TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your regional point of contact at contact.shl@iuzlg.com; for LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com. 
  SHL7-08 
   
   
   
  Rights and Wrongs 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Shield Lands Regional Adventure 
  Version 0.7 
   
  by Jeremy Vosberg 
   
  Editor:  
  Triad Reviewer: Paul Kulbitski 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Greg Simon, Jim Crook, Ryan Blomquist,  
   
   
  After a turbulent year of challenges, the people of the Shield Lands have met the threats of outside forces bent on their 
  destruction, from agents of the Old One to foul cultists of dark powers, guided to security by the actions of the Council 
  of Lords and the newly established Council of Inquisition. The events of the past year, however, have brought a great 
  amount of change to the Shield Lands, and not all welcomed, however. A one-round Shield Lands Regional adventure 
  set in Critwall and its environs for APLs 4-12. 
   
  Resources for this adventure include Complete Adventurer [Jesse Decker], Complete Champion [Ed Stark, Chris Thomasson, Ari 
  Marmell, Rhiannon Louve, Gary Astleford], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette], 
  Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiendish Codex I: Hordes of the Abyss [Ed Stark, James Jacobs, Erik 
  Mona], Heroes of Horror [James Wyatt, Ari Marmell, C.A. Suleiman], Magic Item Compendium [Andy Collins, Eytan Bernstein, 
  Frank Brunner, Owen K.C. Stephens, John Snead], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve 
  Winter], Planar Handbook [Bruce R. Cordell, Gwendolyn F.M. Kestrel], Player’s Handbook II [David Noonan], Races of Stone [David 
  Noonan, Jesse Decker, Michelle Lyons], Races of the Wild [Skip Williams], and Spell Compendium [Matthew Sernett, Jeff Grubb, 
  Mike McArtor].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning 
  and reporting this adventure, you accomplish a couple of 
  things. First, it is an official game, and you can use the AR 
  to advance your LIVING GREYHAWK character. Second, 
  players and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth two 
  (2) points. 
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com. 
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when appropriate. Information on nonplayer characters 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Refer to Appendix 1 for full information 
  on NPCs and monsters. For your convenience, Appendix 
  1 is split by APL. 
  Along with this adventure, you’ll find a RPGA session 
  tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your group 
  is an odd number, ask them before the adventure begins 
  whether they would like to play the higher or the lower 
  adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  1. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in the Shield 
  Lands. Characters native to that region pay 1 Time Unit; 
  all other characters pay 2 Time Units. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Over the past year, a series of events in the Shield Lands 
  have caused a great many changes to the lands, primarily 
  militarily, politically, and socially. 
   
  These changes were brought about through a 
  number of occurrences that shifted the climate within 
  the Shield Lands.  First, the exposure of former Lord 
  Regent Natan Enerick’s treachery against now Lord 
  Simen Sharn created a shakeup on the Council of Lords, 
  as his actions with the succubus Zhayne and the 
  Hextorian Kruptan were exposed through the retrieval of 
  evidence from a lich’s phylactery.  Second, the 
  disappearance of a number of the Shield Land’s greatest 
  heroes and supporters left the populace nervous and 
  fearful of the times.  Lastly, a wave of terror swept over 
  the reclaimed lands through the actions of Iuzian 
  infiltrators, spies, and doppelgangers, causing a great 
  many to become untrusting of others.  
   
  In response to these changes, primarily the threat of 
  the Iuzian activities on the Shield Lands, the Council of 
  Lords tasked the Church of Holy Shielding with the 
  creation and leadership of an order of inquisitors from all 
  four major lawful churches (Heironeous, Mayaheine, 
  Pholtus, and St. Cuthbert).  Shortly after receiving this 
  request, the Council of Inquisition was established, and 
  was given the widely interpreted task to root out evil in 
  the Shield Lands, including shapechangers, fiend-
  friendly arcanists, diabolical religions, possessions, and 
  spawning free-willed undead.  The Council of Inquisition 
  works with the Knights of Holy Shielding on these 
  SHL7-08 Rights and Wrongs 
   
  Page 1 
  
  issues, and answers primarily to the Council of Lords 
  overall. 
   
  Along with their activities to root out evil within the 
  Reclaimed Lands, the Council of Inquisition has created 
  a magical means to root out dopplegangers and other 
  forces that had escaped most normal means of detection.  
  Badges of Revelation, magical devices created by a joint 
  effort of the four churches of the Inquisition, have made 
  it impossible for infiltrators to mimic or replace key 
  individuals in the Shield Lands without quick discovery.  
  The badges, however, are rather expensive to create and 
  the Inquisition now requires those applying for a badge 
  pay the costs of it, along with going through a series of 
  interviews and tests before qualifying for one.  The 
  required cost and process has given rise to protests from 
  other groups in the Shield Lands, especially the followers 
  of Trithereon, but most of the common folk have 
  embraced the badges as a necessary evil to safeguard their 
  lives.  Unfortunately, the badges and related security 
  measures have created a split socially, with those with 
  badges receiving better perks and reactions than those 
  without. 
   
  Another change with the events of the last year was 
  the shifting of the Council of Lords on several fronts.  
  Emergency powers were passed for the Council, allowing 
  the Council of Lords to pass measures on short notice to 
  better protect the Shield Lands from evil aggression, even 
  without a full Council present.  The Council moved to 
  reduce the sizes of each Lord’s personal armies to 
  increase the size of the Standing Army, allowing them to 
  ready for Law’s Crusade, along with providing addition 
  troops to serve in the major cities as a protection force 
  against further enemy activities.  Even with the addition 
  troops guarding the city and the Inquisition’s work, the 
  Council passed a series of protective orders to better 
  safeguard the populace from outside forces that would 
  seek to harm the Shield Lands, thus placing numerous 
  new laws and ordinances in place to create a higher level 
  of law and order within the lands. 
   
   Lastly, the balance of power on the Council of Lords 
  has shifted due to other occurrences in the Shield Lands, 
  primarily with its overall leadership and direction.  Lord 
  Simen Sharn has grown over the past year and grown 
  into a strong leader, filling a void created by the absence 
  of Lady Katarina, who has returned to Admundfort to 
  deal with issues there, primarily with overzealous Dyver 
  merchants, Iuzian merchants, and assist in accelerating 
  the reclamation of the city ruins and her family holdings 
  on the island.  Along with Lady Katarina’s absence, Lord 
  Bladehone has been gone with the planning and 
  implementation of the Council-approved mission to 
  Law’s Forge and Lord Torkeep has been distracted with 
  his appointment of the military leader of the Standing 
  Army, dealing with the training and integration of the 
  new troops gained from the reduction of the Lords’ 
  personal armies, dealing with the logistics of the new 
  organization of the Army and the formation of a Mage’s 
  Army unit in the Standing Army. 
   
  These overall changes have led to new stability in 
  the Shield Lands after a year of chaos, and have elevated 
  Lord Simen Sharn from novice newcomer to beloved 
  leader.  There remain, however, threats to the newfound 
  security in the Shield Lands.  Remaining agents of Iuz, 
  Hextor, and other powers are still occasionally discovered 
  and dealt with by the Council of Inquisition, serving as a 
  constant reminder to the citizens of the Shield Lands of 
  the threat they remain under from outside forces.  Those 
  agents rooted out are tried and convicted, suffering the 
  harshest of penalties for their actions.  Even with this 
  overall atmosphere of dread, certain groups speak against 
  the changes made by the Council of Lords and the 
  Council of Inquisition, primarily the voices of the 
  followers of Trithereon, who find the measures placed 
  upon the citizens of the Shield Lands abusive and 
  overzealous.  These Trithereon worshippers have 
  uncharacteristically joined to work together against the 
  current atmosphere and policies of the Shield Lands, 
  protesting and speaking against the policies publicly, 
  naming 
  their 
  group 
  the 
  Brothers 
  of 
  Liberty.  
  Unfortunately, their peaceful measures have had little 
  effect so far on changing the iron grip the Council of 
  Lords and the Council of Inquisition have upon the 
  Shield Lands.  Several members of the Brothers of Liberty 
  have urged patience in achieving their movement’s goals, 
  but some of their order desire more direct and drastic 
  measures to further their cause.  To make matters worse, 
  an outspoken newcomer to the area, a priest of 
  Trithereon named Arcadym has silently gathered these 
  more militant followers of the Summoner into another 
  opposition group named the Harbingers of Retribution.  
  This group has begun to stage acts of defiance against the 
  Inquisition and government, claiming them to be 
  overwhelming tyrants of freedom.  So far, the acts have 
  been minor in nature, but have been increasing in scope.  
  The Harbingers have created a great amount of turmoil 
  recently, and have caused uneasiness for both the 
  Council of Inquisition and the Brothers of Liberty. 
   
  Unknown to all three groups, the Trithereon priest 
  Arcadym is not who he claims to be.  Arcadym, in reality, 
  is a devout priest of Erythnul, primarily devout to the 
  aspects of hate, malice, and panic.  Attracted to the area to 
  sow more discontent and chaos when he heard of the 
  numerous acts of terror in the Shield Lands, he arrived 
  just as the Council of Inquisition had quelled a great 
  number of the threats, leaving it dangerous to operate his 
  plans without suitable planning.  The recent rise of the 
  Brothers of Liberty gave him an opportunity, as he heard 
  of a great number of faithful Trithereon followers 
  wanting more direct action against the oppression 
  coming from the Council of Inquisition and the Council 
  of Lords.  Presenting himself as a like-minded follower, 
  he has managed to convince a great many followers of 
  Trithereon to join the Harbingers of Retribution, 
  allowing him to sow chaos and terror in the Shield Lands. 
   Through careful escalation and manipulation, he has 
  managed to increase the severity of the group’s actions of 
  late without raising any of the members concerns.  
  Regardless, with the return of a great many missing 
  Shield Landers from seemingly nowhere, a slight wave of 
  fear is rising again in the Shield Lands, one that Arcadym 
  SHL7-08 Rights and Wrongs 
   
  Page 2 
  
  plans on utilizing to his advantage to further his goal of 
  creating more strife and chaos in the Shield Lands. 
   
  ADVENTURE SUMMARY 
  Introduction: The adventure for the PCs begins in 
  Critwall, as the changes of the past year upon the Shield 
  Lands becomes evident to the characters, many of whom 
  will have been missing for the past year in the 
  Shadowdark. 
   
  Encounter 1: Making rounds in Critwall, the PCs 
  will find themselves in a crowded square, were several 
  criminals are about to be executed for their crimes 
  against the Shield Lands. These criminals, foreign 
  mercenaries discovered by the Council of Inquisition to 
  be Hextorians under the leadership of former Captain 
  Kruptan, had committed numerous acts against the 
  Shield Lands and were found guilty and sentence to 
  death. Several high ranking officials of the lands, 
  including Lord Simen Sharn and several cloaked leaders 
  of the Inquisition, are in attendance for this event, along 
  with a large number of other spectators, to see the 
  Hextorians brought to justice. Just as the execution is 
  about to occur, several large explosions occur, throwing 
  the square into chaos, and several comrades of the 
  convicted prisoners appear from the surrounding area to 
  free the convicts, drawing the PCs into the struggle. 
   
  Encounter 2: After the chaos at the square has 
  subsided, the characters are questioned by a member of 
  the Inquisition on their actions at the execution.  After 
  answering the questions of the Inquisitor, he will 
  recommend that those loyal to the Shield Lands attempt 
  to get badges of revelation to be in better order with the 
  current climate of the Shield Lands. 
   
  Encounter 3: The following day, the PCs all find 
  themselves requested to meet with a seneschal of Lord 
  Sharn, who observed their actions the previous day and 
  has an offer of employment for them. The seneschal 
  explains the recent trouble with agents causing chaos in 
  Critwall, and that they wish for the party to investigate 
  the recent troubles.  Also, the leader of the Brothers of 
  Liberty will request a meeting with the members of the 
  party, asking for their aid in tracking down several 
  former members of their group, for whom he is 
  concerned of.  The party can choose to accept one, both, 
  or neither of the invitations. 
   
  Encounter 4: The party begins its investigations, 
  learning of Arcadym and Harbingers of Retribution and 
  several other pieces of information during the process. 
  The information can be gained through several means, 
  and eventually a path to the Harbingers’ lair can be 
  discovered. 
   
  Encounter 5: Following their uncovered leads, the 
  party finds itself beneath Critwall in the sewers on their 
  way to the lair of the Harbingers of Retribution.  Along 
  the way, they will encounter mockeries of the 
  Summoner’s three animal companions, foul beasts of 
  Erythnul that guard the sewers to the lair from outsiders. 
   After defeating the three beasts, the party will make its 
  way into the stronghold of the Harbingers, were 
  Arcadym’s true agenda is exposed, and the party must 
  fight for their survival. 
   
  Encounter 6: After defeating Arcadym and his 
  allies, the party must decide what to do with the 
  misguided followers of Trithereon that were members of 
  the Harbingers of Retribution.  Depending upon what is 
  decided, the overall conclusion of the adventure is 
  decided. 
   
  Conclusion: The adventure ends here with the 
  choices made by the party determining the fates of those 
  involved in the recent events.  The party will possible 
  earn the favor or scorn of different groups in the Shield 
  Lands, with the overall effects of those decisions to be 
  seen… 
   
  PREPARATION FOR PLAY 
  This adventure primarily deals with the changes to the 
  Shield Lands over the last year and the forces behind 
  those changes. The Shield Lands has developed a 
  paranoia of the unknown, and the Council of Inquisition 
  has become the primary source of faith to the common 
  folk in the Shield Lands. But, due to the paranoia and 
  occurrences of the past year, character backgrounds will 
  be important in roleplaying encounters. 
   
  Take note of those characters that are from the 
  Shield Lands region and those who are not, as foreigners 
  are not as trusted as much. Note which metaorgs 
  characters belong to, as noted lawful organizations, 
  primarily those from the Shield Lands (Knights, 
  Standing Army, lawful churches), tend to grant positive 
  reactions were as outside or chaotic organizations 
  (Merchant Guild, the Sidhee, chaotic churches) tend to 
  get negative social reactions. Also, those who have badges 
  of revelation or are part of the Inquisition tend to be view 
  positively by the common populace. 
   
  Also, note AR items gained that are obviously lawful 
  and/or good in nature or items that are obviously evil, or 
  may be viewed as evil, such as those tainted by exposure 
  to the Shadowdark or other similar traits. 
   
  INTRODUCTION 
  The cold winds buffet your clothes, serving as a 
  reminder of the coming winter, though the current 
  autumn day is one of sunshine and activity.  The 
  citizens of Critwall move about their daily routines, 
  though all do so with an aura of caution in their 
  activities.  They give each other wide berths, 
  acknowledging each other with muted greetings 
  typically, though most of the people smile warmly 
  and greet with appreciation the numerous guards and 
  officers that patrol the streets, platinum badges 
  obvious upon their chests.  It seems that the badges 
  second as a medal of worth, as you have seen the 
  weight that the badges earn a person in Critwall the 
  past few days – cheaper goods and services from 
  merchants, less scrutiny from the guards of the city, 
  SHL7-08 Rights and Wrongs 
   
  Page 3 
  
  and even more privilege access to once-public 
  buildings. 
   
  Along with the badges, a great number of other 
  changes are evident since your last visit to Critwall.  A 
  number of laws, known as ‘The Acts of Protection’ by 
  the Council of Lords, have impacted your former 
  routine.  Those without badges are restricted from 
  carrying unbounded weapons, forcing those armed to 
  peacebond or store their weapons. Nighttime curfews 
  require the ownership of a badge of revelation or a 
  nightpass to be out from sundown to sunrise without 
  danger of arrest. Regardless, those and numerous 
  other changes have been an adjustment for your 
  lifestyle. 
   
  A loud cheer distracts you from your thoughts, as 
  a large crowd spills into the street ahead of you, 
  hinting at the hidden mass of people that fill a public 
  square that lies off of the path in the direction you are 
  traveling. 
   
  At this point, the PCs are not together as a group but in 
  the same general area. Hand to the players Player’s 
  Handout #1: The Acts of Protection, which details the 
  new laws enacted by the Council of Lords in the past few 
  months, detailing what each PC would have been 
  instructed of upon entering Critwall. Second, any 
  characters who are members of the Standing Army, 
  Knights, or any of the four major lawful churches 
  (Heironeous, Mayaheine, Pholtus, and St. Cuthbert) 
  should be given Player’s Handout #2: Orders, which 
  details orders to them to obtain badges of revelation or 
  face possible consequences. 
   
  1: EXECUTIONS 
  Ahead of the characters, a public square is filled with 
  spectators who are attending the public execution of a 
  number of Hextorites, mercenaries that were once under 
  the employ of former Lord Regent Natan Enerick and 
  then Lord Simen Sharn, who were compatriots of 
  Kruptan and allies to his cause. They were discovered by 
  the Council of Inquisition and convicted of a great 
  number of crimes against the Shield Lands, and given the 
  sentence of capital punishment for their wrongdoings. 
  Since the Council of Inquisition formation, a great many 
  criminals of high crimes against the Shield Lands have 
  been sentenced to the fullest degree of punishment, 
  usually involving public executions to serve as examples 
  against any others who would think to do break the laws 
  of the Shield Lands. 
   
  Approaching the filled square, a sea of onlookers 
  crowd the usually open space, their attention at a 
  rectangle gallows built in the center of it, elevated to 
  give easy view to all present there. A group of five 
  prisoners stand on the gallows, clad in irons and 
  surrounded by members of the Standing Army. A pair 
  of hooded executioners takes the prisoners one by 
  one, binding their hands behind them before leading 
  them to a barrel and forcing them to stand upon it 
  before placing a rope noose around their necks. The 
  crowd cheers as the preparations are made, and a 
  series of arms pointing to a balcony hanging from the 
  side of a keep that forms a border of the square 
  preludes a large roar of greeting and approval from 
  the crowd. Appearing from behind curtains there, 
  Lord Simen Sharn appears, leading a group of leaders 
  of the lawful churches of the Inquisition to serve as 
  official witnesses to the sentences to be carried out 
  this day. Lord Sharn waves in greeting to the 
  assembled mass, as the crowd below cheers in 
  appreciation and approval to the Lord above them. 
  After a few moments, Lord Sharn gestures to the 
  crowd to quiet, and as if a maestro directing an 
  orchestra, the crowd silences itself to nary a whimper. 
   
  Turning his attention to the gallows, Lord Sharn 
  steps to the edge of the balcony and speaks. “In 
  accordance to the laws of the Shield Lands, you five 
  have been tried and found guilty of high crimes 
  against the Shield Lands, including espionage, 
  sabotage, and worship of an evil deity. For these 
  serious high crimes, you have been sentenced to 
  public hanging.” The crowd sounds its approval 
  loudly and quickly, and then silences itself again for 
  the Lord to continue. 
   
  “May you serve as an example to others who 
  would do the Shield Lands harm, showing…” 
   
  Suddenly, a cacophony of multiple explosions cut 
  off Lord Sharn’s pronouncement, as balls of fire 
  spread out from the area around the gallows, 
  engulfing those unfortunate souls on the gallows and 
  in the crowd that were caught in the blasts. Gasps of 
  surprise quickly turn to screams of terror as chaos 
  envelopes the square. 
   
  The once orderly execution has now become a scene of 
  chaos, as Arcadym choose to strike at the public 
  execution as the first major strike from the Harbingers of 
  Retribution, trusting one of his allies, a fellow follower of 
  Erythnul, to carry out the attack. Utilizing a forgotten 
  sewer passage that lead under the gallows in the square, 
  the ally sneaked under the gallows and placed several 
  magical devices known as blast disks beneath it, 
  concealed from detection by the wooden edging of the 
  gallows. After setting the blast disks in several locations, 
  he activated them and retreated back into the sewers, 
  placing the large cobblestone he had used for his 
  entrance and exit from the old sewer passage to hide his 
  passage. 
   
  The explosions from the blast disks will envelope a 
  radius of 10 feet, dealing 5d6 fire damage (Reflex DC 14 
  half) to any caught in the explosions.  The explosions will 
  kill the several of the guards and both of the 
  executioners, along with killing or injuring several 
  people in the crowd around the stage. If any characters 
  choose to move closer to stage, they may be included in 
  the blasts, and that can be determine by looking at the 
  map of the area, which is labeled as Execution Square in 
  Appendix 3: DM Maps. 
  SHL7-08 Rights and Wrongs 
   
  Page 4 
  
   
  Shortly after the explosions, Lord Sharn and his 
  entourage will be quickly escorted off the balcony they 
  were viewing from, though they will move to a more 
  secure viewing area to watch the aftermath of the attack. 
  The crowd will panic, attempting to flee down the streets 
  and away from the chaos. Several injured spectators will 
  remain dying in the square in the area around the 
  gallows, in grave need of assistance. 
   
  Along with the act of terror from the Harbingers of 
  Retribution, another group had an outside agenda this 
  day. Several Hextorite allies of the prisoners had mixed 
  with the crowd and had approached the stage to attempt 
  a rescue of their brethren. The Hextorites will be caused 
  by surprise of the explosions, but quickly regain 
  themselves and mount a rescue shortly after the 
  explosions, as the chances of success are much greater 
  with the unanticipated chaos created, along with the 
  reduced number of guards around the stage, those 
  remaining caught up in the chaos to react to the rescue 
  attempt.  
   
  In the sea of chaos, the characters have a chance to 
  act, with several issues to deal with. Have the characters 
  roll initiative and begin the combat, even though their 
  actions may vary. 
   
  COMBAT SETUP AND CHALLENGES 
  There are a few issues to be dealt with in this combat, as 
  multiple things have occurred at once in the square: 
  • A group of Hextorites attempting to rescue their five 
  comrades from the gallows. They will move towards 
  the gallows and climb upon it using one of the 
  stairways, moving to the prisoners and freeing them. 
  Freeing a prisoner is a full-round action as the 
  Hextorite rescuer cuts the bindings from the 
  prisoner. The rescuers also carry a few spare  
  weapons (daggers) for their fellow Hextorites, and 
  will arm them after they are freed, though the 
  prisoners are unarmed and not in the best shape 
  from their imprisonment. The prisoners will not be 
  able to free themselves while bound, as they are in 
  difficult straits, as they are balancing on a small 
  barrel and keeping themselves from falling and 
  hanging themselves. After being freed, the prisoners 
  will attempt to free the other prisoners, so their 
  better-equipped rescuers can deal with any possible 
  interference with the rescue. 
  • Several of the spectators and guards are not dead, but 
  incapacitated and dying. On the map of the area in 
  Appendix 3: Execution Square, there are notations of 
  the victims of the explosions, including the two 
  executioners, four guards, and six spectators. Of 
  these victims, four are still alive but in the process of 
  dying. At the first round of combat, all five dying 
  victims, including one executioner, one soldier, and 
  three spectators, start at -1 and bleed out at the end 
  of each combat round, though all get the normal 10% 
  chance to stabilize before losing another hit point. 
  Some parties may think about attempting to help 
  any victims that were not killed in the blast, though 
  they will suffer difficulties do to the Hextorites’ 
  rescue attempt in progress.  
  • Lastly, the crowd will be attempting to move out from 
  the square after the blasts, and will be in a panic. 
  Movement for the first three rounds of combat is 
  doubled, as the panicked mass does not provide easy 
  passage for anyone moving against them in the 
  direction of the gallows. A successful Diplomacy or 
  Intimidate check DC 15 will negate any movement 
  penalties for one round for the party, and a 
  successful Diplomacy or Intimidate check DC 25 
  will end the penalty immediately for the duration of 
  the combat. Any Diplomacy or Intimidate check to 
  negate the movement penalty suffers a -10 penalty 
  due the check being rushed. It is also possible to 
  negate this movement penalty through other means, 
  such as a calm emotions spell or similar effects. Use 
  good judgment in adjudicating other methods or 
  solutions to dealing with the crowd, though any 
  reasonable method not describe should be accepted 
  as a solution to this problem. 
  • It is possible, though unlikely, that some or all of the 
  characters may flee the scene. Allow them to flee, 
  though they will get caught up in the crowd and 
  unable to return to the public square and the combat 
  until it is over. The Development section at the end 
  of this encounter will have more details on how to 
  handle those that flee the chaos. 
   
  CREATURES 
  APL 4 (EL 6) 
  Hextorite Rescuer (2): hp 34; Appendix 1. 
  Hextorite Prisoner (5): hp 6; Appendix 1. 
   
   
  APL 6 (EL 8) 
  Hextorite Rescuer (2): hp 51; Appendix 1. 
  Hextorite Prisoner (5): hp 6; Appendix 1. 
   
  APL 8 (EL 10) 
  Hextorite Rescuer (2): hp 68; Appendix 1. 
  Hextorite Prisoner (5): hp 6; Appendix 1. 
   
  APL 10 (EL 12) 
  Hextorite Rescuer (2): hp 85; Appendix 1. 
  Hextorite Prisoner (5): hp 6; Appendix 1. 
   
  APL 12 (EL 14) 
  Hextorite Rescuer (2): hp 102; Appendix 1. 
  Hextorite Prisoner (5): hp 6; Appendix 1. 
   
  Tactics 
  • Their primary objective is the rescue attempt, though 
  they will also worry about their own survival. After 
  freeing a prisoner or two, they will give the prisoners 
  daggers and have them free the other captives as 
  SHL7-08 Rights and Wrongs 
   
  Page 5 
  
  they confront any characters attempting to stop the 
  rescue. 
  • The Hextorites will be prepared for combat, as they 
  were readied to attempt a rescue against the 
  executioners and guards, and thus have prepared for 
  combat. 
  • The Hextorites, at all APLs, will have a variety of 
  special combat abilities for use in melee, from both 
  feats and their prestige class ordained champion. Be 
  aware that these abilities are melee in nature, but can 
  be combined, as their type of attack can vary, 
  including standard, move, swift, and free. They will 
  mix these abilities for the best possible melee 
  damage, utilizing smites for additional bonuses to hit 
  and damage rolls. 
  • At higher APLs, the Hextorite rescuers will be able to 
  spontaneously cast spells from the War Domain 
  instead of inflict spells. Typically, they will convert 
  2nd-level spells for spiritual weapon, 4th-level spell to 
  cast divine power on themselves, and 5th-level spells 
  for flame strike. They will also be able to cast these 
  spells as swift actions at higher APLs. 
  • When casting spells, the Hextorite rescuers at APL 10 
  and 12 will try and not cast their memorized War 
  domain spells unless totally necessary, to gain the 
  benefit from their Holy Warrior feat. 
  • After all the prisoners are freed, the Hextorites will 
  attempt to flee through an alley marked on the map 
  for Execution Square in Appendix 3: DM Maps. A 
  drawn-out fight would only expose the Hextorites to 
  possible capture from guards and others responding 
  to the chaos in the square. 
   
  Treasure: If the PCs are able to defeat the Hextorite 
  rescuers, they will be able to lay claim to the following 
  items: 
   
   
  APL 4: Loot 261 gp; Coin 12 gp; Magic 8 gp; 4 scrolls 
  of faith healing (2 gp each); Total 281 gp. 
   
  APL 6: Loot 261 gp; Coin 24 gp; Magic 8 gp; 4 scrolls 
  of faith healing (2 gp each); Total 293 gp. 
   
  APL 8: Loot 261 gp; Coin 36 gp; Magic 8 gp; 4 scrolls 
  of faith healing (2 gp each); Total 305 gp. 
   
  APL 10: Loot 261 gp; Coin 48 gp; Magic 754 gp; 2 
  periapts of wisdom +2 (333 gp each), 2 incenses of 
  concentration (20 gp each), 2 potions of faith healing (20 
  gp each), 4 scrolls of faith healing (2 gp each); Total 1,063 
  gp. 
   
  APL 12: Loot 261 gp; Coin 48 gp; Magic 754 gp; 2 
  periapts of wisdom +2 (333 gp each), 2 incenses of 
  concentration (20 gp each), 2 potions of faith healing (20 
  gp each), 4 scrolls of faith healing (2 gp each); Total 1,063 
  gp. 
   
   
  Detect Magic Results: incense of concentration 
  (moderate; DC 18, transmutation), periapt of wisdom +2 
  (moderate; DC 17, transmutation), potion of faith healing 
  (faint; DC 16, conjuration), scroll of faith healing (faint; 
  DC 16, conjuration). 
   
  TROUBLESHOOTING 
  There are a few possible unusual paths that may be taken 
  during this encounter, though most should be easy to 
  adjudicate. 
   
  First, some characters may decide to attempt to 
  encounter or engage Lord Simen Sharn due to recent 
  developments in the lands. It will be impossible for the 
  characters to reach the balcony before the explosions 
  occur, though they may press to follow Lord Sharn and 
  his entourage after they retreat from the balcony. Any 
  characters doing so are unable to participate in the 
  combat and influence its outcome. Wait till the combat 
  ends and deal with them. Those successful following 
  Lord Sharn will find his group at another window of the 
  keep watching the scene below. Those who follow into 
  the keep will be spotted by several of the inquisitors in 
  his entourage and captured immediately, considering 
  that the inquisitors there have several methods of 
  detecting characters and high level magic to facility 
  incapacitation of anyone spotted. 
   
  Second, if anyone attempts to attack Lord Sharn, 
  their life is forfeited. A great many protective magic is 
  about the balcony, such as wind walls, walls of force, and 
  other protective barriers to keep him safe, along with 
  magic and items upon his person. Anyone that attempts 
  to attack Lord Sharn will find themselves surrounded 
  within moments of their attack by members of the 
  Standing Army, including a high level cleric and wizard. 
  They will attempt to capture any responsible, though will 
  not hesitate to use lethal force if necessary. With the 
  number of witnesses present, the character will be found 
  guilty of high treason and executed (if still alive), their 
  remains destroyed utterly with no possible method of 
  return save true resurrection. 
   
  Third, anyone that flees the square will be spotted by 
  several witnesses, including some of the crowd escaping, 
  along with a guard or two caught in the mass. They will 
  not be able to reenter the square until after the combat is 
  over, if they choose to return. Any who do not choose to 
  return will be arrested as ‘persons of interest’ later in the 
  day and be interrogated on their presence in the square, 
  which is covered in the next encounter. The method of 
  arrest is identical to what those in the square are meet 
  with, just that the individual who fled will be approached 
  by a lesser number of troops, escorted by a knight in 
  service to the Council of Inquisition. Also, any references 
  to others should be removed from the section if used, 
  unless several characters fled the square and were 
  arrested later together. Deal with these characters away 
  from the table after the combat ends, but before you 
  continue on with the next encounter for the party 
  members that were in the square. 
   
  DEVELOPMENT 
  Unless a character takes a radical action, the party should 
  have to deal with the aftermath of the blasts and the 
  rescue attempt. After the combat is over, keep in 
  initiative to deal with any of the wounded victims of the 
  blast, if all are not stable yet and have not reached -10 and 
  SHL7-08 Rights and Wrongs 
   
  Page 6 
  
  death. Any party that manages to stabilize the five dying 
  victims will receive Thanks of those Saved on the AR for 
  their actions. 
   
  A few moments after the combat ends, a squad of 
  guards will enter the square, leading to the next 
  encounter. It is possible that the Hextorites may succeed 
  in their rescue attempt. If the party is defeated, the 
  guards will stabilize anyone injured and dying before 
  they reach -10. The Hextorites, in their rush to escape, 
  will not have time to loot the characters if this occurs. 
   
