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. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-05 
   
   
   
   
   
   
   
  Pyre of the Righteous 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  by Theron Martin 
  Circle Reviewer: Creighton Broadhurst 
  Playtesters: Latham Luepke, Gary Sarver, Rhett Sarver, Mike Sharp, Rebecca Duncanson 
   
  Adventurers have thwarted Rary on most fronts in his quest to unmake the Scorpion Crown, but that has only irritated 
  the former Circle member and forced him into more direct action. Some may soon learn that continuing to defy one of 
  the most powerful wizards on Oerth comes at a hefty price. A one-round Core adventure set in Hardby and the Abbor-
  Alz Hills for characters level 4-15 (APLs 6-14) who know where their loyalties lie. Part one of “Rise of the Ancients” and a 
  sequel to “Blight on Bright Sands.” 
   
  Resources for this adventure include Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete 
  Divine [David Noonan], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Draconomicon [Andy Collins, Skip 
  Williams, James Wyatt], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], 
  “Hardby: City of the Scorned” Dungeon 92 [Paul Looby], Monster Manual III [Rich Burlew, et al.], Players Handbook II 
  [David Noonan], and Spell Compendium [Matthew Sernet, Jeff Grub, Mike McArtor]. 
  598 CY 
  
  COR8-05 Pyre of the Righteous 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even 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 table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  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.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  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.  
   
  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. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR8-05 Pyre of the Righteous 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in 
  Hardby and the Bright Lands. Characters with the Bright 
  Lands as a home region treat this scenario as 1 TU for 
  purposes of paying upkeep. All other characters treat this 
  scenario as 2 TUs for purposes of paying upkeep. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  In the “Blight on Bright Sands” Core series, adventurers 
  discovered Rary’s grand plan to unmake the Scorpion 
  Crown, a powerful artifact responsible for turning the 
  Bright Lands into the desert it is now and transforming 
  the citizens of the ancient Flan empire of Sulm into 
  manscorpions or asherati. Though it may have outwardly 
  seemed a noble goal, powerful individuals such as Circle 
  of Eight member Tenser and the prominent paladin 
  Karistyne judged that Rary sought to gain absolute 
  dominion over the Bright Lands by using the unmaking 
  to bend the Bright Lands to his will. To stop him, they set 
  adventurers to work collecting various items that Rary 
  would need for the unmaking ceremony before Rary 
  could get his hands on them. The items included: the 
  soul-stealing meteoric metal thinuan, the “Last Flower of 
  Sulm,” an evil-aligned weapon from the time of Sulm, and 
  a good-aligned weapon from the time of Sulm. Rary, 
  meanwhile, had other adventurers in his employ also 
  seeking the same items, but those siding with Karistyne 
  were more successful, denying Rary everything but some 
  of the thinuan. 
   
  Defying a wizard of epic power is a dangerous 
  business, however, for sooner or later one may provoke 
  said wizard into direct action. 
   
  Despite her constant meddling, Rary had long 
  avoided making a direct strike against Karistyne, partly 
  because he knew such an action might personally call out 
  her ally Tenser and partly because taking her out would 
  have eliminated any feeble claim to respectability he 
  might still hold in the public eye. Late in CY 597, after 
  spending most of the past year concocting a new scheme 
  to unmake the Scorpion Crown, Rary decided that the time 
  for subtlety and indirect conflict was past. To prevent her 
  from interfering with his plans once again, Karistyne 
  would have to be eliminated. 
   
  Knowing that Castle Karistyne had both solid 
  physical defenses and powerful personnel guarding it, 
  Rary planned his attack carefully. He constructed magical 
  devices that, when strategically placed around the castle, 
  would temporarily cover its environs in a dimensional lock 
  and prepared another that would effectively jam any 
  incoming or outgoing magical communications. He also 
  created special magical constructs just for the mission 
  and thoroughly researched Karistyne and her chief 
  subordinates, so that he knew precisely what they could 
  do and how best to take advantage of them. 
   
  When the attack actually happened, Rary led by 
  infiltrating the castle under cover of superior invisibility 
  and catching Shianne Stormhanded, the elven wizard he 
  regarded as the greatest threat, with an imprisonment. 
  (Although Shianne has claimed to throw her lot in with 
  Rary, the archmage distrusts the elf’s fickle nature and 
  allegiances and so has opted to put her out of the way for 
  now.) He then assisted his subordinates in damaging the 
  castle and keeping Karistyne’s griffon riders from taking 
  flight while dispatching his constructs to wreak further 
  havoc. Robilar, meanwhile, stormed the castle with a 
  small strike force and sought out Karistyne and her elite 
  companions. 
   
  Caught off-guard, Karistyne and her companions 
  fared no better than Shianne. The half-elf Caralin 
  Arvendis fell to Rary’s constructs, while Galshin 
  Helfloranis, the bodyguard/ paramour of Shianne, was 
  buried by a collapsed wall. Aaron Marander, the castle’s 
  seneschal, died attempting to defend Karistyne, and 
  Robilar himself defeated the paladin in a duel, slaying her 
  with a thinuan sword Rary had crafted just for that 
  purpose. Most of the rest of the garrison also perished. 
   
  Only Helena Stanmaer, the resident cleric of 
  Fharlanghn, managed to escape by using her Fharlanghn-
  granted abilities to enhance her speed and elude Rary’s 
  magical attempts to contain her, but as she fled one of 
  Rary’s apprentices caught her with a baleful polymorph that 
  turned her into a rabbit. That turned out to be a mistake, 
  as her mind remained intact and her smaller size actually 
  made it easier for her to hide from pursuers, but the 
  limitations of her new form have kept her from casting 
  spells or contacting help. 
   
  After destroying the castle and laying a couple of 
  warnings for those coming to investigate, Rary departed, 
  leaving his magical constructs behind to guard the site 
  and to hinder rescue attempts. A couple of days later 
  Tenser noticed something was wrong when his routine 
  magical attempts to contact Karistyne and her garrison 
  failed. Lacking time to deal with the matter himself but 
  greatly dismayed upon scrying the castle, Tenser called 
  upon one of his underlings to recruit some adventurers to 
  
  COR8-05 Pyre of the Righteous 
   
  Page 3 
  find out what, exactly, happened. Rary also decided, after 
  some thought, to send some adventurers to try to track 
  down Helena, whom he suspected might have valuable 
  information, and double-check the site for anything he 
  might have missed. 
   
  ADVENTURE SUMMARY 
  Introduction: PCs hear various rumors about events in 
  Hardby. 
   
  Encounter 1: The PCs are contacted by an agent of 
  either Tenser or Rary and asked to go to Castle Karistyne 
  either to investigate what happened to it (Tenser) or to 
  locate the missing Helena Stanmaer and check for 
  anything that might have been missed (Rary).  
   
  Encounter 2: PCs who have participated in certain 
  previous “Blight on Bright Sands” scenarios may be 
  contacted by a factional element from Hardby before 
  they depart, offering them additional rewards for 
  information about Castle Karistyne and its disposition. 
   
  Encounter 3: Upon arrival at Castle Karistyne the 
  PCs discover the place in ruins and most defenders dead.  
   
  Encounter 4: At some point while exploring the 
  ruins the PCs encounter the magical constructs left 
  behind by Rary to discourage rescuers.  
   
  Encounter 5: At some point, while searching the 
  ruins the PCs find the body of Karistyne. While 
  investigating her corpse they find magical traps and a 
  note left behind by Rary to warn them about interfering 
  further. 
   
  Encounter 6: While looking around they may 
  (depending on their disposition) encounter the familiar 
  of Shianne hiding amidst the rubble. 
   
  Encounter 7: At some point, the PCs come across 
  one of the few of Karistyne’s foot soldiers who escaped 
  the carnage. He informs the PCs about what happened to 
  Helena and may be able to help them track her down. 
   
  Encounter 8: The PCs sortie off to rescue (or 
  capture) Helena, only to discover that they aren’t the only 
  adventuring party out looking for her. 
   
   
  Epilogue: If working for Tenser, the PCs must 
  decide what to do about the bodies of Karistyne and her 
  companions and subordinate and how to “un-rabbit” her. 
  If working for Rary, they must turn Helena over to his 
  agents.  
   
  PREPARATION FOR PLAY 
  Before beginning play, asks each of the players whether 
  their PC would be more likely to side with Karistyne and 
  Tenser or Rary; encourage them to base their decision on 
  actions and affiliations their PC took in “Blight on Bright 
  Sands” adventures, if any. (PCs unfamiliar with Rary, 
  Tenser, or Karistyne may make a DC 10 Knowledge 
  (local-Core), bardic lore, or Gather Information check to 
  recognize Tenser as a powerful good-aligned wizard and 
  Rary who is widely-renowned as a Traitor for attempting 
  to kill some of his comrades a few years ago. On a DC 15 
  check the PC knows that Karistyne is a prominent 
  paladin of Heironeous who controls a castle in the Abbor-
  Alz Hills and is widely-known for opposing Rary. PCs 
  who have the Honored Ally of Tenser or Honored Ally of 
  Rary favor from COR6-16 Dominion Over Bright Sands have 
  no choice in the matter. Additionally, PCs with the Ally 
  of Tenser favor from COR6-14 Cloud of Darkness are 
  assumed to work for Tenser. The side which has the most 
  affiliations within the party (a majority is not required) 
  determines the overall disposition of the party for 
  purposes of encounter one. In the event of a tie, or if no 
  one in the party has affiliations, run both sides of 
  encounter one. 
   
  Determine which PCs are an Honored Ally of Tenser 
  or an Honored ally of Rary (from COR6-16 Dominion over 
  Bright Sands). This comes into play in several encounters. 
   
  Also determine which PCs have any of the following 
  and run the appropriate part of encounter two for those 
  PCs after completing encounter one: 
  • PCs with the Gratitude of Jelal Havelos from COR3-13 
  Traitor’s Road, the Favor of Despotrix Ilena from 
  COR5-09 Gateway to the Bright Sands, the Favor of 
  Robilar from COR6-02 Rallying Point for the Bright 
  Sands, or a favor from a Hardby official in any other 
  Core adventure get encounter 2a at the appropriate 
  time. 
  • PCs with the Favor of Geven from COR6-02 Rallying 
  Point for the Bright Sands, or those who possess the 
  normal or upgraded version of Geven’s Ring from that 
  adventure or COR6-09 Beneath the Bright Sands, get 
  encounter 2b at the appropriate time. 
   
  INTRODUCTION 
  Once again the winds of Fate have carried you to 
  Hardby, City of the Scorned, the most prominent 
  port on the eastern side of the Woolly Bay. Some of 
  you may have come here as a stop-over on a journey 
  home from a previous adventurer, while others may 
  have come because of its reputation as a place 
  adventurers can find employment. Still others of 
  you might have your own motivations; many 
  nations in the central Flaeness have taken at least a 
  passing interest in what transpires in this strategic 
  port city. 
   
  Whatever your cause, you have found yourselves 
  walking its streets, or carousing in its many inns 
  and taverns, for the past day. As always in such a city, 
  many rumors fly about. 
   
  Have all of the PCs make individual, unassisted (unless 
  they start out traveling together) Gather Information 
  checks. On a DC 10 they receive one rumor from the 
  following list, plus one addition per 5 points above 10. 
  Using all of the rumors is not necessary, and duplicates 
  can be passed out if there are not enough to provide 
  unique rumors for each PC. 
  • “Yeah, it’s a popular story these days, ‘bout how that 
  paladin up in the hills directed some ‘venturers in 
  
  COR8-05 Pyre of the Righteous 
   
  Page 4 
  messing up The Traitor’s plans to take total control of 
  the Bright Lands.” 
  • “I was talking to a desert centaur the other day, and 
  she said her people see signs that Rary’s up to 
  somethin’ new. Been a lot of troop movements on the 
  western side of the Bright Lands of late.” 
  • “Word on the street is, Robilar – yes, the Robilar – was 
  seen in Hardby again just a fortnight past. No one 
  knows what he was up to this time, though.” 
  • “Did you hear that assassins tried to take out Justicar 
  Longland a couple of nights ago? She was badly 
  wounded, they say, but managed to fight them off.” 
  • (Only if the previous rumor was given:) “Ain’t no 
  surprise, I s’pose, that they worked for the Slavelords. 
  The Justicar has a long history with ‘em and Turrosh 
  Mak.” 
  • “Aleeta Norbelos – you’ve heard she’s the new 
  Gynarch, right? – anyway, she’s supposedly trying to 
  put 
  together 
  enough 
  support 
  to 
  force 
  the 
  Greyhawkers out.” 
  • “Word in the shipping lanes is that the Scarlet 
  Brotherhood is all up in arms ‘bout some powerful 
  group of adventurers decimating one of their sea 
  ports down towards the Amedio Jungle. They even 
  supposedly left behind taunting messages.” 
  • “You know, I heard the strangest story from some 
  traveler, that some noble up in Furyondy has let a 
  colony of otherworldly bees settle on his land.” 
   
  During your time in Hardby you have fallen into the 
  company of a group of fellow adventurers who, like 
  yourself, are at loose ends. It is while commiserating 
  over breakfast one fine spring morn that adventure 
  finds you. 
   
  Have the PCs introduce themselves, if necessary, and 
  then proceed to the appropriate part of encounter one. 
   
  1A: THE MISSION – ALLIES OF 
  KARISTYNE 
  Use this version of the encounter only if the overall party 
  disposition favors Karistyne. 
   
  The more keen-eyed amongst you notice a medium-
  sized tabby cat wander into the inn and look around, 
  as if deciding where to go. Stray cats are not so 
  unusual in town, so you pay it no further mind until 
  it wanders over to your table and starts rubbing 
  around your legs. Odder still is the voice you hear in 
  your heads a moment later and the sense that the cat 
  is the speaker. 
   
  “Man, it’s taken some effort to find you,” the 
  laid-back voice says. “Listen, my master has some 
  extremely urgent business that requires the prompt 
  attention of some adventurers, and since some of 
  you have worked for us before, well, we figured you 
  might be game. It involves Lady Karistyne. If you’re 
  in, just nod; don’t want to arouse any suspicions.” 
   
  This is Scorimongishaz, the pseudodragon familiar of one 
  of Tenser’s most loyal apprentices, who appeared in 
  several “Blight on Bright Sands” adventures. Anyone who 
  has previously dealt directly with Scor before can make a 
  DC 12 Intelligence check to recognize the voice. Scor has 
  not considered that his use of disguise self is keeping the 
  PCs from recognizing him on sight, so he explains who 
  he is (by name and, if necessary, “familiar to the 
  apprentice of a rather powerful good-aligned wizard”) if 
  none of the PCs seem to recognize him. 
   
  �Scorimongishaz: 
  NG 
  male 
  pseudodragon 
  familiar. 
   
  Normal Physical Appearance: Scor is a tiny reddish 
  dragon, about the size of a house cat, who wears a gem-
  studded collar. 
   
  Current Physical Appearance (under disguise self): Scor 
  looks like an unremarkable tabby cat. 
   
  Normally Scor is a laid-back, good-natured critter 
  (portraying him as a hippie would not be out of line), but 
  those who have encountered him before note that he 
  seems 
  jittery 
  this 
  time. 
  He 
  counts 
  Shianne 
  Stormhanded’s familiar Farfax as a friend and is deeply 
  concerned about her safety, though he won’t mention it 
  unless pointedly asked about it. 
   
  If the PCs start asking questions aloud, Scor tells 
  them to hold them until they can talk in private. Once 
  the PCs express interest, he leads them outside into a 
  nearby alley and explains: 
   
  “Sorry 
  ‘bout 
  the 
  trickery,” 
  the 
  cat 
  explains 
  telepathically as it scratches at some fleas, “but this 
  is strictly a hush-hush deal. 
   
  “For those of you that don’t already know, I 
  work for Tenser – well, my master does, anyway. 
  Anyhow, the big boss man has reason to believe that 
  there’s trouble with a capital ‘T’ at Castle Karistyne. 
  It seems to have been attacked, and none of its key 
  people are answering magical attempts to contact 
  ‘em. He’s asked my master to round up some 
  trustworthy people, quick as possible, and send 
  them to the castle to find out what’s happened and 
  help out in any way they can. You guys up for that?” 
   
  Scor knows little about the matter (that’s why the PCs are 
  being dispatched), but he can tell any of the following in 
  response to specific questions about the topic: 
  • Tenser (yes, THAT Tenser) considers Karistyne a 
  close ally in the conflict against Rary the Traitor. As 
  such, he keeps in regular contact with her. 
  • This morning Tenser tried to make routine 
  communication with Karistyne. When that failed, and 
  he could not contact her cleric or wizard companions, 
  either, he scryed the castle. Despite unusual magical 
  interference, he was able to see evidence of serious 
  
  COR8-05 Pyre of the Righteous 
   
  Page 5 
  damage to the castle and no immediate sign of its 
  defenders. 
  • Other weighty matters are keeping him too busy to 
  investigate personally, which is why Scor is out 
  recruiting PCs. 
  • Rary’s involvement is, naturally, suspected, but 
  determining the truth or falsehood of that will fall to 
  the PCs. 
  • (Sigh) Yes, you will be paid well for this if you need 
  such motivation. (Scor mutters something indistinct 
  about “mercenaries.”) 
  • Yes, time is of the essence in this matter, especially if 
  there are people in need of help. 
   
  Once the PCs have confirmed that they will do the job, 
  Scor asks if they have the magical means to get there 
  quickly. If not, Scor tells them to meet him in this same 
  location in an hour, at which time he provides them with 
  a ring of spell storing containing a teleport spell (CL 18th). 
  This item may be used at the PCs’ discretion after the 
  teleport has been expended, but its return at the end of the 
  mission is expected. If the PCs require more transport 
  capacity than what this ring allows (i.e. multiple Large 
  PCs or Large animal companions) they are left to their 
  own devices. 
   
  Whether they use their own means or the ring, Scor 
  also provides the PCs with one of his sending stones. (A 
  PC crushing the chalk-like stone and whispering Scor’s 
  activates the stone). The PCs can use it to contact Scor’s 
  master if they find something of interest or matters get 
  beyond their ability to handle. 
   
  Development: If the PCs do not leave immediately 
  (whether because of waiting for Scor or a desire to do 
  something before they leave) and one or more of them 
  qualifies for part of encounter two, run it at this time. 
  Otherwise skip ahead to encounter three. 
   
  1B: THE MISSION – ALLIES OF 
  RARY 
  Use this version of the encounter if the overall party 
  disposition favors Rary. 
   
  A thin, bearded Baklunish man clad in desert 
  apparel steps into the inn and surveys the room 
  before casually approaching your table. 
   
  “Greetings, friends,” he says in lightly-accented 
  Common, “I trust I have not found disagreeable 
  company?” 
   
  As he speaks, he flashes a metal pin in such a 
  way that only those at your table can see it. The pin 
  bears the emblem of a gauntleted fist clutching a 
  crescent moon under a line of three stars. 
   
  Any PC who is a former Bright Lands native, has played 
  adventures in the “Blight on Bright Lands” series, or who 
  makes a DC 12 Knowledge (local-Core) or Knowledge 
  (nobility and royalty) check recognizes the emblem as the 
  symbol of the Empire of the Bright Lands. 
   
  If the PCs brush him off, the man comments that he 
  was under the impression that some of them had worked 
  for his employer in the past, and his employer rewards 
  effective employees quite well. If that is not enough to 
  get the PCs interested, he shrugs and walks off. The 
  adventure is over at this point unless the PCs have 
  someone who could qualify them for the Karistyne side. 
  If attacked, he flees. 
   
  �Sirocco: N human male rogue 8 (Bluff +12, Sense 
  Motive +10); boots of striding and springing.  
   
  Sirocco is a sly-tongued man who always measures 
  his words carefully and prides himself on never acting 
  rashly. He generally prefers to imply meaning rather than 
  outright say anything. 
   
  If the PCs agree to Sirocco’s initial statement, or at 
  least agree to hear him out, continue: 
   
  The man pulled over an unused chair from another 
  table and sits down facing you. “My name is. . . well, 
  just call me Sirocco. I have been sent to contact you 
  because my master has an assignment suited to 
  adventurers that he needs covered post-haste, and 
  some of you come highly recommended. It pays 
  quite handsomely, provided that you are available 
  immediately, are thorough, and will keep the 
  mission to yourselves. I should warn that it could 
  involve some significant risk, however. Are you 
  interested?” 
   
  When the PCs agree, continue: 
   
  In a lowered voice, Sirocco continues. “My master 
  has recently decided to deal with a certain 
  meddlesome paladin and her entourage, one who 
  has interfered with his plans one too many times.” 
  He raises his hands. “Don’t worry, the dirty work has 
  already been done. We only need you for a, shall we 
  say, clean-up mission. 
   
  “It seems that one of the paladin’s chief 
  subordinates escaped, albeit in an altered form that 
  cripples her spellcasting ability, and may have some 
  valuable information. We need you to find her, as 
  well as survey the remains of that paladin’s castle for 
  any information or items of importance that he may 
  have missed during the attack. Discouraging allies 
  of the paladin may also be required.” 
   
  “Time could be of the essence, so we would need 
  you to leave for the castle within the hour.” 
   
  The PCs doubtless have questions. Sirocco can clarify on 
  any of the following points: 
  • His master is the Emperor of the Bright Lands, of 
  course. 
  • Yes, he is referring to Lady Karistyne and Castle 
  Karistyne. 
  • No, she won’t be coming back. 
  
  COR8-05 Pyre of the Righteous 
   
  Page 6 
  • The one that got away is believed to be their cleric. 
  (Those who have played COR6-02 Rallying Point for the 
  Bright Sands know her as Helena Stanmaer, all others 
  know that on a DC 20 Knowledge (local-Core) or 
  bardic knowledge check.) Sirocco doesn’t know the 
  details, but she may have gotten turned into some 
  kind of animal. If found, she is to be brought back to 
  Hardby, where he will take care of matters. 
  • The PCs are welcome to claim any treasure they find. 
  They will also be paid on top of that. They should not, 
  however, tamper with the bodies of the lady paladin 
  or any Empire of the Bright Lands soldiers they may 
  find at the site, as that could be hazardous to their 
  health. 
   
  Sirocco either does not know, or will not divulge, more 
  than this. 
   
  Once a reasonable number of questions have been 
  satisfied, Sirocco requests that the PCs leave within the 
  hour and by their fastest possible means. If the PCs do 
  not have their own means of rapid transport, Sirocco 
  instructs them to meet him here again in an hour, at 
  which time  he provides them a ring of spell storing 
  containing a teleport spell (CL 18th). This item may be 
  used at the PCs’ discretion after the teleport has been 
  expended, but its return at the end of the mission is 
  expected. If the PCs require more transport capacity than 
  what this ring allows (i.e. multiple Large PCs or Large 
  animal companions) they are left to their own devices. 
   
  Development: If the PCs do not leave immediately 
  (whether because of waiting for Sirocco or a desire to do 
  something before they leave) and one or more of them 
  qualifies for part of encounter two, run it at this time. 
  Otherwise skip ahead to encounter three. 
   
  2A – THE DESPOTRIX’S 
  DIDATRIX 
  Run this encounter only if the conditions established in 
  the “Preparations For Play” section are met and the PCs 
  do not leave Hardby immediately upon receiving their 
  mission. If only one or two PCs meet the qualifying 
  condition, they could be approached apart from the rest 
  of the group. Take the appropriate players off to the side. 
  Otherwise Phelia addresses the group as a whole. 
   
  While waiting/making your preparations, you are 
  approached by three cloak individuals. One, upon 
  pulling her hood down, reveals herself to be a young 
  Suel woman of median height and build clad in a 
  courtier’s dress, one with average looks but a stately 
  manner that gives her a presence beyond physical 
  beauty. The two Suel women accompanying her, 
  both dressed in studded leather and armed with 
  rapiers, take stances suggestive of being bodyguards. 
   
  “Greetings,” the lead woman says in a pleasant 
  but firm tone. “I am Phelia Jonnosh, Didatrix to 
  Despotrix Aleeta Norbelos. Might I have a moment 
  of your time?” 
   
  PCs unfamiliar with Hardby know on a DC 15 
  Knowledge (local-Core) check that “Despotrix” is the title 
  of the city’s always-female leader, and  “Didatrix” is a 
  personal herald, secretary, and annalist for a member of 
  the city’s ruling Gynarchy. On a DC 25 check they 
  recognize the last name “Jonnosh” as that of one of the six 
  original Families of the city, which combined with her 
  position means this young woman is probably in line to 
  be a Gynarch herself someday.  
   
  �Phelia Jonnosh: N female human bard 5 
  (Diplomacy +17, Sense Motive +10); Will +7. 
   
  �Bodyguards (2): LN female human fighter 4. 
   
  The younger sister of one of Aleeta’s closest friends, 
  Phelia earned her position for her ability to be 
  simultaneously 
  diplomatic 
  and 
  businesslike, 
  a 
  combination she displays here. Although pleasant, she 
  tends to phrase things in a manner which suggests that 
  she expects cooperation. She is not as ardent a feminist as 
  Aleeta is but nonetheless still gives preferential treatment 
  to female PCs, especially female Suel PCs. 
   
  “Within the past couple of hours the Despotrix has 
  gotten word that great trouble has befallen Castle 
  Karistyne,” Phelia explains. “The paladin Karistyne 
  has occasionally meddled in Hardby’s affairs, but of 
  greater concern is that any force capable of being a 
  threat to her could be a threat to us, too. Since 
  you/some of you have worked for us in the past and 
  we knew you to be in the city, the Despotrix requests 
  that you go to Castle Karistyne, find out what is 
  happening, and report back to her, through me. You 
  will, of course, be compensated for your efforts.” 
   
  Although Phelia knows that Aleeta is friendly with Rary, 
  she does not know anything about Rary’s actions as 
  described in the Adventure Background, nor does Aleeta; 
  both have been kept out of the loop, and that worries 
  Aleeta. They are not even sure Rary was responsible, 
  though they do suspect his culpability. Phelia will not 
  admit this, however; the PCs can only learn it from her 
  with a detect thoughts or similar means. 
   
