DEFENSE AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) hp 6 (1d10+1) Fort +3, Ref +2, Will 1

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1 Goblin Warriors (L) LOCAL DC (Goblin) XP 135 Goblin warrior 1 NE Small humanoid (goblinoid) Init +; Senses darkvision 0 ft.; Perception 1 AC 1, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) hp (1d10+1) Fort +3, Ref +2, Will 1 Speed 30 ft. Melee short sword +2 (1d4/19 20) Ranged short bow +4 (1d4/ 3) Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha Base Atk +1; CMB +0; CMD 12 Feats Improved Initiative Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin combat gear leather armor, light wooden shield, short sword, short bow with 20 arrows To the Death!

2 Goblin Shaman (L) LOCAL DC (Goblin) Female goblin adept of Zarongel 1 NE Small humanoid (goblinoid) init +3; Senses darkvision 0 ft.; Perception +1 ac 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 7 (1d+4) Fort +0, Ref +3, Will +3 Speed 30 ft. Melee dagger 1 (1d3 2/19 20) or touch 1 (as spell) Ranged light crossbow +4 (1d/19 20) Spells: See Spell Box Str, Dex 1, con 11, int 10, Wis 13, cha 7 Base atk +0; cmb 3; cmd 10 Feats Toughness Skills Fly +5, Heal +5, Ride +7, Stealth +12; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin combat Gear potion of cure light wounds (CL1); Other Gear light crossbow with 10 bolts, dagger, wooden holy symbol of Zarongel 7 Bolt To the Death! Adept Spells Prepared (CL1, Concentration +2): Level 1: Level 0: Burning Hands (DC 12) Touch of Fatigue (DC11) Sleep (DC 12) Touch of Fatigue (DC11) Touch of Fatigue (DC11)

3 Goblin Warriors (M) LOCAL DC (Goblin) Male goblin warrior 2 NE Small humanoid (goblinoid) init +; Senses darkvision 0 ft.; Perception 1 ac 18, touch 13, flat-footed 1 (+4 armor, +2 Dex, +1 shield, +1 size) hp 15 (2d10+4) Fort +4, Ref +2, Will 1 Speed 30 ft. Melee short sword +3 (1d4/19 20) Ranged shortbow +5 (1d4/ 3) Str 11, Dex 15, con 12, int 10, Wis 9, cha Base atk +2; cmb +1; cmd 13 Feats Improved Initiative Skills Fly +1, Ride +7, Stealth +9, Swim +1; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin combat Gear potion of cure light wounds(cl3); Other Gear chain shirt, light wooden shield, shortbow with 20 arrows, short sword To the Death!

4 Goblin Shaman (M) LOCAL DC (Goblin) Female goblin adept 2 NE Small humanoid (goblinoid) init +3; Senses darkvision 0 ft.; Perception +3 ac 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 12 (2d+5) Fort +0, Ref +5, Will +4 Speed 30 ft. Melee dagger +0 (1d3 2/19 20) or touch +0 (as spell) Ranged mwk light crossbow + (1d/19 20) Spells see Spell Box Str, Dex 1, con 11, int 10, Wis 13, cha 7 Base atk +1; cmb 2; cmd 11 Feats Alertness, Toughness Skills Fly +5, Heal +, Perception +3, Ride +7, Sense Motive +3, Stealth +13; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin SQ familiar combat Gear potions of cure light wounds(3) (CL1); Other Gear dagger, masterwork light crossbow with 10 bolts, wooden holy symbol of Zarongel 12 Bolt To the Death! Adept Spells Prepared (CL2, Concentration +3): Level 1: Level 0: Burning Hands (DC 12) Touch of Fatigue (DC11) Sleep (DC 12) Touch of Fatigue (DC11) Touch of Fatigue (DC11)

