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 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NAE8-04 
   
   
   
   
   
  Bright Sun, Black Lion 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Principality of Naerie Adventure 
  Version 1.0 
   
  by Sampo Haarlaa & Jukka Särkijärvi 
  Circle Reviewers: Pieter Sleijpen  
  Reviewers: Pertti Keinänen 
  Playtesters: Chris Hirst, Julie Kellog, Oren Satov, Gordon Smith, 
   
  It is a festive time in Naerie City, as Keoland and Ahlissa prepare to sign the historic Azure Sea Treaty for mutual 
  cooperation against the Scarlet Brotherhood and the great cathedral of Wee Jas is reconsecrated after a decade of disuse. 
  However, nothing ever goes smoothly in Naerie and even less so when the members of the Scarlet Sign are concerned. 
  Can the heroes of the Principality present a unified front against their age-old enemy, or will all come to ruin? A one-
  round regional set in Principality of Naerie for Character levels 4-14 (APL 6 to 12) and the final adventure for 
  Principality of Naerie. Warning: This adventure features untiered encounters. 
   
  Resources for this adventure [and the authors of those works] include “Beasts of the Scarlet Brotherhood” (Dungeon 
  #105) [Paul Looby & Stuart Kerrigan], “Champions of Vengeance” (Dragon #297) [Creighton Broadhurst], COR3-13 
  Traitor's Road [Paul Looby], ESA7-06 And All the Prince's Men [Sampo Haarlaa], Magic Item Compendium [Andy Collins, et 
  al], Monster Manual V [David Noonan, et al], NAEI5-01 In the Docks [Nick Silverstone], NAE6-04 Fair Amount of Intrigue 
  [Dan Hass], NAE5-02 Return to Gefjon [Sampo Haarlaa], NAEI7-01 Along the Coast [J-P Hartikainen], Player’s Handbook II 
  [David Noonan], Spell Compendium [Matthew Sernett, et al], “Regional Feats for Oerth” (Dragon #315) [Erik Mona]. Also, 
  special thanks to Keoland Triad for The Indignant. 
  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  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 
  
  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 regional adventure set in 
  Principality of Naerie. Characters native to Naerie pay 1 
  Time Units per round. All other characters pay 2 Time 
  Units per round. 
   
  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. 
   
  PREPARATION FOR PLAY 
  This adventure features several factions within Naerie 
  and several NPCs from previous adventures in Naerie. 
  DM should check if any PC has played NAE5-01 When 
  Nightingales Sing and NAE6-05 Fair Amount of Intrigue. 
  These adventures feature Traneth Etali, Mzeev and The 
  Hand. The item Safehouse Reported from NAE5-01 
  When Nightingales Sing is especially important as it makes 
  reasoning with Traneth impossible in Encounter 5.  
   
  In addition, some PCs who have played TSS3-07 
  Lance of Osson might have met Darvander Haxx, though 
  only briefly. If they have Ahlissan favors from that 
  adventure, this is the case. Embric has appeared in several 
  Naerie adventures, latest being ESA7-05 And All the 
  Prince's Men. 
   
  The DM should determine if the PCs are Pro-
  Ahlissans or Idee Volunteer loyalists. This is done by 
  checking respective meta-organization membership and 
  favors with Idee Volunteers, Nasranite Watch and other 
  such organizations such as Knights of the Chase or 
  Church of Zilchus. 
   
  The most important NPC groups in this adventure 
  are the Nasranite Watch and the Idee Volunteers, both 
  which want to keep the Keoish envoys save. No matter 
  the PCs allegiance, at some point they have to deal with 
  the Idee Volunteers in regards to Traneth Etali. 
   
  The main adventure is linear, going from finding 
  information about assassins to Traneth Etali and from 
  there to the cathedral of Wee Jas. Finding Ataxerxes or 
  Mzeev in the meantime are sub-plots, which ultimately 
  come together in the cathedral of Wee Jas. As the DM 
  you should keep the adventure moving and steer PCs 
  towards Traneth Etali after they have (or have not) found 
  Ataxerxes. 
   
  Combats near The Indignant and in temple of Wee Jas 
  are large-scale battles with numerous combatants on both 
  sides. This requires the DM to prepare these fights in 
  advance, perhaps even drawing the maps beforehand. 
  Also, while the encounter in the temple and Callisto 
  Grimwold’s subsequent assassination attempt are written 
  as individual encounters, it is possible they overlap and 
  there should not be much pause between the two 
  encounters. 
   
  DM Aid 1 details Naerie City for improvising 
  locations during the adventure. 
   
    
  ADVENTURE BACKGROUND 
  “Sea without a shore, for the vanished one unheard / He 
  lightens the beacon, light at the end of world / Showing the way, 
  lighting hope in their hearts / The ones and their travels 
  homeward from afar.” 
  - Nightwish, The Islander 
   
  Prince Barzhaan Haxx of the Principality of Naerie 
  dispatched, in 597, his cousin Darvander to Keoland on a 
  diplomatic mission. The goal was to establish a treaty of 
  mutual 
  naval 
  cooperation 
  against 
  the 
  Scarlet 
  Brotherhood. 
   
  The Scarlet Brotherhood disagrees, for obvious 
  reasons, and has dispatched the assassins the Hand and 
  Mzeev, a Suel and a kobold who have had experience 
  working in Naerie, to kill Darvander Haxx and Selnor, 
  recent turncoat for Scarlet Brotherhood. In addition, 
  another faction within the Brotherhood has infected 
  Sertern Callisto Grimwold of the Nasranites with an 
  overseer symbiote, with the goal to kill Darvander. 
  Grimwold is the leader of Darvander’s personal security 
  detachment. 
   
  Unknown to any of the sides, the Baklunish assassin 
  Ataxerxes is in town, having fulfilled a contract in Radoc. 
  He was preparing to return west, but caught whiff of his 
  old nemesis, the Hand. Ataxerxes decided to kill the Suel 
  assassin. He informed his associates about it, but the 
  message was intercepted and rendered partially illegible 
  by a plunge in the bay. Both the Ideeans and the 
  Nasranites eventually hear of it and its contents, and 
  assume that a Baklun is after Darvander, provoking them 
  to call in reinforcements – the PCs. 
   
  RECENT DEVELOPMENTS IN NAERIE 
  While the Nasranite Watch and garrison can usually 
  maintain order, recent events have shaken the balance of 
  power within the city and led to several reassignments. 
  Thie cause was Damar Rocharion, second in command of 
  the Nasranite Watch, who unknowingly carried a 
  possessing devil within him.  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 2 
  
   
  When Hextorite rebels kidnapped him (ESA7-05 And 
  All the Prince's Men), the devil manifested itself to 
  adventures. The adventurers assisted Damar in ridding 
  another possessing presence (caused by outsider in 
  NAE4-03 The Apprentice). However, the devil’s existence 
  was not kept secret by the adventures. After uncovering 
  that Wanworth, commander of the Naerie garrison, was 
  behind the kidnapping, Damar promply went and killed 
  him, before disappearing. 
   
  Investigations into Damar's whereabouts were 
  mostly for show. Commander Wanworth had proven to 
  be a liability to Prince Barzhaan (being a leader of the 
  outlaw organization the Patriotic Knights). The prince 
  was already seeking a replacement at the time of the 
  murder and did not really mind the turn of events. 
   
  Captain Belva of the Nasranite Watch has been 
  elevated to the position of commander while lack of a 
  suitable replacement for the Nasranites has elevated a 
  mere sertern, Embric, into a position of temporary 
  command. 
   
  ADVENTURE SUMMARY 
  NAE8-04 Bright Sun, Black Lion is a 1-round regional set in 
  the Principality of Naerie. The PCs pick sides in a 
  complicated assassination plot and ultimately kill or 
  capture a Knight of the Chase, Traneth Etali, and protect 
  Selnor and Darvander Haxx from assassins. 
   
  Introduction: After a long and difficult journey, the 
  Naerie merchantvessel the Eye of the Deep and the Keoish 
  warship the Indignant come to Naerie City, bringing with 
  them the returning Ambassador Darvander Haxx and 
  Keoish envoys. It is announced that the two sides have 
  reached an accord on curtailing the predations of the 
  Scarlet Brotherhood on the Azure Sea, and the agreement 
  will be signed in a few days. 
   
  Encounter 1 [Scarlet Shadows Looming]: The threat 
  of the Scarlet Brotherhood is established by means of 
  Ataxerxes’ letter. The Nasranite Watch finds information 
  about Ataxerxes as well (via speak with dead) and Ideean 
  contacts within the Watch also hear about it.  
   
  The Idee Volunteers have a problem with Traneth 
  Etali, a Knight of the Chase, who has vowed to harm the 
  Keoish ships to damage Ahlissa, and they need to have 
  him restrained. 
   
  Encounter 2 [I Spy With My Little Eye]: The party 
  embarks on an investigation of the Scarlet Brotherhood 
  plot and may unearth clues.  
   
  During the investigation, it is possible to encounter 
  and kill Ataxerxes, a Baklunish assassin who’s actually 
  after the Brotherhood assassin called the Hand. 
  Ataxerxes, while thoroughly evil, does not oppose the 
  goals of the PCs and dord not initiate combat. 
   
  Various factions within Naerie City can also offer 
  information if asked. 
   
  Encounter 3 [We Need Your Help]: Eventually, the 
  Nasranite Watch and the Idee Volunteers contacts the 
  PCs to request their aid. This allows them to learn about 
  Traneth Etali's involvement. 
   
  Encounter 4 [A Room with a View]: If the PCs are 
  successful in tracking down Ataxerxes, they encounter 
  him in a boarding house in Naerie's Foreign Quarter. 
   
  Encounter 5 [The Indignant]: After a certain amount 
  of time has passed, Traneth Etali launches his attack on 
  the Indignant. The vessel is defended by a guard 
  detachment from Poelitz and the PCs. Traneth, 
  summoned fire elementals and the remnants of the 
  Patriotic Knights are attacking the ship. 
   
  Encounters 6 [The Temple of Wee Jas]: The dignitaries 
  gather to attend the reconsecration of the temple and for 
  signing of the treaty, unless Traneth was successful in his 
  attempt to destroy the Indignant (in which case the 
  cathedral is merely consecrated and the dignitaries leave) 
  Scarlet Brotherhood assassins and Mzeev are also at the 
  scene to murder Darvander and Selnor. 
   
  Encounter 7 [Things Go Bad]: Either the PCs confront 
  the Scarlet Brotherhood assassins, or the they initiate the 
  attack after the ceremony. 
   
  Encounters 8 [Stairway to Heaven]: After the 
  dignitaries leave the temple of Wee Jas, one last 
  assassination attempt is made on Darvander's life, this 
  time by a dominated Callisto Grimwold. 
   
  Conclusion: In the end, the PCs are rewarded for their 
  good work, or berated for their failures. If Darvander and 
  the Keoish vessel survive, the treaty is signed and a 
  serious blow dealt to the Scarlet Brotherhood. Selnor’s 
  death does not affect this either way, but he is an 
  important source of intelligence against the Scarlet 
  Brotherhood. 
   
  INTRODUCTION 
  The adventure begins in Naerie city, with PCs hearing 
  that Eye of the Deep and the Indignant have arrived in 
  Naerie, with Keoish envoys coming along. 
   
  One would think that with all the disaster and 
  calamity in Ahlissa in recent times, nothing positive 
  could ever happen.  
   
  However, Darvander Haxx has returned from 
  across the sea, with a Keoland warship, and the city 
  is also abuzz with news of the reconsecration of the 
  Cathedral of Wee Jas.  
   
  This day finds you walking the streets of Naerie 
  City. You spot the town crier Ranlan, standing in 
  posture, reading from a proclamation: 
   
  “Hear ye, hear ye! On this Sunday, Lord 
  Darvander of House Haxx has returned from his 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 3 
  
  diplomatic mission to the Kingdom of Keoland! The 
  Moneycounter has blessed us, for the mission was a 
  success! The Keoish ambassadors have come here to 
  sign the Treaty of the Azure Sea, for naval 
  cooperation against the Scarlet Brotherhood! Our 
  two great empires shall scourge the Red Scum from 
  the waves, now and forever!” 
   
  The person is the town crier Ranlan. All Naerie PCs 
  recognize him as such, even though he has not appeared 
  in any previous adventure. 
   
  � Town crier Ranlan: Male Oerid-Suel human expert 
  3 (AL LN). 
   
  Appearance: Dominantly Oeridian man in well-made 
  black clothing. 
   
  Personality: lawful, helpful. 
   
  If the PCs approach him, Ranlan can tell the following 
  things in addition to his proclamation above: 
  • 
  Though it's not said so, much of Prince Barzhaan’s 
  political prestige with Overking Xavener hangs with 
  this treaty. 
  • 
  Barzhaan makes the deal because of the chaos and 
  tension in the Ahlissan heartlands. 
  • 
  The Nasranite Watch has a new temporary 
  commander, Embric. Damar Rocharion has vanished 
  and Captain Belva commands the Naerie garrison 
  now. 
  • 
  The previous garrison commander, Wanworth, was 
  found dead, apparently killed by Damar's hand. 
    
  Development: Once PCs are done talking, Ranlan leaves 
  and the adventure proceeds with Encounter 1. 
   
  1: BAKLUNISH MAN IN 
  NAERIE CITY 
  Near the harbor the PCs hear the sounds of what appears 
  to be an argument, ending in obvious spell casting: 
   
  Walking the street once more, you suddenly hear a 
  racket from a side street. There is cursing, then the 
  sounds of spell casting, a surprised shout and a 
  thump. 
   
  If the party investigates, they see the following: 
  The side street is about fifteen feet wide, wedged 
  between two imposing buildings, and terminates in 
  a boat ramp leading to the cold waters of the harbor. 
  There are two men laying on the ground, one of 
  them a Hepmonalander, and the other one a 
  thoroughly sodden Suloise. A gnome is crouching 
  over the wet Suel, rifling through his pockets. 
   
  � Feffer: Male gnome sorcerer 2 (hp 14, AC 17; melee 
  +1 (1d3-1/19-20 dagger); Fort +3, Ref +2, Will +4; Hide 
  +11, color spray (DC 14); AL CN). 
   
  Appearance: Gnome in badly worn clothing (which 
  was once expensive) and ungroomed appearance. 
   
  Personality: Desperate, angry. 
   
  � Ushran Madi: Male Suel human warrior 1 (AL CN). 
   
  Appearance: Hepmonaland Suel. 
   
  Personality: Unassuming and skittish, but coarse 
  when spoken to. Only speaks Rasol (Ancient Suel plus 
  DC 11 Intelligence check is enough to understand). 
   
  Feffer appeared briefly in NAEI5-01 In the Docks where he 
  was part of a gang who tried (unsuccessfully) to rob a 
  warehouse of captain Eryn. 
   
  Ushran has been knocked out by a color spray but is 
  otherwise fine. He is the brother of Keliver Madi, who 
  was murdered by the Patriotic Knights in ESA7-05 And 
  All the Prince’s Men. 
   
  Feffer is going over the body of a pureblood Suel 
  man. First thing he finds is the scroll. He interprets the 
  Baklunish text as gibberish and tosses it aside and starts 
  collecting the small amount of copper and silver still on 
  the corpse. Feffer does not pay attention to the PCs until 
  they approach. When this happens, he attempts to flee. 
   
  The corpse has a few coins in its pockets (unless 
  taken by Feffer) and the scroll Feffer tossed aside. The 
  alphabet is easily recognizable as Baklunish but is written 
  in a way to confuse normal reader and thus it requires a 
  DC 12 Decipher Script or DC 15 Wisdom check to 
  understand. If PCs read the letter, DC 15 Knowledge 
  (geography) is enough to know that Port Toli is in Hold 
  of the Sea Princes, once a Scarlet Brotherhood controlled 
  territory that has now fallen into anarchy. The note fell 
  from Ataxerxes during the fight. The note is Player 
  Handout #1, but do not give it to the players unless they 
  can read it. 
   
  If PCs are unable to do this, they must find a 
  translator – see Encounter 2 for this. 
   
  The corpse, when alive, was a six-foot-tall, physically 
  fit Suel man with fair hair, unassuming appearance and 
  blue eyes. The PCs may attempt to use speak with dead on 
  him as detailed in Encounter 2. A DC 10 Heal check is 
  enough to determine that he has been slashed several 
  times, possibly with a scimitar. Death came from a deep 
  slash across the throat. At APLs 10 and 12, the wounds 
  have been cauterized and his clothes are burnt on the 
  edges of the cuts. This is an effect of Ataxerxes’ flaming 
  scimitar. 
   
  A DC 20 Search check is enough to uncover a tiny 
  amount of dried blood under the corpse’s nails as well as 
  few black hairs (Kerson landed few blows on Ataxerxes 
  before dying). 
   
  The Watch arrives 
  Shortly after the PCs have investigated the body, two 
  members (Edarin and Arkan) of the Nasranite Watch 
  arrive. They ask what is going on and take the body (and 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 4 
  
  Feffer, if he’s still around) with them, thanking PCs for 
  the good work. If the PCs ask about the letter, the 
  Nasranites cannot read it but Edarin says he thinks 
  writing is Baklunish. He can recommend Breddol the 
  sage as one person who might be able to say something 
  about it. 
   
  � Edarin and Arkan: male Oerid-Suel human warrior 
  2; See appendix 1. 
   
  Appearance: Oerid-Suel humans in Nasranite Watch 
  uniform (gray tabards, chain shirt, longswords, etc.) 
   
  Personality: Lawful, effective. 
   
  Development 
  The PCs should somehow be made to think that there is 
  more to this event than meets the eye, with a potential 
  Baklunish assassin running about town. Encounter 2 
  presents more options for PCs to do further investigation 
  in Naerie.  
   
