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.  
   
  NMR3-03 
   
   
   
   
  Blind Faith,  
  Muted Voices 
   
  A one-Round D&D LIVING GREYHAWK
  ®  
  Nyrond Meta-Regional Adventure 
  Version 1.0 
  by Nicholas K. Tulach 
   
   
   
  The renewal of Nyrond has begun, but forgotten among all the obstacles that King Lynwerd has had to deal with is the 
  issue of Midmeadow.  The Valorous League of Blindness would like to keep it this way, as they draw closer and closer to 
  completing their plan with their Palish brothers to the north.  Tenh refugees from the recent invasion of that land bloat 
  the tent camps that cripple the local economy.  What role will the Urnst states play in all this?  A once beautiful city -- a 
  gift from the elves of the Gamboge Forest -- has become a foul place, but soon all will change.  Part one in the "Issue of 
  Midmeadow" meta-regional series.  An adventure for PCs level 1-13. 
  
  Blind Faith, Muted Voices 
   
  Page 1 
  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, but the actual playing time 
  will be closer to three and a half hours. 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. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  Blind Faith, Muted Voices 
   
  Page 2 
  # 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 
  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. 
  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 
  three 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 
  Nyrond and its Environs.  Characters native to Nyrond, 
  Theocracy of the Pale, Duchy of Urnst, County of Urnst, 
  or Ratik pay one Time Unit per round; all others pay two 
  Time Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per round.  Rich Upkeep costs 50gp per 
  round.  Luxury Upkeep costs 100gp per round. 
   
  
  Blind Faith, Muted Voices 
   
  Page 3 
  DM Background and Adventure 
  Summary 
   
  During the time of Overking Portillan, a great noble 
  ruled over Midmeadow and the surrounding farmlands.  
  His name was Kyliris the Falcon.  He was named as such 
  because of his love for predatory birds.  He kept them, 
  raised them, and trained them to hunt.  The area was 
  peaceful and prosperous, unlike much of the rest of the 
  Great Kingdom.  The ancient forest of the Gamboge was 
  home to a tribe of High Elves called the Simikvan.  These 
  elves realized that the humans would not stop expanding 
  into their home, so they decided to embrace them as 
  equals, instead of fighting.  In a great, historical meeting, 
  the Simikvan elves presented their plan to build a 
  mystically enchanted city.  The Simikvan sent a group of 
  druids known as the Naikvan.  These druids, along with a 
  task force of labors grew and shaped the palisade of the 
  city.  The Naikvan then began to plant and grow the trees 
  that would form the basis for the dwellings within the 
  town.  In the town center, the humans constructed a 
  beautiful sculpture of stone depicting the Simikvan and 
  the humans working together. Elves and men lived in 
  harmony and they had a city to share together.   
   
  The peace did not last, though.  The uprising of the 
  other Nyrondese nobles threatened to destroy Kyliris’ 
  peaceful existence.  Soon enough the revolt spread to the 
  outlying areas and many of his vassals betrayed him for 
  the power grab that was leading to the secession of 
  Nyrond.  True to the Overking until his end, Kyliris fled 
  Midmeadow and was tracked down by the other nobles.  
  He was convicted of treason by the new Nyrond 
  government and executed.  
   
  However, in an unexpected turn of events, followers 
  loyal to him and to the Overking stole his lifeless body.  
  They were never found, although they were thought to 
  have headed into the east where the Great Kingdom still 
  lived. 
   
   
  During more recent times, the Valorous League of 
  Blindness stumbled upon a shrine to the foul deity 
  Incabulos.  They quickly destroyed it, but those that 
  follow the dark god were already drawn to the area.  
  Among them is a powerful creature known only as 
  Shattador the Wretched.  Little else is known of him or 
  his plans. 
   
  The story begins in with the PCs traveling through 
  the northern reaches of Nyrond and hearing tales of the 
  upcoming celebration of Growfest in Midmeadow.  
  During their travels they pass the many tent camps that 
  dot the northern lands like fleas on the back of a dog. 
   
  The PCs can see a fortress looming off in the 
  distance, and the smoke rising from the town of 
  Midmeadow tells them that they are not more than a 
  day's journey from the city.  Traveling towards it, they 
  spy a group of refugees trying to fend of an unusual 
  looking creature.  More of the creatures appear, fading 
  into existence from another plane.  The refugees are 
  grossly in need of help! 
   
  After defeating the ether threat, a group of mounted 
  knights come charging up from the nearby hillside.  They 
  charge into the group of refugees, lancing several of 
  them.  They circle back around and display their shields 
  bearing the symbol of Pholtus and call for the PCs and 
  refugees to surrender.  They will not attack the PCs. 
   
  Once the PCs surrender or are forced into 
  submission, they are hauled off to the fortress in the 
  distance.  It is a newly erected walled camp called a "New 
  Dawn Camp" by the group of Pholtan knights.  The 
  knights are known as the Valorous League of Blindness.   
  Several of them have even put out one of their own eyes 
  as a show of faith to the Blinding One. 
   
  The knights explain that they have been on a fiend 
  hunt for several months and do not look kindly on 
  strangers, particularly arcane magic wielders.  After the 
  PCs explain that they and the refugees are innocent and 
  that either group did not summon the creatures, the PCs 
  are allowed to leave freely.  The knights provide an escort 
  to the town of Midmeadow. 
   
  [Alternate intro #1: If the PCs are Theocracy of the 
  Pale characters and worshippers of Pholtus, they begin by 
  meeting with Prelate Zacktinerim and receiving a sealed 
  note to deliver to the Temple of Pholtus in Midmeadow.  
  They are also encouraged to attend the Growfest 
  celebration.] 
   
  [Alternate intro #2: If the PCs are Nyrond characters, 
  they have been charged with the task of escorting the 
  leader of Midmeadow back from his meeting with the 
  King in Rel Mord.  During the trip, they will have to 
  protect him from an attack by the ether creatures.  Upon 
  arrival in Midmeadow, they are directed to talk with the 
  Valorous League at the temple of Pholtus.] 
   
  In Midmeadow, the PCs are confronted dead on 
  with the many issues that have plagued the town for 
  several decades.  The streets are filthy.  The people are 
  rude and poor.  Crime is rampant, and there is nary a 
  place to find a good meal.  The winter has ended.  People 
  are supposed to be happy that they no longer need to fear 
  the long nights and cold, icy storms.  They should have 
  everything to look forward to, but instead they are as 
  somber as if it were mid-winter. 
  
  Blind Faith, Muted Voices 
   
  Page 4 
   
  At this point the PCs meet Jeven Ael'Zaqueruil and 
  his secret organization and underground political 
  movement, the Rotten Apple Brigade.  Jeven is from a 
  poor peasant family, but he moved to the city with hopes 
  and dreams of becoming the elected leader of the town.  
  He and his group of followers is putting together a 
  petition to present to King Lynwerd that will allow the 
  people of Woodverge to elect a leader, who will be 
  presented to the king and sworn into service to the 
  throne for a decade.  Jeven will provide the PCs with a 
  place to rest during the night and more information 
  about the current events of Midmeadow.  However, 
  Jeven and his group have been noticed by Kyliris and he 
  is planning to use their organization for his own ends. 
   
  Jeven explains the role of the Valorous League and 
  how the knights have been strong-arming their way into 
  the leadership role in the absence of the mayor.  He talks 
  at length about the "uprising", which was started by his 
  group in reaction to the impending opening of the New 
  Dawn Camp by the Knights Valorous.  Jeven and his 
  compatriots have heard numerous rumors about the 
  mayor, including that he has been consorting with 
  demons.   
   
  Jeven also has information about the refugee camps.  
  He tells the PCs that the Valorous League has recruited 
  heavily from the refugees in hopes of gaining enough 
  support to convince the Theocracy to the north that they 
  have control over the region.  The league is hoping that 
  the Theocracy will invade and wrest control of the area 
  from Nyrond.  In addition, the refugee camps have been 
  ravaged by disease and famine, which seems to be 
  growing ever worse by the day.  Bloated, dead bodies 
  have turned up in the sewers on several occasions and the 
  people are frightened to go out at night because "the rats 
  are the size and temperament of wolves now". 
   
  It is also possible that the PCs will not want to ally 
  with this underground group.  There are few other 
  possibilities for lodging for the PCs at night. 
   
  One possibility is the temple of Pholtus.  This is the 
  "recruiting" center for the Valorous League.  It serves as 
  their base of operations for the city and a soup kitchen 
  for the poor who follow Pholtus' teachings.  Here they 
  can learn more about Pholtus and the Valorous League.  
  Of course, they are teaching the fanatical, LN slanted 
  lessons of the Theocracy of the Pale Pholtans and not the 
  typical Pholtan dogma.  The only other real option is to 
  stay outside. 
   
  During the night, the streets are filled with the 
  minions of evil.  These include rats, dire rats, and moon 
  rats, which have become sentient during this full-moon 
  evening.  They can be observed dragging corpses, trash, 
  and other foul material through the sewers.  The PCs may 
  feel compelled to try and stop them.  The moon rats 
  aren't friendly, either. 
   
  This strange occurrence leads the PCs to the sewers, 
  which web the underworld all over the city and to the 
  outskirts near the refugee camps.  Here they encounter 
  the disease, famine, and filth that are ravaging the 
  refugee population.  There are many evil spies and agents 
  of the Falcon and his cohort, Shattador.  The PCs must be 
  careful with whom they speak and what information they 
  give and seek. 
   
  After an evening of terror in the streets of 
  Midmeadow, the city awakens to a bright and beautiful 
  new day.  The day is special because it is the celebration 
  of Growfest, a festive occasion honoring the start of the 
  growing season.  There are many special events prepared 
  for this day and the Valorous League's presence in town 
  has been increased dramatically as both a show of good 
  faith and a marketing ploy.  The PCs can participate in 
  the many festivities that are going on throughout the day 
  and gather a bit more information about the rumors and 
  strange happenings of the evening before.  They also 
  observe the Valorous League's interactions with the 
  general populace and the refugees, neither of which 
  would be considered a positive experience for the two 
  underprivileged parties. 
   
  Finally, as twilight falls on the city and the party 
  begins to die down, the local leader of the town emerges. 
   His face is pale, his body weakened, and his speech is 
  stammered.  He brings news of a terrifying evil that has 
  awakened in the castle.  Just then, vermin crawl out from 
  under his clothing and he collapses to the ground.  At the 
  same time, a group of undead is unleashed on the town 
  and a riot erupts.  Agents of evil cause general chaos and 
  the Valorous League rides off to the castle.  Inside, they 
  find the castle empty.  Its dozens of guards have been 
  slaughtered.  The only evidence is a note.  The letter says 
  nothing more then: "I have awakened." 
   
  Alternate Introduction #1 
   
  This introduction should be used to as a hook for any 
  characters that are allied with the Church of Pholtus in 
  the Theocracy of the Pale.  The goal of this encounter is 
  to give the PCs a minor task to establish a basis for their 
  travel to Midmeadow. 
   
   
  Prelate Zacktinerim has summoned you to her.  
  Her records show favorably of your deeds in the past 
  and she has entrusted you with a task of delivering a 
  sealed message to the Temple of Pholtus in 
  
  Blind Faith, Muted Voices 
   
  Page 5 
  Midmeadow.  In addition, she knows that you have 
  been under great stress of late and she recommends 
  that you relax in the town for the celebration of 
  Growfest, which is said to be quite a party in the 
  fertile northern lands of Nyrond.  Pressing her seal in 
  wax upon the letter, she places it in a wooden tube 
  and lays it on the table before you.  "I trust in your 
  faith in Pholtus to guide this letter to Midmeadow.  
  Its importance is great and this is why I call upon 
  you.  Go forth and may Pholtus' light guide you with 
  speed, steadiness, and safety.  Her servants usher you 
  out of the Spartan quarters and return you to your 
  horses.  Your errand has begun. 
   
   
  The message is detailed in the Appendix, if the PCs 
  decide to open it and read it. 
   
  After this brief introduction, proceed to the standard 
  introduction.   
   
  Alternate Introduction #2 
   
  If the PCs are Nyrond characters, they have been 
  charged with the task of escorting the leader of 
  Midmeadow back from his meeting with the King in Rel 
  Mord.  During the trip, they will have to protect him 
  from an attack by the ether creatures.  Upon arrival in 
  Midmeadow, they are directed to talk with the Valorous 
  League at the temple of Pholtus. 
   
   
  Your summons by the court aides of King 
  Lynwerd went well.  You were given the simple task 
  of 
  escorting 
  the 
  crown's 
  appointed 
  ruler 
  of 
  Woodverge, Sir Weynoud Aspranth, back to his castle 
  in Midmeadow.  He had been in Rel Mord for an 
  important meeting with the King and wants to arrive 
  in Midmeadow in time for the celebration.  Your 
  journey to the north has been uneventful to this 
  point.  A passing merchant here and there and acres 
  of farmland all newly turned for the upcoming 
  growing season.  The smell of manure is strong in the 
  air, as the good weather has allowed many of the 
  farmers to get a head start on their fertilizing.  
  However, as you reach the apex of a hill, you spot a 
  farmer fending off what looks like a large beetle.  The 
  creature spits a foul liquid at the farmer and half of 
  his rake vanishes into thin air.  He screams out: "Help 
  me! Help me!" 
   
  APL 2 (EL 2) 
   
  Etherspitter: hp 13; see Appendix A. 
  APL 4 (EL 4) 
  Etherspitters (2): hp 15, 12; see Appendix A. 
  APL 6-12 (EL 6) 
  Etherscouts (2): hp 26, 22; see Appendix A,  
  Etherspitter (2): hp 14, 13; see Appendix A. 
   
   
  Once the ether creatures have been fended off, 
  Aspranth warns the PCs that he must hurry to get back to 
  his town and make sure everything is in order there.  The 
  PCs make their way back to Midmeadow safely and arrive 
  at the temple of Pholtus where Aspranth leaves them and 
  gives them their payment.  You can give them one 
  quarter of the gold piece payment that is to be made to 
  them at the end of the scenario. 
   
  Here they can question the Valorous League 
  members about the town and find out about several local 
  happenings: 
   
  • 
  Why do some of you have one eye missing?  What's 
  with the blinders? 
  We're members of the Valorous League of Blindness.  
  Pholtus guides down the One True Path.  We need but 
  one eye in this world.  Pholtus shows us with his light. 
  • 
  What were those creatures that attacked us on the 
  way here? 
  Most likely they are fiends.  Our knights, led by 
  Zylinchin, have been hunting fiends in this area for quite 
  some time now.  I'm sure he'd love to hear your story. 
  • 
  Has anything else been going on here recently? 
  Well, there have been a lot of refugees that have come to 
  town recently.  Many more then usual.  They are coming 
  from the north, from Tenh.  Also, we are preparing to 
  celebrate Growfest tomorrow.  That is what all the 
  preparations here are for and in the town center. 
  • 
  Where can we find good lodgings? 
  We would recommend that you stay here, at the temple.  
  The other establishments in town are filled with 
  scoundrels and thieves who choose to ignore the light of 
  Pholtus. 
  • 
  What is with all those refugees? 
  They are fleeing the evil occupation of Tenh.  They have 
  been here for years, but their numbers have increased 
  recently.  They have also been suffering greatly from 
  famine and disease.  We do what we can to help those 
  who choose to come to the light of Pholtus, but we have 
  not the resources to help them all. 
  
  Blind Faith, Muted Voices 
   
  Page 6 
   
   
  If the heroes complete this introduction, there is no 
  need to do the regular introduction.  Proceed directly to 
  Encounter One. 
   
  Introduction 
   
  The goal of this encounter is to provide a hook for 
  the PCs to enter the scenario. Feel free to modify and 
  create new situations as motivation for the PCs.  
  Important points in this encounter include meeting the 
  refugees, who have recently been displaced by the 
  invasion of Tenh.  They are extremely frightened of the 
  ether creatures, with the exception of their leader, a 
  fearless ranger who has led them to Woodverge seeking 
  refuge.  Another important point is to introduce the 
  Valorous League of Blindness.  It is important to show 
  that they are the powerful force that is in control of this 
  area and they operate unchecked as such. 
   
   
  It’s a beautiful spring day for a stroll in the in 
  rolling meadows of the Woodverge.  Fleeing the 
  terrible invasion of ethereal creatures to the north, 
  you seek some leisure before setting out on your next 
  adventure.  Travelers have told you stories of the 
  great celebration during Growfest in Midmeadow.  
  You've made friends during your travel thus far and 
  one of them points out a plume of smoke on the 
  horizon, which can only be the town of Midmeadow.  
  Birds of prey circle above the lush fields of northern 
  Nyrond, hunting for field mice among the thicket.  
  Another companion notices a large keep to the north. 
   However, you spy a ring of travelers struggling to 
  fend off a terrible beetle-like creature.  As you watch, 
  you see another creature begin to materialize as the 
  other spits at one of the vagabonds.  As the gooey-
  looking non-substance hits the shrieking woman, her 
  torso disappears and she collapses to the ground. 
   
  All APLs 
   
  Del’fye: Female human (Flan) Rgr2, hp 16 (currently 
  7); see Appendix A. 
   
  Tenh refugees (4): Assorted human (Flan) Com1, 
  hp 4, 3, 3, 2. 
  APL 2 (EL 2) 
   
  Etherspitter: hp 13; see Appendix A. 
  APL 4 (EL 4) 
  Etherspitters (2): hp 15, 12; see Appendix A. 
  APL 6-12 (EL 6) 
  Etherscouts (2): hp 26, 22; see Appendix A,  
  Etherspitter (2): hp 14, 13; see Appendix A. 
   
  Development: As the ether creatures distract the PCs, a 
  group of Knights Valorous notices them and approach on 
  horseback.  Any PCs not engaged in combat should get a 
  chance to spot them (Spot DC 20) or hear them approach 
  (Listen DC 20).  After the threat is defeated, the knights  
  circle around and rear their horses.  They order the 
  remaining people (including the PCs) to surrender and 
  drop their weapons.  The PCs should immediately 
  recognize these mounted knights as Pholtans.  Though 
  the situation is tense, it should not lead to combat.  If the 
  party seems like one that might attempt to fight the 
  Pholtans, feel free to modify this interaction accordingly, 
  such as having the Pholtans ride up and surround the 
  group with their lances pointed down at them in an 
  attempt to intimidate.  The Knights Valorous are more 
  concerned with the refugees than the PCs, unless there 
  are arcane casters in the party who have cast spells during 
  the combat. 
   
  They will not use lethal force on the PCs.  They are 
  convinced that the Tenh refugees are "summoning" the 
  ether creatures.  The black stones that they have found on 
  some of them are further believed to be a component in 
  the summoning of the creatures.  The knights explain 
  that they have not seen these "fiends" except in the 
  presence of the refugees.  They have no problem exacting 
  justice on the nomadic Tenha refugees.  They believe that 
  any refugees that do not live in the camps are consorting 
  with fiends and must be put to death. 
   
  All APLs 
  Knights Valorous Fighters (6): Male human Ftr4; 
  hp 38, 35, 34, 32, 31, 31; see Appendix A. 
  Knight Valorous Archers (4): Male human Ftr4; hp 
  33, 32, 32, 30; see Appendix A. 
  Knights Valorous Clerics (3): Male human Clr4; hp 
  25, 24, 22; see Appendix A.  
  Sir Edgrus of the Light: Male human Ftr6; hp 68; 
  see Appendix A. 
   
  
  Blind Faith, Muted Voices 
   
  Page 7 
   
  Any PCs that openly worship Pholtus can make a 
  Diplomacy check (DC 10) to convince the knights that 
  they are actually friendly.  This can also be role-played 
  instead of the skill check, however if there are not 
  Pholtans in the group it will be impossible to convince 
  the knights that they shouldn't take the PCs in for 
  questioning. 
   
  Development: During this encounter, Kyliris is 
  monitoring the situation from the skies.  His trained 
  falcons are flying above and he is using them to scout for 
  information about the Valorous League.  The PCs have 
  already noticed the raptors in the sky.  They do not know 
  of the significance of them, though. 
   
  New Dawn Camp 
   
  If the PCs are not able to negotiate their way out of 
  the encounter with the Knights Valorous, they will be 
  taken to the newly built New Dawn Camp.   
   
