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D&D - 3.5ed - Enemies and Allies

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     TABLE OF CONTENTSIntroduction . . . . . . . . . . . . . . . . . . . . . . .3

    Chapter 1: Crime . . . . . . . . . . . . . . . . . . . .4Typical Thug................................................................4Pickpocket Gang .........................................................4Typical Burglar.............................................................5Halfling Clean-Up Crew..............................................6Hamelin, Precinct Boss..............................................6Laila, Black Marketeer.................................................8Theresh, Thieves’ Guild Cleric ...................................8Qirtaia, Djinni Slaver ..................................................9Yarrick Zan, M ind Flayer Assassin ...........................10Khalili, Master of the Thieves’ Guild........................12Varro, Urban Druid ...................................................13

    Chapter 2: Religion . . . . . . . . . . . . . . . . .14Typical Temple Guard ...............................................14Temple Warden .........................................................14Senior Temple Guard................................................15Mandel, High Priest of Hextor .................................15Floki Longfingers, Adept of Maglubiyet...................17Scarsnout, Adept of Kurtulmak................................17Panga, Marsh Druid .................................................18Korgul Redeye, Cleric of Gruumsh...........................19Melantha, Inquisitor of St. Cuthbert ........................19Rosal, Champion of Heironeous..............................20Brother Culver, Cleric of Heironeous.......................21Abrian, Vigilant Druid...............................................22Dallic Foehammer, Cleric of Moradin ......................23Neshia, High Priest of Pelor.....................................24

    Chapter 3: Mages . . . . . . . . . . . . . . . . . .26Typical Evil Minion....................................................26Jara of the Skullfire Mages .......................................27Draganoth, Minotaur Mage .....................................28Moxic, the Dread Dwarf............................................29Gartha the Red, Spellslinger.....................................30Silvarr, t he Venerable Sage .......................................31Vallen, Sorcerous Assistant ......................................32

    Chapter 4: The Law . . . . . . . . . . . . . . . . .33Typical City Guard .....................................................33Elite Guard ................................................................33Stallas Mon, Guard Commander .............................34

    Thokka of the Nightwatch ........................................35Ambrose Pifflestone, Bureaucrat .............................36Brother Xonak, the Hand of Justice.........................36Gerbo Flintwhistle and His Gnome Vigilantes........37Chandra Skyreaver, Elven Warden of the Forest......38

    Chapter 5: Adventurers . . . . . . . . . . . . .39The Circle of Green...................................................39

    Xarole Banoc .........................................................39Greenleaf...............................................................40Kavatha..................................................................40Murta Wintervale..................................................41Halaandial .............................................................41

    Band of the Hand .................................................Archangel ...........................................................Dhavut Stonebreaker ........................................Eiger...................................................................Jil Du Ghal ..........................................................

    The White Spider ..............................................The Claw.................................................................Anrenay..............................................................Comar ................................................................Blind Jak ............................................................Durlob ...............................................................Wallach ..............................................................

    The Pale Grin .........................................................Incunabulum ......................................................Lord Carrion .......................................................Aoket..................................................................Redbone ............................................................Taliaferro ............................................................

    Strabo, Erythnul’s Bloodiest Hand .......................

    Rivals and Experience...........................................

    Appendix 1: The One-Minute NPC . . . . Mastermind Villain ...............................................Patron ....................................................................Sage.......................................................................Artisan ...................................................................Minion ...................................................................Finishing Touches.................................................

    Appendix 2: Iconic Characters . . . . . . . Alhandra, Paladin..................................................Devis, Bard ............................................................Ember, Monk.........................................................

    Hennet, Sorcerer....................................................Jozan, Cleric ...........................................................Krusk, Barbarian.....................................................Lidda, Rogue ..........................................................Mialee, Wizard .......................................................Nebin, Illusionist ...................................................Redgar, Fighter.......................................................Soveliss, Ranger....................................................Tordek, Fighter .......................................................Vadania, Druid .......................................................

    Appendix 3: NPCs Ranked by ChallengeRatings . . . . . . . . . . . . . . . . . . . . . . . . .

     TABLE OF CONTENTS

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    IntrOductiOnThecharactersyou’reabout to meet insisted that wewritethis book for them.

    We’ve all got them—nonplayer characters (NPCs) who

    seem as alive as real-life people, NPCs that the playersremembered longafter theadventurewasforgotten. In thisbook aresomeof themost helpful and notoriousNPCsthatwe’ve created for our own campaigns. Now wewant to seewhat you can dowith them.

    You’ll meet Qirtaia, a djinni who’s the most dangerouspacifi st you’ll ever know;Melantha, inquisitor of St. Cuth-bert and a criminal’s worst nightmare; and Draganoth, aminotaur wizard who uses spells to improve his combatprowess.You’ll alsoencounter adventuringcompaniessuchas the Circle of Green and the mostly undeadmembers of the Pale Grin—thoughperhapsyou’ll wish youhadn’t.

    Enemies and All ies   intentionally

    avoids long NPC histories and intri-cately detailed descriptions. Melan-tha’s creator could spend an hourtell ing you about her family history, ofcourse, and PCswho havemet Qirtaiawould recognize his gravell y voiceanywhere. We have not put them i n aspecifi c placeor given them particularagendas either. We don’t want tocramp your styl e. These charac-ters are yoursto dowith asyouwill. Alter them as little or asmuch asyou like.

    All NPCs aren’t powerfulpatrons or vil lains, of course. Thisbook has plenty of typical all ey thugs,temple guards, city guards, and spell casti ngmini onsto populate the streets, neighborhoods,fortresses, and dungeonsof your adventures.

    You’ll alsofi nd statisticsin this book for thei coniccharacters depicted in Chapter 3 of the Player ’sHand- book. These characters are the ones we use when we’replaytesti ng new adventures, monsters, and guidebooksfor theD& D®game. Now you can call on them tooif youneed acharacter on short noti ce. Again, make them yourown. I f you want Krusk the barbarian to multiclass intothebard class, gori ght ahead.

    The D&D game is ulti mately about characters. Theywork together,theyfight oneanother, theynegoti ateandargue, and t hey even mourn the passing of others. Thecharacters in this book may become trusted fri ends orfrustrati ng nemeses. But however you usethem, let yourown imagination bring them to li fe.They insist.

     WHAT’S INSIDETheNPCsin Enemiesand All ies aredivided into fivemainsections: crime, reli gion,mages, the law,andadventurers.The borders between these areas can be fuzzy—you’llfind acleric in thecrimesection and asorcerer in thereli-gion section, for example.

    Crime:  Here are the typical pickpockets, thugs, andthe master of the thieves’ guild,amongothers.There’salsoa not-so-nice djinni, a mind flayer assassin, and a druidwho specializesin urban ecologies.

    Religion:  Some clerics, such as Neshia, high priest ofPelor, are aboon to adventurers. Others, such as Mandel,

    highpriest of Hextor,aredangerous,crafty foes.If PCsstepon the wrong side of the law, they may bechallenged by an inquisitor of St. Cuthbertwho doesn’t take “no” for an answer. Thissection also providestypical templeguardsand wardens to sprinkle throughout youradventures.

    Mages:  This section introduces you totypical minions and apprenti ces, plus amagewho’sapyromaniac,adwarven necro-

    mancer, and even aminotaur with grandambitions. Perhaps the most helpful

    character to adventurers is a learned

    sage who’s fighting a battle he can’tpossibly win.The Law: Typical city guards, elite

    guards, and guard commanders fillthi s section, along wit h an elvenwarden of the forest who patrols the

    woodland paths, not the city streets.The whole spectrum of the l aw iscovered in thi s section, f rom petty

    bureaucrats to fearsomevigilantes.Adventurers: Adventuring com-

    panies take many forms. One evilgroup presented in this sectionincludestwo undead members and a

    golem; another group, not evil butsometi mes harsh, focuses on wil der-ness adventures. A t hird adventuringcompany cares only for personal

    enrichment. Andif you ever wonderedwhat the statisti cs for a blindfoldedumber hulk monk or a phase spiderroguelook like, this is theplacefor you.

    Thefi rst of three appendicesprovidesa quick way for you to generate NPCs

    based on the role they play in your adven-ture. A few tosses of the dice, and yourhigh-level patron or l ow-level minion isready to meet the PCs. We’ve also put the PCswe use for

    playtesti ng in their own appendix. You’ll get to see whatJozan, Lidda, Mi alee, Tordek, and the other iconic D&Dcharacterslook li keat variousl evelsin asecond appendixand finally, the third appendix lists all the NPCs in thisbook by Chall engeRati ng.

    For thesakeof brevity (thisbook containsalot of infor-mation), the detail sof classabili tiesdo not appear in thestati sti cspresented here. Chapter 3 of the Player ’s Hand- book    and Chapter 2 of the  D UNGEON   M ASTER ’s Guide describetheseabilitiesthoroughly.

    INTRODUCTION

    3

    PlayerCharactersvsNonplayerCharacter

    Most of  Enemies and Allies c

    tains information about NP

    you can use in any DUNGEON

    DRAGONS® game you run. T

    lists of iconic characters (fou

    in this book’s Appendix 2)

    for PCs, however, and it

    important to maintain the d

    tinction. These characters ideal for players who want to

    new types of characters (

    don’t have time to roll up th

    15th-level druid i n tim e

    tonight’s game), but as NP

    they aren’t appropriate to ga

    play, mostly because of

    amount of treasure they p

    sess. Player characters, as d

    cussed in Chapter 2 of the D

    GEON   M ASTER ’s Guide , sim

    have "more stuff" than NPCs

    you want to use M ialeeTordek as an NPC in yo

    game, you’ll need to ma

    some adjustments—or you c

    simply use the t ables in Ch

    ter 2 of the  D UNGEON   M AST

    Guide  to quickly create yo

    own NPCs. If you need a s

    cific type, Appendix 1 can h

    you out.

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    Chapter 1:Crime

    I t happens to almost every part y of adventurers sooner

    or later: abrush with thosewho li veoutsidet helaw.Theburglars,con art ists,thieves, and assassinswho ply theirtrade in the shadows might be regarded by some ascriminals to be hunted down and brought to justice.Othersmight seethem asjust another meansto an end:suppliers of hard-to-fi nd gear, invaluable sources forlearni ng what’s reall y going on in town, and peoplewho’ll do anythi ng for the ri ght amount of money. Andmore than afew player characterscall those dark alleyshome, having grown up on the mean streets themselves.

    Below is an assortment of NPCs who work on t hewrong side of the law. Use them to populate the shadierspots in your citi esor thebest tentsin your bandit camp.Somewill give the PCsafair shake, whileothers will rob

    them bl ind or worse. Some are faceless spear-carriers,while others are recurring villains and patronsyou canweaveinto adventureafter adventure.

    These NPCs have been given names, stati sti cs, andtactics, but they’re yours to do wit h what you wil l.“Fil e off the seri al numbers” i f you l ike by changingability scores, adding or subtracting character levels,or adjusting their gear. A few minutes’ work with apencil and the rul ebooks renders these characterscompletely your own—even i f your pl ayers have readthissection.

