TEXT:  HIG5-05 
   
   
   
   
  For the Purity of Music 
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Regional Adventure 
  Version 1.0 
  by Dale Gaus 
  Special Thanks to Andy Kellner and Todd Ammerman 
  Edited by Brian Nowak 
  Reviewed by Chris Tulach 
   
   
  The Bardic College has asked that you come and be a part of an audience for the latest set of public auditions. You are 
  promised a free meal out of it. What could be better than free food, free entertainment and great weather? This is, of 
  course, until the other shoe drops and the last bottle breaks. This is an adventure for inquisitive, culture-tolerating and 
  helping-of-the-populace heroes at APLs 2 through 6. 
  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 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 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 trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 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, please e-mail your triad point of contact (POC) at 
  skerrit@wi.rr.com; or LIVING GREYHAWK campaign questions, email rpgahq@wizards.com. 
  
  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 one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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 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 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  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 characters 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. 
  1. 
  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. 
  Animals 
  with 
  different CRs are 
  determined 
  separately using the chart; then, take the highest CR 
  animal (or animals), and add 2 (drop fractions). This result 
  is the effective character level for a mixed-CR group of 
  animals. A single PC may only bring four or fewer 
  animals of this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  2. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round up 
  to the nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  For the Purity of Music 
   
  Page 2 
  
  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 
  characters 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 1
  st-level characters 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 characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Highfolk.  Characters native to Highfolk pay one Time 
  Unit per round; all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters 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 scenario. 
   
  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 Survival 
  check (DC 20), 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. 
  Adventure Background 
  Faelaun Tredall has traveled this great land of Greyhawk 
  for many years now. His experiences as a bard have 
  shown him many things. In his mind, one of the best 
  reasons for becoming an entertainer is being able to leave 
  his home city of Highfolk. It was a nice elven city that 
  has gradually become corrupted by the disgusting 
  influence of the lesser races, according to Faelaun 
  anyway. The disrupting influence of the non-elves forced 
  him to leave for a while. He was aghast when several of 
  his elven companions were forced to move to a new 
  branch of the Bardic College of Myrin Tyrinthael in 
  Quaalsten. While Faelaun’s travels placed him in the path 
  of many of the other races, he managed. Their idiocy was 
  tolerable to him when it wasn’t in his home city.   
   
  His travels took him far and wide. He traversed 
  nearly all the civilized lands of Oerth with a large elven 
  population. He saw the Faerie Queen in Celene, ran from 
  the arrows of some Valley elves, and paid a visit the gray 
  elven enclave in the mountains of Perrenland. However, 
  it was the Baklunish city of Eastfair that presented the 
  perfect opportunity. He was approached by a group of 
  slavers after one of his performances. While they had 
  initially intended to kidnap him for his skill, Faelaun 
  managed to spin the situation and strike up a bargain. 
  Faelaun was to work with one of the slaver operatives, 
  select certain types of performers from Highfolk, and 
  arrange for them to be ‘delivered’ to said operatives. 
  Faelaun readily agreed -- he was getting the better end of 
  the bargain: a couple of solars in his pocket to remove the 
  riff-raff from his city near the woods.    
   
  Faelaun was given a parchment with an altered form 
  of the command spell enchanted upon it. See command 
  parchment in Appendix Four for details. Basically, the 
  scroll appears a sheet of music or bit of a poem. When 
  read by someone with the bard spell list, he or she 
  receives a command imprinted in the parchment. The 
  particular parchments given to Faelaun are imprinted to 
  send their readers to the Smelly Note Tavern. These were 
  redistributed to auditioning bards at the Bardic College in 
  Highfolk. Once performed, the bard falls under the effect 
  of the parchment, makes his way to the Smelly Note, is 
  secured by a group of hired thugs, and then handed off to 
  a slaver operative for transport back to Eastfair. 
   
  Several days ago, Faelaun put his plan into action. 
  Already, he has kidnapped three lesser-blooded bards. 
  One is a human boy, Heindrin Jenro. The second is a 
  dwarven lad, Ruthror Hammerstrike. The third is a half-
  orc chap, Jernattan Demear. 
   
  Faelaun has a special deal with Bartholomew 
  Kennelworth (B.K. for short), the barkeep and proprietor 
  of The Smelly Note. Faelaun’s parchment sends those 
  Orc speaking bards who read it to the Smelly Note where 
  they ask a codephrase. Anyone who comes in asking that 
  codephrase is to be seen to specially and given special 
  mugs to use. Faelaun told B.K. that if he treats his special 
  For the Purity of Music 
   
  Page 3 
  
  friends well that the elf would come in and entertain for 
  free every few days. Of course, B.K. jumped at the idea, 
  thinking he was getting a very sweet deal. 
   
  Little did poor B.K. know that Faelaun was using the 
  mugs to identify Orc speaking bards to later kidnap and 
  sell to the slavers.  
  Adventure Synopsis 
  Introduction: The heroes are invited to be a part of the 
  audience for the latest public round of auditions for the 
  Bardic 
  College 
  of 
  Myrin 
  Tyrinthael in Highfolk Town. 
  Dungeons and Dragons Miniatures 
   
  Below are the suggested D&D Miniatures to use for
  combat encounters 
   
  From Harbinger 
  Human Commoner (8/80) – Wendyl 
  From Dragoneye 
  Kerwyn, Human Rogue (22/60) – Dare 
  Regdar, Human Fighter (12/60) – Kip 
  From Archfiends  
  Sage (24/60 ) – Habner 
  From Giants of Legend  
  Warmage (7/72) – Kas 
  From Aberrations 
  Man at Arms (8/60) – Grisl 
  Sharn Cutthroat (20/60) – Zen  
  Emerald Claw Soldier (30/60) – Gerald 
  Half-Elf Hexblade (33/60) – Kren 
  From Deathknell 
  Dark Traveler (16/60) – Zip 
  Voice of Battle (25/60) – Faelaun 
  Warpriest of Hextor (45/60) – Vasha 
   
  The 
  Auditions: 
   
  The 
  auditions are fairly tame in 
  nature, 
  but 
  none-the-less 
  entertaining. Several people are 
  disturbed by the fact that there 
  appear to be fewer performers 
  this week than in the past. During 
  the event, a group of thugs 
  pretending to be stagehands 
  attempts to kidnap a young 
  human bard, Darien Fleetfoot. A 
  member of the Recordkeeper’s 
  Office for the College, the 
  Assistant Recordkeeper in fact, 
  tells the heroes that they were 
  actually invited because some of 
  the bards that were scheduled to 
  audition have disappeared. The 
  College wanted someone of skill 
  at the auditions in case something 
  were to happen. Instead, they had 
  to settle for the party, though 
  they don’t indicate as much. The 
  college 
  asks 
  the 
  party 
  to 
  investigate 
  the 
  recent 
  disappearances of three fledgling 
  bards. 
   
  The Last Victim: Here the 
  party can rouse Darien, the bard 
  who was almost kidnapped. He 
  doesn’t know much, except that 
  he was standing on stage and felt 
  ill. He can tell the party he received an odd letter two 
  days ago. 
   
  Jenro Residence:  As the heroes go to investigate 
  the Jenro residence, they discover just how uppity rich 
  people can be sometimes. They also discover that the son 
  of a rich couple can be just as stubborn in their rebellious 
  natures. A piece of a medallion, a pile of ash, and a book 
  on singing in Orcish are all the heroes will find. 
   
  Hammerstrike Residence: The heroes find that a 
  family that sings and works together stays together. The 
  young Hammerstrike, after turning down a request from 
  a friend, ended up going down the same path anyway. 
  The heroes find another piece of a medallion and a book 
  on how to speak orcish. 
   
  Demear Residence: The heroes visit the shacklike 
  house of the third missing bard. This time, they find a 
  third piece of the medallion, which now clearly shows a 
  musical note with something emanating from it; 
  however, there is also a note that was delivered after 
  young Jonathon was persuaded by a friend to leave. His 
  mother left it on his bed and did not open it. If any of the 
  party speaks Orc, they get to read the note before it burns 
  up. This note and the now whole medallion can lead the 
  heroes to the Smelly Note Tavern, just off of Tannery 
  Row. 
   
  What’s that Smell? It is at 
  the 
  Smelly 
  Note 
  that 
  the 
  kidnappings actually took place. 
  Faelaun and his accomplices have 
  a system of identifying candidates 
  and would then trick them and 
  knock them out. The heroes’ 
  being there disturbs Faelaun and 
  he tries to have them taken out. 
   
  Help Along the Way? On 
  their way after the kidnappers, 
  the party charges out of Highfolk 
  and comes upon an overturned 
  merchant wagon. It is actually the 
  front for the slavers, making it 
  easier for them to travel back and 
  forth from Eastfair. They put up a 
  good front of being merchants. If 
  the heroes do not suspect or find 
  evidence, they may pass the 
  caravan and lose the opportunity 
  to save the three bards. 
  Preparation for 
  Play 
  Legendary 
  Deeds:  
  At 
  the 
  beginning of this scenario, each 
  player 
  must 
  determine 
  the 
  recognition of his Legendary 
  Deeds. Roll percentile dice for 
  each player and compare it to the total percentage value 
  of all the Legendary Deeds that the player has 
  accumulated for this character. If the percentile roll is 
  greater that the total, a Legendary Deed is not recognized, 
  and nothing happens. If the roll is less than the 
  percentage total, then randomly choose one of the deeds 
  from the hero’s pool. For the entirety of the event, NPCs 
  recognize the hero for the deed he has accomplished, and 
  the benefit listed on the deed may be used. After the 
  scenario, the deed is marked "USED" and the player may 
  keep it, so as to keep a record of his deeds. 
  For the Purity of Music 
   
  Page 4 
  
   
  Make certain you print out all of the handouts and 
  cut out the pieces of the medallion. It is not the most 
  important thing for the plot, but it helps build the 
  investigative feel. Also, after they have gotten to read the 
  note that burns up, make certain you take it away right 
  away. 
   
  Before the session begins, ask to see all of the players’ 
  character sheets. Take special notes on anyone who has 
  any Perform skill and what the characters’ Spot bonuses 
  are. There are several instances when the players should 
  not be alerted to certain things, but the heroes may have a 
  chance. Also take note of their Sense Motive skill bonus. 
  Have each player make a several 1d20 rolls beforehand to 
  use for these Spot and Sense Motive skill checks.  
  The Timeline 
  While the timeline of this adventure is flexible, one thing 
  must be kept in mind. If the party does not complete 
  their investigation in one day, the slavers get away with 
  the kidnapped bards. 
  Introduction 
  A bright, sunsh ne-filled day greets you as you walk 
  your way through the streets of Highfolk. The sounds 
  of the city running at a normal pace bring thoughts 
  and hopes of life without war, strife and hatred. 
  i
  l
  t
  t
  l
  li
  i
   
  This day is blessed with not only free music but 
  free food as wel . A note signed by Myrin Tyrinthael, 
  the headmaster of the Bardic College in Highfolk, 
  was delivered to you this morning. The no e read that 
  he was requesting the presence of some folk of the 
  town to attend the yearly Public Auditions for the 
  Bardic College. The note con inued to say that if you 
  attended, not only would you get to hear some good 
  music and poetry, see some excellent performances, 
  and see some good artwork, you would also get a free 
  meal. All you would have to do is attend and give your 
  honest opinions. 
   
  You find yourselves at a small outdoor theatre, 
  on y partially filled with people. 
  At this point, let the heroes situate their spell lists and 
  allow some time for introductions. When everyone is 
  ready, proceed to The Auditions. 
  The Auditions 
  A crowd has already gathered before the stage. It 
  seems to be mostly made up of the aspiring 
  performers’ parents and families, as small groups 
  usher a young child or two towards the stage with 
  words of encouragement. People of all races are here 
  – human, elven, dwarven, half ng, gnomish, and even 
  a demure elven woman with a grossly half-orcish 
  child. The crowd seems both tense and excited at the 
  same time. There are other people in the crowd as 
  well. Various townspeople, merchants, laborers, and 
  even a few farmers seem to be in attendance. 
  There are no other people here with the look of 
  adventurers about them. Also, none of the Home Guard is 
  present either. 
   
  The party is approached by a young Oeridian lad of 
  13 years or so. His name is Bas Venteal. He has been 
  given a description of the party, and was instructed to 
  show them to a set of reserved seats near the front of the 
  show. If the heroes do not follow him right away, Bas 
  becomes very persistent. This is a paid position for him, 
  and he’d like to keep it. The boy is not above attempting 
  to use persuasion to get the party seated in their reserved 
  section. Bas expounds on the comfort of the seats saved 
  for them, offers them drinks once seated, and talks about 
  the excellent view they provide. Bas allows the party to 
  remain standing, or choose different seats, if they insist. 
  Before departing, Bas lets the heroes know that he is at 
  their service – if they have any desires before, during, or 
  immediately after the show, just give him a holler. 
  Bas Venteal: male human child (Oeridian) Com1; hp3; 
  Cha 11. Traits: Impatient, impetuous, greedy. 
  There are several groups outlined here which the DM 
  may wish to describe to enhance the crowded feeling of 
  the auditions. A concerned parent is worrying about her 
  child’s performance; a farmer is commenting on the free 
  entertainment; some bystanders are expressing their 
  hope for better talent this year. 
   
  When the party is ready for the auditions to begin, 
  read or paraphrase the following: 
  As a man in a large, flamboyant-purple, feathered hat 
  walks up onto the stage the crowd begins to applaud. 
  With a larger-than-it-needs-to-be bow and a swirl of 
  his hat the man steps up to the podium. 
   
  “Greetings, oh wondrous of wonders, my 
  audience,” he begins, projecting easily over those 
  gathered. “I am Samul Selayal Saylayondal the Superb, 
  head recruiter and member of the Recordkeeper’s 
  Office here at the finest school of the arts on Oerth – 
  The Bardic College of Myrin Tyrinthael. I am proud 
  to be your Master of Ceremonies on this beautiful 
  Wealsun day. Welcome to the Annual Public 
  Audition for entry into the Bardic College. I am 
  extremely greatful for your presence here and would 
  like to thank you with a short poem.” The man clears 
  his throat before beginning. 
  “Thank you to you, oh wonder of wonders. 
  Thank you to all, for your gracious attendance. 
  May the day be filled with music and song, 
  With story and word, with paint and brush, 
  To fill your heart with warmth and happ ness.” 
  For the Purity of Music 
   
  Page 5 
  
  Samul finishes with a flourish of his hat and a bow as 
  applause and cheers erupt from the crowd. 
   
   
  l
   
   
  l
  t
  If the party is not applauding, allow them a DC 10 Sense 
  Motive check to receive the hidden innuendo from 
  Samul’s body language that he is encouraging them to 
  applaud along with the rest. 
  “Thank you very much for that thanks from your 
  heart,” says Samul with another flourish. “It does my 
  heart good to hear the happiness and joy that my 
  simple words can bring to the masses.  It envelopes 
  my heart with a…” 
  “Ahem.”   
   
