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 
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  visit www.wizards.com/d20 
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  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PAL8−03 
   
   
  A Flan for all Treasons 
   
  A One−Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 0.3 
   
   
  by Tom Maguire 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewer: Matt Thompson 
  Playtesters: Ray Chiang, Kenneth Dunn, Ben Hellie, Jennifer Hicks, Mike Lindsey, and Bradley Shanrock-Solberg 
   
  The Faithful Flan and their beneficiaries have asked for your help. The situation in Atherstone is deteriorating as more 
  and more refugees begin piling into the city hoping to find new and old lands in the recently liberated Duchy of Tenh. 
  A Voice speaks out to the masses, demanding action. Will you help or will you silence the rabble? A Pale Civil Unrest 
  scenario for all PCs who wish to change the direction of the Pale for characters level 2-15 (APL 4-12). 
   
  Resources for this adventure [and the authors of those works] include www.theocracyofthepale.com [multiple authors], 
  Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Divine [David Noonan], Complete Mage 
  [Skip Williams, Penny Williams, Ari Marmell, and Kolja Raven Liquette], Complete Scoundrel [Mike McArtor and F. 
  Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, and Ed Stark], Dragon Magic [Owen KC Stephens, 
  Rodney Thompson], Dungeon Master's Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, and Robin 
  D. Laws], Lords of Madness [Richard Baker, James Jacobs, and Steve Winter], Magic Item Compendium [Andy Collins], 
  Miniature's Handbook [Michael Donais, Skaff Elias, Rob Heinsoo, Jonathon Tweet], PAL 402 Stirring the Waters [Derek 
  Schubert], PAL 406 Strands of Gloom [Derek Schubert], PAL 503 Strata [Derek Schubert], PAL 703 Wyrm Sign [Matt 
  Thompson], PAL 801 Law and Disorder [Tom Maguire], Player’s Handbook II [David Noonan], Races of Destiny [David 
  Noonan, Eric Cagle, and Aaron Rosenberg], Races of Stone [David Noonan, Jesse Decker, Michelle Lyons], Races of the 
  Dragon [Gwendolyn F.M. Kestrel], Races of the Wild [Skip Williams], Spell Compendium [Matthew Sernett, Jeff Grubb and 
  Mike McArtor] 
   
  
  PAL8-03 A Flan for all Treasons 
  [Round 1] 
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Pale. Characters from the Pale pay 12 gp per round for 
  Adventurer’s Standard Upkeep. All others pay 24 gp per 
  round. Rich and Luxury Upkeep cost 75 gp per round for 
  Pale characters and 150 gp for all others.  
   
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches and 
  healer’s kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan holy day. Otherwise, the die 
  result indicates the number of days until the next Pholtan 
  holy day. Due to the special nature of the Theocracy of 
  the Pale, you are encouraged (but not required) to work in 
  a brief scene involving Pholtan worship on holy days, 
  possibly including a brief 1-2 minute sermon by a PC if 
  he or she is at least fifth level and you believe that there is 
  time available. 
   
  SPECIAL RULES FOR THE PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
  Cults of the ancient Ur-Flan have plagued the Theocracy 
  for centuries. During the events of PAL5-03 Strata, one 
  such cult sought to spread disease in Landrigard, and 
  perform experiments to create advanced shadowed 
  creatures. Muirig was successful in transferring shadow 
  essence into a pair of hobgoblins, Szarg and Zagrid (some 
  of his allies in PAL4-06 Strands of Gloom that were not 
  present when the PCs interfered in his plans), who now 
  work for other members of the cult. Since then, the Ur-
  Flan cultists have only been seen in small groups.  
   
  These small Ur-Flan cells have been linked to a 
  variety of events in the Pale. Most notably, the violation 
  of an ancient tomb in PAL7-03 Wyrm Sign, and an alliance 
  with devious cleric of Syrul and his chaotic minions in 
  PAL8-01 Law and Disorder. Now the cultists are preparing 
  for their most daring plan yet. 
   
  Since the Greyhawk Wars and the ether threat, 
  thousands of Flan have sought refuge in the Theocracy of 
  the Pale. Many of these Flan set up a refugee camp of 
  tents and shanty buildings around Atherstone.  
   
  In the years since the liberation of Tenh in CY 594, 
  Faithful Flan and their families (and beneficiaries) have 
  flocked to Atherstone, hoping to reclaim the land that 
  was once theirs. Because of the incredible damage to the 
  land, and the diplomatic issues with the old and new 
  Duke of Tenh, little progress has been made. 
   
  In the last several months, with more and more Flan 
  (many of them blooded and maimed veterans) flocking to 
  Atherstone, the populace is rife with discontent. A man 
  known simply as "the Voice" has begun speaking openly 
  to the Flan about demanding their ancestral lands back, 
  and demanding that the Theocracy deliver on the 
  promises it has made to the Flan people.  
   
  Several rallies have been staged in and around 
  Atherstone. So far, The Theocracy has been unable to pin 
  down the identity of this ringleader or his location. As 
  the unrest grows, the Theocracy fears that the Flan will 
  enter into open rebellion, or demand that the Theocrat be 
  replaced. Knight Captain Louis Phillip Gaston II is 
  strained from the burden of managing the growing 
  populace, and the continuing reclamation efforts in 
  occupied Tenh. 
  PAL8-03 A Flan for all Treasons 
   
  Page 2 
  
   
  It is against the background of these events that the 
  leaders of the main Ur-Flan cult cells have gathered to 
  execute their plan: to instigate an actual rebellion inside 
  the Pale.  
   
  ADVENTURE SUMMARY 
  Introduction: 
  The PCs, are hired to head to Atherstone by a group of 
  Flan hoping to find out more about the progress in Tenh.  
  Encounter 1: Cold Welcome 
  The PCs arrive in Atherstone to find the city is rife with 
  civil unrest. What’s worse, the local Pious Pilgrim was 
  recently burned down in a small riot, and rooms can only 
  be found at the Restive Flan. The PCs gather information 
  and learn more about what has been happening in the 
  city. 
  Encounter 2: Inn Fighting 
  When the PCs reach the Restive Flan, they will witness a 
  heated political discussion that could break out into a 
  fight. Regardless, the PCs will learn of a political rally 
  taking place that night in the Flan part of the city. 
  Encounter 3: Rabble Rousers 
  The PCs come across a small gathering of Flan who are 
  angry about the way they are treated in the Pale. The rally 
  is soon broken up by militia, but not before the PCs 
  detect a shadowy creature at the edge of the crowd. 
  Additionally, the PCs are aided by a mysterious wizard 
  that sends a hound archon and a magical scroll to help 
  them in their quest.  
  Encounter 4: A Shadow in the Night 
  The PCs locate a warehouse that is a front for the Ur-Flan 
  cult in Atherstone. The PCs have a variety of options for 
  entering the warehouse, and they must deal with a 
  trapped main door, a lookout, and a secret door. The PCs 
  can enter stealthily, or with the inhabitants ready for 
  them. In either case, they will likely fight the few cult  
  Encounter 5: There’s always a cave 
  The PCs enter a cave complex under the warehouse. 
  Here, they defeat the guardians of the Ur-Flan cultists’ 
  base. It is possible the PCs also face Szarg and /or Vell 
  (Tora at higher APLs) if they successfully fled Encounter 
  4. The PCs learn of the Ur-Flan cults’ plan during an 
  upcoming rally, and how to finish off the cult leadership 
  once and for all. The cult members planning the attack at 
  the rally are currently at an unknown location. 
  Encounter 6: Who’s Side? 
  The PCs encounter several Flan involved in a movement 
  seeking “radical change” to the Pale. The PCs can join up 
  with this movement, either honestly or as spies. This 
  encounter can occur earlier in the adventure if the PCs 
  are actively seeking it. 
  Encounter 7: The Voice of the Flan 
  The PCs finally attend the great rally scheduled by the 
  Flan people. Prior to the assembly, some PCs may alert 
  the authorities about the time and location. This may 
  have dire consequences. The PCs have multiple options: 
  they can try to stop the assassination attempt, they can try 
  to capture the Voice, or they can stop an angry mob from 
  killing dozens of Pale militia.  
  Conclusion: 
  After the events of the Rally, a variety of endings are 
  possible, depending on which action the PCs took at the 
  rally.  
  Conclusion A: The Voice is alive and free. The PCs 
  stopped the assassination and the voice went home free. 
  The assassination attempt was also revealed to NOT be 
  from the Pale. The Flan are angry, but cooler heads 
  prevail. 
  Conclusion B: The Voice was killed, but the 
  assassination attempt was revealed for what it was. The 
  Flan are angry, and some rioting occurs for a while. There 
  is little leadership for them to move on at this time 
  though. 
  Conclusion C: The Voice is captured by the PCs. The 
  Flan riot for several days. With no leadership to sustain 
  them, eventually order is restored. For now. 
  Conclusion D The Voice is assassinated and it is pinned 
  on the Pale. Rioting in Atherstone goes on for weeks, and 
  tentative order is only restored when troops are recalled 
  from outside the city. The city is no longer safe and it is 
  only a matter of time before some other force fuels the 
  Flan further. 
  Conclusion E: The Pale Militia are not wiped out by the 
  mob. The Pale is thankful and rewards the PCs. 
  Conclusion F: Atherstone is in flames, and rioting 
  continues unabated for nearly a month before a large 
  enough force can be sent from inside the Pale to establish 
  martial law. Hundreds are killed and it may be months 
  before stability returns to the Prelacy of Tenh.  
   
  PREPARATION FOR PLAY 
  Determine if any of the PCs are of Flan descent (and do 
  not conceal this fact). These PCs may have different 
  reactions from NPCs throughout the adventure. 
   
  Determine if any PCs have the following favors: 
   
  • 
  An Ur-Flan Connection from PAL8-01 Law and 
  Disorder. 
  • 
  Touched by Ur-Flan energies from PAL7-03 Wyrm 
  Sign. 
  • 
  Inner light or inner darkness from PAL5-03 Strata. 
  • 
  Infused with Ur-Flan energies from PAL4-02 Stirring 
  the Waters. 
   
  These favors will be relevant in Encounters 4 and 5. 
   
  INTRODUCTION 
  The adventure begins with the PCs already on their way 
  to Atherstone. The PCs had finished an unsuccessful 
  adventure into the Rakers and took up a side job to travel 
  to Atherstone to recuperate their gold expenditures. Read 
  PAL8-03 A Flan for all Treasons 
   
  Page 3 
  
  the following aloud, then instruct the players to 
  introduce their characters to each other and take care of 
  any spell selection or item sharing based on the party 
  configuration: 
   
  Your recent foray into the Rakers turned out to be a 
  complete waste of time. The ancient ruins you had 
  planned to investigate must have been looted a few 
  months before your arrival. It appears that someone 
  else got to the fun first, and all that was left behind 
  were triggered traps, rotting monster corpses, and 
  broken arrows.  
   
  After your uneventful adventure, you returned 
  to Wintershiven to look for something interesting. 
  A contingent of Flan hired you and your 
  companions to travel to Atherstone. They hired you 
  to check up on paperwork filed there on behalf of 
  dozens of Flan and their beneficiaries living in the 
  Pale. The job sounded easy, and it would get you 
  closer to where you might find some action. 
   
  If the PCs have any questions about the job, assume they 
  asked them of the Flan at that time. A summary of key 
  points is provided here.  
   
  • 
  The Flan in Wintershiven are a lobby working 
  with the government to insure the rights and 
  security of the Flan people are taken care of. 
  • 
  The job they have hired you for is perfectly 
  legal. The group represents hundreds of Flan 
  citizens. 
  • 
  You have been asked to check the progress on 
  numerous requests for survivor benefits, 
  inheritance, and the reclamation (and return) of 
  land in Tenh to the Flan people.  
  • 
  The Flan group has hired you because they 
  believe you, as adventurers and famous folk, 
  may get the information faster than their 
  normal couriers. 
  • 
  The PCs are being paid 25gp each. If the PCs do 
  not wish to return to Wintershiven, they can 
  contact several Flan in Atherstone to receive 
  their pay and have a courier send the 
  information back to Wintershiven. 
  • 
  The group is also interested in the PCs 
  providing their opinion on how things are 
  proceeding in Atherstone and Tenh. 
   
  When the PCs are done with introductions, preparation, 
  and any questions, proceed to Encounter 1, where the 
  PCs arrive in Atherstone. 
   
  Troubleshooting: Some PCs may balk at such a simple 
  task. Remind them that adventurers frequently take 
  simple jobs like this, as it is a great way to subsidize your 
  travel from one adventure to the next. 
   
  If any PC wishes to cast a divination or similar spell, a 
  likely response is: 
   
  The road to anarchy is paved with good intentions. Watch for 
  those that meddle from the shadows, and bring the light where it 
  is needed most. 
   
  1: COLD WELCOME 
  When the PCs arrive in Atherstone, they are met by the 
  town guards, who are very nervous about travelers, 
  especially Flan that look like they have combat 
  experience. Flan PCs are treated with distance and 
  disdain (-10 to all Diplomacy checks) by all city officials 
  for the duration of the adventure. Read the following 
  aloud: 
   
  Your journey to Atherstone has been uneventful. 
  When you arrive outside the city you are greeted by a 
  half dozen guards. From the look of things, 
  Atherstone is not as safe and quiet a place as you 
  remember it.  
   
  “Ho there, travelers. State your names and 
  business here in Atherstone.” 
   
  Allow the PCs to respond. If they mention any business 
  in connection with Flan, the guards immediately tense up 
  and respond: 
   
  “So, you’re working with the rabble? Well, I’d best 
  watch my back dealing with them. Bunch of trouble 
  lately. They burned down the Pious Pilgrim in a riot 
  two days ago.” 
   
  The PCs can continue the conversation with the guards as 
  they wish. The guards do not prevent the PCs from 
  entering (nor do they search or confiscate anything 
  beyond what a normal Palish official would do). The 
  Guards are automatically Unfriendly to all Flan PCs and 
  Indifferent to anyone associated with Flan. A summary of 
  what they know is provided below: 
   
  • 
  The Flan in the city have been demanding more 
  benefits from the Governor and the Theocrat. 
  Since they haven’t got what they want, they’ve 
  become belligerent and violent. 
  • 
  The Flan are petitioning to have their lands 
  returned and reclaimed (by the Shapers of Sun 
  and Stone).  
  • 
  There are lots of veterans (and their survivors) 
  from the Liberation demanding recompense 
  and pension, which the Governor doesn’t have 
  to spend. 
  • 
  There have been demonstrations and big 
  speeches. The Flan are rumored to have a leader, 
  but no one knows who it is.  
  • 
  During a riot two days ago, the Pious Pilgrim 
  burned down. If you want a place to stay, the 
  Restive Flan is the only place with rooms. 
   
  PAL8-03 A Flan for all Treasons 
   
  Page 4 
  
  If the PCs wish to check in with the government offices 
  for the Flan, they are given preferential treatment (as 
  expected) over the hundreds of Flan waiting outside. The 
  functionaries inside say it takes a week to get the 
  information the PCs need. 
   
  If the PCs make a DC 35 Diplomacy check, the 
  functionaries reduce this time to two days. This 
  information is not critical to the adventure. If the PCs 
  talk with the clerks to learn more about the events in 
  town, give them bullet items from the gathering 
  information section below. 
   
  If the PCs wish to meet with the Flan contacts they 
  were told about, use the results of the gathering 
  information 
  section 
  below 
  to 
  provide 
  additional 
  information. Otherwise, any such meeting provides no 
  additional information.  
   
  Once the PCs are done gathering information and 
  talking with people in Atherstone, they should head to 
  the Restive Flan where they can learn more about what is 
  transpiring in the city. 
   
  Gathering Information in Atherstone: 
  Depending on who the PCs wish to talk to, give them the 
  Gather Information results (by DC) below. Refer back to 
  this section later if the PCs don’t ask around yet, but wish 
  to gather information later.  
   
  If PCs belong to certain meta-orgs or organizations, 
  the DM should automatically give out the DC 15 and/or 
  DC 20 results to those PCs for the appropriate group 
  below. For example, a member of the Faithful Flan would 
  get the DC 15 and DC 20 information from the Flan. A 
  member of the Pale Diplomatic Corps would get the DC 
  15 and DC 20 information from all three groups. 
   
  When talking to guards and other government or church 
  officials: 
   
  DC 10: The Flan are nothing but trouble. Just the other 
  day they burned down the Pious Pilgrim! 
   
  DC 15: The Flan are trying to get a free ride. We saved 
  their homes and now they expect us to rebuild it for 
  them? They keep holding rallies and demanding the 
  Governor or the Theocrat listen to them. Bunch of lazy 
  bums if you ask me. 
   
  DC 20: I heard the Flan have some leader, but he’s all 
  secretive. The whole thing sounds fishy and I suspect 
  they just want more gold. 
   
  DC 25: Be careful on the streets, I’ve heard rumors of 
  strange things in the shanty towns. It’s not safe there for 
  outsiders, especially in the dark. 
   
  When talking to Flan or other peasants: 
   
  DC 10: The Theocracy won’t listen to the people at all. 
  And when we try to speak up, they just beat us down. Just 
  the other day they attacked a peaceful demonstration by 
  the Pious Pilgrim, and in the commotion it was set on 
  fire. Luckily no one was hurt. 
   
  DC 15: Hundreds of Flan are coming back from the 
  “Liberation” maimed and wounded. Where are their 
  pensions? My aunt lost her husband and hasn’t seen any 
  new land or compensation. What about all the poor 
  people who bleed and die for the Pale? 
   
  DC 20: The Flan have been stuck here in Atherstone 
  and waiting to get our land back for years. Meanwhile 
  rich merchants are setting up shop in the new “prelacy”. 
  What about the Flan? This is all favoritism and our people 
  are being stepped on. Listen to the Voice, he has the Flan 
  people’s interests at heart.  
   
  DC 25: The Theocrat is a doppelganger. He should be 
  replaced with a person of real faith. The Flan people 
  demand new leadership that will listen to their needs. If 
  Pholtus wants the Flan, then he had better show that he 
  cares for them soon. 
   
  When talking to other non-Flan citizens (merchants, 
  adventurers, travelers, etc.): 
   
  DC 10: the situation here is getting worse. The Flan 
  were demonstrating by the Pious Pilgrim the other day 
  and the guard tried to break it up. I don’t know who 
  started it, but the inn burned down. 
   
  DC 15: It’s hard to get business moving into Tenh. It’s a 
  big financial risk, and the Flan seem to think that anyone 
  who does get in got favorable treatment – and then they 
  boycott us or attack us! 
   
  DC 20: It used to be nice here in Atherstone, but 
  recently the Flan have been agitated. I think someone is 
  riling them up. It’s dangerous to hang around the Flan 
  part of town late at night. 
   
  DC 25: I was at the riots by the Pious Pilgrim. I think I 
  saw a gnome set fire to the place. You can’t trust gnomes! 
  No one will listen to me because they think the Flan did 
  it. 
   
  If the PCs try to find out more about the destruction of 
  the Pious Pilgrim, let them know that the guards have it 
  “under investigation” and don’t need or want any help. If 
  they press further, let them find out that there were so 
  many people there, the guards can’t get an accurate idea 
  what happened. The town appears to have decided to not 
  pursue the issue as it might further escalate issues with 
  the Flan.  
   
  All APLs 
   
  �Atherstone Town Guards: male or female 
  human expert 3: hp 15; Appendix I. 
   
  �Flan Townsfolk of Atherstone: male or female 
  human (Flan) expert 2: hp 10; Appendix I. 
  PAL8-03 A Flan for all Treasons 
   
  Page 5 
  
   
  �Pale Government Clerks: male human expert 2 
  (Diplomacy +2, Forgery +6, Knowledge (local[NMR]) +6, 
  Sense Motive +5). 
   
  �Citizen of Atherstone: male human expert 2 14 
  (Sense Motive +2). 
   
  2: INN FIGHTING 
  This encounter begins with the PCs booking a room at 
  the Restive Flan. While the PCs are in the Inn’s common 
  room, they overhear several interesting conversations. 
  Read the following aloud: 
   
  You find your way to the Restive Flan in the shanty 
  town part of Atherstone. The bar and inn is rather 
  large, but not as nice or orderly as the Pious Pilgrim. 
  Inside, the clientele is mostly Flan, many of them 
  clearly spend most of their spare time and spare coin 
  in this place. 
   
  After the PCs have spent some time in the Inn (if they 
  wish to Gather Information, see Encounter 1 section for 
  talking with Flan), ask for the PCs to make Listen checks 
  to overhear important conversations: 
   
  DC 5: 
  We don’t need no stinkin’ Theocrat messing 
  things up for us Flan. We should have our own nation 
  again. Come with me to the rally tonight and you’ll see 
  what I mean. 
   
  DC 10: I’m glad the Pious Pilgrim burned down. Better 
  that one of the people be selling drinks to his own kind 
  than some fat rich Oeridian. Come to the rally tonight 
  and you’ll hear what we Flan should do. 
   
   
  DC 20: I’m a loyal Flan and I won’t have any talk about a 
  new Theocrat. I’m going to beat that idea out of your head 
  even if it gets me tossed in jail for the night… 
   
  DC 25: I’m telling you, I saw a gnome set fire to the 
  Pious Pilgrim! It wasn’t the guard, or any of us hard 
  working Flan. Can’t trust gnomes. I hear their Writ of 
  Sapience is going to get revoked soon. 
   
  DC 30: I’m tired of all this talking. Let’s start a fight. Go 
  punch that guy over there. Not the adventurer types, they 
  look scary. Just punch that guy that just got a fresh drink. 
   
  PCs that make at least a DC 20 Listen check realize that a 
  brawl is about to start. If the PCs choose, they can make a 
  DC 30 Diplomacy or a DC 20 Intimidate check to calm 
  the patrons down.  
   
  If time permits, you may wish to roll initiative and 
  play out the brawl. If this is run in a standard four hour 
  slot, simply ask the PCs what they do and assume they 
  succeed with little or no resources expended. 
   
  During the brawl, have the PCs make a DC 15 Sense 
  Motive check. PCs that make the check realize that no 
  one seems worried that the guard is going to show up. In 
  fact, at no time during or after the brawl (which should 
  end in a few rounds) does the guard show up. If PCs 
  inquire about this later, they learn that “the guard doesn’t 
  like to come to this part of town if they can avoid it.” 
   
  After the brawl, the PCs should have learned of an 
  important rally taking place nearby in a few minutes. If 
  PCs wish to alert the guard, tell them that they likely 
  don’t have time. If the PCs insist, they easily find a few 
  guards already on their way to break up the rally. Either 
  way, proceed to Encounter 3. 
   
  All APLs (EL varies) 
   
  �Flan Townsfolk of Atherstone (one per two 
  PCs): male or female human (Flan) expert 2: hp 10; 
  Appendix I. 
   
  3: RABBLE ROUSERS 
  The PCs should have no trouble following other Flan, or 
  just listening for loud voices, to locate the rally. When the 
  PCs arrive on the scene, the speaker is finishing up his 
  dialogue. Read the following aloud: 
   
  You seem to have arrived to the rally a little late, as 
  the speaker is just winding up his oration. The 
  crowd seems very inflamed by his words: 
   
  “The Flan people have been ignored by the 
  Theocracy for too long. We need to stop asking and 
  start demanding that the Theocrat and the Governor 
  give us our homelands back. No more Flan should 
  bleed and die for Pholtus until he proves he has our 
  interests in mind.” 
   
  With that, the speech ends, and the speaker is 
  lost in a crowd of cheering Flan. While his talk 
  wasn’t outright heresy or treason, it certainly skirted 
  dangerously close to it. Clearly, the Flan here are 
  seeking a major change in the Theocracy. 
   
  After the speech, the PCs may wish to discuss what they 
  want to do amongst themselves. Allow them to role play a 
  bit, then read the following: 
   
  Out of the corner of your eye, you spot a shadowy 
  creature moving along the edge of the crowd. Before 
  you can see where it goes, or chase after it, it is gone. 
  As if to further confuse the situation, a small dog with 
  a scroll case around its neck is now standing eagerly 
  in front of you wagging its tail. 
   
  The shadow creature is Szarg, a hobgoblin that appears 
  in Encounter 4. The dog is actually a hound archon sent 
  by a powerful wizard to help the PCs locate and thwart 
  the Ur-Flan cultists operating in the city. The scroll case 
  contains a useful item in it, if the PCs are wise enough 
  to know when to use it. When the PCs examine the 
  scroll case, read the following: 
   
  PAL8-03 A Flan for all Treasons 
   
  Page 6 
  
  Inscribed on the scroll case in articulate runes is the 
  phrase: “Darkness falls on the Pale, and evil crawls 
  out from the shadows. Hound your foes into the dark. 
  When the time is right, call out for the Light of 
  Pholtus and a great magic shall banish the dark”. 
  Clearly someone has sent you aid, but cautions you to 
  use it at the appropriate time.  
   
  Examining the scroll case, PCs quickly discover that it 
  is locked, and the command word Light of Pholtus will 
  open it. It is uncertain what is inside. The scroll case 
  gives off an aura of moderate conjuration (it contains a 
  heightened daylight spell: 6th level spell, 18th level caster).  
   
  If the PCs open the scroll case, they have a small 
  stone with the heightened daylight. However, their 
  imprudence will deny them the Favor of the Wizard on 
  the AR.  
   
  When the PCs are ready, the dog leads them towards 
  the warehouse the Ur-Flan are using as a temporary base. 
  The PCs should not catch up to the shadowy creature, but 
  should arrive at the warehouse in time to catch the 
  cultists unaware. Once the PCs are done examining (or 
  opening) the scroll case, read the following: 
   
  The dog appears to want you to follow it, and it is 
  pointing in the general direction of where you last 
  saw the shadow creature. 
   
  Troubleshooting: The PCs may wish to apprehend the 
  speaker, or converse with him. That is not normally 
  possible in this encounter. After the speech, several Pale 
  Milita arrive and break up the crowd (non-violently). 
  During the commotion, the speaker and his entourage 
  escape into the crowds. 
   
  The PCs always notice the shadow creature (Szarg) 
  leaving the scene. It should be obvious that this is a more 
  important lead to follow. If the PCs continue to pursue 
  the Flan, they learn very little (adapt the events of 
  Encounter 6: Who’s Side to this situation).  
   
  All APLs 
   
  �Atherstone Town Guards: male or female 
  human expert 3: hp 15; Appendix I. 
   
  �Flan Townsfolk of Atherstone: male or female 
  human (Flan) expert 2: hp 10; Appendix I. 
   
  �Flan Recruiter: male human (Flan) expert 6: hp 
  30; Appendix I. 
   
  4: SHADOWS IN THE NIGHT 
  The PCs should follow the small dog through the warrens 
  of Atherstone. As they pass through, they should notice 
  they are entering a business and warehouse district. Read 
  the following aloud: 
   
  You follow the small dog through the streets and 
  warrens of Atherstone. You can’t tell if the creature 
  is tracking by scent or some other means, but it 
  stops once in a while to gain its bearings. After 
  travelling for about twenty minutes, you find 
  yourself in a warehouse district, well beyond the 
  tents and shanty buildings of the Flan.  
   
  As you look around, you notice a distinct lack of 
  other humanoids in the area. When you look back 
  down to see what the dog is doing, it is gone – 
  vanished as quickly as it had appeared. 
   
  The hound archon has completed its task and has 
  returned to its home plane. At this time, the PCs have a 
  variety of options open to them to determine where the 
  shadow creature was headed. 
   
  If any PC has the “Ur-Flan Connection” favor from PAL8-
  01 Law and Disorder, read the following: 
   
  On the wall of a nearby warehouse, you notice a 
  symbol carved into the wood. It matches the 
  description of a common sign you were told about 
  by Ur-Flan cultists you had interrogated on a 
  previous adventure. This is most certainly an Ur-
  Flan hideout. 
   
  If any PC has the infused with Ur-Flan energies from 
  PAL4-02 Stirring the Waters, the inner darkness or inner 
  light from PAL5-03 Strata, or infused with Ur-Flan 
  energies from PAL7-03 Wyrm Sign, read the following: 
   
  As you enter the warehouse district, a strange eerie 
  feeling comes over you, much like when you were 
  exposed to the Ur-Flan energies in the past. There 
  must be another altar or location dedicated to an 
  ancient evil nearby.  
   
  Without these favors, the PCs can learn more about the 
  area through more mundane means. PCs that make a DC 
  15 Knowledge (local [any]) realize that this is an “ideal 
  area for criminal or illicit activity”. PCs that make a DC 20 
  Spot check notice that there is a single human on the roof 
  of a warehouse, clearly a lookout (and unnecessary unless 
  something unusual is going on inside). 
   
  If the PCs opt to do a more active search, it takes 
  about thirty minutes to search the area, at which time 
  they can make a single Search check (this assumes they 
  do not take 20, in which case it would take several hours). 
  PCs can take 10 on this Search check if they wish (and 
  they may aid each other). Either way, the lookout (unless 
  noticed and dealt with) alerts his companions inside that 
  trouble may be coming. 
   
  When the PCs are done searching, they can learn the 
  following: 
   
  Search DC 15: 
   
  One of the warehouses is clearly used for some special 
  purpose. The main doors are never used, but it looks well 
  maintained. The side door appears to be used frequently. 
   
  Search DC 20: 
  PAL8-03 A Flan for all Treasons 
   
  Page 7 
  
   
  There is light coming from inside one of the warehouses.  
   
  Search [Trapfinding] DC 22:  
   
  There is a simple trap on the side door to one of the 
  warehouses, clearly a mundane alarm meant to alert the 
  intruders, as well as a poisoned needle.  
   
  PCs may also notice this if they directly search the 
  warehouse door. A DC 10 Knowledge (Local [NMR]) 
  check reveals that poison needle traps are illegal in the 
  Pale. 
   
  Search DC 25:  
   
  There is a secret door next to the main door of one of the 
  warehouses. This door is not trapped. 
   
  Survival (Track) DC 15: 
   
  One of the warehouses appears to have no “business” 
  traffic to the main doors, but lots of traffic to the side 
  doors. 
   
  Other methods exist for finding the warehouse in 
  question. A detect evil reveals that several evil persons 
  passed through the area recently (it registers as a faint evil 
  aura near the side door).  
   
  If PCs attempt to attack or capture the lookout, his 
  statistics are given in Appendix I. The lookout is a low 
  level member of the cult, and has been instructed to 
  watch for anyone snooping around (he heads back inside 
  through a trap door on the roof).  
   
  If game time is a concern, assume that any 
  reasonably intelligent plan to capture or incapacitate the 
  lookout is successful and does not alert the cultists inside 
  the warehouse. 
   
  The lookout does not willingly divulge information 
  about the cult, as he is afraid of them (treat as Hostile if 
  captured). He knows there has been a lot of activity in the 
  warehouse lately, and suspects that there is a more 
  permanent base hidden underground. 
   
  All APLs: (EL 1) 
   
  �Ur-Flan Cult Lookout: male human (Flan) expert 
  2: hp 10; Appendix I. 
   
  All APLs: (EL 3) 
   
  �Alarm and poison needle trap: CR 3; 
  mechanical; touch trigger; manual reset; lock bypass 
  (Open lock DC 30); Rings bell inside the warehouse and 
  atk +12 ranged (1d8 plus poison, arrow); poison (Large 
  monstrous scorpion venom, DC 14 Fortitude save resists, 
  1d4 Con/1d4 Con); Search DC 19; Disable Device DC 15. 
   
  Once the PCs are inside the warehouse, the inhabitants 
  should become immediately aware. If the PCs use some 
  form of stealth (and the lookout has not alerted his allies 
  inside), the PCs overhear the following: 
   
  Sneaking into the warehouse, you are able to make 
  out several humanoids talking to each other. One of 
  the creatures sounds like a goblinoid, but he is well 
  shrouded in shadows and difficult to see. 
   
  “Our leaders are nearly all here, why do we not 
  strike now? The Flan are boiling with rage and will 
  riot with little provocation,” you hear a male human 
  say. 
   
  “Because we must wait for this Voice to show up. 
  If we can kill him in front of all of his followers, and 
  blame it on the Pale, it will lead to outright 
  rebellion!” you hear a female human reply. 
   
  “Bah, I grow tired of this – I wish to kill some of 
  your weak humans soon. Your people have given my 
  brother and I great power, now let us use it!” a 
  gravelly goblinoid voice interjects. 
   
  The conversation continues with details of 
  various plans that seem to culminate in the next few 
  days. In the room, you can make out the voices of at 
  least five distinct people. You can see four humans, 
  but are unable to see the goblinoid that occasionally 
  speaks. 
   
   
  Otherwise, the PCs should enter and the cultists attack. 
  Particularly resourceful PCs may attempt a Bluff or 
  rushed Diplomacy (treat the cultists as Hostile) check. If 
  successful, the PCs may convincingly lie to the cultists, 
  either gaining the upper hand or learning some valuable 
  information (see Development, below). When the PCs 
  enter, read the following: 
   
  Inside the dimly lit warehouse are four Flan, three 
  men and one woman, gathered around a table and 
  discussing some form of plot. When they notice you, 
  the woman shouts “Intruders! Quickly kill them 
  before they draw any more attention to this place!” 
   
   
  At APL 8-12, if during any conversation the PCs story 
  becomes too outrageous (they fail a Bluff check), Tora 
  uses her flee the scene ability to go talk to her masters in the 
  main lair in the cave below (she doesn’t know they have 
  already left).  
   
  At APL 4-6, Tora is not present, and the cultists must 
  fend for themselves. Instead, if the PCs “story” falls apart 
  Szarg or Vell (whoever makes the Sense Motive check 
  first) excuses him or herself and uses the secret door to 
  talk to their masters. If the PCs attempt to stop them from 
  leaving, they instruct their allies to defend the warehouse 
  and use their potions of gaseous form to alert the guardians 
  below. See DM Map 1 for details of this encounter. 
   
  APL 4 (EL 5) 
   
  �Szarg: male shadow hobgoblin Dragonfire Adept 
  1: hp 11; Appendix I. 
   
  �Vell: female human Cleric (Nerull) 1: hp 9; 
  Appendix I. 
   
  �Ur-Flan Soldiers (3): male human (Flan) 
  Swashbuckler1: hp 12; Appendix 1 
  PAL8-03 A Flan for all Treasons 
   
  Page 8 
  
   
  APL 6 (EL 7) 
   
  �Szarg: male shadow hobgoblin Dragonfire Adept 
  3: hp 25; Appendix I. 
   
  �Vell: female human Cleric (Nerull) 3: hp 21; 
  Appendix I. 
   
  �Ur-Flan Soldiers (3): male human (Flan) 
  Swashbuckler1 / Fighter1: hp 18; Appendix 1 
   
  APL 8 (EL 9) 
   
  �Szarg: male shadow human Dragonfire Adept 5: 
  hp 40; Appendix I. 
   
  �Tora: female human Warlock 6: hp 36; Appendix 
  I. 
   
  �Ur-Flan Soldiers (3): male human (Flan) 
  Swashbuckler2 / Fighter2: hp 36; Appendix 1 
   
  APL 10 (EL 11) 
   
  �Szarg: male shadow human Dragonfire Adept 7: 
  hp 56; Appendix I. 
   
  �Tora: female human Warlock 8: hp 48; Appendix 
  I. 
   
  �Ur-Flan Soldiers (3): male human (Flan) 
  Swashbuckler2 / Fighter4: hp 54; Appendix 1 
   
  APL 12 (EL 13) 
   
  �Szarg: male shadow human Dragonfire Adept 9: 
  hp 77; Appendix I. 
   
  �Tora: female human Warlock 10: hp 60; Appendix 
  I. 
   
  �Ur-Flan Soldiers (3): male human (Flan) 
  Swashbuckler2 / Fighter6: hp 72; Appendix 1 
   
  Tactics: The fight is likely to go sour for the inhabitants 
  quickly. If that happens, Vell (Tora at higher APLs) and 
  Szarg flee to the caves below, using potions of gaseous form 
  or (in the case of Tora) the warlock invocation flee the 
  scene. 
   
   At all APLs, the Ur-Flan soldiers use their spiked 
  chains to greatest advantage, disarming PCs when 
  possible and providing Flanks for each other. Szarg uses 
  his breath weapon with the Entangling Breath feat on 
  large groups of PCs (note that his endure exposure power 
  makes his allies immune to his breath weapon). 
   
