TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
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  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, 
  PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE 
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  MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
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  CONTAINED HEREIN IS PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF 
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  ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY COINCIDENTAL. © 2005 
  WIZARDS OF THE COAST, INC AND THE ADVENTURE AUTHOR OR AUTHORS. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
  For questions specific to this document and your region, visit the Verbobonc website at 
  www.verbobonc.net and e-mail your triad point of contact at poc@verbobonc.net. For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com 
   
   
  VER6-06 
   
   
   
   
   
  The Ties That Bind 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  Version 1.0 
   
  by Besheer Mohomad with Michael Maenza 
  Circle Reviewer: Tim Sech 
  Triad Reviewer: Rob Silva and Vernon L. Vincent 
  Cartography: Russell Akred 
   
   
  The marriage is done and now it is time to heal the wounds.  Lord and Lady Milinous have invited their subjects, 
  renowned adventurers and loyal retainers to join them in Cienega Valley during the week-long Brewfest holidays to 
  finally celebrate the union of two houses. This is a Verbobonc regional adventure for character levels 1-13 (APL2-10). 
  PCs with Infamy from House Milinous or House Asbury cannot play this adventure. 
   
  Metaorganizational Focus: Verbobonc Noble Houses (House Avgustin, House Langmuir, House Milinous, Verbobonc 
  Town Project (Cienega Valley) 
  
  VER6-06 The Ties That Bind 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs 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. 
  
  VER6-06 The Ties That Bind 
   
  Page 2 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 can 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 receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Verbobonc regional 
  adventure. All PCs native to Verbobonc pay 1 Time Units 
  per round; all others pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  VERBOBONC TOWN PROJECT 
  Portions of this adventure take place in the town of 
  Cienega Valley, which is part of the Verbobonc Town 
  Project. PCs with citizen certificates for this town receive 
  the benefits listed on that certificate.  
   
  For more background and information on Twilight Falls, 
  the Dungeon Master (DM) is encouraged to visit the 
  Yahoo discussion group for Twilight Falls at: 
  http://games.groups.yahoo.com/group/CienegaValle
  y 
   
  This discussion group has additional resources that may 
  prove helpful in detailing the portions of the town not 
  covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Cienega Valley in the 
  Walker’s Guide to Verbobonc. 
   
  ADVENTURE BACKGROUND 
  Prior to the start of the Greyhawk Wars, Sir Simon 
  Milinous was betrothed to Baroness Elinor Truegard of 
  House Asbury. During the war, Lord Milinous was 
  captured by the forces of Iuz, yet managed to escape. He 
  returned to Verbobonc a different man – harder and 
  harsher than he was before he left. Distraught over the 
  changes to the man she loved, Lady Elinor could not go 
  through with the marriage and it was cancelled.  
   
  At the end of CY594, it was revealed that the Lord 
  Milinous that returned from war was, in fact, an impostor 
  – an agent of Iuz – sent to foster dissention and conflict 
  within the Viscounty as a prelude to invasion by others of 
  the Old One’s forces. Through the efforts of heroes, the 
  real Simon Milinous was located and reunited with his 
  love. The imposter was unseated and, at long last, Lady 
  Elinor and Sir Simon were married.  
   
  Though the two are happy together, their love at long last 
  able to be expressed and given form, the integration of 
  their two houses has been more difficult than they had 
  hoped. The initial wedding ceremony was a modest affair, 
  allowing the couple privacy and the solitude, and giving 
  the reclaimed Lord Milinous a chance to recover from his 
  ordeals. But now, with their two-year anniversary 
  approaching, both have decided that celebration is in 
  order. The couple has decided to hold a celebration in 
  Cienega Valley as sign of good times to come. As a 
  surprise for his wife, Lord Milinous arranged for a gift of 
  
  VER6-06 The Ties That Bind 
   
  Page 3 
  beauty to be delivered as an anniversary present at the 
  commencement of the festivities. Unfortunately the river 
  shipment carrying the gift was hijacked en route to the 
  celebration.  
   
  The Perpetrators 
  The imposter that had posed as Lord Milinous 
  surrounded himself with callous cutthroats and merciless 
  mercenaries. When the real Lord Milinous returned to 
  the seat of his barony, he was shocked to discover the 
  infestation of foul and dishonorable brigands that 
  infested his noble house. Searching out true and 
  honorable soldiers, he appointed new captains of his 
  guard and purged his house of all corruption. Most, if not 
  all, made off in haste, taking with them what valuables 
  they could procure in a short amount of time. Some made 
  their way to Verbobonc City, to get lost in the masses and 
  hoped that the true Lord Milinous’s fury would not find 
  them. Many chose to make the long arduous trip to 
  Dyvers, hearing talk of all sorts of coin to be made if one 
  could lack morals. 
   
  But a handful of these guards stayed close by. They 
  believed that Lord Milinous ruined their lives; removing 
  the life of luxury and power that few commoners ever 
  have a chance to taste. When the time came that his rag 
  tag group of malcontents had to go into hiding, they 
  chose to approach Sir Buckwell, a knight of House 
  Milinous. All were aware that he was one of the few who 
  kept his position and power during the purge. Sir 
  Buckwell had heavily lined his pockets over the years, 
  and the pockets of his fortune telling wife Madame 
  Buckwell. Though he remained in House Milinous, Sir 
  Buckwell was aware that sooner or later he would be put 
  to the question concerning his acts and deeds. So Sir 
  Buckwell and his expelled guards sat and bid their time. 
  All wanted revenge against Lord and Lady Milinous, 
  blaming the two for their change in fortunes.  
   
  An opportunity for vengeance came from an unlikely 
  source: a woman by the name of Selma. Her offer was vast 
  amounts of gold and the chance for revenge in exchange 
  for following her plan in detail. All of the ousted men-at-
  arms jumped at the chance.  She offered two jobs, both 
  involving murder. The group would be contacted and 
  given targets, locations and orders. Once contacted they 
  were to carry out their orders and return back to Sir 
  Buckwell’s manor for payment and escape.  
   
  The first job sounded easy. They were to travel to the 
  Ironwood and track a group of refugees leaving the 
  forest. When found alone they were to attack and kill 
  every last person. In particular they were told to kill an 
  infant in the care of these people. The death of the child 
  would send a message. 
   
  They headed out to meet the refugees and found that 
  they arrived too late. They quickly decided to follow at a 
  distance and try to determine were the refugees were 
  headed. After a few days travel they found themselves 
  outside of Humming’s End. They set up an encampment 
  on the far edge of town and waited for a moment to 
  strike. No opportunity to strike availed itself, save for a 
  late evening exodus of adults leaving to fight in the giant 
  wars to the south. They decided then that the following 
  morning was the time.  
   
  By sunrise they had all prepared for a quick strike into 
  town. As they made their way towards town they looked 
  on in disbelief. Looking on they saw a group mercenaries 
  tying the refugees up. As the assortment of people made 
  their way west, Sir Buckwell and his assembled group 
  looked on in amazement. They knew they had gone too 
  far to risk losing it all now. 
   
  A couple of days later they wound up on the outskirts of 
  Valadia. Madame Buckwell went ahead and surveyed the 
  situation. Returning, she reported that the refugees were 
  there. No, this time they were not comfortable guests, for 
  it seemed that the Ironwood refugees were in fact 
  prisoners in the local jail. A knight of some repute 
  watched over as steadfast as a loyal dog. It was decided 
  that they should wait. 
   
  The hours dragged by and the group was feeling as that 
  they should cut their losses. Under the moon light she 
  made out figures in the dark moving away from the town 
  -- the refugees traveling without escort. It seemed they 
  were making their way to the ford. Sir Buckwell decided 
  that their opportunity had arrived. They would ride for 
  the ford and hold up in the woods, an ambush as perfect 
  as one could plan.  
   
  And so a couple of hours later the ambush was sprung, 
  wiping out the refugees. Save but a babe. It seems that 
  Madame Buckwell had longed for a child, a child that her 
  barren body could never produce. As she picked up the 
  baby, with the intent of throwing it in the river, she 
  heard the one word her soul longed to hear; “momma.” 
  This one last thing must be done if they were to get paid. 
  After but a few minutes Sir Buckwell stated with 
  authority that for the time being the baby was in his 
  hands and that its future would be determined later.  
   
  The Party Crashers 
  Weeks went by, as the group of former men-at-arms grew 
  restless anticipating their next job. As the weeks went by 
  
  VER6-06 The Ties That Bind 
   
  Page 4 
  she became increasingly more content to play mother to 
  the child she helped orphan.    
   
  When they arrived back from their execution of the 
  refugees the men-at-arms once again raised concerns of 
  not completing the task. They demanded that Sir 
  Buckwell finish their appointed task. Torn between the 
  desire for gold and his pity for his wife, he felt that he 
  achieved a potential solution.  
   
  It seemed to him that if their employer assumed the baby 
  was dead that as far as he was concerned their mission 
  was successful and the baby shall live out its days in the 
  arms of his wife. But when contacted for the final job, if 
  he was put to the question, he would see the deed done.  
   
  Two weeks before the Milinous celebration they were 
  contacted again by Selma. Sir Buckwell relaxed mentally 
  as the anticipated question never arose. 
   
  Their final task was to strike against House Milinous. 
  Selma wished them to steal a shipment bearing goods 
  earmarked for house Milinous. A keel boat would be 
  sailing from Verbobonc City hauling weapons, imported 
  goods and foodstuff. But most importantly of all, Lord 
  Milinous’s anniversary gift for his wife Lady Milinous. 
   
  Sir Buckwell had some reservations, but Selma assured 
  him that she would see to it they had all they needed, 
  information concerning the boat and crew, equipment to 
  transport the bounty and above all else recompense that 
  would take half a lifetime to spend. They went to work 
  planning their last assignment. Before leaving Selma 
  made only one stipulation. Buckwell and his men must 
  deliver the anniversary gift to an isolated cabin on the 
  edge of Avgustin lands.  
   
  Behind the Scenes 
  Selma’s employer wishes nothing but to cause chaos and 
  panic in the Viscounty.  She was approached about two 
  years ago and asked to be an agent by one of her 
  employer’s cowled minions. All of her meetings and 
  orders came from prearranged meetings in the Ironwood 
  (something she was not entirely happy about.) As her 
  time of service increased, the deeds and tasks she was 
  asked to perform increased in severity. 
   
  She is unaware that this is in fact her last task. Her 
  employer has little use for her now. He has engineered a 
  scheme that would afford him access to the anniversary 
  gift and trap it. He is aware that the heroes of Verbobonc 
  consistently save the day, a fact that he is counting on. He 
  believes that they will easily track down Sir Buckwell and 
  his men, who will in turn give up Selma. When the party 
  arrives on Avgustin lands they will find Selma and the 
  gift, ignorant that their success was planned upon. 
  With the gift returned Lord Milinous will continue his 
  plans and bring about his lady’s death.  
   
  Lord and Lady Milinous 
  For most, the union of man and wife would be both a 
  joyous occasion and a time to look towards the future. 
  For Lord Milinous and his new bride Lady Elinor of 
  House Asbury this has not been the case. 
   
  Since his release from the swampy mirror prison, Lord 
  Simon Milinous’s life has been plagued with second-
  guessing and nightmares. Most of his waking moments 
  have been spent worrying about the safety of his new 
  bride and the subjects. Knowing all to well that tragedy 
  can strike at any time. His somber mood has affected 
  much of the house business since his return. But what he 
  has lacked in presence and leadership, his lady has made 
  up for in spades.  
   
  In fact most of the day to day business of House Milinous 
  is conducted by Lady Elinor and her trusted seneschal 
  Armound. After two years, Lady Milinous has finally 
  convinced her husband that the world is not as dark he 
  believes. Informing him that they have a duty to lead 
  their subjects, including making appearances. The people 
  need something to believe in. 
   
  After much persuasion from his lady, Lord Milinus has 
  agreed to an anniversary party. With his approval, Lady 
  Milinous set to planning a lavish affair with the hope of 
  instilling a sense of hope in the people of the Viscounty. 
  If all goes well she believes that the party will strengthen 
  the relationship between commoner and noble. 
   
  The Gift 
  Lord Milinous and Armound searched long and far for a 
  gift worthy of Lady Elinor Milinous. Through 
  intermediaries and priests of Zilchus they were able to 
  obtain a breathtaking emerald the size of a fist, the beauty 
  of which was said to cause joy in the hearts of any who 
  cast their eye on it.  
   
  Once the mysterious employer has the gem in his 
  possession (through Selma), he will go to meet her in the 
  guise of one of his agents. At their meeting, a wizard in 
  his employ will trap the gem and enable it to be set off by 
  the speaking of the word “Simon.” The employer believes 
  this will be said during the gifting of the gem, as it had 
  been engraved with the words “Speak the truest name of 
  your truest love and I shall be there.” He figured that 
  even if it were not spoken at that point it would be 
  eventually said in their home.   
  
  VER6-06 The Ties That Bind 
   
  Page 5 
   
  As a last measure of protection, the magical aura of the 
  trap 
  has 
  itself 
  been 
  masked 
  with 
  additional 
  enchantments to prevent detection of the magic.  
   
  ADVENTURE SUMMARY 
  Introduction: Brewfest Redux. The party has arrived in 
  Cienega Valley for the weeklong Brewfest event and to 
  celebrate the anniversary of Lord Simon Milinous 
  marriage to Lady Elinor Asbury (now Milinous). While 
  enjoying the festivities, the party has a chance to catch up 
  on current events in Verbobonc. 
   
  Encounter One: The Griffon’s Request:  The arrival of a 
  messenger from Lord Milinous interrupts the event for 
  the PCs, and they are asked to investigate the theft of 
  Lord Milinous anniversary gift to his wife. Due to 
  pressing time, the PCs have forty-eight (48) hours to 
  recover the missing gift. 
   
  Encounter Two: Along the River Road. The party is 
  given directions to the scene of the theft. There are two 
  trails to follow, one leading to Sir Buckwell, a retainer in 
  Lord Milinous service that has turned traitor; and the 
  other leading to Selma, a mysterious agent who is herself 
  in the employ of others. 
   
  Encounter Three: Following the Trail. The trail to Sir 
  Buckwell turns somewhat cold. Here, the PCs have the 
  opportunity to find the trail again, through conversation 
  with locals or tracking the prints. 
   
  Encounter Four: Buckwell Manor. The party arrives at 
  Buckwell Manor and catches up to most of the stolen 
  goods. If the party is careful they can use the group they 
  find to discover what happened to the rest of the goods.  
   
  Encounter Five: Rendezvous Point. Traveling to a 
  remote cabin located in the lands of House Avgustin, the 
  party encounters Selma who is anticipating agents of her 
  employer sent to kill her. 
   