     TYPICAL THUG“Call it a loan.You giveusthemoney,andwe’ll leaveyou alone.” 

    Thethugdetailed hererepresentslow-level musclethat mostthieves’ guildsand other criminal organizationshavein largemeasure.Groupsofthugscollect protectionmoneyfromshop-keepers,actaslookoutsforburglars,andguardimportant guildfigures.When ashow of forceisneeded,theorganizationcancall out an army of theseenforcers.

    When not onsomemoonlit errand for thethieves’guild,thugs are often unemployed or work jobs requiringmanual labor.Thepromisesof richestobeearnedworkingfor theguild are just that—promises. But in many neigh-borhoods, just doing leg-breaker work for the guil d has a

    certain kind of prestige, earning the thug a reputation as“someoneyou don’t want to messwith.”Although thugscomei n all shapesand sizes, half-orcs’

    strength and inti midating reputation givethem an edge.There’s somethi ng about a half -orc in a dark all ey that’sinherently more menacing t han a gnome in the samealley.

    DTypical Thug:  Half-orc War1/Rog1; CR 2; Medium-sizehumanoid (orc);HD 1d8+2plus1d6+2;hp 11;I nit –1;Spd 20 ft.; AC 15 (touch 9, flat-footed 15); Atk +4 melee(2d4+4/18–20,f alchion) or +4melee(1d6+3subdual, sap)or +0 ranged (1d4+3/ 19–20, dagger); SA Sneak attack+1d6; SQ Darkvision 60 ft .; AL CE; SV Fort +4, Ref +1,

    Will –2; Str 16, Dex 8, Con 14, Int 5, Wis6, Cha8.Skills and Feats:   Inti midate +6, Spot +2; Ski ll F

    (Intimidate).Possessions:  Spli nt mail armor, falchi on, sap, 2

    daggers.

     TacticsThugs won’t start fights unless they think they can and even then they’d rather make threats than acturesort to violence. But when afight breaksout, they’business, gett ing into melee as soon as possiblemaneuvering to fl ank their opponents. If they can eli sh a flank, they eagerl y sneak attack. They gang uone foe (usuall y a leader) whenever they can, ignoothersif necessary.Faced with spellcastersor particunimble opponents, thugs try to grapple rather thatoe-to-toe: Their strength (and size against Small tures) givesthem the advantagein awrestl ing match

    Theset hugsarearmedwi th falchions, but theyemthe more subtle sapsand daggers if they’re going soplace where weapons are restricted. They’re also stenough to hold their own in fisticuffsand loveagoofight. Alternatively, equipped with better ranged wons(bowsor crossbows), they fi t thebill asbandits.

    Whether they’re urban muscle or highway robhowever, thugs are quick to turn tail if the fi ght going their way. Crime doesn’t pay well enough for tto put their liveson theli ne.I f at any point therearemthugs down than opponents, they’ll flee—or give aand cry for backup.

    PICKPOCKET GAN“Pardon me, ma’am. I just wantedto seethejuggler.” 

    Teams of youths band together to learn the cutputrade—picking pockets, snatching purses, and osnatch-and-grab robberi es—at the sideof amore exenced pickpocket. An example of onesuch gang appbelow:agangof human youthsunder thewatchful ean experi enced gnomebard.

    This gang usesasimple, ti me-honored techniquebard juggles, sings, and displaysshowy magic whil eyouths infi ltrate the rapt audience. When the perfoance reaches an appropriate cli max, the youths pursesand looseweapons, slit open money pouchesmake off wi th whatever they can, either using the

    Pocket skill t o leavevictimsunaware or simply runpell -mell away from the scene of the crime. Thegndisavows any knowledge of the thi eves, completeperformance, and rushesback to the hideout to collshare of theloot.

    Any pickpocketsworth their salt know that adveers carry primeloot around with them.Player charaonly overcome an encounter with the gang if successful ly avoid being robbed. I f the thi eves get with the goods, the PCs shouldn’t earn any experiuntil they track the thievesdown.

    dCutpurse:   H uman Rog1; CR 1; Medium

    CHAPTER 1:CRIME

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    humanoid; HD 1d6+1; hp 4; Init +3; Spd 30 ft.; AC 15(touch 13, f lat-footed 12); Atk +0 melee (1d4/ 19–20,dagger) or +3 ranged (1d4/ 19–20, dagger); SA Sneakattack +1d6; AL CN; SV Fort +1, Ref +5, Will +0; Str 10,Dex 16, Con 12, Int 11, Wis 10, Cha13.

    Skills and Feats:  Appraise +4, Bluff +5, Di sguise +5,

    Escape Art ist +7, Gather Informati on +5, I nnuendo +4,Perf orm +5, Pick Pocket +9, Tumble +7; Alert ness, Ski llFocus(Pick Pocket).

    Possessions:  Leather armor, 3 daggers (belt, boot, andsleeve).

    dGang Leader:  Gnome Brd4; CR 4; Small humanoid;HD 4d6+8; hp 22; Init +2; Spd20ft .; AC14(touch13, flat-footed 12); Atk +3 melee (1d4–1, dagger) or +7 ranged(1d2 subdual, masterwork whip); SQ Bardic knowledge+5, bardic music 4/day (countersong, fascinate,  inspirecompetence, inspire courage), gnome traits; AL CE; SVFort +3, Ref +6, Will +4; Str 8, Dex 15, Con 14, Int 12, Wis

    10, Cha15.Skill sand Feats: Appraise+4,Bluff +9,Concentrati on +9,Gather Informati on +5, Innuendo +3, Perform +9, PickPocket +6; Spell Focus(Enchantment), Spell Focus(I llu-sion).

    Gnome Traits:  Cantrips, l ow-li ght vision; +2 racialbonuson saving throwsagainst il lusions; +1 racial bonuson attack roll s against kobolds and goblinoids; +4 dodgebonusagainst giants.

    Cantrips: 1/day—dancing li ghts, ghost sound †, prestidigita- tion (all asSor1). DC 12.

    Spells Known  (3/3/ 1; base DC = 12 + spell level): 0—daze †,  detect magic, mage hand, open/ close, presti digitati on,read magic;  1st—charm person †,   expeditious retreat, silent 

    image †; 2nd—enthrall †, minor image †.†Because of Spell Focus (Enchantment) and Spell

    Focus(I ll usion), the base saveDC for these spell sis 14 +spell level.

    Possessions: Amul et of natural armor +1, dagger, master-work whip, wand of hypnotism .

    TacticsThe pickpocket gang’s usual method is for the bard t odistract potential vi ctims with a performance, entertain-ing il lusions, or simply an enthrall  spell. Onceeveryone’sattention is on the gnome, the youthswho make up therest of thegang work thecrowd.Thebard pretendsnot tonotice these thieves, intervening only i f it looks like a

    gang member wil l get caught— or if the gnome’scomplicity is uncovered.

    When maki ng their getaway, the gang members usetheir knowledgeof every all eyway, hidey-hole, and sewertunnel to confound pursuers. They tumble past oppo-nents in their paths and give grapplers the sli p with theEscapeArtist skill .Thegnomecan aid them with il lusionspellsor use charm person  or hypnotism to stymie individ-ual pursuers. If theangry victims turn on the ringleader,there’s always one 1st-level spell slot reserved for  expedi- tiousretreat.

    Thepickpocketswould much rather run than fight, sothey engagei n protracted combat only if cornered. Even

    then, they try to bargain or even surrender rather thanfi ght better-armed, better-trained opponents. The gangleader doesuse the whip, but only to disarm foes, not totri p them (a gnome’s size makes tri p attacks difficult topull off ).

     TYPICAL BURGLAR “Up thewall,acrossthebalustrade,unlock theshutters,andI ’m in!” 

    Thisis the stereotypical “second-story thief ” who entersthe vil las and palacesof the rich through an upper-storywindow. A superlativeclimber and lockpick, the burglarrelieson stealth and skil l to makeoff with prizeswithoutraising an alarm.

    Player charactersmight encounter thisburglar in theirown rooms at an inn, sneaking across the fl oor in thedead of the night to grab the jeweled scabbard hangingfrom apeg. Burglars make apoint of studying the layoutof the places they inf il trate, so parties planning amidnight sortie of their own might want a burglar to actas a guide. Conversely, a well -heeled burglar might hirethe PCsto gather informati on, provide backup, or act ascompanionson aparti cularly daring theft.

    dTypical Burglar:   Elf Rog2; CR 2; Medium-sizehumanoid;HD 2d6; hp 7; Init +3; Spd30ft.; AC16(touch13, f lat-footed 13); Atk +4 melee (1d6+2/18–20, master-work rapier) or +4 ranged (1d8+2/ ×3, mighty compositelongbow [+2 Str bonus]); SA Sneak attack +1d6; SQ Elftraits, evasion; AL CN; SV Fort +0, Ref +6, Wil l –1; Str 14,Dex 16, Con 10, Int 12, Wis 8, Cha13.

    Ski ll sand Feats: Balance +10, Climb +9,Disable Device

    +8, Jump +9, Move Silently +8, Open Lock +12, Search+8,Tumble +10, UseRope+10; Ski ll Focus(Open Lock).Elf Traits: Immuneto magic sleep spellsand eff ects;+2

    racial bonuson Will savesagainst enchantment spellsoreffects; low-light vi sion; Search check wit hin 5 feet of asecret or concealed door; Mart ial Weapon Profi ciency(composite longbow, composite short bow, l ongbow,shortbow, and longsword or rapier) as bonus feats; +2racial bonus on Listen, Spot, and Search checks (alreadyfi guredint o the statisti csgiven above).

    Possessions: Masterwork studded leather armor, master-work rapier, mighty composit e longbow (+2 Str bonus),10arrows, grappling hook, masterwork t hieves’ tools, 50ft. silk rope.

     TacticsBecause burglary is a trade plied i n the heart of enemyterri tory, the successful burglar is impeccably cautious.Burglars usually “case the joint” beforehand, notingguard patterns, trap locations, and the entrances andexit s of the crime scene. Somewatch atarget for weeksin a variety of guises to be sure there are no surprisesduringthetheft.

    When the attempt begins, the burglar hasthe two keyadvantages of stealth and maneuverability, and thusshould be able to sneak past passersby and ordinaryguards with ease. Such ski ll s as Balance, Climb, and

    CHAPTER 1: CRIME

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    Tumble in combinati on offer unusual paths to theprize—and make pursuit diff icult for thoselessskill ed.

    Burglars seek to end a f ight as soon as possibl e,whether bygettingthedropon theoppositi on or byflee-ing. I f the alarm hasn’t been raised, they take care not tomake noise. Often a burglar uses quick reflexes and

    stealth to gain asneak attack or two.I f that doesn’t finishoff an assail ant, fl ight is preferableto standing and fight-ing.Theburglar simply isn’t going to win.

    HALFLING CLEAN-UP CREW “You gol eft, I ’ll gori ght, andwe’ll meet in themiddle. . . where all thebodiesare.” 