  As Samul turns to look where this sound came 
  from, a man in a simple brown outfit, complete with a 
  brown hat and a small brown feather, gently coughs 
  and motions for him to continue, gesturing to the 
  smal  crowd of eager and nervous looking youngsters.   
  “Ah yes…and now, on to the auditons!” 
  Several of the auditions are briefly described below. At 
  least 10 auditions must take place, and the DM is at 
  liberty to create his own auditions. Only the 7
  th audition, 
  involving the young boy singing a song in Orc, must 
  occur. During each audition, the audience reacts in mixed 
  ways. People frequently boo or heckle, while others 
  always clap politely, and some – particularly parents – 
  shout and stand. 
  • 
  A young elven man, Almireal, sings a song called 
  “My Heart Worships Thee” in Elven. At the end, he 
  is overcome with emotion and begins to tear. 
  • 
  A young female halfling, Jillian, recites a poem called 
  “I Am Small; Therefore, You Must Love Me” in 
  Common. This performance is haughty, and the 
  halfling has a great deal of attitude. 
  • 
  A young human female, Relima, paints a portrait of 
  the crowd with great speed.  She is done in less than 
  5 minutes with a fairly detailed and appealing 
  painting. 
  • 
  A young dwarven male, Ghalshan, recites a poem in 
  called “I Drink, Therefore I Am” in Dwarven. He 
  stumbles about as he sings, raising a great deal of 
  laughter from the crowd. 
  • 
  A young half-orc male, Banantalis, pounds out a 
  drum solo on bongos. One of the drum heads tears 
  on the final note and he comes close to tears. 
  • 
  A young human male, Darvis, sings the song “My 
  Heart Worships Thee” in Common. The crowd 
  grows silent after the song is finished, glancing 
  between the human performer and the elven 
  performer who sang it earlier. 
  • 
  A young human man, Darien, sings the elven love 
  song, “Everlasting Love,” translated into Orc. His 
  performance is quite fluid. 
  • 
  An old human man, Thom, dances a slow jig before 
  becoming short of breath and needing to rest. 
  • 
  A young human girl, Lillyanne, performs a puppet 
  show using sock puppets. One of her socks has a hole 
  in it and draws a few chuckles from the crowd as her 
  finger pokes out. 
  • 
  A young elven man, Ennerial, performs a soliloquy 
  from a play called “Since First I Saw…” in Elven. He 
  is very droll and uninteresting. 
  Once the last audition is completed, read or paraphrase 
  the following: 
  As the final performer leaves the stage, Samul climbs 
  back up to the podium. A low murmur of surprise 
  ripples over the audience. In previous years, more 
  people performed, or so the whispers intimate. 
   
  “Wasn’t that wonderful? Wonderful, I say,” 
  shouts Samul. “And now, let’s bring them all back out 
  here on stage for a final bow.”
  Pause and allow the party the opportunity to give 
  applause before reading or paraphrasing the following: 
  “And now,” Samul bel ows, “as we all know, only five 
  of these talen ed individuals can make it into the 
  College at this time. The others are able to audition 
  again at another time.  Those five are…” 
  The successful performers may be chosen however the 
  Dungeon Master desires; however, the human man, 
  Darien, must be among the admitted students. 
   
  Read or paraphrase the following:   
  Samul continues, “How about another round of 
  applause for our new students?” 
  As the applause starts, Darien staggers and then falls off 
  the back of the stage. The kidnappers have slipped him 
  oil of taggit poison, which has caused him to collapse, 
  unconscious. Where he is when he falls affects what sort 
  of response the party can make. Whether or not the 
  heroes applauded Samul has an effect on the order of 
  performers as they come out for a final bow. Grisl, 
  Habner, and Wendyl were keeping an eye on the 
  audience. Noticing the party was well equipped and too 
  preoccupied to applaud, they arranged for Darien, the 7
  th 
  performer, to be one of the last onto the stage. See 
  Dungeon Master Aid #1 for a map of the theatre. If the 
  party applauded, Darien begins at position A. If they did 
  not, he begins at position B. 
   
  If the party immediately reacts and Darien begins in 
  position A, the kidnappers do not have time to cover him 
  in dust of disappearance before the party arrives. The 
  heroes come upon Wendyl as he is pulling a pinch of the 
  dust from the bag. In this case, the kidnappers will fight 
  the party to get free and flee. 
   
  If the party immediately reacts and Darien begins in 
  position B or if the party does not immediately react, 
  For the Purity of Music 
   
  Page 6 
  
  Wendyl has time to cover him in dust of disappearance 
  before the party arrives. This invisibility lasts 5 rounds. 
  The heroes come upon Wendyl shouting “They took him! 
  That way!” and pointing towards a dark alley. Grisl and 
  Habner have gone there to setup an ambush. Wendyl 
  follows after the party to help his companions. In this 
  case, allow the heroes a DC 40 Spot check to sense the 
  presence of something invisible but unmoving. 
  APL 2 (EL 2) 
  Grisl: hp 13; see Appendix One. 
  Habner: hp 6; see Appendix One. 
  Wendyl: hp 11; see Appendix One. 
  APL 4 (EL 4) 
  Grisl: hp 19; see Appendix Two. 
  Habner: hp 9; see Appendix Two. 
  Wendyl: hp 11; see Appendix Two. 
  APL 6 (EL 6) 
  Grisl: hp 31; see Appendix Three. 
  Habner: hp 18; see Appendix Three. 
  Wendyl: hp 16; see Appendix Three. 
  Tactics:  The trio of kidnappers has different tactics based 
  on whether or not the party applauded Samul at the 
  beginning of the encounter. If they did, then the trio is 
  caught unaware of the party’s presence and fights to flee 
  when the party begins to act. 
   
  If they did not applaud, the trio is prepared for the 
  party and has setup an ambush. In this case, the trio fights 
  until they are reduced to half their normal hit points or 
  less. At that point they attempt to break off and flee. 
   
  The trio are good friends, if not good kidnappers. 
  They work well together in a brawl, maneuvering to gain 
  flanks and focusing on one hero at a time. 
   
  After the fight, Samul approaches the heroes 
  appearing quite flustered. Read or paraphrase the 
  following:   
  “Oh  We were afraid something like this might 
  happen. It is just dreadful
  !
  .” 
   
  i
  Samul was afraid something like this would happen, 
  which is why the heroes were asked to be present at 
  today’s auditions. Some of the other candidates have 
  disappeared. The College had confirmed the intent of 
  each to audition, performed the traditional pre-audition 
  meeting, and then heard nothing from them. Darien 
  would have been the fourth prospective student to 
  disappear. 
  Samul: male human (mixed) Brd5; hp 18; Cha 16; 
  Traits: Pompous, egotistical, caring. 
  Samul asks the party to investigate the disappearances of 
  the three. He was prepared for this, and has a sheet ready 
  with the information on the missing prospects. Provide 
  the players with Player Handout #1. Some heroes may 
  require payment for this deed. In such a case, the College 
  can provide 20 solars per hero; this can be negotiated up 
  to 25 solars each. 
   
  If the party remembers to look for Darien, proceed to 
  The Last Victim. If the party forgets about him, Samul 
  has him taken to the College infirmary, where the party 
  may find him later. 
   
  If the party wishes to begin investigating the people 
  who have disappeared, proceed to Jenro Residence 
  (Heindrin Jenro), Hammerstrike Residence (Ruthror 
  Hammerstrike), or Demear Residence (Jernattan 
  Demear). 
  The Last Victim 
  This encounter deals with rousing and speaking with 
  Darien Fleetroof, the human man who was almost 
  kidnapped during The Auditions. 
   
  If the party immediately speaks to Darien, he is still 
  unconscious. A DC 15 Heal check identifies that Darien 
  has fallen unconscious by some poison. A detect poison 
  spell can identify that Darien has, in fact, been poisoned. 
  A DC 20 Craft(alchemy) or Wisdom check made by the 
  caster identifies the poison as oil of taggit. Rousing 
  Darien requires a delay poison or neutralize poison spell, 
  or a DC 15 Heal check for first-aid. If the party is unable 
  to rouse Darien, Samul takes him to the College 
  infirmary, where the victim sleeps off the poison and 
  becomes available for the party to speak to at a later time. 
   
  Darien doesn’t know much about what happened. 
  He performed, waited for the announcement, went on 
  stage, and then felt ill. He swooned, and that’s all he 
  remembers. If informed that he was poisoned, he 
  mentions that he did take a drink of water from Wendyl’s 
  flask before coming on stage for the final bow. It tasted 
  funny, but Darien had figured that it was just warm. 
   
  If asked about any odd happenings, Darien recalls 
  receiving a letter several days ago. It was written in Orc 
  and told him he was selected for a special performance. 
  He doesn’t recall that it indicated when or where, and 
  after he read it, the note burned into ash. He does 
  remember the phrase “What’s that smell?” if pushed. 
  Jenro Residence 
  This encounter occurs when the party ventures to the 
  Jenro Residence. 
  As you approach the Jenro estate, two main 
  characteristics immediately stand out to you. The first 
  is that it is a finely built mansion, with four columns 
  in the front and numerous beds of different flowers 
  and other flora dotting the landscape around it, giv ng 
  the appearance of different pools of color. The second 
  is that they do not seem to like visitors, as evidenced 
  For the Purity of Music 
   
  Page 7 
  
  by the ten foot high spiked fence that runs around the 
  outside of the property. Outside the front gate is a 
  post with a hanging bel  the cord of which s just 
  long enough to be reached by a normal human being. 
  l,
  i
  t
  l
  f
  i
  Metal Gate: 2 in. thick; hardness 10; 60 hp; Break DC 
  25; Open Lock DC 30. 
  Metal Fence: 2 in. thick; 10 ft. high; hardness 10; 60 
  hp; Break DC 25; Climb DC 20. Failing the Climb 
  check by 5 or more deals 1d4 points of damage to the 
  climber. 
  The party may attempt to sneak into the house, though 
  there is no real reason to. If they do so, they are met with 
  a Hostile attitude once inside the house. 
   
  If the party rings the bell, the family inside the house 
  has a Friendly attitude. Read or paraphrase the following: 
  The bell clangs rather loudly, but the sound does not 
  emanate outward around you. It seems to be focused 
  towards the house. After a minute, you can see the 
  front door of the house open and an aged man walk 
  toward you. “Yes, what can I do for you?” 
  This is Killanbrath, the Jenro family servant. Killanbrath 
  allows the party entry if they are truthful in their reason 
  for appearing at the Jenro front steps. If they lie 
  Killanbrath has a chance to pierce their bluff. If he senses 
  deception, he will leave the party outside the gate. 
  Killanbrath: male human (Oeridian) Com2; hp 6; Cha 
  12; Sense Motive +4. 
  If the party is let into the estate, read or paraphrase the 
  following: 
  The long walk to the front door of the palatial 
  dwelling is no  an unpleasant one, assuming you like 
  the aroma of varying types of flowers and other 
  plants. Nothing in any way shape or form assails your 
  sense unsatisfactori y. The doors to the mansion, as 
  the manservant opens, are roughly three to four 
  inches o  solidly carved oak, with etchings of various 
  symbols and pictures up and down the surface of 
  every side of the doors.   
  A successful DC 15 Knowledge(religion) check identifies 
  the symbols as common protection glyphs and markings 
  among followers of Zilchus. Continue reading or 
  paraphrasing the following: 
  The man leads you down a short hallway lined with 
  portraits and tapestries from various different lands to 
  a comfortable looking room filled with bookshelves, a 
  small fireplace, many different comfortable chairs, 
  and a woman in an elegant blue silk dress. She is 
  sitting on the biggest of the plush chairs crying 
  almost uncontrollably against the shoulder of a 
  middle aged man dressed in a rich green doublet. The 
  servant gives a slight clear ng of his throat and the 
  man looks up. “Ah yes, Killanbrath, thank you. Go and 
  fetch some refreshments for our guests.” 
  No matter what reason they gave Killanbrath, Master 
  Jenro immediately assumes that the heroes are present to 
  investigate the disappearance of his son. He invites them 
  to sit and tells them all the information he has. 
  Master Jenro: male human (Oeridian) Ari3; hp 8; Cha 
  13; AL LN; Traits: Worried, religious, slightly racist. 
  Worships Zilchus. 
  Madame Jenro: female human (Oeridian) Ari2; hp 7; 
  Cha 15; AL LG; Traits: Hysterical, broken, slightly 
  racist. 
  Master and Madame Jenro relay the following 
  information: 
  • 
  His son was most gifted in the art of recitation. He 
  had a knack for bringing out the emotion in a story 
  or making you feel the power of the words behind a 
  poem. His father was disappointed that he wasn’t 
  going to directly follow along the family business, 
  because he could probably sell bottled sunlight to a 
  vampire. 
  • 
  The Jenros are a merchant family, trading in goods 
  from various different lands, all legal of course. [This 
  is true. And Master Jenro takes serious offense to 
  implications to the contrary.] 
  • 
  The parents last saw their son two days ago, after he 
  had come down from his room with what he says 
  was a missive he had just gotten. After he had 
  finished reading it, not out loud, it burned up in his 
  hands. He said that he had something that he had to 
  do and ran back upstairs to his room. Later, when he 
  was due to leave for the auditions, Killanbrath went 
  up to get him and he was gone. 
  • 
  He had been working on his monologue for weeks 
  now, perfecting nuances here and there. He had 
  performed it for his parents and his dwarven friend, 
  Ruthror. [At the mention of Ruthror, Madame Jenro 
  shudders with disgust amidst her tears and rudely 
  pours herself a stiff drink.] The couple is very 
  protective of their son and feels that with his talent 
  he shouldn’t have to be cavorting with the likes of 
  the lesser species’. Each has their specialty, but they 
  are only to be tolerated and not completely accepted. 
  [This Ruthror is the same Ruthror Hammerstrike 
  indicated on Player Handout #1.] 
  • 
  He was sometimes also seen in the company of some 
  of the even lower creatures that they let into the city. 
  Half-orcs and the like. His parents tried to 
  discourage this, but he seemed to always find time 
  and a way to sneak around. Such a horrible influence 
  they were, those half-breeds. 
  The heroes are free to search the grounds or Heindrin’s 
  room. The Jenros only ask that the heroes make a special 
  effort not to break anything – most things in their house 
  are very rare and expensive. 
  For the Purity of Music 
   
  Page 8 
  
  Searching the Grounds 
  The grounds are a tapestry of flora woven by a deft hand. 
  Thin cobblestone pathways meander throughout, leading 
  the way but never breaking the vision of life to a passerby. 
  Everything from exotic flowers to a small apple orchard is 
  here. The gate and fence appear to be quite sturdy. 
   