  Encounter Six: The Mission Completed. The party 
  returns to Cienega Valley with some, none or all of the 
  stolen goods. Lady Milinous’s anniversary gift has been 
  trapped and either the party has disabled the device, 
  informed Lord Milinous of the trap or are ignorant of its 
  presence.  
   
  Conclusion: The adventure concludes when the party 
  returns to Cienega Valley with the stolen goods and is 
  thanked by Lord Milinous and Lady Asbury. 
   
  PREPARATION FOR PLAY 
  Please review the following items before starting play. 
  Citizen of Cienega Valley: PCs that are 
  residents of Cienega Valley receive the benefits 
  listed on their citizen certificate and their 
  residence certificate during this adventure. 
  Before 
  play 
  begins, 
  verify 
  that 
  the 
  documentation for residency has been properly 
  completed. 
  • 
  Infamy with House Milinous or Infamy with 
  House Asbury: PCs that possess Infamy with 
  either of these Houses cannot participate in this 
  adventure. 
  • 
  House Milinous: PCs that are a member of this 
  metaorganization receive Player Handout: 
  Invitation to Members of House Milinous 
  • 
  Other Noble Houses Except Langmuir, 
  Avgustin, or Shannus: PCs that are members 
  of other noble metaorganizations EXCEPT 
  House Langmuir, House Avgustin, House 
  Shannus, or the Protectors of the Iron Wood 
  receive 
  Player 
  Handout: 
  Invitation 
  to 
  Members of Other Noble Houses 
  • 
  Everyone Else: All other PCs that don’t fall 
  under the above categories receive Player 
  Handout: Invitation  
  • 
  Friend of the Towns (from VER5-07 Crown 
  Fire): Identify any PCs that played VER5-07 
  Crown Fire and received the AR reward Friend 
  of the Towns.  These PCs receive free Adventure 
  Lifestyle [Luxury]. Additionally, these PCs have 
  a special section in the Introduction directed to 
  them. 
   
  INTRODUCTION: BREWFEST 
  REDUX 
  NOTE: This adventure takes place at the beginning of 
  Brewfest which falls at the end of the month of Harvester 
  CY596. 
   
  The adventure begins with the party’s arrival to Cienega 
  Valley. The sole inn in the city, the Black Griffon Inn, is 
  only available for patrons willing to pay Adventure 
  Lifestyle of Rich or better, however large tents have been 
  placed throughout the town to provide accommodations 
  for the many visitors.  
   
  There is a generally festive air about the town, as many 
  proclaim this union has a sign of plentiful times to come.  
   
  
  VER6-06 The Ties That Bind 
   
  Page 6 
  The festival begins in two days, commencing with an 
  anniversary gift from Lord Milinous to his Lady. 
  Adventurers are assumed to have arrived ahead of the 
  festival, finding themselves relaxing and awaiting the 
  impending festivities. 
   
  At sunrise on the day of the party’s arrival, Sir Buckwell 
  and his men have already taken the ship and have headed 
  off. The majority of the men-at-arms have gone to 
  Avgustin lands to drop off the anniversary gift. Sir 
  Buckwell and his remaining party have gone to his 
  manor to pack and leave the Viscounty. At that point he 
  and his conspirators will be paid in full by the time Racil 
  makes his report about the attack on the vessel.  
   
  Read (or paraphrase) the following.  
  The town of Cienega Valley seems to be bubbling 
  over with excitement. Lord Simon Milinous and his 
  wife, the Lady Elinor, have declared a celebration at 
  the end of Brewfest to commemorate the anniversary 
  of their marriage two years ago. The usually wide 
  empty village green now holds a number of 
  wandering entertainers and even the Traveling 
  Menagerie. All of the local merchants seem to have 
  taken on extra help to handle the influx of strangers.  
  Still everyone seems to be in good spirits and rumor 
  has it that Lord Milinous and his wife have already 
  arrived and are seeing to the final arrangements. 
   
  If any PCs have played VER5-07 Crown Fire, direct the 
  following boxed-text to them. 
   
  Cienega Valley seems to have recovered somewhat 
  from the events of last year’s Brewfest celebration. 
  The town’s new viticultural market has brought 
  increased revenue and, more importantly, increased 
  recognition of the fine wines of Cienega Valley. 
  However, the ashes of Fort Emridy still lurk on the 
  edges of town in silent testimony to the havoc 
  wrought by the Hammer of Iuz. Hopefully, this year’s 
  Brewfest will be happier than the previous one. 
   
  Verify the Adventure Lifestyle that PCs have chosen. 
  Those with Adventure Lifestyle [Standard] will be 
  provided lodgings in either tents or with a local family 
  (their choice). Those with Adventure Lifestyle [Rich] or 
  Adventure Lifestyle [Luxury] have accommodations 
  provided for them in the Black Griffon Inn. Those 
  choosing to live off of the wild are free to sleep outside. 
   
  If the party is curious, Lord Milinous and Lady Asbury 
  are staying at the manor of a local relative.  
   
  A quick scan of the attendees (followed by a DC 10 
  Knowledge [Nobility and Royalty] check or DC 15 
  Knowledge [Local – VTF]) identifies that many of the 
  people are connected in the noble society. Allow the 
  players to interact with these people using the guidelines 
  found in Appendix Three: Legwork. 
   
  The PCs make their way through town, they can notice 
  many representatives of the other noble houses, however 
  a DC 15 Knowledge [Nobility and Royalty] check or a DC 
  10 Spot check reveals that no attendees from either 
  House Avgustin, House Langmuir, or House Shannus are 
  present. 
   
  When the done proceed to Encounter 1 
   
  ENCOUNTER 1: 
  THE GRIFFON’S REQUEST 
  Read or paraphrase the following: 
   
  As the morning turns into afternoon you find 
  yourself sitting on the back veranda of one of the 
  finer wineries in town. It seems the robust flavor of 
  the offerings and the pleasing aesthetic of the 
  surroundings have attracted several of the noble 
  entourages. As you ready yourself for another glass of 
  wine, your eye spies the movement of one of Lord 
  Milinous’ liveries retainer. Sure enough, the retainer 
  – a gnome – moves toward your party and stops at 
  your table. 
   
  The gnome directs his request to PCs based on the 
  following order: 
  1. 
  Members 
  of 
  the 
  House 
  Milinous 
  metaorganization 
  2. 
  Members of the Mounted Borderers (1
  st, 4
  th, 3
  rd, 
  and finally 2
  nd company) 
  3. 
  The Mayor of Cienega Valley (if a character 
  present at the table has the Mayor of Cienega 
  Valley certificate from the Verbobonc Town 
  Project) 
  4. 
  Residents of Cienega Valley (if a character 
  present at the table is a resident of Cienega 
  Valley) 
  5. 
  Members of the Church of Saint Cuthbert, the 
  Church of Rao, or the Church of Pelor 
  6. 
  Members 
  of 
  other 
  noble 
  house 
  metaorganizations 
  7. 
  PCs with the Leadership feat 
  8. 
  PCs with Influence with any Verbobonc noble 
  house 
  
  VER6-06 The Ties That Bind 
   
  Page 7 
  9. 
  PCs that are members of knightly or noble 
  orders from other regions. 
   
  NOTE: At no time does the gnome direct his request 
  toward any character that is a member of House 
  Avgustin, House Langmuir, House Shannus, or the 
  Protectors of the Iron Wood. If the entire table is 
  composed of PCs that are obviously members of these 
  metaorganizations, then the gnome stops and moves to 
  find another group of adventures.  
   
  Assuming that someone in the party fits the gnome’s bill 
  of particulars, proceed from here: 
  “Begging your pardon, gentle (ladies and/or sirs) but 
  my lord requests your presence and assistance with a 
  delicate matter. If you would follow me?” 
   
  The gnome, named Oloster, directs his refuses to answer 
  any questions while in the public eye. If taken aside, he 
  only says that Lord will explain everything once the PCs 
  arrive. Those using spells (detect lie, zone of truth, and so 
  forth) to verify his story know he is not lying or being 
  deceptive. This can also be confirmed with a DC 10 Sense 
  Motive check. 
   
  If the PCs decline, then the adventure is over; otherwise 
  proceed from here: 
   
  You make your way through the streets to the Black 
  Griffon Inn. Ahead of you, the gnome waves away the 
  attending guards with a bark of “Urgent business for 
  his Lordship.”  
   
  Arriving at the door at the end of a hall, the gnome 
  knocks three times in fast succession, “My lord, a 
  soldier comes bearing urgent news.” In short reply, a 
  somber, deliberate voice answers, “Enter.”  
   
  The gnome opens the door and gestures for you to 
  enter. Once inside, the gnome closes the door behind 
  you.  
   
  Before you stands a haggard-looking soldier wearing 
  the arms of House Milinous and House Asbury in 
  blood-stained armor. The man, who was in the middle 
  of speaking, stops upon your entrance. Behind a desk, 
  an aged lord with a rugged appearance gestures 
  patiently to the haggard man. 
   
  “Please, continue Racil.” 
   
  A DC 15 Knowledge [Nobility and Royalty] check 
  identifies the man as Lord Simon Milinous. PCs that have 
  played VER4-08 Beauty and Two Beasts, as well as PCs 
  that are members of House Milinous automatically 
  succeed in this check.  
   
  The wounded soldier bows before the noble before 
  speaking “My deepest apologies M’lord. As I was 
  saying – the river boat was attacked on its way from 
  the city. There was a strange mist over the river and as 
  soon as we entered everything went…well…bad. At 
  first we were hit by a multitude of dazzling colors, 
  leaving many of my men blind. Then many men 
  boarded the ship and from that point a lot of blood 
  and dying. The deck was really slick at some point 
  and I think I fell into the water, but it’s all blurry. 
  Then everything went black. I don’t know how long I 
  was out, but when I woke up I was on the shore and a 
  good mile downriver. I came as soon as I could, but I 
  think I was out for at least a several hours. By all 
  rights I should have drowned.” He shudders at the 
  thought and falls silent. 
   
  The noble lord rises behind the desk and lays a hand 
  upon the soldier. 
   
  “Thank you Racil. I would appreciate it if you would 
  remain for a moment.” 
   
  Turning toward you, he speaks: “Thank you for 
  coming. I would not interrupt the celebration that my 
  lady wife has worked-for for so long were the 
  situation less urgent. Grave news has reached my ears 
  this day. A river boat carrying goods here from 
  Verbobonc City has been waylaid. I am concerned 
  about the apparent loss of life and the potential loss 
  of goods. But on a personal note, the boat that was 
  attacked was carrying a gift for my wife, Lady Elinor 
  Milinous. Though I realize that your group intended 
  to participate in festivities as our guests, I hold the 
  belief that you may be the people to look into this. 
  My men-at-arms are hard pressed with the celebration 
  and frankly our numbers aren’t quite what they 
  should be. I would ask you to look into this matter as 
  a personal favor and do your best to find any 
  survivors, retrieve what goods you can and at the very 
  least obtain that gift which is rightfully my wife’s.” 
   
  Assuming the party agrees Lord Milinous and Racil will 
  answer their questions as best he can, though for some 
  questions he may ask the wounded guard.  
   
  What was in the shipment? 
  “Supplies for the town, food and durable goods. Some 
  weapons to out fit future recruits. And of course the 
  gift for my wife. “  
   
  
  VER6-06 The Ties That Bind 
   
  Page 8 
  What is this gift? 
  “It is a rare emerald from the Crystalmist mountains. 
  The cut and clarity are such that it forces the eye to 
  marvel at its beauty.  Though nothing magical about 
  it, it does have some natural qualities that appear to 
  soothe the spirit. Or so I was told.” 
   
  What’s in it for us? 
  If any character asks this they will be promised an 
  appropriate reward. If pressed he will say the reward 
  could be potentially a favor or land.  
   
  When should we leave? 
  “I can have one of my fastest river boats ready to take 
  you shorty. I would hope you would go as soon as 
  possible, as whatever trail these bastards left will 
  likely grow cold.” 
   
  When should we return? 
  “I can only hope that you can return with the gift by 
  the afternoon two days from hence. It is at that time I 
  were to present my wife with the emerald gem. It was 
  to be two years to the date that we were married.” 
   
  Can we have a…? 
  House Milinous will give the party members any 
  reasonable supplies that cost no more than 200gp in total. 
  With newer players you may want to have the man-a- 
  arms ask the party directly if they can track and suggest 
  that they obtain a hunting dog with them.  
   
  Development: Overall Lord Milinous is helpful and 
  entertains questions if pertinent. After about ten minutes 
  he will look to be growing impatient. Once the party has 
  asked as many questions as they wish, or ten minutes 
  have passed, Lord Milinous will bid them farewell.  
   
  If the party wishes to question Racil he will answer 
  questions to the best of his ability. He has told Lord 
  Milinous everything he knows is and being truthful.  
   
  ENCOUNTER 2: 
  ALONG THE RIVER ROAD 
  The attack happened about 6 miles north from Cienega 
  Valley, near the southeastern border of Emridy Meadows, 
  so a river boat traveling downstream will arrive just by 
  nightfall. PCs traveling by other means may arrive earlier 
  or later. Most parties will require the Racil to accompany 
  them to determine the location of the attack.  
   
  Those traveling by boat or foot encounter comes across a 
  moored keel boat on the western shore of the river prior 
  to arriving at the location of the attack. If they Search the 
  board (DC 10) they find the bodies of the rest of the crew 
  (as identified by Racil) is here and dead. Their jaws are 
  missing and their tongues are torn out (preventing speak 
  with dead from providing any information. Racil states 
  that the crates of goods and the bags of grain are gone, 
  along with the chest containing the gem. 
   
  The party may attempt a DC 15 Heal check to determine 
  the wound types. Upon success, it becomes apparent that 
  some one hastily to the time to make the wounds on 
  several of the crew appear to be that of claws. Though, on 
  closer examination it appears to be a series of cuts.  Five 
  lacerations starting from a single point and spreading out 
  like claws. Three other crew men appear to have been 
  hacked to pieces with a large bladed object. One crew 
  member appears to have been burned and set on fire. 
   
  A DC 9 Survival check allows PCs to follow the trail of 
  the wagon that contains most of the goods. This wagon 
  headed north.  Exceeding the DC by 10 (DC 19) lets the 
  PC learn that four people entered the wagon, all medium 
  sized and that two were heavy and two were light. 
   
  A second DC 15 Survival check shows that a group of 
  three riders split headed off to the southwest. Making the 
  check by 10 (DC 25) lets the character learn that five 
  medium-sized people left on horses. 
    