  You are taken into the gate of a large fortress.  The 
  courtyard 
  is 
  wide 
  open 
  and 
  nearly 
  empty.  
  Construction equipment lines several of the walls of 
  this unfinished structure.  The central building is 
  complete, but the outer buildings have just their 
  foundations.  Guards flank each doorway and there is 
  a group of warriors sparing in the yard.  The smell of 
  baking bread permeates the air as you enter the 
  central building.  Inside there are several warrior-
  priests eating very plain looking bread and gruel 
  meals.  The knight sits you down at a table. 
   
  Development: Here the PCs are questioned about their 
  allegiances, particularly if there was any arcane spell 
  casting during the combat with the ethereal creatures.  
  The leader of the Knights Valorous is Zylinchin.  He is 
  argumentative and skeptical at first, but can easily be 
  calmed with a Diplomacy check (DC 15). 
   
  Zylinchin, Chief Fiendfinder-General: head of the 
  Knights Valorous.  Age 41, at 5'3" and nearly 240 pounds 
  of muscle, he has cropped brown hair, and hazel amber 
  eyes. 
   
   
  The Pholtans speak of their "fiend hunt" and the 
  protection of the town from external threats.  They 
  continue to place blame on the refugees for bringing 
  fiends with them from Tenh.  After they are convinced 
  that the PCs are not fiend worshippers (the DM should 
  really play up the threatening nature of the situation), 
  they will answer any questions that the PCs pose.  Some 
  of the questions might be: 
  • 
  Who are those nomads?   
  They are fiend-worshippers from Tenh.  They are known 
  evildoers and consorting with them is an offense 
  punishable by death. 
  • 
  What is this place?  Who are you?   
  This is a New Dawn Camp.  It is a place in which we can 
  bring those who have strayed from the One True Path 
  and need to be shown the light of Pholtus once again. 
  • 
  This isn't the Pale.  What are you doing here?   
  We are here by order of the King to help maintain order.  
  This area has been a breeding ground of chaos for 
  decades and Pholtus has guided us to show the 
  misguided people his light. 
  • 
  Where are the fiends that you are hunting? 
  You saw some appear before you, but there are many 
  others.  In fact, we just recently uncovered a shrine 
  devoted to the fiend Incabulos!  Our leader has shown 
  the people of Midmeadow how this is what can happen 
  when you stray from the One True Path.  This is but one 
  example of Pholtus’ strength. 
   
   
  After the interrogation, the knights agree to escort 
  the PCs to Midmeadow.  They recommend lodging at the 
  temple of Pholtus, as there are no other "preferred" 
  lodging establishments.  There are, of course, other inns, 
  though. 
   
   
  Encounter One: Midmeadow 
   
  The goal of this encounter is to introduce the city of 
  Midmeadow and describe its unique nature to the PCs.  
  The DM should emphasize the elven architecture that 
  underlies the broken and worn facade that has been built 
  over it.  In addition, interactions with NPCs should be 
  played out as suspicious as possible, as the people do not 
  easily warm to outsiders. 
   
  The characters arrive in Midmeadow.  The city's 
  native population is smaller than the size of the town 
  would suggest, but outside the walls there are a large 
  number of refugees living in tent camps all around the 
  
  Blind Faith, Muted Voices 
   
  Page 8 
  city.  Inside the walls, the city itself has been choked 
  from all the filth that surrounds it.  See the Appendix for 
  an overview of the city itself.  The following sub-sections 
  describe a few key locations in the city: 
   
  General City Layout 
   
  The city was designed and planned by elves of the 
  Gamboge forest.  Centuries ago, the elves felt that by 
  giving the humans a jewel of a city, they could slow their 
  encroachment on the forest.  It worked for a time, but as 
  wars ravaged the human lands, Midmeadow fell into 
  decay.  The beautiful living wooden palisade has been 
  patched in numerous places with bare boards nailed to 
  the trees that have fallen.  Many of the packed clay streets 
  have been covered with cobblestones.  The cascading 
  waterfalls and fountains of the town square have been 
  littered with trash and polluted with foul refuse that was 
  not disposed of in the intricate sewer system.  Many of 
  the wide pedestrian paths that snake through the city 
  under trees and over streams have become too dangerous 
  to travel on regularly and have turned into breeding 
  grounds for illicit activities.  Generally the city is not very 
  dense and seems even less so in the areas that have 
  decayed the least.  Some urban renewal has begun around 
  the temple of Pholtus, but that has mostly destroyed the 
  elven beauty and replaced it with the utilitarian Pholtan 
  influence. 
   
  The people of the city reflect the poverty that has 
  hampered this region for hundreds of years.  Most are 
  unfriendly to outsiders.  They generally wear tattered 
  clothing and worn shoes.  There are very few upper class 
  people in Midmeadow.  Most of the wealth has been 
  swallowed by the temple of Pholtus.  Those that follow 
  Pholtus tend to be easily recognizable, usually wearing 
  clean, gleaming white clothes.  Those common folk that 
  are friendly enough to talk to adventurers tend to be 
  beggars or thieves. 
   
  Travel throughout the city should be filled with 
  suspense.  The PCs should be constantly aware of rats 
  scurrying under foot and eyes watching their every 
  move.  They shouldn't be able to pinpoint anyone is 
  particular, but they should feel threatened at every 
  moment.  Someone or something is stalking them from 
  the shadows. 
   
  Temple of Pholtus 
   
   
  A wide boulevard leads directly toward an 
  opulent white marble structure.  Protruding skyward 
  are four great stone spires each rising at least 50 feet 
  into the air.  A beam of light shines brightly even 
  during the day from the middle of the structure 
  straight into the sky.  All around the temple are large 
  white marble slabs that have been used to pave the 
  area around the temple for 150 feet in all directions.  
  The stone is plain and smooth.  No decorations adorn 
  the exterior of the temple whatsoever. 
   
   
  The Valorous League has erected a large temple of 
  Pholtus that dominates the center of the city where a 
  once great statue depicting elves and humans working 
  together to build the city once stood.  It has a beam of 
  light that continually shines into the sky from the altar 
  through a skylight in the roof.  Around the temple, they 
  have placed huge slabs of white marble to reflect the light 
  that Pholtus provides.  This area is the only area in town 
  that is devoid of poor, down trodden people and is 
  extremely clean.   
   
   
  Inside the temple, there is a 10 ft. diameter ball of 
  light that sits in the middle of the temple.  Four altars 
  surround the ball of light from which the priest 
  perform their holy ceremonies and prayers.   
   
   
  Here the PCs can talk to the acolytes of Pholtus and 
  learn some of the rumors detailed in the Appendix.  
  There are sermons 24 hours a day here that rotate in 
  shifts from one hall to the next.  There is also a constant 
  stream of poor people seeking alms that line up in the 
  temple.  The highest level cleric available at this temple 
  (and in the town of Midmeadow at the time) is 11
  th-level. 
   
  Sir Weynoud Aspranth’s Manor 
   
   
   
  The manor house of Sir Weynoud Aspranth is 
  situated on the northern end of the town, opposite 
  the ornate temple dedicated to Pholtus.  It sits on top 
  of a small rise and overlooks the entire city.  The walls 
  are 15 feet tall and crafted out of worked stone.  There 
  are numerous arrow slits and murder holes set up on 
  the perimeter walls.  It is not the kind of place you 
  would want to siege.   
   
   
  The manor is heavily fortified and guarded at all 
  times.  During this time of year, it is being decorated for 
  the celebration of Growfest.  There are about 20-30 
  people about in the courtyard and surrounding area plus 
  10-15 guards.  Aspranth himself is not easily accessible 
  for the PCs.  He has a personal guard at all times of four 
  6
  th-level fighters.  They will gladly take a report to the 
  mayor for the PCs if they inquire to see him.  If the PCs 
  manage to confront the mayor, he is far to busy to trifle 
  
  Blind Faith, Muted Voices 
   
  Page 9 
  with their affairs at the moment and will direct them to 
  give a report to his guard for him to address later.  The 
  mayor has just arrived back home from his trip to Rel 
  Mord to meet with King Lynwerd and is currently 
  preparing for the upcoming celebration. 
   
  Crystal Mere Park 
   
   
  The Crystal Mere Park is one of the largest parks 
  in the city.  It has a small lake called the Crystal Mere 
  because of its calm, clear surface.  The mirror-like 
  lake reflects the surrounding trees making the glade 
  around it seem much larger then it actually is.  
   
   
  This location is the favorite meditation spot of the 
  "Widow Sage" and many other elves in the community.  
  She has a lot of information about the old times in 
  Midmeadow during the age of the Great Kingdom.  See 
  Appendix C for information to give the players, should 
  they seek it.  She also has the following story to tell: 
   
   
  The old elven woman pulls up her sleeve and 
  gestures gracefully.  In her palm appears an image of 
  an elven man harnessed to a tree.  As he waves his 
  hands, he appears to be shaping the trees to form a 
  wall.  You recognize that wall as palisade that 
  surrounds this city.  The Widow Sage speaks as the 
  image continues to play: 
   
  “This was my husband.  He was one of the elders 
  of our tribe known as Simikvan.  We aided the 
  humans in creating this city, which we hoped would 
  ensure peace between elf and man in this region for 
  an eternity.” 
   
  Now the image shifts to that of a great battlefield. 
   The same man, with a familiar looking woman by his 
  side, is trying to fend off a group of plate-mail-clad 
  knights who are pillaging their home.  The knight 
  swings his flail and the man falls to the ground 
  unmoving.  The woman collapses to his side sobbing 
  mournfully. 
   
  “Peace did not last in these lands.  Men’s 
  ambitions once again got the best of them and they 
  warred over power, glory, and most of all gold.  My 
  poor husband was a victim of their greed and 
  decadence.  Now his spirit lives on in this place.  In 
  the trees, meadows, and ponds of Midmeadow – the 
  place he helped create.” 
   
  She is not interested in using her divinations to aid 
  the PCs.  She has not taken sides among the people of 
  Midmeadow in many decades and is not about to start 
  now.  However, any PCs able to succeed at a Diplomacy 
  check (DC 12) get the following special rumor, related to 
  the riddle in the sewer.  Be sure to apply any 
  circumstance modifiers that you see fit.  Examples of 
  circumstance bonuses might be upkeep modifiers, 
  extraordinary roleplaying, or a character with a heritage 
  from Midmeadow or the Gamboge forest.  Examples of 
  circumstance penalties might be belligerent characters, 
  Pholtan characters, or those that display a disdain for 
  nature. 
   
   
  “A great, long time ago – several human 
  generations – a great ruler of men known to the elves 
  as “the Falcon” resided as protector of these lands.  He 
  and his falcon companion, Destiny, ruled this place 
  justly and honorably, in the name of the Great 
  Kingdom.  He revered the land and all of the 
  inhabitants of the area.  There was peace between the 
  humans and elves and the city grew thick and lush.  
  Not since that time has there been prosperity in these 
  lands.” 
  "Widow Sage": Female high elf Div12; hp 37; see 
  Appendix A. 
  Roebelle's Ointments and Elixirs 
   
  The old man Roebelle runs a shop in town that is 
  one of the few shops that has remained profitable 
  throughout the downtrodden years.  No one knows why 
  it is still open, as very few people frequent it, but he is 
  said to sell some of the strangest and most unique 
  concoctions on the Flanaess.   
   
   
  The shop is small and smells of strange 
  chemicals.  The walls seem to be coated with a strange 
  greenish paste.  The room isn't very well lit.  The 
  shelves behind the counter are filled with various 
  bottles, jars, and vials, all labeled with an odd marking 
  system. 
   
  Here the PCs can purchase several different 
  alchemical items.  In addition to those alchemical items 
  listed in the Player's Handbook, the following items are 
  available: 
  All APLs: 
   
  Potion of water-breathing (Adventure; limit 2; DMG) 
  APL 6+: 
   
  Sovereign glue (Adventure; limit 2; DMG)  
  APL 10+: 
   
  Stone salve (Adventure; limit 2 per character; DMG) 
  
  Blind Faith, Muted Voices 
   
  Page 10 
   
  Roebelle also knows a bit about the Valorous League 
  and how they have affected commerce and trade in the 
  city.  He is in favor of their presence, as they have done a 
  remarkable job of cleaning up parts of the city.  He is not 
  fond of the "old city" and wishes that business were 
  better.  He's certainly not seen any petition, nor would he 
  sign any such devilry. 
   
  Roebelle, Male human Com7; hp 30; see Appendix A.  
   
  Ironworks by Greedow 
   
  There is probably not another dwarf in town as well 
  known and respected as Greedow, the blacksmith.  He 
  has had his shop Ironworks throughout the bad years and 
  has been chief supplier of horseshoes, pots, pans, 
  weapons, and armor for the Valorous League since they 
  have been here.  He is not a worshipper of Pholtus, rather 
  he is much more fond of Moradin.  He has seen the 
  petition and is considering signing it. 
   
  Greedow has the following items for sale, in addition 
  to those items listed in the equipment section of the 
  Player’s Handbook. 
  APL 4 
  Horseshoes of Speed: (Adventure; DMG) 
  APL 6  
  Horseshoes of Speed: (Adventure; DMG) 
  Horseshoes of a Zephyr: (Adventure; DMG) 
  APL 8-12 
  Horseshoes of Speed: (Adventure; DMG) 
  Horseshoes of a Zephyr: (Adventure; DMG) 
  Adamantine Breastplate: (Adventure; DMG) 
  Greedow, Male dwarf War4/Com4; hp 47; see Appendix 
  A. 
   
  Parlor Excelle 
   
  This is the closest thing to pass as an inn. 
  Adventurers frequent it, but mostly it is filled with low-
  lifes and the parasites that feed off of the occasional 
  traveler.  Gambling, drinking, and debauchery are the 
  standard here and fights are more common then good 
  song.  Thieves buzz around the common room, stealing 
  anything they can get their mitts on.  They are the most 
  skilled members of the community and the owners 
  usually get a cut when they (rarely) get caught.  Most 
  people here turn the other cheek when trouble boils to a 
  head, but some use the opportunity to make even more 
  profit. 
   
  Here the PCs meet a young woman named Jilinea.  
  She immediately takes a liking to the least comely male 
  PC.  She offers him a drink, trying to get him to drink a 
  potion of love.  If he drinks it, make sure to have that 
  player note the results on their Adventure Record.  If he 
  does not drink it, but instead they befriend her, she will 
  give them a potion of love.  Jilinea wants desperately to 
  leave Midmeadow.  She does not like her chosen 
  profession and is enthralled by adventurers and the 
  stories they have to tell. 
  All APLs: 
   
  Potion of Love: (Adventure; DMG) 
   
  Jilinea, Female human Com2 (Parlor "employee"); hp 8; 
  see Appendix A. 
   
  Tent Camps 
   
  Outside the palisade is where the refugees live, set 
  up in tent camps that dot the landscape for miles 
  throughout Woodverge.  A large concentration of them is 
  close to the city, feeding off the scraps that are tossed to 
  the side by the city's permanent residents.  These tent 
  camps are even more dangerous then the city itself.  They 
  are filled with disease and famine the likes of which are 
  hard to find this side of the realm of the Old One.  A 
  large segment of the population has turned to the 
  Valorous League and Pholtus for help.  Zylinchin has 
  recruited heavily from the ranks of the poor and 
  desperate.  The promise of food and medicine has 
  brought many in need to the doors of the temple.  Yet, 
  with the influx of new refugees from Tenh, the burden 
  on the Valorous League is too great and they have had to 
  turn away some of the needy in recent days.  This has 
  caused a temporary worsening of relations between the 
  haves and the have-nots in the tent city.  Dark forces are 
  taking grip here as desperation leads many to turn to 
  powers that will listen to them.  If the PCs choose to 
  come here during the day, the DM has the option to run 
  Encounter 5 here instead of after the trek through the 
  sewers. 
   
  Rotten Apple Brigade 
   
  If the PCs do not choose to stay at the Temple of 
  Pholtus, the peasant hero Jeven Ael’Zaqueruil will 
  confront them.  Jeven is the leader of a group known as 
  the Rotten Apple Brigade.  They are named so because 
  many of them at one time or another were called “rotten 
  apples” by their parents or other relatives. 
   
  
  Blind Faith, Muted Voices 
   
  Page 11 
  Jeven Ael'Zaqueruil, leader of the Rotten Apple Brigade, 
  Male half-elf Rog5; hp 22; see Appendix A. 
   
   
  The following is an example of a situation that may 
  be used to introduce Jeven: 
   
   
   
  As you keenly examine the street life of the town, 
  you can't help but overhear a wiry young man and a 
  group of burly looking teenagers engaged in a 
  conversation. 
   
  "As I see it, the blinders only make them blind to 
  the problems that are real.  We're starving in the 
  street while they send our food to the Pale.  Why 
  should we stand for it?  Our mothers and fathers are 
  breaking their backs in the fields for what?  So some 
  rich Palite can have three different kinds of bread for 
  dinner," says the wiry man.  "Yeah, my grand pappy 
  died in the field.  They didn't even give him a proper 
  burial!" says another boy.  The wiry man continues, 
  "That's just it.  We've got to get the petition to the 
  King.  I know he'll listen to us.  I only need two 
  hundred more signatures and then he can't turn me 
  away!" 
   
   
  If the PCs curiously invade the conversation, Jeven 
  will react accordingly.  If they are sympathetic, he will 
  give them some information and invite them over to his 
  place for dinner and a discussion.  Any PCs interacting 
  this way should make Innuendo checks (DC 12) to 
  understand his hidden meaning.  He will explain more 
  about the situation with the Valorous League and their 
  role in trying to secede Woodverge and incorporate it 
  into the Theocracy of the Pale.  He is opposed to this.  He 
  knows that the current leader, Sir Weynoud Aspranth, is 
  allied closely with the Valorous League and his efforts to 
  rejuvenate the area have been ineffective at best.  He and 
  his motley group of young, enthusiastic commoners have 
  circulated a petition among the locals stating support for 
  an elected governor of Woodverge who would swear 
  allegiance to the King and no one else.  According to his 
  proposal, the local leader would be elected by the 
  residents and approved by the King and finally appointed 
  to rule for a term of 10 years.  Jeven will not disclose his 
  intentions to anyone bearing a symbol of Pholtus or who 
  shows the slightest allegiance to the Valorous League.  
  He has stayed out of their way for the most part and they 
  have left him alone.  His organization has been behind 
  many of the anti-Pholtan demonstrations and riots that 
  have occurred recently, so there is great fear of a 
  "Midnight Raid" against him or others of his group.  Thus 
  far, they have been lucky. 
   
  Jeven and his companions have other general 
  information that is detailed in the Appendix as well. 
   
  In addition, if the heroes befriend his cause and sign 
  the petition, he will recognize that they are adventurers 
  and offer them a token of appreciation.  He will offer 
  them dust of tracelessness to use in case of trouble – the 
  PCs still need to purchase this item as he will want it 
  back at the end.  He has enough for each PC to purchase 
  some but will only give one application for the time 
  being.    
  All APLs: 
  Dust of Tracelessness: (Adventure; DMG) 
   
  Development:  The PCs can gather a lot of information 
  about the various issues in Midmeadow by hanging 
  around any of the above areas.  See the Appendix for a list 
  of information that can be provided to the PCs through 
  role-playing or Gather Information skill checks. 
   
  Feel free to ad-lib other encounters with interesting 
  personalities as needed to create the atmosphere 
  surrounding the city.  Be sure to portray the chaotic 
  nature of the typical city-folk in contrast to the extremely 
  ridged nature of the Valorous League. 
   
  Before the evening, the PCs should be given a 
  chance to meet together to discuss their findings in town. 
   
  The PCs should establish a good understanding of 
  the powers that be in town (the Valorous League and the 
  underground movement led by Jeven).  The political 
  intrigue will give way to the diabolical occurrences that 
  plague the streets during the nighttime hours.  
   
  
  Blind Faith, Muted Voices 
   
  Page 12 
   
  Encounter Two: Moonlit 
  Madness 
   
  The goal of this encounter is to show the powerful 
  forces at work in the city during the night.  By this time 
  the characters should have a feel of the city, its layout, 
  and the general atmosphere.  During the evening, the 
  city transforms into a terrible place, filled with thieves, 
  scum, low-lifes, and villainy.   
   