  Phelia cannot answer many questions, beyond 
  confirming that those who do favors for the Despotrix are 
  rewarded in return. She will not explain how they know 
  about the castle being attacked, but can explain that they 
  regularly keep tabs on adventurers who are “known 
  commodities” who pass through the city, in case 
  something like this comes up. If told that the PCs have 
  already been approached by other parties concerning this 
  matter, Phelia is very interested to know any particulars. 
   
  If the PCs agree, they are told to leave a message for 
  Phelia at the Mistress of the Coach Inn when they return. 
  PCs who agree here can earn the “Favor of the Despotrix” 
  entry on the AR if they complete the task. 
  
  COR8-05 Pyre of the Righteous 
   
  Page 7 
   
  Development: Once this encounter is over, proceed 
  to encounter three unless some or all PCs also qualify for 
  encounter 2b. 
   
  2B: GEVEN 
  Geven, aka Retep Mandel, is the secretary to embattled 
  military governor Wilbrem Carister, but is actually an 
  undercover agent for the Greyhawk Assassin’s Guild. He 
  is currently mightily irritated about being caught off 
  guard in the recent assassination attempt on Deidre 
  Longland, whom Greyhawk considers their most 
  prominent ally in the Gynarchy, so he has been hitting 
  the streets trying to dredge up information. Because of 
  his contacts, he has gotten wind that something has 
  happened at Castle Karistyne before rumor hits the 
  streets and regards getting a leg up on that information as 
  a potent advantage. 
   
  �Geven/Retep Mandel: LE (detects as N) male 
  human rogue 5/assassin 4 (Bluff +14, Disguise +12, Sense 
  Motive +5); disguise self, undetectable alignment; cape of the 
  mountebank.  
   
  “Geven” is cold and calculating, utterly without mercy. 
  He is a short, thin, nondescript man who regularly uses 
  magic to disguise his alignment, voice, and true 
  appearance. Unless the majority of the PCs have his favor 
  and/or ring, he approaches only the PC(s) who have the 
  favor/ring: 
   
  As you walk down the street you see a modestly-
  dressed merchant walking in your general direction. 
  On his arms are an assortment of bangles and 
  baubles. 
   
  “Greetings, my friend(s)!” he says in a jovial 
  voice with a thick Western accent. “Could I interest 
  you in a trinket? Something for the love of your life, 
  perhaps?” He lowers his voice so only you might 
  hear. “Or perhaps something more special, with only 
  a favor for one named Geven required.” 
   
  Give PCs who don’t recognize the name a DC 10 
  Intelligence check to recognize it as the name given by a 
  shadowy figure they may have dealt with in COR6-02 
  Rallying Point for the Bright Sands, amongst other possible 
  places. 
   
  If PCs express interest, Retep implies that Geven (he 
  never admits to actually being Geven) has heard through 
  contacts that trouble may be going down at Castle 
  Karistyne, and he would pay well for getting first claim to 
  any information about what transpires there, should the 
  PC(s) happen to be “promptly headed in that direction.” 
  He even implies that an upgrade for a ring Geven may 
  have once given the PC(s) could be available upon 
  completion. If asked about who Geven is, Retep only 
  admits that he may (or may not) work for a group who 
  supports “the lawful order of Hardby and rule of 
  Greyhawk.” 
   
  If the PC(s) agree, Retep gives one of them a special 
  ring enchanted with a one-shot sending spell keyed 
  specifically to him. He instructs the PC(s) to use the ring 
  once they have gleaned information that might be 
  especially valuable. The PC(s) will be rewarded on their 
  return or next visit to Hardby. 
   
  If the PC(s) do not agree, the “merchant” goes on 
  about his way before vanishing around the nearest 
  corner. If he is assaulted in any way or has reason to feel 
  threatened, he uses his cape of the mountebank to escape. 
   
  Development: Regardless of how this encounter 
  ends, go directly to encounter three. 
   
  3: A CASTLE IN RUINS 
  If the PCs must travel by conventional means, the trip 
  from Hardby to Castle Karistyne takes ten days; this delay 
  may factor into certain encounters. A trip by wind walk 
  takes a bit less than four hours, while teleport is, of course, 
  instantaneous. A PC spellcaster/ring user who has 
  previously been to Castle Karistyne only once is treated 
  as “Seen Casually” for purposes of the miss chance, while 
  PCs who have made multiple previous visits will be in the 
  “Studied 
  Carefully” 
  or 
  “Very 
  Familiar” 
  category, 
  depending on the number of previous visits and DM’s 
  discretion. If no PCs have previously been to Castle 
  Karistyne, treat the caster/activator as “Viewed Once.” 
   
  If PCs end up off target, assume they are 10 miles 
  deeper into the hills than intended. It will take them a 
  full day of travel to get to Castle Karistyne, and on the 
  way there they run across encounter eight. If PCs end up 
  in a “similar area”, they end up at the ruins of an ancient 
  fortress in the Abbor-Alz hills that bears no resemblance 
  whatsoever to Castle Karistyne. They are also a day away 
  from Castle Karistyne in this case, and will come across 
  encounter eight on the way there. 
   
  PCs who arrive correctly with teleport find 
  themselves outside of the castle walls. Describe the 
  following as dramatically as possible when they arrive or 
  approach, and adjust the description accordingly if the 
  PCs are arriving at night or so on: 
   
  Castle Karistyne once stood as a resolute bastion 
  deep in the Abbor-Alz hills, but now it lies in ruin. 
  The report of its damage was grossly inadequate; the 
  castle has been devastated. The curtain walls 
  encompassing the castle grounds remains intact 
  only in places, and three of the five square towers 
  spaced around it have collapsed into rubble. Most of 
  the outbuildings within the curtain wall have also 
  been leveled, and the central donjon now lacks its 
  upper two levels. Chunks of rubble and bodies, both 
  human and animal, litter the compound. Most wear 
  the heraldry of Karistyne, and none move. 
   
  Curiously, for all the carnage present, no carrion 
  birds can be seen, nor any sign of scavengers. Save 
  for the blowing wind, it is disconcertingly quiet. 
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 8 
  Have the PCs make Spot checks and add the following 
  lines based on the highest party check. 
   
  (DC 10+) Sticking through one of the partly 
  destroyed curtain walls is a huge, boxy stone cart on 
  rollers. 
   
  (DC 15+) Sticking partway out of one side of the 
  donjon is the back end of what looks to be a large 
  stone statue of a dragon.  
   
  (DC 20+) Scattered amongst the bodies in the 
  compound are patches of blood, bone, and feathers 
  or tufts of fur. 
   
  (DC 25+ and APL 14 only) Lying amongst the 
  fallen soldiers is a human-sized figure encased 
  completely in armor 
   
  PCs who start thoroughly investigating the site soon 
  notice all of the above automatically. PCs who make a DC 
  12 Knowledge (nature) check know that this many bodies 
  remaining undisturbed by carrion birds and scavengers 
  in terrain like this is not normal. 
   
  At this point the PCs have many options. Refer to 
  Map 1 and the sections below as the PCs move around to 
  investigate various aspects of the scene. In addition, there 
  are four set encounters, which do not necessarily occur in 
  order: 
   
  When the PCs approach the dragon statue, the 
  stone cart, or after having been present within the 
  walls for several minutes of game time, run encounter 
  four. 
   
  When the PCs investigate the donjon, run 
  encounter five. 
   
  When the PCs find the body of Galshin 
  Hefloranis (see below), run encounter six. 
   
  At some point after encounter four, or while the 
  PCs explore the land around the castle, run encounter 
  seven. 
   
  GENERAL NOTES 
  All curtain walls are/were 25 feet high and ten feet thick, 
  with battlements running along the top and access 
  provided by a stair in the middle of each wall section. The 
  gatehouse and still-standing towers are each 35 feet high, 
  with three interior levels, arrow slits along the outside 
  edges at the top, and access to the wall tops at the top 
  level. The walls of the donjon are ten foot thick stone 
  around the outside edges, with arrow slits along all but 
  the back wall of the second level. It originally stood more 
  than 40 feet high but now only the bottom two floors, 
  totaling a height of 20 feet, remain. Any dwarf recognizes 
  all of the stonework as dwarven work, while anyone else 
  can determine that on a DC 20 Knowledge (architecture 
  and engineering) or Craft (stonemasonry) check. 
   
  BODIES 
  PCs closely examining the bodies scattered about note 
  that most of the bodies are humans who wear Karistyne 
  livery over chain shirt, with longsword, axe, and bow in 
  hand or at hand, armaments that any previous visitor to 
  Castle Karistyne knows are typical of the castle’s men-at-
  arms. Scattered among the 70 dead are a few individuals 
  wearing lighter armor and several others dressed as 
  workers and craftspeople, including a dwarf and a couple 
  of half-elves. The bodies of a dozen horses can also be 
  counted. 
   
  A successful DC 20 Heal check determines that the 
  battle took place about two days ago. Causes of death vary 
  from blunt trauma (falling rubble) to weapon wounds to 
  magical energy damage. About 20% of the bodies show 
  trauma far beyond what would be necessary to kill the 
  victim, and all such victims, on a DC 20 Heal check, also 
  show signs of electrocution. 
   
  PCs who make a DC 20 Search check while 
  searching bodies also discover a few that look like they 
  have been turned to stone. If the PCs make a DC 25 
  Search check, or specifically state that they are poking 
  through piles of rubble, they discover the body of the elf 
  Gelshan Hefloranis. Go to encounter six at that point. On 
  a DC 30 check, the PCs find an emblem of the Empire of 
  the Bright lands buried in the mud. 
   
  If the PCs closely examine the bloody spots with the 
  feather or fur tufts, a PC who makes a DC 20 Knowledge 
  (nature) check can judge that the remains are consistent 
  with crows and land-based scavengers, but they are torn 
  up as if put through a shredder. This is, of course, the 
  work of the shredstorms in encounter four, who have 
  taken their “kill any living creatures” orders quite 
  literally. 
   
  If a speak with dead is used on any of these victims, 
  they can only say that they were taken by surprise and 
  attacked by wizards from above while a team of ground 
  troops, several “animated statues,” and clouds of “metal 
  shards” wreaked havoc on the ground. If specifically 
  asked about the identity of the attackers, any random 
  person has a 50% chance of having seen Empire of the 
  Bright Lands emblems before they died. If asked the right 
  questions, some of the victims can also say that they 
  heard/saw a horn used to destroy some of the walls. 
   
  APL 14 Only: PCs who examine the body of the 
  armor-encased figure discover that it is, in fact, an inert 
  mechanical humanoid with rapiers extending from its 
  hands. A DC 20 Knowledge (arcana) check can identify it 
  as a nimblewright, an intelligent, dexterous mechanical 
  construct designed for infiltration missions and animated 
  by an elemental water spirit. This one has been badly 
  damaged and is thus inactive. If PCs wish to know more 
  specifics about its capabilities, refer to its stat block in 
  lower APLs as per normal for Knowledge checks. At 
  lower APLs this construct is still active and running 
  around, and will be met in encounter four. 
   
  TRACKS IN THE COMPOUND 
  So much day-to-day activity takes place in the compound 
  that the ground is too well-beaten, and too heavily-
  trafficked, to show definitive evidence of tracks. On a DC 
  30 check PCs can determine that large, heavy creatures 
  with vaguely humanoid or dragonlike feet have walked 
  here within the past couple of days. 
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 9 
  INTACT STRUCTURES (NOT THE 
  DONJON) 
  The still-standing towers show signs of general damage 
  but no specific effort to collapse them, as does the gate 
  house. Each towers houses living quarters suitable for 25 
  individuals (though it looks like they were not used to 
  more than 60% capacity) and a small armory containing 
  barrels of oil, bundles of arrows and bolts, crossbows, pole 
  arms, and shields. None of the weapons are of greater 
  than mundane quality or value. The gatehouse has a small 
  shrine dedicated to Fharlanghn. 
   
  The only standing buildings in the compound are a 
  row of outhouses tucked in one back corner. One 
  contains a soldier who crawled in there to die from his 
  injuries but is otherwise unremarkable. 
   
  WALLS /DAMAGED STRUCTURES 
  The curtain walls are 25 feet high and ten feet thick, with 
  battlements running along the top. Have PCs who 
  examine the damage to the curtain wall and/or destroyed 
  towers 
  make 
  Spellcraft, 
  Knowledge 
  (architecture/engineering), and Search checks, with 
  bonuses for stonecunning applicable to all three. On a 
  Search check of less than 15, PCs only notice that some 
  sections look like they were just knocked down, as if by 
  some great and powerful creature. On 15+ Search checks, 
  the PCs find the following: 
  • DC 15: Some sections show clear signs of energy 
  damage. A DC 21 Spellcraft or DC 15 Knowledge 
  check determines that the energy damage was mostly 
  sonic but included some acid. 
  • DC 18 (towers only): The rubble of one of the 
  destroyed towers has the remnants of a ballista among 
  it. 
  • DC 20: Signs of very clean cutting or reshaping of the 
  stone. A DC 25 Spellcraft check can identify use of 
  stone shape, while a DC 26 check also identifies use of 
  disintegrate. An accompanying DC 15 Knowledge 
  (engineering) check determines that these spells were 
  placed carefully to maximize overall structural 
  damage; this was not random blasting or hole-making 
  activity. 
  • DC 25: Some places along the wall show signs of the 
  stone having been finely chopped up. A DC 25 
  Knowledge check can estimate that the stonework 
  looks like it was processed through some kind of 
  shredder. (PCs who have already encountered the 
  shredstorms in encounter four get a +10 bonus on this 
  check.) 
   
  PCs who examine the exterior damage to the lower levels 
  of the donjon get much the same results as with the 
  curtain walls and towers, save that the “finely chopped 
  stonework” result requires only a DC 15 Search check to 
  find. If the PCs examine upper levels from the outside, a 
  DC 15 Knowledge check determines that they were just 
  blasted apart, and much of the rubble in the courtyard 
  seems to come from them. They also automatically find 
  the bodies of two griffons and their studded leather-clad 
  riders. A more thorough search of the remnants of those 
  floors reveals only mundane personal effects; items of 
  value have already been stripped. On a DC 25 Search 
  check PCs can turn up a sealed scroll tube with a symbol 
  of Heironeous on the seal and an inscription on it which 
  reads, “Open only in the advent of the death of Lady 
  Karistyne.” PCs who open and read it get Player’s 
  Handout 1. 
   
  PCs who examine the collapsed outbuildings can 
  determine that they were either burned or knocked down 
  by hand. 
   
  SURROUNDING TERRAIN 
  Castle Karistyne is located on a plateau primarily 
  composed of tilled fields. Rary saw little point in wasting 
  effort razing the fields, so they are still largely intact and 
  obviously have been prepped for spring plantings. 
   
  A DC 10 Spot (if casually looking) or Search (if 
  intently looking) check focused on the fields notices the 
  burnt bodies of two soldiers dressed in studded leather 
  laying amongst the tilled rows. A DC 15 Heal check is 
  sufficient to determine they were struck down by magical 
  fire and have since been picked at by scavengers, and a 
  DC 23 Spellcraft check can determine, based on marks in 
  the ground around their bodies, that it was probably a 
  fireball. If communicated with through speak with dead, 
  they can tell PCs that they were scouts for Karistyne sent 
  to try to reach help when the attackers looked like they 
  were overwhelming the defenses, but they were struck 
  down by a “ball of fire.” Both clearly saw emblems of the 
  Empire of the Bright Lands amongst the attackers and 
  think that another scout might have gotten away. 
   
  PCs who look for tracks other than those of the dead 
  soldiers can find the following on the appropriate Track 
  check: 
  • DC 15: A single human-sized individual with booted 
  feet, but his track disappears at the edge of the fields. 
  It was headed out into the hills. (This was the scout 
  whose trackless step ability kicked in at the edge of 
  the fields.) 
  • DC 15: The trail of four human-sized individuals 
  (three at APL 8+) also heads out into the hills, 
  although they do not seem to be pursuing the first 
  track and are going at a more deliberate pace. 
  • DC 20: Tracks indicate that a few natural scavengers 
  headed into the castle from various directions but did 
  not leave. 
  • DC 35 (DC 25 if specifically looking for rabbit 
  tracks): A single set of rabbit tracks departs from the 
  castle, but there is no sign of the rabbit’s approach. 
  That trail leads out into the hills in roughly the same 
  direction as the trail of the group. 
   
  If the PCs examine the surrounding terrain for clues 
  other than tracks, have them make a DC 25 Search check. 
  (They may “take 20” on this, but such an effort requires 
  
  COR8-05 Pyre of the Righteous 
   
  Page 10 
  3d4 hours.) On a success the PCs find pieces of eight 
  small, carefully camouflaged idols planted in the ground 
  in a circle about 100 yards out from the castle, with the 
  distribution of pieces at each site suggesting that they 
  shattered. If the pieces of the ones at N-S-E-W compass 
  points are assembled (takes an hour and a DC 18 Craft 
  (sculptor) check or make whole spell), they become male 
  figures with open mouths and raised hands, while the 
  ones at NW-NE-SW-SE compass points, if assembled 
  (same check as for the male figures), are female figures 
  wearing padlocked chains around their necks. All radiate 
  lingering traces of abjuration magic, and a DC 25 
  Knowledge (history) check can determine they are of 
  ancient Sulm design. (Bonuses specific to ancient history 
  apply to this check, and PCs who played COR5-19 Time’s 
  Tide on the Bright Sands or COR6-14 Cloud of Darkness get a 
  +4 insight bonus on the check.) 
   
  A PC who studies an assembled idol with detect magic 
  and makes a DC 20 Knowledge (arcana) check can 
  estimate that these were probably components in some 
  kind of cooperative spell that shattered when the spell’s 
  duration ran out. On a DC 30 Knowledge (arcana) check 
  the PC can presume that the matching statues were likely 
  part of some kind of cumulative field-generating effect 
  designed to put the castle under the temporary effects of 
  some spell, but once activated such an effect would likely 
  be limited to a couple of hours at most if it was used to 
  cover this large an area. If identify, analyze dweomer, or a 
  similar effect is used, the male idols generated a field that 
  scrambled magical communications, while the female 
  idols generated a dimensional lock. Crafting such items 
  would require a wizard of immense skill. 
   
  Development: If the PCs head off in the direction 
  of the single individual and have not yet met Jeriko, run 
  encounter seven. If the PCs follow the trail of the group 
  or the rabbit, run encounter eight. 
   
  ENCOUNTER 4: LEFTOVERS 
  CART 
  At APLs 6-10 the huge stone cart with stone rollers is an 
  animated object which starts moving and attacks when 
  the PCs approach it or after they have been active in the 
  courtyard for ten minutes. This also spurs a nimblewright 
  inside of it to action. At APLs 8 and 10 the cart’s activation 
  also draws the attention of the shredstorm(s) lying among 
  the nearby rubble. 
   
  At APLs 12 and 14, the stone cart is merely a former 
  animated object which radiates a lingering transmutation 
  aura and shows signs of significant damage. The 
  shredstorms start elsewhere, as does the nimblewright. 
   
  DRAGON STATUE 
  This 12 foot long and 6 foot tall beautifully-crafted statue 
  of a dragon is actually a drakestone golem, which 
  activates only at APL 14 and only when approached 
  within 30 feet or attacked. At APLs 6-12 approaching the 
  golem spurs other constructs to action, however; at APLs 
  6-10 the nimblewright, shredstorm(s), and cart activate 
  over at their starting location (see the “Cart” section 
  above), while at APLs 12 and 14 the nimblewright and 
  shredstorms currently lurk in Area 7 of the donjon and a 
  stone golem lies concealed amidst a pile of rubble nearby. 
   
  A DC 45 Knowledge (arcane) check is required to 
  accurately identify the drakestone golem, although on a 
  DC 25 check a PC recognizes it as some kind of construct 
  that is/was more than just an animated object. PCs who 
  approach within 30 feet can detect the presence of the 
  buried golem on a DC 25 Spot check, though it only 
  activates at APL 12. 
   
  If the PCs make a DC 12 Search check around the 
  drakestone golem (or, at APL 14,  automatically after they 
  defeat the golem), they discover the body of the half-elf 
  Caralin Arvendis crushed underneath one of its feet and 
  partly concealed by rubble. PCs with previous Karistyne 
  association recognize him on a DC 15 Intelligence or 
  Knowledge (local-Core) check (he’s been badly mauled), 
  while PCs unfamiliar with Karistyne require a DC 25 
  Knowledge (local-Core) or bardic knowledge check. In 
  both cases, PCs who recognize him know him as a 
  fighter/cleric devoted to the elven god Labelas Enorath 
  who was amongst Karistyne’s most loyal and elite 
  companions. However, they must wait until after the 
  ensuing fight to deal with him. 
   
  COMBAT 
  The fight starts once the PCs visit one of the trigger 
  locations or have been present inside the curtain walls in 
  some detectable fashion for ten minutes. All of the 
  constructs are under orders to ignore anyone openly 
  wearing an Empire of the Bright Lands emblem who does 
  not attack them, but they attack any other living creature 
  that enters the castle grounds. They do not pursue PCs 
  beyond the castle wall unless attacked from beyond. 
  Awakened golems, if present, may operate on their own 
  initiative, however, and can direct the shredstorms. 
   
  If all of the PCs wear Empire of the Bright Lands 
  emblems, they can avoid this fight entirely as long as they 
  remain non-hostile. They still get some experience for 
  doing so, however. 
   
  APL 6 (EL 8) 
   
  �Nimblewright:  hp 75; Appendix 1. 
   
  �Huge Animated Cart:  hp 115; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Nimblewright:  hp 75; Appendix 1. 
   
  �Huge Animated Cart:  hp 115; Appendix 1. 
   
  �Shredstorm: hp 105; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Nimblewright:  hp 75; Appendix 1. 
   
  �Huge Animated Cart:  hp 115; Appendix 1. 
   
  �Shredstorm (2): hp 105 each; Appendix 1. 
   
  When combat begins, read: 
  
  COR8-05 Pyre of the Righteous 
   
  Page 11 
   
  You hear the unmistakable grinding of stone against 
  stone as the stone cart begins to move. As it backs up 
  out of the wall, a cloaked, fully-armored figure 
  nimbly leaps out of it, flicking rapiers out of each 
  arm as it does so. (At APLs 8 and 10, also add:) From 
  nearby swirling dark cloud(s) of metal shrapnel rise 
  from the rubble and spin through the air towards 
  you, accompanied by a shrill grinding noise. Arcs of 
  lightning flicker within the metallic swarm(s). 
   
  PCs who make a DC 25 Spot check note that the 
  nimblewright is actually a clockwork creature. 
   
  APL 12 (EL 14) 
   
  �Advanced Nimblewright: hp 105; Appendix 1. 
   
  �Shredstorm (2): hp 105 each; Appendix 1. 
   
  �Awakened Stone Golem: hp 135; Appendix 1. 
   
  Suddenly bursting upward from a pile of rubble near 
  the dragon statue is a roughly chiseled stone statue 
  of a soldier, one standing half again as tall as a 
  human. It looks at you and speaks. 
   
  “So you have not yet learned your lesson,” it says 
  in deep, rumbling Common. “You will be destroyed! 
  Come forth, my friends!” 
   
  Treat this as a surprise round action. The nimblewright 
  and shredstorms come out of the donjon on their 
  initiatives; use the descriptions for APLs 6-10 when they 
  appear. PCs who recognize this as a stone golem (on a DC 
  24 Knowledge (arcane) check) also know that they do not 
  normally talk. A DC 29 Spellcraft check suggests that it 
  might be awakened with an awaken construct (Spell 
  Compendium.) 
   
  APL 14 (EL 17) 
   
  �Awakened 
  Drakestone 
  Golem: 
  hp 
  262; 
  Appendix 1. 
   
  �Shredstorm (3): hp 105 each; Appendix 1. 
   
  The stone scales on the beautifully crafted dragon 
  statue suddenly ripple like muscled flesh and its 
  eyes begin to gleam with amber light. Its head turns 
  to look at you. 
   
  “So you have not yet learned your lesson,” it says 
  in a deep, rumbling Common. “You will be 
  destroyed! Come forth, my friends!” 
   
  Treat this as a surprise round action. The shredstorms 
  come out of the donjon on their initiatives; use their 
  description for APLs 6-10 when they appear. PCs who 
  recognize this as a drakestone golem know that they do 
  not normally talk. A DC 29 Spellcraft check suggests that 
  it might be awakened with an awaken construct (Spell 
  Compendium.) 
   
  Tactics–Animated Object: Roll and crush targets. 
   
  Tactics–Nimblewright: If the trigger was the “PCs 
  have been present for ten minutes” option, assume the 
  nimblewright starts with cat’s grace and entropic shield 
  active. Its first action in a fight is always to use haste 
  unless engaged in melee prior to being able to do so. It 
  uses Combat Expertise if its target proves easy to hit, 
  disarm once an opponent has been tripped, and Spring 
  Attack if it would be tactically sound for the situation. It 
  is intelligent, and demonstrates reasonable combat 
  tactics.  
   
  Tactics–Shredstorm(s): Their current order is to 
  “kill any living creature in the castle grounds not wearing 
  an Empire of the Bright Lands emblem,” so they just 
  swarm over the nearest PCs unless directed otherwise by 
  an awakened golem. Each round a shredstorm has a 25% 
  chance of firing off its lightning bolt if it has not already 
  used it. 
   
  Tactics–Awakened Golems: Any PC who is an 
  Honored Ally of Rary will not be attacked by these 
  golems unless they attack it first, and they direct the 
  other constructs not to attack such PCs, either. They 
  generally have a good understanding of tactics, and so use 
  their feats to their best advantage; moving a PC into a 
  shredstorm with bull rush or Awesome Blow, for 
  instance, or readying an attack against an approaching PC 
  instead of moving up on one. They generally only use 
  Awesome Blow in situations where they would have only 
  one attack and concentrate on opponents with 
  adamantine weapons first. The stone golem normally 
  Power Attacks for 2, while the drakestone normally 
  Power Attacks for 10; in both cases adjust accordingly as 
  circumstances dictate. Additionally, the drakestone 
  golem usually starts with its breath weapon and uses it 
  thereafter whenever it can catch multiple PCs with it. 
   