  If the group has difficulty tracking then they can cast 
  about blindly. A DC 15 Knowledge (Local-VTF) check  or 
  an hour of wandering will realize that the River Road lies 
  north. If the party heads that way, they encounter a 
  crossroads market with a handful of farmers selling their 
  wares.  A DC 20 Gather Information check allows the 
  party to hear sufficient news about a wagon and riders 
  heading north along the road. If asked what lies up the 
  road the farmers will simply say “farms and heroes 
  estates.”  
   
  Development: If the PCs follow the wagon trail have 
  them continue on to Encounter Three. If they wish to 
  follow the group of riders, proceed to Encounter Four.  
   
  ENCOUNTER 3: 
  FOLLOWING THE TRAIL 
  Eventually the party should be able to follow the trail of 
  the wagon to one of the many small farms near the river. 
  Though many of the more wealthy citizens have left for 
  the festival, there are still plenty of peasant families to be 
  found along the way.  
   
  
  VER6-06 The Ties That Bind 
   
  Page 9 
  Using a combination of Intimidation, Diplomacy and/or 
  bribery, the PCs can find out any, or all, of the following 
  along the way. PCs that are members  
   
  DC 10 or 1gp:  A yesterday morning a wagon came along 
  the River Road. It carried many crates and bags. 
   
  DC 15 or 20gp: The wagon passengers were Sir 
  Buckwell, his wife and his two companions, men-at-arms 
  in the service of Lord Milinous.  
  DC 20 or 50gp: The Sir Buckwell lives in a manor house 
  about half a day’s walk from here.  His is the most stately 
  manor up the road. 
   
  After learning this information, character may make 
  another skill check (Knowledge [Nobility and Royalty], 
  Knowledge [Local – VTF] or Bardic Knowledge). 
  Members of the House Milinous metaorganization 
  receive a +15 bonus to the following check 
   
  DC 15: The character recalls that they have heard the 
  name Sir Buckwell spoken in connection with Lord 
  Milinous  
   
  DC 20: While Sir Buckwell is in the service of Lord 
  Milinous, recently questions have been raised as to the 
  character of his service during the last several years.  
   
  DC 25: During the recent purge many of Sir Buckwell’s 
  men-at-arms served their resignations under the pretext 
  that their adventuring careers no longer allowed them 
  time to adequately perform their duties.  
   
  DC 30: Rumors circulated that they resigned because of 
  their actions and performance of their duties under the 
  “imposter” Lord Milinous. 
   
  DC 35: Word has it that any day Lord Milinous might 
  send down troops to arrest Sir Buckwell for a variety of 
  crimes performed in his lord’s name.  
   
  Tracking: The party may continue tracking as well, 
  though the Survival DC is now 20.   
   
  ENCOUNTER 4: 
  BUCKWELL MANOR 
  Either through tracking, talking with the locals, or just 
  blind luck, the party should arrive at the Buckwell 
  manor. 
   
  The trail of the wagon leads to a small manor sitting 
  on a low hill. A sizable barn can be clearly seen 
  situated to the back of the manor. 
   
  The manor has a front and back door, with two windows 
  on each side near the corners of the building. While none 
  of the doors or windows are trapped, all are locked. 
   
          �Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 18; Open Lock DC 25. Listen check to hear 
  breaking equal to PCs Break check result -10.  
   
   
  �Windows: 1/2 in. thick; hardness 1; hp 2; AC 5; 
  Break DC 10; Open Lock DC 15. Listen check to hear 
  breaking equal to PCs Break check result -10. 
   
  Sir Buckwell and his crew are in the house packing their 
  belongings. The stolen goods are in the wagon located in 
  the barn. The barn doors are locked and have the same 
  stats as the manor doors. 
   
  At this point the party has several options: 
   
  The Direct Approach 
  They may knock on the door and demand to inspect the 
  wagon. One of the men-at-arms, a man named Durstin, 
  answers the door and invites them in.  Assuming they 
  accept, they are ushered in and wait a few moments as 
  Durstin asks them their business. During this time, Sir 
  Buckwell and the rest of his party arm themselves for 
  company.  
   
  When Buckwell arrives he politely asks as to their 
  business. A successful Sense Motive opposed by his Bluff 
  (Bluff +9) reveals that Sir Buckwell is nervous.  
   
  Any implication of a connection between Sir Buckwell 
  and the boat, the deaths or the missing objects causes 
  him to sternly inform the PCs that they have no right or 
  cause to make these accusations unless they can produce 
  evidence that they in fact have jurisdiction over this 
  hamlet. If the party antagonizes them, they attack 
   
  If the party leaves Buckwell and his crew vacate the 
  premises as quietly and as quickly as they can.  When the 
  PCs return the contents of the stolen goods will be 
  buried about a mile away from the manor and Buckwell 
  and his gang will never be seen again. 
   
  The Legal Approach 
  Some of the PCs might in fact have such jurisdiction over 
  the area (Milinous House Guards or Mounted Borders 
  are the most likely PCs to have such authority).  
   
  
  VER6-06 The Ties That Bind 
   
  Page 10 
  If this is the case, Buckwell admits that he found some 
  crates washed up on the shore recently. He claims that he 
  intends to meet with Lord Milinous as soon as the festival 
  is over and ask should be done with the goods. He is 
  happy to allow the PCs to inspect the boxes and take 
  them to Lord Milinous if they contain the missing items. 
  The wagon and horses are his, however, so if the party 
  does not have the means to take the goods then he will 
  ask for (but not demand) a reasonable rental fee. The 
  party should receive full XP for the encounter.  
   
  Plan B Approach 
  The adventurers might decide to kick in the door in a 
  blaze of glory, attempt to break into the building, or just 
  sneak in. If the party enters the manor, have them make 
  Move Silently checks opposed by Listen checks from Sir 
  Buckwell and each of his group. 
   
  If Buckwell and his minions hear the party, they spend a 
  few rounds preparing themselves (readying weapons, 
  casting enhancement spells, etc). All members of 
  Buckwells entourage already have their armor donned 
  and ready. Permit Sir Buckwell’s group to attempt to 
  surprise the party by moving silently to the PCs location. 
   
  Snatch and Grab Approach 
  The PCs may succeed in sneaking into the barn and 
  removing the goods from the estate in relative stealth. 
  They should receive half XP for the encounter.  
   
  It will require 5 rounds to search the wagon and confirm 
  that it contains the goods the party is looking for.  
   
  The wagon and its contents weigh about 2000 pounds. 
  Normally it takes two horses to pull the wagon at a speed 
  of 20 (2 miles per hour, 16 miles per day). It is possible to 
  have one horse move the wagon alone (speed 15, 1.5 
  miles per hour, 12 miles per day) however it will require a 
  DC 25 Handle Animal check to “push” it to “work” (see 
  Handle Animal skill on page 74 of the Player’s Handbook 
  for details.) 
   
  It is also possible for any PC (or two PCs working 
  together) who can carry at least 400 pounds (over and 
  above their equipment) to drag the wagon, however if 
  this is a heavy load for them then pulling the cart for 
  more than an hour will “fatigue” them and if doing it for 
  more than a day they will “exhaust” them.  
   
  It should take a single PC about 5 minutes to hitch a 
  single horse to the wagon. Two PCs can work together to 
  reduce the time to 3 minutes. It will require 5 rounds to 
  attach a character to the wagon.  
   
  APL 2 (EL 5) 
   
  �Sir Buckwell: male human (oeridian); Rog4; hp 
  22; See Appendix One 
   
  �“Madame" Buckwell: female human (baklunish) 
  Sor2; hp 12; See Appendix One 
   
  �Kazo: male human (oeridian) Clr1; hp 9; See 
  Appendix One 
   
  �Durstin: male human (flan) Ftr1; hp 14; See 
  Appendix One 
   
  APL 4 (EL 7) 
   
  �Sir 
  Buckwell: 
  male 
  human 
  (oeridian); 
  Rog5/Asn1; hp 32; See Appendix One 
   
  �“Madame" Buckwell: female human (baklunish) 
  Sor4; hp 20; See Appendix One 
   
  �Kazo: male human (oeridian) Clr2; hp 15; See 
  Appendix One 
   
  �Durstin: male human (flan) Ftr2; hp 20; See 
  Appendix One 
   
  APL 6 (EL 9) 
   
  �Sir 
  Buckwell: 
  male 
  human 
  (oeridian); 
  Rog5/Asn3; hp 42; See Appendix One 
   
  �“Madame" Buckwell: female human (baklunish) 
  Sor6; hp 27; See Appendix One 
   
  �Kazo: male human (oeridian) Clr4; hp 27; See 
  Appendix One 
   
  �Durstin: male human (flan) Ftr4; hp 36; See 
  Appendix One 
   
  APL 8 (EL 11) 
   
  �Sir 
  Buckwell: 
  male 
  human 
  (oeridian); 
  Rog5/Asn5; hp 52; See Appendix One 
   
  �“Madame" Buckwell: female human (baklunish) 
  Sor8; hp 35; See Appendix One 
   
  �Kazo: male human (oeridian) Clr6; hp 39; See 
  Appendix One 
   
  �Durstin: male human (flan) Ftr6; hp 52; See 
  Appendix One 
   
  APL 10 (EL 13) 
   
  �Sir 
  Buckwell: 
  male 
  human 
  (oeridian); 
  Rog5/Asn7; hp 62; See Appendix One 
   
  �“Madame" Buckwell: female human (baklunish) 
  Sor10; hp 43; See Appendix One 
   
  �Kazo: male human (oeridian) Clr8; hp 51; See 
  Appendix One 
   
  �Durstin: male human (flan) Ftr8; hp 68; See 
  Appendix One 
   
  Tactics: Sir Buckwell’s party is quite experienced in 
  fighting together and will use the building layout to their 
  advantage. Sir Buckwell and Durstin will generally work 
  together on the same target, with Sir Buckwell delaying 
  
  VER6-06 The Ties That Bind 
   
  Page 11 
  or readying if necessary if Durstin is likely to move into 
  flanking position that round.  
   
  Kazo is likely to begin combat invisible and will cast 
  support spells for as long as possible. If possible he will 
  do this from a room other than the one in which the 
  main combat is happening and will attempt to move 
  silently each round so his casting doesn’t give away his 
  location. Madam Buckwell will also focus on offensive 
  spells on likely casters or heavy fighters, but will remain 
  behind her husband and Durstin so they can defend her, 
  if that won’t interfere with her casting.  
   
  Treasure: If the party kills Sir Buckwell and his 
  companions then in addition to their possessions the 
  party can ransack the house. They are likely to find about 
  50*APL GP in coin and gems and 500GP worth of goods 
  which can be transported off site fairly easily. Parties 
  willing to remove furniture and the like could find 
  1000GP more worth of goods.  
  APL 2: L: 85 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 264 gp; C: 25 gp; M: 0 gp 
  APL 6: L: 154 gp; C: 25 gp; M: +1 rapier (193 gp), 
  potion of haste (63 gp). 
  APL 8: L: 154 gp; C: 25 gp; M: +1 rapier (193 gp), 
  potion of haste (63 gp), bracers of armor +2 (334 gp). 
  APL 10: L: 154 gp; C: 25 gp; M: +1 rapier (193 gp), 
  potion of haste (63 gp), bracers of armor +2 (334 gp). 
   
  Development: Once either combat has been resolved the 
  party will hear the crying of a child coming from upstairs. 
  If they go up to find the source they will come upon a 
  baby (male, flan). This child was the only survivor from 
  Sir Buckwell’s first mission. His wife had grown quite 
  attached to the infant and expected to take the little one 
  with her when they departed. Either the party or one of 
  its members should decide what to do with the child.  
   
  Anyone transporting the baby receives the benefits of its 
  Protective Aura. See Appendix One for details on The 
  Baby and its aura. 
   
  The party in part or as a whole might decide that the baby 
  is potentially better off in the care of others. Some 
  options include having a town communally take care of it 
  or transferring the child to the Pholtan orphanage 
  located in Verbobonc City. 
   
  Searching the Wagon: If the party Searches the wagon 
  (DC 30) they find an old note from Selma to Sir 
  Buckwell, giving directions to the rendezvous point for 
  the emerald gem.  
   
  The party may either interrogate (Intimidate) or 
  negotiate with (Diplomacy) Sir Buckwell to learn more 
  information about the rendezvous point. In either case, 
  Sir Buckwell’s party only knows that the other men-at-
  arms in their party took the gem to Selma. 
   
  If the party decides to go on to the drop- rendezvous, 
  proceed to Encounter Five. 
   
  If they return and have knowledge of the rendezvous 
  point, he requests that they continue to the location. 
  Proceed to Encounter Five. 
   
  If the party decides to return the goods to Lord Milinous 
  without knowledge of the rendezvous point, he thanks 
  then for their service. Proceed to the Conclusion. 
   
  ENCOUNTER 5: 
  RENDEZVOUS POINT 
  As the PCs get close to the drop off point, the employer’s 
  wizard attempts to scry on each of the party members 
  until he succeeds. 
   
  The Will save is DC 18 and each party member receives a 
  +5 bonus. 
   
  The agent is attempting to time the arrival of both 
  himself and his employers at the cabin for roughly 16 
  minutes prior to the arrival of the PCs.  
   
  If all his scrying attempts fail, he uses a scroll of greater 
  scrying to scry on the party’s fighter or rogue. The DC is 
  21 for this attempt. Failure means that they immediately 
  go to the cabin, set the trap and inform Selma that his 
  agents are on his way to kill her. 
   
  Selma has been waiting in Avgustin’s lands for the better 
  part of the day. She has already met the men-at-arms and 
  has made the transfer.  Approximately 16 minutes before 
  the party arrives, her employer and his wizard agent 
  arrive via teleport. The wizard agent appears invisible and 
  the employer loudly surveys the situation. He suggests 
  they talk outside as he believes the gem could be used as a 
  listening device. 
   
  During their discussion, the wizard traps the gem with  
  trap the soul (15
  th caster level), followed by disguising the 
  trap with a Nystal’s magic aura (caster level 15) – keying 
  the triggering of the trap to the word ‘Simon’ when the 
  gem is held by a female. He then returns the gem to its 
  chest and locks it, magically erasing signs of his 
  tampering with the chest. To all outward appearances, 
  
  VER6-06 The Ties That Bind 
   
  Page 12 
  the gem is still in the chest and the chest has never been 
  opened. 
   
  The party may detect the trap be either succeeding on a 
  DC 16 Will save after casting Identify on the gem or a 
  successful DC 34 Search check by a character with the 
  trapfinding ability. 
   
  APL 8 and 10: The Nystal’s magic aura is Heightened, 
  which changes the Will save DC to 26. 
   
  After 15 minutes her employer will make it clear that he 
  has no use for her. She will be shocked and argue that she 
  has served well. He will dismiss her comments with 
  laughter and state that as of this moment his agents are 
  riding here to kill her. With that he will stroll back 
  towards the cabin and will disappear with soft words 
  being spoken some where behind him. At this point she 
  will prepare for a fight with the party. 
   
