TEXT: ONW3-03 
   
   
   
   
   
   
   
   
  GLAIVE’S GATHERING 
   
  A ONE-ROUND D&D LIVING GREYHAWK
  ® 
  FREE STATE OF ONNWAL REGIONAL ADVENTURE 
  Version 1 
   
   
  BY STUART KERRIGAN 
  Glaives of Azharadian originally created by Paul Looby 
  Circle Reviewer: Creighton Broadhurst 
   
   
  The ascension of Duke Gellen Cadwale to the office of Glaive Superior is imminent. Will the future of the Order be 
  affirmed with the installation of the new Glaive Superior or will the shadowy hand of the Traitor of Scant make a final 
  play to destroy the Order of the Golden Sun? 
    
  An Onnwal regional module for APL 4-10. 
  Part Three of the Knights of the Splintered Sun Series. Sequel to ONW 1-03 Glaive’s Gambit and ONW 2-06 The 
  Blazing Banner. 
   
   
  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. 
   
  
  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 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 four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven 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 rule books 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.  
   
  Glaive’s Gathering 
   
   2
  
  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 scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It 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, and 
  then have any players without a character create one. 
  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 following 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. 
   
  CR 
  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 
  5 
  6 
  7 
   
  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. 
  A group of APL 1 characters that desires an extra hand 
  can “enlist an iconic.” The stats for the 1
  st level versions 
  of Tordek, Mialee, Lidda, and Jozan are included at the 
  Glaive’s Gathering 
   
   1
  
  end of this adventure. The group may pick one of these 
  characters to accompany them on the adventure. The 
  DM controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay one Time Unit per round, all others pay two Time 
  Units per round. Additionally, characters with home 
  region of “The Free State of Onnwal” may do other 
  things at the end of this adventure, spending Time 
  Units as per the LGCS guidelines. Adventurer’s 
  Standard Upkeep costs 12 gp per TU spent. Rich 
  Upkeep costs 50 gp per TU spent. Luxury Upkeep 
  costs 100 gp per TU spent. 
   
  NEW BEGINNINGS? 
  With the Banner delivered to him by a war company of 
  renown, despite some confused reports it had ended up 
  in the hands of his rival Halrend Lorendrenn, Duke 
  Gellen Cadwale stands ready to ascend to Glaive 
  Superior of the Order of the Golden Sun. 
   
  Lorendrenn is livid at this outrage, he has been 
  unable to prove to his comrades Dorlan Maldrenn and 
  Milos Faskel that Gellen is the Traitor of Scant and 
  they have forsaken him.  
   
  Nonetheless he does still have the support of most 
  of the Glaive Cohort, plus a considerable noble retinue 
  based in Dunheern. Furthermore a score of 
  mercenaries have been hired from within the town of 
  Killdeer by the Baron. In secret he and his men have 
  moved into the western Headlands where he intends 
  to lead a military coup of conservative soldiers of the 
  Cohort, soldiers from Dunheern and sell swords from 
  the Marchlands. The Scarlet Brotherhood is aware of 
  this – they have been secretly providing the Glaive 
  with aid: sell-swords whose true loyalty is to the Scarlet 
  Sign. 
  Meanwhile the Traitor of Scant, one Tiren 
  Farness, has developed ideas his Scarlet Masters would 
  consider above his station. Being of the Oeridian 
  House of Farness he realizes if the Order is crushed in 
  this final swoop, his use to the Brotherhood is over – 
  despite their claims he shall lead a new reformed Order 
  for the glory of Onnwal in the new order.  
  Having obtained from the same war company that 
  returned the Banner of Azharadian  tomes on the Pillar 
  of Azharadian,  tomes his master denied him access –– 
  Tiren has gained insights into his final goal – the 
  release of Bardinar, the Glaive of Victory. 
  He wishes to reform the Knighthood into an order 
  ruled by him under the Scarlet Brotherhood. With the 
  sacred artefacts of the Banner and the Bardinar, the 
  Glaive of Victory in his control he expects to encounter 
  little resistance. 
    
  He believes that all he needs to do to release 
  Bardinar from the Pillar is to enter the caves below the 
  Pillar of Azharadian. 
   
  Encounter One: The Pavilion 
  Freeform roleplaying in which the PCs get to meet the 
  five attending Glaives and their retinues. 
   
  Encounter Two: The Banquet  
  Halrend interrupts the investiture with his force and a 
  confrontation begins between his forces and those in 
  attendance at the ceremony. 
   
  Encounter Three: The Battle is Joined 
  Tiren and Senh’s Hepomonaland savages play their 
  hand and fall upon both sides of the conflict with equal 
  force. Gellen and Halrend fight back-to-back against 
  the invaders but despite a valorous battle, the six 
  Glaives and their men fall back to the cave to defend it 
  to the last. 
   
  The PCs fight along side Glaive Martial Dorlan 
  Maldrenn against the Hepmonalanders. Unfortunately 
  while they likely acquit themselves well, a retreat is 
  called and the men are forced to run into the cave 
  below the Pillar. 
   
  Encounter Four: The Outer Caves 
  Morale is at an all-time low as the Glaives are trapped 
  within Azharadian’s cave.  
   
  Old feuds come to the fore among the junior 
  Glaives, and the senior three Glaives enter the Inner 
  Caves to pray at the foot of Azharadian’s pillar. 
   
  The leader of the Scarlet Brotherhood force is 
  none other than the Head of the Office of Faith, Telek 
  Senh, who offers the Cohort the chance for survival if 
  they surrender. The PCs can be caught up in all of this. 
   
  Encounter Five: The Missing Leaders 
  The morning has come and the time for the final 
  reckoning is at hand. However Duke Gellen, Halrend 
  Lorendrenn and Tiren Farness have not yet returned 
  from the Inner Caves! The PCs must go and find them, 
  lest the morale of them men shatter. 
   
  Encounter Six: The Traitor Unmasked? 
  Some Doppelgangers that Tiren smuggled into the 
  Inner Cave put on a performance for the PCs to make 
  them think Duke Gellen is the traitor. They attempt to 
  delay the PCs as Tiren takes power from the Pillar of 
  Azharadian, and a brutal combat ensues. 
  Glaive’s Gathering 
   
   2
  
   
  Encounter Seven: Endgame 
  The PCs face Tiren Farness in a final battle as he wields 
  Bardinar against them. When they win Bardinar must 
  be replaced into the Pillar. If the PCs try to leave with 
  it they are sealed in the Cave of Azharadian forever. 
   
  THE TRAITOR OF SCANT 
  Tiren Farness was forced into the knighthood by his 
  father. While able to handle himself in combat, Tiren 
  was more at home among the books and vellum of the 
  libraries of Scant than the battlefields of the east. He 
  ascended the ranks to Glaive Virtuous; this was not by 
  wit of his martial prowess, but rather his cunning on 
  and off the field. He was a political non-entity among 
  the other Glaives, who valued martial prowess over 
  cunning, and rallied around such heroes as Sir Gellen 
  Cadwale or Sir Halrend Lorendrenn. 
   
  In 581 CY, in the days before the Greyhawk Wars 
  an advisor to Tiren’s father, a man bearing the mark of 
  the Scarlet Sign, approached him. Cunning, subterfuge 
  and tactics were virtues the Scarlet Ones admired over 
  sheer martial prowess. Whilst supposedly on a 
  pilgrimage to the Temple of Heironeous within the 
  Nyrondese capital of Rel Mord, Tiren was introduced 
  to the lifestyle of the Empire of Shar. Seeing how 
  much emphasis on culture, learning and education the 
  Scarlet Brotherhood possessed within their culture, 
  Tiren was convinced that serving their cause was best 
  for the Order, and that a cleansing was required. 
   
  A faked recall order was sent to those Tiren felt 
  could not be swayed under his cause. The remaining 
  Glaives were to be the young or the malleable. 
  Unfortunately he did not count on the valiant Sir 
  Halrend being caught behind enemy lines within 
  Naerie, or for his dupe, the Glaive Virtuous Gellen 
  Cadwale, to have collapsed from exhaustion after 
  having delivered the now-infamous message that lured 
  so many Glaives to their death in Scant. 
   
  Tiren was dispatched to dispose of the remaining 
  knights. He accounted for a further two of the three 
  who perished outside of Scant. Tiren intended to be 
  the one whom denounced Gellen as traitor and wrest 
  control of the Glaives of Azharadian. The survival of Sir 
  Halrend Lorendrenn, who despite being junior to 
  Tiren, had the support of the younger Glaives in the 
  matter of succession, caused Tiren to rethink his 
  strategies. Recognising the corrosive distrust between 
  the two camps would make the Order more vulnerable 
  than a decisive banishment of Gellen he played a 
  balancing act and threw his support behind the duke-
  apparent, ensuring a stalemate. The order would tear 
  itself apart as Gellen and Halrend politicked and 
  backstabbed one another. His attempt to assassinate 
  Halrend and discredit Gellen in Longbridge, leading to 
  him becoming Glaive Superior failed. Luring them on 
  a doomed mission to recover the Banner within Scant 
  was also foiled. 
   
  Tiren is not a warrior at heart, but he is a strategist 
  - he sees no glory in slaughter (just as Azharadian did - 
  but from a slightly different point of view). The Glaives 
  over the years have forgotten this, favouring a more 
  martial path. He sees his alliance with the Suel as a 
  chance of saving them from ruin. 
   
  INTRODUCTION A: 
  MEETING WITH A 
  SUPERIOR GLAIVE 
  Once you have determined that the party is to be 
  summoned by Duke Gellen Cadwale, read aloud or 
  paraphrase the following text: -  
   
  An invitation to attend the Duke Gellen Cadwale in
  Longbridge is rare in itself, but such a clandestine 
  inv tation as was sl d under the door of your 
  residence can only be a unique occurrence. 
   
  i
  i
   
   
  The note, written in hasty scrawl, addresses 
  each of you by name, and asks for your discretion in 
  this matter. 
   
  The secrecy of this correspondence, and the 
  well-known distrust between the Glaives of 
  Azharadian, of which the Duke is the most senior, 
  is well known. It begs two questions, the first: what 
  does the Duke want with you? The second: shall 
  you meet with him? 
   
  Ask each of the PCs if their characters attend the Duke. 
  Those who do not cannot proceed further with this 
  scenario and should be scored at this point. 
   
  Once the PCs decide to attend the Duke proceed 
  with the following: - 
   
   
  If any of the PCs have Favours of Lorendrenn, 
  Cadwale continues: - 
   
  The Duke looks at each of you in turn, “You have 
  served Lorendrenn well but it is I who am to 
  become Glaive Superior. Will you continue to ally 
  yourself with the past or will you embrace the 
  future?” 
  A smile creases  his face. 
   
  Gellen’s purpose in inviting the PCs here is to ask them 
  to escort him to a Conclave of the Glaives of 
  Azharadian. The conclave is to take place at the Pillar of 
  Glaive’s Gathering 
   
   3
  
  Azharadian, an ancient monument to the Aerdi 
  General in the south western Headlands. As he is to 
  become Glaive Superior, Gellen knows he has enemies 
  that would wish him slain and he prefers the added 
  reassurance of a random factor like the PCs into the 
  equation. 
   
  If the PCs played ONW1-03 Glaives Gambit, 
  ONW2-06 Blazing Banner or SWiO1-3 Two if by Sea, 
  he remembers them well from the incidents therein. 
  Otherwise it is simply hearing the PC’s deeds of valour 
  that has brought him to summon them. 
   
  If asked for payment Gellen rolls his eyes, saying 
  in happier times men would honour the request of a 
  Duke, but in these times of open rebellion, people oft 
  forget their graces. He can offer no immediate promise 
  of gold, but is sure the Order of the Golden Sun will 
  bestow its gratitude upon the heroes. If this is not 
  enough for the PCs they are dismissed. 
   
  INTRODUCTION B: 
  MEETING WITH THE 
  YOUNGBLOOD 
  Once you have determined that the party is to be 
  summoned by Baron Maldrenn, read aloud or 
  paraphrase the following text: -  
   
  The invitation to attend Baron Kiernal Maldrenn 
  within his current base of operations – the hamlet 
  of Jeresan – was unexpected to say the least, more 
  so as the note mentioned that it concerned his son, 
  Dorlan Maldrenn, a Glaive Martial within the 
  Order of the Golden Sun. It advised you to clear at 
  least a couple of weeks of leave from fighting the 
  Scarlet Sign. 
   
  The note was written in hasty scrawl, and 
  addresses each o  you by name, telling you to come 
  at once on a matter of great urgency. 
  f
   
   
   
  t
  i
  .
  l
   
   
  If the PCs do not come to Baron Maldrenn, they 
  cannot proceed with this scenario. If they do continue 
  as follows: - 
   
  The fighting has begun a temporary lull on the 
  Storm Coast, but the camp shows little sign of this. 
  You have followed the instructions of the note to 
  the small hamlet of Jeresan, which seems to have 
  almost doubled in size. Where once a handful of 
  buildings stood, they are now surrounded by a 
  palisade that barely contains the swollen tent 
  village outside. 
  Men and women in the service of the House of 
  Maldrenn flock throughout the once sleepy hamlet. 
  To one side of the ten ed village you see injured 
  soldiers and civilians being hastily tended by 
  priests of Heironeous, Osprem and Zilchus, whilst, 
  to the other side those who shall not live to see 
  dusk receive the last rites. 
   
  You are led to the central building of the 
  village, where a guard waves you in. There, at the 
  head of a great table, illuminated by a roaring fire 
  sits Kiernal Maldrenn, Baron Gearnwal, clad in his 
  ornate and pol shed plate mail  To one side sits his 
  son, a dour-looking young fellow, with a silvered 
  axe girthed at his side. 
   
  “Ah, you have come,” booms the Baron, his 
  voice resonating through the wooden hal . He 
  waves to a servant, “Bring the good folk victuals.” 
  He motions to the table for you to sit, “We have 
  much to discuss…” 
   
  Kiernal Maldrenn’s purpose in inviting the PCs here is 
  to ask them to escort his son, Dorlan, to a Conclave of 
  the Glaives of Azharadian. The conclave is to take place 
  at the Pillar of Azharadian, an ancient monument to 
  the  Aerdi General in the southwestern Headlands. 
  While he doubts not the abilities of his son, for he is a 
  Glaive, he would prefer if he had a doughty and 
  trustworthy company travelling with him. 
   
  If the PCs played ONW3-01 The Prophet, he 
  remembers them well from the incidents therein. 
  Otherwise it is simply hearing the PC’s deeds of valour 
  that has brought him to summon them. 
   
  If asked for payment Kiernal rolls his eyes, saying 
  in happier times men would honour the request of a 
  baron, knowing full well if they carried his favour 
  rewards would follow. He can offer no immediate 
  promise of gold, but is sure the Order of Azharadian 
  will bestow its gratitude upon the heroes. If this is not 
  enough for the PCs they are dismissed. 
   
  ENCOUNTER ONE:  
  THE PAVILION 
  Read or paraphrase the following: - 
   
  The valley winds gently down to the south. 
  f
   
   
  The journey to the Pillar has not been taxing, but 
  given the sombre and dour disposition of the 
  company you travel in, there is great relief in your 
  heart as you behold a glorious sight, for there it is at 
  last! Crowning a grand, verdant hill lies the basalt 
  monolith that is the great Pillar o  Azharadian. 
  Your heart races with excitement as at the base 
  of the hill you see the Banners of the Glaives of 
  Glaive’s Gathering 
   
   4
  
  Azharadian, and the Household Arms of the various 
  Glaives. 
   
  As you ride down the narrow pass into the 
  campsite of the Order, several of the pages and 
  squires turn from their duties to watch your arrival 
  in awe. 
   
  Emerging from one of the tents is the dapper 
  Sir Tiren, seemingly dwarfed by the mighty Sir 
  Baernan, both glaives who have pledged their axes 
  in the service of Duke Gellen. There is tremendous 
  relief in their countenance as you ride forth 
  towards them. 
   
   Tiren has infected Baernan Keldas with a modified 
  version of the Tongue of Syrul. It reverses non-trivial 
  divinations (so a Discern Truth would detect “I am a 
  man” as a truth, but he detects as Chaotic Evil). 
   
  They greet the escort warily, speaking formally to 
  the Glaive in the group before speaking with the PCs. 
  See Appendix 3 for details on roleplaying any exchange 
  with either Tiren or Baernan. Once they are finished 
  their discourse with the PCs, Baernan and Tiren go 
  about their tasks.  Baernan will mention that he must 
  go hunt the ritual boar for the feast tonight, and is glad 
  of any help he can get (see The Hunt below). 
   
  Troubleshooting 
  If the PCs cast any suspicion on Baernan Keldas at this 
  point before the meal, try to roleplay the matter as 
  outlined in ‘The Inquisition’ in Encounter 2. 
   
   Tiren Farness does his utmost to appear as a 
  reasonable an even-handed man, pleading Keldas’s case 
  and past-history. 
   
  In the event the PCs decide to use force, Baernan’s 
  statistics are provided in Appendix 1. 
    
  EXPLORING THE PAVILION 
  Feel free to split the party at this point, especially, if 
  play time allows for it to allow for their various skills. 
  The Glaives are doing their utmost to remain as far 
  from each other as is possible; thoughts of suspicion 
  still cloud their minds. 
   
  The Scholar Knight 
  Outside his tent, in the afternoon sunlight sits Sir 
  Tiren Farness, the Traitor of Scant. One would not 
  think this to look at him however - he studies a length 
  of vellum relating to the Virtuous Mount and the 
  Pillar. He is glad to speak at length with any learned 
  PC about religion or other scholarly matters. With 
  mages and priests he tries to gauge their capabilities for 
  a confrontation and is not beneath offering a few spells 
  of his own.  
   
  A Challenge 
  Dorlan is eager to prove himself. If any of the PCs have 
  skill in the area, he would fain spar with them in non-
  lethal combat. He makes a point of saying, within 
  earshot of the young Sir Milos, that he seeks an 
  opponent who understands the rules of non-lethal 
  combat. 
   
  The young Glaive is both gracious and courteous 
  in defeat, though in victory he can barely hide his 
  pleasure beneath his stoic exterior. 
   
  ALL APLS 
  � Dorlan Maldrenn: male human Pal6/Glaive of 
  Azharadian 2, hp 65. See Appendix 1. 
   
  Archery Ring 
  Here can be found, before the feast, Plellyrd Dalgert, 
  master bowman to the House of Faskel. He is 
  something of a braggart who thinks poorly of his 
  master and is a drinking companion of the young 
  upstart Xavier.  
   
  He is eager to attempt to outshoot any who 
  express an interest in using the archery ring, though 
  he has little love of longbows, preferring the crossbow 
  himself. He has heard tell of a strange cult of archers 
  and philosophers in the west and would gladly 
  question and deride anyone who knows of what he 
  speaks. 
   
