TEXT: KEO7-03 
   
   
   
   
  To Catch a Thief 
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.5 
   
  by Brian Benoit and Jay Stypinski 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Christian Alipounarian, Ron Frye, James Hamblin, Brian Jenison, John “Snebli” LeDonne, 
  Duncan McNeill Burton, Bill Moore, Ben Paxton, Jen Paxton, Joann Clarke-Stein, Ryan Twigg, Luke 
  Wilson, Roland Volz and Steve Zwanger. 
   
   
  Knowledge is power … and in Keoland, it can also be deadly.  Is a commission to recover a stolen book 
  and catch a thief as simple as it seems?  A Keoland Regional adventure for APLs 2-10, and Part 1 of the 
  Philosopher’s Stone series. 
  Note: This adventure will be of particular interest to members of Keoland’s Thieves’ Guilds, the 
  Shadowdark and the Silent Ones meta-organizations. 
   
   
   
  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 
  keolandpoc@adelphia.net.  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 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D 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 the Appendices.  
  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 character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  KEO7-03 To Catch A Thief 
   
  Page 1 
  
  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 1st-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 Keoland.  Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  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 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
   
  The 
  Thieves’ 
  Guild 
  of 
  Niole 
  Dra, 
  headquartered in the Royal District, is involved 
  primarily in blackmail, information/disinformation 
  and the acquisition of rare and forbidden objects 
  and books. One such item, the legendary 
  Philosopher’s Stone, a magical artifact capable to 
  transmuting 
  the 
  elements, 
  was 
  supposedly 
  discovered near the town of Saltmarsh in the 
  Viscounty of Salinmoor back in 576 CY.  Although 
  the stone later proved to be a fake, adventurers 
  recovered various items that had somehow been 
  transmuted to pure gold.  For obvious reasons, the 
  Guild had an interest in obtaining this item, and 
  sent its agents forth to bring back any clues to its 
  current whereabouts. 
   
  One of those sent forth was a young Oerdian 
  woman named Maya Verspucci.  Maya traced the 
  stone back to the haunted house outside 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  KEO7-03 To Catch A Thief 
   
  Page 2 
  
  Saltmarsh1, and recovered the alchemist’s journal 
  from a rare booksellers shop.  After studying the 
  book, she returned the journal to her Guild 
  contact, Ellinka2, and informed her that the book 
  contained a cipher that may relate the location of 
  the Philosopher’s Stone and how to unlock its 
  arcane powers.  
   
  Unfortunately, Maya inadvertently discovered 
  that the Guild was providing certain acquisitions to 
  an agent of the Scarlet Brotherhood.  Dealing with 
  any such persons is considered treason in 
  Keoland.  Knowing that her life was not worth a 
  plugged 
  copper 
  piece 
  when 
  her 
  superiors 
  discovered that she came by this information, and 
  fearing that the Guild might provide the location of 
  the Philosopher’s Stone to the Brotherhood if she 
  discovered its whereabouts, Maya fled Niole Dra.  
  She headed south, hoping to make contact with 
  the Flen Thieves’ Guild and pay them enough coin 
  to give her passage to Sterich where she could 
  lose herself in that Giant-occupied nation.   
   
  Back in Niole Dra, Ellinka detected Maya’s 
  absence and discovered that she knew of the 
  sales of certain items to the Scarlet Brotherhood.   
  Although the Niole Dra Guild has considerable 
  resources at its disposal, operating in any of 
  Keoland’s major cities would be considered a 
  breach of the peace maintained by the four 
  Thieves’ Guilds (the others are located in Gradsul, 
  Cryllor, and Flen).  Ellinka instead decided to 
  retain outsiders, i.e. adventurers, to do the finding, 
  and hired a cadre of kenku assassins to shadow 
  the PCs and murder Maya once the PCs find her.  
  In addition (at APLs 6-10 only), Ellinka also 
  blackmailed a wizard into sending an Invisible 
  Stalker after Maya to insure that the job is done.  
   
  Ellinka is sure that Maya fled to seek 
  sanctuary with one of the other Guilds, but she is 
  not certain which one.  Consequently, she hopes 
  to hire the PCs to investigate and discover which 
  one Maya has sought refuge with.  
   
  To further complicate matters, several other 
  organizations have taken an interest in the 
                                              
   
   
  1 See AD&D Dungeon Module U1, The Sinister 
  Secret of Saltmarsh. 
  2 Ellinka first appeared in AD&D Greyhawk 
  Accessory “The Scarlet Brotherhood” by Sean 
  Reynolds. 
  activities of the Niole Dra Thieves’ Guild, notably 
  the Shadowdark and the Silent Ones, two very 
  different organizations that are each dedicated to 
  quelling threats both inside and outside Keoland’s 
  borders.  Both organizations are highly sensitive to 
  any potential threats to the Kingdom and Crown 
  following the civil war that nearly occurred within 
  the confines of the capitol itself (as detailed in 
  KEO5-06, A Tale of Two Lions). 
   
  Finally, unbeknownst to Ellinka, the kenku 
  assassins retained by her have their own agenda. 
   The kenku belong to a cabal of Vecna 
  worshippers who had also been looking for the 
  secret of the Philosopher’s Stone and seek to 
  capture Maya for themselves.    
    
  ADVENTURE SUMMARY 
  Encounter One  
   
  The adventure begins in Niole Dra where the 
  PCs have come to witness the celebration of 
  Founding Day, where there is a reenactment of 
  the battle at Dragon Roost Rock.  The PCs are 
  later contacted by Ellinka, a rogue in the Niole Dra 
  Thieves Guild.  PCs who are members of the 
  Cryllor Thieves’ Guild, Niole Dra Thieves’ Guild, 
  the Shadowdark or the Silent Ones or who have 
  the favor or notice of either of the latter two 
  organizations will also be individually contacted by 
  these respective meta-organizations and given 
  special instructions.  Ellinka requests that the 
  adventurers meet her at Brogan’s Hall to discuss 
  employment.  Ellinka observes the PCs at 
  Brogan’s to determine how best to approach them, 
  i.e., as a member of the Niole Dra Guild or to pose 
  as a more legitimate employer, based on the 
  party’s overall demeanor and behavior.  
  Encounter Two 
  The PCs meet with Ellinka.  Ellinka offers to hire 
  the PCs to track down Maya Verspucci, a thief that 
  stole a valuable ledger from Ellinka’s “employer” 
  and needs the party to go to Cryllor where Ellinka 
  believes the thief is headed.  In reality, the “thief” 
  is 
  an 
  Oerdian 
  woman 
  named 
  Maya 
  who 
  accidentally discovered that the Niole Dra Guild is 
  under the control of the Scarlet Brotherhood.  
  Ellinka wants the PCs must pursue this "Hunted" 
  NPC across teleported near Cryllor to look for her 
  there.   
   
  Encounters Three and Four 
  KEO7-03 To Catch A Thief 
   
  Page 3 
  
  The PCs arrive just outside the City of Cryllor.  On 
  the road, the PCs witness a payroll caravan being 
  raided by a group of halflings.  In reality, this 
  robbery is a strike against the powerful merchant's 
  guild and Count Manz by the Cryllor Thieves 
  Guild.  The PCs may choose to assist either side 
  or take no part in the battle.   
  Encounter Five 
  This Encounter deals with the aftermath of the 
  payroll robbery.  No matter which side the PCs 
  assist, the PCs can gain information enabling 
  them to pursue Maya to Flen from either the 
  Merchant’s Alliance or Cryllor Thieves’ Guild.  
  Alternatively, if the PCs choose not to get 
  involved, they need to search Cryllor by making 
  Gather Information checks.  PCs should be able to 
  determine that a woman fitting Maya’s description 
  paid a large sum of coin to book passage to Flen 
  on a ship “no questions asked”. If the PCs 
  assisted 
  either 
  the 
  Alliance 
  or 
  the 
  Guild, 
  representatives from one of these factions will also 
  tell the PCs of their opinion of current situation in 
  Cryllor and attempt to sway the PCs into providing 
  assistance to their faction in the future. 
  Encounter Six 
  Monsters attack the PCs en route to Flen.  The 
  combats in this Encounter depend on whether the 
  PCs choose to book passage on a boat headed 
  up the Javan River towards Flen or take the 
  overland road or fly through the Good Hills.  PCs 
  that insist on using teleportation magic will bypass 
  this Encounter entirely. 
  Encounter Seven 
  Once safely in Flen, the PCs will need to find 
  Maya 
  using 
  divination 
  magic 
  or 
  Gather 
  Information. 
   
  Alternatively, 
  PCs 
  can 
  make 
  progress looking for the Flen Thieves’ Guild’s 
  border-jumping smuggling network or posing as 
  border jumpers themselves.  
  Encounter Eight 
  The PCs will have one opportunity to save Maya 
  during her attempt to use the Flen underground to 
  get her over the border to Sterich and safety.  
  Instead, a cadre of kenku killers tracked Maya.  
  The kenku are after her knowledge of the 
  whereabouts of the Philosopher’s Stone (and at 
  APLs 6-10, an Invisible Stalker under Ellinka’s 
  direction).  
  Encounter Nine 
  If Maya is rescued, she will bargain what she 
  knows about the Niole Dra Guild for her freedom.  
  PCs must decide whether to let her go or to turn 
  her over to any of the factions seeking her 
  knowledge of either the Philosopher’s Stone or the 
  Niole Dra Thieves’ Guild.  If PCs choose let her 
  go, or turn her over to the Shadowdark or Silent 
  Ones, they will be marked by the Niole Dra Guild. 
    
  PREPARATION FOR PLAY 
  Note whether any PCs are members of the 
  following meta-organizations: 
  • 
  Cryllor Thieves’ Guild 
  • 
  Flen Thieves’ Guild 
  • 
  Niole Dra Thieves’ Guild 
  • 
  Shadowdark 
  • 
  Silent Ones 
  In addition, note whether any PCs have: 
  • 
  Notice of the Silent Ones 
  • 
  Gift of the Silent Ones, or have the favor 
  or influence with the Silent Ones 
  • 
  Invitation to Join the Shadowdark or Favor 
  of the Shadowdark 
  These PCs will have separate instructions as 
  detailed in Player Handouts 1 to 6 to be given out 
  before the begin of play. 
  Finally note whether any PCs have played the 
  Keoland Special Mission for access to the Green 
  Star Adept Prestige Class “Wanderer’s Call, 
  Wanderers’ Fall”.  These PCs will have met Maya 
  Verspucci and may also have the AR items “A 
  Deal with the Vermillion Queen” or “Enmity of the 
  Vermillion Queen”.   
  INTRODUCTION 
   
  Have the PCs introduce themselves as 
  traveling companions on their way to watch the 
  Founding Day Celebration in the City of Niole Dra. 
  Any PCs do not wish to attend the festival do not 
  participate in the adventure.   
   
  When you first entered the capitol of 
  Keoland, the great city of Niole Dra, you were 
  somewhat surprised to find that you had to 
  turn your weapons over to the city watch.  Still, 
  the constant presence of the city watchmen 
  somewhat allays any lingering fears. The 
  KEO7-03 To Catch A Thief 
   
  Page 4 
  
  sights, sounds and smell of the city generate 
  an excitement, a sense of wonder at the 
  coming festival that you have traveled to 
  attend. Despite the precautions being taken to 
  ensure the safety of the citizenry, few are 
  letting the oppressive attitude of the newly 
  formed Office of Public Order dampen their 
  spirits. In fact, everywhere you look, you see 
  fresh-faced youths in the crimson tabard of the 
  Office of Public Order standing watch, instead 
  of detachments of the Keoish Royal Standards. 
   
  This week, Niole Dra celebrates Founding 
  Day, with a large fair around the great rock in 
  the center of the city.  Many brightly colored 
  tents and pavilions have been set up around 
  the great flat, black rock that an ancient red 
  wyrm once sunned itself on.  Although the 
  dragon has not returned in nearly eight 
  hundred 
  years, 
  by 
  law 
  no 
  permanent 
  structures may be built within fifty feet of 
  Dragon Roost Rock.  Local merchants call out 
  to you, hawking wares from dragon-crested 
  helmets to braised crocodile meats served 
  with cooked vegetables on a stick. 
   
  Children laugh and take turns pretending 
  to be one of the three knights that challenged 
  the great dragon (the last of whom begged for 
  mercy) according to legend, while their 
  amused 
  parents 
  look 
  on. 
   
  Noble 
  and 
  commoner alike walk the streets, many in 
  garish dragon-themed costumes.  The crowds 
  part briefly to make way for the carriage of 
  Lady 
  Lilith 
  Zelrad, 
  a 
  favorite 
  of 
  the 
  commoners, as her retinue throw out silver 
  griffons to the children that follow in the 
  carriage’s wake.  In short, this festival is 
  everything a celebration should be. 
   
  The highlight of the day is the official 
  reenactment 
  of 
  the 
  challenges 
  and 
  supplication to the great red dragon, with a 
  distinguished warrior chosen from the Lion 
  Braich, the retired veterans of the campaign to 
  liberate Sterich, representing each of the 
  knights 
  and 
  a 
  paper 
  mache 
  construct 
  representing the dragon.  You watch, along 
  with the rest of the crowd, as the first mounted 
  knight gallops towards the dragon and is 
  engulfed in what appears to be flame spewing 
  forth from the paper dragon’s mouth, leaving 
  no remains.  A second knight rides towards 
  the dragon, and is also immolated.  The third 
  knight rides to within twenty feet of the 
  dragon, dismounts and doffs his helm, plants 
  his lance in the earth and cries “Mercy, wyrm!  
  Our people do not wish to do battle, we merely 
  seek to dwell here in peace!” 
   
  His voice a loud rumble, the red dragon 
  bellows, “Human, I could wreak a terrible 
  slaughter upon your kind, yet I am but one and 
  you are many.  I am certain that I would 
  eventually fall to your hordes.  If not now, then 
  some day within the next few centuries.  Thus, 
  I have a bargain for you.  I will not attack your 
  settlement. In return, you will not build 
  anything within my tail’s length of this rock 
  and I will be allowed to sun myself here 
  whenever the mood strikes me.”  
   
  If they wish, PCs can make a DC 23 
  Spellcraft save to identify the major image illusion 
  of flames and disappearance of the knights cast 
  by the National Academy of Wizardry apprentices 
  working inside the paper dragon.  PCs can also 
  make a DC 12 Spot check to see that the “flames” 
  are being closely watched over by a tall Suloise 
  woman wearing the robes and badge of a senior 
  member of the NAW faculty.  Any PC in the NAW 
  or making a DC 25 Knowledge (Sheldomar 
  Valley) check will be able to identify the woman as 
  Beryce, the apprentice of Lashton, Archmage of 
  Keoland. 
   
  The people cheer at the display as the 
  agreement between human and wyrm is 
  reached.  At the close of the festivities, Lord 
  Mayor Pugnace Dillip begins a long-winded 
  speech about the city’s further history and 
  future.  You are mercifully distracted from His 
  Honor’s inspiring words by a tugging at your 
  sleeve.  Turning, you see a grubby young 
  street urchin, the child’s sex difficult to discern 
  because of the grime covering his or her face 
  and clothes.  In a high-pitched voice, the child 
  speaks, “Excuse me, brave sirs (and ladies), 
  my mistress, a lady named Ellinka, wishes to 
  make you an offer of employment.  If you 
  would care to hear her offer, she said that 
  she’ll be at Brogan’s Hall in the Copper 
  Quarter of the Tankard District this evening.”  
  The child stops speaking and eyes you warily, 
  apparently awaiting your response.   
   
  The urchin, a young Oerdian boy named 
  Aggie, doesn’t know anything other than a pretty 
  blond woman paid him two coppers to deliver the 
  message.  He is hanging around, hoping that the 
  adventurers will tip him as well. 
   
  The PCs have some time to do some 
  shopping or Gather Information in Niole Dra prior 
  to meeting at Brogan’s, if they wish.  Otherwise, 
  KEO7-03 To Catch A Thief 
   
  Page 5 
  
  proceed to Encounter One.  Gathering Information 
  about Ellinka will reveal the following: 
   
  DC 25: Ellinka?  Yes, I believe that she is a 
  bookkeeper that works for House Zelstrad. 
   
  DC 40: “Ellinka?  Pretty Suel girl?  Pretty as 
  poison.  Don’t tell anyone you heard it from me, 
  but I hear she is connected with the Niole Dra 
  Thieves’ Guild!” 
   
   
  ENCOUNTER 1: ONE NIGHT 
  AT BROGAN’S 
   
  Brogan’s is the most popular tavern in the 
  Tankard district of Niole Dra.  If a PC has been to 
  Niole Dra, chances are good they’ve been to 
  Brogan’s (even if it was outside of an adventure).  
  The word “tavern” is used loosely because, while 
  Brogan’s does serve food and drinks, its main 
  attraction is a wrestling ring in the middle of the 
  dining area.  People come from all over the city to 
  have dinner, watch, and bet on the fights.  The 
  Niole Dra Thieves’ Guild has a small amount of 
  sway here, mostly with the betting, and any PC 
  taking part in wrestling will be approached by a 
  rogue named Ratty, and offered (50xAPL) gold to 
  throw the match.  Ellinka has instructed Ratty, a 
  lower echelon Guild member, to approach the PCs 
  to make this offer in order to gauge their character. 
   This gold is treated as over the cap gold (can be 
  spent in mod but does not appear on the AR). 
  Throwing a fight requires a successful bluff check 
  vs. the referee’s sense motive check (15+APL).   
   
  Even before you arrive at the oversized 
  building in the Tankard District, the raucous 
  shouts and cheers in Brogan’s Tavern meet 
  your ears.  Entering the well-lit tavern, it’s 
  impossible 
  to 
  miss 
  the 
  large, 
  roped-in 
  platform: Brogan’s famous wrestling ring.  
  Tables are situated on the floor around the 
  ring.  Further back towards the walls, tables sit 
  on a raised platform to give patrons a better 
  view.  Half of the patrons are on their feet, 
  cheering for the match currently in progress, 
  and half are eating while they enjoy the 
  entertainment.  Weaving in and out of the 
  noisy crowd are a good number of serving 
  maids in revealing dresses, and several 
  grubby looking gnomes with small notebooks. 
  Tonight, the house is packed, probably on 
  account of the festival, and few open tables are 
  to be seen.  A stout dwarf with a leathery face 
  and red beard addresses you.  “Welcome to 
  Brogan’s, can I get you a table?” 
   
  The PCs presumably ask for a table, at which 
  point the host (Hugh Badaxe, Spot +12) asks them 
  to check their weapons at the door with another 
  dwarf.  They’ll be well taken care of.  He then 
  leads them to an open table. PCs who ask for 
  Ellinka will be told that she is a regular here but 
  Hugh doesn’t see her yet as he makes a comical 
  attempt to see over all the tall people in the room. 
  Ellinka will approach the PCs after seeing how 
  they handle themselves at the match. 
  The smells of roast beef, beer and smoke, 
  mingled with sweat and blood accost your 
  nose. Sitting at your table waiting for your 
  serving maid, it’s hard to miss the match 
  taking place in the ring.  You see the wrestlers 
  grappling each other on the mat when 
  suddenly, the one on top climbs up the ropes 
  and takes a flying leap onto the other, causing 
  a loud smack on the mat  and a grunt from the 
  prone man.  Standing up, he then bounces 
  himself off the ropes and charges at his 
  opponent, falling on him with an elbow.  The 
  crowd goes wild as he lies on his immobile 
  opponent to pin him.  The referee kneels on 
  the mat, and slaps it.  “ONE!” cries the crowd.  
  The pinned man does not move.  The referee 
  slaps the mat again.  “TWO!” the crowd 
  screams.  The referee leaps up, and lifts the 
  winning wrestler’s hand in the air.  “WINNER!” 
  he shouts as the crowd grows even louder.  
  The wrestler pumps his fists in the air as he 
  screams back at the crowd, riling them up 
  even more.   
  “IS THERE NO ONE IN THIS BAR WHO CAN 
  CHALLENGE ME?!?!” the wrestler bellows.  
  “IS THERE A CHALLENGER?” the referee can 
  be heard over the raucous cheers of the 
  crowd. 
  • 
  If any PCs decide to enter the ring, use part A 
  of this encounter.   
  • 
  If no PC decides to enter the ring, someone 
  else from the crowd steps up. 
  • 
  Any PCs not entering the ring are still allowed 
  to bet on the matches.  The table is 
  approached by one of the gnomes walking 
  around; use part B of this encounter for betting 
  rules.   
  PART A – WRESTLING AT BROGAN’S 
  These Rules are also outlined in Player 
  Handout 7.  
  KEO7-03 To Catch A Thief 
   
  Page 6 
  
  This is less “legitimate” wrestling, and more 
  “entertainment” wrestling.  There is a chair and 
  two 2x4 boards in the ring.  These are treated as 
  improvised weapons (-4 to attacks, a roll of a 
  natural 1 destroys the weapon).  See DM’s Aid #1 
  for a map of the wrestling ring.  At the DM’s 
  discretion, any PC winning their APL wrestling 
  match can call challengers.  At this point, the 
  NPC from the next APL will step out of the 
  crowd. 
   
  However, 
  if 
  this 
  encounter 
  is 
  monopolizing too much time, or the other 
  players are disinterested, do not take this 
  option.  Regardless, a PC will wrestle a 
  maximum of two times before no one else 
  steps up to challenge them. PCs winning at 
  least one match get their name on the wall. 
  • 
  Note the 25% chance of a PC being 
  approached to throw the match (outlined in the 
  beginning of encounter). 
  • 
  The chair is treated as an improvised club 
  (1d6, x2 crit, one-handed) and the 2x4’s are 
  treated as improvised quarterstaffs (1d6, x2 
  crit, two handed or double ended). 
  • 
  You will need to keep track of grapple check 
  winners and pins to help determine match 
  winners. 
  • 
  There are also special “wrestling” moves that 
  can optionally be used: 
  • 
  You can take a flying leap off a corner 
  post onto an opponent.  If an attacker has 
  the upper hand in a grapple at the
  beginning of their turn, they can release
  the grapple, climb the ropes, and jump 
  onto the defender as a full round action. 
  This requires a successful balance check 
  (DC 15) and jump check (DC=distance 
  jumped).  Treat this as an unarmed strike, 
  and a charge doing triple damage.  Failing 
  the balance check, jump check, or attack 
  roll all leave the attacker prone in an 
  appropriate square.  Success on the 
  attack leaves the attacker and defender 
  prone in the defender’s square. (A player 
  has the upper hand in a grapple if they 
  won the last grapple check made) 
   
   " 
  • 
  An attacker can bounce himself off the 
  ropes as a part of a move action to add 
  force to their hit.  This adds 5’ to 
  movement.  The defender gets a +2 
  dodge bonus to AC because they “see it 
  coming.”  Treat the attack as a charge 
  doing double damage.  In the case of an 
  unarmed strike, if the defender succeeds 
  in their AoO against the unarmed strike, 
  it’s considered a “clothesline,” and the 
  attacker is prone in addition to taking 
  damage from the AoO. (A defender who is 
  prone cannot clothesline an attacker, but 
  still gets their AoO.) 
  • 
  An attacker can parade around the ring to 
  rile up the crowd in their favor. By moving 
  at least 10’ and succeeding at a DC 
  (15+APL) diplomacy check (part of the 
  movement), a PC gains +1 to attack and 
  damage on their next attack. 
   
  The challenger is asked if they want the rules, and 
  if so, are told the following: 
  • 
  The wrestlers are scanned by a “Detect 
  Magic” before a match.  Using magic in a 
  fight, 
  besides 
  causing 
  a 
  forfeit, 
  is 
  considered bad form. 
  • 
  No armor or weapons are allowed in the 
  ring.  Doing so is a forfeit of the match. 
  • 
  Players roll initiative; the first round (round 
  0) customarily consists of wrestlers trying 
  to intimidate each other before the bell 
  rings. 
  • 
  The match lasts 5 rounds after the bell (6 
  rounds including the intimidation round). 
  • 
  “The penalty for manslaughter in Keoland 
  is 
  the 
  payment 
  of 
  Raise 
  Dead 
  or 
  Resurrection 
  costs, 
  and 
  26 
  TUs 
  imprisonment.  So be careful to not kill 
  your opponent." 
  • 
  To find a winner, follow these rules, in 
  order: 
  1. Maintaining a pin for two full rounds 
  results in an automatic win. (I.E., 
  Opponent is pinned on your turn, on 
  their turn fails to escape, remains 
  pinned on your turn, fails to escape 
  again on their turn) 
  2. Knocking your opponent out results in 
  an 
  automatic 
  win. 
  (Though 
  it’s 
  customary to “pin” an unconscious 
  opponent for entertainment value) 
  3. If no one is knocked out or pinned for 
  two full rounds by the end of the 5 
  rounds, whoever had the most pins 
  wins. 
  4. If no one was pinned, or there is a tie 
  for pins, whoever won the most 
  grapple checks wins the match. 
  5. If there is a tie for grapple checks, or if 
  there were no grapple checks, or no 
  one won a grapple check, whoever lost 
  the most hit points loses by TKO. 
  KEO7-03 To Catch A Thief 
   
  Page 7 
  
   
  PART B – BETTING ON THE MATCHES 
  Rules for Betting on the match: 
  PCs will be approached by a shifty looking halfling 
  (named Alton Swiftfinger) with a notebook, asking 
  if they would like to bet on the match.  PCs can bet 
  any amount they would like, on either combatant.   
  • 
  The odds are 2 to 1 against any challenger, 
  and 1 to 1 for the current champion.  So a PC 
  who bets 100 gold will get 200 gold (for 2 to 1) 
  or 100 gold (for 1 to 1), plus their original 100 
  back.   
  • 
  Any gold won is considered over the cap gold 
  (and therefore can be spent in the mod for 
  expendable items, but is not kept on the AR).  
  Any gold lost comes off the AR under 
  “Lifestyle costs, other gold spent.”   
  • 
  PCs tempted to throw the match so their party 
  can win a bunch of gold should be warned that 
  they need to make a Bluff skill check to do so, 
  opposed by the referee’s sense motive check 
  (5+APL). 
   
   APL 2 (EL 1) 
  Kull, Male Human (Suel) Brb1: hp 12; see 
  Appendix 1. 
  Tactics: Kull is simply going for a KO or TKO.  If 
  engaged in a grapple, he will use his unarmed 
  strike to further damage his opponent rather than 
  try to escape the grapple. Depending on his 
  opponent’s grapple check, he may do this by 
  either “Damaging with a grapple” or “Attacking in a 
  grapple.”  On the first round, Kull will rage and 
  attempt to Intimidate his opponent.  On round two, 
  he will bounce off the ropes, trying a two-handed 
  power attack for double damage and then just 
  engage in melee with his fists. 
  APL 4 (EL 3) 
  Grensh, Male Half-Orc Ftr3: hp 29; see 
  Appendix 2. 
  Tactics: Grensh will try to win by a pin.  However, 
  if it seems that his opponent has the improved 
  grapple feat or is otherwise hard to pin, Grensh 
  will attempt to win by KO or TKO.   On the first 
  round, he will attempt to Intimidate his opponent. 
  He will then attempt to start a grapple.  If an 
  opponent resists being grappled, Grensh will pick 
  up a club, bounce off the ropes and attempt a two-
  handed power attack.   
  APL 6 (EL 5) 
  Dulak, Male Dwarf Mnk5: hp 41; see 
  Appendix 3. 
  Tactics: Dulak will try to win by a pin.  However, if 
  it seems that his opponent has the improved 
  grapple feat or is otherwise hard to pin, Dulak will 
  attempt to win by KO or TKO.   On the first round, 
  he bows to his opponent and delays, taking 
  measure of his opponent. He will then attempt to 
  start a grapple and pin.   
  APL 8 (EL 7) 
  Nibblick, 
  Male 
  Gnome 
  Mnk5/Drunken 
  Master2: hp 52; see Appendix 4. 
  Tactics: Nibblink will try to win by KO or TKO.  If 
  engaged in a grapple, he will try to escape.  
  Nibblink can use the improvised weapons in the 
  ring without penalty.  Instead of attempting to 
  Intimidate, Nibblick drinks down two beers to gain 
  +4 to his Strength.  This ability boost gives him +2 
  to hit, damage, grapple and –2 to AC (because of 
  associated Wisdom penalty). Nibblick then picks 
  up the nearest object, tumbling past any AOO and 
  attacks, using a few non-lethal unarmed flurry 
  blows to avoid killing the PC. If using a special 
  charge attack outlined above, Nibblink will use his 
  stagger ability to negate any AOO’s his opponent 
  would otherwise get. 
  APL 10 (EL 9) 
  Rand, Male Human (Bakluni) Brb4/Ex-
  Mnk2/Reaping Mauler3: hp 84; see Appendix 
  5. 
   