  At APL 4-6, Vell casts bless in the first round, then 
  uses her remaining offensive spells (cause fear and sound 
  burst). 
   
  At APL 8-12, Tora flees in the first round, using her 
  flee the scene ability. She warns the guardians below, and 
  likely contributes to that fight later. 
   
  Development: 
  The PCs should quickly defeat the 
  unaware cultists. Szarg should be a difficult opponent to 
  catch and keep restrained, due to his shadow abilities. If 
  he is captured, Szarg can easily be bribed or threatened to 
  betray his allies (since he is only working for them for 
  money), treat him as Unfriendly if captured. The Ur-Flan 
  soldiers are dedicated and do not reveal any information 
  about their base or allies (unless tricked or magically 
  compelled into doing so).  
   
  Szarg knows that the plan is to attack the Voice 
  during a rally and blame it on the Pale. He doesn’t know 
  the details, but he is tired of simply scouting around town 
  for the cult. Mostly he has been spying on the Flan for 
  Tora and Vell. He has heard that many leaders of the cult 
  should arrive in the next few days, and that there is a 
  headquarters in a cave below the warehouse (accessible 
  by a secret door).  
   
  Unless magically compelled to do so, Szarg never 
  mentions the existence of his brother. If forced, he 
  knows that his brother is assisting “other cultists, and that 
  irritating gnome” in planning the assassination. 
   
  The Ur-Flan soldiers know slightly more than Szarg. 
  They know the leaders won’t arrive for another week 
  (after the rebellion starts) and intend to take over the Flan 
  movement and direct it to more violent acts. The leaders 
  won’t come directly to the hideout, but their contact 
  information is kept in the headquarters below. PCs 
  should quickly realize that with that information, the cult 
  could be nearly wiped out in one swift stroke. 
   
  When the PCs locate the secret door (Search DC 25, 
  hidden under a few crates) they can proceed into the 
  hidden cave. 
   
  5: THERE’S ALWAYS A CAVE 
  When the PCs pass through the secret door, they find 
  themselves in a narrow passageway that leads to an 
  underground cave complex. Read the following aloud: 
   
  Past the secret door and down a twisted stair you 
  follow an old passage deep under the city. After a few 
  hundred feet, the passage opens up into a larger cave 
  complex. There is no sign of light anywhere, and any 
  number of caves or passages ahead could conceal a 
  dangerous enemy.  
   
  If any PC has the “Ur-Flan connection” favor from PAL8-
  01, read the following: 
   
  From your interrogation of Ur-Flan cultists earlier 
  this year, you remember them mentioning that a 
  powerful monstrous sorcerer guards the main 
  headquarters underground. [At APL 12] In addition, 
  there is a Roper rumored to be in the lair.  
   
  If Szarg and or Vell (Tora at APL 8-12) did not alert the 
  guardians, they may see or hear the PCs approach (Listen 
  DC 5 plus distance or Spot DC 0 plus distance, assuming 
  line of sight). See DM Map 2 for details. 
   
  If Szarg and or Vell (Tora at APL 8-12) fled from the 
  previous encounter, they augment this one as well. 
  However, the PCs should be aware they are entering an 
  enemy lair with pre-existing guardians. 
  PAL8-03 A Flan for all Treasons 
   
  Page 9 
  
   
  If the PCs are detected and do not have adequate 
  lighting, the NPCs initiate a surprise round. If the PCs 
  reach the point marked on DM Map 2 as the “ambush 
  line”, are visible, and have not detected any of the NPCs, a 
  surprise round is initiated. Otherwise, initiate combat 
  normally when the PCs notice the monsters, reading the 
  following aloud: 
   
  Moving through the cave complex, you have clearly 
  stumbled upon some sort of base. There is shadowy 
  movement from the sides of the cave and a small 
  humanoid with long arms hangs from the ceiling, 
  staring at you.  
   
  [You also notice the Flan woman from the 
  warehouse hiding in the corner, waiting to strike]. 
  At APL 12 [In the middle of the room is a strange 
  pillar of stone that appears to be slowly reaching out 
  towards you with long tendrils]. 
   
  In order to see the monsters, the PCs must make a DC 27 
  Spot check (the Spot DC is calculated from the ambush 
  line, so the DC is +1 per 10 ft from the ambush line).  
   
  APL 4 (EL 7) 
   
  �Urtha: male choker sorceror 4: hp 45; Appendix I. 
   
  �Shadow Worgs (2): male and female worg; hp 36; 
  Appendix I. 
   
  APL 6 (EL 9) 
   
  �Urtha: male choker sorceror 6: hp 61; Appendix I. 
   
  �Advanced Shadow Worg (2): male and female 
  worg scout 1; hp 66; Appendix I. 
   
  APL 8 (EL 11) 
   
  �Urtha: male choker sorceror 8: hp 76; Appendix I. 
   
  �Advanced Shadow Worg (2): male and female 
  worg scout 2; hp 105; Appendix I. 
   
  APL 10 (EL 13) 
   
  Urtha: male choker sorceror 10: hp 109 (including 
  temp hp); Appendix I. 
   
  Advanced Shadow Worg (2): male and female worg 
  scout 4; hp 136; Appendix I. 
   
  APL 12 (EL 15) 
   
  Urtha: male choker sorceror 12: hp 132 (including 
  temp hp); Appendix I. 
   
  Advanced Shadow Worg (2): male and female worg 
  scout 6; hp 147; Appendix I. 
   
  Roper: hp 85; Monster Manual page 215. 
   
  Special: The entire cave complex is shrouded in magical 
  darkness (a Heightened 4th level deeper darkness effect at 
  caster level 20). The guardians have all been magically 
  enhanced to See in Darkness and are unaffected by it (but 
  Szarg, Vell and Tora have not). As a consequence, the 
  guardians are also vulnerable to particularly powerful 
  light (see below). PCs will need a Heightened (4th level or 
  higher) daylight to restore the lighting conditions to 
  normal. 
   
  PCs that have the infused with Ur-Flan energies 
  from PAL4-02 Stirring the Waters, the inner darkness or 
  inner light from PAL5-03 Strata, or infused with Ur-Flan 
  energies from PAL7-03 Wyrm Sign have the preternatural 
  ability to see shadow creatures and see in magical 
  darkness, and can see the worgs and Szarg as though they 
  were visible (they are also unaffected by the magical 
  darkness and are not subject to the light blindness effect). 
  This effect is only while in the Ur-Flan cave. If this 
  happens, read the following aloud: 
   
  As you enter into the cultists’ lair, a strange feeling 
  washes over you. You feel as you did when you 
  encountered the strange Ur-Flan energies before. 
  For some reason, the room looks different to you, 
  and you can clearly make out the presence of two 
  worgs [and a hobgoblin] in the room. 
   
   
  This is the time for the PCs to use the daylight scroll 
  given by the mysterious wizard. If they wait to activate it 
  once combat starts, they have gained a significant combat 
  advantage. If the daylight scroll is activated during 
  combat, all monsters and NPCs are blinded during the first 
  round of combat and dazzled for the duration of the fight 
  (as though they had the light sensitivity quality). If the 
  daylight scroll is active while the PCs are moving through 
  the cave, this light blindness effect does not occur. 
   
  Additionally, if the PCs waited to activate the daylight 
  scroll until Encounter 5, they gain the “Favor of a 
  Mysterious Wizard” on the AR. 
   
  Tactics: Szarg follows the same tactics as above (and all 
  the guardians are now immune to his breath weapon as 
  well). 
   
  At APL 4-6, Vell uses her spells to the best advantage 
  against the PCs, and avoids melee combat. At APL 8-12, 
  Tora uses her eldritch blast on weak looking PCs (elves or 
  arcane casters). 
   
  Urtha is always on the ceiling, 15’ up (and out of 
  reach of any PC with a reach weapon). He makes use of 
  his quickness ability to cast two spells per round. In the 
  first round, he will cast his most powerful offensive spell 
  followed by a defensive spell. In subsequent rounds, he 
  does his best to concentrate on healers or heavily 
  wounded foes (possibly even casting a harmful spell on 
  someone, then readying via his quickness to cast an area 
  effect spell to disrupt the healer). At APL 6-12, he uses 
  mass snake’s swiftness on the worgs (which he can see). 
   
  The worgs use skirmish tactics, constantly moving 
  (and Moving Silently at full speed, taking the -5 penalty 
  for doing so) and attacking. At higher APLs, they will 
  make use of Spring Attack as well. Generally, the worgs 
  will focus on a well armored target and trip it. The worgs 
  will always end their movement next to an enemy, so that 
  they can attack it if Urtha casts mass snake’s swiftness (and 
  also gain the benefit of their skirmish ability again). 
  PAL8-03 A Flan for all Treasons 
   
  Page 10 
  
   
  At APL12, the roper attacks whatever targets get 
  within range, especially tripped opponents left by the 
  worgs. 
   
  Development: 
  After defeating the guardians of the 
  lair, the PCs discover the full details of the cult’s plans. 
  Scattered about the room are documents that highlight 
  the cult’s plans to infiltrate a large rally the next evening.  
   
  During the rally, the cult plans to assassinate the 
  Voice of the Flan and pin it on the Pale. It is not clear 
  how they intend to do this, but it does mention a “gnome 
  shadow mage” that is assisting them.  
   
  None of the cult members in the warehouse or the 
  guardians know the exact identity (a few humans and a 
  shadow hobgoblin, in addition to the gnome) or location 
  of the attackers. It is possible, but highly unlikely, that 
  the PCs locate the attackers and make a pre-emptive 
  strike. In that case, use the NPCs from Encounter 7 and 
  stage the encounter in another warehouse (using DM 
  Map 1 again). 
   
  In addition, the PCs can find information on how to 
  contact the leaders of other cells of Ur-Flan cults that will 
  be arriving in the city in the next few days. This 
  knowledge, in the right hands, could strike a devastating 
  blow against the Ur-Flan cults.  
   
  For successfully searching out the lair of the cult, the 
  PCs also receive the “Ur-Flan Secrets” favor on the AR. 
   
  6: WHO’S SIDE 
  This encounter should occur between Encounter 5 and 
  Encounter 7, during which time the PCs are given the 
  option of joining “the opposition”. If the PCs actively 
  pursue joining up with the Flan earlier in the adventure, 
  parts of this Encounter should be run then. Normally, 
  this encounter should occur while the PCs are dining at 
  the Restive Flan inn.  
   
  When this occurs, the Flan approach anyone who is 
  obviously not a member of the church first. If those PCs 
  indicate the church members are likely to side with 
  them, then they will talk to those PCs as well. Read the 
  following aloud: 
   
  While you are heading out of the Restive Flan, a trio 
  of local Flan ask if they could speak to you for a bit. 
   
  If the PC agrees, adapt the following to fit the 
  conversation: 
   
  The Flan represent a growing movement to bring about a 
  change in how the Flan people, and others, are treated by 
  the Theocracy. 
  They realize that “radical change” may be necessary in the 
  Theocracy. 
   
  If the PC agrees to the above points (or successfully 
  makes a DC 20 Bluff check to convince the Flan that they 
  do), continue with the following points: 
   
  Innuendo (other PCs overhearing the conversation must 
  make a DC 20 Sense Motive check to intercept this): The 
  Flan have allies that will help bring about change. These 
  allies are not evil, nor are they chaotic (at least the Flan 
  think so). 
  Innuendo (other PCs overhearing the conversation must 
  make a DC 20 Sense Motive check to intercept this): 
  Joining the Flan may mean leaving your current 
  obligations to the Pale, and may get you in trouble with 
  the Pale. 
  The Flan stress that they want to make the Pale a better 
  place, but “radical change” is necessary to help everyone. 
  Will the PC join up? 
   
  If a PC honestly wishes to join, he or she will lose all 
  benefits (at the end of this adventure) of all Church run 
  meta-orgs (including but not limited to the Church of the 
  One True Path, the Shapers of Sun and Stone, the 
  Disciples of Discipline, the Arcanist Guild, Knights 
  Valorous, and any other “Official” meta-org. The sole 
  exception is the PDC, provided the PC joins for the 
  puposes of spying on the Opposition and succeed on all 
  of the Bluff checks described above, see below). 
   
  Also, if any PC plays this AFTER playing PAL8S-04 It’s the 
  End of the World…, then they either already know about 
  and have fought with the Resistance, or have worked 
  against it. If they have fought against it, they are not 
  offered this option. If they have already joined it, then 
  they don’t need to join it again, but recognize this faction 
  as a slightly more “activist” arm of the Resistance. 
   
  Any PC that joins the “rebellion” receives the “special” 
  AR. 
   
  Special: PCs may wish to “spy” on the “rebellion”. This 
  option is only open to members of the Pale Diplomatic 
  Corps. PCs from other regions may wish to join the 
  rebellion to spy on it for their own reasons, but in the 
  eyes of the Pale, they are still rebels. Anyone wishing to 
  spy on the rebellion who is not a member of the PDC 
  should be strongly discouraged, as the Pale will have no 
  way of distinguishing them from actual rebels. Anyone 
  wishing to “spy” on the rebellion must make a DC 20 
  Bluff check to do so at this time (the PC may take 10 if 
  they wish, but may not use spells or consumable magic 
  items, such as a potion of glibness). PCs that join the 
  rebellion as a “spy” receive the “special” AR as well. 
   
  Some PCs may wish to turn over what evidence they have 
  to the authorities immediately. If the PCs inform the 
  Theocracy about the large rally ahead of time, it will have 
  an impact of Encounter 7.  
   
  If the PCs are curious about the Theocracy’s 
  response, they are told that a “large contingent of guards 
  will prevent this situation from getting out of hand.” The 
  PCs may wish to dissuade this response (for various 
  reasons). If that is the case, the PCs must succeed on a DC 
  35 Diplomacy check (relevant meta-org bonuses for 
  PAL8-03 A Flan for all Treasons 
   
  Page 11 
  
  members of church or government should apply) to 
  convince the Theocracy NOT to send guards to the rally.  
   
  If the PCs are interested in apprehending the “Voice” 
  of the Flan, the Theocracy officials will offer a reward of 
  1000gp for his safe (alive) capture, as they do NOT want 
  to make a martyr out of him. 
   
  Troubleshooting: Many parties of PCs may have strong 
  disagreement on how to proceed. In some cases, PCs may 
  act on their own (either in joining the “rebellion” or in 
  giving information on the upcoming rally to the Pale 
  authorities).  
   
  Inter-party conflict will not have an immediate effect 
  on the adventure. The PCs should still see the value in 
  stopping the assassination attempt at the rally either way 
  (stopping the cultists, preventing a murder and possibly a 
  riot). See Encounter 7 details for more information. 
   
  The PCs may attempt to capture the three Flan. This 
  is also possible, and the results should be the same as 
  turning over any other evidence mentioned above. The 
  NPC stats for these Flan are provided in Appendix 1. 
   
  ALL APLs: 
   
  �Flan Townsfolk of Atherstone (2): male or 
  female human (Flan) expert 2: hp 10; Appendix I. 
   
  �Flan Recruiter: male human (Flan) expert 6: hp 
  30; Appendix I. 
   
  7: THE VOICE OF THE FLAN 
  The next evening (the night after the events of 
  Encounters 1-5), the large Flan rally will take place. The 
  rally is on the outskirts of the Flan shantytown, where 
  there is ample space for hundreds of people to gather. 
   
  During the rally, the Ur-Flan cultists intend to 
  assassinate the “Voice” of the resistance and blame it on 
  the Theocracy. A powerful gnome illusionist named 
  Threan will attempt to kill the Voice, and use illusions to 
  confuse and enrage the crowd. In addition, other cultists 
  disguised as Palish guards and soldiers will attack the 
  crowd. Another group of cultists are hidden amongst the 
  crowd to further incite them to riot. 
   
  Palish authorities will arrive right around the time of 
  the assassination attempt. If the PCs did not alert the 
  authorities, or dissuaded them from sending a heavy 
  force, then a small group arrives that was tricked into 
  showing up by the cultists (to add to the illusion that the 
  Pale is responsible for the assassination attempt). The 
  small group will do its best to extricate itself and not 
  provoke the mob (since they are so outnumbered). In this 
  situation, the small group is not in danger, and has no 
  effect on the encounter. 
   
  If a large group of Pale officials arrives (because the 
  PCs alerted the authorities and did not dissuade them 
  from breaking up the rally), then the Flan will angrily 
  attack them (having already been enflamed by the Voice, 
  the cultists, and the assassination attempt. 
   
  During the fight, the PCs have several options.  
   
  They can stop the cultists (from assassinating the Voice 
  and attacking the mob), possibly revealing the illusions 
  for what they are.  
  The PCs can try to capture the Voice, thus having to deal 
  with his bodyguards and most fanatical followers and 
  possibly the assassins (to capture him alive). 
  The PCs can try to break up the Mob assaulting the Palish 
  officials, hopefully ending the Riot (only relevant if the 
  PCs alerted the authorities and did not dissuade them 
  from breaking up the rally). 
   
  Each of these options is effectively a separate encounter, 
  but they all happen simultaneously in the same area (but 
  with little impact to each other). Make it clear to the PCs 
  that taking on more than they can handle is a potentially 
  deadly, an overwhelmingly difficult encounter. 
   
  In game terms, there are three possible fights to 
  become involved in, all difficult and separate. Attempting 
  to activate MORE encounters will only result in a likely 
  impossibly difficult encounter, where many PCs could 
  die. Note that depending on how the PCs acted in 
  Encounter 6, Option 3 may not be available.  
   
  Reference the beginning of each Option in order to 
  describe events happening in the rally where the PCs are 
  not involved. When the PCs reach the rally, read the 
  following aloud: 
   
  It is early evening when you arrive at the Flan rally 
  set up just outside of Atherstone. Hundreds of Flan 
  are gathered around a central platform where a 
  make-shift podium has been placed.  
   
  Random conversations and mutterings come to 
  a sudden halt as a trio of Flan (two bodyguards 
  flanking a clearly important person) approach the 
  podium. 
   
  The speaker approaches the podium and begins 
  a speech about the plight of the Flan, and how the 
  Theocracy has failed to deliver on the promises 
  given to the Flan people. His speech is very moving, 
  and it is clearly coming to a pivotal point when a 
  great commotion begins amongst the crowd. 
   
  On the left side of the crowd, a group of Pale 
  Militia are violently pushing their way through the 
  crowd. You can hear their shouts of “Seize the traitor 
  and heretic now! Pholtus’ wrath shall smite any who 
  get in our way!” 
  [If the PCs alerted the authorities and failed to dissuade them 
  from coming]: A second group of Pale Militia appears 
  on the right side of the crowd, much larger and more 
  organized. Enraged, the crowd turns on the second 
  group, and they appear ready to riot. 
   
  Suddenly, someone shouts “They’re trying to kill 
  the Voice of the Flan! Stop them!” and anarchy 
  spreads across the crowd…  
   
  See DM Map 3 for details on the layout. PCs should 
  decide at this time (before rolling initiative) what they 
  intend to do. Have the PCs make Spot and Listen checks 
  (opposed by the Disguise or Hide checks of the cultists) 
  PAL8-03 A Flan for all Treasons 
   
  Page 12 
  
  to get a better idea of what is going on (before combat 
  starts): 
   
  If the large group of Pholtans is present (about 25 guards): 
   
  DC 10 Spot Check: A large group of Pale Militia has 
  arrived on the scene. The crowd nearest them appears to 
  be ready to attack them in a blind rage. 
  DC 15 Spot Check: It is clear that the crowd will riot 
  soon, and the Pale Militia will be sorely outnumbered and 
  overwhelmed. 
  DC 25 Spot Check: There appear to be ringleaders in the 
  mobs. If the ringleaders could be taken out, the mob may 
  be easier to disperse. 
   
  For all options (regarding the assassins): 
   
  APL 4−6: 
  DC 15 Spot check: The PCs notice that the Pale Militia 
  moving through the left part of the crowd are clearly 
  disguised Flan. 
  DC 20 Spot check: The bulk of the Pale Militia on the 
  left side that are fighting Flan townsfolk are an illusion of 
  some sort, as you can clearly see real crowd members 
  passing through the illusion. 
  DC 25 Listen Check: You can hear spellcasting coming 
  from an area behind the crowd.  
  DC 30 Spot check and See Invisible: You see an 
  invisible gnome, well hidden on the side of a small hill, 
  who appears to be casting spells. 
   
  APL 8−10: 
  DC 20 Spot check: The PCs notice that the Pale Militia 
  moving through the left part of the crowd are clearly 
  disguised Flan. 
  DC 25 Spot check: The bulk of the Pale Militia on the 
  left side that are fighting Flan townsfolk are an illusion of 
  some sort, as you can clearly see real crowd members 
  passing through the illusion. 
  DC 15 Spot check and See Invisible: You see a Pholtan 
  cleric (invisible) moving amongst the crowd. 
  DC 30 Spot check and See Invisible: You see a Flan 
  woman disguised as a pholtan cleric moving amongst the 
  crowd. 
  DC 40 Spot check and See Invisible: You see an 
  invisible gnome, well hidden on the side of a small hill, 
  who appears to be casting spells. 
   
  APL 12: 
  DC 25 Spot check: The PCs notice that the Pale Militia 
  moving through the left part of the crowd are clearly 
  disguised Flan. 
  DC 30 Spot check: The bulk of the Pale Militia on the 
  left side that are fighting Flan townsfolk are an illusion of 
  some sort, as you can clearly see real crowd members 
  passing through the illusion. 
  DC 15 Spot check and See Invisible: You see a Pholtan 
  cleric (invisible) moving amongst the crowd. 
  DC 30 Spot check and See Invisible: You see a Flan 
  woman disguised as a pholtan cleric moving amongst the 
  crowd. 
  DC 45 Spot check and See Invisible: You see an 
  invisible gnome, well hidden on the side of a small hill, 
  who appears to be casting spells. 
   
  ALL APLs (and all options): 
   
  �Flan Townsfolk of Atherstone (2): male or 
  female human (Flan) expert 2: hp 10; Appendix I. 
   
  �Atherstone Town Guards: male or female 
  human expert 3: hp 15; Appendix I. 
   
  Innocent bystanders:  At all APLs, there are innocents 
  in the crowd (they disperse at the beginning of round 3).  
  If PCs use area-effect damage spells that would harm the 
  crowd, they will eventually be accused and convicted of 
  mass (chaotic) murder and/or (chaotic) assault.  It is also 
  likely that this will constitute an evil act. 
   
  Option 1: The Assassins 
  On the west side of the rally location the Ur-Flan are 
  staging their assassination attempt. Threan Bermin (the 
  whisper gnome) is initially invisible and well hidden far 
  from the podium. He has created an illusion of several 
  Flan and pale militia. When the encounter starts, his 
  illusion shifts so that the illusionary pale militia violently 
  bullying their way through the illusionary Flan (attacking 
  some of them) to get to the central stage. 
   
  Once this cue is set off, the infiltrators (augmented 
  by Zagrid and Tora or Vell) will begin attacking the real 
  Flan in the crowd, making their way towards the central 
  stage. During the combat, Threan will use his spells to 
  attack the Voice directly, but not until his allies are within 
  10 feet of the stage, so it will appear that the imposters actually 
  killed the Voice. 
   
  As soon as the PCs become involved, the Ur-Flan 
  follow the tactics section listed below to deal with the 
  interlopers.  
   
  For PCs that choose this option (or are interested in 
  seeing what is happening), read the following aloud: 
   
  Chaos reigns amongst the crowd, but you have every 
  reason to believe that the Pale Militia violently 
  pushing through it are actually Ur-Flan cultists in 
  disguise. You can see four of them clearly, but 
  suspect there may be more. There is no sign of the 
  spellcaster that you know must be here. 
   
  Once combat starts, the PCs can easily identify the 
  Infiltrators and deal with them. Zagrid and Vell (at APL 
  8-12) are nearly impossible to see without magical aid. 
  Threan is hardest of all to detect, especially at APL 8-12 
  when his illusions are all Silent.  
   
  Special: Moving through the crowd is slightly difficult. 
  The crowd provides cover beyond 20 ft and total cover 
  beyond 50 ft. During the first round of combat, the crowd 
  halves movement. In the second round, the crowd has 
  PAL8-03 A Flan for all Treasons 
   
  Page 13 
  
  dispersed enough such that it only blocks running and 
  charging. In the third round, the crowd has moved far 
  enough away that it no longer hinders movement or 
  provides cover (but most Area Effects will include at least 
  1 or more bystander…).  
   
  During the second or third round, the Infiltrators 
  should reach the Voice (unless the PCs interfere), at 
  which point Threan makes his attack. At the end of the 
  fourth round, the Voice (if he survives) and his allies 
  escape (and there is no risk of harm to the Voice from 
  that point on). The Voice will escape to the rear of the 
  stage where his allies (not statted out for this adventure) 
  will teleport him away. The statistics for the Voice can be 
  found under Option 2 in Appendix I. 
   
  APL 4 (EL 7) 
   
  �Threan Bermin: male whisper gnome illusionist 
  5: hp 27; Appendix I. 
   
  �Ur-Flan Infiltrators (4): male and female human 
  (Flan) expert 1 / warrior 1: hp 9; Appendix 1 
   
  �Zagrid: male shadow hobgoblin Dragon Shaman 
  1: hp 11; Appendix I. 
   
  �Tora: female human Warlock 2: hp 12; Appendix 
  I. 
   
  APL 6 (EL 9) 
   
  Threan Bermin: male whisper gnome illusionist 7: 
  hp 40; Appendix I. 
   
  Ur-Flan Infiltrators (4): male and female human 
  (Flan) Rogue1 / Hexblade1: hp 15; Appendix 1 
   
  Zagrid: male shadow hobgoblin Dragon Shaman 1 / 
  Marshal 2: hp 25; Appendix I. 
   
  Tora: female human Warlock 4: hp 24; Appendix I. 
   
  APL 8 (EL 11) 
   
  �Threan Bermin: male whisper gnome illusionist 
  9: hp 54; Appendix I. 
   
  �Ur-Flan Infiltrators (4): male and female human 
  (Flan) Rogue2 / Hexblade2: hp 27; Appendix 1 
   
  �Zagrid: male shadow hobgoblin Dragon Shaman 3 
  / Marshal 2: hp 42; Appendix I. 
   
  �Vell: female human Cleric (nerull) 6: hp 40; 
  Appendix I. 
   
  APL 10 (EL 13) 
   
  Threan Bermin: male whisper gnome illusionist 11: 
  hp 69; Appendix I. 
   
  �Ur-Flan Infiltrators (4): male and female human 
  (Flan) Rogue3 / Hexblade3: hp 40; Appendix 1 
   
  �Zagrid: male shadow hobgoblin Dragon Shaman 5 
  / Marshal 2: hp 58; Appendix I. 
   
  �Vell: female human Cleric (nerull) 8: hp 59; 
  Appendix I. 
   
  APL 12 (EL 15) 
   
  �Threan Bermin: male whisper gnome illusionist 
  13: hp 81; Appendix I. 
   
  �Ur-Flan Infiltrators (4): male and female human 
  (Flan) Rogue4 / Hexblade4: hp 54; Appendix 1 
   
  �Zagrid: male shadow hobgoblin Dragon Shaman 5 
  / Marshal 4: hp 75; Appendix I. 
   
  �Vell: female human Cleric (nerull) 10: hp 67; 
  Appendix I. 
   
  Tactics: Once combat starts, the Infiltrators, Zagrid, and 
  Tora (or Vell at APL 8-12) begin to push their way 
  through the crowd towards the stage. They each take a 
  standard action to attack or use a spell, and a move action 
  to push through the crowd. It will take them three rounds to 
  reach the stage at this rate (two if hasted), at which time Threan 
  attacks the Voice with his spells. 
   
  Zagrid uses his auras to aid his allies. As a standard 
  action he will use his alchemical splash weapons to cause 
  more confusion in the crowd. At APL 12, he will use his 
  grant move action in the first round. 
   
  At APL 8-12, Vell provides buff spell support for her 
  allies while invisible. She casts buff spells in the 
  following order: Righteous wrath of the faithful, recitation, 
  mass shield of faith, prayer (if no recitation), and bless. She 
  casts insignia of healing to help her allies when needed. 
  She will only use offensive spells (becoming visible) if 
  the PCs are engaging her allies in melee.  
   
  The cultists will continue pushing their way through 
  the crowd unless the PCs directly attack them in melee 
  combat (if they are attacked with range, they simply push 
  through the crowd, using it for cover and to discourage 
  area of effect spells). 
   
  Threan will use his spells to delay or inhibit the PCs 
  or aid his allies while they approach the stage, doing his 
  best not to reveal where he is. 
   
  At APL 4-6, Threan casts haste on his allies in the first 
  round. He uses glitterdust, flaming sphere, and magic missile 
  on the PCs if necessary. He saves his manyjaws or 
  phantasmal killer for the Voice. 
   
  At APL 8, Threan’s illusions are all Silent, so he 
  mostly casts illusions. He starts off with haste, then uses 
  shadow evocation to imitate a fireball, followed by 
  phantasmal killer on an unhurt PC. Threan always saves 
  his most powerful phantasmal killer to use on the Voice. 
  While Threan is touching the ground, his Earth 
  Magic feat allows him to increase the caster level 
  and effective level (DC) of his Heightened spells 
  (this is factored into his stat-block). 
   
  At APL 10-12, Threan uses his shadow magic ability 
  to convert any figment into an evocation or conjuration 
  spell. After casting haste, he attacks the PCs using these 
  spells. He starts off simulating chain lightning (APL 10) or 
  delayed blast fireball (APL 12, no delay), then Evard’s black 
  tentacles, cloudkill, and other high damage spells) . He will not 
  cast spells that reveal his position (such as cone of cold or 
  lightning bolt), unless the PCs are already attacking him. 
   
  Development: Depending on the results, use the 
  appropriate conclusion at the end of the module (A, B, or 
  D). During the fighting, the Voice (if alive) will escape 
  into the city with his allies.  
  PAL8-03 A Flan for all Treasons 
   
  Page 14 
  
   
  If the PCs capture any of the cultists, they reveal the 
  details of the assassination plan. Otherwise, they have the 
  same 
  information 
  their 
  co-conspirators 
  had 
  in 
  Encounters 4 and 5. 
   
  Option 2: Capture the Voice 
  If the PCs are intent upon capturing the Flan movement 
  ringleader, they will need to push their way through an 
  angry group of Flan and reach the Voice by the end of 
  round four (or earlier if they want to make sure he isn’t 
  killed). At the end of round four, if the PCs have not 
  reached the Voice by then, he is either dead or escapes to 
  the rear and is lost in a crowd of Flan (at which point one 
  of his allies teleports him away). 
   
  During this option, Threan and the Ur-Flan will 
  continue to kill their way through the mob as well, 
  buffing themselves with spells as appropriate. If the PCs 
  are attacking the Voice, Threan and the cultists will not 
  interfere (better to have the PCs take the heat than risk 
  his magic drawing attention to himself, the Pale suffers 
  no matter who kills the Voice).  
   
  APL 4 (EL 7) 
   
  �The Voice of the Flan: male human (Flan) Bard 4: 
  hp 21; Appendix I 
   
  �Flan Bodyguards (2): male human (Flan) 
  Duskblade 3: hp 23; Appendix 1 
   
  �Flan Townsfolk of Atherstone (4): male or 
  female human (Flan) expert 2: hp 10; Appendix I. 
   
  APL 6 (EL 9) 
   
  �The Voice of the Flan: male human (Flan) Bard 5 
  /Evangelist 1: hp 31; Appendix I 
   
  �Flan Bodyguards (2): male human (Flan) 
  Duskblade 5: hp 37; Appendix 1 
   
  �Flan Townsfolk of Atherstone (8): male or 
  female human (Flan) expert 2: hp 10; Appendix I. 
   
  APL 8 (EL 11) 
   
  �The Voice of the Flan: male human (Flan) Bard 5 
  / Evangelist 3: hp 42; Appendix I 
   
  �Flan Bodyguards (2): male human (Flan) 
  Duskblade 7: hp 52; Appendix 1 
   
  �Angry Mob of Flan: hp 180; Appendix I. 
   
  APL 10 (EL 13) 
   
  �The Voice of the Flan: male human (Flan) Bard 5 
  / Evangelist 5 hp 58; Appendix I 
   
  �Flan Bodyguards (2): male human (Flan) 
  Duskblade 9: hp 68; Appendix 1 
   
  �Angry Mob of Flan (2): hp 180; Appendix I. 
   
  APL 12 (EL 15) 
   
  �The Voice of the Flan: male human (Flan) Bard 5 
  / Evangelist 5 / Mindbender 3: hp 63; Appendix I 
   
  �Flan Bodyguards (2): male human (Flan) 
  Duskblade 11: hp 78; Appendix 1 
   
  �Angry Mob of Flan (2): hp 180; Appendix I. 
   
  Special: Moving through the crowd is slightly difficult. 
  The crowd provides cover beyond 20 ft and total cover 
  beyond 50 ft. During the first round of combat, the crowd 
  halves movement. In the second round, the crowd has 
  dispersed enough such that it only blocks running and 
  charging. In the third round, the crowd has moved far 
  enough away that it no longer hinders movement or 
  provides cover (however, area effects will usually include 
  at least 1 bystander).  
   
  Tactics: The mobs will generally stay between the Voice 
  and the PCs. If the bodyguards enter the mobs, the mobs 
  have enough presence of mind not to attack them. Unlike 
  in Option 3, there is no special way to disperse the mob 
  (though these mobs also do not possess the expert 
  grappler ability either). 
   
  The duskblades move to engage the PCs using their 
  arcane channeling ability (casting a shocking grasp as part 
  of an attack). 
   
  At APL 6-12, the duskblades will use their quickcast 
  ability on a ray of enfeeblement (if a PC is not engaged in 
  melee) or a color spray (they don’t care if they hit the mob 
  with a color spray, since it is a non-lethal spell). The 
  duskblades will also switch to using vampiric touch, touch of 
  idiocy, or dispelling touch as their arcane channeling spells. 
   
  At all APLs, the Voice starts off with his bard song 
  (inspire courage) and an inspirational boost. Otherwise, he 
  stays on the stage and out of reach (and behind cover). 
  Note that due to the evangelist / bard song stacking, the 
  Voice’s bard song at APL 8-12 is +2 (+3 with inspirational 
  boost). 
   
  At APL6-12, the Voice uses his evangelical powers to 
  inflame his allies. He starts off with inflame the righteous 
  (fire shield) and then inspire hope. At APL 10-12, if a PC 
  gets within 30 feet, he uses his convert the unfaithful 
  ability on that PC. 
   
  Development: The bodyguards and Flan will fight to the 
  death to protect the Voice. The Voice is little threat, and 
  easily captured (though it is safest for the PCs to knock 
  him unconscious, especially at APL 12 when he has 
  mindbender levels). If captured alive and turned over to 
  the authorities, the PCs receive their 1000 gp reward. 
   
  Regardless of whether or not the Voice is captured 
  alive or dead, the assassins flee – the PCs have nearly 
  done their job for them by attacking the Voice. Proceed 
  to Conclusion C  
   
  Option 3: Help the Pale Militia 
  In this option, the PCs need to save the Pale Militia from 
  being overwhelmed by an angry mob (or mobs). PCs 
  should first make a Spot or Listen check: 
   
  DC 15 Listen check: There is a clear ringleader to the 
  mob somewhere in the middle. 
  PAL8-03 A Flan for all Treasons 
   
  Page 15 
  
  DC (15 + APL) Spot check: In the middle of the mob 
  you can see a clear ringleader. He has the trappings of a 
  spellcaster and may be much more than he seems. 
   
  APL 4 (EL 7) 
   
  �Angry Mob of Flan: hp 180; Appendix I. 
   
  �Mob instigator: male human (Flan) beguiler 4: 
  hp 21; Appendix I 
  Allies and NPCs: 
   
  �Atherstone Town Guards (30): male or female 
  human expert 3: hp 15; Appendix I. 
   
  APL 6 (EL 9) 
   
  �Angry Mob of Flan (2): hp 180; Appendix I. 
   
  �Mob instigator (2): male human (Flan) beguiler 
  6: hp 31; Appendix I 
  Allies and NPCs: 
   
  �Atherstone Town Guards (30): male or female 
  human expert 3: hp 15; Appendix I. 
   
  APL 8 (EL 11) 
   
  �Angry Mob of Flan (3): hp 180; Appendix I. 
   
