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.  
   
  URD5-I02 MM-A2 
   
   
   
   
   
   
   
  Home Again 
   
  A one-Round D&D Living Greyhawk®  
  Duchy of Urnst Regional Adventure 
  Version 1 
  Round 1 
  by Denise Mauldin 
   
   
  The Coriner Gala is over and everyone is headed home.  There are several nobles that require additional 
  guards to make their way home… Will you help them get to where they need to be?  A mini-mission for 
  APLS 2-12. 
  
  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. 
  <Scenario Title> 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the 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. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  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. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to the 
  Duchy 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 
  <Scenario Title> 
   
  Page 2 
  
  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. 
  Adventure Background 
  This is a somewhat freeform adventure.  Each 
  party of PCs has a different noble to escort home. 
   The nobles will be heading to different places 
  depending on the APL and will require more 
  protection.  At lower APLs the noble needs to 
  head somewhere close to Leukish, whereas at 
  higher APLs the noble needs to head farther 
  away.  
   
  The nobles are all too cheap to pay for 
  teleports home, so if the party chooses to teleport 
  the noble, they arrive safely and skip the random 
  encounters, but still face the thug encounter.   
   
  In addition, a few of the nobles have been 
  replaced by demons during the party.  If the PCs 
  determine that their noble has been replaced, they 
  can attempt to attack the noble, get help with 
  attacking their noble, report them to the DDC (or 
  someone else), or leave them alone.   
  Adventure Summary 
  The PCs are assigned a noble to escort home 
  based on their APL.  On the way out of Leukish 
  they’re stopped by some proponents of either 
  Meissel or Szabo to get their word that they back 
  one side or the other.  The noble will disagree and 
  the PCs will be asked to protect them, but they 
  may notice that the noble is not quite acting like a 
  noble during this time (if the noble has been 
  replaced).  After defeating the thugs, they will 
  continue on their way.   
   
  If the PCs confront the noble and the noble is 
  a demon, the PCs can battle the noble or not.  The 
  PCs will likely be overmatched and depending on 
  APL, the demon will attempt to use a symbol of 
  sleep to carry the PCs back to ‘home’ and then 
  pretend that nothing happened while keeping a 
  lock of hair and a bit of flesh.   
   
  If the PC’s noble is not a demon, they’ll have 
  an encounter with inimical Duchy wildlife. 
  Preparation for Play 
  Ask the Interactive coordinator if your table is 
  escorting a demon and which noble house you’ve 
  been assigned.  If your players specifically request 
  a particular noble, make sure the interactive 
  coordinator assigns you that noble and does not 
  assign the same noble to multiple parties.   
   
  The nobles available are: 
   
  Introduction 
  The Gala is over and the morning after brings 
  the groans of those who have partaken of too 
  much of the festivity and the preparations for 
  the return home.   You’ve been offered a job 
  escorting one of the nobles home, though it 
  isn’t likely you’ll see him or her before noon. 
  Allow the PCs to make whatever preparations 
  they’d like to assuming that they get up before 
  noon and want to. 
  Noon has come and the carriages of the 
  nobility line the streets of Leukish as nobles 
  who stayed in the inns or overcrowded the 
  family estates prepare to return to their homes. 
  You meet <insert noble’s name> outside of 
  their carriage.  S/he greets you and gets into 
  the carriage and the coachman begins to guide 
  it out of town.  
  Encounter One: Whose side 
  are you on anyway? 
  You’ve 
  exited 
  Leukish 
  and 
  entered 
  the 
  warehouse district that surrounds the capital 
  when a group of young men step out in front of 
  the carriage, forcing the coachman to stop. 
  “Hey there, we want to speak to <insert noble’s 
  name>!” 
  <Scenario Title> 
   
  Page 3 
  
  Assuming the PCs allow this, or if the noble is 
  particularly active, they’ll leap out to initiate 
  conversation.  If the noble is obviously aligned with 
  one faction or the other, skip to the next section. 
  “Are you with the Bells or the Lanterns?”   
  Use the noble’s personality from Judge Aid #1 to 
  ad lib a response. Most of the nobles would not 
  come out and say anything directly, but would hint 
  around the answer.  If the noble is really a demon 
  type one in disguise, give the PCs a DC 36 Sense 
  Motive check to determine that the noble is in a 
  vicious rage and seems likely to kill these thugs.  If 
  the noble is really a demon type two in disguise, 
  give the PCs a DC 32 Sense Motive check to 
  determine the same.  They will, however, control 
  their blood rage and enter the carriage to allow the 
  PCs to deal with the problem.  If the PCs attack 
  the noble after this fight or anytime during their 
  travels, go to Encounter Three. 
   
  In any case, the thugs will correctly divine 
  which faction they’re allied with and if they’re 
  specifically aligned with a faction, these thugs will 
  happen to be the other faction and will attack.  If 
  they’re not allied with either, they’ll attempt to 
  persuade the noble to give their agreement, but 
  most will retreat to the carriage and rely on the 
  PCs for defense instead. 
  APL 2 
  Ardyn Ftr 3/Rog 1, hp 27. See Appendix One. 
  Ardyn's band (4): hp 7 each. See Appendix 
  One. 
  APL 4 
  Ardyn, Ftr 4/Rog 2, hp 37. See Appendix One. 
  Ardyn's band (4): hp 11 each.  See Appendix 
  One. 
  APL 6 
  Torin: hp 21; see Appendix One. 
  Ilrys: hp 30; see Appendix One. 
  Marylis: hp 16; see Appendix One. 
  Rheynn: hp 32; see Appendix One. 
  APL 8 
  Torin: hp 30; see Appendix One. 
  Ilrys: hp 45; see Appendix One. 
  Marylis: hp 27; see Appendix One. 
  Rheynn: hp 46; see Appendix One. 
  APL 10 
  Torin: hp 39; see Appendix One. 
  Ilrys: hp 52; see Appendix One. 
  Marylis: hp 44; see Appendix One. 
  Rheynn: hp 58; see Appendix One. 
  APL 12 
  Torin: hp 52; see Appendix One. 
  Ilrys: hp 82; see Appendix One. 
  Marylis: hp 49; see Appendix One. 
  Rheynn: hp 58; see Appendix One. 
  Tactics:  The thugs are trying to take care of the 
  PCs so that they can ransom the noble for 
  agreement to foster the side they’re associated 
  with.  Each thug has a sign of whichever house 
  they’re associated with (determine randomly for 
  neutral nobles). 
  Encounter Two: Duchy 
  Countryside 
  You’ve been traveling for a couple of days now 
  and it’s passed mostly uneventfully, with good 
  accommodations at night and no further 
  interruptions.  Today however, as you pass 
  through a lightly wooded stretch of the road, 
  something prompts you to look around more 
  carefully. 
  Give the PCs Spot checks to determine the 
  encounter distance.  The higher the Spot check, 
  the further the creature begins away from the PCs, 
  up to a maximum of 120 feet. 
  APL 2 
  Orcs (6): hp 5 each.  See Monster Manual page 
  203. 
  APL 4 
  Manticore:  hp 57.  See Monster Manual page 
  179. 
  APL 6 
  Bulette:  hp 94.  See Monster Manual page 30. 
  APL 8 
  Ogre, 4th level barbarian (2): hp 79 each; see 
  Monster Manual page 199. 
  <Scenario Title> 
   
