authorities, he will also be questioned and detained as to why he was associating with such a heathen, but 
  will not be penalized. 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in game rules are required for skills like Bluff 
  and the hiding of non-Pholtan holy symbols. 
  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the holy 
  symbol will cost twice the standard price of the Player’s Handbook price listed. 
  
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  2. 
  To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation or 
  within a normal conversational distance from someone is a DC 10 (the average Pale legal authority has an 
  average Spot skill of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as holy 
  symbols at this time and require a DC 20 Spot check to notice followed by a DC 15 Knowledge (religion) check 
  to identify the holy symbol since it is a non-standard holy symbol; it is the same Spot check even if engaged in 
  conversation as most people look to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a spell 
  using a holy symbol without the other person being able to see the holy symbol being used to cast the spell. 
  The person attempting this has a -5 circumstance penalty due to the requirement of forceful presentation of 
  holy symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more obscure 
  deities require a DC 15 and some extremely obscure deities may require a higher check to identify their holy 
  symbols. Judges should use their best judgement on this, but a simple guide is if the deity is listed in the 
  Player’s Handbook or is a greater deity according to the LG deities’ document, it is probably only a DC 10 check. 
  If you haven’t heard of the deity before, the deity is probably obscure. 
  Arcane Registration by Arcane Spellcasters 
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register with the 
  government. (Registry with the government is not the same as membership in the Arcanist Guild, which is a meta-game 
  organization.) The Church is very diligent about informing foreigners of this law, so most traveling spellcasters are 
  promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and confined to 
  service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist will immediately be 
  registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof of 
  registration. As the player of an arcane caster, you may download and print the Arcane Registration Certificate from the 
  Pale regional website (http://www.theocracyofthepale.com/downloads/ arcane_registration.pdf). If you are judging a 
  scenario, you might want to print some certificates, in case any players with arcanist PCs have not done so for 
  themselves. Just because a player has failed to print this certificate for his character is not a reason to punish his PC; if 
  the player just did not have the opportunity or means to print a certificate, you may assume he is registered if he says he 
  is though you may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale and 
  this should be documented on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent 
  records of the registered arcanists and this information is transcribed to the registration books throughout the Pale once 
  a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff check 
  opposed by the Sense Motive check of the authorities attempting to verify the PCs registration paperwork to succeed at 
  this ruse. Failure results in arrest for not being registered and an additional 500 gp fine for forging official Pale 
  documents. (If the PC has the ability to forge documents, this check may be used in lieu of his Bluff check).  
  
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  Appendix Two – New Rules Items 
  New Feats 
  Cooperative Spell [Metamagic] (from Complete Arcane) 
  You can cast spells to greater effect in conjunction with the same spell cast by another individual. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can 
  simultaneously cast the same spell at the same time in the round.  Add +2 to the save DC of cooperatively cast spells and 
  +1 to caster level checks to beat the target’s spell resistance (if any), using the higher base DC and level check of either 
  caster. 
   
  A cooperative spell uses up a spell slot of the same level as the spell’s actual level. 
   
  Special: For each additional caster with this feat casting the same cooperative spell simultaneously, the spell’s save 
  DC and the bonus on the caster level check both increase by 1. When more than two spellcasters cooperatively cast a 
  spell, each must be adjacent to at least two other casters involved in the casting. For example, two wizards and two 
  sorcerers standing in a circle all have Cooperative Spell. The first three in the initiative order ready an action to cast 
  fireball, casting the spell when the fourth does. The base DC of the spell’s save is equal to the highest save DC among the 
  cooperative casters (as determined by relevant ability scores, other feats, special abilities or items) +4 (+2 for the first 
  cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level determines the base 
  caster level check, which gains a +3 bonus (+1 for each cooperative caster). 
  Disguise Spell (from Complete Adventurer) 
  You can cast spells without observers noticing. 
   
  Prerequisites: Perform (any) 9 ranks, bardic music. 
   
