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FUR5-05 of Blood and Bone

Living Greyhawk scenario, set in Furyondy. Niv 3-13

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0% found this document useful (0 votes)
79 views

FUR5-05 of Blood and Bone

Living Greyhawk scenario, set in Furyondy. Niv 3-13

Uploaded by

fbourriaud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FUR5-05

Of Blood and Bone


®
A One-Round D&D LIVING GREYHAWK
Furyondy Regional Adventure
Version 1.0

by Steve Yee
Reviewed by Chris Tulach

How difficult can it be to rescue a bunch of sniveling kids from the backwaters of the Duchy of the Reach? Come
on…the Duchy of the Reach…nothing interesting ever happens there. Now, throw in odd dreams, a pair of
backstabbing cowards, two well-versed liars, a bad-mouthing priestess, a run-of-the-mill prophecy, one conniving
merchant prince, a bitter old maid and a gaggle of gnomes…. Well, maybe it’s better just to stay in bed. An adventure
designed for Living Greyhawk characters of 3rd to 13th level (APLs 4 to 12).

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license,
please visit www.wizards.com/d20

This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can
sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook,
Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other
countries. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
Visit the LIVING GREYHAWK website at www.rpga.com

For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected];
or LIVING GREYHAWK campaign questions email [email protected].
RPGA SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
Most likely you ordered this adventure as part of an
the following D&D books: Player’s Handbook, Dungeon
RPGA even from the RPGA website, or you received it
Master’s Guide, and the Monster Manual.
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK™ campaign—a worldwide, Throughout this adventure, text in bold italics
ongoing D&D campaign set in the GREYHAWK setting— provides player information for you to paraphrase or read
you must sanction it as part of an RPGA event. This event aloud when appropriate. Sidebars contain important
could be as elaborate as a big convention, or as simple as a information for you, including special instruction on
group of friends meeting at the DM’s house. running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
To sanction an RPGA event, you must be at least a
form in the adventure text. Full information on NPCs
HERALD-LEVEL gamemaster. The person who sanctions
and monsters are given in Appendix 1.
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before Along with this adventure you’ll find a RPGA Table
play, runs smoothly on the date sanctioned, and then Tracking sheet. If you’re playing this adventure as part of
reported back to the RPGA in a timely manner. The an RPGA-sanctioned event, complete and turn in this
person who runs the game is called the table Dungeon sheet to your senior GM directly after play. You’ll also
Master (or usually just DM). Sometimes (and almost all find a LIVING GREYHAWK Adventure Record (AR).
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. LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure you
accomplish a couple of things. First it is an official game,
OF PLAY
and you can use the AR to advance your LIVING Because players bring their own characters to LIVING
GREYHAWK character. Second player and DMs gain GREYHAWK games, this adventure’s challenges are
rewards for sanctioned RPGA play if they are members of proportionate to the modified average character level of
the DUNGEONS & DRAGONS REWARDS program. Playing the PCs participating in the adventure. To determine this
this adventure is worth one (1) point. modified Average Party Level (APL) follow the steps
below:
This adventure retires from RPGA-sanctioned play
on December 31, 2006. 1. Determine the character level for each of the PCs
participating in the adventure.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event 2. If PCs bring animals that have been trained for
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit combat (most likely dogs trained for war), other than
the RPGA website at www.rpga.com. those brought
by virtue of a CR 1 2 3 4
class ability 1/4 and 1/6 0 0 0 1
(such as animal
PLAYERS READ NO FARTHER companions, 1/3 and 1/2 0 0 1 1
familiars 1 1 1 2 3
If you are planning on playing this adventure, stop paladin’s
reading now. The rest of the information in this mounts) or the 2 2 3 4 5
adventure is for the DM only. If you read farther than warhorse of a 3 3 5 6 7
this section, you’ll know too much about its challenges, character with
which kills the fun. Also, if you’re playing this adventure the Mounted 4 4 6 7 8
as part of an RPGA-sanctioned event, reading beyond this Combat feat, 5 5 7 8 9
point makes you ineligible to do so. use the sidebar
chart to 6 6 8 9 10
determine the 7 7 9 10 11
number of
levels you add to the sum of step one. Add each

Of Blood and Bone Page 2


character’s animals separately. Animals with Upkeep costs 100gp per Time Unit. Characters that fail to
different CRs are determined separately using the pay at least Standard Upkeep will retain temporary ability
chart; then, take the highest CR animal (or animals), damage until the next adventure, must buy new spell
and add 2 (drop fractions). This result is the effective component pouches and healer’s kits, and may suffer
character level for a mixed-CR group of animals. A other in-game penalties (or possibly gain in-game
single PC may only bring four or fewer animals of benefits) as may be detailed in this scenario.
this type.
A character that does not pay for at least Standard
3. Sum the results of step 1 and 2, and divide by the Upkeep may also avoid the above-described penalties by
number of characters playing in the adventure. living off the wild. If the character possesses four or
Round up to the nearest whole number. more ranks in the Survival skill and succeeds at a Survival
check (DC 20), the character will heal temporary ability
4. If you are running a table of six PCs, add one to that
damage as if he or she paid for Standard Upkeep, may
average.
refill spell component pouches and healer’s kits, and may
Throughout this adventure, APLs categorize the level of restock up to 20 arrows or bolts if the character has at
challenge the PCs face. APLS are given in even- least four ranks in Craft (bowmaking). The player is
numbered increments. If the APL of your group falls on allowed to Take 10 on this roll.
an odd number, ask them before the adventure begins
More information about Lifestyle and Upkeep can
whether they would like to play a harder or easier
be found in the “Lifestyle and Upkeep” section of
adventure. Based on their choice, use either the higher or
Chapter 3 of the LIVING GREYHAWK Campaign
the lower adjacent APL.
Sourcebook.
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 Adventure Background
or lower than the APL at which this adventure is being Most material spell components are commonplace.
played, that character receives only one-half of the Some, however, can be difficult to locate and/or too time-
experience points and gold for the adventure. This consuming to readily procure. Hence, wise spell casters
simulates the fact that either the PC was not challenged often choose to purchase troublesome material
as much as normal or relied on help by higher-level components rather than waste the effort and resources to
characters to reach the objectives. acquire such components themselves…especially if they
Furthermore, a PC who is four or more levels higher know the components are quality and from reputable
than the highest APL supported by the adventure may sources.
not play the adventure. One well-known Furyondian spell component
LIVING GREYHAWK adventures are designed for APL dealer is an enterprising gnome named Rovenereth
2 and higher. Four or five 1st-level characters may find the Dwomurrum Featherdown Burrowlord Cobblesheen
challenge of an APL 2 adventure difficult. Suggest the Littlefield III (or “Rhovan”, for short). Early in his youth,
following to these groups to help increase their chances Rhovan realized the commercial promise of selling spell
of success: components, both common and rare. He quickly built up
a sterling reputation based on quality, availability and low
1. Enlist a sixth player. prices. Every year for almost two hundred years, his
2. Advise characters to buy riding dogs to help company – Pantarn’s Best – has made a tidy profit.
protect them, and fight for them. Originally Pantarn’s Best was located in the small
trade town of Pantarn in the Barony of Littleberg.
However, in 491 CY, Pantarn’s Best moved to the small
gnomish community of Cobblesberg, near the northern
TIME UNITS AND UPKEEP edge of the Southern Att Fens in the Duchy of the Reach.
Cobblesberg is located north of the town of Ryemond,
This is a standard one-round regional adventure, set in which boasts the largest population of gnomes outside of
Furyondy. Characters native to Furyondy pay one Time Littleberg, and south of Stalmaer in the Gold County.
Unit per round; all others pay two Time Units per round. Nearly all the residents of the village work at or in
support of Pantarn’s Best performing such duties as
Adventurer’s Standard Upkeep costs 12gp per Time
acquisitions, production, warehousing, teamsters, quality
Unit. Rich Upkeep costs 50gp per Time Unit. Luxury

Of Blood and Bone Page 3


control, administration and so on. In fact, everyone is a direct all of it’s business ventures. Calling herself,
member of the extended Littlefield family. “Granny Mattie”, she ordered her new minions to
With over a hundred years of managerial and continue the old business as is. None would be any wiser
business experience, two family members – Gorgereth of the new leadership or policies.
Barthawick Badgerburrow Sweettrail Morninghand A new division of Pantarn’s Best, called Rare Finds or
Littlefield (or, for short, Uncle Gorge) and Nojerrum “RF”, was formed to sell esoteric, hard-to-find spell
Mallowford Twiddlethumbs Bardhearth Littlefield (or components to any caster…including the evil sort.
simply known as Cousin Noj) – approached Rhovan with Granny Mattie made agreements with bandits and other
an innovative proposition. They proposed Pantarn’s Best cunning but less than savory folk to acquire spell
sell the most esoteric of components, charging high, but components, including many vile, wicked one like the
reasonable prices to high-level spell casters. The company hearts of dwarven or elven children, tears of the
would hire adventurers to actually acquire the innocent, bones of a still living human child, brains of a
components, especially if the components were from halfling and so on.
dangerous sources where gnomes could get hurt. The One of these bandits was Barrac the Bandit Lord
adventurers would be paid a pittance and Pantarn’s Best (from FUR2-05 Sleep of Death), an old source of trouble
would make a handsome profit. in northern Furyondy and now of the Viscounty of the
Uncle Gorge suggested asking the “Bitter Old March. Barrac was always keen on making the most coin
Gnomish Woman of the Fens” to be an adviser. True, she from his victims. Recently, Barrac ambushed an old
was a bit ornery and unkind to her fellow gnomes, but if woman and her young charges on the Crystalreach-
approached right, she always provided useful arcane March Highway, which links the supply town of
knowledge. Of course, sometimes gnomes did not return Terlisean, in the County of Crystalreach, to Gorsend and
after seeking her advice…. Free Borough in the Viscounty of the March.
Mathelda Heldegarn BurrowFen Whisperhunter Disappointed in the lack of treasure, Barrac recognized
Scornfellow Fenbright, or the “Bitter Old Gnomish the worth of the innocent children and quickly hustled
Woman of the Fens” for short, found her neighbors to be them off for sale to RF in the Southern Att Fens. Barrac
mildly annoying, but not terribly troublesome or left an ogre lieutenant and several humanoids to guard
threatening. In general, she left them alone to pursue her the remaining prisoners and part of Barrac’s fortune.
other interests. These included controlling the fens Unfortunately, unbeknownst to all, the old woman was a
where she lived, ordering about her fellow inhabitants priestess of Merikka, who used her remaining power to
(e.g., ogres, trolls, etc), concocting evil plans, perpetrating pray for aid.
wicked deeds on interlopers and, most important of all,
performing dastardly, unnecessary magical experiments.
Hence, she performed the normal past-times of an evil,
self-interested witch. Adventure Summary
Uncle Gorge’s proposal had great merit and sparked Introduction. The PCs receive a divinely inspired
an unholy, if not greedy, interest in Rhovan’s business. It dream and are asked by an old woman to rescue a
did not take long for the “Bitter Old Gnomish Woman of priestess from a bandit encampment and save some
the Fens” to fully realize all the gold wheatsheaves and children from a horrendous fate.
platinum paladins she could make from Pantarn’s Best.
How foolish she had been all these years to allow Encounter One. The PCs arrive at the encampment and
Cobblesberg and the useful Pantarn’s Best to go without defeat the guardians. They learn the kidnapped children
her meddling! Gnomes could be interesting after are to be butchered and sold as spell components for evil
all…and not just as tasty treats. magic. The PCs are led to believe they only have a week
Soon a formal meeting was arranged between the to rescue the children.
‘Bitter Old Gnomish Woman of the Fens’, Rhovan,
Cousin Noj, and Uncle Gorge to work out the details. Encounter Two. On the journey to Cobblesberg, the
Much to all the gnomes’ chagrin, however, the “Bitter PCs receive another odd dream/trance. This one is of an
Old Gnomish Woman of the Fens” revealed herself not to old man asking for the destruction of two abominations.
be the ancient, wrinkled, crippled gnomish crone she
always pretended to be, but a very large, hungry and evil Encounter Three. The PCs arrive in Cobblesberg and
green hag. After she ate Cousin Noj, both Rhovan and learn information about this gnomish community and
Uncle Gorge quickly agreed it would be in everyone’s Pantarn’s Best.
best interest for the “Bitter Old Gnomish Woman of the
Fens” to become de-facto president of the company and

Of Blood and Bone Page 4


Encounter Four. After a meeting with Rhovan specific time (Godsday, 18th of Coldeven, 595 CY) and
Littlefield, the PCs learn about the origins of Rare Finds place near the encampment.
and the machinations of Granny Mattie. If the PCs Aside from the roleplaying aspect of this
treated Rhovan well, he informs them of Granny Mattie’s dream/trance, the PCs have no other actions (e.g.,
true nature. precasting spells, exploring the bandit encampment,
purchasing items and so forth) until they all meet. All the
Encounter Five. PCs travel through the Southern Att PCs arrive at the same time, no matter what means of
Fens to rescue the children and confront Granny Mattie. travel they used.
PCs leaving the trail may encounter some of the fen’s
denizens. You walk alone amidst a dense fog, clothed in a
simple light tunic. Somewhere in the distance, faint
Encounter Six. The PCs explore Granny Mattie’s manor wind chimes mingle with children’s laughter. Finally
house and encounter a couple of terrified gnomes, emerging from the thick fog, you enter a large
working on filling orders for Rare Finds. clearing. On all sides of the clearing but the south are
fruit trees. To the south there is a burbling brook and
Encounter Seven. After some searching, the PCs rescue a field of ripening corn stalks. Between the brook
the children and confront Granny Mattie. and crops are several small thatch-covered houses.
The entrances of these homes have wind chimes,
Conclusion. The children are freed and Rhovan and the which gently tinkle in the cool breeze. Nearby are
gnomes of Cobblesberg express their gratitude. several pregnant women husking ears of corn, while
watching young children play a game of tag. A feeling
of safety and nurturing washes over you.
Preparation for Play In the center of the clearing an older, matronly
woman sits on a tree stump surrounded by tall,
This adventure has loose connections to FUR2-05 Sleep irregularly shaped stones arranged in a circle. A
of Death, FUR3intro-03 Tears of Garasteth, FUR4-04 basket of grain is on the ground near her. The gray-
Broken Dreams and FUR4-07 Under the Pale Moon. haired woman, who in her prime must have been a
However, it is not necessary to have played those stunning beauty, smiles warmly and gestures for you
adventures to enjoy this one. to come closer. Drawing nearer, you find others
If any PC has an active mind blank or equivalent approaching her as well. [Insert one-sentence PC
spell or has violated the grave on the knoll in FUR4-04 descriptions].
Broken Dreams and/or FUR4-07 Under the Pale Moon,
then that character does not receive the dream/trance at A successful Knowledge – Religion check (DC 15)
the beginning of the adventure. That PC is excluded from reveals this dream presents distinct aspects of Merikka,
the adventure and the player is urged to use a different the lawful good Oeridian demigoddess of Farming,
character. Items such as the ring of mind shielding or Agriculture and Home.
equivalent are ineffective. Before beginning the
adventure, obtain from each player their PC’s given Raising an index finger to her mouth, she motions for
name, remembering it may not be the same as the one silence. She speaks in a firm, yet compassionate,
they go by. voice, “Please listen for our time here is short. I am a
servant of one who holds farming and family dear to
her. You are having this dream because you have been
Introduction judged worthy. I ask now that you commit yourself to
another bold and just adventure. A priestess of
All PCs are presumed to be within moderate traveling
Merikka is being held captive and must be saved. She
distance of Barrac’s hidden bandit camp. The camp is
is of note within our Order. Further, you must rescue
near a portion of the Crystalreach-March Highway
her charges, young children, from peril. Are you
between Gorsend and Free Burrough in the Viscounty of
willing? No ill shall befall you should you choose to
March. Whether separate or traveling in a group, each PC
decline.”
receives a dream – or waking trance, depending on the
PC’s race – during the night, which reveals the goals of
Mysteriously, the old woman addresses each PC by their
the adventure, the location of the bandit camp and
given name. Although she is not forthcoming with
identifies accompanying PCs. They are told to gather at a
answers to their questions, she remains very polite. She
firmly informs the PCs the captive priestess will answer

Of Blood and Bone Page 5


any further details regarding this quest once they have
rescued her. The old woman strongly emphasizes the Encounter One: Four Crooks
quest is good and righteous. Incidentally, the old woman
confirms she is a servant of Merikka, but is vague as to
and a Lady
her exact nature, dismissing any assertions she is A few minutes after the dream ends, the PCs awake at
Merikka incarnate. She urges the PCs to make their their starting locations. It is expected the PCs
decision quickly, repeating time within the dream/trance immediately begin traveling to the clearing with
is short. Impatiently, she allows the PCs a few moments whatever normal adventuring gear, mount, animal
to discuss their decision and introduce themselves to companion and/or familiar they have with them. It is
each other. PCs inquiring about payment are given a possible some PCs may encounter each other along the
disgusted look and the vague statement, “Merikka will journey.
provide.” PCs may pass by the small knoll crowned by a series
Any PC overly rude or obnoxious to the old woman of irregularly shaped stones arranged in a circle
in the dream is dismissed and the adventure is effectively previously encountered in FUR4-04 Broken Dreams and
over for that PC. The player may select a more suitable FUR4-07 Under the Pale Moon. Curious PCs exploring
PC. At this time, players may also choose to switch and the knoll find a sundered cover stone in the center of the
play a different character. The old woman waves a hand at circle, surrounded by scorched earth. The grave under
any character declining the quest (or those eliminated for the cover stone has been thoroughly searched. There is
their behavior). The character disappears unharmed. The no evidence of skeletal remains within the grave. A
replacing character immediately appears and is offered Spellcraft (DC 18) identifies the scorched earth to be the
the same tasks by the old woman. remnants of a fireball spell, likely a trap on the cover
Once all the PCs have agreed to rescue the priestess stone. PCs examining the broken cover stone note a
and the children, the old gray-haired woman relaxes and symbol of an old woman holding a basket of grain and a
smiles appreciatively. She gestures for the PCs to begin long scroll engraved on it. Knowledge – Religion (DC 15)
moving north toward a group of apple trees. Incidentally, identifies the symbol of Merikka, the lawful good
this might be a good time for the PCs to formally demigoddess of Farming, Agriculture and Home.
introduce themselves to each other. The sky above is clear and the weather is temperate
when the PCs arrive two hours after dawn. Remember, all
Pointing north, the old woman warmly smiles, “Good. the PCs arrive at the same time, no matter their means of
Go toward the edge of the clearing and enter the fog travel. Read the following boxtext:
that will arise. When you awake, you must travel
with all due haste to the section of the Crystalreach- The small grass clearing is perhaps fifty feet in
March Highway that is between Gorsend and Free diameter. To the north, east and west are tall oak and
Borough in the Viscounty of the March. Gather elm trees. A small creek cuts across the southern part
together two hours past dawn on the 18th of Coldeven of the clearing. On the other side of the creek is a
at a small clearing along the highway. The clearing is large field of wild roses and low-lying bushes. Nearly
north of the highway, separated by a sea of wild roses a hundred yards further to the south is a wide, well
and three miles east of a small knoll crowned by a maintained road.
circle of stone, which was once a burial place for a
child-warrior. It is expected all the PCs from the dream reveal
The bandit encampment is a short distance from themselves to each other. A Listen check (DC 30) reveals
the clearing. Bring food and water with you, for the the sound of several loud, echoing voices coming from
captives have not eaten or slaked their thirst for many the northwest. Although the exact conversation cannot
days. Now go and may Merikka’s blessings be upon be immediately discerned, at least two of the voices are
you.” male and irate, if not whining. A bemused female voice
can also be heard. PCs who make the Listen check by 10
As the PCs move north, fog begins to rise from the or more determine the male voices are whining about
ground. PCs hesitating hear the sounds of the old woman their luckless fate while a female elderly voice chides
“Tsking” in frustration and slight annoyance. As the thick them evil is always punished and rescue will come
fog obscures the last fleeting images of the clearing, the shortly. At least one of the males is begging for mercy,
old woman is heard to say with conviction: swearing to give up his evil ways and become a
worshipper of Heironeous or Mayaheine.
“That which was, will be again.”

Of Blood and Bone Page 6


A small hillock is nestled amidst the trees two
hundred feet to the northwest of the clearing. Tall bushes APL 10 (EL 11)
partially hide a cave entrance in the side of the hillock. Spellwarped Gambol, Advanced (3): hp
For every fifty feet closer to the hillock, have the PCs 95, 95, 95; see Appendix Four.
make a Listen check five less than the original DC 30.
Near the cave entrance the Listen check is easy (DC 10). APL 12 (EL 13)
Despite the loud voices, however, a Search check (DC 5) Spellwarped Gambol, Advanced (3): hp
is still required to find the entrance. 122, 122, 122; see Appendix Five.
The cave entrance is ten feet wide and ten feet high.
Numerous tracks (Track; Survival, DC 15) from ogres, Tactics: The gambol(s) attack intruders on sight. Their
trolls, gnolls, hobgoblins, goblins, and humanoids are at job is to prevent anyone who does not give the correct
the entrance. They enter and exit the cave, heading in password (i.e., “Lord Vormar is a twit”) and hand signal
many different directions. from entering or leaving the bandit encampment. As a
The cave extends steeply downward into the ground general rule, they cannot enter Area D or go outside of
for about fifty feet before opening into a very large cavern the cave. They also attack anyone, save Barrac, who
(Area A in Judge Aid #1) with a hard-packed dirt floor touches the treasury.
and a height between fifteen and twenty feet. The cavern The gambol(s) attack without mercy, flanking
is naturally dark, though a small patch of phosphorescent opponents whenever possible. Spellwarped gambol(s)
fungus grows in Area D, bathing this part of the large prefer to take the “might” ability from absorbed spells
cavern in faint light. first, followed by “life” and “speed”. However, these
Assuming the PCs can see the cavern, read the preferences can be overridden in order to optimize their
following boxtext, modifying it as necessary: combat potential depending on the situation. The above
average wisdom of the gambols prevents them from
At the end to the natural cave tunnel is a large cavern. making foolish choices during combat.
The cavern is easily over a hundred feet long and
wide. At the far end of the cavern is a faintly glowing Area C: Gambol’s Nest and Treasury
patch of phosphorescent light. Voices can be heard This area is where the gambol(s) make their home. It
coming from that direction. The voices echo is also where Barrac the Bandit Lord keeps his
throughout the cavern loudly bemoaning their fate treasure…or at least part of it. Near the entrance to this
and bad luck. area are the gnawed bones of an ogre and four
hobgoblins. The dead ogre had hide armor and a large-
If any of the captives (see below) hear the PCs, they call sized greatclub, while the dead hobgoblins each had
out and beg to be rescued in a variety of languages, studded leather, a light shield and longsword. These
including common (female voice), goblinoid (male creatures have been dead less than a week (Heal, DC 15).
voices), dwarvish (male voice) and gnomish (male voice). Along the far wall are numerous empty, broken chests
All, except the goblinoid voices, also shout warning about and boxes. One intact, locked chest (Open Locks, DC 25)
apelike guardians. has 120 gold pieces equivalent.

