TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
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  NYR7−08 
   
   
   
   
   
  Tinderbox 
   
  A One−Round Dungeons & Dragons® 
  Living Greyhawk™ Regional Adventure 
  set in the Kingdom of Nyrond 
  Version 1.0 
   
   
  by Jason Clark 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewers: Tom Kee 
  Playtesters: Tiffany Glenn-Hall, Andrew Harasty, Dianna Hildreth, John Ruff, Scott Sanders 
   
  The familiar peal of wedding bells disturbs butterflies at rest amid the sunflowers surrounding the city of Midmeadow, 
  but the sound soon fades and the insects relax. Other creatures are not so easily quelled. Nearly one year after 
  adventurers thwarted two violent attacks on the city, residents seem to have settled back into an oblivious tranquility, 
  and the industry of the Midmeadow Commune is interrupted only by the lines of people around the Traders’ Bazaar, 
  searching for gifts for the happy groom and bride. What does one get for the couple that appears to have everything? 
  This one-round Nyrond regional scenario is part two of the Transformations series (begun in NYR6-06 The Uninvited 
  Guests) and is recommended for resilient yet humble PCs of levels 1-15 (APLs 2-16) who know a bargain when they see 
  one. “The notion of structure is made up of three key ideas: the idea of wholeness, the idea of transformation, and the idea of self-
  regulation”--Jean Piaget 
   
  Resources for this adventure [and the authors of those works] include Complete Scoundrel [Mike McArtor, F. Wesley 
  Schneider], Complete Divine [David Noonan], NMR3-03 Blind Faith, Muted Voices [Nicholas K. Tulach], and NYR6-06 The 
  Uninvited Guests [Jason Clark]. 
   
  
  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, 2009. 
   
  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 rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own 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. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round normally to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  NYR7-08 Tinderbox 
   
  Page 2 
  
  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 
  the Kingdom of Nyrond. As of September 2007, 
  characters no longer pay TUs to play this adventure, but 
  they should pay Upkeep. 
   
  Adventurer’s Standard Upkeep costs 12 gp per round 
  for a character from the Kingdom of Nyrond and 24 gp 
  for all others. Rich and Luxury Upkeep now costs 75 gp 
  per round for all characters. 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 that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Adventurers visiting Midmeadow in late CY 596 
  following rumors of its renewal from the disastrous 
  events of CY 593 found it to be a city rife with changes, 
  both 
  political 
  and 
  otherwise. 
  Prince 
  Sewarndt’s 
  Imperium soldiers were gone, along with the fanatical 
  followers of “fiend-finder” General Zylinchin’s Valorous 
  League of Blindness, expelled by the returning and 
  victorious King Lynwerd. Lynwerd had much to contend 
  with after regaining the throne and, as a result, his 
  attention drifted from Midmeadow to more problematic 
  areas (notably the Duchy of Korenflass). With no 
  governing body to restructure and nurture its withered 
  roots, the city began to heal on its own. 
   
  The clergy of Pholtus had maintained a presence 
  there since the Valorous League erected their gleaming 
  temple in CY 592. Two factions of the Pholtan faith—the 
  Church of the Blinding Light (a conservative sect; 
  Nyrond’s version of the Pale’s Church of the One True 
  Path) and the Church of the Bright Path (the less rigid 
  Almorian Pholtan church, essentially a splinter sect 
  considered pagans and heretics by other Pholtans)—
  began to vie for dominance in Midmeadow as early as 
  mid-CY 594, with their rivalry conveniently masked by 
  Zylinchin’s dramatic presence and a populace—
  including survivors of CY 593’s Night of Terror and a 
  mass of displaced Tenha refugees camped in squalor 
  outside the city’s deteriorating walls--desperately in need 
  of all the divine attention it could get. While the two 
  bickering sects each had many susceptible ears into 
  which to spill their respective dogma, some residents 
  developed immunity to it. 
   
  Once the Valorous League was expelled in late-CY 
  595 (as detailed in the Year Five Headwinds series), the 
  splintered nature of the Pholtan religion was illuminated, 
  and Midmeadow found itself blessed with not one but 
  two distinct churches of Pholtus, both of whom were 
  antagonistic toward one another. As a result, many 
  residents turned to other faiths, or in some cases to a 
  disillusioned abandonment of faith altogether. This fact, 
  coupled with the departure of the Tenha refugees for 
  their homeland following its “liberation” by Palish forces 
  in late CY 594, left the two sects with few followers. 
  While most residents had been tolerant of the Pholtans’ 
  presence, that presence was now awkward at best, as both 
  sects competed to fill the vacuum left by Zylinchin. Their 
  joint occupation lasted just over a year, when an 
  exasperated Lynwerd finally ordered both to withdraw. 
  He also demanded that the New Dawn Camp outside the 
  city be demolished, instructing them to cooperate in the 
  task, as its presence was an unpleasant reminder of times-
  -and attitudes--past. 
   
  In what many considered a surprising gesture, the 
  High Priest of the usually querulous Church of the 
  Blinding Light (widely regarded as the harsher and more 
  conservative of the two sects) deferred to his counterpart 
  in the Bright Path and, once the New Dawn Camp had 
  been fully demolished some months later, withdrew his 
  assistants and acolytes from Midmeadow; rumors 
  persisted, however, that it was a case of skillfully worded 
  eleventh hour diplomacy by the High Priest that 
  appealed to Lynwerd’s judgment and ultimately allowed 
  the more popular Bright Path sect to remain in the city to 
  minister to and provide necessary services to that 
  segment of the populace still receptive to its dogma. A 
  minimal church presence was better than no presence, at 
  NYR7-08 Tinderbox 
   
  Page 3 
  
  least until some sort of permanent stewardship could be 
  established. 
   
  Pholtans have rarely relinquished their foothold on 
  anything, but the Prefect of the Church of the Bright 
  Path was elated at both the graciousness of his 
  counterpart and the King’s generosity; he lifted the ban of 
  martial law that had been placed upon the city and 
  opened the doors of his temple to non-Pholtans for the 
  first time; orders soon came from deeper within the 
  Kingdom transferring him to Mithat, while a new Bishop 
  named Talpin Thorea was sent to replace him. The Bishop 
  publicly embraced the union of a young and capricious 
  Bright Path acolyte named Penrys Bonchal and his much 
  younger wild elf bride, Faith; while historically the 
  Pholtan clergy had been known to look down upon non-
  human races, he explained that the Church’s new degree 
  of tolerance was in keeping with the open-minded 
  environment embodied by Midmeadow itself. 
   
  Around this time a certain war-mongering mage 
  began to brood in misanthropic rage over the Imperium’s 
  collapse and the intolerable peace that followed. From his 
  lair deep within the Gamboge Forest he ultimately gave 
  up on the world of men. A few of his select minions were 
  sent out across the Flanaess to retrieve specific items 
  necessary for a special project. One of these minions 
  encountered difficulty in Midmeadow while trying to 
  obtain the final component from a magic item broker 
  named Rowena Livingston. Rowena’s secret romantic 
  affair with Penrys ended bitterly when he insensitively 
  rejected her for Faith. Rowena concocted a harmless but 
  foolish plan of revenge that drew the fortuitous attention 
  of adventurers, who were on hand when xenophobic 
  fanatics from Faith’s former tribe infiltrated the city and 
  went on a rampage during the wedding rehearsal before 
  abducting Faith back to the Gamboge. 
   
  Rowena had been one of several merchants to settle 
  in Midmeadow once the tumult from CY 593’s Night of 
  Terror subsided. Rumors surrounding what actually 
  happened that night grew to fantastic proportions and 
  drove away the active trade that had marked Midmeadow 
  as a hub for such activity in years past. Healthy trade has 
  since returned to the city in the form of a Merchant’s 
  Bazaar outside the western walls, drawn in no small part 
  by the absence of any oppressive church presence or 
  Royal bureaucracy, but also by further rumors that the 
  city had evolved into an independent commune. 
   
  Adventurers tracked the druid-elder who led Faith’s 
  tribe to the rehearsal dinner attack back to the Gamboge, 
  and while they managed to rescue Faith, they found her 
  entire tribe mysteriously slaughtered by someone 
  wielding tremendous arcane power. While investigating 
  the carnage, they were interrupted by a scouting patrol of 
  Inanilae wood elves. Upon hearing the adventurers’ 
  explanation, the elves led them back to their tribe 
  (narrowly surviving a ferocious forest troll ambush along 
  the way) to explain things to the Inanilae chief. There, 
  the adventurers met the acting leader and daughter of the 
  chief, Tess’inene-ilae. A tenuous alliance was formed, and 
  the Inanilae promised to use their knowledge of the 
  Gamboge to search for those responsible for the slaughter 
  of the wild elf tribe. 
   
  The adventurers returned to Midmeadow just in 
  time to be attacked by minions of the mysterious mage, 
  who had learned through his agent in town that Rowena’s 
  unbalanced 
  emotional state 
  could result 
  in 
  an 
  indiscretion concerning the mage’s special project. 
  Though they were sent to kill Rowena, these minions 
  were soundly defeated. Heroes twice over for thwarting 
  two separate attacks within the city, the adventurers 
  earned a certain reputation among the populace as well as 
  the focused enmity of the mage, who has since gone to 
  ground to lick his wounds. What his plans are for the 
  adventurers (and for an amiable priest of Fharlanghan 
  who befriended them and has remained in town) no one 
  can say. Rowena was escorted to Rel Mord to answer 
  charges of professional misconduct against the church of 
  Mouqol, her patron benefactor, as a result of her ill-fated 
  scheme of retribution  
   
   
  What happened during the remainder of CY 596 is 
  best left for the bards to embellish, but the adventurers 
  soon went on to greater fortunes, the four socially diverse 
  districts in the city continued to thrive in their own 
  unique ways, and the wedding of Faith and Penrys was 
  rescheduled. Invitations that were sent out also managed 
  to invite an increased frequency in the bandit attacks that 
  plagued traveling merchants on the local highways one 
  year ago. Finally, in the enigmatic Silk Plateau district, 
  fate quietly beckoned, inviting those who would listen to 
  step into its web… 
   
  ADVENTURE SUMMARY 
  Midmeadow has made a unique recovery from the 
  disastrous events of CY 593 detailed in NMR3-03 Blind 
  Faith, Muted Voices. The slow response of King Lynwerd in 
  addressing that crisis, coupled with the interruption of 
  his reign by Sewarndt’s Imperium and the prolonged 
  absence of any centralized form of government—
  religious, political, or otherwise--has allowed the city to 
  evolve into a multifaceted commune where residents live 
  contentedly without any such authority. Rumors of its 
  new status have attracted traders and merchants, along 
  with professionals and itinerant priests of different faiths, 
  many of whom have elected to remain as permanent 
  residents. Because of this, the populace has essentially 
  everything it needs and has not had reason to appeal to 
  the restored Nyrond throne for supplies, leadership, or 
  religious sponsorship. 
   
  The one conspicuous faith in town, that of Pholtus, 
  has been a presence in Midmeadow since before the 
  events of NMR3-03 but has failed at mass appeal due to 
  infighting between two of its sects, despite the fact that 
  the one remaining sect in town (the Church of the Bright 
  Path) occupies the city’s only permanent temple. While a 
  portion of the populace still worships one of the two 
  sects, most residents are content with the other new 
  faiths in town or with none at all. 
   
  When the PCs arrive, the dominant characteristic 
  should be that of community. The absence of any city 
  NYR7-08 Tinderbox 
   
  Page 4 
  
  guards, Nyrondese troops, or even a new mayor should 
  suggest that this is a rare place, apparently unspoiled by 
  the intrigues of politics or religion. Here, residents 
  peaceably coexist within four social and topographical 
  districts: the Pholtan clergy and more upscale merchants 
  occupy The Promenade; elves, musicians, and artisans 
  reside in the immense Blackwater Park; dwarves, gnomes, 
  and halflings populate the heavily industrial Downtown 
  district; finally, there is the Silk Plateau, an agricultural 
  cooperative sprawling over the eastern third of the city 
  where half-elves, half-orcs, and a contingent of Flan 
  refugees 
  live 
  and 
  work 
  together 
  in 
  harmony. 
  Midmeadow’s residents are mostly a peace-loving group 
  of people who, more than anything, are glad that the 
  conflict between Lynwerd and Sewarndt is over. PCs are 
  welcomed with a rustic zeal and sense of promise that 
  seem almost too good to be true. Whatever their initial 
  reactions, after exploring the city (especially its eastern 
  recesses) the PCs may have to decide how strongly they 
  feel about the role—and the necessity--of authority in an 
  organized society. 
   
  Amid the high cornstalks and climbing vines of the 
  Silk Plateau lurks a reclusive figure unknown to most of 
  the populace: a seer of Istus and former Tenha refugee 
  known as the Brown Recluse, who has secretly 
  orchestrated Midmeadow’s evolution into a commune 
  and guided his followers in the ways of peaceful 
  coexistence. However, his dangerous political philosophy 
  would threaten conservative viewpoints were it ever to 
  become widely known… 
   
  Introduction: PCs who participated in NYR6-06 receive 
  invitations to the rescheduled wedding of the Penrys and 
  Faith, to be held in Midmeadow. PCs who did not play 
  NYR6-06 instead receive reliable information that bandit 
  activity is rampant in the area. Finally, one PC receives a 
  cryptic, anonymous sending spell that forewarns of an 
  imminent tragedy that could destroy Midmeadow. 
   
  Encounter One: The PCs arrive in Midmeadow the 
  morning of the wedding, which is slated to occur just 
  before noon, and find residents in a celebratory mood. 
  PCs without invitations may exercise Diplomacy in an 
  effort to procure one. PCs with invitations may check in 
  and then interact with other select guests from NYR6-06, 
  inquire as to recent events, shop for gifts, and attempt to 
  locate the sender of the sending spell. 
   
  Encounter Two: In this optional encounter the PCs visit 
  the Silk Plateau on the hunch that the Brown Recluse 
  sent the cryptic sending. There, they must persuade the 
  district’s figurehead—an intense and protective priestess 
  of Bralm—that their request is a worthy one. If they 
  succeed, they meet the Recluse and discuss his message, 
  philosophy, and role in Midmeadow’s evolution. The 
  audience ends with his advice to the PCs on the nature of 
  responsibility and destiny. 
   
  Encounter Three: Whether the PCs are still mingling 
  with the wedding guests or if they have just returned 
  from the Silk Plateau (or elsewhere in town), 
  Downtown’s resident gnome tinker “Rats” Rastinattii 
  interrupts the assembly with an urgent request: a vital 
  component necessary to the continued operation of his 
  Verminflame Portal has been stolen. He believes some 
  kind of malign intelligence in the city sewers to be 
  behind the theft and that he is being led into a trap. He 
  requests the PCs’ expertise as adventurers to help recover 
  the component, as its loss could prove detrimental to 
  Midmeadow’s continued safety. 
   
  Encounter Four: The PCs enter the city sewers in search 
  of the stolen component. While exploring the dark and 
  filthy tunnels in their wedding finery, the PCs are soon 
  ambushed by the wererat sorcerer-thief who effectively 
  controls the sewer’s teeming rat population. When his 
  plan to kill the gnome and destroy the Verminflame 
  Portal that keeps his rat army trapped down here is 
  jeopardized by the PCs, he attempts to trap them instead 
  beneath a cave-in, but this backfires and floods the 
  sewers, sweeping the wererat and the PCs deeper into the 
  unmapped city sewers. 
   
  Encounter Five: As the PCs exit the sewers, possibly 
  pungent, filthy, and injured, they encounter Inanilae elf 
  envoys bearing news of the discovery of the mysterious 
  mage’s lair. The ranger Valandril (from NYR6-06) 
  nervously leads this group, as he fears for the safety of his 
  new (and somewhat reckless) chief who travels with 
  them incognito. This short roleplaying encounter is 
  designed to illustrate a nobler form of leadership, as the 
  elves project strength and concern for their chief. PCs 
  with wedding invitations are socially obligated to attend 
  the ceremony, but the elves do not mind waiting. Clever 
  and diplomatic PCs may manage to secure invitations for 
  them as well. 
   
  Encounter Six: The PCs (and ideally the elves) attend 
  the wedding of Faith and Penrys. Other guests have 
  arrived, including the groom’s superior (the Bishop of the 
  Bright Path church) and his ousted counterpart (the High 
  Priest of the Church of the Blinding Light). Before the 
  vows are completed, Fate again intervenes when the body 
  of a troublesome, local priest is discovered. The wedding 
  is again postponed as the PCs and the Inanilae--who are 
  eager to assist--along with the two local Pholtan Knights 
  Valorous rush to investigate. The Bishop denies access to 
  the body, citing Pholtan authority and jurisdiction. 
  Suspicious PCs who recall his policy of “openness” from a 
  year ago note a marked change in his demeanor, but he 
  soon surrenders evidence implicating tenacious local 
  bandits. 
   
  Encounter Seven: The PCs follow evidence found on 
  the murdered priest to the bandit camp, where a skirmish 
  ensues with a cadre of efficient and well-mannered 
  highwaymen. The bandit leader is a cunning aristocrat 
  who calls for parley during the height of the melee and 
  questions how the PCs found them (they have evaded 
  discovery for a year) further professing innocence in the 
  NYR7-08 Tinderbox 
   
  Page 5 
  
  murder. This revelation should lead suspicious PCs back 
  to Midmeadow to question the Bishop. 
   
  Encounter Eight: The PCs return to Midmeadow and 
  find it under attack, as magic on the dead priest has 
  expired and revealed the real victim as the Brown 
  Recluse. His lover, overcome with grief, unleashes an 
  insect plague to drive away those she believes responsible 
  for the deception: the Pholtans. Only the PCs will possess 
  sufficient facts to pacify the priestess and her followers; 
  they may attempt to do so, or they may use force to halt 
  her assault on Midmeadow. The grief-stricken priestess is 
  quelled by the PCs, forcibly neutralized by them, or 
  allowed to exhaust her fury until it subsides into forlorn 
  misery. 
   
  Conclusion: Order is restored at the cost of personal 
  freedom. PCs may wish to view the Recluse’s corpse or 
  confront the Bishop but he uses the inexplicable arrival 
  of a Nyrondese border guard contingent to re-institute 
  martial law: the Pelor priest may no longer be a murder 
  victim but he is now missing, and Dalis Mirivan is being 
  arrested for spying. The PCs’ reputations (earned in this 
  adventure and in NYR6-06) help determine their fate in 
  the final installment of this series. 
   
  PREPARATION FOR PLAY 
  In the first part of this series, NYR6-06 The Uninvited 
  Guests, PCs had the chance to meet several Midmeadow 
  NPCs. Some of these were and remain permanent 
  residents, and are listed below, while others have moved 
  on. If no PCs have played NYR6-06, the Fharlanghn priest 
  Dalis Mirivan should be introduced to the party as soon 
  as possible, as he has stayed on in Midmeadow since the 
  events in NYR6-06 came to a close. His charismatic 
  demeanor should serve as the initial link between city 
  NPCs and the party. 
   
  Take note of any Pholtan PCs, especially if they are 
  members of applicable Nyrond meta-orgs or the 
  Theocracy of the Pale’s faction of the Church of Pholtus 
  (the Church of the One True Path), as conflicts could 
  arise between such PCs and some of this scenario’s NPCs, 
  who might view each other as “heretics,” “pagans,” or 
  worse. 
   
  Much of NYR6-06 took place in two of the city’s four 
  districts: Blackwater Park and the Promenade. In this 
  scenario, events are centered in the other two: Downtown 
  and the Silk Plateau. Consult DM Aid: The Map of 
  Midmeadow. Roll a Hide check for the wererat in 
  Encounter Four, and do not allow the players to dally too 
  long in the sewers. Also, roll Hide, Spot, and Listen 
  checks for the bandit sentries in Encounter Seven. 
   
  Note that Encounters Two, Three, Four, and Seven 
  are optional. NPCs in Encounters Four and Seven begin 
  using consumable items at the outset of combat. Skipping 
  either of these latter Encounters could reduce the PCs’ 
  treasure totals. 
   
  Finally, glance at each player’s character sheet. One 
  of the PCs receives a cryptic sending from the Brown 
  Recluse, which functions as their private “hook” into the 
  scenario. The criteria for receiving the sending are (in 
  order of importance): Istus cleric or follower, true 
  Neutral alignment, Fatespinner prestige class, half-elf, 
  Pelor cleric, wood elf, Pholtan PCs, and bards. 
   
  CAST OF CHARACTERS 
  �Dalis Mirivan: this Suel cleric of Fharlanghn stayed in 
  Midmeadow following the events in NYR6-06, leaving the 
  city on occasion to tend to his duties on the road; he 
  remembers PCs from that scenario and is intended as an 
  amiable companion herein. He is keenly interested in 
  different faiths and stories from new PCs about 
  adventures in distant locales. His looks, charm, and 
  affability can be assets for any such PC deficits. 
   
  �Penrys Bonchal (“PEN-riss bon-SHAL”): this 
  capricious Oeridian acolyte of Pholtus in Nyrond’s 
  Church of the Bright Path was unwittingly at the center 
  of every tumultuous event in NYR6-06. When his 
  marriage to Faith is interrupted a second time, Penrys’s 
  petulant insensitivity manifests as his dominant trait and 
  makes her question the wisdom in choosing him as a 
  mate. 
   
  �Faith: this young Gamboge wild elf deserted her 
  xenophobic tribe and fled to Midmeadow in the summer 
  of CY 596. Penrys briefly courted her, and though initial 
  public reaction to a Pholtan cleric marrying a “lesser” race 
  resulted in much negative scrutiny, Faith’s charming 
  naivety has made her more popular than the Churches of 
  Pholtus. Thanks to her rescue by adventurers, she has 
  developed a fondness for such personalities. 
   
  �Valandril: this wood elf ranger from the Inanilae tribe 
  of Gamboge elves travels to Midmeadow with news that 
  scouts have located the likely lair of the mage responsible 
  for so much carnage in NYR6-06. Valandril is uneasy upon 
  arrival, not only from being unused to large human cities 
  but because of the sensitive “cargo” he protects. 
   
  �Tess’inene-ilae 
  (“TESS-ih-NEEN-ih-LAY”): 
  this 
  young female wood elf is the new chief of the Inanilae 
  tribe following the recent death of her father. Aware of 
  the mysterious mage’s machinations, she has “risked the 
  safety of her royal personage” and accompanied Valandril 
  to Midmeadow (much to his protestations) out of 
  curiosity to see the city for the first time since her youth. 
  Her nascent skills as a respected leader are intended as a 
  counterpoint to the decaying order and contentious rule 
  in Midmeadow. 
   
  �Talpin Thorea: this Oeridian priest of Pholtus is the 
  new Bishop of Midmeadow’s Church of the Bright Path. 
  He was transferred here during early-CY 596 and initially 
  impressed many citizens with his attitude of tolerance 
  and openness, which stood in stark contrast to that of his 
  predecessors in the ousted Church of the Blinding Light. 
  NYR7-08 Tinderbox 
   
  Page 6 
  
  Old habits die hard, however, and a local tragedy conjures 
  one of the harsher aspects of Pholtan dogma, calling into 
  question whether the Church’s authority in Midmeadow 
  is obsolete or absolute. 
   
  �Knight-Captain Talbrith Hemerenn: this female 
  human paladin of Pholtus is the head of the Pholtan 
  Knights Valorous, Order of Celene, assigned to 
  Midmeadow by the Pale’s Church of the One True Path 
  in CY 595 to minister to the populace as best she can, 
  when needed, as well as to monitor the city and mood of 
  its residents. 
   
  �Knight-Captain Quenthe Ilerrio: this male high elf 
  from the Gamboge forest is an accomplished archer and 
  wizard. He and Talbrith are currently renovating the 
  former barracks of the Valorous League of Blindness to 
  house its new occupants, be they Nyrondese troops, 
  Pholtan acolytes, or some as-yet-undetermined group. 
   
  �Kirelle: this high elf priestess of Corellon is one of 
  Midmeadow’s original residents. She has seen enough 
  bloodshed and betrayal to last several human lifetimes, 
  and remains out of loyalty to the elves who still call the 
  Blackwater Park district home, maintaining a vigilant eye 
  on the Pholtans, whose fractured sects and various clergy 
  she vehemently distrusts. PCs should find her a terse and 
  aloof pacifist, but not entirely unsympathetic, especially if 
  they are artists or require healing. 
   
  �Hayden Valcroy: this Oeridian cleric of Pholtus was 
  the High Priest of the Church of the Blinding Light in 
  Midmeadow. King Lynwerd ousted him and his entire 
  sect from Midmeadow shortly before the events in NYR6-
  06, following a period of stern stewardship. He has been 
  invited to the wedding as an act of courtesy—some say 
  showmanship—by Bishop Thorea, and his presence is 
  intended to illustrate the not-so-subtle religious and 
  philosophical differences between the two sects. 
   
  �Aricyn Maquillan (“AIR-i-sin ma-KWEE-an”): this 
  half-elf priestess of Bralm stopped in Midmeadow two 
  years ago on her way to visit a fey colleague in the 
  Gamboge. She was immediately drawn to the efficiency 
  evident among residents of the Silk Plateau, and soon 
  learned of the district’s unofficial figurehead: the Brown 
  Recluse. When these two half-elves met, their mutual 
  attraction and sense of purpose was undeniable, as if two 
  halves of the same psyche had been reunited. Aricyn 
  stayed in Midmeadow and oversees the agricultural and 
  textile development of the district, reveling in its self-
  reliant industriousness while working to conceal the 
  existence of her lover from the city’s Pholtan stewards, 
  whom her instincts warn her not to trust. When the 
  Recluse is found murdered, she loses control and 
  unleashes her grief upon the city. 
   
  �The Brown Recluse: this enigmatic half-elf priest is 
  single-handedly (though secretly) responsible for the 
  evolution of Midmeadow into a social commune. He 
  covets neither fame nor rewards, but his dangerous 
  philosophy keeps him in the shadows and high 
  cornstalks of the Silk Plateau district, where he directs its 
  development through his lover and protector, Aricyn. His 
  worship of Istus and prowess as a seer leads him to send a 
  cryptic message to one PC. If they hope to meet him and 
  unravel it, the PCs will need to prove their worth not 
  only to Aricyn but to his followers as well, who have 
  embraced his philosophy and help to protect his elusive, 
  near-mythical status. 
   
  INTRODUCTION 
  PCs who played NYR6-06 The Uninvited Guests receive 
  invitations to the rescheduled wedding of Penrys and 
  Faith. All other PCs receive communications from 
  various 
  sources 
  (Nyrond 
  clergy, 
  NMR 
  meta-
  organizations, 
  local 
  contacts, 
  former 
  adventuring 
  companions, etc.) noting the increased frequency of 
  bandit activity on the trade roads south and west of 
  Midmeadow; these further hint that such activity is 
  ideally suited to adventurers looking to thwart banditry, 
  make a name for themselves, and otherwise earn the 
  respect (and monetary gratitude) of locals and merchants 
  in the area. Finally, one PC receives a cryptic sending from 
  the Brown Recluse. 
   
  For PCs who played NYR6-06, a handwritten 
  invitation arrives by courier, wherever they happen to be. 
  The ceremony is to be held in Midmeadow’s Blackwater 
  Park district at 11am on the 18th day of Ready’reat, CY 
  597. 
  The 
  invitation 
  requests 
  formal 
  attire 
  and 
  recommends arriving three hours early, to avoid the 
  morning rush of merchants in the Traders’ Bazaar. 
   
  For the PC who receives the cryptic missive, hand 
  that player a copy of Player Handout: The Sending. 
   
  A luxurious carpet of sunflowers purrs contentedly 
  in the chill autumn air as leaves on the trees that 
  form Midmeadow’s once-majestic natural walls 
  change from bright green to red and gold. The 
  undisciplined collection of tents, kiosks, and 
  wagons that form the Trader’s Bazaar stretches its 
  dark, mercantile tentacles into the city’s south gate 
  and is abuzz with activity, as the bells atop the 
  temple of Pholtus can be heard signaling morning 
  services. For those visiting for the first time, it looks 
  to be an idyllic place to relax; those who have been 
  here before, however, can attest that things are not 
  always as calm as they appear to be: the City of Nine 
  Lives is as capricious and feral as an alley cat. 
   
  Once the PCs are in town, they will immediately note the 
  bustling activity in preparation for the morning’s 
  wedding whether they received an invitation to it or not. 
  Any passing resident can inform the PCs of the 
  ceremony’s time and location. If no PCs have played 
  NYR6-06, roll a d6 to randomly slect a passing resident, or 
  select the most appropriate one for the adventurers: 
  NYR7-08 Tinderbox 
   
  Page 7 
  
  1. 
  Proud Pholtan-worshipping commoner who still 
  dislikes the non-human bride. 
  2. 
  Blackwater Park high elf that does not trust Pholtans 
  and views the wedding as a bad omen, just like the 
  last time. 
  3. 
  Local merchant who recently lost most of his 
  shipment to bandits and thinks that if the Pholtans 
  really want to run Midmeadow then they better do 
  something about protecting the roads. 
  4. 
  Half-orc and half-elf traders from the Silk Plateau 
  who have embraced the Brown Recluse’s philosophy 
  and believe that no deity or member of the clergy 
  can make the bond between two people more valid 
  than their love for one another; weddings are a “silly 
  human conceit”. 
  5. 
  Traveling female human Ratikian aristocrat who 
  derides the contrast between the decrepit city walls 
  and the blossoming epitomized by the wedding. 
  6. 
  Survivor from the goblin attack in NYR6-06 who 
  hopes there are some heroes in town this time, “just 
  in case”. 
   
  The NPC then moves on, and the PCs are free to do what 
  they like. Dalis Mirivan soon spots them and approaches. 
  PCs who played NYR6-06 will remember this affable 
  priest, and he recognizes such PCs in kind. If no PCs have 
  played NYR6-06, he approaches with an eye to making 
  new acquaintances. He introduces himself, explains 
  basics about the wedding, and inquires if they are 
  interested in attending. He has an invitation for the small 
  role he played during the original rehearsal-dinner. If 
  they are interested or have invitations, he leads them to 
  Blackwater Park; if they are definitely not interested in 
  attending, he tries his best to persuade them, noting 
  among other things that it will be a romantic ceremony, 
  many of the town’s prominent citizens will be there, and 
  that the wedding itself will help improving relations 
  between the Pholtans and elves in the city, or so he 
  hopes. If the PCs are still not interested, Dalis resignedly 
  bids them good day and departs. If asked, he can provide 
  directions to any location within the city, basic 
  information on its residents, or a summary of the 
  turbulent events in NYR6-06. 
   
   
  �Dalis Mirivan: male human (Suel) cleric 8 
  (Fharlanghn); hp 55; Diplomacy +12. 
   
   
   
  Description and Personality: Dalis is genial and 
  attentive but cuts a dashing figure: at six feet and two 
  hundred pounds, with a stubbled jaw and deep-set blue 
  eyes framed by his scruff of dirty blonde hair, he looks 
  and acts more like a well-traveled bard than a practicing 
  priest. 
   
  If the PCs plan to attend the wedding, they will need to 
  check in and present invitations. Proceed to Encounter 1. 
  If the PCs do not wish to attend the wedding (PCs with 
  invitations who choose not to attend should be reminded 
  of the social faux pas this represents), allow them to 
  explore the city. PCs who wish to visit the Silk Plateau 
  should proceed to Encounter 2. For all other PCs, after 
  perhaps thirty minutes of exploring Midmeadow, 
  Encounter 3 is triggered. Note that PCs who plan to 
  “skip” the wedding will miss Encounters 1, 3, and 4; there 
  is no going back. 
   
  ENCOUNTER 1: THE SECOND 
  TIME IS NO CHARM 
  The PCs and Dalis arrive at Blackwater Park, site of the 
  wedding between Penrys and Faith. This is a roleplaying 
  scene where the PCs are introduced (or re-introduced) to 
  key NPCs from NYR6-06, including the groom Penrys, 
  the two Knights Valorous stationed in Midmeadow, and 
  the Bishop of the Church of the Bright Path. There are 
  several dozen attendees already here despite the early 
  hour, and the PCs will have a chance to mingle with them 
  and to make inquiries on recent events in and around 
  Midmeadow; these events are summarized in DM Aid: 
  Gather Information Results. Once the PCs reach the Park, 
  read or paraphrase the following: 
   
  The trees in Blackwater Park display leaves of red 
  and gold hues this cool, autumn morning. Several 
  dozen halflings bustle about arranging chairs and 
  gift tables in preparation of today’s ceremony, while 
  liberally attired elves that reside in the Park mingle 
  with more formally dressed attendees. An ornate 
  shrine decorated with honeysuckle and lavender 
  forms the centerpiece of this nuptial tableau. 
   
  PCs with invitations are expected to “check in” and 
  confirm their presence to the group of halflings in charge 
  of seating arrangements; PCs without invitations may 
  attend if at least one other PC speaks on their behalf and 
  succeeds at a DC 15 Diplomacy check (Dalis may assist on 
  this check). The halfling staff then provides the PCs with 
  a layout of the seating arrangements (no map is provided 
  for this, as the ceremony is destined never to occur, but 
  improvise for the players nevertheless. PCs with 
  invitations are “near the front,” while those without 
  invitations are in the back with the local elves). The PCs 
  are then free to do what they want until the ceremony 
  begins at 11am (roughly three hours from now; 
  interacting with other guests, purchasing gifts, and 
  seeking out other NPCs are some suggested courses of 
  action. NPCs encountered here include: 
   
   
  �Penrys Bonchal: LG male human cleric 4 
  (Pholtus); Heal +8, Knowledge (religion) +4, Sense 
  Motive +5. 
   
  Description and Personality: Penrys is twenty-six and of 
  mixed Oeridian descent, with close-cut brown hair and 
  wide, brown eyes; his family hails from Womtham. 
  Though a devout Bright Path Pholtan, his inability to 
  focus or commit and his recent streak of petulance 
  guarantee he will never rise above the rank of Prior. The 
  NYR7-08 Tinderbox 
   
  Page 8 
  
  stress of organizing the wedding (again) is showing: he is 
  snappish and easily distracted, though not so distracted 
  that he will miss an opportunity to flirt with female PCs 
  whose Charisma score is 16 or more. PCs should find him 
  a barely-sufferable bore with insufficient knowledge of 
  religion for a priest of his station. He discusses the 
  differences between the sects of Pholtus in Nyrond, but 
  speaks cautiously so as to avoid jinxing his wedding by 
  inciting an argument between his Bishop and the High 
  Priest of the Blinding Light. 
  • 
  Penrys admires his Bishop, especially his effortless 
  transition to Midmeadow from his previous posting, 
  and the attitude of openness he has espoused. Penrys 
  doubts that the ousted High Priest of the Blinding 
  Light would have sanctioned his marriage. 
  • 
  The Bishop is displaying the utmost hospitality in 
  inviting the High Priest, as the tension between the 
  two sects is a widely known fact. A DC 15 Sense 
  Motive check allows PCs to recognize that Penrys 
  might be oblivious to a harsher reality: that the 
  Bishop may have invited the High Priest simply to 
  spite that Church’s more conservative philosophy. 
  • 
  Penrys never learned the name of Faith’s tribe, but 
  since she is the sole survivor, he thinks it will be 
  easier for her to put her wild past behind her and 
  focus on their future together. Penrys does not speak 
  elven. 
  • 
  His Church’s “open door” policy and efforts to 
  beautify the Promenade have attracted many new 
  converts to the Bright Path sect. 
  • 
  Bishop Thorea is not here presently; he is still at the 
  temple receiving High Priest Valcroy and his 
  entourage from out of town. 
  • 
  He knows of the querulous Pelorite priest Callidan 
  Estani and his recent childish antics (including the 
  vandalism). Penrys blames Pelor, an “arguably 
  inferior quasi-deity” whose filtered, artificial light 
  blinds gullible souls to the truth only Pholtus can 
  illuminate. 
   
   
  �Knight-Captain Talbrith Hemerenn: LG female 
  human paladin 12 (Pholtus). 
   