  Additionally, he is curious about a game Duke 
  Gellen told him of – called Quills. This involves 
  throwing darts at a buckler with six partitions buckler 
  that represents the Scourge of Battle, Hextor. He 
  possesses such a buckler and if any PC is persuaded to 
  play with him, the rules are in Appendix 4.  
   
  APL 4 
  � Plellyrd Dalgert: male human Ftr 6, Atk: +9 missile 
  (1d4 [x2]) dart, +10 missile (1d8 [x3]) longbow. 
   
  APL 6 
  � Plellyrd Dalgert: male human Ftr 8, Atk: +11 (1d4 
  [x2]) dart, +12 (1d8 [x3]) longbow. 
   
  APL 8 
  � Plellyrd Dalgert: male human Ftr 10, Atk: +13 (1d4 
  [x2]) dart, +14 (1d8 [x3]) longbow. 
   
  APL 10 
  � Plellyrd Dalgert: male human Ftr 12, Atk: +15 (1d4 
  [x2]) dart, +16 (1d8 [x3]) longbow. 
  Glaive’s Gathering 
   
   5
  
   
  The Hunt 
  Baernan and his men have been charged with 
  providing the ceremonial meal that is always eaten at 
  the foot of the pillar. He will ask the PCs if they wish 
  to come with him and help find the beast they seek. 
   
  Being a true Glaive, Baernan eschews the use of a 
  bow in the hunt. Feel free to adlib an encounter in 
  which the PCs stride forth to kill the boar with the 
  brave Sir Baernan .  
   
  � Wild Boar: hp 22; see the Monster Manual page 
  194. 
   
  The Cave of Azharadian 
  Some of the PCs will doubtless be drawn by the 
  haunting qualities of the entrance to the caves, a 
  gaping, stony maw from which silvery mists drift. The 
  Caves are described in detail within Encounter 4-7.  
   
  Duke Gellen is currently resident within these 
  caves, sat cross-legged by a large carven stone door 
  bearing the Sun and Bolt of the Order. There the 
  Glaive Virtuous meditates silently, but if spoken to 
  shall gladly tell the PCs that it is a testing ground for 
  those knights who wish to undertake the Trial 
  Virtuous. The weary ruler of the Azure Coast notes that 
  it seems many a year since he was tested within the 
  caves. 
   
  The area in which he studies is the entry way to 
  the Virtuous Rising, where lie the foundations of the 
  Basalt Pillar. Only one who is on a sacred quest of the 
  Order may enter though the portal, which otherwise is 
  sealed to all others. The commands to open the stone 
  door, chosen by and known only to the Glaive Superior 
  of the Order, are lost with Jian Relaster slain and his 
  spirit lost. Gellen doubts there is a soul who knows the 
  ancient words. He hopes that when he ascends to the 
  rank of Glaive Superior the Archpaladin and the 
  General will grant him mastery of the secrets. 
   
  The Pillar 
  The Pillar of Azharadian, or at least the part of it that 
  rises above the green sward of the hill is another point 
  of interest the PCs. If they examine it, read aloud or 
  paraphrase the following: - 
   
  The mighty Pillar of Azharadian is pure basalt, 
  almost twenty feet wide, and that of it that you can 
  see, looms over one hundred feet in height, a lone 
  monolith standing guard over the hill. This 
  remarkable structure is built seamlessly together by 
  Dwur craftsmanship of old. 
   
  The four sides o  the pillar are engraved 
  lovingly with images of war.  At the pedestal of the 
  pillar is engraved script that appears to be in Old 
  Oeridian. The four corners of this pedestal contain 
  reliefs showing scenes of martial life. The first 
  shows a young warrior, knelt in devotion as a 
  battle-axe is lowered into his eager arms from the 
  heavens. The second shows a King carrying an orb 
  and sceptre pointing to a silhouette of a mounted 
  warrior at the head of a great column. The third 
  shows a troop of Dwur kneeling before the warrior, 
  clearly in his prime. The last depiction is that of a 
  ship landing on a rocky shore, with a mounted 
  figure dressed in black standing atop the outcrop, 
  awaiting their arrival.  
  f
   
   
  The last relief should strike a chord with anyone 
  who is familiar with the ways of the Order (Knowledge 
  (Religion) – DC 10). It is the Ebon Knight, and a 
  Knowledge  (Local) check (DC 17) reveals the area to 
  be that of Obelstone, now occupied with the fell 
  fortress where the Brotherhood perform unspeakable 
  acts. 
   
  PCs who speak Old Oeridian recognise the script 
  on the bottom of the pillar as the names of several 
  lands that were once in the Great Kingdom, conquered 
  by General Azharadian. At the bottom of the list are the 
  words “The Dragonhead Campaign – Kingdom of the 
  Onnwi.” 
   
  Any PC who spends any time by the pillar notices 
  that several each hour the pillar gently hums and 
  vibrates. If any of the Glaives are quizzed on this, they 
  say that it began when the Banner of Azharadian was 
  returned to the Order. The significance is lost on the 
  Glaives. 
   
  Moving Onwards 
  After you have given the PCs ample time to interact 
  with the Glaives and their Cohort, the meal is 
  eventually completed, and the PCs are invited to 
  partake of the victuals. Move on to Encounter 2. 
   
  ENCOUNTER TWO:  
  THE BANQUET 
  The banquet to ‘celebrate’ the installation of Gellen as 
  Glaive Superior is a set of free-form roleplaying 
  encounter.  
   
  There are five tables in the feasting area, each with 
  a different Glaive sat at the head. There is little 
  disguising that the Glaives would still rather dine with 
  their own men than trust the company of their fellow 
  knight. The PCs are pointedly split up, each seated at a 
  Glaive’s Gathering 
   
   6
  
  different table, with two of the PCs at Duke Gellen’s 
  table if there is an overflow. 
   
  Use any or all of the rumours below in any order 
  you choose, weaving in the events below starting with 
  An Upset Stomach and working through to The 
  Intrusion which effectively ends the meal). 
   
  Rumours 
  1. 
  The oft-whispered wedding of Milos Faskel and 
  Natalia is said to be taking place finally in 594 CY. 
  Thanks to the clearing operations of a clan of 
  Dwur in the Faskel mines, Milos’s father feels he 
  is able to afford a wedding fitting of Onnwal’s 
  finest. Milos himself smiles coolly and says 
  nothing if approached. (True) 
  2. 
  Milos’s bride to be is said to be in Nyrond, 
  spreading Jian Destron’s goodwill towards a new 
  count in the old Almorian lands. (True) 
  3. 
  The Szek is said to have made a deal with the 
  Emperor of the Bright Desert that guaranteed his 
  escape from the Scarlet Sign on the Night of 
  Scarlet Knives. Jian Destron would never have 
  done such a thing, and the Archmage is a knave to 
  try to extort his favour. (Speculation).  
  4. 
  The loss of Veryanna is said to weigh heavily on 
  Gellen. It is known he was always well disposed to 
  the Duchess on those rare occasions he visited the 
  Storm Coast. Perhaps he viewed the child as a 
  replacement for the family he lost? (True) 
  5. 
  "Lorendrenn’s absence only shows his contempt 
  for Gellen. I would not be surprised if he has cast 
  aside the Golden Sun in disgust, and stays within 
  the walls of Dunheern." (False – speculation). 
  6. 
  It was gifts of coin and favour, not the fact he 
  possesses Banner of Azharadian, that led Milos 
  and Dorlan to support Gellen for Glaive Superior. 
  (False) 
  7. 
  Warriors from Sunndi and further are coming in 
  droves these days. We are of the opinion that 
  Onnwal needs fewer of the Summoner’s brethren, 
  not more. Now Irongate – there is a great temple 
  to the Archpaladin there. If only they would spare 
  their 
  men, 
  rather 
  than 
  the 
  wandering 
  troublemakers they seem to get. 
  8. 
  Despite what some of the others say about those 
  Sunndians, anyone willing to raise a weapon 
  against the Scarlet Sign is welcome in Onnwal. 
  Without their timely shipment of weaponry on 
  the Long Night, Longbridge may have fallen into 
  rack and ruin! (True) 
  9. 
  Ahlissa – a constant worry to the Order. They are 
  attempting to garner the favour of the Szek with 
  their bribes and promises. Xavener may try to hide 
  it, but he is as terrible as the Naelax Overkings in 
  their height. We will not brook agreements with 
  those who follow the Scourge of Battle (Hextor). 
  10. "Gellen may only be Glaive Superior but in his 
  mind he has been all along. He pledged the fealty 
  of our order to the Szek without consultation to 
  the other five knights! Now, while our loyalty to 
  the Platinum Diadem, Gellen showed little 
  acknowledgment protocol, a bad sign for the 
  future." 
  11. Dorlan Maldrenn is still sore with Milos Faskel for 
  the accidental injury he received at the Storm 
  Coast tourney in 591 CY. The wound has healed, 
  but the mistrust has not. (True). 
  12. Duke Gellen bears a strange golden symbol that he 
  keeps within a pouch. I have not seen its shape, 
  only a glint as he occasionally handles it in the 
  palm of his hand. (True). 
   
  Who Says What 
  The table below shows which NPCs are the source of 
  the above rumours and comments:- 
   
  NPC 
  Rumours  
  Gellen Cadwale 
  1,3,5,8,9 
  Tiren Farness 
  2,3,4,7,10,11 
  Dorlan Maldrenn 
  1,2,3,7,10,11 
  Milos Faskel 
  2,3,4,9,10 
  Baernan Keldas 
  2,3,4,6,10,11 
  Sturrend 
  Any 
  Off-Duty Cohort 
  Any 
    
  An Upset Stomach 
  Before the meal choose one PC ‘to be poisoned’. The 
  meal served is that of finest roast boar, caught this very 
  morn by Baernan Keldas’s Cohort and prepared by his 
  house staff. If the PC who you chose as a poison victim 
  eats from a platter during this period, he suffers the 
  effects of the Arsenic poisoning below. 
   
  The Glaives take the opportunity before the meal 
  to praise Heironeous. This is done by a minute long 
  clattering of axe on breastplate. Following this both 
  Sturrend Keldas and Dorlan Maldrenn perform hasty 
  prayers to the Archpaladin. A Spellcraft check (DC 15) 
  reveals they are both casting detect poison. A relieved 
  look crosses Dorlan’s dour face, but he does not 
  indulge too deeply. Sturrend on the other hand looks 
  at a platter or flagon by one of the PCs, and 
  dramatically cries (especially if the PC is about to eat or 
  drink it) “Do not eat that, it is poisoned!” 
   
  The item of food is indeed poisoned, and is hastily 
  removed by servants. If the PC is suffering from the 
  poison, Sturrend has a slow poison spell available, the 
  Glaive’s Gathering 
   
   7
  
  only treatment available unless the PCs brought their 
  own. 
   
  Needless to say, all eyes turn to Baernan Keldas, 
  who is sweating in the afternoon sun, thanks to the 
  Tongue of Syrul. If his ‘evil intentions’ have not been 
  detected now, Dorlan finds it during the meal when he 
  uses his detect evil ability. See “The Inquisition” below. 
   
  Arsenic: Ingested DC 13; Primary 1 Con; Secondary 
  1d8 Con. 
   
  THE INQUISITION 
  If Baernan Keldas’s ‘evil’ is detected by Dorlan 
  Maldrenn, the young Glaive immediately draws 
  everyone’s attention to this. Gellen and Tiren both 
  claim to reveal the same from their divinations (though 
  Tiren is lying).  
   
  An advanced Tongue of Syrul has infected 
  Baernan. Normally a Tongue of Syrul (the Goddess of 
  Lies) reverses the effects of all divinations, so a good 
  character detects as evil, a lawful character detects as 
  chaotic or a truthful answer detects as a lie. This 
  infection somewhat trickier to determine, as it reverses 
  only non-trivial matters. For example “I am a man” 
  detects as true if a discern lies spell is cast, while “I am a 
  loyal Onnwalon” detects as falsehood. 
   
  For more information  regarding the tongue of 
  Syrul refer to Appendix 2. 
   
  Sturrend Keldas has access to discern lies and on 
  prompting from either Gellen or the PCs casts it. 
  Gellen shall ask for the PCs to do the questioning, and 
  Sturrend gets results as outlined above. 
   
  If any PC uses a remove curse on Baernan, or 
  thinks to ask Sturrend Keldas to cast it, Baernan vomits 
  blood and the portion of the meal he consumed before 
  eventually liberating his digestive system of a dead 
  Tongue of Syrul. 
   
  If the PCs fail to think of this, talk should follow 
  of what to do with Baernan, whether he should be 
  executed right away, under the Strictures of 
  Azharadian, or tried by an Onnwalon court. He is 
  restrained, which may impact later on in the scenario. 
   
  THE INTRUSION 
  At an appropriate juncture in the banquet, read aloud 
  or paraphrase the following: - 
   
  Without warning a man bursts into view. He is a 
  wiry man, dressed in leathers and wearing the blue 
  surcoat of the Order of Azharadian. He rushes 
  towards the table, and sinks to his knees at the feet 
  of the burly Sir Baernan Keldas. It is then that you 
  notice a cruel black fletched arrow is embedded in 
  the man’s chest. 
   
  Eisanwyrd is one of Baernan Keldas’s men, one of a 
  group of scouts who he scattered to the four winds to 
  keep an eye on any enemy who might approach the 
  Glaive’s camp within the valley. If Baernan has been 
  detained, Eisanwyrd will seek out Duke Gellan. 
   
  Allow the PCs a Spot check (DC 10) to notice 
  Eisanwyrd's  approach. Alter the following text as 
  necessary: - 
   
  “I was securing the northern perimeter milord, and 
  went half a mile away or so,” says the injured 
  fellow, clutching the arrow in his chest whilst 
  kneeling at the foot of the Glaive Valorous. “There I 
  saw him sir, I saw him and he was at the head of a 
  host o  men  girthed in mail and ready for battle it 
  seems. Seeing this and thinking ye might be 
  needing to know this I ran, I did, sneaking round to 
  the west for a quarter mile. Thought I’d lost sight of 
  them when one of those savages the strawheads use 
  came from the very scrub. I saws him coming in 
  time, I did, and I wrestled him to the ground and 
  sped off towards the camp, when the swine shot me 
  in the back. 
  f
  ,
   
  “I dared not pull the arrow out for fear it would 
  weaken me, and I sped here as fast as my legs could 
  carry me milord, but make no mistake, the Baron 
  and those men, they’re headed south towards us 
  they are!” 
   
  Eisanwyrd is badly injured (1 hp where normally he 
  has 10 hp) and fatigued from running. He is not 
  coherent if questioned without healing. Gellen shall 
  call for a priest of Heironeous if the PCs are unwilling 
  to provide any. 
   
  Eisanwyrd’s report is unintentionally confused, 
  but he believes he speaks no lies, but it is only 
  supposition. He has merged sightings of two forces 
  into one. The first sighting he saw was indeed that of 
  Halrend Lorendrenn, at the head of his mercenaries, 
  but when he sped westwards he ran into the 
  Hepmonaland Savages that Telek Senh and Tiren have 
  in reserve. Naturally they pursued, and the arrow is the 
  result of a Hepmonaland archer that hit his mark. He 
  has unfortunately assumed that Halrend is in 
  command of the Hepmonaland savages. 
   
  ENCOUNTER THREE:  
  THE BATTLE IS JOINED 
  Gellan immediately calls the men of the Order ot arms. 
  Glaive’s Gathering 
   
   8
  
  If the PCs protest Gellen’s course of action he ignores 
  them, regarding them as misguided fools – the 
  evidence is clear, Halrend is indeed in league with the 
  Scarlet Brotherhood. He bids his men and the Glaives 
  steel themselves for battle now, there can be no retreat 
  from the valley now Halrend has cut off the only exit. 
   
  As the serried ranks of the Glaives and their 
  cohort swiftly break from the feasting to girth 
  themselves in mail and bear arms against their foes, at 
  the crest of the valley appears a first rank of men, also 
  clad in ring and chain, mounted upon horses. 
   
  Allow the PCs to play a role in the interaction that 
  follows. Duke Gellen and Tiren Farness ride forth to 
  meet the Glaive Valorous between the two forces. A 
  moment of conferring occurs, during which Gellen 
  tells Halrend his ruse will not work, that his men have 
  spotted the Hepmonaland savages that are doubtless 
  now deploying themselves on the flank of the valley. 
  His betrayal of the Order has finally been revealed. 
   
  If any of the PCs have broken formation and gone 
  to join in this exchange, there are disapproving noises 
  from Gellen’s men. Halrend is incensed by being called 
  a traitor. He says to Gellen that he came here to put a 
  stop to the greatest affront to the Strictures of 
  Azharadian in the history of the Order – the 
  installation of a craven coward who hides behind 
  scarlet robes as a puppet leader. 
  Allow the PCs to intervene in these exchanges, 
  and if they are able to calm down the two zealous holy 
  warriors, by pointing out such facts as the scout did not 
  exactly see Halrend leading, or that Halrend would 
  have made better use of Hepmonalanders by advancing 
  them directly behind his armoured troops. Otherwise 
  both Gellen and Halrend return to their respective 
  forces and order an immediate advance. 
  If the PCs choose to take part in the fighting, ad-
  lib it as best you can. Statistics for a typical soldier on 
  either side are provided in Appendix 1. As both sides 
  consist of loyal men-at-arms who are simply doing 
  their liege’s bidding, there is no experience to be 
  gained from slaughtering innocents. 
   
  APL 4 
  � Men-at-arms: War2, see Appendix 1. 
   
  APL 6 
  � Men-at-arms: War3, see Appendix 1. 
   
  APL 8 
  � Men-at-arms: War4, see Appendix 1. 
   
  APL 10 
  � Men-at-arms: War6, see Appendix 1. 
   
  Note: As the men-at-arms are not evil PCs gain no 
  experience for defeating them in this module. 
   
  After five rounds of combat with Halrend’s troops, 
  or if the PCs seem to calm down the two irate Glaives, 
  then a group of Hepmonalanders who have been 
  deploying themselves around the vale attack. 
   
  THE ENEMY 
  Over three hundred savages are attacking the small 
  group of Glaives and Glaive Cohort. 
   
  Alerted by a fierce and high-pitch shriek you spy 
  many men, pale skinned and clad in leathers and 
  animal h de pour from into the valley, emerging 
  from scrub and stone. Each of these men bears 
  crude and wild tattoos along their chest, often 
  resembling primitive shapes. There is little doubt to
  their purpose as they wield great axes with deadly 
  pro iciency. 
  There 
  is 
  little 
  mistaking 
  the 
  Hepmonalander warriors of the Scarlet Sign. 
  i
   
  f
  .
  l
  l
   
  Without any sense of reason or tactics the 
  Hepmonalanders rush towards the glaives and their 
  cohort. There is a reason for their reckless charge 
  you realize suddenly – they outnumber the Glaives 
  and men-at-arms at least two to one, and those are 
  the ones you can see! 
   