  No matter where the PCs decide to stay, the full 
  moon brings out the minions of evil into the streets.  
  Common rats are enchanted with intelligence and 
  strength beyond that of any normal rat.  These moon rats 
  are on a mission to collect more fresh corpses for their 
  lycanthrope and undead masters.  If the heroes stay the 
  night anywhere except the temple of Pholtus or are 
  investigating around during the evening, they will 
  observe the scene that follows, either by being awoken 
  during their slumber or random coincidence.   
   
   
  The following passage describes the scene: 
   
   
  The torches on the streets have been lit to protect 
  the inhabitants of Midmeadow from the wicked 
  denizens of the night.  The rats outnumber the people 
  in this town a hundred to one it seems.  Tonight they 
  all seem to be out.  But wait.  Something seems rather 
  curious about these rats.  They move as if they have a 
  purpose -- a plan.  Organized, efficient, and fast.  
  These are unlike any rats you've ever seen.  Admiring 
  them seems a bit strange and you can't help but 
  notice their extraordinary ability.  One rat you see 
  picks up an entire pile of trash and hauls it off into 
  the sewer.  Two rats corner an alley cat and the cat 
  barely escapes, until it falls into a trap set up by two 
  others.  Finally, you notice three rats hauling off a 
  bleeding man.  He lets out a subdued moan as he is 
  picked up and tossed into the sewer.  Immediately, 
  half a dozen rats follow, with several left behind.  It 
  seems like they are covering their brothers' escape. 
   
  All APLs: 
  moonrats (10): hp 2 each; see Appendix A. 
   
  Tactics: The moon rats are not concerned with the PCs.  
  They just want to fulfill their obligation to their master 
  and provide him with fresh bodies.  If the PCs attack, the 
  moon rats will flee to the sewers. 
   
  By the end of this encounter the PCs should be led 
  to the sewers, where they will be able to investigate the 
  harrowing occurrences that are happening down there. 
   
  Encounter Three: Underworld 
  Necropolis 
   
  The goal of this encounter is to establish mood.  The 
  PCs should feel as if they have crawled into a whole other 
  world.  This world is filled with rats, decay, and death.  
  Make sure to describe in detail all the sensations that 
  they experience, including the putrid scents, sickening 
  wetness, and the shadow-filled crypt-like walls. 
   
  Crawling down into these wretched sewers feels 
  just as eerie as you thought.  The stench is oppressive, 
  worse then even the foulest troll's breath.  The water 
  here is deep and extremely putrid.  You'd guess that it 
  must rise to your waist, at least, if you stood on the 
  floor.  And it looks like you're going to have to if you 
  want to find out what's going on down here. 
   
  The PCs can travel in the sewers and pursue the 
  fleeing rats.  The rats are swimming and pulling the man 
  down the sewers and away from them.  If they decide to 
  What if the party splits up? 
   
  If the some or all of the heroes decided to stay at the 
  temple, then they will not encounter the moon rats.  
  However, feel free to create a situation to have them 
  pursue a lead in the tent camps and run Encounters 3, 4, 
  and 5 in reverse. An example situation might be one of 
  the following: 
  • 
  A peasant looking for alms at the church might 
  describe some “weird pagan activity” in the tent camps 
  that goes on at night. 
  • 
  Roebelle might tell the characters that the Flan 
  refugees from Tenh provide him with the ingredients 
  for the magical elixirs that he creates.  He could 
  provide them a contact and tell them that its best to 
  visit at night. 
  • 
  A group of refugees could come into the temple at 
  night and the Pholtans could ask the PCs to escort 
  them out to the tent camps. 
  • 
  In the case of a split party, you can have them arrive 
  just before springing the combat on them (after the 
  sewer delvers have already passed through the sewer).  
  This leads to a lot of flexibility for different paths 
  through the adventure.  Be prepared as a DM to 
  manage this.  However, it makes for an interesting and 
  unique adventure. 
  
  Blind Faith, Muted Voices 
   
  Page 13 
  pursue, they must make a Fortitude check as described 
  below. 
  Environment: poison sewer gas, 1d3 temporary Con 
  damage, Fort (DC 14) to resist. 
   
  They can quickly catch up with the rats (who cannot 
  swim very fast at all), however the man has already 
  drowned.   
  All APLs 
   
  rats (numerous): hp 2 each.  
   
  moonrats (10): hp 2 each; see Appendix A. 
   
  Tactics: These rats are not concerned with the PCs.  They 
  have a job to do and that is to collect bodies for their 
  master, Shattador.  They will flee if engaged.  Be sure to 
  remember that they have an effective Int 10 during the 
  full moon and play them accordingly. 
   
  Allow PCs not engaged directly in combat to make 
  Spot checks (DC 15) to notice the coves in the walls, 
  which once held the fallen leaders of the Great Kingdom. 
   
  After the urgency of the situation has subsided, they 
  realize that they are in an underground necropolis.  Read 
  or paraphrase the following description: 
   
   
  The walls of these sewers are lined with crypts.  
  Rats crawl all over the skeletal remains.  The 
  chattering noises echo through the sewers, bouncing 
  off the old brick walls creating a cacophony effect. 
  The walls themselves have old ruins on them written 
  in an ancient, dead language.  The tunnels lead off in 
  either direction into the darkness beyond. 
   
  See the map in Appendix B for the layout of the 
  sewer passages.  The PCs may make a Decipher Script 
  check (DC 30) to read the language on the walls.  See the 
  Decipher Script skill description on page 66 of the 
  Player’s Handbook for details on how to make Decipher 
  Script checks.  The PCs can also use the comprehend 
  languages spell or other similar magic to learn what the 
  writing on the wall is.  If successful, they learn that the 
  marking are dates, most likely marking the date of death 
  for the person who occupied they alcove. 
  Puzzle: There is a large sewer chamber with walls 
  covered with crypts.  Each crypt has a date carved into 
  the granite above it. 
   
  Upon entering the large, underground sewer 
  chamber, the PCs notice three statues on the walls.  The 
  one on the wall opposite them is of a falcon standing 
  upright with its wings folded.  The one to the right is of a 
  knight looking to the left with his sword pointed toward 
  the ground.  The statue to the left is of a great noble (the 
  Overking of the Great Kingdom) figure dressed in a 
  flowing cloak with a majestic crown atop his head. 
   
  Each of the statues has writing at their base, which is 
  just out of the sewage.  The writing is written in Old 
  Oeridian. 
  - 
  Knight writing:  
  "You must start your journey from the statue that is 
  my destiny." 
  - 
  Falcon writing: 
  "A quantity of gold coins must be placed at the end 
  of your journey." 
  - 
  King writing: 
   
  "Travel for only as many steps as he sees." 
   
  A detect magic spell will detect that some of the 
  numbers on the walls are magical.  Each of the numbers 
  that is magical can be traced to the point that each of the 
  statues is looking at with a Spot check (DC 20).  A Search 
  check (DC 18) can also reveal that each of the statues 
  seems to be looking at a number, but it will not reveal the 
  magically marked portion of the number.  The numbers 
  are each part of the dates above the crypts.  For instance, 
  if the date were “Growing 21 540 CY”, the number 
  revealed by the detect magic might be "54". 
   
  Any PCs with Knowledge (history) may make a 
  check (DC 20) to recognize the king as Overking 
  Portillan of the Great Kingdom.  He ruled over the Great 
  Kingdom from 345CY to 396 CY.  He was Overking 
  during the time of the Nyrond rebellion. 
  The dates printed above the crypts that the three 
  statues are pointing at are as follows.  The pertinent 
  numbers are bracketed. 
  • 
  Knight date: 
   
  “Reaping [16] 332 CY” 
  • 
  Falcon date: 
   
  “Flocktime 8 [29]9 CY” 
  • 
  Overking date: 
   
  “Sunsebb 20 3[40] CY” 
   
  The key to the riddle is in the clues carved into their 
  bases.  If the PCs talked with the “Widow Sage” earlier in 
  the scenario, they should have received the clue alluding 
  to the name of the falcon – “Destiny”.  The answer to the 
  riddle is:  
  
  Blind Faith, Muted Voices 
   
  Page 14 
  1. 
  The PCs must start from Destiny, the falcon.   
  2. 
  Then they must step the number of steps that 
  Destiny's number revealed (29).   
  3. 
  Finally, they must place a quantity of gold, all at 
  once, at the spot that they have arrived at.  The 
  quantity of gold is also equal to the number Destiny 
  revealed 29 gp). 
   
  If done correctly, the gold disappears and the floor 
  in front of the person who placed the gold crumbles 
  away.  The water on the floor rushes into the opened 
  chamber, quickly filling what little emptiness remained.  
  The trick is that they only need the number given to 
  them by Destiny the falcon.  The other numbers do not 
  matter.  They are there to trick intruders into falling for 
  the trap. 
   
  If the PCs put together any other combination of 
  steps, starting points, or gold, it will trigger a trap as 
  detailed below.  
  APL 2-4: EL 2 
  Bricks from Ceiling: CR 2; mechanical; special 
  trigger; repair reset; Atk +12 melee (2d6, bricks); 
  multiple targets (all targets in two adjacent 5-ft. 
  squares); Search (DC 20); Disable Device (DC 20). 
  APL 6: EL 4 
  Collapsing Ceiling: CR 4; mechanical; special 
  trigger; repair reset; Atk +15 melee (6d6, stone 
  blocks); multiple targets (all targets in a 10-ft. by 10-
  ft. area); Search (DC 20); Disable Device (DC 24). 
  APL 8-10: EL 6 
  Collapsing Ceiling: CR 6; mechanical; special 
  trigger; repair reset; Atk +20 melee (8d6, stone 
  blocks); multiple targets (all targets in a 10-ft. by 10-
  ft. area); Search (DC 20); Disable Device (DC 24). 
  APL 12: EL 8 
  Collapsing Ceiling: CR 8; mechanical; special 
  trigger; repair reset; Atk +24 melee (10d6, stone 
  blocks); multiple targets (all targets in a 10-ft. by 10-
  ft. area); Search (DC 20); Disable Device (DC 24). 
   
  If the heroes trigger the trap, it will be impossible to 
  find the opening to the room below, as the passageway is 
  covered with granite. 
   
  Regardless of whether the PCs are able to find the 
  opening to the secret chamber, they can continue 
  through the sewers, arriving eventually at a grate that is 
  near the tent camps outside the palisade. 
   
  The heroes should exit this encounter with the 
  experience of the old world of the Great Kingdom.  The 
  crypts down below harkens back to an age where tyranny 
  and oppression ruled, and a great noble class dominated 
  the rest of the masses.  Relating this to the current 
  situation with the rise in power of the Valorous League of 
  Blindness is an important piece of the story. 
   
  Encounter Four: Sepulcher of 
  Kyliris 
   
  The goal of this encounter is to give the characters 
  more insight into what is going on in town.  This crypt 
  was the resting place for the local lord who clung to an 
  allegiance to the Great Kingdom, even while Nyrond was 
  in revolt.  Discovering it empty should provide a great 
  clue as to what lies ahead for the PCs. 
   
  Placing the pile of coins where you believe the 
  clues have led you, the floor begins to crumble away.  
  As you dodge swiftly from the spot, the water on the 
  floor swiftly rushes into the opening and fills 
  whatever remaining air was trapped below.  It seems 
  you have uncovered a hidden chamber. 
   
  If the PCs solve the riddle to uncover the passage, 
  the coins immediately vanish.  The floor beneath their 
  feet begins to crumble and a pit opens up below.  The 
  water begins to rush into the chamber below.  Diving 
  down, they find that the chamber has a sarcophagus in it. 
   However, the cover lies broken against the wall.  
  Someone or something must have gotten here first.  The 
  name "Sir Kyliris the Falcon" is engraved on the wall of 
  this vault and there is an unopened chest at the foot of 
  the empty coffin, broken sarcophagus.  Of course, this is 
  all under water, so they will have to swim down there 
  with a light source just to see this disappointing news for 
  them. 
   
  Diving into the murky depths below, you reveal 
  another catacomb.  This seems to be a burial chamber 
  for a great noble who has long since passed into the 
  afterlife.  However, as your light refracts through the 
  water you see that the sarcophagus has been 
  disturbed.  The massive stone lid lies crumbled up 
  against the far wall and the contents of the coffin 
  seem missing.  At the foot of the tomb sits an 
  unopened chest adorned with some regal heraldry.  A 
  stone plaque on the wall bears the name of the noble 
  laid to rest here: Kyliris the Falcon. 
  
  Blind Faith, Muted Voices 
   
  Page 15 
   
  Refer to the Dungeon Master’s Guide page 85 for 
  complete rules on water dangers and drowning.   
   
  Anyone with Knowledge (history) can make a check 
  (DC 15) to determine that the heraldry on the chest is 
  that of the Great Kingdom. 
   
  The PCs may also attempt a spot check while near 
  the sarcophagus.  Scoring above a 20, they will notice that 
  the lid is broken in such a way as to indicate that the 
  force used to remove the lid came from within. 
   
  If they are able to haul the chest out of the crypt, 
  they find it filled with treasure.  Also inside is a journal.  
  The pertinent information is detailed in Appendix C. 
   
  The following describes what is in the chest:: 
   
  Opening the soaked chest, you see a gleam from 
  inside.  Inside there seems to be jewels.  As you look 
  closer, you see that the jewels are actually attached to 
  a chain.  The chain is crafted of what looks like 
  electrum.   The detail on the chain shows a stately 
  looking falcon standing with its wings folded.  
   
  The chain itself is a chain of command for the 
  lordship of Midmeadow from the age of the Great 
  Kingdom.  It would typically be worn to hold together a 
  heavy cloak or robe and also as a decorative symbol of 
  rule and fealty to the Overking. 
   
  If they cannot solve the riddle in a reasonable 
  amount of time, they may move on to the duct that ends 
  at the tent city.  Proceed to Encounter 5. 
   
  Upon exiting this encounter, the PCs may be aware 
  that a powerful, possibly undead force has arisen from 
  this town if they were able to find the crypt. 
   
  Encounter Five: Death Camps 
   
  The goal of this encounter is to introduce the PCs to 
  yet another problem that Midmeadow has to deal with.  
  Its growing population of refugees is a strain on the 
  town's limited resources.  The factionalism of this micro-
  society is apparent from the first glance.  The DM should 
  concentrate on displaying this duality between the 
  followers of Pholtans, who are blinded to their problems 
  by his ridged doctrine, and the other inhabitants who 
  have resorted to anarchy and lawlessness, scrounging for 
  every bit of resource that they can possibly find, 
  including embracing dark forces. 
   
  The following description is an example of the scene 
  outside of the sewer: 
   
  The sewer empties into a small stream just 
  outside of town.  Here you can see the terrible 
  conditions that the refugees live in.  Flies and rats 
  crawl all over the trash that is piled all around.  
  Bonfires burn openly all about the camps and people 
  sit huddled around them trying to keep warm.  The 
  moon glows full above providing you enough light to 
  see that the group of refugees in front of you is 
  performing a religious ceremony.  The symbol of 
  Pholtus flashes in the hands of the peasants, 
  reflecting the firelight and moonlight above.  People 
  lurk about in the shadows, digging through the 
  discarded trash of others like the rats and dogs that 
  share their plight. 
   
  The PCs can ask questions of the refugees, but there 
  are many agents of both Kyliris and the evil priest 
  Shattador around the camp.  Be sure to convey the sense 
  of unwelcomeness in the camp.  They do not like 
  outsiders or city folk, especially not wealthy adventurers. 
   They 
  will, 
  however, 
  provide 
  them 
  with 
  some 
  information: 
  • 
  Disease and famine are hitting the camps hard in 
  recent days.  The Pholtans are not as badly affected, 
  but there have been numerous outbreaks among the 
  others.   
  • 
  Some say dark forces are at work and that they have 
  seen rats and other creatures prowling the sewers in 
  the middle of the night.  It almost looks like they are 
  in search of something. 
  • 
  Others think the Valorous League is to blame for all 
  the problems.  They think that they are consorting 
  with demons themselves and are trying to convert the 
  refugees by spreading disease and giving food and 
  medicine to those that choose the One True Path. 
   
  It is important to display the two opposing sides that 
  have been created in the refugee camps outside of town.  
  One side has embraced the Valorous League and is 
  receiving food and other essentials from them.  The other 
  faction is a chaotic mess of thieves, beggars, and poor 
  starving refugees.  They have no food and no protection. 
  The underworld elements are firmly in place around here 
  and any information that the PCs obtain also exposes 
  them to the spies of the dark lord Kyliris.   
   
  Shattador will dispatch some of his minions to attack 
  the PCs during their discussions with refugees.   
  APL 2: EL 4  
  were-rats (2): hp 7, 6; see Monster Manual page 219.  
  rats (6): hp 2, 2, 2, 2, 2, 1; see Monster Manual page 
  201. 
  
  Blind Faith, Muted Voices 
   
  Page 16 
  APL 4: EL 6 
  were-rats (4): hp 8, 7, 6, 3; see Monster Manual page 
  219.  
  rats (8); hp 2, 2, 2, 2, 2, 1, 1, 1; see Monster Manual 
  page 201. 
  APL 6: EL 8 
  Shattador's 
  henchman: Male human/were-rat 
  Rgr1/Rog3; hp 28; see Appendix A. 
  Shattador’s henchman: Female human/were-rat 
  Sor4; hp 17; see Appendix A.  
  common raggamoffyn: hp 18; see Appendix A. 
  rats (8): hp 2 each; see Monster Manual page 201.  
  APL 8: EL 10 
  Shattador's 
  henchman: Male human/were-rat 
  Rgr1/Rog3; hp 26; see Appendix A. 
  Shattador’s henchman: Female human/were-rat 
  Sor4; hp 17; see Appendix A.  
  common raggamoffyn (2): hp 20, 16; see Appendix 
  A. 
  shrapnyl: hp 66; see Appendix A. 
  rats (8): hp 2 each; see Monster Manual page 201.  
  APL 10: EL 12 
  Shattador’s henchman: Female human/were-rat 
  Ftr1/Rgr1/Bbn2/Rog3; hp 53; see Appendix A. 
  Shattador’s henchman: Female human/were-rat 
  Sor7; hp 29; see Appendix A.  
  shrapnyl (2): hp 71, 67,; see Appendix A. 
  rats (8): hp 2 each; see Monster Manual page 201.  
  APL 12: EL 14 
  Shattador's 
  henchman: Male human/were-rat 
  Ftr2/Rgr1/Bbn2/Rog3; hp 62; see Appendix A,  
  Shattador’s henchman: Female human/were-rat 
  Sor10; hp 41; see Appendix A,  
  shrapnyl (3): hp 71, 67, 64; see Appendix A. 
  rats (8): hp 2 each; see Monster Manual page 201.  
  Tactics: The were-rats will wait for the raggamoffyns to 
  attack any PCs that pass too close to the heaps of garbage. 
   After one round, the were-rats will charge into the fray 
  in hybrid form and catch the PCs flat-footed.  They will 
  attempt to ambush any spellcasters or rear-rank PCs from 
  behind while the fighters take on the raggamoffyns.  If 
  the were-rats are severely beaten, they will attempt to flee 
  and are not likely to fight to the death.  However, if they 
  are captured, they will speak of terrible retribution by 
  their lord, Incabulos.  They know nothing of Kyliris and 
  they believe that Shattador is an avatar of the god 
  Incabulos.  They would rather die then return to him, not 
  knowing what unspeakable punishment they will 
  receive. 
     
  The raggamoffyns form due the exorbitant amount 
  of magic that was used to create the lasting structure of 
  the city by the elves.  Combined with the energy of the 
  diametrically opposed cults at work in the tent camps, 
  raggamoffyns are what is spawned.  They do not attack 
  the were-rats, because they are shape changers.  If the 
  raggamoffyns are involved, they should be used to start 
  the encounter, in which case soon after the shape shifters 
  attack.    
   
  The heroes should become fully aware that there is 
  an evil presence in this area of the city and that it has 
  something to do with the god Incabulos.  They should 
  not learn of the connection between Shattador and the 
  undead creature that was once Kyliris. 
  Encounter Six: The Growfest 
  Celebration 
   
  The celebration is meant to be a tribute to the history 
  and culture of northern Nyrond.  It should also display 
  the chaotic, anarchic nature of the town.  The presence of 
  the Valorous League looms over the setting like riot 
  police.  The joyous occasion is near the brink of chaos.   
   