5 Goblin Shaman s Familiar (M) NATURE DC 5 Weasel (Pathfinder RPG Bestiary 133) N Tiny animal init +2; Senses low-light vision, scent; Perception +1 ac 1, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp (2d8) Fort +2, Ref +4, Will +4 Defensive abilities improved evasion Speed 20 ft., climb 20 ft. Melee bite +5 (1d3 4 plus attach) Space 2-1/2 ft.; Reach 0 ft. Str 3, Dex 15, con 10, int, Wis 12, cha 5 Base atk +0; cmb +0; cmd (10 vs. trip) Feats Alertness, Weapon Finesse Skills Acrobatics +10, Climb +10, Escape Artist +, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics SQ empathic link, share spells SPECIAL ABILITIES attach (ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round. To the death

6 Goblin Warriors (H) LOCAL DC 9 (Goblin) Male goblin warrior 4 NE Small humanoid (goblinoid) init +7; Senses darkvision 0 ft.; Perception 1 ac 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size) hp 30 (4d10+8) Fort +, Ref +5, Will +1 Speed 30 ft. Melee mwk short sword +9 (1d4/19 20) Ranged mwk shortbow +9 (1d4/ 3) Str 11, Dex 1, con 12, int 10, Wis 9, cha Base atk +4; cmb +3; cmd 1 Feats Improved Initiative, Weapon Finesse Skills Fly +2, Ride +9, Stealth +12, Swim +2; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin combat Gear potions of cure light wounds (3)(CL1); Other Gear masterwork chain shirt, heavy wooden shield, masterwork shortbow with 20 arrows, masterwork short sword, cloak of resistance +1(CL5) To the Death!

7 Goblin Shaman (H) LOCAL DC (Goblin) Female goblin adept of Zarongel 3 NE Small humanoid (goblinoid) init +3; Senses darkvision 0 ft.; Perception +3 ac 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 1 (3d+) Fort +1, Ref +, Will +4 Speed 30 ft. Melee mwk dagger +1 (1d3 2/19 20) or touch +0 (as spell) Ranged mwk light crossbow + (1d/19 20) Spells See Spell Box Str, Dex 1, con 11, int 10, Wis 13, cha 7 Base atk +1; cmb 2; cmd 11 Feats Alertness, Spell Focus (evocation), Toughness Skills Fly +5, Heal +7, Perception +3, Ride +7, Sense Motive +3, Stealth +14; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin SQ familiar combat Gear potion of cure light wounds(cl1), potion of cure moderate wounds (CL3); Other Gear masterwork light crossbow with 10 bolts, masterwork dagger, wooden holy symbol of Zarongel 1 Bolt To the Death! Adept Spells Prepared (CL3, Concentration +4): Level 1: Level 0: Burning Hands (DC 12) Touch of Fatigue (DC11) Burning Hands (DC 12) Touch of Fatigue (DC11) Sleep (DC 12) Touch of Fatigue (DC11)

8 Goblin Shaman s Familiar (H) NATURE DC 5 Weasel (Pathfinder RPG Bestiary 133) N Tiny animal init +2; Senses low-light vision, scent; Perception +1 ac 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size) hp 8 (3d8) Fort +2, Ref +4, Will +4 Defensive abilities improved evasion Speed 20 ft., climb 20 ft. Melee bite +5 (1d3 4 plus attach) Space 2-1/2 ft.; Reach 0 ft. Str 3, Dex 15, con 10, int 7, Wis 12, cha 5 Base atk +0; cmb +0; cmd (10 vs. trip) Feats Alertness, Weapon Finesse Skills Acrobatics +10, Climb +10, Escape Artist +, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics SQ deliver touch spells, empathic link, share spells SPECIAL ABILITIES attach (ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round. 14 To the Death!