  Description and Personality: As head of her order and the 
  unofficial eyes and ears of the Pale in Northern Nyrond, 
  Talbrith is been forced to walk a fine line between justice 
  and non-interference. She is twenty-nine and of pure 
  Oeridian descent; her shoulder-length, light brown hair 
  is invariably tied in a loose ponytail, and she wears her 
  mithral breastplate at all times. She was no fan of 
  Zylinchin or his methods, but discreetly admits that the 
  ideals of lawfulness and order he was intended to 
  represent are solely lacking in Midmeadow. Talbrith has a 
  soft voice that belies her years of field experience in the 
  Pale. She uses her detect evil ability at all times, and is wary 
  of exotic races (centaurs, asherati, etc). 
  • 
  She and Quenthe are renovating the former barracks 
  of the Valorous League. This includes the addition of 
  personal, feminine touches to make them more 
  hospitable to whoever inhabits them next, in 
  contrast to the austere, soulless furnishing of the 
  previous occupants; they are also destroying stray 
  holy symbols of Pholtus found there, as these 
  belonged to the League and are considered by 
  Talbrith to be perversions of her faith. PCs 
  succeeding on a DC 25 Diplomacy check get her to 
  admit that Bishop Thorea was upset about the holy 
  symbols being destroyed, and she had to remind him 
  that her Order is here by permission of the King and 
  thus not subject to the whims of the Bright Path 
  Church except in times of crisis. She also plans to re-
  consecrate the barracks to Pholtus 
  • 
  She is concerned about the continued lack of an 
  official Nyrondese guard presence in town; not that 
  the city needs one; she simply wonders what the 
  King is thinking. Crime is limited to minor theft, 
  which she can handle on her own. The city does not 
  even have a jail. What it truly needs is a public 
  figurehead. 
  • 
  She has not been to the Silk Plateau, as she has no 
  reason or desire to go there, but admits that no 
  disturbances have ever been reported there, and the 
  impressively self-reliant inhabitants who visit the 
  Promenade to trade always exhibit pleasant, 
  professional, and admirable behavior. She knows a 
  Bralm priestess walks the cornstalks there; the 
  Brown Recluse she dismisses as folklore. 
  • 
  If asked her opinion of Faith or Penrys: to the 
  former, Talbrith has compassion for the elf who lost 
  her entire tribe and hopes she learns to make sound 
  decisions quickly before someone takes advantage of 
  her youth and naiveté. As to the latter, she is polite 
  but guarded, saying little. A DC 15 Sense Motive 
  check reveals that she is choosing discretion as the 
  better part of valor and remaining silent when no 
  kind words exist. 
   
   
  �Quenthe Ilerrio NG male elf (High) fighter 
  4/wizard 5/eldritch knight 3 (Spellcraft +12). 
   
  Description and Personality: This dashingly handsome 
  fighter-mage is exceedingly polite. His long black hair 
  flows freely and his dark green eyes hold an intense gaze. 
  In conversation he defers to Talbrith. Quenthe has detect 
  magic in place when the PCs approach, as a result of the 
  goblin attack in NYR6-06; PCs with any active 
  necromantic or illusory effects (from spells, items, or 
  curses) will be politely asked for a moment of their time. 
  He then steps aside and quietly questions the PC as to the 
  nature of the detected effect. If a PC refuses to comply, or 
  reveals the effect to be of a quasi-evil nature, he signals 
  Talbrith and they both ask the PC not to attend the 
  wedding. Improvise as necessary, but play the Knights as 
  servants of good who are doing their job and looking out 
  for the safety of the citizenry. 
   
  NYR7-08 Tinderbox 
   
  Page 9 
  
  In conversing with Penrys (a Bright Path acolyte) and the 
  two Knights (who are more attuned to the Pale’s One 
  True Path dogma), the PCs should become keenly aware 
  of the confusion surrounding the three different sects of 
  the Church of Pholtus in Nyrond. PCs who played NYR6-
  06 and express surprise that the wedding is being held in 
  almost the exact same place as the goblin attack are 
  informed by Quenthe that Blackwater Park is still the 
  best setting: Downtown is too busy with activity, the Silk 
  Plateau is too uncivilized for the groom’s taste, and 
  having it in the Promenade (or the temple) would block 
  the streets and interfere with regular, daily services. 
   
  Finally, should any PCs inquire about recent bandit 
  activity, have them roll a Gather Information check 
  (bypassing the usual 1d4+1 hours required, as the guests 
  are all aware of it to some degree) and consult the 
  following list: 
  • 
  DC 5: the bandits are ruthless marauders who 
  routinely destroy wagons and slay mounts before 
  leaving merchants hogtied in the bushes and 
  absconding with all valuables; their suspected lair is 
  southwest of town. 
  • 
  DC 10: the bandits are skilled horsemen and always 
  attack at a full charge using advanced tactics. They 
  beat victims unconscious and steal mounts. Their lair 
  likely lies to the west. 
  • 
  DC 15: the leader is a powerful spellcaster who 
  employs mephits and planetouched outsiders. A deal 
  he made with these outsiders allows him to attack 
  from another plane, which is why the attacks are 
  always a surprise and why their lair is so difficult to 
  find. 
  • 
  DC 20: a recent victim heard the leader speak 
  eloquently during the attack, and believes him to be 
  a bard. He bets the camp lies due east. 
  • 
  DC 25: the bandits are masked, using hand signals 
  and non-verbal communication. They are fully 
  mobile, have no permanent lair, and routinely re-
  disguise themselves as their latest victims to avoid 
  detection. Their lair is rumored to lie to northwest of 
  Midmeadow. 
  • 
  DC 30: another recent victim saw a brand on the 
  leader’s horse that looked familiar. A DC 25 
  Knowledge (nobility and royalty) check identifies it 
  as a very minor Nyrondese noble house from 
  Woodverge Province. 
   
  Development: The end of this encounter is triggered by 
  the arrival of “Rats” Rastinattii from the Downtown 
  district, who has need of assistance from some intrepid 
  adventurers. If the PCs seem interested in visiting the 
  Silk Plateau before the wedding, allow them to do so and 
  proceed to Encounter 2, and then have them return here 
  by roughly 10am (“to ensure that they are properly seated 
  before the ceremony begins”). If the PCs clearly have no 
  interest in visiting the Silk Plateau (despite the cryptic 
  sending one of them received), proceed directly to 
  Encounter Three. 
   
  ENCOUNTER 2: RECLUSIVE 
  One PC received a sending spell before the adventure 
  began and may wish to visit the Silk Plateau to seek out 
  the mysterious entity known as the Brown Recluse for a 
  private audience and possible explanation; this is 
  especially recommended for PCs who played NYR6-06, as 
  that scenario did not allow time for such a foray.  
   
  It takes thirty minutes to walk from Blackwater Park 
  to the top of the Plateau; along the way, the PCs may 
  inquire among the humans, half-elves, and half-orcs who 
  populate the district (see below) as to the whereabouts of 
  the Brown Recluse. Such inquiries elicit mild snickering 
  along with polite instructions to “just walk to the top of 
  the cornrows where the mayor’s mansion used to stand. 
  As the PCs make their way through the maze of 
  agriculture and ascend the small hill overlooking the city, 
  read or paraphrase the following: 
   
  The Silk Plateau is a hive of industrious activity. A 
  small hillock topped with stone ruins dominates the 
  lush agricultural fields below, where luxurious rows 
  of cornstalks and climbing vines trail like a 
  maiden’s tresses. A crude but effective mill delivers 
  water from the city stream by way of sluices and an 
  elaborate bucket/pulley system, and everywhere 
  bees can be seen pollinating a myriad assortment of 
  flora. Many half-elves and Flan workers are 
  harvesting various fruits and vegetables, while 
  several 
  half-orcs 
  use 
  modified 
  polearms 
  as 
  landscaping tools. Other residents are stitching 
  dyed, cloth garments, and above it all a low 
  humming sound, can be heard. 
   
  The PCs can spot groups of three-to-six residents standing 
  in a circle and humming quietly with hands enjoined and 
  eyes closed; anyone can inform the PCs that these are 
  meditation groups engaged in hybridized prayer. Several 
  giant (and to the PCs, harmless) bees, that dwell on the 
  Plateau and accompany Aricyn in her daily duties, 
  produce the low humming sound. Due to her bond with 
  both the city and the insect kingdom, Aricyn is 
  immediately aware when non-Plateau residents move 
  more than halfway up the hill. Once the PCs near the top 
  (before they come within sight of the old mayor’s 
  mansion from NMR3-03 Blind Faith, Muted Voices), Aricyn 
  appears with her bees and in a level tone asks the PCs to 
  state their business; she is unaware of the sending. 
  Provided the PCs speak truthfully about why they seek an 
  audience with the Brown Recluse (to meet him and/or 
  have him decode the sending), they may attempt a 
  Diplomacy check (Aricyn would know of no other reason 
  why outsiders would seek her lover, but the mention of a 
  divination, or any other cryptic, fate-related item appeases 
  her guarded nature). Aricyn’s initial attitude is 
  Indifferent. PCs who did not play NYR6-06 do not affect 
  this attitude by their presence; PCs who did play NYR6-
  06, however, do. On the AR for that scenario is a notation 
  labeled “Exile on Main Street.” Each of the five listed 
  reputations carries a modifier to this Diplomacy check, as 
  NYR7-08 Tinderbox 
   
  Page 10 
  
  follows: Peerless (+2), Heroic (+1), Indifferent (0), 
  Unfavorable (-1), Careless (-2). Sum the totals for all 
  applicable PCs and then allow them to make the 
  Diplomacy check; the party as a whole gets only one 
  attempt at this and must sway Aricyn’s attitude to 
  “Friendly” or better in order to persuade her to lead them 
  to the Brown Recluse. If they change her mood to 
  “Helpful,” she will remember their positive attitudes later 
  in the adventure. 
   
   
  �Silk Plateau gardeners (40+): male and female 
  half-elf ranger 2/expert 2. 
   
   
  �Silk Plateau laborers (40+): male half-orc 
  barbarian 2/expert 2. 
   
   
  �Towk: male half-orc barbarian 5/expert 1. 
   
   
  �Giant Bees (3): hp 18; Monster Manual 284. 
   
   
  �Aricyn Maquillan: female half-elf (Suel) cleric 12 
  (Bralm) (Sense Motive +12). 
   
  Description and Personality: Aricyn is in her late twenties 
  and of average height with luminous greenish-yellow 
  eyes and whitish-blonde hair braided with honeycombs. 
  She dresses in loose golden robes and wears a beehive-
  shaped holy symbol of Bralm around her neck. She is 
  deeply in love with the Brown Recluse as a pacifist 
  visionary; she does not fully agree with his views on 
  religion, but because of these views she goes to great 
  lengths to safeguard his existence from those who would 
  exploit it, especially Pholtans, whom she unequivocally 
  distrusts. 
   
  If the PCs fail the Diplomacy check, Aricyn coolly tells 
  them that the Recluse is just a silly urban myth, that they 
  are wasting their time and hers as well, and that she has 
  work to do. She summons her head laborer, a towering 
  and burly but articulate half-orc named Towk, to escort 
  the PCs down the hill. Aricyn then disappears with her 
  giant bees into the high cornstalks. Provided the PCs 
  merely failed the Diplomacy check due to poor die rolls 
  and were not hostile or demanding toward Aricyn, Towk 
  cautiously opens up to them. What he knows is 
  summarized below: 
  • 
  The Recluse exists but his philosophy has proven 
  unpopular with the Pholtans. A DC 15 Sense Motive 
  check reveals that Towk is slightly confused; he does 
  not fully comprehend the Pholtan sects and 
  unwittingly refers here to the Valorous League of 
  Blindness, which effectively ruled the city when the 
  Recluse began his social revolution. 
  • 
  At Aricyn’s request the Recluse remains in hiding for 
  what she calls “his protection,” and she is extremely 
  protective, especially in the morning when her 
  energy level is higher. 
  • 
  Towk cannot properly explain the nuances of the 
  Recluse’s philosophy, but one aspect that appeals to 
  him as a barbarian is the idea that one can change or 
  embrace one’s fate regardless of outside influence. 
  Before he came to the Plateau, Towk would never 
  have accepted the idea that he could work and 
  peaceably coexist among elves, half-elves, and 
  humans; for too long humans like General Zylinchin 
  spewed dogma that half-orcs were all subhuman 
  mongrels incapable of anything beyond mindless 
  brutality and destruction; “the Pholtans” (as he calls 
  them) used to burn such “subhumans” at their New 
  Dawn Camp north of town. Now, however, thanks to 
  the Recluse’s teachings, Towk is a respected and 
  productive member of the Commune, and is 
  learning to control his violent tendencies. 
  • 
  He calls Aricyn “the Mistress of Bees”; the Recluse is 
  also a half-elf but with dark skin; he worships a deity 
  about whom Towk’s knows little: Istus. The two half-
  elves are also lovers. 
  • 
  Towk suggests the PCs return at sundown; Aricyn 
  will likely have relaxed by then and may be willing 
  to listen to their request again. 
   
  If the PCs succeeded at the Diplomacy check, Aricyn 
  leads them to the top of the hill and into a clearing where 
  the stone ruins of the old mayor’s mansion continue to 
  decay. Once there, the PCs can look out upon the entire 
  city. She tells them plainly that the Recluse has 
  undertaken a vow of silence, and not to expect much in 
  the way of direct responses, recommending they watch 
  his body language instead; she and her bees then depart. 
  Read or paraphrase the following: 
   
  At the top of the hill, high cornstalks give way to a 
  small clearing punctuated by the silent, stone ruins 
  of what must have once been an impressive 
  mansion. The formerly multi-storied structure is 
  little more than a collection of pockmarked 
  standing walls, platforms, and pillars; the area is 
  overgrown with weeds and climbing ivy, and its 
  conspicuous neglect stands in contrast to the 
  fecundity evident elsewhere in the district. After a 
  moment in the morning stillness, a dark-skinned 
  half-elf appears from within the ruins and 
  approaches. 
   
  The figure emerging from the ruins is, of course, the 
  Brown Recluse. He moves toward the PC who received 
  his sending and welcomes them in a quiet voice laden 
  with fatigue, thanking them for responding so quickly. 
  His dark eyes are a swirling, unblinking mixture of relief 
  and futility. 
   
   
  �The Brown Recluse: male half-elf (Flan) 
  commoner 
  1/cleric 
  7 
  (Istus)/divine 
  oracle 
  3/contemplative of Istus 1 
   
   
  NYR7-08 Tinderbox 
   
  Page 11 
  
  Description and Personality: The Recluse looks roughly 
  thirty years old. He wears loose, white cloth breeches 
  manufactured on the Plateau along with an oversized, 
  tattered black broad shirt open at the front. An enchanted 
  necklace of live fireflies hangs from his neck (a gift from 
  Aricyn). He is barefoot, and his face and bare chest are 
  tanned a deep, maroon hue. He lacks traditional Flan 
  tattoos of any kind, and his tangled curtain of brown hair 
  flows freely behind him. In his weathered hands he twirls 
  an ornate holy symbol (DC 15 Knowledge [religion]; 
  Istus) upon which a tiny monstrous spider determinedly 
  crawls. 
   
  He speaks in clipped, cryptic sentences, slowly walking 
  among the ruins and looking west into the city or north 
  over the sunflower fields toward the Pale border. The 
  Recluse provides a brief synopsis of his evolution here: 
  his family was slain in the CY 592 Ether Invasion of 
  Tenh, at which time he joined the mass exodus to 
  Midmeadow; he lived in squalor amid the tent camps 
  outside the decaying walls and survived the CY 593 Night 
  of Terror; the camps emptied once the Pale “liberated” 
  Tenh, and he slipped into Midmeadow unnoticed by 
  Imperium tyrants, fiend-finders, or the squabbling 
  Pholtan churches who looked upon his people as little 
  more than insects; he hid amid these very ruins, which 
  are still considered haunted or cursed by many residents, 
  waiting out the expulsion of the Imperium and the 
  Valorous League, searching for something in which to 
  believe, shedding the last layers of his identity. 
   
  He found the Baklunish deity through a dream. He 
  embraced the philosophy that everything in the world is 
  connected, and that one event—no matter how 
  seemingly 
  trivial—can 
  dramatically 
  affect 
  others 
  regardless of distance, (physical, spiritual, or otherwise). 
  He stopped using his name and undertook a vow of 
  silence halfway through CY 595, turning to agriculture 
  and the satisfaction in an honest day’s toil as a way to still 
  his tempestuous thoughts. Others in the eastern half of 
  the city took note and soon joined him, favoring his quiet 
  contemplation to the very vocal conversion attempts by 
  the Pholtan churches. Later that summer Aricyn arrived 
  and became his spokesperson, confidant, and lover. 
   
  Their industrious methods focused on what was 
  necessary 
  for 
  survival: 
  food, 
  clothing, 
  shelter, 
  cooperation, and the idea of self-reliance that the 
  Pholtans—especially the so-called “Faithful Flan”—had 
  subverted. The Recluse (as Aricyn fondly nicknamed 
  him) never attempts to convert anyone to Istus; instead 
  letting the results on the Plateau speak for themselves. 
  His guidance has transformed this half of the city under 
  the very noses of the Pholtans who imagine themselves 
  its stewards. At this, the Recluse seems to come out of a 
  trance. He looks the missive-PC in the eye and explains a 
  few basic tenets of his philosophy: 
  • 
  Everything is connected. All events influence one 
  another, though the effects may not be readily 
  apparent or easily perceived. 
  • 
  Eschew material wealth. Such trappings are parasitic, 
  self-perpetuating 
  symptoms 
  of 
  emotional 
  barrenness. The more people covet it, the less 
  attached they are to creatures around them. This 
  leads to self-absorption. 
  • 
  Coexistence is dependent on mutual respect, and 
  thus racial grudges must be left in the past, just as 
  spiders abandon their webs. 
  • 
  Everyone has a counterpart, a spiritual half to their 
  being that ultimately completes them, possibly the 
  last person one would suspect. 
  • 
  Human governments are transitory. As the youngest 
  race on Oerth, their fixation on borders and political 
  boundaries is at once childish and tyrannical. 
  Continued dependence on such artifices must be 
  abolished, as the land belongs to the people, not the 
  constructs of petulant temperaments. 
  • 
  Organized religion is an illusion. Deities waging war 
  against one another are one thing, but mortal priests 
  mimicking this weakness are a crude form of theatre 
  in which the people of Oerth are the ones who truly 
  suffer. Worship of any deity does not require 
  charlatan middlemen and their spiritual prostitution. 
  • 
  Violence is often an unfortunate necessity, but 
  compassion in battle is the greatest honor one can 
  bestow upon an opponent. 
  • 
  Nothing is preordained; fate governs all. 
   
  Development: The Recluse has just broken a two-year 
  vow of silence to speak with the PCs; he is about to 
  foreshadow his own imminent death, though the PCs 
  will have no way of knowing this. It is important they 
  understand that his beliefs are not necessarily right or 
  wrong in comparison with their own; so much as his 
  conviction in them is resolute. Even more important is 
  the fact that the Silk Plateau constitutes forty percent of 
  Midmeadow’s population, and everyone in it believes in 
  the Recluse’s philosophy. His inflammatory views on 
  religion in particular are what necessitate his seclusion; 
  Zylinchin’s regime would surely have burned him at the 
  stake, and the Recluse is cynical enough not to trust the 
  motives behind the Bright Path’s new policy of tolerance. 
  He concludes the meeting with three pieces of 
  information: first, the missive has to do with inevitability 
  and being able to recognize one’s place within the web 
  that connects all things; second, he warns the PCs that 
  knowing too much about their own destiny is dangerous; 
  finally, he reveals his unease over a recent, disturbing 
  divination in which he both felt and saw a masked, 
  gloved figure working the stands of Istus’s web like a 
  musical instrument, creating dissonant, unsettling 
  vibrations. He says nothing more about this vision, 
  adding that recognizing one’s own destiny and embracing 
  it—be it good or ill—is the noblest act one can perform. 
  This audience ends with him uncannily reminding the 
  PCs that the wedding will soon begin, noting the 
  difficulty of selecting a gift for someone who does not 
  NYR7-08 Tinderbox 
   
  Page 12 
  
  truly know what they want. He bids the PCs good 
  morning and retreats into the center of the ruins. 
   
  ENCOUNTER 3: DETOUR 
  Whether the PCs chose to skip Encounter 2 and 
  remained in Blackwater Park all morning, or whether 
  they journeyed to the Silk Plateau and returned to mingle 
  with the other guests, this encounter is soon triggered by 
  the conspicuous arrival of “Rats” Rastinattii, a gnome 
  tinker from Downtown. Read or paraphrase the 
  following: 
   
  The turned heads and quizzical expressions of 
  several of the assembled guests signals the arrival of 
  a conspicuously clean and clean-smelling gnome 
  from the city’s Downtown district that is clearly out 
  of place at this ceremony. After studiously 
  examining those present, the male gnome appears to 
  recognize someone and moves hesitantly toward 
  your group. 
   
  “Rats” scans the assembled guests for familiar faces, 
  quickly recognizing any PCs who played NYR6-06. Such 
  PCs will recognize him not only as the inventor of the 
  Verminflame Portal but as the individual directly 
  responsible for the explosion that effectively created the 
  Downtown district and necessitated the need for the 
  Portal in the first place. It is the latter aspect of his 
  notoriety that makes him unpopular in the Promenade, 
  but here and on the Silk Plateau his creativity and 
  resourcefulness are considered valuable assets. “Rats” has 
  a problem Downtown and has intruded on the well-
  dressed guests in search of help. Though he initially (and 
  reluctantly) sought the aid of the Pholtan clergy or the 
  Knights Valorous, if he spots “professional adventurers” 
  (especially ones he recognizes, including Dalis), he moves 
  to them instead. If no PCs have played NYR6-06, Dalis 
  explains who “Rats” is and recommends that they at least 
  listen to what he has to say. 
   
   
  �“Rats” Rastinattii: male gnome expert 6/sorcerer 
  4 (Craft [trapmaking] +15). 
   
  Assuming they do, the gnome introduces (or re-
  introduces) himself and explains his problem: someone 
  or someTHING in the Midmeadow sewers has stolen a 
  vital component necessary to the continued operation of 
  the Verminflame Portal; without this component, the 
  Portal does not function and the entire district (and 
  potentially the city) could be overrun with disease-
  bearing rats and other vermin that have been breeding in 
  the sewers for years untold. His journal, research notes, 
  and some “experimental” spell components were also 
  stolen, but the component is paramount. He pauses in his 
  narrative here to explain a little about the Verminflame 
  Portal: “Rats” hates rats. During the Night of Terror in CY 
  593, there was a “minor” infestation from the sewers; PCs 
  can confirm this with a DC 15 Knowledge (local-NMR) 
  check. Some months later, when he and the city’s 
  dwarves designed the Downtown district to deal with 
  Midmeadow’s drainage, irrigation, and similar systems, 
  “Rats” hatched an ill-fated plan to seal every sewer 
  entrance in the city to prevent further rat incursions. The 
  result was a complete disaster. 
   
  With no ventilation, natural methane gas built up in 
  the sewers and eventually exploded, creating a massive 
  hole in what is now Downtown. “Rats” and his assistants 
  spent three sleepless nights designing the Verminflame 
  Portal, which uses a scent-based, pheromone-targeting 
  system to release a vertical, cylindrical blast of 
  exceptionally potent, atomized alchemist’s fire whenever 
  a rat emerges from the hole. Thus far it has proven more 
  than sufficient to deal with any rats trying to escape the 
  sewers, but late last night the small adamantine box 
  which houses the clockwork pheromone-triggering 
  mechanism was stolen. Without it, the Portal does not 
  function; daylight keeps the rats in hiding, but come 
  nightfall the city could well be overrun. 
   
  “Rats” has seen rats of all sizes down through the 
  hole, including the dire variety, but only something 
  OTHER than a rat could come out of the sewers and slip 
  past the Portal to steal the box. That, or there is a filthy 
  saboteur in town. He is more inclined (and paranoid 
  enough) to favor the former theory and suspects the theft 
  is a trap to lure him into the sewers where he will be 
  mercilessly killed, allowing the creatures down there to 
  infest the city in the absence of his creative gnomish 
  genius. In either case, he would like the PCs to descend 
  into the sewers and recover the box as soon as possible. 
  The PCs are not obligated to help “Rats” and may choose 
  to avoid this encounter, but they will miss out on all 
  experience and treasure from in Encounter 4. If they 
  agree to help, “Rats” is grateful and assures them that, 
  despite there being roughly one hour before the 
  ceremony begins, this errand “probably” won’t take long 
  and that they can have whatever treasure they find in the 
  sewers as compensation; they will also earn the gratitude 
  and respect of everyone in the Downtown district. He 
  further informs them that in addition to rats and tunnels, 
  the sewers also contain many old tombs and crypts 
  belonging to former nobles and rulers of the city. There is 
  also, so far as he knows, only one way in and one way out, 
  so the PCs need to find the box and get back to the main 
  entry hole (barring their own magical means of escape). 
  Finally, he reminds them that the Portal is not a magic 
  artifact but a NON-magical resetting trap that has 
  effectively been disabled, so retrieving the box is the only 
  solution. 
   
  Development: If the PCs decline to help the gnome 
  (even on the very valid grounds that they might miss the 
  wedding), proceed to Encounter 5. If they agree to help, 
  proceed to Encounter 4, but allow them a DC 15 Listen 
  check to hear other guests murmuring disrespectful 
  comments about “uncivilized adventurers” leaving the 
  wedding shortly before it is scheduled to begin. 
   
  NYR7-08 Tinderbox 
   
  Page 13 
  
  ENCOUNTER 4: RESIDENT 
  EVIL 
  In this encounter the PCs accompany “Rats” Downtown 
  where many dwarves and gnomes guard the hole in the 
  street with axes and hooked hammers. They look 
  extremely relieved when the PCs approach, and quickly 
  back off to allow “professionals” to take over. The hole is 
  fifteen feet in diameter; the space below is completely 
  dark, but light sources or darkvision pinpoint the floor at 
  roughly seventy feet below. The PCs can clearly hear 
  running water down there, the air is thick with a smell 
  that “Rats” identifies as methane gas (see below), and 
  there is a pyramid of debris that has been erected to 
  permit escape. The top of this pyramid is five feet below 
  the opening. 
   
  “Rats” offers some last minute advice. First, the 
  pyramid looks unstable to his dwarven friends, all of 
  whom are skilled in stonecraft; he suggests the PCs use 
  teleportation magic (at higher APLs) or lower themselves 
  by rope (at lower APLs). PCs who ignore this advice must 
  succeed at two DC 20 Climb checks during their descent 
  or fall roughly to the bottom. Next, he recommends using 
  magic light sources such as sunrods and everburning 
  torches, as the methane gas in the tunnels is highly 
  flammable and “might” ignite if exposed to a lit torch, 
  alchemist’s fire, or the effects of any spell with the fire 
  descriptor (see below). Third, he notes that Midmeadow’s 
  human stewards and rulers built the sewers ages ago, with 
  each successive reign “improvising” on the previously 
  existing design; the result is a haphazard collection of 
  tunnels, crypts, and unused rooms with no logical 
  arrangement. He advises the PCs to mind their footing 
  and not to get lost. Finally, he tells them that the 
  adamantine box they are going to recover is very delicate, 
  despite its housing; it can still be sundered and destroyed, 
  and whoever took it may use such a tactic to prevent its 
  recovery. The box is small, measuring only 5x5x5 inches. 
  The dwarves can provide the PCs with hemp rope and ten 
  sunrods. Other items are available from local merchants, 
  but fetching them will take time and potentially make 
  the PCs late for the wedding (it actually won’t, but let 
  them think so). In parting, “Rats” hands one PC a wand of 
  prestidigitation and wishes them luck. Unbeknownst to 
  him, it has two charges left. 
   
  Lurking in the sewers is a wererat who has been 
  dwelling there since early CY 593. He is a natural 
  lycanthrope who began his adventuring career as a rogue 
  and was drawn to the sewers after hearing tales from 
  other adventurers about crypts overflowing with 
  valuables just waiting to be looted. He used his rat 
  empathy ability to befriend the sewer’s voluminous rat 
  population and was using the tunnels as a hiding place 
  when the Night of Terror occurred later that year. Many 
  of the magically warded tombs in the sewers were 
  permanently damaged as a direct result of that event, and 
  the powerful arcane energies protecting Midmeadow’s 
  former rulers began to leak out into the sewers. This 
  energy washed over the wererat and some of his elite 
  companions, changing them in ways that the wererat 
  cannot fully explain. He began to study these energies in 
  earnest, growing more powerful as a direct result. 
   
  He ultimately went insane with a megalomaniacal 
  dream of unleashing a disease-bearing army on 
  Midmeadow. This dream was nearly a reality until “Rats” 
  accidentally detonated the Downtown area and wound up 
  creating the Verminflame Portal. To the wererat’s twisted 
  reasoning, the only solution was to kill the gnome and 
  destroy or disable the device. To that end, he devised a 
  new plan: he snuck out of the sewers, disabled the Portal, 
  stole the gnome’s research journal, and planted obvious 
  clues designed to lure “Rats” into the sewers to retrieve 
  the items. The plan might have worked if not for the 
  timely arrival of the PCs. When he learns via rat scouts in 
  the tunnels that capable adventurers instead of the 
  gnome are on the way, he improvises and uses a scroll of 
  shatter to collapse the sewer tunnel on top of the PCs. 
  However, this scroll was looted from one of the sewer 
  crypts, and it is a spell with which the wererat is 
  unfamiliar. As a result, he misjudges where to target it 
  when he ambushes the PCs in Area 12 (see below) and 
  inadvertently damages an old cistern which ruptures and 
  floods the chamber, sweeping everyone to Area 15 where 
  the actual combat occurs with the wererat and some of 
  his elite minions. At higher APLs an ooze senses dietary 
  intake and joins the fight to consume what it can. 
   
  Consult DM Aid: Midmeadow Sewer Grid D-23 for a 
  map of the sewer and use the following location index 
  once the PCs descend through the hole in the street and 
  begin searching for the stolen adamantine box. Unless 
  otherwise noted, sewer hallways are eight feet high by 
  five feet, unlit, and made of carved stone. 
   
   
  �Sewer Walls: 15 in. thick; hardness 8; hp 225; AC 
  5; Break DC 40. 
   
  Area 1: Entry Chamber 
  The initial chamber is littered with scorched rat corpses 
  of all sizes that have been slain by the Verminflame 
  Portal; 
  these 
  lie 
  almost 
  knee-high 
  around 
  the 
  circumference of the debris pile. The pile itself is 
  composed of massive chunks of masonry, discarded 
  furniture, stone sarcophagus lids, and the like. Its sheer 
  size suggests strong laborers, powerful magic, or both. 
  This area looks to have been a collection chamber at one 
  time, but a collapse in the south wall (Area 2) has reduced 
  water flow into this room to little more than a trickle. 
  Filthy, sewage-diluted water flows out of the collapsed 
  south wall into the three northern hallways. Once the 
  PCs gain their footing on the floor of the room, they will 
  be standing ankle-deep in this waste. The smell of 
  methane is strong here. The introduction of any light 
  source reveals numerous scavengers including rats, dire 
  rats, and even a carrion crawler on the ceiling of the 
  northeast corner, but these creatures all recoil and scatter 
  at the sight of any light source. They pose no threat. 
  Several passages lead out of the chamber. PCs succeeding 
  on a DC 24 Spot check notice a collection of three rats in 
  NYR7-08 Tinderbox 
   
  Page 14 
  
  the passage leading to Area 8 (they have taken 10 on their 
  Hide check) who are eyeing the party with preternatural 
  intelligence. These are scouts for the wererat and flee 
  down that hallway at any hostile action from the PCs. 
  This is the way the PCs are intended to go, and it is 
  indeed a trap as “Rats” suspected, but allow them to 
  explore the area to their satisfaction. Knowledge 
  (architecture and engineering) reveals no telling 
  information here; there is nothing of interest or value in 
  this room. 
   
   
  Area 2: Collapsed South Tunnel 
  A DC 15 Knowledge (architecture and engineering) 
  check here notes that this was indeed a large inflow 
  tunnel, most likely ruined by “Rats” and his ill-fated 
  sewer-capping plan. Rubble here blocks the entire tunnel; 
  there is nothing else of interest here. 
   
  Area 3: Stairs to Mid−Tier Crypts 
  Stairs lead down forty feet to a deeper level, where some 
  of Midmeadow’s deceased nobles are interred. Allow the 
  PCs a DC 20 Track check to note the recent (24 hours 
  ago) passage of one medium humanoid. After ten minutes 
  of exploring the partially looted tombs, allow the PCs a 
  DC 15 Sense Motive check to recognize that if this is a 
  trap, then the culprit must lurk elsewhere. There is 
  nothing else of interest here for the PCs. 
   
  Area 4: Flooded Passage 
  The passage here slopes gently downward before turning 
  the corner and becoming flooded. A simple DC 15 
  Survival check notes a thick layer of scum on the surface 
  of the water, indicating that nothing has passed this way 
  recently. 
   
  Area 5: Passage to Lower Crypts 
  The passage slopes sharply downward and, after twenty 
  minutes, enters into a grand vault of mostly undisturbed 
  crypts belonging to minor Midmeadow aristocrats, some 
  of whom were likely responsible for the original neglect 
  of the city. A DC 20 Track check here reveals recent 
  activity (one medium humanoid within the last 12 
  hours), while a DC 20 Search check uncovers a collection 
  of thieves’ tools, a crowbar, and an empty spell 
  component pouch. The area is eerily quiet, even for a 
  tomb, and after ten minutes the PCs should realize that 
  there is nothing else here to find. 
   
  Area 6: Methane Vent Chamber 
  The odor of methane is nearly overpowering in this 
  room. The floor here is a series of interlocking metal 
  grates, through which the PCs can see a literal river of 
  raw sewage. The runoff from Area 2 passes down through 
  Area 1 and into this room, where it oozes through the 
  grates to join the larger flow twenty feet below, which 
  then flows south back under Area 1 to eventually surface 
  outside Midmeadow’s south gate; the “external sewage 
  problem” is still one of the city’s unresolved issues. The 
  PCs can pry up the grates with ease, but there is nothing 
  here to find. However, PCs can make a DC 15 Knowledge 
  (nature) check here to realize that the methane fumes are 
  indeed flammable, and that any open flame or burst of 
  alchemist’s fire will cause an explosion. A DC 20 check 
  also confirms that spells with the fire descriptor will 
  ignite the fumes. Areas 1-2 are safe from the fumes due to 
  adequate ventilation, but if any of the three conditions 
  listed above are met while the PCs are in Areas 3-15, the 
  fumes explode for 2d6 points of damage per APL (Reflex 
  DC 15+APL for half). PCs who succeed at the Knowledge 
  checks and still elect to tempt fate when combat occurs in 
  Area 15 should be reminded what happened to the 
  Downtown district the last time there was a similar 
  explosion, and that there are wedding guests in town as 
  well. 
   
  Area 7: Docile Otyugh Lair 
  This foul-smelling passage winds around to a room filled 
  almost to the ceiling with debris and rotting garbage. 
  Skulking in the northwest corner behind a particularly 
  noxious mound of slimy refuse is a somewhat cowardly 
  otyugh. This creature poses no harm to the PCs and is 
  indeed terrified of them, as it knows a good thing when it 
  sees one: rats are incinerated daily by the Portal and make 
  scavenging for hot food very easy. The otyugh cowers 
  from any light source. If the PCs start climbing the pile, it 
  throws out a piece of “treasure” (a masterwork silver 
  dagger) in hopes that they will take it and go. It otherwise 
  uses the total defense action to protect itself after using a 
  tentacle to hide under a moldering Imperium banner. 
  The PCs can take the offering and leave, as there is 
  nothing else for them to find. They can also kill the 
  otyugh, which whimpers in anguished, guttural cries as it 
  is slain; however, any good-aligned PC who participates 
  in this killing (even through standing by and allowing it 
  to happen) should have the evil act noted on their ARs; 
  paladin PCs should have their paladin powers revoked 
  until such time as they can have an atonement cast upon 
  them. This to should be noted on the AR. 
   
  Area 8: Access Ladder 
  The passage slopes sharply downward and passes an 
  alcove with a vertical shaft and a ladder of iron rungs. 
  This descends twenty feet to a long walkway built to 
  allow workers to clear debris from a large vertical grate 
  under Area 1 in case of blockage from the flow under 
  Area 6. Other than the mind-numbing stench from close 
  proximity to raw sewage, there is nothing else of interest 
  down here. The original passage continues onward. 
   
  Areas 9/11/14: Depth Markers 
  Allow dwarves to determine their approximate depth 
  underground as (respectively) 120 feet, 150 feet, and 200 
  feet. Other PCs may make a DC 20 Survival check at 
  these locations to note the depth. 
   
  NYR7-08 Tinderbox 
   
  Page 15 
  
  Area 10: The Cistern 
  The passage ends at a heavily reinforced iron door with 
  no apparent handle or locking mechanism. Condensation 
  is thick on the door, and the metal is cool to the touch. 
  PCs may make a DC 20 Knowledge (architecture and 
  engineering) check to recognize this as an exterior door 
  to a cistern, and likely one of several such doors given 
  Midmeadow’s size. It is locked from the inside, and the 
  keys were long ago lost while changing hands between 
  the city’s rulers. The cistern is currently full of potable 
  water, but opening this door triggers a flood (see Area 12). 
  Rogues cannot pick it, but a simple knock spell will open 
  it. Take note of PC positions on the map, because if this 
  occurs the sewer grid will flood. PCs in the hallway to 
  Area 11 will be swept into Area 12, where they will 
  trigger the scripted encounter. All other PCs will be 
  washed back into the corner near Area 8 until the Cistern 
  empties and the water level stabilizes by draining down 
  into Areas 12-15 (this takes 10 rounds, as the cistern is 
  actually larger than the map shows). 
   
   
  �Reinforced Cistern Door: 4 in. thick; hardness 
  10; hp 120; AC 9; Break DC 32. 
   
