TEXT: BDK5-05 
   
   
   
   
   
  The Art of Deception 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
  by Theo Judd 
  Playtested by Joe Aker, Wesley Case, Peter Rucker, Adam Waggenspack, and Robert Watson 
  Reviewed by Chris Tulach 
   
  A kinder, gentler Grand Theocracy of Dimre? You would not have believed it without seeing it for yourself. In light of 
  the changes, the door has been opened for negotiations to end the eternal struggle between Szek Winvid of Dimre and 
  Boss Renfus of Stoink over the lower Phostwood. Renfus is looking for an impartial escort for his envoy, and your group 
  seems like just the pawns, err, heroes for the job. Characters that are Banned in Dimre or have the Enmity of Dimre are 
  warned to play at their own risk. A one-round Bandit Kingdoms adventure for APLs 6-12. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  brittfrey@gmail.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  The Art of Deception 
   
  Page 2 
  
  character’s 
  animals 
  separately. 
  Animals 
  with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round; all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Disclaimer 
  This adventure uses material from the Book of Vile 
  Darkness and contains a number of mature concepts and 
  situations such as ritual scarification and human sacrifice 
  that may be inappropriate for players under the age of 13. 
  Use your discretion and err on the side of caution if such 
  players are at your table and edit out these references. In 
  addition, if you know that certain players at your table 
  will object to these references, be respectful by editing 
  them out for their benefit. The adventure is workable 
  without the mature concepts if you feel there is anyone at 
  your table is not capable of handling them in a mature 
  manner. 
  A Note on Pronunciation 
  Since you will be using the word geas several times in 
  this module correct pronunciation is helpful. The word 
  geas comes from old Irish legend. It is a Gaelic term 
  originally used to represent a taboo that a King or hero 
  could not break without dire consequence. The term is 
  often pronounced incorrectly because of Anglicization. 
  In Gaelic, the word geas is pronounced YAY-ahs, the ‘g’ 
  being silent and the ‘e’ sounding more like a long ‘a’ in 
  English. 
   
  In the case of unique or unusual proper nouns, 
  pronunciation guides have been provided for your 
  The Art of Deception 
   
  Page 3 
  
  benefit. This will facilitate the uniformity of the 
  adventure experience and give all players a common 
  reference when speaking about the adventure. 
  Adventure Background 
  An evil presence is festering in an unlikely place. Of 
  course, depending on who you are, it might not be that 
  unlikely at all. The priests of the Ebongleam are no 
  strangers to evil, and their doctrine clearly teaches that to 
  fully comprehend the glory of the light, one must first 
  walk hand-in-hand with darkness.  
   
  This is obvious when one considers the non-
  aggression pact between the Grand Theocracy of Dimre 
  (dim-RAY) and the Empire of Iuz. After a humiliating 
  defeat at the hands of the zealous priests of Pholtus, Iuz’s 
  envoy was strong-armed into an embarrassing agreement 
  granting Dimre sovereignty and recognition by the 
  Empire. Needless to say, the Old One’s wrath against the 
  envoy was swift and brutal upon his return to Dorakaa. 
   
  But the evil that is currently established within the 
  Masak (the main temple to Pholtus in Falschheit, the 
  Dimre capital) is of a more insidious variety. While Iuz’s 
  dogma of treachery and destruction are commonly 
  known, this evil is more subtle in its malevolence. An evil 
  cult devoted to an entity known as “Azruphael” (AZ-roo-
  fayl) has woven itself into the priesthood of Dimre. 
  When the canons discovered it, they decided that 
  cooperating with the cult would be the penultimate 
  fulfillment of the doctrine of the Ebongleam. They 
  agreed to aid in keeping the group’s presence a secret to 
  all but the highest ranking clerics, and the cult agreed 
  not to find converts unless they were approved by the 
  Szek. 
   
  The cult of Azruphael is actually a front for the Lord 
  of the Ninth, none other than Asmodeus himself. Only 
  the most important members of the cult know the devil 
  lord’s true name however. Many serve Azruphael as part 
  of their devotion to the Ebongleam, walking hand-in-
  hand with darkness in order to earn a greater 
  appreciation for the light. However, the cult is 
  particularly prosperous, and the decadence provided to 
  supplicants of Asmodeus tempts many living under the 
  acetic lifestyle prescribed by the Ebongleam. Thus, while 
  the cult follows the letter of the agreement with Dimre, 
  they surreptitiously draw Ebongleam priests closer to the 
  worship of the Lord of Hell. Such is the danger of 
  appeasing such an evil. 
   
  The Temple of Dark Dominion is linked to a system 
  of catacombs beneath the Masak. When the cult 
  originally settled here, they operated in secret, with many 
  of their members serving as functionaries tending the 
  tombs. This profession lost a bit of its pizzazz when the 
  cult was discovered by a previous Lord Inquisitor and 
  ultimately welcomed into the fold as a demonstration of 
  Ebongleam canon.  
   
  Winvid has allowed the cult to exist provided it 
  remains subservient to him in all things and does not 
  attempt to find converts in Dimre without his express 
  permission. As might be expected however, the cultists 
  obey the letter of the law on the surface, but they have 
  been actively engaged in finding “assistants” who 
  perform duties at the temple and “decide” to begin 
  following the dogma of the cult. Thus far they have been 
  very careful about who they bring into their fold, 
  especially since they are not allowed to make their 
  existence known publicly without angering Winvid. 
  Varys Harlaw aspires to become Szek himself one day 
  and is in the process of finding a way to hasten the aged 
  Winvid’s afterlife appointment with the Blinding Light.  
  However, the presence of an evil cult is just one of the 
  secrets being kept in Falschheit. Many priests consider 
  Osilin Danris (AH-se-len DAHN-rhis) to be a stalwart 
  follower of the Ebongleam. In reality he has been 
  working for the Canon of the Pale for over three years as 
  an informant. 
   
  Osilin was sent to Dimre by the Pale in CY 591. He 
  quickly rose through the ranks of the priesthood in 
  Dimre, claiming to follow the Ebongleam, although his 
  true devotion is to the One True Way. He currently holds 
  the rank of a Rector in the Church of the Ebongleam. His 
  mission is to report on Dimre’s political arrangements in 
  the Bandit Kingdoms, keeping an eye out for any 
  opportunity to cripple the wayward Theocracy through 
  sabotage or embarrassment. Recently, he was alarmed to 
  discover clues to the existence of the cult of Azruphael 
  and suspects the respected Lord Inquisitor Varys Harlaw 
  is the leader. Osilin sees this as a unique opportunity to 
  kill two birds with one stone. On one hand he knows the 
  existence of such a cult is more dangerous than heretics, 
  while on the other he sees removing Harlaw as a way to 
  move up in the hierarchy of Dimre. 
   
  Osilin’s plan is to simultaneously remove Harlaw 
  from his position while at the same time revealing his 
  betrayal of the agreement with the Szek. In this manner, 
  he hopes to earn himself popularity and more authority. 
  Eventually, he hopes to be able to use the leverage of this 
  position to slowly draw more people back into the fold of 
  the One True Way.  
   
  One thing Osilin doesn’t realize is that Iuz’s legate, 
  Quarzknot, is completely aware of Osilin’s true 
  affiliations. In the interest of sowing chaos among the 
  The Art of Deception 
   
  Page 4 
  
  Dimrites, Quarzknot has been secretly aiding him. Were 
  this to be discovered by the Szek, it would nullify the 
  agreement Dimre has with Iuz. 
   
  Simultaneously, there are other events going on in 
  Dimre of significance. Szek Winvid has announced that 
  for the first time in ages, outsiders are going to be 
  allowed to visit Falschheit, albeit only for special 
  diplomatic and trade considerations. Last year, bands of 
  mercenaries were allowed to enter the extremities of 
  Dimrite land for the purpose of claiming a bounty on a 
  renegade lizardfolk priestess. Though the lizardfolk have 
  continued to be a hassle, the mercenaries were successful, 
  the priestess was slain and her head was delivered.  
   
  Since this trial proved so successful, the Szek has 
  decided to open the borders to other opportunities. News 
  of this event has spread like wildfire throughout the 
  Bandit Kingdoms. Now there is word that Boss Renfus 
  and the Szek are willing to set aside their differences and 
  end an age-old border dispute over the Phostwood and 
  surrounding region. The Boss of Stoink now needs 
  impartial escorts to aid his official envoy. 
  Adventure Summary  
  This module begins in the city of Stoink, where the PCs 
  are recruited to act as envoys to Dimre. En route, they are 
  attacked by rebellious lizardfolk. Once in Dimre, a rector 
  tries to enlist the PCs to help him root out some 
  corruption in the Dimrite hierarchy. Who the PCs 
  choose to support will impact the outcome. 
  Encounter One: How Fortunate! 
  While the PCs are recuperating from their last adventure 
  at the Double Dagger in Stoink, they are approached by a 
  wizard named Lowdrend.  
  Encounter Two: Meet the Boss 
  When the PCs meet with Renfus, he explains the new 
  political environment in Dimre and that he would like to 
  take advantage of it by negotiating a treaty with Dimre. 
  Unfortunately, Renfus is only allowed to send ONE 
  envoy to Dimre and this precludes bodyguards, unless 
  they are unaffiliated with Stoink. Renfus “asks” the PCs 
  to accept a geas spell from Lowdrend to escort his envoy 
  (he doesn’t entirely trust the PCs). 
  Encounter Three: Ambush En Route 
  The party is introduced to the envoy, one Juray Kidonee, 
  and the journey begins. The party is attacked en route by 
  lizardfolk rebels on the outskirts of Dimre. These rebels 
  are hoping to scare off anyone hoping to take advantage 
  of Dimre’s new “open door” policy. 
  Encounter Four: Negotiations 
  The PCs arrive in Krostenburg with Juray and find 
  lodging. Negotiations begin with Dimre’s representative, 
  Osilin. If Juray was killed, the PCs must negotiate in his 
  stead. Either way, the PCs find Osilin to be quite 
  receptive and willing to agree to the terms of negotiation. 
  As long as the PCs are reasonably competent and do not 
  insult Osilin, Dimre agrees to relinquish part of the 
  Phostwood in exchange for a hefty monetary sum paid 
  from Renfus over an extended period of time. (The 
  money is needed to bolster defenses in the north against 
  Xavendra since Dimre is concerned she may violate the 
  treaty they have with Iuz. They also need some spare cash 
  to aid in recovery of a lost artifact.) 
  Encounter Five: Lockdown 
  A Palish templar is captured by Dimre the same day of 
  negotiations and the PCs are immediately suspected or 
  complicity. They are approached by the Holy Guard as 
  they prepare to leave their place of lodging the next day. 
  The PCs can either fight their way past the Holy Guard 
  and escape, or allow themselves to be taken to Falschheit 
  for questioning. The trial in Falschheit is surprisingly 
  fair. As long as the PCs don’t admit to something they 
  didn’t do, they are absolved of any complicity and are free 
  to go. As an apology for the misunderstanding, they are 
  invited to spend a few days in Falschheit free of charge 
  and enjoy the Masak. 
  Encounter Six: Behind the Veil 
  If the PCs stay in Falschheit, Osilin approaches the PCs 
  and explains he believes there is an evil cultist in the 
  infrastructure of Dimre. He feels this is taking the 
  Dimrite doctrine of walking hand in hand with darkness 
  too far and asks for their help. He presents his evidence 
  (unusual nighttime services attended by Lord Inquisitor 
  Varys Harlaw and sudden appearance of vast sums of 
  money in his possession) and lets the PCs consider it. 
  Osilin explains he cannot approach Varys himself and 
  that the Szek is far too close to the Lord Inquisitor to 
  believe Osilin’s claim. He needs the PCs to aid him if 
  Varys will not recant (something he doesn’t expect Varys 
  to do anyway). 
  Encounter Seven: Who Shall You Support? 
  Non-believers are not usually allowed to interact with the 
  canons of Dimre, but with Osilin’s help, the PCs gain an 
  audience with the Lord Inquisitor. The canon denies the 
  accusations as baseless, vicious rumors. Osilin decides to 
  force his hand and challenges Varys. If the PCs oppose 
  Varys, he uses word of recall to escape to his 
  underground temple. If the PCs oppose Osilin, Varys aids 
  The Art of Deception 
   
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  them, however the PCs find they must also contend with 
  Quarzknot, who is not about to lose his Palish pawn. 
  Encounter Eight: The Chamber of Lawful Honor 
  PCs supporting Osilin see proof of Varys’ treachery and 
  must confront him in his temple below Falschheit. 
  However, first they must pass through the Chamber of 
  Lawful Honor, which is warded by a trap to keep 
  inquisitors away.  
  Encounter Nine: Servants of the Damned 
  The PCs approach the Temple of Dark Dominion, where 
  Varys has surrounded himself with devils and his cohort. 
  Once Varys is defeated, the PCs must help Osilin cover 
  up the incident (most likely by showing that Varys was 
  violating his agreement with Dimre). 
  Encounter Ten: Wrapping Things Up 
  If the PCs defeated Osilin, they are personally 
  congratulated by Varys and thereafter considered highly 
  favored allies of Dimre. If the PCs also link Quarzknot to 
  Osilin, they are granted an audience with Winvid 
  himself, who thanks them for providing him with an 
  excuse to kill Quarzknot and break his treaty with Iuz. 
  PCs helping Osilin cover up either succeed, getting him 
  promoted to be the new Head of Internal Affairs or fail 
  and he is exposed, in which case he is tried and forced to 
  recant his Palish loyalties before being imprisoned. 
  Introduction 
  Before running this adventure, check with the PCs to see 
  if any of them have Enmity with the Theocracy of Dimre 
  or if they are Banned in Dimre. If they have any of these 
  certs, feel free to warn them that this adventure concerns 
  Dimre and that they may wish to play with a different 
  character. It may have repercussions later. 
  It is a fine day in the Wasp’s Nest. The city of Stoink 
  is particularly vivacious on this warm Goodmonth 
  day. Passing through the marketplace you noted a 
  particularly high concentration of pick-pockets and 
  cut-purses staking the grounds out, no doubt ooking 
  for foreigners unfamiliar with the customs of the 
  region. Thankful y, the thieves seemed to overlook 
  you, no doubt thinking you too risky a mark or 
  recognizing you to be appraised of local tendencies. 
  l
  l
  i
   
  Having arrived in the Bandit Kingdoms after 
  your most recent adventure or perhaps just passing 
  through, your passage into the city was uneventful. 
  The typical bribes, extortions, and intimidations were 
  necessary for those not residents of the city, but 
  nothing out of the ordinary.  
   
  After entering through the main gate, you found 
  your way to a favored hovel of adventurers, the famed 
  Double Dagger, a rough and rowdy joint that caters to 
  those who enjoy all variety of vices and possess a 
  capability of defending themselves. Besides the 
  imposing eight-foot tall bestial humano d that stands 
  at the door with a large club hung on his shoulder, 
  there is no security here, and that’s the way the 
  patrons prefer it. Checking into the room style of 
  your preference, you kick back focused on relaxation. 
  Encounter One: How 
  Fortunate! 
  After you read the introduction, explain that the Player 
  Characters traveling together in their previous adventure 
  may still be traveling together if they wish. Allow them 
  to meet the other PCs however is convenient, possibly in 
  the tavern. The PCs may be old friends with others at the 
  table, need gambling companions, or simply want a chum 
  to share a drink with. Allow them to introduce 
  themselves to each other and to role-play a little bit if 
  they want to. There is some information they can gather 
  about the region (summarized below). 
  Gather Information 
  A PC may spend 1d4+1 hours to ask about current events 
  (cumulative). Award the PC circumstance bonuses and 
  penalties at your discretion. 
  • 
  DC 5: Boss Renfus, the esteemed ruler of the Free 
  City of Stoink, has declared a general state of 
  celebration for the city. Apparently some border 
  disputes have finally been resolved. 
  • 
  DC 10: Some heroes in the north stole something 
  very valuable from Xavendra earlier this year and 
  right out from under her nose too! 
  • 
  DC 15: The Grand Theocracy of Dimre has opened 
  its borders to non-believers! Such a thing is 
  unprecedented. Some say they are ready to negotiate 
  Phostwood lumber rights with Boss Renfus. 
  • 
  DC 20: Last spring, the Rhenee organization known 
  as the Red Planks learned some unexpected 
  knowledge about Prince Zeech and has actually been 
  considering proposing an alliance with the Prince in 
  light of this. While communing with the oracle Yalla 
  Vawo, the Veth discovered Prince Zeech was not 
  actually blockading the port of Alhaster willingly, 
  which implied dissidence with Iuz. 
  • 
  DC 25: In a remarkable act of good will, Boss Renfus 
  recently returned the body of an important Dimrite 
  inquisitor who was murdered by adventurers last 
  The Art of Deception 
   
  Page 6 
  
  year to the Grand Theocracy. This may or may not be 
  involved in Dimre’s decision. 
  While the PCs are searching for information or relaxing, 
  give each of them a Spot check with a -3 penalty for 
  distance to notice Lowdrend’s prying eyes (see Player’s 
  Handbook page 266). Once the PCs have had a bit of fun 
  around town, or if they simply seem to be looking for a 
  hook, read the following while they are relaxing in the 
  tavern of the Double Dagger: 
  As you slog back another gulp of your favorite 
  beverage, you hear a startling “boom” at the front of 
  the tavern. The door at the main entrance has simply 
  been blown to splinters and a sl ght haze of sawdust 
  and smoke permeates the air nearby. Striding through 
  the detritus is a human of average height garbed in 
  green and yellow robes with sandy-blonde hair, cold 
  blue eyes, and a pointed sandy-blonde goatee. 
  Fol owing him are four men n banded mail bearing 
  glaives. The barkeeper starts to protest, then, 
  apparently thinking better of the idea, simply quiets 
  himself and ooks at the floor. The robed man begins 
  to scan the room, and the patrons attempt to avoid 
  making eye contact. 
  i
  l
  i  
   
  l
  t
  • 
  This is the wizard Lowdrend. Being an absurdly 
  impatient person who likes to intimidate people, he 
  just used a shatter spell to open the door.  
  • 
  The PCs likely don’t know this, but Lowdrend is 
  looking for them. He has been tasked by Renfus 
  with finding suitable candidates to escort his envoy 
  to Dimre. Lowdrend learned through a contact other 
  plane spell that the PCs would be ideal candidates 
  and used a prying eyes spell to get an idea of where 
  they, which they may have noticed earlier.  
  • 
  Give the PCs a chance to react. They have time for 
  one standard action before Lowdrend notices them 
  (note: this is NOT enough time for a Sense Motive 
  check).  
  Once Lowdrend sees them, assuming the PCs do not 
  simply attack him, read the following: 
  The blonde-haired man in green and yellow fixates 
  his eyes upon your group, sneers, breathes an 
  annoyed sigh, and then stomps his way over to you, 
  followed closely by the armed men. “How fortunate 
  I’ve found you! I’ll make this short and to the point,” 
  he begins, “ he Boss of Stoink, Renfus the Mottled, 
  would like to speak with you, and he does NOT like 
  to be refused.” 
  After this Lowdrend just sneers at the PCs and waits for 
  them to respond. This may seem a bit curt, but that is his 
  manner. However his bad attitude does not preclude 
  further discussion.  
   
  Being a true worshipper of Iuz originally from 
  Molag, Lowdrend is a conniving, sadistic, and twisted 
  individual. He arrived here late last year to investigate 
  the abandoned tower of Dagrydd the wizard (see BDK4-
  07 Of Friends, Foes, and Friars) and has since been forced 
  to take up a servile position in the court of Stoink. He 
  resents being held here and has unsuccessfully 
  petitioned Lord Bloodhand of the Temple Grimacing for 
  a re-assignment elsewhere.  
   
  Lowdrend is particularly fascinated with inflicting 
  pain and has a fairly short temper. Nevertheless he is 
  goal-oriented, albiet obsessive-compulsive. He won’t let 
  anything (even his temper) get in the way of 
  accomplishing the task. In the past he once lost control 
  of his anger and had to have the Temple Grimacing raise 
  a person from the dead because he wanted them alive. 
   
  As a loremaster, Lowdrend is also obsessed with 
  knowledge. Those who offer to trade him knowledge for 
  information find him highly amicable to the idea. Of 
  course, going back on the deal would infuriate him so it 
  is wise to complete any bargain with him that has already 
  begun. 
   
  The lackeys who accompany Lowdrend are little 
  more than that and their morale quickly breaks if he is 
  felled or flees. They are local Stoinkers who work for 
  Boss Renfus and have been pressed into acting as the 
  irate loremaster’s personal body guard. 
  • 
  His current attitude is unfriendly but if it can be 
  improved to friendly, he will reveal a few more 
  details. He’ll admit to scrying on the PCs if they ask 
  and explain how he used divinations to learn about 
  their presence in the city.  
  • 
  If made helpful, he actually apologizes bruskly for 
  the rude entry. He explains that Boss Renfus is in a 
  delicate situation and needs an unassociated third 
  party to assist him with a task, though Lowdrend 
  claims (truthfully) not to know the details of the 
  task. He will even ask them politely (though 
  grudgingly) to accompany him.  
  • 
  Nevertheless, bear in mind that Lowdrend is not a 
  pleasant individual, even if his attitude is improved. 
  He’s bitter about being used as an “errand boy” and 
  intends to take his displeasure out on anyone 
  conveniently within reach. 
  • 
  If his attitude is somehow adjusted to hostile 
  Lowdrend sighs, mutters something about “glory-
  The Art of Deception 
   
  Page 7 
  
  hogging brats” and attempts to force the PCs to come 
  with him (see tactics below). 
  All APLs (EL 10) 
  Lowdrend: 
  Male 
  human 
  (Suloise) 
  Wizard 
  7/Loremaster 2; hp 45; see Appendix 6. 
  Lackeys (4): Male human Fighter 3; hp 27 each; see 
  Appendix 6. 
  Tactics: In a battle, Lowdrend will challenge lower-level 
  parties; higher-level parties should have less difficulty. 
  On his first action, Lowdrend casts levitation. Thereafter 
  he attempts to incapacitate the party using spells like 
  slow and hold person. If he feels taking the party alive is a 
  lost-cause, he simply attempts to obliterate them using 
  cone of cold, fireball, and other damaging spells. 
  Whenever casting spells that deal damage, he attempts to 
  engulf as many innocent bystanders in the area that he 
  can without leaving out enemy targets; he likes inflicting 
  pain and causing destruction. 
  His guards are well-
  trained with their glaives and use Combat Reflexes to 
  stop anyone from jumping Lowdrend before he can act. 
  They attempt to trip or disarm (whichever seems easiest) 
  foes with their attack of opportunity if anyone 
  approaches Lowdrend. 
  Treasure: The PCs can loot Lowdrend and his lackeys if 
  they defeat them in combat. 
   
  All APLs: L: 841 gp; C: 0 gp; M: bracers of armor +2 
  (333 gp), ring of protection +1 (166 gp), cloak of 
  resistance +2 (333 gp), potion of shield of shield of faith 
  (CL 1; 4 gp), potion of light wounds (CL 1; 5 @ 4 gp each). 
  Development: There are two possible snags to this 
  encounter. The PCs may feel forced to fight him. If so, 
  the adventure is not necessarily over. If they take him 
  alive, he will grovel at their feet and ask them to 
  reconsider Renfus’ proposition, but he mostly just wants 
  to live. Subjecting him to divination spells/Sense Motive 
  determines he is following orders; there is no duplicity 
  on his part of any kind. This encounter is intentionally 
  designed to allow the PCs to fight their way out if they 
  wish to avoid being shoe-horned in. 
   