9 Bis Goons (L) LOCAL DC (Human) Male or Female human rogue 1 CN Medium humanoid (human) init +; Senses Perception +4 ac 1, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp (1d8+2) Fort +1, Ref +4, Will +0 Speed 30 ft. Melee cestus +4 (1d4+3/19 20) Ranged dagger +2 (1d4+3/19 20) or stingchuck +2 (1d4 + swarm, see box) Special attacks sneak attack +1d Str 1, Dex 15, con 13, int 12, Wis 10, cha 8 Base atk +0; cmb +3; cmd 15 Feats Improved Initiative, Weapon Focus (cestus) Skills Acrobatics +4, Bluff +3, Climb +5, Disguise +3, Escape Artist +4, Intimidate +3, Knowledge (local) +5, Linguistics +5, Perception +4, Stealth +4 Languages Common, Dwarven, Goblin SQ trapfinding +1 combat Gear potion of cure light wounds(cl1); Other Gear chain shirt, cestus, daggers (3), stingchucks (3, only one of the goons has these) Dagger Dagger Dagger Dagger Stingchuck Stingchuck: A stingchuck is a foul bag made of a humanoid s head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, it acts as a splash weapon. When it hits its target, the vermin bite and sting the target, dealing 1d points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

10 Bis Goons (M) LOCAL DC (Human) Male or Female human rogue 2 CN Medium humanoid (human) init +; Senses Perception +5 ac 1, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (2d8+4) Fort +1, Ref +5, Will +0 Defensive abilities evasion Speed 30 ft.; Step Up Melee cestus +5 (1d4+3/19 20) Ranged dagger +3 (1d4+3/19 20) or stingchuck +3 (1d4+swarm, see box) Special attacks sneak attack +1d Str 1, Dex 15, con 13, int 12, Wis 10, cha 8 Base atk +1; cmb +4; cmd 1 Feats Improved Initiative, Step Up, Weapon Focus (cestus) Skills Acrobatics +5, Bluff +4, Climb +, Disguise +4, Escape Artist +5, Intimidate +4, Knowledge (local) +, Linguistics +, Perception +5, Stealth +5 Languages Common, Dwarven, Elven, Goblin SQ rogue talent (combat trick), trapfinding +1 combat Gear potions of cure light wounds (3); Other Gear chain shirt, cestus, daggers (3), stingchucks (3, only one of the goons has these) Dagger Dagger Dagger Dagger Stingchuck Stingchuck: A stingchuck is a foul bag made of a humanoid s head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, it acts as a splash weapon. When it hits its target, the vermin bite and sting the target, dealing 1d points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

11 Bis Goons (H) LOCAL DC 10 (Human) Male or Female human rogue 5 CN Medium humanoid (human) init +; Senses Perception +8 ac 1, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 42 (5d8+20) Fort +3, Ref +, Will +1 Defensive abilities evasion, trap sense +1, uncanny dodge Speed 35 ft. Melee +1 cestus +8 (1d4+4/19 20) Ranged dagger +5 (1d4+3/19 20) or stingchuck +5 (1d4, see sidebar) Special attacks sneak attack +3d (plus 3 bleed) Str 1, Dex 15, con 14, int 12, Wis 10, cha 8 Base atk +3; cmb +; cmd 18 Feats Fleet, Improved Initiative, Step Up, Toughness, Weapon Focus (cestus) Skills Acrobatics +8, Bluff +7, Climb +9, Disguise +7, Escape Artist +8, Intimidate +7, Knowledge (local) +9, Linguistics +9, Perception +8, Stealth +8 Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc SQ rogue talents (bleeding attack +3, combat trick), trapfinding +2 combat Gear potion of cure moderate wounds (CL3); Other Dagger Dagger Dagger Dagger Stingchuck When two go down, the other two attempt to flee Gear chain shirt, +1 cestus (CL3), daggers (3), stingchucks (3, only one of the goons has these) Stingchuck: A stingchuck is a foul bag made of a humanoid s head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, it acts as a splash weapon. When it hits its target, the vermin bite and sting the target, dealing 1d points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

12 ACT 3 Possible Characters Sard Coalbreath, Male Dwarf Scallywag. Gruff, Drunk, Down on his luck Gold Piece to get information Miss Feathers, Male Human Prostitute Hulking, muscular; Deep, booming voice, quick laugh

