TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO4-05 
    
   
   
   
   
   
  Whispers of Deceit 
   
  A One-Round D&D LIVING GREYHAWK®  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by Christopher M Johnson 
   
   
   
  In the quiet town of Eastcot something strange is happening.  A visiting noble has gone missing and the family is up in 
  arms.  Can you discover what has happened before the situation becomes a serious international incident?  An 
  investigative Yeomanry Regional adventure for APLs 2-12.   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. 
  There is an optional encounter at the end of this 
  adventure that PCs may choose to participate in.  If they 
  do so, this optional encounter costs them an additional 
  one Time Unit (or two if their PC is not native to the 
  Yeomanry). 
  
  YEO4-05 Whispers of Deceit 
   
  Page 4 
  Adventure Background 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, who, in turn, elect Grosspokesmen that 
  serve in the Council of Common Grosspokesmen in 
  Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  Life in the Yeomanry is changing.  There is a greater 
  influx of magic as trade between the Sheldomar nations 
  grows.  And with constant rumors of giants gathering in 
  the mountains, Scarlet Brotherhood agents sneaking into 
  the country, and horrors creeping out of the Passage of 
  Slerotin, the average Yeoman is now both more militant 
  and more vigilant. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com.  
  Is this a ‘Military Module?’ 
  As the defense of the homeland is imperative in this 
  module, members of the Yeoman military may count this 
  adventure towards any annual TU requirement for their 
  branch of the military.  
  Is this a “Dustdigger Module?” 
  As 
  this 
  module 
  does 
  not 
  significantly 
  involve 
  archeological matters, students in the Academy of Lore 
  may not count this adventure towards their Academy TU 
  requirement. 
  Is this “Promotion Worthy?” 
  Heroic deeds in the name of the Yeomanry are possible 
  in this module, and as such, the possibility for promotion 
  exists.  In order for a PC to be considered for promotion 
  at the end of this adventure, the PC must do the 
  following: 
  1. 
  The GM and all Yeomanry militia members 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must be 
  at least two other military PCs playing the 
  scenario besides the PC up for advancement.  
  Only 
  one 
  PC 
  can 
  be 
  nominated 
  for 
  advancement per scenario. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  militia players AND THE DM at the table. 
  3. 
  The player must then submit a small summary 
  of what happened in the adventure and why he 
  or she should be considered for promotion.  
  Emailing 
  this 
  information 
  to 
  yeomanry-
  triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You 
  will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
  In order to be considered for promotion, the Yeomanry 
  militia member must have spent a minimum of one year 
  of REAL time as the rank below that being applied for.  
  So in order to be considered for Serjeant, the player must 
  have spent one full year as a Yeoman, and one full year 
  below that as an unranked militiaman.   
  Eastcot (pop 600) 
  Eastcot is a small farming village of approximately 600 
  people that is well placed for two trades.  First it is 
  halfway between Tarris and Newick along the Westburn 
  Road, so it is a popular stopover for travelers and trade 
  caravans along the road.  Second, it has become a popular 
  vacation retreat for the well to do and some visiting 
  nobility.  Its largest structure is the hunting lodge that is 
  rented out to the visiting nobles.  It has The Tors to the 
  south, woodlands to the east and plains to the northwest, 
  giving a wide variety of hunting options.  With Fort 
  Omar nearby the land is usually relatively safe from 
  raiders and humanoids.  The hunting lodge will be where 
  the PC’s stay if they pay Luxury upkeep otherwise the 
  PC’s will stay at The Traveler’s Roost.  Most of the major 
  trading companies maintain small warehouses, not much 
  more than a barn, to store their caravans while stopped in 
  town. 
  Background 
  The Scarlet Brotherhood has had a problem recently with 
  an underground network helping slaves and enemies of 
  the state escape from the Hold of the Sea Princes.  They 
  have discovered that the slaves are being moved along 
  
  YEO4-05 Whispers of Deceit 
   
  Page 5 
  the Westburn Road to points in the Yeomanry and 
  beyond.  With the Yeoman authorities being less than 
  helpful, the Brotherhood has decided to take matters into 
  their own hands.  They have set up an operation to help 
  recapture the slaves and to put a stop to this escape route. 
    
  They have people in high places; they have replaced both 
  Eastcot’s Grosspokesman and the bartender/owner of the 
  Traveler’s Roost.  The brotherhood has also employed a 
  band of mercenaries from the Hold of the Sea Princes to 
  help with additional muscle to raid the caravans.   
  The Brotherhood now has a new problem: they have 
  captured Jalab Kreshin who, while hunting, has stumbled 
  into their camp.   
  Enter the PCs to save Jalab and end the plot of the 
  Brotherhood.  
  DM’s Note:  It is very possible that this adventure could 
  end with the rescue of Jalab Kreshin.  Give the PCs the 
  hints and let them make their own decisions. If they try 
  to discover who is behind the raiders, the adventure 
  could continue to the last two encounters.   Also 
  remember that the person who is acting as the 
  Grosspokesman is one of the antagonists so if the PCs try 
  to involve the militia too much the Grosspokesman will 
  hear about it and would act accordingly. 
  This scenario does not need to be linear.  Encounter One 
  may proceed to encounter Two or Five.  Encounter Five 
  can be gotten to in a number of different ways, though 
  the combats in Encounters Five, Six, and Eight should be 
  done in that order. 
  Adventure Summary  
  The adventure begins with the PCs traveling along the 
  Westburn Road, towards Eastcot, from Tarris.  Along the 
  road they will discover the remains of a caravan that was 
  attacked by raiders.   
  Assuming the PCs continue to Eastcot, they are 
  approached by an aid to Captain Jensen, who asks them 
  to look into the attacks on the caravans along the 
  Westburn Road.  In Encounter Four they are able to talk 
  to the Baron’s servant to point the PCs in the correct 
  direction. 
  In Encounter Five the PCs have their first encounter 
  with a raiding party trailing the caravan they are 
  protecting.  It is also possible for the PCs to catch the 
  raiding party if they leave immediately from the site of 
  the ambush.   
  Encounter Six deals with the raiders’ camp.  Here the PCs 
  find Jalab Kreshin and have the possibility of discovering 
  other Brotherhood involvement in the town of Eastcot. 
  The mercenaries working for the Scarlet Brotherhood are 
  part of a force operating in the Hold of the Sea Princes 
  called the Death Falcons.  They are no friends of the 
  Scarlet Brotherhood and do not know they are working 
  for the brotherhood.  They believe they are here to 
  recapture escaped slaves for the still existing Princes who 
  need the manpower to help defeat the Brotherhood 
  forces.   
  In reality the brotherhood has managed to trick them 
  into leaving the Hold of the Sea Princes and help further 
  their own ends.  If it is revealed to them that they are 
  working for the Brotherhood they will leave their charge. 
   The mercenaries are a long way from home.  The only 
  thing keeping their morale reasonable is their leader.  
  They are more than willing to defend themselves, but if 
  their leader falls they decide it is time to return home. 
  If the PCs follow the clues they discover the bartender’s 
  involvement in the raiders’ activities.  Encounter Eight is 
  where the PCs encounter the bartender in his abode, the 
  Traveler’s Roost. 
  Introduction 
  A strong breeze blows through your hair as you 
  travel down the Westburn Road.  The day is warm 
  and the journey has been pleasant so far.  The rolling 
  hills of the local grassland have made the journey 
  quite relaxing, once in a while glimpsing a deer or 
  buffalo off in the distance.  Your group left early this 
  morning from the town of Tarris with hopes of 
  making Eastcot by nightfall.  Traveling with the 
  party are two others, a merchant with a rickety cart 
  loaded down with various goods and an older 
  ranger.  
  This is a good point for PCs to introduce themselves to 
  each other.  The merchant is Jeran Havershamp, traveling 
  from Tarris to Newick to sell his goods.  He is carrying 
  some simple cloth and a couple of Kegs of Tarris’ finest 
  mead.   He has helped the freed slaves from the Sea 
  Princes to escape to up north.  Unless the party gives him 
  a reason to trust them now, he mentions none of this.  
  Later on, he can be used to connect the dots for the PCs. 
  The ranger is Old Vernanon.  He has been hired by Jalab 
  Kreshin to help him track game.  The ranger explains 
  that he is running a couple of days late to meet Jalab at 
  Eastcot for his hunting expedition.   
  After the PCs have introduced themselves and gotten all 
  the information from their companions proceed to 
  Encounter One. 
  Encounter One: Death Along the 
  Roadway 
  Around midday you spy in the distance a wisp of 
  smoke.  It looks as if your group will have company 
  for their midday meal. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 6 
  Allow the PCs to do as they please here to prepare for this 
  encounter.  Once they make their preparations continue 
  reading or paraphrasing the following box text. 
  While you are approaching the smoke you notice up in 
  the sky some black birds are circling above head.  Old 
  Vernanon starts to become visibly worried.   
  A DC 15 Knowledge (nature) check identifies the birds as 
  crows.  If the PCs ask Old Vernanon he suggests that the 
  birds are carrion birds and he is worried what is up ahead. 
   He also suggests that the group hurry along. 
  As your group passes the crest of a small rise you see 
  a disturbing sight.  The remains of a merchant cart 
  lay out in front of you.  The corpses of what must 
  have been the merchant and defenders lay strewn 
  about the roadway.  Looking around you see what 
  must be the contents of the cart laying about in the 
  roadway, some of it currently smoldering from 
  being set on fire. 
  The bandits are long gone but the PCs have many options 
  at this point.  This wagon was traveling from Eastcot 
  towards Tarris.  The group of bandits attacked the 
  caravan, because it was carrying a small group of escaped 
  slaves.   There are five corpses, four guards and one 
  merchant.  
  First a Survival check (DC 8) gives the PCs the direction 
  the caravan was headed.  This should not be difficult, 
  because it has not rained since the caravan was attacked 
  earlier in the day and the tracks are still fresh. 
  A successful Heal check (DC 15) gives the approximate 
  time of the attacks, which was four to six hours before the 
  PCs arrive.  Failure gives them that the attack happened 
  in the past day or two. 
  Speak with dead on one of the guards reveals that they 
  were ambushed from the grass with bow fire.  The guards 
  do not know what the merchant was carrying and had 
  taken the job because the recent bandit attacks have 
  made for a decent demand for their services. 
  Speak with dead on the merchant allows the PCs to 
  discover the contents of the wagon.  The caravan was 
  carrying some furs and a couple of bolts of silk.  The 
  wagon was also carrying was three escaped slaves from 
  the Hold of the Sea Princes.  The slaves were a male and 
  two females in their late teens, which had been servants 
  to a member of the Scarlet Brotherhood.     
  The PCs have two choices at this point they could 
  continue on to Eastcot or they may attempt to track the 
  attackers.  If they proceed to Eastcot continue with 
  Encounter Two.  If they attempt to track the attackers 
  continue with Encounter Five: Pick Up the Raiders’ Trail 
  Now. 
  Encounter Two: Eastcot 
  As the sun sets in the western sky, you approach the 
  small town of Eastcot.  As you enter the town, you 
  pass several warehouses each with the logo of a 
  major trade company.  To your left you can see, off 
  some distance on the top of a small hill, a large, well 
  appointed building which must be the famous 
  Eastcot Hunting Lodge.  
  At this point the PCs may decide to report the destroyed 
  caravan.  They are directed to the barracks where they 
  meet Yeoman Fanigan.  If they decide to proceed to an 
  inn, continue with the boxed text, and Old Vernanon 
  makes the report about the incident on the road. 
  Relatively quickly you arrive at the Traveler’s Roost, 
  a rather large inn for the size of town Eastcot is.  
  Upon entering the inn you find a bustling place 
  with several tables, many of which are filled.  There 
  is a minstrel playing a rather refreshing melody on a 
  lute over in the corner of the room.   
  As you enter a rather tall man behind the bar looks 
  your way and calls out, “Hail, and well met travelers. 
   I am Nyrong owner of this establishment. Come 
  over here and have a seat at the bar and tell me of 
  your travels.”   
  DM’s Note: Nyrong is portraying the “cousin” of the 
  original owner of The Traveler’s Roost.  He is actually a 
  Scarlet Brotherhood agent who killed the original owner. 
   He is well aware of what is going on and tries to befriend 
  anyone who comes into the bar.  He has built a rather 
  good contact network within town and there is very little 
  he is unaware of in town.  He is be very interested in the 
  travels of the PCs and what they have done, he is a firm 
  believer in knowledge is power. 
  Nyrong is a tall Suloise human approximately 6’1” tall.  
  He is slightly overweight.  His cheeks and nose are 
  always rosy.  Nyrong tries to be everyone’s friend and is 
  almost always found talking to someone.  More details on 
  him can be found in Encounter Eight and Appendix One. 
  If the PCs choose to talk to Nyrong and tell them of their 
  travels, two events should occur: 
  1. 
  Nyrong should spill a drink as he serves one of 
  the PCs.  He apologizes profusely and gives the 
  PC a couple of drinks to make up for his 
  clumsiness.  This is an intentional accident.  An 
  opposed Sense Motive check against Nyrong’s 
  Bluff check may be warranted if the PCs are 
  suspicious of him. 
  2. 
  A young boy comes in and gives Nyrong a note. 
   If asked, Nyrong tells the PCs the boy’s name is 
  Darius.  He is one of the local farmers’ children 
  and he does some work for the Grosspokesman. 
   Nyrong says this particular message is a request 
  for him to make a pie for some event the 
  Grosspokesman is holding in a couple of days.  
  
  YEO4-05 Whispers of Deceit 
   
  Page 7 
  This is a lie and therefore an opposed Sense 
  Motive check against Nyrong’s Bluff check may 
  be warranted.  Nyrong does not offer the 
  information unless the PCs ask. 
  At this point let the PCs look around and talk to the 
  people.  There are a few locals and many caravan drivers 
  and their guards. 
  Gather Information checks reveal the following, based on 
  the DC made:  
  DC 5 
  Captain Jensen has had difficulty in 
  capturing the raiders along the road 
  because he is receiving a payoff from 
  him. (False) 
  DC 10 
  There have been many caravans 
  attacked along the road.  There doesn’t 
  seem to be rhyme or reason as to 
  which ones are picked, but there have 
  been a number of refugees from the 
  Hold of the Sea Princes that have 
  given the local authorities trouble. 
  (False) 
  DC 15 
  Jalab Kreshin is missing from the 
  hunting lodge.  The family is up in 
  arms and causing all sorts of trouble 
  for the local militia. (True) 
  DC 20 
  All the caravan attacks have happened 
  west of town. (True) 
  DC 25 
  The 
  Grosspokesman 
  has 
  been 
  relatively sick recently, so recently 
  after the death of the original owner of 
  The Traveler’s Roost.  Upon further 
  questioning the person running The 
  Traveler’s Roost is revealed to be his 
  cousin.  Nobody had met his cousin 
  until after the original owner had died. 
  DC 30 
  Most of the caravans attacked were 
  carrying escaped slaves from the Hold 
  of the Sea Princes. 
  DM’s Note:  The “cousin” is a Scarlet Brotherhood agent 
  who killed the original owner.  He is well aware of what 
  is going on.  He is also the main information source for 
  the Brotherhoods’ operation in this area, so he keeps an 
  eye on the PCs if they start asking too many questions.  
  After the role-playing has wound down a bit and the PCs 
  are content with their investigations, the PCs are 
  approached by a man wearing a red tabard.  
  A rather short and trim man wearing the red tabard 
  of the Yeomanry Militia approaches you after 
  talking to the caravan driver that you traveled here 
  with.  He smiles and begins, “Hello, I am Yeoman 
  Fanigan.  The Captain and I saw you enter town 
  tonight and we were wondering if you are interested 
  in some work.” 
  Allow the PCs to decide if they are interested or not.  Any 
  questions asked of Yeoman Fanigan yield little 
  information.  He provides the PCs with what he’s heard 
  (roll a straight Gather Information for him, no modifiers, 
  and compare to the chart above), states he is unsure of 
  any of it, and tell the party that they need to speak with 
  the captain. 
  Upon expressing interest in his offer Yeoman 
  Fanigan states, “Please follow me to Captain Jensen’s 
  office. We can work out the details there.” 
  Encounter Three: Captain 
  Jensen’s Office 
  You follow Yeoman Fanigan to what looks like a 
  relatively small barracks.  In the back portion of the 
  barracks, in what looks to be the officers’ area, you 
  are led to a door.  Through the half opened door, you 
  hear a young man yelling quite loudly, “What have 
  you done to find my father?” 
  A man calmly replies, “I have sent a patrol out to 
  look for him. I have not heard back from them yet.” 
  The young man yells angrily back, “A patrol, a single 
  patrol?  My father is a very important person!  
  Captain I want this to be your top priority!  Muster 
  that entire militia you have and find my father!”  
  With that a dark haired young man storms out of 
  the room and runs into Yeoman Fanigan. 
  He glares at Yeoman Fanigan and says coolly, 
  “Watch yourself; I have many important things to do 
  without being slowed down by incompetent fools 
  like you.”  
  Yeoman Fanigan knocks on the door almost 
  apologetically and you hear a gruff, “Enter,” from the 
  other side. 
  The captain waits for you to enter and then begins, 
  “Thank you for coming.  I am Captain Jensen in 
  charge of Militia operations here in the Eastcot area. 
   From what I understand you encountered a 
  destroyed caravan.  We have had many such attacks 
  and, quite frankly, I am stumped.  Every time we 
  seem to catch up to the raiders they disappear from 
  under our fingertips.  We have found their camp a 
  couple times, vacated less than a day before hand.  It 
  almost seems as if they know we are coming.  This is 
  why I would like outsiders to look into the 
  problem.” 
  Captain Jensen looks at you and almost sarcastically 
  continues, “There is also the matter of the missing 
  Jalab Kreshin.  I do not know if it is related, but if 
  you happen across Jalab please let him know to 
  check in with his family.  His son is giving me quite 
  a headache.” 
  