  Page 4 
  
  APL 10 
  Troll Hunter: hp 130. See Monster Manual 
  page 247. 
  APL 12 
  Hill Giant Dire Wearboar (2):  hp 185 each.  
  See Monster Manual page 177. 
  Tactics: 
   
  The 
  monsters 
  will 
  use 
  tactics 
  appropriate to finding food.  They will retreat if 
  necessary. 
  Encounter Three: Are you 
  really who you say you are? 
  This encounter should only be run if the PCs 
  somehow decide to confront the noble that they 
  are escorting.  If the noble is not a demon or if the 
  noble is a demon and the PCs cannot prove it, the 
  noble will warn the PCs about their behavior and, 
  if the PCs push the noble, they will have the PCs 
  arrested and thrown in jail for 2 TUs.  Easygoing 
  nobles will take more harassment from the PCs 
  than other nobles.  If the PCs have a favor from 
  the particular noble house of the noble they’re 
  escorting, they may spend that favor rather than 
  endure the jail time.  
   
  IF the PCs seem likely to attack, the demon 
  will take preventative action.  At low APLs (2-8), 
  the demon will use a scroll of Symbol of Sleep to 
  put all of the PCs to sleep, then take them to the 
  noble 
  residence 
  (keeping 
  them 
  drugged 
  if 
  necessary) and place them in barracks.  Then 
  they will allow the PCs to wake up and act as if 
  nothing had happened.  However, each PC is 
  missing a lock of hair and has a small scar.  Give 
  each PC the ‘Marked’ Favor. 
   
  At higher APLs, ask the interactive coordinator 
  for information on which demon is currently 
  accompanying your PCs.  If possible, the demon 
  will thoroughly trounce the PCs using subdual 
  damage for at least one hit to prevent them from 
  dying.  Then, it will take a lock of hair and a piece 
  of flesh and leave, conjuring up illusionary guards. 
   The PCs will be found before they die from 
  exposure, but they will not be able to convince 
  anyone they talk to that the noble is a demon, 
  despite their best efforts.  If they’d like to go to 
  extreme efforts, write down the character’s name, 
  the favors they’re spending, who they’re trying to 
  contact and how they go about it and send it to 
  doutriad@yahoogroups.com  
  Conclusion 
  Having successfully delivered your charge to 
  their home, you are thanked with your pay and 
  a commendation from the noble. 
  All PCs that successfully delivered a noble to their 
  home receive the favor of that noble house, no 
  matter if the noble was real or a demon.  If the 
  PCs defeat the demon, they receive the Enmity of 
  the Noble House for that noble since the real 
  noble has disappeared and the PCs were the last 
  seen with them. 
  If the PCs were defeated by the demon, or tricked 
  by the demon, they receive the Marked AR entry. 
  The End 
   
  Experience Point Summary 
  In this interactive if the PCs participate in two mini-
  missions and the LARP portion of the interactive 
  they gain full experience. 
  Treasure Summary 
  In this interactive, if the PCs participate in two 
  mini-missions and the LARP portion of the 
  interactive, they gain full gold. 
  Special 
  Favor 
  of 
  Noble 
  House 
  _____________________. 
  Enmity 
  of 
  Noble 
  House 
  ____________________. You’ve been named as 
  responsible for the disappearance of a noble of 
  this house and everywhere you go in the Duchy, 
  people seem to be watching you and getting in 
  your way.  Pay double upkeep for the next Duchy 
  of Urnst Regional module. 
  Marked:  There is a small pock mark on your left 
  arm that you don’t remember being there before 
  and you can’t remember getting. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; 
  DMG; 750 gp) 
  <Scenario Title> 
   
  Page 5 
  
  APL 4 (all of APL 2 plus the following): 
  • 
  Slippers of Spider Climbing (Adventure; DMG; 
  4,800 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +2 Greatsword (Adventure; DMG; 8,350 gp) 
   
  <Scenario Title> 
   
  Page 6 
  
  Appendix One – APL 2
  Encounter One 
   
   
   
   
  Korvin: male human Ftr 3/Rog 1; CR 4; HD 
  3d10 + 1d6 + 4; hp 27; Init +7; Spd 30 ft; AC 17, 
  touch 13, flat-footed 14; BAB/Grp: +3/+5; Atk: +8 
  +1 dagger (1d4+3, melee) or +8 +1 dagger 
  (1d4+3/19-20x2, ranged); Full Atk: +8 +1 dagger 
  (1d4+3/19-20,x2, melee) or +8 +1 dagger 
  (1d4+3/19-20x2, ranged); SA Sneak Attack 
  +1d6; SQ ; AL NE; SV Fort +4 Ref +6 Will +1; 
  Str 14, Dex 17, Con 12, Int 10, Wis 10, Chr 12. 
  Skills and Feats: Climb +9, Jump +9, Ride +9, 
  Sense Motive +8; Weapon Focus (dagger), 
  Dodge, 
  Mobility, 
  Spring 
  Attack, 
  Improved 
  Initiative, Weapon Finesse (dagger). 
  Possessions: +1 dagger, +1 studded leather 
  armor, assorted personal possessions 
  Member of Korvin's band, Rog 1: CR 1; HD 
  1d6 + 1; hp 7; Init +7; Spd 30 ft; AC 16, touch 
  13, flat-footed 13; BAB/Grp: +0/+1; Atk: +4 
  shortsword (1d6+1, 19-20/x2) melee; Full Atk: 
  +4 shortsword (1d6+1, 19-20/x2) melee; SA 
  Sneak Attack +1d6; SQ ; AL N; SV Fort +1 Ref 
  +6 Will +1; Str 12, Dex 16, Con 12, Int 10, Wis 
  12, Chr 10. 
  Skills and Feats: Climb +5, Hide +7, Intimidate 
  +4, Listen +5, Move Silently +7, Search +4, 
  Sense Motive +4, Spot +5, Tumble +7; Weapon 
  Finesse (shortsword), Improved Initiative. 
  Possessions: 
  studded 
  leather 
  armor, 
  shortsword, 
  dagger, 
  assorted 
  personal 
  possessions. 
   