  If the PCs give the letter to the guards, they take it to 
  their superior (Embric). Embric soon asks the PCs to 
  meet him at the Nasranite Watch compound. Embric 
  uses clerics of Hextor to speak with the corpse (because 
  of a hunch), learning the pieces of information marked 
  with * on Encounter 2. 
   
  Troubleshooting: It is possible that Nasranites learn 
  nothing about Ataxerxes or the Hand if PCs keep letter 
  and use speak with dead. This does not mean that 
  adventure is somehow broken. It only means that Idee 
  Volunteers need to bring up the issue about Traneth and 
  then lead PCs to Indignant. 
   
  2: I SPY WITH ME LITTLE EYE 
  Asking Around 
  The PCs can make Gather Information checks about 
  Ataxerxes or about persons who might be able to help. 
  Inquiries into the letter lead to the sage Breddol. PCs 
  with contacts within the Idee Volunteers, the Nasranite 
  Watch, etc. and who visit them before Breddol can learn 
  same things from those sources as well. Naturally they 
  can also do regular Gather Information checks and learn 
  the following information: 
  • 
  DC 5: The secret organization of the Patriotic 
  Knights seems to have been dealt with and most 
  members are either killed or locked up with their 
  foes in the Okalasna labor camp. 
  • 
  DC 10: Commander Wanworth was not just 
  murdered, his face was mutilated and his Nasranite 
  Watch uniform stuffed down his throat! 
  • 
  DC 12: There has been a mass breakout at the 
  Okalasna 
  labor 
  camp, 
  and 
  dozens 
  of 
  Hepmonalanders fled. It is said the Idee Volunteers 
  were behind it. [Partly true – it was staged by 
  Traneth Etali, a Knight of the Chase, formerly 
  associated with the Volunteers.] 
  • 
  DC 15: I think some important official from the 
  north might be in trouble. I saw him being led in 
  chains by six soldiers. If asked, this person was a 
  pureblood Suel who was dressed in a noble’s finery. 
  [DM info: This was Selnor, seneschal of Copperfeld.] 
  • 
  DC 20: Baklunish man? Well I think I did see one in 
  the Foreign Quarter. You know, where all those 
  Sunndians stayed a few years back. 
   
  Translator, Breddol the Sage 
  If the PCs need a translator or other source of knowledge, 
  they can visit Breddol the sage, a collector of rare items, 
  especially statues. 
   
  Breddol has appeared in adventures NAEI3-01 Stone 
  Strider and NAE5-02 Return to Gefjon. 
   
  � Breddol: LN male human rogue 7. 
   
  Appearance: Oeridian gentleman in his 50s, still 
  strong and fit aside from few wrinkles and male pattern 
  baldness. 
   
  Personality: Curious, mercantile. 
   
  Breddol is friendly enough to translate the text that PCs 
  have for free (give Player Handout #1). In addition if 
  asked about the Hand, Ataxerxes or Port Toli, he can 
  reveal the following:  
  • 
  The Hand: I've heard the name a few years ago from 
  ex-Brotherhood soldiers. He is an assassin of great 
  skill who was briefly spotted in Ekehold three years 
  ago, planning an operation against baron Berik 
  Oedil. He was discovered and chased away, but not 
  before killing several guards. [This refers to events in 
  NAE5-01.] 
  • 
  Ataxerxes: Sounds like a cover name. If I 
  remember, he was some sort of a nomad leader far to 
  the Baklunish west, nearly 100 years ago. However, 
  that name has been mentioned several times by my 
  contacts in Hardby, apparently in relation to a few 
  disappearances. 
  • 
  Port Toli: It is the capital in far away land called 
  Hold of the Sea Princes. A real hive of scum and 
  villainy. Anyway, many years ago the Scarlet 
  Brotherhood conquered that country. They lost 
  control of the region later on as it descended to 
  anarchy. Port Toli and its immediate surroundings 
  are still theirs. Various independend warlords hold 
  the rest. 
   
  Speaking with the dead 
  Speaking with Kerson’s body is possible. It is located in 
  the temple of Hextor where the Nasranites eventually 
  use speak with dead on it (or until the PCs get around 
  doing it).  
   
  Kerson’s alignment is LE so it is likely he gains a 
  Will save (with +6) to resist the spell. One way for PCs to 
  bypass this is to ask the clerics of Hextor to cast the spell 
  as they share his alignment. If the PCs have deciphered 
  Ataxerxes’ letter, allow them a DC 15 Wisdom check to 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 5 
  
  realize that if the body is that of a Scarlet Brotherhood 
  assassin, it is likely Lawful Evil. 
   
  Depending on the questions asked, Kerson can 
  reveal the following information: 
  • 
  * He is a Scarlet Brotherhood agent. 
  • 
  * He was sent to Naerie to assist an assassin dubbed 
  "The Hand". 
  • 
  * He was killed in a struggle with Ataxerxes, a 
  Baklunish assassins and old enemy of "the Hand" 
  • 
  * "The Hand" has an ally, apparently a humanoid 
  assassin of some sorts who has operated in Naerie 
  before. 
  • 
  He came to Naerie with three companions. 
  • 
  "The Hand" was the one who knew the mission 
  details. 
  • 
  If asked for details on Ataxerxes, Kerson can say that 
  he used a well-made shamshir (a curved Bakluni 
  sword) as weapon. This allows PCs to use locate object 
  to find Ataxerxes. DM Note: rules wise it still counts 
  as a scimitar. 
   
  Ex-Scarlet Brotherhood 
  Ex-Scarlet 
  Brotherhood 
  soldiers 
  can 
  also 
  offer 
  information. Getting a meeting requires a DC 15 
  Diplomacy check, being a member of Ex-Scarlet 
  Brotherhood Soldiers MO or asking Embric to set up a 
  meeting. In this case Berhen Eren, a local monk, is 
  available for PCs. 
   
  � Berhen Eren: Female Suel human monk 3; hp 21; 
  see Appendix 1. 
   
  Appearance: Suel woman with blonde hair and blue 
  eyes. 
   
  Personality: Scarlet Brotherhood loyalist who is in 
  service of church of Bralm. Resentful towards Ahlissans 
  but does as she is told. 
   
  Berhen can tell following things about recent events and 
  the Hand. 
  • 
  A high-ranking agent named Selnor has recently 
  defected to Ahlissan side. 
  • 
  A couple of members of the ex-Brotherhood 
  community have died in recent days. They were Aval 
  Vedi, Ihilin Zanva and Heka Sharn. Spellcasting 
  revealed an assassin named "the Hand" responsible 
  for at least one of the deaths. 
  • 
  "The Hand" rarely works alone; he probably has 
  helpers in Naerie. He was responsible for the 
  attempt on Baron Berik Oedil’s life three years ago.  
  • 
  It has been decided by the community leaders (Sahar 
  Regor Kan, Korwil Zan) that the Hand’s presence in 
  Naerie is a danger to the community, and that if 
  possible, he should be eliminated. 
   
  Magical investigation 
  Magical investigations, such as scrying, can locate Mzeev 
  or Traneth Etali, provided that the PCs have played 
  NAE4-04 Fair Amount of Intrigue (Mzeev), NAE5-01 When 
  Nightingales Sing or NAE6-05 Sharafon (Traneth Etali) and 
  know exactly who they are looking for. If this is done, the 
  DM should improvise the encounter with them. 
   
  Note that Mzeev cannot tell where the Hand or his 
  aides are lurking. He only knows the target is Darvander 
  Haxx. 
   
  Looking for Mzeev 
  If the PCs go looking for Mzeev, e.g after talking to 
  Ataxerxes, it requires a DC 20 Gather Information check 
  to learn that Selnor is being held in temple of Lydia or 
  PCs can just ask Embric if they think to ask it. Mzeev is 
  observing the place, disguised as gnome (but decides not 
  to enter the temple, thinking rightly that he would be 
  overmatched). 
   
  If the PCs can beat his Disguise roll with their Spot, 
  they note a gnome near the temple who acts in a 
  suspicious manner. Mzeev tries to avoid combat and flees 
  to best of his abilities. 
   
  Development: If the PCs find whereabouts of Ataxerxes, 
  move to encounter 4. If PCs seem to be getting bogged 
  down 
  with 
  investigation, 
  have 
  the 
  Idee 
  Volunteers/Nasranite Watch appear and run encounter 3 
   
  3: WE NEED YOUR HELP 
  At some point during the investigation, either the 
  Nasranite Watch or the Idee Volunteers, who require 
  their aid, approaches the PCs. 
   
  Nasranite Watch 
  The Nasranite Watch is currently engaged in keeping 
  Darvander Haxx and the Keoish sailors safe, as well as 
  preparing for the signing ceremony.  
   
  If the presence of Ataxerxes is brought to their 
  attention, they become more alert and ask the PCs to help 
  track him down. However, the Idee Volunteers later 
  contact the PCs to show that the real problem is Traneth 
  Etali. 
   
  Embric is slightly over his head as the commander 
  and is pretty stressed. The DM should emphasize that the 
  Nasranites are overworked. If the PCs request aid, 
  Appendix 1 contains the statistics for Nasranite Watch 
  members. Use your judgement when deciding whether a 
  request for aid is justified, but err on the side of caution. 
   
  � Acting Commander Embric: Male Oeridian 
  human warrior 4; see Appendix 1. 
   
  Appearance: Relatively short (5’8”) for a soldier but 
  strongly built. Clean-shaven. Has a few scars due to 
  injuries sustained in ESA7-05. 
   
  Personality: I will do my job and keep the peace in 
  this city, even if it kills you, but that is a sacrifice I’m 
  willing to make. 
   
  Use the following to run a meeting with Embric 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 6 
  
  • 
  The Nasrinites have discovered (either through the 
  PCs or their own contacts) that a Baklunish assassin 
  is in Naerie. This cannot be good, especially with the 
  Keoish dignitaries present. 
  • 
  Captain Belva, the new garrison commander, has 
  posted extra guards to protect the Keoish dignitaries 
  and other persons of note such as Darvander Haxx. 
  • 
  Embric wants the PCs to track down the assassin and 
  apprehend him. He trusts to their patriotism, but if 
  not, promises to reimburse PCs afterwards. 
  • 
  Baklunish people are almost unknown in Naerie and 
  informers said they did see a dark skinned man near 
  the City Administration building and "Dog Alley" 
  (red light district).  
  • 
  If asked why the Watch needs help, Embric explains 
  that due to changes in leadership and necessary 
  purges, their numbers have gone down and it takes 
  time to rebuild their strength. 
   
  About Damar Rocharion: If asked what has happened 
  to Damar Rocharion after events in ESA7-06 And All the 
  Prince's Men, Embric tells: 
   
  "Well, 
  it 
  looks 
  like 
  he 
  killed 
  Commander 
  Wanworth. Can’t really blame him. Those Patriotic 
  Knights caused lots of trouble so of course we made 
  sure we did not find out where Damar ran away. He 
  will return eventually once the dust settles. I’d give 
  it a year or so." 
   
  Several interesting locations are detailed in Encounter 2. 
  However, at some point even those PCs whose loyalties 
  are with the Nasranite Watch are contacted by the Idee 
  Volunteers. 
   
  Idee Volunteers 
  If the PCs look for their Idee Volunteer contacts, they 
  can meet with Fara, a local cell leader, in the chapel of 
  Heironeous (assuming non-Ideean PCs don't try to come 
  along). Those PCs who are more aligned with the 
  Nasranite Watch are approached by watch members and 
  told that a woman is enquiring about the PCs and 
  requested a meeting with her outside the Silver Eel (an 
  inn). 
   
  � Fara: Female Oeridian human expert 6; see 
  Appendix 1. 
   
  Appearance: Short and beautiful Oeridian woman 
  with light brown hair and green eyes. Wears an 
  expensive cloak. 
   
  Personality: Zealot and a patriot of Idee. 
   
  She warns the PCs of Traneth Etali and that stopping him 
  would be beneficial for the cause of Ideeans. He is 
  probably planning something radical, having cut all 
  contacts with Ideeans. A couple of agents send to find 
  him were found badly beaten up. Fara would like him to 
  be apprehended and brought to Ideeans if possible. 
   
  In addition Fara can tell the following things: 
  • 
  Rumors indicate that several Brotherhood assassins 
  recently arrived in Naerie, most likely through 
  magical means. 
  • 
  A disguised kobold, possibly the same assassin who 
  caused problems two years ago at the Royal Fair 
  (NAE6-04 Fair Amount of Intrigue), was found by local 
  gnomes in the Foreign Quarter and driven into 
  hiding. His current whereabouts are unknown. 
  • 
  Traneth Etali, a Knight of the Chase, thought dead 
  for all these years, suddenly resurfaced in the 
  Okalasna labor camp. He staged a mass breakout. He 
  has sworn revenge on Ahlissa and is somewhat 
  unstable. 
  • 
  Traneth is suspected to be hiding somewhere in 
  Foreign Quarter or "Dog Alley". Magical location 
  methods have not helped. 
  • 
  As reward, Fara agrees to release five Ahlissan 
  soldiers if PCs stop Traneth. Five more if Traneth is 
  brought back alive. Naturally if the PCs raise their 
  hands against Fara, those soldiers will die. Embric 
  agrees on this deal if PCs ask him about his opinion, 
  since it is more of an internal matter for Idee 
  Volunteers.  
   
  We don't like Idee Volunteers! 
  If PCs don't particularly like the Idee Volunteers (or the 
  Idee Volunteers don’t like them), there is one further 
  route available. 
   
  � Aval Ren-Sen: Male human (Hepmonaland Suel) 
  ranger 2; AL N. 
   
  Aval Ren-Sen has come to Embric with news of Traneth's 
  plot that he overheard in the Okalasna camp. Aval, as well 
  as his wife Heka Sen and their five-year-old son Ihilin, 
  escaped from Okalasna in the same mass breakout as 
  Traneth. Aval and Ihilin are hiding in a run-down 
  tenement in the docks. Aval figures that by giving 
  Embric this information he can gain amnesty for him and 
  his family. Embric will send them off to Shar Hesiyev at 
  the next opportunity - were it not for Ihilin, he'd have 
  them shipped back to Okalasna. Some PCs may have 
  encountered Aval Ren-Sen and his family in NAE6-05 
  Sharafon. 
   
  Aval has little love for the Scarlet Brotherhood - he 
  was taken from his home by force and made to fight for 
  masters who treated him like dirt and eventually landed 
  in a labor camp for over ten years. There is little love lost 
  between him and Traneth, either - the Trithereonite was 
  very vocal about his dislike of Hepmonalanders and 
  Brotherhood members during his time in the camp. 
   
   
   
  Development: If PCs are still tracking down Ataxerxes, 
  as is likely the case, continue with the investigation. 
  Once investigations have gone long enough (as 
  determined by DM), the PCs receive an alert from Fara or 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 7 
  
  Embric (possibly via whispering wind spell for example) 
  that Traneth is on the move, heading towards the harbor. 
  You can have Fara or Embric promise aid to the PCs but 
  these run into a delaying action organized by the 
  Patriotic Knights and don't arrive on time for the battle. 
   
  4: A ROOM WITH A VIEW 
  This encounter uses DM Map 1.  
   
  Note that all rooms have small windows in them for 
  illumination. Ataxerxes can use these escape if need be. 
  These windows lead to streets outside the boarding house 
  and are 15 feet from the ground.  
   
  Numerous clues point the PCs towards the Foreign 
  Quarter. If the PCs don't have the magical means to find 
  Ataxerxes, a DC 15 Gather Information check in the 
  Foreign Quarter is enough to be sent towards Elsar's 
  place. 
   
  Ataxerxes resides in the Foreign Quarter in Naerie 
  City, in a modest boarding house owned by Elsar Irtuva. 
  It does not actually have a name, locals just call it Elsar's 
  Place, Irtuva's House and few other such name. The most 
  striking feature is a sign showing a black anchor on blue 
  background. A DC 12 Knowledge (geography) or (local: 
  the Splintered Suns) identifies this as the heraldry of the 
  Lordship of the Isles, a nation conquered by the Scarlet 
  Brotherhood. 
   
  She attempts to Bluff the PCs that she knows 
  nothing about any Baklunish man. If the PCs attempt to 
  get in, she denies access unless Intimidated, a DC 15 
  Diplomacy check, bribed (50 gp) or if the PCs agree to 
  pull a few strings with the authorities for her (using a 
  favor with Nasranite Watch or other such faction). If she 
  is beaten up, she complains to the Nasranite Watch who 
  throw the PCs to jail for 6 TU after the adventure.  
   
  She won't stop those parties that include members of 
  the Nasranite Watch, Felten Guard or Brute Squads. 
   
   
  Elsar can tell that she has a Baklunish customer 
  who resides in room 5. What she does not know is that 
  Ataxerxes has paid another man to switch rooms with 
  him to confuse pursuers and he now resides in room 9. 
   
  � Elsar Irtuva: Female Suel human expert 5 (AL N; 
  Bluff +10, Intimidate +5). 
   
  Appearance: Suel woman in her late 30s. 
   
  Personality: Organized, observant. Elsar is a refugee 
  from the Lordship of the Isles but is not a Scarlet 
  Brotherhood loyalist. 
   
  Upstairs rooms 
  Upstairs, there are nine bedrooms, each with a simple 
  bed and lamp. Ataxerxes is currently in room 9 while a 
  man named Raski is in room 5. 
   
  Other residents are unimportant in this encounter 
  and they hide in their rooms if a fight starts. 
   
  Ataxerxes does not initiate combat and if the PCs 
  approach peacefully, such as by knocking on the door, he 
  is willing to talk to them. 
   
  � Doors: 2 in. thick; hardness 5; hp 20; AC 5; Break DC 
  23.  
   