  If the PCs confront her directly, Selma will deny any 
  wrongdoing. If pressed she attempt to flee. If cornered or 
  pursued she will either attack the PCs or (if it seems 
  likely to fail) she will parlay and claim that she bought 
  the gem from Sir Buckwell. She will turn the gem over if 
  the party has appropriate jurisdiction, however she will 
  attempt to ambush the party on their way back to 
  Cienega Valley.  
   
  APL 2 (EL 5) 
   
  �Selma: female human (flan) Rgr5; CR 5; hp 38; See 
  Appendix One 
   
  �Karma the Wolf: medium animal; CR 2; hp 26; 
  See Appendix One 
   
  APL 4 (EL 7) 
   
  �Selma: female human (flan) Rgr5/Rog1/Drv1; CR 
  7; hp 52; See Appendix One 
   
  �Karma the Wolf: medium animal; CR 2; hp 26; 
  See Appendix One 
   
  APL 6 (EL 9) 
   
  �Selma: female human (flan) Rgr7/Rog1/Drv1; CR 
  9; hp 66; See Appendix One 
   
  �Karma the Wolf: medium animal; CR 2; hp 26; 
  See Appendix One 
   
  APL 8 (EL 11) 
   
  �Selma: female human (flan) Rgr8/Rog2/Drv1; CR 
  11; hp 79; See Appendix One 
   
  �Karma the Dire Weasel: medium animal; CR 2; 
  hp 23; See Appendix One 
   
  APL 10 (EL 13) 
   
  �Selma: female human (flan) Rgr8/Rog2/Drv3; CR 
  13; hp 95; See Appendix One 
   
  �Karma the Dire Weasel: medium animal; CR 2; 
  hp 23; See Appendix One 
   
  Tactics: Because of her employer’s warning, Selma 
  believes that the party will be arriving shortly. She waits 
  in the cabin and uses both dust of disappearance and a 
  scroll of silence once she sees the party approaching. She 
  then enters combat using her dervish dance at higher 
  levels to attack members of the party, hoping to make her 
  way to a caster. Her wolf or dire weasel then waits to 
  attack any potential caster. 
   
  The area has scrub brush and thorn bushes, both of 
  which hamper movement. 
   
  Treasure: Lady Milinous’s gem is here, as well as Selma’s 
  personal possessions. 
  APL 4: L: 18 gp; C: 0 gp; M: dust of disappearance 
  (104 gp). 
  APL 4: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp). 
  APL 6: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp), vest of resistance +1 
  (83 gp). 
  APL 8: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp), vest of resistance +1 
  (83 gp). 
  APL 10: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp), vest of resistance +1 
  (83 gp), boots of speed (1,000 gp). 
   
  Development: If the PCs are able to capture Selma alive, 
  she initially resists – wondering why she has not been 
  killed. She begins as Hostile, though this can be shifted 
  by the use of Bluff, Diplomacy, or Intimidate (depending 
  on the circumstances). Shifting the attitude to 
  Indifferent or better results in Selma offering to tell the 
  PCs everything in exchange for her life. She is willing to 
  spend time in the quarry but the party must promise to 
  put in a good word so that she will avoid the gallows.  
   
  Based on her circumstantial evidence, Selma believes that 
  the person that employed her was working for Lord 
  Shannus, though she can not prove this. If asked 
  personally, she will attest to it – but she will not make 
  these statements to Lord or Lady Milinous, and certainly 
  not to legal authorities. If she does mention this to a PC 
  who is a representative of the law she will never 
  corroborate the statement in the future. 
   
  If the PCs come here without completing Encounter 
  Three, then Selma may be persuaded to give up Sir 
  
  VER6-06 The Ties That Bind 
   
  Page 13 
  Buckwell and his group if it seems likely to garner her 
  any leniency. She claims to have bought the gem from 
  some men, no questions asked, pleading ignorance about 
  its origins.  
   
  At some point the party should decide to continue back 
  to Cienega Valley, as it will take most of the day on foot 
  and half a day on horse. Any period of rest more than 4 
  hours results in the party getting back late. 
   
  ENCOUNTER 6: THE MISSION 
  COMPLETE 
  By the time the PCs return to Cienega Valley, Lord 
  Milinous has become anxious for their arrival When the 
  PCs arrive Lord Milinous and Lady Asbury can be seen 
  entertaining other visiting dignitaries. Lord Milinous 
  will excuse himself and rush up to the party. 
   
  “I had hoped you would show up. Please tell me your 
  findings? Did you retrieve the gem?  
   
  The players may tell all, some or none of what transpired. 
  Lord Milinous isn’t too concerned at this point with 
  those responsible. In fact he is chiefly worried about the 
  gem and giving it to his wife. If the party will speak for 
  Selma (if still alive), and assure him that she had nothing 
  to do with it he will let her go with a stern warning to 
  “get better friends.”  The last point to cover is what the 
  party knows about the trapped gem and what they tell 
  Lord Milinous. 
   
  The conclusion hinges on whether Lord Milinous know 
  the gem is trapped or not, if it still is. Unless the party has 
  found out, or believes the gem is trapped, Lord Milinous 
  will continue with his plans to give it to Lady Elinor this 
  very evening.  
   
  Lord Milinous does not know the gem is trapped. 
  Lord Milinous thanks the party profusely and offers 
  them a variety of rewards. A Sense Motive Dc 10 makes 
  the party member aware that he’s extremely emotional, 
  quite different than his persona lets on.  
   
  He will then excuse himself so that he may prepare the 
  gift. He will call to him several of his men-at-arms and 
  instruct them to escort him back to his tent, leaving one 
  of the senior men-at-arms to delegate the rewards. 
   
  Lord Milinous is told that the gem is trapped, might 
  be trapped or was trapped. 
  If the party gives any clear indication that the gem is 
  trapped, along with the clear reasoning as to why they 
  believe this, he will hold off giving the gem to his wife. 
  He will see have the trap on the gem removed and 
  continue with his plan of giving the gift to his wife 
  tonight. 
   
  He will thank the party and ask who could have been 
  behind this and what they believe the motive was. If they 
  mention Sir Buckwell and his guards he will affirm that 
  there was an ongoing inquest into Sir Buckwell’s actions 
  in the past couple of years. 
   
  Lord Milinous will thank the party profusely and offer 
  them a variety of rewards for their hard work. A Sense 
  Motive Dc 10 makes the party member aware that Lord 
  Milinous is fairly emotional about his inability to give the 
  gift tonight, quite different than his persona lets on.  
  He will then excuse himself so that he may. He will call 
  to him several of his men-at-arms and instruct them to 
  escort the gem back to his tent, securing it from harming 
  others. He will leave one of the senior men-at-arms to 
  delegate the rewards. 
   
  The party does not have the gem to give Lord 
  Milinous. 
  Lord Milinous will be extremely upset that the party was 
  unable to retrieve the gem, even if they retrieved the 
  other goods from the ship.  
   
  He will harshly excuse himself so that he may deal with 
  the situation. He will call to him several of his men-at-
  arms and instruct them to escort him back to his tent, 
  leaving one of the senior men-at-arms to delegate the 
  rewards.  
   
  CONCLUSION 
  By the time the PCs return to Cienega Valley the festival 
  has already started. 
   
  If the gem is returned to Lord Milinous AND he has not 
  been told of any trap (regardless of whether or not it’s 
  been disabled), read the following: 
   
  The seneschal of House Milinous Armound, calls for 
  quiet among the assembled crown and a hush falls 
  across the field.  
   
  “On the day of their two year anniversary, we are here 
  to celebrate the union of two esteemed houses. Let us 
  share in their joy, so without further ado, Lord Simon 
  Milinous and Lady Elinor Milinous.” The crowd goes 
  wild with applause as they make their way to the 
  stage. Holding hands they make their way up. Lord 
  Milinous clears his throat and speaks. “My love, on 
  
  VER6-06 The Ties That Bind 
   
  Page 14 
  this special day I reaffirm that there is nothing else as 
  beautiful as you. And as a mere man I know I would 
  have to travel to the ends of the earth to find 
  something half as comparable as your beauty.” 
  Clearing his throat again he nervously continues, “Sso 
  I did just that.” 
   
  With a wave of his hand two squires dressed in 
  courtly wear make their way up the stage bearing an 
  object covered in a soft draping of crushed velvet. 
  “My love may this be a testament to my devotion to 
  you.” With that the squires place the object on a 
  pedestal and leave the stage. Lord Milinous leads his 
  lady closer to the hidden object and with a quick 
  flourish he removes the cloth hiding it. Sitting there 
  on a velvet cushion is a emerald the size of a dwarves 
  balled fist that appears to shine as if it has a light of its 
  own. Lady Elinor Milinous begins to shed tears as she 
  stares at it. “Please my love, there is more…read the 
  inscription.” She leans closer reading out aloud, 
  “Speak the truest name of your truest love and I shall 
  be there.” 
   
  Tears well up in Lady Milinous’s eyes as she gingerly 
  says the given name of her husband, “Simon.” 
   
  The gem is still trapped 
  Upon enunciating the last syllable a flash of light 
  emanates from the gem and engulfs Lady Elinor 
  Milinous. All at once the light disappears along with 
  Lady Milinous. Lord Milinous stares in disbelief at 
  the 
  place 
  at 
  which 
  she 
  stood, 
  “NOOOOOOOOOO!!!!!!!”, he shouts as he looks 
  around in wonderment. Men-at-arms rush the stage 
  and hold back the crowd. In a wave of grief Lord 
  Milinous collapses to the stage.  
   
  The house guards clear the festival area and days later 
  you hear that Lord Milinous, distraught over loss of 
  his love, has fallen into a bottle of strong spirits as 
  Armond attempts to hold the House together.  
   
  The gem is  no longer trapped 
  Upon hearing this Lord Milinous steps near her, 
  lightly grabbing her hand. “Your love strengthens me 
  and makes me a better man.” Turning to the crowd 
  Lord Milinous smiles and exclaims, “tonight is a 
  celebration of life.” “Let the celebration commence!” 
   
  If the party informs Lord Milinous that the gem is trap 
  read or paraphrase the following:  
   
  Whispered rumors spread like wildfire. It seems Lord 
  and lady Milinous have returned to Griffon Manor 
  without so much as a word of thanks to all those who 
  gathered to help them celebrate. The rumors say that 
  Lord Milinous mind has finally broken. He feels that 
  his past threatens Elinor and that the only way to 
  protect his loved ones is to remove them from the 
  public life. If this is true or not only time will tell.    
   
  Rewards:  
  If the party was able to return mundane goods back to 
  Lord Milinous, they receive access to the weapon and 
  Armor enhancements detailed on the AR. 
   
  If the party was able to return the emerald gem back to 
  Lord Milinous, they receive access to the wondrous 
  figurines and token feathers as detailed on the AR. 
   
  If the PCs return with all the good that were on the river 
  boat then they will be given the same cash reward (100GP 
  per APL) however if they did not press the nobles earlier 
  for a reward then a feast will be held in PCs’ honor the 
  following evening. At the feast Lord Milinous will grant 
  the party the Griffin figurine appropriate for their APL.  
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3 
  APL 2  
  100 XP 
  APL 4  
  100 XP 
  APL 6  
  100 XP 
  APL 8                   
  100 XP 
  APL 10 
  100 XP 
   
  Encounter 4 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8                   
  330 XP 
  APL 10 
  390 XP 
   
   
  Encounter 5 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8                   
  330 XP 
  APL 10 
  390 XP 
  
  VER6-06 The Ties That Bind 
   
  Page 15 
   
   
  Conclusion 
  APL 2  
  50 XP 
  APL 4  
  100 XP 
  APL 6  
  100 XP 
  APL 8                    
  200 XP   
  APL 10                    
  200 XP   
   
  Discretionary roleplaying award 
  APL 2  
  50 XP 
  APL 4  
  50 XP 
  APL 6  
  50 XP 
  APL 8  
  50 XP 
  APL 10 
  50 XP 
    
  Total possible experience: 
  APL 2  
    450 XP 
  APL 4  
    670 XP 
  APL 6  
    790 XP 
  APL 8  
    950 XP 
  APL 10 
  1,130 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs 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 PCs cannot take 
  the time to loot the bodies, they do not gain this gold. If 
  you feel it is reasonable that PCs 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), PCs may return to retrieve loot. If 
  the PCs do not loot the body, the gold piece value for the 
  loot is subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the adventure. 
  Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  Encounter Four:   
  APL 2: L: 85 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 264 gp; C: 25 gp; M: 0 gp 
  APL 6: L: 154 gp; C: 25 gp; M: +1 rapier (193 gp), 
  potion of haste (63 gp). 
  APL 8: L: 154 gp; C: 25 gp; M: +1 rapier (193 gp), 
  potion of haste (63 gp), bracers of armor +2 (334 gp). 
  APL 10: L: 154 gp; C: 25 gp; M: +1 rapier (193 gp), 
  potion of haste (63 gp), bracers of armor +2 (334 gp). 
  Encounter Five:   
  APL 2: L: 18 gp; C: 0 gp; M: dust of disappearance 
  (104 gp). 
  APL 4: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp). 
  APL 6: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp), vest of resistance +1 
  (83 gp). 
  APL 8: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp), vest of resistance +1 
  (83 gp). 
  APL 10: L: 53 gp; C: 0 gp; M: +1 chain shirt (291 gp), 
  dust of disappearance (104 gp), vest of resistance +1 
  (83 gp), boots of speed (1,000 gp). 
  Total Possible Treasure 
   
  APL 2: L: 103 gp; C: 25 gp; M: 104 gp 
   
  APL 4: L: 317 gp; C: 25 gp; M: 395 gp  
   
  APL 6: L: 207 gp; C: 25 gp; M: 734 gp 
   
  APL 8: L: 207 gp; C: 25 gp; M: 1068 gp 
   
  APL 10: L: 207gp; C: 25 gp; M: 2068 gp 
   
   
   
   
   
  REWARD NOTES: 
   
  Intercepted Fate: This reward goes to PCs that 
  successfully discovered the magical trap on the gem. 
    
  Business is Good: This reward goes to PCs that own a 
  business in either the Verbobonc Town Project or the 
  Dyvers Town & City Project. Note – the character must 
  provide proof (in the form of a valid Residential 
  
  VER6-06 The Ties That Bind 
   
  Page 16 
  Certificate, a valid Citizen Certificate, and 
  documentation of the construction of the businesses) to 
  receive this reward. 
   
  Armor/Bracers Enhancement: This reward goes to PCs 
  that undertook the mission for Lord Milinous. 
   