Area B: Main Cavern Treasure


This large area is likely where the PCs encounter the All APLs – L: 19 gp; C: 20 gp; M: 0 gp.
gambol guardians. Gambols are baboonlike creatures
with purple skin and blue hair. Area D: Prisoners
Thick iron bars block off entrance into this part of
Creatures: the cavern. An iron gate is in the center of the cage. It is
locked (Open Locks, DC 30)
APL 4 (EL 5)
Gambol: hp 60; see Judge Aid 4. Iron Gate and Iron Bars: 2 in. thick bars; hardness 10;
hp 60; Break DC 25.
APL 6 (EL 7)
Gambol (2): hp 60; see Judge Aid 4. The floor of this area is covered with dirty straw. A
patch of phosphorescent fungus grows on the far wall,
APL 8 (EL 9) weakly illuminating the cell. An elderly female, an
Spellwarped Gambol (3): hp 68, 68, 68; see overweight gnome, a scruffy bearded dwarf and two
Appendix Three. frightened, beaten goblins are here. They possess the key

Of Blood and Bone Page 7


to the iron barred gate, but will not open it until the but for a nasty scar across his right cheek. Tergg is
guardians have been defeated. intelligent, nervous, cautious and very cunning. He
Three days ago some of Barrac’s minions decided to wears ill-kept (goblinoid?) leather armor and is armed
help themselves to the treasure, while the gambol(s) were with a short sword.
napping. By the time the creatures realized what was
going on, some of Barrac’s minions had already managed Nalm Otten: Male dwarf Brb1/Rog5 (Will +4; Bluff
to flee the camp with a good portion of the treasure. Not +1, Diplomacy –1). This mature adult dwarf is of average
all of them absconded and the gambol(s) were able to height and weight. He has a wide-open face and a scruffy
make short work of these traitorous thieves. Two of the beard. Normally, he is very jovial and talkative. He wears
villains, a pair of troublesome goblins (Skrishnaak and an ill-kept chain shirt that is clearly too small for him and
Wurpox), fled into Area D where the gambol(s) could not is armed with a hand axe.
get them. Since then, the gambols have been stalking
around Areas B and C while they await the return of Reverend Mother Chantilla Vergenford: Female
Barrac. human Clr5/Exp4 (Sage), (Will +12; Bluff +6, Diplomacy
In theory, once the gambol(s) have been defeated the +8, Knowledge – Arcana +15, Knowledge – History +15,
PCs have access to the occupants of Area D. However, Knowledge – Religion +15, Sense Motive +10). This
depending on the creativeness of the PCs, they could pious, elderly woman is of average height and weight.
gain access before defeating the gambol(s) and learn She is overbearing, bossy, sarcastic, condescending, all
some interesting information. Modify the boxtext if knowing and arrogant, yet also surprisingly matronly.
necessary. There appears to be no filter between her brain and her
tongue. Hence, she says just about anything at the worst
As the last guardian falls, the prisoners of in the back possible times. Despite her difficult personality, she
portion of the cavern let out a heartfelt cheer. A wisely follows the direction of her superiors and her
dwarf, who had been providing a sort of play-by-play patron deity, Merikka. She wears dirty male traveling
of the combat to his fellow prisoners, quickly takes clothes.
out a key and unlocks the iron gate. He step outside Essentially, the Reverend Mother is in charge here
and gestures for everyone to come closer. and the four crooks know it. Tergg and Nalm are playing
Meanwhile, a middle aged, overweight gnome holds a the role of guards and have been thoroughly cowed by
seedy pair of goblins at bay with a short sword. Near her, though they are not above playing some mischief of
the gate, an old woman scowls as she slowly rises to their own if allowed. Were it not for the Reverend
her feet and calls out bitterly, “Well, you sure took Mother’s insistence, the goblins Wurpox and Skrishnaak
your sweet time, didn’t you?! Who are you anyway?” would have been long dead. The only reason the goblins
The old woman’s scowl deepens as she walks past the are alive is for the information they can tell the PCs.
dwarf and out into the cavern beyond, hands on her Despite having had very little sleep and no food and
hips. The dwarf pales and scuttles back into the room water for the last few days, all the NPCs are excited about
before anyone can answer. their rescue, though Wurpox and Skrishnaak are terrified
about their fate, and make whatever deal they can to stay
Creatures: All the NPCs flee if attacked. They appear alive. Try to impart the information below through
haggard, hungry and thirsty. roleplay and lively conversation. The prisoners beg for
food and water before telling their information and eat
ALL APLs ravenously, if fed. All the NPCs know the following
Skrishnaak: Male goblin War4/Rog1 (Will +2; Bluff information:
+2, Diplomacy +2). This average-sized goblin is • The cave is the hideout for Barrac the Bandit
backstabbing, smarmy and cowardly. He wears a Lord. Barrac is an ogre mage who leads a
loincloth but is otherwise unarmed. despicable band of rogues, a mixture of ogres,
troll, goblinoids and evil humanoids.
Wurpox: Male goblin War2/Rog3 (Will +2; Bluff +4, • Since he arrived last year, Barrac has preyed
Diplomacy +5). This average-sized goblin is cunning, upon passing merchants and unlucky travelers.
cowardly, greedy and a very skilled sycophant. He wears Some PCs may recall Barrac from FUR2-05
a loincloth and is unarmed. Sleep of Death. A Knowledge – Local [Iuz
Border States] (DC 10) confirms Barrac to be
Tergg Vrebor: Male gnome Rog3/Ftr3 (Will +4; one of the more dangerous bandits in Furyondy.
Bluff +2, Diplomacy +3). This middle-aged, overweight He previously terrorized Northern Kalinstren
gnome is of average height and would be very handsome

Of Blood and Bone Page 8


but was forced from the region due to stay in the caged off area until help arrived. The
adventurers and the presence of the Furyondy two goblins were not to be killed.
military. • No one needed persuasion to remain in the
• Earlier in the month, Barrac captured an caged off area. The monkey-like guardians were
unlucky family traveling to Gorsend. After clearly very deadly and they were no match for
taking what little they had, he slaughtered the them.
parents and imprisoned the children (two boys
and two girls). Mogobzog and his fellow thieves have successfully
• Almost two weeks ago, Chantilla and her three fled the area. The PCs are unable to track these villains at
young charges (two girls and a boy) were this time.
traveling toward Free Burrough when they were A Knowledge – Local [Iuz Border States] or
ambushed. Upon discovering they carried Knowledge – Geography (DC 10) check reveals the
nothing of worth, Barrac imprisoned them in Southern Att Fens is about a four days ride to the
the cavern along with the other children. He southwest, near the border of the Duchy of the Reach.
chose not to murder Chantilla largely out of Just north of the fens is a gnomish community called
amusement. Cobblesberg. The gnomes living in the area have been
• A few days later, Tergg and Nalm were captured jokingly referred to as the ‘gnomes of the fens’ because of
and all their merchandise stolen. Tergg and their simple and rural lifestyle. More knowledgeable PCs
Nalm persuaded Barrac to spare their lives. (DC 25) know the Southern Att Fens is technically more
Barrac put them in with the other prisoners of a swamp than a fen.
until he decided what to do with them. If PCs ask about spell components, an additional
• A week ago, Barrac and the majority of his Knowledge – Local (DC 20) or Knowledge – Arcana (DC
minions left with the children and goods bound 25) check reveals that Cobblesberg is the location of
for some of the gnomes near the Southern Att Pantarn’s Best, one of the leading spell component
Fens. procurement companies in Furyondy. Pantarn’s Best
• The children would be sold to the gnomes to moved to this gnomish community from Pantarn about a
make rare spell components. hundred years ago. The Littlefield family runs the
• Upon Barrac’s return, Tergg, Nalm and company.
Chantilla’s final fate would be decided. The Reverend Mother Chantilla Vergenford knows
• Barrac left one of his lieutenants behind, an the following:
ogre mage named Mogobzog the Unlucky,
along with two other ogres, seven hobgoblins • The Reverend Mother is an expert in
and two goblins. prophecies concerning Merikka, Oeridian
• The lieutenant and his bandits were to keep the demigoddess of Farming, Agriculture and
prisoners alive and ambush any unwary Home. She is a well-respected member of the
traveler(s) while the monkey-like guardians Church.
were left in the cave. • She was shepherding a family of orphans
• Despite Mogobzog’s moniker, he was toward Free Burrough, where they were to be
knowledgeable in tactics and intelligent enough schooled by a fellow priestess of Merikka.
not to attack any travelers his group could not • The orphan children – two girls (Irina and
handle. Mira) and a boy (Michel) – are of human
• Four days ago, Mogobzog and his group stole Oeridian descent and are all of average height
most of Barrac’s treasure and fled from the and weight. Irina is a cute, innocent ten years
monkey-like guardians. One ogre and four old with deep blue eyes and chestnut brown
hobgoblins died in the fight. They were the hair. Mira, Irina’s younger sister, is six years old
ones assigned to distract the guardians. and has grey eyes and short brown hair. Michel
• Two goblins fled into the prisoner area when is an eight years old boy with brown hair, grey-
the fight went bad. They threatened Chantilla, blue eyes and strong Oeridian features but with
Tergg and Nalm, but were quickly disarmed and pale gold skin. [A successful Listen check (DC
beaten. Tergg and Nalm took their equipment. 25) reveals the Reverend Mother has a slight
• Chantilla, a priestess of Merikka, told Tergg and hitch in her voice when she describes
Nalm she had prayed for help and received a Michel…it is out of great respect.]
dream it was on the way. All they had to do was

Of Blood and Bone Page 9


• Chantilla is hesitant to speak much of the woman, a representative of Merikka, although
children other than they figure in some she was unable to communicate with them.
prophecy and are very important to the Church • Chantilla confirms she spared the goblins until
of Merikka. Michel is destined to become a the PCs could question them. No promises have
paladin of great renown. A Sense Motive (DC been made to the goblins that their lives would
15) reveals Chantilla is not quite telling the PCs be saved, though she speaks on their behalf
everything. should they answer the PCs truthfully and
• [The Reverend Mother reveals the following willingly.
to fellow Clerics of Merikka or to Lawful • It is critical the PCs speak with the goblins, and
Good Clerics and Paladins: Although Merikka Chantilla pushes them to do so. “Learn what
is a very minor religion in Furyondy, the elders you can from them, and then leave to rescue
of the Church feel that its popularity will rise the children, immediately. Save all of them,
amongst the farmers and their families. It is especially Michel of Merikka. Time is of the
foretold Michel and his sisters will figure essence. Do not dally, lest their innocent
prominently in Merikka’s church.] lives be lost!”
• Barrac and his minions ambushed them nearly • She believes the children are still alive and have
two weeks ago. Chantilla used her sharp tongue another week left to live.
and intelligence to keep herself and the • Chantilla requests the PCs return the children
children alive when it became apparent they to the shrine to Merikka in Free Burrough.
had nothing of value to give to the bandits. • She scowls at any PCs who bring up payment
• They were taken captive and placed in this cage for their services and openly berates them for
(Area D) along with some other children (two their mercenary behavior and lack of
boys and two girls). The girls, Riala and Carylin, willingness to do a good deed. She points out
were four and seven years old, respectively, with the Fates determine payment, perhaps under
blond hair and blue eyes. The two boys, Tomas the influence of Merikka, for surely the PCs’
and Regor, were two and three years old, good deed with be rewarded if not in the
respectively, and also had blond hair and blue material world than in the afterlife. She offers
eyes. no physical payment to the PCs.
• Barrac later revealed that he planned to sell the • In the dream, the statement “That which was,
children to the gnomes of the Southern Att will be again ” refers to the prophecy and likely
fens. The children would make good spell has to do with a cycle of warriors defeating evil.
components.
• Chantilla hesitates, “I…I realized that this Tergg and Nalm know the following information:
must be part of the prophecy… although • Both of these thieves claim they are honest
nothing ever expressly stated so. Something merchants. Some PCs may recognize them
like…’And so shall the child-warrior be from FUR3intro-03 Tears of Garasteth as the
tested for the man he is to become…much conmen who sold the PCs fake protective
grief and suffering will he endure…rescued amulets from the “Defiler” murderer who
from impending doom by those he would plagued Chendl.
emulate in his moment of purity and • Should they be recognized, the two scoundrels
light…and thus shall he be forged righteous do everything to deny they are the accused
and strong.’ I thought this must be the trials con men. They try to distort or hide their
he is to endure to become a warrior for features should they recognize any of the PCs
Merikka. And when Barrac took the children from that adventure. An Intimidate (DC 20)
away, I prayed every night for the rescuers to check gets the pair to confess their ill deeds
come save Michel of Merikka and instill in and beg mercy of the PCs.
him the courage and grace to save others.” • Tergg and Nalm do their best to guard and
• Chantilla did not reveal she was a priestess to intimidate the goblins but will not seriously
anyone, which likely saved her life. wound or kill the goblins and actively prevent
• Chantilla believes her prayers were answered by others from doing so.
one of the leading clerics of the Church. She • Tergg and Nalm were on their way to Free
does not know which one. Chantilla remembers Burrough to meet up with their wizardly
seeing the PCs in her dreams with the old employer, Pattravar, who had been forced to

Of Blood and Bone Page 10


leave Herechel earlier than expected. Pattravar • For an additional gift of 10 wheatsheaves,
needed the pair to help him in a business Nalm reveals that Rhovan Littlefield is known
venture selling horses. A Sense Motive (DC to be a gambler and has had dealing with some
15) check confirms this to be a suspicious of the shadier moneylenders in Chendl.
statement. [It is likely Pattravar had to flee
Herechel or be arrested and any business Despite being con men by nature, they respectfully
venture probably involves a criminal listen to Chantilla and protect her to the best of their
enterprise.] ability. Assuming the PCs attempt to rescue the children,
• These crooks were ambushed along the they escort Chantilla to Free Burrough before meeting up
Crystalreach-March Highway. with Pattravar. It should be noted Tergg and Nalm are
• Tergg and Nalm realized Barrac would have not wanted for any serious crimes. All of their known
them killed if they did not act quickly. So the crimes have been minor frauds (i.e., crimes of disrepute)
pair complimented Barrac on his reputation as and would likely be adjudicated, if convicted, with less
a bandit and begged to join his gang rather than a year in prison and a hefty fine.
than face their own leader. Neither has any Wurpox and Skrishnaak know the following
intention of actually joining Barrac’s bandits. information:
[This is true]. • They are in serious trouble. They want to live
• Barrac did not trust them. He put Tergg and and are each more than willing to betray the
Nalm in the prison area and said upon his other to do so. The only reason they are alive is
return he would test their willingness to join due to the grace of Chantilla and the
the bandits. Tergg and Nalm desperately information they know about Barrack and the
hoped to escape before Barrac returned. gnomes of Cobblesberg. They do everything
• In their opinion, Mogobzog planned to steal they can to secure promises from the PCs they
Barrac’s treasure for some time. He used one be kept alive.
of the ogres and some of his hobgoblins to • Wurpox and Skrishnaak immediately
distract the monkey-like guardians, which recognize any PC(s) that dealt with them in
were (Tergg believes) called gambols, and FUR2-05 Sleep of Death and become
never had any intentions of coming to their hysterical. A Diplomacy (DC 15) check is
aid once he acquired the treasure. needed to calm the goblins down enough to
• Nalm hints out of Chantilla’s presence he may get any useful information out of them.
know something more about the gnomes of • Wurpox and Skrishnaak claim to be captives
Southern Att Fens. He parts with the of Barrac and forced to serve him lest they be
information if the PCs provide both Tergg and killed. [This is a lie.]
him with a “starting over” gift of 25 • Barrac has been dealing with the ‘gnomes of
wheatsheaves each. If Chantilla hears about the fens’ for almost a year.
this, Nalm and Tergg hastily claim the gift is • The ‘gnomes of the fens’ live a little bit north
only a suggestion and not an actual of the Southern Att Fens in the town of
requirement. Cobblesberg (i.e., in the Duchy of the Reach).
• [If PCs pay (or Chantilla intervenes) Nalm Cobblesberg is four-day ride approximately to
knows the gnomes of the Southern Att Fens the southwest of the cave, south of Stalmaer
live in a small village called Cobblesberg. The but north of the Southern Att Fens.
village is just north of the fens. These gnomes • Neither of the two goblins has been to the
are jokingly called the ‘gnomes of the (Att) Southern Att Fens or Cobblesberg.
fens’ because of their simple, rural lifestyle. • They have heard, “Dat evil and terrible
These gnomes are in reality part of a single creature Barrac meets wit’ somebody from
large extended family (the Littlefields), which Pantarn’s Best…Unggie Gorgeous, me
solely runs the spell component procurement thinks is his name. He’s a powerful
company Pantarn’s Best. Rhovan Littlefield necromancer.”
owns the company and has reportedly started • Unggie Gorgeous pays top coin for all sorts of
another company known as Rare Finds, which things, especially children, to be used for evil
specializes in very rare, esoteric spell spell components.
components.] • Had Barrac known the old woman was a
priestess and Tergg and Nalm really didn’t

Of Blood and Bone Page 11


want to join his bandit army, he would have It is possible the PCs may want to turn in Tergg and
sold them to Unggie Gorgeous. Priestess, Nalm to the authorities in Free Burrough. The two
gnome and dwarf parts can always be used for thieves insist on their innocence but WILL NOT combat
spell components. [The goblins cringe when the PCs. Tergg and Nalm recognize it is better for the
they say this, expecting a beating.] A PCs to rescue the children than deal with them. They
Knowledge – Arcana or Religion (DC 10) agree, if asked, to turn themselves over to the authority of
confirms the use of humanoid and cleric parts the Reverend Mother. Chantilla would actually prefer to
to be useful as spell components. let them go and speaks on their behalf but abides by
• It is likely Barrac has already traded the whatever the PCs decide.
children with the gnomes and is now off Wurpox and Skrishnaak, however, are evil creatures
conducting raids in the Duchy of Reach then who have done truly despicable things in their time.
in the Barony of Littleberg before returning to Tergg, Nalm and Chantilla are hesitant to free them. If
the encampment in a month or so. given the opportunity, Tergg and Nalm kill the goblins
• Unggie Gorgeous has been taking children, quickly outside of Chantilla’s presence. Ironically, if the
goodly creatures, slaves and other disgustingly two goblins are released and Barrac catches them, they
innocent and good things for over two years will likely be tortured and then killed. Wurpox and
now. He prefers them alive and in good health Skrishnaak know this and would be willing to live out
rather than dead, something to do with their lives at the penal quarry. Chantilla plans to turn
making the magic stronger. Unggie Gorgeous them over to the authorities in Free Burrough, speak on
and the ‘gnomes of the fens’ have been their behalf and try to persuade those in charge to
working with many different bandit groups sentence the goblins to the Greylode Penal Quarries.
and evil adventurers to obtain these wares. However, Chantilla abides by the decision of the PCs.
• Barrac is considered a valued supplier and was She does not allow any torture (which is an evil act and
given the accursed monkey-like guardians as should be noted on the PC’s AR)
gifts. Unggie Gorgeous performs necromantic Regardless, Tergg, Nalm and Chantilla arrive safely
and other vile experiments to make such at Free Burrough. By the time the PCs have entered the
creatures. cavern, Barrac has already sold the children and moved
• Unggie Gorgeous is protected by a powerful on. Barrac and his loyal minions are not encountered in
undead creature, which looks like a humanoid this adventure.
giant taller than a house and composed of pure
darkness. It wears no clothes and has smooth Encounter Two: The Road to
hairless skin and a genderless body. A
successful Knowledge – Arcana or Knowledge Cobblesberg
– Religion (DC 20) check reveals the creature Whatever route the PCs choose to take to get to
to be a Nightwalker. Cobblesberg, the trip is uneventful save for one incident.
• “Oh please…please, please, PLEASE Some PCs may choose to ignore Cobblesberg all together
…great and honorable ones do not kill us! and focus on searching the Southern Att Fens. Should
We swear to give up our evil ways and work this occur, see Encounter Five for the consequences of
the rest of out lives in prison quarries! randomly wandering the fens.
Please spare us….or just me!” Wurpox and If the PCs use divinatory spells to find out more
Skrishnaak begin to argue who deserves to be about the children and their location, the answers are
spared more; lying about the good deeds and largely cryptic. Key phrases to use are “the children are
mercy he has shown others and telling the in darkness before they see the light”, “the trials are
wicked crimes of the other. cyclical”, “heroes rise and fall”, “that which was, will
be again”, “abomination”, and “darkest night reveals
Once all the relevant information has been shared, the child-warrior.”
Chantilla orders the PCs to leave immediately to rescue When the PCs are three-quarters of the way to
the children. If the PCs want to escort her to Free Cobblesberg (or just after the PCs arrive in Cobblesberg,
Burrough, she reluctantly accepts but insists they do so if they chose to use a teleportation-type spell), they
with great speed. She prefers to make her way more experience another dream or waking trance. Iuz directly
slowly and comfortably with Tergg and Nalm, believing inspires this one. PCs actively protected by mind blank or
her presence may reform the two con men. an equivalent mind-protecting spell of 8th level or higher
are shielded from the dream. Items such as the ring of

Of Blood and Bone Page 12


mind shielding or equivalent are ineffective in disgust, “Youth! The impertinence of youth!” He is
preventing the dream/trance from occurring. No saving clearly ominous yet refined, urbane and polite.
throw is allowed for the dream/trance and affected PCs attempting to identify the old man may make a
individuals remain comatose for its duration. Each PC Knowledge check (any skill; DC 20). Success indicates an
separately experiences the same dream/ trance. Read the uneasy feeling about the old man…something is not
following boxtext, when ready: quite right with him. Good-aligned PCs, especially lawful
ones, have a feeling of distrust, as though he is mocking
A blinding flash of light bursts before your eyes, them in some way.
soon followed by a deafening roar of thunder. KA- Regardless, the old man continues:
BOOM!
A thick fog surrounds you, obscuring your vision. “Excellent. You may call me the Traveler or
You are alone as you cautiously move forward. The another name, if you wish. I don’t mind. I have many
fog thins to nothing…and you stand upon a grassy names. Now my time is short and this dream sending
hill. A single oak tree stands before you; squirrels and is most draining, so listen carefully.
chipmunks chase each other across the grass, racing There are two abominations where you
enthusiastically between dandelions. The sun travel…one greater and one lesser. I will reward you
provides bright light and warmth. – and my rewards are great boons indeed – if you kill
The air turns chill and the sun quickly sets both…but I will be well pleased if you just kill the
leaving a moonless night sky for brief moments lesser…it is a vampire of sorts that irks me.”
before the sun rises again. The setting and rising sun The old man stands and taps his cane on the
repeats over and over again while the grass withers ground…once…twice…thrice…and the cane
and dies and the leaves on the oak tree fall to the abruptly shifts into an unsheathed adamantine
ground. The squirrels and chipmunks grow older and greatsword, point touching the ground. Cocking his
older, turning to dust before your eyes. A cold winter head to one side, the old man squints as a
breeze blows in from the north…bitter, bitter cold. mischievous grin crosses his face, tautly stretching
Deep snow covers the ground as the lone, leafless tree his wrinkled skin, “Ah yes, I almost forgot….’That
cracks under the harsh conditions, sap flowing from which was, will be again’.” A single wink and the
the tree like thick, dark blood. kindly, yet mysterious, old man disappears.
“Ahem…”, someone nearby clears his throat.
In an instant you are on a deserted dirt road, the Give the PC a few moments to digest what the old man
sun high in the sky. Fields of dresadoes mixed with said and declare their actions. The PC is still in a dream
white roses grow along the sides of the road. To your state. A PC examining the area where the old man was
left, sitting on a rock, is a shriveled up old man. sitting discovers hoofed footprints and that the rock has
Though his form is slight under his voluminous literally been seared. A Knowledge – Religion (DC
robes, his presence is somehow daunting. He leans on 10) identifies the old man as associated with Iuz and a
a thick yew-cane. A weathered smile crosses his priestly sending of some sort. The dream ends after a few
wrinkled face, as he throws back his hood to reveal a minutes.
shock of unkempt, white hair. The PCs return to their previous state. Good-aligned
“Sorry to disturb you, umm?…Your name PCs can’t shake the feeling of being defiled and somehow
is…what was it now?…Oh, I suppose it really doesn’t dirty. This feeling has no game-related affect and is for
matter.” He looks expectantly toward you. roleplay purposes only. In the morning or when they
regain consciousness, the PCs fully remember the
The old man waits ten seconds for the PC to introduce dream/trance and have much to discuss. The remaining
him or herself. He winks or scowls, as appropriate, at any journey to Cobblesberg is uneventful.
other remarks. In response to more pressured questions,
nasty remarks or interruption of box text, the old man Encounter Three: Cobblesberg
clucks his tongue and waggles a finger back and forth at
the PC, chiding: “Patience…Patience…be civil… these The gnomes of Cobblesberg are simple people.
dreams aren’t all that easy to send…useful to you Cobblesberg has a population of about a hundred and
though they are.” fifty gnomes and more than a score of dwarves, all of
PCs who attempt to touch or attack the old man, varying ages. The gnomes are part of one very large,
discover an impenetrable, invisible barrier. Indeed, if he extended family known as the Littlefields. In truth, this
is attacked, the old man chuckles and shakes his head in gnomish community consists of five distantly related
families (i.e., the Littlefields, Burrowheaths,

