TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URC6-01 
   
   
   
   
   
   
  Death of a Bird 
   
  A Two-Round D&D Living Greyhawk®  
  County of Urnst Regional Adventure 
  Version 1.4 
  Round 1 & 2 
  by Michelle Lutz 
  Triad Editor: D’Anne Rooney 
   
   
  The hunt is on. The Contessa has passed sentence. Now you need to gather proof that the one you are after is truly the 
  culprit and bring him or her to justice. A Two-Round Adventure for APLs 6-14. 
  
  Introduction  
   
   
   
   
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the preparation 
  and voting segment of the game. Read this page carefully 
  so that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First, you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet. The judge should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a Living 
  Greyhawk character generated, get a copy of the current 
  Living Greyhawk character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one. Once all players have a Living 
  Greyhawk character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the Living Greyhawk Gazetteer. 
  Living Greyhawk Levels of Play  
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  Determine the character level for each of the PCs 
  participating in the adventure. 
   
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained for 
  war), other than those brought by virtue of a class ability 
  (i.e. animal companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number of levels 
  you add to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or fewer 
  animals of this type, and animals with different CRs are 
  added separately. Nevertheless, if a character has the 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 2 
  
  # 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 
  Mounted Combat feat, he may bring a single warhorse, 
  light or heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
   
  Sum the results of 1 and 2, and 
  divide by the number of characters 
  playing in the adventure. Round to 
  the nearest whole number. 
   
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, 
  you will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may 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 will receive only one-half of the 
  experience points for the adventure. Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well. 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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not play 
  the scenario unless the highest APL supported by the 
  adventure is APL 12. 
   
  Note: Living Greyhawk adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a Living Greyhawk 
  adventure. If a group is APL 1 there are three things that 
  the group can do to help even the score. 
  Attempt to create a table of six 1st-level characters, or try 
  to enlist higher-level characters to play at that table. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are considered 
  trained to attack. PCs who want their dogs to attack must 
  succeed at a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack that 
  round. This is a move action (spoken command) that may 
  be attempted each round. If the animal is wounded or has 
  taken any non-lethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard two-round 
  Regional adventure, set in the 
  County of Urnst. Characters 
  native to the County of Urnst 
  pay one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp 
  per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches 
  and healer’s kits, and may suffer 
  other 
  in-game 
  penalties 
  (or 
  possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  Acknowledgements  
   
   
  The author would like to thank the following individuals 
  for assisting with the production of this scenario: Jeanne 
  Scharfenberg, Timmy Creese, and the playtesters. The 
  author would also like to thank Rick Clark for his work 
  on the canon for the Knights of the Swan. If any 
  contributors have been overlooked, it is the fault of the 
  editors, not the author. 
  Adventure Background 
   
   
   
  The Hand and the Wizard are a brother-sister criminal 
  pair first introduced in URC3-03 The Truth Lies in Trigol. 
  The sister, known as the Hand, is a one-handed assassin. 
  Her brother is an Arcane Trickster who helps his sister 
  with all her plans. She is the leader and they have 
  gathered a small following of criminals. She first set up 
  "shop" in Trigol where she found an old acquaintance of 
  hers and her brother’s (prior to becoming an evil 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 3 
  
  criminal). She had him and his wife murdered. The Hand 
  and the Wizard are originally from Tenh, but unlike most 
  Tenhas, are pure Oeridian. 
   
  Some characters might have killed the Hand and or 
  the Wizard in the first module. At the module’s premiere, 
  the majority of the people captured both of them and 
  they escaped thanks to an unknown benefactor. 
   
  During URC4-08 Cold Trails the players learned that 
  the Hand and the Wizard had set up a smuggling ring 
  within several different cities. They are asked to destroy a 
  ring either in Dominion or in High Mardreth. Most 
  destroyed the ring in Dominion. Since most went to 
  Dominion, the High Mardreth ring was not completely 
  destroyed, though there most prominent leaders and ship 
  was captured. The whereabouts of the Hand and the 
  Wizard was not discovered during this module. 
  � Starkwall: This is a small but bustling frontier town 
  at the end of the Stone Road along the County’s eastern 
  border with Nyrond. A small open market, a row of 
  shops, several houses, temples of Hieroneous and 
  Pholtus, Gundersson’s Tavern, and The Sleeping Dog Inn 
  all lie within its wooden palisade. Outside the walls are 
  clustered several small houses and farmsteads. 
  � High Mardreth: This town and its port were 
  introduced in URC1-09 Jeux de Vagues. In CY590 Prince 
  Zeech of the Bandit Kingdoms burned part of the wharf. 
  Admiral Maerhist still holds a grudge, and regrets letting 
  it happen and allowing Prince Zeech to slip through his 
  fingers. In Jeux de Vagues, the ship Kroesus and her 
  Captain were ferrying refugees from the Shield Lands 
  back home. Kroesus is currently in port and the Captain 
  is willing to help capture any smugglers that they can. 
  � Count’s Markham:  This town was introduced in 
  URC1-10 Drowning in Darkness. Lord Malthanus Gellor, a 
  paladin of Hieroneous, runs the town. The town is 
  mainly made up of Hieroneans. 
  � Trigol: This town was introduced in URC3-03 The 
  Truth Lies in Trigol. The town has an influx of refugees 
  from the Greyhawk Wars, mainly from Tenh and 
  Nyrond. Newtown was hastily erected to accommodate 
  all the refugees. In the last two years, the division 
  between the refugees and the natives has decreased. This 
  is partially due to the refugees leaving and heading back 
  to the home countries. 
  � Radigast City: This city is the capital of the County 
  of Urnst and was first introduced in URC1-03 Tear of Pelor. 
  Radigast City has been in many other modules since 
  then. Besides being the capital, it is also the largest city in 
  the County of Urnst and many foreign dignitaries can be 
  found there. Many of the wealthy merchant houses have 
  at least one home in Radigast City. 
  Adventure Summary 
  Introduction: The Contessa has made a call for all 
  heroes. She informs everyone gathered that her son has 
  been assassinated and an attempt was made on her 
  daughter. She needs help finding who did this, as well as 
  proof that they were the one. Sentence has been passed if 
  all gathered can prove that this person is the guilty party. 
  The sentence is death, either in capture (must bring 
  proof), or upon turning them over to a Knight of the 
  Swan. 
  Encounter 1: The party can search for clues at the 
  death site. They should be able to find a hidden symbol 
  belonging to the Hand. At the site were the attempt 
  happened they can also find a hidden symbol of the 
  Wizard. All information about the current whereabouts 
  of the Hand and the Wizard indicate that they are in 
  High Mardreth. 
  Encounter 2:  A quiet journey to High Mardreth leads 
  the party to learning that the smuggling ring is still here. 
  Though the ship was captured, and most members were 
  captured or killed, there are still some that remain active. 
  All indications are that the Hand and the Wizard are 
  holed up with the remaining smuggling ring. 
  Encounter 3: The party has found that there is shady 
  business going on at the Mermaid’s Tail. The party needs 
  to figure out what is going on there and defeat the 
  remaining smugglers. Once defeated the party learns that 
  the Hand and the Wizard had not been here in months. 
  Last anyone has heard they were heading towards 
  Starkwall to stir up trouble. 
  Encounter 4: The party finds out that operatives of the 
  Hand have been trying to have a war break out between 
  the Kingdom of Nyrond, the County of Urnst, and 
  possibly the Bandit Kingdoms. There are rumors that the 
  Hand and/or the Wizard have come for a visit to help the 
  operatives. 
  Encounter 5: Finding the hideout was easy but getting 
  into is hard. The party has to go through several traps 
  before they can find the operatives. Most of those here 
  come from Nyrond and the Bandit Kingdoms. The 
  Knights of the Swans left thinking all was done here. 
  After defeating the operatives, the party finds that the 
  Hand and the Wizard are again working out of Trigol and 
  stirring up trouble. 
  Encounter 6: The search for the Hand and the Wizard 
  has led the party to Trigol. They must now figure out 
  where they might be hiding. While on the search 
  (gathering information), a barroom brawl breaks out 
  between several refugees and several natives (locals). The 
  party finds out that a way station has been set up an hour 
  outside of Gellor’s Gate and that somehow the Hand and 
  the Wizard are involved. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 4 
  
  Encounter 7: The party must travel to the way station 
  and stop those that have set it up. They must defeat those 
  impersonating County guards and find out the Hand and 
  the Wizard were last seen heading towards Count’s 
  Markham. 
  Encounter 8: An uneventful journey leads the party to 
  Count’s Markham. The party must find out where the 
  Hand and the Wizard might be hiding out and what 
  mischief they are up to here. They find out that not all is 
  as it seems with Lord Malthanus Gellor. They must go to 
  his estates to find out what has been going on. 
  Encounter 9: The party has learned that occasionally 
  there seems to be two Lord Malthanus Gellors walking 
  around. They have learned which one is the imposter and 
  is a plant from the Wizard. After defeating the imposter 
  (doppelganger) and his assistant, the party learns that the 
  Hand and the Wizard are based and operating out of 
  Radigast City. 
  Encounter 10: The party has come full circle. The trail 
  of the Hand and the Wizard has led them back to 
  Radigast City. The party must now find where in Radigast 
  City they are hiding out. Going to the different districts 
  the party learns that the Hand and the Wizard own a 
  house here and that they are probably staying there. The 
  house is in Southtown as close to the Seer’s District as 
  possible. 
  Encounter 11: The party has finally found the hiding 
  place of the Hand and the Wizard. They are in a house 
  they own in Southtown. It is now time for the party to 
  bring them to justice. 
  Conclusion: The Hand, the Wizard, and Blade have 
  been brought to justice. The Contessa and Sir 
  Whittenbock thank the party for their assistance in these 
  matters of state. 
  Preparation for Play 
  Find out whose character:  
  • 
  Is a (certed) member of one of the County’s 
  militaries 
  • 
  Is a (certed) member of the Knights of the Swan 
  • 
  Has the enmity of the Knights of the Swan. If 
  anyone does, the others must vouch for that person. 
  If it is the whole table they must convince the NPC 
  that they are still trustworthy 
  • 
  Has played the Lordmakers series (high or low) 
  • 
  Has played Truth Lies in Trigol 
  • 
  Has played Cold Trails 
  Introduction 
  DM’s Note:  If the table does not make the minimum 
  APL, Sir Whittenbock will turn them away for not having 
  proven themselves yet. This module was not meant for 
  characters less than APL6. 
  The call has traveled fast and wide. The Contessa has 
  called her Knights of the Swan, her military that can 
  be spared, and her heroes. Everyone is to meet in 
  two days time so the fastest steeds are in high 
  demand. You have answered her call and arrive in 
  Radigast City early this afternoon. The meeting is at 
  dawn tomorrow. 
   
  Needing a place to stay, the party has found your 
  way to the Highbrows Inn in Northtown. The 
  merchants in High Market Square, as you passed 
  through, were advertising that they would be open 
  late tonight and early tomorrow. Merchant caravans 
  that shared the road here with you set up shop or re-
  supply the tents already here. You pass a Temple of 
  Olidammara, and can see the outlines of the Temple 
  of Xerbo. On your way to the Highbrows Inn, you 
  also pass the Blue Gopher Tavern, which seems to be 
  overflowing with people. 
   
   
  “Welcome to my inn. Sorry about the crush, but 
  many have come to answer the Contessa’s call. What 
  are you drinking and eating? One drink and 
  tonight’s and the morning’s meal are paid for. Any 
  additional drinks you will need to pay for. 
  Unfortunately there are so many Knights of the 
  Swan and ranking (Officer) military members so I 
  have no rooms left for you but the common room 
  has plenty of room,” says a middle age human male 
  as you enter. 
  If they wish to stay at any other inn, they find that there 
  are no rooms but the benefits of the meals and a drink do 
  not apply. 
  � Jordan Malkiev: Male human Com3/Exp4 
  Many wear the uniforms of the military or wear the 
  badge of the Knights of the Swan. There are several 
  like you who must be heroes of the County. The 
  heroes have congregated into one of the corners as 
  the others have taken over the rest of the inn. (If 
  someone is in military garb, or a Knight of the Swan, 
  continue) Several of the military and/or Knights of 
  the Swan have also gathered in the corner. Have 
  everyone introduce him or herself. 
   
  In the morning, every one is awakened before 
  dawn and a hearty meal is placed upon the tables. 
  Before most can even sit down, Sir Whittenbock 
  enters into the Inn. “Good morning all. Sorry to 
  interrupt your meal but you must be going so that 
  we can meet the Contessa on time. I have been 
  informed that we are to meet her in the courtyard of 
  the palace.” With instructions being given, Sir 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 5 
  
  Whittenbock turns and leaves, expecting his men to 
  follow.  
  Give the party time to say that they are going to follow 
  also. 
   
  Sir Whittenbock heads straight back towards 
  the palace. The gates to the Administrative Circle 
  remain open. The guards on either side remind you 
  that most people are not allowed to enter. Sir 
  Whittenbock waits by the guards until everyone has 
  entered before taking the lead again. You walk 
  through the Administrative Circle with its massive 
  buildings, including the Museum of Arts. 
   
  Sir Whittenbock leads you to a large courtyard. 
  This is where you sent off the valiant adventurers to 
  their certain death to save the County during the 
  civil war. On the balcony above stands a slender 
  woman with dark hair that is beginning to show 
  streaks of gray and silver. This is Contessa Elone 
  Hofre Gellor.  
   
   
   
   
  “Thank you for coming to my call. A tragedy has 
  occurred in the last few days. My son, Tristelone, was 
  assassinated and my daughter, Cyanna, had an 
  attempt at her life at the same time.  
   
  The penalty for assassinating a member of the 
  royal family, or a visiting dignitary, is death.  
   
  We need to apprehend the individual or 
  individuals responsible and I need proof that it was 
  them. Upon receiving the proof, their sentence will 
  be carried out by members of the Knights of the 
  Swan as dictated by law.  
   
  I am asking for your help in finding this proof, 
  as well as the individual or individuals responsible. 
  If you choose” (members of the Knights of the Swans do 
  not have a choice) “please see Sir Whittenbock for 
  further instructions and information. I must speak 
  to my people and let them know what happened. I 
  am depending on you.” 
  Sir Whittenbock is standing off the side with a small 
  group of Knights of the Swan and his responses depend 
  on the person seeking him out as listed below. 
  To anyone who is not a Knight of the Swan. 
  “I see that you have decided to assist us in this 
  matter.”  
  If there is anyone who is in disfavor with the Knights of 
  the Swan  
  “Are you sure that he/she can be trusted with this 
  important matter?”  
  Others must vouch for them or if it is an entire party, a 
  knight will be assigned to go with them to ensure that 
  they are upholding the law and keeping their word.  
  Otherwise continue  
  “Here are your instructions: You may not interfere 
  with any investigation on-going for other matters. If 
  you uncover any information, or if you are departing 
  to any other city, you must report it to a Knight of 
  the Swan.  
  All of the major cities and border towns have a 
  Knight of the Swan on duty. To get immediate access 
  to a Knight of the Swan, tell them you are on the 
  Swan Mission. They will know how to get the 
  information back to the Contessa.  
  Once you know who the culprits are, attempt to 
  capture them. If they resist, use all necessary force to 
  bring them in for judgment.  
  If they die in the process of being captured, you 
  will need to report everything that happened so that 
  we have a written report. Additionally, do not 
  attempt to move the bodies away from the scene, my 
  men will do that. The location will be part of the 
  report as my men find it.  
   
  I’m sorry but no writs will be given by me. Other 
  Knights of the Swan may do so for their area but 
  since we want to keep who is doing the investigation 
  as quiet as possible, it is not safe for me to give you a 
  general writ.  
   
  So 
  far, 
  it 
  appears 
  that 
  two 
  individuals 
  assassinated, and attempted to kill, the royal heirs. 
  The assassination occurred in a small town between 
  here and Muddich, and the attempt occurred in a 
  small glade just south of the city. We were unable to 
  recover anything from the scenes. Feel free to see if 
  you can. What questions do you have for me?” 
  Sir Whittenbock knows the following information about 
  the assassination and the attempts: 
  Lord Tristelone 
  • 
  He was 16 years old. 
  • 
  He was studying under the tutelage of Gattersby. 
  • 
  He was studying to be a rogue and helped out greatly 
  during the civil war. 
  • 
  Tristelone’s body is being prepped for burial. The 
  ceremony will be in the morning. 
  • 
  He was not raised because they could not contact his 
  spirit. They are not sure why. 
  • 
  The body shows that only one attack killed him. It 
  was expertly placed. 
  • 
  The party should not think of attending unless they 
  have finished the job before them. 
  • 
  He was killed in Farthing Thorpe, which is located 
  on the trade route between Radigast City and 
  Muddich. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 6 
  
  Lady Cyanna 
  • 
  She is 18 years old. 
  • 
  She is highly skilled in the woods and like her 
  brother was a great help during the civil war. 
  • 
  She is a ranger of some power. 
  • 
  You may speak with her if you like. She is staying in 
  the palace to help her mother. 
  • 
  She has been known to track down killers before. 
  • 
  Her animal companion, a large wolf, did not survive 
  the attack but it gave Cyanna the upper hand.  
  • 
  The animal companion was already laid to rest, 
  returning it to nature. 
  • 
  We have to watch Cyanna to make sure she doesn’t 
  do anything stupid and try to track down the culprits 
  on her own. Her mother wants her here by her side. 
  Trying to watch a free spirited young woman who 
  has proven herself during the civil war is not easy. 
  • 
  She was attacked in a forest glade just north of 
  Holbrook. 
  Attack Sites 
  Each site is a half-day journey from Radigast in opposite 
  directions. 
  The bodies have been removed from each location 
  Before departing Sir Whittenbock gives you a note 
  (choose either a Knight of the Swan, the highest ranking 
  military member, or who you think will lead the group). 
  The note reads: When in or around Radigast City 
  report all findings to me. You will find me at my 
  residence. Sir Karl Whittenbock, Knight Exemplar 
  of the Knights of the Swan 
  DM’s Note: Information about contacting the Knights of 
  the Swan for a given city is listed after the problem is 
  solved for a given city (so at the end of the second 
  encounter for each location). 
  If the party chooses to speak with Lady Cyanna, they will 
  gather the following information. 
  � Cyanna Gellor: Female human, 18, Rgr10 
  • 
  The man that attacked her started with magic in the 
  dead of night. 
  • 
  She was lucky the she had some warning from 
  Rianna (her animal companion). 
  • 
  He was no assassin, his skills were elsewhere. 
  • 
  She couldn’t describe him. 
  • 
  He came with a friend or two – Rianna and I 
  managed to kill at least on of his friends. 
  • 
  No idea what happened to his body, when I went 
  looking I couldn’t find it. 
  • 
  Wishes her mother would let her track down who 
  did this to her brother but she wants to make sure 
  rules are followed. 
  • 
  My mother is worried that I will get hurt because I 
  want revenge too much. 
  Encounter One: Hidden 
  Symbols 
  The Thorpe of Farthing 
  The merchant caravans coming from Muddich are 
  numerous on the road north. The port must be bustling 
  with activity. About halfway between Radigast and 
  Muddich is a thorpe inhabited by mostly halflings. There 
  is an inn, a blacksmith, a general store, and a large area for 
  pitching tents and parking wagons. The assassination 
  happened in one of the stable stalls. The door to the 
  stable is slightly open. Entering the stall, you find very 
  little blood. 
  • 
  Search check (DC 26) to find a hidden symbol 
  (player’s handout #1).  
  • 
  Heal check (DC 18) to realize that who ever did this 
  assassination knew exactly where to place the kill.  
  • 
  Intelligence check (DC 15) (if this character played 
  Truth Lies in Trigol) to recognize the symbol as the 
  Hand’s or (DC 18) (if this character played Cold 
  Trails) to deduce this is the symbol of the Hand. 
  In the Glade 
  The Coast Road out of Radigast City to the South is 
  massed with people. Rumors of the murder of the 
  entire Royal Family make its way to your ears as the 
  crowd searches for anyone who has answers. Seeing 
  you leaving the city, they turn to you for the 
  answers.  
  Let the party decide if they want to speak. Diplomacy 
  check (DC 15) to calm their fears or a Diplomacy check 
  (DC 18) to convince them that the Contessa is planning 
  to speak to everyone in a matter of hours in Radigast City.  
  As you continue on, the mass of people abates as you 
  near the forest. The woods are strangely quiet. The 
  only sounds that can be heard are you moving 
  through the forest. Something has scared the 
  creatures and they have yet to return.  
  For any druid or ranger the lack of sounds is to the 
  extreme. Animal Companions must make a DC 15 will 
  save or become shaken.  
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 7 
  
  In a small clearing you find red instead of green, bit 
  of black too. Even to the deadest of noses the stench 
  is almost unbearable  
  • 
  (DC 15 Fort Save or be sickened for the next 2 
  minutes). 
  • 
  Heal Check (DC 18) to realize there is too much 
  blood for only 1 person and an animal companion. 
  • 
  Search check (DC 15), under one of the trees most of 
  the blood is pooled and something heavy laid here. 
  (DC 20) There are several smaller patches where 
  something laid for a while indicating that the druid 
  or the attacker had assistance. (DC 23) to find a 
  hidden symbol (player’s handout #2).  
  • 
  Intelligence check DC 18 (if this character played 
  Truth Lies in Trigol or Cold Trails) to deduce the 
  symbol is the Wizard’s.  
  • 
  Spot Check (DC 20) to notice someone firing an 
  arrow towards the party.  
  As you search around an arrow suddenly flies into 
  the clearing… 
  APL 6 (EL 8) 
  � Ranger: Male elf Rgr6; hp 39; see Appendix 
  One. 
  � Scout: Male wood elf Sct6; hp 39; see Appendix 
  One.  
  APL 8 (EL 10) 
  � Ranger: Male elf Rgr8; hp 51; see Appendix 
  One. 
  � Scout: Male wood elf Sct8; hp 51; see Appendix 
  One. 
  APL 10 (EL 12) 
  �    Ranger: Male elf Rgr10; hp 63; see Appendix 
  One. 
  �    Scout: Male wood elf Sct8/Drv2; hp 65; see 
  Appendix One. 
  APL 12 (EL 14) 
  � Ranger: Male elf Rgr12; hp 75; see Appendix 
  One. 
  � Scout: Male wood elf Sct8/Drv4; hp 79; see 
  Appendix One.  
  APL 14 (EL 16) 
  � Ranger: Male elf Rgr14; hp 87; see Appendix 
  One. 
  � Scout: Male wood elf Sct8/Drv6; hp 93; see 
  Appendix One. 
  Tactics: The Ranger’s animal companion made the DC 15 
  will save to not be shaken. The Scout will fight to the 
  death while the ranger will surrender when his animal 
  companion is dead or it is at 1/3 of his hit points or at 20 
  or less hit points (which ever is less). The Scout will 
  always move between attacks the minimal of 10ft. They 
  will attack from range moving in to close combat. 
   
  DM Note: The area outside the glen is lightly forested. 
  Movement is not hampered in the trees.  
  Information from the Scout and Ranger (they will 
  never identify their employer): 
  • 
  They were sent to clean up the mess left by their 
  employer 
  • 
  Last heard he was headed to High Mardreth 
  • 
  Something about further from base (they aren’t sure 
  the meaning) 
  • 
  No one was suppose to be here 
  The party must report to the Knights of the Swan. 
  Entering Radigast City through the Merchant’s Gate 
  brings you back to the crush of Southtown. 
  Traveling through the streets is tough but finally 
  you make it to a modest two-story house belonging 
  to Sir Whittenbock. Knocking on the front door gets 
  you rushed right in to see Sir Whittenbock. “What 
  have you found out about who did this awful deed?” 
  Sir Whittenbock says looking up from a mass of 
  paperwork. 
  Depending on where the party is going next Sir 
  Whittenbock gives them a point of contact. 
  • 
  High Mardreth: Sir Geoffrey Byrne, steward of 
  Baron Anasail Underley 
  • 
  Starkwall: Sir Lentier is your point of contact. If he 
  is not in town, he should be at Oxbow’s End about 20 
  miles north of Starkwall.  He visits his frient and 
  fellow knight a lot. 
  • 
  Trigol: You will need to travel to Knight’s Hold 25 
  miles Southeast of Trigol. There you should speak 
  with Dame Rachel Duncombe. 
  • 
  Count’s Markham: You will need to speak with Sir 
  Ansil Tren who is there temporarily teaching young 
  perspectives the ways of Knighthood. 
  • 
  Radigast City: So long as you stay in Radigast City, I 
  am your point of Contact. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 8 
  
  Encounter Two: The Search 
  Begins – High Mardreth 
  Read the first sentence only if the party has figured out 
  they are after the Hand and the Wizard. Replace with the 
  suspects if they have not.  
  By Land 
  All indications are that the Hand and the Wizard are 
  hiding out in High Mardreth. The two-day journey 
  to High Mardreth was quiet with only caravan 
  wagons as the company on the road. 
   
  As you reach the main gate of High Mardreth, a 
  guard steps out. “Halt. What is your purpose of your 
  visit?  Please enter your name and occupation here 
  and state all weapons you are bringing into the city.” 
   
  The gate leads into Watertown. This section of 
  town is close packed and dirty. The streets are filled 
  with people. Some bear the crest of Hieroneous. 
  These are the refugees from the Shield Lands. 
  Intermixed with them are those of Flan descent, 
  refugees from Tenh. To the right is Hilltown. The 
  roads and buildings are cleaner and more carefully 
  planned out. This section houses the well to do. 
  Even from this distance the skyline of Hilltown has 
  one large gold dome marking the location of the 
  Cathedral of Xerbo. Straight ahead are several 
  storehouses raising high above those buildings 
  around them. These mark the wharf district. Far to 
  the west the towers of the Admiralty can be seen. 
  The castle lies below and houses Her Noble 
  Contessa’s Flotilla. 
  By Sea 
   
  All indications are that the Hand and the 
  Wizard are hiding out in High Mardreth. The Nyr 
  Dyv was surprisingly calm as you sailed down the 
  coast to High Mardreth.  The two-day journey ended 
  with the docking at the wharf.  The dock master 
  greets everyone as they disembark.  “It is my duty to 
  welcome you to High Mardreth.  Please enter your 
  name and occupation and state all weapons that you 
  might be bringing into the city.  I’m sorry to have to 
  ask this of you but the city is getting concerned 
  about those who are coming in by sea since the 
  smuggling incident last year.”  He holds outa book 
  for everyone’s information. 
   
  The wharf district is riddled with large 
  storehouses towering above the other buildings 
  around.  Despite their height, the large gold dome of 
  the Cathedral of Xerbo can be seen in Hilltown. 
  Hilltown is clean and carefully planned out 
  compared to other sections of the city. To the left is 
  the Admiralty can be seen with its great stone walls 
  encircling the castle and Her Noble Contessa’s 
  Flotilla.  Staight ahead beyond the wharf lies 
  Watertown.  This is the home of the few refugees 
  from the Shield Lands and Tehn that are left.  The 
  sounds from the mass of people can faintly be heard 
  from here.  Watertown is closely packed and dirty. 
  DM’s Note: This encounter is role-play intense! If the 
  scenario is running at a time-sensitive event, direct the 
  players to the most significant information sources, 
  highlighted in gray. If no more than 5 minutes are spent 
  at each interview, this encounter will take a maximum of 
  30 minutes Otherwise, let the players wander around the 
  town, and enjoy the role-playing opportunities! 
  The party can find information from the following 
  groups:  
  • 
  The Waveweavers 
  • 
  Company of Free Trade 
  • 
  Merchants’ Guild 
  • 
  Fisherman’s Guild 
  • 
  Longshoremen 
  • 
  Tanners and Leatherworkers 
  • 
  Sinking Ship Inn 
  • 
  Helvik’s Teeth 
  • 
  Local temples and shrines 
  • 
  Captain Underley. 
  The Loyal and Solemn Order of the Woven 
  Wave (Waveweavers): 
  • 
  We are back on just about every ship. We have 
  actually had the problem of not having enough of us 
  to be on the number of ships. 
  • 
  Fishing is really good this year. 
  Company of Free Trade: 
  • 
  We managed to keep the smaller shops open after 
  the smuggling ring was broken up but we are still 
  seeing some the exotic goods coming through in 
  shops belonging to the Merchant’s Guild. 
  • 
  Imports are still in high demand and before we have 
  a chance to ask for them or pick them up, the 
  Merchant’s Guild has them. 
  • 
  It’s good to see the new wharf area has more patrols 
  going through it now. I don’t think even the 
  sneakiest sort can do anything fishy there. 
  • 
  Not sure about the new owners of Mermaid’s Tail, 
  they seem to be some of the scum from the 
  Merchants’ Guild. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 9 
  
  Captain Holdir Underley: 
  • 
  The number of goods flowing through the Customs 
  House has increased and it’s keeping everyone busy. 
  • 
  We now patrol the new wharf and at the Growfest 
  festival, we plan on having the official opening. 
  • 
  The Navy has now increased their patrols and has 
  not seen any suspicious activity. 
  • 
  A small faction of the Merchants’ Guild runs the 
  Customs House. The head inspector is Marlit Criff 
  and she is a stern woman. 
  Merchants’ Guild: 
  • 
  We have cracked down on what is being sold in our 
  stores and had several of our Merchant’s thrown in 
  jail after the discovery of the smuggling guild.  
  • 
  Everything is back to normal and business is 
  booming. 
  • 
  The Company of Free Trade are upstarts that do not 
  know what is in the best interest of the County. 
  • 
  The Company of Free Trade has been diverting 
  traffic away from a certain newer building in the 
  wharf district. That may be something worth looking 
  into. 
  • 
  The party is welcome to check anyone’s store to see if 
  there is anything that should not be here. 
  • 
  Not sure about the new owners of Mermaid’s Tail, 
  they seem to be connected with the Company of 
  Free Trade. 
  • 
  Marlit Criff: The Customs House is booming. The 
  additional help that I got recently is doing wonders. 
  If any goods are being sold that shouldn’t be they’re 
  not coming through here. 
  Fisherman’s Guild: 
  • 
  Fishing has been good this year and is helping us 
  feed the rest of the County. 
  • 
  There have been a few extra boats on the Nyr Dyv 
  but probably because fishing is good. They have been 
  smaller boats and those that fish for their families are 
  not asked to join the union. 
  • 
  Do not trust what the Longshoremen say – they are 
  ex-marines you know.  
  DM’s Note: The Fisherman’s Guild is made up of mainly 
  ex-navy sailors and there is a grudge between the 
  Longshoremen and the Fisherman’s Guild that has been 
  known to cause several of the brawls around town. 
  Longshoremen: 
  • 
  Watch out for the Fisherman’s Guild, they can be too 
  slick for their decks – they are ex-navy sailors you 
  know.  
  • 
  There has been notice posted around the wharfs of 
  someone looking for strong men and women to hire. 
  Something about loading and unloading of cargo. 
  They aren’t going through us, which is the usual 
  way. 
  DM’s Note: The Longshoremen is made up of mainly ex-
  marines 
  and 
  there 
  is 
  a 
  grudge 
  between 
  the 
  Longshoremen and the Fisherman’s Guild that has been 
  known to cause several of the brawls around town. 
  Tanners and Leatherworkers: 
  • 
  We have seen some strange hides lately - they seem 
  to be from the north based upon their thick hide. 
  The number has reduced but they are still coming 
  through. 
  • 
  There have been many more regional pelts coming 
  through. Trying to get them tanned quickly as 
  requested is difficult, especially since any new 
  people brought on would be apprentices until 
  they’ve proven their skills. 
  • 
  There has been a large increase in requests for 
  leather goods. For a while, it was armor but that was 
  expected during the war. Now there is large request 
  for other items that are not usually in such high 
  demand. 
  • 
  Questionable work seems to be coming from the 
  Mermaid’s Tail. 
  Xerbo Temple: 
  • 
  The Temple coffers have been a little richer lately 
  but we have not noticed that trade has picked up. 
  • 
  The Merchants’ Guild have been coming in large 
  numbers to offer prayers that their goods will make 
  safe voyages. 
  Temple of Osprem: 
  • 
  We hear that Helvik’s Teeth has competition, 
  something they must not like. 
  • 
  Members of the Fisherman’s Guild and the 
  Longshoremen often come here – this is one of the 
  few places of neutral ground. 
  • 
  The Longshoremen in general are willing to give a 
  little more than usual to our coffers – nothing that 
  we would complain about however. 
  Temple of Atroa: 
  • 
  The number of refugees has gone down recently but 
  it could be from the Kroesus returning the refugees 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 10 
  
  from the Shield Lands to their homes, and since the 
  civil war, sending the Nyrondese back across the 
  border. 
  • 
  We have seen an increase of gifts since the war 
  ended. Many people want to see a quick recovery 
  and hope that Atroa will allow for it. 
  • 
  We are going to have a large celebration for Growfest 
  again this year. Last year’s was a huge success and we 
  are going to try to top it this year. 
  Zilchus Chapel: 
  • 
  The Temple coffers have been a little richer lately 
  but we have not noticed that trade has picked up. 
  • 
  Several members of the Merchants’ Guild seemed 
  more willing than usual to donate to us. 
  Chapel of Procan: 
  • 
  We hear that Helvik’s Teeth has competition, 
  something they must not like. 
  • 
  Also hear that the Mermaid’s Tail has new owners. 
  • 
  Members of the Fisherman’s Guild and the 
  Longshoremen often come here – this is one of the 
  few places of neutral ground. 
  • 
  The Fisherman’s Guild in general are willing to give 
  a little more than usual to our coffers – nothing that 
  we would complain about however. 
  Norebo Chapel: 
  • 
  This temple is most frequented by members of 
  Helvik’s Teeth and currently this is the largest 
  population found inside. 
  • 
  There have been a lot more people coming in here 
  lately. Mainly sailors and not the sort we would have 
  originally thought. 
  • 
  Several interesting characters were in here this last 
  week. Something about a new job in the Mermaid’s 
  Tail. 
  • 
  Seems like the Sinking Ship Inn might have some 
  competition from the new owners of the Mermaid’s 
  Tail. 
  Shrine to Trithereon: 
  • 
  It has been quiet here. We are just seeing the normal 
  patronage. 
  Helvik’s Teeth: 
  Members are all smugglers and hide behind legitimate 
  trade unions. The only groups without members are the 
  Company of Free Trade, the Waveweavers, and the 
  Temple of Atroa. There is a 10% chance that a member 
  will be found. In the temple of Norebo the chance goes to 
  70% if they talk to those praying. 
  • 
  We have noticed that those taking our business are 
  still working but are much more discreet. 
  • 
  We know of their goods but their ways are not 
  known to us any more. 
  • 
  We stay away from the Mermaid’s Tail now and we 
  suggest you do to. They give us a bad rap. There is 
  something shady going on there. 
  Sinking Ship Inn: 
   
  • 
  Someone new owns the Mermaid’s Tail. Don’t trust 
  the business being done there. 
  • 
  The drinks at the Mermaid’s Tail seem to have some 
  cinnamon in them. Cinnamon is allowed but not in 
  the quantity they are using. They may also be using 
  other exotic or illegal goods. 
  • 
  The White Swan has an influx of Knights in recent 
  months. The Knights always go see Sir Bryne. 
  Encounter Three: End of a Ring 
  – High Mardreth 
  The Mermaid’s Tail is a two story building located in 
  Watertown. This well kept establishment near the 
  docks has a mermaid with her tail circled as its sign. 
  The inside is newly redone with a spacious common 
  room. The center of the common room goes up two 
  stories.  
   
  Over hanging the sides of the common room is a 
  balcony, which has many doors leading away from it. 
  On the backside behind the bar is another door. The 
  sounds of the kitchen emanate from there.  
   
  There also seems to be several private rooms 
  underneath the balcony along the outer walls. There 
  are multiple empty tables and room at the bar to be 
  seated. Everyone here seems to be enjoying their 
  drinks. 
  Modify to fit what the party is doing.  
  As you are enjoying your drinks and figuring out 
  what is going on that is shady, you have seen three 
  people go to an alcove near the bar. What’s so 
  strange about this is that there only seems to room 
  for one in that alcove. 
  Search check (DC 17) reveals a sliding door. 
  Behind the door is a fairly well lit earthen tunnel. It 
  is roughly five feet wide, though it bulges and 
  constricts along the way. Torches have been stuck in 
  the earth each time it starts to get dark. The earthen 
  smell is a relief from the smell of rotten fish.  
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 11 
  
  Survival check (DC 15) to realize they are headed towards 
  the Nyr Dyv. About 40 feet into the tunnel they come 
  across the chain lightning trap. 
  � Chain Lightning Trap: CR 7; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 11th-level wizard, 11d6 electricity to 
  target nearest center of trigger area plus 5d6 electricity to 
  each of up to eleven secondary targets, DC 19 Reflex save 
  half damage); Search DC 31; Disable Device DC 31. Cost: 
  33,000 gp, 2,640 XP.  
  At the end of the hallway, there is a heavy wooden 
  door.  
  Listen check (DC 25) to hear movement on the other 
  side.  
  With ease the door opens to reveal a large (30x20) 
  room. There are several piles of crates, a number of 
  which are labeled with the merchant houses of the 
  County of Urnst. You also see three people moving 
  around the room with extreme ease. They seem to be 
  hiding something.  
  They are hiding that they are pulling their weapons (Spot 
  Check DC 25) 
  DM’s Note: If the party does not return the crates, they 
  are considered stolen by the party. 
  APL 6 (EL 7) 
  � Smugglers (3): Male half-elf Sws4; hp 36; see 
  Appendix One.  
  APL 8 (EL 9) 
  � Smugglers (3): Male half-elf Sws6; hp 52; see 
  Appendix One. 
  APL 10 (EL 11) 
  �    Smugglers (3): Male half-elf Sws8; hp 68; see 
  Appendix One. 
  APL 12 (EL 13) 
  � Smugglers (3): Male half-elf Sws10; hp 84; see 
  Appendix One.  
  APL 14 (EL 15) 
  � Smugglers (3): Male half-elf Sws12; hp 100; see 
  Appendix One. 
  Tactics: The group attempts to work together, working 
  their way from the weakest looking to the strongest 
  looking. When two out of the three are unconscious 
  (dead or otherwise) the third will surrender. 
  Search check (DC 15+APL) reveals three small chests 
  without symbols of local merchant houses. Each one is 
  trapped but unlocked. 
  � Poison Needle Trap: CR 5; mechanical; touch 
  trigger; manual reset; Atk +17 ranged (1 plus purple 
  worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 
  Str); Search DC 22; Disable Device DC 22. Market Price: 
  2,900 gp. 
  Treasure: Inside one box are various gems. Inside a 
  second box is a carved ivory statuette. The third box is 
  empty for APLs 10 and below. For APLs 12+ the third box 
  holds a brass mug with jade inlays. 
  DM’s Note: The term “Loot” refers to the gp value of 
  resalable goods (50% of value), the term “Coin” is any 
  money or commodities such as gems or art (100% of 
  value), and magic items are listed individually (50% of 
  value) in the category termed “Magic”. All treasure items 
  included in the Treasure Summary. 
  Information from the Smugglers: 
  • 
  They haven’t seen the Hand or the Wizard in a 
  month. 
  • 
  Said something about the northern border by 
  Nyrond. The stone road is nice right now. 
  • 
  Heard something about across way from base (they 
  aren’t sure the meaning) 
  • 
  The Hand bought the bar several months ago. The 
  business upstairs – minus the cinnamon was 
  completely legal. 
  • 
  The proprietor has no idea that there is anything 
  illegal going on. 
  The party must report to the Knights of the Swan.  
  The trip to the Admiralty is uneventful as the people 
  around you go on with your normal business. Once 
  you enter, you are lead to a waiting area and asked to 
  take a seat. “Who are you hear to see?  My name is 
  Eltrid Franz if you need anything.”   
  Let the party inform them that they are here to see Sir 
  Geoffrey Byrne about the Swan Mission.  
  After a short wait, Eltrid Franz leads you to a large 
  office. Nautical charts line one wall while rows of 
  books line two of the others. A large symbol of the 
  Knights of the Swans sits on the floor in the center 
  of the room. In front of a wall of bookcases sits a 
  large desk with multiple chairs in front. Rising to 
  greet you from behind the desk, is a man in formal 
  attire with a badge matching the large symbol on the 
  floor. This is Sir Geoffrey Bryne, Knight of the Swan 
  and your point of contact in High Mardreth. 
  Depending on where the party is going next, Sir Bryne 
  gives them a point of contact. 
  • 
  High Mardreth: So long as you stay in High 
  Mardreth, I am your point of Contact. 
  • 
  Starkwall: Sir Lentier is your point of contact. If he 
  is not in town, he should be at Oxbow’s End about 20 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 12 
  
  miles north of Starkwall.  He visits his frient and 
  fellow knight a lot. 
  • 
  Trigol: You will need to travel to Knight’s Hold 25 
  miles Southeast of Trigol. There you should speak 
  with Dame Rachel Duncombe. 
  • 
  Count’s Markham: You will need to speak with Sir 
  Ansil Tren who is there temporarily teaching young 
  perspectives the ways of Knighthood. 
  • 
  Radigast City: Sir Karl Whittenbock, Knight 
  Exemplar of the Knights of the Swan. 
  Encounter Four: Threat of War 
  The journey to Starkwall has been uneventful. The 
  dry weather has left the roads dusty. After several 
  days travel, you are also dust covered, which dulls 
  even the boldest colors. Along the road have been 
  green pastures with free roaming herds of sheep and 
  goats. As dusk falls, you can make out the start of a 
  large tower. Ahead is the village of Starkwall. 
   