  Area 12: Antechamber 
  The wererat Fesstik lurks here, having been alerted by 
  scouts (and the likelihood of PC noise and light sources). 
  He is in humanoid form in order to activate his scroll of 
  shatter. An everburning torch in the stairwell (which leads 
  up to another vault of crypts but does not offer another 
  exit from the sewers) illuminates the room (Fesstik has 
  yet to learn the darkvision spell) and is intended to 
  momentarily distract the PCs. Fesstik hides in the 
  southeast corner leading to Area 13. Once the majority of 
  the party is in the center of the room, he uses his scroll. 
  Though his goal is to collapse the ceiling on top of the 
  PCs, he is unfamiliar with the spell and suffers a mishap, 
  accidentally targeting the wrong part of the ceiling and 
  rupturing the cistern (Area 10-A), which already has a 
  significant crack (as shown on the map) through which 
  water can be seen leaking. If no one spots him, this is his 
  surprise round action; if he is spotted, the PCs should roll 
  initiative, as some of them may get to act first, but his 
  action remains the same. If Fesstik is incapacitated before 
  using the scroll the PCs prevent the flood, but if they 
  explore the complex, the dire rats/ooze still appear(s) to 
  attack in Area 15. Once Fesstik activates the scroll, 
  however, he ruptures the cistern and the room floods in 
  one round. Water sweeps everyone into Area 13. 
   
  Area 13A−C: Sarcophagi 
  The three alcoves lining this hallway each contain a stone 
  statue posed to “guard” the sarcophagus behind it. The 
  statues posed no challenge even to novice grave robbers, 
  but now they have the potential to snag armor or 
  clothing. PCs must succeed at a Reflex save when 
  washing past each statue (DC 10+APL). Failure indicates 
  that the PC has been snagged on part of the statue and 
  must spend the rest of that round and all of the following 
  round disentangling themselves from the statue. It takes 
  a full two rounds to be swept from Area 12 to Area 15 
  without interference; getting caught on a statue could 
  split the party in ways that will drastically affect combat, 
  especially at higher APLs if some PCs get caught between 
  Fesstik and the ooze, with straggling PCs coming in 
  behind the ooze. Everyone (including Fesstik) takes 1d6 
  points of nonlethal damage during the flood as they are 
  buffeted down the corridors. 
   
  Area 15: The Sump 
  The flood from Area 12 washes the PCs into this room, 
  which is an old sump once used to collect sediment. It 
  slopes gently downward away from the PCs’ point of 
  entry. The ceiling is 20 feet high, and there are small 
  drain holes all over the floor whose screens were long ago 
  chewed through by rats. As a result, the room no longer 
  collects sediment, but the inrush of water is too much for 
  the drains to handle quickly, so the room begins to flood. 
  10 rounds after the first PCs are swept into the chamber it 
  will be completely underwater (along with Areas 11-14). 
  The room takes five minutes to drain once full and the 
  water from Area 12 stabilizes, so drowning could become 
  an issue. See page 304 of the DMG for rules on drowning. 
   
  On the far side of the chamber is a closed iron door 
  that sits five feet off the floor on a large stone block. 
  Between the PCs and this door are more of these large 
  stone blocks; a DC 15 Knowledge (architecture and 
  engineering) check reveals these as platforms where 
  workers would stand and stir the viscous waste so that 
  fluid drained out while solid debris remained. Each of the 
  blocks is five feet high, and all are equipped with iron-
  rung ladders on each side. Once the first PC washes into 
  the room, initiative should be re-rolled; Fesstik and all of 
  the PCs start the combat prone. Starting positions for all 
  combatants are abbreviated on the map: Fesstik (F), the 
  dire rats (DR), and the PCs (PC+ any of the eight adjacent 
  squares); the ooze (if present) starts from the northern 
  portion of the waterfall. The waterfall was the original 
  inflow line to this chamber; water and waste still flow 
  from it, and the floor drains can adequately handle that 
  volume, but the flood from Area 12 overwhelms them. 
  The waterfall duct is a flat opening too small for PCs to 
  escape through once the room floods, so do not let them 
  waste precious rounds trying to get out in this manner. 
   
  Once initiative is re-rolled, start counting rounds. 
  The ooze (if present) appears at the start of the third 
  round after a PC enters the room, which could potentially 
  sandwich it between PCs; water reaches the top of the 
  stone blocks at the end of the 5th round. Movement will 
  be impeded (halved) for characters on the blocks at the 
  end of the 7th round, and PCs may have to worry about 
  Swim checks at some point. Note that the dire rats, 
  Fesstik, and the ooze all have sufficient Climb skills not 
  to have to worry about drowning. The rising water and 
  restricted terrain contribute an additional +1 to the 
  effective EL of this combat, and this is factored into the 
  entries below. 
  NYR7-08 Tinderbox 
   
  Page 16 
  
   
  Creatures: The PCs are fighting Fesstik, a wererat rogue 
  who has manifested sorcerer powers (at APL 4+) from his 
  extended stay in the sewers and ongoing exposure to and 
  study of damaged magical wards on many of the crypts 
  herein. The seeping magical energies have had a different 
  effect on his dire rat minions, transforming them into 
  spellwarped creatures. Though this effect denies Fesstik 
  the use of his rat empathy ability on them (as they have 
  become aberrations), the three dire rats remain out of an 
  undefined sense of loyalty. They are present at APLs 2-6; 
  at APLs 8-16 the sounds of combat and of arcane energies 
  being released attract the attention of a hungry ooze. At 
  APL 8 it is a basic black pudding; at APL 14, the PCs face 
  an elder black pudding; at APLs 10, 12, and 16 it is an 
  arcane ooze, which may prove challenging if PCs get 
  caught between it and Fesstik. The elder black pudding 
  has been in the sewers since the city was built; a DC 20 
  Knowledge (history) check confirms it was responsible 
  for devouring most of the surviving undead that plagued 
  the city in CY 593, and a DC 20 Bardic Knowledge check 
  relates the rumor of an ill-fated Imperium plot where 
  minions of Prince Sewarndt attempted to control the 
  creature for their own evil purposes. They were never 
  heard from again. A Knowledge (dungeoneering) is 
  required to identify ooze traits; Fesstik lacks this skill, and 
  is subject to the arcane ooze’s spell siphon ability just like 
  the PCs. 
   
  APL 2 (EL 4+) 
   
  �Fesstik: male wererat rogue 1; hp 11; Appendix 1. 
   
  �Spellwarped dire rat (3): hp 9; Appendix 1. 
   
   
  APL 4 (EL 6+) 
   
  �Fesstik: male wererat rogue 2/sorcerer 1; hp 19; 
  Appendix 1. 
   
  �Advanced 3-HD spellwarped dire rat (3): hp 27; 
  Appendix 1. 
   
  APL 6 (EL 8+) 
   
  �Fesstik: male wererat rogue 3/sorcerer 2; hp 26; 
  Appendix 1. 
   
  �Advanced 4-HD spellwarped dire rat (3): hp 40; 
  Appendix 1. 
   
  APL 8 (EL 10+) 
   
  �Fesstik: male wererat rogue 3/sorcerer 4; hp 32; 
  Appendix 1. 
   
  �Black pudding: hp 135; Monster Manual 201. 
   
  APL 10 (EL 12+) 
   
  �Fesstik: male wererat rogue 3/sorcerer 6; hp 38; 
  Appendix 1. 
   
  �Arcane ooze: hp 232; Appendix 1. 
   
  APL 12 (EL 14+) 
   
  �Fesstik: male wererat rogue 3/sorcerer 8; hp 45; 
  Appendix 1. 
   
  �Advanced 23-HD arcane ooze: hp 356; Appendix 
  1. 
   
  APL 14 (EL 16+) 
   
  �Fesstik: male wererat rogue 3/sorcerer 10; hp 57; 
  Appendix 1. 
   
  �Advanced 30-HD elder black pudding: hp 495; 
  Appendix 1. 
   
  APL 16 (EL 18+) 
   
  �Fesstik: male wererat rogue 3/sorcerer 12; hp 65; 
  Appendix 1. 
   
  �Advanced 35-HD arcane ooze: hp 647; Appendix 
  1. 
   
  Tactics: Note the starting positions of all combatants. At 
  all APLs Fesstik’s first action is to stand up from prone 
  and shift into hybrid form. If only one or two PCs have 
  washed into the room, he moves to attack on the next 
  round; if three or more PCs have washed in, he climbs 
  onto the nearest platform and tries to goad them into 
  following (either to fight them one at a time at low APLs, 
  or to cast spells from an elevated position at higher APLs). 
  The dire rats start atop the blocks and move to aid Fesstik 
  where possible. Note that there are two parameters in 
  effect when Fesstik casts spells: first, he is wearing armor 
  and suffers a chance of arcane spell failure; second, his 
  hybrid form (which he favors in combat) prevents him 
  from casting spells with verbal components. To 
  compensate, he has mastered the Silent Spell feat. Thus, 
  any spell he attempts to cast is a full-round spell that uses 
  up a spell slot one level higher than the actual spell, so he 
  can never cast his highest level spells in combat (though 
  he has pre-cast some in humanoid form at higher APLs). 
   
  At APL2 Fesstik relies on his lycanthropy DR to 
  mute PC attacks while the dire rats move to assist; he uses 
  his sneak attack ability when possible, though the rats are 
  not intelligent enough to move into flank. At APL4 and 
  above he has pre-cast shield in Area 12 three rounds before 
  the PCs enter the room, and begins using Combat 
  Expertise. At APL6 he favors Improved Feint with touch of 
  fatigue in melee. At APL 8 he has also pre-cast see 
  invisibility, and the arrival of the black pudding alters his 
  tactics: here, he lets the PCs become distracted by the 
  pudding and hopes to pick them off one by one, moving 
  between the platforms as necessary. The ooze (at all APLs) 
  attacks the nearest target. At APL 10 and above Fesstik 
  tries to cast spectral hand in order to deliver touch attacks 
  from a distance, but at this APL the arcane ooze has a 
  chance to siphon his spells as well as those of the PCs. At 
  APL 12 he first tries to cast haste followed by vampiric 
  touch; his pipes of the sewers could also plague the PCs with 
  dire rat swarms. His Improved Counterspell feat may 
  prove useful if the PCs defeat the ooze. At APL 14 he has 
  pre-cast stoneskin. Finally, at APL 16 he has pre-cast true 
  seeing. 
   
  NYR7-08 Tinderbox 
   
  Page 17 
  
  Treasure: 
   
  �APL 2: Loot – 83 gp, Coin – 0 gp, Magic – scroll of 
  shatter (12 gp each), potion of cure light wounds (4 gp each). 
   
  �APL 4: Loot – 79 gp, Coin – 33 gp, Magic – scroll of 
  shatter (12 gp each), potion of cure light wounds (x2, 4 gp 
  each), wand of color spray (CL 1st, 62 gp each), wand of 
  magic missiles (CL 1st, 62 gp each). 
   
  �APL 6: Loot – 79 gp, Coin – 0 gp, Magic – scroll of 
  shatter (12 gp each), elixir of vision (20 gp each), wand of 
  color spray (CL 1st, 62 gp each), wand of magic missiles (CL 
  3rd, 187 gp each). 
   
  �APL 8: Loot – 64 gp, Coin – 8 gp, Magic – +1 
  studded leather armor (97 gp each), +1 rapier (193 gp each), 
  wand of magic missile (CL 5th, 312 gp each), scroll of shatter 
  (12 gp each), vest of resistance +1 (83 gp each), potion of cure 
  moderate wounds (x2, 25 gp each). 
   
  �APL 10: Loot – 37 gp, Coin – 16 gp, Magic -- +1 
  rapier (193 gp each), +1 studded leather armor (97 gp each), 
  potion of cure moderate wounds (x2, 25 gp each), wand of 
  magic missiles (CL 5th, 312 gp each), scroll of shatter (12 gp 
  each), vest of resistance +1 (83 gp each), ring of protection +1 
  (166 gp each), potion of haste (62 gp each). 
   
  �APL 12: Loot – 37 gp, Coin – 8 gp, Magic – +1 
  rapier (193 gp each), +1 studded leather armor (97 gp each), 
  wand of magic missiles (CL 7th, 437 gp each), scroll of shatter 
  (12 gp each), vest of resistance +2 (333 gp each), ring of 
  protection +1 (166 gp each), cloak of charisma +2 (333 gp 
  each), pipes of the sewers (95 gp each), potion of cure serious 
  wounds (62 gp each). 
   
  �APL 14: Loot – 37 gp, Coin – 41 gp, Magic -- +1 
  adamantine rapier (418 gp each), +2 studded leather armor 
  (347 gp each), wand of magic missiles (CL 9th, 562 gp each), 
  scroll of shatter (12 gp each), vest of resistance +2 (333 gp 
  each), ring of protection +2 (666 gp each), cloak of charisma +2 
  (333 gp each), brooch of shielding (125 gp each), potion of 
  cure serious wounds (62 gp each). 
   
  �APL 16: Loot – 37 gp, Coin – 16 gp, Magic – +1 
  thundering adamantine rapier (918 gp each), +2 studded 
  leather armor (347 gp each), wand of magic missiles (CL 9th, 
  562 gp each), scroll of shatter (12 gp each), vest of resistance 
  +3 (750 gp each), ring of protection +2 (666 gp each), cloak of 
  charisma +2 (333 gp each), brooch of shielding (125 gp each), 
  bead of force (250 gp each), pale blue rhomboid ioun stone (666 
  gp each), potion of cure serious wounds (x2, 62 gp each), pipes 
  of the sewers (95 gp each). 
   
   
  Detect Magic Results: +1 adamantine rapier (faint 
  transmutation), +1 rapier (faint transmutation), +1 and +2 
  studded leather armor (faint transmutation), +1 thundering 
  adamantine 
  rapier 
  (faint 
  transmutation 
  and 
  faint 
  necromancy), bead of force (moderate evocation), brooch of 
  shielding (faint abjuration), cloak of charisma +2 (moderate 
  transmutation), elixir of vision (faint divination), pale blue 
  rhomboid ioun stone (moderate transmutation), pipes of the 
  sewers (faint conjuration), potion of cure light wounds (faint 
  conjuration), potion of cure moderate wounds (faint 
  conjuration), potion of cure serious wounds (faint 
  conjuration), potion of haste (faint transmutation), ring of 
  protection +1 and +2 (faint abjuration), scroll of shatter (faint 
  evocation), vest of resistance +1, +2, and +3 (faint abjuration), 
  wand of color spray (CL 1st) (faint illusion), wand of magic 
  missile (CL 1st, CL 3rd, and CL 5th) (faint evocation), 
  wand of magic missiles (CL 7th and CL 9th) (moderate 
  evocation). 
   
  Development: At the end of round seven Fesstik (if 
  conscious) recognizes that he needs to escape this room 
  before it fully floods. One round later the exit door will 
  be completely submerged and require not only a DC 25 
  Search check to locate it, but a DC 20 Strength check to 
  force it open (outward). If the PCs manage to find and 
  open the door, water spills out from Area 15 and the 
  sump-chamber drains sufficiently to remove them from 
  danger. Regardless of whether Fesstik was killed or 
  escaped, in the confusion following his clumsy attempt to 
  crush the PCs he forgot to retrieve the stolen 
  Verminflame Portal component, which was in a 
  waterproof bag (along with the missing research notes 
  and spell components) on the stairs inside Area 12. It can 
  be found (no Swim check required once the exit door in 
  Area 15 is opened) with a second DC 25 Search check. 
  PCs wishing to take 20 on either Search check should be 
  reminded about the imminent wedding. PCs who 
  disapprove of the Verminflame Portal may also choose 
  NOT to search for the mechanism and instead attempt to 
  Bluff “Rats” that they could not locate it. Success on such 
  a Bluff check also earns the listed experience for this 
  portion of the encounter. If the PCs return the stolen 
  items to “Rats”, they receive the Favor of the Downtown 
  District as noted on the Adventure Record. The door in 
  Area 15 leads to a mostly-level passage that winds north-
  by-northeast for perhaps fifteen minutes before passing 
  an iron-rung ladder leading straight up (200 feet). At the 
  top of this ladder is an iron sewer grate. If a PC attempts 
  to open it, proceed to Encounter Five. 
   
  ENCOUNTER 5: VISITORS 
  In this brief roleplaying encounter the PCs emerge from 
  the sewers (possibly filthy and damaged) to a host of 
  surprised guests and visiting envoy of Inanilae elves just 
  as the wedding is about to begin. If the PCs used 
  teleportation magic or some other means to escape the 
  sewers, improvise their arrival here as necessary, but if 
  any PCs opened the sewer grate at the end of Encounter 
  Four, read or paraphrase the following: 
   
  The sewer grate resists the initial attempt to lift it, as 
  if someone or something were on top of it. With a 
  renewed effort it flips open and clatters on the 
  street. Once-tranquil faces look on in mute horror as 
  you climb out of the sewer into the midst of the 
  wedding processional that has begun to form 
  outside the temple of Pholtus. A group of sylvan 
  elves stands nearby and eyes you with curiosity. 
   
  The long ladder from the sewers leads to an opening just 
  outside the temple of Pholtus, where the wedding 
  processional is only moments from assembling. Once the 
  NYR7-08 Tinderbox 
   
  Page 18 
  
  PCs climb out into the square, they will note that the 
  sewer grate is painted to resemble a holy symbol of 
  Pholtus. This questionably blasphemous act of vandalism 
  is the work of Calidan Estani, a priest of Pelor and 
  staunch anti-Pholtan who is nowhere to be found at this 
  ceremony. As the guests look on in varying degrees of 
  horror, the PCs can see that it was a humbly dressed 
  female wood elf that was standing on the grate. She steps 
  back, eyes the PCs with a curiosity and surprise, and 
  whispers in low tones to a group of five male wood elves. 
   
  PCs who played NYR6-06 recognize one of the males 
  as the ranger, Valandril; he in turn remembers such PCs 
  (so long as they have not changed form due to reincarnate, 
  etc) and steps forward to greet them and explain his 
  presence in Midmeadow (if no PCs played NYR6-06, Dalis 
  Mirivan is mingling nearby and spots an opportunity to 
  introduce the PCs to Valandril and his group). The other 
  males are fellow rangers dressed in traveling clothes with 
  longbows on their backs and elegant thinblades at their 
  waists: PCs may attempt a DC 15 Sense Motive check 
  here to recognize that all of the males seem extremely 
  tense, while the female appears quite relaxed. 
   
  Valandril has come to Midmeadow with news that 
  scouts from his tribe have discovered what they suspect is 
  the lair of the mysterious mage responsible for so much 
  carnage in NYR6-06, including the slaughter of Faith’s 
  former tribe and the attack on the merchant Rowena 
  Livingston. He adds that their chief has proposed a joint 
  reconnaissance mission, if the PCs are willing. At this 
  point (if applicable), the PCs may wish to mention their 
  obligation to attend the wedding. Clever and diplomatic 
  PCs will recognize the faux pas inherent in abandoning 
  the wedding as it is about to start, and may be able to 
  secure invitations for the elves, who are willing to wait 
  and witness this highly unconventional marriage. 
   
  If any PCs who played NYR6-06 recall the ailing chief 
  of the Inanilae tribe and inquire as to his health, the 
  males all turn their heads in unison to look at the female, 
  who then removes her hood and reveals herself to be 
  none other than Tess’inene-ilae, the chief’s daughter and 
  now the new chief of the tribe. A DC 20 Knowledge 
  (nobility and royalty) check reminds PCs that this is a 
  personage equal in rank to a major noble, and one who 
  should be accorded all appropriate customs due her 
  station. Tess’inene-ilae introduces herself and apologizes 
  for not immediately recognizing any PCs from NYR6-06; 
  she was focused on her father’s condition at the time, but 
  is now ready to work with them to investigate the mage’s 
  lair. 
   
  She insisted on coming along to deliver the news 
  despite the protests of her ranger escorts about “risking 
  the safety of her royal personage” because she wanted to 
  see the city for the first time since she was very young. In 
  NYR6-06 she delivered a pessimistic speech likening 
  Midmeadow and its history of storied human politics to 
  quicksand. That view was bleak and negative, and likely 
  clouded by grief for her dying father. She wanted a fresh, 
  unbiased perspective, and thus is traveling incognito; she 
  asks the PCs to keep her identity a secret, if for no other 
  reason than not to upstage the bride and groom. 
   
   
  �Royal Escorts (4): male wood elf ranger 3. 
   
   
  �Valandril: male wood elf ranger 5. 
   
   
  �Tess’inene-ilae: female sylvan elf aristocrat 
  2/ranger 9/sorcerer 3; Heal + 12, Diplomacy +6. 
   
  Description and Personality: Tess’inene-ilae is one hundred 
  fifty-one years old and the only child of her father’s line; 
  leadership of the Inanilae is now her responsibility. “Tess” 
  (as she insists the PCs call her while she is incognito) has 
  long, copper-hued hair and jade-green eyes. She is 
  dressed in nondescript traveling clothes and had two 
  short swords concealed beneath her long cloak. She 
  observes the city with a hunter’s curiosity, noting both 
  strengths and weaknesses. She encourages the PCs to 
  attend the wedding if they so desire, as the discovery of 
  the mage’s lair can wait one day. 
   
  As she is talking, other wedding guests approach. At this 
  point the PCs have a chance to be diplomats and play a 
  crucial role in Midmeadow’s socio-political development: 
  Tess’inene-ilae knows no one in the city yet is clearly 
  interested in its current state of affairs; however, she also 
  wishes 
  to 
  remain 
  anonymous. 
  Introducing 
  her 
  anonymously here or privately to the right NPC could 
  have lasting ramifications. The PCs have a few minutes in 
  which to mingle before the processional to Blackwater 
  Park commences. Key NPCs who were not present 
  during Encounter One have now arrived, and are listed 
  below: 
   
   
  �Kirelle: female wood elf cleric 11 (Corellon); Heal 
  +17, Knowledge (history) +15, Knowledge (local-NMR) 
  +14, Knowledge (religion) +15, Sense Motive +13. 
   
  Description and Personality: Kirelle is a bright-eyed, middle 
  aged wood elf and one of the city’s original inhabitants. 
  She is attended by four elven artisans from Blackwater 
  Park and has been invited as a courtesy (and at Faith’s 
  insistence) out of respect for her position as the 
  figurehead of that district, despite her well-publicized 
  disdain for the Pholtan religion as whole. Her knowledge 
  of the city’s history is considered to be without equal. 
   
   
  �Faith: female wild elf commoner 2. 
   
  Description and Personality: Faith is an olive-skinned, 
  juvenile wild elf with shoulder-length black hair and dull-
  green eyes. She wears an overly elaborate formal wedding 
  gown of human design that looks incongruous with her 
  simple expression and poor posture. Together, she and 
  Penrys embody the very difference between wild and 
  cosmopolitan. The PCs should find her exceptionally 
  naïve, but her curiosity about their lives as adventures 
  (and why they came out of the sewers) is insatiable. She 
  wants to learn more about human culture, but time does 
  not permit and she is soon escorted back to the head of 
  NYR7-08 Tinderbox 
   
  Page 19 
  
  the processional. Should a PC ask why she is marrying 
  Penrys, her response should illuminate her stark future: 
  “because he asked me.” 
   
   
  �Bishop Talpin Thorea: male human cleric 10 
  (Pholtus); Diplomacy +15, Sense Motive +11. 
   
  Description and Personality: Bishop Thorea is an Oeridian in 
  his early thirties whose brown hairline has begun to 
  recede. He has placid brown eyes and a genial smile, and 
  dresses in white robes with silver trim. A holy symbol of 
  Pholtus hangs from his neck, and he carries a quarterstaff 
  as a purported walking stick, but this is really an affected 
  prop. He was assigned to Midmeadow from Mithat in 
  mid-CY 595 to replace the previous head of the Bright 
  Path sect here as part of an “out with the old, in with the 
  new” notion, which he attributes to King Lynwerd. He is 
  very 
  knowledgeable 
  on 
  religion 
  and 
  the 
  city 
  infrastructure (far more than priestess Kirelle). 
   
   
  �Hayden Valcroy: male human cleric 14. 
   
  Description and Personality: the High Priest of the Blinding 
  Light sect is in his late thirties and of pure Oeridian 
  descent. His muscular jaw is peppered with stubble, and 
  his neatly trimmed brown hair is whitening at the 
  temples. He is dressed in traveling vestments and is not 
  as formally attired as other guests; his holy symbol of 
  Pholtus is in brooch form and pinned to his chest. Two 
  bodyguards (who keep a respectful distance but 
  otherwise follow him everywhere) and four Blinding 
  Light acolytes (who remain at the temple of Pholtus to 
  assist Bishop Thorea’s staff while he performs the 
  wedding for Penrys and Faith) accompany him. High 
  Priest Valcroy is quietly observant, deferring to Bishop 
  Thorea whenever possible yet casting critically appraising 
  glances not unlike a housemaid who has found a speck of 
  dust on a high bookcase shelf, especially at non-humans 
  and those PCs displaying any holy symbol other than that 
  of Pholtus. In conversation he is terse but commends the 
  Bishop for inviting him to the wedding. Observant PCs 
  will note that he makes every effort to avoid looking at 
  Faith. 
   
  Development: After a few minutes of mingling with the 
  newly arrived guests, the wedding processional begins its 
  march through the Promenade to Blackwater Park. Once 
  there, the bride and groom approach the altar where 
  Bishop Thorea is prepared to perform the ceremony. 
  Before the final vows are exchanged, however, the 
  nuptials are once again interrupted, this time not by 
  goblin berserkers but by a breathless Bright Path acolyte 
  hysterical with the news that the ill-tempered Pelorite 
  priest Callidan Estani has been found murdered. 
  Assuming the PCs rush to the temple to investigate, 
  proceed to Encounter Six. 
   
  ENCOUNTER 6: HANDS TIED 
  Back at the temple of Pholtus a small crowd has formed, 
  any member of which can inform the PCs that several 
  Bright Path and Blinding Light acolytes were seen 
  carrying the body of Callidan Estani inside the temple. 
  Also returning from Blackwater Park are Bishop Thorea, 
  High Priest Valcroy, Kirelle, the two Knights Valorous, 
  and Tess with her escorts. The Bishop pushes past 
  everyone and makes his way inside the temple, ordering 
  the six temple guards (male human fighter 2) to keep 
  everyone else out while he investigates. 
   
  Assuming the PCs do not attempt to cause trouble or 
  forcibly move past the guards, they find themselves in the 
  temple square along with the key NPCs noted above and, 
  not surprisingly, High Priest Valcroy and his bodyguards. 
  One of the Valcroy’s acolytes (who found the body) 
  rushes over to relate what happened (a DC 20 Listen 
  check allows PCs to overhear what is being said): 
  • 
  The body was found near the north wall where the 
  Silk Plateau and Promenade merge, hidden amid the 
  dying branches that comprise the wall in that area. 
  The acolyte noticed a gap in the wall that looked 
  large enough to accommodate Medium creatures. 
  • 
  The acolyte found the priest’s body facing down; 
  upon rolling him over for identification, he noticed 
  several splotches of blood on the priest’s robes. He 
  attempted a Heal check and determined that the 
  priest was dead. He then shouted for the nearest 
  resident to fetch someone from the temple to assist 
  him. 
  • 
  Two Bright Path acolytes and one of his Blinding 
  Light brethren appeared within minutes, and they 
  carried the body here. 
   
  The High Priest nods sternly and admonishes his acolyte 
  for lacking the foresight to have prepared a message spell; 
  shouting to residents for aid has caused the crowd to 
  gather outside the temple, and could potentially induce a 
  panic in the streets. Worshippers of Pelor will also likely 
  be dismayed to learn of the news in this awkward 
  manner. He advises the acolyte to go and pray for 
  guidance. 
   
  The PCs may wish to question assembled crowd 
  members (or the two Knight-Captains) as to Callidan 
  Estani’s character. Doing so yields the following 
  information (no die roll necessary): 
  • 
  Callidan is a priest of Pelor who is technically 
  assigned to the entire County, but who chooses to stay in 
  Midmeadow for reasons known only to him. 
  • 
  He is of mixed Flan and Oeridian descent, and quite 
  young for his posting (age twenty-two). 
  • 
  He is notoriously vocal in his opposition to the 
  churches of Pholtus, and to the worship of Pholtus in 
  general. For over a year now he has engaged in a 
  (marginally successful) one-man campaign to dissuade 
  residents, visitors, and travelers from worshipping the 
  deity, even going so far as to proselytize on the temple 
  steps while mass is being held inside. He seeks not to 
  NYR7-08 Tinderbox 
   
  Page 20 
  
  convert them to Pelor, but rather lure them away from 
  Pholtus. 
  • 
  Bishop 
  Thorea 
  (to 
  his 
  credit) 
  has 
  proven 
  exceptionally tolerant of this behavior, in keeping with 
  his policy of tolerance and openness, and has allowed 
  Callidan to operate unmolested. The two Knight-Captains 
  can readily confirm (in low tones) that High Priest 
  Valcroy would not have tolerated such antics for one 
  second longer than it would have taken to arrest him. 
  They also note that Callidan arrived in Midmeadow after 
  the High Priest’s forced departure from the city. 
  • 
  Of late, Callidan’s anti-Pholtan spree has evolved into 
  minor vandalism. Some of his recent acts include hiring 
  traveling mages to rig the temple’s bells with magic mouth 
  spells that mimic the cries of “heretics” being burned at 
  the stake and trigger whenever owls or other birds 
  approach the bells (i.e. at all hours of the day and night); 
  he also disguised himself as a commoner in order to 
  sneak into the temple and spike the holy water font with 
  oil of invisibility (at his own expense), causing dozens of 
  shocked worshippers to vanish during evening services; 
  finally, he masterminded the sewer grate debacle, using 
  Nolzur’s marvelous pigments to make each one of them 
  (over two dozen) resemble a holy symbol of Pholtus, then 
  painting another dozen randomly around the Promenade. 
   
  A Bright Path acolyte soon emerges from the temple to 
  announce that the Bishop is examining the body and asks 
  that everyone be patient. At present there are no suspects. 
  PCs who attempt to gain access to the temple to assist the 
  Bishop are politely but firmly denied entry on the 
  Bishop’s orders. A DC 20 Knowledge (local—NMR) 
  check confirms that while the Bright Path sect has no 
  official authority in Midmeadow, they do have authority 
  within the confines of their temple and may dictate who 
  has access to the body; to forcibly try and enter against 
  the Bishop’s express orders constitutes a serious crime. 
   
  At this point Penrys arrives in a huff with Faith 
  trailing behind him, attended by two halfling caterers. He 
  promptly abandons her to ask Knight-Captain Talbrith 
  what has happened. Upon being informed of the 
  particulars, he looks around and, instead of going into the 
  temple to assist his Bishop, moves and appeals to High 
  Priest Valcroy to “do something.” Valcroy tells him 
  plainly that the Blinding Light sect has no authority in 
  this matter. Penrys then suffers a complete breakdown of 
  reason, turning to the PCs and exclaiming: “But…this is 
  just like last time!” He goes on in a petulant tone and 
  effectively compares adventurers to “bad luck” magnets, 
  noting their presence at the rehearsal dinner from last 
  year. Throughout his tirade he stomps about like a spoiled 
  child, chastising adventurers in general by noting their 
  lack of discipline and myriad pagan religious beliefs, 
  further noting that Callidan “probably got what he 
  deserved for blaspheming against Pholtus.” During this 
  spectacle, Faith begins to quietly cry; if no PCs think to 
  do so, Dalis Mirivan rushes over to put an arm around her 
  awkwardly in an effort to reassure her. Faith looks at 
  Penrys as though he had transformed into some hideous 
  creature before her eyes. 
   
  After ten minutes the Bishop emerges and speaks to 
  the crowd. He announces that Callidan Estani is dead, the 
  victim of a cowardly attack. The cause of death was 
  several precise sword thrusts to the chest. The priest 
  appears to have been looted of all his belongings save his 
  wooden holy symbol of Pelor, which the Bishop now 
  holds in his hands. The culprit cannot have gone far, as 
  Callidan was seen at sunrise this morning. The Bishop 
  plans to ask Pholtus for guidance. 
   
  He then asks the crowd to disperse, at which point 
  residents begin gossiping furiously amongst themselves. 
  The Bishop then approaches High Priest Valcroy, pulling 
  something from his pocket as he moves. PCs may listen 
  in (make a DC 20 Listen check) on their conversation, 
  claim to represent a fellow Pelorite (a DC 20 Diplomacy 
  check for obvious Pelor worshippers), or exercise 
  diplomacy in the name of justice (a DC 15 Diplomacy 
  check) in order to join in on this private conversation. 
  The Bishop then unfolds a map he says was found tucked 
  inside Callidan’s robes; drawn in fine charcoal, it shows 
  Midmeadow’s position relative to the major trade roads in 
  the area, along with arrows that PCs may intuit (with a 
  DC 20 Decipher Script check) as attack patterns. North of 
  Midmeadow in a lightly forested area (a DC 20 
  Knowledge [geography] check pinpoints the exact 
  location) is a large “X.” 
   
  The Bishop posits that the infamous bandit gang is 
  likely responsible for Callidan’s murder. High Priest 
  Valcroy dismisses this idea, noting that only fools would 
  infiltrate the city, murder a priest of Pelor—arguably the 
  most popular faith in Nyrond—then carelessly leave the 
  body and map behind for anyone to find. Valcroy 
  suspects a trap, and a poorly conceived one at that: killing 
  a Pelor cleric could bring the wrath of Lynwerd down on 
  the perpetrators, and a bandit gang that has eluded 
  capture this long would not, in his opinion, make such an 
  error in judgment. He notes, however, that this murder is 
  the direct result of Lynwerd’s lapse in addressing the lack 
  of authority in this city. The High Priest suggests the 
  murder is possibly a ruse designed to lure Thorea into the 
  wilderness, as renegade Pholtan priests have made far 
  more enemies than Pelor’s clerics. 
   
  Thorea scowls at this and says he has no plans to 
  leave town until he can perform a speak with dead on the 
  corpse; as he did not prepare one today, this will have to 
  wait until the morning. At this point the PCs may wish to 
  interrupt, as one of them likely has this spell prepared 
  and is willing to cast it. Thorea, however, refuses any PC 
  aid, curtly stating that this investigation falls under the 
  purview of the Church of the Bright Path. He further 
  denies access to the body to everyone save members of 
  his own sect. A tense roleplaying scene is intended here, 
  especially if any PCs are clerics or paladins of either Pelor 
  or Pholtus; if any PCs persist in challenging his authority, 
  he retreats behind a sleek veneer of realpolitik and 
  bureaucratic red tape, suggesting that if they have an 
  issue with his edict then they are welcome to petition the 
  King, by whose grace the Bright Path occupies this 
  NYR7-08 Tinderbox 
   
  Page 21 
  
  temple. He promises to wait for the royal reply while 
  keeping the body under gentle repose in the interim. 
  Penrys moves to stand by Thorea during this scene, 
  silently nodding his meaningless approval at the Bishop’s 
  every word. 
   
  The Bishop ultimately looks at the PCs and tells 
  them that if they really want to be useful, they should go 
  and track down the bandits “for questioning,” especially 
  in the absence of any official Nyrondese troops. The 
  underlying tone in this directive is unmistakable 
  (vigilante justice), but High Priest Valcroy speaks up to 
  defend the PCs, reminding the Bishop that he has no 
  authority to order private citizens around in this manner, 
  and that the PCs must decide for themselves the right 
  course of action. The Bishop then coolly reminds the 
  High Priest in a condescending tone that the Bright Path 
  sect is the city’s official church. The tension between 
  these two notoriously antagonistic priests should be 
  palpable. The PCs should feel somewhat frustrated at this 
  point, as they lack direct access to Callidan’s body or the 
  authority to overturn Bishop Thorea’s dictate. Penrys 
  soon disappears inside the temple, leaving his bride-to-be 
  outside with either Dalis or a PC. Dalis will also stay with 
  Faith if the PCs are concernec about leaving her to pursue 
  the investigation. The crowd disperses. 
   
  Knight-Captain Talbrith then invites the PCs to help 
  her investigate the site where the body was found. 
  Assuming they do so, she leads them to a section of the 
  north wall that has clearly been neglected for years (Tess, 
  her aides, Dalis, and Faith tag along). The trees that form 
  the wall here are dying; there are several areas where gaps 
  in the wall have been covered with planks of inferior 
  lumber, giving the once-majestic wall a very decrepit 
  look. A DC 25 Search check locates a piece of expensive 
  black fabric in the man-sized gap of the wall, along with 
  the clear indications that a struggle took place here. 
  Talbrith asks if anyone in the group can search for tracks, 
  at which point Tess coughs loudly (Survival +15). A DC 
  19 Track check (hard, unwatered ground; more than 3-5 
  creatures) locates four sets of booted, Medium footprints 
  less than six hours old that pass through the wall and into 
  the sunflowers growing on the north side of the city. 
  There is no lingering magic or evil to be detected. 
   
  Talbrith tells the PCs that she, like High Priest 
  Valcroy, has no authority in this matter, and that her 
  responsibilities in the city are limited to the barracks 
  renovation and observation of the populace. However, 
  she cannot prevent concerned citizens from pursuing 
  clues in the name of justice, wherever they may lead. In 
  the interest of serving justice, she and Quenthe have a 
  dozen heavy horses confiscated from the Valorous League 
  that the PCs can use. She reminds the PCs that if the local 
  bandits are indeed responsible, the gang has been 
  operating for over a year but thus far no one has been able 
  to locate their encampment, prevent, or even anticipate 
  their attacks, all of which have targeted merchant 
  caravans leaving the Midmeadow area. The murder of a 
  Pelor priest would amount to a drastic escalation in their 
  documented crimes. 
   