13 Information comes after several ribald stories about bad customers Fasch, Female Human Cutpurse. Likely encountered trying to steal a PC's coin purse Will tell everything she knows for a warm meal Jorda Dollobart, Male Human Fruit Merchant Tall, Skeletally Thin (wasting childhood disease) Scarred Face, stiff speech Buy his fresh fruit, get info Roold, Female Human Caravan Soldier Short, Muscular, thick Close-cut hair, polished leather armor Found in a pub Alcohol loosens lips Act 3 Clues Besel Ardoc Likes To Drink. I hear that Besel can t makeit through a day without a pint or six of whatever grog the pub he s in is selling. I don t know what those Ardocs are involved in, and I don t even want to whenever someone tells me what they re up to, I realize again that I d probably drink myself stupid three times a day if I were one of them. Besel Ardoc Doesn t Travel Anywhere Without His Golem Bodyguards all Six Of Them. Those Ardocs aren t stupid. They run the best golem-making factory since Thassilon, and when you run something like that, you have an obvious source of guards. I ain t never seen Besel without at least six of those iron things stomping around behind him. If you re trying to find him and put a hurt on him, you best change your mind, friend. Besel Ardoc Works Long Hours At The Kiln And Is Sometimes Seen Drinking At A Pub In Nearby Downmarket. Oh yeah, I seen Besel drinkin in Downmarket a bunch had a few pints with him m self. It s probably because of those pints that I can t recall the name of the pub where I last saw him. Besel Ardoc Was Just Seen This Morning Drinking At A Pub In Downmarket Called The Augur s Entrails. Down by that disgusting troll Augur temple called Augur s Entrails, I think. There s a troll on the sign pullin his own damn entrails out on the sign. You won t catch me drinking there, but I saw Besel and his iron monsters there this morning. Besel Ardoc Has A Meeting With The Entrails Proprietor In The Morning, Just After The Pub Opens. I was in the Augur s Entrails over in Downmarket this morning and heard Besel say he d be back there again tomorrow morning for something. That s probably your best bet for finding him, friend.

14 Goblin Warriors (L) LOCAL DC (Goblin) XP 135 Goblin warrior 1 NE Small humanoid (goblinoid) Init +; Senses darkvision 0 ft.; Perception 1 AC 1, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) hp (1d10+1) Fort +3, Ref +2, Will 1 Speed 30 ft. Melee short sword +2 (1d4/19 20) Ranged short bow +4 (1d4/ 3) Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha Base Atk +1; CMB +0; CMD 12 Feats Improved Initiative Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin Flee when Vadoma falls; otherwise, To the Death! Vadoma (L) LOCAL DC (Human) Female human sorcerer 1 CN Medium humanoid (human) init +1; Senses Perception +0 ac 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 9 (1d+) Fort +2, Ref +1, Will +2 Speed 0 ft. Melee quarterstaff 1 (1d 1) Ranged light crossbow +1 (1d8/19 20) Special attacks grave touch (1 rounds, /day) Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day) cause fear (DC 15), ray of enfeeblement (DC 15)

15 0 (at will) bleed (DC 14), daze (DC 13), mage hand, touch of fatigue (DC 14) Bloodline Undead Str 8, Dex 13, con 14, int 12, Wis 10, cha 17 Base atk +0; cmb 1; cmd 10 Feats Eschew Materials, Spell Focus (necromancy), Toughness Skills Bluff +7, Intimidate +7, Knowledge (arcana) +5, Knowledge (religion) +5 Languages Common, Elven SQ bloodline arcana combat Gear potion of cure light wounds (CL1), scrolls of color spray (2) (CL1), scrolls of expeditious retreat (2) (CL1), scroll of mage armor (CL1), scrolls of sleep (2) (CL1); Other Gear light crossbow with 10 bolts, quarterstaff 9 Bolts To the Death! Grave Touch Spells: L1 - Goblin Warriors (M) Male goblin warrior 2 NE Small humanoid (goblinoid) init +; Senses darkvision 0 ft.; Perception 1 ac 18, touch 13, flat-footed 1 (+4 armor, +2 Dex, +1 shield, +1 size) hp 15 (2d10+4) Fort +4, Ref +2, Will 1 Speed 30 ft. Melee short sword +3 (1d4/19 20) Ranged shortbow +5 (1d4/ 3) Str 11, Dex 15, con 12, int 10, Wis 9, cha Base atk +2; cmb +1; cmd 13 LOCAL DC (Goblin)