  Give the PCs three rounds to prepare defensive spells 
  before continuing: - 
   
  The Hepmonalanders have reached the edge of the 
  pavilion  They set upon nobleman and commoner 
  alike, and you find no sanctuary from their axes 
  either. A large group of the savages, led by a blonde 
  Suel officer, are closing upon your position. 
   
  “Come,” says Sir Dorlan Maldrenn, who stands 
  by you brandishing his keenly lit battle axe, “The 
  others have fled. We shall fight as comrades.” 
   
  Looking behind you, into the cave, you see 
  Gel en and Tiren have entered, fol owed by a 
  mounted Halrend. You have no time to dwell on 
  this, the screeching Hepmonalanders reminds you, 
  for the battle is joined! 
   
  APL 4 (EL 6*) 
  � Hepmonaland Savage Warriors (8): male human 
  Brb1, hp 11, see Appendix 1. 
  � Hepmonaland Savage Warrior Chief (1): male 
  human Brb3, see Appendix 1. 
  Glaive’s Gathering 
   
   9
  
  � Hepmonaland Savage Shaman (1): male human 
  Clr3 (Llerg), see Appendix 1. 
  � Tilva Suel Officer (1): male human Ftr4, see 
  Appendix 1. 
  � Dorlan Maldrenn: male human Ftr6/Glaive of 
  Azharadian2, see Appendix 1. 
   
  APL 6 (EL 8*) 
  � Hepmonaland Savage Warriors (8): male human 
  Brb 3, see Appendix 1. 
  � Hepmonaland Savage Warrior Chief (1): male 
  human Brb 5, see Appendix 1. 
  � Hepmonaland Savage Shaman (1): male human 
  Clr 5 (Llerg), see Appendix 1. 
  � Tilva Suel Officer (1): male human Ftr 6, see 
  Appendix 1. 
  � Dorlan Maldrenn: male human Ftr6/Glaive of 
  Azharadian2, see Appendix 1. 
   
  APL 8 (EL 10*) 
  � Hepmonaland Savage Warriors (8): male human 
  Brb5, see Appendix 1. 
  � Hepmonaland Savage Warrior Chief (1): male 
  human Brb7, see Appendix 1. 
  � Hepmonaland Savage Shaman (1): male human 
  Clr7 (Llerg), see Appendix 1. 
  � Tilva Suel Officer (1): male human Ftr8, see 
  Appendix 1. 
  � Dorlan Maldrenn: male human Ftr6/Glaive of 
  Azharadian2, see Appendix 1. 
   
  APL 10 (EL 10*) 
  � Hepmonaland Savage Warriors (8): male human 
  Brb5, see Appendix 1. 
  � Hepmonaland Savage Warrior Chief (1): male 
  human Brb7, see Appendix 1. 
  � Hepmonaland Savage Shaman (1): male human 
  Clr7 (Llerg), see Appendix 1. 
  � Tilva Suel Officer (1): male human Ftr8, see 
  Appendix 1. 
  � Dorlan Maldrenn: male human Ftr6/Glaive of 
  Azharadian2, see Appendix 1. 
   
  APL 10 (EL 12*) 
  � Hepmonaland Savage Warriors (16): male human 
  Brb 5, see Appendix 1. 
  � Hepmonaland Savage Warrior Chief (2): male 
  human Brb 7, see Appendix 1. 
  � Hepmonaland Savage Shaman (2): male human 
  Clr 7 (Llerg), see Appendix 1. 
  � Tilva Suel Officer (1): male human Ftr 8, see 
  Appendix 1. 
  � Dorlan Maldrenn: male human Ftr6/Glaive of 
  Azharadian 2, see Appendix 1. 
   
  * ELs lowered due to the presence of Dorlan Maldrenn. 
   
  If the PCs dispatch their foe, read or paraphrase the 
  following: - 
   
  The fight continues about you as man-at-arms fights 
  savage. You note however that some of the men-at-
  arms have turned against their comrades. 
   
  Young Sir Dorlan winces, sniffing the air, as if 
  he smelt something amiss. Then suddenly he raises 
  a mailed arm to the edge of the valley, “Look!” 
   
  i
   
   You see that the turncoats men at arms are clad 
  in gold and green surcoats, each bearing a golden 
  lightn ng bolt. 
   
  “Look who's arms they bear! ” mutters Dorlan. 
  “’Tis the Baron, Halrend Lorendrenn.” 
   
  “And more of these savages!” yells Sir Milos, 
  who stands to your left once more, wearily 
  clutching a bloodied axe in hand. As sure as he says, 
  another rank of the ferocious warriors press in 
  upon the ranks of the retreating cohort. 
   
  Downcast, Milos shakes his head, “We cannot 
  win the day.” 
   
  Back at the cave, there is a brief exchange between 
  Halrend and Gellen, sharp words are spoken. Feel free 
  to improvise this if any of the PCs are within listening 
  range, but after a moment a long horn blast calls for the 
  glaives and Cohort retreat into the shadow of the cave 
  beneath the pillar. 
   
  Of course the PCs are free to ignore such a retreat. 
  Milos and Dorlan will urge them to join the other men 
  within the cave, but if they do decide to stay outside 
  and fight, feel free to drop as many of the savages as 
  you need to persuade them otherwise. Use the 
  statistics listed above. 
   
  ENCOUNTER FOUR: 
  THE OUTER CAVES 
  Once the PCs make it to into Azharadian’s Cave read or 
  paraphrase the following: - 
   
  The men are slumped against the walls, fatigue and 
  wounds evident. Not even the dark basalt walls of 
  the cave can compete with the gloom and despair 
  you see upon the faces of the defenders. 
   
  The sound of a hide drum beating outside 
  echoes into the cave, reverberating in the cool air. 
  Glaive’s Gathering 
   
   
  10
  
  There is little doubt you shall find respite within 
  these dank halls. 
   
  The sounds of pursuit have stopped, replaced 
  by triumphant laughter and a voice - obviously that 
  of one of the savages - that taunts, “Sooner or later 
  you will have to come out, and when you do, the 
  crows shall feast well!” 
   
  Numerous of the injured require healing, 
  particularly if any PC is lucky enough to own a wand of 
  cure light wounds. At least 20 charges could be used by 
  the flagging force. 
   
  THE GLAIVES 
  Dorlan and Milos, if they entered the caves with the 
  PCs, attempt to join their fellow Glaives, viewing them 
  with suspicion – for now all six of them are seemingly 
  trapped within the cave. 
   
  This is not so, however. During the battle Gellen 
  suggested that he and Tiren attempt to make their way 
  into the Virtuous Rising and at the base of the pillar 
  pray for Azharadian to aid them – for it is said that he 
  shall aid them in their darkest hour, and this is ever the 
  Order’s darkest hour! 
   
  Tiren had been studying the ancient texts of the 
  Pillar, and believed that with the Banner of Azharadian 
  he and Gellen could open the stone portal that bars the 
  entrance, but only for a moment. 
   
  Eventually after the recriminations between the 
  Duke and the Baron died down, Gellen suggested that 
  Halrend, Tiren and himself take one page each into the 
  chamber. This was the only arrangement Halrend 
  agrees to.  
   
  If Baernan was not suspected of being the traitor, 
  Gellen left Baernan Keldas in charge. Gellen instructs 
  the PCs to remain up front with the men – they are 
  worth more guarding the cave mouth than wandering 
  about the sacred spaces of the Order. After this the 
  three senior Glaives and their pages approach the stone 
  portal. Tiren touches the arms upon the door with the 
  Banner of Azharadian and utters a word in Old 
  Oeridian and the its wings open noiselessly allowing 
  he and the others to pass onwards into the darkness, 
  before swinging shut once more. 
   
  Note: This door and its surrounds are totally 
  invulnerable to any force or spell that the PCs may 
  possess. PCs may only gain access to the chambers 
  beyond when the door is split by a tremor. 
   
  OLD FEUDS 
  As the tension in the outer cave continues, so does the 
  personality conflict between Milos and Dorlan, who to 
  the dismay of the men, end up arguing and eventually 
  fist-fighting over a slur that Dorlan made about Natalia 
  Keldas and her state visit to Nyrond. 
   
  SURRENDER OR DIE 
  A lone hochebi approaches the cave bearing a message 
  from Telek Senh, the Head of the Office of Faith. If 
  allowed to deliver its message, the hochebi departs 
  peacefully. See Handout 1. 
   
  The men’s morale is lowered by this and the 
  notion of desertion and surrender soon echoes softly 
  through the caves, proposed by one Xavier, squire to 
  Sir Milos. One of Tiren Farness’s Cohort, an honest 
  man by the name of Aduin, argues against the young 
  upstart, saying surrender goes against everything the 
  order stands for - duty, honour and valour. 
   
  This is a primarily a roleplaying encounter. The 
  PCs should present a case to Xavier, they should not 
  rely on bardic abilities or Diplomacy rolls. Bardic 
  abilities such as fascinate do not work due to the 
  imminent threat outside the cave. 
   
  Roleplaying notes for the two schools of though 
  are 
  given 
  below. 
  A 
  well-argued 
  or 
  powerful 
  justification of why the men should stand and fight 
  should suffice to keep them men in check. Speaking 
  ill of any of the noble Glaives has a negative effect 
  on the disposition of the Cohort considering 
  surrender. 
   
  � Xavier, Glaive Errant of Sir Milos: Ftr 2, AL LN. 
   
  Appearance: Xavier is a man within his prime of 
  twenty summers. Muddy blonde hair and a freckled 
  sun-kissed face do little to hide an arrogant and dour 
  scowl. 
   
  Character: A well-bred young man, there is some 
  apparent tension between Xavier and his knight, Sir 
  Milos. Xavier is somewhat bitter that he is the servant 
  and not the master – for he is convinced he is the 
  better warrior and his performance at tourneys is 
  superior to that of his knight. 
   
  He has a reputation as being something of a 
  rabble-rouser. Xavier is known to privately view his 
  master, Sir Milos, with contempt. What loyalty he once 
  held to Sir Milos recent events have shaken. He, and 
  five others of the Glaive Cohort, are arguing 
  vociferously for the men to lay down their weapons 
  and accept Senh’s offer of surrender. Given the 
  presence of a traitor, and overwhelming odds it seems 
  only the wisest course of action. 
   
  � Aduin, Glaive Cohort: Ftr 3, AL LG. 
   
  Appearance: Aduin is a veteran of 43 winters, 
  dressed in a blue surcoat bearing the symbol of the 
  Knights of Azharadian and the golden colours of 
  Glaive’s Gathering 
   
   
  11
  
  House Farness. His once jet-black hair contains a 
  pronounced grey streak around his temple and his 
  cheeks are marred with old scars from battle that have 
  never fully healed. 
   
  Character: Aduin is an old-school Onnwalon 
  within the Cohort. He believes thoroughly in the Rule 
  of Law of Onnwal’s noble houses, and he himself is 
  loyal to Baron Tiren Farness. He is a man of 
  irreproachable character, though inwardly he has little 
  self-esteem and sees himself as unworthy in the eyes of 
  his master. 
   
  Aduin argues vociferously against any form of 
  surrender. He subscribes unquestionably to the words, 
  “Unvanquished Even In Death”. He also looks 
  unfavourably on anyone not of noble birth who dares 
  speak badly about the nobles, particularly the Glaives 
  in Gellen’s faction. 
   
  Hold The Line 
   If the PCs successfully convince Xavier and his men 
  not to surrender, they grimly return to their posts, 
  moving any thought of giving up to a distant suburb of 
  their subconscious. 
   
  Give Into The Enemy 
  If the PCs are unable to embolden the men and 
  convince Xavier and his men to stand and fight, he 
  takes 30 of the men, almost a quarter of the men. 
   
  Their severed heads are found on poles after the 
  module, assuming it successfully ends, complete with a 
  rune of defilement upon their foreheads. They cannot 
  be contacted by speak with dead or returned to the 
  Oerth by any means e.g. raise dead, resurrection, true 
  resurrection or miracle/wish. 
   
  The Stone Door 
  There is a terrible rumbling within the caves suddenly. 
  Its source is unmistakably within the Inner Caves. 
  Additionally any good-aligned clerics or paladins are 
  overcome with a strange chilling feeling of loss. 
   
  Every three rounds there is an earth tremor and all 
  within the outer caves must make a Reflex save (DC 
  15) to remain on their feet, or be knocked prone for 
  one round. During this time, the Hepmonaland 
  savages choose to press their advantage. 
   
   One of the tremors cracks open the stone portal, 
  splitting the arms of the Sun and Bolt down the centre. 
  The Glaives Dorlan, Milos or Baernan shall fetch the 
  PCs and ask that they investigate what has become of 
  the three senior Glaives and what is causing the 
  rumbling. They too feel the strange sensation of loss, 
  but with the enemy attacks beginning ahead of 
  schedule they dare not leave the men! 
   
  ENCOUNTER FIVE: TRAITOR 
  UNMASKED? 
  Once the PCs enter the cavern, the rumbling 
  intensifies outside, a rock fall separates the PCs from 
  the main force in the outer caves. 
   
  When the PCs enter the inner cavern read the 
  following: - 
   
  The sounds of fierce combat resonate through this 
  cavern – and through an opening you see the deft 
  movemen s o  a skilled and powerful pair of glaives 
  as they, with full gusto, fight a battle you knew was 
  inevitable. 
  t
  f
   
  It is the Baron Halrend Lorendrenn, clad as 
  always in his azure surcoat and ornate plate mail. 
  His opponent is the venerable Duke Gellen, who 
  matches his every blow with one of at least equal 
  skill. It seems Gellen is at an advantage against his 
  opponent, the experience of age winning over the 
  tenacity of youth. 
   
  However what is particularly horrifying is the 
  doubtless slain corpse of the noble sir who once 
  answered to the name Tiren Farness, leaning 
  against the far wall. He appears to have been dealt a 
  great wound to the back. 
   
  Both the Gellen and the Halrend present within this 
  room are Doppelgangers who are feigning a mock 
  combat. The traitor, Sir Tiren Farness, replaced each of 
  the 
  pages 
  attending 
  the 
  senior 
  Glaives 
  by 
  doppelgangers given to him by Telek Senh. Their 
  instructions are to delay any altercation with any 
  pursuers by playing out their mock combat, and when 
  the time allows, strike at any pursuers. 
   
  The corpse appears to be that of Tiren Farness, but 
  is in fact one of the doppelgangers, who the other two 
  slew on Tiren’s order to confuse any pursuers. “Tiren” 
  appears to have suffered an axe wound to the back, 
  exposing the kidneys and straight through to the front 
  of his chest. Additionally, divination spells such as 
  detect magic yield untrue results due to the dead 
  doppelganger’s infection with a Tongue of Syrul. Tiren 
  Farness is unfortunately a thorough tool of the Scarlet 
  Sign.  
   
  APL 4 (EL 5) 
  � Doppelganger (2): See Appendix 1. 
   
  APL 6 (EL 7) 
  � Doppelganger, Rog2 (2): See Appendix 1. 
   
  Glaive’s Gathering 
   
   
  12
  
  APL 8 (EL 9) 
  � Doppelganger, Rog4 (2): See Appendix 1. 
   
  APL 10 – (EL 11) 
  � Doppelganger, Rog6/Asn2 (1): See Appendix 1. 
  � Doppelganger, Rog 4 (1): See Appendix 1. 
   
  Tactics 
  If the PCs make their presence known the 
  Doppelgangers attempt to delay the PCs as much as 
  possible. Note that for every 30 seconds the PCs delay, 
  Tiren has more time to perform the ritual to remove 
  the axe, and thus it gains an additional +1 bonus per 30 
  seconds of roleplaying or 5 rounds of combat in this 
  encounter. 
   
  “Halrend” accuses “Gellen” of murdering Tiren 
  Farness, by backstabbing the Glaive Virtuous. He says 
  between himself and Tiren they could have hoped to 
  best “Gellen”, but without Tiren’s aid he needs the PC’s 
  aid. 
   
  “Gellen” on the other hand protests his innocence 
  and naturally claims it was “Halrend” who struck down 
  Tiren. 
   
  There is little to resolve the argument, neither 
  doppelganger detects as evil (their alignment is 
  Neutral) but they do detect as magical. The 
  doppelgangers attempt to play this out as long as 
  possible to give Tiren as much time as possible (and at 
  APL 10 to study the PCs for the assassin’s abilities). 
  Once it seems inevitable the PCs are to make a decision 
  they attempt to strike, using their sneak attack and 
  assassin’s death blow abilities if applicable. 
   
  Once the Dopplegangers are defeated the PCs are 
  free to exit the cave, deeper into the complex. 
   
  ENCOUNTER SIX: ENDGAME 
  The cave rises as the PCs advance deeper into it. A 
  spiral stair of fine hewn stone, each step adorned with 
  the Sun and Bolt, winds ever upwards into the 
  darkness. As the PCs begin to climb the stone steps to 
  the top of the cave, read the following: - 
   
  As you climb the stairs your skin freezes. An 
  agonising moan permeates the air and the silvery 
  mist solidifies for a momen , almost like ice, until 
  the cavern is filled with the sound o  a ragged 
  breath. The sound echoes from the very walls of the 
  basalt cavern as you slowly ascend the ancient 
  stairwell. 
  t
  f
  i
  i
  f
  i
  f
  l
   
  You emerge into a large chamber, your feet 
  finding purchase upon an azure marble floor. At the 
  centre of the floor is embossed a mosaic of a golden 
  lightn ng bolt, and beh nd the mosaic you see a 
  lurid vision that will haunt you to the end o  your 
  days. 
   
  Where once, presumably, hewn from fine 
  basalt, the base of the Pillar gracefully ended on the 
  marble seamlessly, you behold a dark – almost 
  obsidian - stain, spreading across the symbol of the 
  Bolt. The agonising moan once more fills the 
  chamber. Blood oozes from the pillar, onto the 
  marble floor, and onto the discarded Banner of 
  Azharadian  that l es on the blood-soaked stone. 
   
  Standing at the base o  the defiled pillar is a 
  man you recognise, a man you have often seen 
  fighting on the side of the Free State, but now the 
  mask has fallen… 
   
  It is the Glaive Virtuous Tiren Farness. His 
  hand has reached into the pillar, as if it were almost 
  ethereal. When his hand is removed, it is coated in 
  gore - the pillar’s lifeblood. In that hand is gripped 
  in his hand is a golden battle-axe that bleeds drops 
  of crimson blood onto the floor. 
   