Of Blood and Bone Page 13


Murrowglens, Roseblossoms and Millercalleds). These In the unlikely event the PC is actually sprayed,
families have a tongue-in-cheek attitude toward each he/she needs to make a Reflex save (DC 13) to take half-
other, referring to one another as cousin, aunt or uncle, effect of the skunk stink. An affected PC is nauseated for
where appropriate. 2d4 minutes and for the next 2d3 days is identifiable to
To some extent the gnomes can be thought of as creatures using scent up to 270 feet away. Any skill
rustic hicks in a “company” town. They are far from the checks that require personal contact (Bluff, Diplomacy,
bustle and sophisticated lifestyles of the larger gnomish etc.) are made at a -2 penalty. To be rid of the skunk spray,
communities, like Ryemond or Littleberg. Only one a PC must thoroughly wash multiple times. The children
merchant (Rhovan Littlefield), who also acts as the laugh uproariously at the poor sprayed PC, then run
mayor, has influence here. The true Littlefields are at the away, welcoming all the PCs to Cobblesberg and
top of the social ladder. All the other families work at or shouting at the top of their lungs, “Ti feeralu!”, gnomish
in support of their company, Pantarn’s Best. for “I tricked you!”
For the most part, the gnomes in this community are The children don’t want any harm to come to the
oblivious to what has befallen Rhovan Littlefield and skunk and beg the PCs not to hurt it. The skunk is
Pantarn’s Best. They know very little about Granny Squash’s pet and she retrieves it sheepishly from any
Mattie: neither her true nature nor her control of the sprayed PC, speaking gently to the burrowing animal,
company. These are innocent folks and any wholesale calming it down.
slaughter in this community is an evil act. If the PC withdraws, complains or laughs about the
skunk, the children laugh, dance about and welcome all
A. Outskirts of Cobblesberg the PCs to Cobblesberg. However, if the PCs are truly
It is midmorning when the PCs reach Cobblesberg. On angry and wound or kill Cabbage the Pet Skunk, threaten
the outskirts of the town, they encounter a group of or attempt to harm the children, they become hysterical
mischievous, giggling gnomish children (three female: and flee the PCs in terror.
Squash, Rosepetal and Sparklegem; two male: Oakworth After the prank, the children follow the PCs into
and Filchbaiter). The oldest, Sparklegem, is about Cobblesberg proper, begging to hear all the latest news of
seventeen years (equivalent to a nine to ten year old the Kingdom. The children know nothing of interest.
human child) and appears to be the leader of the group. The children steer the PCs toward the “Lucky Eel” Inn,
The children loiter around a large tree stump. There is a which has rooms for non-gnomish size guests. After
deep hole under the tree. taking the PCs to the inn, they run off to play. The
Assuming the PCs aren’t hidden or otherwise children studiously avoid any PC(s) affected by the
invisible, the children cry out to the PCs for help. The skunk, holding their prodigious noses and giggling
gnomish children avoid eliciting help from fellow merrily.
gnomes. Several children rush amiably toward any Should any of the children flee the area or violent
gnomish PC – winking, giggling, making shushing spells occur in the area, the Cobblesberg militia (10 male
sounds and trying to grab a hold of his/her hand – gnomes, Exp2/War1; reinforced with up to 10 dwarven
hoping the gnomish PC will not spoil their prank. guards, Ftr3, from Stoneblessed Teamsters in Encounter
3.B.) arrives to investigate. They attempt to arrest any PC
“Oh please, please help us! Poor Cabbage is stuck in who physically or magically attacked the children or
that hole! Please get her out, please! My poor, poor killed them.
kitty, please save her. I want my kitty!” Several of the
children begin to pout and cry. B. Cobblesberg
Cobblesberg, located in a hilly but arable region, is a
Punctuated by fits of giggling and less than straight face, mixture of gnomish-sized underground burrows,
the children are not very good actors. A Sense Motive chambers and passages and several wooden and stone
(DC 5) check determines something is not quite right buildings. Much of the land in the town is taken up a
here. The children hope some big, strong, dumb PC will beautiful, fenced-in garden called Littlefield Park, several
reach into the warren and grab the “kitty”. Deep, down at acres of vegetable gardens and fenced in pastures for
the far end of the burrow is Cabbage. If a PC reaches into sheep. The wooden and stone-buildings on the surface of
the burrow and grabs the “cat”, the pesky critter shifts to Cobblesberg consists of the offices of Pantarn’s Best, a
reveal the long white stripe down the middle of its back human-sized inn called the “Lucky Eel”, several barns and
traveling all the way down to its tail before it sprays the a teamster building.
grabbing PC. Note, the PC observing the “cat” does get a The following are important places in the
Knowledge – Nature (DC 11) check to identify the skunk community. Feel free to add any necessary building or
before he/she picks it up. NPCs, as long as such additions do not interfere or give

Of Blood and Bone Page 14


away the overall plot of the module. Particular A sign above the mural and the inn’s front door reads in
information pertaining to the town, Rhovan Littlefield common, “The Lucky Eel”. The common room of the
and Pantarn’s Best are detailed, for the most part, in the inn consists of human and gnome-sized chairs and tables,
next section. with the bar at the far end of the room human-sized. Half
of the inn’s eight rooms are gnome-sized and the other
Littlefield Park half human-sized. Each room consists of two beds, two
The park is roughly twenty acres and covers most of chairs, two chests and a wardrobe. These rooms are above
the village. More than a few underground tunnels average quality but covered by standard lifestyle. The
open into the park. Near the center is a large stone inn’s food and drinks are also above average quality, with
building built into a small hill – the main office of many gnomish and dwarvish specialty foods available
Pantarn’s Best. (125% of PHB prices) and PCs eating or drinking at the
inn must pay monies above their normal lifestyle cost.
Many of the herbs, plants and trees (Knowledge – Nature During the daytime the inn is relatively empty, but
or Arcana, DC 15) growing in the park can be used for at night the common room can be quite crowded with
spell components. The park is maintained by a number of upwards of twenty gnomes and ten dwarven NPCs
gardeners. The chief gardener’s burrow is near the present. Mortimus “Morty” Templestone owns the inn.
southern end of the park. The gardeners maintain a tight Four female gnomes and a surly male gnome help Morty
schedule and the park is very orderly and well out at various times during the day and night.
maintained.
“Morty” Templestone: Male hill dwarf Ftr5/Exp4 (Will
Trinelda “Trinny” Littlefields: Female gnome +8). Morty is of average size and weight for a middle-
Rng1/Drd3 (Will +5). Trinny is a shorter than average aged dwarf and has lived in Cobblesberg for the last fifty
gnome who is over four hundred years old. She is the years. Morty knows the following information:
elder aunt of Rhovan Littlefield and the mother of • The gnomes of this community are hard
Nojerrum “Cousin Noj” Littlefield. She cares only for her working, decent people. The dwarves living
gardens and has very little interest in the administration here mostly work as teamsters for the gnomes.
of Pantarn’s Best. • On occasion, the constant pranks do get to him
Aunt Trinny knows the following information: but the gnomes know it’s never a good idea to
• Despite the success of Pantarn’s Best, she does irritate dwarven cooks.
not hold Rhovan Littlefield in high regard. He • Pantarn’s Best is a good company and Rhovan
is no better than his father, a worthless Littlefield provides well for his employees.
shoemaker. • Rhovan is a merchant of high repute. He can
• Her son Nojerrum is just as worthless as his stand with the best merchants of Littleberg.
cousin Rhovan. He had potential but wasted it • A Gather Information (DC 15) or a good bribe (5
all trying to be a merchant like his hare-brained or more wheatsheaves) gets Morty to reveal
cousin. Rhovan has a gambling habit. His gambling has
• In her opinion, all males of the Littlefield family gotten worse since Nojerrum went off
are a major disappointment. adventuring and Uncle Gorge went to help “The
• She has not spoken to Nojerrum in nearly a Bitter Old Gnomish Woman of the Fens” with
century and has no plans to. some secret project about three years ago.
• A Gather Information (DC 15) check reveals she
believes her son to have gone off adventuring Uncle Hordie’s General Store
some time ago and cares very little what has On the outer western edge of Littlefield Park is a hill
happened to him. with a sign above a small door, leading into a gnomish
burrow. The sign has a picture of a loaf of bread, a
Lucky Eel Inn ham hock, a saddle and a short sword.
Unlike many of the structures on the surface of
Cobblesberg, this two-story building is human-sized. Lettering underneath the picture reads in common and
A large mural on the wall depicts a fat gnome in a gnomish “Uncle Hordie’s General Store”. Three-
rowboat trying desperately to reel in his catch as an quarters of this gnome-sized burrow is relegated to
eel jumps over the rowboat and snags the handle of a selling normal equipment, gnome-sized weapons and
picnic basket in his jaws. armor and other sundries (150% of PHB prices). The

Of Blood and Bone Page 15


owner of the store is the widow of Hordrenth • He has great respect for Rhovan Littlefield and
Burrowheath. Pantarn’s Best. He admires Rhovan’s business
skills.
Berthilda “Birdy” Burrowheath: Female gnome Exp4 • Three of his sons – Dorenerth, Yathreldom and
(Will +4). Birdy is approaching middle age for a gnome. Bazdrak – have all chosen the adventuring life.
She is below average weight and height. She has been a All of his sons were skilled rogues and scouts,
widow for about twenty years and is still saddened by the though Bazdrak was also accomplished in
loss as well as her twin sons’ (Zokurum and Zeldath) magic. His sons left about two years ago on a
decision to go adventuring. Birdy knows the following quest for Gorgereth “Uncle Gorge” Littlefield.
information: • None of his sons have contacted him in the last
• Rhovan Littlefield has done well for the two years, but he believes they are alive and
extended Littlefield family and everyone in well. On the occasions Uncle Gorge leaves the
Cobblesberg. He supported and checked on her fens, the old gnome assures him his sons are
and her family until she got back on her feet alive and will return once they have completed
following Hordie’s death. some tasks for Pantarn’s Best, Uncle Gorge and
• Zokurum and Zeldath were employed at the “Bitter Old Gnomish Woman of the Fens”.
Pendant’s Best before embarking on an • Mannie plans to open “Skullduggery” stores in
adventuring career. Both were accomplished all the gnomish communities in Furyondy. He
wizards. Since leaving home, her two sons have hopes Rhovan will invest in his venture.
not contacted her. She is deeply worried about
their safety and wishes they would write. Pantarn’s Best
Nestled in the midst of Littlefield Park is a human-
Mandanar’s Skullduggery Shop sized stone building built into the side of a small hill.
On the northern side of Littlefield Park, the remnant A simple sign near the door to the building shows a
of a huge, ancient tree stands on the side of a small gnome gesturing in what must be some magical
hill. Closer examination reveals the tree was struck stance while reaching into a pouch for a spell
by lightning many years ago. An iron bound door has component.
been set into the tree trunk. A sign above the door
depicts a male gnome abruptly rising from a chair, The building is connected to the underground burrows
face filled with surprise and pain, while gnomes of the offices and work areas of Pantarn’s Best. Indeed, a
around him laugh. sign in both common and gnomish reads “Pantarn’s Best.”
The building is a small shop exclusively selling the very
Words written in common and gnomish above the sign best everyday spell components of Pantarn’s Best, along
read “Mandanar’s Skullduggery Shop”. Beyond the with various souvenirs sporting the company logo of
door is a small platform with a gnome-sized spiral “PB”. Also in this building are a lobby with human-sized
staircase leading down. A sign just inside the door reads chairs and a conference room. Doors lead further into the
in common and gnome, “Use handrail. Mandanar’s connected hillside burrow, which contain gnome-sized
Skullduggery Shop is not responsible for any injury offices. Beyond the offices, further connected by various
suffered within this store.” After a descent of forty feet, underground passageways, are burrows with the
the stairs open up to reveal a well-lit gnome sized store company’s work areas (for processing, manufacturing,
selling gnomish odds and ends and many nonlethal joke etc.) and warehouses.
and gag items. Two congenial gnomish women serve in the store
and are fairly knowledgeable in matters arcane, selling
Mandanar “Mannie” Murrowglen: Male gnome the various spell components, some of which can range
Rog5/Exp2 (Will +6). Mannie is approaching two in cost to up to 5 wheatsheaves.
hundred years old, yet is strong as an ox and quick as
snake. He has a boisterous, story-telling personality that Bethilda and Genevere Roseblossom: Female gnomes
often finds him at odds with the truth. He is keen on Wiz 3/Exp2, (Will +7; Knowledge [Arcana] +8,
making a joke just as much as a sale and often attempts to Knowledge [Religion] +8, Spellcraft +8). Both young
overcharge the customer. Mannie is a barrel-chested adult gnomes are of average height and weight. They
veteran adventurer who believes adventuring is a badge have bubbly, helpful personalities and are very cute. They
of honor not shame. Mannie knows the following both have great admiration for Rhovan Littlefield, who
information:

Of Blood and Bone Page 16


they consider to be one of the great merchants of the
times. They really don’t know any more information. Written in common, gnome and dwarvish above the sign
The lobby consists of a gnome-sized desk, a small is “Stoneblessed Teamsters”. The Stoneblessed family is
table, a large gnome-sized couch and several human-sized in charge of the teamster wagons and guards. They ship
chairs. There are two doors in the room. One leads to a Pantarn’s Best out to various distribution points
human-sized conference room and the other to the including Libernen, Littleberg, Ryemond and Free
offices of Pantarn’s Best. Behind the desk is a pert, Burrough. Ten dwarven guards protect the wagons and
stunningly beautiful gnome named Charnella teamsters. They also serve as the reserve to the gnome
Millercalled, who is Rhovan’s secretary. militia should any trouble break out. Brottor
Stoneblessed runs the company.
Charnella Millercalled: Female gnome Exp3, (Will +6).
This gnome of maturing years is of average height and Dwarven Guards (10): Mixture of males and females,
weight. She is very delicate and beautiful. Charnella dwarf, LN, Ftr3, 30 hp; Will Save +3.
knows the following information:
• Rhovan Littlefield is wise and noble. Brottor Stoneblessed: Male dwarf Ftr5/Exp4, (Will +9).
• He is unavailable to meet with anyone today. Brottor is approaching two hundred years old and is tall
PCs are offered an appointment tomorrow for a dwarf and very, very strong. Despite his size and
morning between midmorning and noon. strength he has a very agile mind. Very business savvy, he
• If PCs press or declare urgency, she notes he views his time working with the gnomes to be a good
will be having dinner tonight at the “Lucky Eel” learning experience, though they tend to be somewhat
and may be willing to meet with people briefly flighty and constant pranksters. Brottor knows the
after dinner. following information:
• Charnella’s youngest son, Grellton, went • Brottor has established a good working
adventuring some two years ago. She misses relationship with Pantarn’s Best. He has
him greatly. Grellton was a devout worshipper delivered their products for over fifty years.
of Garl Glittergold and likely has become a • Although Brottor is on very good terms with
priest of him. Rhovan, he has developed a true friendship
• She has been assured her son is still alive by with Rhovan’s Uncle Gorgereth.
Uncle Gorge. Uncle Gorge, who over the last • Over the last three years the strains of helping
two years has lost considerable weight, manage Pantarn’s Best has gotten to Gorgereth,
employed her son, the Murrowglen and who has lost considerable weight. Brottor has
Burrowheath brothers on some quest for him tried to talk with Gorgereth about it, but has
and the “Bitter Old Gnomish Woman of the always been politely rebuffed.
Fens,” who by her reckoning is no where near as • The teamsters have always delivered their
bitter as Rhovan’s Aunt Trinny. packages to the distributors and selected
• A Gather Information (DC 15) check reveals customers on time. In the last two or three
that over the last three years Rhovan has years, some of the special deliveries have been
become withdrawn, tired and has lost weight. to some unsavory and seedy types. These
He is under some sort of strain, which must be particular packages have made some of the
due to running the company. teamsters uncomfortable.
• Brottor suspects something is wrong. Gorgereth
There is nothing preventing the PCs from barging has been very guarded about his dealing with
into Rhovan’s office, by force or guile. Rhovan Granny Mattie – and Rhovan. Brottor, however,
acquiesces to the meeting and usher the PCs into the does not know any specific details, though he
conference room, where they might be more knows the adventuring Burrowheath and
comfortable. If this occurs, proceed to Encounter Four. Murrowglen boys, and Grelltor Millercalled, are
all somehow involved in what must be a bad
Stoneblessed Teamsters business deal.
On the southern edge of Littlefield Park is a large
stone building. This appears to be an above ground C. Specific Information
warehouse. Horse drawn wagons are stored here The PCs can learn the following via Gather Information
along with nearly a dozen war ponies. A sign on the checks:
wall of the building depicts a radiant stone.

Of Blood and Bone Page 17


Cobblesberg company. His late father Vortello Littlefield
• DC 10: Cobblesberg was founded over a influenced him greatly. Rhovan became
hundred years ago and is named after Rhovan’s influential in his own right and received some
father’s cobbling business. pressure by the gnomish community of
• DC 15: Rhovan’s father, Vortello Littlefield, Littleberg to move there. Instead he moved to
lived long enough to see his son become a Cobblesberg, building this company and the
merchant of considerable power. It was Vortello small community.
who urged Rhovan not to settle in Ryemond but • DC 15: His wife (Martella) and two young sons
to create his own community at Cobblesberg, (Rovenereth and Vortello) live in Littleberg.
where he would be independent of other Martella prefers Littleberg to the backwaters of
merchants and their committees. Cobblesberg.
• DC 20: Word is that several gnomish families • DC 20: The last three years has changed him.
from Libernen and Ryemond plan to move here He has become less jovial and more reticent. He
soon to start afresh. does not sleep as much as he used to and has
taken up bad habits, including gambling.
Pantarn’s Best • DC 25: When his uncle Gorgereth is in town,
• DC 10: Pantarn’s Best has made a fortune selling he keeps close council with him.
mundane, common and unusual spell • DC 30: He pales and becomes visibly shaken
components. every time Nojerrum Littlefield is mentioned.
• DC 15: Rhovan Littlefield originally founded Nojerrum left to go adventuring about three
Pantarn’s Best in Pantarn in the Barony of years ago.
Littleberg. • DC 35: Rhovan avoids talking about Grelltor
• DC 20: The company moved to Cobblesberg for Millercalled and the Burrowheath and
various reasons stemming from taxes, safety and Murrowglen boys. He always hesitantly refers
influences of other gnomish merchants. to them as fine and loyal adventurers.
• DC 25: There are rumors of another company
called Rare Fines, which sells the rarest and Nojerrum Littlefield
often very expensive spell components to select • DC 10: Nojerrum is a happy, go lucky gnome
customers. It is rumored that Pantarn’s Best has with a keen business sense. He is innovative
some connection to this company and a risk-taker. He is probably in-line to
• DC 30: Rare Finds doesn’t care who they sell become the president of Pantarn’s Best and was
products to. Some of the components are vile a former council member of Cobblesberg.
and very disgusting. • DC 15: Nojerrum is the only child of Trinny
Littlefield, the chief gardener, who bears no
Southern Att Fens love for her son. He is a first cousin of Rhovan.
• DC 10: Southern Att Fens is swampland three • DC 20: Nojerrum went adventuring three years
miles south of town along the Att River. ago and has not returned.
Fearsome monsters, witches and thieves inhabit • DC 25: Nojerrum was last seen entering the
it. Southern Att Fens, probably seeking the “Bitter
• DC 15: A wise old gnome woman lives there Old Gnomish Woman of the Fens” for advice.
known as the “Bitter Old Gnomish Woman of • DC 30: Rhovan and Nojerrum must have had a
the Fens.” She gives advice to gnomes who seek major falling out. Rhovan becomes pale and
her counsel. However, the path to her is visibly shaken at the mention of his name.
dangerous; sometimes gnomes that visit her do
not return. Gorgereth Littlefield
• DC 20: Over one hundred years ago, the • DC 10: Gorgereth is Rhovan’s uncle and the
Southern Att Fens was fertile farmland. younger brother of Rhovan’s father, Vortello.
Remnants of houses and manor homes can be • DC 15: He is a keen businessman and
found there. previously owned several alchemy shops before
devoting his interests to Pantarn’s Best. He is
Rhovan Littlefield second in charge of the company and until
• DC 10: As a young man, Rhovan started recently a council member in Cobblesberg.
Pantarn’s Best and made it into a very profitable

Of Blood and Bone Page 18


• DC 20: Gorgereth over the last few years has not Lucky Eel, he attempts to move the meeting into a
been in town very often, spending much of his human-sized private room. In both cases, Rhovan is
time with the “Bitter Old Gnomish Woman of polite and non-confrontational. He would like to avoid a
the Fens.” Indeed, he is currently there now. scene or cause general panic within the community.
• DC 25: Gorgereth is under a great deal of stress Hence, during any meeting he remains civil.
and has lost a considerable amount of weight. What Rhovan tells the PCs largely depends on how
• DC 30: Two years ago he recruited gnomish the PCs approach him. It is hoped the PCs have had an
adventurers for some mysterious quest. Grelltor opportunity to talk with the town residents to gain
Millercalled, three Burrowheath and two insight into recent events with Pantarn’s Best, Rhovan
Murrowglen lads answered. Gorgereth rarely and Uncle Gorge. This knowledge may get Rhovan to
talks about them but does say their quest is reveal additional information. Although he is in a
going well. complicated, guilt-ridden position, which he desperately
• DC 35: Gorgereth never mentions Nojerrum wants to get out of, Rhovan’s memory may become
Littlefield. When asked, he replies his nephew “selective” once if accusations start flying and/or the PCs
has gone adventuring. There is always a hitch in attempt to intimidate him.
his voice when he speaks of his nephew, as if he After formal introductions have been made, Rhovan
wishes he could say something more. answers any questions the PCs may have, though at times
he skirts the truth. He freely provides detailed directions
“Bitter Old Gnomish Woman of the Fens” to Granny Mattie’s home. At some point in the
• DC 10: “The Bitter Old Gnomish Woman of the conversation, Rhovan ask the PCs about their own
Fens” lived in the Southern Att Fens long before adventuring experiences. He hopes to discern how
the Littlefield gnomes settled in Cobblesberg. experienced the PCs are. He only requests help or reveals
She is rumored to be a powerful witch and the truth once he is convinced the PCs are good enough
nearly five hundred years old. She sometimes adventurers to defeat Granny Mattie. Throughout any
goes by the name Granny Mattie. meeting, Rhovan gives the appearance of someone at ease
• DC 15: Occasionally young gnomes go to seek and in control of the situation. A successful Sense Motive
her counsel, for her magical and mundane (DC 20), however, reveals something is roiling just
advice is long sought after. The path to her beneath the surface. He is worried, tired and guilt-ridden.
manor house is dangerous and few know its
route. Sometimes gnomes who journey there do Any mention of Nojerrum “Cousin Noj” Littlefield
not return. results in a nervous start (Bluff check to hide).
• DC 20: Gorgereth traverses to the manor house Subsequent inquiries about Cousin Noj’s whereabouts
from Cobblesberg occasionally. He lives there and/or if he is alive results in the same nervous reaction.
now conducting some business deal between Rhovan tries to cover the reaction with a Bluff check (-5
Granny Mattie and Rhovan. circumstance penalty). From that point forward, his
• DC 25: No one knows how she got the name responses will be surly and defensive.
the “Bitter Old Gnomish Woman of the Fens”
but it suits her. Her name is used to frighten Rhovan Littlefield: Male gnome Wiz3/Exp5 (Will +7;
younger children to make them behave. Bluff +11, Diplomacy +11, Knowledge (Arcana) +13,
• DC 30: Granny Mattie has lived in her manor Knowledge (Religion) +13, Profession (Lawyer) +7,
house for hundreds of years. Profession (Merchant) +11, Sense Motive +6, Spellcraft
+13). Rhovan is a middle-aged gnome of average height
• DC 35: Rhovan and Gorgereth appear to be
and weight. By nature, he is inquisitive, mischievous,
mortally afraid of Granny Mattie.
diplomatic, business savvy, opportunistic, intelligent and
a risk-taker. He also has some vices, including gambling,
Encounter Four: Rhovan’s telling tall tales and womanizing with younger female
gnomes. Interestingly, he has been rather discreet about
Folly his extra-marital affairs. He exhibits the same discretion
with the trouble he is currently in. Rhovan provides the
Rhovan Littlefield should be encountered some time following information freely:
after the PCs arrive in Cobblesberg. If the PCs meet or
• Pantarn’s Best was founded almost two hundred
confront him in his office at Pantarn’s Best, Rhovan
years ago in the town of Pantarn in the Barony
attempts to move the meeting into a human-sized
of Littleberg.
conference room. Similarly, if he is confronted at the