  On the other hand, the PCs may simply refuse 
  Lowdrend. If his attitude is at least friendly, he just walks 
  away with a huff and leaves them be. If his attitude is 
  indifferent or worse, he is insulted and immediately 
  becomes hostile, attacking as outlined above. 
   
  If the PCs don’t bite the hook, what can you do? 
  Refusing such an obvious chance for adventure is not 
  very heroic and the PCs don’t deserve any rewards for 
  that. Hand out the ARs. 
  Encounter Two: Meet the Boss 
  Lowdrend escorts the PCs to Renfus’ decadent “palace” in 
  the city proper. Read the following: 
  Lowdrend invites you to share his carriage, a macabre 
  affair decorated with skulls and ghastly caricatures of 
  monsters most foul. Riding or following as you wish, 
  you make your way to the “palace of the Boss.” It is a 
  luxuriant structure to say the least, but not so much a 
  palace as it is an elaborate mansion. It has at least four 
  stories and a majestic courtyard that is bursting with 
  color and flair. 
   
  On the way, Lowdrend casual y mentions how 
  much the Boss has been looking forward to your 
  arrival. Of course, he says this with some measure of 
  disdain that implies he does not share the same 
  feelings. However it is indicative that the Boss has 
  apparently been aware of your presence for some 
  time. 
  l
   
  As you pass through the outer gates, you 
  suddenly get a better look at the adornments of the 
  mansion. Perched on every corner and precipice are 
  horrifying creatures that defy description, horned 
  monstrosities that would be out of place even in 
  nightmares. You are led inside to a decadently 
  decorated hallway that leads up a grand staircase. At 
  the top of the stairway is a broad set of double doors 
  that open to reveal an imposing audience chamber. 
  Many vain folk recline themselves and sup on 
  exquisite foods while being fanned by slaves from 
  Hepmonaland. However, nothing compares to the 
  enormity at the end of the chamber. 
   
  A gargantuan figure reclines upon a massive 
  couch, licking his fingers of the grease of a gigantic 
  drumstick which he lays down on a silver platter as 
  you approach. His face and arms are covered with 
  horrible blue, black, and red splotches of varying size 
  and shape. Despite his great size, he moves with a 
  surprising grace and purpose. “Oh, this is intriguing, 
  Lowdrend. What has my pet wizard brought me 
  today?” the huge man spouts from his fat, bulgling 
  lips. 
   
  “These are the adventurers you wished to speak 
  with, my lord,” Lowdrend speaks grudgingly, 
  apparently offended by the pretense of being a pet of 
  this creature, “they are now at your beck and call, and 
  I take my leave.” 
   
  With that, Lowdrend stomps off impatiently 
  leaving you facing the massive figure of Renfus the 
  Mottled, Boss of Stoink. “Ho ho ho,” he chuckles to 
  The Art of Deception 
   
  Page 8 
  
  himself, “you’re greener than I imagined, but I 
  supposed you’l  have to do,” he sputters. “You see, I 
  have a rather sensitive situation that requires your 
  help. I certainly hope you’ll be willing, especially 
  since it will help bring peace to this region. I trust 
  you have heard of the Grand Theocracy of Dimre?” he 
  asks. Not even wait ng for a reply, he promptly 
  con inues, “Well it seems those self-righteous priests 
  at the Masak have finally decided to join the land of 
  the living. The Szek recently released a declaration 
  that the borders of Dimre will be opened to consider 
  emissaries and merchants from foreign powers. As 
  you no doubt realize, this is an unprecedented move.  
  l
  i
  t
   
   
  i
  f
  To make matters more interesting for yours truly, 
  it seems they have finally deigned to bargain with me 
  over the fate of their precious Phostwood. I’ve raided 
  that place for years and now it’s possible it can be 
  mine. That’s where you come in. The Szek is allowing
  emissaries, but only on the condit on that they be 
  escorted by impartial third-parties with no stake in 
  the matter. I suppose they are afraid of assassins and 
  thieves trying to take advantage of them. At any rate, 
  you are in the unique position o  being fully qualified 
  as such escorts, and I would be most willing to allow 
  you to serve me. Please, tell me what you think. 
  Succeeding in these negotiations would make me an 
  unforgettable ruler. Naturally, you will be allowed to 
  bask in my glory when it is over.” 
  • 
  At this, Renfus awaits the PCs’ reactions. He is 
  obliged to answer questions if the PCs can improve 
  him to friendly or better from a starting attitude of 
  indifferent. However, Renfus is extremely hard to 
  impress and any such attempts suffer a -8 penalty on 
  the check.  
  • 
  If helpful, Renfus offers to bestow an impressive title 
  upon the PCs if they succeed and give them any 
  information they ask for but little more.  
  • 
  He doesn’t plan to pay them a thing. The honor of 
  serving him should be reward enough as far as he is 
  concerned. If they agree, read the following: 
  “Excellent!” the Mottled One exclaims, “So glad you 
  can listen to reason. Now there’s just one other thing: 
  the geas. I must protect my investment of course.” 
  • 
  Renfus intends to have a geas spell placed on each 
  PC in the party with instructions to “ensure the 
  successful escort of the Stoink emissary to Dimre 
  and to remain there until negotiations are concluded 
  favorably for Stoink.”  
  • 
  Renfus is clever enough to know that this wording is 
  a double-edged sword. Even if the escort is killed en 
  route somehow, the PCs will be forced to finish the 
  negotiations themselves or spend the rest of their 
  days in Dimre.  
  • 
  The geas isn’t really negotiable for anyone but a 
  Monk or a Paladin. If a PC reveals belonging to 
  either class to Renfus and volunteers to swear a vow 
  to complete the task, Renfus will accept this (but 
  their companions still require a geas).  
  • 
  Renfus likes this idea because he doubts such a 
  character will break his word and because it gives 
  him leverage to use against the character should they 
  turn on him. He could simply report them to the 
  Temple Grimacing and make their lives extremely 
  uncomfortable. 
  All APLs (EL 15*) 
  Renfus the Mottled: Male human (mixed) Rogue 12; 
  hp 99; see Appendix 6.
  Palace Sharpers (12): Male human Rogue 5; hp 25; see 
  Appendix 6. 
  *Because of Renfus’ extraordinary array of magical 
  equipment, the EL of this encounter is 15 instead of 14. 
  • Renfus the Mottled of Stoink is an arrogant, debased 
  character. He revels in debauchery and gorges 
  himself on fine food and strong drink. He is said 
  to be able to out-drink any demon and he has 
  proved it on more than one occasion. He has 
  incredible fortitude and despite his severe obesity, 
  he remains in good physical health.  
  • The splotches that cover his body are congenital and 
  benign, though they are unsightly and add simply 
  another element of vileness to his appearance.  
  • 
  Renfus is the biggest fish in his pond, and he knows 
  it. Therefore he is brutal whenever faced with 
  insubordination. 
  • 
  Despite his many vices, Renfus is not evil, per se. 
  The most pronounced element of his personality is 
  selfishness; looking out for number one is his top 
  priority. Good and evil be damned, Renfus wants 
  whatever is best for him and his precious city-state 
  (when it’s convenient). As long as he can enjoy a 
  luxurious life and keep his men happy, he is happy. 
  He aims to keep things that way for a very long time. 
  Bear in mind Renfus has a very powerful personality. He 
  is not elegant, but he is very charismatic in his own way. 
  He appeals to the PCs’ sensibilities and exploits their 
  weaknesses to manipulate them into going along with his 
  little plan. He makes no pretense of using force unless 
  the PCs press the issue or flatly refuse his offer. 
  The Art of Deception 
   
  Page 9 
  
  Tactics: If the PCs are gutsy enough to attack Renfus in 
  his own home, they probably deserve what is coming to 
  them. Renfus always keeps a wide variety of protective 
  magical items with him, making him virtually impossible 
  to kill by normal means. In addition, he is constantly 
  surrounded by a large number of extremely loyal rogues 
  who will fight bravely to the death for their despot (when 
  Renfus triumphs, and he will, they would pay too dearly 
  for deserting him). They fight using the tactics of 
  seasoned bandits who have learned the ins and outs of 
  dirty fighting. They primarily use saps to try to knock 
  PCs out and poison to incapacitate them. In combat, use 
  all the resources of the NPCs to the fullest extent to make 
  it clear to the PCs that a quick escape is the only way out. 
  Renfus will content himself to find other cronies while 
  he delivers the bodies of dead PCs to Lord Bloodhand for 
  re-animation. 
   
  If the PCs seem to be having an easy time for some 
  reason, have Lowdrend and his lackeys arrive to help 
  shore up the situation. That should give the PCs more 
  than enough of a challenge. 
  Development: There isn’t really much the PCs can do to 
  influence their situation in this case. But there are two 
  things the PCs can do to get Renfus to work with them. 
  First, they can expend two favors with the Temple 
  Grimacing to persuade Renfus. Additionally, if a PC 
  known as a Slayer of Torrock is present and adjusts 
  Renfus to a helpful attitude, the Mottled One will be 
  sufficiently impressed with the PC’s prowess to not force 
  him into servitude. In either of these situations, he’ll still 
  appreciate the help, but he won’t force the geas on such 
  characters. 
  Encounter Three: Ambush En 
  Route 
  In this encounter, the PCs are introduced to Renfus’ 
  emissary, Juray Kidonee. While en route to Krostenburg 
  in Dimre, the PCs are ambushed by a band of rebellious 
  lizardfolk. It is suggested you become familiar with the 
  rules for underwater combat (DMG, page 92) before 
  running this encounter. Read the following once the PCs 
  agree to work for Renfus: 
  Your party is taken to a spartan chamber where you 
  are told to wait. After a few minutes, Lowdrend 
  arrives with a darkwood staff crested with a 
  shimmering ruby. He points the staff at each of you 
  in turn and speaks the phrase “You will ensure the 
  successful escort of the Stoink emissary to Dimre and 
  remain there until negotiations are concluded 
  favorably for Stoink,” followed by an incantation. 
  Once his spell is complete, you find yourself 
  repeating his words verbatim promis ng to do as he 
  said. 
  i
   
  Once Lowdrend is finished with you, you are led 
  outside the gates of Stoink, where you meet up with a 
  well-dressed but shaggy brown-haired man who 
  introduces himself as Juray Kidonee. He spends a few 
  minutes with you going over the details of the 
  journey, and before you know it, you are off. 
  It’s possible a PC at your table will be a member of the 
  Grand Theocracy of Dimre meta-org and desire to use 
  their connections once inside the country to have the 
  geas removed. PCs who attempt this discover Osilin is 
  the highest-level caster in Krostenburg and that he is not 
  powerful enough to remove the geas. Nevertheless the 
  Dimrites do not hold the PC responsible for any actions 
  required by the geas.  
   
  The characters find their gear has been retrieved for 
  them in addition to any mundane items they requested 
  from Renfus (assuming he was convinced of the need).  
  Juray: Male human (Oeridian) Expert 4; hp 14; see 
  Appendix 6. 
  • 
  Juray explains that the party is headed to the town of 
  Krostenburg, a Dimrite border town. They will need 
  to cross some hills and a few rivers, but other than 
  that he doesn’t expect any difficulty. He does warn 
  them that enemies of Dimre or Stoink might try to 
  stop them along the way, but he doesn’t imagine so 
  since the negotiations aren’t being advertised.  
  • 
  He also shows them Player Handout 1, which details 
  the goals of the negotiations, as laid out by Renfus. 
  You should also give the PCs Player Handout 2 so 
  they can see how the negotiations work in game 
  terms. 
  • 
  He offers to allow them to help out with the 
  proceedings if they feel so inclined. He is a skilled 
  diplomat in his own right, but he knows little about 
  magic and is incapable of defending himself against 
  all but the simplest opponents. Not to mention, he 
  expects he could use a little help bargaining with a 
  Dimrite negotiator.  
  • 
  During the negotiations, no magical aid of any kind 
  is allowed. Spells should be dispelled and items 
  aiding in skills like Diplomacy and Sense Motive 
  should be removed. 
  • 
  Juray points out that Renfus would like them back 
  within 2 weeks. So if they would like to take care of 
  other business while in Dimre, they should 
  accomplish it within that time frame. 
  The Art of Deception 
   
  Page 10 
  
  • 
  He leads a cart pulled by a light horse. Loaded on the 
  cart are gold and platinum bars plus textiles to be 
  used as bargaining incentives with Dimre. 
  The journey to Krostenburg takes about three days. 
  Allow the PCs to make any preparations they want. It 
  would be good to get their standard marching order and 
  such. Read the following when they are ready to proceed: 
  You have been traveling for several days with little to
  note. Juray is pretty quiet and makes smal  talk only 
  when you instigate. When camping for the night, you 
  often hear the sounds of many wild beasts about, but 
  you never see any such things approach your group. 
  On the second day of your journey, your group s n 
  the process of crossing a bridge over a small river 
  cal ed the Brook of Vigilantes when suddenly you 
  hear a great thunderous cracking as the bridge begins 
  to sunder. 
   
  l
  i i
  l
  At this point you will need to roll initiative. The PCs are 
  under attack by water elementals summoned by 
  Kss’uthra, the lizardfolk druid. The bridge is detailed in 
  Appendix 1. The river is 20 feet deep unless otherwise 
  indicated and provides cover for those underneath being 
  attacked by those above. The water is murky enough to 
  provide concealment beyond 10 feet. 
  Wooden Bridge: 6 in. thick; hardness 5; hp 60 (per 10 ft. 
  section); AC 4; Break DC 20. 
  Creatures: Kss’uthra and his allies are rebels against 
  Dimre. They have taken to disrupting trade nearby as a 
  way to spite the theocracy in vengeance for the death of a 
  priestess of Semuanya early last year (see BDKA4-01 
  Swamped for details).  
   
  The druid has also made friends with some other 
  natural creatures using speak with animals and speak 
  with plants to enlist their aid. The lizardfolk are currently 
  waiting underwater directly beneath the bridge (full 
  cover from the PCs). Monitor lizards and giant crocodiles 
  hide in the water. Shambling mounds hide on the shore 
  among the trees. You may give the PCs a single Spot 
  check opposed by their Hide check (remember to modify 
  for distance) to notice the creatures as they cross the 
  bridge.  
   
  As usual, the PCs may choose to actively Spot before 
  crossing the bridge for as long as they would like. But the 
  PCs will have to have given you this information as a 
  standard operation procedure when making their 
  preparations before leaving on the journey. 
  APL 6 (EL 9*) 
  Kss’uthra: Male lizardfolk Druid 4; hp 48; see Appendix 
  2. 
  Large Viper Companion: hp 13; see Appendix 2. 
  Lizardfolk (6): hp 11 each; see Monster Manual page 
  169. 
  Lizard, Monitor (3): hp 22 each; see Monster Manual 
  page 275. 
  APL 8 (EL 11*) 
  Kss’uthra: Male lizardfolk Druid 6; hp 63; see Appendix 
  3. 
  Large Viper Companion: hp 27; see Appendix 3. 
  Lizardfolk Savage (6): Male lizardfolk Bbn2; hp 39 each; 
  see Appendix 3. 
  Lizard, Monitor (6): hp 22 each; see Monster Manual 
  page 275. 
  APL 10 (EL 13*) 
  Kss’uthra: Male lizardfolk Druid 8; hp 78; see Appendix 
  4. 
  Huge Viper Companion: hp 33; see Appendix 4. 
  Lizardfolk Savage (6): Male lizardfolk Bbn4; hp 58 each; 
  see Appendix 4. 
  Crocodile, Giant (6): hp 59 each; see Monster Manual 
  page 271. 
  APL 12 (EL 15*) 
  Kss’uthra: Male lizardfolk Druid 10; hp 93; see Appendix 
  5. 
  Huge Viper Companion: hp 44; see Appendix 5. 
  Lizardfolk Savage (6): Male lizardfolk Bbn6; hp 77 each; 
  see Appendix 5. 
  Shambling Mound (6): hp 60 each; see Monster Manual 
  page 222. 
  *ELs adjusted by +1 for the difficulty added by the 
  terrain. 
  Tactics: The tactics of the lizardfolk are fairly simple. 
  Kss’uthra has already summoned a water elemental (the 
  most powerful he is capable of summoning) which is 
  currently attacking the bridge. The water elemental uses 
  full Power Attack to attempt sunder the bridge and bring 
  the PCs, Juray, and the cart into the water where they 
  have the advantage. 
   
  If the PCs are plunged into the water, the barbarians 
  and their pets swim up to attack with their longspears. 
  Kss’uthra remains on the bottom for as long as possible 
  summoning creatures to join the fray or enhancing his 
  allies with spells. The PCs will most likely have to 
  venture underwater to deal with him. If engaged in 
  The Art of Deception 
   
  Page 11 
  
  melee, Kss’uthra fights to the death aided by his animal 
  companion, using melee attacks or spells as appropriate. 
   
  The raiders will pursue fleeing PCs as long as they 
  can keep up with them. See the rules on Evasion and 
  Pursuit in the Dungeon Master’s Guide, page 20, for more 
  information if necessary. 
  Treasure: The lizardfolk carry their treasure with them. 
   
  APL 6: L: 22 gp; C: 0 gp; M: bracers of armor +1 (83 
  gp), ring of protection +1 (166 gp). 
   
  APL 8: L: 179 gp; C: 0 gp; M: amulet of natural armor 
  +1 (166 gp), bracers of armor +1 (83 gp), potion of cure 
  moderate wounds (CL 3; 25 gp), ring of protection +1 
  (166 gp). 
   
  APL 10: L: 26 gp; C: 0 gp; M: cloak of resistance +1 (6 
  @ 83 gp each), +1 leather (96 gp), +1 longspear (6 @ 192 
  gp each), periapt of wisdom (333 gp), potion of cure 
  moderate wounds (CL 3; 25 gp), ring of protection +1 
  (166 gp). 
  l
   
  l
   
  l
  it
  l
   
  i
  APL 12: L: 5 gp; C: 0 gp; M: cloak of resistance +1 (6 @ 83 
  gp each), +2 heavy darkwood shield (354 gp), +2 leather 
  (346 gp), +1 longspear (6 @ 192 gp each), periapt of 
  wisdom +2 (333 gp), potion of cure moderate wounds (CL 
  3; 25 gp), ring of protection +1 (7 @ 166 gp each). 
  Development: Kss’uthra is a devout follower of 
  Semuanya, a god who preaches survival as the prime 
  objective in life. As such, his motto is “kill or be killed.” 
  He grants no quarter to his enemies and is unwilling to 
  negotiate with any PCs, even worshippers of Semuanya, 
  unless magically compelled somehow. 
  Encounter Four: Negotiations 
  Read the following once the PCs arrive in Dimre: 
  On your third day, you spot a settlement in the 
  distance. You have finally arrived at the town of 
  Krostenburg. Stalwart walls surround the community, 
  dotted occasionally with lookout towers. As you 
  arrive at the entrance and make your presence 
  known, the massive gates are opened to al ow you to 
  enter. The town beyond is nothing special but exudes 
  an overwhelming sense of militarism. Common dress 
  is drab and uninteresting, almost uniform. Patro s of 
  sentries bearing the symbol of the sun and moon 
  emblazoned on their chests pass by occasionally.  
  As you make your way inside, you are approached 
  by a tonsured man with scars on his arms girded in 
  simple brown robes. He greets you with a stony 
  expression, “Blessed be the Blinding Light for 
  delivering you safely. I am Brother Sinnoch. 
  Welcome to Krostenburg. We have been expecting 
  you. I shall escort you to your quarters where you 
  may prepare yourselves for the negotiations later with 
  Reverend Father Osilin.” 
  Sinnoch: Male human (Flan) Exp2. 
  • 
  Sinnoch is a simple acolyte. He lacks the ability to 
  use divine magic, but he is nevertheless a respected 
  and devout member of the clergy who often serves as 
  a messenger and representative to guests.  
  • 
  He escorts the PCs to a spartan compound that 
  serves as a residence for visiting dignitaries. The fact 
  that such visitors are few is apparent from the lack of 
  amenities. The rooms are simply arrayed with a straw 
  mattress and wash basin. The Dimrites are not used 
  to creature comforts, but the Sinnoch does his best 
  to make the visitors comfortable. 
  • 
  The PCs may make any preparations they like, but 
  they are not allowed to leave the compound, which 
  is guarded by several members of the Holy Guard, an 
  elite branch of holy warriors who serve Dimre 
  unquestioningly.  
  • 
  If Juray survived the encounter with the lizardfolk, 
  he presses the PCs to make their preparations as 
  quickly as possible. He really doesn’t like the idea of 
  staying in such paltry conditions any longer than he 
  has to.  
  • 
  After about an hour, if not summoned sooner, 
  Sinnoch will return to escort the PCs. If they are not 
  ready by this time, he will not wait for them. 
  Once the PCs are ready, Sinnoch leads them to the 
  Cathedral of Righteous Penance where they are to meet 
  with Osilin. Read the following: 
  The Cathedral of Righteous Penance is similar to all 
  the other structures in town. It is a cold stone 
  bui ding with no decoration, pomp, or circumstance 
  about  save the symbol of the sun and moon carved 
  into the archway above the main entrance.  
   
  Inside, the walls are lined with simple tapestries 
  that alternate between representing the sun and 
  moon along the wal s. The altar to Pholtus is a simple
  affair upon which rests a tarnished green-backed 
  tome, lying open, and a burner of incense. At the far 
  wall is a magnificent stained-glass window depicting a 
  fair Oeridian man in flowing robes with a shining 
  scepter that illuminates h s right side while darkness 
  envelopes the left side.  
   
  Before the altar you see a pair of priests with 
  barbed switches in their hands. The back of their 
  The Art of Deception 
   
  Page 12 
  
  robes are bloodied and rent as they appear to be 
  whipping themselves on the back between prayers 
  and chants to the Inflexible One. 
   
   l
  l
  l
  l
  l
   
  ,
  Sinnoch shows no emotion, but simply eads you 
  to a stone staircase and motions for you to ascend. At 
  the top of the stairs, you find a hal way which 
  Sinnoch eads you down. At the end of the hal way, 
  you pass into what might otherwise appear to be a 
  dining hal , judging by the long table and chairs in 
  the center. Tapestries with the symbol of Pholtus 
  cover the walls in this room.  
   
  Standing at attention at the end of the room are 
  four members of the Holy Guard. Sitting at the end of 
  the table is a man with a light brown beard and dark 
  eyes. His skin is tanned but shows few signs of ritual 
  scarring. He stands as you enter, then nods to 
  Sinnoch, who departs. “On the behalf of the most 
  venerable Szek Winvid, I would like to thank you for 
  attending these negotiations. I am Rector Osilin 
  Danris.  Please sit, for we have much to discuss.” 
  As previously explained by Juray, Osilin asks to scan the 
  PCs for magic and asks them to dispel any auras he sees 
  present; he gets an automatic Sense Motive check 
  opposed by their Bluff check if the PCs disguise their 
  items somehow, such as with Nystul’s magic aura. He 
  submits to a similar scan if the PCs request. Hereafter the 
  negotiations begin. The PCs and Juray already have their 
  objectives, given to them earlier. Role-play the 
  negotiations until both sides reach mutually acceptable 
  conditions. Osilin begins by asking if Stoink has 
  prepared an offer. If so, he considers it. If not, he offers 
  Dimre’s own offer and allows the emissaries for Stoink to 
  consider it. Consult Appendix 6 for rules on running the 
  negotiations. 
  Osilin Danris: Male human (Oeridian/Flan) Clr10; hp 
  78; see Appendix 6. 
  Holy Guard (4): Male and female human Ftr4; hp 34; see 
  Appendix 6. 
  Osilin Danris only appears to be a Dimrite priest. In truth 
  he is an agent of the Theocracy of the Pale sent to subvert 
  the workings of Dimre. In secrecy, he follows the One 
  True Way. Were this to be discovered by the priests of 
  the Ebongleam, his execution would be swift and 
  excruciating. Therefore he guards this secret with utmost 
  caution. 
   