  Armor and Weapon Enhancement: This reward goes to 
  PCs that undertook the mission for Lord Milinous 
   
  Cienega Valley Wine (Red) and Cienega Valley Wine 
  (White): This reward is available to all PCs that 
  participate in this adventure. 
   
  Guardian of a Baby: This reward goes to the single 
  character that takes care of the baby. If multiple PCs 
  fulfill these criteria, choose based on the following. 
  1) Alignment of Lawful Good or Neural Good 
  2) Levels in cleric or paladin 
  3) Charisma bonus 
   
  If no PCs meet the criteria, then no one may become the 
  Guardian. 
   
  REGIONAL CERTIFICATE 
  Influence with the Elven Clans: This entry is awarded 
  to PCs that receive Friend of the Elven Clans. 
  . 
   
   
  
  VER6-06 The Ties That Bind 
   
  Page 17 
  APPENDIX 1: APL
  ALL APLS 
  The Baby: male human (child, flan); CR 1; tiny 
  humanoid (Human);HD 1d4-1; hp 3; Init -3; Spd 5 ft.; 
  AC 7 (touch 7, flat-footed 7), [-3 dex]; Base Atk -2; 
  Grapple -4; Atks --; SQ Nondetection Aura, Protective 
  Aura; AL NG; SV Fort -3, Ref -5, Will -6;Str 6, Dex 4, 
  Con 8, Int 3, Wis 3, Cha 10. 
   
  Skills and Feats: --. 
   
  Nondetection Aura (Su): The baby is constantly 
  under the effects of a nondetection spell (16
  h level 
  caster.) This aura can be dispelled, but the aura is 
  created again on the baby’s next turn, but not by the 
  baby. This aura only applies to the baby. 
   
  Protective Aura (Su): Against attacks made or effects 
  created by evil creatures, this ability provides a +4 
  deflection bonus to AC and a +4 resistance bonus on 
  saving throws to the baby and anyone carrying him. 
  Otherwise, it functions as a protection from evil effect 
  (16
  th level caster). This aura can be dispelled, but the 
  aura is created again on your next turn by taking a 
  move action to show affection to the baby. 
   
  Note that none of these benefits are included in the 
  baby’s statistics. Anyone carrying the baby receives the 
  benefits of the Protective Aura. 
  
  VER6-06 The Ties That Bind 
   
  Page 18 
  APL 2
  Encounter Four 
  Sir Buckwell: Male Human (oeridian); Rog4; CR 4; 
  Medium Humanoid (human); HD 4d6+4; hp 22; Init 
  +3; Spd 30 ft/x4; AC 18 (touch 13, flat-footed 18) [+4 
  armor, +3 dex, +1 natural,]; Base Atk +3; Grp +3; Atk +6 
  melee  (1d6+1;18-20/x2,  rapier) or (1d4;19-20/x2, 
  dagger); SA sneak attack +2d6; SQ evasion, uncanny 
  dodge; AL NE; SV Fort +2, Ref +7, Will +0; Str 10, Dex 
  16, Con 12, Int 12, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +9, Disable Device +10, 
  Disguise +5, Forgery +3, Hide +10, Move Silently +10, 
  Search +10, Tumble +10, Use Magic Device +9; Combat 
  Expertise, Improved Feint, Weapon Finesse. 
   
  Possessions: rapier, chain shirt, dagger, 25gp. 
   
  “Madame" Buckwell: Female Human (baklunish) 
  Sor2; CR 2; Medium Humanoid (human); HD 
  2d4+2+3; hp 12; Init +2; Spd 30 ft/x4; AC 16 (touch 12, 
  flat-footed 14), [+4 shield, +2 dex]; Base Atk+1; Grp+0; 
  Atk +3 ranged  (1d8;19-20/x2, light crossbow) or +0 
  melee  (1d4-1;19-20/x2, dagger) or +3 ranged(*;20/x2, 
  ray); SA spells; AL CN; SV Fort +1, Ref +2, Will +3; Str 
  8, Dex 14, Con 12, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +8, Concentration +6, 
  Knowledge (Arcana) +6, Spellcraft +6; Point Blank 
  Shot, Precise Shot. 
   
  Familiar: Madame Buckwell has a toad familiar. 
   
  Possessions: dagger, light crossbow, 10 bolts, scroll 
  of shield. 
   
  Spells Known (6/5; base DC = 13 + spell level): 0—
  acid splash, daze, flare, light, ray of frost; 1
  st— color 
  spray, ray of enfeeblement. 
   
  Kazo: Female Human (oeridian) Clr1; CR 1; Medium 
  Humanoid (human); HD 1d8+1; hp 9; Init -1; Spd 20 
  ft/x3; AC 15 (touch 9, flat-footed 15), [+6 armor, -1 dex]; 
  Base Atk +0; Grp+1; Atk +1 melee (1d8+1;20/x2, heavy 
  mace); SA spells, turn undead x5; SQ spontaneous 
  casting; AL CN; SV Fort +3, Ref -1, Will +4; Str 13, Dex 
  8, Con 12, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +5, 
  Knowledge (religion) +3; Divine Cleansing*, Divine 
  Resistance*. 
   
  Possessions: heavy mace, splint mail. 
   
  Spells Prepared (3/2+1; base DC = 12 + spell level): 
  0—guidance, inflict minor wounds, light, virtue; 1
  st – 
  bless, disguise self*, shield of faith. 
  *Domain spell.  
  Domains: Trickery (Add Bluff, Disguise, and Hide 
  to your list of cleric class skills); Knowledge (Add 
  all Knowledge skills to your list of cleric class 
  skills. You cast divination spells at +1 caster level.). 
   
  Durstin: Male Human (flan) Ftr1; CR 1; Medium 
  Humanoid (human); HD 1d10+4; hp 14; Init +1; Spd 20 
  ft/x4; AC 18 (touch 11, flat-footed 17), [+7 armor, +1 
  dex]; Base Atk +1; Grp +3; Atk +3 melee (2d6+3;19-
  20/x2,  greatsword); AL NE; SV Fort +4, Ref +1, Will 
  +0; Str 15, Dex 12, Con 14, Int 12, Wis 10, Cha 8; 
  Skills and Feats: Intimidate +6, Ride +5, Tumble +3; 
  Power Attack, Cleave, Improved Bull Rush, Weapon 
  Focus (greatsword). 
  Possessions: greatsword, half-plate. 
   
  Encounter Five 
  Selma: female human (flan) Rgr5; CR 5; Medium 
  Humanoid (human); HD 5d8+10; hp 38; Init +3; Spd 30 
  ft/x4; AC 17 (touch 13, flat-footed 14) (+4 armor, +3 
  dex); Base Atk +5; /Grp +5; Atk +9 melee (1d6;19-20/x2, 
  short sword); Full Atk +8 melee two-weapon (primary) 
   (1d6;19-20/x2, short sword), +8 melee two-weapon 
  (secondary)  (1d6;19-20/x2, short sword); SQ animal 
  companion, favored enemy [humanoid (elf) (+4 bonus), 
   humanoid (dwarf) (+2 bonus)], wild empathy; AL LG; 
  SV Fort +6, Ref +7, Will +3; Str 10, Dex 16, Con 14, Int 
  14, Wis 14, Cha 8; 
   
  Skills and Feats: Balance +5, Bluff +3, Hide +9, 
  Knowledge (Nature) +12, Move Silently +9, Spot +10, 
  Survival +10, Tumble +5, Use Magic Device +3; Combat 
  Expertise, Endurance, Track, Two-Weapon Fighting, 
  Weapon, Finesse, Weapon Focus (short sword). 
   
  Possessions: short sword, short sword, chain shirt, 
  scroll of silence, dust of disappearance, dust of 
  disappearance 
   
  Spells Prepared (2); base DC = 11 + spell level): 
  1
  st—magic fang; 
   
  Favored Enemy: You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
  • 
  Humanoid (elf) (+2 bonus) 
  • 
  Humanoid (dwarf) (+2 bonus) 
   
  Karma the Wolf: medium animal ; CR 1; HD 4d8+8; 
  hp 26; Init +3; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 17 
  (touch 13, flat-footed 14) , [+3 Dex, +4 natural]; Base 
  Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 
  melee (1d6+2, bite); SA Trip; SQ Evasion, low-light 
  
  VER6-06 The Ties That Bind 
   
  Page 19 
  vision, scent; AL N; SV Fort +5, Ref +6, Will +1; Str 14, 
  Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1*; Track, Weapon Focus (bite) 
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
  Tricks: Karma has been trained to attack and 
  defend. 
  
  VER6-06 The Ties That Bind 
   
  Page 20 
  APL 4 
  Encounter Four 
  Sir Buckwell: Male Human (oeridian); Rog5/Asn1; CR 
  6; Medium Humanoid (human); HD 6d6+6; hp 32; Init 
  +3; Spd 30 ft/x4; AC 18 (touch 13, flat-footed 18) [+4 
  armor, +3 dex, +1 natural,]; Base Atk +3; Grp +3; Atk +7 
  melee  (1d6+1;18-20/x2,  masterwork rapier) or (1d4;19-
  20/x2, dagger); SA death attack, poison use, sneak 
  attack +4d6; SQ evasion, uncanny dodge; AL NE; SV 
  Fort +2, Ref +9, Will +0; Str 10, Dex 16, Con 12, Int 13, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +11, Disable Device +10, 
  Disguise +10, Forgery +9, Hide +11,Move Silently +11, 
  Open Lock +12, Search +9, Tumble +11, Use Magic 
  Device +10; Combat Expertise, Improved Feint, 
  Weapon Finesse, Distracting Attack*. 
   
  Possessions: masterwork rapier, chain shirt, 
  dagger, 25gp. 
   
  Spells Prepared (1; base DC = 11 + spell level): 
  1st—obscuring mist; 
  Death Attack: If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon 
  that successfully deals damage, you can paralyze or 
  kill the target if they fail a Fortitude save (DC 12). 
   
  “Madame" Buckwell: Female Human (baklunish) 
  Sor4; CR 4; Medium Humanoid (human); HD 
  4d4+4+3; hp 20; Init +6; Spd 30 ft/x4; AC 17 (touch 12, 
  flat-footed 15), [+1 armor, +4 shield, +2 dex]; Base 
  Atk+2; Grp+1; Atk +4 ranged  (1d8;19-20/x2, light 
  crossbow) or +1 melee  (1d4-1;19-20/x2, dagger) or +4 
  ranged(*;20/x2, ray); SA spells; AL CN; SV Fort +2, Ref 
  +3, Will +4; Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Bluff +10, Concentration +8, 
  Knowledge (Arcana) +8, Spellcraft +10; Improved 
  Initiative, Point Blank Shot, Precise Shot. 
   
  Familiar: Madame Buckwell as a toad familiar. 
   
  Possessions: dagger, light crossbow, 10 bolts, scroll 
  of shield. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 
  0—acid splash, daze, flare, light, mage hand, ray of 
  frost; 1
  st — color spray, ray of enfeeblement, shield; 
  2nd—scorching ray. 
   
  Kazo: Female Human (oeridian) Clr2; CR 2; Medium 
  Humanoid (human); HD 2d8+2; hp 15; Init -1; Spd 20 
  ft/x3; AC 16 (touch 9, flat-footed 16), [+7 armor, -1 dex]; 
  Base Atk +1; Grp+2; Atk +3 melee (1d8+1;20/x2, 
  masterwork heavy mace); SA spells, turn undead x5; 
  SQ spontaneous casting; AL CN; SV Fort +4, Ref -1, 
  Will +5; Str 13, Dex 8, Con 12, Int 10, Wis 15, Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +4, 
  Knowledge (History) +3, Knowledge (Religion) +5; 
  Divine Cleansing*, Divine Resistance*. 
   
  Possessions: masterwork heavy mace, half-plate. 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 
  0—guidance, inflict minor wounds (2), light, virtue; 
  1st—bless, disguise self*, sanctuary, shield of faith. 
  *Domain spell.  
  Domains: Trickery (Add Bluff, Disguise, and Hide 
  to your list of cleric class skills); Knowledge (Add 
  all Knowledge skills to your list of cleric class 
  skills. You cast divination spells at +1 caster level.). 
   
  Durstin: Male Human (flan) Ftr2; CR 2; Medium 
  Humanoid (human); HD 2d10+4; hp 18; Init +1; Spd 20 
  ft/x4; AC 18 (touch 11, flat-footed 17), [+7 armor, +1 
  dex]; Base Atk +2; Grp +4; Atk +6 melee (2d6+4;19-
  20/x2,  masterwork greatsword); AL NE; SV Fort +5, 
  Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 10, 
  Cha 8; 
   
  Skills and Feats: Climb +3, Intimidate +4, Jump -3, 
  Ride +6, Tumble +1; Power Attack, Cleave, Improved 
  Bull Rush, Weapon Focus (greatsword). 
   
  Possessions: masterwork greatsword, half-plate. 
   
  Encounter Five 
  Selma: female human (flan) Rgr5/Rog1/Drv1; CR 7; 
  Medium Humanoid (human); HD 5d8+1d10+1d6+14; 
  hp 52; Init +4; Spd 40 ft/x4; AC 21 (touch 16, flat-
  footed 17), [+5 armor, +4 dex, +1 deflection, +1 misc]; 
  Base Atk +6/+1, Grp+6; Atk +11 melee (1d6;15-20/x2, 
  masterwork scimitar);  Full Atk +9/+4 melee (primary)  
  (1d6+1;15-20/x2,  masterwork  scimitar), +9 melee 
  (secondary) (1d6+1;15-20/x2,  masterwork  scimitar); 
  SA dervish dance, slashing blades, sneak attack +1d6, 
  SQ AC bonus, animal companion, favored enemy 
  [humanoid (elf) (+4 bonus),  humanoid (dwarf) (+2 
  bonus)], movement mastery, wild empathy; AL LN; SV 
  Fort +6, Ref +12, Will +4; Str 10, Dex 18, Con 14, Int 13, 
  Wis 12, Cha 10; 
   
  Skills and Feats: Balance +5, Bluff +5, Handle 
  Animal +9, Jump +7, Knowledge (nature) +9, Move 
  Silently +11, Perform (Dance) +7, Survival +9, Tumble 
  +13, Use Magic Device +9; Dodge, Mobility, Spring 
  Attack, Endurance, Improved Critical (Scimitar), 
  Track, Two-Weapon Fighting, Weapon Finesse. 
  