  A DC 30 Search check discovers a section of the 
  fence that opens when a certain spike is twisted. A 
  character with the Track feat can attempt a DC 13 
  Survival check to notice the tracks of a small humanoid 
  moving from the house through this gate approximately 
  two days ago. This hidden section of removable fence is 
  on the western side of the building, across from 
  Heindrins’s window. 
   
  Also, another DC 25 Search check, locates a series of 
  handholds in the ivy on the western side of the house 
  that leads to the boy’s room. 
  Heindrin’s Room   
  When the party decides to investigate the Heindrin’s 
  room, read or paraphrase the following: 
  The room does not look as if there was any struggle or 
  confl ct. It is spotless n its neatness. The four poster 
  bed with silk sheets is made with the curtains drawn 
  back. An ornate chest sits at the foot of the bed, with 
  carv ngs similar to the ones on the front door of the 
  building. There is an oak desk on which sits a neatly 
  stacked pi e of papers. There is an oaken wardrobe 
  opposite the bed and a table, with a linen table cloth, 
  and two comfortable chairs beside it. Next to the 
  wardrobe is a bookcase with four full shelves neatly 
  packed with books. 
  i
   
  i
  i
  l
   
  l
   
   
  Most of the books are poetry, discussions on oratory and 
  rhetoric and plays bound in book form. The wardrobe 
  contains various types of clothes, mostly of the rich and 
  silk variety, neatly set away. The drawers of the desk have 
  some blank paper and some quills and ink. The papers on 
  the desk are mainly speeches from various plays and bits 
  of poetry. The chest is not locked and contains a couple of 
  bags of coins (about 45 gp), an ornately carved lute and a 
  handful of other little instruments, a recorder, a flute, a 
  drum and a small set of cymbals. 
   
  A DC 15 Search check inside the chest discovers a 
  secret compartment, which is not locked or trapped. In it 
  there are two books and a small piece of copper. Give the 
  players Portion 1 of Player Handout #2. One book is a 
  primer on learning Orc. The other is a book on poems 
  and songs written in Orc with a special section on 
  translating songs into Orc. In the second book is a loose 
  sheet of paper. Give the players Player Handout #3.   
   
  If confronted about either book, neither parent 
  believes that their son would own such a thing. The 
  Jenros are certain that the party is mistaken. They take 
  great offense at the implication that their son would use 
  such a vulgar tongue and ask the party to leave. If 
  Killanbrath is asked in private, he tells the party that the 
  boy was studying the language so he could entertain his 
  half-orc friends. Neither the Jenros nor Killanbrath 
  knows about the secret door in the fence line. 
  Hammerstrike Residence 
  This encounter occurs when the party makes their way to 
  the Hammerstrike Residence to investigate Ruthror’s 
  disappearance. 
  The young dwarf’s residence is, no surprise, a smithy. 
  “The Metal Song” is not a big place, about normal size 
  for a dwarven smithy, but there is a one story building 
  attached to the back of the smithy. As you approach 
  the smithy, you begin to hear what sounds like 
  singing, perfectly in time with the metallic banging 
  that one would normal y hear from a smithy. As you 
  approach, you’re able to catch a snippet of the song. 
  Only those who can speak Dwarven understand the 
  verse; however, those who do not are able to feel that 
  whatever the words are they “grunt and yell” at the right 
  places. 
  “We bang, we bend, we smelt, we mend. 
   We create what you cannot. 
   We work all day, we sing all night so 
  you and yours can defend and fight.” 
  Once that verse is over, there is a raucous yell and 
  a clang of metal, and a voice that slips into Common 
  and says, “Ah, it seems we have customers.” 
  There are three dwarves in the shop. Rufal Hammerstrike 
  is an older male dwarf. As the party enters he sets down 
  his hammer and wipes his charcoal covered hands on his 
  apron. A female dwarf, Mistress Hammerstrike, resumes 
  filling a water bucket. The third, a young apprentice 
  named Krancdor, glances in the party’s direction before 
  focusing on the white hot metal he is hammering. 
  Rufal Hammerstrike: male hill dwarf Exp4; hp 18; 
  Cha 11; Traits: Shrewd, cordial, deal oriented. 
  Mistress 
  Hammerstrike: 
  female 
  hill 
  dwarf 
  Exp1/Com1; hp 6; Cha 9; Traits: Quiet, gruff. 
  Krancdor: male hill dwarf Exp1; hp 8; Traits: Playful, 
  hard-working. 
  Rufal Hammerstrike introduces himself; read or 
  paraphrase the following: 
  “Greetings and may cold iron avail you, fellows! I am 
  Rufal Hammerstrike, the proprietor of this fine shop. 
  What can we do for you this fine day?” 
  The Hammerstrikes are good at their craft and 
  stereotypical in their dwarven tendencies, except for the 
  fact that they sing while they work. Their musical 
  tendencies give them a more accepting personality than 
  For the Purity of Music 
   
  Page 9 
  
  most, except when it comes to anything orc related. They 
  know the following information: 
  • 
  Their son was last seen two days ago. He had just 
  finished his morning chores of setting the latest 
  horseshoes that needed work and coming up with a 
  new verse when one of his friends came by, the 
  young human bard. They went to his room to talk 
  about something and then the human lad left. No 
  one saw Ruthror leave. 
  • 
  He had another friend, a half-orc named Jernattan. 
  Neither Rufal nor Mistress Hammerstrike approved 
  of the friendship. Even so, Ruthror spent a great deal 
  of time with him. Knowing the stubborn streak their 
  son could exhibit, they didn’t bother to speak out his 
  half-orc friend. 
  • 
  He made a special box that is still in his room. None 
  of the other dwarves know how to open it. There are 
  no seams or anything other than some scrawling on 
  the outside. Wonderful piece of work. 
  • 
  A few minutes after the human left, a messenger 
  came for looking for him, so we sent the messenger 
  to his room. The messenger boy came out and with a 
  “Good day”, he left.  
  • 
  His special skill was drawing and then with enough 
  engineering sculpting with metal what he drew. He 
  seemed to have a knack of taking something from 
  paper and making it into metal. His parents 
  sometimes felt bad they had to make him work on 
  things like horseshoes, which were well beneath his 
  talents. 
  Ruthror’s Room 
  Rufal Hammerstrike gladly lets the party examine 
  Ruthror’s room. Read or paraphrase the following: 
  The last door on the left is roughly about five feet tall 
  set with iron bands and looks as if 
   could take a 
  rhino charge. The décor is rather Spartan; a simple 
  pallet bed, a drawing desk with a sketch of some kind 
  of weaponry. It could be a curved hammer; it is 
  difficult to tell as the drawing is unfinished. An iron 
  banded wooden chest sits next to the drawing table 
  and on a small stool next to the table is a metallic 
  cube that could be a box. Next to the box on the stool 
  is a small pile o  ash
  it
  f
  . 
   
  if
  l
   
   
  l
  No one has been in this room since Ruthror disappeared 
  two days ago. The dwarves didn’t want the area disturbed 
  until the authorities arrived to investigate. They haven’t 
  shown up yet. 
   
  The pile of ash near the box is the remains of the 
  command parchment Ruthror received. The ash has no 
  indication of its origins, nor does it radiate magic of any 
  kind. 
   
  The box has writing on it. In Orc it says ‘sing’. 
  Additionally, there is a musical staff. The note depicted 
  on the staff is a middle C, which can be identified with a 
  successful DC 10 Perform (keyboard instruments, wind 
  instruments, or brass instruments) check. Any of the 
  dwarves present at the Metal Note can identify the note 
  on the staff. None recognize the word or its language. 
   
  Opening the box requires a hero to sing the word 
  “sing” in Orc in middle C. The box opens with an 
  answering chord. Inside is another part of the medallion, 
  Portion 2 of Player Handout #2. Additionally, there is a 
  book on learning to speak and read Orc. 
  Demear Residence 
  This encounter occurs when the party goes to the 
  Demear 
  Residence 
  to 
  investigate 
  Jernattan’s 
  disappearance. 
  The shack that you are approaching in the poorest 
  section of Highfolk is little more than just that, a 
  shack. It looks as if could fall down simply by a strong 
  wind coming by. Patches are all over the place; there 
  are many places that look as if they could use the 
  same patching, and the roof looks as  a bird anded 
  on it that it would cave in. The only bright spot is a 
  very well tended garden in the front yard. Many 
  different kinds of plants seem to be flourishing and 
  growing very well. A young human woman is in the 
  middle of the garden as you approach. She’s on her 
  hands and knees, is covered in dirt, and seems to be 
  having a hard time with a particularly difficult weed.   
  When Orelia Demear notices the party, she reacts 
  politely.  
  Orelia Demear: female human (Suel) Com1; hp 4; Cha 
  12; Traits: Damaged, lonely, kind. 
  Read or paraphrase the following: 
  “My apologies for my appearance. It has been a long 
  day, especial y without my Jernattan.  I know today 
  was supposed to be a big day for him, but, 
  since….forgive my manners, I am Orelia Demear. 
  What can I do for you?” 
  Orelia knows the following information and gladly shares 
  it with anyone who asks after her son. She is very 
  worried; being a half-orc from the Poor District doesn’t 
  put her son very high on the list of people to look after. 
  • 
  She has not seen her son, Jernattan, in two days. He 
  ran off when a friend of his came to visit. 
  • 
  This friend came in all excited and dragged Jernattan 
  to his room. After that, they both left, saying that 
  they should be back later. 
  • 
  A few hours later, a messenger arrived inquiring 
  after Jernattan, but Orelia told him that her son was 
  out and she wasn’t sure when he was coming back. 
  For the Purity of Music 
   
  Page 10 
  
  The messenger gave her a sealed message that she 
  placed in his room.   
  • 
  Jernattan only had two real friends that she knew of 
  – a dwarf named Ruthror Hammerstrike and a young 
  man named Heindrin Jenro. Both are very nice boys, 
  and Jernattan was helping them both learn to speak 
  Orc. 
  Jernattan’s Room 
  Orelia is more than willing to take them to what passes 
  for Jernattan’s room. 
  As Orel a opens the door to the shack, she stands back 
  and says, “I know i ’s not much, but it is my home. 
  Please, have a seat and I’l  make some tea.” Looking 
  inside, it appears to be one large room. A small 
  kitchen area takes up the far left corner, with a table 
  and four chairs, al  of which look as if they have been 
  repaired many times. A small stove is near the left 
  hand wal . A bed is in the far right hand side with 
  very faded pink sheets. Just to the right of the 
  doorway is what appears to be a blanket cordoning off 
  part of the room. To the eft of the doorway is a 
  smal er table with two plush chairs that also look very 
  worked over. 
  i
  t
  l
  l
  l
   
  l
  l
  l
  Once inside, Orelia goes over to the kitchen and begins 
  to make tea. She repeats her suggestion that they sit and 
  relax as it will take her a minute to make the tea. The 
  curtained off area is Jernattan’s room. She has no problem 
  with the party examining it.  
   
  On the bed is a small roll of parchment with a wax 
  seal. It radiates faint magic, if checked for. A DC 16 
  Spellcraft check identifies the aura as that of 
  enchantment. The letter is not trapped. Instead, it is a 
  magic item, the command parchment detailed in 
  Appendix Four. 
   
  Once a hero decides to open the letter, give that 
  player Player Handout #4 if they speak Orc. If they do 
  not speak Orc, they cannot make anything out on the 
  letter. Decipher Script, comprehend languages, and 
  similar abilities function normally and can be used to 
  read the parchment. When the letter is finally read by 
  someone who understands Orc (by knowing the 
  language or using magic), it burns to ash and effects the 
  reader with a suggestion spell. Have the reader attempt a 
  DC 14 Will saving throw. 
   
  Those who fail the save suffer the suggestion spell 
  and are compelled to go to the Smelly Note Tavern and 
  ask “What is that smell?”. 
   
  Orelia is unable to read the note. She does not know 
  enough Orc to pick anything out. However, the Bardic 
  College has several members who can translate the note 
  as a service to the party. Otherwise, they can ask around, 
  attempting a DC 15 Gather Information check to find a 
  citizen of Highfolk town who speaks Orc. 
  What’s that Smell? 
  This encounter occurs when the party begins to search 
  for The Smelly Note Tavern. 
   
  No one in Highfolk Town knows of The Smelly 
  Note Tavern except its common patrons, and one of the 
  rules of the Tavern is that you don’t talk about the Tavern. 
  A hero may know where the Smelly Note is on a 
  successful DC 30 Knowledge (local – Iuz’s Border States) 
  check. Each piece of the medallion provides a +5 bonus to 
  this check. 
   
  The party may attempt to Gather Information about 
  the Tavern. This requires 1d4+1 hours, 2d4+1 solars, and a 
  successful DC 30 Gather Information check. For each 5 
  solars spent above the required cost, the party gains a +1 
  circumstance bonus on the check to a maximum of +5. 
  Each piece of the medallion provides an additional +5 
  circumstance bonus to the check. 
   
  Once either check is successful, the party learns that 
  The Smelly Note Tavern can be found on Tannery Row, a 
  particularly odiferous street in the Poor District of 
  Highfolk town. 
   
  When the party goes to The Smelly Note Tavern, 
  read or paraphrase the following: 
  The infamous smell of Tannery Row only seems to get 
  stronger as you begin to take the side streets needed 
  to find the Smelly Note. When you finally see the 
  sign that matches the medallion, you almost sigh with 
  relief but realize in time that if you did, you would get 
  an even bigger waft of the smel . You can only hope 
  that either the inside smells better or you can get 
  used to it.   
  The door to the tavern is locked. There is a series of 
  sliding panels on the door, one at 6 ft., one at 4 ft. 6 in., 
  and one at 3 ft. When the door is knocked on, Bip, the 
  bouncer, opens the top panel. If he cannot see anyone, he 
  moves to the next panel, and so on down. When Bip 
  finally sees someone, he asks “What’s the password or do 
  you have the key?”. In order to gain entry, the party must 
  say “What’s that smell?” or “Just let me in.”, or they must 
  show a portion of the medallion. Either of these 
  responses prompts Bip to open the door.  
  Bip: male human (Oeridian) Com1; hp 8; Str 16; Cha 6; 
  Traits: Silent, burly, overshadowing. 
  When the party successfully enters the Smelly Note, read 
  or paraphrase the following: 
  The place has a warm feel to it as you step in, which is 
  greatly helped by the severe drop in the level of the 
  horrid smell as you step inside. The patrons may be a 
  little grubby, but they are not a rowdy sort—at least, 
  they don’t look as if they would immediately start 
  trouble. There is a small stage over on the left hand 
  side of the room with a podium, music stand and a 
  couple of stools on it. With about ten tables, the place 
  is not that big, but it does seem a bit homey. The 
  For the Purity of Music 
   
  Page 11 
  
  robust man behind the bar seems to be waving for you 
  to come over. 
  The man is Bartholomew Kennelworth, the proprietor of 
  The Smelly Note. He give his name as B.K., short for 
  Barkeep. He is a bard by trade, but decided to open The 
  Note 15 years ago. He noticed that the locals of Tannery 
  Row were not really welcome most other places. He asks 
  his clientele to keep the place a secret; this lets them have 
  a place that is special to only them. Occasionally, B.K. 
  invites an entertainer or two to perform at The Note. 
  More frequently, however, B.K. gets up on stage himself 
  and sings a tune. 
  B.K.: male human (mixed) Brd3; hp 12; Cha 13; Traits: 
  Helpful, outgoing, attention-loving. 
  If the party asked Bip “What’s that smell?”, allow them a 
  DC 15 Sense Motive check to interpret a secret message 
  passed between Bip and B.K. when he escorts them into 
  The Note. A successful interpretation recognizes that Bip 
  signaled B.K. that “These are some friends.” 
   
