Advanced Dungeons & Dragons

Dungeon Module  #L2

The Assassin’s Knot
by Leonard Lakofka

Product Number: 9057
Year Published: 1983

Converted from 1st Edition to 3rd Edition D&D
by Stephen Jung, jung@mbcl.rutgers.edu
Last Updated: 2/22/01

Summary of Conversion:  All monsters, NPCs, and new magic items have been converted to conform to 3rd Edition rules. Most guards have been changed from fighters to warriors, except the Captain of the Guard. Weapons for rogues and druids have been changed to fit the class restrictions from the Player’s Handbook.  Armor classes and hit points are adjusted for the 3rd Edition ability modifiers. Spells prepared are increased to account for bonus spells. Some characters are given ability scores from the NPC statistics section of the DUNGEON MASTER’S Guide, pages 49–57. Characters of 4th level and above have their ability score addition.
   The number of platinum pieces, silver pieces, and copper pieces have been halved to account for the doubling of value from 1st Edition to 3rd Edition. The ep (electrum piece) is worth 1/2 gp.

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Giant Octopus: CR 8; Large Animal (Aquatic); HD 8d8+8; hp 45; Init +2 (Dex); Spd 20 ft., swim 30 ft.; AC 18 (–1 size, +2 Dex, +7 natural); Atk +10 melee (1d4+5 [x8], 8 tentacle rakes), and +5 melee(1d8+2, bite); Reach 10 ft.; SA improved grab, constrict; SQ ink cloud, jet; AL N; SV Fort +7, Ref +8, Will +3; Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3.

Skills:Hide +11, Listen +4, Spot +4. A giant octopus can change colors, giving it a +4 racial bonus to Hide checks.
SA: Improved Grab (Ex)—To use this ability, the giant octopus must hit a Medium-size or smaller opponent with a tentacle rake. If it gets a hold, it can constrict; Constrict (Ex)—A giant octopus deals 2d8+6 points of damage with a successful grapple check against Medium-size or smaller creatures.
SQ: Ink Cloud (Ex)—A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer  the effects of total darkness; Jet (Ex)—A giant octopus can jet backward once a round as a double move action, at a speed of 200 feet.

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Martin: Male Human Druid 3; CR 3; Medium-Size Humanoid; HD 3d8+9; hp 27; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +2 leather armor, +1 ring of protection +1); Atk +4 melee (1d6, masterwork oak shillelagh); SA spells; SQ druid skills; AL N; SV Fort +6, Ref +4, Will +5; Str 13, Dex 17, Con 16, Int 12, Wis 14, Cha 15. Height 6 ft. 3 in., Weight 195 lb.

Skills and Feats: Animal Empathy +8, Knowledge (nature) +7, Profession (farmer) +10, Spellcraft +7, Wilderness Lore +8; Dodge, Scribe Scroll, Skill Focus (Profession).
SQ: Druid Skills (Su)—Nature Sense, Trackless Step, Woodland Stride.
Possessions: Leather armor, masterwork oak shillelagh, ring of protection +1, pouch with 1–20 gp and 1–15 sp.
Spells Prepared (4/3/2): 0—Create Water, Light, Purify Food & Drink, Read Magic; 1st—Animal Friendship, Cure Light Wounds, Shillelagh; 2nd—Charm Person or Animal, Speak with Animals.

Wolf: War Dog; CR 1; Medium-Size Animal; HD 2d8+4; hp 17; Init +2 (Dex); Spd 40 ft.; AC 16 (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); SQ scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*. * War dogs receive a +4 racial bonus to Wilderness Lore when tracking by scent.
SQ: Scent (Ex).

Lydia: Female Human Fighter 5; CR 5; Medium-Size Humanoid; HD 5d10+15; hp 35; Init +4 (Improved Initiative); Spd 60 ft. (boots of striding and springing), base 30 ft.; AC 16 (+6 bracers of armor +6); Atk +10 melee (1d8+6, 19–20/x2, longsword +2), or +5 ranged (1d4, 19–20/x2, dagger); AL LN; SV  Fort +7, Ref +1, Will +3; Str 14, Dex 11, Con 16, Int 13, Wis 14, Cha 18.

Skills and Feats: Climb +10, Jump +10, Profession (shopkeep) +10, Swim +8 (+10); Blind-Fight, Improved Initiative, Power Attack, Quick Draw, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: Boots of striding and springing, bracers of armor +6, dagger (2),longsword +2 (Int 15, Wis 12, Cha 12; empathic; detect good at will, detect evil at will; AL LN; Ego 8).

Gelmark: Male Human Fighter 2; CR 2; Medium-Size Humanoid; HD 2d10+2; hp 14; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 melee (1d8+2, 19–20/x2, longsword), and –1 melee (1d4, 19–20/x2, dagger); AL LN; SV Fort +4, Ref +1, Will –1; Str 15, Dex 13, Con 13, Int 15, Wis 9, Cha 17.

Skills and Feats: Climb +7, Jump +7, Profession (shopkeep) +4, Search (cc) +3 1/2, Swim +5 (+7); Combat Reflexes, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (dagger).
Possessions: Dagger, longsword.

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Eless: Male Human Cleric (Osprem) 2; CR 2; Medium-Size Humanoid; HD 2d8+4; hp 14; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +1 melee (1d8, heavy mace); SA spells; SQ turn undead; AL LN; SV Fort +5, Ref +1, Will +5; Str 10, Dex 13, Con 14, Int 12, Wis 15, Cha 8.

Skills and Feats:Concentration +6, Knowledge (religion) +5, Profession (winemaker) +8, Spellcraft +5, Swim (cc) +2; Scribe Scroll, Skill Focus (Profession).
SQ: Turn Undead (Su)—Eless can turn undead 2 times per day.
Possessions:Chainmail (not worn), heavy mace (not worn), small wooden shield (not worn), wooden holy symbol.
Spells Prepared (4/3): 0—Create Water, Light, Mending, Purify Food & Drink; 1st—Bless (2), Cure Light Wounds.
Domain Spell: 1st—Obscuring Mist. (Eless’domains are Law and Water.)

Grecko:  Male Human Cleric (Osprem) 1; CR 1; Medium-Size Humanoid; HD 1d8+1; hp 8; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +3 melee (1d8+3, trident); SA spells; SQ turn undead; AL LN; SV Fort +3, Ref +3, Will +3; Str 16, Dex 17, Con 12, Int 8, Wis 13, Cha 11.

Skills and Feats: Knowledge (religion) +3, Profession (winemaker) +3, Spellcraft +1, Swim (cc) +3 (+4); Martial Weapon Proficiency (trident), Skill Focus (Knowledge).
SQ: Turn Undead (Su)—Grecko can turn undead 3 times per day.
Possessions:Leather armor (not worn), small wooden shield (not worn), trident, wooden holy symbol.
Spells Prepared (3/2): 0—Create Water (2),Purify Food & Drink; 1st—Bless, Cure Light Wounds.
Domain Spell: 1st—Obscuring Mist. (Grecko’s domains are Law and Water.)

Lay brothers (4): Male Human Commoner 1; CR 1/2; HD 1d4; hp 6, 5, 4, 3; init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d6, club); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Knowledge (religion) (cc) +4, Spellcraft (cc) +2, Swim +4; Skill Focus (Knowledge), Light Armor Proficiency.
Possessions: Club.

Krak: Male Half-Orc Fighter 5; CR 5; Medium-Size Humanoid (Orc); HD 5d10+10; hp 47; Init +3 (Dex); Spd 20 ft. (chainmail +3), base 30 ft.; AC 21 (+3 Dex, +8  chainmail +3); Atk +12 melee (1d8+8 and +2d6 vs. good, 19–20/x2, unholy longsword +2); SQ darkvision; AL NE; SV Fort +6, Ref +4, Will +0; Str 19, Dex 17, Con 15, Int 10, Wis 8, Cha 7. Height 6 ft. 4 in., Weight 250 lb.

Skills and Feats: Craft (armorer) +8, Jump +8 (+12); Cleave, Combat Reflexes, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword).
SQ: Darkvision (Ex)—60 ft.
Possessions: Chainmail +3, unholy longsword +2 (Int 15, Wis 13, Cha 12; speaks Abyssal, Common, Orcish; detect good at will, detect secret doors  at will; levitation (wielder only, 10 minute duration, 3/day); AL NE; Ego 12), pouch with 2–200 gp.

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Ollie: Male Elf Wizard 1; CR 1; Medium-Size Humanoid (Elf); HD 1d4+2; hp 6; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk –1 melee (1d4–1, 19–20/x2, dagger); SA spells; SQ elven traits; AL CN; SV Fort +2, Ref +3, Will +2; Str 8, Dex 16, Con 15, Int 16, Wis 10, Cha 4.

Skills and Feats: Bluff +1, Concentration +6, Craft (tailor) +7, Knowledge (arcana) +7, Spellcraft +7; Combat Casting, Scribe Scroll.
SQ: Elven Traits (Ex).
Possessions:Dagger.
Spells Prepared (3/2): 0—Light, Mending (2); 1st—Charm Person (2).
Spellbook: 1st—Identify, Jump.

Beshkar: Female Human Wizard 3; CR 3; Medium-Size Humanoid; HD 3d4; hp 9; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +1 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +1, Ref +2, Will +4; Str 10, Dex 13, Con 11, Int 18, Wis 12, Cha 12.

Skills and Feats: Alchemy +10, Concentration +6, Knowledge (arcana) +10, Listen (cc) +6, Spellcraft +10, Spot (cc) +6, Swim (cc) +3; Alertness, Brew Potion, Run, Scribe Scroll.
Possessions: Alchemist’s lab, dagger, tanglefoot bag (2).
Spells Prepared (4/3/2): 0—Detect Magic, Flare, Light, Ghost Sound; 1st—Magic Missile, Shield, Sleep; 2nd—Web (2).
Spellbook: 2nd—Arcane Lock, Magic Mouth.

Bess:  Female Human Cleric (Xerbo) 1; CR 1; Medium-Size Humanoid; HD 1d8+2; hp 9; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +0 melee (1d8, trident); SA spells; SQ turn undead; AL CN; SV Fort +4, Ref +1, Will +4; Str 10, Dex 13, Con 14, Int 11, Wis 14, Cha 11.

Skills and Feats:Concentration +4, Knowledge (religion) +3, Spellcraft +3, Swim (cc) +1 (+2); Martial Weapon Proficiency (trident), Scribe Scroll.
SQ: Turn Undead (Su)—Bess can turn undead 3 times per day.
Possessions:Trident, wooden holy symbol.
Spells Prepared (3/2): 0—Create Water, Light, Purify Food & Drink; 1st—Cure Light Wounds (2).
Domain Spell: 1st—Calm Animals. (Bess’ domains are Animal and Water.)

Ohlatta: Female Human Wizard (illusionist) 4; CR 4; Medium-Size Humanoid; HD 4d4+4; hp 15; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+4 Dex, +2 bracers of armor +2); Atk +4 melee (1d4+2, 19–20/x2,dagger +1—Monstrous Humanoid Bane); SA spells; SQ psionics; AL LN; SV Fort +2, Ref +5, Will +5; Str 13, Dex 18, Con 13, Int 18, Wis 13, Cha 13.