Of Blood and Bone Page 19


• Rhovan learned many of the principles – premises of Pantarn’s Best or any of the
quality, dependability, low cost – which have residents in Cobblesberg find neither
made his company a success from his father, kidnapped children nor illegal activities.
Vortello, at early age, while working in the • Rhovan admits to taking up gambling recently,
family’s shoe business. but claims it is a casual hobby, something to
• With his father’s blessing, Rhovan moved pass the time. He has no creditor problems and
Pantarn’s Best to Cobblesberg about a hundred the company is in very good shape. He objects
years ago. Over the years, the business has to the PCs inquiries into what he considers his
steadily grown and become a driving force in private affairs. [This is true.]
the industry. • If any PC tries to connect “Unggie Gorgeous” to
• A town grew up around the company and was Uncle Gorgereth, Rhovan will act confused and
settled not only by members of the Littlefield deny any connections. [This is not entirely
family but also by distant family members, such true.]
as the Burrowheaths, Murrowglens, • If the PCs wish to talk with Uncle Gorgereth,
Roseblossoms, and Millercalleds. Rhovan suggests the PCs wait around for a few
• At the present, Rhovan is the company weeks until Uncle Gorgereth returns or perhaps
president with his Uncle Gorgereth as the vice- go out to Granny Mattie’s Manor House. [Uncle
president. Gorgereth incidentally returns to Cobblesberg
• Most gnomes living in Cobblesberg work for or in two weeks. This will cost the PCs two
in support of Pantarn’s Best. additional TUs, should they decide to wait for
• The occasional gnome does become an him]
adventurer and is often successful. Recently, • If the PCs are rude or threatening, he asks them
Grelltor Millercalled, son of Rhovan’s secretary, to leave, calling out for the authorities (i.e., the
and a number of the Burrowheath and town militia or security), if need be. He
Murrowglen boys have gone off adventuring. definitely calls out for help and/or attempts to
These young lads took on a quest for Uncle escape if the PCs become violent.
Gorgereth. Uncle Gorgereth would know more
of the details. A Diplomacy (DC 35) check is required for Rhovan
• Cousin Noj is also an adventurer but has to reveal any additional information. This check is
recently joined an adventuring company that substantially modified by roleplay and previous
has no affiliation with Pantarn’s Best Rhovan information acquired in this adventure. Provide a +3
believes the company is exploring the ruins of circumstance bonus to the Diplomacy check for each of
Bronzeblood haunt. [This is a lie.] the following: good roleplay, appear to be experienced
• Uncle Gorgereth is not currently in adventurers, mentioning/inquiring about Cousin Noj,
Cobblesberg. He is at the residence of Granny inquiring about Uncle Gorge, inquiring about the
Mattie in the Southern Att Fens. gnomish adventurers, implying Pantarn’s Best and/or
• Indeed, Granny Mattie is old…but is hardly Rhovan is behind the kidnapped children, implying
bitter. Uncle Gorgereth has been acting as a Pantarn’s Best and/or Rhovan are committing evil acts,
liaison for her. Granny Mattie has recently Rhovan’s responsibility to the community of
joined the company as a advisor. She is Cobblesberg and ruination of Pantarn’s Best reputation.
experienced in arcane/divine spells. On the other hand, give a -3 circumstance penalty to the
• Rhovan has never heard of a company called Diplomacy check for each of the following (note, the
“Rare Finds”. Rhovan has considered such a actions of one PC affects all the PCs): PCs were rude
venture in the past but decided the risk was too and/or threatening, PCs attempted or succeeded at
high. [This is a lie.] intimidating Rhovan, PCs were violent toward Rhovan,
• If accused of kidnapping children or other PCs threatened or harmed anyone in Cobblesberg and
wicked deeds, Rhovan immediately responds he any PCs are non-gnomes. PCs who fail this Diplomacy
is innocent and has not conducted any such check may not obtain any more information from
deed. He offers the PCs a chance to freely Rhovan (re-checks are not possible).
inspect the Company buildings and the If the Diplomacy check is successful, Rhovan begins
residences as needed. [Rhovan is not technically to weep bitterly. He begs the PCs for their assistance and
lying although he has a very good idea what reveals the following information:
Granny Mattie is doing.] PCs searching the

Of Blood and Bone Page 20


• Pantarn’s Best and the gnomes are in a terrible • Rhovan suspects any kidnapped children would
situation. They are in mortal danger from be held in Granny Mattie’s manor house.
Granny Mattie. [Rhovan gives directions to the manor house
• Granny Mattie is an extremely powerful witch. (see below).]
She controls the denizens of the fens, including • If anyone were to find out they were working
trolls, goblinoids and other hideous and for (or in league with) an evil employer, then
frightening creatures. everyone would be mortified and the reputation
• She treated the gnomes in Cobblesberg with of Pantarn’s Best destroyed.
mild amusement until Rhovan, Uncle Gorge • Worse, if anyone were to object or cause
and Cousin Noj made the mistake of drawing trouble, there is no telling what Granny Mattie
her attention. would do. She could send her creatures to
• Before this she would occasionally answer a enslave or kill everyone in Cobblesberg.
question, allowing the questing gnome to leave Alternatively, she could use her eldritch power
unmolested. Other times, unbeknownst to to destroy Cobblesberg and slay any gnome in
anyone, she would have the poor gnome killed. the area.
It was thought that if a questing gnome did not • Uncle Gorge acts as the liaison between Granny
return from asking her a question, then that Mattie and Rhovan. It is a terrible fate to be
gnome had either failed to reach her (i.e., been stuck in the fens with her and her creatures. He
eaten by a monster) or went off adventuring directs the poor gnomes he tricked into helping
after receiving her advice. prepare and package the spell components. He
• Over three years ago, Uncle Gorge and Cousin returns every couple of weeks bearing the
Noj approached Rhovan with the idea of specialized products. Distribution is conducted
starting a specialized company, “Rare Finds”, using the teamsters of Pantarn’s Best, though
which would sell rare, esoteric spell they don’t suspect anything.
components to the more sophisticated, • The gnomes Uncle Gorge tricked into working
powerful wizards. for him were the six young gnomes who
• Uncle Gorge suggested Granny Mattie be an supposedly went adventuring two years ago.
advisor, as her advice was always highly They are Grelltor Morningcalled and the
regarded. Burrowheath and Murrowglen boys.
• When Rhovan, Uncle Gorge and Cousin Noj • Rhovan feels especially guilty about Grelltor,
made their proposal, Granny Mattie agreed but who is the son of his secretary. But what could
wanted to take over the company…both be done? Rhovan and Uncle Gorge needed help
Pantarn’s Best and Rare Finds. To emphasize the and they learned it was best not to cross the
point, she killed Cousin Noj. violent and vindictive Granny Mattie and her
• Now she runs both companies and collects pet creatures. Sometimes, it is necessary to
nearly all the profit for herself. sacrifice a few for the greater good.
• Rhovan runs Pantarn’s Best, maximizing profits, • If anyone asks who Unggie Gorgeous is,
but not changing the way the company was run Rhovan suspects this is Uncle Gorge.
from previous years. Granny Mattie is very wise • In the end, Rhovan begs the PCs for help,
and knows not to tinker with perfection. All the “Please help us. We can never escape the
employees are well paid and no one suspects grasp of that evil old gnomish woman on our
anything is different. own. But you are experienced, successful
• Granny Mattie is evil beyond a doubt. The spell adventurers. You know how to handle such
components she collects are rare, occult and villains. If you stop her, you will end her
very vile. She uses creatures from the fens and slaughter of poor, innocent children and
connections with bandits and never-do-wells goodly creatures. You will also free many
across the kingdom to fetch her innocent gnomes who have no choice but to work for
children and body parts from goodly creatures her or face a horrid demise. Free my
and sentient humanoids. She prepares these as company and I will reward you well!!”
spell components and sells them to anyone who • Rhovan offers the equivalent of 100
can afford the price. She does not care who or wheatsheaves to each PC for the successful
what the buyer is. defeat (i.e., removal, capture or death) of Granny

Of Blood and Bone Page 21


Mattie and the rescue of Uncle Gorge and the pond. The PCs are instructed to skirt the pond until they
other gnomes. come to a new footpath, leading due south. This is the
only other path leading away from the pond.
Rhovan has additional information but may decide Along the path is Granny Mattie’s manor house.
not to reveal certain information if the PCs were Overall, it takes a walking medium-sized PC about five to
particularly rude, threatening and/or violent. Rhovan six hours to travel from Cobblesberg through the fens to
figures the PCs are experienced adventurers and should Granny Mattie’s home. Throughout the journey into the
be able to handle a few surprises. On the other hand, if fens, the path is overgrown and poorly maintained.
the PCs were for the most part diplomatic, respectful and Traveling by horseback or other mount shaves an hour or
understanding of the situation he and Uncle Gorge find so off the travel time, but the mounts are likely to have
themselves in, Rhovan reveals the following: difficulty passing through some of the overgrown and
• Granny Mattie is not a gnome. When they first muddy sections of the narrow path. It is not
met her she appeared to be an ancient crone but recommended the PCs fly above the path, as they may
later she transformed into a monster. She didn’t lose sight of it in the thick foliage and heavy growth of
just kill Cousin Noj…she ate him in front of the fens.
Rhovan and Uncle Gorge.
• In that other form, she looks like a tall, very old
human female with a sickly green complexion Encounter Five: Into the Fens
and dark, tangled hair that looks almost like a
twisted vine. [Knowledge – Nature (DC 20) A. Following Directions
confirms this description to be of a green hag.] No matter when the PCs leave Cobblesberg, the weather
• Granny Mattie despises the gods, claiming them is cold, overcast and gloomy. By the time they reach the
to useless. fens proper, a drizzle begins to fall. Light rain –
occasionally becoming brief, heavy downpours – plagues
• She has many spellcasters in her service; not all
the PCs throughout the remainder of their journey. The
of them walk on two legs. One of her chief
rain decreases visibility and makes the path through the
servants is a gray elf named Phaermore.
fens a muddy mess. This adds another hour to the total
• Phaermore claims he worked for another witch
travel time. Overall, the journey to Granny Mattie’s home
previously in service to the Black Knight
is a cold, wet, miserable experience.
(FUR4-07 Under the Pale Moon).
Regardless, as long as the PCs stick to the directions
• Granny Mattie enjoys experimenting with
they were given and remain within thirty feet of the path
different creatures. According to Uncle Gorge
(note, paralleling the path this way adds an additional two
many of her creatures have strange abilities and
hours to the travel time due to the heavy growth, muddy
appearances. Some of them are warped or
terrain and poor visibility), the journey is uneventful.
shadowy.
• The fens are a very dangerous place. As long as
B. What Directions?
the PCs stay on the trail to her the manor house,
This part can get a little nasty. If the PCs decide to find
it is safe. Leaving the trail invites attack.
Granny Mattie’s home on their own, decide not to follow
the given directions and/or try to take a short cut or
Rhovan provides the PCs with detailed directions
simply explore the fens, then the PCs may face a random
and a map to Granny Mattie’s manor house. The PCs are
encounter or two. Realistically, finding Granny Mattie’s
instructed to follow the main road south, out of
manor house without knowing where it is in the nearly
Cobblesberg and towards the Southern Att Fens. After
100 square miles of swamp land is akin to “finding a
about three and a half miles, the road forks, with leftmost
needle in haystack.” [Remember, find the path works
fork leading into the Southern Att Fens proper. A sign –
with respect to location and does not find objects or
“Danger! Southern Att Fens!” – marks the leftmost road.
creatures at a locale.] Let the PCs have a non-cumulative
The PCs are told to travel down this meandering road
5% chance of finding the manor home for every two
(which soon becomes a footpath) for a mile or so until it
hours spent searching beyond an initial six hours. (Allow
comes to another fork. Again, the PCs are instructed to
the PCs at any point to return to Cobblesberg and obtain
take the leftmost path. This path parallels the Att River.
directions).
The path then forks and the PCs are instructed to take
For every two hours the PCs spend wandering about
the rightmost path. Over the next two miles, the
the fens there is a 20% chance they encounter hostile
convoluted footpath splits four times – left, right, right
creatures. The number of creatures encountered depends
and left – before ending on the shores of a large, stagnant
on the APL. Hence, if the # of creature = APL/2, then for

Of Blood and Bone Page 22


an APL 4 party, the PCs encounter 2 creatures. Similarly, Only the essential rooms in the manor house are
if the # of creatures = APL, then for an APL 4 party, the mapped. Unless otherwise stated, the walls of the manor
PCs encounter 4 creatures; etc. Use Chart 1 if the house are made from superior masonry with the floors
majority of PCs are on the ground and Chart 2 if the and ceiling constructed of thick wood. All doors are made
majority of PCs are flying. Since the weather is gloomy from strong wood. Presume each story of the building is
and overcast, neither the nightwalker nor the nightwings ten feet high.
are subject to sunlight penalties.
Superior Masonry: 1 ft. thick; hardness 8; hp 90; Break
Chart 1 – Random Ground Encounters DC 35.
% Creatures
01 – 80 None Floor and Ceiling: 6 in. thick; hardness 5; hp 60; Break
81 – 92 Troll (72 hp; # = APL; see Monster DC 20.
Manual, pp. 247-248).
93 – 98 Elder Xorn (153 hp; # = APL/2; see Strong Wood Door: 2 in. thick; hardness 5; hp 20; Break
Monster Manual, pp. 260-262). – Stuck: DC 23, Locked: 25.
99 – 100 1 Nightwalker (231 hp; see Monster Manual, pp.
196- 197). A. Entrance
The muddy path ends at a slightly elevated, firmer
Chart 2 – Random Air Encounters area of the swamp. This large open area, almost a
% Creatures clearing, is surrounded by a mixture of willow,
01 – 80 None cypress and elm trees. All are tall, thick and very
81 – 92 Manticore (79 hp; # = APL; see gnarled.
Monster Manual, pp. 179-180). In the center of this clearing is a huge,
93 – 98 Huge Air Elemental (160 hp; # = dilapidated three-story manor house. It’s aged, stone
APL/2; see Monster Manual, pp. 95- walls are covered in vines and many cracks have
98). formed in the walls. The roof appears to have
99 – 100 2 Nightwings (187 hp; see Monster Manual, p. collapsed in some places. Only one entry door is
197). observed. Rusting iron bars protect the few windows
in the structure.
Tactics: These creatures are randomly patrolling the fens The grass, ferns and other plants in this clearing
but do not attack anyone on the path (or within thirty have been kept to a manageable height and appear to
feet of that particular path) between Granny Mattie’s be somewhat tended. A narrow cobblestone path
home and Cobblesberg. These creatures are without pity begins from where the muddy path ends and leads to
and work relentlessly together to kill the PCs the front door of the manor house. The cobblestone
immediately. path is free of any weeds and clear of overhanging
PCs attempting to avoid ambushes by paralleling the plants.
directed paths further away than necessary should be On both sides of the cobblestone path, near the
given an opportunity to avoid the random combat and front door, is a pair of neatly trimmed shrubs, which
allowed to flee the area without the creatures pursuing have been impeccably sculpted into the shape of large
them. These PCs are safe once they return to the path bears. On the porch, the ironbound double doors are
proper. Should the PCs again stray too far from the path flanked on each side by a stone statue of a muscular
and have a random encounter, the creatures follow them, woman holding a stone-shaped bastard sword at the
even onto the path, and attempt to kill them. ready.

A Track (Survival, DC 15) check confirms the presence of


Encounter Six: Granny’s House small to large-sized footprints entering and leaving the
manor house and wandering about the clearing. The
Granny Mattie’s stone manor house is a crumbling ruin stone statues and the finely sculpted shrubs, while
in a wild, overgrown but more stable portion of the fens. intimidating, do not animate. A permanent image (13th
The home is over two hundred feet long, two hundred level wizard; Will DC 21) spell has been placed on each of
feet wide and three stories high. The grounds near the the statues and sculpted shrubs to make them appear
home are somewhat maintained, suggesting the manor more life-like and intimidating. Hence, they appear to
house is not deserted though no lights or other signs of occasionally shift or move slightly. The front doors are
life come from within.

Of Blood and Bone Page 23


not locked and are easily opened. No one comes to the PCs request to see Granny Mattie, Phaermore lies and
front door if any PC knocks. tells the PCs Granny Mattie has gone to her spring
cottage further into the fens. The PCs are instructed to go
B. The Ballroom back to the last fork in the road and instead of taking the
Somewhere off the main hallway is the ballroom (see left fork (which led to the manor house) take the right
Judge Aid #2 – Ballroom Map). This large room makes up fork and follow the path (keeping to the right) until
a good portion of the home and is completely intact and coming to a smaller, two story manor house carved with
well maintained. bas-reliefs of dragons.
No one in these rooms is expecting any visitors. If the PCs rush into the room and immediately
However, they may be aware of the PCs presence if the attack, the gnomes scatter and hide under the tables
PCs forcibly knocked on the door or have been noisily while Phaermore rushes into the ballroom.
roaming and/or searching the manor house.
Creatures:
Areas 1 and 2: Ballroom APL 4 (EL 6)
The double doors leading into area 1 are closed and Phaermore D’Laron: Male elf Wiz3; hp 22; see
unlocked. The doors between areas 1 and 2 are wide Appendix One.
open. Two gnomes are busily inspecting and packing Drolp (Phaermore’s Familiar): Toad; hp 11; see
withered pieces of flesh, vials of liquid and other odds Appendix One.
and ends into small bags and then carefully labeling the Cloaker: hp 54; see Monster Manual, p. 36.
bags. A tall gray elf watches over the gnomes.
Once the PCs have looked into the room, read the APL 6 (EL 8)
following boxtext: Phaermore D’Laron: Male elf Wiz5; hp 34; see
Appendix Two.
This appears to be a large, well-lit antechamber. Two Drolp (Phaermore’s Familiar): Toad; hp 17; see
gnomes busily work packing and labeling materials Appendix Two.
on several tables, while a tall gray elf wearing a chain Cloaker (2): hp 54, 54; see Monster Manual, p. 36.
shirt lounges lazily near them. At the far end of the
room is a set of open double doors leading to a APL 8 (EL 10)
cavernous, unlit room beyond. Phaermore D’Laron: Male elf Wiz7; hp 43; see
Appendix Three.
The antechamber is roughly ten feet tall, while the Drolp (Phaermore’s Familiar): Imp; hp 21; see
ballroom beyond is nearly thirty feet high. The ballroom Appendix Three.
is unlit and full of deep shadows at APLs 4 and 6. Will-O’-Wisp, Elite (2): hp 66, 66; see Appendix
However, at APLs 8 through 12, the ballroom does not Three.
have as many shadows and is dimly lit by several
chandeliers hanging from the ceiling. At the far corner of APL 10 (EL 12)
the ballroom, surrounded by pillars, is a stone spiral Phaermore D’Laron: Male elf Wiz9; hp 54; see
staircase. Unlike the other rooms of the manor house, Appendix Four.
both the floors of the antechamber and the ballroom are Drolp (Phaermore’s Familiar): Imp; hp 27; see
made of smooth flat pieces of marble. The ballroom floor Appendix Four.
is extremely dusty save in a narrow path going from the Will-O’-Wisp, Elite, Advanced (2): hp 80, 80; see
double doors to the staircase. The staircase spirals down Appendix Four.
into the rocky ground to the next level (see Encounter
Seven). APL 12 (EL 14)
The gnomes are busy working, glancing nervously Phaermore D’Laron: Male elf Wiz11; hp 67; see
now and then at the elf and the interior of the ballroom. Appendix Five.
At APLs 4 and 6, Drolp is hidden on Phaermore, but at Drolp (Phaermore’s Familiar): Imp; hp 39; see
the higher APLs he is nearby and invisible. Should any Appendix Five.
PCs enter the room, the gnomes are startled and Will-O’-Wisp, Elite, Advanced (4): hp 80, 80, 80,
immediately move toward the elf for protection, unless 80; see Appendix Five.
ordered to do otherwise. The elf’s initial reaction is not to
be hostile, as if unexpected visits happen occasionally. Tactics: At APLs 4 and 6, the cloaker(s) perch on the
The elf – Phaermore D’Laron – does not permit anyone ballroom ceiling, while, at APLs 8 through 12, the will-o’-
entrance into the ballroom, regardless of who they are. If wisps hover near the chandeliers, and mercilessly attack

Of Blood and Bone Page 24


anyone entering the ballroom and/or attempting to Development: With the defeat of the guardians and
descend the stairwell. They do not attack Phaermore, Phaermore D’Laron, the gnomes come out of hiding and
Uncle Gorge or any of the other surviving gnomes living praise the PCs for their rescue. They freely reveal all they
in the manor house. The guardians have high Listen and know to the PCs.
Spot checks (especially for disturbances on the dusty
floor), so they may be able to discern invisible PCs Creatures:
passing through the ballroom. Neither the cloaker(s) nor ALL APLs
the will-o’-wisps leave the ballroom. PCs fleeing down the Dorenerth and Yathreldom Murrowglen: Male,
staircase have to fight them again when they return to gnomes, Rog2. Both gnomes are clearly brothers and are
the ballroom. of average height but are underweight. They appear to be
Phaermore (and his familiar) flees into the ballroom heavily stressed, frightened and undernourished. The
if attacked and casts spells to support the cloaker(s) or brothers wear dirty, torn traveler’s outfits and are
will o’ wisps before descending the staircase and warning unarmed.
Granny Mattie of the attackers. In the case of the will o’ They know the following information:
wisps, since they are immune to magic, Phaermore does • Dorenerth and Yathreldom went adventuring
not care if they are caught in a spell’s area of effect, two years ago with their now deceased brother
though he avoids catching them in the area of effect of a Bazdrak, Grelltor Morningcalled (also deceased)
glitterdust spell or any spell which ignores spell and Zokurom and Zeldath Burrowheath.
resistance. Phaermore hides behind the pillar in Area 2 at • Uncle Gorge, their employer, told them to pick
the position on the map (Judges Aid #2) marked “a”. up a package at Granny Mattie’s manor house.
Phaermore does not defend the pair of gnomes under his They were ambushed and told to serve Granny
watch. If reduced to half hit points or adversely hindered Mattie.
by spells, he flees down the stairwell and warn Granny • Uncle Gorge tricked them but later fully
Mattie. If need be, he sends the imp familiar (invisible) explained what was happening and why they all
down the staircase before him to warn Granny Mattie of must continue to serve Granny Mattie or risk
any attack. her attacking Cobblesberg and killing everyone
If Phaermore has the opportunity to prepare for there. They only have to work here for another
combat he casts shield, protection from good, blink and year (three years total) and Rhovan will reward
see invisibility. At higher APLs, Drolp drops a bead of them well. They would be set for life.
force on any archers or cleric-type characters. Phaermore • They hate Uncle Gorge and Rhovan but in their
reserves the invisibility and the dimension door spells for own way feel sorry for both of them. They
escape. know Uncle Gorge and Rhovan will keep their
word.
Treasure: • Bazdrak and Grelltor were killed a year ago.
APL 4 – L: 99 gp; C: 0 gp; M: 87 gp; Cloak of Bazdrak accidentally dropped a vat of unicorn
resistance +1 (83 gp), potion of cure light wounds (4 gp). tears and Granny Mattie killed him for it.
APL 6 – L: 8 gp; C: 0 gp; M: 262 gp; Cloak of Grelltor a month later wandered too far from
resistance +1 (83 gp), mithral chain shirt +1 (175 gp), the clearing and was eaten by some trolls.
potion of cure light wounds (4 gp). • Uncle Gorge and the Burrowheath brothers are
APL 8 – L: 12 gp; C: 0 gp; M: 595 gp; Cloak of working in the level below the ballroom.
resistance +1 (83 gp), lesser metamagic rod – enlarge (250 • Granny Mattie is not a gnome. She looks like a
gp), mithral chain shirt +1 (175 gp), pearl of power – 1st tall, very old human female. She has a sickly
level (83 gp), potion of cure light wounds (4 gp). green complexion with dark, tangled hair that
APL 10 – L: 8 gp; C: 0 gp; M: 1095 gp; Bead of force looks almost like a twisted vine. [Knowledge –
(250 gp), cloak of resistance +2 (333 gp), lesser metamagic Nature (DC 20) confirms this description of a
rod – enlarge (250 gp), mithral chain shirt +1 (175 gp), green hag.]
pearl of power – 1st level (83 gp), potion of cure light • The elf was named Phaermore D’Laron and
wounds (4 gp). worked for a string of evil employers, including
APL 12 – L: 8 gp; C: 0 gp; M: 1423 gp; Bead of force one in the Burning Witch Woods, near Free
(250 gp), cloak of resistance +2 (333 gp), lesser metamagic Burrough.
rod – enlarge (250 gp), headband of intellect +2, mithral • The brothers reveal the layout of the manor
chain shirt +1 (175 gp), pearl of power – 1st level (83 gp), house.
potion of cure light wounds (4 gp).