  If B.K. is asked “What’s that smell?”, he grins and says 
  “It’s a special incense just for my friends.” 
   
  If they ask, or if B.K. receives the signal from Bip, the 
  barkeep provides the party with a free mug of ale. A DC 
  15 Spot check notices that these mugs are different from 
  the mugs used by the other patrons of the Tavern.   
   
  Faelaun has a special deal with Bartholomew 
  Kennelworth (B.K. for short), the barkeep and proprietor 
  of The Smelly Note. Faelaun’s parchment sends those 
  Orc speaking bards who read it to the Smelly Note where 
  they ask a codephrase. Anyone who comes in asking that 
  codephrase is to be seen to specially and given special 
  mugs to use. Faelaun told B.K. that if he treats his special 
  friends well that the elf would come in and entertain for 
  free every few days. Of course, B.K. jumped at the idea, 
  thinking he was getting a very sweet deal. 
   
  B.K. knows that Faelaun and his company are due in 
  a few minutes, so he arranges for the party to have good 
  seats offers to get them some food. If they asked him the 
  codephrase question, he does this for free. B.K. is not 
  aware of any wrongdoing. In fact, he believes he is 
  performing a good deed. His customers enjoy the 
  entertainment and all he wants is to make a living and 
  make them happy. 
   
  After the heroes are seated and they have food and 
  drink, move on with the following: 
  With a loud bang, the front door opens and a group of 
  peop e walk in, all dressed in lavishly colored outfits 
  and styles, carrying colored boxes and a big crate. All 
  of the customers of the tavern begin clapping and 
  cheering. 
  l
  l
  l
   
  “Greetings and wonders all. Give us a few 
  minutes to set up and then the show will get under 
  way,” says the lead man, who is an elf. 
  The lead elf is Faelaun. Wearing bright purple complete 
  with an obnoxious hat, he swaggers through the room 
  straight toward a door on the stage. The other men – an 
  elf wearing deep green, a human man wearing a dark 
  brown, and two human men wearing black – follow him. 
  As they reach the door, Faelaun holds it open for them 
  and then follows them in with a very large bow to the 
  audience before he does. 
   
  Once the show starts, everyone in the troupe quickly 
  and subtly looks for the special mugs. Allow the party to 
  attempt a DC 15 Spot check to notice the performers 
  examining the crowd for something. At this point, 
  Faelaun realizes the people with the special mugs are not 
  ones he would normally kidnap. On the spot, the elf 
  decides to have the party taken out. 
   
  The show starts with the green elf juggling while the 
  others play music of varying the tempos in order to 
  distract him. The crowd is quite appreciative. Afterwards, 
  Faelaun gets up on the stage, bows and begins to speak. 
  Read or paraphrase the following: 
  “Thank you, thank you. You are a wonderful audience. 
  And now, as a special treat, I will sing a song that your 
  wondrous host wrote himself, ‘Music from my 
  Heart.’” At those words, most of the people in the 
  room turn and look at B.K. and clap very oudly. B.K. 
  is almost at the point of blushing. Faelaun clears his 
  throat and waves for quiet as he pul s out his lute. The 
  other troupe members move about, turning down the 
  lamps in the Tavern. The people at the tables turn 
  their chairs toward him and then he begins.  
   
  The melody is soft and lilting. Warmth seems to 
  flow through the room as the words flow from him. 
  Faelaun is attempting to use his fascinate bardic music 
  ability against the party. Roll a Perform (string 
  instruments) skill check for Faelaun now. Remember to 
  include a +2 bonus for the masterwork quality of his lute 
  of fascination. 
   
  Allow each hero to attempt a Will saving throw with 
  a DC equal to Faelaun’s Perform check. If they fail, they 
  are fascinated and suffer a -4 penalty to Listen and Spot 
  checks. If they succeed, they are not fascinated but do not 
  notice anything as being amiss. 
   
  Combat:  While this is going on, Faelaun’s black-clad 
  companions, Zen and Dare, are sneaking around to the 
  rear of the party to attack them. Make opposed Hide and 
  Spot checks, and Move Silently and Listen checks. 
  Remember to apply the penalty to those heroes who are 
  fascinated. Those heroes who make either check break 
  from the fascination and are able to act on the surprise 
  round. Those who do not are surprised. [Note: This may 
  be altered by the actions of the party. Surprise is not 
  guaranteed under any situation.] See Dungeon Master 
  Aid #2 for a map of The Smelly Note. 
   
  The common folk in The Note enter a fear-induced 
  hysteria. They run about, screaming and spilling over 
  For the Purity of Music 
   
  Page 12 
  
  tables – which can then be hid behind for cover. After 
  two rounds, they manage to flee out the door. 
   
  If the party was exceptionally cordial with B.K., he 
  acts to inspire courage in the heroes. This grants them a 
  +1 morale bonus to attacks and damage. This also occurs 
  if the party informed B.K. of their suspicions of his tavern 
  being used as a kidnapping front. 
  APL 2 (EL 5) 
  Faelaun:  7 hp; see Appendix One. 
  Zen & Dare:  7, 7 hp; see Appendix One. 
  Zip & Kip:  12, 12 hp; see Appendix One. 
  APL 4 (EL 7) 
  Faelaun:  11 hp; see Appendix Two. 
  Zen & Dare:  12, 12 hp; see Appendix Two. 
  Zip & Kip:  19, 19 hp; see Appendix Two. 
  APL 6 (EL 9) 
  Faelaun:  24 hp; see Appendix Three. 
  Zen & Dare:  25, 25 hp; see Appendix Three. 
  Zip & Kip:  33, 33 hp; see Appendix Three. 
  Tactics:  Faelaun, from his perch on the stage, inspires 
  and helps as necessary for as long as he can. When things 
  look to be turning against him, the bard attempts to flee 
  out the front door of The Note and into the night. If he 
  makes it outside, resolve the chase with a contested 
  Dexterity check. 
   
  The other members of Faelaun’s party fight in a 
  straightforward manner, moving to provide flanks. If 
  they find an opponent too difficult to hit, they will act to 
  Aid Another, granting Zip or Kip an extra bonus to hit. 
   
  If Faelaun is captured alive, he details the entire 
  mechanic of his plan. He can relay the following points of 
  information: 
  • 
  He is working for a man by the name of Vasha, a 
  Hextorite cleric from Eastfair. 
  • 
  His job was to pick entertainers capable of speaking 
  Orc to work among the orc army there and keep 
  morale high. 
  • 
  The entertainers he picked were captured by his 
  gang, and taken to Vasha. Vasha then paid him and 
  sent the kidnapped performers to Eastfair. 
  • 
  Faelaun was choosing less worthy species which 
  were diluting the purity of the Bardic College. 
  • 
  The location he met Vasha was always different. But 
  he kept a record of all his dealings with the 
  Hextorite. It can be found among his things. See 
  Player Handout #5. 
  Searching Faelaun’s things finds a small journal detailing 
  his dealings with the slavers from Eastfair. See Player 
  Handout #5. It also locates a sack containing 320 
  Ahlissan gold pieces – the remnants of Faelaun’s slave 
  selling. 
   
  Development:  If Faelaun escapes, he joins Vasha 
  during the final encounter. He is disguised to appear as a 
  Baklunish human using a scroll of disguise self. 
   
  Treasure: In addition to the equipment listed in the 
  statistic blocks, Faelaun carries a lute of fascination. Zen 
  and Dare each carry a safewing emblem. These items are 
  detailed further in Appendix Four. 
   
  All APLs – 320 gp (27 gp each). 
  Go After Them, Dolts! 
  This encounter occurs if the party decides to report to 
  Samul Selayal Saylayondal after beating Faelaun’s band. 
  This encounter is not necessary. 
   
  Samul asks the party to go out after the slavers and 
  recover the three bards. He has several spells available, 
  which he offers to cast on the party if they look out of 
  sorts. He can cast five spells (caster level 5) from the 
  following list:  cure light wounds, Nystul’s magic aura, or 
  undetectable alignment. 
   
  Samul also offers to provide riding horses for the 
  party. These are standard Monster Manual light riding 
  horses.  
   
  If the party indicates that they are not going after the 
  slavers, Samul does not provide the party with any aid. 
  Instead, he dispatches a group post haste. In this instance, 
  the adventure is over for the party. 
  Help Along the Way? 
  This encounter occurs when the party leaves Highfolk 
  Town in pursuit of the slaver caravan. 
  As you rush out of the southern gate of the city, the 
  wind picks up. The chase is on and the wind spurs 
  you and your companions onward. The moons are low 
  in the sky, rising up and shedding only the faintest 
  light upon the Highva e. There sn’t anything to dot 
  or mar the landscape…except for the partially 
  overturned 
  wagon 
  up 
  ahead, 
  the 
  four 
  men 
  surrounding it and the mercantile goods laying half 
  in and half out of the wagon. 
  l
  i
  This is the slaver caravan. Vasha pushed the wagon too 
  fast in the dark and hit a hole, breaking an axle and 
  spilling the wagon’s contents. Vasha Renu pretends to be 
  a cloth merchant traveling to Greyhawk City. Kas Trendal 
  is his teamster, and Gerald and Kren are hired guards. 
   
  As the heroes approach, Vasha calls out a greeting 
  and asks for aid. If asked what happened, he tells them 
  that a small group of people holding three tied men came 
  For the Purity of Music 
   
  Page 13 
  
  galloping over the crest. Going too fast, they ran his 
  wagon into a hole. Some of his goods spilled out of the 
  wagon and his men were in the process of getting them 
  together before they would have attempted to lift the 
  wagon. Vasha offers the party 50 gold pieces if they seem 
  hesitant to help him.   
   
  If the heroes insist on seeing what is inside a box, 
  Vasha orders Kren to open the one big crate that has 
  several bolts of cloth in it. The other, smaller crates have 
  things like torches, nails, pitons, and dried rations. Vasha 
  does not allow the party to see the insides of the other 
  crates, claiming that the dyes were still fresh when he 
  left, and exposure to the night air will spot the colors. 
  These crates hold the three slaves he plans to take back to 
  Eastfair. 
   
  The heroes do not have to help with the wagon. They 
  could move on. If they do, Vasha lets them go and then 
  turns off the road. He dumps the wagon and loads the 
  three bards onto his horses. They set off on a cross-
  country trip towards Ahlissa. 
   
  If heroes aid Vasha, when lifting the fallen crate with 
  an unconscious bard, they notice the odd weight. If they 
  decide to open any of the crates containing bards, inspite 
  of Vasha’s wishes, his gang attacks the party.  
   
  A detect magic spell detects a faint illusion aura 
  emanating from one of the crates. Jernattan wore a hat of 
  disguise to frequently appear human. This item has not 
  been removed from his person. 
   
  Combat: If combat breaks out, see Dungeon Master 
  Aid #3 for a map of the crash site. Recall that it is night-
  time. Characters will low-light vision act normally, as the 
  moonlight provides enough for them to see as in 
  daylight. Characters with darkvision also act normally, to 
  the extent that their darkvision allows. Characters 
  without either of these special visions need to be 
  exceptionally conscious of the light sources Vasha has 
  spread throughout the crash site. Areas marked 
  ‘Torchlight’ allow for standard vision. All other areas are 
  considered to have shadowy illumination and grant all 
  combatants concealment against those without special 
  vision. 
  APL 2 (EL 5) 
  Vasha Renu: 18 hp; see Appendix One. 
  Kas Trendal: 13 hp; see Appendix One. 
  Gerald, Guard: 12 hp; see Appendix One. 
  Kren, Guard: 13 hp; see Appendix One. 
  Tactics: At this APL, each of the Hextorites operates in a 
  fairly identical manner: kill the party as fast as possible. 
  Vasha casts bless during the first round of combat. If he is 
  not engaged in melee on the second round, he casts bane. 
  If he is still not engaged on the third round, he casts 
  magic weapon and closes to melee. 
   
  Kas operates from the bench of the wagon, casting 
  damaging spells at the toughest looking heroes. 
   
  Kren is a mounted archer, shooting the party from 
  the back of his warhorse. He does not engage the party, 
  but directs the horse to attack if a hero closes with him.  
   
  Gerald is a disarm-trick fighter. He engages the 
  heroes in melee and then attempts to disarm their 
  weapons. If successful, he attacks normally. 
   
  These Hextorites know returning to Eastfair without 
  a full quota is a fate worse than death, and so they fight to 
  the death against the party. If the entire party is subdued, 
  the Hextorites immediately flee with the bards. 
  APL 4 (EL 7) 
  Vasha Renu: 33 hp; see Appendix Two. 
  Kas Trendal: 28 hp; see Appendix Two. 
  Gerald, Guard: 20 hp; see Appendix Two. 
  Kren, Guard: 22 hp; see Appendix Two. 
  Tactics: During the first round of combat, Vasha uses his 
  Divine Metamagic feat to quick a hold person against the 
  most-fighter-like hero. He then casts spiritual weapon on 
  the hero who looks most like a spellcaster. If he is not 
  engaged in melee, Vasha uses his second round to 
  quicken bless and cast magic weapon. If he is still not 
  engaged in melee on the third round, Vasha casts sound 
  burst on a clump of the party, or bane if there is no 
  clump. He then closes to melee.  
   
  Kas operates from the bench of the wagon, casting 
  damaging spells at the toughest looking heroes. 
   
  Kren is a mounted archer, shooting the party from 
  the back of his warhorse. He does not engage the party, 
  but directs the horse to attack if a hero closes with him.  
   
  Gerald is a disarm-trick fighter. He engages the 
  heroes in melee and then attempts to disarm their 
  weapons. If successful, he attacks normally. 
   