    Eventuall y, the activitiesof certain adventurers begin toannoy the local thi eves’ guil d. And whenever there’s asti cky sit uati on that t he thi eves want handled, they callon the “clean-up crew,” a band of particularl y vicioushalfl ings. They somersault and cart wheel into batt le,skeweri ng enemiesof the guil d on their short swordsasthey cacklewith malevolent glee. Even seasoned combat-antshaveahard ti mekeeping their guard up against suchdarting, elusivefoes.

    These halfli ngs look innocuous enough in the street,but they’rehardened kill erswho’vebeen doingtheguil d’sdir ty work for years. Foes who underesti mate themquickly change their minds when they see the crew’sbladesemergefromtheir own bell ies.Thosein theknowleave the scene if they hear so much as arumor that theclean-up crew ison itsway. After all , part of thecrew’sjobis“cleaning up” any potenti al witnesses.

    dClean-Up Crew Member: Halfli ng Rog1/ Ftr2;CR3;Small humanoid; HD 1d6+1 plus2d10+2;hp 17;I nit +7;Spd 20 ft.; AC19 (touch 14, fl at-footed 16);Atk +5 melee(1d6+1/ 19–20, short sword) or +7 ranged (1d6+2,masterwork mighty composit e shortbow [+2 Strbonus]); SA Sneak attack +1d6; SQ Halfling traits; ALLE; SV Fort +5, Ref +6, Will +1; Str 13, Dex 16, Con 12,I nt 13, Wis 10, Cha8.

    Skills and Feats:  Climb +8, Escape Arti st +6, Hi de +10,I nti midate +3, Jump +8, Listen +6, Move Silently +8,Tumble +10, Use Rope +7; Combat Refl exes, Dodge,Improved Init iative, Mobil ity.

    Halfling Traits:  +2 morale bonus on saving throwsagainst fear; +1racial bonuson all saving throws; +1racial

    attack bonus with a thrown weapon; +2 racial bonusonClimb, Jump, Listen, and Move Sil ently checks (alreadyfi guredinto the stati sticsgiven above).

    Possessions :   +1 chain shirt , masterwork short sword,masterwork mighty composit e shortbow (+2 Str bonus),potion of invisibili ty.

     TacticsA typical clean-up crew consistsof four to six members.They’re smart enough to keep their targets undersurveil lance, striking when those targets are otherwi seoccupied or bloodied f rom a previous battle. I f they’reexpecting a parti cularly tough fight, they first drink

    poti onsof invisibil it y, then sneak closet o their opponsetti ng up for awhirl wind of f lanking sneak attackaset signal.

    I n any case, the crew i s devoted to maximizingpotenti al of their sneak att acks, using TumbleMobil ity to set up flanking opportunities. Enemies

    carelessly move out of the way fi nd themselvestarget of multi ple attacks, thanks to the half liCombat Refl exes. Round aft er round,the crew memmaneuver to keep their fl anki ng attacks intact. Evgrievously wounded member fi ghts defensively or the total defense action to keep up the fl anki ng sure,acting asa“backstop” for at eammate’ssneak attThe halfli ngs’ 5 ranks in Tumble gives them a+3 dbonust o AC when fi ghting defensively and a+6 dbonusto AC when executi ng the total defense stanaction.

    Oncethefl ank attacksstart to break apart,thehalfare likely to retreat, using their  potions of invisibili

    make good their escape(if these are sti ll available).Tcan’t outrun most pursuers, so they rely on stealthguileto get away.

    HAMELIN, PRECINCT BOS“What areyou doing in my neighborhood?” 

    Hameli n is an example of the rarest of thugs, oneshowed enough loyalt y and talent to survive counleg-breaking operati onsfor the thi eves’ guil d. Now hprecinct captain responsible for all il li cit activit iesparticular neighborhood.

    Just as Hameli n has given the guil d his loyalty, so

    theguild rewarded Hameli n. In additi on to trainingin it s secret language, the guil d has given him marmor and amagic spiked gauntlet with ahand crossmounted on theforearm. Hameli n alsoknowshowtin touch with theguild leadership.Andif somethingwrong in his neighborhood, the guild knows hocontact him.

    Hameli n is auseful information sourceif the PCsto know about theseedysideof lifei n thebig city. Shthey set up shop in his neighborhood, he’ll eventcome by to see what’s going on. If they appear to hlucrative concern going, Hameli n wants a piece oaction—one way or another. If he thinks he can strarm the PCs, he sets up a protection racket, deman

    money in exchangefor safety fromhisarmy of thugs.Icharacters look too capable, he triesto finesse his nborhood knowledgeand guild connectionsintoaminstake in theventure—or at least an insider’sl ook at wgoing on. Conversely, if the characters disrupt anHameli n’s existing rackets (protection, burglary, or ovarious vices), he confronts them in a show of neighhood force.

    Hamelin retains one asset that even the guild doknow about: Sukie, a 20-foot-long viper he keepsinbasement of hishome. He’strained it to the point whe can “mil k” its venom, which heuses to coat his hcrossbow bolts.

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    dHamelin:  Male human War2/ Rog4; CR 6; Medium-sizehumanoid;H D 2d8+2 plus4d6+4; hp 33; Init +3; Spd20 ft.; AC 20 (touch 13, fl at-footed 20); Atk +9 melee(1d10+2/19–20, masterwork bastard sword) or +8 melee

    (1d4+3,   +1 spiked gauntlet ) or +9 r anged (1d4+1 pluspoison/ 19–20, +1 hand crossbow ); SA Sneak attack +2d6,poison; SQ Evasion, uncanny dodge (Dex bonusto AC);AL LE; SV Fort +5, Ref +7,Wil l +3; Str 15, Dex 16, Con 13,Int 9, Wis 14, Cha12.

    Skills and Feats:   Bluff +10, Gather I nformation +4,Handle Animal +8,I nnuendo +7,I nti midate +10,Knowl-edge (local) +2, Sense Moti ve +7; Exoti c Weapon Profi-ciency(bastard sword),Exoti cWeapon Profi ciency(handcrossbow), Point Blank Shot, Weapon Focus (bastardsword).

    Poison (Ex):   Hand crossbow bolts—Large vi pervenom; injury Fort save (DC 13); i niti al and secondarydamage1d6 temporary Con.

    Possessions: +1 breastplate, masterwork buckler, master-work bastard sword, +1 spiked gauntl et  with +1 hand cross- bow  attached, 5 hand crossbow bolts coated wi th Hugeviper venom.

    dSukie the Viper: CR4;Hugeanimal; HD 6d8+6;hp 42;Init +4;Spd20ft.,climb20ft.,swim 20ft.;AC15(touch 12,fl at-footed 11); At k +6 melee (1d4 plus poison, bit e);Face/ Reach 15ft. by 15 ft./10 ft.;SA Poison;SQ Low-li ghtvision,scent; AL N; SV Fort +6, Ref +9,Will +3; Str 10, Dex19, Con 13, Int 1, Wis12, Cha2.

    Skill sand Feats: Balance+12, Climb +12, Hide+3,Li sten+9, Spot +9;Weapon Finesse(bite).

    Poison (Ex):  Bite; Fort save (DC 13); ini ti al andsecondary damage1d6 temporary Con.

     TacticsHameli n got where he is today by paying attention topeople’smotivati ons. He knowsalmost everyoneon histurf. The naïve regard him as someone with connec-tionswho gets thingsdone, but those in the know areaware how dark his connections are. Hamelin won’tmake a seri ous move against the PCs unti l he has asense of why they’re in hi s neighborhood. Then he hasthe wherewithal to make a deal, apply leverage, or getthem to leave.

    In a fight, Hamelin worksbest from behind a wall ofthugs. He isn’t above taki ng part in melee himself,however—it’sa point of pride with him that he can stillhold his own in a fight. He leadswith his bastard swordunless he’s facing a particularly f earsome foe, in which

    casehe’ll try to even theoddswith apoisoned bolt or twofromhis+1hand crossbow. Many opponentsareso focusedon the bastard sword that they don’t notice the crossbowattached to the forearm of hisgauntlet. Hameli n hasusedthi ssurprisefactor to cover many agetaway.When int im-idati ng noncombatants, interrogati ng prisoners, or disci-plining hisownthugs, the+1spiked gauntlet ishisweaponof choice.

    OnethingHameli n won’t dounlesshe’struly desperateis put Sukie, hi s pet viper, at ri sk. But if he’s in greatdanger, he flees back to the basement of hi s home andawaitshi spursuersthere—with Sukie lurking under thestairway.

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    LAILA, BLACK MARKETEER “Poison’sil legal, and only the worst sort of coward woul d use i t. I ’ll havea shipment of it next week, but get hereearly. I t ’ll gofast.” 

    When the player characters need some illi cit item, anobscuremap,or hard-to-get information,their underworldcontacts might put them in touch with someone such asLail a,oneof thecity’sleast prominent (and thusmost effec-tive) black marketeers. And when they have jewelry theywouldn’t dare sell openly, or asecret valuable to the rightears, Lailaisthereto make thedeal for them.All they haveto doi shaggleover her commission.

    Laila has almost any item of contr aband immedi-ately available, and even the tr uly unusual can be hersin a week’s ti me. “For every buyer, there’s a sell er; forevery seller, a maker,” she says, and she earns a ti dyprofi t by brokering deals among people who’d rathernot be caught bart eri ng i n stolen or forbiddencommodities.

    Lail a makesno judgments about those she dealswith and only inquiresi nto motivesi f she’spaid to.She’sscrupulousabout maki ng it clear to every-one that every deal is “just business” as far asshe’s concerned, and she backs away fromany transaction that looks li ke it ’lldescend into violence. But sheadheres to bargains rigidly and hasno patience for those who try towriggle out of a business deal. I nsuch cases, her anger sometimesovert akes her neutrali ty, leading

    her to plot revenge against thosewho’vecheated her.

    dLaila:  Female human Rog5/ Div2; CR 7;Medium-sizehumanoid; HD 5d6+5 plus 2d4+2;hp 29; Init +3; Spd 30 ft.; AC 16 (touch 14, flat-footed 16); Atk +8 melee (1d6–1/ 18–20, master-work rapier) or +8 ranged (1d8/19–20, masterworklight crossbow); SA Sneak attack +3d6; SQ Evasion,uncanny dodge (Dex bonust o AC); AL LN; SV Fort +2,Ref +7, Will +7; Str 8, Dex 16, Con 12, I nt 18, Wis 16,Cha14.

    Skills and Feats:  Appraise +14, Bluff +10, Craft (trap-maki ng) +12, Decipher Script +12, Dipl omacy +16,

    Forgery +12, Gather Information +10, Innuendo +13,I nti midate +12, Knowledge (arcana) +8,Open Lock +11,Sense Motive +11, Spellcraft +14, Spot +11, Use MagicDevice +10; Leadership, Scribe Scroll , Ski ll Focus(Appraise), Ski ll Focus (Diplomacy), Weapon Finesse(rapier).

    Spells Prepared  (5/4; base DC = 14 + spell level): 0—arcane mark, dancing l ights, detect poison *, magehand, read magic;  1st—expeditious retreat, obscuring mist, true strike *,unseen servant.