  Ataxerxes has locked his own door, requiring a DC 
  20 Open Lock check to unlock it. If he hears someone 
  picking his lock, he opens a window as a distraction and 
  hides in the room, trying to sneak out behind the party’s 
  backs when they enter. At APLs 8-12, he flees via shadow 
  jump but opens his window first to bluff pursuers. 
   
  Creatures: Ataxerxes is an accomplished assassin and 
  can be quite dangerous against unprepared parties. On 
  APL 8-12 Ataxerxes has Masyaf, his shadow companion 
  lurking in the walls. 
   
  Raski is a soldier who recently left Adderstone 
  garrison and has arrived to Naerie City in an attempt to 
  find employment. 
   
  All APLs 
  � Raski: Male Oerid-Suel human warrior 2; AL LE; hp 
  10; AC 13, touch 11, flat-footed 12; Atk +4 melee 
  (longsword 1d8+1/19-20). 
   
  Appearance: Bald Oeridian-Suel man with a short 
  bushy beard. Wears leather armor. 
   
  Personality: Mercenary, self-serving. 
   
  � Residents (6): Male/Female Oerid-Suel expert 
  1/commoner 1. 
   
  APL 6 (EL8) 
  � Ataxerxes: Male tiedling rogue 6/shadowdancer 2; 
  hp 42; see Appendix 1 
   
  APL 8 (EL 10) 
  � Ataxerxes: Male tiefling Rogue 6/Shadowdancer 4; 
  hp 54; see Appendix 1. 
  � Masyaf: 5 HD Shadow compenion; hp 30; see 
  Appendix 1. 
   
  APL 10 (EL 12) 
  � Ataxerxes: Male tiefling Rogue 6/Shadowdancer 6 ; 
  hp 66; see Appendix 1. 
  � Masyaf: 7 HD Shadow compenion; hp 42; see 
  Appendix 1. 
   
  APL 12 (EL 14) 
  � Ataxerxes: tiefling Rogue 6/Shadowdancer 8 ; hp 
  72; see Appendix 1. 
  � Masyaf: 7 HD Shadow compenion; hp 42; see 
  Appendix 1. 
   
  Tactics: Raski might take a swing at anyone intruding on 
  his room but quickly stops when overpowered, 
  demanding to know what is the matter. Ataxerxes fights 
  using his feint to sneak attack targets and staying in 
  position to avoid being overwhelmed. If dropped below 
  50% hit points, he shadow jumps away, using his darkness 
  ability to create shadow if needed. 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 8 
  
   
  Masyaf, Ataxerxes’ shadow companion, lurks in the 
  wall of Ataxerxes’ room and if combat starts, it attacks any 
  obviously weak characters, attempting to drain their 
  strength. 
   
  Treasure: Ataxerxes is well equipped and can be looted if 
  PCs defeat him 
   
  APL 6: Loot 14 gp; Coin 0 gp; Magic 607 gp, +1 
  scimitar 193 gp, potion of cure moderate wounds (25 gp), wand 
  of glitterdust (375 gp). 
   
  APL 8: Loot 43 gp; Coin 0 gp; Magic 1,256 gp, boots of 
  elvenkind (208 gp), cloak of elvenkind (208 gp), hat of disguise 
  (150 gp), potion of cure moderate wounds (25 gp), +1 scimitar 
  (193 gp), +1 studded leather armor (97 gp), wand of glitterdust 
  (375 gp). 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,255 gp, boots of 
  elvenkind (208 gp), cloak of elvenkind (208 gp), +1 composite 
  shortbow (+3 Str bonus) (216 gp), hat of disguise (150 gp), 
  potion of cure moderate wounds (25 gp), +1 flaming scimitar 
  692 gp, +2 studded leather armor (347 gp), wand of glitterdust 
  (375 gp). 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 1,483 gp, belt of 
  giant strength +4 (1333 gp)boots of elvenkind (208 gp), cloak of 
  elvenkind (208 gp), +1 composite shortbow (+3 Str bonus) 
  (216 gp), hat of disguise (150 gp), +1 flaming scimitar (692 
  gp), +2 studded leather armor (347 gp) gp, potion of cure 
  serious wounds (62 gp), ring of protection +1 (166 gp), wand of 
  glitterdust (375 gp). 
   
  Detect magic results: belt of giant strength +4 (moderate 
  transmutation), boots of elvenkind (faint transmutation), 
  cloak of elvenkind (faint transmutation), +1 composite 
  shortbow (+3 Str bonus) (faint evocation), hat of disguise 
  (faint illusion), +1 flaming scimitar (moderate evocation), 
  +2 studded leather armor (faint abjuration), potion of cure 
  serious wounds (faint conjuration), ring of protection +1 (faint 
  abjuration), wand of glitterdust (faint conjuration); 
   
  Development: Ataxerxes can talk to the PCs and tell 
  following things: 
  • 
  He has no quarrel with the PCs, only with the Hand. 
  • 
  The Hand perpetrated a great wrong upon Ataxerxes 
  many years ago, in Port Toli. Ataxerxes refuses to 
  elaborate on the precise nature of this wrong. [DM 
  Note: The Hand murdered Ataxerxes’ sister.] 
  • 
  The Hand was behind the plot to murder Berik 
  Oedil and his guard captain Brymar was a mere tool 
  for Hand in this endeavor (NAE5-01 When 
  Nightingales Sing). Ataxerxes learned this when 
  coming down from Zeldradton and stopped in 
  Ekehold to inquire guards who saw the assassin. 
  • 
  He has no interest in joining forces with the PCs. He 
  works alone and the PCs should not get in his way. 
  However, he will not hinder the PCs in any way 
  either and who knows, if they meet the Hand at the 
  same time, he might even help them.  
  • 
  If the PCs want further information, Ataxerxes 
  suggest that they keep an eye on Selnor since he is a 
  natural target for the Scarlet Brotherhood. 
   
  After this, the adventure can move to any other 
  encounter that the PCs might have found leads for. If 
  they don't have any further leads, move to Encounter 5, 
  where Traneth launches an attack on the Keoish ship. 
   
  5: THE INDIGNANT 
  This encounter uses DM map 3.  
   
  Traneth Etali launches his attempt to sink the Indignant 
  in an effort to sabotage the signing of the treaty of the 
  Azure Sea. While he might be now heading towards 
  worship of Kurell (CN god of revenge, jealousy and theft) 
  instead of Trithereon, he is still a Knight of the Chase and 
  a formidable opponent. 
   
  Terrain: Refer to the map. There are several buildings 
  (an inn and a small shop) in the harbor. Two ships, The 
  Indignant and The White Lady are tied to piers. DM may 
  place barrels, ropes and other such clutter to the map as is 
  seen appropriate. Note: If any elemental ends in the sea, 
  it dies immediately. For sake of simplicity, ship squares 
  are open for movement but grant cover to any target 
  standing over 5 ft. from the attacker. 
   
  Each ship square is set alight if hit by a non-
  instantaneous flaming attack and keeps burning until 
  extinguished. Each square has hardness 5 and 30 hit 
  points but remember that fire ignores woods hardness. If 
  more than 1/3 of the squares are destroyed, the Indignant 
  is damaged enough to make it inoperable while 1/2 or 
  more of the squares destroyed means it is destroyed and 
  eventually burns down to the waterline. 
   
  Creatures: Traneth Etali is a Suel man with sharp 
  features and piercing blue eyes. He is a Knight of the 
  Chase who tried to help Berik Oedil and was later 
  betrayed by adventures assisting him. The result was 
  three years in a labor camp with Scarlet Brotherhood 
  soldiers. He is accompanied by the remnants of the 
  Patriotic Knights and a number of summoned 
  elementals, plus Kheston, his faithful hound. 
   
  The elementals, being summoned creatures, have 
  only a limited time to do their work. Large elemental 
  lasts for nine rounds, huge elementals disappear after 11 
  rounds and the greater elementals wink out after 13 
  rounds. 
  A Brute Squad on loan from Poelitz, along with their 
  sertern, Aildolin, aids the PCs in their defense of the 
  ship. 
   
  APL 6 (EL 8) 
  � Traneth Etali: Male human fighter 6; hp 52, see 
  Appendix 1. 
  � Large fire elemental (2): hp 52 each; see Monster 
  Manual 99. 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 9 
  
   
  APL 8 (EL 10) 
  � Traneth Etali: Male human fighter 6/Knight of the 
  Chase 2; hp 66, see Appendix 1. 
  � Large fire elemental (3): hp 52 each; see Monster 
  Manual 99. 
   
  APL 10 (EL 12) 
  � Traneth Etali: Male human fighter 6/Knight of the 
  Chase 4 ; hp 80, see Appendix 1. 
  � Kheston: Hound companion; hp 40, see Appendix 
  1. 
  � Huge Fire elemental (3): hp 136 each; see Monster 
  Manual 99. 
   
  APL 12 (EL 14) 
  � Traneth Etali: Male human fighter 6/Knight of the 
  Chase 6 ; hp 94, see Appendix 1. 
  � Kheston: Hound companion; hp 47, see Appendix 
  1. 
  � Greater fire elemental (3): hp 178 each; see Monster 
  Manual 99. 
   
  All APLs 
  On Traneth’s side 
  � Patriotic Knights (10): Male human fighter 2; hp 
  17 each; see Appendix 1. 
  � Sniper: Male halfling ranger 3; hp 21; see Appendix 
  1. 
   
  On the PCs side 
  � Brute Squad (6): Male orc fighter 1; hp 13; see 
  Appendix 1. 
  � Sertern Aildolin: Male elf swashbuckler 3; hp 24; 
  see Appendix 1 
   
  Tactics: Traneth does his best to set the ship on fire and 
  commands elementals to do so. Traneth and Patriotic 
  Knights concentrate on the Brute Squads. To Traneth 
  they are merely reflection of Hextor and thus beyond 
  mercy.  
   
  If the PCs wish to reason with Traneth, it requires a 
  DC 35 Diplomacy check. Idee Volunteers only require 
  DC 25 but remember to apply a -10 penalty for a rushed 
  check in all cases. 
   
  If successful, Traneth curses the PCs and flees, 
  leaving the elementals and his minions to fend for 
  themselves.  
   
  If any PC has the Safe House reported AR entry 
  from NAE5-01 When Nightingales Sing, reasoning with 
  Traneth is not possible and in fact, Traneth does his best 
  to kill whoever has it, even provoking attacks of 
  opportunity to perform coups de grace if need be.  
   
  The Patriotic Knights attempt to gang up on a single 
  enemy, trip him and then hit him on the ground. A 
  sniper is on a nearby roof, readying an action against 
  spellcasting and trying to stay hidden (remember that he 
  gets bonuses to hide from range and observer being 
  distracted). 
   
  The ship’s defenders do their best to help the PCs. 
   
  Treasure: If Traneth is defeated, his equipment can be 
  looted. 
   
  APL 6: Loot 73 gp; Coin 0 gp; Magic 355 gp, +1 
  chainmail (108 gp), +1 longsword (193 gp), potion of bear’s 
  endurance (25 gp), potion of heroism (25 gp), Quaal’s feather 
  token (anchor) (4 gp). 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 677 gp, +1 
  chainmail (108 gp), +1 composite longbow (+3 Str bonus) 
  (225 gp), +1 heavy steel shield (97 gp), +1 longsword (193 gp), 
  potion of bear’s endurance (25 gp), potion of heroism (25 gp), 
  Quaal’s feather token (anchor) 4 gp. 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,289 gp, +1 
  chainmail (108 gp), +1 composite longbow (+3 Str bonus) 
  (225 gp), +1 heavy steel shield (97 gp), +1 keen longsword (693 
  gp), type I necklace of fireballs (137 gp), potion of heroism (25 
  gp), Quaal’s feather token (anchor) (4 gp). 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,218 gp, +2 
  chainmail (358 gp), +1 chainmail barding (204 gp), +1 
  composite longbow (+3 Str bonus) (225 gp), +2 heavy steel 
  shield (347 gp), +1 keen longsword (693 gp), type III necklace 
  of fireballs (362 gp), potion of heroism (25 gp), Quaal’s feather 
  token (anchor) (4 gp). 
   
  Detect 
  magic 
  results: 
  +2 
  chainmail 
  (faint 
  abjuration), +1 chainmail barding (faint abjuration), +1 
  composite longbow (+3 Str bonus) (Faint evocation), +2 
  heavy steel shield (Faint abjuration), +1 keen longsword (faint 
  evocation), type I necklace of fireballs (faint evocation), type 
  III necklace of fireballs (moderate evocation), potion of bear's 
  endurance (faint transmutation), potion of heroism (faint 
  transmutation), Quaal’s feather token (anchor) (moderate 
  conjuration). 
   
   
  Development: Provided that the Indignant is not 
  destroyed, the signing of the treaty can proceed. The PCs 
  are thanked for their actions and promised a reward. The 
  PCs are also extended official invitations to the 
  consecration ceremony of the temple of Wee Jas.  
   
  If the PCs failed to stop the burning of the Indignat, 
  they still take part in the consecration of the temple of 
  Wee Jas. However, the treaty is not signed. The Hand and 
  his assistants launch their attack regardless since their 
  targets are Selnor and Darvander Haxx and not the 
  Keoland dignitaries. 
   
  6: TEMPLE OF WEE JAS 
  After the attack on the Indignant is over, the PCs are 
  invited to the temple of Wee Jas for the consecrating 
  ceremony of the new temple. The signing happens 
  behind closed doors before the consecration ritual, and 
  the PCs have a few hours to clean up. This is a big event, 
  and they should naturally look their best for the occasion! 
  Several dignitaries are in place, including the following: 
  • 
  Darvander Haxx 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 10 
  
  • 
  Selnor of Copperfeld, the new high priest of the 
  temple and leader of the church of Wee Jas in 
  Naerie. 
  • 
  Calbert, Keoish envoy (if the ship was not sunk). 
   
  If the signing occurrs, Darvander holds a speech before 
  Selnor takes the stage for the ceremony. 
   
  THINGS TO DO 
  While the speeches and ceremonies keep on going, there 
  are several things for PCs to do, depending whether they 
  are in the temple or outside. 
   
  Inside 
  Inside there are lots of dignitaries, guards and other such 
  people. The PCs can mingle freely. However, the Scarlet 
  Brotherhood assassins are inside as well, some disguised 
  as clerks, others as Jasari acolytes who have arrived with 
  Selnor. Most are on the second floor. 
   
  Spotting them requires a DC 15 Sense Motive check; 
  otherwise they get a surprise round in Encounter 7. If the 
  PCs are also looking for Mzeev, they must succeed at an 
  opposed Spot check to see through his disguise (he waits 
  in front of the bell tower on the 2nd floor). If they found 
  the original sexton outside (see below), they can of course 
  immediately go for him. 
   
  Outside 
  While outside, the PCs may keep up security and make 
  sure no unauthorized persons get in.  
   
  They should roll Search and Spot checks. Whoever 
  gets the highest in Search finds bloodstains in a side 
  street. Following the trail leads to a murdered gnome 
  stripped to his underpants and stuffed into a rainwater 
  barrel. A DC 10 Wisdom check is enough to recognize 
  him as Jirran, the gnomish sexton of the temple. 
   
   Whoever gets the highest spot check, also sees 
  Callisto Grimwold walking to a nearby building. A DC 15 
  Sense Motive check is enough to note that his 
  movements appear stilted and unnatural, most likely 
  dominated. See Encounter 7 for more details. 
   
  A) DARVANDER’S SPEECH (ONLY IF THE 
  INDIGNANT WAS NOT SUNK) 
  Read aloud or paraphrase to those PCs observing the 
  ceremony (interpacing it where necessary if they are 
  looking for the assassins – see above): 
   
  Lord Darvander steps into the pulpit. He clears his 
  throat, takes a sip of wine, and begins to speak in a 
  clear, stentorian voice: 
   
  “Half score and five years ago, the Scarlet 
  Brotherhood revealed its evil to the world. With 
  poisoned words and venomous daggers, they struck 
  at the hearts of courts on every coast of the Azure 
  Sea. They took Onnwal, they took Naerie, they took 
  the Hold of the Sea Princes, and they even took 
  Lordship of the Isles. Since then, good and noble 
  men and women of throughout the Flanaess have 
  worked tirelessly to liberate the people they 
  enslaved and push back the scarlet tide. 
   
  Decisive blows have been struck. Naerie stands 
  free once more. The Herdsmen of Onnwal were 
  driven to the sea. Victory, despite heavy losses, is 
  near, and on this day, in this place, we have forged 
  the weapon that will bring and end to the Scarlet 
  Brotherhood’s influence forever!” 
   
  There is booming applause, and Darvander 
  waits for it to subside. He now brandishes a rolled-
  up parchment in his hand, like a wizard’s staff or a 
  warrior’s conquering blade. 
   
  “On this day, the United Kingdom of Ahlissa 
  and the Kingdom of Keoland have signed a treaty of 
  naval cooperation against the Scarlet Brotherhood. I 
  give you – the Treaty of the Azure Sea!” 
   
  Again, there is applause. Once it has quieted, he 
  continues: 
   
  “As I speak, the powerful fleets of the two 
  mightiest crowns in the Flanaess are making ready 
  to wage total war upon the red-sailed slavers! It is 
  their evil that started this war, but by Zilchus and 
  Stern Alia, by Hextor and Heironeous, by Wee Jas 
  and Boccob, WE SHALL END IT!” 
   
  The applause is deafening and lasts for many 
  minutes. After it is over, Darvander yields the pulpit 
  to High Priest Selnor, the newly- instated head of 
  the cathedral, and leaves to take his place in the 
  front row, looking pleased with himself, chewing on 
  a slice of watermelon. 
   