  Osilin is not able to simply throw the negotiations to 
  Stoink however, despite his desire to subvert their 
  activities. He must still maintain the appearance of 
  performing his duty as Rector, and he cannot advance 
  within the hierarchy of Dimre unless he is successful. 
  Thus, he mainly gathers information which is used 
  indirectly by the Pale to stifle Dimre’s plans. He uses this 
  encounter as a way to gauge the abilities of the PCs so 
  that he can decide if they are useful to him. 
   
  During the negotiation, Osilin asks the PCs about 
  their credentials, such as where they were born, what 
  their profession is, and how many years they’ve been 
  working at the same profession. He is also interested if 
  any of the PCs are members of any good or lawful aligned 
  churches. Questions like that may make the PCs 
  uncomfortable (especially those that know of Dimre’s 
  alliance with Iuz); that’s good as it makes the decision to 
  trust Osilin later a bit more difficult. 
  Development: If the PCs fail to achieve a positive result 
  for Stoink in the negotiations, they cannot leave the 
  country until they do so unless the geas is broken. This 
  will quickly become evident to the Dimrites, who deduce 
  the nature of the enchantment once the PCs remain in 
  town for a few days. At this point, Osilin approaches 
  them and offers to tweak the results of the negotiations 
  just a bit, enough to permit the geas to be broken so they 
  may leave. This is a gesture of good will he hopes will 
  engender trust in the future. 
  Encounter Five: Lockdown 
  Once negotiations are complete, determine what the PCs 
  do next. Assuming the negotiation was amicable, they are 
  welcome to tour Krostenburg, but there are no 
  spectacular sights to see and because alcohol is illegal 
  there are no taverns. At any rate the PCs are at least 
  expected to escort Juray back to Stoink, if he is alive. 
  Unless the PCs decide to immediately teleport out of the 
  country, read the following: 
  With the negotiations complete, you have completed 
  your task and the geas is broken. It is evening by the 
  time you finish and you look forward to a hearty meal
  before bed and your journey back to Stoink 
  tomorrow. Unfortunately, your hopes are dashed 
  when you return to the compound to receive your 
  meals and find that bread, water, and porridge are the 
  mainstays of subsistence. Though bland, it is at least a 
  filling meal. Once you have finished eating, you 
  retired to chambers for the night. 
   
  In the morning your group prepares to leave the 
  town. After gathering your gear, you begin heading 
  for the gates of the compound when you see a 
  harrowing sight. An entire squad of the Holy Guard 
  has just entered the compound and they immediately 
  move in your direction  “You there!” the sergeant 
  yells, “Halt, in the name of the Szek.” 
  The Art of Deception 
   
  Page 13 
  
  Assuming the PCs do as they are told, the sergeant 
  approaches with his squad. He then places the PCs under 
  arrest. He calmly explains that last night a Palish templar 
  was captured in Krostenburg and the presence of the PCs 
  in town at precisely the same time indicates they may be 
  accomplices. As the PCs are disarmed and stripped of 
  their possessions, the sergeant binds them in shackles 
  and tells them they will be escorted to Falschheit where 
  they will receive a fair trial. The PCs are likely to moan 
  and complain. But you know better than to listen to 
  them; you understand it is all part of Pholtus’ masterful 
  plan. 
  All APLs (EL 12) 
  Holy Guard (16): Male and female human Fighter 4; hp 
  34; see Appendix 6. 
  Tactics: This particular squad is specialized in detaining 
  criminals. Each guard carries a sap and a net in addition 
  to listed equipment. If the PCs do not come politely, they 
  attempt to subdue them and take them into custody. 
  Treasure: Even if the PCs defeat the Holy Guard, they 
  will not have time to loot their fallen before 
  reinforcements arrive. 
  Development: PCs who fight back against the Holy 
  Guard will have a charge of resisting arrest added to the 
  charge of conspiracy to commit espionage when brought 
  before the Masak tribunal. This carries a penalty of a 500 
  gp fine and 2 TUs of imprisonment unless the PC 
  succeeds at a Diplomacy check (DC 25); such PCs are 
  precluded from taking part in the rest of the adventure.  
  If they kill any guards the adventure is over because they 
  will not be allowed back into Dimre, nor will Osilin 
  approach them. If the PCs defeat the guards, good for 
  them. Let them escape and the adventure is over. Treat 
  this as having reached Conclusion A with the exception 
  that the PCs are also Banned in Dimre. 
  • 
  The trip to Falschheit takes two days, during which 
  the PCs are carefully guarded in a prison wagon by 
  day and a local jail cell by night. Juray is taken with 
  them if he is still alive.  
  • 
  Upon arrival in Falschheit, the PCs are promptly 
  processed for their hearing and scheduled to appear 
  before the tribunal the following day. Feel free to 
  abridge or role-play this encounter as you see fit. The 
  outcome is the same regardless of what the PCs do or 
  say (unless of course they confess).  
  • 
  The tribunal considers the evidence and finds the 
  PCs innocent of any wrong-doing or complicity and 
  chastises the Holy Guard for assailing emissaries.  
  • 
  Make sure to note that one of the tribunal members 
  is an older man whose brown hair is graying and 
  wears a long wispy mustache. This is Varys Harlaw; 
  they will encounter him later.  
  • 
  Thereafter, the PCs are released onto the streets of 
  Falschheit with all their seized equipment and a 
  voucher for a free stay at a local inn. It is shortly after 
  this time that they have another encounter with 
  Osilin. 
  The worst possible situation that could occur is if a PC is 
  found to have the enmity of Dimre or to be Banned in 
  Dimre. Such PCs are automatically recognized given the 
  time the tribunal has to research their subject matter 
  unless the PCs have powerful undetectable magic at their 
  disposal.  
   
  PCs with enmity are punished for their crimes 
  against the state. They must pay a fine of 1,000 gp and 
  serve 4 TUs of imprisonment for each enmity point they 
  have with Dimre in addition to any other penalties 
  already assessed unless they succeed on a Diplomacy 
  check (DC 35).  
   
  If a PC is found to have the Banned in Dimre 
  certifiticate, they must pay a fine of 2,500 gp and serve 6 
  TUs of imprisonment in addition to any other penalties 
  already assessed unless they succeed on a Diplomacy 
  check (DC 50).  
  Alternately, the PC may choose to forgo prison time by 
  paying a number of gold pieces equal to 1,000 times the 
  number of TUs they would otherwise lose and/or trading 
  in magical items of equivalent value.  
  Encounter Six: Behind the Veil 
  Read the following once the PCs are released by the 
  tribunal: 
  Stepping out into the streets, you are met with an 
  impressive sight. The building from which you have 
  been released is a behemoth of basalt and granite. It is 
  unremarkable save for its sheer size and towering 
  features. This is the legendary Masak, the most sacred 
  temple of the followers of the Ebongleam in Dimre. 
   
  The city you are in is quite similar to 
  Krostenburg, 
  only 
  larger. 
  Numerous 
  spartan 
  complexes line the streets as soldiers patrol the 
  streets, often accompanied by tonsured men in brown 
  robes bearing all manner of scarification about their 
  person. Most people bear dour expressions on their 
  faces and go about their business without even giving 
  your group as much as a look. To the north, you can 
  see what can only be a marketplace, but it is far more 
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  Page 14 
  
  organized and regulated than those you’ve seen in 
  other parts of the Bandi  Lands. There is no sign of 
  pick-pockets or scoundrels and the produce and 
  goods available are of fine quality. Even better, items 
  are discounted significantly from what you normally 
  expect. 
  t
   
   
  l
  i
  l
  t
  l
   
  Unfortunately, 
  there 
  are 
  no 
  apparent 
  establishments designed solely for pleasure. No 
  coliseums, no sports arenas, and especially no taverns 
  that serve alcoholic beverages. In fact, there is one 
  building that is oddly out of place. It is a tower that is 
  splendidly decorated with frescoes, statues and 
  complete with a banner that bears the unmistakable 
  grinning skull emblem; it certainly doesn’t seem 
  hospitable. It is only after much searching that you 
  are able to find an inn that caters to travelers, 
  apparently a rarity. From the look of things, the 
  innkeeper appears far more used to dealing with 
  Dimrites from different parts of the country than 
  outsiders, but he is willing to put you up if you desire. 
  What the PCs do next is up to them.  
  • 
  The efficient, controlled economy of Dimre allows 
  them to purchase any item listed in the Player’s 
  Handbook worth less than 800 gp (even masterwork 
  items) for 90% of its list price. These purchases must 
  be listed on the AR at the end of the event.  
  • 
  If the PCs do not wish to stay, have Osilin come 
  running up to them just as they are about to leave 
  town. If they do stay, Osilin will approach them as 
  they exit the inn in the morning. Read the following 
  (adapt as necessary): 
  As you prepare to leave this place behind you, you 
  notice a familiar sight. It is Osilin, the Rector you 
  dealt with in Krostenburg several days ago. He comes 
  up to you and smiles, “Ah, it’s good to see you are 
  alright. I heard the news shortly after the Holy Guard 
  had you taken away. Anyway, I came to Falschheit 
  immediately to see if you were still here. You see, I 
  had been meaning to talk to you, but I would prefer 
  some place more private. Perhaps you could 
  accompany me back to the place I am currently 
  staying?” 
  • 
  Osilin answers any questions the PCs have to the 
  best of his ability, though he prefers to answer them 
  at his room in the home of a local whom he is 
  acquainted with and stays with on his visits to the 
  capital. Osilin insists he had nothing to do with their 
  arrest and apologizes for the inconvenience.  
  • 
  Once they are situated, he takes a moment to cast a 
  spell. It is a modified version of a silence spell that 
  he researched and developed himself specifically to 
  keep a room sound-proof (a spell he has had much 
  use for as a spy).  
  • 
  He does not tell them he is a Palish spy yet. He takes 
  this opportunity to reveal to them his information 
  on Varys Harlaw. Read the following: 
  “You may be familiar with the Ebongleam,” he begins, 
  “it is our ho y text that delineates that guidelines of 
  our order here in Dimre. The keystone of our 
  doctrine is the practice of walk ng hand-in-hand with 
  darkness in order to better comprehend the power of 
  the Blinding Light. In the past, this belief has 
  manifested itself in a pact with the Old One, among 
  other bandit kings and disreputable ords. In the past, 
  it has never caused us harm. Our priests are stalwart 
  and vigilan  in their faith and have always discerned 
  the difference between cooperating with the forces of 
  darkness and actually embracing the darkness itself. 
  But I fear we are no longer safe from such predations.  
   
  “I have evidence with me that a member of our 
  order, a fairly important individual, is in fact part of a 
  diabolical cult and not a worshipper of Pholtus at al . 
  I require outside help, for I fear I cannot trust my 
  fellow priests to believe my accusations despite my 
  evidence. To make matters even more difficult, this 
  individual is the director of the Ministry of Internal 
  Affairs, the very branch I am required to report such 
  information. I am at a severe disadvantage. You 
  seemed like good and decent people when we met. I 
  thought perhaps you would help.” 
  • 
  If the PCs, ask to see Osilin’s evidence, he hands 
  them Player Handout 3, which details a clandestine 
  deal between Varys Harlaw and the Rookroost 
  Thieves Guild. In it, Varys references a power 
  known as Azruphael.  
  • 
  Osilin consulted ancient religious texts and 
  determined that Azruphael is a powerful devil of 
  some kind, or possibly the pseudonym of an obscure 
  evil god. A Knowledge (religion) check (DC 30) 
  reveals the same information.  
  • 
  Osilin also says that he has used a commune spell to 
  verify the authenticity of the note. A Sense Motive 
  check (DC 20) reveals Osilin is being honest, as does 
  zone of truth, but that he is uneasy about something 
  (the fact that he is a spy).  
  • 
  There are two ways to get him to reveal his true 
  allegiance. The first is to improve his attitude to 
  helpful (from friendly) and ask him to explain why 
  he is so uneasy. The second is if there is a PC cleric, 
  paladin, or favored soul worshipper of Pholtus in the 
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  Page 15 
  
  party who does not profess allegiance to Dimre 
  (Osilin is well-informed as a Rector and would know 
  whether or not this was the case).  
  • 
  Under no circumstance does he reveal his allegiance 
  in the presence of any PC who is a member of the 
  Dimre meta-org.  
  • 
  Osilin’s plan is to approach Varys Harlaw with the 
  PCs and call him out. He needs the PCs with him in 
  case Varys denies the accusation and gets violent.  
  • 
  Once Varys is slain or incarcerated for his complicity 
  with the cult, Osilin hopes to take his place as 
  reward for exposing him. Then, he will be in an even 
  better position to feed the Pale with information 
  about the conditions within Dimre. 
  • 
  If the PCs want to know how Osilin acquired the 
  evidence, he claims to have an anonymous 
  informant. Though he does not know the true 
  identity of the informant, his information has never 
  led Osilin wrong during his tenure as Rector.  
  • 
  Osilin is not aware of the fact that his informant is 
  actually a corrupt wizard named Quarzknot who 
  serves Iuz as a permanent ambassador to Dimre (he 
  also dwells in the out-of-place tower mentioned 
  earlier). Quarzknot discovered Osilin’s true nature 
  somewhat by accident shortly after his confirmation 
  as Rector and has since then fed him information 
  and tips to keep him alive and sowing discord into 
  the nation. Though he cast a divination concerning 
  his informant once, he misinterpreted the results 
  and has decided to trust him, whoever it is. 
   
  Assuming the PCs agree to help, Osilin thanks them 
  profusely and makes arrangements to meet with them 
  tomorrow. In the meantime, he has to arrange an 
  appointment with Varys. He says he will suggest to the 
  Lord Inquisitor that he ought to personally apologize for 
  the mixup lest the dignitaries become offended and cause 
  sour relations with Renfus. 
  Development: Should the PCs decide to walk out of this 
  encounter and turn Osilin in after learning his true 
  allegiances, they effectively end the adventure for 
  themselves. They are unable to acquire an audience with 
  Varys by themselves (short of charging headlong into the 
  Masak). Osilin is warned that his cover is blown by 
  Quarzknot and uses a scroll of word of recall to escape to 
  Wintershiven. There is nothing else the PCs can do in 
  this event but return to Stoink or wherever else they 
  desire. At any rate, the adventure is over. 
  Research: It is also possible the PCs wish to learn more 
  about Osilin’s informant. They may cast their own 
  divinations if they wish; choose appropriate responses to 
  their questions based on your knowledge of the 
  background. They can also do a bit of detective work. A 
  successful Gather Information check (DC 30) reveals 
  clues leading to Quarzknot, such as an individual who 
  saw a fiendish-looking wizard dismiss a spell of some 
  kind after speaking with Osilin and revert to his true 
  form or something like that. Feel free to develop your 
  own clue, as long as it isn’t too revealing. The PCs will not 
  be able to find any directly incriminating evidence 
  however. They will have to piece the information 
  together themselves.  
  Encounter Seven: Who Shall 
  You Support? 
  Osilin obtains permission for the PCs to enter the Masak 
  and meet with Varys Harlaw, a very unusual opportunity. 
  Non-believers are not often allowed to meet with anyone 
  higher than a rector, but given the special circumstances, 
  Varys thought it warranted. However, thereafter, Varys 
  used his network of spies to discover Osilin plans to 
  confront him. It turns out someone saw him 
  coordinating with the PCs and he put two and two 
  together. After this, he decides to find out why Osilin 
  would act this way. By doing this, he comes in contact 
  with an underling of Quarzknot who knows the tiefling 
  discovered something unusual about Osilin’s past; this 
  gives him enough to discover incriminating evidence on 
  Osilin before the PCs arrive. Consequently, he is 
  prepared to present the evidence to the PCs and make a 
  hasty escape if necessary when they approach him. Note 
  Varys uses his unseen servant in the boxed text to do a lot 
  of mundane things like hold his staff for him and hand 
  the PCs the note. Read the following when the PCs are 
  ready to approach Varys: 
  Once again, you approach the intimidating Masak. 
  This time you are accompanied by Osilin and his 
  companion, a wizard with a touch of elven blood 
  named Therise. As you enter, you once again behold 
  the massive stone edifice in wonder. Traversing the 
  dark halls is just as unsettling as it was before. 
  Echoing through the hal s are the tortured screams of 
  devout 
  priests 
  ritualistically 
  inflicting 
  Pho tus’ 
  purification upon their persons. Osilin soberly leads 
  the way to the audience chamber of Lord Inquisitor 
  Varys Harlaw. 
  l
  l
   
  i
  l
  Sitting n a chair upon a raised dais in the center 
  of the room is an older man with a ong, graying 
  mustache that hands down below his chin. He holds a 
  dark staff in his right hand and wears robes of 
  The Art of Deception 
   
  Page 16 
  
  crimson and black. Around h s neck is the familiar 
  symbol of the sun eclipsed by Luna carved in coarse 
  iron. The man smiles as you enter, a pleasant 
  expression 
  on 
  his 
  face, 
  “Welcome, 
  honored 
  ambassadors of Stoink. As head of Internal Affairs for 
  the Grand Theocracy, allow me to express my most 
  humble apologies for the misunderstanding earl er. I 
  did not ntend to have my men harass you in any way. 
  You can rest assured the guilty parties are being 
  punished for their impudence.”
  i
  i
  i
   
   
  l
  li
   
  l
  i
   
  i
   
  l  
  l
  l
  l
  it
   
  “Save your breath, you vile coward!” Osilin 
  suddenly screams, “You hide in darkness committing 
  grave sins against the very nation you claim to 
  protect. I have here evidence of your complicity with 
  the Rookroost Thieves Guild, as wel  as your oaths to 
  whatever foul entity you deem fit to worship. You 
  have carried the doctrine of darkness and ght too far 
  and you shall pay for your crimes.” 
   
  The man on the chair remains calm and 
  composed. He temporarily releases his staff, which 
  continues to float next to him, and folds his hands in
  front of him before shaking his head, “My dear boy, 
  you appear to be most confused. That letter is 
  obviously a forgery, for I assure you I have no 
  invo vement with the any organization in Rookroost, 
  let alone a guild of petty cut-purses. We should 
  immediately look into who gave you such a phony 
  piece of garbage with the obvious intent at inciting 
  riot. How did you come by it? The transgressors shall 
  surely feel the wrath of the Blinding Light.” 
   
  “How dare you blaspheme the Inflexible One by 
  referring to his most holy of names with your black 
  tongue?” Osilin exclaims, “Th s letter is genuine and 
  true, as revealed to me by the herald of Pholtus 
  himself. Enough of your lies! You shall surrender 
  yourself to the justice of Masak or else I shall be the 
  bringer of the Blinding Light’s justice myself.” 
  “Impetuous aren’t you?” says the old man, “such is 
  the naiveté of youth, I suppose. To walk hand-in-hand 
  with darkness s the doctrine of our order. You should
  know that, but then again you aren’t real y one of us 
  are you, Rector?” 
   
  At this, Osilin looks a bit hesitant, “What do you 
  mean I am not one of you?” he querries, “I fol ow the 
  Blinding Light just like al  of my brothers here, more 
  than I can say for you!” 
   
  “If on y such fantasies were reality,” the Lord 
  Inquisitor chuckles to himself, “but your charade 
  here is over. It just so happens that this very morning 
  I have learned of your treachery, Father Danris. To 
  think that a Palish sentinel escaped our notice for so 
  long! And you were such a promising young rector 
  too,” he sighs, “it will be a shame to interrogate you 
  with the full capacity of Internal Affairs to figure out 
  where you filled your head with such heretical ideas. 
  Ah well, at least you were pol e enough to bring a 
  force capable of subduing you,” turning to your party, 
  he then asks, “would you please do me the favor of 
  dispatching this recalcitrant insurrectionist? Your 
  efforts will be greatly appreciated by the Masak. I’m 
  certain you’ll find the contents of this document 
  sufficient evidence of the so-called Rector’s dubious 
  allegiances,” and as he speaks, a scroll case removes 
  itself from Harlaw’s belt and wanders to the nearest 
  member of your party where it opens and a scroll 
  unfurls.” 
   
  Give the PCs Player Handout #4. The letter is 
  indeed genuine, as skills and magic will determine. If the 
  PCs ask to roll Sense Motive checks, use Varys’ Bluff 
  check to oppose them. Unless they pre-cast discern lies 
  or similar spells beforehand, they will have no other 
  information on hand to use in the ensuing battle. 
  Quarzknot and any demons with him are watching the 
  room from the safety of an invisibility sphere. They are 
  perfectly still and not making any noise so they can’t be 
  detected with a Listen check unless the PC thinks to 
  make it while the group is traveling to the Masak. 
  However characters with the Quick Reconnoiter feat or 
  those who think to roll a Spot check before combat can 
  get a hunch that “something is there” if they beat a DC 
  30; they can pinpoint the square if they beat the DC by 
  20. Have the players roll initiative.  
  APL 6 (EL 9) 
  Rector Osilin Danris: Male human (Oeridian/Flan) 
  Clr10; hp 78; see Appendix 6. 
  Therise (cohort): Female half-elf Wizard 8; hp 24; see 
  Appendix 6. 
  Quasits (4): hp 13 each; see Monster Manual page 46. 
  APL 8 (EL 11) 
  Rector Osilin Danris: Male human (Oeridian/Flan) 
  Clr10; hp 78; see Appendix 6. 
  Therise (cohort): Female half-elf Wizard 8; hp 24; see 
  Appendix 6. 
  Babau (4): hp 66 each; see Monster Manual page 40. 
  APL 10 (EL 13) 
  Rector Osilin Danris: Male human (Oeridian/Flan) 
  Clr10; hp 78; see Appendix 6. 
  Therise (cohort): Female half-elf Wizard 8; hp 24; see 
  Appendix 6. 
  The Art of Deception 
   
  Page 17 
  
  Quarzknot: Male tiefling Wizard 13; hp 47; see Appendix 
  6. 
  APL 12 (EL 15) 
  Rector Osilin Danris: Male human (Oeridian/Flan) 
  Clr10; hp 78; see Appendix 6. 
  Therise (cohort): Female half-elf Wizard 8; hp 24; see 
  Appendix 6. 
  Quarzknot: Male tiefling Wizard 13; hp 47; see Appendix 
  6. 
  Glabrezu: hp 174; see Monster Manual page 48. 
  *Technically, these encounters are higher, but the help of 
  Varys lowers the EL by 2 at APLs 6-8 and by 1 at APLs 10-
  12. In addition, the encounter is a bit easier since Osilin 
  does not cooperate with the demons or Quarzknot since 
  he has no idea they are on his side (even if he figures it 
  out, he refuses to cooperate with evil creatures on 
  principle; after all he’s not really a follower of the 
  Ebongleam). 
  Tactics: A lot depends on how the PCs act. If they choose 
  to support Osilin and make any aggressive action towards 
  Varys, then he uses his cape of the mountebank during 
  the first round of combat to travel to his underground 
  temple (make this dramatic). However, if they choose to 
  support Varys, he will remain and watch the battle from 
  the safety of his chair, aiding the characters with spells 
  provided it puts him in no immediate danger. His chair is 
  a magical item with the capability of automatically 
  protecting him as an immediate action that requires no 
  effort on his part (meaning he can also use an immediate 
  action during the same round) once per day with either 
  wall of force if he is the target of a melee or ranged attack 
  or anti-magic field if he is caught in the area of a spell that 
  requires a save. The chair is immobile and cannot be 
  removed from the chamber without destroying it. 
   