16 Feats Improved Initiative Skills Fly +1, Ride +7, Stealth +9, Swim +1; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin combat Gear potion of cure light wounds(cl3); Other Gear chain shirt, light wooden shield, shortbow with 20 arrows, short sword Flee when Vadoma falls; otherwise, To the Death! Vadoma (M) LOCAL DC (Human) Female human sorcerer 2 CN Medium humanoid (human) init +1; Senses Perception +0 ac 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 23 (2d+1) Fort +2, Ref +1, Will +3

17 Speed 0 ft. Melee quarterstaff +0 (1d 1) Ranged light crossbow +2 (1d8/19 20) Special attacks grave touch (1 rounds, /day) Sorcerer Spells Known (CL 2nd; concentration +5) 1st (5/day) cause fear (DC 15), ray of enfeeblement (DC 15) 0 (at will) bleed (DC 14), daze (DC 13), disrupt undead (DC 14), mage hand, touch of fatigue (DC 14) Bloodline Undead Str 8, Dex 13, con 14, int 12, Wis 10, cha 17 Base atk +1; cmb +0; cmd 11 Feats Eschew Materials, Spell Focus (necromancy), Toughness Skills Bluff +8, Intimidate +8, Knowledge (arcana) +, Knowledge (religion) + Languages Common, Elven SQ bloodline arcana combat Gear potions of cure light wounds (CL1)(2), scrolls of color spray (2) (CL1), scroll of expeditious retreat (CL1), scroll of mage armor (CL1), scrolls of sleep (2) (CL1); Other Gear light crossbow with 10 bolts, quarterstaff 23 Bolts Grave Touch Spells: L1 - Goblin Warriors (H) To the Death! LOCAL DC 8 (Goblin) Male goblin warrior 3 NE Small humanoid (goblinoid) init +; Senses darkvision 0 ft.; Perception 1 ac 18, touch 13, flat-footed 1 (+4 armor, +2 Dex, +1 shield, +1 size) hp 22 (3d10+) Fort +4, Ref +3, Will +0 Speed 30 ft. Melee short sword + (1d4/19 20) Ranged shortbow + (1d4/ 3) Str 11, Dex 15, con 12, int 10, Wis 9, cha Base atk +3; cmb +2; cmd 14 Feats Improved Initiative, Weapon Finesse

18 Skills Fly +1, Ride +8, Stealth +10, Swim +1; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin combat Gear potions of cure light wounds (2) (CL1); Other Gear chain shirt, light wooden shield, shortbow with 20 arrows, shortsword Flee when Vadoma falls; otherwise, To the Death! Vadoma (H) LOCAL DC 12 (human) Female human sorcerer 7 CN Medium humanoid (human) init +5; Senses Perception +0 ac 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +1