  B) CONSECRATION OF THE TEMPLE 
  Read aloud or paraphrase to those PCs observing the 
  ceremony (interpacing it where necessary if they are 
  looking for the assassins – see above): 
   
  High Priest Selnor takes the pulpit after Darvander. 
  He is a melancholy-looking Suel man clad in the 
  black vestments of a Jasari clergyman, accentuated 
  by strikes of red. They eschew the traditional skull 
  motif in favor of fire bursts and tongues of flame. 
  His voice is weaker than that of Darvander, and has 
  a sound like old parchment, but by tricks of 
  architecture and acoustics, it is audible even to the 
  farthest corners of the room. 
   
  “This day has been a long way coming. It was 
  twelve years ago that the Hextorites purged this 
  temple of its corrupt priesthood that had allied 
  themselves with the invader, and thus announced 
  their acceptance for slavery, brutality, racial 
  segregation, and murder. 
   
  This is not the way of the Stern Mistress. They 
  were blinded by greed and the warriors of the 
  Herald of Hell were right to slay them for their 
  hubris. 
   
  Now, ten years later, this cathedral stands once 
  more, a bastion of law, a monument to the glory of 
  Wee Jas.  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 11 
  
   
  This resurgence of our former glory would not 
  have been possible were it not for the merciful and 
  wise policies of Overking Xavener I and Prince 
  Barzhaan. The wounds of a war long past are finally 
  being healed, and those poor unfortunates who so 
  long languished in labor camps or hid in Menowood 
  are becoming a productive part of the society, finally 
  taking their place in the greater destiny of these 
  United Kingdoms. 
   
  In their past, they may have committed crimes, 
  but justice has been served, and they have paid their 
  debts to the Principality. Now, it is time to let go of 
  the past, and allow them to build their own homes 
  as they have built ours, and raise their families. No 
  righteous law inflicts punishment for a father’s 
  crime upon the son. 
   
  It is time for rebirth and resurgence. It is time 
  for us, the people of Ahlissa, to stand as one people 
  and one nation under our one ruler.” 
   
  Selnor finishes to applause, then states curtly: 
   
  “We will now proceed with the consecration 
  ceremony.” 
   
  The consecration ceremony itself involves the sacrifice of 
  a great white bull, bred specifically over the last seven 
  years for this occasion and not allowed to mount a cow. It 
  is as much show, as it is a real ritual. 
   
  After the cow is sacrificed, Selnor has sipped of its 
  blood and some of it has been dripped on the altar, the 
  ceremonial section of the event is over and people are 
  allowed to mingle. There are drinks and hors d’ouevres on 
  side tables. Wee Jas is, after all, also the goddess of vanity, 
  and far be it from her clergy to appear bad hosts. 
   
  Development: As festivities proceed or the PCs uncover 
  the Brotherhood assassins among the crowd, move to 
  Encounter 6. The Brotherhood assassins do not strike of 
  their own volition until the reconsecration ceremony 
  itself is over – they are Suel and will not risk offending 
  Wee Jas. Mzeev has orders to the same effect. 
   
  6: THINGS GO BAD 
  Selnor, a former Scarlet Brotherhood agent has been 
  designated as caretaker of the temple. Several prominent 
  individuals are present, including Darvander Haxx. 
   
  The Hand and his minions are here as well, 
  preparing to murder Selnor and their secondary target, 
  Darvander Haxx. The Hand is not aware that another 
  faction within Scarlet Brotherhood has also used overseer 
  to take control of Callisto Grimwold and is aiming for 
  Darvander Haxx as well. 
   
  Terrain: The temple has not been furnished but the 
  main chamber has a couple burning braziers and 
  furnishingand tables (not included on the map, DM 
  should place them as needed). 
   
  The upper level is 20 ft. from the floor and has 
  railings to prevent anyone falling. The railing gives a +2 
  circumstance bonus to resist being Bull Rushed from the 
  2nd floor.  
   
  Anyone pushed into a brazier takes 1d6 damage and 
  catches fire unless he succeeds in a DC 15 Reflex save. 
   
  Creatures: The Hand launches his attack on Selnor, 
  intending to kill him. Mzeev might be aiding him, 
  depending if PCs did not find him earlier. A few other 
  Brotherhood agents are present as well and a grand melee 
  ensues in the temple. However, to keep things simple, 
  the entire bottom floor of the temple counts as crowd. 
  The terrain is considered difficult terrain, requiring a DC 
  20 Intimidate check each round to move unhindered. 
   
  APL 6 (EL untiered) 
  � Ataxerxes: Male tiedling rogue 6/shadowdancer 2; 
  hp 42; see Appendix 1 
  � The Hand: Male fighter 2/rogue 3/assassin 2; hp 46; 
  see Appendix 1. 
  � Brotherhood Monks (3): Male human monk 6; hp 
  48 each; see Appendix 1. 
  � Mzeev: Male kobold assassin 4/expert 3/warrior 2; 
  hp 29; see Appendix 1. 
   
  APL 8 (EL untiered) 
  � Ataxerxes: Male tiefling Rogue 6/Shadowdancer 4; 
  hp 54; see Appendix 1. 
  � Masyaf: 5 HD Shadow compenion; hp 30; see 
  Appendix 1. 
  � The Hand: Male human fighter 2/rogue 3/assassin 
  4; hp 58; see Appendix 1. 
  � Brotherhood Monks (3): Male human monk 6; hp 
  48 each; see Appendix 1. 
  � Mzeev: Male kobold assassin 6/expert 3/warrior 2; 
  hp 35; see Appendix 1. 
   
  APL 10 (EL untiered) 
  � Ataxerxes: Male tiefling Rogue 6/Shadowdancer 6 ; 
  hp 66; see Appendix 1. 
  � Masyaf: 7 HD Shadow compenion; hp 42; see 
  Appendix 1. 
  � The Hand: Male fighter 2/rogue 3/assassin 6; hp 70; 
  see Appendix 1. 
  � Brotherhood Monks (3): Male human monk 6; hp 
  48 each; see Appendix 1. 
  � Mzeev: Male kobold assassin 8/expert 3/warrior 2; 
  hp 41; see Appendix 1. 
   
  APL 12 (EL untiered) 
  � Ataxerxes: tiefling Rogue 6/Shadowdancer 8 ; hp 
  72; see Appendix 1. 
  � Masyaf: 7 HD Shadow compenion; hp 42; see 
  Appendix 1. 
  � The Hand: Male human fighter 2/rogue 3/assassin 
  8; hp 82; see Appendix 1 
  � Brotherhood Monks (3): Male human monk 6; hp 
  48 each; see Appendix 1 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 12 
  
  � Mzeev: Male kobold fighter 2/rogue 3/assassin 8; hp 
  47; see Appendix 1 
   
  All APLs 
  � Darvander Haxx: Male human bard 8; Initiative +3; 
  AC 20; Flat-footed 17, touch 14; Speed 30 ft; hp 42; Atk 
  melee +10/+5 (1d6+1 1d6 frost/18-20, rapier); Fort +3, Ref 
  +9, Will +8. 
   
  On first round of combat he uses inspirational boost 
  and inspire courage to grant anyone in temple +2 to hit 
  and attack rolls.  
   
  Appearance: Oeridian man with a bit of Suel in him. 
  Has young, almost boyish look. 
   
  Personality: Charming, born leader. 
   
  � Selnor Gilmane: Male human cleric 3 of Wee Jas; 
  Initiative +0; AC 10, touch 10, flat-footed 10; hp 55; Atk 
  +11 melee (1d4+1/19-20 dagger); Fort +6, Ref +2, Will +8.  
   
  Selnor has no spells or equipment to prevent him 
  from causing harm to Ahlissans (since he is not entirely 
  trusted yet). 
   
  Appearance: Suel man in his early 40s. Dresses in 
  modest clothing but is otherwise well groomed. 
   
  Personality: Ambitious, ruthless 
   
  Tactics: The Hand, Mzeev and the Brotherhood monks 
  do their best to kill Selnor. When Selnor dies they flee, 
  using potions of invisibility or their various spells.  
   
  Selnor stays near Darvander, attempting to stay out 
  of harm’s way.  
   
  Darvander fights on the PCs side as well as he can. 
  However, if asked to leave the temple, he does so which 
  might put him in line of fire of Callisto Grimwold. 
   
  If Ataxerxes is still alive, he shadow jumps to temple 
  and attacks the Hand, leaving immediately if victorious. 
   
  Treasure: While the assassins are well equipped, the 
  items are confiscated by Ahlissans and hence no treasure 
  is awarded for this encounter. 
   
  Development: From here, adventure should quickly 
  move to encounter 7. 
   
  7: STAIRWAY TO HEAVEN 
  This encounter uses DM Map 4. 
   
  After the ceremony and possible combat, the people 
  inside the temple move out. However, one last 
  misfortune 
  falls 
  upon 
  the 
  proceedings. 
  Callisto 
  Grimwold, member of Darvander’s security detail, makes 
  an attempt on Darvander’s life. He is hiding in a building 
  opposite the cathedral and tries to shoot Darvander.  
   
  If the PCs realize he is gone and look for him, allow 
  them to search the nearby buildings. If they lack magical 
  means to find him, they can find him just as people are 
  coming out of the temple. 
   
  APL 6-12 (EL 4) 
  � Callisto Grimwold: Male human fighter 3; hp 24; 
  see Appendix 1. 
  � Overseer: tiny aberation; hp 9; see Appendix 1 
   
  Tactics: Callisto has been dominated and given one shot 
  to take out Darvander. He shoots the arrow, and then 
  flees to best of his ability. If the overseer is killed, the 
  aftershock deals 10d6 damage to Callisto (DC 11 Fort for 
  half), likely killing him. Remember that it is a DC 15 
  Sense Motive check to see if someone is dominated.  
   
  Treasure: Callisto’s equipment is confiscated by the 
  Nasranite Watch. 
   
  Development: If Darvander survived and the treaty was 
  signed, go to Conclusion A.  
   
  If Darvander died but the treaty was signed, go to 
  Conclusion B.  
   
  If the treaty was not signed but Darvander survived, 
  go to Conclusion C.  
   
  If Darvander died and the treaty was not signed, go 
  to Conclusion D. 
   
  CONCLUSION 
  Note: Members of Ex-Scarlet Brotherhood MO can never 
  receive Knight of Ahlissa to their AR. 
   
  When the Prince rewards PCs for their actions, 
  assume that the PCs receive the gold cap of this 
  adventure . 
   
  CONCLUSION A 
  After the treaty has been finalized by Lord 
  Darvander 
  and 
  Calbert, 
  the 
  Keoish 
  envoy, 
  Darvander is named the permanent ambassador to 
  Keoland. He extends to you an invitation to join 
  him across the Azure Sea as his bodyguards and 
  advisors.  
   
  You are also handsomely rewarded for your 
  good deeds. 
   
  PCs receive the Envoy to Keoland And Knight of 
  Ahlissa to their ARs. If they do not wish to go, Barzhaan 
  nonetheless extends his thanks and offers them a title 
  and land. This gives the PCs a Knight of Ahlissa entry 
  to their AR. 
   
  For Idee Volunteers who do not go to Keoland: 
  A few weeks after the events of the signing, you are 
  contacted by Fara. Her communiqué is short and to 
  the point – the network of the Idee Volunteers has 
  been badly fractured over the years, torn by internal 
  strife and weakened by the authorities. She requests 
  your help in rebuilding it, so that Idee might once 
  be free again. 
   
  PCs receive Idee Volunteer Cell Leader to their ARs. 
   
  NAE8-04 Bright Sun, Black Lion 
   
  Page 13 
  
  For the Ex-Scarlet Brotherhood Soldiers who do not go to 
  Keoland: 
  A few weeks after the events of the signing, you are 
  contacted by Selnor. He has an intriguing proposal: 
  to join him in defending Naerie and Ahlissa from all 
  outside threats. For better or for worse, it is your 
  only home now. 
   
  PCs receive Ker of the Ex-Brotherhood Soldiers to 
  their AR. 
   
  CONCLUSION B 
  The city grieves as the body of Darvander is sealed 
  into the crypts of the temple of Lydia, awaiting for a 
  day the soul bind could be revoked and the man 
  returned to life. 
   
  Prince Barzhaan himself leads a short, solemn 
  memorial service, open to all public. 
   
  After the ceremony, he contacts you, and asks 
  you for one final mission – take the ship Theodora 
  and head off to the Tilvanot Peninsula, on a secret 
  mission… 
   
  PCs who accept receive Theodora to their AR. If they do 
  not wish to go, Barzhaan nonetheless extends his thanks 
  and offers them a title and land. This gives PCs a Knight 
  of Ahlissa entry to their AR . 
   
  For Idee Volunteers who refuse: 
  A few weeks after the events of the signing, you are 
  contacted by Fara. Her communiqué is short and to 
  the point – the network of the Idee Volunteers has 
  been badly fractured over the years, torn by internal 
  strife and weakened by the authorities. She requests 
  your help in rebuilding it, so that Idee might once 
  be free again. 
   
  PCs receive Idee Volunteer Cell Leader to their ARs. 
   
  For the Ex-Scarlet Brotherhood Soldiers who refuse: 
  A few weeks after the events of the signing, you are 
  contacted by Selnor. He has an intriguing proposal: 
  to join him in defending Naerie and Ahlissa from all 
  outside threats. For better or for worse, it is your 
  only home now. 
   
  PCs receive Ker of the Ex-Brotherhood Soldiers to 
  their AR. 
   
  CONCLUSION C 
  A few days after the reconsecration of the Cathedral 
  of Wee Jas, Selnor requests your presence in the 
  temple. 
   
  He looks tired and worn when you meet him, 
  and he jumps straight to the point: 
   
  “I was once a Scarlet Brotherhood operative. 
  During my time as the Seneschal of Copperfeld, I 
  was undercover, fomenting dissent, weaving plots to 
  bring harm to the people of Naerie. Those are times 
  that I regret, and I have much to atone for. 
   
  Darvander is a good man. He works for a good 
  cause, and though this time he was foiled by the 
  work of evil men, his heart is pure and he will one 
  day make a fine ruler for the Principality. 
   
  Dark times are ahead, but with strength and 
  wisdom, we may yet prevail.” 
   
  To Ex-Scarlet Brotherhood Soldiers he extends the 
  offer to join him in defending Naerie and Ahlissa 
  from external threats. For better or worse, it is your 
  only home now.  
   
  PCs receive Ker of the Ex-Brotherhood Soldiers to 
  their AR if they belong to ex-Scarlet Brotherhood Soldier 
  MO 
   
  CONCLUSION D 
  Naerie is silent after the disasters of the past few 
  days. All public events have been cancelled and the 
  Keoish embassy sailed home without fanfare with 
  the morning tide. The Prince has not been seen 
  since Darvander’s body was sealed into the crypts of 
  the church of Lydia. 
   
  Fear is in the air, and nobody knows what new 
  horrors tomorrow will bring. 
   
  The End 
   
  CAMPAIGN CONSEQUENCES 
  For Final Naerie gazetteer, to be published late 2008, 
  please 
  send answers to following questions to 
  sampohaarlaa@gmail.com. Module comments are also 
  welcome. 
   
  1. Was the ship destroyed? 
  2: Was Traneth brought alive to Ideeans or killed? 
  3: Was Darvander killed? 
  4: What were the fates of Ataxerxes, The Hand and 
  Mzeev? 
  5. Did anything unforseen happen, heroics, dramatic 
  moments, etc? (if it's really cool, we might include it in 
  the final gazetteer). 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 14 
  
  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: Room with a View 
  Meeting Ataxerxes and defeating him or talking to him. 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL10 
  330 XP 
  APL12 
  390 XP 
   
  5: The Indignant 
  Stopping Traneth from destroying the ship. 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL10 
  330 XP 
  APL12  
   
   
       390 XP 
   
  6: Things go badly 
  Defeating Hand, Mzeev and monks 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL10 
  330 XP 
  APL12 
  390 XP 
   
  Story award 
  PCs prevent Darvander from being assasinated. 
  APL 6 
   
   
   
   
  80 xp 
  APL 8 
   
   
   
   
  100 xp 
  APL 10  
   
   
   
  135 xp 
  APL 12  
   
   
   
  175 xp 
   
  Discretionary roleplaying award 
  APL 6 
   
   
   
   
  100 xp 
  APL 8 
   
   
   
   
  125 xp 
  APL 10  
   
   
   
  135 xp 
  APL 12  
   
   
   
  140 xp 
   
  Total Possible Experience 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 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.  
   
  4: A Room with a View 
  APL 6: Loot 14 gp; Coin 0 gp; Magic 607 gp, +1 scimitar 
  193 gp, potion of cure moderate wounds (25 gp), wand of 
  glitterdust (375 gp);. 
   
  APL 8: Loot 43 gp; Coin 0 gp; Magic 1,256 gp, boots of 
  elvenkind (208 gp), cloak of elvenkind (208 gp), hat of disguise 
  (150 gp), potion of cure moderate wounds (25 gp), +1 scimitar 
  (193 gp), +1 studded leather armor (97 gp), wand of glitterdust 
  (375 gp); 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,255 gp, boots of 
  elvenkind (208 gp), cloak of elvenkind (208 gp), +1 composite 
  shortbow (+3 Str bonus) (216 gp), hat of disguise (150 gp), 
  potion of cure moderate wounds (25 gp), +1 flaming scimitar 
  692 gp, +2 studded leather armor (347 gp), wand of glitterdust 
  (375 gp);  
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,816 gp, belt of 
  giant strength +4 (1333 gp)boots of elvenkind (208 gp), cloak of 
  elvenkind (208 gp), +1 composite shortbow (+3 Str bonus) 
  (216 gp), hat of disguise (150 gp), +1 flaming scimitar (692 
  gp), +2 studded leather armor (347 gp) gp, potion of cure 
  serious wounds (62 gp), ring of protection +1 (166 gp), wand of 
  glitterdust (375 gp). 
   