  If spoken to during the fight, the golems explain 
  nothing more than that “the mistress of this castle is 
  being punished, as is anyone else foolish enough to stand 
  with her.” 
   
  Development: Once the fight is over and Caralin’s 
  body has been discovered, the PCs can investigate it. His 
  body still wears +2 elven chain, a cloak of resistance +2, and a 
  holy symbol of Labelas. Freeing up the armor, cloak, or 
  body in general takes a monumental effort at APLs lower 
  than 14, however, as a 3,000 pound statue firmly rests 
  upon him. 
   
  If spoken to with speak with dead, Caralin can identify 
  himself and his allegiance and confirm, beyond a shadow 
  of a doubt, that the attackers were from the Empire of the 
  Bright Lands. Given the power level of some of the magic 
  used in the battle, he suspects that Rary himself might 
  have even been present (though he never saw the 
  Baklunish wizard), and Robilar certainly was. He was 
  slain while fighting the “animated dragon statue” outside 
  and so does not know what fate befell “Karistyne or 
  Aaron” inside, but he did see Gelshan get buried under 
  rubble near the front of the building and thought he saw 
  Helena trying to escape. He never saw Shianne 
  Stormhanded during the fight, which makes him 
  suspicious about her motives. If asked, he does want to be 
  brought back to life and will reimburse the PCs for doing 
  so. 
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 12 
  5: THE FALLEN RIGHTEOUS 
  Unless otherwise noted, all rooms in the donjon are 
  currently unlit. Those who have been to Castle Karistyne 
  before recall that the interior of the donjon was liberally 
  lighted with everburning torches, but they have all been 
  removed. 
   
  PCs who have previously visited the castle are 
  familiar with all of the rooms in the donjon and can 
  identify their original functions. 
   
  Area 1: Foyer – The outer doors to the entryway 
  have been smashed open, as have the doors to the Great 
  Hall beyond. The bodies of two men-at-arms lie to either 
  side of the door, both clearly slain by sword blows. 
   
  Area 2: Work Rooms – These rooms were reserved 
  for craftsman to work in at night or during adverse 
  weather. Work benches and typical craft tools are strewn 
  about. 
   
  Area 3: The Great Hall – See “The Great Hall” 
  section below. 
   
  Area 4: Chapel to Heironeous – This small area is 
  equipped with altar, various symbols of Heironeous, a 
  prayer book to Heironeous, and seating sufficient for 20 
  people. A young man dressed in the robes of an acolyte of 
  Heironeous lies dead in here, but otherwise the chapel is 
  undisturbed. 
   
  Area 5: Trophy Room – Trophies and portraits of 
  Karistyne’s past deeds, including an intact young adult 
  black dragon’s head, line the walls and shelves here, as 
  well as assorted knickknacks Karistyne picked up in her 
  travels. The room looks like it has been ransacked. 
   
  Area 6: Armory – Although Karistyne and her 
  companions kept their prized weapons in their rooms, 
  this room contains a reserve stock of weapons consisting 
  of pole arms, bows and arrows, swords, and shields. 
  Everything has been smashed, burnt, or otherwise 
  rendered unusable, and scorch marks mar the walls. 
   
  Area 7: Meeting Room – PCs who have been to the 
  castle before know that Karistyne used this room for 
  private discussions or matters of secrecy. Whatever 
  contents it had have been torn to shreds, as has the door 
  to the room. The dragon statue described in encounters 
  three and four rests through the outer wall at this 
  location. At APLs 12 and 14 the shredstorms lurk in here 
  and attack when the PCs enter, while at all APLs the PCs’ 
  entrance into this room triggers encounter four if it 
  hasn’t already happened. 
   
  Area 8: Kitchen – As one would expect. Its back 
  door is exceptionally sturdy and bolted from the inside 
  (DC 28 check to break open) but that didn’t save the dead 
  cook and her two young assistants, whose bodies lie in 
  here. Various foodstuffs and seasonings can be found in 
  cabinets. 
   
  Area 9: Forge – The door from the Great Hall to the 
  forge is heavy, sturdy, and bolted shut from the inside, 
  requiring a DC 28 check to break open from the forge 
  side. The doors from the forge to the outside have been 
  torn apart, and the fire in the forge itself has faded to 
  smoking embers. Among the tools and other items 
  typical of a forge are the bodies of two gnomes slain by 
  some form of acid attack; the picks still in their hands 
  testify that they went down fighting. If spoken with 
  through speak with dead, they only know that the castle 
  was under attack by “very powerful forces” but they never 
  got a chance to find out who was responsible. 
   
  Area 10: Bath – This room has a three-foot deep 
  circular tub set into the floor, with ledges appropriate 
  both for Medium and Small-sized creatures. Cabinets 
  hold assorted bath supplies. This room has not been 
  disturbed, and the bath is currently empty. 
   
  Area 11: Stairs – Both sets descend to a quarter-full 
  underground granary and ascend to the second floor. PCs 
  who have been to the castle before know they originally 
  ascended to third and even fourth floors, but the rubble-
  choked stairs upward to those levels now only lead to 
  open sky and the ruins of the upper floors, as described in 
  the “Damaged Structures” section of encounter three. 
   
  Areas 12: Guest Rooms – PCs who have been to the 
  castle before have probably stayed in these rooms before. 
  Nothing of interest or value can be found here. 
   
  Area 13: Employee’s Rooms – The kitchen 
  workers, gnomes, and dwarf all use these rooms, as do a 
  handful of other castle employees. The rooms have been 
  ransacked for valuables. 
   
  Area 14: Storage – This long room is used both for 
  storage and for defense in the advent of attack, since its 
  gate-facing wall is lined with arrow slits and its floor is 
  fitted with small trap doors opening down onto the foyer 
  that can be used as murder holes. Amongst the training 
  dummies, spare bedding, disassembled tables, and 
  assorted supplies stored here are the bodies of three 
  archers whose bodies bear no obvious trauma. Someone 
  who makes a DC 20 Heal check can determine they were 
  poisoned. (They were done in by a cloudkill.) Each of the 
  archers got a good look at the attackers and can identify 
  them as Empire of the Bright Lands forces if spoken to 
  through speak with dead. They can also describe all of the 
  constructs, as they saw them all in action before they fell. 
   
  THE GREAT HALL 
  The Great Hall of Castle Karistyne, stretching most 
  of the length of the donjon, is clearly the centerpiece 
  of activity in the castle. Those of you who have been 
  here before remember that functions as diverse as 
  dining, holding council, and weapons training took 
  place here during your visits, but now it is a scene of 
  destruction. Most of the doors off it stand broken or 
  blasted open, and the great banners bearing the 
  heraldry of Karistyne and the symbol of Heironeous, 
  which once hung at the hall’s northern end, have 
  been torn down. The wooden shards of what must 
  have been tables lay scattered everywhere, as do five 
  human bodies.  
   
  When the PCs move to investigate the bodies continue: 
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 13 
  One human, lying about in the center of the room, 
  wears desert garb, while three others wear armor 
  and uniforms typical of Karistyne’s soldiers. 
   
  The fifth body, a large human man in plate 
  armor, lays sprawled at the feet of the sight which 
  quickly draws your attention: the body of a tall, 
  solidly-built human woman in plate armor roped 
  upright to a cross-shaped stone post standing out of 
  the floor two-thirds of the way across the room, her 
  blond hair matted with blood. Her battle-scarred 
  and rent armor bears the heraldry of Karistyne, to 
  which a scroll of some kind has been pinned. An 
  impressive-looking greatsword rests against the 
  body, as if positioned that way deliberately. 
   
  Even at a distance, those who have met Karistyne before 
  recognize the woman’s body as hers, and those who have 
  previously worked for Karistyne can, on a DC 10 
  Intelligence check, recognize the man at her feet as 
  Aaron Marander, her seneschal; all other PCs can 
  recognize both on a DC 20 Knowledge (local-Core) or 
  bardic knowledge check. Any who have previously had 
  contact (or conflict) with Rary’s forces recognize the 
  desert-clad man’s apparel as typical of Empire of the 
  Bright Lands forces, while others require a DC 15 
  Knowledge (local-Core) check. 
   
  PCs who have searched the compound prior to 
  coming in might be wary of the Bright Lands soldier’s 
  body, since his is the only body of a living attacker to be 
  found anywhere in the castle. They are right to be wary, 
  for he represents a trap of sorts. 
   
  Prior to the attack, Rary had one of his most fanatical 
  solders fitted with two contingent spells by using the 
  Craft Contingent Spell feat, one set to trigger upon his 
  death, and one set to trigger if his body were to be 
  disturbed or investigated. He was then sent into the Great 
  Hall first. The first spell (a cone of cold) was triggered when 
  Aaron struck him down with his sword, but the second 
  one remains active on his corpse and detonates if his 
  body is disturbed in any way. To provide bait, Rary gave 
  him a pair of boots of springing and striding to wear. 
   
  NOTE: For purposes of this “trap,” a successful 
  Disable Device attempt means that the PC was able to 
  move the body without triggering the contingency. 
   
  A second trap lies with Karistyne. Rary inscribed a 
  powerful symbol on the stone shaped post behind 
  Karistyne’s body, where it is not apparent or detectable, 
  nor will it trigger, unless Karistyne’s body is removed 
  from the post. (Her body is effectively covering it up.) At 
  APLs 10+ an extended alarm spell keyed to an earth 
  elemental (or two) in the vicinity has also been centered 
  on the post, resulting in the elemental arriving one 
  minute after the alarm is triggered. If the PCs take more 
  than two days to get here, however, then the extended 
  alarm has faded away. The alarm, and the symbols, are all 
  cast at 24th level. 
   
  APL 6 (EL 7) 
   
  �Symbol of Pain Trap: CR 6; magic trap; CL 24th; 
  spell trigger (seeing the symbol); no reset (active for 120 
  minutes when triggered); wracking pains on all within 60 
  feet (-4 penalty on attack rolls, skill checks, and ability 
  checks for one hour, DC 23 Fortitude save negates); 
  Search DC 30; Disable Device DC 30. 
   
  �Fireball Trap: CR 6; magic trap; spell trigger 
  (body is disturbed by living creature); no reset; as spell 
  (10d6 fire damage, DC 21 Reflex save for half); Search DC 
  28; Disable Device 28. 
   
  APL 8 (EL 9) 
   
  �Symbol of Weakness Trap: Cr 8; magic trap; CL 
  24th; spell trigger (seeing the symbol); no reset (active for 
  150 minutes when triggered); weakness on all within 60 
  feet (3d6 Strength damage, DC 25 Fortitude save negates); 
  Search DC 32; Disable Device DC 32. 
   
  �Empowered Fireball Trap: CR 6; magic trap; 
  spell trigger (body is disturbed by living creature); no 
  reset; as spell (10d6 x 1.5 fire damage, DC 23 Reflex save 
  for half); Search DC 30; Disable Device 30. 
   
  APL 10 (EL 11) 
   
  �Symbol of Weakness Trap: Cr 8; magic trap; CL 
  24th; spell trigger (seeing the symbol); no reset (active for 
  150 minutes when triggered); weakness on all within 60 
  feet (3d6 Strength damage, DC 25 Fortitude save negates); 
  Search DC 32; Disable Device DC 32. 
   
  �Empowered Fireball Trap: CR 6; magic trap; CL 
  24th;spell trigger (body is disturbed by living creature); 
  no reset; as spell (10d6 x 1.5 fire damage, DC 23 Reflex 
  save for half); Search DC 30; Disable Device 30. 
   
  �Greater Earth Elemental: hp 231; MM 97. 
   
  APL 12 (EL 13) 
   
  �Symbol of Insanity Trap: Cr 9; magic trap; CL 
  24th; spell trigger (seeing the symbol); no reset (active for 
  150 minutes when triggered); permanent insanity on all 
  within 60 feet (as insanity spell, DC 26 Will save negates); 
  Search DC 33; Disable Device DC 33. 
    
  �Repeating Empowered Fireball Trap: CR 9; 
  magic trap; CL 24th; spell trigger (body is disturbed by 
  living creature); no reset; as spell centered on body (10d6 
  x1.5 fire damage first round, repeat second round, DC 26 
  Reflex save for half each round); Search DC 33; Disable 
  Device DC 33. 
   
  �Elder Earth Elemental: hp 268; MM 97. 
   
  APL 14 (EL 14) 
   
  Symbol of Insanity Trap: Cr 9; magic trap; CL 24th; 
  spell trigger (seeing the symbol); no reset (active for 150 
  minutes when triggered); permanent insanity on all 
  within 60 feet (as insanity spell, DC 26 Will save negates); 
  Search DC 33; Disable Device DC 33. 
    
  �Repeating Empowered Fireball Trap: CR 9; 
  magic trap; CL 24th; spell trigger (body is disturbed by 
  living creature); no reset; as spell centered on body (10d6 
  x1.5 fire damage first round, repeat second round, DC 26 
  Reflex save for half each round); Search DC 33; Disable 
  Device DC 33. 
  
  COR8-05 Pyre of the Righteous 
   
  Page 14 
   
  �Elder Earth Elemental (2): hp 268; MM 97. 
   
  Tactics: At all APLs the elementals have been attuned to 
  the symbols and thus cannot trigger them or be affected by 
  them. At APLs 12 and 14 the elementals have been told 
  that some of those present when they arrive might be 
  under the effects of insanity, so they avoid attacking any 
  PC engaged in obviously erratic behavior if they can. 
  They otherwise just smash until reduced to less than 30 
  hp, at which point they retreat and do not return. 
   
  Checking the Bodies 
  PCs who examine Karistyne’s body closely notice that she 
  suffers from a multitude of injuries consistent with 
  having been in an epic duel with another warrior (Robilar 
  did not allow any spellcasters to assist him), but a DC 15 
  Heal check determines that the fatal injury was a stab to 
  the throat. Robilar slew her with a thinuan blade, so she 
  cannot be raised, resurrected, or even spoken with through 
  speak with dead so long as Rary and Robilar hold the fatal 
  weapon. Since she gave him a good fight, Robilar decided 
  to “honor” her by insisting that her equipment remain on 
  her person, so she still wears +3 improved electricity 
  resistance half-plate, ring of freedom of movement, and gloves of 
  dexterity +4, while her sword Wyrmtide, a +2 holy 
  dragonbane greatsword, lays at her side. The non-magical 
  scroll pinned to her armor is Player’s Handout 2. 
   
  Aaron Marander was also slain by Robilar but not 
  with the thinuan blade, so he can be raised normally or 
  spoken with through speak with dead. He still wears +3 full 
  plate, but the rest of his equipment was scavenged. If 
  brought back to life or spoken with through speak with 
  dead, he confirms that Robilar was the one who led the 
  small body of ground forces against the castle and 
  personally killed him, although he had support from 
  constructs and flying wizards; the power of some of the 
  magic at use suggests to him that Rary himself may have 
  been present. He knows most of Karistyne’s other 
  companions were fighting outside but does not know 
  what fate befell them, and he never saw Shianne 
  Stormhanded, which makes him quite suspicious. (He 
  has been leery of her true motives for some time now 
  and, if asked pointedly about it, thinks Shianne may have 
  sold them out to Rary.) He also knows that Karistyne 
  instructed Helena Stanmaer to escape on foot and 
  summon help when it became apparent that something 
  was blocking her ability to teleport. He does not know if 
  she successfully got away or not, as he had his hands full 
  with Robilar at that point. 
   
  Unlike Karistyne’s other companions, Aaron knows 
  her wishes about the disposal of her body, as detailed in 
  Player Handout 1. 
   
  The bodies of the soldiers are unremarkable and 
  have been stripped of valuables beyond basic equipment. 
   
  6: A FAMILIAR RAT 
  In a pile of rubble at the designated location lies the body 
  of the elf Gelshan Hafloranis, the paramour of Shianne 
  Stormhanded. Like his love, he had secretly taken to 
  siding with Rary of late on the matter of attempting to 
  restore the Bright Lands, but despite his philosophical 
  differences with Karistyne he did not agree with killing 
  her or the garrison and so opposed Rary’s forces once he 
  realized what they were doing. For that, Rary personally 
  threw the spell which resulted in the wall collapsing on 
  him. Rary’s minions did not take the time to unbury him, 
  so his body still wears a +2 mithral chain shirt, a +1 heavy 
  steel shield, and a cloak of resistance +2 and has at hand a +1 
  frost elven thinblade. 
   
  If spoken to through speak with dead, Gelshan can 
  accurately identify the attackers, including Robilar, and 
  comment on the constructs he saw in action (all of them) 
  during the attack. He heard fighting inside the donjon at 
  the time he was killed and knows Robilar went in there, 
  while he last saw Helana trying to escape and Caralin 
  trying to hold off the “dragon statue.” He does not know 
  what happened to Shianne, as she left his company to 
  relieve herself shortly before the battle and never 
  returned. He suspects Rary did something with her prior 
  to the battle beginning, knowing that she was the most 
  potent wizard present. He resists any attempt to question 
  him about his or Shianne’s loyalties to Rary and only 
  wants to be raised if Shianne is still alive. 
   
  At the time the PCs come into the compound, 
  Shianne’s rat familiar Farfax is using the pile of rubble 
  where Gelshan is buried as a hiding place. She was not 
  near enough to Shianne when Rary used the imprisonment 
  on her to get caught in it but, thanks to Shianne’s ranks in 
  Spellcraft, Farfax did recognize what happened to her 
  master. She has been hiding ever since, trying to avoid 
  the constructs that would kill her if they saw her. 
   
  Farfax becomes aware of the PCs soon after they 
  enter the compound and watches them as best she can 
  from the pile to try to determine their motives. If she sees 
  obvious holy symbols of good-aligned gods, or hears them 
  talking positively about Karistyne or negatively about 
  Rary, she reveals herself when the PCs approach the pile 
  where Gelshan is. If the PCs seem to be missing it, she 
  reveals herself once they have dealt with the constructs 
  in encounter four. She does not reveal herself to obvious 
  employees of Rary, although such individuals may spot 
  her on an opposed Spot check. 
   
  Use the more appropriate of the two descriptions 
  below for the situation in which she appears. 
   
  As you move the rubble aside to get to the body, a rat, 
  its nose twitching, suddenly pops out from 
  underneath the pile. This strikes you as odd because 
  it is the first living creature you have found within 
  the compound, but stranger still, the rat starts 
  jumping up and down as if trying to get your 
  attention. 
   
  As you tend to your injuries after the battle, a rat 
  scurries into your midst from out of nearby 
  shadows. Its presences strikes you as odd given that 
  it is the first living creature you have found within 
  the compound, but as you watch the rat hops around 
  
  COR8-05 Pyre of the Righteous 
   
  Page 15 
  and seems to be pointedly looking at (choose the most 
  obviously wizard-looking PC).  
   
  ALL APLs 
   
  �Farfax: rat familiar; hp 30; Appendix 1. 
   
  Having such a chaotic and fiery wizard as Shianne as her 
  master has caused Farfax to be quite an excitable, and 
  somewhat neurotic, rat, and the stress of her master being 
  “off-line” due to being in suspended animation has made 
  her even twitchier than normal. She cannot speak to PCs 
  verbally unless some form of telepathy is used, but she is 
  quite intelligent and does her best to communicate with 
  the PCs. This typically involves sketches and some degree 
  of pantomiming, but if someone suggests she write in the 
  dirt, she crudely does so with her nose. If one of the PCs 
  also has a rat familiar, Farfax happily communicates what 
  happened with her fellow rat. If the PCs found her rather 
  than her finding them, they must convince the rat that 
  they are friendly with Diplomacy (treat her as unfriendly) 
  to get the rat to talk. A PC who is an Honored Ally of 
  Tenser or Honored Ally of Rary does not need to make 
  this check. 
   
  If the PCs can effectively communicate with Farfax, 
  she tells them the following: 
  • “The Mistress” (Shianne) was headed out to the 
  outhouse when she suddenly froze and was enclosed 
  in a sphere of energy. She seemed to lose 
  consciousness as she and the sphere sank into the 
  ground. (DC 29 Spellcraft check to recognize this as 
  the description of an imprisonment.) 
  • I’m pretty sure she was affected by an imprisonment 
  spell, but I didn’t see, hear, or smell the culprit. The 
  only wizards I know of in this part of Oerth powerful 
  enough to do pull this off are Rary and 
  Mordenkainen, and I can’t imagine why “big M” 
  would do this. 
  • Right after that the attack started. It was definitely 
  Empire of the Bright Lands troops; I got a good look 
  at them. Robilar might have been leading them, but I 
  didn’t get a good look at their big guy so I couldn’t be 
  sure. 
  • I went to find Gelshan to tell him what happened, but 
  he already had his hands full battling some kind of 
  construct that looked like a clockwork man. I also saw 
  a stone golem, an animated dragon statue, and an 
  animated cart. 
  • Oh, yeah, and watch out for those swarms of metal 
  shards, too. They can tear just about anything up. 
  • Don’t know what happened inside the main building, 
  but I know Caralin bit it fighting that dragon statue. 
  Too bad; he was always nice to me, and I think he was 
  kinda sweet on The Mistress. 
  • Yeah, I did see that Walker-Lady try to get away. (On a 
  DC 15 Knowledge (religion) check, PCs know that 
  “Walker” is a name given to priests of Fharlanghn.) 
  Some flying wizard caught her with a baleful 
  polymorph spell that turned her into a rabbit, but she 
  was still too quick for them. 
  • I went into hiding here in the rubble once it was all 
  over, and have been hiding from those constructs 
  ever since. They kill everything living that comes into 
  the compound, scary birds and all. Makes it hard to 
  hunt for food. 
  • After the battle I did see a Baklunish wizard walking 
  around surveying the scene. I’m pretty sure that was 
  Rary. He spent a good amount of time in the main 
  building before leaving. 
   
  Farfax is sad to hear that Karistyne is dead but urges the 
  PCs to go try and save Helena (the “Walker-Lady”). She 
  knows that Shianne and Gelshan started working for 
  Rary but will not admit that unless mentally probed or 
  severely intimidated. If asked why Rary would go after 
  Shianne first, Farfax proudly boasts that Shianne is 
  probably the next most powerful wizard in the region 
  after Rary, so Rary was surely more concerned about her 
  than anyone else. 
   
  Even at APL 14 the PCs almost certainly lack the 
  resources to rescue Shianne, since only a freedom spell can 
  do that. Farfax can sense her master’s presence well 
  enough to pinpoint where she is, but knows of no one 
  capable of getting her out short of Rary or one of the 
  current Circle of Eight members. An earth dreamer or 
  other character capable of moving freely through stone 
  can, with several hours of searching, locate Shianne’s 
  exact position underground but cannot free her. 
   
  Development: Farfax agrees to go along with the 
  PCs for now if they offer to take her. She can point them 
  in the direction that Helena hopped off, which gives the 
  PCs a +5 circumstance bonus on the Track check in 
  encounter three (but not the ones in encounter eight). 
  She also agrees to help with Knowledge checks if 
  someone in the party can regularly communicate with 
  her. 
   
  7: SURVIVOR 
  Jeriko, one of Karistyne’s best scouts, managed to evade 
  the fireball that struck down his fleeing companions and 
  escape into the hills. Once Rary and his minions left, 
  Jeriko crept back to observe the castle but dared not 
  approach because of the fearsome constructs which 
  patrolled its grounds. He is not nearby at the time of the 
  PCs’ arrival but is drawn back towards the castle by the 
  sounds of the PCs’ fight in encounter four. He attempts to 
  observe the PCs from hiding for a time while trying to 
  determine their affiliation, and only approaches if the 
  PCs are not obviously employees of Rary (though such 
  individuals might Spot him if keeping a lookout). 
   
  You hear a voice calling out to you from across the 
  fields outside the castle. Scampering into view is a 
  scruffy-looking Oeridian man clad in a gray hooded 
  cloak and well-worn studded leather armor. A short 
  sword and axe hang from his belt and he carries a 
  
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  short bow in one hand. He holds a sewn emblem of 
  Karistyne in his other hand. 
   
  “Oy!” He yells from a distance of eighty feet. “Are 
  ye friend or foe of the Lady?” 
   
   
  ALL APLs (EL 6) 
   
  �Jeriko: male human scout 6; hp 42; Appendix 1. 
   
  Jeriko comes from an earthy, rough-necked “country 
  hick” background and fancies himself an expert hunter. 
  (“Been huntin’ varmints since mah head was up to mah 
  daddy’s privates.”) He has a weakness for powerful, 
  attractive human women, who can get him to do just 
  about anything – which is, of course, how he ended up in 
  Karistyne’s service. He has no love for Rary or the Empire 
  of the Bright Lands due to past near-death experiences 
  with his forces and will not cooperate with acknowledged 
  Rary supporters without serious Intimidation. 
   
  Jeriko’s initial reaction to the party depends on 
  various factors: 
   
  Helpful if an Honored Ally of Tenser or other PC 
  with 3+ Favors of Karistyne is present, or if a physically 
  imposing human female PC with a 12+ Charisma serves 
  as the PCs’ spokeswoman; in this case he freely talks with 
  the PCs and not only volunteers to go with them to help 
  find Helena but also helps them in fights. 
   
  Friendly if multiple PCs have 1-2 Favors of 
  Karistyne or any PC openly wears a holy symbol of 
  Heironeous (he doesn’t worship him but knows “the 
  Lady” does and respects that); in this case he talks to PCs 
  freely and helps them track down Helena if asked, but 
  holds back in any fight. 
   
  Indifferent otherwise; in this case he acts warily to 
  the PCs and offers or provides no assistance, though he 
  talks to them about what happened. 
   