   
   
   
  <Scenario Title> 
   
  Page 7 
  
  Appendix One – APL 4
  Encounter One 
   
   
   
   
  Korvin: male human Ftr 4/Rog 2; CR 6; HD 
  4d10 + 2d6 + 6; hp 37; Init +8; Spd 30 ft; AC 18, 
  touch 14, flat-footed 14; BAB/Grp: +4/+6; Atk: 
  +12 +2 dagger (1d4+6/19-20x2, melee) or +12 
  +2 dagger (1d4+4, ranged); Full Atk: +12 +2 
  dagger (1d4+4/19-20,x2, melee) or +12 +2 
  dagger (1d4+4/19-20x2, ranged); SA Sneak 
  Attack +1d6; SQ ; AL NE; SV Fort +5 Ref +7 Will 
  +1; Str 14, Dex 18, Con 12, Int 10, Wis 10, Chr 
  12. 
  Skills and Feats: Climb +10, Jump +10, Ride 
  +10, Sense Motive +10. Spot +7; Weapon 
  Focus (dagger), Dodge, Mobility, Spring Attack, 
  Improved Initiative, Weapon Finesse (dagger), 
  Weapon Specialization (dagger). 
  Possessions: +2 dagger, +1 studded leather 
  armor, assorted personal possessions 
  Member of Korvin's band, Rog 2: CR 2; HD 
  2d6 + 2; hp 11; Init +7; Spd 30 ft; AC 16, touch 
  13, flat-footed 13; BAB/Grp: +1/+2; Atk: +5 
  shortsword (1d6+2, 19-20/x2) melee; Full Atk: 
  +5 shortsword (1d6+2, 19-20/x2) melee; SA 
  Sneak Attack +1d6; SQ ; AL N; SV Fort +1 Ref 
  +7 Will +1; Str 12, Dex 16, Con 12, Int 10, Wis 
  12, Chr 10. 
  Skills and Feats: Climb +6, Hide +8, Intimidate 
  +5, Listen +6, Move Silently +8, Search +5, 
  Sense Motive +5, Spot +6, Tumble +8; Weapon 
  Finesse (shortsword), Improved Initiative. 
  Possessions: 
  studded 
  leather 
  armor, 
  shortsword, 
  dagger, 
  assorted 
  personal 
  possessions. 
   
   
   
  <Scenario Title> 
   
  Page 8 
  
  Appendix One – APL 6
  Encounter One 
   
   
   
   
  Torin: human male (Suel) Sor4; CR 4; male 
  humanoid; HD 4d4+11; hp 21; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk/Grp 
  +2/+3; 
  Atk 
  +3 
  ranged 
  (1d8/19-20, 
  light 
  crossbow) or +3 melee (1d8+1, morningstar); 
  Full Atk +3 ranged (1d8/19-20, light crossbow) 
  or +3 melee (1d8+1, morningstar); SQ summon 
  familiar; AL CN; SV Fort +3, Ref +3, Will +3; Str 
  13, Dex 12, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +8, Concentration 
  +11, Diplomacy +5, Disguise +3 (+5 to act in 
  character), Intimidate +5, Knowledge (Arcana) 
  +2, 
  Spellcraft 
  +7; 
  Greater 
  Spell 
  Focus 
  (evocation), Skill Focus (concentration), Spell 
  Focus (evocation), Toughness. 
   
  Spells Known  (6/7/4; spells remaining 
  6/6/4; base DC = 13 + spell level; 15 + spell 
  level for Evocation): 0—acid splash, daze, 
  detect magic, disrupt undead, flare, ray of frost; 
  1st—burning hands, mage armor, magic missile; 
  2nd—flaming sphere. 
   
  Possessions: Light crossbow with 20 cold 
  iron bolts, cold iron morningstar, 2 potions of 
  cure light wounds, wand of shield, backpack, 
  bedroll, spell component pouch, 4 days trail 
  rations, traveller’s clothes, waterskin. 
  Ilrys: human male (Flan) Ftr4; CR 4; male 
  humanoid; HD 4d10+8; hp 30; Init +1; Spd 20 ft.; 
  AC 19, touch 11, flat-footed 18; Base Atk/Grp 
  +4/+7; Atk +8 melee (1d8+5/19-20, longsword) 
  or +5 ranged (1d6+3, javelin); Full Atk +8 melee 
  (1d8+5/19-20, longsword) or +5 ranged (1d6+3, 
  javelin); AL N; SV Fort +6, Ref +2, Will +4; Str 
  16, Dex 12, Con 14, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +6, 
  Intimidate +6, Ride +8; Cleave, Exotic Weapon 
  Proficiency (bastard sword), Iron Will, Power 
  Attack, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: Masterwork cold iron bastard 
  sword, 2 cold iron javelins, banded mail, heavy 
  steel shield, oil of bless weapon, 2 potions of 
  cure light wounds, backpack, bedroll, hammer, 
  hemp rope (50 ft.), 4 pitons, 4 days trail rations, 
  traveller’s clothes, waterskin. 
  Marylis: human female (Suel) Rog3; CR 3; 
  female humanoid; HD 3d6+6; hp 16; Init +6; Spd 
  30 ft.; AC 15, touch 12, flat-footed 13; Base 
  Atk/Grp +2/+3; Atk +6 melee (1d6+1/18-20, 
  rapier) or +4 ranged (1d8/19-20, light crossbow); 
  Full Atk +6 melee (1d6+1/18-20, rapier) or +4 
  ranged (1d8/19-20, light crossbow); SA sneak 
  attack +2d6; SQ evasion, trapfinding, trap sense 
  +1; AL N; SV Fort +3, Ref +5, Will +0; Str 12, 
  Dex 15, Con 14, Int 13, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +2, 
  Disguise +0 (+2 to act in character), Disable 
  Device +9, Gather Information +5, Hide +8, 
  Intimidate +2, Knowledge (Local) +4, Listen +4, 
  Move Silently +8, Open Lock +10, Search +7, 
  Spot +4, Sleight of Hand +10, Tumble +8; 
  Combat Expertise, Improved Initiative, Weapon 
  Finesse. 
   