  As you walk down the street it is obvious that a 
  large building, the Sleeping Dog, is an Inn. You are 
  greeted as you enter by a tiny woman behind a 
  counter who looks up from her knitting as you 
  enter. “Good evening folks. Name’s Wynyth. Rooms 
  are 
  nine 
  common. 
  Food 
  is 
  next 
  door 
  at 
  Gundersson’s, hand pump and privy’s out back. 
  Mount’s are stabled at the end of street.” Once 
  receiving your money she points out your rooms 
  and goes back to her knitting without any further 
  comments. 
  Stables 
  As you approach the stables, a young teen with 
  bright blue eyes and a shock of white hair braided 
  down his back, comes to the door. “My name is Van 
  Darrien, the stable hand. Be five commons a night to 
  stable your horse.” 
  DM’s Note: This encounter is role-play intense! If the 
  scenario is running at a time-sensitive event, direct the 
  players to the most significant information sources, 
  highlighted in gray. If no more than 5 minutes are spent 
  at each interview, this encounter will take a maximum of 
  30 minutes Otherwise, let the players wander around the 
  town, and enjoy the role-playing opportunities! 
  The party can find information from the following 
  locations:  
  • 
  Gundersson’s 
  • 
  Sleeping Dog Inn 
  • 
  The Watch Tower 
  • 
  The local temples and shrines 
  Gundersson’s 
  The dark and narrow building has Gundersson’s 
  written in green letters outlined in gold has the 
  smell of roasting meat and deep voices filled with 
  laughter. The low ceilings of the building make the 
  crowded room seem slightly smaller that it really is. 
  The oil lamps line the wall lighting the place. The 
  single window is slightly covered in grime and is 
  open, letting the air move around the place. A large 
  buxom woman with raven black hair is moving 
  about the place bringing drinks to those who want 
  them.  
  • 
  Town has really grown lately. It used to be a tower, 
  barracks, and farms. 
  • 
  Worried that the wall will slow down trade (DM: 
  there is no sign of this). 
  • 
  Watch your step or Gundersson will have any dirt on 
  you. 
  � Skandar Gundersson: Male human Ftr7; AL 
  CE (see Appendix Two). 
  • 
  Word has it that there is a meeting of ill repute 
  tomorrow night. 
  • 
  War has started for lesser things. 
  • 
  Lots go though the Kindrek’s house. 
  • 
  Last reported, the sibs are across the County. 
  Development: If the players have insulted, angered, or 
  fought against Skandar Gundersson, he uses his influence 
  to warn the meeting goers of their planned attack. No 
  one insults him without him taking his revenge. If he is 
  attacked, the attackers are punishable under the full 
  extent of the law and have a shift in alignment. Attacking 
  someone just because they are evil is not a just reason 
  especially one who is unarmed. If this shift makes the 
  character evil, they are no longer allowed to play this 
  character in the Living Greyhawk campaign. 
  Sleeping Dog Inn 
  • 
  Recently I have thought of expanding this place, 
  though I don’t have the land. I am close to turning 
  customers away. 
  • 
  Gundersson knows lots of information, be sure to 
  talk with him. 
  • 
  A couple of my guests are shady but money is 
  money. 
  Temple of Hieroneous 
  • 
  Worried about the town and how much it is 
  expanding so quickly. Worried that people will 
  disobey the laws. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 13 
  
  • 
  Do not entirely trust the Pholtus, they are 
  misguided. 
  Temple of Pholtus 
  • 
  Do not entirely trust the Hieroneans, they are 
  misguided. 
  • 
  Working with the watch, we have been worried 
  about the Kindrek’s. 
  Watch Tower 
  • 
  We have been watching several houses in town. The 
  Kindrek’s house and their two neighbors. 
  • 
  So far all has been quiet across the border. 
  • 
  There’s talk of a war starting between us and Nyrond 
  or us and the Bandit Kingdoms. 
  Encounter Five: Tensions 
  Eased 
  Kindrek’s house is not hard to find, especially with 
  the sign with they’re name carved in it on the 
  outside. The house is one of the newest structures 
  and one of the few two story structures. Knocking 
  on the door leads to no answer. The door is 
  unlocked. There is also a backdoor and three 
  windows (one on the two sides withoutdoors and one 
  next to the front door).  
   
  The backdoor is also unlocked and windows are 
  closed. Upon entering the house, there is a large 
  open space encompassing the entire first level. In 
  the back of the room (slanting above the backdoor) 
  is a staircase. It looks like the first floor was 
  designed for a shop with the shop owners living 
  upstairs.  
  A search check (DC 15) reveals a trap door under one of 
  the side windows. 
  � Burning Hands Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning 
  hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. Cost: 
  2,500 gp, 200 XP. 
  Upstairs 
   
  At the top of the stairs are three doors along a narrow 
  hallway. The doors are slightly open. On the right is a 
  living area with lots of seating. Behind two of the three 
  doors are sleeping areas. Behind the third door is a large 
  table with chairs around it. 
  Trapdoor 
  The trapdoor is unlocked and not trapped. Opening the 
  trapdoor there is a staircase leading down. There are two 
  torches at the bottom of the stairs. That is all that can be 
  seen looking down from the top. The stairs are about 20ft 
  long and there is a slide trap 5 feet from the bottom. 
  � Slide Trap: CR 2; Mechanical; touch trigger; 
  automatic reset; Non-Lethal(2d6); Reflex save to remain 
  standing (DC 18); Search (DC 25); Disable Device (DC 
  22); Market Price 1,800gp. When the trap is triggered the 
  stairs turns into a large slide. The slide dumps them about 
  30 feet down the hall about 10 ft into the room where the 
  meeting is happening. 
   
  Anyone who fails the save will knock into anyone in 
  front of them. The people they knock into (including 
  three of the fighters in the room unless the party angered 
  Skandar) have to make a DC 15 reflex save or be knocked 
  down. 
  The Party Angered Skandar Gundersson: if the PC’s 
  slid, read only the part about the room. The stairs lead to a 
  short hallway. The hallway leads to an archway that opens 
  out into a large (40x40) room. In the room are six people 
  looking towards the hallway, standing back in the room 
  (about 15ft) expecting you.  
  The Party Did Not Anger Skandar Gundersson: If the 
  PC’s slid, read only the part about the room. The stairs 
  lead to a short hallway. The hallway leads to an archway 
  that opens out into a large (40x40) room. In the room 
  talking are six people. There appears to be three separate 
  groups. If the party slid, add: (number of people that fell) 
  are on the ground with you. Those that slid will be 
  dumped (stopped) about 10ft into the room. 
  APL 6 (EL 9) 
  � Bandit Kingdoms Rep1 - Kria: Female human 
  Clr4; hp 31; see Appendix One. 
  � Bandit Kingdoms Rep2 - Tryst: Male human 
  Ftr4; hp 40; see Appendix One. 
  � Nyrond Rep1: Male human Clr4; hp 31; see 
  Appendix One. 
  � Nyrond Rep2: Female human Ftr4; hp 36; see 
  Appendix One. 
  � County of Urnst Rep1 - Rega: Female human 
  Clr4; hp 27; see Appendix One. 
  � County of Urnst Rep2: Male human Ftr4; hp 
  40; see Appendix One.  
  APL 8 (EL 11) 
  � Bandit Kingdoms Rep1 - Kria: Female human 
  Clr6; hp 45; see Appendix One. 
  � Bandit Kingdoms Rep2 - Tryst: Male human 
  Ftr6; hp 58; see Appendix One. 
  � Nyrond Rep1: Male human Clr6; hp 45; see 
  Appendix One. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 14 
  
  � Nyrond Rep2: Female human Ftr6; hp 52; see 
  Appendix One. 
  � County of Urnst Rep1 - Rega: Female human 
  Clr6; hp 39; see Appendix One. 
  � County of Urnst Rep2: Male human Ftr6; hp 
  58; see Appendix One. 
  APL 10 (EL 13) 
  � Bandit Kingdoms Rep1 - Kria: Female human 
  Clr8; hp 59; see Appendix One. 
  � Bandit Kingdoms Rep2 - Tryst: Male human 
  Ftr8; hp 76; see Appendix One. 
  � Nyrond Rep1: Male human Clr8; hp 59; see 
  Appendix One. 
  � Nyrond Rep2: Female human Ftr8; hp 68; see 
  Appendix One. 
  � County of Urnst Rep1 - Rega: Female human 
  Clr8; hp 51; see Appendix One. 
  � County of Urnst Rep2: Male human Clr8; hp 
  92; see Appendix One. 
  APL 12 (EL 15) 
  � Bandit Kingdoms Rep1 - Kria: Female human 
  Clr10; hp 73; see Appendix One. 
  � Bandit Kingdoms Rep2 - Tryst: Male human 
  Ftr10; hp 104; see Appendix One. 
  � Nyrond Rep1: Male human Clr10; hp 73; see 
  Appendix One. 
  � Nyrond Rep2: Female human Ftr10; hp 84; see 
  Appendix One. 
  � County of Urnst Rep1 - Rega: Female human 
  Clr10; hp 63; see Appendix One. 
  � County of Urnst Repr2: Male human Ftr10; 
  hp 114; see Appendix One.  
  APL 14 (EL 17) 
  � Bandit Kingdoms Rep1 - Kria: Female human 
  Clr12; hp 87; see Appendix One. 
  � Bandit Kingdoms Rep2 - Tryst: Male human 
  Ftr12; hp 136; see Appendix One. 
  � Nyrond Rep1: Male human Clr12; hp 87; see 
  Appendix One. 
  � Nyrond Rep2: Female human Ftr12; hp 100; 
  see Appendix One. 
  � County of Urnst Rep1 - Rega: Female human 
  Clr12; hp 75; see Appendix One. 
  � County of Urnst Rep2: Male human Ftr12; hp 
  148; see Appendix One. 
  Tactics: There is still a rift and little trust between the 
  different countries’ representatives. Each will help their 
  own. The Bandit Kingdom’s cleric and the County of 
  Urnst’s cleric will give up if they see a losing battle. The 
  County of Urnst’s cleric will also give up if she goes into 
  single digits hit points. The Bandit Kingdom’s fighter will 
  give up if they have lost their cleric (no matter their hit 
  points). 
  Information from the Plotters 
  • 
  They haven’t seen the Hand or the Wizard in weeks. 
  • 
  Said something about finding the bigots. The Franz 
  River is also fast moving. 
  • 
  The Hand wanted war so she could rebuild her 
  smuggling ring. There is a lot of money to make with 
  war. 
  • 
  The original owners, the Kindrek’s are away visiting 
  Ventnor, helping with the rebuild. They have no 
  idea that we are here. They think we are helping to 
  set up their store, which will be a general store. 
  • 
  Overheard the Wizard say something about needing 
  to rethink their main hideout. They don’t know 
  where it is or what that means exactly. 
  The party must report to the Knights of the Swan. 
  Currently there are no Knights of the Swan in Starkwall.  
  Upon arriving at Sir Lentier’s home, it is learned 
  that he is away visiting Sir Fletcher at Oxbow’s End. 
  The two-day trek to Oxbow’s End is uneventful and 
  quick. At the entrance to the keep, two burly 
  watchmen greet you. “What business do you have in 
  the keep?”     
   
  Let the party inform them that they are here to see Sir 
  Lentier about the Swan Mission.  
  The guardsmen quickly give directions to Sir 
  Fletcher’s office. The office is small with just a 
  bookcase, a desk, and four chairs (one behind the 
  desk). There is little room for anything else. Behind 
  the desk on the wall is a motif with the symbol of 
  the Knights of the Swans done into it. Standing at 
  the bookcase is Sir Fletcher and Sir Lentier. 
  Depending on where the party is going next Sir Lentier 
  gives them a point of contact. 
  • 
  High Mardreth: Sir Geoffrey Byrne, steward of 
  Baron Anasail Underley. 
  • 
  Starkwall: So long as you stay in Starkwall, I am 
  your point of Contact. 
  • 
  Trigol: You will need to travel to Knight’s Hold 25 
  miles Southeast of Trigol. There you should speak 
  with Dame Rachel Duncombe. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 15 
  
  • 
  Count’s Markham: You will need to speak with Sir 
  Ansil Tren who is there temporarily teaching young 
  perspectives the ways of Knighthood. 
  • 
  Radigast City: Sir Karl Whittenbock, Knight 
  Exemplar of the Knights of the Swan. 
  Encounter Six: Where’s the 
  Goods 
  The road between Starkwall and Trigol is well 
  maintained. Out of no-where, Trigol can be seen 
  ahead. The gate ahead is the Heanor Gate. Beyond 
  the gate lies Trigol’s Merchant’s Ward.  
   
   
   
   
  After a brief stop at the gate, the Merchant Ward 
  opens before you. The Market Square is the most 
  dominant 
  feature 
  in 
  this 
  section 
  of 
  town. 
  Surrounding the Square are numerous nicely built 
  structures, containing shops that sell a variety of 
  goods.  
  To the northeast is the Rock, which is a section 
  of town built into a large boulder. The most 
  impressive structure on the Rock is the Hold with 
  its large stonewalls and towers.  
   
  To the East is Newtown, where temporary 
  buildings have been hastily erected to house the 
  refugees. Some of the buildings in Newtown are 
  starting to look more permanent.  
  To the south is the River Ward, the poor section 
  of town not associated with the refugees, but has the 
  reputation of being the roughest section of town.  
   
  To the northwest is the Park Ward where the 
  rich live comfortably.  
   
  Finally to the southwest is the Artisans Ward 
  where the common folk live side by side with the 
  majority of the artists and craftsmen. 
   
  Trigol’s Market Square is a bustle with people 
  this fine day. Around you, many people purchase 
  goods from various vendors that line the Square. 
  Moving through the crowd is difficult for others 
  keep stopping unexpectedly at one vendor or 
  another. 
  DM’s Note: This encounter is role-play intense! If the 
  scenario is running at a time-sensitive event, direct the 
  players to the most significant information sources, 
  highlighted in gray. If no more than 5 minutes are spent 
  at each interview, this encounter will take a maximum of 
  30 minutes Otherwise, let the players wander around the 
  town, and enjoy the role-playing opportunities! 
  The party can find information from the following: 
  • 
  The Rock of Trigol Inn 
  • 
  Market Square 
  • 
  The Winch and Pulley 
  • 
  Merchant Guildhall 
  • 
  The Hawk and the Hound. 
  The Rock of Trigol Inn: 
  • 
  I’m glad that I make my own brew; it’s getting harder 
  to get outside brew right now. 
  • 
  The split between the refugees and natives is much 
  smaller. 
  • 
  They mayor and Baron Gellor are working closer 
  together and are united in getting the rift ended. 
  • 
  Hear that the Hand and the Wizard might be back in 
  town. 
  • 
  Customers: Make sure to try the Rock Stout, Oskyl 
  Tyll makes it himself. 
  Market Square: 
  • 
  Prices are high, supplies are low. 
  • 
  Merchants can’t seem to get more goods in, making 
  the prices rise dramatically. 
  • 
  The only ones with lots of supplies are those with 
  fruits, meats, or breads. 
  • 
  Without trade restored this town will fail. 
  • 
  Not sure what is stopping the goods but from what 
  we hear, the goods make it right outside the city 
  gates but don’t get in. 
  • 
  Most goods come in either Gellor’s Gate (Road to 
  Brotton) or Nethergate (Road to Stone Battle). 
  • 
  Those merchants that are getting food through are 
  saying they are being stopped before they get insight 
  of town and inspected. Don’t understand why, unless 
  they are coming from out of the County but the 
  border areas take care of that. 
  Winch and Pulley: 
  The small tavern has divided patronage.  Most of the 
  tavern has patrons native to the County of Urnst 
  while a small section has refugee patrons.  The two 
  groups do not mix except to argue.  (Listen check DC 
  10) you hear an argument in progress between a 
  refugee and a native to the County of Urnst. 
   
  “You’re the reason why the trade is not going 
  through. You and the others like you.” 
   
  “It’s not our fault. Just because we haven’t 
  always lived here doesn’t mean we don’t want the 
  town to prosper.” 
  “Had you not come there would be plenty to go 
  around, there wouldn’t be a problem” 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 16 
  
   
  “There is no reason that you should blame us. 
  We’re not stopping anything. OUR traders are 
  having the same problem.” 
   
  The 
  argument 
  continues 
  with 
  the same 
  information being repeated. 
  Information from Patrons: 
  • 
  Trade has been brought to a stand still. 
  • 
  All that is coming through the gates besides people 
  is food and water. 
  • 
  Each faction blames the other (Refugees blame the 
  “natives” because they are desperate). 
  • 
  Word is that either the goods are being turned 
  around at the gate or aren’t making it all the way to 
  the gate. 
  • 
  There is no word that it is going back to those that 
  sent it. 
  • 
  They wouldn’t be surprised in the Hand and the 
  Wizard had their hands in this. 
  County Patrons: I sometimes help out at Nethergate 
  Gate and haven’t seen any goods – food or otherwise 
  come through that gate recently. 
  Refugee Patrons: Been hearing that there is a way 
  station about an hour or so outside of town. Maybe that’s 
  where all the goods are stopping. 
  Hawk and Hound: 
  • 
  Brew is getting hard to come by. I don’t make much 
  of my own, especially with Rock Stout so popular 
  and now my stocks are getting low. 
  • 
  The split between the refugees and natives is much 
  smaller; I don’t cater only to the refugees any more. 
  • 
  I’m glad most of the refugees have gone home. 
  Means the rest of the Flanaess is getting back to 
  normal. 
  • 
  Make sure to the Rock Stout, Oskyl Tyll makes it 
  himself. I don’t usually recommend other taverns 
  but when you don’t have the goods might as well 
  send you to those that do. 
  Merchant Guildhall: 
  • 
  We try to have all of our goods come through 
  Gellor’s Gate. Most that comes by sea comes through 
  Radigast and not High Mardreth. 
  • 
  We have a lot more refugee merchants in the guild 
  now. Most that are here still are here to stay. 
  • 
  The rift between Baron Gellor and Mayor Priest 
  Virnin Dabin seems to have closed in the last couple 
  of years. The Baron isn’t seeking to be Mayor also 
  any more. 
  • 
  We are worried that we aren’t seeing any goods come 
  through, well very little besides food and water. I 
  would say that some of it is Nyrond but since the 
  return of the rightful ruler trade has been 
  flourishing. 
  • 
  Many food merchants are saying they are getting 
  stopped about an hour outside of town and are 
  inspected to make sure they are only carrying food. I 
  know that we didn’t authorize anything like this. 
  Information from the Gellors: 
  • 
  The problem between the refugees and the natives 
  has almost disappeared. 
  • 
  The war has caused most of the refugees to go home 
  along with the freeing of Tenh. 
  • 
  The natives still don’t trust those not from here but 
  their minds are becoming more open. 
  • 
  I’m not sure what is going on but trade goods aren’t 
  making it into the town. 
  • 
  They aren’t arriving back at the suppliers either. 
  • 
  I’ve heard rumors that they have shown up 
  elsewhere in the County. 
  • 
  I actually think the problem is outside our gates. 
  • 
  The new Captain of the Guard seems to be a good 
  man, the mayor chose wisely this time. 
  • 
  There is rumor that the Hand and the Wizard are 
  back in town but I haven’t seen evidence of this – at 
  least hard proof that anything is tied to them – YET. 
  Encounter Seven: Trade 
  Barons 
  Outside of Gellor’s Gate is a well-traveled path 
  heading northeast. There is the occasion building 
  but mainly grazing lands and fields.  
   
  Before long you lose sight of Trigol as it is 
  hidden by the lay of the land. Just over two hours 
  away there is a large warehouse, which appears to 
  have been recently built next to one of the small 
  sheds that is occasionally seen along the road. 
  Stopped at the shed is a caravan. There appears to be 
  three guards and their captain unloading the 
  shipment and placing it in the warehouse.  
  Spot check (DC 18) to realize that the caravan driver 
  seems to be upset at the turn of events and that the “way 
  station” guards make it seem that this is normal for this 
  part of Urnst. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 17 
  
   
  Give the party time to decide what to do. The guards 
  will pay them no notice until the party draws weapons or 
  starts to interact with them. If there are any guards with 
  goods in hand when weapons are drawn, they will drop 
  the goods on the ground – shattering several bottles that 
  are within.  
   
  The party can convince the guards that they are 
  doing wrong with a Diplomacy Check (DC 26). The 
  guards will surrender and go with the party to Trigol to 
  be held accountable for their actions. The guards will 
  follow their Way station Captain during the discussions 
  since they do not have any skill there. 
  APL 6 (EL 7) 
  � Way station Guards (2): Male human Ftr4; hp 
  36; see Appendix One.  
  � Way station Captain Cran: Male human 
  Mrs5; hp 38; see Appendix One.  
  APL 8 (EL 9) 
  � Way station Guards (2): Male human Ftr6; hp 
  52; see Appendix One. 
  � Way station Captain Cran: Male human 
  Mrs7; hp 59; see Appendix One. 
  APL 10 (EL 11) 
  � Way station Guards (2): Male human Ftr8; hp 
  76; see Appendix One. 
  � Way station Captain Cran: Male human 
  Mrs9; hp 75; see Appendix One. 
  APL 12 (EL 13) 
  � Way station Guards (2): Male human Ftr10; 
  hp 94; see Appendix One.  
  � Way station Captain Cran: Male human 
  Mrs11; hp 91; see Appendix One.  
  APL 14 (EL 15) 
  � Way station Guards (2): Male human Ftr12; 
  hp 112; see Appendix One. 
  � Way station Captain Cran: Male human 
  Mrs13; hp 107; see Appendix One. 
  Tactics: The Way station Guard Captain is more 
  interested in keeping his men alive then fighting. He will 
  work with his men to assist them with their abilities but 
  will only fight defensively – and only attack when he has 
  been attacked, but with non-lethal damage.  
   
  The other guards will attack until only one is left and 
  that person will surrender. The Captain will surrender if 
  he is losing the battle because it is better than losing his 
  men. If the party attacks while the caravan is still there, 
  then the caravan will slip into the warehouse and take all 
  their goods back while the guards are distracted. If the 
  fighting is in the way of taking back their goods, they will 
  hide until someone wins. Once they have the goods they 
  will continue on to Trigol and spread the news of 
  fighting at the way station. 
  Development: If the caravan leaves while the fighting is 
  still ongoing, they will send back City Guard. The City 
  Guard will interrogate the party for several hours upon 
  arrival or when the party returns to the city to make their 
  report to the Knights of the Swan. 
  If the caravan waits until after the fighting to finish 
  grabbing their goods they will ask for escort the rest of 
  the way to the city and will verify the parties story to the 
  Knights of the Swan or the City Watch – who ever the 
  PCs decide to inform. The PC’s will also receive a bottle 
  of wine from the Yarne Winery. 
  Information from the Way station Guards: 
  • 
  They haven’t seen the Hand or the Wizard since they 
  were hired a couple of weeks ago. 
  • 
  Said something about the center of the County. 
  Something 
  about 
  playing 
  games 
  with 
  the 
  Hieroneans. 
  • 
  The goods go to our traders. Easiest way to smuggle. 
  • 
  This place was set up during the war but has been 
  vacated for a while. 
  • 
  Overheard the Hand say something about finding a 
  new main hideout. 
  The party must report to the Knights of the Swan. 
  Skirting the Franz River was the hardest part of the 
  trip southeast to the Knight’s Hold.  
  Let the party inform them that they are here to see Dame 
  Rachel Duncombe about the Swan Mission. 
  Asking for Dame Rachel Duncombe leads you to a 
  large room and you are told to wait. Around the 
  room are benches and several small tables. After a 
  few minutes, a middle-aged female walks into the 
  room. “Hello, I’m Dame Rachel Duncombe. I hear 
  you are on the Swan Mission. What information do 
  you have for me?  ”
  Depending on where the party is going next Dame 
  Rachel Duncombe gives them a point of contact. 
  • 
  High Mardreth: Sir Geoffrey Byrne, steward of 
  Baron Anasail Underley. 
  • 
  Starkwall: Sir Lentier is your point of contact. If he 
  is not in town, he should be at Oxbow’s End about 20 
  miles north of Starkwall.  He visits his frient and 
  fellow knight a lot. 
  • 
  Trigol: So long as you stay in Trigol, I am your point 
  of Contact. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 18 
  
  • 
  Count’s Markham: You will need to speak with Sir 
  Ansil Tren who is there temporarily teaching young 
  perspectives the ways of Knighthood. 
  • 
  Radigast City: Sir Karl Whittenbock, Knight 
  Exemplar of the Knights of the Swan. 
  Encounter Eight: Hieroneans 
  The green pastures abundant in the south have 
  finally given way to buildings. The small town of 
  Count’s Markham lies ahead. Straight ahead is a very 
  large building. This is the Temple of Valor, a temple 
  to Hieroneous. This building dwarfs all others, 
  including the Lord’s manor. There are a few two-
  story buildings but mainly there are one-story 
  homes.  
   
  Surprisingly this town has two inns. With all 
  the Hieroneans visiting the Temple of Valor and 
  Applebee a short distance away, this town gets a lot 
  of visitors. All roads lead to the large courtyard of 
  the Temple of Valor. 
  DM’s Note: This encounter is role-play intense! If the 
  scenario is running at a time-sensitive event, direct the 
  players to the most significant information sources, 
  highlighted in gray. If no more than 5 minutes are spent 
  at each interview, this encounter will take a maximum of 
  30 minutes Otherwise, let the players wander around the 
  town, and enjoy the role-playing opportunities! 
  The party can find information from the following 
  sources: 
  • 
  The Temple of Valor 
  • 
  The two inns 
  • 
  Happy Bakery 
  • 
  Kendril’s Meats 
  • 
  The Trading Post 
  • 
  Valor Market 
  • 
  Cress’ Weapons 
  • 
  Clarius Evenhand 
  • 
  Lord Gellor and his squire. 
   
  Temple of Valor: 
  • 
  Lord Gellor seems to have taken on a new squire 
  recently. Don’t know where he came from. 
  • 
  Our Temple works heavily with Lord Gellor and was 
  actually started when he asked for it. He is after all a 
  Paladin of Hieroneous. 
  • 
  We have a visiting Knight teaching several of our 
  young folks. 
   
  Clarius Evenhand:  
  Clarius Evenhand: Male Human Clr12, High Priest of the 
  Temple of Hieroneous 
  • 
  I came here many years ago upon the request of Lord 
  Malthanus Gellor. He wanted to bring law to the 
  town and say Hieroneous’ teachings as the way to do 
  so. 
  • 
  Lord Gellor doesn’t seem to be himself lately. 
  • 
  I don’t trust his new squire. He wears the holy 
  symbol of Hieroneous but something is off. 
  • 
  Late one night, I thought I saw two different Lord 
  Gellor’s – he’s seemed a little be different since then. 
  • 
  Sir Ansil Tren is being a great help to us in the 
  temple.  He is taking you paladins and teaching 
  them along with introducing all our young people to 
  the ways of the Knights of the Swan. 
   
  Clearwater Inn: 
  • 
  We could have sworn that we saw two Lord Gellor’s. 
  It was after a night of drinking. 
  • 
  Lord Gellor has down wonders with this town. 
  • 
  Seems that a lot of Hieroneans from the County of 
  Urnst make a pilgrimage to the Temple of Valor 
  lately. 
   
  Golden Griffin Inn: 
  • 
  We could have sworn that we saw two Lord Gellor’s. 
  It was after a night of drinking. 
  • 
  Lord Gellor is a great mayor and baron but lately 
  there is something different about him. 
  • 
  The Temple of Valor provides us with excellent 
  guidance. 
   
  Happy Bakery: 
  • 
  We rarely see Lord Gellor any more. He doesn’t seem 
  to leave his home. 
  • 
  The Mill and Granary provide superb flour for our 
  items. They are starting to get in demand outside of 
  Count’s Markham. (The hand out a small slice of 
  bread to everyone in the party). 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 19 
  
  • 
  Cress deals a lot with the Temple of Valor. He might 
  be able to tell you more. 
  Kendril’s Meats: 
  • 
  You can get almost every kind of meat that you can 
  think of here. 
  • 
  Things have been quiet in Count’s Markham. 
  • 
  Applebee is a great Halfling town. 
  Trading Post: 
  • 
  We work hand in hand with Valor Market. 
  • 
  We handle items that come in from out of town that 
  are too few to have at the market. We also provide a 
  place for the Market in bad weather. 
  • 
  We’re hoping to entice more Hieroneous items to 
  make its way through here. 
  • 
  Applebee has a stall at Valor Market – they have 
  some really good honey. 
  Valor Market: 
  • 
  I don’t like how we are not seeing Lord Gellor as 
  much any more. I hope that he isn’t sick, he seemed 
  a little off last time he was here. 
  • 
  The Trading Post is basically for when we don’t have 
  nice weather or the market overflows. Occasionally 
  we have it so specials at the Trading Post. (DM: Valor 
  Market is a small open market with room for about 
  10 booths.) 
  • 
  Clarius Evenhand probably knows Lord Gellor the 
  best. 
  • 
  People are always talking at the inns. 
  Cress’ Weapons: 
  • 
  My biggest job is helping to supply the Temple of 
  Valor with weapons. Its training grounds are the 
  finest in the land. 
  • 
  Lord Gellor hasn’t been there on any of my recent 
  visits. 
  • 
  Like Cleric Evenhand, he is getting along in age and 
  isn’t as active as he used to be. 
  • 
  Would you believe that Cleric Evenhand used to be a 
  fierce warpriest? 
  • 
  I’ve heard that Cleric Evenhand used to ride 
  alongside Lord Gellor before they freed us from the 
  old lord. 
  Lord Malthanus Gellor:  
  Can be found in his manor – if the party is going 
  specifically to confront him then go to next encounter 
  • 
  I’ve been just fine but haven’t felt up to wandering 
  through town lately. 
  • 
  I’ve been busy training my new squire. 
  Lord Gellor’s Squire:  
  (With Lord Gellor in his manor – if the party is going 
  specifically to confront Lord Gellor then go to next 
  encounter) 
  • 
  I’m so honored to be Lord Gellor’s squire. 
  • 
  I’ve only been Lord Gellor’s squire for about a 
  month. 
  Development: If Lord Gellor is confronted while he is in 
  his manor house (if the party hadn’t gone to confront him 
  – which is next encounter) he will call the guards to 
  arrest the party as traitors. He will also make sure that 
  they are watched if they go free. 
  Encounter Nine: Arch Enemies 
  DM’s Note: If the Party tried to confront Lord Gellor 
  earlier while he was in the residence he will be pre-
  warned that are coming by his lookout. He and Helian 
  will be buffed and waiting. 
   
  On the northwest side of Count’s Markham is Lord 
  Gellor’s estate. Lord Gellor and his squire are in the fields. 
  Lord Gellor is practicing his sword work from his 
  warhorse. The closest building is the estate’s stables off in 
  the distance. 
  APL 6 (EL 7) 
  � Lord 
  Malthanus 
  Doppelganger: 
  Male 
  Doppelganger HxB2; hp 47; see Appendix One. 
  � Helian: Male human Clr4; hp 31; see Appendix 
  One.  
  APL 8 (EL 8) 
  � Lord 
  Malthanus 
  Doppelganger: 
  Male 
  Doppelganger HxB3/Blk1; hp 63; see Appendix One. 
  � Helian: Male human Clr6; hp 45; see Appendix 
  One. 
  APL 10 (EL 10) 
  � Lord 
  Malthanus 
  Doppelganger: 
  Male 
  Doppelganger HxB3/Blk3; hp 79; see Appendix One. 
  � Helian: Male human Clr8; hp 59; see Appendix 
  One. 
  APL 12 (EL 12) 
  � Lord 
  Malthanus 
  Doppelganger: 
  Male 
  Doppelganger HxB3/Blk5; hp 95; see Appendix One. 
  � Helian: Male human Clr10; hp 73; see 
  Appendix One.  
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 20 
  
  APL 14 (EL 14) 
  � Lord 
  Malthanus 
  Doppelganger: 
  Male 
  Doppelganger HxB3/Blk7; hp 111; see Appendix 
  One. 
  � Helian: Male human Clr12; hp 87; see 
  Appendix One. 
  Tactics: For APLs 6-10 the Heavy Warhorse will not 
  attack unless it needs to defend itself.  
   
  For APL 6-8 it will go full defensive, while for APL 
  10 it will attack to defend.  
   
  For APLs 12+ the Heavy Warhorse is the Fiendish 
  Servant of Lord Malthanus Doppelganger and will attack 
  any who attacks his master.  
   
  Helian will give up if Lord Malthanus Doppelganger 
  is dead or if he gets below 30hps (or 1/3 his hps for APLs 
  6-8).  
  Information from Helian: 
  • 
  The Hand and the Wizard recommended that they 
  assist Lord Malthanus Doppelganger. 
  • 
  They were at their hideout last he heard. In the 
  capital. 
  • 
  Wizard said that this was a good way to throw a 
  thorn into the Contessa’s side since the Contessa is a 
  Hieronean. 
  • 
  Lord Malthanus Gellor (real one) is being held in the 
  manor house. I don’t know where only the 
  doppelganger would go to him. I would be sent on 
  errands elsewhere (even if it were only to the 
  stables). 
  Finding the real Lord Malthanus Gellor 
  Armed with the information from Helian, the search of 
  the manor house for the real Lord Malthanus Gellor 
  begins. The manor house is a large two-story building. 
  The front door is unlocked along with all other doors on 
  the first floor. The real Lord Gellor is tied up behind a 
  lock door that is trapped on the second floor. The room is 
  on the backside (away from the fields). 
  � Doorknob Smeared with Contact Poison: CR 5; 
  mechanical; touch trigger (attached); manual reset; 
  poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); 
  Search DC 25; Disable Device DC 19. Market Price: 9,650 
  gp. 
  Information from the real Lord Malthanus 
  Gellor: 
  • 
  Heard rumors that the Hand and the Wizard were 
  going to come here to cause problems because the 
  new Contessa is a paladin of Hieroneous. 
  • 
  I think the squire can be redeemed. If he is still alive 
  please escort him and myself to the Temple of Valor 
  where Clarius and I can try to turn him to the 
  correct path. Even if he does not come to see the 
  good, he will be secured in prison and well guarded. 
  • 
  Occasionally the doppelganger talked about report to 
  the Wizard in Radigast City. He seemed to think that 
  the Wizard has a hideout there. 
  • 
  I haven’t been able to figure out a master plan that 
  the Wizard is working. I don’t know why they would 
  want to impersonate me. I’m just an old man now 
  and I don’t have much contact with the new 
  Contessa because I don’t travel much any more. I can 
  remember when she did some training here though. 
  The party must report to the Knights of the Swan. 
  The stroll in the open fields back to the Temple of 
  Valor is a quick one. Clarius Evenhand meets you at 
  the entrance. “Back again I see, how may I help you 
  this time?”   
  Let the party inform them that they are here to see Sir 
  Ansil Tren about the Swan Mission.  
  You are lead to the library on the second floor of the 
  temple and told to wait. “Sir Tren is currently 
  teaching several of the new paladins on the training 
  grounds. He should be in shortly.”  
   
  After a short wait, a young man enters the 
  library and takes a seat. He looks over all of you 
  before he begins speaking. “I am Sir Ansil Tren and I 
  am your point of contact in Count’s Markham. What 
  information do you have for me?” 
  Depending on where the party is going next, Sir Tren 
  gives them a point of contact. 
  • 
  High Mardreth: Sir Geoffrey Byrne, steward of 
  Baron Anasail Underley. 
  • 
  Starkwall: Sir Lentier is your point of contact. If he 
  is not in town, he should be at Oxbow’s End about 20 
  miles north of Starkwall.  He visits his frient and 
  fellow knight a lot. 
  • 
  Trigol: You will need to travel to Knight’s Hold 25 
  miles Southeast of Trigol. There you should speak 
  with Dame Rachel Duncombe. 
  • 
  Count’s Markham: So long as you stay in Count’s 
  Markham, I am your point of Contact. 
  • 
  Radigast City: Sir Karl Whittenbock, Knight 
  Exemplar of the Knights of the Swan. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 21 
  
  Encounter Ten: Contessa’s 
  Doorstep 
  After touring the County of Urnst, Radigast City is 
  the destination. The Hand and the Wizard are 
  hiding out in Radigast City. The trip from Count’s 
  Markham was a quick and painless one. The 
  Merchant Gate was easy to get through and the flow 
  of traffic is slow through Southtown. 
  DM’s Note: This encounter is role-play intense! If the 
  scenario is running at a time-sensitive event, direct the 
  players to the most significant information sources, 
  highlighted in gray. If no more than 5 minutes are spent 
  at each interview, this encounter will take a maximum of 
  30 minutes Otherwise, let the players wander around the 
  town, and enjoy the role-playing opportunities! 
  The party can find information from the 
  following: 
  • 
  Administrator’s Circle: City Hall, Embassy of 
  Nyrond, Embassy of Duchy of Urnst, and Museum 
  of Arts.  
  • 
  Artisan’s Block: Gorbin’s Stables, the Homebound 
  Sparrow, Adler the Gemcutter, and Milandal the 
  Clockmaker.  
  • 
  Foreign Quarter: the Whistling Kitty, Ackroman’s 
  Stables, Kohg’s Stablry, and the Lighthouse.  
  • 
  Northtown: High Market Square, Temple of 
  Olidammara, Temple of Xerbo, Blue Gopher Tavern, 
  and Highbrows Inn.  
  • 
  Seers’ District: Radigast University and its library 
  and colleges, Temple of Boccob, Temple of Celestian, 
  the Vial, and Shella’s Pies.  
  • 
  Slum Quarter: Residents.  
  • 
  Southtown: 
  Bluesky 
  Market, 
  Temple 
  of 
  Fharlanghn, Temple of Zilchus, and the Watering 
  Hole.  
  • 
  Wayman’s District: City Watch Headquarters, The 
  Husband’s Hole, and the Taxman’s Scroll. 
  Administrators' Circle 
  In the center of the city lays the Administrators 
  Circle. It lies on a hill and has many of the city’s 
  political buildings including city hall and the 
  embassy. A wall surrounds this part of the city. 
  Guards stop everyone trying to walk through 
  making sure they have the proper authority to enter. 
  If the PC’s try to enter: I’m sorry but you must have a 
  work pass or an invitation to pass. The PC’s will be 
  able to get a pass to this section of the city from Sir 
  Whittenbock but only to the City Hall, Museum of 
  Arts, and the Embassies for Nyrond and the Duchy 
  of Urnst. 
  City Hall: 
  • 
  The city is packed with traders and caravans. We are 
  getting requests for more stalls or merchant 
  buildings all the time. 
  • 
  One of the large buildings in Southtown recently 
  changed hands – not something we were expecting. 
  Embassy of Nyrond: 
  • 
  The non-aggression treaty is working out well 
  • 
  We are hoping that we can get trade to pick up 
  between the two countries since there is no threat of 
  war. 
  • 
  Heard the Hand and the Wizard were seen in 
  Starkwall. 
  Embassy of Duchy of Urnst: 
  • 
  Even though the Contessa has been in office for a 
  year, there are many things that we have not worked 
  out between us. 
  • 
  Heard the Wizard was seen in High Mardreth. 
  • 
  Hoping that the shipping trade picks up a bit, we are 
  the closest neighbor on the Nyr Dyv. 
  Museum of Arts: 
  • 
  The museum is growing – there was a lot items that 
  was saved during the war. 
  • 
  We are hoping to get more shows coming through 
  the amphitheatre here. 
  Artisans' Block 
  Near Lakeside Gate is the Artisans’ Block. The 
  district is inhabited by many artist and playwrights 
  and is a wealthier section of the city. There are many 
  colorful fish markets near the gate since the 
  Lakeside Gate leads to the docks. 
  Gorbin's Stables:  
  • 
  Had a suspicious looking character rent a horse. Said 
  she and her brother were headed to Count’s 
  Markham. If they seemed more trust worthy I might 
  have thought that they were going to the Temple of 
  Valor. 
  • 
  Since the war business is booming. Everyone seems 
  to be riding horses instead of going by foot. 
  • 
  I wish that I could get more horses in to rent out or 
  that I had the room to start breeding but I am just a 
  city stable owner. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 22 
  
  The Homebound Sparrow: 
  • 
  Laughney keeps this inn 
  • 
  The art on the walls are done by many of my patrons. 
  They tend to pay that way versus actual coin. I think 
  some may actually be worth something. 
  • 
  Those that stay here tend to be trying their hand and 
  being a playwright or artist of some sort. That or they 
  are visiting family. Don’t see many outsiders here. 
  Adler the Gemcutter:  
  • 
  I had heard that the Hand and the Wizard were in 
  Trigol but I’m starting to doubt it. I saw pictures of 
  them before and I think that they are in Southtown. 
  • 
  I wish I got a look at the sword that Contessa 
  Belissica had. I would have liked to be able duplicate 
  the cuts of the gems in it. It would be fitting to have 
  a replica but we can’t make it. 
  • 
  I like Contessa Elone Gellor; she seems to be a good 
  Contessa. 
  Milandal the Clockmaker:  
  • 
  Time’s a wasting. (Milandal says that to everyone 
  who walks into his store – tends to get people to buy 
  his clocks) 
  • 
  He had fitted the Wizard’s Fury with a clock in High 
  Mardreth and heard the former own was back in 
  High Mardreth. 
  Foreign Quarter 
  Everyone is speaking a different language here. This 
  is the foreign quarter. Many here have not given up 
  their native tongues or their heritage. Though the 
  numbers here have gone down with the freeing of 
  Tenh and the civil war there are still many people 
  here.  
   