  �Mob instigator (3): male human (Flan) beguiler 
  8: hp 48; Appendix I 
  Allies and NPCs: 
   
  �Atherstone Town Guards (30): male or female 
  human expert 3: hp 15; Appendix I. 
   
  APL 10 (EL 13) 
   
  �Angry Mob of Flan (3): hp 180; Appendix I. 
   
  �Mob instigator (3): male human (Flan) beguiler 
  8: hp 48; Appendix I 
  Allies and NPCs: 
   
  �Atherstone Town Guards (30): male or female 
  human expert 3: hp 15; Appendix I. 
   
  APL 12 (EL 15) 
   
  �Angry Mob of Flan (4): hp 180; Appendix I. 
   
  �Mob instigator (4): male human (Flan) beguiler 
  10: hp 60; Appendix I 
  Allies and NPCs: 
   
  �Atherstone Town Guards (30): male or female 
  human expert 3: hp 15; Appendix I. 
   
  Special: The EL at APL4-8 is lowered (-1) to take into 
  account that the Mob(s) can be dispersed in multiple 
  ways, and the beguilers do not actively participate in the 
  fight, but represent another weakness of the Mob. The 
  beguilers are always inside the mob, and are unaffected 
  by it (the mob does not attack the beguilers, but PCs will 
  likely need to enter the mob to engage the beguilers). 
   
  Be sure to tell the PCs that there are multiple 
  ways to affect the mobs, and encourage them to use 
  spells or abilities that should be useful in quelling 
  the mob. 
   
  There are a number of ways to calm down or disperse 
  the mob(s). A rushed diplomacy check of DC 15 or higher 
  does one point of non-lethal damage for every point by 
  which the DC is beaten (example, a 35 rushed Diplomacy 
  check does 20 points of non-lethal damage to the mob). 
   
  A successful DC 25 Intimidate check will cause a 
  mob to delay until the end of the round. 
   
  A successful DC 40 Intimidate check will daze a mob 
  for one round. 
   
  A calm emotions (or similar spell), does 20 points of 
  non lethal damage per spell level (the Mob may make the 
  appropriate saving throw for half damage).  
   
  Silencing, killing, or rendering the beguiler inside 
  each mob unconscious causes the mob to deal half damage 
  until the beguiler resumes speaking (which may be 
  never). PCs must first “notice” the beguilers (see above). 
   
  PCs that attack the mob and have the Cleave feat deal 
  an extra 10 points of damage on one successful attack per 
  round (against the mob). PCs with the Great Cleave feat 
  deal an extra 10 points of damage to the mob with every 
  successful attack. 
   
  If the PCs come up with any other creative way for 
  dealing with the mob (using magic, skills, or whatever) 
  these methods should either halve the mob damage or 
  deal extra (lethal or non-lethal) damage to the mob. 
  Similarly (per the Mob quality in the stat block) some 
  effects may give the mob negative levels.  Multiple effects 
  that halve the mobs damage do not stack. 
   
  Tactics: The mobs attack and damage the Militia to the 
  best of their ability. At APL 6-12, only one mob attacks 
  the militia while the other two attack the PCs. During 
  each round, the Mobs can only advance over a few Militia 
  at a time, so the PCs must hurry before all the Militia are 
  trampled to death. 
   
  Note that unlike some mobs, none of these mobs have the 
  expert grappler ability. 
   
  At APL 4-8, the beguilers in the mobs spend all of 
  their actions inciting the crowd and take no other actions. 
  If the beguilers are unable to speak or act on their turn, the mob 
  they are inside of is less effective: the mob damage is halved. 
   
  At APL 10-12, the beguilers in the mobs are so 
  persuasive, that there mere presence incites the mobs. As 
  a result, they are free to use their magic on the PCs. For 
  simplicity, the beguiler spell list in the stat block is 
  truncated to the spells they will use in the combat. The 
  beguilers still must be free to act on their turn or the mob 
  does half damage just like at the lower APLs.  
   
  Development: If the PCs defeat the mobs in one or two 
  rounds, they may have a chance to still stop the 
  assassination. Review the tactics for Option 1. If the PCs 
  wish to try and stop the assassination, they are at a 
  significant disadvantage, but may still succeed (though 
  they receive no additional XP or GP for this). 
   
  If the PCs succeeded in defeating the mobs, proceed to 
  Conclusion E. If they failed, proceed to Conclusion F. If 
  the PCs chose to stop the assassins, see Option 1 and use 
  Conclusions A or B (adding in either Conclusion E or F as 
  necessary). If the PCs successfully capture the Voice, 
  modify Conclusion C and (E or F) as necessary.  
  PAL8-03 A Flan for all Treasons 
   
  Page 16 
  
   
  CONCLUSION 
  There are several different conclusions to this adventure, 
  depending on what option(s) the PCs chose in Encounter 
  7. It is possible to combine Conclusions E or F with 
  Conclusions A, B, or C. Regardless of which ending they 
  receive, read the following first: 
   
  It has been a tumultuous day in the city of 
  Atherstone, but a great victory has been won against 
  evil. The last remnants of the Ur-Flan cult have been 
  rounded up, and their leaders are being interrogated 
  by the Inquisition. It is only a matter of time before 
  all of their plans are found out and ended once and 
  for all. The Pale is deeply in your debt. 
   
  Conclusion A (The Voice is alive and free): 
  Read the following aloud: 
   
  The assassination attempt has been foiled, and the 
  true conspirators revealed. There has been a lot of 
  heated arguments in the city of Atherstone lately, 
  but no serious violence. The leaders of the Flan are 
  indebted to you, and offer you their aid in the future 
  should you need it. 
   
  PCs all receive the “Thanks of the Flan” favor on the AR. 
   
  Conclusion B (Assassins revealed, but still 
  murdered the Voice) 
  Read the following aloud: 
   
  After the assassination of the Voice, there has been 
  some rioting in Atherstone. Thankfully, what 
  remains of the leadership of the Flan have slowly 
  reigned in the people. Cooler heads are starting to 
  prevail, but it is unclear what the future will hold for 
  the Flan people in Atherstone. 
   
  Conclusion C (The Voice is captured): 
  Read the following aloud: 
   
  After your successful capture of the Voice, some 
  rioting continued in Atherstone for a few days. 
  Eventually, the Militia was able to bring the city 
  under 
  control, 
  partially 
  by 
  convincing 
  the 
  imprisoned Flan leader to plead for peace. For now 
  there is order in Atherstone, but it is unclear what 
  the future holds for the Flan people. The Theocracy, 
  however, is in your debt. 
   
  PCs receive the “Thanks of the Pale” favor on the AR. 
  Also, all of the Voice’s gear is confiscated as Evidence by 
  the Church of the One True Path. 
   
  Conclusion D (The Voice is assassinated): 
  Your failure to stop the assassination of the Voice 
  has led to massive rioting in Atherstone. The Flan 
  people blame the Theocracy for the death of their 
  populist leader, and are taking it out in flame and 
  fury.  
   
  After two weeks of rioting, enough soldiers are 
  brought into the city to restore order and enact 
  martial law. For now, the city is under control; but it 
  is only a matter of time before some other force fuels 
  the bitterness of the Flan further. 
   
  Conclusion E (Saved the Pale Militia): 
  Read the following aloud: 
   
  Your quick help has saved a large number of Pale 
  Militia from death at the hands of an angry mob.  
  The Theocracy is deeply in your debt, as without 
  these soldiers the rioting in Atherstone could have 
  continued for weeks. 
   
  With the assassination of the Voice, the Flan 
  continue to cause violence and unrest, but after a 
  few days, the Pale brings the populace to heel. 
   
  Even after this small victory, the flames of 
  discontent remain, and may have spread to other 
  areas of the Pale. 
   
  PCs receive the “Thanks of the Pale” favor on the AR. 
   
  Conclusion F (Failed to save the Pale Militia): 
  Read the following aloud: 
   
  Your failure to save the Pale Militia from an angry 
  mob has led to more violence.  Rioting continues in 
  the streets of Atherstone.  The assassination of the 
  Voice has inflamed the populace, and the killing of 
  the Pale Militia has emboldened the Flan even more. 
   
  After two weeks, enough troops are brought into 
  the city from surroundings posts to quell the 
  uprising. 
   
  Talk of rebellion continues in Atherstone, even 
  with martial law in place.  The flames of rebellion 
  may have even spread as far as Wintershiven, where 
  Pholtans are beginning to question the legitimiacy 
  of the Theocrat’s rule… 
   
  All Conclusions: 
  For PCs that chose to “join” the resistance honestly or as a 
  spy, give them the special AR. 
   
   
  CAMPAIGN CONSEQUENCES 
   
  Email the results of this adventure to Matt Thompson 
  (rook1138@gmail.com): 
   
  PAL8-03 A Flan for all Treasons 
   
  Page 17 
  
  1. 
  How many PCs joined the resistance / rebellion 
  “honestly”? 
  2. 
  Which PCs (if any) that are members of the PDC 
  joined the rebellion as a spy? 
  3. 
  Was the Voice assassinated? 
  4. 
  Was the Voice captured? 
  5. 
  Did the PCs reveal the assassination attempt? 
  6. 
  Did the Pale Militia get slaughtered in the riot? 
   
  PAL8-03 A Flan for all Treasons 
   
  Page 18 
  
  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. 
   
  4: Shadows in the Night 
  Defeat or circumvent the Lookout 
  All APLs  
  30 XP 
   
  Set off or circumvent the trap 
  All APLs  
  90 XP 
   
  Defeat the cultists 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
   
  5: There’s Always a Cave 
  Defeat the Cult Guardians 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  7: The Voice of the Flan 
  Stop the Assassins, capture the Voice, or stop the Mob of 
  Flan from killing the Militia 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Discretionary roleplaying award 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
  APL 10  
  150 XP 
  APL 12  
  180 XP 
   
  Total Possible Experience 
  APL 4  
  750 XP 
  APL 6  
  960 XP 
  APL 8  
  1170 XP 
  APL 10  
  1380 XP 
  APL 12  
  1590 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.. 
   
  Introduction 
  All APLs : Coin: 25 gp. 
   
  4: Shadows in the Night 
   
  APL 4: Loot 170 gp; Magic 2 gp; scroll of ebon eyes (2 
  gp); Total 172 gp. 
   
  APL 6: Loot 170 gp; Magic 2 gp; scroll of ebon eyes (2 
  gp); Total 172 gp.. 
   
  APL 8: Loot 170 gp; Magic 377 gp; scroll of ebon eyes (2 
  gp), wand of lightning bolt (CL10, 10 charges, 375gp); Total 
  547 gp 
   
  APL 10: Loot 25 gp; Magic 1956 gp; scroll of ebon eyes 
  (2 gp), cloak of resistance +2 (333 gp), wand of lightning bolt 
  (CL10, 10 charges, 375gp), mithril chain shirt (x3, 83 gp 
  each), gloves of dexterity +2 (x3, 333 gp each); Total 1981 gp 
   
  APL 12: Loot 25 gp; Magic 3665 gp; scroll of ebon eyes 
  (2 gp), cloak of resistance +2 (333 gp), wand of lightning bolt 
  (CL10, 10 charges, 375gp), wand of dispel magic (CL10, 10 
  charges, 375gp), mithril chain shirt (x3, 83 gp each), gloves 
  PAL8-03 A Flan for all Treasons 
   
  Page 19 
  
  of dexterity +2 (x3, 333 gp each), headband of intellect +2 (x3, 
  333 gp each), amulet of health +2 (333 gp); Total 3690 gp 
   
  5: There’s always a Cave 
   
  APL 4: Loot 33 gp; Magic 333 gp; cloak of charisma +2 
  (333 gp); Total 366 gp. 
   
  APL 6: Magic 333 gp; cloak of charisma +2 (333 gp); 
  Total 333 gp. 
   
  APL 8: Magic 333 gp; cloak of charisma +2 (333 gp); 
  Total 333 gp. 
   
  APL 10: Magic 1333 gp; cloak of charisma +2 (333 gp), 
  amulet of mighty fists +1 (x2, 500 gp each); Total 1333 gp. 
   
  APL 12: Magic 2999 gp; cloak of charisma +4 (1333 gp), 
  cloak of resistance +2 (x2, 333 gp each), amulet of mighty fists 
  +1 (x2, 500 gp each); Total 2999 gp. 
   
  7: The Voice of the Flan (Option 1) 
   
  APL 4: Loot 50 gp; Magic 210 gp; scroll of ebon eyes (2 
  gp), tunic of steady casting (208 gp); Total 360 gp. 
   
  APL 6: Loot 200 gp; Magic 210 gp; scroll of ebon eyes (2 
  gp), tunic of steady casting (208 gp); Total 410 gp. 
   
  APL 8: Loot 200 gp; Magic 2250 gp; scroll of ebon eyes 
  (2 gp), tunic of steady casting (208 gp), cloak of resistance +2 (333 
  gp each), headband of intellect +2 (333 gp each), gloves of 
  dexterity +2 (333 gp each), amulet of health +2 (333 gp each), 
  cloak of charisma +2 (333 gp), circlet of persuasion (375 gp); 
  Total 2450 gp. 
   
   
  APL 10: Loot 200 gp; Magic 4915 gp; scroll of ebon eyes 
  (2 gp), tunic of steady casting (208 gp), cloak of resistance +2 (333 
  gp each), headband of intellect +4 (1333 gp each), gloves of 
  dexterity +2 (333 gp each), amulet of health +2 (333 gp each), 
  cloak of charisma +2 (333 gp), circlet of persuasion (375 gp), 
  periapt of wisdom +2 (333 gp), gauntlets of ogre strength +2 (x4, 
  333 gp each); Total 5115 gp. 
   
  APL 12: Loot 200 gp; Magic 6380 gp; scroll of ebon eyes 
  (2 gp), tunic of steady casting (208 gp), cloak of resistance +2 (x6, 
  333 gp each), headband of intellect +4 (1333 gp each), gloves of 
  dexterity +2 (333 gp each), amulet of health +2 (333 gp each), 
  cloak of charisma +2 (333 gp), circlet of persuasion (375 gp), 
  periapt of wisdom +4 (1333 gp), gauntlets of ogre strength +2 (x4, 
  333 gp each); Total 6580 gp. 
   
  7: The Voice of the Flan (Option 2) 
   
  APL 4: Loot 15 gp; Magic 516 gp; mithril chain shirt 
  (x2, 83 gp each), wand of cure critical wounds (10 charges, 350 
  gp); Total 531 gp. 
   
  APL 6: Loot 15 gp; Magic 716 gp; mithril chain shirt+1 
  (x2, 183 gp each), wand of cure critical wounds (10 charges, 350 
  gp); Total 731 gp. 
   
  APL 8: Loot 15 gp; Magic 1382 gp; mithril chain 
  shirt+1 (x2, 183 gp each), wand of cure critical wounds (10 
  charges, 350 gp), gloves of dexterity +2 (x2, 333 gp each); Total 
  1397 gp. 
   
  APL 10: Loot 15 gp; Magic 3232 gp; mithril chain 
  shirt+2 (x2, 425 gp each), buckler +2 (x2, 350 gp each), cloak of 
  resistance +2 (x2, 333 gp each), wand of cure critical wounds (10 
  charges, 350 gp), gloves of dexterity +2 (x2, 333 gp each); Total 
  3247 gp. 
   
  APL 12: Loot 15 gp; Magic 3232 gp; mithril chain 
  shirt+2 (x2, 425 gp each), buckler +2 (x2, 350 gp each), cloak of 
  resistance +2 (x2, 333 gp each), wand of cure critical wounds (10 
  charges, 350 gp), gloves of dexterity +2 (x2, 333 gp each); Total 
  3247 gp. 
   
  7: The Voice of the Flan (Option 3) 
   
  APL 4: Magic 83 gp; cloak of resistance +1 (83 gp); Total 
  83 gp. 
   
  APL 6: Magic 166 gp; cloak of resistance +1 (x2, 83 gp 
  each); Total 166 gp. 
   
  APL 8: Magic 250 gp; cloak of resistance +1 (x3, 83 gp 
  each); Total 250 gp. 
   
  APL 10: Magic 250 gp; cloak of resistance +1 (x3, 83 gp 
  each); Total 250 gp. 
   
  APL 12: Magic 333 gp; cloak of resistance +1 (x4, 83 gp 
  each); Total 333 gp. 
   
  Conclusion 
  All APLs : Coin: 167 gp. 
   
  Treasure Cap 
   
  APL 4: 650 
   
  APL 6: 900 
   
  APL 8: 1,300 
   
  APL 10: 2,300 
   
  APL 12: 3,300 
   
  Total Possible Treasure 
   
  APL 4: 975 
   
  APL 6: 1,350 
   
  APL 8: 1,950 
   
  APL 10: 3,450 
   
  APL 12: 4,950 
   
  Over the Cap Treasure 
   
  APL 4: 325 
   
  APL 6: 450 
   
  APL 8: 650 
   
  APL 10: 1,150 
   
  APL 12: 1,650 
   
  ADVENTURE RECORD ITEMS 
  �Thanks of the Flan For coming to their aid, the Flan 
  offer to train you in new ways. You gain access to the 
  following alternate class features from PH2: Bardic Knack, 
  Spontaneous Domain Casting, Shapeshift, Decisive Strike, 
  Charging Smite, Distracting Attack, and Eclectic Learning  
   
  �Thanks of the Theocracy: For coming to the 
  Theocracy’s aid, you have access to the following weapon 
  and armor augmentation crystals (APL 4-6: least, APL 8-
  10: least and lesser, APL 12: least, lesser, and greater): clasp 
  of energy protection, crystal of arrow deflection, restful crystal, 
  crystal of return, fiendslayer crystal, and truedeath crystal. 
   
  PAL8-03 A Flan for all Treasons 
   
  Page 20 
  
  �Ur-Flan Secrets: You discovered lost knowledge the 
  Ur-Flan cult has kept to itself. You gain access to the 
  following feats: 
  Sudden Silent, Sudden Still, Sudden Widen, Sudden Empower 
  (all from CA) 
  Draconic Aura, Dragontouched (DrM). 
  In addition, you may choose draconic auras in place of a 
  marshal's major aura (per DrM page 86) 
   
  �Strange Magic: after witnessing strange magic, you 
  can now replicate it. You gain access to the following 
  spells: 
  APL 4: 
   
  blinding color surge, manyjaws 
  APL 6: 
   
  mass snake’s swiftness 
  APL 8: 
   
  close wounds, dimension hop, heart of earth 
  APLs 10-12: 
  arcane fusion, dragon skin, mass shield of 
  faith 
  . 
  �Favor of a Mysterious Wizard: 
  You've earned the respect of a powerful spellcaster. He 
  has offered to make the following items for you (at 
  normal cost): 
  Elemental Gem (earth), Pearl of power (1st, 2nd, 3rd, 4th, or 5th), 
  Scroll of summon monster VII, Scroll of time stop, scroll of 
  prismatic wall, scroll of Heightened daylight (level 6, CL 13th, 
  1950gp), scroll of commune. You may purchase up to five 
  items this way (mark each use of below) 
   
  [ ] [ ] [ ] [ ] [ ] 
   
  The Special AR: 
  �Joined the Resistance: 
  You have joined a movement seeking change in the 
  Theocracy. As a result, you immediately lose membership 
  and all benefits from the following Meta-Orgs: 
  Arcanist Guild, The Disciples of Discipline, Pale Diplomatic 
  Corps, Pholtan Clergy, Pholtan Knights Valorous, Prelatal 
  Militia, and Shapers of Sun and Stone.  
   
  As the Theocracy of the Pale campaign arc comes to an 
  end, this will enable options in adventures and 
  interactive not open to other PCs. 
   
  �Joined the Rebellion (Spy): 
  This option is only open to members of the Pale Diplomatic 
  Corps. 
  You have covertly joined a movement seeking change in 
  the Theocracy. As a result, you immediately lose 
  membership and all benefits from the following Meta-
  Orgs. 
  Arcanist Guild, The Disciples of Discipline, Pholtan Clergy, 
  Pholtan Knights Valorous, Prelatal Militia, and Shapers of Sun 
  and Stone.  
   
  You retain membership and benefits in the Pale 
  Diplomatic Corps and are under the effects of a 
  nondetection effect (PH) for a year from the date of this 
  AR. 
   
  Should you be captured or killed, the Theocrat will 
  disavow any knowledge of your actions… 
   
  As the Theocracy of the Pale campaign arc comes to an 
  end, this will enable options in adventures and 
  interactive not open to other PCs. 
   
  ITEM ACCESS 
   
  APL 4: 
  • 
  Tunic of steady casting (Adventure; CV 136, 2,500 gp) 
  • 
  Mithril chain shirt (Adventure; DMG 220, 1,100 gp) 
  • 
  Wand of cure critical wounds [10 charges] (Adventure; 
  MIC 274, 4,200 gp) 
  • 
  Arcane scroll of ebon eyes (Adventure; SpC 77, 25 gp) 
  • 
  Divine scroll of ebon eyes (Adventure; SpC 77, 25 gp) 
   
  APL 6 (all of APLs 4 plus the following): 
  • 
  Triple weapon capsule retainer (Adventure; CV 122, 
  450 gp) 
  • 
  Quickflame capsule (Adventure; CAd 122, 25 gp) 
  • 
  Quickspark capsule (Adventure; CAd 122, 25 gp) 
   
  APL 8-10 (all of APLs 4-6 plus the following): 
  • 
  Circlet of persuasion (Adventure; DMG 252, 4,500 gp) 
  • 
  Wand of lightning bolt [CL 10, 10 charges] (Adventure; 
  MIC 275, 4,500 gp) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Wand of dispel magic [CL10, 10 charges] (Adventure; 
  MIC 275, 4,500 gp) 
  PAL8-03 A Flan for all Treasons 
   
  Page 21 
  
  PAL8-03 A Flan for all Treasons 
   
  Page 22 
   
  APPENDIX 1: ALL APLS
   
  AN G R Y  M O B 
  CR  8 
  TN Gargantuan humanoid (mob of Medium humans) 
  Init +0; Senses Listen +6 Spot +6 
  Languages Common, Flan 
  AC 7, touch 7, flat-footed 6 
   (+1 Dex, -4 size) 
  hp 180 (30 HD)  
  Fort +9, Ref +18, Will +9  
  Speed 20 ft. (4 squares), base movement 20 ft (46 
  squares) 
  Melee mob (5d6)  
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp + 
  Atk Options trample 2d6+1 (DC 26) 
  Special Actions e 
  Combat Gear none 
  Abilities Str 12 Dex 13, Con 11, Int 10, Wis 10, Cha 
  10SQ mob anatomy 
  Feats Alertness, Improved Bull RushB, Improved 
  OverrunB, Improved Unarmed Strike,  
  Skills Craft (any one) +4, Listen +6, Spot +6 
  Possessions combat gear  
   
  Trample (Ex): A mob that simply moves over a 
  creature and doesn't end its movement with that 
  creature in one of its occuppied squares can trample 
  the creature. A trampled creature takes 2d6+1 
  damage. The victim can either make an attack of 
  opportunity against the mob or make a DC 26 Reflex 
  save to take half damage  
   
  Mob Anatomy (Ex): A mob has no clear front or 
  back and no discernible anatomy, so it is not subject 
  to critical hits or sneak attacks. A mob cannot be 
  Flanked, tripped, grappled or bull rushed. 
   
  Unlike standard swarms, mobs are made up of 
  relatively small numbers of individual creatures, so 
  spells that target specific numbers of creatures can 
  have an effect on a mob. Each specific creature that 
  is slain, disabled, or otherwise incapacitated by spells 
  or effects that target specific creatures bestows two 
  negative levels on the mob. A mob that gains 
  negative levels equal to its Hit Dice breaks up as if 
  reduced to 0 hit points. A mob takes half again as 
  much damage from area effect spells. 
   
  AT H E RS TO NE  T O W N  G U AR DS  CR  2 
  Male human expert 3 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +7, Spot +7 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 15 (3 HD) 
  Fort +1, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +3 (1d8+1  
   
  or unarmed +3 (1d3+1 non-lethalRange light 
  crossbow +3 (1d8)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Non lethal damage (unarmed) 
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9  
  Feats Alertness , Iron Will , Improved Unarmed Strike 
  ,  
  Skills  Gather Information +7, Knowledge (local 
  [NMR]) +6, Knowledge (religion) +6, Listen +7, 
  Sense Motive +5, Search +6, Spot +7 
  Possessions combat gear plus chain shirt armor, 
  heavy wooden shield, heavy mace, sap, dagger, 
  light crossbow, 10 bolts 
   
  F L AN R E CR U I TE R 
  CR  5 
  Male human (Flan) expert 6 
  TN Medium humanoid (human) 
  Init -1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 9, touch 9, flat-footed 9 
   (-1 Dex,) 
  hp 30 (6 HD) 
  Fort +2, Ref +1, Will +6 
  Speed 30 ft. (6 squares) 
  Melee club +3 (1d6-1 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Combat Gear none 
  Abilities Str 8, Dex 9, Con 10, Int 11, Wis 13, Cha 12  
  Feats 
  Negotiator, 
  Persuasive, 
  Skill 
  Focus 
  (Diplomacy), Skill Focus (Sense Motive)  
  Skills Bluff +12 , Diplomacy +21 , Disguise +6 (+8 to 
  stay in character, Gather Information +6 (+8 in the 
  NMR, Intimidate +8 , Knowledge (local [NMR]) +5, 
  Knowledge (nobility & royalty) +5 , Knowledge 
  (religion) +5, Listen+ Sense Motive +11 , Spot +6 
  Possessions combat gear plus club or tool 
   
  F L AN T O W NS FO L K I N AT H E R S T O N E  CR  1 
  Male human expert 2 
  TN Medium humanoid (human,Flan) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 10 (2 HD) 
  Fort +0, Ref +1, Will +2 
  Speed 30 ft. (6 squares) 
  Melee club +2 (1d6+1  
   
  or unarmed +2 (1d3+1 non-lethalSpace 5 ft.; 
  Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Non lethal damage (unarmed) 
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9  
  
  Feats Alertness , Improved Unarmed Strike ,  
  Skills  Craft (any two)+5, Knowledge (history) +5, 
  Listen +6, Profession (any one) +4, Spot +6, 
  Survival +4, 
  Possessions combat gear plus, club, dagger 
   
  U R-F L AN  C U L T  L O O K O U T  CR  1 
  Male human expert 2 
  NE Medium humanoid (human,Flan) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex) 
  hp 10 (2 HD) 
  Fort +0, Ref +1, Will +2 
  Speed 30 ft. (6 squares) 
  Melee morning star +2 (1d8+1  
  Range light crossbow +2 (1d8 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options  
  Combat Gear  
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9  
  Feats Alertness , Stealthy ,  
  Skills  Climb +6 , Hide +8, Jump +6, Listen +6, Move 
  Silently +8, Spot +6, Tumble +8 
  Possessions combat gear plus, masterwork studded 
  leather 
  armor, 
  morning 
  star, 
  dagger, 
  light 
  crossbow, 10 bolts 
   
   
   
  PAL8-04 A Flan for all Treasons 
   
  Page 2 
  
  PAL8-04 A Flan for all Treasons 
   
  Page 3 
  APL 4 
  4: SHADOWS IN THE NIGHT 
   
   
  S Z AR G 
  CR  2 
  Male shadow hobgoblin dragonfire adept 1 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +3; Senses Listen +4, Spot +4, Darkvision 60', 
  Lowlight Vision 
  Languages Common, draconic, goblin  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 armor, +1 shield) 
  hp 11 (1 HD); fast healing 2  
  Resist ;Cold 6  
  Fort +5, Ref +3, Will +1 (+1 vs. paralysis and sleep) 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +1 (1d4+1)  
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Atk Options Breath Weapon, Entangling Breath 
  Combat Gear potion of gaseous form 
  Draconic Invocations (CL 1st):Arcane spell failure 
  (20%) 
   3rd—Endure Exposure (Least) � 
  �Already cast 
  Abilities Str 13, Dex 16, Con 17, Int 12, Wis 8, Cha 
  10 
  SQ Shadow Blend 
  Feats DragontouchedB, Entangling Exhalation  
  Skills Knowledge (arcana) +5, Listen +4, Move 
  Silently +13, Spellcraft +5, Spot +4, Use Magic 
  Device +4 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, light crossbow, spiked 
  gauntlet 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Breath Weapon (su) A Dragonfire Adept can use a 
  breath weapon at will as a standard action. Each 
  time it is used, it can be in the shape of a 15-foot 
  cone or a 30-foot line. This breath weapon deals 
  1d6 points of fire damage; a successful Reflex 
  save (DC 13) halves the damage. 
  Entangling Exhalation: When you use your breath 
  weapon, you can choose to enmesh all creatures 
  in its area instead of producing its normal effect. 
  Your breath weapon deals only half its normal 
  damage; however, any creature that takes damage 
  from your breath weapon becomes entangled and 
  takes an extra 1d6 points of damage, of the same 
  energy type as normally dealt by your breath 
  weapon, each round at the start of your turn. This 
  effect lasts for 1d4 rounds. If your breath weapon 
  doesn’t deal energy damage, creatures damaged 
  by the initial breath are still entangledbut don’t take 
  additional damage on later rounds. 
   
  V E L L 
  CR  1 
  Female human cleric 1 (nerull) 
  NE Medium humanoid (human) 
  Init -1; Senses Listen +2 Spot +2 
  Languages Common, Flan, goblin  
  AC 15, touch 9, flat-footed 15 
   (-1 Dex, +5 armor, +1 shield) 
  hp 9 (1 HD)  
  Fort +3, Ref -1, Will +4  
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft (6 squares) 
  Melee spiked gauntlet +0 (1d4+0)  
  Ranged light crossbow -1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0  
  Atk Options Turn Undead (+1, 2d6+2) 
  Special Actions Death Domain power 
  Combat Gear potion of gaseous form, scroll of ebon 
  eyes 
  Cleric Spells Prepared (CL 1st): 
   1st—(D) disguise self, bless, cause fear 
   0—cure minor wounds, detect magic, detect 
  poison, mending,  
  D: Domain spell. Deity: Nerull. Domains: Death, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 8, Con 13, Int 14, Wis 15, Cha 
  12SQ Immune to Szarg’s breath weapon 
  Feats Scribe Scroll, Skill Focus (concentration) 
  Skills Bluff +5, Concentration +8, Diplomacy +5, 
  Knowledge (religion) +6, Listen +2, Spellcraft +6, 
  Spot +4 
  Possessions combat gear plus chain mail, light 
  wooden shield, two holy symbols, two spell 
  component pouches, light crossbow, 10 bolts, 
  spiked gauntlet 
  Death Domain (su) Once per day you can make a 
  melee touch attack against a living creature. Roll 
  1d6, if the amount equals or exceeds the target's 
  current hit points, it dies (no save). 
   
  U R-F L AN  S O L DI E R  
  CR  1 
  Male human (Flan) swashbuckler 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages common, Flan 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 12 (1 HD)  
  Fort +4, Ref +2, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee masterwork spiked chain +5 (2d4) 
   Or spiked gauntlet +3 (1d4)Ranged dagger (thrown) 
  +3 (1d4/19-20)Space 5 ft.; Reach 5 ft. 
  
  Base Atk +1; Grp +1 Atk Options disarm (+11) 
  Combat Gear none 
  Abilities Str 10, Dex 15, Con 14, Int 13, Wis 12, Cha 
  8 
  SQ Immune to Szarg’s breath weapon 
  Feats Exotic Weapon Proficiency (spiked chain), 
  Weapon FinesseB, Weapon Focus (spiked chain) 
  Skills Balance +6, Bluff +3, Diplomacy +3, Escape 
  Artist +6, Jump +4, Listen +1, Spot +1, Tumble +6  
  Possessions combat gear plus masterwork studded 
  leather, masterwork spiked chain, spiked gauntlet, 
  throwing dagger (x2) 
   
  5: THERE’S ALWAYS A CAVE 
   
   
  U R T H A 
  CR  5 
  Female choker sorcerer 4 
  CE Small aberration 
  Init +7; Senses Listen +0, Spot +0, Darkvision 60', 
  See in Darkness 
  Languages Common, Flan, goblin 
  AC 22, touch 14, flat-footed 19 
   (+3 Dex, +4 mage armor, +1 size, +4 natural) 
  hp 45 (7 HD);  
  weakness: light sensitive to daylight scroll 
  Fort +5, Ref +5, Will +7 
  Speed 20 ft. (4 squares), base movement 20 ft (4 
  squares); Climb 10 ft (2 squares) 
  Melee (2) tentacles +8 (1d3+3)  
  Ranged ranged touch +8 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +4; Grp +7 Atk Options spells, constrict, 
  improved grab 
  Special Actions quickness 
  Combat Gear none 
  Sorceror Spells Known (CL 7th): 
   2nd (4/day)—scorching ray (2 rays, 4d6 each) 
   1st (7 [6 left] /day)—mage armor�, magic missile 
  (4d4+4), ray of enfeeblement (1d6+3) 
   0th 
  (6/day)—detect 
  magic, 
  read 
  magic, 
  prestidigitation, open/close, mage hand, mending 
  �Already cast: mage armor 
  Abilities Str 16, Dex 17, Con 16, Int 6, Wis 10, Cha 
  14 
  SQ quickness 
  Feats 
  Eschew 
  Materials, 
  Improved 
  InitiativeB, 
  Practiced Spellcaster, Skill Focus (Concentration) 
  Skills Climb +12, Concentration +6, Hide +7, Listen 
  +0, Move Silently +3, Spellcraft +5, Spot +0 
  Possessions combat gear plus, cloak of charisma +2 
  Constrict (ex) A choker deals 1d3+3 points of 
  damage with a successful grapple check against a 
  large or smaller creature. Because it seizes its 
  victims by the neck, a creature in the choker’s 
  grasp cannot speak or cast spells with verbal 
  components. 
  Improved Grab (ex) To use this ability, a choker 
  must hit a large or smaller opponent with a tentacle 
  attack. It can then attempt a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. Chokers receive a +4 racial bonus on 
  grapple checks. 
  Quickness (su) Although not particularly dexterous, a 
  choker is supernaturally quick. It can take an extra 
  standard action or move action during its turn each 
  round. 
   
  S H AD O W W O R G 
  CR  3 
  Male or female shadow worg 
  NE Medium magical beast 
  Init +2; Senses Listen +5, Spot +5, Darkvision 60', 
  Lowlight Vision, See in Darkness, Scent 
  Languages Common, goblin, worg  
  AC 18, touch 13, flat-footed 15; Dodge 
   (+3 Dex, +3 armor, +2 natural) 
  hp 36 (4 HD); fast healing 2  
  immune: evasion 
  weakness: light sensitive to daylight scroll 
  Resist ;Cold 9  
  Fort +6, Ref +6, Will +3 
  Speed 75 ft. in light armor (15 squares), base 
  movement 75 ft (15 squares) 
  Melee bite +7 (1d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 Atk Options Trip (+3) 
  Combat Gear none 
  Abilities Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 
  10 
  SQ Shadow Blend 
  Feats Dodge, Track 
  Skills Hide +4, Listen +5, Move Silently +12, Spot +5, 
  Survival+2 (+6 Tracking 
  Possessions combat gear plus masterwork studded 
  leather barding 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Trip (ex) A worg that hits with a bite attack can 
  attempt to trip the opponent (+3 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 worg. 
   