  Appropriate Diplomacy checks can increase his 
  reaction level. Additionally, if any PC is an Honored Ally 
  of Rary, drop the initial reaction two places. If both an 
  Honored Ally of Rary and Honored Ally of Tenser are 
  present, Jeriko questions why the Tenser ally is working 
  with “a devil like < PC name>.” 
   
  Depending on the reaction he has to the PCs and 
  what they ask, Jeriko can tell them any or all of the 
  following: 
  • “Oh, yeah, the attackers were stooges of Rary fer sure. 
  The big guy leading ‘em might’ve even been that 
  Robeelar fella. Came almost right up to the castle 
  under cover o’ darkness, they did.” 
  • “I only ‘scaped ‘cause I was outside o’ the castle when 
  they hit us.” (If pressed on why he was outside of the 
  castle, he sheepishly admits that he had “a thing” 
  going on with Karistyne’s cook, and there aren’t many 
  private places in the castle to spend some time alone. 
  He has her tucked away in a hiding place out in the 
  hills.)  
  • “Yeah, one o’ them wizards tried ta catch me with 
  some ball o’ fire spell when I met up wit’ a couple 
  other scouts fleein’ the castle, but I was too slick for 
  ‘im. Cain’t say the same ‘bout me buds.” 
  • “I only run far ‘nough to hide and watch what 
  happened, so I saw them wizards and their magic pets 
  tear up the castle. Only other person I saw get away 
  was that cleric of the travelin’ god, and she got turned 
  into a varmint as she run off. Didn’t want that 
  happenin’ to me so’s I stayed well-hidden and slunk 
  off inta the hills when they started sendin’ people out 
  ta look around.” 
  • “Been hidin’ out in the hills for the last couple o’ days, 
  but I got me a position where I can keep an eye on the 
  castle. When I saw people creepin’ around ‘gain, 
  thought I’d better check it out.” 
  • “Yeah, I think I got me a good bead on where that 
  varmint-lady went.” (If the PCs work for Tenser, add:) 
  “Think the Traitor sent scouts on her trail, though, so 
  you ain’t the only ones lookin’ for her.” (If the PCs 
  work for Rary but haven’t revealed that fact, add:) “A 
  lotta dangers out in them hills for a defenseless 
  varmint, even one what was formely a priestess. 
  Might not wanna waste time gettin’ on her track.”  
   
  Development: If Jeriko agrees to work with the PCs, he 
  can do the tracking duties for them if the PCs do not have 
  a more competent tracker, and assists a PC who is. Go on 
  to encounter eight once the PCs head out, regardless of 
  whether Jeriko is with them or not. 
   
  On a reaction lower than indifferent, or if the PCs do 
  anything that could be deemed offensive, he flees the 
  scene. He knows the surrounding terrain well enough 
  that he can be out of line of bowshot once he gets a 200-
  foot lead on the PCs, at which point he starts hiding. 
   
  8: A MOST PECULIAR RABBIT 
  Since fleeing from the castle in rabbit form, Helena 
  Stanmaer has done her best to hide out from Rary’s 
  hunters, denizens of the hills, and natural predators. She 
  has her own intelligence but not the natural instincts of a 
  rabbit, so sooner or later her luck is going to run out. If 
  the PCs got to Castle Karistyne quickly and go hunting 
  for her by the third day after the attack then she is still at 
  large. If the PCs had to travel to Castle Karistyne the slow 
  way then she has been caught by whichever group listed 
  below was hunting her and thus must be rescued from 
  those individuals. 
   
  If the PCs are working for Tenser they must contend 
  with a Rary-affiliated group hunting for Helena. If the 
  PCs are working for Rary then they must contend with a 
  Tenser-affiliated group who has just defeated a group of 
  orcs who netted Helena. Either way, the other group is 
  unlikely to give up their claim on Helena without a fight. 
   
  This encounter can come about one of two ways: 
  either with the PCs heading towards the castle after an 
  inaccurate teleport or with them following tracks away 
  from Castle Karistyne. In the former case assume the PCs 
  just happen across the hunting party a couple of miles 
  away from the castle. 
   
  If the PCs are tracking from the castle, three Track 
  checks are required to hunt down the rabbit; DC 15 for 
  
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  those following the trail of the group of human-sized 
  individuals mentioned in encounter three and DC 25 for 
  following the rabbit tracks. Jeriko, if present, either 
  assists the best PC tracker or takes the lead, depending on 
  relative skill levels. 
   
  Regardless of circumstances, use Map 2 for this 
  encounter. The PCs approach from the south if coming 
  from the castle and approach from the northwest if 
  headed to the castle. 
   
  As the PCs approach the scene, have them make DC 
  20 Spot checks to see if they notice the druid’s eagle 
  animal companion (a normal eagle by all appearances) 
  circling high above a spot around the side of a hill, about 
  500 feet ahead in the direction which the trail leads. PCs 
  who watch it for at least three rounds and make a DC 15 
  Knowledge (nature) check can note that its movements 
  are atypical for a bird of prey just out on the hunt. Unless 
  the PCs are specifically being stealthy, the eagle spots 
  them after two rounds and dives down to report to its 
  master; consider the NPCs to have advance warning in 
  this case unless the PCsy can transport there immediately 
  (such as by dimension door). 
   
  The following description assumes the PCs approach 
  normally and that the hunting party had advance 
  warning of their approach. If the PCs catch the NPCs 
  unaware at APL 6 or 8 the druid is still in her human 
  form; she regularly travels in her dire lion form at APLs 
  10+. If the PCs were not spotted and a PC sneaks up on 
  the hunting party to spy on them, they can be overheard 
  arguing about how best to get “that damned rabbit out of 
  that hole she’s crawled into” if they are Rary-affiliated and 
  about how to “get her untangled from that net and turned 
  back into human form” if they are Tenser-affiliated. 
   
  As you come over/around the last hill you spot a 
  group of four individuals and a crocodile/large lion 
  clustered loosely together and eyeing you warily. 
  Amongst the people is a robust but scraggly-looking 
  dwarf dressed in a traveler’s outfit, a Baklunish man 
  in desert apparel wielding two scimitars, a Suel man 
  in heavy armor wearing a medallion depicting a pair 
  of dice, and a wood elf dressed in light armor with a 
  bow at ready and an invigorating song on his lips. 
   
  (If the PCs work for Rary, add:) Laying about the 
  group are the bodies of several dead orcs and signs of 
  a recent battle, but if this group took much harm 
  from the battle then they do not show it. A rabbit 
  caught in a weighted net sits amongst the group. 
   
  In both cases the hunting party is a mix of loyalists (the 
  dervish and wizard), sympathizers (the druid and archer), 
  and mercenary-types (the cleric). The loyalists have 
  differing alignments depending on their Rary or Tenser 
  affiliation, but otherwise the hunting parties have 
  personnel with identical stats, equipment, and party 
  composition regardless of affiliation. None of them wear 
  any outward signs of their affiliation. 
   
  In both cases the archer’s inspirational boost-enhanced 
  inspire courage (+2) is active at the start of the encounter 
  and maintained throughout any discussion, unless the 
  NPCs were caught without advance notice. The hunting 
  party attacks immediately if one or more PCs are 
  recognizable (not disguised, hidden, in an alternate form, 
  and so on) as an Honored Ally of the opposing faction. 
  They otherwise are not looking for a fight, and so do not 
  initiate one, but do not back down or give up their claim 
  on Helana, either. If a fight does not start immediately 
  the dervish serves as their spokesman and leads by 
  insisting the PCs tell them who they are and what they’re 
  doing out here. 
   
  If the NPCs work for Rary, the dervish only admits 
  that they are out hunting and that they have cornered 
  some prey in this spot. They are not interested in sharing, 
  so he insists that the PCs move along and find their own 
  dinner. If the PCs pointedly ask if the hunting party is 
  hunting rabbit, the dervish comments that “there are a lot 
  of rabbits around these parts,” while a DC 15 Sense 
  Motive check determines that such a comment puts all of 
  them even more on edge. Any mention about hunting a 
  “special rabbit” or someone transformed into a rabbit 
  triggers the fight. 
   
  If the NPCs work for Tenser, they claim that they 
  defeated some “evil marauders” and took the rabbit they 
  caught. They do not, under any circumstances, let the PCs 
  get a closer look at the rabbit or even discuss a trade for it. 
  They insist the PCs “go find their own” and warn pushy 
  or insistent PCs that they will use force, if necessary, to 
  convince the PCs to leave. If the PCs take aggressive 
  action or refuse to leave despite a repeated warning, start 
  the fight. 
   
  ALL APLs 
   
  �Helena Stanmaer: human female (currently in 
  rabbit form) cleric 12; hp 96; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Druid: female human druid 5; hp 40; Appendix 1. 
   
  �Eagle Animal Companion: hp 21; Appendix 1. 
   
  �Archer: male wood elf bard 2/fighter 2; hp 28; 
  Appendix 1.  
   
  �Dervish: male human scout 2/fighter 2; hp 31; 
  Appendix 1.  
   
  �Cleric: male human cleric 4; hp 36; Appendix 1. 
   
  �Wizard: male dwarf evoker 5; hp 30; Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Druid: female human druid 6/nature’s warrior 1; 
  hp 57; Appendix 1.  
   
  �Eagle Animal Companion: hp 35; Appendix 1. 
   
  �Dervish: male human scout 3/fighter 3; hp 46; 
  Appendix 1.  
   
  �Archer: male wood elf bard 2/fighter 4; hp 45; 
  Appendix 1.  
   
  �Cleric: male human cleric 6; hp 54; Appendix 1.  
   
  �Wizard: male dwarf evoker 7; hp 42 (55); 
  Appendix 1.  
   
  
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  APL 10 (EL 13) 
   
  �Druid: female human (in dire lion form) druid 
  5/nature’s warrior 4; hp 85; Appendix 1. 
   
  �Archer: male wood elf bard 2/fighter 6; hp 70; 
  Appendix 1.  
   
  �Dervish: male human scout 3/fighter 4/dervish 1; 
  hp 71; Appendix 1. 
   
  �Cleric: male human cleric 8; hp 72; Appendix 1.  
   
  �Wizard:  male dwarf evoker 9; hp 54 (70); 
  Appendix 1.  
   
  APL 12 (EL 15) 
   
  �Druid: female human (in dire lion form) druid 
  6/nature’s warrior 5; hp 106; Appendix 1. 
   
  �Archer: male wood elf bard 2/fighter 8; hp 89; 
  Appendix 1. 
   
  �Dervish: male human scout 3/fighter 4/dervish 3; 
  hp 98; Appendix 1.  
   
  �Cleric: male human cleric 10; hp 90; Appendix 1.  
   
  �Wizard: male dwarf evoker 11; hp 66 (83); 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Druid: female human (in dire lion form) druid 
  6/nature’s warrior 5/warshaper 2; hp 135; Appendix 1.  
   
  �Archer: male wood elf bard 2/fighter 10; hp 108; 
  Appendix 1.  
   
  �Dervish: male human scout 3/fighter 4/dervish 5; 
  hp 117; Appendix 1.  
   
  �Cleric: male human cleric 12; hp 108; Appendix 1.  
   
  �Wizard: male dwarf evoker 13; hp 78 (108); 
  Appendix 1.  
   
  NOTE: The druid’s eagle animal companion is unlikely to 
  have a significant impact on the combat beyond APL 8, 
  and so is not statted out above that level. At APLs 6 and 8 
  it starts at a height of 60 feet; at higher APLs assume it is 
  circling much higher in the sky, well away from combat. 
   
  Tactics-General: None of these NPCs are fanatics or 
  suicidal, so they retreat (taking the net with Helena with 
  them if they are working for Tenser and such an action is 
  feasible) or surrender once they are clearly losing and 
  grossly outclassed. They are more apt to surrender if they 
  see their fellows being subdued or stabilized once 
  unconscious rather than outright killed. 
   
  Tactics-Jeriko: If present and his reaction in 
  encounter seven was helpful, he assists the PCs in the 
  fight. At APLs 6-8 he contributes as best he can, though 
  he stays at range and does not unduly risk himself. At 
  APLs 10-14 he realizes he is out of his league and stays 
  back, only helping out by pulling fallen PCs out of the 
  fight and stabilizing them. If his reaction was not helpful 
  he merely stays well back from the fight. 
   
  Tactics-Helena: If the PCs work for Tenser, she 
  stays hidden until the fight is over and then pokes her 
  nose out for a look. If the PCs work for Rary, she stays 
  where she is unless the PCs try to grab her or the net, in 
  which case she does her best to get free. (See the rules for 
  a net on p. 119 of the PH.)  
   
  Tactics-Druid: She is a self-buffing front-liner who 
  fights in her animal form (crocodile at APLs 6-8, dire lion 
  at APLs 10+) and only uses summon nature’s ally if unable 
  to get at the PCs. If she has advance warning, she puts up 
  as many buff spells as she has time to do (with barkskin, 
  thornskin, and bull’s strength, in that order, being her first 
  priorities), but does not cast nature’s favor until the first 
  round of combat. 
   
  Tactics-Archer: If the hunting party has advance 
  warning he has used his oil of sonic weapon on his bow and 
  his inspire courage bard song enhanced by inspirational 
  boost (+2 bonus) already up. If caught unaware, his first 
  action is to put up the bard song. Otherwise he moves 
  and shoots as the situation dictates.  
   
  Tactics-Dervish: He is an intelligent fighter, so he 
  does not take silly risks and uses his Combat Expertise 
  and skirmish sensibly. If he has advance warning, he uses 
  whatever potions he carries. At APLs 10+ he immediately 
  goes into his dervish dance when combat starts and goes 
  after the PC he judges to be most dangerous. When 
  dancing he tries to avoid ever ending his turn within 10 
  feet of a hard-hitting PC fighter-type. 
   
  Tactics-Cleric:  He can buff himself and wade into 
  combat if necessary, but he is primarily a caster and 
  healer. At APL 14 he cast heroes’ feast for his group at the 
  start of the day, and at all APLs where he has them he 
  casts shield of faith (on the dervish), freedom of movement 
  (on the dervish), protection from energy (acid, on himself), 
  and entropic shield if he has advance warning. 
   
  Tactics-Wizard: He likes to measure himself against 
  other arcane casters, so he preferentially targets them 
  unless he faces a more imminent threat.  At higher APLs 
  he leads with improved invisibility and takes to the air. 
  With advance warning he typically has shield, cat’s grace, 
  and fly (except at APL 14) active to start, and at APL 14 he 
  cast chain greater magic weapon on his party’s armaments 
  earlier in the day. Do not forget that he can also use chain 
  nerveskitter to heighten his party’s initiative rolls at APL 
  14! 
   
  Development-PCs Work For Rary: Once the 
  combat is over Helena does her best to escape and 
  pretend to be only a normal rabbit if the PCs seemed to 
  be siding with Rary. (She immediately recognizes anyone 
  who is an Honored Ally of Rary.) The PCs must knock 
  her unconscious to keep her from trying to escape; 
  remember, her domain ability allows her to slip out of 
  most magical restraints, but not physical ones. 
   
  Development-PCs Work For Tenser: Once the 
  combat is over Helena comes out of her hole enough to 
  study the PCs to see if they have obvious good-aligned 
  affiliations or include an Honored ally of Tenser. If 
  neither is the case, the PCs may have to do some coaxing 
  to convince her; treat her as unfriendly in this case. 
   
  Once satisfied that the PCs are friendly, Helena tries 
  to convince them that she is more than an ordinary 
  rabbit. A dispel magic or similar effect successful against a 
  CL 11 spell is required to revert her back to normal form, 
  
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  Page 19 
  at which point she explains to the PCs what happened at 
  Castle Karistyne if they don’t already know and insists on 
  going there to find out the outcome of the battle, or asks 
  what happened to the named NPCs at the castle if the 
  PCs clearly do already know about it. In either case she is 
  very interested in going to talk to Tenser, as in her travels 
  across “the Bright” she has discovered suggestions that 
  Rary is setting up a second attempt to unmake the scorpion 
  crown but did not have a chance to discuss the matter 
  with Karistyne before the attack hit. (It happened shortly 
  after she had returned.) 
   
  It is also possible that the PCs may decide to use 
  their sending with Scor in this case to call for help to get 
  the baleful polymorph undone. In this case a 13th level 
  wizard with a greater dispel magic prepped arrives shortly 
  by greater teleport and takes care of the matter if the issue 
  was sufficiently explained in the sending. 
   
  In either case go on to encounter three if the PCs 
  have not already been to the castle or to the appropriate 
  Conclusion if the PCs already have dealt with the castle. 
   
  Troubleshooting: In a “PCs work for Rary” 
  scenario, it is possible one may try to grab the net with 
  Helena and run off with it. Treat Helena as an unwilling 
  participant if magical means of instant transport are used, 
  and she tries to escape the net (as described above) if 
  more conventional movement modes are used. If all of 
  the PCs bug out at this point, the NPCs chase them down 
  as best they can; they otherwise stand and defeat the 
  remaining PCs before pursuing. 
   
  It is also possible that the baleful polymorph on Helena 
  could get dispelled during the combat, whether as a 
  deliberate action on the part of the PCs or by accidentally 
  catching her in an area effect dispel magic or equivalent. In 
  such a case Helena immediately, vengefully, and 
  unmercifully goes after whichever faction seems to be 
  siding with Rary. This could grossly imbalance the fight 
  for or against the PCs, as Helena has been praying for her 
  spells every day even though she couldn’t use them, but 
  do not have her pull any punches regardless of the APL. 
  PCs deserve the benefit for their cleverness or 
  punishment for their carelessness, as appropriate for the 
  situation. 
   
  CONCLUSION 
  Resolve all of the conclusions that apply to the PCs’ 
  circumstances. Unless the PCs have their own magical 
  means of instantaneous or high-speed transport, they 
  must travel back to Hardby by foot, which takes ten days. 
   
  In various Tenser-serving scenarios the PCs may 
  figure out that Robilar used a thinuan weapon and so 
  hope to eventually recover the weapon and thus being 
  able to bring Karistyne back. In this case, or other cases 
  where they do not wish to destroy Karistyne’s body, they 
  can instead turn it over to a Temple of Heironeous for 
  safe keeping with gentle repose spells until the matter can 
  be resolved. Transporting Karistyne’s body to a suitable 
  temple costs at least one PC 2 TUs unless rapid means of 
  magical transport are available. 
   
  A: Tenser Employees Rescue Helena 
  If the PCs were not able to turn Helena back into human 
  form, Scorimongishaz has the PCs hand over the Helena 
  rabbit to him, after which he leaves with the rabbit via 
  dimension door to deal with the problem. The PCs later get 
  word that the effort to “un-rabbit” Helena was successful. 
   
  If the PCs were able to turn Helena back into human 
  form, she goes with Scor upon returning to talk with 
  Tenser directly about what happened at Castle Karistyne 
  and what they wish to do about it. Either way, Scor takes 
  reports of the details with great alarm. 
   
  If Shianne’s situation is mentioned, Scor says he will 
  pass the word on up the chain of command and see if 
  Tenser has the time and inclination to deal with getting 
  her out. 
   
  If the PCs also brought Farfax back with them, she 
  goes with Scor. 
   
  In this case, all PCs get the Favor of Tenser entry on 
  the AR, the conclusion gold, and access to the starred 
  items on the AR. 
   
  B: Tenser Employees Don’t Rescue Helena But 
  Do Report 
  Eliminate details the PCs do not report about: 
   
  When you return to Hardby to report, Scor again 
  meets you in cat form. He takes the details of the 
  circumstances at Castle Karistyne with great alarm. 
   
  “It’s a shame you were not able to rescue 
  Helena,” he says, “and I will pass word about 
  Shianne’s situation on up the chain of command, see 
  if Tenser has time to deal with this.” He shakes his 
  head. “We suspected Rary might be capable of this, 
  but did not think he would have the gall to actually 
  do it.” 
   
  In this case, PCs get the conclusion gold but not the 
  favor. 
   
  C: Rary Employees Report 
  Parties who return with Helena intact and hand her over 
  to Sirocco in Hardby get the Favor of Rary on the AR, the 
  conclusion gold, and access to the starred items on the 
  AR. He heartily thanks the PCs and assures them that 
  their excellent service will be remembered, and they may 
  expect more jobs in the future. 
   
  Parties who fail to return with Helena get only half 
  the conclusion gold and do not get the favor. They are 
  unlikely to be trusted by Rary with an important task in 
  the future. 
   
  D: PCs Report to Phelia Jonnosh 
  Only PCs who agreed to the deal proposed by Phelia 
  Jonnosh in encounter 2a get this conclusion. Such PCs 
  who do report their findings at Castle Karistyne get the 
  Favor of the Despotrix item on their ARs. 
   
  
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  Page 20 
  E: PCs Report to Geven 
  Only PCs who cut a deal with Geven as proposed in 
  encounter 2b get this encounter. PCs who report what 
  you judge to be information of interest to Geven get the 
  Favor of Geven item on their ARs. 
   
  F: PCs Arrange For Raising of Karistyne’s 
  Companions  
  If the PCs cannot do this themselves, or chose not to do 
  so, their bodies can be brought back to Hardby or 
  Greyhawk to be raised at normal costs. PCs who do this 
  are reimbursed by Aaron Marander, Gelshan, or Caralin, 
  but don’t tell the PCs this in advance unless they asked 
  those individuals about it through speak with dead! If 
  asked, none of them are keen about being reincarnated. 
   
  If at least one of these individuals is brought back 
  (whether by the PCs or via other arrangements) they 
  continue to honor all outstanding Favors of Karistyne 
  from other adventures; cross off the No More Karistyne 
  Favors item on the AR. 
   
  G: PCs Properly Dispose of Karistyne’s Body 
  If the PCs act in accordance with the wishes described by 
  Karistyne in Player Handout 2 or told to them by Aaron 
  Marander, ask them who they ultimately give the ashes 
  to. Assuming it is an NPC, note that in the Notes section 
  on their AR and in the Campaign Consequences section 
  below. If the PCs do both this and bring back Aaron 
  Marander, he allows them access to Karistyne’s 
  equipment, marked with a “K” on the AR. 
   
  If one of the PCs is a “devoted of Heironeous” and 
  keeps Karistyne’s ashes, mark the Karistyne Ashes entry 
  on the AR. Only one PC at each table may get this item. 
   
  H: Castle Plunderers 
  It is entirely possible (especially where the PCs work for 
  Rary) that the PCs may take the equipment of Karistyne 
  and her companions for themselves and sell it or keep it. 
  In this case they get the Conclusion H gold total but also 
  the Infamy of Karistyne AR entry. 
   
  Conclusion: All 
  Word soon hits the streets of Hardby about what has 
  happened at Castle Karistyne and who is likely 
  responsible. Commoners merely find the news of 
  passing interest, for such conflicts are too far above 
  them to be of much concern, but those in power or 
  with power know that Rary’s bold move has 
  certainly altered the balance of power in the region. 
  The aftershocks of this action could rumble for a 
  long time to come. 
   
  CAMPAIGN CONSEQUENCES 
  If this adventure is played by May 1st, 2008, report the 
  following results (or have your convention coordinator 
  report the following collective results) to the writer at 
  theronm4@comcast.net.  
   
  1. What were the dispositions of Aaron Marander, 
  Galshin Helfloranis, and Caralin Arvendis at the end of 
  the adventure? 
  2. What was the disposition of Helena Stanmaer at the 
  end of the adventure? 
  3. What did the PCs do with Karistyne’s body? 
  
  COR8-05 Pyre of the Righteous 
   
  Page 21 
  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. 
   
  4: Leftovers 
  Defeat the constructs 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  510 XP 
   
  Use trickery or stealth to avoid fighting the constructs 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  260 XP 
   
  5: The Fallen Righteous 
  Disable or trigger both traps (½ x.p. for only one) 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Disable or trigger both traps and deal with elemental(s) 
  (or deactivate alarm spell) 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  420 XP 
   
  8: A Most Peculiar Rabbit 
  Defeat the hunting party OR successfully escape with 
  Helena without defeating the hunting party 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  Story Award 
  Captured or rescued Helena and report evidence that 
  Rary’s forces attacked Castle Karistyne (only ½ x.p. for 
  doing one): 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  240 XP 
   
  Discretionary roleplaying award 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 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.  
   
  5: The Fallen Righteous 
   
  All APLs:  Magic 458 gp; boots of striding and springing 
  (458 gp) 
   
  
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  8: A Most Peculiar Rabbit 
   
  APL 6: Loot 236 gp; Magic 998 gp; +1 dragonhide 
  breastplate (141 gp), +1 mighty composite longbow (+3, 225 
  gp), +1 cloak of resistance x3 (83 gp each), oil of sonic weapon 
  (25 gp), potion of cure light wounds (4 gp), +1 chain shirt (104 
  gp), lesser rod of extend (250 gp) 
   
  APL 8: Loot 209 gp; Magic 1,592 gp; +1 dragonhide 
  breastplate (141 gp), +1 mighty composite longbow (+3, 225 
  gp), +1 cloak of resistance x3 (83 gp each), oil of sonic weapon 
  (25 gp), potion of cure light wounds (4 gp), +1 chain shirt (104 
  gp), lesser rod of extend (250 gp),+1 scimitar (193 gp). +1 
  morningstar (192 gp), +1 ring of protection (166 gp), scroll of 
  fireball (7th level, 43 gp). 
   
  APL 10: Loot 209 gp; Magic 3,884 gp; +1 dragonhide 
  breastplate (141 gp), +1 mighty shock composite longbow (+3, 
  725 gp), +1 cloak of resistance x3 (83 gp each), oil of sonic 
  weapon (25 gp), potion of cure light wounds (4 gp), +1 chain 
  shirt (104 gp), lesser rod of extend (250 gp),+1 scimitar x2 (193 
  gp each), +1 morningstar (192 gp), +1 ring of protection (166 
  gp), scroll of fireball (9th level, 56 gp), +1 amulet of mighty fists 
  (500 gp), +2 amulet of health (333 gp), potion of bull’s strength 
  (25 gp), potion of fly (62 gp), +2 headband of intellect (333 gp), 
  +2 periapt of wisdom (333 gp). 
   