  YEO4-05 Whispers of Deceit 
   
  Page 8 
  At this point the Captain activates any militia or army 
  members within the PCs ranks.  He is more than willing 
  to answer any questions. 
  What do we get paid?   
  “I can pay you the reward being offered for the 
  elimination for the raiders.”  This is 25 gp times the 
  APL per PC. 
  Where were the old camps found? 
  “In both cases they were north and west of the 
  town.  They were quite a few miles from the 
  road and difficult to track from there.  He shows 
  the PCs the approximate location on the map.” 
  Where should we start? 
  “You may want to start with the caravan drivers 
  in town. It is a possibility there will be a caravan 
  leaving town tomorrow.  You may also want to 
  talk to Jalab’s son Alik also. If it is related, she 
  may know where her husband went.”  
  Can you lend us a tracker? 
  “All my trackers are out right now trying to hunt 
  down these raiders, and one’s working on the 
  missing Jalab.  You may try Old Vernanon the 
  tracker Jalab hired, I have worked with him in 
  the past and he is pretty decent in his trade.” 
  Where can I find the Jalab’s family? 
  “As far as I know they are staying at the hunting 
  lodge.” 
  At this point the PCs have a choice of what to do.  They 
  can: 
  1. 
  Talk to Jalab’s son Alik or Old Vernanon.  
  Proceed to Encounter Four. 
  2. 
  Go to the Traveler’s Roost and try to find a 
  caravan 
  leaving tomorrow.  Proceed to 
  Encounter Five: The Caravan. 
  3. 
  Go back to the place of attack and try to track 
  from where the caravan was attacked.  Proceed 
  to Encounter Five: Pick Up the Raiders’ Trail 
  Later. 
  4. 
  Attempt to track Jalab on their own.  Proceed to 
  Encounter Five: Pick Up Jalab’s Trail. 
  Encounter Four: Alik’s Story 
  As you approach the Hunting Lodge it seems to be at 
  the height of elegance.  The Lodge is somewhat out 
  of place in a town as small as Eastcot.  As you enter 
  the large entryway the sweet smell of incense enters 
  your nostrils.  There are many trophies hung on the 
  wall of different game, each of them have a plaque 
  with a name under them.  Just as you start to look 
  around, an older gentleman approaches you and 
  introduces himself as Servant Yen manservant to 
  Jalab Kreshin.  Servant Yen says humbly, “What is 
  your business with the Kreshin family?” 
  Assuming the PCs tell their story Servant Yen continues: 
  “Let me see if the young master is available.  Please 
  make yourself comfortable,” Servant Yen states 
  showing the PCs a sitting room. 
  About 10 minutes later a young man and a much 
  older man enter the room.  You recognize the older 
  man as Old Vernanon.  The younger man was the 
  one who ran you over outside the captain’s office. 
  “I am Alik Kreshin,” says the young man, “Yen says 
  you are here to find my father.  I suppose you are 
  expecting something from me, what is it?  Come on 
  now out with it, or are you just here to waste my 
  time?” 
  If the PCs do not get directly to the point, Alik 
  announces that they are useless and leave.  He takes Old 
  Vernanon with him. 
  � Old Vernanon: male human Rgr2; hp 15; see 
  Appendix One. 
  The following are answers to some of the PCs’ most likely 
  questions: 
  When the Jalab left where was he headed? 
  “Since Old Vernanon here was late my father 
  decided to head to the north and west towards 
  the plains.  He figured hunting would be easier 
  on the plains without his tracker.” 
  Who is Jalab’s tracker? 
  “Old Vernanon.” 
  Can we use Old Vernanon to help track down Jalab? 
  “Since my father is lost, I am most sure that he 
  would be happy to be found.  It would be a good 
  use of my father’s money to help get him 
  found.” 
  Can we use Old Vernanon to help track down the 
  raiders? 
  “What makes you think I care one lick about the 
  raiders?  You need to be looking for my father; 
  the raiders are for the incompetent Captain 
  Jensen to deal with.” 
  What do we get paid? 
  “What do you need payment for?  All you are 
  doing is sending a message to my father.  I am 
  already paying for Old Vernanon here and it 
  seems he is what you need.” 
  If Old Vernanon is asked his sentiment is the same.  
  While he is worried about the plight of the town, but he 
  
  YEO4-05 Whispers of Deceit 
   
  Page 9 
  has also entered into an agreement with Jalab and is 
  unwilling to break it.   
  Encounter Five: Mercs on Us 
  No matter how the PCs leave the city they are seen and 
  the bartender of the Traveler’s Roost sends a message to 
  the other camp to have the party attacked by a patrol of 
  mercenaries. 
  If the PCs instead have proceeded here directly from 
  Encounter One, they eventually catch up to the 
  mercenaries who are slowed down by the captured slaves. 
  Pick Up the Raiders’ Trail Now 
  To pick up the trail a PC with the Track feat must make a 
  Survival check (DC 12).  If they succeed: 
  You follow the trail the raiders must have traveled 
  in to the plains north of the road.  After a few miles 
  the trail enters into the stream. 
  The raiders traveled approximately a half-mile up stream 
  within the water.  The tracks have since washed away, but 
  the PCs can pick up the trail where they exit.  
  The trail continues northwest.  After a few hours of 
  travel you see a group of people up ahead.  Upon 
  further inspection most seem to be wearing some 
  sort of metal armor. 
  Let the PCs take any sort of precautions they wish to.  If 
  they are not trying to sneak up on the group read the 
  following.  
  The party in front of you stops and spreads out.  As 
  you approach you see at least two of the group ahead 
  of you fire arrows. 
  The mercenaries are not happy being followed and as 
  soon as they discover that they are being followed they 
  stop and start attacking the PCs.  They attack at 215 feet 
  away, and continue attacking as the PCs approach.  If the 
  PCs do something to get closer without the mercenaries 
  noticing them they attack as soon as they are aware of the 
  PCs.  The mercenaries have the slaves found in Tent 
  Three of Encounter Six with them. 
  See DM Aids: Map #1 for terrain but ignore the NPC 
  setup on the map.  Proceed to The Mercenaries below. 
  The Caravan 
  There is a caravan that leaves the next day; it is actually 
  Jerram Havershamp’s caravan.  He is not prepared to pay 
  for any protection.  He is more than happy to have the 
  well-armed PCs accompany him, however. 
  You have hooked up with the caravan of Jerram 
  Havershamp.  He is quite happy that you will be 
  joining him on his journey back to Tarris.  
  Accompanying the group are two others, a halfling 
  brother and sister that identify themselves as Othan 
  and Xira.   
  Othan and Xira are rather quiet, being told directly by 
  Jerram not to talk about their current situation.  The PCs 
  can make a Spot check (DC 20) to notice scars on their 
  backs.  This can be followed up by a Heal check (DC 20) 
  to recognize the scars would be made by whips and these 
  two look malnourished.  If the PCs press the matter the 
  pair stays stubbornly quiet, but Jeran jumps in.   
  He informs the PCs that the pair is escaped slaves from 
  the Hold of the Sea Princes.  He also explains that he is 
  part of an organization operating here in the Yeomanry to 
  transport these slaves to the northern sections of the 
  country where they can start over.  He is worried because 
  the driver of the destroyed caravan was a member of his 
  organization.  Othan and Xira confirm this story.  A 
  Sense Motive check (DC 15) also confirms he is telling 
  the truth. 
  Let the PCs make a Spot check (DC 8 + APL) to discover 
  the ambush waiting for them off the road.  The 
  mercenaries had plenty of time to prepare.  If PCs fail, the 
  mercenaries get a surprise round.  If the PCs are 
  employing good scouting tactics, reward them for it.  A 
  wizard flying would have a much better chance of 
  spotting the impending ambush. 
  You have traveled approximately four hours towards 
  Tarris when suddenly you come under attack.   
  See DM Aids: Map #1 for terrain and NPC setup.  
  Proceed to The Mercenaries below. 
  Pick Up the Raiders’ Trail Later 
  To pick up the trail a PC with the Track feat must make a 
  Survival check (DC 15).  If they succeed: 
  You have traveled back to the site of the attack.  
  There is a patrol of troops wearing red tabards.  After 
  few pleasantries you easily pick up the trail headed 
  off to the north.  After a few miles the trail comes to 
  an end at a stream. 
  The raiders traveled approximately a half-mile up stream 
  within the water.  The tracks have since washed away, but 
  the PCs can pick up the trail where they exit.   To pick up 
  the trail the PCs must make a second check at the same 
  DC 15: 
  After crossing the stream and picking up the trail 
  again, you continue on for about an hour and a half, 
  when you come upon a grove of trees.  The trail 
  continues on into the grove. 
  This is an ideal spot for an ambush.  Let the players make 
  any preparations necessary and continue on.  The 
  mercenaries have had plenty of time to set up an ambush. 
   The grove is large enough that the party only gets the 
  Spot check (DC 10 + APL) if they are in the grove of trees. 
   If they decide to go around the grove, the mercenaries 
  charge out eliminating any chance of surprise they had. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 10 
  See DM Aids: Map #2 for terrain and NPC setup.  
  Proceed to The Mercenaries below. 
  Pick Up Jalab’s Trail 
  To pick up the trail a PC with the Track feat must make a 
  Survival check (DC 17).  Old Vernanon can pick up the 
  trail automatically (no check needed).  If they succeed: 
  You have been following what must have been the 
  route Jalab must have taken.  It is a rather easy path 
  to follow since he was not attempting to hide his 
  tracks.  After continuing along a few hours, you 
  approach a grove of trees.  The trail continues on 
  into the grove. 
  This is an ideal spot for an ambush.  Let the players make 
  any preparations necessary and continue on.  The 
  mercenaries have had plenty of time to set up an ambush. 
   The grove is large enough that the party only gets the 
  Spot check (DC 10 + APL) if they are in the grove of trees. 
   If they decide to go around the grove, the mercenaries 
  charge out eliminating any chance of surprise they had. 
  See DM Aids: Map #2 for terrain and NPC setup.  
  Proceed to The Mercenaries below. 
  The Mercenaries 
  APL 2 (EL 4) 
  � Archers (3): Male Human Ftr1; hp 9 each; see 
  Appendix One. 
  � Sigil Narsan: Male Human Ftr1; hp 9; see Appendix 
  One. 
  APL 4 (EL 6) 
  � Archers (3): Male Human Ftr1; hp 9 each; see 
  Appendix One. 
  � Sigil Narsan: Male Human Ftr5; hp 49; see Appendix 
  One. 
  APL 6 (EL 8) 
  � Archers (3): Male Human Ftr2; hp 18 each; see 
  Appendix One. 
  � Sigil Narsan: Male Human Ftr7; hp 69; see Appendix 
  One. 
  APL 8 (EL10) 
  � Soldiers (2): Male Human Ftr3; hp 30 each; see 
  Appendix One. 
  � Archers (4): Male Human Ftr1; hp 9 each; see 
  Appendix One. 
  � Cleric (1): Male Human Clr3; hp 21; see Appendix 
  One. 
  � Sigil Narsan: Male Human Ftr9; hp 88; see Appendix 
  One. 
  APL 10 (EL12) 
  � Soldiers (2): Male Human Ftr5; hp 49 each; see 
  Appendix One. 
  � Archers (4): Male Human Ftr2; hp 18 each; see 
  Appendix One. 
  � Cleric (1): Male Human Clr5; hp 34; see Appendix 
  One. 
  � Sigil Narsan: Male Human Ftr11; hp 108; see 
  Appendix One. 
  APL 12 (EL14) 
  � Soldiers (2): Male Human Ftr7; hp 69 each; see 
  Appendix One. 
  � Archers (4): Male Human Ftr4; hp 36 each; see 
  Appendix One. 
  � Cleric (1): Male Human Clr7; hp 48; see Appendix 
  One. 
  � Sigil Narsan: Male Human Ftr13; hp 137; see 
  Appendix One. 
  Tactics: At APLs 2, 4 and 6 the leader and all the soldiers 
  will fire their bows (if they get a surprise round) and then 
  attack the PCs in hand-to-hand combat.  At the higher 
  APLs, if the cleric has forewarning the PCs are coming, 
  he starts casting spells.  Be sure to give the PCs Listen 
  checks (DC 0 +1 per 10 feet) to hear the cleric casting as 
  they get close.  Then the leader and the soldiers attack the 
  PCs in hand-to-hand and the archers stay back and shoot 
  at any casters.  At all APLs, the mercenaries surrender if 
  their leader falls.  
  Developments: 
  Upon 
  surrender 
  the 
  remaining 
  mercenaries attempt to bargain for their life and their 
  freedom in that order.  They use the information they 
  posses to attempt to gain both.  Their morale is rather low 
  because of their distance from home, they are also not 
  sure they are doing the right thing.  The only thing that 
  was keeping the band together was their leader, Sigil 
  Narsan, without him they are unwilling to continue to 
  fight.  They try to use this as leverage and tell the PCs 
  that if they bring the medallion around Sigil’s neck to the 
  rest of the band they will probably surrender too. 
  The following are answers to common questions. 
  Who are you? 
  “We are part of the mercenary company the 
  Death Falcons” 
  Where do you come from? 
  “We mainly operate out of the Hold of the Sea 
  Princes.” 
  
  YEO4-05 Whispers of Deceit 
   
  Page 11 
  What are you doing here? 
  “We have been hired to help recapture escaped 
  slaves for one of the princes.  To continue our 
  fight against the Scarlet Brotherhood.” 
  Who hired you? 
  “We were hired by Venmore Zolif.” 
  Where can we find Venmore Zolif? 
  “At our camp.” 
  Where is your camp? 
  “Hidden about an hour’s walk northwest of 
  here. There is a lone pine tree sitting in the 
  middle of a field and the camp is about 100 
  yards to the west on the top of a small rise.” 
  How many people are in the camp? 
  “Four” 
  If the PCs fail to get the information from the 
  mercenaries they are stuck trying to backtrack the path 
  or follow Jalab’s path.  To pick up the trail a PC with the 
  Track feat must make a Survival check (DC 17).  Again 
  Old Vernanon can make the check automatically.  
  Encounter Six: Camp of the 
  Scarlet Brotherhood 
  See DM Aids: Map #3 for the layout of the raiders’ camp. 
  If the PCs got information about the location of the camp 
  from the mercenaries: 
  You come across a lone pine tree in the middle of 
  the grasslands.  This is what the mercenary must 
  have been talking about. About 100 yards to the west 
  of where the tree is you see a small rise.  Looking in 
  that direction for a few minutes you see what is 
  possibly some tents hidden in the tall grass.  If you 
  hadn’t known where this camp is, you would have 
  stumbled right into the middle of it.   
  At this point let the PCs decide how they are going to 
  approach the camp.  If they come up with a reasonable 
  plan to get Sigil’s medallion into one of the mercenary’s 
  hands without getting the entire camp alerted and can 
  convince the mercenary not to sound an alarm 
  (unfriendly to indifferent - Diplomacy check DC 15), the 
  mercenaries leave within an hour, leaving the monk to 
  fend for himself. 
  Otherwise, if the whole camp is alerted, the PCs can only 
  get the mercenaries to disengage if they refrain from 
  attacking them for a round so that they can show them 
  the medallion and explain how they got it (hostile to 
  indifferent - Diplomacy check DC 25).  The morale of the 
  mercenaries is low, so, if the PCs can negotiate 
  successfully, the mercenaries will learn their leader has 
  died fighting an obviously stronger party.  If allowed to 
  disengage at this point, they head back home to the Hold 
  of the Sea Princes. 
  If the PCs tracked to get here, allow them a Spot check 
  (DC 20 + APL). If they succeed, read the above text and 
  allow them the same opportunities as above.  If they fail, 
  continue with the following text instead: 
  Following the trail of the soldiers you stumble into 
  a well-hidden camp.  A single person standing 
  outside a tent looks at you and yells, “Intruders!” 
  At this point three other people step out of tents and 
  combat begins.  If the PCs give the camp any reason to 
  suspect an impending attack, they have the cleric buff 
  them all.  
  Since the whole camp is alerted, the PCs can only get the 
  mercenaries to disengage if they refrain from attacking 
  them for a round so that they can show them the 
  medallion and explain how they got it (hostile to 
  indifferent - Diplomacy check DC 25).  The morale of the 
  mercenaries is low, so, if the PCs can negotiate 
  successfully, the mercenaries will learn their leader has 
  died fighting an obviously stronger party.  If allowed to 
  disengage at this point, they head back home to the Hold 
  of the Sea Princes. 
  APL 2 (EL 5) 
  � Venmore Zolif: Male Human Mnk3; hp 23; see 
  Appendix One. 
  � Mercenary Soldiers (2): Male Human Ftr1; hp 10 
  each; see Appendix One. 
  � Mercenary Cleric (1): Male Human Clr1; hp 7; see 
  Appendix One. 
  APL 4 (EL 7) 
  � Venmore Zolif: Male Human Mnk5; hp 38; see 
  Appendix One. 
  � Mercenary Soldiers (2): Male Human Ftr2; hp 20 
  each; see Appendix One. 
  � Mercenary Cleric (1): Male Human Clr3; hp 21; see 
  Appendix One. 
  APL 6 (EL 9) 
  � Venmore Zolif: Male Human Mnk7; hp 53; see 
  Appendix One. 
  � Mercenary Soldiers (2): Male Human Ftr4; hp 39 
  each; see Appendix One. 
  � Mercenary Cleric (1): Male Human Clr5; hp 34; see 
  Appendix One. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 12 
  APL 8 (EL 11) 
  � Venmore Zolif: Male Human Mnk9; hp 68; see 
  Appendix One. 
  � Mercenary Soldiers (2): Male Human Ftr6; hp 59 
  each; see Appendix One. 
  � Mercenary Cleric (1): Male Human Clr7; hp 48; see 
  Appendix One. 
  APL 10 (EL 13) 
  � Venmore Zolif: Male Human Mnk11; hp 83; see 
  Appendix One. 
  � Mercenary Soldiers (2): Male Human Ftr8; hp 84 
  each; see Appendix One. 
  � Mercenary Cleric (1): Male Human Clr9; hp 61; see 
  Appendix One. 
  APL 12 (EL 15) 
  � Venmore Zolif: Male Human Mnk13; hp 98; see 
  Appendix One. 
  � Mercenary Soldiers (2): Male Human Ftr10; hp 105 
  each; see Appendix One. 
  � Mercenary Cleric (1): Male Human Clr11; hp 75; see 
  Appendix One. 
  Tactics: If the PCs give the mercenaries or the 
  brotherhood agent any forewarning, the cleric casts his 
  protection and enlargement spells.  The Scarlet 
  Brotherhood monk fights to the death to protect their 
  operations here in the Yeomanry.  The mercenaries 
  surrender, if the Scarlet Brotherhood monk goes down. 
  Developments: The mercenaries have the same 
  information the ones in Encounter Five had.  
  After completing the combat the PCs find the following 
  when searching the tents: 
  Tent 1 
  This tent contains all of the mercenaries’ sleeping stuff.   
  Tent 2 
  The PCs discover a runner from Eastcot, and Player 
  Handouts #1 and #2.  The runner is just one of the 
  farmer boys, Darius, who was hired by the bartender 
  (Nyrong Sindan) of the Traveler’s Roost to carry 
  messages to this search party.  He is completely unaware 
  that these are the actual raiders.  In fact, he thinks the 
  PCs are the raiders. 
  Answers to typical questions asked of Darius: 
  Who are you? 
  “I am Darius, son of one of the farmers near 
  town.” 
  What are you doing here? 
  “Nyrong the bartender of the Traveler’s Roost 
  paid me to deliver some messages to Venmore 
  Zolif.” 
  What do you know of the raids? 
  “Nothing, why?  I haven’t done anything.”  
  Tent 3 
  This tent contains all the prisoners.  There are currently 
  four people tied up here (or one if the PCs intercepted 
  the three slaves in Encounter Five: Pick Up the Raiders’ 
  Trail Now).  The first is Jalab Kreshin.  The other three 
  are the slaves that were captured from the caravan that 
  was attacked in Encounter One.  Once Jalab is free, he 
  thanks the PCs profusely (rewarding them in the 
  Conclusion) and requests that the PCs escort him back to 
  Eastcot. 
  Answers to typical questions asked of Jalab: 
  Who are you? 
  “I am Jalab Kreshin.” 
  What are you doing here? 
  “I was out hunting here in the plains when I 
  stumbled across the camp.  The men here 
  roughed me up and then brought me here.  They 
  tied me up and seemed to have an argument on 
  what to do with me.” 
  Answers to typical questions asked of the slaves: 
  Who are you? 
  “I am Laster; these are my companions Sinwa 
  and Veluth.” 
  What are you doing here? 
  “We were traveling with a caravan westward 
  when it was attacked.  They killed everyone but 
  us.  We have been transported back here. 
  Why do you think they kept you alive? 
  “If I had to guess we were slaves to a member of 
  the Scarlet Brotherhood.  They probably wanted 
  to bring us back to the Hold.” 
  Did anyone help you escape? 
  “Yes we made contact with a group of merchants 
  in Newick that were rumored to help escaped 
  slaves.  One of them offered to take us west to 
  Tarris and help us get north after that.  The 
  merchant 
  was 
  killed 
  when 
  the 
  bandits 
  attacked.” 
  Encounter Seven: Eastcot Again 
  Upon returning to Eastcot, the PCs have two real choices: 
  go take on the bartender at the Traveler’s Roost or talk to 
  