  7: THE VOICE OF THE FLAN (OPTION 1: 
  ASSASSINS) 
   
   
  T HRE AN  B E R M I N 
  CR  5 
  Male whisper gnome wizard (illusionist) 5 
  NE Small humanoid (gnome) 
  Init +3; Senses Listen +3 Spot +3 
  Languages Common, Flan, gnome, draconic, goblin  
  AC 18, touch 14, flat-footed 15 (+4 Dodge vs. Giants) 
   (+3 Dex, +4 mage armor, +1 size) 
  hp 27 (5 HD)  
  Fort +5, Ref +7, Will +6  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee spiked gauntlet +1 (1d3-2)  
  PAL8-04 A Flan for all Treasons 
   
  Page 4 
   
  
  Ranged ranged touch +6Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -4  
  Atk Options spells, spell like abilities 
  Special Actions none 
  Combat Gear scroll of ebon eyes 
  Wizard Spells Prepared (CL 5th): 
   3rd—major image (DC 17), haste, many jaws (DC 
  16) 
   2nd—invisibility (x2)�, glitterdust (DC 15), flaming 
  sphere (DC 15) 
   1st—color spray (DC 15), familiar pocket�, mage 
  armor� magic missile, hail of stone (DC 14)  
   0th—detect 
  magic, 
  mage 
  hands, 
  mending, 
  message 
  �Already cast: mage armor, invisibility, familiar 
  pocket 
   
  Illusionist 
  specialty 
  (banned 
  schools: 
  enchantment and necromancy) 
  Spell-Like Abilities (CL 1st): 
  1/day: 
   2nd—silence (must be centered on the whisper 
  gnome's body) 
   0th—ghost hand, mage hand, message 
  �Already cast 
  Abilities Str 6, Dex 16, Con 16, Int 16, Wis 13, Cha 
  8SQ Gnome racial traits, rat familiar 
  Feats Heighten SpellB, Scribe ScrollB, Skill Focus 
  (Knowledge (relgion)), Spell Focus (Illusion) 
  Skills Bluff +3, Concentration +16, Hide +15, 
  Knowledge (religion) +14, Listen +3, Move Silently 
  +7, Spellcraft +11, Spot +3 
  Possessions combat gear plus spiked gauntlet, two 
  spell component pouches, spellbook, tunic of 
  steady casting, cloak of resistance +1, gloves of 
  dex +2 
  Gnome Racial Traits (ex): +1 to hit kobolds and 
  goblinoids. 
   
  T O R A 
  CR  2 
  Female human (Flan) warlock 2 
  NE medium humanoid (human) 
  Init +2; Senses Listen -1, Spot -1; DV 60ft, See 
  Invisibility 
  Languages Common, Flan 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 armor) 
  hp 12 (2 HD) 
  Fort +3, Ref +3, Will +2 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee spiked gauntlet +1 (1d4) 
  Ranged Touch Eldritch Blast +3 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 Atk Options Point Blank Shot 
  (+1 to hit and damage within 30’) 
  Combat Gear none 
  Spell-Like Abilities (CL 2nd): 
   Least—Beguiling Influence�, See the Unseen� 
   Eldritch Blast (at will, 1st level spell equiv), 
   Detect Magic (at will) 
  �Already cast 
  Abilities Str 10, Dex 15, Con 14, Int 12, Wis 8, Cha 
  13 
  SQ  
  Feats Point Blank Shot, Precise Shot,  
  Skills Bluff +12, Concentration +7, Diplomacy +9, 
  Disguise +3, Intimidate +9, Knowledge (arcane) 
  +4, Knowledge (planes) +2, Spellcraft +2, Use 
  Magic Device +6, 
  Possessions combat gear plus chain shirt, spiked 
  gauntlet, mace, disguise kit 
  Detect Magic (sp) A warlock can use detect magic at 
  will. His caster level is equal to his warlock level. 
   
  Z AG RI D 
  CR  2 
  Male shadow hobgoblin dragon shaman 1 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +2; Senses Listen -1, Spot -1, Darkvision 60', 
  Lowlight Vision 
  Languages Common, draconic, goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 11 (1 HD); fast healing 2  
  Resist ;Cold 6  
  Fort +5, Ref +2, Will +1  
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +0 (1d4)  
  Ranged alchemical item +3 (+1 damage, +1 splash 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 Atk Options alchemical 
  weapons 
  Combat Gear alchemist fire (x2), acid flask (x2), oil 
  flask (x2) 
  Draconic Auras: 
   
  Energy Shield: Any creature striking you or your 
  ally with a natural attack or non-reach melee 
  weapon is dealt 2 points of electricity damage. 
   
  Toughness: DR 1/magic. 
   
  Vigor: fast healing 1, but only affects characters at 
  or below one half their full normal hit points. 
  Abilities Str 10, Dex 15, Con 16, Int 12, Wis 8, Cha 
  15 
  SQ Shadow Blend, totem dragon, draconic aura 
  Feats Grenadier Skills Bluff +6, Craft (alchemy) +5, 
  Listen -1, Move Silently +10, Spellcraft +5, Spot -1 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, spiked gauntlet 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Draconic Auras (su) You can channel the mighty 
  powers of dragonkind to project an aura that grants 
  you and nearby alllies a special benefit 
   
  Projecting an aura is a swift action, and you can 
  only project one draconic aura at a time. An aura 
  remains in effect until you use a free ation to 
  dismiss it or your activate another aura in its place. 
  You can have a draconic aura continually; thus, an 
  PAL8-04 A Flan for all Treasons 
   
  Page 5 
   
  
  aura can be in effect at the start of an encounter 
  even before you take your first action. 
   
  Unless otherwise noted, your draconic aura affects 
  all allies within 30 feet (including yourself) with line 
  of effect to you. Your aura is dismissed if you 
  become unconscious or slain, but otherwise it 
  remains in effect even if you are incapable of 
  acting. 
   
  U R-F L AN  I N F I LT R AT O R S 
  CR  1 
  Male human (Flan) expert 1/warrior 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 9 (2 HD) 
  Fort +2, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +2 (1d8+1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2Atk Options none 
  Combat Gear  
  Abilities Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha 9  
  Feats Deceitful, Persuasive  
  Skills  Bluff +5, Disguise +5, Forgery +5, Gather 
  Information +3, Intimidate +5, Knowledge (local 
  [NMR]) +4, Listen +0, Spot +0 
  Possessions combat gear plus chain shirt armor, 
  heavy mace, sap, dagger, light wooden shield, 
  pholtan holy symbol, pholtan papers (forged) 
    
  7: THE VOICE OF THE FLAN (OPTION 2: 
  CAPTURE THE VOICE) 
   
   
  T H E  V O I C E  O F T H E  F L AN 
  CR  4 
  Male Human (Flan) bard 4 
  NG Medium humanoid (human) 
  Init +0; Senses Listen +3 Spot +3 
  Languages Common, Flan, draconic 
  AC 13, touch 10, flat-footed 13 
   (+0 Dex, +3 armor) 
  hp 21 (4 HD)  
  Fort +2, Ref +4, Will +7  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee quarterstaff +2 (1d6)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2Atk Options bard song (4/day) 
  Special Actions none 
  Combat Gear wand of cure critical wounds [10 
  charges] 
  Bard Spells Known (CL 4th);  
   2nd (1/day)—tongues, whispering wind 
   1st (3/day)—charm person, inspirational boost, 
  remove fear 
   0 (3/day)—detect magic, light, mage hand, 
  mending, message, prestidigitation 
  �Already cast – 
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 16, Cha 
  15SQ Bardic Knowledge +6 
  Feats Lingering Song, Negotiator, Skill Focus 
  (Diplomacy)  
  Skills Bluff +11, Concentration +1, Diplomacy +23, 
  Gather Information +10, Intimidate +10, Knowledge 
  (arcana) +7, Knowledge (history) +3, Knowledge 
  (local [NMR]) +7, Knowledge (nobility/royalty) +7, 
  Knowledge (religion) +3, Listen +3, Perform 
  (oratory) +12, Sense Motive +10, Spellcraft +8, 
  Spot +3 
  Possessions combat gear plus masterwork studded 
  leather, quarterstaff, two spell component pouches, 
  pholtan holy symbol, circlet of persuasion, cloak of 
  charisma +2 
   
  F L AN B O DY G U AR D 
  CR  3 
  Male Human Duskblade 3 
  TN Medium humanoid (human) 
  Init +2; Senses Listen +1 Spot +1 
  Languages Common, Flan 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +4 armor, +1 shield) 
  hp 23 (3 HD)  
  Fort +6, Ref +4, Will +5  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee masterwork elven thinblade +7 (1d8/18-20)  
   
  Or spiked gauntlet +5 (1d4) 
  Ranged ranged touch +5 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options none 
  Special Actions arcane channelling 
  Combat Gear none 
  Duskblade Spells Known (CL 3rd);  
   1st (4/day)—color spray, ray of enfeeblement, 
  shocking grasp, swift expeditious retreat 
   0 (5/day)—disrupt undead, touch of fatigue 
  �Already cast – 
  Abilities Str 10, Dex 15, Con 14, Int 13, Wis 12, Cha 
  8SQ arcane attunement, armored mage 
  Feats Combat CastingB, Exotic Weapon Proficiency 
  (elven thinblade), Weapon Finesse, Weapon Focus 
  (elven thinblade)  
  Skills Concentration +8 (+12 defensively), Knowledge 
  (arcana) +7, Listen +1, Sense Motive +7, Spellcraft 
  +9, Spot +1 
  Possessions combat gear plus two spell component 
  pouches, masterwork elven thinblade, spiked 
  gauntlet, mithril chain shirt, masterwork buckler, 
  cloak of resistance +1 
  Armored Mage (Light) (ex) A duskblade's limited 
  focus and specialized training allow him to avoid 
  arcane spell failure so long as he wears light armor 
  and light shields. This ability does not apply to 
  spellcasting granted by another class.  
  Arcane Attunement (sp) A duskblade can use the 
  spell like powers dancing lights, detect magic, flare, 
  ghost sound and read magic a combined total of 3 
  times per day.  
  PAL8-04 A Flan for all Treasons 
   
  Page 6 
   
  
  Arcane channeling (su) A duskblade can use a 
  standard action to deliver any touch spell known 
  and deliver the spell through his melee attack. 
  Casting a spell in this manner does not provoke an 
  attack of opportunity. The spell must have a 
  casting time of one standard action or less. If the 
  melee attack is successful, the attack deals 
  damage normally, then the effect of the spell is 
  resolved.  
   
  7: THE VOICE OF THE FLAN (OPTION 3: 
  ANGRY MOB / RESCUE THE MILITIA) 
   
   
  M O B  I N S T I G AT O R 
  CR  4 
  Male Human beguiler 4 
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1 Spot -1 
  Languages Common, Flan, goblin  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 mage armor) 
  hp 21 (4 HD)  
  Fort +3, Ref +5, Will +4  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee club or tool +2 (1d6+0)  
  Ranged ranged touch +4 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Atk Options none 
  Special 
  Actions 
  surprise 
  casting, 
  unsettling 
  enchantment 
  Combat Gear none 
  Beguiler Spells Known (CL 4th): 
   2nd (3/day)—blinding color surge (DC 14), blur, 
  daze monster (DC 16), fog cloud, glitterdust (DC 
  14), invisibility, silence (DC 14), touch of idiocy 
   1st (6/day)—charm person (DC 15), color spray 
  (DC 14), disguise self (DC 13), expeditious 
  retreat, mage armor, sleep (DC 15), undetectable 
  alignment, ventriloquism 
   0 (6/day)—dancing lights, daze (DC 14), detect 
  magic, ghost sounds, message, open/close, read 
  magic 
  �Already cast –mage armor, undetectable alignment 
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 8, Cha 
  12SQ advanced learning, armored mage, cloaked 
  casting 
  Feats Spell Focus (enchantment), Greater Spell 
  Focus (enchantment), Unsettling Enchantment  
  Skills Balance +10, Bluff +8, Concentration +8, 
  Diplomacy +12, Disguise +10, Knowledge (arcana) 
  +9, Listen -1, Sense Motive +6, Spellcraft +11, 
  Spot -1, Tumble +10, 
  Possessions combat gear plus two spell component 
  pouches, club or tool, cloak of resistance +1 
   
  Advanced Learning (Ex): At 3rd level, you can 
  add a new spell to your list, representing the result of 
  personal study and experimentation. The spell must 
  be a sorcerer/wizard spell of the enchantment or 
  illusion school and of a level no higher than that of the 
  highest-level spell you already know. Once a new 
  spell is selected, it is forever added to your spell list 
  and can be cast just like any other spell on your list. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause your spells to fail if those spells have 
  a somatic component. A beguiler’s limited focus and 
  specialized training, however, allow you to avoid any 
  chance of arcane spell failure as long as you restrict 
  yourself to light armor. This training does not extend 
  to any other form of armor, nor does this ability apply 
  to spells gained from other spellcasting classes.  
   
  Cloaked Casting (Ex): Starting at 2nd level, a 
  beguiler’s spells become more effective when cast 
  against an unwary foe. You gain a +1 bonus to the 
  spell’s save DC when you cast a spell that targets any 
  foe who would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not). 
   
  Surprise Casting (Ex): Starting at 2nd level, 
  when you successfully use the Bluff skill to feint in 
  combat, your target is denied its Dexterity bonus (if it 
  has one) to AC for the next melee attack you make 
  against it or the next spell you cast. You must remain 
  in melee with the target, and the attack must be made 
  or the spell cast on or before your next turn. The 
  target is not considered flat-footed and therefore can 
  make attacks of opportunity against you if you do not 
  cast defensively 
   
  Unsettling Enchantment (Ex): Any foe required 
  to save against an enchantment spell you cast takes 
  a -2 penalty on attack rolls and to AC for 1 round, 
  regardless of the result of the save. This is a mind-
  affecting effect. 
  . 
  PAL8-04 A Flan for all Treasons 
   
  Page 7 
   
  
  PAL8-04 A Flan for all Treasons 
   
  Page 8 
   
  APL 6 
  4: SHADOWS IN THE NIGHT 
   
   
  S Z AR G 
  CR  4 
  Male shadow hobgoblin dragonfire adept 3 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +3; Senses Listen +6, Spot +6, Darkvision 60', 
  Lowlight Vision, See Invisibility 
  Languages Common, draconic, goblin  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +2 natural, +3 armor, +1 shield) 
  hp 25 (3 HD); fast healing 2  
  Resist ;Cold 8  
  Fort +6, Ref +4, Will +2 (+1 vs. paralysis and sleep) 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +2 (1d4+1)  
  Ranged light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2  
  Atk Options Breath Weapon, Entangling Breath 
  Combat Gear potion of gaseous form 
  Draconic Invocations (CL 3rd):Arcane spell failure 
  (20%) 
   3rd—endure exposure (Least) � 
   2nd—see the unseen (Least) � 
  �Already cast 
  Abilities Str 13, Dex 16, Con 17, Int 12, Wis 8, Cha 
  10 
  SQ Shadow Blend 
  Feats 
  Ability 
  Focus 
  (breath 
  weapon), 
  DragontouchedB, Entangling Exhalation  
  Skills Knowledge (arcana) +7, Listen +6, Move 
  Silently +13, Spellcraft +9, Spot +6, Use Magic 
  Device +6, 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, light crossbow, spiked 
  gauntlet 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Breath Weapon (su) A Dragonfire Adept can use a 
  breath weapon at will as a standard action. Eacth 
  time it is used, it can be in the shape of a 15-foot 
  cone or a 30-foot line. This breath weapon deals 
  2d6 points of fire damage; a successful Reflex 
  save (DC 16) halves the damage. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone of cold. 
  Entangling Exhalation: When you use your breath 
  weapon, you can choose to enmesh all creatures 
  in its area instead of producing its normal effect. 
  Your breath weapon deals only half its normal 
  damage; however, any creature that takes damage 
  from your breath weapon becomes entangled and 
  takes an extra 1d6 points of damage, of the same 
  energy type as normally dealt by your breath 
  weapon, each round at the start of your turn. This 
  effect lasts for 1d4 rounds. If your breath weapon 
  doesn’t deal energy damage, creatures damaged 
  by the initial breath are still entangledbut don’t take 
  additional damage on later rounds. 
   
  V E L L 
  CR  3 
  Female human cleric 3 (nerull) 
  NE Medium humanoid (human) 
  Init -1; Senses Listen +2 Spot +2 
  Languages Common, Flan, goblin  
  AC 15, touch 9, flat-footed 15 
   (-1 Dex, +5 armor, +1 shield) 
  hp 21 (3 HD)  
  Fort +5, Ref +1, Will +6  
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft (6 squares) 
  Melee spiked gauntlet +2 (1d4+0)  
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Atk Options Turn Undead (+3, 2d6+4) 
  Special Actions Death Domain power 
  Combat Gear potion of gaseous form, scroll of ebon 
  eyes 
  Cleric Spells Prepared (CL 1st): 
   2nd—(D) invisibility, sound burst (DC 14), cure 
  moderate wounds 
   1st—(D) disguise self, bless, cause fear, ebon 
  eyes 
   0—cure minor wounds (x2), detect magic, detect 
  poison, mending,  
  D: Domain spell. Deity: Nerull. Domains: Death, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 8, Con 13, Int 14, Wis 15, Cha 
  12SQ Immune to Szarg’s breath weapon 
  Feats Craft Wondrous Item, Scribe Scroll, Skill Focus 
  (concentration) 
  Skills Bluff +6, Concentration +9, Diplomacy +8, 
  Knowledge (religion) +7, Listen +2, Spellcraft +7, 
  Spot +4Possessions combat gear plus chain mail, 
  light wooden shield, two holy symbols, two spell 
  component pouches, light crossbow, 10 bolts, 
  spiked gauntlet 
  Death Domain (su) Once per day you can make a 
  melee touch attack against a living creature. Roll 
  3d6, if the amount equals or exceeds the target's 
  current hit points, it dies (no save). 
   
  U R-F L AN  S O L DI E R  
  CR  2 
  Male human (Flan) swashbuckler 1/fighter 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages common, Flan 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 18 (2 HD)  
  Fort +6, Ref +2, Will +1 
  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee masterwork spiked chain +6 (2d4) 
   Or spiked gauntlet +4 (1d4)Ranged dagger (thrown) 
  +4 (1d4/19-20)Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Atk Options disarm (+12) 
  Combat Gear none 
  Abilities Str 10, Dex 15, Con 14, Int 13, Wis 12, Cha 
  8SQ Immune to Szarg’s breath weapon 
  Feats Combat ExpertiseB, Exotic Weapon Proficiency 
  (spiked chain), Weapon FinesseB, Weapon Focus 
  (spiked chain) 
  Skills Balance +6, Bluff +3, Diplomacy +3, Escape 
  Artist +6, Intimidate +3, Jump +4, Listen +1, Spot 
  +1, Tumble +6  
  Possessions combat gear plus masterwork studded 
  leather, masterwork spiked chain, spiked gauntlet, 
  throwing dagger (x2) 
   
  5: THERE’S ALWAYS A CAVE 
   
   
  U R T H A 
  CR  7 
  Female choker sorcerer 6 
  CE Small aberration 
  Init +7; Senses Listen +0, Spot +0, Darkvision 60', 
  See in Darkness 
  Languages Common, Flan, goblin 
  AC 22, touch 14, flat-footed 19 
   (+3 Dex, +4 mage armor, +1 size, +4 natural) 
  hp 61 (9 HD);  
  weakness: light sensitive to daylight scroll 
  Fort +6, Ref +6, Will +8 
  Speed 20 ft. (4 squares), base movement 20 ft (4 
  squares); Climb 10 ft (2 squares) 
  Melee (2) tentacles +9 (1d3+3)  
  Ranged ranged touch +9 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +5; Grp +8  
  Atk Options spells, constrict, improved grab 
  Special Actions quickness, metamagic feats 
  Combat Gear none 
  Sorceror Spells Known (CL 9th): 
   3rd (3/day)— mass snake’s swiftness 
   2nd (6/day)—glitterdust (DC 14), scorching ray (2 
  rays, 4d6 each) 
   1st (7 [6 left] /day)—mage armor�, magic missile 
  (5d4+5), ray of enfeeblement (1d6+4), shield 
   0th 
  (6/day)—detect 
  magic, 
  read 
  magic, 
  prestidigitation, open/close, mage hand, mending 
  �Already cast 
  Abilities Str 16, Dex 17, Con 16, Int 6, Wis 10, Cha 
  15 
  SQ quickness 
  Feats 
  Eschew 
  Materials, 
  Improved 
  InitiativeB, 
  Practiced Spellcaster, Silent Spell, Skill Focus 
  (concentration) 
  Skills Climb +12, Concentration +8, Hide +7, Listen 
  +0, Move Silently +3, Spellcraft +5, Spot +0 
  Possessions combat gear plus two spell component 
  pouches, cloak of charisma +2 
  Constrict (ex) A choker deals 1d3+3 points of 
  damage with a successful grapple check against a 
  large or smaller creature. Because it seizes its 
  victims by the neck, a creature in the choker’s 
  grasp cannot speak or cast spells with verbal 
  components. 
  Improved Grab (ex) To use this ability, a choker 
  must hit a large or smaller opponent with a tentacle 
  attack. It can then attempt a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. Chokers receive a +4 racial bonus on 
  grapple checks. 
  Quickness (su) Although not particularly dexterous, a 
  choker is supernaturally quick. It can take an extra 
  standard action or move action during its turn each 
  round. 
   
  S H AD O W W O R G 
  CR  5 
  Male or female shadow worg (advanced) Scout 1 
  NE Medium magical beast 
  Init +4; Senses Listen +9, Spot +9, Darkvision 60', 
  Lowlight Vision, See in Darkness, Scent 
  Languages Common, goblin, worg  
  AC 20, touch 14, flat-footed 16 (Dodge, Mobility) 
   (+4 Dex, +4 armor, +2 natural) 
  hp 66 (7 HD); fast healing 2 
  immune: evasion 
  weakness: light sensitive to daylight scroll 
  Resist ;Cold 12  
  Fort +9, Ref +12, Will +5 (evasion) 
  Speed 75 ft. in light armor (15 squares), base 
  movement 75 ft (15 squares) 
  Melee bite +12 (1d6+9)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 Atk Options Skirmish (+1d6), 
  Trip (+6) 
  Combat Gear none 
  Abilities Str 22, Dex 18, Con 17, Int 8, Wis 14, Cha 8 
  SQ Shadow Blend, trapfinding 
  Feats Dodge, Mobility, TrackSkillsHide +6, Listen +9, 
  Move Silently +14, Spot +9, Survival+3 (+7 
  Tracking) 
  Possessions combat gear plus studded leather 
  barding +1, cloak of resistance +1 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Trip (ex) A worg that hits with a bite attack can 
  attempt to trip the opponent (+6 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 worg. 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 1d6 damage. This extra 
  damage does not apply to creatures immune to 
  damage from critical hits 
   
  PAL8-04 A Flan for all Treasons 
   
  Page 9 
   
  
  7: THE VOICE OF THE FLAN (OPTION 1: 
  ASSASSINS) 
   
   
  T HRE AN  B E R M I N 
  CR  7 
  Male whisper gnome wizard (illusionist) 5/divine 
  oracle 2 
  NE Small humanoid (gnome) 
  Init +3; Senses Listen +3 Spot +3 
  Languages Common, Flan, gnome, draconic, goblin  
  AC 24, touch 14, flat-footed 21 (+4 Dodge vs. Giants) 
   (+3 Dex, +6 greater mage armor, +4 shield, +1 size) 
  hp 40 (7 HD)  
  Immune: Prescient Sense (evasion) 
  Fort +5, Ref +7, Will +9  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee spiked gauntlet +2 (1d3-2)  
  Ranged ranged touch +7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -3 Atk Options spells, spell like 
  abilities 
  Special Actions none 
  Combat Gear none 
  Wizard Spells Prepared (CL 7th): 
   4th—phantasmal killer (DC 19, x3) 
   3rd—major image (DC 18), haste, greater mage 
  armor �, dispel magic 
   2nd—invisibility (x2)�, glitterdust (DC 16), flaming 
  sphere (DC 16), dimension hop 
   1st—color spray (DC 16), familiar pocket�, magic 
  missile, hail of stone (DC 15), ebon eyes, 
  shield� 
   0th—detect 
  magic, 
  mage 
  hands, 
  mending, 
  message 
  �Already cast: greater mage armor, familiar 
  pocket, shield, invisibility 
   
  Illusionist 
  specialty 
  (banned 
  schools: 
  enchantment and necromancy) 
  Spell-Like Abilities (CL 1st): 
  1/day: 
   2nd—silence (must be centered on the whisper 
  gnome's body) 
   0th—ghost hand, mage hand, message 
  �Already cast:  
  Abilities Str 6, Dex 16, Con 16, Int 18, Wis 13, Cha 
  8SQ Gnome racial traits, Oracle Domain 
  Feats Earth Sense , Heighten SpellB, Scribe ScrollB, 
  Skill Focus (Knowledge (relgion)), Spell Focus 
  (Illusion) 
  Skills Bluff +3, Concentration +18, Hide +16, 
  Knowledge (arcana) +12, Knowledge (religion) 
  +15, Listen +3, Move Silently +8, Spellcraft +12, 
  Spot +3 
  Possessions combat gear plus spiked gauntlet, two 
  spell component pouches, spellbook, tunic of 
  steady casting, cloak of resistance +1, headband 
  of intellect +2, gloves of dexterity +2 
  Gnome Racial Traits (ex): +1 to hit kobolds and 
  goblinoids. 
   
  T O R A 
  CR  2 
  Female human (Flan) warlock 4 
  NE medium humanoid (human) 
  Init +3; Senses Listen -1, Spot -1; DV 60ft, See 
  Invisibility 
  Languages Common, Flan 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 armor) 
  hp 24 (4 HD) 
  Fort +3, Ref +5, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee spiked gauntlet +2 (1d4) 
  Ranged Touch Eldritch Blast +6 (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2  
  Atk Options Point Blank Shot (+1 to hit and damage 
  within 30’) 
  Combat Gear none 
  Spell-Like Abilities (CL 4th): 
   Least—Beguiling Influence�, Dark One’s Own 
  Luck�, See the Unseen� 
   Eldritch Blast (at will), 1st level spell equiv 
   Detect Magic (at will) 
  �Already cast 
  Abilities Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 
  13 
  SQ Deceive Item 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged spell) 
  Skills Bluff +14, Concentration +9, Diplomacy +9, 
  Intimidate +9, Knowledge (arcane) +6, Knowledge 
  (planes) +2, Spellcraft +4, Use Magic Device +8 
  Possessions combat gear plus chain shirt +1, spiked 
  gauntlet 
  Detect Magic (sp) A warlock can use detect magic at 
  will. His caster level is equal to his warlock level. 
  Deceive Item (Ex) When making a Use Magic Device 
  check, a warlock can take 10 even if distracted or 
  threatened. 
   
  Z AG RI D 
  CR  4 
  Male shadow hobgoblin dragon shaman 1/marshal 2 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +2; Senses Listen +3, Spot +3, Darkvision 60', 
  Lowlight Vision 
  Languages Common, draconic, goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 25 (3 HD); fast healing 2  
  Resist ;Cold 8  
  Fort +8, Ref +2, Will +4  
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +1 (1d4)  
  Ranged alchemical item +4 (+1 damage, +1 splash 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Atk Options alchemical weapons, Point Blank Shot 
  (+1 to hit and damage within 30’) 
  PAL8-04 A Flan for all Treasons 
   
  Page 10 
   
  
  Combat Gear alchemist fire (x2), acid flask (x2), oil 
  flask (x2) 
  Draconic Auras: 
   
  Energy Shield: Any creature striking you or your 
  ally with a natural attack or non-reach melee 
  weapon is dealt 2 points of electricity damage. 
   
  Toughness: DR 1/magic. 
   
  Vigor: fast healing 1, but only affects characters at 
  or below one half their full normal hit points. 
  Marshal Auras known: 
   minor —master of tactics (+2 to damage rolls when 
  Flanking) 
   
  major —motivate attack (+1 on melee attack rolls) 
  Abilities Str 10, Dex 15, Con 16, Int 12, Wis 8, Cha 
  15 
  SQ Shadow Blend, totem dragon, draconic aura 
  Feats Grenadier, Skill Focus (Diplomacy)B, Point 
  Blank Shot Skills Bluff +8, Craft (alchemy) +5, 
  Listen +3, Move Silently +10 Spellcraft +5, Spot +3 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, spiked gauntlet 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Draconic Auras (su) You can channel the mighty 
  powers of dragonkind to project an aura that grants 
  you and nearby alllies a special benefit 
   
  Projecting an aura is a swift action, and you can 
  only project one draconic aura at a time. An aura 
  remains in effect until you use a free ation to 
  dismiss it or your activate another aura in its place. 
  You can have a draconic aura continually; thus, an 
  aura can be in effect at the start of an encounter 
  even before you take your first action. 
   
  Unless otherwise noted, your draconic aura affects 
  all allies within 30 feet (including yourself) with line 
  of effect to you. Your aura is dismissed if you 
  become unconscious or slain, but otherwise it 
  remains in effect even if you are incapable of 
  acting. 
  Marshal Aura (ex) A 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 free action to dismiss it or activates 
  another aura of the same kind (minor or major). A 
  marshal can have an aura active continually, thus 
  an aura can be effect at the start of a combat 
  encounter even before the marshal takes a turn. 
   
  A marshal's aura effects all allies in 60 feet 
  (including himself) who can hear the marshal. An 
  ally must have an Intelligence score of 3 or higher 
  and be able to understand the marshal's language 
  to gain the bonus. A marshal's aura is dismissed if 
  he is dazed, unconscious, stunned, paralyzed or 
  otherwise unable to be heard or understood by his 
  allies. 
   
  U R-F L AN  I N F I LT R AT O R S 
  CR  2 
  Male human (Flan) rogue 1/hexblade 1 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 15 (2 HD) 
  Fort +1, Ref +3, Will +1 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +4 (1d8+2  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options none 
  Special Attacks:  sneak attack +1d6 
  Combat Gear shock capsule (1), fire capsule (2) 
  Abilities Str 15, Dex 13, Con 12, Int 10, Wis 8, Cha 
  14Feats Power Attack, Cleave   
  Skills  Bluff +7, Disguise +6, Forgery +6 Gather 
  Information +6, Intimidate +7, Knowledge (local 
  [NMR]) +4, Listen +3, Sleight of Hand , Spot 
  +3Possessions combat gear plus chain shirt 
  armor, masterwork heavy mace, sap, dagger, 
  masterwork light steel shield, pholtan holy symbol, 
  pholtan papers (forged), triple weapon capsule 
  retainer, 5 shock capsules, 5 fire capsules 
  Hexblade Curse (Su) Once per day as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 
  60ft. The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for one hour. A 
  successful Will save (DC 12) negates this effect.  
   
  7: THE VOICE OF THE FLAN (OPTION 2: 
  CAPTURE THE VOICE) 
   
   
  T H E  V O I C E  O F T H E  F L AN 
  CR  6 
  Male Human (Flan) bard 5/evangelist 1 
  NG Medium humanoid (human) 
  Init +0; Senses Listen +3 Spot +3 
  Languages Common, Flan, draconic 
  AC 13, touch 10, flat-footed 13 
   (+0 Dex, +3 armor) 
  hp 31 (6 HD)  
  Fort +2, Ref +4, Will +9  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee quarterstaff +2 (1d6)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Atk Options bard song (5/day) 
  Special Actions none 
  Combat Gear wand of cure critical wounds [10 
  charges] 
  Bard Spells Known (CL 6th);  
   2nd (2/day)—cure moderate wounds, tongues, 
  whispering wind 
   1st (4/day)—cure light wounds, charm person, 
  inspirational boost, remove fear 
   0 (3/day)—detect magic, light, mage hand, 
  mending, message, prestidigitation 
  �Already cast – 
  PAL8-04 A Flan for all Treasons 
   
  Page 11 
   
  
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 16, Cha 
  15SQ Bardic Knowledge +9 
  Feats 
  Lingering 
  Song, 
  Negotiator, 
  Practiced 
  Spellcaster, Skill Focus (Diplomacy) 
  Skills Bluff +14, Concentration +1, Diplomacy +25, 
  Gather Information +10, Intimidate +10, Knowledge 
  (arcana) +7, Knowledge (history) +3, Knowledge 
  (local [NMR]) +7, Knowledge (nobility/royalty) +7, 
  Knowledge (religion) +3, Listen +3, Perform 
  (oratory) +14 Sense Motive +12, Spellcraft +9, 
  Spot +3 
  Possessions combat gear plus masterwork studded 
  leather, quarterstaff, two spell component pouches, 
  pholtan holy symbol, circlet of persuasion, cloak of 
  charisma +2 
  Great Orator (su): Evangelist levels stack with bard 
  levels for determining the strength (but not the 
  types of) bardic songs available.  
   
  inspire hope: This ability gives the evangelist and 
  all allies who can hear his oratory a +4 sacred 
  bonus on Will saves. Activating this ability requires 
  a full-round action and requires a concentration 
  each round to maintain the effect. The effect lasts 
  as long as the evangelist speaks and for three 
  rounds thereafter. Inspire hope is a mind-affecting 
  ability. 
   
  F L AN B O DY G U AR D 
  CR  5 
  Male Human duskblade 5 
  TN Medium humanoid (human) 
  Init +3; Senses Listen +1 Spot +1 
  Languages Common, Flan 
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +5 armor, +2 shield) 
  hp 37 (5 HD)  
  Fort +7, Ref +5, Will +6  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee masterwork elven thinblade +10 (1d8/18-20)  
   
  Or spiked gauntlet +8 (1d4) 
  Ranged ranged touch +8 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Atk Options quick cast 
  Special Actions arcane channelling 
  Combat Gear none 
  Duskblade Spells Known (CL 5th);  
  2nd (3/day)—touch of idiocy 
  1st (6/day)—color spray (DC 12), obscuring mist, 
  magic weapon, ray of enfeeblement, shocking 
  grasp, swift expeditious retreat 
   0 (6/day)—disrupt undead, touch of fatigue 
  �Already cast – 
  Abilities Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 
  8SQ arcane attunement, armored mage 
  Feats Combat CastingB, Exotic Weapon Proficiency 
  (elven thinblade), Weapon Finesse, Weapon Focus 
  (elven thinblade)  
  Skills 
  Concentration 
  +10 
  (+14 
  defensively), 
  Knowledge (arcana) +9, Listen +1, Sense Motive 
  +9, Spellcraft +11, Spot +1 
  Possessions combat gear plus two spell component 
  pouches, masterwork elven thinblade, spiked 
  gauntlet, mithril chain shirt+1, buckler+1, cloak of 
  resistance +1 
  Armored Mage (Light, medium) (ex) A duskblade's 
  limited focus and specialized training allow him to 
  avoid arcane spell failure so long as he wears 
  medium armor and light shields. This ability does 
  not apply to spellcasting granted by another class.  
  Arcane Attunement (sp) A duskblade can use the 
  spell like powers dancing lights, detect magic, flare, 
  ghost sound and read magic a combined total of 3 
  times per day.  
  Arcane channeling (su) A duskblade can use a 
  standard action to deliver any touch spell known 
  and deliver the spell through his melee attack. 
  Casting a spell in this manner does not provoke an 
  attack of opportunity. The spell must have a 
  casting time of one standard action or less. If the 
  melee attack is successful, the attack deals 
  damage normally, then the effect of the spell is 
  resolved.  
  Quick cast (su) A duskblade can cast one spell per 
  day as a swift action, as long as its casting time is 
  one standard action or less. 
   
  7: THE VOICE OF THE FLAN (OPTION 3: 
  ANGRY MOB / RESCUE THE MILITIA) 
   
   
  M O B  I N S T I G AT O R 
  CR  6 
  Male human beguiler 6  
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1 Spot -1 
  Languages Common, Flan, goblin  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 mage armor) 
  hp 31 (6 HD)  
  Fort +4, Ref +6, Will +5  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee club or tool +3 (1d6+0)  
  Ranged ranged touch +6 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Atk Options none 
  Special 
  Actions 
  surprise 
  casting, 
  unsettling 
  enchantment 
  Combat Gear none 
  Beguiler Spells Known (CL 6th): 
   3rd (2/day)—deep slumber (DC 17), dispel magic, 
  displacement, glibness, haste, hold person (DC 
  17), major image (DC 15), slow (DC 15), 
  suggestion (DC 17) 
   2nd (3/day)—blinding color surge (DC 14), blur, 
  daze monster (DC 16), fog cloud, glitterdust (DC 
  14), invisibility, silence (DC 14), touch of idiocy 
   1st (6/day)—charm person (DC 15), color spray 
  (DC 14), disguise self (DC 13), expeditious 
  retreat, mage armor, sleep (DC 15), undetectable 
  alignment, ventriloquism 
  PAL8-04 A Flan for all Treasons 
   
  Page 12 
   
  
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sounds, message, open/close, read magic 
  �Already cast –mage armor, undetectable alignment 
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 8, Cha 
  12SQ advanced learning, armored mage, cloaked 
  casting 
  Feats Silent SpellB, Skill Focus (concentration), Spell 
  Focus 
  (enchantment), 
  Greater 
  Spell 
  Focus 
  (enchantment) Unsettling Enchantment 
  Skills Balance +12, Bluff +10, Concentration +13, 
  Diplomacy +14, Disguise +12, Knowledge (arcana) 
  +11, Listen -1, Sense Motive +8, Spellcraft +13, 
  Spot -1, Tumble +12 
  Possessions combat gear plus two spell component 
  pouches, club or tool, cloak of resistance +1 
   
  Advanced Learning (Ex): At 3rd level, you can 
  add a new spell to your list, representing the result of 
  personal study and experimentation. The spell must 
  be a sorcerer/wizard spell of the enchantment or 
  illusion school and of a level no higher than that of the 
  highest-level spell you already know. Once a new 
  spell is selected, it is forever added to your spell list 
  and can be cast just like any other spell on your list. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause your spells to fail if those spells have 
  a somatic component. A beguiler’s limited focus and 
  specialized training, however, allow you to avoid any 
  chance of arcane spell failure as long as you restrict 
  yourself to light armor. This training does not extend 
  to any other form of armor, nor does this ability apply 
  to spells gained from other spellcasting classes.  
   