  VER6-06 The Ties That Bind 
   
  Page 21 
   
  Possessions: masterwork scimitar, masterwork 
  scimitar, +1 chain shirt, ring of protection +1, scroll of 
  silence, dust of disappearance, dust of disappearance.\ 
   
  Spells Prepared (2); base DC = 11 + spell level): 
  1st—magic fang; 
  Favored Enemy: You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
  • 
  Humanoid (elf) (+2 bonus) 
  • 
  Humanoid (dwarf) (+2 bonus) 
   
  AC Bonus (Ex): You gain a +1 bonus to AC as long 
  as you wear no or light armor and are not carrying 
  a shield.  You lose this bonus if immobilized or 
  helpless. 
   
  Dervish Dance (Ex): 1 time per day, you can take 
  a single move action and still make a full attack, 
  but you must move 5 feet between each attack and 
  cannot return to a square you just exited. You gain 
  a +3 bonus on attack and damage rolls when 
  performing the dervish dance with a slashing 
  weapon. 
   
  Movement Mastery (Ex): Your movement is not 
  affected by adverse conditions.  When making a 
  Jump, Perform (dance), or Tumble check you may 
  take 10 even if stress or distractions would 
  normally prevent you from doing so. 
   
  Slashing Blades:  You treat a scimitar as a light 
  weapon for all purposes including fighting with 
  two weapons. 
   
  Karma the Wolf: medium animal ; CR 1; HD 4d8+8; 
  hp 26; Init +3; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 17 
  (touch 13, flat-footed 14) , [+3 Dex, +4 natural]; Base 
  Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 
  melee (1d6+2, bite); SA Trip; SQ Evasion, low-light 
  vision, scent; AL N; SV Fort +5, Ref +6, Will +1; Str 14, 
  Dex 16, Con 15, Int 2, Wis 12, Cha 6 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1*; Track, Weapon Focus (bite) 
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
  Tricks: Karma has been trained to attack and 
  defend. 
  
  VER6-06 The Ties That Bind 
   
  Page 22 
  APL 6 
  Encounter Four 
  Sir Buckwell: Male Human (oeridian); Rog5/Asn3; CR 
  8; Medium Humanoid (human); HD 8d6+8; hp 42; Init 
  +3; Spd 30 ft/x4; AC 17 (touch 14, flat-footed 14) [+4 
  armor, +3 dex]; Base Atk +5; Grp +5; Atk +10 melee  
  (1d6+poison; 18-20/x2, +1 rapier) or +9 melee (1d4; 19-
  20/x2, dagger); SA death attack, poison use, sneak 
  attack +5d6; SQ +1 saves vs. poison, evasion, 
  trapfinding,  trap sense, uncanny dodge, AL NE; SV 
  Fort +3, Ref +10, Will +1; Str 10, Dex 17, Con 12, Int 13, 
  Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +12, Disable Device +10, 
  Disguise +10, Forgery +10, Hide +13, Move Silently 
  +13, Open Lock +12, Search +9, Tumble +13, Use 
  Magic Device +12; Combat Expertise, Improved Feint, 
  Weapon Finesse, Distracting Attack*. 
   
  Possessions: +1 rapier, chain shirt, dagger, purple 
  worm poison (2 applications, one already on rapier), 
  25gp. 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—obscuring mist, true strike. 
  Death Attack: If you study your victim for 3 
  rounds, attack that target within another 3 rounds, 
  then make a sneak attack with a melee weapon 
  that successfully deals damage, you can paralyze or 
  kill the target if they fail a Fortitude save (DC 14). 
   
  “Madame" Buckwell: Female Human (baklunish) 
  Sor6; CR 6; Medium Humanoid (human); HD 6d4+6; 
  hp 27; Init +6; Spd 30 ft/x4; AC 16 (touch 12, flat-
  footed 14), [+4 shield, +2 dex]; Base Atk+3; Grp+2; Atk 
  +5 ranged  (1d8;19-20/x2, light crossbow) or +2 melee  
  (1d4-1;19-20/x2, dagger) or +6 ranged(*;20/x2, ray); SA 
  Spells; SQ Familiar; AL CN; SV Fort +3, Ref +4, Will +5; 
  Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +12, Concentration +10, 
  Knowledge (arcana) +8, Spellcraft +12; Improved 
  Initiative, Point Blank Shot, Precise Shot, Weapon 
  Focus [ray]. 
   
  Familiar: Madame Buckwell has a toad familiar. 
   
  Possessions: dagger, light crossbow, 10 bolts, scroll 
  of shield. 
   
  Spells Known (6/7/6/4; base DC = 13 + spell level): 
  0—acid splash, daze, flare, light, mage hand, ray of 
  frost, touch of fatigue; 1st— burning hands, color 
  spray, ray of enfeeblement, grease; 2nd—acid arrow, 
  scorching ray; 3rd—fireball. 
   
  Kazo: Female Human (oeridian) Clr4; CR 4; Medium 
  Humanoid (human); HD 4d8+4; hp 27; Init -1; Spd 20 
  ft/x3; AC 16 (touch 9, flat-footed 16), [+7 armor, -1 dex]; 
  Base Atk +3; Grp+4; Atk +5 melee (1d8+1;20/x2, 
  masterwork heavy mace); SA spells, turn undead x5; 
  SQ spontaneous casting; AL CN; SV Fort +5, Ref +0, 
  Will +7; Str 13, Dex 8, Con 12, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +5, 
  Knowledge (History) +3, Knowledge (Religion) +6; 
  Divine Cleansing*, Divine Resistance*, Power Attack. 
  Possessions: masterwork heavy mace, half-plate. 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—guidance, inflict minor wounds (2), light, 
  virtue; 1st—bless, disguise self*, protection from law, 
  sanctuary, shield of faith; 2nd—calm emotions, hold 
  person, invisibility*, sound burst. 
  *Domain spell. Domains: Trickery (Add Bluff, 
  Disguise, and Hide to your list of cleric class 
  skills); Knowledge (Add all Knowledge skills to 
  your list of cleric class skills. You cast divination 
  spells at +1 caster level.). 
   
  Durstin: Male Human (flan) Ftr4; CR 4; Medium 
  Humanoid (human); HD 4d10+8; hp 36; Init +1; Spd 20 
  ft/x4; AC 18 (touch 11, flat-footed 17), [+7 armor, +1 
  dex]; Base Atk +4; Grp +7; Atk +9 melee (2d6+6;19-
  20/x2,  masterwork greatsword); AL NE; SV Fort +6, 
  Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 12, Wis 10, 
  Cha 8; 
   
  Skills and Feats: Climb +3, Intimidate +4, Jump -1, 
  Ride +6, Tumble +3; Blind-Fight, Cleave, Improved 
  Bull Rush, Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword). 
   
  Possessions: masterwork greatsword, half-plate. 
   
  Encounter Five 
  Selma: female human (flan) Rgr7/Rog1/Drv1*; CR 9; 
  Medium Humanoid (human); HD 7d8+1d10+1d6+18; 
  hp 66; Init +4; Spd 40 ft/x4; AC 20 (touch 15, flat-
  footed 16), [+5 armor, +4 dex, +1 misc]; Base Atk +8/+3; 
  Grp+8; Atk +13 melee (1d6;15-20/x2, masterwork 
  scimitar);  Full Atk +11/+6 melee (primary)  (1d6+1;15-
  20/x2,  masterwork  scimitar), +11/+6 melee 
  (secondary) (1d6+1;15-20/x2,  masterwork  scimitar); 
  SA dervish dance, slashing blades, sneak attack +1d6, 
  SQ AC bonus, animal companion, favored enemy 
  [humanoid (elf) (+4 bonus),  humanoid (dwarf) (+2 
  bonus)], movement mastery, wild empathy, woodland 
  stride; AL LN; SV Fort +8, Ref +14, Will +6;  Str 10, Dex 
  18, Con 14, Int 14, Wis 12, Cha 10; 
   
  Skills and Feats: Balance +7, Bluff +7, Handle 
  Animal +11, Jump +7, Knowledge (Nature) +12, Move 
  
  VER6-06 The Ties That Bind 
   
  Page 23 
  Silently +13, Perform (Dance) +7, Survival +11, Tumble 
  +17, Use Magic Device +9; Dodge, Mobility, Spring 
  Attack, Endurance, Improved Critical (Scimitar), 
  Track, Two-Weapon Fighting, Two-Weapon Defense, 
  Improved Two-Weapon Fighting, Weapon Finesse. 
   
  Equipment: masterwork scimitar, masterwork 
  scimitar, +1 chain shirt, ring of protection +1, scroll of 
  silence, dust of disappearance, dust of disappearance, 
  vest of resistance +1. 
   
  Spells Prepared (2); base DC = 11 + spell level): 
  1st—magic fang, pass without a trace; 
  Woodland Stride (Ex): You can move through 
  natural thorns, briars, etc. at full speed and 
  without 
  suffering 
  damage 
  or 
  impairment. 
  Magically overgrown areas still hamper you. 
  Favored Enemy: You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
  • 
  Humanoid (elf) (+2 bonus) 
  • 
  Humanoid (dwarf) (+2 bonus) 
   
  AC Bonus (Ex): You gain a +1 bonus to AC as long 
  as you wear no or light armor and are not carrying 
  a shield.  You lose this bonus if immobilized or 
  helpless. 
   
  Dervish Dance (Ex): 1 time per day, you can take 
  a single move action and still make a full attack, 
  but you must move 5 feet between each attack and 
  cannot return to a square you just exited. You gain 
  a +3 bonus on attack and damage rolls when 
  performing the dervish dance with a slashing 
  weapon. 
   
  Movement Mastery (Ex): Your movement is not 
  affected by adverse conditions.  When making a 
  Jump, Perform (dance), or Tumble check you may 
  take 10 even if stress or distractions would 
  normally prevent you from doing so. 
   
  Slashing Blades:  You treat a scimitar as a light 
  weapon for all purposes including fighting with 
  two weapons. 
  * see Appendix 2: New Rules Items 
   
  Karma the Wolf: medium animal ; CR 1; HD 4d8+8; 
  hp 26; Init +3; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 19 
  (touch 13, flat-footed 14) , [+3 Dex, +4 natural]; Base 
  Atk +1; Grp +3; Atk +4 melee (1d6+2, bite); Full Atk +4 
  melee (1d6+2, bite); SA Trip; SQ Evasion, low-light 
  vision, scent; AL N; SV Fort +5, Ref +6, Will +1; Str 14, 
  Dex 16, Con 15, Int 2, Wis 12, Cha 6 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1*; Track, Weapon Focus (bite) 
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
  Tricks: Karma has been trained to attack and 
  defend.
  APL 8
  
  VER6-06 The Ties That Bind 
   
  Page 24 
  Encounter Four 
  Sir Buckwell: Male Human (oeridian); Rog5/Asn5; CR 
  10; Medium Humanoid (human); HD 10d6+10; hp 52; 
  Init +3; Spd 30 ft/x4; AC 17 (touch 14, flat-footed 14) 
  [+4 armor, +3 dex]; Base Atk +6; Grp +6; Atk +11 melee  
  (1d6+poison; 18-20/x2, masterwork rapier) or +10 
  melee (1d4; 19-20/x2, dagger); SA death attack, poison 
  use, sneak attack +6d6; SQ +2 saves vs. poison, evasion, 
  improved uncanny dodge, trapfinding,  trap sense, 
  uncanny dodge, AL NE; SV Fort +3, Ref +11, Will +1; 
  Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +15, Disable Device +10, 
  Disguise +10, Forgery +12, Hide +13, Intimidate +2, 
  Move Silently +13, Open Lock +12, Search +11, Tumble 
  +15, Use Magic Device +15; Combat Expertise, 
  Distracting Attack*, Improved Feint, Persuasive, 
  Weapon Finesse. 
   
  Possessions: +1 rapier, chain shirt, dagger, purple 
  worm poison (2 applications, one already on rapier), 
  potion of haste. 
   
  Spells Prepared (4/2); base DC = 11 + spell level): 
  1st—obscuring mist x2, true strike x2; 2nd—cast’s 
  grace, invisibility. 
  Death Attack: If you study your victim for 3 rounds, 
  attack that target within another 3 rounds, then make a 
  sneak attack with a melee weapon that successfully 
  deals damage, you can paralyze or kill the target if they 
  fail a Fortitude save (DC 16). 
   
  “Madame" Buckwell: Female Human (baklunish) 
  Sor8; CR 8; Medium Humanoid (human); HD 8d4+8+3 
  hp 34; Init +6; Spd 30 ft/x4; AC 18 (touch 12, flat-
  footed 16), [+2 armor, +4 shield, +2 dex]; Base Atk+4; 
  Grp+3; Atk +6 ranged  (1d8;19-20/x2, light crossbow) 
  or +3 melee  (1d4-1;19-20/x2, dagger) or +7 
  ranged(*;20/x2, ray); SA spells; SQ familiar; AL CN; SV 
  Fort +3, Ref +4, Will +6; Str 8, Dex 15, Con 13, Int 12, 
  Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +12, Concentration +12, 
  Knowledge (Arcana) +12, Spellcraft +12; Improved 
  Initiative, Point Blank Shot, Precise Shot, Weapon 
  Focus [ray]. 
   
  Possessions: dagger, light crossbow, 10 bolts, scroll 
  of shield, bracers of armor +2. 
   
  Spells Known (6/7/7/6/3; base DC = 13 + spell 
  level): 0—acid splash, daze, flare, light, mage hand, 
  message, ray of frost, touch of fatigue; 1st— burning 
  hands, color spray, mage armor, ray of enfeeblement, 
  grease; 2nd—acid arrow, invisibility, scorching ray; 
  3rd—fireball, fly; 4th—enervation. 
   
  Familiar: Madame Buckwell has a toad familiar 
   
  Kazo: Female Human (oeridian) Clr6; CR 6; Medium 
  Humanoid (human); HD 6d8+6; hp 39; Init -1; Spd 20 
  ft/x3; AC 16 (touch 9, flat-footed 16), [+7 armor, -1 dex]; 
  Base Atk +4; Grp+5; Atk +6 melee (1d8+1;20/x2, 
  masterwork heavy mace); SA spells, turn undead x5; 
  SQ spontaneous casting; AL CN; SV Fort +6, Ref +1, 
  Will +8; Str 13, Dex 8, Con 12, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +9, 
  Knowledge (History) +3, Knowledge (Religion) +6; 
  Divine Cleansing*, Divine Resistance*, Power Attack, 
  Sudden Silent. 
   