  YEO4-05 Whispers of Deceit 
   
  Page 13 
  the Captain.  If the PCs choose to take on the bartender 
  immediately, proceed to Encounter Eight. 
  Upon entering the barracks you are greeted by 
  Yeoman Fanigan.  He says, “Welcome back, have you 
  discovered anything?” 
  Assuming the PCs tell their story continue.  If they didn’t 
  bring Jalab, the slaves, or Darius with them paraphrase as 
  appropriate.  The captain is not able to connect the 
  bartender without Darius’ testimony. 
  Captain Jensen has you recount your tale along with 
  Jalab, the rescued slaves, and Darius.  He 
  contemplates the matter for a few minutes and then 
  begins. 
  “I wish that I had known we had such an operation 
  was going on right under my nose.  It would have 
  saved quite a bit of time trying to discover what 
  these raiders were after.  We might have even been 
  able to arrange an escort for those particular 
  caravans.  You have been a great service to the 
  Yeomanry, but I do have one more request.  The 
  raiders seem to have quite a bit of information about 
  what is going on here in town including my patrol 
  schedule.  I have to discover who is behind this and 
  providing the information.  It looks like young 
  Darius here has been carrying messages for Nyrong 
  (the bartender of the Traveler’s Roost if the PCs have not 
  met him).  He probably knows more of who is 
  involved.  I would like to arrest him without tipping 
  him and his contacts off.  Right now I am unsure of 
  who I can trust and who I can’t, so please arrest him 
  for me.  I will deputize you for the job and I would 
  prefer you to capture him alive if possible.  In the 
  mean time I will work from my end to discover who 
  has been feeding them information.” 
  Encounter Eight: The Traveler’s 
  Roost 
  Nyrong has eyes and ears all over town.  He has heard 
  from one of his customers that Jalab Kreshin is back.  He 
  is preparing a message to the Grosspokesman Gerheart as 
  the PCs walk in.  He will assume the PCs are here to 
  arrest him, but he will pretend not to know why and act 
  comfortably. 
  At APL 6 and above, Nyrong is a Drunken Master and he 
  tries to buff himself up before the combat begins.  
  Nyrong attempts to delay the PCs by talking to them 
  while he imbibes drinks.  At APL 6 he needs two, at APL 
  8 he needs four, at APL 10 he needs six, and at APL 12 he 
  needs eight.  Apply the drinks to his strength so he can 
  take down his opponents faster.  If given the chance, 
  Nyrong will drink his potions next, pretending to fill his 
  tankard with ale while actually pouring a potion into it. 
  If the PCs decide to do something other than walking in 
  the front door, feel free to paraphrase the following as 
  needed. 
  As you enter the Traveler’s Roost the jovial 
  atmosphere continues on.  The bartender looks at up 
  as you enter and smile.  He takes a drink of ale and 
  states, “Welcome my friends come have a drink with 
  me and tell me of your recent travels.”  He picks up 
  another ale and downs it and looks your way 
  expectantly. 
  See DM Aids: Map #4 for the layout of the Traveler’s 
  Roost.  There are a number of bar patrons in the bar at 
  this time. 
  � Bar Patrons (10): Male Human Com1; hp 4 each. 
  APL 2 (EL 4) 
  � Nyrong Sindan: Male Human Mnk1; hp 8; see 
  Appendix One. 
  � Thugs (2): Male Human Rog1; hp 6 each; see 
  Appendix One. 
  APL 4 (EL 6) 
  � Nyrong Sindan: Male Human Mnk5; hp 38; see 
  Appendix One. 
  � Thugs (2): Male Human Rog1; hp 6 each; see 
  Appendix One. 
  APL 6 (EL 8) 
  � 
  Nyrong 
  Sindan: 
  Male 
  Human 
  Mnk5/DrunkenMaster2; hp 53; see Appendix One. 
  � Thugs (2): Male Human Rog3; hp 18 each; see 
  Appendix One. 
  APL 8 (EL 10) 
  � 
  Nyrong 
  Sindan: 
  Male 
  Human 
  Mnk5/DrunkenMaster4; hp 68; see Appendix One. 
  � Thugs (2): Male Human Rog5; hp 30 each; see 
  Appendix One. 
  APL 10 (EL 12) 
  � 
  Nyrong 
  Sindan: 
  Male 
  Human 
  Mnk5/DrunkenMaster6; hp 83; see Appendix One. 
  � Thugs (2): Male Human Rog7; hp 42 each; see 
  Appendix One. 
  APL 12 (EL 14) 
  � 
  Nyrong 
  Sindan: 
  Male 
  Human 
  Mnk5/DrunkenMaster8; hp 98; see Appendix One. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 14 
  � Thugs (2): Male Human Rog9; hp 63 each; see 
  Appendix One. 
  Tactics: Give the PCs a chance to answer.  Remember he 
  continues to take drinks as the PCs approach him.  If they 
  state he is under arrest he states he surrenders.  He does 
  anything at this point to get his fill of drinks and try to 
  keep the PCs talking.  As soon as he gets his fill and a PC 
  is in range, he attacks.  The two rogues are sitting at tables 
  as shown on the map and attempts to sneak up as the 
  remaining patrons attempt to run out of the place.  The 
  ten other patrons marked on the map take the quickest 
  route to the door.  Nyrong and the thugs fight to the 
  death to protect the Brotherhood’s secrets here. 
  Upon defeating Nyrong and his thug buddies, the PCs 
  are free to search the inn.  They will find Player 
  Handout #3 under the bar. 
  It is about this time that the Watch shows up.  The PCs 
  will have some quick explaining to do, especially with 
  possibly three corpses on the ground, if they were not 
  deputized by Captain Jensen. 
  If captured alive, Nyrong reveals nothing of value.  Speak 
  with dead on Nyrong can potentially reveal the following: 
  Who do you work for? 
  “The Scarlet Brotherhood.” 
  What is the Scarlet Brotherhood Doing here? 
  “Recapturing 
  escaped 
  slaves, 
  and 
  getting 
  intelligence on Yeoman troop movements.” 
  Are there any more agents in town? 
  “Yes.” 
  Who are the other agents in town? 
  “The Grosspokesman.” 
  Conclusion 
  Returning to the captain with the additional 
  evidence allows the captain to continue his 
  investigation.  He tells you, “Thank you very much 
  for your help in this matter.  I was stuck thinking 
  the problem was smaller than it actually was. If you 
  are willing to stick around over night I may have 
  some additional work for you.” 
  If the PCs are interested in participating in the optional 
  encounter, which costs one additional TU (two for out of 
  region PCs) and time permits, proceed to Optional 
  Encounter Nine and then continue with the below once 
  that encounter is completed.  Otherwise, proceed directly 
  to the below. 
  After a few weeks you receive a letter from Captain 
  Jensen.  He thanks each of you for your great service 
  to the Yeomanry and welcomes you to come to him 
  if you ever need his recommendation. 
  Later that month a messenger from Jalab Kreshin 
  contacts you.  He offers if you are ever in the area 
  again he has a copy of one of his fine collection of 
  hunting crossbows made for you. 
  The PCs receive an Influence Point with Captain Jensen and, 
  if they rescued Jalab, the Favor of Jalab Kreshin (see the 
  Treasure Summary).  In the weeks following the 
  adventurers’ departure, the position of Grosspokesman of 
  Eastcot is declared vacant and a new election is held.  
  Jalab Kreshin is elected Grosspokesman. 
  Optional Encounter Nine: Going 
  After the Grosspokesman 
  The captain determines through his investigation that 
  only three people knew the patrol schedule so well.  
  Grosspokesman Gerheart, Yeoman Fanigan, and himself 
  are the only possible suspects.  He has questioned 
  Yeoman Fanigan and determined he was not involved.  
  He has not been able to question the Grosspokesman 
  since he has left town the previous evening while the 
  PCs were arresting Nyrong.  He is headed to Newick and 
  a safe house there.  The captain sends them with his 
  recommendation to Grosspokeswoman Wendolene in 
  Newick.  He states that she has a very good contact to 
  discover Brotherhood activity in the Newick area. 
  The following morning Captain Jensen calls you to 
  his office.  “Welcome back,” he says, “Well I have 
  completed my investigation and determined only 
  three people have had access to the information on 
  the map you gave me.  Two are sitting in this room 
  Yeoman Fanigan and myself.  The third is the 
  Grosspokesman Gerheart.  We attempted to contact 
  him yesterday evening and were unable to.  
  Apparently he left town about the time you arrested 
  Nyrong.  I felt there was enough cause to search his 
  house and we found several letters signed by the 
  mysterious N.  This is the last piece of evidence I 
  needed to have him arrested.  This is what I have to 
  ask of you: will you accept the responsibility of 
  chasing 
  down 
  and 
  arresting 
  Grosspokesman 
  Gerheart?” 
  The captain awaits the PCs answer. 
  Captain Jensen smiles and says, “Again it seems the 
  Yeomanry is in debt to you.  Grosspokesman 
  Gerheart was seen leaving town to the east towards 
  Newick.  I am not sure if that is his final destination, 
  but it is definitely a place to start.  I have some pull 
  with Grosspokeswoman Wendolene and I’ll write 
  you a letter of recommendation.”  He quickly writes 
  up a letter of recommendation for you to speak with 
  Grosspokeswoman Wendolene.  He hands it to you 
  and says, “I suggest you leave immediately, you do 
  not want him to get too much of a head start.” 
  
  YEO4-05 Whispers of Deceit 
   
  Page 15 
  The journey from Eastcot to Newick is relatively 
  peaceful.  As the sun just is beginning to set over the 
  western horizon you arrive at the city of Newick.   
  Allow the PCs to decide what to do here.  They can go 
  through Grosspokeswoman Wendolene or they could go 
  directly to the rascals.  They both accomplish the same 
  thing.  Assuming the PCs go to the Grosspokeswoman's 
  office continue. 
  Arriving at the office just before it closes you see an 
  elderly gentleman who some may recognize as Kiers, 
  the Grosspokeswoman’s assistant.  Kiers looks up 
  and asks, “May I help you?” 
  Kiers grants immediate access to the PCs if they show 
  him the letter that Captain Jensen gave them. 
  If the PCs have played YEO1-04 Rogue Rescue, YEO1-
  06 Cold Blooded, or YEO3-03 Sticks and Stones, 
  Grosspokeswoman Wendolene recognizes them and 
  addresses them by their name.  Kiers gives her Captain 
  Jensen’s letter. 
  After looking over the letter that Captain Jensen has 
  given you, she looks a little disturbed.  She says, 
  “Well it looks like you have spoiled another 
  Brotherhood plot within our borders.  These are 
  becoming alarmingly frequent.  I doubt that it is the 
  true Grosspokesman Gerheart we are looking for, 
  because I have had many dealings with the man and 
  I do not believe he would betray his country.  This is 
  very disturbing. I will ask my contact here in 
  Newick to see if there was any unusual Brotherhood 
  activity here in Newick.  Please wait for my 
  messenger at the Haranshire House. 
  While having dinner the following day, almost 
  twenty four hours since you spoke to the 
  Grosspokeswoman, a young boy not out of his early 
  teens approaches you.  He hands you a note 
  wordlessly and heads off. 
  The note gives the PCs the location of a Brotherhood safe 
  house that has had more activity recently.  The boy is a 
  member of the Rascals and claims that he is working for 
  Grosspokeswoman Wendolene. 
  Safe House 
  See DM Aids: Map #5 for the layout of the Safe House. 
  1. Front Door 
  The front door of the house is locked. 
  � Wooden Door: 1 in. thick; Hardness 5, hp 10; Break 
  DC 15; lock (Open Lock DC 18+ the APL). 
  2. Back Door 
  The back door of the house is locked. 
  � Wooden Door: 1 in. thick; Hardness 5, hp 10; Break 
  DC 15; lock (Open Lock DC 18+ the APL). 
  3. Kitchen 
  This is the kitchen; it looks as if it has been used recently. 
   There is a door here with a set of steps going down 
  behind the door.  The door to the wine cellar has a bell 
  attached to the side of the frame to warn those below of 
  intruder: 
  � Warning Bell: mechanical, touch trigger, automatic 
  reset, Search DC 18+ the APL; Disable Device DC 23+ the 
  APL. 
  4. Living Room 
  The living room is relatively well furnished.  There is a 
  robe laying over one of the chairs that looks relatively 
  recently used. 
  5. Bed Room 
  This room looks relatively unused recently.  The bed is 
  still made and nothing has been touched on any of the 
  shelves. 
  6. Stairs to the Wine Cellar 
  These stairs lead down to what must be a pantry or a wine 
  cellar.  There is a pressure plate about halfway down the 
  stairs that are tripped by someone walking down the 
  stairs.  The trap involves the stairs becoming a slide and 
  opening a spiked pit trap at the bottom.  When the trap 
  deploys anyone within the 10 feet between the bottom of 
  the stairs and the wall are caught on the trap along with 
  anyone on the stairs.  After the trap is sprung, anyone 
  who managed to not slide down the stairs into the pit 
  must make a Balance check (DC 12) to walk down the 
  slope without sliding into the pit. 
  APL 2 (EL 3) 
  � Sliding Stairs to Spiked Pit Trap: CR 3; mechanical; 
  location trigger; manual reset; DC 18 Reflex save avoid; 
  10 ft deep (1d6, fall); multiple targets (anyone on the 
  stairs or in each of two adjacent 5-ft. squares between the 
  bottom of the stairs and the wall); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+1 each); Search DC 
  18; Disable Device DC 18. 
  APL 4 (EL 4) 
  � Sliding Stairs to Spiked Pit Trap: CR 4; mechanical; 
  location trigger; manual reset; DC 20 Reflex save avoid; 
  20 ft deep (2d6, fall); multiple targets (anyone on the 
  stairs or in each of two adjacent 5-ft. squares between the 
  bottom of the stairs and the wall); onset delay 3 rounds; 
  pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 
  each); Search DC 20; Disable Device DC 20. 
  APL 6 (EL 6) 
  � Sliding Stairs to Spiked Pit Trap: CR 6; mechanical; 
  location trigger; manual reset; DC 22 Reflex save avoid; 
  30 ft deep (3d6, fall); multiple targets (anyone on the 
  
  YEO4-05 Whispers of Deceit 
   
  Page 16 
  stairs or in each of two adjacent 5-ft. squares between the 
  bottom of the stairs and the wall); onset delay 2 rounds; 
  pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+3 
  each); Search DC 22; Disable Device DC 22. 
  APL 8 (EL 8) 
  � Sliding Stairs to Spiked Pit Trap: CR 8; mechanical; 
  location trigger; manual reset; DC 24 Reflex save avoid; 
  40 ft deep (4d6, fall); multiple targets (anyone on the 
  stairs or in each of two adjacent 5-ft. squares between the 
  bottom of the stairs and the wall); onset delay 1 round; pit 
  spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 
  each); Search DC 24; Disable Device DC 26. 
  APL 10 (EL 10) 
  � Sliding Stairs to Spiked Pit Trap: CR 10; 
  mechanical; location trigger; manual reset; DC 24 Reflex 
  save avoid; 50 ft deep (5d6, fall); multiple targets (anyone 
  on the stairs or in each of two adjacent 5-ft. squares 
  between the bottom of the stairs and the wall); onset 
  delay 1 round; pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+5 each); Search DC 26; Disable Device DC 
  28. 
  APL 12 (EL 11) 
  � Sliding Stairs to Spiked Pit Trap: CR 11; 
  mechanical; location trigger; manual reset; DC 28 Reflex 
  save avoid; 60 ft deep (6d6, fall); multiple targets (anyone 
  on the stairs or in each of two adjacent 5-ft. squares 
  between the bottom of the stairs and the wall); onset 
  delay 1 round; pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+5 each); Search DC 28; Disable Device DC 
  28. 
  7. Wine Cellar 
  This place looks to be set up as living quarters for 
  someone.   The Grosspokesman is hiding out here (with 
  guardians at higher APLs). 
  APL 2 (EL 5) 
  � 
  Grosspokesman 
  Gerheart: 
  Male 
  Human 
  Mnk4/Sor1; hp 31; see Appendix One. 
  APL 4 (EL 7) 
  � 
  Grosspokesman 
  Gerheart: 
  Male 
  Human 
  Mnk5/Sor1; hp 38; see Appendix One. 
  � Gargoyle (1): hp 39; see Monster Manual. 
  APL 6 (EL 9) 
  � 
  Grosspokesman 
  Gerheart: 
  Male 
  Human 
  Mnk5/Sor3; hp 45; see Appendix One. 
  � Gargoyles (2): hp 39 each; see Monster Manual. 
  APL 8 (EL 11) 
  � 
  Grosspokesman 
  Gerheart: 
  Male 
  Human 
  Mnk6/Sor4; hp 56; see Appendix One. 
  � Shield Guardian (1): hp 135; see Monster Manual. 
  APL 10 (EL 13) 
  � 
  Grosspokesman 
  Gerheart: 
  Male 
  Human 
  Mnk8/Sor4; hp 69; see Appendix One. 
  � Shield Guardians (2): hp 135 each; see Monster 
  Manual. 
  APL 12 (EL 15) 
  � 
  Grosspokesman 
  Gerheart: 
  Male 
  Human 
  Mnk8/Sor6; hp 77; see Appendix One. 
  � Shield Guardians (4): hp 135 each; see Monster 
  Manual. 
  Tactics: The grosspokesman attempts to flank with the 
  gargoyle(s) at APLs 4 and 6.  If the PCs have set either of 
  the traps off or bashed down the door or a window, the 
  grosspokesman is aware of the PCs’ presence and will 
  have cast both mage armor and shield on himself and will 
  prepare his potions for consumption.  At higher APLs, he 
  uses the shield guardian(s) to protect him and take half of 
  his damage.  At APL 10 and APL 12 all of the shield 
  guardians are controlled by a single amulet; therefore, if 
  the PCs destroy the amulet on the grosspokesman it 
  disables all of them.  Once the grosspokesman dies, the 
  shield guardians execute their last given command and 
  attack the PCs until destroyed.  The shield guardians each 
  have a spell stored in them (caster level = APL) that they 
  use if commanded by the grosspokesman (use #1 at APL 
  8, #1 and #2 at APL 10, and all four at APL 12): #1 – 
  stoneskin, #2 – fire shield, #3 – enervation, #4 – Evard’s black 
  tentacles. 
   