  In the battle, Osilin will spend one round enhancing 
  himself and then attempts to attack Varys, likely being 
  rebuffed by the magic of the chair if the PCs don’t trigger 
  it before then. He opens with righteous might and a 
  quickened divine favor, then enters melee, stopping to 
  heal himself if necessary. His cohort tries to keep the PCs 
  at bay with disarming spells like fear, and slow. Once she 
  has sown a little chaos amongst their ranks, she then 
  attempts to cast defensive spells on Osilin like stoneskin 
  and displacement. She saves her scroll of cloudkill for 
  emergencies.  
   
  At APLs 6 and 8, Quarzknot decides to let his 
  demons do the dirty work and casts dimension door 
  during the first round to flee to this tower. The demons 
  attack the PCs from the back, but do not coordinate with 
  Osilin whatsoever. They attack randomly, seeking targets 
  that will produce the quickest slaughter. These fiends are 
  called, not summoned, so they cannot be dismissed with 
  dispel magic. 
   
  At APLS 10 and 12, Quarzknot is not quite so 
  confident in Osilin’s abilities. Therefore he deigns to 
  stick around himself to help out. He begins by casting 
  summon monster VII from the safety of his invisibility 
  sphere to bring a huge fire elemental into the fray 
  followed by a quickened mirror image for when he 
  becomes visible. On the following round, he targets a 
  rogue, bard, sorcerer, or wizard character with a 
  disintegrate spell, followed by a quickened shield to 
  defend himself from imminent attack. Thereafter he 
  continues to cast offensive spells as appropriate to the 
  situation. He doesn’t coordinate with Osilin, who doesn’t 
  coordinate with him either. Once the battle is over, 
  Quarzknot intends to teleport to safety leaving Osilin to 
  ponder why the tiefling was helping him. 
  Treasure: If the PCs defeat Osilin and Quarzknot, they 
  are allowed to claim their gear as gratitude from Varys for 
  helping him out. 
  APL 6: L: 81 gp; C: 0 gp; M: boots of elvenkind (208 gp), 
  bracers of armor +1 (83 gp), circlet of mind shielding (666 
  gp), dust of disappearance (291 gp), +1 full plate (220 gp), 
  +1 heavy steel shield (97 gp), periapt of wisdom +2 (333 
  gp), Quaal’s feather token (whip) (41 gp), ring of 
  protection +1 (2 @ 166 gp), scroll of cloudkill (CL 9; 92 
  gp), scroll of fireball (CL 5; 31 gp). 
  APL 8: same as APL 6. 
  APL 10: L: 109 gp; C: 0 gp; M: amulet of natural armor +1 
  (166 gp), boots of elvenkind (208 gp), bracers of armor +1 
  (83 gp), circlet of mind shielding (666 gp), +1 dagger (191 
  gp), dust of disappearance (291 gp), figurine of wondrous 
  power (silver raven) (316 gp), +1 full plate (220 gp),
  headband of intellect +2 (333 gp), +1 heavy steel shield 
  (97 gp), periapt of wisdom +2 (333 gp), potion of cure 
  light wounds (CL 1; 2 @ 4 gp each), Quaal’s feather token 
  (whip) (41 gp), ring of protection +1 (2 @ 166 gp), ring of 
  protection +2 (666 gp), scroll of cloudkill (CL 9; 92 gp), 
  scroll of fireball (CL 5; 31 gp), staff of charming (25 
  charges; 687 gp). 
   
  APL 12: same as APL 10. 
  Development: It’s possible the PCs could get really lucky 
  and clobber Varys in the first round before he can act. A 
  spell such as magic missle that uses up the chair’s 
  defenses on anti-magic shield might clear the way for the 
  party barbarian to score a lucky critical hit. If this is the 
  case then Olidammara has cast his die and the fate of 
  Varys is sealed. Although it is a bit anti-climactic, you can 
  The Art of Deception 
   
  Page 18 
  
  still give the PCs a bit more fun by allowing them to 
  explore Varys’ underground temple and slay the fiends 
  within. (See Encounter Eight: Servants of the Damned.) 
  Skip the next two encounters if the PCs avoid fighting 
  Varys. 
   
  It’s also possible (but unlikely) that the PCs decide to 
  let Varys and Osilin duke it out between themselves. 
  Varys is no fool, and he’s not about to put himself at a 
  disadvantage by depleting his resources fighting Osilin 
  while a powerful third party stands by. Varys delays and 
  if the PCs have taken no hostile action towards Osilin 
  after one round, Varys uses his cape of the mountebank 
  to escape as described above. In this event, Osilin’s 
  attitude towards the PCs becomes unfriendly and they 
  must improve it to helpful before he will agree to 
  continue working with them. 
   
  If the PCs support Osilin and Varys gets away, then a 
  few rounds later, while the PCs and Osilin are likely 
  discussing what to do next, Quarzknot’s raven familiar 
  flies into the room through a window and perches upon 
  one of the ceiling supports. It then speaks: 
  “Seek a dark temple in the catacombs below the 
  Masak. Find 
  n the Chamber of Lawful Honor. It is
  there that Varys hides and prepares for your invasion. 
  Go quickly, lest he raise his defenses.”
  it i
   
   
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  The raven then leaves immediately. Quarzknot becomes 
  very perturbed if the PCs kidnap his familiar. The first PC 
  to touch the familiar finds themselves the victim of a 
  finger of death spell delivered through the raven by 
  Quarzknot. Attempting to capture the raven earns the 
  PCs the Enmity of Quarzknot as he takes action to make 
  sure they are hunted down and punished (Insurgent 
  point for Wanted by the Church of Iuz). 
   
  Note that if the PCs ultimately support Osilin, they 
  will probably have to come up with a good cover for 
  Osilin to explain the note. Osilin kept this note around to 
  remind him of his solemn duty and it is the only real 
  artifact that could incriminate him. He kept it hidden in 
  a sealed lead case in his room, but Varys is resourceful 
  and brilliant when it comes to exposing heretics and he’s 
  seen tricks like that before. 
  Encounter Eight: Chamber of 
  Lawful Honor 
   
  This encounter presumes the PCs have decided to 
  support Osilin. If they supported Varys, then you should 
  skip this encounter and the next. The PCs can make any 
  arrangements they like, but Osilin encourages them to 
  act with supreme haste since Varys is likely preparing his 
  defenses in the temple below. Read the following once 
  the PCs enter the catacombs: 
  Beneath the Masak are the graves of many a faithful 
  Dimrite who has served his country with honor and 
  dedication. Only the most pious priests are laid to rest 
  here, and this great honor is most ev dent. Whi e 
  many such sites are creepy and dark, the catacombs of 
  the Masak are well-lit with everburning torches and 
  well-kept by acolytes of the order. 
   
  You pass many a sarcophagus on your descent 
  deeper and deeper into the catacombs until you arrive 
  at a group of chambers that have apparently not yet 
  been occupied. One chamber in particular bears a 
  finely crafted sarcophagus n the center. Other than 
  that, the area is otherwise unremarkable. Osilin looks 
  left, right, up, down, and then to you, “Well, this is 
  the Chamber of Lawful Honor,” he says, “I do not see 
  anything that indicates the occult.” 
  • 
  Osilin and the PCs are in the right place, but the 
  passageway into the temple is concealed within the 
  sarcophagus. It cannot be found unless the 
  sarcophagus is first opened, which triggers the trap 
  (see below) warding it.  
  • 
  The sarcophagus bears no inscription and other than 
  the fine carvings of the sun and moon upon it, it is 
  unremarkable. The sarcophagus is completely 
  empty.  
  • 
  Finding the secret passageway and the bypass switch 
  to open it requires a DC 30 Search check each. 
  Because of the tight space and low ceiling, only two 
  characters may attempt to aid this check.  
  • 
  A detect secret doors spell likewise reveals the door 
  but not the trigger. The trap was actually constructed 
  with the help of Dimrite priests to help keep the 
  existence of the cult a secret. 
  Trap: If the sarcophagus is opened without first 
  activating the bypass switch, it triggers a trap placed by 
  the cultists to guard the entrance to their temple. The 
  bypass switch is behind a lock hidden on the wall 10 feet 
  from the sarcophagus and resets the trap after 5 minutes 
  after being thrown.  
  APL 6 (EL 6) 
  Flame Strike Trap: CR 6; magic device; touch trigger 
  (alarm); automatic reset (every round); hidden lock 
  bypass (Search DC 25, Open lock DC 30); spell effect 
  (flame strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save 
  half damage); Search DC 30; Disable Device DC 30. Cost: 
  22,750 gp, 1,820 XP. 
  The Art of Deception 
   
  Page 19 
  
  APL 8 (EL 8) 
  Flame Strike Trap: CR 8; magic device; touch trigger 
  (alarm); automatic reset (every round); hidden lock 
  bypass (Search DC 25, Open lock DC 30); spell effect 
  (flame strike, 13th-level cleric, 13d6 fire, DC 17 Reflex 
  save half damage); Search DC 30; Disable Device DC 30. 
  Cost: 32,500 gp, 2,600 XP. 
  APL 10 (EL 10) 
  Empowered Flame Strike Trap: CR 10; magic device; 
  touch trigger (alarm); automatic reset (every round); 
  hidden lock bypass (Search DC 25, Open lock DC 30); 
  spell effect (empowered flame strike, 13th-level cleric, 
  13d6 x 1.5 fire, DC 17 Reflex save half damage); Search 
  DC 30; Disable Device DC 30. Cost: 45,500 gp, 3,640 XP. 
  APL 12 (EL 12) 
  Empowered Flame Strike Trap (2): CR 10; magic 
  device; touch trigger (alarm); automatic reset (every 
  round); hidden lock bypass (Search DC 25, Open lock DC 
  30); spell effect (empowered flame strike, 13th-level 
  cleric, 13d6 x 1.5 fire, DC 17 Reflex save half damage); 
  Search DC 30; Disable Device DC 30. Cost: 45,500 gp, 
  3,640 XP. 
  Once the PCs find a way to circumvent, avoid, or disable 
  the trap and locate the secret passage, read the following: 
  Inside the sarcophagus, a staircase now leads down 
  into the darkness. You cannot see very far, as there 
  does not appear to be any light illuminating the area. 
   
  i
   
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  Encounter Nine: Servants of 
  the Damned 
  At the bottom of the staircase, the PCs find themselves in 
  a cavern where the Temple of Dark Dominion is nestled. 
  Here the PCs run into another peculiarity. Four imps 
  have polymorphed into cave lizards that meander about 
  the cave and keep Varys apprised telepathically of what 
  the PCs are doing (particularly warning him what buff 
  spells the PCs are casting; remember each get a Spellcraft 
  check at +6). Either way, Varys is expecting the PCs any 
  minute, so they cannot catch him by surprise unless they 
  all approach invisibly and somehow enter the temple 
  without using the door (such as through magic). While 
  the PCs approach, they suddenly find themselves the 
  subject of telepathic communication. The imps attempt 
  to delay the PCs or sway them to their side by offering 
  them a deal they can’t refuse: betray Osilin and they will 
  grant them a wish to unlock hidden power (explain that 
  in game terms this means regional access to any limited 
  spell or feat item the character desires; this is on the AR). 
  Even if unsuccessful in swaying the PCs, the imps 
  attempt to give Varys as much time as possible by 
  working their wiles. 
  Read the following: 
  As you reach the bottom of the stairs, you find 
  yourselves stepp ng into a chilling cavern. The cavern
  does not appear particularly large, although with the 
  darkness it is difficult to tell. Not far from where you 
  stand is a haunting structure. Seemingly made from 
  black obsidian, the temple is decorated with 
  fashioned skulls that seem to glow with an eerie black 
  light. A sturdy wooden door is the only apparent 
  entrance. A knocker situated in the middle appears to 
  be made from the skul  of a gobl noid. An nscription 
  of some kind appears to be written upon the door. 
  The inscription is written in Infernal. Anyone who 
  speaks Infernal or casts comprehend languages upon the 
  script reads “The dark spires of Malsheem shall be my 
  final resting place.” Someone can recognize this as a 
  reference to the fortress home of the Archdevil with a 
  successful Knowledge (the planes) check (DC 25). The 
  words are intended as a dark blessing upon supplicants to 
  Asmodeus. 
  Good Wooden Door: 1 ½ in. thick; hardness 5; hp 15; 
  AC 5; Break DC 16. 
  Varys may have also had time to conduct other activities 
  that make him more difficult (see below). In any event, 
  Varys has already cast damning darkness on the altar. 
   
  If the PCs delayed considerably before entering the 
  catacombs, Varys has had time to alert the devils, who are 
  inside and prepared to mount an organized defense. 
  Rygok uses his darkling weapon ability to imbue his 
  waraxe with the vicious ability (Dungeon Master’s Guide, 
  page 226).  
   
  If the PCs take more than 10 minutes to reach the 
  temple (it takes at least 5 plus any time they spent 
  preparing or dealing with the trap), Varys has prepared a 
  victim (a young virgin female human commoner) for 
  sacrifice and cast a power leech spell (detailed in 
  Appendix 8) to sap 10 points of Intelligence from the 
  victim. This grants him a +10 enhancement bonus to his 
  Intelligence score for the next 90 minutes. Immediately 
  after this, Varys sacrifices the victim to Asmodeus for 
  good measure. This invigorates him, giving him the 
  benefit of a heroism spell for the next hour. 
   
  If the PCs enter the sanctuary before Varys is able to 
  complete the sacrifice, read the following: 
  The Art of Deception 
   
  Page 20 
  
  Beyond the doorway s a foul sanctuary. The room is 
  littered with fiends and in the back is a great iron 
  statue of what appears to be a horned man in robes, 
  literal y stained red with blood, holding a rod with a 
  ruby affixed to the top.  
  i
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  In the center of the room stands Varys, behind a 
  black edifice on the floor made of the same material 
  as the temple. Next to him is a dwarf with gray skin in 
  barbed plate mail holding a cruel battleaxe.  A young 
  Flan girl in a white gown is chained to the altar, tears 
  flowing down her face. At the sight of your group she 
  struggles futilely against the restraints and lets out a 
  scream. 
  If the PCs enter the sanctuary after Varys completes the 
  sacrifice, read the following: 
  Beyond the doorway is a foul sanctuary shrouded in 
  darkness. The room is littered with fiends and in the 
  back is a great iron statue of what appears to be a 
  horned man in robes, l teral y stained red with blood, 
  holding a rod with a ruby affixed to the top.  
   
  In the center of the room stands Varys, behind a 
  black edifice on the floor made of the same material 
  as the temple. Next to him is a dwarf with gray skin in 
  barbed plate mail holding a cruel battleaxe.  A young 
  F an girl in a bloodied white gown is chained to the 
  altar, a gaping wound in her chest letting blood down 
  the front of the altar; she s obviously beyond 
  salvation. Varys’ hands are soaked in blood. In his 
  right hand he grips a gory, jagged dagger, in his left, a 
  bloody heart that still shudders with the final pulses 
  of life. 
  Creatures: The temple is guarded at all times by a 
  contingent of devils, the exact type depending on the 
  APL. The exact location of the devils will vary, depending 
  on how much time Varys has had to prepare the defenses. 
  If Varys has not had at least 10 minutes, he has not 
  warned them and they are patrolling around outside. If 
  encountered outside, the devils fight a delaying action 
  before retreating with teleport inside the temple to aid 
  Varys in making his last stand. Otherwise, they are in the 
  sanctuary aiding in the sacrifice.  
  APL 6 (EL 9) 
  Varys Harlaw: Male human (Flan) Wizard 10; hp 54; see 
  Appendix 6. 
  Rygok (cohort): Male hobgoblin Fighter 5/Warrior of 
  Darkness 3; hp 72; see Appendix 6. 
  Imp (4): hp 13 each; see Monster Manual page 56. 
  Lemure (4): hp 9 each; see Monster Manual page 57. 
  APL 8 (EL 11) 
  Varys Harlaw: Male human (Flan) Wizard 10; hp 54; see 
  Appendix 6. 
  Rygok (cohort): Male hobgoblin Fighter 5/Warrior of 
  Darkness 3; hp 72; see Appendix 6. 
  Hellcat (3): hp 60 each; see Monster Manual page 54. 
  Imp (4): hp 13 each; see Monster Manual page 56. 
  APL 10 (EL 13) 
  Varys Harlaw: Male human (Flan) Wizard 10; hp 54; see 
  Appendix 6. 
  Rygok (cohort): Male hobgoblin Fighter 5/Warrior of 
  Darkness 3; hp 72; see Appendix 6. 
  Bone Devil (3): hp 95 each; see Monster Manual page 52. 
  Imp (4): hp 13 each; see Monster Manual page 56. 
  APL 12 (EL 15) 
  Varys Harlaw: Male human (Flan) Wizard 10; hp 54; see 
  Appendix 6. 
  Rygok (cohort): Male hobgoblin Fighter 5/Warrior of 
  Darkness 3; hp 72; see Appendix 6. 
  Barbed Devil (4): hp 126 each; see Monster Manual page 
  51. 
  Imp (4): hp 13 each; see Monster Manual page 56. 
  Tactics: Varys is utterly ruthless. He’s not beneath taking 
  captives for future sacrifices if he can (especially 
  powerful ones like the PCs), but he’s not going to risk 
  losing the battle by being reserved in battle. He gives the 
  PCs everything he’s got. 
   
  Varys’ best opening move is most likely to cast an 
  empowered fireball at the party. He will ready an action 
  to cast it whenever one of his foes casts a spell, thereby 
  hoping to disrupt them. If the party is too spread out for 
  that tactic to be effective, he casts stoneskin on Rygok. 
  Thereafter he seeks to divide the party with violated wall 
  of fire. Then he attempts to eliminate characters that 
  seem vital to the party. If they have a significantly 
  powerful arcane caster, he targets them with wither limb, 
  or if they have a powerful melee character, he strikes 
  them with an empowered ray of enfeeblement or curse of 
  the putrid husk (see Appendix 8 for details on these new 
  spells). After he feels at least one target is removed from 
  consideration for a while, he will try to box the party in 
  with a strategically placed wall of fire. He will fight to the 
  death, but can be taken alive if the party uses nonlethal 
  damage (a good idea since the PCs can avoid his dying 
  curse this way). 
  The Art of Deception 
   
  Page 21 
  
   
  If Rygok beats Varys in initiative, he delays until 
  Varys takes his first action in case Varys decides to cast 
  stoneskin on him. Thereafter, he goes toe-to-toe with 
  melee characters, trusting his good AC and hit points to 
  last him. He tries to bull rush characters into the violated 
  wall of fire once Varys casts it. 
   
  The devils use organized swarm attacks. Even the 
  unintelligent ones are keen enough to focus on a single 
  target at a time until that target is down. They use their 
  spell-like abilities (if any) to corral the PCs so Varys can 
  blast them with a devastating area effect then finish the 
  job with melee attacks or ranged spells as appropriate. 
  They keep in constant communication with each other 
  and Varys via telepathy so if one knows something, they 
  all know it (more or less). 
   
  Once battle is joined, the imps stay out of the fray so 
  that they may later report to their superiors in the Nine 
  Hells should Varys lose. If a PC notices them (such as 
  with true seeing) they use suggestion on that PC to 
  suggest they were never there and retreat. 
  Treasure: Once the PCs defeat Varys, they may loot the 
  temple and the fallen. 
  APL 6: L: 78 gp; C: 0 gp; M: +1 battleaxe (192 gp), cape of 
  the mountebank (900 gp), cloak of resistance +2 (333 gp), 
  +1 full plate (220 gp), +1 heavy steel shield (97 gp), potion 
  of cure moderate wounds (CL 3; 25 gp), ring of mind-
  shielding (666 gp), ring of protection +2 (666 gp). 
  APL 8: same as APL 6. 
  APL 10: same as APL 6. 
  APL 12: same as APL 6. 
  Development: Once the PCs defeat Varys, they can 
  rescue the four prisoners kept in the temple’s dungeon. 
  These prisoners provide evidence that Varys has not been 
  living up to his part of the bargain since they were not 
  taken with the assent of Winvid. There is also a ledger in 
  the temple that shows the current members of the cult, 
  included several not approved by Winvid. 
   
  If Varys is killed, he speaks the following to the 
  characters as he falls: 
  “You have defeated me, but not the Archdevil. 
  May your eyes forever bleed before the 
  Baatezu!” 
  Every character who had some measure of involvement 
  with Varys’ death must immediately make a Will save 
  (DC 18 or DC 23 if Varys had time to cast power leech on 
  Canella) or suffer the Dying Curse of Varys Harlaw. Even 
  PCs unable to hear Varys or absent from the room 
  entirely are still subject to the effect regardless of 
  distance. A PC is considered to be involved in Varys’ 
  death if they ever aided Osilin in any way, made any 
  action against Varys or aided others against him, no 
  matter how minor such action may have been. To put it 
  another way, unless a PC decides to sit out the adventure 
  from Encounter Six onward or is purely a spectator from 
  that point on, that PC was probably involved. 
  Encounter Ten: Wrapping 
  Things Up 
  There are a number of things that can happen in the end. 
  Following is a brief description of the likely result of the 
  actions of the PCs. 
   
  If the PCs discover evidence of Varys’ violation of his 
  agreement with Winvid, then the high canon is most 
  pleased with them. He summons Osilin (if he is still 
  alive) and the PCs for an audience, a VERY unusual 
  event. This is assuming the PCs come up with a good 
  explanation for the note Varys Harlaw found. Use your 
  discretion to determine if the solution the PCs come up 
  with is good enough. If they choose to accept, read the 
  following: 
  Making your way to the Masak once again, you are 
  greeted by a pair of priests of the Ebongleam who 
  actually smile at your arrival. They give you a 
  courteous nod and then invite you to follow them. 
  You are led to the top floor of the cathedral, where 
  you are taken down a wide hallway at the end of 
  which is a massive wooden door sealed with the sign 
  of the Inflexible One. 
   