  NAE8-04 Bright Sun, Black Lion 
   
  Page 15 
  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 16 
  5: The Indignant 
   
  APL 6: Loot 73 gp; Coin 0 gp; Magic 355 gp, +1 
  chainmail (108 gp), +1 longsword (193 gp), potion of bear’s 
  endurance (25 gp), potion of heroism (25 gp), Quaal’s feather 
  token (anchor) (4 gp):. 
   
  APL 8: Loot 0 gp; Coin 0 gp; Magic 677 gp, +1 
  chainmail (108 gp), +1 composite longbow (+3 Str bonus) 
  (225 gp), +1 heavy steel shield (97 gp), +1 longsword (193 gp), 
  potion of bear’s endurance (25 gp), potion of heroism (25 gp), 
  Quaal’s feather token (anchor) 4 gp;  
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 1,289 gp, +1 
  chainmail (108 gp), +1 composite longbow (+3 Str bonus) 
  (225 gp), +1 heavy steel shield (97 gp), +1 keen longsword (693 
  gp), type I necklace of fireballs (137 gp), potion of heroism (25 
  gp), Quaal’s feather token (anchor) (4 gp);  
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 2,218 gp, +2 
  chainmail (358 gp), +1 chainmail barding (204 gp), +1 
  composite longbow (+3 Str bonus) (225 gp), +2 heavy steel 
  shield (347 gp), +1 keen longsword (693 gp), type III necklace 
  of fireballs (362 gp), potion of heroism (25 gp), Quaal’s feather 
  token (anchor ) (4 gp); 
   
  Treasure Cap 
   
  APL 6: 900 gp 
   
  APL 8: 1,125 gp 
   
  APL 10: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  Total Possible Treasure 
  APL 6: 1,049 gp 
   
  APL 8: 2,049 gp 
   
  APL 10: 2,544 gp 
   
  APL 10: 5,033 gp 
   
  ADVENTURE RECORD ITEMS 
  Envoy to Keoland: You have agreed to leave Naerie with 
  Darvander Haxx and act as his advisor in Keoland. Please 
  email your character information to the Triad at 
  sampohaarlaa@gmail.com. Name of envoys are compiled 
  to final Gazetteer. 
   
  Idee Volunteer Cell Leader: You have taken 
  responsibilities as high-ranking Idee Volunteer leader. 
  You gain the Great Renown bonus to your Leadership 
  score and a +5 circumstance bonus to any check to earn 
  gold at the end of an adventure. 
   
  Please email your character information to the Triad 
  at sampohaarlaa@gmail.com. Names of Idee Volunteers 
  are compiled to final Gazetteer. 
   
  Knight of Ahlissa: Prince Barzhaan has granted you 
  land and title of Knight in barony of Derevendt in return 
  for your loyalty. You gain the bonus of Great Renown and 
  Stronghold to your leadership score. In addition you gain 
  a +5 circumstance bonus to any check to earn gold at the 
  end of an adventure. 
   
  Please email your character information to the Triad 
  at sampohaarlaa@gmail.com. Name of knights are 
  compiled to final Gazetteer. 
   
  Ker of the Ex-Brotherhood Soldiers: For your 
  accomplishments, you are titled "Ker", or "Brave", and 
  made a community leader of your people in the town of 
  ___________________.  
   
  You gain a +1 bonus to your affiliation score with the 
  Ex-Scarlet Brotherhood Soldiers. In addition you gain the 
  Great Renown bonus to your Leadership score and a +5 
  circumstance bonus to any check to earn gold at the end 
  of an adventure. 
   
  Please email your character information to the Triad 
  at sampohaarlaa@gmail.com. Name of Ker's are compiled 
  to final Gazetteer. 
   
  Theodora: You have agreed to leave Naerie with with the 
  ship Theodora to complete a secret mission on behalf of 
  the prince. Please email your character information to the 
  Triad at sampohaarlaa@gmail.com. Name of these heroes 
  are compiled to final Gazetteer. 
   
  Note: None of these favors retire your PC from game 
  unless you so choose. 
   
  ITEM ACCESS 
  APL 6 
  • 
  Quaal’s feather token (anchor) (Adventure, DMG) 
  • 
  Wand of glitterdust (Adventure; DMG) 
   
  APL 8 (all of APL 2 plus the following): 
  • 
  Boots of elvenkind (Adventure, DMG) 
  • 
  Cloak of elvenkind (Adventure, DMG) 
  • 
  Hat of disguise (Adventure, DMG) 
   
  APL 10 (all of APL6 plus the following) 
  • 
  +1 keen longsword (Adventure; DMG) 
  • 
  +1 flaming scimitar (Adventure; DMG) 
  • 
  Type I necklace of fireballs (Adventure, DMG) 
   
  APL 12 (all of APL 10 plus the following): 
  • 
  +1 defending longsword (Adventure; DMG) 
  • 
  +1 human bane shortsword (Adventure; DMG) 
  • 
  Type III necklace of fireballs (Adventure, DMG) 
   
  
  APPENDIX 1: APL 6
  3: A ROOM WITH A VIEW 
   
   
  ATAXERXES            
  CR 8 
  Tiefling rogue 6/shadowdancer 2 
  NE Medium outsider (native) 
  Init +4; Senses darkvision 60 ft.; Listen +10, Spot 
  +10 
  Languages Ancient Baklunish, Common, Infernal 
  AC 17, touch 14, flat-footed 17 (+3 armor, +4 Dex); 
  Dodge, Mobility, trap sense +2, improved uncanny 
  dodge 
  hp 42 (8 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +3; Ref +12, Will +2; evasion, trap sense +2 
  Spd 30 ft. (6 squares) 
  Melee +1 scimitar +8 (1d6+3/18-20) 
  Base Atk +5; Grp +7 
  Attack Options sneak attack +3d6 
  Special Actions hide in plain sight 
  Combat Gear potion of cure moderate wounds, wand 
  of glitterdust (50 charges, DC 20 Use Magic Device 
  check to activate) 
  Spell-Like Abilities (CL 8th): 
  1/day – darkness 
  Abilities Str 15, Dex 18, Con 12, Int 15, Wis 10, Cha 
  6 
  Feats Combat Reflexes, Dodge, Mobility 
  Skills Bluff +8, Disguise +6, Escape Artist +14, Hide 
  +16, Listen +10, Move Silently +14, Perform 
  (dance) +6, Spot +10, Tumble +14, Use Magic 
  Device +8 
  Possessions combat gear plus +1 scimitar, 
  masterwork studded leather armor  
  Hide in Plain Sight (Su) A shadowdancer can use 
  the Hide skill even when observed. As long as he is 
  within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without having anything to hide behind. 
   
  5: THE INDIGNANT 
  TRANETH ETALI            
   
   CR 6 
  Male Oeridian human fighter 6 
  CG Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  AC 20, touch 14, flat-footed 19 (+2 Dex, +5 armor, +3 
  shield, Shield Specialization, Shield Ward) 
  hp 52 (6 HD) (64 with potion of bear’s endurance) 
  Fort +8, Ref +3, Will +4 
  Spd 20 ft. (4 squares) (base speed 30 ft.) 
  Melee +1 longsword +11/+6 (1d8+6/19-20) 
  Ranged mwk composite longbow +8/+3 (1d8+3/x3) 
  Base Atk +6; Grp +9) 
  Attack Options Cleave, Power Attack 
  Combat Gear potion of bear’s endurance, potion of 
  heroism  
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  Feats Alertness, Badge of Bondage, Cleave, 
  Improved Initiative, Power Attack, Shield 
  Specialization (heavy), Shield Ward, Weapon 
  Focus (longsword), Weapon Specialization 
  (longsword) 
  Skills Bluff +2, Climb +2, Handle Animal +4, Listen 
  +3, Ride +5, Spot +3, Swim -3 
  Possessions combat gear plus +1 longsword, 
  masterwork composite longbow (+3 Str), +1 
  chainmail, masterwork heavy steel shield, 20 
  arrows, Quaal’s feather token (anchor)  
   
  6: THINGS GO BAD  
   
  THE HAND 
   
   
  CR 7 
  Male Suel human fighter 2/rogue 3/assassin 2 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +0, Spot +7 
  Languages Ancient Suel, Common 
  AC 16, touch 13, flat-footed 16 (+2 armor, +1 natural, 
  +3 Dex); Dodge, uncanny dodge 
  hp 46 (7 HD) 
  Fort +5, Ref +9, Will +1; evasion, +1 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +1 short sword +8 (1d6+3/19-20) and dagger 
  +6 (1d4+1/19-20) 
  Base Atk +5; Grp +7 
  Attack Options death attack (Fort DC 13), sneak 
  attack +3d6 
  Combat Gear deathblade venom (injury, Fort DC 20, 
  1d6 Con/2d6 Con) 
  Assassin Spells Known (CL 2nd): 
   1st (2/day)–disguise self, obscuring mist, true strike 
  Abilities Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 
  8 
  Special Qualities poison use 
  Feats Dodge, Improved Initiative, Improved 
  Toughness, Two-Weapon Fighting, Weapon Focus 
  (short sword), Weapon Finesse 
  Skills Balance +5, Escape Artist +10, Hide +13, Move 
  Silently +13, Spot +7, Tumble +9 
  Possessions combat gear plus +1 short sword, 
  leather armor, dagger, amulet of natural armor +1  
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 13 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+2 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 17 
  
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
   
  MZEEV  
   
   
  CR 6 
  Male kobold assassin 4/expert 3/warrior 2 
  NE Small humanoid (dragonkin, reptilian) 
  Init +2; Senses darkvision 60 ft.; Listen -1, Spot –1 
  Languages Common, Draconic, Gnome 
  AC 22, touch 14, flat-footed 22 (+5 armor, +2 shield, 
  +1 natural, +1 size, +2 Dex, +1 deflection); Dodge, 
  uncanny dodge 
  hp 29 (9 HD) 
  Weaknesses light sensitivity 
  Fort +4; Ref +7, Will +3 
  Spd 30 ft. (6 squares) 
  Melee mwk short sword +11/+6 (1d4-2/19-20) 
  Ranged light crossbow +10 (1d6/19-20) 
  Base Atk +7; Grp + 
  Attack Options death attack (DC 16), sneak attack 
  +2d6 
  Combat Gear oil of magic weapon, wand of fox’s 
  cunning (2 charges), wand of invisibility (2 charges) 
  Assassin Spells Known (CL 4th): 
  2nd (2/day)–cat’s grace, darkness, invisibility 
  1st (4/day)–disguise self, obscuring mist, swift 
  invisibility, true strike 
  Abilities Str 7, Dex 14, Con 8, Int 15, Wis 8, Cha 9 
  Special Qualities poison use 
  Feats Dodge, Skill Focus (Hide), Weapon Finesse, 
  Weapon Focus (short sword) 
  Skills Bluff +11, Craft (trapmaking) +4, Diplomacy +5, 
  Disguise +23, Hide +24, Jump +4, Move Silently 
  +12, Search +4, Tumble +12 
  Possessions combat gear plus masterwork short 
  sword, light crossbow, 10 bolts, +1 mithral chain 
  shirt, +1 light wooden shield, disguise kit, 
  camouflage kit, ring of protection +1, cloak of 
  elvenkind, hat of disguise (total worth 10,399 gp) 
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 16 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+4 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 18 
  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 19 
  APL 8
  3: A ROOM WITH A VIEW 
   
   
  ATAXERXES            
   CR 10 
  Tiefling rogue 6/shadowdancer 4 
  NE Medium outsider (native) 
  Init +4; Senses darkvision 60 ft.; Listen +12, Spot 
  +12 
  Languages Ancient Baklunish, Common, Infernal 
  AC 18, touch 14, flat-footed 18 (+4 armor, +4 Dex); 
  Dodge, Mobility, trap sense +2, improved uncanny 
  dodge 
  hp 54 (10 HD)  
  Resist cold 5, electricity 5, fire 5 
  Fort +4; Ref +13, Will +3; evasion, trap sense +2 
  Spd 30 ft. (6 squares) 
  Melee +1 scimitar +10/+5 (1d6+3/18-20) 
  Ranged masterwork composite shortbow +12/+7 
  (1d6+2/x3) 
  Base Atk +7; Grp +9 
  Attack Options sneak attack +3d6 
  Special Actions hide in plain sight, shadow illusion, 
  shadow jump 20 ft., summon shadow 
  Combat Gear potion of cure moderate wounds, wand 
  of glitterdust (50 charges, DC 20 Use Magic Device 
  check to activate) 
  Spell-Like Abilities (CL 10th): 
  1/day – darkness 
  Abilities Str 15, Dex 18, Con 12, Int 15, Wis 10, Cha 
  6 
  Feats Combat Reflexes, Dodge, Mobility, Stealthy 
  Skills Bluff +8, Disguise +16, Escape Artist +16, Hide 
  +25, Listen +12, Move Silently +23, Perform 
  (dance) +6, Spot +12, Tumble +16, Use Magic 
  Device +10 
  Possessions combat gear plus +1 scimitar, 
  masterwork composite shortbow (+2 Str), 20 
  arrows, +1 studded leather armor, hat of disguise, 
  boots of elvenkind, cloak of elvenkind  
  Hide in Plain Sight (Su) As long as he is within 10 
  feet of some sort of shadow, a shadowdancer can 
  hide himself from view in the open without having 
  anything to hide behind. 
  Shadow Illusion (Sp) A shadowdancer may create 
  visual illusions once per day, as per the spell silent 
  image. 
  Shadow Jump (Su) A shadowdancer has the ability 
  to travel between shadows as if by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can 
  jump up to a total of 20 feet each day in this way; 
  this may be a single jump of 20 feet or two jumps of 
  10 feet each. 
   
  MASYAF, SHADOW COMPANION 
  NE Medium undead (advanced, incorporeal) 
  Init +2; Senses darkvision 60 ft; Listen +8, Spot +8 
  Languages —  
  AC 13, touch 13, flat-footed 1 (+2 Dex, +1 deflection); 
  Dodge 
  hp 30 (5 HD)  
  Immunities nonmagical attacks, turning and rebuking, 
  undead immunities 
  Fort +1, Ref +3, Will +5 
  Spd fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +4 melee (1d6 Str)  
  Base Attack +2 (+1 advancement); Grp —  
  Attack Options strength damage  
  Abilities Str —, Dex 15, Con -, Int 6, Wis 12, Cha 13  
  SQ incorporeal traits 
  Feats Alertness, Dodge 
  Skills Hide +10 (+14 in areas of shadow, +6 in 
  sunlight), Listen +8, Search +4, Spot +8 
  Strength Damage (Su) The touch of a shadow deals 
  1d6 points of Strength damage to a living creature. A 
  creature reduced to 0 Strength dies.  
   
  5: THE INDIGNANT 
  TRANETH ETALI            
   
   CR 8 
  Male Oeridian human fighter 6/Knight of the Chase 2 
  CG Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  AC 22, touch 15, flat-footed 21 (+2 Dex, +6 armor, +4 
  shield, Shield Specialization, Shield Ward) 
  hp 66 (8 HD) (82 with potion of bear’s endurance) 
  Fort +11; Ref +3, Will +4 
  Spd 20 ft. (4 squares) (base speed 30 ft.) 
  Melee +1 longsword +14/+10 (1d8+6/19-20) 
  Ranged +1 composite longbow +10/+5 (1d8+4/x3) 
  Base Atk +8; Grp +11 
  Attack Options Cleave, Power Attack 
  Combat Gear potion of bear’s endurance, potion of 
  heroism 
  Knight of the Chase Spells Prepared (CL 2nd): 
  1st–shield of faith 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ insight of vengeance, special hindrances 
  Feats Alertness, Badge of Bondage, Cleave, 
  Improved Initiative, Power Attack, Shield 
  Specialization (heavy), Shield Ward, Track, 
  Weapon Focus (longsword), Weapon 
  Specialization (longsword) 
  Skills Bluff +2, Climb +2, Handle Animal +4, Listen 
  +3, Ride +5, Spot +3, Survival +3, Swim -3 
  Possessions combat gear plus +1 longsword, +1 
  composite longbow (+3 Str), +1 chainmail, +1 
  heavy steel shield, 20 arrows, Quaal’s feather 
  token (anchor) 
  Insight of Vengeance When fighting with a 
  longsword or a shortspear, a Knight of the Chase 
  gains a +1 insight bonus to attack rolls. 
   