  Cloaked Casting (Ex): Starting at 2nd level, a 
  beguiler’s spells become more effective when cast 
  against an unwary foe. You gain a +1 bonus to the 
  spell’s save DC when you cast a spell that targets any 
  foe who would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not). 
   
  Surprise Casting (Ex): Starting at 2nd level, 
  when you successfully use the Bluff skill to feint in 
  combat, your target is denied its Dexterity bonus (if it 
  has one) to AC for the next melee attack you make 
  against it or the next spell you cast. You must remain 
  in melee with the target, and the attack must be made 
  or the spell cast on or before your next turn. The 
  target is not considered flat-footed and therefore can 
  make attacks of opportunity against you if you do not 
  cast defensively. 
   
  At 6th level, you gain the ability to feint in combat 
  as a move action instead of a standard acion. If you 
  have the Improved Feint feat, you can now feint in 
  combat as a swift action. 
   
  Unsettling Enchantment (Ex): Any foe required 
  to save against an enchantment spell you cast takes 
  a -2 penalty on attack rolls and to AC for 1 round, 
  regardless of the result of the save. This is a mind-
  affecting effect. 
   
   
   
   
  PAL8-04 A Flan for all Treasons 
   
  Page 13 
   
  
  APL 8 
  4: SHADOWS IN THE NIGHT 
   
   
  S Z AR G 
  CR  6 
  Male shadow hobgoblin dragonfire adept 5 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +3; Senses Listen +8, Spot +8, Darkvision 60', 
  Lowlight Vision, See Invisibility 
  Languages Common, draconic, goblin  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +2 natural, +3 armor, +1 shield) 
  hp 40 (5 HD); fast healing 2  
  Immune ;Evasion 
  Resist ;Cold 10  
  Fort +9, Ref +5, Will +4 (+1 vs. paralysis and sleep) 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +3 (1d4+1)  
  Ranged light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3  
  Atk Options Breath Weapon, Entangling Breath 
  Combat Gear potion of gaseous form 
  Draconic Invocations (CL 5th):Arcane spell failure 
  (20%) 
   3rd—Endure Exposure (Least) � 
   2nd—See the Unseen (Least) � 
  �Already cast 
  Abilities Str 13, Dex 16, Con 18, Int 12, Wis 8, Cha 
  10 
  SQ Shadow Blend 
  Feats Ability Focus (breath weapon) DragontouchedB, 
  Entangling Exhalation  
  Skills Knowledge (arcana) +9, Listen +8, Move 
  Silently +13, Spellcraft +11, Spot +8, Use Magic 
  Device +8 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, light crossbow, spiked 
  gauntlet, Cloak of resistance +1 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Breath Weapon (su) A Dragonfire Adept can use a 
  breath weapon at will as a standard action. Each 
  time it is used, it can be in the shape of a 15-foot 
  cone or a 30-foot line. This breath weapon deals 
  3d6 points of fire damage; a successful Reflex 
  save (DC 18) halves the damage. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone of cold. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone that slows (per the spell) all creatures in 
  the area for 2 rounds. A successful Fortitude save 
  reduces the duration to 1 round. Multiple uses do 
  not stack, but rather extend the duration. This 
  effect can only be applied to a cone-shaped breath 
  weapon. 
  DragonKin (ex) A dragonfire adept gains a +4 
  competence bonus on Diplomacy checks made to 
  influence the attitude of dragons or creatures of the 
  dragonblood subtype. She is treated as a dragon 
  for the purpose of determining whether frightful 
  presence can effect you. 
  Entangling Exhalation: When you use your breath 
  weapon, you can choose to enmesh all creatures 
  in its area instead of producing its normal effect. 
  Your breath weapon deals only half its normal 
  damage; however, any creature that takes damage 
  from your breath weapon becomes entangled and 
  takes an extra 1d6 points of damage, of the same 
  energy type as normally dealt by your breath 
  weapon, each round at the start of your turn. This 
  effect lasts for 1d4 rounds. If your breath weapon 
  doesn’t deal energy damage, creatures damaged 
  by the initial breath are still entangledbut don’t take 
  additional damage on later rounds. 
   
  T O R A 
  CR  6 
  Female human (Flan) warlock 6 
  NE medium humanoid (human) 
  Init +3; Senses Listen -1, Spot -1; DV 60ft, See 
  Invisibility 
  Languages Common, Flan 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 36 (6 HD); DR 1/ cold iron 
  Fort +5, Ref +5, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee spiked gauntlet +3 (1d4) 
  Ranged Touch Eldritch Blast +7 (3d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Atk Options Point Blank Shot (+1 to hit and damage 
  within 30’), Empower (eldritch blast) 3/day 
  Combat Gear wand of lightning bolt (CL 10th, 10 
  charges) 
  Spell-Like Abilities (CL 6th): 
   Lesser—Flee the scene 
   Least—Beguiling Influence�, Dark One’s Own 
  Luck�, See the Unseen� 
   Eldritch Blast (at will), 1st level spell equiv 
   Detect Magic (at will) 
  �Already cast 
  Abilities Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 
  13SQ Deceive Item, Immune to Szarg’s breath 
  weapon 
  Feats Empower Spell-Like Ability (Eldritch blast), 
  Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged spell) 
  Skills Bluff +16, Concentration +11, Diplomacy +9, 
  Intimidate +9, Knowledge (arcane) +6, Knowledge 
  (planes) +3, Spellcraft +5, Use Magic Device +10 
  Possessions combat gear plus chain shirt +1, spiked 
  gauntlet 
  PAL8-04 A Flan for all Treasons 
   
  Page 14 
   
  
  PAL8-04 A Flan for all Treasons 
   
  Page 15 
   
  Detect Magic (sp) A warlock can use detect magic at 
  will. His caster level is equal to his warlock level. 
  Deceive Item (Ex) When making a Use Magic Device 
  check, a warlock can take 10 even if distracted or 
  threatened. 
   
  U R-F L AN  S O L DI E R  
  CR  4 
  Male human (Flan) swashbuckler 2/fighter 2 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages common, Flan 
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 36 (4 HD)  
  Fort +8, Ref +4, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee masterwork spiked chain +9 (2d4) 
   Or spiked gauntlet +7 (1d4)Ranged dagger (thrown) 
  +7 (1d4/19-20)Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options disarm (+19) 
  Combat Gear none 
  Abilities Str 10, Dex 16, Con 14 Int 13, Wis 12, Cha 
  8SQ Immune to Szarg’s breath weapon 
  Feats 
  Combat 
  ExpertiseB, 
  Combat 
  ReflexesB, 
  Improved Disarm, Exotic Weapon Proficiency 
  (spiked chain), Weapon , Weapon Focus (spiked 
  chain) 
  SkillsBalance +10, Bluff +4, Diplomacy +5, Escape 
  Artist +8, Intimidate +7, Jump +8, Listen +1, Spot 
  +1, Tumble +12 
  Possessions combat gear plus masterwork studded 
  leather, masterwork spiked chain, spiked gauntlet, 
  throwing dagger (x2) 
   
  5: THERE’S ALWAYS A CAVE 
   
   
  U R T H A 
  CR  9 
  Female choker sorcerer 8 
  CE Small aberration 
  Init +7; Senses Listen +0, Spot +0, Darkvision 60', 
  See in Darkness 
  Languages Common, Flan, goblin 
  AC 22, touch 14, flat-footed 19 
   (+3 Dex, +4 mage armor, +1 size, +4 natural) 
  hp 76 (11 HD);  
  weakness: light sensitive to daylight scroll 
  Fort +6, Ref +6, Will +9 
  Speed 20 ft. (4 squares), base movement 20 ft (4 
  squares); Climb 10 ft (2 squares) 
  Melee (2) tentacles +10 (1d3+3)  
  Ranged ranged touch +10 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +6/1; Grp +9 Atk Options spells, constrict, 
  improved grab 
  Special Actions quickness, metamagic feats 
  Combat Gear none 
  Sorceror Spells Known (CL 11th): 
   4th (3/day)—enervation 
   3rd (5/day)—dispel magic, mass snake’s swiftness 
   2nd (7/day)—dimension hop, glitterdust (DC 14), 
  scorching ray (2 rays, 4d6 each) 
   1st (7 [6 left] /day)—mage armor�, magic missile 
  (5d4+5), ray of enfeeblement (1d6+5), shield, 
  true strike 
   0th 
  (6/day)—detect 
  magic, 
  read 
  magic, 
  prestidigitation, open/close, mage hand, mending 
  �Already cast 
  Abilities Str 16, Dex 17, Con 16, Int 6, Wis 10, Cha 
  15 
  SQ quickness 
  Feats 
  Eschew 
  Materials, 
  Improved 
  InitiativeB, 
  Practiced Spellcaster, Silent Spell, Skill Focus 
  (concentration) 
  SkillsClimb +12, Concentration +10, Hide +7, Listen 
  +0, Move Silently +3, Spellcraft +5, Spot +0 
  Possessions combat gear plus cloak of charisma +2 
  Constrict (ex) A choker deals 1d3+3 points of 
  damage with a successful grapple check against a 
  large or smaller creature. Because it seizes its 
  victims by the neck, a creature in the choker’s 
  grasp cannot speak or cast spells with verbal 
  components. 
  Improved Grab (ex) To use this ability, a choker 
  must hit a large or smaller opponent with a tentacle 
  attack. It can then attempt a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. Chokers receive a +4 racial bonus on 
  grapple checks. 
  Quickness (su) Although not particularly dexterous, a 
  choker is supernaturally quick. It can take an extra 
  standard action or move action during its turn each 
  round. 
   
  S H AD O W W O R G 
  CR  7 
  Male or female shadow worg (advanced) scout 2 
  NE Large magical beast 
  Init +4; Senses Listen +12, Spot +12, Darkvision 60', 
  Lowlight Vision, See in Darkness, Scent 
  Languages Common, goblin, worg  
  AC 20, touch 12, flat-footed 17 (Dodge, Mobility) 
   (-1 size, +3 Dex, +4 armor, +4 natural) 
  hp 105 (9 HD); fast healing 2  
  immune: evasion 
  weakness: light sensitive to daylight scroll 
  Resist ;Cold 14  
  Fort +15, Ref +14, Will +7; Evasion 
  Speed 75 ft. in light armor (15 squares), base 
  movement 75 ft (15 squares) 
  Melee bite +17 (1d8+15)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +22  
  Atk Options Skirmish (+1d6), Trip (+14); Spring 
  Attack 
  Combat Gear none 
  Abilities Str 30, Dex 16, Con 22, Int 8, Wis 14, Cha 8 
  SQ Battle Fortitude, Shadow Blend, trapfinding 
  Feats Dodge, Mobility, Spring Attack, Track Skills 
  Hide +1, Listen +12, Move Silently +13, Spot +12, 
  Survival+5 (+9 Tracking) 
  
  Possessions combat gear plus studded leather 
  barding +1, cloak of resistance +1 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Trip (ex) A worg that hits with a bite attack can 
  attempt to trip the opponent (+14 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 worg. 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 1d6 damage. This extra 
  damage does not apply to creatures immune to 
  damage from critical hits 
   
  7: THE VOICE OF THE FLAN (OPTION 1: 
  ASSASSINS) 
   
   
  T HRE AN  B E R M I N 
  CR  9 
  Male whisper gnome wizard (illusionist) 5/divine 
  oracle 2/shadowcraft mage 2 
  NE Small humanoid (gnome) 
  Init +3; Senses Listen +3 Spot +3 
  Languages Common, Flan, gnome, draconic, goblin  
  AC 28, touch 14, flat-footed 25 (+4 Dodge vs. Giants) 
   (+3 Dex, +6 greater mage armor, +1 size, +4 dragon 
  skin, +4 shield) 
  Miss chance: cloak of shadow 25% 
  hp 54 (9 HD)  
  Resist: Electricity 30, Fire 30, Acid 10 
  Immune: Prescient Sense (evasion) 
  Fort +7, Ref +8, Will +13  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee spiked gauntlet +3 (1d3-2)  
  Ranged ranged touch +8 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -2 Atk Options spells, spell like 
  abilities, silent illusions 
  Special Actions none 
  Combat Gear none 
  Wizard Spells Prepared (CL 9th): 
   5th—heightened phantasmal killer (CL 10th, DC 
  22), heightened shadow evocation (CL 10th, DC 
  22), persistent image (DC 22) � 
   4th—greater invisibility, phantasmal killer (DC 20) 
  x2, heart of earth�) 
   3rd—heightened phantasmal assailants (CL 10th, 
  DC 20), haste, greater mage armor�, dispel 
  magic, dragon skin � 
   2nd—invisibility�, glitterdust (DC 17), flaming 
  sphere (DC 17), dimension hop, resist energy 
  (x2) �� 
   1st—color spray (DC 17), familiar pocket, shield� 
  magic missile (x2), hail of stone (DC 16), ebon 
  eyes 
   0th—detect 
  magic, 
  mage 
  hands, 
  mending, 
  message 
  �Already cast: 
   
  Illusionist 
  specialty 
  (banned 
  schools: 
  enchantment and necromancy) 
  Spell-Like Abilities (CL 1st): 
  1/day: 
   2nd—silence (must be centered on the whisper 
  gnome's body) 
   0th—ghost hand, mage hand, message 
  �Already cast 
  Abilities Str 6, Dex 16, Con 18, Int 21, Wis 13, Cha 
  8SQ Gnome racial traits, Oracle Domain, Cloak of 
  shadow, silent illusion 
  Feats Earth Sense , Earth Spell, Heighten SpellB, 
  Scribe ScrollB, Skill Focus (Knowledge (relgion)), 
  Spell Focus (Illusion) 
  Skills Bluff +3, Concentration +21, Hide +24, 
  Knowledge (arcana) +17,Knowledge (religion) +16, 
  Listen +3, Move Silently +8, Spellcraft +15, Spot 
  +3Possessions combat gear plus spiked gauntlet, 
  two spell component pouches, spellbook, tunic of 
  steady casting, cloak of resistance +2, headband 
  of intellect +4, gloves of dexterity +2, amulet of 
  health +2 
  Gnome Racial Traits (ex): +1 to hit kobolds and 
  goblinoids. 
  Cloak of Shadow (su): A shadowcraft mage can 
  cloak her form in shifting shadows. This ability 
  provides 
  her 
  with 
  a 
  variable 
  amount 
  of 
  concealment depending on her level. While her 
  cloak of shadow is active, attacks against a 
  shadowcraft mage have a miss chance of 25%. 
  Darkvision and low-light vision offer no help in 
  piercing the cloak of shadow, although any 
  creature that can see in magical darkness can 
  ignore the miss chance, as can a creature with true 
  seeing. Shadowcraft mage can dismiss or resume 
  this effect as a free action. While her cloak of 
  shadow is active, a shadowcraft mage can make a 
  Hide check as if she had concealment. 
   
  Cloak of shadow doesn't function in daylight, and it 
  is the equivalent of a 3rd level darkness effect for 
  the purpose of interaction with light spells. 
  Silent Illusion (ex): All spells from the illusion school 
  that a shadowcraft mage casts no longer have a 
  verbal component, as if the Silent Spell feat had 
  been applied to them. The levels and casting times 
  of these illusions do not change. If a shadowcraft 
  mage casts an illusion spell that can't be affected 
  by the Silent Spell feat, this ability has no effect on 
  those spells. 
   
  V E L L 
  CR  3 
  Female human cleric 6 (nerull) 
  NE Medium humanoid (human) 
  Init -1; Senses Listen +3 Spot +3 
  Languages Common, Flan, goblin  
  AC 15, touch 9, flat-footed 15 
   (-1 Dex, +4 armor, +2 shield) 
  hp 40 (6 HD)  
  PAL8-04 A Flan for all Treasons 
   
  Page 16 
   
  
  Fort +8, Ref +2, Will +10  
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft (6 squares) 
  Melee spiked gauntlet +4 (1d4+0)  
  Ranged light crossbow +3 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options Turn Undead (+3, 2d6+7) 
  Special Actions Death Domain power 
  Combat Gear  
  Cleric Spells Prepared (CL 6th): 
   3rd—(D) invisibility, insignia of healing (x2), prayer 
   2nd—(D) invisibility�, silence, close wound (x2), 
  cure moderate wounds 
   1st—(D) disguise self�, bless, cause fear, ebon 
  eyes, resurgence 
   0—cure minor wounds (x3), detect magic, detect 
  poison, mending,  
  D: Domain spell. Deity: Nerull. Domains: Death, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 8, Con 13, Int 14, Wis 16, Cha 
  12SQ  
  Feats Augment Healing, Craft Wondrous Item, Scribe 
  Scroll, Skill Focus (concentration) 
  Skills Bluff +13, Concentration +13, Diplomacy +11, 
  Disguise +6 (+16 with spell, Heal +7, Knowledge 
  (religion) +11, Listen +3, Spellcraft +11, Spot 
  +3Possessions combat gear plus chain mail, 
  heavy wooden shield, two holy symbols, pholtan 
  holy symbol, two spell component pouches, heavy 
  mace, spiked gauntlet, circlet of persuasion 
  Death Domain (su) Once per day you can make a 
  melee touch attack against a living creature. Roll 
  6d6, if the amount equals or exceeds the target's 
  current hit points, it dies (no save). 
   
  Z AG RI D 
  CR  6 
  Male shadow hobgoblin dragon shaman 3/marshal 2 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +2; Senses Listen +3, Spot +3, Darkvision 60', 
  Lowlight Vision 
  Languages Common, draconic, goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 42 (5 HD); fast healing 2  
  Immune: Evasion 
  Resist ;Cold 10  
  Fort +9, Ref +3, Will +5; Evasion  
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +3 (1d4)  
  Ranged alchemical item +6(+1 damage, +1 splash 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Atk Options alchemical weapons, Point Blank Shot 
  (+1 to hit and damage within 30’) 
  Combat Gear alchemist fire (x4), acid flask (x4), oil 
  flask (x10) 
  Draconic Auras: 
   
  Energy Shield: Any creature striking you or your 
  ally with a natural attack or non-reach melee 
  weapon is dealt 2 points of electricity damage. 
   
  Toughness: DR 1/magic. 
   
  Vigor: fast healing 1, but only affects characters at 
  or below one half their full normal hit points. 
   
  Presence: +1 bonus on bluff, diplomacy, and 
  intimidate rolls 
  Marshal Auras known: 
   minor —master of tactics (+4 to damage rolls when 
  Flanking) 
   
  major —motivate attack (+1 on melee attack rolls) 
  Spell-Like Abilities (CL 3rd): 
  At will: 
   2nd—ventriloquism (DC 16) 
  Abilities Str 10, Dex 15, Con 16, Int 12, Wis 8, Cha 
  18SQ Shadow Blend, totem dragon (blue), 
  draconic aura, marshal auras, draconic adaptation 
  (blue) 
  Feats Grenadier, Skill Focus (Bluff)B, Skill Focus 
  (Diplomacy)B, 
  Point 
  Blank 
  Shot 
  SkillsBluff 
  +15,Craft (alchemy) +7, Listen +3, Move Silently 
  +10, Spellcraft +7, Spot +3Possessions combat 
  gear plus masterwork studded leather, masterwork 
  buckler, spiked gauntlet, cloak of charisma +2, 
  heward's handy haversack 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Draconic Auras (su) You can channel the mighty 
  powers of dragonkind to project an aura that grants 
  you and nearby alllies a special benefit 
   
  Projecting an aura is a swift action, and you can 
  only project one draconic aura at a time. An aura 
  remains in effect until you use a free ation to 
  dismiss it or your activate another aura in its place. 
  You can have a draconic aura continually; thus, an 
  aura can be in effect at the start of an encounter 
  even before you take your first action. 
   
  Unless otherwise noted, your draconic aura affects 
  all allies within 30 feet (including yourself) with line 
  of effect to you. Your aura is dismissed if you 
  become unconscious or slain, but otherwise it 
  remains in effect even if you are incapable of 
  acting. 
  Marshal Aura (ex) A 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 free action to dismiss it or activates 
  another aura of the same kind (minor or major). A 
  marshal can have an aura active continually, thus 
  an aura can be effect at the start of a combat 
  encounter even before the marshal takes a turn. 
   
  A marshal's aura effects all allies in 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 
  PAL8-04 A Flan for all Treasons 
   
  Page 17 
   
  
  otherwise unable to be heard or understood by his 
  allies. 
  Draconic Adaptation (su): you gain an ability 
  specific to your dragon totem 
   
   
  U R-F L AN  I N F I LT R AT O R S 
  CR  4 
  Male human (Flan) rogue 2/hexblade 2 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 27 (4 HD) 
  Immune: evasion 
  Fort +2, Ref +5, Will +3 (+2 vs. spells and spell like 
  abilities) 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +8 (1d8+3Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6  
  Atk Options none 
  Special Attacks: sneak attack +1d6 
  Combat Gear shock capsule (1), fire capsule (2) 
  Abilities Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 
  14SQ: arcane resistance 
  Feats Power Attack, Cleave, Weapon Focus (mace) 
  Skills Bluff +9, Disguise +11, Forgery +5, Gather 
  Information +9, Intimidate +11, Knowledge (local 
  [NMR]) +5, Listen +3, Sleight of Hand +7, Spot +3 
  Possessions combat gear plus chain shirt armor, 
  masterwork heavy mace, sap, dagger, masterwork 
  light steel shield, pholtan holy symbol, pholtan 
  papers (forged), triple weapon capsule retainer, 5 
  shock 
  capsule, 
  4 
  fire 
  capsule, 
  cloak 
  of 
  resistance+1,  
  Hexblade Curse (Su) Once per day as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 
  60ft. The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for one hour. A 
  successful Will save (DC 12) negates this effect.  
   
  7: THE VOICE OF THE FLAN (OPTION 2: 
  CAPTURE THE VOICE) 
   
   
  T H E  V O I C E  O F T H E  F L AN 
  CR  8 
  Male Human (Flan) bard 5/evangelist 3 
  NG Medium humanoid (human) 
  Init +0; Senses Listen +3 Spot +3 
  Languages Common, Flan, draconic 
  AC 13, touch 10, flat-footed 13 
   (+0 Dex, +3 armor) 
  hp 42 (8 HD)  
  Fort +5, Ref +7, Will +12  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee quarterstaff +4 (1d6)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4  
  Atk Options bard song (5/day), great orator 
  Special Actions none 
  Combat Gear wand of cure critical wounds [10 
  charges] 
  Bard Spells Known (CL 8th);  
   2nd (2/day)—cure moderate wounds, tongues, 
  whispering wind 
   1st (4/day)—cure light wounds, charm person, 
  inspirational boost, remove fear 
   0 (3/day)—detect magic, light, mage hand, 
  mending, message, prestidigitation 
  �Already cast – 
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 16, Cha 
  16SQ Bardic Knowledge +9, fast talker 
  Feats 
  Lingering 
  Song, 
  Negotiator, 
  Practiced 
  Spellcaster, Skill Focus (Diplomacy)  
  Skills Bluff +17, Concentration +1, Diplomacy +28, 
  Gather Information +11, Intimidate +17, Knowledge 
  (arcana) +7, Knowledge (history) +7, Knowledge 
  (local [NMR]) +10, Knowledge (nobility/royalty) +7, 
  Knowledge (religion) +7, Listen +3, Perform 
  (oratory) +17, Sense Motive +14, Spellcraft +9, 
  Spot +3 
  Possessions combat gear plus masterwork studded 
  leather, quarterstaff, two spell component pouches, 
  pholtan holy symbol, circlet of persuasion, cloak of 
  charisma +2, vest of resistance +2 
  Great Orator (su): Evangelist levels stack with bard 
  levels for determining the strength (but not the 
  types of) bardic songs available.  
   
  inspire hope: This ability gives the evangelist and 
  all allies who can hear his oratory a +4 sacred 
  bonus on Will saves. Activating this ability requires 
  a full-round action and requires a concentration 
  each round to maintain the effect. The effect lasts 
  as long as the evangelist speaks and for three 
  rounds thereafter. Inspire hope is a mind-affecting 
  ability. 
   
  Inflame the righteous: This ability wreathes the 
  evangelist and all allies within 30 feet in divine 
  flame. Each beneficiary of this ability gains the 
  benefit of a fire shield spell, with a caster level of 8. 
  The damage caused by the spell is purely divine 
  and not subject to fire resistance or immunity.  
   
  This oratory requires a full round action to perform 
  and concentration each round to continue the 
  effect. The effect lasts as long as the evangelist 
  speaks and for three rounds thereafter. 
  Fast Talk (ex): The evangelist can make a rushed 
  Diplomacy check with only a -5 penalty (instead of 
  the standard -10).  
   
  F L AN B O DY G U AR D 
  CR  7 
  Male Human duskblade 7 
  TN Medium humanoid (human) 
  Init +4; Senses Listen +1 Spot +1 
  Languages Common, Flan 
  AC 22, touch 14, flat-footed 18 
   (+4 Dex, +5 armor, +3 shield) 
  hp 52 (7 HD)  
  Fort +8, Ref +7, Will +7  
  PAL8-04 A Flan for all Treasons 
   
  Page 18 
   
  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee masterwork elven thinblade +13/+8 (1d8/18-
  20)  
   
  Or spiked gauntlet +11/+6 (1d4) 
  Ranged ranged touch +11Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7  
  Atk Options quick cast 
  Special Actions arcane channelling 
  Combat Gear none 
  Duskblade Spells Known (CL 7th);  
  2nd (5/day)—scorching ray (2 rays, 4d6 each), see 
  invisibility, touch of idiocy 
  1st (6/day)—color spray (DC 12), obscuring mist, 
  magic weapon, ray of enfeeblement, shocking 
  grasp, swift expeditious retreat 
   0 (6/day)—disrupt undead, touch of fatigue 
  �Already cast – 
  Abilities Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 
  8SQ arcane attunement, armored mage, spell 
  power 
  Feats Close Quarters Fighting, Combat CastingB, 
  Exotic Weapon Proficiency (elven thinblade), 
  Weapon Finesse, Weapon Focus (elven thinblade)  
  Skills 
  Concentration 
  +12 
  (+16 
  defensively, 
  Knowledge (arcana) +11, Listen +1, Sense Motive 
  +11, Spellcraft +13, Spot +1Possessions combat 
  gear 
  plus 
  two 
  spell 
  component 
  pouches, 
  masterwork elven thinblade, spiked gauntlet, mithril 
  chain shirt+1, mithril heavy steel shield+1, cloak of 
  resistance +1, gloves of dexterity +2 
  Armored Mage (Light, medium) (ex) A duskblade's 
  limited focus and specialized training allow him to 
  avoid arcane spell failure so long as he wears 
  medium armor and light or medium shields. This 
  ability does not apply to spellcasting granted by 
  another class.  
  Arcane Attunement (sp) A duskblade can use the 
  spell like powers dancing lights, detect magic, flare, 
  ghost sound and read magic a combined total of 3 
  times per day.  
  Arcane channeling (su) A duskblade can use a 
  standard action to deliver any touch spell known 
  and deliver the spell through his melee attack. 
  Casting a spell in this manner does not provoke an 
  attack of opportunity. The spell must have a 
  casting time of one standard action or less. If the 
  melee attack is successful, the attack deals 
  damage normally, then the effect of the spell is 
  resolved.  
  Quick cast (su) A duskblade can cast one spell per 
  day as a swift action, as long as its casting time is 
  one standard action or less. 
  Spell Power (ex): you can more easily overcome the 
  spell resistance of any opponent you successfully 
  injure with a melee attack. If you have injured an 
  opponent with a melee attack, you gain a +2 bonus 
  on your caster level check to overcome spell 
  resistance for the remainder of the encounter. 
   
  7: THE VOICE OF THE FLAN (OPTION 3: 
  ANGRY MOB / RESCUE THE MILITIA) 
   
   
  M O B  I N S T I G AT O R 
  CR  8 
  Male human beguiler 8  
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1 Spot -1 
  Languages Common, Flan, goblin  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 mage armor) 
  hp 48 (8 HD)  
  Fort +5, Ref +6, Will +6  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee club or tool +4 (1d6+0)  
  Ranged ranged touch +7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options none 
  Special 
  Actions 
  surprise 
  casting, 
  unsettling 
  enchantment 
  Combat Gear none 
  Beguiler Spells Known (CL 8th): 
   4th (2/day)—charm monster (DC 18), confusion 
  (DC 18), crushing despair (DC 18), freedom of 
  movement, greater invisibility, solid fog 
   3rd (3/day)—deep slumber (DC 17), dispel magic, 
  displacement, glibness, haste, hold person (DC 
  17), major image (DC 15), slow (DC 15), 
  suggestion (DC 17) 
   2nd (7/day)—blinding color surge (DC 14), blur, 
  daze monster (DC 16), fog cloud, glitterdust (DC 
  14), invisibility, silence (DC 14), touch of idiocy 
   1st (7/day)—charm person (DC 15), color spray 
  (DC 14), disguise self (DC 13), expeditious 
  retreat, mage armor, sleep (DC 15), undetectable 
  alignment, ventriloquism 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sounds, message, open/close, read magic 
  �Already cast –mage armor, undetectable alignment, 
  freedom of movement 
  Abilities Str 10, Dex 15, Con 14, Int 14, Wis 8, Cha 
  12SQ advanced learning, armored mage, cloaked 
  casting 
  Feats Silent SpellB, Skill Focus (concentration), Spell 
  Focus 
  (enchantment), 
  Greater 
  Spell 
  Focus 
  (enchantment) Unsettling Enchantment  
  Skills Balance +14, Bluff +12, Concentration +16, 
  Diplomacy +16, Disguise +14,Knowledge (arcana) 
  +13, Listen -1, Sense Motive +10, Spellcraft +15, 
  Spot -1, Tumble +14, 
  Possessions combat gear plus two spell component 
  pouches, club or tool, cloak of resistance +1 
   
  Advanced Learning (Ex): At 3rd level, you can 
  add a new spell to your list, representing the result of 
  personal study and experimentation. The spell must 
  be a sorcerer/wizard spell of the enchantment or 
  illusion school and of a level no higher than that of the 
  highest-level spell you already know. Once a new 
  PAL8-04 A Flan for all Treasons 
   
  Page 19 
   
  
  spell is selected, it is forever added to your spell list 
  and can be cast just like any other spell on your list. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause your spells to fail if those spells have 
  a somatic component. A beguiler’s limited focus and 
  specialized training, however, allow you to avoid any 
  chance of arcane spell failure as long as you restrict 
  yourself to light armor. This training does not extend 
  to any other form of armor, nor does this ability apply 
  to spells gained from other spellcasting classes.  
   
  Cloaked Casting (Ex): Starting at 2nd level, a 
  beguiler’s spells become more effective when cast 
  against an unwary foe. You gain a +1 bonus to the 
  spell’s save DC when you cast a spell that targets any 
  foe who would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not). 
   
  Surprise Casting (Ex): Starting at 2nd level, 
  when you successfully use the Bluff skill to feint in 
  combat, your target is denied its Dexterity bonus (if it 
  has one) to AC for the next melee attack you make 
  against it or the next spell you cast. You must remain 
  in melee with the target, and the attack must be made 
  or the spell cast on or before your next turn. The 
  target is not considered flat-footed and therefore can 
  make attacks of opportunity against you if you do not 
  cast defensively. 
   
  At 6th level, you gain the ability to feint in combat 
  as a move action instead of a standard acion. If you 
  have the Improved Feint feat, you can now feint in 
  combat as a swift action. 
   
  Unsettling Enchantment (Ex): Any foe required 
  to save against an enchantment spell you cast takes 
  a -2 penalty on attack rolls and to AC for 1 round, 
  regardless of the result of the save. This is a mind-
  affecting effect. 
   
   
   
   
   
   
  PAL8-04 A Flan for all Treasons 
   
  Page 20 
   
  
  APL 10 
  4: SHADOWS IN THE NIGHT 
   
   
  S Z AR G 
  CR  8 
  Male shadow hobgoblin dragonfire adept 7 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +3; Senses Listen +10, Spot +10, Darkvision 60', 
  Lowlight Vision, See Invisibility 
  Languages Common, draconic, goblin  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +2 natural, +3 armor, +1 shield) 
  hp 56 (7 HD); fast healing 2, DR 2/magic  
  Immune ;Evasion 
  Resist ;Cold 12  
  Fort +11, Ref +9, Will +6 (+1 vs. paralysis and sleep) 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) Fly 45 ft. (9 squares) 
  [good maneuverability] 
  Melee spiked gauntlet +4 (1d4+1)  
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Atk Options Breath Weapon, Entangling Breath 
  Combat Gear potion of gaseous form 
  Draconic Invocations (CL 7th):Arcane spell failure 
  (20%) 
   3rd—Draconic Flight (Lesser) � Endure Exposure 
  (Least) � 
   2nd—See the Unseen (Least) � 
  �Already cast 
  Abilities Str 13, Dex 16, Con 18, Int 12, Wis 8, Cha 
  10 
  SQ Shadow Blend 
  Feats 
  Ability 
  Focus 
  (breath 
  weapon), 
  DragontouchedB, Entangling Exhalation, Lightning 
  Reflexes 
  Skills Knowledge (arcana) +11, Listen +10, Move 
  Silently +13, Spellcraft +13, Spot +10, Use Magic 
  Device +10, 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, light crossbow, spiked 
  gauntlet, Cloak of resistance +2 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Breath Weapon (su) A Dragonfire Adept can use a 
  breath weapon at will as a standard action. Each 
  time it is used, it can be in the shape of a 15-foot 
  cone or a 30-foot line. This breath weapon deals 
  4d6 points of fire damage; a successful Reflex 
  save (DC 19) halves the damage. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone of cold. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone that slows (per the spell) all creatures in 
  the area for 2 rounds. A successful Fortitude save 
  reduces the duration to 1 round. Multiple uses do 
  not stack, but rather extend the duration. This 
  effect can only be applied to a cone-shaped breath 
  weapon. 
  DragonKin (ex) A dragonfire adept gains a +4 
  competence bonus on Diplomacy checks made to 
  influence the attitude of dragons or creatures of the 
  dragonblood subtype. She is treated as a dragon 
  for the purpose of determining whether frightful 
  presence can effect you. 
  Entangling Exhalation: When you use your breath 
  weapon, you can choose to enmesh all creatures 
  in its area instead of producing its normal effect. 
  Your breath weapon deals only half its normal 
  damage; however, any creature that takes damage 
  from your breath weapon becomes entangled and 
  takes an extra 1d6 points of damage, of the same 
  energy type as normally dealt by your breath 
  weapon, each round at the start of your turn. This 
  effect lasts for 1d4 rounds. If your breath weapon 
  doesn’t deal energy damage, creatures damaged 
  by the initial breath are still entangledbut don’t take 
  additional damage on later rounds. 
   