Of Blood and Bone Page 25


• In the ballroom is a staircase, which leads to
series of five rooms. None of the doors to the Area 3: Entry Hall
rooms are locked. One of the rooms has This wide hallway has a set of double doors at the far
alchemy equipment, another is a storage room, end. The hallway is clean and well lit.
the third room has a bunch of children being
held hostage, the fourth room is where the The double doors are not locked.
gnomes live and a fifth room is where Granny
Mattie lives. They have never been in Granny Area 4: Alchemy Lab
Mattie’s room. The door to this room is slightly ajar.
• The children arrived almost two weeks ago and
will probably be killed within the next week or A variety of alchemy equipment is on three of the
so. four large tables in the room. On the fourth table are
• Granny Mattie imprisoned one of the children – neatly labeled and categorized jars, vial and other
a young eight-year old boy named Michel – in a containers of various chemicals and other substances.
cage in her private room. The boy is Oeridian, The room is otherwise empty.
with brown hair and grey eyes turning a deep
blue. Treasure: The alchemy equipment is in good condition.
• Phaermore said the ogre mage who brought the All APLs – L: 42 gp; C: 0 gp; M: 0 gp.
children here was well paid. It turns out Michel
is a half-celestial, a key ingredient to some of the Area 5: Storage Room
vilest spells. The door to this room is unlocked.
• Granny Mattie has some sort of shimmering pet
cats that protect her. They don’t look right, Boxes and crates fill half of the room, with the other
warped and distorted. half taken up by boiling cauldrons, ovens and tables.
• “Please take all of us from this place –the One corner of the room appears to be a dedicated
other gnomes, the children, even Uncle butchering area. The remains of a unicorn hang from
Gorge – then please kill that evil old woman a hook. Two sour-faced gnomes are in the process of
and her pets. We will be very grateful to cutting up the unicorn, while an older gnome
escape that vile abomination!” delicately slices the unicorn’s horn into smaller
pieces.
If the PCs ask why the gnomes refer to her as an
abomination, they reply aren’t all evil creatures Smoke from the cooking fires rises up several holes in
abominations, especially ones that murder innocent the ceiling, disappearing to whereabouts unknown. The
creatures and children. Once the PCs have decided to go gnomes are overjoyed to see the PCs. The two sour-faced
down the staircase, proceed to the next encounter. gnomes are Zokurom and Zeldath Burrowheath, while
the older gnome is Gorgereth “Uncle Gorge” Littlefield.
The gnomes freely tell the PCs all they know.
Encounter Seven: That You, Creatures:
Granny? ALL APLs
Zokurom and Zeldath Burrowheath: Male gnomes,
The staircase descends a hundred feet into the ground to Wiz2. These gnomes are brothers and are above average
the lower level (see Judge Aid #3 – Lower Level Map). in height but clearly undernourished. Like the
The walls, floor and ceiling are made from smooth Murrowglens, they are dressed in very dirty, stained and
reinforced masonry covering hewn stone. All corridors ripped traveler’s outfits.
and rooms are ten feet high. Granny Mattie’s room,
however, is twenty feet high. Continual flame stones Gorgereth “Uncle Gorge” Littlefield: Male gnome,
light the level. Rog3/Exp3, (Will +4; Bluff +6, Diplomacy +8, Profession
– Merchant +7). Uncle Gorge is an upper middle-aged
Reinforced Masonry: 1 ft. thick; hardness 8; hp 180; gnome of average height and below average weight. He is
Break DC 45. haggard looking and clearly depressed. He is dressed in
sturdy, well-kept traveler’s clothes and is using some
Hewn Stone: 3+ ft. thick; hardness 8; hp 540; Break DC delicate cutting tools.
50.

Of Blood and Bone Page 26


Treasure: The remaining pieces of the unicorn’s horn are Area 6: Gnome Quarters
quite valuable. A Knowledge (Arcana, DC 10) confirms The door to this room is unlocked.
unicorn’s horn is renowned for its healing properties and
can be used in various healing potions and devices, The furniture in this room is gnome-sized. There are
though most good creatures refuse to traffic in them. eight beds and four small chests. A table in one
corner of the room has pieces of stale bread and a
All APLs – L: 50 gp; C: 0 gp; M: 0 gp. dried haunch of unidentified meat on it. A water
pitcher is also on the table.
Development: All the gnomes are disgusted with the
work they are doing for Granny Mattie and want nothing There is nothing of value in the room.
more than to leave the fens and head home. However,
they know that to truly escape from the grasp of Granny Area 7: Prison
Mattie, she needs to be destroyed or the gnomes in The door to this room is locked (Open Locks, DC 30).
Cobblesberg will never be safe from her.
The Burrowheaths know the same information the This very large room is filled with numerous cages.
Murrowglens knew (see Encounter 6.B.). Uncle Gorge Only the cage in the far corner is occupied. Inside are
knows some additional information: six very subdued and frightened human children of
• Uncle Gorge does not consider himself an evil various ages.
gnome, just a defeated one. He had no choice
but to follow Granny Mattie orders. It was for All cages have good quality locks (Open Locks, DC 30).
the greater good of gnomes in Cobblesberg. An unhallow spell, coupled with a dimensional anchor
• He takes full responsibility for his actions and spell, is active in the room.
deceiving the other gnomes into coming here.
• He intended to honor the bargain and ask the Creatures:
other gnomes be released. However, he suspects ALL APLs
Granny Mattie would kill them instead. This Carylin, Irina, Mira, Regor, Riala and Tomas: Male
grates on his conscience, but their sacrifice and female humans, Com1. These children match the
would again be for the greater good. descriptions given of them in Encounter One. All
• Uncle Gorge serves as the liaison between children are clothed in ragged traveler’s outfits. They
Granny Mattie and Pantarn’s Best and, on appear well fed. The children know the following
occasion, some of her suppliers. additional information:
• Granny Mattie’s minions usually kill the • Phaermore and Uncle Gorge always have sad
creatures while the gnomes work to butcher the eyes when they feed and care for the children.
corpses and prepare them as spell components. • They have never spoken to the other gnomes.
• The children are scheduled to be executed early • Uncle Gorge barely talks to the children and
next week, along with a captured half-celestial. won’t look into their eyes, but Phaermore sings
• Granny Mattie keeps the half-celestial boy and tells them stories. Phaermore promised to
locked in a cage in her room. take them away from this place very soon. He
• Granny Mattie is a green hag. She is likely a becomes sad when the children ask how soon.
divine spell caster, though Uncle Gorge has • Granny Mattie is a withered, old human female
never observed her worshipping any deity. She with bad breath. She took Michel and is holding
has a very astute understanding of spellcasting him in a cage in her room.
and is profiting quite well from her control of • She threatens to eat the children, though she
Pantarn’s Best and Rare Finds. won’t cook any herself. She lost a relative that
• In times past, she used potions of alter self, way.
brewed by the elf, Phaermore, to appear as a • Granny Mattie calls Michel an abomination.
gnome whenever she wanted to take on the • Michel has a pair of wings beginning to grow
“Bitter Old Gnomish Woman of the Fens” from his back. Reverend Mother Chantilla has
persona. always chided Michel to hide his wings and act
• “She must be stopped. In the end, we will all more human.
lose not just the company but our lives and • The children desire nothing more than to leave
those we love. You are our only hope.” this place. Mira and Irina insist the PCs rescue
Michel and bring all the children to Chantilla.

Of Blood and Bone Page 27


Fido: Spellwarped Advanced Displacer Beast; hp 91;
The children willingly obey the PCs orders, see Appendix Two.
becoming especially excited with the prospect of leaving
this foul place. They look for Phaermore and Uncle APL 8 (EL 11)
Gorge to guide them. The children do not react well if Granny Mattie: Green Hag Exp3/War1/Ur-Priest3;
they learn of Phaermore’s death. hp 99; see Appendix Three.
Fido and Sonny: Spellwarped Advanced Displacer
Area 8: Granny Mattie’s Room Beast; hp 91, 91; see Appendix Three.
The door to this room is unlocked. Remember, the height
of the room is twenty feet. APL 10 (EL 13)
Granny Mattie: Green Hag Exp3/War1/Ur-Priest5;
Four stone pillars support this large room. Iron hp 126; see Appendix Four.
torches attached to the pillars and walls magically Fido: Spellwarped Dire Tiger; hp 147; see Appendix
light this room. Several large rugs and human-sized Four.
furniture have been judiciously placed about the
room. Hanging from the far pillar is a cage containing APL 12 (EL 15)
a morose-looking little boy. Near him is a very old Granny Mattie: Green Hag Exp3/War1/Ur-Priest7;
human female with a sickly green complexion. An [or hp 140; see Appendix Five.
“pair of”, depending on APL] emaciated, warped- Fido and Sonny: Spellwarped Dire Tiger; hp 147,
looking panther(s) with black-blue fur, six legs and a 147; see Appendix Five.
pair of tentacles sprouting from its/their shoulders
walk(s) excitedly near the old woman. Tactics: If Granny Mattie is given time to prepare for
combat, she casts the following spells on herself:
Continual flame spells have been cast on the iron torches, protection from good, shield of faith, bear’s endurance,
which effectively illuminate the room. Several chairs, a entropic shield, righteous might, freedom of movement
couch, a large bed, a couple of tables, various books, a divine power and divine favor. At APLs 10 and 12, she
wardrobe and four chests have been arranged through begins by feeding a potion of displacement to her pets. If
out the room. Hanging from the ceiling next to a pillar sufficient time remains, she then casts bless on herself
(marked as “a” on the map) is a 5 ft. by 5 ft. metal cage and her guardian(s). The guardian(s) attempt to resist all
with an exceptional quality lock (Open Locks, DC 40). spells from her unless she specifically informs them of
Inside the cage is a young eight-year-old boy that matches the spell she is casting, such as bless, healing spells or
the description of Michel given to the PCs in Encounter dispel magic to get rid of an unwanted effect. Finally,
One. she and the guardians confront the PCs before the
Granny Mattie is not expecting any visitors and is majority of her preparatory combat spells expire. She
likely caught off guard. She does not believe any PCs who slays Michel and then the children before she searches
claim they are seeking her advice or attempting to discuss for the PCs in earnest.
business with her. She fully realizes if the PCs have made In combat, the guardian(s) work to protect Granny
it to her, then they have incapacitated, circumvented or Mattie, preferring not to stray too far from her. If two
slain the guardian(s) and her henchman Phaermore. The guardians are present, one confronts the PCs, while the
PCs – probably hired by concerned parents – are likely other stays near her. If combat occurs in Area 8, Granny
attempting to rescue the kidnapped children. No other Mattie preferentially positions herself near the cage
explanation is possible. containing the young boy (marked “a” on the map) both
hoping to complicate spells cast at her and, if need be,
Creatures: delivering a final strike to him before she dies. She also
makes liberal use of her invisibility spell-like ability.
APL 4 (EL 7) The guardian(s) prefer to gain the benefits of spells
Granny Mattie: Green Hag Exp1/War1; hp 69; see absorbed in the following order: endurance, might, life,
Appendix One. agility, speed and then resistance. In general, Granny
Fido: Spellwarped Displacer Beast; hp 63; see Mattie avoids using area of effect spells that might also
Monster Manual, pp. 66-67. affect her guardian(s), especially slime wave at APL 12.
However, if the spell allows spell resistance, she may cast
APL 6 (EL 9) it anyway, hoping her guardian(s) absorb the spell and
Granny Mattie: Green Hag Exp3/War1/Ur-Priest2; gain benefits. Finally, she prefers to target PCs who look
hp 87; see Appendix Two. like thieves or wizards (since they are likely to have low

Of Blood and Bone Page 28


Fortitude Saves) with witherlimb (arms, preferentially) or their charges can run by them without being injured too
wrack. At higher APLs, if a majority of the PCs are severely…at least in theory.
together, she first casts Legion’s curse of the petty failing Finally, it is expected that the PCs escort any
and/or slime wave on the PCs. surviving gnomes to Cobblesberg and the children to
Free Burrough. This return journey is uneventful.
Treasure:
APL 4 – L: 3 gp; C: 1 gp; M: 491 gp; cloak of
resistance +1 (83 gp), mithral chain shirt +1 (175 gp), Conclusion
potion of alter self (25 gp), tunic of steady spellcasting
(208 gp). If the PCs did not bother to enter the Southern Att Fens
APL 6 – L: 3 gp; C: 1 gp; M: 658 gp; cloak of and rescue the children, then proceed to Section A:
resistance +1 (83 gp), Heward’s handy haversack (167 gp), Failure. If the PCs were unable to defeat Grannie Mattie
mithral chain shirt +1 (175 gp), potion of alter self (25 and/or were unable to rescue all the kidnapped children,
gp), tunic of steady spellcasting (208 gp). then proceed to Section B: Success – Partial. Finally, if
APL 8 – L: 3 gp; C: 1 gp; M: 1134 gp; cloak of the PCs defeated (killed or captured) Granny Mattie and
resistance +1 (83 gp), Heward’s handy haversack (167 gp), rescued the kidnapped children, then proceed to Section
mithral buckler +1 (168 gp), mithral chain shirt +1 (175 C: Success – Full.
gp), potion of alter self (25 gp), periapt of wisdom +2 (333 Once you have completed the conclusion, if this is
gp), tunic of steady spellcasting (208 gp). the premiere please complete the critical event summary
APL 10 – L: 3 gp; C: 1 gp; M: 2408 gp; cloak of at the end of the event and return it to HQ. While you do
resistance +2 (333 gp), Heward’s handy haversack (167 not need to advise the players of the questions (and it is
gp), mithral buckler +1 (168 gp), mithral chain shirt +1 preferable you do not), please make them aware you ARE
(175 gp), potion of alter self (25 gp), periapt of wisdom +4 completing this bit of paperwork and that their actions
(1333 gp), tunic of steady spellcasting (208 gp). do make a difference. Any PC actions that are not
APL12 – L: 3 gp; C: 1 gp; M: 4075 gp; cloak of adequately covered by the questions but may become
resistance +2 (333 gp), Heward’s handy haversack (167 relevant in future modules or for the region in general
gp), mithral buckler +1 (168 gp), mithral chain shirt +1 should be explained on the backside of the paper.
(175 gp), potion of alter self (25 gp), periapt of wisdom +6
(3000 gp), tunic of steady spellcasting (208 gp). A. Failure
At most, PCs have gone to Cobblesberg and talked with
Creatures: Rhovan, but after weighing all their options decided it
ALL APLs was too dangerous or could not be bothered to help the
Michel of Merikka: Male half-celestial human, Pal1. gnomes of Cobblesberg and rescue the children. The PCs
This eight year-old half-celestial child is of average height receive the Curse of Merikka for their ignoble decision.
and weight. He has pale gold skin, brown hair and grey A few days later, each PC receives a dream/waking
eyes turning a sparkling blue. He wears a ragged trance.
traveler’s outfit. Despite his dirty appearance, he seems to
palpably radiate goodness and appears to be otherwise Sitting in a comfortable chair, feet up on a desk, a
well fed. See Monster Manual for details on half- familiar looking, wrinkled old man smiles and wags
celestials. an index finger back and forth, “So the greater
abomination died and yet the lesser still lives. I really
Development: During combat, Michel becomes very should reward you, but you took no risk…and that’s
excited and begs the PCs to release him. He uses his really not sporting.” A deep fog rises and obscures the
powers to bless the PCs, irritating Granny Mattie. She, old man.
however, does not waste a spell to attack him but
promises he will suffer later for his interference. Further, since the PCs did not help the gnomes, they do
Once Granny Mattie and her guardian(s) have been not receive a Share in Pantarn’s Best. If the PCs inform
defeated, Michel rejoices, thanking the PCs profusely for the authorities of the dire situation of Pantarn’s Best and
rescuing him and the other children. If the PCs did not the residents of Cobblesberg, the Furyondy Military and
defeat the cloaker(s) or will-o’-wisps in the ballroom, elements of the Green Jerkin Rangers respond in force.
then these creatures will be waiting to attack the PCs The residents are made safe but Uncle Gorge, the
and their charges when they return. Fortunately, since Burrowheath boys and the surviving Murrowglen boys
these creatures will not leave the ballroom, the PCs and are slain. The bodies of the children are not recovered.
Granny Mattie escapes and is not heard from again.

Of Blood and Bone Page 29


Finally, Rhovan Littlefield is removed as head of Michel to life, they are not eligible for the Favor of
Pantarn’s Best. He is convicted of consorting with an evil Merikka. If the PCs rescue all the children, but one of
power and executed. them (other than Michel) dies, then the PCs are not
eligible for the Favor.
B. Success – Partial Finally, if the PCs were able to defeat (i.e., kill,
The PCs entered the Southern Att Fens with the intent of capture or allowed to escape) Granny Mattie, then
helping the gnomes of Cobblesberg, rescuing the Rhovan Littlefield awards the PCs a share in Pantarn’s
children and defeating Granny Mattie but were unable to Best (which is worth more than 100 wheatsheaves) and
accomplish all of these goals. If the PCs fled toward confesses to dealing with Granny Mattie before the
Cobblesberg and informed Rhovan of what occurred, he company employees and the residents of Cobblesberg.
makes the reluctant decision to move the company to He is removed as head of the company. If captured,
Ryemond and orders all the residents to flee the area, as Granny Mattie, is executed for her crimes.
well. Rhovan is clearly afraid his fellow gnomes will
suffer retaliation from Granny Mattie. Should Uncle C. Success – Full
Gorge, the Burrowheaths and/or the Murrowglen boys When the PCs return to Cobblesberg, Rhovan rejoices to
escape with the PCs, Rhovan’s decision is much easier. learn of Granny Mattie’s defeat. He is especially grateful
Within two weeks, the Furyondy military arrives in should the PCs return with Uncle Gorge, the
Cobblesberg and searches the Southern Att Fens for Burrowheaths and the surviving Murrowglens.
Granny Mattie, but she is never found. If the PCs were Regardless, he takes full responsibility for his actions in
unable to rescue the children, their bodies are not dealing with Granny Mattie before the employees of
discovered. Pantarn’s Best and the residents of Cobblesberg. If any of
Within a month, Rhovan is removed as head of the imprisoned gnomes survived they speak on Rhovan’s
Pantarn’s Best when the company resettles in behalf. Rhovan is removed as head of the company but
Cobblesberg. Although there is talk of charging Rhovan not before issuing a share in Pantarn’s Best (which is
with consorting with an evil power and major fraud, no equivalent to 100 wheatsheaves) as a reward to the PCs
charges are ever filed, largely because he only worked for all their help.
with Granny Mattie to spare the residents of At Free Borrough, a feast is prepared at a private
Cobblesberg. Should any of the captive gnomes have home near the Shrine of Merikka for the PCs. Reverend
survived, they speak on behalf of Rhovan and, Mother Chantilla and the other priests and priestess offer
interestingly, later serve in the upper management of the their gratitude for the rescue of the Michel of Merikka
company. Regardless, the PCs do not receive a share in and the other children, including the four children
Pantarn’s Best for their failed actions against Granny orphaned by Barrac the Bandit Lord.
Mattie.
When the PCs return to Free Borrough, Reverend During the feast, Reverend Mother Chantilla raises a
Mother Chantilla thanks them for their attempted rescue cup of wine in salute, “You have our gratitude for all
of the children. She is grateful and understanding if the you have done. The children have been returned to us
PCs were not able to rescue them. Her words, however, and we are forever in your debt. May Merikka’s
are more encouraging and pleased should the PCs have blessing be upon you. May your home and loved ones
rescued some or all of the children, including Michel of be kept safe.” Taking a sip from her wine, she joins
Merikka. her fellow priests and priestesses in a heartfelt bow.