  
  6: THINGS GO BAD  
   
  THE HAND 
   
   
  CR 9 
  Male Suel human fighter 2/rogue 3/assassin 4 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +0, Spot +7 
  Languages Ancient Suel, Common 
  AC 17, touch 13, flat-footed 17 (+3 armor, +1 natural, 
  +3 Dex); Dodge, uncanny dodge 
  hp 58 (9 HD) 
  Fort +6; Ref +10, Will +2; evasion, +2 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +1 short sword +10/+5 (1d6+3/19-20) and +1 
  dagger +9 (1d4+2/19-20) 
  Base Atk +7; Grp +9 
  Attack Options death attack (Fort DC 15), sneak 
  attack +4d6 
  Combat Gear 2 doses of deathblade venom (injury, 
  Fort DC 20, 1d6 Con/2d6 Con) 
  Assassin Spells Known (CL 4th): 
  2nd (2/day)–cat’s grace, invisibility, spider climb 
  1st (4/day)–feather fall, disguise self, obscuring mist, 
  true strike 
  Abilities Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 
  8 
  Special Qualities poison use 
  Feats Dodge, Improved Initiative, Improved 
  Toughness, Quick Draw, Two-Weapon Fighting, 
  Weapon Focus (short sword), Weapon Finesse 
  Skills Balance +7, Disguise +11, Escape Artist +12, 
  Hide +15, Move Silently +15, Spot +7, Tumble +11 
  Possessions combat gear plus +1 short sword, +1 
  leather armor, +1 dagger, amulet of natural armor 
  +1 
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 15 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+4 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
   
  MZEEV  
   
   
  CR 8 
  Male kobold assassin 6/expert 3/warrior 2 
  NE Small humanoid (dragonkin, reptilian) 
  Init +3; Senses darkvision 60 ft.; Listen -1, Spot –1 
  Languages Common, Draconic, Gnome 
  AC 23, touch 15, flat-footed 23 (+5 armor, +2 shield, 
  +1 natural, +1 size, +3 Dex, +1 deflection); Dodge, 
  improved uncanny dodge 
  hp 35 (11 HD) 
  Weaknesses light sensitivity 
  Fort +5, Ref +9, Will +4; +3 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +1 short sword +13/+8 (1d4-1/19-20) 
  Ranged light crossbow +12 (1d6/19-20) 
  Base Atk +8; Grp +2 
  Attack Options death attack (DC 18), sneak attack 
  +3d6 
  Combat Gear oil of magic weapon, wand of fox’s 
  cunning, wand of invisibility  
  Assassin Spells Known (CL 6th): 
  3rd (1/day)–deeper darkness, magic circle against 
  good, nondetection 
  2nd (4/day)–cat’s grace, darkness, invisibility, pass 
  without trace 
  1st (4/day)–disguise self, obscuring mist, swift 
  invisibility, true strike 
  Abilities Str 7, Dex 16, Con 8, Int 15, Wis 8, Cha 9  
  Special Qualities poison use 
  Feats Dodge, Skill Focus (Hide), Weapon Finesse, 
  Weapon Focus (short sword) 
  Skills Bluff +13, Craft (trapmaking) +4, Diplomacy +6, 
  Disguise +25, Hide +29, Jump +4, Move Silently 
  +15, Search +4, Spellcraft +7, Tumble +15 
  Possessions combat gear plus +1 short sword, light 
  crossbow, 10 bolts, +1 mithral chain shirt, +1 light 
  wooden shield, disguise kit, camouflage kit, ring of 
  protection +1, cloak of elvenkind, hat of disguise, 
  gloves of dexterity +2  
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 18 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+6 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
   
  NAE8-04 Bright Sun, Black Lion 
   
  Page 20 
  
  APL 10 
  3: A ROOM WITH A VIEW 
   
   
  ATAXERXES            
   CR 12 
  Tiefling rogue 6/shadowdancer 6 
  NE Medium outsider (native) 
  Init +8; Senses darkvision 60 ft.; Listen +14, Spot +14 
  Languages Ancient Baklunish, Common, Infernal 
  AC 19, touch 14, flat-footed 19 (+5 armor, +4 Dex); 
  Dodge, Mobility, trap sense +2, improved uncanny 
  dodge 
  hp 66 (12 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +5; Ref +14, Will +4; defensive roll, evasion, trap 
  sense +2 
  Spd 30 ft. (6 squares) 
  Melee +1 flaming scimitar +12/+7 (1d6+4 plus 1d6 
  fire/18-20) 
  Ranged +1 composite shortbow +13/+8 (1d6+4/x3) 
  Base Atk +8; Grp +10 
  Attack Options sneak attack +3d6 
  Special Actions hide in plain sight, shadow illusion, 
  shadow jump 40 ft. 
  Combat Gear potion of cure moderate wounds, wand 
  of glitterdust (50 charges, DC 20 Use Magic Device 
  check to activate) 
  Spell-Like Abilities (CL 12th): 
  1/day – darkness 
  Abilities Str 16, Dex 18, Con 12, Int 15, Wis 10, Cha 
  6 
  SQ summon shadow 
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Mobility, Stealthy 
  Skills Bluff +8, Disguise +16, Escape Artist +18, Hide 
  +27, Listen +14, Move Silently +25, Perform 
  (dance) +6, Spot +14, Tumble +18, Use Magic 
  Device +12 
  Possessions combat gear plus +1 flaming scimitar, 
  +1 composite shortbow (+3 Str), 20 arrows, +2 
  studded leather armor, hat of disguise, boots of 
  elvenkind, cloak of elvenkind  
  Defensive Roll (Ex) Once per day, when a 
  shadowdancer would be reduced to 0 hit points or 
  less by damage in combat (from a weapon or other 
  blow, not a spell or special ability), she can attempt 
  to roll with the damage. She makes a Reflex saving 
  throw (DC = damage dealt) and, if successful, 
  takes only half damage from the blow. She must be 
  aware of the attack and able to react to it in order 
  to execute her defensive roll. If she is in a situation 
  that would deny her any Dexterity bonus to AC, she 
  can’t attempt a defensive roll. 
  Hide in Plain Sight (Su) A shadowdancer can use 
  the Hide skill even when observed. As long as he is 
  within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without having anything to hide behind. 
  Shadow Illusion (Sp) A shadowdancer may create 
  visual illusions once per day, as per the spell silent 
  image. 
  Shadow Jump (Su) A shadowdancer has the ability 
  to travel between shadows as if by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can 
  jump up to a total of 40 feet each day in this way. 
  This amount can be split among many jumps, but 
  each one, no matter how small, counts as a 10-foot 
  increment. 
   
  MASYAF, SHADOW COMPANION 
  NE Medium undead (advanced, incorporeal) 
  Init +2; Senses darkvision 60 ft; Listen +9, Spot +9 
  Languages —  
  AC 13, touch 13, flat-footed 1 (+2 Dex, +1 deflection); 
  Dodge 
  hp 42 (7 HD)  
  Immunities nonmagical attacks, turning and rebuking, 
  undead immunities 
  Fort +2, Ref +5, Will +6 
  Spd fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 melee (1d6 Str)  
  Base Attack +3; Grp —  
  Attack Options strength damage  
  Abilities Str —, Dex 15 (14, +1 advancement), Con 
  —, Int 6, Wis 12, Cha 13  
  SQ incorporeal traits 
  Feats Alertness, Dodge, Weapon Focus (touch) 
  Skills Hide +12 (+16 in areas of shadow, +8 in 
  sunlight), Listen +9, Search +4, Spot +9 
  Strength Damage (Su) The touch of a shadow deals 
  1d6 points of Strength damage to a living creature. 
  A creature reduced to 0 Strength dies. This is a 
  negative energy effect. 
   
  5: THE INDIGNANT 
  TRANETH ETALI            
   CR 10 
  Male Oeridian human fighter 6/Knight of the Chase 4 
  CG Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  AC 22, touch 15, flat-footed 21 (+2 Dex, +6 armor, +4 
  shield, Shield Specialization, Shield Ward) 
  hp 80 (8 HD) (100 with potion of bear’s endurance) 
  Fort +12; Ref +4, Will +5  
  Spd 20 ft. (4 squares) (base speed 30 ft.) 
  Melee +1 keen longsword +18/+13 (1d8+8/17-20) 
  Ranged +1 composite longbow +12/+7 (1d8+4/x3) 
  Base Atk +10; Grp +13 
  Attack Options Cleave, Power Attack 
  Combat Gear potion of heroism, type I necklace of 
  fireballs (1 5d6, 2 3d6, Ref 14 for half) 
  Knight of the Chase Spells Prepared (CL 4th): 
  1st–entropic shield, shield of faith 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 21 
  
  SQ insight of vengeance, Nemoud’s brethren, special 
  hindrances 
  Feats Alertness, Badge of Bondage, Cleave, 
  Improved Initiative, Melee Weapon Mastery 
  (slashing), Power Attack, Shield Specialization 
  (heavy), Shield Ward, Track, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
  Skills Bluff +2, Climb +2, Handle Animal +4, Listen 
  +3, Ride +5, Spot +3, Survival +5, Swim -3 
  Possessions combat gear plus +1 keen longsword, 
  +1 composite longbow (+3 Str), +1 chainmail, +1 
  heavy steel shield, 20 arrows, type I necklace of 
  fireballs, Quaal’s feather token (anchor)  
  Insight of Vengeance When fighting with a 
  longsword or a shortspear, a Knight of the Chase 
  gains a +1 insight bonus to attack rolls. 
  Special Hindrances A Knight of the Chase must 
  always follow the Code of the Chase. Should a 
  senior cleric of Trithereon determine that the knight 
  has acted against the code, the character may not 
  attain another level in this class until the senior 
  cleric willingly casts atonement upon him. 
   
  KHESTON, NEMOUD’S BRETHREN, 
  ADVANCED RIDING DOG 
  N Medium magical beast 
  Init +2; Senses low-light vision, scent; Listen +5, Spot 
  +5 
  Languages —; empathic link 
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) 
  HP 40 (10 HD) (hp half of master’s) 
  Fort +11, Ref +5, Will +4; improved evasion 
  Speed 40 ft. (8 squares) 
  Melee bite +12 (1d6+3)  
  Base Attack +10; Grapple +12 
  Attack Options trip 
  Abilities Str 15, Dex 15, Con 15, Int 6, Wis 12, Cha 6 
  Special Qualities deliver touch spells, empathic link, 
  improved evasion, share spells 
  Feats Alertness, Track 
  Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival 
  +5 
  Trip (Ex) A war-trained riding dog that hits with a bite 
  attack can attempt to trip the opponent (+2 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  trip fails, the opponent cannot attempt to trip the 
  dog. 
   
  6: THINGS GO BAD  
   
  THE HAND 
   
   
  CR 11 
  Male Suel human fighter 2/rogue 3/assassin 6 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +0, Spot +7 
  Languages Ancient Suel, Common 
  AC 18, touch 13, flat-footed 18 (+3 armor, +2 natural, 
  +3 Dex); Dodge, improved uncanny dodge 
  hp 70 (11 HD) 
  Fort +7; Ref +11, Will +3; evasion, +3 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +1 short sword +11/+6 (1d6+3/19-20) and 
  dagger +10 (1d4+2/19-20) 
  Base Atk +8; Grp +10 
  Attack Options death attack (Fort DC 17), sneak 
  attack +5d6 
  Combat Gear 2 doses of deathblade venom (injury, 
  Fort DC 20, 1d6 Con/2d6 Con) 
  Assassin Spells Known (CL 6th): 
  3rd (1/day) – deep slumber, misdirection, 
  nondetection 
  2nd (3/day) – cat’s grace, darkness, invisibility, 
  spider climb 
  1st (4/day) – feather fall, disguise self, obscuring 
  mist, true strike 
  Abilities Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 
  8 
  Special Qualities poison use 
  Feats Dodge, Improved Initiative, Improved 
  Toughness, Quick Draw, Two-Weapon Fighting, 
  Weapon Focus (short sword), Weapon Finesse 
  Skills Balance +9, Disguise +23, Escape Artist +14, 
  Hide +17, Move Silently +17, Spot +7, Tumble +13  
  Possessions combat gear plus +1 short sword, +1 
  leather armor, +1 dagger, amulet of natural armor 
  +2, hat of disguise 
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 17 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+6 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
  Poison Use (Ex) Assassins do not risk poisoning 
  themselves when applying poison to a blade. 
   
  MZEEV  
   
   
  CR 10 
  Male kobold assassin 8/expert 3/warrior 2 
  NE Small humanoid (dragonkin, reptilian) 
  Init +4; Senses darkvision 60 ft.; Listen -1, Spot –1 
  Languages Common, Draconic, Gnome 
  AC 24, touch 16, flat-footed 24 (+5 armor, +2 shield, 
  +1 natural, +1 size, +4 Dex, +1 deflection); Dodge, 
  improved uncanny dodge 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 22 
  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 23 
  hp 41 (13 HD)) 
  Weaknesses light sensitivity 
  Fort +5; Ref +11, Will +4; +4 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +1 short sword +16/+11 (1d4-1/19-20) 
  Ranged light crossbow +15 (1d6/19-20) 
  Base Atk +10; Grp +4 (+10 BAB, -2 Str, -4 size) 
  Attack Options death attack (DC 21), sneak attack 
  +4d6 
  Special Actions hide in plain sight 
  Combat Gear oil of magic weapon, wand of fox’s 
  cunning (2 charges), wand of invisibility (2 charges) 
  Assassin Spells Known (CL 8th): 
  4th (1/day) – dimension door, freedom of 
  movement, greater invisibility 
  3rd (4/day) – deeper darkness, false life, magic 
  circle against good, nondetection 
  2nd (4/day) – cat’s grace, darkness, invisibility, pass 
  without trace 
  1st (4/day – disguise self, obscuring mist, swift 
  invisibility, true strike 
  Abilities Str 7, Dex 18, Con 8, Int 16, Wis 8, Cha 9 
  Special Qualities poison use 
  Feats Dodge, Skill Focus (Hide), Stealthy, Weapon 
  Finesse, Weapon Focus (short sword) 
  Skills Bluff +15, Craft (trapmaking) +5, Diplomacy +8, 
  Disguise +27, Hide +35, Jump +6, Move Silently 
  +20, Search +4, Spellcraft +8, Tumble +18 
  Possessions combat gear plus +1 short sword, light 
  crossbow, 10 bolts, +1 mithral chain shirt, +1 light 
  wooden shield, disguise kit, camouflage kit, ring of 
  protection +1, cloak of elvenkind, hat of disguise, 
  gloves of dexterity +4 
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 21 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+8 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
  Hide in Plain Sight (Su) An assassin can use the 
  Hide skill even when observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin 
  can hide himself from view in the open without 
  having anything to hide behind. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Poison Use (Ex) Assassins do not risk poisoning 
  themselves when applying poison to a blade. 
  
  APL 12 
  3: A ROOM WITH A VIEW 
   
   
  ATAXERXES            
  CR 14 
  Tiefling rogue 6/shadowdancer 8 
  NE Medium outsider (native) 
  Init +8; Senses darkvision 60 ft.; Listen +16, Spot 
  +16 
  Languages Ancient Baklunish, Common, Infernal 
  AC 20, touch 15, flat-footed 20 (+5 armor, +4 Dex, +1 
  deflection); Dodge, Mobility, trap sense +2, 
  improved uncanny dodge 
  hp 78 (12 HD) 
  Resist cold 5, electricity 5, fire 5 
  Fort +5; Ref +15, Will +4; defensive roll, evasion, 
  slippery mind, trap sense +2 
  Spd 30 ft. (6 squares) 
  Melee +1 flaming scimitar +16/+11(1d6+6 plus 1d6 
  fire/18-20) 
  Ranged +1 composite shortbow +15/+10 (1d6+4/x3) 
  Base Atk +10; Grp +15 
  Attack Options sneak attack +3d6 
  Special Actions hide in plain sight, shadow illusion, 
  shadow jump 80 ft., summon shadow 
  Combat Gear potion of cure serious wounds, wand of 
  glitterdust (50 charges, DC 20 Use Magic Device 
  check to activate) 
  Spell-Like Abilities (CL 14th): 
  1/day – darkness 
  Abilities Str 20, Dex 18, Con 12, Int 15, Wis 10, Cha 
  6 
  SQ slippery mind 
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Mobility, Stealthy 
  Skills Bluff +8, Disguise +16, Escape Artist +20, Hide 
  +29, Listen +16, Move Silently +27, Perform 
  (dance) +6, Spot +16, Tumble +20, Use Magic 
  Device +14 
  Possessions combat gear plus +1 flaming scimitar, 
  +1 composite shortbow (+3 Str), 20 arrows, +2 
  studded leather armor, hat of disguise, boots of 
  elvenkind, cloak of elvenkind, ring of protection +1, 
  belt of giant strength +4 
  Defensive Roll (Ex) Once per day, when a 
  shadowdancer would be reduced to 0 hit points or 
  less by damage in combat (from a weapon or other 
  blow, not a spell or special ability), she can attempt 
  to roll with the damage. She makes a Reflex saving 
  throw (DC = damage dealt) and, if successful, 
  takes only half damage from the blow. She must be 
  aware of the attack and able to react to it in order 
  to execute her defensive roll. If she is in a situation 
  that would deny her any Dexterity bonus to AC, she 
  can’t attempt a defensive roll. 
  Hide in Plain Sight (Su) A shadowdancer can use 
  the Hide skill even when observed. As long as he is 
  within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without having anything to hide behind. 
  Shadow Illusion (Sp) A shadowdancer may create 
  visual illusions once per day, as per the spell silent 
  image. 
  Shadow Jump (Su) A shadowdancer has the ability 
  to travel between shadows as if by means of a 
  dimension door spell. The limitation is that the 
  magical transport must begin and end in an area 
  with at least some shadow. A shadowdancer can 
  jump up to a total of 40 feet each day in this way. 
  This amount can be split among many jumps, but 
  each one, no matter how small, counts as a 10-foot 
  increment. 
  Slippery Mind (Ex) If a shadowdancer is affected by 
  an enchantment and fails her saving throw, 1 round 
  later she can attempt her saving throw again. She 
  only gets this one extra chance to succeed at her 
  saving throw. If it fails as well, the spell’s effects 
  occur normally. 
   
  MASYAF, SHADOW COMPANION 
  NE Medium undead (advanced, incorporeal) 
  Init +2; Senses darkvision 60 ft; Listen +9, Spot +9 
  Languages —  
  AC 13, touch 13, flat-footed 1 (+2 Dex, +1 deflection); 
  Dodge 
  HP 42 (7 HD)  
  Immunities nonmagical attacks, turning and rebuking, 
  undead immunities 
  Fort +2, Ref +5, Will +6 
  Spd fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 melee (1d6 Str) 
  Base Attack +3; Grp —  
  Attack Options strength damage  
  Abilities Str —, Dex 15, Con —, Int 6, Wis 12, Cha 13  
  SQ incorporeal traits 
  Feats Alertness, Dodge, Weapon Focus (touch) 
  Skills Hide +12 (+16 in areas of shadow, +8 in 
  sunlight), Listen +9, Search +4, Spot +9 
  Strength Damage (Su) The touch of a shadow deals 
  1d6 points of Strength damage to a living creature. 
  A creature reduced to 0 Strength dies. This is a 
  negative energy effect. 
   