  Tactics: Rand will attempt to win by pinning.  
  Any grapple attempt by opponents automatically 
  gives him an AOO due to his close quarters 
  fighting feat.  He will probably not need to rage, 
  unless he needs the hit points. On the first round, 
  he will attempt to Intimidate his opponent.  In 
  subsequent rounds, he will continue attempting to 
  grapple or pin as applicable. Note that Rand’s first 
  full round pin results in a Sleeper Hold. 
   
  Treasure: see above. 
   
  Developments: How the PCs act in this 
  encounter depends on how Ellinka approaches 
  them.  If the party in general engages in wrestling, 
  gambling or rigging the matches, she will 
  approach them openly as a member of the Guild.  
  If the PCs refrain from such activities or appear 
  disdainful, Ellinka will approach them as a victim, 
  hoping to prey upon their good nature.  PCs may 
  make a Spot check, DC 39, to detect that they are 
  KEO7-03 To Catch A Thief 
   
  Page 8 
  
  being observed by Ellinka, who is using her 
  Shadowdancer Hide in Plain Sight ability to watch 
  the PCs. 
  ENCOUNTER 2: ELLINKA’S 
  TALE 
   
  How this Encounter progresses depends upon 
  the PCs behavior in Encounter One.  If the party in 
  general engages in wrestling, gambling or rigging 
  the matches, she will approach them openly as a 
  member of the Thieves’ Guild.  If the PCs refrain 
  from such activities or appear disdainful, Ellinka 
  will approach them as a victim, hoping to prey 
  upon their good nature.  In either case, she hopes 
  to hire the PCs to track Maya down in Cryllor. 
  FOR PCS WHO HAVE OBTAINED 
  EITHER A DEAL WITH THE 
  VERMILLION QUEEN OR ENMITY OF 
  THE VERMILLION QUEEN 
   
  If any PC(s) at the table has the AR item, “A 
  Deal 
  with 
  the 
  Vermillion 
  Queen”, 
  Ellinka 
  approaches the PCs as a member of the Niole Dra 
  Thieves’ Guild and reminds the PC(s) that they 
  owe the Vermillion Queen a favor.  If any PC has 
  “Enmity 
  of 
  the 
  Vermillion 
  Queen”, 
  Ellinka 
  approaches them as Maya’s victim.   
   
  Use the following boxed text if Ellinka 
  introduces herself as a member of the Thieves’ 
  Guild: 
   
  A slim shape clad in form-fitting studded 
  leather armor glides out of the shadows and 
  approaches your group.  As the figure nears, 
  you see a stunning young Suloise woman with 
  green eyes and short, light blond hair held 
  back by a copper circlet.  “Greetings.  I am 
  your prospective employer.”  She says in a 
  husky voice as she seats herself gracefully 
  with her back to the wall.  “My name is Ellinka. 
  Unlike most of my brethren, I believe in being 
  direct.  So I am laying my cards on the table.  I 
  am a member of the so-called Thieves’ Guild 
  here in Niole Dra.  Although you would be 
  more correct to call us ‘information brokers’.  
  We are looking for someone that stole from 
  us.”  Her mouth tightens as she admits this 
  fact.  It is readily apparent that it galls her.  
  “What we need is for a group to track the thief 
  down and recover what she stole from us – a 
  code book containing certain ciphers that we 
  want kept private.  The book is what appears to 
  be a plain, leather bound journal.  We are fairly 
  certain that the thief has not managed to 
  dispose of it yet, as whoever she sold it too 
  would probably have tried to broker it back to 
  our Guild by now.  We can pay you (100xAPL 
  per PC) gold lions for the return of the book.  
  So”, she pauses, a slight smile on her lips, 
  “are you interested?” 
   
  If the PCs appear to be of a more law-abiding 
  nature based on their behavior at Brogan’s, use 
  the following boxed text in lieu of the above 
  (Ellinka’s clothing changes thanks to her hat of 
  disguise): 
   
  A 
  demure 
  young 
  Suloise 
  woman 
  approaches your group, glancing around 
  uncertainly at the riff raff that are ever-present 
  at Brogan’s Hall.  Her wide green eyes regard 
  your group with hopefulness as she nervously 
  twirls her long blond braided hair.  “Are you 
  the heroes that Aggie found?”  She asks with 
  some trepidation in her voice. 
  Assuming the PCs answer in the affirmative: 
   
  “I’m not sure who else to turn to.  My name 
  is Ellinka.  I work as a scribe for House Zelrad. 
   Recently, I became friends with another young 
  woman.  She was a bit of a wild sort and 
  showed me many new places in Niole Dra. You 
  see, I have only recently come here from the 
  town of Woodsage in the Barony of Sayre. But 
  just last week, I found she was just … using 
  my friendship.  She stole a journal that dealt 
  with some business dealings of my employer.  
  It’s in a cipher, so I’m not sure she can 
  understand it, but if she can, there are details 
  within it that could prove embarrassing to my 
  employer.  I want to hire you to recover the 
  journal.  I can pay you my inheritance, (APL x 
  100) gold lions each if you can recover the 
  journal. Will you please help me?”   
  In either case, Ellinka will decline to give out 
  further information until the PCs agree to take the 
  job.  She is then available to answer questions, 
  some of which are anticipated below.  Note that in 
  several instances, Ellinka lies or distorts the truth. 
  She has taken the precaution of drinking a potion 
  of glibness before meeting the PCs, and her Bluff 
  skill is enhanced to +49.   
  Who is the woman that stole the journal? 
  Her name is Maya Verspucci (true).   
  What does she look like? 
  She’s a young, attractive Oerdian woman (true).   
  KEO7-03 To Catch A Thief 
   
  Page 9 
  
  Do you have any idea where she went? 
  I am sure that she fled to Cryllor.  That’s where 
  she is originally from (true). 
  When did you notice the journal was missing? 
  Just yesterday. (false) 
  When did you last see Maya? 
  About two weeks ago.  I fear she may be in Cryllor 
  already. (true) 
  Are you certain she still has the journal? 
  Yes.  Divinations revealed that she still has the 
  book. 
  How do you expect us to overtake her? 
  I can arrange to have your group teleported near 
  Cryllor. You can’t teleport into the city; it is against 
  the law to teleport into any city in Keoland (true). 
  Why can’t you go after her yourself? 
  Ellinka will either answer that her Guild cannot 
  operate in Cryllor, which is under control of a 
  different Thieves’ Guild (true), or that she fears 
  that she will lose her position within House Zelrad, 
  depending on which hook she used to gain the 
  PCs aid.  
  PCs that ask about House Zelrad may make a 
  Knowledge 
  (nobility), 
  Knowledge 
  (history) 
  check or bardic lore DC 15 know that House 
  Zelrad is a Suel noble House, the vast majority of 
  whom departed the Sheldomar Valley before the 
  formation of the Kingdom to settle in what became 
  the South Province of the Great Kingdom. 
  All APLs (EL 12) 
  Ellinka, 
  Human 
  Female 
  (Suel) 
  Rog10/Shadowdancer2: 
  hp 
  75; 
  see 
  Appendix 6. 
   
  Tactics: Ellinka will attempt to dupe the PCs 
  into helping her find Maya.  If the PCs for some 
  reason attack her, Ellinka will try to escape using 
  her Hide in Plain Sight ability and the crowd at 
  Brogan’s to run interference.  In addition, the PCs 
  should be without their weapons unless they 
  concealed them from the city watch and the 
  bouncer.  Casting spells will bring the city watch to 
  apprehend the PCs.   
   
  Treasure: Ellinka has the items on her 
  person. She has no intention of paying the PCs 
  the reward for recovering the journal and had no 
  gold on her. 
   
  Developments: If the PCs accept the job, 
  Ellinka thanks them and arranges to have them 
  meet Hendrik, a National Academy of Wizardry 
  mage, who agrees to teleport them near Cryllor in 
  the morning.  Under no circumstance will Ellinka 
  submit to any spells such as detect thoughts or 
  zone of truth.   
   
  PCs have the rest of the evening to 
  themselves. They may use this time to purchase 
  magic items available in Niole Dra, or Gather 
  Information about Ellinka, Maya or House Zelrad. 
   
  DC 15: House Zelrad is a Suel noble House, 
  the vast majority of whom departed the Sheldomar 
  Valley before the formation of the Kingdom to 
  settle in what became the South Province of the 
  Great Kingdom. 
   
  DC 20: Ellinka?  Yes, I believe that she is a 
  bookkeeper that works for House Zelstrad. 
   
  DC 40: “Ellinka?  Pretty Suel girl?  Pretty as 
  poison.  Don’t tell anyone you heard it from me, 
  but I hear she is connected with the Niole Dra 
  Thieves’ Guild!” 
   
  PCs that use lethal force or cast spells against 
  Ellinka in public are subjected to stiff penalties: 
  • 
  Injuring Ellinka or another citizen: Fine of 10gp 
  per hit point of lethal damage inflicted, paid by 
  the offending PC. If spells were used to inflict 
  the damage, this fine is cumulative to others 
  for spellcasting in public (see below). 
  • 
  Casting non-forbidden spells in public: Fine of 
  10 gp, multiplied by a number equal to (4 x 
  total levels of spells cast). Large, especially 
  dangerous or destructive spells (such as the 
  high-end evocation or conjuration spells like 
  lightning bolt, fireball, flame wave) are counted 
  as being double their actual level. Thus a PC 
  who casts magic missile and fireball will incur 
  a fine of (4 x 8 x 10 gp) 320 gp. Note that this 
  penalty applies to spells that are especially 
  flashy and/or destructive (DM’s discretion – a 
  spell like haste or invisibility would not be 
  considered illegal, but merely frowned upon; 
  most evocation spells are another matter). 
  • 
  Destruction of public property (what kind of 
  table of PCs are you running, anyway?) 
  ranges from fines of 50 gp (destroying a wall) 
  to 500 gp or more (for burning down a 
  building). 
  • 
  Casting forbidden spells in public: Most 
  necromancy spells fall into this category. 
  Consult the Keoland Meta-Organization book 
  KEO7-03 To Catch A Thief 
   
  Page 10 
  
  appendix for a comprehensive list of these 
  spells and the punishments incurred. 
  PCs that cannot pay the fine are imprisoned until 
  they work off their debts. This immediately 
  removes them from the adventure; each TU that 
  they remain imprisoned covers 100 gp of their fine. 
  PCs may contribute their own earnings to keep a 
  fellow PC out of jail. 
   
  In any case, attacking Ellinka ends the 
  adventure. 
  ENCOUNTER 3: HIGHWAY 
  ROBBERY! 
   
  Hendrik is an inveterate gambler who is in 
  debt to the Niole Dra Thieves’ Guild and will not 
  accept payment from or converse much with the 
  PCs.  He knows nothing about Maya or the 
  journal. 
   
  This morning you met with Hendrik, a 
  sullen Oerdian wizard wearing the grey robes 
  and badge of a NAW wizard, who teleported 
  your group from his home outside Niole Dra to 
  a small copse of trees near the city of Cryllor.  
  As you arrive in a flash of yellow light, you 
  hear the cries of men and the panicked 
  whinnying of horses from the road ahead.  
  “Bandits!  Protect the wagon!” someone calls 
  out. 
  Hendrik immediately teleports away at this point.  
  Assuming the PCs investigate: 
  Chaos mars the normally tranquil road through 
  the hills of the County of Cryllor.  Small 
  humanoid shapes dart in and out of cover from 
  the pine trees that dot the hilly landscape, as 
  mounted soldiers in red livery attempt to ride 
  them down and large, stone-like humanoids 
  attempt to engage them in melee.     
  See DM’s Aid #2 for a map of the area. 
  Allow the PCs the following skill checks before 
  asking them for their actions: 
  Spot:  
  DC 12 – the small humanoid figures are masked 
  Halflings.  They are armed with bows. 
  DC 15 – The wagon that the red-liveried men are 
  guarding is carrying payroll chests. 
  DC 15+APL – The Halflings appear to be firing to 
  wound, rather than kill. 
  Knowledge (Local Sheldomar): 
  DC 15 – The red livery belongs to the Cryllor 
  Merchant’s Alliance. 
  DC 20 – The Cryllor Merchant’s Alliance is 
  supported by Count Ignatz Manz of Cryllor. 
  DC 25 – The Merchant’s Alliance is rumored to be 
  behind the economic suppression of non-humans 
  in Cryllor. 
  Profession (soldier): 
  DC 10 - The Halflings appear to be firing to 
  wound, rather than kill. 
  Depending on the PCs actions at this point, go to 
  either Encounter 4A or 4B.  If the PCs choose 
  not to get involved, read the following: 
  The skirmish is short-lived.  Once the mounted 
  troops reach the Halflings, the demi-humans 
  scatter.  One Halfling, caught in the open, 
  throws down her bow and appears to ask for 
  quarter, but the lancer’s horse tramples her, 
  leaving a still, lifeless body behind in the dust. 
  Several of the humans are slightly injured, but 
  there appear to be no casualties other than the 
  ill-fated Halfling woman.     
  If the PCs approach the payroll guards having not 
  entered the combat, adjust the NPCs attitude to 
  unfriendly, and hostile if there are any dwarves, 
  gnomes or Halflings in the party.  With a 
  successful diplomacy check, when asked about 
  Maya, the guards will relate that the best place to 
  find that type of information would be the docks, 
  “where that sort likes to congregate..talk to Toothy 
  McGee down there.” Failing the diplomacy check, 
  a DC (10+APL) Gather Information (taking 
  1d4+1 hours) in the city will also reveal that they 
  should ask around in the docks. 
  It is also possible that PCs may have Influence 
  Point(s) with Constable Merla Henning.  PCs with 
  such Influence can obtain the following information 
  from Constable Henning’s associates:  
  • 
  A young woman fitting Maya’s description 
  arrived in Cryllor from Niole Dra last 
  evening. 
  • 
  Merla’s associates believe that the woman 
  contacted the Cryllor Thieves’ Guild and 
  had already left Cryllor.  
  • 
  The woman had a leather-bound book 
  with her that looked quite old. 
  KEO7-03 To Catch A Thief 
   
  Page 11 
  
  • 
  Merla’s associates believe that the woman 
  booked passage on a keelboat heading 
  west up the Javan River towards Kilm en 
  route to Flen.   
   
  If the PCs do not have any Influence with 
  Constable Henning, they will need to succeed at a 
  Gather Information check at the docks, DC 
  15+APL, to obtain the above information.  Each 
  Gather Information attempt takes 1d4+1 hours. 
   
  By boat, PCs can calculate that Maya will 
  arrive in Flen in 3 days (with a day’s head start).  
  PCs have several options available to them to 
  pursue her.  They can follow Maya to Kilm via 
  boat. Proceed to Encounter 6A.  PCs may attempt 
  to head her off in Flen via the roads (Flen is 
  approximately 48 miles from Cryllor, see Player’s 
  Handbook, Table 9-6 on page 164 to estimate 
  how long it will take the PCs to travel overland to 
  Flen).  Proceed to Encounter 6B.  Some tables 
  may have the ability to fly or teleport to Flen.  If 
  PCs attempt to reach Flen via flying, proceed to 
  Encounter 6C.  Remind PCs that teleporting into a 
  city such as Flen is illegal and that unless their 
  PCs are actually from Flen they probably do not 
  have a destination to teleport to. 
  IF THE PCS ARE FOOLISH ENOUGH 
  TO ATTACK BOTH SIDES FOR ANY 
  REASON, PROCEED TO HAVE THE 
  OPPONENTS FROM ENCOUNTERS 4A 
  AND 4B ATTACK THE PCS.  IF THE 
  PCS SURVIVE, THEY GAIN THE 
  ENMITY OF BOTH THE MERCHANTS’ 
  ALLIANCE AND THE CRYLLOR 
  THIEVES’ GUILD. 
   
  ENCOUNTER 4A: HUZZAH! 
  WE CHOOSE TO AID THE 
  GUARDS! 
   
  Use this option if the PCs assist the payroll 
  guards and attack the Halfling bandits.  All 
  caravan guards or maugs move off to engage 
  other opponents and do not assist the PCs in this 
  combat. 
   
  As you move to assist the caravan guards, 
  a small group of Halflings, clad in grey cloaks 
  and armed with shortbows, moves through the 
  brush to intercept you. 
  APL 2 (EL 2) 
  Halfling Snipers (3), Male Halfling Rog1: hp 
  6 each; see Appendix 1. 
  APL 4 (EL 4) 
  Halfling Snipers (3), Male Halfling Rog1 / 
  Scout 1: hp 13; see Appendix 2. 
  APL 6 (EL 6) 
  Halfling Snipers (3), Male Halfling Rog1 / 
  Scout 2: hp 25; see Appendix 3. 
  APL 8 (EL 8) 
  Halfling Snipers (4), Male Halfling Rog1 / 
  Scout 3: hp 34; see Appendix 4. 
  APL 10 (EL 10) 
  Halfling Snipers (4), Male Halfling Rog2 / 
  Scout 4: hp 51; see Appendix 5. 
   
  Tactics: The Halflings start approximately 40 
  feet from the PCs as shown on DM’s Aid #2.  They 
  will attempt to continuously move and shoot, using 
  the rocks and trees as soft cover to snipe at the 
  PCs.  If pinned down, they instead begin using the 
  Rapid Shot feat to attempt to cause as much 
  damage as possible before fleeing into the brush 
  and using potions of pass without trace or 
  trackless step class ability to escape.   
   
  Treasure: The Halflings have only the items 
  on their person. 
   
  Developments: Should the PCs defeat the 
  Halflings, they are approached by the Merchants’ 
  Alliance riders.  They demand that any captured 
  Halflings be turned over to them for execution as 
  brigands.  It will require a DC 30 Diplomacy check 
  to persuade the guards not to execute the 
  Halflings immediately. 
   
  Captured Halflings initially refuse to talk.  If 
  persuaded to talk (DC 35 Diplomacy check or 
  successful Intimidate check), they will relate that 
  they are rebels against the unjust and racist 
  policies of Count Manz as related in Encounter 5A. 
  The guards ask the party to accompany them into 
  the city so that they may be rewarded for their 
  efforts.  Proceed to encounter 5A. 
   
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  ENCOUNTER 4B: HUZZAH! 
  WE CHOOSE TO AID THE 
  ROBBERS! 
   
  Use this option if the PCs assist the Halfling 
  raiders and attack the caravan guards.  All 
  halflings move off to engage other opponents and 
  do not assist the PCs in this combat. 
  At APLs 2-4: 
  As you move to assist the Halflings, a 
  detachment of heavy horsemen rides to 
  intercept you. 
  At APLs 6-10: 
  As you move to assist the Halflings, several 
  large hulking humanoids that appear to be 
  made from stone detach from the battle and 
  move to intercept you. 
  APL 2 (EL 2) 
  Caravan Guards, Male Human Ftr1: hp 8 
  each; see Appendix 1. 
  Heavy Warhorse: hp 39 each; see Appendix 
  1. 
  APL 4 (EL 4) 
  Caravan Guards (3), Male Human Ftr2: hp 
  18; see Appendix 2. 
  Heavy Warhorse: hp 39 each; see Appendix 
  2. 
  APL 6 (EL 6) 
  Maugs (3), Large Construct: hp 45; see 
  DM’s Aid, New Rules.  
  APL 8 (EL 8) 
  Maug Fighters (4), Male Human Ftr1: hp 51; 
  see Appendix 4. 
  APL 10 (EL 10) 
  Maug Fighters (4), Male Human Ftr2/Rgr1: 
  hp 62; see Appendix 5. 
  PCs can identify the stone-like creatures as 
  Maugs with a successful Knowledge (the planes) 
  check, DC 17. 
   
  Tactics: 
  The 
  mounted 
  fighters 
  begin 
  approximately 40 ft. from the PCs, as shown on 
  DM’s Aid #2.  They will charge three to four 
  abreast, depending on APL, in an attempt to ride 
  down the PCs using their mounted combat feats.  
  At all APLs, the horsemen take advantage of their 
  Ride-By-Attack to avoid melee.   
   
  At APL 8, the Maugs will attempt to move 
  forward as a unit and concentrate on flanking 
  obvious melee types first, unless archers or 
  spellcasters start to inflict serious damage.  One 
  Maug will then attempt to grapple the spellcaster 
  or archer while his partner will attack the grappled 
  opponent.  At APL 10, the Maugs will first attempt 
  to Trample opponents or Bull Rush PCs into each 
  other before entering melee.  Note: All Maugs in 
  this encounter are equipped with the Shoving Arm 
  Graft which they will use to attempt to keep PCs 
  from using 5-foot steps to bypass the Maugs’ 
  Reach.  
   
  Treasure: The guards have only the items on 
  their person.  The payroll chest on the wagon is 
  locked (DC 35 Open Lock check) and contains 
  1,000 gold lions. 
   
  Developments: Once the caravan guards are 
  defeated, the Halflings tie up any prisoners and 
  leave them on the wagon, taking their mounts and 
  gear 
  and 
  the 
  payroll 
  chest. 
   
  Meriwether 
  Shadowfoot, the group’s leader, invites the PCs 
  back to the halflings’ camp.  If the PCs agree to 
  accompany the Halflings, proceed to Encounter 
  5B.  
  ENCOUNTER 5A: THE 
  MERCHANTS’ ALLIANCE 
  WANTS YOU! 
   
  The Merchant’s Alliance began in 595 CY, 
  when the refugees started pouring in from Geoff. 
  Many of those that came were Halflings, gnomes 
  and dwarves, and they tried to earn a living by 
  plying their crafts. The human merchants in Cryllor 
  formed a Merchants’ Alliance that refused to 
  purchase the goods sold by the refugees. These 
  practices were brought to the attention of the Lady 
  Regent, and halted.  However, ever since the 
  return of Count Manz and the disappearance of 
  the Regent, the government in Cryllor has 
  supported the Merchants’ Alliance’s efforts. A 
  Knowledge (Local) or Bardic Knowledge (DC 
  15) will reveal this information to the PCs. 
   
  The human guards will refuse to answer any 
  questions about the presence of the Maugs, and 
  the Maugs will not acknowledge the PCs. 
   
  The caravan guards bring you to a three 
  story, regal looking building in the heart of 
  Cryllor. The gilded sign hanging outside the 
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  door reads “Cryllor Merchant’s Alliance.”  You 
  are escorted up a flight of thickly carpeted 
  stairs to an ornately decorated antechamber.  
  There is a huge picture window framed by two 
  potted 
  plants, 
  and 
  overstuffed 
  furniture 
  arranged along the other walls.  The lieutenant 
  bids you to wait, and disappears through a 
  heavy oak door opposite the one you came in. 
   
  It should be obvious to the PCs that this is a 
  waiting room.  There is only the door they came in 
  and the door the lieutenant went through, which 
  leads directly into Reginald Johnwys’s main office. 
  There is nothing of value here to steal (unless the 
  PCs feel the need to steal the furniture).  Several 
  minutes later, the lieutenant returns and escorts 
  the party into the office. 
   
   
  You are escorted into a large, oak paneled 
  office.  There is a floor to ceiling picture 
  window facing you, looking out on the Javan 
  River.  To your left is a full wall to wall 
  bookshelf.  To your right is a huge desk where 
  a well-dressed middle-aged man sits hunched 
  over an open book with a quill in hand. 
  Looking up at you, he takes off the gold-
  rimmed glasses perched on the end of his 
  nose, and sets down his pen.  “Come in, come 
  in,” he beckons to you, “My name is Reginald 
  Johnwys.  I hear you came to the aid of some 
  of my guards today.  Sadly, such occurrences 
  have become more and more common around 
  Cryllor.  It seems that one of the thieves’ guilds 
  here 
  have 
  not 
  taken 
  kindly 
  to 
  our 
  organization’s business practices. They don’t 
  realize that true competition is what drives our 
  strong 
  economy. 
  Instead, 
  they 
  rob 
  the 
  merchants, and simply give the money away, 
  fostering a spirit of laziness among our 
  populace.  After all, who works when money is 
  simply given away? I am certain though that 
  you did not come in for an economics lesson.  
  My lieutenant has a reward for you, and you 
  have my thanks.  Is there anything else I can 
  help you with?”  
  ASKING QUESTIONS OF JOHNWYS 
  ABOUT MAYA 
  Sweeping his hand around the office Reginald 
  says, “I spend most of my day here, so I would 
  not know about such things.  However, I have 
  a very good contact in the docks district by the 
  name of ‘Toothy McGree’.” Tapping the side of 
  his nose, and winking, he continues, “Don’t let 
  the name fool you.  He’s very resourceful.  I 
  will be happy to give you a letter with my seal, 
  and he will give you any information he has.”  
  THE PCS ASK FOR AN “ECONOMICS 
  LESSON” 
  “Well, competition is the driving force behind a 
  healthy economy.  When a great many of the 
  Geoff refugees living in our area began 
  producing goods, the existing merchants in 
  the city realized that in order to survive, it 
  would be better to form an alliance that could 
  properly compete with these new goods 
  flooding the market.  Many people might say 
  that we should have cooperated with them, but 
  in reality, such an arrangement would have 
  driven prices up, crippling our city’s economy. 
   It is in competition that prices are driven 
  down, costs are cut, and production is 
  streamlined.  The monopoly that cooperation 
  would have caused would have had the 
  opposite effect.  But no more of this talk, I can 
  see I’m boring you.”  
  Any arguments or verbal attacks from the PCs 
  regarding 
  the 
  Merchant’s 
  Alliance 
  business 
  practices, or accusations of racism, causes the 
  party to lose the “Favor of the Cryllor Merchant’s 
  Alliance” on their AR.  Reginald will respond by 
  saying he doesn’t expect your type to understand 
  the finer points of economics, and you should 
  agree to disagree. 
  AT THE DOCKS 
   
  Toothy McGree is easy to locate, as everyone 
  at the docks seems to know him.  He is a burly, 
  jovial man, with a huge smile always on his face, 
  and perfect teeth. Toothy will relay the following 
  information to the PCs: 
  • 
  A young woman fitting Maya’s description 
  arrived in Cryllor from Niole Dra last evening. 
  • 
  The woman contacted the Cryllor Thieves’ 
  Guild and has already left Cryllor.  
  • 
  The woman had a leather-bound book with 
  her that looked quite old. 
  • 
  The woman booked passage on a keelboat 
  heading west up the Javan River towards Kilm 
  en route to Flen.  He remembers her because 
  as she boarded the boat, she was searched 
  by those stone fellows that are assisting the 
  town guards nowadays.  She dropped a book 
  when they searched her, but they let her keep 
  it. 
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  • 
  “She looked like a runner.  If the woman was 
  running from someone, she would contact the 
  Flen Thieves’ Guild.  They specialize in getting 
  border jumpers into Sterich.” 
  Developments: By boat, PCs can calculate that 
  Maya will arrive in Flen in 3 days (with a day’s 
  head start).  PCs have several options available to 
  them to pursue her.  They can follow Maya to Kilm 
  via boat.  Proceed to Encounter 6A.  PCs may 
  attempt to head her off in Flen via the roads (Flen 
  is approximately 48 miles from Cryllor, see 
  Player’s Handbook, Table 9-6 on page 164 to 
  estimate how long it will take the PCs to travel 
  overland to Flen).  Proceed to Encounter 6B.  
  Some tables may have the ability to fly or teleport 
  to Flen.  If PCs attempt to reach Flen via flying, 
  proceed to Encounter 6C.  Remind PCs that 
  teleporting into a city such as Flen is illegal and 
  that unless their PCs are actually from Flen they 
  probably do not have a destination to teleport to. 
  ENCOUNTER 5B: REBELS 
  WITH A CAUSE 
   
  Having accepted the halflings’ offer to join 
  them at their camp, you follow the small 
  humanoids through the brush.  One of the 
  Halflings trails behind your group, carefully 
  obliterating all sign of your passage.  The 
  Halflings reject all offers to converse, curtly 
  stating that they will explain all when you get 
  to where you are headed. 
   
  The Halflings finally call a halt near the 
  entrance to a small cave in the hills.  The brush 
  around the cave has been cleared, and a barrel 
  of water sits outside the cave entrance.  One of 
  the Halflings stops to take a drink using a ladle 
  from the barrel, and offers you water to quench 
  your thirst.  Then she smiles, and approaches 
  you, offering a diminutive hand in greeting. 
   