  APL 12: Loot 200 gp; Magic 6,088 gp; +1 beastskin 
  dragonhide breastplate (808 gp), +1 mighty shock composite 
  longbow (+3, 725 gp), +1 cloak of resistance (x2) (83 gp each), 
  +2 cloak of resistance x2 (333 gp each), oil of sonic weapon (25 
  gp), potion of cure light wounds (4 gp), +1 chain shirt (104 gp), 
  lesser rod of extend (250 gp),+1 scimitar x2 (193 gp each), +1 
  morningstar (192 gp), +1 ring of protection x2 (166 gp each), 
  scroll of fireball (9th level, 56 gp), +1 amulet of mighty fists 
  (500 gp), +2 amulet of health (333 gp), potion of bull’s strength 
  (25 gp), potion of cat’s grace (25 gp), potion of fly (62 gp), +2 
  headband of intellect (333 gp), +2 periapt of wisdom (333 gp), 
  +1 heavy shield (97 gp), +2 gloves of dexterity (333 gp). 
   
  APL 14: Loot 200 gp; Magic 9,067 gp; +2 beastskin 
  dragonhide breastplate (1,391 gp), +1 mighty shock composite 
  longbow (+3, 725 gp), +2 cloak of resistance x4 (333 gp each), 
  oil of sonic weapon (25 gp), potion of cure light wounds (4 gp), 
  +2 chain shirt (354 gp each), +2 mithril chain shirt (425 gp), 
  lesser rod of extend (250 gp),+1 scimitar x2 (193 gp each), +1 
  morningstar (192 gp), +1 ring of protection x2 (166 gp each), 
  scroll of fireball (9th level, 56 gp), +1 amulet of mighty fists 
  (500 gp), +2 amulet of health (333 gp), potion of bull’s strength 
  (25 gp), potion of cat’s grace (25 gp), potion of fly (62 gp), +4 
  headband of intellect (1,333 gp), +4 periapt of wisdom (1,333 
  gp), +1 heavy shield (97 gp), +2 gloves of dexterity x2 (333 gp 
  each). 
   
   
  Conclusions A-G 
   
  APL 6: Coin: 200 gp 
   
  APL 8: Coin: 350 gp 
   
  APL 10: Coin: 500 gp 
   
  APL 12: Coin: 650 gp 
   
  APL 14: Coin: 800 gp 
   
  Conclusion H 
   
  All APLs: Magic 15,864 gp; Wyrmtide (4,196 gp), +3 
  improved electricity resistance half-plate (4,297 gp), ring of 
  freedom of movement (3,333 gp), +4 gloves of dexterity (1,333 
  gp), +3 full plate (804 gp), +2 elven chain (679 gp), +2 cloak of 
  resistance x2 (333 gp each),  +2 mithral chain shirt (425 gp), 
  +1 heavy steel shield (97 gp), +1 frost elven thinblade (367 gp) 
   
  Treasure Cap 
  APL 6: 900 gp; APL 8: 1,300 gp; APL 10: 2,300 gp; APL 
  12: 3,300 gp; APL 14: 6,600 gp. 
   
   
  Total Possible Treasure 
  APL 6: 1,892 gp; APL 8: 2,609 gp; APL 10: 5,051 gp; APL 
  12: 7,396 gp; APL 14: 10,525 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Wyrmblade: This +2 holy dragonbane greatsword is 
  famed as Karistyne’s personal weapon. Any non-
  Heironeous worshipper using this weapon receives the 
  Infamy of Karistyne entry. 
   
  �Infamy of Karistyne: Your actions are considered 
  shameful by followers of Heironeous. You have a -4 
  circumstance penalty on all social interactions with 
  worshipers of Heironeous, but a +2 circumstance bonus 
  on social interactions with Hextor worshipers. 
   
  �No More Karistyne Favors: All Favors of Karistyne 
  from any source are suspended until further notice. 
   
  �Karistyne’s Ashes: You are carrying a sealed urn 
  containing the ashes of the paladin Karistyne. This may 
  have future consequences. 
   
  �Favor of Tenser/Rary: You have done a valuable 
  service for a powerful wizard (delete as appropriate). 
  Once only you may spend this favor and 2 TUs at the 
  beginning of an adventure to have a contingent version 
  of any Core access wizard spell up to 6th level placed on 
  you by a 13th-level wizard, as per the Craft Contingent 
  Spell feat in Complete Arcane. You must designate the 
  trigger conditions at the time you choose the spell. The 
  contingent spell only lasts until expended or the end of 
  the adventure. Cross this favor out when used. 
   
  �Favor of Geven: You may use this favor in one of 
  three ways: negate any one disfavor from the Greyhawk 
  Assassin’s Guild; upgrade Geven’s Ring with deflection 
  bonuses as per a ring of protection; or gain access to the 
  training required for the Nightsong Enforcer and 
  Nighstong Infiltrator prestige classes, at a cost of 4 TUs. 
   
  �Favor of the Despotrix: Use this favor once to renew 
  Adventure access to one item on an AR set in Hardby. 
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 23 
  �Dwarven Spellbook: All spells are from the PH or 
  Spell Compendium.  
   
  APL 6: familiar pocket, lesser acid orb, magic missile, 
  nerveskitter, shield, cat’s grace, glitterdust, false life, scorching 
  ray, fireball, fly, greater mage armor, greater magic weapon, 
  haste; Cost 2,800 gp. 
   
  APL 8 add: defenestrating sphere, dimension door, ice 
  storm, improved invisibility, orb of acid; Cost 4,800 gp. 
   
  APL 10 add: cone of cold, greater fireburst, overland flight, 
  vitriolic sphere; Cost 6,800 gp. 
   
  APL 12 add: chain lightning, fires of purity, howling 
  chain; Cost 8,600 gp. 
   
  APL 14 add: brilliant aura, delayed blast fireball, emerald 
  flame fist; Cost 10,000 gp. 
   
  ITEM ACCESS 
  APL 6: 
  • +1 dragonhide breastplate (Adventure; DMG; 1,700 gp) 
  • lesser rod of extend (Adventure; DMG) 
  • boots of striding and springing (Adventure; DMG) 
  • *gauntlets of giantfelling (Adventure; MIC; 2,000 gp) 
  • ring of spell storing (Adventure; DMG) 
  • +2 elven chain (Adventure; DMG; 8,150 gp) 
  • +1 frost elven thinblade (Adventure; CW; 4,400 gp) 
  • (K)Wyrmblade (Core; 50,350 gp) 
   
  APL 8 (all of APL 6 plus the following): 
  • oil of sonic weapon (Adventure; Spell Compendium; 300 
  gp) 
  • *circlet of persuasion (Adventure; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • Scroll of fireball (CL 9) (Adventure; DMG; 675 gp) 
  • *glove of storing (Adventure; DMG) 
  • *boots of big stepping (Adventure; MIC; 6,000gp) 
   
  • APL 12 (all of APLs 6-10 plus the following): 
  • +1 beastskin dragonhide breastplate (Adventure; MIC; 
  9,700 gp) 
  • +1 mighty shock composite longbow (Adventure; DMG) 
  • *ring of wizardry (1st-level) (Adventure; DMG) 
  • (K)+3 improved electricity resistance half-plate (Core; 
  DMG; 51,750 gp) 
   
  • APL 14 (all of APLs 6-12 plus the following): 
  • +2 beastskin dragonhide breastplate (Adventure; MIC; 
  16,700 gp) 
  • *cloak of the bat (Adventure; DMG) 
  • (K)ring of freedom of movement Core; DMG) 
  
  COR8-05 Pyre of the Righteous 
   
  Page 24 
  APPENDIX 1: ALL APLS 
  6: FAMILIAR RAT 
  FARFAX 
  CR -- 
  Female rat familiar (of Shianne Stormhanded) 
  CG Tiny animal 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Elvish (understands only but can 
  speak to master), Rat, empathic link 
  AC 22, touch 14, flat-footed 20 
  (+2 size, +2 Dex, +8 natural) 
  hp 30 (15 HD)  
  Resist improved evasion; SR 20 
  Fort +5, Ref +7, Will +10  
  Speed 15 ft. (3 squares); climb 15 ft.; swim 15 ft. 
  Melee bite +11 (1d3-4)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +7; Grp -5 
  Atk Options deliver touch spells 
  Abilities Str 2, Dex 15, Con 10, Int 13, Wis 12, Cha 2  
  Feats Weapon Finesse  
  Skills Balance +12, Climb +14, Concentration +18,Hide 
  +18,Move Silently +14,  Swim +10 
  Skills Farfax can always take 10 on Climb and Swim 
  checks, even if rushed, distracted, or threatened. He 
  can also use the run action while swimming. 
   
  7: SURVIVOR 
  JERIKO CROMLEY 
  CR 6 
  Male human (Oeridian) scout 6 
  LN Medium humanoid 
  Init +4; Listen +8, Spot +8 
  Languages Common, Orc, Giant  
  AC 16(17), touch 13, flat-footed 16; Dodge, Mobility, 
  uncanny dodge 
   
  (+3 Dex, +1 class [situational], +3 armor) 
  hp 42 (6 HD) 
  Resist evasion 
  Fort +4, Ref +8, Will +4 
  Speed 40 ft. (8 squares); Spring Attack, flawless stride, 
  trackless step 
  Melee +1 short sword +8 (1d6+2)  
  Ranged composite shortbow +8 (1d6+1) 
  Base Atk +4; Grp +5 
  Special Actions skirmish +2d6/+1 AC 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 16, Con 12, Int 10, Wis 14, Cha 8  
  SQ trapfinding 
  Feats Dodge, Mobility, Weapon Finesse, Spring Attack, 
  Track  
  Skills Climb +3, Disable Device +11, Hide +17, Jump 
  +11, Knowledge (nature) +5, Listen +8, Move Silently 
  +12, Search +9, Speak Languages, Spot +8, Survival 
  +13, Tumble +12 
   Possessions combat gear plus masterwork studded 
  leather armor, +1 short sword, masterwork composite 
  short bow (+1 Str bonus) and 20 arrows, cloak of 
  elvenkind 
  Flawless Stride (Ex) Jeriko can move through any sort 
  of terrain that impedes movement at normal speed 
  and without taking damage or suffering other 
  impairment. Not applicable to terrain requiring a 
  Climb or Swim check or terrain magically 
  manipulated to impede movement. 
  Trackless Step (Ex) Jeriko cannot be tracked in natural 
  surroundings. 
  Skirmish (Ex) When moving at least 10 feet while 
  making an attack, Jeriko gains +2d6 damage on 
  attacks during the scout’s turn and +1 competence 
  bonus to AC until the scout’s next turn. Extra damage 
  is not applicable against targets more than 30 feet 
  away or which are normally immune to critical hits. 
   
  8: A MOST PECULIAR RABBIT 
  HELENA STANMAER 
  CR 12 
  Female rabbit cleric 12 
  NG Tiny animal  
  Init +2; Senses Listen +4, Spot +4 
  Languages Common, Celestial, Flan 
  AC 14, touch 12, flat-footed 14 
  (+2 size, +2 Dex) 
  hp 96 (12 HD)  
  Resist magical effects that impede movement as if 
  affected by freedom of movement (12 rounds/day)  
  Fort +8, Ref +6, Will +12 
  Speed 50 ft. (10 squares) 
  Melee bite +7  (1d3-4)  
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +9; Grp -3 
  Special Actions Divine Vigor, good fortune, 
  spontaneous casting (cure spells), turn undead 4/day 
  (+3,  2d6+13, 12th) 
  Cleric Spells Prepared (CL 12th): 
   6th—find the pathD, greater dispel magic, heal 
   5th—flame strike (DC 19), righteous might, teleportD 
   4th—dimension doorD, divine power, dispel evil, 
  freedom of movement 
   3rd—spikes, flyD, protection from energy, searing 
  light (2) 
   2nd—aidD, bull’s strength, hold person (DC 16), 
  silence, spiritual weapon  
   1st—command (DC 15), detect evil, divine favor, 
  endure elements, longstriderD, shield of faith 
   0—create water, detect magic, detect poison, 
  guidance, light, purify food and water 
  NOTE: Unable to cast any spells in current form. 
  D: Domain spell. Deity: Fharlanghn. Domains: Luck, 
  Travel  
  Abilities Str 3(12), Dex 15(12), Con 10(14), Int 12, Wis 
  19, Cha 12  
  Feats Divine Vigor, Domain Spontaneity (travel), Extend 
  Spell, Quicken Spell, Scribe Scroll, Track 
  Skills Concentration +15, Heal +14, Hide +14, Jump 
  +18, Knowledge (geography) +6, Knowledge 
  (religion) +13, Survival +14 
  Good Fortune (Ex) Once/day reroll one roll just made, 
  before the result is known. 
  
  COR8-05 Pyre of the Righteous 
   
  Page 25 
  Skills In rabbit form, Helena has a +8 racial skill bonus 
  to Jump checks and a +4 racial bonus on Hide 
  checks.  
   
  When in her normal form, Helena Stanmaer has the 
  following, altered statistics: 
  Female human cleric 12 
  NG Medium humanoid 
  AC 18, touch 12, flat-footed 17 
  (+1 Dex, +7 armor, +1 deflection) 
  hp 96 (12 HD)  
  Fort +12, Ref +7, Will +14 
  Speed 30 ft. (6 squares) 
  Melee +1 defending quarterstaff +11/+6  (1d6+2)  
  Ranged mwk light crossbow +11(1d8/19-20) or 
  Ranged ray spell +10 
  Grp +10 
  Abilities Str 12, Dex 12, Con 14, Int 13, Wis 19, Cha 12 
  Skills Concentration +17, Jump +1 
  Possessions +2 mithral breastplate, cloak of resistance 
  +2, ring of protection +1, 2 holy symbols of 
  Fharlanghn 
    
   
   
   
   
  
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  Page 26 
    APL 6
  4: LEFTOVERS  
   
   
  NIMBLEWRIGHT* 
  CR 7 
  *Monster Manual II 162 
  CN Medium construct 
  Init +7; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Dwarven, Elven  
  AC 24, touch 17, flat-footed 17; Dodge, Mobility 
   
  (+7 Dex, +7 armor) 
  hp 75 (10 HD)  
  Immune mind-affecting spells, poison, sleep, 
  paralysis, stunning, disease, death effects,  
  necromancy effects, nonlethal damage, critical hits, 
  fatigue, exhaustion, ability damage, ability or 
  energy drain, any effects requiring a Fortitude save 
  (unless the effect also works on objects) 
  SR 27 
  Fort +3, Ref +10, Will +6 
  Weakness cold effects slow a nimblewright for 3 
  rounds, fire effects stun it for one round 
  Speed 40 ft.; Spring Attack 
  Melee 2 rapier-hands +11 each (2d6+4/12-20) 
  Base Atk +7; Grp +11 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Disarm, augmented critical, tripping 
  thrust 
  Spell-Like Abilities (CL 10th): 
   At will—cat’s grace, disguise self, entropic shield, 
  feather fall, haste 
  Abilities Str 19, Dex 24, Con --, Int 10, Wis 17, Cha 
  19  
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Spring Attack  
  Tripping Thrust (Ex) A Medium-sized or smaller 
  opponent who is the target of a nimblewright’s 
  critical hit must  make a DC 19 Reflex save or be 
  knocked prone as if tripped. Stability bonuses for 
  defending against trip attempts also apply to this 
  saving throw. 
   
  HUGE ANIMATED CART 
  CR 5 
  N Huge construct 
  Init -1; Senses low-light vision, darkvision 60 ft.; 
  Listen -5, Spot -5 
  AC 13, touch 7, flat-footed 13 
   
  (-2 size, -1 Dex, +6 natural) 
  hp 115 (8 HD); hardness 8  
  Immune mind-affecting spells, poison, sleep, 
  paralysis, stunning, disease, death effects,  
  necromancy effects, nonlethal damage, critical hits, 
  fatigue, exhaustion, ability damage, ability or 
  energy drain, any effects requiring a Fortitude save 
  (unless the effect also works on objects) 
  Fort +2, Ref +1, Will -3 
  Speed 60 ft.  
  Melee Slam +9 (2d6+7)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +19 
  Abilities Str 20, Dex 8, Con --, Int --, Wis 1, Cha 1  
  Special Note Individuals who manage to climb into the 
  cart are immune from attacks by it. This requires a 
  move action and a DC 25 Tumble check to avoid an 
  attack of opportunity.  
   
  8: A MOST PECULIAR RABBIT 
  DRUID 
  CR 5 
  Female human druid 5 
  N Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common, Druidic  
  AC 19, touch 11, flat-footed 18 
   
  (+1 Dex, +6 armor, +2 shield) 
  hp 40 (5 HD)  
  Fort +6, Ref +2, Will +7; +4 against fey spell-like abilities  
  Speed 20 ft. in breastplate (4 squares), base speed 30 ft.; 
  trackless step, woodland stride 
  Melee club +3 (1d6-1)  
  Ranged ranged touch +4 (spell) 
  Base Atk +3; Grp +2 
  Special Actions spontaneous spellcasting (summon 
  nature’s ally), share spells, wild shape 1/day 
  Combat Gear  
  Druid Spells Prepared (CL 5th): 
   3rd—protection from energy, thornskin 
   2nd—barkskin, bull’s strength, nature’s favor 
   1st—cure light wounds, magic fang, produce flame, 
  speak with animals 
   0—create water, know direction, light, mending, 
  resistance 
  Abilities Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 10  
  SQ link with companion, share spells, wild empathy +7  
  Feats Extend Spell, Practiced Spellcaster (druid), Track  
  Skills  Concentration +10, Handle Animal +6 (+10 with 
  animal companion), Knowledge (nature) +11, 
  Knowledge (planes) +3, Listen +10, Spot +10, Survival 
  +15 
  Possessions +1 dragonhide breastplate, masterwork 
  club, masterwork heavy wooden shield, padded glove 
  (for eagle), mistletoe, spell components 
  Wild Shape (Su) 1/day change form to that of a Small or 
  Medium-sized animal of 5 HD or less. (See below) 
   
  DRUID CROCODILE FORM 
  N Medium animal 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 natural) 
  hp 40 (5 HD)  
  Fort +7, Ref +2, Will +7 
  Speed 20 ft. (4 squares), swim 30 ft.; woodland stride 
  Melee bite +7 (1d8+6) or 
  Melee tail slap +7 (1d12+6) 
  Base Atk +3; Grp +7 
  Special Action improved grab, wild shape 
  Abilities Str 19, Dex 12, Con 17, Int 12, Wis 16, Cha 10  
  
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  Page 27 
  Improved Grab (Ex) On a successful bite attack, 
  start a grapple as a free action without provoking 
  an attack of opportunity. 
   
  EAGLE ANIMAL COMPANION 
  CR -- 
  Male eagle 
  N Small animal 
  Init +2; Senses Listen +3, Spot +15; low-light vision 
  AC 17, touch 14, flat-footed 14 
   
  (+1 size, +3 Dex, +3 natural) 
  hp 21 (3 HD) 
  Resist evasion  
  Fort +4, Ref +6, Will +3 
  Speed 10 ft. (2 squares), fly 80 ft. (average) 
  Melee 2 talons +6 (1d6) and  
  bite +1 (1d4) 
  Base Atk +2; Grp -2 
  Abilities Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6  
  Feats Improved Natural Attack (talons), Weapon 
  Finesse 
  Skills Listen +3, Spot +15 
   
  ARCHER 
  CR 4 
  Male wood elf bard 2/fighter 2 
  N Medium humanoid (elf) 
  Init +3; Senses Listen +2, Spot +2; low-light vision 
  Languages Common, Elvish  
  AC 17, touch 13, flat-footed 14 
   
  (+3 Dex, +4 armor) 
  hp 28 (4 HD)  
  Immune sleep effects 
  Fort +4, Ref +6, Will +3 (+5 against enchantments) 
  Speed 30 ft. (6 squares) 
  Melee greatsword +6 (2d6+4/19-20)  
  Ranged composite longbow +8 (1d8+4/x3) or 
  Ranged composite longbow +6/+6 (1d8+4/x3) with 
  Rapid Shot 
  Base Atk +3; Grp +6 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions bardic music 2/day (countersong, 
  inspire courage, fascinate) 
  Combat Gear oil of sonic weapon, potion of cure light 
  wounds 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—cure light wounds, inspirational boost 
   0 (3/day)—dancing lights, mage hand, message 
  Abilities Str 16, Dex 17, Con 12, Int 6, Wis 10, Cha 
  12  
  SQ Bardic knowledge +0 
  Feats Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (composite longbow) 
  Skills Bluff +6, Intimidate +10, Perform (singing) +6, 
  Tumble +7 
  Possessions combat gear plus masterwork chain 
  shirt, +1mighty composite longbow (+3 Str), quiver 
  of 20 normal arrows, quiver of 10 cold iron and 10 
  silver arrows, greatsword, song book 
   
  DERVISH 
  CR 4 
  Male human (Baklunish) scout 2/fighter 2 
  NG/NE (Tenser/Rary) Medium humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Ancient Baklunish, Common, Orcish  
  AC 19(17), touch 12, flat-footed 19(17); Combat Expertise, 
  Dodge, Mobility, uncanny dodge 
   
  (+2 Dex, +5 armor, +2 shield) 
  hp 31 (4 HD)  
  Fort +6, Ref +6, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk scimitar +7 (1d6+2/18-20) or 
  Melee mwk scimitar +5 (1d6+2/18-20) and  
  mwk spiked shield +4(1d4+1) 
  Base Atk +3; Grp +5 
  Atk Options Combat Expertise, skirmish +1d6 
  Abilities Str 14, Dex 15, Con 13, Int 13, Wis 10, Cha 8  
  SQ battle fortitude, trapfinding  
  Feats Combat Expertise, Dodge, Mobility, Two Weapon 
  Fighting, Weapon Focus (scimitar)  
  Skills Balance +7,Climb +7, Disable Device +10, Jump 
  +9, Knowledge (geography) +3, Listen +7, Search +8, 
  Spot +7, Tumble +9 
  Possessions cloak of resistance +1, +1 chain shirt, 
  masterwork scimitar, masterwork light spiked wooden 
  shield, masterwork thieves’ tools 
  Skirmish (Ex) When moving at least 10 feet while making 
  an attack, gain +1d6 damage on attacks during the 
  dervish’s turn. Extra damage is not applicable against 
  targets more than 30 feet away or which are normally 
  immune to critical hits. 
   
  CLERIC 
  CR 4 
  Male human (Suel) cleric 4 
  CN 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 36 (4 HD)  
  Fort +7, Ref +3, Will +8 
  Speed 20 ft. in full plate (4 squares); 30 ft. base speed 
  Melee morningstar +5 (1d8+1)  
  Ranged spiritual weapon (dagger) +7 (1d8+1/19-20) 
  Base Atk +3; Grp +4 
  Special Actions good fortune, spontaneous casting (heal 
  spells), turn undead 2/day (+1, 2d6+3,4th) 
  Cleric Spells Prepared (CL 4th): 
   2nd—aidD, hold person (DC 15), spiritual weapon, 
  sound burst (DC 15) 
   1st—divine favor, doom (DC 14), entropic shieldD, 
  magic weapon, shield of faith  
   0—create water, detect magic, light (2), purify food and 
  drink 
  D: Domain spell. Deity: Norebo. Domains: Luck, Trickery 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 8  
  Feats Augment Healing, Improved Toughness, Weapon 
  Focus (ranged spell)  
  Skills  Concentration +9, Heal +10, Knowledge (religion) 
  +7, Spellcraft +2 
  
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  Possessions masterwork morningstar, masterwork 
  full plate, large shield, cloak of resistance +1, 2 
  holy symbols of Norebo (pair of eight-sided dice), 
  healer’s kit 
  Good Fortune (Ex) Once/day reroll one roll just 
  made, before the result is known. 
   
  WIZARD 
  CR5 
  Male dwarf evoker 5 
  CG/CE (Tenser/Rary) Medium humanoid (dwarf) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3;  
  Languages Common, Dwarf, Draconic, Flan, 
  Celestial/Infernal, empathic link 
  AC 17, touch 11, flat-footed 16; +4 dodge vs. giants 
   (+1 Dex, +6 armor [extended greater mage armor]) 
  hp 30 (5 HD) 
  Resist bull rush, trip +4  
  Fort +5 (+7 against poison), Ref +5, Will +6; +2 
  against spells and spell-like abilities 
  Speed 20 ft. (4 squares) 
  Melee club +2 (1d6)  
  Ranged light crossbow +3 (1d8/19-20) or 
  Ranged ranged touch +3 (as spell) 
  Base Atk +2; Grp +2 
  Atk Options Point Blank Shot, +1 on attack against 
  orcs and goblinoids 
  Combat Gear lesser rod of extend 
  Wizard Spells Prepared (CL 5th): 
   3rd—fireball (DC 17), fly, greater mage armor�,  
   2nd—cat’s grace, glitterdust, scorching ray (2) 
   1st—familiar pocket�, lesser acid orb, magic 
  missile (2), shield 
   0—detect magic, ray of frost, daze, read magic 
  �Already cast 
  Abilities Str 10, Dex 13, Con 16, Int 16, Wis 12, Cha 
  6  
  SQ extended familiar pocket, stonecunning, weasel 
  familiar 
  Feats AlertnessB, Empower Spell, Point Blank Shot, 
  Scribe Scroll, Spell Focus (evocation) 
  Skills Concentration +11, Decipher Script +7, 
  Knowledge (arcana) +11, Knowledge (local-Core) 
  +7, Spellcraft +13 (+15 evocation),Tumble +2 
  Possessions combat gear plus light crossbow, 20 
  bolts, club, cloak of resistance +1, spellbook, spell 
  components  
  Spellbook spells prepared plus Treasure Summary. 
  Weasel Familiar Because the familiar is in a familiar 
  pocket it is not visible during combats, nor can it 
  play any role during combats. 
   