  5: THE INDIGNANT 
  TRANETH ETALI            
   CR 12 
  Male Oeridian human fighter 6/Knight of the Chase 6 
  CG Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common, Old Oeridian 
  AC 24, touch 16, flat-footed 22 (+2 Dex, +7 armor, +5 
  shield, Shield Specialization, Shield Ward) 
  hp 94 (8 HD) (118 with potion of bear’s endurance) 
  Fort +13; Ref +5, Will +6 
  Spd 20 ft. (4 squares) (base speed 30 ft.) 
  Melee +1 keen longsword +21/+16/+11 (1d8+8/17-20) 
  Ranged +1 composite longbow +14/+9/+4 (1d8+4/x3) 
  or 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 24 
  
   
  masterwork shortspear +16 (1d6+3/x2) 
  Base Atk +12; Grp +15) 
  Attack Options Cleave, Power Attack 
  Special Actions flight of Krelestro 
  Combat Gear potion of heroism, type III necklace of 
  fireballs (1 7d6, 2 5d6, 4 3d6, Ref 14 for half) 
  Knight of the Chase Spells Prepared (CL 6th): 
  2nd – aid, sound burst (DC 13) 
  1st – divine favor, entropic shield, shield of faith 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 
  10 
  SQ insight of vengeance, Nemoud’s brethren, special 
  hindrances 
  Feats Alertness, Badge of Bondage, Cleave, 
  Improved Initiative, Melee Weapon Mastery 
  (slashing), Power Attack, Shield Specialization 
  (heavy), Shield Ward, Track, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
  Skills Bluff +2, Climb +2, Handle Animal +4, Listen 
  +3, Ride +5, Spot +3, Survival +7, Swim -3 
  Possessions combat gear plus +1 keen longsword, 
  +1 composite longbow (+3 Str), +2 chainmail, +2 
  heavy steel shield, 20 arrows, type III necklace of 
  fireballs, masterwork shortspear, Quaal’s feather 
  token (anchor) 
  Flight of Krelestro (Su) Once per day, a Knight of 
  the Chase can affect a shortspear as if a true strike 
  spell had been cast upon it. If the spear has 
  previously been blessed by a cleric of Trithereon, 
  its range increment is tripled. The act of imbuing a 
  shortspear with the Flight of Krelestro is a move 
  action that provokes attacks of opportunity. The 
  effect lasts a number of rounds equal to the Knight 
  of the Chase's class level or until the spear is used 
  in combat. 
  Insight of Vengeance When fighting with a 
  longsword or a shortspear, a Knight of the Chase 
  gains a +1 insight bonus to attack rolls. 
   
  KHESTON, NEMOUD’S BRETHREN, 
  ADVANCED RIDING DOG 
  N Medium magical beast 
  Init +2; Senses low-light vision, scent; Listen +5, Spot 
  +5 
  Languages —; empathic link, speak with master 
  AC 25, touch 12, flat-footed 122 (+6 armor, +2 Dex, 
  +7 natural) 
  HP 47 (12 HD) (hp half of master’s) 
  Fort +12, Ref +6, Will +5; improved evasion 
  Speed 40 ft. (8 squares) 
  Melee bite +14 (1d6+3)  
  Base Attack +12; Grapple +14 
  Attack Options trip 
  Abilities Str 15, Dex 15, Con 15, Int 8 (4, +4 KotC), 
  Wis 12, Cha 6 
  Special Qualities deliver touch spells, empathic link, 
  improved evasion, share spells 
  Feats Alertness, Track 
  Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival 
  +7 
  Possessions +1 chainmail barding 
  Trip (Ex) A war-trained riding dog that hits with a bite 
  attack can attempt to trip the opponent (+2 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  trip fails, the opponent cannot attempt to trip the 
  dog. 
   
  6: THINGS GO BAD  
   
  THE HAND 
   
   
  CR 13 
  Male Suel human fighter 2/rogue 3/assassin 8 
  LE Medium humanoid (human) 
  Init +8; Senses Listen +0, Spot +7 
  Languages Ancient Suel, Common 
  AC 20, touch 14, flat-footed 20 (+4 armor, +2 natural, 
  +4 Dex); Dodge, improved uncanny dodge 
  hp 82 (13 HD) 
  Fort +7; Ref +13, Will +3; evasion, +4 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +1 short sword +14/+9 (1d6+4/19-20, +2d6 vs. 
  humans) and dagger +14 (1d4+3/19-20) 
  Base Atk +10; Grp +12 (+10 BAB, +2 Str) 
  Attack Options death attack (Fort DC 19), sneak 
  attack +6d6 
  Combat Gear 2 doses of deathblade venom (injury, 
  Fort DC 20, 1d6 Con/2d6 Con) 
  Assassin Spells Known (CL 8th): 
  4th (1/day) – dimension door, freedom of 
  movement, modify memory 
  3rd (3/day) – deep slumber, deeper darkness, 
  misdirection, nondetection 
  2nd (3/day) – cat’s grace, darkness, invisibility, 
  spider climb 
  1st (4/day) – feather fall, disguise self, obscuring 
  mist, true strike 
  Abilities Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 
  8 
  Special Qualities hide in plain sight, poison use 
  Feats Dodge, Improved Initiative, Improved 
  Toughness, Quick Draw, Stealthy, Two-Weapon 
  Fighting, Weapon Focus (short sword), Weapon 
  Finesse 
  Skills Balance +12, Disguise +25, Escape Artist +17, 
  Hide +22, Move Silently +22, Spot +7, Tumble +16  
  Possessions combat gear plus +1 human bane short 
  sword, +2 leather armor, +2 dagger, amulet of 
  natural armor +2, hat of disguise 
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 19 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 25 
  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 26 
  rendered helpless and unable to act for 1d6+8 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
  Hide in Plain Sight (Su) An assassin can use the 
  Hide skill even when observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin 
  can hide himself from view in the open without 
  having anything to hide behind. 
  Poison Use (Ex) Assassins do not risk poisoning 
  themselves when applying poison to a blade. 
   
  MZEEV  
   
   
  CR 12 
  Male kobold assassin 10/expert 3/warrior 2 
  NE Small humanoid (dragonkin, reptilian) 
  Init +4; Senses darkvision 60 ft.; Listen -1, Spot –1 
  Languages Common, Draconic, Gnome 
  AC 27, touch 19, flat-footed 27 (+6 armor, +2 shield, 
  +1 natural, +1 size, +4 Dex, +3 deflection); Dodge, 
  improved uncanny dodge 
  hp 47 (15 HD) 
  Weaknesses light sensitivity 
  Fort +6; Ref +12, Will +5; +5 vs. poison 
  Spd 30 ft. (6 squares) 
  Melee +2 short sword +18/+13/+8 (1d4/19-20) 
  Ranged mwk light crossbow +17 (1d6/19-20) 
  Base Atk +11; Grp +5 
  Attack Options death attack (DC 23), sneak attack 
  +5d6 
  Special Actions hide in plain sight 
  Combat Gear oil of magic weapon, wand of fox’s 
  cunning (2 charges), wand of invisibility (2 charges) 
  Assassin Spells Known (CL 10th): 
  4th (3/day) – dimension door, freedom of 
  movement, greater invisibility, poison 
  3rd (4/day) – deeper darkness, false life, magic 
  circle against good, nondetection 
  2nd (4/day) – cat’s grace, darkness, invisibility, pass 
  without trace 
  1st (4/day – disguise self, obscuring mist, swift 
  invisibility, true strike 
  Abilities Str 7, Dex 18, Con 8, Int 16, Wis 8, Cha 9  
  Special Qualities poison use 
  Feats Deceitful, Dodge, Skill Focus (Hide), Stealthy, 
  Weapon Finesse, Weapon Focus (short sword) 
  Skills Bluff +17, Craft (trapmaking) +5, Diplomacy 
  +10, Disguise +31, Forgery +5, Hide +36, Jump +6, 
  Move Silently +27, Search +4, Spellcraft +10, 
  Tumble +20 
  Possessions combat gear plus +2 short sword, 
  masterwork light crossbow, 10 bolts, +2 mithral 
  chain shirt, +1 light wooden shield, disguise kit, 
  camouflage kit, ring of protection +3, boots of 
  elvenkind, cloak of elvenkind, hat of disguise, 
  gloves of dexterity +4  
  Death Attack (Ex) If an assassin studies his victim for 
  3 rounds and then makes a sneak attack with a 
  melee weapon that successfully deals damage, the 
  sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s 
  choice). While studying the victim, the assassin can 
  undertake other actions so long as his attention 
  stays focused on the target and the target does not 
  detect the assassin or recognize the assassin as 
  an enemy. 
  If the victim of such an attack fails a DC 23 Fort save 
  against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is 
  rendered helpless and unable to act for 1d6+10 
  rounds. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the 
  assassin has completed the 3 rounds of study, he 
  must make the death attack within the next 3 
  rounds. 
  If a death attack is attempted and fails (the victim 
  makes her save) or if the assassin does not launch 
  the attack within 3 rounds of completing the study, 
  3 new rounds of study are required before he can 
  attempt another death attack. 
  Hide in Plain Sight (Su) An assassin can use the 
  Hide skill even when observed. As long as he is 
  within 10 feet of some sort of shadow, an assassin 
  can hide himself from view in the open without 
  having anything to hide behind. 
  Light Sensitivity (Ex) Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Poison Use (Ex) Assassins do not risk poisoning 
  themselves when applying poison to a blade 
  
  ALL APLS 
  5: THE INDIGNANT  
  BRUTES  
   
   
   
  CR 1  
  Male orc fighter 1  
  LN, NE, LE, N Medium humanoid (orc)  
  Init +1; Senses Listen +1, Spot +1; darkvision 60 ft.  
  Languages Common, Orc  
  AC 20, touch 11, flat-footed 19 (+1 Dex, +5 armor, +4 
  shield)  
  hp 13 (1 HD) 
  Fort +4, Ref +1, Will -1 
  Speed 20 ft. in breastplate (6 squares), base 
  movement 30 ft.  
  Melee flail +5 (+1 BAB, +4 Str) (1d8+4)  
  Base Atk +1; Grp +5 
  Combat Gear potion of cure light wounds  
  Abilities Str 19, Dex 13, Con 14, Int 10, Wis 8, Cha 6  
  Feats Alertness, Toughness  
  Skills Climb -8, Intimidate +2, Swim -8 
  Possessions combat gear plus "stick" (sap), flail,  
  tower shield, breastplate 
   
  SERTERN ETHUEL AILDOLIN         CR 3 
  Male elf swashbuckler 3 
  LN Medium humanoid (elf) 
  Init +6; Senses low-light vision; Listen +3, Spot +3 
  Languages Common, Draconic, Elf 
  AC 16, touch 12, flat-footed 16 (+4 armor, +2 Dex) 
  hp 24 (3 HD) (3d10+3) 
  Immunities sleep spells and effects 
  Fort +4; Ref +4, Will +2; +2 vs. enchantments 
  Spd 30 ft. (6 squares) 
  Melee mwk rapier +6 (1d6+2/18-20) or  
  Melee mwk rapier +4 (1d6+2/18-20) and mwk dagger 
  +4 (1d4+1/19-20) 
  Ranged mwk longbow +6 (1d8/x3)  
  Base Atk +3; Grp +5 
  Attack Options insightful strike, Two-Weapon 
  Fighting 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 
  12 
  SQ grace +1 
  Feats Improved Initiative, Two-Weapon Fighting, 
  Weapon Finesse 
  Skills Balance +8, Climb +8, Listen +3, Search +2, 
  Spot +3, Tumble +8, Use Rope +8 
  Possessions combat gear plus masterwork rapier, 
  masterwork dagger, masterwork longbow, 20 
  arrows, +1 studded leather armor  
  Insightful Strike (Ex) A swashbuckler is able to place 
  her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) 
  as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light 
  weapon, as well as any other weapon that can be 
  used with Weapon Finesse. Targets immune to 
  sneak attacks or critical hits are immune to the 
  swashbuckler’s insightful strike.  
   
  PATRIOTIC KNIGHTS           
  CR 2 
  Human fighter 2 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  *AC 20, touch 16, flat-footed 18 
  hp 17 (2 HD) 
  Fort +4; Ref +2, Will +2 
  Spd 20 ft. (4 squares) 
  *Melee Mwk Guisarme +2 (2d4+3/x3) or heavy mace 
  +2 (1d8+2) 
  Ranged dagger +4 (1d4+2/19-20) 
  Base Atk +2; Grp +4 
  Combat Gear  
  Abilities Str 14, Dex 15, Con 12, Int 13, Wis 10, Cha 
  8 
  Feats Combat Expertise, Improved Trip (trip +6), Iron 
  Will, Weapon Focus (Guisarme) 
  Skills Climb +1, Intimidate +3, Jump +6, Swim -2  
  Possessions Scale mail, guisarme, heavy mace, 
  dagger (3) 
  * Includes 2pt combat expertise. 
   
  SNIPER           
   
   
  CR 3 
  Halfling ranger 3 
  NE Medium humanoid (halfling) 
  Init +5; Senses Listen +6, Spot +6 
  Languages Common, halfling 
  AC 18, touch 16, flat-footed 12 
  hp 21 (3 HD) 
  Fort +5; Ref +9, Will +3 
  Spd 20 ft. (4 squares) 
  Melee Shortsword +4 or +2/+2 shortsword (1d6+1 & 
  1d6/19-20) 
  Ranged Mwk light crossbow +11 (1d6+2/19-20) 
  Base Atk +3; Grp +4 
  Special Atk Favored enemy (human) +2 
  Combat Gear potion of cats grace(used, included in 
  statistics) 
  Abilities Str 12, Dex 21, Con 13, Int 10, Wis 12, Cha 
  8 
  Feats Crossbow Sniper, Endurance, Two-Weapon 
  Fighting, Weapon Focus (light crossbow) 
  Skills Climb +5, Hide +15, Jump +9, Knowledge 
  (nature) +5, Move Silently +13, Tumble +7  
  Possessions Combat gear plus 2 shortswords, 
  leather armor, dagger, light crossbow, 20 bolts. 
   
  6: THINGS GO BAD  
  SB MONKS     
   
   
  CR 6 
  Human Monk 6 
  LE Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Ancient Suel, Common 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 27 
  
  AC 16, touch 16, flat-footed 13 
  hp 48 (6 HD) 
  Fort +6; Ref +8, Will +7; Evasion. +2 vs. saves 
  against enchantments. 
  Spd 50 ft. (10 squares) 
  Melee unarmed +7 (1d8+2) or +5/+5 unarmed 
  (1d8+2) 
  Base Atk +4; Grp +6 
  Combat Gear potion of cat's grace, potion of shield of 
  faith (+2) 
  Special Atk Slow fall (30 ft) 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 14, Cha 
  8 
  Feats Deflect Arrows, Extra Stunning, Fists of Iron, 
  Improved Toughness, Improved Trip (+5), Stunning 
  Fist (5/day, DC 15) Weapon Focus (unarmed)  
  Skills 35 skill points Balance +10, Disguise +1, 
  Escape Artist +, 11, Hide +9, Jump +9, Listen +3, 
  Spot +3, Tumble +10 
  Possessions Combat gear plus gauntlets of ogre 
  power. 
   
  7: STAIRWAY TO HEAVEN  
   
  CALLISTO GRIMWOLD            
  CR 3 
  LN Medium humanoid (human) 
  Init +3; Senses Listen +5, Spot +8 
  Languages Ancient Suloise, Common 
  AC 18, touch 11, flat-footed 17 
  hp 24 (3 HD)  
  Fort +4; Ref +4 (+2 without potion of cat’s grace), 
  Will +2 
  Spd 30 ft. (6 squares) 
  Melee mwk longsword +6 (1d8+1/19-20) 
  Ranged mwk longbow +9 (1d8+1/x3) (+7 without 
  potion of cat’s grace) 
  Base Atk +3; Grp +4 
  Attack Options Combat Expertise 
  Combat Gear  
  Abilities Str 13, Dex 16 (12 without potion of cat’s 
  grace), Con 13, Int 13, Wis 12, Cha 13 
  Feats Alertness, Combat Expertise, Dodge, Skill 
  Focus (Spot), Weapon Focus (longsword) 
  Skills Intimidate +7, Knowledge (history) +4, Listen 
  +5, Ride +7, Spot +8 
  Possessions combat gear plus masterwork 
  longsword, masterwork longbow, ‘special arrow’, 20 
  arrows, heavy steel shield, chainmail, dagger, 
  lesser bracers of archery 
  Poison Callisto’s special arrow is coated with Carrena 
  (Injury, Fort DC 25, 3d6 Con/3d6 Con). If the 
  person struck by the arrow dies, a soul bind effect 
  upon the arrow activates. The target must make a 
  DC 25 Will save to resist this. If the soul bind is 
  successful, the arrow blinks out of existence. 
   
  OVERSEER            
   
   CR 1 
  LN Tiny Aberration 
  Init +2; Senses Listen +0, Spot +3 
  Languages Ancient Suel, Common 
  AC 15, touch 14, flat-footed 13 (+2 size, +2 dex, +1 
  natural) 
  hp 9 (2 HD) 
  Fort +0; Ref +2, Will +3; 
  Spd 20 ft. (4 squares) 
  Melee bite +5 (1d4-2) 
  Base Atk +4; Grp -9 
  Special Atk Attach, death grip, domination 
  Abilities Str 6, Dex 14, Con 11, Int 12, Wis 11, Cha 
  18  
  SQ Invisibility 
  Feats Weapon Finesse  
  Skills Climb +1, Hide +13 (+18 when attached), move 
  silentle +5, search +4, spot +3 
  Possessions - 
  Attach (Ex): If an overseer hits a victim with it's biting 
  pincers, it automatically attaches itself to the 
  victim’s body. An attached overseer is considered 
  flat-footed 
  Death Grip (Su): If the overseer is killed or removed, 
  it inflicts its host 1d6 points of damage per hour it 
  has been attached (minimum 1d6, maximum 
  10d6). This damage is raw magical damage and 
  not subject to damage reduction or energy 
  resistance. A succesful Fortitude saving throw (DC 
  11) halves the damage done. 
  Domination (Su): An attached overseer may attempt 
  to dominate is victim using it's feelers. The victim 
  must make a Will save (DC 15) or be dominated as 
  per the dominate monster spell. The link between 
  host and overseer is telepathic. 
  Invisibility (Su): The overseer, when attached to a 
  host can become invisible, as per the spell 
  invisibility, as a free action.  
   