    Spellbook:  0—arcane mark, dancing lights, daze, detect magic, detect poison*, flare, ghost sound, light, mage hand,mendi ng, open/ close, presti digitation, ray of frost, read magic,

    resistance;  1st—comprehend languages *, expeditious reidentify *, magicmissile, message, obscuring mi st, shi eld,Tefloating disk, truestri ke *, unseen servant.

    *Thesespell sbelongto theDivination school, whiLaila’sspecialty.Prohibited school: Necromancy.

    Possessions : Bracersof armor +2, ri ng of protection +1 , ma

    work rapier,masterwork li ght crossbow, 10crossbow bhat of disguise, 2 scrollsof identify, scroll of ropetrick , walocateobject, wand of shield.

     TacticsLail ais alwayscalculating profit margins in her heashe doesn’t need to haggle endlessly over every it embuysor sell s. After ali ttl e dickering (more to get asof the other party than to arrive at a mutuall y agreeprice), Lailastatesa“take it or leavei t” price from wshe won’t budge. She tri es to be poli te during negtions, but in her zeal to conclude a transaction, shecomeoff asabit brusque. She’salso accustomedto sp

    ing her mind. (Those who deal with hethat opinions are the only things

    givesaway for free.) She’s carefavoid bad-mouthi ng other

    tomers, however, unless thedouble-crossed her in the pa

    Laila realizes that protecis a cost of doing busines

    she’s never without guardstrapsappropriate to whateverofferi ng or purchasing. Evenfi ght, she’sanalyzing the ri ski

    of the venture. Nothing is aseffective for her as a sneak at

    frombehind ashield spell , or castrue stri ke and aiming her crossfrom the shadows. When

    combat calculati ons yield unfaable result s, she’s quick to retrea

    work out a surrender deal. Laila i s oenough f avors that she can probably get oany scrape if she’s alive when the sword

    sheathed.

     THERES THIEVES’ GUILD CLERI

    “Sure, I can sneak behind that guard. I ’ve had lots of th

    guil d training, you know.” 

    Not all who work the shadows are rogues, and someaeven particularly stealthy. Theresh is a half-orc clerOlidammarawhodevoteshis time to thethieves’ guildhealer, spellcaster, and shock trooper in particularly brawls.

    Theresh i s neither bright nor an effecti ve leadefollowsthe thieveswho are “doin’ Olidammara’swothe worl d.” When they come back wounded froburglary goneawry, he’s ready to patch up their wowith acure spell . I f they’re planning adangerousmishe’s there beforehand to give his “nimble li ttle frie

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    invisibility or other helpful spell s. And if others threatenthethieves’guild, they’ll find themselvesin thepath of anangry cleric swinging his morningstar with abandon.

    Though he’s manifestl y unfi t for the job, Thereshdreams of one day becoming a f ull -fledged guil dmember himself, slipping from shadow to shadow and

    lif ti ng a coin pouch f rom an unsuspecting noble. Thiswil l probably never happen. Sti ll , the real t hievesfind itamusing to watch Theresh tiptoeing down an alleywayin full plate or bell owing “Sneak attack!” beforechargingheadlong into battle.

    dTheresh:  Male half-orc Clr4; CR 4; Medium-sizehumanoid (orc); HD 4d8+4; hp 27; Init +1; Spd 20 ft.; AC22(touch 11, fl at-footed21);Atk +9melee(1d8+4,master-work morningstar); SA Rebuke undead 2/ day; SQ Dark-vision 60 ft., spontaneouscasti ng (inflict  spell s); AL CN;SV Fort +5, Ref +2, Will +6; Str 19, Dex 12, Con 13,Int 6,Wis14, Cha8.

    Skills and Feats:  Concentration +8;Combat Casti ng, Weapon Focus

    (morningstar).SpellsPrepared (5/ 5/ 4; base DC = 12 +

    spell level): 0—cure mi nor wounds,detect magic, detect poison, read magic,virtue; 1st—changeself, cure light wounds,entropicshield *, protecti on from good, shield of faith; 2nd—invisibility *, cure moderate wounds, bull ’sstrength, endurance.

    *Domain spell .   Domains:    Luck(good fortune 1/ day),Trickery (Bluff,Disguise, and Hi deare classskill s).

    Possessions: +1ful l plate , largewooden

    shield, masterwork morni ngstar,poti on of fly,  5 scrolls of   cure light wounds .

    TacticsBefore any fight, Theresh spends severalrounds gett ing Oli dammara’s blessings, cast-ing entropicshield, shield of faith, bull ’sstrength,andendurance on himself. When he’sdone, his AC hasimproved to 24, ranged attacksagainst him have a20%misschance,hismorningstar attack bonusis+11for 1d8+6 pointsof damage, and he’sgained 8 temporaryhit points (assuming average rolls for t he bull ’s strength and endurance spell s). If i nstructed to,Theresh uses invis- 

    ibility or hispotion of fly on himself aswell, although he’dprefer to keep at least oneinvisibility spell i n reservefor agetaway.

    Although he’snot arogue,Theresh employsrogueliketactics in combat, trying to flank his foes so he can“sneak attack” t hem (no extra damage, but he sti ll getsthe +2 fl anki ng bonus). Theresh casts spell s in meleewith confi dence—he’ll probably succeed in theConcentrati on check to cast defensively, and even i f hefail s, he’s l ikely to survive t he attack of opportunityfrom his foe.

    QIRTAIA, DJINNI SLAVER “Of courseI ’d behappy tohelp. I ’m a pacifi st myself, but I can get you insidethecastle. . . .” 

    He is known by a dozen ali ases in two dozen cit ies, but

    the description is always the same: a bald, bearded manwith a raspy voice and a hard-to-place accent. Only themost influential powers in the criminal world know himby his real nameand occupation. He is Qirt aia, trader inthemost preciousof commodities—lives.

    Qirtaia is aslaver who delights in finding parti cularlyuseful “flesh-tools” to mentally control and then sell tothe highest bidder. Even powerful wizards and sorcerersfall under his spell , transported to distant lands where

    they scribe scroll after scroll fortheir new masters. Qirt aia doesn’tdeal in manual labor, or in groupsof slaves in any case. Each vi ctim

    is skil led in somefield, amasterof warf are, or a wielder of great

    arcane or divine power. Hi scustomers are heads of state, theleaders of secreti ve cults and

    underground poli ti cal f actions, andsomesay even denizensof the Outer

    Planes. One place he won’t go is theElemental Planeof Air—Qirtaia knows

    his business has forever set himapart from hispeople.

    PCs might encounter Qirtaia i fthey draw his eye as potential flesh-

    tools. He befriends them, using his

    magicto aid their cause,all thewhil eassess-ing their abili ties and learning as much aboutthem as he can. Once he’s made up his mind, he

    mentall ycontrolshisvictimsandsweepsthemawaytohis flying ship,  Kanto’s Lament,  there conditioningthem further until hefindsabuyer.

    Alternatively, t he PCs could be hired or sent on amercy mission to find aki dnapping victim, only to learnthat the ki dnapper was Qi rt aia. Tracking someone sowell -traveled is sure to tax their detecti ve ski ll s, andQirtaia certainl y won’t give up his prize wit hout astruggle.

    Qirt aia takes pleasure in dominating his victims; thebusinessof buying and sell ing sentient cargojust paysthe

    bills. He’ll readily double-cross business partners giveneven the sli ghtest temptati on, because he’s confi dent inhisabili ty to escaperetri bution. He’sbeen known to keepthe choicest fl esh-tools for himself, or even steal themback oncehe’ssold them away. He never sell shisvicti msback into freedom, so he does his best to ascertain theintentionsof any potential buyer. “Freed slavesarebad forbusiness,” Qirtaia says.

    dQirtaia: Maledjinni Sor13;CR18; Largeoutsider (Air,Chaotic); HD 7d8+14 plus13d4+26; hp 114; Init +8; Spd20 ft., fly 60 ft. (perfect); AC21 (touch 15, flat-footed 17);Atk +16/ +11/ +6 melee(1d8+6,slam); Face/ Reach 5 ft. by

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    CHAPTER 1: CRIME

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    5 ft./ 10 ft.; SA Spell -li ke abili ties, air mastery,whirl wind;SQ Planeshift , telepathy, acid immunity; AL CN; SV Fort+11, Ref +13, Wil l +15; Str 18, Dex 19, Con 14, Int 14, Wis

    15, Cha20.Skill sand Feats: Appraise+15,Concentra-

    ti on +22, Craft (shipbuildi ng) +11, Escape

    Art ist +11, Knowledge (the planes) +11,Listen +9, Move Sil ently +9, Scry +15, SenseMotive +9, Spellcraft +22, Spot +9; CombatCasti ng, Combat Refl exes, Dodge, HeightenSpell, Improved Initiative, Quicken Spell,Spell Focus (Enchantment), Spell Penetra-tion.

    PlaneShift  (Sp): Qirtaia can enter any ofthe Elemental Planes, the Astral Plane,or theMaterial Plane. He can bring along up to sixother creatures, providedthey all link hands.This ability is otherwise similar to the plane shift spell.

    Telepathy (Su):  Qirtaia can communi-cate telepathi call y with any creature within100 feet that hasalanguage.

    Air Mastery (Ex):  Airborne creaturessuffer a –1 circumstance penalt y on attackand damagerollsagainst Qirtaia.

    Whirlwind (Su): Onceevery 10minutes,Qirtaia can transform himself into a whirl-wind and remain in that form for 7 rounds.Thewhirlwind is5feet wideat thebase, upto30feet wideat thetop,andupto50feet tall (10feet minimum). Medium-sizeor small er crea-turesmust succeed at aReflex save(DC 20) ortake 3d6 points of damage. A second Reflex

    save prevents being picked up by the whirl-wind for an additional 1d8 points of damageeach round. A creature that can fl y mayattempt a Reflex save (DC 20) each round toescape (although it sti ll takesdamage). If thewhirlwind touches the ground, i t creates acloud that obscures all vision beyond 5 feet,requiri ng a Concentration check (DC 20) bycreaturesinside to cast spells.

    Spell-like Abilities:  1/ round—invisibility (self only);  1/day—create food and water, create 

    wine (ascreatewater,but wineinstead),major creation (createdvegetable matter is permanent),   persistent image, and wind walk. These abili ties are as the spells cast by a 20th-level

    sorcerer (saveDC15+ spell level). Onceper day, Qirtaiacanassumegaseousform (asthespell) for upto 1hour.

    SpellsKnown (6/ 8/ 7/ 7/ 7/ 7/ 4;baseDC =15+spell level):0—arcanemark, daze †, detect magic, ghost sound, magehand,mendi ng, ray of frost, read magic, resistance;  1st—charm person †, expediti ousretreat, identify, ray of enfeeblement, shield; 2nd—cat’s grace, daylight, endurance, see invi sibil ity, Tasha’s hideouslaughter †; 3rd—bli nk, dispel magic,haste,suggesti on †;4th—charm monster †,   lesser geas †,  polymorph self, scrying; 5th—dominate person †, summon monster V, teleport;  6th—geas/quest †, greater dispelling.