  Even if the bandits were not responsible for 
  Callidan’s murder, confirmation of their base’s location 
  would prove invaluable in preventing future attacks. 
  Some PCs may be suspicious as to why a Blinding Light 
  acolyte was walking near the Silk Plateau’s northern wall 
  to begin with (since it is a matter of public record that 
  Pholtans are unwelcome there), but this could be readily 
  explained as simple curiosity (the sect has not been here 
  in over a year, and the agricultural prowess evident in the 
  Plateau is enough to make people gawk in wonder) and is 
  far less conspicuous than Bishop Thorea’s blunt reversal 
  of his own “openness” policy from one year ago. 
   
  Development: It is high noon. PCs who succeeded on 
  the Knowledge (geography) check earlier (Tess can also 
  make this, at +10) estimate that the “X” on the map lies 
  roughly fifteen miles north-northwest of the city. Even if 
  the PCs lose the trail, they can use the map and their 
  geography skills to compensate. Tess volunteers her 
  group’s formidable tracking skills (much to their dismay) 
  in the interest of apprehending bandits or murderers. It 
  will take three hours to ride to the “X” and three to 
  return, placing the PCs back in town near sundown. At 
  this point, the PCs have a choice to make, as Encounter 
  Seven is optional (they will miss out on an important clue 
  therein, as well as all the treasure and experience 
  associated with that encounter): if they go after the 
  bandits with Tess, proceed to Encounter Seven. If they 
  elect to stay in town, proceed to Encounter Eight (which 
  begins near sundown). 
   
  ENCOUNTER 7: A BROKEN 
  FRAME 
  During this encounter the PCs (along with Tess and her 
  escorts) attempt to follow the tracks from Midmeadow’s 
  north wall in an effort to locate the bandit encampment. 
  Dalis opts to stay behind and look after Faith, as Penrys 
  has yet to come out of the temple to retrieve her. The 
  tracks are easy to follow through the sunflower fields, but 
  once the PCs reach open ground the trail vanishes. Tess 
  admits that even dust of tracelessness is relatively easy to 
  overcome. She suspects high magic and probable 
  teleportation. Allow the PCs a DC 15 Wisdom check to 
  recall the unfinished business with the mysterious mage 
  from NYR6-06 (if no PCs played that scenario they would 
  have heard about key events in it from Dalis or Tess). If 
  he is involved in Callidan’s murder, then the PCs could 
  be heading into an entirely different kind of trap. 
   
  With no physical tracks to follow the PCs are forced 
  to rely on their (or Tess’inene-ilae’s) geography skills and 
  the map. To pinpoint the “X” on the map, the party needs 
  to succeed on both a DC 25 Survival check and a DC 25 
  Knowledge (geography) check. Doing so allows them to 
  feel confident that they are very close to the “X” after 
  three hours of steady riding. At this point allow them to 
  dismount and make another Track check; this one is 
  relatively easy (DC 14) and yields over two-dozen sets of 
  recent, Medium, booted humanoid tracks less than two 
  NYR7-08 Tinderbox 
   
  Page 22 
  
  days old. Following these tracks north into the trees for 
  fifteen minutes puts the PCs at the edge of the bandit 
  camp. 
   
  Consult DM Aid: Bandit Encampment and Silk Plateau 
  from this point forward; the PCs begin at the southeast 
  corner. The area is lightly forested, with a canopy of trees 
  helping to conceal the encampment; PCs who elect to fly 
  overhead must also make Spot checks to notice the 
  bandit sentries (see below). Unless the PCs have some 
  way of surprising the bandits from a distance outside the 
  boundaries of the map, have them place their figures in 
  the designated area, then have them roll Spot and Listen 
  checks to notice the bandits (who are taking 10 on Hide 
  and Move Silently). The two sentries have camouflaged 
  their wagons with foliage (granting a +10 circumstance 
  bonus to the lieutenant), and are armed with bows when 
  this encounter begins. Once the PCs have positioned 
  themselves, have the two sentries make Spot and Listen 
  checks. Unless the PCs are both silent and invisible, they 
  will likely be noticed; conversely, it is the lieutenant 
  conducting an inventory of the center wagon who will 
  likely be spotted by the PCs, as he is not as stealthy as his 
  sentries. The leader is inside the small cave beyond the 
  wagons studying a map of northern Nyrond in 
  preparation for the next raid. If a sentry notices the PCs 
  (or any animal companions), he calls for aid; if the 
  sentries are silenced by magic, they are not above 
  shooting their lieutenant to get his attention. 
   
  Creatures: The PCs are up against one of the most 
  successful bandit gangs to ever plague the Nyrond meta-
  region. A very minor Nyrondese noble named Count 
  Wiczling leads the gang. His family estate lies just inside 
  Nyrond’s western border, less than a day’s ride from 
  Starkwall. The Count himself is of mixed Suel and 
  Oeridian descent, and is twenty-seven years old. He 
  conceals his exploits by telling his father that he is off 
  making 
  diplomatic 
  contacts 
  and 
  surveying 
  the 
  countryside; in truth he is a bored, spoiled, yet cunning 
  aristocrat who dabbles in amateur mime work and 
  playacting, and who started the gang as a lark. His 
  contacts in the County of Urnst put him in touch with 
  like-minded roguish types, and the gang has become a 
  successful, formidable force. The Count is already rich; 
  they steal for the thrill of it (but is not above pocketing 
  exceptional or unique items) rather than to accumulate 
  an ever-expanding horde. Contrary to rumor, he and his 
  men are not evil: they loot efficiently, to be sure, but 
  never resort to violence except in the rare instances when 
  it is necessary to effect escape. 
   
  The gang moves about constantly and does not 
  maintain a permanent camp; this is the main reason why 
  they have eluded capture for so long. Today the PCs are 
  fortunate in that most of the gang is on a raid twenty 
  miles to the west, leaving the Count, his lieutenant, and 
  two elite sentries to guard the camp. The PCs may express 
  surprise at seeing only three wagons worth of loot, but 
  the Count prefers to travel light and uses a secret cave 
  beneath his family’s cliff top estate to hide his hoard. If 
  the sentries call for aid, he moves from the cave to assist 
  his men as best he can. 
   
   
  APL 2 (EL 5) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  1/bard 1; hp 25; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 1; hp 9; 
  Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 1; hp 6; 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  1/bard 1/fighter 1; hp 33; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 3; hp 28; 
  Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 3; hp 19; 
  Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  2/bard 1/fighter 2; hp 47; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 5; hp 47; 
  Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 5; hp 32; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  3/bard 1/fighter 3; hp 61; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 7; hp 66; 
  Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 7; hp 45; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  3/bard 1/fighter 4/mountebank 1; hp 75; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 9; hp 85; 
  Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 9; hp 58; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  3/bard 1/fighter 4/mountebank 3; hp 86; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 11; hp 
  104; Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 11; hp 71; 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  3/bard 1/fighter 4/mountebank 5; hp 97; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 13; hp 
  123; Appendix 1. 
  NYR7-08 Tinderbox 
   
  Page 23 
  
   
  �Bandit Sentry (2): male human rogue 13; hp 84; 
  Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Count Wiczling: male human aristocrat 2/rogue 
  3/bard 1/fighter 4/mountebank 7; hp 108; Appendix 1. 
   
  �Bandit Lieutenant: male human fighter 15; hp 
  142; Appendix 1. 
   
  �Bandit Sentry (2): male human rogue 15; hp 97; 
  Appendix 1. 
   
  Tactics: The bandits are used to evading capture and 
  discovery; as a result they are very overconfident. When 
  combat erupts, their initial response is a knee-jerk 
  reaction to a threat. Wiczling is the diplomat and 
  negotiator among them but spends the first round (at all 
  APLs) quaffing his potion of bull’s strength to avoid being 
  encumbered. He then moves to the cave entrance to 
  assess his surprise foes. The bandits have accumulated a 
  vast arsenal of consumable magic items and do not 
  hesitate to use any of them. 
   
  At APL 2 and 4 the sentries try to lure PCs closer 
  before ditching their bows and moving to sneak attack 
  one target; the lieutenant is no tactical slouch and moves 
  to engage a different PC, using Combat Expertise and 
  Power Attack when prudent. The Count moves to the 
  wagons armed with his longsword in one hand and his 
  repeating light crossbow in the other. He leads off with 
  his bardic inspire courage ability, which takes the form of 
  satire: 
  he 
  chooses 
  one 
  PC 
  and 
  unleashes 
  an 
  improvisational ballad that spoofs an obvious feature of 
  the PC’s appearance. He then tumbles to provide flanks 
  for his men, and enjoys readying crossbow shots at 
  obvious spellcasters. The Count’s main weakness is 
  women: he avoids targeting female PCs until all the males 
  are incapacitated before sheathing his weapons, 
  shamelessly flirting with said females, and ultimately 
  inviting them to join the gang. 
   
  At APL 6 each sentry uses tanglefoot bags in 
  conjunction with cooperative sneak attacks. No change 
  in tactics. 
   
  At APL 8 their tactics do not change, but the Count 
  drinks his potion of haste as soon as possible to increase his 
  speed and attacks. 
   
  At APL 10 the Count has taken levels in the 
  mountebank prestige class and relies more heavily on his 
  Bluff skill and Improved Feint feat. The sentries and 
  lieutenant each drink their potion of haste before entering 
  melee. At this APL and above, flying spellcasters discover 
  a significant chink in the gang’s collective armor. 
   
  At APL 12 the Count has developed an alter ego 
  identity by virtue of his prestige class, and thus seeks to 
  more ardently avoid capture so that he can flee and 
  assume that identity elsewhere. The sentries rely on their 
  gloves of arrow snaring to lessen the damage dealt by any 
  PC archers. 
   
  At APL 14 the Count activates his boots of speed upon 
  emerging from the cave. He attempts to use his sideslip 
  ability along with his wand of magic missiles to keep the 
  PCs off-balance. 
   
  At APL 16 the lieutenant, along with the sentries, 
  quaffs his potion of bull’s strength if time permits. 
   
  The Inanilae bodyguards spend the entirety of this 
  combat attempting to physically restrain Tess from 
  entering melee. She curses the cowardice of banditry and 
  threatens to hang Valandril upside-down from a tall tree 
  when they get home. Valandril holds his liege at bay and 
  assures her that the PCs are capable warriors. The 
  Inanilae do not otherwise interfere in this combat unless 
  all the PCs are incapacitated, as which point they chase 
  the bandits away and stabilize injured PCs. 
   
  Treasure: 
   
  �APL 2: Loot: 321 gp; Coin: 23 gp; Magic: – vest of 
  resistance +1 (83 gp each), potion of cure moderate wounds (25 
  gp each), potion of bull’s strength (25 gp each), potion of cure 
  light wounds (x2, 4 gp each). 
   
  �APL 4: Loot: 386 gp; Coin: 48 gp; Magic: – vest of 
  resistance +1 (83 gp each), +1 studded leather armor (97 gp 
  each), potion of cure moderate wounds (x2, 25 gp each), potion 
  of bull’s strength (25 gp each), cloak of resistance +1 (x3, 83 gp 
  each), potion of cure light wounds (x4, 4 gp each). 
   
  �APL 6: Loot: 452 gp; Coin: 40 gp; Magic: – +1 
  studded leather armor (97 gp each), vest of resistance +1 (83 gp 
  each), potion of cure serious wounds (x2, 62 gp each), potion of 
  bull’s strength (25 gp each), ring of protection +1 (166 gp 
  each), cloak of resistance +1 (x3, 83 gp each), dust of 
  tracelessness (20 gp each), +1 chain shirt (x2, 104 gp each), 
  potion of cure moderate wounds (x4, 25 gp each). 
   
  �APL 8: Loot: 361 gp; Coin: 73 gp; Magic: – +1 
  longsword (192 gp each), +1 studded leather armor (97 gp 
  each), vest of resistance +1 (83 gp each), potion of cure serious 
  wounds (x4, 62 gp each), potion of bull’s strength (25 gp 
  each), ring of protection +1 (x3, 166 gp each), potion of haste 
  (62 gp each), amulet of natural armor +1 (166 gp each), +1 
  bastard sword (194 gp each), +1 mithril chain shirt (175 gp 
  each), cloak of resistance +1 (x3, 83 gp each), dust of 
  tracelessness (20 gp each), +1 chain shirt (x2, 104 gp each). 
   
  �APL 10: Loot: 260 gp; Coin: 54 gp; Magic: – +1 
  longsword (192 gp each), +1 repeating light crossbow (212 gp 
  each), +1 studded leather armor (97 gp each), vest of resistance 
  +2 (333 gp each), potion of cure serious wounds (x6, 62 gp 
  each), potion of bull’s strength (25 gp each), ring of protection 
  +1 (x4, 166 gp each), potion of haste (x4, 62 gp each), amulet 
  of natural armor +1 (166 gp each), cloak of charisma +2 (333 
  gp each), +1 bastard sword (194 gp each), +1 mithril chain 
  shirt (175 gp each), cloak of resistance +1 (x3, 83 gp each), 
  dust of tracelessness (20 gp each), brooch of shielding (x3, 125 
  gp each), potion of cat’s grace (25 gp each), +1 short sword (x2, 
  192 gp each), +1 chain shirt (x2, 104 gp each). 
   
  �APL 12: Loot: 163 gp; Coin: 38 gp; Magic: – +1 
  longsword (192 gp each), +1 repeating light crossbow (212 gp 
  each), +2 studded leather armor (347 gp each), +1 buckler (97 
  gp each), vest of resistance +2 (333 gp each), potion of cure 
  serious wounds (x8, 62 gp each), potion of bull’s strength (x2, 
  25 gp each), ring of protection +2 (666 gp each), potion of 
  haste (x4, 62 gp each), amulet of natural armor +1 (166 gp 
  NYR7-08 Tinderbox 
   
  Page 24 
  
  each), cloak of charisma +2 (333 gp each), gloves of dexterity 
  +2 (x2, 333 gp each), +1 bastard sword (194 gp each), +1 
  mithril chain shirt (175 gp each), cloak of resistance +2 (x3, 
  333 gp each), ring of protection +1 (x3, 166 gp each), brooch 
  of shielding (x3, 125 gp each), potion of cat’s grace (25 gp 
  each), dust of tracelessness (20 gp each), +1 short sword (x2, 
  192 gp each), +1 composite (+1) longbow (x2, 208 gp each), 
  +1 chain shirt (x2, 104 gp each), gloves of arrow snaring (x2, 
  333 gp each). 
   
  �APL 14: Loot: 163 gp; Coin: 38 gp; Magic: – +1 
  longsword (192 gp each), +1 repeating light crossbow (212 gp 
  each), +2 studded leather armor (347 gp each), +1 buckler (97 
  gp each), vest of resistance +2 (333 gp each), potion of cure 
  serious wounds (x9, 62 gp each), potion of bull’s strength (x2, 
  25 gp each), ring of protection +2 (x4, 666 gp each), wand of 
  magic missiles (CL 9th, 562 gp each), amulet of natural armor 
  +1 (166 gp each), cloak of charisma +2 (333 gp each), dusty 
  rose prism ioun stone (416 gp each), dust of tracelessness (x2, 
  20 gp each), boots of speed (1000 gp each), gloves of dexterity 
  +2 (x2, 333 gp each), +1 bastard sword (194 gp each), +3 
  mithril chain shirt (841 gp each), cloak of resistance +2 (x3, 
  333 gp each), potion of haste (62 gp each), brooch of shielding 
  (x3, 125 gp each), potion of cat’s grace (25 gp each), +1 short 
  sword (x2, 192 gp each), +1 composite (+1) longbow (x2, 208 
  gp each), +1 chain shirt of light fortification (x2, 354 gp each), 
  gloves of arrow snaring (x2, 333 gp each), boots of elvenkind 
  (x2, 208 gp each), eyes of the eagle (x2, 208 gp each). 
   
  �APL 16: Loot: 127 gp; Coin: 93 gp; Magic: – +1 
  longsword (192 gp each), +1 repeating light crossbow (212 gp 
  each), +1 buckler (97 gp each), +3 studded leather armor (764 
  gp each), vest of resistance +2 (333 gp each), potion of cure 
  serious wounds (x9, 62 gp each), potion of bull’s strength (x4, 
  25 gp each), ring of protection +2 (x4, 666 gp each), wand of 
  magic missiles (CL 9th, 562 gp each), amulet of natural armor 
  +1 (166 gp each), cloak of charisma +4 (1333 gp each), gloves 
  of dexterity +2 (333 gp each), gloves of dexterity +4 (1333 gp 
  each), boots of speed (1000 gp each), dusty rose prism ioun 
  stone (416 gp each), dust of tracelessness (x2, 20 gp each), 
  Nolzur’s marvelous pigments (333 gp each), +1 shock bastard 
  sword (694 gp each), +3 mithril chain shirt (841 gp each), 
  cloak of resistance +3 (x3, 750 gp each), potion of haste (x3, 62 
  gp each), brooch of shielding (x3, 125 gp each), potion of cat’s 
  grace (25 gp each), +1 heavy steel shield (98 gp each), 
  Keoghtom’s ointment (333 gp each), +1 adamantine defending 
  shortsword (x2, 917 gp each), +1 composite (+1) longbow (x2, 
  208 gp each), +1 chain shirt of light fortification (x2, 354 gp 
  each), +1 darkwood buckler (x2, 101 gp each), gloves of arrow 
  snaring (x2, 333 gp each), boots of elvenkind (x2, 208 gp 
  each), eyes of the eagle (x2, 208 gp each), deep red sphere ioun 
  stone (x2, 666 gp each), potion of remove blindness (x2, 62 gp 
  each) 
   
   
  Detect Magic Results: +1 adamantine defending 
  shortsword (faint transmutation), +1 buckler (faint 
  transmutation), +1 bastard sword (faint transmutation), +1 
  chain shirt (faint transmutation), +1 chain shirt of light 
  fortification (faint transmutation and strong abjuration), +1 
  darkwood buckler (faint transmutation), +1 heavy steel shield 
  (faint transmutation), +1 longsword (faint transmutation), 
  +1 and +3 mithril chain shirt (faint transmutation), +1 
  repeating light crossbow (faint transmutation), +1 shock 
  bastard sword 
  (faint transmutation and moderate 
  evocation), +1, +2, and +3 studded leather armor (faint 
  transmutation), amulet of natural armor +1 (faint 
  transmutation), boots of elvenkind (faint transmutation), 
  boots of speed (moderate transmutation), brooch of shielding 
  (faint abjuration), cloak of charisma +2 and +4 (moderate 
  transmutation), cloak of resistance +1 +2 and +3 (faint 
  abjuration), deep red sphere ioun stone (moderate 
  transmutation), dust of tracelessness (faint transmutation), 
  dusty rose prism ioun stone (moderate abjuration), eyes of the 
  eagle (faint divination), gloves of arrow snaring (faint 
  abjuration), gloves of dexterity +2 and +4 (moderate 
  transmutation), Keoghtom’s ointment (faint conjuration), 
  Nolzur’s marvelous pigments (strong conjuration), potion of 
  bull’s strength (faint transmutation), potion of cure light 
  wounds (faint conjuration), potion of cure moderate wounds 
  (faint conjuration), potion of cure serious wounds (faint 
  conjuration), potion of haste (faint transmutation), potion of 
  remove blindness (faint conjuration), ring of protection +1 and 
  +2 (faint abjuration), wand of magic missiles (CL 9th; 
  moderate evocation), vest of resistance +1 and +2 (faint 
  abjuration). 
   
  Development: The Count is astute and soon senses that 
  something is amiss: his gang has avoided capture for a 
  year, and now unknown adventurers and wood elves 
  infiltrate their camp with hostile intentions and some 
  claptrap about a murdered priest of Pelor. His men are 
  thieves but not murderers, and he quickly gets suspicious. 
   
  If the PCs enter the camp peaceably in an effort to 
  learn about the bandits’ involvement in Callidan’s 
  murder, let them attempt a Diplomacy check; the bandits’ 
  starting attitude is “Unfriendly”, and they must be swayed 
  to “Friendly” or better. 
   
  If combat occurs, the Count calls for parley as soon 
  as any of his men are incapacitated, preferring freedom to 
  imprisonment or death. If the PCs refuse, the bandits 
  wage a fighting retreat and try to escape (four light 
  warhorses are tethered two hundred feet off the western 
  edge of the map). If the PCs agree, the Count and his men 
  lower their weapons; he introduces himself and swears 
  (under magical compulsion if the PCs request it) that he 
  and his gang had nothing to do with the murder of any 
  Pelor cleric, nor have any of them been within two miles 
  of Midmeadow in months. Any PC Sense Motive checks 
  or spells reveal that the Count is telling the truth. 
   
  Even if the bandits best the PCs in combat, the 
  Count will suspect that he has been framed and question 
  the PCs as to how they found him so easily. He does not 
  recognize the map found by the PCs, but does recognize 
  its crude design suggesting the handiwork of an amateur 
  with knowledge of northern Nyrond geography. He 
  voices concern that someone knows intimate details of 
  his movements. 
   
  The Count wishes to bargain for his freedom. He is 
  willing to cease banditry in the area and is further willing 
  to act as a spy for the PCs in an effort to clear himself 
  from implication in the murder. If the PCs accept these 
  NYR7-08 Tinderbox 
   
  Page 25 
  
  terms, the Count gives them a single gold piece etched 
  with his family crest, and they gain the Favor of Count 
  Wiczling, as noted on the Adventure Record. If the 
  Count is killed before parley can occur, the rest of the 
  bandits fight until only one remains, at which point the 
  survivor surrenders. 
   
  ENCOUNTER 8: ANARCHY 
  DIVINE 
  In this encounter the PCs return to Midmeadow after 
  fighting or parleying with the bandits and find it under 
  siege (for parties who elected to remain in town and not 
  pursue the bandit lead in Encounter Seven, paraphrase 
  the boxed text below before proceeding to the 
  Development section). If they left the city around noon, 
  it should be close to sundown at this point. Once they get 
  within five hundred yards of the city (or, alternatively, if 
  they teleport inside), read or paraphrase the following: 
   
  A low droning sound can be heard before its source 
  can be seen: ahead, Midmeadow is under an 
  enormous, 
  shifting 
  black 
  cloud 
  of 
  insects. 
  Merchants have pulled their wagons away from the 
  walls, while hundreds of residents have evacuated 
  the city and now stand idly with expressions of 
  dumbstruck horror, but the swarms do not pursue 
  any of them. Instead, the insects seem to be 
  attacking the city walls, greedily devouring or 
  destroying what little foliage remains. Soon, giant 
  mantises appear at the north gate, uprooting the 
  oldest trees that once formed the original archway 
  into the elven city. 
   
  The PCs are witnessing the physical manifestation of 
  Aricyn’s grief and fury over learning that her lover, the 
  Brown Recluse, is dead. The “body” of Callidan was 
  actually that of the Recluse, albeit disguised via powerful 
  magic; this magic has expired and news of the corpse’s 
  real identity was somehow leaked from within the temple 
  of Pholtus. When the news reached Aricyn on the Plateau 
  she frantically sought her lover to no avail; her special 
  divine rapport with him had been severed, and she knew 
  the news was true. She then cast divination to seek Bralm’s 
  guidance. Killing the Pholtans (whom she knows are 
  opposed to the Recluse’s philosophy and suspects to be 
  somehow involved) was deemed unacceptable, so Aricyn 
  is treating them like the pests she believes them to be and 
  (along with her druidic Plateau allies) using summoning 
  spells to drive them from the city and to destroy the walls 
  which have long been shameful eyesores. 
   
  News of the magically disguised body quickly 
  spreads and drives many residents into a panic, especially 
  those who witnessed the mysterious mage’s minions in 
  NYR6-06. Those not frightened into fleeing have retreated 
  to their respective districts. The only defenders of the 
  populace are the two Knight-Captains, who have 
  recognized that the insects are not actively harming 
  anyone; Talbrith and Quenthe are instead using their 
  skills to help evacuate the city, since they cannot combat 
  so many swarms on their own. 
   
  The Pholtans have sequestered themselves within 
  the temple (which is completely covered with insects, as 
  Aricyn has concentrated much of her efforts on the 
  Promenade), and Dalis Mirivan is nowhere to be seen. 
  Insects of all manner and size fly and crawl through the 
  deserted streets. The PCs should realize that the once-
  majestic and natural city walls will not long withstand the 
  assault of so many creatures, and that stopping all of them 
  is impossible given the city’s size. A DC 15 Sense Motive 
  check allows them to further realize that going directly to 
  the source is the most efficient means of ending the 
  insect plague. If the PCs go to the top of the Silk Plateau 
  on foot, they arrive unscathed but begrimed with the 
  residue of thousands of diminutive insects. If the PCs fly 
  there, the insect cloud stretches roughly fifty feet above 
  the city and poses no threat to them. From above the 
  Plateau, PCs can look down and (with a DC 25 Spot 
  check) notice that the cornstalk fields—while seemingly 
  random at ground level—are arranged in the pattern of a 
  giant spider web. Atop the stone ruins of the old mayor’s 
  mansion, Aricyn can be seen amid the eye of the insect 
  storm, tearfully orchestrating its movements. 
   
  The PCs must make a decision here and decide their 
  fate. Aricyn’s emotional, grief-stricken rampage is 
  dependent on her prepared summoning spells, which 
  have now been depleted; however, every passing round 
  translates as further destruction to the city walls. The PCs 
  may simply stand by and allow Aricyn’s summoning 
  spells to expire, or they may take direct action. Taking 
  direct action takes two forms: the PCs can either forcibly 
  neutralize Aricyn through combat (see below), or they 
  may appeal to her sense of reason through Diplomacy. At 
  this time, ask the PCs how they wish to proceed. 
   
  At all APLs the Plateau residents and followers or 
  Aricyn and the Recluse are hiding in the high cornstalks, 
  terrified of the previously unseen fury their mistress is 
  now orchestrating. They know she is grief-stricken but 
  not how to placate her, especially since her current 
  actions go directly against the Recluse’s non-violent 
  philosophies. If the PCs approach Aricyn and seem intent 
  on placating her with Diplomacy and reason, these 
  nearby residents hold their ground and encourage the 
  PCs; proceed to “Diplomacy” below. If the PCs instead 
  elect to attack Aricyn in order to stop her rampage, the 
  residents move to intervene; proceed to “Combat” below. 
   
  Diplomacy 
  PCs wishing to placate Aricyn must succeed at a 
  Diplomacy check. For most parties her starting attitude is 
  “Hostile”; if the PCs managed to swing her mood to 
  “Helpful” during Encounter Two, her starting attitude 
  here is “Unfriendly.” In either case, she must be swayed 
  to “Indifferent” or better to persuade her to call off the 
  insect plague (Tess can assist or be the primary on this 
  Diplomacy check). The cornerstone of any Diplomacy 
  check should involve the safety of the innocent populace, 
  the bandit testimony (if applicable), and the PCs’ history 
  NYR7-08 Tinderbox 
   
  Page 26 
  
  with the mysterious mage (if applicable), whose powerful 
  magic could be behind the disguised corpse. If the PCs 
  succeed at the check, Aricyn regains her composure and 
  recalls all of her summoned insects and swarms, ending 
  the threat to the Midmeadow walls. If the PCs fail the 
  check, Aricyn casts word of recall and teleports to a secret 
  glade miles away known only to her and the Recluse. This 
  effectively ends the encounter, and the PCs still gain full 
  experience. 
   
  Combat 
  If the PCs exhibit hostile intentions and move to attack 
  Aricyn, her followers emerge to stop them. Aricyn is 
  perched ten feet off the ground atop one of the stone 
  slabs in the ruins; unbeknownst to the PCs she has 
  consumed a potion of fly and rises out of melee range when 
  combat begins. Consult DM Aid: Bandit Encampment and 
  Silk Plateau and proceed to “Tactics” below. 
   
  Creatures: If the PCs resort to combat they will either be 
  facing a few followers of Aricyn and the Recluse (APLs 2-
  10), Aricyn herself (APL 12), or both Aricyn and her 
  followers (APLs 14-16). None of these combatants are 
  evil, and those who are spellcasters have not prepared 
  spells for combat. 
   
  APL 2 (EL 2) 
   
  �Silk Plateau Landscaper: male half-elf druid 1; 
  hp 7; Appendix 1. 
   
  �Silk Plateau Laborer: male half-orc barbarian 1; 
  hp 10; Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Silk Plateau Landscaper: male half-elf druid 2; 
  hp 14; Appendix 1. 
   
  �Silk Plateau Laborer: male half-orc barbarian 
  1/expert 2; hp 21; Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Silk Plateau Landscaper: male half-elf druid 3; 
  hp 21; Appendix 1. 
   
  �Silk Plateau Laborer (2): male half-orc barbarian 
  2/expert 2; hp 35; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Silk Plateau Landscaper: male half-elf druid 5; 
  hp 35; Appendix 1. 
   
  �Silk Plateau Laborer (2): male half-orc barbarian 
  4/expert 2; hp 57; Appendix 1. 
   
  APL 10 (EL 10) 
   
  �Silk Plateau Landscaper: male half-elf druid 7; 
  hp 49; Appendix 1. 
   
  �Silk Plateau Laborer (2): male half-orc barbarian 
  6/expert 2; hp 79; Appendix 1. 
   
  APL 12 (EL 12) 
   
  Aricyn Maquillan: female half-elf cleric 12; hp 96; 
  Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Aricyn Maquillan: female half-elf cleric 12; hp 
  96; Appendix 1. 
   
  �Silk Plateau Landscaper: male half-elf druid 9; 
  hp 63; Appendix 1. 
   
  �Silk Plateau Laborer (2): male half-orc barbarian 
  8/expert 2; hp 101; Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Aricyn Maquillan: female half-elf cleric 12; hp 
  96; Appendix 1. 
   
  �Silk Plateau Landscaper: male half-elf druid 11; 
  hp 77; Appendix 1. 
   
  �Silk Plateau Laborer (3): male half-orc barbarian 
  10/expert 2; hp 123; Appendix 1. 
   
  Tactics: At all APLs Aricyn and her followers try to 
  incapacitate the PCs rather than kill them. In Aricyn’s 
  case, she wants to be left alone to exhaust her grief; her 
  followers, however, do everything in their power to 
  prevent the PCs from physically reaching or affecting 
  Aricyn. For the druids, this translates to spells such as 
  entangle, warp wood, soften earth and stone, and the like 
  (many spells they normally use daily on the Plateau). For 
  the barbarians, it means using nonlethal damage on every 
  attack (the -4 penalty for doing so has not been calculated 
  into their statistics blocks), along with trying to slow PCs 
  with tanglefoot bags (and curing themselves while PCs 
  are thus delayed). However, while the PCs are in combat 
  here the insects continue to destroy the walls, which are, 
  in effect, one large organism; Aricyn’s last summoning 
  spell expires in ten rounds. Once the PCs defeat either 
  her or her followers, she comes to her senses and halts 
  the insect plague (or, at APL 12 and above, her off-screen 
  druidic summoners call off the attack). 
   
  Treasure: 
   
  �APL 2: Loot: 92 gp; Coin: 0 gp; Magic: – potion of 
  shield of faith (+2) (4 gp each), potion of cure light wounds (x4, 
  4 gp each), potion of barkskin (+2) (25 gp each). 
   
  �APL 4: Loot: 92 gp; Coin: 0 gp; Magic: – potion of 
  barkskin (+2) (25 gp each), cloak of resistance +1 (x2, 83 gp 
  each), potion of barkskin (+3) (50 gp each), potion of cure 
  moderate wounds (25 gp each), universal solvent (4 gp each). 
   
  �APL 6: Loot: 127 gp; Coin: 0 gp; Magic: – cloak of 
  resistance +1 (x3, 83 gp each), potion of cure moderate wounds 
  (x5, 25 gp each), potion of barkskin (+2) (25 gp each), potion 
  of barkskin (+4) (x2, 75 gp each), potion of cat’s grace (x2, 25 
  gp each), universal solvent (x2, 4 gp each) 
   
  �APL 8: Loot: 74 gp; Coin: 0 gp; Magic: – cloak of 
  resistance +1 (x3, 83 gp each), potion of cat’s grace (25 gp 
  each), potion of cure moderate wounds (25 gp each), ring of 
  protection +1 (166 gp each), +1 cold iron ranseur (x2, 360 gp 
  NYR7-08 Tinderbox 
   
  Page 27 
  
  each), universal solvent (x2, 4 gp each), potion of cure light 
  wounds (x4, 4 gp each). 
   
  �APL 10: Loot: 74 gp; Coin: 0 gp; Magic: – cloak of 
  resistance +2 (333 gp each), ring of protection +1 (x3, 166 gp 
  each), potion of cat’s grace (25 gp each), cloak of resistance +1 
  (x2, 83 gp each), potion of cure moderate wounds (x6, 25 gp 
  each), +1 cold iron ranseur (x2, 360 gp each), potion of 
  barkskin (+4) (x2, 75 gp each), universal solvent (x2, 4 gp 
  each). 
   
  �APL 12: Loot: 2 gp; Coin: 0 gp; Magic: – +1 
  darkwood quarterstaff (386 gp each), cloak of resistance +3 
  (750 gp each), periapt of wisdom +2 (333 gp each), ring of 
  protection +1 (166 gp each), +1 glamered half-plate armor (383 
  gp each), phylactery of faithfulness (83 gp each). 
   
  �APL 14: Loot: 70 gp; Coin: 0 gp; Magic: – +1 
  darkwood quarterstaff (386 gp each), cloak of resistance +3 
  (750 gp each), periapt of wisdom +2 (x2, 333 gp each), ring of 
  protection +1 (x4, 166 gp each), +1 glamered half-plate armor 
  (383 gp each), phylactery of faithfulness (83 gp each), cloak of 
  resistance +2 (x3, 333 gp each), potion of cure serious wounds 
  (62 gp each), potion of cat’s grace (25 gp each), +1 cold iron 
  ranseur (x2, 360 gp each), potion of barkskin (+4) (x2, 75 gp 
  each), potion of cure moderate wounds (x4, 25 gp each), gloves 
  of dexterity +2 (x2, 333 gp each), universal solvent (x2, 4 gp 
  each). 
   
  �APL 16: Loot: 182 gp; Coin: 0 gp; Magic: – +1 
  darkwood quarterstaff (386 gp each), cloak of resistance +3 
  (750 gp each), periapt of wisdom +2 (x2, 333 gp each), ring of 
  protection +1 (x4, 166 gp each), +1 glamered half-plate armor 
  (383 gp each), phylactery of faithfulness (83 gp), cloak of 
  resistance +2 (x4, 333 gp each), ring of protection +2 (666 gp 
  each), potion of cure serious wounds (x13, 62 gp each), +1 
  merciful cold iron ranseur (x3, 860 gp each), potion of barkskin 
  (+5) (x3, 100 gp each), gloves of dexterity +2 (x3, 333 gp 
  each), universal solvent (x3, 4 gp each), potion of haste (x3, 62 
  gp each), brooch of shielding (x3, 125 gp each). 
   
   
  Detect Magic Results: +1 cold iron ranseur (faint 
  transmutation), 
  +1 
  darkwood 
  quarterstaff 
  (faint 
  transmutation), +1 glamered half-plate armor (faint 
  transmutation and moderate illusion), +1 merciful cold iron 
  ranseur (faint transmutation and faint conjuration), brooch 
  of shielding (faint abjuration), cloak of resistance +1, +2 and +3 
  (faint abjuration), gloves of dexterity +2 (moderate 
  transmutation), 
  periapt 
  of 
  wisdom 
  +2 
  (moderate 
  transmutation), phylactery of faithfulness (faint divination), 
  potion of barkskin (+2, +3, +4 and +5) (faint transmutation), 
  potion of cat’s grace (faint transmutation), potion of cure light 
  wounds (faint conjuration), potion of cure moderate wounds 
  (faint conjuration), potion of cure serious wounds (faint 
  conjuration), potion of haste (faint transmutation), potion of 
  shield of faith (+2) (faint abjuration), ring of protection +1 and 
  +2 
  (faint 
  abjuration), 
  universal 
  solvent 
  (strong 
  transmutation). 
   
  Development: PCs who skipped Encounter Seven and 
  wish to speak to High Priest Valcroy as to why his acolyte 
  was wandering around the Silk Plateau may do so. 
  Valcroy admits that old habits die hard: he sent the 
  acolyte to spy on the Brown Recluse, whose continued 
  enigmatic existence and urban legend status remain 
  intolerable. He laments the Bishop’s tolerant ways and 
  thinks his counterpart is on some kind of power trip, but 
  expresses his own futility in the face of Lynwerd’s ruling. 
  The day otherwise passes uneventfully; at no time does 
  the Bishop emerge from the temple or allow anyone 
  inside. PCs may visit the Plateau but no one has seen the 
  Recluse since noon. 
   