A sumptuous dinner is served at a private home near Since all the children were rescued, the PCs receive the
the Shrine of Merikka. Reverend Mother Chantilla Favor of Merikka. Should Granny Mattie have been
holds up a cup of wine in salute and says, “You have captured, she is executed for her crimes.
our gratitude for all you have done. May Merikka’s
blessings be upon you, and your home and loved ones The End
kept safe.” Taking a sip of her wine, she joins her
fellow priests and priestesses in a heartfelt bow.
Experience Point Summary
No form of physical payment is made to the PCs other To award experience for this adventure, add up the
than their gratitude and the nice dinner. The Favor of values for the objectives accomplished. Then assign the
Merikka is awarded to the PCs only if they were able to experience award. Award the total value (objectives plus
rescue all the children. If Michel died, the PCs are not roleplaying) to each character.
eligible for the Favor of Merikka. Even if the PCs restore

Of Blood and Bone Page 30


Encounter One
Treasure Summary
Defeat Cave Guardians During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
APL4 150 xp encounter that features treasure has a “treasure” section
APL6 210 xp within the encounter description, giving information
APL8 270 xp about the loot, coins, and magic items that make up the
APL10 330 xp encounter’s treasure.
APL12 390 xp 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
Encounter Six
per every 5 enemies, and if the characters cannot take the
Defeat Phaermore and the cloaker guardian(s)
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
APL4 180 xp
bodies, and those bodies are there (i.e., not carted off by
APL6 240 xp
dungeon scavengers, removed from the scene by the local
APL8 300 xp
watch, and so on), characters may return to retrieve loot. If
APL10 360 xp
the characters do not loot the body, the gold piece value for
APL12 420 xp
the loot is subtracted from the encounter totals given
below.
Encounter Seven The coin total is the number of gold pieces each
Defeat Granny Mattie and her pet(s) character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a round
APL4 210 xp or so. If for some reason, they pass up this treasure, the
APL6 270 xp coin total is subtracted from the encounter totals given
APL8 330 xp below.
APL10 390 xp Next, the magic items are listed. Magic item treasure
APL12 450 xp is the hardest to adjudicate, because they are varied and
because characters may want to use them during the
Story Award adventure. Many times characters must cast identify,
Rescue Reverend Mother Vergenford and the analyze dweomer or similar spell to determine what the
kidnapped children: item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
All APLs 30 xp consumable (a potion, scroll, magic bolts, etc.) and the item
is used before the end of the adventure, its total is
Discretionary roleplaying award subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
APL4 105 xp treasure from each encounter add it up and that is the
APL6 150 xp number of gold pieces a characters total and coin value
APL8 195 xp increase at the end of the adventure. Write the total in the
APL10 240 xp GP Gained field of the adventure certificate. Because this is
APL12 285 xp a Regional scenario, characters may spend additional Time
Units to practice professions or create items immediately
Total possible experience: after the adventure so this total may be modified by other
circumstances.
APL4 675 xp L = Looted gear from enemy; C = Coin, Gems, Jewelry,
APL6 900 xp and other valuables; M = Magic Items.
APL8 1125 xp
APL10 1350 xp Encounter One: Four Crooks and a Lady
APL12 1575 xp
All APLs: L: 19 gp; C: 20 gp; M: 0 gp

Of Blood and Bone Page 31


APL 12 – L: 3 gp; C: 1 gp; M: 4075 gp; Cloak of
Encounter Six: Granny’s House resistance +2 (333 gp), Heward’s handy haversack (167
gp), mithral buckler +1 (168 gp), mithral chain shirt +1
APL 4 – L: 99 gp; C: 0 gp; M: 87 gp; Cloak of (175 gp), potion of alter self (25 gp), periapt of wisdom +6
resistance +1 (83 gp), potion of cure light wounds (4 gp). (3000 gp), tunic of steady spellcasting (208 gp).
APL 6 – L: 8 gp; C: 0 gp; M: 262 gp; Cloak of
resistance +1 (83 gp), mithral chain shirt +1 (175 gp), Total Possible Treasure
potion of cure light wounds (4 gp).
APL 8 –L: 12 gp; C: 0 gp; M: 595 gp; Cloak of APL 4: L: 213 gp; C: 21 gp; M: 578 gp – Total: 812 gp (650
resistance +1 (83 gp), lesser metamagic rod – Enlarge (250 gp max)
gp), mithral chain shirt +1 (175 gp), pearl of power – 1st APL 6: L: 122 gp; C: 21 gp; M: 920 gp – Total: 1,063 gp
level (83 gp), potion of cure light wounds (4 gp). (900 gp max)
APL 10 – L: 8 gp; C: 0 gp; M: 1095 gp; Bead of force APL 8: L: 126 gp; C: 21 gp; M: 1,729 gp – Total: 1,876 gp
(250 gp), cloak of resistance +2 (333 gp), lesser metamagic (1,300 gp max)
rod – Enlarge (250 gp), mithral chain shirt +1 (175 gp), APL 10: L: 122 gp; C: 21 gp; M: 3,503 gp – Total: 3,646 gp
pearl of power – 1st level (83 gp), potion of cure light (2,300 gp max)
wounds (4 gp). APL 12: L: 122 gp; C: 21 gp; M: 5498 gp – Total: 5,641 gp
APL 12 – L: 8 gp; C: 0 gp; M: 1423 gp; Bead of force (3,300 gp max)
(250 gp), cloak of resistance +2 (333 gp), headband of
intellect +2 (333 gp), lesser metamagic rod – Enlarge (250 Special
gp), mithral chain shirt +1 (175 gp), pearl of power – 1st Favor of the Church of Merikka: One of the following
level (83 gp), potion of cure light wounds (4 gp). benefits has been bestowed upon you (this favor is void
after one of the benefits is used):
Encounter Seven: That You, Granny? • If you die, then the Church of Merikka will
finance the spellcasting and material
Area 4: Alchemy Lab component cost for a raise dead spell to be cast
upon you.
All APLs: L: 42 gp; C: 20 gp; M: 0 gp • The Church of Merikka arranges for you to
gain access to one of the following feats:
Area 5: Storage Room Daunting Presence, Fearless Destiny, Heroic
Destiny or Protected Destiny. One of these
All APLs – L: 50 gp; C: 0 gp; M: 0 gp. feats may be taken anytime a feat may be
selected if all prerequisites are met.
Area 8: Granny Mattie’s Room • Upon request, the Church of Merikka will
arrange to have you gain access to one of the
APL 4 – L: 3 gp; C: 1 gp; M: 491 gp; Cloak of following spells: angelskin, conviction, divine
resistance +1 (83 gp), mithral chain shirt +1 (175 gp), protection.
potion of alter self (25 gp), tunic of steady spellcasting
(208 gp). Contemplative Prestige Class Access: You have met the
APL 6 – L: 3 gp; C: 1 gp; M: 658 gp; Cloak of special requirements for and obtained access to the
resistance +1 (83 gp), Heward’s handy haversack (167 gp), contemplative prestige class. This access is only valid if
mithral chain shirt +1 (175 gp), potion of alter self (25 you were a worshipper or a clergy member of Merikka
gp), tunic of steady spellcasting (208 gp). before the start of this adventure and is voided if you
APL 8 – L : 3 gp; C: 1 gp; M: 1134 gp; Cloak of receive the Curse of Merikka.
resistance +1 (83 gp), Heward’s handy haversack (167 gp),
mithral buckler +1 (168 gp), mithral chain shirt +1 (175 Curse of Merikka: You have foregone rescuing the
gp), potion of alter self (25 gp), periapt of wisdom +2 (333 children and allowed Michel of Merikka to be slain. For a
gp), tunic of steady spellcasting (208 gp). period of one year from the date of this AR or for the next
APL 10 – L: 3 gp; C: 1 gp; M: 2408 gp; Cloak of ten Furyondy Regional adventures, you receive only one-
resistance +2 (333 gp), Heward’s handy haversack (167 half of any gold gained in Furyondy regional or Iuz
gp), mithral buckler +1 (168 gp), mithral chain shirt +1 metaregional adventures. Further, you suffer a -4 penalty
(175 gp), potion of alter self (25 gp), periapt of wisdom +4 to all Charisma based checks when dealing with anyone
(1333 gp), tunic of steady spellcasting (208 gp).

Of Blood and Bone Page 32


of good alignment, the Furyondy Government or good-
aligned organization.

Share in Pantarn’s Best: Rhovan Littlefield has offered


you a share in Pantarn’s Best. If you accept, before every
Furyondy regional adventure, you must roll a d20 (this
roll is not subject to ANY modifications) and consult the
following chart. You cannot gain gold above the
maximum possible for an adventure.
1: Pantarn’s Best must pay taxes to the Crown. Lose 25
gp.
2-3: Pantarn’s Best must pay off creditors. Lose 15 gp.
4-7: Pantarn’s Best must make repairs to its building
and/or teamster wagons. Lose 5 gp.
8-13: Pantarn’s Best breaks even.
14-17: Pantarn’s Best has made a profit. Gain 5 gp.
18-19: Pantarn’s Best has received a lucrative contract.
Gain 15 gp.
20: The management of Pantarn’s Best rewards you with
25 gp.

Items for the Adventure


Record
Item Access
APL 4:
• Mithral Chain Shirt (Adventure; DMG, 1,100
gp)
• Tunic of Steady Spellcasting (Adventure; CV;
2,500 gp)

APL 6 (all of APL 4 plus the following):


• Heward’s Handy Haversack (Adventure; DMG;
2,000 gp)

APL 8 (all of APLs 4-6 plus the following):


• Lesser Metamagic Rod, Enlarge (Adventure;
DMG; 3,000 gp)
• Mithral Buckler +1 (Adventure; DMG; 2,015 gp)
• Pearl of Power – 1st Level (Adventure; DMG;
1,000 gp)

APL 10 (all of APLs 4-8 plus the following):


• Bead of Force (Adventure; DMG; 3,000 gp)
• Cloak of Resistance +2 (Adventure; DMG; 4,000
gp)
• Periapt of Wisdom +4 (Adventure; DMG; 16,000
gp)

APL 12 (all of APLs 4-10 plus the following):


• Periapt of Wisdom +6 (Adventure; DMG; 36,000
gp)

Of Blood and Bone Page 33


Appendix One – APL 4
Spot +10, Swim +13; Blind-Fight, Combat Casting,
Encounter Six Great Fortitude, Iron Will.
Phaermore D’Laron: Male Grey Elf, Wiz3; CR 3; Spell-Like Abilities: At will – dancing lights,
Medium Humanoid; HD 3d4+9+3; hp 22; Init +2; Spd disguise self, ghost sound (DC 12), invisibility, pass
30 ft.; AC 16, touch 12, flat-footed 14; Base Atk/Grp: without trace, tongues, water breathing. Caster level
+1/+1; Atk +1 melee (1d8/19-20, longsword) or +3 11th, save DC is Charisma-based.
ranged (1d8/X3, longbow); Full Atk +1 melee (1d8/19- Weakness (Su): A green hag can weaken a foe by
20, longsword) or +3 ranged (1d8/X3 longbow); SQ Elf making a special touch attack. The opponent must
traits, summon familiar; AL LE; SV Fort +5, Ref +4, succeed on a DC 16 Fortitude save or take 2d4 points of
Will +5 (+7 vs. enchantment); Str 10, Dex 14, Con 16, Strength damage. The save DC is Charisma-based.
Int 18, Wis 12, Cha 8. Mimicry (Ex): A green hag can imitate the sound
Skills and Feats: Appraise +5, Bluff +2, of almost any animal found near its lair.
Concentration +9, Craft – Alchemy +6, Knowledge – Skills: A green hag has a +8 racial bonus on any
Arcana +7, Listen +5 (+7 with Familiar), Spellcraft +7, Swim check to perform some special action or avoid a
Spot +5 (+7 with Familiar), Search +6, Tumble +4; Brew hazard. It can always choose to take 10 on a Swim
Potion, Scribe Scroll, Spell Focus (Conjuration). check, even if distracted or endangered. It can use the
Possessions: Mithral chain shirt, cloak of run action while swimming, provided it swims in a
resistance +1, longbow, longsword, potion of cure light straight line.
wounds, spell component pouch with necessary spell Possessions: Cloak of resistance +1, courtier’s
components, traveler’s outfit and 20 arrows. outfit, mithral chain shirt +1, potion of alter self, spell
Spells Known (4/3/2; base DC = 14 + spell level component pouch with the necessary spell
(+1 for Conjuration spells)): 0—detect magic, mage components, tunic of steady spellcasting.
hand, prestidigitation, read magic; 1st—magic missile,
ray of enfeeblement (2); 2nd—glitterdust, invisibility.
Chance of Arcane Failure: 10%.

Drolp: Phaermore’s Familiar, Toad, Advanced; CR –;


Diminutive magical beast (augmented animal); HD
3d8; hp 11; Init +1; Spd 5 ft.; AC 17, touch 15, flat-
footed 16; Base Atk/Grp: +1/-16; Atk –; Full Atk –;
Space/Reach: 1 ft./0 ft.; SQ Amphibious, deliver touch
spells, empathic link, improved evasion, low-light
vision, share spell; AL LE; SV Fort +2, Ref +3, Will +5;
Str 1, Dex 12, Con 11, Int 7, Wis 14, Cha 4.
Skills and Feats: Hide +21, Listen +5, Spot +5,
Tumble +2; Alertness.

Encounter Seven
Granny Mattie: Green Hag, Exp1/War1; CR 6;
Medium Monstrous Humanoid; HD 9d8+1d8+ 1d8+11;
hp 69; Init +1; Spd 30 ft., swim 30 ft.; AC 27, touch 11,
flat-footed 26; Base Atk/Grp: +10/+14; Atk +14 melee
(1d4+4, claw); Full Atk +14 melee (1d4+4, 2 claws); SA
Spell-like abilities, weakness, mimicry; SQ Darkvision
90ft., SR 18; AL LE; SV Fort +9, Ref +8, Will +11; Str 19,
Dex 12, Con 12, Int 13, Wis 14, Cha 12.
Skills and Feats: Bluff +6, Concentration +14, Hide
+9, Knowledge – Arcana +5, Knowledge – Planes +5,
Knowledge – Religion +7, Listen +10, Spellcraft +5,

Of Blood and Bone Page 34


Appendix Two – APL 6
SV Fort +10, Ref +9, Will +14; Str 19, Dex 12, Con 12,
Encounter Six Int 13, Wis 15, Cha 12.
Phaermore D’Laron: Male Grey Elf, Wiz5; CR 5; Skills and Feats: Bluff +6, Concentration +17,
Medium Humanoid; HD 5d4+15+3; hp 34; Init +2; Spd Hide +9, Knowledge – Arcana +6, Knowledge – Planes
30 ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp: +6, Knowledge – Religion +9, Listen +13, Spellcraft +9,
+2/+2; Atk +2 melee (1d8/19-20, longsword) or +4 Spot +13, Swim +13; Blind-Fight, Combat Casting,
ranged (1d8/X3, longbow); Full Atk +2 melee (1d8/19- Great Fortitude, Iron Will, Spell Focus (Evil).
20, longsword) or +4 ranged (1d8/X3 longbow); SQ Elf Spell-Like Abilities: At will – dancing lights,
traits, summon familiar; AL LE; SV Fort +5, Ref +4, disguise self, ghost sound (DC 12), invisibility, pass
Will +6 (+8 vs. enchantment); Str 10, Dex 14, Con 16, without trace, tongues, water breathing. Caster level
Int 19, Wis 12, Cha 8. 14th, save DC is Charisma-based.
Skills and Feats: Appraise +5, Bluff +2, Weakness (Su): A green hag can weaken a foe by
Concentration +11, Craft – Alchemy +8, Knowledge – making a special touch attack. The opponent must
Arcana +8, Listen +6 (+8 with Familiar), Spellcraft +8, succeed on a DC 16 Fortitude save or take 2d4 points of
Spot +6 (+8 with Familiar), Search +6, Tumble +5; Brew Strength damage. The save DC is Charisma-based.
Potion, Scribe Scroll, Spell Focus (Conjuration), Spell Mimicry (Ex): A green hag can imitate the sound
Focus (Necromancy). of almost any animal found near its lair.
Possessions: Mithral chain shirt +1, cloak of Skills: A green hag has a +8 racial bonus on any
resistance +1, longbow, longsword, potion of cure light Swim check to perform some special action or avoid a
wounds, spell component pouch with necessary spell hazard. It can always choose to take 10 on a Swim
components, traveler’s outfit and 20 arrows. check, even if distracted or endangered. It can use the
Spells Known (4/4/3/2; base DC = 14 + spell level run action while swimming, provided it swims in a
(+1 for Conjuration and Necromancy spells)): 0— straight line.
detect magic, mage hand, prestidigitation, read magic; Possessions: Cloak of resistance +1, courtier’s
1st—magic missile (2), ray of enfeeblement (2); 2nd— outfit, mithral chain shirt +1, Heward’s handy
glitterdust (2), invisibility; 3rd—dispel magic, haste. haversack, potion of alter self, spell component pouch
Chance of Arcane Failure: 10%. with the necessary spell components, tunic of steady
spellcasting.
Drolp: Phaermore’s Familiar, Toad, Advanced; CR –; Spells Known (4/3; base DC = 13 + spell level [+1
Diminutive magical beast (augmented animal); HD Evil spells]): 0—create water, detect magic, guidance,
5d8; hp 17; Init +1; Spd 5 ft.; AC 18, touch 15, flat- resistance; 1st—bless, protection from good, shield of
footed 17; Base Atk/Grp: +2/-15; Atk –; Full Atk –; faith.
Space/Reach: 1 ft./0 ft.; SQ Amphibious, deliver touch
spells, empathic link, improved evasion, low-light Fido: Spellwarped Displacer Beast, Advanced; CR 6;
vision, share spell, speak with master; AL LE; SV Fort Large aberration (augmented magical beast); HD
+2, Ref +3, Will +6; Str 1, Dex 12, Con 11, Int 8, Wis 14, 9d10+45; hp 91; Init +4; Spd 40 ft.; AC 20, touch 13,
Cha 4. flat-footed 16; Base Atk/Grp: +9/+19; Atk +13 melee
Skills and Feats: Hide +21, Listen +5, Spot +5, (1d8+6, tentacle); Full Atk +13 melee (1d8+6, 2
Tumble +4; Alertness. tentacles) and +11 melee (1d8+3, bite); Space/Reach:
10ft./5 ft. (10 ft. with tentacles); SQ Darkvision 60ft.,
displacement, lowlight vision, resistance to ranged
Encounter Seven attacks, spell absorption, SR 20; AL NE; SV Fort +11,
Ref +10, Will +6; Str 22, Dex 18, Con 20, Int 9, Wis 12,
Granny Mattie: Green Hag, Exp3/War1/Ur-Priest1; Cha 8.
CR 8; Medium Monstrous Humanoid; HD Skills and Feats: Hide +12, Listen +4, Move
9d8+1d8+3d8+1d8+14; hp 87; Init +1; Spd 30 ft., swim Silently +9, Spot +4, Tumble +6; Dodge, Iron Will,
30 ft.; AC 27, touch 11, flat-footed 26; Base Atk/Grp: Improved Natural Attack (tentacle), Multiattack.
+12/+16; Atk +16 melee (1d4+4, claw); Full Atk +16 Displacement (Su): A light-bending glamer
melee (1d4+4, 2 claws); SA Spell-like abilities, continually surrounds a displacer beast, making it
weakness, mimicry; SQ Darkvision 90ft., SR 18; AL LE; difficult to surmise the creature’s true location. Any
melee or ranged attack directed at it has a 50% miss

Of Blood and Bone Page 35


chance unless the attacker can locate the beast by some
means other than sight. A true seeing effect allows the
user to see the beast’s position, but see invisibility has
no effect.
Resistance to Ranged Attacks (Su): A displacer
beast has a +2 resistance bonus on saves against any
ranged magical attack that specifically targets it (except
for ranged touch attacks).
Spell Absorption (Su): Whenever a spell fails to
penetrate a spellwarped creature’s spell resistance, the
creature gains one of the following benefits, chosen at
the time the spell resolves.
Might: The spellwarped creature gains a +4
enhancement bonus to Strength for one minute.
Agility: The spellwarped creature gains a +4
enhancement bonus to Dexterity for one minute.
Endurance: The spellwarped creature gains a +4
enhancement bonus to Constitution for one minute.
Life: The spellwarped creature gains temporary
hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature’s base speed
increases by a number of feet equal to 5X the level of
the failed spell
Resistance: The spellwarped creature gains
resistance 10 to one energy type (acid, cold, electricity,
fire or sonic).
Skills: A spellwarped displacer beast has a +8
racial bonus on Hide checks, thanks to its displacer
ability.

Of Blood and Bone Page 36


Appendix Three – APL 8
Speed: The spellwarped creature’s base speed
Encounter One increases by a number of feet equal to 5X the level of
Spellwarped Gambol: CR 6; Large aberration the failed spell
(augmented magical beast); HD 8d10+24; hp 68; Init Resistance: The spellwarped creature gains
+5; Spd 30 ft., climb 15 ft.; AC 21, touch 14, flat-footed resistance 10 to one energy type (acid, cold, electricity,
16; Base Atk/Grp: +8/+20; Atk +15 melee (2d8+9, bite); fire or sonic).
Full Atk +15 melee (2d8+8, bite) and +13 melee (1d4+4,
2 claws); Space/Reach: 10ft./10 ft.; SA Fear aura, great
Encounter Six
leap; SQ Darkvision 60ft., evasion, lowlight vision,
masterful dodge, quickness, spell absorption, SR 19; AL Phaermore D’Laron: Male Grey Elf, Wiz7; CR 7;
CE; SV Fort +9, Ref +13, Will +5; Str 27, Dex 20, Con Medium Humanoid; HD 7d4+21; hp 43; Init +2; Spd 30
17, Int 6, Wis 12, Cha 9. ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp:
Skills and Feats: Balance +7, Climb +16, Jump +33, +3/+3; Atk +3 melee (1d8/19-20, longsword) or +5
Listen +2, Spot +2, Tumble +16; Iron Will, Lightning ranged (1d8/X3, longbow); Full Atk +3 melee (1d8/19-
Reflexes, Multiattack. 20, longsword) or +5 ranged (1d8/X3 longbow); SQ Elf
Fear Aura (Su): When a gambol howls, every traits, summon familiar; AL LE; SV Fort +6, Ref +5,
creature within a 100-foot radius must succeed at a Will +7 (+9 vs. enchantment); Str 10, Dex 14, Con 16,
Will save (DC 13) or become panicked for 1d6+1 Int 21, Wis 12, Cha 8.
rounds. Whether or not the save is successful, the Skills and Feats: Appraise +5, Bluff +2,
creature is then immune to that gambol’s howl for 24 Concentration +13, Craft – Alchemy +9, Knowledge –
hours. The howl is a sonic, mind-affecting fear effect. Arcana +9, Listen +7 (+9 with Familiar), Spellcraft +10,
Spot +6 (+8 with Familiar), Search +7, Tumble +6; Brew
Great Leap (Ex): A gambol gains a +25 bonus on Potion, Improved Familiar, Scribe Scroll, Spell Focus
Jump checks. Maximum distance restrictions do not (Conjuration), Spell Focus (Necromancy).
apply to its jumps. Possessions: Mithral chain shirt +1, cloak of
Quickness (Su): Although not particular resistance +1, headband of intellect +2, longbow,
dexterous, a gambol is supernaturally quick. It can take longsword, potion of cure light wounds, spell
an extra attack or move action each round, either component pouch with necessary spell components,
before or after its normal action. traveler’s outfit and 20 arrows.
Masterful Dodge (Ex): As a free action once per Spells Known (4/6/4/3/2; base DC = 15 + spell
round, a gambol can dodge one ranged weapon attack, level (+1 for Conjuration and Necromancy spells)): 0—
one ranged melee weapon attack, or one spell that detect magic, mage hand, prestidigitation, read magic;
requires an attack roll by making a successful Reflex 1st—grease, magic missile (3), protection from good,
save (DC 20). An attack using a weapon with an shield; 2nd—glitterdust (2), invisibility, scorching ray;
enhancement bonus increases the save DC by the 3rd—blink, dispel magic, haste; 4th—Evard’s black
amount of the bonus, and a spell adds its spell level to tentacles, wrack.
the DC. To use this ability, the gambol must be aware Chance of Arcane Failure: 10%.
of the attack and not flat-footed
Spell Absorption (Su): Whenever a spell fails to Drolp: Phaermore’s Familiar, Imp; CR –; Tiny outsider
penetrate a spellwarped creature’s spell resistance, the (evil, lawful, extraplanar); HD 7d8; hp 21; Init +3; Spd
creature gains one of the following benefits, chosen at 20 ft., fly 50 ft. (perfect); AC 24, touch 15, flat-footed 21;
the time the spell resolves. Base Atk/Grp: +3/-5; Atk +8 melee (1d4 plus poison,
Might: The spellwarped creature gains a +4 sting); Full Atk +8 melee (1d4 plus poison, sting);
enhancement bonus to Strength for one minute. Space/Reach: 2 ½ ft./0 ft.; SA Poison, spell-like
Agility: The spellwarped creature gains a +4 abilities; SQ Alternate form, darkvision 60 ft., deliver
enhancement bonus to Dexterity for one minute. touch spells, DR/5 good or silver, empathic link, fast
Endurance: The spellwarped creature gains a +4 healing 2, improved evasion, immunity to poison, fire
enhancement bonus to Constitution for one minute. resistance 5, share spells, speak with master; AL LE; SV
Life: The spellwarped creature gains temporary Fort +3, Ref +6, Will +6; Str 10, Dex 17, Con 10, Int 10,
hit points equal to 5X the level of the failed spell. Wis 12, Cha 14.