   
  The End 
  Experience Point Summary 
  The player characters receive the following experience 
  point awards, by APL and encounter: 
  Encounter Five 
  Defeat Sigil 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 17 
  Encounter Six 
  Defeat Venmore Zolif 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Rescue Jalab Kreshin 
   
  APL 2 – 45 xp. 
   
  APL 4 – 60 xp. 
   
  APL 6 – 75 xp. 
   
  APL 8 – 90 xp. 
   
  APL 10 – 105 xp. 
   
  APL 12 – 120 xp. 
  Encounter Eight 
  Defeat Nyrong Sindan 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Conclusion 
  Bring all the evidence to Captain Jensen 
   
  APL 2 – 45 xp. 
   
  APL 4 – 75 xp. 
   
  APL 6 – 105 xp. 
   
  APL 8 – 135 xp. 
   
  APL 10 – 165 xp. 
   
  APL 12 – 195 xp. 
  Total 
  Possible 
  Experience 
  w/o 
  Optional 
  Encounter 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Optional Encounter Nine 
  Disarm or survive the trap 
   
  APL 2 – 75 xp. 
   
  APL 4 – 127 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 232 xp. 
   
  APL 10 – 285 xp. 
   
  APL 12 – 338 xp. 
  Defeat the Grosspokesman 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Total 
  Possible 
  Experience 
  w/ 
  Optional 
  Encounter 
   
  APL 2 – 675 xp. 
   
  APL 4 – 1,012 xp. 
   
  APL 6 – 1,350 xp. 
   
  APL 8 – 1,687 xp. 
   
  APL 10 – 2,025 xp. 
   
  APL 12 – 2,383 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. 
  L:  Looted gear from enemy 
  
  YEO4-05 Whispers of Deceit 
   
  Page 18 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp. 
  Encounter Five 
   
  APL 2: L: 212 gp; C: 0 gp; M: 3 potions of protection from 
  arrows 10/magic (25 gp each), potion of bear’s endurance (25 
  gp). 
   
  APL 4: L: 193 gp; C: 0 gp; M: 3 potions of protection from 
  arrows 10/magic (25 gp each), potion of bear’s endurance (25 
  gp), +1 full plate (221 gp), +1 heavy steel shield (98 gp). 
   
  APL 6: L: 193 gp; C: 0 gp; M: 3 potions of protection from 
  arrows 15/magic (125 gp each), potion of bear’s endurance (25 
  gp), +1 full plate (221 gp), +1 heavy steel shield (98 gp), oil of 
  greater magic weapon +1 (63 gp), ring of protection +1 (167 
  gp). 
   
  APL 8: L: 700 gp; C: 0 gp; M: 4 potions of protection from 
  arrows 15/magic (125 gp each), potion of bear’s endurance (25 
  gp), +1 full plate (221 gp), +1 heavy steel shield (98 gp), oil of 
  greater magic weapon +4 (200 gp), ring of protection +1 (167 
  gp), bead of force (250 gp), 2 potions of shield of faith +4 (50 gp 
  each), potion of owl’s wisdom (25 gp), potion of barkskin +2 
  (25 gp). 
   
  APL 10: L: 700 gp; C: 0 gp; M: 4 potions of protection 
  from arrows 15/magic (125 gp each), potion of bear’s 
  endurance (25 gp), +1 full plate (221 gp), +1 heavy steel shield 
  (98 gp), oil of greater magic weapon +4 (200 gp), ring of 
  protection +1 (167 gp), bead of force (250 gp), necklace of 
  adaptation (750 gp), 2 potions of shield of faith +5 (75 gp 
  each), potion of owl’s wisdom (25 gp), potion of barkskin +2 
  (25 gp), 2 brooches of shielding (125 gp each), quiver of 
  Ehlonna (150 gp). 
   
  APL 12: L: 700 gp; C: 0 gp; M: 4 potions of protection 
  from arrows 15/magic (125 gp each), 4 oils of greater magic 
  weapon +2 (100 gp each), potion of bear’s endurance (25 gp), 
  +1 full plate (221 gp), +1 heavy steel shield (98 gp), oil of 
  greater magic weapon +5 (250 gp), ring of protection +1 (167 
  gp), bead of force (250 gp), necklace of adaptation (750 gp), 
  gem of brightness (1,083 gp), 2 potions of shield of faith +5 (75 
  gp each), periapt of wisdom +2 (333 gp), 2 brooches of 
  shielding (125 gp each), quiver of Ehlonna (150 gp), 2 Quaal’s 
  feather tokens - whip (42 gp each), ring of sustenance (208 gp), 
  ring of swimming (208 gp). 
  Encounter Six 
   
  APL 2: L: 72 gp; C: 0 gp; M: potion of owl’s wisdom (25 
  gp), ring of protection +1 (167 gp), potion of cat’s grace (25 gp), 
  wand of cure light wounds – 1st level caster (63 gp), 2 potions of 
  barkskin +2 (25 gp each). 
   
  APL 4: L: 463 gp; C: 0 gp; M: potion of owl’s wisdom (25 
  gp), ring of protection +1 (167 gp), potion of cat’s grace (25 gp), 
  wand of cure light wounds – 1st level caster (63 gp), 2 potions of 
  barkskin +2 (25 gp each), necklace of fireballs – type I (138 
  gp). 
   
  APL 6: L: 463 gp; C: 0 gp; M: potion of owl’s wisdom (25 
  gp), ring of protection +1 (167 gp), potion of cat’s grace (25 gp), 
  wand of cure moderate wounds – 25 charges, 3rd level caster (188 
  gp), 2 potions of barkskin +2 (25 gp each), necklace of fireballs 
  – type III (363 gp), potion of bear’s endurance (25 gp), elixir of 
  swimming (21 gp), dust of illusion (100 gp), goggles of minute 
  seeing (104 gp). 
   
  APL 8: L: 463 gp; C: 0 gp; M: potion of owl’s wisdom (25 
  gp), ring of protection +1 (167 gp), potion of cat’s grace (25 gp), 
  wand of cure serious wounds – 5 charges, 5th level caster (94 gp), 
  2 potions of barkskin +5 (100 gp each), necklace of fireballs – 
  type III (363 gp), potion of bear’s endurance (25 gp), elixir of 
  swimming (21 gp), dust of illusion (100 gp), goggles of minute 
  seeing (104 gp), Nolzur’s marvelous pigments (333 gp), periapt 
  of wisdom +2 (333 gp), potion of barkskin +4 (75 gp), 2 oils of 
  magic vestment +2 (100 gp each). 
   
  APL 10: L: 463 gp; C: 0 gp; M: potion of owl’s wisdom 
  (25 gp), monk’s belt (1,083 gp), potion of cat’s grace (25 gp), 
  wand of cure critical wounds – 5 charges, 7th level caster (175 
  gp), 2 potions of barkskin +5 (100 gp each), necklace of 
  fireballs – type III (363 gp), potion of bear’s endurance (25 gp), 
  elixir of swimming (21 gp), dust of illusion (100 gp), goggles of 
  minute seeing (104 gp), Nolzur’s marvelous pigments (333 gp), 
  periapt of wisdom +2 (333 gp), potion of barkskin +4 (75 gp), 2 
  oils of magic vestment +4 (200 gp each), 2 oils of greater magic 
  weapon +4 (200 gp each), 2 Quaal’s feather token – swan boat 
  (38 gp each), figurine of wondrous power – silver raven (317 
  gp). 
   
  APL 12: L: 463 gp; C: 0 gp; M: potion of owl’s wisdom 
  (25 gp), monk’s belt (1,083 gp), potion of cat’s grace (25 gp), 
  wand of cure critical wounds – 5 charges, 7th level caster (175 
  gp), 2 potions of barkskin +5 (100 gp each), necklace of 
  fireballs – type III (363 gp), potion of bear’s endurance (25 gp), 
  elixir of swimming (21 gp), dust of illusion (100 gp), goggles of 
  minute seeing (104 gp), Nolzur’s marvelous pigments (333 gp), 
  periapt of wisdom +2 (333 gp), potion of barkskin +4 (75 gp), 2 
  oils of magic vestment +5 (250 gp each), 2 oils of greater magic 
  weapon +5 (250 gp each), 2 Quaal’s feather token – swan boat 
  (38 gp each), figurine of wondrous power – silver raven (317 
  gp), boots of speed (1,000 gp), ring of the ram (717 gp), helm of 
  comprehend languages and read magic (433 gp), eversmoking 
  bottle (450 gp). 
  Encounter Eight 
   
  APL 2: L: 100 gp; C: 0 gp; M: 2 elixirs of sneaking (21 gp 
  each), badge of Nyrong Sindan (83 gp), bracers of armor +2 
  (333 gp). 
   
  APL 4: L: 100 gp; C: 0 gp; M: 2 elixirs of sneaking (21 gp 
  each), badge of Nyrong Sindan (83 gp), bracers of armor +2 
  (333 gp). 
   
  APL 6: L: 100 gp; C: 0 gp; M: 2 elixirs of sneaking (21 gp 
  each), badge of Nyrong Sindan (83 gp), bracers of armor +2 
  (333 gp), potion of barkskin +4 (75 gp), potion of shield of faith 
  +4 (50 gp), 2 potions of barkskin +3 (50 gp each), 2 potions of 
  cat’s grace (25 gp each), 2 oils of magic vestment +1 (63 gp 
  each). 
  
  YEO4-05 Whispers of Deceit 
   
  Page 19 
   
  APL 8: L: 100 gp; C: 0 gp; M: 2 elixirs of sneaking (21 gp 
  each), badge of Nyrong Sindan (83 gp), bracers of armor +2 
  (333 gp), potion of shield of faith +4 (50 gp), 3 potions of 
  barkskin +4 (75 gp each), 2 potions of cat’s grace (25 gp each), 
  2 oils of magic vestment +1 (63 gp each), 2 javelins of lightning 
  (125 gp each), robe of useful items (583 gp). 
   
  APL 10: L: 100 gp; C: 0 gp; M: 2 elixirs of sneaking (21 
  gp each), badge of Nyrong Sindan (83 gp), bracers of armor +3 
  (750 gp), potion of barkskin +5 (100 gp), potion of shield of 
  faith +5 (75 gp), 2 potions of barkskin +4 (75 gp each), 2 
  potions of cat’s grace (25 gp each), 2 oils of magic vestment +1 
  (63 gp each), 2 javelins of lightning (125 gp each), robe of 
  useful items (583 gp). 
   
  APL 12: L: 100 gp; C: 0 gp; M: 2 elixirs of sneaking (21 
  gp each), badge of Nyrong Sindan (83 gp), bracers of armor +3 
  (750 gp), potion of barkskin +5 (100 gp), potion of shield of 
  faith +5 (75 gp), 2 potions of barkskin +4 (75 gp each), 2 
  potions of cat’s grace (25 gp each), 2 oils of magic vestment +1 
  (63 gp each), 2 javelins of lightning (125 gp each), robe of 
  useful items (583 gp), monk’s belt (1,083 gp), ring of jumping 
  (208 gp), potion of greater magic fang +2 (100 gp), 2 pairs of 
  slippers of spider climbing (400 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) w/o Optional Encounter 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (450 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (650 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (900 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (1,300 
  gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (2,300 
  gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (3,300 
  gp). 
  Optional Encounter Nine 
   
  APL 2: L: 0 gp; C: 150 gp; M: potion of cat’s grace (25 
  gp), potion of bear’s endurance (25 gp), potion of owl’s wisdom 
  (25 gp), potion of protection from arrows 10/magic (25 gp), hat 
  of disguise (150 gp), wand of magic missile – 1st level caster, 25 
  charges (32 gp), wand of shield – 1st level caster, 25 charges (32 
  gp), wand of mage armor – 1st level caster, 25 charges (32 gp). 
   
  APL 4: L: 0 gp; C: 150 gp; M: wand of magic missile – 3rd 
  level caster, 25 charges (94 gp), potion of nondetection (63 gp). 
   
  APL 6: L: 0 gp; C: 150 gp; M: wand of magic missile – 5th 
  level caster, 25 charges (156 gp), stone of alarm (225 gp). 
   
  APL 8: L: 0 gp; C: 150 gp; M: wind fan (458 gp). 
   
  APL 10: L: 0 gp; C: 150 gp; M: monk’s belt (1,083 gp). 
   
  APL 12: L: 0 gp; C: 150 gp; M: staff of fire (1,479 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) w/ Optional Encounter 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (675 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (975 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (1,350 
  gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (1,950 
  gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (3,450 
  gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 0 gp – Total: 0 gp (4,950 
  gp). 
  Items for the Adventure Record 
  Special 
  � Favor of Jalab Kreshin 
   
  This favor may be used directly after any Yeomanry 
  Regional 
  adventure 
  to 
  gain 
  access 
  (Frequency: 
  Adventure) to purchase a darkwood longbow, darkwood 
  composite longbow, darkwood shortbow, darkwood composite 
  shortbow, or an upgrade to an existing crossbow to a +2 or 
  +3 enhancement bonus.  Mark this favor as USED when 
  it is consumed. 
  � Influence Point with Captain Jensen 
   
  This PC has earned an influence point with Captain 
  Jensen.  This counts as an influence point with the 
  Yeoman Army.  Contact the Yeomanry Triad for further 
  details. 
  � Badge of Nyrong Sindan 
   
  Taken from the body of Nyrong Sindan, a spy of the 
  Scarlet Brotherhood operating in the Yeomanry town of 
  Eastcot, this ivory badge (about the size of a fist) confers a 
  +1 resistance bonus to all saves made by the wearer. 
   
  Additionally, it identifies the wearer as sympathetic 
  to the goals of the Scarlet Brotherhood to other members 
  of the order, who recognize its significance immediately 
  upon sight. 
   
  Faint 
  abjuration; 
  CL: 
  5th; 
  Prerequisites: 
  Craft 
  Wondrous Item, resistance, item must be created in the 
  secret city of Hesuel Ilshar, located somewhere on the 
  Tilvanot Peninsula; Market Price: 1,000 gp; Weight: ½ lb. 
  Item Access 
  APL 2: 
  � Badge of Nyrong Sindan (Adventure, see above) 
  � Bracers of Armor +2 (Adventure, DMG) 
  � Elixir of Sneaking (Adventure, DMG) 
  � Hat of Disguise (Adventure, DMG) – Optional 
  Encounter Only 
  � Wand of Cure Light Wounds (1st level caster, 
  Adventure, DMG) 
  � Wand of Mage Armor (1st level caster, Adventure, 
  DMG) – Optional Encounter Only 
  � Wand of Magic Missile (1st level caster, Adventure, 
  DMG) – Optional Encounter Only 
  � Wand of Shield (1st level caster, Adventure, DMG) – 
  Optional Encounter Only 
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 20 
  APL 4 (APL 2 Items plus): 
  � Necklace of Fireballs – Type I (Adventure, DMG) 
  � Wand of Magic Missile (3rd level caster, Adventure, 
  DMG) – Optional Encounter Only 
   
  APL 6 (APL 2, 4 Items plus): 
  � Dust of Illusion (Adventure, DMG) 
  � Elixir of Swimming (Adventure, DMG) 
  � Goggles of Minute Seeing (Adventure, DMG) 
  � Necklace of Fireballs – Type III (Adventure, DMG) 
  � Potion of Barkskin +4 (Adventure, DMG) 
  � Potion of Protection from Arrows 15/magic 
  (Adventure, DMG) 
  � Stone of Alarm (Adventure, DMG) – Optional 
  Encounter Only 
  � Wand of Cure Moderate Wounds (3rd level caster, 
  Adventure, DMG) 
  � Wand of Magic Missile (5th level caster, Adventure, 
  DMG) – Optional Encounter Only 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � Bead of Force (Adventure, DMG) 
  � Javelin of Lightning (Adventure, DMG) 
  � Nolzur’s Marvelous Pigments (Adventure, DMG) 
  � Oil of Greater Magic Weapon +4 (Adventure, DMG) 
  � Oil of Magic Vestment +2 (Adventure, DMG) 
  � Potion of Barkskin +5 (Adventure, DMG) 
  � Robe of Useful Items (Adventure, DMG) 
  � Wand of Cure Serious Wounds (5th level caster, 
  Adventure, DMG) 
  � Wind Fan (Adventure, DMG) – Optional Encounter 
  Only 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Bracers of Armor +3 (Adventure, DMG) 
  � Brooch of Shielding (Adventure, DMG) 
  � Figurine of Wondrous Power – Silver Raven 
  (Adventure, DMG) 
  � Monk’s Belt (Adventure, DMG) 
  � Necklace of Adaptation (Adventure, DMG) 
  � Oil of Magic Vestment +4 (Adventure, DMG) 
  � Potion of Shield of Faith +5 (Adventure, DMG) 
  � Quaal’s Feather Token – Swan Boat (Adventure, 
  DMG) 
  � Quiver of Ehlonna (Adventure, DMG) 
  � Wand of Cure Critical Wounds (7th level caster, 
  Adventure, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � Boots of Speed (Adventure, DMG) 
  � Eversmoking Bottle (Adventure, DMG) 
  � Gem of Brightness (Adventure, DMG) 
  � Helm of Comprehend Languages and Read Magic 
  (Adventure, DMG) 
  � Oil of Greater Magic Weapon +2 (Adventure, DMG) 
  � Oil of Greater Magic Weapon +5 (Adventure, DMG) 
  � Oil of Magic Vestment +5 (Adventure, DMG) 
  � Potion of Greater Magic Fang +2 (Adventure, DMG) 
  � Quaal’s Feather Token – Whip (Adventure, DMG) 
  � Ring of Jumping (Adventure, DMG) 
  � Ring of Sustenance (Adventure, DMG) 
  � Ring of Swimming (Adventure, DMG) 
  � Ring of the Ram (Adventure, DMG) 
  � Slippers of Spider Climbing (Adventure, DMG) 
  � Staff of Fire (Adventure, DMG) – Optional 
  Encounter Only 
   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 21 
  Appendix One: NPCs
  All APLs 
  Encounter Four 
  Old Vernanon: Male Human Ranger 2; CR 2; Medium 
  Humanoid (Human); HD 2d8+4; hp 15; Init +4; Spd 30 ft; 
  AC 18 (touch 14; flat-footed 14); BAB +2; Grap +2; Atk +2 
  melee (1d8/19-20, longsword) or +6 ranged (1d8/x3 long 
  bow); Full Attack +2 melee (1d8/19-20 longsword) or +6 
  ranged (1d8/x3 long bow) or +4/+4 ranged (1d8/x3 long 
  bow); SA Favored enemy (+2 Animals); AL LG; SV Fort 
  +5, Ref +7; Will +2; Str 11, Dex 18, Con 15, Int 15, Wis 14, 
  Cha 11. 
   