Skills and Feats:  Appraise (cc) +7 1/2; Concentration +8, Craft (jeweler) +11, Craft (sculptor) +11, Knowledge (arcana) +11, Sense Motive (cc) +4 1/2, Spellcraft +11; Alertness, Craft Wondrous Item, Improved Initiative, Scribe Scroll.
SQ: Psionics (Sp)—At will: Augury and Clairaudience/Clairvoyance.  These abilities are as the spells cast by a 4th level sorceror. (save DC 11 + spell level)
Possessions: Bracers of armor +2, dagger +1—Monstrous Humanoid Bane, wand of fear (7 charges).
Spells Prepared (4/4+1/3+1): 0—Detect Poison, Light, Mending, Open/Close; 1st—Color Spray (2),  Hypnotism, Silent Image, Hold Portal; 2nd—Blindness/Deafness, Blur, Minor Image (2).
Spellbook: 1st—Obscuring Mist; 2nd—Magic Mouth, Misdirection.

Statue: CR 4; Large Construct; HD 6d10; hp 42; Init +0; Spd 30 ft.; AC 20 (–1 size, +11 natural); Atk +7 melee (1d6+2 [x6], 6 slams); Reach 10 ft.; SQ construct, damage reduction 5/+1; AL N; SV Fort +2, Ref +2, Will +2; Str 14, Dex 10, Con —, Int —, Wis 10, Cha 1.

SQ: Construct—Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

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Rollo: Male Human Wizard 1; CR 1; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +0, Ref +0, Will +2.

Skills and Feats: Craft (weaver) +6, Spellcraft +4, Use Rope (cc) +4; Scribe Scroll, Skill Focus (Craft), Skill Focus (Use Rope).
Possessions: Dagger, pouch with 1–10 sp.
Spells Prepared (3/1): 0—Ghost Hand, Mending, Open/Close;1st—Jump.
Spellbook: 1st—Identify, Unseen Servant.

Tess: Female Human Wizard 1; CR 1; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, 19–20/x2, dagger); SA spells; AL LN; SV Fort +0, Ref +0, Will +2.

Skills and Feats: Craft (weaver) +6, Spellcraft +4, Use Rope (cc) +4; Scribe Scroll, Skill Focus (Craft), Skill Focus (Use Rope).
Possessions: Dagger, pouch with 1–10 sp.
Spells Prepared (3/1): 0—Light, Mending, Open/Close;1st—Unseen Servant.
Spellbook: same as Rollo.

Quenex: Male Human Cleric (Xerbo) 3; CR 3; Medium-Size Humanoid; HD 3d8+9; hp 22; Init +1 (Dex); Spd 20 ft. (chainmail +1), base 30 ft.; AC 17 (+1 Dex, +6  chainmail +1); Atk +4 melee (1d8, heavy mace), or +4 melee (1d8, trident); SA spells; SQ turn undead; AL CN; SV Fort +6, Ref +2, Will +5; Str 15, Dex 13, Con 16, Int 14, Wis 15, Cha 10.

Skills and Feats:Concentration +8, Knowledge (religion) +8, Profession (fisherman) +8; Profession (sailor) +8; Spellcraft +8, Swim (cc) –7 (+5); Alertness, Martial Weapon Proficiency (trident), Scribe Scroll.
SQ: Turn Undead (Su)—Quenex can turn undead 3 times per day.
Possessions: Chainmail +1, heavy mace, silver holy symbol, trident, pouch with 2–40 ep.
Spells Prepared (4/3/2): 0—Create Water, Light, Mending, Purify Food & Drink; 1st—Bless, Cure Light Wounds (2); 2nd—Silence, Spiritual Weapon.
Domain Spells: 1st—Calm Animals; 2nd—Hold Animal. (Quenex’s domains are Animal and Water.)

Priska: Male Human Rogue 4; CR 4; Medium-Size Humanoid; HD 4d6; hp 18; Init +4 (Dex); Spd 30 ft.; AC 16 (+4 Dex, +2 ring of protection +2); Atk +8 ranged (1d4, 19–20/x2, dagger); SA sneak attack; SQ evasion, uncanny dodge; AL LN; SV Fort +1, Ref +8, Will +2; Str 10, Dex 18, Con 11, Int 13, Wis 13, Cha 6.

Skills and Feats: Bluff +5, Disable Device +11, Disguise +5, Gather Information +5, Hide +11, Listen +10, Move Silently +11, Pick Pocket +13, Search +8, Spot +10; Alertness, Run, Weapon Focus (dagger).
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Dagger (2), ring of protection +2.

In his home he has hidden a short sword +1 and a pouch with 250 gp (Search DC 20 to find)

Gimli: Male Dwarf Fighter 4; CR 4; Medium-Size Humanoid (Dwarf); HD 4d10+8; hp 34; Init +0; Spd 15 ft. (half-plate +1), base 20 ft.; AC 18 (+8 half-plate +1); Atk +12 melee (1d8+9, 20/x3,warhammer +2); SA dwarven traits; SQ dwarven traits; AL LE; SV Fort +6, Ref +1, Will +2; Str 20, Dex 10, Con 15, Int 14, Wis 8, Cha 8.

Skills and Feats:  Craft (weaponsmith) +9, Gather Information (cc) 4 1/2, Innuendo (cc) +2 1/2, Listen (cc) +2 1/2; Iron Will, Power Attack, Skill Focus (Gather Information), Weapon Focus (warhammer), Weapon Specialization (warhammer).
SA: Dwarven Traits (Ex).
SQ: Dwarven Traits (Ex).
Possessions: Half-plate +1, warhammer +2, pouch with 1–6 pp and 3–30 gp.

Relba: Female Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d4, 19–20/x2, masterwork dagger); AL LN; SV Fort +0, Ref +0, Will +0.

Skills and Feats: Alchemy (cc) +2, Profession (cook) +4, Listen +4, Swim +4; Alertness, Skill Focus (Swim).
Possessions: Masterwork dagger.

Hestal: Male Human Expert 4; CR 3; Medium-Size Humanoid; HD 4d6+4; hp 17; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 melee (1d4–1, 19–20/x2, masterwork dagger); AL LN; SV Fort +4, Ref +3, Will +5; Str 8, Dex 14, Con 13, Int 17, Wis 13, Con 11.

Skills and Feats: Alchemy +12, Appraise +10, Heal +8, Intimidate +7, Listen +8, Search +10, Sense Motive +8, Spot +8, Swim +6, Use Magic Device +7; Great Fortitude, Skill Focus (Alchemy), Toughness.
Possessions: Potion of polymorph self, masterwork dagger, pouch with 1–20 gp.

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Golfig: Male Human Warrior 3; CR 2; Medium-Size Humanoid; HD 3d8+6; hp 23; Init +2 (Dex); Spd 20 ft. (chainmail), base 30 ft.; AC 19 (+2 Dex, +5 chainmail, +2 large steel shield); Atk +6 melee (1d8+2, 19–20/x2, longsword), or +5 ranged (1d8, x3, longbow); AL CN; SV Fort +5, Ref +3, Will +0; Str 15, Dex 15, Con 14, Int 8, Wis 9, Cha 8.

Skills and Feats: Spot (cc) +4, Swim –5 (+8); Alertness, Point-Blank Shot, Weapon Focus (longsword).
Possessions: Chainmail, large steel shield, longbow with 20 arrows, longsword, pouch with 1–20 gp.

Tesh: Male Human Warrior 2; CR 1; Medium-Size Humanoid; HD 2d8; hp 9; Init +1 (Dex); Spd 20 ft. (chainmail), base 30 ft.; AC 17 (+1 Dex, +5 chainmail, +1 small steel shield); Atk +4 melee (1d8+1, 19–20/x2, longsword), or +3 ranged (1d8, x3, longbow); AL CN; SV Fort +3, Ref +1, Will +1; Str 13, Dex 13, Con 10, Int 10, Wis 11, Cha 7.

Skills and Feats: Listen (cc) +4 1/2, Spot (cc) +4 1/2, Swim –6 (+6); Alertness, Point-Blank Shot, Weapon Focus (longsword).
Possessions: Chainmail, longbow with 20 arrows, longsword, small steel shield, pouch with 1–12 gp.

Hestor: Male Human Cleric (Hextor) 2; CR 2; Medium-Size Humanoid; HD 2d8; hp 12; Init +1 (Dex); Spd 20 ft. (chainmail), base 30 ft.; AC 17 (+1 Dex,+5 chainmail, +1 small wooden shield); Atk +2 melee (1d8, light flail); SA spells; SQ turn undead; AL LN; SV Fort +3, Ref +1, Will +5; Str 10, Dex 13, Con 10, Int 11, Wis 15, Cha 11.

Skills and Feats:Concentration +5, Knowledge (religion) +5, Spellcraft +5; Combat Casting, Martial Weapon Proficiency (light flail, free), Scribe Scroll, Weapon Focus (light flail, free).
SQ: Turn Undead (Su)—Hestor can turn undead 3 times per day.
Possessions: Chainmail, light flail, small wooden shield, wooden holy symbol, pouch with 1–12 gp.
Spells Prepared (4/3): 0—Cure Minor Wounds, Detect Magic, Light, Read Magic; 1st—Cause Fear, Command, Cure Light Wounds.
Domain Spell: 1st—Magic Weapon. (Hestor’s domains are Law and War.)
I made him a cleric of Hextor, since the garrison consists of neutral and evil characters. Kord worshippers tend to be good.

53 Statue of Hextor

This is a statue of Hextor, the God of Tyranny.… The watcher will materialize as a nine foot tall fighter clad in chainmail and a long red cape, holding a giant flail.…  If the weapons are kept drawn, the next bolt of fire will hit one of the offenders for 8–48 (8d6) points of damage, Reflex save for half damage.

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Abraham d’Farmin: Male Human Fighter 4; CR 4; Medium-Size Humanoid; HD 4d10+8; hp 33; Init +2 (Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 bracers of armor +5); Atk +9 melee (1d8+8, 19–20/x2, longsword +1), or +7 ranged (1d4+3, 19–20/x2, dagger); SQ psionics; AL LN; SV Fort +6, Ref +3, Will +5; Str 17, Dex 14, Con 14, Int 14, Wis 18, Cha 15. Height 5 ft. 8 in., Weight 160 lb.

Skills and Feats:  Listen (cc) +7 1/2, Profession (innkeeper) +11, Ride +9, Sense Motive (cc) +7 1/2, Spot (cc) +7 1/2; Combat Reflexes, Point-Blank Shot, Precise Shot, Weapon Focus (dagger), Weapon Focus (longsword), Weapon Specialization (longsword).
SQ: Psionics (Sp)—At will:Clairaudience/Clairvoyance andDetect Evil. These abilities are as the spells cast by a 4th level sorceror. (save DC 12 + spell level)
Possessions: Bracers of armor +5,dagger (2), longsword +1, pouch with 1–4 gp, 2–20 ep, 1–15 sp, 2–20 cp.

Glami: Male Human Wizard 3; CR 3; Medium-Size Humanoid; HD 3d4+6; hp 17; Init +3 (Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 ring of protection +1); Atk +2 melee (1d4+1, 19–20/x2, dagger); SA spells; AL LE; SV Fort +3, Ref +4, Will +6; Str 12, Dex 16, Con 15, Int 16, Wis 17, Cha 13. Height 5 ft. 9 in., Weight 145 lb.

Skills and Feats:Concentration +7, Gather Information (cc) +4, Knowledge (arcana) +8, Listen (cc) +6, Profession (barkeep) +8, Spellcraft +8, Spot (cc) +5; Combat Casting, Scribe Scroll, Silent Spell, Spell Focus (transmutation).
Possessions: Dagger, ring of protection +1, pouch with 1–12 gp.
Spells Prepared (4/3/2): 0—Cure Minor Wounds, Detect Magic, Light, Read Magic; 1st—Charm Person, Ray of Enfeeblement, Shocking Grasp;2nd—Invisibility, Web.
Spellbook: same as Arrness.