  These Hextorites know returning to Eastfair without 
  a full quota is a fate worse than death, and so they fight to 
  the death against the party. If the entire party is subdued, 
  the Hextorites immediately flee with the bards. Vasha, 
  however, takes the time to cast death knell on one of the 
  unconscious heroes. 
  APL 6 (EL 9) 
  Vasha Renu: 48 hp; see Appendix Three. 
  Kas Trendal: 41 hp; see Appendix Three. 
  Gerald, Guard: 38 hp; see Appendix Three. 
  Kren, Guard: 38 hp; see Appendix Three. 
  Tactics:  During the first round of combat, Vasha uses his 
  Divine Metamagic feat to quicken a wrack against the 
  most-spellcaster-like hero. He then casts hold person on 
  the hero who looks most like a fighter. If he is not 
  engaged in melee, Vasha uses his second round to 
  quicken divine favor and cast magic weapon. If he is still 
  not engaged in melee on the third round, Vasha casts 
  For the Purity of Music 
   
  Page 14 
  
  sound burst on a clump of the party, or bane if there is no 
  clump. He then closes to melee.  
   
  Kas operates from the bench of the wagon, casting 
  damaging spells at the toughest looking heroes. 
   
  Kren is a mounted archer, shooting the party from 
  the back of his warhorse. He does not engage the party, 
  but directs the horse to attack if a hero closes with him.  
   
  Gerald is a disarm-trick fighter. He engages the 
  heroes in melee and then attempts to disarm their 
  weapons. If successful, he attacks normally. 
   
  These Hextorites know returning to Eastfair without 
  a full quota is a fate worse than death, and so they fight to 
  the death against the party. If the entire party is subdued, 
  the Hextorites immediately flee with the bards. Vasha, 
  however, takes the time to cast death knell on one of the 
  unconscious heroes. 
   
  When the heroes have finally defeated the 
  Hextorites, the bards start waking up. If they have not 
  been found and are still in the crates, they begin 
  pounding for someone to let them out. 
  Conclusion 
  Dirge of Defeat 
  Use this conclusion if the heroes did not stop to defeat 
  the Hextorites and free the bards. 
  You travel for what seems like an hour and you have 
  still not spotted anyth ng. After a while, the sense of 
  defeat and sorrow begins to pervade your system. The 
  return back to Highfolk is a sorrowful one, but as you 
  reach the city, you realize that those bards may still 
  yet be saved as another force will undoubtedly be sent
  out. But also, you come to realize that at least you 
  stopped this group of slavers from harming anyone 
  else ever again.   
  i
   
  The End 
  Live to Sing Another Day 
  Use this one if the heroes stop and defeat the Hextorites 
  and free the bards. 
  The trip back to Highfolk is uneventful, except for 
  the fact that all three bards begin to sing your praises, 
  literally. They vow that they will write a song that will 
  show peop e your strength o  arms, strength of will, 
  strength of kindness and all around greatness. Samul 
  Selayal Saylayondal, the Assistant Recordkeeper, does 
  eventually get word to you that all three of the new 
  students are doing well and would like to invite you 
  to a concert n your honor at the Smelly Note, 
  wherever that may be, since he has never heard of it. 
  Whether you go or not, is of course up to you, but you 
  can rest assured that because of your actions, many 
  more people who are less fortunate have their lives 
  made at least a little better. 
  For saving the bards, Samul grants them his boon – Boon 
  of Samul Selayal Saylayondal. Additionally, the 
  Hammerstrike dwarves of the Metal Song grant the 
  heroes the Favor Of Rufa Hammerstrike. 
  Gift of the Gnomes 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
  Your last adventure complete, you spend a few days 
  resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitchings of gold waves you down. 
  As he approaches, his face beams with the delight of 
  your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. My 
  name is Clegin, Master Illusionist of Gnome Vale. 
  The Laird Gwaylar, our headman, has sent me to 
  search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
  l
  f
  i
   
   
  l
  l
  l
  l
  l
  l
  Clegin pul s a polished gemstone from one of his 
  robe pockets. The gem has a symbol of arcane power 
  etched in its face. “Please, take this. It is now but an 
  interesting bauble, but I have the power to enchant it 
  into something that would be of greater use than 
  exchange for mere coin. When the time is right, you 
  might find yourself on the path to my home, and 
  then, as is foretold, you will aid my people who have 
  been beset upon by evi s thought vanquished. If you 
  are successful in your task to be, I shall reward you by 
  awakening the arcane power within the gem I offer. I 
  and my people thank you for al  you’ve done, and all 
  you’ve yet to accomplish.” 
  If the character accepts the gemstone: 
  Clegin hands you the gemstone. The same smi e plays 
  upon his face as when he first greeted you. “I have 
  others to seek out. Soon, our paths shal  cross again, 
  brave one.” He turns from you, and walks down the 
  street, disappearing in the crowd. 
  If the character does not accept the gemstone: 
  A ook of confusion furrows Clegin’s brow. “I am 
  certain you are the one spoken of, yet you do not 
  For the Purity of Music 
   
  Page 15 
  
  accept my gift? Are you sure you would not 
  reconsider?” 
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, our 
  paths shall meet again. I am certain that something 
  can be arranged at a later time. I must leave now; I 
  have others to seek out. Good day to you, brave one.” 
  He turns from you, and walks down the street, 
  disappearing in the crowd. 
   
  Characters can make a DC 20 Knowledge (geography) 
  skill check to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains.  
  Clegin has more errands to run, and can’t sit and chat 
  any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
  If a character accepts the gift, they receive the 
  Gnome Vale gemstone listed on the Adventure Record. If 
  they refuse, cross this item off the Adventure Record. Its 
  purpose will become known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
  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. 
  Auditions 
  Subduing, 
  defeating 
  or 
  otherwise 
  handling 
  the 
  kidnappers 
   
  APL2 60 xp; APL4 120 xp; APL6 180 xp 
  What’s that Smell? 
  Subduing, defeating, or otherwise handling Faelaun’s 
  gang 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp 
  Help Along the Way? 
  Subduing, defeating, or otherwise handling the slavers 
   
  APL2 150 xp; APL4 210 xp; APL6 270 xp 
  Discretionary roleplaying award 
   
  APL2 90 xp; APL4 135 xp; APL6 180 xp 
  Total possible experience: 
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  The Auditions 
   
  APL 2: L: 10 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 10 gp; C: 25 gp; M: 0 gp 
   
  APL 6: L: 10 gp; C: 25 gp; M: 0 gp 
  For the Purity of Music 
   
  Page 16 
  
  What’s that Smell? 
   
  APL 2: L: 59 gp; C: 27 gp; M: 294 gp – lute of 
  fascination (125 gp each), potion of barkskin +2 (25 gp 
  each), potion of invisibility (25 gp each), safewing 
  emblem (21 gp each), scroll of disguise self (2 gp each). 
   
  APL 4: L: 81 gp; C: 27 gp; M: 458 gp – +1 cloak of 
  resistance (83 gp each), lute of fascination (125 gp each), 
  potion of barkskin +2 (25 gp each), potion of invisibility 
  (25 gp each), safewing emblem (21 gp each), scroll of 
  disguise self (2 gp each). 
   
  APL 6: L: 129 gp; C: 27 gp; M: 1194 gp – +1 cloak of 
  resistance (83 gp each), +1 longsword (193 gp each), +1 
  mithral chain shirt (175 gp each), lute of fascination (125 
  gp each), potion of barkskin +2 (25 gp each), potion of 
  invisibility (25 gp each), safewing emblem (21 gp each), 
  scroll of disguise self (2 gp each). 
  Help Along the Way?   
   
  APL 2: L: 359 gp; C: 4 gp; M: 58 gp – scroll of cure 
  light wounds (2 gp each), scroll of resurgence (2 gp each), 
  wand of magic missiles (1 gp each per charge remaining) 
   
  APL 4: L: 310 gp; C: 4 gp; M: 476 gp – +1 chain shirt 
  (108 gp each), +1 cloak of resistance (83 gp each), +1 half-
  plate (145 gp each), potion of blur (25 gp each), potion of 
  cure light wounds (4 gp each), scroll of cure light wounds 
  (2 gp each), scroll of resurgence (2 gp each), silversheen 
  (20 gp each), universal solvent (4 gp each), wand of light 
  (½ gp each per charge remaining), wand of magic 
  missiles (1 gp each per charge remaining) 
   
  APL 6: L: 270 gp; C: 4 gp; M: 1121 gp – +1 chain shirt 
  (108 gp each), +1 chain shirt barding (129 gp each), +1 
  cloak of resistance (83 gp each), +1 full plate (246 gp 
  each), +1 heavy flail (193 gp each), +1 light steel shield (96 
  gp each), potion of blur (25 gp each), potion of cure light 
  wounds (4 gp each), potion of cure serious wounds (63 gp 
  each), scroll of cure light wounds (2 gp each), scroll of 
  resurgence (2 gp each), silversheen (20 gp each), 
  universal solvent (4 gp each), wand of light (½ gp each 
  per charge remaining), wand of magic missiles (1 gp each 
  per charge remaining) 
   
  Total Possible Treasure 
  APL 2: L: 428 gp; C: 56 gp; M: 352 gp  - Total: 836 gp (max 
  400 gp) 
  APL 4: L: 401 gp; C: 56 gp; M: 934 gp  - Total: 1391 gp (max 
  600 gp) 
  APL 6: L: 409 gp; C: 56 gp; M: 2315 gp  - Total: 2780 gp 
  (max 800 gp) 
  Special 
  Boon of Samul Seylayal: This boon manifests itself in 
  the form of a magical earring clipped onto the ear of a 
  hero. This earring does not take up a magical item slot. 
  Using this boon requires a standard action and is 
  identical to activating use-activated item. It grants one of 
  the following effects to the hero for 10 rounds: 
  displacement, glibness, see invisibility, or speak with 
  animals. The effect may be chosen at the time of use. This 
  boon only functions for the hero to whom it was gifted. 
  Mark this boon as “Used” once it is activated. 
  Favor of Rufal Hammerstrike:  You have performed a 
  valuable service for the Hammerstrike clan of dwarves in 
  Highfolk town and you have earned the favor of one of 
  their smiths, Rufal Hammerstrike. Rufal will sell each 
  hero one suit of interlocking plate (from Races of Stone). 
  Additionally, he will sell each hero any number of song 
  collars (also from Races of Stone). This favor provides 
  Adventure access to interlocking plate (limit one per PC), 
  and Regional access to song collars. 
  Lute of Fascination: When played, this masterwork lute 
  allows its player to target the fascinate option of his 
  bardic music against one additional target for each point 
  of his Charisma bonus (minimum 1).  
   
  Moderate enchantment; Craft Wondrous Item, 
  eagle’s splendor, bardic music special ability, rainbow 
  pattern; CL 8; Market Price: 7,500gp. 
  Masterwork Bit and Bridle: Designed for horses, this bit 
  and bridle grants a +2 circumstance modifier to Ride 
  checks made while on a horse tacked with it. Market 
  Price: 52 gp.  
  Gnome Vale Green Gemstone: A gnome calling himself 
  Clegin presented you with a well-cut, human’s palm-sized 
  gemstone colored green. Upon the face is etched a 
  symbol of arcane magic signifying the school of 
  transmutation; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gold pieces. 
  You do not have to pay for this item. You may only 
  possess one Gnome Vale green gemstone. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Lute of fascination (Regional; see above) 
  • 
  Safewing emblem (Adventure; RotW) 
  • 
  Scroll of resurgence (Adventure; CL1; CD) 
  • 
  Wand of magic missiles (Adventure; CL1; DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Elven courtblade (Adventure; RotW) 
  • 
  Masterwork bit and bridle (Regional; see above) 
  • 
  Universal solvent (Adventure; DMG) 
  • 
  Wand of light (Adventure; CL1; DMG) 
  For the Purity of Music 
   
  Page 17 
  
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 chain shirt barding (Adventure; DMG) 
  • 
  +1 mithral chain shirt (Adventure; DMG) 
  • 
  Masterwork elven courtblade (Adventure; RotW) 
   
   
  For the Purity of Music 
   
  Page 18 
  
  Appendix One – APL 2
  The Auditions (EL 2) 
  Grisl: male  human (mixed) Ftr1; CR 1; Medium 
  Humanoid (Human); HD 1d10 plus 3; hp 13; Init  +4; Spd 
  30 ft; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +1; 
  Atk +2 melee (1d6, club); Full Atk +2 melee (1d6, club); 
  AL LE; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; 
  Improved Initiative
  B, Toughness
  B, Weapon Focus (club).  
   
  Possessions: studded leather armor, club (2), 6 cp. 
   
  Habner: male human (mixed) Rog1; CR 1; Medium 
  Humanoid (Human); HD 1d6; hp 6; Init  +4; Spd 30 ft.; 
  AC 12, touch 10, flat-footed 12; Base Atk +0; Grp +0; Atk 
  +0 melee (1d6 nonlethal, sap); Full Atk +0 melee (1d6 
  nonlethal, sap); SA Sneak attack +1d6; SQ Trapfinding; 
  AL NE; SV Fort +0, Ref +2, Will +0; Str 10, Dex 11, Con 
  11, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +4, Disable Device +4, Escape 
  Artist +4, Hide +4, Listen +6, Move Silent +4, Open Lock 
  +4, Spot +6, Tumble +4; Alertness, Improved Initiative
  B. 
   
  Trapfinding (Ex): Habner may attempt to locate 
  traps with a Search DC higher than 20. He may also 
  attempt to locate magical traps. 
   
  Possessions: Leather armor, sap, thieves’ tools, 4 cp. 
   
  Wendyl: male  human (mixed) War1; CR ½; Medium 
  Humanoid (Human); HD 1d8 plus 3; hp 11; Init  +0; Spd 
  30 ft; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +1; 
  Atk +1 melee (1d6, club) or +1 melee (1d3, unarmed); Full 
  Atk +1 melee (1d6, club) or +1 melee (1d3, unarmed); AL 
  CN; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; 
  Improved Unarmed Strike
  B, Toughness.  
   
  Possessions: studded leather armor, club (2), 3 sp. 
  What’s that Smell? (EL 5) 
  Faelaun: male high elf Brd1; CR 1; Medium Humanoid 
  (Elf); HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 14, touch 12, 
  flat-footed 12; Base Atk +0; Grp +1;  Atk +1 melee 
  (1d6+1/19-20, shortsword); Full Atk as Atk; SA Bardic 
  music; SQ Elf traits, low-light vision; AL CE; SV Fort +1, 
  Ref +4, Will +2; Str 13, Dex 14, Con 13, Int 18, Wis 11, 
  Cha 20.  
   
   
  Skills and Feats: Balance +6, Bluff +9, Diplomacy +9, 
  Escape Artist +6, Listen +4, Perform (oratory) +9, Perform 
  (string instruments) +9, Perform (all others) +6, Sense 
  Motive +4, Tumble +6; Improved Initiative. 
   
  Bardic Music (Varies): 1/day – Faelaun can use his 
  song or poetics to countersong (Su), fascinate (Sp), or 
  inspire courage (Su). Faelaun has already consumed 1 use 
  of this ability for the day. 
   
   
  Elf Traits (Ex):  Immunity to magic sleep spells 
  and effects; +2 bonus on saves against enchantment; 
  entitled to a Search check when within 5 feet of a secret 
  or concealed door. 
   