  Skills and Feats: Handle Animal +5, Hide +9, 
  Knowledge (Geography) +7, Knowledge (Nature) +7, 
  Listen +7, Move Silently +9, Spot  +7, Survival +7; Point 
  Blank Shot, Precise Shot, Rapid Shot, Track, Wild 
  Empathy. 
   
  Possessions: longsword, longbow, quiver w/ 20 arrows, 
  chain shirt.  
  APL 2 
  Encounter Five 
  Archer: male human Ftr1; CR 1; medium humanoid 
  (human); HD 1d10+2; hp 9; Init +3; Spd 20 ft; AC 20, 
  touch 13, flat-footed 17 (+3 Dex, +5 armor, +2 shield); 
  BA/Grp +1/+4; Atk/Full Atk +5 melee (1d8+3/19-20, 
  longsword) or +4 ranged (1d8+3/x3, composite longbow); 
  AL CN; SV Fort +4, Ref +3; Will +0; Str 16, Dex 16, Con 
  14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +7; Dodge, 
  Mobility, Weapon Focus (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, breastplate, heavy steel 
  shield, potion of protection from arrows 10/magic. 
  Sigil Narsan: male human Ftr1; CR 1; medium 
  humanoid (human); HD 1d10+2; hp 9; Init +2; Spd 20 ft; 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 
  shield); BA/Grp +1/+4; Atk/Full Atk +5 melee (1d8+3/19-
  20, longsword) or +3 ranged (1d8+3/x3, composite 
  longbow); AL N; SV Fort +4, Ref +2; Will +0; Str 16, Dex 
  14, Con 15, Int 8, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +4, Ride +6; Dodge, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, breastplate, heavy steel 
  shield, potion of bear’s endurance, medallion. 
  Encounter Six 
  Venmore Zolif: male human Mnk3; CR 3; medium 
  humanoid (human); HD 3d8+6; hp 23; Init +2; Spd 40 ft; 
  AC 15, touch 15, flat-footed 13 (+2 Dex, +2 Wis, +1 ring); 
  BA/Grp +2/+4; Atk +4 melee (1d6+2, unarmed strike); 
  Full Atk +2/+2 melee (1d6+2, flurry of blows); SA 
  unarmed strike, flurry of blows; SQ evasion, still mind; 
  AL LE; SV Fort +5, Ref +5; Will +5; Str 14, Dex 14, Con 14, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Diplomacy +6, Escape Artist +8, 
  Listen +8, Spot +8, Tumble +8; Combat Reflexes, Dodge, 
  Extra Stunning [three extra stunning attacks per day], 
  Improved Unarmed Strike, Mobility, Stunning Fist. 
   
  Possessions: potion of owl’s wisdom, potion of cat’s grace, 
  ring of protection +1. 
  Mercenary Soldier: male human Ftr1; CR 1; medium 
  humanoid (human); HD 1d10+3; hp 10; Init +1; Spd 20 ft; 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +6 armor, +2 
  shield); BA/Grp +1/+4; Atk/Full Atk +6 melee (1d8+3/19-
  20, mw longsword); AL CN; SV Fort +5, Ref +1; Will +1; 
  Str 16, Dex 12, Con 16, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +5; Dodge, 
  Mobility, Weapon Focus (longsword). 
   
  Possessions: mw longsword, banded mail, heavy steel 
  shield, potion of barkskin +2. 
  Mercenary Cleric: male human Clr1 of Kord; CR 1; 
  medium humanoid (human); HD 1d8+1; hp 7; Init +0; 
  Spd 20 ft; AC 16, touch 10, flat-footed 16 (+6 armor); 
  BA/Grp +0/+2; Atk/Full Atk +2 melee (2d6+3/19-20, 
  greatsword) or +0 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +3, Ref +0; Will +5; Str 14, Dex 10, Con 
  12, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +5, Heal +7, 
  Knowledge (religion) +5, Spellcraft +5; Combat Casting, 
  Scribe Scroll. 
   
  Spells Prepared (3/2+1, base DC = 13 + spell level): 0—
  guidance, light, resistance; 1st—enlarge person*, protection from 
  law, shield of faith. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: greatsword, light crossbow, quiver w/ 20 
  bolts, splint mail, wand of cure light wounds (1st level caster). 
  Encounter Eight 
  Nyrong Sindan: male human Mnk1; CR 1; medium 
  humanoid (human); HD 1d8+2; hp 8; Init +6; Spd 30 ft; 
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 Wis, +2 
  bracers); BA/Grp +0/+1; Atk +1 melee (1d6+1, unarmed 
  strike); Full Atk -1/-1 melee (1d6+1, flurry of blows); SA 
  unarmed strike, flurry of blows; AL LN; SV Fort +5, Ref 
  +5; Will +5; Str 12, Dex 15, Con 14, Int 10, Wis 14, Cha 
  10. 
   
  Skills and Feats: Diplomacy +4, Escape Artist +6, 
  Profession (Bartender) +6, Sense Motive +6, Tumble +6; 
  Dodge, Improved Initiative, Improved Unarmed Strike, 
  Stunning Fist. 
   
  Possessions: badge of Nyrong Sindan, bracers of armor +2. 
  Thug: male human Rog1; CR 1; medium humanoid 
  (human); HD 1d6+2; hp 6; Init +7; Spd 30 ft; AC 16, touch 
  13, flat-footed 13 (+3 Dex, +3 armor); BA/Grp +0/+1; 
  Atk/Full Atk +2 melee (1d6+1/19-20, mw short sword); 
  SA sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +2, 
  
  YEO4-05 Whispers of Deceit 
   
  Page 22 
  Ref +5; Will +0; Str 12, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +4, Disguise +4, Escape Artist 
  +7, Hide +7, Knowledge (local – Sheldomar Valley 
  Metaregion) +5, Move Silently +7, Sense Motive +4, 
  Sleight of Hand +7, Spot +4, Tumble +7; Dodge, 
  Improved Initiative. 
   
  Possessions: mw short sword, mw studded leather, 
  tanglefoot bag, thunderstone, alchemist’s fire, elixir of 
  sneaking. 
  Optional Encounter Nine 
  Grosspokesman Gerheart: male human Mnk4/Sor1; 
  CR 5; medium humanoid (human); HD 4d8+1d4+5; hp 
  31; Init +6; Spd 40 ft; AC 14, touch 14, flat-footed 12 (+2 
  Dex, +2 Wis); BA/Grp +3/+4; Atk +4 melee (1d8+1, 
  unarmed strike); Full Atk +2/+2 melee (1d8+1, flurry of 
  blows); SA unarmed strike, flurry of blows, ki strike 
  (magic); SQ evasion, still mind, slow fall 20 ft.; AL LN; SV 
  Fort +5, Ref +6; Will +8; Str 12, Dex 14, Con 12, Int 12, 
  Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +4, Concentration +8, 
  Diplomacy +10, Knowledge (arcana) +3, Knowledge 
  (local – Sheldomar Valley Metaregion) +4, Profession 
  (politician) +9, Sense Motive +9, Spellcraft +3, Tumble +9; 
  Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist. 
   
  Spells Known (5/4, base DC = 13 + spell level): 0—
  detect magic, message, ray of frost, read magic; 1st—charm 
  person, magic missile. 
   
  Possessions: potion of cat’s grace, potion of bear’s endurance, 
  potion of owl’s wisdom, potion of protection from arrows 
  10/magic, hat of disguise, wand of magic missile (1st level caster, 
  25 charges), wand of mage armor (1st level caster, 25 charges), 
  wand of shield (1st level caster, 25 charges). 
  APL 4 
  Encounter Five 
  Archer: male human Ftr1; CR 1; medium humanoid 
  (human); HD 1d10+2; hp 9; Init +3; Spd 20 ft; AC 20, 
  touch 13, flat-footed 17 (+3 Dex, +5 armor, +2 shield); 
  BA/Grp +1/+4; Atk/Full Atk +5 melee (1d8+3/19-20, 
  longsword) or +4 ranged (1d8+3/x3, composite longbow); 
  AL CN; SV Fort +4, Ref +3; Will +0; Str 16, Dex 16, Con 
  14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +7; Dodge, 
  Mobility, Weapon Focus (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, breastplate, heavy steel 
  shield, potion of protection from arrows 10/magic. 
  Sigil Narsan: male human Ftr5; CR 5; medium 
  humanoid (human); HD 5d10+15; hp 49; Init +6; Spd 20 
  ft; AC 23, touch 11, flat-footed 22 (+1 Dex, +9 armor, +3 
  shield); BA/Grp +5/+8; Atk/Full Atk +9 melee (1d8+5/19-
  20, longsword) or +7 ranged (1d8+3/x3, composite 
  longbow); AL N; SV Fort +7, Ref +3; Will +1; Str 16, Dex 
  14, Con 16, Int 8, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +8, Ride +10; Combat 
  Reflexes, Dodge, Improved Initiative, Power Attack, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, +1 full plate, +1 heavy steel 
  shield, potion of bear’s endurance, medallion. 
  Encounter Six 
  Venmore Zolif: male human Mnk5; CR 5; medium 
  humanoid (human); HD 5d8+10; hp 38; Init +2; Spd 40 ft; 
  AC 16, touch 16, flat-footed 14 (+2 Dex, +2 Wis, +1 ring, 
  +1 monk); BA/Grp +3/+5; Atk +5 melee (1d8+2, unarmed 
  strike); Full Atk +4/+4 melee (1d8+2, flurry of blows); SA 
  unarmed strike, flurry of blows, ki strike (magic); SQ 
  evasion, still mind, slow fall 20 ft., purity of body; AL LE; 
  SV Fort +6, Ref +6; Will +6; Str 14, Dex 14, Con 14, Int 10, 
  Wis 15, Cha 10. 
   
  Skills and Feats: Diplomacy +8, Escape Artist +10, 
  Listen +10, Spot +10, Tumble +10; Combat Reflexes, 
  Dodge, Extra Stunning [three extra stunning attacks per 
  day], Improved Unarmed Strike, Mobility, Stunning Fist. 
   
  Possessions: potion of owl’s wisdom, potion of cat’s grace, 
  ring of protection +1, necklace of fireballs – type I. 
  Mercenary Soldier: male human Ftr2; CR 2; medium 
  humanoid (human); HD 2d10+6; hp 20; Init +1; Spd 20 ft; 
  AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); BA/Grp +2/+5; Atk/Full Atk +7 melee (1d8+3/19-
  20, mw longsword); AL CN; SV Fort +6, Ref +1; Will +1; 
  Str 16, Dex 12, Con 16, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +4, Ride +6; Dodge, 
  Mobility, Power Attack, Weapon Focus (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of barkskin +2. 
  Mercenary Cleric: male human Clr3 of Kord; CR 3; 
  medium humanoid (human); HD 3d8+3; hp 21; Init +0; 
  Spd 20 ft; AC 18, touch 10, flat-footed 18 (+8 armor); 
  BA/Grp +2/+4; Atk/Full Atk +5 melee (2d6+3/19-20, mw 
  greatsword) or +2 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +4, Ref +1; Will +6; Str 14, Dex 10, Con 
  12, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +7, Heal +9, 
  Knowledge (religion) +7, Spellcraft +7; Combat Casting, 
  Domain Spontaneity (Strength) [may convert prepared 
  divine spells into any spell from the Strength domain of 
  equal or lower level by expending one of your daily turn 
  undead attempts], Scribe Scroll. 
   
  Spells Prepared (4/3+1/2+1, base DC = 13 + spell level): 
  0—guidance, light x2, resistance; 1st—enlarge person*, inflict 
  light wounds, protection from law, shield of faith; 2nd—bull’s 
  strength*, hold person, inflict moderate wounds. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, light crossbow, quiver w/ 
  20 bolts, full plate, wand of cure light wounds (1st level caster). 
  
  YEO4-05 Whispers of Deceit 
   
  Page 23 
  Encounter Eight 
  Nyrong Sindan: male human Mnk5; CR 5; medium 
  humanoid (human); HD 5d8+10; hp 38; Init +7; Spd 40 ft; 
  AC 18, touch 16, flat-footed 15 (+3 Dex, +2 Wis, +1 monk, 
  +2 bracers); BA/Grp +3/+4; Atk +4 melee (1d8+1, 
  unarmed strike); Full Atk +3/+3 melee (1d8+1, flurry of 
  blows); SA unarmed strike, flurry of blows, ki strike 
  (magic); SQ evasion, still mind, slow fall 20 ft., purity of 
  body; AL LN; SV Fort +9, Ref +8; Will +7; Str 12, Dex 16, 
  Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Diplomacy +8, Escape Artist +11, 
  Profession (Bartender) +10, Sense Motive +10, Tumble 
  +11; Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist. 
   
  Possessions: badge of Nyrong Sindan, bracers of armor +2. 
  Thug: male human Rog1; CR 1; medium humanoid 
  (human); HD 1d6+2; hp 6; Init +7; Spd 30 ft; AC 16, touch 
  13, flat-footed 13 (+3 Dex, +3 armor); BA/Grp +0/+1; 
  Atk/Full Atk +2 melee (1d6+1/19-20, mw short sword); 
  SA sneak attack +1d6; SQ trapfinding; AL CN; SV Fort +2, 
  Ref +5; Will +0; Str 12, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +4, Disguise +4, Escape Artist 
  +7, Hide +7, Knowledge (local – Sheldomar Valley 
  Metaregion) +5, Move Silently +7, Sense Motive +4, 
  Sleight of Hand +7, Spot +4, Tumble +7; Dodge, 
  Improved Initiative. 
   
  Possessions: mw short sword, mw studded leather, 
  tanglefoot bag, thunderstone, alchemist’s fire, elixir of 
  sneaking. 
  Optional Encounter Nine 
  Grosspokesman Gerheart: male human Mnk5/Sor1; 
  CR 6; medium humanoid (human); HD 5d8+1d4+6; hp 
  38; Init +6; Spd 40 ft; AC 15, touch 15, flat-footed 13 (+2 
  Dex, +2 Wis, +1 monk); BA/Grp +3/+4; Atk +5 melee 
  (1d8+1, unarmed strike); Full Atk +4/+4 melee (1d8+1, 
  flurry of blows); SA unarmed strike, flurry of blows, ki 
  strike (magic); SQ evasion, still mind, slow fall 20 ft., 
  purity of body; AL LN; SV Fort +5, Ref +6; Will +8; Str 12, 
  Dex 14, Con 12, Int 12, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +5, Concentration +9, 
  Diplomacy +11, Knowledge (arcana) +3, Knowledge 
  (local – Sheldomar Valley Metaregion) +4, Profession 
  (politician) +10, Sense Motive +10, Spellcraft +3, Tumble 
  +10; Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist, 
  Weapon Finesse. 
   
  Spells Known (5/4, base DC = 13 + spell level): 0—
  detect magic, message, ray of frost, read magic; 1st—charm 
  person, magic missile. 
   
  Possessions: potion of cat’s grace, potion of bear’s endurance, 
  potion of owl’s wisdom, potion of protection from arrows 
  10/magic, potion of nondetection, hat of disguise, wand of magic 
  missile (3rd level caster, 25 charges), wand of mage armor (1st 
  level caster, 25 charges), wand of shield (1st level caster, 25 
  charges). 
  APL 6 
  Encounter Five 
  Archer: male human Ftr2; CR 2; medium humanoid 
  (human); HD 2d10+4; hp 18; Init +3; Spd 20 ft; AC 20, 
  touch 13, flat-footed 17 (+3 Dex, +5 armor, +2 shield); 
  BA/Grp +2/+5; Atk/Full Atk +6 melee (1d8+3/19-20, 
  longsword) or +5 ranged (1d8+3/x3, composite longbow); 
  AL CN; SV Fort +5, Ref +3; Will +0; Str 16, Dex 16, Con 
  14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +4, Ride +8; Dodge, 
  Mobility, Power Attack, Weapon Focus (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, breastplate, heavy steel 
  shield, potion of protection from arrows 15/magic. 
  Sigil Narsan: male human Ftr7; CR 7; medium 
  humanoid (human); HD 7d10+21; hp 69; Init +6; Spd 20 
  ft; AC 24, touch 12, flat-footed 23 (+1 Dex, +9 armor, +3 
  shield, +1 ring); BA/Grp +7/+10; Atk +11 melee 
  (1d8+5/19-20, longsword) or +9 ranged (1d8+3/x3, 
  composite longbow); Full Atk +11/+6 melee (1d8+5/19-
  20, longsword) or +9/+4 ranged (1d8+3/x3, composite 
  longbow); AL N; SV Fort +8, Ref +4; Will +2; Str 16, Dex 
  14, Con 16, Int 8, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +10, Ride +12; Cleave, 
  Combat Reflexes, Dodge, Improved Initiative, Mobility, 
  Power Attack, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, +1 full plate, +1 heavy steel 
  shield, potion of bear’s endurance, ring of protection +1, oil of 
  greater magic weapon +1, medallion. 
  Encounter Six 
  Venmore Zolif: male human Mnk7; CR 7; medium 
  humanoid (human); HD 7d8+14; hp 53; Init +2; Spd 50 ft; 
  AC 16, touch 16, flat-footed 14 (+2 Dex, +2 Wis, +1 ring, 
  +1 monk); BA/Grp +5/+7; Atk +7 melee (1d8+2, unarmed 
  strike); Full Atk +6/+6 melee (1d8+2, flurry of blows); SA 
  unarmed strike, flurry of blows, ki strike (magic); SQ 
  evasion, still mind, slow fall 30 ft., purity of body, 
  wholeness of body; AL LE; SV Fort +7, Ref +7; Will +7; Str 
  14, Dex 14, Con 14, Int 10, Wis 15, Cha 10. 
   