  One benefit to skipping Encounter Seven is that the 
  PCs will be in town when Aricyn begins her assault. 
  Allow them to visit any part of the city (to Gather 
  Information, for example), but when play begins to lull, 
  initiate her attack. Once the PCs placate or defeat Aricyn 
  and her followers, this encounter ends. PCs who calmed 
  her with Diplomacy earn the Favor of the Silk Plateau, as 
  noted on the Adventure Record; PCs who state that they 
  loot the combatants earn the Enmity of the Silk Plateau. 
  Proceed to the Conclusion. 
   
  CONCLUSION 
  The conclusion to this scenario is intended as a 
  “cliffhanger” ending over which the PCs have no control; 
  the fallout from Aricyn’s fury, the re-institution of martial 
  law, the whereabouts of Callidan Estani, and the fate of 
  the Brown Recluse are story elements that will be 
  addressed in the third and final chapter of this series. 
  Players may express dismay at the abrupt ending, but do 
  your best to reassure them that it is for the best and that 
  they need not play the same PC in part three. 
   
  After Encounter Eight many PCs will likely make 
  their way to the temple of Pholtus either to confront the 
  Bishop, to see the Recluse’s body, to check on Faith, or to 
  inquire about Dalis Mirivan. The PCs reach the temple 
  square just as a battalion of Nyrondese border guards 
  enters through the north gate. With Aricyn’s insects 
  gone, the Bishop cautiously emerges with Penrys and 
  four other acolytes just as the border guards reach the 
  square. The captain of these guards formally greets the 
  Bishop and notes that his men are “reporting, as ordered.” 
  Tess and her aides look troubled; High Priest Valcroy and 
  his bodyguards suddenly appear at the front of the large 
  crowd that has formed around the temple steps. PCs 
  making a DC 20+APL Spot check witness a momentarily 
  puzzled expression on the Bishop’s face, but he quickly 
  recovers and loudly addresses the captain. Read or 
  paraphrase the following: 
   
  “Captain, a priest of the pagan deity Fharlanghn has 
  been caught spying within our temple. I want him 
  placed under arrest, immediately. Additionally, a 
  local priest of Pelor has gone missing and may have 
  met with foul play. The culprits may still be in the 
  city. As head of the official Church here in 
  Midmeadow, 
  I 
  want 
  the 
  city 
  placed 
  under 
  provisional martial law until I can confer with and 
  receive instructions from King Lynwerd on these 
  matters. Have your men search every house and 
  district for the perpetrators or co-conspirators. 
  NYR7-08 Tinderbox 
   
  Page 28 
  
  Leave no stone unturned, and question everyone, 
  starting with THEM…” 
   
  The Bishop’s gaze and outstretched finger both 
  come to rest on your group, and Tess. 
   
  To be concluded… 
  NYR7-08 Tinderbox 
   
  Page 29 
  
  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 4 
  Defeat the sewer denizens/escape the flood: 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Encounter 7 
  Defeat or negotiate with the bandits: 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Encounter 8 
  Placate Aricyn or defeat her (or her followers): 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Story Award 
  Successfully interact with the Brown Recluse: 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Story Award 
  Recover the Verminflame Portal mechanism: 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Discretionary roleplaying award 
  APL 2  
  30 XP 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
  APL 14  
  1800 XP 
  APL 16  
  2025 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 
  NYR7-08 Tinderbox 
   
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  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 4: Resident Evil 
   
  APL 2: Loot: 58 gp; Coin: 0 gp; Magic: 16 gp – scroll of 
  shatter (12 gp each), potion of cure light wounds (4 gp each). 
   
  APL 4: Loot: 54 gp; Coin: 33 gp; Magic: 144 gp – scroll 
  of shatter (12 gp each), potion of cure light wounds (2) (4 gp 
  each), wand of color spray (CL 1st) (62 gp each), wand of 
  magic missiles (CL 1st) (62 gp each). 
   
  APL 6: Loot: 54 gp; Coin: 0 gp; Magic: 301 gp – scroll 
  of shatter (12 gp each), elixir of vision (20 gp each), wand of 
  color spray (CL 1st) (62 gp each), wand of magic missiles (CL 
  3rd) (187 gp each). 
   
  APL 8: Loot: 39 gp; Coin: 8 gp; Magic: 747 gp – +1 
  studded leather armor (97 gp each), +1 rapier (193 gp each), 
  wand of magic missile (CL 5th) (312 gp each), scroll of shatter 
  (12 gp each), vest of resistance +1 (83 gp each), potion of cure 
  moderate wounds (2) (25 gp each). 
   
  APL 10: Loot: 12 gp; Coin: 16 gp; Magic: 975 gp -- +1 
  rapier (193 gp each), +1 studded leather armor (97 gp each), 
  potion of cure moderate wounds (2) (25 gp each), wand of 
  magic missiles (CL 5th) (312 gp each), scroll of shatter (12 gp 
  each), vest of resistance +1 (83 gp each), ring of protection +1 
  (166 gp each), potion of haste (62 gp each). 
   
  APL 12: Loot: 12 gp; Coin: 8 gp; Magic: 1728 gp – +1 
  rapier (193 gp each), +1 studded leather armor (97 gp each), 
  wand of magic missiles (CL 7th) (437 gp each), scroll of shatter 
  (12 gp each), vest of resistance +2 (333 gp each), ring of 
  protection +1 (166 gp each), cloak of charisma +2 (333 gp 
  each), pipes of the sewers (95 gp each), potion of cure serious 
  wounds (62 gp each). 
   
  APL 14: Loot: 12 gp; Coin: 41 gp; Magic: 2858 gp – +1 
  adamantine rapier (418 gp each), +2 studded leather armor 
  (347 gp each), wand of magic missiles (CL 9th) (562 gp 
  each), scroll of shatter (12 gp each), vest of resistance +2 (333 
  gp each), ring of protection +2 (666 gp each), cloak of 
  charisma +2 (333 gp each), brooch of shielding (125 gp each), 
  potion of cure serious wounds (62 gp each). 
   
  APL 16: Loot: 12 gp; Coin: 16 gp; Magic: 4848 gp – +1 
  thundering adamantine rapier (918 gp each), +2 studded 
  leather armor (347 gp each), wand of magic missiles (CL 9th) 
  (562 gp each), scroll of shatter (12 gp each), vest of resistance 
  +3 (750 gp each), ring of protection +2 (666 gp each), cloak of 
  charisma +2 (333 gp each), brooch of shielding (125 gp each), 
  bead of force (250 gp each), pale blue rhomboid ioun stone (666 
  gp each), potion of cure serious wounds (2) (62 gp each), pipes 
  of the sewers (95 gp each). 
   
  Encounter 7: A Broken Frame 
   
  APL 2: Loot: 321 gp; Coin: 23 gp; Magic: 166 gp – vest 
  of resistance +1 (83 gp each), potion of cure moderate wounds 
  (25 gp each), potion of bull’s strength (25 gp each), potion of 
  cure light wounds (x2, 4 gp each). 
   
  APL 4: Loot: 386 gp; Coin: 48 gp; Magic: 570 gp – vest 
  of resistance +1 (83 gp each), +1 studded leather armor (97 gp 
  each), potion of cure moderate wounds (x2, 25 gp each), potion 
  of bull’s strength (25 gp each), cloak of resistance +1 (x3, 83 gp 
  each), potion of cure light wounds (x4, 4 gp each). 
   
  APL 6: Loot: 452 gp; Coin: 40 gp; Magic: 1197 gp – +1 
  studded leather armor (97 gp each), vest of resistance +1 (83 gp 
  each), potion of cure serious wounds (x2, 62 gp each), potion of 
  bull’s strength (25 gp each), ring of protection +1 (166 gp 
  each), cloak of resistance +1 (x3, 83 gp each), dust of 
  tracelessness (20 gp each), +1 chain shirt (x2, 104 gp each), 
  potion of cure moderate wounds (x4, 25 gp each). 
   
  APL 8: Loot: 361 gp; Coin: 73 gp; Magic: 2392 gp – +1 
  longsword (192 gp each), +1 studded leather armor (97 gp 
  each), vest of resistance +1 (83 gp each), potion of cure serious 
  wounds (x4, 62 gp each), potion of bull’s strength (25 gp 
  each), ring of protection +1 (x3, 166 gp each), potion of haste 
  (62 gp each), amulet of natural armor +1 (166 gp each), +1 
  bastard sword (194 gp each), +1 mithril chain shirt (175 gp 
  each), cloak of resistance +1 (x3, 83 gp each), dust of 
  tracelessness (20 gp each), +1 chain shirt (x2, 104 gp each). 
   
  APL 10: Loot: 260 gp; Coin: 54 gp; Magic: 4447 gp – 
  +1 longsword (192 gp each), +1 repeating light crossbow (212 
  gp each), +1 studded leather armor (97 gp each), vest of 
  resistance +2 (333 gp each), potion of cure serious wounds (x6, 
  62 gp each), potion of bull’s strength (25 gp each), ring of 
  protection +1 (x4, 166 gp each), potion of haste (x4, 62 gp 
  each), amulet of natural armor +1 (166 gp each), cloak of 
  charisma +2 (333 gp each), +1 bastard sword (194 gp each), 
  +1 mithril chain shirt (175 gp each), cloak of resistance +1 (x3, 
  83 gp each), dust of tracelessness (20 gp each), brooch of 
  shielding (x3, 125 gp each), potion of cat’s grace (25 gp each), 
  +1 short sword (x2, 192 gp each), +1 chain shirt (x2, 104 gp 
  each). 
   
  APL 12: Loot: 163 gp; Coin: 38 gp; Magic: 7966 gp – 
  +1 longsword (192 gp each), +1 repeating light crossbow (212 
  gp each), +2 studded leather armor (347 gp each), +1 buckler 
  (97 gp each), vest of resistance +2 (333 gp each), potion of cure 
  serious wounds (x8, 62 gp each), potion of bull’s strength (x2, 
  25 gp each), ring of protection +2 (666 gp each), potion of 
  haste (x4, 62 gp each), amulet of natural armor +1 (166 gp 
  each), cloak of charisma +2 (333 gp each), gloves of dexterity 
  +2 (x2, 333 gp each), +1 bastard sword (194 gp each), +1 
  mithril chain shirt (175 gp each), cloak of resistance +2 (x3, 
  333 gp each), ring of protection +1 (x3, 166 gp each), brooch 
  of shielding (x3, 125 gp each), potion of cat’s grace (25 gp 
  each), dust of tracelessness (20 gp each), +1 short sword (x2, 
  192 gp each), +1 composite (+1) longbow (x2, 208 gp each), 
  +1 chain shirt (x2, 104 gp each), gloves of arrow snaring (x2, 
  333 gp each). 
   
  APL 14: Loot: 163 gp; Coin: 38 gp; Magic: 13338 gp – 
  +1 longsword (192 gp each), +1 repeating light crossbow (212 
  gp each), +2 studded leather armor (347 gp each), +1 buckler 
  (97 gp each), vest of resistance +2 (333 gp each), potion of cure 
  NYR7-08 Tinderbox 
   
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  serious wounds (x9, 62 gp each), potion of bull’s strength (x2, 
  25 gp each), ring of protection +2 (x4, 666 gp each), wand of 
  magic missiles (CL 9th, 562 gp each), amulet of natural armor 
  +1 (166 gp each), cloak of charisma +2 (333 gp each), dusty 
  rose prism ioun stone (416 gp each), dust of tracelessness (x2, 
  20 gp each), boots of speed (1000 gp each), gloves of dexterity 
  +2 (x2, 333 gp each), +1 bastard sword (194 gp each), +3 
  mithril chain shirt (841 gp each), cloak of resistance +2 (x3, 
  333 gp each), potion of haste (62 gp each), brooch of shielding 
  (x3, 125 gp each), potion of cat’s grace (25 gp each), +1 short 
  sword (x2, 192 gp each), +1 composite (+1) longbow (x2, 208 
  gp each), +1 chain shirt of light fortification (x2, 354 gp each), 
  gloves of arrow snaring (x2, 333 gp each), boots of elvenkind 
  (x2, 208 gp each), eyes of the eagle (x2, 208 gp each). 
   
  APL 16: Loot: 127 gp; Coin: 93 gp; Magic: 22218 gp – 
  +1 longsword (192 gp each), +1 repeating light crossbow (212 
  gp each), +1 buckler (97 gp each), +3 studded leather armor 
  (764 gp each), vest of resistance +2 (333 gp each), potion of 
  cure serious wounds (x9, 62 gp each), potion of bull’s strength 
  (x4, 25 gp each), ring of protection +2 (x4, 666 gp each), 
  wand of magic missiles (CL 9th, 562 gp each), amulet of 
  natural armor +1 (166 gp each), cloak of charisma +4 (1333 
  gp each), gloves of dexterity +2 (333 gp each), gloves of 
  dexterity +4 (1333 gp each), boots of speed (1000 gp each), 
  dusty rose prism ioun stone (416 gp each), dust of tracelessness 
  (x2, 20 gp each), Nolzur’s marvelous pigments (333 gp each), 
  +1 shock bastard sword (694 gp each), +3 mithril chain shirt 
  (841 gp each), cloak of resistance +3 (x3, 750 gp each), potion 
  of haste (x3, 62 gp each), brooch of shielding (x3, 125 gp 
  each), potion of cat’s grace (25 gp each), +1 heavy steel shield 
  (98 gp each), Keoghtom’s ointment (333 gp each), +1 
  adamantine defending shortsword (x2, 917 gp each), +1 
  composite (+1) longbow (x2, 208 gp each), +1 chain shirt of 
  light fortification (x2, 354 gp each), +1 darkwood buckler (x2, 
  101 gp each), gloves of arrow snaring (x2, 333 gp each), boots 
  of elvenkind (x2, 208 gp each), eyes of the eagle (x2, 208 gp 
  each), deep red sphere ioun stone (x2, 666 gp each), potion of 
  remove blindness (x2, 62 gp each) 
   
  Encounter 8: Anarchy Divine 
   
  APL 2: Loot: 92 gp; Coin: 0 gp; Magic: 45 gp – potion 
  of shield of faith (+2) (4 gp each), potion of cure light wounds 
  (x4, 4 gp each), potion of barkskin (+2) (25 gp each). 
   
  APL 4: Loot: 92 gp; Coin: 0 gp; Magic: 270 gp – potion 
  of barkskin (+2) (25 gp each), cloak of resistance +1 (x2, 83 gp 
  each), potion of barkskin (+3) (50 gp each), potion of cure 
  moderate wounds (25 gp each), universal solvent (4 gp each). 
   
  APL 6: Loot: 127 gp; Coin: 0 gp; Magic: 607 gp – cloak 
  of resistance +1 (x3, 83 gp each), potion of cure moderate 
  wounds (x5, 25 gp each), potion of barkskin (+2) (25 gp 
  each), potion of barkskin (+4) (x2, 75 gp each), potion of cat’s 
  grace (x2, 25 gp each), universal solvent (x2, 4 gp each). 
   
  APL 8: Loot: 74 gp; Coin: 0 gp; Magic: 1209 gp – cloak 
  of resistance +1 (x3, 83 gp each), potion of cat’s grace (25 gp 
  each), potion of cure moderate wounds (25 gp each), ring of 
  protection +1 (166 gp each), +1 cold iron ranseur (x2, 360 gp 
  each), universal solvent (x2, 4 gp each), potion of cure light 
  wounds (x4, 4 gp each). 
   
  APL 10: Loot: 74 gp; Coin: 0 gp; Magic: 2050 gp – 
  cloak of resistance +2 (333 gp each), ring of protection +1 (x3, 
  166 gp each), potion of cat’s grace (25 gp each), cloak of 
  resistance +1 (x2, 83 gp each), potion of cure moderate wounds 
  (x6, 25 gp each), +1 cold iron ranseur (x2, 360 gp each), 
  potion of barkskin (+4) (x2, 75 gp each), universal solvent (x2, 
  4 gp each). 
   
  APL 12: Loot: 2 gp; Coin: 0 gp; Magic: 2101 gp – +1 
  darkwood quarterstaff (386 gp each), cloak of resistance +3 
  (750 gp each), periapt of wisdom +2 (333 gp each), ring of 
  protection +1 (166 gp each), +1 glamered half-plate armor (383 
  gp each), phylactery of faithfulness (83 gp each). 
   
  APL 14: Loot: 70 gp; Coin: 0 gp; Magic: 5329 gp – +1 
  darkwood quarterstaff (386 gp each), cloak of resistance +3 
  (750 gp each), periapt of wisdom +2 (x2, 333 gp each), ring of 
  protection +1 (x4, 166 gp each), +1 glamered half-plate armor 
  (383 gp each), phylactery of faithfulness (83 gp each), cloak of 
  resistance +2 (x3, 333 gp each), potion of cure serious wounds 
  (62 gp each), potion of cat’s grace (25 gp each), +1 cold iron 
  ranseur (x2, 360 gp each), potion of barkskin (+4) (x2, 75 gp 
  each), potion of cure moderate wounds (x4, 25 gp each), gloves 
  of dexterity +2 (x2, 333 gp each), universal solvent (x2, 4 gp 
  each). 
   
  APL 16: Loot: 182 gp; Coin: 0 gp; Magic: 10375 gp – 
  +1 darkwood quarterstaff (386 gp each), cloak of resistance +3 
  (750 gp each), periapt of wisdom +2 (x2, 333 gp each), ring of 
  protection +1 (x4, 166 gp each), +1 glamered half-plate armor 
  (383 gp each), phylactery of faithfulness (83 gp), cloak of 
  resistance +2 (x4, 333 gp each), ring of protection +2 (666 gp 
  each), potion of cure serious wounds (x13, 62 gp each), +1 
  merciful cold iron ranseur (x3, 860 gp each), potion of barkskin 
  (+5) (x3, 100 gp each), gloves of dexterity +2 (x3, 333 gp 
  each), universal solvent (x3, 4 gp each), potion of haste (x3, 62 
  gp each), brooch of shielding (x3, 125 gp each). 
   
  Treasure to be Awarded 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3.300gp 
  APL 14  
  6,600 gp 
  APL 16  
  9,900gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 471 gp; Coin: 23 gp; Magic: 227 gp; 
  Total: 721 gp  
   
  APL 4: Loot: 532 gp; Coin: 81 gp; Magic: 984 gp; 
  Total: 1597 gp  
   
  APL 6: Loot: 633 gp; Coin: 40 gp; Magic: 2105 gp; 
  Total: 2778 gp  
  APL 8: Loot: 474 gp; Coin: 81 gp; 
  Magic: 4348 gp; Total: 4903 gp  
   
  APL 10: Loot: 346 gp; Coin: 70 gp; Magic: 7472 gp; 
  Total: 7888 gp  
   
  APL 12: Loot: 177 gp; Coin: 46 gp; Magic: 11795 gp; 
  Total: 12018  
   
  APL 14: Loot: 245 gp; Coin: 79 gp; Magic: 21525 gp; 
  Total: 21849 gp  
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  NYR7-08 Tinderbox 
   
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  APL 16: Loot: 321 gp; Coin: 109 gp; Magic: 37441 gp; 
  Total: 37871 gp  
   
  Special 
  �Favor of the Downtown District: For retrieving the 
  stolen component that powers the Verminflame Portal, 
  you have earned the gratitude of “Rats” Rastinattii and the 
  rest of Downtown’s dwarf, gnome, and halfling residents. 
  Should you ever require a place to lay low, there are many 
  small nooks and crannies Downtown… 
   
  �A Tale of Two Cities: For playing the role of Diplomat 
  and introducing Tess’inene-ilae to Kirelle of Corellon, 
  Midmeadow’s oldest original resident, you have earned 
  the respect of both Kirelle and the elves of Blackwater 
  Park, who are always looking to further their racial ties 
  and connect with their elven heritage. Should you ever 
  need somewhere to hide, the park shadows are deep… 
   
  �Favor of Count Wiczling IV: You have temporarily 
  befriended Count Wiczling and engaged his services as a 
  spy in northern Nyrond. The Count has given you a gold 
  piece etched with his family crest and promises to make 
  contact soon to report any suspicious activity in the area. 
   
  �Favor of the Silk Plateau: You have earned the 
  respect of Aricyn Maquillan and the followers of the 
  Brown Recluse for choosing the path of reason over 
  violence. Should you ever seek refuge, the high 
  cornstalks of the Plateau conceal much… 
   
  �Enmity of the Silk Plateau: For cravenly looting the 
  bodies of Plateau residents who did their best to spare 
  your life in combat, you have earned this lasting enmity. 
  Expect it to curse you in ways that you cannot possibly 
  foresee… 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  • 
  Masterwork darkwood buckler (Adventure; DMG) 
  • 
  Masterwork darkwood quarterstaff (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Universal solvent (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Dust of tracelessness (Adventure; DMG) 
  • 
  Elixir of vision (Adventure; DMG) 
  • 
  Mithril chain shirt (Adventure; DMG) 
  • 
  Potion of barkskin (+4) (Adventure; DMG) 
  • 
  Wand of magic missiles (CL 3rd) (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Wand of magic missiles (CL 5th) (Adventure; DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Brooch of shielding (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +1 glamered half-plate armor (Adventure; DMG) 
  • 
  Gloves of arrow snaring (Adventure; DMG) 
  • 
  Phylactery of faithfulness (Adventure; DMG) 
  • 
  Pipes of the sewers (Adventure; DMG) 
  • 
  Wand of magic missiles (CL 7th) (Adventure; DMG) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  +1 adamantine rapier (Adventure; DMG) 
  • 
  +3 Mithril chain shirt (Adventure; DMG) 
  • 
  Boots of speed (Adventure; DMG) 
  • 
  Boots of elvenkind (Adventure; DMG) 
  • 
  Dusty rose prism ioun stone (Adventure; DMG) 
  • 
  Eyes of the eagle (Adventure; DMG) 
  • 
  Wand of magic missiles (CL 9th) (Adventure; DMG) 
   
  APL 16 (all of APLs 2-14 plus the following): 
  • 
  +1 merciful cold iron ranseur (Adventure; DMG) 
  • 
  +1 shock bastard sword (Adventure; DMG) 
  • 
  +1 thundering adamantine rapier (Adventure; DMG) 
  • 
  Bead of force (Adventure; DMG) 
  • 
  Keoghtom’s ointment (limit 2 jars; Adventure; DMG) 
  • 
  Nolzur’s marvelous pigments (Adventure; DMG) 
  • 
  Pale blue rhomboid ioun stone (Adventure; DMG) 
  • 
  Potion of barkskin (+5) (Adventure; DMG) 
  • 
  Ring of mind shielding (Adventure; DMG) 
   
  
  APPENDIX 1: APL 2
  ENCOUNTER 4: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  3 
  Male wererat rogue 1 
  CE Medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  Languages Common 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +3 armor, +3 natural) 
  hp 11 (2 HD); DR 10/silver  
  Fort +3, Ref +8, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork rapier +5 (1d6+1, 18-20/x2) and 
  Melee bite -1 (1d6 plus disease) or 
  Ranged light crossbow +4 (1d8-1, 19-20/x2) 
  Base Atk +0; Grp +1 
  Atk Options Combat Expertise, sneak attack +1d6 
  Special Actions alternate form 
  Combat Gear 10 silver bolts, potion of cure light 
  wounds, scroll of shatter (arcane), tanglefoot bag 
  Abilities Str 12, Dex 19, Con 13, Int 14, Wis 12, Cha 15  
  SQ rat empathy, trapfinding 
  Feats Alertness, Combat Expertise, Improved Initiative, 
  Iron Will, Weapon Finesse 
  Skills Balance +6, Bluff +5, Climb +14, Decipher Script 
  +4, Disable Device +6, Disguise +4, Escape Artist +6, 
  Gather Information +3, Hide +7, Intimidate +4, 
  Knowledge (local—NMR) +4, Listen +6, Move 
  Silently +7, Open Locks +8, Search +6, Sense Motive 
  +3, Spot +6, Swim +14, Tumble +7, Use Magic 
  Device +5 
  Possessions combat gear plus masterwork rapier, light 
  crossbow, 
  masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  S P E L L W AR P E D  D I RE  R AT 
  CR  1/3 
  CE Small aberration 
  Init +4; Senses Listen +4, Spot +4 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 9 (1 HD) 
  SR 12; spell absorbtion 
  Fort +5, Ref +6, Will +3 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +5 (1d4+3 plus disease) 
  Base Atk +0; Grp -2 
  Abilities Str 14, Dex 19, Con 16, Int 5, Wis 12, Cha 4  
  SQ low-light vision, scent 
  Feats Alertness, Weapon Finesse 
  Skills Climb +12, Hide +9, Listen +4, Move Silently +5, 
  Spot +4, Swim +12 
  Disease (Ex) Filth fever, bite, Fortitude DC 14, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Spell Resistance (Ex) A spellwarped creature gains 
  spell resistance equal to 11+ its Hit Dice. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits: see 
  Appendix 2: New Rules 
  Skills A dire rat uses its Dexterity modifier for Climb or 
  Swim checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. Dire rats also 
  have a +8 racial bonus on Swim checks. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  3 
  Male human aristocrat 2/rogue 1/bard 1 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +3, Spot +3 
  Languages Common, Elven, Old Oeridian, Dwarven, 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 armor, +1 shield) 
  hp 25 (4 HD) 
  Fort +2, Ref +8, Will +7 
  Speed 30 ft. (6 squares) 
  Ranged masterwork repeating light crossbow +5 (1d8, 
  19-20/x2) or 
  Melee masterwork longsword +1 (1d8-1, 19-20/x2) or 
  Melee masterwork dagger +1 (1d4-1, 19-20/x2) 
  Base Atk +1; Grp +0 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1, sneak attack +1d6 
  Combat Gear case with 10 bolts (2), alchemist’s fire (2), 
  potion of bull’s strength, potion of cure moderate 
  wounds 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 8, Dex 16, Con 12, Int 14, Wis 13, Cha 10  
  Feats Exotic Weapon Proficiency (repeating light 
  crossbow), Improved Initiative, Negotiator 
  Skills Appraise +6, Balance +3, Bluff +7, Diplomacy +7, 
  Disguise +3, Escape Artist +4, Gather Information +5, 
  Intimidate 
  +4, 
  Knowledge 
  (local—NMR) 
  +7, 
  Knowledge (nobility and royalty) +4, Listen +3, 
  Perform (sing--ballad)+3, Ride +5, Sense Motive +5, 
  Sleight of Hand +5, Spellcraft +6, Spot +3, Survival 
  +4, Tumble +5 
  NYR7-08 Tinderbox 
   
  Page 34 
  
  Possessions combat gear plus masterwork longsword, 
  masterwork dagger, masterwork repeating light 
  crossbow, 
  masterwork 
  studded 
  leather 
  armor, 
  buckler, vest of resistance +1, 1 gp  
  B AN DI T L I E U TE N AN T 
  CR  1 
  Male human fighter 1 
  CN Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 9 (1 HD) 
  Fort +4, Ref +0, Will +1 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +4 (1d10+3, 19-20/x2) 
  or 
  Melee dagger +4 (1d4+2, 19-20/x2) 
  Base Atk +1; Grp +3 
  Atk Options Combat Expertise, Power Attack 
  Combat Gear alchemist’s fire (2), potion of cure light 
  wounds (2), tanglefoot bag 
  Abilities Str 15, Dex 10, Con 14, Int 13, Wis 12, Cha 8  
  Feats Combat Expertise, Improved Initiative, Power 
  Attack 
  Skills Climb +3, Intimidate +3, Jump +5, Tumble +1 
  Possessions combat gear plus masterwork bastard 
  sword, dagger, masterwork chain shirt, 123 gp  
   
  B AN DI T S E N T RY 
  CR  1 
  Male human rogue 1 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +5 
  Languages Common 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 6 (1 HD) 
  Fort +2, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Melee masterwork shortsword +2 (1d6+1, 19-20/x2) or 
  Ranged longbow +2 (1d8/x3) 
  Base Atk +0; Grp +1 
  Special Actions sneak attack +1d6 
  Combat Gear alchemist’s fire (2), quiver with 20 arrows 
  Abilities Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8  
  SQ trapfinding 
  Feats Improved Initiative, Iron Will 
  Skills Appraise +2, Balance +4, Bluff +1, Climb +2, 
  Escape Artist +4, Gather Information +1, Hide +5, 
  Knowledge (local—NMR) +4, Listen +5, Move 
  Silently +4, Search +2, Sense Motive +3, Spot +5, 
  Tumble +6 
  Possessions combat gear plus masterwork short 
  sword, longbow, masterwork chain shirt, masterwork 
  darkwood buckler, 9 gp  
   
  ENCOUNTER 8: ANARCHY DIVINE 
  S I L K P L AT E AU L AN DS C AP E R 
  CR  1 
  Male half-elf druid 1 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +5, Spot +5 
  Languages Common, Elven, Druidic 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 7 (1 HD) 
  Immune sleep effects 
  Fort +3, Ref +2, Will +4; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Melee masterwork darkwood quarterstaff +1 (1d6-1) or 
  Ranged sling +2 (1d4) 
  Base Atk +0; Grp -1 
  Special Actions spontaneous casting 
  Combat Gear 10 bullets, potion of shield of faith (+2), 
  potion of cure light wounds (2), tanglefoot bag 
  Druid Spells Prepared (CL 1st): 
   1st—cure light wounds, entangle (DC 13), 
   0—detect poison, guidance, resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 13  
  SQ nature sense, wild empathy (1d20+2) 
  Feats Improved Initiative 
  Skills 
  Concentration 
  +3, 
  Diplomacy 
  +3, 
  Gather 
  Information +3, Handle Animal +3, Knowledge 
  (nature) +6, Listen +5, Spellcraft +1, Spot +5, 
  Survival +7 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling  
  S I L K P L AT E AU L AB O RE R 
  CR  1 
  Male half-orc barbarian 1 
  CN Medium humanoid (half-orc) 
  Init +2; Senses darkvision 60 ft.; Listen +3, Spot +0 
  Languages Common, Orc 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 10 (1 HD) 
  Fort +3 (+3 against poison), Ref +2, Will +0 
  Speed 40 ft. (8 squares) 
  Melee masterwork cold iron ranseur +5 (2d4+4/x3) 
  Base Atk +1; Grp +4 
  Atk Options Power Attack 
  Special Actions rage 1/day 
  Combat Gear potion of barkskin (+2), potion of cure 
  light wounds (2), tanglefoot bag (2) 
  Abilities Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 6 
  Feats Power Attack 
  Skills Climb +6, Intimidate -1, Jump +11, Listen +4, 
  Survival +4 
  Possessions combat gear plus masterwork cold iron 
  ranseur 
   
  Rage Statistics (duration 6 rounds) AC 10 (touch 10, 
  flat-footed 8); hp 12; Fort +5, Will +2; Grapple +6; Str 
  21, Con 17; masterwork cold iron ranseur +7 (2d4+7/x3) 
  NYR7-08 Tinderbox 
   
  Page 35 
  
  NYR7-08 Tinderbox 
   
  Page 36 
  APL 4 
  ENCOUNTER 4: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  5 
  Male wererat rogue 2/ sorcerer 1 
  CE Medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +6, Spot 
  +6 
  Languages Common 
  AC 20 (24 until shield expires), touch 14, flat-footed 16 
   (+4 Dex, +3 armor, +3 natural) 
  hp 19 (4 HD); DR 10/silver  
  Fort +5, Ref +9, Will +7; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork rapier +6 (1d6+1, 18-20/x2) and 
  Melee bite +0 (1d6 plus disease) or 
  Ranged light crossbow +5 (1d8-1, 19-20/x2) 
  Base Atk +1; Grp +2 
  Atk Options Combat Expertise, sneak attack +1d6, 
  Silent Spell 
  Special Actions alternate form 
  Combat Gear 10 silver bolts, scroll of shatter (arcane), 
  potion of cure light wounds (2), wand of color spray 
  (CL 1st), wand of magic missiles (CL 1st) 
  Sorcerer Spells Known (CL 1st): 
   1st (4/day, 3 remaining)—detect secret doors, shield 
   0 (5/day)—detect magic, light, ray of frost (+5 ranged 
  touch), read magic 
  Abilities Str 12, Dex 19, Con 13, Int 14, Wis 12, Cha 16  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats Alertness, Combat Expertise, Improved Initiative, 
  Iron Will, Silent Spell, Weapon Finesse 
  Skills Balance +7, Bluff +7, Climb +14, Concentration 
  +2, Decipher Script +5, Disable Device +7, Disguise 
  +5, Escape Artist +7, Gather Information +4, Hide +8, 
  Intimidate +5, Knowledge (arcana) +4, Knowledge 
  (local—NMR) +4, Listen +6, Move Silently +8, Open 
  Locks +9, Search +8, Sense Motive +3, Spellcraft +4, 
  Spot +6, Swim +14, Tumble +8, Use Magic Device 
  +7 
  Possessions combat gear plus masterwork rapier, light 
  crossbow, 
  masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools, 200 gp in small gems  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  AD V AN CE D S P E L L W AR P E D  D I RE  R AT 
  CR  1 
  CE Small aberration 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  AC 19, touch 15, flat-footed 15 
   (+1 size, +4 Dex, +4 natural) 
  hp 27 (3 HD) 
  SR 14; spell absorbtion 
  Fort +6, Ref +7, Will +4 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +7 (1d4+3 plus disease) 
  Base Atk +2; Grp +0 
  Special Actions disease 
  Abilities Str 14, Dex 19, Con 16, Int 5, Wis 12, Cha 4  
  Feats Alertness, Improved Natural Armor, Weapon 
  Finesse 
  Skills Climb +13, Hide +9, Listen +4, Move Silently +5, 
  Spot +4, Swim +13 
  Disease (Ex) Filth fever, bite, Fortitude DC 14, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Spell Resistance (Ex) A spellwarped creature gains 
  spell resistance equal to 11+ its Hit Dice. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits: see 
  Appendix 2: New Rules 
  Skills A dire rat uses its Dexterity modifier for Climb or 
  Swim checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. Dire rats also 
  have a +8 racial bonus on Swim checks. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  4 
  Male human aristocrat 2/rogue 1/bard 1/fighter 1 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +3, Spot +3 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +4 armor, +1 shield) 
  hp 33 (5 HD) 
  Fort +4, Ref +8, Will +7 
  Speed 30 ft. (6 squares) 
  Ranged masterwork repeating light crossbow +6 (1d8, 
  19-20/x2) or 
  Melee masterwork longsword +3 (1d8-1, 19-20/x2) or 
  Melee masterwork dagger +2 (1d4-1, 19-20/x2) 
  Base Atk +2; Grp +1 
  Atk Options sneak attack +1d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1 
  Combat Gear alchemist’s fire (2), case with 10 bolts (2), 
  potion of bull’s strength, potion of cure moderate 
  wounds 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  
  Abilities Str 8, Dex 16, Con 12, Int 14, Wis 13, Cha 10  
  Feats Exotic Weapon Proficiency (repeating light 
  crossbow), Improved Initiative, Negotiator, Exotic 
  Weapon Proficiency (repeating light crossbow), 
  Weapon Focus (longsword) 
  Skills Appraise +6, Balance +3, Bluff +7, Climb +2, 
  Diplomacy +7, Disguise +3, Escape Artist +4, Gather 
  Information +5, Intimidate +5, Knowledge (local—
  NMR) +7, Knowledge (nobility and royalty) +4, Listen 
  +3, Perform (sing--ballad)+3, Ride +7, Sense Motive 
  +5, Sleight of Hand +5, Spellcraft +6, Spot +3, 
  Survival +4, Tumble +5 
  Possessions combat gear plus masterwork longsword, 
  masterwork dagger, masterwork repeating light 
  crossbow, +1 studded leather armor, buckler, vest of 
  resistance +1, 1 gp  
   
  B AN DI T L I E U TE N AN T 
  CR  3 
  Male human fighter 3 
  CN Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 28 (3 HD) 
  Fort +6, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +7 (1d10+3, 19-20/x2) 
  or 
  Melee dagger +5 (1d4+2, 19-20/x2) 
  Base Atk +3; Grp +5 
  Atk Options Combat Expertise, Power Attack 
  Combat Gear alchemist’s fire (2), potion of cure 
  moderate wounds, tanglefoot bag 
  Abilities Str 15, Dex 10, Con 14, Int 13, Wis 12, Cha 8  
  Feats Combat Expertise, Improved Initiative, Iron Will, 
  Power Attack, Weapon Focus (bastard sword) 
  Skills Climb +3, Intimidate +5, Jump +7, Knowledge 
  (nobility and royalty) +2, Tumble +4 
  Possessions combat gear plus masterwork bastard 
  sword, dagger, masterwork chain shirt, cloak of 
  resistance +1, 223 gp  
   