  Evasion (Ex): Marylis takes no damage if 
  she makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. She does not 
  gain this benefit if helpless. 
   
  Trap Sense (Ex): Marylis gains a +1 bonus 
  on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by 
  traps. 
   
  Possessions: Light crossbow with 20 bolts, 
  masterwork rapier, masterwork studded leather, 
  potion of cure light wounds, backpack, bedroll, 4 
  days trail rations, masterwork thieves’ tools, 
  traveller’s clothes, waterskin. 
  Rheynn: human female (mixed) Clr5; CR 5; 
  female humanoid; HD 5d8+10; hp 32; Init +1; 
  Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base 
  Atk/Grp 
  +3/+4; 
  Atk 
  +5 
  melee 
  (1d8+1, 
  morningstar) or +3 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+1, 
  morningstar) or +3 ranged (1d8/19-20, light 
  crossbow); SA turn undead; AL N; SV Fort +6, 
  Ref +3, Will +6; Str 13, Dex 10, Con 14, Int 8, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +10, 
  Knowledge (Religion) +4, Spellcraft +2; Extra 
  Turning, Improved Turning, Lightning Reflexes, 
  Scribe Scroll. 
   
  Turn Undead (Su): Rheynn can turn or 
  destroy undead and creatures with the water 
  type. She can rebuke, command, or bolster 
  creatures with the fire type. Rheynn can turn 
  undead 8/day as a 6th level cleric. 
   
  Spells Prepared (5/5/5/3; base DC = 12 + 
  spell level, channels positive energy): 0—create 
  water, 
  detect 
  magic, 
  guidance, 
  mending, 
  resistance; 1st—burning hands*, bane, bless, 
  divine favor, shield of faith, magic weapon; 
  2nd—[shatter*, augury, sound burst, spiritual 
  <Scenario Title> 
   
  Page 9 
  
  weapon]; 3rd—resist energy*, magic vestment 
  (2). *Domain spell.  
   
  Deity: 
  Joramy; 
  Domains: 
  Destruction 
  (smite, +4 to hit and +5 damage 1/day); Fire 
  (turn water creatures, rebuke fire creatures). 
   
  Possessions: 
  Masterwork 
  cold 
  iron 
  morningstar, light crossbow with 20 cold iron 
  bolts, banded mail, heavy steel shield, potion of 
  cure light wounds, scroll of align weapon scribed 
  at caster level 3, backpack, silver holy symbol of 
  Joramy, wooden holy symbol of Joramy, bedroll, 
  spell component pouch, 4 days trail rations, 
  traveller’s clothes, waterskin. 
   
   
   
  <Scenario Title> 
   
  Page 10 
  
  Appendix One – APL 8
  Encounter One 
   
   
   
   
  Torin: human male (Suel) Sor6; CR 6; male 
  humanoid; HD 6d4+15; hp 30; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +3; 
  Grp +4; Atk +5 ranged (1d8/19-20, light 
  crossbow) or +4 melee (1d8+1, morningstar); 
  Full Atk +5 ranged (1d8/19-20, light crossbow) 
  or +4 melee (1d8+1, morningstar); SQ summon 
  familiar; AL CN; SV Fort +4, Ref +4, Will +4; Str 
  13, Dex 12, Con 14, Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +8, Concentration 
  +13, Diplomacy +5, Disguise +3 (+5 to act in 
  character), Intimidate +5, Knowledge (Arcana) 
  +4, 
  Spellcraft 
  +9; 
  Greater 
  Spell 
  Focus 
  (evocation), Skill Focus (concentration), Spell 
  Focus 
  (evocation), 
  Spell 
  Penetration, 
  Toughness. 
   
  Spells Known  (6/7/6/4; spells remaining 
  6/6/6/4; base DC = 13 + spell level; 15 + spell 
  level for evocation): 0—acid splash, daze, detect 
  magic, disrupt undead, flare, ray of frost; 1st—
  burning hands, mage armor, magic missile, 
  shocking grasp; 2nd—flaming sphere, scorching 
  ray, 3rd—fireball. 
   
  Possessions: Light crossbow with 20 cold 
  iron bolts, cold iron morningstar, 2 potions of 
  cure light wounds, wand of shield, backpack, 
  bedroll, spell component pouch, 4 days trail 
  rations, traveller’s clothes, waterskin. 
  Ilrys: human male (Flan) Ftr6; CR 6; male 
  humanoid; HD 6d10+12; hp 45; Init +1; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20; Base Atk +6; 
  Grp 
  +9; 
  Atk 
  +10 
  melee 
  (1d8+5/19-20, 
  longsword) [with greater magic weapon +11 
  melee (1d8+6/19-20)], or +7 ranged (1d6+3, 
  javelin); Full Atk +10/+5 melee (1d8+5/19-20, 
  longsword) [with greater magic weapon +11/+6 
  melee (1d8+6/19-20)], or +7/+1 ranged (1d6+3, 
  javelin); AL N; SV Fort +7, Ref +5, Will +5; Str 
  16, Dex 12, Con 14, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +8, 
  Intimidate +8, Ride +10; Cleave, Exotic Weapon 
  Proficiency (bastard sword), Iron Will, Lightning 
  Reflexes, Quick Draw, Power Attack, Weapon 
  Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: Masterwork cold iron bastard 
  sword, 2 javelins, full plate, heavy steel shield, 
  oil of bless weapon, 2 potions of cure light 
  wounds, backpack, bedroll, hammer, hemp rope 
  (50 ft.), 4 pitons, 4 days trail rations, traveller’s 
  clothes, waterskin. 
  Marylis: human female (Suel) Rog5; CR 5; 
  female humanoid; HD 5d6+10; hp 27; Init +6; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 16; Base 
  Atk +3; Grp +4; Atk +7 melee (1d6+1/18-20, 
  rapier) or +6 ranged (1d8/19-20, light crossbow); 
  Full Atk +7 melee (1d6+1/18-20, rapier) or +6 
  ranged (1d8/19-20, light crossbow); SA sneak 
  attack +3d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge; AL N; SV Fort +3, Ref +6, 
  Will 0; Str 12, Dex 16, Con 14, Int 13, Wis 8, 
  Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +2, 
  Disguise +5 (+7 to act in character), Disable 
  Device +9, Gather Information +7, Hide +11, 
  Intimidate +2, Knowledge (Local) +6, Listen +4, 
  Move Silently +11, Open Lock +13, Search +7, 
  Spot +4, Sleight of Hand +13, Tumble +9; 
  Combat Expertise, Improved Initiative, Weapon 
  Finesse. 
   