  “Thanks for your aid back there.  I’m 
  Meriwether Shadowfoot, Merri to my friends.  I 
  don’t know that we could have beaten those 
  horsemen and Maugs without your help.  We 
  definitely could use allies like you in our 
  struggle.  Ever since the Count returned, 
  things have only gotten worse in Cryllor for 
  those who aren’t human.”  Merri sighs sadly.  
  “It began back in 595 CY, when the refugees 
  started pouring in from Geoff after the giants 
  invaded.  It was a tough time since Cryllor 
  could not support the added mouths to feed.  
  Many of those that came were Halflings, 
  gnomes and dwarves, and they tried to earn a 
  living by plying their crafts.  However, the 
  human merchants in Cryllor didn’t enjoy the 
  competition, and formed a Merchants’ Alliance 
  that blackballed the purchase of goods sold by 
  the refugees.   
   
  These practices were brought to the 
  attention of the Lady Regent, and halted.  
  However, since the return of Count Manz, and 
  the disappearance of his daughter, the former 
  Regent, things have gotten worse.  Now, the 
  government in Cryllor supports the Merchants’ 
  Alliance’s efforts to blacklist non-human 
  craftsmen and skilled workers.  Finally some of 
  us decided to do something about it.  Most of 
  this coin we stole will go back to the non-
  human population of Cryllor so they don’t 
  starve.  You have done the folk of Cryllor a 
  great service in assisting us in our mission.  I 
  will be sure to mention it to my fellow rebels. 
  “Now, one good turn deserves another.  Is 
  there anything I can help you with?”   
  ASKING FURTHER QUESTIONS OF 
  MERRI ABOUT CRYLLOR 
  Merri can’t say why the Count is acting in this 
  manner.  She has no idea of the whereabouts of 
  the Lady Regent. 
  Merri doesn’t know where the Maugs came from, 
  only that they are working for the Count and that 
  ambushing them has proved ineffective (because 
  as constructs they are immune to critical hits and 
  sneak attack damage). She knows that they are 
  called Maugs because they were able to capture 
  one in a previous raid and that is what it referred 
  to itself as. 
  Merri will not reveal that she is a member of the 
  Cryllor Thieves’ Guild or that the Guild will take its 
  “cut” of the coin recovered (Assume Merri’s Bluff 
  roll is 15+APL).  
   
  ASKING MERRI ABOUT MAYA 
  If the PCs give Merri an adequate description of 
  Maya, and ask about her whereabouts, she can 
  tell them the following information: 
  - 
  A 
  young 
  woman 
  fitting 
  that 
  description arrived from Niole Dra 
  last evening. 
  - 
  Merri believes that she contacted 
  the Cryllor Thieves’ Guild and had 
  already left Cryllor.  (A successful 
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  Page 15 
  
  Sense Motive check, DC 15+APL, 
  will determine that Merri knows 
  more about this than she is 
  telling). 
  - 
  The woman had a leather-bound 
  book with her that looked quite 
  old. 
  - 
  Merri overheard that the woman 
  booked passage on a keelboat 
  heading west up the Javan River 
  towards Kilm en route to Flen.   
  - 
  It is likely that if the woman was 
  running from someone, she would 
  contact the Flen Thieves’ Guild.  
  They specialize in getting border 
  jumpers into Sterich. 
   
  Developments: Merri will reveal everything 
  she knows to any PC that is a member of the 
  Cryllor Thieves’ Guild.  She is aware that Maya 
  contacted a member of the Cryllor Guild and paid 
  the Guild for safe passage to Flen, where she 
  plans to contact the Flen Guild and use their 
  underground to flee to Sterich.  Merri has no idea 
  why Maya is fleeing Keoland.   
   
  By boat, PCs can calculate that Maya will 
  arrive in Flen in one and a half days (with a day’s 
  head start).  PCs have several options available to 
  them to pursue her.  They can follow Maya to Kilm 
  via boat.  Proceed to Encounter 6A.  PCs may 
  attempt to head her off in Flen via the roads (Flen 
  is approximately 48 miles from Cryllor, see 
  Player’s Handbook, Table 9-6 on page 164 to 
  estimate how long it will take the PCs to travel 
  overland to Flen).  Proceed to Encounter 6B.  
  Some tables may have the ability to fly or teleport 
  to Flen.  If PCs attempt to reach Flen via flying, 
  proceed to Encounter 6C.  Remind PCs that 
  teleporting into a city such as Flen is illegal and 
  that unless their PCs are actually from Flen they 
  probably do not have a destination to teleport to. 
  ENCOUNTER 6A: WE’RE 
  GONNA NEED A BIGGER 
  BOAT! 
   
  Use this option if the PCs decide to travel to 
  Kilm by keelboat.  A map of the keelboat and river 
  is provided at DM’s Aid #3.  The Javan River is 60 
  feet wide and 10 feet deep at the point of this 
  Encounter. The water is considered fast moving 
  and any PCs that enter the water must make a DC 
  15 swim check or DC 15 Strength check each 
  round to stay afloat and avoid going under.  Even 
  if PCs manage to stay afloat they take 1d3 points 
  of nonlethal damage per round.  See DMG, p. 304. 
   In spite of the weather, the keelboat’s flat bottom 
  renders it stable and no Concentration checks are 
  required to cast while on-board. 
   
  Having opted to follow your quarry’s path, 
  you book passage on a keelboat traveling 
  upriver towards Kilm with a light cargo.  The 
  boatswain, Captain Marsoo, is a mustachioed 
  human of Flan descent who loudly welcomes 
  you on board.  He proudly explains that he has 
  been sailing the Javan for 10 years.  His 
  vessel, the Mudskipper, is a flat-bottomed 
  sailboat some 40 feet long but only 10 feet 
  wide.   Captain Marsoo provides a quick tour of 
  the vessel.  The Mudskipper has a below deck 
  cargo hold and large upper deckhouse where 
  you will be stationed.  As you disembark, a 
  light rain begins to fall as storm clouds move 
  in from the north.  The wind actually speeds 
  along your journey as you watch the city of 
  Cryllor fade in the distance. 
   
  The first day passes without incident, 
  although the rains worsens and those of you 
  who elect to remain outside of the tents 
  constructed above decks soon find yourselves 
  soaked to the bone. The northern horizon 
  shows the storm worsening as heavy rain, 
  accompanied 
  by 
  crashing 
  thunder 
  and 
  blinding lightning assault the Good Hills. 
  APL 2-6 
  Suddenly, the Mudskipper halts with a lurch.  
  The rowers below scream in panic as several 
  creatures assault the sides of the boat.  The 
  attackers appear to be giant river crustaceans 
  intent on making a meal of the Mudskipper’s 
  crew! 
  APL 8-10 
  Suddenly, the Mudskipper upends with a lurch! 
   As you scramble to hold on and remain 
  aboard, a roar sounds from the water as a 
  huge, eel-like monster swims towards anyone 
  unlucky enough to be tossed overboard!    
  APL 2 (EL 5) 
  Medium Monstrous Crabs (3): hp 22; see 
  DM’s Aid, New Rules. 
  APL 4 (EL 7) 
  Large Monstrous Crabs (3): hp 42; see DM’s 
  Aid, New Rules. 
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  APL 6 (EL 9) 
  Huge Monstrous Crabs (2): hp 92; see DM’s 
  Aid, New Rules. 
  APL 8 (EL 11) 
  Dragon Eel (1): hp 178; see DM’s Aid, New 
  Rules.  
  APL 10 (EL 13) 
  Spellwarped Dragon Eel (1): hp 199; see 
  Appendix 5. 
   
  Tactics: At APLs 2-6, the monstrous crabs 
  assault the keelboat from both sides. The crew will 
  hasten belowdecks, leaving the PCs to deal with 
  the monsters.  Encounter distance is 40 feet at 
  APLs 2-4 and 60 feet at APL 6, requiring the 
  monstrous crabs to double move before attacking. 
   
  PCs that state that they are on watch can 
  make a DC 10+APL Spot check to see the 
  monstrous crabs to act in the surprise round.  At 
  APL 2, the crabs will use a move action to attempt 
  to climb aboard the Mudskipper and try to devour 
  any persons remaining above-decks.  At APLs 4-
  6, the crabs will use reach to attempt to grapple 
  PCs and pull them off the boat. The crabs, as 
  voracious mindless predators, will attack until 
  slain. 
   
  At APLs 8-10, the dragon eel attacks the 
  keelboat underwater first, using its Powerful 
  Charge feat to up-end the vessel.  PCs making a 
  DC 27 Spot check will observe the dragon eel 
  swimming underwater towards the boat and can 
  call out a warning.  Any PC attempting to grab 
  something to hold on to may add +5 to their 
  Balance check to avoid being thrown overboard.  
  The Balance DC to avoid being thrown overboard 
  is 24.  PCs thrown into the river must make a DC 
  15 Swim check to stay afloat.  The heightened DC 
  is due to the river’s current and the storm.  The 
  dragon eel will focus on any PCs thrown 
  overboard, attempting to bite and Swallow Whole 
  any PCs sized Medium or smaller. 
   
  At APL 10, the dragon eel is Spellwarped.  
  The dragon eel will have any spells that fail to 
  penetrate its SR either confer energy resistance 
  (against the energy type of the spell that the PCs 
  used against it or electricity if the spell does not 
  have an energy descriptor) or to confer temporary 
  hit points.   
   
  The dragon eel will continue to attack until 
  reduced to 25 or fewer hit points, in which case it 
  will flee downriver, taking any swallowed PCs with 
  it. 
   
  Treasure: At APLs 8 and 10, a stone of good 
  luck and 10 black opals worth 500 gold pieces 
  each were swallowed by the dragon eel.  PCs 
  ambitious enough to cut open the creature (or that 
  were swallowed) will discover the treasure. 
   
  Developments: Once the creature(s) are 
  defeated, the PCs can take the keelboat to Kilm 
  unmolested.  A successful Gather Information 
  check, DC 15 in the Kilm waterfront will reveal that 
  a woman fitting Maya’s description took the road 
  north to Flen.  The PCs can continue the journey 
  to Flen without incident. 
  ENCOUNTER 6B: WE’RE ON 
  THE ROAD TO FLEN 
  Use this option if the PCs decide to travel to Flen 
  from Cryllor via the road through the Good Hills or 
  teleport outside the city. 
   
  The road through the Good Hills towards 
  Flen would be a pleasant journey if not for the 
  coming storm.  The travel through the hills 
  through the pouring rain dampens your spirits 
  as well as your clothing as you realize that the 
  churning through the mud that the dirt road 
  has become will slow your progress.  The hills 
  are wooded thinly with pines and other firs.  
  The sky is overcast with the dark storm 
  clouds, and you hear the thunder roll and 
  lightning crash far overhead.  
  A group of humanoids and/or giant-kin that are 
  remnants of the Green Warlock’s Army have set 
  an ambush along the road in an attempt to rob and 
  murder unwary travelers.  Allow the PCs Spot 
  checks to see the ambush, DC 10 + APL.  The 
  monsters attack from both sides of the road under 
  cover of darkness as shown on DM’s Aid #4. 
  APL 2 (EL 5) 
  Orcs (4): hp 6 each; see Monster Manual, 
  page 203. 
  Ogre (1): hp 32; see Monster Manual, page 
  199. 
  APL 4 (EL 7) 
  Ogres (4): hp 32; see Monster Manual, page 
  199. 
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  APL 6 (EL 9) 
  Ogre Barbarians (2): hp 86 each; see 
  Monster Manual, page 199. 
  APL 8 (EL 11) 
  Hill Giants (2): hp 108 each; see Monster 
  Manual, page 123. 
  Ogre Barbarians (2): hp 86 each; see 
  Monster Manual, page 199. 
  APL 10 (EL 13) 
  Hill Giant Dire Wereboars (2): hp 189 each; 
  see Monster Manual, page 177. 
   
  Tactics: The orcs and ogres forego use of any 
  tactical assault, preferring to charge down from 
  the tree cover and attack foes, flanking after 
  entering melee.  At APL 8, the hill giants will spend 
  the first round throwing boulders at unarmored 
  opponents, intending to soften them up before 
  entering melee alongside the ogres.  At APL 10, 
  the Hill Giant Dire Wereboars will enter melee 
  immediately in hybrid form and attempt to destroy 
  any silvered weapons using their Improved 
  Sunder feat.   
   
  Treasure: At APLs 8 and 10, one of the hill 
  giants has a stone of good luck and gems worth a 
  total of 5,000 gold pieces in its sack. 
   
  Developments: Once the marauders are 
  killed or driven off, the PCs can continue the rest 
  of their journey to Flen unmolested. 
  ENCOUNTER 6C: A WALK 
  THROUGH THE STORM 
  CLOUDS 
  Use this option if the PCs decide to travel to Flen 
  via flying or other airborne travel.  Allow PCs a 
  Knowledge (nature) or Survival check, DC 10, to 
  alert them to the fact that flying might not be a 
  good idea with the storm coming in.  Aerial combat 
  should begin at the height chosen by the PCs.  
  Encounter distance is 300 ft.  
  Soaring above the trees that dot the landscape 
  of the Good Hills, you find yourselves 
  approaching a storm front from the north as 
  you speed towards the Keoish city of Flen.  
  You hear the thunder roll and view lightning 
  crashing over the northern horizon. 
  APLs 2 and 4 
  Suddenly, you hear the sharp cry of a bird of 
  prey from below.  Three beasts with the heads 
  and wings of eagles and the torsos of horses 
  (lions at APL 4) streak towards your position.  
  It is clear they are on the hunt and you have 
  entered their territory! 
  APLs 6-10 
  Suddenly, the storm front moves with great 
  alacrity towards your position.  Within the dark 
  clouds, you see one significantly darker cloud, 
  crackling with lightning and roaring with the 
  sound of thunder, from which a pair of 
  malevolent electric eyes stare at you angrily. 
  APL 2 (EL 5) 
  Hippogriffs (3): hp 29 each; see Monster 
  Manual, page 152. 
  APL 4 (EL 7) 
  Griffons (3): hp 68; see Monster Manual, 
  page 139. 
  APL 6 (EL 9) 
  Advanced Huge Storm Elemental (1): hp 
  210; see Appendix 3. 
  APL 8 (EL 11) 
  Advanced Greater Storm Elemental (1): hp 
  241; see Appendix 4. 
  APL 10 (EL 13) 
  Advanced Elder Storm Elemental (1): hp 
  294; see Appendix 5. 
   
  Tactics: At APLs 2 and 4, the hippogriffs and 
  griffons attempt to slay the PCs in order to protect 
  their territory by approaching from ahead of and 
  underneath the PCs flight pattern. 
   
  At APLs 6-10, the storm elemental enters 
  combat using its Thunder and Lightning ability 
  once it moves within 60 feet of the largest group of 
  PCs It will then engage PCs in melee using its 
  reach and slam attacks, and its Shock ability as a 
  free action on any opponent that closes with it.  
  Note that airborne PCs take a -1 penalty on attack 
  and damage rolls against the elemental. 
   
  Treasure: At APLs 8 and 10, a stone of good 
  luck is buffeted in the elemental winds. 
   
  Developments: Once the elemental is killed 
  or driven off, the PCs can continue the rest of their 
  journey to Flen unmolested. 
  KEO7-03 To Catch A Thief 
   
  Page 18 
  
  ENCOUNTER 7: SEARCHING 
  FOR THE UNDERGROUND 
  Any party with a member of the Flen Thieves' 
  Guild can bypass this encounter completely.  It 
  is assumed that this PC knows exactly who to 
  contact about Maya, and would not need to 
  use any of the tactics outlined below. 
  The most important part of this encounter is 
  keeping track of the time PCs use to accomplish 
  their objective.  They have exactly 5 hours (though 
  they don’t know this) to track Maya down before 
  she crosses the border and disappears. If this 
  happens, the mod is over for the PCs. Bear in 
  mind that each Gather Information check takes 
  1d4+1 hours (per the skill description in the 
  Player’s Handbook, p. 74). 
  There are several ways the PCs can locate Maya. 
  • The PCs could use Gather Information to 
  find Maya. (DC 25) 
  • The PCs could use magic to locate Maya.  
  Allow any reasonable use of spellcasting to 
  work here, such as locate creature or locate 
  object (the PCs should have a reasonably 
  accurate description of both Maya and 
  Makaster’s journal by this point). 
  • The PCs could use Gather Information to 
  find a member of the Flen Thieves’ Guild. 
  (DC 15).  Once this is accomplished, they 
  also need to make a Diplomacy skill check 
  (DC 25, or 15 with a rogue in the party who is 
  a member of any of the other Keoland guilds) 
  or Intimidate check (DC 14+APL) to garner 
  the whereabouts of Maya.  Using an 
  Intimidate check has the following negative 
  consequences:  
  o 
  Failing an intimidate check puts 
  the PCs back at square one.  
  o 
  Failing an Intimidate check by 5 
  or more causes the Thieves’ 
  Guild contact to further frustrate 
  the PCs efforts by lying to them 
  and 
  informing 
  other 
  guild 
  members not to talk to them.  
  Add 2 hours to the time it takes 
  the PCs to find Maya, and 5 to 
  the DC of any further Gather 
  Information checks or Diplomacy 
  checks made in this encounter.   
  o 
  If the Intimidate check succeeds, 
  and the PCs leave the contact 
  behind (i.e., do not bring him 
  along), 
  the 
  Thieves’ 
  Guild 
  contact still reverts to unfriendly 
  1d6x10 minutes later.  Add 1 
  hour to the time it takes to find 
  Maya, 
  as 
  the 
  intimidated 
  Thieves’ Guild contact frustrates 
  their efforts. 
  • The PCs could pose as border jumpers 
  themselves.  Because everyone is aware 
  that one of the Flen Thieves’ Guild’s main 
  businesses is border jumping, this requires 
  an easier Gather Information check (DC 10) 
  to find a contact.  Also, subtract 1 from the 
  number of hours that the Gather Information 
  check takes. It also requires a disguise or 
  bluff check (DC 15) against the Thieves’ 
  Guild contact. Reduce this DC by 1 for every 
  5 gold the PCs offer him.  The guild contact 
  will provide the parties with directions to the 
  warehouse where the border jumpers are 
  temporarily hiding out. 
   
  ENCOUNTER 8: 
  DENOUEMENT 
   
  The results of your inquiries in Flen prove 
  fruitful.  Ahead, on the outskirts of town where 
  the remains of refugee camps and shanty 
  towns still linger, is the warehouse building 
  where you were informed Maya was hiding 
  while awaiting her extradition to Sterich.  The 
  facility appears dark, as no light emanates 
  from the boarded windows or closed door.  
  Then, from inside, you hear a muffled 
  scream… 
  See DM’s Aid #5 for a map of the warehouse 
  facility.  The structure is 20 feet high.  There are 
  boarded windows every 10 feet of wall.  The 
  windows are 10 feet off the ground. 
  All APLs: 
   
  Strong wooden doors: 2 in. thick; Hardness 
  5; hp 20; Break DC 25. 
   
  Boarded windows: 1 in. thick; Hardness 5; 
  hp 10; Break DC 15. 
  APLs 2-6: 
   
  Good Quality Lock: Open Lock DC 25; 
  Hardness 15; hp 30. 
  APLs 8-10: 
   
  Superior Lock: Open Lock DC 35; Hardness 
  15; hp 30. 
  Once inside: 
  KEO7-03 To Catch A Thief 
   
  Page 19 
  
  Ahead, you can dimly see into the darkened 
  two-story warehouse.  Crates are piled along 
  the walls.  In the center of the room lies the 
  motionless figure of a human woman. 
   
  Two kenku thugs wait hidden inside.  They 
  have used their Mimicry ability to fake a scream 
  from Maya after seeing the PCs approach the 
  warehouse.   
   
  If the PCs took precautions approaching the 
  warehouse, use opposed Hide and Spot checks.  
  The Kenkus Spot checks for these purposes are 
  15+APL.  If the Kenku do not Spot or hear the PCs 
  enter, they will not have an opportunity to quaff 
  their potions or cast spells.  Modify their tactics 
  accordingly. 
   
  At APL 2, the kenku are hiding in the 
  shadows, DC 23 to Spot.  At APLs 4-10, the kenku 
  have consumed potions of invisibility in addition to 
  hiding in shadows, and the DC to Spot them is 65 
  at APL 6, 66 at APL 8 and 71 at APL 10.  Lower 
  the DC by 40 if invisibility purge or similar means 
  of detecting invisibility is employed. 
   
  At APLs 6-10, the kenku are accompanied by 
  a kenku savant and an invisible stalker.  The 
  kenku savant is also invisible and is hiding behind 
  soft cover (+4 to her AC) where she can most 
  effectively cast spells at the PCs after they enter.  
  See DM’s Aid #5.  The invisible stalker is in the 
  center of the room, attacking Maya.    
  APL 2 (EL 5) 
  Kenku Thugs (2), Male Kenku Rgr1/Rog2: 
  hp 19; see Appendix 1. 
  APL 4 (EL 7) 
  Kenku Thugs (2), Male Kenku Rgr2/Rog3: 
  hp 33; see Appendix 2. 
  APL 6 (EL 9) 
  Kenku Thugs (2), Male Kenku Rgr2/Rog3: 
  hp 33; see Appendix 3. 
  Kenku Savant (1), Female Kenku Marshall 1 
  / Sor 2: hp 12, see Appendix 3. 
  Invisible Stalker (1): hp 60, see Monster 
  Manual, p. 160. 
  APL 8 (EL 11) 
  Kenku 
  Assassins 
  (2), 
  Male 
  Kenku 
  Rgr2/Rog3/Assassin 3: hp 51; see Appendix 
  4. 
  Kenku Savant (1), Female Kenku Marshall 1 
  / Sor 5: hp 21, see Appendix 4. 
  Invisible Stalker (1): hp 60, see Monster 
  Manual, p. 160. 
  APL 10 (EL 13) 
  Kenku 
  Assassins 
  (2), 
  Male 
  Kenku 
  Rgr2/Rog3/Assassin 5: hp 63; see Appendix 
  5. 
  Kenku Savant (1), Female Kenku Marshall 1 
  / Sor8: hp 30, see Appendix 5. 
  Invisible Stalker (1): hp 60, see Monster 
  Manual, p. 160. 
   
  Tactics: At all APLs, the kenku thugs move 
  forward (invisible at APLs 4-10 unless they did not 
  see or hear the PCs enter), activate their 
  alchemical weapon capsules and flank any lightly 
  armored or unarmored PC (gaining a +4 bonus to 
  attack rolls rather than the normal +2), hoping to 
  take any PC spellcasters or archers out at the 
  beginning of the fight.  If given the opportunity, 
  they will hurl tanglefoot bags at any heavily 
  armored 
  opponents 
  or 
  thunderstones 
  at 
  spellcasters.  At APLs 8-10, the kenku are 
  assassins with poisoned blades.  Note: The kenku 
  assassins will only be able to use their death 
  attack if the PCs took three or more rounds to get 
  inside the building and will only have pre-cast true 
  strike and spider climb on themselves if they see 
  or hear the PCs enter the building. 
   
  At APLs 6-10, the kenku savant already 
  activated her Marshall aura giving her allies a 
  bonus on damage done while flanking.  She 
  focuses on using debilitating spells (ray of 
  enfeeblement, glitterdust, grease) at APLs 6-8.  At 
  APL 10, she casts haste on herself and her allies 
  and chooses debilitating spells or damage spells 
  (fireball, scorching ray) as appropriate.   
   
  At APLs 6-10, the invisible stalker has 
  subdued Maya prior to the first round of combat 
  and then attacks any PCs that come to her rescue. 
   
  If any PC has the AR Item “Enmity of the 
  Vermillion Queen”, the Kenku have also been 
  contracted to kill that PC for double-crossing the 
  Vermillion Queen in the past.  The kenku will focus 
  their attacks on that PC or PCs.  (Although the 
  kenku plan to eventually betray the Guild, a job is 
  still a job).     
   
  Treasure: The kenku have the treasure on 
  their person.  The invisible stalker has no treasure. 
   
  Developments: The PCs have the option of 
  healing and awakening Maya.  If the PCs do not 
  talk to her, bypass Encounter 9 and ask the PCs 
  KEO7-03 To Catch A Thief 
   
  Page 20 
  
  what they do with her.  The leather-bound tome is 
  on her person and PCs that search the volume 
  can discover that it is an alchemist’s journal written 
  in a cipher.  A DC 15 Alchemy check will enable a 
  PC to determine that the journal is a written 
  account of a wizard’s attempt to recreate the 
  Philosopher’s Stone, an artifact capable of 
  transmuting the elements. 
  If PCs successfully Intimidate any of the Kenku, 
  they will only admit that they were hired by an 
  unknown party to kill Maya.  Their fear of being 
  exposed as Vecna cultists outweighs anything the 
  party can threaten or cajole out of them, so they 
  will not admit to that affiliation.  However, if spells 
  such as detect thoughts are used, the PCs will 
  discover that the Kenku planned to betray their 
  employer; however, they actually do not know by 
  whom they were hired.  
  ENCOUNTER 9: A PLEA FOR 
  MERCY 
   
  Assuming the PCs wake Maya, she will beg 
  them not to decide her fate but will request that 
  they permit her to flee to Sterich. 
   
  “Please, let me tell you my story.”  The 
  young Oerdian woman asks, fear in her eyes. 
   
  “I was a member of Niole Dra’s Thieves’ 
  Guild, 
  one 
  of 
  their 
  ‘appraisers’. 
  My 
  contributions to the Guild lie in discovering 
  items of value and relating their existence to 
  Ellinka, my Guild contact.  The last item I 
  discovered was this alchemist’s journal, at an 
  old bookshop down in Saltmarsh.  It appears 
  to contain notes on an alchemist’s attempts to 
  create a Philosopher’s Stone, a potent item 
  capable of turning ordinary materials into gold 
  or other elements. However, in my studies, I 
  determined that certain passages actually 
  contained a cipher relating to where the 
  alchemist had succeeded and had hidden his 
  creation.  Obviously, such an item was of great 
  interest to my superiors, and I took it to them. 
   
  “However, I was shocked to inadvertently 
  discover that the Niole Dra Guild actually 
  intended to locate this item and convey it to 
  the Scarlet Brotherhood.  I may be a criminal 
  and a thief, but I am Keoish. I could not allow 
  this journal to find its way into the hands of the 
  monsters that sacked the southlands and 
  burned our fleet at Gradsul! I knew that once 
  the Guild discovered that I knew of their plan, 
  they would kill me.  So I fled the capitol, first to 
  Cryllor and then to Flen, in the hopes of 
  crossing the border to Sterich and escaping 
  my pursuers.  I kept the journal as a bargaining 
  chip, in case it should prove necessary in 
  ransoming my life.  If you let me go, it is 
  yours.”  She shrugs, and looks at you 
  hopefully.   “Please don’t send me back to 
  Niole Dra.  They’ll kill me to keep the silence, 
  you know they will …” Her resolve breaks 
  down and the young woman starts to sob.  
   
  Maya’s fate is now up to the PCs.  Any 
  attempt at Sense Motive will indicate that she is 
  being truthful.  At this point, she is too afraid to lie. 
   
  The PCs can persuade Maya to turn herself in 
  of her own volition by changing her attitude from 
  Indifferent to Helpful (a DC 30 Diplomacy check) 
  or with a successful DC 19 Bluff check.  If any 
  PC(s) at the table has the AR item, “A Deal with 
  the Vermillion Queen”, change Maya’s reaction to 
  Hostile (requiring a DC 50 Diplomacy check) and 
  increase the DC of the Bluff check to 25 (as Maya 
  is inclined to distrust anyone associated with her 
  former employer).  However, if any PC has 
  “Enmity of the Vermillion Queen”, that PC gains a 
  +4 circumstance bonus to any roll to influence 
  Maya’s actions.     
   
  Note that any PCs in the meta-organizations 
  can still achieve their organization’s goals by 
  returning the journal as indicated in Player 
  Handouts #1-6 and Conclusions A-E if Maya is 
  released. 
   