   
   
   
    
  
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  APL 8 
  4: LEFTOVERS 
  NIMBLEWRIGHT* 
  CR 7 
  *Monster Manual II 162 
  CN Medium construct 
  Init +7; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Dwarven, Elven  
  AC 24, touch 17, flat-footed 17; Dodge, Mobility 
   
  (+7 Dex, +7 armor) 
  hp 75 (10 HD)  
  Immune mind-affecting spells, poison, sleep, paralysis, 
  stunning, disease, death effects,  necromancy 
  effects, nonlethal damage, critical hits, fatigue, 
  exhaustion, ability damage, ability or energy drain, 
  any effects requiring a Fortitude save (unless the 
  effect also works on objects) 
  SR 27 
  Fort +3, Ref +10, Will +6 
  Weakness Cold effects slow a nimblewright for 3 
  rounds, fire effects stun it for one round. 
  Speed 40 ft. (8 squares); Spring Attack 
  Melee 2 rapier-hands +11 each (2d6+4/12-20) 
  Base Atk +7; Grp +11 
  Special Actions Combat Expertise, Combat Reflexes, 
  Improved Disarm, augmented critical, tripping thrust 
  Spell-Like Abilities (CL 10th): 
   At will—disguise self, cat’s grace, entropic shield, 
  feather fall, haste 
  Abilities Str 19, Dex 24, Con --, Int 10, Wis 17, Cha 19  
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Spring Attack  
  Tripping Thrust (Ex) A Medium-sized or smaller 
  opponent who is the target of a successful critical hit 
  from a nimblewright must  make a DC 19 Reflex save 
  or be knocked prone as if tripped. Stability bonuses 
  for defending against trip attempts also apply to this 
  saving throw. 
   
  HUGE ANIMATED CART 
  CR 5 
  N Huge construct 
  Init -1; Senses low-light vision, darkvision 60 ft.; Listen -
  5, Spot -5 
  AC 13, touch 7, flat-footed 13 
   
  (-2 size, -1 Dex, +6 natural) 
  hp 115 (8 HD); hardness 8  
  Immune mind-affecting spells, poison, sleep, paralysis, 
  stunning, disease, death effects,  necromancy 
  effects, nonlethal damage, critical hits, fatigue, 
  exhaustion, ability damage, ability or energy drain, 
  any effects requiring a Fortitude save (unless the 
  effect also works on objects) 
  Fort +2, Ref +1, Will -3 
  Speed 60 ft. (12 squares) 
  Melee Slam +9 (2d6+7)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +19 
  Abilities Str 20, Dex 8, Con --, Int --, Wis 1, Cha 1  
  Special Note Individuals who manage to climb into the 
  cart are immune from attacks by it. This requires a 
  move action and a DC 25 Tumble check to avoid an 
  attack of opportunity.  
   
  SHREDSTORM* 
  CR8 
  *Monster Manual III 153 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision, Listen 
  +0, Spot +0 
  AC 24, touch 24, flat-footed 18 
   
  (+8 size, +6 Dex) 
  hp 105 (14 HD)  
  Immune weapon damage, electricity, mind-affecting 
  spells, poison, sleep, paralysis, stunning, disease, 
  death effects,  necromancy effects, nonlethal 
  damage, critical hits, flanking, fatigue, exhaustion, 
  ability damage, ability or energy drain, any effects 
  requiring a Fortitude save (unless the effect also 
  works on objects), spells or effects that target 
  individual creatures 
  Fort +4, Ref +10, Will +4 
  Weakness +50% damage from spells or effects that 
  affect an area, subject to wind effects as Fine 
  creatures but do not take damage from it. 
  Speed 90 ft. (perfect) (18 squares) 
  Melee swarm (3d6 +2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp -- 
  Atk Options penetration 
  Special Actions distraction, lightning bolt  
  Abilities Str 6, Dex 22, Con --, Int --, Wis 11, Cha 10  
  Distraction (Ex) Any living creature vulnerable to a 
  shredstorm’s damage that begins its turn with a 
  swarm in its square is nauseated for one round (DC 
  17 Fortitude to resist). Spellcasting or concentrating 
  on spells within the area of a swarm requires a DC 20 
  + spell level Concentration check, while using skills 
  requiring concentration requires a DC 20 
  Concentration check. The save DC is Charisma-
  based. 
  Lightning Bolt (Su) Discharge a lightning bolt as spell 
  at 14th level (DC 17 Reflex save). Save is Charisma-
  based. 2d6 hours recharge time required for reuse, 
  during which time the electricity damage from its 
  swarm attack drops to 1d6. 
  Penetration (Ex) Treat swarm attack as an adamantine 
  magic weapon for purposes of overcoming DR, 
  ignoring hardness, and attacking incorporeal 
  creatures.  
   
  8: A MOST PECULIAR RABBIT 
  DRUID CR 7 
  Female human druid 6/nature’s warrior 1 
  N Medium humanoid (human) 
  Init +1; Senses Listen +12, Spot +12 
  Languages Common, Druidic  
  AC 19, touch 11, flat-footed 18 
  
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  (+1 Dex, +6 armor, +2 shield) 
  hp 57 (7 HD)  
  Fort +9, Ref +3, Will +8; +4 against fey’s spell-like 
  abilities  
  Speed 30 ft. in breastplate (6 squares), base speed 40 
  ft.; trackless step, woodland stride 
  Melee mwk club +5 (1d6-1)  
  Ranged ranged touch +6 (as spell) 
  Base Atk +5; Grp +4 
  Atk Options claws of the grizzly 
  Special Action Natural Spell, spontaneous casting 
  (summon nature’s ally spell) wild shape 
  Druid Spells Prepared (CL 7th): 
   3rd—greater magic fang, protection from energy, 
  thornskin 
   2nd—barkskin, bull’s strength, extended longstrider�, 
  nature’s favor 
   1st—cure light wounds, magic fang, produce flame, 
  speak with animals 
   0—create water, know direction, light, mending, 
  resistance 
  �Already cast 
  Abilities Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 10  
  SQ link with companion, share spells, wild empathy +7  
  Feats Extend Spell, Natural Spell, Practiced Spellcaster 
  (druid), Track 
  Skills  Concentration +11, Handle Animal +7 (+11 with 
  animal companion), Knowledge (nature) +13, 
  Knowledge (planes) +3, Listen +12, Spot +12, 
  Survival +17 
  Possessions +1 dragonhide breastplate, masterwork 
  club, masterwork heavy wooden shield, padded glove 
  (for eagle), mistletoe, spell components 
  Claws of the Grizzly (Su): +3 damage bonus when 
  using natural weapons in animal form. 
  Wild Shape (Su) 3/day change form to that of a Small 
  or Medium-sized animal of 7 HD or less.  
   
  When in crocodile form, the druid has the following, 
  changed statistics: 
   
  DRUID CROCODILE FORM 
  N Medium animal 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 natural) 
  hp 57 (7 HD)  
  Fort +10, Ref +3, Will +8 
  Speed 20 ft. (4 squares), swim 30 ft.; woodland stride 
  Melee bite +9 (1d8+9) or 
  Melee tail slap +9 (1d12+9) 
  Base Atk +5; Grp +9 
  Special Action improved grab 
  Abilities Str 19, Dex 12, Con 17, Int 12, Wis 16, Cha 10  
  Improved Grab (Ex) On a successful bite attack, start a 
  grapple as a free action without provoking an attack 
  of opportunity. 
   
  EAGLE ANIMAL COMPANION 
  CR -- 
  Male eagle 
  N Small animal 
  Init +2; Senses Listen +3, Spot +15; low-light vision 
  AC 19, touch 14, flat-footed 14 
   
  (+1 size, +3 Dex, +2 natural) 
  hp 35 (5 HD) 
  Resist evasion 
  Fort +5, Ref +7, Will +3 (+7 against enchantments) 
  Speed 10 ft. (2 squares), fly 80 ft. (average) 
  Melee 2 talons +7 (1d6+1) and  
  bite +2 (1d4+1) 
  Base Atk +3; Grp -1 
  Abilities Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6  
  Feats Improved Natural Attack (talons), Weapon 
  Finesse 
  Skills Listen +3, Spot +17 
   
  ARCHER 
  CR 6 
  Male wood elf bard 2/fighter 4 
  AL N Medium humanoid (elf) 
  Init +7; Senses Listen +2, Spot +2; low-light vision 
  Languages Common, Elvish  
  AC 18, touch 13, flat-footed 15 
   
  (+3 Dex, +5 armor) 
  hp 45 (6 HD)  
  Immune sleep effects 
  Fort +6, Ref +8, Will +5 (+7 against enchantments) 
  Bard F+0, R+3, W+3; Fighter F+4, R+1, W+1; Abilities 
  Con +1, Dex +3; resistance +1 
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +9 (2d6+4/19-20)  
  Ranged composite longbow +10 (1d8+6/x3) or 
  Ranged composite longbow +8/+8 (1d8+6/x3) with 
  Rapid Shot 
  Base Atk +5; Grp +8 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions bardic music 2/day (countersong, 
  inspire courage, fascinate) 
  Combat Gear oil of sonic weapon, potion of cure light 
  wounds 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—cure light wounds, inspirational boost 
   0 (3/day)—dancing lights, mage hand, message 
  Abilities Str 16, Dex 17, Con 12, Int 6, Wis 10, Cha 12  
  SQ Bardic knowledge +0 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite 
  longbow) 
  Skills Bluff +6, Intimidate +12, Perform (singing) +6, 
  Tumble +7 
  Possessions combat gear plus +1 chain shirt, +1mighty 
  composite longbow (+3 Str), cloak of resistance +1, 
  quiver of 20 normal arrows, quiver of 10 cold iron and 
  10 silver arrows, greatsword, song book 
   
  DERVISH 
  CR 6 
  Male human (Baklunish) scout 3/fighter 3 
  AL NG/NE (Tenser/Rary) Medium humanoid (human) 
  Init +3; Senses Listen +10, Spot +10 
  Languages Ancient Baklunish, Common, Orcish  
  AC 19(17), touch 12, flat-footed 19(17); Combat 
  Expertise, Dodge, Mobility, skirmish +1, uncanny 
  dodge 
  
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  Page 31 
   
  (+2 Dex, +5 armor, +2 shield, +1 competence 
  (situational)) 
  hp 46 (6 HD)  
  Fort +7, Ref +7, Will +3 
  Speed 40 ft. (8 squares); trackless step 
  Melee scimitar +9 (1d6+3/18-20) or 
  Melee scimitar +7 (1d6+3/18-20) and  
  spiked shield +6 (1d4+1) 
  Base Atk +5; Grp +7 
  Atk Options Combat Expertise, skirmish +1d6/+1 AC 
  Abilities Str 14, Dex 15, Con 13, Int 13, Wis 10, Cha 8  
  SQ battle fortitude, trapfinding 
  Feats Combat Expertise, Dodge, Mobility, Two Weapon 
  Defense, Two Weapon Fighting, Weapon Focus 
  (scimitar)  
  Skills Balance +8,Climb +7, Disable Device +11, Jump 
  +9, Knowledge (geography) +3, Listen +10, Perform 
  (dance) +2, Search +8, Spot +10, Tumble +11 
  Possessions cloak of resistance +1, +1 chain shirt, +1 
  scimitar, masterwork light spiked wooden shield, 
  masterwork thieves’ tools 
  Skirmish (Ex) When moving at least 10 feet while 
  making an attack, gain +1d6 damage on attacks  
  during the scout’s turn and a +1 competence bonus 
  on AC until the scout’s next turn. Extra damage is not 
  applicable against targets more than 30 feet away or 
  which are normally immune to critical hits. 
   
  CLERIC 
  CR 6 
  Male human (Suel) cleric 6 
  CN 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 54 (6 HD)  
  Resist good fortune 
  Fort +8, Ref +4, Will +9 
  Speed 20 ft. in full plate (4 squares); 30 ft. base speed 
  Melee +1 morningstar +6 (1d8+2)  
  Ranged spiritual weapon (dagger) +8 (1d8+2/19-20) 
  Base Atk +4; Grp +5 
  Special Actions Augment Healing, spontaneous 
  casting (cure spells), turn undead 2/day (+1, 2d6+5, 
  6th) 
  Cleric Spells Prepared (CL 6th): 
   3rd—dispel magic, protection from energyD, prayer, 
  searing light 
   2nd—aidD, bull’s strength, hold person (DC 16), 
  spiritual weapon, sound burst (DC 15) 
   1st—divine favor, doom (DC 14), entropic shieldD, 
  magic weapon, shield of faith  
   0—create water, detect magic, light (2), purify food 
  and drink 
  D: Domain spell. Deity: Norebo. Domains: Luck, 
  Trickery 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 16, Cha 8  
  Feats Augment Healing, Improved Toughness, Spell 
  Focus (enchantment), Weapon Focus (ranged spell)  
  Skills  Concentration +11, Heal +11, Knowledge 
  (religion) +8, Spellcraft +4 
  Possessions +1 morningstar, masterwork full plate, 
  large shield, cloak of resistance +1, 2 holy symbols of 
  Norebo (pair of eight-sided dice), healer’s kit 
  Good Fortune (Ex) Once/day reroll one roll just made, 
  before the result is known. 
   
  WIZARD 
  CR7 
  Male dwarf evoker 7 
  CG/CE (Tenser/Rary) Medium humanoid (dwarf) 
  Init +1; Senses Listen +3, Spot +3; darkvision 60 ft. 
  Languages Common, Draconic, Dwarf, Flan, 
  Celestial/Infernal, empathic link 
  AC 18, touch 12, flat-footed 17; +4 dodge against 
  giants 
   (+1 Dex, +6 armor [greater mage armor], +1 
  deflection) 
  hp 42 (55 with false life) (5 HD)  
  Resist +4 against bull rush and trip 
  Fort +6 (+8 against poison), Ref +6, Will +7; +2 against 
  spells and spell-like abilities 
  Speed 20 ft. (4 squares) 
  Melee club +3 (1d6) 
  Ranged light crossbow +4 (1d8/19-20) or 
  Ranged ranged touch +4 (as spell) 
  Base Atk +3; Grp +3 
  Atk Options Point Blank Shot, Precise Shot, +1 on 
  attack rolls against orcs and goblinoids 
  Combat Gear lesser rod of extend, scroll of fireball (CL 
  7th) 
  Wizard Spells Prepared (CL 7th): 
   4th—ice storm, improved invisibility 
   3rd—fireball (DC 17), fly, greater mage armor�, haste  
   2nd—cat’s grace, glitterdust, false life�, scorching ray 
  (2) 
   1st—familiar pocket�, lesser acid orb (2), magic 
  missile (2), shield 
   0—detect magic, ray of frost, daze, read magic 
  �Already cast 
  Abilities Str 10, Dex 13, Con 16, Int 16, Wis 12, Cha 6  
  SQ extended familiar pocket, stonecunning, weasel 
  familiar 
  Feats AlertnessB, Empower Spell, Point Blank Shot, 
  Precise Shot, Scribe Scroll, Spell Focus (evocation) 
  Skills Concentration +13, Decipher Script +9, 
  Knowledge (arcana) +13, Knowledge (local-Core) +9, 
  Spellcraft +15 (+17 evocation), Tumble +2 
  Possessions combat gear plus light crossbow, 20 
  bolts, club, cloak of resistance +1, ring of protection 
  +1, spellbook, spell components,  
  Spellbook spells prepared plus Treasure Summary. 
  Weasel Familiar: Because the familiar is in a familiar 
  pocket it is not visible during combats, nor can it play 
  any role during a combats. 
   
   
   
  
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  APL 10 
  4: LEFTOVERS 
  NIMBLEWRIGHT* 
  CR 7 
  *Monster Manual II 162 
  CN Medium construct 
  Init +7; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Dwarven, Elven  
  AC 24, touch 17, flat-footed 17; Dodge, Mobility 
   
  (+7 Dex, +7 armor) 
  hp 75 (10 HD)  
  Immune mind-affecting spells, poison, sleep, 
  paralysis, stunning, disease, death effects,  
  necromancy effects, nonlethal damage, critical hits, 
  fatigue, exhaustion, ability damage, ability or 
  energy drain, any effects requiring a Fortitude save 
  (unless the effect also works on objects) 
  SR 27 
  Fort +3, Ref +10, Will +6 
  Weakness Cold effects slow a nimblewright for 3 
  rounds, fire effects stun it for one round. 
  Speed 40 ft. (8 squares); Spring Attack 
  Melee 2 rapier-hands +11each (2d6+4/12-20) 
  Base Atk +7; Grp +11 
  Special Actions Combat Expertise, Combat 
  Reflexes, Improved Disarm, augmented critical, 
  tripping thrust 
  Spell-Like Abilities (CL 10th): 
   At will—disguise self, cat’s grace, entropic shield, 
  feather fall, haste 
  Abilities Str 19, Dex 24, Con --, Int 10, Wis 17, Cha 
  19  
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Spring Attack  
  Tripping Thrust (Ex) A Medium-sized or smaller 
  opponent who is the target of a successful critical 
  hit from a nimblewright must  make a DC 19 Reflex 
  save or be knocked prone as if tripped. Stability 
  bonuses for defending against trip attempts also 
  apply to this saving throw. 
   
  HUGE ANIMATED CART 
  CR 5 
  N Huge construct 
  Init -1; Senses low-light vision, darkvision 60 ft.; 
  Listen -5, Spot -5 
  AC 13, touch 7, flat-footed 13 
   
  (-2 size, -1 Dex, +6 natural) 
  hp 115 (8 HD); hardness 8  
  Immune mind-affecting spells, poison, sleep, 
  paralysis, stunning, disease, death effects,  
  necromancy effects, nonlethal damage, critical hits, 
  fatigue, exhaustion, ability damage, ability or 
  energy drain, any effects requiring a Fortitude save 
  (unless the effect also works on objects) 
  Fort +2, Ref +1, Will -3 
  Speed 60 ft.  
  Melee Slam +9 (2d6+7)  
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +19 
  Abilities Str 20, Dex 8, Con --, Int --, Wis 1, Cha 1  
  Special Note Individuals who manage to climb into the 
  cart are immune from attacks by it. This requires a 
  move action and a DC 25 Tumble check to avoid an 
  attack of opportunity.  
   
  SHREDSTORM* 
  CR8 
  *Monster Manual III 153 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision, Listen 
  +0, Spot +0 
  AC 24, touch 24, flat-footed 18 
   
  (+8 size, +6 Dex) 
  hp 105 (14 HD)  
  Immune weapon damage, electricity, mind-affecting 
  spells, poison, sleep, paralysis, stunning, disease, 
  death effects,  necromancy effects, nonlethal damage, 
  critical hits, flanking, fatigue, exhaustion, ability 
  damage, ability or energy drain, any effects requiring a 
  Fortitude save (unless the effect also works on objects), 
  spells or effects that target individual creatures 
  Fort +4, Ref +10, Will +4 
  Weakness +50% damage from spells or effects that affect 
  an area, subject to wind effects as Fine creatures but 
  do not take damage from it. 
  Speed 90 ft. (perfect) (18 squares) 
  Melee swarm (3d6 +2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp -- 
  Atk Options penetration 
  Special Actions distraction, lightning bolt  
  Abilities Str 6, Dex 22, Con --, Int --, Wis 11, Cha 10  
  Distraction (Ex) Any living creature vulnerable to a 
  shredstorm’s damage that begins its turn with a swarm 
  in its square is nauseated for one round (DC 17 
  Fortitude to resist). Spellcasting or concentrating on 
  spells within the area of a swarm requires a DC 20 + 
  spell level Concentration check, while using skills 
  requiring concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Lightning Bolt (Su) Discharge a lightning bolt as spell at 
  14th level (DC 17 Reflex save). Save is Charisma-
  based. 2d6 hours recharge time required for reuse, 
  during which time the electricity damage from its swarm 
  attack drops to 1d6. 
  Penetration (Ex) Treat swarm attack as an adamantine 
  magic weapon for purposes of overcoming DR, ignoring 
  hardness, and attacking incorporeal creatures.  
   
  8: A MOST PECULIAR RABBIT 
  DRUID IN DIRE LION FORM  
  CR 9 
  Female human druid 6/nature’s warrior 3 
  N Large animal 
  Init +2; Senses Listen +15, Spot +12 
  Languages Common, Druidic  
  AC 18, touch 11, flat-footed 16 
   
  (-1 size, +2 Dex, +7 natural) 
  hp 85 (9 HD)  
  
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  Page 33 
  Fort +11, Ref +5, Will +9; +4 against fey’s spell-like 
  abilities  
  Speed 50 ft. (10 squares); trackless step, woodland 
  stride, extended longstrider 
  Melee 2 claws +14 (1d6+11) and  
   
  bite +9 (1d8+7) 
  Ranged ranged touch +9 (as spell) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +18 
  Atk Option improved grab, pounce, rake 1d6+7 
  Special Action Natural Spell, spontaneous casting 
  (summon nature’s ally spells) wild shape 3/day 
  Druid Spells Prepared (CL 9th): 
   4th—air walk   
   3rd—blindsight, protection from energy, thornskin 
   2nd—barkskin, bull’s strength, extended 
  longstrider�, nature’s favor 
   1st—cure light wounds, faerie fire, magic fang, 
  produce flame, speak with animals 
   0—create water, know direction, light, mending, 
  resistance (2) 
  �Already cast 
  Abilities Str 25, Dex 15, Con 17(15), Int 12, Wis 16, 
  Cha 10  
  SQ link with companion, nature’s armament (armor of 
  the crocodile, claws of the grizzly), share spells, 
  wild empathy +9  
  Feats Extend Spell, Improved Toughness, Natural 
  Spell, Practiced Spellcaster (druid), Track 
  Skills  Concentration +11, Handle Animal +7 (+11 
  with animal companion), Knowledge (nature) +16, 
  Jump +18, Knowledge (planes) +3, Listen +15, 
  Spot +12, Survival +20 
  Possessions +1 dragonhide breastplate, masterwork 
  club, masterwork heavy wooden shield (all 
  subsumed into animal form), +1 amulet of mighty 
  fists (not subsumed*), padded glove (for eagle), 
  mistletoe, spell components 
  Improved Grab (Ex) To use this ability, the druid 
  must hit with his bite attack. He can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If he wins the grapple 
  check, he establishes a hold and can rake. 
  Pounce (Ex) The druid can make a full attack 
  (including rakes) on a charge. 
  Rake (Ex) Attack bonus +14 melee, damage 1d6+7. 
  Wild Shape (Su) 3/day change form to that of a Small 
  or Medium-sized animal of 7 HD or less. (See 
  below) 
   
  ARCHER 
  CR 8 
  Male wood elf bard 2/fighter 6 
  N Medium humanoid (elf) 
  Init +8; Senses low-light vision; Listen +2, Spot +2  
  Languages Common, Elvish  
  AC 19, touch 14, flat-footed 16 
   
  (+4 Dex, +5 armor) 
  hp 70 (8 HD)  
  Immune sleep effects 
  Fort +8, Ref +10, Will +6 (+8 against enchantments) 
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +11/+6 (2d6+4/19-20)  
  Ranged composite longbow +13/+8 (1d8+6/x3) or 
  Ranged composite longbow +11/+11/+6 (1d8+6/x3) with 
  Rapid Shot  
  Base Atk +7; Grp +10 
  Atk Options Manyshot, Point Blank Shot, Precise Shot 
  Special Actions bardic music 2/day (countersong, inspire 
  courage, fascinate) 
  Combat Gear oil of sonic weapon, potion of cure 
  moderate wounds 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—cure light wounds, inspirational boost 
   0 (3/day)—dancing lights, mage hand, message 
  Abilities Str 16, Dex 18, Con 14, Int 6, Wis 10, Cha 12  
  SQ Bardic knowledge +0 
  Feats Improved Initiative, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow) 
  Skills Bluff +6, Intimidate +14, Perform (singing) +6, 
  Tumble +8 
  Possessions combat gear plus +1 chain shirt, +1 mighty 
  shock composite longbow (+3 Str), cloak of resistance 
  +1, amulet of health +2, quiver of 20 normal arrows, 
  quiver of 10 cold iron and 10 silver arrows, greatsword, 
  song book 
   
  DERVISH 
  CR 8 
  Male Human (Baklunish) scout 3/fighter 3/dervish 2 
  AL NG/NE (Tenser/Rary) Medium humanoid (human) 
  Init +3; Senses Listen +11, Spot +10 
  Languages Ancient Baklunish, Common, Orcish  
  AC 19, touch 13, flat-footed 19; Combat Expertise, Dodge, 
  skirmish +1 uncanny dodge 
   
  (+2 Dex, +5 armor, +1 class, +1 shield) 
  hp 71 (8 HD)  
  Fort +8, Ref +10, Will +6 
  Speed 45 ft. (9 squares); movement mastery, trackless 
  step 
  Melee scimitar +11/+6 (1d6+3/18-20) or 
  Melee scimitar +10/+5 (1d6+4/18-20) and  
  scimitar +10 (1d6+3/18-20) with dervish dance 
  Base Atk +7; Grp +9 
  Atk Options Combat Expertise, dervish dance, skirmish 
  +1d6/+1 AC, slashing blades 
  Combat Gear potion of bull’s strength, potion of fly 
  Abilities Str 14, Dex 15, Con 14, Int 13, Wis 10, Cha 8  
  SQ battle fortitude, movement mastery, trapfinding  
  Feats Combat Expertise, Dodge, Mobility, Two Weapon 
  Defense, Two Weapon Fighting, Weapon Focus 
  (scimitar)  
  Skills Balance +11,Climb +8, Disable Device +11, Jump 
  +14, Knowledge (geography) +3, Listen +11, Perform 
  (dance) +9, Search +8, Spot +10, Tumble +14 
  Possessions combat gear plus cloak of resistance +1, +1 
  chain shirt, +1 scimitar (2), masterwork thieves’ tools 
  Dervish Dance (Ex) 1/day for 5 rounds, fatigued at end. 
  While in a dervish dance, the dervish gets a +1 bonus 
  on attacks and damage with slashing weapons and can 
  take a full melee attack option and still move up to 
  speed, with a minimum of 5 feet of movement between 
  attacks and no returning to a square the dervish just 
  
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  Page 34 
  left. The dervish is subject to attacks of opportunity 
  during the dance but may tumble normally as part 
  of the dance. A dervish stopped from completing 
  his move is also prevented from finishing his 
  attacks. The dervish dance may only be done while 
  wielding a slashing weapon, wearing armor no 
  heavier than light, and using no shield. Skills 
  involving concentration or the dervish remaining 
  still cannot be used, nor can a rage or frenzy, 
  though Combat Expertise can. 
  Movement Mastery (Ex) The dervish may take 10 on 
  Jump, Perform (dance), and Tumble checks even if 
  stress or distraction would normally prevent him. 
  Skirmish (Ex) When moving at least 10 feet while 
  making an attack, gain +1d6 damage on attacks  
  during the scout’s turn and a +1 competence 
  bonus on AC until the scout’s next turn. Extra 
  damage is not applicable against targets more than 
  30 feet away or which are immune to critical hits. 
   