  2: INTERROGATIONS 
  A squad of guards will arrive shortly after the previous 
  encounter ends, moving to secure the prisoners and 
  anyone in the square. With the recent occurrences in the 
  Shield Lands, suspicion runs high and nothing is taken 
  for granted in regards of pursuing lawbreakers that may 
  have been involved in any crimes. Due to this fact, arrests 
  are made immediately of all ‘persons of interest’ at the 
  time, leading to interrogations and investigations of any 
  involved by the Standing Army and Inquisition that are 
  done later to those arrested. 
   
  Catching your breath in the calm of the aftermath to 
  the chaotic scene that just ended, several groups of 
  soldiers of the Standing Army enter the square, 
  moving to surround those remaining here. Spears are 
  leveled at those standing, while those on the ground, 
  regardless of their state, have a guard hovering above 
  them, ready to strike at a moment’s notice. Grimfaced 
  and serious, none speak as they watch all in the 
  square unwaveringly. 
   
  A few moments later, several clerics follow the 
  soldiers, examining those lying upon the ground, 
  seeing if any need their wounds closed before death 
  overtakes them. They glance accusingly at those 
  standing, attempting to judge if anyone that is 
  responsible for the wounds remain. 
   
  After several moments that seem like minutes in 
  the uneasy silence, the heavy footsteps of a knight 
  clad in heavy armor draws your attention. Bearing the 
  heraldry of a Knight of Holy Shielding, the man looks 
  over the scene, taking it in for his own judgment. He 
  looks over those standing, then nods to himself in 
  judgment. 
   
  “All present here upon our arrival are under 
  arrest, as persons of interest, possibly guilty until 
  their innocence is proven. Drop your weapons slowly 
  and carefully, unarming yourselves of all weapons 
  and any spell materials you carry. Failure to do so, or 
  attempting to speak, will be assumed a sign of guilt 
  and will be dealt with harshly.” 
   
  The Knight and soldiers wait for your reactions, 
  ready to act at a moments notice… 
   
  The knight is dead serious, as this method is the standard 
  upon the approval of the Council of Lords and the 
  Council of Inquisition, judging that any other method of 
  arrest left the chance of escape of lawbreakers possible. 
  Those who attempt to speak will find a rough cough meet 
  them from the knight, who wishes no bloodshed in the 
  arrests of those here, as a final sign of warning. Those 
  who disobey the order to surrender or not to speak are 
  incapacitated through magic and unarmed forcible, then 
  gagged and manacled for arrest. Those that willingly 
  surrender will be manacled but not gagged, but ordered 
  to remain silent until instructed otherwise. 
   
  After their arrest at the square, the characters will be 
  brought to the headquarters of the Council of 
  Inquisition, whom have taken over the investigation of 
  the events in the square, as they have jurisdiction in such 
  matters by the order of the Council of Lords. Once the 
  characters, along with anyone else still alive in the square, 
  are arrested, continue on with the following: 
   
  Manacled and escorted, you are lead under heavy 
  guard to the headquarters of the Council of 
  Inquisition. The streets empty for you and your 
  escorts, as those watching the process smile in 
  approval at the knight and soldiers, thankful for their 
  vigilance in protecting the populace, and eyeing you 
  with obvious scorn and suspicion, untrusting of your 
  true intentions. 
   
  Having been paraded through Critwall, you enter 
  the Hold of Truth, the newly completed headquarters 
  of the Council of Inquisition and those that serve it. 
  You and your companions are escorted to an interior 
  chamber, and seated at a long table in an otherwise 
  sparse chamber, still manacled in irons. Your escort 
  leaves a pair of guards behind to watch you, ready to 
  sound an alarm in an instance, if necessary.   
   
  Note: Any characters that may have opted out of the 
  conflict in the square, by either following Lord Sharn and 
  being captured or perhaps fleeing the square after the 
  explosion and not returning, only to be arrested later on 
  as a person of interest that was identified as being at the 
  square during the blasts, will be here waiting for the 
  other characters, as it is common for the inquisition to 
  place several persons of interest in a room together to 
  play off one another, as it allows the Inquisitor in charge 
  of the interrogation the chance to use them against each 
  other to expose lies, misdeeds, and any possible 
  involvement in crimes, related or otherwise. 
   
  The party will be left here for over an hour, as the 
  Inquisition is interrogating other witnesses and persons 
  of interest, along with examine the square and evidence 
  gathered from there. Anyone attempting to speak or 
  stand will be warned not to take such actions during this 
  time. Doing so will cause the guards to summon an 
  Inquisitor, who will then have anyone disobeying the 
  orders render unconscious, by either physical or magical 
  means.  
   
  After the hour passes, an older priest of Saint 
  Cuthbert will enter the chamber, accompanied by a priest 
  of Pholtus and a paladin of Heironeous. All three wear 
  the familiar platinum badges of revelation, and are 
  SHL7-08 Rights and Wrongs 
   
  Page 7 
  
  clothed in the standard robes of the Council of 
  Inquisition, concealing what they bear on their persons 
  save the badges and their holy symbols. The three will 
  not introduce them, and will begin their interrogations 
  of the characters immediately, attempting to determine if 
  those before them are guilty of treason or sedation in 
  regards to the blasts and rescue attempt. 
   
  As they prepare to begin their interrogation of the 
  party, they will announce that they are going to cast 
  several spells of detection and revelation on the party, 
  and will warn that resisting of such magic by anyone 
  under investigation of the Inquisition is a crime. After 
  giving such a warning, the following spells will be cast, 
  and the following actions demanded of the characters: 
  • Detect Magic: One of the Inquisitors will cast detect 
  magic and concentrate on one character at a time, 
  asking them to remove all items of magic from their 
  person, to ensure magic is not used to mislead the 
  Inquisitors. The only magic item that will be allowed 
  to be worn is a badge of revelation, if the character 
  has one on his person. The Inquisitors will verify its 
  authenticate the badge as genuine and then allow it 
  to be worn by the character. 
  • True Seeing: One of the Inquisitors will cast true 
  seeing, to see if any of the characters are using magic 
  to disguise their appearance or conceal any 
  equipment upon their persons. 
  • Detect Evil: The paladin of Heironeous will 
  concentrate and detect evil after the first two 
  divinations are completed to verify that the 
  characters and the items they possess are not evil in 
  nature. 
  • Zone of Truth: One of the clerics will cast this spell to 
  force no one in the room to speak a lie or mistruth. 
  Before casting the spell, he will inform the 
  characters of what the spell is and that it should not 
  be resisted by any of them. 
  • Discern Lies: The other cleric will cast this spell and 
  concentrate on it, verifying whatever character is 
  speaking is not misleading or lying in the 
  interrogation. It is typical for both a zone of truth 
  and a discern lies to be used in conjuncture to add 
  multiple layers of possible detection against lies and 
  mistruths during Inquisition interrogations. 
   
  After the spell casting of the Inquisitors is completed, 
  they will inform the characters that they are official 
  persons of interest in the explosions and rescue attempt 
  of the Hextorite prisoners earlier this day, and asked 
  them to reveal their innocence in the matters they are 
  accused of being involved in. If any of the characters here 
  had fled the chaos in the square or attempted to spy or 
  follow Lord Sharn and his entourage, they will be pressed 
  hardly on their actions and motives, along with the main 
  investigations of the Council. Standard practice of the 
  Council of Inquisition is to assume anyone of interest is 
  guilty on some level of being involved with crimes that 
  were committed, and then force those people to prove 
  their innocence by their testimony and statements. The 
  Inquisitors will also probe other areas, attempting to 
  identify any other unlawful or evil deeds that prisoners 
  may be guilty of, but will usually state on the topics that 
  they are currently investigating unless other such crimes 
  come to light during their interrogations. 
   Keep in mind that between the discern lies, zone of 
  truth, and the Inquisitors’ Sense Motive and Spot skills, it 
  will be rather difficult for anyone to attempt to lie or give 
  mistruths, though characters could choice to just not 
  respond or react to the questioning. During the 
  interrogation, the Inquisitors present will press the fact 
  that the onus of the character’s innocence is on their 
  responses, and that silence is a sign of guilt. 
   The Inquisitors will act in the following ways during 
  their interrogation, as follows: 
  • Anyone with a badge of revelation will be looked upon 
  with favor by the Inquisitors, and not treated as 
  harshly during the interrogation. Those without, 
  especially members of Shield Land organizations, 
  will be looked upon more unfavorable, questioned 
  on their motives and lack of one. 
  • Characters of an obvious lawful background will be 
  trusted more by the Inquisitors than others, and 
  those of a more chaotic bent will be question more 
  harshly. 
  • Native Shield Landers will be trusted more, and 
  outsiders will be questioned more on their reasons 
  for being in the Shield Lands, along with their 
  alliances and motives for being in the Shield Lands. 
  • Certain races will receive more intense questioning 
  from the Inquisitors, especially Rhennee, Halflings, 
  elves, and half-orcs. Any characters of magical or 
  mixed blood from acquired templates, classes, and 
  other physically altering effects will the same extra 
  attention, as the Inquisitors question their racial or 
  magical faults, such as effects upon their mental state 
  or their reactions to prejudices that they suffer for 
  their race or appearance as a motivating factor to 
  cause evil. 
  • Members of the Sidhee will receive incredible 
  scrutiny, especially in light of their new home in 
  Wraithwood and the recent problems there with 
  aberrations and other evil creatures. Also, the 
  Sidhee’s loyalty to their nation and the political 
  tensions between the Shield Lands and the Sidhee 
  Nation are a cause for concern to the Council of 
  Inquisition. 
  • Any with a lingering evil aura will be identified as 
  being once in a place of evil influence and not being 
  evil, such as those who returned from the 
  Shadowdark, but will be pressed upon possible 
  changes to their minds and souls after such an 
  experience. 
  • Anyone who detects as evil, carries an item with an evil 
  aura, or bears an object with the symbol of an evil 
  deity or organization will be found guilty of one of 
  the Acts of Protection, and immediately be 
  sentenced to punishment per what is described in 
  SHL7-08 Rights and Wrongs 
   
  Page 8 
  
  Player’s Handout #1: The Acts of Protection. 
  Depending upon how the character earned or 
  received the evil aura or item will determine the 
  punishment per the guidelines in listed in the Acts 
  of Protection. 
  • Also, if any of the characters had used a weapon that 
  was not properly peacebonded or stowed will have 
  the weapon confiscated and a fine leveled per the 
  law for weaponry listed in Player’s Handout #1: The 
  Acts of Protection. The fee must be paid 
  immediately, and the weapon will be kept unless the 
  character pays the required cost for the weapon’s 
  return as listed in the Acts of Protection. 
   
  This is an exercise in roleplaying, showing the mindset 
  and forcefulness of the Inquisition in protecting the 
  Shield Lands. Keep in mind that the Inquisitors 
  presented here only want to find the truth and maintain 
  law and order that the Council of Lords has tasked them 
  with, following guidelines established and adopted by 
  the Council of Inquisition. The Inquisitors will maintain 
  a hard edge, pushing and probing to determine if the 
  characters are truly innocent. The Inquisitors will 
  demand order during their interrogation, allowing only 
  one person to respond at a time. Interrupting the 
  Inquisitors or another speaking will earn a look of 
  suspicion and ire from the Inquisitors, who see such 
  actions as only a sign of guilt or something to hide. The 
  Inquisitors will attempt to confuse and frustrate the 
  characters at times in order the force the truth from 
  them, especially if it seems that a character may be close 
  to revealing a crime. 
   
  Assuming that the characters answer correctly and 
  honestly, the Inquisitors will find no link to between the 
  characters and the incidents in the square from earlier in 
  the day. They will be found innocent and free to go. As 
  long as there are no other possible violations found done 
  by the characters, they receive Attention of the Council 
  of Inquisition: Favorable on their ARs. 
   
  Those that admitted to other possible shady or illegal 
  activities will be warned of the questionability of their 
  actions, and advised that the Council of Inquisition 
  would be watching them in the future. This includes 
  those that sneak after Lord Sharn and were caught, along 
  with those that fled the chaos at the square, or those 
  found guilty of a violation of the Laws of Protection. Any 
  characters that meet these guidelines receive Attention of 
  the Council of Inquisition: Unfavorable on their ARs. 
   
  As the characters gather there belongings and get 
  ready to leave, the Inquisitors that are present will 
  suggest that the characters attempt to get badges of 
  revelation if they wish to be active in the Shield Lands 
  and a responsible part of the populace here. They will be 
  told that a badge can be applied for during daylight hours 
  at the Hold of Truth or any of the churches of the 
  religious orders of the Inquisition. 
   
  After this past piece of advice, the party will be 
  escorted from the Hold of Truth and be set free into the 
  twilight hours, as most of their day will have been 
  consumed by their time held by the Council of 
  Inquisition. 
   
   
  NPCS 
  Priest of St. Cuthbert, Inquisitor: male human cleric 
  4/church inquisitor 7 (Diplomacy +10, Listen +10, Sense 
  Motive +18, Spot +18). 
  Priest of Pholtus, Inquisitor: female human cleric 8 
  (Diplomacy +12, Listen +12, Sense Motive +14, Spot +8). 
  Paladin of Heironeous, Inquisitor: male human paladin 
  8 (Diplomacy +15, Listen +6, Sense Motive +11, Spot +6). 
   
  TROUBLESHOOTING 
  If, by some means, a character manages to avoid capture 
  by the Inquisition for interrogation, they are immediately 
  found guilty of high treason, as outlined in Player’s 
  Handout #1: The Acts of Protection. Such a character 
  receives Wanted by the Council on their AR, along with 
  the Attention of the Council of Inquisition: Unfavorable. 
  The adventure is not over for any players that receive 
  these, though they will not be invited to speak with the 
  Seneschal Rylaint in the next encounter. They will, 
  however, be ask to meet with the representative of the 
  Brothers of Liberty, however, who view such attention as 
  a mark of honor in the current times. 
   
  In addition, it is possible that a character may have 
  broken one or several of the Acts of Protection and 
  admitted to it. Some of these infractions will receive a 
  stern warning from the Inquisitors, and perhaps some 
  small fines, especially if committed in the past before the 
  Acts were passed or if the character admits to breaking it 
  with a reasonable explanation. A small measure of ‘mercy 
  and understanding’ is granted by the Council for this 
  infraction, but those that are granted this mercy are 
  briefed in the Acts so they are fully aware to avoid any 
  future violations, or at least be able to commit them 
  without having an acceptable alibi. Those who are found 
  of more serious violations, such as attacking Lord Simen 
  Sharn or a member of the Inquisiton, are found guilty 
  and put to death as described in Player’s Handout #1: The 
  Acts of Protection. All of the players will have been 
  provided with the Acts after the Introduction and such 
  serious crimes are always followed through and punished 
  at the fullest extent of the law, with no mercy or 
  exceptions given. 
   
  Those who request or volunteer to assist in the 
  investigation of the explosions or rescue attempt will be 
  politely turned away, as they will be told that the Council 
  of Inquisition will handle the matter internal, as required 
  by the orders of the Council of Lords. 
   
  DEVELOPMENT 
  The characters will have a sense of the changes that the 
  Council of Inquisition now welds in the Shield Lands 
  and the extent of their power. It will be too late in the day 
  to obtain a badge of revelation, as night will have fallen 
  and the applications for badges only occur during 
  daylight hours. Also, if anyone attempts to investigate the 
  SHL7-08 Rights and Wrongs 
   
  Page 9 
  
  square, they will find it blocked off and guarded by the 
  Standing Army and being examined by several members 
  of the Inquisition for evidence. It will be impossible to 
  get access to the square until later in the adventure, after 
  the meetings that occur in the next section, and anyone 
  trespassing into the square before then will be in 
  violation of interfering with the Council of Inquisition, 
  punishable as listed in Player’s Handout #1. The players 
  can do whatever else they like, but after they turn in for 
  the evening, that is when the next encounter begins. 
   
  3: COURTINGS 
  The actions of the party will not have gone unnoticed, 
  having garnered the attention of Lord Simen Sharn and 
  Pribb, a cleric of Trithereon who is the most public voice 
  of the Brothers of Liberty. They saw the actions of the 
  characters at the execution, followed their plight 
  throughout the aftermath, and investigated their 
  backgrounds. Though both of the men are looking more 
  for people that think and feel along their lines in the 
  current atmosphere of the Shield Lands, they wish to also 
  test others that might not be inline with their ways to 
  better know their opinion and standing in the current 
  climate. After all the characters have turned in for the 
  night, which may be together or separated, begin with 
  the following for the next morning, for all the characters:  
   
  Rising from your night’s rest, you rub the sleep from 
  your eyes and prepare for the coming day. A folded 
  piece of parchment lying on the floor garners your 
  attention, obvious slid under the door to your 
  chamber last night as you slept. 
   
  The piece of parchment on the floor is Player’s Handout 
  #3: Invitation from the Brothers of Liberty. The 
  character’s plight yesterday garnered the attention of 
  Pribb, the public face of the leadership of the Brothers of 
  Liberty. He wishes to speak to the party about a concern 
  he has the incident yesterday, along with problems he is 
  having with several followers of Trithereon that have 
  been swayed in their ways. The note will ask the 
  characters to meet with him at Dewey’s Tavern at two 
  hours past noon. 
   
  After the players have read the note from Pribb, 
  continue on with the following for anyone that is not 
  Wanted by the Council and not properly disguised, 
  especially those that fled from the interrogation last 
  encounter. Those who fled the interrogation or are 
  Wanted by the Council will not receive the invitation to 
  meet with Seneschal Rylaint, and thus do not receive the 
  next visitor. 
   
  Before you can consider the mystery message any 
  further, a knock on your door alerts you to an early 
  morning visitor, further interrupting the start of your 
  day. 
   
  The person at the door is a young page, wearing a tabard 
  that identifies him as a servant to the Council of Lords 
  with a successful Knowledge: Nobility DC 10 or 
  Knowledge: Local (Iuz) DC 15. Beating the check by 
  more than five also reveals that this particular page is 
  assign to Lord Sharn. 
   
  The page will knock three times before leaving, and 
  if the character answers he will be polite and courteous to 
  the character, offering apologies for his arrival at an early 
  hour and explaining he was tasked with delivering this 
  missive with all haste to the character. He will hand the 
  missive to the character and then excuse himself to 
  continue his rounds. 
   
  The missive is Player’s Handout #4: Invitation from 
  the Seneschal of Lord Sharn and polites requests the 
  presence of the character at the Council of Lords this day 
  to speak about a private matter which Lord Sharn feels 
  that the character may be suited for. Lord Sharn knows of 
  the character and their actions yesterday, and wishes to 
  employ them in a matter, along with having his seneschal 
  get a feel for the character’s motivation and allegiances. 
   
  After the messages are delivered to the characters, it 
  is up to them what they wish to do. They will have 
  meetings with Seneschal Rylaint and Speaker Pribb that 
  they can attend, along with the possible desire of 
  attempting to obtain a badge of revelation for themselves 
  (or have orders to apply and obtain one as a requirement 
  of their metaorg), which there is time for before or after 
  the meetings, though having a badge will change the 
  reactions of certain parties they meet throughout the 
  adventure. It is also possible that the character to perhaps 
  gather information on the happenings and events in the 
  Shield Lands if they like. 
   
  BADGES OF REVELATION 
  In reaction to the infiltrations of the new breed of 
  doppelgangers over the previous year, when a great many 
  adventurers were lost in the Shadowdark, the Council of 
  Lords tasked four major lawful churches to find a way to 
  detect and protect against the threat and others. The 
  Council of Inquisition was formed, its leadership taken 
  from the churches of Heironeous, Mayaheine, Pholtus, 
  and St. Cuthbert along with the Council of Lords. The 
  Knights of Holy Shielding are tasked to support the 
  Council of Inquisition in their activities of rooting out 
  evil in the Shield Lands. To combat the problems with 
  doppelgangers and other evil creatures with the ability to 
  shapechange or disguise themselves, the Council of 
  Inquisition created the badges of revelation. 
   
  A badge of revelation is a magical device that reveals 
  that the being wearing one is indeed who they appear to 
  be. A badge of revelation will only properly function for 
  the person for whom it was crafted for, as a mystical link 
  that is impossible to duplicate, even with magic of Use 
  Magical Device, is utilized to prove that the bearer of the 
  badge is the one is was linked to. To date, it has been 
  impossible for anyone to duplicate a badge properly to 
  use it to fool any Inquisitor who has examined it. 
  SHL7-08 Rights and Wrongs 
   
  Page 10 
  
   
  A badge of revelation will appear to glow with a pure 
  white light to a divine caster of one of the four lawful 
  faiths of the Inquisition when they physical touch a 
  badge, channeling positive energy in an area with a badge 
  in it, or view a badge with any divine spell effect that 
  detects the presence of magic or alignment. This method 
  is utilized by members of the Inquisition and the Knights 
  of Holy Shielding to verify any badge as genuine and real 
  when observed, and it glow is only visible to those of a 
  faith of the Inquisition, concealing such detection efforts 
  from those being examined. 
   
  A badge of revelation is also crafted as such to 
  tarnish form its brilliant platinum to a corroded black 
  tarnish if worn by anyone other than who it was linked 
  with. This effect is permanent, forcing anyone who 
  looses their badge and later recovers it to discard it and 
  purchase another one at a later date, going through the 
  process of application again. It is a crime to steal a badge 
  of revelation or be in possession of a tarnished one, as 
  detailed in Player’s Handout #1. 
   
  Lastly, a badge of revelation prevents a bearer from 
  concealing their appearance or alignment via magical 
  means, forcing them to remain in their true forms. 
  Anyone who attempts to do either of these actions via 
  spell or magical item will find their badge of revelation 
  will tarnish from the attempt. Examples of such methods 
  are the spells disguise self or undetectable alignment, or 
  magic items such as a hat of disguise or an amulet of 
  proof versus detection or location. The shapeshifting 
  ability of certain classes and items do not count for this 
  effect, though when shifting the badge leaves a visible 
  platinum coloring to their new form. Examples of such 
  allowed shapeshifting is the wildshape ability of druids, 
  although any such character that is shapeshifted is forced 
  to revert to their true form if the badge is examined for 
  its authenticity as a precautionary measure. 
   
  A character that wishes to obtain a badge of 
  revelation must apply for one during daylight hours at 
  either the Hold of Truth or one of the four lawful 
  churches that are members of the Council of Inquisition. 
  Those applying for a badge will need to pay 250 gp for the 
  process to obtain a badge, as the methods required to 
  properly screen applicants and then craft their 
  personalized badge linked to them are rather expensive. 
  Foreigners are required to pay double the cost to obtain a 
  badge of revelation, a measure used to help finance the 
  Council of Inquisition and Law’s Crusade, along with 
  perhaps limiting the number of non-Shield Landers that 
  obtain badges of revelation. 
   
  The process that occurs during the application for a 
  badge of revelation is as follows. Keep in mind that the 
  exact details of the process are not explained or revealed 
  to anyone before, during, or after the process to protect 
  the methodology used. Also, the application for a badge is 
  considered to be an investigation of the Council of 
  Inquisition, and thus violating or ending the process by 
  refusing to follow the process is a crime, leading to the 
  applicant that fails to earn Attention of the Council of 
  Inquisition: Unfavorable on their ARs. 
  •  An applicant must pay, up front, the 250 gp for the 
  badge. This cost is non-refunded, even if the 
  applicant cannot qualify for one in the end. 
  • After paying the application cost, the applicant is lead 
  to a private chamber and instructed to remove all of 
  their gear and clothing, along with dismissing all 
  magic currently upon their person. A simple robe is 
  provided to the character for the process instead of 
  their normal clothing. A private locker is provide to 
  secure the character’s gear, and is guarded by the 
  Inquisition during the process. Anyone refusing to 
  remove all their clothing or gear is escorted from the 
  process, and loses their money spent, having to 
  reapply and repay to start the process again. 
  • After stowing their gear and removing their clothing, 
  the character is escorted to a private chamber, were 
  an Inquisitor awaits the applicant. The Inquisitor 
  utilizes divination magic to examine for magic auras 
  or shapechanged applicants. After examine the 
  applicant, the Inquisitor leaves the chamber and 
  activated a greater dispel magic (caster level 20th) that 
  target the character in the chamber, which attempts 
  to dispel any magical effects that were not dismissed 
  earlier. The Inquisitor then reexamines the applicant 
  again, and will utilize the chamber until no magical 
  effects are detected on the applicant. 
  • After the applicant is dispelled and verified through 
  those effects to be truthful in appearance, he is 
  directed down a corridor to another Inquisitor. This 
  corridor has a permanent anti-magic field in the 
  middle section, which will suppress any remaining 
  magical effects upon the applicant, possible 
  revealing their true form if it is still protected via 
  magical means. 
  • Once the character has passed the initial magical 
  examinations, he will be lead to a chamber were cuts 
  of his hair and some of his blood will be gathered. 
  Failure to provide either will lead to the removal of 
  the applicant from the process, along with perhaps 
  some quality time with the Council of Inquisition on 
  their reluctance in not providing the materials. The 
  samples will be tested further through alchemy and 
  magic to verify the person’s identity, and then 
  utilized in the ritual that links a badge of revelation 
  to the applicant permanently. 
  • Once the applicant has provided the samples, he is lead 
  into another chamber, where an Inquisitor informs 
  the applicant to accept spells of divination upon his 
  person. The Inquisitor will have detect magic, detect 
  evil, and other divination magic already upon 
  himself, along with casting discern lies and zone of 
  truth to force truthful answers from the applicant. 
  Before questioning the applicant, he will approach 
  the applicant and verify no mundane disguises are 
  being utilized, taking 20 on a Sense Motive and Spot 
  check. Discovery of a mundane disguise will lead to 
  the immediate removal of the applicant, along with 
  earning the applicant the Attention of the Council of 
  SHL7-08 Rights and Wrongs 
   
  Page 11 
  
  Inquisition: Unfavorable on their AR. The applicant 
  will then be asked for his true name, any used 
  aliases, place of origin, current place of resident, and 
  faith or deity worshipped. This questioning is meant 
  to weed out any evil worshippers or spies from 
  obtaining a badge of revelation. Once the applicant 
  has answered truthfully to all the questions, and not 
  responded with an evil country of origin or faith 
  worshipped, the applicant is moved on the final 
  stage. 
  • After the tests are done, the applicant is escorted to a 
  final chamber, were another Inquisitor awaits the 
  applicant with a prepared badge of revelation. The 
  Inquisitor goes through a lengthy ritual, and then 
  informs him that the badge has been attuned to his 
  person. The ritual does finish the attunement 
  process, 
  though 
  many 
  secret 
  processes 
  are 
  conducted while the questioning is occurring, 
  utilizing the hair and blood gathered from the 
  applicant. These steps are never discuss or reveal, as 
  these steps have not been learned by any outside 
  threat as of yet, protecting many of the secrets of the 
  construction and attunement of the badges. After 
  the badge is attuned to the applicant, they will 
  congratulate and instructed that a bearer of a badge 
  should report any badge that lost immediately to the 
  Council of Inquisition. Also, the bearer of a badge 
  will be instructed that any attempt to disguise 
  themselves through magic spells or items will lead to 
  the destruction of the badge, which is a considered a 
  crime by the Acts of Protection. The Inquisitor will 
  explain that wildshaping by those possessing the 
  ability will not cause the badge to tarnish, however, 
  and will explain that a platinum mark will be visible 
  when wildshaped, and that Inquisitors can see 
  through anyone attempting to utilize wildshape to 
  avoid examination, though not the fact that they can 
  force those using wildshape to shift to their true 
  forms. Of course, anyone obtaining a badge has it 
  pinned to their robes at this point, as anyone that is 
  still concealing their identity, as unlikely as it may 
  be, will cause the badge to tarnish immediately, 
  leading to their arrest and interrogation by the 
  Council of Inquisition. Finally, the Inquisitor will 
  request that the recipient of a badge not speak of the 
  process to anyone to protect the safety of the Shield 
  Lands.  
  • After receiving the badge, the applicant is escorted to a 
  private chamber to change out of the robe and gather 
  their belongings, which officially ends the process. 
   
  The total process takes anywhere from a half-hour to an 
  hour, and is done on an individual basis to prevent 
  applicants from working together to circumvent any part 
  of the process. 
   
  Note: Some characters may choose to apply for badges of 
  revelation, while others may choose not to. The process 
  should take only a few minutes of roleplaying, and it can 
  be done with multiple players at once, but remind them 
  that the process is being done individually in-game. Ask 
  anyone that chooses to not apply for a badge to take a 
  short break during the application process. 
   
  NPCS 
  Inquisitors: male human cleric 5/ church inquisitor 5. 
  (Diplomacy +10, Listen +13, Sense Motive +17, Spot +17) 
   
  GATHER INFORMATION 
  Information that can be learned through Gather 
  Information skill is available in the next encounter. If 
  this course of action is desired before then, utilize the 
  information in the next section for any Gather 
  Information checks, as it will be the same overall for the 
  course of this module. 
   
  MEETING WITH SENESCHAL RYLAINT 
  The party may choose to meet with Seneschal Rylaint, 
  who was instructed by Lord Simen Sharn to speak with 
  the characters and see if they were willing to assist in the 
  investigation of the incidents at the square. Lord Sharn is 
  aware that the Council of Inquisition’s resources are 
  stretched thin currently, as the rescue attempt was a 
  surprising event, and the Council of Inquisition has been 
  busy investigating the sudden appearance of a great many 
  missing Shield Landers, a number of whom have the 
  taint of evil from their time gone. This investigation has 
  stretched the Inquisition’s resources for the time, and the 
  launching of Law’s Crusade has pulled a number of the 
  Knights and Standing Army troops previously at its 
  disposal   away, leaving it in a draught of manpower to 
  take on this additional task. 
   
  In addition to getting assistance for the Council of 
  Inquisition, Lord Sharn observed the happening 
  yesterday and decided that he wanted to learn more of 
  the characters, and figured employing them in this task 
  would allow his seneschal and himself to better gauge 
  them personally. 
   
  If the party decides to meet with Seneschal Rylaint, 
  proceed with the following: 
   
  Approaching the central keep in Critwall, home to 
  the Council of Lords, you see a mass of activity 
  outside of its walls. A number of new tents and 
  structures surround the keep, and a long line of 
  visitors wait at the main gate to be dealt with.  
   
  As you wait in line for your turn, you see an 
  Inquisitor at the main gate working with a clerk at a 
  table, several Standing Army personal present also as 
  guards, and a rotation of pages that run errands and 
  escort guests. Those seeking entry approach the two 
  at the desk, and seem to state their business. It 
  becomes evident that the Inquisitor views the visitor, 
  verifying the authenticity of their badge of revelation 
  if owned, and then giving orders to the clerk, who 
  summons pages to run quickly scribed messages or 
  escort guests to their meetings. Observing the routine 
  SHL7-08 Rights and Wrongs 
   
  Page 12 
  
  several times, you discover that those with badges are 
  escorted to their meetings inside the keep, while the 
  others are lead to one of the number of tents and 
  structures that know crowd the area around the keep. 
  Before you can consider this revelation any further, a 
  cough for the clerk alerts you to the fact it’s your turn 
  at the desk. 
   