  CONCLUSION 
   
  Note that it is possible to obtain more than one 
  Conclusion and more than one Favor or Influence 
  from the appropriate meta-organizations.  For 
  example, if the PCs turn over the journal to the 
  Silent Ones and let Maya escape to Sterich, read 
  the appropriate section of Conclusion B and 
  Conclusion D. 
  CONCLUSION A: TURNING MAYA OR 
  THE JOURNAL OVER TO ELLINKA OR 
  THE NIOLE DRA GUILD 
  Read if the PCs turn over Maya: 
  A suddenly stoic Maya accompanies you to the 
  outskirts of Flen to meet Ellinka.  “Thank you.  
  You have done us a great service in returning 
  this woman whom I trusted, only to have her 
  betray me.  I will see to it that she is properly 
  KEO7-03 To Catch A Thief 
   
  Page 21 
  
  taken care of, and that you are rewarded as 
  well.”  Ellinka smiles sweetly as a pair of large 
  Oerdian men step from the shadows and lead 
  her away.  Ellinka gives you one last 
  appraising look.  “If I ever need your services 
  again, I will be certain to contact you.”  With 
  that, she disappears into the shadows after the 
  others.  
  Read if the PCs only turn over the journal: 
  You journey to the outskirts of Flen to meet 
  Ellinka.  “Thank you.  You have done us a 
  great service in returning this book that was 
  stolen from us by a woman whom I trusted, 
  only to have her betray me.  I will see to it that 
  that you are rewarded.”  Ellinka smiles sweetly 
  as she takes the alchemist’s journal from your 
  hands.  Ellinka gives you one last appraising 
  look.  “If I ever need your services again, I will 
  be certain to contact you.”  With that, she 
  disappears into the shadows. 
  PCs that opt for this conclusion obtain Favor of the 
  Niole Dra Thieves Guild. 
  CONCLUSION B: TURNING MAYA OR 
  THE JOURNAL OVER TO THE SILENT 
  ONES 
  Read if the PCs turn over Maya: 
  You arrive at a pre-arranged meeting point on 
  the outskirts of Flen to find a lone, grey robed 
  Suloise man waiting for you.  He speaks to 
  Maya first. “Come, my child.”  The fear fades 
  from Maya’s eyes and she turns docilely 
  towards 
  Remble. 
   
  “You 
  need 
  concern 
  yourselves no further in this matter.”  The grey 
  robed Silent One nods to your group.  “We 
  shall probe her mind as gently as possible for 
  the information we seek.  You have the 
  gratitude of the Silent Ones for your part in 
  this matter.  If we require your services again, 
  we shall be in touch.  Fare thee well.”  Remble 
  turns away, speaking in the sibilant tongue of 
  magic and gesturing with his hands, both he 
  and Maya disappear in a flash of white light.   
  Read if the PCs turn over only the journal: 
  You arrive at a pre-arranged meeting point on 
  the outskirts of Flen to find a lone, grey robed 
  Suloise man waiting for you.  He takes the 
  journal from you with a furrowed brow, as if 
  reading its contents without turning its pages. 
   “You need concern yourselves no further in 
  this matter.”  The grey robed Silent One nods 
  to your group.  “We shall study the contents of 
  this book for the information we seek.  You 
  have the gratitude of the Silent Ones for your 
  part in this matter.  If we require your services 
  again, we shall be in touch.  Fare thee well.”  
  Remble turns away, speaking in the sibilant 
  tongue of magic and gesturing with his hands, 
  and he disappeared in a flash of white light. 
  PCs that opt for this conclusion obtain Influence 
  with the Silent Ones and Enmity of the Niole Dra 
  Thieves Guild. 
  CONCLUSION C: TURNING MAYA OR 
  THE JOURNAL OVER TO THE 
  SHADOWDARK 
  Read if the PCs turn over Maya: 
  Six shadowy figures surround your group at 
  the 
  pre-arranged 
  meeting 
  point 
  on 
  the 
  outskirts of Flen.  One of the group steps into 
  the light, revealing a lithe form clad in black, 
  with a skeletal design on its bodysuit.  “We’ll 
  take her from here.”  The figure places a hand 
  on Maya’s shoulder and leads the young 
  woman towards the shadows, her head bowed. 
   “Don’t worry anymore about her.  We’ll be 
  gentler than her former guild would be.  You 
  have our thanks for your part in this matter.  
  We will be in touch should we require your 
  services again.”  The six shadowy figures and 
  Maya fade from sight in the twilight.  
  Read if the PCs turn over only the journal: 
  Six shadowy figures surround your group at 
  the 
  pre-arranged 
  meeting 
  point 
  on 
  the 
  outskirts of Flen.  One of the group steps into 
  the light, revealing a lithe form clad in black, 
  with a skeletal design on its bodysuit.  “We’ll 
  take it from here.”  The figure takes the journal 
  from your outstretched hand and slowly walks 
  towards the shadows.  “Don’t worry anymore 
  this matter.  We’ll find out what we need to 
  know from this book.  You have our thanks for 
  your part in this matter.  We will be in touch 
  should we require your services again.”  The 
  six shadowy figures fade from sight in the 
  twilight. 
  PCs that opt for this conclusion obtain Influence 
  with the Shadowdark and Enmity of the Niole Dra 
  Thieves Guild. 
  KEO7-03 To Catch A Thief 
   
  Page 22 
  
  CONCLUSION D: LETTING MAYA GO 
  “Thank you.”  Tears of relief stream down 
  Maya’s face as she turns to leave your group. 
  “May the gods bless you for sparing my life.  
  She looks sadly around her.  “Though I shall 
  never see Keoland again, I know that it is for 
  the best.  The journal is yours to do with as 
  you see fit.  Be careful, for I fear that if the 
  power contained in the stone created by the 
  alchemist should fall into the wrong hands, our 
  land will be in grave danger.  Fare you well.” 
  Her head bowed, Maya turns and disappears 
  into the streets of Flen.    
  Depending with what they decide to do with the 
  journal, PCs that opt for this conclusion may 
  obtain Influence with the Silent Ones or Influence 
  with the Shadowdark or Favor of the Niole Dra 
  Thieves Guild. 
  CONCLUSION E: KEEPING THE 
  JOURNAL 
  Having decided to keep the alchemist’s 
  journal, you make the trek back into Flen to 
  search for a decent inn.  Any scrutiny of the 
  book’s pages leaves you bewildered, seeing as 
  its contents are limited to the alchemist’s 
  arcane experiments and boasts of success.  
  However, from your reading, the book contains 
  neither instruction on how to create a 
  Philosopher’s Stone nor the whereabouts of 
  the stone that the author created.  Perhaps 
  further study of this tome will provide the 
  answers you seek. 
  Alas, you are not to have that opportunity.  
  When you wake the next morning, the journal 
  is gone, and there is no sign of whose hands it 
  has fallen into.  You can only hope that 
  whomever it is, they do not discover the 
  secrets you were unable to uncover… 
  PCs that opt for this conclusion may obtain Enmity 
  or Favor of the Niole Dra Thieves Guild, 
  depending on Maya’s fate. 
  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 4A or 4B 
  Defeat the Halfling raiders or the payroll guards. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  Encounter 6A, 6B or 6C 
  Defeat the monsters. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  Encounter 8 
  Defeat the monsters. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  Story Award 
  Catch Maya and reach a decision as to what to do 
  with her. 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
   
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 600 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,350 xp. 
  KEO7-03 To Catch A Thief 
   
  Page 23 
  
   
  APL 10: 1,800 xp. 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 4A: 
  APL 2: L: 407 gp, M: 3 potions of cure light 
  wounds (8 gp each), 3 potions of pass without 
  trace (8 gp each). 
  APL 4: L: 407 gp, M: 3 potions of barkskin +2 
  (25 gp each), 3 potions of cat’s grace (25 gp 
  each), 3 potions of cure moderate wounds (25 
  gp each), 3 potions of shield of faith +3 (25 gp 
  each). 
  APL 6: L: 407 gp, M: 3 potions of barkskin +2 
  (25 gp each), 3 potions of bear’s endurance 
  (25 gp each), 3 potions of cat’s grace (25 gp 
  each), 3 potions of cure moderate wounds (25 
  gp each), 3 potions of shield of faith +3 (25 gp 
  each). 
  APL 8: L: 543 gp, M: 4 potions of barkskin +3 
  (100 gp each), 4 potions of bear’s endurance 
  (25 gp each), 4 potions of blur (25 gp each), 4 
  potions of cat’s grace (25 gp each), 4 potions 
  of cure moderate wounds (25 gp each), 4 
  potions of shield of faith +4 (100 gp each). 
  APL 10: L: 323 gp, M: +1 shortbow x4 (388 gp 
  each), 4 potions of barkskin +3 (100 gp each), 
  4 potions of bear’s endurance (25 gp each), 4 
  potions of blur (25 gp each), 4 potions of cat’s 
  grace (25 gp each), 4 potions of cure 
  moderate wounds (25 gp each), 4 potions of 
  shield of faith +4 (100 gp each). 
  Encounter 4B: 
  APL 2: L: 542 gp, C: 191 gp. 
  APL 4: L: 1,017 gp, C: 191 gp. 
  APL 6: L: 1,800 gp, C: 191 gp. 
  APL 8: L: 300 gp, C: 200 gp, M: +1 large full 
  plate (691 gp each). 
  APL 10: L: 300 gp, C: 200 gp, M: +1 large full 
  plate (691 gp each). 
  Encounter 6A: 
  APL 2: None. 
  APL 4: None. 
  APL 6: None. 
  APL 8: L: 833 gp, M: luckstone (3,333 gp). 
  APL 10: L: 833 gp, M: luckstone (3,333 gp). 
  Encounter 6B: 
  APL 2: L: X gp, C: X gp, M: item (X gp). 
  APL 4: L: X gp, C: X gp, M: item (X gp). 
  KEO7-03 To Catch A Thief 
   
  Page 24 
  
  APL 6: L: X gp, C: X gp, M: item (X gp). 
  APL 8: L: X gp, C: 833 gp, M: luckstone (3,333 
  gp). 
  APL 10: L: X gp, C: 833 gp, M: luckstone 
  (3,333 gp). 
  Encounter 6C: 
  APL 2: None. 
  APL 4: None. 
  APL 6: None. 
  APL 8: M: luckstone (3,333 gp). 
  APL 10: M: luckstone (3,333 gp). 
  Encounter 8: 
  APL 2: L: 571 gp, C: 55 gp, M: 2 potions of 
  cat’s grace (25 gp each), 2 potions of cure 
  moderate wounds (25 gp each). 
  APL 4: L: 798 gp, C: 121 gp, M: +1 studded 
  leather armor x2 (195 gp each), 2 potions of 
  cat’s grace (25 gp each), 2 potions of cure 
  moderate wounds (25 gp each), 2 potions of 
  invisibility (25 gp each). 
  APL 6: L: 1,150 gp, C: 163 gp, M: bracers of 
  armor +1 (166 gp), +1 studded leather armor 
  x2 (195 gp each), 2 potions of cat’s grace (25 
  gp each), 2 potions of cure moderate wounds 
  (25 gp each), 2 potions of invisibility (25 gp 
  each). 
  APL 8: L: 1,384 gp, C: 163 gp, M: bracers of 
  armor +1 (166 gp), +1 studded leather armor 
  x2 (195 gp each), cloak of charisma +2 (666 
  gp), 2 potions of cat’s grace (25 gp each), 2 
  potions of cure moderate wounds (25 gp 
  each), 2 potions of invisibility (25 gp each), 
  ring of protection +1 x2 (333 gp each). 
  APL 10: L: 1,750 gp, 163 gp, M: bracers of 
  armor +1 (166 gp), brooch of shielding x2 (216 
  gp each), +1 studded leather armor x2 (195 gp 
  each), cloak of charisma +4 (2,666 gp), cloak 
  of resistance +1 x2 (166 gp each), 2 potions of 
  cat’s grace (25 gp each), 2 potions of cure 
  moderate wounds (25 gp each), 2 potions of 
  invisibility (25 gp each), ring of protection +2 
  x2 (1,333 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: X gp, C: X gp, M: X gp – Total: X gp 
  (450 gp). 
  APL 4: L: X gp, C: X gp, M: X gp – Total: X gp 
  (650 gp). 
  APL 6: L: X gp, C: X gp, M: X gp – Total: X gp 
  (900 gp). 
  APL 8: L: X gp, C: X gp, M: X gp – Total: X gp 
  (1,300 gp). 
  APL 10: L: X gp, C: X gp, M: X gp – Total: X 
  gp (2,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  “Two Minutes in the CAGE!”: You were 
  victorious in your wrestling match and your name 
  is up on Brogan’s Hall’s Wall of Fame.  You gain a 
  +2 circumstance bonus to Intimidate checks in 
  situations where bragging about your victory 
  would come in handy.    
  Fortune 
  smiles 
  on 
  you!: 
  For 
  showing 
  compassion and letting Maya go to Sterich, 
  someone is watching your back.  For your next 3 
  adventures played, you get a +2 luck bonus on all 
  saving throws. □□□ 
  Favor of the Niole Dra Thieves’ Guild: You have 
  performed a valuable service for the Niole Dra 
  Thieves’ Guild.  In return, the Guild will provide 
  you with access (Frequency: Adventure) to one of 
  the following items (circle the item selected): 
  Bladeshimmer 
  (up 
  to 
  3 
  vials) 
  (Complete 
  Scoundrel), Panic Button (any one) (Complete 
  Scoundrel), 
  Stylus 
  of 
  the 
  Masterful 
  Hand 
  (Complete Adventurer).  
  Enmity of the Niole Dra Thieves’ Guild: For 
  thwarting the goals of the Niole Dra Thieves’ 
  Guild, you find yourself the subject of unflattering 
  rumors and innuendo.  For any adventure set 
  within Niole Dra, you take a -2 circumstance 
  penalty to all Charisma-based skill checks.   
  Favor of the Cryllor Merchants’ Alliance: You 
  may spend this favor to sell a single magic item for 
  ¾ of its normal price (instead of the standard ½) or 
  to purchase a single magic item that you have 
  access to for 20% less of its normal price. 
  Enmity of the Cryllor Merchants’ Alliance: The 
  Merchants’ Alliance uses its influence to blacklist 
  you.  For your next three adventures set in 
  Keoland, all items purchased cost 20% more than 
  normal price.□□□ 
  KEO7-03 To Catch A Thief 
   
  Page 25 
  
  Favor of the Cryllor Thieves’ Guild: You have 
  aided the Cryllor Thieves’ Guild.  In return, the 
  Guild will provide you with access (Frequency: 
  Adventure) to one of the following items or 
  upgrades immediately (circle the item selected): 
  Deadly Precision weapon upgrade (Miniatures 
  Handbook), Boots of Big Stepping (Miniatures 
  Handbook), Rod of Ropes (Complete Scoundrel). 
  Enmity of the Cryllor Thieves’ Guild: For taking 
  the side of the Merchant’s Alliance against the 
  Cryllor Thieves’ Guild, the Guild retaliates by 
  painting humiliating limericks about you on several 
  walls in the city. For any adventure set within 
  Cryllor, you take a -2 circumstance penalty to all 
  Charisma-based skill checks.   
  Influence with the Silent Ones: You have 
  performed a valuable service for the Silent Ones. 
  In exchange, the Silent Ones agree to provide 
  access to one of the following feats: Daunting 
  Presence (Miniatures Handbook), Sudden Silent 
  Spell (Complete Arcane), Sudden Still Spell 
  (Complete Arcane). 
  Influence with the Shadowdark: You have 
  performed a valuable service for the Shadowdark. 
  In exchange, the Shadowdark agree to tutor you, 
  providing access to the following Prestige Classes 
  from: Nightsong Enforcer (Complete Adventurer), 
  Nightsong 
  Infiltrator 
  (Complete 
  Adventurer), 
  Master of Masks (Complete Scoundrel).  
  Item Access 
  APL 2 and 4: 
  • 
  Flash pellet (Adventure; Complete Adventurer) 
  • 
  Quickfrost alchemical capsule (Adventure; 
  Complete Adventurer) 
  • 
   Triple weapon capsule retainer (Adventure; 
  Complete Adventurer) 
  APL 6 (all of APLs 2 to 4 plus the following): 
  • 
  Large 
  masterwork 
  two-bladed 
  sword 
  (Adventure, Player’s Handbook) 
  • 
  Mithril Buckler (Adventure, DMG) 
  APL 8 (all of APLs 2 to 6 plus the following): 
  • 
  Brooch of Shielding (Adventure, DMG) 
  • 
  Purple worm poison (Adventure, DMG) 
  • 
  Stone of Good Luck (Adventure; DMG) 
  APL 10 (all of APLs 2 to 8 plus the following): 
  • 
  Deathblade poison (Adventure; DMG) 
   
   
  KEO7-03 To Catch A Thief 
   
  Page 26 
  
  APPENDIX 1 – APL 2 
  ENCOUNTER 1 
   
   
   
   
  K ULL 
  CR  1 
  Male human (Suloise) Brb 1 
  N Medium Humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 12 (1 HD)  
  Fort +5, Ref +1, Will +1 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Unarmed +3 (1d3+2, 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Power Attack, Rage 
  Combat Gear None  
  Abilities Str 14, Dex 12, Con 16, Int 8, Wis 12, Cha 9  
  SQ Fast Movement 
  Feats Power Attack, Improved Unarmed Strike  
  Skills Climb +6, Intimidate +3, Jump +10, Swim +6 
  Possessions none  
   
  ENCOUNTER 4A 
   
   
   
   
  HALFLING  SNIPERS  (3) 
  CR  1 
  Male halfling Rog 1 
  N Small humanoid (halfling) 
  Init +7; Senses Listen +6, Spot +4 
  Languages Common, Halfling  
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +3 armor) 
  hp 6 (1 HD)  
  Fort +3, Ref +6, Will +1 
  Speed 20 ft. in masterwork studded leather armor (4 
  squares), base movement 20 ft.; 
  Melee masterwork short sword +2 (1d4 / 19-20, x2)  
  Ranged masterwork shortbow +5 (1d4 / 20, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4 
  Atk Options sneak attack +1d6 
  Combat Gear masterwork studded leather armor, 
  masterwork short sword, masterwork shortbow 
  Abilities Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 10  
  SQ Trapfinding 
  Feats Improved Initiative 
  Skills Bluff +4, Climb +6, Disguise +2, Escape Artist +5, 
  Hide +11, Listen +6, Move Silently +9, Spot +4, 
  Tumble +7 
  Possessions combat gear plus potion of cure light 
  wounds, potion of pass without trace 
   
  ENCOUNTER 4B 
   
   
   
   
  CARAVAN  GUARDS  (3) 
  CR  1 
  Male Human Ftr 1 
  LN Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 18, touch 10, flat-footed 18 
   (+6 armor, +2 shield) 
  hp 8 (1 HD)   
  Fort +4, Ref +1, Will +0 
  Speed 20 ft. in splint mail (4 squares), base movement 
  30 ft., mounted 50 ft.; 
  Melee masterwork longsword +5 (1d8+2, 19-20 / x2)  
  Ranged composite longbow +2 (1d8, 20 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Ride By Attack 
  Combat Gear Splintmail, heavy steel shield, mwk 
  longsword, composite longbow 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ None 
  Feats Mounted Combat, Ride by Attack, Weapon Focus 
  (longsword)  
  Skills Handle Animal +4, Intimidate +4, Ride +5 
  Possessions combat gear plus 50 gp  
   
  HEAVY  WARHORSE 
  CR  2 
  N Large Animal 
  Init +1; Senses Listen +5, Spot +4, low-light vision, 
  scent 
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +4 armor, +4 natural) 
  hp 31 (4 HD) 
  Fort +7, Ref +5, Will +2 
  Speed 50 ft. in chain shirt barding (10 squares); 
  Melee hoof +6 (1d6+4) or 2 hooves +6 (1d6+4) and bite 
  +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Combat Gear chain shirt barding 
  Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6  
  SQ Low-light vision, scent 
  Feats Endurance, Run  
  Skills Listen +5, Spot +4 
  Possessions none  
   
  ENCOUNTER 8 
   
   
   
   
  K E N K U  T H U G S  (2) 
  CR  3 
  Male Kenku Rgr1/Rog2 
  NE Medium Humanoid (Kenku) 
  Init +9; Senses Listen +7, Spot +7; low-light vision 
  Languages Common, Kenku  
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +3 armor, +1 shield) 
  hp 19 (3 HD)  
  Resist evasion 
  Fort +4, Ref +10, Will +1 
  KEO7-03 To Catch A Thief 
   
  Page 27 
  
  Speed 30 ft. in mwk studded leather armor (6 squares). 
  base movement 30 ft. 
  Melee mwk short sword +8 (1d6, 19-20 / x2) or claw +7 
  (1d3, 20/x3) or 2 claws +7 (1d3, 20/x3) 
  Ranged mwk shortbow +8 (1d6, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options sneak attack +1d6, great ally +4 to hit 
  when 
  flanking, 
  favored 
  enemy 
  (humans) 
  +2, 
  quickfrost weapon capsules +1d6 cold damage. 
  Combat Gear mwk studded leather armor, mwk buckler, 
  mwk short sword, mwk shortbow 
  Abilities Str 10, Dex 15 (19), Con 14, Int 13, Wis 12, 
  Cha 8  
  SQ wild empathy, evasion, favored enemy (humans) +2, 
  sneak attack +1d6, trapfinding, low-light vision, great 
  ally, mimicry 
  Feats Improved Initiative, TrackB, Weapon Finesse  
  Skills Bluff +4, Climb +5, Disguise +4, Escape Artist 
  +10, Hide +13, Listen +7, Move Silently +13, Spot +7, 
  Survival +4, Tumble +10 
  Possessions combat gear plus potion of cat’s grace, 
  potion of cure moderate wounds, thieves’ tools, 
  tanglefoot bag, thunderstone, triple weapon capsule 
  retainerCV, 3 quickfrost alchemical capsulesCV, 2 flash 
  pelletsCV, 165 gp.   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine.   
  KEO7-03 To Catch A Thief 
   
  Page 28 
  
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 1 
   
   
   
   
   
  G R E N S H 
  CR  3 
  Male half-orc Ftr3 
  N Medium Humanoid (half-orc) 
  Init +5; Senses Listen +0, Spot +0, Darkvision 60 ft.. 
  Languages Common, Orc  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 29 (3 HD)  
  Fort +6, Ref +2, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Unarmed +6 (1d3+3, 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Improved Grapple, Power Attack 
  Combat Gear None  
  Abilities Str 16, Dex 13, Con 16, Int 6, Wis 10, Cha 8  
  SQ Darkvision 60 ft. 
  Feats Improved Initiative, Improved Grapple, Improved 
  Unarmed Strike, Power Attack  
  Skills Intimidate +5 
  Possessions none  
  ENCOUNTER 4A 
   
   
   
   
  HALFLING  SNIPERS  (3) 
  CR  2 
  Male halfling Rog 1 / Scout 1 
  N Small humanoid (halfling) 
  Init +9; Senses Listen +7, Spot +5 
  Languages Common, Halfling  
  AC 24, touch 19, flat-footed 19 
   (+1 size, +5 Dex, +3 armor, +2 natural, +3 deflection) 
  hp 13 (2 HD)  
  Fort +3, Ref +10, Will +1 
  Speed 20 ft. in masterwork studded leather armor (4 
  squares), base movement 20 ft.; 
  Melee masterwork short sword +2 (1d4 / 19-20, x2)  
  Ranged masterwork shortbow +7 (1d4 / 20, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4 
  Atk Options sneak attack +1d6, skirmish +1d6 
  Combat Gear masterwork studded leather armor, 
  masterwork short sword, masterwork shortbow 
  Abilities Str 10, Dex 16 (20), Con 14, Int 10, Wis 10, 
  Cha 10  
  SQ Trapfinding 
  Feats Improved Initiative 
  Skills Bluff +4, Climb +6, Disguise +2, Escape Artist +5, 
  Hide +11, Listen +6, Move Silently +9, Spot +4, 
  Tumble +7 
  Possessions combat gear plus potion of barkskin +2, 
  potion of cat’s grace, potion of cure moderate 
  wounds, potion of shield of faith +3 
  Skirmish (Ex): A scout deals an extra 1d6 points of 
  damage on all attacks she makes during any round in 
  which she moves at least 10 feet.  
   
  ENCOUNTER 4B 
   
   
   
   
  CARAVAN  GUARDS  (3) 
  CR  2 
  Male Human Ftr 2 
  LN Medium Humanoid (Human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 19, touch 10, flat-footed 19 
   (+7 armor, +2 shield) 
  hp 18 (2 HD)   
  Fort +5, Ref +1, Will +0 
  Speed 20 ft. in half-plate (4 squares), base movement 
  30 ft., mounted 50 ft.; 
  Melee masterwork longsword +6 (1d8+2, 19-20 / x2)  
  Ranged mwk mighty [+2] composite longbow +4 
  (1d8+2, 20 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Ride By Attack, Spirited Charge mwk 
  longsword +8 (2d8+4, 19-20 / x2) 
  Combat Gear Splintmail, heavy steel shield, mwk 
  longsword, mwk mighty [+2] composite longbow 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ None 
  Feats Mounted Combat, Ride by Attack, Spirited 
  Charge, Weapon Focus (longsword)  
  Skills Handle Animal +5, Intimidate +5, Ride +8 
  Possessions combat gear plus 50 gp  
   
  HEAVY  WARHORSE 
  CR  2 
  N Large Animal 
  Init +1; Senses Listen +5, Spot +4, low-light vision, 
  scent 
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +4 armor, +4 natural) 
  hp 31 (4 HD) 
  Fort +7, Ref +5, Will +2 
  Speed 50 ft. in chain shirt barding (10 squares); 
  Melee hoof +6 (1d6+4) or 2 hooves +6 (1d6+4) and bite 
  +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +3; Grp +11 
  Combat Gear chain shirt barding 
  Abilities Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6  
  SQ Low-light vision, scent 
  Feats Endurance, Run  
  Skills Listen +5, Spot +4 
  Possessions none  
   
  KEO7-03 To Catch A Thief 
   
  Page 29 
  
   
  ENCOUNTER 8 
   
   
   
   
  K E N K U  T H U G S  (2) 
  CR  5 
  Male Kenku Rgr2/Rog3 
  NE Medium Humanoid (Kenku) 
  Init +9; Senses Listen +9, Spot +9; low-light vision 
  Languages Common, Kenku  
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 armor) 
  hp 33 (5 HD)  
  Resist evasion 
  Fort +6, Ref +11, Will +2 
  Speed 30 ft. in +1 studded leather armor (6 squares). 
  base movement 30 ft. 
  Melee mwk short sword +10 (1d6, 19-20 / x2) or claw +7 
  (1d3, 20/x3) or 2 short swords +8/+8 (1d6, 19-20 / x2) 
  or 2 claws +7 (1d3, 20/x3)   
  Ranged mwk shortbow +10 (1d6, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +2d6, great ally +4 to hit 
  when 
  flanking, 
  favored 
  enemy 
  (humans) 
  +2, 
  quickfrost weapon capsules +1d6 cold damage 
  Combat Gear +1 studded leather armor, 2 mwk short 
  swords, mwk shortbow 
  Abilities Str 10, Dex 17 (21), Con 14, Int 13, Wis 12, 
  Cha 8  
  SQ trap sense +1, wild empathy, evasion, favored 
  enemy (humans) +2, sneak attack +2d6, trapfinding, 
  low-light vision, great ally, mimicry 
  Feats Improved Initiative, TrackB, Weapon Finesse  
  Skills Bluff +4, Climb +5, Disguise +6, Escape Artist 
  +10, Hide +15, Listen +9, Move Silently +15, Spot +9, 
  Survival +7, Tumble +13 
  Possessions combat gear plus potion of cat’s grace, 
  potion of cure moderate wounds, potion of invisibility, 
  thieves’ tools, tanglefoot bag, thunderstone, 2 triple 
  weapon capsule retainerCV, 6 quickfrost alchemical 
  capsulesCV, 2 flash pelletsCV, 365 gp.   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine.   
   