  The PCs should be given the chance to rest.  They 
  have spent most of the night combating the forces of evil 
  and will likely want to rest to recover spells.  Give anyone 
  that wants an opportunity to talk to the various members 
  of the community the chance.  Be sure to play up the 
  celebration’s fun that differs greatly to the rest of the 
  experience so far.  After they are done with that, you can 
  move to the evening’s events. 
   
  The celebration can be described similar to the 
  following: 
   
  The twilight has come and the city has awoken in 
  celebration.  Many people have been partying all day, 
  but now there is hardly a building not lit with 
  candles, lanterns, and hearth fires.  Common people 
  carry torches throughout the streets, hollering, 
  drinking, and carousing.  The smell of roasted meats 
  
  Blind Faith, Muted Voices 
   
  Page 17 
  and burning firewood creates a delectable sensation.  
  The release of emotion through song purges some of 
  the tension, but the looming knights of the Valorous 
  League remind everyone that there is still a lawful 
  presence in this place. 
   
  Development: During the Growfest celebration, the PCs 
  encounter an old elven woman.  She has been a resident 
  in the area of Midmeadow for nearly 600 years and is the 
  last remaining resident from the building party some 300 
  years ago.  She is known only as the "Widow Sage", as her 
  husband was killed during the construction of the city 
  and it is said that his spirit lives in the walls of the 
  buildings in town. 
  "Widow Sage", Female high elf Div12; hp 37; See 
  Appendix A. 
  In addition to talking with the other personalities 
  presented in Encounter One, the heroes can potentially 
  meet with one of Jeven’s close advisors, Wyrai, if they 
  had earlier encounter him and spoke with him about the 
  petition 
  Wyrai: Male human Rog6; hp32; see Appendix A. 
   
  He will give one of the heroes a gift “from Jeven”.  It 
  is actually a cursed item from Kyliris.  Make sure to 
  describe it as either gauntlets of ogre power or gloves of 
  dexterity, depending on the makeup of the PCs 
  interacting with him.  Any characters attempting to 
  Sense Motive (DC 16) on him can determine that he is 
  acting rather carelessly in offering the item to you.  
  However, he seems sincere in his offer.  Casting a detect 
  thoughts on him will reveal that he is determined to give 
  the characters this item as a reward. 
   
  All APLs: 
  Gauntlets of Fumbling: (Special [cursed]; 1,300gp; 
  DMG) 
   
  If caught, Wyrai will surrender.  He knows little of 
  what is really going on, as he has been the subject of a 
  powerful suggestion spell.  If attempts are made to detect 
  his thoughts or other types of divinations, they will turn 
  up empty because he has finished his suggestion.  He 
  does not know who made the suggestion or where the 
  suggestion was made. 
   
  The goal of this encounter is to build some tension 
  before the climax of the story.  By the end of this 
  encounter, the characters should have yet again 
  experienced the tensions between the common people of 
  Midmeadow and the Valorous League. 
  Encounter Seven: Army of 
  Darkness 
   
  This encounter is intended to be the climax of the 
  scenario.  Tension should have been mounting 
  (temporarily alleviated by the celebration) the entire time 
  leading up to this point.   
   
  The following describes the scene as the mayor 
  emerges at the celebration: 
   
  The throngs of residents are in high spirits, as the 
  celebration has been a wonderful time.  Throughout 
  the day, you have seen many interesting people in 
  this city.  Despite the downtrodden economy, the 
  experience has made brought a sense of hope to the 
  residents. 
   
  The calm is broken as a wounded, bleeding, pale-
  skinned man stumbles into your midst.  He breathes 
  weakly.  Looking closer, you notice that he wears the 
  clothing of a noble.  You hear whispers in the crowd: 
  “Oh my, what has happened to the mayor.”   The man 
  spits out blood as he speaks: 
   
  “Something has taken the keep.  A dark force has 
  come and slaughtered my guards.  We must flee the 
  city...” 
   
  Just then he collapses to the ground.  From 
  beneath his robes, vermin crawl over his hands and 
  face.  Screams echo in the distance.  The pounding of 
  hooves is felt in the ground, as the Knights Valorous 
  come storming through the square heading toward 
  the keep.  They shout to you: 
   
  “Defend the people!  We are off to the keep.  
  These fiends will be driven aback by the light of 
  Pholtus!” 
   
  The following section is a listing of a typical undead 
  party that the PCs will encounter during the undead 
  invasion: 
  APL 2: EL 4 
  medium-size skeletal warriors (4): hp 10, 7; see 
  Monster Manual page 165.  
  medium-size zombies (2): hp 17, 16; see Monster 
  Manual page 191. 
  ghouls (2): hp 20, 12; see Monster Manual page 97. 
  
  Blind Faith, Muted Voices 
   
  Page 18 
  APL 4: EL 6 
  same as APL 2 plus  
  wights (2): hp 29, 24; see Monster Manual page 183. 
  APL 6: EL 8 
  same as APL 4 plus  
  spell-stitched wights (2): hp 29, 24; see Appendix 
  A. 
  APL 8: EL 10 
  same as APL 6 plus  
  Volgul: Spellstitched ghast Nec4; hp48; see 
  Appendix A. 
  APL 10: EL 12 
  same as APL 8 plus  
  bodaks (2): hp 70, 57; see Monster Manual page 27. 
  APL 12: EL 14  
  same as APL 6 plus 
  Volgul: Spellstitched ghast Nec6; hp 61; see 
  Appendix A. 
  bodaks (4), advanced 13HD: hp 103, 79; see 
  Appendix A. 
  Tactics: The undead swarm throughout the city.  The 
  Valorous League fights many of them and the general 
  population tries desperately to defend themselves as well. 
   A group of mounted knights rides off to the mayoral 
  manor.  The PCs will likely want to end up there as well. 
  Kyliris' prize creation, Volgul the Terror of Woodverge, 
  leads the group's onslaught at APL 8-12. The skeletons 
  and zombies lead the fray, with the other undead lurking 
  in the shadows waiting to ambush from the sides and 
  behind the party.  Make sure to challenge them 
  appropriately, using a variety of skeleton and zombie 
  types (i.e. skeletal mounted warriors, zombie dogs and 
  cats, and their wight commanders).  Volgul has pre-cast 
  some of his spells including see invisibility, mage armor, 
  magic circle against good, and haste.  For the purposes of 
  duration, assume the haste has half its duration expired 
  by the time they encounter the PCs.   
   
  If the PCs decide to go to the keep, make sure to 
  throw some random skeletons or zombies at them on 
  their way to show the swarm of undead throughout the 
  town.  Then, when they arrive at the keep, describe as 
  follows: 
   
  The gate of this well-fortified fortress stands 
  unprotected.  Soldiers lie fallen at the portcullis.  
  Entering the courtyard, you see that it inhabitants 
  have all been killed.  Soldiers and knights lie dead on 
  the grounds, many of them gripping their holy 
  symbols.  An eerie magical silence fills the air.  A 
  corner of the yard is covered in a strange inky 
  blackness that seems to be the lingering effect of a 
  spell.   
   
  Inside the building is a similar scene.  Empty.  
  No one left alive.  Searching through the remains, 
  you find a lone knight actually alive.  He mumbles 
  something unintelligible and grips a piece of 
  parchment. 
   
  The knight is the sole surviving member of the 
  group that rode off to the keep.  He has been driven to 
  catatonia.  The note that he grips has just one sentence 
  written on it.  It says, “I have awakened.” 
   
  The goal of this encounter is to combat and drive 
  back the evil forces that have poured out of the keep.  The 
  PCs should learn that their are evil forces that have 
  awakened and that Midmeadow's problems have only 
  grown worse. 
  Conclusion 
   
  The city of Midmeadow is left in shambles.  Their 
  leader has been turned into a catatonic lunatic and the 
  Valorous League has suffered serious casualties.  The 
  knights have ordered a state of martial law and are 
  consolidating power rapidly under their leadership.  
  Speaking with Zylinchin, the heroes are told that the 
  Valorous League has the situation under control, thanks 
  to their help.  They will encourage the PCs to stay as long 
  as they wish to help maintain order among the chaos.  
  However, there are still many questions to be answered 
  in the future. 
   
  As a reward for their efforts, the Valorous League 
  gives the heroes a platinum moon.  It is a large, finely 
  crafted piece of platinum in the shape of the symbol of 
  Pholtus.  See treasure summary for its gp value. 
   
  Also, it is important to resolve what the PCs do with 
  the chain.  If they mention it to the Valorous League, 
  they will claim imminent domain over it.  If the PCs 
  refuse to give it up, they will attempt to purchase it from 
  them for half value.  If they take it to Jeven, he will thank 
  them and reward them with gp equal to half its value.  If 
  they decide to keep it, its value is lost, but one of the 
  players can mark it on their Adventure Record.  See the 
  Adventure Record for its details. 
  
  Blind Faith, Muted Voices 
   
  Page 19 
  The End 
  
  Blind Faith, Muted Voices 
   
  Page 20 
  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 
  role-playing) to each character. 
   
  Introduction 
  Defeat the ether creatures 
   
  APL2 60 xp;  APL4 120 xp; APL6 180 xp;  
  APL8 180 xp; APL10 180 xp; APL12 180 xp; 
   
  Encounter One 
  Meet with Jeven and further his cause 
   
  APL2 25 xp;  APL4 25 xp; APL6 25 xp;  
  APL8 25 xp; APL10 25 xp; APL12 25 xp; 
   
  Encounter Two 
   
  Attempt to save dying man from moonrats 
  APL2 25 xp;  APL4 25 xp; APL6 25 xp;  
  APL8 25 xp; APL10 25 xp; APL12 25 xp; 
   
  Encounter Three 
  Defeat the puzzle or survive the trap 
   
  APL2 60 xp;  APL4 60 xp; APL6 120 xp;  
  APL8 180 xp; APL10 180xp; APL12 240xp; 
   
  Encounter Four 
  Explore Kyliris’ crypt and find the treasure 
   
  APL2 25 xp;  APL4 25 xp; APL6 25 xp;  
  APL8 25 xp; APL10 25xp; APL12 25 xp; 
   
  Encounter Five 
  Defeat Shattador’s minions 
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp; 
   
  Encounter Six 
  Discover Wyrai’s deceit 
   
  APL2 15 xp;  APL4 15 xp; APL6 15 xp;  
  APL8 15 xp; APL10 15 xp; APL12 15 xp; 
   
  Encounter Seven 
  Defeat the undead hordes 
   
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp; 
   
  Story Award 
   
  Protected the town from the undead horde and 
  revealed the presence of the evil threats 
  APL2 0 xp;  APL4 45 xp; APL6 90 xp;  
  APL8 135 xp; APL10 180 xp; APL12 225 xp; 
   
  Total possible experience:  
   
  APL2 450 xp;  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 
  
  Blind Faith, Muted Voices 
   
  Page 21 
  number of gold pieces a characters total and coin value 
  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 One:  Introduction 
   
  All APLs:  
    
   
  dust of tracelessness 250 gp 
   
   
  potion of love 150 gp 
   
   
  potion of blur 300 gp 
   
  Total GP Value: 700 gp 
  Encounter Four:   
   
  APL 2: 500 gp coin 
   
  Total GP Value: 500 gp 
   
  APL 4: 
   
   
  1000 gp coin and gems 
   
  Total GP Value: 1000 gp 
   
  APL 6-8:  
   
   
  wand of magic missile (3
  rd-level caster) 2250 gp 
   
   
  +1 rapier 1320 gp 
   
   
  potion of invisibility 300 gp 
   
   
  potion of invisibility 300 gp 
   
   
  masterwork studded leather 175 gp 
   
   
  scroll of acid arrow 150 gp 
   
   
  scroll of mirror image 150 gp 
   
   
  tanglefoot bag (2) 100 gp 
   
   
  thunderstone 30 gp 
   
   
  silk rope 10 gp 
   
   
  dagger 2 gp 
   
  Total GP Value: 4787 gp  
   
  APL 10: 
  +2 mithral chain shirt 5100 gp 
  +1 wounding rapier 8320 gp 
  +1 kukri 2308 gp 
  potion of cure light wounds 50 gp 
  potion of cure light wounds 50 gp 
  scroll of fireball 375 gp 
  scroll of mirror image 150 gp 
  +1 cloak of resistance 1000 gp 
  wand of magic missile (5
  th-level caster) 3750 gp 
   
  Total GP Value: 21103 gp 
   
   
  APL 12: 
  +2 mithral chain shirt 5100 gp  
  +1 wounding rapier 8320 gp 
  +1 wounding kukri 8308 gp 
  potion of cure moderate wounds 300 gp 
  potion of cure moderate wounds 300 gp 
  scroll of fireball 375 gp 
  scroll of mirror image 150 gp 
  +1 cloak of resistance 1000 gp 
  wand of magic missile (5
  th-level caster) 3750 gp 
  pink and green ioun stone 8000 gp 
   
  Total GP Value: 35600 gp 
   
   
  Encounter Five: 
   
  All APLs: 
   
   
  jeweled chain of Midmeadow 1000 gp 
   
  Total GP Value: 1000 gp 
   
  Encounter Seven: 
   
  APL 8-10:  
   
   
  headband of intellect 4000 gp 
   
  Total GP Value: 4000 gp 
   
   
  APL 8-12: 
   
   
  scroll of blindness/deafness 150 gp 
   
   
  scroll of spider climb 25 gp 
   
   
  scroll of blur 150 gp 
  
  Blind Faith, Muted Voices 
   
  Page 22 
   
   
  scroll of summon undead III 375 gp 
   
  Total GP Value: 700 gp 
   
  Conclusion: 
   
  APL 2: 
   
   
  reward 500 gp coin 
   
  APL 4-12: 
   
   
  reward 1000 gp coin 
   
  Total Possible Treasure 
  APL 2: 308 gp 
  APL 4: 475 gp 
  APL 6: 790 gp 
  APL 8: 1182 gp 
  APL 10: 2100 gp 
  APL 12: 3000 gp 
   
   
  Items Appearing on the Adventure Record: 
   
  Volgul’s Scorcher 
  Evocation [Fire] 
  Level: Sor/Wiz 2 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Area: 5-ft.-wide path to close range (25ft. + 5 ft./2 levels) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A jet of roaring flame bursts from your outstretched 
  hand, scorching any creature in a 5-foot-wide path to the 
  edge of the spell’s range.  Volgul’s scorcher deals 1d8 
  points of damage per two caster levels, to a maximum of 
  5d8 points of damage. 
   
  Focus: A red dragon’s scale. 
   
   
   
  Gauntlets of Fumbling: These gauntlets may be of 
  supple leather or heavy protective material suitable for 
  use with armor (ring, scale, chain, and so on).  In the 
  former instance, they appear to be gloves of Dexterity or 
  gauntlets of ogre power until the wearer finds herself 
  under attack or in a life-and-death situation.  At that time, 
  the curse is activated.  The wearer becomes fumble-
  fingered, with a 50% chance each round of dropping 
  anything held in either hand.  (If items are held in both 
  hands, roll only once.  If the d% result is 01-50, roll again: 
  even = right hand, odd = left hand).  The gauntlets also 
  lower Dexterity by 2 points.  Once the curse is activated, 
  the gloves can be removed only by means of a remove 
  curse spell, a wish, or a miracle. 
  Caster Level: 7
  th; Prerequisites: Create Wondrous Item, 
  bestow curse; Market Price: 1,300 gp. 
  NOTE: The Chain of the Falcon is only awarded to at 
  most one character per table.   
  Chain of the Falcon: This electrum chain was found in 
  the crypt of Kyliris the Falcon. It would typically be worn 
  to hold together a heavy cloak or robe and also as a 
  decorative symbol of rule and fealty to the Overking.  It is 
  unknown what significance it held to him and its value is 
  unknown.  (Adventure; 0 gp;)   
   
  APL 8+:  
  Volgul’s Spellbook: This crimson-colored leather-bound 
  book contains the following spells: 1st—burning hands, 
  cause fear, chill touch, mage armor, magic missile, 
  obscuring 
  mist, 
  protection 
  from 
  good, 
  ray 
  of 
  enfeeblement, spider climb, true strike; 2nd—Volgul’s 
  scorcher, blur, darkness, ghoul touch, mirror image, 
  scare, see invisibility, spectral hand; 3rd—haste, magic 
  circle against good,  vampiric touch. (Adventure; 820 gp) 
   
  
  Blind Faith, Muted Voices 
   
  Page 23 
  Adventure Record Items Found List: 
  APL 2 
  Potion of water-breathing (Adventure; limit 2 per PC; 
  DMG) 
  Dust of tracelessness (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following) 
  Horseshoes of speed (Adventure; DMG) 
   
   
  APL 6 (all of APLs 2-4 plus the following) 
  Sovereign glue (Adventure; limit 2 per PC; DMG) 
  Horseshoes of a zephyr (Adventure; DMG) 
  Wand of magic missile (Adventure; 3rd-level caster;  
  DMG) 
   
  APL 8 (all of APLs 2-6 plus the following) 
  Headband of intellect (Region; DMG) 
  Adamantine breastplate (Region; DMG) 
   
  APL 10 (all of APL 2-8 plus the following) 
  Stone salve (Adventure; limit 2 per PC; DMG) 
  +1 wounding rapier (Adventure; DMG) 
  +2 mithral shirt (Adventure; DMG) 
  Wand of magic missile (Adventure; 5th-level caster; 
  DMG) 
   
  APL 12 (all of APL 2-10 plus the following) 
  +1 wounding kukri (Adventure; DMG) 
   
   
  
  Blind Faith, Muted Voices 
   
  Page 24 
  NPCs 
  Introduction 
  All APLs: 
  Del’fye: Female human (Flan) Rgr2; CR 2; Medium-size 
  humanoid; HD 2d10; hp 16; Init +2; Spd 30ft.; AC 14 
  (Dex, leather armor), touch 12, flat-footed 12; Atk +3 
  melee (1d6+1, shortsword), +1/+1 melee (1d6+1, 
  shortsword; 1d4+1 dagger), +4 ranged (1d4+1, dagger); SQ 
  favored enemy (orcs); AL CG; SV Fort +3, Ref +2, Will +2; 
  Str 12, Dex 14, Con 11, Int 12, Wis 15, Cha 11. 
   
  Skills and Feats: Animal Empathy +5, Craft 
  (weaving) +6, Handle Animal +4, Heal +4, Hide +5, Intuit 
  Direction +4, Knowledge (nature) +4, Move Silently +5, 
  Wilderness Lore +6; Ambidexterity, Dodge, Improved 
  Initiative, Improved Two-weapon Fighting, Track. 
   
  Possessions: shortsword, dagger, leather armor, trail 
  rations, bedroll, wineskin, hemp rope, black stone heart 
  (4).  
   
  Description: Del’fye is a displaced refugee from 
  Tenh.  She was the leader of her clan of Flan people 
  before the Ether creatures invaded that land and forced 
  them out of their settlement.  They are roaming around 
  northern Nyrond and eastern County of Urnst looking 
  for lands that are friendlier.  She has torn leather armor 
  and an old bedroll.  The refugees are very short on food 
  and weak from fatigue.  She covets the black stone hearts 
  that she found in Tenh before leaving, hoping that they 
  will bring some riches for her and her people.  She speaks 
  quietly, but has an aggressive streak in her.  She 
  particularly despises orcs, as they have often hunted her 
  people in their native lands.   
   
  Knight Valorous Fighter: Male human Ftr4; CR 4; 
  Medium-size humanoid; HD 4d10+4; hp varies; Init +0; 
  Spd 20ft., 50ft. (mounted); AC 19 (Half-plate, large steel 
  shield), touch 10, flat-footed 19; Atk +9 melee (1d8+3, 
  masterwork light flail), +4 ranged (1d8, light crossbow); 
  AL LN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 10, Con 
  12, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Intimidate +1, Knowledge 
  (Religion) + 2, Ride +7, Spot +3; Mounted Combat, Ride-
  by Attack, Spirited Charge, Power Attack, Cleave, 
  Weapon Focus (light flail). 
   
  Possessions: heavy warhorse, masterwork light flail, 
  light crossbow, 20 bolts, half-plate, large steel shield, +1 
  cloak of protection, potion of bull's strength.  
   
  Knight Valorous Crossbowman: Male human Ftr4; CR 
  4; Medium-size humanoid; HD 4d10+4; hp varies; Init +2 
  (Dex); Spd 20ft., 60ft. (mounted); AC 19 (Dex, half-plate), 
  touch 12, flat-footed 17; Atk +5 melee (1d8+1, light flail), 
  +6 ranged (1d10, masterwork heavy crossbow); AL LN; 
  SV Fort +6, Ref +2, Will +2; Str 12, Dex 14, Con 12, Int 10, 
  Wis 11, Cha 8. 
   