James: Male Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, 19–20/x2, dagger); AL CN; SV Fort +0, Ref +2, Will +0. Height 5 ft. 5 in., Weight 105 lb.

Skills and Feats: Climb +4, Listen +2, Profession (barkeep) +2, Spot +2, Swim +2; Lightning Reflexes, Run.
Possessions: Dagger.

Balmar: Male Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +0 melee (1d4, 19–20/x2, dagger); AL LN; SV Fort +0, Ref +3, Will +0; Dex 17. Height 5 ft., Weight 85 lb.

Skills and Feats: Climb +4, Listen +2, Perform +1, Spot +3, Swim +4; Run, Skill Focus (swim).
Possessions: Dagger.

Falpir: Male Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 5; Init +0; Spd 30 ft.; AC 10; Atk +0 melee (1d4, 19–20/x2, dagger); AL LN; SV Fort +1, Ref +2, Will +0; Con 12. Height 4 ft. 10 in., Weight 95 lb.

Skills and Feats: Climb +3, Listen +2, Handle Animal +3, Spot +2, Swim +2; Lightning Reflexes, Run.
Possessions: Dagger.

Rillis: Female Human Commoner 1; CR 1/2; Medium-Size Humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk none; AL LN; SV Fort +0, Ref +2, Will +0; Cha 17. Height 5 ft. 3 in., Weight 110 lb.

Skills and Feats: Bluff (cc) +4, Listen +2, Profession (cook) +4, Spot +2, Swim +2; Lightning Reflexes, Run.

Wilfong: Male Human Rogue 3; CR 3; Medium-Size Humanoid; HD 3d6+6; hp 17; Init +3 (Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 ring of protection +1); Atk +3 melee (1d6+1, 19–20/x2, short sword), and +1 melee (1d4+1, 19–20/x2, dagger), or +5 ranged (1d4+1, 19–20/x2, dagger); SA sneak attack; SQ evasion, uncanny dodge; AL LN; SV Fort +3, Ref +6, Will +3; Str 13, Dex 16, Con 15, Int 15, Wis 15, Cha 10. Height 5 ft. 3 in., Weight 110 lb.

Skills and Feats:  Appraise +8, Bluff +6, Escape Artist +9, Hide +9, Move Silently +9, Open Lock +9, Pick Pockets +9, Profession (gambler) +8, Search +8, Sense Motive +8, Spot +8; Ambidexterity, Two-Weapon Fighting, Weapon Finesse (short sword).
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Dagger (3), medallion of thoughts, ring of protection +1, short sword, pouch with 11–30 gp and 11–20 sp, 100 gp gemin boot heel.

Philmar: Male Human Rogue 3; CR 3; Medium-Size Humanoid; HD 3d6+6; hp 17; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Atk +5 melee (1d6+1, 19–20/x2, short sword), or +5 ranged (1d4+1, dart); SA sneak attack; SQ evasion, uncanny dodge; AL LE; SV Fort +3, Ref +6, Will +2; Str 13, Dex 16, Con 14, Int 15, Wis 13, Cha 8. Height 5 ft. 5 in., Weight 115 lb.

Skills and Feats:  Bluff +5, Disguise +5, Handle Animal (cc) +2, Hide +9, Innuendo (send) +9, Innuendo (receive) +7, Move Silently +9, Open Lock +9, Pick Pockets +11, Search +8, Spot +7, Wilderness Lore (cc) +4; Dodge, Track, Weapon Finesse (short sword).
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Dart (6), leather armor, short sword, pouch with 3–30 gp.

Oscar: Male Human Rogue 3; CR 3; Small Humanoid; HD 3d6+6; hp 12; Init +2 (Dex); Spd 20 ft.; AC 15 (+1 size, +2 Dex, +2 leather armor); Atk +5 melee (1d6, 19–20/x2, short sword), or +5 ranged (1d4, sling); SA sneak attack; SQ evasion, uncanny dodge; AL NE; SV Fort +3, Ref +5, Will +2; Str 10, Dex 15, Con 15, Int 14, Wis 13, Cha 7. Height 3 ft. 4 in., Weight 70 lb.

Skills and Feats:  Bluff +4, Disguise +4, Gather Information +4, Hide +8, Innuendo (send) +0, Innuendo (receive) +7, Listen +9, Move Silently +8, Open Lock +8, Pick Pockets +10, Search +8, Spot +9; Alertness, Dodge, Weapon Finesse (short sword).
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Short sword, sling with 20 bullets, pouch with 2–40 gp.

“Captain” Basmar: Male Human Rogue 4; CR 4; Medium-Size Humanoid; HD 4d6+12; hp 25; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Atk +3 melee (1d8+2, 19–20/x2, longsword), and +4 melee (1d4+2, 19–20/x2, unholy dagger +1); SA sneak attack; SQ evasion, uncanny dodge; AL LE; SV Fort +6, Ref +9, Will +6; Str 14, Dex 16, Con 16, Int 15, Wis 17, Cha 5. Height 6 ft., Weight 170 lb.

Skills and Feats:  Bluff +4, Craft (trapmaking) +9, Disable Device +9, Disguise +4, Hide +10, Innuendo (send) +12, Innuendo (receive) +10, Move Silently +10, Open Lock +10, Profession (sailor) +9, Search +9, Spot +10; Ambidexterity, Martial Weapon Proficiency (longsword), Two-Weapon Fighting.
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Cape of resistance +2 (same as cloak of resistance), leather armor, longsword, necklace of fireballs (Type I), unholy dagger +1, pouch with 6 pp, 4–40 gp.

page 12
An individual room rents for 6 sp per night for the first character, and an additional 3 sp for each additional character, thus four people in a room would cost 15 sp a night.

On the back of the third drawer (these items can be found only if the drawer is removed) are 4 individual platinum pieces and a gem valued at 50 gp.

page 13
Basmar keeps his door trapped with a hair-trigger crossbow aimed at a height ofthree feet. It will fire when the door is opened more than 60° (thus it can be bypassed if the door is opened just enough to let someone in). Bolt Trap: CR 2; +10 ranged (1d8 and Medium-size spider venom, 19–20/x2); Search (DC 20); Disable Device (DC 20). Note:  200-ft. max range, target determined randomly from those in its path.

If the characters search (DC 18), they will notice a slight bulge under the carpet.

The bottom drawer contains a masterwork disguise kit.… Another drawer contains three applications of Medium-size spider venom. Attached to the  underside of the table is a leather tube (2 in. x 18 in.) with a leather cap. Inside are 15 pp and six gems each valued at 25 gp.

Ale 9 cp	Meals: noon to 2	1–10 sp
Beer 4 cp	7 PM to 10 PM	1–10 sp
Mead 4 sp
Wine 5–8 sp	Rooms: 6 sp + 3 sp per extra guest

page 14
The door to the cellar is not only mechanically locked (DC 20), it is arcane locked(DC 15) as well.

In the back of the drawer, a scroll may be found. It contains the spells jump, mirror image, and web(caster level 7).

It is a puzzle box—anyonewho attempts it (one chance only) must succeed at an Open Lock check or an Intelligence check (DC 22). The attempt takes 1d8+4 minutes even if successful. Inside are 280 gp, 375 ep, and 237 sp. The box cannot be broken easily, but hitting it hard enough will break the locking puzzle (Strength check, DC 20).

Note that the bed must be moved and the rug pulled back before the secret door down to14  can be found (DC 20). The trap door is locked (DC 25), the lock is below the floorboards and must be located (DC 20) and then picked.

The only horse in the barn at this time is a light war horse.

Light war horse: CR 1; Large Animal; HD 3d8+9; hp 21; Init +1 (Dex); Spd 60 ft.; AC 14 (–1 size, +1 Dex, +4 natural); Atk +4 melee (1d4+3 [x2], 2 hooves), and –1 melee (1d3+1, bite); Face 5 ft. by 10 ft.; SQ scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.

Skills: Listen +7, Spot +7.
SQ: Scent (Ex).

page 15
Harper: Male Human Cleric (Osprem) 9; CR 9; Medium-Size Humanoid; HD 9d8; hp 31; Init +0; Spd 30 ft.; AC 18 (+8 bracers of armor +8); Atk +6/+1 melee (1d6,  quarterstaff +1), or +7/+2 melee (1d4+1, light hammer +2); SA spells; SQ turn undead; AL LN; SV Fort +6, Ref +3, Will +10; Str 9, Dex 10, Con 11, Int 14, Wis 18, Cha 17. Height 5 ft. 10 in., Weight 175 lb.

Skills and Feats:  Concentration +12, Heal +16, Knowledge (religion) +14, Spellcraft +14, Swim (cc) +5; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Martial Weapon Proficiency (light hammer), Scribe Scroll.
SQ: Turn Undead (Su)—Harper can turn undead 6 times per day.
Possessions: Bracers of armor +8, light hammer +2, quarterstaff +1, ring of spell turning, ring of water walking, silver holy symbol.
Spells Prepared (6/5/5/4/3/1): 0—Create Water, Cure Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic;1st—Bless, Bless Water, Cure Light Wounds, Endure Elements, Random Action; 2nd—Augury, Find Traps, Hold Person, Resist Elements, Silence; 3rd—Dispel Magic, Locate Object, (a), (b); 4th—(c), (d), (e); 5th—(f).
Domain Spells: 1st—Obscuring Mist; 2nd—Calm Emotions; 3rd—Water Breathing; 4th—Control Water; 5th—Dispel Chaos. (Harper’s domains are Law and Water.)

Third level spells he might pray for:
1. Continual Flame, 2. Deeper Darkness,3. Remove Blindness/Deafness,4. Remove Disease, 5. Prayer, 6. Glyph of Warding (Hold Person), 7. Remove Curse,8. Speak with Dead.

Fourth level spells he might pray for:
1. Cure Critical Wounds, 2. Divination, 3. Restoration, 4. Repel Vermin, 5.  Control Water, 6. Neutralize Poison, 7. Sending,8. Tongues.

Fifth level spells he might pray for:
1. Atonement,2. Commune, 3.Flame Strike, 4. Insect Plague, 5. Plane Shift, 6. Break Enchantment, 7. Raise Dead, 8. True Seeing.

Harmin: Male Human Cleric (Osprem) 6; CR 6; Medium-Size Humanoid; HD 6d8+18; hp 49; Init +4 (Dex); Spd 20 ft. (half-plate +1), base 30 ft.; AC 23 (+8  half-plate +1, +3 large steel shield +1, +2 ring of protection +2); Atk +9 melee (1d8+5, trident +2), or +9 ranged (1d4+3, 19–20/x2, masterwork dagger); SA spells; SQ turn undead; AL LN; SV Fort +8, Ref +6, Will +8; Str 17, Dex 18, Con 16, Int 12, Wis 17, Cha 15. Height 5 ft. 10 in., Weight 165 lb.