   
   
   
  KEO7-03 To Catch A Thief 
   
  Page 30 
  
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  D ULAK 
  CR  5 
  Male hill dwarf Mnk5 
  LN Medium Humanoid (hill dwarf) 
  Init +5; Senses Listen +2, Spot +2, Darkvision 60 ft.. 
  Languages Common, Dwarf  
  AC 14, touch 14, flat-footed 13 
   (+1 Dex, +3 class) 
  hp 41 (5 HD)  
  Fort +7 (+9 vs. poison), Ref +5, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Unarmed +6 (1d8+3, 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +10 
  Atk Options Flurry of Blows (Unarmed +5/+5 (1d8+3, 
  20/x2)), Improved Grapple, Power Attack 
  Combat Gear None  
  Abilities Str 16, Dex 12, Con 16, Int 9, Wis 14, Cha 6  
  SQ evasion, Fast Movement, Still Mind, Ki Strike, Slow 
  Fall, Purity of Body, stability 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Grapple, Improved Unarmed Strike, Power Attack  
  Skills Balance +8, Escape Artist +7, Jump +10, Tumble 
  +11 
  Possessions none  
   
  ENCOUNTER 4A 
   
   
   
   
  HALFLING  SNIPERS  (3) 
  CR  3 
  Male halfling Rog 1 / Scout 2 
  N Small humanoid (halfling) 
  Init +6; Senses Listen +8, Spot +6 
  Languages Common, Halfling  
  AC 24, touch 19, flat-footed 19 
   (+1 size, +5 Dex, +3 armor, +2 natural, +3 deflection) 
  hp 25 (3 HD)  
  Fort +6, Ref +11, Will +1 
  Speed 20 ft. in masterwork studded leather armor (4 
  squares), base movement 20 ft.; 
  Melee masterwork short sword +3 (1d4 / 19-20, x2)  
  Ranged masterwork shortbow +8 (1d4 / 20, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -3 
  Atk Options sneak attack +1d6, skirmish +1d6, Point 
  Blank Shot, Rapid Shot (masterwork shortbow +6/+6 
  (1d4 / 20, x3)) 
  Combat Gear masterwork studded leather armor, 
  masterwork short sword, masterwork shortbow 
  Abilities Str 10, Dex 16 (20), Con 14 (18), Int 10, Wis 
  10, Cha 10  
  SQ Trapfinding, battle fortitude, uncanny dodge 
  Feats Point Blank Shot, Rapid Shot 
  Skills Bluff +4, Climb +6, Disguise +2, Escape Artist 
  +11, Hide +15, Listen +8, Move Silently +13, Spot +6, 
  Survival +2, Tumble +11 
  Possessions combat gear plus potion of barkskin +2, 
  potion of bear’s endurance, potion of cat’s grace, 
  potion of cure moderate wounds, potion of shield of 
  faith +3 
  Skirmish (Ex): A scout deals an extra 1d6 points of 
  damage on all attacks she makes during any round in 
  which she moves at least 10 feet.  
  Battle Fortitude (Ex): At 2nd level, a scout gains a +1 
  competence bonus on Fort saves and initiative 
  checks. 
  ENCOUNTER 4B 
   
   
   
   
  M AUG S  (3) 
  CR  3 
  LN Large Construct (Extraplanar) 
  Immune to mind affecting effects, poison, sleep, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  necromantic effects, any effect that requires a Fort 
  save unless it also works on objects, critical hits, 
  nonlethal damage, ability damage, ability drain, 
  energy drain or death from massive damage. 
  Resistances SR 14 
  Init +2; Senses Listen +7, Spot +7, darkvision 60 ft. 
  Languages Common, Draconic, Giant  
  AC 26, touch 10, flat-footed 25 
   (-1 size, +1 dex, +9 armor, +7 natural) 
  hp 51 (3 HD +30 hit points)   
  Fort +2, Ref +2, Will +0 
  Speed 40 ft. in mwk full plate (8 squares, can’t run) 
  Melee masterwork two-bladed sword +5/+5 (2d6+5, 19-
  20 / x2) or slam +6 (1d8+7, 20/x2) 
  Ranged none  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +1; Grp +10 
  Atk Options Pulverize 
  Combat Gear mwk full plate, mwk two-bladed sword 
  Abilities Str 20, Dex 15, Con -, Int 13, Wis 11, Cha 12  
  SQ construct traits, grafts, rapid repair, SR 14 
  Feats Alertness, Power Attack, Two-Weapon Fighting 
  Skills Craft (blacksmith) +6, Craft (stonemasonry) 
  +10*, Intimidate +6, Knowledge (architecture and 
  engineering) +10*, Listen +7, Profession (siege 
  engineer) +5, Profession (soldier) +5, Spot +7, 
  Survival +5 
  Possessions combat gear plus 50 gp 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 Negates).  
  This power can affect an object of up to 1,000 cubic feet 
  in volume (a 10-foot cube); if the object is larger, only a 
  10-foot cube of it is affected.  Unattended magical 
  objects do not receive a saving throw.  If a creature 
  KEO7-03 To Catch A Thief 
   
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  holds, wears or carries the object, the maug must 
  succeed on a melee touch attack.  This attack does not 
  provoke an attack of opportunity.  Many maug fighters 
  learn the Improved Sunder feat to use this power 
  against dangerous foes. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires it to make a Fortitude save unless it 
  also works on objects.  They are not subject to critical 
  hits, subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage.  A maug 
  can not heal itself but can be healed through repair.  It 
  cannot be raised or resurrected. A maug has darkvision 
  (60’ range) 
   
  Rapid Repair (Ex): A maug that rests for 1 full hour 
  repairs 1 point of damage so long as it has at least one 
  hit point.  Rapid Repair does not allow a maug to regrow 
  or reattach lost parts. 
   
  A character can assist a maug’s self repair with a 
  Craft (Stonemasonry) check (DC 15).  If the check is 
  successful the Maug repairs 2 hit points per hour of rest. 
   Providing assistance to the maug counts as light activity 
  for the assisting character, and a character can assist 
  only one maug at a time.  A maug can not assist its own 
  repair. 
   
  Grafts (Ex): When maugs are created on the plane 
  of Acheron, they are frequently equipped with special 
  grafts. These grafts are described in the Maug Grafts 
  section in Appendix 2 of Fiend Folio. A maug without 
  class levels can have up to 2,000 gp worth of maug 
  grafts. A maug with class levels can purchase additional 
  grafts with treasure it amasses. 
   
  Graft (Ex): Shoving Arm: A shoving arm is a 
  pistonlike stone appendage that ends in an upright, 
  flattened stone hand. It is attached to a creature’s torso 
  along with a stone “belt’ to secure it in place. The arm is 
  useless for most activities, but once per round as an 
  attack action it can be used to make a special shoving 
  attack against an opponent within 5 feet of the grafted 
  creature. The grafted creature makes an attack of 
  opportunity that does not provoke an attack of 
  opportunity. If it hits with the shoving arm, it and the 
  struck opponent make opposed strength checks as 
  though the grafted creature had made a bull rush attack. 
  In addition to normal bonuses, the grafted creature adds 
  a special +5 bonus on this roll. If the grafted creature 
  wins, the defender is pushed back 5 feet plus an 
  additional 1 foot per point by which the grafted creature 
  exceeded the defender’s result. The grafted creature 
  does not move with the shoved defender. 
  For purposes of shoving unattended objects, the 
  shoving arm has a Strength equal to 10 + the Strength 
  of the grafted creature. The shoving arm can push 
  creatures and objects in straight lines only. 
   
  Skills: Maugs receive skills as though they were 
  outsiders. *Due to their innate understanding on 
  machinery and engineering, maugs have a +4 racial 
  bonus 
  on 
  Craft 
  (stonemasonry) 
  and 
  Knowledge 
  (architecture and engineering) checks 
   
  ENCOUNTER 6C 
   
   
   
   
  AD V AN C E D  H U G E  S T O R M  E L E M E N T AL CR  9 
  N Huge Elemental (Air, Extraplanar) 
  Init +3; Senses Listen +13, Spot +14 
  Languages Auran  
  AC 18, touch 8, flat-footed 18 
   (-2 size, +10 natural) 
  hp 210 (20 HD)   
  Fort +12, Ref +12, Will +6 
  Speed 50 ft., fly 100 ft. (perfect); 
  Melee 2 slams +23 (2d6+10 plus 2d6 electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +33 
  Atk Options Power Attack, shock, thunder and lightning 
  Combat Gear none 
  Abilities Str 30, Dex 10, Con 22, Int 6, Wis 11, Cha 11  
  SQ Air mastery, DR 5/-, Darkvision 60 ft., electrical and 
  sonic healing, elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Hover, Improved 
  Initiative, Lightning Reflexes, Power Attack  
  Skills Listen +13, Spot +14 
  Possessions none 
   
  Air Mastery (Ex): Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm elemental.  
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 feet.   This attack deals 8d4 non-
  lethal electricity damage to living opponents (Fortitude 
  DC 24 for half).  The save DC is Con based.   
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.  The thunder 
  deals 8d6 sonic damage to all creatures within 60 feet of 
  the storm elemental.  A DC 24 Fortitude save halves this 
  damage.  The lightning is a 120 foot line that that deals 
  16d6 electricity damage.  A DC 24 Reflex save halves 
  this damage.  The save DCs are Con based.   
  Electrical and Sonic Healing (Su): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack (such as shocking grasp 
  or lightning bolt) or sonic attack (such as sound burst) 
  used against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would otherwise 
  deal.  The storm elemental cannot heal hit points by 
  attacking itself.  
    
   
  ENCOUNTER 8 
   
   
   
   
  K E N K U  T H U G S  (2) 
  CR  5 
  Male Kenku Rgr2/Rog3 
  NE Medium Humanoid (Kenku) 
  KEO7-03 To Catch A Thief 
   
  Page 32 
  
  Init +9; Senses Listen +9, Spot +9; low-light vision 
  AC 14, touch 14, flat-footed 11 
  Languages Common, Kenku  
   (+3 Dex, +1 armor, +1 shield) 
  hp 12 (3 HD)  
  AC 19, touch 15, flat-footed 14 
  Fort +4, Ref +3, Will +6 
   (+5 Dex, +4 armor) 
  hp 33 (5 HD)  
  Speed 30 ft.  
  Resist evasion 
  Melee short sword +0 (1d6-1, 19-20/x2) or claw +0 (1d3, 
  20/x3) or 2 claws +0 (1d3, 20/x3) 
  Fort +6, Ref +11, Will +2 
  Speed 30 ft. in +1 studded leather armor (6 squares). 
  base movement 30 ft. 
  Ranged shortbow +4 (1d6-1, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Melee mwk short sword +10 (1d6, 19-20 / x2) or claw +7 
  (1d3, 20/x3) or 2 short swords +8/+8 (1d6, 19-20 / x2) 
  or 2 claws +7 (1d3, 20/x3)   
  Base Atk +1; Grp +0 
  Atk Options +2 damage when flanking from Marshall’s 
  Aura 
  Ranged mwk shortbow +10 (1d6, 20/x3) 
  Combat Gear bracers of armor +1, mithril buckler, short 
  sword, shortbow 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Sorcerer Spells Known (CL 2nd): 
   1st (4/day) — hail of stoneSC, ray of enfeeblement (+4 
  ranged touch) 
  Atk Options sneak attack +2d6, great ally +4 to hit 
  when 
  flanking, 
  favored 
  enemy 
  (humans) 
  +2,  
  quickfrost weapon capsules +1d6 cold damage, +2 
  damage when flanking from Marshall’s Aura 
   0 (6/day) — acid splash, daze (DC 12), flare (DC12), 
  mage hand, message, read magic  
  Combat Gear +1 studded leather armor, 2 mwk short 
  swords, mwk shortbow 
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 14  
  SQ spell use, low-light vision, great ally, mimicry 
  Abilities Str 10, Dex 17 (21), Con 14, Int 13, Wis 12, 
  Cha 8  
  Feats Combat Casting, Improved Initiative, Skill Focus 
  (Diplomacy)B  
  Skills 
  Bluff 
  +6, 
  Concentration 
  +4 
  (+8 
  casting 
  defensively), Diplomacy +9, Intimidate +6, Knowledge 
  (arcana) +7, Knowledge (history) +5 
  SQ trap sense +1, wild empathy, evasion, favored 
  enemy (humans) +2, sneak attack +2d6, trapfinding, 
  low-light vision, great ally, mimicry 
  Feats 
  Improved 
  Initiative, 
  TrackB, 
  Two-Weapon 
  FightingB, Weapon Finesse  
  Possessions combat gear plus spell component pouch, 
  potion of invisibility and 250 gp. 
  Skills Bluff +4, Climb +5, Disguise +6, Escape Artist 
  +10, Hide +15, Listen +9, Move Silently +15, Spot +9, 
  Survival +7, Tumble +13 
   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Possessions combat gear plus potion of cat’s grace, 
  potion of cure moderate wounds, potion of invisibility, 
  thieves’ tools, tanglefoot bag, thunderstone, 2 triple 
  weapon capsule retainersCV, 6 quickfrost alchemical 
  capsulesCV, 2 flash pelletsCV, 365 gp.   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine. 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine. 
   
     
   
  K E N K U  S AV ANT 
  CR  3 
  Female Kenku Marshall 1 / Sor 2 
  NE Medium Humanoid (Kenku) 
  Init +7; Senses Listen +1, Spot +1; low-light vision 
  Aura Master of Tactics allies gain +2 to damage when 
  flanking 
  Languages Common, Kenku  
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  APPENDIX 4 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  N I BBLI NK 
  CR  7 
  Male gnome Mnk5/Drunken Master2 
  LN Medium Humanoid (gnome) 
  Init +2; Senses Listen +2, Spot +2, low-light vision 
  Languages Common, Gnome  
  AC 17, touch 17, flat-footed 14 
   (+1 size, +2 Dex, +3 class, +1 Dodge) 
  hp 52 (7 HD)  
  Fort +11, Ref +9, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Unarmed +6 (1d6+1, 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Atk Options Flurry of Blows (Unarmed +5/+5 (1d6+1, 
  20/x2)), Improved Grapple, Stunning Fist (DC 15), 
  Stagger 
  Combat Gear None  
  Abilities Str 12, Dex 14, Con 14, Int 10, Wis 14, Cha 9  
  SQ evasion, Fast Movement, Still Mind, Ki Strike, Slow 
  Fall, Purity of Body, Drink Like a Demon, Improvised 
  Weapon 
  Feats Combat Reflexes, Dodge, Great Fortitude, 
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike, 
  Stunning Fist 
  Skills Balance +9, Bluff +8, Jump +13, Sense Motive 
  +3, Tumble +14 
  Possessions none
  Drink Like A Demon (Ex): You can drink the equivalent 
  of a large tankard of ale as a move equivalent action. 
  Each drink consumed during combat reduces your 
  Int. & Wis by 2 points but increases your Str or Con 
  by 2 points (your choice). You can benefit from 2 
  drinks.  The duration of the drink's effects is 5 rounds. 
  Improvised Weapon (Ex): You can use nearby objects 
  as improvised weapons. Improvised weapon do the 
  same damage as your unarmed strike plus an extra 
  1d4 points.  Whenever you roll a natural 1 on an 
  attack roll with an improvised weapon, the weapon 
  breaks apart and becomes useless. 
  Stagger (Ex): By tripping, stumbling, and staggering 
  you can make a charge attack that surprises your 
  opponents.  The charge need not be in a straight   
  line, even though you can move up to twice your 
  speed.  When staggering, when you make a DC 15 
  Tumble check before beginning a charge, movement 
  through threatened squares provokes no attacks of 
  opportunity. 
   
  ENCOUNTER 4A 
   
   
   
   
  HALFLING  SNIPERS  (4) 
  CR  4 
  Male halfling Rog 1 / Scout 3 
  N Small humanoid (halfling) 
  Init +6; Senses Listen +9, Spot +7 
  Languages Common, Halfling  
  AC 27, touch 20, flat-footed 26 
   (+1 size, +5 Dex, +3 armor, +3 natural, +4 deflection, 
  +1 miscellaneous) 
  hp 34 (4 HD)  
  Fort +7, Ref +11, Will +2 
  Speed 30 ft. in masterwork studded leather armor (6 
  squares), base movement 20 ft. plus fast movement; 
  Melee masterwork short sword +4 (1d4 / 19-20, x2)  
  Ranged masterwork shortbow +9 (1d4 / 20, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +1d6, skirmish +1d6, Point 
  Blank Shot, Rapid Shot (masterwork shortbow +7/+7 
  (1d4 / 20, x3)) 
  Combat Gear masterwork studded leather armor, 
  masterwork short sword, masterwork shortbow 
  Abilities Str 10, Dex 17 (21), Con 14 (18), Int 10, Wis 
  10, Cha 10  
  SQ Trapfinding, battle fortitude, uncanny dodge, fast 
  movement +10 ft., trackless step  
  Feats Point Blank Shot, Rapid Shot 
  Skills Bluff +4, Climb +6, Disguise +2, Escape Artist 
  +12, Hide +16, Listen +9, Move Silently +14, Spot +7, 
  Survival +4, Tumble +12 
  Possessions combat gear plus potion of barkskin +3, 
  potion of bear’s endurance, potion of cat’s grace, 
  potion of cure moderate wounds, potion of shield of 
  faith +4 
  Skirmish (Ex): A scout deals an extra 1d6 points of 
  damage on all attacks she makes during any round in 
  which she moves at least 10 feet. At 3rd level, a scout 
  gains a +1 competence bonus to AC during any 
  round in which she moves at least 10 feet. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a +1 
  competence bonus on Fort saves and initiative 
  checks. 
  Fast Movement (Ex): Starting at 3rd level, a scout gains 
  a +10 ft. enhancement bonus to her base land speed. 
   
  ENCOUNTER 4B 
   
   
   
   
  M AUG  F I G H T E R S  (4) 
  CR  4 
  Large Construct Ftr 1 
  LN Large Construct (Extraplanar) 
  Immune to mind affecting effects, poison, sleep, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  necromantic effects, any effect that requires a Fort 
  save unless it also works on objects, critical hits, 
  nonlethal damage, ability damage, ability drain, 
  energy drain or death from massive damage. 
  Resistances SR 15 
  Init +2; Senses Listen +7, Spot +7, darkvision 60 ft. 
  Languages Common, Draconic, Giant  
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  AC 26, touch 10, flat-footed 25 
   (-1 size, +1 dex, +9 armor, +7 natural) 
  hp 51 (3 HD +30 hit points)   
  Fort +2, Ref +2, Will +0 
  Speed 40 ft. in +1 full plate (8 squares, can’t run) 
  Melee masterwork two-bladed sword +6/+6 (2d6+5, 19-
  20 / x2) or slam +7 (1d8+7, 20/x2) 
  Ranged none  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +2; Grp +11 
  Atk Options Power Attack, Pulverize 
  Combat Gear +1 full plate, mwk two-bladed sword 
  Abilities Str 21, Dex 15, Con -, Int 13, Wis 11, Cha 12  
  SQ construct traits, grafts, rapid repair, SR 15 
  Feats Alertness, Power Attack, Two-Weapon Fighting 
  Skills Craft (blacksmith) +7, Craft (stonemasonry) 
  +11*, Intimidate +7, Knowledge (architecture and 
  engineering) +10*, Listen +7, Profession (siege 
  engineer) +5, Profession (soldier) +5, Spot +7, 
  Survival +5 
  Possessions combat gear plus 50 gp 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 Negates).  
  This power can affect an object of up to 1,000 cubic feet 
  in volume (a 10-foot cube); if the object is larger, only a 
  10-foot cube of it is affected.  Unattended magical 
  objects do not receive a saving throw.  If a creature 
  holds, wears or carries the object, the maug must 
  succeed on a melee touch attack.  This attack does not 
  provoke an attack of opportunity.  Many maug fighters 
  learn the Improved Sunder feat to use this power 
  against dangerous foes. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires it to make a Fortitude save unless it 
  also works on objects.  They are not subject to critical 
  hits, subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage.  A maug 
  can not heal itself but can be healed through repair.  It 
  cannot be raised or resurrected. A maug has darkvision 
  (60’ range) 
   
  Rapid Repair (Ex): A maug that rests for 1 full hour 
  repairs 1 point of damage so long as it has at least one 
  hit point.  Rapid Repair does not allow a maug to regrow 
  or reattach lost parts. 
   
  A character can assist a maug’s self repair with a 
  Craft (Stonemasonry) check (DC 15).  If the check is 
  successful the Maug repairs 2 hit points per hour of rest. 
   Providing assistance to the maug counts as light activity 
  for the assisting character, and a character can assist 
  only one maug at a time.  A maug can not assist its own 
  repair. 
   
  Grafts (Ex): When maugs are created on the plane 
  of Acheron, they are frequently equipped with special 
  grafts. These grafts are described in the Maug Grafts 
  section in Appendix 2 of Fiend Folio. A maug without 
  class levels can have up to 2,000 gp worth of maug 
  grafts. A maug with class levels can purchase additional 
  grafts with treasure it amasses. 
   
  Graft (Ex): Shoving Arm: A shoving arm is a 
  pistonlike stone appendage that ends in an upright, 
  flattened stone hand. It is attached to a creature’s torso 
  along with a stone “belt’ to secure it in place. The arm is 
  useless for most activities, but once per round as an 
  attack action it can be used to make a special shoving 
  attack against an opponent within 5 feet of the grafted 
  creature. The grafted creature makes an attack of 
  opportunity that does not provoke an attack of 
  opportunity. If it hits with the shoving arm, it and the 
  struck opponent make opposed strength checks as 
  though the grafted creature had made a bull rush attack. 
  In addition to normal bonuses, the grafted creature adds 
  a special +5 bonus on this roll. If the grafted creature 
  wins, the defender is pushed back 5 feet plus an 
  additional 1 foot per point by which the grafted creature 
  exceeded the defender’s result. The grafted creature 
  does not move with the shoved defender. 
  For purposes of shoving unattended objects, the 
  shoving arm has a Strength equal to 10 + the Strength 
  of the grafted creature. The shoving arm can push 
  creatures and objects in straight lines only. 
   
  Skills: Maugs receive skills as though they were 
  outsiders. *Due to their innate understanding on 
  machinery and engineering, maugs have a +4 racial 
  bonus 
  on 
  Craft 
  (stonemasonry) 
  and 
  Knowledge 
  (architecture and engineering) checks. 
   
  ENCOUNTER 6C 
   
   
   
   
  AD V AN C E D  G R E ATE R  S T O R M  E L E M E N T AL CR  11 
  N Huge Elemental (Air, Extraplanar) 
  Init +4; Senses Listen +15, Spot +15 
  Languages Auran  
  AC 22, touch 8, flat-footed 22 
   (-2 size, +14 natural) 
  hp 241 (23 HD)   
  Fort +13, Ref +13, Will +7 
  Speed 50 ft., fly 100 ft. (perfect); 
  Melee 2 slams +24 (3d6+10 plus 2d6 electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +34 
  Atk Options Power Attack, shock, thunder and lightning 
  Combat Gear none 
  Abilities Str 32, Dex 11, Con 22, Int 8, Wis 11, Cha 11  
  SQ Air mastery, DR 10/-, Darkvision 60 ft., electrical and 
  sonic healing, elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Improved Initiative, Improved Natural Attack (slam), 
  Lightning Reflexes, Power Attack  
  Skills Listen +15, Spot +15 
  Possessions stone of good luck 
   
  Air Mastery (Ex): Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm elemental.  
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  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 feet.   This attack deals 10d4 non-
  lethal electricity damage to living opponents (Fortitude 
  DC 26 for half).  The save DC is Con based.   
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.  The thunder 
  deals 10d6 sonic damage to all creatures within 60 feet 
  of the storm elemental.  A DC 26 Fortitude save halves 
  this damage.  The lightning is a 120 foot line that that 
  deals 21d6 electricity damage.  A DC 26 Reflex save 
  halves this damage.  The save DCs are Con based.   
  Electrical and Sonic Healing (Su): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack (such as shocking grasp 
  or lightning bolt) or sonic attack (such as sound burst) 
  used against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would otherwise 
  deal.  The storm elemental cannot heal hit points by 
  attacking itself.  
  ENCOUNTER 8 
   
   
   
   
  K E N K U  AS S AS S I N S  (2) 
  CR  8 
  Male Kenku Rgr2/Rog3/Assassin 3 
  NE Medium Humanoid (Kenku) 
  Init +9; Senses Listen +9, Spot +9; low-light vision 
  Languages Common, Kenku  
  AC 20, touch 16, flat-footed 15 
   (+5 Dex, +4 armor, +1 deflection) 
  hp 51 (8 HD)  
  Resist evasion 
  Fort +7 (+8 vs. poison), Ref +15, Will +3 
  Speed 30 ft. in +1 studded leather armor (6 squares). 
  base movement 30 ft. 
  Melee mwk short sword +13/+8 (1d6, 19-20 / x2) or claw 
  +12/+7 (1d3, 20/x3) or 2 short swords +13/+13/+8/+8 
  (1d6, 19-20 / x2) or 2 claws +12/+12/+7/+7 (1d3, 
  20/x3)   
  Ranged mwk shortbow +13/+8 (1d6, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Atk Options sneak attack +4d6, death attack (DC 14), 
  great ally +4 to hit when flanking, favored enemy 
  (humans) +2, quickfrost weapon capsules +1d6 cold 
  damage, +3 damage when flanking from Marshall’s 
  Aura, purple worm poison (injury DC 24, 1d6 Str / 2d6 
  Str) 
  Combat Gear +1 studded leather armor, 2 mwk short 
  swords, mwk shortbow 
  Assassin Spells Known (CL 3rd): 
  2nd (1/day) — invisibility 
  1st (2/day) — true strike x2 
   
  Abilities Str 10, Dex 18 (22), Con 14, Int 13, Wis 12, 
  Cha 8  
  SQ trap sense +1, wild empathy, evasion, favored 
  enemy (humans) +2, sneak attack +4d6, trapfinding, 
  poison use, poison resistance, spell use, low-light 
  vision, great ally, mimicry 
  Feats Improved Initiative, Two-Weapon FightingB, 
  Improved Two-Weapon Fighting, TrackB, Weapon 
  Finesse  
  Skills Bluff +4, Climb +5, Disguise +6, Escape Artist 
  +11, Hide +16, Listen +9, Move Silently +16, Spot +9, 
  Survival +7, Tumble +14 
  Possessions combat gear plus brooch of shielding, ring 
  of protection +1, potion of cat’s grace, potion of cure 
  moderate wounds, potion of invisibility, thieves’ tools, 
  tanglefoot bag, thunderstone, 2 triple weapon capsule 
  retainersCV, 6 quickfrost alchemical capsulesCV, 2 
  flash pelletsCV, 2 applications purple worm poison 
  (injury DC 24, 1d6 Str / 2d6 Str), 365 gp.   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine. 
     
