TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  FUR4-07 
   
   
   
   
   
   
   
   
   
  Under the Pale Moon 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
   
   
  by Steve Yee 
  Reviewed by Chris Tulach 
   
   
   
  The pale Greater Moon rides high in the night sky.  Relaxing after a fine meal at a roadside inn, a sudden, desperate 
  knocking on the inn’s door and the pleas of a young child call your attention.  Do you possess the courage to aid the 
  terrified boy?  Are you brave enough to find his parents…even if it leads to the very edge of the Abyss?  An adventure 
  designed for Living Greyhawk characters of
   3
  rd to 14
  th level (APLs 4 to 12).  This adventure is third in the Running Blood 
  series. 
   
   
   
   
   
   
   
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Under the Pale Moon 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
  Under the Pale Moon 
   
  Page 3 
  
  Adventure Background 
  Lorton’s Hollow is a small hamlet along the Northern 
  Dresadoes Highway.  The highway serves as a major trade 
  route between the cosmopolitan town of Free Burough – 
  in the Viscounty of the March – and Libernen, the 
  capitol of the Gold County.  Founded in part as a local 
  farmers’ market and a stopover for travelers along the 
  highway, Lorton’s Hollow is closer to Free Borough 
  (about thirty miles away) than to Libernen.  Lorton’s 
  Hollow is also less than a mile from the remnants of an 
  old growth forest known as the Burning Witch Woods.  
  The woods and Lorton’s Hollow would prove to be the 
  perfect locations for the sinister machinations of “Canon 
  Vraxtor”. 
   
  The Black Knight has decided to seize the throne of 
  Furyondy.  One of his most trusted lieutenants, a priest of 
  Hextor named Darvin Carstairs, was given a critical 
  assignment.  Darvin was instructed to set up a supply post 
  for insurgents loyal to the Black Knight.  Darvin traveled 
  throughout southern Furyondy to find the perfect 
  location.  This proved to be a difficult task, for the 
  location had to be isolated, yet one where supplies could 
  be readily acquired.  Lorton’s Hollow and the nearby 
  Burning Witch Woods proved to be just such a place. 
   
  In times past, the Burning Witch Woods was a 
  gathering place for worshippers of Graz’zt, the Dark 
  Prince.  Darvin used this wicked history to establish a 
  false cult in the area, based off of the local legend of the 
  “Burning Witch” – the high priestess – and her cult to 
  Graz’zt.  He recruited a bard named Alendria to act as the 
  Burning Witch reborn.  Darvin took on the role of her 
  second-in-command, Canon Vraxtor.  Together, they 
  gathered a band of the oppressed and desperate, and 
  promised them power and fortune.  It did not take long 
  for word to spread and more would-be cultists and 
  deviants arrived to serve under the watchful eye of the 
  fraudulent Burning Witch and Canon Vraxtor.  
   
  These poor, misguided fools participated in ancient, 
  malign rituals – including living sacrifices – and pledged 
  their souls in hopes of garnering Graz’zt’s favor…favor 
  that never will be gained.  The cultists terrorized Lorton’s 
  Hollow into submission.  Using the hamlet as a base, they 
  kidnapped and sacrificed lone travelers and merchants.  
  The cultists were careful not to attract too much 
  attention, judiciously selecting their victims. 
   
  Unbeknownst to the cultists, the Burning Witch did 
  not choose the victim but Canon Vraxtor did.  He chose 
  only the merchants with the most useful wares for the 
  Black Knight’s insurgents.  The cultists were told to leave 
  the supplies in a cave and then to sacrifice the merchants. 
   None of the cultists suspect the true purpose of their 
  robberies.  If the cultists were to draw too much attention 
  and/or the authorities were to investigate the missing 
  merchants, then the cult would be left to take the blame 
  and Canon Vraxtor would move his operation elsewhere. 
   
  Over the last few months, Canon Vraxtor has left 
  more of the daily responsibilities to the Burning Witch 
  so he could focus his efforts in other areas.  The Burning 
  Witch, enjoying her role as head priestess of the cult, has 
  made a determined effort not to deviate from the plan, 
  though she has altered the sacrificial ritual to make it 
  more theatric.  She has carefully followed the 
  instructions of Canon Vraxtor and with great personal 
  satisfaction has tightened her control on Lorton’s Hollow 
  and on her cultists.  The cult remains loyal and the blood 
  from the living sacrifices soaks the roots of the ancient 
  oak tree known as the Dark Prince’s Throne almost 
  weekly. 
   
  Following a brief meeting with the Black Knight, 
  Canon Vraxtor received permission to make contact with 
  potential allies to support his Master’s claim to the 
  throne.  This new project has consumed him, but at last 
  reached fruition.  Tomorrow night, under the pale moon, 
  Canon Vraxtor has a very important meeting with a lich 
  of considerable power.  With luck and skill, Canon 
  Vraxtor hopes to persuade the lich to become a close, 
  personal ally of the Black Knight.  Unfortunately, the 
  adventurers have chosen to stay in Lorton’s Hollow 
  tonight….    
   
   
  Adventure Summary  
  Relaxing after a fine meal at an inn, adventurers hear a 
  child’s desperate plea for help. The adventurers come to 
  his aid and learn that a demonic cult has kidnapped his 
  parents to be living sacrifices.   The cult has terrorized the 
  local townsfolk into submission, all the better to 
  selectively target passing travelers.  With the help of the 
  innkeeper and others, the adventurers ascertain the 
  location of the cult and confront the cultists.  Descending 
  into a cavern below the cult’s altar, the adventurers find a 
  hidden cache of supplies.  They may make a startling 
  discovery that the cult was actually a clever ruse to 
  obfuscate the ongoing supply of insurgents.  Finally, the 
  adventurers confront the true leader of the false cult – a 
  priest of Hextor – thereby halting the re-supply of 
  insurgents and preventing this loyal lieutenant of the 
  Black Knight from making allies with those who would 
  favor his master’s cause.   
   
  Introduction 
  The adventurers enjoy a quiet meal at a local inn.  Late at 
  night, a wounded child desperately pounds on the inn’s 
  door and pleads for aid.   The adventurers must act in a 
  timely manner or the child could die from his wounds. 
   
  Under the Pale Moon 
   
  Page 4 
  
  Encounter One 
  The child is brought into the inn and a debate may ensue 
  of whether or not to save him.  In the process, the 
  innkeeper makes an inexorable decision to oppose the 
  cult of Graz’zt, which has been terrorizing the village.  
  With the support of the hamlet’s mayor, the innkeeper 
  requests the adventurers’ assistance in defeating the cult 
  and rescuing the boy’s parents.  
   
  Encounter Two 
  The men of Lorton’s Hollow gather at the inn.  The 
  mayor 
  and 
  the 
  innkeeper, 
  and 
  potentially 
  the 
  adventurers, urge them to unite and fight the cultists.  
  The homes of villagers suspected to be a part of the cult 
  are searched.  The area where the child’s family was 
  ambushed is also searched. 
   
  Encounter Three  
  The adventurers travel to the cult’s temple deep within 
  the Burning Witch Woods. 
     
  Encounter Four 
  The adventurers discover the cultists in the midst of a 
  sacrificial ceremony.  The cultists flee, possibly chased by 
  the villagers of Lorton’s Hollow.  The “Burning Witch”, a 
  loyal henchman, and an elemental guardian are left to 
  battle the adventurers.  
   
  Encounter Five  
  The adventurers explore an underground passage that 
  descends deep into the earth.  In a cavern below, a 
  ghostly guardian attacks the adventurers.  A horde of 
  supplies is discovered and the cult is revealed to be false.  
  They learn that cult is a cover for the supply of insurgents 
  loyal to the Black Knight and the true leader of this 
  operation is a priest of Hextor.  They also discover the 
  priest is scheduled to negotiate an allegiance with a 
  potential ally tomorrow evening on the other side of the 
  Burning Witch Woods (i.e., less than a day’s travel away).  
   
  Encounter Six 
  The adventurers travel through the Burning Witch 
  Woods.  As an optional encounter, a forest denizen 
  converses with the adventurers and mischievously 
  provides misleading information.
   
  Encounter Seven 
  As the priest of Hextor prepares to meet with a new ally, 
  the adventurers intercede and attempt to ruin his plans. 
   
  Encounter Eight 
  The Black Knight’s potential ally wisely used divinatory 
  magic to passively observe both the meeting place and 
  the priest of Hextor.  Bemused by the priest’s demise, the 
  lich magically sends a message to the adventurers 
  mocking them on their victory and Canon Vraxtor’s 
  defeat. 
   
  Conclusion 
  Lorton’s Hollow is overjoyed to escape the clutches of the 
  cultists and hold a celebration in honor of the 
  adventurers.  The child rewards the adventurers for the 
  rescue of his parents.  The adventurers may inform the 
  authorities of the cult’s true purpose and be rewarded for 
  the successful destruction of the insurgents’ supply base. 
   
   
  Introduction 
  The adventurers, for their own reasons, have been 
  traveling either separately or as a group along the 
  Northern Dresadoes Highway.  This evening the 
  adventurers decided to stay the night at the Dresadoes 
  Harvest Inn in Lorton’s Hollow.  Lorton’s Hollow is 
  popular way-stop along the highway and is more than a 
  day’s ride from Free Borough.  If an adventurer normally 
  would not eat and/or stay at an inn, then it is suggested 
  that the player change to a different character.
   
  Under the Pale Moon occurs in the middle of High 
  Summer.  Specifically, it takes place on Moonday, the 17
  th 
  of Goodmonth.  For the last several days, the weather in 
  the region has been uncharacteristically hot (i.e., well 
  above 100 
  oF) and dry.  Many in the Gold County fear that 
  this is the start of a nasty heat wave, which would have 
  devastating consequences to the dresadoes.  Since the 
  economy of the Gold County is so dependent on the 
  dresadoes, the heat wave is a constant source of 
  conversation, lament and dire predictions for the NPCs 
  in this adventure.  In truth, the heat wave is a natural 
  occurrence and will pass in the few days. 
   
  It is nighttime (roughly three hours before 
  midnight), at the start of the adventure, and the pale 
  Greater Moon has already risen.  The adventurers have 
  been at the Dresadoes Harvest Inn for the last several 
  hours.  They have just finished a hearty supper and are 
  now listening to an older bard sing of unrequited love.  
  Assuming the adventurers do not already know each 
  other, have each give a brief physical description of their 
  character before the boxtext is read.  All riding animals 
  have been properly cared for and are now at the inn’s 
  stable.  Any familiars, pets, animal companions or 
  follower/cohorts outside of the inn have become 
  distracted and somehow fail to notice a direly wounded 
  child (Tomas Herfad) crawling his way to the inn.  
   
  Once the boxtext has been read, the adventurers will 
  have fifty-four seconds (real time) to open the inn door 
  before the Tomas dies from his injuries.  Some 
  adventurers may choose to bypass the time limit by 
  Under the Pale Moon 
   
  Page 5 
  
  interrupting boxtext and opening the door.  This is 
  perfectly acceptable, though some modification of the 
  remaining text will be necessary.  After two minutes, if 
  no one reacts, the innkeeper will finally gather the 
  courage to open the door and bring Tomas’s body into the 
  inn, bemoaning the child’s fate bitterly.  
   
  The last several days have been uncommonly hot.  It 
  is the middle of High Summer, yet no one in the Gold 
  County can remember it being this hot…ever.  Talk 
  of the hot, dry weather is on the lips of passing 
  travelers and peasant farmers alike.  In particular, the 
  hard-working farmers 
  ament and fret over the 
  condition of their precious dresadoes.  This plant is 
  the county’s economic lifeblood.  Should the heat 
  wave continue and the dresadoes wither, the 
  conditions would be right for a devastating fire.  In 
  hushed, frightened tones, a few bolder peasants have 
  been overheard to fearfully ask, “Who would suffer 
  the most?”  The answer is always, “The peasants.”   
  l
  ,
  fi
  l
   
   
   
   
   
   
   
   
  Lorton’s Hollow is a small hamlet nestled near 
  the remnants of an old-growth forest known as the 
  Burning Witch Woods.  Praises for the cool spring 
  water and good ale at the Dresadoes Harvest Inn were 
  spoken by many travelers met on the highway.  The 
  good food is local legend…that and the continuing 
  superstition that the dreaded Burning Witch will 
  return to take vengeance on the hamlet.  Though the 
  Burning Witch and her fellow worshipers of Graz’zt 
  were destroyed centuries ago  the villagers still 
  shutter their windows and bar their doors at sunset.   
   
  Supper proved to be excellent and room rates 
  more than fair.  In the common room, the weather 
  has been the topic of much conversation amongst the 
  locals…and the fear of fire amongst the dresadoes.  
  More than once, the innkeeper, Michel Leinfeld, and 
  his wife, Marta, have rolled their eyes and shaken 
  their heads at the oddly good natured tongue-
  wagging, ponti cations and dire predictions of doom. 
    
   
  With setting of the sun, however, the demeanor 
  of the villagers changed.  Indeed, Michel became 
  withdrawn and Marta fretful, as shutters were closed 
  and the inn’s stout wooden door barred.  The wi d 
  conversation fell to dreary, hushed tones.  Within the 
  hour all the locals left the inn in armed groups. 
   
  Not long after Michel’s venerable father, Rolf, a 
  skilled bard began to play the lute and sing in a deep 
  tenor of unrequited love, Michel softly passes the 
  word, “Last call, folks…we’re closing the bar for the 
  night.” 
  THUMP! Thump! Thump!  
   
  A fist raps on the inn door loudly at first, then 
  weakly and again.  The voice of a young boy cries out 
  in pain and distress begging, “Please!  Please help me!” 
   
  Michel hesitantly moves to the door.  Marta 
  nearly drops a serving tray, eyes filled with terror.  A 
  clatter rises from the stage, as Rolf bolts to his feet 
  and shrieks, “DO NOT OPEN THE DOOR!  I 
  FORBID IT!  THE CULT TRIES TO TRICK US…DO 
  NOT LET HIM IN!  THE CULT WILL KILL US 
  ALL!”  The terror and panic is audible in the bard’s 
  quavering voice.  
  Michel looks back at his father in both confusion 
  and fear, and then towards his guests…. 
  Michel, Marta, Rolf, two traveling merchants (Pavlar and 
  Nalm) and the adventurers are the only occupants of the 
  inn.  Everyone is currently in the common room.  No 
  map is needed for the inn itself.   
  Proceed 
  to 
  Encounter One.   
   
    
   
  Encounter One 
  This encounter is written with the assumption that the 
  adventurers open the door in time to save the child’s life. 
   If they do not, then modify the encounter as needed.  
  Remember that speak with dead is illegal in Furyondy.  
  No one in Lorton’s Hollow will participate willingly in 
  violating the law.  Should speak with dead be cast, Tomas 
  will provide as much information (see below) as he can 
  but declines returning to life.    
   
  Remember it is not a foregone conclusion that the 
  adventurers will volunteer to rescue the boy’s parents and 
  confront the cultists.  Before the end of the encounter, 
  many frightened, angst-filled villagers will arrive at the 
  inn.  The atmosphere in the inn should be tense and 
  chaotic.  The adventurers will indeed be asked to help the 
  villagers, but regardless of their decision, the mayor and 
  the villagers intend to confront the cultists themselves.  
  If the adventurers decide to do nothing, then further 
  events unfold to allow them to play the scenario.   
   
  Development A 
  A mortally wounded eight year-old boy, Tomas Herfad, is 
  dying on the inn’s doorstep.  Tomas managed to crawl his 
  way to the inn unnoticed through the grass and bushes in 
  the deserted village byways.  The exertion of pounding 
  on the door and shouting has pushed him from “disabled” 
  status into dying.  In game terms, Tomas was at 0 hp 
  when he made his way to the inn, but took a full round 
  action resulting in the loss of a hit point. He will not 
  stabilize on his own, so his fate will be determined by 
  whatever six second round the adventurers open the 
  door. 
  Under the Pale Moon 
   
  Page 6 
  
   
  When the door is opened, read the following: 
   
  A young boy lies face down on the inn’s doorstep.  
  Two black arrows protrude from his back – one in the 
  upper back, just below his shoulder blade, and the 
  other in his lower back.  Blood froths from his mouth 
  with each labored, agonized breath.  His left arm 
  limply falls into the entryway with a quiet thud as the 
  door ful y opens.  His right hand appears to have 
  reached around to his back, fingers clutching the 
  arrow’s shaft jutting from the lower back.  His face is 
  etched in unbearable pain.  He is clearly dying. 
  l
   
   
   
   
   
   
  f
   
   
   
   
  t
  Once the direly wounded boy is brought inside, Marta 
  overcomes her fears and assists making him comfortable. 
   If all the adventurers Heal checks fail to stabilize the 
  boy, then Michel automatically succeeds at the Heal 
  check.  Make sure to roll anyway to give the semblance of 
  the risk of failure.  
   
  Rolf takes all of this with ill grace.  He is clearly not 
  pleased he was ignored, as he wants to protect Michel 
  and Marta from the cultists.  He believes the boy will 
  bring the cultists attention upon them all…yet there is a 
  part of him that really wants to help the boy.  He weakly 
  argues against providing any help, urging that the boy be 
  left on the doorstep to die.  However, he appears to be 
  more “going through the motions” rather than making a 
  compelling argument.  A Spot (DC 15) check will notice 
  that Rolf is slyly glancing at each of the inn’s guests, 
  likely evaluating them for their worth in combat.  When 
  his eyes pass to the table with the elderly dwarf and 
  gnome merchants, he grimaces and shakes his head in 
  misery.  
   
  As Tomas is being healed or shortly thereafter, read 
  the following: 
   
  Michel’s shoulders slump dejectedly and he speaks 
  bitterly, “Enough!  Have we not suffered enough 
  already?!  These cultists have preyed on us for too 
  long.  Father, you know this is true!  We live in terror 
  of them! We let them do Gods knows what to those 
  who pass through our village.  We stand idly by when
  they take our food and whatever else they want. We 
  did nothing when they murdered Old Bartell!  
  Nothing!  And now we are so terrified of their wrath 
  that we would let a boy die at our doorstep?  What 
  have we become, father?” 
  The old bard looks abashed but defiant.  “We live! 
   That is all that matters.  Do you think we can fight 
  the cult and the Witch that leads them?  If we stand 
  up to them, they will slaughter us all!  You remember 
  the stories o  what the Witch did to our village.  Now 
  she has returned with vengeance in her heart for us 
  all.” 
   
  Michel shakes his head, “The Burning witch and 
  her cult are two hundred years dead, father!  The 
  paladin of Heironeous, Sir Lorton the Bold, saw to 
  that.  These are not the same cultists.  They use the 
  old stories as a cloak to frighten us even more.  We 
  have never seen more than a handful of them at one 
  time.  If we were to confront the cultists together, we 
  could defeat them and send all of them slinking back 
  into the night.  You forget that some of us were 
  soldiers in the Great Northern Crusade.  We know 
  how to fight!  Go to the mayor, father, and bring him 
  here.  Tell him that the ‘Troll King Grathus is at the 
  city gates and our Captain would do battle with him.’ 
  He will come.  Be quick about it, before the cultists 
  know that we come!”
   
  Rolf spits on the ground in disgust, “You’re mad! 
  We can’t defeat these cultists. We will all end up as 
  sacrifices to Graz’zt.  You delude yourselves into 
  believing you can defeat them.  Do you think that 
  these guests will aid in your quest?  Sure, they look 
  skilled, but this is no  their home and our concerns 
  are not theirs.  They might help you…if you paid 
  them enough.  I will do as you say, but mark my 
  words, boy, you and the mayor will cause much grief 
  to this hamlet.  Women and children will weep 
  tonight because of your foolishness!”  With those 
  words, the old bard takes his cloak and heads out the 
  inn door. 
      
  Lorton’s Hollow consists of less than a hundred residents, 
  with most of the buildings gathered on northern side of 
  the highway.  As the rest of the encounter unfolds, Rolf 
  summons the mayor – a stout middle-aged man named 
  Willen Miller – and, at the mayor’s request, summons the 
  ablest men of the village to the inn. 
   
  Creatures:  
  � Michel Leinfeld:  Male, human, LN, War2/Exp2, 25 
  hp.  Over six-feet tall, in his late forties, Michel still has a 
  muscular build, though he is getting a bit thick in the 
  middle.  His graying-black hair is receding.  He has a 
  neatly trimmed beard and piercing blue eyes. 
   
  With the departure of his father, Michel reveals the 
  following information to the adventurers:     
   
  � The Burning Witch Woods was part of an old 
  growth forest known as the Northern Wilds 
  centuries ago.  The forest is believed to be the 
  home of many deadly and evil beasts. 
  � Nearly two centuries ago, the Burning Witch 
  was “the Chosen” or high priestess of a cult 
  dedicated to the worship of Graz’zt.  She 
  terrorized the region, enslaved and sacrificed 
  Under the Pale Moon 
   
  Page 7 
  
  many innocents in the name of the demon 
  prince.   
  � The temple to Graz’zt was located deep in the 
  Burning Witch woods.  Many gruesome deaths 
  and terrible suffering occurred at the temple.  
  � The Burning Witch was often seen walking the 
  night, surrounded by the abyssal fire from 
  which she drew her name.  A pack of demons 
  was at her beck and call, known to wound, 
  maim or kill anyone that crossed their path. 
  � Sir Lorton DeCorbus and a score of fellow 
  paladins of Heironeous defeated the Burning 
  Witch and razed her temple.  The remaining 
  cultists were hunted down and slain.  The 
  power of Graz’zt in the Burning Witch Woods 
  was destroyed 
  � Sir Lorton and his men settled in the area and 
  the hamlet that arose was named Lorton’s 
  Hollow. 
  � Almost a year ago, the Cult of Graz’zt resurfaced 
  and began to terrorize the villagers anew.  The 
  leader of the Cult called herself the “Burning 
  Witch” and claimed to be the witch reborn. 
  � With the threat human sacrifice, the villagers 
  were 
  discouraged 
  from 
  warning 
  passing 
  travelers, especially merchants, about the cult’s 
  presence.  Villagers were also commanded to 
  actively engage merchants in friendly public 
  conversation to learn what wares they carried. 
  � The Burning Witch and her minions demanded 
  tribute but claimed that they would only take 
  passing travelers – not villagers – for 
  sacrifice…mostly.  “Old Bartell Granger 
  objected to the cultists and planned to go to 
  Free Borough for help.  Late one night, six 
  months back, screams came from his cottage 
  and that morning we found h m crucified in 
  the village commons, eviscerated and partly 
  beheaded.  His tongue had been removed 
  and his eyes burned out.  After Bartell died, 
  we knew there were cul sts in our own 
  hamlet…spying on us.  No one should die 
  that way…the cultists held complete sway 
  over us since then…well, at least until 
  tonight.” 
  i
  ti
  l
  i
   
  l
  � Michel thinks now is the time to act:  “The 
  mayor, Warren Miller, and I served under 
  Captain Hagindar during the Great Northern 
  Crusade.  We know how to size up an enemy 
  force and bide our time for the best moment 
  to attack.  Now is that time.  Slowly and 
  carefully we have been observing our fellow 
  villagers and discerning their true loyalties.  
  We think we know who al  the cult sts are.  
  Perhaps, the attack on this boy will be just 
  the rallying point needed to bring the entire 
  village together and fight them.” 
  � Michel has his doubts about these cultists.  
  “Warren and I do not believe that the Cult of 
  Graz’zt has been reborn.  In the old stories, 
  the Burning Witch was bold, flaunting her 
  power and creating ill wherever she traveled 
  in the villages and farms about the woods.  
  We have only heard rumors about the 
  present Burning Witch.  No one has seen her 
  or the demons that she kept as pets. The cult 
  seems more secretive than before, targeting 
  wel  stocked merchants and the occasional 
  traveler rather than those in the hamlet and 
  the many surrounding farms.”   
  � The cultists need to be stopped.  Any of them 
  captured should be brought before the 
  authorities, tried and made an example of so no 
  other such villains will plague innocent towns.  
  � Michel remembers the boy and his family 
  passed through the village earlier in the 
  afternoon and stopped at the inn for cider.  They 
  were traveling to Free Borough.  Michel 
  remembers the father was a merchant, but can’t 
  remember what the father’s wares were. 
   
  A successful Knowledge – Religion (DC 20) check will 
  determine that Graz’zt is one of the most powerful 
  demon lords in the Abyss.  Sacrifices are made in his 
  name to elevate him to divinity, while garnering aid, 
  information, and magical power for his worshippers.  No 
  organized religion of Graz’zt exists as he cannot grant 
  divine spells.  Overall, the cult of Graz’zt is small, though 
  widespread amongst the monstrous lamias.  Most priests 
  of Graz’zt, also known as the Chosen, are female, and the 
  highest-ranking cleric in dark, secluded temples is always 
  female.  Graz’zt symbol is a black, six-fingered hand. 
   
  Further information can be obtained with a 
  successful Knowledge (Arcana or Planes; DC 20) check.  
  Graz’zt, the Dark Prince, controls Azzagrat, which spans 
  three layers of the Abyss.  He is dangerously charming 
  and seductive, speaking with eloquence and grandeur.  
  He is fond of the trading favors with mortals. 
   
  A Knowledge (Local [Iuz Border States], DC 20; or 
  History, DC 25) check reveals Captain Hagindar was a 
  minor hero of the Great Northern Crusade.  He single-
  handedly protected nearly a dozen pages and servant 
  children from a troll and a handful of hobgoblins.  
  Interestingly, the troll was a lieutenant of the Troll King, 
  Grathus, who attempted to recapture the city of 
  Crockport.    
   
  Under the Pale Moon 
   
  Page 8 
  
  � Marta Leinfeld:  Female, human, CG, Exp2, hp 12.  
  Marta is less than six feet in height with long auburn 
  hair, green eyes and a heavy set build. Marta is in her 
  mid-forties. Marta knows the following additional 
  information: 
   
  � The Burning Witch of legend was a powerful 
  priestess and sorceress.  She took on the form of 
  a beautiful, fiery haired woman, though her true 
  form was much different.  During sacrifices, she 
  revealed herself to be a stunningly attractive 
  female from the waist up with the body of a 
  sleek lion below.  A successful Knowledge 
  (Arcana, DC 15) check reveals that the Burning 
  Witch was likely a lamia. 
  � Sir Lorton and his men were believed to have 
  completely destroyed the Temple of Graz’zt.  
  They never revealed its location, other than to 
  say it was deep within the woods; for fear that 
  the ruins would attract the unseemly and those 
  with evil intent. 
  � It’s possible these new cultists have rebuilt the 
  old temple or created a new one. 
  � A Gather Information (DC 20) check will reveal 
  that Marta secretly believes that the Burning 
  Witch has been reborn and fears that her 
  husband and those that follow him will be in for 
  more of a fight than they may realize.  She also 
  firmly believes that any help to her husband’s 
  plans would be greatly beneficial. 
  � The new cult arose quickly and quietly before 
  anyone in the hamlet realized the threat.  
  Through 
  threatening 
  letters, 
  animal 
  and 
  livestock mutilations, and the murder of Old 
  Bartell, the cultist established their control over 
  the village. 
  � Old Bartell was a kindly widower and brave in 
  his own right.  He did not heed the warning and 
  openly announced what many thought of doing. 
   “We were all afraid that if we warned others 
  or sough  the protection of the nobility or 
  the law, the cult would harm our loved ones. 
   I think everyone in the village at one time or
  another thought of seeking help but after 
  Old Bartell was murdered no one dared to 
  act.” 
  t
   
  � The cultists demanded the loyalty of the 
  villagers and warned that they were being 
  watched.  Violations of their demands would be 
  met by violent death or sacrifice to Graz’zt.   
  � Marta remembers the boy and his family 
  passing through the village earlier in the day.  
  As Michel said, the father, Froderick, and Tomas 
  stopped in the tavern to have cider.  Consistent 
  with cult demands, the father was assured that 
  highway was well maintained and safe.  Marta 
  thinks that Froderick was selling leatherwork or 
  something.       
   
    There are two other guests at the inn besides the 
  adventurers.  The merchants Pavlar and Nalm Augman, 
  drunken sots that they are, try to be inconspicuous 
  during the unfolding drama lest they be volunteered to 
  help.  These irascible codgers, while normally talkative 
  are really only interested in themselves.  They are 
  sympathetic to the boy’s predicament and the plight of 
  the village, but will offer no assistance.   
   
  � Pavlar Augman:  Male, Gnome, CN, Exp7, 30 hp.  
  Pavlar is an elderly three-foot tall gnome with a potbelly.  
  He is completely bald and has a thick white beard.  Well 
  into his third century, this gnome has a long, wide, 
  bulbous nose and sharp brown eyes.  Tufts of hair grow 
  from his nose and ears.  When sober, he possesses a sharp 
  wit, keen business sense, and enough avarice to gain the 
  awe of a dragon.  Pavlar is completely loyal to his brother, 
  Nalm. 
   
  � Nalm Augman:  Male, dwarf, CN, War4/Exp5, 52 hp. 
   Nalm is a four-foot tall dwarf with a thick white beard.  
  Like his brother, he is also bald and very overweight.  
  Nalm is over three hundred years old and can barely hold 
  up his end of a conversation before becoming befuddled. 
   He has kind rheumy blue eyes and wide friendly face.  
  When sober and of keen mind, he is also a shrewd 
  businessman and possesses enough avarice to make the 
  above aforementioned dragon’s mate envious.  Nalm is 
  completely loyal to his brother, Pavlar.   
   
  They know the following information: 
   
  � Pavlar is an elderly gnome, while Nalm is an 
  elderly (and slightly senile) dwarf.  They are 
  blood brothers.  Nalm was reincarnated after a 
  failed business venture involving wheels of 
  Littleberg Cheese and a goblin tribe.  [The exact 
  story is not important.  Have fun.]. 
  � Pavlar and Nalm are too old, and frankly too 
  eccentric, to be of any physical assistance to 
  anyone in defeating the cultists. 
  � Pavlar and Nalm have been drinking all day in 
  the tavern and do remember the boy and his 
  father coming into the inn earlier.  
  � The father was anxious to get to Free Borough 
  and sell his finely crafted bows, arrows, and 
  leather armor.  These wares were quite well 
  made and would garner a good price on the 
  market.   
  Under the Pale Moon 
   
  Page 9 
  
  � Pavlar and Nalm have been passing through the 
  village for years.  They were unaware the “old 
  wives’ tales” of the rebirth of the Burning Witch 
  and her cult became true.  The villagers of 
  Lorton’s Hollow have always been friendly and 
  they observed no noticeable change in their 
  behavior. 
  � They knew Old Bartell and was wondering why 
  he was not at the inn drinking.  They were 
  afraid to ask of his whereabouts for fear of 
  learning that their acquaintance had died of old 
  age. 
  � Nalm and Pavlar are distraught at the violent 
  death of Old Bartell…but better him then one 
  of them.  Cowards. 
   
  Development B 
  This portion of the encounter assumes that Tomas has 
  been healed to at least 1 hp.  Tomas’s death, while tragic, 
  will not prevent the adventurers from completing the 
  scenario, though they will have to work harder to learn 
  all the relevant information. 
   
  After Tomas has been healed to at least one hit point, 
  the boy immediately awakens, screams incoherently and 
  becomes catatonic.  Tomas will be in shock for a good 10 
  minutes, then cry inconsolably.  After about 5 minutes or 
  so, he will be able to answer questions though he has 
  clearly been traumatically affected by the night’s events.  
  If the adventurers apply magical healing which affects a 
  person’s mental state (such as a heal spell) or are 
  successful at a Diplomacy (DC 20) check, then the child 
  will recover more quickly.  While greatly grieved, he will 
  be able to answer questions rationally. 
   
  � Tomas Herfad:  Male, human, NG, Exp1, near death 
  (maximum 4 hp).  Tomas is an eight-year old boy with 
  chestnut brown hair and blue eyes.  He is cute kid that 
  has been the subject of much tragedy.  The adventurers 
  must engage Tomas in conversation to learn the 
  information rather than just being told what the child 
  knows: 
   
  � Tomas and his family live in the naval port of 
  Walthain in the Barony of Willip.  [Knowledge 
  (Geography, DC 15; Local [Iuz Border States], 
  DC 20) reveals that Walthain is a sentinel port 
  in the southern reaches of the Kingdom, along 
  the Nyr Dyv and is almost directly opposite 
  Dyvers.]   
  � Tomas Herfad’s family consists of his father 
  (Froderick), mother (Allera) and brother 
  (Jerric).  The entire family was traveling to the 
  major trading town of Free Borough to sell 
  finely crafted bows, arrows and leather armor. 
  � The composite longbows and arrows were made 
  by Tomas’s uncle, Darvin. The leather armor was 
  made by Tomas’s other uncle, Terrin. 
  � Earlier in the afternoon, Tomas and his family 
  drove the wagon into Lorton’s Hollow.  
  Froderick took Tomas into the Dresadoes 
  Harvest Inn to learn any relevant news about 
  the village, the road ahead and Free Borough. 
  � When asked what happened at the inn, Tomas 
  swallows and replies:  “Mother wanted to stay 
  at the inn for the night.  Father and I went in 
  to learn all the local gossip and news.  We 
  were supposed to find out the cost of a room, 
  but father got to talking to a village elder…I 
  think his name was Varnef.  He said the 
  hamlet and the area around it were safe, 
  since the Free Borough militia patrolled the 
  roads within a day of the large commerce 
  town.  My father heeded Varnef’s words not 
  to waste money at the inn but to camp just 
  outside the hamlet. I didn’t like or trust the 
  old man…he had a disgusting scar across his 
  face…said he got it during the Great 
  Northern Crusade.  I should have told my 
  father, but Varnef’s manner seemed to 
  change when he learned we were going to 
  sell Uncle Darvin’s bows in Free Borough.  
  He became interested and he kept looking at 
  my father and me…as if he were judging us. 
  I should have told father.”  [Michel, Marta or 
  any other villager will confirm that Varnef is a 
  village elder and that he has a wicked looking 
  scar across his face.  The Free Borough Town 
  Watch 
   
   
  never patrols this far south of Free 
  Borough.] 
  � Tomas’s family camped a mile or so northeast of 
  Lorton’s Hollow, along the roadside, near the 
  woods.  There was a small creek nearby that 
  flowed out from the woods.  They all went to 
  bed early.   
  � An hour or so later, howling demons emerged 
  from the woods.  If asked to describe them, he 
  says: “They walked on two legs and their 
  heads were far larger than normal.  Father 
  shouted a warning, as he and Jerric took up 
  their swords and bows.  I ran for my bow, 
  then heard father scream in pain.  I turned 
  around and saw an arrow fly straight into 
  Jerric’s head.”  Tomas stops, crying, “Zilchus, 
  protect us!  My father was clutching his leg. 
  Mama told me to run.  I did.  There were two 
  sharp pains in my back.  It burned so…I 
  could not breathe and I fell to the ground.  I 
  heard a familiar voice say, ‘Take Froderick 
   
  Under the Pale Moon 
   
  Page 10 
  
  and his wife, they will be good sacrifices.  
  Imagine the Witch’s excitement when she 
  places their still-beating hearts at the foot of 
  the Dark Prince’s Throne.  Leave the whelp. 
  He’s dead or will be shortly.  We’ll clean up 
  later.’  I heard mama scream and then there 
  was nothing for a long time.  I don’t know 
  how I made my way here.  But mama and 
  papa, you have to save them.  Please! Please!” 
   Tomas becomes hysterical.  [Tomas with some 
  prodding will eventually remember that the 
  voice sounded like Varnef’s.  Also, a successful 
  Knowledge (Local [Iuz Border States], DC 25) 
  check associates the name ‘Dark Prince’s 
  Throne’ with the temple of the cult of Graz’zt in 
  the Burning Witch Woods.]  
   
   
  i
  l
  � Tomas will beg that the villagers rescue his 
  parents.  “My Uncles Darvin and Terrin will 
  reward you well.  I promise you.”  [Michel 
  will comfort the boy and claim his parents will 
  be rescued soon.] 
   