  Skills and Feats: Intimidate +1, Knowledge 
  (Religion) + 2, Ride +7, Spot +3; Mounted Combat, 
  Mounted Archery, Point Blank Shot, Precise Shot, Rapid 
  Shot, Rapid Reload. 
   
  Possessions: light warhorse, light flail, masterwork 
  heavy crossbow, 20 bolts, half-plate, +1 cloak of 
  protection, potion of cat's grace.  
   
  Knights Valorous Cleric: Male human Clr4; CR 4; 
  Medium-size humanoid; HD 4d8+4; hp varies; Init +0; 
  Spd 20ft., 60ft. (mounted); AC 16 (banded mail), touch 10, 
  flat-footed 16; Atk +4 melee (1d6, masterwork 
  quarterstaff), +3 ranged (1d8, light crossbow); SQ domain 
  spells, undead turning; AL LN; SV Fort +5, Ref +1, Will 
  +7; Str 10, Dex 10, Con 12, Int 11, Wis 16, Cha 14. 
   
  Skills and Feats: Diplomacy +5, Heal +8, Knowledge 
  (Religion) +5, Ride +3, Sense Motive +4; Mounted 
  Combat, Trample, Ride-by Attack. 
   
  Special Qualities: Law Domain Power, Sun Domain 
  Power, Undead turning. 
   
  Possessions: light warhorse, masterwork quarterstaff, 
  light crossbow, 10 bolts, banded mail, wand of cure light 
  wounds, steel holy symbol (Pholtus). 
   
  Spells Prepared (4/4/3) (DC = 13 + spell level): 0--; 
  1st--; 2nd--. 
   
  Domain spells: 1st--Endure Elements; 2nd--Spiritual 
  Weapon. 
   
  Sir Edgrus of the Light: Male human Ftr8; CR 8; 
  Medium-size humanoid; HD 8d10+16; hp 68; Init +1; Spd 
  20ft., 100ft. (mounted, horseshoes of speed); AC 22 (full 
  plate, +1 large steel shield, dex), touch 11, flat-footed 21; 
  Atk +14/+9 melee (1d8+8, +2 morningstar), +12/+7 melee 
  (1d10+5, +1 heavy lance), +9/+4 ranged (1d8,  
  light crossbow); AL LG; SV Fort +10, Ref +5, Will +5; Str 
  18, Dex 12, Con 15, Int 10, Wis 13, Cha 15. 
   
  Skills and Feats: Intimidate +3, Knowledge 
  (Religion) + 2, Ride +11, Spot +3, Sense Motive +3; 
  Blindfight, Combat Reflexes, Mounted Combat, Ride-by 
  
  Blind Faith, Muted Voices 
   
  Page 25 
  Attack, Spirited Charge, Power Attack, Cleave, Weapon 
  Focus 
  (morningstar), 
  Weapon 
  Specialization 
  (morningstar). 
   
  Possessions: heavy warhorse, +1 heavy lance, +2 
  morningstar, light crossbow, 20 bolts, full plate, +1 large 
  steel shield, +2 cloak of protection, horseshoes of speed. 
   
  Etherspitter: CR 2; Small Aberration; HD 3d8; hp varies; 
  Init +8; Spd 40ft.; AC 19 (touch 15, flat-footed 15) [+4 
  Dex, +1 size, +4 natural]; Atk +5  melee (1d6+3, bite); SA 
  Ethereal Spit, Steal Dead; SQ Stick, Minor Fading, Fast 
  Healing 1, Chitter; AL N; SV Fort +1, Ref +5, Will +3; Str 
  14, Dex 18, Con 11, Int 1, Wis 10, Cha 10.  Length 3ft. 
   
  Skills and Feats: Listen +3, Spot +3; Improved 
  Initiative. 
   
  Ethereal Spit (Su):  Opposed to a bite attack, the 
  Etherspitter can issue forth a gob of highly magical spit.  
  Treat this attack as a +7 ranged touch attack with a range 
  of 10 feet.  Anything hit by this spit receives 1d8 points of 
  damage as a portion of the target is forcefully shifted to 
  the Ethereal plane.  This spit can be used on objects as 
  well as living beings and ignores any hardness the object 
  might possess.  This spit has no effect within the area of a 
  dimensional anchor spell or similar effect that prevents 
  planar travel.  This ability can be used every round. 
   
  Steal Dead (Su):  As a full round action, the 
  Etherspitter can shift the entire body of a dead creature 
  to the Ethereal Plane.  This ability may only be used on 
  dead creatures of size large or smaller.  If damaged during 
  this action, the shift is disrupted.  This ability may only 
  be used if three or more Etherspitters participate in the 
  action.  This ability cannot be used within the area of a 
  dimensional anchor or other similar effect that prevents 
  planar travel. 
   
  Stick (Ex):  The many legs of an Etherspitter allow it 
  to move at full speed along any surface.  This effect is 
  similar to that of spider climb but without the speed 
  restriction. 
   
  Minor Fading (Su):  With this ability, the 
  Etherspitter can shift between the Ethereal and Material 
  planes.  This feat takes 1d6 rounds to complete during 
  which time the Etherspitter is considered incorporeal to 
  creatures on both planes in that it requires +1 weapons to 
  hit, and has a 50% chance to ignore the damage from any 
  corporeal source.  The Etherspitter can take only move 
  actions during this period.  Activating this ability is not 
  possible within the area of a dimensional anchor or other 
  magic that prevent planar travel. 
   
  Fast healing 1 (Ex):  With this ability, the 
  Etherspitter recovers 1 hit point per round spent on the 
  Ethereal plane.  An Etherspitter reduced to –10 hit points 
  still dies however.  This ability has no effect on the 
  Material plane. 
   
  Chitter (Ex):  The Etherspitter emits a constant 
  clicking noise.  This noise ruins any attempt at surprise 
  that the creature might attempt to gain and results in a –8 
  circumstance penalty to any Move Silently skill check. 
   
  APL 6-12: 
  Etherscout: CR 3; Medium-sized Aberration; HD 4d8+4; 
  hp varies; Init +5; Spd 30 ft., fly 60 ft. (good); AC 17 
  (touch 12, flat-footed 15) [+5 Dex, +2 natural]; Atk +4 
  melee (1d8+1, bite), +2 melee (1d6, claw x2); SA Breath 
  Weapon; SQ Darkvision 60 ft., Ethereal Jaunt, Fast 
  Healing 1; AL N; SV Fort +2, Ref +6, Will +4; Str 12, Dex 
  20, Con 13, Int 7, Wis 11, Cha 10.  Height 5 ft. 
   
  Skills and Feats: Listen +6, Move Silently +12, Spot 
  +11*; Flyby Attack, Multiattack. 
   
  Breath Weapon (Su): Paralysis (1d4 hours), cone, 30 
  ft., every 2d4 rounds (but no more than four times per 
  day), Fortitude save (DC 13). 
   
  Ethereal Jaunt (Su): An Etherscout can shift from 
  the Ethereal to the Material plane as a free action, and can 
  shift back again as a move-equivalent action (or as part of 
  a move-equivalent action).  This ability is otherwise 
  identical with ethereal jaunt cast by a 15-th sorcerer. 
   
  Fast Healing 1 (Ex): An Etherscout recovers 1 hit 
  point per round spent on the Ethereal plane.  If reduced 
  to –10 hit points or lower, the Etherscout still dies.  This 
  ability has no effect on the Material plane. 
   
  Skills: *Etherscouts receive a +4 racial bonus to Spot 
  checks, due to their numerous eyes. 
   
  
  Blind Faith, Muted Voices 
   
  Page 26 
  Encounter 1 
  Roebelle: CR 6; Male human Com7; HD 7d6; hp 30; AL 
  NE; Cha 8;   
   
  Description: Roebelle is a small, slender man with 
  dark, greasy hair and a pasty white complexion.  He wears 
  a white smock that is stained with many different colored 
  substances.  He tends to rub his hands together a lot and 
  glance around nervously.  He tilts his head from side to 
  side as he speaks and talks with a severe lisp. 
   
  Greedow: CR 8; Male dwarf War4/Com4; HD 
  4d8+4d6+8; hp 47; AL NG; Cha 11; 
   
  Description: Greedow is a stout, thick, round dwarf 
  with a long, well braided beard that is graying with age.  
  He wears a skull cap to hide his balding head.  He also 
  wears a thick leather shirt to keep the sparks and hot 
  metal from burning his skin.  Each of his hands is 
  missing at least one finger and one of his eyes is cloudy 
  from blindness.  This doesn't seem to hinder his ability to 
  craft fine items.  He talks with a brash, loud voice, but is 
  very personable.  He likes to slap people on the shoulder 
  or back when he talks to them and prefers physical 
  contact to aid in telling his stories about adventuring and 
  metalworking. 
   
  Jilinea: CR 2; Female human Com2; HD 2d6; hp 8; AL 
  CN; Cha 18;  
   
  Description: Jilinea is a beautiful, petite, curvaceous 
  woman.  She is about 22 years of age.  She has dirty 
  blonde hair that is well groomed and her skin is milky 
  white.  She wears very revealing clothes and knows how 
  to use her body to gain the attention of men.  In 
  speaking, she is very flirtatious.  She tends to talk to the 
  least comely individual, as she knows that they also tend 
  to be the least sly.  They make the best marks. 
   
  Jeven Ael'Zaqueruil: Male half-elf Rog5; CR 5; Medium-
  size humanoid; HD 5d6; hp 22; Init +7; Spd 30ft.; AC 15 
  (leather, Dex), touch 12, flat-footed 15; Atk +5 melee (1d4, 
  masterwork dagger), +5 ranged (1d8, light crossbow); AL 
  CG; SV Fort +1, Ref +6, Will +1; Str 12, Dex 15, Con 11, 
  Int 12, Wis 11, Cha 17. 
   
  Skills and Feats: Bluff +11, Decipher Script +9, 
  Diplomacy +11, Disguise +7, Escape Artist +6, Forgery +5, 
  Gather Information +11, Innuendo +8, Listen +4, Search 
  +5, Sense Motive +8, Spot +4; Improved Initiative, 
  Weapon Finesse (dagger). 
   
  Possessions: masterwork dagger, masterwork leather 
  armor, silk rope, potion of cure light wounds, potion of 
  glibness, potion of change self.  
   
  Description: Jeven is a thin, young half-elf who is 
  full of ambition and energy.  He wears a cloak with many 
  pockets on the inside of it and a gray tunic that fits 
  snugly over his thin frame.  One of a very few remaining 
  half-elves in Midmeadow, he is prideful of both his 
  human and elven heritages.  He is sly, but beautiful, witty 
  and kind, talkative and mindful of others.  He is a very 
  charismatic young man.  Jeven talks with a smile all the 
  time, though he is serious more often then not.  He has 
  grand plans that he wants to achieve and he’s quick to 
  point out the flaws in the current system to people he 
  trusts. 
   
  “Widow Sage”: Female high-elf Div12; CR 12; Medium-
  size humanoid; HD 12d4; hp 37; Init +6; Spd 30ft.; AC 10; 
  Atk +6/+1 melee (1d6, masterwork quarterstaff); AL NG; 
  SV Fort +6, Ref +4, Will +10; Str 8, Dex 11, Con 10, Int 22, 
  Wis 15, Cha 12. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Craft 
  (woodcarving) +8, Handle Animal +3, Heal +4, 
  Knowledge (arcana) +11, Knowledge (history) +11, 
  Knowledge (history, Midmeadow) +11, Knowledge 
  (history, Nyrond) +11, Knowledge (nature) +11, 
  Knowledge (religion) +11, Listen +4, Scry +21, Search +8, 
  Spellcraft +16, Spot +4; Craft Rod, Craft Wand, Great 
  Fortitude, Improved Initiative, Spell Focus (divination), 
  Spell Focus (evocation), Spell Penetration. 
   
  Possessions: masterwork quarterstaff, spellbook. 
   
  Spells Prepared (4/7/7/6/5/5/4)(DC = 16 + spell 
  level, 18 + spell level for divination): 0—detect poison, 
  detect magic, prestidigitation, read magic; 1st—
  comprehend languages, identify, message; 2nd—detect 
  thoughts, 
  locate 
  object, 
  see 
  invisibility, 
  levitate, 
  pyrotechnics, rope trick, whispering wind; 3
  rd—dispel 
  magic, 
  nondetection, 
  clairaudience/clairvoyance, 
  tongues, gaseous form; 4
  th—remove curse, arcane eye, 
  detect scrying, locate creature, scrying; 5
  th—contact other 
  plane, false vision, prying eyes, Volgul’s telepathic bond, 
  telekinesis; 6
  th—guards and wards, analyze dweomer, 
  legend lore, true seeing. 
   
  Description: The “Widow Sage”, as she is known, is 
  the oldest known living member of the city of 
  Midmeadow.  She has been a resident since the city was 
  built by the elves of the Gamboge Forest.  Her face is 
  lined slightly, but her features are still beautiful.  Her 
  golden eyes glow with youth, despite her somewhat 
  weathered skin.  Her hair is still golden and long.  It is 
  
  Blind Faith, Muted Voices 
   
  Page 27 
  braided to keep it off the ground.  She wears earth-tone 
  colors, which clash with her golden features, but help her 
  to blend in with the park and the trees that make her 
  company.  She speaks in a soft voice and never interrupts. 
   Mostly she likes to listen to other people’s stories, but 
  she has been known to spin a tale or two herself.  Her 
  husband was killed during the construction of 
  Midmeadow and was reincarnated as a tree in the park 
  where she sits nearly every day.   
   
  
  Blind Faith, Muted Voices 
   
  Page 28 
  Encounter 2 
  All APLs: 
  Moonrat: CR 1/4; Tiny magical beast; HD 1/4d10; hp 1; 
  Init +2; Spd 15 ft., climb 15 ft.; AC 14 (+2 size, +2 Dex), 
  touch 14, flat-footed 14; Atk +8 melee (1d3, bite); 
  Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Darkvision 60 
  ft., low-light vision, lunar mind, scent, uncanny dodge; 
  AL NE; SV Fort +2, Ref +4, Will +3; Str 2+8, Dex 15, Con 
  11, Int 2+8, Wis 13, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +16, 
  Move Silently +8; Iron Will, Weapon Finesse (bite). 
   
  Lunar Mind (Ex): A lunar modifier applies to a 
  moonrat’s Strength and Intelligence scores while under 
  the influence of moonlight.  The size of this modifier 
  depends on the amount of moonlight that reaches the 
  moonrat, according to the table below.  On a clear night, 
  the moonlight equivalent is the same as the actual phase 
  of the moon.  On a night when clouds or heavy mist 
  obscure the moon, the moonlight equivalent is one or 
  two steps (DM’s choice) lower on the table than the 
  actual moon phase.  On worlds with multiple moons, 
  either choose only one moon to influence the moonrats, 
  or estimate the moonlight equivalent of both moons on 
  any given night, using the new moon and full moon 
  entries as the minimum and maximum values, 
  respectively, for that world. 
  Moonlight Equivalent 
  Lunar Modifier 
  New Moon 
  +0 
  Crescent 
  +1 
  Quarter 
  +2 
  Half 
  +4 
  Gibbous 
  +6 
  Full 
  +8 (Add to the above stats) 
   
  For every 2 points of Strength increase, a moonrat gains 
  +1 bonus on attack and damage rolls.  The effect of the 
  Intelligence boost is open to considerable DM 
  interpretation.  Use the Intelligence scores for the 
  following creatures as benchmarks to determine the 
  moonrats’ 
  increased 
  intellectual 
  capacity: 
  Int 
  3 
  (minimum for a human), Int 6(average for a centaur or 
  gnoll), Int 9 (average for an orc), Int 10 (average for a 
  goblin).  No extra skill points are gained for a lunar 
  Intelligence boost. 
   
  Scent (Ex): A moonrat can detect approaching 
  enemies. sniff out hidden foes, and track by sense of 
  smell. 
   
  Uncanny Dodge (Ex): Because of its extraordinary 
  sense of smell, a moonrat retains its Dexterity bonus to 
  AC even when flat-footed, and it cannot be flanked. 
   
  Skills: A moonrat receives a +4 racial bonus to Hide 
  and Move Silently checks and a +8 racial bonus on 
  Balance checks.  It uses its Dexterity modifier for Climb 
  checks. 
   
  
  Blind Faith, Muted Voices 
   
  Page 29 
  Encounter 4 
  APL 6-8: 
  Shattador's Henchman Rogue: Male human/were-rat 
  Rog3/Rgr1; CR 6; Medium-size shapechanger; HD 
  3d6+1d10+8; hp 28; Init +7; Spd 30ft.; AC 18 (studded 
  leather, Dex, +2 natural armor), touch 13, flat-footed 18; 
  Atk +7 melee (1d6+1, +1 rapier), +5/+2 melee (1d6+1, +1 
  rapier, 1d4+1 dagger), +6 ranged (1d6, shortbow); BAB +3; 
  SA rat empathy, curse of lycanthropy; SQ alternate form, 
  hybrid form, DR 15/silver, favored enemy (orcs); AL LE; 
  SV Fort +7, Ref +6, Will +3; Str 12, Dex 17, Con 15, Int 10, 
  Wis 11, Cha 9. 
   
  Skills and Feats: Bluff +4, Climb +7, Escape Artist +9, 
  Hide +9, Jump +7, Listen +8, Move Silently +19, 
  Pickpocket +9, Search +8, Spot +15, Tumble +7; Dodge, 
  Improved Initiative, Weapon Finesse (rapier). 
   
  Possessions: +1 rapier, masterwork studded leather 
  armor, dagger, silk rope, tanglefoot bag (2), thunderstone, 
  potion of invisibility.  
   
  Shattador's Henchman Sorcerer: Female human/were-
  rat Sor4; CR 6; Medium-size humanoid; HD 4d4+4; hp 17; 
  Init +2; Spd 30ft.; AC 14 (Dex, +2 natural armor), touch 
  12, flat-footed 12; Atk +2 melee (1d4, dagger), +4 ranged 
  (1d4, dagger); BAB +2; SA rat empathy, curse of 
  lycanthropy; SQ alternate form, hybrid form, DR 
  15/silver, familiar (rat); AL LE; SV Fort +4, Ref +3, Will 
  +7; Str 10, Dex 15, Con 13, Int 10, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +1, Concentration +8, Hide +4, 
  Listen +9, Move Silently +4, Search +8, Spot +9, Spellcraft 
  +4; Combat Casting, Silent Spell, Spell Focus (Evocation). 
   
  Possessions: dagger, scroll of acid arrow, scroll of 
  mirror image, wand of magic missile (3
  rd-level caster), 
  potion of invisibility. 
   
  Spells Known (Cast 6/7/4) DC: 13 + spell level, 15 + 
  spell level (evocation): 0--daze, flare, light, ray of frost, 
  read magic, resistance; 1st-- color spray, grease, magic 
  missile, ray of enfeeblement, true strike; 2nd--flaming 
  sphere. 
   
  Raggamoffyn, common: CR 3; Medium-size construct; 
  HD 3d10; hp varies; Init +2 (Dex); Spd 30ft., fly 30 ft. 
  (clumsy); AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 
  15; Atk +4 melee (1d6+3, slam); SA control host, 
  improved grab, suffocate, wrap; SQ construct traits; AL N; 
  SV Fort +1, Ref +3, Will +3; Str 14, Dex 15, Con --, Int 10, 
  Wis 15, Cha 17. 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below).  
  This ability functions like the dominate monster spell 
  (caster level 18th; Will save DC 14).  As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter's body.  Use the captured one template (see 
  appendix) for a creature under the control of a 
  raggamoffyn. 
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (+4 grapple bonus).  If it gets a hold, it can 
  attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct 
  a grapple normally, or simply use its appendage to hold 
  the opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam damage. 
   