   
   
  As the doors are opened for your entry, you see a 
  large audience chamber. The room is sparsely 
  decorated, save for a pair of incense burners on either 
  side, a silver trimmed wooden altar in the middle, and 
  a few tapestries of a shining man in glorious robes 
  performing various miracles. Members of the Holy 
  Guard line the walls, and at the edge of the chamber 
  is a dais upon rests a venerable man dressed in white 
  vestments with black tassels sitting on a heavy 
  wooden chair. The man holds a staff with a white 
  shaft and an ebon opal affixed to the top. His left eye 
  is milky white and wanders. His skin is wretched and 
  scarred throughout. Liver spots are dappled all over 
  all exposed flesh. He squints as you approach before 
  him. The priests instruct you to kneel out of respect, 
  and then the old man speaks, “Peace be upon you in 
  the name of the most holy and righteous Inflexible 
  One. Truly, He of the Blinding Light has seen fit to 
  guide you through the darkness so that you may 
  expose the corruption lying beneath his sacred 
  The Art of Deception 
   
  Page 22 
  
  temple. We are punished for our arrogance in 
  allowing the cult of Azruphael to breed under our 
  noses. No more can the doctrine of the Ebongleam 
  foster such activity. My time to pass on to the next 
  world quickly approaches, but I am certain that 
  whoever succeeds me will ensure that our country is 
  kep  purged of such vile influences in the future. And 
  as for our agreement with the Old One, it may be 
  time for us to reconsider it, for we have seen the 
  danger such close ties with evil can pose. We must 
  learn to walk with darkness without embracing it. 
  Only then will we be able to glory in the ligh  o  our 
  lord. Know that you have my gratitude and that the 
  blessing of Pholtus is upon you.”
  t
   
  t
  f
   
   
  i
  ,”
  The PCs are allowed to speak to the Szek something 
  simple such as a “thank you,” and then they are escorted 
  out. 
  All APLs (EL 15) 
  Szek Winvid: Male human (Flan) Cleric 13 of Pholtus; 
  hp 68. 
  Holy Guard (24): Male and female human Fighter 4; 
  hp 34; see Appendix 6. 
   
  If the PCs support Varys and defeat Osilin, assuming 
  he survives, the Lord Inquisitor congratulates them for 
  their bravery and their steadfastness. If dead, the 
  following occurs with the rector who takes his place. 
  Read the following: 
  With Osilin defeated, you have won favor in the eyes 
  of the Lord Inquis tor. “You have done well  he says, 
  “and the power of the Blinding Light is clearly with 
  you. The complicity of this renegade rector with 
  demons is evidence of his heresy. You have ensured 
  that his poisonous ideas are put to rest. For that, you 
  have the gratitude of this theocracy.” 
  Development: Those refusing to bow are subject to the 
  power of Winvid’s staff, which functions as a rod of 
  rulership. If the PCs make the save and still refuse to bow 
  or are otherwise irreverent towards the Szek, they will be 
  politely (or forcefully if necessary) escorted out. Such 
  PCs do not get Influence with Dimre.  
   
  The PCs are extremely foolish if they attempt to 
  attack the Szek or the Lord Inquisitor after what they’ve 
  been through. Do your best to kill them all to punish 
  them for their arrogance but be fair. If they have the 
  means to magically escape from such an encounter once 
  they realize they are in over their heads allow them. The 
  Szek has the same kind of chair described in Encounter 
  Seven. 
  Conclusion 
  There are a number of potential outcomes because of the 
  sheer variety of options the PCs have. Given below are 
  the most probable. If your table has behaved most 
  unusually, find the closest conclusion and modify it as 
  necessary.  
  Conclusion A 
  The PCs are defeated by the lizardfolk and never make it 
  to Dimre or once in Dimre commit a diplomatic blunder 
  that sabotages the negotiations. A geas spell fades from a 
  dead PC, but those who escape may have difficulty since 
  they must follow the geas. Such PCs must still go to 
  Dimre, but since they are likely to lack Juray’s papers 
  identifying him as an official envoy from Renfus, they are 
  going to be prevented from carrying out the geas, 
  suffering all the penalties that entails unless they are 
  really clever. They must spend 4 TUs in Dimre waiting 
  for Lowdrend to finally get around to coming and 
  releasing them from the spell; thereafter he carries out 
  the negotiations himself. Characters with a caster level of 
  at least 13 with remove curse can simply remove the geas 
  themselves (and are likely to have already done so). Those 
  with 3 IPs with Dimre can have remove curse cast by a 
  13th-level caster to remove the effect and avoid the TU 
  penalty.  
   
  Regardless of how this plays out, PCs who make it to 
  Dimre still get taken to Falschheit but Osilin doesn’t 
  approach them since he doesn’t deem them worthy 
  assistants. The PCs earn the Enmity of Boss Renfus and 
  Osilin does not confront Varys. The status quo is 
  maintained in Dimre and no agreement is made between 
  Stoink and Dimre. 
  Conclusion B 
  The PCs offer to aid Osilin but change their minds while 
  confronting Varys and defeat Osilin but do not expose 
  Quarzknot. Any agreement Dimre made with Stoink 
  stands (and if the PCs made Renfus helpful they receive 
  the title of Exalted Knave). The PCs get one point of 
  Influence with Dimre. They also gain the Enmity of 
  Quarzknot for eliminating his pawn. 
  Conclusion C 
  The PCs offer to aid Osilin but change their minds while 
  confronting Varys and defeat Osilin, exposing Quarzknot 
  in the process. Any agreement Dimre made with Stoink 
  stands (and if the PCs made Renfus helpful they receive 
  the title of Exalted Knave). In addition, Dimre uses 
  Quarzknot’s treachery to declare their agreement with 
  Iuz null and void. Quarzknot is captured and executed so 
  The Art of Deception 
   
  Page 23 
  
  the PCs do not gain his enmity. The PCs get two points of 
  Influence with Dimre. 
  Conclusion D 
  The PCs offer to aid Osilin but change their minds while 
  confronting Varys and lose to Osilin. In this event the 
  PCs are banished from Dimre for “attacking” one of their 
  priests. Osilin, in the meantime, is commended for using 
  demons to fight the PCs, though he remains puzzled by 
  this. Any agreement Dimre made with Stoink stands (and 
  if the PCs made Renfus helpful they receive the title of 
  Exalted Knave). Captured PCs lose 4 TUs due to 
  imprisonment unless they succeed at a Diplomacy check 
  (DC 35). The PCs are Banned in Dimre for their 
  insurgence and gain the Enmity of Quarzknot for 
  attempting to remove his pawn. 
  Conclusion E 
  The PCs offer to aid Osilin and defeat Varys. Evidence is 
  collected and the virgin is saved. Any agreement Dimre 
  made with Stoink stands (and if the PCs made Renfus 
  helpful they receive the title of Exalted Knave). Osilin is 
  chosen to succeed Varys. The PCs gain two points of 
  Influence with Dimre, the Favor of Osilin, and the Favor 
  of Quarzknot, unless he is exposed in which case the PCs 
  gain an additional point of Influence with Dimre instead. 
  In addition, for saving the virgin’s life, the PCs gain the 
  Favor of the Family of Canella. 
  Conclusion F 
  The PCs offer to aid Osilin and defeat Varys. Evidence is 
  collected but the virgin is not saved. Results are as 
  Conclusion E, but the PCs do not gain the Favor of the 
  Family of Canella. 
  Conclusion G 
  The PCs offer to aid Osilin but lose to Varys. Any 
  agreement Dimre made with Stoink is nullified by the 
  Szek (although the geas was still fulfilled). The PCs earn 
  the Enmity of Boss Renfus and are Banned in Dimre. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One: How Fortunate! 
  Refuse Lowdrend and fight him off  
  All APLs 300 xp 
  Encounter Three: Ambush En Route 
  Defeat the lizardfolk 
   
  APL6 270 xp; APL8 330 xp; APL10 390 xp;  
  APL12 450 xp 
  Encounter Four: Negotiations 
  Negotiate a favorable deal for Stoink  
  APL6 150 xp; APL8 180 xp; APL10 210 xp;  
  APL12 240 xp 
  Encounter Five: Lockdown 
  Fight your way out of Dimre (not teleporting)  
  All APLs 450 xp 
  Encounter Seven: Who Shall You Support? 
  Defeat Osilin 
  APL6 270 xp; APL8 330 xp; APL10 390 xp;  
  APL12 450 xp 
  Encounter Eight: Chamber of Lawful Honor 
  Survive and bypass or disable the trap 
  APL6 180 xp; APL8 240 xp; APL10 300 xp;  
  APL12 360 xp 
  Encounter Nine: Servants of the Damned 
  Turn on and kill Osilin (cannot also earn XP for 
  capturing Varys) 
  All APLs 300 xp  
  Capture Varys, dead or alive 
  APL6 270 xp; APL8 330 xp; APL10 390 xp;  
  APL12 450 xp 
  Story Award 
  Expose Quarzknot 
  APL6 30 xp; APL8 45 xp; APL10 60 xp;  
  APL12 75 xp 
  Total possible experience:  
   
  APL6 900 xp; APL8 1125 xp; APL10 1350 xp;  
  APL12 1575 xp 
  The Art of Deception 
   
  Page 24 
  
  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 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One:  How Fortunate! 
   
  All APLs: L: 841 gp; C: 0 gp; M: bracers of armor +2 
  (333 gp), ring of protection +1 (166 gp), cloak of 
  resistance +2 (333 gp), potion of shield of shield of faith 
  (CL 1; 4 gp), potion of light wounds (CL 1; 5 @ 4 gp each). 
  Encounter Three: Ambush En Route 
   
  APL 6: L: 22 gp; C: 0 gp; M: bracers of armor +1 (83 
  gp), ring of protection +1 (166 gp). 
   
  APL 8: L: 179 gp; C: 0 gp; M: amulet of natural armor 
  +1 (166 gp), bracers of armor +1 (83 gp), potion of cure 
  moderate wounds (CL 3; 25 gp), ring of protection +1 
  (166 gp). 
   
  APL 10: L: 26 gp; C: 0 gp; M: cloak of resistance +1 (6 
  @ 83 gp each), +1 leather (96 gp), +1 longspear (6 @ 192 
  gp each), periapt of wisdom (333 gp), potion of cure 
  moderate wounds (CL 3; 25 gp), ring of protection +1 
  (166 gp). 
   
  APL 12: L: 5 gp; C: 0 gp; M: cloak of resistance +1 (6 
  @ 83 gp each), +2 heavy darkwood shield (354 gp), +2 
  leather (346 gp), +1 longspear (6 @ 192 gp each), periapt 
  of wisdom +2 (333 gp), potion of cure moderate wounds 
  (CL 3; 25 gp), ring of protection +1 (7 @ 166 gp each). 
  Encounter Seven: Who Shall You Support? 
   
  APL 6: L: 81 gp; C: 0 gp; M: boots of elvenkind (208 
  gp), bracers of armor +1 (83 gp), circlet of mind shielding 
  (666 gp), dust of disappearance (291 gp), +1 full plate (220 
  gp), +1 heavy steel shield (97 gp), periapt of wisdom +2 
  (333 gp), Quaal’s feather token (whip) (41 gp), ring of 
  protection +1 (2 @ 166 gp), scroll of cloudkill (CL 9; 92 
  gp), scroll of fireball (CL 5; 31 gp). 
   
  APL 8: same as APL 6. 
   
  APL 10: L: 109 gp; C: 0 gp; M: amulet of natural 
  armor +1 (166 gp), boots of elvenkind (208 gp), bracers of 
  armor +1 (83 gp), circlet of mind shielding (666 gp), +1 
  dagger (191 gp), dust of disappearance (291 gp), figurine 
  of wondrous power (silver raven) (316 gp), +1 full plate 
  (220 gp), headband of intellect +2 (333 gp), +1 heavy steel 
  shield (97 gp), periapt of wisdom +2 (333 gp), potion of 
  cure light wounds (CL 1; 2 @ 4 gp each), Quaal’s feather 
  token (whip) (41 gp), ring of protection +1 (2 @ 166 gp), 
  ring of protection +2 (666 gp), scroll of cloudkill (CL 9; 92 
  gp), scroll of fireball (CL 5; 31 gp), staff of charming (25 
  charges; 687 gp). 
  APL 12: same as APL 10. 
  Encounter Nine: Servants of the Damned 
   
  APL 6: L: 78 gp; C: 0 gp; M: +1 battleaxe (192 gp), 
  cape of the mountebank (900 gp), cloak of resistance +2 
  The Art of Deception 
   
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  (333 gp), +1 full plate (220 gp), +1 heavy steel shield (97 
  gp), potion of cure moderate wounds (CL 3; 25 gp), ring 
  of mind-shielding (666 gp), ring of protection +2 (666 gp). 
   
  APL 8: same as APL 6. 
   
  APL 10: same as APL 6. 
   
  APL 12: same as APL 6. 
  Total Possible Treasure 
  APL 6: L: 100 gp; C: 0 gp; M: 5,623 gp  - Total: 900 gp 
  (5,723 gp) 
  APL 8: L: 257 gp; C: 0 gp; M: 5,814  gp  - Total: 1,300 
  gp (6,071 gp) 
  APL 10: L: 104 gp; C: 0 gp; M: 7,644  gp  - Total: 2,300 
  gp (7,748 gp) 
  APL 12: L: 83 gp; C: 0 gp; M: 9,244  gp  - Total: 3,300 
  gp (9,327 gp) 
  Items for the Adventure 
  Record 
  Enmity of Boss Renfus: Malcontent +1 
  Enmity of Quarzknot: Insurgent +1 
  Favor of Quarzknot: Influence point with the Church of 
  Iuz 
  Exalted Knave of Stoik: Boss Renfus has bestowed the 
  title of exalted knave upon the character. Hooray! 
  Influence with Dimre: [ ] [ ] [ ] 
  Banned in Dimre: The character is forbidden from 
  entering the Grand Theocracy of Dimre ever again. This 
  may have repercussions in future scenarios. 
  Favor of Osilin: Rector Osilin has offered regional access 
  to one of the following items (circle one): 
  • 
  Staff of healing 
  • 
  Periapt of wound closure 
  • 
  Pearl of power (5th-level) 
  • 
  Brilliant energy enhancement (may also pay to 
  have enhancement placed on existing weapon) 
  Favor of the Family of Canella: For saving their 
  daughter from ritual sacrifice, the parents of Canella have 
  presented a generous offering to Photus on the 
  character’s behalf. For the next 10 adventures, the 
  character is blessed with divine insight. Once per 
  adventure, the character may receive a +5 divine bonus 
  on any single skill check declared before the roll. 
  Dying Curse of Varys Harlaw: For your involvement in 
  the death of Varys Harlaw, you have been cursed. From 
  now on, all creatures with the Baatezu subtype are 
  permanently invisible to the sight of the character 
  (invisibility purge does not help, but see invisibility, 
  glitterdust and true seeing do). This curse can only be 
  removed by a miracle, wish or a special mission approved 
  by the Triad. 
  Temptation of Azruphael: For succumbing to the 
  temptation of Azruphael, the character may learn any 
  single limited access spell or feat, but such knowledge 
  comes at great cost. Divine casters who receive spells 
  from a good deity lose all divine abilities and/or 
  paladinhood until they receive an atonement spell 
  (priests of the Ebongleam are exempt from this). The feat 
  must be taken normally when a character gains a new 
  feat. Spontaneous casters may now learn the new spell 
  when they gain new spells known. Other spell-casters 
  may simply cast the new spell (scribing into a spellbook 
  is free for this purpose). This must be selected by the 
  player 
  immediately. 
  Feat 
  or 
  Spell 
  (circle 
  one): 
  ___________________ 
  Item Access 
  APL 6 
  � Boots Of Elvenkind (Adventure, DMG) 
  � Bracers Of Armor +2 (Adventure, DMG) 
  � Cape Of The Mountebank (Adventure, DMG) 
  � Cloak Of Resistance +2 (Adventure, DMG) 
  � Dust Of Disappearance (Adventure, DMG) 
  � Heavy Darkwood Shield (Adventure, DMG) 
  � Quaal’s Feather Token (Whip) (Adventure, 
  DMG) 
  � Ring Of Mind-Shielding (Adventure, DMG) 
  � Ring Of Protection +2 (Adventure, DMG) 
  � Scroll Of Cloudkill (Caster Level 9
  th, Adventure, 
  DMG) 
  APL 8 (all of APL 6) 
  APL 10 (all of APLs 6-8 plus the following) 
  � Figurine Of Wondrous Power (Silver Raven) 
  (Adventure, DMG) 
  � Staff of Charming (Adventure, DMG) 
  APL 12 (all of APLs 6-10 plus the following) 
  � +2 Heavy Darkwood Shield (Adventure, DMG) 
  The Art of Deception 
   
  Page 26 
  
  � +2 Leather Armor (Adventure, DMG) 
  The Art of Deception 
   
  Page 27 
  
  Appendix 1: Maps 
   
  Ambush En Route 
  One Square = 5 feet 
  L = Lizardfolk 
  K = Kss’uthra 
  M = Monitor Lizard 
  C = Giant Crocodile 
  S = Shambling Mound 
  The Art of Deception 
   
  Page 28 
  
   
  The Masak: Chamber of the Lord Inquisitor 
  One Square = 5 feet 
  V = Varys 
  O = Osilin 
  T = Therise 
  H = Holy Guard 
  The Art of Deception 
   
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  The Masak: Chamber of the Lord Inquisitor 
  One Square = 5 feet 
  V = Varys 
  R = Rygok 
  D = Devil 
   
  The Art of Deception 
   
  Page 30 
  
  Appendix 2: APL 6 
   
  Kss’uthra: Male lizardfolk Druid 4 of Semuanya; 
  CR 5; Medium humanoid (reptilian); HD 6d8+12; hp 
  45; Init +2; Spd 20 ft. (30 ft. unarmored); AC 22, touch 
  13, flat-footed 20 [+5 natural, +2 leather, +2 shield, +2 
  Dex, +1 ring]; Base Atk +4; Grp +5;  Atk +5 melee 
  (1d4+1, claw); Full Atk +5/+5 melee (1d4+1, 2 claws) 
  and +3 melee (1d4, bite); SQ animal companion, hold 
  breath, link with companion, nature sense, resist 
  nature’s lure, share spells, trackless step, wild empathy, 
  woodland stride; AL N; SV Fort +6, Ref +6, Will +7; Str 
  12, Dex 14, Con 15, Int 10, Wis 16, Cha 8.  
   
  Skills and Feats: Balance +7, Concentration +6, 
  Handle Animal +3, Knowledge (nature) +6, Survival +5, 
  Swim +10; Augment Summoning, Multiattack, Spell 
  Focus (Conjuration). 
   
  Languages: Draconic. 
   
  Animal Companion (Ex): This druid has a large 
  viper as an animal companion. This creature is a loyal 
  companion that accompanies the druid on adventures 
  as appropriate for its kind. Its abilities and 
  characteristics are summarized below. 
   
  Large Viper Companion: CR —; Large 
  animal; HD 3d8; hp 13; Init +7; Spd 20 ft., climb 20 
  ft., swim 20 ft.; AC 15, touch 12, flat-footed 12 [-1 
  size, +3 Dex, +3 natural]; Base Atk +2; Grp +6; Atk 
  +4 melee (1d4 plus poison, bite); Space/Reach 10 
  ft./5 ft.; SA poison; SQ scent; SV Fort +3, Ref +6, 
  Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 
  2. 
   
  Skills and Feats: Balance +11, Climb +11, Hide 
  +8, Listen +5, Spot +6, Swim +8; Improved 
  Initiative, Weapon Finesse. 
   
  Tricks: Attack, Attack Unnatural, Fetch, 
  Guard. 
   
  Poison (Ex): A viper has a poisonous bite that 
  deals initial and secondary damage of 1d6 Con 
  (Fort save DC 11 negates). The save DC is 
  Constitution-based. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Link With Companion (Ex): This druid can 
  handle his animal companion as a free action, or push 
  it as a move action, even if he doesn’t have any ranks in 
  the Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding his animal 
  companion. 
   
  Nature Sense (Ex): This druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Resist Nature’s Lure (Ex): This druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Share Spells (Ex): At the druid’s option, he may 
  have any spell (but not any spell-like ability) he casts 
  upon himself also affect his animal companion. The 
  animal companion must be within 5 feet of him at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires. Additionally, the druid may cast a 
  spell with a target of “You” on his animal companion 
  (as a touch range spell) instead of on herself. A druid 
  and her animal companion can share spells even if the 
  spells normally do not affect creatures of the 
  companion’s type. 
   
  Trackless Step (Ex): This druid leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Empathy (Ex): This druid can improve the 
  attitude of an animal in the same ways as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+3, or 
  1d20-1 if attempting to influence magical beasts with 
  an Intelligence score of 1 or 2. 
   
  Woodland Stride (Ex): This druid may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at its normal speed and without damage 
  or other impairment. However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect the druid. 
   
  Druid Spells Prepared (5/4/3): 0—cure minor 
  wounds, flare, guidance, mending, virture; 1st—
  entangle (DC 14), cure light wounds, magic fang, speak 
  with animals; 2nd—barkskin, chill metal (DC 15), tree 
  shape. 
   
  Possessions: leather, heavy darkwood shield, 
  bracers of armor +1, ring of protection +1. 
  The Art of Deception 
   
  Page 31 
  
  Appendix 3: APL 8 
   
  Kss’uthra: Male lizardfolk Druid 6 of Semuanya; 
  CR 7; Medium humanoid (reptilian); HD 8d8+16; hp 
  59; Init +2; Spd 30 ft.; AC 22, touch 13, flat-footed 20 
  [+5 natural, +2 leather, +2 shield, +2 Dex, +1 ring]; Base 
  Atk +5; Grp +6;  Atk +6 melee (1d4+1, claw); Full Atk 
  +6/+6 melee (1d4+1, 2 claws) and +4 melee (1d4, bite); 
  SQ large viper companion, hold breath, link with 
  companion, nature sense, resist nature’s lure, share 
  spells, trackless step, wild empathy, wild shape (2/day), 
  woodland stride; AL N; SV Fort +7, Ref +7, Will +8; Str 
  12, Dex 14, Con 15, Int 10, Wis 17, Cha 8.  
   
  Skills and Feats: Balance +7, Concentration +8, 
  Handle Animal +5, Knowledge (nature) +8, Survival +5, 
  Swim +12; Augment Summoning, Multiattack, Spell 
  Focus (Conjuration). 
   
  Languages: Draconic. 
   
  Animal Companion (Ex): This druid has a large 
  viper as an animal companion. This creature is a loyal 
  companion that accompanies the druid on adventures 
  as appropriate for its kind. Its abilities and 
  characteristics are summarized below. 
   
  Large Viper Companion: CR —; Large 
  animal; HD 5d8+5; hp 27; Init +8; Spd 20 ft., climb 
  20 ft., swim 20 ft.; AC 18, touch 13, flat-footed 14 [-
  1 size, +4 Dex, +5 natural]; Base Atk +3; Grp +7; Atk 
  +6 melee (1d4 plus poison, bite); Space/Reach 10 
  ft./5 ft.; SA poison; SQ evasion, scent; SV Fort +5, 
  Ref +8, Will +2; Str 11, Dex 18, Con 12, Int 1, Wis 
  12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +11, Hide 
  +10, Listen +6, Spot +6, Swim +8; Improved 
  Initiative, Weapon Finesse. 
   
  Tricks: Attack, Attack Unnatural, Defend, 
  Fetch, Guard. 
   
  Evasion (Ex): If an animal companion is 
  subjected to an attack that normally allows a 
  Reflex saving throw for half damage, it takes no 
  damage if it makes a successful saving throw. 
   
  Poison (Ex): A viper has a poisonous bite that 
  deals initial and secondary damage of 1d6 Con 
  (Fort save DC 13 negates). The save DC is 
  Constitution-based. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Link With Companion (Ex): This druid can 
  handle his animal companion as a free action, or push 
  it as a move action, even if he doesn’t have any ranks in 
  the Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding his animal 
  companion. 
   