  Skills and Feats: Diplomacy +10, Escape Artist +12, 
  Listen +12, Spot +12, Tumble +12; Combat Reflexes, 
  Dodge, Extra Stunning [three extra stunning attacks per 
  day], Improved Trip, Improved Unarmed Strike, 
  Mobility, Spring Attack, Stunning Fist. 
   
  Possessions: potion of owl’s wisdom, potion of cat’s grace, 
  ring of protection +1, necklace of fireballs – type III, elixir of 
  swimming. 
  Mercenary Soldier: male human Ftr4; CR 4; medium 
  humanoid (human); HD 4d10+12; hp 39; Init +5; Spd 20 
  ft; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); BA/Grp +4/+7; Atk/Full Atk +9 melee (1d8+5/19-
  20, mw longsword); AL CN; SV Fort +7, Ref +2; Will +2; 
  Str 16, Dex 12, Con 17, Int 8, Wis 12, Cha 8. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 24 
   
  Skills and Feats: Intimidate +6, Ride +8; Dodge, 
  Improved Initiative, Mobility, Power Attack, Weapon 
  Focus (longsword), Weapon Specialization (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of barkskin +2, dust of illusion (soldier #1), 
  goggles of minute seeing (soldier #2). 
  Mercenary Cleric: male human Clr5 of Kord; CR 5; 
  medium humanoid (human); HD 5d8+5; hp 34; Init +0; 
  Spd 20 ft; AC 18, touch 10, flat-footed 18 (+8 armor); 
  BA/Grp +3/+5; Atk/Full Atk +6 melee (2d6+3/19-20, mw 
  greatsword) or +3 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +5, Ref +1; Will +7; Str 14, Dex 10, Con 
  12, Int 12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +9, Heal +11, 
  Knowledge (religion) +9, Spellcraft +9; Combat Casting, 
  Domain Spontaneity (Strength) [may convert prepared 
  divine spells into any spell from the Strength domain of 
  equal or lower level by expending one of your daily turn 
  undead attempts], Scribe Scroll. 
   
  Spells Prepared (5/4+1/3+1/2+1, base DC = 13 + spell 
  level): 0—guidance x2, light x2, resistance; 1st—enlarge 
  person*, inflict light wounds x2, protection from law, shield of 
  faith; 2nd—aid, bull’s strength*, hold person, inflict moderate 
  wounds; 3rd—dispel magic, magic vestment*, searing light. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, light crossbow, quiver w/ 
  20 bolts, full plate, wand of cure moderate wounds (3rd level 
  caster, 25 charges), potion of bear’s endurance. 
  Encounter Eight 
  Nyrong Sindan: male human Mnk5/DrunkenMaster2; 
  CR 7; medium humanoid (human); HD 7d8+14; hp 53; 
  Init +7; Spd 40 ft; AC 18, touch 16, flat-footed 15 (+3 Dex, 
  +2 Wis, +1 monk, +2 bracers); BA/Grp +4/+5; Atk +5 
  melee (1d8+1, unarmed strike); Full Atk +4/+4 melee 
  (1d8+1, flurry of blows); SA unarmed strike, flurry of 
  blows, ki strike (magic), improvised weapons, stagger; SQ 
  evasion, still mind, slow fall 20 ft., purity of body, drink 
  like a demon; AL LN; SV Fort +12, Ref +11, Will +7; Str 
  12, Dex 16, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +5, Jump +6, Diplomacy +8, 
  Escape Artist +11, Profession (Bartender) +10, Sense 
  Motive +10, Tumble +11; Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Improved Unarmed 
  Strike, Power Attack, Stunning Fist. 
   
  Drink Like a Demon (Ex): A drunken master’s 
  body handles alcohol differently from other people.  He 
  can drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger alcohol as a move 
  action.  Every bottle or tankard of alcohol he consumes 
  during combat reduces his Wisdom and Intelligence by 2 
  points each, but increases his Strength or Constitution 
  (character’s choice) by 2 points.  A drunken master may 
  benefit from a number of drinks equal to his class level.  
  The duration of both the penalty and the bonus is a 
  number of rounds equal to the character’s drunken 
  master level + 3. 
   
  Improvised Weapons (Ex): While bottles and 
  tankards are a drunken master’s preferred improvised 
  weapons, he can use furniture, farm implements, or 
  nearly anything else at hand to attack his foes.  A 
  drunken master’s improvised weapon deals as much 
  damage as his unarmed strike plus an extra 1d4 points.  
  Most improvised weapons deal bludgeoning damage, 
  although some (a broken bottle, for example) would deal 
  piercing or slashing damage.  When a drunken master 
  rolls a natural 1 on an attack roll while using an 
  improvised weapon, that weapon breaks apart and 
  becomes useless. 
   
  Stagger (Ex): By tripping, stumbling, and staggering 
  a drunken master of 2nd level or higher can make a charge 
  attack that surprises his opponents.  This ability has two 
  beneficial aspects: First, the charge need not be in a 
  straight line, even though the character can still move up 
  to twice his speed.  Second, if a drunken master makes a 
  DC 15 Tumble check before beginning a charge, his 
  movement through threatened squares provokes no 
  attacks of opportunities. 
   
  Possessions: badge of Nyrong Sindan, bracers of armor +2, 
  potion of barkskin +4, potion of shield of faith +4. 
  Thug: male human Rog3; CR 3; medium humanoid 
  (human); HD 3d6+6; hp 18; Init +7; Spd 30 ft; AC 16, 
  touch 13, flat-footed 13 (+3 Dex, +3 armor); BA/Grp 
  +2/+3; Atk/Full Atk +6 melee (1d6+1/19-20, mw short 
  sword); SA sneak attack +2d6; SQ trapfinding, evasion, 
  trap sense +1; AL CN; SV Fort +3, Ref +6; Will +1; Str 12, 
  Dex 16, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +6, Disguise +6, Escape Artist 
  +9, Hide +9, Knowledge (local – Sheldomar Valley 
  Metaregion) +7, Move Silently +9, Sense Motive +6, 
  Sleight of Hand +9, Spot +6, Tumble +9; Dodge, 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: mw short sword, mw studded leather, 
  tanglefoot bag, thunderstone, alchemist’s fire, elixir of 
  sneaking, potion of cat’s grace, potion of barkskin +3, oil of magic 
  vestment +1. 
  Optional Encounter Nine 
  Grosspokesman Gerheart: male human Mnk5/Sor3; 
  CR 8; medium humanoid (human); HD 5d8+3d4+8; hp 
  45; Init +6; Spd 40 ft; AC 15, touch 15, flat-footed 13 (+2 
  Dex, +2 Wis, +1 monk); BA/Grp +4/+5; Atk +6 melee 
  (1d8+1, unarmed strike); Full Atk +5/+5 melee (1d8+1, 
  flurry of blows); SA unarmed strike, flurry of blows, ki 
  strike (magic); SQ evasion, still mind, slow fall 20 ft., 
  purity of body; AL LN; SV Fort +6, Ref +7; Will +9; Str 12, 
  Dex 14, Con 12, Int 12, Wis 14, Cha 17. 
   
  Skills and Feats: Bluff +7, Concentration +11, 
  Diplomacy +11, Knowledge (arcana) +4, Knowledge 
  (local – Sheldomar Valley Metaregion) +5, Profession 
  (politician) +10, Sense Motive +10, Spellcraft +4, Tumble 
  +10; Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist, 
  Weapon Finesse. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 25 
   
  Spells Known (6/6, base DC = 13 + spell level): 0—acid 
  splash, detect magic, message, ray of frost, read magic; 1st—
  charm person, disguise self, magic missile. 
   
  Possessions: potion of cat’s grace, potion of bear’s endurance, 
  potion of owl’s wisdom, potion of protection from arrows 
  10/magic, potion of nondetection, hat of disguise, wand of magic 
  missile (5th level caster, 25 charges), wand of mage armor (1st 
  level caster, 25 charges), wand of shield (1st level caster, 25 
  charges), stone of alarm. 
  APL 8 
  Encounter Five 
  Soldier: male human Ftr3; CR 3; medium humanoid 
  (human); HD 3d10+9; hp 30; Init +6; Spd 20 ft; AC 21, 
  touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 shield); 
  BA/Grp +3/+6; Atk/Full Atk +8 melee (1d8+3/19-20, mw 
  longsword); AL CN; SV Fort +6, Ref +3; Will +1; Str 16, 
  Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +5, Ride +8; Combat 
  Reflexes, Dodge, Improved Initiative, Power Attack, 
  Weapon Focus (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of shield of faith +4. 
  Archer: male human Ftr1; CR 1; medium humanoid 
  (human); HD 1d10+2; hp 9; Init +3; Spd 20 ft; AC 18, 
  touch 13, flat-footed 15 (+3 Dex, +5 armor); BA/Grp 
  +1/+4; Atk/Full Atk +4 melee (1d8+3/19-20, longsword) 
  or +5 ranged (1d8+3/x3, composite longbow); AL CN; SV 
  Fort +4, Ref +3; Will +0; Str 16, Dex 16, Con 14, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Intimidate +3, Ride +7; Point Blank 
  Shot, Precise Shot, Weapon Focus (longbow). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 40 arrows, breastplate, potion of 
  protection from arrows 15/magic. 
  Cleric: male human Clr3 of Kord; CR 3; medium 
  humanoid (human); HD 3d8+3; hp 21; Init +1; Spd 20 ft; 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 armor); 
  BA/Grp +2/+4; Atk/Full Atk +5 melee (2d6+3/19-20, mw 
  greatsword) or +3 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +4, Ref +2; Will +6; Str 14, Dex 12, Con 
  12, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +7, Heal +9, 
  Knowledge (religion) +6; Combat Casting, Domain Focus 
  (Strength) [casts domain spells from Strength domain at 
  +1 caster level], Domain Spontaneity (Strength) [may 
  convert prepared divine spells into any spell from the 
  Strength domain of equal or lower level by expending 
  one of your daily turn undead attempts]. 
   
  Spells Prepared (4/3+1/2+1, base DC = 13 + spell level): 
  0—guidance, light x2, resistance; 1st—bless, enlarge person*, 
  sanctuary, shield of faith; 2nd—bull’s strength*, hold person, 
  silence. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, full plate, light crossbow, 
  quiver w/ 20 bolts, potion of owl’s wisdom, potion of barkskin 
  +2. 
  Sigil Narsan: male human Ftr9; CR 9; medium 
  humanoid (human); HD 9d10+27; hp 88; Init +6; Spd 20 
  ft; AC 24, touch 12, flat-footed 23 (+1 Dex, +9 armor, +3 
  shield, +1 ring); BA/Grp +9/+12; Atk +14 melee 
  (1d8+5/17-20, longsword) or +11 ranged (1d8+3/x3, 
  composite longbow); Full Atk +14/+9 melee (1d8+5/17-
  20, longsword) or +11/+6 ranged (1d8+3/x3, composite 
  longbow); AL N; SV Fort +9, Ref +5; Will +3; Str 16, Dex 
  14, Con 17, Int 8, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +12, Ride +14; Cleave, 
  Combat Reflexes, Dodge, Greater Weapon Focus 
  (longsword), Improved Critical (longsword), Improved 
  Initiative, Mobility, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, +1 full plate, +1 heavy steel 
  shield, potion of bear’s endurance, ring of protection +1, oil of 
  greater magic weapon +4, bead of force, medallion. 
  Encounter Six 
  Venmore Zolif: male human Mnk9; CR 9; medium 
  humanoid (human); HD 9d8+18; hp 68; Init +2; Spd 60 ft; 
  AC 17, touch 17, flat-footed 15 (+2 Dex, +3 Wis, +1 ring, 
  +1 monk); BA/Grp +6/+8; Atk +8 melee (1d10+2, 
  unarmed strike); Full Atk +8/+8/+2 melee (1d10+2, flurry 
  of blows); SA unarmed strike, flurry of blows, ki strike 
  (magic); SQ evasion, still mind, slow fall 40 ft., purity of 
  body, wholeness of body, improved evasion; AL LE; SV 
  Fort +8, Ref +8; Will +9; Str 14, Dex 14, Con 14, Int 10, 
  Wis 16, Cha 10. 
   
  Skills and Feats: Diplomacy +12, Escape Artist +14, 
  Listen +15, Spot +15, Tumble +14; Combat Reflexes, 
  Defensive Throw [if opponent you have chosen to use 
  your Dodge feat against attacks you and misses, you can 
  make an immediate trip attack against that opponent 
  which counts as one of your AoO in the round], Dodge, 
  Extra Stunning [three extra stunning attacks per day], 
  Improved Trip, Improved Unarmed Strike, Mobility, 
  Spring Attack, Stunning Fist. 
   
  Possessions: potion of owl’s wisdom, potion of cat’s grace, 
  ring of protection +1, necklace of fireballs – type III, elixir of 
  swimming, Nolzur’s marvelous pigments, potion of barkskin +4. 
  Mercenary Soldier: male human Ftr6; CR 6; medium 
  humanoid (human); HD 6d10+18; hp 59; Init +5; Spd 20 
  ft; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); BA/Grp +6/+9; Atk +11 melee (1d8+5/19-20, mw 
  longsword); Full Atk +11/+6 melee (1d8+5/19-20, mw 
  longsword); AL CN; SV Fort +8, Ref +3; Will +3; Str 16, 
  Dex 12, Con 17, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +8, Ride +10; Dodge, 
  Improved Initiative, Mobility, Power Attack, Power 
  Critical (longsword) [+4 bonus to confirm critical with 
  longsword], Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
  
  YEO4-05 Whispers of Deceit 
   
  Page 26 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of barkskin +5, oil of magic vestment +2, dust of 
  illusion (soldier #1), goggles of minute seeing (soldier #2). 
  Mercenary Cleric: male human Clr7 of Kord; CR 7; 
  medium humanoid (human); HD 7d8+7; hp 48; Init +0; 
  Spd 20 ft; AC 18, touch 10, flat-footed 18 (+8 armor); 
  BA/Grp +5/+7; Atk/Full Atk +8 melee (2d6+3/19-20, mw 
  greatsword) or +5 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +6, Ref +2; Will +9; Str 14, Dex 10, Con 
  12, Int 12, Wis 17 (19), Cha 10. 
   
  Skills and Feats: Concentration +11, Heal +14, 
  Knowledge (religion) +11, Spellcraft +11; Combat 
  Casting, Craft Wand, Domain Spontaneity (Strength) 
  [may convert prepared divine spells into any spell from 
  the Strength domain of equal or lower level by expending 
  one of your daily turn undead attempts], Scribe Scroll. 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1, base DC = 14 + 
  spell level): 0—guidance x3, light x2, resistance; 1st—bless, 
  enlarge person*, inflict light wounds, protection from law, 
  sanctuary, shield of faith; 2nd—aid, bull’s strength*, hold person, 
  inflict moderate wounds, sound burst; 3rd—dispel magic, inflict 
  serious wounds, magic vestment*, searing light; 4th—dismissal, 
  divine power, freedom of movement*. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, light crossbow, quiver w/ 
  20 bolts, full plate, wand of cure serious wounds (5th level 
  caster, 5 charges), potion of bear’s endurance, periapt of wisdom 
  +2. 
  Encounter Eight 
  Nyrong Sindan: male human Mnk5/DrunkenMaster4; 
  CR 9; medium humanoid (human); HD 9d8+18; hp 68; 
  Init +7; Spd 40 ft; AC 19, touch 17, flat-footed 16 (+3 Dex, 
  +2 Wis, +1 monk, +2 bracers, +1 drunken master); 
  BA/Grp +6/+7; Atk +7 melee (1d8+1, unarmed strike); 
  Full Atk +6/+6/+1 melee (1d8+1, flurry of blows); SA 
  unarmed strike, flurry of blows, ki strike (magic), 
  improvised weapons, stagger, improved improvised 
  weapons; SQ evasion, still mind, slow fall 20 ft., purity of 
  body, drink like a demon, swaying waist, AC bonus; AL 
  LN; SV Fort +13, Ref +12, Will +8; Str 13, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +7, Jump +8, Diplomacy +8, 
  Escape Artist +13, Profession (Bartender) +12, Sense 
  Motive +10, Tumble +13; Combat Reflexes, Dodge, Flying 
  Kick [when fighting unarmed and using the charge 
  action, you deal an extra 1d12 points of damage with your 
  unarmed attack], Great Fortitude, Improved Initiative, 
  Improved Unarmed Strike, Power Attack, Stunning Fist. 
   
  Drink Like a Demon (Ex): A drunken master’s 
  body handles alcohol differently from other people.  He 
  can drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger alcohol as a move 
  action.  Every bottle or tankard of alcohol he consumes 
  during combat reduces his Wisdom and Intelligence by 2 
  points each, but increases his Strength or Constitution 
  (character’s choice) by 2 points.  A drunken master may 
  benefit from a number of drinks equal to his class level.  
  The duration of both the penalty and the bonus is a 
  number of rounds equal to the character’s drunken 
  master level + 3. 
   
  Improvised Weapons (Ex): While bottles and 
  tankards are a drunken master’s preferred improvised 
  weapons, he can use furniture, farm implements, or 
  nearly anything else at hand to attack his foes.  A 
  drunken master’s improvised weapon deals as much 
  damage as his unarmed strike plus an extra 1d4 points.  
  Most improvised weapons deal bludgeoning damage, 
  although some (a broken bottle, for example) would deal 
  piercing or slashing damage.  When a drunken master 
  rolls a natural 1 on an attack roll while using an 
  improvised weapon, that weapon breaks apart and 
  becomes useless. 
   
  Stagger (Ex): By tripping, stumbling, and staggering 
  a drunken master of 2nd level or higher can make a charge 
  attack that surprises his opponents.  This ability has two 
  beneficial aspects: First, the charge need not be in a 
  straight line, even though the character can still move up 
  to twice his speed.  Second, if a drunken master makes a 
  DC 15 Tumble check before beginning a charge, his 
  movement through threatened squares provokes no 
  attacks of opportunities. 
   
  Swaying Waist (Ex): At 3rd level, a drunken master 
  knows how to weave and bob during an attack, making 
  him more difficult to hit.  The character gains a +2 dodge 
  bonus to Armor Class against any one opponent he 
  chooses during his turn. 
   
  AC Bonus (Ex): At 4th level a drunken master gains 
  a +1 bonus to Armor Class.  This bonus improves to +2 at 
  9th level. 
   
  Improved Improvised Weapons (Ex): A drunken 
  master of 4th level or higher can use long improvised 
  weapons (such as ladders) as a reach weapon according to 
  their length, and improvised weapons with many 
  protrusions (such as chains) provide a +2 bonus on 
  opponents’ disarm attempts.  Finally, large objects with 
  broad, flat surfaces (such as tables) can be upended to 
  become improvised tower shields. 
   