  Benefit: You can cast spells unobtrusively, mingling verbal and somatic components into your performances. To 
  disguise a spell, make a Perform check as part of the action used to cast a spell. Onlookers must match or exceed your 
  check result with a Spot check to detect that you’re casting a spell (your performance is obvious to anyone in the 
  vicinity, but the fact that you are casting a spell isn’t). Unless the spell visibly emanates from you, or observers have 
  some other means of determining its source, they don’t know where the effect came from. 
   
  A disguised spell can’t be identified with a Spellcraft check, even by someone who realizes you’re casting a spell. 
  The act of casting still provokes attacks of opportunity as normal. 
  Pain Touch [General] (from Complete Warrior) 
  You cause intense pain in an opponent with a successful stunning attack. 
   
  Prerequisites: Wis 15, Stunning Fist, base attack bonus +2. 
   
  Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 
  round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the 
  effect of this feat, as are any creatures that are more than one size category larger than the feat user. 
  Weakening Touch [General] (from Complete Warrior) 
  You can temporarily weaken an opponent with your unarmed strike. 
   
  Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2. 
   
  Benefit: Declare that you are using this feat before you make an attack roll (thus, a missed attack roll ruins the 
  attempt). You can make an unarmed attack that does no damage but instead applies a -6 penalty to the target’s Strength 
  score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to 
  deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stunning 
  effects cannot be affected by this feat. 
  
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  New Prestige Classes 
  Fatespinner (from Complete Arcane) 
  Some people are lucky; others are not. A few make their own luck. A fatespinner (also called a “mage of many fates”) has 
  pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. When one event 
  occurs, innumerable possible ones do not as the universe blindly seeks balance. Through his newfound understanding, 
  the fatespinner satisfies that blind seeking—with prejudice. He can increase the probability of events in his favor. 
   
  Any arcane spellcaster who has cursed his bad luck is a candidate for this prestige class. who has not cast a spell, 
  hoping fervently but impotently for a particular outcome, or sadly noted the astounding luck if an enemy who resists 
  spell after spell? The fatespinner seeks to apply some control over the vagaries of chance—fortune for himself, 
  misfortune for his foes. 
   
  NPC fatespinners are often found in positions of power and authority, as would be expected from those able to 
  directly affect their own destiny. Others continue to ply the world, honing their abilities and seeking their ultimate 
  fortune. 
  Hit Die: d4. 
  Requirements 
  To qualify to become a fatespinner, a character must fulfill all the following criteria. 
  Skills: Knowledge (arcana) 10 ranks, Profession (gambler) 5 ranks. 
  Spells: Able to cast 4th-level arcane spells, including at least one divination spell of 1st level or higher. 
  Class Skills 
  The fatespinner's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), 
  Knowledge (arcana) (Int), Profession (Int), Sleight of Hand (Dex), and Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the fatespinner prestige class. 
  Weapon and Armor Proficiency: Fatespinners gain no proficiency with any weapon or armor. 
  Spells per Day/Spells Known: At each level except 5th, a fatespinner gains new spells per day (and spells known, if 
  applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class 
  level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of 
  turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming a 
  fatespinner, he must decide to which class to add each level for the purpose of determining spells per day and spells 
  known. 
  Spin Fate (Ex): A mage of many fates understands that “chance” is not as random as many believe it to be, and he can 
  adjust the probability of certain events by applying a force that fatespinners refer to as “spin”. Each day, a fatespinner 
  can use a number of points of spin equal to his fatespinner class level. 
   
  As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin 
  to the DC, on a point-for-point basis. For instance, a 5th-level wizard/3rd-level fatespinner casting fireball could choose 
  to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with 
  probability in this fashion is also exhausted for the day. 
   
  A fatespinner’s spin is replenished whenever the character successfully regains his spells for the day (whether 
  through rest, preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per 
  day as an immediate action, he can force any other creature – friend or enemy – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, 
  whether it’s higher or lower than the original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use 
  accumulated spin to adjust other random events. The method is identical to increasing a spell’s save DC, but the 
  fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. 
  