  Nature Sense (Ex): This druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Resist Nature’s Lure (Ex): This druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Share Spells (Ex): At the druid’s option, he may 
  have any spell (but not any spell-like ability) he casts 
  upon himself also affect his animal companion. The 
  animal companion must be within 5 feet of him at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires. Additionally, the druid may cast a 
  spell with a target of “You” on his animal companion 
  (as a touch range spell) instead of on herself. A druid 
  and her animal companion can share spells even if the 
  spells normally do not affect creatures of the 
  companion’s type. 
   
  Trackless Step (Ex): This druid leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Empathy (Ex): This druid can improve the 
  attitude of an animal in the same ways as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+3, or 
  1d20-1 if attempting to influence magical beasts with 
  an Intelligence score of 1 or 2. 
   
  Wild Shape (Su): This druid can change into a 
  Small or Medium animal and back again twice per day, 
  as per the polymorph spell. 
   
  Woodland Stride (Ex): This druid may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at its normal speed and without damage 
  or other impairment. However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect the druid. 
   
  Druid Spells Prepared (5/4/4/3): 0—cure minor 
  wounds, flare, guidance, mending, virture; 1st—
  entangle (DC 14), cure light wounds, magic fang, speak 
  with animals; 2nd—barkskin, chill metal (DC 15), 
  soften earth and stone, tree shape; 3rd—call lightning 
  (DC 16), dominate animal (DC 16), greater magic fang. 
   
  Possessions: leather, heavy darkwood shield, 
  amulet of natural armor +1, bracers of armor +1, potion 
  of cure moderate wounds (CL 3), ring of protection +1. 
   
   
  Lizardfolk Savage: Male lizardfolk Barbarian 2; 
  CR 3; Medium humanoid (reptilian); HD 2d8+4 plus 
  2d12+4; hp 35; Init +2; Spd 40 ft.; AC 19, touch 12, flat-
  footed 19 [+5 natural, +2 leather, +2 Dex]; Base Atk +3; 
  The Art of Deception 
   
  Page 32 
  
  Grp +7; Atk +8 melee (1d8+6/x3, mwk longspear); Full 
  Atk +8 melee (1d8+6/x3, mwk longspear) and +5 melee 
  (1d4+2, bite) or +7/+7 melee (1d4+4, 2 claws) and +5 
  melee (1d4+2, bite); SQ rage 1/day, uncanny dodge; AL 
  N; SV Fort +5, Ref +5, Will +1; Str 18, Dex 14, Con 15, 
  Int 8, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +6, Listen +3, Swim +11; 
  Combat Reflexes, Multiattack. 
   
  Languages: Draconic. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -
  2 to AC for up to 7 rounds. 
   
  Rage Suite: HD 2d8+8 plus 2d12+8; hp 43; 
  AC 17, touch 10, flat-footed 17 [+5 natural, +2 
  leather, +2 Dex, -2 rage]; Grp +9; Atk +10 melee 
  (1d8+9/x3, mwk longspear); Full Atk +10 melee 
  (1d8+9/x3, mwk longspear) and +7 melee (1d4+3, 
  bite) or +9/+9 melee (1d4+6, 2 claws) and +7 melee 
  (1d4+3, bite); SV Fort +7, Will +3; Str 22, Con 19.  
   
  Skills and Feats: Climb +8, Swim +13. 
   
  Uncanny Dodge (Ex): This barbarian can react to 
  danger before his senses would normally allow him to 
  do so. He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Possessions: mwk longspear, leather. 
  The Art of Deception 
   
  Page 33 
  
  Appendix 4: APL 10 
   
   
  Kss’uthra: Male lizardfolk Druid 8 of Semuanya; 
  CR 9; Medium humanoid (reptilian); HD 10d8+20; hp 
  73; Init +2; Spd 30 ft.; AC 23, touch 13, flat-footed 21 
  [+5 natural, +3 leather, +2 shield, +2 Dex, +1 ring]; Base 
  Atk +7; Grp +8;  Atk +8 melee (1d4+1, claw); Full Atk 
  +8/+8 melee (1d4+1, 2 claws) and +6 melee (1d4, bite); 
  SQ large viper companion, hold breath, link with 
  companion, nature sense, resist nature’s lure, share 
  spells, trackless step, wild empathy, wild shape (large, 
  3/day), woodland stride; AL N; SV Fort +8, Ref +7, Will 
  +10; Str 12, Dex 14, Con 15, Int 10, Wis 19, Cha 8.  
   
  Skills and Feats: Balance +7, Concentration +10, 
  Handle Animal +7, Knowledge (nature) +10, Survival 
  +6, Swim +14; Augment Summoning, Multiattack, 
  Natural Spell, Spell Focus (Conjuration). 
   
  Languages: Draconic. 
   
  Animal Companion (Ex): This druid has a huge 
  viper as an animal companion. This creature is a loyal 
  companion that accompanies the druid on adventures 
  as appropriate for its kind. Its abilities and 
  characteristics are summarized below. 
   
  Huge Viper Companion: CR —; Huge 
  animal; HD 6d8+6; hp 33; Init +6; Spd 20 ft., climb 
  20 ft., swim 20 ft.; AC 15, touch 10, flat-footed 15 [-
  2 size, +2 Dex, +5 natural]; Base Atk +4; Grp +15; 
  Atk +6 melee (1d6+4 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA poison; SQ scent; SV 
  Fort +6, Ref +7, Will +3; Str 16, Dex 15, Con 13, Int 
  1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +3, Listen +7, Spot +7, Swim +11; Improved 
  Initiative, Run, Weapon Focus (bite). 
   
  Tricks: Attack, Attack Unnatural, Fetch, 
  Guard. 
   
  Poison (Ex): A viper has a poisonous bite that 
  deals initial and secondary damage of 1d6 Con 
  (Fort save DC 14 negates). The save DC is 
  Constitution-based. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Link With Companion (Ex): This druid can 
  handle his animal companion as a free action, or push 
  it as a move action, even if he doesn’t have any ranks in 
  the Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding his animal 
  companion. 
   
  Nature Sense (Ex): This druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Resist Nature’s Lure (Ex): This druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Share Spells (Ex): At the druid’s option, he may 
  have any spell (but not any spell-like ability) he casts 
  upon himself also affect his animal companion. The 
  animal companion must be within 5 feet of him at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires. Additionally, the druid may cast a 
  spell with a target of “You” on his animal companion 
  (as a touch range spell) instead of on herself. A druid 
  and her animal companion can share spells even if the 
  spells normally do not affect creatures of the 
  companion’s type. 
   
  Trackless Step (Ex): This druid leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Wild Empathy (Ex): This druid can improve the 
  attitude of an animal in the same ways as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+3, or 
  1d20-1 if attempting to influence magical beasts with 
  an Intelligence score of 1 or 2. 
   
  Wild Shape (Su): This druid can change into a 
  Small, Medium or Large animal and back again three 
  times per day, as per the polymorph spell. 
   
  Woodland Stride (Ex): This druid may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at its normal speed and without damage 
  or other impairment. However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect the druid. 
   
  Druid Spells Prepared (6/5/4/4/3): 0—cure minor 
  wounds, flare, guidance, mending, virture; 1st—
  entangle (DC 15), cure light wounds, longstrider, 
  magic fang, speak with animals; 2nd—barkskin, chill 
  metal (DC 16), soften earth and stone, tree shape; 
  3rd—call lightning (DC 17), dominate animal (DC 17), 
  greater magic fang, spike growth (DC 17); 4th—cure 
  serious wounds, flame strike (DC 18), freedom of 
  movement. 
   
  Possessions: heavy darkwood shield, +1 leather,
  periapt of wisdom +2, potion of cure moderate wounds 
  (CL 3), ring of protection +1. 
   
   
   
  Lizardfolk Savage: Male lizardfolk Barbarian 4; 
  CR 5; Medium humanoid (reptilian); HD 2d8+4 plus 
  4d12+8; hp 53; Init +2; Spd 40 ft.; AC 19, touch 12, flat-
  The Art of Deception 
   
  Page 34 
  
  footed 19 [+5 natural, +2 leather, +2 Dex]; Base Atk +5; 
  Grp +9; Atk +10 melee (1d8+7/x3, +1 longspear); Full 
  Atk +10 melee (1d8+7/x3, +1 longspear) and +7 melee 
  (1d4+2, bite) or +9/+9 melee (1d4+4, 2 claws) and +7 
  melee (1d4+2, bite); SQ rage 2/day, trap sense +1, 
  uncanny dodge; AL N; SV Fort +7, Ref +7, Will +3; Str 
  18, Dex 14, Con 15, Int 8, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +8, Listen +5, Swim +13; 
  Combat Reflexes, Multiattack, Power Attack. 
   
  Languages: Draconic. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -
  2 to AC for up to 7 rounds. 
   
  Rage Suite: HD 2d8+8 plus 4d12+16; hp 65; 
  AC 17, touch 10, flat-footed 17 [+5 natural, +2 
  leather, +2 Dex, -2 rage]; Grp +11; Atk +12 melee 
  (1d8+10/x3, +1 longspear); Full Atk +12 melee 
  (1d8+10/x3, +1 longspear) and +9 melee (1d4+3, 
  bite) or +11/+11 melee (1d4+6, 2 claws) and +9 
  melee (1d4+3, bite); SV Fort +9, Will +5; Str 22, 
  Con 19.  
   
  Skills and Feats: Climb +10, Swim +15. 
   
  Trap Sense (Ex): This barbarian has an intuitive 
  sense that alerts him to danger from traps, grant a +1 
  bonus on Reflex saves and a +1 dodge bonus to AC 
  against attacks by traps. 
   
  Uncanny Dodge (Ex): This barbarian can react to 
  danger before his senses would normally allow him to 
  do so. He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Possessions: +1 longspear, leather, cloak of 
  resistance +1. 
  The Art of Deception 
   
  Page 35 
  
  Appendix 5: APL 12 
   
  Kss’uthra: Male lizardfolk Druid 10 of Semuanya; 
  CR 11; Medium humanoid (reptilian); HD 12d8+24; hp 
  87; Init +2; Spd 30 ft.; AC 26, touch 13, flat-footed 24 
  [+5 natural, +4 leather, +4 shield, +2 Dex, +1 ring]; Base 
  Atk +8; Grp +9;  Atk +9 melee (1d4+1, claw); Full Atk 
  +9/+9 melee (1d4+1, 2 claws) and +7 melee (1d4, bite); 
  SQ large viper companion, hold breath, link with 
  companion, nature sense, resist nature’s lure, share 
  spells, trackless step, venom immunity, wild empathy, 
  wild shape (large, 4/day), woodland stride; AL N; SV 
  Fort +9, Ref +8, Will +12; Str 12, Dex 14, Con 15, Int 10, 
  Wis 20, Cha 8.  
   
  Skills and Feats: Balance +7, Concentration +12, 
  Handle Animal +9, Knowledge (nature) +12, Survival 
  +9, Swim +14; Augment Summoning, Combat Casting, 
  Multiattack, Natural Spell, Spell Focus (Conjuration). 
   
  Languages: Draconic. 
   
  Animal Companion (Ex): This druid has a huge 
  viper as an animal companion. This creature is a loyal 
  companion that accompanies the druid on adventures 
  as appropriate for its kind. Its abilities and 
  characteristics are summarized below. 
   
  Huge Viper Companion: CR —; Huge 
  animal; HD 8d8+8; hp 44; Init +7; Spd 20 ft., climb 
  20 ft., swim 20 ft.; AC 18, touch 11, flat-footed 17 [-
  2 size, +3 Dex, +7 natural]; Base Atk +6; Grp +18; 
  Atk +9 melee (1d6+6 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA poison; SQ evasion, 
  scent; SV Fort +7, Ref +9, Will +3; Str 18, Dex 16, 
  Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +4, Listen +7, Spot +8, Swim +11; Improved 
  Initiative, Run, Weapon Focus (bite). 
   
  Tricks: Attack, Attack Unnatural, Defend, 
  Fetch, Guard. 
   
  Evasion (Ex): If an animal companion is 
  subjected to an attack that normally allows a 
  Reflex saving throw for half damage, it takes no 
  damage if it makes a successful saving throw. 
   
  Poison (Ex): A viper has a poisonous bite that 
  deals initial and secondary damage of 1d6 Con 
  (Fort save DC 15 negates). The save DC is 
  Constitution-based. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Link With Companion (Ex): This druid can 
  handle his animal companion as a free action, or push 
  it as a move action, even if he doesn’t have any ranks in 
  the Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding his animal 
  companion. 
   
  Nature Sense (Ex): This druid gains a +2 bonus 
  on Knowledge (nature) and Survival checks (these 
  bonuses are included in the statistics given above). 
   
  Resist Nature’s Lure (Ex): This druid gains a +4 
  bonus on saving throws against the spell-like abilities 
  of fey. 
   
  Share Spells (Ex): At the druid’s option, he may 
  have any spell (but not any spell-like ability) he casts 
  upon himself also affect his animal companion. The 
  animal companion must be within 5 feet of him at the 
  time of casting to receive the benefit. If the spell or 
  effect has a duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not affect the 
  animal again, even if it returns to the druid before the 
  duration expires. Additionally, the druid may cast a 
  spell with a target of “You” on his animal companion 
  (as a touch range spell) instead of on herself. A druid 
  and her animal companion can share spells even if the 
  spells normally do not affect creatures of the 
  companion’s type. 
   
  Trackless Step (Ex): This druid leaves no trail in 
  natural surroundings and cannot be tracked. 
   
  Venom Immunity (Ex): This druid is immune to 
  all poisons. 
   
  Wild Empathy (Ex): This druid can improve the 
  attitude of an animal in the same ways as a Diplomacy 
  check for sentient beings. The druid rolls 1d20+3, or 
  1d20-1 if attempting to influence magical beasts with 
  an Intelligence score of 1 or 2. 
   
  Wild Shape (Su): This druid can change into a 
  Small, Medium or Large animal and back again four 
  times per day, as per the polymorph spell. 
   
  Woodland Stride (Ex): This druid may move 
  through natural thorns, briars, overgrown areas, and 
  similar terrain at its normal speed and without damage 
  or other impairment. However, thorns, briars, and 
  overgrown areas that are magically manipulated to 
  impede motion still affect the druid. 
   
  Druid Spells Prepared (6/6/5/4/4/3): 0—cure 
  minor wounds, flare, guidance, mending, virture; 1st—
  charm animal (DC 16), entangle (DC 16), cure light 
  wounds, longstrider, magic fang, speak with animals; 
  2nd—barkskin, bull’s strength, chill metal (DC 17), 
  soften earth and stone, tree shape; 3rd—call lightning 
  (DC 18), dominate animal (DC 18), greater magic fang, 
  spike growth (DC 18); 4th—cure serious wounds, 
  dispel magic, flame strike (DC 19), freedom of 
  The Art of Deception 
   
  Page 36 
  
  movement; 5th—animal growth, baleful polymorph 
  (DC 20), stoneskin. 
   
  Possessions: +2 heavy darkwood shield, +2 leather,
  periapt of wisdom +2, potion of cure moderate wounds 
  (CL 3), ring of protection +1.
   
   
   
   
  Lizardfolk Savage: Male lizardfolk Barbarian 6; 
  CR 7; Medium humanoid (reptilian); HD 2d8+6 plus 
  6d12+18; hp 79; Init +2; Spd 40 ft.; AC 20, touch 13, 
  flat-footed 20 [+5 natural, +2 leather, +2 Dex, +1 ring]; 
  Base Atk +7; Grp +11;  Atk +12 melee (1d8+7/x3, +1 
  longspear); Full Atk +12 melee (1d8+7/x3, +1 
  longspear) and +9 melee (1d4+2, bite) or +11/+11 melee 
  (1d4+4, 2 claws) and +9 melee (1d4+2, bite); SQ 
  improved uncanny dodge, rage 2/day, trap sense +2, 
  uncanny dodge; AL N; SV Fort +9, Ref +8, Will +4; Str 
  18, Dex 14, Con 16, Int 8, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +10, Listen +7, Swim +15; 
  Combat Reflexes, Multiattack, Power Attack. 
   
  Languages: Draconic. 
   
  Hold Breath (Ex): This lizardfolk can hold its 
  breath for 60 rounds before it risks drowning. 
   
  Improved Uncanny Dodge (Ex): This barbarian 
  cannot be flanked except by a rogue of at least four 
  levels higher than the barbarian. 
   
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -
  2 to AC for up to 7 rounds. 
   
  Rage Suite: HD 2d8+10 plus 6d12+30; hp 95; 
  AC 18, touch 11, flat-footed 18 [+5 natural, +2 
  leather, +2 Dex, +1 ring, -2 rage]; Grp +13;  Atk +14 
  melee (1d8+10/x3, +1 longspear); Full Atk +14 
  melee (1d8+10/x3, +1 longspear) and +11 melee 
  (1d4+3, bite) or +13/+13 melee (1d4+6, 2 claws) 
  and +11 melee (1d4+3, bite); SV Fort +11, Will +6; 
  Str 22, Con 20.  
  Skills and Feats: Climb +12, Swim +17. 
   
  Trap Sense (Ex): This barbarian has an intuitive 
  sense that alerts him to danger from traps, grant a +2 
  bonus on Reflex saves and a +2 dodge bonus to AC 
  against attacks by traps. 
   
  Uncanny Dodge (Ex): This barbarian can react to 
  danger before his senses would normally allow him to 
  do so. He retains his Dexterity bonus to AC even when 
  caught flat-footed. 
   
  Possessions: +1 longspear, leather, cloak of 
  resistance +1, ring of protection +1. 
   
  The Art of Deception 
   
  Page 37 
  
  Appendix 6: NPCs
   
  Lowdrend: 
  Male 
  human 
  (Suloise) 
  Wizard 
  7/Loremaster 2; CR 9; Medium humanoid (human); 
  HD 9d4+9; hp 45; Init +6; Spd 30 ft.; AC 15, touch 13, 
  flat-footed 13 [+2 bracers, +1 ring, +2 Dex]; Base Atk +4; 
  Grp +4; Atk +4 melee (1d6, quarterstaff) or +7 ranged 
  (1d8/19-20, mwk light crossbow) or +4 melee (touch) 
  or +6 ranged (ray); SQ empathic link, lore +7, the lore 
  of true stamina, share spells, weasel familiar; AL CE; SV 
  Fort +7, Ref +8, Will +11; Str 10, Dex 14, Con 12, Int 17, 
  Wis 13, Cha 8. 
   
  Skills and Feats: Concentration +13, Decipher 
  Script +15, Knowledge (arcana) +15, Knowledge (local) 
  +15, Knowledge (history) +18, Knowledge (the planes) 
  +15, Spellcraft +17; Combat Casting, Empower Spell, 
  Extend Spell, Improved Initiative, Scribe Scroll, Skill 
  Focus 
  (Knowledge 
  [history]), 
  Spell 
  Focus 
  (Enchantment). 
   
  Languages: Common, Ancient Suloise, Draconic, 
  Infernal, Old Oeridian. 
   
  Empathic 
  Link 
  (Su): 
  This 
  wizard 
  can 
  communicate telepathically with his familiar at a 
  distance of up to 1 mile. He has the same connection to 
  an item or a place that the familiar does. 
   
  Lore (Ex): Loremasters gather knowledge. A 
  loremaster has the ability to know legends or 
  information regarding various topics, just as a bard can 
  with bardic knowledge. The loremaster adds his level 
  and his Intelligence modifier to the lore check. See 
  page 28 of the Player’s Handbook for more information 
  on bardic knowledge. 
   
  Secret (Ex): In their studies, loremasters stumble 
  upon all sorts of applicable knowledge and secrets. This 
  loremaster has learned the following secret. 
  The lore of true stamina: +2 bonus on Fortitude 
  saves. 
   
  Share Spells (Su): This wizard may have any spell 
  he casts on himself also affect his familiar if the latter is 
  within 5 feet at the time. The master may also cast a 
  spell with a target of “You” on his familiar. 
   
  Weasel Familiar: This creature grants its master a 
  +2 bonus on Reflex saves. It also grants Alertness as 
  long as it is within 5 feet. The familiar uses the better of 
  its own and its master’s base save bonuses. The 
  creature’s abilities and characteristics are summarized 
  below. 
   
  Weasel Familiar: CR —; Tiny animal; HD 10; 
  hp 22; Init +2; Spd 20 ft., climb 20 ft.; AC 18, touch 
  14, flat-footed 16 [+2 size, +2 Dex, +4 natural]; Base 
  Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); 
  Space/Reach 2-1/2 ft./0 ft.; SA attach; SQ deliver 
  touch spells, improved evasion, low-light vision, 
  scent, speak with master, speak with other weasel-
  like creatures; SV Fort +2, Ref +4, Will +9; Str 3, 
  Dex 15, Con 10, Int 9, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide 
  +11, Move Silently +8, Spot +3; Weapon Finesse. 
   
  Attach (Ex): If a weasel hits with a bite attack, 
  it uses its powerful jaws to latch onto the 
  opponent’s body and automatically deals bite 
  damage each round it remains attached. An 
  attached weasel loses its Dexterity bonus to Armor 
  class and has an AC of 12. 
   
  An attached weasel can be struck with a 
  weapon or grappled itself. To remove an attached 
  weasel through grappling, the opponent must 
  achieve a pin against the creature. 
   
  Improved Evasion (Ex): When subjected to 
  an attack that normally allows a Reflex saving 
  throw for half damage, this creature takes no 
  damage if it makes a successful saving throw and 
  half damage if the saving throw fails. 
   
  Scent (Ex): Can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   
  Wizard Spells Prepared (4/5/5/4/2/1): 0—acid 
  splash, daze (DC 14), flare (DC 13), ray of frost; 1st—
  burning hands (DC 14), charm person (DC 15), color 
  spray (DC 14), magic missile, shield; 2nd—levitate, 
  ghoul touch (DC 15), extended mage armor, protection 
  from arrows, shatter (DC 15); 3rd—fireball (DC 16), 
  hold person (DC 17), slow (DC 16), suggestion (DC 17); 
  4th—confusion (DC 18), empowered scorching ray; 
  5th—cone of cold (DC 18). 
   
  Spellbook: as above plus 0—all; 1st—chill touch 
  (DC 14), ray of enfeeblement, sleep (DC 15); 2nd—
  daze monster (DC 16); 3rd—fly; 4th—charm monster 
  (DC 18), enervation, Evard’s black tentacles, wall of fire 
  (DC 17); 5th—contact other plane, prying eyes. 
   
  Possessions: bracers of armor +2, ring of protection 
  +1, quarterstaff, mwk light crossbow, 10 bolts, cloak of 
  resistance +2, potion of shield of shield of faith (CL 1), 
  potion of light wounds (CL 1). 
   
  Powered-Up Suite (mage armor): AC 17, flat-
  footed 17. 
   