19 Dex, +1 dodge, +4 shield) hp 59 (7d+35) Fort +5, Ref +4, Will + immune magic missile Speed 0 ft. Melee quarterstaff +2 (1d 1), Ranged light crossbow +4 (1d8/19 20) Special attacks grave touch (3 rounds, 7/day) Sorcerer Spells Known (CL 7th; concentration +11) 3rd (5/day) ray of exhaustion (DC 19), slow (DC 17), vampiric touch 2nd (7/day) false life, ghoul touch (DC 18), spectral hand 1st (/day) cause fear (DC 17), chill touch (DC 17), grease (DC 15), ray of enfeeblement (DC 17), shield (already cast) 0 (at will) bleed (DC 1), daze (DC 14), detect magic, disrupt undead (DC 1), light, mage hand, touch of fatigue (DC 1) Bloodline Undead 59 Bolts Grave Touch Spells: L1 - L2 - To the Death! L3 - Str 8, Dex 13, con 14, int 12, Wis 10, cha 18 Base atk +3; cmb +2; cmd 15 Feats Combat Casting, Dodge, Eschew Materials, Greater Spell Focus (necromancy), Improved Initiative, Spell Focus (necromancy), Toughness Skills Bluff +14, Intimidate +14, Knowledge (arcana) +11, Knowledge (religion) +11 Languages Common, Elven SQ bloodline arcana combat Gear necklace of fireballs (type I) (CL10), potions of cure light wounds (2) (CL1), scrolls of color spray (2) (CL1), scrolls of expeditious retreat (2) (CL1), scroll of gaseous form (CL5), scroll of mage armor (CL1), scrolls of sleep (2) (CL1); Other Gear light crossbow with 10 bolts, cloak of resistance +1 (CL5), ring of protection +1 (CL3), quarterstaff

20 Wymund Pratt (L) LOCAL DC 8 (Human) Male human bard 4 NE Medium humanoid (human) init +; Senses Perception +0 ac 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 30 (4d8+12) Fort +3, Ref +, Will +4; +4 vs. bardic performance, language-dependent, and sonic Speed 30 ft. Melee rapier +2 (1d 1/18 20), Ranged mwk shortbow + (1d/ 3) Special attacks bardic performance 13 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1) Bard Spells Known (CL 4th; concentration +9) 2nd (1/day) glitterdust (DC 18), summon monster II 1st (4/day) charm person (DC 1), cure light wounds, hideous laughter (DC 1), sleep (DC 1) 0 (at will) daze (DC 15), lullaby (DC 15), mage hand, message, open/close, summon instrument Str 8, Dex 15, con 14, int 12, Wis 10, cha 20 Base atk +3; cmb +2; cmd 14 Feats Augment Summoning, Improved Initiative, Spell Focus (conjuration) Skills Acrobatics +8, Bluff +12, Climb +5, Diplomacy +12, 30 s To the Death! Bardic Performance Spells: L1 - L2 - Disguise +10, Escape Artist +8, Perform (oratory) +12, Sense Motive +12, Sleight of Hand +, Spellcraft +5, Stealth +5 Languages Common, Goblin SQ bardic knowledge +2, versatile performance (oratory) combat Gear potion of cure moderate wounds (CL3), scroll of invisibility (CL3), scroll of silence (CL3); Other Gear +1 chain shirt (CL3), rapier, masterwork shortbow with 20 arrows Base Statistics Reduce all spell DCs by 2; concentration +7; cha 1; Bluff +10, Diplomacy +10, Perform (oratory) +10, Sense Motive +10

21 Smn'd Fire Beetles (1d3) (L) NATURE DC 5 Fiendish fire beetle (Pathfinder RPG Bestiary 33, 294) N Small vermin init +0; Senses darkvision 0 ft., low-light vision; Perception +0 ac 12, touch 11, flat-footed 12 (+1 natural, +1 size) hp (1d8+2) Fort +4, Ref +0, Will +0 immune mind-affecting effects; Resist cold 5, fire 5 SR 5 Speed 30 ft., fly 30 ft. (poor) Melee bite +3 (1d4+2) Special attacks smite good (1/day, +1 damage, persists until target is dead) Str 14, Dex 11, con 15, int, Wis 10, cha 7 Base atk +0; cmb +1; cmd 11 (19 vs. trip) Skills Fly 2 SQ luminescence SPECIAL ABILITIES Luminescence (ex) A fire beetle s glowing glands provide light in a 10-foot radius. A dead fire beetle s luminescent glands continue to glow for 1d days after its death. Rounds Remaining Wymund Pratt (M) LOCAL DC 11 (Human) Male human bard 7 NE Medium humanoid (human) init +; Senses Perception +0 ac 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 59 (7d8+28) Fort +5, Ref +8, Will +; +4 vs. bardic performance, language-dependent, and sonic; Speed 30 ft. Melee rapier +4 (1d 1/18 20) Ranged +1 shortbow +8 (1d+1/ 3) Special attacks bardic performance 19 rounds/day (move action, countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)