  Possessions: masterwork heavy mace, half-plate. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance, inflict minor wounds (2), 
  light, virtue; 1st—bless, disguise self*, protection from 
  law, sanctuary, shield of faith; 2nd—bull’s strength, 
  calm emotions, hold person, invisibility*, sound burst; 
  3rd—dispel magic, invisibility purge, nondetection*, 
  prayer. 
  *Domain spell. Domains: Trickery (Add Bluff, 
  Disguise, and Hide to your list of cleric class 
  skills); Knowledge (Add all Knowledge skills to 
  your list of cleric class skills. You cast divination 
  spells at +1 caster level.). 
  Durstin: Male Human (flan) Ftr6; CR 6; Medium 
  Humanoid (human); HD 6d10+12; hp 52; Init +1; Spd 
  20 ft/x4; AC 18 (touch 11, flat-footed 17), [+7 armor, +1 
  dex, +1 deflection]; Base Atk +6/+1; Grp +9; Atk +11 
  melee (2d6+6;19-20/x2,  masterwork greatsword); Full 
  Atk +11/+6 melee (2d6+6;19-20/x2,  masterwork 
  greatsword); AL NE; SV Fort +7, Ref +3, Will +2; Str 16, 
  Dex 13, Con 14, Int 12, Wis 10, Cha 8; 
  
  VER6-06 The Ties That Bind 
   
  Page 25 
   
  Skills and Feats: Climb +3, Intimidate +4, Jump +0, 
  Ride +6, Tumble +6; Blind-Fight, Cleave, Close 
  Quarters Fighting*, Improved Bull Rush, Power 
  Attack, Shock Trooper*, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword). 
   
  Possessions: masterwork greatsword, half-plate.  
   
  Encounter Five 
  Selma: female human (flan) Rgr8/Rog2/Drv1*; CR 11; 
  Medium Humanoid (human); HD 8d8+1d10+2d6+22; 
  hp 79; Init +4; Spd 30 ft/x4; AC 20 (touch 15, flat-
  footed 16), [+5 armor, +4 dex, +1 misc], touch 19, flat-
  footed 23; Base Atk +10/+5; Grp+10; Atk +14 melee 
  (1d6;15-20/x2, masterwork scimitar);  Full Atk +13/+8 
  melee (primary)  (1d6+1;15-20/x2,  masterwork 
  scimitar), +13/+8 melee (secondary) (1d6+1;15-20/x2,  
  masterwork scimitar); SA dervish dance, slashing 
  blades, sneak attack +1d6, SQ AC Bonus, animal 
  companion, evasion, favored enemy [humanoid (elf) 
  (+4 bonus),  humanoid (dwarf) (+2 bonus)], movement 
  mastery, swift tracker, wild empathy, woodland stride; 
  AL LN; SV Fort +10, Ref +17, Will +7; Str 10, Dex 18, 
  Con 14, Int 14, Wis 12, Cha 8; 
   
  Skills and Feats: Balance +7, Bluff +7, Handle 
  Animal +11, Jump +7, Knowledge (Nature) +13, Move 
  Silently +14, Perform (Dance) +11, Survival +15, 
  Tumble +19, Use Magic Device +13; Dodge, Mobility, 
  Endurance, Improved Critical (Scimitar), Track, Two-
  Weapon Fighting, Two-Weapon Defense, Improved 
  Two-Weapon Fighting, Weapon Finesse. 
   
  Possessions: masterwork scimitar, masterwork 
  scimitar, +1 chain shirt, scroll of silence, dust of 
  disappearance, dust of disappearance, vest of resistance 
  +1. 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—magic fang, pass without a trace; 2nd—cat’s grace. 
   
  Woodland Stride (Ex): You can move through 
  natural thorns, briars, etc. at full speed and 
  without 
  suffering 
  damage 
  or 
  impairment. 
  Magically overgrown areas still hamper you. 
  Favored Enemy: You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
  • 
  Humanoid (elf) (+2 bonus) 
  • 
  Humanoid (dwarf) (+2 bonus) 
  AC Bonus (Ex): You gain a +1 bonus to AC as long 
  as you wear no or light armor and are not carrying 
  a shield.  You lose this bonus if immobilized or 
  helpless. 
  Dervish Dance (Ex): 1 time per day, you can take 
  a single move action and still make a full attack, 
  but you must move 5 feet between each attack and 
  cannot return to a square you just exited. You gain 
  a +3 bonus on attack and damage rolls when 
  performing the dervish dance with a slashing 
  weapon. 
  Movement Mastery (Ex): Your movement is not 
  affected by adverse conditions.  When making a 
  Jump, Perform (dance), or Tumble check you may 
  take 10 even if stress or distractions would 
  normally prevent you from doing so. 
  Slashing Blades: You treat a scimitar as a light 
  weapon for all purposes including fighting with 
  two weapons. 
  * see Appendix 2: New Rules Items 
   
  Karma the Dire Weasel: medium animal; CR 2; HD 
  5d8; hp 23; Init +5; Spd 40 ft.; Space/Reach 5 ft./5 ft.; 
  AC 19 (touch 15, flat-footed 14), [+5 Dex, +4 natural]; 
  Base Atk +2; Grp +4; Atk +7 melee (1d6+3, bite); Full 
  Atk +7 melee (1d6+3, bite); SA attach, blood drain; SQ 
  evasion, low-light vision, scent; AL Always neutral; SV 
  Fort +3, Ref +8, Will +4; Str 15, Dex 20, Con 10, Int 2, 
  Wis 12, Cha 11 
   
  Skills and Feats: Hide +9, Listen +3, Move Silently 
  +9, Spot +5; Alertness, Stealthy, Weapon Finesse 
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent's body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 12. 
  An attached dire weasel can be struck with a 
  weapon or grappled itself. To remove an attached 
  dire weasel through grappling, the opponent must 
  achieve a pin against the creature. 
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
  Tricks: Karma has been trained to attack and 
  defend. 
  
  VER6-06 The Ties That Bind 
   
  Page 26 
  APL 10
  Encounter Four 
  Sir Buckwell: Male Human (oeridian); Rog5/Asn7; CR 
  12; Medium Humanoid (human); HD 12d6+12; hp 62; 
  Init +4; Spd 30 ft/x4; AC 18 (touch 14, flat-footed 14) 
  [+4 armor, +4 dex]; Base Atk +8; Grp +8; Atk +14 melee  
  (1d6+poison; 18-20/x2, masterwork rapier) or +13 
  melee (1d4; 19-20/x2, dagger); SA death attack, poison 
  use, sneak attack +7d6; SQ +3 saves vs. poison, evasion, 
  improved uncanny dodge, trapfinding,  trap sense, 
  uncanny dodge, AL NE; SV Fort +4, Ref +13, Will +2; 
  Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +20, Disable Device +10, 
  Disguise +10, Forgery +14, Hide +16, Intimidate +2, 
  Move Silently +16, Open Lock +13, Search +11, Tumble 
  +18, Use Magic Device +15; Combat Expertise, 
  Distracting Attack*, Improved Feint, Persuasive, Skill 
  Focus [bluff],Weapon Finesse. 
   
  Possessions: +1 rapier, chain shirt, dagger, purple 
  worm poison (2 applications, one already on rapier), 
  potion of haste. 
   
  Spells Prepared (4/3/2); base DC = 11 + spell level): 
  1st—obscuring mist x2, true strike x2; 2nd—cast’s 
  grace, invisibility x2; 3rd—magic circle against good. 
  Death Attack: If you study your victim for 3 rounds, 
  attack that target within another 3 rounds, then make a 
  sneak attack with a melee weapon that successfully 
  deals damage, you can paralyze or kill the target if they 
  fail a Fortitude save (DC 18). 
   
  “Madame" Buckwell: Female Human (baklunish) 
  Sor10; CR 10; Medium Humanoid (human); HD 
  10d4+10+3; hp 41; Init +6; Spd 30 ft/x4; AC 18 (touch 
  12, flat-footed 16), [+2 armor, +4 shield, +2 dex]; Base 
  Atk+5; Grp+4; Atk +7 ranged  (1d8;19-20/x2, light 
  crossbow) or +4 melee  (1d4-1;19-20/x2, dagger) or +8 
  ranged(*;20/x2, ray); SA spells; SQ familiar; AL CN; SV 
  Fort +4, Ref +5, Will +7; Str 8, Dex 15, Con 13, Int 12, 
  Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +14, Concentration +17 
  Knowledge (Arcana) +12, Spellcraft +14; Improved 
  Initiative, Point Blank Shot, Precise Shot, Skill Focus 
  [Concentration], Weapon Focus [ray]. 
   
  Possessions: dagger, light crossbow, 10 bolts, scroll 
  of shield, bracers of armor +2. 
   
  Familiar: Madame Buckwell has a toad familiar 
   
  Spells Known (6/7/7/7/5/3; base DC = 13 + spell 
  level): 0—acid splash, daze, flare, light, mage hand, 
  message, open/close, ray of frost, touch of fatigue; 
  1st— burning hands, color spray, glitterdust, mage 
  armor, ray of enfeeblement, grease; 2nd—acid arrow, 
   invisibility, mirror image, scorching ray; 3rd—
  displacement, fireball, fly; 4th—confusion, enervation; 
   5th—feeblemind. 
   
  Kazo: Female Human (oeridian) Clr8; CR 8; Medium 
  Humanoid (human); HD 8d8+8; hp 51; Init -1; Spd 20 
  ft/x3; AC 16 (touch 9, flat-footed 16), [+7 armor, -1 dex]; 
  Base Atk +6/+1; Grp+8; Atk +9 melee (1d8+3;20/x2, 
  masterwork heavy mace); Full Atk +9/+4 melee 
  (1d8+3;20/x2, masterwork heavy mace); SA spells, turn 
  undead x5; SQ spontaneous casting; AL CN; SV Fort +7 
  Ref +1, Will +9; Str 14, Dex 8, Con 12, Int 10, Wis 16, 
  Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +11, 
  Knowledge (History) +3, Knowledge (Religion) +6; 
  Divine Cleansing*, Divine Resistance*, Power Attack, 
  Sudden Silent. 
   
  Possessions: masterwork heavy mace, half-plate. 
   
  Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 
  + spell level): 0—guidance (2), inflict minor wounds 
  (2), light, virtue; 1st—bless, disguise self*, divine favor, 
  protection from law, sanctuary, shield of faith; 2nd—
  bull’s 
  strength, 
  calm 
  emotions, 
  hold 
  person, 
  invisibility*, sound burst; 3rd— bestow curse, dispel 
  magic, invisibility purge, nondetection*, prayer; 4th—
  confusion*, divine power, freedom of movement. 
   
  *Domain spell. Domains: Trickery (Add Bluff, 
  Disguise, and Hide to your list of cleric class skills); 
  Knowledge (Add all Knowledge skills to your list of 
  cleric class skills. You cast divination spells at +1 caster 
  level). 
   
  Durstin: Male Human (flan) Ftr8; CR 8; Medium 
  Humanoid (human); HD 8d10+16; hp 68; Init +2; Spd 
  20 ft/x4; AC 19 (touch 12, flat-footed 17), [+7 armor, +2 
  dex]; Base Atk +8/+3; Grp +11; Atk +14 melee 
  (2d6+6;19-20/x2,  masterwork greatsword); Full Atk 
  +14/+9 
  melee 
  (2d6+6;19-20/x2, 
   
  masterwork 
  greatsword); AL NE; SV Fort +8, Ref +4, Will +2; Str 16, 
  Dex 14, Con 14, Int 12, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +3, Intimidate +4, Jump +1, 
  Ride +6, Tumble +8; Blind-Fight, Cleave, Close 
  Quarters 
  Fighting*, 
  Greater 
  Weapon 
  Focus 
  (greatsword), Improved Bull Rush, Power Attack, 
  Shock Trooper*, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Possessions: masterwork greatsword, half-plate. 
   
  Encounter Five 
  Selma: female human (flan) Rgr8/Rog2/Drv3*; CR 13; 
  Medium Humanoid (human); HD 8d8+3d10+2d6+29; 
  hp 95; Init +4; Spd 35 ft/x4; AC 22 (touch 17, flat-
  
  VER6-06 The Ties That Bind 
   
  Page 27 
  footed 18), [+5 armor, +4 dex, +1 misc], touch 19, flat-
  footed 23; Base Atk +12/+7; Grp+12; Atk +16 melee 
  (1d6/15-20, masterwork scimitar);  Full Atk 
  +15/+10/+5 melee (primary)  (1d6+1/15-20,  
  masterwork scimitar), +15/+10 melee (secondary) 
  (1d6+1/15-20,  masterwork scimitar); SA dervish dance, 
  slashing blades, sneak attack +1d6, SQ AC Bonus, 
  animal companion, evasion, fast movement, favored 
  enemy [humanoid (elf) (+4 bonus),  humanoid (dwarf) 
  (+2 bonus)], movement mastery, swift tracker, wild 
  empathy, woodland stride; AL LN; SV Fort +11, Ref 
  +18, Will +8; Str 10, Dex 18, Con 14, Int 14, Wis 12, 
  Cha 9; 
   
  Skills and Feats: Balance +9, Bluff +14, Handle 
  Animal +9, Hide +4, Jump +7, Knowledge (nature) +13, 
  Move Silently +14, Perform (Dance) +14, Survival +11, 
  Tumble +19, Use Magic Device +15; Dodge, Mobility, 
  Spring 
  Attack, 
  Endurance, 
  Improved 
  Critical 
  (Scimitar), Track, Two-Weapon Fighting, Two-Weapon 
  Defense, Improved Two-Weapon Fighting, Weapon 
  Finesse, Improved Two-Weapon Defense*. 
   