Skills and Feats:Concentration +12, Knowledge (religion) +10, Spellcraft +10, Swim (cc) –8 1/2 (+6 1/2); Brew Potion, Combat Casting, Martial Weapon Proficiency (trident), Scribe Scroll.
SQ: Turn Undead (Su)—Harmin can turn undead 5 times per day.
Possessions: Half-plate +1, large steel shield +1, masterwork dagger, ring of freedom of movement, ring of protection +2, silver holy symbol, trident +2, pouch with 20 ± 2–20 gp.
Spells Prepared (5/4/4/2): 0—Create Water, Detect Magic, Light, Read Magic, Resistance; 1st—Command, Cure Light Wounds, Entropic Shield, Sanctuary; 2nd—Augury, Darkness, Hold Person, Spiritual Weapon; 3rd—Dispel Magic, Prayer.
Domain Spells: 1st—Protection from Chaos; 2nd—Calm Emotions; 3rd—Water Breathing. (Harmin’s domains are Law and Water.)

page 16
Basil: Male Human Cleric (Osprem) 4; CR 4; Medium-Size Humanoid; HD 4d8+8; hp 29; Init +1 (Dex); Spd 20 ft. (chainmail +2), base 30 ft.; AC 20 (+1 Dex, +7  chainmail +2, +2 masterwork large steel shield); Atk +6 melee (1d8+3, heavy mace +1); SA spells; SQ turn undead; AL LN; SV Fort +6, Ref +2, Will +7; Str 14, Dex 12, Con 14, Int 13, Wis 16, Cha 13.

Skills and Feats:Concentration +8, Diplomacy +4, Knowledge (religion) +7, Spellcraft +7, Swim (cc) –8 1/2 (+5 1/2); Brew Potion, Combat Casting, Scribe Scroll.
SQ: Turn Undead (Su)—Basil can turn undead 4 times per day.
Possessions: Chainmail +2, heavy mace +1, masterwork large steel shield, silver holy symbol, pouch with 1–20 gp.
Spells Prepared (5/4/3): 0—Create Water, Cure Minor Wounds, Light, Mending, Purify Food and Drink; 1st—Bless, Cause Fear, Cure Light Wounds, Protection from Chaos; 2nd—Delay Poison, Find Traps, Hold Person.
Domain Spells: 1st—Obscuring Mist; 2nd—Calm Emotions. (Basil’s domains are Law and Water.)

Lothar: Male Human Rogue 5; CR 5; Medium-Size Humanoid; HD 5d6+10; hp 29; Init +3 (Dex); Spd 30 ft.; AC 17 (+3 Dex, +2 leather armor, +2 ring of protection +2); Atk +7 melee (1d8+4, 19–20/x2, longsword +1), or +7 ranged (1d6+4, throwing axe +1), or +6 ranged (1d4+3, 19–20/x2, dagger); SA sneak attack; SQ evasion, uncanny dodge; AL LE; SV Fort +3, Ref +7, Will +2; Str 17, Dex 17, Con 15, Int 13, Wis 12, Cha 5.

Skills and Feats:  Bluff +5, Climb +11, Craft (trapmaking) +9, Disable Device +9, Disguise +5, Gather Information +5, Hide +11, Move Silently +11, Open Lock +11, Profession (gardener) +9; Martial Weapon Proficiency (longsword).
SA: Sneak Attack (Ex)—+3d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Amulet of proof against detection and location, dagger (2), leather armor, longsword +1, ring of protection +2, throwing axe +1.

All of the following clerics have these in common:
Cleric: Male Human Cleric (Osprem); Medium-Size Humanoid; SA spells; SQ turn undead; AL LN; Str 1d8+6, Dex 1d8+6, Con 1d8+6, Int 1d8+8, Wis deduce from spell list, Cha 1d8+8.

Feats: Scribe Scroll.
Possessions: Wooden holy symbol, pouch with 3–18 gp.
Domain Spell: 1st. (Choose 2 domains from Law, Travel, Water.)

Second level adepts:
Name	Armor	AC	hp	Weapons/spells
Thyme	Chain & shield	4	15	trident (m), heavy mace
Create Water, Cure Minor Wounds, Light, Read Magic; Cause Fear, Cure Light Wounds.
Samster	Chain	5	14	dagger, trident (m)
Create Water, Detect Magic, Resistance, Read Magic; Command (2), Cure Light Wounds.
Wilcox	Chain & shield	4	13	light flail (m), heavy mace
Create Water, Light, Purify Food and Drink, Read Magic; Divine Favor, Shield of Faith, Summon Monster I.
Pingbo	Chain	5	12	heavy mace, quarterstaff
Create Water, Guidance, Read Magic, Virtue; Cure Light Wounds (3).
Brait	Chain & shield	4	11	heavy mace +1, trident (m)
Create Water, Detect Magic, Detect Poison, Read Magic; Cure Light Wounds, Detect Chaos, Protection from Chaos.

First level acolytes:
Frunk	S. leather  & shield	6	8	heavy mace, trident (m)
Create Water, Mending, Read Magic; Cure Light Wounds (2).
Alister	S. leather & shield	6	7	light flail (m), quarterstaff
Create Water, Detect Magic, Read Magic; Bless, Entropic Shield.
Warmen	Chain & shield	4	7	heavy mace, quarterstaff
Create Water, Light, Read Magic; Deathwatch, Detect Chaos.
Latool	Leather & shield	5	5	heavy mace, trident (m)
Create Water, Light, Read Magic; Bless, Detect Chaos.

page 17
The door is trapped with a crossbow that can be disarmed if the door is only opened a few inches. Bolt Trap: CR 2; +10 ranged (1d8, 19–20/x2); Search (DC 20); Disable Device (DC 20). Note: 200-ft. max range, target determined randomly from those in its path.

page 18
Balmorrow: Male Human Bard 6; CR 6; Medium-Size Humanoid; HD 6d6+12; hp 36; Init +7 (+3 Dex, +4 Improved Initiative); Spd 20 ft. (chainmail +2), base 30 ft.; AC 20 (+3 Dex, +7 chainmail +2); Atk +9 melee (1d8+4, longsword +2—Guardian Blade); SA spells; SQ bardic music, bardic knowledge; AL CN; SV Fort +4, Ref +8, Will +8; Str 15, Dex 17, Con 15, Int 16, Wis 16, Cha 16. Height 5 ft. 10 in., Weight 175 lb.

Skills and Feats:Concentration +11, Disguise +12, Gather Information +12, Hide+6 (+10), Knowledge (local) +8, Listen +12, Perform +12, Pick Pockets +3 (+7), Speak Language (Elven), Spellcraft +12; Ambidexterity, Dodge, Improved Initiative, Weapon Focus (longsword).
SQ: Bardic Music (Ex)—Inspire Courage, Countersong, Fascinate, Inspire Confidence, Suggestion; Bardic Knowledge (Ex).
Possessions: Boots of speed, chainmail +2, longsword +2—Guardian Blade,ring of counterspells (charm person), pouch with 4–40 gp.
Spells Known (cast 3/4/3) Arcane spell failure 30%: 0—Dancing Lights, Detect Magic, Ghost Sound, Light, Prestidigitation, Read Magic; 1st—Charm Person, Grease, Silent Image, Ventriloquism; 2nd—Enthrall, Silence, Sound Burst.

Winky:  Male Blink Dog; CR 2; Medium-Size Magical Beast; HD 4d10; hp 34; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 natural, +3 Dex); Atk +4 melee (1d6, bite); SQ blink, dimension door, scent; AL LG; SV Fort +4, Ref +7, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 13,Cha 11.

Skills and Feats: Hide +8, Listen +8, Sense Motive +5, Spot +8; Iron Will.
SQ: Blink (Su)—A blink dog can blink as the spell cast by an 8th-level sorceror, and can evoke or end the effect as a free action; Dimension Door (Su)—A blink dog can teleport asdimension door  cast by an 8th-level sorceror, once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Willis: Male Human Wizard (illusionist) 3; CR 3; Medium-Size Humanoid; HD 3d4+3; hp 11; Init +4 (Dex); Spd 30 ft.; AC 14 (+4 Dex); Atk +2 melee (1d4, 19–20/x2, masterwork dagger); SA spells; AL LN; SV Fort +2, Ref +5, Will +4; Str 10, Dex 18, Con 13, Int 17, Wis 13, Cha 15. Height 6 ft. 1 in., Weight 165 lb.

Skills and Feats:  Concentration +7, Diplomacy (cc) +5, Knowledge (arcana) +9, Perform (cc) +5, Search (cc) +6, Spellcraft +9; Alertness, Scribe Scroll, Silent Spell, Spell Focus (illusion).
Possessions: Masterwork dagger, pouch with 1–12 gp.
Spells Prepared (4/3+1/2+1): 0—Dancing Lights, Light, Mage Hand, Prestidigitation;1st—Change Self, Color Spray, Hypnotism, Ventrilquism; 2nd—Invisibility (3).
Spellbook: 1st—Silent Image; 2nd—Magic Mouth.

Phyllis: Female Human Wizard 3; CR 3; Medium-Size Humanoid; HD 3d4+3; hp 12; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2bracers of armor +2); Atk +1 melee (1d4–1, 19–20/x2, masterwork dagger); SA spells; AL LN; SV Fort +2, Ref +2, Will +4; Str 9, Dex 13, Con 13, Int 17, Wis 14, Cha 16. Height 5 ft. 5 in., Weight 110 lb.

Skills and Feats: Concentration +7, Diplomacy (cc) +6, Knowledge (arcana) +9, Perform (cc) +6, Search (cc) +6, Spellcraft +9; Alertness, Dodge, Scribe Scroll, Silent Spell.
Possessions: Masterwork dagger, pouch with 2–20 gp.
Spells Prepared (4/3/2): 0—Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation;1st—Enlarge, Unseen Servant, Ventriloquism; 2nd—Detect Thoughts, Rope Trick.
Spellbook: 1st—Alarm; 2nd—Glitterdust.

Black Beauty: Raven Familiar; CR —; Tiny Magical Beast; HD 1; hp 6; Init +2 (Dex); Spd 10 ft, fly 40 ft. (average); AC 16 (+2 size, +2 natural, +2 Dex); Atk +3 melee (1d2–5, claws); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ speaks one language, grant Alertness, improved evasion, share spells, empathic link, touch; AL LN; SV Fort +2, Ref +4, Will +5; Str 1; Dex 15; Con 10; Int 7; Wis 14; Cha 6.

Skills and Feats: Listen +6, Spot +6; Weapon Finesse (claws).
SQ: Grant Alertness (Su), Improve Evasion (Su), Share Spells (Su), Empathic Link (Su), Touch (Su).

Marvin, Wilbur, and Arthur:Male Human Thief 1; CR 1; Medium-Size Humanoid; HD 1d6; hp 4, 3, 6; Init +0, +0, +3 (Dex); Spd 30 ft.; AC 10, 10, 13 (+3 Dex); Atk +0 melee (1d4, 19–20/x2, dagger); SA sneak attack; AL CN; SV Fort +0, Ref +2/+2/+5, Will +0; average or slightly below average stats, except Arthur’s Dex 16.

Skills and Feats:  Climb +4, Disable Device +4, Hide +4/+4/+7, Move Silently +4/+4/+7, Open Lock +4/+4/+7, Pick Pocket +4/+4/+7, Profession (stagehand) +4, Search +4, Spot +6; Alertness, Dodge.
SA: Sneak Attack (Ex)—+1d6.
Possessions: Dagger, pouch with 2–40 ep.

The theater building itself is of good stone construction. The windows are heavily barred (Str check, DC 22) and can be shuttered.

page 19
One of the boys will sell tickets from the locked booth, which contains a strongbox holding 1–4 gp and 1d20 + 20 sp.

Like the theater, the house is made of good stone constructioon and its windows are heavily barred (Str check, DC 22). Furtheerm the door is fire trapped  (Damage 1d4+3). Just inside the door is an electrical glyph of warding (Damage 5d8), placed by Harper, the high priest.