  The party will be asked who they are seeing, and the clerk 
  will ask for their invitation and names to verify that the 
  characters are all scheduled to meet with Seneschal 
  Rylaint. After receiving everyone’s names and verifying 
  that they were extended invitations, the clerk will quiet 
  and the Inquisitor will examine the party.  If all of the 
  party have badges of revelation, the Inquisitor will use 
  his ability to detect evil to verify their authenticity before 
  acknowledge that the group passes inspection. If the 
  whole of the party have badges that are authenticated as 
  genuine, the Inquisitor will inform the clerk that the 
  party passes and they are welcomed inside the keep. The 
  clerk will then send the party into the keep with a page as 
  an escort to a simple meeting chamber with a large table 
  and plenty of chairs for the group, were they are 
  instructed to wait for the Seneschal to arrive, which 
  occurs within moments. 
   
  If the all of the party do not possess badges of 
  revelation, the Inquisitor will seem uncomfortable with 
  the group and detect evil, verifying that no evil exists 
  among them, before stating to the clerk that he senses no 
  evil but they are to be assigned an exterior meeting place. 
  The clerk will then summon two pages, one to inform the 
  seneschal that the ones he summoned have arrived for 
  the meeting, and having another escort the party to one 
  of the exterior tents, were the page instructs the party to 
  be seated and to wait for the seneschal to arrive. After 
  several minutes, Seneschal Rylaint will arrive, escorted 
  by a pair of soldiers from the Standing Army. 
   
  After the party has been escorted to their meeting 
  place, continue with the following: 
   
  After a short wait, a man in court attire enters the 
  meeting space, carrying a satchel of paperwork. He 
  mutters incoherently to himself as he approaches the 
  table that you are seated around, taking an open seat 
  and opening his bag, removing some documents from 
  it. He looks over the documents while continuing his 
  muttering, before looking over each one of you over. 
  Then, in an instance, he straightens his posture and 
  stops muttering, and begins in a calm, courtly tone. 
   
  “Lord Simen Sharn sends his greetings and 
  thanks for you for accepting of his invitation to this 
  meeting. Unfortunately, the recent disturbances 
  combined with the ongoing matters that the Council 
  of Lords is deliberating have kept him from meeting 
  personally, as he wished to. He asked me to speak to 
  you on a matter of employment, explaining the 
  situation to you and seeing if you would interested in 
  accepting his offer if it interests you. 
   
  “The Council of Inquisition is currently stretched 
  thin investigating the circumstances regarding the 
  sudden reappearance of so many missing Shield 
  Landers, and has also lost much of its manpower that 
  it was able to once rely upon to the recent military 
  maneuvers that are part of Law’s Crusade. Because of 
  this shortage, Lord Sharn has decided to finance some 
  qualified outside assistance for the Council of 
  Inquisition into the matters that occurred yesterday 
  in the square during the execution of condemned 
  prisoners. He asks that you seek out those responsible 
  for 
  the 
  explosions 
  and 
  chaos, 
  as 
  the 
  early 
  investigations of the Inquisition have determined 
  that those mounting the rescue were unaware and 
  irresponsible for the blasts. Given the stress that the 
  recent occurrences have created upon the populace, 
  both the Council of Lords and the Council of 
  Inquisition have determined that order must be 
  maintained to better Law’s Crusade, so those who 
  have sown this chaos must be caught and dealt with. 
   
  “So, are you willing to serve the Shield Lands as 
  special investigators into the matter?” 
   
  Seneschal Rylaint will wait for an answer, though he will 
  be examining those assembled while waiting for their 
  responses and any possible questions. During any 
  exchanges, he will show great respect for those bearing a 
  badge of revelation, and contempt for those without. 
  Regardless, he will not say or act improperly to those 
  assembled, since his lord directly asked for those 
  assembled. He will show a measure of respect to any 
  member of a lawful church, the Standing Army, or of the 
  Knights. Information and reactions that he may respond 
  with: 
  • Lord Sharn only expects the characters to determine 
  who is responsible for the blasts at the execution 
  yesterday, along with determine any allies or 
  affiliations that may be of interest to the Council of 
  Inquisition. If the party were able to bring physical 
  evidence, or perhaps capture and bring in those 
  involved to the Council of Inquisition, which would 
  be welcomed also. 
  • The investigations by the Inquisition will have 
  determined that it appears a series of magical 
  devices, most likely a total of four, were what caused 
  the blasts. According to the reports that Rylaint has 
  with him, those knowledgeable in the matters of 
  magical believe the blasts occurred from devices 
  planted underneath the gallows. 
  • Anyone accepting the position of special investigators 
  will receive a special writ for this investigation, dated 
  to expire within two days time that will prove to any 
  in the Inquisition or Standing Army that they are 
  under the employ of the Council of Lords at the 
  behest of Lord Simen Sharn. The writs are detailed, 
  not allowing those so employed to break any laws in 
  their investigation and that those so employed must 
  obey the Council of Inquisition and the Standing 
  Army in all matters, regardless of circumstances. 
  • If asked about the business that kept Lord Sharn away, 
  he will explain that the Council of Lords dealing 
  SHL7-08 Rights and Wrongs 
   
  Page 13 
  
  with the aftermath of the launching of Law’s 
  Crusade and examining another reducing to each 
  Lord’s personal armies to reinforce the Standing 
  Army further. 
  • If anyone comments on the Crusade being fool hearted 
  or poorly planned, or other comments blaming Lord 
  Sharn for any problems in  regards to the army or 
  reclamation, the seneschal will be angered, and will 
  relate that the new Crusade is being commanded by 
  Lord Torkeep personally. He will also comment if 
  not for Lord Sharn’s wisdom in moving forces from 
  each Lord’s personal army into the Standing Army, 
  the Crusade would not have been possible. 
  • If asked, neither Seneschal Rylaint, Lord Sharn, nor 
  the Council of Lords will cover the cost or supply a 
  badge of revelation to those hired. Also, none of the 
  parties will circumvent the proper channels of 
  obtaining one if asked, and the seneschal will seem 
  aghast at the suggestion. Also, note any characters 
  that ask for this circumvention, as Seneschal Rylaint 
  will inform the Council of Inquisition of their 
  request and they will earn the Attention of the 
  Council of Inquisition: Unfavorable on their ARs. 
  • Anyone who makes accusations about Lord Sharn 
  regarding his actions or affiliations, Seneschal 
  Rylaint will get angry and ask for evidence to 
  support these claims. Regardless if the accusers have 
  evidence or not, which they should not, the 
  seneschal will dismiss their claims as rubbish and 
  have they dismissed, calling for guards to escort 
  them away.  
   
  Additional, Seneschal Rylaint will have the possessions 
  of the Hextorites from the rescue attempt, if the party 
  defeat them, and will give them to the party as a reward 
  for their efforts that day. He will explain that Lord Sharn 
  felt that those whom were the saviors of the day should 
  have their spoils, save any items that would be illegal to 
  possess as stated in the Acts of Protection. 
   
  If the party accepts the offer, Seneschal Rylaint will 
  provide the writs to the party and then send them on 
  their way. Those who choose not to accept the 
  employment are sent away without any compensation, 
  and received the Disfavor of Lord Simen Sharn on their 
  ARs. Not accepting the employment of Lord Sharn does 
  not end the adventure for those refusing it, but it does 
  limit their possibilities for rewards and recognitions on 
  their ARs. 
   
  NPCS 
  Seneschal Rylaint: male human expert 8 (Diplomacy 
  +14, Listen +12, Sense Motive +12, Spot +12). 
   
  MEETING WITH SPEAKER PRIBB 
  If the party decides to meet with Speaker Pribb at 
  Dewey’s Tavern at 2 bells past noon, they will find the 
  tavern rather slow than they remember. A few patrons 
  will be inside eating late lunches, and their summoner, 
  Speaker Pribb, will be waiting for the party at a corner 
  table. Start with the following: 
   
  Entering Dewey’s, the thin crowd surprises you, as 
  only a few are here this day, all present eating late 
  meals and nursing tankards slowly. As you scan the 
  tavern, a man stands at a table in the corner, a symbol 
  of a rune upon the amulet around his neck, and waves 
  to you in greeting. 
   
  The man smiles as you approached, as he yells 
  beyond you to the barkeep. “Bring me and my friends 
  a round or two of ales and meads, Dewey! The day be 
  long and are throats’ dry, or will be once we begin our 
  business. Oh, and a plate of beard an’ cheese to stave 
  off our stomachs’ hunger, while your at it!” 
   
  The man nods his appreciation in your presence 
  here, and motions to you all to be seated. He sits 
  himself, and grabs a tankard from the tray of drinks 
  delivered by a barmaid. A tray of beard, cheese, and 
  some meat arrives as well for your table, as the man 
  begins to speak. 
   
  “I thank you for all coming, as I need some 
  assistance from you. It’s a delicate matter, given the 
  times, and I would not ask for help if it were not 
  important. Would you be interested? If you are, I’ll 
  explain further, but if your not, are business is done. 
  But, be warned, I will be asking you to do right,” 
  Pribb states, as he sighs, “though others may feel you 
  are doing wrong.”  
   
  Speaker Pribb is in his forties, and sports a graying black 
  beard and steel-blue eyes. He will appear worn and 
  stressed, primarily from the conflict he has been waging 
  upon the recent laws and changes that he and other 
  Trithereon followers have be against, feeling that they are 
  overbearing and over restrictive. Pribb will understand if 
  any do not wish to hear what he has to say, and will 
  politely ask them to leave. If the characters agree to listen 
  to his proposal, he has the following information: 
  • Since the establishment of the Council of Inquisition, 
  the creation of the badges of revelation, and the 
  passage the Acts of Protection, the Council of Lords 
  has overstep their bounds and become to restrictive 
  and overbearing in their power. 
  • Shortly after the Acts were passed, some local followers 
  of Trithereon decide that someone needed to speak 
  against the changes, and thus, uncharacteristically 
  he will admit, formed the Brothers of Liberty. The 
  Brothers have peacefully protested the Inquisition 
  and its policies, as well as speaking of the separation 
  of castes occurring due to the badges of revelation, 
  creating a social and economic separate with their 
  existence. 
  • For the last several months, the Brothers have 
  attempted to sway members of the Council of Lords 
  against the current policies without success, and 
  have also failed with rallying the common folk 
  against the Inquisition and the badges, who feel that 
  the solutions and security they provide are worth it, 
  SHL7-08 Rights and Wrongs 
   
  Page 14 
  
  regardless of any difficulties they may suffer. After 
  the disappearance of so many heroes of the Shield 
  Lands a year ago, the doppelganger infiltrations and 
  saboteurs that struck caused a wave of fear to sweep 
  over the populace, and now they like the security 
  and order the changes have brought to the lands. 
  • A few weeks ago, rumors made it back to me that 
  another group was forming underground, going by 
  the name the Harbingers of Retribution. It sounds 
  like a new cleric of the Summoner has arrived, 
  though by his title his methods may be much more 
  severe than the Brothers of Liberty. 
  • Over the past few weeks, several of the Brothers, along 
  with 
  other 
  worshippers 
  of 
  Trithereon 
  have 
  disappeared from public, and I have not been able to 
  track them down. I’m afraid that they might have 
  been caught up in this new group, and I feel that it 
  may be more than some of them will have bargained 
  for. 
  • He is afraid that the Harbingers of Retribution may 
  start taking actions to disrupt the current status quo, 
  and does not want the Inquisition to turn its eyes 
  upon the faithful of Trithereon in retribution, as not 
  all feel the need for violence to force change. 
  • If pressed, he will admit that he has suspicions that the 
  blasts at the execution may have been caused by the 
  Harbingers. 
  • He will explain that he wishes to ask the characters to 
  track 
  down 
  the 
  missing 
  local 
  Trithereon 
  worshippers and convince them to return to him for 
  guidance. If the party cannot convince them to 
  return to him, providing him with a location or their 
  activities will be enough for him. 
  • If asked, he will claim to be fearful of the repercussions 
  would be if the Harbingers had caused the 
  explosions, to those in the Harbingers along with 
  the Brothers of Liberty and other followers of 
  Trithereon. 
  • He will state that he has no solid leads, though several 
  of the local missing followers frequently some of the 
  more distasteful taverns in Critwall, and it seems 
  those taverns were the last known location of a good 
  many of the missing. 
   
  Speaker Pribb will speak warily to those of lawful 
  religions, especially those that are involved in the 
  Council of Inquisition, along with showing caution 
  speaking to members of the Knights and the Standing 
  Army. He will look upon those bearing badges of 
  revelation with a mix of disgust and pity, as he sees them 
  as a forced order and loss of personal freedom to those 
  who bear them.  
   
  If the party accepts, he will ask that they contact him 
  through the barkeep at Dewey’s if they have any results. 
  He will understand if anyone decides to not assist him, 
  though those characters, along with those that decide to 
  not hear him out, will receive the Disfavor of the 
  Brothers of Liberty on their ARs.  
   
  NPCS 
  Speaker Pribb: male human cleric [Trithereon] 8 
  (Diplomacy +6, Listen +8, Sense Motive +8, Spot +8). 
   
  TROUBLESHOOTING 
  It is possible that the characters may choose against 
  meeting with Seneschal Rylaint or Speaker Pribb. It is an 
  acceptable choice, though completing the module may 
  become difficult without meeting with one or both of 
  them. Keep in mind, however, that not meeting with 
  them does not earn such characters with the either ones 
  disfavor at this time. It is possible that the characters will 
  decide to accompany other party members on their 
  investigations, and allow them to partake in the 
  adventure further, although not meeting with either may 
  affect their rewards, depending upon their actions. 
  Another possible solution, if no one in the party meets 
  with either the seneschal or the speaker is that they will 
  investigate the explosions independently, which may led 
  them further in the adventure. If they choose to do 
  nothing more, the adventure will end for them here. 
   
  In regards the obtaining badges of revelation, 
  characters may choose to obtain one at any time during 
  the event, as long as it is during daylight hours and they 
  can make it to a location that they can be received at. 
  They have until the conclusion is completed to make this 
  decision. 
   
  DEVELOPMENT 
  After having the opportunity to meet with two sides of 
  the coin in the current situation in Critwall, the party 
  will likely have reason to investigate either the 
  explosions at the execution, the missing local followers of 
  Trithereon, or both. The next section contains 
  information that can be gleamed in their investigations. 
  Of course, the party may also decide to not investigate 
  any of the issues, but doing so will effectively end the 
  module for them. 
   
  4: INVESTIGATIONS 
  After possible meeting with several different parties in 
  Critwall with seemingly differing issues, the party will be 
  left to their own devices to investigate the recent 
  happenings, whichever ones they choose to do so. There 
  are only a few reasonable paths to pursue, and they are 
  listed in the following sections. The options outlined 
  below are gathering information, searching the gallows, 
  and investigating the missing followers of Trithereon. It 
  is possible that some parties may attempt to search for 
  information into Lord Sharn or the Hextorites, but not 
  much more than the information that can be learned 
  through gathering information can investigated, as Lord 
  Sharn will be too difficult to reach with his business with 
  the Council of Lords and the Hextorites have been driven 
  deep into hiding, making them impossible to track down 
  at this time after their rescue attempt. 
  SHL7-08 Rights and Wrongs 
   
  Page 15 
  
   
  GATHERING INFORMATION 
  Gathering information is an option to investigate the 
  happenings, and is broken down below by subject matter. 
  Considering the variety of topics that may be of interest 
  to the party, utilize whatever subject matter seems to 
  work best. 
   
  Also, given the current state of the populace of 
  Critwall, there are modifiers to this check based upon the 
  party’s composition. With the chaos of the past year, and 
  the weight of the political and social changes, the 
  citizenry of the Shield Lands has become distrustful of 
  outsiders and those not seen as part of the Inquisition. 
  The circumstance modifiers are listed below, and should 
  be applied as an overall total circumstance modifier. So, if 
  only one person is making the Gather Information check, 
  figure out their modifier from the list below and apply it 
  after he gives you his result. If any other characters are 
  assisting someone on their Gather Information check, 
  total the circumstance modifiers of all those involved in 
  the check, and apply that modifier to the result. 
   
  Circumstance Modifiers  
  • +2 bonus for bearing a badge of revelation, -2 penalty 
  for not bearing a badge of revelation 
  • +2 bonus for being from the Shield Lands region 
  (excluding members of the Sidhee Nation), -2 
  penalty for those not of the Shield Lands region or -4 
  penalty for members of the Sidhee Nation 
  • +2 bonus if a member of the Standing Army, Knights, 
  Greycloaks, or a Lawful church Shield Lands 
  metaorg; -2 penalty if a member of a  Neutral or 
  Chaotic church Shield Land metaorg 
  • -2 penalty if Tainted by Shadow, from SHL7-05 
  Shadows of Nevermore 
   
  When resolving the Gather Information checks, roleplay 
  the reactions of the populace that the characters interact 
  with. Those characters or parties with positive 
  circumstance modifier should be shown trust, kindness, 
  and admiration. Those characters with negative modifiers 
  should be shown distrust, caution, and fear. This 
  roleplaying is important to show the general state of the 
  populace, who live in fear of anything that is not part of 
  the changes that have alleviated the chaos and attacks 
  that had occurred over the past year. 
   
  Here are the subjects that can be subject of Gather 
  Information checks: 
   
  General Information 
  • DC 5: The Council of Inquisition has been very 
  successful, having exposed evil cults and groups in 
  the past year and punishing them harshly for their 
  despicable acts.  
  • DC 10: Former Lord Natan Enerick remains in prison, 
  and by all reports is still insane, even though their 
  have been attempts to heal him so any others of his 
  group could be rooted out and captured by the 
  Inquisition. 
  • DC 15: The Council of Lords has been dealing with 
  matters under Lord Sharn’s guiding hand, as Lady 
  Katarina has been ignoring her responsibilities 
  dealing with the remnants of the Iuzian forces on 
  Walworth Isle, along with trying to limit the 
  influence of the Dyverian merchants that have taken 
  root there. 
  • DC 20: More weapons and armor bearing the mark of 
  the various armories in the Shield Lands have been 
  found in the hands of Hextorites. Hopefully their 
  supplies are nearly exhausted since that traitor 
  Kruptan is no longer available to give our weapons to 
  our enemies. 
  • DC 25: Fortunately, the justice passed upon those 
  caught breaking the Acts of Protection by the 
  Inquisition is not going light on any who are 
  threaten the Shield Lands. Those who cause such 
  acts of evil should not get mercy for their unlawful 
  acts. 
  • DC 30: Haven’t you heard? Whispers from the Church 
  of Holy Shielding claim that Heironeous has blessed 
  Lord Sharn! They claim that if Lord Sharn falls, so 
  does the Shield Lands! 
   
  Lord Simen Sharn 
  • DC 5: Thank Heironeous that Lord Sharn was 
  returned to us. Without his guidance, I’m sure the 
  Shield Lands would have fallen to one of the 
  numerous evils that wish us destroyed.  
  • DC 10: Lord Sharn has been making sure that the 
  Council of Lords has remained vigilant in 
  monitoring and supporting Law’s Crusade, even 
  recommending that Lord Torkeep be appointed as 
  the Council’s representative in making sure the 
  Standing Army can continue the crusade.  
  • DC 15: Lord Sharn has been questioning several of the 
  commanders in the Standing Army for failures in 
  Law’s Crusade, wondering if they should be replaced 
  with other more capable candidates.  
  • DC 20: The Hextorites seem to see the strength of 
  Lord Sharn’s leadership, as the Council of 
  Inquisition discovered several Hextorites that 
  managed to get hired as guards in Lord Sharn’s 
  service, likely to strike out at him. The Council of 
  Inquisition has investigated the matter, and no 
  evidence of any other Hextorites has been found, as 
  Lord Sharn allowed the Inquisition to search all his 
  estates and question all of his hired help. 
  • DC 25: Rumor is that Lord Sharn has been working 
  with some merchants from Dyvers in acquiring a 
  large amount of raw materials and worked goods to 
  support Law’s Crusade. 
  • DC 30: Rumor is that even though Lord Bladehome 
  and Lord Torkeep wanted to suggest a Crusade, 
  neither of them could manage to do so. Lord Sharn’s 
  SHL7-08 Rights and Wrongs 
   
  Page 16 
  
  leadership is far better than the other Lords, as he 
  made their empty words reality.  
   
  Council of Inquisiton, the Acts of Protection 
  • DC 5: Thank the good churches they accepted the 
  responsibility of forming the Council of Inquisition, 
  because since it has been formed, the evil that 
  infiltrated the lands has been turned away! 
  • DC 10: The Council of Inquisition has been granted 
  the power to order Knights and soldiers of the 
  Standing Army to enforce the law, which has proved 
  a great move. Until the recent trouble, most threats 
  that have been lying in what have been discovered 
  by the Inquisition and arrested either Knights of 
  soldiers before they could cause harm. 
  • DC 15: Rumored is that Lord Sharn suggested the 
  reduction of the individual private armies of all the 
  Lords in order to increase the available troops in the 
  Standing Army to serve as guards in the cities, and 
  thus working for the Inquisition in enforcing the 
  Acts of Protection. 
  • DC 20: The Council of Inquisition has begun to 
  provide trials to those it captures in violation of the 
  Acts of Protection. The Council of Lords approved 
  the motion as necessary to the Inquisition and its 
  activities. 
  • DC 25: Rumor is that Lord Sharn first suggested the 
  formation of a Council of Inquisition when things 
  started looking bad with all of the chaos that was 
  happening. Why couldn’t someone else suggest such 
  a successful plan? 
  • DC 30: The Council of Inquisition was able to root out 
  Hextorites that were posing as foreign mercenaries 
  recently. Luckily, they were discovered before they 
  could arm their target, Lord Sharn, as they were 
  working as part of his house guard.   
   
  Followers of Trithereon (Includes the Brothers of 
  Liberty and the Harbingers of Retribution) 
  • DC 5: A group has been formed by a group of followers 
  of Trithereon called the Brothers of Liberty. They are 
  protesting the Acts of Protection as being too 
  oppressive. Don’t they realize those Acts are what are 
  protecting us? 
  • DC 10: The Council of Inquisition is watching 
  followers of Trithereon closely, as they have been 
  outspoken opponents of the Acts of Protection. 
  • DC 15: A few weeks ago a new priest of Trithereon 
  arrived in Critwall, and has been causing tension 
  with the Brothers of Liberty for some reason. Maybe 
  it has to do with a bunch of local followers being 
  missing now? 
  • DC 20: Rumor is that many of the Brothers of Liberty 
  have left that group for another, claiming that the 
  methods of the Brothers are not getting results in 
  changing the Acts of Protection. 
  • DC 25: Whispers say that a new group opposed to the 
  changes in the Shield Lands has formed called the 
  Harbingers of Retribution. They best not cause any 
  trouble, as everything has been better with the 
  changes of late. 
  • DC 30: Rumor is a short, mustached Rhennee follower 
  of Trithereon has been frequently some of the 
  taverns that the local followers gather at, and those 
  who talk to him go missing after speaking with him. 
   
  SEARCHING THE GALLOWS 
  Some groups may go back to the square to search the site 
  of the execution and the rescue attempt for more 
  evidence of what truly occurred. Those approaching the 
  square will find it blocked off, guarded by soldiers of the 
  Standing Army. A party with a writ from Seneschal 
  Rylaint can show this to soldiers to gain access to the 
  square; else they must utilize other means to access the 
  square. A successful Diplomacy check DC 15 for those 
  parties who have someone in the party that bears a badge 
  of revelation (who must be the primary character making 
  the check) or a Diplomacy check DC 25 for those parties 
  without someone with a badge. It is possible to also Bluff 
  the soldiers into allowing access, opposing the Bluff 
  check with a Sense Motive from the soldiers, though a 
  circumstance modifier should be used for the reasons for 
  access, along with the general look or makeup of the 
  party, as parties with badges of revelation or perhaps 
  mostly Standing Army will have a better chance at being 
  believed than a group of Sidhee elves or foreigners; the 
  circumstance modifier should be from a +4 bonus to a -4 
  penalty at most. Also, a party could attempt to sneak past 
  the guards, which requires a Hide check against the 
  soldiers’ Spot check. Otherwise, a party could choose to 
  use magic to gain access to the square, by using 
  concealing or transporting magic. 
   
  Standing Army Soldiers: male human warrior 4 (Listen 
  +6, Sense Motive +4, Spot +6). 
   
  In the square, building supplies have already arrived and 
  have been stacked in the square to repair the gallows, and 
  craftsmen are in the area preparing for those repairs. If 
  the characters are able to get into the square, by whatever 
  means, the craftsmen will not question their presence, 
  assuming that the soldiers allowed them access. 
   
  Characters will discover that the gallows was 
  damaged in a series of several blasts, fiery explosions. A 
  Spellcraft check DC 18 can determine that is appears the 
  blasts were caused by explosions similar to the effects of a 
  fireball spell, though those who make the check by more 
  than 5 can also determine that the blasts originated 
  underneath the gallows, judging from the damage still 
  visible on the gallows. 
   
  If the characters search under the gallows, a few 
  items of interest can be discovered. A Search check DC 
  20 finds a dagger dropped during the rescue attempt by 
  the Hextorites. The dagger will have a symbol etched into 
  the blade, which with a Knowledge: Religion check DC 
  10 as a the holy symbol of Hextor. Secondly, a 
  Knowledge: Nobility or Knowledge: Local (Iuz Border 
  SHL7-08 Rights and Wrongs 
   
  Page 17 
  
  States) 15 determines that the symbol pressed into the 
  hilt of the dagger as being the symbol of the Council of 
  Lords armory located in Critwall. The Hextorites in the 
  rescue yesterday had received arms from the capture 
  Hextorites before their arrests, and had obtain the 
  weapons during their service in Lord Sharn’s house 
  guard. 
   
  Secondly, those who search the cobblestone surface 
  of the square can discover, with a successful Search check 
  DC 25 that one of the cobblestones is loose, and if lifted 
  up opens to a shaft leading down into the sewers 
  underneath Critwall. A series of pitons have been driven 
  into the sides of the shaft, allowing it to be climbed easily 
  and quickly. A successful Knowledge: Architecture or a 
  Stonecunning check DC 15 can determine that the 
  pitons have been driven into the stone recently, and that 
  the surface of the shaft has been worked on in the past 
  few weeks. 
   
  If the sewers below are examined, a Track or Search 
  check DC 20 can find signs of recent passages in the past 
  day, allowing the party to follow them to the Harbingers 
  of Retribution’s lair in the sewers. Proceed to Encounter 
  Five if the party chooses to follow the tracks here. 
   
  THE MISSING TRITHEREON FOLLOWERS 
  Parties that decide to try and investigate the missing 
  Trithereon followers will need a place to start, and either 
  from their meeting with Speaker Pribb or their own 
  information gathering, should attempt to locate some of 
  the more distasteful taverns in Critwall for their 
  investigation. Luckily, they will not have to search these 
  locations long, as the first tavern they enter will get 
  provide instant results. 
   
  Entering the tavern the characters will see a few 
  people in the crowded tavern around a small Rhennee 
  man with a thin mustache, animatedly attempting to 
  prove his point to a few fellows. This is Lodd, an agent of 
  Arcadym, who is attempting to convince a few followers 
  of Trithereon frustrated by the current atmosphere in the 
  Shield Lands to join the Harbingers of Retribution. He 
  does so in a measured tone, making it clear to those at the 
  table with him but not to others in the tavern. 
   
  If any characters approach the table, Lodd will go 
  silent and not continue his conversation, instead 
  questioning those who approached on their business. He 
  will refuse to speak to anyone that does not have a 
  symbol of Trithereon shown, as he is cautious of arousing 
  suspicion in his actions. He will invite characters with a 
  holy symbol of Trithereon to go his table, while asking 
  any else to politely go away. If anyone claims to be a 
  follower of Trithereon, Lodd will dismiss their claims, 
  suggesting that a true follower of Trithereon would not 
  hide his fate in these dark times. He will be especially 
  unwelcoming to anyone who bears a badge of revelation, 
  questioning their motivations and dedication to freedom, 
  which will draw nods of support and approval to the 
  three local Trithereon followers at the table with him. 
   
  If the characters instead just sit elsewhere in the 
  tavern, or attempt to listen in after they are dismissed by 
  Lodd, allowing them to attempt to follow his 
  conversation to the Trithereon followers by making a 
  Listen check DC 15, due to the noise and other 
  conversations in the tavern, along with the difficulty of 
  hearing Lodd’s whispered preaching. If successful, they 
  will here Lodd attempting to paint the Brothers of 
  Liberty as ineffective and weak willed, unable to take the 
  steps that Trithereon himself would condone to fight the 
  oppression that the Acts of Protection and the Council of 
  Inquisition have brought to the Shield Lands. He will 
  never openly state taking up arms or other violent 
  actions, though his preaching should hint at that 
  possibility. After he finishes, he will give directions to an 
  ‘entrance to the location of the truly faithful’ and shake 
  the three local followers’ hands, along with any 
  characters hands that were invited to sit with him. A Spot 
  check versus Dodd’s Sleight of Hand check will reveal 
  that Lodd passed a token to each of the followers during 
  the handshake. Lodd’s Sleight of Hand per APL can be 
  determined in Appendix One by looking in Lodd’s stat 
  block for the table’s APL. The token passed along is 
  needed to pass the guardians outside the inner lair of the 
  Harbingers of Retribution, as those without a token are 
  attacked by the three corrupted beasts of Erythnul, 
  though Lodd will suggest that the token is just for the 
  Harbingers to recognize anyone as sympathetic to their 
  cause. After the handshakes, all four men at the table will 
  get up and leave the tavern, separating after exiting the 
  tavern in different directions, per Lodd’s instructions. 
   
  The party can choose a few courses of actions at this 
  time. The party could choose to follow either Lodd or one 
  of the local followers, who will carefully attempt to make 
  sure they are not followed. Roleplay the tension of 
  shadowing whoever they choose to follow, but needless 
  to say the party will be able to follow their chosen target 
  successful, they will, however, loose their quarry once 
  they reach their destination, a shack in Tent Town that 
  lies against the wall surrounding Critwall, as they will be 
  into the sewers too quickly for the party to catch up to 
  them after that point. It is also possible that the party will 
  have the directions to this location Lodd described if they 
  were present at the table or able to listen in to his 
  conversation. When the party enters the uninhabited 
  shack, they will find it in disrepair; obviously not have 
  been used as a living space for quite some time. If the 
  party searches it, a successful Search check DC 20 will 
  reveal the hidden shaft into a sewer tunnel that leads 
  back in Critwall under the wall.  
   
  If the sewer tunnel below the shack is examined, a 
  Track or Search check DC 20 can find signs of recent 
  passages in the past few hours, allowing the party to 
  follow them to the Harbingers of Retribution’s lair in the 
  sewers. Proceed to Encounter Five if the party chooses to 
  follow the tracks here. 
   
  It is also possible that the party may attempt to speak 
  with the local followers of Trithereon, attempting to get 
  one of them to reveal Lodd’s conversation or have them 
  hand over the token. Needless to say, with the current 
  situation in Critwall, any follower will be unwilling to 
  deal with the party, as they are too untrusting in those 
  SHL7-08 Rights and Wrongs 
   
  Page 18 
  
  not of their faith, and too loyal to those who are. If the 
  party wants one of the tokens, they will need to 
  successful pickpocket one off a follower. Attempting to 
  pickpocket a token from Lodd will fail, as his tokens are 
  carried in an extradimension space that only he can 
  access while he wears it. 
   