  Possessions: badge of Nyrong Sindan, bracers of armor +2, 
  potion of barkskin +4, potion of shield of faith +4, robe of useful 
  items. 
  Thug: male human Rog5; CR 5; medium humanoid 
  (human); HD 5d6+10; hp 30; Init +7; Spd 30 ft; AC 16, 
  touch 13, flat-footed 16 (+3 Dex, +3 armor); BA/Grp 
  +3/+4; Atk/Full Atk +7 melee (1d6+1/19-20, mw short 
  sword); SA sneak attack +3d6; SQ trapfinding, evasion, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +3, Ref +7; 
  Will +1; Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +8, Disguise +8, Escape Artist 
  +11, Hide +11, Knowledge (local – Sheldomar Valley 
  Metaregion) +9, Move Silently +11, Sense Motive +8, 
  Sleight of Hand +11, Spot +8, Tumble +11; Dodge, 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: mw short sword, mw studded leather, 
  tanglefoot bag, thunderstone, alchemist’s fire, elixir of 
  sneaking, potion of cat’s grace, potion of barkskin +4, oil of magic 
  vestment +1, javelin of lightning. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 27 
  Optional Encounter Nine 
  Grosspokesman Gerheart: male human Mnk6/Sor4; 
  CR 10; medium humanoid (human); HD 6d8+4d4+10; hp 
  56; Init +6; Spd 50 ft; AC 15, touch 15, flat-footed 13 (+2 
  Dex, +2 Wis, +1 monk); BA/Grp +6/+7; Atk +8 melee 
  (1d8+1, unarmed strike); Full Atk +7/+7/+2 melee (1d8+1, 
  flurry of blows); SA unarmed strike, flurry of blows, ki 
  strike (magic); SQ evasion, still mind, slow fall 30 ft., 
  purity of body; AL LN; SV Fort +7, Ref +8; Will +11; Str 
  12, Dex 14, Con 12, Int 12, Wis 14, Cha 17. 
   
  Skills and Feats: Bluff +8, Concentration +12, 
  Diplomacy +14, Knowledge (arcana) +5, Knowledge 
  (local – Sheldomar Valley Metaregion) +6, Profession 
  (politician) +11, Sense Motive +13, Spellcraft +5, Tumble 
  +11; Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Negotiator, Stunning Fist, Weapon Finesse. 
   
  Spells Known (6/7/4, base DC = 13 + spell level): 0—
  acid splash, detect magic, flare, message, ray of frost, read magic; 
  1st—charm person, disguise self, magic missile; 2nd—scorching 
  ray. 
   
  Possessions: shield guardian amulet, potion of cat’s grace, 
  potion of bear’s endurance, potion of owl’s wisdom, potion of 
  protection from arrows 10/magic, potion of nondetection, hat of 
  disguise, wand of magic missile (5th level caster, 25 charges), 
  wand of mage armor (1st level caster, 25 charges), wand of shield 
  (1st level caster, 25 charges), stone of alarm, wind fan. 
  APL 10 
  Encounter Five 
  Soldier: male human Ftr5; CR 5; medium humanoid 
  (human); HD 5d10+15; hp 49; Init +6; Spd 20 ft; AC 21, 
  touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 shield); 
  BA/Grp +5/+8; Atk/Full Atk +10 melee (1d8+5/19-20, 
  mw longsword); AL CN; SV Fort +7, Ref +3; Will +1; Str 
  16, Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +7, Ride +10; Combat 
  Reflexes, Dodge, Improved Initiative, Power Attack, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of shield of faith +5, brooch of shielding. 
  Archer: male human Ftr2; CR 2; medium humanoid 
  (human); HD 2d10+4; hp 12; Init +3; Spd 20 ft; AC 18, 
  touch 13, flat-footed 15 (+3 Dex, +5 armor); BA/Grp 
  +2/+5; Atk +5 melee (1d8+3/19-20, longsword) or +6 
  ranged (1d8+3/x3, composite longbow); Full Atk +5 
  melee (1d8+3/19-20, longsword) or +4/+4 ranged 
  (1d8+3/x3, composite longbow); AL CN; SV Fort +5, Ref 
  +3; Will +0; Str 16, Dex 16, Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +4, Ride +8; Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 40 arrows, breastplate, potion of 
  protection from arrows 15/magic. 
  Cleric: male human Clr5 of Kord; CR 5; medium 
  humanoid (human); HD 5d8+5; hp 34; Init +1; Spd 20 ft; 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 armor); 
  BA/Grp +3/+5; Atk/Full Atk +6 melee (2d6+3/19-20, mw 
  greatsword) or +4 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +5, Ref +2; Will +7; Str 14, Dex 12, Con 
  12, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +9, Heal +11, 
  Knowledge (religion) +8; Combat Casting, Domain Focus 
  (Strength) [casts domain spells from Strength domain at 
  +1 caster level], Domain Spontaneity (Strength) [may 
  convert prepared divine spells into any spell from the 
  Strength domain of equal or lower level by expending 
  one of your daily turn undead attempts]. 
   
  Spells Prepared (5/4+1/3+1/2+1, base DC = 13 + spell 
  level): 0—guidance, light x3, resistance; 1st—bless, enlarge 
  person*, protection from law, sanctuary, shield of faith; 2nd—
  aid, bull’s strength*, hold person, silence; 3rd—invisibility purge, 
  protection from energy*, searing light. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, full plate, light crossbow, 
  20 bolts, potion of owl’s wisdom, potion of barkskin +2, quiver 
  of Ehlonna. 
  Sigil Narsan: male human Ftr11; CR 11; medium 
  humanoid (human); HD 11d10+33; hp 108; Init +6; Spd 
  20 ft; AC 24, touch 12, flat-footed 23 (+1 Dex, +9 armor, +3 
  shield, +1 ring); BA/Grp +11/+14; Atk +16 melee 
  (1d8+5/17-20, longsword) or +13 ranged (1d8+3/x3, 
  composite longbow); Full Atk +16/+11/+6 melee 
  (1d8+5/17-20, 
  longsword) 
  or 
  +13/+8/+3 
  ranged 
  (1d8+3/x3, composite longbow); AL N; SV Fort +10, Ref 
  +5; Will +3; Str 16, Dex 14, Con 17, Int 8, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +14, Ride +16; Cleave, 
  Combat Reflexes, Dodge, Greater Weapon Focus 
  (longsword), Improved Critical (longsword), Improved 
  Initiative, Mobility, Power Attack, Power Critical 
  (longsword) [+4 bonus to confirm critical with 
  longsword], Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, +1 full plate, +1 heavy steel 
  shield, potion of bear’s endurance, ring of protection +1, oil of 
  greater magic weapon +4, bead of force, necklace of adaptation, 
  medallion. 
  Encounter Six 
  Venmore Zolif: male human Mnk11; CR 11; medium 
  humanoid (human); HD 11d8+22; hp 83; Init +2; Spd 60 
  ft; AC 18, touch 18, flat-footed 16 (+2 Dex, +3 Wis, +3 
  monk); BA/Grp +8/+10; Atk +10 melee (2d8+2, unarmed 
  strike); Full Atk +10/+10/+10/+5 melee (2d8+2, flurry of 
  blows); SA unarmed strike, flurry of blows, ki strike 
  (magic, lawful), greater flurry; SQ evasion, still mind, 
  slow fall 50 ft., purity of body, wholeness of body, 
  improved evasion, diamond body; AL LE; SV Fort +9, Ref 
  +9; Will +10; Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 
  10. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 28 
   
  Skills and Feats: Diplomacy +14, Escape Artist +16, 
  Listen +17, Spot +17, Tumble +16; Combat Reflexes, 
  Defensive Throw [if opponent you have chosen to use 
  your Dodge feat against attacks you and misses, you can 
  make an immediate trip attack against that opponent 
  which counts as one of your AoO in the round], Dodge, 
  Extra Stunning [three extra stunning attacks per day], 
  Improved Trip, Improved Unarmed Strike, Mobility, 
  Spring Attack, Stunning Fist. 
   
  Possessions: potion of owl’s wisdom, potion of cat’s grace, 
  monk’s belt, necklace of fireballs – type III, elixir of swimming, 
  Nolzur’s marvelous pigments, potion of barkskin +4. 
  Mercenary Soldier: male human Ftr8; CR 8; medium 
  humanoid (human); HD 8d10+32; hp 84; Init +5; Spd 20 
  ft; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); BA/Grp +8/+11; Atk +14 melee (1d8+5/19-20, 
  mw longsword); Full Atk +14/+9 melee (1d8+5/19-20, 
  mw longsword); AL CN; SV Fort +10, Ref +3; Will +3; Str 
  16, Dex 12, Con 18, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +10, Ride +12; Dodge, 
  Greater Weapon Focus (longsword), Improved Initiative, 
  Mobility, Power Attack, Power Critical (longsword) [+4 
  bonus to confirm critical with longsword], Weapon 
  Focus (longsword), Weapon Specialization (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of barkskin +5, oil of magic vestment +4, oil of 
  greater magic weapon +4, Quaal’s feather token – swan boat, 
  dust of illusion (soldier #1), goggles of minute seeing (soldier 
  #2). 
  Mercenary Cleric: male human Clr9 of Kord; CR 9; 
  medium humanoid (human); HD 9d8+9; hp 61; Init +0; 
  Spd 20 ft; AC 18, touch 10, flat-footed 18 (+8 armor); 
  BA/Grp +6/+8; Atk/Full Atk +9 melee (2d6+3/19-20, mw 
  greatsword) or +6 ranged (1d8/19-20, light crossbow); 
  Full Atk +9/+4 melee (2d6+3/19-20, mw greatsword) or 
  +6 ranged (1d8/19-20, light crossbow); SA spells, turn 
  undead 3/day; SQ aura, spontaneous casting; AL CN; SV 
  Fort +7, Ref +3; Will +11; Str 14, Dex 10, Con 12, Int 12, 
  Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +13, Heal +17, 
  Knowledge (religion) +13, Spellcraft +13; Combat 
  Casting, Craft Wand, Domain Focus (Strength) [casts 
  domain spells from Strength domain at +1 caster level], 
  Domain Spontaneity (Strength) [may convert prepared 
  divine spells into any spell from the Strength domain of 
  equal or lower level by expending one of your daily turn 
  undead attempts], Scribe Scroll. 
   
  Spells Prepared (6/6+1/5+1/4+1/3+1/2+1, base DC = 
  15 + spell level): 0—guidance x3, light x2, resistance; 1st—
  bless, divine favor, enlarge person*, inflict light wounds, 
  protection from law, sanctuary, shield of faith; 2nd—aid, bull’s 
  strength*, hold person, inflict moderate wounds, sound burst, 
  spiritual weapon; 3rd—dispel magic, inflict serious wounds, 
  magic vestment*, searing light x2; 4th—dismissal, divine power, 
  freedom of movement*, summon monster IV; 5th—flame strike, 
  righteous might*, wall of stone. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, light crossbow, quiver w/ 
  20 bolts, full plate, wand of cure critical wounds (7th level 
  caster, 5 charges), potion of bear’s endurance, periapt of wisdom 
  +2, figurine of wondrous power – silver raven. 
  Encounter Eight 
  Nyrong Sindan: male human Mnk5/DrunkenMaster6; 
  CR 11; medium humanoid (human); HD 11d8+22; hp 83; 
  Init +7; Spd 40 ft; AC 20, touch 17, flat-footed 17 (+3 Dex, 
  +2 Wis, +1 monk, +3 bracers, +1 drunken master); 
  BA/Grp +7/+8; Atk +8 melee (1d8+1, unarmed strike); 
  Full Atk +7/+7/+2 melee (1d8+1, flurry of blows); SA 
  unarmed strike, flurry of blows, ki strike (magic), 
  improvised weapons, stagger, improved improvised 
  weapons, greater improvised weapons; SQ evasion, still 
  mind, slow fall 20 ft., purity of body, drink like a demon, 
  swaying waist, AC bonus; AL LN; SV Fort +14, Ref +13, 
  Will +9; Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +11, Jump +8, Diplomacy +8, 
  Escape Artist +15, Profession (Bartender) +14, Sense 
  Motive +10, Tumble +15; Combat Reflexes, Dodge, Flying 
  Kick [when fighting unarmed and using the charge 
  action, you deal an extra 1d12 points of damage with your 
  unarmed attack], Great Fortitude, Improved Feint, 
  Improved Initiative, Improved Unarmed Strike, Power 
  Attack, Stunning Fist. 
   
  Drink Like a Demon (Ex): A drunken master’s 
  body handles alcohol differently from other people.  He 
  can drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger alcohol as a move 
  action.  Every bottle or tankard of alcohol he consumes 
  during combat reduces his Wisdom and Intelligence by 2 
  points each, but increases his Strength or Constitution 
  (character’s choice) by 2 points.  A drunken master may 
  benefit from a number of drinks equal to his class level.  
  The duration of both the penalty and the bonus is a 
  number of rounds equal to the character’s drunken 
  master level + 3. 
   
  Improvised Weapons (Ex): While bottles and 
  tankards are a drunken master’s preferred improvised 
  weapons, he can use furniture, farm implements, or 
  nearly anything else at hand to attack his foes.  A 
  drunken master’s improvised weapon deals as much 
  damage as his unarmed strike plus an extra 1d4 points.  
  Most improvised weapons deal bludgeoning damage, 
  although some (a broken bottle, for example) would deal 
  piercing or slashing damage.  When a drunken master 
  rolls a natural 1 on an attack roll while using an 
  improvised weapon, that weapon breaks apart and 
  becomes useless. 
   
  Stagger (Ex): By tripping, stumbling, and staggering 
  a drunken master of 2nd level or higher can make a charge 
  attack that surprises his opponents.  This ability has two 
  beneficial aspects: First, the charge need not be in a 
  straight line, even though the character can still move up 
  to twice his speed.  Second, if a drunken master makes a 
  DC 15 Tumble check before beginning a charge, his 
  movement through threatened squares provokes no 
  attacks of opportunities. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 29 
   
  Swaying Waist (Ex): At 3rd level, a drunken master 
  knows how to weave and bob during an attack, making 
  him more difficult to hit.  The character gains a +2 dodge 
  bonus to Armor Class against any one opponent he 
  chooses during his turn. 
   
  AC Bonus (Ex): At 4th level a drunken master gains 
  a +1 bonus to Armor Class.  This bonus improves to +2 at 
  9th level. 
   
  Improved Improvised Weapons (Ex): A drunken 
  master of 4th level or higher can use long improvised 
  weapons (such as ladders) as a reach weapon according to 
  their length, and improvised weapons with many 
  protrusions (such as chains) provide a +2 bonus on 
  opponents’ disarm attempts.  Finally, large objects with 
  broad, flat surfaces (such as tables) can be upended to 
  become improvised tower shields. 
   
  Greater Improvised Weapons (Ex): At 5th level 
  and higher, a drunken master wielding an improvised 
  weapon deals an extra 1d8 points of damage instead of 
  1d4. 
   
  Possessions: badge of Nyrong Sindan, bracers of armor +3, 
  potion of barkskin +5, potion of shield of faith +5, robe of useful 
  items. 
  Thug: male human Rog7; CR 7; medium humanoid 
  (human); HD 7d6+14; hp 42; Init +7; Spd 30 ft; AC 16, 
  touch 13, flat-footed 16 (+3 Dex, +3 armor); BA/Grp 
  +5/+6; Atk/Full Atk +9 melee (1d6+1/19-20, mw short 
  sword); SA sneak attack +4d6; SQ trapfinding, evasion, 
  trap sense +2, uncanny dodge; AL CN; SV Fort +4, Ref +8; 
  Will +2; Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +10, Disguise +10, Escape Artist 
  +13, Hide +13, Knowledge (local – Sheldomar Valley 
  Metaregion) +11, Move Silently +13, Sense Motive +10, 
  Sleight of Hand +13, Spot +10, Tumble +13; Dodge, 
  Improved Initiative, Mobility, Weapon Finesse. 
   
  Possessions: mw short sword coated w/ one dose of 
  wyvern poison (Fort DC 17, 2d6 Con/2d6 Con), mw 
  studded 
  leather, 
  tanglefoot 
  bag, 
  thunderstone, 
  alchemist’s fire, elixir of sneaking, potion of cat’s grace, potion 
  of barkskin +4, oil of magic vestment +1, javelin of lightning. 
  Optional Encounter Nine 
  Grosspokesman Gerheart: male human Mnk8/Sor4; 
  CR 12; medium humanoid (human); HD 8d8+4d4+12; hp 
  69; Init +6; Spd 50 ft; AC 16, touch 16, flat-footed 14 (+2 
  Dex, +2 Wis, +2 monk); BA/Grp +8/+9; Atk +10 melee 
  (2d6+1, unarmed strike); Full Atk +9/+9/+4 melee (2d6+1, 
  flurry of blows); SA unarmed strike, flurry of blows, ki 
  strike (magic); SQ evasion, still mind, slow fall 40 ft., 
  purity of body, wholeness of body; AL LN; SV Fort +8, 
  Ref +9; Will +12; Str 12, Dex 14, Con 12, Int 12, Wis 14, 
  Cha 18. 
   
  Skills and Feats: Bluff +9, Concentration +14, 
  Diplomacy +17, Knowledge (arcana) +5, Knowledge 
  (local – Sheldomar Valley Metaregion) +7, Profession 
  (politician) +13, Sense Motive +15, Spellcraft +5, Tumble 
  +13; Combat Casting, Combat Reflexes, Defensive Throw 
  [if opponent you have chosen to use your Dodge feat 
  against attacks you and misses, you can make an 
  immediate trip attack against that opponent which 
  counts as one of your AoO in the round], Dodge, 
  Improved Initiative, Improved Trip, Improved Unarmed 
  Strike, Negotiator, Stunning Fist, Weapon Finesse. 
   
  Spells Known (6/7/4, base DC = 14 + spell level): 0—
  acid splash, detect magic, flare, message, ray of frost, read magic; 
  1st—charm person, disguise self, magic missile; 2nd—scorching 
  ray. 
   