Under the dressing table is  an extensive makeup kit (equivalent to 3 disguise kits) containing jars of grease paint whose colors correspond to the flesh tones of elves, dwarves, gnomes, goblins, hobgoblins, orcs, and men.

page 20
Arrness: Female Human Wizard 6; CR 6; Medium-Size Humanoid; HD 6d4+18; hp 31; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+1 Dex, +3  bracers of armor +3); Atk +6 melee (1d4+2, 19–20/x2, masterwork dagger), or +4 ranged (1d4+2, dart); SA spells; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 12, Con 16, Int 18, Wis 13, Cha 12. Height 5 ft. 4 in., Weight 120 lb.

Skills and Feats:  Alchemy +11, Concentration +10, Diplomacy (cc) +4 1/2, Handle Animal (cc) +5 1/2, Knowledge (arcana) +13, Knwoledge (astronomy) +10, Knowledge (local) +13, Spellcraft +13; Brew Potion, Empower Spell, Improved Initiative, Leadership, Scribe Scroll, SilentSpell.
Possessions: Arrness’s crown, bracers of armor +3, cloak of resistance +2, dart (6), masterwork dagger.
Spells Prepared (4/4/4/3): 0—Daze, Detect Poison, Mage Hand, Open/Close; 1st—Charm Person, Charm Person  (silent), Magic Missile(silent), Magic Missile(empowered), Ray of Enfeeblement, Reduce, Sleep; 2nd—Invisibility, Web; 3rd—Hold Person, Slow.
Spellbook: 1st—Enlarge, Shield, Shocking Grasp; 2nd—Arcane Lock, Magic Mouth, 3rd—Fly, Protection from Elements.

Arrness uses the undetectable alignment power first thing in the morning.

Tellish: Male Human Cleric (Hextor) 4/Rogue 5; CR 9; Medium-Size Humanoid; HD 4d8+5d6+27; hp 49; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 21 (+4 Dex, +7 bracers of armor +7); Atk +9/+4 melee (1d6+4, 19–20/x2,short sword +2), and +7 melee (1d6+2, x3, handaxe +1), or +11/+6 melee (1d10+4, 19–20/x2, heavy flail +2); SA spells, sneak attack; SQ rebuke undead, evasion, uncanny dodge; AL LE; SV Fort +8, Ref +9, Will +8; Str 14, Dex 18, Wis 16, Con 16, Int 16, Wis 16, Cha 9. Height 5 ft. 10 in., Weight 155 lb.

Skills and Feats: Bluff +5, Climb +7, Concentration +10, Craft (trapmaking) +7, Disable Device +7, Disguise +8 1/2,  Forgery +7, Heal +8, Hide +11 1/2, Innuendo (send) +9, Innuendo (receive) +7, Knowledge (religion) +10, Move Silently +7, Open Lock +7, Search +7, Spellcraft +10; Ambidexterity, Improved Initiative, Martial Weapon Proficiency (handaxe), Martial Weapon Proficiency (heavy flail, free), Two-Weapon Fighting, Weapon Focus (heavy flail, free), Weapon Focus (short sword).
SA: Sneak Attack (Ex)—+3d6
SQ: Rebuke Undead (Su)—Tellish can rebuke undead 2 times per day, Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Bracers of armor +7, cloak of etherealness, handaxe +1, heavy flail +2, short sword +2 Int 14, Wis 15, Cha 8; speaks Auran, Common, Infernal; see invisible at will, detect secret doors at will; AL LE; Ego 8), silver unholy symbol.
Spells Prepared (5/4/3): 0—Detect Magic, Guidance, Inflict Minor Wounds, Light, Purify Food and Drink; 1st—Bane, Cause Fear, Command, Cure Light Wounds; 2nd—Darkness, Find Traps, Hold Person, Silence.
Domain Spells: 1st—Protection from Chaos; 2nd—Spiritual Weapon. (Tellish’s domains are Law and War.)

I converted Tellish according to the official D&D Conversion Guide. I gave him an extra level to make him the highest level rogue in the Assassins’ Guild. He is also a cleric of Hextor, rather than Kord, because Kord’s clerics cannot be evil.

Ascue: Male Half-Orc Cleric (Hextor) 3/Fighter 4; CR 7; Medium-Size Humanoid (Orc); HD 3d8+4d10; hp 32; Init +1 (Dex); Spd 20 ft. (chainmail +1), base 30 ft.; AC 21 (+1 Dex, +6 chainmail +1, +4large wooden shield +2); Atk +12/+7 melee (1d8+7, x3, battleaxe +1); SQ darkvision; AL LE; SV Fort +8, Ref +3, Will +6; Str 18, Dex 12, Wis 14, Con 11, Int 13, Wis 14, Cha 7. Height 6 ft. 2 in., Weight 210 lb.

Skills and Feats:Concentration +3, Knowledge (religion) +4, Jump +7 (+11), Ride (horse) +8, Spellcraft +4, Swim –1 (+11); Combat Casting, Mounted Combat, Power Attack, Scribe Scroll, Weapon Focus (battleaxe), Weapon Specialization (battleaxe).
SQ: Darkvision (Ex)—60 ft.
Possessions: Battleaxe +1, chainmail +1, large wooden shield +2, silver unholy symbol.
Spells Prepared (4/3/2): 0—Detect Poison, Guidance, Purify Food and Drink, Virtue; 1st—Bless, Command, Cure Light Wounds; 2nd—Resist Elements, Summon Monster II.
Domain Spells: 1st—Protection from Good; 2nd—Spiritual Weapon. (Ascue’s domains are Evil and War.)

He is also a cleric of Hextor, rather than Kord, because Kord’s clerics cannot be evil.

*Armax: Female Human Wizard 4; CR 4; Medium-Size Humanoid; HD 4d4; hp 14; Init +0; Spd 30 ft.; AC 14 (+4 bracers of armor +4); Atk +3 melee (1d4, 19–20/x2, masterwork dagger); SA spells; AL LN; SV Fort +3, Ref +1, Will +7; Str 10, Dex 10, Con 11, Int 18, Wis 16, Cha 14. Height 5 ft. 3 in., Weight 120 lb.

Skills and Feats:  Concentration +7, Knowledge (arcana) +11, Search (cc) +7 1/2, Sense Motive (cc) +6 1/2, Spot (cc) +6 1/2, Spellcraft +11; Combat Casting, Great Fortitude, Scribe Scroll, Still Spell.
Possessions: Bracers of armor +4, masterwork dagger, wand of hold person (6 charges), pouch with 2–20 gp, 2–9 sp.
Spells Prepared (4/4/3): 0—Daze, Detect Magic, Mage Hand, Open/Close; 1st—Alarm, Charm Person,  Magic Missile, Magic Missile (still), Shield; 2nd—Invisibility, Levitate.
Spellbook: 1st—Detect Undead, Expeditious Retreat, Identify, Summon Monster I; 2nd—Knock, Shatter.

*Falbore: Male Human Cleric (Hextor) 4; CR 4; Medium-Size Humanoid; HD 4d8; hp 16; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 20 (+1 Dex, +5 masterwork chainmail, +4  large wooden shield +2); Atk +7 melee (1d8+2, masterwork light flail), or +5 melee (1d8+2,heavy mace); SA spells; SQ rebuke undead; AL LE; SV Fort +4, Ref +2, Will +6; Str 14, Dex 13, Con 11, Int 13, Wis 15, Cha 14. Height 5 ft. 9 in., Weight 160 lb.

Skills and Feats:  Concentration +8, Intimidate (cc) +5 1/2, Knowledge (religion) +7, Spellcraft +7; Combat Casting, Martial Weapon Proficiency (light flail, free), Scribe Scroll, Silent Spell, Weapon Focus (light flail, free).
SQ: Rebuke Undead (Su)—Falbore can rebuke undead 5 times per day.
Possessions: Heavy mace, large wooden shield +2,masterwork chainmail, masterwork light flail, silver unholy symbol, pouch with 2–40 gp, 3–30 ep, 2–20 sp.
Spells Prepared (5/4/3): 0—Cure Minor Wounds, Detect Magic, Inflict Minor Wounds, Light, Resistance; 1st—Cure Light Wounds (2), Doom, Entropic Shield; 2nd—Darkness, Hold Person, Resist Elements.
Domain Spells: 1st—Magic Weapon; 2nd—Calm Emotions. (Falbore’s domains are Law and War.)

He is also a cleric of Hextor, rather than Kord, because Kord’s clerics cannot be evil.

page 21
*Sangster: Male Human Rogue 4; CR 4; Medium-Size Humanoid; HD 4d6+12; hp 24; Init +3 (Dex); Spd 30 ft.; AC 17 (+3 Dex, +2 leather armor, +2 small wooden shield +1); Atk +6 melee (1d8+2, 19–20/x2, masterwork longsword), or +6 ranged (1d4+2, 19–20/x2, dagger); SA sneak attack; SQ evasion, uncanny dodge; AL LE; SV Fort +4, Ref +7, Will +3; Str 14, Dex 16, Con 16, Int 16, Wis 14, Cha 12. Height 5 ft., 8 in., Weight 145 lb.

Skills and Feats: Bluff +8, Climb +9, Craft (trapmaking) +10, Disable Device +10, Disguise +8, Hide +10, Innuendo (send)  +11, Innuendo (receive) +9, Intimidate +10, Move Silently +10, Open Lock +10, Search +10, Spot +9; Combat Reflexes, Martial Weapon Proficiency (longsword), Shield Proficiency.
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Dagger (4), leather armor, masterwork longsword, small wooden shield +1, pouch with 2–20 ep, 1–15 sp.

*Gellius: Male Human Rogue 3; CR 3; Medium-Size Humanoid; HD 3d6+6; hp 20; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, +2 leather armor, +1  ring of protection +1); Atk +7 melee (1d6+4, 19–20/x2, short sword +1), or +4 ranged (1d4+3, dart); SA sneak attack; SQ evasion, uncanny dodge; AL NE; SV Fort +3, Ref +5, Will +3; Str 17, Dex 15, Con 14, Int 13, Wis 15, Cha 8. Height 6 ft., 1 in., Weight 200 lb.

Skills and Feats:  Bluff +5, Craft (trapmaking) +7, Disable Device +7, Disguise +5, Hide +8, Innuendo (send) +9, Innuendo (receive) +7, Move Silently +8, Open Lock +8, Search +7, Spot +8; Combat Reflexes, Improved Initiative, Weapon Focus (short sword).
SA: Sneak Attack (Ex)—+2d6.
SQ: Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus.
Possessions: Dart (12), leather armor, ring of protection +1, short sword +1, pouch with 3–30 ep, 2–20 sp.

Relmak:  Male Half-Orc Cleric (Hextor) 1; CR 1; Medium-Size Humanoid (Orc); HD 1d8; hp 7; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 17 (+5 chainmail, +2 large wooden shield); Atk +1 melee (1d8, light flail); SA spells; SQ darkvision, rebuke undead; AL LE; SV Fort +2, Ref +0, Will +4; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 14, Cha 8–14.

Skills and Feats:Concentration +4, Knowledge (religion) +4; Martial Weapon Proficiency (light flail, free), Scribe Scroll, Weapon Focus (light flail, free).
SQ: Rebuke Undead (Su)—Relmak can rebuke undead 3 times per day.
Possessions: Chainmail, large wooden shield, light flail, wooden unholy symbol, pouch with 2–12 gp, 1–15 sp.
Spells Prepared (3/2): 0—Detect Magic, Inflict Minor Wounds, Light; 1st—Command, Cure Light Wounds.
Domain Spells: 1st—Protection from Good.(Relmak’s domains are Evil and War.)