  Give the adventurers a moment to absorb what the child 
  has just said, before moving on to the next part of this 
  encounter.   
  Within a few minutes after Tomas tells 
  his story, Rolf returns accompanied by a tall, barrel-
  chested man in his mid-fifties. 
   
  Looking as if he bears a great weight on his shoulders, 
  Rolf looks to his son and says, “Boy, I did as you asked 
  and fetched the mayor.  Whatever plan you two 
  hatched, may Heironeous and Mayaheine bless.  I 
  think you will get us all killed but so be it.”   
   
  Warren, a tall, barrel-chested man, manages a 
  small smile and replies, “The cultists, I think, have all 
  gone to their temple.  We find it and we surprise 
  them.  They will not be able to stand against the 
  entire village.” 
   
  Rolf’s face reddens as he shouts back angrily, 
  “Fool!  You have no idea how many of them there are! 
   Tell them…ah don’t bother!  The village men are all 
  coming here, weapons and all.  Norbis told me that a 
  few of the villagers are missing…Mot the Fat and h s 
  wife Mariska, Vren and Varnef.  The other three ain’t 
  worth horse snot, but Varnef was a soldier just like 
  you and Warren, and a far better one.  You better 
  hope that the four of them are off tipping cows and 
  not part of the cult or you’re going to be in a ot of 
  trouble.”   
   
  Michel and Warren roll their eyes at Rolf’s tantrum.  
  Marta, however, grimaces at the news although Michel 
  and Marta have already come to the conclusion that 
  Varnef is a cult member.  A Spot (DC 20) check is needed 
  to observe that Michel is making sidelong glances 
  between the mayor and any adventurer that seems to be 
  of combat value. 
   
  � Rolf Leinfeld:  Male, human, N, Brd3, hp 17.  Rolf is 
  in his early seventies.  He is physically fit, though slightly 
  stooped from age (six feet tall).  Rolf has short cropped 
  white hair, with a small bald spot at the crown of his 
  head.  Startling blue eyes are a prominent feature of his 
  handsome face.  He sings in a beautiful tenor.  Rolf 
  knows the following information: 
   
  � The temple of Graz’zt is deep in the Burning 
  Witch Woods in a large glade.  A single ancient, 
  gnarled oak tree in the shape of a throne, called 
  the “Dark Prince’s Throne,” grows in the center 
  of the clearing.  There is a depression near the 
  tree that leads to an underground passage.   The 
  passage is said to eventually end at a portal to 
  the Abyss. 
  � The Burning Witch may not have been human 
  but a monster called a “Lamia”.  Lamias are 
  wicked and cruel creatures – half lion and half 
  human – known to create great suffering 
  wherever they dwell.  The mere touch of such 
  creatures can steal away wisdom. 
  � Rolf did as his son asked and awoke the mayor.  
  Together they went on to rouse many of the 
  village men before returning to the inn.  One of 
  the first men they roused was Norbis, a fellow 
  village elder and the town blacksmith.  Before 
  Rolf and the mayor entered the inn, Norbis 
  informed them that certain villagers were 
  missing and likely cult members. 
  � Rolf will note the cultists must be attacked 
  tonight if they are to rescue Tomas’s parent.  
  According to local lore, victims are sacrificed 
  between midnight and dawn after much 
  ceremony. 
   
  Before long, both Michel and Warren will seek out 
  adventurers who look to be skilled in combat, priests or 
  arcane casters and ask for their assistance.  Both men will 
  emphasize that joining the villagers in their attack on the 
  cult is a noble and honorable endeavor.  They will argue 
  that strength in numbers will be needed to defeat the 
  cultists, who are sure to have much treasure.  Michel and 
  Warren agree that any treasure found will belong to 
  adventurers which join with them in attacking the cult.   
   
  � Warren Miller:  Male, human, NG, War2/Exp2, hp 
  25.  Warren is in his mid fifties.  He is nearly six feet tall 
  with a thick (but not overweight) build.  He has short 
  brown hair and a thick mustache.  While gregarious, he is 
  Under the Pale Moon 
   
  Page 11 
  
  a charismatic leader who is always polite and a perfect 
  gentleman.  Warren knows the following: 
   
  � The village men will arrive shortly.  He and 
  Michel will urge every able-bodied man to band 
  together and fight the cult before the cult 
  becomes aware of their rebellion. 
  � Free Borough is too far away to offer any 
  immediate assistance. 
  � Nearly a year ago, the cult, in the dead of night, 
  left anonymous, threatening letters in the 
  village addressed to the mayor.  The letters 
  made known the cult’s demands.  At first, the 
  mayor and the elders thought this was a joke but 
  the mutilations, animal sacrifices and the 
  murder of Old Bartell convinced everyone 
  otherwise. 
  � In the letters, there were ample clues to suggest 
  that the new cult was using the old temple.   
  � Warren has told no one, not even Michel, that 
  he knows the location to the temple.  It is secret 
  lore that has been passed down from one mayor 
  to the next over the years in case the cult was to 
  ever rise again.   
  � Someone needs to search the homes of the 
  traitors to see if anything of interest may be 
  found.   
  � The camp where the Herfads were attacked 
  should also be searched and the eldest boy Jerric 
  must be confirmed dead.  
   
  At the request of the adventurers, the mayor can make 
  available the letters received.  The paper used is of high 
  quality and the words were written clearly and precisely. 
  A Forgery (DC 15) check confirms the handwriting as 
  that of an educated individual well versed in writing.  
  Note: the writer of these letters has since died.   
   
  Within ten minutes of the mayor’s entrance to the 
  inn, the rest of the villagers arrive armed with a motley 
  collection of weapons and wearing a variety of armor. 
   
  Encounter Two 
  The adventurers have several options available when 
  dealing with the mayor’s plans.  First, they may try to 
  persuade the mayor and innkeeper to forego or at least 
  delay their attack and confront the cultists alone.  
  Second, they could help the mayor and the innkeeper to 
  recruit able-bodied villagers and organize and lead them 
  against the cult.  Lastly, the adventurers may decide to be 
  passive and just follow the mayor and innkeepers lead. 
   
  If the adventurers decide to not be of assistance, the 
  mayor and the innkeeper eventually succeed in gathering 
  a small force to oppose the cultists.  The men 
  volunteering are smaller in number than would have 
  volunteered with the adventurers’ assistance.  These 
  villagers succeed in tracking the cult to their temple and 
  attack them mid-ceremony.  Unfortunately, several 
  villagers are killed and the survivors flee at the sight of 
  the temple guardian.  The mayor and the innkeeper 
  survive the battle, return to the village and inform the 
  hamlet that their attack failed.  The mayor then begs the 
  adventurers for their aid.  At that point, all the residents 
  of the hamlet wisely choose to flee into the night toward 
  Free Borough.    The adventurers have two days to 
  explore the temple before the arrival of the authorities as 
  a response to the mass exodus from Lorton’s Hollow.  On 
  the morning of the third day, elements of the Free 
  Borough Town Watch and the King’s Militia arrive in 
  Lorton’s Hollow and secure the area, effectively ending 
  the adventure.   
   
  A.  Villagers Arise 
  Roughly fifteen minutes after the mayor’s arrival, the 
  village men begin to gather at the inn.  Norbis nods 
  towards the mayor and proceeds to bar the inn door.  
  (The mayor had requested that the door be barred to 
  prevent anyone from leaving until the meeting is over.)  
  If any adventurers wish to guard outside the inn, the 
  mayor has Norbis accompany them.  This is not an insult, 
  but rather to ensure the safety of any late arriving villager 
  who wants to join the meeting.  In any event, no further 
  villagers arrive at the inn. 
   
  Once the door is barred, Warren gestures for the 
  nearly twenty villagers to take seats.  Michel and Marta 
  move about the room distributing mugs of hot tea and 
  cider.  Tomas sits near the fire by the Augman brothers.  
  Nalm has taken a liking to the boy and is inconsistently 
  telling the boy about his fictitious adventure-filled past. 
   
  If the adventurers opt to complete the mission alone, 
  then some modification of the mayor’s speech is 
  required.  The mayor insists that he and the villagers 
  follow to take charge of any prisoners.  A Diplomacy (DC 
  15) check will be needed for the mayor and the villagers 
  to agree with a particular point of the adventurer’s plan.  
  The villagers will not agree to do something particular 
  dangerous or foolhardy, such as charge out in the midst 
  of the cult and/or captured.  Warren, Michel and Norbis 
  have soldiering experience and a great deal of common 
  sense.  They know what a sound plan and refuse to put 
  themselves and their fellow villagers in too much danger. 
    
     
  Before long the mayor climbs atop a sturdy table in 
  the center of the room.  He clears his throat and prepares 
  to make a speech.  Norbis, if present, and Michel both 
  make shushing sounds to quiet those in the room. 
   
  Under the Pale Moon 
   
  Page 12 
  
  “My friends, thank you for coming here late at night 
  armed and ready.  The proposition I make is grim and 
  fraught with danger but, if successful, it will free our 
  beloved hamlet of the villains who terrorize us and 
  avenge the murder of Old Bartell and the suffering 
  wrought on us. 
   
   
   
   
  ti
  l
   
   
   
   
  t
   
   
  Earlier tonight, this young boy’s family,” Warren 
  points to Tomas with a dramatic gesture, “was 
  attacked by the cult.  His brother was slain before his 
  eyes and his parents were taken hostage, forced to 
  march off into the Burning Witch Woods to endure 
  the horrors of human sacrifice.  Why should we care? 
   Because we know the brutality that Old Bartell 
  suffered at the hands of the cultists.   
  The tales 
  of the Burning Witch are legendary in our 
  community.  We have all heard the tales from our 
  ancestors of the unspeakable agonies practiced by the 
  cult of old.   
  Look around you.  My friends, it is only a matter 
  of time before we are sacrificed.  A single misstep or 
  the petty whim of a cul st and we or one of our loved 
  ones will be sacrificed.  We must fight back!  We 
  must defeat this pale imitation of a cult! 
   
  Imitation, you ask?  Yes, because this is not the 
  same cult of old.  In tales of yore the Burning Witch 
  was wel  known to walk the lands and be seen, yet we 
  have not seen this witch!  Nor have we seen the 
  demons that were said to follow her in the past.  This 
  new cult just uses the name “Burning Witch” but do 
  not share an inkling of her power. 
   
  The cult has gathered in the woods at the old 
  temple.  The boy confirmed this with words he heard 
  as he lay dying from wounds suffered at the hands of 
  these villains.  We know where the temple is and who 
  in our village is part of the cult.  Mot, Mariska, Vren 
  and Varnef all acted as our friends but were, in truth, 
  hidden enemies laughing at our terror. 
   
  Within hours the cult will sacrifice the boy’s 
  parents.  If we act now, quickly, we can not only free 
  our families but save this boy’s parents, as well!  Who
  will join us in our fight?! Who?!”   
  Assuming the adventurers have agreed to assist, he adds 
  the following paragraph to his speech.  Otherwise, skip 
  the next paragraph and continue below.  
  The mayor points at [insert adventurers’ names] and 
  shouts, “They will!  Strangers…adventurers greatly 
  skilled in combat and magic.  They know very little of 
  our community, yet they have volun eered to help us. 
   To help us!  
   
  Stand with me, my friends!  Fight with me!  The 
  cultists must be slain!!  The temple must be 
  permanently destroyed!!  Never again!  Never again 
  will the Burning Witch and worshippers of Graz’zt 
  terrorize us into submission!” 
   
   
  Eventually, the mayor persuades the villagers to join with 
  him but make sure there is much debate amongst 
  everyone.  Hopefully, the adventurers will add to the 
  roleplay.   
   
  The mayor’s general plan is to march to the temple 
  in the woods as quietly as possible.  The cultists are likely 
  gathered about the Dark Prince’s Throne, deep in their 
  ceremony.  If it looks feasible, then a portion of the 
  villagers will fire their slings and crossbows into the 
  crowd as the rest of the village charges out and into the 
  cultists.  They hope to permanently destroy the temple 
  and capture as many cultists as possible to for public trial 
  and execution, to discourage any cultists of Graz’zt from 
  traveling to the Burning Witch Woods and re-
  establishing worship there. 
   
  The mayor suggests that everyone meet at the 
  ambush site an hour before midnight.  The nearby creek 
  is the Fire creek and the Burning Witch Woods begins a 
  third of a mile from the ambush site.  According to the 
  secret passed down from mayor to mayor over the years, 
  the first landmark to the temple is the Fire Creek.  The 
  creek must be followed upstream for two and a half miles, 
  roughly in a northeastern direction, to the point where 
  the smaller creek, known as the Nymph’s Tears, flows 
  into the Fire Creek.  Traveling in northerly direction 
  upstream of the Nymph’s Tears for another three miles 
  will be needed until a knoll with a large rock formation is 
  encountered.  The clearing to the old temple is a half-
  mile east of the knoll.  If pressed, Warren admits that 
  none of the mayors, in recent memory, have ever had the 
  courage to visit the old temple so he is uncertain how 
  accurate the directions are. 
   
  At this point, the adventurers should have about half 
  an hour to prepare for the march.  Warren or Michel 
  suggests that the homes of the traitors and the ambush 
  site be searched for any useful information.     
   
  � Norbis Dryfelds:  Male, human, CG, Ftr2, 18 hp; Will 
  Save +2.  Norbis is a short (less than five feet tall), heavy-
  set man with a perpetual sneer and a short temper.  He 
  has a quick, sharp tongue that cuts especially deep if 
  anyone makes “short” jokes.  He is armed with two short 
  swords and wears a chain shirt.      
   
  � Village Militia of Lorton’s Hollow (18 Villagers):  
  Male, human, NG, Com1, 3 hp; Will Save +0; variety of 
  armor (mostly padded and leather armor) and weapons 
  (e.g., spears, clubs, slings, crossbows) suitable for 
  commoners. 
   
   
  Under the Pale Moon 
   
  Page 13 
  
  B.  Searching the Traitors’ Homes 
  Mot the Fat and his wife Mariska live on the outskirts of 
  the village, opposite the ambush site.  Their cottage is 
  dirty and unkempt.  There is a rather annoying smell in 
  the home reminiscent of stale sweat and frying pig fat.  A 
  Search (DC 20) Check will reveal a secret compartment 
  under some loose floorboards near the fireplace.  Inside, a 
  half-constructed mask of a leering demon can be found.  
  The mask is overly large and its features exaggerated.  The 
  eyes are red as coals and horns protrude from the mask.  
  There is nothing else of interest in the home. 
   
  Vren lives near the village shrine to Heironeous.  
  Vren’s cottage is sturdily built with a well-tended garden 
  nearby.  The inside of the cottage is clean and very 
  organized.  There is nothing of interest in the cottage or 
  the garden. 
   
  Varnef resides near the blacksmith shop.  Varnef’s 
  home is well constructed, clean and tidy.  There are 
  empty hooks on one of the walls that are consistent with 
  what might be used to hold weapons and armor 
  (Intelligence, DC 15).  A Search (DC 20) check reveals a 
  secret compartment behind a loose floorboard under the 
  bed.  In the compartment is a small journal and a box 
  containing dried, withered tongues. 
   
  On the cover of the journal is an emblem of a black, 
  six-fingered hand.  A successful Knowledge – Religion 
  (DC 20) check will identify the emblem as the symbol of 
  the Graz’zt.  The information within the journal basically 
  describes how Varnef was approached to join the new 
  cult of Graz’zt (see Players Handout #1).  There is also a 
  loose map folded in the journal that provides directions 
  to the temple.  Although distances aren’t given, it 
  matches the general directions the mayor gave in 
  Encounter 2.A.  There is a clear warning on the map that 
  says, “Avoid grave at crown of knoll”. 
   
  The box contains eight tongues, dried and withered. 
   A Heal (DC 15) or Wisdom (DC 20) check confirms the 
  tongues were removed from humanoids with a sharp 
  object.   
   
  C. Examining the Ambush site 
  The campsite where the Herfads were ambushed is less 
  than a mile northeast of Lorton’s Hollow, near Fire 
  Creek.  A quarter to a third of a mile further north and 
  east of the campsite is the Burning Witch Woods.  At the 
  center of the campsite is a smoldering, banked fire.  Four 
  disarrayed bedrolls are arranged about the fire.  Several 
  broken arrows are scattered about the camp.  Near a lone, 
  empty wagon is Jerric Herfad’s body.  An arrow protrudes 
  from his skull.  Jerric looks almost exactly the same as 
  Tomas Herfad but a few years older.  Examining the body 
  will reveal that someone has cut out his tongue.   
  Everything of value has been taken from the campsite 
  and the wagon.  The horses responsible for pulling the 
  wagon are missing.  When the villagers arrive at the 
  ambush site, Warren orders the body be taken to the inn 
  to await burial. 
   
  A successful Track (Survival DC 15) check discerns a 
  large group (i.e., probably not more than 15 humanoids) 
  came out of the woods then returned into the woods 
  heavily burdened and accompanied by two horses.  The 
  tracks into and out of the woods appear to be following 
  the course of the small creek.  The adventurers will need 
  to make three additional Survival checks (DC 20) to make 
  sure they follow the correct tracks.  
   
   
  Encounter Three 
  This encounter assumes that Warren, Michel, Norbis and 
  the village militia are accompanying the adventurers.     
   
    
  A.  The Journey 
  An hour before midnight, Warren, Michel, Norbis and 
  the rest of the village militia arrive at the ambush site.  
  The villagers are frightened but are doing their best to 
  cope with the task at hand, moving as silently but quickly 
  as possible.  Both Warren and Michel wear chainmail 
  armor and are armed with long swords.  They also carry 
  large steel shields, with the heraldic symbol of Brancast 
  Keep (crossed longspears over a black tower; Knowledge 
  – Local or Nobility and Royalty, DC 15) emblazoned on 
  the shield face.  Michel and Warren are at the front of the 
  group.  There is clear anticipation in their eyes for the 
  fight to come. Warren indicates he believes they can get 
  to the temple within three hours, hopefully before the 
  Herfads are sacrificed. 
   
  In the Burning Witch Woods, a narrow trail is found 
  to parallel the Fire Creek upstream.  This trail continues 
  in a northeastern direction, never more than fifty feet 
  from the creek.  The well-maintained trail is barely wide 
  enough for a horse to be ridden down it.  A successful 
  Knowledge (Architecture and Engineering, DC 15) 
  check determines portions of the trail were constructed 
  or repaired within the last year.  While, a substantial 
  amount of moonlight filters though the foliage to 
  modestly illuminate the trail, lit lanterns and torches are 
  essential to keep the militia together.  Warren makes it 
  clear that once they approach the clearing, all lights will 
  be doused.     
   
  The trail continues for over three miles before 
  turning north along the Nymph’s Tears.  At this point, 
  the trail narrows and the foliage thickens, with tree 
  branches hanging particularly low.  It will be impossible 
  for riders to remain mounted on medium-sized or larger 
  creatures.   
   
  Almost four miles later, the trail widens and crosses 
  the Nymph’s Tears.  The water is no more than six or 
  Under the Pale Moon 
   
  Page 14 
  
  seven inches deep at the fording point.  The trial 
  continues on the other side heading east.  It passes by a 
  small knoll with a circle of stone atop it.  The distance 
  between trees slightly wider and firelight seems to be 
  coming from further down the trail.  A successful Listen 
  (DC 15) Check will discern excited chanting and the 
  occasional terror-filled, gurgling scream.  Michel and 
  Warren, if present, order that all lights be doused before 
  moving forward. 
   
  B.  The Knoll  
  Adventurers may opt to bypass the knoll or may wish to 
  explore it.  At the crest of the knoll is a circle of stones.  
  The flat stone in the center of the circle is about three 
  feet wide and nine feet long.   
   
  At the top of the knoll are irregularly shaped stones 
  arranged in almost a perfect circle.  All the stones jut 
  nearly perpendicular from the ground.  At the center 
  of the circle is a long flat stone that l es lengthwise on 
  the ground.  
  i
   
  The stones were not moved here, though the stone at the 
  center was (Knowledge – Architecture and Engineering, 
  DC 10).  A successful Wisdom (DC 5) check indicates this 
  is likely someone’s grave.  A Search (DC 15) check will 
  reveal that the cover stone has been in place for 
  hundreds, if not thousands, of years.  Engraved on the 
  cover stone is an old woman holding a basket of grain 
  and a long scroll.  A Knowledge – Religion (DC 15) check 
  identifies the symbol of the lawful good Merikka, 
  demigoddess of Farming, Agriculture and Home.  
  Adventurers who follow Merikka will automatically 
  recognize her symbol.   
   
  There is nothing stopping the adventurers from 
  opening the grave except the threat of Furyondy law, 
  which is particularly strict about disturbing the dead.  
  Since this is a chaotic act, paladins and lawful characters 
  opening the grave will be subject to an alignment 
  infraction.  None of the villagers will be willing to open 
  the grave and will certainly look down upon (and likely 
  testify against) any adventurer desecrating the gravesite 
  in their presence. 
   
  A permanent consecrate spell has been centered 
  upon the grave and the entire circle radiates of good 
  magic.  The cover stone is about six-inches thick and 
  lined underneath with lead (which will prevent detect 
  magic from seeing beneath the stone).  Lifting the stone 
  requires a Strength (DC 28) check. 
   
  � Cover Stone: 6 in. thick; hardness 8; hp 60; Break DC 
  28. 
   
  Underneath the cover stone is a coffin lined with lead 
  and what appears to be a human skeleton.  A Heal (DC 
  10) check reveals the bones to be from a woman.  Inside 
  the coffin are a few copper trinkets and an intricate silver 
  necklace (worth 50 wheatsheaves).  A Knowledge (Local 
  [Iuz Border States] or Religion, DC 20) will identify the 
  site as an Oeridian grave, likely that of a noblewoman.  A 
  magical trap is triggered should the cover stone be raised 
  more than an inch.  The trap is also triggered if the cover 
  stone is sundered. 
   
  All APLs 
  � Fireball Trap:  CR 5; magical device; opening and/or 
  sundering cover stone trigger; automatic reset; spell 
  effect (fireball, 10
  th-level wizard, 10d6 acid (via Energy 
  Substitution Feat) centered three feet above cover stone, 
  DC 15 Reflex save for half damage); Search: DC 28; 
  Disable Device 28. 
   
  Development:  If the cover stone is lifted and/or 
  sundered, then a magical trap is activated.  The explosion 
  from the trap will echo throughout the woods, alerting 
  any cultists in the nearby temple to the presence of 
  intruders. 
   
  Treasure:  Adventurers who wish to rob the dead may 
  loot this grave.  This should be noted on their AR, as 
  grave robbing is a crime.  
   
   
  All APLs – L: 0 gp; C: 8 gp; M: 0 gp. 
   
  C.  Beyond the Knoll 
  The trail east of the knoll is wide enough to allow two 
  horsemen to ride side by side.  The clearing, containing 
  the temple, is less than half a mile away.  Several bonfires 
  make the area well illuminated.  Loud, rhythmic and 
  fervent chanting originates from the glade.  Interestingly, 
  no guards have been posted either along the trail or 
  surrounding the clearing.  
   
   
  Encounter Four 
  All together the journey to the temple glade takes about 
  three hours.  If the adventurers left Lorton’s Hollow 
  when the Mayor suggested, the cultists are discovered 
  well into their sacrificial ceremony, though the actual 
  sacrifice of Tomas’s parents is more than an hour away.  
   
  Traditionally, the cultists take part in a ritualistic 
  ceremony that culminates with a human sacrifice at 
  halfway between midnight and dawn.  The sacrifice is 
  extremely horrific and involves the victim’s chest being 
  cut open and his lungs exposed.  The lungs are partially 
  displayed and the still beating heart is removed and 
  Under the Pale Moon 
   
  Page 15 
  
  placed before the Dark Prince’s Throne.  This is obviously 
  a very painful way to die. 
   
  With each death, Alendria has grown fonder of her 
  role as the Burning Witch.  She has tinkered with overall 
  ceremony to Graz’zt adding an almost theatric flare to it.  
  She has also grown more sadistic and as a consequence 
  modified the ritual sacrifice.  The Burning Witch has 
  modified the ceremony to have the victim first partially 
  flayed alive and then dipped in low-grade corrosive acid. 
  The Burning Witch is careful to make sure the victim 
  does not expire before the appointed time when the 
  victim’s heart is removed in the traditional manner.  It is 
  considered an evil act for any adventurers watching the 
  sacrifice to stand back and do nothing and allow Tomas’s 
  parents to die in such a gruesome manner.   
   
  Scattered about the clearing, atop poles driven into 
  the ground, are over two hundred skulls.  The Burning 
  Witch has led the cultists to believe that, through her 
  skills as a witch and high priestess of Graz’zt, the skulls 
  are undead creations beholden to her.  In truth, the skulls 
  are animated objects magically programmed (via 
  alteration magic) to chant in raspy, dry voices, “Praise 
  Graz’zt! Praise Graz’zt, Grand Prince of all Demons!” upon 
  command. 
   
  When the adventurers and villagers arrive in the 
  midst of the cultists’ ritual, the ceremony should be very 
  disturbing.  The Burning Witch is addressing the twenty-
  five male and female cultists about Graz’zt and how the 
  demon prince rewards his worshippers with gifts of 
  power and magic.  The cultists punctuate her sermon, to 
  the accompaniment of the skulls, with the fervent chant, 
  “Praise Graz’zt! Praise Graz’zt, Grand Prince of all 
  Demons.”   Bonfires eerily light the clearing, casting 
  flickering shadows everywhere and highlight the 
  Burning Witch, who seems to be aglow with abyssal fire.  
  As the time of the sacrifice draws near, several of the 
  cultists fall down to the ground and begin to convulse, 
  while others speak in tongues.  All together, this should 
  be very creepy and very repugnant. 
   
  Note, to any adventurer or villager witnessing the 
  scene, the skulls appear as animated undead unless 
  informed otherwise (i.e., through the use of detect 
  undead or detect magic).  The skulls (AC 5, 1 hp) are of 
  no combat value.   
   
  The true gem of this encounter is the cowardly 
  nature of the rank-and-file cultists and their lack of 
  knowledge of the guardian.  Their first action is to flee 
  into the woods.  Indeed, should any adventurer set off 
  the fireball trap in Encounter 3.B., the cultists flee the 
  area, leaving the Burning Witch and Varnef to defend the 
  temple.   
   
  When the guardian arises from the earth, it will be 
  hard to discern who is more surprised, the villagers or the 
  cultists.  Both villagers and cultists drop their weapons 
  and scatter like the wind into the forest.  This leaves the 
  adventurers to battle the Burning Witch, Varnef and the 
  guardian.   
   
  There is a newly constructed secret entrance leading 
  into the inner temple some seven hundred feet east of 
  the clearing.  Only Canon Vraxtor, the Grimthor brothers 
  and Crisnar know of its existence.  High-level 
  adventurers (i.e., commune with nature or similar) may 
  be able to detect this entrance and choose to enter the 
  temple this way (see Encounter 5.B.).   
   
  When the adventurers (and villagers) arrive at the 
  clearing, it is assumed that they do so quietly and do not 
  immediately reveal their presence.  See DM’s Aid #1 for 
  the map of the clearing. 
   
   
  Nearly three hundred feet across, this large clearing 
  is well lit by a huge bonfire at its center.  Three more 
  modest-size bonfires are at the periphery.  Humanoid 
  forms dance and cavort around the central fire, while 
  a beautiful red-haired woman preaches to them.  The 
  woman almost glows as wisps of fire flicker about her. 
  Throughout the clearing, skul s have been fixed atop 
  two-foot high poles.  Their skeletal jawbones move as 
  if in unison, speaking in low scratchy voices, “Praise 
  Graz’zt!  Praise Graz’zt, Grand Prince of All Demons!!” 
   
  l
  i
   
  l
   
  l
   
  To the left of the central fire is a lone ancient, 
  gnarled oak tree.  Gigantic in proportions, 
  ts 
  decaying branches hang low over an oddly twisted 
  and malformed trunk.  The trunk seems almost 
  shaped into a giant throne.  Dark stains permeate the 
  lower trunk and the nearby exposed roots. 
   
  On the opposite side of the central bonfire is a 
  prominent chasm in the earth.  A path originating 
  from the sinister-looking tree proceeds directly to the 
  shallow end of the crack and descends into the earth. 
   Odd lights and shadows shift and waver from below. 
   
  Tied to separate stakes in front of the central 
  bonfire are a tightly bound man and woman, bloody 
  and badly beaten.  Their eyes are filled with 
  unspeakable horror and their mouths are open, 
  pantomiming frightened screams…yet nothing but a 
  thick gurgling scream escapes from their lips.  
  Nearby, a large man with horrid puckered scar across 
  his face leers at the bound forms.  Fingering a 
  wickedly 
  sharp 
  axe, 
  the 
  man’s 
  posture 
  and 
  movements suggest he intends great harm to the 
  couple.  Every now and then the man turns with an 
  adoring ook towards the red-haired woman, as if 
  awaiting her command. 
  The woman gestures at the bound victims then to 
  a large cauldron – containing a foul, acrid liquid – and 
  finally to a huge granite slab.  Engraved on the stone 
  surface is a black, six-fingered hand in the center of a 
  twelve-pointed star. Fine, shal ow troughs radiate 
  Under the Pale Moon 
   
  Page 16 
  
  from the points and pool in a dark stained bowl at the 
  foot of the slab.  As the woman points to the granite 
  slab, the crowd roars with pleasure and, in unison 
  with the skulls, screams with feral delight, “PRAISE 
  GRAZ’ZT!  PRAISE GRAZ’ZT, GRAND PRINCE OF 
  ALL DEMONS!!” 
   
  A Spot (DC 15) check will reveal the remains of roasted 
  horsemeat in one of the peripheral bonfires, the remains 
  of the Herfads’ horses.   
   
  Although the woman known as the Burning Witch 
  appears to be aglow with what the villagers would call 
  Abyssal Fire, the fire itself is not very impressive to the 
  experienced eye.  A successful Spellcraft (DC 20) check 
  reveals the woman is under the effects of a 
  prestidigitation spell.  Give the adventurers but a few 
  minutes to plan before stepping up the price by having 
  the man and woman moved toward the cauldron.  Once 
  the adventurers initiate combat, read the following 
  boxtext: 
   
  The leaves on trees about the clearing begin to 
  tremble and then shake as a gentle breeze increases in 
  power to become a strong gust of wind. It is an eerie 
  sound, reminiscent of dozens of tiny chains rattl ng 
  louder. 
   
  The 
  ground 
  shakes, 
  once….twice…thrice…the earth almost seems to 
  howl in pain as a huge, vaguely human-shaped 
  creature erupts to the surface. 
    
  i
   
  Although some liberties are taken for dramatic effect, no 
  Balance checks are needed for the adventurers when the 
  ground trembles.   
   
  � Cultists of Graz’zt:  Male and female humans, Com1, 
  3 hp.   
   
  Creatures:   
   
  APL 4 (EL 5) 
  � Burning Witch:  hp 14; see Appendix A. 
  � Varnef:  hp 12; see Appendix A. 
  � Guardian:  Medium Earth Elemental, hp 36; see 
  Monster Manual, p. 97. 
   
  APL 6 (EL 7) 
  � Burning Witch:  hp 20; see Appendix A. 
  � Varnef:  hp 12; see Appendix A. 
  � Guardian:  Advanced Earth Elemental, hp 120; see 
  Appendix A. 
   
   
  APL 8 (EL 9) 
  � Burning Witch:  hp 32; see Appendix A. 
  � Varnef:  hp 30; see Appendix A. 
  � Lesser Guardian:  Large Earth Elemental, hp 80; see 
  Monster Manual, p. 97. 
  � Greater Guardian:  Large Half-Fiend Earth Elemental, 
  hp 96; see Appendix A. 
   
   
  APL 10 (EL 11) 
  � Burning Witch:  hp 45; see Appendix A. 
  � Varnef:  hp 49; see Appendix A. 
  � Guardian:  Huge Half-Fiend Earth Elemental, hp 208; 
  see Appendix A. 
   
  APL 12 (EL 13) 
  � Burning Witch:  hp 58; see Appendix A. 
  � Varnef:  hp 68; see Appendix A. 
  � Guardian:  Huge Half-Fiend Greater Earth Elemental, 
  hp 273; see Appendix A. 
   
   
  Tactics:  At the first indication of danger, the cultists flee 
  into the woods.  Varnef and the Burning Witch attempt 
  to make a stand near the cave entrance, anticipating the 
  guardian(s) to perform the majority of the fight. 
   
  Varnef cautiously fights opponents, making sure 
  none can flank him.  He does not expect the Burning 
  Witch to aid him in combat.  Varnef realizes, if captured, 
  he will be put to death for the heinous murders he has 
  committed.  Only if the circumstances look extremely 
  desperate does he flee for his life.   
   