  Wrap (Ex): With a successful grapple check, a 
  raggamoffyn can wrap itself around any foe it has already 
  grabbed with another successful grapple check.  The 
  monster forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving enough 
  space for the creature to breathe through its mouth and 
  nose.  Attacks on such a target deal half their damage to 
  the monster and half to the wrapped creature.  An 
  affected creature can extract itself by making a successful 
  grapple check.  Once it has wrapped a creature, the 
  raggamoffyn can attempt to control it on its next action. 
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  It cannot heal 
  itself but can be healed through repair.  It cannot be 
  raised or resurrected.  A raggamoffyn has darkvision (60 
  ft. range). 
   
  Suffocate (Ex): A common raggamoffyn can 
  asphyxiate a wrapped creature by drawing the air from its 
  lungs.  This attack automatically deals 1d4 points of 
  damage per round. 
   
  Shrapnyl: CR 7; Large construct; HD 12d10; hp varies; 
  Init +0; Spd 20ft., fly 10 ft. (clumsy); AC 24 (-1 size, +15 
  natural), touch 9, flat-footed 24; Atk +12 melee (1d8+4, 
  slam) or +12 melee (1d8+4, gore); SA cloud of steel, 
  
  Blind Faith, Muted Voices 
   
  Page 30 
  control host, improved grab, wrap; Face/Reach: 5 ft. by 5 
  ft./10ft.; SQ construct traits, vulnerability to shatter; AL 
  N; SV Fort +4, Ref +4, Will +8; Str 18, Dex 11, Con --, Int 
  10, Wis 19, Cha 17. 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below).  
  This ability functions like the dominate monster spell 
  (caster level 18th; Will save DC 19).  As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter's body.  Use the captured one template (see 
  appendix) for a creature under the control of a 
  raggamoffyn. 
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (+17 grapple bonus).  If it gets a hold, it can 
  attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct 
  a grapple normally, or simply use its appendage to hold 
  the opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam damage. 
   
  Wrap (Ex): With a successful grapple check, a 
  raggamoffyn can wrap itself around any foe it has already 
  grabbed with another successful grapple check.  The 
  monster forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving enough 
  space for the creature to breathe through its mouth and 
  nose.  Attacks on such a target deal half their damage to 
  the monster and half to the wrapped creature.  An 
  affected creature can extract itself by making a successful 
  grapple check.  Once it has wrapped a creature, the 
  raggamoffyn can attempt to control it on its next action. 
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  It cannot heal 
  itself but can be healed through repair.  It cannot be 
  raised or resurrected.  A raggamoffyn has darkvision (60 
  ft. range). 
   
  Cloud of Steel (Ex): Once per day, a shrapnyl can 
  explode into a deadly cloud of flying, sharp debris.  Every 
  creature within a 10-ft. spread centered on the shrapnyl 
  takes 4d10 points of damage (Reflex save DC 16 half).  
  This attack instantly frees a creature wrapped by the 
  shrapnyl from its control, and the wrapped creature takes 
  no damage from that cloud of steel attack. 
   
  Vulnerability to shatter: The shatter spell deals 3d6 
  points of damage to a shrapnyl. 
   
  APL 10: 
  Shattador’s 
  Henchman 
  Rogue 
  advanced: 
  Male 
  human/were-rat Ftr1/ Rgr1/ Bbn2/Rog3; CR 9; Medium-
  size shapechanger; HD 2d12+2d10+3d6+14; hp 54; Init 
  +7; Spd 40ft.; AC 21 (Dex, +2 mithral chain shirt, +2 
  natural armor), touch 13, flat-footed 21; Atk +10/+5 melee 
  (1d6+3 and wounding 1, +1 wounding rapier), +6/+6/+1 
  melee (1d6+3 and wounding 1, +1 wounding rapier; 
  1d4+3, +1 kukri), +9/+4 ranged (1d6, shortbow); BAB +6; 
  SA rat empathy, curse of lycanthropy, +2d6 sneak attack; 
  SQ alternate form, hybrid form, DR 15/silver, evasion, 
  uncanny dodge, rage 1/day, fast movement, favored 
  enemy (orcs); AL LE; SV Fort +12, Ref +6, Will +5; Str 16*, 
  Dex 16, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +7, Bluff +5, Climb +9, 
  Escape Artist +9, Hide +9, Intimidate +2, Jump +7, Listen 
  +10, Move Silently +10, Search +9, Sense Motive +6, Spot 
  +10, Swim +7 (minus gear), Tumble +9; Blind-fight, 
  Combat Reflexes, Exotic Weapon Proficiency (kukri), 
  Improved Initiative, Iron Will, Track. 
   
  Possessions: +2 mithral chain shirt, +1 wounding 
  rapier, +1 kukri, potion of cure light wounds (2), potion 
  of bull’s strength, potion of haste. 
  * add bull’s strength to his strength score.  It is not 
  figured into this value.  In addition, the sorcerer has cast 
  protection from arrows on him. He is also hasted, so he 
  gains an additional attack. 
   
  Shattador's Henchman Sorcerer: Female human Sor7; 
  CR 9; Medium-size humanoid; HD 7d4+7; hp 29; Init +2; 
  Spd 30ft.; AC 18 (Dex, +2 natural armor, mage armor), 
  touch 12, flat-footed 16; Atk +3 melee (1d4, dagger), +5 
  ranged (1d4, dagger); BAB +3; SA rat empathy, curse of 
  lycanthropy; SQ alternate form, hybrid form, DR 
  15/silver, familiar (rat); AL LE; SV Fort +6, Ref +5, Will 
  +9; Str 10, Dex 15, Con 13, Int 10, Wis 12, Cha 20. 
   
  Skills and Feats: Bluff +1, Concentration +7, Hide +4, 
  Listen +9, Move Silently +4, Search +8, Spot +9, Spellcraft 
  +7; Empower Spell, Sculpt Spell, Silent Spell, Spell Focus 
  (Evocation). 
   
  Possessions: dagger, scroll of fireball, scroll of mage 
  armor, scroll of mirror image, +1 cloak of resistance, 
  wand of magic missile (5
  th-level caster). 
  
  Blind Faith, Muted Voices 
   
  Page 31 
   
  Spells Known (Cast 6/7/7/5; currently 6/7/5/5) DC: 
  14 + spell level, 16 + spell level (evocation): 0--daze, flare, 
  ghost sound, light, mage hand, ray of frost, read magic, 
  resistance; 1st--color spray, grease, magic missile, ray of 
  enfeeblement, 
  true 
  strike; 
  2nd--flaming 
  sphere, 
  protection from arrows, shatter; 3
  rd—dispel magic, 
  lightning bolt. 
  * She has cast protection from arrows on both herself and 
  the rogue henchman. 
   
  Shrapnyl: CR 7; Large construct; HD 12d10; hp varies; 
  Init +0; Spd 20ft., fly 10 ft. (clumsy); AC 24 (-1 size, +15 
  natural), touch 9, flat-footed 24; Atk +12 melee (1d8+4, 
  slam) or +12 melee (1d8+4, gore); SA cloud of steel, 
  control host, improved grab, wrap; Face/Reach: 5 ft. by 5 
  ft./10ft.; SQ construct traits, vulnerability to shatter; AL 
  N; SV Fort +4, Ref +4, Will +8; Str 18, Dex 11, Con --, Int 
  10, Wis 19, Cha 17. 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below).  
  This ability functions like the dominate monster spell 
  (caster level 18th; Will save DC 19).  As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter's body.  Use the captured one template (see 
  appendix) for a creature under the control of a 
  raggamoffyn. 
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (+17 grapple bonus).  If it gets a hold, it can 
  attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct 
  a grapple normally, or simply use its appendage to hold 
  the opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam damage. 
   
  Wrap (Ex): With a successful grapple check, a 
  raggamoffyn can wrap itself around any foe it has already 
  grabbed with another successful grapple check.  The 
  monster forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving enough 
  space for the creature to breathe through its mouth and 
  nose.  Attacks on such a target deal half their damage to 
  the monster and half to the wrapped creature.  An 
  affected creature can extract itself by making a successful 
  grapple check.  Once it has wrapped a creature, the 
  raggamoffyn can attempt to control it on its next action. 
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  It cannot heal 
  itself but can be healed through repair.  It cannot be 
  raised or resurrected.  A raggamoffyn has darkvision (60 
  ft. range). 
   
  Cloud of Steel (Ex): Once per day, a shrapnyl can 
  explode into a deadly cloud of flying, sharp debris.  Every 
  creature within a 10-ft. spread centered on the shrapnyl 
  takes 4d10 points of damage (Reflex save DC 16 half).  
  This attack instantly frees a creature wrapped by the 
  shrapnyl from its control, and the wrapped creature takes 
  no damage from that cloud of steel attack. 
   
  Vulnerability to shatter: The shatter spell deals 3d6 
  points of damage to a shrapnyl. 
   
  APL 12: 
  Shattador’s 
  Henchman 
  Rogue 
  advanced: 
  Male 
  human/were-rat Ftr2/ Rgr1/ Bbn2/Rog3; CR 10; 
  Medium-size shapechanger; HD 2d12+3d10+3d6+16; hp 
  62; Init +7; Spd 40ft.; AC 27 (Dex, +2 mithral chain shirt, 
  +2 natural armor, +1 ring of protection, haste), touch 17, 
  flat-footed 25; Atk +12/+7 melee (1d6+4 and wounding 1 
  (15-20/x2 critical), +1 keen wounding rapier), +9/+4 and 
  +9 (off-hand) melee (1d6+3 and wounding 1 (15-20/x2 
  critical), +1 keen wounding rapier; 1d4+3 and wounding 
  1, +1 wounding kukri), +11/+6 ranged (1d6, shortbow); 
  BAB +7; SA rat empathy, curse of lycanthropy, +2d6 
  sneak attack; SQ alternate form, hybrid form, DR 
  15/silver, evasion, uncanny dodge, rage 1/day, fast 
  movement, favored enemy (orcs); AL LE; SV Fort +13, 
  Ref +7, Will +5; Str 16*, Dex 18, Con 14, Int 12, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +7, Bluff +7, Climb +9, 
  Escape Artist +11, Hide +11, Intimidate +2, Jump +7, 
  Listen +10, Move Silently +12, Search +9, Sense Motive 
  +6, Spot +12, Swim +7 (minus gear), Tumble +11; Blind-
  fight, Combat Reflexes, Exotic Weapon Proficiency 
  (kukri), Weapon focus (rapier), Improved Initiative, Iron 
  Will, Track. 
   
  Possessions: +2 mithral chain shirt, +1 keen 
  wounding rapier, +1 wounding kukri, +1 ring of 
  protection, potion of cure moderate wounds (2), potion of 
  bull’s strength, potion of haste, stone salve. 
  
  Blind Faith, Muted Voices 
   
  Page 32 
  * add bull’s strength to his strength score.  It is not 
  figured into this value.  In addition, the sorcerer has cast 
  protection from arrows and protection from elements 
  (lightning) on him.  He is also hasted, so he gains an 
  additional attack, which is NOT listed in the above stat 
  block.  He has stone skin from his application of stone 
  salve. 
   
  Shattador's Henchman Sorcerer: Female human Sor10; 
  CR 12; Medium-size humanoid; HD 10d4+10; hp 41; Init 
  +2; Spd 30ft.; AC 19 (Dex, +2 natural armor, mage armor), 
  touch 13, flat-footed 16; Atk +5 melee (1d4, dagger), +8 
  ranged (1d4, dagger); BAB +5; SA rat empathy, curse of 
  lycanthropy; SQ alternate form, hybrid form, DR 
  15/silver, familiar (rat); AL LE; SV Fort +8, Ref +8, Will 
  +12; Str 10, Dex 16, Con 13, Int 10, Wis 12, Cha 20. 
   
  Skills and Feats: Bluff +3, Concentration +10, Hide 
  +6, Listen +9, Move Silently +6, Search +8, Spot +8, 
  Spellcraft +7; Empower Spell, Heighten Spell, Sculpt 
  Spell, Silent Spell, Spell Focus (Evocation). 
   
  Possessions: dagger, scroll of fireball, scroll of mage 
  armor, scroll of mirror image, +2 cloak of resistance, 
  wand of magic missile (5
  th-level caster) , pink and green 
  ioun stone. 
   
  Spells 
  Known 
  (Cast 
  6/7/7/7/6/3; 
  currently 
  6/7/5/6/6/3) DC: 15 + spell level, 17 + spell level 
  (evocation): 0--daze, flare, ghost sound, light, mage hand, 
  ray of frost, read magic, resistance; 1st--color spray, 
  grease, magic missile, ray of enfeeblement, true strike; 
  2nd--flaming sphere, melf’s acid arrow, cat’s grace, 
  protection from arrows; 3
  rd—dispel magic, protection 
  from elements, slow; 4
  th—ice storm, shadow conjuration; 
  5
  th—summon monster V. 
  * She has cast protection from arrows on both herself and 
  the rogue henchman. 
   
  Shrapnyl: CR 7; Large construct; HD 12d10; hp varies; 
  Init +0; Spd 20ft., fly 10 ft. (clumsy); AC 24 (-1 size, +15 
  natural), touch 9, flat-footed 24; Atk +12 melee (1d8+4, 
  slam) or +12 melee (1d8+4, gore); SA cloud of steel, 
  control host, improved grab, wrap; Face/Reach: 5 ft. by 5 
  ft./10ft.; SQ construct traits, vulnerability to shatter; AL 
  N; SV Fort +4, Ref +4, Will +8; Str 18, Dex 11, Con --, Int 
  10, Wis 19, Cha 17. 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below).  
  This ability functions like the dominate monster spell 
  (caster level 18th; Will save DC 19).  As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter's body.  Use the captured one template (see 
  appendix) for a creature under the control of a 
  raggamoffyn. 
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (+17 grapple bonus).  If it gets a hold, it can 
  attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct 
  a grapple normally, or simply use its appendage to hold 
  the opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam damage. 
   
  Wrap (Ex): With a successful grapple check, a 
  raggamoffyn can wrap itself around any foe it has already 
  grabbed with another successful grapple check.  The 
  monster forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving enough 
  space for the creature to breathe through its mouth and 
  nose.  Attacks on such a target deal half their damage to 
  the monster and half to the wrapped creature.  An 
  affected creature can extract itself by making a successful 
  grapple check.  Once it has wrapped a creature, the 
  raggamoffyn can attempt to control it on its next action. 
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  It cannot heal 
  itself but can be healed through repair.  It cannot be 
  raised or resurrected.  A raggamoffyn has darkvision (60 
  ft. range). 
   
  Cloud of Steel (Ex): Once per day, a shrapnyl can 
  explode into a deadly cloud of flying, sharp debris.  Every 
  creature within a 10-ft. spread centered on the shrapnyl 
  takes 4d10 points of damage (Reflex save DC 16 half).  
  This attack instantly frees a creature wrapped by the 
  shrapnyl from its control, and the wrapped creature takes 
  no damage from that cloud of steel attack. 
   
  Vulnerability to shatter: The shatter spell deals 3d6 
  points of damage to a shrapnyl. 
   
  
  Blind Faith, Muted Voices 
   
  Page 33 
  Encounter 6  
  All APLs: 
  Wyrai: Male human Rog6; CR 6; Medium-size 
  humanoid; HD 6d6+6; hp 32; Init +7; Spd 30ft.; AC 17 
  (studded leather, Dex), touch 13, flat-footed 17; Atk +8 
  melee (1d4+2, +1 dagger), +7 ranged (1d8, light 
  crossbow); AL CN; SV Fort +3, Ref +8, Will +1; Str 13, 
  Dex 16, Con 13, Int 10, Wis 9, Cha 12. 
   
  Skills and Feats: Appraise +2, Balance +5, Bluff +7, 
  Climb +7, Disguise +7, Escape Artist +8, Forgery +3, 
  Gather Information +3, Innuendo +4, Jump +5, Listen +5, 
  Move Silently +11, Open Lock +9, Pick Pocket +12, 
  Search +6, Sense Motive +1, Spot +3, Tumble +5; Dodge, 
  Improved Initiative, Track, Weapon Finesse (dagger). 
   
  Possessions: +1 dagger, masterwork studded leather 
  armor, light crossbow, 10 bolts, silk rope, potion of 
  hiding, potion of sneaking, potion of spider climb.  
   
  Description: Wyrai is a member of the Rotten Apple 
  Brigade, Jeven’s group of motley men.  However, he has 
  been subjected to a suggestion spell and given a set of 
  bracers to give to the group.  The bracers are cursed, but 
  Wyrai is not aware of it.  Wyrai is a close friend of Jeven’s, 
  but they had recently had a falling out.  Wyrai is 
  outspoken and wishes to have open war with the 
  Valorous League.  He is sly and scheming but not evil. 
   
  
  Blind Faith, Muted Voices 
   
  Page 34 
  Encounter 7 
  APL 6: 
  Spell-stitched wight: CR 5; Medium-size undead; HD 
  4d12; hp 26; Init +1 (Dex); Spd 30ft.; AC 15 (+1 Dex, +4 
  natural), touch 11, flat-footed 14; Atk +3 melee (1d4+1 
  and energy drain, slam); SA energy drain, create spawn, 
  spell-like abilities; SQ undead, DR 5/+1, SR 17, +2 turn 
  resistance; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 
  12, Con --, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +5, Hide +8, Listen +8, Move 
  Silently +16, Search +7, Spot +8; Blind-fight. 
   
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack receive one negative level.  The Fortitude save 
  to remove the negative level has a DC of 14. 
   
  Spell-like Abilities (-/2/2/2):   
  3/day –ray of enfeeblement, Volgul’s scorcher. 
  1/day –chill touch, darkness, summon undead III, 
  undead torch. 
  Caster level 4
  th; save DC 17 + spell level. 
   
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds.  Spawn are under the 
  control of the wight that created them and remain 
  enslaved until its death.  They do not possess any of the 
  abilities they had in life. 
   
  Turn Resistance (Ex): A spellstitched wight is 
  treated as an undead with 8 Hit Dice for the purpose of 
  turn, rebuke, command, and bolster attempts. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, sub-dual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Skills: Wights receive a +8 racial bonus to Move 
  Silently checks. 
   
  APL 8-10: 
  Volgul the Terror of Woodverge: Spellstitched ghast 
  Nec4; CR 8; Medium-size undead; HD 6d12+4d4; hp 48; 
  Init +2; Spd 30ft.; AC 20 (Dex, +4 natural, mage armor), 
  touch 12, flat-footed 18; Atk +6 melee (1d8+1 and 
  paralysis, bite), +3/+3 melee (1d4 and paralysis, 2 claws), 
  +7 melee (touch spells); SA spell-like abilities, stench, 
  paralysis, create spawn; SQ DR 5/+2, undead, +4 turn 
  resistance, SR 18; AL CE; SV Fort +4, Ref +6, Will +12; Str 
  13, Dex 15, Con --, Int 18, Wis 14, Cha 16. 
   
  Skills and Feats: Climb +6, Concentration +9, Escape 
  Artist +8, Hide +8, Intimidate +7, Intuit Direction +3, 
  Jump +6, Knowledge (undead) +11, Listen +8, Move 
  Silently +7, Scry +10, Search +9, Spellcraft +11, Spot +7; 
  Multiattack, Scribe Scroll, Weapon Finesse (bite), 
  Weapon Finesse (touch). 
   
  Possessions: spellbook, scroll of spider climb, scroll 
  of blindness/deafness, scroll of blur, scroll of summon 
  undead III, headband of intellect.  
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is sickening.  Those within 
  10 feet must succeed at a Fortitude save (DC 15) or be 
  wracked with nausea, suffering a –2 circumstance penalty 
  to all attacks, saves, and skill checks for 1d6+4 minutes. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed at a Fortitude save (DC 15) or be 
  paralyzed for 1d6+4 minutes.  Even elves are vulnerable 
  to this paralysis. 
   
  Spell-like Abilities (-/2/2/2): 3/day—Volgul’s 
  scorcher, ray of enfeeblement. 
  1/day—fireball, ghoul touch, lightning bolt, obscuring 
  mist. 
  Caster level 6
  th; save DC 17 + spell level. 
   
  Spells Prepared (4/5/4)(DC = 14 + spell level, 16 + 
  spell level for necromancy): 0--daze, ray of frost (3); 1st—
  burning hands, chill touch, mage armor, ray of 
  enfeeblement (2); 2nd—ghoul touch, mirror image, see 
  invisibility, spectral hand. 
   