Of Blood and Bone Page 37


Skills and Feats: Diplomacy +8, Hide +17, Spell-Like Abilities: At will – dancing lights,
Knowledge – Arcana +6, Listen +7, Move Silently +9, disguise self, ghost sound (DC 12), invisibility, pass
Search +6, Spellcraft +6, Spot +7, Survival +1; Alertness, without trace, tongues, water breathing. Caster level
Dodge, Weapon Finesse. 16th, save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 13, initial Weakness (Su): A green hag can weaken a foe by
damage 1d4 Dex, secondary damage 2d4. making a special touch attack. The opponent must
Spell-like Abilities: At will – detect good, detect succeed on a DC 16 Fortitude save or take 2d4 points of
magic, invisibility (self only); 1/day – suggestion. Strength damage. The save DC is Charisma-based.
Caster 6th level; save DC 10 + spell level. Mimicry (Ex): A green hag can imitate the sound
Alternate Form (Su): As polymorph, caster level of almost any animal found near its lair.
12th, except Drolp can only assume the form of a Skills: A green hag has a +8 racial bonus on any
monstrous spider or raven. Swim check to perform some special action or avoid a
Possessions: Tanglefoot bag. hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the
Will-O’-Wisp, Elite: CR 7; Small aberration (air); HD run action while swimming, provided it swims in a
9d8+18; hp 66; Init +15; Spd 50 ft. fly (perfect); AC 31, straight line.
touch 31, flat-footed 20; Base Atk/Grp: +6/-2; Atk +18 Possessions: Cloak of resistance +1, courtier’s
melee touch (2d8 electricity, shock); Full Atk +18 outfit, Heward’s handy haversack, mithral buckler +1,
melee touch (2d8 electricity, shock); SQ Darkvision mithral chain shirt +1, periapt of wisdom +2, potion of
60ft., immunity to magic, natural invisibility; AL NE; alter self, spell component pouch with the necessary
SV Fort +5, Ref +14, Will +10; Str 3, Dex 33, Con 14, Int spell components, tunic of steady spellcasting.
14, Wis 18, Cha 10. Spells Known (5/4/2/1; DC = 14 + spell level [+1
Skills and Feats: Bluff +12, Diplomacy +2, Disguise Evil spells]); as 7th level caster: 0—create water, detect
+0 (+2 Acting), Intimidate +2, Listen +18, Search +14, magic, guidance, mending, resistance; 1st—bless, cure
Spot +16, Survival +4 (+6 following tracks); Blind-Fight, light wounds, protection from good, shield of faith;
Dodge, Improved Initiative, Flyby Attack, Weapon 2nd—silence, wither limb; 3rd—wrack.
Finesse.
Immunity to Magic (Ex): A will-o’-wisp is Fido and Sonny: Spellwarped Displacer Beast,
immune to most spells or spell-like abilities that allow Advanced; CR 6; Large aberration (augmented magical
spell resistance, except magic missile and maze. beast); HD 9d10+45; hp 91; Init +4; Spd 40 ft.; AC 20,
Natural Invisibility (Ex): A startled or frightened touch 13, flat-footed 16; Base Atk/Grp: +9/+19; Atk +13
will-o’-wisp can extinguish its glow, effectively melee (1d8+6, tentacle); Full Atk +13 melee (1d8+6, 2
becoming invisible as the spell. tentacles) and +11 melee (1d8+3, bite); Space/Reach:
10ft./5 ft. (10 ft. with tentacles); SQ Darkvision 60ft.,
displacement, lowlight vision, resistance to ranged
Encounter Seven attacks, spell absorption, SR 20; AL NE; SV Fort +11,
Granny Mattie: Green Hag, Exp3/War1/Ur-Priest3; Ref +10, Will +6; Str 22, Dex 18, Con 20, Int 9, Wis 12,
CR 10; Medium Monstrous Humanoid; HD Cha 8.
9d8+3d8+1d8+3d8+16; hp 99; Init +1; Spd 30 ft., swim Skills and Feats: Hide +12, Listen +4, Move
30 ft.; AC 29, touch 11, flat-footed 26; Base Atk/Grp: Silently +9, Spot +4, Tumble +6; Dodge, Iron Will,
+14/+18; Atk +18 melee (1d4+4, claw); Full Atk +18 Improved Natural Attack (tentacle), Multiattack.
melee (1d4+4, 2 claws); SA Spell-like abilities, Displacement (Su): A light-bending glamer
weakness, mimicry, rebuke undead 4/day; SQ continually surrounds a displacer beast, making it
Darkvision 90ft., SR 18; AL LE; SV Fort +11, Ref +10, difficult to surmise the creature’s true location. Any
Will +17; Str 19, Dex 12, Con 12, Int 13, Wis 18, Cha melee or ranged attack directed at it has a 50% miss
12. chance unless the attacker can locate the beast by some
Skills and Feats: Bluff +6, Concentration +19, means other than sight. A true seeing effect allows the
Hide +9, Knowledge – Arcana +7, Knowledge – Planes user to see the beast’s position, but see invisibility has
+7, Knowledge – Religion +10, Listen +14, Spellcraft no effect.
+10, Spot +14, Swim +12; Blind-Fight, Combat Casting, Resistance to Ranged Attacks (Su): A displacer
Great Fortitude, Iron Will, Practiced Spellcaster beast has a +2 resistance bonus on saves against any
(Divine), Spell Focus (Evil). ranged magical attack that specifically targets it (except
for ranged touch attacks).

Of Blood and Bone Page 38


Spell Absorption (Su): Whenever a spell fails to
penetrate a spellwarped creature’s spell resistance, the
creature gains one of the following benefits, chosen at
the time the spell resolves.
Might: The spellwarped creature gains a +4
enhancement bonus to Strength for one minute.
Agility: The spellwarped creature gains a +4
enhancement bonus to Dexterity for one minute.
Endurance: The spellwarped creature gains a +4
enhancement bonus to Constitution for one minute.
Life: The spellwarped creature gains temporary
hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature’s base speed
increases by a number of feet equal to 5X the level of
the failed spell
Resistance: The spellwarped creature gains
resistance 10 to one energy type (acid, cold, electricity,
fire or sonic).
Skills: A spellwarped displacer beast has a +8
racial bonus on Hide checks, thanks to its displacer
ability.

Of Blood and Bone Page 39


Appendix Four – APL 10
Speed: The spellwarped creature’s base speed
Encounter One increases by a number of feet equal to 5X the level of
Spellwarped Gambol, Advanced: CR 8; Large the failed spell
aberration (augmented magical beast); HD 11d10+33; Resistance: The spellwarped creature gains
hp 95; Init +5; Spd 30 ft., climb 15 ft.; AC 21, touch 14, resistance 10 to one energy type (acid, cold, electricity,
flat-footed 16; Base Atk/Grp: +11/+23; Atk +18 melee fire or sonic).
(2d8+8, bite); Full Atk +18 melee (2d8+8, bite) and +16
melee (1d6+4, 2 claws); Space/Reach: 10ft./10 ft.; SA
Encounter Six
Fear aura, great leap; SQ Darkvision 60ft., evasion,
lowlight vision, masterful dodge, quickness, spell Phaermore D’Laron: Male Grey Elf, Wiz9; CR 9;
absorption, SR 22; AL CE; SV Fort +10, Ref +14, Will Medium Humanoid; HD 9d4+27; hp 54; Init +2; Spd 30
+6; Str 27, Dex 20, Con 17, Int 6, Wis 12, Cha 9. ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp:
Skills and Feats: Balance +7, Climb +16, Jump +33, +4/+4; Atk +4 melee (1d8/19-20, longsword) or +6
Listen +2, Spot +2, Tumble +18; Iron Will, Lightning ranged (1d8/X3, longbow); Full Atk +4 melee (1d8/19-
Reflexes, Multiattack, Power Attack. 20, longsword) or +6 ranged (1d8/X3 longbow); SQ Elf
Fear Aura (Su): When a gambol howls, every traits, summon familiar; AL LE; SV Fort +8, Ref +7,
creature within a 100-foot radius must succeed at a Will +9 (+11 vs. enchantment); Str 10, Dex 14, Con 16,
Will save (DC 13) or become panicked for 1d6+1 Int 20, Wis 12, Cha 8.
rounds. Whether or not the save is successful, the Skills and Feats: Appraise +6, Bluff +2,
creature is then immune to that gambol’s howl for 24 Concentration +15, Craft – Alchemy +10, Knowledge –
hours. The howl is a sonic, mind-affecting fear effect. Arcana +8, Listen +8 (+10 with Familiar), Spellcraft +10,
Spot +7 (+9 with Familiar), Search +7, Tumble +7; Brew
Great Leap (Ex): A gambol gains a +25 bonus on Potion, Improved Familiar, Scribe Scroll, Silent Spell,
Jump checks. Maximum distance restrictions do not Spell Focus (Conjuration), Spell Focus (Necromancy).
apply to its jumps. Possessions: Mithral chain shirt +1, cloak of
Quickness (Su): Although not particular resistance +2, lesser metamagic rod – Enlarge,
dexterous, a gambol is supernaturally quick. It can take longbow, longsword, pearl of power – 1st level, potion
an extra attack or move action each round, either of cure light wounds, spell component pouch with
before or after its normal action. necessary spell components, traveler’s outfit and 20
Masterful Dodge (Ex): As a free action once per arrows.
round, a gambol can dodge one ranged weapon attack, Spells Known (4/5/5/4/3/2; base DC = 15 + spell
one ranged melee weapon attack, or one spell that level (+1 for Conjuration and Necromancy spells)): 0—
requires an attack roll by making a successful Reflex detect magic, mage hand, prestidigitation, read magic;
save (DC 20). An attack using a weapon with an 1st—magic missile (3), protection from good, shield;
enhancement bonus increases the save DC by the 2nd—glitterdust, invisibility, scorching ray (2), see
amount of the bonus, and a spell adds its spell level to invisibility; 3rd—blink, dispel magic, fireball (2); 4th—
the DC. To use this ability, the gambol must be aware confusion, Evard’s black tenctacles, wrack; 5th—
of the attack and not flat-footed dimension door (Silent), waves of fatigue.
Spell Absorption (Su): Whenever a spell fails to Chance of Arcane Failure: 10%.
penetrate a spellwarped creature’s spell resistance, the
creature gains one of the following benefits, chosen at Drolp: Phaermore’s Familiar, Imp; CR –; Tiny outsider
the time the spell resolves. (evil, lawful, extraplanar); HD 9d8; hp 27; Init +4; Spd
Might: The spellwarped creature gains a +4 20 ft., fly 50 ft. (perfect); AC 26, touch 16, flat-footed 22;
enhancement bonus to Strength for one minute. Base Atk/Grp: +4/-4; Atk +9 melee (1d4 plus poison,
Agility: The spellwarped creature gains a +4 sting); Full Atk +9 melee (1d4 plus poison, sting);
enhancement bonus to Dexterity for one minute. Space/Reach: 2 ½ ft./0 ft.; SA Poison, spell-like
Endurance: The spellwarped creature gains a +4 abilities; SQ Alternate form, darkvision 60 ft., deliver
enhancement bonus to Constitution for one minute. touch spells, DR/5 good or silver, empathic link, fast
Life: The spellwarped creature gains temporary healing 2, improved evasion, immunity to poison, fire
hit points equal to 5X the level of the failed spell. resistance 5, share spells, speak with master; AL LE; SV

Of Blood and Bone Page 40


Fort +6, Ref +7, Will +7; Str 10, Dex 18, Con 10, Int 10, Great Fortitude, Iron Will, Practiced Spellcaster
Wis 12, Cha 14. (Divine), Spell Focus (Evil), Spontaneous Wounder.
Skills and Feats: Diplomacy +8, Hide +18, Spell-Like Abilities: At will – dancing lights,
Knowledge – Arcana +8, Listen +7, Move Silently +10, disguise self, ghost sound (DC 12), invisibility, pass
Search +6, Spellcraft +8, Spot +7, Survival +1; Alertness, without trace, tongues, water breathing. Caster level
Dodge, Great Fortitude, Weapon Finesse. 18th, save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 13, initial Weakness (Su): A green hag can weaken a foe by
damage 1d4 Dex, secondary damage 2d4. making a special touch attack. The opponent must
Spell-like Abilities: At will – detect good, detect succeed on a DC 16 Fortitude save or take 2d4 points of
magic, invisibility (self only); 1/day – suggestion. Strength damage. The save DC is Charisma-based.
Caster 6th level; save DC 10 + spell level. Mimicry (Ex): A green hag can imitate the sound
Alternate Form (Su): As polymorph, caster level of almost any animal found near its lair.
12th, except Drolp can only assume the form of a Siphon Spell Power (Ex): Because they steal
monstrous spider or raven. whatever power they can, ur-priests learn to
Possessions: Bead of force. manipulate their energy in ways that confound other
casters. An ur-priest of 6th level or higher can
Will-O’-Wisp, Elite, Advanced: CR 9; Small temporarily sacrifice two (or more) lower level spell
aberration (air); HD 17d8+34; hp 80; Init +16; Spd 50 ft. slots and use those spells to prepare a higher-level
fly (perfect); AC 32, touch 32, flat-footed 20; Base spell. The higher-level spell must be of a level the ur-
Atk/Grp: +12/+4; Atk +26 melee touch (3d8 electricity, priest can cast. Only one exchange of this sort can be
shock); Full Atk +26 melee touch (3d8 electricity, made each day. The levels of the lower level slots are
shock); SQ Darkvision 60ft., immunity to magic, totaled, then reduced to three-quarters (round down)
natural invisibility; AL NE; SV Fort +7, Ref +17, Will to determine the level of the extra higher-level spell
+14; Str 3, Dex 34, Con 14, Int 15, Wis 18, Cha 10. slot. For example, an ur-priest who sacrifices a 3rd level
Skills and Feats: Bluff +12, Diplomacy +2, Disguise spell and a 5th level spell can use that spell slot to
+1 (+3 Acting), Escape Artist +18, Intimidate +2, Listen prepare an additional 6th level spell (3 + 5 = 8 x ¾ = 6).
+22, Search +15, Spot +20, Survival +4 (+6 following Skills: A green hag has a +8 racial bonus on any
tracks), Tumble +17; Blind-Fight, Dodge, Flyby Attack, Swim check to perform some special action or avoid a
Great Flyby Attack, Improved Initiative, Improved hazard. It can always choose to take 10 on a Swim
Natural Attack, Weapon Finesse. check, even if distracted or endangered. It can use the
Immunity to Magic (Ex): A will-o’-wisp is run action while swimming, provided it swims in a
immune to most spells or spell-like abilities that allow straight line.
spell resistance, except magic missile and maze. Possessions: Cloak of resistance +2, courtier’s
Natural Invisibility (Ex): A startled or outfit, Heward’s handy haversack, mithral buckler +1,
frightened will-o’-wisp can extinguish its glow, mithral chain shirt +1, periapt of wisdom +4, potion of
effectively becoming invisible as the spell. alter self, spell component pouch with the necessary
spell components, tunic of steady spellcasting, potion
of displacement (fed to Fido).
Encounter Seven Spells Known (6/5/4/3/2/1; DC = 15 + spell level
Granny Mattie: Green Hag, Exp3/War1/Ur-Priest5; [+1 Evil spells]); as 9th level caster: 0—create water,
CR 12; Medium Monstrous Humanoid; HD detect magic, guidance, light, mending, resistance;
9d8+3d8+1d8+5d8+18; hp 111; Init +1; Spd 30 ft., swim 1st—bless, cure light wounds, entropic shield,
30 ft.; AC 29, touch 11, flat-footed 26; Base Atk/Grp: protection from good, shield of faith; 2nd—calm
+15/+19; Atk +19 melee (1d4+4, claw); Full Atk +19 emotions, silence, wither limb (2); 3rd—dispel magic,
melee (1d4+4, 2 claws); SA Spell-like abilities, wrack (2); 4th—cure critical wounds, divine power;
weakness, mimicry, rebuke undead 4/day; SQ 5th—Legion’s curse of petty failing.
Darkvision 90ft., divine SR 15, SR 18; AL LE; SV Fort
+12, Ref +11, Will +19; Str 19, Dex 12, Con 12, Int 13, Fido: Spellwarped Dire Tiger; CR 10; Large aberration
Wis 20, Cha 12. (augmented animal); HD 16d8+64; hp 147; Init +3; Spd
Skills and Feats: Bluff +6, Concentration +21, Hide 40 ft.; AC 20, touch 12, flat-footed 17; Base Atk/Grp:
+9, Knowledge – Arcana +8, Knowledge – Planes +8, +12/+26; Atk +22 melee (2d4+10, claw); Full Atk
Knowledge – Religion +11, Listen +15, Spellcraft +12, +22/+17 melee (2d4+10, 2 claws) and +16 melee (2d6+5,
Spot +15, Swim +12; Blind-Fight, Combat Casting, bite); Space/Reach: 10ft./5 ft.; SA Improved Grab,
pounce, rake 2d4+5; SQ Lowlight vision, scent, spell

Of Blood and Bone Page 41


absorption, SR 27, displacement (as spell, from potion);
AL NE; SV Fort +14, Ref +13, Will +11; Str 31, Dex 17,
Con 19, Int 6, Wis 12, Cha 10.
Skills and Feats: Hide +8, Jump +16, Listen +6,
Move Silently +12, Spot +7, Swim +10; Alertness,
Improved Natural Attack (bite), Improved Natural
Attack (claw), Rapidstrike, Stealthy, Weapon Focus
(claw).
Improved Grab (Ex): To use this ability, a dire
tiger must hit with its bite attack. It can then start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes
a hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +22 melee, damage
2d4+5.
Spell Absorption (Su): Whenever a spell fails to
penetrate a spellwarped creature’s spell resistance, the
creature gains one of the following benefits, chosen at
the time the spell resolves.
Might: The spellwarped creature gains a +4
enhancement bonus to Strength for one minute.
Agility: The spellwarped creature gains a +4
enhancement bonus to Dexterity for one minute.
Endurance: The spellwarped creature gains a +4
enhancement bonus to Constitution for one minute.
Life: The spellwarped creature gains temporary
hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature’s base speed
increases by a number of feet equal to 5X the level of
the failed spell
Resistance: The spellwarped creature gains
resistance 10 to one energy type (acid, cold, electricity,
fire or sonic).
Skills: Dire tigers have a +4 racial bonus on Hide
and Move Silently checks. In areas of tall grass of
heavy undergrowth, the Hide bonus improves to +7.

Of Blood and Bone Page 42


Appendix Five – APL 12
Encounter One
Spellwarped Gambol, Advanced: CR 10; Huge Life: The spellwarped creature gains temporary
aberration (augmented magical beast); HD 14d10+42; hit points equal to 5X the level of the failed spell.
hp 122; Init +5; Spd 30 ft., climb 15 ft.; AC 22, touch 12, Speed: The spellwarped creature’s base speed
flat-footed 18; Base Atk/Grp: +14/+36; Atk +26 melee increases by a number of feet equal to 5X the level of
(3d8+13, bite); Full Atk +26 melee (3d8+13, bite) and the failed spell
+24/+19 melee (1d8+6, 2 claws); Space/Reach: 15ft./15 Resistance: The spellwarped creature gains
ft.; SA Fear aura, great leap; SQ Darkvision 60ft., resistance 10 to one energy type (acid, cold, electricity,
evasion, lowlight vision, masterful dodge, quickness, fire or sonic).
spell absorption, SR 25; AL CE; SV Fort +14, Ref +15,
Will +8; Str 36, Dex 18, Con 21, Int 6, Wis 12, Cha 9.
Skills and Feats: Balance +5, Climb +21, Jump +38, Encounter Six
Listen +3, Spot +3, Tumble +17; Iron Will, Lightning Phaermore D’Laron: Male Grey Elf, Wiz11; CR 11;
Reflexes, Multiattack, Power Attack, Rapidstrike Medium Humanoid; HD 11d4+33; hp 67; Init +2; Spd
(claw). 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk/Grp:
Fear Aura (Su): When a gambol howls, every +5/+5; Atk +5 melee (1d8/19-20, longsword) or +7
creature within a 100-foot radius must succeed at a ranged (1d8/X3, longbow); Full Atk +5 melee (1d8/19-
Will save (DC 13) or become panicked for 1d6+1 20, longsword) or +7 ranged (1d8/X3 longbow); SQ Elf
rounds. Whether or not the save is successful, the traits, summon familiar; AL LE; SV Fort +8, Ref +7,
creature is then immune to that gambol’s howl for 24 Will +10 (+12 vs. enchantment); Str 10, Dex 14, Con 16,
hours. The howl is a sonic, mind-affecting fear effect. Int 22, Wis 12, Cha 8.
Skills and Feats: Appraise +6, Bluff +3,
Great Leap (Ex): A gambol gains a +25 bonus on Concentration +18, Craft (Alchemy) +13, Knowledge
Jump checks. Maximum distance restrictions do not (Arcana) +13, Listen +8 (+10 with Familiar), Spellcraft
apply to its jumps. +12, Spot +7 (+9 with Familiar), Search +7, Tumble +9;
Quickness (Su): Although not particular Brew Potion, Improved Familiar, Scribe Scroll, Silent
dexterous, a gambol is supernaturally quick. It can take Spell, Spell Focus (Conjuration), Spell Focus
an extra attack or move action each round, either (Evocation), Spell Focus (Necromancy).
before or after its normal action. Possessions: Mithral chain shirt +1, cloak of
Masterful Dodge (Ex): As a free action once per resistance +2, headband of intellect +2, lesser
round, a gambol can dodge one ranged weapon attack, metamagic rod - Enlarge, longbow, longsword, pearl of
one ranged melee weapon attack, or one spell that power – 1st level, potion of cure light wounds, spell
requires an attack roll by making a successful Reflex component pouch with necessary spell components,
save (DC 20). An attack using a weapon with an traveler’s outfit and 20 arrows.
enhancement bonus increases the save DC by the Spells Known (4/6/6/5/4/3/2; base DC = 16 +
amount of the bonus, and a spell adds its spell level to spell level (+1 for Conjuration, Evocation and
the DC. To use this ability, the gambol must be aware Necromancy spells)): 0—detect magic, mage hand,
of the attack and not flat-footed prestidigitation, read magic; 1st—magic missile (3),
Spell Absorption (Su): Whenever a spell fails to protection from good, ray of enfeeblement, shield;
penetrate a spellwarped creature’s spell resistance, the 2nd—bear’s endurance, glitterdust, invisibility,
creature gains one of the following benefits, chosen at scorching ray (2), see invisibility; 3rd—blink, dispel
the time the spell resolves. magic (2), fireball (2); 4th—confusion, Evard’s black
Might: The spellwarped creature gains a +4 tenctacles, wrack (2); 5th—cone of cold, dimension
enhancement bonus to Strength for one minute. door (Silent), waves of fatigue; 6th—chain lightning,
Agility: The spellwarped creature gains a +4 disintegrate.
enhancement bonus to Dexterity for one minute. Chance of Arcane Failure: 10%.
Endurance: The spellwarped creature gains a +4
enhancement bonus to Constitution for one minute.