    †Because of Spell Focus (Enchantment), the save DCfor thesespell sis 17 +spell level.

    Possessions: Bracersof armor +3 , ri ngof protection +2, cloChari sma +2 , poti on of cure cri ti cal wounds, scroll of binscroll of  planar binding,  scroll of   true seeing, wadisplacement, flyingship: Kanto’sLament  (new magic iseesidbar).

     TacticsDespite his obvious power, Qirtaia is a committed fist—of sorts. He refusesto engagedirectly in combathehasno strongoffensivespell s.If seriously threateneuses invisibility , his flight speed, and planeshift  to get rather than tradeblows. If every avenueof escapeisclonegotiations have failed, and no trickery can avoidcombat, only thendoesQirtaiafight.But it hasn’t happin hundreds of years. He proclaims his commitmepacifism to any acquaintancehe meets (hethinks it khim out of fights),but won’t say when or whyhepickethisparticular character quirk.

    That doesn’t mean Qirt aia automati cally fl ees wswordsare unsheathed.He israrely without combat-cble minions, and he does not hesitate to cast spelltheir behalf under cover of invisibility .Hi smany encment spell sare hard to resist (due to Spell Focusanhigh Charisma), and nothing deli ghts Qirtaia moreturni ng characters against one another. I f caunawaresby an attack, heusescharm monster and domperson— heightened if necessary—to force the partfight itself while he either flees (if seriously threateor watches(i f he’samused).Qirtaia’scommitment tofism isnarrowly defined enough that hehasno compti ons about dealing damage with a geas/ quest   spesummoning monsters to fight on hi s behalf, as lonhe’snot personally involved.

    Qirtaia tries to keep the fact that he’s a djinni hidfrom denizens of the Material Plane. He almost alwusespolymorph self  to appear asabald human man drein rich silk robes.

     YARRICK ZAMIND FLAYER ASSASSI

    A sti fled scream, followed bygory soundsof brain extracti o

    No one knows where Yarrick Zan came fromwhether Yarrick is male or female. But everyone inbusiness of assassinations knows that there arehired killers more effective than the shadowy fig

    who charges outlandish fees to have “imposstargetseliminated.

    Someti mesYarrick appears asanondescript maleelf and someti mes as a beauti ful female half-elfYarrick makesit clear that i ts present form is just amcally enhanced di sguise. Magical investi gati on oappearance, which must be surreptiti ous since Yawon’t consent to any such spell s,reveals thetruth: Yaisn’t ahalf-elf at all ,but arenegademind flayer makinhomeamong thehumans.

    I f the PCs have become a thorn in the side opowerf ul, Yarrick may be assigned to eli minate thOr perhapsa noble favored by the characters is nex

    NewMagicItem

    Kanto’s Lament : This sailingship can magically fly at a

    speed of 90 feet over sea and

    land, as though affected by a fly 

    spell of unlimited duration, and

    it can even use plane shift  once

    per week. It s hul l has been

    magically hardened (break DC

    40, Hard 10, 120 hp per 10-

    foot-by-10-foot section), and

    two   +1 ballistas  (one forward,

    one aft) launch special ballista

    bolts that crackle with electric-

    ity. When fired, these becomelightning bolts that deal 5d6

    points of damage (Reflex half 

    DC 14). Fifty such bolts are on

    board, as are hundreds of 

    normal ballista bolts.

    The inside of the ship seems

    more spacious than the out-

    side, and each stateroom is lux-

    uriously appointed. The cabin

    crew consists of near-transpar-

    ent servants that function as

    unseen servants, except that

    they are visible and can go any-

    where on the ship. The ship

    magically provides foodstuffs

    for sumptuous banquets.

    Caster Level : 13th;  Prerequi- 

    sites : Craft Wondrous Item,  f ly ,

    M ordenkainen’s magnificent 

    mansion ,   plane shift ;   Market 

    Price : 266,464 gp.

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    CHAPTER 1: CRIME

    11

    Yarrick’s hit l ist, and theymust guard against an assas-

    sinati on att empt. Unscrupulous characters might evenwind up working for Yarri ck, though it certainl y usesitspsionicsto ensuretheir loyalty. I f they learn Yarri ck’ssecret, they’ll bet argeted next, because the mind fl ayerdoesn’t want it s herit age known. Finall y, Yarrick isalways l ooki ng for others to frame f or it s assassina-ti ons. Perhaps the party would fi t nicely in such aframe.

    dYarrick Zan:  Mind flayer Asn5; CR 13; Medium-size aberrati on; HD 8d8+8 plus 5d6+5; hp 66; I nit +6;Spd 30 ft.; AC 19 (touch 14, flat-footed 17); Atk +11melee (1d4+1, 4 tentacles) or +12 ranged (1d4+1/ 19–20 plus poison,  +1 hand crossbow ); SA  Mind blast,

    psioni cs, improved grab, extr act, death att ack (Fort saveDC 19), sneak attack +3d6; SQ Telepathy, poison use,uncanny dodge(Dex bonusto AC, can’t bef lanked),+2save against poison; SR 25; AL LE; SV Fort +6, Ref +10,Wil l +12; Str 12, Dex 14, Con 12, I nt 19, Wis 17, Cha18.

    Skill sand Feats: Bluff +9,Climb +6,Concentrati on +10,Diplomacy +8, Disguise +13, H ide +15, I ntimidate +10,Jump +8,Knowledge(arcana) +5,Knowledge(theplanes)+5, Listen +10, Move Sil entl y +13, Open Lock +7, SenseMotive+8,Spot +10, Tumble +9;Alert ness, Combat Cast-ing,Dodge, Improved Init iative, Mobili ty,Spring Attack,Weapon Finesse(tentacle).

    Mind Blast  (Sp): 60-ft. cone; Wil l save(DC 18) or bestunned for 3d4 rounds.Psionics  (Sp):  At will—astral projecti on, charm monster,

    detect thoughts, levitate,planeshift , and suggestion .Theseabil-it iesareasthespell scast byan 8th-level sorcerer (saveDC

    14+ spell level).

    Improved Grab (Ex): If Yarrick hits aSmall to Largecreature with a tentacle, the assassin gets a free grapplecheck to establish a hold. If it does, it can attach theremaining tentacles with another successful grapplecheck. I f the foe is trying to escape, Yarrick gets a +2circumstance bonusfor every tentacle attached at thebeginning of theround.

    Extract (Ex): If Yarri ck begins around with all fourtentacles attached and maintains its hold, it extracts theopponent’sbrain.

    Poison (Ex): Hand crossbow bolts—shadow essence,Fort save (DC 17); init ial damage1 permanent Str drain,secondary damage2d6 temporary Str.

    Telepathy (Su): Yarrick can communicate telepathicallywith any creaturewithi n 100feet that hasalanguage.Spells Prepared  (2/ 2/ 1; save DC 14 + spell level): 1st—

    obscuring mi st, spider climb;  2nd—alter self, undetectable alignment; 3rd—invisibility .

    Spellbook:   1st—change self, detect poison, ghost sound,obscuring mist, spider climb;  2nd—alter self, darkness, pass wi thout trace, undetectable al ignment;   3rd—invisibility,nondetection.

    Possessions: Ring of forceshi eld , ri ng of protecti on +2, cloak of  resistance +2 ,  +1 hand crossbow,  10 hand crossbow boltscoated with shadow essence, poti on of blur, poti on of sneak- ing, scroll of dimension door.

     TacticsYarrick’s perf ect att ack mode is to fi rst cast  invisibility,observe for 3 rounds, then approach slowly andsil entl y. All four tentacle att acksstri ke asasneak attackfor an additional +3d6 points of damageeach, wit h t hefi rst being a death att ack as well. Even if the t argetsuccessful ly saves against thi s, if any of the tentacleshit, Yarrick can make a grapple check to att ach theothers. An opponent who doesn’t escape by the begin-ning of the next round dies as Yarrick feasts on herbrain. I f Yarri ck is targeti ng aparticularl y tough foe, itsoftens up the victim-to-be with poisoned crossbowbolt s. The shadow essence deals Strength damage,hampering the target’s ability to struggle free from

    Yarrick’stentacles.I f the PCs are only peripheral to i ts true purpose,

    Yarrick stuns them with its  mind blast,   then usessuggestion   and   charm monster   on any who are unaf-fected.To maintain its disguise, Yarr ick haseven beenknown to mutter arcane phrases and wave it s handscrypti call y, maki ng it spsionic powers look li ke spell s.I t is unli kely to waste ti me in combat on bystandersand wi tnesses, and i t cert ainl y won’t unmask i tself—unless they actually witnessed the brain-feeding.Those who learn Yarr ick’s secret tend to die beforethey can pass it on.

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    KHALILI,MASTER OF THE THIEVES’ GUILD

    “It ’slonely at thetop. Just theway I li kei t.” 

    Successful thi eves att ain positi ons of power, and the

    master of a typical city thieves’ guild might bear someresemblance to Khali li . This formidable human is still assharp aswhen hebegan running confi dencegamesi n themarketplacetwenty-fiveyearsago.Over ti methe consgotlarger, and he joined the thieves’ guil d—an organizationhe’scontrolled for the last decade. From his undergroundlair beneath the city’ssewer system,Khalili overseesmorethan a hundred burglars, bandit s, con artists, and othercriminals. By spreading his coin around the taverns, hecan assemblean army of loutsmany timesthat.

    Khali li took control of the guild in abloody coup, andhe’s always on the lookout for rebel factionswithi n theranks. He spends much of his time sowing dissentamong his lieutenants and neighborhood bosses.When they’re fi ghting amongthemselves, Khali lireasons, they aren’t uniti ng against him—andthe pressures of rivalry make the organizationmoreefficient.

    The most li kely way for the PCs to meetKhali li isif they’vedispleased the thieves’ guil dto the point where he needs to look into thematter personall y. He sendsdozensof toughstosubduethem and drag the heroesblindfoldedthroughthesewersfor apersonal audience.

    Alternati vely,theymight encounterhim asawell -paying, if secretiveandshadowy, employer. Khali li some-

    ti mesneedsthe help of adventurers,especially for missions beyond thecity wall s or those that weaken hi sri vals. He has no compuncti onsabout double-crosses, though—theygot him where hei stoday.

    Khali li’s pride and joy is a maze oftraps, obstacles, and captured monstershecalls“Seven Curt ainsRun.” From aseri esof secret passageways, catwalks, andbalconies, Khali li can watch his thi evesl earning tofi ght, sneak, and steal their way through t he maze. Hecan also reconfigure the maze from training t ool todeath trap. Being thrown int o t he deadly version of

    Seven CurtainsRun is the usual punishment for fail ingto pay theguild itspercentageon aburglary or other job.