  At higher APLs, the Burning Witch uses her dust of 
  disappearance to provide herself with safety.  She chooses 
  her opponent carefully (preferably a fellow bard or 
  wizard type) and using true strike (along with fox’s 
  cunning) and her poison attempts to use her assassin 
  Death Attack ability.  She utilizes her invisibility and 
  sneak attack damage to create as much mayhem as 
  possible.  However, if the situation has turned grim, she 
  abandons everyone and attempts to flee. 
   
  The guardian(s) are intelligent and become active if 
  someone physically or magically attacks the Burning 
  Witch, Varnef or the cultists; at the command of the 
  Burning Witch or if someone tries to enter the cave 
  without wearing the black, six-fingered symbol of Graz’zt 
  and speaking the proper passwords (“Praise Graz’zt! Praise 
  Graz’zt, Grand Prince of all Demons”).  The guardian will 
  also defend itself and attempt to kill anyone attacking it.  
  The guardian stays near the cave entrance and does not 
  leave the temple clearing. 
    
  Treasure:  Varnef, the Burning Witch and the cultists 
  may be looted for equipment.  
   
  APL 4 – L: 29 gp; C: 0 gp; M: 0 gp. 
   
  APL 6 – L: 55 gp; C: 0 gp; M: 0 gp. 
   
  APL 8 – L: 55 gp; C: 0 gp; M: 0 gp.  
  Under the Pale Moon 
   
  Page 17 
  
   
  APL 10 – L: 44 gp; C: 0 gp; M: 375 gp; cloak of 
  resistance +1 (83 gp), dust of disappearance (292 gp). 
   
  APL 12 – L: 36 gp; C: 0 gp; M: 375 gp; cloak of 
  resistance +1 (83 gp), dust of disappearance (292 gp). 
    
  Development 
  At this point, Tomas’s parents can be rescued.  If the 
  mayor, the innkeeper and Norbis accompanied the 
  adventurers, they emerge from hiding and praise the 
  adventurers for their defeat of the cultists.  Both Norbis 
  and the innkeeper take charge of any captured prisoners, 
  along with the Herfads, and escort everyone back to the 
  hamlet. 
   
  Warren comments: 
   
   “Obviously, these cultists were more powerful then 
  we realized.  Thank you for helping us rid them from
  our community.  Alas, based on the creatures so far 
  encountered, I sincerely doubt that the skills of my 
  and my comrades’ swords,” Warren gestures to 
  Michel and Norbis, “will be of use to you.  My fellow 
  villagers will likely be more of hindrance than 
  assistance.”  The mayor shakes his head sadly before 
  looking into the chasm and the cavern beyond. 
   
   
   
   
  “I think I see the flickering of some fire.  The 
  temple below must be a fearsome place with creatures 
  out of nightmare.  You are adventurers and heroes; we 
  are not.  I salute you and wish you the best of luck in 
  defeating the cultists below.  Destroy the temple so 
  that its foul evil will never plague my people again.  
  May the blessings of Heironeous be upon all of you.”
  Although it is possible to use Diplomacy (DC 40) to 
  convince everyone (i.e., Warren, Michel, Norbis and any 
  returning villager) to continue into the temple, all would 
  flee at the first combat.  It is also possible that the 
  adventurers themselves may be having second thoughts 
  about helping the villagers.  Michel assures the 
  adventurers that his father Rolf will write songs about 
  them and the village children will all be told of their 
  bravery.  Warren, if needed, says the village will dig deep 
  into their pockets and offer up to a hundred gold 
  wheatsheaves (total) for the adventurers to destroy the 
  inner temple and eradicate all the remaining cultists.  He 
  and others volunteer to destroy the granite sacrificial slab 
  and the Dark Prince’s Throne, while the adventurers are 
  destroying the inner temple.  Warren reminds the 
  adventurers that they can lay claim to whatever they find 
  below.   
   
  Some additional information can be learned from 
  interviewing Tomas’s parents and any surviving cultists.  
  Froderick and Allera Herfad have been badly beaten and 
  tortured by the cultists.  To make matters worse, 
  communication with the pair will be difficult as Varnef 
  removed their tongues.  They will be greatly relieved to 
  learn of Tomas’s survival and would like to be reunited 
  with him as soon as possible.  Though they know it is 
  unlikely to occur, they would like to see their other son 
  Jerric returned to life.   
   
  Froderick Herfad:  Male, human, LG, Exp2, 10 hp; Will 
  Save +4.  Froderick is a tall handsome man in his late 
  thirties with brown hair and sea green eyes.  His eyes are 
  haunted and filled with pain.  He can barely speak. 
   
  Allera Herfad:  Female, human, LG, Exp2, 8 hp; Will 
  Save +3.  Allera is of medium height with dirty blond hair 
  and blue eyes.  In her early thirties, her face is both 
  matronly but very pretty.  Her eyes are still defiant 
  despite the many bruises and cuts upon her.  Like her 
  husband Froderick, she can barely speak.  
   
  Froderick and Allera were unable to witness much 
  beyond the sacrificial rites they were apart of, but know 
  the following information: 
   
  � The Burning Witch and Varnef were in charge.  
  Varnef directed much of the torture personally 
  and seemed to be trying to impress the Burning 
  Witch. 
  � Varnef and some other cultists attacked their 
  campsite.  Their eldest son Jerric was killed 
  early in the fighting.  [Unless the adventurers 
  tell them otherwise, they believe that Tomas 
  also died in the attack]. 
  � Both Varnef and the Burning Witch mentioned 
  another priest called “the Canon” who lived in 
  the temple below.  Based on their tone and 
  mannerisms, they seemed afraid of this priest. 
  � Their wares were taken into some sort of cavern 
  at the bottom of the chasm.  As one cultist put it, 
  “All of the equipment was taken to the Gates 
  of Azzagrat for inventory by the Canon.”  
  Although she does not know what the “Gates of 
  Azzagrat” are, a successful Knowledge (Religion 
  or Planes, DC 15) indicates Azzagrat is the name 
  of the realm in the Abyss that Graz’zt rules. 
  � The Herfads were planning to sell their martial 
  wares in Free Borrough.  This equipment 
  consisted of leather and studded leather armor, 
  longbows, composite longbows, shortbows and 
  composite shortbows, of varying quality. 
  � Froderick will reward the adventurers if they 
  are able to recover their wares.   
   
  All captured cultists will declare their innocence and 
  demand to be released, claiming they were caught up in 
  the events and too frightened to do anything lest they 
  Under the Pale Moon 
   
  Page 18 
  
  become sacrifices.  All the cultists have a Bluff Skill of +0 
  and are obviously motivated to lie in order to avoid 
  punishment. The cultists know the following: 
   
  � Each cultist claims they never took part in any 
  of the torture. 
  � If it is apparent that no one believes the cultist’s 
  story, he/she will become as helpful as possible 
  to gain favor.   
  � Canon Vraxtor is the Burning Witch’s second in 
  command.  He is a terrible figure.  Varnef is 
  terrified of him.  
  � At the bottom of the chasm is a cavern that 
  descends deep into the earth.  At the end of the 
  cavern is a fiery portal known as the “Gates of 
  Azzagrat”.  The portal leads to Azzagrat, the 
  Realm of the Dark Prince, and the inner temple. 
  � All captured supplies are left before the Gates of 
  Azzagrat.  The Canon takes them to the inner 
  temple, where he and the most worthy of the 
  worshippers reside.  
  � Only the Burning Witch and the Canon have 
  been in the inner temple, no one else has been 
  deemed worthy. 
  � The Burning Witch is their leader – the 
  “Chosen” – and the high priestess of the Dark 
  Prince. 
  � If given the opportunity to renounce Graz’zt in 
  order for his/her life to be spared, that particular 
  cultist does so immediately. 
   
  In addition to the equipment that Varnef carries, he has a 
  large belt pouch containing the dried, wilted tongues of 
  his previous victims.  Three of the tongues are fresh and 
  bloody.  These tongues belong to Froderick, Allera and 
  Jerric Herfad.  If captured, he is defiant to the end.  He 
  knows the following information: 
   
  �  Varnef is a true believer.  He expects to be 
  executed for his crimes and welcomed in the 
  afterlife by Graz’zt. 
  � Varnef will remain loyal to Graz’zt but lays the 
  blame on the Burning Witch and Canon 
  Vraxtor. 
  � Varnef is convinced that Canon Vraxtor is the 
  real high priestess.  He believes the Canon, 
  though disguised as a male, is a vile creature 
  known as a lamia.   
  � Canon Vraxtor consulted with a powerful 
  wizard, who has not been seen recently.   
  � In the past, Varnef was told to attack selected 
  travelers by the Burning Witch or Canon 
  Vraxtor.  These travelers were typically 
  merchants who carrying martial supplies or 
  consumables useful for long-term journeys.   
  � Varnef has always taken these supplies up to the 
  Gates of Azzagrat, but has never been in the 
  inner temple. 
  � The Burning Witch never conducted the 
  ceremonies to the Dark Prince exactly correct. 
  According to his study, she did not use the 
  traditional hymns and prayers, often changing 
  the words and cadence.  She did not use the 
  traditional sacrifice ritual. As high priestess, she 
  was supposed to drink the blood of the 
  sacrificial victim and offer a taste to her selected 
  favorites after presenting the heart to the altar 
  (i.e., Dark Prince’s Throne), which she never 
  did. 
  � The guardian scared him but after a while he got 
  use to its presence. 
  � Varnef will gleefully and maliciously point out 
  which cultists participated willingly in the 
  rituals and torture of innocent victims.  He 
  revels in their terror and pathetic pleas for 
  mercy. 
  � Varnef is a villain true to core and will spout 
  praises to Graz’zt while denigrating Lorton’s 
  Hollow and its leaders. 
  � Varnef will have great disdain for the Burning 
  Witch if he is aware that she betrays Graz’zt. 
   
  The Burning Witch is not a worshipper of Graz’zt but a 
  performer paid to play this role.  She claims to feel bad 
  about the sacrifices and states she would have prevented 
  them if possible.  The real leader of the cult is Canon 
  Vraxtor and both he and Varnef scared her considerably.  
  The cultists were feral worshippers of Graz’zt and 
  singularly devoted to the demon prince.  The Burning 
  Witch – or Alendria – believed if she wavered to show 
  mercy, she herself would be slain by the rabid cultists.  
  She knows the following information: 
   
  � She may have attacked the adventurers, but was 
  merely defending herself. 
  � Her real name is Alendria and she is a well-
  known bard from Herechel in the Barony of 
  Willip.  She is not a priest.   
  � A successful Knowledge (Local [Iuz Border 
  States], DC 30) will be required to recognize this 
  obscure bard who has a reputation of being a 
  modest actress hampered by a wickedly bad 
  temper. 
  � She is not a worshipper of Graz’zt.  She is not 
  even religious.   
  � She was recruited by Darvin (no known last 
  name) to portray the Burning Witch.  The other 
  Under the Pale Moon 
   
  Page 19 
  
  cultists know him as Canon Vraxtor.  I do not 
  know if the Canon is actually a worshipper of 
  Graz’zt but I think he is a priest of some sort, 
  possibly a Priest of Iuz.  Iuz, after all, is the 
  son of Graz’zt, so it would make sense that he 
  may worship him, as well.” 
  “
   
  � Darvin/Canon Vraxtor acts as her second-in-
  command and one day did remark about the 
  worship of Graz’zt.  He said that although the 
  blood sacrifice may draw the Dark Prince’s 
  attention, it will give him little satisfaction as 
  the praises to him are worthless.   
  � Darvin claimed to prefer the presence of devils 
  to demons.  “I think he is some kind of half 
  fiend trying to trick me into thinking of him 
  as a normal person.”  
  � Darvin tricked her into the role by promising 
  treasure and power for little more than a couple 
  of nights acting.  When she came to this place it 
  was clear she would have to act vile, wicked and 
  show no mercy to others.  If she made any 
  misstep, then Darvin/Vraxtor or Varnef would 
  kill her.  She notes: “He once boasted that all 
  the chanting skulls in the clearing belonged 
  to those who opposed him n the past, some 
  of who were paladins of Heironeous and 
  Knights of Furyondy.  He warned me that i  I 
  were ever to betray or cross him, my head 
  would adorn one of those poles.” 
  i
  f
  � Alendria used the prestidigitation cantrip to 
  make it appear that she was glowing with 
  Abyssal fire. 
  � Varnef was in charge of the torture and 
  sacrifices.  He did horrible things to those poor 
  people.   
  � She never enjoyed the blood sacrifices and held 
  great pity for the victims.  She would urge that 
  the sacrifice occur sooner rather than later to 
  minimize the suffering.  
  � Darvin is up to something.  He had the cultists 
  target selected merchants.  He lives below in the 
  inner temple, which is protected by a fiery gate. 
   She has never been in the inner temple, but she 
  knows that Darvin is a powerful spellcaster. 
  � Though she knows there is little chance for her, 
  Alendria will plead most earnestly and 
  desperately for her life to be spared.  She will 
  appeal primarily to any lawful clerics or 
  paladins, or any males through which she can 
  work her feminine charms, claiming she has 
  learned her lesson and repented her evil ways.     
   
  Sundering the granite sacrificial slab and the Dark 
  Prince’s Throne will take some time.  The large cauldron 
  contains thirty gallons of a low concentration acid and 
  can be easily disposed of by pouring it onto the ground.  
  The acid does 1 hp of damage for every ten gallons.  As 
  might be expected the dark stains on both of these 
  objects are old, dried blood.  Both the stone and the lone 
  tree radiate great evil and corruption.  A detect evil spell 
  cast on the stone and/or tree will knock the caster (no 
  save) unconscious for 1d4 hours. 
   
  Granite Sacrificial Stone: 2 ft. thick; hardness 8; hp 400; 
  Break DC 50. 
   
  “Dark Prince’s Throne”; old, gnarled oak tree: 4 ft. 
  thick; hardness 5; hp 400; Break DC 40. 
   
   
  Encounter Five 
  A few yards away from the Dark Prince’s Throne is a deep 
  chasm.  A steep path descends into it for about thirty feet, 
  ending at a medium-size cave opening. The path spans 
  the width of the chasm, which is between five to ten feet 
  wide.  The cave opening is approximately five feet high 
  and four feet wide.  It will be difficult to fit larger than 
  medium-sized creatures into the cave opening. 
   
  A.  Gates to Azzagrat 
  The naturally formed cavern winds and twists into the 
  earth at an angle of fifteen to twenty degrees for over two 
  hundred feet.  The width of the cave varies from five to 
  ten feet, with an overall height of about four feet.  Deep 
  within the cave must be a powerful light source, for even 
  at the cave entrance is a faint, eerily shifting light. 
   
  At the end of the cavern is a set of wide-open stone 
  doors.  The room beyond is approximately twenty feet by 
  thirty feet long, with a height of ten feet, and is made up 
  of reinforced masonry walls.  The symbol of Graz’zt is 
  etched prominently on both doors. This chamber is 
  somewhere between 100 and 150 feet beneath the 
  clearing.   
   
  � Reinforced Masonry Wall: 3 ft. thick; hardness 8; hp 
  540; Break DC 50. 
   
  Symbols of Graz’zt as well as murals depicting the Dark 
  Prince ruling over a city of soaring towers and a demonic 
  horde are everywhere.  Etched into the walls, in Abyssal, 
  are the words, “Praise Graz'zt!  Praise Graz’zt, Grand 
  Prince of All Demons and Ruler of Azzagrat and the 
  Flaeness.”   
  The most prominent feature of the 
  room is the large, fiery portal at the far end of the room.  
  To one side of the room are stacked boxes, all labeled 
  with “Herfad Family Arms and Armor” (see Encounter 
  4.B. for exact inventory).  On the left side of the wall are 
  Under the Pale Moon 
   
  Page 20 
  
  words written in common…in blood, of course…“Upon 
  Pain of Death and Eternal Suffering at the Hands of 
  Graz’zt, only the most worthy may enter the Gates of 
  Azzagrat and be delivered to the most sacred temple of 
  our Prince!”  The room is filled with an evil presence.  If 
  anyone casts detect evil, the caster must make a Will (DC 
  25) save or go unconscious for 1d4 minutes. 
   
  The air smells faintly of sulfur and the heat is strong 
  and stifling.  A male screams in horrendous pain from 
  beyond the fiery portal at the far end of the room.  
  The scream rises impossibly high in gut wrenching, 
  sobbing agony...then abruptly silences.  Flames 
  flicker across the surface of the portal obscuring what 
  lies beyond.     
   
  Murals on the walls of the room depict a 
  handsome demon with dark skin and glowing green 
  eyes sitting upon a hideously twisted oak tree throne. 
   Nearby a dozen hal -snake women with six arms 
  stand ready, while demons by the score cavort and 
  dance about.  Idly the handsome demon stares at a 
  city of huge, soaring towers.  At the demon’s feet, 
  hundreds of bleeding hearts l tter the ground.  A 
  small humanoid form is sacrificed on a granite 
  sacrificial stone, its beating heart held over its body. 
  f
  i
  t
   
  To the left of the portal are words written in 
  common.  Along the opposi e wall are various boxes 
  stacked together.       
   
  Two permanent spells are active in this room.  The first is 
  a permanent unhallow spell (15
  th level cleric; Will Save, 
  DC 15) that is centered in the room.  A bane spell has 
  been fixed to the Unhallow spell and affects anyone who 
  is not a worshipper of Graz’zt.  The unhallow spell is a 
  leftover from the original temple.  
   
  The second spell is a recent addition.  A permanent 
  illusion spell (16
  th level wizard; DC 15) has been used to 
  create the fiery portal.  The illusion also provides the 
  unbearable heat, stuffiness and the occasional agony-
  filled scream.  Beyond the portal is a shadowy darkness 
  via a permanent deeper darkness spell (15
  th level cleric).  
  This eerie darkness continues throughout the passage 
  beyond as it angles down and to the east.  The illusionary 
  portal (and associated effects) is meant to keep the 
  cultists or others from exploring the inner temple.   
   
  B.  Inner Temple 
  The air in the tunnel beyond is cool and dry.  No light is 
  present beyond a shadowy illumination from the portal, 
  which extends for the next hundred feet or so of cavern.  
  The tunnel is made of reinforced masonry and is ten feet 
  wide and ten feet high.  The tunnel meanders for another 
  five hundred feet or so to the northeast before ending at 
  the entrance to a huge chamber [see DM’s Aid #2]. This 
  entire area is well lit from multiple permanent daylight 
  spells.   
   
  The walls of the room have been white washed.  
  Close inspection (Search, DC 15) of the reinforced 
  masonry walls reveals murals pertaining to the worship 
  of Graz’zt under the paint.  Much of the floor of this room 
  is covered in boxes, palettes and shelves.  There is no 
  visible altar to Graz’zt in the area.  However, multiple 
  unhallow spells (15
  th level cleric) are in effect here.  These 
  spells do not overlap, but allow continuous, even 
  application of the daylight spell, effects of magic circle 
  against good and a -4 penalty to turn checks throughout 
  the room. The overall appearance of the inner temple is 
  more like well-ordered warehouse than a temple.  
   
   
  The inner “temple” is well lit.  Easily two hundred 
  feet across and an equal distance wide, the large room 
  is filled with boxes, crates and shelves.  The stone 
  walls have been painted a uniform white. 
   
  The boxes, crates and shelves are neatly 
  organized in the first half of the room.  Clear, distinct 
  labels are apparent on many of the boxes and shelves. 
   The northwestern corner appears to be some sort of 
  living area.  A number of sleeping mats, chests and 
  basins are present.  In the northeastern corner, a 
  small 
  windowless 
  wooden 
  building 
  has 
  been 
  constructed, with its door facing the living area.   
  Next to this structure is a stairwell descending 
  further into the earth.   
   
  The inner temple appears deserted.  The boxes, shelves 
  and other containers are neatly organized and labeled in 
  common.  Use the items listed in Player Handout #2 for 
  the appropriate identification labels.  The various 
  containers have been grouped together by item type (e.g., 
  armor, weapons, provisions, etc). 
   
  In the living area, there are twelve sleeping mats, 
  twelve small chests, a table, six chairs, several water 
  basins and an upright closet containing dried meat, fruits 
  and vegetables.  Although there are many sleeping mats, 
  only four have been used.  All the chests are unlocked.  
  The four chests nearest the used sleeping mats contain 
  male clothes and a number of personal items.  The 
  remaining chests are empty.   
   
  The lone structure (office) in the northeast portion 
  of the room has been sturdily constructed.  Next to the 
  building is a stone stairwell descending down.  The 
  stairwell is smoothly constructed and leads to a tunnel 
  that progresses east.  A Knowledge (Architecture and 
  Engineering, DC 15) check will confirm that both the 
  stairwell and the tunnel beyond are of recent 
  construction.  It continues upward to the northeast for 
  some four hundred feet before it emerges approximately 
  seven hundred feet east of the clearing.  The tunnel 
  Under the Pale Moon 
   
  Page 21 
  
  entrance is well camouflaged with forest underbrush and 
  will require a Search (DC 35) check to find.  
   
  Office Wall and Ceiling: 6 in. thick; hardness 5; hp 60; 
  Break DC 20. 
   
  Wooden Office Door (Strong): 2 in. thick; hardness 5; 
  hp 20; Break DC – Stuck: DC 23, Locked: DC 25. 
   
  The interior of this building is carpeted and furnished as 
  an office.  There is a large oaken desk and chair along one 
  wall.  Several bookcases and tables are also in the room.  
  Located opposite the door is an altar.  A symbol on the 
  wall above the altar depicts six arrows facing downward 
  in a fan.  A Knowledge (Religion, DC 15) check will 
  identify the symbol as belonging to Hextor, the God of 
  War, Discord, Massacre, Conflict, Fitness and Tyranny.  
  Overall, the office has a comfortable, personal feel as 
  opposed to the more business-like, functional aspect of 
  the inner temple.  
   
  On top of the desk are several papers on inventories 
  and supply distribution (including Players Handout #2), 
  an unfinished letter (see Players Handout #4) and an 
  unlit desk lamp.  The bookcases contain maps of the Gold 
  County, Lorton’s Hollow and the Burning Witch Woods. 
   There are also books about the religion of Hextor, 
  Furyondy history, geography and politics, and several 
  works of literature.  Dozens of papers and notes can also 
  be found on the tables.  Many of the papers discuss 
  various geographical locations in Furyondy, as well as the 
  size and locations of the Furyondy military and town 
  militias.  The maps and the books on Furyondian 
  geography can be used to find the location of Lake 
  Rythin on the opposite side of the Burning Witch 
  Woods.    
   
  Amongst the papers, on one of the tables, is Canon 
  Vraxtor’s journal (see Players Handout #3).  The journal 
  provides considerable background information about the 
  Canon’s true purpose at the temple and refers to two 
  wizards named the Seeker and Torvan Dra.  A successful 
  Knowledge (Local [Iuz Border States], DC 25) reveals the 
  Seeker is a powerful evil wizard with a reputation for 
  greed and opportunism.  He is a thorough cad and villain 
  of the highest caliber.  No information, however, is 
  known about the necromancer Torvan Dra.  Finally, the 
  name Pravnar Al’Vakar appears both in the Canon’s 
  Vraxtor’s journal and in his unfinished letter.  Pravnar is 
  rumored (Knowledge (Local [Iuz Border States]), DC 30) 
  to be an evil wizard of moderate power who wished to 
  expand his sphere of influence.  Pravnar is believed to be 
  a specialist in divinatory magic and is likely undead.   
   
  Creatures:   
  APL 4 (EL 6) 
  � Guardian:  hp 45; see Appendix A. 
   
  APL 6 (EL 8) 
  � Guardian:  hp 72; see Appendix A. 
   
   
  APL 8 (EL 10) 
  � Guardian:  hp 90; see Appendix A. 
   
   
  APL 10 (EL 12) 
  � Guardian:  hp 108; see Appendix A. 
   
  APL 12 (EL 14) 
  � Guardian:  hp 126; see Appendix A. 
   
   
  Tactics:  The ghost hydra guardian will use its 
  incorporeal form to its best advantage against material 
  opponents.  It prefers to initially ambush opponents near 
  the office or in the living area, waiting up to five minutes 
  to choose the optimum time for its attack, typically 
  against a single opponent.  It automatically initiates 
  combat against any adventurer attempting to leave the 
  inner temple area.  At APL 4, each head will use its 
  corrupting touch ability on many targets rather than one 
  single opponent.  At APL 6, the hydra will target multiple 
  opponents with either its corrupting touch or draining 
  touch abilities.   At APL 8, the hydra will use its draining 
  touch ability preferably against multiple opponents.  
  Constitution will not be drained at either APL 6 or 8.  
  Remember that due to the ghost template and the 
  improved turning resistance feat there is a +8 to the HD 
  of the ghost hydra for turning attempts.  This modifier 
  does not consider the -4 penalty to turn attempts made in 
  the room due to the effects of the unhallow spell.  In the 
  unlikely event the ghost hydra is turned, it will return to 
  its guardian duty as soon as possible.   
   
  Incidentally, the guardian normally stations itself 
  under the floor or just above the ceiling of the inner 
  temple.  Every few seconds, several of its heads peak into 
  the inner temple proper and scan for any intruders.  
  Once an intruder(s) is discovered the guardian moves 
  into position for an ambush, preferring to come out of a 
  solid object (i.e., wall, floor, or ceiling) and attack.     
   
  Treasure:  The inner temple may be looted for 
  equipment and treasure.  
   
  All APLs – L: 68 gp; C: 0 gp; M: 20 gp (silversheen, 
  20gp). 
   
   
  Development:  Once the guardian is defeated and all the 
  relevant clues are found in the inner temple, the 
  adventurers will need to travel to the meeting site and 
  Under the Pale Moon 
   
  Page 22 
  
  confront Canon Vraxtor before he can make a new 
  allegiance.  A successful Wisdom (DC 10) check indicates 
  that it would not be a good idea to confront both Canon 
  Vraxtor and Pravnar Al’Vakar at the same time.  The 
  adventurers have approximately a day to reach this 
  meeting site before the scheduled meeting.     
   
   
  Encounter Six 
  Canon Vraxtor is scheduled to meet with Pravnar 
  Al’Vakar in the early morning hours of 19
  th Goodmonth.  
  If all has proceeded as planned, then the adventurers will 
  have emerged victorious from the inner temple 
  sometime before dawn on the 18
  th.   
   
  Either a successful Knowledge (Local [Iuz Border 
  States], DC 20) check or perusing the books and maps in 
  Canon Vraxtor’s office will ascertain the location of Lake 
  Rythin.  The lake is on the opposite side (i.e., to the east) 
  of the Burning Witch Woods, near the border between 
  the Viscounty of the March and the Barony of Willip.  
  The distance between the temple and the lake is over 
  twelve miles.  Travel will occur through medium to thick 
  underbrush in the remnants of this old growth forest.  It 
  will take approximately eight hours for the adventurers 
  on foot to traverse this distance.  Medium-sized mounts 
  cannot be ridden during the majority of the journey but 
  there are some open stretches where mounts can be 
  ridden allowing the overall travel time to be reduced by 
  one hour.  Alternatively, the adventurers may have some 
  means to circumvent traveling through the forest and 
  still reach the meeting site before the arrival of Pravnar 
  Al’Vakar.  Although the adventurers will not be in any 
  physical danger, the journey through the dark and 
  foreboding Burning Witch Woods will be a dismal and 
  gloomy event. 
     
  Creatures:   
  All APLs 
  � Padraic MacMurchadha:  hp 33; see Appendix A. 
   
  If time permits, the adventurers will encounter a slightly 
  mad old pixie named Padraic MacMurchadha.  This 
  optional encounter takes place about two-thirds of the 
  way toward Lake Rythin.  Padraic, who claims to be the 
  King of the Sprites, is harmless but enjoys misleading 
  travelers.  Padraic is more a mischievous and hurtful 
  prankster than his kind normally is.  Note, Padraic will 
  not combat the adventurers and, if attacked, will flee the 
  area.  
   
  Padraic watches the adventurers a bit before drawing 
  their attention using his detection spells to confirm that 
  the majority of adventurers are non-evil.  Padraic will end 
  his natural invisibility and approach the adventurers 
  peacefully.  He realizes immediately they are adventurers 
  and assumes they are in pursuit of the evil creatures that 
  walked through the woods earlier.  Padraic is just one 
  pixie and while he occasionally causes problems for the 
  evil creatures, he largely avoids them.  Padraic knows 
  little about the events that have recently occurred but, 
  like any good storyteller, will seem to know more than he 
  actually does.    
   
   
  Standing atop an old log, at the bottom of a nearby 
  hollow, is a two and half foot tall creature resembling 
  a very small elf, but with longer ears and gossamer 
  wings.  Kind, rheumy eyes stare out from under a 
  shock of unkempt, white hair.  He is dressed in bright 
  colored clothing, a small cap and curly-toed shoes.  
  The creature appears to be smoking a corn-cob pipe 
  and using a walking stick.  The fragran  smell of 
  sweet, rich tobacco comes from the pipe. Patting his 
  potbel y in a non-threatening manner, the l ttle 
  creature smiles, clears his throat and taps his cane on 
  the log. 
   
  t
   
  l
  i
   
   
  t
  i
  l
   
  TAP! TAP! TAP! 
  “Ahem.  Welcome to the Auld Northern Wilds!  I 
  am His Majesty, Padraic MacMurchadha, King of the 
  Pixies.  I take it you are adventurers?  Perhaps after 
  those villains who serve the fraudulen  Burning 
  Witch, eh?  I have some information for you and if 
  you be appreciative leave something sweet or with a 
  little spirit beh nd!”  The fat, o d pixie smiles 
  reassuringly. 
  A successful Knowledge (Nature, DC 15) will confirm 
  that the creature is a pixie.  Pixies, while merry pranksters 
  that love to lead travelers astray, are known to have great 
  hatred for evil creatures.   Padraic at all times will be 
  non-threatening.  He occasionally paces the log and 
  pauses to smoke his pipe.  He attempts to appear kind, 
  caring and grandfatherly, though he is up to no-good.  He 
  gently reminds the adventurers that he is doing them a 
  service by warning them of the dangers they will face.  
  Padraic only uses his bard abilities to enhance his 
  storytelling, but does not use spells or any offensive 
  abilities.  He knows the following: 
   
  � Padraic has lived in these woods for thousands 
  of years.  At one time, the Burning Witch 
  Woods was part of the Northern Wilds, which 
  by human standards was a portion of the 
  Gnarley Forest.  “Those were the days.  Faeries 
  were under every leaf and the Fey Court was 
  in great prominence.”  Two centuries ago, 
  when the Burning Witch occupied the 
  Northern Wilds, the woods was renamed the 
  Burning Witch Woods. 
  Under the Pale Moon 
   
  Page 23 
  
  � If asked, Padraic will not say how many fey 
  creatures are in the Burning Witch Woods.  He 
  sighs deeply and sadly whenever this topic 
  arises. 
  � When someone refers to him as the King of the 
  Pixies, he winks and says, “It’s all right there. 
  You can call me ‘Paddy’, if you like.  There is 
  no need to stand on ceremony.” [He is of royal 
  blood and technically is the King of the Pixies 
  here though no one serves him any longer]. 
   
  l
  i
  “
   
   
  l
  l
    
   
   
  f
  l
   
  f
  � Again, he assumes that they are adventurers on 
  a quest to defeat evil, which must be the 
  destruction of the Burning Witch, the temple 
  and the various evil creatures that have been 
  roaming the woods. 
  � Padraic has witnessed much evil in his life, 
  including the various incarnations of the 
  Burning Witch.  “There actually have been 
  several Burning Witches, in one form or 
  another. Sir Lorton defeated the 
  atest 
  incarnation two centuries ago…I don’t count 
  the fake one that occupies the temple now, 
  though I suppose I should.  There s a burial 
  mound, with a stone ring atop it, near the 
  temple.  Have you seen the burial mound? 
  The female warrior resting in the burial 
  mound defeated a previous incarnation of 
  the Burning Witch.  A Witch seems to 
  appear, in one form or another, every few 
  centuries.  An endless cycle.  And when you 
  have defeated this false Witch, in a century 
  or three, another will be born.”  [All of this is 
  true] 
  � Padraic will also make the following remark 
  about Sir Lorton and the defeat of the Burning 
  Witch, When Sir Lorton fought the Burning 
  Witch, all those paladins nearly burned 
  down half the forest.  The local druid was 
  hopping mad.  Sir Lorton spent months 
  trying to appease the druid, before he was 
  finally forgiven. I still shudder at all the fey 
  homes destroyed in the fire and the 
  frightened, panicked animals that fled from 
  the blaze.  These days the local druid here 
  about is less than forgiving.  He is an ill-
  tempered, disrespectful lout who will not 
  take kindly to any undue damage the Woods 
  suffers.  Please do not burn the forest down. 
  If not for his sake, then for the sake of the 
  innocent creatures that live here.”  [This is a 
  half-truth.  He does not know of any druid who 
  presently lives in the woods, but does remember 
  the previous one and does not want to see a 
  repeat of the fire that hurt the woods and its 
  creature the last time.] 
  � Two days ago, one of the false Burning Witch’s 
  minions passed through the area.  This was not 
  the first time he has been through here.  My 
  spies tell me he goes by at least two names, 
  Canon Vraxtor and Darvin Carstairs.  He must 
  be her chief lieutenant for he meets constantly 
  with all sorts of evil humanoids, goblinoids, 
  trolls, giants and other creatures.  Padraic has 
  never seen the false Burning Witch meet with 
  any of these creatures.  He figures that these evil 
  creatures must be beneath her status.  [This is all 
  true.] 
  � There are not enough good creatures in the 
  Burning Witch Woods to oppose all the evil 
  creatures wandering about, especially near the 
  temple.  [True.] 
  � “I hope you defeat this Canon Vraxtor or 
  whatever he truly is.  He is an odd creature 
  with the head of a cat…now, what did Sir 
  Lorton call them? Ah yes, tigers…that’s 
  right…Canon Vraxtor has the head of a tiger 
  and body of tall man.  Something akin to the 
  last Burning Witch who was a love y human 
  female from the waist up and had a lion’s 
  body below it.  A lamia, if I recall.  Yep.  I also 
  hope you get rid of al  those were-creatures. 
  I hate were-creatures, they strut about as if 
  they own the woods and give everything a 
  bad feel.”  [False information.]
  � A successful Knowledge (Planes, DC 20) will 
  identify a rakshasa as being a humanoid tiger, 
  with the body of a human and the head of a 
  tiger.  Rakshasa’s are the very embodiment of 
  evil 
  with 
  high 
  spell 
  resistance 
  and 
  a 
  susceptibility to good-aligned weapons.  Finally, 
  rakshasa’s 
  are 
  known 
  to 
  be 
  powerful 
  spellcasters. 
  � Padraic shakes his head in disgust and laments 
  the Canon’s present actions.  “The Canon and 
  his were-creatures are in a forest glade, near 
  the 
  northern 
  shores 
  of 
  Lake 
  Rythin.  
  According to some of my scouts he meets 
  with a group of what I think are called ogre 
  mages.  These are demonic looking giants 
  with green skin, dark hair and a pair o  ivory 
  horns protruding from their foreheads.  
  Their leader is a human in deep robes and 
  smel s of death. The meeting has taken a bad 
  turn…they were last talking o  interlopers, 
  which I surmise would be you.”  [False 
  information.] 
  Under the Pale Moon 
   
  Page 24 
  
  � A successful Knowledge (Nature, DC 15) will 
  confirm the description of ogre mages, which 
  are known to be very intelligent and spell-
  capable. 
  � Padraic paces nervously and then points his 
  cane at the adventurers, “Best be careful.  
  There is an ambush ahead, not two miles east 
  of here.  The ambush will occur on a small 
  hillock with a bank of cedar trees.  I 
  understand that these ogre mages and some 
  summoned burrowing creatures – don’t 
  ask…my scouts fled the area before they 
  could get a good look – will conduct the 
  ambush.”  [False information.] 
   