Of Blood and Bone Page 43


Drolp: Phaermore’s Familiar, Imp; CR –; Tiny outsider +17/+21; Atk +21 melee (1d4+4, claw); Full Atk +21
(evil, lawful, extraplanar); HD 11d8; hp 39; Init +4; Spd melee (1d4+4, 2 claws); SA Spell-like abilities,
20 ft., fly 50 ft. (perfect); AC 27, touch 16, flat-footed 23; weakness, mimicry, rebuke undead 4/day; SQ
Base Atk/Grp: +5/-3; Atk +10 melee (1d4 plus poison, Darkvision 90ft., divine SR 15, siphon spell power, SR
sting); Full Atk +10 melee (1d4 plus poison, sting); 18; AL LE; SV Fort +13, Ref +12, Will +21; Str 19, Dex
Space/Reach: 2 ½ ft./0 ft.; SA Poison, spell-like 12, Con 12, Int 13, Wis 22, Cha 12.
abilities; SQ alternate form, darkvision 60 ft., deliver Skills and Feats: Bluff +6, Concentration +23,
touch spells, DR/5 good or silver, empathic link, fast Hide +9, Knowledge – Arcana +9, Knowledge – Planes
healing 2, improved evasion, immunity to poison, fire +8, Knowledge – Religion +10, Listen +16, Spellcraft
resistance 5, share spells, speak with master, SR 16; AL +12, Spot +17, Swim +12; Blind-Fight, Combat Casting,
LE; SV Fort +5, Ref +7, Will +8; Str 10, Dex 18, Con 10, Great Fortitude, Iron Will, Practiced Spellcaster
Int 11, Wis 12, Cha 14. (Divine), Spell Focus (Evil), Spontaneous Wounder.
Skills and Feats: Diplomacy +8, Hide +18, Spell-Like Abilities: At will – dancing lights,
Knowledge – Arcana +10, Listen +7, Move Silently +10, disguise self, ghost sound (DC 12), invisibility, pass
Search +6, Spellcraft +10, Spot +7, Survival +1; without trace, tongues, water breathing. Caster level
Alertness, Dodge, Great Fortitude, Weapon Finesse. 20th, save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 13, initial Weakness (Su): A green hag can weaken a foe by
damage 1d4 Dex, secondary damage 2d4. making a special touch attack. The opponent must
Spell-like Abilities: At will – detect good, detect succeed on a DC 16 Fortitude save or take 2d4 points of
magic, invisibility (self only); 1/day – suggestion. Strength damage. The save DC is Charisma-based.
Caster 6th level; save DC 10 + spell level. Mimicry (Ex): A green hag can imitate the sound
Alternate Form (Su): As polymorph, caster level of almost any animal found near its lair.
12th, except Drolp can only assume the form of a Siphon Spell Power (Ex): Because they steal
monstrous spider or raven. whatever power they can, ur-priests learn to
Possessions: Bead of force. manipulate their energy in ways that confound other
casters. An ur-priest of 6th level or higher can
Will-O’-Wisp, Elite, Advanced: CR 9; Small temporarily sacrifice two (or more) lower level spell
aberration (air); HD 17d8+34; hp 80; Init +16; Spd 50 ft. slots and use those spells to prepare a higher-level
fly (perfect); AC 32, touch 32, flat-footed 20; Base spell. The higher-level spell must be of a level the ur-
Atk/Grp: +12/+4; Atk +26 melee touch (3d8 electricity, priest can cast. Only one exchange of this sort can be
shock); Full Atk +26 melee touch (3d8 electricity, made each day. The levels of the lower level slots are
shock); SQ Darkvision 60ft., immunity to magic, totaled, then reduced to three-quarters (round down)
natural invisibility; AL NE; SV Fort +7, Ref +17, Will to determine the level of the extra higher-level spell
+14; Str 3, Dex 34, Con 14, Int 15, Wis 18, Cha 10. slot. For example, an ur-priest who sacrifices a 3rd level
Skills and Feats: Bluff +12, Diplomacy +2, Disguise spell and a 5th level spell can use that spell slot to
+1 (+3 Acting), Escape Artist +18, Intimidate +2, Listen prepare an additional 6th level spell (3 + 5 = 8 x ¾ = 6).
+22, Search +15, Spot +20, Survival +4 (+6 following Skills: A green hag has a +8 racial bonus on any
tracks), Tumble +17; Blind-Fight, Dodge, Flyby Attack, Swim check to perform some special action or avoid a
Great Flyby Attack, Improved Initiative, Improved hazard. It can always choose to take 10 on a Swim
Natural Attack, Weapon Finesse. check, even if distracted or endangered. It can use the
Immunity to Magic (Ex): A will-o’-wisp is run action while swimming, provided it swims in a
immune to most spells or spell-like abilities that allow straight line.
spell resistance, except magic missile and maze. Possessions: Cloak of resistance +2, courtier’s
Natural Invisibility (Ex): A startled or outfit, Heward’s handy haversack, mithral buckler +1,
frightened will-o’-wisp can extinguish its glow, mithral chain shirt +1, periapt of wisdom +6, potion of
effectively becoming invisible as the spell. alter self, spell component pouch with the necessary
spell components, tunic of steady spellcasting, 2
potions of displacement (fed to Fido and Sonny).
Encounter Seven Spells Known (6/6/5/5/4/3/2/1; DC = 16 + spell
Granny Mattie: Green Hag, Exp3/War1/Ur-Priest7; level [+1 Evil spells]); as 11th level caster: 0—create
CR 14; Medium Monstrous Humanoid; HD water, detect magic, guidance, light, mending,
9d8+3d8+1d8+7d8+20; hp 123; Init +1; Spd 30 ft., swim resistance; 1st—bless, cure light wounds, divine favor,
30 ft.; AC 29, touch 11, flat-footed 26; Base Atk/Grp: entropic shield, protection from good, shield of faith;
2nd—bear’s endurance, calm emotions, silence, wither

Of Blood and Bone Page 44


limb (2); 3rd—dispel magic (2), searing light, wrack (2);
4th—cure critical wounds, divine power, freedom of
movement, unholy blight; 5th—flame strike, Legion’s
curse of petty failing, righteous might; 6th—blade
barrier, heal; 7th—slime wave.

Fido and Sonny: Spellwarped Dire Tiger; CR 10;


Large aberration (augmented animal); HD 16d8+64; hp
147; Init +3; Spd 40 ft.; AC 20, touch 12, flat-footed 17;
Base Atk/Grp: +12/+26; Atk +22 melee (2d4+10, claw);
Full Atk +22/+17 melee (2d4+10, 2 claws) and +16
melee (2d6+5, bite); Space/Reach: 10ft./5 ft.; SA
Improved Grab, pounce, rake 2d4+5; SQ Lowlight
vision, scent, spell absorption, SR 27, displacement (as
spell, from potion); AL NE; SV Fort +14, Ref +13, Will
+11; Str 31, Dex 17, Con 19, Int 6, Wis 12, Cha 10.
Skills and Feats: Hide +8, Jump +16, Listen +6,
Move Silently +12, Spot +7, Swim +10; Alertness,
Improved Natural Attack (bite), Improved Natural
Attack (claw), Rapidstrike, Stealthy, Weapon Focus
(claw).
Improved Grab (Ex): To use this ability, a dire
tiger must hit with its bite attack. It can then start a
grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes
a hold and can rake.
Pounce (Ex): If a dire tiger charges, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +22 melee, damage
2d4+5.
Spell Absorption (Su): Whenever a spell fails to
penetrate a spellwarped creature’s spell resistance, the
creature gains one of the following benefits, chosen at
the time the spell resolves.
Might: The spellwarped creature gains a +4
enhancement bonus to Strength for one minute.
Agility: The spellwarped creature gains a +4
enhancement bonus to Dexterity for one minute.
Endurance: The spellwarped creature gains a +4
enhancement bonus to Constitution for one minute.
Life: The spellwarped creature gains temporary
hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature’s base speed
increases by a number of feet equal to 5X the level of
the failed spell
Resistance: The spellwarped creature gains
resistance 10 to one energy type (acid, cold, electricity,
fire or sonic).
Skills: Dire tigers have a +4 racial bonus on Hide
and Move Silently checks. In areas of tall grass of
heavy undergrowth, the Hide bonus improves to +7.

Of Blood and Bone Page 45


Judge Aid #1 – Bandit Camp Map

15’
A = Tunnel
B = Main Cavern
C = Nest/Treasury
D = Prisoners

C
B

Of Blood and Bone Page 46


Judge Aid #2 – Ballroom Map

Of Blood and Bone Page 47


Judge Aid #3 – Lower Level Map

5
4

8
a

6
7

Of Blood and Bone Page 48


Judge Aid #4 – New Rules Items
New Creatures
Gambol (Monster Manuel II, pp. 108−109; Revision Update Applied)
A gambol is a baboonlike primate that stands 9 feet tall and weighs more than 1,000 pounds. Its purple skin is
covered with dense, silky blue hair. A gambol has elongated jaws and a hairless, doglike muzzle. Gambols tumble into
combat, clawing and biting their foes. They take advantage of their reach to grapple and trip advancing foes. Their
constant maneuvering makes them difficult targets for foes attacking from a distance.
Large Magical Beast
Hit Dice: 8d10+16 (60 hp)
Initiative: +4
Speed: 30 ft., climb 15 ft.
AC: 18 (–1 size, +4 Dex, +5 natural); touch 13, flat-footed 14
Base Attack: +8/+18
Attack: +13 melee (2d8+6, bite)
Full Attack: +13 melee (2d8+6, bite) and +11 melee (1d4+3, 2 claws)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear aura, great leap
Special Qualities: Darkvision 60 ft., evasion, lowlight vision, masterful dodge, quickness.
Saves: Fort +8, Ref +12, Will +3
Abilities: Str 23, Dex 18, Con 15, Int 2, Wis 12, Cha 9
Skills: Balance +6, Climb +14, Jump +33, Tumble +15
Feats: Dodge, Lightning Reflexes, Multiattack
Climate/Terrain: Warm forest
Organization: Solitary, pack (5-20) or troop (21-40)
Challenge Rating: 5
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Fear Aura (Su): When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 13)
or become panicked for 1d6+1 rounds. Whether or not the save is successful, the creature is then immune to that
gambol’s howl for 24 hours. The howl is a sonic, mind-affecting fear effect.
Great Leap (Ex): A gambol gains a +25 bonus on Jump checks. Maximum distance restrictions do not apply to its
jumps.
Evasion (Ex): A gambol that makes a successful Reflex saving throw against an effect that would normally deal
half damage instead avoids damage altogether.
Quickness (Su): Although not particular dexterous, a gambol is supernaturally quick. It can take an extra attack or
move action each round, either before or after its normal action.
Masterful Dodge (Ex): As a free action once per round, a gambol can dodge one ranged weapon attack, one ranged
melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20). An attack
using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell
level to the DC. To use this ability, the gambol must be aware of the attack and not flat-footed.

New Template
Spellwarped Creature Template (Monster Manual III, pp. 162−163)
“Spellwarped” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant,
humanoid, magical beast, monstrous humanoid, plant or vermin (referred to hereafter as the base creature). A
spellwarped creature has all the base creature’s statistics and abilities except as noted here.
Size and Type: The creature’s type changes to aberration. Do not recalculate the creature’s hit dice, base attack
bonus, saves or skill points if its type changes. The creature gains the augmented subtype if necessary. Size is
unchanged.

Of Blood and Bone Page 49


Armor Class: Natural armor bonus improves by +2 (this stacks with any natural armor bonus the base creature
has).
Special Qualities: A spellwarped creature has all the special qualities of the base creature, plus the following
special qualities.
Spell Resistance (Ex): A spellwarped creature gains spell resistance equal to 11 + its Hit Dice. If the creature
already has spell resistance, use the greater of the two values.
Spell Absorption (Su): Whenever a spell fails to penetrate a spellwarped creature’s spell resistance, the creature
gains one of the following benefits, chosen at the time the spell resolves.
Might: The spellwarped creature gains a +4 enhancement bonus to Strength for one minute.
Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for one minute.
Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for one minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature’s base speed increases by a number of feet equal to 5X the level of the failed spell
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic).
Abilities: Increase the base creature as follows: Str +4, Dex +2, Con +2, Int +4.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 10, as base creature +1; HD 11 or more, as base creature
+2.
Alignment: Usually evil (any). Spellwarped creatures are typically selfish and cruel.

Ur−Priest Prestige Class (Complete Divine, pp. 70−72)


Ur-priests despise gods. However, a small number of them have learned to tap into divine power and use it for
their own needs without praying to or worshiping a deity. Instead, each day they go into a trance and mentally steal the
power that gods normally channel to devout clerics. Ur-priests are canny and cunning, never stealing too much power
from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again.
They learn to be resilient toward divine power and creative with energies that they steal. The greatest ur-priest
commands the level of power of the most powerful cleric, although he/she does not have the cleric’s variety of
spellcasting options.
A member of any class can become an ur-priest, even – and, in fact, eventually – an ex-cleric.
Ur-priests frequently work alone, although they occasionally find partnerships with members of other classes
useful. They do not congregate into anything resembling temples, for they fear that too many of them in one place
might draw unwanted divine attention. And of course they rarely associate with clerics or any other divine spellcaster,
whom they see as lackeys and who view them as abominations.
Hit Die: d8.

Requirements
To qualify to become an ur-priest, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Save Bonus: Fort +3, Will +3.
Skills: Bluff 6 ranks, Knowledge (arcana) 5 ranks, Knowledge (the planes) 5 ranks, Knowledge (religion) 8 ranks,
Spellcraft 8 ranks.
Feats: Iron Will, Spell Focus (evil).
Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously
possessed (as with an-ex cleric) that ability is forever forsaken. The character must be trained by another ur-priest.

Class Skills
The ur-priest’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int),
Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis) and Spellcraft (Int).
See Chapter 4 of the Player’s Handbook for skill description.
Skill Points at Each Level: 2 + Int Modifier.

Ur-Priest
Level Base Fort Ref Will Special ----------------Spells per Day----------------
Attack Save Save Save

Of Blood and Bone Page 50


Bonus 0 1 st 2nd 3rd 4th 5th 6th 7th 8th 9th
st
1 +0 +0 +0 +2 --- 4 2 --- --- --- --- --- --- --- ---
2nd +1 +0 +0 +3 Rebuke Undead 5 3 0 --- --- --- --- --- --- ---
3rd +2 +1 +1 +3 --- 5 3 1 0 --- --- --- --- --- ---
4th +3 +1 +1 +4 Divine Spell
Resistance 15 6 3 2 1 0 --- --- --- --- ---
5th +3 +1 +1 +4 --- 6 3 3 2 1 0 --- --- --- ---
6th +4 +2 +2 +4 Siphon Spell Power 6 3 3 3 2 1 0 --- --- ---
7th +5 +2 +2 +5 --- 6 4 3 3 3 2 1 0 --- ---
8th +6 +2 +2 +6 Divine Spell
Resistance 20 6 4 4 3 3 3 2 1 0 ---
9th +6 +3 +3 +6 6 5 4 4 4 4 3 2 1 0
10th +7 +3 +3 +7 Steal Spell-Like Ability 6 5 5 4 4 4 4 3 2 1

Class Features
All of the following are class features of the ur-priest prestige class.
Weapon and Armor Proficiency: Ur-priests are proficient with simple weapons, but not with armor or shields.
Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must
have a Wisdom score of at least 10 + the spell’ level, so an ur-priest with a Wisdom of 10 or lower cannot cast these
spells. Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level
+ Wisdom modifier. When the above table indicates that the ur-priest gets 0 spells per day of a given spell level, such as
0 2nd-level spells at 2nd level, the ur-priest gains only the bonus spells he/she would be entitled to based on his Wisdom
score for that spell level.
The ur-priest spell level is identical to the cleric spell list. An ur-priest has access to any spell on the list and
prepares those spells as a cleric, except that he does not pray for spell, he just takes them. An ur-priest casts spells as a
cleric does, except that unlike a cleric, he/she does not have the ability to spontaneously cast cure or inflict spells, nor
does he have domain spells or associated domain granted powers. He does not have restrictions on spells with
alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in
any other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don’t count).
Rebuke Undead: Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest
level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s
Handbook).
Divine Spell Resistance (Su): At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and
the spell-like abilities of outsiders. At 8th level, the ur-priest’s spell resistance increases to 20.
Siphon Spell Power (Ex): Because they steal whatever power they can, ur-priests learn to manipulate their energy
in ways that can confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower
level spell slots and use those spells to prepare a higher level spell. The higher level spell must be of a level the ur-priest
can cast. Only one exchange of this sort can be made each day. The levels of the lower level slots are totaled, then
reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-
priest who sacrifices a 3rd level spell and a 5th level spell can use that spell slot to prepare an additional 6th level spell (3 + 5
= 8 x ¾ = 6).
Steal Spell-Like Ability (Su): The most powerful ur-priests can use the same techniques that siphon off the gods’
spell power to steal the spell-like abilities of another creature. Once each day, when a creature with spell-like abilities is
within 50 feet of a 10th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for
himself. The ur-priest can use the spell-like abilities as often as the creature can, or three times per day, whichever is
less. The ur-priest uses the ability as the creature does with regards to caster level and save DCs. This ability only lasts
24 hours. The creature with the spell-like ability does not lose the ability when the ur-priest steals it. If an ur-priest tries
to steal a spell-like ability that is supernatural rather than spell-like, the attempt automatically fails.
For example, if an ur-priest is near a noble salamander, he can steal fireball and use it three times per day or steal
dispel magic and use it once that day. If he is near a pit fiend, he could steal teleport without error (self plus 50 pounds
of objects only) and use it three times per day, because the pit fiend can do it at will. He could even steal the pit fiend’s
wish ability, but because a pit fiend can only use wish once per day, the ur-priest would be similarly limited. He could
not steal that power again from any creature for one year.

Of Blood and Bone Page 51


Non-Core Feats
Great Flyby Attack [General]
Savage Species, p. 35.
Prerequisites: Fly speed, Flyby Attack.
Benefit: Using this feat is a full round action. When flying, you can move up to your fly speed in a straight line and
attack a number of opponents equal to your Dexterity bonus. All targets must be within your reach along the line of
your movement. Make one attack roll, add the appropriate modifiers, and compare the result to the AC of each
opponent you are attacking. If any hits are successful, make one damage roll and add the appropriate modifiers. Each
successful hit does the full damage to that creature; do not divide the result of the damage roll among the targets.
Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to
attacks of opportunity may take them.

Practiced Spellcaster [General]


Complete Divine, pp. 82-84.
Prerequisites: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond
your HD. However, even if you can’t benefit from the full bonus immediately, if you can later gain non-caster level HD
you may 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 does not
apply to your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and
increase the duration and other effects of your spells.
Special: You may select this feat multiple times, each time applying it to a different spellcasting class.

Rapidstrike [Monstrous]
Draconomicon, p. 73.
Prerequisites: Dex 9, one or more pairs of natural weapons, aberration, dragon, elemental, magical beast or plant type,
base attack +10.
Benefit: If you have a pair of natural weapons, such as two claws, two wings or two slams, you can make one extra attack
with one of those weapons at a –5 penalty. A creature with multiple limbs qualifies for this feat as well, such as a
creature with three arms and three claw attacks.

Spell Focus (Chaos, Evil, Good or Law)


Complete Divine, p. 84.
Prerequisites: Relevant alignment.
Benefit: Add +1 to the DC for all saving throws against any of your spells that have an alignment descriptor (chaos, evil,
good or law) that matches your alignment. This bonus does not stack with any other bonus from Spell Focus feats.
Special: This feat can be taken twice, choosing a different alignment descriptor each time.

Spontaneous Wounder
Complete Divine, p. 85.
Prerequisites: Wis 13, Knowledge (religion) 4 ranks, nongood alignment, able to cast any inflict wounds spell.
Benefit: You can use your spellcasting ability to spontaneously cast inflict spells (from you class spell list) just as a cleric
can. You may use this ability a total number of times per day equal to your Wisdom modifier.

New Spells
Curse of Petty Failing, Legion’s
Miniatures Handbook, p. 35
Necromancy; Level: Clr 5; Components: V, S, DF; Casting Time: 1 standard action; Range: Medium (100 ft. +
10ft./level); Target: Enemy creatures in a 20 ft.-radius-burst; Duration: 1 minute/level; Saving Throw: None; Spell
Resistance: Yes.
Multiple enemies out to medium range suffer -2 penalty on attack rolls and saving throws. The curse cannot be
dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse or wish spell.

Of Blood and Bone Page 52


Slime Wave
Complete Divine, pp. 180-181
Conjuration (Summoning); Level: Clr7, Drd7; Components: V, S, M; Casting Time: 1 standard action; Range: Close
(25 ft. + 5ft./2 levels); Target: 15 ft.-radius-burst; Duration: 1 round/level; Saving Throw: Reflex negates; Spell
Resistance: No.
A wave of green slime is created beginning at the range you choose and violently spreads to the limit of the area.
The wave splashes and splatters as it passes; some slime clings to any wall or ceiling. Green slime devours flesh and
organic materials on contact, and even dissolves metal. Each creature is covered with one patch of green slime for every
5 feet of its face. A patch of green slime deals 1d6 of temporary Constitution damage per round while it devours flesh.
Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of
wood. It does not harm stone.
On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device),
but after that it must be frozen, burned or cut away (applying damage to the victim as well). Extreme cold or heat,
sunlight or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell
evaporates, disappearing by the end of the duration. The Material component is a few drops of stagnant pond water.

Wither Limb
Book of Vile Darkness, p. 110
Necromancy [Evil]; Level: Clr 2, Sor/Wiz 2; Components: V, S; Casting Time: 1 standard action; Range: Close (25 ft.
+ 5ft./2 levels); Target: One humanoid creature with limbs; Duration: 1 round/level; Saving Throw: Fortitude
negates; Spell Resistance: Yes.
The caster chooses to wither either the arms of the legs of a subject. Withered legs force a character to fall prone
and make it impossible for him/her to move more than 5 feet per round. Withered arms make it impossible for a
character to use objects or cast spells with somatic components, and the subject must drop anything he/she was
holding. At the end of the spell’s duration, the limb returns to normal.

Wrack
Complete Divine, p. 190
Necromancy [Evil]; Level: Clr 3, Sor/Wiz 4; Components: V, S; Casting Time: 1 standard action; Range: Close (25 ft.
+ 5ft./2 levels); Target: One humanoid; Duration: 1 round/level; Saving Throw: Fortitude negates; Spell Resistance:
Yes.
A humanoid subject of the spellcaster’s choosing is wracked with such pain that he/she doubles over and collapses.
His face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind. For the duration of the
spell, the subject is considered helpless and cannot take actions.
Even when the spell ends, the subject is still visibly shaken and suffers a -2 penalty on attack rolls, saves and checks
for 3d10 minutes. The subject’s sight returns at the end of the spell’s duration.

New Magic Items


Tunic of Steady Spellcasting: The wearer of this tunic gains a +5 competence bonus on Concentration checks.
Despite the item’s name, its bonus applies on all Concentration checks, not just those made to cast spells. Faint
transmutation; CL: 3rd; Prerequisites: Craft Wondrous Item, bear’s endurance; Market Price: 2,500 gp; Complete
Adventurer, p. 136.

Of Blood and Bone Page 53


Critical Events Summary
FUR5-05 Of Blood and Bones
(Circle all appropriate; if this is a premiere, return to HQ)

1. Were the PCs disrespectful in the dream to the Priestess of Merikka? YES NO

2. In Encounter One:
a) What happened to Skrishnaak and Wurpox?
Killed Arrested Released
b) What happened to Tergg and Nalm?
Killed Arrested Released
c) What happened to Reverend Mother Chantilla?
Killed Released

3. Were the adventurers disrespectful to the old man? YES NO

4. In Encounter Three, what happened to the gnomish children?


Nothing Injured Slain

5. In Encounter Six, what happened to Phaermore D’Laron?


Escaped Arrested Injured Slain

6. In Encounter Seven:
a) What happened to Uncle Gorge?
Nothing Arrested Injured Slain
b) What happened to the children?
Rescued Injured Slain
c) What happened to Granny Mattie?
Escaped Arrested Injured Slain
d) What happened to Michel of Merikka?
Rescued Injured Slain

7. If successful, what was the fate of Rhovan Littlefield?


Nothing Arrested Injured Slain Executed

8. Additional comments? (Use the back of this paper, if necessary.)

Of Blood and Bone Page 54

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