  Possessions: shield guardian amulet, potion of cat’s grace, 
  potion of bear’s endurance, potion of owl’s wisdom, potion of 
  protection from arrows 10/magic, potion of nondetection, hat of 
  disguise, wand of magic missile (5th level caster, 25 charges), 
  wand of mage armor (1st level caster, 25 charges), wand of shield 
  (1st level caster, 25 charges), stone of alarm, wind fan, monk’s 
  belt. 
  APL 12 
  Encounter Five 
  Soldier: male human Ftr7; CR 7; medium humanoid 
  (human); HD 7d10+21; hp 69; Init +6; Spd 20 ft; AC 21, 
  touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 shield); 
  BA/Grp +7/+10; Atk +12 melee (1d8+5/19-20, mw 
  longsword); Full Atk +12/+7 melee (1d8+5/19-20, mw 
  longsword); AL CN; SV Fort +8, Ref +4; Will +2; Str 16, 
  Dex 14, Con 16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +9, Ride +11; Combat 
  Reflexes, Dodge, Mobility, Improved Initiative, Power 
  Attack, Power Critical (longsword) [+4 bonus to confirm 
  critical with longsword], Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of shield of faith +5, brooch of shielding, Quaal’s 
  feather token – whip, ring of sustenance (soldier #1), ring of 
  swimming (soldier #2). 
  Archer: male human Ftr4; CR 4; medium humanoid 
  (human); HD 4d10+8; hp 36; Init +7; Spd 20 ft; AC 18, 
  touch 13, flat-footed 15 (+3 Dex, +5 armor); BA/Grp 
  +4/+7; Atk +7 melee (1d8+3/19-20, longsword) or +8 
  ranged (1d8+3/x3, composite longbow); Full Atk +7 
  melee (1d8+3/19-20, longsword) or +6/+6 ranged 
  (1d8+5/x3, composite longbow); AL CN; SV Fort +6, Ref 
  +4; Will +1; Str 16, Dex 16, Con 15, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +6, Ride +10; Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow), Weapon Specialization 
  (longbow). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 40 arrows, breastplate, potion of 
  protection from arrows 15/magic, oil of greater magic weapon 
  +2. 
  Cleric: male human Clr7 of Kord; CR 7; medium 
  humanoid (human); HD 7d8+7; hp 48; Init +5; Spd 20 ft; 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 armor); 
  BA/Grp +5/+7; Atk/Full Atk +8 melee (2d6+3/19-20, mw 
  greatsword) or +6 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  
  YEO4-05 Whispers of Deceit 
   
  Page 30 
  AL CN; SV Fort +6, Ref +3; Will +9; Str 14, Dex 12, Con 
  12, Int 10, Wis 17 (19), Cha 10. 
   
  Skills and Feats: Concentration +11, Heal +14, 
  Knowledge (religion) +10; Combat Casting, Domain 
  Focus (Strength) [casts domain spells from Strength 
  domain at +1 caster level], Domain Spontaneity 
  (Strength) [may convert prepared divine spells into any 
  spell from the Strength domain of equal or lower level by 
  expending one of your daily turn undead attempts], 
  Improved Initiative. 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1, base DC = 14 + 
  spell level): 0—guidance x2, light x3, resistance; 1st—bless, 
  enlarge person*, obscuring mist, protection from law, sanctuary, 
  shield of faith; 2nd—aid, bull’s strength*, hold person, silence, 
  sound burst; 3rd—invisibility purge, protection from energy*, 
  searing light x2; 4th—dismissal, divine power, spell immunity*. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, full plate, light crossbow, 
  20 bolts, quiver of Ehlonna, periapt of wisdom +2. 
  Sigil Narsan: male human Ftr13; CR 13; medium 
  humanoid (human); HD 13d10+52; hp 137; Init +6; Spd 
  20 ft; AC 24, touch 12, flat-footed 23 (+1 Dex, +9 armor, +3 
  shield, +1 ring); BA/Grp +13/+16; Atk +18 melee 
  (1d8+7/17-20, longsword) or +15 ranged (1d8+3/x3, 
  composite longbow); Full Atk +18/+13/+8 melee 
  (1d8+7/17-20, 
  longsword) 
  or 
  +15/+10/+5 
  ranged 
  (1d8+3/x3, composite longbow); AL N; SV Fort +12, Ref 
  +6; Will +6; Str 16, Dex 14, Con 18, Int 8, Wis 10, Cha 10. 
   
  Skills and Feats: Intimidate +16, Ride +18; Cleave, 
  Combat Reflexes, Dodge, Greater Weapon Focus 
  (longsword), Greater Weapon Specialization (longsword), 
  Improved Critical (longsword), Improved Initiative, Iron 
  Will, Mobility, Power Attack, Power Critical (longsword) 
  [+4 bonus to confirm critical with longsword], Weapon 
  Focus (longsword), Weapon Specialization (longsword). 
   
  Possessions: longsword, composite longbow (+3 Str 
  bonus), quiver w/ 20 arrows, +1 full plate, +1 heavy steel 
  shield, potion of bear’s endurance, ring of protection +1, oil of 
  greater magic weapon +5, bead of force, necklace of adaptation, 
  gem of brightness, medallion. 
  Encounter Six 
  Venmore Zolif: male human Mnk13; CR 13; medium 
  humanoid (human); HD 13d8+26; hp 98; Init +2; Spd 70 
  ft; AC 18, touch 18, flat-footed 16 (+2 Dex, +3 Wis, +3 
  monk); BA/Grp +9/+11; Atk +11 melee (2d8+2, unarmed 
  strike); Full Atk +11/+11/+11/+6 melee (2d8+2, flurry of 
  blows); SA unarmed strike, flurry of blows, ki strike 
  (magic, lawful), greater flurry; SQ evasion, still mind, 
  slow fall 60 ft., purity of body, wholeness of body, 
  improved evasion, diamond body, abundant step, 
  diamond soul (SR 23); AL LE; SV Fort +10, Ref +10; Will 
  +11; Str 14, Dex 15, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Diplomacy +16, Escape Artist +18, 
  Listen +19, Spot +19, Tumble +18; Combat Reflexes, 
  Defensive Throw [if opponent you have chosen to use 
  your Dodge feat against attacks you and misses, you can 
  make an immediate trip attack against that opponent 
  which counts as one of your AoO in the round], Dodge, 
  Extra Stunning [three extra stunning attacks per day], 
  Improved Trip, Improved Unarmed Strike, Mobility, 
  Rapid Stunning [may make one additional stunning 
  attack per round], Spring Attack, Stunning Fist. 
   
  Possessions: potion of owl’s wisdom, potion of cat’s grace, 
  monk’s belt, necklace of fireballs – type III, elixir of swimming, 
  Nolzur’s marvelous pigments, potion of barkskin +4, boots of 
  speed. 
  Mercenary Soldier: male human Ftr10; CR 10; medium 
  humanoid (human); HD 10d10+40; hp 105; Init +5; Spd 
  20 ft; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 armor, +2 
  shield); BA/Grp +10/+13; Atk +16 melee (1d8+5/17-20, 
  mw longsword); Full Atk +16/+11 melee (1d8+5/17-20, 
  mw longsword); AL CN; SV Fort +11, Ref +4; Will +4; Str 
  16, Dex 12, Con 18, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +12, Ride +14; Blind-
  Fight, Dodge, Greater Weapon Focus (longsword), 
  Improved Critical (longsword), Improved Initiative, 
  Mobility, Power Attack, Power Critical (longsword) [+4 
  bonus to confirm critical with longsword], Weapon 
  Focus (longsword), Weapon Specialization (longsword). 
   
  Possessions: mw longsword, full plate, heavy steel 
  shield, potion of barkskin +5, oil of magic vestment +5, oil of 
  greater magic weapon +5, Quaal’s feather token – swan boat, 
  dust of illusion (soldier #1), goggles of minute seeing (soldier 
  #2), eversmoking bottle (soldier #1), helm of comprehend 
  languages and read magic (soldier #2). 
  Mercenary Cleric: male human Clr11 of Kord; CR 11; 
  medium humanoid (human); HD 11d8+11; hp 75; Init +0; 
  Spd 20 ft; AC 18, touch 10, flat-footed 18 (+8 armor); 
  BA/Grp +8/+10; Atk/Full Atk +11 melee (2d6+3/19-20, 
  mw greatsword) or +8 ranged (1d8/19-20, light 
  crossbow); Full Atk +11/+6 melee (2d6+3/19-20, mw 
  greatsword) or +8 ranged (1d8/19-20, light crossbow); SA 
  spells, turn undead 3/day; SQ aura, spontaneous casting; 
  AL CN; SV Fort +8, Ref +3; Will +12; Str 14, Dex 10, Con 
  12, Int 12, Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +15, Heal +19, 
  Knowledge (religion) +15, Spellcraft +15; Combat 
  Casting, Craft Wand, Domain Focus (Strength) [casts 
  domain spells from Strength domain at +1 caster level], 
  Domain Spontaneity (Strength) [may convert prepared 
  divine spells into any spell from the Strength domain of 
  equal or lower level by expending one of your daily turn 
  undead attempts], Scribe Scroll. 
   
  Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1, base 
  DC = 15 + spell level): 0—guidance x3, light x2, resistance; 
  1st—bless, comprehend languages, divine favor, enlarge person*, 
  inflict light wounds, protection from law, sanctuary, shield of 
  faith; 2nd—aid, bull’s strength*, hold person, inflict moderate 
  wounds, sound burst, spiritual weapon; 3rd—dispel magic x2, 
  inflict serious wounds, magic vestment*, searing light x2; 4th—
  dismissal, divine power, freedom of movement*, greater magic 
  weapon, summon monster IV; 5th—flame strike, righteous 
  might*, slay living, wall of stone; 6th—harm, stoneskin*. 
   
  *Domain spell.  Domains: Luck, Strength. 
   
  Possessions: mw greatsword, light crossbow, quiver w/ 
  20 bolts, full plate, wand of cure critical wounds (7th level 
  
  YEO4-05 Whispers of Deceit 
   
  Page 31 
  caster, 5 charges), potion of bear’s endurance, periapt of wisdom 
  +2, figurine of wondrous power – silver raven, ring of the ram. 
  Encounter Eight 
  Nyrong Sindan: male human Mnk5/DrunkenMaster8; 
  CR 13; medium humanoid (human); HD 13d8+26; hp 98; 
  Init +7; Spd 40 ft; AC 21, touch 18, flat-footed 18 (+3 Dex, 
  +2 Wis, +2 monk, +3 bracers, +1 drunken master); 
  BA/Grp +9/+15; Atk +11 melee (1d10+2, unarmed strike); 
  Full Atk +10/+10/+5 melee (1d10+2, flurry of blows); SA 
  unarmed strike, flurry of blows, ki strike (magic), 
  improvised weapons, stagger, improved improvised 
  weapons, greater improvised weapons; SQ evasion, still 
  mind, slow fall 20 ft., purity of body, drink like a demon, 
  swaying waist, AC bonus; AL LN; SV Fort +15, Ref +14, 
  Will +11; Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +11, Jump +14, Diplomacy +8, 
  Escape Artist +15, Profession (Bartender) +14, Sense 
  Motive +10, Tumble +15; Combat Reflexes, Dodge, Flying 
  Kick [when fighting unarmed and using the charge 
  action, you deal an extra 1d12 points of damage with your 
  unarmed attack], Great Fortitude, Improved Feint, 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Iron Will, Power Attack, Stunning Fist. 
   
  Drink Like a Demon (Ex): A drunken master’s 
  body handles alcohol differently from other people.  He 
  can drink a large tankard of ale, a bottle of wine, or a 
  corresponding amount of stronger alcohol as a move 
  action.  Every bottle or tankard of alcohol he consumes 
  during combat reduces his Wisdom and Intelligence by 2 
  points each, but increases his Strength or Constitution 
  (character’s choice) by 2 points.  A drunken master may 
  benefit from a number of drinks equal to his class level.  
  The duration of both the penalty and the bonus is a 
  number of rounds equal to the character’s drunken 
  master level + 3. 
   
  Improvised Weapons (Ex): While bottles and 
  tankards are a drunken master’s preferred improvised 
  weapons, he can use furniture, farm implements, or 
  nearly anything else at hand to attack his foes.  A 
  drunken master’s improvised weapon deals as much 
  damage as his unarmed strike plus an extra 1d4 points.  
  Most improvised weapons deal bludgeoning damage, 
  although some (a broken bottle, for example) would deal 
  piercing or slashing damage.  When a drunken master 
  rolls a natural 1 on an attack roll while using an 
  improvised weapon, that weapon breaks apart and 
  becomes useless. 
   
  Stagger (Ex): By tripping, stumbling, and staggering 
  a drunken master of 2nd level or higher can make a charge 
  attack that surprises his opponents.  This ability has two 
  beneficial aspects: First, the charge need not be in a 
  straight line, even though the character can still move up 
  to twice his speed.  Second, if a drunken master makes a 
  DC 15 Tumble check before beginning a charge, his 
  movement through threatened squares provokes no 
  attacks of opportunities. 
   
  Swaying Waist (Ex): At 3rd level, a drunken master 
  knows how to weave and bob during an attack, making 
  him more difficult to hit.  The character gains a +2 dodge 
  bonus to Armor Class against any one opponent he 
  chooses during his turn. 
   
  AC Bonus (Ex): At 4th level a drunken master gains 
  a +1 bonus to Armor Class.  This bonus improves to +2 at 
  9th level. 
   
  Improved Improvised Weapons (Ex): A drunken 
  master of 4th level or higher can use long improvised 
  weapons (such as ladders) as a reach weapon according to 
  their length, and improvised weapons with many 
  protrusions (such as chains) provide a +2 bonus on 
  opponents’ disarm attempts.  Finally, large objects with 
  broad, flat surfaces (such as tables) can be upended to 
  become improvised tower shields. 
   
  Greater Improvised Weapons (Ex): At 5th level 
  and higher, a drunken master wielding an improvised 
  weapon deals an extra 1d8 points of damage instead of 
  1d4. 
   
  For Medicinal Purposes (Sp): At 8th level, a 
  drunken master gains the ability to convert a single 
  alcoholic drink he has ingested into a single potion of cure 
  moderate wounds, as if he had just drunk a dose of the 
  potion.  To use this ability, the character must be under 
  the effect of an alcoholic drink (see Drink Like a 
  Demon, above).  When he converts one drink of alcohol 
  into one dose of the potion, his ability scores change (+2 
  to Intelligence and Wisdom, -2 to Strength or 
  Constitution) as if the duration of the alcohol’s effect had 
  expired.  This ability can be used up to 3 times per day.  It 
  is a standard action that does not provoke an attack of 
  opportunity. 
   
  Possessions: badge of Nyrong Sindan, bracers of armor +3, 
  potion of barkskin +5, potion of shield of faith +5, robe of useful 
  items, monk’s belt, ring of jumping, potion of greater magic fang 
  +2. 
  Thug: male human Rog9; CR 9; medium humanoid 
  (human); HD 9d6+27; hp 63; Init +7; Spd 30 ft; AC 16, 
  touch 13, flat-footed 16 (+3 Dex, +3 armor); BA/Grp 
  +6/+7; Atk +10 melee (1d6+1/19-20, mw short sword); 
  Full Atk +10/+5 melee (1d6+1/19-20, mw short sword); 
  SA sneak attack +5d6; SQ trapfinding, evasion, trap sense 
  +3, uncanny dodge, improved uncanny dodge; AL CN; 
  SV Fort +6, Ref +9; Will +3; Str 12, Dex 16, Con 16, Int 12, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +12, Disguise +12, Escape Artist 
  +15, Hide +15, Knowledge (local – Sheldomar Valley 
  Metaregion) +13, Move Silently +15, Sense Motive +12, 
  Sleight of Hand +15, Spot +12, Tumble +15; Dodge, 
  Improved Initiative, Mobility, Spring Attack, Weapon 
  Finesse. 
   
  Possessions: mw short sword coated w/ one dose of 
  wyvern poison (Fort DC 17, 2d6 Con/2d6 Con), mw 
  studded 
  leather, 
  tanglefoot 
  bag, 
  thunderstone, 
  alchemist’s fire, elixir of sneaking, potion of cat’s grace, potion 
  of barkskin +4, oil of magic vestment +1, javelin of lightning, 
  slippers of spider climbing. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 32 
  Optional Encounter Nine 
  Grosspokesman Gerheart: male human Mnk8/Sor6; 
  CR 14; medium humanoid (human); HD 8d8+6d4+14; hp 
  77; Init +6; Spd 50 ft; AC 16, touch 16, flat-footed 14 (+2 
  Dex, +2 Wis, +2 monk); BA/Grp +9/+10; Atk +11 melee 
  (2d6+1, unarmed strike); Full Atk +10/+10/+5 melee 
  (2d6+1, flurry of blows); SA unarmed strike, flurry of 
  blows, ki strike (magic); SQ evasion, still mind, slow fall 
  40 ft., purity of body, wholeness of body; AL LN; SV Fort 
  +9, Ref +10; Will +13; Str 12, Dex 14, Con 12, Int 12, Wis 
  14, Cha 18. 
   
  Skills and Feats: Bluff +11, Concentration +16, 
  Diplomacy +17, Knowledge (arcana) +6, Knowledge 
  (local – Sheldomar Valley Metaregion) +8, Profession 
  (politician) +13, Sense Motive +15, Spellcraft +6, Tumble 
  +13; Combat Casting, Combat Reflexes, Defensive Throw 
  [if opponent you have chosen to use your Dodge feat 
  against attacks you and misses, you can make an 
  immediate trip attack against that opponent which 
  counts as one of your AoO in the round], Dodge, 
  Improved Initiative, Improved Trip, Improved Unarmed 
  Strike, Negotiator, Stunning Fist, Weapon Finesse. 
   
  Spells Known (6/7/6/4, base DC = 14 + spell level): 
  0—acid splash, detect magic, flare, light, message, ray of frost, 
  read magic; 1st—charm person, comprehend languages, disguise 
  self, magic missile; 2nd—detect thoughts, scorching ray; 3rd—
  lightning bolt. 
   
  Possessions: shield guardian amulet, potion of cat’s grace, 
  potion of bear’s endurance, potion of owl’s wisdom, potion of 
  protection from arrows 10/magic, potion of nondetection, hat of 
  disguise, wand of magic missile (5th level caster, 25 charges), 
  wand of mage armor (1st level caster, 25 charges), wand of shield 
  (1st level caster, 25 charges), stone of alarm, wind fan, monk’s 
  belt, staff of fire. 
   
   
   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 33 
  DM Aids: Map #1 – Road Ambush 
   
   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 34 
  DM Aids: Map #2 – Trail Ambush 
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 35 
  DM Aids: Map #3 – Raiders’ Camp 
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 36 
  DM Aids: Map #4 – Traveler’s Roost 
   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 37 
  DM Aids: Map #5 – The Brotherhood’s Safe House 
   
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 38 
  Player Handout #1 
  A note found in one of the raiders tents: 
   
  Here is the most recent map of the patrol areas of the Eastcot patrol.  Captain 
  Jensen is a good soldier but rarely does anything unique, so if you avoid these 
  areas you should be fine.  The patrols will be leaving here tomorrow. 
  N. 
  
  YEO4-05 Whispers of Deceit 
   
  Page 39 
  Player Handout #2 
   
  
  YEO4-05 Whispers of Deceit 
   
  Page 40 
  Player Handout #3 
   
  A note found behind the bar in the Traveler’s Roost. 
   
   
  Get out of here, they are on to us.  Jalab Kreshin is back in town.  Therefore, I 
  can only assume that Venmore’s camp has been destroyed and they will be 
  coming for us soon. 
  N.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO4-05 - Whispers of Deceit (3E).pdf