  “
   
   
  � He wishes the adventurers the best of luck and 
  apologizes that other than the friendly warning 
  he or his servants will not be able to lend any 
  more assistance. 
  � Padraic smiles before he departs and asks, “Now
  if you are appreciative of the information I 
  have provided you, I would be greatly 
  complimented were you to leave something 
  sweet and perhaps a nip or two of strong 
  beverage that might lift the spirits of a tired, 
  old pixie.”  Although disappointed, Padraic will 
  not be offended if the adventurers choose not to 
  leave anything. 
  � As the adventurers depart, he remarks, Hope 
  you have better success than the last group. 
  They got ate by a green dragon.” [False 
  information.]           
   
  When the adventurers are out of sight, the mischievous 
  little pixie takes whatever treats he can carry and quickly 
  leaves the area.  Although he has provided the 
  adventurers much to think about, Padraic has no 
  intention of being around should the adventurers 
  discover he exaggerated the danger they face.   
   
  Development:  
  Needless to say, there is no ambush at 
  the hillock two miles to the east.  If the deception was 
  successful, then the adventurers may expend some 
  combat preparatory spells, which will cause them to be in 
  a foul mood and in a deficit during the final combat.  At 
  the hillock, the adventurers are approximately two hours 
  travel from Lake Rythin.   
  Encounter Seven 
  Barring any unforeseen disasters, Canon Vraxtor and his 
  followers should be unaware the adventurers are 
  approaching them.  For the last day or so, the Canon has 
  been preparing for his meeting with Pravnar while the 
  Grimthor brothers and Crisnar have been organizing and 
  setting up the meeting place. 
     
  A large tent pavilion has been raised between Lake 
  Rythin and the woods.  Hobbled to a log, at the edge of 
  the encampment, are two heavy horses (non-combatants). 
   The bare ground in the immediate area of the tent has 
  been swept and cleared of any loose debris.  Nearby, a 
  large bonfire has been built that easily lights the vicinity 
  of the tent and the crude table and two chairs at the edge 
  of the encampment facing the lake.  The lakeshore has 
  also been cleared and plants nearby have been nurtured, 
  while unsightly ones have been removed. 
   
  A fine, thick carpet has been placed at the bottom of 
  the tent.   A series of strategically located lamps light the 
  tent’s interior.  In the center of the tent is a modest-size 
  mahogany table with two well-crafted chairs.   Another 
  table has been set up next to the entrance, which will 
  serve to provide gourmet food and drink to any living 
  guest that might accompany Pravnar.  The food and drink 
  is stored in a chest underneath the table.  Lastly, several 
  blank sheets of paper as well as a contract formally 
  declaring an allegiance between the Black Prince and 
  Pravnar Al’Vakar and several writing quills are on the 
  table. 
   
  Pravnar is expected to arrive around midnight with 
  one or two personal guards.  Canon Vraxtor does not 
  expect Pravnar and his associates to attack him but is 
  taking no chances, so is ready to defend himself should 
  an attack occur.  Moreover, both Canon Vraxtor and 
  Pravnar have arranged for a password exchange to 
  identify each other in order not to fall victim to a deadly 
  deception.  If the appropriate passwords are not stated 
  within the correct time frame, then the Canon Vraxtor 
  and/or Pravnar will flee the area or attack.  
   
  As a safeguard (at APLs 8 thru 12), Canon Vraxtor 
  casts an unhallow spell centered on the tent.  The spell 
  invisibility purge has been attached to the unhallow spell. 
   During the time the adventurers are either sleeping or 
  traveling to Lake Rythin, Canon Vraxtor and his men will 
  also be asleep.  That evening, Canon Vraxtor makes final 
  preparations for his meeting with Pravnar around 
  midnight.  Unbeknownst to everyone, Pravnar started 
  scrying the encampment in the early morning hours of 
  the day of the meeting and will continue his scrying until 
  the next day.  His plan is to evaluate Canon Vraxtor and, 
  if found favorable, arrange another meeting at a later 
  date. 
   
  Roughly four hours before midnight, Canon Vraxtor 
  has dinner outside the tent with Crisnar and the 
  Grimthor brothers.  Thereafter Crisnar and Vraxtor enter 
  the tent, while the brothers remain on guard for the 
  remainder of the night. Crisnar and/or Vraxtor will 
  occasionally emerge from the tent to scan the night for 
  Pravnar and grouse considerably when he doesn’t show 
  Under the Pale Moon 
   
  Page 25 
  
  up.  All are appropriately armored and have weapons 
  ready. 
   
  Under the waxing light of the Greater Moon, two [or 
  one, at APL 4] men nervously pace about a large tent. 
  Nearby, 
  a 
  large 
  bonfire 
  provides 
  additional 
  illumination.  Every now and then, one of the men 
  pauses and stares intently out into the night, as if 
  expecting some late-nigh  visitor.  
   
  t
   
  The adventurers will have ample time to plan and execute 
  their attack.  Remember, however, that Canon Vraxtor 
  and his followers are observant and should have the 
  opportunity to make Spot and Listen checks as 
  appropriate.  Crisnar’s animal companion is also near the 
  camp and serves as an additional lookout. 
   
  Creatures:   
  APL 4 (EL 7) 
  � Canon Vraxtor:  hp 40; see Appendix A. 
  � Arlin Grimthor: hp 40; see Appendix A. 
  � Crisnar Smithfeld:  hp 24; see Appendix A. 
  � Horviss (Crisnar’s Animal Companion): Wolf, hp 
  36; see Appendix A. 
   
  APL 6 (EL 9) 
  � Canon Vraxtor:  hp 56; see Appendix A. 
  � Arlin Grimthor:  hp 54; see Appendix A. 
  � Morlok Grimthor:  hp 23; see Appendix A. 
  � Crisnar Smithfeld:  hp 24; see Appendix A. 
  � Horviss (Crisnar’s Animal Companion): Wolf, hp 
  36; see Appendix A. 
   
   
  APL 8 (EL 11) 
  � Canon Vraxtor:  hp 72; see Appendix A. 
  � Arlin Grimthor:  hp 81; see Appendix A. 
  � Morlok Grimthor:  hp 44; see Appendix A. 
  � Crisnar Smithfeld:  hp 40; see Appendix A. 
  � Horviss (Crisnar’s Animal Companion): Wolf, hp 
  36; see Appendix A. 
   
   
   
   
  APL 10 (EL 13) 
  � Canon Vraxtor:  hp 88; see Appendix A. 
  � Arlin Grimthor:  hp 119; see Appendix A. 
  � Morlok Grimthor:  hp 66; see Appendix A. 
  � Crisnar Smithfeld:  hp 56; see Appendix A. 
  � Horviss (Crisnar’s Animal Companion):  Brown 
  Bear, hp 60; see Appendix A. 
   
   
  APL 12 (EL 15) 
  � Canon Vraxtor:  hp 104; see Appendix A. 
  � Arlin Grimthor:  hp 151; see Appendix A. 
  � Morlok Grimthor:  hp 88; see Appendix A. 
  � Crisnar Smithfeld:  hp 72; see Appendix A. 
  � Horviss (Crisnar’s Animal Companion):  Brown 
  Bear, hp 88; see Appendix A. 
   
   
  Tactics:  The group works as a team; integrating attacks 
  and defense to gain the greatest advantage for each other. 
   Canon Vraxtor depends on the bonfire to see into the 
  night, but if needed will use a sunrod.  Vraxtor and his 
  followers use the natural terrain to their best advantage 
  for cover and concealment.  Only if the situation is 
  clearly lost will they flee into the forest and return to the 
  temple.  The Grimthor brothers do not break ranks and 
  leave the spellcasters unprotected.  They serve as the 
  primary line of protection for Vraxtor to cast spells before 
  he too joins any combat.   
   
  As combat begins, Arlin Grimthor will coat his 
  greatsword with the oil of keen edge.  At first 
  opportunity, Morlok Grimthor will drink his potion of 
  flaming fist.  Canon Vraxtor has several combat 
  preparatory spells to cast on himself, including divine 
  favor, divine power, spell immunity, freedom of 
  movement and righteous might.  He will buff Arlin with 
  bull’s strength and bear’s endurance, when appropriate.  
  Lastly, he will use his divine metamagic ability to rapid 
  spell summon monster to bring additional combatants 
  into play. 
   
  At APLs 10 and 12, Crisnar’s first action will be to 
  cast bear’s heart on his comrades.  Crisnar will buff both 
  himself and his animal companion with barkskin.  He 
  reserves natures’ favor and magic fang for his animal 
  companion, while providing Morlok Grimthor with 
  greater magic fang and spikes for his greatclub. Crisnar 
  will not hesitate to take animal form when it is most 
  advantageous.        
   
  Treasure 
   
  APL 4 – L: 105 gp; C: 50 gp; M: 180 gp; hide armor 
  +1 (97 gp), cloak of resistance +1 (83 gp). 
   
  APL 6 – L: 239 gp; C: 0 gp; M: 430 gp; hide armor +1 
  (97 gp), bracers of armor +2 (333 gp). 
   
  APL 8 – L: 231 gp; C: 0 gp; M: 1029 gp; bracers of 
  armor +2 (333 gp), frost greatsword +1 (696 gp). 
   
  APL 10 – L: 231 gp; C: 0 gp; M: 1651 gp; amulet of 
  mighty fists +1 (500 gp), bracers of armor +2 (333 gp), 
  frost greatsword +1 (696 gp), hide armor +1 (97 gp), 
  potion of flaming fist (25 gp). 
   
  APL 12 – L: 231 gp; C: 0 gp; M: 2516 gp; amulet of 
  mighty fists +1 (500 gp), bracers of armor +2 (333 gp), 
  axeblock chain shirt +1 (771 gp), frost greatsword +1 (696 
  gp), hide armor +1 (97 gp), potion of flaming fist (25 gp), 
  scroll of animal growth (94 gp). 
   
  Under the Pale Moon 
   
  Page 26 
  
  Development:  In this encounter and the next, high-
  level adventurers may discern divinatory magic is being 
  passively used to observe themselves as well as the priest 
  of Hextor.  If the adventurers are able to magically locate 
  and confront the observer, then before escaping the lich 
  attempts to destroy the adventurers.  See the appendix for 
  statistics for this untiered combat. 
   
  Only Canon Vraxtor knows any useful information 
  about the Black Knight and the number of insurgent 
  bases in Furyondy.  Vraxtor refuses to provide the 
  adventurers with any information and if captured will 
  kill himself at the first opportunity.  Remember, it is an 
  evil act for any adventurer to use torture to extract 
  information from him.  Upon the defeat of Canon 
  Vraxtor and his followers, immediately proceed to 
  Encounter Eight. 
   
  Encounter Eight 
  A 
  strong 
  wind 
  suddenly 
  blows 
  through 
  the 
  encampment.  Sand, debris and other loose objects 
  are picked up by the wind and are hurled toward the 
  woods.  Large waves crash heavily upon the lakeshore 
  while tree leaves flutter helplessly in the violent 
  wind. 
   
  Just as suddenly, the wind disappears and warm 
  air hangs over the encampment like a wet, cloying 
  blanket.  A fetid smell rises swiftly from the earth.  
  The smell is a mixture of decomposing flesh, sulfur 
  and feces. 
   
  A deep, dry chuckle reverberates through the 
  area, causing the trees to rock gently to and fro.  The 
  voice of death, ancient and lonely, echoes through 
  the encampment, “How pathetic….” 
   
  With the last utterance the air becomes cool, the 
  unpleasant smell dissipates and the normal sounds of 
  the outdoors returns.  
   
    
  Nothing more is uttered.  Pravnar Al’Vakar has witnessed 
  the confrontation through divinatory magic (i.e., greater 
  scrying) and has passed judgment on the affair.  He will 
  not join as an ally with the Black Knight.  A successful 
  Wisdom (DC 15) check will offer the speculation that 
  someone may have been watching the battle from afar.   
   
  Pravnar is in a small glade in the Burning Witch 
  Woods several miles south of Vraxtor’s encampment.  He 
  has no interest in further contacting the adventurers.  
  Over the next hour he will pack up and leave the 
  deserted hovel he had resided in for the last several days 
  to return home.  It is possible, though very unlikely, that 
  high-level adventurers may be able to track his location 
  and confront him.  Should this occur, Pravnar will be less 
  than amiable and will attempt to destroy such 
  interlopers.   
   
  Creature:   
  All APLs (EL 21) 
  � Pravnar Al’Vakar:  Lich, hp 144; see Appendix A 
   
   
  Tactics:  Pravnar will neither seek out the adventurers 
  nor seek to cause them any difficulties.  However, if any 
  adventurer manages to locate him, he will destroy them 
  as quickly as possible.  He does not fear being destroyed 
  as his phylactery is safe within his stronghold. 
   
  If given time to prepare, he casts fly, greater 
  invisibility, haste, stoneskin, displacement and see 
  invisibility on himself.  If caught unprepared, then he 
  casts forcecage (barred cage) on himself to limit melee 
  attacks made against him.  Alternatively, he may cast 
  maze or forcecage (windowless cell) against adventurers 
  to split their numbers or give him adequate time to 
  prepare.  Offensive spells he will initially use are 
  prismatic spray, horrid wilting, and disintegrate.  He will 
  use his quickened spells immediately on any offensive 
  actions.    
   
  Development:  After the cryptic message, the 
  adventurers have the opportunity to return to Lorton’s 
  Hollow and collect their reward for permanently 
  destroying the cult within the Burning Witch Woods.  
  The adventurers should also inform the authorities of 
  Canon Vraxtor’s true goals and the threat of the Black 
  Knight towards the throne of Furyondy. 
   
   
   
  Conclusion 
  There are three possible outcomes for this scenario.  If 
  the adventurers failed to defeat the Burning Witch and 
  her cult, then proceed to Section A: Failure.  If the 
  adventurers defeated the Burning Witch but were unable 
  to defeat Canon Vraxtor, then proceed to section B: 
  Success – Partial.  Finally, if the adventurers defeated 
  Canon Vraxtor (captured or killed him), then proceed to 
  Section C: Success – Full.   
   
  Once you have completed the conclusion, if this is 
  the premiere please complete the critical event summary 
  at the end of the event and return it to HQ.  While you 
  do not need to advise the players of the questions (and it 
  is preferable you do not), please make them aware you 
  ARE completing this bit of paperwork and that their 
  actions do make a difference.  Any PC actions that are not 
  adequately covered by the questions but may become 
  relevant in future scenarios or for the region in general 
  should be explained on the backside of the paper.    
   
  Under the Pale Moon 
   
  Page 27 
  
  A.  Failure 
  The return journey to Lorton’s Hollow is rapid and 
  morose.  All surviving members of the village militia 
  have an overwhelming desire to warn their family and 
  friends of their failure to destroy the Burning Witch 
  and/or her fellow cultists.  Many are absolutely terrified 
  of what they observed. 
   
  Upon returning to the hamlet, Warren (or Michel or 
  Norbis, depending on who survived) will give the 
  following short remarks: 
   
  “Friends, we have failed to destroy the cult.  They are 
  now no doubt greatly angered and vengeful.  We 
  must gather our families and all that we ho d dear and 
  flee toward Free Borough with all due haste.  To those 
  brave volun eers, both village militia and humble 
  guests, I must ask that you be wary and vigilant with 
  weapon arms held ready for the journey ahead.”  
   
  l
  t
   
   
   
   
  Within an hour, all the villagers of Lorton’s Hollow travel 
  north towards Free Borough.  The surviving village 
  militia and any willing adventurers are asked to guard the 
  main body of villagers as they make this hasty retreat.  
  Nearly a day later, the Free Borrough Town Watch, 
  forewarned of a large group of refugees, meets the 
  villagers on the road and hears a report from the leaders 
  of the village and any adventurer.  A few hours later, 
  members of the Free Borrough Town Watch ride in force 
  towards Lorton’s Hollow.  A Knight of Furyondy, Sir 
  Alton 
  Cire 
  (human, 
  male, 
  LG, 
  Ftr2/Pal5/ 
  KnightofFuryondy1), will command the operation to 
  defeat any remaining cultists and completely destroy the 
  temple complex.  Canon Vraxtor, who has fled the area, is 
  not encountered.  The village elders and Mayor thank the 
  adventurers for their bravery. 
   
  B.  Success – Partial 
  Lorton’s Hollow is overjoyed to escape the oppressive 
  yoke of the Burning Witch and her cultists. However, 
  they realize the danger of Canon Vraxtor who has 
  managed to escape justice.  The adventurers are asked to 
  help guard the hamlet, while others seek out the 
  authorities.   
   
  Nearly a day and a half later, the Free Borough Town 
  Watch arrives at the hamlet, commanded by a Knight of 
  Furyondy, Sir Alton Cire (human, male, LG, Ftr2/Pal5/ 
  KnightofFuryondy1).  Sir Alton evaluates the situation 
  and interviews all surviving members of the village 
  militia and any adventurers present.  This would be a 
  good time to reveal anything learned about Canon 
  Vraxtor and to turn over any prisoners to the King’s 
  Militia.  A short while later, the hunt for Canon Vraxtor 
  begins.  Unfortunately, he is never found. 
   
  The mayor and the villagers of Lorton’s Hollow hold 
  a celebration a few days later.  The village militia and the 
  adventurers are honored at the celebration.  The mayor 
  makes the following short remarks. 
   
  “In 
  out 
  most 
  desperate 
  hours, 
  these 
  heroes 
  volunteered to help a hamlet in need.  We owe them a 
  debt of gratitude for their services and wish them 
  much future success and happiness.  Thank you, my 
  friends, and may you return to visit us in Lorton’s 
  Hollow soon.”
  If the Her fads survive, they give the adventurers a gift of 
  their own choosing, either a bow-type masterwork 
  weapon [from the Player’s Handbook] or any light or 
  medium 
  masterwork 
  armor 
  [from 
  the 
  Player’s 
  Handbook] at half normal price.  The villagers, for their 
  part, offer the adventurers 50 wheatsheaves each for their 
  bravery.  If the adventurers reveal to Sir Alton that Canon 
  Vraxtor was a servant of the Black Knight, who seeks to 
  rule Furyondy, then the adventurers are sworn to 
  secrecy.  For the adventurers’ discovery and promise of 
  secrecy, they are rewarded with a Letter of Royal 
  Commendation.
   
  Treasure 
   
  All APLs – L: 0 gp; C: 50 gp; M: 0 gp. 
   
  C.  Success – Complete 
  Lorton’s Hollow is overjoyed to escape the oppressive 
  yoke of the Burning Witch and her cultists.  There is 
  great happiness and relief in the defeat of Canon Vraxtor 
  and his followers.  Never again will Lorton’s Hollow 
  suffer the whim of these villains.  A celebration is held in 
  honor of the adventurers’ victory. 
   
  At the celebration, the mayor makes a few short 
  remarks: 
   
  “In out most desperate hours, these heroes rose to the 
  occasion and volunteered to help our beloved hamlet. 
   We owe each of them a debt of gratitude for their 
  services and wish them much future success and 
  happ ness.  Know that each night you will be in our 
  prayers for your continued safety and well-being.  
  Thank you, my friends, and may you return to visit us 
  in Lorton’s Hollow soon.  You will forever have a 
  place in our hearts and be welcome within our 
  homes.”
  i
   
   
   
  Nearly a day and a half after the adventurers return to the 
  hamlet the Free Borough Town Watch arrive, 
  commanded by a Knight of Furyondy, Sir Alton Cire 
  (human, male, LG, Ftr2/Pal5/KnightofFuryondy1).  Sir 
  Alton evaluates the situation and interviews all surviving 
  Under the Pale Moon 
   
  Page 28 
  
  members of the village militia and any adventurers 
  present.  This would be a good time to reveal anything 
  learned about Canon Vraxtor and to turn over any 
  prisoners to the King’s Militia. 
   
  The Herfads', if alive, give the adventurers a gift of 
  their own choosing, either a bow-type masterwork 
  weapon [from the Player’s Handbook] or up to any heavy 
  masterwork armor [from the Player’s Handbook].  The 
  villagers, for their part, offer the adventurers 100 
  wheatsheaves each for their bravery.  If the adventurers 
  reveal to Sir Alton that Canon Vraxtor was a servant of 
  the Black Knight, who seeks to rule Furyondy, then the 
  adventurers are sworn to secrecy.  For the adventurers’ 
  discovery and secrecy, they are rewarded with a Letter of 
  Royal Commendation.   
   
  Treasure 
   
  All APLs – L: 0 gp; C: 100 gp; M: 0 gp. 
   
  The End 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Four 
  Defeat Burning Witch, Varnef and the Guardian(s) 
  APL4 150 xp; APL6 210 xp; APL8 270 xp;  
  APL10 330 xp; APL12 390 xp. 
   
  Encounter Five 
  Slay Cavern Guardian 
   
  APL4 180 xp; APL6 240 xp; APL8 300 xp;  
  APL10 360 xp; APL12 420 xp. 
   
  OR  
   
  Otherwise Defeat Cavern Guardian  
  APL4 90 xp; APL6 120 xp; APL8 150 xp;  
  APL10 180 xp; APL12 210 xp. 
   
  Encounter Seven 
  Defeat Canon Vraxtor and his Guards  
   
  APL4 210 xp; APL6 270 xp; APL8 330 xp;  
  APL10 390 xp; APL12 450 xp. 
   
  Story Award 
  Reveal to the proper authorities (e,g, King’s men) Canon 
  Vraxtor’s true goals (i.e., aid Black Knight seize Furyondy 
  throne, re-supply insurgents and make new allegiances).  
  ALL APLs 30 xp. 
   
  Discretionary roleplaying award 
  APL4 105 xp; APL6 150 xp; APL8 195 xp;  
  APL10 240 xp; APL12 285 xp. 
   
  Total possible experience:  
   
  APL4 675 xp; APL6 900 xp; APL8 1125 xp;  
  APL10 1350 xp; APL12 1575 xp. 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  Under the Pale Moon 
   
  Page 29 
  
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two 
   
  All APLs: L: 2 gp; C: 0 gp; M: 0 gp. 
   
   
  Encounter Three 
  [Treasure acquired from grave robbing.] 
   
  All APLs: L: 0 gp; C: 8 gp; M: 0 gp. 
   
  Encounter Four 
   
  APL 4: L: 29 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 55 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 55 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 44 gp; C: 0 gp; M: 375 gp. 
   
  APL 12: L: 36 gp; C: 0 gp; M: 375 gp. 
   
   
  Encounter Five (Inner Temple) 
   
  All APLs: L: 68 gp; C: 0 gp; M: 20 gp. 
   
   
  Encounter Seven:   
   
  APL 4: L: 222 gp; C: 0 gp; M: 180 gp.  
   
  APL 6: L: 239 gp; C: 0 gp; M: 430 gp. 
   
  APL 8: L: 231 gp; C: 0 gp; M: 1126 gp. 
   
  APL 10: L: 231 gp; C: 0 gp; M: 1651 gp.  
   
  APL 12: L: 231 gp; C: 0 gp; M: 2516 gp. 
   
   
  Conclusion 
   
  All APLs: L: 0 gp; C: up to 100 gp; M: 0 gp. 
   
  Total Possible Treasure 
  APL 4: L: 320 gp; C: 150 gp; M: 200 gp - Total: 670 gp 
  (650 gp max) 
  APL 6: L: 364 gp; C: 100 gp; M: 450 gp - Total:  914 gp 
  (900 gp max) 
  APL 8: L: 356 gp; C: 100 gp; M: 1049 gp - Total: 1505 
  gp (1300 gp max) 
  APL 10: L: 345 gp; C: 100 gp; M: 2046 gp - Total: 2491 
  gp (2300 gp max) 
  APL 12: L: 337 gp; C: 100 gp; M: 2911 gp - Total: 3348 
  gp (3300 gp max) 
   
  Special 
  Letter of Royal Commendation: This letter awards a 
  royal commendation to the adventurer for services 
  rendered to the crown.  The letter bears the royal seal and 
  comes in two versions, only one of which is made 
  available to the recognized adventurer based on his/her 
  deeds.  
  [ ] For the Defeat of the Burning Witch and her 
  Fellow Cultists:  By producing this letter, the adventurer 
  may obtain a one-time +5 circumstance bonus to a single 
  Charisma skill check within the Kingdom of Furyondy.  
  Alternatively, the adventurer may use this letter as an 
  influence point with any lawful organization within the 
  kingdom.  In addition, due to the fame spread by others 
  made aware of the adventurer’s actions, the people of 
  Furyondy will support this adventurer and allow him/her 
  a free standard lifestyle in the next Furyondy Regional 
  Event.       
  [ ] For the Defeat of the Burning Witch, Canon 
  Vraxtor and her Fellow Cultists:  By producing this 
  letter, the adventurer may obtain a one-time +15 
  circumstance bonus to a single charisma skill check 
  within the Kingdom of Furyondy.  Alternatively, the 
  adventurer may use this letter as an influence point with 
  any lawful organization within the kingdom.  In 
  addition, due to the fame spread by others made aware of 
  the adventurer’s actions, the people of Furyondy will 
  support this adventurer and allow him/her a free rich 
  lifestyle in the next Furyondy Regional Events or a free 
  standard lifestyle in the next two Furyondy Regional 
  Events.   
   
  Gift from the Herfad Family:  For the rescue of Herfad 
  family members, the recognized adventurer is provided a 
  generous gift.  The GM should check only ONE box; if 
  both are checked the favor is invalid. 
  [ ] For the rescue of Tomas Herfad:  All members of the 
  Herfad family and their employees will initially have a 
  friendly attitude toward the recognized adventurer and 
  the adventurer may benefit from a one-time +5 
  circumstance bonus to a single Charisma skill check 
  when dealing with the Herfad family or their employees. 
   Also, the Herfad family will bestow on the recognized 
  adventurer either a bow-type masterwork weapon [from 
  the Player’s Handbook] or any light or medium 
  masterwork armor [from the Player’s Handbook] at half 
  normal price.  
  [ ] For the rescue of Tomas, Froderick and Allera 
  Herfad:  In addition to the benefits noted above, the PC 
  may use their connection with the Herfad family to 
  purchase axeblock armor.  
   
  Axeblock Armor: This armor is magically enhanced to 
  turn away slashing weapons such as axes and most 
  swords. 
   
  The 
  wearer 
  gains 
  damage 
  reduction 
  5/bludgeoning or piercing.  If a single suit of armor has 
  two of the three blocking armor qualities, it grants its 
  owner just five points of damage reduction by whatever 
  damage type appears twice.  For example, a +1 chain shirt 
  Under the Pale Moon 
   
  Page 30 
  
  with the axeblock and hammerblock (DR 5/piercing or 
  slashing) special ability only provides DR5/piercing.  
   
  Moderate abjuration, CL 11
  th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus. (Complete 
  Warrior, p. 133-134). 
   
  Potion of Flaming Fist: The drinker’s hands burst into 
  flame, adding +1d6 points of bonus fire damage to her 
  unarmed attack.  The flames do not harm her.  The effect 
  lasts three minutes.  
   
  Moderate abjuration, CL 3
  rd; Brew Potion, burning 
  hands; Market Price 300 gp. (Sword and Fist, p. 133-134). 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 4:  
  silversheen (Adventure, DMG) 
   
  APL 6: (All of APL 4 plus the following) 
  bracers of armor +2 (Adventure, DMG) 
   
  APL 8: (All of APLs 4-6 plus the following) 
  frost greatsword +1 (Adventure, DMG) 
   
  APL 10: (All of APLs 4-8 plus the following) 
  amulet of mighty fists +1 (adventure, DMG) 
  dust of disappearance (Adventure, DMG) 
  potion of flaming fist (Adventure, Sword and Fist) 
   
  APL 12: (All of APLs 4-10 plus the following) 
  axeblock chain shirt +1 (Adventure, Complete Warrior) 
  scroll of animal growth (Adventure, DMG) 
  Under the Pale Moon 
   
  Page 31 
  
  Appendix A – Monsters and NPCs 
   
  Encounter Four 
    
  APL 4 
  Burning Witch:  Female Human, Brd2; CR 2; Medium 
  Humanoid; HD 2d6+4; hp 14; Init +6; Spd 30 ft.; AC 16 
  (touch 12, flat-footed 14) [+2 Dex, +4 armor]; BA/G +1/+2; 
  Atk +2 melee (1d8+1/19-20, longsword) or +3 ranged 
  (1d6/X3, shortbow); Full Atk +2 melee (1d8+1/19-20, 
  longsword) or +3 ranged (1d6/X3, shortbow); SA Spells; 
  SQ Bardic knowledge, bardic music, countersong, 
  fascinate, inspire courage +1; AL CE; SV Fort +2, Ref +5, 
  Will +3; Str 12, Dex 14, Con 14, Int 12, Wis 10, Cha 14. 
  Skills and Feats: Bluff +4, Concentration +5, Diplomacy 
  +3, Disguise +6, Escape Artist +3, Gather Information +5, 
  Hide +7, Knowledge (Religion) +3, Listen +1, Move 
  Silently +8, Perform (Acting) +6, Perform (Oratory) +7, 
  Perform (Singing) +7, Sense Motive +2, Spellcraft +2, 
  Tumble +7, Use Magic Device +3; Combat Reflexes, 
  Improved Initiative. 
  Possessions: Cleric vestments with a large black, six-
  fingered hand (symbol of Graz’zt) emblazoned on the 
  front and back, chain shirt, longsword, shortbow, quiver 
  (10 Arrows), spell component pouch. 
  Bard Spells Known (3/1; base DC = 12 + spell level): 0—
  dancing lights, ghost sounds, mage hand, message, 
  prestidigitation; 1st—charm person, cure light wounds. 
   
  Varnef:  Male Human, Ftr1; CR 1; Medium Humanoid; 
  HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 16 (touch 12, 
  flat-footed 14) [+2 Dex, +4 armor]; BA/G +1/+4; Atk +5 
  melee (1d12+4/X3, greataxe) or +3 ranged (1d8/X3, 
  longbow); Full Atk +4 melee (1d12+5/X3, greataxe) or +3 
  ranged (1d8/X3, longbow); AL CN; SV Fort +4, Ref +2, 
  Will +2; Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Climb +4, Handle Animal +2, Heal +1, 
  Intimidate +2, Jump +4, Listen +1, Ride +3, Spot +1, Swim 
  +4; Combat Reflexes, Iron Will, Weapon Focus 
  (greataxe). 
  Possessions: Robes with a large black, six-fingered hand 
  (symbol of Graz’zt) emblazoned on the front and back, 
  chain shirt, greataxe, longbow, quiver (10 Arrows). 
   
  APL 6 
  Burning Witch:  Female Human, Brd2/Rog1; CR 3; 
  Medium Humanoid; HD 3d6+6; hp 20; Init +6; Spd 30 ft.; 
  AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; BA/G 
  +1/+2; Atk +2 melee (1d8+1/19-20, longsword) or +3 
  ranged (1d6/x3, shortbow); Full Atk +2 melee (1d8+1/19-
  20, longsword) or +3 ranged (1d6/x3, shortbow); SA 
  Sneak attack (1d6), spells; SQ Bardic knowledge, bardic 
  music, countersong, fascinate, inspire courage +1, 
  trapfinding; AL CE; SV Fort +2, Ref +7, Will +3; Str 12, 
  Dex 14, Con 14, Int 12, Wis 10, Cha 14. 
  Skills and Feats: Bluff +4, Concentration +7, Diplomacy 
  +3, Disguise +6, Escape Artist +1, Gather Information +5, 
  Hide +6, Knowledge (Religion) +3, Listen +3, Move 
  Silently +7, Perform (Acting) +6, Perform (Oratory) +7, 
  Perform (Singing) +8, Sense Motive +3, Spellcraft +2, 
  Spot +1, Tumble +6, Use Magic Device +3; Combat 
  Reflexes, Expert Tactician, Improved Initiative. 
  Possessions: Cleric vestments with a large black, six-
  fingered hand (symbol of Graz’zt) emblazoned on the 
  front and back, chain shirt, longsword, shortbow, quiver, 
  arrows (20), wooden holy symbol, spell component 
  pouch. 
  Bard Spells Known (3/1; base DC = 12 + spell level): 0—
  dancing lights, ghost sounds, mage hand, message, 
  prestidigitation; 1st—charm person, cure light wounds. 
   
  Varnef:  Male Human, Ftr1; CR 1; Medium Humanoid; 
  HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 16 (touch 12, 
  flat-footed 14) [+2 Dex, +4 armor]; BA/G +1/+4; Atk +6 
  melee (1d12+4/x3, masterwork greataxe) or +3 ranged 
  (1d8/x3, longbow); Full Atk +6 melee (1d12+5, 
  masterwork greataxe) or +3 ranged (1d8/x3, longbow); 
  AL CN; SV Fort +4, Ref +2, Will +2; Str 16, Dex 14, Con 
  14, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Climb +2, Handle Animal +0, Heal +1, 
  Intimidate +0, Jump +2, Listen +1, Ride +3, Spot +1, Swim 
  +0; Combat Reflexes, Iron Will, Weapon Focus 
  (greataxe). 
  Possessions: Robes with a large black, six-fingered hand 
  (symbol of Graz’zt) emblazoned on the front and back, 
  chain shirt, masterwork greataxe, longbow, quiver, 
  arrows (20), locked gauntlets. 
   