  Beyond the pillar's foundation stone and 
  behind azure walls of energy, you see Duke Gellen 
  and Baron Halrend, each with battle-axe drawn - 
  but it is not each other they fight – but rather they 
  stand back-to-back against the dark forms of men 
  clad in p ate wielding pallid battle axes. 
   
  APL 4 (EL 6) 
  � Glaive Virtuous Tiren Farness: male human Ftr6. 
   
  At this APL Tiren has lost his levels in the Glaive 
  prestige class because of his evil deeds. 
   
  APL 6 (EL 8) 
  � Glaive Virtuous Tiren Farness: male human 
  Ftr6/Gla2. 
   
  At this APL Tiren has recently regained some of his 
  levels in the Glaive prestige class due to the fact he 
  now wields Bardinar. 
   
  APL 8 (EL 10) 
  � Glaive Virtuous Tiren Farness: male human 
  Ftr6/Gla4. 
   
  At this APL Tiren has recently regained some of his 
  levels in the Glaive prestige class due to the fact he 
  now wields Bardinar. 
   
  APL 10 (EL 12) 
  � Glaive Virtuous Tiren Farness: male human 
  Ftr6/Gla6. 
  Glaive’s Gathering 
   
   
  13
  
   
  At this APL Tiren has recently regained almost all of 
  his levels in the Glaive prestige class due to the fact he 
  now wields Bardinar. 
   
  The exact powers Tiren has gained from wielding 
  Bardinar are as follows: - 
   
  • 
  Due to his proximity to the artefact Bardinar, 
  Tiren has regained some or all (dependant on the 
  APL) of the Glaive prestige class abilities, despite 
  the fact his alignment is Lawful Evil. 
  • 
  He commands the Axewraiths, soldiers from the 
  Serried Ranks of Azharadian as a 13
  th level cleric. 
  Currently he has all of them attacking Gellen and 
  Halrend behind the barrier. 
   
  The following powers require Tiren to be holding 
  Bardinar: - 
   
  • 
  Tiren may activate or maintain, as a free-action up 
  to 12 walls of force (as per 20
  th level caster) 
  between the small supports in the chamber (as 
  shown on the map). Currently he is expending 4 
  of them to keep Gellen and Halrend in check and 
  prevent them from intervening in the combat. 
  This requires him to be holding Bardinar. If he is 
  disarmed then the walls of force do not move, and 
  deactivate at a rate of 1 per round (the last four to 
  deactivate are the ones preventing Gellen and 
  Halrend from entering the combat). 
  • 
  Bardinar, in Tiren’s hands, counts as a +3 battle 
  axe. For every five rounds (30 seconds) the PCs 
  took to get from Encounter Six to this encounter 
  Bardinar gains a +1 bonus, up until it becomes a +6 
  battle axe. 
  • 
  Tiren regenerates 1 hp/round whilst holding 
  Bardinar. 
   
  The Banner of Azharadian has no use within this 
  scenario – it is the might of the PCs and the Glaives 
  that must carry the day not divine intervention.  
   
  Tactics 
  Tiren intends to eliminate Halrend and Gellen later, 
  but first he intends to destroy the PCs first. To this end 
  he keeps Halrend and Gellen boxed in behind the 
  walls of force. He will also try to isolate those magic 
  users who might use offensive magics upon him, or 
  lure them into melee with him. He saves his bolt of 
  glory ability for any ranged opponents he is unable to 
  get into melee with. 
   
  Tiren is meant to be a tremendously powerful 
  opponent – do not let the PCs win this easily, if at all! If 
  they do win, go to Encounter Eight. 
   
  Note: Win or lose this fight, any Regional Influence 
  Points the party has with House Farness or Tiren 
  Farness are now voided. 
   
  ENCOUNTER SEVEN: 
  LEAVING THE CAVE 
  VICTORY 
  If the PCs defeated Tiren Farness read aloud or 
  paraphrase the following: - 
   
  The traitor is dead, and the Glaive of Victory, 
  Bardinar, floats up from where it lay and passes into 
  the base o  the basalt pillar. 
  f
   
  Halrend reaches forth, towards base of the 
  pillar, when a mailed hand falls upon his shoulder. 
   
  “Let it go, Sir Halrend,” says the Duke. “We 
  shall win this without the use of ancient power, we 
  shall win this with steel and courage.” 
   
  Both Glaives, with a new-found respect for each other 
  that only the camaraderie of battle can bring, suggest to 
  the PCs that they descend the great stairs and rejoin 
  the men – the time for prayer is at an end, now is the 
  time for battle. 
   
  As for Bardinar – it becomes ethereal and re-enters 
  the pillar, awaiting its proper time to come forth. The 
  PCs should now leave.  
   
  The rockfall still bars their way. From beyond 
  comes the sound of desperate fighting. It will require a 
  cumulative Strength score of 100 to move the rocks out 
  of the way, unless some magical means are used. Allow 
  each of the PCs, as well as the two Glaives, to 
  contribute and sum their results. Allow multiple 
  checks until they reach the total. Each round of checks 
  costs the PCs 10 valuable minutes and tips the fight 
  further in the favour of the foe.    
   
  THE STATE OF THE ORDER 
  Best Outcome 
  • 
  Xavier and his men were persuaded to remain in 
  the cave. 
  • 
  Baernan Keldas was not restrained, the suspicion 
  surrounding him was disproved. The PCs took 
  only 10 minutes to escape the Inner Caves 
   
  In this case the Order has taken 25% casualties, but the 
  sterling actions of Dorlan, Baernan and Milos have 
  stemmed the tide. 
  Glaive’s Gathering 
   
   
  14
  
   
  Middle Outcome 
  • 
  If Xavier and his men fled but Baernan was not 
  restrained 
   
  OR  
   
  • 
  Baernan was still subdued after the banquet, but 
  Xavier and his men did not flee. 
   
  AND 
   
  • 
  The PCs took 20 minutes to free themselves. 
   
  The Order has taken 50% casualties, but Milos Faskel 
  stepped into the breach, commanding the men with 
  unexpected zeal. There are still many good men dead 
  in the cave who will never again lift an axe in the name 
  of Azharadian. 
   
  Worst Outcome 
  • 
  Xavier fled 
  • 
  Baernan still mistrusted 
  • 
  The PCs took more than 20 minutes to free 
  themselves 
   
  The Order has taken 75% casualties, including the loss 
  of the two younger of the Glaives of Azharadian, Milos 
  Faskel and Dorlan Maldrenn. There shall be no divine 
  revivication for these two, for their corpses were 
  enruned with the Mark of Wee Jas (much like 
  Xavier’s). 
   
  The men are all but ready to surrender until they 
  see the PCs emerge from the cave with their leaders 
  and fight with renewed vigour. 
   
  ENCOUNTER EIGHT: 
  AFTERMATH 
  If you wish to adlib a combat in which the PCs play a 
  part in driving off the savages and savages, feel free to 
  do so, but the PCs have completed this module. 
   
  What happens over the next few days is a blur, the 
  Order continues its conclave. Gellen is swiftly 
  proclaimed Glaive Superior in a ceremony that is as 
  swift as it is devoid of pomp, with minds and hearts 
  more focused on the lives that were lost in the 
  bickering and pomposity of the order. The decision is 
  reached that those of common blood, who thrice now 
  have saved the Order of Azharadian, are to be accepted 
  into the serried ranks. The surviving original Glaives, 
  led by Glaive Superior Cadwale, form a council, known 
  as the Pillars of Dawn. This new body resides over new 
  Glaives in the Order, regardless of rank. 
   
  Additionally the PCs gain the following: - 
   
  Favour of Duke Gellen Cadwale and Baron Halrend 
  Lorendrenn: For ensuring his installation as Glaive 
  Superior, and for helping create a truce between 
  Cadwale and Lorendrenn, you gain 1 regional 
  influence point with Cadwale and 1 regional influence 
  point with Lorendrenn. Regional Influence from 
  Cadwale and Lorendrenn may be used as if they were 
  from the same source. 
   
  Commendation of the Order: This applies only to 
  PCs who have played ONW1-03 Glaive’s Gambit, 
  ONW2-06 Blazing Banner and ONW3-03 Glaive’s 
  Gathering. 
  Your 
  character, 
  if 
  he 
  meets 
  the 
  requirements of the Glaive of Azharadian prestige 
  class, is considered exempted from Cohort duty and 
  may move straight onto taking the Trial Martial (a 
  special mission). 
   
  Gratitude of the Order of Azharadian: The Order has 
  declared its armouries open to you. You may now buy 
  any +2 melee weapons or heavy armour as listed in the 
  Dungeon Master’s Guide at the end of any regional 
  scenario. 
   
  Lastly if the PCs did not ask for money at the start of 
  the scenario: - 
   
  Additional Favour of either Maldrenn or Cadwale: 
  If the PCs were approached by Baron Maldrenn at the 
  start of this scenario, they have earned 1 Regional 
  Influence Point with House Maldrenn, otherwise it is 
  another Regional Influence Point with House 
  Cadwale. 
   
   
  EPILOGUE: JUSTICE 
  If there are any players of Glaive’s Gambit, each 
  receives the following dream in the morning: - 
   
  The golden sun overhead is almost blinding as you 
  stand upon the azure sea looking out onto the 
  beach before you. A host of blue hooded figures 
  stretch as far as the eye can see. Standing defiantly 
  on the shore is the traitor of the Glaives of 
  Azharadian, Sir Tiren Farness. 
   
  He addresses the gathered masses, “You judge 
  me thus, but am I not right? Is it not written in the 
  Strictures that the best sort of warrior is the kind 
  who can win a war without even fighting one? I 
  Glaive’s Gathering 
   
   
  15
  
  bested my fellows without even raising an axe, to 
  show you that you have strayed from the strictures 
  in your lust for battle and glory. I wielded the 
  Glaive of Victory… Did I not follow the words of 
  the Strictures? There is no glory in slaughter they 
  say? I sought to bring my reforms without raising 
  an axe in anger – am I not the truest follower of 
  those words?” 
   
  Just as quickly the hooded figures stand aside 
  as a single figure approaches, a small boy, scarcely 
  ten, also dressed in the blue robes. His skin is 
  copper, his curly hair is brown and despite his 
  youth, the boy’s sun-kissed face displays an 
  expression 
  of 
  pity as he looks upon the 
  countenance of the traitor. 
   
  t
   
  The boy scowls, “You are… wrong. There is one 
  here is that is proof of that.” 
   
  He points to one of the figures, who removes 
  his hood. You recognise him as Siward, Duke 
  Gellen’s fallen squire, who was brainwashed into 
  killing for the Scarlet Bro herhood. 
   
  “This young man,” the boy continues, “fought 
  the Scarlet Brotherhood, when they took control of 
  his mind and body. Where is the honour of that? 
  He is worth ten of you. You could not take away his 
  loyalty to his Duke.” 
   
  Tiren kneels and a lone silver tear trickles 
  down his cheek, “Have mercy. I only sought to 
  follow the Strictures, to set the Order once more on 
  their path.” 
   
  An axe appears in the hands of the squire, and 
  the ageless boy commands him to step forward, “Do 
  what you will with him. He is nothing to us, he has 
  strayed too far.” 
   
  The squire strides over to the traitor, who is 
  now sobbing, and raises the axe to strike one 
  finishing blow. He pauses, “I shall not do this… We 
  shall cast him out. His soul shall never find rest 
  within our celestial host. He is a brother in battle 
  no more, that is punishment enough.” 
   
  The boy nods approvingly, and with his hand 
  on the squire’s shoulder turns his back to the 
  traitor, leading the host away from the traitor, who 
  reaches out with his hand, desperately pleading 
  with the men not to abandon him. 
  None heed his pleas. 
   
  He is left sobbing on the sands of the beach, 
  forever an outcast. 
   
  Thus ends the Glaive’s Gathering and the 
  Splintered Sun is now whole… 
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  bonus experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
  Different characters can receive different bonus awards 
  within the range allowed by the maximum. 
   
  Encounter One: The Pavilion 
  Showing prowess in archery, mock combat, quills or 
  the hunt. 
  APL 4:  
  30 XP 
  APL 6:  
  30 XP 
  APL 8:  
  30 XP 
  APL 10:  
  30 XP 
   
  Encounter Three: The Battle is Joined. 
  Defeating the savages and their officer.  
  APL 4:  
  180 XP 
  APL 6:  
  240 XP 
  APL 8:  
  300 XP 
  APL 10:  
  360 XP 
   
  Encounter Five: Traitor Unmasked? 
  Defeating the Doppelganger. 
  APL 4:  
  150 XP 
  APL 6:  
  210 XP 
  APL 8:  
  270 XP 
  APL 10:  
  330 XP 
   
  Encounter Six: Endgame. 
  Defeating Tiren. 
  APL 4:  
  180 XP 
  APL 6:  
  240 XP 
  APL 8:  
  300 XP 
  APL 10:  
  360 XP 
   
  Roleplaying XP. 
  Maximum roleplay awards for superb play. Award half 
  XP for average parties. 
  APL 4:  
  135 XP 
  APL 6:  
  180 XP 
  APL 8:  
  225 XP 
  APL 10:  
  270 XP 
   
  Maximum Total XP. 
  APL 4:  
  675 XP  
  APL 6:  
  900 XP 
  APL 8:  
  1,125 XP  
  APL 10:  
  1,350 XP 
   
  Glaive’s Gathering 
   
   
  16
  
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s 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 (calculated at 50% of 
  book price); C = Coin, Gems, Jewelry, and other 
  valuables (calculated at 100% of value); M = Magic Items 
  (calculated at 75% of book price). 
   
  Encounter 3: The Battle Is Joined 
  Loot from attackers 
  APL 4: L – 113 gp; C – 2 gp; M – 8 gp (potion of 
  cure light wounds x2), 13 gp (scroll of hold person), 25 
  gp (potion of cure moderate wounds), 25 gp (potion of 
  bull’s strength). 
   
  APL 6: L – 122 gp; C – 0 gp; M – 42 gp (potion of 
  cure light wounds x10), 13 gp (scroll of hold person), 
  63 gp (potion of haste), 25 gp (potion of bull’s 
  strength). 
  APL 8: L – 151 gp; C – 7 gp; M – 42 gp (potion of 
  cure light wounds x10), 13 gp (scroll of hold person), 
  75 gp (potion of heroism), 63 gp (potion of cure serious 
  wounds), 25 gp (potion of bull’s strength). 
  APL 10: L – 172 gp; C – 10 gp; M – 42 gp (potion 
  of cure light wounds x18), 13 gp (scroll of hold person), 
  75 gp (potion of heroism), 63 gp (potion of cure serious 
  wounds), 25 gp (potion of bull’s strength). 
   
  Encounter 4: The Traitor Unmasked 
  Loot from ‘Gellen’ and ‘Halrend’ 
  APL 4: L – 47 gp; C – 0 gp; M – 0 gp 
  APL 6: L – 47 gp; C – 0 gp; M – 0 gp 
  APL 8: L – 47 gp; C – 0 gp; M – 0 gp 
  APL 10: L – 47 gp; C – 0 gp; M – assassin’s dagger 
  (859 gp) 
   
  Encounter 6: Endgame 
  Loot from the traitor 
  APL 4: L – 2 gp; C – 0 gp; M – +1 half-plate (146 
  gp), +1 large steel shield (97 gp), potion of haste (62 
  gp), potion of cure moderate wounds (25 gp). 
  APL 6: L – 2 gp; C – 0 gp; M – +2 half-plate (396 
  gp), +1 large steel shield (97 gp), potion of haste (62 
  gp), potion of cure moderate wounds (25 gp). 
  APL 8: L – 2 gp; C – 0 gp; M – +2 half-plate (396 
  gp), +2 large steel shield (347 gp), potion of haste (62 
  gp), potion of cure moderate wounds (25 gp). 
  APL 10: L – 2 gp; C – 0 gp; M – +2 half-plate (396 
  gp), +2 large steel shield (347 gp), potion of haste (62 
  gp), potion of cure moderate wounds (25 gp). 
   
  Total Possible Treasure 
  APL 4: 545 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL10: 2,100 gp 
   
  Specials 
  Favour of Duke Gellen Cadwale and Baron Halrend 
  Lorendrenn: For helping create a truce between 
  Cadwale and Lorendrenn, you gain 1 regional 
  influence point with Cadwale and 1 regional influence 
  point with Lorendrenn. These two factions may be 
  used as if they were from the same source. 
   
  Commendation of the Order: This applies only to 
  Glaive’s Gathering 
   
   
  17
  
  PCs who have played ONW1-03 Glaive’s Gambit, 
  ONW2-06 Blazing Banner and ONW3-03 Glaive’s 
  Gathering. Your character, when applying for the 
  order, is considered exempted from Cohort duty and 
  may move straight onto taking the Trial Martial (a 
  special mission). You must still meet the other 
  requirements of the Glaive prestige class. 
   
  Gratitude of the Order of Azharadian: The Order has 
  declared its armouries open to you. You may now buy 
  any +2 melee weapons or heavy armour as listed in the 
  DMG at the end of any Onnwal regional scenario. 
   
  Additionally, the Order will upgrade any 
  masterwork battleaxe or great axe you possess. By 
  paying 2,000 gp you may upgrade it to a +1 weapon. By 
  paying an additional 16,000 gp you may make it a holy 
  weapon. 
   
  Lastly if the PCs did not ask for money at the start of 
  the scenario: - 
   
  Additional Favour of either Maldrenn or Cadwale: 
  Favour with whomever approached the PCs for this 
  mission (circle relevant person). 
   
  Note: Any Regional Influence Points the party has 
  with House Farness or Tiren Farness [blank on AR] are 
  now voided. 
   
   
   
  Glaive’s Gathering 
   
   
  18
  
  APPENDIX 1: NPCS 
   
  APL 4 
  Encounter 1: The Pavilion 
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8, Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (flat-footed 21, touch 11) (+1 Dex, +8 +1 half-plate, +3 
  +1 large steel shield); Atks +13 melee (1d8+4 [x3], 
  battleaxe); SA Martial axe; SQ Unvanquished even in 
  death; AL LG; SV Fort +10, Ref +5, Will +8; Str 19, Dex 
  13, Con 11, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
  Spells Prepared (Pal 2):  1
  st - Cure Light Wounds, 
  Magic Weapon. 
   
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 3: The Battle is Joined 
  Men at Arms War2: CR 2, Medium-sized humanoid; 
  HD 2d8+4; hp 17; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft; AC 18 (flat-footed 15, touch 13), 
  (+3 Dex, +3 studded leather, +2 large wooden shield); 
  Atks +5 melee (1d8+3, [19-20/x2], longsword) or +1 
  ranged (1d8, light crossbow); AL LN; SV Fort +5, Ref 
  +3, Will -1; Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +5, 
  Jump +2, Ride +5, Swim +6; Dodge, Improved 
  Initiative. 
   