  Evasion (Ex): Marylis takes no damage if 
  she makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. She does not 
  gain this benefit if helpless. 
   
  Trap Sense (Ex): Marylis gains a +1 bonus 
  on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by 
  traps. 
   
  Uncanny Dodge (Ex): Marylis retains her 
  dexterity bonus to AC even if she is caught flat-
  footed or struck by an invisible attacker. 
   
  Possessions: Light crossbow with 20 bolts, 
  masterwork rapier, masterwork studded leather, 
  potion of cure light wounds, backpack, bedroll, 4 
  days trail rations, masterwork thieves’ tools, 
  traveller’s clothes, waterskin. 
  Rheynn: human female (mixed) Clr7; CR 7; 
  female humanoid; HD 7d8+14; hp 46; Init +1; 
  Spd 20 ft.; AC 19, touch 10, flat-footed 19; Base 
  Atk +5; Grp +6; Atk +7 melee (1d8+1, 
  morningstar) or +5 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d8+1, 
  morningstar) or +5 ranged (1d8/19-20, light 
  crossbow); SA turn undead; AL N; SV Fort +7, 
  Ref +4, Will +7; Str 13, Dex 10, Con 14, Int 8, 
  Wis 16, Cha 12. 
  <Scenario Title> 
   
  Page 11 
  
   
  Skills and Feats: Concentration +12, 
  Knowledge (Religion) +4, Spellcraft +4; Extend 
  Spell, 
  Extra 
  Turning, 
  Improved 
  Turning, 
  Lightning Reflexes, Scribe Scroll. 
   
  Turn Undead (Su): Rheynn can turn or 
  destroy undead and creatures with the water 
  type. She can rebuke, command, or bolster 
  creatures with the fire type. Rheynn can turn 
  undead 8/day as a 8th level cleric. 
   
  Spells Prepared (5/6/5/4/2; base DC = 12 + 
  spell level, channels positive energy): 0—create 
  water, detect magic, guidance, mending, read 
  magic, resistance; 1st—burning hands*, bane, 
  bless, comprehend languages, divine favor, 
  shield of faith; 2nd—shatter*, augury, silence, 
  sound burst, spiritual weapon; 3rd—resist 
  energy*, dispel magic, magic vestment (2), 4th—
  wall of fire*, greater magic weapon . *Domain 
  spell.  
  Diety: Joramy; Domains: Destruction (smite, +4 
  to hit and +7 damage 1/day); Fire (turn water 
  creatures, rebuke fire creatures). 
   
  Possessions: 
  Masterwork 
  cold 
  iron 
  morningstar, light crossbow with 20 cold iron 
  bolts, half plate, heavy steel shield, potion of 
  cure light wounds, scroll of align weapon scribed 
  at caster level 3, backpack, silver holy symbol of 
  Joramy, wooden holy symbol of Joramy, bedroll, 
  spell component pouch, 4 days trail rations, 
  traveller’s clothes, waterskin. 
   
   
   
   
  <Scenario Title> 
   
  Page 12 
  
  Appendix One – APL 10
  Encounter One 
   
   
   
   
  Torin: human male (Suel) Sor8; CR 8; male 
  humanoid; HD 8d4+19; hp 39; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +4; 
  Grp +5; Atk +6 ranged (1d8/19-20, light 
  crossbow) or +5 melee (1d8+1, morningstar); 
  Full Atk +6 ranged (1d8/19-20, light crossbow) 
  or +5 melee (1d8+1, morningstar); SQ summon 
  familiar; AL CN; SV Fort +4, Ref +4, Will +4; Str 
  13, Dex 12, Con 14, Int 10, Wis 8, Cha 17. 
   
  Skills and Feats: Bluff +8, Concentration 
  +15, Diplomacy +5, Disguise +3 (+5 to act in 
  character), Intimidate +5, Knowledge (Arcana) 
  +6, 
  Spellcraft 
  +11; 
  Greater 
  Spell 
  Focus 
  (evocation), Skill Focus (concentration), Spell 
  Focus 
  (evocation), 
  Spell 
  Penetration, 
  Toughness. 
   
  Spells Known  (6/7/7/6/3; spells remaining 
  6/6/7/6/4; base DC = 13 + spell level; 15 + spell 
  level for evocation): 0—acid splash, arcane 
  mark, daze, detect magic, disrupt undead, flare, 
  ray of frost, read magic; 1st—burning hands, 
  enlarge person, mage armor, magic missile, 
  shocking grasp; 2nd—flaming sphere, mirror 
  image, 
  scorching 
  ray, 
  3rd—displacement, 
  fireball, 4th—ice storm. 
   