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  However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of 
  his spells. He must apply the bonus before making the roll. 
  Deny Fate (Ex): At 4th level and higher, a fatespinner has a better chance of beating the odds should he ever be 
  rendered unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become 
  stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are 
  made normally. 
  Resist Fate (Ex): A fatespinner of 4th level and above embraces his extraordinary good luck. Once per day, he can 
  reroll one roll that he has just made. He must abide by the result of the reroll, even if it’s worse than original roll. 
  Seal Fate (Su): A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a 
  friend or foe. Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit 
  Dice equal to or less than his. The creature receives either a -10 penalty or a +10 bonus on its next saving throw, as 
  decided by the fatespinner. If the selected target has more Hit Dice than the fatespinner, the ability doesn’t work but 
  the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the 
  target creature during the round, the creature’s fate is no longer sealed. 
  Occult Slayer (from Complete Warrior) 
  The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. Occult slayers believe that 
  mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become 
  occult slayers are considered to have seen the error of their ways—although they may still cast spells, they rely 
  primarily on their battle prowess and their ability to resist magical effects to defeat their enemies. 
   
  The occult slayer comes into her own through exhaustive training. Every regimen she performs is an exercise that 
  refines her anger against spellcasters into martial skill. Each occult slayer forms a preternatural bond with her 
  masterwork weapon of choice, which serves as the instrument of her vengeance. 
   
  This prestige class is ideal for individuals who have been victimized by spellcasters and seek acceptable ways to 
  oppose them. most occult slayers begin their careers as fighters, though barbarians and rangers often take this path as 
  well. Monks and rogues have also been known to embrace the calling, but bards and paladins find the occult slayer’s 
  preoccupation with spellcasters stifling. Clerics, druids, sorcerers, and wizards—the primary targets of occult slayers—
  tend not to adopt this prestige class, although such turnarounds are not without precedent. 
   
  NPC occult slayers seldom form organizations, because they have discovered that congregating in one place attracts 
  spellcasters intent on making preemptive strikes against them. Instead, occult slayers discreetly meet from time to time 
  to exchange information about spellcasting opponents they have targeted for matches. Otherwise, the occult slayer 
  operates alone, traveling between venues in search of matches that involve spellcasters. Because of the inherent 
  discretion that occult slayers display, a candidate for this prestige class must be chosen and trained by another occult 
  slayer who is willing to share her secrets. 
  Hit Die: d8. 
  Requirements 
  To qualify to become an occult slayer, a character must fulfill all of the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. 
  Feats: Improved Initiative, Weapon Focus (any weapon). 
  Class Skills 
  The occult slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Gather Information (Cha), 
  Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). 
  Table: The Fatespinner 
  Level 
  Base Atk 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Spin Fate 
  +1 level of existing spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Fickle Finger of Fate 
  +1 level of existing spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Spin Destiny 
  +1 level of existing spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Deny Fate, Resist Fate 
  +1 level of existing spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Seal Fate 
  -- 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 41 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the occult slayer prestige class. 
  Weapon and Armor Proficiency: Occult slayers are proficient with all simple and martial weapons and all armor and 
  shields. 
  Magical Defense (Ex): An occult slayer’s constant training in countering magic of all types manifests itself as a bonus 
  on saving throws against spells or spell like abilities. This bonus is +1 at 1st level and it increases to +2 at 3rd level and to 
  +3 at 5th level. 
  Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her 
  power. Upon making her selection, she immediately forms a bond with her chosen weapon that imbues it with the 
  force of her hatred for spellcasters. Thereafter, any successful attack she makes with the chosen weapon against a 
  spellcaster or a creature with spell-like abilities deals extra 1d6 points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal the extra damage until she acquires and bonds with another 
  weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level 
  practicing with the replacement weapon (and doing very little else – no adventuring) to create a new weapon bond. 
  Mind over Magic (Su): Starting at 2nd level, and occult slayer can cause a spell or spell-like ability targeted against her 
  to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level 
  equals the character’s occult slayer level +5). An occult slayer can use this ability once per day at 2nd level and twice per 
  day at 4th level. 
  Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals 
  double damage if the attack hits. 
  Auravision (Su): At 3rd level, and occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free 
  action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine 
  anything but the number of magical auras present. 
  Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more 
  difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The 
  occult slayer gains magical protection from divination equivalent to a nondetection spell (caster level equals the 
  character’s occult slayer level), except that it affect only the occult slayer and her possessions. 
  Blank Thoughts (Ex): At 5th level, an occult slayer can induce within herself a state of mental absence, thereby 
  becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can 
  suppress or resume this ability as a free action. 
  Table: The Occult Slayer 
  Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1st 
  +1 
  +0 
  +0 
  +2 
  Magical defense +1, weapon bond 
  2nd 
  +2 
  +0 
  +0 
  +3 
  Vicious strike, mind over magic 1/day 
  3rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4th 
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondetection cloak 
  5th 
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
  New Action Types (from Complete Arcane) 
  Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and 
  energy than a free action. You can perform one swift action per turn without affecting your ability to perform other 
  actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, 
  regardless of what other actions you take. You can take a swift action any time you would normally be allowed a free 
  action. Swift actions usually involve spellcasting or the activation of magic items; many characters (especially those who 
  don’t cast spells) never have an opportunity to cast a swift action. 
   