   
  K E N K U  S AV ANT 
  CR  6 
  Female Kenku Marshall 1 / Sor 5 
  NE Medium Humanoid (Kenku) 
  Init +7; Senses Listen +1, Spot +1; low-light vision 
  Aura Master of Tactics allies gain +2 to damage when 
  flanking 
  Languages Common, Kenku  
  AC 14, touch 14, flat-footed 11 
   (+3 Dex, +1 armor, +1 shield) 
  hp 21 (6 HD)  
  Fort +5, Ref +4, Will +7 
  Speed 30 ft.  
  Melee short sword +1 (1d6-1, 19-20/x2) or claw +1 (1d3, 
  20/x3) or 2 claws +1 (1d3, 20/x3) 
  Ranged shortbow +5 (1d6-1, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options +3 damage when flanking from Marshall’s 
  Aura 
  Combat Gear bracers of armor +1, mithril buckler, short 
  sword, shortbow 
  Sorcerer Spells Known (CL 5th): 
   2nd (4/day) — glitterdust (DC 15), scorching ray 
  (ranged touch +5) 
   1st (6/day) — grease (DC14), hail of stonesc, magic 
  missile, ray of enfeeblement (ranged touch +5) 
   0 (6/day) — acid splash, daze (DC 13), flare (DC 13), 
  mage hand, message, read magic  
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 17  
  SQ spell use, low-light vision, great ally, mimicry 
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  Feats Combat Casting, Improved Initiative, Skill Focus 
  (Diplomacy)B , Skill Focus (Concentration) 
  Skills Bluff +7, Concentration +12 (+16 casting 
  defensively), 
  Diplomacy 
  +10, 
  Intimidate 
  +7, 
  Knowledge (arcana) +9, Knowledge (history) +5, 
  Spellcraft +5 
  Possessions combat gear plus cloak of charisma +2, 
  spell component pouch, potion of invisibility, and 250 
  gp. 
   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine. 
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   APPENDIX 5 – APL 10 
   
  ENCOUNTER 1 
   
   
   
   
  R AND 
  CR  9 
  Male human (Bakluni) Brb4/Ex-Mnk2/Reaping Mauler3 
  CG Medium Humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common  
  AC 12, touch 12, flat-footed 12 
   (+2 Dex) 
  hp 84 (9 HD)  
  Fort +12, Ref +9, Will +5 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Unarmed +11/+6 (1d6+3, 19-20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +16 
  Atk Options Flurry of Blows (Unarmed +9/+9/+4 
  (1d6+3, 
  19-20/x2)), 
  Rage, 
  Improved 
  Grapple, 
  Stunning Fist (DC 14), Counter Grapple, Sleeper 
  Lock  
  Combat Gear None  
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 10  
  SQ Evasion, Fast Movement, Rage, Uncanny Dodge, 
  Trap Sense +1, Flurry of Blows, Adept Wrestling, 
  Counter Grapple, Sleeper Lock 
  Feats Combat Reflexes, Mobility, Improved Critical 
  (Unarmed Strike), Improved Initiative, Improved 
  Grapple, Improved Unarmed Strike, Stunning Fist, 
  Power Attack, Close Quarters Fighting, Clever 
  Wrestling 
  Skills Balance +9, Climb +8, Escape Artist +13, 
  Intimidate +10, Jump +14, Knowledge (religion) +5, 
  Swim +11, Tumble +9. 
  Possessions none.
  Adept Wrestling (Ex): When wearing light or no armor 
  you gain a +1 bonus on all grapple checks and all 
  opposed Dex & Str checks. 
  Counter Grapple (Ex): If you are wearing light or no 
  armor, when grappling or pinned you can attempt 
  either a grapple or Escape Artist check opposed by 
  your opponent's grapple check to free your self.  If 
  you fail this check, you can immediately attempt the 
  other check as a free action. 
  Sleeper Lock (Ex): If you pin an opponent while 
  grappling and maintain the pin for a full round, that 
  opponent must make a Fort save (DC 13) at the end 
  of the round or fall unconscious for 1d3 rounds.  
  Creatures with no discernible anatomy are immune. 
  ENCOUNTER 4A 
   
   
   
   
  HALFLING  SNIPERS  (4) 
  CR  6 
  Male halfling Rog 2 / Scout 4 
  N Small humanoid (halfling) 
  Init +10; Senses Listen +11, Spot +9 
  Languages Common, Halfling  
  AC 27, touch 20, flat-footed 26 
   (+1 size, +5 Dex, +3 armor, +3 natural, +4 deflection, 
  +1 miscellaneous) 
  Miss Chance 20% 
  hp 51 (6 HD)  
  Fort +7, Ref +13, Will +2 
  Speed 30 ft. in masterwork studded leather armor (6 
  squares), base movement 20 ft. plus fast movement; 
  Melee masterwork short sword +6 (1d4 / 19-20, x2)  
  Ranged +1 shortbow +11 (1d4+1 / 20, x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +0 
  Atk Options sneak attack +1d6, skirmish +1d6, Point 
  Blank Shot, Rapid Shot (masterwork shortbow +9/+9 
  (1d4+1 / 20, x3)) 
  Combat Gear masterwork studded leather armor, 
  masterwork short sword, +1 shortbow 
  Abilities Str 10, Dex 17 (21), Con 14 (18), Int 10, Wis 
  10, Cha 10  
  SQ Trapfinding, evasion, battle fortitude, uncanny 
  dodge, fast movement +10 ft., trackless step 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot 
  Skills Bluff +4, Climb +10, Disguise +2, Escape Artist 
  +14, Hide +18, Listen +11, Move Silently +16, Spot 
  +9, Survival +4, Tumble +14 
  Possessions combat gear plus potion of barkskin +3, 
  potion of bear’s endurance, potion of blur, potion of 
  cat’s grace, potion of cure moderate wounds, potion 
  of shield of faith +4 
  Skirmish (Ex): A scout deals an extra 1d6 points of 
  damage on all attacks she makes during any round in 
  which she moves at least 10 feet. At 3rd level, a scout 
  gains a +1 competence bonus to AC during any 
  round in which she moves at least 10 feet. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a +1 
  competence bonus on Fort saves and initiative 
  checks. 
  Fast Movement (Ex): Starting at 3rd level, a scout gains 
  a +10 ft. enhancement bonus to her base land speed. 
  ENCOUNTER 4B 
   
   
   
   
  M AUG  F I G H T E R S  (4) 
  CR  6 
  Large Construct Ftr 2 / Rgr1 
  LN Large Construct (Extraplanar) 
  Immune to mind affecting effects, poison, sleep, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  necromantic effects, any effect that requires a Fort 
  save unless it also works on objects, critical hits, 
  nonlethal damage, ability damage, ability drain, 
  energy drain or death from massive damage. 
  Resistances SR 18 
  Init +2; Senses Listen +11, Spot +11, darkvision 60 ft. 
  Languages Common, Draconic, Giant  
  AC 27, touch 11, flat-footed 25 
   (-1 size, +1 dex, +9 armor, +7 natural, +1 shield) 
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  hp 62 (6 HD +30 hit points)   
  Fort +4, Ref +4, Will +1 
  Speed 60 ft. in +1 full plate (12 squares, can’t run) 
  Melee masterwork two-bladed sword +8/+8 (2d6+5, 19-
  20 / x2) or slam +9 (1d8+7, 20/x2) 
  Ranged none  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +13 
  Atk Options Improved Bull Rush (+13, no AOO), Power 
  Attack, Pulverize, Favored Enemy +2 (humans), 
  Trample (4d8 damage) 
  Combat Gear +1 full plate, mwk two-bladed sword 
  Abilities Str 20, Dex 15, Con -, Int 13, Wis 12, Cha 12  
  SQ construct traits, grafts, rapid repair, SR 18, favored 
  enemy +2 (humans), wild empathy 
  Feats Alertnessb, Improved Bull Rush, Power Attack, 
  Trackb, Two-Weapon Fighting, Two-Weapon Defense 
  Skills Craft (blacksmith) +8, Craft (stonemasonry) 
  +12*, Intimidate +8, Knowledge (architecture and 
  engineering) +10*, Listen +11, Profession (siege 
  engineer) +6, Profession (soldier) +6, Spot +11, 
  Survival +7 
  Possessions combat gear plus 50 gp 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 Negates).  
  This power can affect an object of up to 1,000 cubic feet 
  in volume (a 10-foot cube); if the object is larger, only a 
  10-foot cube of it is affected.  Unattended magical 
  objects do not receive a saving throw.  If a creature 
  holds, wears or carries the object, the maug must 
  succeed on a melee touch attack.  This attack does not 
  provoke an attack of opportunity.  Many maug fighters 
  learn the Improved Sunder feat to use this power 
  against dangerous foes. 
  Construct Traits: Maugs are immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effect that 
  requires it to make a Fortitude save unless it also works 
  on objects.  They are not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  A maug can not heal itself 
  but can be healed through repair.  It cannot be raised or 
  resurrected. A maug has darkvision (60’ range) 
  Rapid Repair (Ex): A maug that rests for 1 full hour 
  repairs 1 point of damage so long as it has at least one 
  hit point.  Rapid Repair does not allow a maug to regrow 
  or reattach lost parts. 
   
  A character can assist a maug’s self repair with a 
  Craft (Stonemasonry) check (DC 15).  If the check is 
  successful the Maug repairs 2 hit points per hour of rest. 
   Providing assistance to the maug counts as light activity 
  for the assisting character, and a character can assist 
  only one maug at a time.  A maug can not assist its own 
  repair. 
  Grafts (Ex): When maugs are created on the plane of 
  Acheron, they are frequently equipped with special 
  grafts. These grafts are described in the Maug Grafts 
  section in Appendix 2 of Fiend Folio. A maug without 
  class levels can have up to 2,000 gp worth of maug 
  grafts. A maug with class levels can purchase additional 
  grafts with treasure it amasses. 
  Graft (Ex): Shoving Arm: A shoving arm is a pistonlike 
  stone appendage that ends in an upright, flattened stone 
  hand. It is attached to a creature’s torso along with a 
  stone “belt’ to secure it in place. The arm is useless for 
  most activities, but once per round as an attack action it 
  can be used to make a special shoving attack against 
  an opponent within 5 feet of the grafted creature. The 
  grafted creature makes an attack of opportunity that 
  does not provoke an attack of opportunity. If it hits with 
  the shoving arm, it and the struck opponent make 
  opposed strength checks as though the grafted creature 
  had made a bull rush attack. In addition to normal 
  bonuses, the grafted creature adds a special +5 bonus 
  on this roll. If the grafted creature wins, the defender is 
  pushed back 5 feet plus an additional 1 foot per point by 
  which the grafted creature exceeded the defender’s 
  result. The grafted creature does not move with the 
  shoved defender. 
  For purposes of shoving unattended objects, the 
  shoving arm has a Strength equal to 10 + the Strength 
  of the grafted creature. The shoving arm can push 
  creatures and objects in straight lines only. 
  Graft (Ex): Rollers: Six great stone cylinders beneath a 
  pyramid of rock, rollers replace the creatures legs and 
  feet.  Rollers add 20 feet to the grafted creature’s land 
  speed and give it the ability to trample foes, but the 
  grafted creature takes a -8 penalty on Climb, Ride and 
  Swim checks.  The grafted creature cannot run. 
   
  As a standard action during its turn each round, the 
  grafted creature can move up to its speed and run over 
  opponents at least one size category smaller than itself. 
  This attack deals bludgeoning damage based on the 
  creature’s size (see Table A2-3). A trampled opponent 
  can attempt either an attack of opportunity at a -4 
  penalty or a Reflex save (DC 10 +1/2 grafted creature’s 
  HD + grafted creature’s Str modifier) for half damage. 
  Skills: Maugs receive skills as though they were 
  outsiders. *Due to their innate understanding on 
  machinery and engineering, maugs have a +4 racial 
  bonus 
  on 
  Craft 
  (stonemasonry) 
  and 
  Knowledge 
  (architecture and engineering) checks. 
   
  ENCOUNTER 6A 
   
   
   
   
  SPELLWARPED  DRAGON  EEL   
  CR  13 
  NE Large Aberration (Augmented Dragon, Aquatic) 
  Init +5; Senses blindsense 30 ft., Darkvision 60 ft., low-
  light vision, keen scent; Listen +19, Spot +19 
  Languages Common, Aquatic, Draconic. 
  AC 30, touch 10, flat-footed 29 
   (-1 size, +1 Dex, +20 natural) 
  hp 199 (14 HD); DR 5/adamantine 
  Immune to magical sleep effects and paralysis 
  Resist varies, see below; SR 25; Spell absorption 
  KEO7-03 To Catch A Thief 
   
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  Fort +17, Ref +11, Will +11 
  Speed 20 ft., swim 60 ft.; 
  Melee +23 melee (4d8+15, Bite) or +23 melee 
  (4d8+15+2d6, Powerful Charge) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +16; Grp +28 
  Atk Options Cleave, Improved Bull Rush (+18), 
  Improved Sunder, Power Attack, Powerful Charge 
  Abilities Str 30, Dex 13, Con 25, Int 12, Wis 12, Cha 13  
  SQ 
  Blindsense 
  30 
  ft., 
  damage 
  reduction 
  5/adamantine, darkvision 60 ft, immunity to magic 
  sleep effects and paralysis, low-light vision, keen 
  scent 
  Feats Cleave, Improved Bull Rush, Improved Initiative, 
  Improved Sunder, Power Attack, Powerful ChargeB 
  Monster Manual III. 
  Skills Bluff +19, Hide +15, Listen +19, Sense Motive 
  +19, Spot +19, Swim +19 (+27 to perform special 
  action or avoid a hazard)  
  Possessions luckstone, 10 black opals 500 gp each.  
   
  Improved Grab (Ex): To use this ability, a dragon eel 
  must hit with its bite attack.  It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity.  If it wins the grapple check, it establishes a 
  hold and can attempt to swallow the foe the following 
  round (see below).  
  Swallow Whole (Ex): A dragon eel can try to swallow a 
  grabbed opponent of Medium or smaller size by making 
  a successful grapple check.  Once inside, the opponent 
  takes 1d8+8 points of crushing damage plus 8 points of 
  acid damage per round from the dragon eel’s gizzard.  A 
  swallowed creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of damage 
  to the gizzard (AC 17).  Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out.  A Large dragon 
  eel’s interior can hold 2 Medium, 8 Small, 32 Tiny, 128 
  Diminutive or 512 Fine opponents.   
  Blindsense (Ex): A dragon eel can locate creatures 
  underwater within 30 feet by non-visual means.  
  Opponents the dragon eel can’t actually see still have 
  total concealment against the dragon eel.  This ability 
  only works when the dragon eel is underwater.   
  Keen Scent (Ex): A dragon eel can notice creatures by 
  scent within 180 feet, and detect blood in the water up to 
  a mile away. 
  Spell Resistance (Ex): A spellwarped creature gains 
  SR equal to 11 plus its Hit Dice. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s SR, the creature 
  gains one of the following benefits, chosen at the time 
  that the spell resolves: 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 x the level of 
  the failed spell. 
   
  Resistance: 
  The 
  spellwarped 
  creature 
  gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
   
  ENCOUNTER 6C 
   
   
   
   
  AD V AN C E D  E L D E R  S T O R M  E L E M E N T AL CR  13 
  N Huge Elemental (Air, Extraplanar) 
  Init +4; Senses Listen +33, Spot +33 
  Languages Auran  
  AC 25, touch 10, flat-footed 23 
   (-2 size, +2 Dex, +15 natural) 
  hp 294 (28 HD)   
  Fort +14, Ref +18, Will +8 
  Speed 50 ft., fly 100 ft. (perfect); 
  Melee 2 slams +30 (3d6+11, 19-20/x2 plus 2d6 
  electricity) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +21; Grp +40 
  Atk Options Power Attack, shock, thunder and lightning 
  Combat Gear none 
  Abilities Str 32, Dex 14, Con 22, Int 10, Wis 11, Cha 
  11  
  SQ Air mastery, DR 10/-, Darkvision 60 ft., electrical and 
  sonic healing, elemental traits 
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Hover, Improved Critical (slam), Improved Initiative, 
  Improved Natural Attack (slam), Lightning Reflexes, 
  Power Attack  
  Skills Listen +33, Spot +33 
  Possessions stone of good luck 
   
  Air Mastery (Ex): Airborne creatures take a -1 penalty 
  on attack and damage rolls against a storm elemental.  
  Shock (Su): Once per round as a free action, a storm 
  elemental can deliver an electrical shock to a single 
  opponent within 10 feet.   This attack deals 12d4 non-
  lethal electricity damage to living opponents (Fortitude 
  DC 28 for half).  The save DC is Con based.   
  Thunder and Lightning (Su): Once per minute as a 
  full-round action, a storm elemental can emit a blast of 
  thunder coupled with a bolt of lightning.  The thunder 
  deals 12d6 sonic damage to all creatures within 60 feet 
  of the storm elemental.  A DC 28 Fortitude save halves 
  this damage.  The lightning is a 120 foot line that that 
  deals 24d6 electricity damage.  A DC 28 Reflex save 
  halves this damage.  The save DCs are Con based.   
  Electrical and Sonic Healing (Su): Storm elementals 
  take no damage from electricity and sonic attacks.  
  Instead, any electricity attack (such as shocking grasp 
  or lightning bolt) or sonic attack (such as sound burst) 
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  used against a storm elemental heals 1 point of damage 
  for every 3 points of damage the attack would otherwise 
  deal.  The storm elemental cannot heal hit points by 
  attacking itself.  
  ENCOUNTER 8 
   
   
   
   
  K E N K U  AS S AS S I N S  (2) 
  CR  10 
  Male Kenku Rgr2/Rog3/Assassin 5 
  NE Medium Humanoid (Kenku) 
  Init +10; Senses Listen +9, Spot +14; low-light vision 
  Languages Common, Kenku  
  AC 21, touch 17, flat-footed 21 
   (+5 Dex, +4 armor, +2 deflection) 
  hp 63 (+10 temporary hp) (10 HD)  
  Resist evasion 
  Fort +8 (+9 vs. poison), Ref +17, Will +4 
  Speed 30 ft. in +1 studded leather armor (6 squares). 
  base movement 30 ft. 
  Melee mwk short sword +14/+9 (1d6, 19-20 / x2) or claw 
  +13/+8 (1d3, 20/x3) or 2 short swords +14/+14/+9/+9 
  (1d6, 19-20 / x2) or 2 claws +13/+13/+8/+8 (1d3, 
  20/x3)   
  Ranged mwk shortbow +14/+9 (1d6, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Atk Options sneak attack +5d6, death attack (DC 16), 
  great ally +4 to hit when flanking, favored enemy 
  (humans) +2, quickfrost weapon capsules +1d6 cold 
  damage, +5 damage when flanking from Marshall’s 
  Aura, Deathblade poison (injury DC 20, 1d6 Con / 
  2d6 Con) 
  Combat Gear +1 studded leather armor, 2 mwk short 
  swords, mwk shortbow 
  Assassin Spells Known (CL 5th): 
  3rd  (2/day) — deep slumber, false life
  2nd (3/day) — alter self, invisibility, spider climb 
  1st (4/day) — disguise self, jump, true strike x2 
   
  Abilities Str 10, Dex 18 (22), Con 14, Int 13, Wis 12, 
  Cha 8  
  SQ trap sense +1, wild empathy, evasion, uncanny 
  dodge, favored enemy (humans) +2, sneak attack 
  +5d6, trapfinding, poison use, poison resistance, 
  spell use, low-light vision, great ally, mimicry 
  Feats Improved Initiative, Two-Weapon FightingB, 
  Improved Two-Weapon Fighting, TrackB, Weapon 
  Finesse  
  Skills Bluff +9, Climb +5, Disguise +6, Escape Artist 
  +11, Hide +21, Listen +9, Move Silently +21, Spot 
  +14, Survival +7, Tumble +19 
  Possessions combat gear plus brooch of shielding, 
  cloak of resistance +1, ring of protection +2, potion of 
  cat’s grace, potion of cure moderate wounds, potion 
  of 
  invisibility, 
  thieves’ 
  tools, 
  tanglefoot 
  bag, 
  thunderstone, 2 triple weapon capsule retainersCV, 6 
  quickfrost alchemical capsulesCV, 2 flash pelletsCV, 2 
  applications Deathblade poison (injury DC 20, 1d6 
  Con / 2d6 Con), 365 gp.   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine. 
   
  K E N K U  S AV ANT 
  CR  9 
  Female Kenku Marshall 1 / Sor 8 
  NE Medium Humanoid (Kenku) 
  Init +7; Senses Listen +1, Spot +1; low-light vision 
  Aura Master of Tactics allies gain +5 to damage when 
  flanking 
  Languages Common, Kenku  
  AC 14, touch 14, flat-footed 11 
   (+3 Dex, +1 armor, +1 shield) 
  hp 30 (9 HD)  
  Fort +6, Ref +5, Will +9 
  Speed 30 ft.  
  Melee short sword +3 (1d6-1, 19-20/x2) or claw +3 (1d3, 
  20/x3) or 2 claws +3 (1d3, 20/x3) 
  Ranged shortbow +7 (1d6-1, 20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options +5 damage when flanking from Marshall’s 
  Aura 
  Combat Gear bracers of armor +1, mithril buckler, short 
  sword, shortbow 
  Sorcerer Spells Known (CL 8th): 
   4th (3/day) — dimension door 
   3rd (5/day) — fireball (DC 18), haste  
   2nd (6/day) — glitterdust (DC 17), invisibility, 
  scorching ray (+7 ranged touch) 
   1st (6/day) — color spray (DC 16), grease (DC 16), 
  hail of stonesc, magic missile, ray of enfeeblement 
  (+7 ranged touch) 
   0 (6/day) — acid splash, daze (DC 15), detect magic, 
  flare (DC 15), mage hand, message, touch of 
  fatigue, read magic  
  Abilities Str 8, Dex 16, Con 10, Int 13, Wis 12, Cha 20  
  SQ spell use, low-light vision, great ally, mimicry 
  Feats Combat Casting, Improved Initiative, Skill Focus 
  (Diplomacy)B, Skill Focus (Concentration), Empower 
  Spell 
  Skills Bluff +9, Concentration +15 (+19 casting 
  defensively), 
  Diplomacy 
  +12, 
  Intimidate 
  +9, 
  Knowledge (arcana) +12, Knowledge (history) +5, 
  Spellcraft +8 
  Possessions combat gear plus cloak of charisma +4, 
  spell component pouch, potion of invisibility, and 250 
  gp. 
   
  Great Ally (Ex): Kenku work exceptionally well with their 
  allies.  When successfully aided on a skill check or 
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  attack roll by an ally, or when aiding another, a kenku 
  applies or gains a +3 bonus on its check or attack roll 
  (instead of the normal +2 bonus).  Furthermore, a kenku 
  gains a +4 bonus on attack rolls against an opponent 
  flanked by an ally (instead of the normal +2 bonus). 
  Mimicry (Ex): A kenku can perfectly mimic familiar 
  sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally 
  speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the 
  voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not 
  genuine. 
   
   
   
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  APPENDIX 6 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  E LLI NKA 
  CR  12 
  Female Human (Suel) Rog10/Shadowdancer2 
  LN Medium Humanoid (human) 
  Init +8; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suel, Keoish  
  AC 19, touch 14, flat-footed 19 
   (+4 Dex, +5 armor) 
  Miss Chance  
  hp 75 (12 HD)  
  Evasion 
  Fort +5, Ref +14, Will +3 
  Speed 40 ft. in +2 slick studded leather armor (6 
  squares), base movement 30 ft.; 
  Melee +1 rapier +13/+8 (1d6+1, 18-20/x2)  
  Ranged none  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Atk Options combat reflexes, sneak attack +5d6 
  Special Actions hide in plain sight 
  Combat Gear +2 slick studded leather armor, +1 rapier 
  Abilities Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 14  
  SQ Uncanny Dodge (Ex), Improved Uncanny Dodge 
  (Ex), Trap Sense +3 (Ex); Evasion (Ex); Trapfinding 
  (Ex); Slippery Mind (Ex), Hide In Plain Sight (Su); 
  Darkvision (Su) 
  Feats Combat Reflexes, Dodge, Mobility, Improved 
  Initiative, Persuasion, Weapon Finesse.  
  Skills Appraise +3, Balance +11, Bluff +49, Diplomacy 
  +21, Disguise +29, Escape Artist +24, Gather 
  Information +15, Hide +19, Jump +12, Move Silently 
  +15, Perform (dance) +7, Search +14, Sense Motive 
  +13, Tumble +21.
  Possessions combat gear plus hat of disguise, gloves 
  of dexterity +2, amulet of health +2, boots of striding 
  and springing, potion of glibness, disguise kit. 
  Description:  Ellinka is a stunning young woman with 
  light blond hair and green eyes. 
   
   
  Uncanny Dodge (Ex): You retain your Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
   
  Improved Uncanny Dodge (Ex): You can no 
  longer be flanked, except by a level 16 rogue. 
   
  Trap Sense (Ex): +3 to Reflex saves and AC 
  against traps. 
   
  Evasion (Ex): On a successful Reflex save against 
  a magical attack, you take no damage. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are flanking 
  them, you inflict an extra 5d6 damage.  Ranged attacks 
  must be within 30 feet to gain this, and this extra 
  damage is not increased on a critical hit. Creatures that 
  are immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
  Trapfinding (Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
  Hide in Plain Sight (Su): As long as there are 
  shadows within 10 feet (not including your own), you can 
  hide without actually having something to hide behind.  
   
  Darkvision (Su): You are permanently under the 
  effect of a darkvision spell. 
  ENCOUNTER 7 
   
   
   
   
  M AY A V E R S P U C C I 
  CR  4 
  Female Human (Oerdian) Rog4 
  N Medium Humanoid (human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common, Keoish, Ancient Suloise.  
  AC 16, touch 13, flat-footed 16 
   (+2 Dex, +3 armor, +1 deflection) 
  hp 21 (4 HD)  
  Evasion 
  Fort +2, Ref +6, Will +0 
  Speed 30 ft. in masterwork studded leather armor (6 
  squares), base movement 30 ft.; 
  Melee masterwork rapier +3 (1d6-1, 18-20/x2)  
  Ranged none  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options sneak attack +2d6 
  Special Actions none  
  Combat Gear Masterwork rapier, masterwork studded 
  leather armor. 
  Abilities Str 8, Dex 15, Con 12, Int 14, Wis 8, Cha 14  
  SQ Uncanny Dodge (Ex), Trap Sense +1 (Ex); Evasion 
  (Ex); Trapfinding (Ex). 
  Feats Improved Initiative, Negotiator, Persuasive. 
  Skills Appraise +9, Balance +9, Bluff +11, Climb +6, 
  Decipher Script +9, Disguise +9, Forgery +9, Gather 
  Information +9, Listen +6, Search +9, Spot +6. 
  Possessions combat gear plus +1 ring of protection. 
  Description Maya is an attractive, slim Oerdian woman 
  with dark hair and eyes. 
   
   
  Uncanny Dodge (Ex): You retain your Dexterity 
  bonus to AC even if flatfooted or struck by an invisible 
  attacker. 
   
  Trap Sense (Ex): +1 to Reflex saves and AC 
  against traps. 
   
  Evasion (Ex): On a successful Reflex save against 
  a magical attack, you take no damage. 
   
  Sneak Attack: Any time someone you attack is 
  denied their Dexterity bonus to AC, or you are flanking 
  them, you inflict an extra 2d6 damage.  Ranged attacks 
  must be within 30 feet to gain this, and this extra 
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  damage is not increased on a critical hit. Creatures that 
  are immune to critical hits ignore this damage, as do 
  creatures with concealment. 
   
  Trapfinding (Ex): You can use the Search skill to 
  locate traps when the task has a DC higher than 20. 
  You can use the Disable Device skill to disarm magic 
  traps. 
   