  TROUBLESHOOTING 
  The main point of the section is to get the party to 
  discover the hidden passages in the sewers leading to the 
  lair of the Harbingers of Retribution. The party should be 
  able to follow several leads to find this, though it is 
  possible that other methods may work. Creative use of 
  divination magic could suffice in finding the lair of the 
  Harbingers, or perhaps other methods. If the party comes 
  up with a creative method of finding the way to the lair, 
  roll with it as long as it makes sense. 
   
  Also, some parties may press the issue of the dagger 
  discovered at the gallows. Any party doing so will find 
  disinterest, as it is known that Lord Sharn reported some 
  weapons loaned from the armory to his guards missing, 
  and the Hextorites admitted to stealing the weapons 
  during their interrogations. Any suggestion that Lord 
  Sharn was possible involved with knowingly arming 
  Hextorites will be found as ridiculous in thought. 
  Anyone pressing the issue will be scorned and ignored in 
  the end, and for their persistence will receive Attention 
  of the Council of Inquisition: Unfavorable and the 
  Disfavor of Lord Simen Sharn on their ARs. 
   
  DEVELOPMENT 
  Once the party is in the sewers and following the path in 
  the sewers to the lair of the Harbingers of Retribution, 
  continue onto the next encounter. Both the hidden sewer 
  entrance at the square and at the shack will lead to the 
  lair, though they will enter the guardian chamber from 
  different locations, as will be noted in the next 
  encounter. 
   
  5: REVELATIONS 
  Discovering the path to the location of the sewer lair of 
  the Harbingers, the party will continue following the 
  trail, once discovered, for approximately a half-hour 
  before leading to the guardian chamber. Here, guarding 
  the tunnel to the underground lair of the Harbingers, 
  three beasts of Erythnul guard the lair from unwelcomed 
  intruders. Mockeries of the three beasts that Trithereon 
  summons, these beasts guard silently in this chamber, 
  and will attack anyone not bearing a token giving to 
  them by Lodd.  
   
  All three beasts will attempt to surprise intruders, so 
  have the characters make Spot checks versus the three 
  beasts Hide checks to determine if they were able to 
  surprise the party. A map of the Guardian Chamber is in 
  Appendix 3: DM Maps, and details the entrance point for 
  the party, depending on the tunnel they followed, along 
  with the locations that the three beasts are hiding at. 
   
  CREATURES 
  APL 4 (EL 6) 
  Nemoud the Hound: hp 37; Appendix 1. 
  Harms the Falcon: hp 32; Appendix 1. 
  Carolk the Sea Lizard: hp 34; Appendix 1. 
   
  APL 6 (EL 8) 
  Nemoud the Hound: hp 68; Appendix 1. 
  Harms the Falcon: hp 60; Appendix 1. 
  Carolk the Sea Lizard: hp 59; Appendix 1. 
   
  APL 8 (EL 10) 
  Nemoud the Hound: hp 102; Appendix 1. 
  Harms the Falcon: hp 104; Appendix 1. 
  Carolk the Sea Lizard: hp 95; Appendix 1. 
   
  APL 10 (EL 12) 
  Nemoud the Hound: hp 162; Appendix 1. 
  Harms the Falcon: hp 159; Appendix 1. 
  Carolk the Sea Lizard: hp 145; Appendix 1. 
   
  APL 12 (EL 14) 
  Nemoud the Hound: hp 243; Appendix 1. 
  Harms the Falcon: hp 246; Appendix 1. 
  Carolk the Sea Lizard: hp 248; Appendix 1. 
   
  Tactics 
  The three beasts are formidable opponents, being beasts 
  of chaos. They have a smite ability, which they will utilize 
  as early as possible in combat, to attempt to damage a 
  possible lawful opponent for more damage. They will 
  have variety of other abilities, such as DR and fast healing 
  from their anarchic template, and more special abilities 
  and such from their legend templates at the highest 
  APLS. 
   
  At low APLS, Nemoud will utilize his bite attack 
  with its trip ability to drop combatants it engages. At the 
  highest APLs, Nemoud will also have a frightful presence 
  ability it will use to attempt to shaken its opponents. 
   
  At low APLS, Harms will engage those that are alone 
  or able to reach him with ease, eventually gaining the 
  ability to fly-by attack to avoid prolonged melee contact 
  and damage. At the highest APLs, Harms will join a 
  lightning breath weapon that Harms will utilize to either 
  avoid melee contact or to catch multiple opponents for 
  damage, 
   
  At low APLs, Carolk will move out of the sewer 
  water and attack with hopefully the element of surprise, 
  or attack anyone who tranverses the water, attempting to 
  strike with his bite and if able to, pull anyone grappled 
  into the water to fight. At the highest APLs, Carolk’s bite 
  attack gains the ability to poison as well. 
   
  Treasure: Scattered amongst the nests of the three false 
  beasts of Trithereon can be found their small hoards of 
  treasure: 
  SHL7-08 Rights and Wrongs 
   
  Page 19 
  
   
  APL 4: Loot 0 gp; Coin 12 gp; Magic 0 gp; Total 12 
  gp. 
   
  APL 6: Loot 0 gp; Coin 24 gp; Magic 0 gp; Total 24 
  gp. 
   
  APL 8: Loot 0 gp; Coin 48 gp; Magic 0 gp; Total 48 
  gp. 
   
  APL 10: Loot 0 gp; Coin 96 gp; Magic 0 gp; Total 96 
  gp. 
   
  APL 12: Loot 0 gp; Coin 192 gp; Magic 0 gp; Total 
  192 gp. 
   
  After resolving the combat with the guardians, the 
  characters can discover with a successful Search check 
  DC 15 that a passageway in the chamber had seen a great 
  amount of traffic. This passageway leads down a corridor 
  40 ft. to the doors that bar entrance into the Harbingers’ 
  lair. 
   
  THE LAIR OF THE HARBINGERS OF RETRIBUTION 
  The doors into the lair are unlocked, and lead into an 
  apparent hallway leading up to a chamber containing a 
  shrine to ‘Trithereon’. As the characters open the doors, 
  read the following to them: 
   
  Opening the doors the shouts of an argument are 
  clearly heard echoing down a passageway from a lit 
  chamber ahead. 
   
  “It is not our way! How could you take such an 
  action without conferring with us first, Arcadym! A 
  great many innocents were injured those blasts along 
  with those who support the oppression of the 
  Council. There must have been a better way!” The 
  trouble voice is cut off sharply, like cloth cut by a 
  knife, as a voice responds. 
   
  “And what would you do instead, speak words 
  against the injustices like our weak-minded brethren 
  in the Brothers? Their efforts have failed, were mine 
  have worked! The streets are now filled with the 
  voices of uncertainty, and as we continue our efforts, 
  more will begin to think to stand against the rule of 
  the Council! We will have our freedom, regardless of 
  the price in blood!” 
   
  A general mumbling is heard, and then the 
  previous voice calls out again. “We will not allow your 
  methods to continue, Arcadym.  We will not shed the 
  blood of innocents to bring Trither…” 
   
  A 
  sharp 
  word 
  of 
  power 
  cuts 
  into 
  the 
  renouncement of Arcadym’s ways, a harsh word born 
  out of the very depths of the Lower Planes. The sound 
  of collapsing bodies can be heard, as sound of the 
  dissenters is silenced abruptly by his word as well. 
   
  His words dripping with anger, Arcadym speaks 
  one last time. “It figures that you weak-minded 
  followers of the Summoner would not have the 
  stomach for my methods. Perhaps the next group I 
  recruit will see it my way more appealing in the 
  future. As for you, your suffering should appease 
  Erythnul quite nicely.” 
   
  With their fate announced, the sounds of 
  weapons being drawn can be heard. 
   
  Tired of dealing with his recruited followers of 
  Trithereon and their resistance to his ways, Arcadym has 
  decided to remove them as possible problems by 
  sacrificing them to his god. The robes given to his 
  converts were enchanted with magic that activated when 
  he spoke his command word, dropping the followers of 
  Trithereon with their magic and making them helpless to 
  their coming fate. The presence of the party will be their 
  only possible opportunity of rescue from the fate 
  Arcadym has in store for them. Roll initiative as soon as 
  you complete the box text, although if any claims to be 
  preparing during the box text above, they have enough 
  opportunity to take three rounds worth of preparations 
  before initiative. 
   
  Arcadym is not alone however in this combat, as his 
  fellow followers of Erythnul are present as well. All three 
  will been grabbed in identical executioner robes as the 
  disabled followers of Trithereon, dark purple robes with 
  have mesh black clothes sowed over the opening in the 
  hoods which are drawn unto their heads, concealing 
  their faces from view but not affecting their ability to see. 
   
  CREATURES 
  APL 4 (EL 6) 
  Arcadym: hp 13; Appendix 1. 
  Lodd: hp 26; Appendix 1. 
  Lavi: hp 20; Appendix 1. 
   
  APL 6 (EL 8) 
  Arcadym: hp 22; Appendix 1. 
  Lodd: hp 45; Appendix 1. 
  Lavi: hp 31; Appendix 1. 
   
  APL 8 (EL 10) 
  Arcadym: hp 31; Appendix 1. 
  Lodd: hp 62; Appendix 1. 
  Lavi: hp 42; Appendix 1. 
   
  APL 10 (EL 12) 
  Arcadym: hp 40; Appendix 1. 
  Lodd: hp 79; Appendix 1. 
  Lavi: hp 53; Appendix 1. 
   
  APL 12 (EL 14) 
  Arcadym: hp 49; Appendix 1. 
  Lodd: hp 96; Appendix 1. 
  Lavi: hp 64; Appendix 1. 
   
  Tactics 
  A map of the Harbingers’ Lair is in Appendix 3: DM 
  Maps, and denotes the position of the three followers of 
  Erythnul, along with the locations of the eight helpless 
  Trithereon followers in the chamber, who are to the right 
  and left of the passage into the lair were the party will 
  SHL7-08 Rights and Wrongs 
   
  Page 20 
  
  enter from. During combat, the followers of Erythnil will 
  not care if they hit the helpless Harbingers, though their 
  primary concern will be to stop the party from 
  interfering and escaping. 
   
  During the combats, Arcadym will attempt to keep 
  his distance, due to his low hit points and AC, using his 
  magic to protect himself and his allies, since none of the 
  followers of Erythnul is heavily armored. He has a wide 
  variety of spells, items, and abilities at his disposal, and 
  should utilize them depending upon the situation. At 
  higher levels, he will have a few spells precasted upon 
  himself and Lavi, and his items provide additional 
  abilities for the battlefield and his own protection. 
   
  Lodd is a fierce warrior, chosen to rage and enter 
  close combat, preferring to cause horrid wounds with 
  little concern for himself. Several of his feats can be used 
  with his raging ability to give him more survivability, and 
  his prestige class opens several attack choices to increase 
  the damage he can cause, which he will use early and 
  often. At higher APLs, these abilities are usable multiple 
  times per day, and a variety of magical items can also be 
  used to increase his combat potential. 
   
  Lavi is a light fighter, utilizing finesse in combat. She 
  is more likely to get spells from Arcadym to protect 
  herself, and has a variety of magical items to increase her 
  offensive and defensive capabilities. She will employ 
  blast disks if able to, but will also concentrate on making 
  sure she can sneak attack, either by flanking or bluffing 
  in combat, to maximize her combat potential. 
   
  Familiarize yourself with the abilities, feats, and 
  magical items of the followers of Erythnul for this 
  combat, as they are numerous and varied, given them a 
  few differing measures to call upon in this combat. 
   
  Treasure: If the PCs defeat the followers of Erythnul, 
  they may claim their equipment: 
   
  APL 4: Loot 109 gp; Coin 40 gp; Magic 301 gp; 2 
  blast disks (75 gp each), bracers of armor +1 (83 gp), 
  eternal wand (ray of clumsiness) (68 gp); Total 450 gp. 
   
  APL 6: Loot 80 gp; Coin 80 gp; Magic 944 gp; 2 blast 
  disks (75 gp each), bracers of armor +1 (83 gp), breastplate 
  +1 (112 gp), 3 cloaks of resistance +1 (83 gp each), eternal 
  wand (ray of clumsiness) (68 gp), headband of conscious 
  effort (166 gp), rod of sliding (116 gp); Total 1,104 gp. 
   
  APL 8: Loot 54 gp; Coin 120 gp; Magic 1,552 gp; belt 
  of one mighty blow (125 gp), 2 blast disks (75 gp each), 
  bracers of armor +1 (83 gp), breastplate +1 (112 gp), 3 
  cloaks of resistance +1 (83 gp each), eternal wand (ray of 
  clumsiness) (68 gp), headband of conscious effort (166 
  gp), ranseur +1 (192 gp), rod of sliding (116 gp) , 
  quicksilver boots (291 gp); Total 1,726 gp. 
   
  APL 10: Loot 54 gp; Coin 160 gp; Magic 1,885 gp; 
  belt of one mighty blow (125 gp), 2 blast disks (75 gp 
  each), bracers of armor +1 (83 gp), breastplate +1 (112 gp), 
  3 cloaks of resistance +1 (83 gp each), eternal wand (ray of 
  clumsiness) (68 gp), headband of conscious effort (166 
  gp), headband of intellect +2 (333 gp), ranseur +1 (192 
  gp), rod of sliding (116 gp) , quicksilver boots (291 gp); 
  Total 2,099 gp. 
   
  APL 12: Loot 54 gp; Coin 200 gp; Magic 3,592 gp; 
  belt of one mighty blow (125 gp), 2 blast disks (75 gp 
  each), bracers of armor +1 (83 gp), breastplate +1 (112 gp), 
  3 cloaks of resistance +2 (333 gp each), counterstrike 
  bracers (208 gp), eternal wand (ray of clumsiness) (68 gp), 
  fiery tunic (416 gp), gloves of dexterity +2 (333 gp), 
  headband of conscious effort (166 gp), headband of 
  intellect +2 (333 gp), ranseur +1 (192 gp), rod of sliding 
  (116 gp) , quicksilver boots (291 gp); Total 3,846 gp. 
   
   
   
  Detect Magic Results: belt of one mighty blow 
  (faint; DC 17, transmutation), blast disk (faint; DC 17, 
  evocation), bracers of armor +1 (moderate; DC 16, 
  conjuration), breastplate +1 (faint; DC 18, transmutation), 
  cloak of resistance +1 (faint; DC 15, abjuration), cloak of 
  resistance +2 (faint; DC 15, abjuration), counterstrike 
  bracers (faint; DC 17, transmutation), eternal wand (ray of 
  clumsiness) (faint; DC 16, transmutation), fiery tunic 
  (moderate; DC 18, conjuration), gloves of dexterity +2 
  (moderate; DC 17, transmutation), headband of conscious 
  effort (moderate; DC 18, transmutation), headband of 
  intellect 
  +2 
  (moderate; 
  DC 
  17, 
  transmutation), 
  quicksilver boots (faint; DC 17, illusion), ranseur +1 
  (faint; DC 18, transmutation) , rod of sliding (moderate; 
  DC 19, transmutation).  
   
  TROUBLESHOOTING 
  Defeat in either of these encounters spells death to the 
  characters, either during the combats or afterwards as 
  sacrifices to Erythnul. Even with this outcome, the 
  Inquisition does eventually discover the lair of the 
  Harbingers of Retribution and assault it, discovering the 
  remains of the characters there, as well as their 
  equipment, allowing for the chance of the characters to 
  be raised from the dead. It is also possible that the 
  characters may retreat if overwhelmed, which is an 
  acceptable option. If the party does not reveal the 
  location of the lair in short order however, to either the 
  Council of Inquisition, the Brothers of Liberty, or other 
  group, Arcadym and his allies will escape after 
  slaughtering the disabled followers of Trithereon in a 
  bloody and horrific method to their dark god.  
   
  DEVELOPMENT 
  After defeating the faithful of Erythnul, the disabled 
  followers of Trithereon will still be done, leading the 
  party to have to decide what to do with them in the next 
  encounter. 
   
  6: RESOLUTIONS 
  After saving the misguided Trithereon followers, ten in 
  count, the party must decide what to do with them. Two 
  differing fates possible await them, depending on the 
  party’s decision. There are two parties that want the 
  followers delivered to them for their fates, including the 
  Council of Inquisition via Seneschal Rylaint (at the 
  orders of Lord Sharn) or Speaker Pribb and his fellow 
  Brothers of Liberty.  
  SHL7-08 Rights and Wrongs 
   
  Page 21 
  
   
  If roused, the members of the Harbingers of 
  Retribution will still be too weak for a while to move 
  about, and will thank the party for saving them. If asked, 
  they will have the same general stories, about being 
  persuaded by Lodd to join the Harbingers, and then 
  meeting Arcadym, who managed to convince them that 
  his methods would get results. All will be rather shaken if 
  Arcadym’s true loyalties are revealed to them, as they had 
  no idea of his truth faith. 
   
  If anything of the Council of Inquisition is 
  mentioned, they will beg to not be brought before them 
  for justice, even though in their weakened states, that 
  cannot stop the party from doing so. They feared for their 
  well-being if delivered to the Inquisition, regardless of 
  what the characters think. The promises of characters 
  defending or speaking for the Harbingers is meet with 
  little optimism, as the Trithereon followers have little 
  faith in compassion from the Inquisition. 
   
  If offered the chance to go to Speaker Pribb for 
  guidance, the Harbingers will state they are willing to 
  work with the Speaker on their issues. They are truly 
  sadden with the events that they are involved in, and 
  wish to make amends for the suffering they caused, but 
  still feel that the Inquisition and other recent changes are 
  not good for the Shield Lands. 
   
  Regardless, it should be evident that the fates of the 
  Harbingers are in the hands of the characters. Determine 
  what course of action the party wishes to pursue, and 
  then utilize the section below for the outcomes of their 
  decision. This course of action could vary greatly on a 
  character by character basis, and it is possible for the 
  characters to try and take actions opposing their 
  companions, though the results of their actions may vary. 
  The results of their actions will have bearings their 
  individual rewards on the AR. 
   
  DELIVERED TO THE COUNCIL OF INQUISITION 
  If the party decides to deliver the members of the 
  Harbingers of Retribution to the Inquisition or Seneschal 
  Rylaint, the party will be able to secure the ten members 
  with little difficulty, given their weakened state. Once 
  delivered, either to the Inquisition or Seneschal Rylaint, 
  they will be given thanks for delivering the Harbingers 
  to face justice for their crimes. If any of the characters 
  wish to speak on the Harbingers behalf, statements are 
  collected by an Inquisitor, and those defending the 
  Harbingers are faced with questions on why they should 
  be granted mercy for their actions. They will note the 
  influence of the followers of Erythnul misguiding the 
  followers, and state it will be considered during the trial 
  of the Harbingers. 
   
  Upon deliver of the Harbingers to the Council of 
  Inquisition, Speaker Pribb will approach the character 
  afterwards, chastising their decision. He will show 
  obvious anger at the deliver of his fellow followers of 
  Trithereon to the Inquisition, and blame the party for any 
  harm that comes to them. 
   
  For delivering the Harbingers to the forces of the 
  Inquisition, those party members will receive the 
  Attention of the Council of Inquisition: Favorable and 
  the Favor of Lord Simen Sharn on their ARs for their 
  actions, along with earning the Disfavor of the Brothers 
  of Liberty. In addition to the above favors, characters will 
  also receive the Law’s Reward on their AR. 
   
  The only exception to these rewards is granted to 
  those who do not assist in delivering the Harbingers to 
  the forces of the Inquisition and instead immediately go 
  to the forces of the Brothers of Liberty. They will instead 
  gain the Favor of the Brothers of Liberty on their AR, 
  along with earning the Attention of the Council of 
  Inquisition: Unfavorable and the Disfavor of Lord Simen 
  Sharn for not supporting their efforts in maintaining the 
  laws of the Shield Lands. Any characters choosing this 
  course of action receive neither Law’s Reward nor 
  Mercy’s Reward. 
   
  DELIVERED TO THE BROTHERS OF LIBERTY 
  If the party decides to deliver the members of the 
  Harbingers of Retribution to the Brothers of Liberty or 
  Speaker Pribb, the party will be able to escort them safely 
  to either party, even with their weakened states. Once 
  delivered safely, they will be given thanks for deliver the 
  Harbingers to their fellows, allowing them to seek 
  atonement and guidance for their parts in the strife 
  caused by the followers of Erythnul that mislead them. 
  After receiving their mislead fellows, they will leave the 
  party and move the former Harbingers into hiding to 
  protect them from forces that may soon pursue. 
   
  Shortly after the Brothers of Liberty have left, the 
  party will be tracked down by Seneschal Rylaint and 
  members of the Inquisition. He will demand an update of 
  their progress in their investigation, and will not be 
  happy to hear that any members of the Harbingers were 
  released and not delivered to the Inquisition. He will 
  state disappointed in the characters, and inform them 
  that their actions will be monitored in the future. 
   
  For delivering the Harbingers to the Brothers of 
  Liberty, those party members will receive the Attention 
  of the Council of Inquisition: Unfavorable and the 
  Disfavor of Lord Simen Sharn on their ARs for their 
  actions, along with earning the Favor of the Brothers of 
  Liberty. In addition to the above favors, characters will 
  also receive the Mercy’s Reward on their AR. 
   
  The only exception to these rewards is granted to 
  those who do not assist in delivering the Harbingers to 
  the Brothers of Liberty and instead immediately go to the 
  forces of the Inquisition. They will instead gain the 
  Disfavor of the Brothers of Liberty on their AR, along 
  with earning the Attention of the Council of Inquisition: 
  Favorable and the Favor of Lord Simen Sharn for not 
  supporting their efforts in maintaining the laws of the 
  Shield Lands. Any characters choosing this course of 
  action receive neither Law’s Reward nor Mercy’s Reward. 
   
  TROUBLESHOOTING 
  Parties should not abandon the Harbingers in the sewers, 
  as it is evident that they may not survive if left there. 
  They will perish if not escorted out of the sewers, and if 
  SHL7-08 Rights and Wrongs 
   
  Page 22 
  
  left will cause the characters involved to earn all negative 
  favors on their ARs and none of the rewards for their 
  actions. 
   
  DEVELOPMENT 
  Depending upon the choice of the party, the fate of the 
  Harbingers and the other worshippers of Trithereon will 
  be decided. Utilize the result below that goes with either 
  outcome described in this encounter. 
   
  CONCLUSION 
  For parties that deliver the Harbingers to the forces of 
  the Inquisition: 
   
  In the days following your decision, nothing concrete 
  is heard on the fate of the Harbingers of Retribution, 
  as rumors and speculation are heard throughout all of 
  Critwall. It seems the Council of Inquisition is still 
  debating the fates of those involved, and undecided 
  in their response. 
   
  Approaching the square where you were drawn 
  into the recent events nearly a tenday ago, the voice 
  of Lord Simen Sharn can be heard clearly, the quiet 
  undertones of a crowd listening intently serving as an 
  underscore to his speech. Approaching the square to 
  hear better, you spy a large crowd attending his 
  appearance. 
   
  “The Harbingers of Retribution were lead astray 
  by those with evil in their hearts, but never gave 
  praise to the Lord of Slaughter, the Lord of Strife. 
  They maintain their innocence by remaining faithful 
  to their god Trithereon, and thus innocent of the 
  crime of worship of an evil power within the Shield 
  Lands,” states Lord Sharn, his tone sympathetic to the 
  Harbingers plight. His next statement, however, 
  carries the weight of a judge upon it. “That does not, 
  however, forgive the crime of belonging with a group 
  that caused death and chaos within our borders. 
  During their time in custody with the Council of 
  Inquisition, they admitted to being members of a 
  group that caused the death of law-abiding citizens, 
  and thus are guilty of murder most heinous, of which 
  their punishment, carried forth to today, is death. 
  May both Heironeous and Trithereon have mercy on 
  their souls.” 
   
  Rounding the buildings blocking your view of 
  the square, you arrive in time to see the trapdoors of 
  the gallows open underneath the Harbingers of 
  Retribution, as they fall suddenly to their quick 
  deaths, the snapping of their necks echoing 
  throughout the square. The assembled crowd cheers 
  in acceptance and on the balcony above, Lord Sharn 
  and his entourage have the look of satisfaction at the 
  justice carried out today against enemies of the laws 
  of the Shield Lands… 
   
   
  For parties that deliver the Harbingers to the Brothers of 
  Liberty: 
   
  In the days following your decision, nothing concrete 
  is heard on the fate of the Harbingers of Retribution, 
  as rumors and speculation are heard throughout all of 
  Critwall. It seems the parties involved have not made 
  public their reactions in the occurrences yet.  
   
  Approaching the square where you were drawn 
  into the recent events nearly a tenday ago, the voice 
  of Lord Simen Sharn can be heard clearly, the quiet 
  undertones of a crowd listening intently serving as an 
  underscore to his speech. Approaching the square to 
  hear better, you spy a large crowd attending his 
  appearance. 
   
  “The Harbingers of Retribution were lead astray 
  by those with evil in their hearts, but never gave 
  praise to the Lord of Slaughter, the Lord of Strife. 
  They maintain their innocence by remaining faithful 
  to their god Trithereon, and thus innocent of the 
  crime of worship of an evil power within the Shield 
  Lands,” states Lord Sharn, his tone sympathetic to the 
  Harbingers plight. His next statement, however, 
  carries the weight of a judge upon it. “That does not, 
  however, forgive the crime of belonging with a group 
  that caused death and chaos within our borders. Even 
  more grievous is the actions of the Brothers of 
  Liberty, who welcomed these lawbreakers into their 
  group with open arms and understand, refusing to see 
  the call of justice for the crimes committed by the 
  Harbingers against the Shield Lands. These actions 
  cannot, and will not be ignored, and thus have to be 
  address.” 
   
  Rounding the buildings blocking your view of 
  the square, you arrive to see Lord Simen Sharn and 
  his entourage high above the crowd, a look of 
  resolution and drive upon his face. “For the crimes 
  committed by the Harbingers of Retribution and 
  their sheltering by the Brothers of Liberty, the 
  Council of Lords, upon the recommendation of the 
  Council of Inquisition, has no choice to find both 
  groups guilty of high crimes against the Shield Lands, 
  and wanted by the Council for punishment. 
  Furthermore, do to the relation of the groups to the 
  faithful of Trithereon, we have no choice but to 
  demand that those faithful surrender themselves to 
  the Inquisition. Furthermore, any group that speaks 
  forth against the Council of Inquisition is from today 
  forth is guilty of treason, as that law has, with a heavy 
  heart, been added to the Acts of Protection, to better 
  the causes of law and order in the Shield Lands.” The 
  crowd below him cheers in approval, as the faithful of 
  Trithereon have today become the enemies of the 
  Shield Lands… 
   
    
  Any follower of Trithereon is now Wanted by the 
  Council, and is noted as so on their AR. They should 
  contact the Triad Point of Contact if they wish to turn 
  themselves in to the Council of Inquisition upon the 
  announcement of the Council of Lords’ decree. 
   
  SHL7-08 Rights and Wrongs 
   
  Page 23 
  
  EXPERIENCE POINT SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: EXECUTIONS – RESCUE ATTEMPT 
  Stop Rescue Attempt 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
  Defeat or Pass Guardian Creatures 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  5: REVELATIONS − HARBINGERS’ LAIR 
  Defeat followers of Erythnul  
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
   
  STORY AWARD 
  Find the missing followers of Trithereon and 
  decide their fate: 
  APL 4  
  60 XP 
  APL 6  
  80 XP 
  APL 8  
  100 XP 
  APL 10  
  120 XP 
  APL 12  
  140 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 4  
  75 XP 
  APL 6  
  100 XP 
  APL 8  
  125 XP 
  APL 10  
  150 XP 
  APL 12  
  175 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  1: EXECUTIONS – RESCUE ATTEMPT 
   
  APL 4: Loot 261 gp; Coin 12 gp; Magic 8 gp; 4 scrolls 
  of faith healing (2 gp each); Total 281 gp. 
   
  APL 6: Loot 261 gp; Coin 24 gp; Magic 8 gp; 4 scrolls 
  of faith healing (2 gp each); Total 293 gp. 
   
  APL 8: Loot 261 gp; Coin 36 gp; Magic 8 gp; 4 scrolls 
  of faith healing (2 gp each); Total 305 gp. 
   
  APL 10: Loot 261 gp; Coin 48 gp; Magic 754 gp; 2 
  periapts of wisdom +2 (333 gp each), 2 incenses of 
  concentration (20 gp each), 2 potions of faith healing (20 
  gp each), 4 scrolls of faith healing (2 gp each); Total 1,063 
  gp. 
   
  APL 12: Loot 261 gp; Coin 48 gp; Magic 754 gp; 2 
  periapts of wisdom +2 (333 gp each), 2 incenses of 
  concentration (20 gp each), 2 potions of faith healing (20 
  SHL7-08 Rights and Wrongs 
   
  Page 24 
  
  gp each), 4 scrolls of faith healing (2 gp each); Total 1,063 
  gp. 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
   
  APL 4: Loot 0 gp; Coin 12 gp; Magic 0 gp; Total 12 
  gp. 
   
  APL 6: Loot 0 gp; Coin 24 gp; Magic 0 gp; Total 24 
  gp. 
   
  APL 8: Loot 0 gp; Coin 48 gp; Magic 0 gp; Total 48 
  gp. 
   
  APL 10: Loot 0 gp; Coin 96 gp; Magic 0 gp; Total 96 
  gp. 
   
  APL 12: Loot 0 gp; Coin 192 gp; Magic 0 gp; Total 
  192 gp. 
   
   
  5: REVELATIONS – HARBINGERS’ LAIR 
   
  APL 4: Loot 109 gp; Coin 40 gp; Magic 301 gp; 2 
  blast disks (75 gp each), bracers of armor +1 (83 gp), 
  eternal wand (ray of clumsiness) (68 gp); Total 450 gp. 
   
  APL 6: Loot 80 gp; Coin 80 gp; Magic 944 gp; 2 blast 
  disks (75 gp each), bracers of armor +1 (83 gp), breastplate 
  +1 (112 gp), 3 cloaks of resistance +1 (83 gp each), eternal 
  wand (ray of clumsiness) (68 gp), headband of conscious 
  effort (166 gp), rod of sliding (116 gp); Total 1,104 gp. 
   
  APL 8: Loot 54 gp; Coin 120 gp; Magic 1,552 gp; belt 
  of one mighty blow (125 gp), 2 blast disks (75 gp each), 
  bracers of armor +1 (83 gp), breastplate +1 (112 gp), 3 
  cloaks of resistance +1 (83 gp each), eternal wand (ray of 
  clumsiness) (68 gp), headband of conscious effort (166 
  gp), ranseur +1 (192 gp), rod of sliding (116 gp) , 
  quicksilver boots (291 gp); Total 1,726 gp. 
   
  APL 10: Loot 54 gp; Coin 160 gp; Magic 1,885 gp; 
  belt of one mighty blow (125 gp), 2 blast disks (75 gp 
  each), bracers of armor +1 (83 gp), breastplate +1 (112 gp), 
  3 cloaks of resistance +1 (83 gp each), eternal wand (ray of 
  clumsiness) (68 gp), headband of conscious effort (166 
  gp), headband of intellect +2 (333 gp), ranseur +1 (192 
  gp), rod of sliding (116 gp) , quicksilver boots (291 gp); 
  Total 2,099 gp. 
   