    If Khali li hasa weakness, it is fondnessfor his teenagechildren. He trains them ceaselessly i n the ways of theguild, hoping to pass on control of the organization asan inheritance. Khali li ’s(well -hidden) rivalsin theguildreali ze this, of course, and they’d li ke nothing betterthan to trump his influenceover his children by eitherkil li ngthem or wresting them away from him somehow.

    dKhalili:  M ale human Rog11; CR 11; Medium-sizehumanoid; HD 11d6; hp 38; Init +9; Spd 30 ft.; AC 24(touch 16, flat-footed 24); Atk +14/ +9 melee

    (1d6+2/18–20, +1 rapier ) or +14 ranged (1d6+2/19–2throwing and returning short sword ); SA Sneak attack +SQ Improved evasion, uncanny dodge(Dex bonustocan’t befl anked,+1 against traps); AL NE; SV Fort +3+12,Wil l +5;Str 13,Dex 20,Con 11,I nt 17,Wis15,Ch

    Skill sand Feats: Appraise+17,Bluff +18,Craft (trap

    ing) +17, Diplomacy +22, Gather I nformati on +18,+12, Innuendo +18, Intimidate +20, Knowledge (lo+10, Move Silently +12, Search +17, Sense MotiveUse Magic Device +18; Improved Init iative, LeaderPoint Blank Shot, Quick Draw, Weapon Finesse(rap

    Foll owersand Cohort: Becauseof the prestigeaccordeguildmaster of thi eves,Khalil i’spersonal retinueof follonumbers forty 1st-level warriors, four 1st-level rogues2nd-level rogues, a 3rd-level rogue, and a 4th-level ro

    The2nd-,3rd-, and 4th-level roguesareactKhali li ’schildren,whomhe’sgrooming to

    over the “family business” someday.warriorsrepresent unusually loyal thu

    thethieves’guildhasmany moreleg-bersat itsbeck and call, but they’re loythe guild, not to Khali li personKhali li ’s cohort is Varro, an 8th-druid (seebelow).

    Possessions: +1 studded leathebuckler, amulet of natural armo

    ri ng of protecti on +1, +1 rapiethrowing and returning short swcloak of arachnida, glovesof Dex

    +2, potion of alter self, potion of vision, poti on of haste, rope of enta

    ment, vest of escape.

     TacticsKhali li is a difficult oppobecause he rarely leavesunderground headquartersothieves’ guild, where he’s ilated behind layer after laytraps. From his throne r

    (designed as a mockery ofpalace it sits beneath), he has no

    than three secret exit s and six waypoison, burn, freeze, or drown thosestanding beforeJust finding theentrancesfromthesewersto theguil disachallenge. (Thoseentrancesare trapped, of cours

    Khalil i wins fights by getting the drop on his o

    nents. With his high ini tiativebonus, Quick Drawand sneak attack, he can ki ll most foesbefore theyknow they’re supposed to befi ghting. Khali li is parlarl y adept at tossing his  throwing and returning ssword whil eseatedon his throne, deali ng 1d6+2pluspointsof damage. Another favori te moveist o grappopponent wit h the  rope of entanglement,   then sattack that foe round after round (those involvedgrapple lose their Dexterity bonus to AC, so theyvulnerable to sneak attacks). Khali li continues to faslong ashe hasareasonable chanceof using hissatt ack. Denied this, he f inds the nearest trap-lasecret door and flees.

    CHAPTER 1: CRIME

    12

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    CHAPTER 1: CRIME

    13

    VARRO, URBAN DRUID“Ratsaremoresocial than thelot of you.” 

    Abandoned as a baby in the forest, Varro grew upamongt heDruidsof theThreeAcorns. But hisfi endish

    blood became apparent even in his youth, when hegrew claws and fangs to match those of the forest’sdenizens. His heri tage became an issue among thedruids, and Varro was spurned by them shortly aftercompleting his training. He fled to the city, beli evingthat rejection by the druidswasrejection bythe naturalworld.

    The rats, bats, and other animals of the city found akindred spirit in theangry druid, and soon Varro took upa new call ing. Now he watches over what might be themost hosti le environment of all : civi li zati on. Rat-catch-ers,exterminators,andanyoneelsewho delvestoodeeplyinto the city’ssewer tunnels never return.

    Taken in by Khali li (seeabove), Varro actsasspymas-ter and advisor to the thieves’ guild. Varro’s army ofurban animals forms an effective spy network, onethat even thebest roguescan’t match. Every cat iseagerto tell talesof i ts master i f properly bribed with abit offi sh, and bats overhear much when they’re hangingfrom the rafters.

    Characters who threaten the rats of t he sewers or t hebats of abandoned warehouses might draw the i re ofVarro, who is cruel to anyone who threatens his flock.The PCsmight be sent into the city by the Druidsof theThreeAcornsto offer Varro achanceat reconciliation. Aspresented here, Varro and Khali li are connected by thecohort/ leader relati onship, but they don’t have to be.

    Varro could beprowli ng the city independently.

    dVarro:   Male half -fiend/ half -human Drd8; CR 10;Medium-size outsider (Evil); HD 8d8+16; hp 52; Init +4;Spd 20 ft.; AC 20 (touch 14, flat-footed 16); Atk +8 melee(1d4+2,2 claws),+3melee(1d6+1,bite);SA Spell -like abil-it ies; SQ Darkvision 60 ft., poison immunity, acid, cold,electri city, and fi re resistance 20, animal companion,naturesense, resist nature’slure,tracklessstep, wild shape 3/ day (Small to Large animal), woodland stri de; AL NE;SV Fort +8, Ref +6, Wil l +9; Str 14, Dex 18, Con 15, Int 16,Wis17, Cha12.

    Skill s and Feats:  Animal Empathy +12, Concentrati on+12, Handle Animal +14, Knowledge (nature) +5, Listen

    +8,Scry +14, Spellcraft +12,Spot +8,WildernessLore+14;Alertness, Combat Casting,Track.

    Spell-Like Abiliti es: 3/day—darkness, poison ; 1/ day—desecrate,unholy bli ght .Theseabilitiesareasthespellscastby an 8th-level cleric.

    Ani mal Companions: Varro generall y keepsa dire bat,four dire rats, and dozensof bats and rats (up to 16 HDworth) as animal companions who work for himdirectly. He also uses  speak with animals  to conversewit h the pigeons, rodents,dogs, cats,and other animalsof thecity.

    Possessions: +2 hide armor, periapt of Wi sdom +2, wand of  flaming sphere, wand of speak with animals.

    Spells Prepared (6/ 5/ 4/ 4/ 2; base DC = 13 + spell level):0—detect magic (2), light,mending,purifyfoodanddrink ,read 

    magic;  1st—cure light wounds, endure elements, magic fang (2), obscuri ng mist; 2nd—animal messenger, barkski n, charm person or animal, summon swarm;   3rd—cure moderate wounds, meld into stone, protecti on from elements, speak with plants; 4th—dispel magic, flamestri ke.

     TacticsVarro would rather not fight, but if cornered he attacksopponents wi th the claws and fangs he got from hisfi endish parent. Given a few moments before combatbegins,hecasts magicfang and barkskin  on himself. If theoutcomei sn’t apparent after the fi rst few rounds, heuseshis wild shape to turn into adire wolverine. Should Varroneed t o retreat, he first casts obscuring mist  or  meld into 

    stone to confoundany pursuit.Morecommonly,Varro isbehind theranksof thefront-

    line troops: blowing a hole in enemy ranks with  flame strike , then directing animals into the fight, healingwounded thieves, and using   dispel magic  and   summon swarm to weaken his foes.

    Varro is most useful to the thi eves’ guil d when he’srunning his spy network, of course. This means coordi-nati ng teamsof thi eveswith animal messenger , using scry- ing to keep tabson targets, and using speak with animals and speak with plants to gather intelli gence about future jobs.

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    CHAPTER 2: RELIGION

    14

    Chapter 2:REligiOn

    Clerics and other religious characters play a

    rolein most communities,actingasphysicians,guardi ans, advisors, and leaders. Temples,shrines, and churches often have civic func-tionsaswell asreligiousones:Theycan serveasmeeti ng places, hospitals,and refuges.

    ReligiousNPCscan beaparty’smost impor-tant all ies, providing vital restorativemagic andvaluableinformation.Otherscan beimplacableenemies as they seek to spread destruction,capture prisoners for sacrifices, enforce tributetofoul deities,orlaunchother nefariousendeav-orsagainst theworld or theheroes.

    Manycharacterspresentedin thi ssectionare associated with specific deities, mostly to

    help round them out asindividuals.Feel freeto alter them to better suit your campaign,butremember that doingsomight changeclerics’spell selectionsand granted powers.

     TYPICAL TEMPLEGUARD

    “What bri ngsyou heretoday, citi zens?” 

    The guards below represent the low-levelsecurit y most temples use to discouragethi evesand attacksby rival factions.

    These guards usuall y keep a low profi le,

    staying tucked away in remote corners orkeeping watch from behind arrow slits orother cover. This not only keeps them fromdistracting worshipers in the temple, it alsomakes it harder for infil trators to locate anddefeat themquietly.Of course, templesof wardeiti esusually put onfrequent,if not continu-ous, displaysof mil itary might with columnsof guardsparading aroundin plain sight.

    The guards presented here are humanfollowers of Pelor but can be devoted to anydeity and be of any racethat’sappropriate forthat deity.

    d Typical Temple Guard:  Human Ftr1/ Clr1; CR 2; Medium-size humanoid; HD1d10+1 plus1d8+1; hp 11; Init +1; Spd 20 ft.;AC 19 (touch 10, fl at-footed 19); Atk +4melee (1d10+2/19–20, masterwork bastard

    sword) or +3 ranged (1d8+2/ ×3, masterwork mightycomposite longbow [+2 Str bonus]); SA Turn undead3/day; SQ Spontaneous casti ng (cure spells); AL NG; SVFort +5,Ref +1,Wil l +3; Str 14,Dex 12,Con 13,Int 10,Wis12, Cha10.

    Skill s and Feats:  Knowledge (reli gion) +2, Listen +5,Sense Moti ve +3, Spot +5; Alertness, Bli nd-Fight, ExoticWeapon Profi ciency (bastard sword).

    SpellsPrepared: (3/ 3;baseDC =11+spell level): 0—magic, resistance, virtue;  1st—command, endure elememagicweapon .

    *Domain spell.   Domains:   Strength (feat of stre1/day), Sun (greater turning 1/ day).

    Possessions:  Half-plate, l arge steel shield, masterw

    bastard sword, masterwork mighty composite long(+2 Str bonus), 20 arrows, poti on of bull ’sstrength, potiendurance,  scroll of  cure light wounds , sunrod, thunstone.

     TacticsThe guards usually don’t att ack unless someone strouble but do move to block off anyone who stoward any areathat’snot open to the public. If atromaker won’t t ake the hint, they try to settle the mquickly and quietly with command  spells. I f that dowork, they uset heir thunderstonesto disablet hefoealert therest of the temple to danger.

     TEMPLE WARDE“You seem to haveoverstepped yourself.” 

    The wardens represent more experienced troops useguard sensit ive areas and senior officials. They reinfthetemple guardsin the event of trouble, and in houdarknessor ti mesof acutedanger, somewardensmayguards i n patrolling a temple’s grounds. They mayescort important people traveling on temple busiMost casual visitorsto atemple never meet or even sewardens.