He is a cleric of Hextor, rather than Kord, because Kord’s clerics cannot be evil.

Geltuck:  Male Human Cleric (Hextor) 1; CR 1; Medium-Size Humanoid; HD 1d8; hp 7; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 17 (+5 chainmail, +2 large wooden shield); Atk +1 melee (1d8, light flail); SA spells; SQ rebuke undead; AL LE; SV Fort +2, Ref +0, Will +4; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 14, Cha 8–14.

Skills and Feats:Concentration +4, Knowledge (religion) +4, Spellcraft +4; Combat Casting, Martial Weapon Proficiency (light flail, free), Scribe Scroll, Weapon Focus (light flail, free).
SQ: Rebuke Undead (Su)—Geltuck can rebuke undead 3 times per day.
Possessions: Chainmail, large wooden shield, light flail, wooden unholy symbol, pouch with 3–18 ep.
Spells Prepared (3/2): 0—Detect Poison, Inflict Minor Wounds, Light; 1st—Command, Cure Light Wounds.
Domain Spells: 1st—Magic Weapon. (Geltuck’s domains are Evil and War.)

He is a cleric of Hextor, rather than Kord, because Kord’s clerics cannot be evil.

Trell:  Male Human Cleric (Hextor) 1; CR 1; Medium-Size Humanoid; HD 1d8; hp 6; Init +0; Spd 20 ft. (chainmail), base 30 ft.; AC 15 (+5 chainmail); Atk +1 melee (1d8, light flail); SA spells; SQ rebuke undead; AL LE; SV Fort +2, Ref +0, Will +2; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 10–12, Cha 8–14.

Skills and Feats:Concentration +4, Knowledge (religion) +4, Spellcraft +4; Combat Casting, Martial Weapon Proficiency (light flail, free), Scribe Scroll, Weapon Focus (light flail, free).
SQ: Rebuke Undead (Su)—Trell can rebuke undead 3 times per day.
Possessions: Chainmail, light flail, wooden unholy symbol, pouch with 3–18p.
Spells Prepared (3/2): 0—Guidance, Inflict Minor Wounds, Light; 1st—Cause Fear.
Domain Spells: 1st—Protection from Good. (Trell’s domains are Evil and War.)

He is a cleric of Hextor, rather than Kord, because Kord’s clerics cannot be evil.

Rogan: Male Gnome Rogue 1; CR 1; Small Humanoid (Gnome); HD 1d6+2; hp 8; Init +3 (Dex); Spd 20 ft.; AC 16 (+1 size, +3 Dex, +2 leather armor); Atk +4 melee (1d6, 19–20/x2, short sword), or +4 ranged (1d4, 19–20/x2, dagger); SA sneak attack, gnome traits, possible cantrips; SQ gnome traits; AL LE; SV Fort +2, Ref +5, Will +0; Str 8–14, Dex 17, Con 15, Int 8–14, Wis 8–14, Cha 8–14.

Skills and Feats: Bluff +4, Craft (trapmaking) +4, Disable Device +4, Disguise +4, Hide +11, Move Silently +7, Open Lock +7, Search +4; Weapon Finesse (short sword).
SA: Sneak Attack (Ex)—+1d6, Gnome Traits (Ex), Cantrips (Sp)—Only if Int 10+.
SQ: Gnome Traits (Ex).
Possessions: Dagger (4), leather armor, short sword, pouch with 2–20 ep.

Thomas: Male Human Rogue 1; CR 1; Medium-Size Humanoid; HD 1d6; hp 4; Init +0; Spd 30 ft.; AC 12 (+2 leather armor); Atk +0 melee (1d8, 19–20/x2, longsword), or +0 ranged (1d4, dart); SA sneak attack; SQ ; AL CE; SV Fort +0, Ref +2, Will +0; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 8–14, Cha 8–14.

Skills and Feats: Bluff +4, Climb +4, Craft (trapmaking) +4, Disable Device +4, Disguise +4, Hide +8, Move Silently +4, Open Lock +4, Search +4; Blind-Fight, Martial Weapon Proficiency (longsword).
SA: Sneak Attack (Ex)—+1d6.
Possessions: Dart (6), leather armor, longsword, pouch with 3–30 ep.

Holga: Female Human Wizard 1; CR 1; Medium-Size Humanoid; HD 1d4+1; hp 4; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 11 (+1 Dex); Atk +1 ranged (1d4–1, dart); SA spells; AL LE; SV Fort +1, Ref +1, Will +4; Str 9, Dex 13, Con 12, Int 16, Wis 15, Cha 17. Height 5 ft. 2 in., Weight 105 lb.

Skills and Feats: Alchemy +7, Concentration +5, Diplomacy (cc) +5, Gather Information (cc) +5, Knowledge (arcana) +7, Spellcraft +7; Alertness, Improved Initiative, Scribe Scroll.
Possessions: Dart (6), pouch with 4–40 gp.
Spells Prepared (3/2): 0—Mage Hand, Open/Close, Ray of Frost;1st—Shield, Sleep.
Spellbook: 1st—Magic Missile.

Servants
Name	occupation	weapon	AC	hp
1. Yelda	cook	dagger	10	3
2. Gorg (Half-Orc)	maid	dagger	10	4
3. Torrel	stable-boy	dagger	13	4
4. Pobo	clean-up	none	10	3
The four servants are 1st-level commoners. They have stats of Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 8–14, Cha 8–14. Torrel has a Dex of 16. They have no armor and carry 1–20 sp.

1st-level commoners and orcs are not literate in any way.

The Castle Guards
2nd-level Warriors
Warrior 2; CR 1; Medium-Size Humanoid; HD 2d8; Base Init +0; Base SV Fort +3, Ref +0, Will +0; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 8–14, Cha 8–14.

Skills and Feats: 10 skill points (15 for humans); 1 feat (2 for humans).
Name	Race	AL	Weapon	Atk/Dmg Bonus	Armor	AC	hp	Stats
1. Thull	Human	LE	longsword	+5/+3	ch&s	16	16	Str 16
			longbow	+2/+0
2. Nelb	Elf	LN	longsword	+2/+0	ch&s	19	14	Dex 17
			longbow	+5/+0
3. Gorsk	Half-Orc	NE	longsword	+6/+4	ch&s	16	11	Str 19
			javelin	+2/+4
1st-level Warriors
Warrior 1; CR 1/2; Medium-Size Humanoid; HD 1d8; Base Init +0; Base SV Fort +2, Ref +0, Will +0; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 8–14, Cha 8–14.

Base Skills and Feats: 8 skill points (12 for humans); 1 feat (2 for humans).
Name	Race	AL	Weapon	Atk/Dmg Bonus	Armor	AC	hp	Stats
4. Tesp	Dwarf	NE	short sword	+1/+0	ch&s	16	6
			lt. crossbow	+1/+0
5. Golmar	Human	NE	short sword	+1/+0	ch&s	16	7
			longbow	+1/+0
6. Paulis	Human	NE	longsword	+1/+0	ch&s	19	10	Dex 16, Con 14
7. Garm	Human	LN	longsword	+1/+0	ch	15	5
			longbow	+1/+0
8. Fargo	Human	LN	halberd	+1/+0	ch	15	6
			short sword	+1/+0
9. Torp	Human	LN	longspear	+1/+0	ch	15	7
			dagger	+1/+0
10. Harth	Human	LN	longsword	+1/+0	ch	15	6
11. Harp	Human	LN	longsword	+1/+0	sl&s	14	7
			lt. crossbow	+1/+0
12. Trell	Human	LN	longsword	+1/+0	sl&s	14	5
			lt. crossbow	+1/+0
1st-level Orc Warriors
Orc Warrior 1; CR 1/2; Medium-Size Humanoid (Orc); HD 1d8; Init +0; SQ darkvision, light sensitivity; SV Fort +2, Ref +0, Will –1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.

Skills and Feats: Listen +2, Spot +2; Alertness.
Name	Race	AL	Weapon	Atk/Dmg Bonus	Armor	AC	hp
13. Gorg	Orc	LE	longsword	+3/+2	ch	15	7
			shortspear	+1/+2
14. Gulk	Orc	LE	club	+3/+2	ch	15	5
			shortspear	+1/+2
15. Frag	Orc	LE	club	+3/+2	ch	15	8
			shortspear	+1/+2
16. Kusk	Orc	LE	club	+3/+2	sl&s	14	5
			shortspear	+1/+2
17. Borp	Orc	LE	club	+3/+2	sl&s	14	5
			shortspear	+1/+2
18. Yuck	Orc	LE	club	+3/+2	sl&s	14	8
19. Tresk	Orc	LE	longsword	+3/+2	ch&s	16	8
			shortspear	+1/+2
1st-level Warrior
Half-Orc Warrior 1; CR 1/2; Medium-Size Humanoid (Orc); HD 1d8; Base Init +0; Base SV Fort +2, Ref +0, Will +0; Str 8–14, Dex 8–14, Con 8–14, Int 8–14, Wis 8–14, Cha 8–14.

Base Skills and Feats: 8 skill points; 1 feat.
Name	Race	AL	Weapon	Atk/Dmg Bonus	Armor	AC	hp	Stats
20. Glup	Half-Orc	LE	longsword +1	+2/+1	ch&s	16	8
			shortspear	+1/+0
Notes on the guards. Armor types: ch = chainmail, ch&s = chainmail & small wooden shield, sl&s = studded leather armor & small wooden shield. Shortspears are assumed to be thrown weapons. Female characters are in italics.

Guards who were NM (Normal Men) under 1st Ed rules were changed to 1st-level warriors. 1st-level commoners don’t make good guards. Orc guards are Orc warriors from the  Monster Manual.

page 22
Also on the north  wall is a raack holding a dozen shortspears. On a table near the west door is a large basket holding a dozen arrows and a dozen crossbow bolts. In the front curve of the room are four large wooden shields, four warhammers, a short bow and a light crossbow.

page 23
The room holds six large rocks and six shortspears. A characters throwing rocks or spears down into the entryway below has one-half cover. The rocks do 2–12 points of bludgeoning damage. Targets not directly beneath the hole may gain a cover bonus.

In the bran are six light war horses and their tack, harness, riding saddles and leather barding. It takes 1–4 minutes to saddle a horse and 5 minutes to properly put on the barding.

Light warhorses (6): CR 1; Large Animal; HD 3d8+9; hp 29, 28, 26, 25, 23, 22; Init +1 (Dex); Spd 60 ft.; AC 14 (–1 size, +1 Dex, +4 natural); Atk +4 melee (1d4+3 [x2], 2 hooves), and–1 melee (1d3+1, bite); Face 5 ft. by 10 ft.; SQ scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.

Skills: Listen +7, Spot +7.
SQ: Scent (Ex).

War Dogs (2):  CR 1; Medium-Size Animal; HD 2d8+4; hp 19, 11; Init +2 (Dex); Spd 40 ft.; AC 16 (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); SQ scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.

Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*. * War dogs receive a +4 racial bonus to Wilderness Lore when tracking by scent.
SQ: Scent (Ex).

page 24
The chests contain clothing and the following treasure (the number matches the number of the guard on the garrison roster): 1) 20 gp, 2) 84 ep, 3) 18 gp, 4) 28 ep, 5) three gems worth 10 gp each, 6) 20 gp and one gem. This gem is paste but looks real (500 gp). A successful Appraise check (DC 12) reveals it is worthless.

The figure is a dummy filled with a mixture of flour and pepper. If it is damaged (AC 5, hardness 0, hp 1), it will burst, flooding the area for five feet with flour and pepper. The striking character must make a Fort save (DC 10) or sneeze for 1–3 rounds.