  Possessions: Light crossbow with 20 cold 
  iron bolts, cold iron morningstar, 2 potions of 
  cure light wounds, wand of shield, backpack, 
  bedroll, spell component pouch, 4 days trail 
  rations, traveller’s clothes, waterskin. 
  Ilrys: human male (Flan) Ftr7; CR 7; male 
  humanoid; HD 7d10+14; hp 52; Init +1; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20; Base Atk +7; 
  Grp 
  +10; 
  Atk 
  +11 
  melee 
  (1d8+5/19-20, 
  longsword), or +8 ranged (1d6+3, javelin); Full 
  Atk +11/+6 melee (1d8+5/19-20, longsword), or 
  +8/+2 ranged (1d6+3, javelin); AL N; SV Fort +7, 
  Ref +5, Will +5; Str 16, Dex 12, Con 14, Int 10, 
  Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +10, 
  Intimidate +10, Ride +12; Cleave, Exotic 
  Weapon Proficiency (bastard sword), Iron Will, 
  Lightning Reflexes, Quick Draw, Power Attack, 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization (bastard sword). 
   
  Possessions: Masterwork cold iron bastard 
  sword, 2 javelins, full plate, heavy steel shield, 
  oil of bless weapon, 2 potions of cure light 
  wounds, backpack, bedroll, hammer, hemp rope 
  (50 ft.), 4 pitons, 4 days trail rations, traveller’s 
  clothes, waterskin. 
  Marylis: human female (Suel) Rog8; CR 8; 
  female humanoid; HD 8d6+16; hp 44; Init +6; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 16; Base 
  Atk +6; Grp +7; Atk +10 melee (1d6+1/18-20, 
  rapier) or +9 ranged (1d8/19-20, light crossbow); 
  Full Atk +10/+5 melee (1d6+1/18-20, rapier) or 
  +9 ranged (1d8/19-20, light crossbow); SA 
  sneak attack +4d6; SQ evasion, trapfinding, trap 
  sense +2, uncanny dodge, improved uncanny 
  dodge; AL N; SV Fort +4, Ref +7, Will +3; Str 12, 
  Dex 17, Con 14, Int 13, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +2, 
  Disguise +5 (+7 to act in character), Disable 
  Device +12, Gather Information +7, Hide +14, 
  Intimidate +2, Knowledge (Local) +6, Listen +7, 
  Move Silently +14, Open Lock +16, Search +10, 
  Spot +7, Sleight of Hand +16, Tumble +15; 
  Combat Expertise, Improved Initiative, Iron Will, 
  Weapon Finesse. 
   
  Evasion (Ex): Marylis takes no damage if 
  she makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. She does not 
  gain this benefit if helpless. 
   
  Trap Sense (Ex): Marylis gains a +2 bonus 
  on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by 
  traps. 
   
  Improved Uncanny Dodge (Ex): Marylis 
  can no longer be flanked. This denies another 
  rogue the ability to sneak attack her by flanking, 
  unless the attacker has at least four more rogue 
  levels than Marylis. 
   
  Uncanny Dodge (Ex): Marylis retains her 
  dexterity bonus to AC even if she is caught flat-
  footed or struck by an invisible attacker. 
   
  Possessions: Light crossbow with 20 bolts, 
  masterwork rapier, masterwork studded leather, 
  potion of cure light wounds, backpack, bedroll, 4 
  days trail rations, masterwork thieves’ tools, 
  traveller’s clothes, waterskin. 
  Rheynn: human female (mixed) Clr9; CR 9; 
  female humanoid; HD 9d8+18; hp 58; Init +1; 
  Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base 
  Atk +6; Grp +7; Atk +8 melee (1d8+1, 
  morningstar) or +6 ranged (1d8/19-20, light 
  crossbow); Full Atk +8/+3 melee (1d8+1, 
  morningstar) or +6 ranged (1d8/19-20, light 
  crossbow); SA turn undead; AL N; SV Fort +7, 
  <Scenario Title> 
   
  Page 13 
  
  Ref +4, Will +7; Str 13, Dex 10, Con 14, Int 8, 
  Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +16, 
  Knowledge (Religion) +5, Spellcraft +5; Craft 
  Arms and Armor, Extend Spell, Extra Turning, 
  Improved Turning, Lightning Reflexes, Scribe 
  Scroll. 
   
  Turn Undead (Su): Rheynn can turn or 
  destroy undead and creatures with the water 
  type. She can rebuke, command, or bolster 
  creatures with the fire type. Rheynn can turn 
  undead 8/day as a 10th level cleric. 
   
  Spells Prepared (6/6/6/5/3/2; base DC = 12 
  + spell level, channels positive energy): 0—
  create water, detect magic, guidance, mending, 
  read magic, resistance; 1st—burning hands*, 
  bane, bless, comprehend languages, divine 
  favor, shield of faith; 2nd—shatter*, augury, 
  lesser restoration, silence, sound burst, spiritual 
  weapon; 3rd—resist energy*, dispel magic, 
  magic vestment (3), 4th—wall of fire*, greater 
  magic weapon (2), 5th—fire shield*, righteous 
  might. *Domain spell.  
  Deity: Jascar; Domains: Destruction (smite, +4 
  to hit and +9 damage 1/day); Fire (turn water 
  creatures, rebuke fire creatures). 
   
  Possessions: 
  Masterwork 
  cold 
  iron 
  morningstar, light crossbow with 20 cold iron 
  bolts, full plate, heavy steel shield, potion of cure 
  light wounds, scroll of align weapon scribed at 
  caster level 3, backpack, silver holy symbol of 
  Joramy, wooden holy symbol of Joramy, bedroll, 
  spell component pouch, 4 days trail rations, 
  traveller’s clothes, waterskin. 
   
   
   
   
  <Scenario Title> 
   
  Page 14 
  
  Appendix One – APL 12
  Encounter One 
   
   
   
   
  Torin: human male (Suel) Sor11; CR 11; male 
  humanoid; HD 11d4+25; hp 52; Init +1; Spd 30 
  ft.; AC 11, touch 11, flat-footed 10; Base Atk +5; 
  Grp +6; Atk +7 ranged (1d8/19-20, light 
  crossbow) or +6 melee (1d8+1, morningstar); 
  Full Atk +7 ranged (1d8/19-20, light crossbow) 
  or +6 melee (1d8+1, morningstar); SQ summon 
  familiar; AL CN; SV Fort +5, Ref +5, Will +5; Str 
  13, Dex 12, Con 14, Int 10, Wis 8, Cha 17. 
   
  Skills and Feats: Bluff +8, Concentration 
  +18, Diplomacy +5, Disguise +3 (+5 to act in 
  character), Intimidate +5, Knowledge (Arcana) 
  +9, 
  Spellcraft 
  +14; 
  Greater 
  Spell 
  Focus 
  (evocation), Greater Spell Penetration, Skill 
  Focus (concentration), Spell Focus (evocation), 
  Spell Penetration, Toughness. 
   