  APL 12: Loot 54 gp; Coin 200 gp; Magic 3,592 gp; 
  belt of one mighty blow (125 gp), 2 blast disks (75 gp 
  each), bracers of armor +1 (83 gp), breastplate +1 (112 gp), 
  3 cloaks of resistance +2 (333 gp each), counterstrike 
  bracers (208 gp), eternal wand (ray of clumsiness) (68 gp), 
  fiery tunic (416 gp), gloves of dexterity +2 (333 gp), 
  headband of conscious effort (166 gp), headband of 
  intellect +2 (333 gp), ranseur +1 (192 gp), rod of sliding 
  (116 gp) , quicksilver boots (291 gp); Total 3,846 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 4: Loot 370 gp; Coin 64 gp; Magic 309 gp; Total 
  743 gp (max 650 gp). 
   
  APL 6: Loot 341 gp; Coin 128 gp; Magic 952 gp; Total 
  1,421 gp (max 900 gp). 
   
  APL 8: Loot 315 gp; Coin 204 gp; Magic 1,560 gp; 
  Total 2,079 gp (max 1,300 gp). 
   
  APL 10: Loot 315 gp; Coin 304 gp; Magic 2,639 gp; 
  Total 3,258 gp (max 2,300 gp). 
   
  APL 12: Loot 315 gp; Coin 440 gp; Magic 4,346 gp; 
  Total 5,101 gp (max 3,300 gp). 
   
  ADVENTURE RECORD 
  Thanks of those Saved: For saving their lives, those who you 
  rescued from death will remember your deed. In any Shield 
  Lands regional event that you die in and choose to be raised 
  from the dead, those you saved will help you cover half of the 
  cost of the material components required for your return to life, 
  and the churches of the Shield Lands will cover the costs of the 
  casting after hearing of your past deeds. 
   
  Badge of Revelation: You have purchased a badge of revelation 
  from the Council of Inquisition, which provides physical proof 
  to those seeing it of your true being. 
   
  Attention of the Council of Inquisition: Favorable / 
  Unfavorable 
   
  Favor / Disfavor of Lord Simen Sharn 
   
  Favor / Disfavor of the Brothers of Liberty 
   
  Wanted by the Council 
   
  Law’s Reward: You have turned in criminals of the Shield 
  Lands to the Inquisition and allowed the due process of law to 
  proceed. For your efforts, the Inquisition and those who support 
  it have given you access to their magic, and you now have Open 
  access to two of the following spells: mass align weapon2 [lawful 
  only], axiomatic storm2, axiomatic water2, mantle of law2, wall of 
  law2. Also, they have given you one-time regional access to the 
  axiomatic1 weapon enhancement, along with regional access to 
  the items below marked with a *. 
   
  Mercy’s Reward: You have turned over misguided souls to the 
  care of a priest of Trithereon, so that they may earn penance for 
  their misdeeds. For your act of mercy, the local followers of 
  Trithereon have given you access to their magic, and you now 
  have Open access to two of the following spells: mass align 
  weapon2 [chaotic only], anarchic storm2, anarchic water2, 
  mantle of chaos2, wall of chaos2. Also, they have given you one-
  time regional access to the anarchic1 weapon enhancement, 
  along with regional access to the items below marked with a **. 
   
  1Dungeon Master Guide 2Spell Compendium 
   
  ITEMS FOUND 
  APL 4: 
  • Blast disk (Adventure; MIC) 
  • Eternal wand (ray of clumsiness) (Adventure; CL 1st; 
  MIC) 
  • Hat of disguise (Regional; DMG)** 
  • Inquisitor bracers (Regional; MIC)* 
  • Scroll – faith healing (Adventure; CL 1st; 25 gp) 
   
  APL 6 (all of APLs 4 plus the following): 
  • Gloves of fortunate striking (Regional; MIC)** 
  • Headband of conscious effort (Adventure; MIC) 
  SHL7-08 Rights and Wrongs 
   
  Page 25 
  
  SHL7-08 Rights and Wrongs 
   
  Page 26 
  • Rod of sliding (Adventure; MIC) 
  • Stone of alarm (Regional; DMG)* 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • Belt of one mighty blow (Adventure; MIC) 
  • Lense of detection (Regional; DMG)* 
  • Quicksilver boots (Adventure; MIC) 
  • Vest of escape (Regional; DMG)** 
   
  APL 10 (all of APLs 4-8 plus the following): 
  • Incense of concentration (Adventure; MIC) 
  • Potion – faith healing (Adventure; CL 5th; 250 gp) 
  • Shirt of slaadskin (Regional; MIC)** 
  • Shirt of the inevitable (Regional; MIC)* 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • Counterstrike bracers (Adventure; MIC) 
  • Fiery tunic (Adventure; MIC) 
  • Lenses of true form (Regional; MIC)* 
  • Ring of mind shielding (Regional; DMG)** 
   
   
  
  APPENDIX 1: APL 4
  1: EXECUTIONS – RESCUE ATTEMPT 
  H E X T O R I T E  R E S C U E R 
  CR  4 
  Male human (Oer) cleric 4 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 26 (4 HD) 
  Fort +6, Ref +2, Will +7 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee light flail +5 (1d8+1) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +3; Grp +4 
  Atk Options Destruction domain,  
  Special Actions Law devotion, turn undead 
  Combat Gear light flail, light crossbow, 10 bolts, 3 
  daggers, 2 scrolls of faith healing 
  Cleric Spells Prepared (CL 4th): 
   2nd— bear’s endurance�, shatterD (DC 15), sound 
  burst (DC 15), spiritual weapon 
   1st— bless�, divine favor, faith healing, magic 
  weaponD�, shield of faith� 
   0— cure minor wound, detect magic, guidance, 
  light, resistance 
  �Already cast 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  War  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 
  14  
  SQ nil 
  Feats 
  Extra 
  Turning, 
  Law 
  Devotion, 
  Somatic 
  Weaponry, Weapon Focus (light flail)B  
  Skills Concentration +9, Knowledge (religion) +7, 
  Spellcraft +7 
  Possessions combat gear plus full plate, heavy steel 
  shield 
  Destruction Domain (Su) Gain smite ability, to make 
  a single melee attack with a +4 bonus on attack 
  rolls and a +4 bonus on damage rolls (if you hit), 
  usable once per day. 
  Turn Undead (Su) 9/day; 1d20+2; turning damage 
  2d6+6 
   
  Power-Up Suite: Prepared – bear’s endurance (11 
  rounds remaining), bless (10 rounds remaining), 
  magic weapon (12 rounds remaining), shield of 
  faith (13 rounds remaining): AC 23 touch 13 
  flatfooted 22 (+2 deflection), hp 34, Fort +8, Will 
  +7, Melee - light flail +7 (1d8+2), Ranged - light 
  crossbow +5, Con 18, Concentration +9  
  Physical Description: Draped in a dark robe, glints of 
  steel betray the heavy armor worn underneath it. 
  Wielding a flail and carrying a heavy shield, a look 
  of resolve is carried on this Oeridian male’s face. 
   
  H E X T O R I T E  P R I S O N E R 
  CR  0 
  Male human (Oer) warrior 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +3 (1d4+2) 
  Ranged dagger +2 (1d4+2/19-20) 
  Base Atk +1; Grp +3 
  Atk Options nil 
  Special Actions nil  
  Combat Gear nil 
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 
  10  
  Feats Alertness  
  Skills Climb +6, Intimidate +4 
  Possessions combat gear plus prisoner outfit 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
  N E M O U D  T H E  H O U N D 
  CR  3 
  Anarchic Advanced Wolf 
  CN Medium Magical Beast (Extraplanar) 
  Init +2; Senses darkvision 60’, low-light vision, scent; 
   Listen +3, Spot +3 
  AC 14, touch 12, flat-footed 12 
  hp 37  (5 HD); fast healing 1  
  Immune petrification, polymorph 
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +7, Ref +6, Will +2 
  Speed 50 ft. (10 squares) 
  Melee bite +5 (1d6+1) 
  Base Atk +3; Grp +4 
  Atk Options Smite Law, Trip  
  Abilities Str 13, Dex 15, Con 16, Int 3, Wis 12, Cha 6  
  Feats Improved Trip, Track B, Weapon Focus (bite)  
  Skills  Hide +5, Move Silently +3, Survival +1* 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Trip (Ex) A wolf that hits with a bite attack can attempt 
  to trip the opponent (+5 check modifier) as a free 
  action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to the trip the wolf. 
  Skills *+4 racial bonus on Survival checks when 
  tracking by scent 
   
  H AR M S  T H E  F AL C O N 
  CR  3 
  Anarchic Dire Hawk 
  CN Medium Magical Beast (Extraplanar) 
  Init +6; Senses darkvision 60’, low-light vision;     
  Listen +8, Spot +10*  
  AC 19, touch 16, flat-footed 13 
  SHL7-08 Rights and Wrongs 
   
  Page 27 
  
  hp 32 (5 HD); fast healing 1  
  Immune petrification, polymorph  
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +6, Ref +10, Will +6 
  Speed 10 ft. (2 squares), fly 80 ft. [average] (16 
  squares) 
  Melee 2 talons +9 (1d4+1) and bite +4 (1d6) 
  Base Atk +3; Grp +4 
  Atk Options Smite Law 
  Abilities Str 12, Dex 22, Con 15, Int 3, Wis 15, Cha 
  11  
  Feats Alertness, Weapon Finesse  
  Skills Hide +6, Move Silently +8 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Skills * A dire hawk receives a +8 racial bonus to 
  Spot checks in daylight.  
   
  C ARO LK THE  S E A L I Z ARD 
  CR  3 
  CN Medium Magical Beast (Extraplanar) 
  Init +1; Senses darkvision 60’, low-light vision;     
  Listen +4, Spot +4  
  AC 15, touch 11, flat-footed 14 
  hp 34 (4 HD); fast healing 1  
  Immune petrification, polymorph  
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +8, Ref +5, Will +2 
  Speed 20 ft. (4 squares), Swim 30 ft. (6 squares) 
  Melee bite +7 (1d8+6) or tail slap +7 (1d12+6) 
  Base Atk +3; Grp +7 
  Atk Options Improved Grab, Smite Law 
  Abilities Str 19, Dex 12, Con 18, Int 3, Wis 12, Cha 2  
  SQ Hold Breath 
  Feats Alertness, Skill Focus (Hide)  
  Skills Hide +7*, Swim +12 
  Improved Grab (Ex) When a crocodile hits with its 
  bite attack, it can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with 
  its mouth and drags it into deep water, attempting 
  to pin it to the bottom.  
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Hold Breath (Ex) A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution 
  score before it risks drowning.   
  Skills A crocodile has a +8 racial bonus to any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  * A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocodile can 
  lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  5: REVELATIONS − HARBINGERS’ LAIR 
  AR C AD Y M 
  CR  3 
  Male Human (Oeridian) sorcerer 3 
  CE Medium Humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Abyssal, Draconic  
  AC 11, touch 11, flat-footed 10 
  hp 13 (3 HD)  
  Fort +3, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +0 (1d6-1) 
  Ranged light crossbow +2 (1d8) 
  Base Atk +1; Grp +0 
  Atk Options Spells 
  Combat Gear quarterstaff, light crossbow, 10 bolts, 
  eternal wand [ray of clumsiness] (CL 1st) 
  Class Spells Known (CL 3rd): 
  1st (6/day)—grease (DC 15), magic missile, ray of 
  enfeeblement 
  0 (6/day)—acid splash, daze (DC 14), detect magic, 
  ray of frost, touch of fatigue (DC 14) 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 13, Cha 
  18  
  SQ Summon Familiar (none summoned) 
  Feats Blood Calls to Blood, Eschew Materials, Keeper 
  of Forbidden Lore  
  Skills Bluff +5, Concentration +8, Gather Information 
  +2, Knowledge (arcana) +7, Knowledge (the 
  planes) +9, Spellcraft +11 
  Possessions combat gear plus robe 
   
  L O D D 
  CR  3 
  Male Half-Orc barbarian 1/fighter 2 
  CE Medium humanoid 
  Init +2; Senses Listen +4, Spot +0 
  Languages Common, Orcish  
  AC 17, touch 12, flat-footed 15 
  hp 26 (3 HD) 
  Fort +8, Ref +2, Will +0  
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee ranseur +8 (2d4+6, x3, 10’ reach) 
  Ranged javelin +5 (1d6+4) 
  Base Atk +3; Grp +7 
  Atk Options Improved Sunder, Power Attack, Rage 
  (1/day) 
  Special Actions Mad Foam Rager 
  Combat Gear masterwork ranseur, 6 javelins, dagger 
  Abilities Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 
  6  
  Feats Improved Sunder, Mad Foam Rager, Power 
  Attack, Reckless Rage  
  Skills Intimidate +3, Knowledge (Religion) +3, 
  Survival +4, Swim +3 
  Possessions combat gear plus robes, masterwork 
  breastplate 
  SHL7-08 Rights and Wrongs 
   
  Page 28 
  
  SHL7-08 Rights and Wrongs 
   
  Page 29 
   
  Power-Up Suite: Raging – +6 Str, +6 Con, +2 
  morale to Will saves, -4 AC, duration 9 rounds: AC 
  13, touch 8, flatfooted 11, hp 35, Fort +11, Will +2, 
  Melee – ranseur +11 (2d4+10, x3, 10’ reach), 
  Ranged – javelin +5 (1d6+7), Grp +10, Str 24, Con 
  22, Swim +6 
   
  L AV I   
  CR  3 
  Female human (Oeridian) fighter 2/rogue 1 
  CE Medium humanoid 
  Init +3; Senses Listen +4, Spot +4 
  Languages Common, Abyssal, Flan, Orcish 
  AC 14, touch 13, flat-footed 11 
  hp 20 (3 HD) 
  Fort +5, Ref +5, Will +0  
  Speed 30 ft. (6 squares) 
  Melee dagger +7 (1d4+2, 19-20) or dagger +5 
  (1d4+2, 19-20) and dagger +5 (1d4+1, 19-20) 
  Ranged dagger +6 (1d4+2) 
  Base Atk +2; Grp +4 
  Atk Options Far Shot, Point Blank Shot, Sneak 
  Attack +1d6 
  Combat Gear 2 masterwork daggers, 4 daggers, 2 
  blast disks 
  Abilities Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 
  10  
  SQ Trapfinding 
  Feats Far Shot, Point Blank Shot, Two-Weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dagger)  
  Skills Balance +7, Bluff +4, Climb +7, Diplomacy +4, 
  Disguise +4, Escape Artist +7, Hide +7, Jump +7, 
  Move Silently +7, Sense Motive +4, Sleight of 
  Hand +7, Swim +4, Tumble +9 
  Possessions combat gear plus robes, bracers of 
  armor +1 
   
   
   
  
  APL 6 
  1: EXECUTIONS – RESCUE ATTEMPT 
  H E X T O R I T E  R E S C U E R 
  CR  6 
  Male human (Oer) cleric 4/ ordained champion 2 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +5 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 39 (6 HD) 
  Fort +9, Ref +2, Will +10 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee light flail +7 (1d8+1) 
  Ranged light crossbow +6 (1d8/19-20) 
  Base Atk +5; Grp +6 
  Atk 
  Options 
  Destruction 
  domain, 
  Modified 
  Spontaneous Casting, Power Attack, Smite 
  Special Actions Law Devotion, rebuke undead 
  Combat Gear light flail, light crossbow, 10 bolts, 3 
  daggers, 2 scrolls of faith healing 
  Cleric Spells Prepared (CL 5th): 
   3rd— blindness/deafness (DC 16), contagionD (DC 
  16), dispel magic 
   2nd— bear’s endurance�, hold person (DC 15), 
  shatterD (DC 15), sound burst (DC 15) 
   1st— bless�, divine favor, faith healing, magic 
  weaponD�, shield of faith� 
   0— cure minor wound, detect magic, guidance, 
  light, resistance 
  �Already cast 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  Evil, War  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 
  14  
  SQ Continued Advancement 
  Feats Combat Casting, DiehardB, Extra Turning, Law 
  Devotion, Power AttackB, Somatic Weaponry, 
  Weapon Focus (light flail)B  
  Skills Concentration +11, Knowledge (religion) +7, 
  Spellcraft +9 
  Possessions combat gear plus full plate, heavy steel 
  shield 
  Destruction Domain (Su) Gain smite ability, to make 
  a single melee attack with a +4 bonus on attack 
  rolls and a +6 bonus on damage rolls (if you hit), 
  usable once per day. 
  Modified Spontaneous Casting (Ex) If a champion 
  has cleric levels, the champion lose the ability to 
  spontaneously cast cure or inflict spells. Instead, 
  the champion can swap out previously prepared 
  cleric spells for any spells of equal or lower level 
  from the War domain. This alteration applies even 
  to levels a champion gains as a cleric after 
  becoming an ordained champion. 
   
  If not a cleric, modified spontaneous casting does 
  not apply to the champion, even if the champion 
  spontaneously cast some other kind of spell, such 
  as summon nature’s ally. 
  Smite (Su) May spend one daily use of champion’s 
  turn/rebuke ability as a swift action to turn your next 
  melee attack into a smite. The champion gains a 
  bonus equal to the champion’s Charisma modifier 
  on attack rolls (+2 bonus), and deals extra damage 
  equal to the champion’s total effective turning or 
  rebuking level (+6 damage). The smite attack is not 
  limited by alignment or race; a champion can 
  attempt to smite any foe. Except as noted here, 
  this ability functions like the paladin’s smite evil 
  ability (PH 44). 
  Rebuke Undead (Su) 9/day; 1d20+2; turning damage 
  2d6+8 
  Continued Advancement (Ex) Levels in ordained 
  champion stack with levels of other appropriate 
  classes for the purpose of turning or rebuking 
  undead, and for all level-dependent domain 
  granted powers. 
   
  Power-Up Suite: bear’s endurance (21 rounds 
  remaining), bless (20 rounds remaining), magic 
  weapon (22 rounds remaining), shield of faith (23 
  rounds remaining): AC 24 touch 14 flatfooted 23 
  (+3 deflection), hp 51, Fort +11, Will +11, Melee - 
  light flail +9 (1d8+2), Ranged - light crossbow +7, 
  Con 18, Concentration +13  
  Physical Description: Draped in a dark robe, glints of 
  steel betray the heavy armor worn underneath it. 
  Wielding a flail and carrying a heavy shield, a look 
  of resolve is carried on this Oeridian male’s face. 
   
  H E X T O R I T E  P R I S O N E R 
  CR  0 
  Male human (Oer) warrior 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +3 (1d4+2) 
  Ranged dagger +2 (1d4+2/19-20) 
  Base Atk +1; Grp +3 
  Atk Options nil 
  Special Actions nil  
  Combat Gear nil 
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 
  10  
  Feats Alertness  
  Skills Climb +6, Intimidate +4 
  Possessions combat gear plus prisoner outfit 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
  N E M O U D  T H E  H O U N D 
  CR  5 
  Anarchic Advanced Dire Wolf 
  CN Large Magical Beast (Extraplanar) 
  SHL7-08 Rights and Wrongs 
   
  Page 30 
  
  Init +2; Senses darkvision 60’, low-light vision, scent; 
  Listen +7, Spot +7 
  AC 14, touch 11, flat-footed 12 
  hp 68  (8 HD); fast healing 3  
  Immune petrification, polymorph 
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +10, Ref +8, Will +7 
  Speed 50 ft. (10 squares) 
  Melee bite +13 (1d8+10) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +17 
  Atk Options Smite Law, Trip  
  Abilities Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 
  10  
  Feats Alertness, Run, Track B, Weapon Focus (bite)  
  Skills  Hide +3, Move Silently +4, Survival +2* 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to the trip the dire 
  wolf. 
  Skills A dire wolf has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has 
  a +4 racial bonus on Survival checks when tracking 
  by scent. 
   
  H ARM S  THE  F AL C O N 
  CR  5 
  Anarchic Advanced Dire Hawk 
  CN Medium Magical Beast (Extraplanar) 
  Init +6; Senses darkvision 60’, low-light vision;     
  Listen +8, Spot +10*  
  AC 19, touch 16, flat-footed 13 
  hp 60 (8 HD); fast healing 3  
  Immune petrification, polymorph  
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +9, Ref +12, Will +8 
  Speed 10 ft. (2 squares), fly 80 ft. [average] (16 
  squares) 
  Melee 2 talons +12 (1d4+1) and bite +7 (1d6) 
  Base Atk +6; Grp +7 
  Atk Options Flyby Attack, Smite Law 
  Abilities Str 12, Dex 22, Con 16, Int 3, Wis 15, Cha 
  11  
  Feats Alertness, Flyby Attack, Weapon Finesse  
  Skills Hide +9, Move Silently +8 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Skills * A dire hawk receives a +8 racial bonus to 
  Spot checks in daylight.  
   
  C ARO LK THE  S E A L I Z ARD 
  CR  5 
  CN Huge Magical Beast (Extraplanar) 
  Init +1; Senses darkvision 60’, low-light vision;   
  Listen +5, Spot +5  
  AC 16, touch 9, flat-footed 15 
  hp 59 (7 HD); fast healing 1  
  Immune petrification, polymorph  
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +9, Ref +6, Will +3 
  Speed 20 ft. (4 squares), Swim 30 ft. (6 squares) 
  Melee bite +11 (2d8+12) or tail slap +11 (1d12+12) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +5; Grp +21 
  Atk Options Improved Grab, Smite Law 
  Abilities Str 27, Dex 12, Con 19, Int 3, Wis 12, Cha 2  
  SQ Hold Breath 
  Feats Alertness, Endurance, Skill Focus (Hide) 
  Skills Hide +1*, Swim +16 
  Improved Grab (Ex) When a crocodile hits with its 
  bite attack, it can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with 
  its mouth and drags it into deep water, attempting 
  to pin it to the bottom.  
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Hold Breath (Ex) A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution 
  score before it risks drowning.   
  Skills A crocodile has a +8 racial bonus to any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  * A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocodile can 
  lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  5: REVELATIONS − HARBINGERS’ LAIR 
  AR C AD Y M 
  CR  5 
  Male Human (Oeridian) sorcerer 5 
  CE Medium Humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Abyssal, Draconic  
  AC 11, touch 11, flat-footed 10 
  hp 22 (5 HD)  
  Fort +4, Ref +3, Will +6 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +1 (1d6-1) 
  Ranged light crossbow +3 (1d8) 
  Base Atk +2; Grp +1 
  Atk Options Spells 
  Combat Gear quarterstaff, light crossbow, 10 bolts, 
  eternal wand [ray of clumsiness] (CL 1st), 
  headband of conscious effort, rod of sliding 
  SHL7-08 Rights and Wrongs 
   
  Page 31 
  
  SHL7-08 Rights and Wrongs 
   
  Page 32 
  Class Spells Known (CL 5th): 
  2nd (5/day)—glitterdust (DC 16), web (DC 16) 
  1st (7/day)—enlarge person, grease (DC 15), magic 
  missile, ray of enfeeblement 
  0 (6/day)—acid splash, daze (DC 14), detect magic, 
  ray of frost, resistance, touch of fatigue (DC 14) 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 13, Cha 
  19  
  SQ Summon Familiar (none summoned) 
  Feats Blood Calls to Blood, Eschew Materials, Keeper 
  of Forbidden Lore  
  Skills Bluff +7, Concentration +10, Gather Information 
  +2, Knowledge (arcana) +7, Knowledge (the 
  planes) +11, Spellcraft +13 
  Possessions combat gear plus robe, cloak of 
  resistance +1 
   
  L O D D 
  CR  5 
  Male Half-Orc barbarian 3/fighter 2 
  CE Medium humanoid 
  Init +2; Senses Listen +4, Spot +0 
  Languages Common, Orcish  
  AC 18, touch 12, flat-footed 18 
  hp 45 (5 HD) 
  Fort +10, Ref +4, Will +2  
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee ranseur +10 (2d4+6, x3, 10’ reach) 
  Ranged javelin +7 (1d6+4) 
  Base Atk +5; Grp +9 
  Atk Options Improved Sunder, Power Attack, Rage 
  (1/day) 
  Special Actions Mad Foam Rager 
  Combat Gear masterwork ranseur, 6 javelins, dagger 
  Abilities Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 
  6  
  SQ Trap Sense +1, Uncanny Dodge 
  Feats Improved Sunder, Mad Foam Rager, Power 
  Attack, Reckless Rage  
  Skills Intimidate +6, Knowledge (Religion) +3, 
  Survival +4, Swim +8 
  Possessions combat gear plus robes, breastplate 
  +1, cloak of resistance +1 
   
  Power-Up Suite: Raging – +6 Str, +6 Con, +2 
  morale to Will saves, -4 AC, duration 9 rounds: AC 
  14, touch 8, flatfooted 14, hp 60, Fort +13, Will +4, 
  Melee – ranseur +13 (2d4+10, x3, 10’ reach), 
  Ranged – javelin +7 (1d6+7), Grp +12, Str 25, Con 
  22, Swim +11 
   
  L AV I   
  CR  5 
  Female human (Oeridian) fighter 2/rogue 3 
  CE Medium humanoid 
  Init +3; Senses Listen +6, Spot +8 
  Languages Common, Abyssal, Flan, Orcish 
  AC 14, touch 13, flat-footed 11 
  hp 31 (5 HD) 
  Fort +7, Ref +7, Will +2  
  Speed 30 ft. (6 squares) 
  Melee dagger +9 (1d4+2, 19-20) or dagger +7 
  (1d4+2, 19-20) and dagger +7 (1d4+1, 19-20) 
  Ranged dagger +8 (1d4+2) 
  Base Atk +4; Grp +6 
  Atk Options Far Shot, Point Blank Shot, Sneak 
  Attack +2d6 
  Combat Gear 2 masterwork daggers, 4 daggers, 2 
  blast disks 
  Abilities Str 14, Dex 17, Con 14, Int 14, Wis 10, Cha 
  10  
  SQ Evasion, Trap Sense +1, Trapfinding 
  Feats Far Shot, Point Blank Shot, Two-Weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dagger)  
  Skills Balance +13, Bluff +8, Climb +7, Diplomacy +8, 
  Disguise +4 (+6 to act in character), Escape Artist 
  +9, Hide +7, Jump +9, Move Silently +7, Sense 
  Motive +8, Sleight of Hand +9, Swim +4, Tumble 
  +13 
  Possessions combat gear plus robes, bracers of 
  armor +1, cloak of resistance +1 
   
   
   
  
  APL 8 
  1: EXECUTIONS – RESCUE ATTEMPT 
  H E X T O R I T E  R E S C U E R 
  CR  8 
  Male human (Oer) cleric 4/ ordained champion 4 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +7 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 52 (8 HD) 
  Fort +10, Ref +3, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee light flail +9/+4 (1d8+1) 
  Ranged light crossbow +8 (1d8/19-20) 
  Base Atk +7; Grp +8 
  Atk Options Channel Spell, Destruction Domain, Fist 
  of the Gods, Modified Spontaneous Casting, Power 
  Attack, Rapid Spontaneous Casting, Smite 
  Special Actions Divine Bulwark, Law Devotion, 
  Rebuke Undead 
  Combat Gear light flail, light crossbow, 10 bolts, 3 
  daggers, 2 scrolls of faith healing 
  Cleric Spells Prepared (CL 6th): 
   3rd— blindness/deafness (DC 16), contagionD� 
  (DC 16), dispel magic, searing light 
   2nd— bear’s endurance�, eagle’s splendor�, 
  hold person (DC 15), shatterD (DC 15), sound 
  burst (DC 15) 
   1st— bless�, divine favor, faith healing, magic 
  weaponD�, shield of faith� 
   0— cure minor wound, detect magic, guidance, 
  light, resistance 
  �Already cast 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  Evil, War  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 17, Cha 
  14  
  SQ Continued Advancement 
  Feats Combat Casting, DiehardB, Extra Turning, Law 
  Devotion, Power AttackB, Somatic Weaponry, 
  Weapon Focus (light flail)B  
  Skills Concentration +13, Knowledge (religion) +7, 
  Spellcraft +11 
  Possessions combat gear plus full plate, heavy steel 
  shield 
   Channel Spell (Sp) A champion can channel any 
  spell you have available to cast into the champion’s 
  melee weapon. Doing so requires a move action 
  and uses up a prepared spell or spell slot just as if 
  the champion had cast the spell. The channeled 
  spell affects the next target the champion 
  successfully attacks with that weapon, though 
  saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area 
  or is a ray, it still affects only the target in this case. 
  On a successful hit, the spell is discharged from 
  the weapon, which can then hold another spell. 
  The champion can channel spells into only one 
  weapon at a time. A spell channeled into a weapon 
  is lost if not used within 8 hours. 
  Destruction Domain (Su) Gain smite ability, to make 
  a single melee attack with a +4 bonus on attack 
  rolls and a +8 bonus on damage rolls (if you hit), 
  usable once per day. 
  Fist of the Gods (Sp) A champion can sacrifice a 
  prepared spell or spell slot as a swift action to deal 
  extra damage. Doing so grants the champion a 
  bonus equal to 1 + spell level sacrificed on the 
  champion’s damage rolls for melee attacks. This 
  benefit lasts for a number of rounds equal to the 
  number of ordained champion class levels.  
  Modified Spontaneous Casting (Ex) If a champion 
  has cleric levels, the champion lose the ability to 
  spontaneously cast cure or inflict spells. Instead, 
  the champion can swap out previously prepared 
  cleric spells for any spells of equal or lower level 
  from the War domain. This alteration applies even 
  to levels a champion gains as a cleric after 
  becoming an ordained champion. 
   
  If not a cleric, modified spontaneous casting does 
  not apply to the champion, even if the champion 
  spontaneously cast some other kind of spell, such 
  as summon nature’s ally. 
  Rapid Spontaneous Casting (Ex) At 4th level, any 
  spell from the War domain that the champion 
  spontaneously casts requires only a swift action if 
  its normal casting time is no more than 1 standard 
  action, or a standard action if its normal casting 
  time is 1 full-round action. A spontaneous spell that 
  the champion modifies with a metamagic feat 
  requires only its normal casting time rather than the 
  extra time such a spell normally requires.  
  Smite (Su) May spend one daily use of champion’s 
  turn/rebuke ability as a swift action to turn your next 
  melee attack into a smite. The champion gains a 
  bonus equal to the champion’s Charisma modifier 
  on attack rolls (+2 bonus normally, +4 powered up), 
  and deals extra damage equal to the champion’s 
  total effective turning or rebuking level (+8 
  damage). The smite attack is not limited by 
  alignment or race; a champion can attempt to smite 
  any foe. Except as noted here, this ability functions 
  like the paladin’s smite evil ability (PH 44). 
  Divine Bulwark (Sp) A champion can sacrifice a 
  prepared spell or spell slot as a swift action to gain 
  damage reduction. The value of the damage 
  reduction equals 1 + spell level sacrificed, and it 
  can be overcome by a chaotic-aligned strike. Thus, 
  a 3rd-level ordained champion who sacrificed a 
  flame strike spell would gain damage reduction 
  6/chaotic for 3 rounds. The damage reduction 
  gained from multiple uses of this ability does not 
  stack. This protection lasts for a number of rounds 
  equal to the number of ordained champion class 
  levels. 
  Rebuke Undead (Su) 9/day (11/day powered up); 
  1d20+2 (1d20+4 powered up); turning damage 
  2d6+10 (2d6+12 powered up) 
  SHL7-08 Rights and Wrongs 
   
  Page 33 
  
  Continued Advancement (Ex) Levels in ordained 
  champion stack with levels of other appropriate 
  classes for the purpose of turning or rebuking 
  undead, and for all level-dependent domain 
  granted powers. 
   