  B AN DI T S E N T RY 
  CR  3 
  Male human rogue 3 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +7, Spot +7 
  Languages Common 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 19 (3 HD) 
  Fort +4, Ref +6, Will +5; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork shortsword +5 (1d6+1, 19-20/x2) or 
  Ranged masterwork mighty [+1] composite longbow +5 
  (1d8+1/x3) 
  Base Atk +2; Grp +3 
  Atk Options sneak attack +2d6 
  Combat Gear alchemist’s fire (2), potion of cure light 
  wounds (2), tanglefoot bag, quiver with 20 arrows 
  Abilities Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 8  
  SQ trapfinding 
  Feats Improved Initiative, Iron Will, Weapon Finesse 
  Skills Appraise +2, Balance +6, Bluff +1, Climb +3, 
  Escape Artist +6, Gather Information +4, Hide +7, 
  Jump +5, Knowledge (local—NMR) +6, Listen +7, 
  Move Silently +5, Search +3, Sense Motive +3, Spot 
  +7, Tumble +8 
  Possessions combat gear plus masterwork short 
  sword, masterwork mighty [+1] composite longbow, 
  masterwork 
  chain 
  shirt, 
  masterwork 
  darkwood 
  buckler, cloak of resistance +1, 34 gp  
  ENCOUNTER 4: ANARCHY DIVINE 
  S I L K P L AT E AU L AN DS C AP E R 
  CR  2 
  Male half-elf druid 2 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +5, Spot +5 
  Languages Common, Elven, Druidic 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 14 (2 HD) 
  Immune sleep effects 
  Fort +5, Ref +3, Will +6; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Melee masterwork darkwood quarterstaff +1 (1d6-1) or 
  Ranged sling +3 (1d4) 
  Base Atk +1; Grp +0 
  Special Actions spontaneous casting 
  Combat Gear 10 bullets, potion of barkskin (+2), 
  tanglefoot bag 
  Druid Spells Prepared (CL 2nd): 
   1st—cure light wounds, entangle (DC 13), shillelagh 
   0—cure minor wounds, detect poison, guidance, 
  resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 13  
  SQ nature sense, wild empathy (1d20+3), woodland 
  stride 
  Feats Improved Initiative 
  Skills 
  Concentration 
  +4, 
  Diplomacy 
  +3, 
  Gather 
  Information +3, Handle Animal +4, Knowledge 
  (nature) +7, Listen +5, Spellcraft +1, Spot +5, 
  Survival +10 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling, cloak of resistance +1 
  S I L K P L AT E AU L AB O RE R 
  CR  2 
  Male half-orc barbarian 1/expert 2 
  CN Medium humanoid (half-orc) 
  Init +6; Senses darkvision 60 ft.; Listen +3, Spot +1 
  Languages Common, Elven, Flan, Orc 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 21 (3 HD) 
  Fort +4, Ref +3, Will +4 
  Speed 40 ft. (8 squares) 
  Melee masterwork cold iron ranseur +6 (2d4+4/x3) 
  Base Atk +2; Grp +5 
  Atk Options Power Attack 
  Special Actions rage 1/day 
  Combat Gear potion of barkskin (+3), potion of cure 
  moderate wounds, tanglefoot bag (2), universal 
  solvent 
  NYR7-08 Tinderbox 
   
  Page 37 
  
  Abilities Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 6 
  Feats Improved Initiative, Power Attack 
  Skills Climb +6, Diplomacy +0, Heal +1, Intimidate -1, 
  Jump +11, Knowledge (local—NMR) +1, Knowledge 
  (nature) +1, Knowledge (religion) +1, Listen +4, 
  Profession (landscaper) +1, Spot +1, Survival +4, 
  Tumble +3, Use Rope +3 
  Possessions combat gear plus masterwork cold iron 
  ranseur, cloak of resistance +1 
   
  Rage Statistics (duration 6 rounds) AC 10 (touch 10, 
  flat-footed 8); hp 27; Fort +5, Will +6; Grapple +7; Str 
  21, Con 17; masterwork cold iron ranseur +8 (2d4+7/x3) 
  NYR7-08 Tinderbox 
   
  Page 38 
  
  APL 6 
  ENCOUNTER 1: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  7 
  Male wererat rogue 3/ sorcerer 2 
  CE Medium humanoid (human, shapechanger) 
  Init +8; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Gnome  
  AC 20 (24 until shield expires), touch 14, flat-footed 16 
   (+4 Dex, +3 armor, +3 natural) 
  hp 26 (6 HD); DR 10/silver  
  Fort +6, Ref +9, Will +9; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork rapier +8 (1d6+1, 18-20/x2) and 
  Melee bite +2 (1d6 plus disease) or 
  Ranged light crossbow +7 (1d8-1, 19-20/x2) 
  Base Atk +3; Grp +4 
  Atk Options Combat Expertise, Improved Feint, Silent 
  Spell, sneak attack +2d6 
  Special Actions alternate form 
  Combat Gear 10 silver bolts, elixir of vision, scroll of 
  shatter (arcane), wand of color spray (CL 1st), wand 
  of magic missiles (CL 3rd) 
  Sorcerer Spells Known (CL 2nd): 
   1st (5/day, 4 remaining)—detect secret doors, shield 
   0 (6/day)—detect magic, light, ray of frost (+7 ranged 
  touch), read magic, touch of fatigue (+7 melee 
  touch, DC 13) 
  Abilities Str 12, Dex 19, Con 13, Int 14, Wis 12, Cha 16  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats Alertness, Combat Expertise, Improved Feint, 
  Improved Initiative, Iron Will, Silent Spell, Weapon 
  Finesse 
  Skills Balance +10, Bluff +10, Climb +14, Concentration 
  +3, Decipher Script +6, Disable Device +8, Disguise 
  +5, Escape Artist +8, Gather Information +4, Hide +8, 
  Intimidate +7, Knowledge (arcana) +5, Knowledge 
  (local—NMR) +4, Listen +7, Move Silently +8, Open 
  Locks +9, Search +8, Sense Motive +3, Spellcraft +5 
  (+7 scrolls), Spot +7, Swim +14, Tumble +9, Use 
  Magic Device +8 
  Possessions combat gear plus masterwork rapier, light 
  crossbow, 
  masterwork 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools 
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  AD V AN CE D S P E L L W AR P E D  D I RE  R AT 
  CR  2 
  CE Medium aberration 
  Init +4; Senses low-light vision, scent; Listen +4, Spot 
  +4 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 natural) 
  hp 40 (4 HD) 
  SR 15; spell absorbtion 
  Fort +8, Ref +8, Will +5 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +7 (1d6+6 plus disease) 
  Base Atk +3; Grp +7 
  Abilities Str 18, Dex 18, Con 18, Int 5, Wis 12, Cha 4  
  Feats Alertness, Improved Natural Armor, Weapon 
  Finesse 
  Skills Climb +13, Hide +9, Listen +4, Move Silently +5, 
  Spot +4, Swim +13 
  Disease (Ex) Filth fever, bite, Fortitude DC 16, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Spell Resistance (Ex) A spellwarped creature gains 
  spell resistance equal to 11+ its Hit Dice. 
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits: see 
  Appendix 2: New Rules 
  Skills A dire rat uses its Dexterity modifier for Climb or 
  Swim checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. Dire rats also 
  have a +8 racial bonus on Swim checks. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  6 
  Male human aristocrat 2/rogue 2/bard 1/fighter 2 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +4, Spot +4 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 19, touch 14, flat-footed 16 
   (+3 Dex, +4 armor, +1 shield, +1 deflection) 
  hp 47 (7 HD) 
  Fort +5, Ref +9, Will +7; evasion 
  Speed 30 ft. (6 squares) 
  Ranged masterwork repeating light crossbow +8 (1d8, 
  19-20/x2) or 
  Melee masterwork longsword +5 (1d8-1, 19-20/x2) or 
  Melee masterwork dagger +4 (1d4-1, 19-20/x2) 
  Base Atk +4; Grp +3 
  Atk Options Combat Expertise, sneak attack +1d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1 
  Combat Gear case with 10 bolts (2), alchemist’s fire (2), 
  potion of bull’s strength, potion of cure serious 
  wounds 
  Bard Spells Known (CL 1st): 
  NYR7-08 Tinderbox 
   
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  NYR7-08 Tinderbox 
   
  Page 40 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 8, Dex 16, Con 12, Int 14, Wis 13, Cha 10  
  Feats Combat Expertise, Deceitful, Exotic Weapon 
  Proficiency (repeating light crossbow), Improved 
  Initiative, Negotiator, Exotic Weapon Proficiency 
  (repeating 
  light 
  crossbow), 
  Weapon 
  Focus 
  (longsword) 
  Skills Appraise +6, Balance +6, Bluff +7, Climb +1, 
  Diplomacy +7, Disguise +5, Escape Artist +5, 
  Forgery +6, Gather Information +5, Intimidate +6, 
  Jump +2, Knowledge (local—NMR) +8, Knowledge 
  (nobility and royalty) +4, Listen +4, Perform (sing--
  ballad)+3, Ride +8, Sense Motive +5, Sleight of Hand 
  +6, Spellcraft +6, Spot +4, Swim +1, Survival +4, 
  Tumble +8, Use Magic Device +4 
  Possessions combat gear plus masterwork longsword, 
  masterwork dagger, masterwork repeating light 
  crossbow, +1 studded leather armor, masterwork 
  buckler, ring of protection +1, vest of resistance +1, 1 
  gp  
   
  B AN DI T L I E U TE N AN T 
  CR  5 
  Male human fighter 5 
  CN Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish, Flan 
  AC 14, touch 10, flat-footed 14 
   (+4 armor) 
  hp 47 (5 HD) 
  Fort +7, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +10 (1d10+6, 19-
  20/x2) or 
  Melee masterwork dagger +9 (1d4+3, 19-20/x2) 
  Base Atk +5; Grp +8 
  Atk Options Combat Expertise, Power Attack 
  Combat Gear alchemist’s fire (2), dust of tracelessness, 
  potion of cure serious wounds, tanglefoot bag 
  Abilities Str 16, Dex 10, Con 14, Int 13, Wis 12, Cha 8  
  Feats Combat Expertise, Improved Initiative, Iron Will, 
  Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword) 
  Skills Climb +6, Intimidate +7, Jump +10, Knowledge 
  (nobility and royalty) +2, Tumble +6 
  Possessions combat gear plus masterwork bastard 
  sword, masterwork dagger, mithril chain shirt, cloak 
  of resistance +1, 173 gp  
  B AN DI T S E N T RY 
  CR  5 
  Male human rogue 5 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +9, Spot +9 
  Languages Common 
  AC 19, touch 13, flat-footed 19 
   (+3 Dex, +5 armor, +1 shield) 
  hp 32 (5 HD) 
  Fort +4, Ref +8, Will +5; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork shortsword +7 (1d6+1, 19-20/x2) or 
  Ranged masterwork mighty [+1] composite longbow +7 
  (1d8+1/x3) 
  Base Atk +3; Grp +4 
  Atk Options sneak attack +3d6 
  Combat Gear alchemist’s fire (2), potion of cure 
  moderate wounds (2), quiver with 20 arrows, 
  tanglefoot bag 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8  
  SQ trapfinding 
  Feats Improved Initiative, Iron Will, Weapon Finesse 
  Skills Appraise +2, Balance +8, Bluff +1, Climb +3, 
  Escape Artist +8, Gather Information +6, Hide +10, 
  Jump +5, Knowledge (local—NMR) +6, Listen +9, 
  Move Silently +8, Search +5, Sense Motive +5, Spot 
  +9, Tumble +11 
  Possessions combat gear plus masterwork short 
  sword, masterwork mighty [+1] composite longbow, 
  +1 chain shirt, masterwork darkwood buckler, cloak 
  of resistance +1, 34 gp  
  ENCOUNTER 8: ANARCHY DIVINE 
  S I L K P L AT E AU L AN DS C AP E R 
  CR  3 
  Male half-elf druid 3 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +5, Spot +5 
  Languages Common, Elven, Druidic 
  AC 12, touch 12, flat-footed 10 
   (+2 Dex) 
  hp 21 (3 HD) 
  Immune sleep effects 
  Fort +5, Ref +4, Will +6; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Ranged sling +4 (1d4) or 
  Melee masterwork darkwood quarterstaff +2 (1d6-1) 
  Base Atk +2; Grp +1 
  Special Actions spontaneous casting 
  Combat Gear 10 bullets, potion of barkskin (+2), potion 
  of cure moderate wounds, tanglefoot bag 
  Druid Spells Prepared (CL 3rd): 
  2nd—soften earth and stone, warp wood (DC 14) 
   1st—cure light wounds, entangle (DC 13), shillelagh 
   0—cure minor wounds, detect poison, guidance, 
  resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 15, Cha 13  
  SQ nature sense, trackless step, wild empathy 
  (1d20+4), woodland stride 
  Feats Improved Initiative, Track 
  Skills 
  Concentration 
  +5, 
  Diplomacy 
  +3, 
  Gather 
  Information +3, Handle Animal +5, Knowledge 
  (nature) +8, Listen +5, Spellcraft +2, Spot +5, 
  Survival +10 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling, cloak of resistance +1 
   
  S I L K P L AT E AU L AB O RE R 
  CR  3 
  Male half-orc barbarian 2/expert 2 
  CN Medium humanoid (half-orc) 
  Init +6; Senses darkvision 60 ft.; Listen +5, Spot +1 
  Languages Common, Elven, Flan, Orc 
  AC 12, touch 12, flat-footed 12 
   (+2 Dex) 
  hp 35 (4 HD) 
  Fort +6, Ref +3, Will +4 
  
  Speed 40 ft. (8 squares) 
  Melee masterwork cold iron ranseur +7 (2d4+4/x3) 
  Base Atk +3; Grp +6 
  Atk Options Power Attack 
  Special Actions rage 1/day 
  Combat Gear potion of barkskin (+4), potion of cat’s 
  grace, tanglefoot bag (2), potion of cure moderate 
  wounds (2), universal solvent 
  Abilities Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 6 
  Feats Improved Initiative, Power Attack 
  Skills Climb +7, Diplomacy +0, Heal +1, Intimidate -1, 
  Jump +12, Knowledge (local—NMR) +1, Knowledge 
  (nature) +3, Knowledge (religion) +1, Listen +5, 
  Profession (landscaper) +1, Spot +1, Survival +5, 
  Tumble +5, Use Rope +3 
  Possessions combat gear plus masterwork cold iron 
  ranseur, cloak of resistance +1 
   
  Rage Statistics (duration 7 rounds) AC 10 (touch 10, 
  flat-footed 10); hp 43; Fort +8, Will +6; Grapple +8; Str 
  21, Con 18; masterwork cold iron ranseur +9 (2d4+7/x3) 
  NYR7-08 Tinderbox 
   
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  APL 8 
  ENCOUNTER 1: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  9 
  Male wererat rogue 3/ sorcerer 4 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Gnome  
  AC 22 (26 until shield expires), touch 15, flat-footed 17 
   (+5 Dex, +4 armor, +3 natural) 
  hp 32 (8 HD); DR 10/silver  
  Fort +8, Ref +12, Will +11; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork rapier +10 (1d6+1, 18-20/x2) and 
  Melee bite +4 (1d6 plus disease) or 
  Ranged light crossbow +9 (1d8-1, 19-20/x2) 
  Base Atk +4; Grp +5 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +2d6 
  Special Actions alternate form 
  Combat Gear 10 silver bolts, potion of cure moderate 
  wounds (2), scroll of shatter (arcane), wand of magic 
  missiles (CL 5th) 
  Sorcerer Spells Known (CL 4th): 
   
  2nd (4/day, 3 remaining)—see invisibility 
   1st (7/day, 6 remaining)—detect secret doors, shield, 
  shocking grasp (+9 melee touch) 
   0 (6/day)—detect magic, light, ray of frost (+9 ranged 
  touch), read magic, resistance, touch of fatigue (+9 
  melee touch, DC 13) 
  Abilities Str 12, Dex 20, Con 13, Int 14, Wis 12, Cha 16  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats Alertness, Combat Expertise, Improved Feint, 
  Improved Initiative, Iron Will, Silent Spell, Weapon 
  Finesse 
  Skills Balance +11, Bluff +11, Climb +15, Concentration 
  +8, Decipher Script +6, Disable Device +8, Disguise 
  +5, Escape Artist +9, Gather Information +4, Hide +9, 
  Intimidate +7, Knowledge (arcana) +7, Knowledge 
  (local—NMR) +4, Listen +7, Move Silently +9, Open 
  Locks +10, Search +8, Sense Motive +3, Spellcraft 
  +9 (+11 scrolls), Spot +7, Swim +15, Tumble +10, 
  Use Magic Device +8 (+10) 
  Possessions combat gear plus masterwork rapier, light 
  crossbow, +1 studded leather armor, masterwork 
  thieves’ tools, vest of resistance +1, 50 gp ruby  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  8 
  Male human aristocrat 2/rogue 3/bard 1/fighter 3 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +5, Spot +5 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 20, touch 14, flat-footed 17 
   (+3 Dex, +4 armor, +1 shield, +1 deflection, +1 nat.) 
  hp 61 (9 HD) 
  Fort +6, Ref +10, Will +10; evasion 
  Speed 30 ft. (6 squares) 
  Ranged masterwork repeating light crossbow +10/+5 
  (1d8, 19-20/x2) or 
  Melee +1 longsword +7/+2 (1d8, 19-20/x2) or 
  Melee masterwork dagger +6/+1 (1d4-1, 19-20/x2) 
  Base Atk +6; Grp +5 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +2d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1 
  Combat Gear case with 10 bolts (2), alchemist’s fire (2), 
  potion of bull’s strength, potion of cure serious 
  wounds, potion of haste 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 8, Dex 16, Con 12, Int 14, Wis 14, Cha 10 
  Feats Combat Expertise, Deceitful, Exotic Weapon 
  Proficiency (repeating light crossbow), Improved 
  Feint, Improved Initiative, Negotiator, Exotic Weapon 
  Proficiency (repeating light crossbow), Weapon 
  Focus (longsword) 
  Skills Appraise +6, Balance +6, Bluff +8, Climb +2, 
  Diplomacy +7, Disguise +7, Escape Artist +6, 
  Forgery +7, Gather Information +6, Intimidate +7, 
  Jump +3, Knowledge (local—NMR) +9, Knowledge 
  (nobility and royalty) +4, Listen +5, Perform (sing--
  ballad)+3, Ride +9, Sense Motive +7, Sleight of Hand 
  +6, Spellcraft +6 (+8), Spot +5, Swim +2, Survival +5, 
  Tumble +9, Use Magic Device +6 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  longsword, 
  masterwork dagger, masterwork repeating light 
  crossbow, +1 studded leather armor, masterwork 
  buckler, amulet of natural armor +1, disguise kit, ring 
  of protection +1, vest of resistance +1, 1 gp 
   
  B AN DI T L I E U TE N AN T 
  CR  7 
  Male human fighter 7 
  CN Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish, Flan 
  AC 15, touch 10, flat-footed 15 
   (+5 armor) 
  hp 66 (7 HD) 
  Fort +8, Ref +5, Will +6 
  NYR7-08 Tinderbox 
   
  Page 42 
  
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +12/+7 (1d10+7, 19-20/x2) or 
  Melee masterwork dagger +11/+6 (1d4+3, 19-20/x2) 
  Base Atk +7; Grp +10 
  Atk Options Combat Expertise, Improved Disarm, 
  Power Attack 
  Combat Gear alchemist’s fire (2), dust of tracelessness, 
  potion of cure serious wounds, tanglefoot bag 
  Abilities Str 16, Dex 10, Con 14, Int 13, Wis 12, Cha 8  
  Feats Combat Expertise, Improved Disarm, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword) 
  Skills Balance +2, Climb +6, Intimidate +9, Jump +14, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (religion) +2, Tumble +7 
  Possessions combat gear plus +1 bastard sword, 
  masterwork dagger, +1 mithril chain shirt, cloak of 
  resistance +1, 73 gp 
  B AN DI T S E N T RY 
  CR  7 
  Male human rogue 7 
  CN Medium humanoid (human) 
  Init +7; Senses Listen 11, Spot +11 
  Languages Common 
  AC 20, touch 14, flat-footed 20 
   (+3 Dex, +5 armor, +1 shield, +1 deflection) 
  hp 45 (7 HD) 
  Fort +5, Ref +9, Will +6; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork shortsword +9 (1d6+1, 19-20/x2) or 
  Melee masterwork dagger +9 (1d4+1, 19-20/x2) or 
  Ranged masterwork mighty [+1] composite longbow +9 
  (1d8+1/x3) 
  Base Atk +5; Grp +6 
  Atk Options sneak attack +4d6 
  Combat Gear quiver with 20 arrows, alchemist’s fire (2), 
  potion of cure serious wounds, tanglefoot bag 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8  
  SQ trapfinding 
  Feats Dodge, Improved Initiative, Iron Will, Weapon 
  Finesse 
  Skills Appraise +3, Balance +10, Bluff +1, Climb +3, 
  Disguise +0, Escape Artist +10, Gather Information 
  +6, Hide +12, Jump +5, Knowledge (local—NMR) +8, 
  Listen +11, Move Silently +10, Search +5, Sense 
  Motive +5, Spot +11, Tumble +13 
  Possessions combat gear plus masterwork short 
  sword, masterwork dagger, masterwork mighty [+1] 
  composite longbow, +1 chain shirt, masterwork 
  darkwood buckler, cloak of resistance +1, ring of 
  protection +1, 182 gp 
   
  ENCOUNTER 4: ANARCHY DIVINE 
  S I L K P L AT E AU L AN DS C AP E R 
  CR  5 
  Male half-elf druid 5 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +6, Spot +6 
  Languages Common, Elven, Druidic 
  AC 13, touch 12, flat-footed 11 
   (+2 Dex, +1 deflection) 
  hp 35 (5 HD) 
  Immune sleep effects 
  Fort +6, Ref +4, Will +8; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Melee masterwork darkwood quarterstaff +3 (1d6-1) or 
  Ranged sling +5 (1d4) 
  Base Atk +3; Grp +2 
  Special Actions spontaneous casting, wild shape 1/day 
  Combat Gear 10 bullets, potion of cat’s grace, potion of 
  cure moderate wounds, tanglefoot bag 
  Druid Spells Prepared (CL 5th): 
   
  3rd—cure moderate wounds, plant growth 
   2nd—barkskin, soften earth and stone, warp wood 
  (DC 15) 
   1st—cure light wounds (2), entangle (DC 14), 
  shillelagh 
   0—cure minor wounds (2), detect poison, guidance, 
  resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 13  
  SQ nature sense, resist nature’s lure, trackless step, 
  wild empathy (1d20+8), woodland stride 
  Feats Improved Initiative, Track 
  Skills 
  Concentration 
  +7, 
  Diplomacy 
  +3, 
  Gather 
  Information +3, Handle Animal +6, Knowledge 
  (nature) +12, Listen +6, Spellcraft +3, Spot +6, 
  Survival +13 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling, cloak of resistance +1, ring of 
  protection +1 
   
  S I L K P L AT E AU L AB O RE R 
  CR  5 
  Male half-orc barbarian 4/expert 2 
  CN Medium humanoid (half-orc) 
  Init +6; Senses darkvision 60 ft.; Listen +7, Spot +1 
  Languages Common, Elven, Flan, Orc 
  AC 12, touch 12, flat-footed 12 
   (+2 Dex) 
  hp 57 (6 HD) 
  Fort +7, Ref +4, Will +5; uncanny dodge 
  Speed 40 ft. (8 squares) 
  Melee +1 cold iron ranseur +10 (2d4+5/x3) 
  Base Atk +5; Grp +8 
  Atk Options Power Attack 
  Special Actions rage 2/day 
  Combat Gear potion of cure light wounds (2), tanglefoot 
  bag (2), universal solvent 
  Abilities Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 6 
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (ranseur) 
  Skills Climb +9, Diplomacy +0, Heal +1, Intimidate -1, 
  Jump +14, Knowledge (local—NMR) +1, Knowledge 
  (nature) +3, Knowledge (religion) +1, Listen +7, 
  Profession (landscaper) +1, Spot +1, Survival +7, 
  Tumble +5, Use Rope +3 
  Possessions combat gear plus +1 cold iron ranseur, 
  cloak of resistance +1 
   
  Rage Statistics (duration 7 rounds) AC 10 (touch 10, 
  flat-footed 10); hp 69; Fort +9, Will +7; Grapple +10; Str 
  21, Con 18; +1 cold iron ranseur +12 (2d4+8/x3) 
  NYR7-08 Tinderbox 
   
  Page 43 
  
  NYR7-08 Tinderbox 
   
  Page 44 
  APL 10
  ENCOUNTER 1: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  11 
  Male wererat rogue 3/ sorcerer 6 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Gnome  
  AC 23 (27 until shield expires), touch 16, flat-footed 18 
   (+5 Dex, +4 armor, +1 deflection, +3 natural) 
  hp 38 (10 HD); DR 10/silver  
  Fort +9, Ref +13, Will +12; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +11 (1d6+2, 18-20/x2) and 
  Melee bite +5 (1d6 plus disease) or 
  Ranged masterwork light crossbow +11 (1d8-1, 19-
  20/x2) 
  Base Atk +5; Grp +6 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +2d6 
  Special Actions alternate form 
  Combat Gear 10 silver bolts, potion of cure moderate 
  wounds (2), potion of haste, scroll of shatter (arcane), 
  wand of magic missiles (CL 5th) 
  Sorcerer Spells Known (CL 6th): 
   
  3rd (4/day)—vampiric touch (+10 melee touch) 
   2nd (6/day, 5 remaining)—see invisibility, spectral 
  hand (AC 24) 
   1st (7/day, 6 remaining)—detect secret doors, ray of 
  enfeeblement (+10 ranged touch), shield, shocking 
  grasp (+10 melee touch) 
   0 (6/day)—acid splash (+10 ranged touch), detect 
  magic, light, ray of frost (+10 ranged touch), read 
  magic, resistance, touch of fatigue (+10 melee 
  touch, DC 13) 
  Abilities Str 12, Dex 20, Con 13, Int 14, Wis 12, Cha 16  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats 
  Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Improved Feint, Improved Initiative, Iron Will, Silent 
  Spell, Weapon Finesse 
  Skills Balance +11, Bluff +13, Climb +15, Concentration 
  +11, Decipher Script +6, Disable Device +8, Disguise 
  +5, Escape Artist +9, Gather Information +4, Hide +9, 
  Intimidate +7, Knowledge (arcana) +9, Knowledge 
  (local—NMR) +4, Listen +7, Move Silently +9, Open 
  Locks +10, Search +8, Sense Motive +3, Spellcraft 
  +12 (+14 scrolls), Spot +7, Swim +15, Tumble +10, 
  Use Magic Device +8 (+10) 
  Possessions combat gear plus +1 rapier, light 
  crossbow, +1 studded leather armor, vest of 
  resistance +1, masterwork thieves’ tools, ring of 
  protection +1, 50 gp ruby (2)  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  AR C AN E  O O Z E 
  CR  9 
  N Huge ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Aura spell siphon 
  AC 3, touch 3, flat-footed 3; not subject to flanking 
   (-2 size, -5 Dex) 
  hp 232 (15 HD) 
  Immune acid, critical hits, magic, mind-affecting effects, 
  paralysis, poison, polymorph, sleep effects, stunning 
  Fort +13, Ref +0, Will +0 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee slam +15 (2d6+9 plus 2d6 acid) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +25 
  Atk Options constrict 2d6+9 plus 2d6 acid, improved 
  grab 
  Abilities Str 22, Dex 1, Con 26, Int --, Wis 1, Cha 1 
  Skills Climb +14 
  Acid (Ex) An arcane ooze secretes a digestive acid that 
  dissolves only flesh. Any successful hit in melee 
  combat or a constrict attack by the creature deals an 
  extra 2d6 points of acid damage. 
  Constrict (Ex) An arcane ooze deals automatic slam 
  and acid damage with a successful grapple check. 
  Immunity to Magic (Ex) An arcane ooze is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature: a magical 
  attack that deals electricity damage increases an 
  arcane ooze’s speed as if it had been affected by a 
  haste spell for 3 rounds; a magical attack that deals 
  acid damage heals an arcane ooze of an amount of 
  damage equal to half the acid damage that the spell 
  would normally have caused. 
  Improved Grab (Ex) To use this ability, an arcane ooze 
  must hit with its slam 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 in the same 
  round. 
  Spell Siphon (Su) An arcane ooze exerts a strange pull 
  on arcane spell energy. Any time an arcane 
  spellcaster begins his turn within 60 feet of an arcane 
  ooze, he or she must make a DC 25 Fortitude save 
  or lose a random spell of the highest level of the 
  highest level spell that he has available. For every 
  spell lost in this manner, the arcane ooze gains 
  temporary hit points equal to 5x the level of the lost 
  spell. These temporary hit points are lost after one 
  
  hour. Line of effect between the spellcaster and the 
  arcane ooze is necessary in order for this ability to 
  work. The save DC is Constitution-based. 
  Skills An arcane ooze has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  10 
  Male 
  human 
  aristocrat 
  2/rogue 
  3/bard 
  1/fighter 
  4/mountebank 1 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +5, Spot +5 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 20, touch 14, flat-footed 17 
   (+3 Dex, +4 armor, +1 shield, +1 deflection, +1 
  natural) 
  hp 75 (11 HD) 
  Fort +8, Ref +13, Will +11; evasion 
  Speed 30 ft. (6 squares) 
  Ranged +1 repeating light crossbow +11/+6 (1d8+1, 19-
  20/x2) or 
  Melee +1 longsword +8/+3 (1d8+2, 19-20/x2) or 
  Melee masterwork dagger +7/+2 (1d4-1, 19-20/x2) 
  Base Atk +7; Grp +6 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +2d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1 
  Combat Gear case with 10 bolts, alchemist’s fire (2), 
  potion of bull’s strength, potion of cure serious 
  wounds, potion of haste 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 8, Dex 16, Con 12, Int 14, Wis 14, Cha 12 
  SQ tongue of the devil 
  Feats Combat Expertise, Deceitful, Exotic Weapon 
  Proficiency (repeating light crossbow), Improved 
  Feint, Improved Initiative, Negotiator, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
  Skills Appraise +6, Balance +6, Bluff +12, Climb +3, 
  Diplomacy +9, Disguise +9, Escape Artist +7, 
  Forgery +7, Gather Information +7, Intimidate +9, 
  Jump +4, Knowledge (arcana) +3, Knowledge 
  (local—NMR) +9, Knowledge (nobility and royalty) 
  +4, Listen +5, Perform (sing-ballad)+4, Ride +10, 
  Sense Motive +7, Sleight of Hand +6, Spellcraft +7 
  (+9), Spot +5, Swim +3, Survival +5, Tumble +10, 
  Use Magic Device +7 (+9) 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  longsword, 
  masterwork dagger, +1 repeating light crossbow, +1 
  studded leather armor, masterwork buckler, amulet of 
  natural armor +1, cloak of charisma +2, disguise kit, 
  ring of protection +1, vest of resistance +2, 1 gp  
  Tongue of the Devil (Ex) The mountebank’s cunning 
  misdirection leaves others at his mercy. He adds his 
  Intelligence bonus to Bluff checks. 
   
  B AN DI T L I E U TE N AN T 
  CR  9 
  Male human fighter 9 
  CN Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish, Flan , Suloise 
  AC 16, touch 11, flat-footed 16 
   (+5 armor, +1 deflection) 
  hp 85 (9 HD) 
  Fort +9, Ref +6, Will +7 
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +14/+9 (1d10+7, 17-20/x2) or 
  Melee masterwork dagger +13/+8 (1d4+3, 19-20/x2) 
  Base Atk +9; Grp +12 
  Atk Options Cleave, Combat Expertise, Improved 
  Disarm, Power Attack 
  Combat Gear alchemist’s fire (2), brooch of shielding, 
  dust of tracelessness, potion of cat’s grace, potion of 
  cure serious wounds, potion of haste, tanglefoot bag 
  Abilities Str 16, Dex 11, Con 14, Int 13, Wis 12, Cha 8  
  Feats Cleave, Combat Expertise, Improved Critical 
  (bastard 
  sword), 
  Improved 
  Disarm, 
  Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword) 
  Skills Balance +2, Climb +7, Intimidate +11, Jump +15, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (religion) +2, Tumble +8 
  Possessions combat gear plus +1 bastard sword, 
  masterwork dagger, +1 mithril chain shirt, cloak of 
  resistance +1, ring of protection +1, 323 gp  
  B AN DI T S E N T RY 
  CR  9 
  Male human rogue 9 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +14, Spot +14 
  Languages Common 
  AC 20, touch 14, flat-footed 20; improved uncanny 
  dodge 
   (+3 Dex, +5 armor, +1 shield, +1 deflection) 
  hp 58 (9 HD) 
  Fort +6, Ref +10, Will +8; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 shortsword +10/+5 (1d6+2, 19-20/x2) or 
  Melee masterwork dagger +10/+5 (1d4+1, 19-20/x2) 
  Ranged masterwork mighty [+1] composite longbow 
  +10/+5 (1d8+1/x3) 
  Base Atk +6; Grp +7 
  Atk Options sneak attack +5d6 
  Combat Gear alchemist’s fire, brooch of shielding, 
  potion of cure serious wounds (2), potion of haste, 
  quiver with 20 arrows, tanglefoot bag 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 8  
  SQ trapfinding  
  Feats Dodge, Improved Initiative, Iron Will, Track, 
  Weapon Finesse 
  Skills Appraise +5, Balance +11, Bluff +1, Climb +4, 
  Disguise +1, Escape Artist +13, Gather Information 
  +7, Hide +13, Jump +5, Knowledge (local—NMR) 
  +10, Listen +14, Move Silently +10, Search +6, 
  Sense Motive +6, Spot +14, Tumble +14 
  Possessions combat gear plus +1 short sword, 
  masterwork 
  dagger, 
  masterwork 
  mighty 
  [+1] 
  composite longbow, +1 chain shirt, masterwork 
  NYR7-08 Tinderbox 
   
  Page 45 
  
  darkwood buckler, cloak of resistance +1, ring of 
  protection +1, 2 gp  
  ENCOUNTER 8: ANARCHY DIVINE 
  S I L K P L AT E AU L AN DS C AP E R 
  CR  7 
  Male half-elf druid 7 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +8, Spot +8 
  Languages Common, Elven, Druidic 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 deflection) 
  hp 49 (7 HD) 
  Immune sleep effects 
  Fort +8, Ref +6, Will +10; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Melee masterwork darkwood quarterstaff +5 (1d6-1) or 
  Ranged sling +7 (1d4) 
  Base Atk +5; Grp +4 
  Special Actions spontaneous casting, wild shape 3/day 
  Combat Gear 10 bullets, potion of cat’s grace, 
  tanglefoot bag 
  Druid Spells Prepared (CL 7th): 
   
  4th—rusting grasp 
   3rd—cure moderate wounds, plant growth, spike 
  growth (DC 16) 
   2nd—barkskin, bear’s endurance, soften earth and 
  stone, warp wood (DC 15) 
   1st—cure light wounds (2), entangle (DC 14), 
  longstrider, shillelagh 
   0—create water, cure minor wounds (2), detect 
  poison, guidance, resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 13 
  SQ nature sense, resist nature’s lure, trackless step, 
  wild empathy (1d20+10), woodland stride 
  Feats Improved Initiative, Natural Spell, Track 
  Skills 
  Concentration 
  +9, 
  Diplomacy 
  +3, 
  Gather 
  Information +3, Handle Animal +6, Knowledge 
  (nature) +12, Listen +8, Spellcraft +5, Spot +8, 
  Survival +13 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling, cloak of resistance +2, ring of 
  protection +1  
   
  S I L K P L AT E AU L AB O RE R 
  CR  7 
  Male half-orc barbarian 6/expert 2 
  CN Medium humanoid (half-orc) 
  Init +6; Senses darkvision 60 ft.; Listen +9, Spot +1 
  Languages Common, Elven, Flan, Orc 
  AC 13, touch 13, flat-footed 13; improved uncanny 
  dodge 
   (+2 Dex, +1 deflection) 
  hp 79 (8 HD) 
  Fort +8, Ref +5, Will +7 
  Speed 40 ft. (8 squares) 
  Melee +1 cold iron ranseur +13/+8 (2d4+7/x3) 
  Base Atk +7; Grp +11 
  Atk Options Power Attack 
  Special Actions rage 2/day 
  Combat Gear potion of barkskin (+4), potion of cure 
  moderate wounds (3), tanglefoot bag (2), universal 
  solvent 
  Abilities Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 6 
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (ranseur) 
  Skills Climb +11, Diplomacy +0, Heal +1, Intimidate -1, 
  Jump +18, Knowledge (local—NMR) +1, Knowledge 
  (nature) +3, Knowledge (religion) +1, Listen +9, 
  Profession (landscaper) +1, Spot +1, Survival +9, 
  Tumble +5, Use Rope +3 
  Possessions combat gear plus +1 cold iron ranseur, 
  cloak of resistance +1, ring of protection +1  
   
  Rage Statistics (duration 7 rounds) AC 11 (touch 11, 
  flat-footed 11); hp 95; Fort +10, Will +9; Grapple +13; 
  Str 22, Con 18; +1 cold iron ranseur +15/+10 
  (2d4+10/x3) 
   