  T O R A 
  CR  8 
  Female human (Flan) warlock 8 
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1, Spot -1; DV 60ft, See 
  Invisibility 
  Aura Evil 
  Languages Common, Flan 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 48 (8 HD); Fiendish resilience, DR 2/ cold iron 
  Fort +6, Ref +5, Will +5 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee spiked gauntlet +4 (1d4) 
  Ranged Touch Eldritch Blast +8 (4d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options Point Blank Shot (+1 to hit and damage 
  within 30’), Empower (eldritch blast) 3/d 
  Combat Gear wand of lightning bolt (CL 10th, 10 
  charges) 
  Spell-Like Abilities (CL 8th): 
   Lesser—Flee the Scene, Chilling tentacles 
   Least—Beguiling Influence�, Dark One’s Own 
  Luck�, See the Unseen� 
   Eldritch Blast (at will), 1st level spell equiv 
  �Already cast 
  Abilities Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 
  14 
  SQ Detect Magic, Deceive Item, Immune to Szarg’s 
  breath weapon 
  Feats Empower Spell Like Ability (Eldritch blast), 
  Point Blank Shot, Precise Shot, Weapon Focus 
  (ranged spell) 
  PAL8-04 A Flan for all Treasons 
   
  Page 21 
   
  
  SkillsBluff +18, Concentration +13, Diplomacy +10, 
  Intimidate +10, Knowledge (arcane) +6, Knowledge 
  (planes) +4 Spellcraft +6, Use Magic Device +13 
  Possessions combat gear plus chain shirt +1, spiked 
  gauntlet 
  Detect Magic (sp) A warlock can use detect magic at 
  will. His caster level is equal to his warlock level. 
  Deceive Item (Ex) When making a Use Magic Device 
  check, a warlock can take 10 even if distracted or 
  threatened. 
  Fiendish Resilience (Su) Once per day as a free 
  action, a warlock can enter a state for 2 minutes 
  during which he gains fast healing 1. 
    
  U R-F L AN  S O L DI E R  
  CR  6 
  Male human (Flan) swashbuckler 2/fighter 4 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages common, Flan 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 armor) 
  hp 54 (6 HD)  
  Fort +10, Ref +7, Will +3 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee masterwork spiked chain +12/+72d4) 
   Or spiked gauntlet +10/+5 (1d4) 
  Ranged dagger (thrown) +10 (1d4/19-20)Space 5 ft.; 
  Reach 5 ft. 
  Base Atk +6/+1; Grp +6  
  Atk Options disarm (+22), +4 Flanking bonus, 
  adaptive Flanking 
  Combat Gear none 
  Abilities Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 
  8SQ Immune to Szarg’s breath weapon 
  Feats Adaptive Flanker, Combat ExpertiseB, Combat 
  ReflexesB, Improved Disarm, Exotic Weapon 
  Proficiency 
  (spiked 
  chain, 
  Vexing 
  FlankerB, 
  Weapon FinesseB, Weapon Focus (spiked chain) 
  Skills Balance +11, Bluff +4, Diplomacy +5, Escape 
  Artist +9, Intimidate +10, Jump +11, Listen +1, 
  Spot +1, Tumble +14 
  Possessions combat gear plus mithril chain shirt, 
  masterwork spiked chain, spiked gauntlet, throwing 
  dagger (x2), gloves of dexterity +2, cloak of 
  resistance +1 
   
  5: THERE’S ALWAYS A CAVE 
   
   
  U R T H A 
  CR  11 
  Female choker sorcerer 10 
  CE Small aberration 
  Init +7; Senses Listen +0, Spot +0, Darkvision 60', 
  See in Darkness 
  Languages Common, Flan, goblin 
  AC 22, touch 14, flat-footed 19 
   (+3 Dex, +4 mage armor, +1 size, +4 natural) 
  hp 93 +1d10+10 temp (false life) (13 HD);  
  weakness: light sensitive to daylight scroll 
  Fort +7, Ref +7, Will +10 
  Speed 20 ft. (4 squares), base movement 20 ft (4 
  squares); Climb 10 ft (2 squares) 
  Melee (2) tentacles +11 (1d3+3)  
  Ranged ranged touch +11 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +7/+2; Grp +10 Atk Options spells, 
  constrict, improved grab 
  Special Actions quickness, metamagic feats 
  Combat Gear none 
  Sorceror Spells Known (CL 13th): 
   5th (3/day)—arcane fusion 
   4th 
  (5/day)—enervation, 
  lesser 
  globe 
  of 
  invulnerability 
   3rd (7/day)—dispel magic, fireball (DC 16), mass 
  snake’s swiftness 
   2nd (7/day)—dimension hop, false life�, glitterdust 
  (DC 15), scorching ray (3 rays, 4d6 each) 
   1st (7 [6 left] /day)—mage armor�, magic missile 
  (5d4+5), ray of enfeeblement (1d6+5), shield, 
  true strike 
   0th 
  (6/day)—detect 
  magic, 
  read 
  magic, 
  prestidigitation, open/close, mage hand, mending 
  �Already cast 
  Abilities Str 16, Dex 17, Con 16, Int 6, Wis 10, Cha 
  16 
  SQ quickness 
  Feats Combat Casting, Eschew Materials, Improved 
  InitiativeB, Practiced Spellcaster, Silent Spell, Skill 
  Focus (concentration 
  Skills 
  Climb 
  +12, 
  Concentration 
  +12 
  (+16 
  defensively) , Hide +7, Listen +0, Move Silently +3, 
  Spellcraft +5, Spot +0 
  Possessions combat gear plus cloak of charisma +2 
  Constrict (ex) A choker deals 1d3+3 points of 
  damage with a successful grapple check against a 
  large or smaller creature. Because it seizes its 
  victims by the neck, a creature in the choker’s 
  grasp cannot speak or cast spells with verbal 
  components. 
  Improved Grab (ex) To use this ability, a choker 
  must hit a large or smaller opponent with a tentacle 
  attack. It can then attempt a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. Chokers receive a +4 racial bonus on 
  grapple checks. 
  Quickness (su) Although not particularly dexterous, a 
  choker is supernaturally quick. It can take an extra 
  standard action or move action during its turn each 
  round. 
   
  S H AD O W W O R G 
  CR  9 
  Male or female shadow worg (advanced) scout 4 
  NE Large magical beast 
  Init +8; Senses Listen +17, Spot +17, Darkvision 60', 
  Lowlight Vision, See in Darkness, Scent 
  Languages Common, goblin, worg  
  AC 20, touch 12, flat-footed 20; Dodge, Mobility, 
  skirmish, uncanny dodge 
   (-1 size, +3 Dex, +4 armor, +4 natural) 
  hp 136 (11 HD); fast healing 2  
  immune: evasion 
  weakness: light sensitive to daylight scroll 
  PAL8-04 A Flan for all Treasons 
   
  Page 22 
   
  
  PAL8-04 A Flan for all Treasons 
   
  Page 23 
   
  Resist ;Cold 15  
  Fort +16, Ref +15, Will +8 
  Speed 90 ft. in light armor (18 squares), base 
  movement 90 ft (18 squares) 
  Melee bite +20 (1d8+16)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +24 Atk Options skirmish (+1d6 
  dmg, +1 AC), Spring Attack, Trip (+14) 
  Combat Gear none 
  Abilities Str 30, Dex 16, Con 22, Int 8, Wis 14, Cha 8 
  SQ Battle Fortitude, Shadow Blend, trackless step, 
  trapfinding 
  Feats Improved InitiativeB, Dodge, Mobility, Spring 
  Attack, Track  
  Skills Hide +1 Listen +17, Move Silently +17, Spot 
  +17, Survival+5 (+9 Tracking 
  Possessions combat gear plus studded leather 
  barding +1, cloak of resistance +1, amulet of 
  mighty fists +1 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Trip (ex) A worg that hits with a bite attack can 
  attempt to trip the opponent (+14 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 worg. 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 1d6 damage and gains a +1 
  dodge bonus to AC. This extra damage does not 
  apply to creatures immune to damage from critical 
  hits 
   
  7: THE VOICE OF THE FLAN (OPTION 1: 
  ASSASSINS) 
   
   
  T HRE AN  B E R M I N 
  CR  11 
  Male whisper gnome wizard (illusionist) 5/divine 
  oracle 2/shadowcraft mage 4 
  NE Small humanoid (gnome) 
  Init +4; Senses Listen +3 Spot +3 
  Languages Common, Flan, gnome, draconic, goblin  
  AC 30, touch 15, flat-footed 26 (+4 Dodge vs. Giants) 
   (+4 Dex, +6 greater mage armor, +1 size, +5 dragon 
  skin, +4 shield) 
  Miss Chance: Cloak of shadow 35% 
  hp 69 (11 HD)  
  Resist: Electricity 30, Fire 30, Acid 20, Cold 30, Sonic 
  30 
  Immune: Prescient Sense (evasion) 
  Fort +8, Ref +10, Will +14  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee spiked gauntlet +4 (1d3-2)  
  Ranged ranged touch +10 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp -1  
  Atk Options spells, spell like abilities 
  Special Actions shadow illusion 
  Combat Gear none 
  Wizard Spells Prepared (CL 11th): 
   6th—heightened phantasmal killer x2 (CL 13th, DC 
  24), heightened persistent image (CL 12th, DC 
  24, 70% real) � 
   5th—heightened phantasmal killer (CL 12th, DC 
  23), heightened silent image (x2) (CL 15th, DC 
  23, 60% real), persistent image (DC 23) 
   4th—heightened silent image (CL 14th, DC 22, 50% 
  real) x3, greater invisibility, heart of earth� 
   3rd—heightened silent image (CL 13th, DC 21, 
  40% real), heightened phantasmal assailants (CL 
  12th, DC 21), haste, greater mage armor�, dispel 
  magic, dragon skin � 
   2nd—invisibility�, scorching ray, dimension hop, 
  resist energy (x4) ���� 
   1st—color spray (DC 18), familiar pocket, shield � 
  magic missile (x2), hail of stone (DC 17), ebon 
  eyes 
   0th—detect 
  magic, 
  mage 
  hands, 
  mending, 
  message 
  �Already cast: familiar pocket, shield, resist 
  energy (x4), greater mage armor, dragon skin, 
  invisibility, heart of earth 
   
  Illusionist 
  specialty 
  (banned 
  schools: 
  enchantment and necromancy) 
  Spell-Like Abilities (CL 1st): 
  1/day: 
   2nd—silence (must be centered on the whisper 
  gnome's body) 
   0th—ghost hand, mage hand, message 
  �Already cast 
  Abilities Str 6, Dex 18, Con 18, Int 23, Wis 13, Cha 
  8SQ Gnome racial traits, Oracle Domain, Cloak of 
  shadow, silent illusion, shadow illusion, extended 
  illusion 
  Feats Earth Sense , Earth Spell, Heighten SpellB, 
  Scribe ScrollB, Skill Focus (Knowledge (relgion)), 
  Spell Focus (Illusion) 
  Skills Bluff +11, Concentration +23, Hide +26, 
  Knowledge (arcana) +20,Knowledge (religion) +17, 
  Listen +3, Move Silently +8, Spellcraft +22, Spot 
  +3Possessions combat gear plus spiked gauntlet, 
  two spell component pouches, spellbook, tunic of 
  steady casting, cloak of resistance +2, headband 
  of intellect +6, gloves of dexterity +4, amulet of 
  health +2 
  Gnome Racial Traits (ex): +1 to hit kobolds and 
  goblinoids. 
  Cloak of Shadow (su): A shadowcraft mage can 
  cloak her form in shifting shadows. This ability 
  provides 
  her 
  with 
  a 
  variable 
  amount 
  of 
  concealment depending on her level. While her 
  cloak of shadow is active, attacks against a 
  shadowcraft mage have a miss chance of 35%. 
  Darkvision and low-light vision offer no help in 
  piercing the cloak of shadow, although any 
  creature that can see in magical darkness can 
  ignore the miss chance, as can a creature with true 
  
  seeing. Shadowcraft mage can dismiss or resume 
  this effect as a free action. While her cloak of 
  shadow is active, a shadowcraft mage can make a 
  Hide check as if she had concealment. 
   
  Cloak of shadow doesn't function in daylight, and it 
  is the equivalent of a 3rd level darkness effect for 
  the purpose of interaction with light spells. 
  Silent Illusion (ex): All spells from the illusion school 
  that a shadowcraft mage casts no longer have a 
  verbal component, as if the Silent Spell feat had 
  been applied to them. The levels and casting times 
  of these illusions do not change. If a shadowcraft 
  mage casts an illusion spell that can't be affected 
  by the Silent Spell feat, this ability has no effect on 
  those spells. 
  Shadow Illusion (su): A shadowcraft mage is able to 
  infuse some her figments (see the list below) with 
  material from the Plane of Shadow, making them 
  partially real. The subschool of these spells 
  changes from figment to shadow. A shadowcraft 
  mage can use the altered spell to mimic any 
  sorceror or 
  wizard conjuration (summoning), 
  conjuration (creation), or evocation spell at least 
  one level lower than the illusion spell. The altered 
  spell functions identically to the shadow conjuration 
  or shadow evocation spell, except that the spell's 
  strength equals 10% per level of the figment used. 
   
  A shadowcraft mage can apply shadow illusion to 
  any of the following figment spells: silent image, 
  minor image, major image, persistent image, 
  programmed image. 
  Extended Illusion (ex): The duration of any illusion 
  spell a shadowcraft mage casts is doubled, as if 
  the Extend Spell feat had been applied to it. The 
  levels and casting times of these illusions do not 
  change 
   
  Z AG RI D 
  CR  8 
  Male shadow hobgoblin dragon shaman 5/marshal 2 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +2; Senses Listen +3, Spot +3, Darkvision 60', 
  Lowlight Vision 
  Languages Common, draconic, goblin  
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +3 armor, +1 shield) 
  hp 58 (7 HD); fast healing 2  
  Immune: Evasion, paralysis, sleep, frightful presence 
  Resist ;Cold 12  
  Fort +10, Ref +3, Will +6  
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +4 (1d4)  
  Ranged alchemical item +7 (+1 damage, +1 splash 
  damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options alchemical weapons, Point Blank Shot 
  (+1 to hit and damage within 30’) 
  Special attack options: Breath Weapon 
  Combat Gear alchemist fire (x4), acid flask (x4), oil 
  flask (x10) 
  Draconic Auras: 
   
  Energy Shield: Any creature striking you or your 
  ally with a natural attack or non-reach melee 
  weapon is dealt 4 points of electricity damage. 
   
  Toughness: DR 2/magic. 
   
  Vigor: fast healing 2, but only affects characters at 
  or below one half their full normal hit points. 
   
  Presence: +2 bonus on bluff, diplomacy, and 
  intimidate rolls 
   
  Resistance: Electricity resistance 10 
  Marshal Auras known: 
   minor —master of tactics (+4 to damage rolls when 
  Flanking) 
   
  major —motivate attack (+1 on melee attack rolls) 
  Spell-Like Abilities (CL 5th): 
  At will: 
   2nd—ventriloquism (DC 16) 
  Abilities Str 10, Dex 15, Con 16 Int 12, Wis 8, Cha 18 
  SQ Shadow Blend, totem dragon (blue), draconic 
  aura, marshal auras, draconic adaptation (blue) 
  Feats Grenadier  Mad Alchemist, Skill Focus (Bluff)B, 
  Skill Focus (Diplomacy)B, Point Blank Shot  
  Skills Bluff +17,Craft (alchemy) +9, Listen +3, Move 
  Silently +10, Spellcraft +9, Spot +3Possessions 
  combat gear plus masterwork studded leather, 
  masterwork buckler, spiked gauntlet, cloak of 
  charisma +2, heward's handy haversack 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Draconic Auras (su) You can channel the mighty 
  powers of dragonkind to project an aura that grants 
  you and nearby alllies a special benefit 
   
  Projecting an aura is a swift action, and you can 
  only project one draconic aura at a time. An aura 
  remains in effect until you use a free ation to 
  dismiss it or your activate another aura in its place. 
  You can have a draconic aura continually; thus, an 
  aura can be in effect at the start of an encounter 
  even before you take your first action. 
   
  Unless otherwise noted, your draconic aura affects 
  all allies within 30 feet (including yourself) with line 
  of effect to you. Your aura is dismissed if you 
  become unconscious or slain, but otherwise it 
  remains in effect even if you are incapable of 
  acting. 
  Marshal Aura (ex) A 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 free action to dismiss it or activates 
  another aura of the same kind (minor or major). A 
  marshal can have an aura active continually, thus 
  an aura can be effect at the start of a combat 
  encounter even before the marshal takes a turn. 
   
  A marshal's aura effects all allies in 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 
  PAL8-04 A Flan for all Treasons 
   
  Page 24 
   
  
  otherwise unable to be heard or understood by his 
  allies. 
  Draconic Adaptation (su): you gain an ability 
  specific to your dragon totem 
  Draconic Resolve (Ex): you gain immunity to 
  paralysis and sleep effects, as well as the frightful 
  presence of dragons. 
  Breath Weapon (Su): A 30' line of electricity that 
  does 2d6 damage (Reflex DC 15 for half). Once 
  used, the breath weapon cannot be used again for 
  1d4 rounds. 
  Mad Alchemist (Ex): the Mad Alchemist feat grants 
  you access to special tactical maneuvers. 
   
  Fiery Blaze: To use this maneuver, you must first 
  strike a craeture with a container of lantern oil or 
  alchemist fire. On your next turn, you must strike 
  the creature with a spell or weapon that deals fire 
  damage. If you do so, the creature takes an 
  additional 1d6 points of fire damage and catches 
  on fire if it is not already on fire. 
   
  V E L L 
  CR  8 
  Female human cleric 8 (nerull) 
  NE Medium humanoid (human) 
  Init -1; Senses Listen +4 Spot +4 
  Languages Common, Flan, goblin  
  AC 15, touch 9, flat-footed 15, freedom of movement 
   (-1 Dex, +4 armor, +2 shield) 
  hp 54 (8 HD)  
  Fort +10, Ref +3, Will +13  
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft (6 squares) 
  Melee spiked gauntlet +6/+1 (1d4+0)  
  Ranged light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +6  
  Atk Options Turn Undead (+3, 2d6+9) 
  Special Actions Death Domain power 
  Combat Gear  
  Cleric Spells Prepared (CL 8th): 
   4th—(D) confusion (DC 18), recitation, mass shield 
  of faith, freedom of movement� 
   3rd—(D) invisibility, insignia of healing (x2), dispel 
  magic, mass lesser vigor 
   2nd—(D) invisibility�, silence, close wound (x2), 
  cure moderate wounds 
   1st—(D) disguise self�, bless, cause fear, ebon 
  eyes, resurgence, cure light wounds 
   0—cure minor wounds (x3), detect magic, detect 
  poison, mending,  
  D: Domain spell. Deity: Nerull. Domains: Death, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 8, Con 13, Int 14, Wis 19, Cha 
  12SQ  
  Feats Augment Healing, Craft Wondrous Item, Scribe 
  Scroll, Skill Focus (concentration) 
  Skills Bluff +15, Concentration +15, Diplomacy +11 
  Disguise +6 (+16 with spell), Heal +8, Knowledge 
  (arcana) +16, Knowledge (religion) +11, Listen +4, 
  Spellcraft +13, Spot +4 
  Possessions combat gear plus chain mail, heavy 
  wooden shield, two holy symbols, pholtan holy 
  symbol, two spell component pouches, heavy 
  mace, spiked gauntlet, cloak of resistance +1, 
  periapt of wisdom+2, circlet of persuasion 
  Death Domain (su) Once per day you can make a 
  melee touch attack against a living creature. Roll 
  8d6, if the amount equals or exceeds the target's 
  current hit points, it dies (no save). 
   
  U R-F L AN  I N F I LT R AT O R S 
  CR  6 
  Male human (Flan) rogue 3/hexblade 3 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor, +1 shield) 
  hp 40 (6 HD) 
  Immune: evasion, mettle 
  Fort +6, Ref +6, Will +4 (+2 vs. spells and spell like 
  abilities) 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +11 (1d8+4 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9  
  Special Attacks: Sneak Attack +2d6 
  Atk Options none 
  Combat Gear alchemical capsules (2 shock, 1 fire) 
  Abilities Str 18, Dex 13, Con 12, Int 10, Wis 8, Cha 
  14SQ: arcane resistance 
  Feats 
  Great 
  Fortitude, 
  Power 
  Attack, 
  Cleave  
  Weapon Focus (mace 
  Skills  Bluff +11, Disguise +13, Forgery +5, Gather 
  Information +13, Intimidate +13, Knowledge (local 
  [NMR]) +5, Listen +3, Sleight of Hand +11, Spot +3 
  Possessions combat gear plus chain shirt armor, 
  masterwork heavy mace, sap, dagger, masterwork 
  light steel shield, triple weapon capsule retainer, 5 
  shock capsules, 5 fire capsules, pholtan holy 
  symbol, 
  pholtan 
  papers 
  (forged), 
  cloak 
  of 
  resistance +1, gauntlets of ogre strength +2 
  Hexblade Curse (Su) Once per day as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 
  60ft. The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for one hour. A 
  successful Will save (DC 13) negates this effect.  
  Mettle (Ex) If a hexblade makes a successful Fort or 
  Will 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. 
   
  7: THE VOICE OF THE FLAN (OPTION 2: 
  CAPTURE THE VOICE) 
   
   
  T H E  V O I C E  O F T H E  F L AN 
  CR  10 
  PAL8-04 A Flan for all Treasons 
   
  Page 25 
   
  
  PAL8-04 A Flan for all Treasons 
   
  Page 26 
   
  Male Human (Flan) bard 5/evangelist 5 
  NG Medium humanoid (human) 
  Init +0; Senses Listen +3 Spot +3 
  Languages Common, Flan, draconic 
  AC 13, touch 10, flat-footed 13 
   (+0 Dex, +3 armor) 
  hp 58 (10 HD)  
  Fort +5, Ref +7, Will +13  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee quarterstaff +5/+0 (1d6)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +5  
  Atk Options bard song (5/day), great orator 
  Special Actions none 
  Combat Gear wand of cure critical wounds [10 
  charges] 
  Bard Spells Known (CL 9th);  
   2nd (2/day)—cure moderate wounds, tongues, 
  whispering wind 
   1st (4/day)—cure light wounds, charm person, 
  inspirational boost, remove fear 
   0 (3/day)—detect magic, light, mage hand, 
  mending, message, prestidigitation 
  �Already cast – 
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 16, Cha 
  16SQ Bardic Knowledge +9, fast talker, skill 
  mastery 
  Feats 
  Lingering 
  Song, 
  Negotiator, 
  Practiced 
  Spellcaster, Skill Focus (Diplomacy), Subsonics  
  Skills Bluff +19, Concentration +1, Diplomacy +30, 
  Gather Information +11, Intimidate +19, Knowledge 
  (arcana) +7, Knowledge (history) +11, Knowledge 
  (local [NMR]) +14, Knowledge (nobility/royalty) +7, 
  Knowledge (religion) +7, Listen +3, Perform 
  (oratory) +19, Sense Motive +17, Spellcraft +9, 
  Spot 
  +3Possessions 
  combat 
  gear 
  plus 
  masterwork studded leather, quarterstaff, two spell 
  component pouches, pholtan holy symbol, circlet of 
  persuasion, cloak of charisma +2, vest of 
  resistance +2 
  Great Orator (su): Evangelist levels stack with bard 
  levels for determining the strength (but not the 
  types of) bardic songs available.  
  inspire hope: This ability gives the evangelist and all 
  allies who can hear his oratory a +4 sacred bonus 
  on Will saves. Activating this ability requires a full-
  round action and requires a concentration each 
  round to maintain the effect. The effect lasts as 
  long as the evangelist speaks and for three rounds 
  thereafter. Inspire hope is a mind-affecting ability. 
  Inflame the righteous: This ability wreathes teh 
  evangelist and all allies within 30 feet in divine 
  flame. Each beneficiary of this ability gains the 
  benefit of a fire shield spell, with a caster level of 8. 
  The damage caused by the spell is purely divine 
  and not subject to fire resistance or immunity.  
   
  This oratory requires a full round action to perform 
  and concentration each round to continue the 
  effect. The effect lasts as long as the evangelist 
  speaks and for three rounds thereafter. 
  Convert the unfaithful: An evangelist can attempt to 
  convert a single enemy within 30 feet as a full-
  round action. The target must make a DC 18 Will 
  save. If the target makes the save, it is shaken for 
  one round. If the target fails the save it converts 
  (see below). Creatures with an alignment subtype 
  are immune to this ability. 
   
  A converted creature is effectively charmed by the 
  evangelist (similar to a charm monster spell). In 
  addition, a converted creature temporarily assumes 
  the 
  alignment 
  of 
  the 
  evangelist 
  and 
  acts 
  accordingly. This may make some of the creature’s 
  class abilities unavailable for the duration. 
   
  When the duration elapses the creature then has a 
  choice: it can permanently switch to the new 
  alignment as if a cleric had cast an atonement on 
  her. If the creature chooses to change back, it must 
  make another DC 18 Will save. If it fails the saving 
  throw, its alignment does revert back but it will 
  need an atonement to regain any lost abilities. 
   
  This ability lasts as long as the evangelist speaks 
  and for three rounds thereafter. 
  Fast Talk (ex): The evangelist can make a rushed 
  Diplomacy check with only a -5 penalty (instead of 
  the standard -10).  
  Skill Mastery (ex): The evangelist can always take 
  10 on the following skills, even if stress and 
  distractions would normally prevent him from doing 
  so: Bluff, Intimidate, Sense Motive. 
   
  F L AN B O DY G U AR D 
  CR  9 
  Male Human duskblade 9 
  TN Medium humanoid (human) 
  Init +4; Senses Listen +1 Spot +1 
  Languages Common, Flan 
  AC 24, touch 14, flat-footed 20 
   (+4 Dex, +6 armor, +4 shield) 
  hp 68 (9 HD)  
  Fort +10, Ref +9, Will +9  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee masterwork [+2 from GMW] elven thinblade 
  +16/+11 (1d8+2/18-20)  
   
  Or spiked gauntlet +13/+8 (1d4) 
  Ranged ranged touch +13 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +7  
  Atk Options quick cast, arcane strike 
  Special Actions arcane channelling 
  Combat Gear none 
  Duskblade Spells Known (CL 9th);  
  3rd (3/day, [2 left)—greater magic weapon 
  2nd (7/day)—dimension hop, scorching ray (2 rays, 
  4d6 each), see invisibility, touch of idiocy 
  1st (8/day)—color spray, obscuring mist, magic 
  weapon, ray of enfeeblement, shocking grasp, 
  swift expeditious retreat 
   0 (6/day)—disrupt undead, touch of fatigue 
  �Already cast –greater magic weapon 
  Abilities Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 
  8SQ arcane attunement, armored mage, spell 
  power 
  
  PAL8-04 A Flan for all Treasons 
   
  Page 27 
   
  Feats Arcane Strike, Close Quarters Fighting, 
  Combat CastingB, Exotic Weapon Proficiency 
  (elven thinblade), Weapon Finesse, Weapon Focus 
  (elven thinblade)  
  Skills 
  Concentration 
  +14 
  (+18 
  defensively), 
  Knowledge (arcana) +14, Listen +1, Sense Motive 
  +13, Spellcraft +16, Spot +1 
  s
  Posses ions combat gear plus two spell component 
  pouches, masterwork elven thinblade, spiked 
  gauntlet, mithril chain shirt+2, mithril heavy steel 
  shield+2, cloak of resistance +2, gloves of dexterity 
  +2 
  Armored Mage (Light, medium) (ex) A duskblade's 
  limited focus and specialized training allow him to 
  avoid arcane spell failure so long as he wears 
  Ar
  ll through his melee attack. 
  Qu
  rd action or less. 
   
  7: T
   
  E Medium humanoid (human) 
  medium armor and light or medium shields. This 
  ability does not apply to spellcasting granted by 
  another class.  
  cane Attunement (sp) A duskblade can use the 
  spell like powers dancing lights, detect magic, flare, 
  ghost sound and read magic a combined total of 3 
  times per day.  
  Arcane channeling (su) A duskblade can use a 
  standard action to deliver any touch spell known 
  and deliver the spe
  Casting a spell in this manner does not provoke an 
  attack of opportunity. The spell must have a 
  casting time of one standard action or less. If the 
  melee attack is successful, the attack deals 
  damage normally, then the effect of the spell is 
  resolved.  
  ick cast (su) A duskblade can cast one spell per 
  day as a swift action, as long as its casting time is 
  one standa
  Spell Power (ex): you can more easily overcome the 
  spell resistance of any opponent you successfully 
  injure with a melee attack. If you have injured an 
  opponent with a melee attack, you gain a +2 bonus 
  on your caster level check to overcome spell 
  resistance for the remainder of the encounter. 
  HE VOICE OF THE FLAN (OPTION 3: 
  ANGRY MOB / RESCUE THE MILITIA) 
   
  M O B  I N S T I G AT O R 
  CR  8 
  Male human beguiler 8  
  N
  Init +3; Senses Listen -1 Spot -1 
  an, goblin  
  Languages Common, Fl
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 mage armor) 
  hp 48 (8 HD)  
  Fort +5, Ref +6, Will +6  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee club or tool +4 (1d6+0)  
  rprise 
  casting, 
  unsettling 
   
   
  harm monster (DC 18), confusion 
  g despair (DC 18), freedom of 
  solid fog 
  DC 15), 
   2
  e (DC 14), touch of idiocy 
  e 
   0
  �Al
  undetectable alignment, 
  fr
  Ab
   
  Ranged ranged touch +7 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options none 
  Special 
  Actions 
  su
  enchantment 
  Combat Gear none
  Beguiler Spells Known (CL 8th): 
  4th (2/day)—c
  (DC 18), crushin
  movement, greater invisibility, 
   3rd (3/day)—deep slumber (DC 17), dispel magic, 
  displacement, glibness, haste, hold person (DC 
  17), major image (DC 15), slow (
  suggestion (DC 17) 
  nd (7/day)—blinding color surge (DC 14), blur, 
  daze monster (DC 16), fog cloud, glitterdust (DC 
  14), invisibility, silenc
   1st (7/day)—charm person (DC 15), color spray 
  (DC 14), disguise self (DC 13), expeditious 
  retreat, mage armor, sleep (DC 15), undetectabl
  alignment, ventriloquism 
   (6/day)—dancing lights, daze, detect magic, 
  ghost sounds, message, open/close, read magic 
  ready cast –mage armor, 
  eedom of movement 
  lities Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha
  i
  12SQ advanced learning, armored mage, cloaked 
  casting 
  Feats Silent SpellB, Skill Focus (concentration), Spell 
  Focus 
  (enchantment), 
  Greater 
  Spell 
  Focus 
  (enchantment) Unsettling Enchantment  
  lcraft +15, 
  Po
  Skills Balance +14, Bluff +12, Concentration +16, 
  Diplomacy +16, Disguise +14,Knowledge (arcana) 
  +13, Listen -1, Sense Motive +10, Spel
  Spot -1, Tumble +14 
  ssessions combat gear plus two spell component 
  pouches, club or tool, cloak of resistance +1 
   
  g (Ex): At 3rd level, you can 
  pe
   must 
   
  e 
   the 
  el
  t, your target is denied its Dexterity bonus (if it 
  has one) to AC for the next melee attack you make 
  Advanced Learnin
  add a new spell to your list, representing the result of 
  rsonal study and experimentation. The spell
  be a sorcerer/wizard spell of the enchantment or 
  illusion school and of a level no higher than that of the 
  highest-level spell you already know. Once a new 
  spell is selected, it is forever added to your spell list 
  and can be cast just like any other spell on your list. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause your spells to fail if those spells hav
  a somatic component. A beguiler’s limited focus and 
  specialized training, however, allow you to avoid any 
  chance of arcane spell failure as long as you restrict 
  yourself to light armor. This training does not extend 
  to any other form of armor, nor does this ability apply 
  to spells gained from other spellcasting classes.  
   
  Cloaked Casting (Ex): Starting at 2nd level, a 
  beguiler’s spells become more effective when cast 
  against an unwary foe. You gain a +1 bonus to
  sp l’s save DC when you cast a spell that targets any 
  foe who would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not). 
   
  Surprise Casting (Ex): Starting at 2nd level, 
  when you successfully use the Bluff skill to feint in 
  comba
  
  PAL8-04 A Flan for all Treasons 
   
  Page 28 
   
  ag nst it or the next spell you cast. You must remain 
  in melee with the target, and the attack must be made 
  or the spell cast on or before your next turn. The 
  target is not considered flat-footed and therefore can 
  make attacks of opportunity against you if you do not 
  cast defensively. 
   
  At 6th level, you gain the ability to feint in combat 
  as a move action instead of a standard acion. If you 
  ai
  ntment spell you cast takes 
  have the Improved Feint feat, you can now feint in 
  combat as a swift action. 
   
  Unsettling Enchantment (Ex): Any foe required 
  to save against an encha
  a -2 penalty on attack rolls and to AC for 1 round, 
  regardless of the result of the save. This is a mind-
  affecting effect. 
   
   
   
   
   
   
   
  
  APL 12 
  4: SHADOWS IN THE NIGHT 
   
   
  S Z AR G 
  CR  10 
  Male shadow hobgoblin dragonfire adept 9 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +3; Senses Listen +12, Spot +12, Darkvision 60', 
  Lowlight Vision, See Invisibility 
  Languages Common, draconic, goblin  
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +3 natural, +3 armor, +1 shield) 
  hp 77 (9 HD); fast healing 2, DR 2/magic  
  Immune ;Evasion 
  Resist ;Cold 14  
  Fort +15, Ref +12, Will +9 (+1 vs. paralysis and 
  sleep) 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) Fly 45 ft. (9 squares) 
  [good maneuverability] 
  Melee spiked gauntlet +5 (1d4+1)  
  Ranged light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5  
  Atk Options Breath Weapon, Entangling Breath 
  Combat Gear potion of gaseous form, wand of dispel 
  magic (CL 10th, 10 charges) 
  Draconic Invocations (CL 9th): Arcane spell failure 
  (20%) 
   3rd—Draconic Flight (Lesser) � Endure Exposure 
  (Least) � 
   2nd—Magic Insight (least), See the Unseen (Least) 
  � 
  �Already cast 
  Abilities Str 13, Dex 16, Con 21, Int 12, Wis 8, Cha 
  10 
  SQ Shadow Blend 
  Feats 
  Ability 
  Focus 
  (breath 
  weapon), 
  DragontouchedB, Entangling Exhalation, Lightning 
  Reflexes, Skill Focus (use magic device)  
  Skills Knowledge (arcana) +13, Listen +12, Move 
  Silently +13, Spellcraft +15, Spot +12, Use Magic 
  Device +15, 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, light crossbow, spiked 
  gauntlet, Cloak of resistance +2, Amulet of Health 
  +2 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Breath Weapon (su) A Dragonfire Adept can use a 
  breath weapon at will as a standard action. Each 
  time it is used, it can be in the shape of a 15-foot 
  cone or a 30-foot line. This breath weapon deals 
  5d6 points of fire damage; a successful Reflex 
  save (DC 21) halves the damage. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone of cold. 
  Breath Effect (su) Instead of fire damage, a 
  dragonfire adept with this ability can create a 15-
  foot cone that slows (per the spell) all creatures in 
  the area for 2 rounds. A successful Fortitude save 
  reduces the duration to 1 round. Multiple uses do 
  not stack, but rather extend the duration. This 
  effect can only be applied to a cone-shaped breath 
  weapon. 
  DragonKin (ex) A dragonfire adept gains a +4 
  competence bonus on Diplomacy checks made to 
  influence the attitude of dragons or creatures of the 
  dragonblood subtype. She is treated as a dragon 
  for the purpose of determining whether frightful 
  presence can effect you. 
  Entangling Exhalation: When you use your breath 
  weapon, you can choose to enmesh all creatures 
  in its area instead of producing its normal effect. 
  Your breath weapon deals only half its normal 
  damage; however, any creature that takes damage 
  from your breath weapon becomes entangled and 
  takes an extra 1d6 points of damage, of the same 
  energy type as normally dealt by your breath 
  weapon, each round at the start of your turn. This 
  effect lasts for 1d4 rounds. If your breath weapon 
  doesn’t deal energy damage, creatures damaged 
  by the initial breath are still entangledbut don’t take 
  additional damage on later rounds. 
   