   
   
  Lackey: Male human Fighter 3; CR 3; Medium 
  humanoid (human); HD3d10+6; hp 27; Init +1; Spd 20 
  ft. (30 ft. unarmored); AC 19, touch 11, flat-footed 18 
  [+8 armor, +1 Dex]; Base Atk +3; Grp +5; Atk +6 melee 
  (2d4+3/x3, mwk guisarme) or +6 melee (1d6+2/19-20, 
  mwk short sword) or +5 ranged (1d6+2, mwk javelin); 
  AL CN; SV Fort +5, Ref +2, Will +1; Str 15, Dex 12, Con 
  14, Int 13, Wis 10, Cha 8. 
  The Art of Deception 
   
  Page 38 
  
   
  Skills and Feats: Listen +5, Profession (bodyguard) 
  +9, Sense Motive +3, Spot +5; Alertness, Combat 
  Expertise, Combat Reflexes, Improved Trip, Skill 
  Focus (Profession [bodyguard]). 
   
  Languages: Common, Orc. 
   
  Possessions: full plate, mwk guisarme, mwk 
  javelin, mwk short sword, heavy steel shield, potion of 
  cure light wounds. 
   
  Shield Suite: AC 21, flat-footed 20 [+8 armor, +2 
  shield, +1 Dex]; Atk +6 melee (1d6+2/19-20, mwk short 
  sword);  
   
   
  Renfus the Mottled: Male human (mixed) Rogue 
  12; CR 12; Medium humanoid (human); HD 12d6+84; 
  hp 135; Init +11; Spd 30 ft.; AC 26, touch 20, flat-footed 
  26 [+4 armor, +2 shield, +3 ring, +7 Dex]; Base Atk +9; 
  Grp +11; Atk +12 melee (1d6+3/19-20, sword of 
  subtlety); SA sneak attack +6d6; SQ defensive roll, 
  evasion, improved uncanny dodge, trapfinding, trap 
  sense +4, uncanny dodge; AL CN; SV Fort +18, Ref +20, 
  Will +12; Str 14, Dex 24, Con 24, Int 15, Wis 16, Cha 
  18. 
   
  Skills and Feats: Balance +14, Bluff +19, Climb +5, 
  Craft (trapmaking) +5, Diplomacy +22, Disable Device 
  +8, Disguise +8, Escape Artist +22, Forgery +6, Gather 
  Information +11, Hide +17, Intimidate +11, Jump +9, 
  Knowledge (local) +17, Listen +7, Move Silently +17, 
  Open Lock +13, Search +6, Sense Motive +15, Sleight 
  of Hand +14, Spot +7, Swim +5, Tumble +16, Use 
  Magic Device +19; Combat Expertise, Diehard, 
  Endurance, 
  Great 
  Fortitude, 
  Improved 
  Feint, 
  Improved Initiative. 
   
  Possessions: sword of subtlety, +2 glamered 
  leather of shadow and silent moves, +1 buckler of fire 
  resistance, amulet of health +6, cloak of resistance +5, 
  gloves of dexterity +4, lavender and green ellipsoid 
  ioun stone, ring of protection +3, scroll of prismatic 
  wall (CL 15), staff of evocation. 
   
   
  Palace Sharper: Male human Rogue 5; CR 5; 
  Medium humanoid (human); HD 5d6+5; hp 25; Init +7; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 18 [+4 armor, +1 
  shield, +3 Dex]; Base Atk +3; Grp +4; Atk +5 melee 
  (1d6+2/18-20, +1 rapier) or +7 ranged (1d6+1/x3, mwk 
  shortbow [Str +1]); SA sneak attack +3d6; SQ evasion, 
  trapfinding, trap sense +1, uncanny dodge; AL CN; SV 
  Fort +2, Ref +7, Will +1; Str 12, Dex 16, Con 13, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +15, Bluff +7, Climb +9, 
  Diplomacy +1, Disable Device +10, Escape Artist +13, 
  Hide +11, Intimidate +1, Jump +13, Listen +8, Move 
  Silently +11, Search +10, Spot +8, Swim +9, Tumble 
  +17; Acrobatic, Agile, Improved Initiative. 
   
  Possessions: +1 studded leather, mwk buckler, +1 
  rapier, mwk shortbow, 20 arrows,  
   
   
  Juray: Male human (Oeridian) Expert 4; CR 3; 
  Medium humanoid (human); HD 4d6; hp 14; Init +0; 
  Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base Atk +2; 
  Grp +3; Atk +3 melee (1d4+1/19-20, dagger); AL N; SV 
  Fort +1, Ref +1, Will +6; Str 13, Dex 10, Con 11, Int 13, 
  Wis 14, Cha 12. 
   
  Skill and Feats: Bluff +11, Diplomacy +16, Gather 
  Information +12, Knowledge (local) +8, Knowledge 
  (nobility and royalty) +8, Knowledge (history) +8, 
  Listen +11, Profession (barrister) +9, Sense Motive +11, 
  Spot +11; Alertness, Negotiator, Skill Focus (Bluff). 
   
  Possessions: dagger, leather armor. 
   
   
  Holy Guard: Male and female human Fighter 4; 
  CR 4; Medium humanoid (human); HD 4d8+8; hp 34; 
  Init +0; Spd 20 ft. (30 ft. unarmored); AC 21, touch 11, 
  flat-footed 21; Base Atk +4; Grp +7; Atk +9 melee 
  (1d8+5/x3, mwk warhammer) or +6 ranged (1d10/19-
  20, mwk heavy crossbow); AL LN; SV Fort +6, Ref +2, 
  Will +4; Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10. 
   
  Skills and Feats: Intimidate +7, Ride +11, Speak 
  Language (Common); Iron Will, Mounted Combat, 
  Skill Focus (Ride), Toughness, Weapon Focus 
  (warhammer), Weapon Specialization (warhammer). 
   
  Languages: Common. 
   
  Possessions: full plate, heavy steel shield, mwk 
  warhammer, mwk heavy crossbow, potion of cure 
  moderate wounds. 
   
   
  Quarzknot: Male tiefling Wizard 13; CR 13; 
  Medium outsider (native); HD 13d4+26; hp 65; Init +4; 
  Spd 30 ft.; AC 17, touch 16, flat-footed 13 [+1 amulet, +2 
  ring, +4 Dex]; Base Atk +6; Grp +7, Atk +8 melee 
  (1d4+2/19-20, +1 dagger) or +11 ranged (1d8/19-20, 
  mwk light crossbow) or +7 melee (touch) or +10 ranged 
  (ray); Full Atk +8 melee (1d4+2/19-20, +1 dagger); SA 
  darkness; SQ darkvision 60 ft., empathic link, raven 
  familiar, resistance to cold 5, electricity 5, fire 5, scry on 
  familiar, share spells; AL CE; SV Fort +6, Ref +8, Will 
  +8; Str 12, Dex 18, Con 15, Int 24, Wis 11, Cha 14. 
   
  Skills and Feats: Appraise +10, Bluff +12, 
  Concentration +18, Diplomacy +8, Gather Information 
  +8, Knowledge (arcana) +23, Knowledge (history) +19, 
  Knowledge (local) +19, Knowledge (the planes) +23, 
  Knowledge (religion) +15, Spellcraft +28; Craft Staff, 
  Empower Spell, Quicken Spell, Scribe Scroll, Skill 
  Focus (Spellcraft), Spell Focus (Enchantment), Spell 
  Focus (Evocation), Spell Focus (Illusion). 
   
  Darkness (Sp): Quarzknot can use darkness once 
  per day (caster level 13). 
  The Art of Deception 
   
  Page 39 
  
   
  Empathic 
  Link 
  (Su): 
  This 
  wizard 
  can 
  communicate telepathically with his familiar at a 
  distance of up to 1 mile. He has the same connection to 
  an item or a place that the familiar does. 
   
  Raven Familiar: This creature grants its master a 
  +3 bonus on Appraise checks. It also grants Alertness 
  as long as it is within 5 feet. The familiar uses the better 
  of its own and its master’s base save bonuses. The 
  creature’s abilities and characteristics are summarized 
  below. 
   
  Raven Familiar: CR —; Tiny animal; HD 13; 
  hp 32; Init +2; Spd 10 ft., fly 40 ft. (average); AC 21, 
  touch 14, flat-footed 19 [+2 size, +2 Dex, +7 
  natural]; Base Atk +0; Grp -13; Atk +4 melee (1d2-5, 
  claws); Space/Reach 2-1/2 ft./0 ft.; SQ deliver 
  touch spells, improved evasion, low-light vision, 
  speak with master, speak with other birds, spell 
  resistance 18; SV Fort +4, Ref +6, Will +10; Str 1, 
  Dex 15, Con 10, Int 11, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5; Weapon 
  Finesse. 
   
  Languages: Common. 
   
  Improved Evasion (Ex): When subjected to 
  an attack that normally allows a Reflex saving 
  throw for half damage, this creature takes no 
  damage if it makes a successful saving throw and 
  half damage if the saving throw fails. 
   
  Scry on Familiar (Su): This wizard may scry on 
  his familiar as if casting the spell scrying once per day. 
   
  Share Spells (Su): This wizard may have any spell 
  he casts on himself also affect his familiar if the latter is 
  within 5 feet at the time. The master may also cast a 
  spell with a target of “You” on his familiar. 
   
  Wizard Spells Prepared (4/6/6/6/5/4/3/2): 0—
  detect poison, ghost sound, mage hand ray of frost; 
  1st—alarm, disguise self (DC 19), mage armor, 
  protection from good (DC 18), ray of enfeeblement, 
  silent image (DC 19); 2nd—false life, glitterdust (DC 
  19), levitate, Melf’s acid arrow, resist energy, Tasha’s 
  hideous laughter (DC 20); 3rd—blink, fireball (DC 21), 
  invisibility sphere, empowered magic missile, stinking 
  cloud (DC 20), suggestion (DC 21); 4th—crushing 
  despair, (DC 22), dimension door, lesser globe of 
  invulnerability, phantasmal killer (DC 22), wall of ice 
  (DC 22); 5th—dominate person (DC 23), empowered 
  lightning bolt (DC 21), quickened shield, teleport; 
  6th—chain lightning (DC 24), disintegrate (DC 23), 
  quickened mirror image; 7th—empowered cone of 
  cold (DC 23), summon monster VII. 
   
  Spellbook: as above plus 0—all; 1st—burning 
  hands (DC 19), charm person (DC 19), color spray (DC 
  19), endure elements, identify, unseen servant; 2nd—
  flaming sphere (DC 20), fox’s cunning, invisibility, 
  locate object; 3rd—dispel magic, major image (DC 21), 
  slow (DC 20), tongues; 4th—charm monster (DC 22), 
  scrying (DC 21); 5th—dismissal (DC 22), dream, 
  overland flight; 6th—contingency, legend lore, veil 
  (DC 24); 7th—ethereal jaunt, prismatic spray (DC 25); 
   
  Possessions: amulet of natural armor +1, ring of 
  protection +2, +1 dagger, mwk light crossbow, 10 bolts, 
  headband of intellect +2, staff of charming (25 
  charges), figurine of wondrous power (silver raven), 
  potion of cure light wounds x2 (CL 1). 
   
  Powered-Up Suite (false life, mage armor, shield): 
  hp 65+15 temporary; AC 25, flat-footed 21 [+1 amulet, 
  +2 ring, +4 armor, +4 shield, +4 Dex]. 
   
   
  Osilin Danris: Male human (Oeridian/Flan) 
  Cleric 10 of Pholtus; CR 10; Medium humanoid 
  (human); HD 10d8+30; hp 87; Init +3; Spd 20 ft. (30 ft. 
  unarmored); AC 22, touch 10, flat-footed 22 [+9 armor, 
  +3 shield, +1 ring, -1 Dex]; Base Atk +7; Grp +9; Atk +10 
  melee (1d6+2, mwk quarterstaff) or +6 ranged (1d8/19-
  20, light crossbow); Full Atk +10/+5 melee (1d6+2, 
  mwk quarterstaff); SA turn undead 6/day; SQ 
  spontaneous healing; AL LG; SV Fort +10, Ref +2, Will 
  +11; Str 15, Dex 9, Con 16, Int 14, Wis 19, Cha 16. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +22, Knowledge (geography) +7, Knowledge (nobility 
  and royalty) +7, Knowledge (religion) +12, Sense 
  Motive +11, Spellcraft +11; Combat Casting, Improved 
  Initiative, Leadership, Negotiator, Quicken Spell. 
   
  Languages: Common, Celestial, Old Oeridian. 
   
  Cleric Spells Prepared (6/6/6/5/5/3): 0—create 
  water, detect magic, guidance, light, mending, virtue; 
  1st—bless, command (DC 15), entropic shield, 
  protection from chaos (DC 15), sanctuary (DC 15), 
  shield of faith; 2nd—aid, calm emotions (DC 16), delay 
  poison, hold person (DC 16), remove paralysis, status; 
  3rd—blindness/deafness (DC 17), dispel magic, magic 
  circle against chaos (DC 17), magic vestment, searing 
  light; 4th—dismissal (DC 19), divination, greater 
  magic weapon, restoration, spell immunity; 5th—
  dispel chaos (DC 19), quickened divine favor, righteous 
  might. 
   
  Domains: Knowledge (all Knowledge skills are 
  class skills), Law (cast law spells at +1 caster level). 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  ring of protection +1, mwk quarterstaff, light crossbow, 
  10 bolts, periapt of wisdom +2, circlet of mind 
  shielding (as ring of mind shielding), dust of 
  disappearance. 
   
  Powered-Up Suite (divine favor, greater magic 
  weapon, magic vestment, righteous might): hp 107; 
  AC 26, flat-footed 26 [-1 size, +10 armor, +3 shield, +1 
  ring, -1 Dex, +4 natural]; Grp +17; Atk +18 melee 
  (1d6+11, mwk quarterstaff); Full Atk +18/+13 melee 
  The Art of Deception 
   
  Page 40 
  
  (1d6+11, mwk quarterstaff); Space/Reach 10 ft./10 ft.; 
  SQ DR 3/evil; SV Fort +12; Str 23, Con 20. 
   
   
   
  Skills and Feats: Concentration +18. 
   
   
  Therise: Female half-elf Wizard 8; CR 8; Medium 
  humanoid (elf); HD 8d4+8; hp 33; Init +3; Spd 30 ft.; 
  AC 15, touch 14, flat-footed 12 [+1 bracers, +1 ring, +3 
  Dex]; Base Atk +4; Grp +4, Atk +4 melee (1d4, dagger) 
  or +8 ranged (1d8/19-20, mwk light crossbow) or +4 
  melee (touch) or +7 ranged (ray); SQ cat familiar, 
  empathic link, share spells; AL LG; SV Fort +3, Ref +5, 
  Will +8; Str 10, Dex 17, Con 12, Int 18, Wis 14, Cha 13. 
   
  Skills and Feats: Concentration +15, Diplomacy 
  +3, Gather Information +5, Knowledge (arcana) +15, 
  Knowledge (dungeoneering) +15, Knowledge (local) 
  +15, Knowledge (religion) +15, Move Silently +8, 
  Spellcraft +17; Empower Spell, Greater Spell Focus 
  (Evocation), Scribe Scroll, Skill Focus (Concentration), 
  Spell Focus (Evocation). 
  Cat Familiar: This creature grants its master a +3 
  bonus on Move Silently checks. It also grants Alertness 
  as long as it is within 5 feet. The familiar uses the better 
  of its own and its master’s base save bonuses. The 
  creature’s abilities and characteristics are summarized 
  below. 
   
  Cat Familiar: CR —; Tiny animal; HD 8; hp 
  16; Init +2; Spd 30 ft.; AC 18, touch 14, flat-footed 
  16 [+2 size, +2 Dex, +4 natural]; Base Atk +0; Grp -
  12; Atk +4 melee (1d2-4, bite); Full Atk +4/+4 
  melee (1d2-4, 2 claws) and -1 melee (1d3-4, bite); 
  Space/Reach 2-1/2 ft./0 ft.; SQ deliver touch 
  spells, improved evasion, low-light vision, scent, 
  speak with master, speak with other felines; SV 
  Fort +2, Ref +4, Will +7; Str 3, Dex 15, Con 10, Int 
  9, Wis 12, Cha 7. 
   
  Skills and Feats: Balance +10, Climb +6, Hide 
  +14 (+22 in areas of tall grass or heavy 
  undergrowth), Jump +10, Listen +3, Move Silently 
  +6, Spot +3; Weapon Finesse. 
   
  Improved Evasion (Ex): When subjected to 
  an attack that normally allows a Reflex saving 
  throw for half damage, this creature takes no 
  damage if it makes a successful saving throw and 
  half damage if the saving throw fails. 
   
  Scent (Ex): Can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
  Empathic 
  Link 
  (Su): 
  This 
  wizard 
  can 
  communicate telepathically with her familiar at a 
  distance of up to 1 mile. She has the same connection 
  to an item or a place that the familiar does. 
   
  Share Spells (Su): This wizard may have any spell 
  she casts on herself also affect her familiar if the latter 
  is within 5 feet at the time. The master may also cast a 
  spell with a target of “You” on her familiar. 
   
  Wizard Spells Prepared (4/5/4/4/3): 0—light, 
  message, read magic, resistance; 1st—burning hands 
  (DC 17), color spray (DC 15), grease (DC 15), mage 
  armor, protection from evil (DC 15); 2nd—flaming 
  sphere (DC 18), glitterdust (DC 16), invisibility, web 
  (DC 16); 3rd—displacement, lightning bolt (DC 19), 
  empowered magic missile, slow (DC 17); 4th—fear 
  (DC 18), Otiluke’s resilient sphere (DC 20), stoneskin. 
   
  Spellbook: as above plus 0—all; 1st—charm 
  person (DC 15), expeditious retreat, identify, ray of 
  enfeeblement, 
  shield; 
  2nd—bear’s 
  endurance, 
  scorching ray, shatter (DC 18); 3rd—fly, haste; 4th—
  polymorph, solid fog. 
   
  Possessions: bracers of armor +1, ring of protection 
  +1, dagger, mwk light crossbow, 10 bolts, scroll of 
  cloudkill (CL 9), scroll of fireball (CL 5), boots of 
  elvenkind, Quaal’s feather token (whip). 
   
  Powered-Up Suite (mage armor): AC 18, flat-
  footed 15 [+4 armor, +1 ring, +3 Dex]. 
   
   
  Varys Harlaw: Male human (Flan) Wizard 10; CR 
  10; Medium humanoid (human); HD 10d4+20; hp 54; 
  Init +3; Spd 30 ft.; AC 15, touch 15, flat-footed 12 [+2 
  ring, +3 Dex]; Base Atk +5; Grp +6; Atk +7 melee 
  (1d4+2/19-20, sacrificial knife) or +9 ranged (1d8/19-
  20, mwk light crossbow) or +6 melee (touch) or +8 
  ranged (ray); SQ empathic link, share spells, tiny viper 
  familiar; AL LE; SV Fort +5, Ref +6, Will +9; Str 13, Dex 
  16, Con 14, Int 20, Wis 15, Cha 16. 
   
  Skills and Feats: Bluff +15, Concentration +15, 
  Diplomacy +14, Gather Information +5, Knowledge 
  (arcana) +18, Knowledge (local) +11, Knowledge 
  (nobility and royalty) +11, Knowledge (the planes) +14, 
  Knowledge (religion) +15, Sense Motive +8, Spellcraft 
  +20; Blind-Fight, Craft Wondrous Item, Empower 
  Spell, Leadership, Skill Focus (Bluff), Spell Focus 
  (Evocation), Violate Spell (wall of fire)*. 
   
  Languages: Common, Flan, Ignan, Infernal, Old 
  Oeridian. 
   
  Empathic 
  Link 
  (Su): 
  This 
  wizard 
  can 
  communicate telepathically with his familiar at a 
  distance of up to 1 mile. He has the same connection to 
  an item or a place that the familiar does. 
   
  Share Spells (Su): This wizard may have any spell 
  he casts on herself also affect his familiar if the latter is 
  within 5 feet at the time. The master may also cast a 
  spell with a target of “You” on his familiar. 
   
  Tiny Viper Familiar: This creature grants its 
  master a +3 bonus on Bluff checks. It also grants 
  Alertness as long as it is within 5 feet. The familiar uses 
  the better of its own and its master’s base save bonuses. 
  The 
  creature’s 
  abilities 
  and 
  characteristics 
  are 
  summarized below. 
  The Art of Deception 
   
  Page 41 
  
   
  Tiny Viper Familiar: CR —; Tiny animal; 
  HD 10; hp 27; Init +3; Spd 15 ft., climb 15 ft., swim 
  15 ft.; AC 22, touch 15, flat-footed 19 [+2 size, +3 
  Dex, +7 natural]; Base Atk +0; Grp -11; Atk +5 
  melee (1 plus poison, bite); Space/Reach 2-1/2 
  ft./0 ft.; SA poison; SQ deliver touch spells, 
  improved evasion, scent, speak with master, speak 
  with other felines; SV Fort +3, Ref +6, Will +9; Str 
  4, Dex 17, Con 11, Int 10, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +11, Hide 
  +15, Listen +9, Spot +9, Swim +5; Weapon Finesse. 
   
  Improved Evasion (Ex): When subjected to 
  an attack that normally allows a Reflex saving 
  throw for half damage, this creature takes no 
  damage if it makes a successful saving throw and 
  half damage if the saving throw fails. 
   
  Poison (Ex): A viper has a poisonous bite that 
  deals initial and secondary damage of 1d6 Con 
  (Fort save DC 10 negates). The save DC is 
  Constitution-based. 
   
  Scent (Ex): Can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   
  Wizard Spells Prepared (4/6/5/5/4/3): 0—detect 
  magic, flare (DC 13), mage hand, ray of frost; 1st—
  alarm, burning hands (DC 17), mage armor, magic 
  missile, shield, unseen servant; 2nd—glitterdust (DC 
  17), mirror image, scorching ray, shatter (DC 18), 
  wither limb* (DC 17); 3rd—curse of the putrid husk* 
  (DC 18), displacement, lightning bolt (DC 19), 
  empowered 
  magic 
  missile, 
  empowered 
  ray 
  of 
  enfeeblement; 4th—damning darkness, enervation, 
  lesser globe of invulnerability, stoneskin; 5th—
  empowered fireball (DC 19), power leech* (DC 20), 
  violated wall of fire (DC 20). 
   
  Spellbook: as above plus 0—all; 1st—detect secret 
  doors, shocking grasp; 2nd—arcane lock, web (DC 17); 
  3rd—haste; 5th—cloudkill (DC 20), contact other 
  plane, wall of force. 
   
  Possessions: mwk light crossbow, 10 bolts, cape of 
  the mountebank, ring of mind-shielding, ring of 
  protection +2. 
   
  Powered-Up Suite (mage armor): AC 19, flat-
  footed 16 [+4 armor, +2 ring, +3 Dex]. 
   
  *New rules items detailed in Appendix 8. 
   
   
  Rygok 
  (cohort): 
  Male 
  hobgoblin 
  Fighter 
  5/Warrior of Darkness 3; CR 8; Medium humanoid 
  (goblin); HD 8d10+24; hp 72; Init +1; Spd 20 ft.; AC 24, 
  touch 12, flat-footed 23 [+9 armor, +3 shield, +1 Dex, +1 
  deflection]; Base Atk +8; Grp +11; Atk +13 melee 
  (1d8+6/x3, +1 battleaxe) or +10 ranged (1d6+3, mwk 
  javelin); Full Atk +13 melee (1d8+6/x3, +1 battleaxe) or 
  +10/+5 ranged (1d6+3, mwk javelin); SQ black magic 
  elixir, black magic oil, darkling weapon, darkvision 60 
  ft.; AL LE; SV Fort +11, Ref +5, Will +7; Str 17, Dex 12, 
  Con 16, Int 13, Wis 8, Cha 12. 
   