  Power-Up Suite: bear’s endurance (31 rounds 
  remaining), bless (30 rounds remaining), contagion 
  [channel spell ability – stored in flail] (4,700 rounds 
  remaining), 
  eagle’s 
  splendor 
  (34 
  rounds 
  remaining), magic weapon (32 rounds remaining), 
  shield of faith (33 rounds remaining): AC 24 touch 
  14 flatfooted 23 (+3 deflection), hp 68, Fort +12, 
  Will +12, Melee - light flail +11/+6 (1d8+2), Ranged 
  - light crossbow +9, Con 18, Cha 18, Concentration 
  +15  
  Physical Description: Drapped in a dark robe, glints of 
  steel betray the heavy armor worn underneath it. 
  Wielding a flail and carrying a heavy shield, a look 
  of resolve is carried on this Oeridian male’s face. 
   
  H E X T O R I T E  P R I S O N E R 
  CR  0 
  Male human (Oer) warrior 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +3 (1d4+2) 
  Ranged dagger +2 (1d4+2/19-20) 
  Base Atk +1; Grp +3 
  Atk Options nil 
  Special Actions nil  
  Combat Gear nil 
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 
  10  
  Feats Alertness  
  Skills Climb +6, Intimidate +4 
  Possessions combat gear plus prisoner outfit 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
  N E M O U D  T H E  H O U N D 
  CR  7 
  Anarchic Advanced Dire Wolf 
  CN Large Magical Beast (Extraplanar) 
  Init +2; Senses darkvision 60’, low-light vision, scent; 
  Listen +7, Spot +7 
  AC 14, touch 11, flat-footed 12 
  hp 102  (12 HD); fast healing 5; DR 5/magic  
  Immune petrification, polymorph 
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +12, Ref +10, Will +9 
  Speed 50 ft. (10 squares) 
  Melee bite +17 (1d8+12, 19-20 critical) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +23 
  Atk Options Smite Law, Trip  
  Abilities Str 26, Dex 15, Con 18, Int 3, Wis 12, Cha 
  10  
  Feats Alertness, Improved Critical (Bite), Improved 
  Trip, Run, Track B, Weapon Focus (bite)  
  Skills  Hide +6, Move Silently +4, Survival +2* 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip the opponent (+16 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to the trip the dire 
  wolf. 
  Skills A dire wolf has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has 
  a +4 racial bonus on Survival checks when tracking 
  by scent. 
   
  H AR M S  T H E  F AL C O N 
  CR  7 
  Anarchic Advanced Dire Hawk 
  CN Large Magical Beast (Extraplanar) 
  Init +5; Senses darkvision 60’, low-light vision;     
  Listen +8, Spot +10*  
  AC 19, touch 14, flat-footed 14 
  hp 104 (11 HD); fast healing 3  
  Immune petrification, polymorph  
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +11, Ref +12, Will +9 
  Speed 10 ft. (2 squares), fly 80 ft. [average] (16 
  squares) 
  Melee 2 talons +17 (1d6+5) and bite +12 (1d8+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +17 
  Atk Options Flyby Attack, Smite Law 
  Abilities Str 20, Dex 20, Con 20, Int 3, Wis 15, Cha 
  11  
  Feats Alertness, Combat Reflexes, Flyby Attack, 
  Hover, Weapon Finesse  
  Skills Hide +7, Move Silently +7 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Skills * A dire hawk receives a +8 racial bonus to 
  Spot checks in daylight.  
   
  C AR O L K  T H E  S E A L I Z ARD 
  CR  7 
  CN Huge Magical Beast (Extraplanar) 
  Init +1; Senses darkvision 60’, low-light vision;   
  Listen +5, Spot +5  
  AC 16, touch 9, flat-footed 15 
  hp 95 (10 HD); fast healing 3  
  Immune petrification, polymorph  
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5 
  Fort +12, Ref +8, Will +4 
  Speed 20 ft. (4 squares), Swim 30 ft. (6 squares) 
  Melee bite +14 (2d8+12) or tail slap +13 (1d12+12) 
  Space 15 ft.; Reach 10 ft. 
  SHL7-08 Rights and Wrongs 
   
  Page 34 
  
  Base Atk +7; Grp +23 
  Atk Options Improved Grab, Smite Law 
  Abilities Str 27, Dex 12, Con 20, Int 3, Wis 12, Cha 2  
  SQ Hold Breath 
  Feats Alertness, Endurance, Skill Focus (Hide), 
  Weapon Focus (bite) 
  Skills Hide +4*, Swim +16 
  Improved Grab (Ex) When a crocodile hits with its 
  bite attack, it can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with 
  its mouth and drags it into deep water, attempting 
  to pin it to the bottom.  
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Hold Breath (Ex) A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution 
  score before it risks drowning.   
  Skills A crocodile has a +8 racial bonus to any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  * A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocodile can 
  lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  5: REVELATIONS − HARBINGERS’ LAIR 
  AR C AD Y M 
  CR  7 
  Male Human (Oeridian) sorc 5/ the fiend-blooded 2 
  CE Medium Humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Abyssal, Draconic  
  AC 12, touch 11, flat-footed 11 
  hp 31 (7 HD) ; DR 2/lawful 
  Fort +4, Ref +3, Will +9 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +2 (1d6-1) 
  Ranged light crossbow +4 (1d8) 
  Base Atk +3; Grp +2 
  Atk Options Spells 
  Combat Gear quarterstaff, light crossbow, 10 bolts, 
  eternal wand [ray of clumsiness] (CL 1st), 
  headband of conscious effort, rod of sliding 
  Class Spells Known (CL 7th): 
  3rd (5/day)—displacement, haste, slow (DC 17) 
  2nd (7/day)—glitterdust (DC 16), see invisibility, web 
  (DC 16) 
  1st (5/day)—enlarge person, grease (DC 15), mage 
  armor�, magic missile, ray of enfeeblement 
  0 (6/day)—acid splash, daze (DC 14), detect magic, 
  mage hand, ray of frost, resistance, touch of 
  fatigue (DC 14) 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 13, Cha 
  19  
  SQ Fiendish Companion, Fiendish Heritage (+1 AC), 
  Fiendish 
  Sorcery, 
  Summon 
  Familiar 
  (none 
  summoned) 
  Feats Blood Calls to Blood, Cloak of the Obyrith, 
  Eschew Materials, Keeper of Forbidden Lore  
  Skills Bluff +9, Concentration +12, Gather Information 
  +2, Knowledge (arcana) +7, Knowledge (the 
  planes) +14, Spellcraft +16, Survival -1 
  Possessions combat gear plus robe, cloak of 
  resistance +1 
  Fiendish Heritage (Ex) A Fiend-Blooded draws 
  strength from his fiendish ancestor’s essence, 
  gaining increased mastery over his lineage. At first 
  level, a subtle toughening of his physical form 
  grants a +1 natural armor bonus to AC. 
  Fiendish Sorcery (Ex) The Fiend-Blooded gains 
  insight  into the power of his fiendish heritage, and 
  this 
  insight 
  strengthens 
  the 
  Fiend-Blooded‘s 
  spellcasting prowess. At 2nd, 4th, 6th, 8th, and 10th 
  level, the Fiend-Blooded adds one additional spell 
  to his spells known list. Each new spell must be 
  one of a level that the Fiend-Blooded can cast but 
  can be any spell having the fire description ot any 
  spell from the schools of enchantment, illusion, or 
  necromancy. Thus, the Fiend-Blooded could add 
  fireball (a fire spell) or speak with dead (a 
  necromancy spell) to your 3rd-level spells known 
  (even though you are an arcane caster and speak 
  with dead is normally a divine spell), but not 
  lightning bolt (which is neither carries the fire 
  descriptor nor belongs to one of the three specified 
  schools). 
   
  Power-Up 
  Suite: 
  mage 
  armor 
  (1,200 
  rounds 
  remaining): AC 16, flatfooted 15 
   
  L O D D 
  CR  7 
  Male Half-Orc barbarian 3/fighter 2/ravager 2 
  CE Medium humanoid 
  Init +2; Senses Listen +4, Spot +0 
  Languages Common, Orcish  
  AC 18, touch 12, flat-footed 18 
  hp 62 (7 HD) 
  Fort +13, Ref +4, Will +2  
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee ranseur +12/+7 (2d4+7, x3, 10’ reach) 
  Ranged javelin +9 (1d6+4) 
  Base Atk +7; Grp +11 
  Atk Options Improved Sunder, Pain Touch (1/day), 
  Power Attack, Rage (1/day) 
  Special Actions Aura of Fear (10’ radius, 1/day), 
  Instantaneous Rage, Mad Foam Rager 
  Combat Gear ranseur +1, 6 javelins, dagger, belt of 
  one mighty blow 
  Abilities Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 
  6  
  SQ Trap Sense +1, Uncanny Dodge 
  SHL7-08 Rights and Wrongs 
   
  Page 35 
  
  SHL7-08 Rights and Wrongs 
   
  Page 36 
  Feats Improved Sunder, Instantaneous Rage, Mad 
  Foam Rager, Power Attack, Reckless Rage  
  Skills Intimidate +8, Knowledge (Religion) +5, 
  Survival +4, Swim +8 
  Possessions combat gear plus breastplate +1, cloak 
  of resistance +1 
  Pain Touch (Su) A ravager can make an unarmed 
  touch attack that deals 1d8 points of damage + 1 
  point per ravager level (1d8+2). Weapon attacks 
  also transmit the pain of Erythnul, but only at the 
  rate of 1d4 extra points of damage + 1 point per 
  ravager level (1d4+2). The ravage can make one 
  additional pain touch for every three ravager levels 
  beyond 1st. 
  Aura of Fear (Su) Enemies within 10 feet of a ravager 
  of 2nd level or higher take a -2 morale penalty on 
  all saving throws for as long as they remain within 
  range. Each use lasts a number of rounds equal to 
  3 + the ravager’s Charisma modifier (1 round). 
   
  Power-Up Suite: Raging – +6 Str, +6 Con, +2 
  morale to Will saves, -4 AC, duration 9 rounds: AC 
  14, touch 8, flatfooted 14, hp 83, Fort +15, Will +3, 
  Melee – ranseur +15/+10 (2d4+11, x3, 10’ reach), 
  Ranged – javelin +9 (1d6+7), Grp +14, Str 25, Con 
  22, Swim +11 
   
  L AV I   
  CR  7 
  Female human (Oeridian) ftr 2/rog 3/invisible blade 2 
  CE Medium humanoid 
  Init +3; Senses Listen +10, Spot +10 
  Languages Common, Abyssal, Flan, Orcish 
  AC 16, touch 15, flat-footed 11 
  hp 42 (7 HD) 
  Fort +7, Ref +10, Will +2  
  Speed 30 ft. (6 squares) 
  Melee dagger +11/+6 (1d4+2, 19-20) or dagger +9/+5 
  (1d4+2, 19-20) and dagger +9 (1d4+1, 19-20) 
  Ranged dagger +10 (1d4+2) 
  Base Atk +6; Grp +8 
  Atk Options Bleeding Wound, Dagger Sneak Attack 
  +3d6, Far Shot, Point Blank Shot, Sneak Attack 
  +2d6 
  Special Actions Blindfight 
  Combat Gear 2 masterwork daggers, 4 daggers, 2 
  blast disks, quicksilver boots 
  Abilities Str 14, Dex 17, Con 14, Int 14, Wis 10, Cha 
  10  
  SQ Evasion, Trap Sense +1, Trapfinding, Unfettered 
  Defense 
  Feats Blindfight, Far Shot, Point Blank Shot, Two-
  Weapon Fighting, Weapon Finesse, Weapon 
  Focus (dagger)  
  Skills Balance +15, Bluff +10, Climb +7, Diplomacy 
  +8, Disguise +4 (+6 to act in character), Escape 
  Artist +10, Hide +7, Jump +9, Move Silently +7, 
  Sense Motive +10, Sleight of Hand +9, Swim +4, 
  Tumble +15 
  Possessions combat gear plus robes, bracers of 
  armor +1, cloak of resistance +1 
  Bleeding Wound (Ex) An invisible blade of 2nd level 
  or higher who makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, 
  sacrificing 1d6 points of the extra damage from the 
  dagger sneak attack. Such an attack deals damage 
  as normal in the round when the attack hits. 
  Thereafter, the wound caused by the invisible 
  blade’s dagger bleeds for 1 point of damage per 
  round. Multiple wounds from the weapon result in 
  cumulative bleeding loss (two wounds for 2 points 
  of damage per round, and so on). The bleeding 
  can only be stopped by a DC 15 Heal check or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, and so on). Creatures immune 
  to sneak attack damage are immune to bleeding 
  wounds as well.  
  Unfettered Defense (Ex) An invisible blade benefits 
  from an increased survival instinct during combat. 
  Because of this sixth sense, the invisible blade 
  adds 1 point of her Intelligence bonus (if any) per 
  invisible blade class level to her Armor Class in 
  addition to any other modifiers she would normally 
  receive. If the invisible blade is caught flat-footed or 
  is otherwise denied her Dexterity modifier to Armor 
  Class, she also loses this bonus. Unfettered 
  defense functions only when an invisible blade is 
  not wearing armor and is armed with one or more 
  daggers, kukris, or punching daggers as her only 
  weapons. 
   
  Power-Up 
  Suite: 
  mage 
  armor 
  (1,200 
  rounds 
  remaining): AC 19, flatfooted 14 
   
   
   
   
   
  
  APL 10 
  1: EXECUTIONS – RESCUE ATTEMPT 
  H E X T O R I T E  R E S C U E R 
  CR  10 
  Male human (Oer) cleric 5/ ordained champion 5 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +9 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 65 (10 HD) 
  Fort +10, Ref +3, Will +12 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee light flail +10/+5 (1d8+5) 
  Ranged light crossbow +9 (1d8/19-20) 
  Base Atk +8; Grp +9 
  Atk Options Channel Spell, Destruction Domain, Fist 
  of the Gods, Holy Warrior, Modified Spontaneous 
  Casting, 
  Power 
  Attack, 
  Rapid 
  Spontaneous 
  Casting, Smite 
  Special Actions Divine Bulwark, Law Devotion, 
  Rebuke Undead 
  Combat Gear light flail, light crossbow, 10 bolts, 3 
  daggers, potion of faith healing (CL 5th), 2 scrolls of 
  faith healing 
  Cleric Spells Prepared (CL 8th, War domain +2 CL): 
   4th— divine mightD, freedom of movement�, 
  moon bolt� (DC 18), poison (DC 18) 
    3rd— blindness/deafness (DC 17), contagionD (DC 
  17), dispel magic, inflict serious wounds (DC 17), 
  searing light 
   2nd— bear’s endurance�, eagle’s splendor�, 
  hold person (DC 16), shatterD (DC 16), sound 
  burst (DC 16) 
   1st— bless�, divine favor, faith healing (2), magic 
  weaponD�, shield of faith� 
   0— cure minor wound (2), detect magic, guidance, 
  light, resistance 
  �Already cast 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  Evil, War  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 19, Cha 
  14  
  SQ Continued Advancement, War Caster 
  Feats Combat Casting, DiehardB, Extra Turning, Holy 
  Warrior, Law Devotion, Power AttackB, Somatic 
  Weaponry, Weapon Focus (light flail)B  
  Skills Concentration +15, Knowledge (religion) +7, 
  Spellcraft +13 
  Possessions combat gear plus full plate, heavy steel 
  shield, 
  amulet 
  of 
  wisdom 
  +2, 
  incense 
  of 
  concentration 
   Channel Spell (Sp) A champion can channel any 
  spell you have available to cast into the champion’s 
  melee weapon. Doing so requires a move action 
  and uses up a prepared spell or spell slot just as if 
  the champion had cast the spell. The channeled 
  spell affects the next target the champion 
  successfully attacks with that weapon, though 
  saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area 
  or is a ray, it still affects only the target in this case. 
  On a successful hit, the spell is discharged from 
  the weapon, which can then hold another spell. 
  The champion can channel spells into only one 
  weapon at a time. A spell channeled into a weapon 
  is lost if not used within 8 hours. 
  Destruction Domain (Su) Gain smite ability, to make 
  a single melee attack with a +4 bonus on attack 
  rolls and a +8 bonus on damage rolls (if you hit), 
  usable once per day. 
  Fist of the Gods (Sp) A champion can sacrifice a 
  prepared spell or spell slot as a swift action to deal 
  extra damage. Doing so grants the champion a 
  bonus equal to 1 + spell level sacrificed on the 
  champion’s damage rolls for melee attacks. This 
  benefit lasts for a number of rounds equal to the 
  number of ordained champion class levels.  
  Holy Warrior (Sp) At 5th level, a champion can 
  spend one daily use of turn/rebuke undead as a 
  swift action to bring the champion’s Wisdom into 
  play in combat. For 5 rounds after the champion 
  activates this ability, the champion uses the 
  Wisdom modifier in place of the Strength modifier 
  on attack rolls and damage rolls.  
  Modified Spontaneous Casting (Ex) If a champion 
  has cleric levels, the champion lose the ability to 
  spontaneously cast cure or inflict spells. Instead, 
  the champion can swap out previously prepared 
  cleric spells for any spells of equal or lower level 
  from the War domain. This alteration applies even 
  to levels a champion gains as a cleric after 
  becoming an ordained champion. 
   
  If not a cleric, modified spontaneous casting does 
  not apply to the champion, even if the champion 
  spontaneously cast some other kind of spell, such 
  as summon nature’s ally. 
  Rapid Spontaneous Casting (Ex) At 4th level, any 
  spell from the War domain that the champion 
  spontaneously casts requires only a swift action if 
  its normal casting time is no more than 1 standard 
  action, or a standard action if its normal casting 
  time is 1 full-round action. A spontaneous spell that 
  the champion modifies with a metamagic feat 
  requires only its normal casting time rather than the 
  extra time such a spell normally requires.  
  Smite (Su) May spend one daily use of champion’s 
  turn/rebuke ability as a swift action to turn your next 
  melee attack into a smite. The champion gains a 
  bonus equal to the champion’s Charisma modifier 
  on attack rolls (+2 bonus normally, +4 powered up), 
  and deals extra damage equal to the champion’s 
  total effective turning or rebuking level (+10 
  damage). The smite attack is not limited by 
  alignment or race; a champion can attempt to smite 
  any foe. Except as noted here, this ability functions 
  like the paladin’s smite evil ability (PH 44). 
  Divine Bulwark (Sp) A champion can sacrifice a 
  prepared spell or spell slot as a swift action to gain 
  SHL7-08 Rights and Wrongs 
   
  Page 37 
  
  damage reduction. The value of the damage 
  reduction equals 1 + spell level sacrificed, and it 
  can be overcome by a chaotic-aligned strike. Thus, 
  a 3rd-level ordained champion who sacrificed a 
  flame strike spell would gain damage reduction 
  6/chaotic for 3 rounds. The damage reduction 
  gained from multiple uses of this ability does not 
  stack. This protection lasts for a number of rounds 
  equal to the number of ordained champion class 
  levels. 
  Rebuke Undead (Su) 9/day (11/day powered up); 
  1d20+2 (1d20+4 powered up); turning damage 
  2d6+12 (2d6+14 powered up) 
  Continued Advancement (Ex) Levels in ordained 
  champion stack with levels of other appropriate 
  classes for the purpose of turning or rebuking 
  undead, and for all level-dependent domain 
  granted powers. 
  War Caster (Ex) At 5th level, the champion gains a +2 
  bonus to effective caster level when casting spells 
  that appear on the War domain spell list. 
   
  Power-Up Suite: bear’s endurance (51 rounds 
  remaining), bless (50 rounds remaining), eagle’s 
  splendor (54 rounds remaining), freedom of 
  movement (949 rounds remaining), magic weapon 
  (52 rounds remaining), moon bolt [channel spell 
  ability – stored in flail] (4,700 rounds remaining), 
  shield of faith (53 rounds remaining): AC 24 touch 
  14 flatfooted 23 (+3 deflection), hp 85, Fort +12, 
  Will +13, Melee - light flail +12/+7 (1d8+6), Ranged 
  - 
  light 
  crossbow 
  +10, 
  Con 
  18, 
  Cha 
  18, 
  Concentration +17  
  Physical Description: Drapped in a dark robe, glints of 
  steel betray the heavy armor worn underneath it. 
  Wielding a flail and carrying a heavy shield, a look 
  of resolve is carried on this Oeridian male’s face. 
   
  H E X T O R I T E  P R I S O N E R 
  CR  0 
  Male human (Oer) warrior 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +3 (1d4+2) 
  Ranged dagger +2 (1d4+2/19-20) 
  Base Atk +1; Grp +3 
  Atk Options nil 
  Special Actions nil  
  Combat Gear nil 
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 
  10  
  Feats Alertness  
  Skills Climb +6, Intimidate +4 
  Possessions combat gear plus prisoner outfit 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
  N E M O U D  T H E  H O U N D 
  CR  9 
  Anarchic Advanced Dire Wolf of Legend 
  CN Large Outsider (Extraplanar) 
  Init +9; Senses darkvision 60’, low-light vision, scent; 
  Listen +8, Spot +8 
  AC 22, touch 14, flat-footed 17 
  hp 162  (12 HD); fast healing 5; DR 5/magic  
  Immune petrification, polymorph 
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5;   SR 
  16 
  Fort +20, Ref +16, Will +13 
  Speed 50 ft. (10 squares) 
  Melee bite +22 (2d6+19, 19-20 critical) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +28 
  Atk Options Smite Law, Trip 
  Special Actions Frightful Presence (DC 18)   
  Abilities Str 36, Dex 21, Con 28, Int 5, Wis 14, Cha 
  14  
  SQ Greater Damage 
  Feats Alertness, Improved Critical (Bite), Improved 
  Initiative, Improved Trip, Run, Track B, Weapon 
  Focus (bite)  
  Skills  Hide +9, Move Silently +7, Survival +3* 
  Frightful Presence (Ex) When Nemoud howls (a free 
  action) it inspires terror in all creatures within 20 
  feet that have fewer hit dice or levels than it has. 
  Each potentially affected opponent must succeed 
  at a Will save (DC 10+ ½ Nemoud’s hit dice 
  +Nemoud’s Charisma modifier) or become shaken 
  – a condition that lasts until the opponent is out of 
  range. A successful save leaves that opponent 
  immune to Nemoud’s frightful presence for 24 
  hours. 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip the opponent (+21 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to the trip the dire 
  wolf. 
  Greater Damage (Ex) Damage dice for Nemoud’s 
  natural attacks are increased by one die type, from 
  1d8 to 2d6. 
  Skills A dire wolf has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has 
  a +4 racial bonus on Survival checks when tracking 
  by scent. 
   
  H AR M S  T H E  F AL C O N 
  CR  9 
  Anarchic Advanced Dire Hawk of Legend 
  CN Large Outsider (Extraplanar) 
  Init +12; Senses darkvision 60’, low-light vision;     
  Listen +9, Spot +11*  
  AC 27, touch 17, flat-footed 19 
  hp 159 (11 HD); fast healing 3  
  SHL7-08 Rights and Wrongs 
   
  Page 38 
  
  Immune 
  electricity, 
  mind-affecting, 
  petrification, 
  polymorph  
  Resist acid 5, cold 5, fire 5, sonic 5 
  Fort +19, Ref +18, Will +13 
  Speed 10 ft. (2 squares), fly 80 ft. [average] (16 
  squares) 
  Melee 2 talons +22 (1d8+10) and bite +20 (2d6+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +22 
  Atk Options Breath Weapon (3d6 lightning, DC 25), 
  Flyby Attack, Smite Law 
  Abilities Str 30, Dex 26, Con 30, Int 5, Wis 17, Cha 
  15  
  SQ Greater Damage 
  Feats Alertness, Combat Reflexes, Flyby Attack, 
  Hover, Improved Initiative, Multiattack, Weapon 
  Finesse  
  Skills Hide +10, Move Silently +10 
  Breath Weapon (Su) Every 1d4 rounds, Harms can 
  use a breath weapon (15’ cone, 3d6 lightning 
  damage). A target can make a Reflex save (DC 10 
  + ½ Harms’ Hit Dice + Harms’ Charisma modifier). 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Greater Damage (Ex) Damage dice for Harms’ 
  natural attacks are increased by one die type, from 
  1d6 to 1d8 for his talons and 1d8 to 2d6 for his 
  bite. 
  Skills * A dire hawk receives a +8 racial bonus to 
  Spot checks in daylight.  
   
  C ARO LK THE  S E A L I Z ARD 
  CR  9 
  CN Huge Outsider (Extraplanar) 
  Init +8; Senses darkvision 60’, low-light vision;   
  Listen +6, Spot +6  
  AC 24, touch 12, flat-footed 20 
  hp 145 (10 HD); fast healing 3  
  Immune acid, petrification, poison, polymorph  
  Resist cold 5, electricity 5, fire 5, sonic 5; SR 15 
  Fort +20, Ref +14, Will +8 
  Speed 20 ft. (4 squares), Swim 30 ft. (6 squares) 
  Melee bite +19 (2d8+19 plus poison (1d6 Str/1d6 Str, 
  DC 25)) or tail slap +18 (1d12+19) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +28 
  Atk Options Improved Grab, Poison, Smite Law 
  Abilities Str 37, Dex 18, Con 30, Int 5, Wis 14, Cha 6  
  SQ Hold Breath 
  Feats Alertness, Endurance, Improved Initiative, Skill 
  Focus (Hide), Weapon Focus (bite) 
  Skills Hide +7*, Swim +21 
  Improved Grab (Ex) When a crocodile hits with its 
  bite attack, it can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with 
  its mouth and drags it into deep water, attempting 
  to pin it to the bottom.  
  Poison (Ex) Carolk delivers its poison with a 
  successful bite attack. A target that succeeds at a 
  Fortitude save (DC 10+ ½ Carolk’s Hit Dice + 
  Carolk’s Constitution modifier) does not take 
  poison damage from that particular attack. The 
  initial and secondary damage is the same: 1d6 
  points of Strength damage. 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Hold Breath (Ex) A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution 
  score before it risks drowning.   
  Skills A crocodile has a +8 racial bonus to any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  * A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocodile can 
  lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  5: REVELATIONS − HARBINGERS’ LAIR 
  AR C AD Y M 
  CR  9 
  Male Human (Oeridian) sorc 5/ the fiend-blooded 4 
  CE Medium Humanoid 
  Init +1; Senses Listen +1, Spot -1 
  Languages Common, Abyssal, Draconic  
  AC 13, touch 12, flat-footed 12 
  hp 40 (9 HD) ; DR 3/lawful 
  Fort +5 (+6 against poison), Ref +4, Will +10 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +3 (1d6-1) 
  Ranged light crossbow +5 (1d8) 
  Base Atk +4; Grp +3 
  Atk Options Smiting Spell (1/day), Spells 
  Combat Gear quarterstaff, light crossbow, 10 bolts, 
  eternal wand [ray of clumsiness] (CL 1st), 
  headband of conscious effort, rod of sliding 
  Class Spells Known (CL 9th): 
  4th (5/day)—dimension door, enervation, greater 
  invisibility 
  3rd (7/day)—dispel magic, displacement, haste, 
  slow (DC 18) 
  2nd (6/day)—false life�, glitterdust (DC 17), see 
  invisibility, web (DC 17) 
  1st (6/day)—enlarge person, grease (DC 16), mage 
  armor�, magic missile, ray of enfeeblement 
  0 (6/day)—acid splash, daze (DC 15), detect magic, 
  flare (DC 15), mage hand, ray of frost, resistance, 
  touch of fatigue (DC 15) 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 14, Wis 13, Cha 
  21  
  SHL7-08 Rights and Wrongs 
   
  Page 39 
  
  SQ Blood of Fiends, Fiendish Companion, Fiendish 
  Heritage (+1 AC, +1 Cha), Fiendish Sorcery, 
  Summon Familiar (none summoned) 
  Feats Blood Calls to Blood, Cloak of the Obyrith, 
  Eschew Materials, Keeper of Forbidden Lore, 
  Precognitive Visions 
  Skills 
  Bluff 
  +11, 
  Concentration 
  +14, 
  Gather 
  Information 
  +2, 
  Knowledge 
  (arcana) 
  +7, 
  Knowledge (the planes) +17, Spellcraft +19, 
  Survival -1 
  Possessions combat gear plus robe, cloak of 
  resistance +1 
  Smiting Spell (Su) A Fiend-Blooded of at least 4th 
  level can, as a free action, once per day, invest a 
  portion of his fiendish power into any damaging 
  spell he casts. The resulting spell will deal an 
  additional number of hit points of damage equal to 
  the Fiend-Blooded’s class level + Charisma 
  modifier to all within in the spell’s area. 
  Fiendish Heritage (Ex) A Fiend-Blooded draws 
  strength from his fiendish ancestor’s essence, 
  gaining increased mastery over his lineage. At first 
  level, a subtle toughening of his physical form 
  grants a +1 natural armor bonus to AC. At 3rd 
  level, the Fiend-Blooded gains a +1 boost to his 
  Charisma score. 
  Fiendish Sorcery (Ex) The Fiend-Blooded gains 
  insight  into the power of his fiendish heritage, and 
  this 
  insight 
  strengthens 
  the 
  Fiend-Blooded‘s 
  spellcasting prowess. At 2nd, 4th, 6th, 8th, and 10th 
  level, the Fiend-Blooded adds one additional spell 
  to his spells known list. Each new spell must be 
  one of a level that the Fiend-Blooded can cast but 
  can be any spell having the fire description ot any 
  spell from the schools of enchantment, illusion, or 
  necromancy. Thus, the Fiend-Blooded could add 
  fireball (a fire spell) or speak with dead (a 
  necromancy spell) to your 3rd-level spells known 
  (even though you are an arcane caster and speak 
  with dead is normally a divine spell), but not 
  lightning bolt (which is neither carries the fire 
  descriptor nor belongs to one of the three specified 
  schools). 
  Blood of Fiends (Ex) Upon reaching 3rd level, the 
  Fiend-Blooded gains a +1 bonus on saves against 
  poison. The Fiend-Blooded also reduces any 
  damage taken from poison (whether hit point or 
  ability damage) by 1 point. 
   