  Languages:  Common, Elven, Draconic, Celestial, 
  Sylvan, Orc. (Faelaun knows Orc, but refuses to ever 
  speak it). 
   
  Spells Known (2; base DC = 15 + spell level): 0—daze, 
  prestidigitation, resistance, summon instrument. 
   
  Possessions: leather armor, lute of fascination*, 
  potion of invisibility, scroll of disguise self (CL1), 
  shortsword. 
   
  Zen & Dare: male wood elf Rog1; CR 1; Medium 
  Humanoid (Elf); HD 1d6+1; hp 7; Init +4; Spd 30 ft.; AC 
  18, touch 14, flat-footed 14; Base Atk +0; Grp +5; Atk +5 
  melee (1d6+5/18-20, rapier) or +4 ranged (1d8/x3, 
  longbow); SA sneak attack +1d6; SQ elf traits, low-light 
  vision, trapfinding; AL CN; SV Fort +1, Ref +6, Will -1; Str 
  20, Dex 18, Con 12, Int 6, Wis 8, Cha 8. 
  Skills and Feats: Balance +4, Hide +8, Intimidate +3, 
  Listen +1, Jump +7, Move Silently +8, Open Lock +5, 
  Sleight of Hand +5, Spot +5, Tumble +8, Use Rope +4; 
  Combat Reflexes.  
   
  Languages: Common, Elven. 
   
  Elf Traits (Ex):  Immunity to magic sleep spells and 
  effects; +2 bonus on saves against enchantment; entitled 
  to a Search check when within 5 feet of a secret or 
  concealed door. 
   
  Trapfinding (Ex):  Amizar may attempt to locate 
  traps with a Search DC higher than 20. He may also 
  attempt to locate magical traps. 
   
  Possessions: 20 arrows, chain shirt, longbow, potion 
  of barkskin +2 (CL3), potion of invisibility (CL3), rapier. 
   
  Zip & Kip: male high elven Ftr1; CR 1; Medium 
  Humanoid (Elf); HD 1d10+2; hp 12; Init +3; Spd 30 ft.; AC 
  15, touch 13, flat-footed 12; Base Atk +1; Grp +4; Atk +6 
  melee (1d8+3/19-20, longsword); Full Atk as Atk; SQ Elf 
  traits, low-light vision; AL NE; SV Fort +4, Ref +3, Will 
  +0; Str 16, Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Perform (comedy) +1; Power 
  Attack
  B, Weapon Focus (longsword). 
  For the Purity of Music 
   
  Page 19 
  
   
  Languages: Common, Elven. 
   
  Elf Traits (Ex):  Immunity to magic sleep spells and 
  effects; +2 bonus on saves against enchantment; entitled 
  to a Search check when within 5 feet of a secret or 
  concealed door. 
   
  Possessions: leather armor, masterwork longsword. 
  Help Along the Way? (EL 5) 
  Vasha Renu: male human (Baklunish) Clr2 (Hextor); CR 
  2; Medium Humanoid (Human); HD 2d8+6; hp 18; Init 
  +1; Spd 20 ft.; AC 19, touch 10, flat-footed 19; Base Atk +1; 
  Grp +3;  Atk +5 melee (1d8+2, masterwork flail) or +3 
  ranged (1d8/19-20, masterwork light crossbow); Full Atk 
  as Atk; SA Rebuke undead, spells; AL LE; SV Fort +6, Ref 
  +1, Will +7; Str 14, Dex 12, Con 16, Int 14, Wis 18, Cha 16.  
   
  Skills and Feats: Bluff +5, Concentration +8, 
  Knowledge(religion) +7, Sense Motive +6, Spellcraft +7. 
  Blind-Fight, Martial Weapon Proficiency (flail)
  B, Power 
  Attack
  B, Weapon Focus (flail)
  B. 
   
  Rebuke Undead (Su): 6/day – as a 2
  nd level cleric. 
   
  Languages: Common, Infernal, Ancient Baklunish 
   
  Spells Prepared (4/4; base DC = 14 + spell level): 0—
  cure minor wounds, light, virtue (2); 1st—bane, bless, 
  divine favor, magic weapon
  D. 
  DDomain spell.  
   
  Domains: Destruction (1/day Smite); War (Weapon 
  Focus & Martial Weapon Proficiency (flail)). 
   
  Possessions: 
  backpack, 
  crossbow 
  bolts 
  (10), 
  masterwork half-plate, masterwork heavy steel shield, 
  silver holy symbol of Hextor (2), masterwork light 
  crossbow, masterwork flail, scroll of cure light wounds 
  (CL1) (3), scroll of resurgence* (CL1), spell component 
  pouch, sunrod (10), 50 gp. 
   
  Kas Trendal: male human (Baklunish) Warmage2; CR 2; 
  Medium Humanoid (Human); HD 2d6+4; hp 13; Init +2; 
  Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk +1; 
  Grp: +3;  Atk +4 melee (1d8+2, masterwork morning star) 
  or +4 ranged (1d8/19-20, masterwork light crossbow); 
  Full Atk as Atk; SA Spells, warmage edge; SQ Armored 
  mage; AL NE; SV Fort +2, Ref +2, Will +2; Str 14, Dex 14, 
  Con 15, Int 16, Wis 8, Cha 18.  
   
  Skills and Feats: Bluff +6, Concentration +10, 
  Intimidate +9, Jump +4, Spellcraft +8, Tumble +6. 
  Acrobatic
  B, Skill Focus (Concentration). 
   
  Armored Mage (Ex): Kas ignores arcane spell failure 
  when wearing light armor and/or light shields. 
   
  Warmage Edge (Ex): Kas adds his Intelligence 
  bonus (+3) to the damage caused by spells he casts. 
   
  Languages:  Common, Draconic, Infernal, Abyssal. 
   
  Spells Known (6/5; base DC = 14 + spell level): 0—
  acid splash, disrupt undead, light, ray of frost; 1st—
  burning hands, chill touch, lesser orb of acid*, lesser orb 
  of cold*, lesser orb of electricity*, lesser orb of fire*, lesser 
  orb of sound*, magic missile, shocking grasp, true strike. 
   
  Possessions: crossbow bolts (10), masterwork chain 
  shirt, masterwork light crossbow, masterwork light steel 
  shield, masterwork morning star, spell component 
  pouch, wand of magic missiles (CL1) (50 charges). 
   
  Gerald, Guard: male human (Baklunish) Ftr1; CR 1; 
  Medium Humanoid (Human); HD 1d10+2; hp 12; Init +1; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15; Base Atk +1; 
  Grp +4;  Atk +6 melee (1d10+4, masterwork heavy flail); 
  Full Atk as Atk; AL LN; SV Fort +4, Ref +1, Will +1; Str 16, 
  Dex 13, Con 15, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Bluff +1, Handle Animal +3, Ride +5, 
  Swim +7; Combat Expertise
  B, Improved Disarm
  B, Weapon 
  Focus (heavy flail). 
   
  Languages:  Common, Infernal. 
   
  Possessions: backpack, breastplate, caltrops (3), heavy 
  flail, masterwork heavy flail, tanglefoot bag (3), 
  thunderstone (6). 
   
  Kren, Guard: male human (Baklunish) Ftr1; CR 1; 
  Medium Humanoid (Human); HD 1d10+3; hp 13; Init +3; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +1; 
  Grp +2;  Atk +2 melee (1d8+1/19-20, longsword) or +5 
  ranged (1d6+1, mw shortbow); Full Atk as Atk; AL NE; 
  SV Fort +5, Ref +3, Will +1; Str 12, Dex 16, Con 16, Int 11, 
  Wis 12, Cha 9.  
   
  Skills and Feats: Climb +5, Jump +5, Ride +7; 
  Mounted Archery
  B, Mounted Combat
  B, Point Blank Shot. 
   
  Languages:  Common 
   
  Possessions: arrows (20), bit and bridle, heavy 
  warhorse, masterwork shortbow, military saddle, studded 
  leather armor. 
  For the Purity of Music 
   
  Page 20 
  
  Appendix Two – APL 4
  The Auditions (EL 4) 
  Grisl: male  human (mixed) Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10 plus 3; hp 19; Init  +4; Spd 
  30 ft; AC 13, touch 10, flat-footed 13; Base Atk +2; Grp +2; 
  Atk +3 melee (1d6, club); Full Atk +3 melee (1d6, club); 
  AL LE; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Jump +5, Intimidate +5; 
  Improved Initiative
  B, Quick Draw
  B, Toughness
  B, Weapon 
  Focus (club).  
   
  Possessions: studded leather armor, club (2), 6 cp. 
   
  Habner: male human (mixed) Rog2; CR 2; Medium 
  Humanoid (Human); HD 2d6; hp 9; Init  +4; Spd 30 ft.; 
  AC 12, touch 10, flat-footed 12; Base Atk +1; Grp +1; Atk 
  +1 melee (1d6 nonlethal, sap); Full Atk +1 melee (1d6 
  nonlethal, sap); SA Sneak attack +1d6; SQ Evasion, 
  trapfinding; AL NE; SV Fort +0, Ref +3, Will +0; Str 10, 
  Dex 11, Con 11, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +5, Disable Device +5, Escape 
  Artist +5, Hide +5, Listen +7, Move Silent +5, Open Lock 
  +5, Spot +7, Tumble +5; Alertness, Improved Initiative
  B. 
   
  Evasion (Ex): If Habner is exposed to any effect 
  which allows a Reflex saving throw for half damage he 
  instead takes no damage on a successful saving throw. 
   
  Trapfinding (Ex): Habner may attempt to locate 
  traps with a Search DC higher than 20. He may also 
  attempt to locate magical traps. 
   
  Possessions: Leather armor, sap, thieves’ tools, 4 cp. 
   
  Wendyl: male  human (mixed) War1; CR ½; Medium 
  Humanoid (Human); HD 1d8 plus 3; hp 11; Init  +0; Spd 
  30 ft; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +1; 
  Atk +1 melee (1d6, club) or +1 melee (1d3, unarmed); Full 
  Atk +1 melee (1d6, club) or +1 melee (1d3, unarmed); AL 
  CN; SV Fort +2, Ref +0, Will +0; Str 11, Dex 11, Con 11, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; 
  Improved Unarmed Strike
  B, Toughness.  
   
  Possessions: studded leather, club (2), 3 sp.  
  What’s that Smell? (EL 7) 
  Faelaun: male high elf Brd2; CR 2; Medium Humanoid 
  (Elf); HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 14, touch 
  12, flat-footed 12; Base Atk +1; Grp +2;  Atk +2 melee 
  (1d6+1/19-20, shortsword); Full Atk as Atk; SA Bardic 
  music; SQ Elf traits, low-light vision; AL CE; SV Fort +1, 
  Ref +5, Will +3; Str 13, Dex 14, Con 13, Int 18, Wis 11, 
  Cha 20.  
   
  Skills and Feats: Balance +7, Bluff +10, Diplomacy 
  +10, Escape Artist +7, Listen +5, Perform (oratory) +10, 
  Perform (string instruments) +10, Perform (all others) +6, 
  Sense Motive +5, Tumble +7; Improved Initiative. 
   
  Bardic Music (Varies): 2/day – Faelaun can use his 
  song or poetics to countersong (Su), fascinate (Sp), or 
  inspire courage (Su). Faelaun has already consumed 1 use 
  of this ability for the day. 
   
   
  Elf Traits (Ex):  Immunity to magic sleep spells 
  and effects; +2 bonus on saves against enchantment; 
  entitled to a Search check when within 5 feet of a secret 
  or concealed door. 
   
  Languages:  Common, Elven, Draconic, Celestial, 
  Sylvan, Orc. (Faelaun knows Orc, but refuses to ever 
  speak it). 
   
  Spells Known (3/2; base DC = 15 + spell level): 0—
  daze, lullaby, prestidigitation, resistance, summon 
  instrument; 1st—lesser confusion, Tasha’s hideous 
  laughter. 
   
  Possessions: leather armor, lute of fascination*, 
  potion of invisibility, scroll of disguise self (CL1), 
  shortsword. 
   
   
  Zen & Dare: male wood elf Rog2; CR 2; Medium 
  Humanoid (Elf); HD 2d6+2; hp 12; Init +4; Spd 30 ft.; AC 
  18, touch 14, flat-footed 14; Base Atk +1; Grp +6; Atk +6 
  melee (1d10+5/18-20, elven courtblade) or +5 ranged 
  (1d8/x3, longbow); SA sneak attack +1d6; SQ elf traits, 
  low-light vision, evasion, trapfinding; AL CN; SV Fort +2, 
  Ref +8, Will +0; Str 20, Dex 18, Con 12, Int 6, Wis 8, Cha 
  8. 
  Skills and Feats: Balance +6, Hide +8, Intimidate +3, 
  Listen +1, Jump +12, Move Silently +8, Open Lock +5, 
  Sleight of Hand +6, Spot +6, Tumble +11, Use Rope +4; 
  Exotic Weapon Proficiency (elven courtblade).  
   
  Languages: Common, Elven. 
   
  Elf Traits (Ex):  Immunity to magic sleep spells and 
  effects; +2 bonus on saves against enchantment; entitled 
  to a Search check when within 5 feet of a secret or 
  concealed door. 
   
  Evasion (Ex):  If Amizar is exposed to any effect that 
  normally allows his a Reflex saving throw for half 
  damage, he takes no damage with a successful saving 
  throw. 
   
  Trapfinding (Ex):  Amizar may attempt to locate 
  traps with a Search DC higher than 20. He may also 
  attempt to locate magical traps. 
  For the Purity of Music 
   
  Page 21 
  
   
  Possessions: 20 arrows, chain shirt, +1 cloak of 
  resistance, elven courtblade*, longbow, potion of 
  barkskin +2 (CL3), potion of invisibility (CL3), safewing 
  emblem*. 
   
  Zip & Kip: male high elven Ftr2; CR 2; Medium 
  Humanoid (Elf); HD 2d10+4; hp 19; Init +3; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; Base Atk +2; Grp +5; Atk +7 
  melee (1d8+3/19-20, longsword); Full Atk as Atk; SQ Elf 
  traits, low-light vision; AL NE; SV Fort +5, Ref +3, Will 
  +0; Str 16, Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Perform (comedy) +1; Cleave
  B, 
  Power Attack
  B, Weapon Focus (longsword). 
   
  Languages: Common, Elven. 
   
  Elf Traits (Ex):  Immunity to magic sleep spells and 
  effects; +2 bonus on saves against enchantment; entitled 
  to a Search check when within 5 feet of a secret or 
  concealed door. 
   
  Possessions: leather armor, light wooden shield, 
  masterwork longsword. 
   