   
  City Watch can be seen everywhere but this area 
  still has the reputation of not being safe. Within this 
  quarter 
  it 
  is 
  evident 
  where 
  the 
  different 
  nationalities live.  
  To gather information here a diplomacy check DC 10+apl 
  needs to be made except at the Whistling Kitty. 
  Whistling Kitty:  
  • 
  We have been hearing something about the Wizard 
  buying a ship in High Mardreth. Also heard that 
  they having a smuggling problem down there. 
  • 
  Like this new Contessa, though I don’t care for her 
  religion. Hope she doesn’t try to push it on 
  everyone… 
  • 
  Old Ned (the owner): I heard that these hooligans 
  have been causing trouble out in Starkwall, or was it 
  Trigol?  I seem to be forgetting in my old age. 
  Haven’t heard anything about them causing trouble 
  here.  
  Ackroman's Stables: 
  • 
  Don’t trust anything Kohg tells you. You can never 
  trust half-orcs. I can’t believe that they let him in the 
  County after all that his people have done during the 
  wars.  
  • 
  Not a lot of foreigners renting steeds lately. Seems 
  like everything has gone back to normal since the 
  wars.  
  DM’s Note: Ackroman is trying to steer your business 
  away from Kohg and to his stables instead. He 
  understands business, though his steeds are fairly poor. 
  Kohg's Stablry: Kohg greets the PC’s and asks how he 
  can help them. He is very courteous. 
  • 
  Heard something about them being around 
  Starkwall. 
  • 
  Don’t want to buy some horses. Sorry I can’t help 
  you more. (His horses are of poor quality.) 
  The Lighthouse:  
  • 
  Nicki (owner) says Welcome and what can I sell 
  thee? 
  • 
  Sold a couple of lamps to a couple. The female had 
  only one arm. Said they needed to light the way in 
  Starkwall and High Mardreth. Had the feeling they 
  were going underground. 
  • 
  Now you be hearing me – I’ve never heard of the 
  Wizard or the Hand. They done something? 
  Northtown 
  The North Gate leads to the wide streets of 
  Northtown. There are many caravans in this part of 
  the city. High Square Market is the center of this 
  busy district. There are many merchant buildings 
  that have been owned by certain families for 
  generations. These double as the family homes. 
  Everywhere there are City Watch, usually chasing 
  after one of the petty thieves. Most everyone here is 
  a merchant, their suppliers, or the customers. 
  High Market Square:  
  • 
  Something is happening in Trigol. Goods we send 
  that way don’t seem to be making it there, at least our 
  merchants aren’t getting it. Not returning here 
  either. 
  • 
  I can’t wait until Kindrek’s have their store open. We 
  are going to be their main supplier of goods. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 23 
  
  Temple of Olidammara:  
  • 
  Groups of minstrels can be found playing music near 
  the entrance  
  • 
  A Tenh native recently bought a place in Southtown. 
  She has been coming here for service on a regular 
  basis. 
  • 
  The Hand – that name sounds familiar. Maybe it is 
  someone recruiting help?  Sorry can’t be more 
  helpful. 
  Cleric Medrik: 
  • 
  There is something funny about the new owner of 
  one of the houses in Southtown. She only has one 
  arm but is a regular here at worship. 
  Temple of Xerbo: Priest Wave Singer 
  • 
  I’ve heard some reports of activity in High Mardreth 
  from my brothers there. 
  • 
  The water is a great way to travel and make a living. 
  Blue Gopher Tavern:  
  • 
  Leslie operates this tavern  
  • 
  Heard several things lately. Heard that the Hand was 
  having fun again in Trigol. 
  • 
  Also heard that the Hand and the Wizard were in 
  Starkwall. 
  • 
  Lastly I heard that they are here in Radigast City and 
  that they are in Southtown. 
  • 
  The Mermaid Tail in High Mardreth is under new 
  ownership. I hear that the people who own it are 
  rich – they have cinnamon. 
  Highbrows Inn:   
  • 
  This business that the Contessa has brought in is 
  great. 
  • 
  Heard that the Wizard has been seen in Count’s 
  Markham – least I think it was the Wizard, he 
  seemed to be trying to disguise himself. 
  • 
  Actually heard that the Hand was somewhere else – 
  believe it was Starkwall. 
  Seers' District 
  The white marble buildings of Radigast University 
  tower about the tall spiral houses that are abundant 
  in this district. This is the Seer’s District.  
   
  Besides the spiral houses of the various wizards 
  and mages there are large brick buildings cluttered 
  around the university. These are the dorm buildings 
  for the students of the university. The temples of 
  Boccob and Celestian also are a contrast to their 
  surroundings.  
   
  There are several shops for supplies such as 
  magic 
  items 
  or 
  blank 
  spellbooks. 
  A 
  few 
  fortunetellers also have shops here. There is a large 
  burnt area that has not been built on. If PCs try 
  detecting evil around the burnt area is will show as a 
  faint lingering evil. 
  Radigast University (also called Gellor College): 
  • 
  We are offering two new courses. Can I interest you 
  in them?  One course is Local Dungeons, and the 
  other is Geography of the County of Urnst.  
  • 
  Might want to check out Trigol. They may be using 
  their old place there. We are teaching about it in out 
  Local Dungeon Course. 
  DM’s Note: Each course is 10 extra time units and gives 
  the PC a +4 on knowledge checks concerning dungeons 
  or geography while in the County – to learn more see the 
  AR. PC’s can take both courses for 20 extra TUs. 
  Royal Library of Radigast City:  
  The largest of the seven buildings on the Radigast 
  University campus and the Master Librarian is 
  Turthin. 
  • 
  Best I can do is to help you research the different 
  areas within the County of Urnst or the history of 
  the Flanaess. But if you need to know anything about 
  the County, I’m sure I know or will know which 
  section of books has the information. 
  • 
  We are waiting for The Book of Elone Hofre Gellor. 
  That will be a nice edition to our collection. If only 
  someone would write a biography on Countess 
  Belissica 
  College of Wizardry: 
  • 
  Lately we have seen a tall young man attending 
  classes. If he wasn’t so gifted I would be worried, 
  there is something shady about him. He loves to play 
  tricks too and usually ones that aren’t nice. He 
  invented a new spell, or so he claims. 
  • 
  Several of the students say he can be found hanging 
  around a woman with one hand, his sister perhaps. 
  • 
  They have also seen him around a young man. They 
  claim the young man shows some resemblance to 
  the one that is attending classes. 
  Temple of Boccob: 
  Numerous colorful designs of an eye within a 
  centigram are painted on the exterior walls. 
  Bookshelves filled with books cover every inch of 
  wall space. The center of the room is an open 
  circular area ringed by rows of chairs. Abbot Mykil is 
  the layman in charge of the temple. His standard 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 24 
  
  greeting is: "Seek balance above good, evil, law, or 
  chaos. I am Abbot Mykil, how can I be of service to 
  you?” It is the standard practice of clerics of Boccob 
  to request a donation for each resource produced at 
  the temple (including information). 
  • 
  The Wizard or the Hand you say?  I’ve seen someone 
  called the Wizard around. He’s always here 
  researching information. He claims to be working 
  on a new spell. He also claims that he already 
  invented one that is extremely useful for his sister. 
  • 
  He does not actually seem to pay homage to Boccob 
  but gives a donation each time that he comes in. He 
  says that his family is living in Southtown in a place 
  they just bought. 
  • 
  Heard that the Hand and the Wizard have been 
  using magic throughout the County of Urnst to 
  make things unbalanced and bring things towards 
  how they want them instead of how they should be. 
  Temple of Celestian: 
  The temple is open from dusk until dawn. As all 
  answers may be found in the stars,  
  Denalla (Clr5) asks PCs who do not have a cleric of 
  Celestian in the party to answer several questions (see 
  Appendix 8) before she will answer their questions. 
  • 
  The stars show that the road to the Hand and the 
  Wizard is a long winding one. There is many stops, 
  many places that one must go. The road starts to the 
  south. 
  The Vial:  
  • 
  The middle-aged proprietor Tymmaie   
  • 
  Tymmaie has sold some magic supplies to a man 
  matching the description of the Wizard. Last time 
  was earlier in the week. 
  • 
  He headed towards Southtown when he left. 
  Shella's Pies: 
   
  • 
  This bakery is owned by Shella a member of the 
  Bakers' Guild 
  • 
  You must try one of my pies. People are raving about 
  them. They are an old family recipe that my family 
  brought from the Pale. My ancestor’s fled when the 
  Theocracy formed since we do not worship Pholtus. 
  • 
  The Hand and the Wizard you say. Well I had heard 
  that there is a third person with them. That person 
  seems to be related somehow. Those two I’m told are 
  actually twins and the third might be a younger 
  brother. They’ve been seen around town. I’ve heard 
  that they have actually been model citizens since 
  coming here; they even bought a place somewhere 
  south of here. 
  • 
  Shella will keep talking with the party for as long as 
  they are there. She will do most of the talking. She 
  does not have any additional information however 
  except locations within the city. 
  Slum Quarter 
  This quarter is better known as Darkden and is 
  technically part of Southtown but both Darkden and 
  Southtown see this area as its own quarter. The 
  streets are lined with gambling houses and brothels 
  but not streetlights. City Watch is rarely seen and 
  rumor says not at all at night. There is a partly built 
  temple of St. Cuthbert and supposedly several well-
  known guilds but only the members know 
  knowledge of where they are.  
  Residents: 
  • 
  Watch out for Tylekar – stay here to long he’ll be out 
  to get you. Bardic Knowledge Check DC 20 – 
  Tylekar is a legendary creature that said to steal the 
  children of beggar women and devour the hearts of 
  honest men. 
  • 
  Business is business around here – now butt out. 
  Southtown 
  This district is comprised on many two-story 
  buildings. There is also a large market place in the 
  center of the district. This is Southtown. The streets 
  are crowded with merchants, suppliers, and 
  customers. The narrow streets keep the traffic to 
  mostly foot traffic. As you entered this district there 
  was a sign posted to keep an eye on your money 
  pouch. The crowded streets are home to many 
  pickpockets despite the large number of City Watch. 
  Bluesky Market: 
  This open market is in a square in the middle of 
  Southtown, and is renowned for the exotic and rare 
  goods shipped in from the southern parts of the 
  Flanaess. Everyone is shoulder to shoulder with 
  several hundred other people. The easiest way to 
  travel in the Market is to get carried along with the 
  current of the crowd. Doing so moves one slowly 
  past several dozen different displays before turning 
  a corner to experience another row of displays. 
  There are over two hundred booths and displays in 
  the Bluesky Market. The conversation at the booths 
  is a constant barter over prices of rare and exotic 
  items as well as the constant bicker over the prices 
  of mundane items. 
   
  • 
  There is a new player on the market. For all that we 
  have exotic and rare goods here, she seems to have 
  them in abundance. 
  • 
  One of the wealthy families recently moved to a 
  bigger place and a young family – all brothers and 
  sisters moved into it. Not someone that is known. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 25 
  
  Seems to have money but not sure where it came 
  from. 
  • 
  The new player might be the same who bought the 
  place – the description of the sister sounds the same. 
  • 
  The house is in Southtown, one block south and two 
  blocks east of the Seer’s District. 
  • 
  One of the brothers seems well educated and 
  possibly has the arcane touch about him. He can 
  always been seen coming and going from the 
  Wizard’s College. He always is wearing black or dark 
  clothing. 
  • 
  One of the brothers always has daggers in his hands 
  and on his belt. He is very handsome and very sure 
  of himself. He is always wearing black or dark 
  clothing. 
  • 
  The sister seems to lead the other two. She appears to 
  have something wrong with her. Only one hand has 
  ever been seen, the other arm she always tries to 
  hide. She is always wearing black or dark clothing. 
  Temple of Fharlanghn: 
  A daily shoe sale occurs outside this temple. The 
  Wanderer Longstride, an old man dressed in brown 
  robes. Shoes are generally 2 sp a pair. 
  • 
  The way to find the Hand and the Wizard and the 
  brother is to go on a long journey. The path leads 
  southward then eastward. It is always wise to start a 
  long journey with a sturdy pair of shoes or boots. 
  • 
  You should also find yourself every place in the 
  County of Urnst except on the border to the Bandit 
  Kingdoms. 
  • 
  You’re current journey is either just beginning or is 
  coming to a close, but remember the path you took 
  to get there. 
  Temple of Zilchus: 
  This temple is a grand four-story tower capped in silver. 
  Cordissa Langham is a lesser cleric in the temple, and will 
  provide information concerning Southtown for a 
  donation. 
  • 
  Property is changing hands here. Something that we 
  don’t usually see. I wish I could get the new owners 
  here to tithe but I don’t even know who they are or 
  what they look like. 
  • 
  Bluesky Market has been abuzz with rumors lately. I 
  would highly recommend heading there to find out 
  information or for a good bargain. 
  • 
  If you are looking for ale the Watering Hole is the 
  place to go while in Southtown. Tons of people pass 
  through there each day. I think Badicus Ordef only 
  closes his doors when he comes here. 
  The Watering Hole:  
  • 
  This tavern’s tapkeeper is Badicus Ordef 
  • 
  Word is that one of the old family homes here in 
  Southtown passed hands to a sister and two brothers. 
  Can’t imagine who would be having the money to by 
  such an established family home. This one didn’t 
  even have a store on the first floor like most of the 
  others. 
  • 
  Heard that they were causing trouble in High 
  Mardreth and Trigol again. 
  • 
  The younger of the two brothers likes to spend a lot 
  of time in here. He boasts that he can best anyone 
  with swords just using his knives. I think he is a bit 
  of a braggart and too naive and young to know 
  better. 
  Wayman's District 
  This small district is made of middle and upper class 
  homes 
  and 
  apartments. 
  There 
  are 
  several 
  professional offices owned by scribes. There are 
  many bars and bizarre strips located throughout 
  this district. 
  City Watch Headquarters: 
  Commonly called "The Dungeon" it is a cluster of 
  large grey stone buildings, ringed by stonewalls,  
  that house the many offices and detention centers. 
  Set into the wall is a single gated entrance. Just 
  outside the gate are the gallows. 
  • 
  Heard that the Hand and the Wizard have been 
  causing trouble again. We haven’t anything about 
  them being in the city though. Last we heard they – 
  well actually we have heard they were in several 
  places 
  • 
  They have been spotted in Starkwall meeting with a 
  bunch of foreigners. 
  • 
  There is word that they haven’t given up on Trigol 
  even though the Thieves Guilds there make sure that 
  they don’t come back, or at least associate with them 
  again. 
  • 
  Lastly we have heard that they are still operating 
  their smuggling ring though we’re not sure if it is in 
  High Mardreth or Dominion.  
  • 
  We haven’t been able to confirm the last place 
  though the others have been confirmed. The local 
  city watches and militia have been notified but 
  haven’t had any results. 
  • 
  If you are interested in helping us out, we are willing 
  to give you a writ saying so but you would still need 
  to check in with the other city’s guards and militia to 
  learn their rules. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 26 
  
  The Husband's Home:  
  • 
  The tap keeper is Morren 
  • 
  Rumor that the Hand and the Wizard have hired 
  help throughout the County of Urnst. Something 
  about the smuggling ring still thriving. 
  • 
  Heard something about the County declaring war on 
  the Bandit Kingdoms and on Nyrond. The Contessa 
  hasn’t said anything but I would be wary along our 
  borders. 
  The Taxman's Scroll: 
  • 
  The owner is Cloe the Scribe, a member of the 
  Penmans’ Guild. 
  • 
  Need me to scribe anything down?  That is what I 
  am best at. Last thing I scribed down was a map of 
  the roads around Trigol for these nice brothers. 
  • 
  The party can find maps of the County of Urnst 
  along with different cities within the County of 
  Urnst. They can also find scrolls with a value of 50gp 
  or less. They can purchase up to two scrolls each. 
  The Hill 
  This walled in community belongs to the nobles and 
  politicians that work in Administrator’s Circle. One 
  house stands out amongst the others and is more 
  grand and elaborate than the others.  
  The PC’s can easily be considered bothering a noble 
  house, which will get them in jail for a night. There is no 
  information that the PC’s can gain here. 
  Encounter Eleven: Case 
  Closed? 
  Southtown’s traffic is unusually heavy as you travel 
  towards the newly bought house thought to be the 
  hiding place of the Hand and the Wizard. The house 
  is two-stories tall with most windows covered with 
  heavy cloth. Unlike the houses around it, this one 
  does not have a store on the first floor.  
  All doors and windows are locked on the first floor. Open 
  Lock Check (DC 30) to unlock either the front or back 
  door. Open Lock Check (DC 40) to unlock any of the 
  windows. On the second floor there are two windows 
  that are unlocked. See appendix eleven for layout of the 
  house. The Hand, the Wizard, and Blade are in a large 
  room on the second floor. 
  � Front or Back Doors: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 22. 
  First Floor 
  The doors open into a large room. In the center of 
  the room is a large woodstove. On the backside of 
  the stove is a large table with eight chairs, several 
  floor-to-ceiling cabinets, and a door. On the front 
  side of the stove is a large living area set up with an 
  area rug, several rocking chairs, two small tables, 
  and a low bench. There are also small cupboards on 
  the wall, displaying several dishes and other small 
  items. On the tables are several books about the 
  layout of the County of Urnst and also about 
  researching spells. On the wall without windows 
  there is also a small staircase. 
  The door in the rear of the room leads to a large pantry 
  that covers the entire left side of the building. Search 
  Check (DC 15) reveals a cellar door. The cellar door is 
  trapped. 
  � Fireball Trap: CR 5; magic device; touch trigger; 
  automatic reset; spell effect (fireball, 8th-level wizard, 8d6 
  fire, DC 14 Reflex save half damage); Search DC 28; 
  Disable Device DC 28. Cost: 12,000 gp, 960 XP. 
  Cellar 
  The cellar door leads to a ladder descending into the 
  cellar. The cellar is as large as the house. There are many 
  crates and barrels. 
   
  Search Check (DC 20) to find two barrels of poison 
  (one of Carrion Crawler Brains and one of Black Lotus) 
  and a crate of assassin daggers. The rest of the barrels and 
  crates hold staples that one would normally find in a root 
  cellar. 
  Second Floor 
  The stairs leads to a long hallway that goes from one end 
  of the building to the other. At the far end of the hallway 
  is a large window. Along the hallway are five doors. Three 
  doors on one side of the hall and two on the other.  
   
  All doors are locked (Open Lock DC 30 to open). 
  Three of the doors are trapped. 
  Blade’s Door: Search Check (DC 16) to find a symbol 
  etched into the door (see players handout #5) 
  � Poisoned Dart Trap: CR 4; mechanical; location 
  trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, 
  dart); multiple targets (1 dart per target in a 10-ft.-by-10-ft. 
  area); poison (Small monstrous centipede poison, DC 10 
  Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; 
  Disable Device DC 22. Market Price: 12,090 gp. 
  The Wizard’s Door: Search Check (DC 21) to find a 
  symbol etched into the door (see players handout #4) 
  � Doorknob Smeared with Contact Poison: CR 5; 
  mechanical; touch trigger (attached); manual reset; 
  poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); 
  Search DC 25; Disable Device DC 19. Market Price: 9,650 
  gp. 
  The Hand’s Door: Search Check (DC 26) to find a 
  symbol etched into the door (see players handout #3) 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 27 
  
  � Whirling Poison Blades: CR 6; mechanical; timed 
  trigger; automatic reset; hidden lock bypass (Search DC 
  25, Open Lock DC 30); Atk +10 melee (1d4+4/19–20 plus 
  poison, dagger); poison (purple worm poison, DC 24 
  Fortitude save resists, 1d6 Str/2d6 Str); multiple targets 
  (one target in each of three pre-selected 5-ft. squares); 
  Search DC 20; Disable Device DC 20. Market Price: 
  30,200 gp. 
   
  All three doors lead to 10ft by 10ft room with a bed 
  and a small chest. The chest is unlocked and not trapped. 
  Inside the chest are black leather armor, a rapier, 
  alchemist fire, and a bloodstone. 
  DM’s Note: The term “Loot” refers to the gp value of 
  resalable goods (50% of value), the term “Coin” is any 
  money or commodities such as gems or art (100% of 
  value), and magic items are listed individually (50% of 
  value) in the category termed “Magic”. All treasure items 
  included in the Treasure Summary. 
   
  The other two doors lead to a large room (30x15). 
  Inside the room is two males (the Wizard and Blade) 
  dressed all in black and with their left hand behind their 
  backs. The Hand is invisible since they were getting 
  ready to have a night’s adventure. (Listen Check DC 12) 
  to hear three people talking in the room. 
  APL 6 (EL 10) 
  � Blade: Male human Rog5/Inv1; hp 32; see 
  Appendix One. 
  � The Wizard: Male human Rog3/Wiz4; hp 33; 
  see Appendix One.  
  � The Hand: Female human Rog5/Asn2; hp 37; 
  see Appendix One.  
  APL 8 (EL 12) 
  � Blade: Male human Rog5/Inv3; hp 42; see 
  Appendix One. 
  � The Wizard: Male human Rog3/Wiz5/ArT1; 
  hp 41; see Appendix One. 
  � The Hand: Female human Rog5/Asn4; hp 47; 
  see Appendix One. 
  APL 10 (EL 14) 
  � Blade: Male human Rog5/Inv5; hp 52; see 
  Appendix One. 
  � The Wizard: Male human Rog3/Wiz5/ArT3; 
  hp 60; see Appendix One. 
  � The Hand: Female human Rog5/Asn6; hp 68; 
  see Appendix One. 
  APL 12 (EL 16) 
  � Blade: Male human Rog7/Inv5; hp 74; see 
  Appendix One.  
  � The Wizard: Male human Rog3/Wiz5/ArT5; 
  hp 70; see Appendix One.  
  � The Hand: Female human Rog5/Asn8; hp 95; 
  see Appendix One.  
  APL 14 (EL 18) 
  � Blade: Male human Rog9/Inv5; hp 86; see 
  Appendix One. 
  � The Wizard: Male human Rog3/Wiz5/ArT7; 
  hp 95; see Appendix One. 
  � The Hand: Female human Rog5/Asn10; hp 
  124; see Appendix One. 
  Tactics: All three will try to have a flank on whomever 
  they are fighting. The Hand and the Wizard work the 
  best together. Blade can hold his own without a flank. 
  The Hand and the Wizard will fight to the death while 
  Blade will fight until he is in single digit hit points or 
  does not think he will survive another hit. He will then 
  attempt to feign death (bluff) (slashing out at an 
  opponent before falling over). It is a heal check to 
  determine that he is not bleeding out. If the party had 
  been using non-lethal damage at all, it is a sense motive 
  check against his bluff to determine he is not 
  unconscious.  
   
  If the Hand goes down and stops fighting (from 
  unconsciousness or death) he will attempt to feign death.  
   
  If the Wizard has gone down and it looks like it’s a 
  losing battle (the Hand will go down) Blade will feign 
  death. 
  Conclusion 
  Conclusion A: The Hand and Wizard killed 
  during “capture” 
  The Hand and the Wizard, the guilty parties died 
  while you attempted to capture them. You arrive at 
  Sir Whittenbock’s residence to give your report. 
  After waiting a few minutes while he makes sure he 
  will not be disturbed until after you leave, he 
  receives your report. He quickly sends for one of his 
  men to go secure the house. He proceeds to grill you 
  on what happened for the next several hours to 
  make sure his report is complete. 
  If Blade successfully feigned death:  
  About an hour after Sir Whittenbock begins grilling 
  you on what happened, one of his men comes 
  rushing into the room. “I’m sorry to disturb you but 
  I must report, there were no bodies in the house. It 
  looks like someone dragged them away.”   
   
  Sir Whittenbock nods and turns to you. “This 
  will continue in the house, I must see this for 
  myself.”  He escorts you back to the Hand’s house 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 28 
  
  and it is very apparent that something happened 
  after you left and that someone did indeed drag the 
  bodies away. Sir Whittenbock continues to grill you 
  while in the house well into the night. “Thank you 
  for your assistance. This matter of the bodies being 
  moved will be investigated by the Knights.” 
  If Blade died: 
  After grilling you for several hours, Sir Whittenbock 
  looks each of you over before saying, “It is most 
  tragic that the young man was killed. Thank you for 
  your assistance. The crown and the Knights are 
  pleased with the outcome. You results are just what 
  we hoped for. Thank you.” 
  If Blade was captured alive: 
  After grilling you for several hours, Sir Whittenbock 
  looks each of you over before saying; “The young 
  man that you brought back with you will be 
  spending some time in jail. I think that he was badly 
  influenced by his older siblings. There is still some 
  hope that he has a good heart so after he spends his 
  time in jail, he will spend sometime working for the 
  Knights to show him right from wrong. Thank you 
  for your assistance. The crown and the Knights are 
  pleased with the outcome. Your results are just what 
  we hoped for. Thank you.” 
  Conclusion B: The Hand and the Wizard 
  brought to the Knights of the Swan 
  Despite the Hand and the Wizard’s best attempt to 
  evade capture you have done it. The Wizard and the 
  Hand have been brought in alive. Upon reaching Sir 
  Whittenbock’s residence several men are called to 
  escort 
  the 
  prisoners 
  to 
  the 
  dungeons. 
  Sir 
  Whittenbock then escorts you to his room where he 
  can get a report. Upon hearing where you captured 
  the Hand and the Wizard he will send some of his 
  men to secure the place. 
  If Blade successfully feigned death:  
  About a half hour after the men leave to secure the 
  Hand’s residence they return. “I’m sorry to report 
  but there was no body found. There is no trace of 
  this third person.”  Sir Whittenbock turns to you, “It 
  does not matter, please give me his description and 
  we will keep an eye out for him. What does matter is 
  that the culprits were captured and will be punished 
  for their crimes against the crown. Thank you for 
  your assistance. The crown and the Knights are 
  pleased with the outcome.” 
  If Blade died: 
  After about an hour of taking your report, Sir 
  Whittenbock looks each of you over before saying, 
  “It is most tragic that the young man was killed. 
  Thank you for your assistance. The crown and the 
  Knights are pleased with the outcome. Your results 
  are just what we hoped for. Thank you.” 
  If Blade was captured alive: 
  After about an hour of taking your report, Sir 
  Whittenbock looks each of you over before saying; 
  “The young man that you brought back with you will 
  be spending some time in jail. I think that he was 
  badly influenced by his older siblings. There is still 
  some hope that he has a good heart so after he 
  spends his time in jail, he will spend sometime 
  working for the Knights to show him right from 
  wrong. Thank you for your assistance. The crown 
  and the Knights are pleased with the outcome. Your 
  results are just what we hoped for. Thank you.” 
  All cases (Conclusion B): 
  “You are welcome to come to the execution of the 
  Hand and the Wizard tomorrow at dawn,” Sir 
  Whittenbock says before dismissing you. 
  At dawn, you are escorted into the Administrators’ 
  Circle and brought to the palace courtyard. “While 
  normally we hold public execution, for these crimes 
  against the royal family, the execution will be 
  private to ensure that nothing happens,” the 
  Contessa says before ordering the execution to 
  proceed. Within seconds the Hand and the Wizard 
  have met their demise. 
  The End 
   
  Experience Point Summary 
   
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
   
  APL6  
   
   
   
  240 xp 
   
  APL8  
   
   
   
  300 xp 
   
  APL10  
   
   
   
  360 xp 
   
  APL12  
   
   
   
  420 xp 
   
  APL14  
   
   
   
  480 xp 
  Encounter Three 
   
  APL6  
   
   
   
  210 xp 
   
  APL8  
   
   
   
  270 xp 
   
  APL10  
   
   
   
  330 xp 
   
  APL12  
   
   
   
  390 xp 
   
  APL14  
   
   
   
  450 xp 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 29 
  
  Encounter Five 
   
  APL6  
   
   
   
  270 xp 
   
  APL8  
   
   
   
  330 xp 
   
  APL10  
   
   
   
  390 xp 
   
  APL12 
   
   
   
  450 xp 
   
  APL14  
   
   
   
  510 xp 
  Encounter Seven 
   
  APL6  
   
   
   
  210 xp 
   
  APL8  
   
   
   
  270 xp 
   
  APL10  
   
   
   
  330 xp 
   
  APL12  
   
   
   
  390 xp 
   
  APL14  
   
   
   
  450 xp 
  Encounter Nine 
   
  APL6  
   
   
   
  210 xp 
   
  APL8  
   
   
   
  270 xp 
   
  APL10  
   
   
   
  330 xp 
   
  APL12  
   
   
   
  390 xp 
   
  APL14  
   
   
   
  450 xp 
  Encounter Eleven 
   
  APL6  
   
   
   
  300 xp 
   
  APL8  
   
   
   
  360 xp 
   
  APL10  
   
   
   
  420 xp 
   
  APL12  
   
   
   
  480xp 
   
  APL14  
   
   
   
  540 xp 
  Discretionary Roleplay experience 
   
  APL6  
   
   
   
  360 xp 
   
  APL8  
   
   
   
  450 xp 
   
  APL10  
   
   
   
  540 xp 
   
  APL12  
   
   
   
  630 xp 
   
  APL14  
   
   
   
  720 xp 
  Total possible experience: 
   
  APL6  
   
   
   
  1800 xp 
   
  APL8  
   
   
   
  2250 xp 
   
  APL10  
   
   
   
  2700 xp 
   
  APL12  
   
   
   
  3150 xp 
   
  APL14  
   
   
   
  3600 xp 
  Treasure Summary  
   
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  DM Note: You can use gold above the cap for many things: 
  NPC Spellcasting Services — you can use the excess gold 
  to pay an NPC, if available, to cast spells on your behalf. 
  This is the most common use of this excess gold. 
  Example: paying a local cleric to cast raise dead on your 
  comrade at the end of the adventure. 
  NPC Services: You can use excess gold to pay an NPC for a 
  room at the inn, to provide a bribe to a crooked guard or 
  politician, to hire a tracker, or to pay a fine, for example. 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 30 
  
  Example: paying the toll for your PC to cross a bridge 
  during the adventure. 
  Temporary Purchase of Items: You can buy items, 
  mundane and magical, that are available during the 
  adventure for use during that adventure. Nothing you 
  purchase with excess gold in this way can be kept after the 
  adventure ends; it converts back to gold if it hasn’t been 
  consumed. You can also use items you find during the 
  adventure in this manner. 
  Example: purchasing or finding a potion of invisibility 
  during the adventure and using it in the same adventure. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: 
   
  APL 6: L: 38 gp; C: 0 gp; M: Longsword +1 (193 gp), 2 
  Short sword +1 (385 gp); Total: 616 gp  
   
  APL 8: L: 34 gp; C: 0 gp; M: Longsword +1 (193 gp), 
  Short sword +1 [2] (770 gp), Studded Leather Armor +1 
  (392 gp); Total: 1,389 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: Longsword +2 (693 gp), 
  Short sword +2 [2] (2770 gp), Studded Leather Armor +1 
  [2] (392 gp), Shortbow +1 (194 gp), Composite Shortbow 
  +1 (198 gp), Ring of Protection +1 (167 gp) – Total: 4,414 
  gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: Longsword +2 (693 gp), 
  Short sword +2 [2](2770 gp), Studded Leather Armor +2 
  [2] (1392 gp), Shortbow +1 (194 gp), Composite Shortbow 
  +1 (198 gp), Ring of Protection +1 (167 gp); Total: 5,414 
  gp 
   
  APL 14: L: 0 gp; C: 0 gp; M: Longsword +3 (1526 gp), 
  Short sword +3 [2] (6103 gp), Studded Leather Armor +2 
  [2] (695.83 gp), Shortbow +1 (194 gp), Composite 
  Shortbow +1 (198 gp), Ring of Protection +2 (667 gp); 
  Total: 6,103 gp 
  Encounter Three:   
   
  APL 6: L: 86 gp; C: 0 gp; M: 0 gp; Total: 86 gp 
   
  APL 8: L: 6 gp; C: 21 gp; M: Rapier +1 [3](1740 gp); 
  Total: 1,767 gp 
   
  APL 10: L: 0 gp; C: 26 gp; M: Rapier +1 [3](1740 gp), 
  Studded Leather Armor +1 [3] (881 gp); Total: 2,647 
   
  APL 12: L: 0 gp; C: 76 gp; M: Rapier +2 [3](6240 gp), 
  Studded Leather Armor +1 [3] (881 gp), Belt of Giant 
  Strength +2 [3] (3000 gp); Total: 10,197 
   
  APL 14: L: 0 gp; C: 84 gp; M: Rapier +2 [3] (6240 gp), 
  Studded Leather Armor +2 [3] (3131 gp), Belt of Giant 
  Strength +2  [3] (3000 gp), Gloves of Dexterity +2 [3] 
  (3000 gp); Total: 15,455 
  Encounter Five: 
   
  APL 6: L: 163 gp; C: 0 gp; M: Chainmail +1 (217 gp), 
  Greatsword +1 (192 gp), Spiked Chain +1 (194 gp); Total: 
  766 gp 
   
  APL 8: L: 187 gp; C: 0 gp; M: Chainmail +1 [2] (483 
  gp), Greatsword +1 (196 gp), Morning Star +1 (192 gp), 
  Heavy Crossbow +1 (196 gp), Full Plate +1 (221 gp), 
  Spiked Chain +1 (194 gp), Half-plate +1 (146 gp); Total: 
  1,628 
   
  APL 10: L: 49 gp; C: 0 gp; M: Chainmail +1 [2] (483 
  gp), Greatsword +1 (196 gp), Morning Star +1 (192 gp), 
  Heavy Crossbow +1 (196 gp), Bastard Sword +1 (195 gp), 
  Full Plate +1 (221 gp), Spiked Chain +2 (694 gp), Half-
  plate +1 [2] (583 gp), Light Crossbow +1 [3] (1751 gp), 
  Ring of Protection +1 (167 gp), Cloak of Resistance +1 (83 
  gp), Heavy Mace +1 (193 gp), Flail +1 (192 gp), Amulet of 
  Health +2 (333 gp); Total: 5,528 gp 
   
  APL 12: L: 28 gp; C: 0 gp; M: Chainmail +1 (121 gp), 
  Chainmail +2 (371 gp), Greatsword +2 (696 gp), Morning 
  Star +1 (192 gp), Heavy Crossbow +1 (196 gp), Bastard 
  Sword +2 (695 gp), Full Plate +2 (471 gp), Spiked Chain 
  +3 (1527 gp), Half-plate +1 [2] (583 gp), Light Crossbow 
  +1 [3] (1751 gp), Ring of Protection +1 (167 gp), Cloak of 
  Resistance +1 [2] (333 gp), Cloak of Resistance +2 (666 
  gp), Heavy Mace +1 (193 gp), Belt of Giant Strength +2 
  (333 gp), Flail +1 (192 gp), Amulet of Health +2 [2] (1333 
  gp), Periapt of Wisdom +2 [2] (1333 gp), Periapt of 
  Wisdom +4 (1333 gp), Banded Mail +1 (117 gp); Total: 
  10,130 gp 
   
  APL 14: L: 0.25 gp; C: 0 gp; M: 12141.81 gp – 2 
  Chainmail +2 (741.67 gp), Greatsword +3 (1527.92 ), 
  Morning Star +1 (192.33 gp), Heavy Crossbow +1 (195.83 
  gp), Bastard Sword +2 (389.16 gp), Full Plate +2 (662.49 
  gp), Spiked Chain +3 (693.75 gp), 2 Half-plate +2 (291.67 
  gp), 4 Light Crossbow +1 (778.33 gp), 2 Ring of Protection 
  +1 (167 gp), Ring of Protection +2 (666.67 gp), Cloak of 
  Resistance +1 (83.33 gp), 3 Cloak of Resistance +2 (1000 
  gp), Heavy Mace +1 (192.67 gp), Belt of Giant Strength +2 
  (333.33 gp), Flail +1 (192.33 gp), Amulet of Health +2 
  (333.33 gp), Amulet of Health +4 (1333.33 gp), 2 Periapt 
  of Wisdom +2 (666.67 gp), Periapt of Wisdom +4 (1333.33 
  gp), Banded Mail +2 (366.67 gp) 
  Encounter Seven: 
   
  APL 6: L: 113 gp; C: 0 gp; M:  Ring of Protection +1 
  (167 gp); Total: 280 
   
  APL 8: L: 82 gp; C: 0 gp; M: 1246 gp – Ring of 
  Protection +1 (167 gp), 2 Spiked Chain +1 (386 gp), 3 
  Amulet of Natural Armor +1 (500 gp), Longsword +1 (193 
  gp); Total: 1,328 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: Ring of Protection +1 [3] 
  (1500 gp), Spiked Chain +1 [2] (775 gp), Heavy Crossbow 
  +1 [2] (783 gp), Amulet of Natural Armor +1 [3] (1500 gp), 
  Longsword +1 (193 gp), Chainmail +1 (108 gp), 2 
  Breastplate +1 (225 gp), Belt of Giant Strength +2 [3] 
  (3000 gp), Cloak of Charisma +2 (333 gp), Light Crossbow 
  +1 (195 gp); Total: 3833 gp 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 31 
  
   
  APL 12: L: 0 gp; C: 0 gp; M: Ring of Protection +1 [2] 
  (666 gp), Spiked Chain +2 [2] (2775 gp), Heavy Crossbow 
  +2 [2] (2784 gp), Amulet of Natural Armor +2 [2] (4000 
  gp), Longsword +2 (693 gp), Chainmail +1 (108 gp), Ring 
  of Protection +2 (666 gp), Breastplate +1 [2] (450 gp), Belt 
  of Giant Strength +2 [3] (3000 gp), Cloak of Charisma +2 
  (333 gp), Light Crossbow +1 (195 gp); Total: 8333 gp 
   
  APL 14: L: 0 gp; C: 0 gp; M: Spiked Chain +2 [2] (2775 
  gp), Heavy Crossbow +2 [2] (1391.67 gp), Amulet of 
  Natural Armor +2 [3] (6000 gp), Longsword +2 (693 gp), 
  Chainmail +2 (358 gp), Ring of Protection +2 [3] (6000 
  gp), Breastplate +1 [2] (450 gp), Belt of Giant Strength +2 
  [3] (3000 gp), Cloak of Charisma +4 (1333 gp), Light 
  Crossbow +2 (695 gp), Heavy Steel Shield +1 [2] (390 gp); 
  Total: 11,278 gp 
  Encounter Nine:   
   
  APL 6: L: 18 gp; C: 0 gp; M: 0 gp; Total: 18 gp  
   
  APL 8: L: 43 gp; C: 0 gp; M: 0 gp; Total: 43 gp 
   
  APL 10: L: 26 gp; C: 0 gp; M: Breastplate +1 (113 gp), 
  Light Steel Shield +1 (97 gp), Periapt of Wisdom +2 [2] 
  (1333 gp); Total 902 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: Breastplate +1 (113 gp), 
  Light Steel Shield +1 (97 gp), Periapt of Wisdom +2 [2] 
  (1333 gp), Belt of Giant Strength +2 (333 gp), Flail +1(192 
  gp); Total: 1,401 
   
  APL 14: L: 0 gp; C: 0 gp; M: Breastplate +2 (363 gp), 
  Light Steel Shield +2 (347 gp), Periapt of Wisdom +2 (333 
  gp), Periapt of Wisdom +4 (1333 gp), Flail +1 (192 gp), 
  Belt of Giant Strength +2 (333 gp); Total: 2,901 
  Encounter Eleven: 
   
  APL 6: L: 53 gp; C: 25 gp; M: Rapier +1 [2] (773 gp), 
  Studded Leather Armor +1 (99 gp), Amulet of Natural 
  Armor +1 [2] (666 gp), Gloves of Dexterity +2 (333 gp), 
  Headband of Intellect +2 (333 gp); Total: 1,563 
   
  APL 8: L: 95 gp; C: 25 gp; M: Rapier +1 [2] (773 gp), 
  Studded Leather Armor +1 (98 gp), Amulet of Natural 
  Armor +2 [2] (2666 gp), Gloves of Dexterity +2 [2] (1334 
  gp), Headband of Intellect +2 [2] (1334 gp), Chainshirt +1 
  (104 gp); Total: 3,378 
   
  APL 10: L: 16 gp; C: 25 gp; M: Rapier +2 (693 gp), 
  Rapier +1 (193 gp), Studded Leather Armor +2 (348 gp), 
  Amulet of Health +2 [2] (1333 gp), Gloves of Dexterity +2 
  [2] (1333 gp), Headband of Intellect +2 (1333 gp), 
  Chainshirt +1 (104 gp), Cloak of Resistance +1 [2] (333 
  gp), Ring of Protection +2 [2] (2666 gp), Light Crossbow 
  +1 (195 gp), Dagger +1 [2] (767 gp), Cloak of Charisma +2 
  (333 gp), Scroll of Silent Step (104 gp); Total: 5,596 
   
  APL 12: L: 16 gp; C: 25 gp; M: Rapier +2 [2] (2773 gp), 
  Studded Leather Armor +2 (348 gp), Amulet of Health +2 
  [3] (3000 gp), Gloves of Dexterity +4 [2] (5333 gp), Gloves 
  of Dexterity +2 (333 gp), Headband of Intellect +4 [2] 
  (5333 gp), Chainshirt +2 (354 gp), Cloak of Resistance +2 
  [2] (1333 gp), Ring of Protection +3 [2] (6000 gp), Light 
  Crossbow +2 (695 gp), Scroll of Silent Step (104 gp), 
  Dagger +1 [2] (767 gp), Cloak of Charisma +2 (333 gp); 
  Total 13,979 
   
  APL 14: L: 16 gp; C: 25 gp; M: Rapier +2 (693 gp), 
  Rapier +3 (1360 gp), Studded Leather Armor +2 (348 gp), 
  Amulet of Health +4 [2] (5333 gp), Amulet of Heath +2 
  (333 gp), Gloves of Dexterity +4 [2] (5333 gp), Gloves of 
  Dexterity +2 (333 gp), Headband of Intellect +4 [2] (5333 
  gp), Chainshirt +2 (344 gp), Cloak of Resistance +3 [2] 
  (1500 gp), Cloak of Resistance +2 (333 gp), Ring of 
  Protection +3 [2] (6000 gp), Ring of Protection +1 (167 
  gp), Light Crossbow +2 (695 gp), Scroll of Silent Step (104 
  gp), Dagger +2 [2] (2766 gp), Cloak of Charisma +2 (333 
  gp), Vest of Resistance +2 (333 gp); Total 19,202 gp 
  Total Possible Treasure 
  APL 6:   
   
   
   
  1,800 gp 
  APL 8:   
   
   
   
  2,600 gp 
  APL 10:   
   
   
   
  4,600 gp 
  APL 12:   
   
   
   
  6.600 gp 
  APL 14:   
   
   
   
  13,200 gp 
   
  Special 
   
   
   
   
   
  For preventing the loss of a valuable shipment of award-
  winning wine: 
  [ ] Known as “Friend” of the Yarne Merchant House. 
  This grants the named PC a +2 Circumstance bonus to 
  Charisma-based skills when dealing with a member of 
  the Yarne Family and Merchant House, and members of 
  any branch of the Radigast Merchant’s Guild. [Type: 
  Permanent Influence] 
  If the Hand and the Wizard are alive 
  [ ] The Enmity of the Hand and the Wizard for 
  meddling in affairs of their fair trade. The named PC 
  receives a –2 Circumstance penalty to all dealings with 
  any person associated with the Hand and/or the Wizard. 
  [Type: Permanent Enmity] 
  Or if the Hand and the Wizard are dead 
  For getting critical information on the assassination and 
  for the capture or elimination of the Hand and the 
  Wizard: 
  [ ] The Gratitude of Knights of the Swan for helping 
  stop the Hand and the Wizard. This grants the named 
  PC a +2 Circumstance bonus to Charisma-based skills 
  when dealing Knights of the Swan [Type: Permanent 
  Influence]. Current members of the Knights of the Swan 
  metaorgs treat items with this symbol (�) as access 
  Regional. 
  And 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 32 
  
  [ ] The Gratitude of Contessa Elone Hofre Gellor and 
  Cyanna Gellor for helping capture the murderer of 
  Tristelone. This grants the named PC a +2 Circumstance 
  bonus to Charisma-based skills when dealing with the 
  Gellors [Type: Permanent Influence].  
  If Blade is alive 
  [ ] The Enmity of Blade for meddling in the affairs of 
  the family. The named PC receives a –2 Circumstance 
  penalty to all dealings with any person associated with 
  Blade. [Type: Permanent Enmity] 
  All 
  [ ] Scroll of Silent Step: For APLs 10-14: PCs are able to 
  purchase a maximum of one scroll of this spell. (Special: 
  Members of the Wizards’ Guild, who play in the above 
  APLs may scribe this spell into their spell books for free.) 
   Courses from Radigst College: 
  [ ] Local Dungeons: Cost is 10 TUs and gives the PC a +4 
  circumstance bonus on Knowledge (Dungeoneering) 
  while in the County of Urnst. 
  [ ] Geography of the County of Urnst: Cost is 10 TUs 
  and gives the PC a +4 circumstance bonus on Knowledge 
  (geography) while in the County of Urnst. 
   