  Spells Known:  (6/7/7/7/6/4; remaining 
  6/6/7/7/6/4; base DC = 13 + spell level; 15 + 
  spell level for evocation): 0—acid splash, arcane 
  mark, daze, detect magic, disrupt undead, flare, 
  message, ray of frost, read magic; 1st—burning 
  hands, enlarge person, mage armor, magic 
  missile, shocking grasp; 2nd—flaming sphere, 
  glitterdust, invisibility, mirror image, scorching 
  ray, 3rd—dispel magic, displacement, fireball, 
  haste, 4th—dimension door, ice storm, shout, 
  5th—cloudkill, cone of cold. 
   
  Possessions: Light crossbow with 20 cold 
  iron bolts, cold iron morningstar, 2 potions of 
  cure light wounds, wand of shield, backpack, 
  bedroll, spell component pouch, 4 days trail 
  rations, traveller’s clothes, waterskin. 
  Ilrys: human male (Flan) Ftr11; CR 11; male 
  humanoid; HD 11d10+22; hp 82; Init +1; Spd 20 
  ft.; AC 21, touch 11, flat-footed 20; Base Atk 
  +11; 
  Grp 
  +14; 
  Atk 
  +16 
  melee 
  (1d8+5, 
  longsword), or +12 ranged (1d6+3, javelin); Full 
  Atk +16/+11/+6 melee (1d8+5, longsword), or 
  +12/+7/+2 ranged (1d6+3, javelin); AL N; SV 
  Fort +9, Ref +6, Will +6; Str 17, Dex 12, Con 14, 
  Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +15, Handle Animal 
  +10, Intimidate +10, Ride +12; Cleave, Exotic 
  Weapon Proficiency (bastard sword), Greater 
  Weapon Focus (bastard sword), Great Cleave, 
  Improved Overrun, Iron Will, Lightning Reflexes, 
  Quick Draw, Power Attack, Weapon Focus 
  (bastard 
  sword), 
  Weapon 
  Specialization 
  (bastard sword). 
   
  Possessions: Masterwork cold iron bastard 
  sword, 2 javelins, full plate, heavy steel shield, 
  oil of bless weapon, 2 potions of cure light 
  wounds, backpack, bedroll, hammer, hemp rope 
  (50 ft.), 4 pitons, 4 days trail rations, traveller’s 
  clothes, waterskin. 
  Marylis: human female (Suel) Rog9; CR 9; 
  female humanoid; HD 9d6+18; hp 49; Init +6; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 16; Base 
  Atk +6; Grp +7; Atk +10 melee (1d6+1/18-20, 
  rapier) or +9 ranged (1d8/19-20, light crossbow); 
  Full Atk +10/+5 melee (1d6+1/18-20, rapier) or 
  +9 ranged (1d8/19-20, light crossbow); SA 
  sneak attack +5d6; SQ evasion, trapfinding, trap 
  sense +3, uncanny dodge, improved uncanny 
  dodge; AL N; SV Fort +5, Ref +7, Will +4; Str 12, 
  Dex 17, Con 14, Int 13, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff +5, Diplomacy +2, 
  Disguise +5 (+7 to act in character), Disable 
  Device +13, Gather Information +10, Hide +15, 
  Intimidate +2, Knowledge (Local) +6, Listen +7, 
  Move Silently +15, Open Lock +17, Search +11, 
  Spot +7, Sleight of Hand +17, Tumble +16; 
  Dodge, Combat Expertise, Improved Initiative, 
  Iron Will, Weapon Finesse. 
   
  Evasion (Ex): Marylis takes no damage if 
  she makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save. She does not 
  gain this benefit if helpless. 
   
  Trap Sense (Ex): Marylis gains a +3 bonus 
  on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by 
  traps. 
   
  Improved Uncanny Dodge (Ex): Marylis 
  can no longer be flanked. This denies another 
  rogue the ability to sneak attack her by flanking, 
  unless the attacker has at least four more rogue 
  levels than Marylis. 
   
  Uncanny Dodge (Ex): Marylis retains her 
  dexterity bonus to AC even if she is caught flat-
  footed or struck by an invisible attacker. 
   
  Possessions: Light crossbow with 20 bolts, 
  masterwork rapier, masterwork studded leather, 
  potion of cure light wounds, backpack, bedroll, 4 
  days trail rations, masterwork thieves’ tools, 
  traveller’s clothes, waterskin. 
  <Scenario Title> 
   
  Page 15 
  
  Rheynn: human female (mixed) Clr9; CR 9; 
  female humanoid; HD 9d8+18; hp 58; Init +1; 
  Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base 
  Atk +6; Grp +7; Atk +8 melee (1d8+1, 
  morningstar) or +6 ranged (1d8/19-20, light 
  crossbow); Full Atk +8/+3 melee (1d8+1, 
  morningstar) or +6 ranged (1d8/19-20, light 
  crossbow); SA turn undead; AL N; SV Fort +7, 
  Ref +4, Will +7; Str 13, Dex 10, Con 14, Int 8, 
  Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +16, 
  Knowledge (Religion) +5, Spellcraft +5; Craft 
  Arms and Armor, Extend Spell, Extra Turning, 
  Improved Turning, Lightning Reflexes, Scribe 
  Scroll. 
   
  Turn Undead (Su): Rheynn can turn or 
  destroy undead and creatures with the water 
  type. She can rebuke, command, or bolster 
  creatures with the fire type. Rheynn can turn 
  undead 8/day as a 10th level cleric. 
   
  Spells Prepared (6/6/6/5/3/2; base DC = 12 
  + spell level, channels positive energy): 0—
  create water, detect magic, guidance, mending, 
  read magic, resistance; 1st—burning hands*, 
  bane, bless, comprehend languages, divine 
  favor, shield of faith; 2nd—shatter*, augury, 
  lesser restoration, silence, sound burst, spiritual 
  weapon; 3rd—resist energy*, dispel magic, 
  magic vestment (3), 4th—wall of fire*, greater 
  magic weapon (2), 5th—fire shield*, righteous 
  might. *Domain spell. 
  Deity: Jascar; Domains: Destruction (smite, +4 
  to hit and +9 damage 1/day); Fire (turn water 
  creatures, rebuke fire creatures). 
   