    The wardens presented here are human monk/ f

    ers; nonlawful temples use fighter/ roguescleric/roguesi nstead.A temple dedicatedto anonhudeit y haswardensof the appropriate kind.

    d TempleWarden:Human Mnk2/Ftr2; CR 4; Medsize humanoid; H D 2d8+2 plus 2d10+2; hp 28; I niSpd 30 ft.; AC 14 (touch 14, flat-footed 13); Atk +7 m(2d6+3/ 19–20, masterwork greatsword) or +5 m(1d6+2,unarmed strike) or +6 ranged (1d8+2/ ×3,mawork mighty composit e longbow [+2 Str bonus] masterwork arrows); SA Flurry of blows, stunni ng at2/day (Fort saveDC 14); SQ Evasion; AL LG; SV FoRef +4,Will +8;Str 14,Dex 13,Con 12,Int 10,Wi s16,C

    Skill s and Feats:  Balance+6, Cli mb +5, Hi de +6, L

    +10, Move Sil ently +6, Sense Motive +6, Spot +6; Aness, Bli nd-Fight, Deflect Arrows, Iron Wil l, Point BShot, Weapon Focus(greatsword).

    Possessions: Masterwork greatsword, masterwork micomposite longbow (+2 Str bonus), 20 masterwarrows, everburning torch, poti on of bull ’s strength, poticuremoderatewounds,poti on of haste,2flasksalchemist’s2 tanglefoot bags, thunderstone.

     TacticsThewardensusually try flanki ng maneuvers, depenon the templeguardsto keep opponentslocked in pWhen combati ng lightly armored enemies, ward

    Customizing ReligiousCharacters

    As a Dungeon Master, you may

    have more difficulty customiz-ing religious characters and fit-

    ting them into your ongoing

    campaign than anyother group

    of characters described in this

    book. Don’t give up, though;

    the reason it’s difficult to cus-

    tomize religious characters is

    because they tend to be more

    specific than others, and spe-

    cific means more detailed and

    more interesting. Here are

    three tips on customizing reli-

    gious characters:1. Lookat the Domains, not the

    Deity. Mandel is a high priest of 

    Hextor. He’s evil, andhisrolein

    most campaigns will be as a

    main villain or an ongoing

    threat. But what if you don’t like

    Hextor as a god, or you aren’t

    using the D&D pantheon in

    your game? Simple: Mandel

    uses the domains of Destruc-

    tion and War, two domains that

    really sum up his approach to

    villainy. He’s all about battle,

    crushing his foes, and reveling

    in the downfall of armies. But, if 

    you make a tiny adjustment to

    his domains—give him Trickery

    instead of War—he becomes a

    terrorist, a manipulator, and

    perhaps a behind-the-scenes

    plague on the heroes’ lives.

     You’ll need to tweak his equip-

    menta little bit (not to mention

    his spell selection), but you can

    turn a perfectly serviceable

    High Priest of Hextor into a

    completely different character

    in a matter of minutes.

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    make unarmed attacks, using their flurry of blowsabili tyto deal subdual damage. Against better-equipped oppo-nents, they drink their  poti ons of haste, then harass spell-casterswith bow fire and tosst anglefoot bagsto immobi-li ze as many foes as they can. If a quick victory seemspossible, they move in and use stunni ng attacks; other-

    wise, they wield bowsand greatswords.

    SENIOR TEMPLE GUARD“Istheresomediffi culty here?” 

    These guards represent the senior ranks of a temple’ssecuri ty force. They may be sergeants commandingsquads of more junior troops, protectors of a temple’smost sensitive chambers, and personal bodyguards toimportant personnel or people engaged in temple busi-nessin part icularl y dangerousareas.

    Theguardspresented here are human followers of Pelorbut can be devoted to any deity and beof any appropriaterace.

    dSenior Temple Guard:   Human Ftr3/Clr 3; CR 6;Medium-size humanoid; HD 3d10+3 plus 3d8+3; hp 40;Init +1; Spd20ft.;AC21(touch 12, flat-footed 21);Atk +9melee (1d10+3/ 19–20,  +1 bastard sword ) or +7 ranged(1d8+2/ ×3, masterwork mighty composite longbow [+2Str bonus]); SATurn undead 2/day; SQ Spontaneouscast-ing(cure spell s);AL LG; SV Fort +7, Ref +3,Wil l +8;Str 15,Dex 13, Con 13, Int 12, Wis 15, Cha8.

    Skill s and Feats:  Climb +1, Concentration +7, Ride +7,Spot +5, Swim +8, Wi lderness Lore +5; Dodge, Exoti cWeapon Proficiency (bastard sword), I ron Will, Power

    Attack,Track, Weapon Focus(bastard sword).Spells Prepared (4/ 4/ 3; base DC = 12 + spell level): 0—guidance, li ght, resistance, virtue; 1st—command,divi nefavor,endure elements *, shield of faith;  2nd—bull ’s strength *, hold person  (2).

    *Domain spell.  Domains:   Law (cast law spells at +1caster level), Strength (feat of strength 1/day).

    Possessions: +1 half-plate, +1 large metal shi eld, +1 bastard sword,   masterwork mighty composite longbow (+2 Strbonus), poti on of curemoderatewounds,poti on of endurance, 2tanglefoot bags, thunderstone.

    TacticsSenior temple guards cast   bull ’s strength   and   endure 

    elements (usuall y against fire) on themselveswhen goingon duty. This givesthem an averageStrength score of 18and theability to ignorethefi rst 5pointsof damagefromthe chosen element each round. Before joining battle,they cast shield of faith and divinefavor  on themselves.Thecombinati on gives them AC 23, an averagemelee attackbonus of +12, and average bastard sword damage of1d10+7. They first try to eli minate physicall y dangerousopponents with   hold person   and  command  spells, usetanglefoot bagsto immobilizetherest, then closeto makemelee attacks against anyone who’s sti ll moving. I f theycan’t reach an opponent, they fi re their bows.

    MANDEL,HIGH PRIEST OF HEXTOR “The worl d i s a cruel place. I merely serve to maketheworld . . . moreli keitself.” 

    Mandel presides over a grim, fortressli ketemple dedicated to maki ng sure thecommon folk fear and respect Hextor.Thetemple might be located i n a dungeonhidden below amajor city, or it could beacastle that holds the surrounding country-sidein thrall.

    Mandel hashandsomefeatures,hiswide-set eyes ever-changing shades of gray likeshadowsat dusk. Heistall ,lankyand beetle-browed,with curly auburn hair and apatri-cian beard.Though middle-aged,heiseveryinch thefighting cleric.Mandel wearsblackfull plate armor with Hextor’ssymbol, afistholding arrows, emblazoned on the breast-plate and picked out in blood-red enamel.He also wears a black steel skullcap andcarrieshisheavy flail wherever hegoes.

    Mandel spends most of his time direct-ingvari ousschemesdesigned to bring cashand glory to histemple and undermine hisrivals,theclericsof Heironeous.Hehatesitwhen adventurers come limping in, look-ing for heali ng, but knows amoneymakerwhen he sees one. He provides spell s orother assistance, but only to those whoagree to ti the 10%of their income to the

    temple and have been contributing for atleast a month. For customers who can’t ordon’t want to wait, Mandel settles for alump sum payment in li eu of a month’sti the: 10% of all a suppli cant’s currentwealt h or 2,000 gp worth of treasure,whichever is more. He also charges thegoing ratefor any spell cast and double ratefor spell swith an XPcost. Becausehecan’tcast healing spells spontaneously andusuall y prepares only afew curative spell sfor his own use, most customers have towait at least aday for healingfromhim.

    dMandel: Male human Clr13; CR 13;Medium-sizehumanoid; HD13d8+26;hp84;Init +4;Spd20ft.;AC24(touch12,flat-footed24); Atk +12/+7 melee (1d10+2/19–20,  +1 heavy flail of wounding ) or +11 ranged(1d10+1/ 19–20,masterwork heavy crossbowwith +1 bolts ); SA Rebukeundead 4/day; SQSpontaneous casting (inflict  spells); AL LE;SV Fort +12, Ref +6,Will +13; Str 12, Dex 11, Con 14, Int 12,Wis20,Cha12.

    Skill sand Feats: Bluff +4, Concentration +18, Diplomacy+4, Heal +9, Intimidate +4, Knowledge (religion) +9, Scry+5, Sense Motive +9, Spellcraft +5; Blind-Fight, Combat

    CHAPTER 2: RELIGION

    15

    2. Attitude Adjustment. Many

    the characters in this secthave extremeviews on their

    gion. Brother Culver,

    example, is a man of peacew

    has eschewed war in an effor

    put a bloody (if still righteo

    past behind him. He proba

    plays the voice of reason in

    heat of the moment and lik

    works to heal rather than ha

    But what if Brother Cul

    reverted tohisold ways?It mi

    bean interestingtwist to see

    man who "delivers . . . babcures . . . ills, and offers

    solace" to a populace sudde

    takeup theswordagain. A wh

    adventure could revolvearou

    why Brother Culver’s attitu

    suddenly changed, or maybe

    was always like that—a hea

    who still strikes at his deit

    enemies when necessary.

    3. Racial Motivations. So m

    different races exist in the D

    game with such distinct p

    sonalities that shifting a chacter even a little can mak

    huge difference. There’s

    reason, for example, t

    Neshia, High Priest of Pe

    couldn’t bea dwarf instead o

    human. Already Neshia kno

    the value of her services; a

    member of a more comme

    driven race she could still

    "kind and generous," but p

    haps shepartners with dwar

    kin who are a little less for

    ing of late payments or de

    quent debtors. She and

    clan could make a living o

    partyof PCs who areconsta

    in and out of debt and alw

    needing healing.

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    Casting, Improved Init iative, Martial Weapon Proficiency(heavy fl ail ), Maximize Spell , Scribe Scroll, Spell Penetra-tion,Weapon Focus(heavy flail ).

    Spells Prepared  (6/ 8/ 7/ 6/ 6/ 5/ 3/ 2; base DC = 15 + spelllevel): 0—cureminor wounds (2), detect magic (2), light  (2);1st—bane, bless, command  (2), cure li ght wounds, doom  (2),inflict light wounds *; 2nd—aid, cure moderate wounds, hold person   (2),  silence, spir itual weapon *,  zone of truth;  3rd—contagion *, dispel magic, invi sibil ity purge, prayer, protecti on from elements,searing li ght; 4th—curecri ti cal wounds,discern lies, divine power *,  greater magic weapon, poison, summon monster I V; 5th—circle of doom, ethereal jaunt, flamestri ke *,greater command, spell resistance; 6th—animate objects, blade barrier *, word of recall; 7th—blasphemy,disintegrate *.

    *Domain spell .  Domains:  Destruction (smit e 1/ day),War (Mart ial Weapon Proficiency and Weapon Focuswith heavy flail).

    Possessions: +2 full plate, amulet of natural armor +2, ri ng of  protecti on +2, +1 heavy flail of wounding, masterwork heavycrossbow, 10+1crossbow bolts,bootsof speed,cloak ofresistance +2, ioun stone  (vibrant purple prism) with a heal   spellstored in it, peri apt of Wisdom +2.