  Items for the Adventure Record 
  Item Access  
   
   
   
   
  APL 6: 
  Items listed in the LGCS 
  APL 8 (all of APL 6 plus the following): 
  • 
  Amulet of Natural Armor +2 (Adventure; DMG; 8000 
  gp) 
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Longsword +2 (Adventure; DMG; 8315 gp) 
  • 
  Short Sword +2 (Adventure; DMG; 8310 gp) 
  • 
  Spiked Chain +2 (Adventure; DMG; 8325 gp) 
  • 
  Ring of Protection +2 (Adventure; DMG; 8000 gp) 
  • 
  Rapier +2 (Regional; DMG; 8320 gp) 
  • 
  Studded Leather Armor +2 (Adventure; DMG; 4175 gp) 
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  Armor Upgrade to +2 (Adventure; DMG; 4000 gp) 
  • 
  Weapon Upgrade to +2 (Adventure; DMG; 8000 gp) 
  • 
  Spiked Chain +3 (Adventure; DMG; 18325 gp) 
  • 
  Cloak of Resistance +2 (Adventure; DMG; 4000 gp) 
  • 
  Periapt of Wisdom +4 (Adventure; DMG; 16000 gp) 
  • 
  Gloves of Dexterity +4 (Adventure; DMG; 16000 gp) 
  • 
  Headband of Intellect +4 (Adventure; DMG; 16000 gp) 
  • 
  Ring of Protection +3 (Adventure; DMG; 18000 gp) 
  APL 14 (all of APLs 6-12 plus the following): 
  • 
  Longsword +3 (Adventure; DMG; 18315 gp) 
  • 
  Short Sword +3 (Adventure; DMG; 18310gp) 
  • 
  Greatsword +3 (Adventure; DMG; 18350 gp) 
  • 
  Amulet of Health +4 (Adventure; DMG; 16000 gp) 
  • 
  Cloak of Charisma +4 (Adventure; DMG; 16000 gp) 
  • 
  Rapier +3 (Adventure; DMG; 18320 gp) 
  • 
  Cloak of Resistance +3 (Adventure; DMG; 16000 gp) 
  • 
  Vest of Resistance +2 (Adventure; DMG; 4000 gp) 
  URC6-01 Death of a Bird 
  [Round #1 and 2] 
  Page 33 
  
  Appendix One – APL 6 
  Encounter One 
   
   
   
   
  � Ranger: Male Elf Rgr6; CR 6; Medium Humanoid; 
  HD 6d8+6; hp 39; Init +2; Spd 30 ft.; AC 16 (+4 armor, +2 
  dex), touch 12, flat-footed 14; Base Atk/Grp: +6/+9; Atk 
  +10 melee (1d8+4, longsword) or +8 range (1d6, 
  shortbow); Full Atk +8/+3 melee (1d8+4, longsword) and 
  +8/+3 (1d6+2, short sword) or +8/+3 range (1d6, 
  shortbow); Space/Reach: 5ft./5ft.; SA —; SQ animal 
  companion, favored enemy humans +4, favored enemy 
  dwarves +2, improved combat style (two-weapon combat), 
  wild empathy; AL CN; SV Fort +6, Ref +7, Will +4; Str 17, 
  Dex 14, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Hide +12, 
  Knowledge (nature) +12, Move Silently +12, Spot +13, 
  Survival +11; Dodge, Endurance, Improved Favored 
  Enemy, Improved Two-Weapon Fighting (improved 
  combat style), Stealthy, Track, Two-Weapon Fighting 
  (combat style). 
   
  Favored Enemy (Ex): The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage rolls 
  against such creatures. 
   
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20 and adds his ranger level and his Cha 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
   
  Ranger Spells Prepared (2; base DC = 12 + spell level): 
  1st—[Entangle, Magic Fang]. 
   
  Possessions: Shortbow, Longsword+1, Short sword +1, 
  Studded Leather Armor. 
  � Wolf Animal Companion: CR —; Medium magical 
  beast; HD 4d8+8; hp 27; Init +3, Spd 50 ft.; AC 17 (+3 Dex, 
  +4 Natural Armor), touch 13, flat-footed 14; Base Atk/Grp 
  +3/+5; Atk +6 melee (1d6+2, bite); Full Atk +6 melee 
  (1d6+2, bite); Space/Reach 5ft./5ft.; SA trip; SQ bonus 
  trick, low-light vision, scent; AL N; SV Fort +6, Ref +7, 
  Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Moves Silently +4, 
  Spot +3, Survival +1 (+5 using scent); Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, attack (unnatural), defend, down, 
  guard, heel. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  � Scout: Male Wood elf Sct6; CR 6; Medium 
  Humanoid; HD 6d8+6; hp 39; Init +4; Spd 40ft.; AC 17 
  (+3 armor, +3 dex, +1 skirmish), touch 13, flat-footed 14; 
  Base Atk/Grp: +4/+7; Atk +9 melee (1d6+4, short sword) 
  or +8 range (1d6, composite shortbow); Full Atk +9 melee 
  (1d6+4, short sword) or +8 range (1d6, composite 
  shortbow); Space/Reach: 5ft./5ft.; SA Skirmish +2d6 & +1 
  AC, Trackless Step; SQ Trapfinding, Battle Fortitude, 
  Uncanny Dodge, Fast Movement +10ft, Evasion, Flawless 
  Stride; AL CN; SV Fort +3, Ref +8, Will +2; Str 16, Dex 17, 
  Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +10, Hide +11, 
  Knowledge (Nature) +5, Listen +11, Move Silently +11, 
  Perform (Dance) +3, Search +12, Spot +11, Survival +9, 
  Tumble +11; Combat Expertise, Dodge, Mobility, 
  Weapon Focus (Short sword). 
   
  Skirmish (Ex): A Scout gains an extra 2d6 of 
  damage when they move at least 10ft for that round. The 
  damage only applies to attacks taken during the scout’s 
  turn. This only applies against leaving creatures with 
  discernable anatomy (creatures immune to critical hits 
  are not vulnerable to the extra damage). The scout also 
  gains a +1 AC bonus when they move at least 10ft in a 
  round and lasts until their next turn. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on fortitude saves and initiative 
  checks. 
   
  Flawless Stride (Ex): A scout can move through 
  any sort of terrain that slows movement at her normal 
  speed and without taking damage or suffering any of 
  impairment. This does not apply if a climb or swim check 
  are required or if the terrain or undergrowth is magically 
  manipulated. 
   
  Possessions: MW Composite Shortbow, Short sword 
  +1, Studded Leather Armor. 
  Encounter Three 
   
   
   
   
  � Smugglers (3): Male Half-elf Sws4; CR 4; Medium 
  Humanoid; HD 4d10+8; hp 36; Init +3; Spd 30ft.; AC 15 
  (+3 armor, +3 dex), touch 13, flat-footed 13; Base Atk/Grp: 
  +4/+4; Atk +8 melee (1d6+2, rapier); Full Atk +8 melee 
  (1d6+2, rapier); Space/Reach: 5ft./5ft.; SA Insightful 
  Strike; SQ Grace; AL NE; SV Fort +6, Ref +5, Will +1; Str 
  10, Dex 17, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +11, Bluff +7, Diplomacy +11, 
  Escape Artist +9, Swim +5, Tumble +9; Combat Reflexes, 
  Dodge, Weapon Finesse. 
  Death of a Bird 
   
  Page 34 
  
   
  Grace (Ex): When where light or no armor and 
  carrying a light load the swashbuckler gains a +1 
  competence bonus on reflex saves 
   
  Insightful Strike (Ex): When where light or no 
  armor and carrying a light load the swashbuckler gains a 
  +2 as bonus on damage rolls with any light or finesseable 
  weapon. They do not gain this bonus against creatures 
  immune to critical hits. 
   
  Possessions: MW Rapier, Studded Leather Armor. 
  Encounter Five 
   
   
   
   
  � Bandit Kingdoms Rep1 - Kria: Female Human Clr 
  4; CR 4; Medium Humanoid; HD 4d8+8; hp 31; Init +0; 
  Spd 20 ft.; AC 16 (+6 Armor), touch 10, flat-footed 16; 
  Base Atk/Grp: +3/+4; Atk +4 melee (1d8+1, morning star) 
  or +3 range (1d8, light crossbow); Full Atk +4 melee 
  (1d8+1, morning star) or +3 range (1d8, light crossbow); 
  Space/Reach: 5ft./5ft.; SA rebuke undead; SQ —; AL CE; 
  SV Fort +6, Ref +1, Will +7; Str 12, Dex 10, Con 14, Int 12, 
  Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +9 (+13 defensive), 
  Diplomacy +7, Heal +10, Knowledge (Planes) +8; Combat 
  Casting, Spell Penetration, Greater Spell Penetration. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—[Create Water, Guidance, Purify Food and Drink, 
  Read Magic, Resistance]; 1st—[Bless, Cure Light Wounds (2), 
  Protection from Good*, Sanctuary]; 2nd—[Calm Emotions, 
  Cure Moderate Wounds, Hold Person, Summon Swarm*]. 
  *Domain spell. Domains: [Evil (cast evil spells at +1 caster 
  level); Pestilence (immunity to the effects of all diseases)]. 
  Possessions: Light Crossbow, Morning Star, Chainmail 
  +1, Holy Symbol of Iuz. 
  � Bandit Kingdoms Rep2 - Tryst: Human male Ftr4; 
  CR 4; Medium Humanoid; HD 4d10+12; hp 40; Init +5 
  (+1 dex, +4 improved init); Spd 20 ft.; AC 17(+7 armor), 
  touch 10, flat-footed 17; Base Atk/Grp: +4/+7; Atk +9 
  melee (2d6+7, greatsword); Full Atk +9 melee (2d6+7, 
  greatsword); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; 
  SV Fort +7, Ref +2, Will +3; Str 16, Dex 12, Con 16, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Craft (arms and armor) +7, Intimidate 
  +7, Ride +8; Cleave, Improved Initiative, Iron Will, Power 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization (greatsword). 
   
   Possessions: Greatsword +1, Half-plate. 
  � Nyrond Rep1: Human male Clr4; CR 4; Medium 
  Humanoid; HD 4d8+8; hp 31; Init +5 (+1 dex, +4 
  improved init); Spd 20 ft.; AC 17 (+6 armor, +1 dex), touch 
  11, flat-footed 16; Base Atk/Grp: +3/+4; Atk +5 melee 
  (1d8+1, heavy mace) or +4 range (1d8, light crossbow); 
  Full Atk +5 melee (1d8+1, heavy mace) or +4 range (1d8, 
  light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL NE; SV Fort +6, Ref +2, Will +7; Str 12, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +9 (+13 defensive), 
  Disguise +7, Knowledge (Religion) +5, Spellcraft +2; 
  Combat Casting, Improved Initiative, Profane Boost. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—[Cure Minor Wounds, Detect Magic, Guidance, 
  Read Magic, Resistance]; 1st—[Bless, Bane, Cure Light 
  Wounds, Divine Favor, Magic Weapon*]; 2nd—[Cure 
  Moderate Wounds, Hold Person, Invisibility*, Sound Burst]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Heavy Mace); 
  Trickery (Bluff, Disguise and Hide are not class skills)]. 
   
  Possessions: Heavy Mace, Light Crossbow, Banded 
  Mail, Holy Symbol of Erythnul. 
  � Nyrond Rep2: Human female Ftr4; CR 4; Medium 
  Humanoid; HD 4d10+8; hp 36; Init +5 (+1 dex, +4 
  improved initiative); Spd 20 ft.; AC 19 (+6 armor, +2 
  shield, +1 dex), touch 11, flat-footed 18; Base Atk/Grp: 
  +4/+7; Atk +8 melee (1d10+3, bastard sword) or +5 range 
  (1d8, light crossbow); Full Atk +8 melee (1d10+3, bastard 
  sword) or +5 range (1d8, light crossbow); Space/Reach: 
  5ft./5ft.; SA —; SQ —; AL NE; SV Fort +6, Ref +2, Will 
  +4; Str 17, Dex 12, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +4, Intimidate +7, Jump -2; 
  Blind-fight, Cleave, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (bastard sword). 
  Possessions: Bastard Sword, Light Crossbow, Chainmail 
  +1. 
  � County of Urnst Rep1 - Rega: Female human Clr4; 
  CR 4; Medium Humanoid; HD 4d8+4; hp 27; Init +0; Spd 
  20ft.; AC 18 (+8 armor), touch 10, flat-footed 18; Base 
  Atk/Grp: +3/+3; Atk +4 melee (1d8, flail) or +3 range (1d8, 
  light crossbow); Full Atk +4 melee (1d8, flail) or +3 range 
  (1d8, light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL LE; SV Fort +5, Ref +1, Will +8; Str 10, 
  Dex 10, Con 12, Int 10, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +8 (+12 defensive), 
  Diplomacy +7, Knowledge (Religion) +7; Combat 
  Casting, Extra Turning, Maximize Spell. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 14 + spell 
  level): 0—[Cure Minor Wounds, Detect Magic, Guidance, 
  Read Magic, Resistance]; 1st—[Bless, Cure Light Wounds (2), 
  Inflict Light Wounds*, Sanctuary]; 2nd—[Cure Moderate 
  Wounds, Hold Person, Shatter*, Sounds Burst]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Flail); 
  Destruction (Smite Evil 1/day granting a +4 to attack and 
  damage)]. 
  Possessions: Flail, Light Crossbow, Full Plate, Holy 
  Symbol of Hextor. 
  Death of a Bird 
   
  Page 35 
  
  � County of Urnst Rep2: Male human Ftr4; CR 4; 
  Magic Humanoid; HD 4d8+12; hp 40; Init +4 (+4 
  improved init); Spd 20ft.; AC 17 (+7 armor), touch 10, flat-
  footed 17; Base Atk/Grp: +4/+7; Atk +9 melee (2d4+6, 
  spiked chain); Full Atk +9 melee (2d4+6, spiked chain); 
  Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; SV Fort +7, 
  Ref +1, Will +3; Str 16, Dex 10, Con 17, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Handle Animal +7, Intimidate +7, 
  Ride +9; Combat Reflexes, Exotic Weapon Proficiency 
  (Spiked Chain), Hold the Line, Iron Will, Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain). 
  Possessions: Spiked Chain +1, Half-plate. 
  Encounter Seven 
   
   
   
   
  � Way station Guards (2): Male Human Ftr4; CR 4; 
  Medium Humanoid; HD 4d10+8; hp 36; Init +4; Spd 
  20ft.; AC 15 (+5 armor), touch 10, flat-footed 15; Base 
  Atk/Grp: +4/+7; Atk +9 melee (2d4+4, spiked chain) or +4 
  range (1d10, heavy crossbow); Full Atk +9 melee (2d4+4, 
  spiked chain) or +4 range (1d10, heavy crossbow); 
  Space/Reach: 5ft./5ft.; SA —; SQ —; AL N; SV Fort +6, 
  Ref +1, Will +1; Str 16, Dex 10, Con 15, Int 14, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Handle Animal +7, Intimidate +7, 
  Ride +8, Search +5, Spot +3; Combat Expertise, Exotic 
  Weapon Proficiency (Spiked Chain), Improved Disarm, 
  Improved Initiative, Weapon Focus (Spiked Chain). 
  Possessions: MW Spiked Chain, Heavy Crossbow, 
  Breastplate. 
  � Way station Captain Cran: Male Human Mrs5; CR 
  5; Medium Humanoid; HD 5d8+10; hp 38; Init +1; Spd 
  20ft.; AC 17 (+5 armor, +1 dex, +1 deflection), touch 12, 
  flat-footed 16; Base Atk/Grp: +3/+4; Atk +5 melee (1d8+1, 
  longsword) or +4 range (1d8, light crossbow); Full Atk +5 
  melee (1d8+1, longsword) or +4 range (1d8, light 
  crossbow); Space/Reach: 5ft./5ft.; SA Grant Move Action 
  1/Day; SQ Minor Aura, Major Aura +1; AL CN; SV Fort 
  +7, Ref +3, Will +5; Str 12, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 16. 
   
  Skills and Feats: Bluff +13, Diplomacy +17, Intimidate 
  +15, Knowledge (local) +8, Sense Motive +10; Negotiator, 
  Persuasive, Skill Focus (Diplomacy), Weapon Focus 
  (Longsword). 
   
  Grant Move Action (Ex): A marshal may direct and 
  motivate his allies to act immediately. Once per day, he 
  may grant an extra move action to any or all of his allies 
  within 30ft (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This action does not affect 
  the allies’ initiative count; the round continues normally 
  after the marshal’s turn is over. 
   
  Aura (Ex): The Marshal may project one minor and 
  one major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until the Marshal uses a 
  swift action to dismiss it or activated another aura of the 
  same kind (minor or major). A Marshal may have an aura 
  run continuously thus a Marshal may have an aura up 
  prior to his action. Activating an aura involves 
  haranguing, ordering, directing, encouraging, cajoling, or 
  calming allies. A Marshal’s aura affects all allies within 60 
  ft (including himself) who can hear the Marshal. A 
  Marshal’s aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies.  
   
  Minor Aura: A minor aura let allies add the 
  Marshal’s Charisma bonus to certain rolls. 
   
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Motivate Charisma: Bonus on Charisma checks 
  and charisma-based skills. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Major Aura: A major aura lets allies add +1 to 
  certain rolls. 
   
  Resilient Troops: Bonus on all saves. 
   
  Motivate Ardor: Bonus on damage rolls. 
  Possessions: Longsword, Light Crossbow, Chainmail, 
  Ring of Protection +1. 
   
  Physical Description: A commanding looking man 
  with blond hair and blue eyes. He is dressed in the officer 
  uniform of the County Militia. 
   
  Encounter Nine 
   
   
   
   
  � Lord Malthanus Doppelganger: Male Doppelganger 
  HxB2; CR 6; Monstrous Humanoid; HD 4d8+8 + 2d10+4; 
  hp 47; Init +2; Spd 30ft.; AC 16, touch 12, flat-footed 14; 
  Base Atk/Grp: +6/+9; Atk +12 melee (1d8+6, longsword); 
  Full Atk +12/+7 melee (1d8+6, longsword); Space/Reach: 
  5ft./5ft.; SA Detect Thoughts, Change Shape, Hexblade 
  Curse 1/day; SQ Arcane Resistance, Immune to Sleep 
  and charm effects; AL LE; SV Fort +3, Ref +6, Will 
  +10/+13; Str 17, Dex 14, Con 14, Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +16, Diplomacy +9, Disguise 
  +14, Hide +7, Intimidate +5, Knowledge: Religion +4, 
  Ride +4; Cleave, Improved Sunder, Power Attack. 
   
  Detect 
  Thoughts 
  (Ex): 
  Doppelgangers 
  can 
  continuously use detect thoughts as the spell (caster level 
  18, will save DC 15 negates). They can suppress or resume 
  the activity as a free action. 
   
  Change Shape (Ex): Doppelgangers can assume any 
  small or medium humanoid form. In humanoid form 
  they lose all their natural attacks. 
  Death of a Bird 
   
  Page 36 
  
   
  Hexblade Curse (Ex): As a free action, the hexblade 
  can curse one foe that is visible to him and is within 60 
  feet. This curse inflicts a -2 on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls. A 
  successful save (DC 10 + 1/2 the Hexblade class level + 
  the hexblade's CHA modifier) negates the effect 
   
  Arcane Resistance (Ex): A Hexblade gets his 
  Charisma bonus to all saves versus spells and spell like 
  effects 
  Possessions: None. 
   
  Physical Description: Tall and broad and has a gaze 
  that disarms most people he meets. His dark brown hair 
  is now flecked with grey at the temples, and it is worn 
  long, and clasped with a golden ring at the back. He has a 
  flowing moustache, which is also starting to show a bit of 
  grey. He wears a pair of doeskin breeches along with a 
  soft shirt of cotton and a white with blue surcoat 
  emblazed with the symbol of Hieroneous. He is always 
  seen with his signet ring and the medallion of 
  Hieroneous upon his neck. Lately, he has taken to 
  wearing a bracelet of electrum with a rose carved on it. 
  � Heavy Warhorse: CR 2; Large animal; HD 4d8+12; hp 
  30; Init +1, Spd 50ft.; AC 14 (-1 Size, +1 Dex, +4 Natural 
  Armor), touch 10, flat-footed 13; Base Atk/Grp +3/+11; 
  Atk +6 melee (1d6+4, hoof); Full Atk +6 melee (1d6+4, 2 
  hooves) and +1 melee (1d4+2, bite); Space/Reach 
  10ft./5ft.; SA —; SQ low-light vision, scent; AL N; SV 
  Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 
  13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +4; Endurance, Run. 
  � Helian: Male Human Clr 4; CR 4; Male Humanoid; 
  HD 4d8+8; hp 31; Init +0; Spd 20ft.; AC 16 (+5 armor, +1 
  shield), touch 10, flat-footed 16; Base Atk/Grp: +3/+5; Atk 
  +6 melee (1d8+2, flail); Full Atk +6 melee (1d8+2, flail); 
  Space/Reach: 5ft./5ft.; SA rebuke undead; SQ —; AL LN; 
  SV Fort +6, Ref +1, Will +7; Str 14, Dex 10, Con 14, Int 10, 
  Wis 17, Cha 10. 
   
  Skills and Feats: Bluff +5, Concentration +9 (+13 when 
  defensive), Diplomacy +4, Knowledge: Religion +4; 
  Combat Casting, Persuasive, Spontaneous Healing. 
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—[Detect Magic, Detect Poison, Guidance, Read Magic, 
  Resistance]; 1st—[Bane, Bless, Cure Light Wounds, Inflict 
  Light Wounds*, Sanctuary]; 2nd—[Hold Person (x2), Spiritual 
  Weapon*, Undetectable Alignment]. 
   
  *Domain spell. Domains: [Destruction (Smite Evil 
  1/day granting a +4 to attack and damage); War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  flail)]. 
  Possessions: Breastplate, Light Steel Shield, Flail, Holy 
  Symbol of Hieroneous, Holy Symbol of Hextor. 
   
  Physical Description: Dark haired young man in 
  his early twenties. He stands straight and proud. There is 
  a small scar running down his face that is gray in color. 
  Encounter Eleven 
   
   
   
   
  � The Hand: Female Human Rog5/Asn2; CR 7; 
  Medium Humanoid; HD 5d6+5 + 2d6+2; hp 37; Init +5; 
  Spd 30ft.; AC 20 (+4 Armor, +5 Dex, +1 Natural Armor), 
  touch 15, flat-footed 20; Base Atk/Grp: +4/+4; Atk +9 
  melee (1d6+1, rapier); Full Atk +9 melee (1d6+1, rapier); 
  Space/Reach: 5ft./5ft.; SA Sneak Attack 4d6, Death 
  Attack, Poison Use; SQ Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense, Evasion, Trapfinding, 
  Poison Resistance; AL NE; SV Fort +3, Ref +14, Will +2; 
  Str 10, Dex 19, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +3, Decipher Script 
  +9, Disable Device +9, Disguise +5, Escape Artist +13, 
  Hide +14, Listen +10, Move Silently +14, Open Lock +13, 
  Search +12, Spot +10, Tumble +16; Acrobatic, Dodge, 
  Lightning Reflexes, Weapon Finesse. 
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a Fortitude 
  save (DC 15) against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+3 rounds. If 
  the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack. Once the assassin has completed the 
  3 rounds of study, he must make the death attack within 
  the next 3 rounds. 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Poison Resistance: The assassin gains a +1 natural 
  saving throw bonus to all. 
   
  Uncanny Dodge (Ex): An assassin retains his 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
   
  Improved Uncanny Dodge (Ex): An assassin can 
  no longer be flanked, since he can react to opponents on 
  opposite sides of him as easily as he can react to a single 
  attacker. This defense denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The assassin can 
  be flanked by a 12th level rogue or higher. 
   Possessions: Rapier +1, Studded Leather Armor +1, 
  Amulet of Natural Armor +1, Gloves of Dexterity +2. 
   
  Assassin Spells (2; base DC = 12 + spell level): 1st—
  [Disguise Self, Obscuring Mist, True Strike]. 
  Death of a Bird 
   
  Page 37 
  
   Possessions: Dagger (x2), Chainshirt. 
    
  Physical Description: A middle-sized Oeridian 
  female with boyish cut hair. One arm is behind her back 
  (she is missing the hand from it). She is dressed 
  completely in black. From a distance it is impossible to 
  tell her apart from her twin brother (the Wizard). 
   
  Physical Description: A tall Oeridian male dressed 
  completely in black. On his clothing in a light grey is the 
  symbol of the Hand and he keeps one hand behind his 
  back at all times. 
  � The Wizard: Male Human Rog3/Wiz4; CR 7; 
  Medium Humanoid; HD 3d6+3 + 4d4+4; hp 33; Init +2; 
  Spd 30ft.; AC 23 (+2 Dex, +4 Mage Armor, +4 Shield, +2 
  Protection from Good, +1 Natural Armor), touch 14, flat-
  footed 21; Base Atk/Grp: +4/+4; Atk +7 melee (1d6+1, 
  rapier); Full Atk +7 melee (1d6+1, rapier) or +7 range 
  (1d8, light crossbow); Space/Reach: 5ft./5ft.; SA Sneak 
  Attack 2d6; SQ Trap Sense, Evasion, Trapfinding; AL CE; 
  SV Fort +3, Ref +6, Will +4; Str 10, Dex 14, Con 12, Int 21, 
  Wis 8, Cha 8. 
   
   
   
   
   
   
   
   
  Skills and Feats: Concentration +11 (+15 defensive), 
  Craft (Alchemy) +10, Decipher Script +12, Disable Device 
  +12, Disguise +6, Escape Artist +9, Forgery +13, Hide +12, 
  Knowledge (Arcana) +11, Listen +3, Move Silently +6, 
  Open Lock +6, Search +9, Spellcraft +17, Tumble +11; 
  Acrobatic, Combat Casting, Scribe Scroll, Silent Spell, 
  Spell Penetration, Weapon Finesse. 
   
   
   Possessions: Rapier +1, MW Light Crossbow, Amulet 
  of Natural Armor +1, Headband of Intellect +2, Spell 
  Component Pouch. 
  Wizard Spells Prepared (4/5/3); base DC = 15 + spell 
  level): 0—[Acid Splash (2), Ray of Frost, Touch of Fatigue]; 
  1st—[Mage Armor, Protection from Good, Ray of Enfeeblement, 
  Shield, True Strike]; 2nd—[Blindness/Deafness, Scorching Ray 
  (2)]. 
   
  Spellbook: 0—[all]; 1st—[Burning Hands, Feather Fall, 
  Mage Armor, Magic Missile, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, False Life, Invisibility, Melf’s Acid Arrow, 
  Scorching Ray].  
   
  Physical Description: A middle-sized Oeridian 
  male with short cut hair. One arm is behind his back 
  (except while needed for casting). He is dressed 
  completely in black. From a distance it is impossible to 
  tell him apart from her twin sister (the Hand). 
  � Blade: Male Human Rog5/Inv1; CR 6; Medium 
  Humanoid; HD 5d6+5 + 1d6+1; hp 32; Init +8; Spd 30ft.; 
  AC 18 (+4 Armor, +4 Dex), touch 14, flat-footed 18; Base 
  Atk/Grp: +4/+5; Atk +6 melee (1d4+1, dagger); Full Atk 
  +6 melee (1d4+1, dagger); Space/Reach: 5ft./5ft.; SA 
  Uncanny Dodge, Evasion, Sneak Attack/Dagger Sneak 
  Attack 3d6/4d6; SQ Trap Sense, Trapfinding; AL NE; SV 
  Fort +2, Ref +10, Will +1; Str 12, Dex 19, Con 12, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +8, Disguise +7, Escape Artist 
  +10, Hide +11, Move Silently +11, Sense Motive +9, 
  Slight of Hand +13, Tumble +11, Use Magic Device +7; 
  Far Shot, Improved Initiative, Point Blank Shot, Weapon 
  Focus (Dagger). 
  Death of a Bird 
   
  Page 38 
  
  Appendix One – APL 8
  Encounter One 
   
   
   
   
  � Ranger: Male Elf Rgr8; CR 8; Medium Humanoid; 
  HD 8d8+8; hp 51; Init +2; Spd 30 ft.; AC 16 (+4 armor, +2 
  dex), touch 12, flat-footed 14; Base Atk/Grp: +8/+12; Atk 
  +14 melee (1d8+6, longsword) or +10 range (1d6, 
  shortbow); Full Atk +12/+7 melee (1d8+6, longsword) 
  and +12/+7 melee (1d6+4, short sword) or +10/+5 range 
  (1d6, shortbow); Space/Reach: 5ft./5ft.; SA —; SQ animal 
  companion, favored enemy humans +4, favored enemy 
  dwarves +2, improved combat style (two-weapon combat), 
  swift tracker, wild empathy, woodland stride; AL CN; SV 
  Fort +7, Ref +8, Will +4; Str 18, Dex 14, Con 12, Int 10, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +10, Hide +15, 
  Knowledge (nature) +14, Move Silently +15, Spot +15, 
  Survival +13; Dodge, Endurance, Improved Favored 
  Enemy, Improved Two-Weapon Fighting (improved 
  combat style), Stealthy, Track, Two-Weapon Fighting 
  (combat style). 
  Favored Enemy (Ex): The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage rolls 
  against such creatures. 
  Swift Tracker (Ex): A ranger can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead 
  of the normal –20) when moving at up to twice normal 
  speed while tracking. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20 and adds his ranger level and his Cha 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  Ranger Spells Prepared (2/1; base DC = 12 + spell level): 
  1st—[Entangle, Magic Fang]; 2nd—[Barkskin]. 
  Possessions: Shortbow, Longsword+1, Short sword +1, 
  Studded Leather Armor +1. 
  � Wolf Animal Companion: CR —; Medium magical 
  beast; HD 4d8+8; hp 27; Init +3, Spd 50 ft.; AC 17 (+3 Dex, 
  +4 Natural Armor), touch 13, flat-footed 14; Base Atk/Grp 
  +3/+5; Atk +6 melee (1d6+2, bite); Full Atk +6 melee 
  (1d6+2, bite); Space/Reach 5ft./5ft.; SA trip; SQ bonus 
  trick, low-light vision, scent; AL N; SV Fort +6, Ref +7, 
  Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Moves Silently +4, 
  Spot +3, Survival +1 (+5 using scent); Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, attack (unnatural), defend, down, 
  guard, heel. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  � Scout: Male Wood Elf Sct8; CR 8; Medium 
  Humanoid; HD 8d8+8; hp 51; Init +4; Spd 40ft.; AC 19 
  (+4 armor, +3 dex, +2 skirmish), touch 13, flat-footed 16; 
  Base Atk/Grp: +6/+9; Atk +11 melee (1d6+4, short sword) 
  or +11 range (1d6, composite shortbow); Full Atk +11/+6 
  melee (1d6+4, short sword) or +11/+6 range (1d6, 
  composite shortbow); Space/Reach: 5ft./5ft.; SA Skirmish 
  +2d6 & +2 AC, Trackless Step, Camouflage; SQ 
  Trapfinding, Battle Fortitude, Uncanny Dodge, Fast 
  Movement +10ft, Evasion, Flawless Stride; AL CN; SV 
  Fort +3, Ref +10, Will +2; Str 16, Dex 18, Con 12, Int 13, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +14, Hide +15, 
  Knowledge (Nature) +5, Listen +13, Move Silently +15, 
  Perform (Dance) +4, Search +14, Spot +13, Survival +11, 
  Tumble +15; Combat Expertise, Dodge, Endurance, 
  Mobility, Weapon Focus (Short sword). 
   
  Skirmish (Ex): A Scout gains an extra 2d6 of 
  damage when they move at least 10ft for that round. The 
  damage only applies to attacks taken during the scout’s 
  turn. This only applies against leaving creatures with 
  discernable anatomy (creatures immune to critical hits 
  are not vulnerable to the extra damage). The scout also 
  gains a +2 AC bonus when they move at least 10ft in a 
  round and lasts until their next turn. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on fortitude saves and initiative 
  checks. 
   
  Flawless Stride (Ex): A scout can move through 
  any sort of terrain that slows movement at her normal 
  speed and without taking damage or suffering any of 
  impairment. This does not apply if a climb or swim check 
  are required or if the terrain or undergrowth is magically 
  manipulated. 
  Camouflage (Ex): A scout can use the Hide skill in 
  any sort of natural terrain, even if the terrain doesn’t 
  grant cover or concealment. 
  Possessions: MW Composite Shortbow, Short sword +1, 
  Studded Leather Armor +1. 
  Encounter Three 
   
   
   
   
  � Smugglers (3): Male Half-elf Sws6; CR 6; Medium 
  Humanoid; HD 6d10+12; hp 52; Init +7 (+3 dex, +4 
  improved init); Spd 30ft.; AC 15 (+3 armor, +3 dex), touch 
  Death of a Bird 
   
  Page 39 
  
  13, flat-footed 13; Base Atk/Grp: +6/+6; Atk +10 melee 
  (1d6+3, rapier); Full Atk +10/+5 melee (1d6+3, rapier); 
  Space/Reach: 5ft./5ft.; SA Insightful Strike; SQ Dodge 
  Bonus, Grace; AL NE; SV Fort +7, Ref +6, Will +2; Str 10, 
  Dex 17, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +13, Bluff +9, Diplomacy +13, 
  Escape Artist +11, Swim +7, Tumble +11; Combat 
  Reflexes, Dodge, Improved Initiative, Weapon Finesse. 
   
  Grace (Ex): When where light or no armor and 
  carrying a light load the swashbuckler gains a +1 
  competence bonus on reflex saves 
   
  Insightful Strike (Ex): When where light or no 
  armor and carrying a light load the swashbuckler gains a 
  +2 as bonus on damage rolls with any light or finesseable 
  weapon. They do not gain this bonus against creatures 
  immune to critical hits. 
   
  Dodge Bonus (Ex): When where light or no armor 
  and carrying a light load the swashbuckler gains a +1 
  dodge bonus to AC against a given foe 
  Possessions: Rapier +1, Studded Leather Armor. 
  Encounter Five 
   
   
   
   
  � Bandit Kingdoms Rep1 - Kria: Female Human Clr 
  6; CR 6; Medium Humanoid; HD 6d8+12; hp 45; Init +0; 
  Spd 20 ft.; AC 16 (+6 Armor), touch 10, flat-footed 16; 
  Base Atk/Grp: +4/+5; Atk +6 melee (1d8+2, morning star) 
  or +4 range (1d8, light crossbow); Full Atk +6 melee 
  (1d8+2, morning star) or +4 range (1d8, light crossbow); 
  Space/Reach: 5ft./5ft.; SA rebuke undead; SQ —; AL CE; 
  SV Fort +7, Ref +2, Will +8; Str 12, Dex 10, Con 14, Int 12, 
  Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +11 (+15 defensive), 
  Diplomacy +9, Heal +12, Knowledge (Planes) +10; 
  Combat Casting, Spell Penetration, Greater Spell 
  Penetration, Maximize Spell. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—[Create Water, Guidance, Purify Food and 
  Drink, Read Magic, Resistance]; 1st—[Bless, Cure Light 
  Wounds (2), Doom*, Sanctuary]; 2nd—[Calm Emotions, Cure 
  Moderate Wounds, Hold Person, Silence, Summon Swarm*]; 
  3rd—[Blindness/Deafness, Cure Serious Wounds, Magic Circle 
  against Good*, Searing Light]. 
   
  *Domain spell. Domains: [Evil (cast evil spells at +1 
  caster level); Pestilence (immunity to the effects of all 
  diseases)]. 
  Possessions: Light Crossbow, Morning Star +1, 
  Chainmail +1, Holy Symbol of Iuz. 
  � Bandit Kingdoms Rep2 - Tryst: Human male Ftr6; 
  CR 6; Medium Humanoid; HD 6d10+18; hp 58; Init +5 
  (+1 dex, +4 improved init); Spd 20 ft.; AC 17(+7 armor), 
  touch 10, flat-footed 17; Base Atk/Grp: +6/+9; Atk +11 
  melee (2d6+7, greatsword) or +8 range (1d10+1 heavy 
  crossbow); Full Atk +11/+6 melee (2d6+7, greatsword) or 
  +8 range (1d10+1 heavy crossbow); Space/Reach: 5ft./5ft.; 
  SA —; SQ —; AL NE; SV Fort +8, Ref +3, Will +4; Str 16, 
  Dex 12, Con 16, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (arms and armor) +9, Intimidate 
  +9, Ride +10; Cleave, Combat Reflexes, Great Cleave, 
  Improved Initiative, Iron Will, Power Attack, Weapon 
  Focus (greatsword), Weapon Specialization (greatsword). 
  Possessions: 
  Greatsword 
  +1, 
  Half-plate, 
  Heavy 
  Crossbow +1. 
  � Nyrond Rep1: Human male Clr6; CR 6; Medium 
  Humanoid; HD 6d8+12; hp 45; Init +5 (+1 dex, +4 
  improved init); Spd 20 ft.; AC 17 (+6 armor, +1 dex), touch 
  11, flat-footed 16; Base Atk/Grp: +4/+5; Atk +7 melee 
  (1d8+1, heavy mace) or +6 range (1d8, light crossbow); 
  Full Atk +5 melee (1d8+1, heavy mace) or +6 range (1d8, 
  light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL NE; SV Fort +7, Ref +3, Will +8; Str 12, 
  Dex 12, Con 14, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +11 (+15 defensive), 
  Disguise +9, Knowledge (Religion) +7, Spellcraft +2; 
  Combat Casting, Improved Initiative, Maximize Spell, 
  Profane Boost. 
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—[Cure Minor Wounds, Detect Magic, 
  Guidance, Read Magic, Resistance]; 1st—[Bless, Bane, Cure 
  Light Wounds, Divine Favor, Magic Weapon*]; 2nd—[Cure 
  Moderate Wounds, Hold Person, Invisibility*, Sound Burst, 
  Spiritual Weapon]; 3rd—[Cure Serious Wounds, Dispel Magic, 
  Magic Vestment*, Searing Light]. 
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Heavy Mace); 
  Trickery (Bluff, Disguise and Hide are not class skills)]. 
  Possessions: MW Heavy Mace, MW Light Crossbow, 
  Banded Mail, Holy Symbol of Erythnul. 
  � Nyrond Rep2: Human female Ftr6; CR 6; Medium 
  Humanoid; HD 6d10+12; hp 52; Init +5 (+1 dex, +4 
  improved initiative); Spd 20 ft.; AC 19 (+6 armor, +2 
  shield, +1 dex), touch 11, flat-footed 18; Base Atk/Grp: 
  +6/+9; Atk +11 melee (1d10+5, bastard sword) or +8 range 
  (1d8, light crossbow); Full Atk +11/+6 melee (1d10+3, 
  bastard sword) or +8 range (1d8, light crossbow); 
  Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; SV Fort +7, 
  Ref +3, Will +5; Str 17, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Climb +7, Intimidate +9, Jump +1; 
  Blind-fight, Cleave, Great Cleave, Improved Initiative, 
  Iron Will, Power Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
  Possessions: MW Bastard Sword, MW Light Crossbow, 
  Chainmail +1. 
  � County of Urnst Rep1 - Rega: Female human Clr6; 
  CR 6; Medium Humanoid; HD 6d8+6; hp 39; Init +0; Spd 
  20ft.; AC 21 (+9 armor, +2 shield), touch 10, flat-footed 18; 
  Death of a Bird 
   
  Page 40 
  
  Base Atk/Grp: +4/+4; Atk +5 melee (1d8, flail) or +4 range 
  (1d8, light crossbow); Full Atk +5 melee (1d8, flail) or +4 
  range (1d8, light crossbow); Space/Reach: 5ft./5ft.; SA 
  rebuke undead; SQ —; AL LE; SV Fort +6, Ref +2, Will 
  +9; Str 10, Dex 10, Con 12, Int 10, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +10 (+14 defensive), 
  Diplomacy +9, Knowledge (Religion) +9; Combat 
  Casting, Divine Metamagic (Maximize Spell), Extra 
  Turning, Maximize Spell. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0—[Cure Minor Wounds, Detect Magic, 
  Guidance, Read Magic, Resistance]; 1st—[Bless, Cure Light 
  Wounds (2), Inflict Light Wounds*, Sanctuary]; 2nd—[Calm 
  Emotions, Cure Moderate Wounds, Hold Person, Shatter*, 
  Sounds Burst]; 3rd—[Contagion*, Cure Serious Wounds (2), 
  Prayer]. 
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Flail); 
  Destruction (Smite Evil 1/day granting a +4 to attack and 
  damage)]. 
  Possessions: Flail, Light Crossbow, Full Plate +1, Holy 
  Symbol of Hextor. 
  � County of Urnst Rep2: Male human Ftr6; CR 6; 
  Magic Humanoid; HD 6d8+18; hp 58; Init +4 (+4 
  improved init); Spd 20ft.; AC 18 (+8 armor), touch 10, flat-
  footed 18; Base Atk/Grp: +6/+9; Atk +11 melee (2d4+6, 
  spiked chain); Full Atk +11/+6 melee (2d4+6, spiked 
  chain); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; SV 
  Fort +8, Ref +2, Will +4; Str 16, Dex 10, Con 17, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +9, Intimidate +9, 
  Ride +11; Blind-Fight, Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Hold the Line, Iron Will, 
  Power Attack, Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
  Possessions: Spiked Chain +1, Half-plate +1. 
  Encounter Seven 
   
   
   
   
  � Way station Guards (2): Male Human Ftr6; CR 6; 
  Medium Humanoid; HD 6d10+12; hp 52; Init +4; Spd 
  20ft.; AC 16 (+5 armor, +1 natural armor), touch 10, flat-
  footed 16; Base Atk/Grp: +6/+9; Atk +11 melee (2d4+6, 
  spiked chain) or +6 range (1d10, heavy crossbow); Full 
  Atk +11/+6 melee (2d4+6, spiked chain) or +6 range 
  (1d10, heavy crossbow); Space/Reach: 5ft./5ft.; SA —; SQ 
  —; AL N; SV Fort +7, Ref +2, Will +2; Str 16, Dex 10, Con 
  15, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +9, Intimidate +9, 
  Ride +10, Search +6, Spot +4 ; Combat Expertise, Exotic 
  Weapon Proficiency (Spiked Chain), Improved Disarm, 
  Improved Initiative, Improved Trip, Power Attack, 
  Weapon Focus (Spiked Chain), Weapon Specialization 
  (Spiked Chain). 
  Possessions: Spiked Chain +1, Heavy Crossbow, 
  Breastplate, Amulet of Natural Armor +1. 
  � Way station Captain Cran: Male Human Mrs7; CR 
  7; Medium Humanoid; HD 7d8+21; hp 59; Init +1; Spd 
  20ft.; AC 18 (+5 armor, +1 dex, +1 deflection, +1 natural 
  armor), touch 12, flat-footed 17; Base Atk/Grp: +5/+6; Atk 
  +8 melee (1d8+2, longsword) or +6 range (1d8, light 
  crossbow); Full Atk +8 melee (1d8+2, longsword) or +6      
          range (1d8, light crossbow); Space/Reach: 5ft./5ft.; 
  SA Grant Move Action 1/Day; SQ Minor Aura, Major 
  Aura +2; AL CN; SV Fort +9, Ref +3, Will +6; Str 12, Dex 
  12, Con 16, Int 10, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +17, Diplomacy +21, Intimidate 
  +19, Knowledge (local) +11, Sense Motive +13; Combat 
  Reflexes, Negotiator, Persuasive, Skill Focus (Diplomacy), 
  Weapon Focus (Longsword). 
   