   
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  DM AID: MAP #1 – ENCOUNTER 1 (ACTUAL SIZE) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  DM AID: MAP #2 – ENCOUNTER 4A AND 4B 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 – HALFLING SNIPERS                           PCS START HERE^ 
   
  2 - GUARDS 
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  DM AID: MAP #3 – ENCOUNTER 6A (ACTUAL SIZE) 
   
   
   
   
   
   
   
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  DM AID: MAP #4 – ENCOUNTER 6B 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 – ORCS 
  2 – OGRES 
  3 – HILL GIANT / HILL GIANT WEREBOAR  
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  DM AID: MAP #5 – ENCOUNTER 8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 – HELENA 
  2 – Kenku Thug/Assassin 
  3 – Kenku Savant 
  4 – Invisible Stalker 
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  DM AID: NEW RULES 
  NEW CLASS 
  Marshall (Miniatures Handbook) 
  Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced 
  sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers 
  and situations. Sometimes the circumstances demand a marshal. 
  Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, 
  dangerous battlefields, and haunted catacombs along with those under their command. With a look, they 
  can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A 
  marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), 
  and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out. 
  Adventures: Whether leading troops or a company of adventurers, marshals accept commissions in 
  return for their service. Once a commission is accepted, most marshals feel honor-bound to see the 
  contract through to its end. If the choice is between honoring the commission and the survival of his 
  company, though, many a marshal will break the commission and lead his forces to a new patron in 
  distant lands. 
  Characteristics: Trained in the basics of fighting, marshals possess a general knowledge of weapons 
  and armor. Their real strength is their ability to lead those who follow them to success they might not 
  otherwise reach in combat. Marshals make passable warriors themselves, when personal danger finds 
  them. 
  Alignment: Marshals may be of any alignment. Good-aligned marshals are often crusading leaders who 
  seek out and fight evil. Lawful-aligned marshals accept commissions from people who face invasion by 
  foreign aggressors. Chaotic-aligned marshals lead mercenaries to wherever the pay is best. Evil-aligned 
  marshals tend to lead forces of foreign aggressors set on invasion and plunder. 
  Religion: Marshals often worship Heironeous (god of valor) or Kord (god of strength). Some worship St. 
  Cuthbert (god of retribution), Hextor (god of tyranny), or Erythnul (god of slaughter). 
  Background: Marshals come to their profession through study and desire. Most have had formal training 
  in a noble's army, where they were given positions of authority. Others have trained in formal academies, 
  preparing themselves for careers as military officers. Marshals see others of their class as part of a 
  special group, especially those they have studied with. Even enemy marshals can be afforded some 
  respect, though the enemy's forces must be crushed all the same. 
  Races: Human marshals often follow in the footsteps of their parents, who served as officers in earlier 
  wars, conflicts, or mercenary companies. Dwarf marshals are trained to lead strike teams that protect the 
  underground dwarven kingdoms. Elf marshals rarely enroll in military academies, though half-elves often 
  do. Half-orc marshals fight an uphill battle in trying to garner respect in mixed-race units. 
  Among the brutal humanoids, few manage to enroll in the academies where the elite skills of command 
  are taught. 
  Other Classes: The marshal relies on the other classes in all ways -- it is his job to support a team, 
  magnifying the strengths of each member for success in battles or forays into dangerous cavern 
  complexes. 
  Role: In most adventuring parties, the marshal serves as the lead tactician, while his comrades support 
  him with spells, ranged attacks, and other effects. However, once a plan is in motion, most marshals 
  enter the melee to assure victory. 
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  Game Rule Information 
  Marshals have the following game statistics. 
  Abilities: Charisma is especially important for marshals because it improves their standing with those 
  they lead, as well as permitting them to magnify the efforts of the group. Constitution is important for a 
  marshal's staying power. Intelligence is important for the many skills required by marshals to complete 
  their commissions. 
  Alignment: Any. 
  Hit Die: d8. 
  Class Skills 
  The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive 
  (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str). 
  Skill Points at 1st Level: (4 + Int modifier)x4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the marshal. 
  Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all 
  types of armor (heavy, medium, and light), and with shields (except tower shields). 
  Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 
  2nd level) one major aura at a time. 
  Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the marshal 
  uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can 
  have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even 
  before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do 
  their best. 
  Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear 
  the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or understood by his allies. 
  A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains 
  access to new auras, as indicated on Table 1-5: The Marshal. 
  All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other. 
  Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. 
  • 
  Accurate Strike: Bonus on rolls made to confirm critical hits.  
  • 
  Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.  
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  • 
  Demand Fortitude: Bonus on Fortitude saves.  
  • 
  Determined Caster: Bonus on rolls to overcome spell resistance.  
  • 
  Force of Will: Bonus on Will saves.  
  • 
  Master of Opportunity: Bonus to Armor Class against attacks of opportunity.  
  • 
  Master of Tactics: Bonus on damage rolls when flanking.  
  • 
  Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.  
  • 
  Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.  
  • 
  Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.  
  • 
  Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.  
  • 
  Motivate Strength: Bonus on Strength checks and Strength-based skill checks.  
  • 
  Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.  
  • 
  Over the Top: Bonus on damage rolls when charging.  
  • 
  Watchful Eye: Bonus on Reflex saves.  
  Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A 
  major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level. 
  • 
  Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the 
  aura provides. For example, if the marshal is 10th level, everyone affected gains DR 2/-.  
  • 
  Motivate Ardor: Bonus on damage rolls.  
  • 
  Motivate Attack: Bonus on melee attack rolls.  
  • 
  Motivate Care: Bonus to Armor Class.  
  • 
  Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the 
  amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major 
  aura) add 10 feet to their base land speed.  
  • 
  Resilient Troops: Bonus on all saves.  
  • 
  Steady Hand: Bonus on ranged attack rolls.  
  Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. 
  If the marshal already has the feat, he can choose a different one. 
  Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act 
  immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his 
  allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action 
  immediately, acting in their current initiative order. This extra action does not affect the allies' initiative 
  count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an 
  ally whose initiative count immediately follows the marshal's may get an extra move action from the 
  marshal, followed directly by a full round worth of actions on the ally's turn.) 
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  At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The 
  frequency increases to three times per day at 12th level, four times per day at 16th level, and five times 
  per day at 20th level. 
  A character can take only one extra move action per round. (In other words, two marshals can't use this 
  ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost. 
  Table 1-5: The Marshal 
  Auras Known 
  Level 
  BaseAttack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save Special 
  Minor 
  Major 
  1st 
  +0 
  +2 
  +0 
  +2 
  Skill Focus (Diplomacy), minor aura 
  1 
  0 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Major aura +1 
  1 
  1 
  3rd 
  +2 
  +3 
  +1 
  +3 
  - 
  2 
  1 
  4th 
  +3 
  +4 
  +1 
  +4 
  Grant move action 1/day 
  2 
  1 
  5th 
  +3 
  +4 
  +1 
  +4 
  - 
  3 
  2 
  6th 
  +4 
  +5 
  +2 
  +5 
  - 
  3 
  2 
  7th 
  +5 
  +5 
  +2 
  +5 
  Major aura +2 
  4 
  2 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Grant move action 2/day 
  4 
  2 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  - 
  5 
  3 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  - 
  5 
  3 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  - 
  5 
  3 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Grant move action 3/day 
  6 
  3 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  - 
  6 
  3 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Major aura +3 
  6 
  4 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  - 
  7 
  4 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 Grant move action 4/day 
  7 
  4 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 - 
  7 
  4 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 - 
  7 
  4 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 - 
  8 
  4 
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 Grant move action 5/day, major aura +4 
  8 
  5 
   
   
  NEW PRESTIGE CLASSES 
  Drunken Master (Complete Warrior) 
   
  Martial Arts students face a bewildering array of martial arts school, each with its own adherents and 
  detractors. However, few schools are as unusual – or ass controversial – as drunken boxing. By weaving 
  and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, 
  lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken 
  masters can perform truly prodigious feats of strength and bravery. 
  This ability garners a drunken master little respect among adherents of other martial arts schools, 
  because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours 
  after a fight, and they are often found half-asleep in taverns, mumbling incoherently. This flies in the face 
  of other schools’ ascetic principles. Members of rival schools must be wary – they never know when the 
  tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master. 
  Monks form the backbone of the drunken boxing school. A Monk loses some face with his original 
  school or monastery for becoming a drunken master, but a brilliant display of drunken fighting can 
  sometimes silence critics in one’s former school. Members of other classes become drunken masters 
  only rarely, although students often tell the tale of a barbarian from the north who became a phenomenal 
  drunken master. 
  Prospective students are studied at a distance by other drunken masters, then treated to a display of 
  the power of drunken boxing. If the student expresses enthusiasm for learning the new techniques, a 
  group of drunken masters takes him or her from tavern to tavern, getting rip-roaring drunk, causing 
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  trouble, and passing along the first secrets of the technique. Those who survive the revelry are welcomes 
  as new drunken masters. 
  NPC drunken masters are often found in taverns and bars. They rarely pick fights there, but are quick 
  to come to the aid of someone overmatched in a tavern brawl. Most keep a low profile, although some 
  are famous – or infamous – for the deeds they have preformed while under the influence. 
  Hit Die: d8 
  Requirements 
  To qualify to become a drunken master, a character must fulfill all the following criteria. 
  Skills: Tumble 8 ranks. 
  Feats: Dodge, Great Fortitude, Improved Unarmed Strike (or the monk’s unarmed strike ability). 
  Special: Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and 
  survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily 
  embarrassed. 
  Class Skills 
  The drunken master’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), 
  Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). 
   Skill Points at Each Level: 4 + Int modifier 
   
  1st 
  +0 
  +2 
  +2 
  +0 
  Drink like a demon, improvised weapons 
  2nd
  +1 
  +3 
  +3 
  +0 
  Stagger 
  3rd
  +2 
  +3 
  +3 
  +1 
  Swaying Waist 
  4th
  +3 
  +4 
  +4 
  +1 
  AC bonus +1, improved improvised weapons 
  5th
  +3 
  +4 
  +4 
  +1 
  Greater improvised weapons 
  6th
  +4 
  +5 
  +5 
  +2 
  Improved Feint 
  7th
  +5 
  +5 
  +5 
  +2 
  Improved Grapple 
  8th
  +6 
  +6 
  +6 
  +2 
  For medicinal purposes 
  9th
  +6 
  +6 
  +6 
  +3 
  AC bonus +2, corkscrew rush, superior improvised weapons 
  10th
  +7 
  +7 
  +7 
  +3 
  Breath of flame 
   
  Class Features 
  All of the following are class features of the drunken master prestige class. 
  Weapon and Armor Proficiency: Drunken masters gain no proficiency with any weapon or armor. 
  Drink like a Demon (Ex): A drunken master’s body handles alcohol differently from other people. He 
  can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a 
  move action. Every bottle or tankard he consumes during combat reduces his Wisdom and Intelligence 
  by 2 points, but increases his Strength or Constitution (character’s choice) by 2 points. A drunken master 
  may benefit from a number of drinks equal to his class level. The duration of both the penalty and the 
  bonus is a number of rounds equal to the character’s drunken master level +3. 
  Improvised Weapons (Ex): While bottles and tankards are drunken master’s preferred improvised 
  weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A 
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  drunken master’s improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 
  points. Most improvised weapons deal bludgeoning damage, although some (a broken bottle glass for 
  example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack 
  roll while using an improvised weapon, that weapon break apart and becomes useless. 
  Stagger (Ex): By tripping, stumbling and staggering, a drunken master of 2nd level or higher can make 
  a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge 
  need not be in a straight line, even though the character can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 Tumble check before beginning a charge, his movement through 
  threatened squares provokes no attacks of opportunity. 
  Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack, 
  making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one 
  opponent he chooses during his turn. 
  AC bonus (Ex): At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves 
  to +2 at 9th level. 
  Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long 
  improvised weapons (such as ladders) as reach weapons according to their length, and improvised 
  weapons with many protrusions (such as tables) provide a +2 bonus on opponents’ disarm attempts. 
  Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised 
  tower shields. 
  Greater Improvised Weapons (Ex): At 5th level and higher, a drunken master wielding an improvised 
  weapon deals an extra 1d8 points of damage instead of 1d4.  
  Improved Feint (Ex): A drunken master who attains 6th level gains the Improved Feint feat as a bonus 
  feat even if he does not meet the prerequisites. 
  Improved Grapple (Ex): A drunken master who attains 7th level gains the Improved Grapple as a 
  bonus feat even if he does not meet the prerequisites. 
  For Medicinal Purposes (Sp): At 8th level, a drunken master gains the ability to convert a single 
  alcoholic drink he had ingested into a single potion of cure moderate wounds, as if he had just drunk a 
  dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (See 
  Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability 
  scores change (+2 to Intelligence and Wisdom, -2 to Strength or Constitution) as if the duration of the 
  alcohol’s effect had expired. This ability can be used up to three times per day. It is a standard action that 
  does not provoke an attack of opportunity. 
  Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, leaping 
  forward and twisting his body in midair as he attempts to head butt his opponent. When making a charge 
  attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of 
  opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save 
  (DC 10 + the drunken master’s class level + the drunken master’s Wis modifier). However, if the bull rush 
  attempt fails, the drunken master lands prone in front of the opponent. 
  Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an 
  improvised weapon deals an extra 1d12 points of damage instead of 1d8. 
  Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within is body and 
  spew it forth from his mouth as a free action. This breath of flame deals 3d12points of fire damage to all 
  within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + drunken master’s 
  class level + the drunken master’s Con modifier). Each time a drunken master uses breath of flame, it 
  consumes one drink’s worth of alcohol from within his body, lessening the penalty to his Wisdom and 
  Intelligence scores and reducing the bonus to his Strength and Constitution score (character’s choice). 
  Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk. 
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  Reaping Mauler (Complete Warrior) 
  Truly wise adventurers are always wary of unarmed opponents, for such adversaries are usually more 
  than they seem. Such an opponent might even be a reaping mauler – the worst nightmare of a character 
  who depends on weapon skills to win.  Anyone who dares to wield a weapon against a reaping mauler 
  had better make use of it quickly, because the opportunity won’t last for long. 
   
  Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. 
   Grapplers of the highest 
  order, they wear nothing 
  heavier than light armor 
  in combat to maximize 
  their flexibility, and they 
  use 
  no 
  weapons 
  to 
  achieve their gruesome 
  victories, for they prefer 
  the 
  intimacy 
  of 
  a 
  barehanded 
  kill. 
   
  A 
  reaping mauler wants to 
  be close enough to taunt 
  his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair 
  creep over its face when the opponent realizes just how useless its weapons are during a grapple. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +1 
  +2 
  +2 
  +0 
  Improved Grapple, Mobility 
  2nd
  +2 
  +3 
  +3 
  +0 
  Adept wrestling +1 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Counter grapple, sleeper lock 
  4th
  +4 
  +4 
  +4 
  +1 
  Adept wrestling +2 
  5th
  +5 
  +4 
  +4 
  +1 
  Devastating grapple 
   
  Most of those attracted to the reaping mauler prestige class are fighters, but it is not uncommon for 
  barbarians or rangers to embrace this path. Monks have natural ability in this direction, but the class 
  sometimes feels too chaotic for such a character. Paladins and clerics have also been known to dabble in 
  this prestige class, treating the combat style as both good, hearty sport and a means to render opponents 
  unconscious without killing them. Druids sometimes become reaping maulers to enhance their ability to 
  tame animals by hand, and even rogues occasionally adopt the class. Bards, sorcerers, and wizards 
  usually lack the physical strength to be good candidates for the class, but they respect reaping maulers 
  for their obvious spell-disrupting abilities. 
   
  NPC reaping maulers are burly, rowdy individuals who carry themselves with an air of invulnerability. 
  When it comes to the simple pleasures of life – drink and food – they believe the world exists for their 
  convenience. In a reaping mauler’s mind, there is no problem that can’t be solved with brawn. If 
  something can be taken by force, he feels that it must naturally belong to him, and rarely does anyone 
  oppose this concept. 
  Hit Die:  d10 
  Table 2-30:  The Reaping Mauler 
  Requirements 
  To qualify to become a reaping mauler, a character must fulfill all the following criteria. 
  Base Attack Bonus:  +5. 
  Skills:  Escape Artist 5 ranks, Tumble 5 ranks. 
  Feats:  Clever Wrestling, Improved Unarmed Strike. 
  Special:  The candidate must have defeated at least three opponents one size category larger than 
  himself with his bare hands. 
  Class Skills 
  The reaping mauler’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape 
  Artist (Dex), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Swim (Str), and Tumble 
  (Dex). 
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  Skill Points at Each Level:  2 + Int modifier. 
  Class Features 
  All of the following are class features of the reaping mauler prestige class. 
  Weapon and Armor Proficiency:  Reaping maulers gain no proficiency with any weapon or armor. 
  Improved Grapple (Ex):  When wearing light armor or no armor, a reaping mauler gains the benefit of 
  the Improved Grapple feat, even if he does not meet the prerequisites. 
  Mobility (Ex):  When wearing light armor or no armor, a reaping mauler gains the benefit of the Mobility 
  feat, even if he does not meet the prerequisites. 
  Adept Wrestling (Ex):  Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor 
  gains a +1 bonus on all grapple checks and opposed Dexterity or Strength checks.  This bonus increases 
  to +2 at 4th level. 
  Counter Grapple (Ex):  When grappling or pinned, a reaping mauler of 3rd level or higher wearing light 
  armor or no armor can attempt either a grapple check or an Escape Artist check opposed by his 
  opponent’s grapple check to free himself as normal.  If he fails the check he has chosen, he can 
  immediately attempt the other check as a free action. 
  Sleeper Lock (Ex):  At 3rd level, a reaping mauler learns how to render an opponent unconscious with 
  pressure.  If the character pins his opponent while grappling and maintains the pin for 1 full round, the 
  opponent must make a Fortitude save (DC 10 + the reaping mauler’s class level + the reaping mauler’s 
  Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible 
  anatomy has immunity to this effect. 
  Devastating Grapple (Ex):  If a 5th level reaping mauler pins his opponent while grappling and maintains 
  the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping 
  mauler’s class level + the reaping mauler’s Wis modifier) at the end of the third round or die. A creature 
  with no discernible anatomy is immune to this ability. 
  NEW FEATS 
  Clever Wrestling (Stormwrack) 
  You have a better than normal chance to escape or wriggle free from a big creature’s grapple or pin. 
  Prerequisites: Small or Medium size, Improved Unarmed Strike. 
  Benefit: When your opponent is Large or larger, you gain a circumstance bonus to your grapple check to 
  escape a grapple or pin.  The size of the bonus depends on your opponent’s size: (Large +2, Huge +4, 
  Gargantuan +6, Colossal +8). 
   
  Close-Quarters Fighting (Complete Warrior) 
  You are skill at fighting at close range, and resisting grapple attempts. 
  Prerequisites: Base Attack +3. 
  Benefits: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this 
  attack, the enemy fails to start the grapple, unless it has the Improved Grapple feat or a special ability 
  such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus 
  on your opposed check to resist being grappled. This feat does not give you an extra attack of opportunity 
  during a round or allow you to make an attack of opportunity when you would be denied one for being 
  surprised, helpless, or in a similar situation. 
  For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits, and 
  causes damage. Since the ogre does not have any type of grappling special ability or feat, it fails to start 
  a grapple. Then an ankheg – a creature with the improved grab special ability – attempts to grapple 
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  Tordek. He takes an attack of opportunity, hits, and deals 10 points of damage to the creature. Tordek 
  then adds a +10 to his opposed check to resist being grappled. 
  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when attempting to start a grapple. 
  Special: A fighter may select Close-Quarters Fighting as one of his bonus fighter feats. 
   
  Powerful Charge (Monster Manual III) 
  A creature with this feat can charge with extra force. 
  Prerequisites: Medium or larger, BAB +1. 
  Benefit: When you charge, if your melee attack hits, it deals an extra 1d8 points of damage (if you are 
  Medium).  For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6 and for 
  Colossal 6d6. 
  This feat works only when you make a charge.  It does not work when you are mounted.  If you have the 
  ability to make multiple attacks on a charge, you may apply this damage to only one of those attacks in a 
  round. 
  Special: A fighter may select Powerful Charge as one of his fighter bonus feats. 
  NEW SPELLS 
  Hail of Stone (Spell Compendium) 
  Conjuration (Creation) [Earth] 
  Level: Sor/Wiz 1, Warmage 1 
  Components: V, S, M 
  Casting Time: 1 full round action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Cylinder (5 ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to 
  creatures and objects within the area. 
  Material Component: A piece of jade worth 5 gp. 
  NEW MONSTERS 
  Crab, Monstrous (Stormwrack) 
  Monstrous crabs range in size from Small to Colossal.  They are voracious scavengers that will eat 
  anything, living or dead, that they come across.  Monstrous crabs have the following special abilities, 
  regardless of size: 
   
  Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its 
  Strength bonus on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack.  It can then 
  attempt to start a grapple as a free action without provoking attacks of opportunity.  If it wins the grapple 
  check, it establishes a hold and can constrict.  Monstrous crabs have a +4 racial bonus on grapple 
  checks. 
   
  Amphibious (Ex): Although monstrous crabs are aquatic, they can survive indefinitely on land. 
   
  Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, 
  phantasms, patterns and morale effects). 
   
  Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks.  
  Medium Monstrous Crab 
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  Medium Vermin (Aquatic) 
  Hit Dice: 3d8+6 (19 hit points) 
  Initiative: +0 
  Speed: 20 ft. 
  AC: 16 (+6 natural), touch 10, flat-footed 16 
  Base Attack/Grapple: +2/+8 
  Attack: Claw +4 melee (1d6+2)  
  Full Attack: 2 claws +4 melee (1d6+2) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Constrict 2d6+2, improved grab 
  Special Qualities: Amphibious, low-light vision, scent, vermin traits 
  Saves: Fort +4, Ref +1, Will +1 
  Abilities: Str 15, Dex 11, Con 12, Int -, Wis 11, Cha 2 
  Skills: Hide +4, Spot +4 
  Feats: ToughnessB 
  Environment: Temperate aquatic 
  Organization: Solitary, colony (2-5) or swarm (6-11) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 4-5 HD (Medium) 
  Level Adjustment: - 
   
  Large Monstrous Crab 
  Large Vermin (Aquatic) 
  Hit Dice: 6d8+9 (36 hit points) 
  Initiative: +0 
  Speed: 20 ft. 
  AC: 18 (-1 size, +9 natural), touch 9, flat-footed 18 
  Base Attack/Grapple: +4/+17 
  Attack: Claw +8 melee (1d8+5)  
  Full Attack: 2 claws +8 melee (1d8+5) 
  Space/Reach: 10 ft. / 10 ft. 
  Special Attacks: Constrict 2d8+5, improved grab 
  Special Qualities: Amphibious, low-light vision, scent, vermin traits 
  Saves: Fort +6, Ref +2, Will +2 
  Abilities: Str 21, Dex 11, Con 12, Int -, Wis 11, Cha 2 
  Skills: Hide +0, Spot +4 
  Feats: ToughnessB 
  Environment: Temperate aquatic 
  Organization: Solitary or colony (2-5)  
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 7-11 HD (Large) 
  Level Adjustment: - 
   
  Huge Monstrous Crab 
  Huge Vermin (Aquatic) 
  Hit Dice: 12d8+27 (81 hit points) 
  Initiative: +0 
  Speed: 30 ft. 
  AC: 22 (-2 size, +14 natural), touch 8, flat-footed 22 
  Base Attack/Grapple: +9/+28 
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  Attack: Claw +14 melee (2d6+7)  
  Full Attack: 2 claws +14 melee (2d6+7) 
  Space/Reach: 15 ft. / 15 ft. 
  Special Attacks: Constrict 4d6+7, improved grab 
  Special Qualities: Amphibious, low-light vision, scent, vermin traits 
  Saves: Fort +10, Ref +4, Will +4 
  Abilities: Str 25, Dex 11, Con 14, Int -, Wis 11, Cha 2 
  Skills: Hide -4, Spot +4 
  Feats: ToughnessB 
  Environment: Temperate aquatic 
  Organization: Solitary or colony (2-5)  
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 13-23 HD (Huge) 
  Level Adjustment: - 
   
  Dragon Eel (Monster Manual III) 
  Large Dragon (Aquatic) 
  Hit Dice: 14d12+70 (161 hit points) 
  Initiative: +4 
  Speed: 20 ft., swim 60 ft. 
  AC: 27 (-1 size, +18 natural), touch 9, flat-footed 27 
  Base Attack/Grapple: +14/+26 
  Attack: Bite +21 melee (4d8+12 or Powerful Charge 4d8+12 plus 2d6)  
  Full Attack: Bite +21 melee (4d8+12) 
  Space/Reach: 10 ft. / 5 ft. 
  Special Attacks: Improved Grab, swallow whole 
  Special Qualities: Blindsense 30 ft., damage reduction 5/adamantine, darkvision 60 ft, immunity to 
  magic sleep effects and paralysis, low-light vision, keen scent 
  Saves: Fort +14, Ref +9, Will +10 
  Abilities: Str 26, Dex 11, Con 21, Int 8, Wis 12, Cha 13 
  Skills: Bluff +18, Hide +13, Listen +18, Sense Motive +18, Spot +18, Swim +16 
  Feats: Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack, Powerful 
  ChargeB 
  Environment: Temperate aquatic 
  Organization: Solitary or pair 
  Challenge Rating: 11 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: 15-28 HD (Large); 29-42 HD (Huge) 
  Level Adjustment: - 
  Silvery scales glisten on the muscular flanks of this long narrow creature.  A powerful jagged beak snaps 
  beneath frighteningly intelligent eyes.  Pairs of small fins tipped with hooks march down its belly, while a 
  frilled fin runs the full length of its back.  
  The only redeeming quality of the terrible dragon eel is that it can’t stand to be near another dragon eel 
  except when mating or raising young.  One dragon eel can easily put a hole in the side of a sailing vessel, 
  devouring the crew at its leisure after the vessel sinks.  In groups they could destroy entire navies.  
  Captains have been known to negotiate with dragon eels for safe passage of their ships, but dragon eels 
  are reputed to be great liars and some crews who thought they were safe have vanished without a trace. 
  A dragon eel is usually about 20 feet long and weighs about 1,000 pounds.  Dragon eels speak Aquan 
  and Draconic, and particularly intelligent individuals speak Sahuagin and Common.   
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  Combat 
  A dragon eel prefers to attack ships by charging them, ramming holes in their sides beneath the waterline 
  in an attempt to sink them.  If an opponent is too large to swallow, a dragon eel attempts to grapple and 
  then submerge with its foe, drowning it.   
   
  Improved Grab (Ex): To use this ability, a dragon eel must hit with its bite attack.  It can then attempt 
  to start a grapple as a free action without provoking attacks of opportunity.  If it wins the grapple check, it 
  establishes a hold and can attempt to swallow the foe the following round (see below).  
   
  Swallow Whole (Ex): A dragon eel can try to swallow a grabbed opponent of Medium or smaller size 
  by making a successful grapple check.  Once inside, the opponent takes 1d8+8 points of crushing 
  damage plus 8 points of acid damage per round from the dragon eel’s gizzard.  A swallowed creature can 
  cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard 
  (AC 17).  Once the creature exits, muscular action closes the hole; another swallowed opponent must cut 
  its own way out.  A Large dragon eel’s interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive or 
  512 Fine opponents.   
   
  Blindsense (Ex): A dragon eel can locate creatures underwater within 30 feet by nonvisual means.  
  Opponents the dragon eel can’t actually see still have total concealment against the dragon eel.  This 
  ability only works when the dragon eel is underwater.   
   
  Keen Scent (Ex): A dragon eel can notice creatures by scent within 180 feet, and detect blood in the 
  water up to a mile away. 
   
  Skills: A dragon eel has a +8 bonus on any swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a swim check, even if distracted or endangered.  It can use 
  the run action while swimming, provided it swims in a straight line. 
  Elemental, Storm (Monster Manual III) 
  A dark storm cloud crackles with lightning and reverberates with the dull rumble of thunder. 
  The elemental incarnation of a living storm, a storm elemental displays the same sudden, violent nature 
  as a tempest.  It seldom leaves its home plane unless summoned or called, but when it does it is capable 
  of great destruction.  When not on the Elemental Plane of Air, storm elementals seek out natural squalls 
  and are happiest in the midst of a raging thunderstorm.  Storm elementals speak Auran but rarely choose 
  to do so.  A storm elemental’s voice sounds like distant thunder.   
  Combat 
  Storm elementals are very hearty, yet they prefer to fight on wild, broken terrain where they can avoid 
  obstacles by flying.  They stay airborne when possible, remaining out of reach of enemies.  Their thunder 
  and lightning special ability gives them a ranged attack that most other elementals lack. 
   
  Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a storm 
  elemental.  
   
  Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a 
  single opponent within 10 feet.   This attack deals non-lethal electricity damage to living opponents 
  (Fortitude half).  The save DC is Con based.   
  Size 
   
  Fortitude DC 
  Damage 
  Small 
   
  12 
   
  1d4 
  Medium 14 
   
  2d4 
  Large  
  18 
   
  4d4 
  Huge 
   
  24 
   
  8d4 
   
  Greater  
  26 
   
  10d4 
  Elder 
   
  28 
   
  12d4 
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  Thunder and Lightning (Su): Once per minute as a full-round action, a storm elemental can emit a 
  blast of thunder coupled with a bolt of lightning.  The thunder deals sonic damage (see chart) to all 
  creatures within 60 feet of the storm elemental.  A Fortitude save halves this damage.  The lightning is a 
  120 foot line that that deals electricity damage (see table).  A Reflex save halves this damage.  The save 
  DCs are Con based.   
  Size 
   
  Save DC 
  Sonic Damage Electricity Damage 
  Small 
   
  12 
   
  1d6 
   
  2d6 
  Medium 14 
   
  2d6 
   
  4d6 
  Large  
  18 
   
  4d6 
   
  8d6 
  Huge 
   
  24 
   
  8d6 
   
  16d6 
   
  Greater  
  26 
   
  10d6 
   
  21d6 
  Elder 
   
  28 
   
  12d6 
   
  24d6 
   
  Electrical and Sonic Healing (Su): Storm elementals take no damage from electricity and sonic 
  attacks.  Instead, any electricity attack (such as shocking grasp or lightning bolt) or sonic attack (such as 
  sound burst) used against a storm elemental heals 1 point of damage for every 3 points of damage the 
  attack would otherwise deal.  The storm elemental cannot heal hit points by attacking itself.  
  Huge Storm Elemental 
  Huge Elemental (Air, Extraplanar) 
  Hit Dice: 16d8+96 (168 hit points) 
  Initiative: +3 
  Speed: 50 ft., fly 100 ft. (perfect) 
  AC: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17 
  Base Attack/Grapple: +12/+30 
  Attack: Slam +20 melee (2d6+10 plus 2d6 electricity)  
  Full Attack: 2 slams +20 melee (2d6+10 plus 2d6 electricity) 
  Space/Reach: 15 ft. / 15 ft. 
  Special Attacks: Shock, thunder and lightning 
  Special Qualities: Air mastery, damage reduction 5/-, Darkvision 60 ft., electrical and sonic healing, 
  elemental traits 
  Saves: Fort +11, Ref +11, Will +5 
  Abilities: Str 30, Dex 9, Con 22, Int 6, Wis 11, Cha 11 
  Skills: Listen +12, Spot +12 
  Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Lightning Reflexes, Power Attack
  Environment: Elemental Plane of Air 
  Organization: Solitary 
  Challenge Rating: 8 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 17-20 HD (Huge) 
  Level Adjustment: - 
   
  Greater Storm Elemental 
  Huge Elemental (Air, Extraplanar) 
  Hit Dice: 21d8+126 (220 hit points) 
  Initiative: +4 
  Speed: 50 ft., fly 100 ft. (perfect) 
  AC: 22 (-2 size, +14 natural), touch 8, flat-footed 22 
  Base Attack/Grapple: +15/+34 
  Attack: Slam +24 melee (3d6+11 plus 2d6 electricity)  
  Full Attack: 2 slams +24 melee (3d6+11 plus 2d6 electricity) 
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  Space/Reach: 15 ft. / 15 ft. 
  Special Attacks: Shock, thunder and lightning 
  Special Qualities: Air mastery, damage reduction 10/-, Darkvision 60 ft., electrical and sonic healing, 
  elemental traits 
  Saves: Fort +13, Ref +14, Will +7 
  Abilities: Str 32, Dex 11, Con 22, Int 8, Wis 11, Cha 11 
  Skills: Listen +14, Spot +14 
  Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (slam), 
  Lightning Reflexes, Power Attack
  Environment: Elemental Plane of Air 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 22-23 HD (Huge) 
  Level Adjustment: - 
   
  Elder Storm Elemental 
  Huge Elemental (Air, Extraplanar) 
  Hit Dice: 24d8+144 (252 hit points) 
  Initiative: +5 
  Speed: 50 ft., fly 100 ft. (perfect) 
  AC: 24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23 
  Base Attack/Grapple: +18/+37 
  Attack: Slam +27 melee (3d6+11, 19-20/x2 plus 2d6 electricity)  
  Full Attack: 2 slams +27 melee (3d6+11, 19-20/x2 plus 2d6 electricity) 
  Space/Reach: 15 ft. / 15 ft. 
  Special Attacks: Shock, thunder and lightning 
  Special Qualities: Air mastery, damage reduction 10/-, Darkvision 60 ft., electrical and sonic healing, 
  elemental traits 
  Saves: Fort +14, Ref +17, Will +8 
  Abilities: Str 32, Dex 13, Con 22, Int 10, Wis 11, Cha 11 
  Skills: Listen +29, Spot +29 
  Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (slam), Improved Initiative, 
  Improved Natural Attack (slam), Lightning Reflexes, Power Attack
  Environment: Elemental Plane of Air 
  Organization: Solitary 
  Challenge Rating: 12 
  Treasure: None 
  Alignment: Usually neutral 
  Advancement: 25-48 HD (Huge) 
  Level Adjustment: - 
   
  Kenku (Monster Manual III) 
  Medium Humanoid (Kenku) 
  Hit Dice: 1d8-1 (3 hit points) 
  Initiative: +2 
  Speed: 30 ft. 
  AC: 17 (+2 Dex, +4 armor, +1 shield), touch 12, flat-footed 15 
  Base Attack/Grapple: +1/+1 
  Attack: Claw +1 melee (1d3) or short sword +2 melee (1d6/19-20 x2) or sap +1 melee (1d6 non-lethal) or 
  shortbow +3 ranged (1d6/x3)   
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  Full Attack: 2 claws +1 melee (1d3) or short sword +2 melee (1d6/19-20 x2) or sap +1 melee (1d6 non-
  lethal) or shortbow +3 ranged (1d6/x3) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: - 
  Special Qualities: Great ally, low-light vision, mimicry 
  Saves: Fort +1, Ref +2, Will +0 
  Abilities: Str 11, Dex 14, Con 8, Int 10, Wis 11, Cha 9 
  Skills: Climb +1, Hide +1, Jump -1, Move Silently +0, Ride +2 
  Feats: Weapon Focus (short sword)
  Environment: Temperate plains 
  Organization: Solitary, pair or gang (3-12) 
  Challenge Rating: 1/2 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: By character class 
  Level Adjustment: +0 
  A cloaked humanoid clings to the shadows.  It has birdlike talons instead of hands and feet, and beneath 
  the cowl of its robe you can discern avian features – beady black eyes, a black beak and russet brown 
  feathers.  
  Kenku evolved from avians, although they no longer possess wings or the ability to fly.  Soft, dark 
  feathers cover a kenku’s head and torso, although its scrawny arms and legs remain bare.  Selfish and 
  secretive in their dealings, kenku gather in large cities, lurk in dark alleys, and hoard purloined gold.  They 
  rarely travel alone, instead preferring to roam the streets in small gangs, all the while hatching plots to 
  amass more wealth and power.  Due to their penchant for shady ventures, they are often employed as 
  thugs, thieves, spies and assassins. 
  A kenku averages 5 feet in height.  Because its bones are partly hollow, it weighs a mere 75 pounds.  
  Kenku speak Common and their own language. 
  Combat 
  Beneath their unremarkable brown robes, kenku’s conceal a variety of useful tools and weapons.  Vicious 
  but cowardly, kenku’s usually flee or surrender the instant things start to go badly for them.     
   
  Great Ally (Ex): Kenku’s work exceptionally well with their allies.  When successfully aided on a skill 
  check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check 
  or attack roll (instead of the normal +2 bonus).  Furthermore, a kenku gains a +4 bonus on attack rolls 
  against an opponent flanked by an ally (instead of the normal +2 bonus). 
   
  Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices and accents.  This ability does not 
  enable the kenku to speak languages it can’t normally speak.  To duplicate a specific individual’s voice, a 
  kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed 
  Sense Motive check to discern that the voice is not genuine.   
   
  Skills: Kenku have a +2 racial bonus on Hide and Move Silently checks.  
   
  Maug (Fiend Folio) 
  Large Construct (Extraplanar) 
  Hit Dice: 2d10+30 (41 hit points) 
  Initiative: +2 
  Speed: 40 ft. (can’t run) 
  AC: 25 (-1 size, +1 Dex, +8 armor, +7 natural), touch 10, flat-footed 24 
  Base Attack/Grapple: +1/+10 
  Attack: Masterwork two-bladed sword +5 melee (2d6+5/19-20) or slam +6 melee (1d8+7/20 x2)    
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  Full Attack: Masterwork two-bladed sword +5/+5 melee (2d6+5/19-20) or slam +6 melee (1d8+7/20 x2)  
  Space / Reach: 10 ft. / 10 ft. 
  Special Attacks: Pulverize 
  Special Qualities: Construct traits, grafts, rapid repair, SR 14 
  Saves: Fort +0, Ref +2, Will +0 
  Abilities: Str 20, Dex 15, Con -, Int 13, Wis 11, Cha 12 
  Skills: Craft (blacksmith) +6, Craft (stonemasonry) +10*, Intimidate +6, Knowledge (architecture and 
  engineering) +10*, Listen +7, Profession (siege engineer) +5, Profession (soldier) +5, Spot +7, Survival 
  +5 
  Feats: Alertness, Two-Weapon Fighting
  Environment: Any land and underground (Acheron) 
  Organization: Solitary, squad (4-7), warband (2-4 maugs plus 4-9 hobgoblins) or company (10-20 
  maugs plus 1 sergeant of 1st or 2nd level per 5 maugs, 2-4 lieutenants of 3rd – 6th level, 1 leader of 7th -10th 
  level, and 20-50 hobgoblins) 
  Challenge Rating: 3 
  Treasure: Half Standard 
  Alignment: Usually lawful neutral 
  Advancement: By character class 
  Level Adjustment: +3 
  Maugs are tireless soldiers in search of battle. These constructs from Acheron are used on battlefields across the 
  planes as perfect mercenaries, since they remain unflinchingly loyal to their employer and are fearless in battle. 
  Maugs serve any master willing to meet their price, and they do not trouble themselves with questions of right and 
  wrong. 
   
  Maugs are hulking constructs of stone standing more than 9 feet tall and weighing almost 1,500 pounds. Their 
  steel-grey bodies are cut from the pitiless stone of Acheron into massive, humanoid forms. Most maugs carry Huge 
  two-bladed swords forged in the harsh foundries of their home plane and wear heavy iron breastplates of the same 
  origin. A number of Maugs are modified with grafts of stone and metal. 
   
  Scholars of planar matters suspect that maugs first served as shock troops in an ancient war between two long-
  lost empires. In the end, one empire or both discovered some means of transporting the maugs to Thuldanin, the 
  second layer of Acheron and a junkyard of debris from all wars. Initially transported to Thuldanin as prisoners, the 
  maugs ended up changing the layer in to their fortress. The first maugs banished there used knowledge stolen from 
  their creators to craft more maugs. These ancient maugs are known by their fellows as the Thulkarr, and they rule the 
  maugs to this day. The Thulkarr and other maug spellcasters have the ability to travel to other planes, and they 
  sometimes use plane shift or gate to call up squads and platoons of maugs to fight in conflicts across the multiverse. 
  Since maugs are nonliving constructs and do not die unless destroyed in combat, many of these mercenaries remain 
  on the Material Plane for centuries, seeking out wars to give meaning to their existence. 
   
  Maugs speak Common, Draconic, and Giant. 
  COMBAT 
   
  Whether thundering across the battlefield on crushing rollers or whirling through ranks of their enemies with their 
  deadly two-bladed swords, maugs are juggernauts of destruction. Maugs view every confrontation as a battle in a war, 
  so they always fight with a plan formulated for the battleground. If they have advance knowledge of the site of the 
  conflict, they build traps, dig trenches, and try to control the flow of battle to their best advantage. 
   
  Pulverize (Su): Three times per day as a standard action, a maug can touch an object and negate its hardness 
  for 1d4 rounds (Fortitude DC 18 Negates).  This power can affect an object of up to 1,000 cubic feet in volume (a 10-
  foot cube); if the object is larger, only a 10-foot cube of it is affected.  Unattended magical objects do not receive a 
  saving throw.  If a creature holds, wears or carries the object, the maug must succeed on a melee touch attack.  This 
  attack does not provoke an attack of opportunity.  Many maug fighters learn the Improved Sunder feat to use this 
  power against dangerous foes.  
   
  Construct Traits: Maugs are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effect that requires it to make a Fortitude save unless it also works on 
  objects.  They are not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death 
  from massive damage.  A maug can not heal itself but can be healed through repair.  It cannot be raised or 
  resurrected. A maug has darkvision (60’ range)  
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  Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 point of damage so long as it has at least one hit 
  point.  Rapid Repair does not allow a maug to regrow or reattach lost parts. 
   
  A character can assist a maug’s self repair with a Craft (Stonemasonry) check (DC 15).  If the check is 
  successful the Maug repairs 2 hit points per hour of rest.  Providing assistance to the maug counts as light activity for 
  the assisting character, and a character can assist only one maug at a time.  A maug can not assist its own repair. 
   
  Grafts (Ex): When maugs are created on the plane of Acheron, they are frequently equipped with special grafts. 
  These grafts are described in the Maug Grafts section in Appendix 2 of Fiend Folio. A maug without class levels can 
  have up to 2,000 gp worth of maug grafts. A maug with class levels can purchase additional grafts with treasure it 
  amasses. 
   
  Graft (Ex): Locking Hand: This stone hand is designed so that its fingers can clasp and lock together.  It 
  replaces a creature’s normal hand.  When used to make unarmed attacks, it deals normal damage unless the 
  attacker chooses to take a -4 penalty to deal subdual damage.  A locking hand does not change the amount of 
  damage a creature does with its unarmed or natural attacks. 
   
  The main purpose of a locking hand is to strengthen a creature’s grip, making it more difficult to disarm the 
  creature or dislodge an item from its grasp.  The grafted creature gets a +5 bonus on any roll to avoid being 
  disarmed, to oppose attempts to escape a grapple, to catch itself when falling, and to hold onto a surface when 
  damaged while climbing.  A creature with more than one locking hand stacks the bonuses of each hand involved in 
  the activity. 
   
  Locking hands can be locked and unlocked as easily as a creature can make a fist; they do not inhibit 
  spellcasting or skill use.  The bonus from a locking hand stacks with that provided by a locked gauntlet. 
   
  Graft (Ex): Rollers: Six great stone cylinders beneath a pyramid of rock, rollers replace the creatures legs and 
  feet.  Rollers add 20 feet to the grafted creature’s land speed and give it the ability to trample foes, but the grafted 
  creature takes a -8 penalty on Climb, Ride and Swim checks.  The grafted creature cannot run. 
   
  As a standard action during its turn each round, the grafted creature can move up to its speed and run over 
  opponents at least one size category smaller than itself. This attack deals bludgeoning damage based on the 
  creature’s size (see Table A2-3). A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a 
  Reflex save (DC 10 +1/2 grafted creature’s HD + grafted creature’s Str modifier) for half damage. 
   
  Table A2-3: Maug Graft Damage By Creature Size 
   
   
   
   
   
   
   
   
  -----------------------Stone Spitter------------------- 
  Creature Size 
   
  Roller 
   
   
   
  Stone 
   
  Bullet 
   
  Increased 
  Fine  
   
  1d6 
   
   
   
   ------ 
   
      1 
   
     1d2+1 
  Diminutive 
   
  1d8 
   
   
   
     1 
   
     1d2 
   
     1d3+1 
  Tiny  
   
  2d6 
   
   
   
    1d2 
   
     1d3 
   
     1d4+1 
  Small 
   
   
  2d8 
   
   
   
    1d3  
   
     1d4 
   
     1d6+1 
  Medium-size 
   
  4d6 
   
   
   
    1d3 
   
     1d4 
    
     1d6+1 
  Large 
   
   
  4d8 
   
   
   
    1d4 
   
     1d6 
     
     1d8+1 
  Huge 
   
   
  8d6 
   
   
   
    1d6 
   
     1d8 
   
     1d10+1 
  Gargantuan 
   
  8d8 
   
   
   
    1d8 
   
     1d10  
     2d6+1 
  Colossal  
  16d6  
   
   
   
   1d10 
   
     2d6 
   
     2d8+1 
   
   
   
  Graft (Ex): Shoving Arm: A shoving arm is a pistonlike stone appendage that ends in an upright, flattened stone 
  hand. It is attached to a creature’s torso along with a stone “belt’ to secure it in place. The arm is useless for most 
  activities, but once per round as an attack action it can be used to make a special shoving attack against an opponent 
  within 5 feet of the grafted creature. The grafted creature makes an attack of opportunity that does not provoke an 
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  attack of opportunity. If it hits with the shoving arm, it and the struck opponent make opposed strength checks as 
  though the grafted creature had made a bull rush attack. In addition to normal bonuses, the grafted creature adds a 
  special +5 bonus on this roll. If the grafted creature wins, the defender is pushed back 5 feet plus an additional 1 foot 
  per point by which the grafted creature exceeded the defender’s result. The grafted creature does not move with the 
  shoved defender. 
   
  For purposes of shoving unattended objects, the shoving arm has a Strength equal to 10 + the Strength of the 
  grafted creature. The shoving arm can push creatures and objects in straight lines only. 
   
  Skills: Maugs receive skills as though they were outsiders. *Due to their innate understanding on machinery and 
  engineering, maugs have a +4 racial bonus on Craft (stonemasonry) and Knowledge (architecture and engineering) 
  checks. 
  NEW TEMPLATE 
  Spellwarped Creature (Monster Manual III) 
  Spellwarped creatures have been tainted by powerful magic.  Long ago, powerful spellcasters infused 
  magic into the bodies of many creatures, seeking to make them stronger, tougher and more tractable.  
  The magic used in this process changed the nature of the affected creatures.  These changes were 
  irreversible, and the changes bred true as the creatures matured and produced offspring of their own.  
  The process was a partial success, and the creatures did indeed grow stronger and faster than normal 
  creatures of their kind.  The creatures invariably proved unruly, however, and they seemed more clever 
  and quick-thinking than others of their type.  In addition, the creatures gained a strange and alien mind-
  set, reacting to many situations in unusual but cunning ways. 
  Creating A Spellwarped Creature
  Spellwarped is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, 
  giant, humanoid, magical beast, monstrous humanoid, plant or vermin (referred to hereafter as the base 
  creature). 
  A spellwarped creature uses all the base creature’s statistics and abilities except as noted here. 
  Size and Type: The creature’s type changes to aberration.  Do not recalculate the creature’s hit dice, 
  base attack bonus, saves or skill points if its type changes.  The creature gains the augmented subtype if 
  necessary.  Size is unchanged. 
  Armor Class: Natural Armor bonus improves by 2 (this stacks with any natural armor bonus the base 
  creature has). 
  Special Qualities: A spellwarped creature has all the special qualities of the base creature, plus the 
  following special qualities: 
  Spell Resistance (Ex): A spellwarped creature gains SR equal to 11 plus its Hit Dice. 
  Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creature’s SR, the creature 
  gains one of the following benefits, chosen at the time that the spell resolves: 
   
  Might: The spellwarped creature gains a +4 enhancement bonus to Strength for 1 minute. 
   
  Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for 1 minute. 
   
  Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for 1 minute. 
   
  Life: The spellwarped creature gains temporary hit points equal to 5 x the level of the failed spell. 
   
  Speed: The spellwarped creature’s base speed increases by a number of feet equal to 5 x the level of 
  the failed spell. 
   
  Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +4. 
  Challenge Rating: HD 3 or less, as base creature; HD 4 to 10, as base creature +1; HD 11 or more, as 
  base creature +2. 
  Alignment: Usually evil (any).  Spellwarped creatures are typically selfish and cruel. 
  Level Adjustment: +3. 
   
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  KEO7-03 To Catch A Thief 
   
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  PLAYER HANDOUT #1 
   
   
  Player Handout #1 – Members of the Silent Ones and 
  Woestaves
  A fireplace is a good place to sit and reflect on the events of the day as you warm 
  yourself.  This is what you find yourself doing presently.  As you stare at the flames 
  absentmindedly, the fire flares up briefly, pops loudly, and a red ember traces a gentle 
  arc out of the confines of the hearth and onto the wooden floor.  Before you have a 
  chance to jump up and snuff it out, the ember spins, hisses, and flares up.  Quickly, the 
  lone flame spreads out into a circle of fire, and in the middle of this circle, where there 
  once was bare floor, lays a partially burned parchment.  You stare at the small fire.  The 
  ring widens, revealing more parchment.  It seems as if somehow, you’re watching the 
  piece of parchment “un-burn.”  The fire continues to spread outward, and dies at the 
  edges of the parchment lying now fully formed at your feet.  There is not even a 
  blackened corner.   It reads: 
   
  The Silent Tower needs you.  We have received word that a 
  citizen of the Empire has acquired a book with critical 
  information regarding the Philosopher’s Stone.  Our diviners tell 
  us that you will be contacted shortly in regards to this woman 
  and the book.  It is of the utmost importance that the 
  information in this book is not allowed amongst the populace.  
  When you find the book, recover it, and bring it to the tower 
  immediately.  A word of warning - do not get caught up in the 
  swirl of controversy surrounding this item.  Only the recovery of 
  the book is important at this point.  Be discreet.  Do not 
  disappoint us. 
   
  As soon as you are done reading, the parchment begins to smolder a bit around the 
  edges, and then, in a flash of flame it is gone, leaving not even an ash behind. 
   
   
   
   
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  Player Handout #2 – Members of the Shadowdark  
  As you walk along the busy town streets, a young Suel boy approaches you.  He is 
  dressed in dirty peasant’s clothes, and his cheeks are smudged with ash.  
   “Excuse me sir,” he says, “do you have three coppers?” 
  “Only if you have one gold lion,” you reply without hesitation. 
  The boy cocks his head to the left and stares at you for a moment.  Then, he gives you 
  a swift, hard kick in the shin, and runs off without looking back.  As you massage your 
  bruised leg, you reach into your pocket for the folded up message the boy slipped to 
  you, though you’d be hard pressed to say when or how he got it there.  It reads: 
   
  Word has spread that a member of the Niole Dra Thieves’ 
  Guild has acquired a very valuable book with some very dark 
  secrets.  Now she has disappeared.  While we have not been able 
  to find out what is in the book, what the woman knows, or 
  why her information is of import, it is imperative that we 
  unravel this mystery.  If you come across the woman or the 
  book in your travels, they should be returned to us at all 
  costs.  You should be reminded that we will certainly notice 
  any sacrifice on your part, as well as any failure. 
   
   
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  Player Handout #3 – Members of the Niole Dra Thieves’ 
  Guild
  Making your way through Niole Dra’s market district, you spot a vegetable stand 
  wedged between a pottery stand and a man selling pots off the back of a wagon.  
  Pushing through the crowd of people buying and selling, you approach the vegetable 
  vendor, a man of considerable girth. 
  “Excuse me sir, have you any melons?” you inquire. 
  “This is a vegetable stand.  Try the fruit stand down the street if you’re looking for 
  oranges,” he replies.  He looks at you quizzically. 
  “Sir, I will give you three gold lions for four melons right now,” you respond. 
  The vegetable vendor nods at you, reaches under his stand, and hands you a small 
  sack full of vegetables.  In return, you toss him a few coins.  When you get home, you 
  dump the sack out and find the message hidden amongst the produce.  It reads: 
   
  Let it be known that Cutpurse Maya Verspucci is now marked by the 
  guild.  She has been found guilty of treasonous acts toward the guild, and 
  a bounty is now on her head.  If she is found, she is to be brought to the 
  guild headquarters immediately to face punishment.  Maya also possesses 
  a book which is tied to her crimes.  This book must also be recovered and 
  brought to us.  Failure to make the right decisions in this matter will 
  cause the mark of the traitor to pass onto you as well.  Be warned. 
   
  -The Elders 
   
  You toss the message in the fire, and the vegetables in the trash on your way back out 
  the door. 
   
   
   
   
  Player Handout #4 – Members of the Cryllor Thieves’ Guild 
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  The Count of Cryllor has been using mercenaries from another plane to attack the 
  Guild.  If you are in Cryllor, render any aid possible to any Guildmembers you 
  encounter!  Down with Manz!!!!  
   
   
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  Player Handout #5 – PCs with Notice, Influence or Favor of 
  the Silent Ones 
  A fireplace is a good place to sit and reflect on the events of the day as you warm 
  yourself.  This is what you find yourself doing presently.  As you stare at the flames 
  absentmindedly, the fire flares up briefly, pops loudly, and a red ember traces a gentle 
  arc out of the confines of the hearth and onto the wooden floor.  Before you have a 
  chance to jump up and snuff it out, the ember spins, hisses, and flares up.  Quickly, the 
  lone flame spreads out into a circle of fire, and in the middle of this circle, where there 
  once was bare floor, lays a partially burned parchment.  You stare at the small fire.  The 
  ring widens, revealing more parchment.  It seems as if somehow, you’re watching the 
  piece of parchment “un-burn.”  The fire continues to spread outward, and dies at the 
  edges of the parchment lying now fully formed at your feet.  There is not even a 
  blackened corner.   It reads: 
   
  We have need of your services.  The Silent Tower has received 
  word that a certain citizen of the Empire has acquired a book 
  with great power locked in its pages.  Our diviners tell us that you 
  will be contacted shortly in regards to this woman and the book 
  she possesses.  No matter who hires you, for the safety of 
  Keoland, this book must be brought to us.  Do not look in its 
  pages.  Do not get caught up in the swirl of controversy 
  surrounding this book.  We know that we can count on you, as we 
  have in the past, to do the right thing for Keoland.  Remember, 
  the Silent Ones will be watching… 
   
   
  The fire leaps up again, and this time you discern an image of a woman’s face in the 
  flames.  Her expression is flat, and her eyes are open impossibly wide, staring directly 
  at you.  Then she disappears.  The parchment begins to smolder a bit around the 
  edges, and then, in a flash of flame it is gone, leaving not even an ash behind. 
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  Player Handout #6 – PCs with Favor or Influence with the 
  Shadowdark 
  As you walk along the busy town streets, a young Suel boy approaches you.  He is 
  dressed in dirty peasant’s clothes, and his cheeks are smudged with ash.  
  “Excuse me sir,” he says. As soon as he has your attention, the boy cocks his head to 
  the left and stares at you for a moment.  “Check your pocket.”  Then, he gives you a 
  swift, hard kick in the shin, and runs off without looking back.  As you massage your 
  bruised leg, you reach into your pocket to find a folded up message.  You can only 
  assume the boy slipped it to you, though you’d be hard pressed to say when or how he 
  got it there.  It reads: 
   
   
  The wrong information in the wrong hands can be very 
  destructive.  We have relied on you in the past.  Don’t let us 
  down this time.  Bring the woman to us.  You will be 
  rewarded handsomely. 
   
  -Shadowdark  
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   PLAYER HANDOUT 7 – WRESTLING AT BROGAN’S 
  This is less “legitimate” wrestling, and more “entertainment” wrestling.  There is a chair and two 2x4 
  boards in the ring.  These are treated as improvised weapons (-4 to attacks, a roll of a natural 1 destroys 
  the weapon).   
  • 
  The chair is treated as an improvised club (1d6, x2 crit, one-handed) and the 2x4’s are treated as 
  improvised quarterstaffs (1d6, x2 crit, two handed or double ended). 
  • 
  You will need to keep track of grapple check winners and pins to help determine match winners. 
  • 
  There are also special “wrestling” moves that can optionally be used: 
  • 
  You can take a flying leap off a corner post onto an opponent.  If an attacker has the upper hand 
  in a grapple at the beginning of their turn, they can release the grapple, climb the ropes, and 
  jump onto the defender as a full round action. This requires a successful balance check (DC 15) 
  and jump check (DC=distance jumped).  Treat this as an unarmed strike, and a charge doing 
  triple damage.  Failing the balance check, jump check, or attack roll all leave the attacker prone 
  in an appropriate square.  Success on the attack leaves the attacker and defender prone in the 
  defender’s square. (A player has the upper hand in a grapple if they won the last grapple check 
  made) 
  • 
  An attacker can bounce himself off the ropes as a part of a move action to add force to their hit.  
  This adds 5’ to movement.  The defender gets a +2 dodge bonus to AC because they “see it 
  coming.”  Treat the attack as a charge doing double damage.  In the case of an unarmed strike, if 
  the defender succeeds in their AoO against the unarmed strike, it’s considered a “clothesline,” 
  and the attacker is prone in addition to taking damage from the AoO. (A defender who is prone 
  cannot clothesline an attacker, but still gets their AoO.) 
  • 
  An attacker can parade around the ring to rile up the crowd in their favor. By moving at least 10’ 
  and succeeding at a DC (15+APL) diplomacy check (part of the movement), a PC gains +1 to 
  attack and damage on their next attack. 
  The challenger is asked if they want the rules, and if so, are told the following: 
  • 
  The wrestlers are scanned by a “Detect Magic” before a match.  Using magic in a fight, besides 
  causing a forfeit, is considered bad form. 
  • 
  No armor or weapons are allowed in the ring.  Doing so is a forfeit of the match. 
  • 
  Players roll initiative; the first round (round 0) customarily consists of wrestlers trying to intimidate 
  each other before the bell rings. 
  • 
  The match lasts 5 rounds after the bell (6 rounds including the intimidation round). 
  • 
  “The penalty for manslaughter in Keoland is the payment of Raise Dead or Resurrection costs, and 
  26 TUs imprisonment.  So be careful to not kill your opponent." 
   
  • 
  To find a winner, follow these rules, in order: 
  6. Maintaining a pin for two full rounds results in an automatic win. (I.E., Opponent is pinned on your 
  turn, on their turn fails to escape, remains pinned on your turn, fails to escape again on their turn) 
  7. Knocking your opponent out results in an automatic win. (Though it’s customary to “pin” an 
  unconscious opponent for entertainment value) 
  8. If no one is knocked out or pinned for two full rounds by the end of the 5 rounds, whoever had the 
  most pins wins. 
  9. If no one was pinned, or there is a tie for pins, whoever won the most grapple checks wins the 
  match. 
  KEO7-03 To Catch A Thief 
   
  Page 75 
  
  IF THERE IS A TIE FOR GRAPPLE CHECKS, OR IF THERE 
  WERE NO GRAPPLE CHECKS, OR NO ONE WON A 
  GRAPPLE CHECK, WHOEVER LOST THE MOST HIT POINTS 
  LOSES BY TKO". 
   
  KEO7-03 To Catch A Thief 
   
  Page 76 
  
  CRITICAL EVENT SUMMARY: KEO7-03 TO CATCH A THIEF 
  For use only at EVENT or before DATE. 
  1.  Did the PCs aid the Cryllor Thieves’ Guild?   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
  2. Did the the PCs aid the Cryllor Merchants’ Alliance? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
  3. Did the PCs save Maya? 
   
   
   
   
   
   
   
  Yes 
   
  No 
  4. Did the PCs turn over Maya to the Niole Dra Thieves’ Guild? 
   
   
   
   
   
   
   
  Yes 
   
  No  
  5. Did the PCs turn over the book to the Niole Dra Thieves’ Guild? 
   
   
   
   
   
   
   
  Yes 
   
  No 
  6. Did the PCs turn over Maya to the Shadowdark? 
   
   
   
   
   
   
   
  Yes 
   
  No 
  7. Did the PCs turn over the book to the Shadowdark? 
   
   
   
   
   
   
   
  Yes 
   
  No 
  8. Did the PCs turn over Maya to the Silent Ones? 
   
   
   
   
   
   
   
  Yes 
   
  No 
  9. Did the PCs turn over the book to the Silent Ones? 
   
   
   
   
   
   
   
  Yes 
   
  No 
  10. Did the PCs let Maya go to Sterich? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  KEO7-03 To Catch A Thief 
   
  Page 77 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/597/Normal Scenarios/KEO7-03 - To Catch a Thief (APL 2-10)/KEO7-03 - To Catch a Thief.pdf