  Help Along the Way? (EL 7) 
  Vasha Renu: male human (Baklunish) Clr4 (Hextor); CR 
  4; Medium Humanoid (Human); HD 4d8+12; hp 33; Init 
  +1; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +3; 
  Grp +5;  Atk +7 melee (1d8+2, masterwork flail) or +5 
  ranged (1d8/19-20, masterwork light crossbow); Full Atk 
  as Atk; SA Rebuke undead, spells; AL LE; SV Fort +7, Ref 
  +2, Will +8; Str 14, Dex 12, Con 16, Int 14, Wis 19, Cha 16.  
   
  Skills and Feats: Bluff +6, Concentration +10, 
  Knowledge(religion) +9, Sense Motive +7, Spellcraft +9. 
  Divine Metamagic (Quicken)*, Extra Turning
  B, Martial 
  Weapon Proficiency (flail)
  B, Quicken Spell, Weapon 
  Focus (flail)
  B. 
   
  Rebuke Undead (Su): 10/day – as a 4
  th level cleric. 
   
  Languages: Common, Infernal, Ancient Baklunish 
   
  Spells Prepared (5/5/4; base DC = 14 + spell level): 
  0—cure minor wounds, light (2), virtue (2); 1st—bane, 
  bless, divine favor, magic weapon
  D, shield of faith; 2nd—
  death knell, hold person, sound burst, spiritual weapon
  D. 
  DDomain spell.  
   
  Domains: Destruction (1/day Smite); War (Weapon 
  Focus & Martial Weapon Proficiency (flail)). 
   
  Possessions: +1 half-plate, backpack, crossbow bolts 
  (10), masterwork heavy steel shield, silver holy symbol of 
  Hextor (2), masterwork light crossbow, masterwork flail, 
  scroll of cure light wounds (CL1) (3), scroll of 
  resurgence* (CL1), spell component pouch, sunrod (10), 
  universal solvent, wand of light (CL1) (50 charges), 50 gp. 
   
  Kas Trendal: male human (Baklunish) Warmage4; CR 4; 
  Medium Humanoid (Human); HD 4d6+12; hp 28; Init +2; 
  Spd 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk +2; 
  Grp: +4;  Atk +5 melee (1d8+2, masterwork morning star) 
  or +5 ranged (1d8/19-20, masterwork light crossbow); 
  Full Atk as Atk; SA Spells, warmage edge; SQ Armored 
  mage; AL NE; SV Fort +4, Ref +3, Will +3; Str 14, Dex 14, 
  Con 16, Int 16, Wis 8, Cha 18.  
   
  Skills and Feats: Bluff +7, Concentration +9, 
  Intimidate +11, Spellcraft +10, Tumble +5. Point Blank 
  Shot
  B, Precise Shot, Weapon Focus (ranged spells). 
   
  Armored Mage (Ex): Kas ignores arcane spell failure 
  when wearing light armor and/or light shields. 
   
  Warmage Edge (Ex): Kas adds his Intelligence 
  bonus (+3) to the damage caused by spells he casts. 
   
  Languages:  Common, Draconic, Infernal, Abyssal. 
   
  Spells Known (6/7/4; base DC = 14 + spell level): 0—
  acid splash, disrupt undead, light, ray of frost; 1st—
  burning hands, chill touch, lesser orb of acid*, lesser orb 
  of cold*, lesser orb of electricity*, lesser orb of fire*, lesser 
  orb of sound*, magic missile, shocking grasp, true strike; 
  2nd—darkness, fireburst*, flaming sphere, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter. 
   
  Possessions: +1 chain shirt, crossbow bolts (10), 
  masterwork light crossbow, masterwork light steel shield, 
  masterwork morning star, potion of cure light wounds, 
  spell component pouch, wand of magic missiles (CL1) (50 
  charges). 
   
  Gerald, Guard: male human (Baklunish) Ftr2; CR 2; 
  Medium Humanoid (Human); HD 2d10+4; hp 20; Init +1; 
  Spd 20 ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; 
  Grp +5;  Atk +7 melee (1d10+4, masterwork heavy flail); 
  Full Atk as Atk; AL LN; SV Fort +6, Ref +2, Will +2; Str 16, 
  Dex 13, Con 15, Int 13, Wis 12, Cha 8.  
   
  Skills and Feats: Bluff +1, Handle Animal +4, Ride +6, 
  Swim +8; Combat Expertise
  B, Improved Disarm
  B, 
  Improved Trip
  B, Weapon Focus (heavy flail). 
   
  Languages:  Common, Infernal. 
   
  Possessions: +1 cloak of resistance, backpack, 
  breastplate, caltrops (3), heavy flail, masterwork heavy 
  flail, tanglefoot bag (3), thunderstone (6). 
   
  Kren, Guard: male human (Baklunish) Ftr2; CR 2; 
  Medium Humanoid (Human); HD 2d10+6; hp 22; Init +3; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +2; 
  Grp +3;  Atk +3 melee (1d8+1/19-20, longsword) or +6 
  ranged (1d6+1, mw mighty comp shortbow); Full Atk as 
  Atk; AL NE; SV Fort +6, Ref +3, Will +1; Str 12, Dex 16, 
  Con 16, Int 11, Wis 12, Cha 9.  
  For the Purity of Music 
   
  Page 22 
  
   
  Skills and Feats: Climb +6, Jump +6, Ride +8 (+10 
  when using mw bit and bridle); Mounted Archery
  B, 
  Mounted Combat
  B, Point Blank Shot, Precise Shot
  B. 
   
  Languages:  Common 
   
  Possessions: arrows (20), chain shirt barding, heavy 
  warhorse, masterwork bit and bridle*, masterwork 
  mighty composite shortbow [Str +1], military saddle, 
  potion of cure light wounds (CL1), potion of blur (CL3), 
  silversheen, studded leather armor. 
   
   
  For the Purity of Music 
   
  Page 23 
  
  Appendix Three – APL 6
  The Auditions (EL 6) 
  Grisl: male  human (mixed) Ftr4; CR 4; Medium 
  Humanoid (Human); HD 4d10 plus 3; hp 31; Init  +4; Spd 
  30 ft; AC 13, touch 10, flat-footed 13; Base Atk +4; Grp +4; 
  Atk +7 melee (1d6+3, masterwork club); Full Atk +7 
  melee (1d6+3, masterwork club); AL LE; SV Fort +4, Ref 
  +1, Will +1; Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +7, Jump +7, Intimidate +7; 
  Blind-Fight, 
  Improved 
  Initiative
  B, 
  Quick 
  Draw
  B, 
  Toughness
  B, 
  Weapon 
  Focus 
  (club), 
  Weapon 
  Specialization (club)
  B.  
   
  Possessions: 
  studded 
  leather 
  armor, 
  club, 
  masterwork club, 6 cp. 
   
  Habner: male human (mixed) Rog4; CR 4; Medium 
  Humanoid (Human); HD 4d6; hp 18; Init  +5; Spd 30 ft.; 
  AC 13, touch 11, flat-footed 12; Base Atk +3; Grp +3; Atk 
  +4 melee (1d6 nonlethal, sap); Full Atk +4 melee (1d6 
  nonlethal, sap); SA Sneak attack +2d6; SQ Evasion, trap 
  sense, trapfinding, uncanny dodge; AL NE; SV Fort +1, 
  Ref +5, Will +1; Str 10, Dex 12, Con 11, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +7, Disable Device +7, Escape 
  Artist +8, Hide +8, Listen +9, Move Silently +8, Open 
  Lock +8, Spot +9, Tumble +8; Alertness, Improved 
  Initiative
  B, Weapon Focus (sap). 
   
  Evasion (Ex): If Habner is exposed to any effect 
  which allows a Reflex saving throw for half damage he 
  instead takes no damage on a successful saving throw. 
   
  Trap Sense (Ex):  Habner gains a +1 dodge bonus to 
  AC and Reflex saving throws made against traps. 
   
  Trapfinding (Ex): Habner may attempt to locate 
  traps with a Search DC higher than 20. He may also 
  attempt to locate magical traps. 
   
  Uncanny Dodge (Ex):  Habner maintains his 
  Dexterity bonus to his AC even when he would normally 
  be caught flat-footed. 
   
  Possessions: Leather armor, sap, thieves’ tools, 4 cp. 
   
  Wendyl: male  human (mixed) War2; CR 1; Medium 
  Humanoid (Human); HD 2d8 plus 3; hp 16; Init  +0; Spd 
  30 ft; AC 13, touch 10, flat-footed 13; Base Atk +2; Grp +2; 
  Atk +2 melee (1d6, club) or +2 melee (1d3, unarmed); Full 
  Atk +2 melee (1d6, club) or +2 melee (1d3, unarmed); AL 
  CN; SV Fort +3, Ref +0, Will +0; Str 11, Dex 11, Con 11, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +5, Jump +5, Intimidate +5; 
  Improved Unarmed Strike
  B, Toughness.  
   
  Possessions: studded leather, club (2), 3 sp. 
  What’s that Smell? (EL 9) 
  Faelaun: male high elf Brd4; CR 4; Medium Humanoid 
  (Elf); HD 4d6+8; hp 24; Init +6; Spd 30 ft.; AC 14, touch 
  12, flat-footed 12; Base Atk +3; Grp +4;  Atk +5 melee 
  (1d6+1/19-20, masterwork shortsword); Full Atk as Atk; 
  SA Bardic music; SQ Elf traits, low-light vision; AL CE; 
  SV Fort +3, Ref +6, Will +4; Str 13, Dex 14, Con 14, Int 18, 
  Wis 11, Cha 20.  
   
  Skills and Feats: Balance +11, Bluff +12, Diplomacy 
  +16, Escape Artist +9, Jump +3, Listen +7, Perform 
  (oratory) +12, Perform (string instruments) +15 Perform 
  (all others) +7, Sense Motive +7, Tumble +9; Improved 
  Initiative, Skill Focus (Perform[string instruments]). 
   
  Bardic Music (Varies): 4/day – Faelaun can use his 
  song or poetics to countersong (Su), fascinate (Sp), 
  inspire competence (Su), or inspire courage (Su). Faelaun 
  has already consumed 1 use of this ability for the day. 
   
   
  Elf Traits (Ex):  Immunity to magic sleep spells 
  and effects; +2 bonus on saves against enchantment; 
  entitled to a Search check when within 5 feet of a secret 
  or concealed door. 
   
  Languages:  Common, Elven, Draconic, Celestial, 
  Sylvan, Orc. (Faelaun knows Orc, but refuses to ever 
  speak it). 
   
  Spells Known (3/4/1; base DC = 15 + spell level): 0—
  daze, detect magic, lullaby, prestidigitation, resistance, 
  summon 
  instrument; 
  1st—charm 
  person, 
  lesser 
  confusion, Tasha’s hideous laughter; 2nd—eagle’s 
  splendor, sound burst. 
   
  Zen & Dare: male wood elf Rog3/Bbn1; CR 4; Medium 
  Humanoid (Elf); HD 3d6+3 plus 1d12+1; hp 25; Init +4; 
  Spd 40 ft.; AC 19, touch 14, flat-footed 15; Base Atk +3; 
  Grp +8; Atk +9 melee (1d10+5/18-20, masterwork elven 
  courtblade) or +7 ranged (1d8/x3, longbow); SA sneak 
  attack +2d6; SQ elf traits, evasion, low-light vision, 
  trapfinding, trap sense +1; AL CN; SV Fort +5, Ref +8, 
  Will +1; Str 20, Dex 19, Con 12, Int 6, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +6, Hide +9, Intimidate +4, 
  Listen +1, Jump +12, Move Silently +9, Open Lock +6, 
  Sleight of Hand +6, Spot +8, Tumble +13, Use Rope +4; 
  Combat Reflexes, Exotic Weapon Proficiency (elven 
  courtblade).  
   
  Languages: Common, Elven. 
   
  Elf Traits (Ex):  Immunity to magic sleep spells and 
  effects; +2 bonus on saves against enchantment; entitled 
  to a Search check when within 5 feet of a secret or 
  concealed door. 
  For the Purity of Music 
   
  Page 24 
  
   
  Evasion (Ex):  If Amizar is exposed to any effect that 
  normally allows his a Reflex saving throw for half 
  damage, he takes no damage with a successful saving 
  throw. 
   
  Rage (Ex):  +4 to Str, +4 to Con, +2 on Will saves, -2 
  to AC for up to 6 rounds. 
   
  Trap Sense (Ex):  Against attacks by traps, Amizar 
  gets a +1 bonus on Reflex saves and a +1 dodge bonus to 
  AC. 
   
  Trapfinding (Ex):  Amizar may attempt to locate 
  traps with a Search DC higher than 20. He may also 
  attempt to locate magical traps. 
   
  Possessions: 20 arrows, +1 cloak of resistance, 
  masterwork elven courtblade*, longbow, + 1 mithral 
  chain shirt, potion of barkskin +2 (CL3), potion of cure 
  moderate wounds (CL3), potion of invisibility (CL3),
  safewing emblem*. 
   
   
  Zip & Kip: male high elven Ftr4; CR 4; Medium 
  Humanoid (Elf); HD 4d10+8; hp 33; Init +3; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; Base Atk +4; Grp +7; Atk +9 
  melee (1d8+6/19-20, longsword); Full Atk as Atk; SQ Elf 
  traits, low-light vision; AL NE; SV Fort +6, Ref +4, Will 
  +1; Str 17, Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Perform (comedy) +5; Cleave
  B, 
  Power Attack
  B, Skill Focus (Perform[comedy]), Weapon 
  Focus (longsword), Weapon Specialization (longsword)
  B. 
   
  Elf Traits (Ex):  Immunity to magic sleep spells and 
  effects; +2 bonus on saves against enchantment; entitled 
  to a Search check when within 5 feet of a secret or 
  concealed door. 
   
  Languages: Common, Elven. 
   
  Possessions: +1 longsword, leather armor, light 
  wooden shield. 
   
  Help Along the Way? (EL 9) 
  Vasha Renu: male human (Baklunish) Clr6 (Hextor); CR 
  6; Medium Humanoid (Human); HD 6d8+18; hp 48; Init 
  +1; Spd 20 ft.; AC 22, touch 11, flat-footed 22; Base Atk +4; 
  Grp +6;  Atk +8 melee (1d8+2, masterwork flail) or +6 
  ranged (1d8/19-20, masterwork light crossbow); Full Atk 
  as Atk; SA Rebuke undead, spells; AL LE; SV Fort +9, Ref 
  +4, Will +10; Str 14, Dex 12, Con 16, Int 14, Wis 19, Cha 
  16.  
   
  Skills and Feats: Bluff +7, Concentration +12, 
  Knowledge(religion) +11, Sense Motive +8, Spellcraft 
  +11. Divine Metamagic (Quicken)*, Extra Turning
  B, 
  Martial Weapon Proficiency (flail)
  B, Power Attack, 
  Quicken Spell, Weapon Focus (flail)
  B. 
   
  Rebuke Undead (Su): 10/day – as a 6
  th level cleric. 
   