  Grant Move Action (Ex): A marshal may direct and 
  motivate his allies to act immediately. Twice per day, he 
  may grant an extra move action to any or all of his allies 
  within 30ft (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This action does not affect 
  the allies’ initiative count; the round continues normally 
  after the marshal’s turn is over. 
   
  Aura (Ex): The Marshal may project one minor and 
  one major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until the Marshal uses a 
  swift action to dismiss it or activated another aura of the 
  same kind (minor or major). A Marshal may have an aura 
  run continuously thus a Marshal may have an aura up 
  prior to his action. Activating an aura involves 
  haranguing, ordering, directing, encouraging, cajoling, or 
  calming allies. A Marshal’s aura affects all allies within 60 
  ft (including himself) who can hear the Marshal. A 
  Marshal’s aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies.  
   
  Minor Aura: A minor aura let allies add the 
  Marshal’s Charisma bonus to certain rolls. 
   
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Motivate Charisma: Bonus on Charisma checks 
  and charisma-based skills. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Force of Will: Bonus on Will saves. 
   
  Major Aura: A major aura lets allies add +2 to 
  certain rolls. 
   
  Resilient Troops: Bonus on all saves. 
   
  Motivate Ardor: Bonus on damage rolls. 
  Death of a Bird 
   
  Page 41 
  
  Possessions: Longsword +1, MW Light Crossbow, 
  Chainmail, Ring of Protection +1, Amulet of Natural 
  Armor +1. 
   
  Physical Description: A commanding looking man 
  with blond hair and blue eyes. He is dressed in the officer 
  uniform of the County Militia. 
  Encounter Nine 
   
   
   
   
  � Lord Malthanus Doppelganger: Male Doppelganger 
  HxB3/Blk1; CR 8; Monstrous Humanoid; HD 4d8+8 + 
  3d10+6 + 1d10+2; hp 63; Init +2; Spd 30ft.; AC 20, touch 
  12, flat-footed 18; Base Atk/Grp: +8/+12; Atk +15 melee 
  (1d8+7, longsword); Full Atk +15/+10 melee (1d8+7, 
  longsword); Space/Reach: 5ft./5ft.; SA Detect Thoughts, 
  Change Shape, Hexblade Curse 1/day, Detect Good, 
  Poison Use; SQ Arcane Resistance, Immune to Sleep and 
  charm effects, darkvision 60ft.; AL LE; SV Fort +6, Ref +7, 
  Will +10/+13; Str 17, Dex 14, Con 14, Int 14, Wis 16, Cha 
  16. 
   
  Skills and Feats: Bluff +18, Concentration +5, 
  Diplomacy +9, Disguise +14, Hide +6, Intimidate +5, 
  Knowledge: Religion +4, Ride +6; Cleave, Improved 
  Sunder, Mettle, Power Attack. 
   
  Detect 
  Thoughts 
  (Ex): 
  Doppelgangers 
  can 
  continuously use detect thoughts as the spell (caster level 
  18, will save DC 15 negates). They can suppress or resume 
  the activity as a free action. 
   
  Change Shape (Ex): Doppelgangers can assume any 
  small or medium humanoid form. In humanoid form, 
  they lose all their natural attacks. 
   
  Hexblade Curse (Ex): As a free action, the hexblade 
  can curse one foe that is visible to him and is within 60 
  feet. This curse inflicts a -2 on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls. A 
  successful save (DC 10 + 1/2 the Hexblade class level + 
  the hexblade's CHA modifier) negates the effect 
   
  Arcane Resistance (Ex): A Hexblade gets his 
  Charisma bonus to all saves versus spells and spell like 
  effects 
   
  Detect Good (Ex): At will, as the spell 
   
  Poison Use (Ex): A Darkguard is skilled in the use 
  of poison and never risks poisoning themselves when 
  applying to a blade 
  Spells Prepared (1; base DC = 13 + spell level): 1st—
  [Doom]. 
  Possessions: Lord Malthanus Gellor’s Large Steel Shield 
  +2. 
   
  Physical Description: Tall and broad and has a gaze 
  that disarms most people he meets. His dark brown hair 
  is now flecked with grey at the temples, and it is worn 
  long, and clasped with a golden ring at the back. He has a 
  flowing moustache, which is also starting to show a bit of 
  grey. He wears a pair of doeskin breeches along with a 
  soft shirt of cotton and a white with blue surcoat 
  emblazed with the symbol of Hieroneous. He is always 
  seen with his signet ring and the medallion of 
  Hieroneous upon his neck. Lately, he has taken to 
  wearing a bracelet of electrum with a rose carved on it. 
  � Heavy Warhorse: CR 2; Large animal; HD 4d8+12; hp 
  30; Init +1, Spd 50ft.; AC 14 (-1 Size, +1 Dex, +4 Natural 
  Armor), touch 10, flat-footed 13; Base Atk/Grp +3/+11; 
  Atk +6 melee (1d6+4, hoof); Full Atk +6 melee (1d6+4, 2 
  hooves) and +1 melee (1d4+2, bite); Space/Reach 
  10ft./5ft.; SA —; SQ low-light vision, scent; AL N; SV 
  Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 
  13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +4; Endurance, Run. 
  � Helian: Male Human Clr6; CR 6; Medium 
  Humanoid; HD 6d8+12; hp 45; Init +0; Spd 20ft.; AC 16 
  (+5 armor, +1 shield), touch 10, flat-footed 16; Base 
  Atk/Grp: +4/+6; Atk +8 melee (1d8+2, flail); Full Atk +8 
  melee (1d8+2, flail); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL LN; SV Fort +7, Ref +2, Will +8; Str 14, 
  Dex 10, Con 14, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Bluff +6, Concentration +11 (+15 
  when defensive), Diplomacy +5, Knowledge: Religion +4, 
  Spellcraft +1; Combat Casting, Persuasive, Profane Boost, 
  Spontaneous Healing. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—[Detect Magic, Detect Poison, Guidance, Read 
  Magic, Resistance]; 1st—[Bane, Bless, Cure Light Wounds, 
  Inflict Light Wounds*, Sanctuary]; 2nd—[Hold Person (x2), 
  Shield Other, Spiritual Weapon*, Undetectable Alignment]; 
  3rd—[Contagion*, Dispel Magic, Prayer, Searing Light]. 
  *Domain spell. Domains: [Destruction (Smite Evil 
  1/day granting a +4 to attack and damage); War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  flail)]. 
  Possessions: Breastplate, Light Steel Shield, MW 
  Flail,Holy Symbol of Hieroneous, Holy Symbol of 
  Hextor. 
   
  Physical Description: Dark haired young man in 
  his early twenties. He stands straight and proud. There is 
  a small scar running down his face that is gray in color. 
  Encounter Eleven 
   
   
   
   
  � The Hand: Female Human Rog5/Asn4; CR 9; 
  Medium Humanoid; HD 5d6+5 + 4d6+4; hp 47; Init +5; 
  Spd 30ft.; AC 21 (+4 Armor, +5 Dex, +2 Natural Armor), 
  touch 15, flat-footed 21; Base Atk/Grp: +6/+6; Atk +12 
  melee (1d6+1, rapier); Full Atk +12/+7 melee (1d6+1, 
  rapier); Space/Reach: 5ft./5ft.; SA Sneak Attack 5d6, 
  Death Attack, Poison Use; SQ Uncanny Dodge, 
  Improved Uncanny Dodge, Trap Sense, Evasion, 
  Trapfinding, Poison Resistance; AL NE; SV Fort +3, Ref 
  Death of a Bird 
   
  Page 42 
  
  +13, Will +2; Str 10, Dex 20, Con 12, Int 16, Wis 10, Cha 
  10. 
   
  Skills and Feats: Balance +9, Bluff +3, Decipher Script 
  +11, Disable Device +10, Disguise +5, Escape Artist +16, 
  Hide +17, Listen +11, Move Silently +17, Open Lock +15, 
  Search +15, Slight of Hand +6, Spot +10, Tumble +19; 
  Acrobatic, 
  Dodge, 
  leadership, 
  Lightning Reflexes, 
  Weapon Finesse. 
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a Fortitude 
  save (DC 18) against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+3 rounds. If 
  the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack. Once the assassin has completed the 
  3 rounds of study, he must make the death attack within 
  the next 3 rounds. 
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
  Poison Resistance: The assassin gains a +2 natural 
  saving throw bonus to all. 
  Uncanny Dodge (Ex): An assassin retains his 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
  Improved Uncanny Dodge (Ex): An assassin can 
  no longer be flanked, since he can react to opponents on 
  opposite sides of him as easily as he can react to a single 
  attacker. This defense denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The assassin can 
  be flanked by a 14th level rogue or higher. 
   Possessions: Rapier +1, Studded Leather Armor +1, 
  Amulet of Natural Armor +2, Gloves of Dexterity +2, 
  Headband of Intellect +2. 
  Assassin Spells (4/2; base DC = 13 + spell level): 1st—
  [Disguise Self, Feather Fall, Obscuring Mist, True Strike]; 
  2nd—[Darkness, Invisibility, Spider Climb]. 
    
  Physical Description: A middle-sized Oeridian 
  female with boyish cut hair. One arm is behind her back 
  (she is missing the hand from it). She is dressed 
  completely in black. From a distance, it is impossible to 
  tell her apart from her twin brother (the Wizard). 
  � The Wizard: Male Human Rog3/Wiz5/ArT1; CR 9; 
  Medium Humanoid; HD 3d6+3 + 5d4+5 + 1d4+1; hp 41; 
  Init +3; Spd 30ft.; AC 25 (+3 Dex, +4 Mage Armor, +4 
  Shield, +2 Protection from Good, +2 Natural Armor), 
  touch 15, flat-footed 22; Base Atk/Grp: +4/+4; Atk +8 
  melee (1d6+1, rapier); Full Atk +8 melee (1d6+1, rapier) 
  or +8 range (1d8+1, light crossbow); Space/Reach: 
  5ft./5ft.; SA Sneak Attack 2d6, Ranged Legerdemain 
  1/day; SQ Trap Sense, Evasion, Trapfinding; AL CE; SV 
  Fort +3, Ref +11, Will +6; Str 10, Dex 16, Con 12, Int 22, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +13 (+17 defensive), 
  Craft (Alchemy) +11, Decipher Script +13, Disable Device 
  +13, Disguise +7, Escape Artist +10, Forgery +14, Hide 
  +14, Knowledge (Arcana) +12, Listen +3, Move Silently 
  +11, Open Lock +7, Search +10, Spellcraft +20, Tumble 
  +17; Acrobatic, Combat Casting, Lightning Reflexes, 
  Scribe Scroll, Silent Spell, Spell Penetration, Weapon 
  Finesse. 
  Ranged Legerdemain: An arcane trickster can 
  perform one of the following class skills at a range of 30 
  feet: Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill check 
  DC by 5, and an arcane trickster cannot take 10 on this 
  check. Any object to be manipulated must weigh 5 
  pounds or less. 
   Possessions: Rapier +1, MW Light Crossbow, Amulet 
  of Natural Armor +2, Headband of Intellect +2, Spell 
  Component Pouch, Gloves of Dexterity +2. 
  Wizard Spells Prepared (4/5/5/3; base DC = 16 + spell 
  level): 0—[Acid Splash (2), Ray of Frost, Touch of Fatigue]; 
  1st—[Mage Armor, Protection from Good, Ray of Enfeeblement, 
  Shield, True Strike]; 2nd—[Blindness/Deafness, Invisibility, 
  Melf’s Acid Arrow, Scorching Ray (2)]; 3rd—[Fireball, 
  Lightning Bolt, Vampiric Touch]. 
   
  Spellbook: 0—[all]; 1st—[Burning Hands, Feather Fall, 
  Mage Armor, Magic Missile, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, False Life, Invisibility, Melf’s Acid Arrow, 
  Scorching Ray]; 3rd—[Blink, Fireball, Lightning Bolt, Sleet 
  Storm, Vampiric Touch].  
   
  Physical Description: A middle-sized Oeridian 
  male with short cut hair. One arm is behind his back 
  (except while needed for casting). He is dressed 
  completely in black. From a distance, it is impossible to 
  tell him apart from her twin sister (the Hand). 
  � Blade: Male Human Rog5/Inv3; CR 8; Medium 
  Humanoid; HD 5d6+5 + 3d6+3; hp 42; Init +9; Spd 30ft.; 
  AC 19 (+5 Armor, +4 Dex), touch 14, flat-footed 19; Base 
  Atk/Grp: +6/+7; Atk +8 melee (1d4+1, dagger); Full Atk 
  +8/+3 melee (1d4+1, dagger); Space/Reach: 5ft./5ft.; SA 
  Uncanny Dodge, Evasion, Sneak Attack/Dagger Sneak 
  Attack 3d6/5d6, Bleeding Wound, Uncanny Feint; SQ 
  Trap Sense, Trapfinding; AL NE; SV Fort +3, Ref +12, 
  Will +2; Str 12, Dex 20, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +10, Disguise +7, Escape Artist 
  +12, Hide +15, Move Silently +15, Sense Motive +11, 
  Slight of Hand +14, Tumble +15, Use Magic Device +7; 
  Far Shot, Improved Initiative, Point Blank Shot, Weapon 
  Focus (Dagger). 
  Death of a Bird 
   
  Page 43 
  
   
  Bleeding Wound (Ex): Upon a successful dagger 
  sneak attack, an Invisible Blade may sacrifice 1d6 of 
  dagger sneak attack to deal a bleeding wound. This attack 
  deals normal damage the upon the attack but each round 
  there after the wound bleeds dealing 1 point of damage 
  (per wound) until a DC 15 heal check is performed or 
  they are cured/healed via a healing spell. Creatures 
  immune to critical hits are immune to bleeding wounds 
  as well. 
   
  Uncanny Feint (Ex): An Invisible Blade gains the 
  ability to Feint in combat starting at 3rd level. The feint is 
  a move action instead of a standard action. An Invisible 
  Blade may only feint while armed with a dagger, kukri, or 
  punching dagger. 
   Possessions: MW Dagger (x2), Chainshirt +1. 
   
  Physical Description: A tall Oeridian male dressed 
  completely in black. On his clothing in a light grey is the 
  symbol of the Hand and he keeps one hand behind his 
  back at all times. 
  Death of a Bird 
   
  Page 44 
  
  Appendix One – APL 10
  Encounter One 
   
   
   
   
  � Ranger: Male Elf Rgr10; CR 10; Medium Humanoid; 
  HD 10d8+10; hp 63; Init +2; Spd 30 ft.; AC 17 (+5 armor, 
  +2 dex), touch 12, flat-footed 15; Base Atk/Grp: +10/+14; 
  Atk +16 melee (1d8+6, longsword) or +13 range (1d6+1, 
  shortbow); Full Atk +14/+9 melee (1d8+6, longsword) 
  and +14/+9 melee (1d6+4, short sword) or +13/+8 range 
  (1d6+1, shortbow); Space/Reach: 5ft./5ft.; SA —; SQ 
  animal companion, evasion, favored enemy humans +6, 
  favored enemy dwarves +4, favored enemy orcs +2, 
  improved combat style (two-weapon combat), swift 
  tracker, wild empathy, woodland stride; AL CN; SV Fort 
  +8, Ref +9, Will +5; Str 18, Dex 14, Con 12, Int 10, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Handle Animal +12, Hide +17, 
  Knowledge (nature) +16, Move Silently +17, Spot +17, 
  Survival +15; Dodge, Endurance, Improved Critical 
  (longsword), Improved Favored Enemy, Improved Two-
  Weapon Fighting (improved combat style), Stealthy, 
  Track, Two-Weapon Fighting (combat style). 
  Favored Enemy (Ex): The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage rolls 
  against such creatures.  
  Swift Tracker (Ex): A ranger can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead 
  of the normal –20) when moving at up to twice normal 
  speed while tracking. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20 and adds his ranger level and his Cha 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  Woodland Stride (Ex): A ranger may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  However, thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede motion 
  still affect him. 
  Ranger Spells Prepared (2/2; base DC = 12 + spell level): 
  1st—[Entangle, 
  Magic 
  Fang]; 
  2nd—[Barkskin, 
  Spike 
  Growth]. 
  Possessions: Shortbow +1, Longsword+2, Short sword 
  +2, Studded Leather Armor +1. 
  � Wolf Animal Companion: CR —; Medium magical 
  beast; HD 4d8+8; hp 27; Init +3, Spd 50 ft.; AC 17 (+3 Dex, 
  +4 Natural Armor), touch 13, flat-footed 14; Base Atk/Grp 
  +3/+5; Atk +6 melee (1d6+2, bite); Full Atk +6 melee 
  (1d6+2, bite); Space/Reach 5ft./5ft.; SA trip; SQ bonus 
  trick, low-light vision, scent; AL N; SV Fort +6, Ref +7, 
  Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Moves Silently +4, 
  Spot +3, Survival +1 (+5 using scent); Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, attack (unnatural), defend, down, 
  guard, heel. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  � Scout: Male Wood Elf Sct8/Drv2; CR 10; Medium 
  Humanoid; HD 8d8+8 + 2d10+2; hp 65; Init +5; Spd 45ft.; 
  AC 22 (+4 armor, +4 dex, +2 skirmish, +1 Deflection, +1 
  Bonus), touch 16, flat-footed 18; Base Atk/Grp: +8/+11; 
  Atk +14 melee (1d6+5, short sword) or +13 range (1d6+1, 
  composite shortbow); Full Atk +14/+9 melee (1d6+5, 
  short sword) or +13/+8 range (1d6+1, composite 
  shortbow); Space/Reach: 5ft./5ft.; SA Skirmish +2d6 & +2 
  AC, Trackless Step, Camouflage, Dervish Dance 1/day, 
  Movement Mastery; SQ Trapfinding, Battle Fortitude, 
  Uncanny Dodge, Fast Movement +15ft, Evasion, Flawless 
  Stride, Slashing Blades; AL CN; SV Fort +3, Ref +13, Will 
  +5; Str 16, Dex 18, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +16, Hide +15, 
  Knowledge (Nature) +5, Listen +13, Move Silently +15, 
  Perform (Dance) +10, Search +14, Spot +13, Survival +11, 
  Tumble +17; Combat Expertise, Dodge, Elusive Target, 
  Endurance, Mobility, Weapon Focus (Short sword). 
   
  Skirmish (Ex): A Scout gains an extra 2d6 of 
  damage when they move at least 10ft for that round. The 
  damage only applies to attacks taken during the scout’s 
  turn. This only applies against leaving creatures with 
  discernable anatomy (creatures immune to critical hits 
  are not vulnerable to the extra damage). The scout also 
  gains a +2 AC bonus when they move at least 10ft in a 
  round and lasts until their next turn. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on fortitude saves and initiative 
  checks. 
   
  Flawless Stride (Ex): A scout can move through 
  any sort of terrain that slows movement at her normal 
  speed and without taking damage or suffering any of 
  impairment. This does not apply if a climb or swim check 
  are required or if the terrain or undergrowth is magically 
  manipulated. 
  Death of a Bird 
   
  Page 45 
  
  Camouflage (Ex): A scout can use the Hide skill in 
  any sort of natural terrain, even if the terrain doesn’t 
  grant cover or concealment. 
   
  Dervish Dance (Ex): A Dervish may make a full 
  attack action and still move up to her movement 1/day. 
  She must move at least 5ft between attacks and cannot 
  enter a square she just exited. The dervish is subject to 
  normal attacks of opportunity during the dance and may 
  tumble as part of the move. The dance can only be done 
  using slashing weapons and the dervish gains a bonus to 
  attack and damage rolls (+1). The dervish must be 
  wearing light armor and not using a shield or in rage or a 
  frenzy. The dervish can dance only once per encounter 
  and it lasts for 5 rounds. The Dervish is fatigued after she 
  finishes her dance for the duration of the encounter. 
   
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (Dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
   
  Slashing Blades (Ex): A Dervish considers a 
  scimitar a light weapon for all purposes including two-
  weapon fighting. 
  Possessions: Composite Shortbow +1, Short sword +2, 
  Studded Leather Armor +1, Ring of Protection +1. 
  Encounter Three 
   
   
   
   
  � Smugglers (3): Male Half-elf Sws8; CR 8; Medium 
  Humanoid; HD 8d10+16; hp 68; Init +8 (+4 dex, +4 
  improve init); Spd 30ft.; AC 16 (+3 armor, +3 dex), touch 
  13, flat-footed 13; Base Atk/Grp: +8/+8; Atk +13 melee 
  (1d6+3, rapier); Full Atk +13/+8 melee (1d6+3, rapier); 
  Space/Reach: 5ft./5ft.; SA Insightful Strike, Acrobatic 
  Charge; SQ Dodge Bonus, Grace, Improved Flanking; AL 
  NE; SV Fort +7, Ref +6, Will +2; Str 10, Dex 18, Con 14, 
  Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +17, Bluff +11, Diplomacy 
  +15, Escape Artist +15, Swim +11, Tumble +15; Combat 
  Reflexes, Dodge, Improved Initiative, Weapon Finesse. 
   
  Grace (Ex): When wearing light or no armor and 
  carrying a light load, the swashbuckler gains a +1 
  competence bonus on reflex saves 
   
  Insightful Strike (Ex): When wearing light or no 
  armor and carrying a light load, the swashbuckler gains a 
  +2 as bonus on damage rolls with any light or finesseable 
  weapon. They do not gain this bonus against creatures 
  immune to critical hits. 
   
  Dodge Bonus (Ex): When wearing light or no 
  armor and carrying a light load, the swashbuckler gains a 
  +1 dodge bonus to AC against a given foe. 
   
  Acrobatic Charge (Ex): A Swashbuckler can charge 
  where others cannot. They can charge or difficult terrain 
  that usually slows movement or though allies blocking 
  their path. They can also run down steep stairs, leap down 
  from balconies, or tumble over tables to get to their 
  target. 
   
  Improved Flanking (Ex): Gain an additional +2 
  bonus on attacks when flanking an opponent 
  Possessions: Rapier +1, Studded Leather Armor +1. 
  Encounter Five 
   
   
   
   
  � Bandit Kingdoms Rep1 - Kria: Female Human Clr 8; 
  CR 8; Medium Humanoid; HD 8d8+16; hp 59; Init +0; 
  Spd 20 ft.; AC 17 (+6 Armor, +1 Deflection), touch 11, flat-
  footed 17; Base Atk/Grp: +6/+7; Atk +8 melee (1d8+2, 
  morning star) or +7 range (1d8+1, light crossbow); Full 
  Atk +8/+3 melee (1d8+2, morning star) or +7 range 
  (1d8+1, light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL CE; SV Fort +8, Ref +2, Will +11; Str 
  12, Dex 10, Con 14, Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +13 (+17 defensive), 
  Diplomacy +11, Heal +16, Knowledge (Planes) +12; 
  Combat Casting, Spell Penetration, Greater Spell 
  Penetration, Maximize Spell. 
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 
  15 + spell level): 0—[Create Water, Guidance, Purify Food 
  and Drink, Read Magic, Resistance (2)]; 1st—[Bane, Bless, 
  Cure Light Wounds (2), Divine Favor, Doom*, Sanctuary]; 
  2nd—[Calm Emotions, Cure Moderate Wounds, Hold Person, 
  Silence, Summon Swarm*]; 3rd—[Blindness/Deafness, Cure 
  Serious Wounds, Dispel Magic, Magic Circle against Good*, 
  Searing Light]; 4th—[Cure Critical Wounds (2), Poison, 
  Unholy Blight*]. 
  *Domain spell. Domains: [Evil (cast evil spells at +1 
  caster level); Pestilence (immunity to the effects of all 
  diseases)]. 
  Possessions: Light Crossbow +1, Morning Star +1, 
  Chainmail +1, Holy Symbol of Iuz, Ring of Protection +1. 
  � Bandit Kingdoms Rep2 - Tryst: Human male Ftr8; 
  CR 8; Medium Humanoid; HD 8d10+24; hp 76; Init +5 
  (+1 dex, +4 improved init); Spd 20 ft.; AC 18(+8 armor), 
  touch 10, flat-footed 18; Base Atk/Grp: +8/+11; Atk +13 
  melee (2d6+7, greatsword) or +10 range (1d10+1 heavy 
  crossbow); Full Atk +13/+8 melee (2d6+7, greatsword) or 
  +10 range (1d10+1 heavy crossbow); Space/Reach: 
  5ft./5ft.; SA —; SQ —; AL NE; SV Fort +10, Ref +4, Will 
  +5; Str 16, Dex 12, Con 17, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (arms and armor) +11, 
  Intimidate +11, Ride +12; Cleave, Combat Reflexes, Great 
  Cleave, Improved Bull Rush, Improved Initiative, Iron 
  Will, Power Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
  Possessions: Greatsword +1, Half-plate +1, Heavy 
  Crossbow +1, Cloak of Resistance +1. 
  � Nyrond Rep1: Human male Clr8; CR 8; Medium 
  Humanoid; HD 8d8+16; hp 59; Init +5 (+1 dex, +4 
  Death of a Bird 
   
  Page 46 
  
  improved init); Spd 20 ft.; AC 17 (+6 armor, +1 dex), touch 
  11, flat-footed 16; Base Atk/Grp: +6/+7; Atk +9 melee 
  (1d8+2, heavy mace) or +8 range (1d8+1, light crossbow); 
  Full Atk +9/+4 melee (1d8+2, heavy mace) or +8 range 
  (1d8+1, light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL NE; SV Fort +8, Ref +3, Will +10; Str 
  12, Dex 12, Con 14, Int 10, Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +13 (+17 defensive), 
  Disguise +11, Knowledge (Religion) +9, Spellcraft +2; 
  Combat Casting, Improved Initiative, Maximize Spell, 
  Profane Boost. 
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 
  14 + spell level): 0—[Cure Minor Wounds (2), Detect Magic, 
  Guidance, Read Magic, Resistance]; 1st—[Bless, Bane, Cure 
  Light Wounds, Divine Favor, Magic Weapon*, Sanctuary]; 
  2nd—[Cure Moderate Wounds, Hold Person, Invisibility*, 
  Sound Burst, Spiritual Weapon]; 3rd—[Cure Serious Wounds, 
  Dispel Magic, Magic Vestment*, Prayer, Searing Light]; 4th—
  [Confusion*, Cure Critical Wounds, Freedom of Movement, 
  Poison]. 
   *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Heavy Mace); 
  Trickery (Bluff, Disguise and Hide are not class skills)]. 
  Possessions: Heavy Mace +1, Light Crossbow +1, 
  Banded Mail, Holy Symbol of Erythnul. 
  � Nyrond Rep2: Human female Ftr8; CR 8; Medium 
  Humanoid; HD 8d10+16; hp 68; Init +5 (+1 dex, +4 
  improved initiative); Spd 20 ft.; AC 19 (+6 armor, +2 
  shield, +1 dex), touch 11, flat-footed 18; Base Atk/Grp: 
  +8/+12; Atk +14 melee (1d10+7, bastard sword) or +10 
  range (1d8+1, light crossbow); Full Atk +14/+9 melee 
  (1d10+7, bastard sword) or +10 range (1d8+1, light 
  crossbow); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; 
  SV Fort +8, Ref +3, Will +5; Str 18, Dex 12, Con 14, Int 10, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +10, Intimidate +11, Jump +4; 
  Blind-fight, Cleave, Great Cleave, Improved Initiative, 
  Improved Sunder, Iron Will, Power Attack, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard 
  sword). 
  Possessions: Bastard Sword +1, Light Crossbow +1, 
  Chainmail +1. 
  � County of Urnst Rep1 - Rega: Female human Clr8; 
  CR 8; Medium Humanoid; HD 8d8+8; hp 51; Init +0; Spd 
  20ft.; AC 21 (+9 armor, +2 shield), touch 10, flat-footed 18; 
  Base Atk/Grp: +6/+6; Atk +8 melee (1d8+1, flail) or +7 
  range (1d8, light crossbow); Full Atk +8/+3 melee (1d8+1, 
  flail) or +7 range (1d8, light crossbow); Space/Reach: 
  5ft./5ft.; SA rebuke undead; SQ —; AL LE; SV Fort +7, 
  Ref +2, Will +11; Str 10, Dex 10, Con 12, Int 10, Wis 20, 
  Cha 10. 
   
  Skills and Feats: Concentration +12 (+16 defensive), 
  Diplomacy +11, Knowledge (Religion) +11; Combat 
  Casting, Divine Metamagic (Maximize Spell), Extra 
  Turning, Maximize Spell. 
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 
  15 + spell level): 0—[Cure Minor Wounds, Detect Magic, 
  Guidance, Read Magic, Resistance, Virtue]; 1st—[Bane, Bless, 
  Cure Light Wounds (2), Inflict Light Wounds*, Protection from 
  Good, Sanctuary]; 2nd—[Calm Emotions, Cure Moderate 
  Wounds, Hold Person, Shatter*, Sounds Burst]; 3rd—
  [Contagion*, Cure Serious Wounds (2), Prayer, Searing Light] 
  4th—[Cure Critical Wounds, Inflict Critical Wounds*, Poison, 
  Summon Monster IV]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Flail); 
  Destruction (Smite Evil 1/day granting a +4 to attack and 
  damage)]. 
  Possessions: Flail +1, MW Light Crossbow, Full Plate 
  +1, Holy Symbol of Hextor. 
  � County of Urnst Rep2: Male human Ftr8; CR 8; 
  Magic Humanoid; HD 8d8+40; hp 92; Init +4 (+4 
  improved init); Spd 20ft.; AC 18 (+8 armor), touch 10, flat-
  footed 18; Base Atk/Grp: +8/+11; Atk +15 melee (2d4+7, 
  spiked chain); Full Atk +15/+10 melee (2d4+7, spiked 
  chain); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; SV 
  Fort +11, Ref +2, Will +4; Str 16, Dex 10, Con 20, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +11, Intimidate +11, 
  Ride +13; Blind-Fight, Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Greater Weapon Focus 
  (Spiked Chain), Hold the Line, Iron Will, Power Attack, 
  Weapon Focus (Spiked Chain), Weapon Specialization 
  (Spiked Chain). 
  Possessions: +2 Spiked Chain, Half-plate +1, Amulet of 
  Health +2. 
  Encounter Seven 
   
   
   
   
  � Way station Guards (2): Male Human Ftr8; CR 8; 
  Medium Humanoid; HD 8d10+24; hp 76; Init +4; Spd 
  20ft.; AC 18 (+6 armor, +1 deflection, +1 natural armor), 
  touch 11, flat-footed 18; Base Atk/Grp: +8/+12; Atk +15 
  melee (2d4+7, spiked chain) or +8 range (1d10+1, heavy 
  crossbow); Full Atk +15/+10 melee (2d4+7, spiked chain) 
  or +8 range (1d10, heavy crossbow); Space/Reach: 
  5ft./5ft.; SA —; SQ —; AL N; SV Fort +9, Ref +2, Will +2; 
  Str 18, Dex 10, Con 16, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +11, Intimidate +11, 
  Ride +13, Search +7, Spot +5; Combat Expertise, Exotic 
  Weapon Proficiency (Spiked Chain), Greater Weapon 
  Focus (Spiked Chain), Improved Disarm, Improved 
  Initiative, Improved Trip, Power Attack, Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain). 
  Possessions: Spiked Chain +1, Heavy Crossbow +1, 
  Breastplate +1, Amulet of Natural Armor +1, Ring of 
  Protection +1, Belt of Giant Strength +2. 
  Death of a Bird 
   
  Page 47 
  
  � Way station Captain Cran: Male Human Mrs9; CR 
  9; Medium Humanoid; HD 9d8+27; hp 75; Init +5; Spd 
  20ft.; AC 19 (+6 armor, +1 dex, +1 deflection, +1 natural 
  armor), touch 13, flat-footed 19; Base Atk/Grp: +6/+8; Atk 
  +10 melee (1d8+3, longsword) or +7 range (1d8+1, light 
  crossbow); Full Atk +10/+5 melee (1d8+3, longsword) or 
  +7/+1 range (1d8+1, light crossbow); Space/Reach: 
  5ft./5ft.; SA Grant Move Action 2/Day; SQ Minor Aura, 
  Major Aura +2; AL CN; SV Fort +10, Ref +4, Will +7; Str 
  14, Dex 12, Con 16, Int 10, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +18, Diplomacy +22, Intimidate 
  +20, Knowledge (local) +12, Sense Motive +14; Combat 
  Reflexes, Improved Initiative, Negotiator, Persuasive, 
  Skill Focus (Diplomacy), Weapon Focus (Longsword). 
   
  Grant Move Action (Ex): A marshal may direct and 
  motivate his allies to act immediately. Twice per day, he 
  may grant an extra move action to any or all of his allies 
  within 30ft (but not to himself). Each of the affected 
  allies takes this extra move action immediately, acting in 
  their current initiative order. This action does not affect 
  the allies’ initiative count; the round continues normally 
  after the marshal’s turn is over. 
   
  Aura (Ex): The Marshal may project one minor and 
  one major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until the Marshal uses a 
  swift action to dismiss it or activated another aura of the 
  same kind (minor or major). A Marshal may have an aura 
  run continuously thus a Marshal may have an aura up 
  prior to his action. Activating an aura involves 
  haranguing, ordering, directing, encouraging, cajoling, or 
  calming allies. A Marshal’s aura affects all allies within 60 
  ft (including himself) who can hear the Marshal. A 
  Marshal’s aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies.  
   
  Minor Aura: A minor aura let allies add the 
  Marshal’s Charisma bonus to certain rolls. 
   
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Motivate Charisma: Bonus on Charisma checks 
  and charisma-based skills. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Force of Will: Bonus on Will saves. 
   
  Motivate Strength: Bonus on Strength checks and 
  strength-based skills. 
   
  Major Aura: A major aura lets allies add +2 to 
  certain rolls. 
   
  Resilient Troops: Bonus on all saves. 
   
  Motivate Ardor: Bonus on damage rolls. 
   
  Motivate Care: Bonus to Armor Class. 
  Possessions: Longsword +1, Light Crossbow +1, 
  Chainmail +1, Ring of Protection +1, Amulet of Natural 
  Armor +1, Cloak of Charisma +2, Belt of Giant Strength 
  +2. 
   
  Physical Description: A commanding looking man 
  with blond hair and blue eyes. He is dressed in the officer 
  uniform of the County Militia. 
  Encounter Nine 
   
   
   
   
  � Lord Malthanus Doppelganger: Male Doppelganger 
  Hxb3/Blk3; CR 10; Monstrous Humanoid; HD 4d8+8 + 
  3d10+6 + 3d10+6; hp 79; Init +2; Spd 20ft.; AC 30, touch 
  11, flat-footed 29; Base Atk/Grp: +10/+14; Atk +17 melee 
  (1d8+7, longsword); Full Atk +17/+12 melee (1d8+7, 
  longsword); Space/Reach: 5ft./5ft.; SA Detect Thoughts, 
  Change Shape, Hexblade Curse 1/day, Detect Good, 
  Poison Use, Smite Good 1/day, Command Undead; SQ 
  Arcane Resistance, Immune to Sleep and charm effects, 
  darkvision 60ft., Dark Blessing, Aura of Despair; AL LE; 
  SV Fort +10, Ref +11, Will +15/+18; Str 18, Dex 14, Con 
  14, Int 14, Wis 18, Cha 16. 
   
  Skills and Feats: Bluff +20, Concentration +7, 
  Diplomacy +9, Disguise +14, Hide +1, Intimidate +5, 
  Knowledge: Religion +4, Ride +8; Cleave, Combat 
  Reflexes, Improved Sunder, Mettle, Power Attack. 
   
  Detect 
  Thoughts 
  (Ex): 
  Doppelgangers 
  can 
  continuously use detect thoughts as the spell (caster level 
  18, will save DC 15 negates). They can suppress or resume 
  the activity as a free action. 
   
  Change Shape (Ex): Doppelgangers can assume any 
  small or medium humanoid form. In humanoid form, 
  they lose all their natural attacks. 
   
  Hexblade Curse (Ex): As a free action, the hexblade 
  can curse one foe that is visible to him and is within 60 
  feet. This curse inflicts a -2 on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls. A 
  successful save (DC 10 + 1/2 the Hexblade class level + 
  the hexblade's CHA modifier) negates the effect 
   
  Arcane Resistance (Ex): A Hexblade gets his 
  Charisma bonus to all saves versus spells and spell like 
  effects 
   
  Detect Good (Ex): At will, as the spell 
   
  Poison Use (Ex): A Darkguard is skilled in the use 
  of poison and never risks poisoning themselves when 
  applying to a blade 
   
  Dark Blessing (Ex): A Darkguard gets his Charisma 
  bonus to all saves 
   
  Aura of Despair (Ex): A Darkguard radiates a 
  malign aura that causes enemies within 10ft. to take a -2 
  penalty on all saving throws 
  Spells Prepared (2/1; base DC = 14 + spell level): 1st—
  [Corrupt Weapon, Doom]; 2nd—[Inflict Moderate Wounds]. 
  Death of a Bird 
   
  Page 48 
  
  Possessions: Lord Malthanus Gellor’s Large Steel Shield 
  +2, Lord Malthanus Gellor’s Full Plate +3, Periapt of 
  Wisdom +2. 
   
  Physical Description: Tall and broad and has a gaze 
  that disarms most people he meets. His dark brown hair 
  is now flecked with grey at the temples, and it is worn 
  long, and clasped with a golden ring at the back. He has a 
  flowing moustache, which is also starting to show a bit of 
  grey. He wears a pair of doeskin breeches along with a 
  soft shirt of cotton and a white with blue surcoat 
  emblazed with the symbol of Hieroneous. He is always 
  seen with his signet ring and the medallion of 
  Hieroneous upon his neck. Lately, he has taken to 
  wearing a bracelet of electrum with a rose carved on it. 
  � Heavy Warhorse: CR 2; Large animal; HD 4d8+12; hp 
  30; Init +1, Spd 50ft.; AC 14 (-1 Size, +1 Dex, +4 Natural 
  Armor), touch 10, flat-footed 13; Base Atk/Grp +3/+11; 
  Atk +6 melee (1d6+4, hoof); Full Atk +6 melee (1d6+4, 2 
  hooves) and +1 melee (1d4+2, bite); Space/Reach 
  10ft./5ft.; SA —; SQ low-light vision, scent; AL N; SV 
  Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 
  13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +4; Endurance, Run. 
  � Helian: Male Human Clr8; CR 8; Medium 
  Humanoid; HD 8d8+16; hp 59; Init +0; Spd 20ft.; AC 18 
  (+6 armor, +2 shield), touch 10, flat-footed 18; Base 
  Atk/Grp: +6/+8; Atk +10 melee (1d8+2, flail); Full Atk 
  +10/+5 melee (1d8+2, flail); Space/Reach: 5ft./5ft.; SA 
  rebuke undead; SQ —; AL LN; SV Fort +8, Ref +2, Will 
  +11; Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Bluff +7, Concentration +13 (+17 
  when defensive), Diplomacy +8, Knowledge: Religion +4, 
  Spellcraft +2; Combat Casting, Persuasive, Profane Boost, 
  Spontaneous Healing. 
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 
  13 + spell level): 0—[Create Water, Detect Magic, Detect 
  Poison, Guidance, Read Magic, Resistance]; 1st—[Bane, Bless, 
  Cure Light Wounds, Inflict Light Wounds*, Protection from 
  Good, Sanctuary, Shield of Faith]; 2nd—[Hold Person (x2), 
  Shield Other, Spiritual Weapon*, Undetectable Alignment]; 
  3rd—[Contagion*, Dispel Magic, Prayer, Searing Light, 
  Summon Monster III]; 4th—[Death Ward, Inflict Critical 
  Wounds*, Poison (x2)]. 
   