  Spellbook: 1st—burning hands, cause fear, chill 
  touch, mage armor, magic missile, obscuring mist, 
  protection from good, ray of enfeeblement, spider climb, 
  true strike; 2nd—aganazzar’s scorcher, blur, darkness, 
  ghoul touch, mirror image, scare, see invisibility, spectral 
  hand. 
   
  Spell-stitched wight: CR 5; Medium-size undead; HD 
  4d12; hp 26; Init +1 (Dex); Spd 30ft.; AC 15 (+1 Dex, +4 
  natural), touch 11, flat-footed 14; Atk +3 melee (1d4+1 
  and energy drain, slam); SA energy drain, create spawn, 
  spell-like abilities; SQ undead, DR 5/+1, SR 17, +2 turn 
  resistance; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 
  12, Con --, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +5, Hide +8, Listen +8, Move 
  Silently +16, Search +7, Spot +8; Blind-fight. 
   
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack receive one negative level.  The Fortitude save 
  to remove the negative level has a DC of 14. 
  
  Blind Faith, Muted Voices 
   
  Page 35 
   
  Spell-like Abilities (-/2/2/2):   
  3/day –ray of enfeeblement, Volgul’s scorcher. 
  1/day –chill touch, darkness, summon undead III, 
  undead torch. 
  Caster level 4
  th; save DC 17 + spell level. 
   
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds.  Spawn are under the 
  control of the wight that created them and remain 
  enslaved until its death.  They do not possess any of the 
  abilities they had in life. 
   
  Turn Resistance (Ex): A spellstitched wight is 
  treated as an undead with 8 Hit Dice for the purpose of 
  turn, rebuke, command, and bolster attempts. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, sub-dual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Skills: Wights receive a +8 racial bonus to Move 
  Silently checks. 
   
  APL 12: 
  Bodak, advanced: CR 9; Medium-size undead; HD 
  13d12; hp 86; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 20ft.; AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 
  13; Atk +8 melee (1d8+1, slam); SA death gaze; SQ DR 
  15/silver, fire and acid resistance 20, electricity 
  immunity, sunlight vulnerability, flashbacks; AL CE; SV 
  Fort +4, Ref +6, Will +9; Str 13, Dex 15, Con --, Int 6, Wis 
  12, Cha 12. 
   
  Skills and Feats: Listen +13, Move Silently +17, Spot 
  +16; Dodge, Improved Initiative, Power Attack (+7), 
  Weapon Focus (slam). 
   
  Death Gaze (Su): Death, range 30 ft., Fortitude 
  negates DC 15.  Humanoids who die from this attack are 
  transformed into bodaks in one day. 
   
  Sunlight 
  Vulnerability 
  (Ex): 
  Bodaks 
  loathe 
  sunlight, for its merest touch burns their impure flesh.  
  Each round of exposure to the direct rays of the sun deals 
  1 point of damage to the creature. 
   
  Flashbacks (Ex): From time to time, a bodak sees 
  something that reminds it of its almost-forgotten life.  At 
  the start of every encounter, there is a 5% chance that it 
  notices something about an opponent (randomly 
  determined, if more then one opponent is present) that 
  causes it to recall its life.  If this happens, the bodak takes 
  no action for 1 round and thereafter suffers a –2 morale 
  penalty to all attacks directed at that opponent. 
   
  Volgul the Terror of Woodverge: Spellstitched ghast 
  Nec6; CR 10; Medium-size undead; HD 7d12+6d4; hp 61; 
  Init +2; Spd 30ft.; AC 22 (Dex, +4 natural, haste, magic 
  circle against good), touch 18, flat-footed 16; Atk +7/+2 
  melee (1d8+1+2d4 [undead torch] and paralysis, bite), 
  +4/+4 melee (1d4 and paralysis, 2 claws), +7 melee (touch 
  spells); SA spell-like abilities, stench, paralysis, create 
  spawn; SQ DR 10/+3, SR 18, undead, +4 turn resistance; 
  AL CE; SV Fort +6(+8. magic circle against good), Ref 
  +8(+10. magic circle against good), Will +14(+16. magic 
  circle against good); Str 13, Dex 15, Con --, Int 18, Wis 14, 
  Cha 16. 
   
  Skills and Feats: Climb +6, Concentration +9, Escape 
  Artist +8, Hide +8, Intimidate +7, Intuit Direction +3, 
  Jump +6, Knowledge (undead) +11, Listen +8, Move 
  Silently +7, Scry +12, Search +9, Spellcraft +12, Spot +8; 
  Multiattack, Scribe Scroll, Still Spell, Weapon Finesse 
  (bite), Weapon Finesse (claw), Weapon Finesse (touch). 
   
  Possessions: spellbook, scroll of spider climb, scroll 
  of obscuring mist, scroll of blur.  
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is sickening.  Those within 
  10 feet must succeed at a Fortitude save (DC 15) or be 
  wracked with nausea, suffering a –2 circumstance penalty 
  to all attacks, saves, and skill checks for 1d6+4 minutes. 
   
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed at a Fortitude save (DC 15) or be 
  paralyzed for 1d6+4 minutes.  Even elves are vulnerable 
  to this paralysis. 
   
  Spell-like Abilities (-/2/2/2): 3/day—Volgul’s 
  scorcher, ray of enfeeblement. 
  1/day—fireball, ghoul touch, lightning bolt, obscuring 
  mist. 
  Caster level 10
  th; save DC 17 + spell level. 
   
  Spells Prepared (4/5/5/4)(DC = 14 + spell level, 16 + 
  spell level for necromancy): 0--daze, ray of frost (3); 1st—
  burning hands, chill touch, mage armor, magic missile, 
  ray of enfeeblement (2); 2nd—Volgul’s scorcher, ghoul 
  touch, mirror image, see invisibility, spectral hand; 3
  rd—
  haste, magic circle against good, undead torch, vampiric 
  touch. 
   
  Spellbook: 1st—burning hands, cause fear, chill 
  touch, mage armor, magic missile, obscuring mist, 
  protection from good, ray of enfeeblement, spider climb, 
  true strike; 2nd—Volgul’s scorcher, blur, darkness, ghoul 
  
  Blind Faith, Muted Voices 
   
  Page 36 
  touch, mirror image, scare, see invisibility, spectral hand; 
  3rd—haste, magic circle against good, summon undead 
  III, undead torch, vampiric touch. 
   
  Spell-stitched wight: CR 5; Medium-size undead; HD 
  4d12; hp 26; Init +1 (Dex); Spd 30ft.; AC 15 (+1 Dex, +4 
  natural), touch 11, flat-footed 14; Atk +3 melee (1d4+1 
  and energy drain, slam); SA energy drain, create spawn, 
  spell-like abilities; SQ undead, DR 5/+1, SR 17, +2 turn 
  resistance; AL LE; SV Fort +3, Ref +4, Will +7; Str 12, Dex 
  12, Con --, Int 11, Wis 13, Cha 15. 
   
  Skills and Feats: Climb +5, Hide +8, Listen +8, Move 
  Silently +16, Search +7, Spot +8; Blind-fight. 
   
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack receive one negative level.  The Fortitude save 
  to remove the negative level has a DC of 14. 
   
  Spell-like Abilities (-/2/2/2):   
  3/day –ray of enfeeblement, Volgul’s scorcher. 
  1/day –chill touch, darkness, summon undead III, 
  undead torch. 
  Caster level 4
  th; save DC 17 + spell level. 
   
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds.  Spawn are under the 
  control of the wight that created them and remain 
  enslaved until its death.  They do not possess any of the 
  abilities they had in life. 
   
  Turn Resistance (Ex): A spellstitched wight is 
  treated as an undead with 8 Hit Dice for the purpose of 
  turn, rebuke, command, and bolster attempts. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease.  Not 
  subject to critical hits, sub-dual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Skills: Wights receive a +8 racial bonus to Move 
  Silently checks. 
  
  Blind Faith, Muted Voices 
   
  Page 37 
  New Rules 
  (the following feats were taken from various sources specified below) 
  Rapid Reload  
  from Sword and Fist 
  You reload a crossbow more quickly then normal. 
   
  Prerequisites: Base attack bonus +2, proficiency with crossbow used. 
   
  Benefit: You can reload a hand crossbow or light crossbow as a free action that provokes an attack 
  of opportunity.  You may reload a heavy crossbow as a move-equivalent action that provokes an attack of 
  opportunity.  You can use this feat once per round. 
   
  Normal: Loading a hand or light crossbow is a move-equivalent action, and loading a heavy 
  crossbow is a full-round action. 
  
  Blind Faith, Muted Voices 
   
  Page 38 
  (The following spells were taken from the Forgotten Realm’s Campaign Setting and Magic of Faerun sourcebooks) 
  Aganazzar’s Scorcher (renamed Volgul’s Scorcher) 
  Evocation [Fire] 
  Level: Sor/Wiz 2 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Area: 5-ft.-wide path to close range (25ft. + 5 ft./2 levels) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  A jet of roaring flame bursts from your outstretched hand, scorching any creature in a 5-foot-wide path to the edge of 
  the spell’s range.  Aganazzar’s scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of 
  damage. 
   
  Focus: A red dragon’s scale. 
   
  Summon Undead III 
  Conjuration (Summoning) 
  Level: Sor/Wiz 3 
  Components: V, S, F 
  Casting Time: 1 full round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  As summon monster I, except that you summon an undead creature.  The spell conjures one of the creatures from the 
  3
  rd-level list on the Summon Undead table below, 1d3 undead of the same type from the 2
  nd-level list, or 1d4+1 undead of 
  the same type from the 1
  st-level list.  You choose which creature to summon, and you can change that choice each time 
  you cast the spell.  Summoned undead do not count toward your total Hit Dice of undead you can control with animate 
  dead or clerical negative energy. 
   
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a 
  spell of that type. 
   
  Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid. 
   
  
  Blind Faith, Muted Voices 
   
  Page 39 
  1st Level 
  Medium-size skeleton 
  Small zombie 
  2nd Level 
  Medium-size zombie 
  Large skeleton 
  3rd Level 
  Large zombie 
  Ghoul 
  Huge skeleton 
   
  Undead Torch 
  Necromancy 
  Level: Sor/Wiz 3 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One corporeal undead 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You cause a corporeal undead to give off cold blue energy that disrupts the life force of living creatures but has no effect 
  on objects or undead.  The target creature does an additional 2d4 points of damage with its melee attacks.  If an attacked 
  creature has spell resistance, the resistance is checked the first time the creature attacks it.  If it succeeds, the creature is 
  unaffected by that casting of the undead torch. 
   
  If the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the 
  duration ends, and creatures that come in contact with the remains take damage.  If the undead creature assumes an 
  incorporeal state (such as a vampire assuming  gaseous form), the spell disperses harmlessly. 
   
  Material Component: A living or dead firefly or glowworm. 
  
  Blind Faith, Muted Voices 
   
  Page 40 
  (The following monster entries were taken from the Monster Manual II sourcebook) 
  Moonrat 
  Hit Dice:  
   
  1/4d10 (1 hp) 
  Initiative: 
   
  +2 
   
  Speed:  
   
  15 ft., climb 15 ft. 
  AC:  
   
   
  14 (+2 size, +2 Dex) touch 14, flat-footed 14 
  Attacks:  
   
  Bite +4 melee 
  Damage:  
   
  Bite 1d3-4 
  Face/Reach: 
   
  2 1/2 ft. by 2 1/2 ft./0 ft. 
  Special Qualities: 
  Darkvision 60 ft., low-light vision,  
   
   
   
   
  lunar mind, scent,  uncanny dodge 
  Saves: 
   
   
  Fort +2, Ref +4, Will +3 
  Abilities: 
   
  Str 2, Dex 15, Con 11,Int 2, Wis 13, Cha 2 
  Skills: 
   
   
  Balance +10, Climb +10, Hide +16, Move Silently +8 
  Feats: 
   
   
  Iron Will, Weapon Finesse (bite) 
  Climate/Terrain: Any land or underground 
  Organization: 
   
  swarm (10-100) 
  Challenge Rating: 
  1/4 
  Treasure: 
   
  None 
  Alignment: 
   
  Always evil 
  Advancement: 
   
  -- 
   
  Moonrats are indistinguishable from normal rats except in moonlight.  Lunar light has an insidious effect on these 
  creatures, making them smarter, stronger, and more ferocious than any rat ought to be.  On nights when the moon 
  shines, moonrats pour out of their darkened lairs to soak up the pallid rays and spread terror throughout humanoid 
  settlements. 
  Combat 
   
  Moonrats fight just like normal rats do, biting and tearing with their teeth.  Under the influence of lunar light, 
  moonrats also gain the ability to organize, converse with one another, formulate complex plans, and operate 
  complicated devices.  Their leaders remember things done and learned nights or even months before.  When the 
  moon's light is at its peak, moonrats are capable of making and acting on long range plans that may require dozens of 
  full-moon nights to complete.  These schemes are often so subtle and involved that casual observers do not connect the 
  incidents relating to a long-range moonrat plan until it is too late to stop it.  
   
   
  Lunar Mind (Ex): A lunar modifier applies to a moonrat’s Strength and Intelligence scores while under the 
  influence of moonlight.  The size of this modifier depends on the amount of moonlight that reaches the moonrat, 
  according to the table below.  On a clear night, the moonlight equivalent is the same as the actual phase of the moon.  
  On a night when clouds or heavy mist obscure the moon, the moonlight equivalent is one or two steps (DM’s choice) 
  lower on the table than the actual moon phase.  On worlds with multiple moons, either choose only one moon to 
  influence the moonrats, or estimate the moonlight equivalent of both moons on any given night, using the new moon 
  and full moon entries as the minimum and maximum values, respectively, for that world. 
   
  For every 2 points of Strength increase, a moonrat gains +1 bonus on attack and damage rolls.  The effect of the 
  Intelligence boost is open to considerable DM interpretation.  Use the Intelligence scores for the following creatures as 
  benchmarks to determine the moonrats’ increased intellectual capacity: Int 3 (minimum for a human), Int 6(average for 
  a centaur or gnoll), Int 9 (average for an orc), Int 10 (average for a goblin).  No extra skill points are gained for a lunar 
  Intelligence boost. 
   
  Scent (Ex): A moonrat can detect approaching enemies. sniff out hidden foes, and track by sense of smell. 
   
  Uncanny Dodge (Ex): Because of its extraordinary sense of smell, a moonrat retains its Dexterity bonus to AC 
  even when flat-footed, and it cannot be flanked. 
   
  Skills: A moonrat receives a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus on Balance 
  checks.  It uses its Dexterity modifier for Climb checks. 
  Moonlight Equivalent 
  Lunar Modifier 
  New Moon 
  +0 
  Crescent 
  +1 
  Quarter 
  +2 
  Half 
  +4 
  Gibbous 
  +6 
  Full 
  +8 
  
  Blind Faith, Muted Voices 
   
  Page 41 
  Raggamoffyn  
   
   
   
   
   
  Common 
   
   
   
  Shrapnyl 
   
  Hit Dice:  
   
  3d10 (16 hp) 
   
   
   
  12d10 (66 hp) 
  Initiative: 
   
  +2 
   
   
   
   
  +0 
  Speed: 
   
   
  30 ft., fly 30 ft. (clumsy) 
   
   
  20 ft., fly 10 ft. (clumsy) 
  AC:  
   
   
  17 (+2 Dex, +5 natural) 
   
   
  24 (-1 size, +15 natural) 
   
   
   
   
  touch 12, flat-footed 15 
   
   
  touch 9, flat-footed 24 
  Attacks:  
   
  Slam +4 melee 
   
   
   
  Slam +12 melee,  
   
   
   
   
   
   
   
   
   
  or gore +12 melee 
  Damage:  
   
  Slam 1d6+3 
   
   
   
  Slam 1d8+4, gore 1d8+4 
  Face/Reach: 
   
  5 ft. by 5 ft./5 ft.  
   
   
  5 ft. by 5 ft./10 ft. 
  Special Attacks: 
   
  Control host, improved grab, 
   
  Cloud of steel, control 
   
   
   
   
  suffocate, wrap 
   
   
   
  host, improved grab, wrap 
  Special Qualities:  
  Construct Traits  
   
   
  Construct Traits,  
   
   
   
   
   
   
   
   
   
  Vulnerability to shatter 
  Saves: 
   
   
  Fort +1, Ref +3, Will +3 
   
   
  Fort +4, Ref +4, Will +8 
  Abilities:  
   
  Str 14, Dex 15, Con --, 
   
   
  Str 18, Dex 11, Con --, 
   
   
   
   
  Int 10, Wis 15, Cha 17 
   
   
  Int 10, Wis 19, Cha 17 
  Climate/Terrain:  
  Any 
   
   
   
   
  Any 
  Organization: 
   
  Solitary, pair, or gang (3-4)  
   
  Solitary or pair  
  Challenge Rating:  
  3 
   
   
   
   
  7 
  Treasure:  
   
  None 
   
   
   
   
  None 
  Alignment: 
   
  Always neutral 
   
   
   
  Always neutral 
  Advancement: 
   
  4 HD (Medium-size); 
   
   
  13-18 HD (Large);  
   
   
   
   
  5-9 HD (Large) 
   
   
   
  19-36 HD (Huge) 
   
   
  Raggamoffyns are mysterious constructs composed of animated scraps and bits of cloth, metal, or other refuse from 
  civilized societies -- particularly those where magic is common.  Raggamoffyns tend to cluster together, operating as 
  much in secret as possible, taking control of selected hosts to further their agendas. 
   
  Unlike other constructs, a raggamoffyn is not the result of any deliberate act of creation.  Rather, it is formed when 
  leftover magical energy interacts with inanimate objects.  The exact process is not well understood, but it always results 
  in one of four types of raggamoffyn. 
   
  A raggamoffyn appears as an animated, ragtag assortment of odds and ends, roughly humanoid in shape.  The four 
  types differ both in the kinds of refuse that form their bodies and the powers they possess. 
   
  Combat 
   
  Above all, a raggamoffyn seeks to acquire a host that it can dominate.  The creatures refrain from harming potential 
  hosts as long as possible, so they work quickly by rushing in with touch attacks.  A foe that is successfully dominated is 
  wrapped by the raggamoffyn, which then uses its host to defend itself and other raggamoffyns.  Raggamoffyns unleash 
  their full melee attack capabilities against foes that are resistant to their mind controlling powers, fearing rightfully that 
  an escaped for will warn others of the raggamoffyn's existence. 
   
  Control Host (Su): A raggamoffyn can attempt to take control of any creature it has wrapped (see below).  This 
  ability functions like the dominate monster spell (caster level 18th; save DC varies).  As a free action, the monster may 
  relinquish control over its host by physically and mentally disengaging itself from the latter's body.  Use the captured 
  one template (see appendix) for a creature under the control of a raggamoffyn. 
   
  Improved Grab (Ex): If a raggamoffyn hits an opponent that is its own size or smaller with a slam attack, it deals 
  normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple 
  bonus varies; see individual descriptions).  If it gets a hold, it can attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct a grapple normally, or simply use its appendage to hold the 
  opponent (-20 penalty on grapple check, but the raggamoffyn is not considered grappled).  In either case, each 
  successful grapple check it makes during successive rounds automatically deals slam damage. 
  
  Blind Faith, Muted Voices 
   
  Page 42 
   
  Wrap (Ex): With a successful grapple check, a raggamoffyn can wrap itself around any foe it has already grabbed 
  with another successful grapple check.  The monster forms a skintight layer around the wrapped creature, covering it 
  from head to toe but leaving enough space for the creature to breathe through its mouth and nose.  Attacks on such a 
  target deal half their damage to the monster and half to the wrapped creature.  An affected creature can extract itself by 
  making a successful grapple check.  Once it has wrapped a creature, the raggamoffyn can attempt to control it on its 
  next action. 
   
  Construct Traits: A raggamoffyn is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects.  The 
  creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive 
  damage.  It cannot heal itself but can be healed through repair.  It cannot be raised or resurrected.  A raggamoffyn has 
  darkvision (60 ft. range). 
   
  Common 
   
  Scholars theorize that common raggamoffyns form from enchanted gloves, robes, hats, and other magic clothing 
  that was lost or discarded by its owners.  They are usually found near cemeteries and places where magical battles have 
  recently transpired. 
   
  A common raggamoffyn looks like a suit of mismatched clothing with no wearer.  The clothing appears to be in 
  good repair, and it would probably still be usable if it could be separated from the construct. 
   