22 Bard Spells Known (CL 7th; concentration +12) 3rd (1/day) fear (DC 18), summon monster III 2nd (4/day) glitterdust (DC 18), invisibility, suggestion (DC 18), summon monster II 1st (5/day) charm person (DC 17), cure light wounds, grease (DC 17), hideous laughter (DC 17), sleep (DC 17) 0 (at will) daze (DC 1), lullaby (DC 1), mage hand, message, open/close, summon instrument Str 8, Dex 15, con 14, int 12, Wis 10, cha 20 Base atk +5; cmb +4; cmd 1 Feats Augment Summoning, Improved Initiative, Spell Focus (conjuration), Spell Focus (enchantment), Toughness Skills Acrobatics +10, Bluff +15, Climb +7, Diplomacy +15, Disguise +11, Escape Artist +9, Intimidate +15 Perform (comedy) +15, Perform (oratory) +15, Sense Motive +15, Sleight of Hand +7, Spellcraft +, Stealth + Languages Common, Goblin SQ bardic knowledge +3, lore master 1/day, versatile performance (oratory, comedy) combat Gear potion of cure moderate wounds (CL3), scroll of dimension door (CL7), scroll of invisibility (CL5), scroll of silence (CL2); Other Gear +1 chain shirt (CL3), cloak of resistance +1 (CL5), rapier, +1 shortbow (CL3) with 20 arrows Base Statistics Reduce all spell DCs by 2; concentration +10; cha 1; Bluff +13, Diplomacy +13, Intimidate +13, Perform (comedy) +13, Perform(oratory) +13, Sense Motive s To the Death! Bardic Performance Spells: L1 - L3 L2 - Smn'd Wolves (1d3) (M) NATURE DC 5 Fiendish wolf (Pathfinder RPG Bestiary 278, 294) N Medium animal init +2; Senses darkvision 0 ft., low-light vision, scent; Perception +8 ac 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 17 (2d8+8) Fort +7, Ref +5, Will +1 Resist cold 5, fire 5 SR Speed 50 ft. Melee bite +4 (1d+3 plus trip) Special attacks smite good (1/day, +2 damage, persists until target is dead)

23 Str 17, Dex 15, con 19, int 2, Wis 12, cha Base atk +1; cmb +4; cmd 1 (20 vs. trip) Feats Skill Focus (Perception) Skills Perception +8, Stealth +, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent Rounds Remaining To the Death (or the end of the summon spell) Wymund Pratt (H) LOCAL DC 14 (Human) Male human bard 10 NE Medium humanoid (human) init +7; Senses Perception +0 ac 19, touch 14, flat-footed 1 (+5 armor, +1 deflection, +3 Dex) hp 85 (10d8+40) Fort +, Ref +11, Will +8; +4 vs. bardic performance, language-dependent, and sonic; Speed 30 ft. Melee rapier +/+1 (1d 1/18 20), Ranged +1 shortbow +11/+ (1d+1/ 3) Special attacks bardic performance 25 rounds/day (move action, countersong, dirge of doom, distraction,