  Possessions: masterwork scimitar, masterwork 
  scimitar, +1 chain shirt, scroll of silence, dust of 
  disappearance, dust of disappearance, vest of resistance 
  +1. 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—magic fang, pass without a trace; 2nd—cat’s grace. 
  Woodland Stride (Ex): You can move through 
  natural thorns, briars, etc. at full speed and 
  without 
  suffering 
  damage 
  or 
  impairment. 
  Magically overgrown areas still hamper you. 
  Favored Enemy: You have certain types of 
  enemies that you have extensive knowledge about. 
  Against these creatures, you gain the listed bonus 
  to Bluff, Listen, Sense Motive, Spot, and Survival 
  checks, as well as weapon damage rolls. 
  • 
  Humanoid (elf) (+2 bonus) 
  • 
  Humanoid (dwarf) (+2 bonus) 
  Swift Tracker (Ex): You can move your normal 
  speed while following tracks without taking the 
  normal -5 penalty. You take only a -10 penalty 
  when moving at up to twice normal speed. 
  AC Bonus (Ex): You gain a +1 bonus to AC as long 
  as you wear no or light armor and are not carrying 
  a shield.  You lose this bonus if immobilized or 
  helpless. 
  Dervish Dance (Ex): 2 times per day, you can take 
  a single move action and still make a full attack, 
  but you must move 5 feet between each attack and 
  cannot return to a square you just exited. You gain 
  a +3 bonus on attack and damage rolls when 
  performing the dervish dance with a slashing 
  weapon. 
  Movement Mastery (Ex): Your movement is not 
  affected by adverse conditions.  When making a 
  Jump, Perform (dance), or Tumble check you may 
  take 10 even if stress or distractions would 
  normally prevent you from doing so. 
  Slashing Blades:  You treat a scimitar as a light 
  weapon for all purposes including fighting with 
  two weapons. 
  * see Appendix 2: New Rules Items 
   
  Karma the Dire Weasel: medium animal; CR 2; HD 
  5d8; hp 23; Init +5; Spd 40 ft.; Space/Reach 5 ft./5 ft.; 
  AC 19 (touch 15, flat-footed 14), [+5 Dex, +4 natural]; 
  Base Atk +2; Grp +4; Atk Bite +7 melee (1d6+3, bite); 
  Full Atk Bite +7 melee (1d6+3, bite); SA Attach, blood 
  drain; SQ low-light vision, scent; AL Always neutral; 
  SV Fort +3, Ref +8, Will +4; Str 15, Dex 20, Con 10, Int 
  2, Wis 12, Cha 11 
   
  Skills and Feats: Hide +9, Listen +3, Move Silently 
  +9, Spot +5; Alertness, Stealthy, Weapon Finesse 
  Attach (Ex): A dire weasel that hits with its bite 
  attack latches onto the opponent's body with its 
  powerful jaws. An attached dire weasel loses its 
  Dexterity bonus to AC and thus has an AC of 12. 
  An attached dire weasel can be struck with a 
  weapon or grappled itself. To remove an attached 
  dire weasel through grappling, the opponent must 
  achieve a pin against the creature. 
  Blood Drain (Ex): A dire weasel drains blood for 
  1d4 points of Constitution damage each round it 
  remains attached. 
  Tricks: Karma has been trained to attack and 
  defend. 
   
   
  
  VER6-06 The Ties That Bind 
   
  Page 28 
  APPENDIX 3: NEW RULES 
  Elusive Target [TACTICAL] (New Feat) [from 
  Complete Warrior] 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
  Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge 
  feat. If that foe uses the Power Attack feat against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll. 
  Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered 
  flatfooted. 
  If the designated attacker is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Improved Two-Weapon Defense [GENERAL] (New 
  Feat) [From Complete Warrior] 
   
  Prerequisites: Dex 17, Two-Weapon Defense, 
  Two-Weapon Fighting, base attack bonus +6. 
   
  Benefit: When wielding two weapons (not 
  including natural weapons or unarmed strikes), you 
  gain a +2 shield bonus to your Armor Class. When you 
  are fighting defensively or using the total defense 
  action, this shield bonus increases to +4. 
   
  Special: A fighter may select Improved Two-
  Weapon Defense as one of his fighter bonus feats. 
   
  DERVISH (new prestige class) [from Complete 
  Warrior] 
  Hit Die: d10. 
  Requirements 
  To qualify to become a dervish, a character must fulfill 
  all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Perform (dance) 3 ranks, Tumble 3 ranks. 
  Feats: Combat Expertise, Dodge, Mobility, Weapon 
  Focus (any slashing melee weapon). 
  Class Skills 
  The dervish's class skills (and the key ability for each 
  skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), 
  Jump (Str), Listen (Wis), Perform (Cha), Profession 
  (Wis), Swim (Str), and Tumble (Dex). 
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All of the following are class features of the dervish 
  prestige class. 
  Weapon and Armor Proficiency: Dervishes gain no 
  proficiency with any weapon or armor. 
  AC Bonus (Ex): A dervish gains this bonus to Armor 
  Class as long as she is wearing no armor or light armor 
  and not carrying a shield.  This bonus to AC applies 
  even against touch attacks or when the dervish is flat-
  footed.  She loses this bonus when she is immobilized 
  or helpless, when she wears any armor heavier than 
  light, when she carries a shield, or when she carries a 
  medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a whirling 
  dancer of death a certain number of times per day. 
  While in this dervish dance, she can take a full attack 
  action (for melee attacks only) and still move up to her 
  speed. However, the dervish must move a minimum of 
  5 feet between each attack when using this ability, and 
  she cannot return to a square she just exited (though 
  she may return to that square later during her full 
  attack). The dervish is subject to attacks of opportunity 
  while dancing, but may tumble normally as part of her 
  move. A dervish prevented from completing her move 
  is also prevented from finishing her full attack. 
  If a dervish wields a slashing weapon while in a dervish 
  dance, she gains a bonus on her attack and damage 
  rolls.  This bonus is +1 at 1st level, and it increases by 
  and extra +1 at every odd-numbered level thereafter. 
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). She 
  cannot perform a dervish dance in any armor heavier 
  than light or if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can also use the combat Expertise 
  feat while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or frenzy 
  ability. 
  A dervish can perform a dervish dance only once per 
  encounter.  A dervish dance lasts 1 round for every two 
  
  VER6-06 The Ties That Bind 
   
  Page 29 
  ranks of Perform (dance) that the character has.  At the 
  end of a dervish dance, the character becomes fatigued 
  for the duration of the encounter  
   (unless she is a 9th-level dervish, at which point this 
  limitation no longer applies). 
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions.  When making a Jump, Perform (dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as a light 
  weapon (rather than a one-handed weapon) for all 
  purposes, including fighting with two weapons. 
  Fast Movement (Ex): At 2nd level and higher, a 
  dervish gains an enhancement bonus to her speed. A 
  dervish in any armor heavier than light or carrying a 
  medium or heavy load loses this bonus. 
  Spring Attack: At 3rd level, a dervish gains the Spring 
  Attack feat, even if she does not meet the prerequisites. 
  Dance of Death: At 4th level, a dervish gains the use of 
  the Cleave feats while performing a dervish dance, 
  even if she does not meet the prerequisites for the feat. 
   She does not have to move 5 feet before making the 
  extra attack granted by this ability. 
  Improved Reaction (Ex): When she attains 6th level, 
  a dervish gains a +2 bonus on initiative rolls. 
  Elaborate Parry (Ex): When she attains 7th level, a 
  dervish gains an extra +4 bonus to Armor Class when 
  she chooses to fight defensively or use total defense in 
  melee combat. 
  Tireless Dance: When a dervish reaches 9th level, the 
  character no longer becomes fatigued for the duration 
  of the encounter at the end of a dervish dance. 
  A Thousand Cuts (Ex): When a dervish reaches 10th 
  level, once per day she may double the number of 
  melee attacks she makes while performing a full attack 
  action (whether in a dervish dance or not).  If a dervish 
  uses this ability in conjunction with her dervish dance, 
  she can make up to two attacks between moves. 
  The dervish also gains the benefit of the Great Cleave 
  feat with slashing weapons while performing a 
  thousand cuts, even if she does not meet the 
  prerequisites. She does not have to move 5 feet before 
  making any extra attacks granted by this ability. 
  A dervish using this ability can receive an extra attack  
  from the haste spell, but the bonuses provided by the 
  spell do not stack with the bonuses provided by the 
  class.
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  AC 
  Bonus 
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  +0 
  Dervish dance 1/day, movement mastery, slashing 
  blades 
  2nd 
  +2 
  +0 
  +3 
  +3 
  +1 
  Fast movement +5 ft. 
  3rd 
  +3 
  +1 
  +3 
  +3 
  +1 
  Spring Attack, dervish dance 2/day 
  4th 
  +4 
  +1 
  +4 
  +4 
  +1 
  Dance of death 
  5th 
  +5 
  +1 
  +4 
  +4 
  +2 
  Fast movement +10 ft., dervish dance 3/day 
  6th 
  +6 
  +2 
  +5 
  +5 
  +2 
  Improved reaction 
  7th 
  +7 
  +2 
  +5 
  +5 
  +2 
  Elaborate parry, dervish dance 4/day 
  8th 
  +8 
  +2 
  +6 
  +6 
  +2 
  Fast movement +15 ft. 
  9th 
  +9 
  +3 
  +6 
  +6 
  +3 
  Tireless dance, dervish dance 5/day 
  10th 
  +10 
  +3 
  +7 
  +7 
  +3 
  A thousand cuts 
  
  VER6-06 The Ties That Bind 
   
  Page 30 
  APPENDIX 3: LEGWORK 
   
  At various points throughout this adventure, the PCs will want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. 
  The DC is increased by +5 for Bardic Knowledge checks. The DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  
  GENERAL INFORMATION 
  The Viscounty of Verbobonc (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). PCs that are 
  residents of Verbobonc receive a +5 circumstance bonus on this check. 
   
  DC 10:  
  Early this year, a group of Trithereonites were arrested for attempting to frame House Langmuir for 
  the theft of a food caravan.  
   
  DC 11: 
  Viscount Langard has not been seen in public for several months. I hear he has been infected with 
  some rare disease that slow turns you into a mummy. It is said that House Vaswell infected him in an 
  attempt to seize leadership of the Viscounty.  
   
  DC 12:  
  A large group of travelers where discovered murdered on Lord Avgustin’s lands earlier this year. The 
  crime is commonly referred to as the Brewfest Massacre of Humming’s End.. 
   
  DC 15:  
  There are rumors that Shannus is becoming more zealous in his patrol of the Iron Wood. Some have 
  said that his guards are personally inspecting each caravan and travel that passes through the forest. 
   
  DC 16: 
  A cleric of Rao has been accused of a series of murders decades old. The cleric, Father Cadifel of 
  Swan, was sent to Twilight Falls to mediate the disputes between the elves and the town and became 
  embroiled in a separate murder that led to the revelation that the cleric himself was responsible for a 
  series of similar murders over fifteen years ago. Ebaddon Brill, the Bishop of Rao in Verbobonc City, 
  has recalled the cleric. 
   
  DC 17: 
  The elven clans of the Gnarley Forest have declared war on the Viscounty for the excesses of some of 
  the towns in the great forest. It is said that the elves have found an artifact of great power – capable of 
  purging whole villages from the forest and that they intend to use it against the Viscounty. 
   
  DC 18: 
  The Council of Abbots is calling a special session to deal with the growing number of issues related to 
  the faith in the Viscounty. There are rumors that the Church of Trithereon is to be sanctioned for the 
  thefts they orchestrated earlier this year. 
   
  Cienega Valley (Bardic Know Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). PCs that are residents 
  of Cienega Valley receive a +5 circumstance bonus on this check. 
   
  DC 5: 
  During last year’s Brewfest celebration, the Mounted Borderer outpost of Fort Emridy was destroyed 
  by a dwarven assassin named Obmi. The attack was part of an effort to distract the Viscounty as evil 
  forces invaded the land.  
   
  DC 10:  
  Lord Shannus sent one of his knights, a man by the name of Quinn, to attend the celebration in his 
  stead. Lord Milinous sent men-at-arms to escort him off the property before he could massacre 
  anyone here 
   
  DC 11: 
  Lord Milinous has a special anniversary gift waiting for Lady Elinor. It’s supposed to be a gem that 
  holds the tears of angels.  
   
  DC 12:  
  From one reveler in town: “I heard the followers Trithereon have been causing all sorts of trouble for 
  the nobles. The way I see it we need someone looking for us.” 
   
  DC 13:  
  House Avgustin has declined to attend the celebration. There are many rumors that they are 
  members of the Church of Trithereon and those in the know say that the mayor of Cienega Valley 
  himself was spreading them. In any case, the hostility over the accusations has left a bad taste in 
  everyone’s mouth. 
   
  DC 14: 
  House Langmuir is furious, as they were the only noble house to not be invited. From the look of 
  things, however, no one has missed them. 
   
  DC 17: 
  Lord Rhynehurst and the new Lord Estival are not getting along, possibly over the fact that much of 
  Rhynehurst’s land was ceded over to Estival when the lord received his patents of nobility earlier this 
  year. 
  
  VER6-06 The Ties That Bind 
   
  Page 31 
  DM AID 1: MAPS 
   
  VISCOUNTY OF VERBOBONC REGIONAL MAP 
  
  VER6-06 The Ties That Bind 
   
  Page 32 
  PLAYER HANDOUT 
  INVITATION TO MEMBERS OF HOUSE MILINOUS 
   
  You had heard for several weeks that Lord and Lady Milinous 
  would be holding a celebration of their union as man and 
  wife. Preparations were under and quickly enveloped most of 
  each servant’s time. You were pleasantly surprised when the 
  following missive arrived bearing the personal seal of Lady 
  Elinor Milinous. 
   
  My dear loyal vassal, 
   As you might have heard Simon and I are planning an 
  informal party for our close friends and associates to celebrate 
  our seconded anniversary. It is hope that you will attend this 
  event and share in the joy that we both live every day.  
  Until we see each other in the near future 
   
  Lady Elinor Milinous (Asbury)  
   
   
  
  VER6-06 The Ties That Bind 
   
  Page 33 
  PLAYER HANDOUT 
  INVITATION TO MEMBERS OF OTHER NOBLE HOUSES 
   
  You receive this missive sealed with the personal seal of your 
  Houses patron along with 30gp. 
   
  Dear loyal vassal,  
   
  You are requested to represent our House at a social event to be 
  held in honor of lord and lady Milinous anniversary. You are 
  to attend the event and present yourself in a manner befitting 
  your station. If the opportunity arises to advance our house do 
  not let it slip by. You will be provided a stipend to ensure our 
  your appear will not embarrass us  
   
   
  
  VER6-06 The Ties That Bind 
   
  Page 34 
   PLAYER HANDOUT: 
  INVITATION TO ADVENTURES OF NOTE 
   
  Citizens of the Viscounty! 
   
  You are cordially invited to attend a festival in the town of Ceniaga 
  Valley to celebrate the second anniversary of the union of Lord and 
  Lady Milinous. All are welcome to partake in food and drink! 
  
  VER6-06 The Ties That Bind 
   
  Page 35 
  VER6-06: The Ties That Bind 
  Critical Events Summary 
  List all PCs that participated in this adventure, along with any Verbobonc metaorg affiliations they might have. 
  (PRINT CLEARLY). Please return to the Verbobonc Triad by December 2, 2006 
   
   
  Character Name 
  Player Name 
  RPGA #: 
  Verbobonc Metaorg Affiliations 
  1 
   
   
   
   
  2 
   
   
   
   
  3 
   
   
   
   
  4 
   
   
   
   
  5 
   
   
   
   
  6 
   
   
   
   
   
  Did the PCs recover the gem? 
  YES 
  NO 
   
  Did any PCs discover the gem was trapped? 
  YES 
  NO 
   
  Was the trapped disarmed? 
  YES 
  NO 
   
  Was Lord Milinous informed that the gem was trapped? 
  YES 
  NO 
   
  Did the PCs accomplish anything else of note during the adventurer? 
  YES 
  NO 
   
  Use the back of this CES if necessary to note their accomplishments 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER6-06 The Ties That Bind (3E).pdf