  Possessions: 
  Masterwork 
  cold 
  iron 
  morningstar, light crossbow with 20 cold iron 
  bolts, full plate, heavy steel shield, potion of cure 
  light wounds, scroll of align weapon scribed at 
  caster level 3, backpack, silver holy symbol of 
  Joramy, wooden holy symbol of Joramy, bedroll, 
  spell component pouch, 4 days trail rations, 
  traveller’s clothes, waterskin. 
  <Scenario Title> 
   
  Page 16 
  
  Appendix or Judge Aid 
  [Appendices, Judge Aids, and Maps all go in this section. A section break is inserted before this section 
  begins. Please use page breaks in this section unless you are changing the column widths and know 
  what you are doing in your word processing programs. Extra section breaks make editing more difficult. If 
  you don’t have any of these items, remove from the title to the end of the section. Remove this 
  paragraph.] 
  <Scenario Title> 
   
  Page 17 
  
  Judge Aid #1 – Noble NPCs 
  Amikyne Kressel 
  Amikyne has very dark honey blonde hair and a constant mischievous expression.  Her laugh is ready 
  and she talks quite fast and exuberantly.  She generally wears very well tailored breeches, which causes 
  some talk amongst the courtiers, but she seems to pay little attention. She will chat animatedly with any of 
  the PCs and generally be friendly.  She is allied with House Meissel. 
  Noran Eisener 
  Noran has dark red hair typical of the Eisners and dark blue eyes that seem enormous due to the artificial 
  Eyes he wears to help him see better.  Noran wears a very dark clerklike suits and spends most of his 
  time looking at papers.  Noran doesn’t care which house does what and prefers to stay neutral.  
  Daron Amelung 
  Daron appears to be a very polished man with quite the attention to detail.  His courtier’s outfit, generally 
  silver and green, is immaculate and his cravat or other accessories are always elegantly folded.  There is 
  always a smile on his handsome face and a sparkle in his blue eyes.  His hair is worn short and he is very 
  animated and has a very expressive face.  He is definitely allied with House Szabo. 
  Ivoe U’Moreal 
  Ivoe wears a plain black robe embroidered on one shoulder with the eye in pentagram and the other with 
  the red and white tri cranial eagle of her house.  She has a pinched look around her eyes as if she 
  constantly squints and her hair is always in an elegantly twisted bun.  She never smiles in any of the 
  images and appears indifferent to the observer.  She is indifferent to any of the squabbles of the petty 
  houses and simply wants to return to Nellix to continue her studies. 
  Maeltana Grek 
  Maeltana is a tall elegant woman with strawberry blond hair and a narrow face.  She is dressed in a 
  rather plain green dress with unicorn embroidery.  Her blue eyes are kindly and her mouth has a warm 
  generous curve.  She has three children: Erris 8, Mallana 10, and Lorenya 14, who are all well behaved.  
  She strongly disapproves of the feuding and refuses to discuss it with anyone. 
  Sathara Reede 
  Sathara is a rather short Suel woman with red hair and a very matronly figure.  She dresses 
  conservatively always in her house colors in tasteful combinations of purple, blue, white and gold.  Her 
  warm smile seems to set you at ease and you’d imagine she’d be the sort to order you peppermint tea 
  while listening to your problems.  She travels with her son, Aleric, a small boy of about 8 with a wide grin 
  and a mischievous twinkle in his eyes.  She believes that both sides should stop fighting and tries to 
  reason with both sides. 
  Doral Verle 
  Doral is a young very thin bookish looking man with perpetually uncombed red hair and sparkling blue 
  eyes.  His zest for life seems to exude from him and his enthusiasm as he lectures about his favorite 
  topics, such as books, is charming.   His wizardly robes are often mussed with ink and other stains.  Doral 
  believes that House Meissel is in the right and tries to convince anyone of this fact. 
  Ellic Pontirun 
  Ellic is a very dashing young man who wears a different outfit every day.  The only thing each has in 
  common is a tendancy towards sea motifs, either in color or accent, and the finely crafted jeweled rapier 
  that hangs at his side.  A closer look at the rapier shows that the hilt is crafted in the form of a great 
  scorpion with legs spread to protect the wielder’s hand.   Ellic believes that House Szabo is in the right 
  and should be apologized to by House Meissel. 
   
  <Scenario Title> 
   
  Page 18 
  
  Kerin Meissel 
  Kerin is a fairly weathered looking Suel man with dark red hair and light crystal blue eyes.  His face is 
  lined with smile lines and his skin has a somewhat leathery look to it that can only come from being out in 
  the elements quite often.  He has a well traveled adventurer’s outfit.  He seems to have a ready smile and 
  a shrewd gleam in his eye.  He is, of course, allied with House Meissel. 
  Vaddan Kaste 
  Vaddan is a rather nondescript man.  His features do not linger in the mind’s eye, nor does his clothing or 
  deportment cause any remembrance.  He always dresses in the typical colors of house Kaste and his 
  eyes seem to watch everything.   The single accessory he wears is a pin in the form of a ship with the 
  crest of the Duchy engraved upon it.   He agrees with whomever talks to him about the feud, but it is 
  obvious that he is merely agreeing for the other party’s sake. 
  Tryvac Xiotha 
  Tryvac has slightly longer hair that most of the Suel males and usually wears it tied back in a tail.  His 
  courtier’s outfits are slightly out of date with current fashion, but still show a keen sense of style.  Tryvac 
  is one of the only candidates who openly wears a rapier and displays the badge of the Leukish Fencing 
  School.  He has a shrewd expression and he believes that Szabo is in the right.   
  Orisa Gaebech 
  Orisa is a somewhat short and thin Suel woman with red hair and bright blue eyes.  She dresses in bright 
  blue and green and seems to be constantly chattering.  There is a quiet air of confidence that leads one 
  to believe that there is a core of steel in this small woman that shouldn’t be underestimated.  She tries to 
  keep neutral in the feud, but seems to lead towards sympathy for House Meissel. 
   
  <Scenario Title> 
   
  Page 19 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 MM-A2 - Home Again.pdf