  T O R A 
  CR  10 
  Female human (Flan) warlock 10 
  NE medium humanoid (human) 
  Init +3; Senses Listen -1, Spot -1; DV 60ft, See 
  Invisibility 
  Aura Evil 
  Languages Common, Flan 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 60 (10 HD); Fiendish resilience, DR 2/ cold iron 
  Resist 5 Electricity, 5 Fire 
  Fort +7, Ref +6, Will +6 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee spiked gauntlet +5 (1d4) 
  Ranged Touch Eldritch Blast +9 (6d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Atk Options Point Blank Shot (+1 to hit and damage 
  within 30’) 
  Special Actions Empower (eldritch blast) 3/day 
  Combat Gear wand of lightning bolt (CL 10th, 10 
  charges) 
  Spell-Like Abilities (CL 10th): 
   Lesser—Eldritch Chain (4th level equiv), Flee the 
  Scene, Chilling tentacles� 
   Least—Beguiling Influence�, Dark One’s Own 
  Luck�, See the Unseen� 
   Eldritch Blast (at will), 1st level spell equiv 
   0th--detect magic (at will) 
  �Already cast 
  PAL8-04 A Flan for all Treasons 
   
  Page 29 
   
  
  Abilities Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 
  14 
  SQ Deceive Item, immune to Szarg's breat weapon 
  Feats Empower Spell-Like Ability (eldritch blast), 
  Point Blank Shot, Precise Shot, Range Spell 
  Specialization, Weapon Focus (ranged spell) 
  Skills Bluff +21, Concentration +15, Diplomacy +10, 
  Intimidate +10, Knowledge (arcane) +6, Knowledge 
  (planes) +5, Spellcraft +7, Use Magic Device +15, 
  Possessions combat gear plus chain shirt +1, spiked 
  gauntlet, lesser chasuble of fell power 
  Detect Magic (sp) A warlock can use detect magic at 
  will. His caster level is equal to his warlock level. 
  Deceive Item (Ex) When making a Use Magic Device 
  check, a warlock can take 10 even if distracted or 
  threatened. 
  Fiendish Resilience (Su) Once per day as a free 
  action, a warlock can enter a state for 2 minutes 
  during which he gains fast healing 1. 
   
  U R-F L AN  S O L DI E R  
  CR  8 
  Male human (Flan) swashbuckler 4/fighter 4 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +1, Spot +1 
  Languages common, Flan 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 armor) 
  hp 72 (8 HD)  
  Fort +11, Ref +8, Will +4 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee masterwork spiked chain +14/+9 (2d4+3) 
   Or spiked gauntlet +12/+7 (1d4+3Ranged dagger 
  (thrown) +12 (1d4/19-20)Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8  
  Atk Options disarm (+24), +4 Flanking bonus, 
  adaptive Flanking 
  Combat Gear none 
  Abilities Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 
  8SQ Immune to Szarg’s breath weapon 
  Feats Adaptive Flanker, Combat ExpertiseB, Combat 
  ReflexesB, Improved Disarm, Exotic Weapon 
  Proficiency 
  (spiked 
  chain, 
  Vexing 
  FlankerB, 
  Weapon FinesseB, Weapon Focus (spiked chain) 
  SkillsBalance +11, Bluff +7, Diplomacy +5, Escape 
  Artist +15, Intimidate +10, Jump +11, Listen +1, 
  Spot +1, Tumble +17 
  Possessions combat gear plus mithril chain shirt, 
  masterwork spiked chain, spiked gauntlet, throwing 
  dagger (x2), gloves of dexterity +2, cloak of 
  resistance +1, headband of intellect +2 
  Insightful Strike (Ex) A swashbuckler applies her 
  Intelligence bonus as a bonus on damage rolls (in 
  addition to any Strength bonus) with any light 
  weapon, as well as any other weapon that can be 
  used with Weapon Finesse. Targets immune to 
  sneak attacks or critical hits are immune to the 
  swashbuckler’s insightful strike. A swashbuckler 
  cannot use this ability when wearing a medium or 
  heavy armor or when carrying a medium or heavy 
  load. 
   
  5: THERE’S ALWAYS A CAVE 
   
   
  U R T H A 
  CR  13 
  Female choker sorcerer 12 
  CE Small aberration 
  Init +7; Senses Listen +0, Spot +0, Darkvision 60', 
  See in Darkness, See Invisibility 
  Languages Common, Flan, goblin 
  AC 24, touch 14, flat-footed 21 
   (+3 Dex, +6 greater mage armor, +1 size, +4 
  natural) 
  hp 116 +1d10+10 temp (false life) (15 HD);  
  weakness: light sensitive to daylight scroll 
  Fort +8, Ref +8, Will +11 
  Speed 20 ft. (4 squares), base movement 20 ft (4 
  squares); Climb 10 ft (2 squares) 
  Melee (2) tentacles +12 (1d3+3)  
  Ranged ranged touch +12Space 5 ft.; Reach 10 ft. 
  Base Atk +8/+3; Grp +11 Atk Options spells, 
  constrict, improved grab 
  Special Actions quickness, metamagic feats 
  Combat Gear none 
  Sorceror Spells Known (CL 15th): 
   6th (3/day)—disintegrate (DC 20) 
   5th (5/day)—arcane fusion, cone of cold (DC 19) 
   4th 
  (7/day)—enervation, 
  lesser 
  globe 
  of 
  invulnerability, greater invisibility 
   3rd (7/day)—dispel magic, fireball (DC 17), greater 
  mage armor�, mass snake’s swiftness 
   2nd (7/day)—dimension hop, false life�, glitterdust 
  (DC 16), scorching ray (3 rays, 4d6 each), see 
  invisibility� 
   1st (7 [6 left] /day)—mage armor, magic missile 
  (5d4+5), ray of enfeeblement (1d6+5), shield, 
  true strike 
   0th 
  (6/day)—detect 
  magic, 
  read 
  magic, 
  prestidigitation, open/close, mage hand, mending 
  �Already cast 
  Abilities Str 16, Dex 17 Con 16, Int 6, Wis 10 Cha 18 
  SQ quickness 
  Feats Combat Casting, Empower Spell, Eschew 
  Materials, 
  Improved 
  InitiativeB, 
  Practiced 
  Spellcaster, 
  Silent 
  Spell, 
  Skill 
  Focus 
  (concentration) 
  SkillsClimb +12, Concentration +14 (+18 defensively) 
  , Hide +7, Listen +0, Move Silently +3, Spellcraft 
  +5, Spot +0 
  Possessions combat gear plus cloak of charisma +4 
  Constrict (ex) A choker deals 1d3+3 points of 
  damage with a successful grapple check against a 
  large or smaller creature. Because it seizes its 
  victims by the neck, a creature in the choker’s 
  grasp cannot speak or cast spells with verbal 
  components. 
  Improved Grab (ex) To use this ability, a choker 
  must hit a large or smaller opponent with a tentacle 
  attack. It can then attempt a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. Chokers receive a +4 racial bonus on 
  grapple checks. 
  PAL8-04 A Flan for all Treasons 
   
  Page 30 
   
  
  Quickness (su) Although not particularly dexterous, a 
  choker is supernaturally quick. It can take an extra 
  standard action or move action during its turn each 
  round. 
   
  S H AD O W W O R G 
  CR  11 
  Male or female shadow worg (advanced) scout 6 
  NE Large magical beast 
  Init +8; Senses Listen +19, Spot +19, Darkvision 60', 
  Lowlight Vision, See in Darkness, Scent 
  Languages Common, goblin, worg  
  AC 20, touch 12, flat-footed 17; Dodge, Mobility, 
  Skirmish +1 or +2, uncanny dodge 
   (-1 size, +3 Dex, +4 armor, +4 natural) 
  hp 147 (13 HD); fast healing 2  
  immune: evasion,  
  weakness: light sensitive to daylight scroll 
  Resist ;Cold 15  
  Fort +18, Ref +17, Will +10 
  Speed 90 ft. in light armor (18 squares), base 
  movement 90 ft (18 squares) 
  Melee bite +21 (1d8+16)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +25 Atk Options Sping Attack, 
  Trip (+14), Skirmish (+2d6 or +4d6) 
  Combat Gear none 
  Abilities Str 31, Dex 16, Con 22, Int 8, Wis 14 Cha 
  8SQ Battle Fortitude, Shadow Blend, trackless 
  step, trapfinding 
  Feats 
  Improved 
  InitiativeB, 
  Dodge, 
  Improved 
  Skirmish, Mobility, Spring Attack, Track  
  Skills Hide +1, Listen +19, Move Silently +20, Spot 
  +19, Survival+12 (+16 Tracking) 
  Possessions combat gear plus studded leather 
  barding +1, cloak of resistance +2, amulet of 
  mighty fists +1 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Trip (ex) A worg that hits with a bite attack can 
  attempt to trip the opponent (+14 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 worg. 
  Skirmish (Ex): During any round in which the scout 
  moves at least 10 feet from her starting position, 
  she deals an extra 2d6 damage and gains a +1 
  Competence bonus to AC. This extra damage does 
  not apply to creatures immune to damage from 
  critical hits. If instead she moves 20 feet from her 
  starting position, she deals an extra 4d6 damage 
  and gains a +2 competence bonus to AC 
   
  7: THE VOICE OF THE FLAN (OPTION 1: 
  ASSASSINS) 
   
   
  T HRE AN  B E R M I N 
  CR  13 
  Male whisper gnome wizard (illusionist) 6/divine 
  oracle 2/shadowcraft mage 5 
  NE Small humanoid (gnome) 
  Init +4; Senses Listen +3 Spot +3 
  Languages Common, Flan, Gnome, Draconic, Goblin  
  AC 30, touch 15, flat-footed 26 (+4 Dodge vs. Giants) 
   (+4 Dex, +6 greater mage armor, +1 size, +5 dragon 
  skin, +4 shield) 
  Miss chance: cloak of shado 45% 
  hp 81 (13 HD)  
  Resist: Electricity 30, Fire 30, Acid 20, Cold 30, Sonic 
  30 
  Immune: Prescient Sense 
  Fort +10, Ref +12, Will +16  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee spiked gauntlet +5 (1d3-2)  
  Ranged ranged touch +11 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +0 Atk Options spells, spell 
  like abilities 
  Special Actions shadow illusion 
  Combat Gear none 
  Wizard Spells Prepared (CL 13th): 
   7th—heightened silent image (x3, CL 19th, DC 27, 
  100% real) 
   6th—heightened phantasmal killer (x4, CL15th, DC 
  26) 
   5th—heightened silent image (x3, CL 17th, DC 25, 
  80% real), persistant image (x2, DC 24) � 
   4th—heightened silent image (CL 16th, DC 24, 70% 
  real) x4, greater invisibility, heart of earth� 
   3rd—heightened silent image (CL 15th, DC 23, 
  60% real), heightened phantasmal assailants (CL 
  14th, DC 23), haste, greater mage armor�, dispel 
  magic, dragon skin � 
   2nd—invisibility, scorching ray, dimension hop, 
  resist energy (x4) ���� 
   1st—color spray (DC 19), familiar pocket, shield � 
  magic missile (x2), hail of stone (DC 17), ebon 
  eyes 
   0th—detect 
  magic, 
  mage 
  hands, 
  mending, 
  message 
  �Already cast: shield, familiar pocket, resist energy 
  (x4), greater mage armor, dragonskin, heart of earth 
   
  Illusionist 
  specialty 
  (banned 
  schools: 
  enchantment and necromancy) 
  Spell-Like Abilities (CL 1st): 
  1/day: 
   2nd—silence (must be centered on the whisper 
  gnome's body) 
   0th—ghost hand, mage hand, message 
  �Already cast 
  Abilities Str 6, Dex 18, Con 18, Int 24, Wis 13, Cha 
  8SQ Gnome racial traits, Oracle Domain, Cloak of 
  shadow, silent illusion, shadow illusion, extended 
  illusion, Powerful shadow magic 
  Feats Earth Sense , Earth Spell, Greater Spell Focus 
  (illusion), Heighten SpellB, Scribe ScrollB, Skill 
  Focus (Knowledge (relgion)), Spell Focus (Illusion) 
  PAL8-04 A Flan for all Treasons 
   
  Page 31 
   
  
  PAL8-04 A Flan for all Treasons 
   
  Page 32 
   
  Skills Bluff +15, Concentration +25, Hide +28, 
  Knowledge (arcana) +22,Knowledge (religion) +17, 
  Listen +3, Move Silently +8, Spellcraft +24, Spot +3 
  Possessions combat gear plus spiked gauntlet, two 
  spell component pouches, spellbook, tunic of 
  steady casting, cloak of resistance +3, headband 
  of intellect +6, gloves of dexterity +4, amulet of 
  health +2 
  Gnome Racial Traits (ex): +1 to hit kobolds and 
  goblinoids. 
  Cloak of Shadow (su): A shadowcraft mage can 
  cloak her form in shifting shadows. This ability 
  provides 
  her 
  with 
  a 
  variable 
  amount 
  of 
  concealment depending on her level. While her 
  cloak of shadow is active, attacks against a 
  shadowcraft mage have a miss chance of 45%. 
  Darkvision and low-light vision offer no help in 
  piercing the cloak of shadow, although any 
  creature that can see in magical darkness can 
  ignore the miss chance, as can a creature with true 
  seeing. Shadowcraft mage can dismiss or resume 
  this effect as a free action. While her cloak of 
  shadow is active, a shadowcraft mage can make a 
  Hide check as if she had concealment. 
   
  Cloak of shadow doesn't function in daylight, and it 
  is the equivalent of a 3rd level darkness effect for 
  the purpose of interaction with light spells. 
  Silent Illusion (ex): All spells from the illusion school 
  that a shadowcraft mage casts no longer have a 
  verbal component, as if the Silent Spell feat had 
  been applied to them. The levels and casting times 
  of these illusions do not change. If a shadowcraft 
  mage casts an illusion spell that can't be affected 
  by the Silent Spell feat, this ability has no effect on 
  those spells. 
  Shadow Illusion (su): A shadowcraft mage is able to 
  infuse some her figments (see the list below) with 
  material from the Plane of Shadow, making them 
  partially real. The subschool of these spells 
  changes from figment to shadow. A shadowcraft 
  mage can use the altered spell to mimic any 
  sorceror or 
  wizard conjuration (summoning), 
  conjuration (creation), or evocation spell at least 
  one level lower than the illusion spell. The altered 
  spell functions identically to the shadow conjuration 
  or shadow evocation spell, except that the spell's 
  strength equals 10% per level of the figment used. 
   
  A shadowcraft mage can apply shadow illusion to 
  any of the following figment spells: silent image, 
  minor image, major image, persistent image, 
  programmed image. 
  Extended Illusion (ex): The duration of any illusion 
  spell a shadowcraft mage casts is doubled, as if 
  the Extend Spell feat had been applied to it. The 
  levels and casting times of these illusions do not 
  change 
  Powerful Shadow Magic (su): The strength of the 
  effects created by her shadow conjuration, shadow 
  evocation, greater shadow evocation, greater 
  shadow conjuration and shades spells increases 
  by an additional 20%.  
   
  This bonus 
  also 
  applies to figment spells 
  transformed into shadow spells via the shadow 
  illusion power (see above).  
   
  Z AG RI D 
  CR  10 
  Male shadow hobgoblin dragon shaman 5/marshal 4 
  NE Medium humanoid (goblinoid, extraplanar) 
  Init +3; Senses Listen +8, Spot +8, Darkvision 60', 
  Lowlight Vision 
  Languages Common, draconic, goblin  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 armor, +1 shield) 
  hp 75 (9 HD); fast healing 2  
  Immune: Evasion, paralysis, sleep, frightful presence 
  Resist ;Cold 14  
  Fort +15, Ref +9, Will +11  
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft (9 squares) 
  Melee spiked gauntlet +6/+1 (1d4)  
  Ranged alchemical item +10/+5(+1 damage, +1 
  splash damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +6  
  Atk Options alchemical weapons, Point Blank Shot 
  (+1 to hit and damage within 30’) 
  Special attack options: Breath Weapon, grant move 
  action 
  Combat Gear alchemist fire (x4), acid flask (x4), oil 
  flask (x10) 
  Draconic Auras: 
   
  Energy Shield: Any creature striking you or your 
  ally with a natural attack or non-reach melee 
  weapon is dealt 4 points of electricity damage. 
   
  Toughness: DR 2/magic. 
   
  Vigor: fast healing 2, but only affects characters at 
  or below one half their full normal hit points. 
   
  Presence: +2 bonus on bluff, diplomacy, and 
  intimidate rolls 
   
  Resistance: Electricity resistance 10 
  Marshal Auras known: 
   minor —master of tactics (+4 to damage rolls when 
  Flanking), master of will (+4 to will saves) 
   
  major —motivate attack (+1 on melee attack rolls) 
  Spell-Like Abilities (CL 5th): 
  At will: 
   2nd—ventriloquism (DC 16) 
  Abilities Str 10, Dex 16, Con 16, Int 12, Wis 8, Cha 
  18 
  SQ Shadow Blend, totem dragon (blue), draconic 
  aura, marshal auras, draconic adaptation (blue) 
  Feats Grenadier , Mad Alchemist, Skill Focus (Bluff)B, 
  Skill Focus (Diplomacy)B, Point Blank Shot, Quick 
  Draw 
  SkillsBluff +17,Craft (alchemy) +9, Listen +8, Move 
  Silently +10, Spellcraft +9, Spot +8 
  Possessions combat gear plus masterwork studded 
  leather, masterwork buckler, spiked gauntlet, cloak 
  of charisma +2, heward's handy haversack, vest of 
  resistance +2 
  Shadow Blend (su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame sell, 
  does not negate this ability, but a daylight spell will. 
  Draconic Auras (su) You can channel the mighty 
  powers of dragonkind to project an aura that grants 
  you and nearby alllies a special benefit 
   
  Projecting an aura is a swift action, and you can 
  only project one draconic aura at a time. An aura 
  remains in effect until you use a free ation to 
  dismiss it or your activate another aura in its place. 
  You can have a draconic aura continually; thus, an 
  aura can be in effect at the start of an encounter 
  even before you take your first action. 
   
  Unless otherwise noted, your draconic aura affects 
  all allies within 30 feet (including yourself) with line 
  of effect to you. Your aura is dismissed if you 
  become unconscious or slain, but otherwise it 
  remains in effect even if you are incapable of 
  acting. 
  Marshal Aura (ex) A 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 free action to dismiss it or activates 
  another aura of the same kind (minor or major). A 
  marshal can have an aura active continually, thus 
  an aura can be effect at the start of a combat 
  encounter even before the marshal takes a turn. 
   
  A marshal's aura effects all allies in 60 feet 
  (including himself) who can hear the marshal. An 
  ally must have an Intelligence score of 3 or higher 
  and be able to understand the marshal's language 
  to gain the bonus. A marshal's aura is dismissed if 
  he is dazed, unconscious, stunned, paralyzed or 
  otherwise unable to be heard or understood by his 
  allies. 
  Draconic Adaptation (su): you gain an ability 
  specific to your dragon totem 
  Draconic Resolve (Ex): you gain immunity to 
  paralysis and sleep effects, as well as the frightful 
  presence of dragons. 
  Breath Weapon (Su): A 30' line of electricity that 
  does 2d6 damage (Reflex DC 15 for half). Once 
  used, the breath weapon cannot be used again for 
  1d4 rounds. 
  Grant Move Action (ex) Once per day as a standard 
  action a marshal may grant an extra move action to 
  all allies within 30 ft (but not to himself). Each of 
  the affected allies takes this extra move action 
  immediately, acting in their current initiative order. 
  This extra action does not affect the allies initiative 
  count, the round continues normally after the 
  marshal's turn is over. 
  Mad Alchemist (Ex): the Mad Alchemist feat grants 
  you access to special tactical maneuvers. 
   
  Fiery Blaze: To use this maneuver, you must first 
  strike a craeture with a ontainer of lantern oil or 
  alchemist fire. On your next turn, you must strike 
  the creature with a spell or weapon that deals fire 
  damage. If you do so, the creature takes an 
  additional 1d6 points of fire damage and catches 
  on fire if it is not already on fire. 
   
  V E L L 
  CR  10 
  Female human cleric 10 (nerull) 
  NE Medium humanoid (human) 
  Init -1; Senses Listen +5 Spot +5 
  Languages Common, Flan, goblin  
  AC 15, touch 9, flat-footed 15, freedom of movement 
   (-1 Dex, +4 armor, +2 shield) 
  hp 67 (10 HD)  
  Fort +11, Ref +4, Will +15  
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft (6 squares) 
  Melee spiked gauntlet +71d4+0)  
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +7  
  Atk Options Turn Undead 4/day (+6, 2d6+9) 
  Special Actions Death Domain power 
  Combat Gear  
  Cleric Spells Prepared (CL 10th): 
   5th—(D) slay living (DC 20), righteous wrath of the 
  faithful, flamestrike (DC 20) 
   4th—(D) confusion (DC 19), recitation, mass shield 
  of faith, freedom of movement�, silent dispel 
  magic 
   3rd—(D) silent invisibility, insignia of healing (x2), 
  dispel magic, mass lesser vigor 
   2nd—(D) invisibility�, silence (x2), close wound 
  (x2), cure moderate wounds 
   1st—(D) disguise self�, bless, cause fear, ebon 
  eyes (x2), resurgence, cure light wounds 
   0—cure minor wounds (x3), detect magic, detect 
  poison, mending,  
  D: Domain spell. Deity: Nerull. Domains: Death, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 8, Con 13, Int 14, Wis 21 Cha 
  12SQ  
  Feats Augment Healing, Craft Wondrous Item, Scribe 
  Scroll, Silent Spell, Skill Focus (concentration) 
  Skills Bluff +17, Concentration +20, Diplomacy +11, 
  Disguise +6 (+16 with spell, Heal +9 Knowledge 
  (arcana) +10, Knowledge (religion) +11, Listen +5, 
  Spellcraft +17, Spot +5 
  Possessions combat gear plus chain mail, heavy 
  wooden shield, two holy symbols, pholtan holy 
  symbol, two spell component pouches, heavy 
  mace, spiked gauntlet, cloak of resistance +1, 
  periapt of wisdom+4, circlet of persuasion 
  Death Domain (su) Once per day you can make a 
  melee touch attack against a living creature. Roll 
  10d6, if the amount equals or exceeds the target's 
  current hit points, it dies (no save). 
   
  U R-F L AN  I N F I LT R AT O R S 
  CR  8 
  Male human (Flan) rogue 4/hexblade 4 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common  
  AC 17, touch 12, flat-footed 17, uncanny dodge 
   (+2 Dex, +4 armor, +1 shield) 
  hp 54 (8 HD) 
  PAL8-04 A Flan for all Treasons 
   
  Page 33 
   
  
  Immune: evasion, mettle 
  Fort +7, Ref +9, Will +6 (+2 vs. spells and spell like 
  abilities) 
  Speed 30 ft. (6 squares) 
  Melee heavy mace +13/+8 (1d8+4 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +11  
  Special Attacks: Sneak Attack +2d6 
  Atk Options none 
  Combat Gear alchemical capsules (2 shock, 1 fire) 
  Abilities Str 18, Dex 14, Con 12, Int 10, Wis 8, Cha 
  14SQ: arcane resistance 
  Feats Great Fortitude, Power Attack, Cleave , 
  Weapon Focus (mace) 
  Skills  Bluff +13, Disguise +15, Forgery +5, Gather 
  Information +15, Intimidate +15, Knowledge (local 
  [NMR]) +5, Listen +4, Sleight of Hand +15, Spot +4 
  Possessions combat gear plus chain shirt armor, 
  masterwork heavy mace, sap, dagger, masterwork 
  light steel shield, triple weapon capsule retainer, 5 
  shock capsules, 5 fire capsules, pholtan holy 
  symbol, 
  pholtan 
  papers 
  (forged), 
  cloak 
  of 
  resistance +2, gauntlets of ogre strength +2 
  Hexblade Curse (Su) Once per day as a free action, 
  a hexblade can unleash a curse upon a foe. The 
  target must be visible to the hexblade and within 
  60ft. The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for one hour. A 
  successful Will save (DC 13) negates this effect.  
  Mettle (Ex) If a hexblade makes a successful Fort or 
  Will 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. 
   
  7: THE VOICE OF THE FLAN (OPTION 2: 
  CAPTURE THE VOICE) 
   
   
  T H E  V O I C E  O F T H E  F L AN 
  CR  13 
  Male Human (Flan) bard 5/evangelist 5/mindbender 3 
  NG Medium humanoid (human) 
  Init +0; Senses Listen +3 Spot +3 
  Languages Common, Flan, draconic 
  AC 13, touch 10, flat-footed 13 
   (+0 Dex, +3 armor) 
  hp 63 (13 HD)  
  Fort +8, Ref +8, Will +16  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee quarterstaff +6/+1 (1d6-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +6  
  Atk Options bard song (5/day), great orator 
  Special Actions none 
  Combat Gear wand of cure critical wounds [10 
  charges] 
  Bard Spells Known (CL 11th);  
   3rd (2/day)—dispel magic, haste 
   2nd (2/day)—cure moderate wounds, silence (DC 
  15), tongues, whispering wind 
   1st (4/day)—cure light wounds, charm person, 
  inspirational boost, remove fear 
   0 (3/day)—detect magic, light, mage hand, 
  mending, message, prestidigitation 
  �Already cast – 
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 16, Cha 
  17SQ Bardic Knowledge +9, fast talker, skill 
  mastery 
  Feats Disguise Spel, Lingering Song, Negotiator, 
  Practiced Spellcaster, Skill Focus (Diplomacy), 
  Subsonics  
  Skills Bluff +20, Concentration +16, Diplomacy +31, 
  Gather Information +11, Intimidate +20, Knowledge 
  (arcana) +7, Knowledge (history) +11, Knowledge 
  (local [NMR]) +14, Knowledge (nobility/royalty) +7, 
  Knowledge (religion) +7, Listen +3 Perform 
  (oratory) +19, Sense Motive +18, Spellcraft +9, 
  Spot 
  +3Possessions 
  combat 
  gear 
  plus 
  masterwork studded leather, quarterstaff, two spell 
  component pouches, pholtan holy symbol, circlet of 
  persuasion, cloak of charisma +2, vest of 
  resistance +2 
  Great Orator (su): Evangelist levels stack with bard 
  levels for determining the strength (but not the 
  types of) bardic songs available.  
  inspire hope: This ability gives the evangelist and all 
  allies who can hear his oratory a +4 sacred bonus 
  on Will saves. Activating this ability requires a full-
  round action and requires a concentration each 
  round to maintain the effect. The effect lasts as 
  long as the evangelist speaks and for three rounds 
  thereafter. Inspire hope is a mind-affecting ability. 
  Inflame the righteous: This ability wreathes teh 
  evangelist and all allies within 30 feet in divine 
  flame. Each beneficiary of this ability gains the 
  benefit of a fire shield spell, with a caster level of 8. 
  The damage caused by the spell is purely divine 
  and not subject to fire resistance or immunity.  
   
  This oratory requires a full round action to perform 
  and concentration each round to continue the 
  effect. The effect lasts as long as the evangelist 
  speaks and for three rounds thereafter. 
  Convert the unfaithful: An evangelist can attempt to 
  convert a single enemy within 30 feet as a full-
  round action. The target must make a DC 18 Will 
  save. If the target makes the save, it is shaken for 
  one round. If the target fails the save it converts 
  (see below). Creatures with an alignment subtype 
  are immune to this ability. 
   
  A converted creature is effectively charmed by teh 
  evangelist (similar to a charm monster spell). In 
  addition, a converted creature temporarily assumes 
  the 
  alignment 
  of 
  the 
  evangelist 
  and 
  acts 
  accordingly. This may make some of the creature’s 
  class abilities unavailable for the duration. 
   
  When the duration elapses the creature then has a 
  choice: it can permanently switch to the new 
  alignment as if a cleric had cast an atonement on 
  her. If the creature chooses to change back, it must 
  PAL8-04 A Flan for all Treasons 
   
  Page 34 
   
  
  make another DC 18 Will save. If it fails the saving 
  throw, its alignment does revert back but it will 
  need an atonement to regain any lost abilities. 
   
  This ability lasts as long as the evangelist speaks 
  and for three rounds thereafter. 
  Fast Talk (ex): The evangelist can make a rushed 
  Diplomacy check with only a -5 penalty (instead of 
  the standard -10).  
  Skill Mastery (ex): The evangelist can always take 
  10 on the following skills, even if stress and 
  distractions would normally prevent him from doing 
  so: Bluff, Intimidate, Sense Motive. 
  Telepathy (su): A mindbender gains the ability to 
  communicate telepathically to any creature within 
  100 feet. 
  Skill Boost (ex): A mindbender adds half his class 
  level to Bluff, Diplomacy, Intimidate and Sense 
  Motive checks. 
  Push the Weak Mind (sp): This ability functions like 
  a suggestion, except that it works on creatures that 
  are large are smaller, within 100 feet, and lasts for 
  8 hours. The mindbender can communicate the 
  suggestion telepathically, which allows him to 
  communicate regardless of language. The target is 
  entitled to a Will save (DC 16) to negate the effect. 
  This ability is usable once per day. 
  Mindread (sp): A mindbender can read the surface 
  thoughts of a living creature within 100 feet. This is 
  a mind-affecting ability that requires a standard 
  action to use. The mindbender must be able to see 
  the target; a successful DC 15 Will save negates 
  the effect. Creatures of animal Intelligence (2 or 
  lower) have only simple, instinctual thoughts. 
   
  Maintaining this effect requires concentration; the 
  maximum duration is 10 minutes and is usable two 
  times per day.  
   
  F L AN B O DY G U AR D 
  CR  9 
  Male Human duskblade 9 
  TN Medium humanoid (human) 
  Init +4; Senses Listen +1 Spot +1 
  Languages Common, Flan 
  AC 24, touch 14, flat-footed 20 
   (+4 Dex, +6 armor, +4 shield) 
  hp 78 (11 HD)  
  Fort +11, Ref +9, Will +10  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee elven thinblade +16/+11 (1d8+2/18-20)  
   
  Or spiked gauntlet +13/+8 (1d4) 
  Ranged ranged touch +13 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7  
  Atk Options quick cast (2/day), arcane strike 
  Special Actions arcane channelling 
  Combat Gear none 
  Duskblade Spells Known (CL 11th);  
  3rd (6/day [5 left])—dispelling touch, greater magic 
  weapon, vampiric touch 
  2nd (8/day)—dimension hop, scorching ray, see 
  invisibility, touch of idiocy 
  1st (9/day)—color spray, obscuring mist, magic 
  weapon, ray of enfeeblement, shocking grasp, 
  swift expeditious retreat 
   0 (6/day)—disrupt undead, touch of fatigue 
  �Already cast –greater magic weapon 
  Abilities Str 10, Dex 18, Con 14, Int 14 Wis 12, Cha 
  8SQ arcane attunement, armored mage, spell 
  power 
  Feats Arcane Strike, Close Quarters Fighting, 
  Combat CastingB, Exotic Weapon Proficiency 
  (elven thinblade), Weapon Finesse, Weapon Focus 
  (elven thinblade)  
  Skills 
  Concentration 
  +16 
  (+20 
  defensively, 
  Knowledge (arcana) +16, Listen +1, Sense Motive 
  +15, Spellcraft +18, Spot +1 
  Possessions combat gear plus two spell component 
  pouches, masterwork elven thinblade, spiked 
  gauntlet, mithril chain shirt+2, mithril heavy steel 
  shield+2, cloak of resistance +2, gloves of dexterity 
  +2 
  Armored Mage (Light, medium) (ex) A duskblade's 
  limited focus and specialized training allow him to 
  avoid arcane spell failure so long as he wears 
  medium armor and light or medium shields. This 
  ability does not apply to spellcasting granted by 
  another class.  
  Arcane Attunement (sp) A duskblade can use the 
  spell like powers dancing lights, detect magic, flare, 
  ghost sound and read magic a combined total of 3 
  times per day.  
  Arcane channeling (su) A duskblade can use a 
  standard action to deliver any touch spell known 
  and deliver the spell through his melee attack. 
  Casting a spell in this manner does not provoke an 
  attack of opportunity. The spell must have a 
  casting time of one standard action or less. If the 
  melee attack is successful, the attack deals 
  damage normally, then the effect of the spell is 
  resolved.  
  Quick cast (su) A duskblade can cast two spells per 
  day as a swift action, as long as its casting time is 
  one standard action or less. 
  Spell Power (ex): you can more easily overcome the 
  spell resistance of any opponent you successfully 
  injure with a melee attack. If you have injured an 
  opponent with a melee attack, you gain a +3 bonus 
  on your caster level check to overcome spell 
  resistance for the remainder of the encounter. 
   
  7: THE VOICE OF THE FLAN (OPTION 3: 
  ANGRY MOB / RESCUE THE MILITIA) 
   
   
  M O B  I N S T I G AT O R 
  CR  10 
  Male human beguiler 10  
  NE Medium humanoid (human) 
  Init +3; Senses Listen -1 Spot -1 
  Languages Common, Flan, goblin  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 mage armor) 
  hp 60 (10 HD)  
  PAL8-04 A Flan for all Treasons 
   
  Page 35 
   
  
  Fort +6, Ref +7, Will +7  
  Speed 30 ft. (6 squares), base movement 30 ft (6 
  squares) 
  Melee club or tool +5 (1d6+0)  
  Ranged ranged touch +8Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Atk Options none 
  Special 
  Actions 
  surprise 
  casting, 
  unsettling 
  enchantment 
  Combat Gear none 
  Beguiler Spells Known (CL 10th): 
   5th 
  (3/day)—, 
  dominate 
  person 
  (DC 
  19), 
  feeblemind (DC 19), hold monster (DC 19), incite 
  riot (DC 21), mind fog (DC 19), Rary’s telepathic 
  bond, swift etherealness 
   4th (2/day)—charm monster (DC 18), confusion 
  (DC 18), crushing despair (DC 18), freedom of 
  movement, greater invisibility, solid fog 
   3rd (3/day)—deep slumber (DC 17), dispel magic, 
  displacement, glibness, haste, hold person (DC 
  17), major image (DC 15), slow (DC 15), 
  suggestion (DC 17) 
   2nd (7/day)—blinding color surge (DC 14), blur, 
  daze monster (DC 16), fog cloud, glitterdust (DC 
  14), invisibility, silence (DC 14), touch of idiocy 
   1st (7/day)—charm person (DC 15), color spray 
  (DC 14), disguise self (DC 13), expeditious 
  retreat, mage armor, sleep (DC 15), undetectable 
  alignment, ventriloquism 
   0 (6/day)—dancing lights, daze, detect magic, 
  ghost sounds, message, open/close, read magic 
  �Already cast –mage armor, undetectable alignment, 
  freedom of movement, rary’s telepathic bond 
  Abilities Str 10, Dex 15, Con 14, Int 14, Wis 8, Cha 
  12SQ advanced learning, armored mage, cloaked 
  casting 
  Feats Rapid Metamagic, Silent SpellB, Still SpellB, 
  Skill 
  Focus 
  (concentration), 
  Spell 
  Focus 
  (enchantment), Greater Spell Focus (enchantment) 
  Unsettling Enchantment  
  Skills Balance +16, Bluff +14, Concentration +18, 
  Diplomacy +18, Disguise +16,Knowledge (arcana) 
  +15, Listen -1, Sense Motive +12, Spellcraft +17, 
  Spot -1, Tumble +16, 
  Possessions combat gear plus two spell component 
  pouches, club or tool, cloak of resistance +1 
   
  Advanced Learning (Ex): At 3rd level, you can 
  add a new spell to your list, representing the result of 
  personal study and experimentation. The spell must 
  be a sorcerer/wizard spell of the enchantment or 
  illusion school and of a level no higher than that of the 
  highest-level spell you already know. Once a new 
  spell is selected, it is forever added to your spell list 
  and can be cast just like any other spell on your list. 
   
  Armored Mage (Ex): Normally, armor of any 
  type interferes with an arcane spellcaster’s gestures, 
  which can cause your spells to fail if those spells have 
  a somatic component. A beguiler’s limited focus and 
  specialized training, however, allow you to avoid any 
  chance of arcane spell failure as long as you restrict 
  yourself to light armor. This training does not extend 
  to any other form of armor, nor does this ability apply 
  to spells gained from other spellcasting classes.  
   
  Cloaked Casting (Ex): Starting at 2nd level, a 
  beguiler’s spells become more effective when cast 
  against an unwary foe. You gain a +1 bonus to the 
  spell’s save DC when you cast a spell that targets any 
  foe who would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not). 
   