  Skills and Feats: Craft (alchemy) +12, Knowledge 
  (arcana) +7, Move Silently +11, Speak Language 
  (Abyssal), Spellcraft +10; Blind-Fight
  B, Improved Bull 
  Rush, Iron Will, Power Attack
  B, Quick Draw, Weapon 
  Focus (battleaxe)
  B, Weapon Specialization (battleaxe)
  B. 
   
  Languages: Common, Abyssal, Goblin, Infernal. 
   
   
  Black Magic Elixir (Su): This warrior of darkness 
  has drunk a magical alchemical elixir granting him a +1 
  deflection bonus to Armor Class. 
   
  Black Magic Oil (Su): This warrior of darkness 
  has anointed himself with a magical alchemical oil 
  granting him the Blind-Fight feat as a bonus feat. 
  Darkling Weapon (Su): With 3 rounds of 
  preparation 
  (involving 
  rituals 
  and 
  alchemical 
  substances that cost 50 gp), this warrior of darkness can 
  imbue any weapon with a +1 enhancement bonus on 
  attack and damage rolls. If the weapon already has an 
  enhancement bonus, he can instead imbue the weapon 
  with any magical special quality that is the equivalent 
  of a +1 bonus (see Chapter 7 of the Dungeon Master’s 
  Guide for a list of weapon qualities). The bonus of 
  special quality only functions when the weapon is in 
  his hands, and it lasts 1 hour per warrior of darkness 
  level. He can imbue only one special quality in a 
  weapon at a time. 
   
  Possessions: +1 full plate, +1 heavy steel shield, +1 
  battleaxe, mwk javelin x2, cloak of resistance +2, potion 
  of cure moderate wounds (CL 3). 
   
  Powered-Up Suite (darkling weapon): Atk +13 
  melee (1d8+6 plus 2d6/x3, +1 vicious battleaxe); Full 
  Atk +13/+8 melee (1d8+6 plus 2d6/x3, +1 vicious 
  battleaxe). 
   
   
  Szek Winvid: Male human (Flan) Cleric 13 of 
  Pholtus; CR 13; Medium humanoid (human); HD 
  13d8; hp 68; Init -2; Spd 30 ft.; AC 14, touch 11, flat-
  footed 14 [+3 armor, +3 ring, -2 Dex]; Base Atk +9; Grp 
  +8; Atk +8 melee (1d3-1, unarmed strike); SA turn 
  undead 7/day; SQ spontaneous healing; AL LN; SV 
  Fort +8, Ref +2, Will +14; Str 8, Dex 6, Con 10, Int 16, 
  Wis 22, Cha 19. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +23, Heal +22, Knowledge (arcana) +19, Knowledge 
  (religion) +19, Spellcraft +21; Brew Potion, Craft Rod, 
  Leadership, Quicken Spell, Scribe Scroll, Skill Focus 
  (Diplomacy). 
   
  Languages: Common, Celestial, Flan, Infernal. 
   
  Cleric Spells Prepared (6/8/8/6/6/5/4/2): 0—
  create water, guidance, light, mending, purify food and 
  drink, read magic; 1st—bane (DC 17), bless, 
  comprehend languages, deathwatch, detect undead, 
  endure elements, protection from chaos (DC 17), 
  The Art of Deception 
   
  Page 42 
  
  sanctuary (DC 17); 2nd—augury, consecrate, darkness, 
  enthrall (DC 18), heat metal (DC 18), owl’s wisdom, 
  sound burst (DC 18), zone of truth (DC 18); 3rd—
  blindness/deafness (DC 19), create food and water, 
  daylight, magic circle against chaos (DC 17), magic 
  vestment, searing light; 4th—discern lies (DC 20), 
  divination, fire shield (DC 20), lesser planar ally, 
  neutralize 
  poison, 
  tongues; 
  5th—atonement, 
  commune, dispel chaos (DC 21), raise dead, quickened 
  shield of faith; 6th—quickened bear’s endurance, hold 
  monster (DC 22), greater dispel magic, heal; 7th—
  dictum (DC 23), quickened invisibility purge. 
   
  Domains: Law (cast law spells at +1 caster level), 
  Sun (greater turning 1/day; destroys undead instead of 
  turning). 
   
  Possessions: circlet of persuasion, mantle of spell 
  resistance, ring of protection +3, rod of rulership. 
  The Art of Deception 
   
  Page 43 
  
  Appendix 7: Negotiations From Dimre’s Side 
  Game Rule Information 
  When running the Negotiations from Osilin’s side, you need to be familiar with Player Handout #2. It may help to carry 
  an extra copy of that handout for your own use. That handout explains the basics, but as the judge, you need a few more 
  details. Posted below are the point values for Dimre. When rolling Diplomacy checks, first figure out the overall score 
  for Dimre. Apply that score as a circumstance bonus or penalty to the roll of the PCs. So if Dimre is currently 10 points 
  ahead, the PCs would get a +10 bonus on their check; on the other hand if Dimre is 10 points behind, the PCs would get 
  a -10 bonus on their check. If the PCs succeed on the check, they succeed on the negotiations. 
  Beneficial Variables 
  Monthly payments (1 year) 
  • 
  5 pts. 500 to 1,000 gp 
  • 
  10 pts. 1,001 to 1,500 gp 
  • 
  20 pts. 1,501+ gp 
  Livestock 
  • 
  5 pts. 100 to 200 oxen 
  • 
  10 pts. 201 to 800 oxen 
  • 
  15 pts. 801+ oxen 
  Soldiers 
  • 
  10 pts. 100-400 fighting men 
  • 
  20 pts. 401 to 750 fighting men 
  • 
  30 pts. 751+ fighting men 
  Monthly payments (3 years) 
  • 
  10 pts. 500 to 1,000 gp 
  • 
  25 pts. 1,001 to 2,000 gp 
  • 
  45 pts. 2,001+ gp 
  Form of Payment Variables 
  Phostwood lumbering rights (1 year) 
  • 
  -5 pts. •3,500 acres 
  • 
  -10 pts. •7,500 acres 
  • 
  -15 pts. •10,000 acres 
  Phostwood lumbering rights (3 years) 
  • 
  -10 pts. •3,500 acres 
  • 
  -20 pts. •7,500 acres 
  • 
  -40 pts. •10,000 acres 
  Lumber stores 
  • 
  -15 pts. •5,000 planks 
  • 
  -25 pts. •10,000 planks 
  • 
  -35 pts. •15,000 planks 
  Humanoid slaves 
  • 
  -5 pts. •100 slaves 
  • 
  -10 pts. •300 slaves 
  • 
  -15 pts. •500 slaves 
  The Art of Deception 
   
  Page 44 
   
  
  Appendix 8: Book of Vile Darkness Rules 
  Vile Damage 
  Vile damage, like regular damage, results in the loss of 
  hit points or ability score points. Unlike regular 
  damage, vile damage can only be healed by magic cast 
  within the area of a consecrate or hallow spell. Vile 
  damage represents such an evil violation to a 
  character’s body or soul that only in a holy place can 
  healing magic repair the damage. 
   
  Violate Spell (METAMAGIC) 
  The character can transform one of his spells into an 
  evil spell, and the wounds the spell inflicts are tainted 
  with the foulest evil. 
   
  Prerequisite: Any evil alignment. 
   
  Benefit: This feat adds the evil descriptor to a 
  spell. Furthermore, if the spell deals damage, half of 
  the damage dealt is vile damage. For example, a 
  violated lightning bolt cast by an 8th-level wizard deals 
  8d6 points of damage: 4d6 points of electricity damage 
  and 4d6 points of vile electricity damage (but creatures 
  immune to electricity take no damage). A violated spell 
  uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A character may take this feat multiple 
  times, choosing a different spell each time. 
   
  Warrior of Darkness (Excerpt) 
  The warrior of darkness, sometimes called the dark 
  knight, is a practitioner of black magic. He studies the 
  dark arts and learns the terrible secrets involved with 
  evil rituals and spells. However, he does not cast spells 
  himself, Instead, he uses his arcane knowledge to make 
  himself a more formidable combatant. 
   
  Evil fighters, often those with a few levels of 
  wizard or sorcerer, sometimes become warriors of 
  darkness. Less frequently, warriors of darkness come 
  from the ranks of single-classed wizards or sorcerers, or 
  bards, rangers, and even clerics. 
   
  Warriors of darkness often keep to themselves, 
  although they sometimes ally themselves with evil 
  sorcerers or wizards. 
   
  Other times, they employ small groups of evil 
  humanoids such as orcs, gnolls, and bugbears to aid 
  them and guard their dark sanctums. They dream of 
  power and conquest through violence and bloodshed. 
  A warrior of darkness is not usually subtle, nor is he 
  barbaric. Instead, he is a chilling compromise of 
  physical might and intelligent sophistication. 
   
  Hit Die: d10. 
   
  Requirements 
  To qualify to become a warrior of darkness, a character 
  must fulfill all the following criteria. 
   
  Alignment: Any evil. 
   
  Base Attack Bonus: +5. 
   
  Skills: Craft (alchemy) 3 ranks, Knowledge 
  (arcana) 3 ranks, Speak Language (Abyssal), Speak 
  Language (Infernal), Spellcraft 1 rank. 
   
  Feats: Iron Will. 
   
  Special: The character must endure a week of 
  painful and scarring black magic rituals performed in 
  solitude, the secrets of which take months to study and 
  research successfully. 
   
  Class Skills 
  The warrior of darkness’ class skills (and the key ability 
  for each skill) are Bluff (Cha), Climb (Str), 
  Concentration (Con), Craft (alchemy) (Int), Hide 
  (Dex), 
  Jump 
  (Str), 
  Knowledge 
  (arcana) 
  (Int), 
  Knowledge (the planes) (Int), Move Silently (Dex), 
  Ride (Dex), and Spellcraft (Int). See chapter 4 of the 
  Player’s Handbook for skill descriptions. 
   
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All the following are class features of the warrior of 
  darkness prestige class. 
   
  Weapon and Armor Proficiency: A warrior of 
  darkness is proficient with all simple and martial 
  weapons, with all types of armor, and with shields. 
   
  Black Magic Oil (Su): A warrior of darkness can 
  use his forbidden arcant arts to create a magic oil that 
  he anoints himself with. An individual warrior of 
  darkness makes oil that works only on him, and he can 
  only make one dose of the oil each time this class 
  feature is gained (at 1st, 4th, 7th, and 10th level). 
   
   
  Class Level + 
  Cha Modifier 
  Ability/Effect 
  2 or lower 
  Dweller in darkness; character gains Blind-Fight. 
  3-4 
  Demonic celerity; character gains the Combat 
  Reflexes feat. 
  5-6 
  Ensorcelled flesh; character’s natural armor 
  bonus improves by +1. 
  7-8 
  Hellpower; character gains +1 inherent bonus to 
  Str, Con, or Dex. 
  9 
  Rapid step; character gains inherent +10 ft. 
  bonus to speed. 
  10 
  Unholy strike; character gains the ability to deal 
  +2d6 damage against good creatures 3/day. 
  11 or higher 
  Malign fury; character can take a full attack 
  The Art of Deception 
   
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  action in conjunction with a move or move-
  equivalent action, usable 3 rounds per day. 
   
   
  When he attains an appropriate level, the warrior 
  of darkness creates a new black magic oil and anoints 
  himself with it. He then chooses from the above list of 
  supernatural abilities to imbue within himself 
  permanently, picking a choice available to him based 
  on his class level and Charisma modifier (the highest-
  number choice possible or any lower one). A warrior of 
  darkness cannot choose an ability more than once. 
   
  Darkling Weapon (Su): With 3 rounds of 
  preparation 
  (involving 
  rituals 
  and 
  alchemical 
  substances that cost 50 gp), a warrior of darkness can 
  imbue any weapon with a +1 enhancement bonus on 
  attack and damage rolls. If the weapon already has an 
  enhancement bonus, the warrior of darkness can 
  instead imbue the weapon with any magical special 
  quality that is the equivalent of a +1 bonus (see Chapter 
  7 of the Dungeon Master’s Guide for a list of weapon 
  qualities). The bonus or special quality only functions 
  when the weapon is in the hands of the warrior of 
  darkness, and it lasts 1 hour per warrior of darkness 
  level. The warrior can imbue only one special quality in 
  a weapon at a time. 
   
  Black Magic Elixir (Su): At 3rd level, a warrior of 
  darkness can use his knowledge of black magic and 
  alchemy to create a magical elixir that he then imbibes. 
  An individual warrior of darkness makes elixir that 
  works only on him, and he can only make one dose of 
  the elixr each time the class feature is gained (at 3rd, 
  6th, and 9th level). 
   
  When he creates an elixir, the warrior of darkness 
  chooses from the following list of supernatural abilities 
  to imbue within himself permanently, picking a choice 
  available to him based on his class level and Charisma 
  modifier. No ability other than violent knowledge may 
  be chosen more than once. 
   
  Class Level + 
  Cha Modifier 
  Ability/Effect 
  3 or lower 
  Violent knowledge; character gains bonus feat 
  from list below. 
  4-6 
  Aura of evil; character gains +1 deflection bonus 
  to Armor Class. 
  7-8 
  Inner hellpower; character gains a +1 inherent 
  bonus to Int, Wis, or Cha. 
  9 
  Dark senses; character gains tremorsense ability 
  (can sense location of anything within 60 feet 
  that is in contact with the ground). 
  10 or higher 
  Demonic wings; character can use the spell 
  demon wings 1/day cast at the character’s 
  warrior of darkness level. 
   
  Violent Knowledge Feat List: Cleave, Combat Expertise, 
  Deflect Arrows, Dodge, Exotic Weapon Proficiency, Far Shot, Great 
  Cleave, Improved Bull Rush, Improved Critical*, Improved Disarm, 
  Improved Initiative, Improved Sunder, Improved Trip, Improved 
  Two-Weapon Fighting, Improved Unarmed Strike, Mobility, 
  Mounted Archery, Mounted Combat, Point Blank Shot, Power 
  Attack, Precise Shot, Quick Draw, Rapid Shot, Ride-By Attack, Shot 
  on the Run, Spirited Charge, Spring Attack, Stunning Fist, Trample, 
  Two-Weapon Fighting, Weapon Finesse, Weapon Focus*, Weapon 
  Specializiation*, Whirlwind Attack. 
   
  A character can select feats marked with an asterisk (*) more 
  than once, but it must be for a different weapon each time. 
  Characters must still meet all prerequisites for a feat, including 
  ability scores and base attack bonus (see Chapter 5 of the Player’s 
  Handbook for descriptions of feats and their prerequisites). 
   
   
  Scarred Flesh (Su): Through ritual scarification, a 
  5th-level warrior of darkness gains damage reduction 
  5/magic. 
   
  Repellent Flesh (Su): Through ritual, obscene 
  tattooing, an 8th-level warrior of darkness gains spell 
  resistance 20. 
   
  Curse of the Putrid Husk 
  Illusion (Phantasm) [Fear, Mind-Affecting, Evil] 
  Level: Brd 3, Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round + 1d10 minutes 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This illusion forces the subject to believe that his flesh 
  is rotting and falling off his body, and that his internal 
  organs are spilling out. If the target fails his saving 
  throw, he is dazed (and horrified) for 1 round. On the 
  following round, he falls unconscious for 1d10 
  minutes, during time he cannot be roused normally. 
   
  Damning Darkness 
  Evocation [Darkness, Evil] 
  Level: Clr 4, Darkness 4, Sor/Wiz 4 
  Components: V, M/DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Object touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell is similar to darkness, except that those 
  within the area of darkness also take unholy damage. 
  Creatures of good alignment take 2d6 points of damage 
  per round in the darkness, and creatures neither good 
  nor evil take 1d6 points of damage. As with the 
  darkness spell, the area of darkness is a 20-foot radius, 
  and the object that serves as the spell’s target can be 
  The Art of Deception 
   
  Page 46 
   
  
  shrouded to block the darkness (and thus the 
  damaging effect). 
   
  Damning darkness counters or dispels any light 
  spell of equal or lower level. 
   
  Arcane Material Component: A dollop of pitch 
  with a tiny needle hidden inside it. 
   
  Power Leech 
  Necromancy [Evil] 
  Level: Corrupt 5 
  Components: V, S, Corrupt 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: 1 round/level then 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The caster creates a conduit of evil energy between 
  himself and another creature. Through the conduit, 
  the caster can leech off ability score points at the rate of 
  1 point per round. The other creature takes 1 point of 
  drain from an ability score of the caster’s choosing, and 
  the caster gains a +1 enhancement bonus to the same 
  ability score per point drained during the casting of 
  this spell. In other words, all points drained during this 
  spell stack with each other to determine the 
  enhancement bonus, but they don’t stack with other 
  castings of power leech or with other enhancement 
  bonuses. 
   
  The enhancement bonus lasts for 10 minutes per 
  caster level. 
   
  Corruption Cost: 1 point of Wisdom drain. 
   
  Wither Limb 
  Necromancy [Evil] 
  Level: Clr 2, Mortal Hunter 2, Sor/Wiz 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid creature with limbs 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  The caster chooses to wither either the arms or legs of 
  the subject. Withered legs force the character to fall 
  prone and make it impossible for her to move more 
  than 5 feet per round (a full-round action). Withered 
  arms make it impossible for a character to use objects 
  or cast spells with somatic components, and the subject 
  must drop anything she was holding. At the end of the 
  spell’s duration, the limbs return to normal. 
  The Art of Deception 
   
  Page 47 
   
  
  Player Handout #1 
  Kidonee: 
   
  In your negotiations with the Grand Theocracy, you will be bargaining for the 
  procurement of three things. The most important is lumbering rights over the 
  Phostwood. As a secondary goal, see if you can acquire any of their existing 
  lumber stores. Your tertiary objective should be negotiating for orc and goblin 
  slaves. Following is a list of things you are authorized to offer in return, the easiest 
  to provide being listed first: monthly payments worth up to 3,000 gp for up to a 
  year, up to 1,400 oxen and a temporary loan of up to 800 fighting men. If 
  absolutely necessary, I permit you to authorize the monthly payments to proceed 
  for 3 years, but this would put quite a strain on my resources. Remember to be 
  shrewd in your dealings with these priests as I still do not fully trust them. No 
  doubt they will attempt to swindle you if you let them. Do NOT let them see this 
  letter. Make me proud and you will be rewarded. Fail me and you may find those 
  close to you in uncomfortable situations. 
    
  Renfus 
  The Art of Deception 
   
  Page 48 
   
  
  Player Handout #2 
  Game Rule Information 
  For the negotiations, you will be bargaining over six variables. Three of them are beneficial to your side; three of them 
  are forms of payment. For each beneficial variable you bargain for, you earn points as indicated. For each form of 
  payment you offer, you are deducted points as indicated. Your goal is to offer as little as possible while gaining as much 
  as possible. The negotiations are considered a success for Stoink if the point balance is positive at the end, neutral is the 
  point balance is zero and a failure if the point balance is negative at the end. There is a minimum acceptable amount for 
  beneficial variables, so if you request them at all, you must request at least the minimum; anything less would not be a 
  useful amount and nets you no points.  
   
  Once you are satisfied with a set of conditions, you must roll a Diplomacy check opposed by the check of the 
  negotiator from the opposing side. You may be given a penalty or bonus to your roll depending on how beneficial or 
  hurtful your offer is to the other party. Only one character may roll this check and no one may use the Aid Another 
  action. If your check is successful, the opposing party accepts the proposal and negotiations are over. If your check is 
  unsuccessful, you must alter the terms of your conditions and make the check again. Each failed check imposes a 
  cumulative -2 penalty on your next check so make your offers carefully. Hint: You do not need a character specialized in 
  the Diplomacy skill to do well in the negotiations. It is possible through role-playing and clever play to create 
  conditions that are favorable for both sides. 
  Beneficial Variables 
  Phostwood lumbering rights (1 year) 
  • 
  5 pts. 1,000 to 2,000 acres 
  • 
  10 pts. 2,001 to 5,000 acres 
  • 
  15 pts. 5,001+ acres 
  Phostwood lumbering rights (3 years) 
  • 
  15 pts. 1,000 to 2,000 acres 
  • 
  25 pts. 2,001 to 5,000 acres 
  • 
  40 pts. 5,001+ acres 
  Lumber stores 
  • 
  10 pts. 2,000 to 6,000 planks 
  • 
  20 pts. 6,001 to 12,000 planks 
  • 
  30 pts. 12,001+ planks 
  Humanoid slaves 
  • 
  10 pts. 50-200 slaves 
  • 
  15 pts. 201-400 slaves 
  • 
  20 pts. 401+ slaves 
  Forms of Payment Variables 
  Monthly payments (1 year) 
  • 
  -5 pts. •1,500 gp 
  • 
  -10 pts. •2,500 gp 
  • 
  -15 pts. •3,000 gp 
  Livestock 
  • 
  -5 pts. •500 oxen 
  • 
  -10 pts. •1,200 oxen 
  • 
  -20 pts. •1,400 oxen 
  Soldiers 
  • 
  -10 pts. •200 fighting men 
  • 
  -20 pts. •600 fighting men 
  • 
  -30 pts. •800 fighting men 
  Monthly payments (3 years) 
  • 
  -15 pts. •1,500 gp 
  • 
  -30 pts. •2,500 gp 
  • 
  -50 pts. •3,000 gp 
   
  The Art of Deception 
   
  Page 49 
   
  
  Player Handout #3 
  Greetings, once again, Rhaedrick, 
   
  I must admit I was quite encouraged to hear the news that you are once again in 
  “good spirits.” As a matter of fact, it is fortuitous, for the petitioners to great 
  Azruphael once again require my attention and I need your help, my boy. If you 
  will recall our last meeting in which I delineated the necessary measures for 
  securing the link through the Rookroost sewers in order to ferry certain 
  unmentionables out of the city, then you will understand that I need to make 
  immediate use of these facilities. There is something that has come to my attention 
  regarding your fair city that requires my direct intervention. I am certain the Graf 
  would be quite displeased with my attempt, but I am willing to compensate you 
  quite fairly. Recent seizure of a heretic plantation yielded a wealth of magical 
  items, a sample of which I have sent to you along a separate route from this letter. 
  Once you have things arranged, use the device I sent you back in 591 to relay the 
  news back to me. As soon as I hear from you, I will send the servants of Azruphael 
  to their task.  
  May the Blessed Dominion Last to Eternity, 
  Varys 
  The Art of Deception 
   
  Page 50 
   
  
  Player Handout #4 
  Honorable Osilin, 
   
  You have served the Blinding Light most faithfully for 12 years. Your 
  dedication is commendable to even a high canon and we wish you providence as 
  you begin your new assignment in the cesspool of heresy known as Dimre. Fear 
  the true power of the Inflexible One and follow his guiding light on your path and 
  you shall be victorious. Even the most accursed of heretics are not beyond 
  redemption. You are a good and excellent servant to volunteer for this mission as it 
  means giving up everything you have here to enter the den of the lion, but I am 
  assured that Pholtus has great things in store for you. Trust in Pholtus always and 
  follow the One True Way to the end of your days that you may find blessed unity 
  with the Light hereafter. 
  The Blinding Light guide you, 
  Ogon Tillate, Supreme Prelate of the Pale 
   
  The Art of Deception 
   
  Page 51 
   
  
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