  Guardian:  Earth Elemental, Advanced; CR 6; Large 
  Elemental; HD 12d8+48; hp 120; Init   -1; Spd 20 ft.; AC 
  18 (touch 8, flat-footed 18) [-1 size, -1 Dex, +10 natural]; 
  BA/G +9/+21; Atk +18 melee (2d10+8, slam); Full Atk +18 
  melee (2d10+8, 2 slams); Space/Reach 10 ft./10 ft.; SA 
  Earth mastery, push; SQ DR 5/-, darkvision 60ft., earth 
  glide, elemental traits; AL NE; SV Fort +12, Ref +3, Will 
  +4; Str 26, Dex 8, Con 19, Int 6, Wis 11, Cha 11. 
  Skills and Feats: Listen +8, Spot +7; Cleave, Great Cleave, 
  Improved Natural Attack (Slam), Power Attack, Weapon 
  Focus (Slam). 
  Earth Glide (Ex):  An earth elemental can glide through 
  stone, dirt, or almost any other sort of earth except metal 
  as easily as a fish swims through water.  Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  Under the Pale Moon 
   
  Page 32 
  
  ripple or other signs of its presence.  A move earth spell 
  cast on an area containing a burrowing earth elemental 
  flings the creature back 30 feet, stunning the creature for 
  1 round unless it succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex):  An earth elemental gains +1 bonus 
  on attack and damage rolls if both it and its foe are 
  touching the ground.  If an opponent is airborne or 
  waterborne, the elemental takes a –4 penalty on attack 
  and damage rolls.  (These modifiers are not included in 
  the statistic block). 
  Push (Ex):  An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity.  
  The combat modifiers giver in Earth Mastery, above, also 
  apply to the elemental’s opposed Strength checks. 
  Elemental Traits:  Elementals are immune to poison, 
  sleep effects, paralysis and stunning.  They are not subject 
  to critical hits or flanking.    Elementals do not eat, sleep 
  or breathe.  See MM, p. 308, for more information on 
  elemental traits. 
   
  APL 8 
  Burning Witch:  Female Human, Brd4/Rog1; CR 5; 
  Medium Humanoid; HD 5d6+10; hp 32; Init +6; Spd 30 
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; 
  BA/G +3/+4; Atk +4 melee (1d8+1/19-20, longsword) or 
  +5 ranged (1d6/X3, shortbow); Full Atk +4 melee 
  (1d8+1/19-20, longsword) or +5 ranged (1d6/X3, 
  shortbow); SA Sneak attack (1d6), spells; SQ Bardic 
  knowledge, bardic music, countersong, fascinate, inspire 
  competence, inspire courage +1, trapfinding; AL CE; SV 
  Fort +3, Ref +8, Will +4; Str 12, Dex 14, Con 14, Int 13, 
  Wis 10, Cha 14. 
  Skills and Feats: Bluff +5, Concentration +9, Diplomacy 
  +3, Disguise +6, Escape Artist +4, Gather Information +5, 
  Hide +10, Knowledge (Religion) +3, Listen +4, Move 
  Silently +10, Perform (Acting) +6, Perform (Oratory) +7, 
  Perform (Singing) +10, Sense Motive +3, Spellcraft +3, 
  Spot +2, Tumble +10, Use Magic Device +4; Combat 
  Reflexes, Expert Tactician, Improved Initiative. 
  Possessions: Cleric vestments with a large black, six-
  fingered hand (symbol of Graz’zt) emblazoned on the 
  front and back, chain shirt, longsword, shortbow, quiver, 
  arrows (20), wooden holy symbol, spell component 
  pouch, dose of gargantuan centipede poison (Fortitude, 
  DC 26; 1d8 Dex/1d8 Dex). 
  Bard Spells Known (3/3/1; base DC = 12 + spell level): 
  0—dancing lights, detect magic, ghost sounds, mage 
  hand, message, prestidigitation; 1st—charm person, cure 
  light wounds, grease; 2nd—invisibility, silence. 
   
  Varnef:  Male Human, Bbn1/Ftr2; CR 3; Medium 
  Humanoid; HD 2d10+1d12+6; hp 30; Init +2; Spd 40 ft.; 
  AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; BA/G 
  +3/+6; Atk +7 melee (1d12+4/X3, masterwork greataxe) 
  or +5 ranged (1d8/X3, longbow); Full Atk +7 melee 
  (1d12+5/X3, masterwork greataxe) or +5 ranged (1d8/X3, 
  longbow); SQ Fast movement, rage 1/day; AL CN; SV 
  Fort +7, Ref +2, Will +2; Str 16, Dex 14, Con 14, Int 12, 
  Wis 10, Cha 8. 
  Skills and Feats: Climb +4, Handle Animal +1, Heal +2, 
  Intimidate +2, Jump +4, Listen +2, Ride +3, Spot +2, 
  Survival +2, Swim +4; Combat Reflexes, Dodge, Iron 
  Will, Mobility, Weapon Focus (greataxe). 
  Possessions: Robes with a large black, six-fingered hand 
  (symbol of Graz’zt) emblazoned on the front and back, 
  chain shirt, masterwork greataxe, longbow, quiver, 
  arrows (20), locked gauntlets. 
   
  Guardian:  Half Fiend Earth Elemental; CR 7; Large 
  Native Outsider (Augmented Elemental); HD 8d8+48; hp 
  96; Init +1; Spd 20 ft., fly 20 ft. (average); AC 21 (touch 10, 
  flat-footed 20) [-1 size, +1 Dex, +11 natural]; BA/G +6/+20; 
  Atk +15 melee (1d8+10, claw); Full Atk +15 melee 
  (1d8+10, 2 claws) and +10 melee (1d8+5, bite); 
  Space/Reach 10 ft./10 ft.; SA Earth mastery, push; SQ 
  Acid resistance 10, cold resistance 10, DR 5/-, darkvision 
  60ft., earth glide, electricity resistance 10, elemental 
  traits, fire resistance 10, treat natural weapons as magic 
  weapons, spell resistance 18; AL NE; SV Fort +12, Ref +3, 
  Will +4; Str 30, Dex 12, Con 22, Int 10, Wis 11, Cha 13. 
  Skills and Feats: Bluff +4, Hide +6, Intimidate +4, Jump 
  +16, Listen +11, Move Silently +6, Search +4, Sense 
  Motive +5, Spot +11, Tumble +6; Improved Natural 
  Attack (Claw), Iron Will, Power Attack. 
  Earth Glide (Ex):  An earth elemental can glide through 
  stone, dirt, or almost any other sort of earth except metal 
  as easily as a fish swims through water.  Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence.  A move earth spell 
  cast on an area containing a burrowing earth elemental 
  flings the creature back 30 feet, stunning the creature for 
  1 round unless it succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex):  An earth elemental gains +1 bonus 
  on attack and damage rolls if both it and its foe are 
  touching the ground.  If an opponent is airborne or 
  waterborne, the elemental takes a –4 penalty on attack 
  and damage rolls.  (These modifiers are not included in 
  the statistic block). 
  Push (Ex):  An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity.  
  The combat modifiers given in Earth Mastery, above, also 
  apply to the elemental’s opposed Strength checks. 
  Smite Good (Su):  Once per day, the elemental can make 
  a normal melee attack to deal +8 points of extra damage 
  against a good foe.  
  Spell-Like Abilities:  3/day – darkness and poison (DC 
  15); 1/day – desecrate, unholy blight (DC 15).  Spells are 
  cast at 8
  th level and save DCs are charisma based. 
  Under the Pale Moon 
   
  Page 33 
  
  Elemental Traits:  Elementals are immune to poison, 
  sleep effects, paralysis and stunning.  They are not subject 
  to critical hits or flanking.    See MM, p. 308, for more 
  information on elemental traits. 
   
  APL 10 
  Burning Witch:  Female Human, Brd4/Rog1/ Assassin2; 
  CR 7; Medium Humanoid; HD 7d6+14; hp 46; Init +6; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 16) [+2 Dex, +4 
  armor]; BA/G +4/+5; Atk +5 melee (1d8+1/19-20, 
  longsword) or +6 ranged (1d6/X3, shortbow); Full Atk +4 
  melee (1d8+1/19-20, longsword) or +5 ranged (1d6/X3, 
  shortbow); SA Sneak attack (+2d6), death attack, poison 
  use, spells; SQ Bardic knowledge, bardic music, 
  countersong, fascinate, inspire competence, inspire 
  courage +1, save against poison +1, trapfinding, uncanny 
  dodge; AL CE; SV Fort +4, Ref +12, Will +5; Str 12, Dex 
  14, Con 14, Int 13, Wis 10, Cha 14. 
  Skills and Feats: Bluff +7, Concentration +9, Diplomacy 
  +4, Disguise +6, Escape Artist +6, Gather Information +5, 
  Hide +12, Knowledge (Religion) +3, Listen +4, Move 
  Silently +12, Perform (Acting) +6, Perform (Oratory) +7, 
  Perform (Singing) +10, Sense Motive +3, Spellcraft +3, 
  Spot +2, Tumble +11, Use Magic Device +6; Combat 
  Expertise, Combat Reflexes, Expert Tactician, Improved 
  Initiative. 
  Possessions: Cleric vestments with a large black, six-
  fingered hand (symbol of Graz’zt) emblazoned on the 
  front and back, chain shirt, longsword, shortbow, quiver, 
  arrows (20), wooden holy symbol, spell component 
  pouch, dust of disappearance, dose of gargantuan spider 
  venom (Fortitude, DC 31; 2d6 Str/2d6 Str), cloak of 
  resistance +1. 
  Bard Spells Known (3/3/1; base DC = 12 + spell level): 
  0—dancing lights, detect magic, ghost sounds, mage 
  hand, message, prestidigitation; 1st—charm person, cure 
  light wounds, grease; 2nd—invisibility, silence. 
  Assassin Spells Known (-/2; base DC = 11 + spell level): 
  1st—jump, obscuring mist, true strike. 
   
  Varnef:  Male Human, Bbn1/Ftr4; CR 5; Medium 
  Humanoid; HD 4d10+1d12+10; hp 49; Init +2; Spd 40 ft.; 
  AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; BA/G 
  +5/+8; Atk +10 melee (1d12+4/X3, masterwork greataxe) 
  or +7 ranged (1d8/X3, longbow); Full Atk +10 melee 
  (1d12+5/X3, masterwork greataxe) or +7 ranged (1d8/X3, 
  longbow); SQ Fast movement, rage 1/day; AL CN; SV 
  Fort +8, Ref +3, Will +3; Str 17, Dex 14, Con 14, Int 12, 
  Wis 10, Cha 8. 
  Skills and Feats: Climb +6, Handle Animal +3, Heal +2, 
  Intimidate +4, Jump +6, Listen +3, Ride +3, Spot +3, 
  Survival +2, Swim +4; Combat Reflexes, Dodge, Iron 
  Will, Mobility, Spring Attack, Weapon Focus (greataxe). 
  Possessions: Robes with a large black, six-fingered hand 
  (symbol of Graz’zt) emblazoned on the front and back, 
  longbow, quiver, arrows (20), locked gauntlets, chain 
  shirt, masterwork greataxe. 
   
  Guardian:  Half Fiend Earth Elemental; CR 10; Huge 
  Native Outsider (Augmented Elemental); HD 16d8+112; 
  hp 208; Init +1; Spd 30 ft., fly 30 ft. (average); AC 21 
  (touch 9, flat-footed 21) [-2 size, +1 Dex, +12 natural]; 
  BA/G +12/+32; Atk +22 melee (2d6+12, claw); Full Atk 
  +22 melee (2d6+12, 2 claws) and +17 melee (2d6+6, bite); 
  Space/Reach 15 ft./15 ft.; SA Earth mastery, push; SQ 
  Acid resistance 10, cold resistance 10, DR 5/- or 
  10/magic, darkvision 60ft., earth glide, electricity 
  resistance 10, elemental traits, fire resistance 10, treat 
  natural weapons as magic weapons, SR 26; AL NE; SV 
  Fort +17, Ref +6, Will +7; Str 34, Dex 12, Con 24, Int 10, 
  Wis 11, Cha 13. 
  Skills and Feats: Bluff +8, Hide +8, Intimidate +6, Jump 
  +19, Listen +19, Move Silently +8, Search +7, Sense 
  Motive +6, Spot +19, Tumble +10; Awesome Blow, 
  Cleave, Improved Bull Rush, Improved Natural Attack 
  (claw), Iron Will, Power Attack. 
  Earth Glide (Ex):  An earth elemental can glide through 
  stone, dirt, or almost any other sort of earth except metal 
  as easily as a fish swims through water.  Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence.  A move earth spell 
  cast on an area containing a burrowing earth elemental 
  flings the creature back 30 feet, stunning the creature for 
  1 round unless it succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex):  An earth elemental gains +1 bonus 
  on attack and damage rolls if both it and its foe are 
  touching the ground.  If an opponent is airborne or 
  waterborne, the elemental takes a –4 penalty on attack 
  and damage rolls.  (These modifiers are not included in 
  the statistic block). 
  Push (Ex):  An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity.  
  The combat modifiers given in Earth Mastery, above, also 
  apply to the elemental’s opposed Strength checks. 
  Smite Good (Su):  Once per day, the elemental can make 
  a normal melee attack to deal +16 points of extra damage 
  against a good foe.  
  Spell-Like Abilities:  3/day – darkness, poison (DC 16) 
  and unholy aura; 1/day – blasphemy, contagion, 
  desecrate, horrid wilting (DC 20), unhallow, unholy 
  blight (DC 16).  Spells are cast at 16
  th level and save DCs 
  are charisma based. 
  Elemental Traits:  Elementals are immune to poison, 
  sleep effects, paralysis and stunning.  They are not subject 
  to critical hits or flanking.    See MM, p. 308, for more 
  information on elemental traits. 
   
  Under the Pale Moon 
   
  Page 34 
  
  APL 12 
  Burning Witch: Female Human, Brd4/Rog1/ Assassin4; 
  CR 9; Medium Humanoid; HD 9d6+18; hp 59; Init +6; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 16) [+2 Dex, +4 
  armor]; BA/G +6/+7; Atk +7 melee (1d8+1/19-20, 
  longsword) or +8 ranged (1d6/X3, shortbow); Full Atk +7 
  melee (1d8+1/19-20, longsword) or +8 ranged (1d6/X3, 
  shortbow); SA Sneak attack (+3d6), death attack, poison 
  use, spells; SQ Bardic knowledge, bardic music, 
  countersong, fascinate, inspire competence, inspire 
  courage +1, save against poison +2, trapfinding, uncanny 
  dodge; AL CE; SV Fort +5, Ref +13, Will +6; Str 12, Dex 
  14, Con 14, Int 14, Wis 10, Cha 14. 
  Skills and Feats: Bluff +8, Concentration +13, Diplomacy 
  +4, Disguise +6, Escape Artist +8, Gather Information +5, 
  Hide +12, Knowledge (Religion) +4, Listen +4, Move 
  Silently +14, Perform (Acting) +6, Perform (Oratory) +7, 
  Perform (Singing) +10, Sense Motive +3, Spellcraft +4, 
  Spot +2, Tumble +13, Use Magic Device +8; Combat 
  Expertise, Combat Reflexes, Expert Tactician, Improved 
  Feint, Improved Initiative. 
  Possessions: Cleric vestments with a large black, six-
  fingered hand (symbol of Graz’zt) emblazoned on the 
  front and back, chain shirt, masterwork longsword, 
  shortbow, quiver, arrows (20), wooden holy symbol, spell 
  component pouch, cloak of resistance +1, dust of 
  disappearance, dose of colossal spider venom (Fortitude, 
  DC 36; 2d8 Str/2d8 Str). 
  Bard Spells Known (3/3/1; base DC = 13 + spell level): 
  0—dancing lights, detect magic, ghost sounds, mage 
  hand, message, prestidigitation; 1st—charm person, cure 
  light wounds, grease; 2nd—invisibility, silence. 
  Assassin Spells Known (-/4/2; base DC = 11 + spell level): 
  1st—feather fall, jump, obscuring mist, true strike; 2nd—
  alter self, fox’s cunning, invisibility. 
   
  Varnef:  Male Human, Bbn1/Ftr6; CR 7; Medium 
  Humanoid; HD 6d10+1d12+14; hp 68; Init +6; Spd 40 ft.; 
  AC 16 (touch 12, flat-footed 14) [+2 Dex, +4 armor]; BA/G 
  +7/+10; Atk +12 melee (1d12+6/X3, masterwork greataxe) 
  or +9 ranged (1d8/X3, longbow); Full Atk +12/+7 melee 
  (1d12+6/X3, masterwork greataxe) or +9/+4 ranged 
  (1d8/X3, longbow); SQ Fast movement, rage 1/day; AL 
  CN; SV Fort +9, Ref +4, Will +4; Str 17, Dex 14, Con 14, 
  Int 12, Wis 10, Cha 8. 
  Skills and Feats: Climb +6, Handle Animal +3, Heal +2, 
  Intimidate +6, Jump +6, Listen +4, Ride +3, Spot +4, 
  Survival +2, Swim +4; Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Mobility, Spring Attack, Weapon 
  Focus (greataxe), Weapon Specialization (greataxe). 
  Possessions: Robes with a large black, six-fingered hand 
  (symbol of Graz’zt) emblazoned on the front and back, 
  longbow, 
  quiver, 
  arrows 
  (20), 
  locked 
  gauntlets, 
  masterwork greataxe, chain shirt. 
   
  Guardian:  Half Fiend Greater Earth Elemental; CR 12; 
  Huge Native Outsider (Augmented Elemental); HD 
  21d8+147; hp 273; Init +1; Spd 30 ft., fly 30 ft. (average); 
  AC 23 (touch 9, flat-footed 21)[-2 size, +1 Dex, +14 
  natural]; BA/G +15/+36; Atk +26 melee (2d6+13/19-20, 
  claw); Full Atk +26 melee (2d6+13/19-20, 2 claws) and 
  +21 melee (2d6+6, bite); Space/Reach 15 ft./15 ft.; SA 
  Earth mastery, push, smite good; SQ Acid resistance 10, 
  cold resistance 10, DR 10/-, darkvision 60ft., earth glide, 
  electricity resistance 10, elemental traits, fire resistance 
  10, treat natural weapons as magic weapons, poison 
  immunity, spell like abilities, SR 31; AL NE; SV Fort +21, 
  Ref +8, Will +9; Str 36, Dex 12, Con 24, Int 12, Wis 11, 
  Cha 13. 
  Skills and Feats: Bluff +11, Hide +13, Intimidate +10, 
  Jump +21, Listen +26, Move Silently +13, Search +12, 
  Sense Motive +11, Spot +26, Tumble +13; Alertness, 
  Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Critical (claw). Improved Natural Attack (claw), Iron 
  Will, Power Attack. 
  Earth Glide (Ex):  An earth elemental can glide through 
  stone, dirt, or almost any other sort of earth except metal 
  as easily as a fish swims through water.  Its burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence.  A move earth spell 
  cast on an area containing a burrowing earth elemental 
  flings the creature back 30 feet, stunning the creature for 
  1 round unless it succeeds on a DC 15 Fortitude save. 
  Earth Mastery (Ex):  An earth elemental gains +1 bonus 
  on attack and damage rolls if both it and its foe are 
  touching the ground.  If an opponent is airborne or 
  waterborne, the elemental takes a –4 penalty on attack 
  and damage rolls.  (These modifiers are not included in 
  the statistic block). 
  Push (Ex):  An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity.  
  The combat modifiers given in Earth Mastery, above, also 
  apply to the elemental’s opposed Strength checks. 
  Smite Good (Su):  Once per day, the elemental can make 
  a normal melee attack to deal +21 points of extra damage 
  against a good foe.  
  Spell-Like Abilities:  3/day – darkness, poison (DC 21) 
  and unholy aura; 1/day – blasphemy, contagion, 
  desecrate, destruction (DC 21), horrid wilting (DC 21), 
  summon monster IX, unhallow, unholy blight (DC 21).  
  Spells are cast at 21
  st level and save DCs are charisma 
  based. 
  Elemental Traits:  Elementals are immune to poison, 
  sleep effects, paralysis and stunning.  They are not subject 
  to critical hits or flanking.    See MM, p. 308, for more 
  information on elemental traits. 
  Under the Pale Moon 
   
  Page 35 
  
   
  Encounter Five  
  APL 4  
  Guardian:  Five-Headed Hydra Ghost; CR 6; Huge 
  Undead (Incorporeal); HD 5d12; hp 45; Init +2; Spd 20 ft., 
  fly 30 ft. (perfect), swim 20ft.; AC 11 (touch 11, flat-footed 
  8) [–2 size, +2 Dex, +1 deflection] or AC 16 (touch 10, flat-
  footed 14)[–2 size, +2 Dex, +6 natural]; BA/G +5/+16; Atk 
  +7 melee (1d6, incorporeal touch; bite); Full Atk +7 melee 
  (1d6, incorporeal touch; 5 bites); Space/Reach 15 ft./10 
  ft.; SA Corrupting touch, manifestation; SQ Darkvision 
  60 ft., fast healing, incorporeal traits, low-light vision, 
  rejuvenation, scent, turn resistance, undead traits; AL NE; 
  SV Fort +9, Ref +6, Will +3; Str 15, Dex 14, Con -, Int 2, 
  Wis 10, Cha 13. 
  Skills and Feats: Hide +10, Listen +14, Search +4, Spot 
  +14 and Swim +10; Combat Reflexes, Improved Turn 
  Resistance, Iron Will. 
  Corrupting Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack deals 1d6 points of 
  damage.  Against ethereal opponents, it adds its Strength 
  modifier to attack and damage rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Manifestation (Su):  Every ghost has this ability.  A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in the 
  material world.  When a ghost manifests, it partly enters 
  the Material Plane and becomes visible but incorporeal 
  on the Material Plane.  A manifested ghost can be harmed 
  only by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source.  A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor.  A manifested ghost always moves silently. 
   
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane.  It is not considered extraplanar when 
  on either of these planes.  
  Rejuvenation (Su):  In most cases, it’s difficult to destroy 
  a ghost through simple combat: The “destroyed” spirit 
  will often restore itself in 2d4 days.  Even the most 
  powerful spells are usually only temporary solutions.  A 
  ghost that would otherwise be destroyed return to its old 
  haunts with a successful level check (1d20 + ghost’s HD) 
  against DC 16.  As a rule, the only way to get rid of a 
  ghost for sure is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace.  
  The exact means varies with each spirit and may require a 
  good deal of research. 
  Fast Healing (Ex):  Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Turn Resistance (Ex):  A ghost has +4 turn resistance. 
  Skills:  Hydras have a +2 racial bonus on Listen and Spot 
  checks, thanks to their multiple heads.  A hydra has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard.  It can always choose to take a 10 
  on a Swim check, even if distracted or endangered.  It can 
  use the run action while swimming, provided it swims in 
  a straight line. 
  Feats:  A hydra’s Combat Reflexes feat allows it to use all 
  of its’ heads for attacks of opportunity. 
  Spells Active:  While within the inner temple 
  (Encounter 5.B.), this evil creature benefits of a magic 
  circle against good spell.  The +2 deflection bonus to AC 
  and +2 resistance bonus on saves against attacks made by 
  good creatures has not been applied to the stat block 
  above.   
   
  APL 6 
  Guardian:  Six-Headed Hydra, War2, Ghost; CR 8; Huge 
  Undead (Incorporeal); HD 8d12; hp 72; Init +2; Spd 20 ft., 
  fly 30 ft. (perfect), swim 20ft.; AC 11 (touch 11, flat-footed 
  9) [–2 size, +2 Dex, +1 deflection] or AC 17 (touch 10, flat-
  footed 15) [–2 size, +2 Dex, +7 natural]; BA/G +8/+18; Atk 
  +10 melee (1d6 or ability drain, incorporeal touch; bite); 
  Full Atk +10 melee (1d6 or ability drain, incorporeal 
  touch; 6 bites); Space/Reach 15 ft./10 ft.; SA Corrupting 
  touch, 
  draining 
  touch, 
  horrific 
  appearance, 
  manifestation; SQ Darkvision 60 ft., fast healing, 
  incorporeal traits, low-light vision, rejuvenation, scent, 
  turn resistance, undead traits; AL NE; SV Fort +8, Ref +7, 
  Will +4; Str 15, Dex 14, Con -, Int 2, Wis 10, Cha 13. 
  Skills and Feats: Hide +10, Listen +15, Search +4, Spot 
  +16 and Swim +10; Blind-Fight, Combat Reflexes, 
  Improved Turn Resistance, Iron Will. 
  Corrupting Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack deals 1d6 points of 
  damage.  Against ethereal opponents, it adds its Strength 
  modifier to attack and damage rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Draining Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects.  On each such successful 
  attack, the ghost heals 5 points of damage to itself.  
  Against ethereal opponents, it adds its Strength modifier 
  to attack rolls only.  Against nonethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Under the Pale Moon 
   
  Page 36 
  
  Horrific Appearance (Su):  Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  save (DC 16) or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage and 1d4 points 
  of Constitution damage.  A creature that successfully 
  saves against this effect cannot be affected by the same 
  ghost’s horrific appearance for 24 hours.  
  Manifestation (Su):  Every ghost has this ability.  A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in the 
  material world.  When a ghost manifests, it partly enters 
  the Material Plane and becomes visible but incorporeal 
  on the Material Plane.  A manifested ghost can be harmed 
  only by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source.  A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor.  A manifested ghost always moves silently. 
   
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane.  It is not considered extraplanar when 
  on either of these planes.  
  Rejuvenation (Su):  In most cases, it’s difficult to destroy 
  a ghost through simple combat: The “destroyed” spirit 
  will often restore itself in 2d4 days.  Even the most 
  powerful spells are usually only temporary solutions.  A 
  ghost that would otherwise be destroyed return to its old 
  haunts with a successful level check (1d20 + ghost’s HD) 
  against DC 16.  As a rule, the only way to get rid of a 
  ghost for sure is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace.  
  The exact means varies with each spirit and may require a 
  good deal of research. 
  Fast Healing (Ex):  Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Turn Resistance (Ex):  A ghost has +4 turn resistance. 
  Skills:  Hydras have a +2 racial bonus on Listen and Spot 
  checks, thanks to their multiple heads.  A hydra has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard.  It can always choose to take a 10 
  on a Swim check, even if distracted or endangered.  It can 
  use the run action while swimming, provided it swims in 
  a straight line. 
  Feats:  A hydra’s Combat Reflexes feat allows it to use all 
  of its’ heads for attacks of opportunity. 
  Spells Active:  While within the inner temple 
  (Encounter 5.B.), this evil creature benefits of a magic 
  circle against good spell.  The +2 deflection bonus to AC 
  and +2 resistance bonus on saves against attacks made by 
  good creatures has not been applied to the stat block 
  above. 
   
  APL 8 
  Guardian:  Eight-Headed Hydra, War2, Ghost; CR 10; 
  Huge Undead (Incorporeal); HD 10d12; hp 90; Init +3; 
  Spd 20 ft., fly 30 ft. (perfect), swim 20ft.; AC 12 (touch 12, 
  flat-footed 9) [–2 size, +3 Dex, +1 deflection] or AC 20 
  (touch 11, flat-footed 17) [–2 size, +3 Dex, +9 natural]; 
  BA/G +10/+19; Atk +13 melee (ability drain (or 1d6), 
  incorporeal touch; bite); Full Atk +13 melee touch (ability 
  drain; 8 bites) or +13 (1d6, incorporeal touch; 8 bites); 
  Space/Reach 15 ft./10 ft.; SA Corrupting touch, draining 
  touch, horrific appearance, manifestation; SQ Darkvision 
  60 ft., fast healing, incorporeal traits, low-light vision, 
  rejuvenation, scent, turn resistance, undead traits; AL NE; 
  SV Fort +9, Ref +10, Will +5; Str 15, Dex 16, Con -, Int 2, 
  Wis 10, Cha 13. 
   
  Skills and Feats: Hide +11, Listen +16, Search +4, 
  Spot +17 and Swim +10; Blind-Fight, Combat Reflexes, 
  Improved Turn Resistance, Iron Will, Weapon Focus 
  (Bite). 
  Corrupting Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack deals 1d6 points of 
  damage.  Against ethereal opponents, it adds its Strength 
  modifier to attack and damage rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Draining Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects.  On each such successful 
  attack, the ghost heals 5 points of damage to itself.  
  Against ethereal opponents, it adds its Strength modifier 
  to attack rolls only.  Against nonethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Horrific Appearance (Su):  Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  save (DC 17) or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage and 1d4 points 
  of Constitution damage.  A creature that successfully 
  saves against this effect cannot be affected by the same 
  ghost’s horrific appearance for 24 hours.  
  Manifestation (Su):  Every ghost has this ability.  A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in the 
  material world.  When a ghost manifests, it partly enters 
  the Material Plane and becomes visible but incorporeal 
  on the Material Plane.  A manifested ghost can be harmed 
  only by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source.  A manifested ghost can pass through 
  Under the Pale Moon 
   
  Page 37 
  
  solid objects at will, and its own attacks pass through 
  armor.  A manifested ghost always moves silently. 
   
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane.  It is not considered extraplanar when 
  on either of these planes.  
  Rejuvenation (Su):  In most cases, it’s difficult to destroy 
  a ghost through simple combat: The “destroyed” spirit 
  will often restore itself in 2d4 days.  Even the most 
  powerful spells are usually only temporary solutions.  A 
  ghost that would otherwise be destroyed return to its old 
  haunts with a successful level check (1d20 + ghost’s HD) 
  against DC 16.  As a rule, the only way to get rid of a 
  ghost for sure is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace.  
  The exact means varies with each spirit and may require a 
  good deal of research. 
  Fast Healing (Ex):  Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Turn Resistance (Ex):  A ghost has +4 turn resistance. 
  Skills:  Hydras have a +2 racial bonus on Listen and Spot 
  checks, thanks to their multiple heads.  A hydra has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard.  It can always choose to take a 10 
  on a Swim check, even if distracted or endangered.  It can 
  use the run action while swimming, provided it swims in 
  a straight line. 
  Feats:  A hydra’s Combat Reflexes feat allows it to use all 
  of its’ heads for attacks of opportunity.   
  Spells Active:  While within the inner temple 
  (Encounter 5.B.), this evil creature benefits of a magic 
  circle against good spell.  The +2 deflection bonus to AC 
  and +2 resistance bonus on saves against attacks made by 
  good creatures has not been applied to the stat block 
  above. 
   
  APL 10 
  Guardian:  Ten-Headed Hydra Ghost, War2; CR 12; 
  Huge Undead (Incorporeal); HD 12d12; hp 108; Init +3; 
  Spd 20 ft., fly 30 ft. (perfect), swim 20ft.; AC 12 (touch 12, 
  flat-footed 9) [–2 size, +3 Dex, +1 deflection] or AC 22 
  (touch 12, flat-footed 19) [–2 size, +3 Dex, +11 natural]; 
  BA/G +12/+21; Atk +16 melee (ability drain, incorporeal 
  touch; bite) or +16 melee (1d6 incorporeal touch; bite); 
  Full Atk +16 melee (ability drain, incorporeal touch; 10 
  bites) or +16 melee (1d6, incorporeal touch; 10 bites); 
  Space/Reach 15 ft./10 ft.; SA Corrupting touch, draining 
  touch, horrific appearance, manifestation; SQ Darkvision 
  60 ft., fast healing 15, incorporeal traits, low-light vision, 
  rejuvenation, scent, +4 turn resistance, undead traits; AL 
  NE; SV Fort +10, Ref +10, Will +3; Str 17, Dex 16, Con -, 
  Int 2, Wis 10, Cha 13. 
   
  Skills and Feats: Hide +11, Listen +17, Search +4, 
  Spot +18 and Swim +10; Blind-Fight, Combat Reflexes, 
  Flyby Attack, Improved Turn Resistance, Iron Will, 
  Weapon Focus (bite). 
  Corrupting Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack deals 1d6 points of 
  damage.  Against ethereal opponents, it adds its Strength 
  modifier to attack and damage rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Draining Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects.  On each such successful 
  attack, the ghost heals 5 points of damage to itself.  
  Against ethereal opponents, it adds its Strength modifier 
  to attack rolls only.  Against nonethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Horrific Appearance (Su):  Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  save (DC 18) or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage and 1d4 points 
  of Constitution damage.  A creature that successfully 
  saves against this effect cannot be affected by the same 
  ghost’s horrific appearance for 24 hours.  
  Manifestation (Su):  Every ghost has this ability.  A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in the 
  material world.  When a ghost manifests, it partly enters 
  the Material Plane and becomes visible but incorporeal 
  on the Material Plane.  A manifested ghost can be harmed 
  only by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source.  A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor.  A manifested ghost always moves silently. 
   
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane.  It is not considered extraplanar when 
  on either of these planes.  
  Rejuvenation (Su):  In most cases, it’s difficult to destroy 
  a ghost through simple combat: The “destroyed” spirit 
  will often restore itself in 2d4 days.  Even the most 
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  powerful spells are usually only temporary solutions.  A 
  ghost that would otherwise be destroyed return to its old 
  haunts with a successful level check (1d20 + ghost’s HD) 
  against DC 16.  As a rule, the only way to get rid of a 
  ghost for sure is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace.  
  The exact means varies with each spirit and may require a 
  good deal of research. 
  Fast Healing (Ex):  Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Turn Resistance (Ex):  A ghost has +4 turn resistance. 
  Skills:  Hydras have a +2 racial bonus on Listen and Spot 
  checks, thanks to their multiple heads.  A hydra has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard.  It can always choose to take a 10 
  on a Swim check, even if distracted or endangered.  It can 
  use the run action while swimming, provided it swims in 
  a straight line. 
  Feats:  A hydra’s Combat Reflexes feat allows it to use all 
  of its’ heads for attacks of opportunity. 
  Spells Active:  While within the inner temple 
  (Encounter 5.B.), this evil creature benefits of a magic 
  circle against good spell.  The +2 deflection bonus to AC 
  and +2 resistance bonus on saves against attacks made by 
  good creatures has not been applied to the stat block 
  above. 
   