Gellius’chest has a poison needle trap: CR 2; +8 ranged (1, plus small centipede poison); Search (DC 22); Disable Device (DC 20).… There is a woman’s wig and a disguise kit as well. In the false top (Search, DC 20) of the chest is a 100 gp gem.

Both doors are usually locked. The doors have good locks (DC 30). The door that leads to the hallway is trapped from inside—a spring-fired dagger above the door shoots straight down 2 rounds after the door is opened more than a few inches. Poison dagger trap: CR 2; +8 ranged (1–4, 19–20/x2, plus greenblood oil poison); Search (DC 22); Disable Device (DC 20). The trap is easlily seen from inside the room.

In Sangster’s chest is an assortment of clothing, two wigs, a disguise kit, some shoes, and a girdle that is heavily padded to make the wearer look about 20 pounds heavier. Beneath the chest is a secret compartment (Search, DC 20). A loose floor brick canbe removed to find a bag containing 220 gp and a 50 gp gem. The bag covers a hole that hides a centipede.

Tiny Monstrous Centipede: CR 1/8; Tiny Vermin; HD 1/4 d8; hp 1; Init +2 (Dex); Spd 20 ft.; AC 14 (+2 size, +2 Dex); Atk +4 melee (1d3–5 and poison, bite); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SA poison; SQ vermin; AL N; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2.

page 25
At night the door is locked (DC 25), and during any emergency it is barred as well. The DC to break it is 25.

In the southeast corner of the room is a suit of half-plate and halberd.

The suit of armor is badly rusted and useless. The halberd is partially cut through (Spot or Craft (Weaponsmith), DC 15) and will break if a blow is struck with it.

The back door is carved with the face of a lion that holds a door knocker in its mouth. If a dwarf, gnome, elf or halfling stands in front of the door the trap activates. Lightning blast:  CR 2; 5-ft.-wide, 10-ft.-long blast (2d6); Reflex save (DC 13) avoids; Search (DC 26); Disable Device (DC 25). This trap only works once an hour. The door is locked and barred (DC to break 25).

The stairs have a blast glyph of warding (fire, 2d8 damage, Reflex save (DC 16)).

The dais is magical. Upon the command “Fire” from someone on one of the chairs, everyone on the dais is under the effect of the spell protection from elements  (caster level 6) as long as they remain on the dais. The dais itself will begin to flame instantly. Anyone moving onto the dais after this will take 3d4 damage per round from the flames, no save; and items exposed to the three foot flames must make a Fort  save or suffer damage. The dais will flame for seven rounds, but cannot be activated again for a full day.

In the southwest corner is a suit of breastplate armor with a shortspear.

page 26
The cabinet is magical and trapped. Its door is protected by a blast glyph of warding (fire, 2d8 damage, Reflex save (DC 16)).… Magic can be detected from the armor due to the scroll of shocking grasp and web (caster level 8) stored inside the breastplate.

The chapel is dominated by a statue of Hextor, the God of Tyranny. Hextor is a massive six-armed figure dressed in heavy gauntlets, a wide girdle, and large boots. He bears a black (painted) heavy flail.

A detect magic spell will reveal emanations from the altar and the pedestal. The dagger is magical and evil.… The dagger is a ceremonial unholy dagger +2  (Int 16, Wis 12, Cha 10; semiempathic; wielder has free use of Improved Initiative; AL LE; Ego 9).

The leopard statues are magical and evil. If a good character passes between them, or if they hear the word “Kill,” they will animate, attacking a good character if possible or a neutral one otherwise. They will not attack an evil character even if commanded to do so.

Leopard statues (2):  CR 3; Medium-Size Magical Beast; HD 3d8+6; hp 27, 27; Init +4 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+4 Dex, +1 natural); Atk +6 melee (1d6+3, bite), and +1 melee (1d3+1 [x2], 2 claws); SA pounce, improved grab, rake; SQ scent, poison immunity; AL NE; SV  Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.

Skills: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6. Leopards receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. * In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
SA: Pounce (Ex)—If a leopard leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action; Improved Grab (Ex)—To use this ability, the leopard must hit with its bite attack. If it gets a hold, it can rake; Rake (Ex)—A leopard that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the leopard pounces on an opponent, it can also rake.
SQ: Scent (Ex); Poison Immunity (Ex).

The broadswords are trapped so that if one is removed, the other will fall. The character removing one would have to make a successful Spot check (DC 20), then a successful Dex check (DC 15) to catch the falling sword. This trap can be detected and removed  normally (DC 20).

A ladder bolted to the south wall rises to a trap door above. This level contains a spear rack holding 8 shortspears and four daggers.

The lock of the north door is trapped with a poison needle trap:  CR 2; +8 ranged (1, plus giant wasp poison); Search (DC 22); Disable Device (DC 20). The doorway itself is protected by a fire blast glyph of warding (3d8 damage) and the dragon statuette on the north wall.

The southeast door to the tower (29) is also trapped. A character cannot find the trap from the tower side until thedoor is opened a few inches. If the inspection is made the trap may be found (DC 20). A lareg spiked iron ball is suspended from the ceiling. The ball will be released and will swing into the open doorway as the door is opened. CR 3; +8 melee (4d4, plus giant wasp poison); Search (DC 20), Disable Device (DC 20).

The east door (to Arrness’ room) is arcane locked.

By the north door is a statue of a hobgoblin in full scale mail with a large wooden shield and half-spear.

The bed is normal. Beneath it are a pair of daggers and a rapier.

The bottle of liquid on the table is laced with oil of taggit poison.

Dragon statue: CR 2; AC 7 (–5 immobile, +2 size); hardness 8; hp 18; Atk 20 ft long cone (3d6, flame (3/day), Reflex save (DC 15) for half damage).

The windows are closed at night, barred and locked in place (DC 20 to break). The door is trapped. The table in fron t of the window has a single drawer. Inside is a very compete disguise kit.

The chest, which is unlocked, contains a suit of battered scale mail, a small wooden shield, some weapons (dagger, longsword, light crossbow, handaxe, battleaxe and light mace) and a worn set of studded leather armor.

page 28
Under the table can be found Tellish’s sword and handaxe (his flail if he is not playing his clerical role). The weapons are stored inside a locked (DC 30), lead-lined secret compartment (Search, DC 20).

Both doors into this bedroom are arcane locked (caster level 6).

The raven is not a familiar, but a trained bird. It can speak and will say “welcome” to anyone coming into the room. The only other phrases it knows are “not yet”  and “almost dear.” The bird is not chained and can fly around the room.

Raven: CR 1/8; Tiny Animal; HD 1/4 d8; hp 2; Init +2 (Dex); Spd 10 ft., fly 40 ft. (average); AC 14 (+2 size, +2 Dex); Atk +4 melee (1d2–5, claws); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6.

Skills and Feats: Listen +6, Spot +6; Weapon Finesse (claws).

Hidden beneath the bed is a acage in which Arrness keeps a spider.

Small Monstrous Spider: CR 1/2; Small Vermin; HD 1d8; hp 4; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex); Atk +4 melee (1d4–2 and poison, bite); SA poison; SQ vermin; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2.

Skills and Feats: Climb +10, Hide +14, Jump +4, Spot +11; Weapon Finesse (bite).
SA: Poison (Ex)—DC 11, Initial damage 1d3 Str, Secondary damage 1d3 Str.
SQ: Vermin (Ex)—Immune to mind-influencing effects.

The cage door is held by a thread attached to the bed ruffle, which hangs to the floor (Search DC 20). Thus lifting the ruffle without searching will open the cage and release the spider. Arrness wears a scent that the spider finds repulsive so it will never attack her.

The second drawer is trapped with a packet of dust of sneezing and choking (Search, DC 20; Disable Device, DC 20).

The stairway door is always locked (DC 25) and arcane locked. The door to the balcony is also locked (DC 25).

Note the secret closet next to the door to the stairs. Arrness fire trapped  this door (using a scroll) so she can pass through it without harm. Anyone else will take 1d4+8 damage (caster level 8). Inside the closet is a coffer containing 140 gp, 430 ep, and 400 sp.

Beneath one of the padded chairs is a scroll of sleep, shield, and shocking grasp (caster level 7).

Zombies (2): CR 1/2; Medium-Size Undead; HD 2d12+3; hp 19, 14; Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); SQ undead, partial actions only; AL N; SV Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.

Feats: Toughness.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Partial Actions Only (Ex)—Zombies have poor reflexes and can only perform partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).

An invisible zombie guards this room. It will not attack Tellish, Arrness, or any guard commander.

Zombie:CR 1/2; Medium-Size Undead; HD 2d12+3; hp 20; Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); SQ undead, partial actions only; AL N; SV Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.

Feats: Toughness.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability  damage, energy drain, or death from massive damage,Partial Actions Only (Ex)—Zombies have poor reflexes and can only perform partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).

Hidden in the wall behind the ladder at a height of 10 ft. is a secret compartment (Search, DC 20). A small box inside contains a ring of feather falling and a necklace of fireballs with three gemstones remaining (a 3-dice, a 5-dice, and a 7-dice missile).

page 29
The door is made of iron and is dfficult to break open (DC 28). It has a pair of good locks (DC 30). Just inside the door on the floor is a fire blast glyph of warding  (4d8 damage, caster level 8).

Chest 1. Neither lock (DC 25) is trapped. Inside are 54 pp and 1330 gp. Mixed into the loose coins is a silver ring of clumsiness.

Chest 2. Neither lock is trapped but both are good (DC 30). Inside are 3440 ep.

Chest 3. The padlock (DC 25) is trapped. Poison needle trap: CR 2; +8 ranged (1, plus large scorpion venom); Search  (DC 22); Disable Device (DC 20). The lock (DC 25) on the chest is not trapped. Inside are 2225 sp. The false top of the chest (Search, DC 20) holds twenty gems: 8 x 50 gp, 8 x 100 gp, 4 x 250 gp.

Chest 4. Neither lock is special (DC 25). The chest holds chainmail +2, a heavy flail +1, a  heavy mace +1, six crossbow bolts +2, and four potions (cure serious wounds, enlarge (at 5th level),fly, and  invisibility).

Two floor stones have been removed under the leopard skin rug, so someone stepping on the rug will fall or trip (Search, DC 20).… The bottle of liquid beside the bed is a   potion of gaseous form.

The back of the cabinet is false (Search, DC 20) and inside its secret compartment hangs a blue cloak. Behind the cloak hangs a belt and a dagger +1—Elf Bane.

The cabinet on the left wall contains men’s clothing and two vestments that show the symbol of Hextor, God of Tyranny. On the top shelf of the cabinet is a coffer holding 5 pp, 92 gp and 140 ep. In the back of the cabinet is a normal light flail. Beaneath the table, held somewhat loosely by candle wax, is a wand of hold person with 4 charges. Near the other end of thte table is a scroll case that holds a scroll of cure serious wounds  (caster level 5).

The door to the room is locked (DC 25) at all times.

The bottles are made from 1-inch thick glass.… The secret door (Search, DC 20) leads to a long passage that goes to the outside.

The large trapdoor is invisible from outside. The passage is guarded at each end by a zobie. The zombies will allow Arrness or Tellish to pass.

Zombies (2): CR 1/2; Medium-Size Undead; HD 2d12+3; hp 19, 14; Init –1 (Dex); Spd 30 ft.; AC 11 (–1 Dex, +2 natural); Atk +2 melee (1d6+1, slam); SQ undead, partial actions only; AL N; SV Fort +0, Ref –1, Will +3; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.