  Possessions: Studded leather armor, large wooden 
  shield, longsword, light crossbow, 10 bolts. 
   
  Hepmonaland Savage Warriors male human Brb1 
  (8): CR 1; Medium-sized humanoid; HD 1d12+4; hp 16; 
  Init +2 (+2 Dex); Spd 40 ft; AC 15 (flat-footed 13, touch 
  12), (+2 Dex, +3 studded leather); Atks +5 melee 
  (1d12+3 [20/x3], greataxe) or +4 melee (1d8+3 [20/x3], 
  shortspear) or +3 range (1d8+3 [20/x3], shortspear); SA: 
  Rage 1/day; AL CN; SV Fort +3, Ref +2, Will +1; Str 17, 
  Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
  Skills and Feats:  Climb +6, Handle Animal +3, 
  Hide +1, Intimidate +3, Intuit Direction +2, Listen +5, 
  Move Silently +3, Spot +3, Wilderness Lore +5;
  Toughness, Weapon Focus (greataxe). 
   
  Possessions:  Greataxe, shortspear, studded leather 
  armour.   
   
  Hepmonaland Savage Warrior Chief, male human 
  Brb3: CR 3; Medium-sized humanoid; HD 3d12+6; hp 
  30; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +7 melee (1d12+3 [20/x3] greataxe) or +6 
  melee (1d8+3 [20/x3], shortspear) or +5 ranged (1d8+3 
  [20/x3], shortspear); SA: Rage 1/day; SQ Uncanny 
  dodge (Dex bonus to AC); AL CN; SV: Fort +4, Ref +3, 
  Will +2; Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +8, Handle Animal +5, 
  Hide +2, Intimidate +5, Intuit Direction +3, Listen +7, 
  Move Silently +4, Spot +3, Wilderness Lore +5; 
  Improved Initiative, Toughness, Weapon Focus 
  (greataxe). 
   
  Possessions: Greataxe, 
  potion 
  of 
  cure 
  light 
  wounds, shortspear, studded leather armour. 
   
  Hepmonaland Shaman (Llerg), male human Clr3: 
  CR 3; Medium-sized humanoid; HD 3d8+9; hp 22; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 
  (flat-footed 14, touch 12); Atks +4 melee (1d8+2 [x3], 
  battleaxe); SA Spontaneous casting (Healing), rebuke 
  undead 3/day; AL CN; SV: Fort +6, Ref +3, Will +6; Str 
  14, Dex 14, Con 16, Int 9, Wis 16, Cha 11. 
   
  Skills and Feats:  Concentration +9, Heal +9, 
  Profession (Hunt) +7, Scry +3, Spellcraft +3; Combat 
  Casting, Improved Initiative, Weapon Proficiency 
  (Battleaxe). 
   
  Spells Prepared: (4/3+1/2+1; base DC = 13 + spell 
  level): 0- create water, guidance, resistance, virtue; 1
  st- 
  cause fear, endure elements*; magic weapon [2]; 2
  nd- 
  bull's strength*, endurance, hold person. 
  Glaive’s Gathering 
   
   
  19
  
   
  *Domain Spell:  Strength (Can perform a feat of 
  strength, as a supernatural ability, with a bonus to 
  Strength equal to your level. It lasts 1 round, once per 
  day). Chaos (Cast chaos spells at +1 caster level.)  
    
  Possessions:  Battleaxe, chain shirt, potion of cure 
  light wounds, scroll of hold person, copper disk. 
   
  Tilva Suel Officer, male human Ftr4: CR 4; Medium-
  sized humanoid; HD 4d10+4; hp 29; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 19 (flat-footed 17, 
  touch 12); Atks +8 melee (1d10+4, bastard sword); +6 
  melee (1d6+2, short sword); +6 melee (1d4+2, dagger); 
  +6 ranged (1d8, light crossbow); AL LE; SV Fort +5, Ref 
  +3, Will +2; Str 14, Dex 14, Con 12, Int 12, Wis12, Cha 
  14. 
   
  Skills and Feats: Climb +4, Diplomacy +4, Handle 
  Animal +9, Knowledge (war) +5, Ride +9.  Combat 
  Reflexes, Exotic Weapon Proficiency (bastard sword), 
  Improved Initiative, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword). 
   
  Possessions: masterwork bastard sword, short 
  sword, dagger; light crossbow, crossbow bolts (20), 
  chain mail, large steel shield, signalling horn, potion of 
  cure moderate wounds, potion of bull’s strength, 10 gp. 
   
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8, Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (flat-footed 20, touch 11), (+1 Dex, +8 +1 half-plate, +3 
  +1 large steel shield); Atks +13 melee (1d8+4 [x3], 
  battleaxe); SA Martial axe; SQ Unvanquished even in 
  death; AL LG; SV Fort +10, Ref +5, Will +8; Str 19, Dex 
  13, Con 11, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
   
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 4: The Traitor Unmasked 
  Doppelganger (2): CR 3; Medium sized Shapechanger; 
  HD 4d8+4; hp 22; Init +1 (+1 Dex); Spd 30 ft.; AC 23 
  (flat-footed 22, touch 11) (+6 banded mail, +2 large steel 
  shield, +1 Dex, +4 natural); Atks +4 melee (1d8+1 [x3], 
  battleaxe); SA Detect thoughts; SQ Alter self, 
  immunities; AL N; SV Fort +5, Ref +5, Will +6; Str 12, 
  Dex 13, Con 12, Int 13, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +12, Disguise +12, Listen 
  +11, Sense Motive +6, Spot +8; Alertness, Dodge. 
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 
  18
  th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action. 
   
  Alter Self (Su): A doppelganger can ssume the 
  shape of any Small or Medium-size humanoid. This 
  works like alter self as cast by an 18
  th-level sorcerer, but 
  the doppelganger can remain in the chosen form 
  indefinitely. It can ssume a new form or return to its 
  own as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Skills: A doppelganger receives a +4 racial bonus 
  to Bluff and Disguise checks. *When using alter self, a 
  doppelganger receives an additional +10 circumstance 
  bonus to Disguise checks. It is can read an opponent’s 
  mind, it gets a further +4 circumstance bonus to Bluff 
  and Disguise checks. 
   
  Possessions: Battleaxe, banded mail, large steel 
  shield. 
   
  Encounter 6: Endgame 
  Tiren Farness, male human Ftr6: CR 6; Medium-
  sized humanoid; HD 6d10+6; hp 55; Init +1 (+1 Dex); 
  Spd 20 ft.; AC 21 (flat-footed 20, touch 11); (+1 Dex, +7 
  +1 half-plate, +2 large steel shield); Atks +14 melee 
  (1d8+9 [19-20/x3], +6 keen battleaxe) or +13 melee 
  (1d8+8 [19-20/x3], +5 keen battleaxe) or +12 melee 
  (1d8+7 [19-20/x3], +4 keen battleaxe) or +11 melee 
  (1d8+6 [19-20/x3], +3 keen battleaxe); AL LE; SV Fort 
  +5, Ref +3, Will +4;  
  Str 13, Dex 12, Con 13 Int 18, 
  Wis 14, Cha 12.  
  Skills and Feats: Bluff +5, Climb +5, Diplomacy +5, 
  Handle Animal +7, Knowledge (arcana) +7, Knowledge 
  (religion) +7, Ride +7, Sense Motive +6; Expertise, 
  Glaive’s Gathering 
   
   
  20
  
  Leadership, Weapon Focus (battleaxe), Weapon 
  Specialization (battleaxe). 
   
  Possessions:  Bardinar (+3 to +6 keen battleaxe), +1 
  half-plate, large steel shield, potion of haste, potion of 
  cure moderate wounds. 
   
  Glaive’s Gathering 
   
   
  21
  
  APL 6 
  Encounter 1: The Pavilion 
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8, Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (+8 +1 half-plate, +3 +1 large steel shield); Atks +13 
  melee (1d8+4 [x3], battleaxe); SA Martial axe; SQ 
  Unvanquished even in death; AL LG; SV Fort +10, Ref 
  +5, Will +8; Str 19, Dex 13, Con 11, Int 10, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 3: The Battle is Joined 
  Men at Arms War3: CR 3, Medium-sized humanoid; 
  HD 3d8+6; hp 26; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 18 (flat-footed 15, touch 13), 
  (+3 Dex, +3 studded leather, +2 large wooden shield); 
  Atks +7 melee (1d8+3, [19-20/x2], longsword) or +2 
  ranged (1d8, light crossbow; AL LN; SV Fort +5, Ref +4, 
  Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +5, 
  Jump +2, Ride +7, Swim +6; Dodge, Improved 
  Initiative. 
   
  Possessions: 
  Studded 
  leather 
  armour, 
  large 
  wooden shield, longsword, light crossbow, 10 bolts. 
   
  Hepmonaland Savage Warriors, male human Brb3 
  (8):  CR 3; Medium-sized humanoid; HD 3d12+6; hp 
  30; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +7 melee (1d12+3 [20/x3] greataxe) or +6 
  melee (1d8+3 [20/x3] shortspear) or +5 ranged (1d8+3 
  [20/x3] shortspear); SA Rage 1/day SQ Uncanny dodge 
  (Dex bonus to AC); AL: CN; SV: Fort +4, Ref +3, Will 
  +2; Str 17, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +8, Handle Animal +5, 
  Hide +2, Intimidate +5, Intuit Direction +3, Listen +7, 
  Move Silently +4, Spot +3, Wilderness Lore +5; 
  Improved Initiative, Toughness, Weapon Focus 
  (greataxe)  
  Possessions: Greataxe, shortspear, studded leather 
  armour, potion of cure light wounds. 
   
  Hepomoland Savage Warrior Chief, male human 
  Brb5: CR 5; Medium-sized humanoid; HD 5d12+8; hp 
  45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +10 melee (1d12+4 [20/x3], greataxe) or 
  +10 melee (1d8+4 [20/x3], shortspear) or +7 ranged 
  (1d8+4 [20/x3], shortspear); SA Rage 2/day; SQ 
  Uncanny dodge (Dex bonus to AC), uncanny dodge 
  (can't be flanked); AL CN; SV Fort +5, Ref +3, Will +2; 
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +9, Handle Animal +5, 
  Hide +2, Intimidate +5, Intuit Direction +3, Listen +7, 
  Move Silently +4, Spot +3, Wilderness Lore +5; 
  Improved Initiative, Toughness, Weapon Focus 
  (composite longbow) 
  Possessions: Studded leather armour, greataxe, 
  potion of cure light wounds. 
   
  Hepmonaland Shaman (Llerg), male human Clr5: 
  CR 5; Medium-sized humanoid; HD 5d8+15; hp 32; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (flat-footed 14, touch 12), Atks +5 (1d8+2 [20/x3], 
  battle axe); SA Spontaneous casting, rebuke undead 
  4/day; AL CN; SV: Fort +7, Ref +3, Will +7; Str 14, Dex 
  14, Con 16, Int 9, Wis 16, Cha 12 
   
  Skills and Feats:  Concentration +9, Heal +9, 
  Profession (Hunt) +7, Scry +5, Spellcraft +5; Combat 
  Casting, Improved Initiative, Weapon Proficiency 
  (battleaxe). 
    
   Prepared Spells: (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0- create water, guidance, resistance (2), 
  virtue; 1
  st- cause fear (2), cure light wounds, endure 
  elements*, enthropic shield; 2
  nd- bull's strength*, aid, 
  endurance; 3
  rd- blindness/deafness, magic vestment*, 
  searing light. 
   
  *Domain Spell:  Strength (Can perform a feat of 
  strength, as a supernatural ability, with a bonus to 
  Glaive’s Gathering 
   
   
  22
  
  Strength equal to your level. It lasts 1 round, once per 
  day.) Chaos (Can cast chaos spells at +1 caster level.)  
   
  Possessions: Battleaxe, chain shirt, potion of cure 
  light wounds, scroll of hold person, copper disk. 
   
  Tilva Suel Officer, male human Ftr6: CR 6; Medium 
  Humanoid; HD 6d10+6; hp 41; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 20 (flat-footed 18, 
  touch 12); Atks +10/+5 melee (1d10+4, bastard sword); 
  +8/+3 melee (1d6+2, short sword,); +8/+3 melee 
  (1d4+2, dagger); +8/+3 ranged (1d8, light crossbow); AL 
  LE; SV Fort +6, Ref +4, Will +3; Str 15, Dex 14, Con 12, 
  Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +6, Diplomacy +6, Handle 
  Animal +10, Knowledge (war) +6, Ride +9; Cleave, 
  Combat Reflexes, Exotic Weapon Proficiency (bastard 
  sword), Improved Initiative, Leadership, Power Attack, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: masterwork bastard sword, short 
  sword, dagger; light crossbow, crossbow bolts (20), 
  banded mail, large steel shield, signalling horn, potion 
  of haste, potion of bull’s strength. 
   
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8; Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (+8 +1 half-plate, +3 +1 large steel shield); Atks +13 
  melee (1d8+4 [x3], battleaxe); SA Martial Axe; SQ 
  Unvanquished even in death; AL LG; SV Fort +10, Ref 
  +5, Will +8; Str 19, Dex 13, Con 11, Int 10, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 4: The Traitor Unmasked 
  Doppelganger Rog2 (2): CR 5; Medium-sized   
  Shapechanger; HD 4d8 and 2d6+6; hp 34; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (+6 
  banded mail, +2 large steel shield, +1 Dex, +4 natural); 
  Atks +5 melee (1d8+1 [x3], battleaxe); SA Detect 
  thoughts, Sneak Attack +1d6; SQ Alter self, 
  immunities, evasion; AL N; SV Fort +5, Ref +8, Will +6; 
  Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +14, Disable Device +6, 
  Disguise +14, Listen +13, Search +3, Sense Motive +8, 
  Spot +10; Alertness, Dodge, Improved Initiative. 
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 
  18
  th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action. 
   
  Alter Self (Su): A doppelganger can ssume the 
  shape of any Small or Medium-size humanoid. This 
  works like alter self as cast by an 18
  th-level sorcerer, but 
  the doppelganger can remain in the chosen form 
  indefinitely. It can ssume a new form or return to its 
  own as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Skills: A doppelganger receives a +4 racial bonus 
  to Bluff and Disguise checks. *When using alter self, a 
  doppelganger receives an additional +10 circumstance 
  bonus to Disguise checks. It is can read an opponent’s 
  mind, it gets a further +4 circumstance bonus to Bluff 
  and Disguise checks. 
   
  Possessions: Battleaxe, banded mail, large steel 
  shield. 
   
  Encounter 6: Endgame 
  Tiren 
  Farness, 
  male 
  human 
  Ftr6/Glaive 
  of 
  Azharadian 2: CR 8; Medium Sized Humanoid; HD 
  6d10+12 and 2d8+4; hp 66; Init +1 (+1 Dex); Spd 20 ft.; 
  AC 24 (flat-footed 23, touch 11); (+1 Dex, +9 +2 half-
  plate, +4 +2 large steel shield); Atks +17 melee (1d8+9 
  [19-20/x3], +6 keen battleaxe) or +16 melee (1d8+8 [19-
  20/x3], +5 keen battleaxe) or +15 melee (1d8+7 [19-
  20/x3], +4 keen battleaxe) or +14 melee (1d8+6 [19-
  20/x3], +3 keen battleaxe); SA Martial axe; SQ 
  Unvanquished even in death; AL LE; SV Fort +8, Ref 
  +3, Will +7; Str 13, Dex 12, Con 14, Int 18, Wis 14, Cha 
  12. 
  Glaive’s Gathering 
   
   
  23
  
   
  Possessions: Bardinar (+3 to +6 keen battleaxe), +2 
  half-plate, +1 large steel shield. 
   
  Skills and Feats: Bluff +5, Climb +5, Diplomacy +9, 
  Handle Animal +7, Knowledge (arcana) +7, Knowledge 
  (history) +6, Knowledge (religion) +13, Ride +7, Sense 
  Motive +7; Expertise, Leadership, Weapon Focus 
  (battleaxe), Weapon Specialization (battleaxe). 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
   
  Glaive’s Gathering 
   
   
  24
  
  APL 8 
  Encounter 1: The Pavilion 
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8, Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (+8 +1 half-plate, +3 +1 large steel shield); Atks +13 
  melee (1d8+4 [x3], battleaxe); SA Martial axe; SQ 
  Unvanquished even in death; AL LG; SV Fort +10, Ref 
  +5, Will +8; Str 19, Dex 13, Con 11, Int 10, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 3: The Battle is Joined 
  Men at Arms War4: CR 4, Medium-sized humanoid; 
  HD 4d8+8; hp 34; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 18 (flat-footed 15, touch 13), 
  (+3 Dex, +3 studded leather, +2 large wooden shield); 
  Atks +8 melee (1d8+3, [19-20/x2], longsword) or +3 
  ranged (1d8, light crossbow); AL LN; SV Fort +5, Ref 
  +4, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +5, 
  Jump +2, Ride +7, Swim +6; Dodge, Improved 
  Initiative. 
   
  Possessions: 
  Studded 
  leather 
  armour, 
  large 
  wooden shield, longsword, light crossbow, 10 bolts. 
   
  Hepomoland Savage Warriors (8), male human 
  Brb5: CR 5; Medium-sized humanoid; HD 5d12+8; hp 
  45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +10 melee (1d12+4 [20/x3] greataxe) or 
  +10 melee (1d8+4 [20/x3], shortspear) or +7 ranged 
  (1d8+4 [20/x3], shortspear); SA Rage 2/day SQ 
  Uncanny dodge (Dex bonus to AC), uncanny dodge 
  (can't be flanked); AL CN; SV Fort +5, Ref +3, Will +2; 
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 8 
   
  Skills and Feats: Climb +9, Handle Animal +5, 
  Hide +2, Intimidate +5, Intuit Direction +3, Listen +7, 
  Move Silently +4, Spot +3, Wilderness Lore +5; 
  Improved Initiative, Toughness, Weapon Focus 
  (composite longbow) 
  Possessions: Greataxe, shortspear, studded leather 
  armour, potion of cure light wounds. 
   
  Hepomaland Savage Warrior Chief, male human 
  Brb7: CR 7; Medium-sized humanoid; HD 7d12+10; hp 
  57; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +12/+7 melee (1d12+4 [20/x3] greataxe) 
  or +11/+6 melee (1d8+4 [20/x3], shortspear) or +9/+4 
  ranged (1d8+4 [20/x3], shortspear); SA Rage 2/day, 
  uncanny dodge (Dex bonus to AC), uncanny dodge 
  (can't be flanked); AL CN; SV Fort +6, Ref +4, Will +3; 
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +13, Handle Animal +9, 
  Hide +2, Intimidate +9, Intuit Direction +3, Listen +9, 
  Move Silently +5, Spot +3, Wilderness Lore +9; 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Toughness, 
  Weapon Focus (greataxe)  
   
  Possessions: Studded 
  leather 
  armour, 
  greataxe, potion of cure light wounds. 
   