24 fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion) Bard Spells Known (CL 10th; concentration +15) 4th (0/day) greater invisibility, summon monster IV 3rd (4/day) confusion (DC 20), cure serious wounds, fear (DC 18), summon monster III 2nd (5/day) glitterdust (DC 18), invisibility, suggestion (DC 19), summon monster II, summon swarm 1st (/day) charm person (DC 18), cure light wounds, grease (DC 17), hideous laughter (DC 18), sleep (DC 1) 0 (at will) daze (DC 17), lullaby (DC 17), mage hand, message, open/close, summon instrument Str 8, Dex 1, con 14, int 12, Wis 10, cha 20 Base atk +7; cmb +; cmd 20 Feats Augment Summoning, Greater Spell Focus (enchantment), Improved Initiative, Spell Focus (conjuration), Spell Focus(enchantment), Toughness Skills Acrobatics +12, Bluff +18, Climb +8, Diplomacy +18, Disguise +18, Intimidate +18, Escape Artist +10, Perform (act) +18, Perform (comedy) +18, Perform (oratory) +18, Sense Motive +18, Sleight of Hand +9, Spellcraft +7, Stealth +8 Languages Common, Goblin SQ bardic knowledge +5, jack-of-all-trades (use any skill), lore master 1/day, versatile performance (oratory, comedy, act) 85 (ctd on p2) s To the Death! Bardic Performance Spells: L1 - L2 - L3 L4

25 Wymund Pratt (H) ctd. combat Gear potion of cure moderate wounds (CL3), scrolls of dimension door (2) (CL7), scroll of invisibility (CL5), scroll of silence (CL3); Other Gear +1 chain shirt (CL3), +1 shortbow (CL3) with 20 arrows, rapier, cloak of resistance +1 (CL5), headband of alluring Charisma +2 (CL8), ring of protection +1 (CL5) Stats with Headband Only: Reduce all spell DCs by 1; concentration +14; cha 18; Bluff +17, Diplomacy +17, Intimidate +17, Disguise +17, Perform (act) +17, Perform (comedy) +17, Perform (oratory) +17, Sense Motive +17 EDITOR'S NOTE I adjusted these stats down, because they appeared to be written to allow Headband of Alluring Charisma +2 to stack with Eagle's Splendor to give a + CHA enhancement. If you don't want to play with that adjustment, you'll need to use the original.

26 Smn'd Wolverines (1d3) (H) NATURE DC 5 Fiendish wolverine (Pathfinder RPG Bestiary 279, 294) N Medium animal init +2; Senses darkvision 0 ft., low-light vision, scent; Perception +10 ac 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 28 (3d8+15) Fort +7, Ref +5, Will +2 Resist cold 5, fire 5 SR 7 Speed 30 ft., burrow 10 ft., climb 10 ft. Melee 2 claws + (1d+4), bite + (1d4+4) Special attacks rage, smite good (1/day, +3 damage, persists until target is dead) Str 19, Dex 15, con 19, int 2, Wis 12, cha 10 Base atk +2; cmb +; cmd 18 (22 vs. trip) Feats Skill Focus (Perception), Toughness Skills Climb +12, Perception +10 SPECIAL ABILITIES Rage (ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and 2 to AC. The creature cannot end its rage voluntarily. 28(35) 28(35) 28(35) Rounds Remaining To the Death (or the end of the summon spell) RAGING ac 12, touch 10, flat-footed 10 (+2 dex, +2 natural, -2 rage) hp 31 (3d8+18) Fort +9, Ref +5, Will +2 Resist cold 5, fire 5 SR7 RAGING Speed 30ft, burrow 10ft, climb 10ft Melee 2 claws +8 (1d+), bite +8 (1d4+) Special attacks rage, smite good (1/day, +3 damage, persists until target is dead) RAGING Str 23, Dex 15, con 23, int 2, Wis 12, cha 10 Base atk +2; cmb +8; cmd 20 (24 vs. trip) Feats Skill Focus (Perception), Toughness Skills Climb +12, Perception +10

27 #51: City of Strangers, Part 1: The Shadow Gambit Success Conditions PRIMARY The PCs find and defeat the rogue Shadow Lodge member Wymund Pratt. SECONDARY The PCs quickly track down the Shadow Lodge elements in Kaer Maga, discovering as many clues as they can without further sullying the Pathfinders name. The PCs accomplish two of the following three conditions: Find Besel Ardoc within 30 hours during Act 3 avoid angering Dakar by discovering his true identity in Act 4 (performing the Taldor faction mission does not count toward this condition) Question Wymund Pratt about other cities with active Shadow Lodge cells in Act.

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