  Casting a quickened spell is a swift action (instead of a free action, as stated in the Player’s Handbook). In addition, 
  casting any spell with a casting time of 1 swift action is a swift action. 
   
   Casting a spell with a casting time of 1 swift action does not provoke attacks of opportunity. 
  Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, but 
  represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate 
  
  PAL6-02 Tiger, Tiger! 
   
  Page 42 
  action can be performed at any time—even if it’s not your turn. Casting feather fall is an immediate action (instead of a 
  free action, as stated in the spell description in the Player’s Handbook), since the spell can be cast at any time. 
   
  Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that 
  turn. You cannot use another immediate action or a swift action until after your next turn if you have used an 
  immediate action wen it is not currently your turn (effectively, using an immediate action before your turn is equivalent 
  to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed. 
  New Spells 
  Find the Gap 
  Divination 
  Level: Assassin 3, paladin 3, ranger 3 
  Components: V 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You gain the ability to perceive weak points in your opponent's armor. Your first melee or ranged attack each round 
  is resolved as a touch attack, disregarding the subject's armor, shield, and natural armor bonuses (including any 
  enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck 
  bonuses, still apply. 
  Invisibility, Swift 
  Illusion (Glamer) 
  Level: Assassin 2, bard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like invisibility (see page 245 of the Player’s Handbook), except as noted above. 
   
  
  PAL6-02 Tiger, Tiger! 
   
  Page 43 
  Map #1: Ogburg Public Square 
   
  Make up a different layout of buildings if you like. The main plaza should be at least 100 feet across. 
   
   
   
  
  PAL6-02 Tiger, Tiger! 
   
  Page 44 
  Map #2: The Tiger Monastery 
   
   
  Map #3: The Tiger Test 
   
   
  
  PAL6-02 Tiger, Tiger! 
   
  Page 45 
   
  Player Handout #1 
  The song of the mysterious singers at The Enchanted Cat: 
   
  A secretive group, all of one mind, under flag of Nyrond, supposedly kind. 
  An elderly man with gray hair of respect; his vigorous son, a fencer perfect. 
  Pregnant mother with child, sorceress born; maidservant of battle with love forlorn. 
  With gleaming blades all drawn as one, their purple potion ensured that none 
  Could give out their secrets, reveal their plot, even if beaten, captured, caught. 
  Roaming the streets with death in their hearts, seeking out bishops and prelates to thwart. 
  The Pale concealed their leaders that day, they met only heroes whom they could not slay. 
  They swaggered their blades and cast deadly spells,  
   
  while poison they'd drunk dragged them down to hell. 
  The heroes defended with grace and with skill, till they lay on the ground; they'd all been killed. 
  Skin flayed from their bones as if they'd been whipped,  
   
  "Death before dishonor!" the last words on bloated, purple, lips... 
   
   
   
   
   
  Player Handout #2 
  The Tiger's Puzzle: 
   
   
  BSJ BWHJF VLTDO YJNJF VIUBJ BWEJ LY I PLLDWUS  
   
  CTXXDJ VSWDJ SWU CFJR IVIWBU. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL6-02 - Tiger, Tiger!.pdf