  Hepmonaland Shaman (Llerg), male human Clr7: 
  CR 7; Medium-sized humanoid; HD 7d8+21; hp 46; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (flat-footed 14, touch 12); Atks +7 melee (1d8+2 
  20/x3, battleaxe); SA: Spontaneous casting, rebuke 
  undead 4/day; AL CN; SV Fort +8, Ref +4, Will +8; Str 
  14, Dex 14, Con 16, Int 9, Wis 16, Cha 12 
   
  Skills and Feats:  Concentration +11, Heal +9, 
  Profession (hunt) +7, Scry +5, Spellcraft +7; Combat 
  Casting, Improved Initiative, Weapon Proficiency 
  (battleaxe), 
  Weapon 
  Focus 
  (battleaxe)  
    
  Spells Prepared: (6/5+1/4+1/3+1/1+1; base DC = 
  13 + spell level) 0- cure minor wounds, create water, 
  guidance, resistance (2), virtue; 1
  st- cause fear (2), cure 
  light wounds, endure elements*, enthropic shield; 2
  nd- 
  bull's strength*, aid, endurance hold person; 3
  rd- 
  Bestow curse, blindness/deafness, magic vestment*, 
  searing light; 4
  th- chaos hammer*, greater magic. 
  Glaive’s Gathering 
   
   
  25
  
   
  *Domain Spell:  Strength (Can perform a feat of 
  strength, as a supernatural ability, with a bonus to 
  Strength equal to your level. It lasts 1 round, once per 
  day.) Chaos (Can cast chaos spells at +1 caster level). 
   
  Possessions: Battleaxe, chain shirt, potion of cure 
  light wounds, scroll of hold person, copper disk. 
   
  Tilva Suel Officer, male human Ftr8: CR 8; Medium-
  sized humanoid; HD 8d10+8; hp 53; Init +2 (+2 Dex); 
  Spd 30 ft.; AC 19 (flat-footed 19, touch 12) (+2 Dex, +7 
  half-plate); Atks +14/+9 melee (1d10+5, bastard sword); 
  +12/+7 melee (1d6+3, short sword); +12/+7 melee 
  (1d4+3, dagger); +12/+7 melee (1d6+3, light lance); 
  +10/+5 ranged (1d6+3, javelin); AL LE; SV Fort +7, Ref 
  +4, Will +3;  Str 16, Dex 14, Con 12, Int 12, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Climb +8, Diplomacy +8, Handle 
  Animal +12, Knowledge (war) +8, Ride +7; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Great 
  Cleave, Leadership, Mounted Combat, Power Attack, 
  Ride-By Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, short 
  sword, dagger, light lance; javelin (2); half-plate, light 
  warhorse; military saddle; bit and bridle, potion of cure 
  critical wounds, potion of heroism, potion of bull’s 
  strength, 50 gp. 
   
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8; Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (+8 +1 half-plate, +3 +1 large steel shield); Atks +13 
  melee (1d8+4 [x3], battleaxe); SA Martial axe; SQ 
  Unvanquished even in death; AL LG; SV Fort +10, Ref 
  +5, Will +8; Str 19, Dex 13, Con 11, Int 10, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigour, granting him a 
  burst of reserve energy (glaives brought to –10 or fewer 
  hit points die instantly). At 2
  nd level, this manifests as a 
  +2 enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 4: The Traitor Unmasked 
  Doppelganger Rog4 (2): CR 7; Medium-sized 
  Shapechanger; HD 4d8+4 and 4d6+4; hp 47; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (+6 
  banded mail, +2 large steel shield, +1 Dex, +4 natural); 
  Atks +7 melee (1d8+1 [x3], battleaxe); SA Detect 
  thoughts, sneak attack +2d6; SQ Alter self, immunities, 
  evasion, uncanny dodge (Dex bonus to AC); AL N; SV 
  Fort +6, Ref +9, Will +7; Str 12, Dex 13, Con 12, Int 13, 
  Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +16, Disable Device +8, 
  Disguise +16, Listen +15, Search +5, Sense Motive +10, 
  Spot +12; Alertness, Dodge, Mobility, Improved 
  Initiative. 
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 
  18
  th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action. 
   
  Alter Self (Su): A doppelganger can ssume the 
  shape of any Small or Medium-size humanoid. This 
  works like alter self as cast by an 18
  th-level sorcerer, but 
  the doppelganger can remain in the chosen form 
  indefinitely. It can ssume a new form or return to its 
  own as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Skills: A doppelganger receives a +4 racial bonus 
  to Bluff and Disguise checks. *When using alter self, a 
  doppelganger receives an additional +10 circumstance 
  bonus to Disguise checks. It is can read an opponent’s 
  mind, it gets a further +4 circumstance bonus to Bluff 
  and Disguise checks. 
   
  Possessions: Battleaxe, banded mail, large steel 
  shield. 
   
  Encounter 6: Endgame 
  Tiren 
  Farness, 
  male 
  human 
  Ftr6/Glaive 
  of 
  Azharadian 4: CR 10; Medium-sized humanoid; HD 
  6d10+4d8+20; hp 88; Init +1; Spd 20 ft.; AC 24 (flat-
  footed 23, touch 11); (+1 Dex, +9 +2 half-plate, +4 +2 
  large steel shield); Atks +19 melee (1d8+9 [19-20/x3], 
  +6 keen battleaxe) or +18 melee (1d8+8 [19-20/x3], +5 
  keen battleaxe) or +17 melee (1d8+7 [19-20/x3], +4 
  Glaive’s Gathering 
   
   
  26
  
  keen battleaxe) or +16 melee (1d8+6 [19-20/x3], +3 
  keen battleaxe); SA Martial axe, bolt of glory; SQ 
  Unvanquished even in death; AL LE; SV Fort +9, Ref 
  +4, Will +8; Str 13, Dex 12, Con 14, Int 18, Wis 14, Cha 
  12. 
   
  Skills and Feats: Bluff +7, Climb +5, Diplomacy 
  +14, Handle Animal +7, Knowledge (arcana) +7, 
  Knowledge (history) +6, Knowledge (religion) +14, 
  Ride +7, Sense Motive +8; Expertise, Improved Disarm, 
  Leadership, Weapon Focus (battleaxe), Weapon 
  Specialization (battleaxe). 
   
  Possessions:  Bardinar (+3 to +6 keen battleaxe), +2 
  half-plate, +2 large steel shield. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Bolt of Glory (Sp): By yelling an oath to the 
  Archpaladin, a glaive wielding a battleaxe can cast the 
  spell searing light as though cast by a cleric equal to the 
  glaive’s character level. A glaive can use this ability 
  once per day. 
  Glaive’s Gathering 
   
   
  27
  
  APL 10 
  Encounter 1: The Pavilion 
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8, Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (+8 +1 half-plate, +3 +1 large steel shield); Atks +13 
  melee (1d8+4 [x3], battleaxe); SA Martial axe; SQ 
  Unvanquished even in death; AL LG; SV Fort +10, Ref 
  +5, Will +8; Str 19, Dex 13, Con 11, Int 10, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 3: The Battle is Joined 
  Men at Arms War6: CR 6; Medium-sized humanoid; 
  HD 6d8+12; hp 54; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 18 (flat-footed 15, touch 13) 
  (+3 Dex, +3 studded leather, +2 large wooden shield); 
  Atks +9 melee (1d8+3, [1d8+3 [19-20/x2], longsword) 
  or +5 ranged (1d8, light crossbow); AL LN; SV Fort +7, 
  Ref +5, Will +1; Str 16, Dex 16, Con 14, Int 10, Wis 8, 
  Cha 8. 
  Skills and Feats: Climb +2, Handle Animal 7, Jump 
  +3, Ride +8, Swim +7; Dodge, Improved Initiative, 
  Mounted Combat. 
   
  Possessions: Studded leather armor, large wooden 
  shield, longsword, light crossbow + 10 bolts. 
   
  Hepomoland Savage Warriors (16), male human 
  Brb5: CR 5; Medium-sized humanoid; HD 5d12+8; hp 
  45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +10 melee (1d12+4 [20/x3], greataxe) or 
  +10 melee (shortspear 1d8+4 20/x3) or +7 ranged 
  (1d8+4 [20/x3], shortspear); SA: Rage 2/day; SQ 
  Uncanny dodge (Dex bonus to AC), uncanny dodge 
  (can't be flanked); AL CN; SV Fort +5, Ref +3, Will +2; 
  Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 8 
   
  Skills and Feats: Climb +9, Handle Animal +5, 
  Hide +2, Intimidate +5, Intuit Direction +3, Listen +7, 
  Move Silently +4, Spot +3, Wilderness Lore +5; 
  Improved Initiative, Toughness, Weapon Focus 
  (composite longbow) 
   
  Possessions: Greataxe, shortspear, studded leather 
  armour, potion of cure light wounds. 
   
  Hepomaland Savage Warrior Chief (2), male human 
  Brb7: CR 7; Medium-sized humanoid; HD 7d12+10; hp 
  57; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (flat-footed 15, touch 12), (+2 Dex, +3 studded 
  leather); Atks +12/+7 (1d12+4 [20/x3], greataxe) or 
  +11/+6 (1d8+4 [20/x3], shortspear) or +9/+4 (1d8+4 
  [20/x3], shortspear); SA Rage 2/day; SQ Uncanny 
  dodge (Dex bonus to AC), uncanny dodge (can't be 
  flanked);  AL CN; SV Fort +6, Ref +4, Will +3; Str 18, 
  Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Climb +13, Handle Animal +9, 
  Hide +2, Intimidate +9, Intuit Direction +3, Listen +9, 
  Move Silently +5, Spot +3, Wilderness Lore +9; 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Toughness, 
  Weapon Focus (greataxe)  
   
  Possessions: Greataxe, shortspear, studded leather 
  armour, potion of cure light wounds. 
   
  Hepmonaland Shaman (Llerg), male human Clr7: 
  CR 7; Medium-sized humanoid; HD 7d8+21; hp 46; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (flat-footed 14, touch 12); Atks +7 melee (1d8+2 
  20/x3, battleaxe); SA: Spontaneous casting, rebuke 
  undead 4/day; AL CN; SV Fort +8, Ref +4, Will +8; Str 
  14, Dex 14, Con 16, Int 9, Wis 16, Cha 12 
   
  Skills and Feats:  Concentration +11, Heal +9, 
  Profession (hunt) +7, Scry +5, Spellcraft +7; Combat 
  Casting, Improved Initiative, Weapon Proficiency 
  (battleaxe), 
  Weapon 
  Focus 
  (battleaxe)  
    
  Spells Prepared: (6/5+1/4+1/3+1/1+1; base DC = 
  13 + spell level) 0- cure minor wounds, create water, 
  guidance, resistance (2), virtue; 1
  st- cause fear (2), cure 
  light wounds, endure elements*, enthropic shield; 2
  nd- 
  bull's strength*, aid, endurance hold person; 3
  rd- 
  Bestow curse, blindness/deafness, magic vestment*, 
  searing light; 4
  th- chaos hammer*, greater magic. 
  Glaive’s Gathering 
   
   
  28
  
   
  *Domain Spell:  Strength (Can perform a feat of 
  strength, as a supernatural ability, with a bonus to 
  Strength equal to your level. It lasts 1 round, once per 
  day.) Chaos (Can cast chaos spells at +1 caster level). 
   
  Possessions: Battleaxe, chain shirt, potion of cure 
  light wounds, scroll of hold person, copper disk. 
   
  Tilva Suel Officer, male human Ftr8: CR 8; Medium-
  sized humanoid; HD 8d10+8; hp 53; Init +2 (+2 Dex); 
  Spd 30 ft.; AC 19 (flat-footed 19, touch 12) (+2 Dex, +7 
  half-plate); Atk +14/+9 melee (1d10+5, bastard sword); 
  +12/+7 melee (1d6+3, short sword); +12/+7 melee 
  (1d4+3, dagger); +12/+7 melee (1d6+3, light lance); 
  +10/+5 ranged (1d6+3, javelin); AL LE; SV Fort +7, Ref 
  +4, Will +3;  Str 16, Dex 14, Con 12, Int 12, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Climb +8, Diplomacy +8, Handle 
  Animal +12, Knowledge (war) +8, Ride +7; Cleave, 
  Exotic Weapon Proficiency (bastard sword), Great 
  Cleave, Leadership, Mounted Combat, Power Attack, 
  Ride-By Attack, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Possessions: masterwork bastard sword, short 
  sword, dagger, light lance; javelin (2); half-plate, light 
  warhorse; military saddle; bit and bridle, potion of cure 
  critical wounds, potion of heroism, potion of bull’s 
  strength, 50 gp. 
   
  Dorlan Maldrenn, male human Pal6/Glaive of 
  Azharadian2: CR 8; Medium-sized humanoid; HD 
  6d10 and 2d8; hp 46; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  (+8 +1 half-plate, +3 +1 large steel shield); Atks +13 
  melee (1d8+4 [x3], battleaxe); SA Martial Axe; SQ 
  Unvanquished even in death; AL LG; SV Fort +10, Ref 
  +5, Will +8; Str 19, Dex 13, Con 11, Int 10, Wis 12, Cha 
  12. 
   
  Skills and Feats: Concentration +1, Diplomacy +2, 
  Handle Animal +5, Heal +5, Knowledge (religion) +4, 
  Profession (soldier) +3, Ride +7; Cleave, Leadership, 
  Power Attack, Weapon Focus (battleaxe). 
   
  Possessions: Battleaxe, +1 half-plate, +1 large steel 
  shield. 
   
   
  Spells Prepared (2; base DC = 11 + spell level):  1
  st - 
  cure light wounds, magic weapon. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Encounter 4: The Traitor Unmasked 
  Doppelganger Rog4 (1): CR 7; Medium-sized 
  Shapechanger; HD 4d8+4 and 4d6+4; hp 47; Init +5 (+1 
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (+6 
  banded mail, +2 large steel shield, +1 Dex, +4 natural); 
  Atks +7 melee (1d8+1 [x3], battleaxe); SA Detect 
  thoughts, sneak attack +2d6; SQ Alter self, immunities, 
  evasion, uncanny dodge (Dex bonus to AC); AL N; SV 
  Fort +6, Ref +9, Will +7; Str 12, Dex 13, Con 12, Int 13, 
  Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +16, Disable Device +8, 
  Disguise +16, Listen +15, Search +5, Sense Motive +10, 
  Spot +12; Alertness, Dodge, Mobility, Improved 
  Initiative. 
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 
  18
  th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action. 
   
  Alter Self (Su): A doppelganger can ssume the 
  shape of any Small or Medium-size humanoid. This 
  works like alter self as cast by an 18
  th-level sorcerer, but 
  the doppelganger can remain in the chosen form 
  indefinitely. It can ssume a new form or return to its 
  own as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Skills: A doppelganger receives a +4 racial bonus 
  to Bluff and Disguise checks. *When using alter self, a 
  doppelganger receives an additional +10 circumstance 
  bonus to Disguise checks. It is can read an opponent’s 
  mind, it gets a further +4 circumstance bonus to Bluff 
  and Disguise checks. 
   
  Possessions: Battleaxe, banded mail, large steel 
  shield. 
   
  Doppelganger 
  Rog6/Asn2: 
  CR 
  11; 
  Medium 
  Shapechanger; HD 4d8+4 and 8d6+12; hp 70; Init +5 
  (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (+6 
  banded mail, +2 large steel shield, +1 Dex, +4 natural); 
  Atks +11 melee (1d4+3 [19-20], assassin’s dagger [+1 to 
  DC of Fortitude Saving Throw vs Death attack]) or +9 
  melee (1d8+1 [x3], battleaxe); SA Detect thoughts, 
  sneak attack +4d6, death attack, poison use; SQ Alter 
  Glaive’s Gathering 
   
   
  29
  
  self, immunities, evasion, uncanny dodge (can’t be 
  flanked) +1 save vs. poison; AL N; SV Fort +7, Ref +13, 
  Will +8; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13. 
   
  Skills and Feats: Bluff +18*, Disable Device +10, 
  Disguise +18*, Listen +17, Search +11, Sense Motive 
  +12, Spot +14; Alertness, Dodge, Mobility, Improved 
  Initiative. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously detect thoughts as the spell cast by an 
  18
  th-level sorcerer (save DC 13). It can suppress or 
  resume this ability as a free action. 
   
  Alter Self (Su): A doppelganger can ssume the 
  shape of any Small or Medium-size humanoid. This 
  works like alter self as cast by an 18
  th-level sorcerer, but 
  the doppelganger can remain in the chosen form 
  indefinitely. It can ssume a new form or return to its 
  own as a standard action. 
   
  Immunities (Ex): Doppelgangers are immune to 
  sleep and charm effects. 
   
  Skills: A doppelganger receives a +4 racial bonus 
  to Bluff and Disguise checks. *When using alter self, a 
  doppelganger receives an additional +10 circumstance 
  bonus to Disguise checks. It is can read an opponent’s 
  mind, it gets a further +4 circumstance bonus to Bluff 
  and Disguise checks. 
   
  Spells Prepared:(2; base DC = 12 + spell level): 1
  st- 
  obscuring mist, spider climb. 
   
  Possessions: Battleaxe, banded mail, large steel 
  shield, assassin’s dagger. 
   
  Encounter 6: Endgame 
  Tiren 
  Farness, 
  male 
  human 
  Ftr6/Glaive 
  of 
  Azharadian 6: CR 12; Medium Humanoid; HD 
  6d10+12 and 6d8+12; hp 109; Init +1 (+1 Dex); Spd 20 
  ft.; AC 24 (flat-footed 23, touch 11); (+1 Dex, +9 +2 half-
  plate, +4 +2 large steel shield); Atks +21 melee (1d8+9 
  [17-20/x3], +6 keen battleaxe) or +20 melee (1d8+8 [17-
  20/x3], +5 keen battleaxe) or +19 melee (1d8+7 [17-
  20/x3], +4 keen battleaxe) or +18 melee (1d8+6 [17-
  20/x3], +3 keen battleaxe); SA Martial axe, bolt of glory, 
  Valorous Axe; SQ Unvanquished even in death, 
  presence of Azharadian; AL LE; SV Fort +10, Ref +5, 
  Will +9; Str 13, Dex 12, Con 14, Int 18, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +7, Climb +7, Diplomacy 
  +16, Handle Animal +9, Knowledge (arcana) +9, 
  Knowledge (history) +9, Knowledge (religion) +14, 
  Ride +10, Sense Motive +8; Expertise, Improved 
  Critical (battleaxe), Improved Disarm, Leadership, 
  Weapon Focus (battleaxe), Weapon Specialization 
  (battleaxe). 
   