  APL 12  
  Guardian:  Twelve-Headed Hydra Ghost, War2; CR 14; 
  Huge Undead (Incorporeal); HD 14d12; hp 126; Init +3; 
  Spd 20 ft., fly 30 ft. (perfect), swim 20ft.; AC 12 (touch 12, 
  flat-footed 9) [–2 size, +3 Dex, +1 deflection] or AC 22 
  (touch 11, flat-footed 19)[–2 size, +3 Dex, +11 natural]; 
  BA/G +14/+26; Atk +18 melee (ability drain, incorporeal 
  touch; bite) or +18 melee (1d6, incorporeal touch; bite); 
  Full Atk +18 melee (ability drain, incorporeal touch; 12 
  bites) or +18 melee (1d6, incorporeal touch; 12 bites); 
  Space/Reach 15 ft./10 ft.; SA Corrupting touch, draining 
  touch, horrific appearance, manifestation; SQ Darkvision 
  60 ft., fast healing, incorporeal traits, low-light vision, 
  rejuvenation, scent, turn resistance, undead traits; AL NE; 
  SV Fort +11, Ref +10, Will +6; Str 19, Dex 16, Con -, Int 2, 
  Wis 10, Cha 13. 
   
  Skills and Feats: Hide +11, Listen +18, Search +4, 
  Spot +19 and Swim +12; Blind-Fight, Combat Reflexes, 
  Flyby Attack, Improved Turn Resistance, Iron Will, 
  Weapon Focus (bite). 
  Corrupting Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack deals 1d6 points of 
  damage.  Against ethereal opponents, it adds its Strength 
  modifier to attack and damage rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Draining Touch (Su):  A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects.  On each such successful 
  attack, the ghost heals 5 points of damage to itself.  
  Against ethereal opponents, it adds its Strength modifier 
  to attack rolls only.  Against nonethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Horrific Appearance (Su):  Any living creature within 
  60 feet that views a ghost must succeed on a Fortitude 
  save (DC 19) or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage and 1d4 points 
  of Constitution damage.  A creature that successfully 
  saves against this effect cannot be affected by the same 
  ghost’s horrific appearance for 24 hours.  
  Manifestation (Su):  Every ghost has this ability.  A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in the 
  material world.  When a ghost manifests, it partly enters 
  the Material Plane and becomes visible but incorporeal 
  on the Material Plane.  A manifested ghost can be harmed 
  only by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source.  A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor.  A manifested ghost always moves silently. 
   
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon.  A manifested ghost 
  remains partially on the Ethereal Plane, where it is not 
  incorporeal.  A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane.  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane.  It is not considered extraplanar when 
  on either of these planes.  
  Rejuvenation (Su):  In most cases, it’s difficult to destroy 
  a ghost through simple combat: The “destroyed” spirit 
  will often restore itself in 2d4 days.  Even the most 
  powerful spells are usually only temporary solutions.  A 
  ghost that would otherwise be destroyed return to its old 
  haunts with a successful level check (1d20 + ghost’s HD) 
  against DC 16.  As a rule, the only way to get rid of a 
  ghost for sure is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace.  
  The exact means varies with each spirit and may require a 
  good deal of research. 
  Fast Healing (Ex):  Each round, a hydra heals damage 
  equal to 10 + the number of its original heads. 
  Turn Resistance (Ex):  A ghost has +4 turn resistance. 
  Skills:  Hydras have a +2 racial bonus on Listen and Spot 
  checks, thanks to their multiple heads.  A hydra has a +8 
  racial bonus on any Swim check to perform some special 
  action or avoid a hazard.  It can always choose to take a 10 
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  on a Swim check, even if distracted or endangered.  It can 
  use the run action while swimming, provided it swims in 
  a straight line. 
  Feats:  A hydra’s Combat Reflexes feat allows it to use all 
  of its’ heads for attacks of opportunity. 
  Spells Active:  While within the inner temple 
  (Encounter 5.B.), this evil creature benefits of a magic 
  circle against good spell.  The +2 deflection bonus to AC 
  and +2 resistance bonus on saves against attacks made by 
  good creatures has not been applied to the stat block 
  above. 
   
   
  Encounter Six 
  All APLs 
  Padraic 
  MacMurchadha, 
  Duke 
  of 
  Fire 
  Falls: 
  Insane/Senile, Male Pixie, Brd6; CR 11; Small Fey; HD 
  6d6+6; hp 33; Init +4; Spd 20 ft., fly 60 ft. (good); AC 16 
  (touch 15, flat-footed 12) [+1 Size, +4 Dex, +1 natural]; 
  BA/G +4/-2; Atk +9 melee (1d4-2/19-20, shortsword) or 
  +9 ranged (1d6-2/X3, longbow); Full Atk +9 melee (1d4-
  2/19-20, shortsword) or +9 ranged (1d6-2/X3, longbow); 
  Space/Reach 5 ft./5 ft; SA Spell-like abilities; SQ Bardic 
  Knowledge, bardic music, countersong, DR 10/cold iron, 
  fascinate, greater invisibility, inspire competence, inspire 
  courage +1, low-light vision, suggestion, SR 15; AL NG 
  (but tend toward neutrality due to insanity); SV Fort +3, 
  Ref +9, Will +6; Str 7, Dex 18, Con 12, Int 16, Wis 15, Cha 
  16. 
  Skills and Feats: Bluff +15, Concentration +6, Diplomacy 
  +10, Escape Artist +9, Hide +7, Knowledge – History +4, 
  Knowledge – Local [Iuz Border States] +4, Knowledge – 
  Nature +5, Listen +10, Move Silently +9, Perform (Story-
  telling; oratory) +10, Ride +5, Search +8, Sense Motive 
  +12, Spellcraft +4, Spot +9, Tumble +12; Dodge, Skill 
  Focus (Bluff), Track, Weapon Finesse. 
  Greater Invisibility (Su):  A pixie remains invisible even 
  when it attacks.  This ability is constant, but the pixie can 
  suppress or resume it as a free action. 
  Spell-like Abilities:  1/day–dancing lights, detect chaos, 
  detect good, detect evil, detect law, detect thoughts (DC 
  15), dispel magic, entangle (DC 14), lesser confusion (DC 
  14), Otto’s irresistible dance, permanent image (DC 19; 
  visual and auditory elements only) and polymorph (self 
  only).  Caster level 8
  th.  The save DC’s are Charisma-based; 
  Possessions: Breeches, Cane, Cap, Corncob Pipe, Curly-
  toed 
  Shoes, 
  Small-sized 
  Longbow, 
  Small-sized 
  Shortsword, Tunic; 
  Bard Spells Prepared (3/4/3; base DC = 13 + spell level): 
  0—know direction, mage hand, prestidigitation; 1st—
  charm person, expeditious retreat, grease, unseen servant; 
  2nd—calm emotions, mirror image, tongues. 
   
  Encounter Seven  
  APL 4 
  Canon Vraxtor:  Male Human, Clr5; CR 5; Medium 
  Humanoid; HD 5d8+10; hp 40; Init +1; Spd 30 ft.; AC 21 
  (touch 11, flat-footed 18) [+1 Dex, +8 armor, +2 shield]; 
  BA/G +3/+3; Atk +4 melee (1d6, flail); Full Atk +4 melee 
  (1d6, flail); SA Spells; SQ Rebuke undead (4/day), 
  spontaneously cast inflict spells; AL LE; SV Fort +7, Ref 
  +3, Will +9; Str 10, Dex 12, Con 14, Int 12, Wis 19, Cha 
  12. 
  Skills and Feats: Bluff +2, Concentration +10, Diplomacy 
  +3, Heal +5, Knowledge (Arcana) +3, Knowledge 
  (Religion) +7; Listen +5, Sense Motive +5, Spellcraft +5, 
  Spot +6; Augment Summoning, Martial Weapon 
  Proficiency (flail), Rapid Spell, Spell Focus (Conjuration), 
  Weapon Focus (flail). 
  Possessions: Full plate, heavy steel shield, flail, spell 
  component pouch with necessary spell components, 
  wood holy symbol, cloak of resistance +1. 
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + spell 
  level): 0—create water, cure minor wounds, detect magic,
  guidance, mending; 1st—protection from good*, bane, 
  cure light wounds (2), divine favor; 2nd—spiritual 
  weapon*, bull’s strength, cure moderate wounds, silence; 
  3rd—magic circle against good*, dispel magic, summon 
  monster III. 
   
   
  *Domain spell. Domains: [Evil (Cast evil spells at +1 
  caster level); War (Free Martial Weapon Proficiency with 
  the deity’s favored weapon and Weapon Focus with the 
  deity’s favored weapon)]. 
   
   
  Arlin Grimthor: Male Half-Troll, Bbn1/War2; CR 4; 
  Medium Giant; HD 1d12+2d8+18; hp 40; Init +3; Spd 40 
  ft.; AC 21 (touch 13, flat-footed 18) [+3 Dex, +4 armor, +4 
  natural]; BA/G +3/+10; Atk +10 melee (2d6+10/19-20, 
  greatsword) or +10 melee (1d4+7, claw) or +5 ranged 
  (1d8+2/X3, composite Str longbow); Full Atk +10 melee 
  (2d6+10/19-20 greatsword) and +5 melee (1d6+3, bite) or 
  +10 melee (1d4+7, 2 claws) and +5 melee (1d6+3, bite) or 
  +5 ranged (1d8+2/X3, composite Str longbow); SA Rage 
  1/day, rend; SQ Darkvision 60 ft., fast healing, fast 
  movement, half-troll traits, illiteracy, scent; AL CN; SV 
  Fort +11, Ref +3, Will +3; Str 24, Dex 16, Con 22, Int 6, 
  Wis 12, Cha 6. 
  Skills and Feats: Climb +5, Intimidate +1, Jump +7, Listen 
  +2, Ride +3, Spot +2, Survival +2, Swim +4, Tumble +2; 
  Destructive Rage, Iron Will. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Under the Pale Moon 
   
  Page 40 
  
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d4+10 points of 
  damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell. 
  Possessions: Chain shirt, greatsword, composite longbow 
  (+2 Str), quiver, arrows (10), locked gauntlets, tanglefoot 
  bag. 
   
  Crisnar Smithfeld: Male Elf, Drd3; CR 3; Medium 
  Humanoid; HD 3d8+6; hp 24; Init +1 (Dex); Spd 20 ft.; 
  AC 17 (touch 11, flat-footed 16) [+1 Dex, +4 armor, +2 
  shield]; BA/G +2/+2; Atk +3 melee (1d6/18-20, 
  masterwork scimitar) or +3 ranged (1d4, sling); Full Atk 
  +3 melee (1d6/18-20, masterwork scimitar) or +3 ranged 
  (1d4, sling); SQ Animal companion, elf traits, nature 
  sense, spontaneous casting (summon nature’s ally), 
  trackless step, wild empathy, woodland stride; AL CN; SV 
  Fort +5, Ref +2, Will +7 (+9 vs. enchantment); Str 10, Dex 
  12, Con 14, Int 10, Wis 18, Cha 12. 
  Skills and Feats: Concentration +8, Handle Animal +7 
  (+11 for animal companion), Knowledge (Nature) +6, 
  Listen +9, Spellcraft +1, Spot +9, Survival +7, Tumble -2; 
  Augment Summoning, Spell Focus (Conjuration).  
  Possessions: Hide armor +1, heavy wooden shield, 
  masterwork scimitar, sling, sling bullets (10), spell 
  component pouch with necessary spell components, 
  wooden holy symbol, sunrod. 
  Druid Spells Prepared (4/3/2; base DC = 14 + spell level): 
  0—create water, flare, guidance, resistance; 1st—
  entangle (x2), magic fang; 2nd—barkskin, heat metal. 
   
  Horviss: Crisnar’s Animal Companion, Wolf; CR –; 
  Medium Animal; HD 4d8+12; hp 36; Init +3; Spd 50 ft.; 
  AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 natural]; 
  BA/G +2/+4; Atk +5 melee (1d6+1, bite); Full Atk +5 
  melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Trip; SQ 
  Evasion, link, low-light vision, scent, share spells; AL N; 
  SV Fort +6, Ref +6, Will +4; Str 14, Dex 16, Con 16, Int 2, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +8, Move Silently 
  +3, Spot +8, Survival +1 (+%, when tracking by scent); 
  Alertness, Track, Weapon Focus (Bite). 
  Trip (Ex):  A wolf that hits with a bite can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of 
  opportunity.  If the attempt fails, then the opponent 
  cannot react to trip the wolf. 
  Tricks:  Come, Guarding (i.e., Attack, Defend, Down, 
  Guard), Stay and Track. 
   
   
  APL 6 
  Canon Vraxtor:  Male Human, Clr7; CR 7; Medium 
  Humanoid; HD 7d8+14; hp 56; Init +1; Spd 30 ft.; AC 21 
  (touch 11, flat-footed 18) [+1 Dex, +8 armor, +2 shield]; 
  BA/G +5/+5; Atk +7 melee (1d6, flail) or +6 ranged (1d8, 
  light crossbow); Full Atk +7 melee (1d6, flail) or +6 
  ranged (1d8, light crossbow); SA Spells; SQ Rebuke 
  undead (8/day), spontaneously cast inflict spells; AL LE; 
  SV Fort +7, Ref +3, Will +9; Str 10, Dex 12, Con 14, Int 12, 
  Wis 19, Cha 12. 
  Skills and Feats: Bluff +2, Concentration +12, Diplomacy 
  +3, Heal +5, Knowledge (Arcana) +3, Knowledge 
  (Religion) +9; Listen +5, Sense motive +6, Spellcraft +7, 
  Spot +6; Augment Summoning, Extra Turning, Martial 
  Weapon Proficiency (flail), Rapid Spell, Spell Focus 
  (Conjuration), Weapon Focus (flail). 
  Possessions: Full plate, heavy steel shield, flail, spell 
  component pouch with necessary spell components, 
  wooden holy symbol, light crossbow, bolts (10), locked 
  gauntlets, sunrod. 
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell 
  level): 0—create water, cure minor wounds, detect magic,
  guidance, mending, read magic; 1st—protection from 
  good*, bane, bless, cure light wounds (2), divine favor; 
  2nd—spiritual weapon*, bull’s strength, cure moderate 
  wounds, silence, sonic burst; 3rd—magic circle against 
  good*, dispel magic, prayer, searing light; 4th—divine 
  power*, freedom of movement, summon monster IV.  
   
   
  *Domain spell. Domains: [Evil (Cast evil spells at +1 
  caster level); War (Free Martial Weapon Proficiency with 
  the deity’s favored weapon and Weapon Focus with the 
  deity’s favored weapon)]. 
   
  Arlin Grimthor: Male Half-Troll, Bbn2/War2; CR 5; 
  Medium Giant; HD 2d12+2d8+24; hp 54; Init +3; Spd 40 
  ft.; AC 21 (touch 13, flat-footed 21) [+3 Dex, +4 armor, +4 
  natural]; BA/G +4/+11; Atk +11 melee (2d6+10/19-20, 
  greatsword) or +11 melee (1d4+7, claw) or +6 ranged 
  (1d8+4/X3, composite Str longbow); Full Atk +11 melee 
  (2d6+10/19-20, greatsword) and +6 melee (1d6+3, bite) or 
  +11 melee (1d4+7, 2 claws) and +6 melee (1d6+3, bite) or 
  +6 ranged (1d8+4/X3, composite Str longbow); SA Rage 
  1/day, rend; SQ Darkvision 60 ft., fast healing, fast 
  movement, half-troll traits, illiteracy, scent, uncanny 
  dodge; AL CN; SV Fort +12, Ref +3, Will +3; Str 24, Dex 
  16, Con 23, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +5, Intimidate +1, Jump +6, Listen 
  +4, Ride +3, Spot +2, Survival +2, Swim +4, Tumble +2; 
  Destructive Rage, Iron Will. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Under the Pale Moon 
   
  Page 41 
  
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d4+10 points of 
  damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell.   
  Possessions: Chain shirt, greatsword, composite longbow 
  (+4 Str), quiver, arrows (10), locked gauntlets, tanglefoot 
  bag. 
   
  Morlok Grimthor: Male Half-Troll War2; CR 3; Medium 
  Giant; HD 2d8+10; hp 23; Init +3 (Dex); Spd 30 ft.; AC 24 
  (touch 13, flat-footed 19)[+3 Dex, +4 natural, +2 shield, +5 
  armor]; BA/G +2/+7; Atk +7 melee (1d8+5/19-20, 
  longsword) or +7 melee (1d6+5, claw) or +5 ranged (1d8, 
  light crossbow); Full Atk +7 melee (1d8+5/19-20, 
  longsword) or +7 melee (1d6+5, 2 claws) and +3 melee 
  (1d6+2, bite) or +3 ranged (1d8, light crossbow); SA rend; 
  SQ Darkvision 60 ft., fast healing, half-troll traits, scent; 
  AL LE; SV Fort +8, Ref +3, Will +3; Str 21, Dex 16, Con 20, 
  Int 10, Wis 12, Cha 6. 
  Skills and Feats: Climb +0, Listen +2, Spot +2, Swim +0, 
  Tumble -5; Iron Will. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d6+7 points of damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell. 
  Possessions: Breastplate, heavy wood shield, longsword, 
  light crossbow, bolts (10), tanglefoot bag (2), bracers of 
  armor +2. 
   
  Crisnar Smithfeld: Male Elf, Drd3; CR 3; Medium 
  Humanoid; HD 3d8+6; hp 24; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 14) [+1 Dex, +4 armor, +2 shield]; 
  BA/G +2/+2; Atk +3 melee (1d6/18-20, masterwork 
  scimitar) or +3 ranged (1d4, sling); Full Atk +3 melee 
  (1d6/18-20, masterwork scimitar) or +3 ranged (1d4, 
  sling); SQ Animal companion, elf traits, nature sense, 
  spontaneous casting (summon natures ally), trackless 
  step, wild empathy, woodland stride; AL CN; SV Fort +5, 
  Ref +2, Will +7 (+9 vs. enchantment); Str 10, Dex 12, Con 
  14, Int 10, Wis 18, Cha 12. 
  Skills and Feats: Concentration +8, Handle Animal +7, 
  Knowledge – Nature +6, Listen +6, Spellcraft +1, Spot +6, 
  Survival +7, Tumble +3; Augment Summoning, Spell 
  Focus (Conjuration). 
  Possessions: Hide armor +1, heavy wooden shield, 
  masterwork scimitar, sling, sling bullets (10), spell 
  component pouch with necessary spell components, 
  wooden holy symbol, sunrod. 
  Druid Spells Prepared (4/3/2; base DC = 14 + spell level): 
  0—create water, flare, guidance, resistance; 1st—
  entangle (2), magic fang; 2nd—barkskin, heat metal. 
   
  Horviss: Crisnar’s Animal Companion, Wolf; CR –; 
  Medium Animal; HD 4d8+12; hp 36; Init +3; Spd 50 ft.; 
  AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 natural]; 
  BA/G +2/+4; Atk +5 melee (1d6+1, bite); Full Atk +5 
  melee (1d6+1, bite); SA Trip; SQ Evasion, link, low-light 
  vision, scent, share spells; AL N; SV Fort +6, Ref +6, Will 
  +4; Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +8, Move Silently 
  +3, Spot +8, Survival +1; Alertness, Track, Weapon Focus 
  (Bite). 
  Trip (Ex):  A wolf that hits with a bite can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of 
  opportunity.  If the attempt fails, then the opponent 
  cannot react to trip the wolf. 
  Tricks:  Come, Guarding (i.e., Attack, Defend, Down, 
  Guard), Stay and Track. 
   
  APL 8 
  Canon Vraxtor:  Male Human, Clr9; CR 9; Medium 
  Humanoid; HD 9d8+18; hp 72; Init +1; Spd 30 ft.; AC 21 
  (touch 11, flat-footed 18) [+1 Dex, +8 armor, +2 shield]; 
  BA/G +6/+6; Atk +8 melee (1d6, flail) or +7 ranged (1d8, 
  light crossbow); Full Atk +8/+3 melee (1d6, flail) or +7 
  ranged (1d8, light crossbow); SA Spells; SQ Rebuke 
  undead (8/day), spontaneously cast inflict spells; AL LE; 
  SV Fort +8, Ref +4, Will +11; Str 10, Dex 12, Con 14, Int 
  12, Wis 20, Cha 12. 
  Skills and Feats: Bluff +2, Concentration +14, Diplomacy 
  +5, Heal +5, Knowledge – Arcana +3, Knowledge – 
  Religion +9; Listen +5, Sense motive +8, Spellcraft +9, 
  Spot +6; Augment Summoning, Divine Metamagic 
  (Rapid 
  Spell), 
  Extra 
  Turning, 
  Martial 
  Weapon 
  Proficiency (flail), Rapid Spell, Spell Focus (Conjuration), 
  Weapon Focus (flail). 
  Possessions: Full plate, heavy steel shield, flail, spell 
  component pouch with necessary spell components, 
  wooden holy symbol, light crossbow, bolts (10), locked 
  gauntlets, sunrod, traveler’s outfit. 
  Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC = 15 + 
  spell level): 0—create water, cure minor wounds, detect 
  magic, guidance, mending, read magic; 1st—protection 
  from good*, bane, bless, cure light wounds (2), divine 
  favor; 2nd—spiritual weapon*, bull’s strength, cure 
  moderate wounds, remove paralysis, silence, sonic burst; 
  3rd—magic circle against good*, dispel magic (2), prayer, 
  Under the Pale Moon 
   
  Page 42 
  
  searing light; 4th—divine power*, air walk, freedom of 
  movement, 
  spell 
  immunity; 
  5th—flame 
  strike*, 
  righteous might, summon monster V.   
   
  *Domain spell. Domains: [Evil (Cast evil spells at +1 
  caster level); War (Free Martial Weapon Proficiency with 
  the deity’s favored weapon and Weapon Focus with the 
  deity’s favored weapon)]. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Arlin Grimthor: Male Half-Troll, Bbn2/Ftr2/War2; CR 
  7; Medium Giant; HD 2d12+2d10+2d8+36; hp 81; Init +3; 
  Spd 40 ft.; AC 21 (touch 13, flat-footed 20) [+3 Dex, +4 
  armor, +4 natural]; BA/G +6/+13; Atk +14 melee 
  (2d6+11+1d6/19-20, frost greatsword +1) or +13 melee 
  (1d4+7, claw) or +8 ranged (1d8+4/X3, composite Str 
  longbow); Full Atk +14/+9 melee (2d6+11+1d6/19-20, 
  frost greatsword +1) and +8 melee (1d6+3, bite) or +13 
  melee (1d4+7, 2 claws) and +8 melee (1d6+3, bite) or 
  +8/+3 ranged (1d8+4/X3, composite Str longbow); SA 
  Rage 1/day, rend; SQ Darkvision 60 ft., fast healing, fast 
  movement, half-troll traits, illiteracy, scent, uncanny 
  dodge; AL CN; SV Fort +15, Ref +3, Will +3; Str 24, Dex 
  16, Con 23, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +7, Intimidate +1, Jump +7, Listen 
  +4, Ride +3, Spot +2, Survival +2, Swim +7, Tumble +3; 
  Cleave, Destructive Rage, Intimidating Rage, Iron Will, 
  Power Attack. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d4+10 points of 
  damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell.   
  Possessions: Chain shirt, frost greatsword +1, composite 
  longbow (+4 Str), quiver, arrows (10), locked gauntlets, 
  tanglefoot bag. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Morlok Grimthor: Male Half-Troll Mnk1/War3; CR 5; 
  Medium Giant; HD 4d8+20; hp 44; Init +3; Spd 30 ft.; AC 
  20 (touch 14, flat-footed 17) [+3 Dex, +1 Wis, +4 natural, 
  +2 armor]; BA/G +3/+9; Atk +9 melee (1d8+6, unarmed 
  strike) or +9 melee (1d10+9, greatclub) or +6 ranged (1d8, 
  light crossbow); Full Atk +9 melee (1d8+6, unarmed 
  strike) and +9 melee (1d8+6, claw) and +4 melee (1d6+3, 
  bite) or +7/+7 (1d8+6 unarmed strike, flurry) and +7 
  melee (1d6+6, claw) and +2 melee (1d6+3, bite) or +9 
  melee (1d10+9, greatclub) and +5 melee (1d6+3, bite) or 
  +7 ranged (1d8, light crossbow); SA Flurry of blows, 
  unarmed strike, rend; SQ Darkvision 60 ft., fast healing, 
  half-troll traits, scent; AL LE; SV Fort +11, Ref +5, Will +5; 
  Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6. 
  Skills and Feats: Climb +7, Escape Artist +7, Listen +5, 
  Spot +6, Swim +7, Tumble +6; Improved Natural Attack 
  (Claw), Improved Unarmed Strike, Iron Will, Stunning 
  Fist. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d8+9 points of damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell. 
  Stunning Fist:  Fortitude save (DC 13) or stunned one 
  round; 2/day. 
  Possessions: Bracers of armor +2, greatclub, light 
  crossbow, bolts (10), tanglefoot bag (2), potion of owl’s 
  wisdom. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Crisnar Smithfeld: Male Elf, Drd5; CR 5; Medium 
  Humanoid; HD 5d8+10; hp 40; Init +1; Spd 30 ft.; AC 16 
  (touch 11, flat-footed 13) [+1 Dex, +3 armor, +2 shield]; 
  BA/G +3/+3; Atk +4 melee (1d6/18-20, masterwork 
  scimitar) or +4 ranged (1d4, sling); Full Atk +4 melee 
  (1d6/18-20, masterwork scimitar) or +4 ranged (1d4, 
  sling); SQ Animal companion, elf traits, nature sense, 
  spontaneous casting, resist nature’s lore, trackless step, 
  wild empathy, wild shape, woodland stride; AL CN; SV 
  Fort +6, Ref +2, Will +8; Str 10, Dex 12, Con 14, Int 10, 
  Wis 19, Cha 12. 
  Skills and Feats: Concentration +10, Handle Animal +9, 
  Knowledge – Nature +6, Listen +6, Spellcraft +2, Spot +7, 
  Survival +7, Tumble +4; Augment Summoning, Spell 
  Focus (Conjuration). 
  Under the Pale Moon 
   
  Page 43 
  
  Possessions: 
  Hide 
  armor, 
  heavy 
  wooden 
  shield, 
  masterwork scimitar, sling, sling bullets (10), spell 
  component pouch with necessary spell components, 
  wooden holy symbol, sunrod. 
  Druid Spells Prepared (5/4/3/2; base DC = 14 + spell 
  level): 0—create water, detect magic, flare, guidance, 
  resistance; 1st—calm animals, entangle (2), magic fang; 
  2nd—barkskin, briar web, heat metal; 3rd—greater 
  magic fang, spike growth. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Horviss: Crisnar’s Animal Companion, Wolf; CR –; 
  Medium Animal; HD 4d8+12; hp 36; Init +3; Spd 50 ft.; 
  AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 natural]; 
  BA/G +2/+4; Atk +5 melee (1d6+1, bite); Full Atk +5 
  melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Trip; SQ 
  Evasion, link, low-light vision, scent, share spells; AL N; 
  SV Fort +6, Ref +6, Will +4; Str 14, Dex 16, Con 16, Int 2, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +8, Move Silently 
  +3, Spot +8, Survival +1 (+%, when tracking by scent); 
  Alertness, Track, Weapon Focus (Bite). 
  Trip (Ex):  A wolf that hits with a bite can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of 
  opportunity.  If the attempt fails, then the opponent 
  cannot react to trip the wolf. 
  Tricks:  Come, Guarding (i.e., Attack, Defend, Down, 
  Guard), Stay and Track. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  APL 10 
  Canon Vraxtor:  Male Human, Clr11; CR 11; Medium 
  Humanoid; HD 11d8+22; hp 88; Init +5; Spd 30 ft.; AC 21 
  (touch 11, flat-footed 18) [+1 Dex, +8 armor, +2 shield]; 
  BA/G +8/+8; Atk +10 melee (1d6, masterwork flail) or +10 
  ranged (1d8, light crossbow); Full Atk +10/+5 melee (1d6, 
  masterwork flail) or +10 ranged (1d8, light crossbow); SA 
  Spells; SQ Rebuke undead (8/day), spontaneously cast 
  inflict spells; AL LE; SV Fort +9, Ref +4, Will +12; Str 10, 
  Dex 12, Con 14, Int 12, Wis 20, Cha 12 . 
  Skills and Feats: Bluff +2, Concentration +16, Diplomacy 
  +5, Heal +5, Knowledge – Arcana +3, Knowledge – 
  Religion +11; Listen +6, Sense motive +8, Spellcraft +9, 
  Spot +7; Augment Summoning, Divine Metamagic 
  (Rapid 
  Spell), 
  Extra 
  Turning, 
  Martial 
  Weapon 
  Proficiency (flail), Rapid Spell, Spell Focus (Conjuration), 
  Weapon Focus (flail). 
  Possessions: Full plate, heavy steel shield, masterwork 
  flail, spell component pouch with necessary spell 
  components, wooden holy symbol, light crossbow, bolts 
  (10), locked gauntlets, sunrod. 
  Spells Prepared (6/6+1/6+1/5+1/4+1/3+1/2+1; base DC = 
  16 + spell level): 0—create water, cure minor wounds, 
  detect magic, guidance, mending, read magic; 1st—
  protection from good*, bane, bless, cure light wounds (2), 
  divine favor; shield of faith; 2nd—spiritual weapon*, 
  bear’s endurance, bull’s strength, cure moderate wounds, 
  remove paralysis, silence, sonic burst; 3rd—magic circle 
  against good*, bestow curse, dispel magic (2), prayer, 
  searing light; 4th—divine power*, air walk, cure critical 
  wounds, freedom of movement, spell immunity; 5th—
  flame strike*, righteous might, slay living, summon 
  monster V; 6th—blade barrier*, harm, summon monster 
  VI. 
   