  Power-Up Suite: false life (1,200 rounds remaining), 
  mage armor (1,200 rounds remaining): AC 19, 
  flatfooted 14, hp 54 
   
  L O D D 
  CR  9 
  Male Half-Orc barbarian 3/fighter 2/ravager 4 
  CE Medium humanoid 
  Init +2; Senses Listen +4, Spot +0 
  Languages Common, Orcish  
  AC 18, touch 12, flat-footed 18 
  hp 79 (9 HD) 
  Fort +14, Ref +5, Will +3  
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee ranseur +15/+10 (2d4+8, 19-20/x3, 10’ reach) 
  Ranged javelin +11 (1d6+5) 
  Base Atk +9; Grp +14 
  Atk Options Cruelest Cut (1/day), Improved Sunder, 
  Pain Touch (2/day), Power Attack, Rage (1/day) 
  Special Actions Aura of Fear (10’ radius, 1/day), 
  Instantaneous Rage, Mad Foam Rager 
  Combat Gear ranseur +1, 6 javelins, dagger, belt of 
  one mighty blow 
  Abilities Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 
  6  
  SQ Trap Sense +1, Uncanny Dodge 
  Feats Improved Critical (ranseur), Improved Sunder, 
  Instantaneous Rage, Mad Foam Rager, Power 
  Attack, Reckless Rage  
  Skills Intimidate +10, Knowledge (Religion) +7, 
  Survival +4, Swim +9 
  Possessions combat gear plus robes, breastplate 
  +1, cloak of resistance +1 
  Cruelest Cut (Ex) When a ravager reaches 3rd level, 
  his familiarity with pain and fear grant him a cruel 
  precision with his melee attacks. The ravager must 
  declare he is making a cruelest cut attempt before 
  he makes a melee attack (thus, a failed attack 
  ruins 
  the 
  attempt). 
  If 
  the 
  ravager 
  strikes 
  successfully, he deals 1d4 points of Constitution 
  damage to the target, in addition to any other 
  damage the attack may cause. A ravager can use 
  cruelest cut once per day for every three ravager 
  levels he has attained, but may only make one 
  cruelest cut attempt per round. 
  Pain Touch (Su) A ravager can make an unarmed 
  touch attack that deals 1d8 points of damage + 1 
  point per ravager level (1d8+4). Weapon attacks 
  also transmit the pain of Erythnul, but only at the 
  rate of 1d4 extra points of damage + 1 point per 
  ravager level (1d4+4). The ravage can make one 
  additional pain touch for every three ravager levels 
  beyond 1st. 
  Aura of Fear (Su) Enemies within 10 feet of a ravager 
  of 2nd level or higher take a -2 morale penalty on 
  all saving throws for as long as they remain within 
  range. Each use lasts a number of rounds equal to 
  3 + the ravager’s Charisma modifier (1 round). 
   
  Power-Up Suite: Raging – +6 Str, +6 Con, +2 
  morale to Will saves, -4 AC, duration 9 rounds: AC 
  14, touch 8, flatfooted 14, hp 106, Fort +17, Will 
  +5, Melee – ranseur +18/+13 (2d4+13, 19-20/x3, 
  10’ reach), Ranged – javelin +9 (1d6+8), Grp +17, 
  Str 26, Con 22, Swim +12 
   
  L AV I   
  CR  9 
  Female human (Oeridian) ftr 2/rog 3/invisible blade 4 
  CE Medium humanoid 
  Init +4; Senses Listen +11, Spot +11 
  Languages Common, Abyssal, Flan, Orcish 
  AC 19, touch 18, flat-footed 11 
  hp 53 (9 HD) 
  SHL7-08 Rights and Wrongs 
   
  Page 40 
  
  SHL7-08 Rights and Wrongs 
   
  Page 41 
  Fort +8, Ref +12, Will +3  
  Speed 30 ft. (6 squares) 
  Melee dagger +14/+9 (1d4+2, 19-20) or dagger 
  +12/+7 (1d4+2, 19-20) and dagger +12/+7 (1d4+1, 
  19-20) 
  Ranged dagger +13 (1d4+2) 
  Base Atk +8; Grp +10 
  Atk Options Bleeding Wound, Dagger Sneak Attack 
  +4d6, Far Shot, Point Blank Shot, Sneak Attack 
  +2d6, Uncanny Feint (Move) 
  Special Actions Blindfight, Feint Mastery 
  Combat Gear 2 masterwork daggers, 4 daggers, 2 
  blast disks, quicksilver boots 
  Abilities Str 14, Dex 18, Con 14, Int 18, Wis 10, Cha 
  10  
  SQ Evasion, Trap Sense +1, Trapfinding, Unfettered 
  Defense 
  Feats Blindfight, Far Shot, Improved Two-Weapon 
  Fighting, Point Blank Shot, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (dagger)  
  Skills Balance +18, Bluff +12, Climb +10, Diplomacy 
  +8, Disguise +4 (+6 to act in character), Escape 
  Artist +13, Hide +8, Jump +10, Move Silently +8, 
  Sense Motive +12, Sleight of Hand +10, Swim +4, 
  Tumble +18 
  Possessions combat gear plus robes, bracers of 
  armor +1, cloak of resistance +1, headband of 
  intellect +2 
  Bleeding Wound (Ex) An invisible blade of 2nd level 
  or higher who makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, 
  sacrificing 1d6 points of the extra damage from the 
  dagger sneak attack. Such an attack deals damage 
  as normal in the round when the attack hits. 
  Thereafter, the wound caused by the invisible 
  blade’s dagger bleeds for 1 point of damage per 
  round. Multiple wounds from the weapon result in 
  cumulative bleeding loss (two wounds for 2 points 
  of damage per round, and so on). The bleeding 
  can only be stopped by a DC 15 Heal check or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, and so on). Creatures immune 
  to sneak attack damage are immune to bleeding 
  wounds as well.  
  Uncanny Feint [Move] (Ex) At 3rd level, an invisible 
  blade gains the ability to feint in combat (see page 
  68 in of the PH) as a move action rather than a 
  standard action. An invisible blade can use 
  uncanny feint only when armed with a dagger, 
  kukri, or punching dagger. 
  Feint Mastery (Ex) At 4th level, an invisible blade 
  armed with a dagger, kukri, or punching dagger 
  becomes so sure of her ability to mislead 
  opponents that she can take 10 on all Bluff checks 
  when feinting in combat (see page 68 in the PH), 
  even if stress and distractions would normally 
  prevent her from doing so. 
  Unfettered Defense (Ex) An invisible blade benefits 
  from an increased survival instinct during combat. 
  Because of this sixth sense, the invisible blade 
  adds 1 point of her Intelligence bonus (if any) per 
  invisible blade class level to her Armor Class in 
  addition to any other modifiers she would normally 
  receive. If the invisible blade is caught flat-footed or 
  is otherwise denied her Dexterity modifier to Armor 
  Class, she also loses this bonus. Unfettered 
  defense functions only when an invisible blade is 
  not wearing armor and is armed with one or more 
  daggers, kukris, or punching daggers as her only 
  weapons. 
   
  Power-Up 
  Suite: 
  mage 
  armor 
  (1,200 
  rounds 
  remaining): AC 22, flatfooted 14 
  
  APL 12 
  1: EXECUTIONS – RESCUE ATTEMPT 
  H E X T O R I T E  R E S C U E R 
  CR  12 
  Male human (Oer) cleric 7/ ordained champion 5 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +11 
  Languages Common  
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 78 (12 HD) 
  Fort +11, Ref +4, Will +14 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee light flail +12/+7 (1d8+6) 
  Ranged light crossbow +11 (1d8/19-20) 
  Base Atk +10; Grp +11 
  Atk Options Awesome Smite, Channel Spell, 
  Destruction Domain, Fist of the Gods, Holy 
  Warrior, Modified Spontaneous Casting, Power 
  Attack, Rapid Spontaneous Casting, Smite 
  Special Actions Divine Bulwark, Law Devotion, 
  Rebuke Undead 
  Combat Gear light flail, light crossbow, 10 bolts, 3 
  daggers, potion of faith healing (CL 5th), 2 scrolls of 
  faith healing 
  Cleric Spells Prepared (CL 10th, War domain +2 CL): 
   5th— flame strikeD (DC20) (2), slay living (DC 20), 
  spell resistance� 
   4th— divine mightD, freedom of movement�, 
  greater magic weapon�, moon bolt� (DC 19), 
  poison (DC 19) 
    3rd— blindness/deafness (DC 18), contagionD (DC 
  18), dispel magic, inflict serious wounds (DC 18), 
  searing light 
   2nd— bear’s endurance�, eagle’s splendor�, 
  hold person (DC 17), resist energy, shatterD (DC 
  17), sound burst (DC 17) 
   1st— bless�, divine favor, faith healing (2), inflict 
  light woundsD (DC 16), obscuring mist, shield of 
  faith� 
   0— cure minor wound (2), detect magic, guidance, 
  light, resistance 
  �Already cast 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  Evil, War  
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 20, Cha 
  14  
  SQ Continued Advancement, War Caster 
  Feats Awesome Smite, Combat Casting, DiehardB, 
  Extra Turning, Holy Warrior, Law Devotion, Power 
  AttackB, Somatic Weaponry, Weapon Focus (light 
  flail)B  
  Skills Concentration +17, Knowledge (religion) +7, 
  Spellcraft +15 
  Possessions combat gear plus full plate, heavy steel 
  shield, 
  amulet 
  of 
  wisdom 
  +2, 
  incense 
  of 
  concentration 
   Channel Spell (Sp) A champion can channel any 
  spell you have available to cast into the champion’s 
  melee weapon. Doing so requires a move action 
  and uses up a prepared spell or spell slot just as if 
  the champion had cast the spell. The channeled 
  spell affects the next target the champion 
  successfully attacks with that weapon, though 
  saving throws and spell resistance still apply 
  normally. Even if the spell normally affects an area 
  or is a ray, it still affects only the target in this case. 
  On a successful hit, the spell is discharged from 
  the weapon, which can then hold another spell. 
  The champion can channel spells into only one 
  weapon at a time. A spell channeled into a weapon 
  is lost if not used within 8 hours. 
  Destruction Domain (Su) Gain smite ability, to make 
  a single melee attack with a +4 bonus on attack 
  rolls and a +8 bonus on damage rolls (if you hit), 
  usable once per day. 
  Fist of the Gods (Sp) A champion can sacrifice a 
  prepared spell or spell slot as a swift action to deal 
  extra damage. Doing so grants the champion a 
  bonus equal to 1 + spell level sacrificed on the 
  champion’s damage rolls for melee attacks. This 
  benefit lasts for a number of rounds equal to the 
  number of ordained champion class levels.  
  Holy Warrior (Sp) At 5th level, a champion can 
  spend one daily use of turn/rebuke undead as a 
  swift action to bring the champion’s Wisdom into 
  play in combat. For 5 rounds after the champion 
  activates this ability, the champion uses the 
  Wisdom modifier in place of the Strength modifier 
  on attack rolls and damage rolls.  
  Modified Spontaneous Casting (Ex) If a champion 
  has cleric levels, the champion lose the ability to 
  spontaneously cast cure or inflict spells. Instead, 
  the champion can swap out previously prepared 
  cleric spells for any spells of equal or lower level 
  from the War domain. This alteration applies even 
  to levels a champion gains as a cleric after 
  becoming an ordained champion. 
   
  If not a cleric, modified spontaneous casting does 
  not apply to the champion, even if the champion 
  spontaneously cast some other kind of spell, such 
  as summon nature’s ally. 
  Rapid Spontaneous Casting (Ex) At 4th level, any 
  spell from the War domain that the champion 
  spontaneously casts requires only a swift action if 
  its normal casting time is no more than 1 standard 
  action, or a standard action if its normal casting 
  time is 1 full-round action. A spontaneous spell that 
  the champion modifies with a metamagic feat 
  requires only its normal casting time rather than the 
  extra time such a spell normally requires.  
  Smite (Su) May spend one daily use of champion’s 
  turn/rebuke ability as a swift action to turn your next 
  melee attack into a smite. The champion gains a 
  bonus equal to the champion’s Charisma modifier 
  on attack rolls (+2 bonus normally, +4 powered up), 
  and deals extra damage equal to the champion’s 
  total effective turning or rebuking level (+12 
  damage). The smite attack is not limited by 
  SHL7-08 Rights and Wrongs 
   
  Page 42 
  
  alignment or race; a champion can attempt to smite 
  any foe. Except as noted here, this ability functions 
  like the paladin’s smite evil ability (PH 44). 
  Divine Bulwark (Sp) A champion can sacrifice a 
  prepared spell or spell slot as a swift action to gain 
  damage reduction. The value of the damage 
  reduction equals 1 + spell level sacrificed, and it 
  can be overcome by a chaotic-aligned strike. Thus, 
  a 3rd-level ordained champion who sacrificed a 
  flame strike spell would gain damage reduction 
  6/chaotic for 3 rounds. The damage reduction 
  gained from multiple uses of this ability does not 
  stack. This protection lasts for a number of rounds 
  equal to the number of ordained champion class 
  levels. 
  Rebuke Undead (Su) 9/day (11/day powered up); 
  1d20+2 (1d20+4 powered up); turning damage 
  2d6+14 (2d6+16 powered up) 
  Continued Advancement (Ex) Levels in ordained 
  champion stack with levels of other appropriate 
  classes for the purpose of turning or rebuking 
  undead, and for all level-dependent domain 
  granted powers. 
  War Caster (Ex) At 5th level, the champion gains a +2 
  bonus to effective caster level when casting spells 
  that appear on the War domain spell list. 
   
  Power-Up Suite: bear’s endurance (51 rounds 
  remaining), bless (50 rounds remaining), eagle’s 
  splendor (54 rounds remaining), freedom of 
  movement (949 rounds remaining), greater magic 
  weapon [light flail] (3,049 rounds remaining), moon 
  bolt [channel spell ability – stored in flail] (4,700 
  rounds remaining), shield of faith (53 rounds 
  remaining), spell resistance (55 rounds remaining): 
  AC 24 touch 14 flatfooted 23 (+3 deflection), hp 
  102, Resist: SR 22, Fort +13, Will +15, Melee - 
  light flail +16/+11 (1d8+9), Ranged - light crossbow 
  +12, Con 18, Cha 18, Concentration +19  
  Physical Description: Drapped in a dark robe, glints of 
  steel betray the heavy armor worn underneath it. 
  Wielding a flail and carrying a heavy shield, a look 
  of resolve is carried on this Oeridian male’s face. 
   
  H E X T O R I T E  P R I S O N E R 
  CR  0 
  Male human (Oer) warrior 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 6 (1 HD) 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee dagger +3 (1d4+2) 
  Ranged dagger +2 (1d4+2/19-20) 
  Base Atk +1; Grp +3 
  Atk Options nil 
  Special Actions nil  
  Combat Gear nil 
  Abilities Str 14, Dex 13, Con 15, Int 8, Wis 12, Cha 
  10  
  Feats Alertness  
  Skills Climb +6, Intimidate +4 
  Possessions combat gear plus prisoner outfit 
   
  5: REVELATIONS – GUARDIAN CHAMBER 
  N E M O U D  T H E  H O U N D 
  CR  11 
  Anarchic Advanced Dire Wolf of Legend 
  CN Large Outsider (Extraplanar) 
  Init +10; Senses darkvision 60’, low-light vision, 
  scent; Listen +8, Spot +8 
  AC 23, touch 15, flat-footed 17 
  hp 243  (18 HD); fast healing 5; DR 5/magic  
  Immune petrification, polymorph 
  Resist acid 5, cold 5, electricity 5, fire 5, sonic 5;   SR 
  19 
  Fort +23, Ref +20, Will +16 
  Speed 50 ft. (10 squares) 
  Melee bite +26 (2d6+19, 19-20 critical) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +13; Grp +32 
  Atk Options Smite Law, Trip 
  Special Actions Frightful Presence (DC 21)   
  Abilities Str 36, Dex 22, Con 28, Int 5, Wis 14, Cha 
  14  
  SQ Greater Damage 
  Feats Alertness, Diehard, Endurance, Improved 
  Critical (Bite), Improved Initiative, Improved Trip, 
  Run, Track B, Weapon Focus (bite)  
  Skills  Hide +16, Move Silently +8, Survival +3* 
  Frightful Presence (Ex) When Nemoud howls (a free 
  action) it inspires terror in all creatures within 20 
  feet that have fewer hit dice or levels than it has. 
  Each potentially affected opponent must succeed 
  at a Will save (DC 10+ ½ Nemoud’s hit dice + 
  Nemoud’s Charisma modifier) or become shaken – 
  a condition that lasts until the opponent is out of 
  range. A successful save leaves that opponent 
  immune to Nemoud’s frightful presence for 24 
  hours. 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip the opponent (+21 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to the trip the dire 
  wolf. 
  Greater Damage (Ex) Damage dice for Nemoud’s 
  natural attacks are increased by one die type, from 
  1d8 to 2d6. 
  Skills A dire wolf has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks. *It also has 
  a +4 racial bonus on Survival checks when tracking 
  by scent. 
   
  H AR M S  T H E  F AL C O N 
  CR  11 
  SHL7-08 Rights and Wrongs 
   
  Page 43 
  
  Anarchic Advanced Dire Hawk of Legend 
  CN Large Outsider (Extraplanar) 
  Init +13; Senses darkvision 60’, low-light vision;     
  Listen +9, Spot +11*  
  AC 28, touch 18, flat-footed 19 
  hp 246 (17 HD); fast healing 5; DR 5/magic  
  Immune 
  electricity, 
  mind-affecting, 
  petrification, 
  polymorph  
  Resist acid 5, cold 5, fire 5, sonic 5 
  Fort +22, Ref +22, Will +16 
  Speed 10 ft. (2 squares), fly 80 ft. [average] (16 
  squares) 
  Melee 2 talons +26 (2d6+10, 19-20 critical) and bite 
  +24 (2d6+5) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +26 
  Atk Options Breath Weapon (3d6, DC 28), Flyby 
  Attack, Smite Law 
  Abilities Str 30, Dex 28, Con 30, Int 5, Wis 17, Cha 
  15  
  SQ Greater Damage 
  Feats Alertness, Combat Reflexes, Flyby Attack, 
  Hover, 
  Improved 
  Critical 
  (talon), 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (talon), 
  Multiattack, Weapon Finesse  
  Skills Hide +17, Move Silently +11 
  Breath Weapon (Su) Every 1d4 rounds, Harms can 
  use a breath weapon (15’ cone, 3d6 lightning 
  damage). A target can make a Reflex save (DC 10 
  + ½ Harms’ Hit Dice + Harms’ Charisma modifier). 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Greater Damage (Ex) Damage dice for Harms’ 
  natural attacks are increased by one die type, from 
  1d6 to 1d8 for his talons and 1d8 to 2d6 for his 
  bite. 
  Skills * A dire hawk receives a +8 racial bonus to 
  Spot checks in daylight.  
   
  C ARO LK THE  S E A L I Z ARD 
  CR  11 
  CN Huge Outsider (Extraplanar) 
  Init +8; Senses darkvision 60’, low-light vision;   
  Listen +6, Spot +6  
  AC 24, touch 12, flat-footed 20 
  hp 248 (16 HD); fast healing 5; DR 5/magic  
  Immune acid, petrification, poison, polymorph  
  Resist cold 5, electricity 5, fire 5, sonic 5; SR 18 
  Fort +24, Ref +17, Will +10 
  Speed 20 ft. (4 squares), Swim 30 ft. (6 squares) 
  Melee bite +24 (2d8+19, 19-20 critical, plus poison 
  (1d6 Str/1d6 Str, DC 29)) or tail slap +23 
  (1d12+19) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +12; Grp +33 
  Atk Options Improved Grab, Poison, Smite Law 
  Abilities Str 37, Dex 18, Con 32, Int 5, Wis 14, Cha 6  
  SQ Hold Breath 
  Feats Alertness, Diehard, Endurance, Improved 
  Critical (bite), Improved Initiative, Skill Focus 
  (Hide), Weapon Focus (bite) 
  Skills Hide +13*, Swim +21 
  Improved Grab (Ex) When a crocodile hits with its 
  bite attack, it can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with 
  its mouth and drags it into deep water, attempting 
  to pin it to the bottom.  
  Poison (Ex) Carolk delivers its poison with a 
  successful bite attack. A target that succeeds at a 
  Fortitude save (DC 10+ ½ Carolk’s Hit Dice + 
  Carolk’s Constitution modifier) does not take 
  poison damage from that particular attack. The 
  initial and secondary damage is the same: 1d6 
  points of Strength damage. 
  Smite Law (Su) Once per day, an anarchic creature 
  can make a normal attack to deal extra damage 
  equal to its Hit Dice (maximum 20 points) against a 
  lawful opponent.  
  Hold Breath (Ex) A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution 
  score before it risks drowning.   
  Skills A crocodile has a +8 racial bonus to any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
   
  * A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Further, a crocodile can 
  lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  5: REVELATIONS − HARBINGERS’ LAIR 
  AR C AD Y M 
  CR  11 
  Male Human (Oeridian) sorc 5/ the fiend-blooded 6 
  CE Medium Humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common, Abyssal, Draconic  
  AC 13, touch 12, flat-footed 12 
  hp 49 (11 HD) ; DR 3/lawful 
  Resist cold 5, fire 5 
  Fort +7 (+8 against poison), Ref +6, Will +12 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +4 (1d6-1) 
  Ranged light crossbow +6 (1d8) 
  Base Atk +5; Grp +4 
  Atk Options Smiting Spell (1/day), Spells 
  Combat Gear quarterstaff, light crossbow, 10 bolts, 
  eternal wand [ray of clumsiness] (CL 1st), 
  headband of conscious effort, rod of sliding 
  Class Spells Known (CL 11th): 
  5th (5/day)—cloudkill (DC 20), dominate person (DC 
  20), wall of force 
  4th (7/day)—dimension door, enervation, evard’s 
  black tentacles, greater invisibility 
  SHL7-08 Rights and Wrongs 
   
  Page 44 
  
  3rd (7/day)—dispel magic, displacement, fireball 
  (DC 18), haste, slow (DC 18) 
  2nd (6/day)—false life�, glitterdust (DC 17), see 
  invisibility, mirror image, web (DC 17) 
  1st (6/day)—enlarge person, grease (DC 16), mage 
  armor�, magic missile, ray of enfeeblement 
  0 (6/day)—acid splash, daze (DC 15), detect magic, 
  flare (DC 15), mage hand, ray of frost, read 
  magic, resistance, touch of fatigue (DC 15) 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 15, Wis 13, Cha 
  21  
  SQ Blood of Fiends, Fiendish Companion, Fiendish 
  Heritage, Fiendish Sorcery, Summon Familiar 
  (none summoned) 
  Feats Blood Calls to Blood, Cloak of the Obyrith, 
  Eschew Materials, Keeper of Forbidden Lore, 
  Precognitive Visions 
  Skills 
  Bluff 
  +13, 
  Concentration 
  +16, 
  Gather 
  Information 
  +2, 
  Knowledge 
  (arcana) 
  +7, 
  Knowledge (the planes) +19, Spellcraft +21, 
  Survival -1 
  Possessions combat gear plus robe, cloak of 
  resistance +2 
  Smiting Spell (Su) A Fiend-Blooded of at least 4th 
  level can, as a free action, once per day, invest a 
  portion of his fiendish power into any damaging 
  spell he casts. The resulting spell will deal an 
  additional number of hit points of damage equal to 
  the Fiend-Blooded’s class level + Charisma 
  modifier to all within in the spell’s area. 
  Fiendish Heritage (Ex) A Fiend-Blooded draws 
  strength from his fiendish ancestor’s essence, 
  gaining increased mastery over his lineage. At first 
  level, a subtle toughening of his physical form 
  grants a +1 natural armor bonus to AC. At 3rd 
  level, the Fiend-Blooded gains a +1 boost to his 
  Charisma score. At 5th level, the Fiend-Blooded 
  gains a +1 boost to his Intelligence score. 
  Fiendish Sorcery (Ex) The Fiend-Blooded gains 
  insight  into the power of his fiendish heritage, and 
  this 
  insight 
  strengthens 
  the 
  Fiend-Blooded‘s 
  spellcasting prowess. At 2nd, 4th, 6th, 8th, and 10th 
  level, the Fiend-Blooded adds one additional spell 
  to his spells known list. Each new spell must be 
  one of a level that the Fiend-Blooded can cast but 
  can be any spell having the fire description ot any 
  spell from the schools of enchantment, illusion, or 
  necromancy. Thus, the Fiend-Blooded could add 
  fireball (a fire spell) or speak with dead (a 
  necromancy spell) to your 3rd-level spells known 
  (even though you are an arcane caster and speak 
  with dead is normally a divine spell), but not 
  lightning bolt (which is neither carries the fire 
  descriptor nor belongs to one of the three specified 
  schools). 
  Blood of Fiends (Ex) Upon reaching 3rd level, the 
  Fiend-Blooded gains a +1 bonus on saves against 
  poison. The Fiend-Blooded also reduces any 
  damage taken from poison (whether hit point or 
  ability damage) by 1 point. 
   
  At 6th level, the Fiend-Blooded’s fiendish 
  essence grants him resistance to cold and fire 5. 
   
  Power-Up Suite: false life (1,200 rounds remaining), 
  mage armor (1,200 rounds remaining): AC 17, 
  flatfooted 16, hp 64 
   
  L O D D 
  CR  11 
  Male Half-Orc barbarian 3/fighter 2/ravager 6 
  CE Medium humanoid 
  Init +2; Senses Listen +4, Spot +0 
  Languages Common, Orcish  
  AC 18, touch 12, flat-footed 18 
  hp 96 (11 HD) 
  Fort +16, Ref +7, Will +5 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee ranseur +17/+12/+7 (2d4+8, 19-20/x3, 10’ 
  reach) 
  Ranged javelin +13 (1d6+5) 
  Base Atk +11; Grp +16 
  Atk Options Cruelest Cut (2/day), Improved Sunder, 
  Pain Touch (2/day), Power Attack, Rage (1/day) 
  Special Actions Aura of Fear (20’ radius, 2/day), 
  Instantaneous Rage, Mad Foam Rager 
  Combat Gear ranseur +1, 6 javelins, dagger, belt of 
  one mighty blow, counterstrike bracers 
  Abilities Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 
  6  
  SQ Trap Sense +1, Uncanny Dodge 
  Feats Improved Critical (ranseur), Improved Sunder, 
  Instantaneous Rage, Mad Foam Rager, Power 
  Attack, Reckless Rage  
  Skills Intimidate +12, Knowledge (Religion) +9, 
  Survival +4, Swim +9 
  Possessions combat gear plus robes, breastplate 
  +1, cloak of resistance +2 
  Cruelest Cut (Ex) When a ravager reaches 3rd level, 
  his familiarity with pain and fear grant him a cruel 
  precision with his melee attacks. The ravager must 
  declare he is making a cruelest cut attempt before 
  he makes a melee attack (thus, a failed attack 
  ruins 
  the 
  attempt). 
  If 
  the 
  ravager 
  strikes 
  successfully, he deals 1d4 points of Constitution 
  damage to the target, in addition to any other 
  damage the attack may cause. A ravager can use 
  cruelest cut once per day for every three ravager 
  levels he has attained, but may only make one 
  cruelest cut attempt per round. 
  Pain Touch (Su) A ravager can make an unarmed 
  touch attack that deals 1d8 points of damage + 1 
  point per ravager level (1d8+6). Weapon attacks 
  also transmit the pain of Erythnul, but only at the 
  rate of 1d4 extra points of damage + 1 point per 
  ravager level (1d4+6). The ravage can make one 
  additional pain touch for every three ravager levels 
  beyond 1st. 
  Aura of Fear (Su) Enemies within 10 feet of a ravager 
  of 2nd level or higher take a -2 morale penalty on 
  all saving throws for as long as they remain within 
  SHL7-08 Rights and Wrongs 
   
  Page 45 
  
  SHL7-08 Rights and Wrongs 
   
  Page 46 
  range. Each use lasts a number of rounds equal to 
  3 + the ravager’s Charisma modifier (1 round). 
   
  Power-Up Suite: Raging – +6 Str, +6 Con, +2 
  morale to Will saves, -4 AC, duration 9 rounds: AC 
  14, touch 8, flatfooted 14, hp 129, Fort +19, Will 
  +7, Melee – ranseur +20/+15/+10 (2d4+13, 19-
  20/x3, 10’ reach), Ranged – javelin +11 (1d6+8), 
  Grp +19, Str 26, Con 22, Swim +12 
   
  L AV I   
  CR  9 
  Female human (Oeridian) ftr 2/rog 3/invisible blade 
  5/thief-acrobat 1 
  CE Medium humanoid 
  Init +4; Senses Listen +12, Spot +14 
  Languages Common, Abyssal, Flan, Orcish 
  AC 20, touch 19, flat-footed 11 
  hp 64 (11 HD) 
  Resist fire 5 
  Fort +9, Ref +16, Will +4  
  Speed 30 ft. (6 squares) 
  Melee dagger +16/+11 (1d4+2, 19-20) or dagger 
  +14/+9 (1d4+2, 19-20) and dagger +14/+9 (1d4+1, 
  19-20) 
  Ranged dagger +15 (1d4+2) 
  Base Atk +9; Grp +11 
  Atk Options Bleeding Wound, Dagger Sneak Attack 
  +5d6, Far Shot, Point Blank Shot, Sneak Attack 
  +2d6, Uncanny Feint (Free Action) 
  Special Actions Blindfight, Feint Mastery 
  Combat Gear 2 masterwork daggers, 4 daggers, 2 
  blast disks, fiery tunic, quicksilver boots 
  Abilities Str 14, Dex 20, Con 14, Int 18, Wis 10, Cha 
  10  
  SQ Evasion, Fast Acrobatics, Kip Up, Steady Stance, 
  Trap Sense +1, Trapfinding, Unfettered Defense 
  Feats Blindfight, Far Shot, Improved Two-Weapon 
  Fighting, Point Blank Shot, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (dagger)  
  Skills Balance +21, Bluff +13, Climb +10, Diplomacy 
  +8, Disguise +4 (+6 to act in character), Escape 
  Artist +16, Hide +9, Jump +12, Move Silently +9, 
  Sense Motive +13, Sleight of Hand +11, Swim +4, 
  Tumble +21 
  Possessions combat gear plus robes, bracers of 
  armor +1, cloak of resistance +2, gloves of 
  dexterity +2, headband of intellect +2 
  Bleeding Wound (Ex) An invisible blade of 2nd level 
  or higher who makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, 
  sacrificing 1d6 points of the extra damage from the 
  dagger sneak attack. Such an attack deals damage 
  as normal in the round when the attack hits. 
  Thereafter, the wound caused by the invisible 
  blade’s dagger bleeds for 1 point of damage per 
  round. Multiple wounds from the weapon result in 
  cumulative bleeding loss (two wounds for 2 points 
  of damage per round, and so on). The bleeding 
  can only be stopped by a DC 15 Heal check or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, and so on). Creatures immune 
  to sneak attack damage are immune to bleeding 
  wounds as well.  
  Uncanny Feint [Free Action] (Ex) At 5th level, an 
  invisible blade gains the ability to feint in combat 
  (see page 68 in of the PH) as a free action rather 
  than a standard action. An invisible blade can use 
  uncanny feint only when armed with a dagger, 
  kukri, or punching dagger. 
  Feint Mastery (Ex) At 4th level, an invisible blade 
  armed with a dagger, kukri, or punching dagger 
  becomes so sure of her ability to mislead 
  opponents that she can take 10 on all Bluff checks 
  when feinting in combat (see page 68 in the PH), 
  even if stress and distractions would normally 
  prevent her from doing so. 
  Fast Acrobatics (Ex) A thief-acrobat can avoid the 
  normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal 
  -5 penalty when making a Balance check while 
  moving at her full normal speed. She can climb at 
  half her speed as a move action without taking a -5 
  penalty on her Climb check. Finally, she can 
  tumble at her full speed without taking the normal -
  10 penalty on her Tumble check. 
  Kip Up (Ex) A thief-acrobat can stand up from a 
  prone position as a free action that doesn’t provoke 
  attacks of opportunity. This ability works only if the 
  thief-acrobat wears light or no armor and carries no 
  more than a light load. 
  Steady Stance (Ex) A thief-acrobat remains stable on 
  her feet when others have difficulty standing. She 
  is not considered flat-footed while balancing or 
  climbing, and she adds her class level as a bonus 
  on Balance and Climb checks to remain balancing 
  or climbing when she takes damage. 
  Unfettered Defense (Ex) An invisible blade benefits 
  from an increased survival instinct during combat. 
  Because of this sixth sense, the invisible blade 
  adds 1 point of her Intelligence bonus (if any) per 
  invisible blade class level to her Armor Class in 
  addition to any other modifiers she would normally 
  receive. If the invisible blade is caught flat-footed or 
  is otherwise denied her Dexterity modifier to Armor 
  Class, she also loses this bonus. Unfettered 
  defense functions only when an invisible blade is 
  not wearing armor and is armed with one or more 
  daggers, kukris, or punching daggers as her only 
  weapons. 
   