  Possessions:  Bardinar (+3 to +6 keen battleaxe), +2 
  half-plate, +2 large steel shield. 
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Bolt of Glory (Sp): By yelling an oath to the 
  Archpaladin, a glaive wielding a battleaxe can cast the 
  spell searing light as though cast by a cleric equal to the 
  glaive’s character level. A glaive can use this ability 
  once per day. 
   
  Presence of Azharadian (Su): The mere presence 
  of the glaive is enough to bolster the courage of his 
  allies and keep their minds focused on the task at hand. 
  Any ally within 60 feet gains a +2 morale bonus to 
  saving throws against fear or charm effects. 
   
  Valorous Axe (Su): Once per day, when 
  employing a battleaxe in combat, the glaive can treat 
  the weapon as if it has the keen weapon quality. The 
  glaive can do this for a number of rounds equal to the 
  glaive of Azharadian’s class level. If the weapon is 
  already keen, this power has no effect. 
   
   
   
   
   
   
  Glaive’s Gathering 
   
   
  30
  
  APPENDIX 2:  
  NEW RULES
  GLAIVE OF AZHARADIAN PRESTIGE 
  CLASS (DRAGON #293) 
  The knights of Onnwal’s Order of the Golden Sun are 
  known as the Glaives of Azharadian, taking their name 
  from that of one of the greatest generals in the history 
  of the Aerdi people. The knighthood consists of three 
  ranks, ascending in importance and influence from the 
  general Glaives Martial to the journeymen Glaives 
  Valorous and ultimately to the Glaives Virtuous, who 
  comprise the most puissant warriors in the order. The 
  foremost Glaive of Azharadian (typically a scion of one 
  of Onnwal’s four Great Noble Houses) is known as the 
  Glaive Superior. 
   
  The knighthood follows the tenets of Heironeous, 
  so most members take up an active opposition of evil 
  through 
  honorable 
  combat 
  and 
  good 
  works 
  throughout Onnwal. Ever since the nation fell under 
  the thumb of the Scarlet Brotherhood during the 
  Greyhawk Wars, the Glaives of Azharadian have 
  worked to free their homeland from the clutches of 
  tyranny.  
   
  Prospective knights must be sponsored by a Glaive 
  in good standing and seconded by any member of the 
  Order of the Golden Sun (who need not be a knight). A 
  candidate can be granted the title of knight only by the 
  Glaive Superior at a conclave of no fewer than four 
  other knights or priests of Heironeous, preferably 
  members of the Glaives Cohort (see above). At the 
  ceremony, the candidate must swear and oath of 
  allegiance to the Order of the Golden sun, to the Free 
  State of Onnwal, and to the nation’s rightful and just 
  ruler, Szek Jian Destron. A second oath is sworn to 
  Heironeous to uphold honor, justice, and the ideals 
  and traditions of the order as outlined in the Strictures 
  of Azharadian. Before Onnwal’s occupation, such 
  ceremonies were commonly held under the Sacred 
  Banner of the Golden Sun, once flown by Azharadian 
  himself. Since the fall of Scant and the presumed 
  destruction of the banner, the knighthood has taken to 
  using a convincing replica for this purpose. 
   
  Glaives of Azharadian are expected to wear 
  chainmail in the field, and since until recently all 
  members of the knighthood were nobles, full plate 
  predominates. Skill with a battleaxe is required, to 
  honor the Archpaladin, and familiarity with the lance 
  is greatly appreciated (axe-users greatly outnumber 
  sword-wielders in the knighthood, in part because 
  Azharadian himself used a battleaxe). All candidates to 
  the order must know how to ride a horse. Full knights 
  bear shields emblazoned with the arms of the Order of 
  the Golden Sun—the flaming Aerdi sun surmounted 
  by a silver hand gripping a lightning bolt with the 
  slogan “Unvanquished even in death” written in Old 
  Oeridian beneath the image.  
   
  Not surprisingly, paladins dominate the order 
  (they may multiclass freely as a Glaive of Azharadian). 
  Fighters, who have the greatest potential for mastering 
  the axe, and particularly powerful clerics of the 
  Invincible One round out the order. Members of other 
  classes, though uncommon, occasionally become 
  Glaives of Azharadian. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify to become a glaive of Azharadian, a character 
  must fulfill all the following criteria. 
   
  Base Attack Bonus: +6. 
   
  Language: Old Oeridian. 
   
  Handle Animal: 3 ranks.  
   
  Knowledge (religion): 3 ranks. 
   
  Ride: 6 ranks. 
   
  Feats: Leadership, Weapon Focus (battleaxe or 
  longsword). 
   
  Alignment: Lawful neutral or lawful good. 
   
  Other: Must worship Heironeous. Also, would-be 
  glaives must have done a great deed in the eyes of the 
  Order of the Golden Sun (usually some exceptional 
  service to the Free State of Onnwal), garnering the 
  sponsorship of two members of the order. They also 
  must pass the first trial of membership, known as the 
  Trial Martial (see sidebar).  
   
  Class Skills 
  The glaive of Azharadian’s class skills (and the key 
  ability for each skill) are Climb (Str), Diplomacy (Cha), 
  Handle Animal (Wis), Heal (Wis), Knowledge (history) 
  (Int), Knowledge (religion) (Int), Ride (Dex), and Jump 
  (Str). See Chapter 4: Skills in the Player’s Handbook for 
  skill descriptions. 
   
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  Weapon 
  and 
  Armor 
  Proficiency: 
  Glaives 
  of 
  Azharadian are proficient in the use of all simple and 
  martial weapons and all armor, and with shields. 
  Glaive’s Gathering 
   
   
  31
  
   
  Martial Axe (Ex): Glaives of Azharadian receive a 
  +1 morale bonus to attacks made with battleaxes or 
  longswords, provided the glaive has the Weapon Focus 
  feat related to that weapon. 
   
  Unvanquished Even in Death (Su): Through 
  inner strength and faith in Heironeous, glaives of 
  Azharadian can draw upon a reservoir of power in the 
  most dire situations. Once per day, when the glaive’s 
  hit point total is brought between 0 and –9, the glaive’s 
  body becomes charged with vigor, granting him a burst 
  of reserve energy (glaives brought to –10 or fewer hit 
  points die instantly). At 2
  nd level, this manifests as a +2 
  enhancement bonus to Constitution. At 6
  th level, the 
  bonus increases to +4, and at 9
  th level, the bonus 
  increases to +6. The Constitution bonus lasts a number 
  of rounds equal to the glaive of Azharadian’s class level. 
  This ability does not function if the wound that brings 
  the glaive between 0 and –9 hit points is self-inflicted 
  or inflicted by an ally. 
   
  Bolt of Glory (Sp): By yelling an oath to the 
  Archpaladin, a glaive wielding a battleaxe can cast the 
  spell searing light as though cast by a cleric equal to the 
  glaive’s character level. A glaive can use this ability 
  once per day. 
   
  Presence of Azharadian (Su): The mere presence 
  of the glaive is enough to bolster the courage of his 
  allies and keep their minds focused on the task at hand. 
  Any ally within 60 feet gains a +2 morale bonus to 
  saving throws against fear or charm effects. 
   
  Valorous Axe (Su): Once per day, when 
  employing a battleaxe in combat, the glaive can treat 
  the weapon as if it has the keen weapon quality. The 
  glaive can do this for a number of rounds equal to the 
  glaive of Azharadian’s class level. If the weapon is 
  already keen, this power has no effect. 
   
  Wisdom of Azharadian (Ex): The glaive 
  embodies Azharadian’s natural talent for the martial 
  life and thus selects a number of glaive of Azharadian 
  class skills equal to 3 + his Intelligence modifier. When 
  making a skill check with one of these skills, the glaive 
  can take 10 even if stress and distractions would 
  normally prevent him from doing so.  
   
  Virtuous Axe (Su): Once per day, when 
  employing a battleaxe in combat, the glaive can treat 
  the weapon as if it has the holy weapon quality. The 
  glaive can do this for a number of rounds equal to the 
  glaive of Azharadian’s class level. If the weapon is 
  already holy, this power has no effect. 
   
  Sight 
  of 
  Azharadian 
  (Ex): 
  The 
  supreme 
  embodiment of the virtues of Azharadian, the glaive 
  also embodies Azharadian’s intuitive knowledge of his 
  enemies. Therefore the glaive is never surprised and 
  thus can always take a partial action during a surprise 
  round (unless otherwise prevented from doing so). 
   
  Code of Conduct: Should a glaive ever willingly 
  betray the tenets of his order, he immediately looses all 
  glaive of Azharadian special class abilities. To regain 
  those abilities the glaive must renew his oaths with the 
  leaders of the order; they must be aware of all the 
  circumstances of the betrayal and willing to allow the 
  glaive to return to the fold. 
   
  Tongue of Syrul 
  Thought to be a corruption of nature by ardent 
  devotees of the Oath Breaker within the Office of 
  Diplomacy, this parasite is often used to cast suspicion 
  on those whom the Scarlet Brotherhood wish to 
  discredit. The unique quality of the parasitic larva is 
  that they reverse the result of even the mightiest of 
  divination magics, which is useful to the Office of 
  Diplomacy. Larva are preserved via magic and sent to 
  lands where the Office of Diplomacy operates 
  clandestinely. Reports of how exactly the young are 
  implanted into their hosts varies, though some say that 
  the larva are inserted via special wands that the 
  Brotherhood operatives carry. 
   
  These worms resemble the symbol of the cruel 
  deity who is responsible for their inception – the 
  forked tongue of Syrul. The Wyrm is often brown with 
  ruby red mottling upon the length of its carapace and a 
  forked tongue that drapes from its maw. Their 
  diminutive size makes them readily concealed for 
  insertion into an unwitting host. 
   
  An implanted larva causes no symptoms save a 
  minor fever for the next few weeks, and most 
  importantly that the results of all divination magics 
  cast on the host are reversed. For example a know 
  alignment spell upon a Lawful Good Paladin reveals 
  him to be Chaotic Evil, while a detect good spell might 
  reveal a Lawful Evil Blackguard as Good. A non-
  Level 
  Base Attack 
  Bonus 
  Fortitude 
  Save 
  Reflex 
  Save 
  Will 
  Save 
  Special Abilities  
   
  1 
  +1 
  +2 
  +0 
  +2 
  Martial Axe 
  2 
  +2 
  +3 
  +0 
  +3 
  Unvanquished Even In Death (+2 Con) 
  3 
  +3 
  +3 
  +1 
  +3 
  Bolt of Glory 
  4 
  +4 
  +4 
  +1 
  +4 
  Presence of Azharadian 
  5 
  +5 
  +4 
  +1 
  +4 
  Valorous Axe 
  6 
  +6 
  +5 
  +2 
  +5 
  Unvanquished Even In Death (+4 Con) 
  7 
  +7 
  +5 
  +2 
  +5 
  Wisdom of Azharadian 
  Glaive’s Gathering 
   
   
  32
  
  magical human would detect as magic. 
    
  Note: The wyrm in this scenario is sentient and 
  only uses its power to reverse non-trivial divinations. 
  The definition of non-trivial is left to the DM, as the 
  wyrm is sentient and capable of making these 
  decisions. 
  Glaive’s Gathering 
   
   
  33
  
  APPENDIX 3:  
  GLAIVES OF AZHARADIAN AT A GLANCE 
   
  Authority Figures: Duke Gellen Cadwale human male 
  (duke-apparent of the Azure Coast and Glaive Virtuous 
  of the Order of the Golden Sun); Baron Halrend 
  Lorendrenn 
  human, 
  male 
  (baron-apparent 
  of 
  Dunheern, and Glaive Valorous of the Order of the 
  Golden Sun); 
   
  Important Figures: Tiren Farness human male (baron-
  apparent of Low Headland, Glaive Virtuous of the 
  Order of the Golden Sun, supporter of Gellen); 
  Baernen Kelldas human male (Glaive Valorous of the 
  Order of the Golden Sun, supporter of Gellen); Dorlan 
  Maldrenn human male (Glaive Martial of the Order of 
  the Golden Sun, supporter of Halrend); Milos Faskel 
  human male (Glaive Martial of the Order of the 
  Golden Sun, supporter of Halrend); Sturrend Kelldas 
  human male (senior-most Glaive Cohort and High 
  Priest of Heironeous). 
   
  Overview 
  The Order of the Golden Sun, commonly called the 
  Glaives of Azharadian, is Onnwal’s only order of 
  chivalry. It is comprised of a core of knights known as 
  Glaives. A body of commoners and priests of 
  Heironeous called the Glaives Cohort support the 
  Glaives. The Cohort administer healing or moral 
  advice, perform the rituals of the Order and when need 
  demands, to be at the forefront of the fighting when 
  the Knight's enter battle. 
   
  The Time of Azharadian 
  Azharadian is hailed as one of the finest Generals in the 
  history of the Great Kingdom. Azharadian represented 
  what was truly great about the Aerdi during their 
  halcyon days. As a man, his integrity and honour were 
  beyond reproach. An ardent reverer of Heironeous, his 
  thoughts and lessons from his campaigns were 
  eventually recorded in his work, “The Strictures of 
  Azharadian” - which forms the creed of the Order of 
  the Golden Sun. 
   
  Azharadian’s captains had the utmost respect for 
  him 
  and 
  their 
  accounts 
  fondly 
  mention 
  his 
  idiosyncrasies. His life ended on the soil of Onnwal, far 
  removed from his home and family in Rel Astra. 
  Historians claim it was a disease of the lungs that 
  claimed him, but the folktale “The General and the 
  Reaper” is a more romantic account of Azharadian’s 
  fight against death itself to win his final campaign in 
  Onnwal. The Knights accept this tale as scripture. 
   
  The renowned axe Bardinar (“Glaive of Victory” in 
  Old Oeridian) is said to be interred inside a large pillar 
  raised on the site of Azharadian’s death in tribute to the 
  General, while the banner remained in the keeping of 
  his captains. 
   
  A Rising Sun 
  Upon their return to Rel Astra with their general’s 
  body, Azharadian’s four War Captains were each given 
  generous land grants in Onnwal. The families and 
  comrades of the ennobled captains were to form the 
  core not only of Onnwal’s Great Noble Houses, but 
  also of the Order of the Golden Sun – a chivalrous 
  order dedicated to preserving the principles that 
  Azharadian had lived by. The Order was founded on 
  the site of Azharadian’s death on the edge of the 
  Headlands, taking its name from the Golden Sun of 
  Aerdy that formed the centerpiece of Azharadian’s 
  heraldry.  
   
  The Order was never popular outside Onnwal, 
  with the more established Knights-Protectors of the 
  Great Kingdom viewing them as a little more a fringe 
  cult blindly devoted to a dead warrior. A second group 
  – the Glaives Cohort was founded to cater initially for 
  the noble’s retinues, though later it also accepted 
  priests of Heironeous. The Cohort became the sole 
  focus of the Invincible One’s faith in Onnwal, as its 
  doctrine of chivalry and honourable battle found little 
  purchase among the Onnwalon peasantry.  
   
  In 447 CY the Glaives were key players in the 
  rebellion against the Szek, Trevellyn of Hexpools – a 
  crony of the oppressive Naelex Herzog of South 
  Province. It was they who marched upon the Szek’s 
  Palace in Scant and seized it from Trevellyn’s 
  bodyguards, signaling the end of Aerdi rule in Onnwal. 
  When Parmus Destron, the first ruler of a free and 
  independent Onnwal, ascended to the throne, he did 
  not forget the role of the Order of the Golden Sun. In 
  exchange for an oath of allegiance he lavished titles 
  and honourifics upon its members, and its name 
  became synonymous with chivalry within Onnwal. 
   
  A Splintered Sun 
  During the Greyhawk Wars, the Order fought with 
  distinction on the plains of Idee. Just prior to the fall of 
  Onnwal in 584CY, the Glaives were summoned to a 
  conclave in the Chapterhouse of the Order in the 
  Bastion of the Golden Sun in Scant. However on the 
  eve of the meeting, Brotherhood assassins struck at 
  Onnwal's leaders, including the Glaive Superior Jian 
  Glaive’s Gathering 
   
   
  34
  
  Relaster. Those glaives gathered at the Bastion of the 
  Golden Sun found themselves assailed by advance 
  parties of Brotherhood forces, bent on disabling the 
  city's seaward defences. By dawn the surviving 
  members of the Glaives and the Cohort had been 
  trapped in the temple of Heironeous inside the 
  Bastion. The fate of Azharadian's Banner, upon which 
  all new Glaives swore their oaths, is unknown, but it is 
  feared that it was destroyed by the Brotherhood. 
   
  Today only six glaives are alive, having been 
  outside Scant during its fall for various reasons. The 
  Cohort suffered similar losses with fewer than a dozen 
  surviving. Of a force of five score heavy horse - only 
  one score remain to the Order. The most senior 
  surviving Glaive, Gellen Cadwale, should be the 
  undisputed head of the Order. However, Cadwale bore 
  the order recalling the Glaives to their doom in Scant. 
  Nonetheless Tiren Farness and Baernen Kelldas 
  recognise the Duke’s claim. Halrend Lorendrenn, 
  Baron of Dunheern and a decorated hero of the 
  Greyhawk Wars, openly denounces Cadwale as a 
  traitor to the Order and the Free State. Sir Milos Faskel 
  and Sir Dorlan Maldrenn support him in this matter. 
   
  The Glaive Cohort 
  The Glaive Cohort consists of priests of the Invincible 
  One, men at arms from the households of the noble 
  Glaives and those aspiring to the ranks of the Glaives. 
  Most members of the Cohort have earned their places 
  though their deeds. The Cohorts generally act to 
  support the Glaives, in battle as well as in spiritual and 
  moral matters. Typically, the Cohort are mounted and 
  heavily armoured, clad in chain and in some cases 
  plate-mail. The lance and the emblematic battle or 
  great axes are weapons of choice. 
   
  Glaive Errant of the Cohort 
  A small number of the Cohort are supplicants for the 
  Knighthood, chosen to undertake the training and 
  trials to become a full Glaive of the Order. These 
  squires are called the Glaive Errants of the Cohort and 
  are exclusively young noblemen of Onnwal’s nobility. 
  Each Glaive Errant typically serves one of the Glaives 
  as a squire.  
   
  The Trials of Becoming a Glaive 
  To become a Glaive Martial, a squire must complete his 
  training and be sponsored and seconded by two 
  serving members of the Order. One can only be 
  granted the title of Glaive by the Glaive Superior of the 
  Order, in a conclave of not less than four other Glaives 
  or priests of Heironeous of the Glaives Cohort.  
   