  *Domain spell. Domains: [Evil (Cast evil spells at +1 
  caster level); War (Free Martial Weapon Proficiency with 
  the deity’s favored weapon and Weapon Focus with the 
  deity’s favored weapon)]. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Arlin Grimthor: Male Half-Troll, Brb2/Ftr2/War2/ 
  FrenziedBerserker2; 
  CR 
  9; 
  Medium 
  Giant; 
  HD 
  4d12+2d10+2d8+56; hp 119; Init +3; Spd 40 ft.; AC 21 
  (touch 13, flat-footed 21) [+3 Dex, +4 armor, +4 natural]; 
  BA/G +8/+15; Atk +16 melee (2d6+11+1d6/17-20, frost 
  greatsword +1) or +15 melee (1d4+7, claw) or +10 ranged 
  (1d8+4/X3 composite Str longbow); Full Atk +16/+11 
  melee (2d6+11+1d6/17-20, frost greatsword +1) and +10 
  melee (1d6+3, bite) or +15 melee (1d4+7, 2 claws) and +10 
  melee (1d6+3, bite) or +10/+5 ranged (1d8+4/X3 
  composite Str longbow); SA Frenzy 1/day, rage 1/day, 
  rend; SQ Darkvision 60 ft., fast healing, fast movement, 
  half-troll traits, illiteracy, scent, supreme cleave, uncanny 
  dodge; AL CN; SV Fort +19, Ref +3, Will +3; Str 24, Dex 
  16, Con 24, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +8, Intimidate +1, Jump +8, Listen 
  +4, Ride +3, Spot +2, Survival +3, Swim +8, Tumble +3; 
  Cleave, Destructive Rage, Diehard, Intimidating Rage, 
  Iron Will, Power Attack. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Under the Pale Moon 
   
  Page 44 
  
  Frenzy (Ex):  When frenzied, a frenzied barbarian gains a 
  +10 bonus to Strength, and he gains a single extra attack 
  at a +15 bonus, if he makes a full attack action.  He takes a 
  -4 penalty to Armor Class and takes 2 points of nonmetal 
  damage every round.  The frenzy lasts for 9 rounds, or 11 
  rounds if he is also raging.  He can enter a frenzy as a free 
  action.  In addition, if he takes damage from an attack, 
  spell, trap, or any other source, he automatically enters a 
  frenzy at the start of his next action, as long as he has at 
  least one daily usage if the ability left.  To avoid entering a 
  frenzy in response to a provoking effect, the character 
  must make a successful Will save (DC 10 + points of 
  damage taken since his last action) at the start of his next 
  turn. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d4+10 points of 
  damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell. 
  Supreme Cleave:  A frenzied berserker can take a 5-foot 
  step between attacks when using the Cleave or Great 
  Cleave feats.  He is still limited to one such adjustment 
  per round, so he cannot use this ability during a round in 
  which he has already taken a 5-foot step.   
  Possessions: Chain shirt, frost greatsword +1, composite 
  longbow (+4 Str), quiver, arrows (10), locked gauntlets, 
  tanglefoot bag, oil of keen edge. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Morlok Grimthor: Male Half-Troll Mnk3/War3; CR 7; 
  Medium Giant; HD 6d8+30; hp 66; Init +3; Spd 40 ft.; AC 
  20 (touch 14, flat-footed 17) [+3 Dex, +1 Wis, +4 natural, 
  +2 armor]; BA/G +5/+11; Atk +12 melee (1d8+7, unarmed 
  strike) or +12 melee (1d10+9, greatclub) or +8 ranged 
  (1d8, light crossbow); Full Atk +12/+7 melee (1d8+7, 
  unarmed strike) and +12 melee (1d6+7, claw) and +5 
  melee (1d6+3, bite) or +10/+10/+5 (1d8+7, unarmed 
  strike, flurry) and +10 melee (1d6+7, claw) and +3 melee 
  (1d6+3, bite) or +12/+7 melee (1d10+9, greatclub) and +5 
  melee (1d6+3, bite) or +8/+3 ranged (1d8, light crossbow); 
  SA Flurry of blows, unarmed strike, rend; SQ Darkvision 
  60 ft., evasion, fast healing, half-troll traits, scent, still 
  mind; AL LE; SV Fort +12, Ref +6, Will +6; Str 22, Dex 16, 
  Con 20, Int 10, Wis 12, Cha 6. 
  Skills and Feats: Climb +7, Escape Artist +9, Listen +8, 
  Spot +8, Swim +7, Tumble +10; Combat Reflexes, 
  Improved Natural Attack (Claw), Improved Unarmed 
  Strike, Iron Will, Stunning Fist. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d8+9 points of damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell. 
  Stunning Fist:  Fortitude save (DC 15) or stunned one 
  round; 3/day. 
  Possessions: Amulet of mighty fists +1, bracers of armor 
  +2, greatclub, light crossbow, bolts (10), tanglefoot bag 
  (2), potion of flaming fist. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Crisnar Smithfeld: Male Elf, Drd7; CR 7; Medium 
  Humanoid; HD 7d8+14; hp 56; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 14) [+1 Dex, +4 armor, +2 shield]; 
  BA/G +5/+5; Atk +6 melee (1d6/18-20 masterwork 
  scimitar) or +6 ranged (1d4, sling); Full Atk +6 melee 
  (1d6/18-20 masterwork scimitar) or +6 ranged (1d4, 
  sling); SQ Animal companion, elf traits, nature sense, 
  spontaneous casting (summon nature’s ally), resist 
  nature’s lore, trackless step, wild empathy, wild shape 
  3/day, woodland stride; AL CN; SV Fort +7, Ref +3, Will 
  +9; Str 10, Dex 12, Con 14, Int 10, Wis 19, Cha 12. 
  Skills and Feats: Concentration +12, Handle Animal +11, 
  Knowledge – Nature +6, Listen +7, Spellcraft +2, Spot +8, 
  Survival +7, Tumble +4; Augment Summoning, Natural 
  Spell, Spell Focus (Conjuration). 
  Possessions: Hide armor +1, heavy wooden shield, 
  masterwork scimitar, sling, sling bullets (10), spell 
  component pouch with necessary spell components, 
  wooden holy symbol, sunrod. 
  Druid Spells Prepared (6/5/4/3/2; base DC = 14 + spell 
  level): 0—create water, detect magic (2), flare, guidance, 
  resistance; 1st—calm animals, entangle (2), faerie fire, 
  magic fang; 2nd—barkskin, briar web, fog cloud, heat 
  metal; 3rd—greater magic fang, spike growth, spikes; 
  4th—bear’s heart, flame strike. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Under the Pale Moon 
   
  Page 45 
  
  Horviss: Crisnar’s Animal Companion; brown bear; CR –
  ; Large Animal; HD 6d8+24; hp 60; Init +1; Spd 40 ft.; AC 
  15 (touch 10, flat-footed 14) [-1 size, +1 Dex, +5 natural]; 
  BA/G +4/+16; Atk +11 melee (1d8+8, claw); Full Atk +11 
  melee (1d8+8, 2 claws) and +6 melee (2d6+4, bite); 
  Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Link, low-
  light vision, scent, share spells; AL N; SV Fort +9, Ref +6, 
  Will +6; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +7, Swim +12; 
  Endurance, Run, Track. 
  Improved Grab (Ex):  A brown bear must hit with a claw 
  attack to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Tricks:  Come, Guarding (i.e., Attack, Defend, Down, 
  Guard), and Stay. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  APL 12 
  Canon Vraxtor:  Male Human, Clr13; CR 13; Medium 
  Humanoid; HD 13d8+26; hp 104; Init +5; Spd 30 ft.; AC 
  21 (touch 11, flat-footed 20) [+1 Dex, +8 armor, +2 shield]; 
  BA/G +9/+9; Atk +11 melee (1d6, masterwork flail) or +10 
  ranged (1d8, light crossbow); Full Atk +11/+6 melee (1d6, 
  masterwork flail) +10/+5 ranged (1d8, light crossbow); SA 
  Spells; SQ Rebuke undead (12/day), spontaneously cast 
  inflict spells; AL LE; SV Fort +10, Ref +5, Will +13; Str 10, 
  Dex 12, Con 14, Int 12, Wis 21, Cha 12 . 
  Skills and Feats: Bluff +2, Concentration +18, Diplomacy 
  +4, Heal +5, Knowledge – Arcana +5, Knowledge – 
  Religion +13; Listen +7, Sense motive +7, Spellcraft +9, 
  Spot +7; Augment Summoning, Divine Metamagic 
  (Rapid Spell); Extra Turning, Extra Turning, Martial 
  Weapon Proficiency (Flail), Rapid Spell, Spell Focus 
  (Conjuration), Weapon Focus (flail). 
  Possessions: Full plate, heavy steel shield, flail, spell 
  component pouch with necessary spell components, 
  wooden holy symbol (x3), light crossbow, bolts (10), 
  locked gauntlets, sunrod. 
  Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/1+1; base 
  DC = 16 + spell level): 0—create water, cure minor 
  wounds, detect magic, guidance, mending, read magic; 
  1st—protection from good*, bane, bless, cure light 
  wounds (2), divine favor; obscuring mist, shield of faith; 
  2nd—spiritual weapon*, bull’s strength, cure moderate 
  wounds, remove paralysis, silence (2), sonic burst; 3rd—
  magic circle against good*, bestow curse, dispel magic (2), 
  prayer, searing light; 4th—divine power*, air walk, cure 
  critical wounds, freedom of movement, restoration, spell 
  immunity; 5th—flame strike*, flame strike, righteous 
  might, slay living, spell resistance; 6th—blade barrier*, 
  harm, mass bear’s endurance, summon monster VI; 7th—
  blasphemy*, summon monster VII.  
   
  *Domain spell. Domains: [Evil (Cast evil spells at +1 
  caster level); War (Free Martial Weapon Proficiency with 
  the deity’s favored weapon and Weapon Focus with the 
  deity’s favored weapon)]. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Arlin Grimthor: Male Half-Troll, Brb2/Ftr2/War2/ 
  FrenziedBerserker4; CR 11; Medium Giant; HD 
  6d12+2d10+2d8+70; hp 151; Init +3; Spd 40 ft.; AC 22 
  (touch 13, flat-footed 22) [+3 Dex, +5 armor, +4 natural]; 
  BA/G +10/+18; Atk +19 melee (2d6+13+1d6/17-20, 
  greatsword +1 frost) or +18 melee (1d4+8, claw) or +12 
  ranged (1d8+4/X3, composite Str longbow); Full Atk 
  +19/+14 melee (2d6+13+1d6/17-20 greatsword +1 frost) 
  and +14 melee (1d6+4, bite) or +18 melee (1d4+8, 2 claws) 
  and +13 melee (1d6+4, bite) or +12/+7 ranged (1d8+4/X3, 
  composite Str longbow); SA Deathless frenzy, frenzy 
  2/day, rage 1/day, rend; SQ Darkvision 60 ft., fast healing, 
  fast movement, half-troll traits, illiteracy, scent, supreme 
  cleave, uncanny dodge, DR 5/piercing and slashing; AL 
  CN; SV Fort +19, Ref +4, Will +4; Str 24, Dex 16, Con 24, 
  Int 6, Wis 12, Cha 6. 
  Skills and Feats: Climb +8, Intimidate +1, Jump +9, Listen 
  +4, Ride +3, Spot +2, Survival +3, Swim +9, Tumble +4; 
  Cleave, Combat Reflexes, Destructive Rage, Diehard, 
  Intimidating Rage, Iron Will, Power Attack. 
  Deathless Frenzy (Ex):  A frenzied berserker can scorn 
  death and unconsciousness while in a frenzy.  As long as 
  his frenzy continues, he is not treated as disabled at 0 hit 
  points, nor is treated as dying at -1 to -9 hit points.  Even 
  if reduced to -10 hit points or less, he continues to fight 
  normally until his frenzy ends.  At that point, the effects 
  of his wounds apply normally if they have not been 
  healed.  This ability does not prevent death from massive 
  damage or from spell effects such as slay living or 
  disintegrate. 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Frenzy (Ex):  When frenzied, a frenzied barbarian gains a 
  +10 bonus to Strength, and he gains a single extra attack 
  at a +15 bonus, if he makes a full attack action.  He takes a 
  -4 penalty to Armor Class and takes 2 points of nonlethal 
  damage every round.  The frenzy lasts for 9 rounds, or 11 
  rounds if he is also raging.  He can enter a frenzy as a free 
  action.  In addition, if he takes damage from an attack, 
  Under the Pale Moon 
   
  Page 46 
  
  spell, trap, or any other source, he automatically enters a 
  frenzy at the start of his next action, as long as he has at 
  least one daily usage if the ability left.  To avoid entering a 
  frenzy in response to a provoking effect, the character 
  must make a successful Will save (DC 10 + points of 
  damage taken since his last action) at the start of his next 
  turn. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 2d4+12 points of 
  damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell. 
  Supreme Cleave:  A frenzied berserker can take a 5-foot 
  step between attacks when using the Cleave or Great 
  Cleave feats.  He is still limited to one such adjustment 
  per round, so he cannot use this ability during a round in 
  which he has already taken a 5-foot step.   
  Possessions: Axeblock chain shirt +1, frost greatsword +1, 
  composite longbow (+4 Str), quiver, arrows (10), locked 
  gauntlets, tanglefoot bag, oil of keen edge. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Morlok Grimthor: Male Half-Troll Mnk5/War3; CR 9; 
  Medium Giant; HD 8d8+40; hp 88; Init +3; Spd 40 ft.; AC 
  22 (touch 16, flat-footed 19) [+3 Dex, +1 Wis, +4 natural, 
  +2 armor, +2 monk]; BA/G +6/+12; Atk +14 melee 
  (1d10+7, unarmed strike) or +12 melee (1d10+9, 
  greatclub) or +9 ranged (1d8, light crossbow); Full Atk 
  +14/+9 melee (1d10+7 unarmed strike) and +13 melee 
  (1d6+7 claw) and +7 melee (1d6+3 bite) or +12/+12/+7 
  (1d10+7 unarmed strike, flurry) and +11 melee (1d6+6 
  claw) and +5 melee (1d6+3, bite) or +12/+7 melee 
  (1d10+9, greatclub) and +7 melee (1d6+3, bite) or +9/+4 
  ranged (1d8, light crossbow); SA Flurry of blows, Ki 
  strike (magic), unarmed strike, rend; SQ Darkvision 60 
  ft., evasion, fast healing, half-troll traits, purity of body, 
  scent, slow fall 20 ft., still mind; AL LE; SV Fort +13, Ref 
  +7, Will +7; Str 23, Dex 16, Con 20, Int 10, Wis 12, Cha 6. 
  Skills and Feats: Climb +7, Escape Artist +10, Listen +10, 
  Spot +10, Swim +7, Tumble +13; Combat Reflexes, 
  Improved Natural Attack (Claw), Improved Unarmed 
  Strike, Iron Will, Stunning Fist, Weapon Focus 
  (unarmed strike). 
  Fast Healing (Ex):  A half-troll heals 5 points of damage 
  each round so long as it has at least 1 hit point.  Fast 
  healing does not restore hit points lost from starvation, 
  thirst or suffocation, and it does not allow a half-troll to 
  regrow or reattach lost body parts. 
  Rend (Ex):  If a half-troll hits with two or more claw 
  attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals an additional 4d6+9 points of damage. 
  Scent (Ex):  A half-troll can detect approaching enemies, 
  sniff out hidden foes and track by sense of smell.     
  Stunning Fist:  Fortitude save (DC 16) or stunned one 
  round; 6/day. 
  Possessions: Amulet of mighty fists +1, bracers of armor 
  +2, greatclub, light crossbow, bolts (10), tanglefoot bag, 
  potion of flaming fist. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Crisnar Smithfeld: Male Elf, Drd9; CR 9; Medium 
  Humanoid; HD 9d8+18; hp 72; Init +1; Spd 30 ft.; AC 17 
  (touch 11, flat-footed 14) [+1 Dex, +4 armor, +2 shield]; 
  BA/G +6/+6; Atk +7 melee (1d6/18-20, masterwork 
  scimitar) or +7 ranged (1d4, sling); Full Atk +7/+2 melee 
  (1d6/18-20, masterwork scimitar) or +7/+2 ranged (1d4, 
  sling); SQ Animal companion, elf traits, nature sense, 
  spontaneous casting (summon natures ally), resist 
  nature’s lore, trackless step, wild empathy, wild shape 
  3/day (large), venom immunity, woodland stride; AL CN; 
  SV Fort +8, Ref +6, Will +11; Str 10, Dex 12, Con 14, Int 
  10, Wis 20, Cha 12. 
  Skills and Feats: Concentration +14, Handle Animal +13, 
  Knowledge – Nature +6, Listen +8, Spellcraft +2, Spot +8, 
  Survival 
  +8, 
  Tumble 
  +5; 
  Augment 
  Summoning, 
  Lightning 
  Reflexes, 
  Natural 
  Spell, 
  Spell 
  Focus 
  (Conjuration). 
  Possessions: Hide armor +1, heavy wooden shield, 
  masterwork scimitar, sling, sling bullets (10), spell 
  component pouch with necessary spell components, 
  wooden holy symbol, sunrod, scroll of animal growth. 
  Druid Spells Prepared (6/5/5/4/3/2; base DC = 15 + spell 
  level): 0—create water, detect magic (2), flare, guidance, 
  resistance; 1st—calm animals, entangle (2), faerie fire, 
  magic fang; 2nd—barkskin, briar web, fog cloud, heat 
  metal, resist energy; 3rd—greater magic fang, nature’s 
  favor, spike growth, spikes; 4th—bear’s heart, flame 
  strike (2); 5th—quill blast (2). 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
  Horviss: Crisnar’s Animal Companion; brown bear; CR –
  ; Large Animal; HD 8d8+40; hp 88; Init +2; Spd 40 ft.; AC 
  18 (touch 11, flat-footed 16) [-1 size, +2 Dex, +7 natural]; 
  Under the Pale Moon 
   
  Page 47 
  
  BA/G +6/+19; Atk +14 melee (1d8+9, claw); Full Atk +14 
  melee (1d8+9, 2 claws) and +9 melee (2d6+4, bite); 
  Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Evasion, 
  link, low-light vision, scent, share spells; AL N; SV Fort 
  +11, Ref +8, Will +7; Str 28, Dex 14, Con 20, Int 2, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Listen +6, Spot +9, Swim +13; 
  Endurance, Run, Track. 
  Improved Grab (Ex):  A brown bear must hit with a claw 
  attack to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Tricks:  Come, Guarding (i.e., Attack, Defend, Down, 
  Guard), Stay and Track. 
  Spells Active:  While within the vicinity of the tent, he 
  gains the benefits of a magic circle against good spell.  
  The +2 deflection bonus to AC and +2 resistance bonus 
  on saves against attacks made by good creatures has not 
  been applied to the stat block above. 
   
   
  Encounter Eight  
   
  All APLs 
  Pravnar Al’Vakar:  Male Lich, Wiz14/ArchMage2; CR 
  18; Medium Undead (Augmented Human); HD 16d12; 
  hp 144; Init +7; Spd 30 ft.; AC 22 (touch 17, flat-footed 19) 
  [+3 Dex, +5 natural, +4 Mage Armor]; BA/G +8/+8; Atk +8 
  melee (1d8+5 negative energy plus paralysis, touch) or +8 
  melee (1d6, quarterstaff); Full Atk +8 melee (1d8+5 
  negative energy plus paralysis, touch) or +8/+3 melee 
  (1d6, quarterstaff); SA Damaging touch, fear aura, 
  paralyzing touch, spells; SQ Arcane reach, DR 
  15/bludgeoning and magic, darkvision 60 ft., immunities 
  (cold, electricity, polymorph, and mind-effecting affects), 
  mastery of elements, summon familiar, turn resistance, 
  undead traits; AL LE; SV Fort +4, Ref +7, Will +13; Str 10, 
  Dex 16, Con –, Int 26, Wis 12, Cha 14. 
  Skills and Feats: Concentration +19, Diplomacy +10, 
  Knowledge – Arcana +26, Knowledge – History +17, 
  Knowledge – Local [Iuz Border States] +10, Knowledge – 
  Local [Velverdyva Trade Route] +10, Knowledge – Planes 
  +26, Hide +13, Listen +15, Move Silently +13, Search +20, 
  Sense motive +14, Spellcraft +27; Spot +14; Craft 
  Wondrous Item, Empower Spell, Extend Spell, Improved 
  Initiative, Improved Turn Resistance, Quicken Spell, 
  Scribe Scroll, Skill Focus (Spellcraft), Spell Focus 
  (Divination), Spell Focus (Evocation). 
  Damaging Touch:  A lich without natural weapons has a 
  touch attack (once per round) that uses negative energy 
  to deal 1d8+5 points of damage to living creatures; a Will 
  save (DC 21) halves the damage.  Its natural weapons are 
  treated as magical weapons for the purpose of 
  overcoming damage reduction. 
  Fear Aura (Su):  Lich's are surrounded in a dreadful aura 
  death and evil.  Creatures of less than 5 HD in a 60-foot 
  radius that look at the lich must succeed on a Will save 
  (DC 21) or be affected as though by a fear spell from a 
  sorcerer of the lich’s level.  A creature that successfully 
  saves cannot be affected again by the same lich’s aura for 
  24 hours. 
  Paralyzing Touch (Su):  Any living creature a lich hits 
  with its touch attack must succeed on a Fortitude save 
  (DC 21) or be permanently paralyzed.  Remove paralysis 
  or any spell that can remove a curse can free the victim 
  (see the bestow curse spell description, page 203 of the 
  Player’s Handbook).  The effect cannot be dispelled.  
  Anyone paralyzed by a lich seems dead, though a Spot 
  Check (DC 20) or a Heal Check (DC 15) reveals that the 
  victim is still alive. 
  Arcane Reach (Su):  The archmage can use spells with a 
  range of touch on a target up to 30 feet away.  The 
  archmage must make a ranged touch attack.  The ability 
  costs one 7
  th-level spell slot. 
  Mastery of Elements (Su):  The archmage can alter an 
  arcane spell when cast so that it utilizes a different 
  element from the one that it normally uses.  This ability 
  can only alter a spell with the acid, cold, fire, electricity or 
  sonic descriptor.  The spell’s casting time is unaffected.  
  The caster decides whether to alter the spell’s energy type 
  and chooses the new energy type when he begins casting. 
   This ability costs one 8
  th-level spell slot. 
  Possessions: Robes, quarterstaff, spell component pouch 
  with necessary spell components. 
  Spells Known  (4/6/6/6/6/5/4/3/2; base DC = 18 + spell 
  level (+ spell focus, if applicable)): 0—detect magic, mage 
  hand, prestidigitation, read magic; 1st—charm person, 
  comprehend languages, magic missile (2), protection 
  from good, shield; 2nd—levitate, mage armor (Extend 
  Spell), mirror image, scorching ray, see invisibility, touch 
  of idiocy; 3rd—dispel magic, fly, haste, nondetection, 
  slow, 
  tongues; 
  4th—confusion, 
  detect 
  scrying, 
  displacement (Extend Spell), greater invisibility, ice 
  storm, stoneskin; 5th—cone of cold, feeblemind, magic 
  missile (Quicken Spell) (3); 6th—chain lightning, 
  disintegrate (2), teleport (Silent Spell); 7th—cone of cold 
  (Empower Spell), greater scrying, prismatic spray; 8th—
  maze, horrid wilting. 
  Spells Active: contingency (16 Days; if seriously 
  wounded (i.e., below 36 hp), then teleport self to City of 
  Littleberg in Kingdom of Furyondy), detect scrying (24 
  hours), greater scrying (16 hours), mage armor (Extend 
  Spell; 32 hours); nondetection (16 hours; casted on self). 
   
  Under the Pale Moon 
   
  Page 48 
  
  Appendix B – Timeline 
   
  The following is a timeline for the major events of this adventure: 
   
  Sunday, 16
  th Goodmonth, 594 CY:    
  Canon Vraxtor departs the temple and travels to Lake Rythin to meet 
  with Pravnar Al’Vakar. 
   
  Moonday, 17
  th Goodmonth, 594 CY:   
   
   
  Early Evening –  
   
   
  Herfad family attacked by cultists. 
   
  Three Hours before Midnight –  
  Adventure begins; Tomas Herfad crawls to the inn and pleads for help. 
   
  Hour Before Midnight – 
   
  Villagers gather and travel to the cultist’s temple.  
   
  Godsday, 18
  th Goodmonth, 594 CY:   
   
    
  Two Hours After Midnight –   
  Arrive at temple; witness ritual; rescue the Herfads. 
   
  Hour before Dawn –   
   
  Emerge from inner temple. 
   
  Before Midnight –  
   
   
  Canon Vraxtor prepares for his meeting with Pravnar Al’Vakar 
   
  Waterday, 19
  th Goodmonth, 594 CY: 
   
   
  After Midnight –  
   
   
  Pravnar fails to show up for the meeting.  If still alive, Canon Vraxtor is 
  extremely displeased. 
   
  Earthday, 20
  th Goodmonth, 594 CY: 
   
   
  Dawn –  
   
   
   
  If still alive, Canon Vraxtor makes the return journey to the temple. 
   
  Midafternoon –  
   
   
  If still alive, Canon Vraxtor returns to the temple. 
   
   
   
   
  Under the Pale Moon 
   
  Page 49 
  
  DM’s Aid #1 – Map of the Outer Temple of Graz’zt 
   
   
  Not Drawn to Proportion 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trees
  300 feet
  bf
  bf
  bf
  BF
  DPT
  C
  S
  S
  V
  GS
  BW
  [G]
  VC
  VC
  VC
  Clearing
  Trees
  Trees
  Trees
  Trees
  Trees
  Trees
  Trees
  300 feet
  bf
  bf
  bf
  BF
  DPT
  C
  S
  S
  V
  GS
  BW
  [G]
  VC
  VC
  VC
  Clearing
  Trees
  Trees
  Trees
  Trees
  Trees
  Trees
   
   
  BF = big bonfire; bf = small bonfire; BW = Burning Witch; C = chasm and cave 
  entrance; DPT = Dark Prince’s Throne; [G] = hidden position of Guardian; GS = Granite 
  Slab (sacrificial stone); S = stake where one of Tommy’s parents is bound; V = Varnef; 
  VC = position of various cultists. 
  Under the Pale Moon 
   
  Page 50 
  
  DM’s Aid #2 – Map of the Inner Temple of Graz’zt 
   
  Not Drawn to Proportion 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Living 
  Area
  Warehouse 
  Area
  Office
  Stairs Down
  200 Feet
  Passage to Inner Temple
  Living 
  Area
  Warehouse 
  Area
  Office
  Stairs Down
  200 Feet
  Passage to Inner Temple
   
  Under the Pale Moon 
   
  Page 51 
  
  DM’s Aid #3 – Canon Vraxtor and Friends 
   
   
  Not Drawn to Proportion 
   
   
   
  Lake Rythin
  Trees
  Trees
  Trees
  Trees
  BF
  Clearing
  300 Feet
  200 Feet
  CV
  AG
  MG
  CS
  H
  Tent
  Lake Rythin
  Trees
  Trees
  Trees
  Trees
  BF
  Clearing
  300 Feet
  200 Feet
  CV
  AG
  MG
  CS
  H
  Tent
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  AG = Arlin Grimthor; BF = bonfire; CS = Crisnar Smithfeld; CV = Canon Vraxtor; H= Horvis; MG = 
  Morlok Grimthor (APLs 6-12 only). 
  Under the Pale Moon 
   
  Page 52 
  
  DM’s Aid #4: New Rules Items 
   
  Half−Troll Template (Fiend Folio, pp. 92−94) 
   
  “Half-troll” is an inherited template that can be added to any animal, dragon, fey, giant, humanoid, magical beast, 
  monstrous humanoid or outsider (referred to hereafter as the base creature).  The creature’s type becomes giant, and a 
  half-troll with an outsider as the base creature also gains the outsider subtype.  The half-troll uses all the base creature’s 
  statistics and special abilities except as noted here. 
   
  Size:  Same as base creature. 
   
  Hit Dice:  Same as base creature.. 
   
  Initiative:  Same as base creature. 
   
  Speed:  Same as base creature. 
   
  AC:  Natural armor improves by +4. 
   
  Attacks:  Half-trolls have bite and claw attacks. 
   
  Damage:  Half-trolls have bite and claw attacks.  If the base creature does not have these attack forms, use the 
  appropriate damage values based on the half-troll’s size (see the table below).  Otherwise, use the values from the table or 
  the base creature’s damage, whichever is greater. 
   
   
  Size  
  Bite Damage 
   
  Claw Damage
   
  Fine  
   
  1 
   
   
  -- 
   
  Diminutive  
  1d2 
   
   
  1 
   
  Tiny 
   
  1d3 
   
   
  1d2 
   
  Small 
   
  1d4 
   
   
  1d3 
   
  Medium-size  
  1d6 
   
   
  1d4 
   
  Large 
   
  1d8 
   
   
  1d6 
   
  Huge 
   
  2d6 
   
   
  1d8 
   
  Gargantuan  
  2d8 
   
   
  2d6    
   
  Colossal 
   
  4d6 
   
   
  2d8 
   
   
  Face/Reach:  Same as base creature. 
      
  Special Attacks:  A half-troll retains all the special attacks of the base creature.  Half-trolls also gain two claw 
  attacks (or the base creature’s number of claw attacks, whichever is higher) and the special ability to rend. 
   
  Rend (Ex):  If a half-troll hits with two or more claw attacks against the same opponent, it latches upon the 
  opponent’s body and tears the flesh.  This attack automatically deals an additional amount of damage based on the half-
  troll’s size (see the table below).  A half-troll adds 1½ times its Strength modifier to this base rend damage. 
   
   
  Size  
  Bite Damage
   
  Fine  
   
  -- 
   
  Diminutive  
  1d2 
   
  Tiny 
   
  2d2 
   
  Small 
   
  2d3 
   
  Medium-size 2d4 
   
  Large 
   
  2d6 
   
  Huge 
   
  2d8 
   
  Gargantuan  
  4d6    
   
  Colossal 
   
  4d8 
   
   
   
  Special Qualities:  A half-troll has all the special qualities of the base creature, plus darkvision with a range of 60 
  feet, fast healing 5 and scent. 
   
  Fast Healing (Ex):  A half-troll heals 5 points of damage each round so long as it has at least 1 hit point.  Fast healing 
  does not restore hit points lost from starvation, thirst or suffocation, and it does not allow a half-troll to regrow or 
  reattach lost body parts. 
   
  Scent (Ex):  A half-troll can detect approaching enemies, sniff out hidden foes and track by sense of smell. 
  Under The Pale Moon 
   
  Page 53 
   
  
   
  Base Saves:  Same as base creature. 
   
  Abilities:  Adjust from the base creature as follows:  Str +6, Dex +2, Con +6, Int –2 and Chr –2. 
   
  Skills:  A half-troll has skill points equal to (2 + its Int modifier, minimum 1) X (Hit Dice + 3).  Treat skills 
  possessed by the base creature as class skills and other skills as cross-class.  If the creature has a class, it gains skill points 
  for class levels normally. 
   
  Feats:  Half-trolls gain feats normally.  They tend to favor feats that take advantage of their strength, such as Power 
  Attack and Cleave, or feats that offset their natural weakness, such as Iron Will. 
   
  Climate/Terrain:  Same as base creature or any land, aquatic or underground. 
   
  Organization:  Same as base creature or solitary. 
   
  Challenge Rating:  Same as base creature +2 
   
  Treasure:  None. 
   
  Alignment:  Usually chaotic neutral or chaotic evil. 
   
  Advancement:  Same as base creature. 
   
  Level Adjustment:  +4. 
   
  Frenzied Berserker Prestige Class (Complete Warrior, pp. 34−36) 
   
  The frenzied berserker’s path is unsuited for most adventurers – a fact for which the peace-lovers of the world can 
  be thankful.  Because of their traditional love for battle, orc and half-orc barbarians are the ones who most frequently 
  adopt this prestige class, though human and dwarf barbarians also find it appealing.  It might seem that elves would be 
  good candidates because of their chaotic nature, but the elven aesthetics and love of grace are at odds with the frenzied 
  berserker’s devotion of the self.  Spellcasting characters and monks almost never become frenzied berserkers. 
   
  NPC frenzied berserkers often lead tribal warbands or raiders made up of fighters, barbarians, or other martial 
  characters.  Some fall in with humanoids and even giantish tribes, but not all frenzied berserkers turn their chaotic 
  energy to evil.  A few have found homes in small villages or n rural areas, acting as members of the settlement’s 
  defenses.  Most people give even such well-intentioned frenzied berserkers a wide berth, however, and they often find 
  themselves wandering as loners in the wilderness. 
   
  Hit Die: d12. 
   
  Requirements
   
  To qualify to become a frenzied berserker, a character must fulfill all the following criteria. 
   
  Alignment:  Any nonlawful. 
   
  Base Attack Bonus:  +6. 
   
  Feats:  Cleave, Destructive Rage, Intimidating Rage, Power Attack 
   
  Class Skills
   
  The frenzied berserker’s class skills are Climb, Intimidate, Jump, Ride and Swim. 
   
  Skill Points at Each Level:  2 + Int Modifier.   
   
  Frenzied Berserker 
  Level 
  Base Attack Bonus 
  Fort Save 
  Ref Save Will Save 
  Special 
  1
  st 
   
   
  +1 
   
  +2 
   
  +0 
   
  +0 
   
  Frenzy 1/day, Diehard 
  2
  nd   
   
  +2 
   
  +3 
   
  +0 
   
  +0 
   
  Supreme Cleave 
  3
  rd  
   
  +3 
   
  +3 
   
  +1 
   
  +1 
   
  Frenzy 2/day 
  4
  th  
   
  +4 
   
  +4 
   
  +1 
   
  +1 
   
  Deathless Frenzy 
  5
  th  
   
  +5 
   
  +4 
   
  +1 
   
  +1 
   
  Frenzy 3/day, Improved 
   
   
   
   
   
   
   
   
   
   
   
  Power Attack 
  6
  th  
   
  +6 
   
  +5 
   
  +2 
   
  +2 
   
  Inspire Frenzy 1/day 
  7
  th  
   
  +7 
   
  +5 
   
  +2 
   
  +2 
   
  Frenzy 4/day 
  8
  th  
   
  +8 
   
  +6 
   
  +2 
   
  +2 
   
  Greater Frenzy, Inspire 
   
   
   
   
   
   
   
   
   
   
   
  Frenzy 2/day 
  9
  th  
   
  +9 
   
  +6 
   
  +3 
   
  +3 
   
  Frenzy 5/day 
  10
  th  
   
  +10 
   
  +7 
   
  +3 
   
  +3 
   
  Inspire Frenzy 3/day,  
   
   
   
   
   
   
   
   
   
   
   
  Tireless Frenzy, 
  Under The Pale Moon 
   
  Page 54 
   
  
    
   
   
   
   
   
   
   
   
   
   
  Supreme Power Cleave 
   
  Class Features
   
  All of the following are class features of the frenzied berserker prestige class. 
   
  Weapon and Armor Proficiency:  Frenzied berserkers gain no proficiency with any armor or weapons. 
   
  Frenzy (Ex):  When frenzied, a frenzied barbarian gains a +6 bonus to Strength, and he gains a single extra attack at 
  his highest bonus, if he makes a full attack action.  He takes a -4 penalty to Armor Class and takes 2 points of nonlethal 
  damage every round.  The frenzy lasts a number of rounds equal to 3 + the frenzied berserker’s Constitution modifier.  
  He can enter a frenzy as a free action.  In addition, if he takes damage from an attack, spell, trap, or any other source, he 
  automatically enters a frenzy at the start of his next action, as long as he has at least one daily usage if the ability left.  To 
  avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + 
  points of damage taken since his last action) at the start of his next turn. 
   
  Diehard:  A frenzied berserker gains Diehard as a bonus feat even if he does not meet the requirement.  When 
  reduced to between -1 and -9 hit points, a frenzied barbarian automatically becomes stable and acts as disabled, rather 
  than dying. 
   
  Supreme Cleave:  At 2
  nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using 
  the Cleave or Great Cleave feat.  He is still limited to one such adjustment per round, so he cannot use this ability 
  during a round in which he has already taken a 5-foot step. 
   
  Deathless Frenzy (Ex):  A frenzied berserker can scorn death and unconsciousness while in a frenzy.  As long as 
  his frenzy continues, he is not treated as disabled at 0 hit points, nor is treated as dying at -1 to -9 hit points.  Even if 
  reduced to -10 hit points or less, he continues to fight normally until his frenzy ends.  At that point, the effects of his 
  wounds apply normally if they have not been healed.  This ability does not prevent death from massive damage or from 
  spell effects such as Slay Living or Disintegrate. 
   
  Improved Power Attack:  Beginning at 5
  th level, a frenzied berserker gains a +3 bonus on his melee damage rolls 
  for every -2 penalty he takes on his melee attack rolls when using the Power Attack feat (or +3 for every -1 penalty if 
  wielding a two-handed weapon other than a double weapon).  This benefit does not stack with the normal effects of 
  Power Attack. 
   
  Inspire Frenzy (Su):  Beginning at 6
  th level, a frenzied berserker can inspire frenzy in his allies while he himself is 
  frenzied.  When he uses this ability, all willing allies within 10 feet of him gain the benefits and disadvantages of frenzy 
  as if they had that ability themselves.  The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied 
  berserker’s Constitution modifier, regardless of whether they remain within 10 feet of him.   
   
  A frenzied berserker gains one additional use of this ability for every two additional frenzied berserker levels he 
  acquires, though the ability is still usable only once per encounter. 
   
  Greater Frenzy (Ex):  Starting at 8
  th level, the character’s bonus to Strength during a frenzy becomes +10 instead of 
  +6. 
   
  Supreme Power Attack:  A 10
  th-level frenzied berserker gains a +2 bonus on his melee damage rolls for every -1 
  penalty he takes on her melee attack rolls when using the Power Attack feat (or +4 for every -1 penalty if wielding a two-
  handed weapon other than a double weapon).  This benefit does not stack with the effects of Power Attack or Improved 
  Power Attack. 
   
  Tireless Frenzy:  A 10
  th-level frenzied berserker no longer becomes fatigues after a frenzy, though she still takes 
  the nonlethal damage for each round it lasts.     
   
  Feats
  Destructive Rage [General] 
  See Complete Warrior, pp. 97. 
  Prerequisites:  Rage or Frenzy Ability. 
  Benefit:  While you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors 
  or break inanimate, immobile objects.  
   
  Divine Metamagic [Divine] 
  See Complete Divine, p. 80; Errata. 
  Prerequisites:  Ability to turn or rebuke undead. 
  Under The Pale Moon 
   
  Page 55 
   
  
  Benefit:  When you take this feat, choose a metamagic feat that you have.  This feat only applies to that metamagic feat.  
  As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine 
  spells that you know.  You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in 
  the metamagic feat you’re using.  Because you’re using positive or negative to augment your spells, the spell slot for the 
  spell doesn’t change. 
   