  *Domain spell. Domains: [Destruction (Smite Evil 
  1/day granting a +4 to attack and damage); War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  flail)]. 
  Possessions: Breastplate +1, Light Steel Shield +1, MW 
  Flail, Periapt of Wisdom +2, Holy Symbol of Hieroneous, 
  Holy Symbol of Hextor. 
   
  Physical Description: Dark haired young man in 
  his early twenties. He stands straight and proud. There is 
  a small scar running down his face that is gray in color. 
  Encounter Eleven 
   
   
   
   
  � The Hand: Female Human Rog5/Asn6; CR 11; 
  Medium Humanoid; HD 5d6+5 + 6d6+6; hp 68; Init +6; 
  Spd 30ft.; AC 22 (+5 Armor, +5 Dex, +2 Deflection), touch 
  17, flat-footed 22; Base Atk/Grp: +8/+8; Atk +16 melee 
  (1d6+2, rapier); Full Atk +16/+11 melee (1d6+2, rapier); 
  Space/Reach: 5ft./5ft.; SA Sneak Attack 6d6, Death 
  Attack, Poison Use; SQ Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense, Evasion, Trapfinding, 
  Poison Resistance; AL NE; SV Fort +6, Ref +18, Will +4; 
  Str 10, Dex 22, Con 14, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +10, Bluff +3, Decipher Script 
  +11, Disable Device +10, Disguise +5, Escape Artist +19, 
  Hide +20, Listen +13, Move Silently +20, Open Lock +16, 
  Search +17, Slight of Hand +8, Spot +11, Tumble +22; 
  Acrobatic, Dodge, Leadership, Lightning Reflexes, 
  Weapon Finesse. 
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a Fortitude 
  save (DC 20) against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+3 rounds. If 
  the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack. Once the assassin has completed the 
  3 rounds of study, he must make the death attack within 
  the next 3 rounds. 
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
  Poison Resistance: The assassin gains a +3 natural 
  saving throw bonus to all. 
  Uncanny Dodge (Ex): An assassin retains his 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
  Improved Uncanny Dodge (Ex): An assassin can 
  no longer be flanked, since he can react to opponents on 
  opposite sides of him as easily as he can react to a single 
  attacker. This defense denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The assassin can 
  be flanked by a 16th level rogue or higher. 
   Possessions: Rapier +2, Studded Leather Armor +2, 
  Gloves of Dexterity +2, Headband of Intellect +2, Cloak 
  of Resistance +1, Ring of Protection +2, Amulet of Health 
  +2. 
  Assassin Spells (4/4/2; base DC = 13 + spell level): 
  1st—[Disguise Self, Feather Fall, Obscuring Mist, True Strike]; 
  Death of a Bird 
   
  Page 49 
  
  2nd—[Alter Self, Darkness, Invisibility, Spider Climb]; 3rd—
  [Deeper Slumber, Magic Circle Against Good, Misdirection]. 
   
  Physical Description: A middle-sized Oeridian 
  female with boyish cut hair. One arm is behind her back 
  (she is missing the hand from it). She is dressed 
  completely in black. From a distance, it is impossible to 
  tell her apart from her twin brother (the Wizard). 
  �  The Wizard: Male Human Rog3/Wiz5/ArT3; CR 11; 
  Medium Humanoid; HD 3d6+3 + 5d4+5 + 3d4+3; hp 60; 
  Init +3; Spd 30ft.; AC 25 (+3 Dex, +4 Mage Armor, +4 
  Shield, +2 Protection from Good, +2 Deflection), touch 
  17, flat-footed 22; Base Atk/Grp: +5/+5; Atk +10 melee 
  (1d6+2, rapier); Full Atk +10 melee (1d6+2, rapier) or +9 
  range (1d8+1, light crossbow); Space/Reach: 5ft./5ft.; SA 
  Sneak 
  Attack 
  3d6, 
  Ranged 
  Legerdemain 
  1/day, 
  Impromptu Sneak Attack 1/day; SQ Trap Sense, Evasion, 
  Trapfinding; AL CE; SV Fort +6, Ref +13, Will +8; Str 10, 
  Dex 16, Con 14, Int 24, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +16 (+20 defensive), 
  Craft (Alchemy) +12, Decipher Script +14, Disable Device 
  +14, Disguise +9, Escape Artist +10, Forgery +15, Hide 
  +16, Knowledge (Arcana) +14, Listen +5, Move Silently 
  +17, Open Lock +8, Search +11, Spellcraft +23, Tumble 
  +19; Acrobatic, Combat Casting, Lightning Reflexes, 
  Scribe Scroll, Silent Spell, Spell Penetration, Weapon 
  Finesse. 
  Ranged Legerdemain: An arcane trickster can 
  perform one of the following class skills at a range of 30 
  feet: Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill check 
  DC by 5, and an arcane trickster cannot take 10 on this 
  check. Any object to be manipulated must weigh 5 
  pounds or less. 
  Impromptu Sneak Attack: An arcane trickster can 
  declare one melee or ranged attack he makes to be a 
  sneak attack (the target can be no more than 30 feet 
  distant if the impromptu sneak attack is a ranged attack). 
  The target of an impromptu sneak attack loses any 
  Dexterity bonus to AC, but only against that attack. The 
  power can be used against any target, but creatures that 
  are not subject to critical hits take no extra damage 
  (though they still lose any Dexterity bonus to AC against 
  the attack). 
   Possessions: Rapier +1, Light Crossbow +1, Headband 
  of Intellect +2, Spell Component Pouch, Gloves of 
  Dexterity +2, Cloak of Resistance +1, Ring of Protection 
  +2, Amulet of Health +2, Scroll of Silent Step. 
   
  Wizard Spells Prepared (4/6/5/5/3); base DC = 17 + 
  spell level): 0—[Acid Splash (2), Ray of Frost, Touch of 
  Fatigue]; 1st—[Mage Armor, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, Invisibility, Melf’s Acid Arrow, Scorching 
  Ray (2)]; 3rd—[Blink, Fireball (2), Lightning Bolt, Vampiric 
  Touch]; 4th—[Confusion, Phantasmal Killer, Silent Step]. 
  Spellbook: 0—[all]; 1st—[Burning Hands, Feather Fall, Mage 
  Armor, Magic Missile, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, False Life, Invisibility, Melf’s Acid Arrow, 
  Scorching Ray]; 3rd—[Blink, Fireball, Lightning Bolt, Sleet 
  Storm, Vampiric Touch]; 4th—[Confusion, Fire Shield, Greater 
  Invisibility, Phantasmal Killer, Silent Step]. 
    
  Physical Description: A middle-sized Oeridian 
  male with short cut hair. One arm is behind his back 
  (except while needed for casting). He is dressed 
  completely in black. From a distance, it is impossible to 
  tell him apart from her twin sister (the Hand). 
  � Blade: Male Human Rog5/Inv5; CR 10; Medium 
  Humanoid; HD 5d6+5 + 5d6+5; hp 52; Init +9; Spd 30ft.; 
  AC 19 (+5 Armor, +4 Dex), touch 14, flat-footed 19; Base 
  Atk/Grp: +8/+9; Atk +15 melee (1d4+2, dagger); Full Atk 
  +15/+10 melee (1d4+2, dagger); Space/Reach: 5ft./5ft.; SA 
  Uncanny Dodge, Evasion, Sneak Attack/Dagger Sneak 
  Attack 3d6/6d6, Bleeding Wound, Uncanny Feint, Feint 
  Mastery; SQ Trap Sense, Trapfinding; AL NE; SV Fort +3, 
  Ref +13, Will +2; Str 12, Dex 20, Con 12, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Bluff +13, Disguise +8, Escape Artist 
  +12, Hide +17, Move Silently +17, Sense Motive +13, 
  Slight of Hand +14, Tumble +17, Use Magic Device +8; 
  Far Shot, Improved Initiative, Point Blank Shot, Weapon 
  Finesse, Weapon Focus (Dagger). 
   
  Bleeding Wound (Ex): Upon a successful dagger 
  sneak attack, an Invisible Blade may sacrifice 1d6 of 
  dagger sneak attack to deal a bleeding wound. This attack 
  deals normal damage the upon the attack but each round 
  there after the wound bleeds dealing 1 point of damage 
  (per wound) until a DC 15 heal check is performed or 
  they are cured/healed via a healing spell. Creatures 
  immune to critical hits are immune to bleeding wounds 
  as well. 
   
  Uncanny Feint (Ex): An Invisible Blade gains the 
  ability to Feint in combat starting at 3rd level. The feint is 
  a free action instead of a standard action. An Invisible 
  Blade may only feint while armed with a dagger, kukri, or 
  punching dagger. 
   
  Feint Mastery (Ex): At 4th level an Invisible Blade 
  is so sure of himself when armed with a dagger, kukri, or 
  punching dagger that he can take 10 on all bluff checks 
  when feinting in combat even if stress and distractions 
  normally would prevent him from doing so. 
   Possessions: Dagger +1 (x2), Chainshirt +1, Cloak of 
  Charisma +2. 
   
  Physical Description: A tall Oeridian male dressed 
  completely in black. On his clothing in a light grey is the 
  symbol of the Hand and he keeps one hand behind his 
  back at all times. 
  Death of a Bird 
   
  Page 50 
  
  Appendix One – APL 12 
  Encounter One 
   
   
   
   
  � Ranger: Male Elf Rgr12; CR 12; Medium Humanoid; 
  HD 12d8+12; hp 75; Init +2; Spd 30 ft.; AC 17 (+5 armor, 
  +2 dex), touch 12, flat-footed 15; Base Atk/Grp: +12/+16; 
  Atk +19 melee (1d8+7, longsword) or +15 range (1d6+1, 
  shortbow); Full Atk +17/+12/+7 melee (1d8+7, rapier) and 
  +17/+12/+7 melee (1d6+5, short sword) or +15/+10/+5 
  range (1d6+1, shortbow); Space/Reach: 5ft./5ft.; SA —; 
  SQ animal companion, evasion, favored enemy humans 
  +6, favored enemy dwarves +4, favored enemy orcs +2, 
  combat style mastery (two-weapon combat), swift tracker, 
  wild empathy, woodland stride; AL CN; SV Fort +9, Ref 
  +10, Will +6; Str 19, Dex 14, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +14, Hide +19, 
  Knowledge (nature) +18, Move Silently +19, Spot +19, 
  Survival +17; Dodge, Endurance, Eyes in the Back of Your 
  Head, Greater Two-Weapon Fighting (combat style 
  mastery), Improved Critical (longsword), Improved 
  Favored Enemy, Improved Two-Weapon Fighting 
  (improved combat style), Stealthy, Track, Two-Weapon 
  Fighting (combat style). 
  Favored Enemy (Ex): The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage rolls 
  against such creatures.  
  Swift Tracker (Ex): A ranger can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead 
  of the normal –20) when moving at up to twice normal 
  speed while tracking. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20 and adds his ranger level and his Cha 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  Woodland Stride (Ex): A ranger may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  However, thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede motion 
  still affect him. 
  Ranger Spells Prepared (2/2/1; base DC = 12 + spell 
  level): 1st—[Entangle, Magic Fang]; 2nd—[Barkskin, Spike 
  Growth]; 3rd—[Summon Nature’s Ally III]. 
  Possessions: Shortbow +1, Longsword+2, Short sword 
  +2, Studded Leather Armor +2. 
  � Wolf Animal Companion: CR —; Medium magical 
  beast; HD 6d8+12; hp 41; Init +3, Spd 50 ft.; AC 19 (+3 
  Dex, +6 Natural Armor), touch 13, flat-footed 16; Base 
  Atk/Grp +5/+7; Atk +8 melee (1d6+2, bite); Full Atk +8 
  melee (1d6+2, bite); Space/Reach 5ft./5ft.; SA trip; SQ 
  bonus trick, low-light vision, scent; AL N; SV Fort +7, Ref 
  +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Moves Silently +4, 
  Spot +3, Survival +1 (+5 using scent); Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, attack (unnatural), defend, down, 
  guard, heel, stay. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  � Scout: Male Wood Elf Sct8/Drv4; CR 12; Medium 
  Humanoid; HD 8d8+8 + 4d10+4; hp 79; Init +5; Spd 45ft.; 
  AC 23 (+5 armor, +4 dex, +2 skirmish, +1 Deflection, +1 
  Bonus), touch 16, flat-footed 19; Base Atk/Grp: +10/+13; 
  Atk +16 melee (1d6+5, short sword) or +15 range (1d6+1, 
  composite shortbow); Full Atk +16/+11 melee (1d6+5, 
  short sword) or +15/+10 range (1d6+1, composite 
  shortbow); Space/Reach: 5ft./5ft.; SA Skirmish +2d6 & +2 
  AC, Trackless Step, Camouflage, Dervish Dance 2/day, 
  Movement Mastery, Dance of Death; SQ Trapfinding, 
  Battle Fortitude, Uncanny Dodge, Fast Movement +15ft, 
  Evasion, Flawless Stride, Slashing Blades; AL CN; SV Fort 
  +4, Ref +14, Will +6; Str 16, Dex 19, Con 12, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Escape Artist +18, Hide +15, 
  Knowledge (Nature) +5, Listen +13, Move Silently +15, 
  Perform (Dance) +14, Search +14, Spot +13, Survival +12, 
  Tumble +19; Combat Expertise, Dodge, Elusive Target, 
  Endurance, Improved Initiative, Mobility, Spring Attack, 
  Weapon Focus (Short sword). 
   
  Skirmish (Ex): A Scout gains an extra 2d6 of 
  damage when they move at least 10ft for that round. The 
  damage only applies to attacks taken during the scout’s 
  turn. This only applies against leaving creatures with 
  discernable anatomy (creatures immune to critical hits 
  are not vulnerable to the extra damage). The scout also 
  gains a +2 AC bonus when they move at least 10ft in a 
  round and lasts until their next turn. 
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on fortitude saves and initiative 
  checks. 
  Death of a Bird 
   
  Page 51 
  
   
  Flawless Stride (Ex): A scout can move through 
  any sort of terrain that slows movement at her normal 
  speed and without taking damage or suffering any of 
  impairment. This does not apply if a climb or swim check 
  are required or if the terrain or undergrowth is magically 
  manipulated. 
  Camouflage (Ex): A scout can use the Hide skill in 
  any sort of natural terrain, even if the terrain doesn’t 
  grant cover or concealment. 
   
  Dervish Dance (Ex): A Dervish may make a full 
  attack action and still move up to her movement 2/day. 
  She must move at least 5ft between attacks and cannot 
  enter a square she just exited. The dervish is subject to 
  normal attacks of opportunity during the dance and may 
  tumble as part of the move. The dance can only be done 
  using slashing weapons and the dervish gains a bonus to 
  attack and damage rolls (+2). The dervish must be 
  wearing light armor and not using a shield or in rage or a 
  frenzy. The dervish can dance only once per encounter 
  and it lasts for 7 rounds. The Dervish is fatigued after she 
  finishes her dance for the duration of the encounter. 
   
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (Dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
   
  Slashing Blades (Ex): A Dervish considers a 
  scimitar a light weapon for all purposes including two-
  weapon fighting. 
   
  Dance of Death (Ex): A Dervish gains the benefit of 
  the Cleave feat while performing a dervish dance, even is 
  she does not meet the prerequisites for the feat. She does 
  not have to move 5ft before making the extra attack 
  granted by this ability. 
  Possessions: Composite Shortbow +1, Short sword +2, 
  Studded Leather Armor +2, Ring of Protection +1. 
  Encounter Three 
   
   
   
   
  � Smugglers (3): Male Half-elf Sws10; CR 10; Medium 
  Humanoid; HD 10d10+20; hp 84; Init +8 (+4 dex, +4 
  improve init); Spd 30ft.; AC 18 (+4 armor, +4 dex), touch 
  14, flat-footed 14; Base Atk/Grp: +10/+11; Atk +16 melee 
  (1d6+5, rapier); Full Atk +16/+11 melee (1d6+5, rapier); 
  Space/Reach: 5ft./5ft.; SA Insightful Strike, Acrobatic 
  Charge; SQ Dodge Bonus, Grace, Improved Flanking; AL 
  NE; SV Fort +9, Ref +8, Will +3; Str 12, Dex 18, Con 14, 
  Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +19, Bluff +13, Diplomacy 
  +17, Escape Artist +17, Swim +14, Tumble +17; Combat 
  Reflexes, Dodge, Improved Initiative, Mobility, Weapon 
  Finesse. 
   
  Grace (Ex): When wearing light or no armor and 
  carrying a light load, the swashbuckler gains a +1 
  competence bonus on reflex saves 
   
  Insightful Strike (Ex): When wearing light or no 
  armor and carrying a light load, the swashbuckler gains a 
  +2 as bonus on damage rolls with any light or finesseable 
  weapon. They do not gain this bonus against creatures 
  immune to critical hits. 
   
  Dodge Bonus (Ex): When wearing light or no 
  armor and carrying a light load, the swashbuckler gains a 
  +2 dodge bonus to AC against a given foe 
   
  Acrobatic Charge (Ex): A Swashbuckler can charge 
  where others cannot. They can charge or difficult terrain 
  that usually slows movement or though allies blocking 
  their path. They can also run down steep stairs, leap down 
  from balconies, or tumble over tables to get to their target 
   
  Improved Flanking (Ex): Gain an additional +2 
  bonus on attacks when flanking an opponent 
  Possessions: Rapier +2, Studded Leather Armor +1, Belt 
  of Giant Strength +2. 
  Encounter Five 
   
   
   
   
  � Bandit Kingdoms Rep1 - Kria: Female Human Clr 
  10; CR 10; Medium Humanoid; HD 10d8+20; hp 73; Init 
  +0; Spd 20 ft.; AC 18 (+7 Armor, +1 Deflection), touch 11, 
  flat-footed 18; Base Atk/Grp: +7/+8; Atk +9 melee (1d8+2, 
  morning star) or +8 range (1d8+1, light crossbow); Full 
  Atk +9/+4 melee (1d8+2, morning star) or +8 range 
  (1d8+1, light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL CE; SV Fort +10, Ref +4, Will +13; Str 
  12, Dex 10, Con 14, Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +15 (+19 defensive), 
  Diplomacy +14, Heal +18, Knowledge (Planes) +14; 
  Combat Casting, Divine Metamagic (Maximize Spell), 
  Spell Penetration, Greater Spell Penetration, Maximize 
  Spell. 
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+ 1/3+1; base 
  DC = 15 + spell level): 0—[Create Water, Guidance, Purify 
  Food and Drink, Read Magic, Resistance (2)]; 1st—[Bane, 
  Bless, Cure Light Wounds (2), Divine Favor, Doom*, 
  Sanctuary]; 2nd—[Calm Emotions, Cure Moderate Wounds, 
  Hold Person, Silence, Sound Burst, Summon Swarm*]; 3rd—
  [Blindness/Deafness, Cure Serious Wounds, Dispel Magic, 
  Magic Circle against Good*, Searing Light]; 4th—[Cure 
  Critical Wounds (2), Freedom of Movement, Poison, Unholy 
  Blight*]; 5th—[Dispel Good*, Flame Strike(2), Slay Living]. 
   
  *Domain spell. Domains: [Evil (cast evil spells at +1 
  caster level); Pestilence (immunity to the effects of all 
  diseases)]. 
  Possessions: Light Crossbow +1, Morning Star +1, 
  Chainmail +2, Holy Symbol of Iuz, Ring of Protection +1, 
  Cloak of Resistance +1, Periapt of Wisdom +2. 
  � Bandit Kingdoms Rep2 - Tryst: Human male Ftr10; 
  CR 10; Medium Humanoid; HD 10d10+40; hp 104; Init 
  +5 (+1 dex, +4 improved init); Spd 20 ft.; AC 18(+8 armor), 
  touch 10, flat-footed 18; Base Atk/Grp: +10/+13; Atk +17 
  Death of a Bird 
   
  Page 52 
  
  melee (2d6+8, greatsword) or +12 range (1d10+1 heavy 
  crossbow); Full Atk +17/+12 melee (2d6+8, greatsword) 
  or +12 range (1d10+1 heavy crossbow); Space/Reach: 
  5ft./5ft.; SA —; SQ —; AL NE; SV Fort +12, Ref +5, Will 
  +6; Str 16, Dex 12, Con 19, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (arms and armor) +13, 
  Intimidate +13, Ride +14; Cleave, Combat Reflexes, Great 
  Cleave, Greater Weapon Focus (greatsword), Improved 
  Bull Rush, Improved Initiative, Iron Will, Power Attack, 
  Power Critical (greatsword), Weapon Focus (greatsword), 
  Weapon Specialization (greatsword). 
  Possessions: Greatsword +2, Half-plate +1, Heavy 
  Crossbow +1, Cloak of Resistance +1, Amulet of Health 
  +2. 
  � Nyrond Rep1: Human male Clr10; CR 10; Medium 
  Humanoid; HD 10d8+20; hp 73; Init +5 (+1 dex, +4 
  improved init); Spd 20 ft.; AC 18 (+7 armor, +1 dex), touch 
  11, flat-footed 17; Base Atk/Grp: +7/+8; Atk +10 melee 
  (1d8+2, heavy mace) or +9 range (1d8+1, light crossbow); 
  Full Atk +10/+5 melee (1d8+2, heavy mace) or +9 range 
  (1d8+1, light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL NE; SV Fort +9, Ref +4, Will +12; Str 
  12, Dex 12, Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +15 (+19 defensive), 
  Disguise +13, Knowledge (Religion) +11, Spellcraft +2; 
  Combat 
  Casting, 
  Divine 
  Spell 
  Power, 
  Improved 
  Initiative, Maximize Spell, Profane Boost. 
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+ 1/3+1; base 
  DC = 15 + spell level): 0—[Cure Minor Wounds (2), Detect 
  Magic, Guidance, Read Magic, Resistance]; 1st—[Bless, Bane, 
  Cure Light Wounds (2), Divine Favor, Magic Weapon*, 
  Sanctuary]; 2nd—[Cure Moderate Wounds (2), Hold Person, 
  Invisibility*, Sound Burst, Spiritual Weapon]; 3rd—[Cure 
  Serious Wounds, Dispel Magic, Magic Vestment*, Prayer, 
  Searing Light]; 4th—[Confusion*, Cure Critical Wounds (2), 
  Freedom of Movement, Poison]; 5th—[Mass Cure Light 
  Wounds, Flame Strike*, Slay Living, Spell Resistance]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Heavy Mace); 
  Trickery (Bluff, Disguise and Hide are not class skills)]. 
  Possessions: Heavy Mace +1, Light Crossbow +1, 
  Banded Mail +1, Holy Symbol of Erythnul, Periapt of 
  Wisdom +2. 
  � Nyrond Rep2: Human female Ftr10; CR 10; Medium 
  Humanoid; HD 10d10+20; hp 84; Init +5 (+1 dex, +4 
  improved initiative); Spd 20 ft.; AC 20 (+6 armor, +3 
  shield, +1 dex), touch 11, flat-footed 19; Base Atk/Grp: 
  +10/+15; Atk +19 melee (1d10+9, bastard sword) or +12 
  range (1d8+1, light crossbow); Full Atk +19/+14 melee 
  (1d10+9, bastard sword) or +12 range (1d8+1, light 
  crossbow); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; 
  SV Fort +11, Ref +6, Will +8; Str 20, Dex 12, Con 14, Int 
  10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +13, Intimidate +13, Jump +7; 
  Blind-fight, Cleave, Great Cleave, Greater Weapon Focus 
  (bastard sword), Improved Critical (bastard sword), 
  Improved Initiative, Improved Sunder, Iron Will, Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
  Possessions: Bastard Sword +2, Light Crossbow +1, 
  Chainmail +1, Cloak of Resistance +2, Belt of Giant 
  Strength +2. 
  � County of Urnst Rep1 - Rega: Female human Clr10; 
  CR 10; Medium Humanoid; HD 10d8+10; hp 63; Init +0; 
  Spd 20ft.; AC 22 (+10 armor, +2 shield), touch 10, flat-
  footed 22; Base Atk/Grp: +7/+7; Atk +9 melee (1d8+1, 
  flail) or +8 range (1d8, light crossbow); Full Atk +9/+4 
  melee (1d8+1, flail) or +8 range (1d8, light crossbow); 
  Space/Reach: 5ft./5ft.; SA rebuke undead; SQ —; AL LE; 
  SV Fort +10, Ref +5, Will +16; Str 10, Dex 10, Con 12, Int 
  10, Wis 24, Cha 10. 
   
  Skills and Feats: Concentration +14 (+18 defensive), 
  Diplomacy +13, Knowledge (Religion) +13; Combat 
  Casting, Divine Metamagic (Maximize Spell), Extra 
  Turning, Maximize Spell, Spell Penetration. 
  Cleric Spells Prepared (6/6+1/6+1/5+1/4+ 1/3+1; base 
  DC = 17 + spell level): 0—[Cure Minor Wounds, Detect 
  Magic, Guidance, Read Magic, Resistance, Virtue]; 1st—[Bane, 
  Bless, Cure Light Wounds (2), Inflict Light Wounds*, Protection 
  from Good, Sanctuary]; 2nd—[Calm Emotions, Cure Moderate 
  Wounds (2), Hold Person, Shatter*, Sounds Burst, Spiritual 
  Weapon]; 3rd—[Contagion*, Cure Serious Wounds (2), 
  Invisibility Purge, Prayer, Searing Light] 4th—[Cure Critical 
  Wounds (2), Inflict Critical Wounds*, Poison, Summon 
  Monster IV]; 5th—[Mass Cure Light Wounds, Flame Strike*, 
  Mass Inflict Light Wounds, Slay Living]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Flail); 
  Destruction (Smite Evil 1/day granting a +4 to attack and 
  damage)]. 
  Possessions: Flail +1, MW Light Crossbow, Full Plate 
  +2, Holy Symbol of Hextor, Cloak of Resistance +2, 
  Periapt of Wisdom +4. 
  � County of Urnst Rep2: Male human Ftr10; CR 10; 
  Magic Humanoid; HD 10d8+50; hp 114; Init +4 (+4 
  improved init); Spd 20ft.; AC 18 (+8 armor), touch 10, flat-
  footed 18; Base Atk/Grp: +10/+13; Atk +18 melee (2d4+8, 
  spiked chain); Full Atk +18/+13 melee (2d4+8, spiked 
  chain); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; SV 
  Fort +12, Ref +3, Will +5; Str 16, Dex 10, Con 20, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +13, Intimidate +13, 
  Ride +15; Blind-Fight, Cleave, Combat Reflexes, Exotic 
  Weapon Proficiency (Spiked Chain), Greater Weapon 
  Focus (Spiked Chain), Hold the Line, Iron Will, Power 
  Attack, Power Critical (Spiked Chain), Weapon Focus 
  (Spiked Chain), Weapon Specialization (Spiked Chain). 
  Death of a Bird 
   
  Page 53 
  
  Possessions: Spiked Chain +3, Half-plate +1, Amulet of 
  Health +2. 
  Encounter Seven 
   
   
   
   
  � Way station Guards (2): Male Human Ftr10; CR 10; 
  Medium Humanoid; HD 10d10+30; hp 94; Init +4; Spd 
  20ft.; AC 19 (+6 armor, +2 natural armor, +1 deflection), 
  touch 11, flat-footed 19; Base Atk/Grp: +10/+14; Atk +18 
  melee (2d4+8, spiked chain) or +10 range (1d10+2, heavy 
  crossbow); Full Atk +18/+13 melee (2d4+8, spiked chain) 
  or +10 range (1d10+2, heavy crossbow); Space/Reach: 
  5ft./5ft.; SA —; SQ —; AL N; SV Fort +10, Ref +3, Will +3; 
  Str 18, Dex 10, Con 16, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +13, Intimidate +13, 
  Ride +15, Search +8, Spot +6; Cleave, Combat Expertise, 
  Exotic Weapon Proficiency (Spiked Chain), Great Cleave, 
  Greater Weapon Focus (Spiked Chain), Improved 
  Disarm, Improved Initiative, Improved Trip, Power 
  Attack, Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
  Possessions: Spiked Chain +2, Heavy Crossbow +2, 
  Breastplate +1, Amulet of Natural Armor +2, Ring of 
  Protection +1, Belt of Giant Strength +2. 
  � Way station Captain Cran: Male Human Mrs11; CR 
  11; Medium Humanoid; HD 11d8+33; hp 91; Init +5; Spd 
  20ft.; AC 21 (+6 armor, +1 dex, +2 deflection, +2 natural 
  armor), touch 13, flat-footed 20; Base Atk/Grp: +8/+10; 
  Atk +13 melee (1d8+4, longsword) or +10 range (1d8+1, 
  light crossbow); Full Atk +13/+8 melee (1d8+4, 
  longsword) or +10/+5 range (1d8+1, light crossbow); 
  Space/Reach: 5ft./5ft.; SA Grant Move Action 3/Day; SQ 
  Minor Aura, Major Aura +2; AL CN; SV Fort +10, Ref +4, 
  Will +7; Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 18. 
   
  Skills and Feats: Bluff +21, Diplomacy +24, Intimidate 
  +22, Knowledge (local) +14, Sense Motive +16; Combat 
  Reflexes, Improved Initiative, Negotiator, Persuasive, 
  Skill Focus (Diplomacy), Weapon Focus (Longsword). 
   
  Grant Move Action (Ex): A marshal may direct and 
  motivate his allies to act immediately. Three times per 
  day, he may grant an extra move action to any or all of his 
  allies within 30ft (but not to himself). Each of the 
  affected allies takes this extra move action immediately, 
  acting in their current initiative order. This action does 
  not affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. 
   
  Aura (Ex): The Marshal may project one minor and 
  one major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until the Marshal uses a 
  swift action to dismiss it or activated another aura of the 
  same kind (minor or major). A Marshal may have an aura 
  run continuously thus a Marshal may have an aura up 
  prior to his action. Activating an aura involves 
  haranguing, ordering, directing, encouraging, cajoling, or 
  calming allies. A Marshal’s aura affects all allies within 60 
  ft (including himself) who can hear the Marshal. A 
  Marshal’s aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies.  
   
  Minor Aura: A minor aura let allies add the 
  Marshal’s Charisma bonus to certain rolls. 
   
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Motivate Charisma: Bonus on Charisma checks 
  and charisma-based skills. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Force of Will: Bonus on Will saves. 
   
  Motivate Strength: Bonus on Strength checks and 
  strength-based skills. 
   
  Watchful Eye: Bonus on Reflex Saves. 
   
  Major Aura: A major aura lets allies add +2 to 
  certain rolls. 
   
  Resilient Troops: Bonus on all saves. 
   
  Motivate Ardor: Bonus on damage rolls. 
   
  Motivate Care: Bonus to Armor Class. 
  Possessions: Longsword +2, Light Crossbow +1, Chainmail 
  +1, Ring of Protection +2, Amulet of Natural Armor +2, 
  Cloak of Charisma +2, Belt of Giant Strength +2. 
   
  Physical Description: A commanding looking man 
  with blond hair and blue eyes. He is dressed in the officer 
  uniform of the County Militia. 
  Encounter Nine 
   
   
   
   
  � Lord Malthanus Doppelganger: Male Doppelganger 
  HxB3/Blk5; CR 12; Monstrous Humanoid; HD 4d8+8 + 
  3d10+6 + 5d10+10; hp 95; Init +2; Spd 20ft.; AC 30, touch 
  11, flat-footed 29; Base Atk/Grp: +12/+17; Atk +20 melee 
  (1d8+8, longsword); Full Atk +20/+15/+10 melee (1d8+8, 
  longsword); Space/Reach: 5ft./5ft.; SA Detect Thoughts, 
  Change Shape, Hexblade Curse 1/day, Detect Good, 
  Poison Use, Smite Good 2/day, Command Undead, 
  Sneak Attack +1d6; SQ Arcane Resistance, Immune to 
  Sleep and charm effects, darkvision 60ft., Dark Blessing, 
  Aura of Despair; AL LE; SV Fort +11, Ref +11, Will 
  +15/+18; Str 20, Dex 14, Con 14, Int 14, Wis 19, Cha 16. 
   
  Skills and Feats: Bluff +23, Concentration +8, 
  Diplomacy +9, Disguise +14, Hide +1, Intimidate +5, 
  Knowledge: Religion +4, Ride +10; Cleave, Combat 
  Reflexes, Extra Smiting, Improved Sunder, Mettle, Power 
  Attack. 
   
  Detect 
  Thoughts 
  (Ex): 
  Doppelgangers 
  can 
  continuously use detect thoughts as the spell (caster level 
  18, will save DC 15 negates). They can suppress or resume 
  the activity as a free action. 
  Death of a Bird 
   
  Page 54 
  
   
  Change Shape (Ex): Doppelgangers can assume any 
  small or medium humanoid form. In humanoid form, 
  they lose all their natural attacks. 
   
  Hexblade Curse (Ex): As a free action, the hexblade 
  can curse one foe that is visible to him and is within 60 
  feet. This curse inflicts a -2 on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls. A 
  successful save (DC 10 + 1/2 the Hexblade class level + 
  the hexblade's CHA modifier) negates the effect 
   
  Arcane Resistance (Ex): A Hexblade gets his 
  Charisma bonus to all saves versus spells and spell like 
  effects 
   
  Detect Good (Ex): At will, as the spell 
   
  Poison Use (Ex): A Darkguard is skilled in the use 
  of poison and never risk poisoning themselves when 
  applying to a blade 
   
  Dark Blessing (Ex): A Darkguard gets his Charisma 
  bonus to all saves 
   
  Aura of Despair (Ex): A Darkguard radiates a 
  malign aura that causes enemies within 10ft. to take a -2 
  penalty on all saving throws 
  Spells Prepared (2/2/1; base DC = 14 + spell level): 
  1st—[Corrupt Weapon, Doom]; 2nd—[Inflict Moderate 
  Wounds, Shatter]; 3rd—[Inflict Serious Wounds]. 
  Possessions: Lord Malthanus Gellor’s Large Steel Shield 
  +2, Lord Malthanus Gellor’s Full Plate +3, Periapt of 
  Wisdom +2, Belt of Giant Strength +2. 
   
  Physical Description: Tall and broad and has a gaze 
  that disarms most people he meets. His dark brown hair 
  is now flecked with grey at the temples, and it is worn 
  long, and clasped with a golden ring at the back. He has a 
  flowing moustache, which is also starting to show a bit of 
  grey. He wears a pair of doeskin breeches along with a 
  soft shirt of cotton and a white with blue surcoat 
  emblazed with the symbol of Hieroneous. He is always 
  seen with his signet ring and the medallion of 
  Hieroneous upon his neck. Lately, he has taken to 
  wearing a bracelet of electrum with a rose carved on it. 
  � Heavy Warhorse Fiendish Servant: CR —; Large 
  magical beast; HD 6d8+18; hp 46; Init +1, Spd 50ft.; AC 15 
  (-1 Size, +1 Dex, +5 Natural Armor), touch 10, flat-footed 
  14; Base Atk/Grp +5/+13; Atk +8 melee (1d6+4, hoof); 
  Full Atk +8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, 
  bite); Space/Reach 10ft./5ft.; SA improved evasion; SQ 
  low-light vision, scent, empathic link share saving 
  throws, share spell; AL NE; SV Fort +9, Ref +7, Will +2; 
  Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +4; Endurance, Run. 
  Empathic Link (Su): The blackguard has an 
  empathic link with his servant out to a distance of up to 1 
  mile. The blackguard can communicate empathically. 
  Because of the limited nature of the link, only general 
  emotional content can be communicated. Because of the 
  empathic link between the servant and the blackguard, 
  the blackguard has the same connection to a place or an 
  item that the servant does. 
  Improved Evasion (Ex): If the servant is subjected 
  to an attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage on a successful saving 
  throw and only half damage on a failed saving throw. 
  Improved evasion is an extraordinary ability. 
  Share Spells: At the blackguard’s option, he may 
  have any spell he casts on himself also affect his servant. 
  The servant must be within 5 feet at the time of casting to 
  receive the benefit. If the spell has a duration other than 
  instantaneous, it stops affecting the servant if it moves 
  farther than 5 feet away and will not affect the servant 
  again even if the servant returns to the blackguard before 
  the duration expires. Additionally, the blackguard may 
  cast a spell with a target of “You” on his servant (as a 
  touch range spell) instead of on himself. A blackguard 
  and his servant can share spells even if the spells 
  normally do not affect creatures of the servant’s type 
  (magical beast). 
  � Helian: Male Human Clr10; CR 10; Medium 
  Humanoid; HD 10d8+20; hp 73; Init +0; Spd 20ft.; AC 18 
  (+6 armor, +2 shield), touch 10, flat-footed 18; Base 
  Atk/Grp: +7/+9; Atk +11 melee (1d8+3, flail); Full Atk 
  +11/+6 melee (1d8+3, flail); Space/Reach: 5ft./5ft.; SA 
  rebuke undead; SQ —; AL LN; SV Fort +9, Ref +3, Will 
  +12; Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 10. 
   
  Skills and Feats: Bluff +8, Concentration +15 (+19 
  when defensive), Diplomacy +10, Knowledge: Religion 
  +4, Spellcraft +2; Combat Casting, Maximize Spell, 
  Persuasive, Profane Boost, Spontaneous Healing. 
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+ 1/3+1; base 
  DC = 13 + spell level): 0—[Create Water, Detect Magic, 
  Detect Poison, Guidance, Read Magic, Resistance]; 1st—[Bane, 
  Bless, Cure Light Wounds, Inflict Light Wounds*, Protection 
  from Good, Sanctuary, Shield of Faith]; 2nd—[Hold Person 
  (x2), Shield Other, Sound Burst, Spiritual Weapon*, 
  Undetectable Alignment]; 3rd—[Contagion*, Dispel Magic, 
  Prayer, Searing Light, Summon Monster III]; 4th—[Death 
  Ward, Freedom of Movement, Inflict Critical Wounds*, Poison 
  (x2)]; 5th—[Flame Strike, Flame Strike*, Inflict Light Wounds 
  Mass, Slay Living]. 
   
  *Domain spell. Domains: [Destruction (Smite Evil 
  1/day granting a +4 to attack and damage); War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  flail)]. 
  Possessions: Breastplate +1, Light Steel Shield +1, Flail 
  +1, Periapt of Wisdom +2, Holy Symbol of Hieroneous, 
  Holy Symbol of Hextor. 
   
  Physical Description: Dark haired young man in 
  his early twenties. He stands straight and proud. There is 
  a small scar running down his face that is gray in color. 
  Death of a Bird 
   
  Page 55 
  
  Encounter Eleven 
   
   
   
   
  � The Hand: Female Human Rog5/Asn8; CR 13; 
  Medium Humanoid; HD 5d6+10 + 8d6+16; hp 95; Init +6; 
  Spd 30ft.; AC 23 (+5 Armor, +5 Dex, +3 Deflection), touch 
  18, flat-footed 23; Base Atk/Grp: +9/+9; Atk +17 melee 
  (1d6+2, rapier); Full Atk +17/+12 melee (1d6+2, rapier); 
  Space/Reach: 5ft./5ft.; SA Sneak Attack 7d6, Death 
  Attack, Poison Use, Hide in Plain Sight; SQ Uncanny 
  Dodge, Improved Uncanny Dodge, Trap Sense, Evasion, 
  Trapfinding, Poison Resistance; AL NE; SV Fort +7, Ref 
  +20, Will +5; Str 10, Dex 23, Con 14, Int 18, Wis 10, Cha 
  10. 
   
  Skills and Feats: Balance +10, Bluff +3, Decipher Script 
  +12, Disable Device +11, Disguise +5, Escape Artist +22, 
  Hide +22, Listen +16, Move Silently +22, Open Lock +16, 
  Search +20, Slight of Hand +8, Spot +11, Tumble +24; 
  Acrobatic, 
  Dodge, 
  Improved 
  Critical 
  (Rapier), 
  Leadership, Lightning Reflexes, Weapon Finesse. 
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a Fortitude 
  save (DC 20) against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+9 rounds. If 
  the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack. Once the assassin has completed the 
  3 rounds of study, he must make the death attack within 
  the next 3 rounds. 
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
  Poison Resistance: The assassin gains a +4 natural 
  saving throw bonus to all. 
  Uncanny Dodge (Ex): An assassin retains his 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
  Improved Uncanny Dodge (Ex): An assassin can 
  no longer be flanked, since he can react to opponents on 
  opposite sides of him as easily as he can react to a single 
  attacker. This defense denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The assassin can 
  be flanked by a 18th level rogue or higher. 
  Hide in Plain Sight (Su): An assassin can use the 
  Hide skill even while being observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin can 
  hide himself from view in the open without actually 
  having anything to hide behind. He cannot, however, 
  hide in his own shadow. 
   Possessions: Rapier +2, Studded Leather Armor +2, 
  Gloves of Dexterity +4, Headband of Intellect +4, Cloak 
  of Resistance +2, Ring of Protection +3, Amulet of Health 
  +2. 
  Assassin Spells (4/4/4/2; base DC = 14 + spell level): 
  1st—[Disguise Self, Feather Fall, Obscuring Mist, True Strike]; 
  2nd—[Alter Self, Darkness, Invisibility, Spider Climb]; 3rd—
  [Deeper Slumber, False Life, Magic Circle Against Good, 
  Misdirection]; 
  4th—[Freedom 
  of 
  Movement, 
  Greater 
  Invisibility, Poison]. 
   