  Combat 
   
  A common raggamoffyn directs its host creature in combat.  It suffocates the host when it has either lost control 
  over the creature or has no further use for it. 
   
  Control Host (Su): The common raggamoffyn's control host ability has a Will save DC 14. 
   
  Improved Grab (Ex): A common raggamoffyn's grapple bonus is +4. 
   
  Suffocate (Ex): A common raggamoffyn can asphyxiate a wrapped creature by drawing the air from its lungs.  This 
  attack automatically deals 1d4 points of damage per round. 
   
  Shrapnyl 
   
  Shrapnyls are the only raggamoffyns made entirely of metal.  They lurk near battlegrounds as well as forges. 
   
  A shrapnyl consists of bits of metal in every size.  Its appearance can vary greatly -- one might consist of swords, 
  shields, and cooking gear, while another could contain a helm, coins, chains, and keys. 
   
  Combat 
   
  Shrapnyls are the most aggressive of the raggamoffyns.  They do not hesitate to use their cloud of steel attack when 
  faced with an overwhelming situation. 
   
  Cloud of Steel (Ex): Once per day, a shrapnyl can explode into a deadly cloud of flying, sharp debris.  Every 
  creature within a 10-ft. spread centered on the shrapnyl takes 4d10 points of damage (Reflex save DC 16 half).  This 
  attack instantly frees a creature wrapped by the shrapnyl from its control, and the wrapped creature takes no damage 
  from that cloud of steel attack. 
   
  Control Host (Su): A shrapnyl's control host ability has a Will save DC of 19. 
   
  Improved Grab (Ex): A shrapnyl's grapple bonus is +17. 
   
  Vulnerability 
  to 
  shatter: 
  The 
  shatter 
  spell 
  deals 
  3d6 
  points 
  of 
  damage 
  to 
  a 
  shrapnyl.
  
  Blind Faith, Muted Voices 
   
  Page 43 
  Captured One Template 
   
  A captured one is a living creature that is under the control of a raggamoffyn.  The raggamoffyn has access to its 
  host's memories and draws on its host's experiences.  The captured one eats, speaks, and lives all under the direction of 
  its raggamoffyn master. 
   
  Captured ones speak Common and whatever languages the base creature speaks. 
   
  Creating a Captured One 
   
  "Captured one" is a template that can be added to a giant, humanoid, monstrous humanoid, animal, beast, or vermin 
  (hereafter known as the "base creature") that is the same size or smaller then the dominating raggamoffyn.  The 
  creature's type changes to construct.  Both the raggamoffyn's and the base creature's statistics and special abilities are 
  modified as noted here. 
   
  Hit Dice: A captured one maintains separate hit point totals for each of its two parts. 
   
  Initiative: Same as raggamoffyn. 
   
  Speed: Same as base creature. 
   
  Armor Class: User either the raggamoffyn's natural armor bonus or the base creature's natural armor bonus (if 
  any), whichever is higher. 
   
  Attacks: Same as base creature, modified by new ability modifiers. 
   
  Damage: Same as base creature. 
   
  Special Attacks: The raggamoffyn gains control over all special attacks that the base creature possesses, including 
  spells and spell-like abilities.  The raggamoffyn's wrap and improved grab special attacks are unavailable while it 
  controls the host. 
   
  Special Qualities: Both the raggamoffyn and the base creature retain any special qualities they had previously. 
   
  Construct Traits: A captured one is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects.  The 
  creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive 
  damage.  The raggamoffyn cannot heal itself but can be healed through repair.  It cannot be raised or resurrected.  A 
  captured one has darkvision (60 ft. range). 
   
  Senses (Ex): The raggamoffyn sees and hears everything that the base creature is able to. 
   
  Shared Damage (Ex): An attack on a captured one deals half its damage to the raggamoffyn and half to the base 
  creature. 
   
  Saves: A captured one uses the raggamoffyn's base Fortitude, Reflex, and Will saves. 
   
  Abilities: A captured one uses the Constitution, Intelligence, and Charisma scores of the base creature and the 
  Strength, Dexterity, and Wisdom scores of the raggamoffyn. 
   
  Skills: Same as base creature. 
   
  Feats: Same as base creature. 
   
  Climate/Terrain: Same as raggamoffyn. 
   
  Organization: Solitary, pair, or gang (3-4). 
   
  Challenge Rating: Same as base creature + 2. 
   
  Treasure: Standard. 
   
  Alignment: Same as raggamoffyn. 
   
  Advancement: Same as base creature. 
   
  
  Blind Faith, Muted Voices 
   
  Page 44 
  Spellstitched Template 
   
  Spellstitched creatures are undead creatures that have been powerfully enhanced and fortified by arcane means.  
  The undead gain the ability to cast spells, can resist being turned, and become more difficult to attack in melee.  The 
  process benefits undead with intelligence far more than it helps those that are mindless, since intelligent undead can 
  discharge their spells tactically. 
   
  The outward sign that an undead creature has been spellstitched is its rune-covered body.  The runes are carved 
  into the bones of skeletal undead or tattooed on the rotting flesh of other corporeal undead.  These runes may not be 
  immediately noticeable to an observer, appearing to be cracks in bones or wrinkles in the skin. 
   
  Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued 
  in the undead's body.  The process for creating a spellstitched creature requires the expenditure of 1,000 gp for carving 
  or tattooing materials as well as 500 XP for every point of Wisdom that the undead creature possesses.  Undead that are 
  spellcasters can spellstitch themselves. 
   
  Creating a Spellstitched Creature 
   
  "Spellstitched" is a template that can be added to any 
  corporeal undead (referred to hereafter as the base 
  creature).  The template uses all the base creature's 
  statistics and special abilities except as noted here. 
   
  Special Attacks: A spellstitched creature retains all 
  the special attacks of the base creature and gains the 
  following special attack. 
   
  Spell-like abilities: A spellstitched creature with a 
  Wisdom score of 10 or higher can be imbued with spell-
  like abilities.  All spells must be from the schools of Conjuration, Evocation, or Necromancy.  These abilities are used as 
  if the spells were cast by a sorcerer of the same level as the number of Hit Dice the spellstitched creature possesses. 
   
  Spells Known is the number of different spells the creature has access to as spell-like abilities.  A creature with a 
  Wisdom score higher than 10 gains the spells from the row on the table corresponding to its Wisdom score, and the 
  spells from all the rows above that row. 
   
  Times/Day is the number of times per day that the creature can use spell-like abilities of a given level.  The creator 
  of the creature must decide how to allocate the spells known.  Once this determination has been made for a particular 
  ability, it cannot be changed. 
   
  Special Qualities: A spellstitched creature retains all the special qualities of the base creature and gains the 
  following special qualities. 
   
  Damage Reduction: A spellstitched creature with 1-3 HD has no damage reduction.  One with 4-7 HD has DR 
  5/+1; one with 8-11 HD has DR 5/+2; and one with 12 or more HD has DR 10/+3. 
   
  Spell Resistance: A spellstitched creature has spell resistance equal to 15 + base creature's Charisma bonus. 
   
  Turn Resistance (Ex): A spellstitched creature has +2 turn resistance.  This value is added to the base creature's 
  turn resistance (if any). 
   
  If the base creature already has one or more of these special qualities, use the better value. 
   
  Saves: Same as base creature + 2. 
  Abilities: Same as base creature. 
  Skills: Same as base creature. 
  Feats: Same as base creature. 
  Climate/Terrain: Same as base creature. 
  Organization: Same as base creature. 
  Challenge Rating: Same as base creature + 1. 
  Treasure: Same as base creature. 
  Alignment: Same as base creature. 
  Advancement: Same as base creature. 
  Wisdom 
  Example Undead 
  Spells Known 
  Times/Day 
  10 
  Skeleton, zombie 
  2 1
  st-level 
  4 
  11-12 
  Bodak 
  plus 2 2
  nd-level 
  4/4 
  13-14 
  Ghast, 
  ghoul, 
  wight 
  plus 2 3
  rd-level 
  4/4/2 
  15-16 
  Devourer 
  plus 2 4
  th-level 
  4/4/2/2 
  17-18 
  Lich 
  plus 2 5
  th-level 
  4/4/2/2/2 
  19+ 
  Nightshade 
  plus 1 6
  th-level 
  4/4/2/2/2/1
  
  Blind Faith, Muted Voices 
   
  Page 45 
  NPC Information 
   
  The following is a list of general rumors that are known throughout the city.  These are provided as examples; you 
  are free and encouraged to expand upon these within the flavor set forth by the scenario. 
   
  • 
  People in the streets of Midmeadow are trying to peddle the Black Stone hearts that they brought with them 
  from Tenh.  This is particularly apparent in the tent camps outside of town, where the vast majority of Tenh 
  refugees live. 
  • 
  Strange magical creatures have been tormenting the tent camps outside of town for some time.  It is said that 
  they are the spirits of the long departed elves that have been disturbed by the destruction of their beautiful 
  architecture. 
  • 
  The Valorous League of Blindness is a corrupt and evil organization.  It poses as a helpful entity to draw people 
  into it, but then exploits them.  To what end is unknown. 
  • 
  The renewal in the city is damaging the living organisms that the elves created long ago.  Even though the city 
  seems like it is being renewed, it is actually slowly dying. 
  • 
  The elves of the Gamboge Forest have been driven further away from Midmeadow because of Zylinchin and 
  his fiend hunts.   
  • 
  The anarchists are planning to take over the city in the name of Vecna.  They are agents of evil and are not to 
  be trusted. 
  • 
  The County of Urnst has been plotting to invade the northern territory of Nyrond.  They are supporting the 
  separationists in order to weaken Nyrond so that they can take the fertile county of Woodverge. 
  • 
  Travelers from Ratik have brought news of a viscous plague that has entered their land.  It is not known what 
  caused it, but it moves swiftly through the populations.  Some have spoken of an indigo rider on a fiery steed 
  haunting their dreams. 
  • 
  The Theocracy of the Pale's support for the Valorous League has never been stronger.  Agents of the Pale have 
  been seen coming and going from the temple as well as the outlying New Dawn Camp for several weeks. 
  • 
  Grishken, the ambassador from the Pale, has been in Rel Mord for weeks.  It is said that he has the ear of the 
  king and that he is planting the seeds of secession in his mind. 
  • 
  Cairndrell, the other founder of the Valorous League of Blindness, has not been heard from in some time 
  around Woodverge.  It is believed that she is afraid of the growing power of Grishken and Zylinchin’s Knight’s 
  Valorous. 
  • 
  A horrid being known only in legend as “The Terror of Woodverge” was supposedly seen wandering the 
  meadows near Zylinchin’s new fortress.  Little else is known about this creature. 
   
  Historical Great Kingdom Info 
   
  Only the “Widow Sage” knows the following information.  She can typically be found in or around the Crystal 
  Mere Park. 
  • 
  This area of Nyrond was ruled by a powerful leader, known as "the Falcon" because of his love for raptors.  He 
  was one of the few rulers who were loyal to the King until the end. 
  • 
  After the separation from the Great Kingdom, the young nobles went on a great hunt to purge the loyalists in 
  the surrounding countryside.  This also ended the alliance with the elves of the Gamboge, as they began 
  logging that forest to rebuild much of what was destroyed during the war. 
  
  Blind Faith, Muted Voices 
   
  Page 46 
  • 
  The few loyal subjects that he had remaining buried the ruler of Midmeadow in a secret resting place.  His life 
  sacrificed to save them, they stole his remains from the rebel lords to place in a crypt more worthy of his great, 
  unwavering leadership. 
  • 
  A powerful guardian put in place by his subjects to keep the rebels from unearthing his remains supposedly 
  protects his tomb.  One whose loyalty lies with the Falcon can thwart the guardian.  How this is shown, is not 
  fully understood. 
  • 
  The location of the tomb is unknown.  Some think that it is beneath the Temple of Pholtus; others think that it 
  is with the elves in the Gamboge.  No one knows for sure, though. 
   
  Lies and Deceptions 
  • The Knights Valorous and Zylinchin have made a pact with an evil priest of Incabulos to help them convert 
  refugees to Pholtus.  The priest of Incabulos gets any who resist conversion to do with as he pleases and the 
  Valorous League looks the other way. 
  • The King’s newly appointed noble, Sir Aspranth, has recently returned from a meeting with the king in which 
  he was given more absolute power over the people of Midmeadow.  It is unclear what those powers are. 
  • The celebration of Growfest has turned into a recruiting party for the Valorous League.  They use it solely to 
  spread their lies and propaganda to the people.   
  • Agents of the County of Urnst have begun to infiltrate the government of Nyrond in an effort to persuade King 
  Lynwerd to embrace the separationist movement. 
  • The elves of the Gamboge Forest have sided with the Pholtans.  They believe that by destabilizing the humans, 
  it will weaken them and keep the forest safe. 
  
  Blind Faith, Muted Voices 
   
  Page 47 
  Handout #1: Note From Prelate to Valorous League 
  Lord Grishken: 
   
   
  The winter has worn our reserves of food extremely thin.  We hope that your growing season is as fruitful as it has 
  been in the past.  Be assured that Pholtus’ light shines upon Woodverge more brightly than ever before.  Our 
  arrangement still stands as when we last spoke.  Look for more of our assistance as needed in return for your continued 
  support. 
   
  Word has also spread that your New Dawn Camp is nearing completion.  This is a blessing indeed, as there are a 
  great many in Midmeadow in need of instruction as to the way to walk the One True Path.   
   
  Finally, the news of Zylinchin’s great discovery has come to my attention as well.  It is deeply disturbing to know 
  that such dark forces lurk in the shadows of Pholtus’ beautiful light.  We of the Pale hope that your efforts and the 
  efforts of the great Fiend-hunter lead to a resolution of these problems.  Be sure to show the people that you have 
  control and do not allow common folk to be swayed further by this corruption.  If a lesson needs to be taught, find some 
  to put to the Question and do so as a public spectacle.  This is the most effective means Pholtus provides for displaying 
  his radiance to his people. 
   
   
   
   
   
   
   
   
   
   
  Yours in the Light 
   
   
   
   
   
   
   
   
   
  Prelate Zacktinerim of Eltison 
   
   
   
  Handout #2: Rotten Apple Brigade Petition 
   
  Residents of Midmeadow: 
   
  Our great King Lynwerd has bestowed us once again with a noble from his court that does not hold our interested 
  in his heart.  Too long has he ignored our plight to fight battles that he feels are more important.  While his back is 
  turned, our families have fallen into poverty.  The grains from our fields are sent to the north out of Woodverge to the 
  Theocracy of the Pale while our people starve.  The desperate travelers from Tenh cause more strain on our city and 
  their talents are ill-used.  The Valorous League has swooped in like a vulture to pick the scraps of power left by the 
  ineffective lord.  Their power grows stronger, but their agenda is only to expand the relations with the Pale.  There 
  intentions are obvious to even the blind, though few seem willing to admit it openly.  They wish to join that country 
  and force their ways onto the people of our territory.   
   
  As it stands now, we must take action to prevent our plight from worsening.  Looking toward our noble for 
  guidance has been fruitless.  Our king is good and gracious and we do not wish to splinter from his rule.  Therefore I 
  propose that we bring forth this issue with him directly.  Our group is circulating this petition to gain audience with 
  King Lynwerd to discuss our leadership.  Given enough support, he cannot turn us away.  I believe deeply that we can 
  convince him that our destiny is also the destiny of Nyrond.  We must be allowed to control it ourselves, with his 
  guidance. 
   
  Truly 
  Jeven Ael'Zaqueruil, leader of the R.A.B. 
   
  <Names listed below>
  
  Blind Faith, Muted Voices 
   
  Page 48 
  Handout #3: Book of Kyliris’ Life 
   
  My Liege, 
   
   
  In my journey to court these past months, it has come to my attention that many of the local nobles are 
  unhappy with what they call the tyranny of the Overking.  I would like for you to know that I bear no such ill will 
  toward you or the Great Kingdom.  As baron of Woodverge, I swear upon the land I protect and the oath that I made to 
  you that I will do everything in my power to protect your interests in this region.  Our patron has given me a vision and 
  I deeply believe that we can emerge stronger than ever before.  I ask only for one more battalion of soldiers to help me 
  battle those that might want to secede.  Your glory reigns in my heart. 
   
  Your servant, 
  Kyliris the Falcon 
   
  Journal Entry 
  The revolt has begun and still there is no word from the crown.  I have to believe that my letter arrived in the hands of 
  the Overking, but I grow impatient.  My troops are also impatient.  There have been several skirmishes at the border to 
  the south.  The elves have retreated into the forest and do not wish to take any part in the conflicts of men.  We have 
  few allies here and I fear that we will not be able to hold out for long if war erupts.  I pray for a sign that the Overking is 
  still with us. 
   
  Journal Entry 
  War is upon us.  I have no choice but to fight for my Overking.  He has served us so well for so long, and my oath still 
  stands as strong today as the first day I received my knighthood from him.  My knights are stalwart and my militia is 
  well paid.  I believe we can hold the line, but we will need support from the Overking soon. 
   
  Journal Entry 
  The tide has turned as quick as a cat.  My knights have abandoned me and treachery runs rampant in my court.  I fear 
  for my survival but I will not turn on my Overking.  I cannot turn on him.  My desperation gives me only one choice.  A 
  great sage, Volgul, has begun instructing me on how I can call upon the divine might of a past age to fend off the forces 
  that rise against the king.  I am unsure, but I have no other choice but to listen. 
   
  Journal Entry 
  I fear that this will be my last chance to write about our time.  I am on the run; only Volgul and a few brave soldiers are 
  at my side.  Deceit has done me in.  Spies and rogues have caused me to abandon the comforts of my castle.  The elves of 
  the Gamboge have turned me away.  Their reclusiveness has hurt me greatly.  Volgul advises me to embrace his patron 
  and give in to my pursuers.  I believe he may be wavering as well.  I have not the heart to deny Pelor and seek the power 
  of Nerull to grant me salvation. 
   
  
  Blind Faith, Muted Voices 
   
  Page 49 
   Map 
  
  Blind Faith, Muted Voices 
   
  Page 50 
  DM Background: Midmeadow Info 
  The following is taken from the Official Nyrond Living Greyhawk campaign web site: 
   
  Midmeadow 
   
  Midmeadow, the capital of the new province, reflects the continuation of difficult times here. While most cities in 
  Nyrond have been growing since the Wars, Midmeadow has shrunk, to 11,100. Once perhaps the most beautiful city in 
  Nyrond, with many buildings designed by elven architects, a series of arsons, tax riots, plague, and a ruler who did 
  nothing useful left much in ruins. The new ruler has managed to restore public order, in part by acknowledging the 
  Valorous League as effectively a second police force. Tho officially allies, the militia and the League get along poorly. 
  The 600 militia deem the League know-it-all amateurs and resent that the League's rule is preferred in some parts of 
  town, particularly where there is a heavy Pholtus population. However, during the years under the previous ruler, the 
  militia were ordered only to protect a few of the major public building from rioters and the League were the ones who 
  actively kept order within the town. The League deems the militia slackers who are unwilling to enforce the laws of 
  Pholtus, the only ones that count in their view. But with a major crime problem, the two forces must work together. 
   
   
  The biggest limitation to the spread of the League has been a smoldering resentment by many of the poor who go 
  hungry while local produce, and even Gamboge produce, were sent north to the Pale to be sold for badly needed 
  revenues. As times have improved this is less of a problem, but such resentful hatred has a way lingering long past its 
  time. 
   
   
  Much of the crime problem is due to the presence of large numbers of Tenhas. An estimated 10,000 fled from Tenh 
  to Nyrond when Iuz took over that country. Perhaps half of those stayed in Woodverge, and half of those that stayed 
  settled in shanty camps around Midmeadow. The locals deem them lazy, indolent, feckless, and arrogant. A number of 
  the refugees have skills that were well honored in Tenh, but are rather useless in Nyrond, which makes them scornful 
  of the lowly jobs they can do, and not eager to do a good job. So, as in many places in Nyrond, they suffer considerable 
  discrimination. To survive, they do what they must, which can include begging, stealing, and scavenging. Debauchery, 
  drink, and prostitution are common. Some have turned to evil cults and others are bandits, none of which improves 
  their reputation.  
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/593/Normal Scenarios/NMR3-03 - Blind Faith, Muted Voices (APL 2-12)/NMR3-03 - Blind Faith, Muted Voices.pdf