  NYR7-08 Tinderbox 
   
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  NYR7-08 Tinderbox 
   
  Page 47 
  APL 12 
  ENCOUNTER 1: RESIDENT EVIL  
  F E S S T I K  ( HY BRI D FO RM) 
  CR  13 
  Male wererat rogue 3/ sorcerer 8 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Gnome  
  AC 23 (27 until shield expires), touch 16, flat-footed 18 
   (+5 Dex, +4 armor, +1 deflection, +3 natural) 
  hp 45 (12 HD); DR 10/silver  
  Fort +11, Ref +14, Will +14; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +12/+7 (1d6+2, 18-20/x2) and 
  Melee bite +6 (1d6 plus disease) or 
  Ranged masterwork light crossbow +12 (1d8-1, 19-
  20/x2) 
  Base Atk +6; Grp +7 
  Atk Options Combat Expertise, Improved Feint, Silent 
  Spell, sneak attack +2d6 
  Special Actions alternate form, Improved Counterspell 
  Combat Gear 10 silver bolts, potion of cure serious 
  wounds, scroll of shatter (arcane), wand of magic 
  missiles (CL 7th) 
  Sorcerer Spells Known (CL 8th): 
   4th (4/day)—enervation (+11 melee touch) 
   3rd (6/day)—haste, vampiric touch (+11 melee touch) 
   2nd (7/day, 6 remaining)—see invisibility, spectral 
  hand (AC 24), touch of idiocy (+11 melee touch) 
   1st (7/day, 6 remaining)—detect secret doors, ray of 
  enfeeblement (+11 ranged touch), shield, shocking 
  grasp (+11 melee touch), true strike 
   0 (6/day)—acid splash (+11 ranged touch), detect 
  magic, light, ray of frost (+11 ranged touch), mage 
  hand, read magic, resistance, touch of fatigue (+11 
  melee touch, DC 14) 
  Abilities Str 12, Dex 20, Con 14, Int 14, Wis 12, Cha 18  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats 
  Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Improved Counterspell, Improved Feint, Improved 
  Initiative, Iron Will, Silent Spell, Weapon Finesse 
  Skills Balance +11, Bluff +16, Climb +15, Concentration 
  +14, Decipher Script +6, Disable Device +8, Disguise 
  +6, Escape Artist +9, Gather Information +5, Hide +9, 
  Intimidate +8, Knowledge (arcana) +11, Knowledge 
  (dungeoneering) +4, Knowledge (local—NMR) +4, 
  Listen +7, Move Silently +9, Open Locks +10, Search 
  +8, Sense Motive +3, Spellcraft +12 (+14 scrolls), 
  Spot +7, Swim +15, Tumble +10, Use Magic Device 
  +9 (+11) 
  Possessions combat gear plus +1 rapier, light 
  crossbow, +1 studded leather armor, cloak of 
  charisma +2, masterwork thieves’ tools, pipes of the 
  sewers, ring of protection +1, vest of resistance +2, 
  50 gp ruby  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  AD V AN CE D 23-HD  AR C AN E  O O Z E 
  CR  11 
  N Huge ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Aura spell siphon 
  AC 3, touch 3, flat-footed 3; not subject to flanking 
   (-2 size, -5 Dex) 
  hp 356 (23 HD) 
  Immune acid, critical hits, magic, mind-affecting effects, 
  paralysis, poison, polymorph, sleep effects, stunning 
  Fort +15, Ref +2, Will +2 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee slam +22 (2d6+10 plus 2d6 acid) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +17; Grp +32 
  Atk Options constrict 2d6+10 plus 2d6 acid, improved 
  grab 
  Abilities Str 24, Dex 1, Con 26, Int --, Wis 1, Cha 1 
  Skills Climb +15 
  Acid (Ex) An arcane ooze secretes a digestive acid that 
  dissolves only flesh. Any successful hit in melee 
  combat or a constrict attack by the creature deals an 
  extra 2d6 points of acid damage. 
  Constrict (Ex) An arcane ooze deals automatic slam 
  and acid damage with a successful grapple check. 
  Immunity to Magic (Ex) An arcane ooze is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature: a magical 
  attack that deals electricity damage increases an 
  arcane ooze’s speed as if it had been affected by a 
  haste spell for 3 rounds; a magical attack that deals 
  acid damage heals an arcane ooze of an amount of 
  damage equal to half the acid damage that the spell 
  would normally have caused. 
  Improved Grab (Ex) To use this ability, an arcane ooze 
  must hit with its slam 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 in the same 
  round. 
  Spell Siphon (Su) An arcane ooze exerts a strange pull 
  on arcane spell energy. Any time an arcane 
  spellcaster begins his turn within 60 feet of an arcane 
  ooze, he or she must make a DC 29 Fortitude save 
  or lose a random spell of the highest level of the 
  highest level spell that he has available. For every 
  
  spell lost in this manner, the arcane ooze gains 
  temporary hit points equal to 5x the level of the lost 
  spell. These temporary hit points are lost after one 
  hour. Line of effect between the spellcaster and the 
  arcane ooze is necessary in order for this ability to 
  work. The save DC is Constitution-based. 
  Skills An arcane ooze has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  ENCOUNTER 7: A BROKEN FRAME 
   
  C O U N T  W I C Z L I NG 
  CR  12 
  Male 
  human 
  aristocrat 
  2/rogue 
  3/bard 
  1/fighter 
  4/mountebank 3 
  CN Medium humanoid (human) 
  Init +8; Senses Listen +6, Spot +6 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 24, touch 16, flat-footed 20 
   (+4 Dex, +5 armor, +2 shield, +2 deflection, +1 
  natural) 
  hp 86 (13 HD) 
  Fort +9, Ref +15, Will +12; evasion 
  Speed 30 ft. (6 squares) 
  Ranged +1 repeating light crossbow +14/+9 (1d8+1, 19-
  20/x2) or 
  Melee +1 longsword +10/+5 (1d8+2, 17-20/x2) or 
  Melee masterwork dagger +9/+4 (1d4-1, 19-20/x2) 
  Base Atk +9; Grp +8 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +3d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1 
  Combat Gear cases with 10 bolts (2), alchemist’s fire 
  (2), potion of bull’s strength, potion of cure serious 
  wounds, potion of haste 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 9, Dex 18, Con 12, Int 14, Wis 14, Cha 12 
  SQ alter ego, tongue of the devil 
  Feats Combat Expertise, Deceitful, Exotic Weapon 
  Proficiency (repeating light crossbow), Improved 
  Critical 
  (longsword), 
  Improved 
  Feint, 
  Improved 
  Initiative, Negotiator, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
  Skills Appraise +7, Balance +7, Bluff +13, Climb +3, 
  Diplomacy +10, Disguise +11, Escape Artist +9, 
  Forgery +8, Gather Information +7, Intimidate +9, 
  Jump +4, Knowledge (arcana) +5, Knowledge 
  (local—NMR) +9, Knowledge (nobility and royalty) 
  +4, Listen +6, Perform (sing--ballad)+4, Ride +11, 
  Sense Motive +7, Sleight of Hand +7, Spellcraft +8 
  (+10), Spot +6, Swim +3, Survival +5, Tumble +13, 
  Use Magic Device +7 (+9) 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  longsword, 
  masterwork dagger, +1 repeating light crossbow, +2 
  studded leather armor, +1 buckler, amulet of natural 
  armor +1, cloak of charisma +2, disguise kit, gloves 
  of dexterity +2, ring of protection +2, vest of 
  resistance +2, 1 gp 
  Alter Ego (Sp) At 3rd level the mountebank establishes 
  an alternate identity. This alter ego has its own 
  distinct physical characteristics, quirks, preferred 
  clothing, and so on. At will, he can switch form 
  between his normal identity and the alter ego. This 
  ability works like the alter self spell, except that he 
  can assume only the appearance of the alternate 
  identity. His caster level for this ability is equal to his 
  mountebank class level. 
  Tongue of the Devil (Ex) The mountebank’s cunning 
  misdirection leaves others at his mercy. He adds his 
  Intelligence bonus to Bluff checks. 
   
  B AN DI T L I E U TE N AN T 
  CR  11 
  Male human fighter 11 
  CN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish, Flan , Suloise 
  AC 17, touch 12, flat-footed 16 
   (+5 armor, +1 deflection, +1 Dex) 
  hp 104 (11 HD) 
  Fort +11, Ref +8, Will +8 
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +16/+11/+6 (1d10+7, 17-20/x2) 
  or 
  Melee masterwork dagger +15/+10/+5 (1d4+3, 19-
  20/x2) 
  Base Atk +11; Grp +14 
  Atk Options Cleave, Combat Expertise, Improved 
  Disarm, Power Attack 
  Combat Gear alchemist’s fire (2), brooch of shielding, 
  dust of tracelessness, potion of cat’s grace, potion of 
  cure serious wounds (3), potion of bull’s strength, 
  potion of haste, tanglefoot bag 
  Abilities Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 8  
  Feats Cleave, Combat Expertise, Dodge, Improved 
  Critical (bastard sword), Improved Disarm, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword) 
  Skills Balance +3, Climb +8, Intimidate +13, Jump +15, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (religion) +2, Ride +2, Spellcraft +2, Tumble +10 
  Possessions combat gear plus +1 bastard sword, 
  masterwork dagger, +1 mithril chain shirt, cloak of 
  resistance +2, gloves of dexterity +2, ring of 
  protection +1, 223 gp  
   
  B AN DI T S E N T RY 
  CR  11 
  Male human rogue 11 
  CN Medium humanoid (human) 
  Init +7; Senses Listen +16, Spot +16 
  Languages Common 
  AC 20, touch 14, flat-footed 20; improved uncanny 
  dodge 
   (+3 Dex, +5 armor, +1 shield, +1 deflection) 
  hp 71 (11 HD) 
  Fort +7, Ref +12, Will +9; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 shortsword +12/+7 (1d6+2, 19-20/x2) or 
  Melee masterwork dagger +12/+7 (1d4+1, 19-20/x2) 
  NYR7-08 Tinderbox 
   
  Page 48 
  
  Ranged +1 mighty [+1] composite longbow +12/+7 
  (1d8+2/x3) 
  Base Atk +8; Grp +9 
  Atk Options sneak attack +6d6 
  Combat Gear alchemist’s fire, brooch of shielding, 
  potion of cure serious wounds (2), potion of haste, 
  quiver with 20 arrows, tanglefoot bag 
  Abilities Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 8  
  SQ slippery mind, trapfinding 
  Feats Dodge, Improved Initiative, Iron Will, Track, 
  Weapon Finesse 
  Skills Appraise +5, Balance +13, Bluff +3, Climb +4, 
  Disguise +2, Escape Artist +15, Gather Information 
  +7, Hide +15, Jump +5, Knowledge (local—NMR) 
  +12, Listen +16, Move Silently +10, Search +8, 
  Sense Motive +7, Spot +16, Tumble +14 
  Possessions combat gear plus +1 shortsword, +1 
  mighty [+1] composite longbow, masterwork dagger, 
  +1 chain shirt, masterwork darkwood buckler, cloak 
  of resistance +2, gloves of arrow snaring, ring of 
  protection +1, 2 gp  
  Slippery Mind (Ex) If this rogue is affected by an 
  enchantment spell or effect and fails his saving throw, 
  he can attempt it again 1 round later at the same DC. 
  He gets only this one extra chance to succeed on the 
  saving throw. 
   
  ENCOUNTER 8: ANARCHY DIVINE 
   
  AR I C Y N M AQ UI L L AN 
  CR  12 
  Female half-elf cleric 12 
  N Medium humanoid (half-elf) 
  Init +3; Senses Listen +6, Spot +6 
  Languages Common 
  AC 18, touch 10, flat-footed 18 
   (-1 Dex, +8 armor, +1 deflection) 
  hp 96 (12 HD) 
  Immune poison (due to heroes’ feast), sleep effects 
  Fort +13, Ref +8, Will +15; +2 vs enchantment effects 
  Speed 20 ft. in +1 glamered half-plate (4 squares), base 
  movement 30 ft., fly 40 (good maneuverability, 
  encumbered, via potion) 
  Melee +1/+1 darkwood quarterstaff +10/+5 (1d6+1) or 
  Base Atk +9; Grp +9 
  Special Actions turn undead (1d20+3; 2d6+16) 
  Combat Gear potion of fly 
  Cleric Spells Prepared (CL 12th): 
   6th—(2+1): word of recall, heroes’ feast*, wall of 
  stone (stilled) 
   5th—(3+1): commune, insect plague (2), stalwart 
  pact* 
   4th—(4+1): 
  dispel 
  magic 
  (stilled), 
  divination*, 
  freedom of movement, giant vermin, spell immunity 
  (hold person, glitterdust, magic missile) 
   3rd—(5+1): dispel magic, invisibility purge, magic 
  vestment, prayer*, searing light, wind wall 
   2nd—(5+1): bear’s endurance, resist energy, silence, 
  spiritual weapon, status*, zone of truth 
   1st—(6+1): command (flee)*, divine favor, entropic 
  shield, 
  protection 
  from 
  law, 
  resurgence 
  (2), 
  sanctuary 
   0—(6): create water (2), cure minor wounds (2), 
  detect magic, resistance 
  D: Domain spell. Deity: Bralm. Domains: Community 
  (calm emotions as a spell-like ability once per day; +2 
  on 
  Diplomacy 
  checks), 
  Pact 
  (add 
  Appraise, 
  Intimidate, and Sense Motive as class skills) 
  Abilities Str 11, Dex 8, Con 14, Int 12, Wis 18, Cha 14  
  Feats Alertness, Improved Initiative, Improved Turning, 
  Lightning Reflexes, Still Spell 
  Skills Appraise +3, Concentration +12, Diplomacy +6, 
  Heal +14, Intimidate +10, Knowledge (arcana) +6, 
  Knowledge (history) +4, Knowledge (religion) +18, 
  Sense Motive +12, Spellcraft +7 
  Possessions combat gear plus +1/+1 darkwood 
  quarterstaff, +1 glamered half-plate armor, cloak of 
  resistance +3, periapt of wisdom +2, phylactery of 
  faithfulness, ring of protection +1, silver holy symbol 
  of Bralm, 250 worth of incense for stalwart pact 
  material component, 25 gp worth of incense plus 500 
  gp offering for divination material component 
   
   
  NYR7-08 Tinderbox 
   
  Page 49 
  
  APL 14 
  ENCOUNTER 1: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  15 
  Male wererat rogue 3/ sorcerer 10 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Gnome  
  AC 25 (29 until shield expires), touch 18, flat-footed 20 
   (+5 Dex, +5 armor, +2 deflection, +3 natural) 
  hp 57 (14 HD); DR 10/silver and DR 10/adamantine 
  (from lycanthropy and stoneskin respectively) 
  Fort +12, Ref +15, Will +15; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 adamantine rapier +13/+8 (1d6+2, 18-20/x2) 
  and 
  Melee bite +7 (1d6 plus disease) or 
  Ranged masterwork light crossbow +13 (1d8-1, 19-
  20/x2) 
  Base Atk +7; Grp +8 
  Atk Options Combat Expertise, Improved Feint, Silent 
  Spell, sneak attack +2d6 
  Special Actions alternate form, Improved Counterspell 
  Combat Gear 10 silver bolts, brooch of shielding, potion 
  of cure serious wounds, scroll of shatter (arcane), 
  wand of magic missiles (CL 9th) 
  Sorcerer Spells Known (CL 10th): 
   5th (3/day)—feeblemind (DC 19) 
   4th (6/day, 5 remaining)—enervation (+12 melee 
  touch), stoneskin 
   3rd (7/day)—haste, lightning bolt (DC 17), vampiric 
  touch (+12 melee touch) 
   2nd (7/day, 6 remaining)—ghoul touch (+12 melee 
  touch, DC 16), see invisibility, spectral hand (AC 
  24), touch of idiocy (+12 melee touch) 
   1st (7/day, 6 remaining)—detect secret doors, ray of 
  enfeeblement (+12 ranged touch), shield, shocking 
  grasp (+12 melee touch), true strike 
   0 (6/day)—acid splash (+12 ranged touch), detect 
  magic, disrupt undead (+12 ranged touch), light, ray 
  of frost (+12 ranged touch), mage hand, read 
  magic, resistance, touch of fatigue (+12 melee 
  touch, DC 14) 
  Abilities Str 12, Dex 20, Con 14, Int 14, Wis 12, Cha 18  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats 
  Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Improved Counterspell, Improved Feint, Improved 
  Initiative, Iron Will, Silent Spell, Weapon Finesse 
  Skills Balance +11, Bluff +18, Climb +15, Concentration 
  +16, Decipher Script +6, Disable Device +8, Disguise 
  +6, Escape Artist +9, Gather Information +5, Hide +9, 
  Intimidate +8, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +5, Knowledge (local—NMR) +4, 
  Listen +7, Move Silently +9, Open Locks +10, Search 
  +8, Sense Motive +3, Spellcraft +14 (+16 scrolls), 
  Spot +7, Swim +15, Tumble +10, Use Magic Device 
  +9 (+11) 
  Possessions combat gear plus +1 adamantine rapier, 
  light 
  crossbow, 
  +2 
  studded 
  leather 
  armor, 
  masterwork thieves’ tools, cloak of charisma +2, ring 
  of protection +2, vest of resistance +2, 250 gp in 
  assorted gems, 250 gp in diamond dust for stoneskin 
  material component  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  AD V AN CE D E LDE R B L AC K P U DDI N G 
  CR  13 
  N Gargantuan ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 1, touch 1, flat-footed 1; not subject to flanking 
   (-4 size, -5 Dex) 
  hp 495 (30 HD) 
  Immune acid, critical hits, mind-affecting effects, 
  paralysis, poison, polymorph, sleep effects, stunning 
  Fort +19, Ref +5, Will +5 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee slam +27 (3d6+13 plus 3d6 acid) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +22; Grp +43 
  Atk Options constrict 3d6+13 plus 3d6 acid, improved 
  grab 
  Abilities Str 28, Dex 1, Con 28, Int --, Wis 1, Cha 1  
  SQ split 
  Skills Climb +17 
  Acid (Ex) A black pudding secretes a digestive acid that 
  dissolves organic material and metal quickly, but 
  does not affect stone. Any melee hit or constrict 
  attack deals acid damage, and the opponent’s armor 
  and 
  clothing 
  dissolve 
  and 
  become 
  useless 
  immediately unless they succeed on DC 34 Reflex 
  saves. A metal or wooden weapon that strikes a 
  black pudding also dissolves immediately unless it 
  succeeds on a DC 34 Reflex save. The save DCs are 
  Constitution-based. The pudding’s acidic touch deals 
  21 points of damage per round to wooden or metal 
  objects, but the ooze must remain in contact with the 
  object for 1 full round to deal this damage. 
  Constrict (Ex) A black pudding deals automatic slam 
  and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a -4 penalty 
  on Reflex saves against the acid. 
  Improved Grab (Ex) To use this ability, a black pudding 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  NYR7-08 Tinderbox 
   
  Page 50 
  
  NYR7-08 Tinderbox 
   
  Page 51 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict in the same 
  round. 
  Split (Ex) Slashing and piercing weapons deal no 
  damage to a black pudding. Instead the creature 
  splits into two identical puddings, each with half the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
  Skills A black pudding has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  14 
  Male 
  human 
  aristocrat 
  2/rogue 
  3/bard 
  1/fighter 
  4/mountebank 5 
  CN Medium humanoid (human) 
  Init +8; Senses Listen +7, Spot +7 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 25, touch 17, flat-footed 21 
   (+4 Dex, +5 armor, +2 shield, +2 deflection, +1 
  natural, +1 insight) 
  hp 97 (15 HD) 
  Fort +9, Ref +16, Will +12; evasion 
  Speed 30 ft. (6 squares) 
  Ranged +1 repeating light crossbow +15/+10 (1d8+1, 
  19-20/x2) or 
  Melee +1 longsword +11/+6 (1d8+2, 17-20/x2) or 
  Melee masterwork dagger +10/+5 (1d4-1, 19-20/x2) 
  Base Atk +10; Grp +9 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +4d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1 
  Combat Gear alchemist’s fire (2), case with 10 bolts (2), 
  dust of tracelessness, potion of bull’s strength, potion 
  of cure serious wounds (2), wand of magic missiles 
  (CL 9th) 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 9, Dex 18, Con 12, Int 14, Wis 14, Cha 12 
  SQ alter ego, sideslip, tongue of the devil 
  Feats Combat Expertise, Deceitful, Exotic Weapon 
  Proficiency (repeating light crossbow), Improved 
  Critical 
  (longsword), 
  Improved 
  Feint, 
  Improved 
  Initiative, Negotiator, Point Blank Shot, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword) 
  Skills Appraise +8, Balance +7, Bluff +15, Climb +3, 
  Diplomacy +10, Disguise +11, Escape Artist +10, 
  Forgery +10, Gather Information +7, Intimidate +10, 
  Jump +4, Knowledge (arcana) +5, Knowledge 
  (local—NMR) +10, Knowledge (nobility and royalty) 
  +4, Listen +7, Perform (sing--ballad)+4, Ride +11, 
  Sense Motive +8, Sleight of Hand +8, Spellcraft +10 
  (+12), Spot +7, Swim +3, Survival +5, Tumble +13, 
  Use Magic Device +7 (+9) 
  Possessions combat gear plus +1 longsword, +1 
  repeating light crossbow, masterwork dagger, +2 
  studded leather armor, +1 buckler, amulet of natural 
  armor +1, boots of speed, cloak of charisma +2, 
  disguise kit, dusty rose prism ioun stone, gloves of 
  dexterity +2, ring of protection +2, vest of resistance 
  +2, 1 gp  
  Alter Ego (Sp) At 3rd level the mountebank establishes 
  an alternate identity. This alter ego has its own 
  distinct physical characteristics, quirks, preferred 
  clothing, and so on. At will, he can switch form 
  between his normal identity and the alter ego. This 
  ability works like the alter self spell, except that he 
  can assume only the appearance of the alternate 
  identity. His caster level for this ability is equal to his 
  mountebank class level. 
  Sideslip (Su) Beginning at 4th level, the mountebank 
  becomes supernaturally elusive. Once per day as an 
  immediate action, he can transfer himself from his 
  current position to another up to 20 feet away. This 
  ability otherwise works like the dimension door spell, 
  except that he cannot transport other creatures. 
  Tongue of the Devil (Ex) The mountebank’s cunning 
  misdirection leaves others at his mercy. He adds his 
  Intelligence bonus to Bluff checks. 
   
  B AN DI T L I E U TE N AN T 
  CR  13 
  Male human fighter 13 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish, Flan , Suloise 
  AC 21, touch 14, flat-footed 19 
   (+7 armor, +2 deflection, +2 Dex) 
  hp 123 (13 HD) 
  Fort +12, Ref +10, Will +9 
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +18/+13/+8 (1d10+7, 17-20/x2) 
  or 
  Melee masterwork dagger +17/+12/+7 (1d4+3, 19-
  20/x2) 
  Base Atk +13; Grp +16 
  Atk Options Combat Expertise, Improved Disarm, 
  Power Attack, Spring Attack 
  Combat Gear alchemist’s fire (2), brooch of shielding, 
  dust of tracelessness, potion of bull’s strength, potion 
  of cat’s grace, potion of cure serious wounds (3), 
  potion of haste, tanglefoot bag 
  Abilities Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 8  
  Feats Cleave, Combat Expertise, Dodge, Improved 
  Critical (bastard sword), Improved Disarm, Improved 
  Initiative, Iron Will, Lightning Reflexes, Mobility, 
  Power Attack, Spring Attack, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword) 
  Skills Balance +5, Climb +8, Intimidate +15, Jump +15, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (religion) +2, Ride +5, Spellcraft +2, Tumble +12 
  Possessions combat gear plus +1 bastard sword, 
  masterwork dagger, +3 mithril chain shirt, cloak of 
  resistance +2, gloves of dexterity +2, ring of 
  protection +2, 223 gp  
  B AN DI T S E N T RY 
  CR  13 
  Male human rogue 13 
  CN Medium humanoid (human) 
  
  Init +7; Senses Listen +18, Spot +23 
  Languages Common 
  AC 21, touch 15, flat-footed 21; improved uncanny 
  dodge 
   (+3 Dex, +5 armor, +1 shield, +2 deflection) 
  hp 84 (13 HD) 
  Fort +8, Ref +13, Will +10; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 shortsword +13/+8 (1d6+2, 17-20/x2) or 
  Melee masterwork dagger +13/+8 (1d4+1, 19-20/x2) 
  Ranged +1 composite (+1) longbow +13/+8 (1d8+2/x3) 
  Base Atk +9; Grp +10 
  Atk Options sneak attack +7d6 
  Special Actions opportunist 
  Combat Gear alchemist’s fire, brooch of shielding, 
  potion of cure serious wounds (2), potion of haste, 
  quiver with 20 arrows, tanglefoot bag 
  Abilities Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 8  
  SQ slippery mind, trapfinding 
  Feats Dodge, Improved Critical (short sword), Improved 
  Initiative, Iron Will, Track, Weapon Finesse 
  Skills Appraise +5, Balance +13, Bluff +3, Climb +4, 
  Disguise +3, Escape Artist +17 (+19), Gather 
  Information +7, Hide +17, Jump +5, Knowledge 
  (local—NMR) +12, Listen +18, Move Silently +17, 
  Search +8, Sense Motive +9, Spot +23, Tumble +14, 
  Use Rope +8 
  Possessions combat gear plus +1 short sword, +1 
  composite (+1) longbow, masterwork dagger, +1 
  chain shirt of light fortification, masterwork darkwood 
  buckler, cloak of resistance +2, ring of protection +2, 
  gloves of arrow snaring, boots of elvenkind, eyes of 
  the eagle, 2 gp  
  Opportunist (Ex) Once per round, the rogue can make 
  an attack of opportunity against an opponent who 
  has just been struck for damage in melee by another 
  character. This attack counts as the rogue’s attack of 
  opportunity for that round. Even a rogue with the 
  Combat Reflexes feat can’t use the opportunist ability 
  more than once per round. 
  Slippery Mind (Ex) If this rogue is affected by an 
  enchantment spell or effect and fails his saving throw, 
  he can attempt it again 1 round later at the same DC. 
  He gets only this one extra chance to succeed on the 
  saving throw. 
   
  ENCOUNTER 4: ANARCHY DIVINE 
  AR I C Y N M AQ UI L L AN 
  CR  12 
  Female half-elf cleric 12 
  N Medium humanoid (half-elf) 
  Init +3; Senses low-light vision; Listen +6, Spot +6 
  Languages Common 
  AC 18, touch 10, flat-footed 18 
   (-1 Dex, +8 armor, +1 deflection) 
  hp 96 (12 HD) 
  Immune poison (due to heroes’ feast), sleep effects 
  Fort +13, Ref +8, Will +15; +2 vs enchantment effects 
  Speed 20 ft. in +1 glamered half-plate (4 squares), base 
  movement 30 ft., fly 40 (good maneuverability, 
  encumbered, via potion) 
  Melee +1/+1 darkwood quarterstaff +10/+5 (1d6+1) or 
  Base Atk +9; Grp +9 
  Special Actions turn undead (1d20+3; 2d6+16) 
  Combat Gear potion of fly 
  Cleric Spells Prepared (CL 12th): 
   6th—(2+1): word of recall, heroes’ feast*, wall of 
  stone (stilled) 
   5th—(3+1): commune, insect plague (2), stalwart 
  pact* 
   4th—(4+1): 
  dispel 
  magic 
  (stilled), 
  divination*, 
  freedom of movement, giant vermin, spell immunity 
  (hold person, glitterdust, magic missile) 
   3rd—(5+1): dispel magic, invisibility purge, magic 
  vestment, prayer*, searing light, wind wall 
   2nd—(5+1): bear’s endurance, resist energy, silence, 
  spiritual weapon, status*, zone of truth 
   1st—(6+1): command (flee)*, divine favor, entropic 
  shield, 
  protection 
  from 
  law, 
  resurgence 
  (2), 
  sanctuary 
   0—(6): create water (2), cure minor wounds (2), 
  detect magic, resistance 
  D: Domain spell. Deity: Bralm. Domains: Community 
  (calm emotions as a spell-like ability once per day; +2 
  on 
  Diplomacy 
  checks), 
  Pact 
  (add 
  Appraise, 
  Intimidate, and Sense Motive as class skills) 
  Abilities Str 11, Dex 8, Con 14, Int 12, Wis 18, Cha 14  
  Feats Alertness, Improved Initiative, Improved Turning, 
  Lightning Reflexes, Still Spell 
  Skills Appraise +3, Concentration +12, Diplomacy +6, 
  Heal +14, Intimidate +10, Knowledge (arcana) +6, 
  Knowledge (history) +4, Knowledge (religion) +18, 
  Sense Motive +12, Spellcraft +7 
  Possessions combat gear plus +1/+1 darkwood 
  quarterstaff, +1 glamered half-plate armor, cloak of 
  resistance +3, periapt of wisdom +2, phylactery of 
  faithfulness, ring of protection +1, silver holy symbol 
  of Bralm, 250 worth of incense for stalwart pact 
  material component, 25 gp worth of incense plus 500 
  gp offering for divination material component 
   
  S I L K P L AT E AU L AN DS C AP E R 
  CR  9 
  Male half-elf druid 9 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +11, Spot +12 
  Languages Common, Elven, Druidic 
  AC 14, touch 14, flat-footed 11 
   (+3 Dex, +1 deflection) 
  hp 63 (9 HD) 
  Immune poison, sleep effects 
  Fort +9, Ref +7, Will +12; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Melee masterwork darkwood quarterstaff +6/+1 (1d6-1) 
  or 
  Melee masterwork darkwood quarterstaff +4/+4/-1 (1d6-
  1) or 
  Ranged sling +8 (1d4) 
  Base Atk +6; Grp +5 
  Special Actions spontaneous casting, wild shape 3/day 
  (large) 
  Combat Gear 10 bullets, potion of cat’s grace, potion of 
  cure serious wounds 
  Druid Spells Prepared (CL 5th): 
  NYR7-08 Tinderbox 
   
  Page 52 
  
   
  5th—cure critical wounds 
   
  4th—cure serious wounds, freedom of movement, 
  rusting grasp 
   3rd—cure moderate wounds, plant growth, spike 
  growth (DC 17), wind wall 
  2nd—barkskin, bear’s endurance, bull’s strength, 
  soften earth and stone, warp wood (DC 16) 
   1st—cure light wounds (2), entangle (DC 15), 
  longstrider, shillelagh 
   0—create water, cure minor wounds (2), detect 
  poison, guidance, resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 18, Cha 14 
  SQ nature sense, resist nature’s lure, trackless step, 
  wild empathy (1d20+13), woodland stride 
  Feats Improved Initiative, Natural Spell, Track, Two-
  Weapon Fighting 
  Skills Concentration +10, Diplomacy +4, Gather 
  Information +4, Handle Animal +7, Knowledge 
  (nature) +13, Listen +11, Spellcraft +6, Spot +12, 
  Survival +14 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling, cloak of resistance +2, periapt of 
  wisdom +2, ring of protection +1 
  S I L K P L AT E AU L AB O RE R 
  CR  9 
  Male half-orc barbarian 8/expert 2 
  CN Medium humanoid (half-orc) 
  Init +7; Senses darkvision 60 ft.; Listen +11, Spot +1 
  Languages Common, Elven, Flan, Orc 
  AC 14, touch 14, flat-footed 14; improved uncanny 
  dodge 
   (+3 Dex, +1 deflection) 
  hp 101 (10 HD); DR 1/-- 
  Fort +10, Ref +7, Will +8 
  Speed 40 ft. (8 squares) 
  Melee +1 cold iron ranseur +15/+10 (2d4+7, 19-20/x3) 
  Base Atk +9; Grp +13 
  Atk Options Power Attack 
  Special Actions rage 3/day 
  Combat Gear potion of barkskin (+4), potion of cure 
  moderate wounds (2), tanglefoot bag (2), universal 
  solvent 
  Abilities Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 6 
  Feats Improved Critical (ranseur), Improved Initiative, 
  Power Attack, Weapon Focus (ranseur) 
  Skills Climb +13, Diplomacy +0, Heal +1, Intimidate -1, 
  Jump +20, Knowledge (local—NMR) +1, Knowledge 
  (nature) +3, Knowledge (religion) +1, Listen +11, 
  Profession (landscaper) +1, Spot +1, Survival +11, 
  Tumble +6, Use Rope +4 
  Possessions combat gear plus +1 cold iron ranseur, 
  cloak of resistance +2, gloves of dexterity +2, ring of 
  protection +1 
   
  Rage Statistics (duration 7 rounds) AC 12 (touch 12, 
  flat-footed 11); hp 121; Fort +12, Will +10; Grapple +13; 
  Str 22, Con 18; +1 cold iron ranseur +17/+12 (2d4+10, 
  19-20/x3) 
   
   
  NYR7-08 Tinderbox 
   
  Page 53 
  
  APL 16 
  ENCOUNTER 1: RESIDENT EVIL 
  F E S S T I K  ( HY BRI D FO RM) 
  CR  17 
  Male wererat rogue 3/ sorcerer 12 
  CE Medium humanoid (human, shapechanger) 
  Init +9; Senses low-light vision, scent; Listen +7, Spot 
  +7 
  Languages Common, Gnome  
  AC 25 (29 until shield expires), touch 18, flat-footed 20 
   (+5 Dex, +5 armor, +2 deflection, +3 natural) 
  hp 65 (16 HD); DR 10/silver and DR 10/adamantine 
  (from lycanthropy and stoneskin respectively) 
  Fort +14, Ref +17, Will +17; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 thundering adamantine rapier +14/+9 (1d6+3 
  plus 1d8 sonic, 15-20/x2) and 
  Melee bite +8 (1d6+1 plus disease) or 
  Ranged masterwork light crossbow +14 (1d8-1, 19-
  20/x2) 
  Base Atk +8; Grp +10 
  Atk Options Combat Expertise, Improved Feint, Silent 
  Spell, sneak attack +2d6 
  Special Actions alternate form 
  Combat Gear 10 silver bolts, bead of force, brooch of 
  shielding, potion of cure serious wounds (2), scroll of 
  shatter (arcane), wand of magic missiles (CL 9th) 
  Sorcerer Spells Known (CL 12th): 
   6th (3/day, 2 remaining)—true seeing 
   5th (5/day)—cone of cold (DC 19), feeblemind (DC 
  19) 
   4th (7/day, 6 remaining)—crushing despair (DC 18), 
  enervation (+13 melee touch), stoneskin 
   3rd (7/day)—dispel magic, haste, lightning bolt (DC 
  17), vampiric touch (+13 melee touch) 
   2nd (7/day, 6 remaining)—ghoul touch (+13 melee 
  touch, DC 16), resist energy, see invisibility, 
  spectral hand (AC 24), touch of idiocy (+13 melee 
  touch) 
   1st (7/day, 6 remaining)—detect secret doors, ray of 
  enfeeblement (+13 ranged touch), shield, shocking 
  grasp (+13 melee touch), true strike 
   0 (6/day)—acid splash (+13 ranged touch), detect 
  magic, disrupt undead (+13 ranged touch), light, ray 
  of frost (+13 ranged touch), mage hand, read 
  magic, resistance, touch of fatigue (+13 melee 
  touch, DC 14) 
  Abilities Str 14, Dex 20, Con 14, Int 14, Wis 13, Cha 18  
  SQ rat empathy, rat familiar (hiding nearby), trapfinding 
  Feats 
  Alertness, 
  Blind-Fight, 
  Combat 
  Expertise, 
  Improved Critical (rapier), Improved Feint, Improved 
  Initiative, Iron Will, Silent Spell, Weapon Finesse 
  Skills Balance +11, Bluff +20, Climb +15, Concentration 
  +18,Decipher Script +6, Disable Device +8, Disguise 
  +6, Escape Artist +9, Gather Information +5, Hide +9, 
  Intimidate +8, Knowledge (arcana) +15, Knowledge 
  (dungeoneering) +7, Knowledge (local—NMR) +4, 
  Listen +7, Move Silently +9, Open Locks +10, Search 
  +8, Sense Motive +3, Spellcraft +14 (+16 scrolls), 
  Spot +7, Swim +15, Tumble +10, Use Magic Device 
  +9 (+11) 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  thundering 
  adamantine rapier, masterwork light crossbow, 
  masterwork thieves’ tools, +2 studded leather armor, 
  cloak of charisma +2, pale blue rhomboid ioun stone, 
  pipes of the sewers, ring of protection +2, vest of 
  resistance +3, 100 gp in assorted gems, 250 gp 
  worth of ointment for true seeing material component, 
  250 gp in diamond dust for stoneskin material 
  component  
  Alternate Form (Su) A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
  Curse of Lycanthropy (Su) Any humanoid hit by a 
  wererat’s bite attack in hybrid form must succeed on 
  a DC 15 Fortitude save or contract lycanthropy. 
  Disease (Ex) Filth fever, bite, Fortitude DC 13, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Rat Empathy (Ex) Communicate with rats and dire rats, 
  and +4 racial bonus on Charisma-based checks with 
  rats and dire rats. 
  Skills A wererat in hybrid form uses its Dexterity 
  modifier for Climb or Swim checks. It has a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on a Climb check, even if rushed or 
  threatened. Wererats have a +8 racial bonus on 
  Swim checks from their dire rat form. 
   