  Physical Description: A middle-sized Oeridian 
  female with boyish cut hair. One arm is behind her back 
  (she is missing the hand from it). She is dressed 
  completely in black. From a distance, it is impossible to 
  tell her apart from her twin brother (the Wizard). 
  � The Wizard: Male Human Rog3/Wiz5/ArT5; CR 13; 
  Medium Humanoid; HD 3d6+6 + 5d4+10 + 5d4+10; hp 
  70; Init +4; Spd 30ft.; AC 26 (+4 Dex, +4 Mage Armor, +4 
  Shield, +2 Protection from Good, +2 Deflection), touch 
  18, flat-footed 22; Base Atk/Grp: +6/+6; Atk +12 melee 
  (1d6+2, rapier); Full Atk +12/+7 melee (1d6+2, rapier) or 
  +12 range (1d8+2, light crossbow); Space/Reach: 5ft./5ft.; 
  SA Sneak Attack 4d6, Ranged Legerdemain 2/day, 
  Impromptu Sneak Attack 1/day; SQ Trap Sense, Evasion, 
  Trapfinding; AL CE; SV Fort +7, Ref +16, Will +10; Str 10, 
  Dex 18, Con 14, Int 25, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +18 (+22 defensive), 
  Craft (Alchemy) +12, Decipher Script +14, Disable Device 
  +14, Disguise +11, Escape Artist +11, Forgery +15, Hide 
  +19, Knowledge (Arcana) +15, Listen +11, Move Silently 
  +20, Open Lock +10, Search +11, Spellcraft +25, Tumble 
  +22; Acrobatic, Combat Casting, Practiced Spellcaster, 
  Lightning Reflexes, Scribe Scroll, Silent Spell, Spell 
  Penetration, Weapon Finesse. 
  Ranged Legerdemain: An arcane trickster can 
  perform one of the following class skills at a range of 30 
  feet: Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill check 
  DC by 5, and an arcane trickster cannot take 10 on this 
  check. Any object to be manipulated must weigh 5 
  pounds or less. 
  Impromptu Sneak Attack: An arcane trickster can 
  declare one melee or ranged attack he makes to be a 
  sneak attack (the target can be no more than 30 feet 
  distant if the impromptu sneak attack is a ranged attack). 
  The target of an impromptu sneak attack loses any 
  Dexterity bonus to AC, but only against that attack. The 
  power can be used against any target, but creatures that 
  are not subject to critical hits take no extra damage 
  (though they still lose any Dexterity bonus to AC against 
  the attack). 
   Possessions: Rapier +2, Light Crossbow +2, Headband 
  of Intellect +4, Spell Component Pouch, Gloves of 
  Dexterity +4, Cloak of Resistance +2, Ring of Protection 
  +3, Amulet of Health +2, Scroll of Silent Step. 
  Death of a Bird 
   
  Page 56 
  
   Possessions: Dagger +1 (x2), Chainshirt +2, Cloak of 
  Charisma +2, Gloves of Dexterity +2, Amulet of Health 
  +2. 
  Wizard Spells Prepared (4/6/6/5/4/3); base DC = 17 + 
  spell level): 0—[Acid Splash (2), Ray of Frost, Touch of 
  Fatigue]; 1st—[Mage Armor, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, Invisibility, Melf’s Acid Arrow, Scorching 
  Ray (3)]; 3rd—[Blink, Fireball (2), Lightning Bolt, Vampiric 
  Touch]; 4th—[Confusion, Fire Shield, Phantasmal Killer, 
  Silent Step]; 5th—[Cone of Cold, Waves of Fatigue]. 
   
  Physical Description: A tall Oeridian male dressed 
  completely in black. On his clothing in a light grey is the 
  symbol of the Hand and he keeps one hand behind his 
  back at all times. 
   
   
  Spellbook: 0—[all]; 1st—[Burning Hands, Feather Fall, 
  Mage Armor, Magic Missile, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, False Life, Invisibility, Melf’s Acid Arrow, 
  Scorching Ray]; 3rd—[Blink, Fireball, Lightning Bolt, Sleet 
  Storm, Vampiric Touch]; 4th—[Confusion, Fire Shield, Greater 
  Invisibility, Phantasmal Killer, Silent Step]; 5th—[Cone of 
  Cold, Rary’s Telepathic Bond, Wall of Force, Waves of Fatigue]. 
    
  Physical Description: A middle-sized Oeridian 
  male with short cut hair. One arm is behind his back 
  (except while needed for casting). He is dressed 
  completely in black. From a distance, it is impossible to 
  tell him apart from her twin sister (the Hand). 
  � Blade: Male Human Rog7/Inv5; CR 12; Medium 
  Humanoid; HD 7d6+14 + 5d6+10; hp 74; Init +10; Spd 
  30ft.; AC 21 (+6 Armor, +4 Dex, +1 Deflection), touch 15, 
  flat-footed 21; Base Atk/Grp: +10/+11; Atk +18 melee 
  (1d4+2, dagger); Full Atk +18/+13 melee (1d4+2, dagger); 
  Space/Reach: 5ft./5ft.; SA Uncanny Dodge, Evasion, 
  Sneak Attack/Dagger Sneak Attack 4d6/7d6, Bleeding 
  Wound, Uncanny Feint, Feint Mastery; SQ Trap Sense, 
  Trapfinding; AL NE; SV Fort +5, Ref +15, Will +3; Str 12, 
  Dex 23, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +15, Disguise +10, Escape Artist 
  +15, Hide +20, Move Silently +20, Sense Motive +15, 
  Slight of Hand +17, Tumble +20, Use Magic Device +10; 
  Combat Reflexes, Far Shot, Improved Initiative, Point 
  Blank Shot, Weapon Finesse, Weapon Focus (Dagger). 
   
  Bleeding Wound (Ex): Upon a successful dagger 
  sneak attack, an Invisible Blade may sacrifice 1d6 of 
  dagger sneak attack to deal a bleeding wound. This attack 
  deals normal damage the upon the attack but each round 
  there after the wound bleeds dealing 1 point of damage 
  (per wound) until a DC 15 heal check is performed or 
  they are cured/healed via a healing spell. Creatures 
  immune to critical hits are immune to bleeding wounds 
  as well. 
   
  Uncanny Feint (Ex): An Invisible Blade gains the 
  ability to Feint in combat starting at 3rd level. The feint is 
  a free action instead of a standard action. An Invisible 
  Blade may only feint while armed with a dagger, kukri, or 
  punching dagger. 
   
  Feint Mastery (Ex): At 4th level an Invisible Blade 
  is so sure of himself when armed with a dagger, kukri, or 
  punching dagger that he can take 10 on all bluff checks 
  when feinting in combat even if stress and distractions 
  normally would prevent him from doing so. 
  Death of a Bird 
   
  Page 57 
  
  Appendix One – APL 14
  Encounter One 
   
   
   
   
  � Ranger: Male Elf Rgr14; CR 14; Medium Humanoid; 
  HD 14d8+14; hp 87; Init +2; Spd 30 ft.; AC 17 (+5 armor, 
  +2 dex), touch 12, flat-footed 15; Base Atk/Grp: +14/+18; 
  Atk +21 melee (1d8+7, longsword) or +17 range (1d6+1, 
  shortbow); 
  Full 
  Atk 
  +19/+14/+9 
  melee 
  (1d8+7, 
  longsword) and +19/+14/+9 melee (1d6+5, short sword) 
  or +17/+12/+7 range (1d6+1, shortbow); Space/Reach: 
  5ft./5ft.; SA —; SQ animal companion, camouflage, 
  evasion, favored enemy humans +6, favored enemy 
  dwarves +4, favored enemy orcs +2, combat style mastery 
  (two-weapon combat), swift tracker, wild empathy, 
  woodland stride; AL CN; SV Fort +10, Ref +11, Will +6; 
  Str 19, Dex 14, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +16, Hide +21, 
  Knowledge (nature) +20, Move Silently +21, Spot +21, 
  Survival +19; Dodge, Endurance, Eyes in the Back of Your 
  Head, Greater Two-Weapon Fighting (combat style 
  mastery), Improved Critical (longsword), Improved 
  Favored Enemy, Improved Two-Weapon Fighting 
  (improved combat style), Stealthy, Track, Two-Weapon 
  Fighting (combat style). 
  Favored Enemy (Ex): The ranger gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon damage rolls 
  against such creatures.  
  Swift Tracker (Ex): A ranger can move at his 
  normal speed while following tracks without taking the 
  normal –5 penalty. He takes only a –10 penalty (instead 
  of the normal –20) when moving at up to twice normal 
  speed while tracking. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person. The 
  ranger rolls 1d20 and adds his ranger level and his Cha 
  bonus to determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  Woodland Stride (Ex): A ranger may move 
  through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at his normal 
  speed and without taking damage or suffering any other 
  impairment. 
  However, thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede motion 
  still affect him. 
  Camouflage (Ex): A ranger can use the Hide skill in 
  any sort of natural terrain, even if the terrain doesn’t 
  grant cover or concealment. 
  Ranger Spells Prepared (3/2/1; base DC = 12 + spell 
  level): 1st—[Entangle, Magic Fang, Longstrider]; 2nd—
  [Barkskin, Spike Growth]; 3rd—[Summon Nature’s Ally 
  III]. 
  Possessions: Shortbow +1, Longsword+3, Short sword 
  +3, Studded Leather Armor +2. 
  � Wolf Animal Companion: CR —; Medium magical 
  beast; HD 6d8+12; hp 41; Init +3, Spd 50 ft.; AC 19 (+3 
  Dex, +6 Natural Armor), touch 13, flat-footed 16; Base 
  Atk/Grp +5/+7; Atk +8 melee (1d6+2, bite); Full Atk +8 
  melee (1d6+2, bite); Space/Reach 5ft./5ft.; SA trip; SQ 
  bonus trick, low-light vision, scent; AL N; SV Fort +7, Ref 
  +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +3, Moves Silently +4, 
  Spot +3, Survival +1 (+5 using scent); Track, Weapon 
  Focus (bite). 
   
  Tricks: Attack, attack (unnatural), defend, down, 
  guard, heel, stay. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  � Scout: Male Wood elf Sct8/Drv6; CR 14; Medium 
  Humanoid; HD 8d8+8 + 6d10+6; hp 93; Init +7; Spd 50ft.; 
  AC 25 (+5 armor, +4 dex, +2 skirmish, +2 Deflection, +2 
  Bonus), touch 18, flat-footed 21; Base Atk/Grp: +12/+15; 
  Atk +19 melee (1d6+6, short sword) or +17 range (1d6+1, 
  composite shortbow); Full Atk +19/+14/+9 melee (1d6+6, 
  short sword) or +17/+12/+7 range (1d6+1, composite 
  shortbow); Space/Reach: 5ft./5ft.; SA Skirmish +2d6 & +2 
  AC, Trackless Step, Camouflage, Dervish Dance 3/day, 
  Movement Mastery, Dance of Death; SQ Trapfinding, 
  Battle Fortitude, Uncanny Dodge, Fast Movement +20ft, 
  Evasion, Flawless Stride, Slashing Blades, Improved 
  Reaction; AL CN; SV Fort +5, Ref +15, Will +7; Str 16, 
  Dex 19, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Escape Artist +20, Hide +16, 
  Knowledge (Nature) +5, Listen +13, Move Silently +15, 
  Perform (Dance) +16, Search +14, Spot +13, Survival +13, 
  Tumble +21; Combat Expertise, Dodge, Elusive Target, 
  Endurance, Improved Initiative, Mobility, Spring Attack, 
  Weapon Focus (Short sword). 
   
  Skirmish (Ex): A Scout gains an extra 2d6 of 
  damage when they move at least 10ft for that round. The 
  damage only applies to attacks taken during the scout’s 
  turn. This only applies against leaving creatures with 
  discernable anatomy (creatures immune to critical hits 
  are not vulnerable to the extra damage). The scout also 
  gains a +2 AC bonus when they move at least 10ft in a 
  round and lasts until their next turn. 
  Death of a Bird 
   
  Page 58 
  
   
  Battle Fortitude (Ex): A scout gains a +1 
  competence bonus on fortitude saves and initiative 
  checks. 
   
  Flawless Stride (Ex): A scout can move through 
  any sort of terrain that slows movement at her normal 
  speed and without taking damage or suffering any of 
  impairment. This does not apply if a climb or swim check 
  are required or if the terrain or undergrowth is magically 
  manipulated. 
  Camouflage (Ex): A scout can use the Hide skill in 
  any sort of natural terrain, even if the terrain doesn’t 
  grant cover or concealment. 
   
  Dervish Dance (Ex): A Dervish may make a full 
  attack action and still move up to her movement 3/day. 
  She must move at least 5ft between attacks and cannot 
  enter a square she just exited. The dervish is subject to 
  normal attacks of opportunity during the dance and may 
  tumble as part of the move. The dance can only be done 
  using slashing weapons and the dervish gains a bonus to 
  attack and damage rolls (+3). The dervish must be 
  wearing light armor and not using a shield, or be in rage 
  or a frenzied state. The dervish can dance only once per 
  encounter and it lasts for 8 rounds. The Dervish is 
  fatigued after she finishes her dance for the duration of 
  the encounter. 
   
  Movement Mastery (Ex): A dervish is so certain of 
  her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (Dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
   
  Slashing Blades (Ex): A Dervish considers a 
  scimitar a light weapon for all purposes including two-
  weapon fighting. 
   
  Dance of Death (Ex): A Dervish gains the benefit of 
  the Cleave feat while performing a dervish dance, even is 
  she does not meet the prerequisites for the feat. She does 
  not have to move 5ft before making the extra attack 
  granted by this ability. 
   
  Improved Reaction (Ex): Dervishes gain a +2 
  bonus to initiative rolls. 
  Possessions: Composite Shortbow +1, Short sword +3, 
  Studded Leather Armor +2, Ring of Protection +2. 
  Encounter Three 
   
   
   
   
  � Smugglers (3): Male Half-elf Sws12; CR 12; Medium 
  Humanoid; HD 12d10+24; hp 100; Init +9 (+5 dex, +4 
  improve init); Spd 30ft.; AC 20 (+5 armor, +5 dex), touch 
  15, flat-footed 15; Base Atk/Grp: +12/+13; Atk +19 melee 
  (1d6+5, rapier); Full Atk +19/+14/+9 melee (1d6+5, 
  rapier); Space/Reach: 5ft./5ft.; SA Insightful Strike, 
  Acrobatic Charge; SQ Dodge Bonus, Grace, Improved 
  Flanking, Lucky; AL NE; SV Fort +10, Ref +11, Will +4; 
  Str 12, Dex 21, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +22, Bluff +15, Diplomacy 
  +19, Escape Artist +20, Swim +16, Tumble +20; Combat 
  Reflexes, Dodge, Improved Initiative, Mobility, Spring 
  Attack, Weapon Finesse. 
   
  Grace (Ex): When wearing light or no armor and 
  carrying a light load, the swashbuckler gains a +2 
  competence bonus on reflex saves 
   
  Insightful Strike (Ex): When wearing light or no 
  armor and carrying a light load, the swashbuckler gains a 
  +2 as bonus on damage rolls with any light or finesseable 
  weapon. They do not gain this bonus against creatures 
  immune to critical hits. 
   
  Dodge Bonus (Ex): When wearing light or no 
  armor and carrying a light load, the swashbuckler gains a 
  +2 dodge bonus to AC against a given foe 
   
  Acrobatic Charge (Ex): A Swashbuckler can charge 
  where others cannot. They can charge or difficult terrain 
  that usually slows movement or though allies blocking 
  their path. They can also run down steep stairs, leap down 
  from balconies, or tumble over tables to get to their target 
   
  Improved Flanking (Ex): Gain an additional +2 
  bonus on attacks when flanking an opponent 
   
  Lucky (Ex): Once per day a Swashbuckler may re-
  roll any fail attack roll, skill check, ability check, or saving 
  throw 
  Possessions: Rapier +2, Studded Leather Armor +2, Belt 
  of Giant Strength +2, Gloves of Dexterity +2. 
  Encounter Five 
   
   
   
   
  � Bandit Kingdoms Rep1 - Kria: Female Human Clr 
  12; CR 12; Medium Humanoid; HD 12d8+24; hp 87; Init 
  +0; Spd 20 ft.; AC 19 (+7 Armor, +2 Deflection), touch 12, 
  flat-footed 19; Base Atk/Grp: +9/+10; Atk +11 melee 
  (1d8+2, morning star) or +10 range (1d8+1, light 
  crossbow); Full Atk +11/+6 melee (1d8+2, morning star) 
  or +10 range (1d8+1, light crossbow); Space/Reach: 
  5ft./5ft.; SA rebuke undead; SQ —; AL CE; SV Fort +11, 
  Ref +5, Will +14; Str 12, Dex 10, Con 14, Int 12, Wis 21, 
  Cha 10. 
   
  Skills and Feats: Concentration +17 (+21 defensive), 
  Diplomacy +15, Heal +20, Knowledge (Planes) +16; 
  Combat Casting, Divine Metamagic (Maximize Spell), 
  Profane 
  Boost, 
  Spell 
  Penetration, 
  Greater 
  Spell 
  Penetration, Maximize Spell. 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/4+ 1/4+1/2+1; 
  base DC = 15 + spell level): 0—[Create Water, Guidance, 
  Purify Food and Drink, Read Magic, Resistance (2)]; 1st—
  [Bane, Bless, Cure Light Wounds (2), Divine Favor, Doom*, 
  Sanctuary, Shield of Faith]; 2nd—[Calm Emotions, Cure 
  Moderate Wounds, Hold Person, Silence, Sound Burst, Summon 
  Swarm*]; 3rd—[Blindness/Deafness, Cure Serious Wounds, 
  Dispel Magic, Magic Circle against Good*, Searing Light (2)]; 
  4th—[Cure Critical Wounds (2), Freedom of Movement, 
  Death of a Bird 
   
  Page 59 
  
  Poison, Unholy Blight*]; 5th—[Dispel Good*, Flame Strike(2), 
  Slay Living, Spell Resistance]; 6th—[Blade Barrier, Curse of 
  Lycanthropy*, Heal]. 
  *Domain spell. Domains: [Evil (cast evil spells at +1 caster 
  level); Pestilence (immunity to the effects of all diseases)]. 
  Possessions: Light Crossbow +1, Morning Star +1, 
  Chainmail +2, Holy Symbol of Iuz, Ring of Protection +2, 
  Cloak of Resistance +1, Periapt of Wisdom +2. 
  � Bandit Kingdoms Rep2 - Tryst: Human male Ftr12; 
  CR 12; Medium Humanoid; HD 12d10+60; hp 136; Init 
  +5 (+1 dex, +4 improved init); Spd 20 ft.; AC 19(+9 armor), 
  touch 10, flat-footed 19; Base Atk/Grp: +12/+15; Atk +20 
  melee (2d6+11, greatsword) or +14 range (1d10+1 heavy 
  crossbow); Full Atk +20/+15/+10 melee (2d6+11, 
  greatsword) or +14 range (1d10+1 heavy crossbow); 
  Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; SV Fort +15, 
  Ref +7, Will +8; Str 16, Dex 12, Con 20, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Craft (arms and armor) +15, 
  Intimidate +15, Ride +16; Cleave, Combat Reflexes, Great 
  Cleave, Greater Weapon Focus (greatsword), Greater 
  Weapon Specialization (greatsword), Improved Bull 
  Rush, Improved Initiative, Improved Overrun, Iron Will, 
  Power Attack, Power Critical (greatsword), Weapon 
  Focus (greatsword), Weapon Specialization (greatsword). 
  Possessions: Greatsword +3, Half-plate +2, Heavy 
  Crossbow +1, Cloak of Resistance +2, Amulet of Health 
  +2. 
  � Nyrond Rep1: Human male Clr12; CR 12; Medium 
  Humanoid; HD 12d8+24; hp 87; Init +5 (+1 dex, +4 
  improved init); Spd 20 ft.; AC 20 (+8 armor, +1 dex, +1 
  deflection), touch 12, flat-footed 19; Base Atk/Grp: 
  +9/+10; Atk +12 melee (1d8+2, heavy mace) or +11 range 
  (1d8+1, light crossbow); Full Atk +12/+7 melee (1d8+2, 
  heavy mace) or +11 range (1d8+1, light crossbow); 
  Space/Reach: 5ft./5ft.; SA rebuke undead; SQ —; AL NE; 
  SV Fort +10, Ref +5, Will +13; Str 12, Dex 12, Con 14, Int 
  10, Wis 21, Cha 10. 
   
  Skills and Feats: Concentration +17 (+21 defensive), 
  Disguise +15, Knowledge (Religion) +13, Spellcraft +2; 
  Combat Casting, Divine Metamagic (Maximize Spell), 
  Divine Spell Power, Improved Initiative, Maximize Spell, 
  Profane Boost. 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+ 1/2+1; 
  base DC = 15 + spell level): 0—[Cure Minor Wounds (2), 
  Detect Magic, Guidance, Read Magic, Resistance]; 1st—[Bless, 
  Bane, Cure Light Wounds (2), Divine Favor, Doom, Magic 
  Weapon*, Sanctuary]; 2nd—[Cure Moderate Wounds (2), 
  Hold Person, Invisibility*, Sound Burst, Spiritual Weapon]; 
  3rd—[Cure Serious Wounds (2), Dispel Magic, Magic 
  Vestment*, Prayer, Searing Light]; 4th—[Confusion*, Cure 
  Critical Wounds (2), Freedom of Movement, Poison]; 5th—
  [Mass Cure Light Wounds (2), Flame Strike*, Slay Living, Spell 
  Resistance]; 6th—[Harm, Heal, Mislead*]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Heavy Mace); 
  Trickery (Bluff, Disguise and Hide are not class skills)]. 
  Possessions: Heavy Mace +1, Light Crossbow +1, 
  Banded Mail +2, Holy Symbol of Erythnul, Periapt of 
  Wisdom +2, Ring of Protection +1. 
  � Nyrond Rep2: Human female Ftr12; CR 12; Medium 
  Humanoid; HD 12d10+24; hp 100; Init +5 (+1 dex, +4 
  improved initiative); Spd 20 ft.; AC 21 (+7 armor, +3 
  shield, +1 dex), touch 11, flat-footed 20; Base Atk/Grp: 
  +12/+17; Atk +21 melee (1d10+11, bastard sword) or +14 
  range (1d8+1, light crossbow); Full Atk +21/+16/+11 
  melee (1d10+11, bastard sword) or +14 range (1d8+1, light 
  crossbow); Space/Reach: 5ft./5ft.; SA —; SQ —; AL NE; 
  SV Fort +12, Ref +7, Will +9; Str 21, Dex 12, Con 14, Int 
  10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +15, Intimidate +15, Jump +9; 
  Blind-fight, Cleave, Close-quarters Fighting, Great 
  Cleave, Greater Weapon Focus (bastard sword), Greater 
  Weapon Specialization (bastard sword), Improved 
  Critical (bastard sword), Improved Initiative, Improved 
  Sunder, Iron Will, Power Attack, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword). 
  Possessions: Bastard Sword +2, Light Crossbow +1, 
  Chainmail +2, Cloak of Resistance +2, Belt of Giant 
  Strength +2. 
  � County of Urnst Rep1 - Rega: Female human Clr12; 
  CR 12; Medium Humanoid; HD 12d8+12; hp 75; Init +0; 
  Spd 20ft.; AC 23 (+10 armor, +2 shield, +1 deflection), 
  touch 11, flat-footed 23; Base Atk/Grp: +9/+9; Atk +11 
  melee (1d8+1, flail) or +10 range (1d8+1, light crossbow); 
  Full Atk +11/+6 melee (1d8+1, flail) or +10 range (1d8+1, 
  light crossbow); Space/Reach: 5ft./5ft.; SA rebuke 
  undead; SQ —; AL LE; SV Fort +11, Ref +6, Will +17; Str 
  10, Dex 10, Con 12, Int 10, Wis 25, Cha 10. 
   
  Skills and Feats: Concentration +16 (+20 defensive), 
  Diplomacy +15, Knowledge (Religion) +15; Combat 
  Casting, Divine Metamagic (Maximize Spell), Extra 
  Turning (x2), Maximize Spell, Spell Penetration. 
   
  Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+ 1/3+1; 
  base DC = 17 + spell level): 0—[Cure Minor Wounds, Detect 
  Magic, Guidance, Read Magic, Resistance, Virtue]; 1st—[Bane, 
  Bless, Cure Light Wounds (2), Inflict Light Wounds*, Inflict 
  Light Wounds, Protection from Good, Sanctuary]; 2nd—[Calm 
  Emotions, Cure Moderate Wounds (2), Hold Person, Shatter*, 
  Sounds Burst, Spiritual Weapon]; 3rd—[Contagion*, Cure 
  Serious Wounds (2), Invisibility Purge, Prayer, Searing Light 
  (2)] 4th—[Cure Critical Wounds (2), Inflict Critical Wounds*, 
  Poison, Summon Monster IV]; 5th—[Mass Cure Light 
  Wounds, Flame Strike*, Flame Strike, Mass Inflict Light 
  Wounds, Slay Living]; 6th—[Blade Barrier, Harm*, Heal (2)]. 
   
  *Domain spell. Domains: [War (Free Martial Weapon 
  Proficiency and Weapon Focus with the Flail); 
  Destruction (Smite Evil 1/day granting a +4 to attack and 
  damage)]. 
  Death of a Bird 
   
  Page 60 
  
  Possessions: Flail +1, Light Crossbow +1, Full Plate +2, 
  Holy Symbol of Hextor, Cloak of Resistance +2, Periapt 
  of Wisdom +4, Ring of Protection +1. 
  � County of Urnst Rep2: Male human Ftr12; CR 12; 
  Magic Humanoid; HD 12d8+72; hp 148; Init +4 (+4 
  improved init); Spd 20ft.; AC 19 (+9 armor), touch 10, flat-
  footed 19; Base Atk/Grp: +12/+15; Atk +20 melee 
  (2d4+10, spiked chain); Full Atk +20/+15/+10 melee 
  (2d4+10, spiked chain); Space/Reach: 5ft./5ft.; SA —; SQ 
  —; AL NE; SV Fort +14, Ref +4, Will +6; Str 16, Dex 10, 
  Con 23, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +15, Intimidate +15, 
  Ride +17; Blind-Fight, Cleave, Combat Reflexes, Exotic 
  Weapon Proficiency (Spiked Chain), Greater Weapon 
  Focus (Spiked Chain), Greater Weapon Specialization 
  (Spiked Chain), Hold the Line, Improved Critical (Spiked 
  Chain), Iron Will, Power Attack, Power Critical (Spiked 
  Chain), Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
  Possessions: Spiked Chain +3, Half-plate +2, Amulet of 
  Health +4. 
  Encounter Seven 
   
   
   
   
  � Way station Guards (2): Male Human Ftr12; CR 12; 
  Medium Humanoid; HD 12d10+36; hp 112; Init +4; Spd 
  20ft.; AC 23 (+6 armor, +2 deflection, +2 natural armor, +3 
  shield), touch 12, flat-footed 23; Base Atk/Grp: +12/+16; 
  Atk +20 melee (2d4+10, spiked chain) or +14 range 
  (1d10+2, heavy crossbow); Full Atk +20/+15/+10 melee 
  (2d4+10, spiked chain) or +14 range (1d10+2, heavy 
  crossbow); Space/Reach: 5ft./5ft.; SA —; SQ —; AL N; SV 
  Fort +11, Ref +4, Will +4; Str 18, Dex 10, Con 17, Int 14, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +15, Intimidate +15, 
  Ride +17, Search +9, Spot +7; Cleave, Combat Expertise, 
  Exotic Weapon Proficiency (Spiked Chain), Great Cleave, 
  Greater Weapon Focus (Spiked Chain), Greater Weapon 
  Specialization 
  (Spiked 
  Chain), 
  Improved 
  Disarm, 
  Improved Initiative, Improved Sunder, Improved Trip, 
  Power Attack, Weapon Focus (Spiked Chain), Weapon 
  Specialization (Spiked Chain). 
  Possessions: Spiked Chain +2, Heavy Crossbow +2, 
  Breastplate +1, Amulet of Natural Armor +2, Ring of 
  Protection +2, Belt of Giant Strength +2, Heavy Steel 
  Shield +1. 
  � Way station Captain Cran: Male Human Mrs13; CR 
  13; Medium Humanoid; HD 13d8+39; hp 107; Init +5; 
  Spd 20ft.; AC 22 (+7 armor, +1 dex, +2 deflection, +2 
  natural armor), touch 13, flat-footed 21; Base Atk/Grp: 
  +9/+11; Atk +14 melee (1d8+4, longsword) or +12 range 
  (1d8+2, light crossbow); Full Atk +14/+9 melee (1d8+4, 
  longsword) or +12/+7 range (1d8+2, light crossbow); 
  Space/Reach: 5ft./5ft.; SA Grant Move Action 3/Day; SQ 
  Minor Aura, Major Aura +2; AL CN; SV Fort +11, Ref +5, 
  Will +8; Str 14, Dex 12, Con 17, Int 10, Wis 10, Cha 20. 
   
  Skills and Feats: Bluff +26, Diplomacy +27, Intimidate 
  +25, Knowledge (local) +16, Sense Motive +18; Combat 
  Reflexes, Improved Initiative, Negotiator, Persuasive, 
  Skill Focus (Bluff), Skill Focus (Diplomacy), Weapon 
  Focus (Longsword). 
   
  Grant Move Action (Ex): A marshal may direct and 
  motivate his allies to act immediately. Three times per 
  day, he may grant an extra move action to any or all of his 
  allies within 30ft (but not to himself). Each of the 
  affected allies takes this extra move action immediately, 
  acting in their current initiative order. This action does 
  not affect the allies’ initiative count; the round continues 
  normally after the marshal’s turn is over. 
   
  Aura (Ex): The Marshal may project one minor and 
  one major aura at a time. Projecting an aura is a swift 
  action. The aura remains in effect until the Marshal uses a 
  swift action to dismiss it or activated another aura of the 
  same kind (minor or major). A Marshal may have an aura 
  run continuously thus a Marshal may have an aura up 
  prior to his action. Activating an aura involves 
  haranguing, ordering, directing, encouraging, cajoling, or 
  calming allies. A Marshal’s aura affects all allies within 60 
  ft (including himself) who can hear the Marshal. A 
  Marshal’s aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or 
  understood by his allies.  
   
  Minor Aura: A minor aura let allies add the 
  Marshal’s Charisma bonus to certain rolls. 
   
  Art of War: Bonus on disarm, trip, bull rush, and 
  sunder attempts. 
   
  Motivate Charisma: Bonus on Charisma checks 
  and charisma-based skills. 
   
  Master of Tactics: Bonus on damage rolls when 
  flanking. 
   
  Force of Will: Bonus on Will saves. 
   
  Motivate Strength: Bonus on Strength checks and 
  strength-based skills. 
   
  Watchful Eye: Bonus on Reflex Saves. 
   
  Major Aura: A major aura lets allies add +2 to certain 
  rolls. 
   
  Resilient Troops: Bonus on all saves. 
   
  Motivate Ardor: Bonus on damage rolls. 
   
  Motivate Care: Bonus to Armor Class. 
  Possessions: Longsword +2, Light Crossbow +2, 
  Chainmail +2, Ring of Protection +2, Amulet of Natural 
  Armor +2, Cloak of Charisma +4, Belt of Giant Strength 
  +2. 
   Physical Description: A commanding looking man 
  with blond hair and blue eyes. He is dressed in the officer 
  uniform of the County Militia. 
  Death of a Bird 
   
  Page 61 
  
  Encounter Nine 
   
   
   
   
  � Lord Malthanus Doppelganger: Male Doppelganger 
  HxB3/Blk7; CR 14; Monstrous Humanoid; HD 4d8+8 + 
  3d10+6 + 7d10+10; hp 111; Init +2; Spd 20ft.; AC 30, touch 
  11, flat-footed 29; Base Atk/Grp: +14/+19; Atk +22 melee 
  (1d8+8, longsword); Full Atk +22/+17/+12 melee (1d8+8, 
  longsword); Space/Reach: 5ft./5ft.; SA Detect Thoughts, 
  Change Shape, Hexblade Curse 1/day, Detect Good, 
  Poison Use, Smite Good 2/day, Command Undead, 
  Sneak Attack +2d6; SQ Arcane Resistance, Immune to 
  Sleep and charm effects, darkvision 60ft., Dark Blessing, 
  Aura of Despair; AL LE; SV Fort +12, Ref +12, Will 
  +17/+20; Str 20, Dex 14, Con 14, Int 14, Wis 21, Cha 16. 
   
  Skills and Feats: Bluff +25, Concentration +10, 
  Diplomacy +11, Disguise +14, Hide +1, Intimidate +5, 
  Knowledge: Religion +4, Ride +10; Cleave, Combat 
  Reflexes, Extra Smiting, Improved Sunder, Mettle, Power 
  Attack. 
   
  Detect 
  Thoughts 
  (Ex): 
  Doppelgangers 
  can 
  continuously use detect thoughts as the spell (caster level 
  18, will save DC 15 negates). They can suppress or resume 
  the activity as a free action. 
   
  Change Shape (Ex): Doppelgangers can assume any 
  small or medium humanoid form. In humanoid form, 
  they lose all their natural attacks. 
   
  Hexblade Curse (Ex): As a free action, the hexblade 
  can curse one foe that is visible to him and is within 60 
  feet. This curse inflicts a -2 on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls. A 
  successful save (DC 10 + 1/2 the Hexblade class level + 
  the hexblade's CHA modifier) negates the effect 
   
  Arcane Resistance (Ex): A Hexblade gets his 
  Charisma bonus to all saves versus spells and spell like 
  effects 
   
  Detect Good (Ex): At will, as the spell 
   
  Poison Use (Ex): A Darkguard is skilled in the use 
  of poison and never risk poisoning themselves when 
  applying to a blade 
   
  Dark Blessing (Ex): A Darkguard gets his Charisma 
  bonus to all saves 
   
  Aura of Despair (Ex): A Darkguard radiates a 
  malign aura that causes enemies within 10ft. to take a -2 
  penalty on all saving throws 
   
  Spells Prepared (4/2/2/1; base DC = 15 + spell level): 
  1st—[Corrupt Weapon, Doom x2, Cure Light Wounds]; 
  2nd—[Inflict 
  Moderate 
  Wounds, 
  Shatter]; 
  3rd—
  [Contagion, Inflict Serious Wounds]; 4th—[Freedom of 
  Movement]. 
  Possessions: Lord Malthanus Gellor’s Large Steel Shield 
  +2, Lord Malthanus Gellor’s Full Plate +3, Periapt of 
  Wisdom +4, Belt of Giant Strength +2. 
   
  Physical Description: Tall and broad and has a gaze 
  that disarms most people he meets. His dark brown hair 
  is now flecked with grey at the temples, and it is worn 
  long, and clasped with a golden ring at the back. He has a 
  flowing moustache, which is also starting to show a bit of 
  grey. He wears a pair of doeskin breeches along with a 
  soft shirt of cotton and a white with blue surcoat 
  emblazed with the symbol of Hieroneous. He is always 
  seen with his signet ring and the medallion of 
  Hieroneous upon his neck. Lately, he has taken to 
  wearing a bracelet of electrum with a rose carved on it. 
  � Heavy Warhorse Fiendish Servant: CR —; Large 
  magical beast; HD 8d8+24; hp 62; Init +1, Spd 50ft.; AC 17 
  (-1 Size, +1 Dex, +7 Natural Armor), touch 10, flat-footed 
  16; Base Atk/Grp +7/+16; Atk +11 melee (1d6+5, hoof); 
  Full Atk +11 melee (1d6+5, 2 hooves) and +6 melee 
  (1d4+3, bite); Space/Reach 10ft./5ft.; SA improved 
  evasion, speak with Blackguard; SQ low-light vision, 
  scent, empathic link share saving throws, share spell; AL 
  NE; SV Fort +10, Ref +8, Will +3; Str 20, Dex 13, Con 17, 
  Int 7, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +4; Endurance, Run. 
  Empathic Link (Su): The blackguard has an 
  empathic link with his servant out to a distance of up to 1 
  mile. The blackguard cannot see through the servant’s 
  eyes, but they can communicate empathically. Because of 
  the limited nature of the link, only general emotional 
  content can be communicated. Because of the empathic 
  link between the servant and the blackguard, the 
  blackguard has the same connection to a place or an item 
  that the servant does. 
  Improved Evasion (Ex): If the servant is subjected 
  to an attack that normally allows a Reflex saving throw 
  for half damage, it takes no damage on a successful saving 
  throw and only half damage on a failed saving throw. 
  Improved evasion is an extraordinary ability. 
  Share Spells: At the blackguard’s option, he may 
  have any spell he casts on himself also affect his servant. 
  The servant must be within 5 feet at the time of casting to 
  receive the benefit. If the spell has a duration other than 
  instantaneous, it stops affecting the servant if it moves 
  farther than 5 feet away and will not affect the servant 
  again even if the servant returns to the blackguard before 
  the duration expires. Additionally, the blackguard may 
  cast a spell with a target of “You” on his servant (as a 
  touch range spell) instead of on himself. A blackguard 
  and his servant can share spells even if the spells 
  normally do not affect creatures of the servant’s type 
  (magical beast). 
  Speak with Blackguard (Ex): The blackguard and 
  servant can communicate verbally as if they were using a 
  common language. Other creatures do not understand 
  the communication without magical help. 
  � Helian: Male Human Clr12; CR 12; Medium 
  Humanoid; HD 12d8+24; hp 87; Init +0; Spd 20ft.; AC 20 
  Death of a Bird 
   
  Page 62 
  
  (+7 armor, +3 shield), touch 10, flat-footed 20; Base 
  Atk/Grp: +9/+11; Atk +13 melee (1d8+3, flail); Full Atk 
  +13/+8 melee (1d8+3, flail); Space/Reach: 5ft./5ft.; SA 
  rebuke undead; SQ —; AL LN; SV Fort +10, Ref +4, Will 
  +13; Str 14, Dex 10, Con 14, Int 10, Wis 21, Cha 10. 
   
  Skills and Feats: Bluff +9, Concentration +17 (+21 
  when defensive), Diplomacy +12, Knowledge: Religion 
  +4, Spellcraft +2; Combat Casting, Extra Turning, 
  Maximize Spell, Persuasive, Profane Boost, Spontaneous 
  Healing. 
  Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+ 1/2+1; 
  base DC = 13 + spell level): 0—[Create Water, Detect Magic, 
  Detect Poison, Guidance, Read Magic, Resistance]; 1st—[Bane, 
  Bless, Cure Light Wounds, Deathwatch, Inflict Light Wounds*, 
  Protection from Good, Sanctuary, Shield of Faith]; 2nd—[Hold 
  Person (x2), Shield Other, Sound Burst, Spiritual Weapon*, 
  Undetectable Alignment]; 3rd—[Contagion*, Dispel Magic, 
  Prayer, Searing Light (x2), Summon Monster III]; 4th—
  [Death Ward, Freedom of Movement, Inflict Critical Wounds*, 
  Poison (x2)]; 5th—[Flame Strike, Flame Strike*, Inflict Light 
  Wounds Mass, Slay Living (x2)]; 6th—[Blade Barrier*, Harm, 
  Heal, Slay Living]. 
   
  *Domain spell. Domains: [Destruction (Smite Evil 
  1/day granting a +4 to attack and damage); War (Free 
  Martial Weapon Proficiency and Weapon Focus with 
  flail)]. 
  Possessions: Breastplate +2, Light Steel Shield +2, Flail 
  +1, Periapt of Wisdom +2, Holy Symbol of Hieroneous, 
  Holy Symbol of Hextor. 
   
  Physical Description: Dark haired young man in 
  his early twenties. He stands straight and proud. There is 
  a small scar running down his face that is gray in color. 
   
  Encounter Eleven 
   
   
   
   
  � The Hand: Female Human Rog5/Asn10; CR 15; 
  Medium Humanoid; HD 5d6+15 + 10d6+30; hp 124; Init 
  +7; Spd 30ft.; AC 23 (+5 Armor, +5 Dex, +3 Deflection), 
  touch 18, flat-footed 23; Base Atk/Grp: +10/+10; Atk +19 
  melee (1d6+3, rapier); Full Atk +19/+14 melee (1d6+3, 
  rapier); Space/Reach: 5ft./5ft.; SA Sneak Attack 8d6, 
  Death Attack, Poison Use, Hide in Plain Sight; SQ 
  Uncanny Dodge, Improved Uncanny Dodge, Trap Sense, 
  Evasion, Trapfinding, Poison Resistance; AL NE; SV Fort 
  +10, Ref +22, Will +7; Str 10, Dex 23, Con 16, Int 18, Wis 
  10, Cha 10. 
   
  Skills and Feats: Balance +11, Bluff +3, Decipher Script 
  +12, Disable Device +11, Disguise +5, Escape Artist +24, 
  Hide +24, Listen +18, Move Silently +24, Open Lock +16, 
  Search +22, Slight of Hand +8, Spot +12, Tumble +26; 
  Acrobatic, 
  Dodge, 
  Improved 
  Critical 
  (Rapier), 
  Leadership, Lightning Reflexes, Weapon Finesse. 
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice). While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy. If the victim of such an attack fails a Fortitude 
  save (DC 24) against the kill effect, she dies. If the saving 
  throw fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+10 rounds. If 
  the victim’s saving throw succeeds, the attack is just a 
  normal sneak attack. Once the assassin has completed the 
  3 rounds of study, he must make the death attack within 
  the next 3 rounds. 
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
  Poison Resistance: The assassin gains a +5 natural 
  saving throw bonus to all. 
  Uncanny Dodge (Ex): An assassin retains his 
  Dexterity bonus to AC regardless of being caught flat-
  footed or struck by an invisible attacker. 
  Improved Uncanny Dodge (Ex): An assassin can 
  no longer be flanked, since he can react to opponents on 
  opposite sides of him as easily as he can react to a single 
  attacker. This defense denies rogues the ability to use 
  flank attacks to sneak attack the assassin. The assassin can 
  be flanked by a 20th level rogue or higher. 
  Hide in Plain Sight (Su): An assassin can use the 
  Hide skill even while being observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin can 
  hide himself from view in the open without actually 
  having anything to hide behind. He cannot, however, 
  hide in his own shadow. 
   Possessions: Rapier +3, Studded Leather Armor +2, 
  Gloves of Dexterity +4, Headband of Intellect +4, Cloak 
  of Resistance +3, Ring of Protection +3, Amulet of Health 
  +4. 
  Assassin Spells (4/4/4/4; base DC = 14 + spell level): 
  1st—[Disguise Self, Feather Fall, Obscuring Mist, True Strike]; 
  2nd—[Alter Self, Darkness, Invisibility, Spider Climb]; 3rd—
  [Deeper Slumber, False Life, Magic Circle Against Good, 
  Misdirection]; 4th—[Dimension Door, Freedom of Movement, 
  Greater Invisibility, Poison]. 
   