  CLERIC 
  CR 8 
  Male human (Suel) cleric 8 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 23, touch 11, flat-footed 20 
   (+1 Dex, +10 armor, +2 shield) 
  hp 73 (8 HD)  
  Resist good fortune 
  Fort +9, Ref +4, Will +11 
  Speed 20 ft. in full plate (4 squares); 30 ft. base 
  speed 
  Melee +1 morningstar +8/+3 (1d8+2)  
  Ranged spiritual weapon (dagger) +11/+6 (1d8+2/19-
  20) or 
  Ranged Touch searing light +8 (as spell) 
  Base Atk +6; Grp +7 
  Special Actions Augment Healing, spontaneous 
  casting (cure spells), turn undead 2/day (+1, 
  2d6+7, 8th) 
  Cleric Spells Prepared (CL 8th): 
   
   4th—confusionD (DC 19), divine power, poison, 
  sending   
   3rd—dispel magic, magic vestments�, protection 
  from energyD, prayer, searing light 
   2nd—aidD, bull’s strength, hold person (DC 17), 
  spiritual weapon, sound burst (DC 16) 
   1st—divine favor, doom (DC 15), entropic shieldD, 
  magic weapon, protection from good, shield of 
  faith  
   0—create water, detect magic (2), light (2), purify 
  food and drink 
  D: Domain spell. Deity: Norebo. Domains: Luck, 
  Trickery 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 19, Cha 
  8  
  Feats Augment Healing, Improved Toughness, Spell 
  Focus (Enchantment), Weapon Focus (ranged 
  spell)  
  Skills  Concentration +13, Heal +14, Knowledge (religion) 
  +8, Spellcraft +6 
  Possessions +1 morningstar, masterwork full plate (with 
  +2 magic vestments), large shield, +1 cloak of 
  resistance, +2 periapt of wisdom, 2 holy symbols of 
  Norebo (pair of eight-sided dice), healer’s kit 
  Good Fortune (Ex) Once/day reroll one roll just made, 
  before the result is known. 
   
  WIZARD 
  CR9 
  Male dwarf evoker 9 
  CG/CE (Tenser/Rary) Medium humanoid (dwarf) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3;  
  Languages Common, Dwarf, Draconic, Flan, 
  Celestial/Infernal, empathic link 
  AC 19, touch 13, flat-footed 17; +4 dodge against giants 
   (+2 Dex, +6 armor [extended mage armor], +1 
  deflection) 
  hp 54 (70 with false life) (9 HD)  
  Resist bull rush, trip +4 
  Fort +7 (+9 against poison), Ref +8, Will +8; +2 against  
  spells and spell-like abilities 
  Speed 20 ft. (4 squares) 
  Melee club +4 (1d6) or 
  Ranged light crossbow +6 (1d8/19-20) or 
  Ranged ranged touch +7 (as spell) 
  Base Atk +4; Grp +4 
  Atk Options Point Blank Shot, Precise Shot, +1 on attack 
  rolls against orcs and goblinoids 
  Combat Gear lesser rod of extend, scroll of fireball (CL 
  9th) 
  Wizard Spells Prepared (CL 9th): 
   5th—cone of cold (DC 20), empowered fireball (DC 20) 
   4th—dimension door, empowered scorching ray, ice 
  storm, improved invisibility 
   3rd—fireball (DC 18), fly, greater mage armor�, haste  
   2nd—cat’s grace, glitterdust, false life�, scorching ray 
  (2) 
   1st—familiar pocket�, lesser acid orb (2), magic missile 
  (2), shield 
   0—detect magic, ray of frost, daze, read magic 
  �Already cast 
  Abilities Str 10, Dex 14, Con 16, Int 18, Wis 12, Cha 6  
  SQ extended familiar pocket, stonecunning, weasel 
  familiar 
  Feats AlertnessB, Empower Spell, Point Blank Shot, 
  Precise Shot, Scribe Scroll, Spell Focus (evocation), 
  Weapon Focus (ranged spell) 
  Skills Concentration +15, Decipher Script +10, Knowledge 
  (arcana) +16, Knowledge (local-Core) +10, Knowledge 
  (planes) +8, Spellcraft +18 (+20 evocation), Tumble +3 
  Possessions combat gear plus light crossbow, 20 bolts, 
  club, cloak of resistance +1, ring of protection +1, 
  spellbook, spell components, headband of intellect +2 
  Spellbook spells prepared plus Treasure Summary. 
  Weasel Familiar Because the familiar is in a familiar 
  pocket it is not visible during combats, nor can it play 
  any role during combats. 
  
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  APL 12 
  4: LEFTOVERS  
   
   
  ADVANCED NIMBLEWRIGHT* 
  CR 8 
  *Monster Manual II 162 
  CN Medium construct 
  Init +7; Senses darkvision 60 ft., Listen +3, Spot +3 
  Languages Common, Dwarven, Elven  
  AC 24, touch 17, flat-footed 17; Dodge, Mobility 
   
  (+7 Dex, +7 armor) 
  hp 105 (14 HD)  
  Immune mind-affecting spells, poison, sleep, 
  paralysis, stunning, disease, death effects,  
  necromancy effects, nonlethal damage, critical hits, 
  fatigue, exhaustion, ability damage, ability or 
  energy drain, any effects requiring a Fortitude save 
  (unless the effect also works on objects) 
  SR 27 
  Fort +4, Ref +11, Will +7 
  Weakness Cold effects slow a nimblewright for 3 
  rounds, fire effects stun it for one round. 
  Speed 40 ft. (8 squares); Spring Attack 
  Melee 2 rapier-hands +15 each (2d6+5/12-20) 
  Base Atk +10; Grp +15 
  Special Actions Combat Expertise, Combat 
  Reflexes, Improved Disarm, Whirlwind Attack 
  augmented critical (included above), tripping thrust 
  Spell-Like Abilities (CL 14th): 
   At will— cat’s grace, disguise self, entropic shield, 
  feather fall, haste 
  Abilities Str 20, Dex 24, Con --, Int 10, Wis 17, Cha 
  19  
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Spring Attack, 
  Whirlwind Attack 
  Tripping Thrust (Ex) A Medium-sized or smaller 
  opponent who is the target of a successful critical 
  hit from a nimblewright must  make a DC 21 Reflex 
  save or be knocked prone as if tripped. Stability 
  bonuses for defending against trip attempts also 
  apply to this saving throw.  
   
  SHREDSTORM* 
  CR8 
  *Monster Manual III 153 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  AC 24, touch 24, flat-footed 18 
   
  (+8 size, +6 Dex) 
  hp 105 (14 HD)  
  Immune weapon damage, electricity, mind-affecting 
  spells, poison, sleep, paralysis, stunning, disease, 
  death effects,  necromancy effects, nonlethal 
  damage, critical hits, flanking, fatigue, exhaustion, 
  ability damage, ability or energy drain, any effects 
  requiring a Fortitude save (unless the effect also 
  works on objects), spells or effects that target 
  individual creatures 
  Fort +4, Ref +10, Will +4 
  Weakness +50% damage from spells or effects that affect 
  an area, subject to wind effects as Fine creatures but 
  do not take damage from it. 
  Speed 90 ft. (perfect) (18 squares) 
  Melee swarm (3d6 +2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp -- 
  Atk Options penetration 
  Special Actions distraction, lightning bolt  
  Abilities Str 6, Dex 22, Con --, Int --, Wis 11, Cha 10  
  Distraction (Ex) Any living creature vulnerable to a 
  shredstorm’s damage that begins its turn with a swarm 
  in its square is nauseated for one round (DC 17 
  Fortitude to resist). Spellcasting or concentrating on 
  spells within the area of a swarm requires a DC 20 + 
  spell level Concentration check, while using skills 
  requiring concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Lightning Bolt (Su) Discharge a lightning bolt as spell at 
  14th level (DC 17 Reflex save). Save is Charisma-
  based. 2d6 hours recharge time required for reuse, 
  during which time the electricity damage from its swarm 
  attack drops to 1d6. 
  Penetration (Ex) Treat swarm attack as an adamantine 
  magic weapon for purposes of overcoming DR, ignoring 
  hardness, and attacking incorporeal creatures.  
   
  AWAKENED STONE GOLEM 
  CR 12 
  N Large construct 
  Init -1; Senses low-light vision, darkvision 60 ft.;  Listen 
  +12, Spot +12 
  Languages Ancient Baklunish, Common  
  AC 26, touch 8, flat-footed 26 
   
  (-1 size, -1 Dex, +18 natural) 
  hp 135 (14 HD); DR 10/adamantine 
  Immune mind-affecting spells, poison, sleep, paralysis, 
  stunning, disease, death effects,  necromancy effects, 
  nonlethal damage, critical hits, fatigue, exhaustion, 
  ability damage, ability or energy drain, any effects 
  requiring a Fortitude save (unless the effect also works 
  on objects), any spell that allows spell resistance 
  except as noted in SQ and Weaknesses sections 
  Fort +4, Ref +3, Will +6 
  Weakness transmute rock to mud slows a stone golem for 
  2d6 rounds (as spell slow, no save), stone to flesh 
  negates DR and magic immunity for one round. 
  Speed 20 ft. (4 squares) 
  Melee 2 slams +19 each (2d10+9)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +23 
  Atk Options Awesome Blow, Improved Bull Rush (+13), 
  Power Attack, Shock Trooper 
  Special Actions slow 
  Abilities Str 29, Dex 9, Con --, Int 13, Wis 14, Cha 8  
  SQ transmute mud to rock on golem heals all lost hit 
  points 
  Feats Awesome Blow, Improved Bull Rush, Power Attack, 
  Shock Trooper, Weapon Focus (slam)  
  
  COR8-05 Pyre of the Righteous 
   
  Page 36 
  Skills  Climb +19, Intimidate +20, Listen +12, 
  Spellcraft +6, Spot +12 
  Slow (Su) As spell as a free action once every 2 
  rounds, 10 ft. range, 7 round duration, DC 17 Will 
  save negates. 
  Special Note The golem was awakened during its 
  construction process via the awaken construct 
  (Spell Compendium), thus allowing the spell to 
  bypass its normal magical immunities. 
   
  8: A MOST PECULIAR RABBIT 
  DRUID IN DIRE LION FORM 
  CR 11 
  Female human druid 6/nature’s warrior 5 
  N Large animal 
  Init +2; Senses Listen +15, Spot +12 
  Languages Common, Druidic  
  AC 26, touch 11, flat-footed 24 
   
  (-1 size, +2 Dex, +6 armor, +9 natural) 
  hp 106 (11 HD); DR 3/--   
  Fort +12, Ref +5, Will +9; +4 on saves against fey’s 
  spell-like abilities  
  Speed 40 ft. (8 squares); trackless step, woodland 
  stride 
  Melee 2 claws +16 each (1d6+11) and  
   
  bite +11 (1d8+7) 
  Ranged ranged touch +11 (as spell) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +20 
  Atk Option improved grab, pounce, rake 1d6+7 
  Special Action Natural Spell, spontaneous casting 
  (summon nature’s ally spells), wild shape 3/day 
  Combat Gear Druid Spells Prepared (CL 11th): 
   4th—air walk, freedom of movement   
   3rd—blindsight, extended bear’s endurance, 
  protection from energy, thornskin 
   2nd—barkskin, bull’s strength, extended 
  longstrider�, nature’s favor 
   1st—cure light wounds, faerie fire, magic fang, 
  produce flame, speak with animals 
   0—create water, know direction, light, mending, 
  resistance (2) 
  �Already cast 
  Abilities Str 25, Dex 15, Con 17(15), Int 12, Wis 16, 
  Cha 10  
  SQ link with companion, nature’s armament (armor of 
  the crocodile, claws of the grizzly, earth’s 
  resilience), share spells, wild empathy +9  
  Feats Extend Spell, Improved Toughness, Natural 
  Spell, Practiced Spellcaster (druid), Track, Weapon 
  Focus (claws) 
  Skills  Concentration +11, Handle Animal +7 (+11 
  with animal companion), Knowledge (nature) +16, 
  Jump +18, Knowledge (planes) +3, Listen +15, 
  Spot +12, Survival +20 
  Possessions masterwork club, masterwork heavy 
  wooden shield (all subsumed into animal form), +1 
  amulet of mighty fists, +1 beastskin dragonhide 
  breastplate (not subsumed), padded glove (for 
  eagle), mistletoe, spell components 
  Improved Grab (Ex) To use this ability, the druid must hit 
  with its bite attack. He can then attempt to start a 
  grapple as a free action without provoking an attack or 
  opportunity. If he wins the grapple check, he 
  establishes a hold and can rake. 
  Pounce (Ex) Make a full attack (including rakes) on a 
  charge. 
  Rake (Ex) Attack bonus +14 melee, damage 1d6+7. 
  Wild Shape (Su) 3/day change form to that of a Small or 
  Medium-sized animal of 7 HD or less. (See below) 
   
  ARCHER 
  CR 10 
  Male wood elf bard 2/fighter 8 
  N Medium humanoid (elf) 
  Init +9; Senses Listen +2, Spot +2; low-light vision 
  Languages Common, Elvish  
  AC 20, touch 15, flat-footed 15 
   
  (+5 Dex, +5 armor) 
  hp 89 (10 HD)  
  Immune sleep effects 
  Fort +9, Ref +11, Will +6 (+8 against enchantments) 
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +13/+8 (2d6+4/19-20)  
  Ranged composite longbow +18/+13 (1d8+8/x3 plus 1d6 
  electricity)  
  Ranged composite longbow +18/+18/+13 (1d8+8/x3 plus 
  1d6 electricity/x3) with Improved Rapid Shot 
  Base Atk +9; Grp +12 
  Atk Options Improved Rapid Shot, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot 
  Special Actions bardic music 2/day (countersong, inspire 
  courage, fascinate) 
  Combat Gear oil of sonic weapon, potion of cure 
  moderate wounds 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—cure light wounds, inspirational boost 
   0 (3/day)—dancing lights, mage hand, message 
  Abilities Str 16, Dex 20, Con 14, Int 6, Wis 10, Cha 12  
  SQ Bardic knowledge +0 
  Feats Improved Initiative, Improved Rapid Shot, 
  Manyshot, Ranged Weapon Mastery (piercing), Point 
  Blank Shot, Precise Shot, Rapid Shot , Weapon Focus 
  (composite longbow), Weapon Specialization 
  (composite longbow) 
  Skills Bluff +6, Intimidate +16, Perform (singing) +6, 
  Tumble +8 
  Possessions combat gear plus +1 mithril chain shirt, +1 
  mighty shock composite longbow (+3 Str), cloak of 
  resistance +1, amulet of health +2, gloves of dexterity 
  +2, quiver of 20 normal arrows, quiver of 10 cold iron 
  and 10 silver arrows, greatsword, song book 
   
  DERVISH 
  CR 10 
  Male human (Baklunish) scout 3/fighter 4/dervish 3 
  AL NG/NE (Tenser/Rary) Medium humanoid (human) 
  Init +3; Senses Listen +13, Spot +10 
  Languages Ancient Baklunish, Common, Orcish  
  AC 20, touch 14, flat-footed 20; Combat Expertise, Dodge, 
  Two Weapon Defense, skirmish +1, uncanny dodge 
   
  (+2 Dex, +5 armor, +1 class, +1 shield, +1 deflection) 
  hp 98 (10 HD)  
  
  COR8-05 Pyre of the Righteous 
   
  Page 37 
  Fort +11, Ref +10, Will +6 
  Speed 45 ft. (9 squares); Spring Attack, movement 
  mastery, trackless step 
  Melee scimitar +15/+10 (1d6+7/18-20) or 
  Melee scimitar +15/+10 (1d6+9/18-20) and  
   
  scimitar +15 (1d6+8/18-20) with dervish dance 
  Base Atk +9; Grp +11 
  Atk Options Combat Expertise, dervish dance, 
  skirmish +1d6/+1 AC, slashing blades 
  Combat Gear potion of bull’s strength, potion of cat’s 
  grace, potion of fly 
  Abilities Str 14, Dex 15, Con 16, Int 13, Wis 10, Cha 
  8  
  SQ battle fortitude, trapfinding  
  Feats Combat Expertise, Dodge, Melee Weapon 
  Mastery (slashing), Mobility, Spring Attack, Two 
  Weapon Defense, Two Weapon Fighting, Weapon 
  Focus (scimitar), Weapon Specialization (scimitar) 
  Skills Balance +13,Climb +10, Disable Device +11, 
  Jump +16, Knowledge (geography) +3, Listen +13, 
  Perform (dance) +11, Search +8, Spot +10, 
  Tumble +16 
  Possessions combat gear plus cloak of resistance 
  +1, +1 chain shirt, +1 scimitar (2), amulet of health 
  +2, ring of protection +1, masterwork thieves’ tools 
  Dervish Dance (Ex) 2/day for 6 rounds (once per 
  combat), fatigued at end. While in a dervish dance 
  a dervish gets a +2 bonus on attacks and damage 
  with slashing weapons and can take a full melee 
  attack option and still move up to speed, with a 
  minimum of 5 feet of movement between attacks 
  and no returning to a square the dervish just left. 
  The dervish is subject to attack of opportunities 
  during the dance but may tumble normally as part 
  of the dance. A dervish finished from completing 
  his move is also prevented from finishing his 
  attacks. The dervish dance may only be done while 
  wielding a slashing weapon, wearing armor no 
  heavier than light, and using no shield. Skills 
  involving concentration or the dervish remaining 
  still cannot be used, nor can a rage or frenzy, 
  though Combat Expertise can. 
  Movement Mastery (Ex) May take 10 on Jump, 
  Perform (dance), and Tumble checks even if stress 
  or distraction would normally prevent it. 
  Skirmish (Ex) When moving at least 10 feet while 
  making an attack, gain +1d6 damage on attacks  
  during the scout’s turn and a +1 competence 
  bonus on AC until the scout’s next turn. Extra 
  damage is not applicable against targets more than 
  30 feet away or which are normally immune to 
  critical hits. 
   
  CLERIC 
  CR 10 
  Male human (Suel) cleric 10 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 24, touch 11, flat-footed 20 
   (+1 Dex, +10 armor, +3 shield) 
  hp 92 (10 HD)  
  Fort +11, Ref +6, Will +13 
  Speed 20 ft. in full plate (4 squares); 30 ft. base speed 
  Melee +1 morningstar +9/+4 (1d8+2)  
  Ranged spiritual weapon (dagger) +12/+7 (1d8+3/19-20) 
  or 
  Ranged Touch searing light +9 (as spell) 
  Base Atk +7; Grp +8 
  Special Actions Augment Healing, spontaneous casting 
  (cure spells), turn undead 2/day (+1, 2d6+9, 10th) 
  Cleric Spells Prepared (CL 10th):  
   5th—break enchantmentD, flame strike (2) (DC 19), 
  greater command (DC 20) 
   4th—confusionD (DC 19), divine power, freedom of 
  movement, poison, sending   
   3rd—dispel magic, magic vestments�, protection from 
  energyD, prayer, searing light 
   2nd—aidD, bull’s strength, hold person (2) (DC 17), 
  spiritual weapon, sound burst (DC 16) 
   1st—divine favor, doom (DC 15), entropic shieldD, 
  magic weapon, protection from good/evil, shield of 
  faith  
   0—create water, detect magic, light (2), purify food and 
  drink 
  D: Domain spell. Deity: Norebo. Domains: Luck, Trickery 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 19, Cha 8  
  Feats Augment Healing, Combat Casting, Improved 
  Toughness, Spell Focus (Enchantment), Weapon 
  Focus (ranged spell)  
  Skills  Concentration +15 (+19), Heal +14, Knowledge 
  (religion) +10, Spellcraft +8 
  Possessions +1 morningstar, masterwork full plate (with 
  +2 magic vestments), +1 heavy shield, cloak of 
  resistance +2, periapt of wisdom +2, 2 holy symbols of 
  Norebo (pair of eight-sided dice), healer’s kit 
  Good Fortune (Ex) Once/day reroll one roll just made, 
  before the result is known. 
   
  WIZARD 
  CR11 
  Male dwarf evoker 11 
  CG/CE (Tenser/Rary) Medium humanoid (dwarf) 
  Init +1; Senses Listen +3, Spot +3; darkvision 60 ft. 
  Languages Common, Dwarf, Draconic, Ancient Flan, 
  Celestial/Infernal, empathic link 
  AC 20, touch 14, flat-footed 17; +4 dodge against giants 
   (+3 Dex, +6 armor [greater mage armor], +1 deflection) 
  hp 66 (84 with false life) (11 HD)  
  Resist bull rush, trip +4 
  Fort +8 (+10 against poison), Ref +10, Will +10; +2 
  against spells and spell-like abilities 
  Speed 20 ft. (4 squares) 
  Melee club +5 (1d6)  
  Ranged light crossbow +8 (1d8/19-20) or 
  Ranged ranged touch +9 (as spell) 
  Base Atk +5; Grp +5 
  Atk Options Point Blank Shot, Precise Shot, +1 on attack 
  rolls against orcs and goblinoids 
  Combat Gear lesser rod of extend, scroll of fireball (CL 
  9th) 
  Wizard Spells Prepared (CL 11th): 
   6th—chain lightning (DC 21), empowered orb of acid 
  
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   5th—cone of cold (DC 20), empowered fireball (DC 
  20), quickened true strike 
   4th—dimension door, empowered scorching ray, 
  ice storm, improved invisibility 
   3rd—fireball (DC 18) (2), fly, greater mage armor�, 
  haste  
   2nd—cat’s grace, glitterdust, false life�, scorching 
  ray (2) 
   1st—familiar pocket�, lesser acid orb (2), magic 
  missilex2), shield 
   0—detect magic, ray of frost, daze, read magic 
  �Already cast 
  Abilities Str 10, Dex 16, Con 16, Int 18, Wis 12, Cha 
  6  
  SQ extended familiar pocket, stonecunning, weasel 
  familiar 
  Feats AlertnessB, Empower Spell, Point Blank Shot, 
  Precise Shot, Quicken Spell, Scribe Scroll, Spell 
  Focus (evocation), Weapon Focus (ranged spell) 
  Skills Concentration +17, Decipher Script +12, 
  Knowledge (arcana) +18, Knowledge (local-Core) 
  +10, Knowledge (planes) +10, Spellcraft +20 (+22 
  evocation), Tumble +4 
  Possessions combat gear plus light crossbow, 20 
  bolts, club, cloak of resistance +2, ring of 
  protection +1, spellbook, spell components, 
  headband of intellect +2, gloves of dexterity +2 
  Spellbook spells prepared plus Treasure Summary. 
  Weasel Familiar Because the familiar is in a familiar 
  pocket it is not visible during combats, nor can it 
  play any role during combats. 
  
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  APL 14 
  4: LEFTOVERS 
  AWAKENED DRAKESTONE GOLEM*
   
  CR 16 
  *Draconomicon 164 
  N Large construct 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Listen +21, Spot +21 
  Languages Baklunish, Common, Draconic 
  AC 36, touch 8, flat-footed 36 
   
  (-1 size, -1 Dex, +28 natural) 
  hp 262 (35 HD); DR 11/magic and adamantine 
  Immune mind-affecting spells, poison, sleep, 
  paralysis, stunning, disease, death effects,  
  necromancy effects, nonlethal damage, critical hits, 
  fatigue, exhaustion, ability damage, ability or 
  energy drain, any effects requiring a Fortitude save 
  (unless the effect also works on objects), any spell 
  that allows spell resistance except as noted under 
  SQ and Weakness  
  Fort +12, Ref +11, Will +13 
  Weakness transmute rock to mud slows a drakestone 
  golem for 2d6 rounds (as spell slow, no save) 
  Speed 30 ft. (6 squares) 
  Melee bite +36 (2d8+11) and  
  2 claws +34 (2d6+5) and  
  2 wings +34 (1d10+5) and  
  tail slap +34 (2d6+16) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +26; Grp +41 
  Atk Options Awesome Blow, Blind-Fighting, Cleave, 
  Great Cleave, Improved Bull Rush (+15), Improved 
  Overrun (+15), Improved Sunder (+40), Power 
  Attack, Shock Trooper 
  Special Actions petrifying breath 
  Abilities Str 33, Dex 8, Con --, Int 12, Wis 13, Cha 15  
  SQ transmute rock to mud cast on a drakestone 
  golem heals all lost hit points 
  Feats Awesome Blow, Blind-Fighting, Cleave, Great 
  Cleave, Greater Resiliency, Improved Bull Rush, 
  Improved Initiative, Improved Overrun, Improved 
  Sunder, Multiattack, Power Attack, Shock Trooper  
  Skills Climb +23, Intimidate +44, Jump +21, Listen 
  +21, Spellcraft +11, Spot +21  
  Petrifying Breath (Su) Once every 1d4 rounds, 30 ft. 
  cone of petrifying gas (DC 27 Fortitude save 
  negates).  
  Special Note: The golem was awakened during its 
  construction process via the awaken construct 
  spell (SpC), thus allowing the spell to bypass its 
  normal magical immunities. 
   