  Surprise Casting (Ex): Starting at 2nd level, 
  when you successfully use the Bluff skill to feint in 
  combat, your target is denied its Dexterity bonus (if it 
  has one) to AC for the next melee attack you make 
  against it or the next spell you cast. You must remain 
  in melee with the target, and the attack must be made 
  or the spell cast on or before your next turn. The 
  target is not considered flat-footed and therefore can 
  make attacks of opportunity against you if you do not 
  cast defensively. 
   
  At 6th level, you gain the ability to feint in combat 
  as a move action instead of a standard acion. If you 
  have the Improved Feint feat, you can now feint in 
  combat as a swift action. 
   
  Unsettling Enchantment (Ex): Any foe required 
  to save against an enchantment spell you cast takes 
  a -2 penalty on attack rolls and to AC for 1 round, 
  regardless of the result of the save. This is a mind-
  affecting effect. 
   
  PAL8-04 A Flan for all Treasons 
   
  Page 36 
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Adaptable Flanker 
  When you and an ally team up against a foe, you know 
  how to maximize the threate your ally poses to ruin 
  your target's defenses. 
   
  Prerequisite: Combat Reflexes, Vexing Flanker, 
  base attack bonus +4. 
   
   
  Benefit: As a swift action, you designate a single 
  opponent as the target of this feat. When you are 
  adjacent to the chosen target, you can choose to count 
  as occupying any other square you threaten for 
  purposes of determining Flanking bonuses for you and 
  your allies. You also occupy your current square for 
  Flanking an opponent 
   
  Special: A fighter can select Adaptable Flanker as 
  a fighter bous feat.  
   
  Source: Player's Handbook 2 75 
   
  Augment healing 
   
  Prerequisite: Heal 4 ranks. 
   
   
  Benefit: Add +2 points per spell level to the 
  amount of healing provided by any Conjuration 
  [Healing] spell that you cast.  
   
  Source: Complete Divine79 
   
  Dragon touched 
  You have a trace of draconic power, a result of dragons 
  in your ancestry or a spiritual connection between you 
  and the forces of dragonkind. 
   
  Prerequisite: Cha 11.  
   
  Benefit: You gain the dragonblood subtype. You 
  gain 1 hit point, a +1 bonus on Listen, Search and Spot 
  checks, and a +1 bonus on saving throws against 
  paralysis and sleep effects. In addition, you can select 
  dragonic feats as if you were a sorceror of your 
  character level.  
   
  Source: Dragon Magic 18 
   
  Earth Sense 
  You are in tune with the earth beneath you. 
   
  Prerequisite: Con 13, Wis 13. 
   
  Benefit: As long as you are touching the ground, 
  you can take a move action to sense the number of 
  creatures withing 20 feet that are also touching the 
  ground and the direction to each one. You cannot 
  pinpoint the location of any creature with this feat. 
  Special: creatures with the air or aquatic subtype 
  cannot take this feat. 
   
  Source: Races of Stone 138 
   
  Earth Spell 
  You draw magical power from the earth beneath your 
  feat. 
   
  Prerequisite: Con 13, Wis 13, Heighten Spell, 
  Earth Sense. 
   
  Benefit: As long as your are standing on stone or 
  unworked earth (including normal soil), you can use 
  the Heighten Spell feat to greater effect If you cast a 
  spell using a spell slot one level higher than the spell's 
  actual level, the spell is treated as two levels higher and 
  your effective caster level is increased by one. If you 
  use a spell level two levels higher, the spell is treated as 
  three levels higher and your effective caster level is two 
  levels higher (and so on). 
   
  You cannot gain the benefit of this feat when 
  casting a spell with the air, fire or water descriptor. 
   
  Source: Races of Stone 138 
   
  Entangling Exhalation [Breath] 
  You can use your breath weapon to create an 
  entangling mesh of energy. 
   
  Prerequisites: Dragonblood subtype, breath 
  weapon. 
   
  Benefit: When you use your breath weapon, you 
  can choose to enmesh all creatures in its area instead of 
  producing its normal effect. Your breath weapon deals 
  only half its normal damage; however, any creature that 
  takes damage from your breath weapon becomes 
  entangled and takes an extra 1d6 points of damage, of 
  the same energy type as normally dealt by your breath 
  weapon, each round at the start of your turn. This effect 
  lasts for 1d4 rounds. If your breath weapon doesn’t deal 
  energy damage, creatures damaged by the initial breath 
  are still entangledbut don’t take additional damage on 
  later rounds. 
   
  Source: Races of the Dragon 101. 
   
  Grenadier 
  You are skilled in using grenadelike weapons. You 
  excel at tossing them to just the right spot to maximize 
  the amount of damage they can cause as they burst 
  open upon the battlefield. 
   
  Benefit: You are an expert with splash weapons 
  and all manner of incendiary mixtures. You gain a +1 
  bonus on attack rolls with splash weapons and a +1 
  bonus on the weapon's damage (including splash 
  damage). 
   
  Source: Player's Handbook 2 79 
   
  Improved Skirmish  
  With a few extra steps, you gain even greater benefits 
  from your skirmishing combat style. 
   
  Prerequisite: Skirmish +2d6/+1 AC. 
   
   
  Benefit: If you move at least 20 feet away from 
  where you were at the start of your turn, your skirmish 
  damage increases by 2d6 and your competence bonus 
  to AC from skirmish improves by 3.  
   
  Normal: A scout’s bonus damage and AC bonus 
  apply if she moves at least 10 feet away from where she 
  was at the start of her turn. 
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  Special: A scout can select Improved Skirmish as 
  one of her scout bonus feats. 
   
  Source: Complete Scoundrel 78 
   
  Mad alchemist 
  You are an expert at using alchemical items. Through 
  experimentation, research, and your careful study of 
  the art of alchemy, you have learned to make teh most 
  of items such as alchemist's fire. 
   
  Prerequisites: 
  Craft 
  (alchemity) 
  6 
  ranks, 
  Grenadier. 
   
  Benefit: the Mad Alchemist feat grants you access 
  to special tactical maneuvers. 
  Fiery Blaze: To use this maneuver, you must first strike 
  a craeture with a ontainer of lantern oil or alchemist 
  fire. On your next turn, you must strike the creature 
  with a spell or weapon that deals fire damage. If you do 
  so, the creature takes an additional 1d6 points of fire 
  damage and catches on fire if it is not already on fire. 
   
  Practiced Spellcaster  
  Choose a spellcasting class that you possess. Your 
  spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit cannot 
  increase your caster level to higher than your Hit 
  Dice. However if you can’t benefit from the full 
  bonus immediately, if you later gain Hit Dice in 
  levels of a non spellcasting class, you might be able 
  to apply the rest of the bonus. 
   
  A character with two or more spellcasting classes 
  must choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, 
  which would help you penetrate spell resistance and 
  increase the duration and other effects of your spells.  
   
  Special: You can select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. 
   
  Source: Complete Arcane 82 
   
  Rapid metamagic 
  You possess an uncanny mastery of your magic, 
  enabling you to modify spells on the fly much faster 
  than others can. 
   
  Prerequisites: Spellcraft 12 ranks, ability to 
  spontaneously cast spells. 
   
  Benefit: When you apply a metamagic feat to a 
  spontaneously cast spell, the spell takes only its normal 
  casting time. 
   
  Normal: Spontaneous casters applying metamagic 
  must 
  either take a full-round action (if the spell normally 
  requires a standard action or less) or add a full-round 
  action to the casting time (if the spell takes 1 full round 
  or longer to cast). 
   
  Source: Complete Mage 46. 
   
  Unsettling Enchantment  
  Your enchantment spells cloud the minds of even 
  those who would otherwise resist their effects. 
   
  Prerequisite: Spell Focus (enchantment) or 
  enchanter level 1st. 
   
  Benefit: Any foe required to save against an 
  enchantment spell you cast takes a -2 penalty on attack 
  rolls and to AC for 1 round, regardless of the result of 
  the save. This is a mind-affecting effect. 
   
  Special: An enchanter can select this feat as a 
  wizard bonus feat. 
   
  Source: Complete Mage 48 
   
  Vexing Flanker 
  You excel at picking apart an opponent's defenses 
  when your allies also threaten him. 
   
  Prerequisite: Combat Reflexes.  
   
  Benefit: You gain a +4 bonus on your attack rolls 
  when Flanking. 
   
  Normal: Flanking grants a +2 bonus on attack 
  rolls. 
   
  Special: A fighter can select Vexing Flanker as a 
  fighter bous feat.  
   
  Source: Player's Handbook 2 85 
   
  MAGIC ITEMS 
  Chasuble of Fell Power 
  Magic Item Compendium 85 
   
  Description: This long strip of scarlet cloth is 
  embroidered with arcane sigils and mystic designs. 
   
  Activation: --  
   
  Effect: while wearing a chasuble of fell power, 
  your eldritch blasts or spells you cast that have the 
  chaotic descriptor deal an extra 1d6 points of damage. 
  Only a chaotic spell that deals hit point damage can 
  benefit from this effect. 
   
  Aura/Caster Level: moderate evocation. CL 6th 
   
  Construction: Craft Wondrous Item, chaos 
  hammer or eldritch blast, 4,000 gp, 320 XP, 8 days 
   
  Price: 8,000 gp 
   
  Tunic of Steady Casting 
  Magic Item Compendium 144 
   
  Description: This earth-colored tunic is sturdy, 
  though the material is as soft as silk. Around the neck, 
  wrists and hem are runes of stability stitched in gold 
  thread. 
   
  Activation: --  
   
  Effect: You gain a +5 Competence bonus on 
  Concentration checks. Despite its name, the tunic’s 
  bonus applies on all Concentration checks, not just 
  those made to cast spells. 
   
  Aura/Caster Level: faint transmutation. CL 3rd 
   
  Construction: Craft Wondrous Item, bear’s 
  endurance, 1,250 gp, 100 XP, 3 days 
   
  Price: 2,500 gp 
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  MUNDANE EQUIPMENT 
  Weapon Capsule Retainer 
  Cost 450gp 
   
  This long leather thong, wrapped around a melee 
  weapon or thrown weapon (but not a projectile 
  weapon) just at the base of the blade or striking surface, 
  holds a thin, fitted ring sized for a single alchemical 
  capsule.  A more expensive options is the triple weapon 
  capsule retainer, which stores three capsules rather 
  than one. A character wielding a weapon with a triple 
  retainer can use one, two, or a three capsuels it holds as 
  part of the same action. 
   
  Only one weapon capsule retainer (or triple 
  retainer) can be attached to any weapon. Attaching a 
  weapon capsule retainer to a weapon or putting a 
  capsule into an empty capsule retainer is a full-round 
  action that provokes an attack of opportunity. Thus, 
  filling an empty triple weapon capsule retainer requires 
  three full-round actions. 
   
  Source: Complete Adventurer 121 
   
  Quickflame 
  Cost 25gp 
   
  Using an alchemical weapon capsule requires only a 
  swift action (and does not provoke attacks of 
  opportunity) if it is held in a properly attached weapon 
  capsule retainer. Otherwise, applying an alchemical 
  weapon capsule is the equivalent of applying a magic 
  oil (a standard action that does provoke attacks of 
  opportunity). 
   
  A quickflame alchemical capsule coats a melee 
  weapon or thrown weapon with a thin sheet of oil that 
  instantly bursts into flame.  This substance allows the 
  weapon to deal extra fire damage for a short amount of 
  time without damaging the weapon or its wielder.  A 
  weapon treated with quickflame deals an extra 1d6 
  points of fire damage with each successful strike. The 
  capsules effects last for 1 round, ending at the 
  beginning of the wielder's next turn.  This fire damage 
  does not stack with any other fire damage the weapon 
  deals. 
   
  Source: Complete Adventurer 122 
   
  Quickspark 
  Cost 25gp 
   
  Using an alchemical weapon capsule requires only a 
  swift action (and does not provoke attacks of 
  opportunity) if it is held in a properly attached weapon 
  capsule retainer. Otherwise, applying an alchemical 
  weapon capsule is the equivalent of applying a magic 
  oil (a standard action that does provoke attacks of 
  opportunity). 
   
  A quickflame alchemical capsule coats a melee 
  weapon or thrown weapon with a thin sheet of liquid 
  that crackles and sparks with electicity.  This substance 
  allows the weapon to deal extra electricity damage for a 
  short amount of time without damaging the weapon or 
  its wielder.  A weapon treated with quickspark deals an 
  extra 1d6 points of electricity damage with each 
  successful strike. The capsules effects last for 1 round, 
  ending at the beginning of the wielder's next turn.  
  This electricity damage does not stack with any other 
  fire damage the weapon deals. 
   
  Source: Complete Adventurer 122 
   
  SPELLS AND INVOCATIONS 
   
  Arcane Fusion 
  School: Universal 
  Level: Sorcerer 5 
  Components: V, S; see text 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Duration: Instantaneous 
  Saving Throw: None or Will partial; see text 
  Spell Resistance: Yes 
  As you make the final spell gesture, the look in your rival's 
  eyes gives evidence enough of the chaos rampaging through 
  his mind. 
   
  When you cast this spell, choose any 1st-level sorcerer 
  spell you know and any 4th-level or lower sorcerer 
  spell you know. Neither spell chosen can have a casting 
  time longer than 1 standard action. Both spells take 
  effect in the order you choose, as if you had cast them 
  one after the other using only one standard action, but 
  you don't expend any additional spell slots to cast those 
  spells. Effectively, you cast two other spells using this 
  spell's 5th-level spell slot. Each of the chosen spells has 
  its normal effect, including range, target, area, duration, 
  saving throw, and spell resistance as appropriate to the 
  spell's level. If either spell requires a material 
  component, focus, XP cost, or other special cost, these 
  must be used or paid as part of the casting of arcane 
  fusion. 
   
  Source: Complete Mage 96 
   
  Beguiling Influence 
  Least; 2nd 
   
  You can invoke this ability to beguile and bewitch 
  your foes. You gain a +6 bonus on Bluff, Diplomacy, 
  and Intimidate checks for a period of 24 hours. 
   
  Source: Complete Arcane 132 
   
  Benign Transposition 
  School: Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
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  Targets: Two willing creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Calling out the arcane words, you suddenly stand where your 
  companion was, and he has taken your place, outside the 
  reach of his foes. 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The 
  movement is instantaneous and does not provoke 
  attacks of opportunity. 
   
  Source: Spell Compendium 27 
   
  Chilling Tentacles 
  Greater; 5th 
   
  This invocation allows you to conjure forth a field 
  of soul-chilling black tentacles that ooze from the 
  ground, groping for victims. This invocation functions 
  exactly like evard's black tentacles except that each 
  creature within the area of the invocation takes 2d6 
  points of cold damage each round. Creatures in the area 
  take the damage whether or not they are grappled by 
  the tentacles. 
   
  Source: Complete Arcane 132 
   
  Close Wounds 
  School: Conjuration (Healing) 
  Level: Cleric 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
   
  Your ally falls from a crushing blow, but you don’t have time 
  to reach him. You quickly speak words of power, and the 
  worst of his injuries glow golden and begin to heal. 
   
  This spell cures 1d4 points of damage +1 point per 
  caster level (maximum+5). If you cast this spell 
  immediately after the subject takes damage, it 
  effectively prevents the damage. It would keep alive 
  someone who had just dropped to –10 hit points, for 
  example, leaving the character at negative hit points 
  but stable. Used against an undead creature, close 
  wounds deals damage instead of curing the creature 
  (which takes half damage if it makes a Will saving 
  throw).  
   
  Source: Spell Compendium 48 
   
  Draconic Flight 
  Lesser; 3rd 
  When you use this invocation, you sprout spectral 
  wings resembling those of a dragon. You can fly at a 
  speed equal to your land speed at good maneuverability 
  for 24 hours. 
   
  Your wings allow you to cover overland distances 
  with great endurance: you gain a +4 bonus on 
  Consitution checks made to avoid nonlethal damage 
  from a forced march. 
   
  Source: Dragon Magic 80 
   
  Dimension Hop 
  School: Conjuration (Teleportation) 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Pale motes of light dance and swirl about your fingertips. 
  When you touch the creature, it disappears, leavses a cloud of 
  motes in its wake, and reappears somewhere nearby. 
   
  You instantly teleport the subje 5 feet per two caster 
  levels.  The destination must be an unoccuppied space 
  within line of sight. 
   
  Source: Player's Handbook II 110 
   
  Flee the Scene 
  Lesser; 4th 
   
  You can use dimension door as a spell-like ability, 
  although the range is limited to close (25 ft + 5 ft/ 2 
  levels). When you use this ability, you leave behind a 
  major image of yourself in your place that lasts for 1 
  round. The image acts appropriately to attacks as if 
  were concentrating on it.  
   
  Source: Complete Arcane 134 
   
  DragonSkin 
  School: Transmutation 
  Level: Sorcerer/wizard 3 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  You say nothing, but make the motions in the prescribed 
  pattern and hold the dragon’s scale aloft. Your flesh erupts 
  with hard, colorful scales. 
   
  Your skin toughens and becomes scaly like that of a 
  chromatic dragon, of a color that you select. You gain 
  an enhancement bonus to natural armor equal to +1 per 
  two levels (to a maximum of +5 at 10th level), as well as 
  energy resistance 10 against the type of energy 
  appropriate to the color you select: acid (black or 
  green), cold (white), electricity (blue), or fire (red).  
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  Your energy resistance increases to 20 at 10th level. 
  Material Component: A dragon’s scale. 
  Special: Sorcerers cast this spell at +1 caster level. 
  Source: Spell Compendium 73 
   
  Ebon Eyes 
  School: Transmutation 
  Level: Assassin 1, cleric 1, sorcerer/ 
  wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  You feel, more than see, a black haze form at the corner of 
  your eyes. Upon touching your intended subject the haze 
  disappears and the creature’s eyes become shrouded in 
  blackness. 
   
  The subject of this spell gains the ability to see 
  normally in natural and magical darkness, although it 
  does not otherwise improve the subject’s ability to see 
  in natural dark or shadowy conditions. The subject 
  ignores the miss chance due to lack of illumination 
  other than total darkness. While the spell is in effect, a 
  jet-black film covers the subject’s eyes, a visual effect 
  that gives the spell its name. 
  Material Component: A pinch of powdered black 
  gemstone of any type. 
   
  Source: Spell Compendium 77 
   
  Eldritch Chain 
  Lesser; 4th; Blast Shape 
   
  This blast shape invocation allows you to improve 
  your eldritch blast by turning it into an arc of energy that 
  “jumps” from the first target to others. An eldritch chain 
  can jump to one or more secondary targets within 30 
  feet of the first target, allowing you to make additional 
  ranged touch attacks and deal damage to the secondary 
  targets if you hit. 
   
  You can “jump” the chain to one secondary target 
  per five caster levels, so you can strike two additional 
  targets at 10th level, three at 15th level, and four 
  additional targets at 20th level. Each new target must be 
  within 30 feet of the previous one, and you can’t target 
  the same creature more than once with the eldritch 
  chain. If you miss any target in the chain, the eldritch 
  chain attack ends there.  
   
  Source: Complete Arcane 133 
   
  Endless Slumber 
  School Enchantment[compulsion, mind-affecting] 
  Level: Bard 5, Sorceror/Wizard 6 
  Components: V, S, M 
  Casting Time: 1 full round 
  Range: close (25ft +5ft/2 levels) 
  Target: one living creature  
  Duration: permanent 
  Saving Throw: will negates 
  Spell Resistance: yes 
   
  As you utter the final syllable, your foe’s eyes roll up in her 
  head. She falls, snoring softly even as she hits the ground. 
   
  You put a single subject into a magically induced 
  slumber that lasts indefinitely. Normal stimuli, such as 
  shouting or prodding, are insufficient to wake the 
  subject, but any damage dealt to the subject causes her 
  to rouse immediately. The subject can attempt a new 
  save every 24 hours to awaken early. The subject does 
  not need to eat or drink during this time. 
   
  Material component: a pinch of black sand 
   
  Source: Complete Mage 103 
   
  Endure Exposure 
  Least; 1st 
  With a touch, you grant the creature (or yourself) the 
  ability to withstand hot or cold environments as if 
  affected by the endure elements spell. In addition, the 
  target is immune to any effects of yoru breath weapon. 
  This invocation's effect lasts for 24 hours.. 
   
  Source: Dragon Magic 80 
   
  Familiar Pocket 
  School:  Universal 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One container or garment with a pocket 
  touched 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You move your hand along the mouth of the pocket intended 
  for your familiar, and a line of glowing white energy follows 
  in its wake. The glow fades, and the space seems strangely 
  larger inside than a normalpocket. 
   
  When you cast this spell, a garment or container 
  becomes a safe haven for a Tiny or smaller familiar. The 
  spell turns the target pocket into a comfortable 
  extradimensional space (about 1 cubic foot). The 
  familiar can fit inside the space without creating any 
  noticeable bulge in the item. Whenever the familiar is 
  touching you, you can whisk it inside the space as a 
  free action by speaking a command word chosen by 
  you when the spell is cast. If the familiar can speak, it 
  can command itself inside. As a free action, you can call 
  the familiar forth or it can leave the space on its own. 
  Once inside, the familiar has total cover and total 
  concealment, and as a free action, you or the familiar 
  can further seal the space to make it airtight and 
  waterproof. The air supply inside the sealed space lasts 
  
  for 1 hour, but with the pocket unsealed, the familiar 
  can remain inside indefinitely. The familiar cannot 
  attack or cast spells from within the space, but can use 
  supernatural or spell-like abilities as normal (provided 
  they don’t require line of sight, which the pocket 
  blocks). You continue to gain the special ability granted 
  by your familiar. While inside the pocket, the familiar 
  continues to benefit from the share spells ability as if it 
  were adjacent to you.  The spell ends if the familiar 
  pocket is placed within or taken into another 
  extradimensional space (such as a portable hole). If your 
  familiar is within the pocket when the spell duration 
  expires or if the spell ends abnormally (as above), the 
  familiar appears in your space unharmed. 
  Material Component: A tiny golden needle and a strip of 
  fine cloth given a half twist and fastened at the ends. 
   
  Source: Spell Compendium 88  
   
  Flee the Scene 
  Lesser; 4th 
   
  You can use dimension door as a spell-like ability, 
  although the range is limited to close (25 ft + 5 ft/ 2 
  levels). When you use this ability, you leave behind a 
  major image of yourself in your place that lasts for 1 
  round. The image acts appropriately to attacks as if 
  were concentrating on it.  
   
  Source: Complete Arcane 134 
   
  Hail of Stone 
  School: Conjuration (Creation) [Earth] 
  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft.high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You hold the jade chip before you and blow on it as you end 
  the spell. The chip flares with a green flame and vanishes as 
  rocks begin to fall on your pursuers. 
   
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures 
  and objects within the area. 
  Material Component: A piece of jade worth at least 5 gp. 
   
  Source: Spell Compendium 108 
   
  Heart of Earth 
  School Transmutation [Earth] 
  Level: Druid 4, sorcerer/wizard 4, wu jen 4 (earth) 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) or until expended 
   
  You feel your flesh strengthen with the power of stone. 
   
  This spell converts part of your body into elemental 
  earth, which toughens you considerably. You gain a +8 
  bonus on checks to resist a bull rush, overrun, or trip 
  attack. You also gain temporary hit points equal to 
  twice your caster level (up to 30 hp).  
   
  Furthermore, while this spell is active, you can 
  activate a stoneskin effect (as the spell) on yourself as a 
  swift action. This benefit lasts for 1 round per level (or 
  until the stoneskin's total protection is consumed), at the 
  end of which time the spell's entire effect ends.  
   
  If heart of earth is active on you at the same time as 
  heart of air, heart of fire, or heart of water, you gain light 
  fortification. If all four of these spells are active on you 
  at the same time, you become immune to extra damage 
  from critical hits and sneak attacks. 
   
  Source: Complete Mage 106 
   
  Insignia of Healing 
  School Conjuration [healing] 
  Level: Bard3/Cleric3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400ft +40ft/level) 
  Effect: one pair of disembodied, flying jaws per caster 
  level (maximum ten pairs) 
  Target: All wearers of the special insignia within 
  range. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes [harmless] 
   
  All bearers of the insignia are healed by positive 
  energy. The spell cures 1d8 points of damage (+1 per 
  caster level, maximum of 10 at 10th level) to all wearers 
  of the insignia. 
   
  Since undead are powered by negative energy, 
  they are instead harmed by this spell (Will save for half 
  damage, Spell Resistance applies). 
  Focus: a specially prepared insignia 
   
  Source: races of destiny 166 
     
  Inspirational Boost 
  School Enchantment (Compulsion) [Mind-Affecting, 
  Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
   
  You concentrate on assisting your friends as you begin the 
  short chant and simple handchopping motion necessary to 
  cast the spell. As you finish, the spell’s chant allows you to 
  segue easily into bolstering your allies. 
   
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  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music increases by 1. 
  The effect lasts until your inspire courage effect ends. 
  If you don’t begin to use your inspire courage ability 
  before the beginning of your next turn, the spell’s 
  effect ends. 
   
  Source: Spell Compendium 124 
   
  Mage Armor, Greater 
  School Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
   
  An invisible sheen of armor-shaped force surrounds you. 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Source: Spell Compendium 136 
   
  Many Jaws 
  School Evocation[Force] 
  Level: Sorceror/Wizard3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100ft +10ft/level) 
  Effect: one pair of disembodied, flying jaws per caster 
  level (maximum ten pairs) 
  Duration: Concentration, up to 3 rounds 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You clamp your teeth together with the last gesture, and 
  several disembodies jaws of blue force appear and float toward 
  your foe, gnashing their teeth. 
   
  When you cast this spell, you summon several pairs of 
  mystical, disembodied jaws that fly about and attack 
  your foes. These pairs of jaws can be commanded to 
  attack separate targets, or multiple pairs can be sent to 
  attack a single foe. The jaws originate at your location 
  and fly out to attack their targets, moving at a fly speed 
  of 40 feet with perfect maneuverability. You can 
  redirect as many of the jaws as you desire as a standard 
  action. 
   
  Each round on your action, each pair of jaws 
  automatically hits its target and deals 1d6 points of 
  damage, or half that amount with a successful Reflex 
  save. A creature targeted by multiple pairs of jaws in a 
  single round makes only one saving throw, with 
  success halving the total damage. 
   
  Material component: a pair of teeth 
   
  Source: Spell Compendium 138 
   
  Phantasmal Assailants 
  School: Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with), then 
  Fortitudehalf; see text 
  Spell Resistance: Yes 
   
  You point at your intended target. Instantly, shadowy shapes 
  form at your flank and rush toward the creature you indicate, 
  surrounding it. Others nearby do not notice the images that 
  plague your target. 
   
  You create phantasmal images of nightmare creatures 
  in the target’s mind, visible only as shadowy shapes to 
  you and unseen by all others. If the target succeeds on 
  an initial Will save, it recognizes that the images are 
  not real, and the spell fails. If not, the phantasms strike 
  the target, dealing 8 points of Wisdom damage and 8 
  points of Dexterity damage (4 points each on a 
  successful Fortitude save). If the subject of a phantasmal 
  assailant succeeds in disbelieving and is wearing a helm 
  of telepathy, the spell can be turned back upon you with 
  the same effect. 
   
  Source: Spell Compendium 154 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell's area at the moment you cast it. Your allies gain a 
  +2 luck bonus on attack rolls and saving throws, or a +3 
  luck bonus if they worship the same patron deity as 
  you. Enemies suffer a -2 luck penalty on attack rolls 
  and saving throws. After casting the spell, you are free 
  to take further actions during the spell's duration as 
  you see fit. 
  Divine Focus: In addition to your holy symbol, this spell 
  requires a sacred text as a divine focus. 
   
  Source: Spell Compendium 170 
   
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin I 
  Components: V, S, DF 
  Casting Time: 1 standard action 
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  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By laying hands on a creature and saying a brief prayer, 
  you can convince a higher power to grant a second 
  chance to one of your allies. The target of resurgence can 
  make a second attempt to save against an ongoing spell, 
  spell-like ability, or supernatural ability, such as 
  dominate person, a chaos beast's corporeal instability, or 
  the sickening effect (but not the damage) from unholy 
  blight, if the target of resurgence is subject to more than 
  one ongoing magic effect, the target chooses one of 
  them to retry the save against, if the subject succeeds at 
  the saving throw on the second attempt, the effect ends 
  immediately. Resurgence never restores hit points or 
  ability score damage, but it does eliminate any 
  conditions such as shaken, fatigued, or nauseated that 
  were caused by the spell, spell-like ability, or 
  supernatural ability. 
  If a spell, spell-like ability, or supernatural ability 
  doesn't allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
   
  Source: Spell Compendium 174 
   
  Righteous Wrath of the Faithful 
  School: Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Targets: Allies within a 30-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  When you cast this spell, you fire your allies and companions 
  with a divine madness or fury, greatly enhancing their 
  combat ability. 
   
  Allies gain one additional melee attack each round, at 
  their highest attack bonus, when making a full attack. 
  (This additional attack is not cumulative with other 
  effects that grant extra attacks, such as a haste spell.) 
  They also gain a +3 morale bonus on melee attack rolls 
  and damage rolls. (This bonus on melee attack rolls 
  does stack with the bonus provided by haste.) 
   
  Source: Spell Compendium 177 
   
  See the Unseen, Least; 2nd 
   
  When you use this invocation, you can activate 
  great powers of vision, allowing you to see invisible 
  creatures and objects (as see invisibility). You also gain 
  darkvision out to 60 feet for a period of 24 hours. 
   
  Source: Complete Arcane 135 
   
  Shield of Faith, Mass 
  School Abjuration 
  Level: Cleric 4 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 
  5 ft./2 levels) 
  Targets: One creature/level, no two of which are more 
  than 30 ft. apart 
   
  This spell functions like shield of faith (PH 272), that it 
  affects multiple allies at a distance. 
   
  Source: Spell Compendium 188 
   
  Snake’s Swiftness 
  School Transmutation 
  Level: Druid 1, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject can immediately make one melee or 
  ranged attack. Taking this action doesn’t affect the 
  subject’s normal place in the initiative order. This is a 
  single attack and follows the standard rules for 
  attacking. This spell does not allow the subject to make 
  more than one additional attack in a round. If the 
  subject has already made an additional attack, due to a 
  prior casting of this spell, from the haste spell, or from 
  any other source, this spell fails. 
  Arcane Material Component: A few scales from a snake. 
   
  Source: Spell Compendium 193 
   
  Snake’s Swiftness, Mass 
  Transmutation 
  Level: Druid 2, sorcerer/wizard 3 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Allied creatures in a 20-ft.- 
  radius burst 
  This spell functions like snake’s swiftness, except that it 
  affects multiple allies out to medium range. 
   
  Source: Spell Compendium 193 
   
  Vigor, Lesser 
  Conjuration(Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
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  With a touch of your hand, you boost the subject's life 
  energy, granting him or her the fast healing ability for 
  the duration of the spell. The subject heals 1 hit point 
  per round of such damage until the spell ends and is 
  automatically stabilized if he or she begins dying from 
  hit point loss during that time. lesser vigor does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow or 
  attach lost body parts. The effects of multiple vigor 
  spells do not stack; only the highest-level effect applies. 
  Applying a second vigor spell of equal level extends the 
  first spell's duration by the full duration of the second 
  spell. 
   
  Source: Spell Compendium 229 
   
  Vigor, Mass Lesser 
  School: Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Range: 20 ft. 
  Target: One creature/2 levels, no two of which are 
  more than 30 ft. apart 
  Duration: 10 rounds +1 round/level (max 
  25 rounds) 
   
  This spell functions like lesser vigor, except that it affects 
  multiple creatures. 
   
  Source: Spell Compendium 229 
  . 
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  DM MAP 1 
   
   
   
   
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  DM MAP 2 
   
   
   
   
   
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  DM MAP 3 
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  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non−Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over 
  by the Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-
  playing of living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their 
  holy symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by 
  APL: APL 2—90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—660gp. The 
  confiscation and fine should take place as soon as any Palish authorities notice the holy symbol. This may leave 
  a non-Pholtan cleric without his holy symbol for the adventure, as non-Pholtan holy symbols may not be 
  purchased in the Pale without taking special actions. 
  Non-human PCs are exempt from this law when 
  displaying their racial deities’ holy symbol(s). Non-humans are heathens who cannot even recognize the glory 
  of Pholtus due to their beliefs in their own racial deities. If they can be brought to the light of Pholtus, this is 
  good and perhaps they can be redeemed, but if they do not, it is of no consequence. Non-humans wearing the 
  holy symbols of a human deity are treated the same as a human wearing a non-Pholtan holy symbol as they 
  have shown that their souls have chosen to acknowledge human beliefs and culture, and they should, 
  therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as 
  well as within human cultures. 
   
  • 
  Bleredd – Considered a human deity, due to his origins as an Oeridian deity and continued worship by 
  Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special 
  dispensation and negotiations with the Phostaldaron to allow for continued use of the Treaty Road 
  through the Phostwood and into Tenh for the liberation and relief efforts in that region. All non-elves will 
  be penalized as if violating the law even if they are not human as Ehlonna is considered to be a human 
  deity. 
  • 
  Fortubo – Considered a dwarven deity, as he has withdrawn his support from the Suel, where his origins 
  lie, in favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, since his origins are Suel and his primary worshippers still include 
  many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs. 
  • 
  Ulaa – Considered a human deity, due to her position as the wife of the Oeridian god, Bleredd, and her 
  worship by humans. 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal deity 
  in the past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy symbol of a 
  force of Chaos. See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of 
  Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will be 
  taken, and a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil deities in 
  the future. (The above assumes that the PC is not actually a cleric of the evil deity, since that is prohibited 
  in the Living Greyhawk Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs-player conflict will be 
  adjudicated as a violation of the RPGA General Rules, as always. If one PC chooses to report another PC to the 
  authorities for a violation of this law, he will also be questioned and detained as to why he was associating with 
  such a heathen, but will not be penalized. 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for skills 
  like Bluff and the hiding of non-Pholtan holy symbols: 
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  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the holy 
  symbol will cost twice the standard price listed in the Player’s Handbook price. 
  2. 
  To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation 
  or within a normal conversational distance from someone is a DC 10 (the average Pale legal authority has 
  an average Spot skill of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as 
  holy symbols at this time and require a DC 20 Spot check to notice followed by a DC 15 Knowledge 
  (religion) check to identify the holy symbol since it is a non-standard holy symbol; it is the same Spot 
  check even if engaged in conversation as most people look to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a 
  spell using a holy symbol without the other person being able to see the holy symbol being used to cast 
  the spell. The person attempting this has a -5 circumstance penalty due to the requirement of forceful 
  presentation of holy symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more obscure 
  deities require a DC 15 and some extremely obscure deities may require a higher check to identify their 
  holy symbols. Judges should use their best judgement on this, but a simple guide is if the deity is listed in 
  the Player’s Handbook or is a greater deity according to the LG deities’ document, it is probably only a DC 10 
  check. If you haven’t heard of the deity before, the deity is probably obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register 
  with the government. (Registry with the government is not the same as membership in the Arcanist Guild, 
  which is a meta-game organization.) The Church is very diligent about informing foreigners of this law, so 
  most traveling spellcasters are promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and 
  confined to service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist 
  will immediately be registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof 
  of registration. As the player of an arcane caster, you may download and print the Arcane Registration 
  Certificate 
  from 
  the 
  Pale 
  regional 
  website 
  (http://www.theocracyofthepale.com/downloads/ 
  arcane_registration.pdf). If you are judging a scenario, you might want to print some certificates, in case any 
  players with arcanist PCs have not done so for themselves. Just because a player has failed to print this 
  certificate for his character is not a reason to punish his PC; if the player just did not have the opportunity or 
  means to print a certificate, you may assume he is registered if he says he is though you may wish to document 
  this on his AR. Once an arcanist has been arrested, he is registered in the Pale and this should be documented 
  on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent records of the 
  registered arcanists and this information is transcribed to the registration books throughout the Pale once a 
  month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff 
  check opposed by the Sense Motive check of the authorities attempting to verify the PCs registration 
  paperwork to succeed at this ruse. Failure results in arrest for not being registered and an additional 500 gp fine 
  for forging official Pale documents. (If the PC has the ability to forge documents, this check may be used in 
  lieu of his Bluff check). 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/598/Normal Scenarios/PAL8-03 - A Flan for All Treasons (APL 4-12)/PAL8-03 - A Flan for All Treasons.pdf