  Physical Description: A middle-sized Oeridian female 
  with boyish cut hair. One arm is behind her back (she is missing 
  the hand from it). She is dressed completely in black. From a 
  distance, it is impossible to tell her apart from her twin brother 
  (the Wizard). 
  � The Wizard: Male Human Rog3/Wiz5/ArT7; CR 15; 
  Medium Humanoid; HD 3d6+9 + 5d4+15 + 7d4+21; hp 
  95; Init +4; Spd 30ft.; AC 27 (+4 Dex, +4 Mage Armor, +4 
  Shield, +2 Protection from Good, +3 Deflection), touch 
  19, flat-footed 23; Base Atk/Grp: +7/+7; Atk +14 melee 
  Death of a Bird 
   
  Page 63 
  
  (1d6+2, rapier); Full Atk +14/+9 melee (1d6+3, rapier) or 
  +13 range (1d8+2, light crossbow); Space/Reach: 5ft./5ft.; 
  SA Sneak Attack 5d6, Ranged Legerdemain 2/day, 
  Impromptu Sneak Attack 2/day; SQ Trap Sense, Evasion, 
  Trapfinding; AL CE; SV Fort +10, Ref +18, Will +12; Str 
  10, Dex 18, Con 16, Int 25, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +21 (+25 defensive), 
  Craft (Alchemy) +12, Decipher Script +14, Disable Device 
  +14, Disguise +13, Escape Artist +11, Forgery +16, Hide 
  +21, Knowledge (Arcana) +15, Listen +17, Move Silently 
  +22, Open Lock +10, Search +11, Spellcraft +27, Tumble 
  +24; Acrobatic, Combat Casting, Practiced Spellcaster, 
  Lightning Reflexes, Scribe Scroll, Silent Spell, Spell 
  Penetration, Weapon Finesse. 
  Ranged Legerdemain: An arcane trickster can 
  perform one of the following class skills at a range of 30 
  feet: Disable Device, Open Lock, or Sleight of Hand. 
  Working at a distance increases the normal skill check 
  DC by 5, and an arcane trickster cannot take 10 on this 
  check. Any object to be manipulated must weigh 5 
  pounds or less. 
  Impromptu Sneak Attack: An arcane trickster can 
  declare one melee or ranged attack he makes to be a 
  sneak attack (the target can be no more than 30 feet 
  distant if the impromptu sneak attack is a ranged attack). 
  The target of an impromptu sneak attack loses any 
  Dexterity bonus to AC, but only against that attack. The 
  power can be used against any target, but creatures that 
  are not subject to critical hits take no extra damage 
  (though they still lose any Dexterity bonus to AC against 
  the attack). 
   Possessions: Rapier +2, Light Crossbow +2, Headband 
  of Intellect +4, Spell Component Pouch, Gloves of 
  Dexterity +4, Cloak of Resistance +2, Ring of Protection 
  +3, Amulet of Health +2, Scroll of Silent Step. 
  Wizard Spells Prepared (4/6/6/6/4/4/3); base DC = 17 
  + spell level): 0—[Acid Splash (2), Ray of Frost, Touch of 
  Fatigue]; 1st—[Mage Armor, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, Melf’s Acid Arrow, Scorching Ray (3), 
  Wraithstrike]; 3rd—[Blink, Fireball (2), Lightning Bolt, 
  Vampiric 
  Touch 
  (2)]; 
  4th—[Confusion, 
  Fire 
  Shield, 
  Phantasmal Killer, Silent Step]; 5th—[Cone of Cold (2), Rary’s 
  Telepathic Bond, Waves of Fatigue]; 6th—[Chain Lightning, 
  Disintegrate, Greater Dispel Magic] . 
  Spellbook: 0—[all]; 1st—[Burning Hands, Feather Fall, Mage 
  Armor, Magic Missile, Protection from Good, Ray of 
  Enfeeblement, Shield, Shocking Grasp, True Strike]; 2nd—
  [Blindness/Deafness, False Life, Invisibility, Invisibility, Melf’s 
  Acid Arrow, Scorching Ray, Wraithstrike]; 3rd—[Blink, 
  Fireball, Lightning Bolt, Sleet Storm, Vampiric Touch]; 4th—
  [Confusion, Fire Shield, Greater Invisibility, Phantasmal Killer, 
  Silent Step]; 5th—[Cone of Cold, Rary’s Telepathic Bond, Wall 
  of Force, Waves of Fatigue]; 6th—[Chain Lightning, 
  Disintegrate, Great Dispel Magic, Flesh to Stone]. 
    
  Physical Description: A middle-sized Oeridian 
  male with short cut hair. One arm is behind his back 
  (except while needed for casting). He is dressed 
  completely in black. From a distance, it is impossible to 
  tell him apart from her twin sister (the Hand). 
  � Blade: Male Human Rog9/Inv5; CR 14; Medium 
  Humanoid; HD 9d6+18 + 5d6+10; hp 86; Init +10; Spd 
  30ft.; AC 21 (+6 Armor, +4 Dex, +1 Deflection), touch 15, 
  flat-footed 21; Base Atk/Grp: +11/+12; Atk +20 melee 
  (1d4+3, dagger); Full Atk +20/+15/+10 melee (1d4+3, 
  dagger); Space/Reach: 5ft./5ft.; SA Uncanny Dodge, 
  Evasion, Sneak Attack/Dagger Sneak Attack 5d6/8d6, 
  Bleeding Wound, Uncanny Feint, Feint Mastery; SQ 
  Trap Sense, Trapfinding; AL NE; SV Fort +8, Ref +18, 
  Will +6; Str 12, Dex 23, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Bluff +17, Disguise +12, Escape Artist 
  +17, Hide +22, Move Silently +22, Sense Motive +17, 
  Slight of Hand +19, Tumble +22, Use Magic Device +12; 
  Combat Reflexes, Far Shot, Improved Initiative, Point 
  Blank Shot, Weapon Finesse, Weapon Focus (Dagger). 
   
  Bleeding Wound (Ex): Upon a successful dagger 
  sneak attack, an Invisible Blade may sacrifice 1d6 of 
  dagger sneak attack to deal a bleeding wound. This attack 
  deals normal damage the upon the attack but each round 
  there after the wound bleeds dealing 1 point of damage 
  (per wound) until a DC 15 heal check is performed or 
  they are cured/healed via a healing spell. Creatures 
  immune to critical hits are immune to bleeding wounds 
  as well. 
   
  Uncanny Feint (Ex): An Invisible Blade gains the 
  ability to Feint in combat starting at 3rd level. The feint is 
  a free action instead of a standard action. An Invisible 
  Blade may only feint while armed with a dagger, kukri, or 
  punching dagger. 
   
  Feint Mastery (Ex): At 4th level an Invisible Blade 
  is so sure of himself when armed with a dagger, kukri, or 
  punching dagger that he can take 10 on all bluff checks 
  when feinting in combat even if stress and distractions 
  normally would prevent him from doing so. 
   Possessions: Dagger +2 (x2), Chainshirt +2, Cloak of 
  Charisma +2, Gloves of Dexterity +2, Amulet of Health 
  +2, Ring of Protection +1, Vest of Resistance +2. 
   
  Physical Description: A tall Oeridian male dressed 
  completely in black. On his clothing in a light grey is the 
  symbol of the Hand and he keeps one hand behind his 
  back at all times. 
  Death of a Bird 
   
  Page 64 
  
  Appendix Two: Notable NPCs 
   
  � Skandar Gundersson: 7th-level fighter (Str 18/08, 
  Dex 15, Con 15), AC 2 (chain mail +2), hp 61, AL CE.  
  Skandar owns a two-handed sword +1, a crossbow of 
  distance and accuracy (+3) and a ring of invisibility. Aged 
  41, 6' tall, with wavy blond hair and blue eyes, this 
  limping bandit hails from the Rift crag area. He has a 
  murky past, with a price on his head in Greyhawk for 
  blackmailing the Captain-General of the Watch there. 
  Fleeing home, he soon had to flee again, this time from 
  Iuz. Skandar is an unscrupulous man with an 
  unpleasantly depraved nature, but he knows his bandit 
  kin well and advises Nyrondese on their patterns of 
  attacks, feints, and skirmishes. His advice has helped 
  Nyrondese militia round up some fifty marauding 
  bandits, so he is tolerated as a useful adviser. Cruel, 
  dishonest and twisted, Skandar is a vile individual who 
  has his value to the County of Urnst nonetheless. 
  Tactics: If the PCs attack Skandar, he will defend himself 
  without pulling any weapons. Someone in the bar will 
  run and get the law. Each of the PCs will be noted and be 
  required to spend extra TUs in jail. Evil is not a legal 
  reason to attack someone, especially when they are 
  unarmed. Skandar will attempt to use his Ring of 
  Invisibility to get away until the law arrives. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Death of a Bird 
   
  Page 65 
  
  Appendix Three: New Class 
  Invisible Blade 
  Invisible Blade  
   
  Hit Die: d6 
  Requirements 
  To qualify to become an invisible blade, a character must fulfill all the following criteria. 
  Skills:  Bluff 8 ranks, Sense Motive 6 ranks. 
  Feats:  Far Shot, Point Blank Shot, Weapon Focus (dagger, kukri, or punching dagger). 
  Special:  The candidate must defeat a worthy opponent in single combat using one or more daggers, kukris, or 
  punching daggers in any combination as his only weapons. 
  Class Skills 
  The invisible blade’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), 
  Escape artist (Dex), Jump (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), Spot (Wis), and Tumble (Dex). 
  Skill Points at Each Level:  4 + Int Modifier. 
  Class Features 
  All of the following are class features of the invisible blade prestige class. 
  Weapon and Armor Proficiency:  Invisible blades gain no proficiency with any weapon or armor. 
  Dagger Sneak Attack (Ex):  An  invisible blade gains the sneak attack ability if he does not already have it, but the extra 
  damage applies only to sneak attacks made with a dagger, kukri, or punching dagger (the DM may allow other similar 
  weapons).  When making a sneak attack with one of these weapons, he deals an extra 1d6 points of damage at 1st level, 
  and this increases to 2d6 at 3rd level and to 3d6 at 5th level.  If he already has the sneak attack ability from a previous 
  class, the applicable bonuses on damage rolls stack. 
  Unfettered Defense (Ex):  An invisible blade benefits from an increased survival instinct during combat.  Because of 
  this sixth sense, he adds 1 point of intelligence bonus (if any) per invisible blade class level to his Armor Class in 
  addition to any other modifiers he would normally receive.  If the invisible blade is caught flat-footed or is otherwise 
  denied his Dexterity modifier to Armor Class, he also loses this bonus.  Unfettered defense functions only when an 
  invisible blade is not wearing armor and is armed with one or more daggers, kukris, or punching daggers as his only 
  weapons. 
  Bleeding Wound (Ex):  An invisible blade of 2nd level or higher that makes a successful dagger sneak attack can 
  choose to deal a bleeding wound, sacrificing 1d6 points of the extra damage from the dagger sneak attack.  Such an 
  attack deals damage as normal in the round when the attack hits.  Thereafter, the wound caused by the invisible blade’s 
  dagger bleeds for 1 point of damage per round.  Multiple wounds from the weapon result in cumulative bleeding loss 
  (two wounds for 2 points of damage per round, and so on).  The bleeding can only be stopped by a DC 15 Heal check or 
  the application of any cure spell or other healing spell (heal, healing circle, and so on).  Creatures immune to sneak 
  attack damage are immune to bleeding wounds as well. 
  Uncanny Feint (Ex):  At 3rd level, an invisible blade gains the ability to feint in combat (see page 68 of the Player’s 
  Handbook) as a move action rather than a standard action.  At 5th level, the character can feint in combat as a free 
  action.  An invisible blade can use uncanny feint only when armed with a dagger, kukri, or punching dagger. 
  Feint Mastery (Ex):  At 4th level, an invisible blade armed with a dagger, kukri, or punching dagger becomes so sure of 
  his ability to mislead opponents that he can take 10 on all Bluff checks when feinting in combat (see page 68 of the 
  Player’s Handbook), even if stress and distractions would normally prevent him from doing so. 
  Table 2-16:  The Invisible Blade 
  Death of a Bird 
   
  Page 66 
  
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  Dagger sneak attack +1d6, unfettered defense 
  2nd 
  +2 
  +0 
  +3 
  +0 
  Bleeding wound 
  3rd 
  +3 
  +1 
  +3 
  +1 
  Dagger sneak attack +2d6, uncanny feint (move 
  action) 
  4th 
  +4 
  +1 
  +4 
  +1 
  Feint Mastery 
  5th 
  +5 
  +1 
  +4 
  +1 
  Dagger sneak attack +3d6, uncanny feint (free 
  action) 
   
   
  Death of a Bird 
   
  Page 67 
  
  Appendix Four: New Class 
  Dervish 
  Dervish 
  Hit Die: d10. 
  Requirements 
  To qualify to become a dervish, a character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Perform (dance) 3 ranks, Tumble 3 ranks. 
  Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (any slashing melee weapon). 
  Class Skills 
  The dervish's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), 
  Listen (Wis), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex). 
  Skill Points at Each Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the dervish prestige class. 
  Weapon and Armor Proficiency: Dervishes gain no proficiency with any weapon or armor. 
  AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not 
  carrying a shield.  This bonus to AC applies even against touch attacks or when the dervish is flat-footed.  She loses this 
  bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or 
  when she carries a medium or heavy load. 
  Dervish Dance (Ex): A dervish can become a whirling dancer of death a certain number of times per day. While in this 
  dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the 
  dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square 
  she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of 
  opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her 
  move is also prevented from finishing her full attack. 
  If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls.  This 
  bonus is +1 at 1st level, and it increases by and extra +1 at every odd-numbered level thereafter. 
  A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or 
  multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a 
  dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or 
  abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with 
  the bardic music ability can, however, sing while she dances, and a dervish can also use the combat Expertise feat while 
  in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability. 
  A dervish can perform a dervish dance only once per encounter.  A dervish dance lasts 1 round for every two ranks of 
  Perform (dance) that the character has.  At the end of a dervish dance, the character becomes fatigued for the duration 
  of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies). 
  Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions.  
  When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally 
  prevent her from doing so. 
  Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, 
  including fighting with two weapons. 
  Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to her speed. A dervish in any 
  armor heavier than light or carrying a medium or heavy load loses this bonus. 
  Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if she does not meet the prerequisites. 
  Death of a Bird 
   
  Page 68 
  
  Dance of Death: At 4th level, a dervish gains the use of the Cleave feats while performing a dervish dance, even if she 
  does not meet the prerequisites for the feat.  She does not have to move 5 feet before making the extra attack granted by 
  this ability. 
  Improved Reaction (Ex): When she attains 6th level, a dervish gains a +2 bonus on initiative rolls. 
  Elaborate Parry (Ex): When she attains 7th level, a dervish gains an extra +4 bonus to Armor Class when she chooses 
  to fight defensively or use total defense in melee combat. 
  Tireless Dance: When a dervish reaches 9th level, the character no longer becomes fatigued for the duration of the 
  encounter at the end of a dervish dance. 
  A Thousand Cuts (Ex): When a dervish reaches 10th level, once per day she may double the number of melee attacks 
  she makes while performing a full attack action (whether in a dervish dance or not).  If a dervish uses this ability in 
  conjunction with her dervish dance, she can make up to two attacks between moves. 
  The dervish also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, 
  even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by 
  this ability. 
  A dervish using this ability can receive an extra attack from the haste spell, but the bonuses provided by the spell do not 
  stack with the bonuses provided by the class. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  AC 
  Bonus 
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  +0 
  Dervish dance 1/day, movement mastery, 
  slashing blades 
  2nd 
  +2 
  +0 
  +3 
  +3 
  +1 
  Fast movement +5 ft. 
  3rd 
  +3 
  +1 
  +3 
  +3 
  +1 
  Spring Attack, dervish dance 2/day 
  4th 
  +4 
  +1 
  +4 
  +4 
  +1 
  Dance of death 
  5th 
  +5 
  +1 
  +4 
  +4 
  +2 
  Fast movement +10 ft., dervish dance 3/day 
  6th 
  +6 
  +2 
  +5 
  +5 
  +2 
  Improved reaction 
  7th 
  +7 
  +2 
  +5 
  +5 
  +2 
  Elaborate parry, dervish dance 4/day 
  8th 
  +8 
  +2 
  +6 
  +6 
  +2 
  Fast movement +15 ft. 
  9th 
  +9 
  +3 
  +6 
  +6 
  +3 
  Tireless dance, dervish dance 5/day 
  10th 
  +10 
  +3 
  +7 
  +7 
  +3 
  A thousand cuts 
   
  Death of a Bird 
   
  Page 69 
  
  Appendix Five: New Class 
  Swashbuckler 
  Swashbuckler 
  The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the 
  swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed. 
  Hit Die: d10. 
  Class Skills: 
  The swashbuckler’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), and 
  Use Rope (Dex).  
  Skills Points at each level: 4 + Int modifier. 
  Class Features: 
  All of the following are class features of the swashbuckler. 
  Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light 
  armor. Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and 
  unencumbered. 
  Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for 
  the feat. 
  Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +1 at 
  11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when 
  carrying a medium or heavy load. 
  Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she 
  may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, 
  whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful 
  strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or 
  heavy load. 
  Dodge bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her 
  action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that 
  opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 
  10th level, +3 at 15th level, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
  If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. 
  (If she designates the same target, the bonuses stack.) 
  Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may 
  charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run 
  down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the 
  circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully 
  move over the terrain. 
  Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on 
  attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don’t gain this increased 
  bonus.) 
  Lucky (Ex): Many swashbucklers live by the credo “Better lucky than good.” Once per day, a swashbuckler of 11th level 
  or higher may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result 
  of the reroll, even if it’s worse than the original roll. 
  Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that 
  she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may 
  take 10 even if stress and distractions would normally prevent her from doing so. 
  Death of a Bird 
   
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  Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 
  points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect. 
  Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the 
  swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the 
  same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw. 
  Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 
  points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the 
  swashbuckler’s weakening critical class feature.) Creatures immune to critical hits are immune to this effect. 
  Leve
  l 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1 
  +1 
  +2 
  +0 
  +0 
  Weapon Finesse 
  2 
  +2 
  +3 
  +0 
  +0 
  Grace +1 
  3 
  +3 
  +3 
  +1 
  +1 
  Insightful strike 
  4 
  +4 
  +4 
  +1 
  +1 
  — 
  5 
  +5 
  +4 
  +1 
  +1 
  Dodge bonus +1 
  6 
  +6 
  +5 
  +2 
  +2 
  — 
  7 
  +7 
  +5 
  +2 
  +2 
  Acrobatic charge 
  8 
  +8 
  +6 
  +2 
  +2 
  Improved flanking 
  9 
  +9 
  +6 
  +3 
  +3 
  — 
  10 
  +10 
  +7 
  +3 
  +3 
  Dodge bonus +2 
  11 
  +11 
  +7 
  +3 
  +3 
  Grace +2, lucky 
  12 
  +12 
  +8 
  +4 
  +4 
  — 
  13 
  +13 
  +8 
  +4 
  +4 
  Acrobatic skill mastery 
  14 
  +14 
  +9 
  +4 
  +4 
  Weakening critical 
  15 
  +15 
  +9 
  +5 
  +5 
  Dodge bonus +3 
  16 
  +16 
  +10 
  +5 
  +5 
  — 
  17 
  +17 
  +10 
  +5 
  +5 
  Slippery mind 
  18 
  +18 
  +11 
  +6 
  +6 
  — 
  19 
  +19 
  +11 
  +6 
  +6 
  Wounding critical 
  20 
  +20 
  +12 
  +6 
  +6 
  Dodge bonus +4, grace +3 
  Reference: Complete Warrior, page 11-13.  
  Death of a Bird 
   
  Page 71 
  
  Appendix Six: New Class 
  Scout 
  Scout 
  Alignment: Any. Scouts in military service are usually lawful. 
  Hit Die: d8. 
  Starting Gold: 5d4X10 gp. 
  Class Skills 
  A scout’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Sir), Craft (Int), Escape Artist (Dex), 
  Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), 
  Listen (Wis),Move Silently (Dex), Ride (Dex), Search (Int), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim. 
  (Str), Tumble (Dex), and Use Rope (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 8 + Int modifier. 
  Class Features 
  All of the following are class features of the scout. 
  Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short 
  sword, and shortbow. Scouts are proficient with light armor, but not with shields. 
  Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points 
  of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only 
  to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 
  5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). 
  The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, 
  plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this 
  additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach 
  such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is 
  within 30 feet. 
  At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. 
  The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves 
  by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). 
  A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains 
  the skirmish ability from another class, the bonuses stack. 
  Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable 
  Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a ÷1 competence bonus on Fortitude saves and initiative checks. This 
  bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor 
  or when carrying a medium or heavy load. 
  Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses 
  would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. 
  Fast Movement (Ex): Starting at 3rd level, a scout’s gains a ÷10 foot enhancement bonus to her base land speed. At 
  11th level, this bonus increases to ÷20 feet. See the monk class feature, page 41 of the Player’s Handbook. 
  A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. 
  Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class 
  feature, page 36 of the Player’s Handbook. 
  Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, 
  which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat 
  Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen†, Improved Initiative, 
  Death of a Bird 
   
  Page 72 
  
  Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick 
  Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the perquisites for 
  the feat. 
  †New feat described in Chapter 3. 
  Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See 
  the monk class feature, page 41 of the Player’s Handbook. 
  Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement such as 
  undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other 
  impairment. 
  This ability does not let her move more quickly rough terrain that requires a Climb or Swim check to navigate, nor can 
  she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. 
  A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. 
  Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger 
  class feature, page 48 of the Player’s Handbook. She loses this benefit when wearing medium or heavy armor hen carrying 
  a medium or heavy load. 
  Blindsense (Ex): At 10th level, a scout gains the Blindsense ability out to 30 feet. This ability functions as described on 
  page 306 of the Monster Manual. 
  Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being 
  observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this benefit when wearing medium 
  or heavy armor or when carrying a medium or heavy load. 
  Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of 
  confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A 
  scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. 
  Blindsight (Ex): A 20th-level scout gains the blind-sight ability out to 30 feet. Her senses become so acute that she can 
  maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are 
  irrelevant, though the scout must have line of effect to a creature or object to discern it. 
  Death of a Bird 
   
  Page 73 
  
   
  Leve
  l 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +0 
  +0 
  +2 
  +0 
  Skirmish (+1d6), trapfinding 
  2nd
  +1 
  +0 
  +3 
  +0 
  Fast movement +10 ft., skirmish (÷1d6, +1 AC), trackless step 
  3rd
  +2 
  +1 
  +3 
  +1 
  Battle fortitude +1, uncanny dodge 
  4th
  +3 
  +1 
  +4 
  +1 
  Bonus feat 
  5th
  +3 
  +1 
  +4 
  +1 
  Evasion, skirmish (+2d6, +1 AC) 
  6th
  +4 
  +2 
  +5 
  +2 
  Flawless stride 
  7th
  +5 
  +2 
  +5 
  +2 
  Skirmish (+2d6, +2 AC) 
  8th
  +6/+1 
  +2 
  +6 
  +2 
  Camouflage, bonus feat 
  9th
  +6/+1 
  +3 
  +6 
  +3 
  Skirmish (+3d6, +2 AC) 
  10th
  +7/+2 
  +3 
  +7 
  +3 
  Blindsense 30 ft. 
  11th
  +8/+3 
  +3 
  +7 
  +3 
  Battle fortitude +2, fast movement +20 ft., skirmish (+3d6, +3 AC) 
  12th
  +9/+4 
  +4 
  +8 
  +4 
  Bonus feat 
  13th
  +9/+4 
  +4 
  +8 
  +4 
  Skirmish (+4d6, +3 AC) 
  14th
  +10/+5 
  +4 
  +9 
  +4 
  Hide in plain sight 
  15th
  +11/+6/+1 
  +5 
  +9 
  +5 
  Skirmish (+4d6, +4 AC) 
  16th
  +12/+7/+1 
  +5 
  +10 
  +5 
  Bonus feat 
  17th
  +12/+7/+1 
  +5 
  +10 
  +5 
  Skirmish (+5d6, +4 AC) 
  18th
  +13/+8/+3 
  +6 
  +11 
  +6 
  Free movement 
  19th
  +14/+9/+4 
  +6 
  +11 
  +6 
  Skirmish (+5d6, +5 AC) 
  20th 
  +15/+10/+
  5 
  +6 
  +12 
  +6 
  Battle fortitude +3, blindsight 30 ft., bonus feat 
   
  Death of a Bird 
   
  Page 74 
  
  Appendix Seven: New Class 
  Hexblade 
  Hexblade 
  Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to 
  opponents unused to such foe. 
  Alignment: Any nongood. 
  Hit Die: d10. 
  Class Skills: 
  The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Intimidate (Cha), Knowledge (arcane) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).  
  Skill Points at 1st Level: (2 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 2 + Int modifier. 
  Class Features: 
  All of the following are class features of the hexblade. 
  Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor 
  but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast 
  hexblade spells while wearing light armor without incurring the normal arcane spell failure chance.  However, like any 
  other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell 
  failure if the spell in question has a somatic component (and most do).  A multiclass hexbladestill incurs the normal 
  arcane spell failure chance for arcane spells derived from other classes. 
  Hexblade Curse (Su): Once per day, as a free action, a hexbladecan unleash a curse upon a foe.  The targetmust be 
  visable to the hexblade and within 60 feet.  The target of a hexblade’s curse takes a -2 penalty on attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 1 hour thereafter.  A successful Will save (DC 10 + ½ hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect. 
  At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per 
  day, as indicated on the table: The Hexblade.  Multiple hexblade’s curses don’t stack, and any foe that successfully resists 
  the effect cannot be affected again by the same hexblade’s curse for 24 hours. 
  Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse. 
  Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving 
  throws against spells and spell-like effects. 
  Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or 
  fortitude.  If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a 
  successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely 
  negates the effect.  An unconscious or sleeping hexblade does not gain the benefit of mettle. 
  Familiar: Beginning at 4th level, a hexblade can obtain a familiar.  Doing so takes 24 hours and uses uo magical materials 
  that cost 100 gp.  A familiar is a magicial beast that resembles a small animal and is unually tough and intelligent.  The 
  creature serves as a companion and servant. 
  The hexblade chooses the kind of familiar he gets.  As the hexblade advances in level, his familiar also increases in 
  power.  Treat the hexblade as a sorcerer of three levels lower for determining the familiar’s powers and abilities (see the 
  Familiars sidebar on page 52 of the Player’s Handbook). 
  If the familiar dies or is dismissed by the hexblade, the latter must attempt a DC 15 Fortitude saving throw.  Failure 
  means he loses 200 experience points per hexblade level; success reduces the loss to one-half that amount.  However, a 
  hexblade’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal.  A slain or 
  dismissed familiar cannot be replaced for a year and a day.  A slain familiar can be raised from the dead just as a character 
  can be, but it does not lose a level or a point of Constitution when this happy event occurs. 
  A character with more than one class that grants a familiar may have only one familiar at a time. 
  Death of a Bird 
   
  Page 75 
  
  Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from 
  the hexblade spell list.  He can cast any spel he knows without preparing it ahead of time, just as a sorcerer can (see page 
  54 of the Player’s Handbook). 
  To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level 
  spells, Cha 12 for 2nd-level spells, and so forth).  The difficulty Class for a saving throw against a hexblade’s spell is 10 + 
  the spell level + the hexblade’s Cha modifier. 
  Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day.  His base daily 
  spell allotment is given in the table: The Hexblade.  In addition, he receivesbonus spells per day if he has a high 
  Charisma score (see table1-1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).  When table: The 
  Hexblade indicates that the hexblade gets 0 spells per day of a given level (for istance, 1st-level spells for a 4th-level 
  hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. 
  The hexblade’s selection of spells is extremely limited.  A hexblade begins play knowing no spells, but gains one or more 
  new spells at certain levels (shown below).  (Unlike spells per day, his Charisma score does not affect the number of 
  spells a hexblade knows; the numbers shown below are fixed.) 
  Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new 
  spell in place of one he already knows.  In effect, the hexblade “loses” the old spell in exchange for the new one.  The 
  new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the 
  highest-level hexblade spell the hexblade can cast.  For instance, upon reaching 12th level, a hexblade could trade in a 
  single 1st-level spell (two spell levels below the higherst-level hexblade spell he can cast, which is 3rd) for a different 1st-
  level spell.  At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade 
  spells) for a different spell of the same level.  A hexblade may swap only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same time that he gains new spells known for the level. 
  Through 3rd level, a hexblade has no caster level.  At 4th level and higher, his caster level is one-half his hexblade level. 
   
  Spells Known 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  1 
  -- 
  -- 
  -- 
  -- 
  2 
  -- 
  -- 
  -- 
  -- 
  3 
  -- 
  -- 
  -- 
  -- 
  4 
  21
  -- 
  -- 
  -- 
  5 
  2 
  -- 
  -- 
  -- 
  6 
  3 
  -- 
  -- 
  -- 
  7 
  3 
  -- 
  -- 
  -- 
  8 
  4 
  21
  -- 
  -- 
  9 
  4 
  2 
  -- 
  -- 
  10 
  4 
  3 
  -- 
  -- 
  11 
  4 
  3 
  21
  -- 
  12 
  4 
  4 
  3 
  -- 
  13 
  4 
  4 
  3 
  -- 
  14 
  4 
  4 
  4 
  21
  15 
  4 
  4 
  4 
  3 
  16 
  4 
  4 
  4 
  3 
  17 
  5 
  4 
  4 
  4 
  18 
  5 
  5 
  4 
  4 
  19 
  5 
  5 
  5 
  4 
  Death of a Bird 
   
  Page 76 
  
  20 
  5 
  5 
  5 
  5 
  1 Provided the Hexblade has sufficient Charisma to have a bonus spell of this level. 
  Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must 
  be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation 
  only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration. 
  Greater Hexblade’s Curse (Su): When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes -4 instead of -2. 
  Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune.  Any 
  melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to 
  the effect of concealment).  Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the 
  hexblade’s Charisma bonus (if any). 
  Dire Hexblade’s Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes -6 instead of -4. 
   
   
   
   
   
   
  Spells per Day 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  1st 
  2nd 
  3rd 
  4th 
  1 
  +1 
  +0 
  +0 
  +2 
  Hexblade’s curse 1/day 
  -- 
  -- 
  -- 
  -- 
  2 
  +2 
  +0 
  +0 
  +3 
  Arcane Resistance 
  -- 
  -- 
  -- 
  -- 
  3 
  +3 
  +1 
  +1 
  +3 
  Mettle 
  -- 
  -- 
  -- 
  -- 
  4 
  +4 
  +1 
  +1 
  +4 
  Summon Familiar 
  0 
  -- 
  -- 
  -- 
  5 
  +5 
  +1 
  +1 
  +4 
  Bonus feat, hexblade’s curse 2/day 
  0 
  -- 
  -- 
  -- 
  6 
  +6/+1 
  +2 
  +2 
  +5 
  — 
  1 
  -- 
  -- 
  -- 
  7 
  +7/+2 
  +2 
  +2 
  +5 
  Greater hexblade’s curse 
  1 
  0 
  -- 
  -- 
  8 
  +8/+3 
  +2 
  +2 
  +6 
  — 
  1 
  0 
  -- 
  -- 
  9 
  +9/+4 
  +3 
  +3 
  +6 
  Hexblade’s curse 3/day 
  1 
  1 
  -- 
  -- 
  10 
  +10/+5 
  +3 
  +3 
  +7 
  Bonus feat 
  1 
  1 
  -- 
  -- 
  11 
  +11/+6/+1 
  +3 
  +3 
  +7 
  — 
  1 
  1 
  0 
  -- 
  12 
  +1/+7/+22 
  +4 
  +4 
  +8 
  Aura of unluck 1/day 
  1 
  1 
  1 
  -- 
  13 
  +13/+8/+3 
  +4 
  +4 
  +8 
  Hexblade’s curse 4/day 
  1 
  1 
  1 
  -- 
  14 
  +14/+9/+4 
  +4 
  +4 
  +9 
  — 
  2 
  1 
  1 
  0 
  15 
  +15/+10/+
  5 
  +5 
  +5 
  +9 
  Bonus feat 
  2 
  1 
  1 
  1 
  16 
  +16/+11/+
  6/+1 
  +5 
  +5 
  +10 
  Aura of unluck 2/day 
  2 
  2 
  1 
  1 
  17 
  +17/+12/+
  7/+2 
  +5 
  +5 
  +10 
  Hexblade’s curse 5/day 
  2 
  2 
  2 
  1 
  18 
  +18/+13/+
  8/+3 
  +6 
  +6 
  +11 
  — 
  3 
  2 
  2 
  1 
  19 
  +19/+14/+
  9/+4 
  +6 
  +6 
  +11 
  Dire hexblade’s curse 
  3 
  3 
  3 
  2 
  20 
  +20/+15/+
  10/+5 
  +6 
  +6 
  +12 
  Aura of unluck 3/day, bonus feat 
  3 
  3 
  3 
  3 
  Reference: Complete Warrior, page 5-8.  
  Death of a Bird 
   
  Page 77 
  
  Appendix Eight: New Class 
  Marshal 
  Marshal 
  Alignment: Any.  
  Hit Die: d8. 
  Starting Gold: 2d4X10 gp. 
  Class Skills 
  A marshal’s class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), 
  Spot (Wis), Survival (Wis), and Swim. (Str). 
  Skill Points at 1st Level: (4 + Int modifier) x 4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Class Features 
  All of the following are class features of the marshal. 
  Weapon and Armor Proficiency: Marshals are proficient with all simple and martial wepsons, with all types of armor 
  (heavy, medium, and light), and with shields (except tower shield). 
  Auras (Ex): The marshal exerts an effect on allies in his vicinity.  He can learn to produce different effects, or auras, 
  over the course of his career.  The marshal may proect one minor aura and (starting at 2nd level) one major aura at a time. 
  Projecting an aura is a swift action..  The aura  remains in effect  ubtil the marshal uses a free action to dismiss it or 
  activates another aura of the same kind (major or minor).  A marshal can have an aura active continually; thus, an aura 
  can be ieffect at the start of a combat encounter even before the marshal takes his first turn. 
  Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies.  A marshal sizes up 
  the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. 
  Unless otherwise noted, a marshal’s aura affects all allies within 60 feet (including himself) who can hear the marshal.  
  An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the 
  bonus.  A marshal’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard ir 
  understood by his allies. 
  A marshal begins play knowing one minor aura of his choice.  As his marshal level increases, he gains access to new 
  auras, as indicated on the table below: The Marshal. 
  All bonus granted by a marshal’s auras are circumstance bonuses that do not stack with each other, 
  Minor Aura: A minor aura lets allies add the marshal’s Charisma bonus (if any) to certain rolls. 
  Accurate Strike: Bonus on rolls made to confirm criticals. 
  Art of War: Bonus on disarm, trip, bull rush, and sunder attempts. 
  Demand Fortitude: Bonus on Fortitude Saves. 
  Determined Caster: Bonus on rolls to overcome spell resistance. 
  Force of Will: Bonus on Willl saves. 
  Master of Opportunity: Bonus to Armor Class against attacks of opportunity. 
  Master of Tactics: Bonus on damage rolls when flanking. 
  Motivated Charisma: Bonus on Charisma checks and Charisma-based skill checks. 
  Motivated Constitution: Bonus on Constitution checks and Constitution-based skill checks. 
  Motivated Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks. 
  Motivated Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. 
  Death of a Bird 
   
  Page 78 
  
  Motivated Strength: Bonus on Strength checks and Strength-based skill checks. 
  Motivated Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks. 
  Over the Top:  Bonus on damage rolls when charging. 
  Watchful Eye: Bonus on Reflex Saves. 
  Major Aura: Beginning at 2nd level, a Marshal can project a major aura in addition to his minor aura.  A major aura lets 
  allies add +1 to certain rolls.  This bonus improves by +1 at 7th, 14th, and 20th levels. 
  Hardy Soliders: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides.  For example, 
  if the marshal is 10th level, everyone affected gains DR2/-. 
  Motivate Ardor: Bonus on damage rolls. 
  Motivate Attack: Bonus on melee attack rolls. 
  Motivate Care: Bonus to Armor Class. 
  Motivate Urgency: Allies’ base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura 
  provides.  For example, the allies of a 10th level marshal (+2 major aura)  add 10 feet to their base land speed. 
  Resilient Troops: Bonus on all saves. 
  Steady Hands: Bonus on ranged attack rolls. 
  Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat.  If the marshal 
  already has the feat, he can choose a different one. 
  Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately.  Once 
  per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not himself). 
   Each of the affected allies takes this extra move action immediately, acting in their current initiative order.  This extra 
  action does not affect the allies’ initiative count; the round continues normally after the marshal’s turn is over.  (This 
  may mean, for example, that an ally whose initiative count immediately follows the marshal’s may get an extra move 
  action from the marshal, followed directly by a full round worth of actions on the ally’s turn.) 
  At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day.  The frequency increases 
  to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level. 
  A character can take only one extra move action per round.  (In other words, two marshals can’t use this ability on the 
  same ally in the same round.)  If an ally chooses not to take the extra move action, it is lost. 
   
  Leve
  l 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Auras 
  Known 
  Minor 
  Auras 
  Known 
  Major 
  1st
  +0 
  +2 
  +0 
  +2 
  Skill Focus (Diplomacy), minor aura 
  1 
  0 
  2nd
  +1 
  +3 
  +0 
  +3 
  Major aura +1 
  1 
  1 
  3rd
  +2 
  +3 
  +1 
  +3 
  -- 
  2 
  1 
  4th
  +3 
  +4 
  +1 
  +4 
  Grant move action 1/day 
  2 
  1 
  5th
  +3 
  +4 
  +1 
  +4 
  -- 
  3 
  2 
  6th
  +4 
  +5 
  +2 
  +5 
  -- 
  3 
  2 
  7th
  +5 
  +5 
  +2 
  +5 
  Major aura +2 
  4 
  2 
  8th
  +6/+1 
  +6 
  +2 
  +6 
  Grand move action 2/day 
  4 
  2 
  9th
  +6/+1 
  +6 
  +3 
  +6 
  -- 
  5 
  3 
  10th
  +7/+2 
  +7 
  +3 
  +7 
  -- 
  5 
  3 
  11th
  +8/+3 
  +7 
  +3 
  +7 
  -- 
  5 
  3 
  12th
  +9/+4 
  +8 
  +4 
  +8 
  Grand move action 3/day 
  6 
  3 
  Death of a Bird 
   
  Page 79 
  
  13th
  +9/+4 
  +8 
  +4 
  +8 
  -- 
  6 
  3 
  14th
  +10/+5 
  +9 
  +4 
  +9 
  Major aura +3 
  6 
  4 
  15th
  +11/+6/+1 
  +9 
  +5 
  +9 
  -- 
  7 
  4 
  16th
  +12/+7/+1 
  +10 
  +5 
  +10 
  Grant move action 4/day 
  7 
  4 
  17th
  +12/+7/+1 
  +01 
  +5 
  +10 
  -- 
  7 
  4 
  18th
  +13/+8/+3 
  +11 
  +6 
  +11 
  -- 
  7 
  4 
  19th
  +14/+9/+4 
  +11 
  +6 
  +11 
  -- 
  8 
  4 
  20th 
  +15/+10/+
  5 
  +12 
  +6 
  +12 
  Grant move action 5/day, major aura +4 
  8 
  5 
  Reference: Mintures Handbook, page 11-13.  
   
  Death of a Bird 
   
  Page 80 
  
  Appendix Nine: New Spell
   
  Silent Step 
  This spell was originally from COU3-03 The Truth Lies in Trigol by Michelle Lutz. 
  Illusion (Glamer) 
  Level: Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Willing Creature Touched 
  Area: 5-ft.diameter emanation centered on a creature touched 
  Duration: 1 min/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is 
  impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes 
  through the area. The spell is centered on a creature, and the effect then radiates from the creature and moves as it 
  moves. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, 
  but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks. 
  Material Component: Bootlace and small piece of cotton 
   
  Death of a Bird 
   
  Page 81 
  
  Appendix Ten:  
  Temple of Celestian Questions 
  The Test of the Heavens 
  1:  Although many Flan call it "the Sun", what is our star's proper name? 
   
  Liga.  
  2:  Arrange the following planets in their order from Liga: the Moth, Edill, Oerth, Greela, Gnibile, Conata, Borks, the 
  Specter, and Ginsel. 
   
   The Moth, Oerth, Edill, Gnibile, Conatha, Ginsel, Borka, Greela, and the Specter.  
  3:  Which two planets in this system are "Sister Planets"? 
   
  Edill and Gnibile.  
  4:  Which planet is completely crescent-shaped? 
   
  Ginsel.  
  5:  Which two planets are spherical air worlds? 
   
  Edill and Gnibile.  
  6:  Which planet is the water planet? 
   
  Conatha.  
  7:  What is the name of the dense asteroid field in our star system? 
   
  The Grinder.  
  8:  Which planets are made up of clusters of several thousand rocks? 
   
  Borka and Greela.  
  9:  Which planet is commonly called "The Wink"? 
   
  The Specter.  
  10:  What is the name of the nine star constellations that form a perfect octagon with the ninth star in the exact center? 
   
  The Sisters.  
  11:  What is the proper name of Luna? 
   
  Raenei.  
  12:  What is the proper name of Celene? 
   
  Kule.  
   
   
  This test was originally written by Timmy Creese for COU1-07 Exposing Kyuss. 
   
   
   
   
   
   
  Death of a Bird 
   
  Page 82 
  
  Appendix Eleven: Map of the Hand’s Hideout− 2nd Floor 
   
   
  2 
  1 
  3 
  10 Ft 
  20 Ft 
  10 Ft 
  10 Ft 
  10 Ft 
  30 Ft 
  10 Ft 
  10 Ft 
  Death of a Bird 
   
  Page 83 
  
  Appendix Eleven: Map of the Hand’s Hideout – 1st Floor 
   
   
   
   
  Area Rug 
  25 Ft 
  Trap-
  door 
  Table 
  Woodstove 
  &
  small wood pile 
  30 Ft 
  10 Ft 
  Death of a Bird 
   
  Page 84 
  
  Player Handout #1 
  Symbol found at the assassination. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Death of a Bird 
   
  Page 85 
  
  Player Handout #2 
  Symbol found at the attempted assassination. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Death of a Bird 
   
  Page 86 
  
  Player Handout #3 
  Symbol found on door #3. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Death of a Bird 
   
  Page 87 
  
  Player Handout #4 
  Symbol found on door #2. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Death of a Bird 
   
  Page 88 
  
  Player Handout #5 
  Symbol found on door #1. 
   
   
   
   
   
   
   
  Death of a Bird 
   
  Page 89 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/County of Urnst/URC6-01 - Death of a Bird.pdf