  Languages: Common, Infernal, Ancient Baklunish 
   
  Spells Prepared (5/5/5/4; base DC = 14 + spell level): 
  0—cure minor wounds, light (2), virtue (2); 1st—bane, 
  bless, divine favor, magic weapon
  D, shield of faith; 2nd—
  death knell, hold person, resist energy, sound burst, 
  spiritual 
  weapon
  D; 
  3rd—invisibility 
  purge, 
  magic 
  vestment
  D, spikes*, wrack*. 
  DDomain spell.  
   
  Domains: Destruction (1/day Smite); War (Weapon 
  Focus & Martial Weapon Proficiency (flail)). 
   
  Possessions: +1 full plate, backpack, cloak of 
  resistance +1, crossbow bolts (10), masterwork heavy steel 
  shield, silver holy symbol of Hextor (2), masterwork light 
  crossbow, masterwork flail, scroll of cure light wounds 
  (CL1) (3), scroll of resurgence* (CL1), spell component 
  pouch, sunrod (10), universal solvent, wand of light (CL1) 
  (50 charges), 50 gp. 
   
  Kas Trendal: male human (Baklunish) Warmage6; CR 6; 
  Medium Humanoid (Human); HD 6d6+18; hp 41; Init +2; 
  Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base Atk +3; 
  Grp: +5;  Atk +6 melee (1d8+2, masterwork morning star) 
  or +6 ranged (1d8/19-20, masterwork light crossbow); 
  Full Atk as Atk; SA Spells, warmage edge; SQ Armored 
  mage; AL NE; SV Fort +5, Ref +4, Will +4; Str 14, Dex 14, 
  Con 16, Int 16, Wis 8, Cha 18.  
   
  Skills and Feats: Bluff +8, Concentration +11, 
  Intimidate +13, Spellcraft +12, Tumble +6. Point Blank 
  Shot
  B, Precise Shot, Ranged Spell Specialization*, 
  Weapon Focus (ranged spells). 
   
  Armored Mage (Ex): Kas ignores arcane spell failure 
  when wearing light armor and/or light shields. 
   
  Warmage Edge (Ex): Kas adds his Intelligence 
  bonus (+3) to the damage caused by spells he casts. 
   
  Languages:  Common, Draconic, Infernal, Abyssal. 
   
  Spells Known (6/7/6/4; base DC = 14 + spell level): 
  0—acid splash, disrupt undead, light, ray of frost; 1st—
  burning hands, chill touch, lesser orb of acid*, lesser orb 
  of cold*, lesser orb of electricity*, lesser orb of fire*, lesser 
  orb of sound*, magic missile, shocking grasp, Tenser’s 
  floating disk, true strike; 2nd—darkness, fireburst*, 
  flaming sphere, Melf’s acid arrow, pyrotechnics, 
  scorching ray, shatter; 3rd—fire shield, fireball, flame 
  arrow, gust of wind, ice storm, lightning bolt, poison, ring 
  of blades*, sleet storm, stinking cloud. 
   
  Possessions: +1 chain shirt, +1 light steel shield, 
  crossbow bolts (10), dull grey ioun stone, masterwork 
  light crossbow, masterwork morning star, potion of cure 
  serious wounds (2), spell component pouch, wand of 
  magic missiles (CL1) (50 charges). 
   
  For the Purity of Music 
   
  Page 25 
  
  Gerald, Guard: male human (Baklunish) Ftr4; CR 4; 
  Medium Humanoid (Human); HD 4d10+12; hp 38; Init 
  +1; Spd 20 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; 
  Grp +7;  Atk +9 melee (1d10+5, +1 heavy flail) or +7 melee 
  (1d10+4, greatclub); Full Atk as Atk; AL LN; SV Fort +7, 
  Ref +2, Will +2; Str 16, Dex 13, Con 16, Int 13, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Bluff +2, Handle Animal +6, Ride 
  +10, Swim +10; Combat Expertise
  B, Improved Bull Rush
  B, 
  Improved Disarm
  B, Improved Trip
  B, Power Attack, 
  Weapon Focus (heavy flail). 
   
  Languages:  Common, Infernal. 
   
  Possessions: +1 heavy flail, backpack, breastplate, 
  caltrops (3), greatclub, masterwork heavy flail, tanglefoot 
  bag (3), thunderstone (6). 
   
  Kren, Guard: male human (Baklunish) Ftr4; CR 4; 
  Medium Humanoid (Human); HD 4d10+12; hp 38; Init 
  +3; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +4; 
  Grp +5;  Atk +5 melee (1d8+1/19-20, longsword) or +8 
  ranged (1d6+1, mw mighty comp shortbow); Full Atk +5 
  melee (1d8+1/19-20, longsword) or +8 ranged (1d6+1, mw 
  mighty comp shortbow) or +6/+6 ranged (1d6+1, mw 
  mighty comp shortbow); AL NE; SV Fort +7, Ref +4, Will 
  +2; Str 12, Dex 16, Con 16, Int 11, Wis 12, Cha 9.  
   
  Skills and Feats: Climb +8, Jump +8, Ride +10 (+12 
  when using mw bit and bridle); Mounted Archery
  B, 
  Mounted Combat
  B, Point Blank Shot, Precise Shot
  B, 
  Rapid Shot
  B, Trample. 
   
  Languages:  Common 
   
  Possessions: +1 chain shirt barding, arrows (20), 
  heavy warhorse, masterwork bit and bridle*, masterwork 
  mighty composite shortbow [Str +1], military saddle, 
  potion of cure light wounds (CL1), potion of blur (CL3), 
  silversheen, studded leather armor. 
  For the Purity of Music 
   
  Page 26 
  
  Appendix Four – New Rules Items
  New Items 
  Command Parchment: This parchment, when read, 
  affects its reader with a preprogrammed suggestion spell. 
  The reader must succeed a DC 14 Will save or be 
  compelled to follow the programmed suggestion. The 
  reader must actually be able to comprehend the words 
  written on the parchment in order to activate it. Once 
  activated, the parchment burns to ash and is useless. 
   
  Faint 
  enchantment; 
  Craft 
  Wondrous 
  Item, 
  suggestion, sepia snake sigil or glyph of warding; Market 
  Price: 500 gp. 
   
  In the instance of this scenario, all command 
  parchments found carry the suggestion to go to the 
  Smelly Note Tavern and ask “What’s that smell?” 
   
  Lute of Fascination: When played, this masterwork lute 
  allows its player to target the fascinate option of his 
  bardic music against one additional target for each point 
  of his Charisma bonus (minimum 1). 
   
  Moderate enchantment; Craft Wondrous Item, 
  eagle’s splendor, bardic music special ability, rainbow 
  pattern; CL 8; Market Price: 1,500gp. 
   
  Masterwork Bit and Bridle: Designed for horses, this bit 
  and bridle grants a +2 circumstance modifier to Ride 
  checks made while on a horse tacked with it. Market 
  Price: 52 gp.  
   
  Safewing Emblem: This small feathered token can be 
  worn or carried. If its owner falls at least 5 feet, the 
  emblem becomes a set of feathery wings that allow her to 
  use a feather fall effect to descend safely from any height 
  up to 180 feet. The emblem requires no activation. When 
  the owner lands, the token disappears, its magic 
  expended. 
   
  Faint transmutation; CL 3
  rd; Craft Wondrous Item, 
  feather fall; Price 250gp. From Races of the Wild, pg 173 
   
  Sword, 
  Elven 
  Courtblade: 
  These 
  swords 
  seem 
  impossibly long and thin, tapering to a needlelike point. 
  One edge of the blade is sharpened along its entire 
  length, and the opposite edge is only sharpened for the 
  final quarter near the tip. A courtblade has a basket 
  shaped hilt (usually made to resemble leaves or vines), a 
  long grip, and a heavy pommel. The weapon is intended 
  for thrusting attacks, but the wielder can make slashing 
  attacks with it as well. 
   
  A character with the Exotic Weapon Proficient 
  (elven courtblade) feat finds the weapon well suited for 
  quick feints and thrusts. A character can use an elven 
  courtblade in conjunction with the Weapon Finesse feat, 
  applying her Dexterity bonus (if any) to melee attacks she 
  makes with the weapon, though it remains a two-handed 
  weapon and not a light weapon. 
   
  Character proficient with the elven courtblade may 
  treat it as a greatsword for the purposes of  any of the 
  following feats: Greater Weapon Focus, Greater Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization. 
   
  Exotic weapon; two-handed; Dmg (S) 1d8; Dmg (M) 
  1d10; 18-20x2; 6 lbs; piercing or slashing; Price 150 gp. 
  From Races of the Wild, pgs 165-6. 
  New Spells 
  Brambles 
  from Complete Divine, pg 156 
  Transmutation 
  Level:  Clr2, Drd2 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Touch 
  Target:  Wooden weapon touched 
  Duration:  1 round/level 
  Saving Throw:  None 
  Spell Resistance:  No 
  Small magical thorns or spikes protrude from the surface 
  of a wooden weapon, such as a club, greatclub, nunchaku, 
  or quarterstaff. For the duration of the spell, the weapon 
  deals both piercing and bludgeoning damage. It gains a 
  +1 enhancement bonus on its attacks and deals an 
  additional +1 point of damage per caster level (maximum 
  +10). This spell only works on weapons with wooden 
  striking surfaces. For instance, it does not work on a bow, 
  an arrow, or a metal mace. 
   
  Fireburst 
  from Complete Arcane, pg 107 
  Evocation [Fire] 
  Level: Sorcerer/wizard 2, warmage 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  For the Purity of Music 
   
  Page 27 
  
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
   
  Orb of Acid, Lesser 
  from Complete Arcane, pg 115 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1, warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. You 
  must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1
  st, your orb deals 
  an additional 1d8 points of damage: 2d8 at 3
  rd level, 3d8 at 
  5
  th level, 4d8 at 7
  th level, and the maximum of 5d8 at 9
  th 
  level or higher. 
   
  Orb of Cold, Lesser 
  from Complete Arcane, pg 116 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of cold 
  This spell functions like lesser orb of acid, except that it 
  deals cold damage. 
   
  Orb of Electricity, Lesser 
  from Complete Arcane, pg 116 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of electricity 
  This spell functions like lesser orb of acid, except that it 
  deals electricity damage. 
   
  Orb of Fire, Lesser 
  from Complete Arcane, pg 116 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire 
  This spell functions like lesser orb of acid, except that it 
  deals fire damage. 
   
  Orb of Sound, Lesser 
  from Complete Arcane, pg 116 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of sonic energy 
  This spell functions like lesser orb of acid, except that it 
  deals 1d6 points of sonic damage, plus an additional 1d6 
  points of damage per two caster levels beyond 1
  st. 
   
  Resurgence 
  from Complete Divine, pg 177 
  Abjuration 
  Level: Blackguard 1, Cleric 1, Paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By laying hands on a creature and saying a brief prayer, 
  you can convince a higher power to grant a second 
  chance to one of your allies. The target of resurgence can 
  make a second attempt to save against an ongoing spell, 
  spell-like ability, or supernatural ability, such as dominate 
  person, a chaos beast’s corporeal instability, or the 
  sickening effect from unholy blight. If the target of 
  resurgence is subject to more than one ongoing magic 
  effect, the target chooses one of them to retry the save 
  against. If the subject succeeds at the saving throw on the 
  second attempt, the effect ends immediately. Resurgence 
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  never restores hit points or ability score damage, but it 
  does eliminate any conditions such as shaken, fatigued, or 
  nauseated that were caused by the spell, spell-like ability, 
  or supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a save (such as power word stun), then 
  resurgence won’t help the subject recover. 
   
  Ring of Blades 
  from Complete Arcane, pg 121 
  Conjuration (Creation) 
  Level: Cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, into 
  all squares adjacent to your space, and it moves with you 
  as you move. Each round on your turn, starting when you 
  cast the spell, the blades deal 1d6 points of damage +1 
  point per caster level (maximum +10) to all creatures in 
  the affected area. 
   
  Blades conjured by a lawful-aligned cleric are cold 
  iron, those conjured by a chaotic-aligned cleric are silver, 
  and those conjured by a cleric who is neither lawful nor 
  chaotic are steel. 
   
  Material Component: A small dagger. 
   
  Spikes 
  from Complete Divine, pg 181 
  Transmutation 
  Level:  Clr3, Drd3 
  As brambles, except that the affected weapon gains a +2 
  enhancement bonus on its attacks, and its threat range is 
  doubled. 
   
  Wrack 
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses. His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind. For the 
  duration of the spell, the subject is considered helpless 
  and cannot take actions. 
   
  Even when the spell ends, the subject is still visibly 
  shaken and suffers a -2 penalty on attack rolls, saves, and 
  checks for 3d10 minutes. The subject’s sight returns at 
  the end of the spell’s duration. 
  New Feats 
  Divine Metamagic [Divine] 
  from Complete Divine, pg 80 
  You can channel energy into some of your divine spells to 
  make them more powerful. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat you already possess. This feat applies only 
  to that metamagic feat. As a free action, you can take the 
  energy from turning or rebuking undead and use it to 
  apply a metamagic feat to spells that you know. You must 
  spend one turn or rebuke attempt, plus an additional 
  attempt for each level increase in the metamagic feat 
  you’re using. For example, Jozan the cleric could sacrifice 
  three turn attempts to empower a holy smite he’s casting. 
  Because you’re using positive or negative energy to 
  augment your spells, the spell slot for the spell doesn’t 
  change. 
   
  Special:  This feat may be taken multiple times. Each 
  time you take this feat choose a different metamagic feat 
  you already possess to which to apply it. 
  For the Purity of Music 
   
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  Dungeon Master Aid #1 
  This Map illustrates the outdoor theatre near the Bardic College of Myrin Tyrinthael in Highfolk Town. The heroes 
  begin in the upper left corner of the seats. See The Auditions for details on where the NPCs begin. 
   
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  Dungeon Master Aid #2 
  For the Purity of Music 
   
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  For the Purity of Music 
   
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  Dungeon Master Aid #3 
   
  Solid Lines indicate “Torchlight” Areas 
  One square equals five feet 
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  Player Handout #1 
  This parchment was given to you by Samul, Assistant Recordkeeper at the Bardic College of Myrin Tyrinthael. It has the 
  names, addresses, and specializations of the bards who disappeared before auditions. 
   
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  Player Handout #2 
  The Smelly Note Tavern Medallion. The bottom sections are portions 1-3, from left to right. 
   
   
   
   
   
   
   
   
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  Player Handout #3 
  A secret note found in Heindrin Jenro’s belongings. 
   
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  Player Handout #4 
  The message on a magical parchment found in Jernattan Demear’s room. 
   
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  Player Handout #5 
  Excerpts from Faelaun’s Journal 
   
   
   
  For the Purity of Music 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/595/Normal Scenarios/HIG5-05 - For the Purity of Music (APL 2-6)/HIG5-05 - For the Purity of Music.pdf