  AD V AN CE D 35-HD  AR C AN E  O O Z E 
  CR  15 
  N Gargantuan ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  AC 1, touch 1, flat-footed 1; not subject to flanking 
   (-4 size, -5 Dex) 
  hp 647 (35 HD) 
  Immune acid, critical hits, magic, mind-affecting effects, 
  paralysis, poison, polymorph, sleep effects, stunning 
  Fort +22, Ref +6, Will +6 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee slam +33 (3d6+16 plus 3d6 acid) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +26; Grp +49 
  Atk Options constrict 3d6+16 plus 3d6 acid, improved 
  grab 
  Abilities Str 32, Dex 1, Con 32, Int --, Wis 1, Cha 1 
  Skills Climb +19 
  Acid (Ex) An arcane ooze secretes a digestive acid that 
  dissolves only flesh. Any successful hit in melee 
  combat or a constrict attack by the creature deals an 
  extra 2d6 points of acid damage. 
  Constrict (Ex) An arcane ooze deals automatic slam 
  and acid damage with a successful grapple check. 
  Immunity to Magic (Ex) An arcane ooze is immune to 
  any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature: a magical 
  attack that deals electricity damage increases an 
  arcane ooze’s speed as if it had been affected by a 
  haste spell for 3 rounds; a magical attack that deals 
  acid damage heals an arcane ooze of an amount of 
  NYR7-08 Tinderbox 
   
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  NYR7-08 Tinderbox 
   
  Page 55 
  damage equal to half the acid damage that the spell 
  would normally have caused. 
  Improved Grab (Ex) To use this ability, an arcane ooze 
  must hit with its slam 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 in the same 
  round. 
  Spell Siphon (Su) An arcane ooze exerts a strange pull 
  on arcane spell energy. Any time an arcane 
  spellcaster begins his turn within 60 feet of an arcane 
  ooze, he or she must make a DC 38 Fortitude save 
  or lose a random spell of the highest level of the 
  highest level spell that he has available. For every 
  spell lost in this manner, the arcane ooze gains 
  temporary hit points equal to 5x the level of the lost 
  spell. These temporary hit points are lost after one 
  hour. Line of effect between the spellcaster and the 
  arcane ooze is necessary in order for this ability to 
  work. The save DC is Constitution-based. 
  Skills An arcane ooze has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. 
   
  ENCOUNTER 7: A BROKEN FRAME 
  C O U N T  W I C Z L I NG 
  CR  16 
  Male 
  human 
  aristocrat 
  2/rogue 
  3/bard 
  1/fighter 
  4/mountebank 7 
  CN Medium humanoid (human) 
  Init +8; Senses Listen +8, Spot +8 
  Languages Common, Elven, Old Oeridian, Dwarven 
  AC 27, touch 18, flat-footed 22 
   (+5 Dex, +6 armor, +2 shield, +2 deflection, +1 
  natural, +1 insight) 
  hp 108 (17 HD) 
  Fort +10, Ref +18, Will +13; evasion 
  Speed 30 ft. (6 squares) 
  Ranged +1 repeating light crossbow +18/+13/+8 
  (1d8+1, 19-20/x2) or 
  Melee +1 longsword +13/+8/+3 (1d8+2, 17-20/x2) or 
  Melee masterwork dagger +12/+7/+2 (1d4-1, 19-20/x2) 
  Base Atk +12; Grp +12 
  Atk Options Combat Expertise, Improved Feint, sneak 
  attack +4d6 
  Special Actions bardic music (1/day), countersong, 
  fascinate, inspire courage +1, sideslip 
  Combat Gear alchemist’s fire (2), cases with 10 bolts 
  (2), dust of tracelessness, Nolzur’s marvelous 
  pigments (1 pot), potion of bull’s strength, potion of 
  cure serious wounds (2), wand of magic missiles (CL 
  9th) 
  Bard Spells Known (CL 1st): 
   0 (2/day)—detect magic, know direction, read magic, 
  stick 
  Abilities Str 10, Dex 20, Con 12, Int 14, Wis 14, Cha 14 
  SQ alter ego, slippery mind, tongue of the devil 
  Feats Combat Expertise, Deceitful, Exotic Weapon 
  Proficiency (repeating light crossbow), Improved 
  Critical 
  (longsword), 
  Improved 
  Feint, 
  Improved 
  Initiative, Negotiator, Point Blank Shot, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword) 
  Skills Appraise +10, Balance +8, Bluff +18, Climb +3, 
  Diplomacy +15, Disguise +13, Escape Artist +11, 
  Forgery +10, Gather Information +8, Intimidate +11, 
  Jump +5, Knowledge (arcana) +7, Knowledge 
  (local—NMR) +10, Knowledge (nobility and royalty) 
  +4, Listen +8, Perform (sing--ballad)+5, Ride +12, 
  Sense Motive +10, Sleight of Hand +9, Spellcraft +12 
  (+14), Spot +8, Swim +3, Survival +5, Tumble +14, 
  Use Magic Device +8 (+10) 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  longsword, 
  masterwork dagger, +1 repeating light crossbow, +3 
  studded leather armor, +1 buckler, amulet of natural 
  armor +1, boots of speed, cloak of charisma +4, 
  disguise kit, dusty rose prism ioun stone, gloves of 
  dexterity +4, ring of mind shielding, ring of protection 
  +2, vest of resistance +2, 1 gp 
  Alter Ego (Sp) At 3rd level the mountebank establishes 
  an alternate identity. This alter ego has its own 
  distinct physical characteristics, quirks, preferred 
  clothing, and so on. At will, he can switch form 
  between his normal identity and the alter ego. This 
  ability works like the alter self spell, except that he 
  can assume only the appearance of the alternate 
  identity. His caster level for this ability is equal to his 
  mountebank class level. At 6th level, the mountebank 
  develops a second alter ego. 
  Sideslip (Su) Beginning at 4th level, the mountebank 
  becomes supernaturally elusive. Once per day as an 
  immediate action, he can transfer himself from his 
  current position to another up to 20 feet away. This 
  ability otherwise works like the dimension door spell, 
  except that he cannot transport other creatures. 
  Slippery Mind (Ex) Whenever the mountebank is 
  affected by an enchantment spell or effect and fails 
  his saving throw, he can attempt it again 1 round later 
  at the same DC. He gets only this one extra chance 
  to succeed on the save using this ability. 
  Tongue of the Devil (Ex) The mountebank’s cunning 
  misdirection leaves others at his mercy. He adds his 
  Intelligence bonus to Bluff checks. 
   
  B AN DI T L I E U TE N AN T 
  CR  15 
  Male human fighter 15 
  CN Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Elven, Baklunish, Flan , Suloise 
  AC 24, touch 14, flat-footed 22 
   (+2 Dex, +7 armor, +3 shield, +2 deflection) 
  hp 142 (15 HD) 
  Fort +14, Ref +12, Will +11 
  Speed 30 ft. (6 squares) 
  Melee +1 shock bastard sword +20/+15/+10 (1d10+6 
  plus 1d6 electricity, 17-20/x2) or 
  Melee masterwork dagger +19/+14/+9 (1d4+3, 19-
  20/x2) 
  Base Atk +15; Grp +18 
  Atk Options Cleave, Combat Expertise, Improved 
  Disarm, Power Attack, Spring Attack, Whirlwind 
  Attack 
  
  Combat Gear alchemist’s fire (2), brooch of shielding, 
  dust of tracelessness, Keoghtom’s ointment (1 full 
  jar), potion of bull’s strength, potion of cat’s grace, 
  potion of cure serious wounds (3), potion of haste, 
  tanglefoot bag 
  Abilities Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 8 
  Feats Blind-Fight, Cleave, Combat Expertise, Dodge, 
  Improved Critical (bastard sword), Improved Disarm, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Mobility, Power Attack, Spring Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword), Whirlwind Attack 
  Skills Balance +5, Climb +8, Intimidate +17, Jump +15, 
  Knowledge (nobility and royalty) +2, Knowledge 
  (religion) +2, Ride +7, Spellcraft +2, Swim +15, 
  Tumble +13 
  Possessions combat gear plus +1 shock bastard 
  sword, masterwork dagger, +3 mithril chain shirt, +1 
  heavy steel shield, cloak of resistance +3, gloves of 
  dexterity +2, ring of protection +2, 53 gp  
  B AN DI T S E N T RY 
  CR  15 
  Male human rogue 15 
  CN Medium humanoid (human) 
  Init +8; Senses Listen +20, Spot +25 
  Languages Common 
  AC 23, touch 16, flat-footed 23; improved uncanny 
  dodge 
   (+4 Dex, +5 armor, +2 shield, +2 deflection) 
  hp 97 (15 HD) 
  Fort +10, Ref +15, Will +12; evasion 
  Speed 30 ft. (6 squares) 
  Melee +1 adamantine defending shortsword +16/+11/+6 
  (1d6+2, 17-20/x2) or 
  Melee masterwork dagger +16/+11/+6 (1d4+1, 19-
  20/x2) or 
  Ranged +1 mighty [+1] composite longbow +16/+11/+6 
  (1d8+2/x3) 
  Base Atk +11; Grp +12 
  Atk Options sneak attack +8d6 
  Special Actions opportunist 
  Combat Gear alchemist’s fire, brooch of shielding, 
  potion of bull’s strength, potion of cure serious 
  wounds (2), potion of haste, potion of remove 
  blindness, quiver with 20 arrows, tanglefoot bag 
  Abilities Str 13, Dex 18, Con 14, Int 10, Wis 14, Cha 8  
  SQ slippery mind, trapfinding 
  Feats Dodge, Improved Critical (short sword), Improved 
  Initiative, Iron Will, Power Attack, Track, Weapon 
  Finesse 
  Skills Appraise +5, Balance +13, Bluff +3, Climb +4, 
  Disguise +4, Escape Artist +20 (+22), Gather 
  Information +7, Hide +20, Jump +5, Knowledge 
  (local—NMR) +14, Listen +20, Move Silently +20, 
  Search +10, Sense Motive +9, Spot +25, Tumble 
  +14, Use Rope +8 
  Possessions 
  combat 
  gear 
  plus 
  +1 
  adamantine 
  defending short sword, +1 mighty [+1] composite 
  longbow, masterwork dagger, +1 chain shirt of light 
  fortification, +1 darkwood buckler, boots of elvenkind, 
  cloak of resistance +3, deep red sphere ioun stone, 
  eyes of the eagle, gloves of arrow snaring, ring of 
  protection +2, 252 gp  
  Opportunist (Ex) Once per round, the rogue can make 
  an attack of opportunity against an opponent who 
  has just been struck for damage in melee by another 
  character. This attack counts as the rogue’s attack of 
  opportunity for that round. Even a rogue with the 
  Combat Reflexes feat can’t use the opportunist ability 
  more than once per round. 
  Slippery Mind (Ex) If this rogue is affected by an 
  enchantment spell or effect and fails his saving throw, 
  he can attempt it again 1 round later at the same DC. 
  He gets only this one extra chance to succeed on the 
  saving throw. 
   
  ENCOUNTER 4: ANARCHY DIVINE 
  AR I C Y N  M AQ UI L L AN 
  CR  12 
  Female half-elf cleric 12 
  N Medium humanoid (half-elf) 
  Init +3; Senses low-light vision; Listen +6, Spot +6 
  Languages Common 
  AC 18, touch 10, flat-footed 18 
   (-1 Dex, +8 armor, +1 deflection) 
  hp 96 (12 HD) 
  Immune poison (due to heroes’ feast), sleep effects 
  Fort +13, Ref +8, Will +15; +2 vs enchantment effects 
  Speed 20 ft. in +1 glamered half-plate (4 squares), base 
  movement 30 ft., fly 40 (good maneuverability, 
  encumbered, via potion) 
  Melee +1 darkwood quarterstaff +10/+5 (1d6+1) or 
  Base Atk +9; Grp +9 
  Special Actions turn undead (1d20+3; 2d6+16) 
  Combat Gear potion of fly 
  Cleric Spells Prepared (CL 12th): 
   6th—(2+1): word of recall, heroes’ feast*, wall of 
  stone (stilled) 
   5th—(3+1): commune, insect plague (2), stalwart 
  pact* 
   4th—(4+1): 
  dispel 
  magic 
  (stilled), 
  divination*, 
  freedom of movement, giant vermin, spell immunity 
  (hold person, glitterdust, magic missile) 
   3rd—(5+1): dispel magic, invisibility purge, magic 
  vestment, prayer*, searing light, wind wall 
   2nd—(5+1): bear’s endurance, resist energy, silence, 
  spiritual weapon, status*, zone of truth 
   1st—(6+1): command (flee)*, divine favor, entropic 
  shield, 
  protection 
  from 
  law, 
  resurgence 
  (2), 
  sanctuary 
   0—(6): create water (2), cure minor wounds (2), 
  detect magic, resistance 
  D: Domain spell. Deity: Bralm. Domains: Community 
  (calm emotions as a spell-like ability once per day; +2 
  on 
  Diplomacy 
  checks), 
  Pact 
  (add 
  Appraise, 
  Intimidate, and Sense Motive as class skills) 
  Abilities Str 11, Dex 8, Con 14, Int 12, Wis 18, Cha 14  
  Feats Alertness, Improved Initiative, Improved Turning, 
  Lightning Reflexes, Still Spell 
  Skills Appraise +3, Concentration +12, Diplomacy +6, 
  Heal +14, Intimidate +10, Knowledge (arcana) +6, 
  Knowledge (history) +4, Knowledge (religion) +18, 
  Sense Motive +12, Spellcraft +7 
  NYR7-08 Tinderbox 
   
  Page 56 
  
  Possessions combat gear plus +1/+1 darkwood 
  quarterstaff, +1 glamered half-plate armor, cloak of 
  resistance +3, periapt of wisdom +2, phylactery of 
  faithfulness, ring of protection +1, silver holy symbol 
  of Bralm, 250 worth of incense for stalwart pact 
  material component, 25 gp worth of incense plus 500 
  gp offering for divination material component 
   
  S I L K P L AT E AU L AN DS C AP E R 
  CR  11 
  Male half-elf druid 11 
  CN Medium humanoid (half-elf) 
  Init +6; Senses low-light vision; Listen +12, Spot +12 
  Languages Common, Elven, Druidic, Orc, Suel 
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 deflection) 
  hp 77 (11 HD) 
  Immune poison, sleep effects 
  Fort +10, Ref +7, Will +13; +2 vs enchantment effects 
  Speed 30 ft. (6 squares) 
  Melee masterwork darkwood quarterstaff +8/+3 (1d6-1) 
  or 
  Melee masterwork darkwood quarterstaff +6/+6/+1 
  (1d6-1) or 
  Ranged sling +10 (1d4) 
  Base Atk +8; Grp +7 
  Special Actions spontaneous casting, wild shape 4/day 
  (large, tiny) 
  Combat Gear 10 bullets, potion of cure serious wounds 
  Druid Spells Prepared (CL 5th): 
   
  6th—spellstaff (greater dispel magic) 
   
  5th—cure critical wounds, stoneskin 
   
  4th—cure serious wounds, freedom of movement, 
  reincarnate, rusting grasp 
   3rd—cure moderate wounds, plant growth, protection 
  from energy, spike growth (DC 17), wind wall 
   2nd—barkskin, bear’s endurance, bull’s strength, 
  soften earth and stone, warp wood (DC 16) 
   1st—cure light wounds (2), entangle (DC 15), 
  goodberry, longstrider, shillelagh 
   0—create water, cure minor wounds (2), detect 
  poison, guidance, resistance 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 18, Cha 14 
  SQ nature sense, resist nature’s lure, trackless step, 
  wild empathy (1d20+15), woodland stride 
  Feats Improved Initiative, Natural Spell, Track, Two-
  Weapon Fighting 
  Skills Concentration +11, Diplomacy +4, Gather 
  Information +4, Handle Animal +7, Knowledge 
  (nature) +14, Listen +12, Spellcraft +7, Spot +12, 
  Survival +14 
  Possessions combat gear plus masterwork darkwood 
  quarterstaff, sling, cloak of resistance +2, periapt of 
  wisdom +2, ring of protection +2, 250 gp in diamond 
  dust for stoneskin material component, 1000 gp in 
  herbs and oils for reincarnate material components  
   
  S I L K P L AT E AU L AB O RE R 
  CR  11 
  Male half-orc barbarian 10/expert 2 
  CN Medium humanoid (half-orc) 
  Init +7; Senses darkvision 60 ft.; Listen +13, Spot +1 
  Languages Common, Elven, Flan, Orc 
  AC 15, touch 15, flat-footed 15; improved uncanny 
  dodge 
   (+3 Dex, +1 deflection, +1 insight) 
  hp 123 (12 HD); DR 2/-- 
  Fort +11, Ref +8, Will +9 
  Speed 40 ft. (8 squares) 
  Melee +1 merciful cold iron ranseur +17/+12/+7 (2d4+7 
  nonlethal plus 1d6 nonlethal, 19-20/x3) 
  Base Atk +11; Grp +15 
  Atk Options Cleave, Power Attack 
  Special Actions rage 3/day 
  Combat Gear brooch of shielding, potion of barkskin 
  (+5), potion of cure serious wounds (4), potion of 
  haste, tanglefoot bag (2), universal solvent 
  Abilities Str 18, Dex 16, Con 14, Int 10, Wis 11, Cha 6 
  Feats Cleave, Improved Critical (ranseur), Improved 
  Initiative, Power Attack, Weapon Focus (ranseur) 
  Skills Climb +15, Diplomacy +0, Heal +1, Intimidate -1, 
  Jump +20, Knowledge (local—NMR) +1, Knowledge 
  (nature) +3, Knowledge (religion) +1, Listen +13, 
  Profession (landscaper) +1, Spot +1, Swim +6, 
  Survival +13, Tumble +6, Use Rope +4, 
  Possessions combat gear plus +1 merciful cold iron 
  ranseur, cloak of resistance +2, gloves of dexterity 
  +2, ring of protection +1  
   
  Rage Statistics (duration 7 rounds) AC 13 (touch 13, 
  flat-footed 13); hp 147; Fort +13, Will +11; Grapple +17; 
  Str 22, Con 18; +1 merciful cold iron ranseur 
  +19/+14/+9 (2d4+10 nonlethal plus 1d6 nonlethal, 19-
  20/x3) 
   
  NYR7-08 Tinderbox 
   
  Page 57 
  
  APPENDIX 2: NEW RULES 
   
  NEW DOMAINS 
  Community (Spell Compendium) 
  Granted Power: Use calm emotions as a spell-like ability 
  once per day. Gain a +2 bonus on Diplomacy checks. 
   
  Community Domain Spells: 
  1 Bless 
  2 Status 
  3 Prayer 
  4 Tongues 
  5 Rary’s Telepathic Bond 
  6 Heroes’ Feast 
  7 Refuge 
  8 Mordenkainen’s Magnificent Mansion 
  9 Heal, Mass 
   
  Pact (Spell Compendium) 
  Granted Power: Add Appraise, Intimidate, and Sense 
  Motive to your list of cleric class skills. 
   
  Pact Domain Spells: 
  1 Command 
  2 Shield Other 
  3 Speak With Dead 
  4 Divination 
  5 Stalwart Pact 
  6 Zealot Pact 
  7 Renewal Pact 
  8 Death Pact 
  9 Gate 
   
  NEW PRESTIGE CLASSES 
  Contemplative (Complete Divine)  
  (Not reprinted here; used only for non-combat NPC) 
   
  Divine Oracle (Complete Divine)  
  (Not reprinted here; used only for non-combat NPC) 
   
  Mountebank (Complete Scoundrel) 
  Mountebanks are frauds and con artists, capable of 
  slipping into new identities as others change clothing. 
  While they can fit in just about anywhere they go, they 
  are also adept at getting out of tight situations. 
  Becoming a Mountebank: Bards are the most likely 
  to branch into this prestige class. Their versatile skill 
  selection enables them to meet the class’s Knowledge 
  and Spellcraft requirements and to develop other skills. 
  In addition, the bard’s spellcasting ability enhances the 
  mountebank’s class features. Rogues, sorcerers and 
  spellthieves sometimes become mountebanks to 
  improve their battlefield mobility or to enhance 
  existing 
  talents 
  of 
  deception. 
  Spellthief 
  plus 
  mountebank makes an excellent class combination for 
  characters who fight creatures that use spell-like 
  abilities. 
   
  Class Skills (4+ Int modifier per level): Appraise, 
  Bluff, Concentration, Diplomacy, Disguise, Escape 
  Artist, Forgery, Intimidate, Jump, Knowledge (arcana), 
  Knowledge (local), Knowledge (psionics), Listen, Sense 
  Motive, Sleight of Hand, Spellcraft, Spot, Tumble. 
   
  Entry Requirements: 
   
  Alignment: any nonlawful 
   
  Skills: Bluff 8 ranks, Knowledge (arcana), (local), 
  or (psionics) 4 ranks, Spellcraft 4 ranks 
   
  Feats: Deceitful 
   
  The Mountebank 
   
   
   
   
   
   
   
  Hit Die: d6 
   
  Level 
  BAB 
  Fort 
  Save 
  Reflex 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Tongue 
  of 
  the 
  Devil 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Sneak 
  attack 
  +1d6 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Alter ego 
  4th 
  +3 
  +1 
  +4 
  +1 
  Sideslip 
  1/day 
  5th 
  +3 
  +1 
  +4 
  +1 
  Sneak 
  attack 
  +2d6 
  6th 
  +4 
  +2 
  +5 
  +2 
  Alter ego, 
  sideslip 
  2/day 
  7th 
  +5 
  +2 
  +5 
  +2 
  Slippery 
  mind 
  8th 
  +6 
  +2 
  +6 
  +2 
  Sideslip 
  3/day, 
  sneak 
  attack 
  +3d6 
  9th 
  +6 
  +3 
  +6 
  +3 
  Alter ego 
  10th 
  +7 
  +3 
  +7 
  +3 
  Sideslip 
  4/day, 
  sudden 
  escape 
   
  Class Features: This prestige class is all about 
  deception in combat. As you advance, you develop 
  sneak attack in addition to enhancing your Bluff skill, 
  which keeps your opponents flat-footed. By the time 
  you reach the apex of the class, you can transport 
  yourself about the battlefield as you please, preventing 
  your opponents from effectively fighting you. 
  NYR7-08 Tinderbox 
   
  Page 58 
  
   
  Tongue of the Devil (Ex): Your cunning 
  misdirection leaves others at your mercy. You add your 
  Intelligence bonus (if any) to Bluff checks. 
   
  Sneak Attack (Ex): Beginning at 2nd level, you 
  deal an extra 1d6 points of damage when you are 
  flanking an opponent or at any time when the target 
  would be denied its Dexterity bonus. See the rogue 
  class feature, PH 50. The extra damage dealt by your 
  sneak attack increases to 2d6 at 5th level and to 3d6 at 
  8th level. If you get a sneak attack bonus from another 
  source (such as rogue levels), the bonuses on damage 
  stack. 
   
   
  Alter Ego (Sp): Starting at 3rd level, you establish 
  an alternate identity. This alter ego has its own distinct 
  physical characteristics, quirks, preferred clothing, and 
  so on. At will, you can switch your form between that 
  of your normal identity and that of your alter ego. This 
  ability works like the alter self spell, except that you can 
  assume only the appearance of your alternate identity. 
  Your caster level for this ability is equal to your 
  mountebank class level. As you advance in this prestige 
  class, you develop additional alter egos, gaining a new 
  one every three levels beyond 1st (two at 6th and three 
  at 9th). 
   
  Sideslip (Su): Beginning at 4th level, you become 
  supernaturally elusive. Once per day as an immediate 
  action, you can transfer yourself from your current 
  space to another up to 20 feet away. This ability 
  otherwise works like the dimension door spell, except 
  that you cannot transport other creatures with you. At 
  6th level, and at every two levels thereafter, you gain an 
  additional daily use of sideslip. 
   
  Slippery Mind (Ex): Starting at 7th level, 
  whenever you are affected by an enchantment spell or 
  effect and you fail your saving throw, you can attempt 
  it again 1 round later at the same DC. You get only one 
  extra chance to succeed on your saving throw using 
  this ability. 
   
  Sudden Escape (Sp): Beginning at 10th level, you 
  can expend two daily uses of your sideslip ability as a 
  swift action to use dimension door, as the spell. Your 
  caster level is equal to your character level. 
   
  NEW MONSTER 
  Arcane Ooze (Monster Manual 3) 
   
  CR 9 
  N Huge ooze 
  Init -5; Senses Listen -5, Spot -5 
  AC 3, touch 3, flat-footed 3 
   (-2 size, -5 Dex) 
  hp 232 (15 HD) 
  Immune magic, mind-affecting effects, paralysis, 
  poison, polymorph, sleep effects, stunning 
  Fort +13, Ref +0, Will +0 
  Speed 20 ft., climb 20 ft. 
  Melee slam +15(2d6+9 plus 2d6 acid)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +11; Grp +25 
  Special Actions acid, constrict, improved grab, spell 
  siphon 
  Abilities Str 22, Dex 1, Con 26, Int --, Wis 1, Cha 1 
  SQ blindsight 60 ft., immunity to magic, not subject to 
  flanking or critical hits 
  Skills Climb +14 
   
  This creature resembles a fluid mass of green protoplasm. 
  Within its immense bulk, glowing veins throb and pulse with 
  eldritch light. 
   
  Created in ancient times, arcane oozes have long since 
  outlived their original purpose and their long-forgotten 
  creators. The bizarre creatures have a strange affinity 
  for arcane magic. Immune to most arcane magic, 
  arcane oozes drain arcane energy from nearby 
  spellcasters. Some speculate that these oozes were 
  created to combat a rival group of arcane spellcasters, 
  but scant evidence backs any such conclusion. Others 
  suggest arcane oozes arose as a natural response to 
  some cataclysmic event caused by arcane magic. 
  Adherents of these latter theories claim that one day 
  arcane oozes will drown out all arcane magic in the 
  world.  
   
  Normal arcane oozes measure 15 feet across and 3 
  feet thick, and weigh as much as 20,000 pounds.  
   
  Combat 
  An arcane ooze attacks by grabbing and squeezing its prey. It 
  moves instinctively towards the nearest creature capable of 
  casting arcane spells. It can only detect such creatures (or any 
  creature) if they are within 60 feet. If attacked by creatures 
  that it cannot detect (because they are too far away), the ooze 
  instinctively retreats. An arcane ooze can travel easily on 
  vertical surfaces, and it lurks on such surfaces, attempting to 
  catch prey by surprise. 
   
  Acid (Ex): An arcane ooze secretes a digestive acid that 
  dissolves only flesh. Any successful hit in melee combat 
  or a constrict attack by the creature deals an extra 2d6 
  points of acid damage. 
  Constrict (Ex): An arcane ooze deals automatic slam damage 
  and acid damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an arcane ooze 
  must hit with its slam 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. 
  Spell Siphon (Su): An arcane ooze exerts a strange pull on 
  arcane spell energy. Any time an arcane spellcaster begins 
  his turn within 60 feet of an arcane ooze, he must make a 
  DC 25 Fortitude save or lose a random spell of the highest 
  spell level that he has available. For every spell lost by a 
  victim in this manner, the arcane ooze gains temporary hit 
  points equal to 5x the level of the lost spell. These 
  temporary hit points are lost after 1 hour. Line of effect 
  between the spellcaster and the arcane ooze is necessary 
  in order for this ability to work. He save DC is 
  Constitution-based. 
  Immunity to Magic (Ex): An arcane ooze is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against the creature. A magical attack that deals electricity 
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  damage increases an arcane ooze’s speed as if it had been 
  affected by the haste spell for 3 rounds. A magical attack 
  that deals acid damage heals an arcane ooze of an amount 
  of damage equal to half the acid damage that the spell 
  would normally have caused. 
  Skills: An arcane ooze has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
   
  NEW TEMPLATE 
  SPELLWARPED 
  CREATURE 
  (Monster 
  Manual 3) 
  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. 
   
  SAMPLE SPELLWARPED CREATURE 
   
  This example uses a dire rat as the base 
  creature. 
   
  S P E L L W AR P E D  D I RE  R AT 
  CR  
  1/3 
  CE Small aberration 
  Init +4; Senses Listen +4, Spot +4 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 9 (1 HD) 
  SR 12 
  Fort +5 (+5 against poison), Ref +6, Will +3 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee weapon +5(1d4+3 plus disease)  
  Base Atk +0; Grp -2 
  Special Actions disease 
  Abilities Str 14, Dex 19, Con 16, Int 5, Wis 12, Cha 4 
  SQ low-light vision, scent, spell absorption 
  Feats Alertness, Weapon Finesse 
  SkillsClimb +12, Hide +9, Listen +4, Move Silently 
  +5, Spot +4, Swim +12 
  Disease (Ex) Filth fever, bite, Fortitude DC 14, 
  incubation period 1d3 days, damage 1d3 Dex and 
  1d3 Con. The save DC is Constitution-based. 
  Skills A dire rat uses its Dexterity modifier for Climb 
  or Swim checks. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. Dire 
  rats also have a +8 racial bonus on Swim checks. 
   
  This enormous rat looks bigger and more vicious than most 
  dogs. It has coarse, spiky fur bristling with a strange, visible 
  energy, malevolent eyes that glow with an almost 
  preternatural intelligence, and a long, naked tail warped by 
  some unknown force to resemble barbed wire. 
   
  A spellwarped dire rat has the scavenger’s instinct of its 
  kindred combined with the cunning, twisted outlook 
  common to all spellwarped creatures. Its enhanced 
  abilities make it a more tenacious foe than others of its 
  kind, and it attacks without hesitation in response to 
  any threat to its lair or territory. 
   
  A spellwarped dire rat can grow to be up to 5 feet 
  long and weigh over 60 pounds. 
   
  Combat 
  Spellwarped dire rats attack fearlessly, biting and 
  chewing with their sharp incisors while relying on 
  their enhanced abilities and improved Armor Class to 
  protect them from foes.  
   
  Spell Absorption (Su): Whenever a spell fails to penetrate 
  a spellwarped creature’s spell resistance, 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 5x the level of the failed 
  spell. 
   
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5x the level of 
  the failed spell. 
   
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire, or sonic). 
   
  CREATING A SPELLWARPED CREATURE 
  “Spellwarped” is an inherited template that can be 
  applied 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 in 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 
  spell resistance equal to 11 + its Hit Dice. If the 
  creature already has spell resistance, use the greater of 
  the two values. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 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 5x the level of the failed 
  spell. 
   
   
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5x 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. 
   
  NEW MAGIC ITEMS 
  Vest of Resistance (Complete Arcane): 
  These garments offer magical protection in the form of 
  a +1 to +5 resistance bonus on all saving throws.  
  Faint abjuration; CL 5th; Craft Wondrous 
  Item, resistance, creator’s caster level must be at least 
  three times the vest’s bonus; Price 1,000 gp (+1), 4,000 
  gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
   
  NEW SPELLS 
  Stalwart Pact (Spell Compendium) 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: 
  Permanent 
  until 
  triggered, 
  then 
  1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You touch your ally and empower her with a spell that will 
  later take effect in dire need. 
   
  Once this spell is cast, it remains dormant until the 
  subject is reduced to half or less of its full normal hit 
  points. Once the subject has taken enough damage to 
  reduce it to half or lower hit points, it immediately 
  gains 5 temporary hit points per two caster levels 
  (maximum 35 hit points at 14th level), damage 
  reduction 5/magic, and a +2 luck bonus on saving 
  throws. The hit points, damage reduction, and saving 
  throw bonus disappear when the spell ends. 
   
  Material Component: Incense worth 250 gp.  
   
   
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  DM AID: GATHER INFORMATION RESULTS 
   
  At some point during the adventure PCs may wish to 
  use the Gather Information skill to learn about recent 
  happenings in the Midmeadow area. This appendix 
  lists various rumors and events, but do not allow 
  players to keep rolling until they obtain a “good” result. 
  Instead, limit each PC to only one roll on this chart, 
  either individually or to assist another PC. At the same 
  time, encourage PCs with poor skill modifiers to take a 
  chance and roll anyway. Luck (or Fate) may be on their 
  side. 
  • 
  DC 2: Some enterprising elves from Blackwater 
  Park admire “Mugs” MacGruber’s Topless Tavern 
  so much that they want to open a sister franchise 
  called the Bottomless Brewery. Given their liberal 
  standards of dress, it is uncertain whether they 
  will be able to obtain a permit or not. 
  • 
  DC 5: Remember Hinnad, that priest of Merikka? 
  He was mild-mannered enough, but I heard he left 
  town and headed to Greyhawk City because of 
  something up on the Silk Plateau that spooked 
  him. 
  • 
  DC 7: The Traders’ Bazaar has gotten so popular 
  that it has spilled into the city through the south 
  gate. Now people are lining up to buy goods near 
  the place where residents dump their garbage. 
  Something has to be done about that mess. Too 
  bad no one is in charge around here….they could 
  get rich by regulating trade, or put the money back 
  into the city. 
  • 
  DC 10: How come we hear so much about the 
  “rebuilding” of other cities in Nyrond, but no one 
  is rebuilding Midmeadow? Well, I suppose those 
  Plateau folks have done their part, but they did it 
  on their own. It feels like the King just…I don’t 
  know…abandoned us up here…near the Pale 
  border… 
  • 
  DC 12: Remember that Baklunish fellow, Jerod? 
  Yeah, the one with all the etiquette, telling you 
  which fork to use and whatnot. Haven’t seen him 
  in a while, have you? Know why? Because he’s a 
  spy and he left town to go report. To who? Hey, I 
  don’t know. The Pale, a thieves’ guild, that crazy 
  mage from last year, could be any of those. He left 
  town on a southbound caravan, that’s all I’m 
  saying… 
  • 
  DC 15: Wow, did you hear about Callidan Estani’s 
  latest prank? He used some kind of magic paint to 
  turn all the Promenade sewer grates into giant 
  coin-shaped holy symbols of Pholtus! He even 
  created some fake grates that just flip over in the 
  street! I just saw him at sunrise; he had a smirk on 
  his face like the cat that swallowed the canary. I 
  hear that Penrys Bonchal is furious… 
  • 
  DC 17: I saw some Bright Path Pholtans out near 
  the edge of the Silk Plateau last week. Yeah, they 
  looked like they were trying to convert residents 
  there. No one was interested, of course. They all 
  follow you-know-who. Can’t blame a pagan sect for 
  trying, though. 
  • 
  DC 20: Did you hear what happened to Ragnis 
  Halfpint, that eccentric dwarven smithy from 
  Downtown? Apparently, he was sampling some 
  “experimental” ale near the Hole-in-the-Street the 
  other night, and saw something climb out of the 
  hole, sneak into a nearby building, sneak back out 
  with a package, and then climb back down into the 
  hole. Seriously! Would you trust the Spot check of 
  a drunk dwarf? He didn’t know what to think of it, 
  so he told Callidan Estani the next morning. 
  Callidan said it was probably a rogue darktentacles, 
  and not to get drunk near the Hole-in-the-Street. 
  • 
  DC 22: Thanks to those adventurers who were 
  here last year, some pesky traveling bard wrote a 
  stupid ditty about Midmeadow that is all the rage 
  in Stoink. Now they’re calling Midmeadow “The 
  City of Nine Lives.” What number do you reckon 
  we’re on now? 
  • 
  DC 25: The Silk Plateau agricultural output is 
  staggering. We residents will never suffer for food 
  again, but they are so efficient that much of it goes 
  to waste. They could export food to places like the 
  Pale or the Urnst states and make a ton of gold if 
  only someone would organize. Of course, the fact 
  that Pholtans aren’t welcome on the Plateau is 
  probably a hurdle…too bad they can’t get along. 
  • 
  DC 27: Remember that magic item merchant, 
  Rowena Livingston? Yeah, the one who shacked 
  up with that Pholtan acolyte. Rumor has it that she 
  went to jail in Mithat for what happened here last 
  year, but I have it on good authority that she 
  worked out a deal with the King to cede 
  Midmeadow to a Merchant’s Consortium (which 
  she will lead) that is being formed even as we 
  speak. Just you wait. It won’t be long now before 
  Midmeadow is the official commercial hub of the 
  Eastern Flanaess. 
  • 
  DC 30: It’s a shame about the city walls. My 
  grandfather says they used to be so beautiful back 
  in the day, but now the trees are dying, the ground 
  needs more water, and there are gaps all over the 
  place where people have used furniture, cheap 
  wood and junk to cover the holes. It’s sad. All the 
  human leaders have done a terrible job over the 
  years. Those Plateau druids could fix things, I bet, 
  but there’s no one to ask them, and why would 
  they? No one is giving them any authority… 
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  • 
  DC 35+: a merchant who just pulled into the 
  Bazaar says he saw a battalion of Nyrondese border 
  guards heading south on the main road from the 
  Pale. Isn’t that odd? Was there a troop recall? 
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  DM AID: MAP OF MIDMEADOW, CY 596−597 
   
   
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  DM AID: MIDMEADOW SEWER GRID D−23 
   
   
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  DM AID: BANDIT ENCAMPMENT AND SILK PLATEAU 
   
  BANDIT CAMP 
   
   
  SILK PLATEAU 
   
   
  
   PLAYER HANDOUT: THE SENDING 
   
  Everything is connected 
  By Her invisible web 
  Barriers are erected 
  Causing my essence to ebb 
   
  Fearful metamorphosis 
  An expendable drone 
  Moral telekinesis 
  Midmeadow, my cocoon 
   
   
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