  To enter the Order and indeed each time a Glaive 
  wishes to advance a rank they must undertake a trial. 
  The Trial Martial involves a fight on horseback against 
  an opponent selected from the Lists of the Glaives. His 
  identity is concealed for he represents the Ebon 
  Knight - according to legend Azharadian's final 
  opponent, death itself, upon the site of his death, the 
  Pillar of Azharadian. 
   
  Little knowledge is public domain about the Trial 
  Valorous and the Trial Virtuous, save that they too 
  involve a pilgrimage to Azharadian’s pillar but are 
  spiritual quests tailored to the individual glaive. It is 
  said the Trial Virtuous has broken the heart and will of 
  those who fail and are not to be undertaken lightly. 
   
  The Order 
  The Order itself consists of three rankings, in 
  ascending order Glaive Martial, Glaive Valorous and 
  Glaive Virtuous. From among the ranks of the Glaives 
  is also chosen a leader, the Glaive Superior, who is 
  typically a scion of one of the four major houses of 
  Onnwal. 
   
  All Glaives are at least expected to wear mail – 
  though given the wealth of most of the Knights, plate 
  mail was not uncommon. Lances from horseback and 
  battleaxes for close combat are the preferred weapons 
  of choice. All shields are emblazoned with the arms of 
  the Order – a golden sun on an azure field surmounted 
  by a silver hand gripping a lightning bolt, with the 
  motto - “Unvanquished even in death” in Old Oeridian 
  beneath. 
   
  The Strictures of Azharadian 
  The Strictures of Azharadian comprises both the 
  general’s personal writings on warfare, strategy and the 
  philosophy of war and the commentaries of his 
  Captains and distinguished Glaives of the past. The 
  Strictures are considered the template for the perfect 
  Glaive and are studied extensively by all members of 
  the Order. Numerous scholar-knights within the 
  Order have written interpretations on the Strictures, 
  but it depends on the individual glaive which of these 
  they subscribe to. 
  Glaive’s Gathering 
   
   
  35
  
  HERALDRY OF THE GLAIVES OF AZHARADIAN 
   
   
   
  The Heraldry of the Glaives of Azharadian comprises of the Sun of Aerdy – the ancient symbol of the Great Kingdom 
  surmounted by the Silver Bolt of Heironeous. 
  Glaive’s Gathering 
   
   
  36
  
  APPENDIX 4:  
  ROLEPLAYING NOTES 
   
  This is a listing of all the noteworthy NPCs who have 
  attended the gathering at the pillar. Statistics have been 
  provided in Appendix 1 for any relevant NPCs should they 
  get into combat. 
   
  THE GLAIVES OF AZHARADIAN 
  For details on the actual order of the Knights Azharadian 
  see the Adventure Background at the start of this module. 
   
  Baernen Kelldas, Glaive Valorous 
  Built like an ox and at 6 ft.6 in. Baernen appears to be the 
  mightiest of the surviving Glaives. Coming from the 
  Fallnos Vale, Baernen speaks with what others jokingly call 
  a country accent, something that was a source of 
  amusement to the other Glaives, many of whom considered 
  him a fool for his rural upbringing. This is not the case, for 
  while he almost unbeatable as an armwrestler (though he 
  prefers not to talk of who beat him) Baernen possesses a 
  keen 
  wit, 
  which 
  often 
  disarms 
  unsuspecting 
  conversationalists. 
  He is brother to Baron Joren Kelldas (who is in turn 
  father of Natalia Kelldas, whom Sir Milos is rumoured to be 
  betrothed to). There is a certain degree of tension between 
  Baernen and Milos in particular, as unlike Milos he is a 
  supporter of Duke Gellen for the position of Glaive 
  Superior. 
   
  Dorlan Maldrenn, Glaive Martial  
  This 6 feet tall dashing young man of 27 summers is the son 
  of Baron Keirnal. His sand-blonde and curls and tall 
  muscular figure make many a maid blush. 
  Dorlan bears a grudge against young Sir Milos Faskel 
  since he injured Dorlan in a friendly combat in 591 CY. He 
  is a supporter of Halrend Lorendrenn, though Lorendrenn 
  worries about the tension between his two supporters. 
   
  Gellen Cadwale, Duke-Apparent of the Azure Coast 
  and Glaive Virtuous  
  Of medium build and 5 ft. 9 in. Gellen Cadwale appears to 
  have aged beyond his 42 years. His steely grey hair is subtly 
  whitening, and his brow is now furrowed. Gellen’s 
  countenance is always serious now and his grey eyes seem 
  to stare into the distance - to the outward observer he seems 
  to bear the mark of one who carries the fate of the world on 
  its shoulders. Certainly he claims to carry the fate of the 
  knighthood, if not the world. 
  Gellen was the knight who bore the recall order to 
  Idee, and thus his loyalty is very much in question. Gellen’s 
  detractors say that the occupation was the best thing that 
  happened to him. This view does have some merit - he has 
  emerged from the occupation as the most senior surviving 
  knight, and with the death of his brother Duke Ansend and 
  his heirs, Gellen is therefore Duke-apparent. 
  Gellen is deeply concerned that the Order is on the 
  verge of extinction and has proposed that the conditions for 
  membership be extended to commoners in an effort to 
  bolster numbers. Despite the suspicion hanging over him, 
  he has the support of two other senior knights the Glaive 
  Virtuous Tiren Farness and the Glaive Valorous Baernen 
  Kelldas. 
   
  Halrend Lorendrenn, Baron of Dunheern and 
  Glaive Valorous 
  A striking 6 ft. 3 in. of strong build and with prominent 
  Oeridian features, Halrend has the bearing and posture of a 
  professional soldier, for which House Lorendrenn has a 
  strong tradition. Indeed the family crest bears a golden bolt, 
  symbolising its dedication to the ideals of Heironeous and 
  Azharadian. 
  Halrend is no exception - he fought with distinction in 
  Idee during the wars. He is convinced that Gellen is a 
  traitor to the Order and refuses to acknowledge his claim of 
  authority. Though he agrees that the Order needs new 
  blood, he opposes Gellen’s proposals, on grounds that it is a 
  ploy to recruit more supporters and thus gain the 
  leadership of the Order. The Glaives Martial Dorlan 
  Maldrenn and Milos Faskel as well as the majority of the 
  surviving Glaives Cohort support him. Halrend is 
  concerned at the recent tension that has developed between 
  the two knights. 
  He is the one the PCs are hired to escort, and is the 
  target of Siward’s blundered assassination attempt, and 
  Ihilin Julmar’s more precise attempt later that night. 
   
  Milos Faskel, Glaive Martial  
  This young man of 25 is quite a dashing figure of chivalry 
  with his curly blond hair and 5 ft. 11 in. build. The youngest 
  of the surviving knights, what Milos lacks in battle-tactics 
  and experience he makes up for with enthusiasm and 
  energy. 
  Sir Milos is the son of Lord Kalderon and is rumoured 
  to be romantically involved with Natalia Keldas. Indeed 
  House Keldas and House Faskel have grown close since the 
  occupation, having combined forces to elude the Scarlet 
  Brotherhood.  
  While a supporter of Halrend Lorendrenn, there is 
  tension between the young Glaive and Halrend’s other 
  Glaive’s Gathering 
   
   
  37
  
  supporter, Dorlan. This is because at the Growfest 
  Tournament in Sornhill in 591 CY where he accidentally 
  injured Sir Dorlan. 
   
  Tiren Farness, Glaive Virtuous; Baron 
  of Low Headland 
  A dapper man of 5 ft. 7 in. Tiren is the most unassuming of 
  the knights. Aged 41, Tiren’s greying hair, lean figure and 
  pale complexion do not present the typical figure of a 
  warrior. While he can easily hold his own in battle, Tiren 
  views himself as more of a scholar-knight, a student of 
  Azhadarian’s original campaigns. His knowledge of tactics 
  is unsurpassed amongst the surviving knights, and earned 
  him the rank of Glaive Virtuous. He is a staunch supporter 
  of Gellen Cadwale for the position of Glaive Superior, 
  saying that the plot to which Gellen was victim of “is 
  symptomatic of Brotherhood thinking”. 
   
  THE SQUIRES AND CLERGY 
  In addition to the six surviving knights, there are also less 
  than a dozen Glaive-Cohorts (clerics of Heironeous) in the 
  Order. 
   
  Aduin, Cohort of Tiren Farness 
  Aduin is a veteran of 43 winters, dressed in a blue surcoat 
  bearing the symbol of the Glaives of Azharadian and the 
  golden colours of House Farness. His once jet-black hair 
  contains a pronounced grey streak around his temple and 
  his cheeks are marred with old scars from battle that have 
  never fully healed. 
   
  Aduin is an old-school Onnwalon within the Cohort. 
  He believes thoroughly in the Rule of Law of Onnwal’s 
  noble houses, and he himself is loyal to Baron Tiren 
  Farness. He is a man of irreproachable character, though 
  inwardly he has little self-esteem and sees himself as 
  unworthy in the eyes of his master. 
   
  Aduin argues vociferously against any form of 
  surrender. He subscribes unquestionably to the words, 
  “Unvanquished Even In Death”. He also looks unfavourably 
  on anyone not of noble birth who dares speak badly about 
  the nobles, particularly the Glaives in Gellen’s faction. 
   
  Reynard, Squire of Sir Dorlan 
  Squire of Sir Dorlan, a young energetic man who was in 
  attendance at the tourney of Sornhill in 591 CY, where his 
  master was borne of the field after receiving an accidental 
  wounding by Milos Faskel. As a result, Reynard is cool with 
  Xavier. 
   
  Sturrend Kelldas, Senior Glaive-Cohort 
  Nearly 5 ft. 11 in. in stature, Sturrend Keldas is the oldest of 
  the surviving Glaive-Cohorts (clerics of Heironeous), and 
  one of the six in attendance. With short blond hair and a 
  muscular frame more than capable of hefting his double-
  edged battle axe he is every bit the soldier as his warrior-
  knight comrades. 
   
  Xavier, Squire of Sir Milos 
  Xavier is a man within his prime of twenty summers. 
  Muddy blonde hair and a freckled sun-kissed face do little 
  to hide an arrogant and dour scowl. 
   
  A well-bred young man, there is some apparent tension 
  between Xavier and his knight, Sir Milos. Xavier is 
  somewhat bitter that he is the servant and not the master – 
  for he is convinced he is the better warrior and his 
  performance at tourneys is superior to that of his knight. 
   
  He has a reputation as being something of a rabble-
  rouser. Xavier is known to privately view his master, Sir 
  Milos, with contempt. What loyalty he once held to Sir 
  Milos recent events have shaken. He, and five others of the 
  Glaive Cohort are arguing vociferously for the men to lay 
  down their weapons and accept Senh’s offer of surrender. 
  Given the presence of a traitor, and overwhelming odds it 
  seems only the wisest course of action. 
   
  Glaive’s Gathering 
   
   
  38
  
  APPENDIX 5:  
  DELLEB’S QUILLS 
   
  The game of quills is a sport currently being sponsored by 
  the fledgling Dellebian Academy of Learning within 
  Longbridge. Delleb is the Oeridian god of knowledge and 
  learning who in legends is said to have first defeated the 
  young Hextor by throwing a white quill at him. This game 
  honours this myth by symbolising this defeat. The game 
  involves the throwing of white darts (referred to hereafter 
  as quills) at specifically designed target. Hextor is 
  historically depicted as a six- handed fiend and thus the 
  quill board is divided into six segments. Since the holy 
  symbol of Delleb is that of a white tome, this depiction is 
  used for each of the 6 targets. What endears this sport 
  particularly to the clergy of Delleb is that it helps people 
  learn rudementary mathematics in order to keep track of 
  the score. 
    
  The target is circular and should be placed with the top 
  of the target 6 feet off the ground. The competitors stand 
  away from the target and throw three quills each. These are 
  then scored and the total score reduced from 101. The aim 
  of the sport is to reduce your score down to 0 (if one goes 
  below zero, one is said to have gone bust and thus the score 
  does not count. The next competitor then gets his/her go). 
   
  The target is the size of a buckler and it has six equally 
  sized large sections and a small central circle. Each of the 
  large sections has a white book painted in it with a number 
  painted in blue on each book. The books are numbered 1 
  through to 6 in the following clockwise order, 6, 2, 3, 5, 4, 1. 
  The 6 section is always placed at the top and so the numbers 
  are written so that with 6 at the top and 5 at the bottom they 
  can be read when the target is hung up. The small central 
  section is painted blue with the number 10 painted in 
  white.  
   
  Each player has three quills to throw at the board, with 
  the aim of reducing their score to 0.  
   
  To hit the board one must first hit AC 20. 
   
  The AC of a book in any of the large sections is 24.  
   
  The AC of the central target is is 28. 
   
  Players may declare a target. Missing the declared 
  target by up to 4 results in a random (1d6) tome being hit. 
  Missing a tome by up to 4, or the target by up to 8 results in 
  a hit on the board. An undeclared hit on a tome randomly 
  hits one of the 1d6 targets as well.  
   
  An example of how to play the game is as follows – a 
  player steps up to throw his first quill, declares to go for the 
  center, rolls, and gets a 19, with his bonus of +7 to hit with 
  ranged weapons that is 26, which is not sufficient to hit AC 
  28, so the DM rolls 1d6 result is 5. He has dropped his shot 
  low and hits the 5. 
   
  This material was originally written by Dave Marsden, Iain 
  Reid and Karl Goodjohn. 
  Glaive’s Gathering 
   
   
  39
  
  MAP 1:  
  THE AREA SURROUNDING THE PILLAR 
   
   
   
  Glaive’s Gathering 
   
   
  40
  
  MAP 2:  
  THE PAVILION OF AZHARADIAN  
   
   
   
  1 – Sir Gellen’s Tent 
  2 – Sir Milos’s Tent 
  3 – Sir Tiren Farness’s Tent 
  4 – Sir Dorlan Maldrenn’s Tent 
  5 – Sir Baernan Keldas’s Tent 
  6 – Mock Combat Area 
  7 – Archery Target 
   
  Unmarked tents contain cohort, servants and men-at-arms. 
  Glaive’s Gathering 
   
   
  41
  
  MAP 3:  
  THE CAVES 
   
   
   
   
   
  Glaive’s Gathering 
   
   
  42
  
  MAP 4:  
  BENEATH THE PILLAR OF AZHARADIAN 
   
   
   
   
   
  Glaive’s Gathering 
   
   
  43
  
  HANDOUT 1:  
  TELEK SENH’S NOTE 
   
   
  Surely now there can be no doubting the Destiny of the
  Suel. One of your leaders knows this in his heart. You
  should follow his wisdom. 
   
  Those who come forth within the next three hours shall be
  spared and allowed to return to the pastoral safety of their
  homes and fields. I shall not be so generous beyond these
  three hours. 
   
  Your merciful benefactor, 
   
  Telek Senh 
  Father of Faith on the Dragonshead 
  Glaive’s Gathering 
   
   
  44
  
  HANDOUT 2:  
  THE VISION FROM “THE GLAIVE’S GAMBIT” 
   
  This is provided for your reference, and to clarify if a PC has had this vision in the previous scenario. If requested, allow any PC 
  who has had the vision to refer to it. 
   
  i
   
  i
   
  You lie upon a sandy beach, staring intently as the waves gently lap at your bare feet. A warm mug of ale and a plate of salmon lie 
  by your side, resting upon a green blanket. Sitting next to you is a small boy, scarcely ten, dressed in blue robes. His skin s 
  copper, his curly hair is brown and despite his youth, the boy’s weathered and sun-kissed face displays an expression of 
  agelessness, and of concern. 
  As he realises he has your attention, he points towards the sky. Your head moves mechanically, and for a moment the golden sun 
  that stretches across the clear blue sky blinds you. You feel warm and comfortable. Looking down you see that you are clothed n 
  mail. The heat seems almost unbearable… but just as quickly it is gone. The heat and the brilliant light begin to fade, and the sun 
  begins to set on the horizon. 
  With horror you look at your feed, cached in red, and realize the tide has turned to blood. Darkness begins to fall, and as the sun 
  sets it becomes a sickly shade of scarlet. The last thing you remember before you awaken that morning is being swept away in a 
  wave of blood. 
  Glaive’s Gathering 
   
   
  45
  
  HANDOUT 3: THE VISION FROM “THE BLAZING BANNER” 
   
  This is provided for your reference, and to clarify if a PC has had this vision in the previous scenario. If requested, allow any PC 
  who has had the vision to refer to it. 
   
   
   
   
   
   
   
  You lie upon a plain of sand, devoid of features and infinite in circumference. You feel that you have been dropped from a great 
  height, and struggle to bring yourself to your feet 
  . 
  Standing beside you is a small boy, scarcely ten, dressed in blue robes. His skin is copper, his curly hair is brown and despite his 
  youth, the boy’s weathered and sun-kissed face displays an expression of agelessness, and of concern. 
  He points to you and speaks slowly, his accent heavy and as if it pains him, “Do you know who I am?” 
  A look of confusion stretches across your face, and he nods, “You shall do in the end. Courage is the steel of the soul. Yours must 
  be tempered within the flame to become stronger.” 
  His hand outstretched, the boy smiles as a golden bolt of lightning from the hand and strikes you square in the chest. From your 
  chest comes the sickly scent of fire and melting metal as the mail you wear catches fire. 
  You ignore the pain. The fire makes you stronger. Through its searing touch you will succeed. 
  Then your stomach lurches as you feel yourself falling. There is a numbing sensation of coldness of water. Like the blade, you 
  have been tempered and cooled in the forge. Soon you will know the strength of the metal within you. 
  You awaken refreshed. 
  Glaive’s Gathering 
   
   
  46
  
  CAMPAIGN CONSEQUENCES 
   
  l
  In order for the results of this tab e of Glaive’s Gathering to be taken into consideration in writing the third and final installment 
  of the Splintered Sun trilogy it is imperative that you fill in this form (otherwise all that pain and suffering was for nothing) and 
  return it either to the Onnwal Design Team representative who will then forward it to me. If that is not possible send an 
  electronic copy to SKerrigan@computing.dundee.ac.uk 
   
  Campaign consequences will be accepted until December 2003. 
   
  What was Tiren’s fate?  
   
   
   
   
   
   
   
   
   
  Captured 
   
   
  Slain 
   
   
  Escaped  
   
  Other:  
  & Executed 
   
  Were any PCs slain? 
   
   
   
   
   
   
   
   
  (Yes/No) 
   
  Names of the Honoured Departed 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Glaive’s Gathering 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/593/Normal Scenarios/ONW3-03 - Glaive's Gathering (APL 4-10)/ONW3-03 - Glaive's Gathering.pdf