  SHREDSTORM* 
  CR8 
  *Monster Manual III 153 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  AC 24, touch 24, flat-footed 18 
   
  (+8 size, +6 Dex) 
  hp 105 (14 HD)  
  Immune weapon damage, electricity, mind-affecting 
  spells, poison, sleep, paralysis, stunning, disease, 
  death effects,  necromancy effects, nonlethal damage, 
  critical hits, flanking, fatigue, exhaustion, ability 
  damage, ability or energy drain, any effects requiring a 
  Fortitude save (unless the effect also works on objects), 
  spells or effects that target individual creatures 
  Fort +4, Ref +10, Will +4 
  Weakness +50% damage from spells or effects that affect 
  an area, subject to wind effects as Fine creatures but 
  do not take damage from it. 
  Speed 90 ft. (perfect) (18 squares) 
  Melee swarm (3d6 +2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp -- 
  Atk Options penetration 
  Special Actions distraction, lightning bolt  
  Abilities Str 6, Dex 22, Con --, Int --, Wis 11, Cha 10  
  Distraction (Ex) Any living creature vulnerable to a 
  shredstorm’s damage that begins its turn with a swarm 
  in its square is nauseated for one round (DC 17 
  Fortitude to resist). Spellcasting or concentrating on 
  spells within the area of a swarm requires a DC 20 + 
  spell level Concentration check, while using skills 
  requiring concentration requires a DC 20 Concentration 
  check. The save DC is Charisma-based. 
  Lightning Bolt (Su) Discharge a lightning bolt as spell at 
  14th level (DC 17 Reflex save). Save is Charisma-
  based. 2d6 hours recharge time required for reuse, 
  during which time the electricity damage from its swarm 
  attack drops to 1d6. 
  Penetration (Ex) Treat swarm attack as an adamantine 
  magic weapon for purposes of overcoming DR, ignoring 
  hardness, and attacking incorporeal creatures.  
   
  8: A MOST PECULIAR RABBIT 
  DRUID 
  CR 13 
  Female human (in dire lion form) druid 6/nature’s warrior 
  5/warshaper 2 
  N Large animal 
  Init +2; Senses Listen +15, Spot +12 
  Languages Common, Druidic (understood only) 
  AC 27, touch 11, flat-footed 25 
   
  (-1 size, +2 Dex, +7 armor, +9 natural) 
  hp 135 (146) (13 HD); DR 4/--  
  Immunities stunning, critical hits, poison, fear (heroes’ 
  feast [CL 12]) 
  Fort +17, Ref +5, Will +10; +4 against fey’s  spell-like 
  abilities  
  Speed 40 ft. (8 squares); trackless step, woodland stride, 
  extended longstrider 
  Melee 2 claws +20 (1d8+13) and  
  bite +15 (1d8+8) 
  Ranged ranged touch +13 (as spell) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +23 
  Atk Option improved grab, pounce, rake 1d6+8 
  
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  Page 40 
  Special Action spontaneous casting (summon 
  nature’s ally spells), wild shape 3/day 
  Druid Spells Prepared (CL 12th): 
   4th—air walk, freedom of movement   
   3rd—blindsight, extended bear’s endurance, 
  protection from energy, thornskin 
   2nd—barkskin, bull’s strength, extended 
  longstrider�, nature’s favor 
   1st—cure light wounds, faerie fire, magic fang, 
  produce flame, speak with animals 
   0—create water, know direction, light, mending, 
  resistance (2) 
  �Already cast 
  Abilities Str 29, Dex 15, Con 21(16), Int 12, Wis 16, 
  Cha 10  
  SQ link with companion, share spells, nature’s 
  armament (armor of the crocodile, claws of the 
  grizzly, earth’s resilience), morphic body, morphic 
  immunities, morphic weapons, wild empathy +9  
  Feats Extend Spell, Greater Resiliency, Natural Spell, 
  Practiced Spellcaster (druid), Track, Weapon 
  Focus (claws) 
  Skills  Concentration +11, Handle Animal +7 (+11 
  with animal companion), Knowledge (nature) +16, 
  Jump +18, Knowledge (planes) +3, Listen +15, 
  Spot +12, Survival +20 
  Possessions masterwork club, masterwork heavy 
  wooden shield (all subsumed into animal form), +1 
  amulet of mighty fists, +2 beastskin dragonhide 
  breastplate (not subsumed), padded glove (for 
  eagle), mistletoe, spell components 
  Improved Grab (Ex) To use this ability, Druid must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an AOO. 
  If it wins the grapple check, it establishes a hold 
  and can rake. 
  Pounce (Ex) Make a full attack (including rakes) on a 
  charge. 
  Rake (Ex) Attack bonus +15 melee, damage 1d6+7. 
  Nature’s Armaments (Su) These are included in the 
  stat block. 
  Wild Shape (Su) 3/day change form to that of a Small 
  or Medium-sized animal of 7 HD or less. (See 
  below) 
   
  ARCHER 
  CR 12 
  Male wood elf bard 2/fighter 10 
  N Medium humanoid (elf) 
  Init +9; Senses low-light vision; Listen +2, Spot +2  
  Languages Common, Elvish  
  AC 21, touch 15, flat-footed 16 
   
  (+5 Dex, +6 armor) 
  hp 108 (119) (12 HD)  
  Immune sleep effects, poison, fear 
  Fort +11, Ref +13, Will +9 (+11 against 
  enchantments) 
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword (with +3 greater magic 
  weapon) +18/+13/+8 (2d6+7/19-20)  
  Ranged +1 mighty shock composite longbow (with +3 
  greater magic weapon) +23/+23/+18/+13 (1d8+10 
  +1d6 electricity/19-20, x3) with Improved Rapid Shot 
  Base Atk +11; Grp +14 
  Atk Options Improved Precise Shot, Improved Rapid 
  Shot, Manyshot, Point Blank Shot, Precise Shot, Rapid 
  Shot 
  Special Actions bardic music 2/day (countersong, inspire 
  courage, fascinate) 
  Combat Gear oil of sonic weapon, potion of cure 
  moderate wounds 
  Bard Spells Known (CL 2nd): 
   1st (1/day)—cure light wounds, inspirational boost 
   0 (3/day)—dancing lights, mage hand, message 
  Abilities Str 16, Dex 20, Con 15, Int 6, Wis 10, Cha 12  
  SQ Bardic knowledge +0, heroes’ feast (CL 12) 
  Feats Improved Initiative, Improved Critical (composite 
  longbow), Improved Precise Shot, Improved Rapid 
  Shot, Manyshot, Ranged Weapon Mastery (piercing), 
  Point Blank Shot, Precise Shot, Rapid Shot , Weapon 
  Focus (composite longbow), Weapon Specialization 
  (composite longbow) 
  Skills Bluff +6, Intimidate +18, Perform (singing) +6, 
  Tumble +8 
  Possessions combat gear plus+2 mithril chain shirt, +1 
  mighty shock composite longbow (+3 Str), cloak of 
  resistance +2, amulet of health +2, gloves of dexterity 
  +2, quiver of 20 normal arrows, quiver of 10 cold iron 
  and 10 silver arrows, greatsword,  song book 
   
  DERVISH 
  CR 12 
  Male human (Baklunish) scout 3/fighter 4/dervish 5 
  NG/NE (Tenser/Rary) Medium humanoid (human) 
  Init +4; Senses Listen +15, Spot +10 
  Languages Ancient Baklunish, Common, Orcish  
  AC 23, touch 16, flat-footed 23; Combat Expertise, Dodge, 
  Mobility, Two-Weapon Defense, skirmish +1, uncanny 
  dodge 
   
  (+3 Dex, +6 armor, +2 class, +1 shield, +1 deflection) 
  hp 117 (128) (12 HD)  
  Immune poison, fear (heroes’ feast [CL 12] 
  Fort +12, Ref +13, Will +9 
  Speed 50 ft. (10 squares); Spring Attack, movement 
  mastery, trackless step 
  Melee +1 scimitar (with +3 greater magic weapon) scimitar 
  +20/+15/+10 (1d6+9/15-20) or 
  Melee +1 scimitar (with +3 greater magic weapon) 
  +21/+16/+11 (1d6+12/15-20) and  
  +1 scimitar (with +3 greater magic weapon) +21 
  (1d6+11/15-20) with dervish dance 
  Base Atk +11; Grp +13 
  Atk Options Cleave (during dervish dance only), Combat 
  Expertise, dervish dance, skirmish (+1d6, +1 AC) 
  Atk Options dance of death, slashing blades 
  Combat Gear potion of bull’s strength, potion of cat’s 
  grace, potion of fly 
  Abilities Str 14, Dex 16, Con 16, Int 13, Wis 10, Cha 8  
  SQ battle fortitude, trapfinding 
  Feats Combat Expertise, Dodge, Improved Critical 
  (scimitar), Melee Weapon Mastery (slashing) , Mobility, 
  Spring Attack, Two Weapon Defense, Two Weapon 
  Fighting, Weapon Focus (scimitar) , Weapon 
  Specialization (scimitar) 
  
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  Page 41 
  Skills  Balance +15,Climb +10, Disable Device +11, 
  Jump +20, Knowledge (geography) +3, Listen +15, 
  Perform (dance) +13, Search +8, Spot +10, 
  Tumble +19 
  Possessions combat gear plus cloak of resistance 
  +2, +2 chain shirt, +1 scimitar (2), amulet of health 
  +2, ring of protection +1, masterwork thieves’ tools 
  Dance of Death While performing a dervish dance, 
  gain the benefit of the Cleave feat. 
  Dervish Dance (Ex) 3/day for 7 rounds (once per 
  combat), fatigued at end. While in a dervish dance 
  a dervish gets a +3 bonus on attacks and damage 
  with slashing weapons and can take a full melee 
  attack option and still move up to speed, with a 
  minimum of 5 feet of movement between attacks 
  and no returning to a square the dervish just left. 
  The dervish is subject to attack of opportunities 
  during the dance but may tumble normally as part 
  of the dance. A dervish finished from completing 
  his move is also prevented from finishing his 
  attacks. The dervish dance may only be done while 
  wielding a slashing weapon, wearing armor no 
  heavier than light, and using no shield. Skills 
  involving concentration or the dervish remaining 
  still cannot be used, nor can a rage or frenzy, 
  though Combat Expertise can. 
  Movement Mastery (Ex) May take 10 on Jump, 
  Perform (dance), and Tumble checks even if stress 
  or distraction would normally prevent it. 
  Skirmish (Ex) When moving at least 10 feet while 
  making an attack, gain +1d6 damage on attacks 
  during the scout’s turn and a +1 competence 
  bonus on AC until the scout’s next turn. Extra 
  damage is not applicable against targets more than 
  30 feet away or which are normally immune to 
  critical hits. 
   
  CLERIC 
  CR 12 
  Male human (Suel) cleric 12 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 25, touch 11, flat-footed 20 
   (+1 Dex, +11 armor, +3 shield) 
  hp 110 (121) (12 HD) 
  Immune poison, fear (heroes’ feast [CL 12th]) 
  Resist good fortune 
  Fort +12, Ref +7, Will +17 
  Speed 20 ft. in full plate (4 squares); 30 ft. base 
  speed 
  Melee +1 morningstar (with +3 greater magic 
  weapon) +14/+9 (1d8+4)  
  Ranged spiritual weapon (dagger) +17/+12 
  (1d8+4/19-20) or 
  Ranged Touch searing light +12(as spell) 
  Base Atk +9; Grp +10 
  Special Actions Augment Healing, spontaneous 
  casting (cure spells), turn undead 2/day (+1, 
  2d6+11, 12th) 
  Cleric Spells Prepared (CL 12th):  
   6th—heroes’ feast�, harm (DC 22), heal, mislead 
  5th—break enchantmentD, flame strike (2) (DC 21), 
  greater command (DC 23), righteous might 
   4th—confusionD (DC 22), divine power, freedom of 
  movement, poison, sending   
   3rd—dispel magic, magic vestments�, protection from 
  energyD, prayer, searing light (2) 
   2nd—aidD, bull’s strength, hold person (2) (DC 20), 
  spiritual weapon (2), sound burst (DC 18) 
   1st—divine favor, doom (DC 15), entropic shieldD , 
  magic weapon, protection from good, shield of faith 
  (2)  
   0—create water, detect magic, light (2), purify food and 
  drink 
  D: Domain spell. Deity: Norebo. Domains: Luck, Trickery 
  �Already cast 
  Abilities Str 12, Dex 13, Con 14, Int 10, Wis 22, Cha 8 
  Feats Augment Healing, Combat Casting, Greater Spell 
  Focus (enchantment), Improved Toughness, Spell 
  Focus (Enchantment), Weapon Focus (ranged spell)  
  Skills  Concentration +17 (+21), Heal +14, Knowledge 
  (religion) +12, Spellcraft +10 
  Possessions +1 morningstar, masterwork full plate (with 
  +2 magic vestments), +1 heavy shield, cloak of 
  resistance +2, periapt of wisdom +4, 2 holy symbols of 
  Norebo (pair of eight-sided dice), healer’s kit 
  Good Fortune (Ex) Once/day reroll one roll just made, 
  before the result is known. 
   
  WIZARD 
  CR13 
  Male dwarf evoker 13 
  CG/CE (Tenser/Rary) Medium humanoid (dwarf) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3  
  Languages Common, Dwarf, Draconic, Flan, 
  Celestial/Infernal, empathic link 
  AC 20, touch 14, flat-footed 17; +4 dodge against giants 
   (+3 Dex, +6 armor [greater mage armor], +1 deflection) 
  hp 78 (108 with false life) (13 HD)  
  Immune poison, fear (heroes’ feast [CL 12th]) 
  Resist bull rush, trip +4 
  Fort +9 (+11 against poison), Ref +11, Will +12; +2 
  agasint spells and spell-like abilities 
  Speed 20 ft. (4 squares); fly 40 ft. (average) 
  Melee club (with +3 greater magic weapon) +10/+5 
  (1d6+3)  
  Ranged light crossbow (with +3 greater magic weapon) 
  +13 (1d8+3/19-20) or 
  Ranged ranged touch +11 (as spell) 
  Base Atk +6; Grp +6 
  Atk Options Point Blank Shot, Precise Shot, +1 on attack 
  rolls against orcs and goblinoids 
  Combat Gear lesser rod of extend, scroll of fireball (9th 
  level) 
  Wizard Spells Prepared (CL 11th): 
    7th—empowered cone of cold (DC 23), brilliant aura 
    6th—chain lightning (DC 22), chain greater magic 
  weapon �, empowered orb of acid 
   
   5th—cone of cold (DC 21), empowered fireball (DC 21), 
  overland flight �, quickened magic missile, quickened 
  true strike 
   4th—chain nerveskitter, dimension door, empowered 
  scorching ray, ice storm, improved invisibility 
  
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   3rd—fireball (DC 19) (2), fly, greater mage armor�, 
  haste  
   2nd—cat’s grace, glitterdust, false life�, scorching 
  ray (2) 
   1st—familiar pocket�, lesser acid orb (2), magic 
  missile (2), shield 
   0—detect magic, ray of frost, daze, read magic 
  �Already cast 
  Abilities Str 10, Dex 16, Con 16, Int 21, Wis 12, Cha 
  6  
  SQ extended familiar pocket, stonecunning, weasel 
  familiar 
  Feats AlertnessB, Chain Spell, Empower Spell, Point 
  Blank Shot, Precise Shot, Quicken Spell, Scribe 
  Scroll, Spell Focus (evocation), Weapon Focus (ranged 
  spell) 
  Skills Concentration +19, Decipher Script +13, Knowledge 
  (arcana) +21, Knowledge (local-Core) +13, Knowledge 
  (planes) +13, Spellcraft +23 (+25 evocation), Tumble 
  +4 
  Possessions combat gear plus light crossbow, 20 bolts, 
  club, cloak of resistance +2, ring of protection +1, 
  spellbook, spell components, headband of intellect +4, 
  gloves of dexterity +2 
  Spellbook spells prepared plus Treasure Summary. 
  Weasel Familiar Because the familiar is in a familiar 
  pocket it is not visible during combats, nor can it play 
  any role during combats. 
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Augment Healing 
   
  Prerequisite: Heal 4 ranks 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  (Healing) spell that you cast. 
   
  Source: Complete Divine 79 
   
  Craft Contingent Spell [Item Creation] 
  You know hot to attach semipermanent spells to a 
  creature and set them to activate under certain 
  conditions. 
   
  Prerequisites: Caster level 11th. 
   
  Benefit: you can make contingent any spell that 
  you know. Crafting a contingent spell takes one day for 
  each 1,000 gp in its base price (spell level x caster level 
  x 100 gp). To craft a contingent spell, you must spend 
  1/25 of this base price in XP and use up raw materials 
  costing one-half of the base price. Some spells incur 
  extra costs in material components or XP (as noted in 
  their descriptions), which must be paid when the 
  contingent spell is created. 
   
  Source: Complete Arcane p. 77 
   
  Divine Vigor [Divine] 
  You can cannel energy to increase your speed and 
  durability. 
   
  Prerequisite: Turn/rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your 
  turn/rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  character level. These effects last a number of minutes 
  equal to your Charisma modifier. 
   
  Source: Complete Warrior 108 
   
  Domain Spontaneity [Divine] 
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisite: Ability to turn/rebuke undead. 
   
  Benefit: Convert prepared divine spells into any 
  spell of the domain chosen at the time of taking the 
  feat. This works just as a cleric’s Spontaneous Casting 
  ability, except that one turn/rebuke undead attempt 
  must be expended each time the feat is used. 
   
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fort save bonus +2. 
   
  Benefit: Gain 1 additional hp per die. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source: Complete Warrior 101 
   
  Greater Resiliency 
  Your extraordinary resilience to damage increases. 
   
  Prerequisites: DR as a class feature or innate 
  ability. 
   
  Benefit: Your DR increases by 1. You may not take 
  this feat more than once, and must choose which DR to 
  increase if you have multiple DRs. This feat has not 
  effect on the type of weapon or damage that overcomes 
  your DR. 
   
  Source: Complete Warrior 99 
   
  Improved Rapid Shot 
  You are an expert at firing weapons with exceptional 
  speed. 
   
  Prerequisites: Manyshot, Point Blank Shot, 
  Rapid Shot. 
   
  Benefit: When using the Rapid Shot feat, you may 
  ignore the -2 penalty on all your ranged attacks. 
   
  Special: A fighter bonus feat option. 
   
  Source: Complete Warrior 101 
   
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisites: Proficiency with selected weapon, 
  Weapon Focus and Weapon Specialization with 
  selected weapon, BAB+8 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  weapon that deals this type of damage. When using any 
  melee weapon that has the damage type you selected, 
  you gain a +2 bonus on attacks and damage.  
   
  Special: You can select this feat more than once, 
  each time for a new damage type. A fighter can select it 
  as one of his bonus feats. 
   
  Source: Players Handbook II 81 
   
  Ranged Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisites: Proficiency with selected weapon, 
  Weapon Focus and Weapon Specialization with 
  selected weapon, BAB+8 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  weapon that deals this type of damage. When using any 
  ranged weapon that has the damage type you selected, 
  you gain a +2 bonus on attacks and damage. In 
  addition, you increase the range increment by 20 feet. 
   
  Special: You can select this feat more than once, 
  each time for a new damage type. A fighter can select it 
  as one of his bonus feats. 
   
  Source: Players Handbook II 82  
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 44 
  Repeat Spell [Metamagic] 
  You can cast spells that repeat on the following round. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: A repeated spell is automatically cast 
  again at the beginning of your turn on the following 
  round. No matter where you might have moved in the 
  previous round, the second spell originates from the 
  same location and affects the same area as the original 
  spell. If the original spell designates a ranged target, the 
  repeated spell affects the same target if it is within 30 
  feet of the original position; otherwise, the second spell 
  fails. Touch range spells cannot be affected by this feat. 
   
  A repeated spell uses up a slow three levels higher 
  than the spell’s actual level. 
   
  Source: Complete Arcane 83 
   
  Shock Trooper [Tactical] 
  You are adept at breaking up formations of soldiers 
  when you rush into battle. 
   
  Prerequisites: Improve Bull Rush, Power Attack, 
  BAB +6 
   
  Benefit: The Shock Trooper Feat enables the use 
  of three tactical maneuvers: 
   
  Directed Bull Rush: When making a successful bull 
  rush attempt as part of a charge, you may push your foe 
  one square to the left or right for every square you push 
  the foe back. 
   
  Domino Rush: When you make a successful bull 
  rush attempt that forces a foe into the same square as 
  another foe, you may make a free trip attempt against 
  both foes at the same time, and neither gets a chance to 
  trip you if your attempt fails. 
   
  Heedless Charge: To use this maneuver, you must 
  charge and make a Power Attack of 5 or greater at the 
  end of the charge. In addition to normal charge 
  modifiers, you can assign any portion of your Power 
  Attack penalty to your Armor Class instead, up to a 
  maximum equal to your BAB. 
   
  Special: A fighter may select Shock Trooper as 
  one of his fighter bonus feats. 
   
  Source: Complete Warrior 112 
   
   
  SPELLS 
  Blindsight 
  Transmutation 
  Level:  Cleric 3, druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Tough 
  Target: Creature touched   
  Duration: 1 min/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell grants the subject the blindsight ability (MM 
  306) effective out to 30 feet. 
   
  Brilliant Aura 
  Transmutation 
  Level: Cleric 8, druid 8, sorcerer/wizard 7 
  Targets: Weapons carried by one creature/2 levels, no 
  two of which are more than 30 ft. apart. 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell functions like brilliant blade (you give target 
  weapon or group of projectiles the brilliant energy 
  special ability – DMG p. 224), except as noted here, and 
  that all weapons of the subject creatures gain the 
  brilliant energy special ability. 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: 1  
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
   
   While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music ability increases 
  by one. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Mage Armor, Greater 
  Conjuration (Creation)[Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
   
  This spell functions like mage armor (PHB p. 249), 
  except that it requires no material component and its 
  tangible field of force provides +6 armor bonus to 
  Armor Class. 
   
  Nature’s Favor 
  Evocation 
  Level:  Druid 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You grant the subject animal a +1 luck bonus on attack 
  and damage rolls for every three caster levels you 
  possess (maximum +5). 
   
   
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 45 
  Nerveskitter 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
   
  You cast this spell when you and your party roll 
  initiative. (Unlike other immediate action spells, you 
  can cast this one while flat-footed.) You enhance the 
  subject’s reactions in combat, granting it a +5 bonus on 
  its initiative check for the current encounter. If the 
  subject does not make an initiative check within 1 
  round, the spell has no effect. 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 1  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of acid about 2 inches in diameter shoots from 
  your palm at its target, dealing 1d8 points of acid 
  damage. You must succeed on a ranged touch attack to 
  hit your target. 
   
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 damage, to a maximum of 5d8 
  damage at 9th level. 
   
  Sonic Weapon 
  Transmutation [Sonic] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level (D) 
   
  While this spell is in effect, the affected weapon deals 
  an extra 1d6 points of sonic damage with each 
  successful hit. The sonic energy does not harm the 
  weapon’s wielder. Bows, crossbows, and slings affected 
  by this spell bestow the sonic energy on their 
  ammunition. 
   
  Spikes 
  Transmutation 
  Level: Cleric 3, Druid 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  For the duration of the spell, the weapon deals both 
  piercing and bludgeoning damage. It gains a +2 
  enhancement bonus on attacks, its threat ranged is 
  doubled, and it also gains a +1 enhancement bonus per 
  caster level on damage (maximum +10). This spell only 
  works on weapons with wooden striking surfaces. For 
  instance, it does not work on a bow, an arrow, or a 
  metal mace. 
   
  Thornskin 
  Transmutation 
  Level: Druid 3  
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
   
  Your skin sprouts thorns when this spell is cast, 
  increasing the damage you deal with an unarmed strike 
  and making you difficult to grab. As well as dealing 
  lethal damage with your unarmed strikes (if you don’t 
  already do so), you deal an extra 1d6 points of piercing 
  damage. In addition, any creature that hits you with a 
  natural weapon or unarmed strike (including all 
  successful grapple checks) takes 5 points of piercing 
  damage. 
   
  A creature’s damage reduction, if any, applies to 
  the damage from this spell. The damage from thornskin 
  is treated as piercing for the purposes of overcome 
  damage reduction. 
   
  Material component: A thorn. 
   
   
   
   
   
   
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 46 
  PLAYER HANDOUT 1 
  The scroll tube contains only a carefully hand-printed note: 
   
   
  If you are reading this, then I am dead. If my demise did not happen from natural causes then I 
  request that you use a speak with dead spell to determine whether or not I wish to be brought back to 
  life. If I do not, or your cannot bring me back or are unable to determine my will, then please burn 
  my body on a funeral pyre with proper ceremony and hand my ashes over to a devoted of 
  Heironeous for safe keeping, for I cannot imagine a worse fate than becoming an undead. All of my 
  worldly properties and possessions pass into the control of Aaron Marander or, should he not be 
  alive, the Church of Heironeous. 
   
   
  Consider this my final wish. 
   
   
  - Karistyne 
   
   
   
  PLAYER HANDOUT 2 
   
   
   
  Let this be a lesson to those who would interfere with the 
  restoration of the Bright Lands. What happened here could be 
  repeated elsewhere, if needed. 
   
   
  - R 
   
   
  
  COR8-05 Pyre of the Righteous 
   
  Page 47 
  MAP #1: CASTLE KARISTYNE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MAP #2: ENCOUNTER 8 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-05 Pyre of the Righteous (APL 6-14)/COR8-05 Pyre of the Righteous.pdf