Feats: Toughness.
SQ: Undead—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; Partial Actions Only (Ex)—Zombies have poor reflexes and can only perform partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).

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This room is usually occupied by an ogre guard, Gress.

Gress: Male Ogre; CR 2; Large Giant; HD 4d8+8; hp 36; Init –1 (Dex); Spd 30 ft.; AC 16 (–1 size, –1 Dex, +5 natural, +3 hide armor); Atk +8 melee (2d6+7, huge greatclub); Reach 10 ft.; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.

Skills and Feats: Climb +4, Listen +2, Spot +2; Weapon Focus (greatclub).
Possessions: Huge greatclub, huge hide armor, ring of delusion (ring of evasion), pouch with 104 ep and a 20 gp gem.

The room is 85% likely to contain 1–4 dire rats who have a hole in the south wall.

Dire Rat (1–4):  CR 1/3; Small Animal; HD 1d8+1; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (1d4 and disease, bite); AL N; SA disease; SQ scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.

Skills and Feats: Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite).
SA: Disease (Ex)—Filth fever, bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dex and 1d3 temporary Con.
SQ: Scent (Ex).

On the north wall behind the door is a wooden unholy symbol of Hextor, the God of Tyranny.

The large chest’s key is hidden on the back of the unholy symbol (Search, DC 15). The unholy symbol is guarded by a fire blast glyph of warding  (2d8 damage). The large chest holds three sacks. They contain 31 gp, 22 sp; 18 ep, 12 sp; and 7 gp, 42 sp respectively. In the chest are three sets of leather armor, three clubs and three light maces. None are magic. In the false bottom (Search, DC 20) of the chest is a scroll of bless, cure light wounds(2), and cause fear (caster level 7).

A crossbow trap is set just inside the door alcove so that anyone who opens the door beyond 60° or hits the thin wire about two inches above the floor will trigger the crossbow at point blank range. Bolt Trap: CR 2; +10 ranged (1d8, 19–20/x2); Search (DC 20); Disable Device (DC 20). Note: 200-ft. max range, target determined randomly from those in its path.

It has a spear rack that holds 8 shortspears, and a large barrel with a spigot and a dozen tin cups.

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New Magic

Arrness’crown: This gold crown has three vertical spikes in the front. Each spike holds a large gem (1000 gp each). The gems confer to the wearer the powers of  read magic (twice per day; sapphire), comprehend languages (twice per day; sapphire), and undetectable alignment (once per day; star sapphire).

Caster Level: 5th; Prerequisites: Craft Wondrous Item, comprehend languages, read magic, undetectable alignment; Market Price: 12,600 gp; Weight: 2 lb.

Guardian blade: This longsword +2  does not normally shed light. Its chief function is to lie upon or beside a sleeping character and warn of approaching danger. It can detect enemies like a rod of enemy detection  within a 20-foot radius. Upon detecting an enemy, the guardian blade will flash a single burst of light, telepathically alert its owner, and go out. This power can be used but once per day, and will operate continuously for a period of up to six hours. It may be used while the character is awake and moving, but once used, it will not function again for 24 hours.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, discern lies; Market Price: 21,000 gp;  Weight: 4 lb.

Leopard statue: This item is similar to a figurine of wondrous power. It is the size of  an adult leopard. If a good character coms within 10 feet of it, the statue will activate. The statue may also be activated by a command word. When activated the statue becomes a normal leopard, one with immunity to poison. The leopard will attack any good character it sees, or neutral ones if no good characters are visible. It will never attack an evil character. If the leopard is killed, its magic is destroyed.

Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects, detect evil, detect good, neutralize poison; Market Price: 16,000 gp; Weight: 300 lb.

Pre-rolled Characters

The use of these characters is optional. This group of characters is identical to the party in module L1.  However, some have gained magical items or a level of experience or two since that module. They are now ready to solve the murder mystery of the Assassin’s Knot.  From the following group, six to ten characters may be selected. Normal items and alternate weapons are not included—the DM may assign these or let the characters buy them.

Male Human Fighter 5; Medium-Size Humanoid; HD 5d10+5; hp 33; Init +1 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 18 (+1 Dex, +5 masterwork chainmail, +2 masterwork large steel shield); Atk +9 melee (1d8+4, 19–20/x2, longsword +1); AL LN; SV Fort +5, Ref +2, Will +3; Str 18, Dex 13, Con 13, Int 13, Wis 15, Cha 8.

Skills and Feats: 32 skill points; 3 feats and 3 bonus feats.
Possessions: Longsword +1,masterwork chainmail, masterwork large steel shield,potion of heroism.

Female Elf Rogue 4; Medium-Size Humanoid (Elf); HD 4d6+8; hp 22; Init +4 (Dex); Spd 30 ft.; AC 17 (+4 Dex, +3 leather armor +1); Atk +5 melee (1d4+2, 19–20/x2, dagger +1—Monstrous Humanoid Bane); AL CN; SA sneak attack; SQ elven traits, evasion, uncanny dodge; SV Fort +3, Ref +8, Will +2; Str 13, Dex 18, Con 14, Int 14, Wis 13, Cha 10.

Skills and Feats: 70 skill points; 2 feats.
SA: Sneak Attack (Ex)—+2d6.
SQ: Elven Traits (Ex); Evasion (Ex); Uncanny Dodge (Ex)—Dex bonus to AC.
Possessions: Dagger +1—Monstrous Humanoid Bane, leather armor +1.

Male Half-Elf Ranger 3; Medium-Size Humanoid (Elf); HD 3d10+6; hp 30; Init +3 (Dex); Spd 20 ft. (chainmail +2), base 30 ft.; AC 22 (+3 Dex, +7 chainmail +2, +2 small wooden shield +1); Atk +6 melee (1d8+3, 19–20/x2, longsword +1), or +6 ranged (1d8, x3, longbow); AL NG; SA favored enemy; SQ elven traits; SV Fort +5, Ref +4, Will +3; Str 15, Dex 16, Con 15, Int 14, Wis 14, Cha 11.

Skills and Feats: 36 skill points; 2 feats, Track.
SA: Favored Enemy (Ex)—+1.
SQ: Elven Traits (Ex).
Possessions: Chainmail +2, small wooden shield +1,longbow with 20 arrows, longsword +1.

Male Human Cleric 4; Medium-Size Humanoid; HD 4d8+8; hp 30; Init +1 (Dex); Spd 20 ft. (Chainmail +1), base 30 ft.; AC 19 (+1 Dex, +6 chainmail +1,  +2 masterwork large steel shield); Atk +6 melee (1d8+3, heavy mace +1); AL LG; SA spells, SQ turn undead; SV Fort +6, Ref +2, Will +8; Str 15, Dex 13, Con 14, Int 13, Wis 18, Cha 13.

Skills and Feats: 28 skill points; 3 feats.
SQ: Turn Undead (Su)—He can turn undead 4 times per day.
Possessions: Chainmail +1, heavy mace +1, masterwork large steel shield.
Spells Prepared (5/4/3).
Domain Spells: 1st; 2nd.

Male Dwarf Fighter 4; Medium-Size Humanoid (Dwarf); HD 4d10+8; hp 34; Init +2 (Dex); Spd 15 ft. (chainmail +1), base 20 ft.; AC 19 (+2 Dex, +6 chainmail +1,  +1 small steel shield); Atk +9 melee (1d8+5, light flail +2); AL LN; SA dwarf traits; SQ dwarf traits; SV Fort +6, Ref +3, Will +1; Str 17, Dex 15, Con 15, Int 12, Wis 10, Cha 7.

Skills and Feats: 21 skill points; 2 feats and 3 bonus feats.
SA: Dwarf Traits (Ex).
SQ: Dwarf Traits (Ex).
Possessions: Chainmail +1, light flail +2, potion of cure serious wounds, small steel shield.

Female Human Druid 4; Medium-Size Humanoid; HD 4d8+12; hp 31; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 masterwork leather armor); Atk +5 melee (1d6+2,quarterstaff +1); AL N; SA spells; SQ druid skills; SV Fort +7, Ref +3, Will +7; Str 13, Dex 14, Con 17, Int 12, Wis 17, Cha 17.

Skills and Feats: 42 skill points; 3 feats.
SQ: Druid Skills (Su)—Nature Sense, Trackless Step, Woodland Stride, Resist Nature’s Lore.
Possessions: Masterwork leather armor, quarterstaff +1, scroll of wall of thorns (caster level 11).
Spells Prepared (5/4/3).

Female Elf Wizard 4; Medium-Size Humanoid (Elf); HD 4d4+8; hp 21; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 bracers of armor +3); Atk +3 melee (1d4, 19–20/x2, masterwork dagger); AL LN; SA spells; SQ elven traits; SV Fort +3, Ref +3, Will +5; Str 10, Dex 14, Con 14, Int 18, Wis 13, Cha 12.

Skills and Feats: 36 skill points; 2 feats, Scribe Scroll.
SQ: Elven Traits (Ex).
Possessions: Bracers of armor +3,masterwork dagger.
Spells Prepared (4/4/3).
Spellbook: 1st—6 spells; 2nd—3 spells.

Male Gnome Rogue 3; Small Humanoid (Gnome); HD 3d6+6; hp 22; Init +3 (Dex); Spd 20 ft.; AC 15 (+3 Dex, +2 masterwork leather armor); Atk +4 melee (1d6+2, 19–20/x2, short sword +1); AL LN; SA gnome traits, sneak attack; SQ gnome traits, evasion, uncanny dodge; SV Fort +3, Ref +6, Will +1; Str 12, Dex 16, Con 15, Int 13, Wis 13, Cha 13.

Skills and Feats: 54 skill points; 2 feats.
SA: Gnome Traits (Ex), Sneak Attack (Ex)—+1d6.
SQ: Gnome Traits (Ex), Evasion (Ex), Uncanny Dodge (Ex).
Possessions: Masterwork leather armor, short sword +1 (Int 14, Wis 5, Cha 14; semiempathic; detect magic at will; AL LN; Ego 6).

Male Human Fighter 2; Medium-Size Humanoid; HD 2d10+4; hp 20; Init +2 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 19 (+2 Dex, +5 masterwork chainmail, +2 large steel shield); Atk +8 melee (1d8+6 and 1d6 flame, 19–20/x2 and 1d10 flaming burst, longsword +1—Flame Tongue); AL CG; SV Fort +4, Ref +2, Will +2; Str 20, Dex 13, Con 14, Int 10, Wis 11, Cha 10.

Skills and Feats: 15 skill points; 2 feats and 2 bonus feats.
Possessions: Large steel shield, longsword +1—Flame Tongue, masterwork chainmail.

Male Human Cleric 4; Medium-Size Humanoid; HD 4d8+4; hp 26; Init +2 (Dex); Spd 20 ft. (masterwork chainmail), base 30 ft.; AC 21 (+2 Dex, +5 masterwork chainmail, +4 small steel shield +3); Atk +5 melee (1d8+3, masterwork heavy mace); AL CG; SA spells, SQ turn undead; SV Fort +5, Ref +3, Will +7; Str 16, Dex 15, Con 12, Int 12, Wis 16, Cha 17.

Skills and Feats: 28 skill points; 3 feats.
SQ: Turn Undead (Su)—He can turn undead 6 times per day.
Possessions: Masterwork chainmail, masterwork heavy mace, small steel shield +3.
Spells Prepared (5/4/3).
Domain Spells: 1st; 2nd.

Town Table
MaA = Man-at-arms (Warrior 1), NM or P = Commoner 1