  Expert Tactician [General] 
  See Song and Silence, pp. 38-39. 
  Prerequisites:  Dex 13+, base attack bonus +2, Combat Reflexes. 
  Benefit:  You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch 
  attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach 
  and denied a Dexterity bonus against your melee attacks for any reason.  You take your extra attack when it’s your turn, 
  either before or after your regular action.  If several foes within melee reach and denied Dexterity bonuses against your 
  attacks, you can use this feat against only one of them. 
   
  Improved Turn Resistance [Monstrous] 
  See Savage Species, p. 36. 
  Prerequisites:  Undead. 
  Benefit:  You are less easily affected by clerics or paladins than you normally would be (See Turn and Rebuke Undead in 
  Chapter 8 of the Player’s Handbook).  When resolving a turn, rebuke, command, or bolster attempt, add 4 to your 
  character level (monster Hit Dice plus class levels) to determine your Hit Dice for turn, rebuke, command, and bolster 
  attempts.  For example, a 4 HD wight with this feat is treated as an 8 HD undead for the purposes of turn, rebuke, 
  command, and bolster attempts, even though it is a 4 HD creature for any other purpose. 
   
  Intimidating Rage [General] 
  See Complete Warrior, p. 102. 
  Prerequisites:  Rage or frenzy ability. 
  Benefit:  While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a 
  free action (see the Intimidate skill, page 76 of the Player’s Handbook).  A foe that you successfully demoralize remains 
  shaken for as long as you continue to rage.  You may only use this feat against a single foe in any particular encounter.  
   
  Rapid Spell [Metamagic] 
  See Complete Divine, p. 84. 
  Benefit:  Only spells with a casting time greater than 1 standard action can be made rapid.  A rapid spell with a casting 
  time of 1 full round can be cast as a standard action.  A rapid spell with a casting time measured in rounds can be cast in 
  1 full round.  Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting 
  times measured in hours can be cast in 1 hour.  A rapid spell uses up a spell slot one level higher than the spell’s actual 
  level. 
  Special:  A spell can be made rapid and quickened only if it’s original casting time was 1 full round.  This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
   
  Non-Core Spells
  Bear’s Heart  
  (See Defender’s of the Faith, p. 81) 
  Transmutation 
  Level:  
   
   
  Beastmaster 4, Cleric 5, Druid 4 
  Components: 
   
  V, S 
  Casting Time: 
  1 standard action 
   
   
  Range:  
   
  20 ft. 
   
  Target:  
   
  Living Allies within 20 ft. 
  Duration: 
   
  1 round/level 
  Saving Throw: 
  Will negates 
  Spell Resistance: No 
   
  Under The Pale Moon 
   
  Page 56 
   
  
   
  You turn your living allies (one per caster level) into fierce warriors, but exhaust them in the process.  Allies gain a 
  +4 enhancement bonus to Strength, and also 1d4 temporary hit points per caster level.  When the spell ends, any 
  remaining temporary hit points from its effect are lost, and each ally takes 1 point of nonlethal damage per level of the 
  caster.  
   
   
   
   
   
   
  Briar Web  
  (See Complete Divine, pp 156-157)  
  Transmutation 
  Level:  
   
   
  Cleric 3, Druid 2, Ranger 2 
  Components: 
   
  V, S, DF 
  Casting Time: 
  1 standard action 
  Range:  
   
  Medium (100 ft. + 10 ft./level) 
  Area: 
   
   
  Plants in a 20-ft.-radius spread 
  Duration: 
   
  1 minute/level 
  Saving Throw: 
  Reflex negates; see text 
  Spell Resistance: No 
   
   
  This spell causes grass, weeds, bushes and even trees to grow thorns and then wrap and twist around creatures in or 
  entering the area.  Creatures that make their save against the spell are unaffected other than having to move at half 
  speed within the area of effect.  If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt 
  to break free from the thorns, or continue to act normally.  A creature that fails it save but stands perfectly still is 
  entangled (-2 attack, -4 dexterity), but experiences no other effect and takes no damage.  Anyone entangled in this way 
  loses the entangled condition if they leave the area of the spell.  Each round in which a creature remains in the area, it 
  may spend a full round action extricating themselves from the thorns.  Doing so allows for a new saving throw.  If 
  successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell.  
  Successfully breaking free in this way is the only thing a character can do that does not cause thorn damage to the 
  character.  A failed attempt to break free deals the normal 2d6 thorn piercing damage.  Those that attempt actions (such 
  as attack, cast a spell with a somatic component, or move_ take 2d6 points of damage from the thorns.  A creature that 
  tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell. 
   
  The plans provide cover.  A creature 5 feet away has cover.  Creatures separated by 20 or more feet of Briar Webs 
  have total cover. 
   
  Nature’s Favor 
  (See Complete Divine, pp 156-157; Errata)   
  Evocation 
  Level:  
   
   
  Druid 3, Ranger 2 
  Components: 
   
  V, S, DF 
  Casting Time: 
  1 standard action 
  Range:  
   
  Touch 
   
  Target:  
   
  Animal touched 
  Duration: 
   
  1 minute/level 
  Saving Throw: 
  Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  By calling on the power of nature, you grant the target animal a +1 luck bonus on attack and damage rolls for every 
  three caster levels you possess (maximum +3).  
   
  Quill Blast 
  (See Complete Divine, pp 156-157)   
  Conjuration (Creation) 
  Level:  
   
   
  Druid 5 
  Components: 
   
  V, S, M 
  Casting Time: 
  1 standard action 
  Range:  
   
  20 ft. 
  Area: 
   
   
  20-ft.-radius spread, centered on you 
  Duration: 
   
  Instantaneous 
  Under The Pale Moon 
   
  Page 57 
   
  
  Saving Throw: 
  Reflex half; see text 
   
  Spell Resistance: Yes 
   
   
  Needle-sharp quills emerge from your skin as you cast this spell, then fly outward in every direction when you 
  complete this spell.  Creatures within the spread of a Quill Blast are hit by one or more quills, depending on their size. 
   
  Creature Size 
   
   
  Number of Quills
  Tiny or smaller 
   
   
   
  1 
  Small 
   
   
   
   
  1d4 
  Medium  
   
   
   
  2d6 
  Large 
   
   
   
   
  3d6 
  Huge or larger 
   
   
   
  4d6 
   
  Creatures who make their saves are struck by half as many quills; Tiny or smaller creatures avoid the quills 
  completely.  Each quill inflicts 1d6 or piercing damage and lodges itself in the flesh of any living creature it hits.  
  Lodged quills impose a -1 penalty on attacks, saves and checks per quill.  A quill can be removed safely as a standard 
  action with a DC 20 Heal check.  Otherwise, removing a quill deals an extra 1d6 points of damage. 
   
  Material Component:  Porcupine quill.  
   
  Spikes  
  (See Complete Divine, pp 156-157) 
  Transmutation 
  Level:  
   
   
  Cleric 3, Druid 3 
  Components: 
   
  V, S, M 
  Casting Time: 
  1 standard action 
   
   
  Range:  
   
  Touch 
  Target:  
   
  Wooden weapon touched 
  Duration: 
   
  1 hour/level 
  Saving Throw: 
  None 
  Spell Resistance: No 
   
   
  Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku 
  or a quarterstaff.  For the duration of the spell, the weapon deals both piercing and slashing damage.  It gains a +2 
  enhancement bonus on its attacks and deals an additional +2 points of damage per caster level (maximum +20).  The 
  weapons threat range is doubled.  This spell works only on melee weapons with wooden striking surfaces.  For instance, 
  it does not work on a bow, an arrow or a metal mace. 
   
  Material Component:  A small thorn.  
  Under The Pale Moon 
   
  Page 58 
   
  
  Player Handout #1 – Varnef’s Journal 
   
  The following are relevant passages found in Varnef’s Journal: 
   
  22
  nd Coldeven, 593 CY:  Vren recruited fat Mot and his wife Mariska to the worship of the Dark Prince.  Every 
  n ght these pathetic villagers tell their children about the victory of Sir Lorton and h s fellow Jesters of 
  Heironeous over our beloved lord and how Graz’zt worship was eliminated from the area.  What delicious lies 
  they tell!   These same parents jump at their shadows, bar the door at night and quake by the fire waiting in 
  terror for the return of Graz’zt’s Chosen, the Burning Witch, and the rise of the cult.  Those loyal to the Dark 
  Prince are already here!  We have been here for decades waiting for the cult to rise again! 
  i
  i
   
  4
  th Wealsun, 593 CY:  Vren is secretive but ecstatic.  The old goat tells me to be patient, but it is clear something 
  has happened.  Something big!   
   
  9
  th Reaping, 593 CY:  The cult of Graz’zt has been reborn!  Fel ow worshippers from Furyondy, Veluna, Dyvers 
  and beyond have gathered at the sacred temple.  It is breath-taking to see the Dark Prince’s Throne again used 
  by a Chosen.  A sacrifice was made in the old way.  Gnome blood was spilt, but it was better than nothing. 
  l
  i
   
   
   
  The Burning Witch herself was freed by some fool of a wizard, who thought to resurrect her and harness 
  her power for h s own. The Witch killed him with bolts of abyssal fire.  By the Dark Prince, she is beautiful!  No
  woman is her equal in boldness, power and wickedness.  I will follow her to the Abyss.    
   
  23
  rd Goodmonth, 593 CY:  The power of our cult grows. I hope to rise in the ranks and gain her favor, even if I 
  have to be subservient to her toady and second-in-command Canon Vraxtor.   
   
   
  17
  th Harvester, 593 CY:  We have begun to make our presence known.  I nearly laughed aloud when Warren 
  ordered a meeting o  the village elders and stated that the hamlet’s worst fears have been realized:  the cult of 
  Graz’zt has returned.  All the elders, especially Michel and that half-wit Norbis, were in shock. 
  f
   
  2
  nd Patchwall, 593 CY:  I am still confused why we never worship in the inner temple.  The worship to Graz’zt is 
  usually conducted in secret, dark places, not above ground. 
   
  11
  th Ready’reat, 593 CY:  I do not understand why the Burning Witch refuses to walk through the town like old, 
  taking villagers for sacrifice.  She follows Vraxtor’s advice in everything. 
   
  Last night was perfect.  We caught a halfling merchant unawares.  He was carrying a treasure trove of 
  alchemist fire flasks, tanglefoot bags and sunrods.  I was put in charge of some of the cultists and we pushed the 
  supplies into the portal to the Abyss.  I expected the portal to be in the temple, not the passageway.  Now I 
  understand why we never have worshipped in the inner temple.  The inner temple is in the ABYSS! 
   
  t f
   
  The temperature was so hot near the portal; I could have fried an egg on cavern floor.  Later that night, the 
  Witch, my lovely bride to be, laid the halfling’s heart at the foo  o  the Dark Prince’s Throne.  The Witch, praise 
  her, let me take the halfling’s tongue to add to my collection. 
   
  13
  th Fireseek, 594 CY:  I do not want the Canon as my enemy.  He is clearly more powerful than I ever imagined. 
  A wizard arrived at the temple, he acted the fawning servant but I can smell combat wizards and officers a mile 
  away.  The Canon and he talked some, about what I dare not guess.  They created a guardian for the temple.  I 
  nearly wet myself when the creature burrowed out from the earth and spat fire. 
   
   
  The Burning Witch pranced around like the guardian was her pet…but she was scared, real scared.  Who’s 
  really in charge here? 
  Under The Pale Moon 
   
  Page 59 
   
  
  Player Handout #1 – Varnef’s Journal (Continued) 
   
  17
  th Coldeven, 594 CY:  Old Bartel  shot his mouth off once too often and claimed that he was going to ride to 
  Free Borough for help.  The Witch told me to make an example of him.  I did.  One more tongue for my 
  collection! 
  l
   
  21
  st Coldeven, 594 CY:  The Burning Witch told me to bring five trustworthy cultists and accompany Canon 
  Vraxtor.  No quest ons were to be asked.  We traveled east for almost a full day through the woods and came to a 
  clearing on the other side.  There we met an arrogant noblewoman.  She had two half-giant bodyguards with her. 
   I never thought I’d see the Canon frightened, but when the meeting ended, they left on terse terms.  Vraxtor 
  seemed very disappointed about something. 
  i
   
  25
  th Flocktime, 594 CY:  Marack the Scribe, author o  the threatening letters to the village, got caught with his 
  hand on the money purse.  The greedy little cuss stole something from the Canon.  Marack was sacrificed that 
  night.  Another tongue for my col ection! 
  f
   
   
  l
   
  6
  th Reaping, 594 CY:  I always thought the highest-ranking cleric in a temple to Graz’zt was supposed to be 
  female.  Canon Vraxtor is male and he is the one in charge here.  I have my suspic ons about the Burning Witch, 
  but I obey her dutifully anyway.   The Burning Witch of old was really a lamia.  Lamias have the power to alter 
  their appearance.  I wonder i  Canon Vraxtor is really the old Burning Witch in disguise and the other Burning 
  Witch is an imposter.       
   
  i
  f
   
   
   
    
  Under The Pale Moon 
   
  Page 60 
   
  
  Player Handout #2 – Inventory Records 
   
  Armor  
   
   
   
   
   
   
  Acquired 
   
  Available 
  Padded  
   
   
   
   
   
   
  10 
   
   
  7 
  Leather  
   
   
   
   
   
   
  5 
   
   
  3 
  Masterwork Leather 
   
   
   
   
   
  2 
   
   
  0 
  Studded Leather  
   
   
   
   
   
  5 
   
   
  1 
  Masterwork Studded Leather 
   
   
   
   
  1 
   
   
  0 
  Chain Shirt 
   
   
   
   
   
   
  8 
   
   
  2 
  Masterwork Chain Shirt 
   
   
   
   
   
  2 
   
   
  0 
  Scale Mail 
   
   
   
   
   
   
  4 
   
   
  0 
  Chainmail 
   
   
   
   
   
   
  10 
   
   
  1 
  Masterwork Chainmail 
   
   
   
   
   
  5 
   
   
  0 
  Breastplate 
   
   
   
   
   
   
  4 
   
   
  1 
  Masterwork Breastplate 
   
   
   
   
   
  1 
   
   
  0 
  Splint Mail 
   
   
   
   
   
   
  2 
   
   
  0 
  Banded Mail 
   
   
   
   
   
   
  2 
   
   
  1 
  Full Plate 
   
   
   
   
   
   
  2 
   
   
  0 
  Masterwork Full Plate 
   
   
   
   
   
  2 
   
   
  0 
  Buckler  
   
   
   
   
   
   
  10 
   
   
  3 
  Light Wooden Shield 
   
   
   
   
   
  10 
   
   
  5 
  Light Steel Shield   
   
   
   
   
   
  8 
   
   
  2 
  Masterwork Light Steel Shield 
   
   
   
   
  2 
   
   
  0 
  Heavy Wooden Shield 
   
   
   
   
   
  10 
   
   
  3 
  Heavy Steel Shield 
   
   
   
   
   
  4 
   
   
  0 
  Masterwork Heavy Steel Shield 
   
   
   
   
  4 
   
   
  0 
  Tower Shield 
   
   
   
   
   
   
  9 
   
   
  1 
  Locked Gauntlets  
   
   
   
   
   
  10 
   
   
  2 
   
  Ranged Weapons 
   
   
   
   
   
  Acquired 
   
  Available 
  Light Crossbow 
   
   
   
   
   
   
  20 
   
   
  2 
  Masterwork Light Crossbow 
   
   
   
   
  2 
   
   
  0 
  Light Crossbow Bolt 
   
   
   
   
   
  200 
   
   
  20 
  Heavy Crossbow  
   
   
   
   
   
  10 
   
   
  1 
  Heavy Crossbow Bolt 
   
   
   
   
   
  100 
   
   
  10 
  Dart  
   
   
   
   
   
   
   
  10 
   
   
  10 
  Javelin  
   
   
   
   
   
   
  4 
   
   
  4 
  Longbow 
   
   
   
   
   
   
  10 
   
   
  0 
  Composite Longbow 
   
   
   
   
   
  10 
   
   
  1 
  Masterwork Composite Longbow 
   
   
   
   
  1 
   
   
  0 
  Longbow Arrow  
   
   
   
   
   
  200 
   
   
  20 
  Shortbow 
   
   
   
   
   
   
  10 
   
   
  2 
  Composite Shortbow 
   
   
   
   
   
  10 
   
   
  1 
  Shortbow Arrow  
   
   
   
   
   
  400 
   
   
  60 
  Under The Pale Moon 
   
  Page 61 
   
  
  Player Handout #2 – Inventory Records (Continued) 
   
  Weapons 
   
   
   
   
   
   
  Acquired 
   
  Available 
  Dagger  
   
   
   
   
   
   
  20 
   
   
  2 
  Light Mace 
   
   
   
   
   
   
  4 
   
   
  1 
  Handaxe  
   
   
   
   
   
   
  4 
   
   
  1 
  Short Sword 
   
   
   
   
   
   
  10 
   
   
  2 
  Masterwork Short Sword  
   
   
   
   
  3 
   
   
  1 
  Heavy Mace 
   
   
   
   
   
   
  2 
   
   
  0 
  Morningstar 
   
   
   
   
   
   
  4 
   
   
  0 
  Shortspear 
   
   
   
   
   
   
  2 
   
   
  2 
  Battleaxe  
   
   
   
   
   
  2 
   
   
  0 
  Flail  
   
   
   
   
   
   
   
  6 
   
   
  2 
  Longsword 
   
   
   
   
   
   
  10 
   
   
  0 
  Masterwork Longsword 
   
   
   
   
   
  2 
   
   
  0 
  Warhammer 
  3 
   
   
  3 
  Masterwork Warhammer  
   
   
   
   
  2 
   
   
  0 
  Bastard Sword 
   
   
   
   
   
   
  3 
   
   
  1 
  Masterwork Bastard Sword  
   
   
   
   
  2 
   
   
  0 
  Dwarven Urgrosh  
   
   
   
   
   
  2 
   
   
  1 
  Masterwork Dwarven Urgrosh 
   
   
   
   
  2 
   
   
  0 
  Longspear 
   
   
   
   
   
   
  2 
   
   
  0 
  Spear 
   
   
   
   
   
   
   
  6 
   
   
  0 
  Glaive 
   
   
   
   
   
   
   
  2 
   
   
  0 
  Greatsword 
   
   
   
   
   
   
  6 
   
   
  1 
  Masterwork Greatsword 
   
   
   
   
   
  1 
   
   
  0 
  Halberd  
   
   
   
   
   
   
  4 
   
   
  2 
  Masterwork Halberd 
   
   
   
   
   
  1 
   
   
  0 
  Dire Flail 
   
   
   
   
   
   
  4 
   
   
  0 
  Masterwork Dire Flail 
   
   
   
   
   
  2 
   
   
  0 
   
  Special Items 
   
   
   
   
   
   
  Acquired 
   
  Available 
  Flask of Acid 
   
   
   
   
   
   
  20 
   
   
  0 
  Flask of Alchemist Fire 
   
   
   
   
   
  20 
   
   
  0 
  Everburning Torch 
   
   
   
   
   
  10 
   
   
  0 
   
  Smokestick 
   
   
   
   
   
   
  30 
   
   
  1 
  Sunrod  
   
   
   
   
   
   
  10 
   
   
  10 
  Tanglefoot Bag 
   
   
   
   
   
   
  40 
   
   
  0 
  Thunderstone 
   
   
   
   
   
   
  20 
   
   
  0 
  Tindertwig 
   
   
   
   
   
   
  100 
   
   
  9 
  Silversheen 
   
   
   
   
   
   
  3 
   
   
  1 
   
  Tools and Kits 
   
   
   
   
   
   
  Acquired 
   
  Available
  Climber’s Kit 
   
   
   
   
   
   
  10 
   
   
  0 
  Healer’s Kit 
   
   
   
   
   
   
  20 
   
   
  1 
  Thieves’ Tools 
   
   
   
   
   
   
  25 
   
   
  2 
  Masterwork Thieves’ Tools  
   
   
   
   
  7 
   
   
  0 
   
  Under The Pale Moon 
   
  Page 62 
   
  
  Player Handout #2 – Inventory Records (Continued) 
   
  Gear 
   
   
   
   
   
   
   
  Acquired 
   
  Available  
  Backpack 
   
   
   
   
   
   
  10 
   
   
  1 
  Bedroll  
   
   
   
   
   
   
  40 
   
   
  3 
  Winter Blanket 
   
   
   
   
   
   
  90 
   
   
  0 
  Bag of Caltrops 
   
   
   
   
   
   
  4 
   
   
  0 
  Crowbar  
   
   
   
   
   
   
  10 
   
   
  1 
  Feed (1 Day Packet) 
   
   
   
   
   
  150 
   
   
  10 
  Flint and Steel 
   
   
   
   
   
   
  20 
   
   
  2 
  Grappling Hook  
   
   
   
   
   
  10 
   
   
  1 
  Bullseye lantern  
   
   
   
   
   
  10 
   
   
  0 
  Hooded Lantern  
   
   
   
   
   
  8 
   
   
  2 
  Flask of Oil 
   
   
   
   
   
   
  20 
   
   
  0 
  Portable Ram 
   
   
   
   
   
   
  1 
   
   
  0 
  Trail Rations (1 Day Packet) 
   
   
   
   
  400 
   
   
  20 
  Hemp Rope (50 ft.) 
   
   
   
   
   
  10 
   
   
  2 
  Silk Rope (50 ft.)  
   
   
   
   
   
  4 
   
   
  0 
  Shovel  
   
   
   
   
   
   
  25 
   
   
  1 
  Tent 
   
   
   
   
   
   
   
  20 
   
   
  2 
  Torch 
   
   
   
   
   
   
   
  100 
   
   
  33 
  Waterskin 
   
   
   
   
   
   
  45 
   
   
  5 
  Whetstone 
   
   
   
   
   
   
  20 
   
   
  0 
   
   
   
   
   
   
   
  Under The Pale Moon 
   
  Page 63 
   
  
  Player Handout #3 – Canon Vraxtor’s Journal 
   
   
  The following are relevant passages found in Canon Vraxtor’s Journal: 
   
  26
  th Reaping, 592 CY:
  What a magni cent day!  This morning my Master took me aside and entrusted me 
  with a bold, new assignmen  which will be integral in the tak ng o  the throne from Old Belvor. I have been 
  instructed to bui d a base of operation in southern Furyondy to supply all of my master’s agents.  All must be 
  done quietly and inconspicuously as possible.  The supplies will encompass a wide range of weapons, armor and 
  mundane items and equipment.  Although acquiring such items would present little difficulty for the elite 
  agents, the base will be more useful to both clandestine agents and average, sometime monstrous, agents.  Such
  dissen  and discord my lord sends through Furyondy is like a satisfying kn fe thrust to a still-beating heart.  I 
  envision this supply base as a safe haven where all of the servants loyal to our true liege can gather to relax, 
  recuperate, regroup and plot.  
   
  fi
   
  t
  i
  f
   
  l
   
   
   
  t
   
  i
   
   
  14
  th Harvester, 592 CY:   I may have found the place to build my stronghold.  It has access to a well used 
  h ghway, but will there be the supplies I need?  Will it be secluded enough? If one or two travelers disappear 
  every now and then, will this draw unwan ed attention?
  i
  t
   
   
  2
  nd Ready’reat, 592 CY:  This year has been unbelievably fortuitous for me.  It is hard to imagine that there could 
  be any place easier to exploit than Lorton’s Hollow and the Burning Witch Woods.  The region is ripe with 
  history and superstition.  I found the temple, it was surprisingly intact.  Well…perhaps not so surprisingly 
  given that the temple was “destroyed” by paladins of Heironeous.  Paladins are notoriously lazy when t comes to 
  actual physical labor. 
  i
   
  l
  i
   
   
   
  I think I will take a page from the Seeker’s rulebook.  My o d friend always had the habit of usurp ng local 
  legends and using them to his own advantage.  It is a tried and true tactic of his that almost always works. 
   
  I need to find someone to portray this Burning Witch.  Phaermore, our wizard, says he knows someone in
  Dyvers who might do the trick. 
  23
  rd Ready’reat, 592 CY:  Phaermore’s actress friend was not interested.  I’m not sure she could have conv nced 
  anyone that she was the Burning Witch anyway.  She was rather ugly and that voice, could it have been any 
  more grating and shrill?  Phaermore, Phaermore…I need to have a long talk with that boy. 
  i
   
  24
  th Ready’reat, 592 CY:  I have a lead on an excellent actress in Herechel.   This bard is supposed to be very 
  unscrupulous and mercenary – a perfect choice. 
   
   
  17
  th Coldeven, 593 CY:  Everything is proceeding as planned.  Alendria is working out wel  as the Burning 
  Witch.  I may have to keep an eye on her though; she tends to be a little too dramatic at times.  It was very wise 
  to keep the true nature of our operation secret from her. 
  l
  t
    
   
   
  A few cultists of Graz’zt have begun to arrive.  Amazing the corrup ion we discover from Veluna! I will 
  have to keep on my toes lest I reveal too much.  Already we have waylaid a few easy targets and added some 
  much needed equipment to our inventory. 
  11
  th Planting, 593 CY:  Not in full operation with secret tunnel only half complete and, yet, already first group 
  came for resupply.  Did the best we could. 
   
  20
  th Flocktime, 593 CY: More cultists arrive, with the Burning Witch strutting around as queen.  At least she is 
  happy and no  complaining anymore.  A few villagers from Lorton’s Hollow have been recruited to our cause. 
   
  t
   
   
   
   
  Under The Pale Moon 
   
  Page 64 
   
  
  Player Handout #3 – Canon Vraxtor’s Journal (Continued) 
   
  23
  th Patchwall, 593 CY:  Lorton’s Hollow is now completely under our control.  The villagers don’t have the 
  stomach for any sort of opposi on and obey us like sheep led off to slaughter.   
  ti
   
  14
  th Sunsebb, 593 CY:  New orders came.  The Black Knight has approved my plan to make clandestine contact 
  with potential allies.  If all goes well soon my Master’s forces will be furthered strengthened and our cause 
  aided. 
   
   
  18
  th Fireseek, 594 CY:  The necromancer Torvan Dra, a contemporary of Seeker, arrived to help bolster the 
  temple’s defenses.  Together we created guardians for the temple complex above and below.  I made sure that 
  Varnef witnessed the creation o  the illusionary “dragon”.  The foo  has been mak ng dreamy eyes at the Burning 
  Witch and may be contemplating trying to get rid of me. 
  f
  l
  i
   
   
   
   
  Torvan claims the temple guardians are foolproof.  I’m not so certain and said so.  I will have to find suitable 
  guardians for the inner temple…maybe a basilisk or a couple of barghests.  Torvan says he will bring a different 
  guardian when he comes to visit next time. 
  28
  th Coldeven, 594 CY:  Over the last month I have made con act with various potential allies.  I have always 
  been careful to meet them away from the temple grounds near Lake Rythin, on the opposi e side of the woods. 
  Some have agreed to help my Master while other have made impossible demands.   
  t
  t
   
   
  25
  th Flocktime, 594 CY:  Marack the Scribe got a little too curious and somehow bypassed the illusionary fire 
  portal.  One of the Grimthor brothers subdued him, but the scribe saw too much of our operation.  I let Varnef 
  cut out Marack’s tongue before he was sacrificed. 
   
   
  1
  st Wealsun, 594 CY:  On his way to another base Torvan dropped by briefly and left a suitable guardian.  This 
  one is more to my liking and it is helping us finish the secret tunnel.  Phaermore left with Torvan and the old 
  guardian.  The lad has a new assignment.  He will be missed.   
   
  18
  th Wealsun, 594 CY:  New allies abound. I have met with an emissary from Pravnar Al’Vakar, who wishes to 
  join forces with us.  Pravnar desires to carve out some territory in Furyondy, a stronghold from which this l ch 
  can operate undisturbed.  I will have to arrange a face-to face meeting to go over the particulars and perhaps 
  finalize an agreeable arrangement.  
   
  i
  -
   
  10
  th Goodmonth, 594 CY:  Meeting between Pravnar and I set for just after midnight, in the early morning hours 
  of the 19
  th.  I will leave a few days in advance.  With any luck, while I’m gone, the cultists will ambush a 
  merchant carrying armor.  Inventory is desperately low in that area. 
  Under The Pale Moon 
   
  Page 65 
   
  
  Player Handout #4 – Unfinished Letter to Sister 
   
   
   
   
   
   
   
  16
  th Goodmonth, 594 CY 
   
  Dearest Sister: 
   
   
   
   
   
   
  .
  i
  l
   
   
  .
  i
  i
   
  ,
   
   
   
   
  It has been far too long since I have written to you.  My work progresses well.  The supply of the 
  Black Knight’s forces in Furyondy has thus far been undetected.  Those loyal to our future liege, both 
  living and undead, grow in number daily.  My mission is not unique, as other supply bases exist, 
  though I think mine is the largest.  So many units have passed through the secret tunnel that I can 
  barely keep up with their needs.  As it stands, my inventory is sorely depleted.  I only hope that useful 
  merchants pass through the hamlet soon to supply our needs! 
  The actress Alendria, the one who I gave the role of the Burning Witch, has become unbearable. 
  Her demands on the cultists and the torture she has been ordering on victims have grown more 
  “artistically” dramatic.  Do you have any advice on how to keep her under control?   
  Oh!  That weasel Varnef may be smarter than I thought.  He no longer seems to be jockeying for 
  position with me as the Witch’s second in command.  He’s afraid of me   I th nk he knows I am rea ly 
  in charge.  I have been dropping hints that I am a lamia. 
  Ah forgive me, I have forgotten to ask, how are you my little sister?  Are you truly happy now? I 
  hope so   Lord S lmar is a f ne young man.  He is a good prospect, ambitious but with wisdom beyond 
  his years. He will go far in the new court.  I truly regret not being there to give you away.  If only our 
  father and mother were alive to see your wedding day  they would have been proud.  I hope you share 
  a long life with him and know the joy of many children. 
  Speaking of children, I understand that my son Hardek has grown nearly a foot since I was last 
  home – or so Aunt Charenna claims.  I miss him and my other children so.  It must be hard on them 
  with me so far away and their mother recently departed to the halls of Hextor.  She died a glorious 
  death protecting the temple and took many a paladin of Heironeous with her.  Someday, when my 
  mission is complete, I will go to the temple and recover her body.  I shall return her to life, if she be 
  willing.  I do hope so.  Ilan, please give a kiss and hug to Hardek, Myora and little Shella – especially 
  little Shella – and promise her that their mother will return soon. 
   
  I have chosen to accept the title of baron.  I do not know yet what lands will be mine, but I would 
  not mind Willip.   A castle on a bluff overlooking the Nyr Dyv, wouldn’t that be grand! 
  I have been giving some thought on all this sacrifice and pretend worship to Graz’zt.  I want your 
  opinion on this, Ilan; you were always better at understanding Hextor’s plans and allegiances than I. 
  You knowledge in the planes and of devils and demons rival some of the best loremasters.  I know 
  Hextor would prefer to align with devils, but I have been contemplating contacting Graz’zt.  Surely, 
  these sacrifices have drawn his attention and favor.  This would be useful in the conflict ahead – the 
  removal of King Belvor and taking of the throne.  Mayhap, I can use any demonic knowledge to 
  become a thaumaturgist.  What do you think? 
  I have more to say, but it is time for me to meet with the lich, Pravnar Al’Vakar.  He is recently 
  created, I think…a former adventurer, cautious but very deadly.  He could be a very useful ally for our 
  Master.  I will meet him at midnight in the usual place, where I found the black lotus for you.  Were 
  you successful at making the poison? 
   
  Anyway, I will write more when I return…      
   
    
  Under The Pale Moon 
   
  Page 66 
   
  
  Critical Events Summary 
  FUR04-08 Under The Pale Moon 
  If this is a premiere, return to HQ 
   
  1. 
  Did the adventurers heal Tomas Herfad themselves?  
  YES 
   
  NO  
  Did they willingly volunteer to rescue his parents?  
   
  YES 
   
  NO 
  Did they raise/resurrect Jerric Herfad? 
   
   
   
  YES 
   
  NO 
  Did they completely heal Tomas’s parents? 
   
   
  YES 
   
  NO 
   
  2. 
  Did the PCs disturb the grave within the circle of stone (Encounter 3.B.)? 
   
   
   
   
   
   
   
   
   
  YES 
   
  NO 
   
  3. 
  In Encounter Four, did the PCs destroy the granite sacrificial stone? 
   
   
   
   
   
   
   
   
   
  YES 
   
  NO 
   
  How about the Dark Prince’s Throne?  
   
   
  YES 
   
  NO 
   
  4. 
  Did the PCs encounter Padraic MacMurchadha (the pixie in Encounter Six)? 
   
   
   
   
   
   
   
   
   
  YES 
   
  NO 
   
  If YES, did the PCs kill him?  
   
   
   
  YES 
   
  NO  
   
  5. 
  What was the fate of Canon Vraxtor? 
   
   
   
  PCs did not fight him?  
   
   
  YES 
   
  NO 
   
   
   
  PCs fled from him? 
   
   
   
  YES 
   
  NO 
   
   
   
  He escaped? 
   
   
   
   
  YES 
   
  NO 
   
   
   
  He was captured? 
   
   
   
  YES 
   
  NO 
   
   
   
  He was killed?  
   
   
   
  YES 
   
  NO 
   
  6. 
  Did the PCs locate and confront Pravnar Al’Vakar? 
   
  YES 
   
  NO 
   
  If YES, then was Pravnar killed? 
   
   
   
  YES 
   
  NO 
   
  7. 
  Did the PCs inform the proper authorities that Canon Vraxtor was a servant of the Black 
  Knight? 
   
   
   
   
   
   
  YES 
   
  NO 
   
  Did they tell the authorities (i.e., Sir Alton) of the Black Knight’s plan to seize the throne of 
  Furyondy and become King?   
   
   
   
  YES 
   
  NO 
   
  8. 
  Additional comments?  (Use the back of this paper.)  
  Under The Pale Moon 
   
  Page 67 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/594/Normal Scenarios/FUR4-07 - Under the Pale Moon (APL 4-12)/FUR4-07 - Under the Pale Moon.pdf