  Power-Up 
  Suite: 
  mage 
  armor 
  (1,200 
  rounds 
  remaining): AC 23, flatfooted 14 
   
   
   
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  AWESOME SMITE [TACTICAL]  
  Through a combination of sheer muscle and mystical 
  acumen, you can deliver devastating smite attacks. 
   
  Prerequisite: Power Attack, base attack bonus +6, 
  smite ability 
   
  Benefit: This feat allows the use of three tactical 
  maneuvers, each of which requires you make a smite 
  attack while using the Power Attack feat (minimum 
  attack penalty -1). You must declare the use of this feat 
  before making the attack roll. You can employ one of 
  these maneuvers at a time. 
   
  Demolishing Smite: Your smite attack punches 
  through your enemy’s defenses. For the purpose of this 
  single attack, you can ignore a number of points of 
  damage reduction (Except DR/- or DR/epic) up to 
  twice your Charisma bonus (if any). For instance, if 
  your Charisma is 17 (+3 bonus, you ignore 6 points of 
  your target’s damage reduction when making a 
  demolishing smite. 
   
  Overwhelming Smite: Your smite attack can 
  knock an opponent prone. If the attack hits and deals 
  damagem it is treated as though it were also a trip 
  attack. Make a Strength check opposed by the 
  defender’s Strength or Dexterity, with all normal trip 
  modifiers (PH 158). A foe that resists is not entitled to 
  make a trip attempt against you in return. You can 
  attempt an overwhelming smite only once per round. 
   
  Seeking Smite: Your smite attack is uncannily 
  guided to its target. For the purpose of this single 
  attack, you ignore any miss chance your foe might 
  have, though your weapon must still be able to strike 
  the target. Thus, while this maneuver allows you to 
  strike an incorporeal creature unerringly with a magic 
  sword, it does not allow you to strike it with a 
  nonmagical weapon. 
   
  Source: Complete Champion 55. 
   
  BLOOD CALLS TO BLOOD  
  Exploring the latent potential in your blood due to 
  your fiendish descent, you learn how to better adapt to 
  the mystical attacks of your forebears. 
   
  Prerequisite: Spontaneous arcane caster, must be 
  descended from a fiend. 
   
  Benefit: Against the attacks, spells, and spell-like 
  abilities of fiends (evil outsiders) and half-fiends, you 
  gain a +2 bonus on your saving throws. This bonus 
  does not apply against assaults of opponents of any 
  other kind. 
   
  Source: Heroes of Horror 120. 
   
  CLOAK OF THE OBYRITH [ABYSSAL HERITOR]  
  The chaos of the Abyss suffuses your being, as it does 
  the ancient obyriths. 
   
  Prerequisite: Chaotic alignment. 
   
  Benefit: You gain damage reduction 1/lawful. The 
  amount of damage reduction increases by 1 for each 
  Abyssal heritor feat you possess. 
   
  Special: You are careless when it comes to your 
  own fundamental well-being and take a -2 penalty on 
  Survival checks. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 85. 
   
  HOLY WARRIOR [RESERVE]  
  Your zeal on the battlefield allows you to deal extra 
  damage in combat. 
   
  Prerequisite: Ability to cast 4th-level spells, access 
  to the War domain. 
   
  Benefit: As long as you have a 4th-level or higher 
  War domain spell available to cast, you gain a bonus on 
  your weapon damage rolls equal to the level of the 
  highest-level War spell you have available to cast. 
   
  As a secondary benefit, you gain a +1 competence 
  bonus to your caster level when casting force spells. 
   
  Source: Complete Champion 60. 
   
  INSTANTANEOUS RAGE [GENERAL] 
  You activate your rage instantly. 
   
  Prerequisite: Rage or frenzy ability. 
   
  Benefit: Your rage begins at any time you wish, 
  even when it’s not your turn or when you’re surprised. 
  You can activate your rage as a free action in response 
  to another’s action. Thus, you can gain the benefits of 
  rage in time to prevent or ameliorate an undesirable 
  event. For example, you can choose to enter a rage 
  when an enemy attacks you, or casts a spell at you (to 
  gain the benefits of a higher Constitution or your 
  bonus on Will saves) before you know the results of 
  the attack. You must be aware of the attack but you 
  may be flat-footed. 
   
  Normal: You enter a rage only during your turn. 
   
  Source: Complete Warrior 102. 
   
  KEEPER OF FORBIDDEN LORE [ABYSSAL HERITOR]  
  A shred of demonic racial memory grants you 
  knowledge of numerous ancient magical secrets. 
   
  Prerequisite: Int 13. 
   
  Benefit: You gain a bonus of Knowledge (the 
  planes), Spellcraft, and bardic knowledge checks. The 
  magnitude of this bonus equals the number of Abyssal 
  heritor feats you possess. In addition, Knowledge (the 
  planes) and Spellcraft are always class skills for you, 
  and you can use them untrained. 
   
  Special: You have trouble acquiring information 
  in more conventional ways, which translate to a -2 
  penalty on Gather Information checks. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 86. 
   
  LAW DEVOTION [DOMAIN] 
  The power of law assists you in combat. 
  SHL7-08 Rights and Wrongs 
   
  Page 47 
  
   
  Benefit: Once per day as a swift action, you can 
  summon the power of law to aid you. Upon activating 
  this ability, you immediately gain a +3 sacred (if your 
  deity is good or neutral) or profane (if your deity is 
  evil) bonus on your attack rolls or to your AC until 
  your next action. At the beginning of your next action, 
  you can reallocate the bonus if desired. This effect lasts 
  for one minute. 
   
  The bonus increases to +5 when you attain 10th 
  level, and to +7 when you attain 15th level. 
   
  Special: You can select this feat multiple times, 
  gaining one additional daily use each time you take it. 
   
  Special: If you have the ability to turn or rebuke 
  undead, you gain one additional daily use of this feat 
  for each three daily turn or rebuke uses you expend. 
   
  Source: Complete Champion 61. 
   
  PRECOGNITIVE VISIONS [ABYSSAL HERITOR]  
  You periodically experience visions from the near 
  future. 
   
  Prerequisite: Wis 13, any one Abyssal heritor feat. 
   
  Benefit: Your visions reflect possible futures, and 
  you can act to ensure or resist them. You gain a number 
  of floating +1 insight bonuses equal to one-half the 
  number of Abyssal heritor feats you possess (minimum 
  1). The bonuses last 24 hours, and you must reassign 
  them at the start of each new day. You can assign each 
  bonus to one of the following: 
   
  • Your Armor Class  
  • Your attack rolls  
  • Your Initiative checks  
  • One of your saving throws (Fortitude, Reflex, or 
  Will) 
  • Checks made with one skill of your choice 
   
  Since insight bonuses do not stack, it’s best to assign 
  each one to a different kind of roll or check. 
   
  Special: Your visions tend to create unwelcome 
  hallucinations. This effect imposes a -2 penalty on Spot 
  checks. 
   
  Source: Fiendish Codex I: Hordes of the Abyss 87. 
   
  MAD FOAM RAGER [GENERAL] 
  You fight with the rage that only a rabid badger or a 
  beer-addled dwarf can bring to bear. In combat, you 
  shrug off attacks and continue fighting even in the face 
  of horrific injuries and effects. 
   
  Prerequisite: Rage or frenzy ability. 
   
  Benefit: 
  When 
  fighting, 
  you 
  can 
  endure 
  tremendous blows with little visible effect. As an 
  immediate action, you can choose to delay the effect of 
  a single attack, spell, or ability used against you. The 
  damage or effect does not take hold until the end of 
  your next turn. You can only use this ability while 
  under the effect of your rage or frenzy ability. You can 
  activate it once every time you use your rage or frenzy 
  ability. 
   
  Source: Player’s Handbook II 143. 
   
  RECKLESS RAGE [GENERAL] 
  You are considered extreme even among other barbaric 
  warriors, and you enter a deeper state of rage than 
  others. Goliath barbarians favor this feat. 
   
  Prerequisite: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to your Armor Class, 
  but gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with 
  the effects of rage, greater rage, and mighty rage. 
   
  Source: Races of Stone 143. 
   
  SOMATIC WEAPONRY [GENERAL]  
  You are adept at performing somatic spell components 
  while your hands are occupied. 
   
  Prerequisite: Concentration 5 ranks, Spellcraft 5 
  ranks. 
   
  Benefit: When wielding a weapon (or holding an 
  item of comparable size) in one or both hands, you can 
  use that item to trace the somatic component of a spell, 
  rather than using your fingers. This allows you to cast 
  spells with somatic components even while your hands 
  are full or occupied, as long as at least one hand is 
  holding an item of proper size. 
   
  This feat doesn’t allow you to use somatic 
  components while grappling, regardless of the size of 
  your foe. 
   
  Normal: You must have a hand free to cast spells 
  that have somatic components. 
   
  Source: Complete Mage 47. 
   
  ITEMS 
  BELT OF ONE MIGHTY BLOW 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Waist 
  Caster Level: 5th 
  Aura: Faint;(DC 17) transmutation 
  Activation: Swift (command) 
  Weight: 1 lb.  
  The buckle of this wide leather belt is set with a single 
  blood-red carbuncle. 
   
  Activating a belt of one mighty blow grants extra 
  damage on your next melee attack made before the end 
  of your turn. A light weapon deals an extra 1d8 points 
  of damage, a one-handed weapon deals an extra 2d6 
  points of damage, and a two-handed weapon deals an 
  extra 3d6 points of damage. 
   
  A belt of one mighty blow functions once per day. 
  Prerequisite: Craft Wondrous Item, bull’s strength. 
  Cost to Create: 750 gp, 60 XP, 2 days. 
  Source: Magic Item Compendium 74. 
   
  BLAST DISK 
  Price (Item Level): 900 gp (4th) 
  Body Slot: - (held) 
  Caster Level: 5th 
  SHL7-08 Rights and Wrongs 
   
  Page 48 
  
  Aura: Faint;(DC 17) evocation 
  Activation: Standard (manipulation) 
  Weight: 1 lb.  
  This jet-black, 8-inch-diameter plate bears a bas relief 
  humanoid skull surrounded by runes and sigils. Its 
  other side is perfectly smooth and flat. 
   
  A blast disk can be set to explode through 
  proximity or on a timer. In either case, when the disk 
  activates it explodes, destroying the blast disk and 
  dealing 5d6 points of fire damage to all creatures and 
  objects within 10 feet (Reflex DC 14 half). 
   
  If set to explode through proximity, a blast disk 
  must be set down in a square on the battlefield. The 
  next creature of Small or larger size to enter that square 
  (either on the ground or airborne within 5 feet) sets off 
  the blast disk. That creature receives a -2 penalty on the 
  save against the blast. 
   
  A blast disk can also be set to automatically 
  explode up to 10 rounds after placement. 
   
  A character who has trapfinding can find (Search 
  DC 28) and disable (Disable Device DC 28) a blast disk. 
  Prerequisite: Craft Wondrous Item, fireball. 
  Cost to Create: 450 gp, 36 XP, 1 day. 
  Source: Magic Item Compendium 152. 
   
  COUNTERSTRIKE BRACERS 
  Price (Item Level): 2,500 gp (7th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Faint;(DC 17) transmutation 
  Activation: Immediate (command) 
  Weight: -  
  Each of these steel bracers bears the image of a stacked 
  pair of daggers pointed in opposite directions. 
   
  Counterstrike bracers allow you to answer an 
  unsuccessful melee attack against you with an 
  unexpected riposte. You can activate the bracers 
  immediately after an enemy has missed you with a 
  melee attack. Doing this grants you a free attack of 
  opportunity against that enemy (even if you have 
  already used up your allotted attacks of opportunity for 
  the round). You must activate the bracers before your 
  enemy takes any other attacks or actions. 
   
  This ability functions two times per day. 
  Prerequisite: Craft Wondrous Item, haste. 
  Cost to Create: 1,250 gp, 100 XP, 3 days. 
  Source: Magic Item Compendium 90. 
   
  ETERNAL WAND 
  Price (Item Level): See table 
  Body Slot: - (held) 
  Caster Level: See table 
  Aura: Faint;(see table)school of spell contained in 
  eternal wand 
  Activation: Standard (command) 
  Weight: -  
  This long, tapered wand ends with a pink crystal 
  containing red swirls. 
   
  An eternal wand holds a single arcane spell of 3rd 
  level or lower, determined during creation. Any 
  character who can cast arcane spells can activate the 
  wand to use the spell contained in it, regardless of 
  whether the spell appears on his class spell list. 
   
  An eternal wand functions two times per day. 
   
  Lore: During the final years of the last great war, 
  the artificers and wizards of a powerful noble family 
  perfected a new form of wand built around a crystal 
  shard (Knowledge [history] DC 10). 
   
  The development of the eternal wand allowed 
  lesser arcanists to take the place of war wizards during 
  the final days of the last great war, supplementing their 
  passive spells with more aggressive magic (Knowledge 
  [history] DC 15). 
   
  While the artificers have been searching for ways 
  to streamline the process of creation, the technique is 
  still in its infancy. Currently, the wands are rarely seen 
  except in military units, but a few soldiers who served 
  in the war brought their  eternal wands of magic 
  missile home from the front lines (Knowledge 
  [history] DC 20).  
  Prerequisite: Craft Wand, Craft Wondrous Item, the 
  spell contained in the eternal wand. 
  Cost to Create: See table. 
  Source: Magic Item Compendium 159-160. 
   
  Spell 
  Level 
  Caster 
  Level 
  Price 
  (Item Level) 
  Spellcraft 
  DC 
  Cost to 
  Create 
  0 
  1st  
  460 gp   
  (3rd) 
  15 
  230 gp,          
  18 XP, 1day 
  1st   
  1st  
  820 gp   
  (4th) 
  15 
  410 gp,          
  32 XP, 1 day 
  2nd   
  3rd  
  4,420 gp 
  (9th) 
  16 
  2,210 gp,       
  176 XP, 3 days 
  3rd   
  5th  
  10,900 gp 
  (13th) 
  17 
  5,450 gp,       
  436 XP, 11 days 
   
  FIERY TUNIC 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Torso 
  Caster Level: 7th 
  Aura: Moderate;(DC 18) conjuration 
  Activation: - and swift (command) 
  Weight: 2 lb.  
  This eye-catching tunic shifts and moves like liquid 
  flame. A crystal shard burns a brilliant red in the 
  middle of the chest, fused seamlessly with the cloth of 
  the shirt. 
   
  A fiery tunic grants you resistance to fire 5. This is 
  a continuous effect and requires no activation. 
   
  When you activate the tunic, it generates a fire 
  shield, as the spell (warm shield effect only), that lasts 
  for 5 rounds. In addition, any melee weapons you hold 
  while the fire shield is active are treated as flaming 
  weapons (DMG 224). You can deactivate this effect at 
  any time with another swift action. This ability 
  functions once per day. 
  Prerequisite: Bind Elemental (ECS 51) or Craft 
  Wondrous Item, planar binding. 
  SHL7-08 Rights and Wrongs 
   
  Page 49 
  
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
  Source: Magic Item Compendium 99-100. 
   
  GLOVES OF FORTUNATE STRIKING 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint;(DC 16) divination 
  Activation: Immediate (mental) 
  Weight: -  
  These supple white leather gloves are embroidered 
  with blue symbols of luck. 
   
  You can activate gloves of fortunate striking to 
  reroll an attack roll that you’ve made before you know 
  whether the attack succeeded. You must use the 
  second result, even if it’s lower. You can’t use this 
  ability if you have already rerolled the attack for any 
  reason.  
   
  This ability functions once per day. 
  Prerequisite: Craft Wondrous Item, true strike. 
  Cost to Create: 1,000 gp, 40 XP, 2 days. 
  Source: Magic Item Compendium 105-106. 
   
  HEADBAND OF CONSCIOUS EFFORT 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Head 
  Caster Level: 6th 
  Aura: Moderate;(DC 18) transmutation 
  Activation: Immediate (mental) 
  Weight: -  
  The front of this delicate golden headband is set with 
  an array of three matched tiger’s-eye gems that seem to 
  glow with inner fire. 
   
  While wearing a headband of conscious effort, you 
  can attempt a Concentration check instead of a 
  required Fortitude saving throw once per day. 
  Prerequisite: Craft Wondrous Item, Combat Casting, 
  bear’s endurance. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
  Source: Magic Item Compendium 109-110. 
   
  INCENSE OF CONCENTRATION 
  Price (Item Level): 250 gp (2nd) 
  Body Slot: - 
  Caster Level: 7th 
  Aura: Moderate;(DC 18) transmutation 
  Activation: Standard (manipulation) 
  Weight: -  
  This golden yellow block of incense is imprinted with 
  a rune representing memory. 
   
  If burned while you prepare spells, this incense 
  allows you to prepare one extra 1st-level spell for the 
  day. You can benefit from only one exposure to incense 
  of concentration in a 24-hour period. 
  Prerequisite: Craft Wondrous Item, Rary’s mnemonic 
  enhancer. 
  Cost to Create: 125 gp, 10 XP, 1 day. 
  Source: Magic Item Compendium 162. 
   
  INQUISITOR BRACERS 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Faint;(DC 17) conjuration 
  Activation: Swift (command) 
  Weight: 1 lb. 
  The harsh suns carved into these heavy steel bracers 
  resemble grim versions of the normally forgiving 
  visage of Pelor, god of the sun. 
   
  Inquisitor bracers provide a potent method for 
  sorting out normal townsfolk from conniving 
  vampires or similarly stealthy undead. After you 
  activate these bracers, the next melee attack you make 
  before the end of your turn includes a cure moderate 
  wounds effect (in addition to the normal damage dealt 
  by the attack). Ideally, this effect damages its undead 
  target and reveals its evil nature, but in cases of 
  mistaken identity, at least the healing helps counteract 
  the damage dealt to a living (and possibly innocent) 
  target.  
   
  You can’t use these bracers as part of a touch attack 
  – only as part of a normal melee attack. This ability 
  functions three times per day. 
  Prerequisite: Craft Wondrous Item, cure moderate 
  wounds. 
  Cost to Create: 750 gp, 60 XP, 2 days. 
  Source: Magic Item Compendium 105-113. 
   
  LENSES OF TRUE FORM 
  Price (Item Level): 10,000 gp (12th) 
  Body Slot: Face 
  Caster Level: 13th 
  Aura: Strong;(DC 21) divination 
  Activation: - and standard (command) 
  Weight: -  
  These lenses are small, clear, crystalline constructions 
  set into a golden frame. 
   
  When you place these lenses over your eyes, they 
  become all but invisible (Spot DC 30 to notice). While 
  wearing the lenses, you gain a +10 circumstance bonus 
  on Spot checks to see through a disguise. This is a 
  continuous effect and requires no activation.  
   
  In addition, once per day you can activate the 
  lenses to force a single shape-shifted creature within 30 
  feet to resume its natural form. The target creature can 
  attempt a DC 14 Will save to resist. Failure means it 
  immediately assumes its natural form, shape, and size, 
  and it cannot assume a different shape for the next 2d4 
  rounds. 
  Prerequisite: Craft Wondrous Item, true seeing, dispel 
  magic or greater dispel magic. 
  Cost to Create: 5,000 gp, 400 XP, 10 days. 
  Source: Magic Item Compendium 113. 
   
  QUICKSILVER BOOTS 
  Price (Item Level): 3,500 gp (8th) 
  SHL7-08 Rights and Wrongs 
   
  Page 50 
  
  Body Slot: Feet 
  Caster Level: 5th 
  Aura: Faint;(DC 17) illusion 
  Activation: Swift (command) 
  Weight: -  
  The tops of these leather boots are folded over to make 
  cuffs, revealing the arcane symbols that are woven with 
  golden thread into the boots’ lining. 
   
  Quicksilver boots give you the ability to flash 
  across the battlefield with a moment’s impulse. When 
  you activate these boots, you can move a distance up to 
  your land speed (as if using a move action to do so). 
  This extra movement follows all the normal rules for 
  movement, except that you can move across water or 
  other liquid without falling in (as long as you start and 
  finish on solid ground). You provoke attacks of 
  opportunity as normal for movement, though the 
  rapidity of your travel makes your form blurry, 
  providing concealment against such attacks.  
   
  This ability functions two times per day. 
  Prerequisite: Craft Wondrous Item, blur, expeditious 
  retreat. 
  Cost to Create: 1,750 gp, 140 XP, 4 days. 
  Source: Magic Item Compendium 119. 
   
  SHIRT OF THE INEVITABLE 
  Price (Item Level): 15,000 gp (14th) 
  Body Slot: Torso 
  Caster Level: 9th 
  Aura: Moderate;(DC 19) transmutation 
  Activation: - 
  Weight: 10 lb.  
  This metal sheath covers the chest and shoulders. 
   
  This shirt is actually the metallic chestplate from 
  one of the constructs of Mechanus – a noble inevitable. 
  It grants you damage reduction 3/chaotic. 
  Prerequisite: Craft Wondrous Item, righteous might. 
  Cost to Create: 7,500 gp, 600 XP, 15 days. 
  Source: Magic Item Compendium 134-135. 
   
  ROD OF SLIDING 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: - (held) 
  Caster Level: 9th 
  Aura: Moderate;(DC 19) transmutation 
  Activation: Standard (command) 
  Weight: 3 lb.  
  Small magnets are set into the ends of this iron rod. 
   
  When activated, this rod can either push a 
  targeted creature 5 feet farther away from you or pull it 
  5 feet closer to you. The target must be within 30 feet 
  of you and must end its movement in an unoccupied 
  square. The movement does not provoke attacks of 
  opportunity. An unwilling creature is entitled to a DC 
  11 Will saving throw to negate the effect. 
   
  A rod of sliding functions three times per day. 
  Prerequisite: Craft Rod, slide (SC 191). 
  Cost to Create: 700 gp, 56 XP, 2 days. 
  Source: Magic Item Compendium 175. 
   
  SHIRT OF SLAADSKIN 
  Price (Item Level): 15,000 gp (14th) 
  Body Slot: Torso 
  Caster Level: 9th 
  Aura: Moderate;(DC 19) transmutation 
  Activation: - 
  Weight: 1 lb.  
  This lightweight, brightly colored shirt is made from a 
  rubbery, pebbled hide. 
   
  This shirt is made from the skin of a slaad. It 
  grants you damage reduction 3/lawful. 
  Prerequisite: Craft Wondrous Item, righteous might. 
  Cost to Create: 7,500 gp, 600 XP, 15 days. 
  Source: Magic Item Compendium 135. 
   
  SPELLS 
  FAITH HEALING 
  Conjuration (Healing) 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You place your hands on your loyal acolyte and blue-
  silver radiance discharges from your hands. The 
  horrendous wounds across his chest heal, leaving no 
  scar. 
   
  When laying you hand upon a living creature, you 
  channel positive energy that cures 8 points of damage 
  +1 point per caster level (up to +5). The spell works 
  only on a creature that worships the same deity as you. 
  A target with no deity or different deity from yours is 
  unaffected by the spell, even if the target would 
  normally be harmed by positive energy. 
   
  Source: Spell Compendium 87. 
   
  MOON BOLT 
  Evocation 
  Level: Cleric 4, druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Target: One living or undead creature, or two living or 
  undead creatures that are no more than 15 ft. apart; see 
  text 
  Duration: Instantaneous 
  Saving Throw: Fortitude half (living target) or Will 
  negates (undead target) 
  Spell Resistance: Yes 
   
  Picturing a full moon in your mind you call upon the 
  cyclical energies of the celestial body. You create a bolt 
  SHL7-08 Rights and Wrongs 
   
  Page 51 
  
  SHL7-08 Rights and Wrongs 
   
  Page 52 
  of shimmering moonlight that streaks from your 
  outstretched hand. 
   
  A moon bolt strikes unerringly against any living or 
  undead creature in range. 
   
  A living creature struck by a moon bolt takes 1d4 
  Strength damage per three caster levels (maximum 
  5d4). If the subject makes a successful Fortitude saving 
  throw, the Strength damage is halved. 
   
  An undead creature struck by a moon bolt must 
  make a Will save or fall helpless for d4 rounds, after 
  which time it is no longer helpless and can stand 
  upright, but it takes a -2 penalty on attack rolls and 
  Will saving throws for the next minute. 
   
  Source: Spell Compendium 143. 
   
  RAY OF CLUMSINESS 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (30 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A crackling ray leaps from your outstretched hand. The 
  green ray seems almost sluggish in reaching its target, 
  though it takes only an eyeblink to do so. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. The energy of the ray stiffens the 
  subject’s muscles and joints, making it more difficult 
  for the subject to move. The subject takes a penalty to 
  Dexterity equal to 1d6+1 per two caster levels 
  (maximum penalty 1d6+5, minimum Dexterity 1). 
   
  Source: Spell Compendium 166. 
  
   
  APPENDIX 3: DM MAPS 
   
  SHL7-08 Rights and Wrongs 
   
  Page 53 
  
  PLAYER HANDOUT 1: THE ACTS OF PROTECTION 
  As you are entering the gates of the city, a soldier hands you the following piece of parchment, written in a practiced hand: 
   
  As passed by the vote of the Council of Lords, as motioned for by the Lords, herein are the Acts of Protection, laws that are to be 
  enacted immediately and their enforcement carried out by the Knights of Holy Shielding and the soldiers of the Standing Army, led 
  by the Council of Inquisition, as dictated and granted by the Council of Lords. 
   
  All weapons are to be stowed or peacebonded within the borders of all cities of the Shield Lands, were as weapons that are free will be 
  confiscated by the law and held until a fine is paid, being equal to twice the standard price of the weapon taken, or half the value of a 
  weapon that is empowered by magic. Weapons confiscated twice within a tenday are seized permanently and are given to the 
  Standing Army for use. 
   
  A curfew of sundown to sunrise is enacted from this day forth in all cities of the Shield Lands, and only those with a badge of 
  revelation or a nightpass are allowed to be out, unless working for the Council of Inquisition. Anyone caught after hours in violation 
  of the curfew will be arrested and questioned by the inquisition for this violation, with possible fines or prison time as decided by the 
  results of such questioning. 
   
  Any persons of interest must surrender themselves without question to the forces of the Council of Inquisition when asked to. Forces 
  of the Council Inquisition include those in the Knights and Standing Army that include a member that carries rank and a badge of 
  revelation, proving their authority. Failure to surrender to the forces of the Inquisition carries the charge of high treason, as the 
  Council of Inquisition has been vested its power by the Council of Lords, and thus disobeying any request of a member of the 
  Inquisition thus is disobeying an order of the Council of Lords. 
   
  Unsanctioned interference into any matters of the Council of Inquisition carries the charge of treason, if proven. Any activities that 
  fall dictum to the Council of Inquisition are to be report immediately to a representative or agent of the Inquisition. 
   
  Any member of the Council of Inquisition carries the authority as if a high-ranking member of the Standing Army, their orders 
  carrying greater rank than a Knight or Lieutenant. In order to carry out the Acts of Protection, the Council of Inquisition is granted 
  the access to recruit and utilize members of the Knights of Holy Shielding and the Standing Army in their investigations. 
   
  The possession of any object bearing the symbol of an evil power or nation is illegal, and may carry the weight of high treason or 
  espionage against the Shield Lands. Those who voluntarily deliver such objects immediately to the Council of Inquisition, with 
  explanations of their possession by the party turning them in, are allowed a pardon after verification of their confessions. However, 
  the worship of an evil power within the borders of the Shield Lands carries a sentence of death. 
   
  Employment by a foreign power that is a possible threat to the Shield Lands carries a sentence of treason. 
   
  Likewise, the Council of Lords has recognized the need for fast action in these troubled times, and thus has allowed the passing of 
  further acts on short notice, allowing such measures to be reviewed for possible changes at a later date, when a full council is 
  assembled, if passed without all members present. 
  SHL7-08 Rights and Wrongs 
   
  Page 54 
  
  SHL7-08 Rights and Wrongs 
   
  Page 55 
  PLAYER HANDOUT 2: ORDERS 
  Entering the city of Critwall, a member of your organization has met you and handed you the following orders: 
   
  As ordered by the Council of Lords, in order to prepare all those members of the Knights, Standing Army, and the 
  churches of the Council of Inquisition for possible service in enforcing the Acts of Protection, makes the assurance of 
  the true being of all members verified. Therefore, all members of the above organizations are to present themselves at 
  the Hold of Truth, and acquired a badge of revelation to ready for service to the Council of Inquisition. Failure to do so 
  will considered a violation of orders.   
   
   
   
   
  ------------------------------------------------------------------------ 
   
   
   
   
  PLAYER HANDOUT 3: INVITATION FROM THE BROTHERS OF LIBERTY 
  Good and free soul, 
   
   
  We know of you, and find ourselves in need of individuals of your caliber to help us with a matter of importance 
  which may be related to the unfortunate incident you found yourselves drawn into yesterday. If interested in assisting 
  us, you will be able to find me at Dewey’s at 2 bells after noon.  
   
   
   
   
   
   
   
  Speaker Pribb, of the Brothers of Liberty 
   
   
   
   
   
   
   
   
   
  and 
   
   
   
   
   
   
   
   
   
   
   
  Faithful Servant of the Summoner 
   
   
   
   
  ------------------------------------------------------------------------ 
   
   
   
   
  PLAYER HANDOUT 4: INVITATION FROM THE SENESCHAL OF LORD SHARN 
  Good Citizen/Traveler, 
   
   
  Your actions yesterday have drawn the attention of my Lord, and thus he finds that your capabilities may be useful 
  in resolving a matter of great importance to the Shield Lands and those who live here. If interested in assisting the 
  Shield Lands in her times of need, my Lord humbly requests your presence at the Council of Lords this day to discuss 
  the matter, to see if you may be willing to assist in working towards a better tomorrow for all here.  Ask for me when 
  you arrive, and we look forward to speaking with you. 
   
   
   
   
   
  Seneschal Rylaint, Scribe of the Council of Lords 
   
   
   
   
   
   
   
  and 
   
   
   
   
   
  Assistant to Lord Simen Sharn  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/597/Normal Scenarios/SHL7-08 - Rights and Wrongs (APL 4-14)/SHL7-08 - Rights and Wrongs.pdf