     TacticsA squad of four to six senior temple guardsalwaysaccom-paniesMandel, and legionsof other guardsand wardensare avail able to answer hiscall at the temple.

    Mandel prepares for a fi ght by casti ng protecti on from elements (usually fire), divine power, greater magic weapon,and   spell resistance  on himself .  When battle is joined,

    Mandel casts blasphemy   to soften up the opposifollowed by  prayer.  He can absorb up to 156 poindamageof t he chosen element and gains spell resist

    25. Thecombination of  divine power, greater magic weand prayer  increaseshis attack bonuswith the heavyto +22/ +17/+12 (damage1d10+11).

    He next castsflamestrike andbladebarrier onasmanyas he can catch, and uses summon monster IV  to call fiendish direapeto flank thefoeor replacefall en guardcan also useanimateobjects to get reinforcements, usinglargeobject that’shandy (insidehistemple, that isprobastonestatueof Hextor).Latein thefi ght, hetriesto foff opponents with circle of doom. I f heavily damagedactivateshis ioun stone and casts heal  on himself, afterstepping out of reach soan opponent can’t grab thestohefeelshe’sin truedanger, heescapesviaword of recall.

    dFiendish Dire Ape: CR —; Large magical beast5d8+10; hp 32; Init +2: Spd 50 ft.; AC 14 (touch 13,footed 13); Atk +8 melee (1d6+6, 2 claws) and +3 m(1d8+3, bite); SA Smite good, rend 2d6+12; SQ Dvision 60 ft., scent, cold and fi re resistance 10, damreduction 5/ +1; SR10;AL NE;SV Fort +6, Ref +6,WiStr 22, Dex 15, Con 14, Int 3, Wis12, Cha7.

    Skill s and Feats:  Hi de +3, Listen +6, Move Sil entlSpot +4,Wi ldernessLore+1(+4 when tracking byscWeapon Finesse(bite).

    SmiteGood(Su):Onceper day the creature can ma normal att ack to deal +5 addit ional damage agaigood foe.

    CHAPTER 2: RELIGION

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    CHAPTER 2: RELIGION

    17

    FLOKI LONGFINGERS,ADEPT OF MAGLUBIYET 

    “A fair fight?That ’sfor fools!” 

    Floki leadsaband of goblins that attacks passing caravans

    andother travelers.If nogoodopportuniti escometheir way,thegoblinsmount their worgsand find asettl ement to raid.Floki leads through a combination of brains and demon-stratedmagical ability.Thegoblinsin hisbandareconvincedhehasthefavor of Maglubiyet—and,in away, hedoes.

    He isabout averagesizefor agoblin,with burnt-orangeskin, bright yell ow eyes, and sparseblack hair that sticksupli kethefrayed bristlesof an old scrubbrush. He wearsa suit of blue-gray l eather armor that could use a goodcleaning.An attendant usuall y foll owsbehind him,carry-ing his morningstar. Hi sbat familiar, Rajan, circlesover-head, occasionally landing on Floki’schest or upper armto get hisback or ears scratched.

    Floki li kes to keep his band busy worshiping Maglu-biyet, digging expansions to their lair, patrolli ng thesurrounding area, hunting, and raiding. He figures busygoblinswon’t havetimeto rebel. Fortunately,all thisactiv-ity hasmadetheband fairly wealthy by goblin standards,and they areassatisfied with their lot asgoblinsever are.

    dFloki Longfingers: Male goblin Rog2/Adp4; CR 4;Small humanoid (gobli noid); HD 2d6+2 plus 4d6+4; hp28;Init +7;Spd30ft.;AC17(touch14,flat-footed 14);Atk+4 melee (1d8, +1 morningstar ) or +9 ranged (1d8/ 19–20,masterwork light crossbow with masterwork bolts); SASneak attack +1d6;SQ Darkvision 60ft., evasion,famil iarbenefits; AL NE;SV Fort +3,Ref +8,Wil l +7; Str 8, Dex 16,

    Con 12, Int 13, Wis 15, Cha8.Skills and Feats:  Concentrati on +6, Di sable Device +6,Escape Art ist +8, Heal +4, Hide +12, Listen +9, MoveSilently +12,Pick Pocket +8,Ride(worg) +9;Scry +2,Search+6,Spot +9,Spellcraft +5,Tumble+8,UseRope+8;CombatCasting,Dodge, Improved Initiative, MountedCombat.

    Familiar Benefits:  Grants master Alert ness feat(when within arm’sreach);master can sharespell s;masterhasempathic li nk.

    Spells Prepared (3/ 3/ 1; base DC = 12 + spell level): 0—cureminor wounds (2),ghost sound; 1st—bless, sleep,curel ight wounds; 2nd—web.

    Possessions: +1 leather armor, +1 morningstar, masterworklight crossbow, 10masterwork bolts, cloak of resistance+1,

    2 scroll sof obscuring mist, 5 smokesti cks.

    dRajan, Bat Familiar:   HD 4; hp 14; AC 18; SQImproved evasion, can deliver touch attacks; I nt 7; seeMonster Manual, Appendix I .

    TacticsLike most gobli ns, Floki prefers ambushes and sneakattacks. His favori te targets are travelers campingovernight near his band’s lair. After the moon sets, thegoblins sneak up to the campsite, hiding and movingsil ently. Floki then casts a sleep  spell on the guards. If thespell works,thegoblinscreep intothecampand steal what

    they can. They usuall y don’t bother to ki ll anyonebecausethat might makenoise.

    I f the spell fail s, several goblins fi nd the best coveravailableand begin shooti ng intothe camp.They concen-trate all their f ire on a single target, only moving on toanother oncet hefi rst onefall s. If this foetriesto closet o

    melee range or otherwise makesan effective counterat-tack,thegoblinsflee. Meanwhile, Floki and afewgobli nsstay in hiding nearby, lookingfor their chance. Floki useshisghost sound spell to confuseenemiesor draw themoutof the camp. Hi s favorite tri cks include the sounds ofsnapping twigsand creaking leather, suggesti ng unseentroops flanking the enemy, or low murmurs, as thoughhidden raiderswerediscussing aplan. If Floki getsimpa-tient with waiting, he uses  web  to immobilize the foewhileheand his croniesdash in to grab what they can.

    When Floki and his goblins flee the scene, they takecare to moveacrossafew streamsandrocky areasso astomaketracking them difficult.

    SCARSNOUT,ADEPT OF KURTULMAK 

    “Hewhofightsand runsaway winsi n thelongrun.” 

    Scarsnout has clawed his way into a leadership posit ionin histribeby virtueof hisspellcasting ability and awell-developed sense of self-preservati on. He spends most ofeach day just loafi ng (he call s it meditati ng) and occa-sionally leadinghistribein worship.

    Scarsnout is fairly big for a kobold, with rusty brownscalesand redeyes. A long,crookedscar, asouvenir fromayouthful encounter with agrick,runsdown theleft sideof

    his snout. He wears a blood-red loincloth and cloak, andblack bracerscover hiswrists.A leather harnessfestoonedwith pouchesandweaponscompleteshisatti re.Hisweaselfamiliar, Alhi, often drapes himself around Scarsnout’sneck likeafur collar or percheson hisshoulder.

    Scarsnout seldom stirs unless some emergency callshim into action.

    dScarsnout:  Male kobold Adp3/ Sor3; CR 4; Smallhumanoid (repti li an); HD 3d6 plus 3d4; hp 20; I nit +2;Spd 30 ft.;AC 16 (touch 14, flat-footed 14); Atk +2 melee(1d6–1/ ×3, +1 halfspear ) or +7 ranged (1d8+2/19–20, +1 light crossbow  with +1bolts ); SQ Darkvision 60 ft., famili arbenefit s, li ght sensiti vity; AL LE; SV Fort +3, Ref +7, Will

    +9; Str 6, Dex 14, Con 10, Int 10, Wis 15, Cha15.Skill s and Feats:  Concentrati on +4, Heal +5, Hide +8,

    Knowledge (religion) +2, Scry +4, Spellcraft +3; Dodge,Point Blank Shot, PreciseShot.

    Familiar Benefits:   Grants master Alert ness feat(when within arm’sreach);master can share spells; masterhasempathic li nk.

    Light Sensitivity (Ex): Scarsnout gets a –2 circum-stancepenalty on attack rollsi n bright sunlight or withintheradiusof adaylight spell.

    Adept Spells Prepared  (3/ 3; base DC = 12 + spell level):0—cure minor wounds (2), ghost sound; 1st—bless, curelight wounds (2).

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    Sorcerer Spells Known  (6/ 6; base DC = 12 + spell level):0—daze, flare, mage hand, presti digitation, ray of frost; 1st—expediti ousretreat, grease, magic missile.

    Possessions: Bracersof armor +1,ring of protecti on +1,+1 half- spear, +1light crossbow,10+1bolts, cloak of resistance+1,scrollof  sanctuary, wand of burning hands (28 charges), 2 flasks

    alchemist’s fi re, 2 smokesti cks,  2 tanglefoot bags,  Tinymonstrousscorpion in acage.

    dAlhi, Weasel Familiar: HD 3; hp 10; Atk +4 melee;AC 16; SQ Improved evasion, can deliver touch attacks;Int 7; see Monster Manual, Appendix I .

     TacticsScarsnout prefers to stay as far away from the enemy aspossible, and henever facesafoewithout agangof four toeight koboldsaccompanying him. Each kobold carriesaTiny monstrous scorpion in a cage in addition to itsnormal equipment. In battle, Scarsnout directs the gangto firetheir crossbowsat thefoewhil ehe castsexpediti ous retreat on himself, then castsbless on hisgroup.Thereafter,hetriestokeep upranged attacksfrom ahealt hy distance.

    If opponents try to close to meleerange, the koboldswit hdraw while Scarsnout uses grease spells to hamperpursuit . H is tr ibe includes several expert trapmakerswho have constructed pits with covers t hat supportabout 45 pounds of weight. Scarsnout and his groupretreat over these, hoping their foesfollow and fall in. I fany do, Scarsnout uses grease on the pit’s walls while hisgang openstheir scorpion cagesand lower the monstersin, much to theconsternation of thosetrapped in thepit.

    aCoveredPitTrap:20ft.deep;CR1;noattack roll neces-

    sary (2d6);Reflex save(DC20) avoids;Search (DC20).Note: 10feet longandaswideasthecorridor (usuall y 5or10feet);thetrap can’t bedisabled,but it can bejumped or bridged.d TinyMonstrous Scorpion: hp 4; seeMonster Manual,Appendix 2.

    PANGA, MARSH DRUID“Areyou lossst, li ttl ehuman?” 

    Pangal eadsatribe of advanced li zardfolk that inhabitsahidden village in the center of a wide marsh. Althoughthe tribememberstradeherbs, fish, and other goodst heygather from the marsh with humans who live nearby,

    they also trade with the l ocal orcs. The lizardfolk arereclusiveand resent intrusionsi nto their terri tory. Whenthey trade, they travel to the marsh’s edge in boats. Theydonot all ow outsidersto visit their vil lage.

    Panga has deep green scales on his back and li


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