  NASRANITE WATCH MEMBER 
  CR 1 
  Male human warrior 2  
  LN Medium humanoid 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch, 11, flat-footed 15  
   (+4 armor, +1 shield, +1 dex) 
  hp 15 (2 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 30 ft. (6 squares) 
  Melee Longsword +5 (1d8+1/19-20) 
  Range Crossbow +3 (1d8/19-20) 
  Base Atk +2; Grp +4 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 12, Con 13, Int 10, Wis 11, Cha 
  11 
  Feats Toughness, Weapon Focus (longsword) 
  Skills Climb +4, Handle Animal +2, Intimidate +4, 
  Jump +3, Profession (Watchman) +1, Ride +3, 
  Swim +0 
  Possessions combat gear plus longsword, light 
  crossbow, dagger, sap, 10 bolts, chainshirt, small 
  steel shield, signal whistle, bull's eye lantern 
   
  NAE8-04 Bright Sun, Black Lion 
   
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  NAE8-04 Bright Sun, Black Lion 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Badge of Bondage [Regional] 
  Your experiences as a slave have made you more 
  resistant to torture and mental manipulation.  
   
  Prerequisites: You body must bear some obvious 
  sign of your former bondage – whip scars on your back, 
  an owner’s brand on the neck, etc.  
   
  Regions: Ahlissa, Bandit Kingdoms, Flan, half-
  orc, Ket, Lordship of the Isles, Olman, Onnwal, The 
  Pomarj, Scarlet Brotherhood, Sea Barons, Sea Princes, 
  Tiger Nomads, Wild Coast, Yeomanry, Zeif.  
   
  Benefit: You receive a +1 insight bonus on all 
  Fortitude and Will saves. You also receive a +2 
  competence bonus on Bluff checks.  
   
  Source: Dragon #315, 51. 
   
  Crossbow Sniper [General] 
  You re skilled in lining up accurate, deadly shots with 
  your crossbow. Perhaps you add custom-made sights to 
  your weapon, or you have learned to maximise the 
  stability and precision the weapn offers.  
   
  Prerequisites: Profiency with hand, light or 
  heavy crossbow. Weapon focus with hand, light or 
  heavy crossbow. Base attack bonus +1  
   
  Benefits: When using crossbow where you have 
  weapon focus feat, you gain a bonus on damage rolls 
  equal to 1/2 your dexterity modifier.  
   
  Source: Players handbook 77. 
   
  Extra Stunning [General] 
  You gain extra stunning attacks  
   
  Prerequisites: Stunning Fist, base attack bonus 
  +2  
   
  Benefits: You gain the ability to make three extra 
  stunning attacks per day.  
  Special: You can take this feat multiple times. Its 
  effects stack.  
   
  Source: Complete Warrior page 98. 
   
  Fist of Iron [General] 
  You gain extra stunning attacks  
   
  Prerequisites: 
  Improved 
  unarmed 
  strike, 
  Stunning Fist, base attack bonus +2  
   
  Benefits: Declare that you are using this feat 
  before you make your attack roll (thus, a missed attack 
  roll ruins the attempt).  
   
  You deal an extra 1d6 points of damage when you 
  make a successful unarmed attack. Each attempt 
  counts as one of your uses of the Stunning Fist feat for 
  the day.  
   
  Source: Complete Warrior page 99. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal.  
   
  Prerequisites: Base Fortitude save bonus +2.  
   
  Benefits: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently.  
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source: Monster Manual IV, 203. 
   
  Melee Weapon Mastery [General] 
  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 with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8.  
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee 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 attack rolls and a +2 
  bonus on damage rolls.  
   
  Weapons with two damage types (such as the 
  morningstar, which does bludgeoning and piercing 
  damage) the benefits of Melee Weapon Mastery 
  (bludgeoning) and Melee Weapon Mastery (piercing) 
  do not stack. But the bonuses from this feat do stack 
  with those gained from Weapon Focus and Weapon 
  Specialization.  
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type.  
   
  A fighter can choose Melee Weapon Mastery as 
  one of his fighter bonus feats.  
   
  Melee Weapon Mastery is a prerequisite for feats 
  such as Crushing Strike, Driving Attack, Slashing 
  Flurry, and Weapon Supremacy.  
   
  Source: Player’s Handbook II, 81. 
   
  Shield Specialization [General] 
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it.  
   
  Prerequisites: Proficiency with shields.  
   
  Benefit: Choose one type of shield from the 
  following list: buckler, heavy, or light. When using a 
  shield of the appropriate type, you increase its shield 
  bonus to AC by 1.  
   
  Special: You can take this feat more than once. 
  Each time you select it, choose a different type of 
  shield.  
   
  A fighter can select Shield Specialization as one of 
  his fighter bonus feats.  
   
  Source: Player’s Handbook II, 82. 
   
  
  Shield Ward [General] 
  You use your shield like wall of steel and wood. When 
  an opponent attempts to draw in close yo you, your 
  shield forces him away or ruins his attacks.  
   
  Prerequisite: Proficiency with shields, Shield 
  Specialization.  
   
  Benefit: You apply your shield bonus to your 
  touch AC and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you.  
   
  Special: A fighter can select Shield Ward as one of 
  his fighter bonus feats. 
   
  Source: Player’s Handbook II, 82. 
   
  SPELLS 
  Invisibility, Swift 
  Illusion (Glamer) 
  Level: Assassin 2, Bard 1, Duskblade 2, Hexblade 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  You become invisible, vanishing from sight, even from 
  darkvision. If you are carrying gear, that vanishes, too.  
   
  Items you drop or put down become visible; items 
  picked up disappear if tucked into the clothing or 
  pouches you wear. Light, however, never becomes 
  invisible, although a source of light can become so 
  (thus, the effect is that of a light with no visible 
  source). Any part of an item that you carry but that 
  extends more than 10 feet from you becomes visible.  
   
  Of course, you are not magically silenced, and 
  certain other conditions can render you detectable 
  (such as stepping in a puddle). The spell ends if you 
  attack any creature. For purposes of this spell, an attack 
  includes any spell targeting a foe or whose area or 
  effect includes a foe. (Exactly who is a foe depends on 
  your perceptions.)  
   
  Actions directed at unattended objects do not 
  break the spell. Causing harm indirectly is not an 
  attack. Thus, you can open doors, talk, eat, climb stairs, 
  summon monsters and have them attack, cut the ropes 
  holding a rope bridge while enemies are on the bridge, 
  remotely trigger traps, open a portcullis to release 
  attack dogs, and so forth. If you attack directly, 
  however, you immediately become visible along with 
  all your gear. Spells such as bless that specifically affect 
  allies but not foes are not attacks for this purpose, even 
  when they include foes in their area. 
   
  Source: Spell Compendium, 125. 
    
    
  NAE8-04 Bright Sun, Black Lion 
   
  Page 30 
  
  DM MAP #1 – A ROOM WITH A VIEW 
   
   
   
   
   
   
  1 square = 5 ft. 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 31 
  
  DM MAP #2 – THE INDIGNANT 
   
   
   
   
   
   
  1 square = 5 ft. 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 32 
  
  DM MAP #3 – TEMPLE OF WEE JAS 
   
   
   
   
   
   
  1 square = 5 ft. 
  NAE8-04 Bright Sun, Black Lion 
   
  Page 33 
  
  DM MAP #4 – STAIRWAY TO HEAVEN 
   
   
   
   
   
   
  1 square = 5 ft. 
   
   
  NAE8-04 Bright Sun, Black Lion 
   
  Page 34 
  
  NAE8-04 Bright Sun, Black Lion 
   
  Page 35 
  DM AID #1 –NAERIE CITY 
   
  � Naerie City (Small City): Conventional (Prince 
  Barzhaan and his Advisory Council. The priesthood of 
  Zilchus wields strong influence in the city as well); AL 
  LN; 15,000gp limit; Assets 4,875,000gp; Population 
  6500; Mixed (Humans O/S (5681), Halfling (282), Elf 
  (174, grey/wood), Dwur (156), Half-Orc/Orc (131), 
  Gnome (68), "others" (8).  
   
  Authority figures: Prince Barzhaan, leader of 
  House Haxx (LN male Ftr14). Yarleven, High Priest of 
  Zilchus (LN male Clr13).  
   
  Important characters: Wanworth of House 
  Oedil (LE male Ari4/War6), Commander of the Naerie 
  City 
  Garrison; 
  Admiral 
  Aente 
  (NG 
  female 
  Ftr1/Rog2/Clr6 of Osprem), Navy Commander; 
  General Morres of House Oedil (LE male Ftr12), 
  Commander of the Army; Captain Belva (LN female 
  Ftr10), leader of the Nasranite Watch; Darvander of 
  House Haxx, cousin of Barzhaan (NG male Brd8). 
  Damar Rocharion (LN male Ftr8/Ran2), second-in-
  command of the Nasranite Watch. Taryl Silverwing 
  (CG female elf Clr8 of Corellon Larethian), leader of 
  the Olven community. Aromund (NG male Clr9 of 
  Sotillon), High Priest of the Velaeri. Frulhen (NG 
  female Clr8), High Priestess of Osprem in Naerie City. 
  Towrin Ghan (LN male Ftr5/Exp3), Head of the Royal 
  Guild of Merchants of Aerdy in Naerie; Arem (LE male 
  Clr7/Ftr1/Blackguard1), leader of Hextor’s Temple in 
  Naerie City. Diordis (NG female Clr6), head of Lydia’s 
  Temple in Naerie City. 
   
  Temples: Zilchus (god of Power, Prestige, Money, 
  Business & Influence), Heironeous (god of Chivalry, 
  Justice, Honor, War, Daring and Valor), Hextor (God of 
  War, Discord, Massacres, Conflict, Fitness and 
  Tyranny), Lydia (goddess of Music, Knowledge and 
  Daylight) Osprem (goddess of Ships, Sea Voyages and 
  Sailors), Procan (God of Seas, Sea life, Salt, Sea Weather 
  and Navigation), Sotillion* (goddess of Summer, South 
  Wind, Ease and Comfort), Xerbo (god of Sea, Sailing, 
  Money and Business), Corellon Larethian (Elves, 
  Music, Craft, Arts & War) *Temple of Winds is 
  dedicated to other Velaeri as well (Atroa, Telchur, 
  Velnius & Wenta) but Sotillion is most popular. 
   
  Note: This article looks at Naerie City in early 
  597CY. It is unlikely that this document will change 
  much in the future. 
   
   
  A Brief History of Naerie 
   
  -323 CY: Kingdom of Zelred founds the port 
  of Langshallow. It is later renamed Idee in 
  honor of Saint Idee. 
   
  - 76CY: Naerid of House Cranden conquers 
  the town of Idee and renames it Naerie. 
   
  584 CY: Idee is conquered by the Scarlet 
  Brotherhood and is re-named Obedient 
  State of Idee. Elder Brother Vasiliek 
  becomes the new ruler.  
   
  586 CY: Troops of the South Province 
  reach Naerie City; Vasiliek killed in 
  combat with Barzhaan of House Haxx. 
   
  588 CY: Idee is officially added to the 
  United Kingdom of Ahlissa, becoming the 
  Principality of Naerie. 
   
  598 CY: Current Year 
   
  Overview 
  Naerie City is the largest town in the whole 
  Principality and thus functions as the center of trade 
  and seat of power for the ruling House Haxx. It has a 
  population of some 6,500 individuals, Oeridian and 
  Suel being the most numerous human groups with 
  occasional Flan. Some Hepmonaland Suel arrived to 
  Principality as a result of the war and now form an 
  underclass of the society. 
  The Principality of Naerie differs much from 
  other areas of the United Kingdom. Foremost, it was 
  once a part of County of Idee, a bitter enemy of the 
  Great Kingdom. As such, its ruler Prince Barzhaan has 
  made sure that certain unsavory traits of the kingdoms 
  heartlands do not become common in Naerie. So far he 
  has been successful and the population has been 
  content, not the least for the gratitude it still feels for 
  its liberation from the Scarlet Sign. 
  Naerie is the edge of an empire. It is a 
  relatively small coastal area with quite a few people, it 
  is rich in natural resources and has thousands of 
  soldiers in arms. In the south, the Azure Sea is 
  contested by the fleets of the Scarlet Sign and Naerie, 
  both striving to make sure that enemy soldiers never 
  set foot on their homeland. In the west and east, 
  Sunndi and rest of the Iron League are kept separated 
  by the Ahlissan power, preventing a unified threat 
  against the nightingale throne.  
  Yet the internal threats might form the 
  greatest threat. Idee Volunteer insurgents, Sunndian 
  rabble-rousers, competing noble houses and ever 
  
  present threat of Scarlet Sign infiltrations keep prince 
  Barzhaan busy, which so far prevents him from 
  achieving his ultimate goal; an attack on the Kingdom 
  of Shar, one that Prince Reydrich himself swore to 
  achieve.  
   
  Rulership and Law 
  Power in the city of Naerie rests firmly in the grasp of 
  the prince. However, the Royal Guild of Merchants of 
  Aerdy, along with Advisory Council holds limited 
  power in the internal affairs of the principality.  
   
   
  The Prince 
  Prince Barzhaan is the head of House Haxx, a rising 
  star within the United Kingdom of Ahlissa. Originally 
  a vassal of the Chelors of the South Province and 
  Prince Reydrich, House Haxx began its rise to power 
  when Great Kingdom was nearing its end during reign 
  of Ivid V. Their first stroke of luck was when the 
  Rachern Haxx, daughter of Darsem Haxx (Previous 
  ruler of House Haxx) married a then relatively minor 
  noble Xavener of Darmen. The other was when Graf 
  Reydrich was assassinated. Darsem Haxx was the 
  leader of Oligarchy that took control after this. Scarlet 
  Brotherhood managed to assassinate him but his son 
  and heir, Barzhaan, assumed control and oversaw the 
  conquest of Idee. When Xavener was made an 
  overking, House Haxx was granted rulership of Idee, 
  now known as principality of Naerie. 
        The Prince has been married to Isabella of House 
  Darmen (N female human Ari7) for over two decades, 
  further tying the two houses together. Unlike 
  Overking Xavener, Barzhaan has been blessed with 
  two male heirs; Garen (Born 576CY) and Heitius (Born 
  579CY). To reduce tensions within the principality, 
  Barzhaan has assigned members of all noble houses to 
  important duties to avoid being accused of favoritism. 
   
  Advisory Council  
  Barzhaan has a group of advisors whom he discusses 
  matters of politics with; Members of this body are 
  Admiral Aente, General Morres, Yarleven, Towrin 
  Ghan of the Royal Guild of Merchants of Aerdy and 
  the heads of all the noble Houses. The latter usually 
  send their trusted emissaries instead of coming 
  themselves. Since nobles can rarely agree on matters 
  and most of the people sitting in it are loyal to 
  Barzhaan, it suits him well. He can make occasional 
  concessions but ultimately making sure his agenda and 
  that of his closest ally, Yarleven, are not threatened. 
  Barzhaans goal for now is to keep Naerie a stable and 
  prosperous place. 
   
  Those working for the Advisory Council (as 
  opposed to sitting in it) wear a badge decorated with a 
  round field striped alternating yellow and green, four 
  stripes of each with the top one being yellow The 
  border is a stylized chain, and in the middle of the 
  badge is a black ship with a yellow scroll underneath. 
  On the top left of the ship is a small shield with a white 
  bull on a blue field. (Blazon: A roundel barry, Or and 
  vert, overall a ship sable surmounted by an inescutchon 
  azure, a bull passant argent, above a scroll Or within a 
  chain agent in bordure). 
   
  Royal Guild of Merchants of Aerdy 
  Along with the House of Darmen and the priesthood 
  of Zilchus, the Royal Guild of Merchants is part of the 
  dominant power block in the United Kingdom of 
  Ahlissa. 
   
  As such, the Royal Guild’s wealth is legendary 
  throughout the central Flanaess. Its members 
  participate in and regulate trade throughout the 
  United Kingdom. In addition, the Royal Guild is 
  beginning to set up links with both the Free State of 
  Onnwal and the Kingdom of Sunndi as part of a 
  complex arrangement called “Naerie Compact” that 
  guaranteed Sunndian and Ahlissan aid to Onnwal in 
  their war against Scarlet Brotherhood (which has 
  pretty much ended with destruction of Scant in 
  595CY) 
       Members of the Guild are invariably merchants in 
  their own right, or officers of the Guild charged with 
  seeking out new markets for development. Many are 
  priests of Zilchus, and Guild offices can often be found 
  in close proximity to places of worship dedicated to the 
  Great Guildmaster. 
        Like elsewhere, all merchants are ultimately 
  responsible to the Royal Guild. However, to preserve 
  the stability of the Principality, merchants are 
  forbidden to trade slaves while within the Principality, 
  as it would increase support for the Idee Volunteers. 
  Such practice was not legal in Idee, and most likely will 
  never be a reality in Naerie either. Some illegimate 
  trading does happen within the work camps with 
  Brotherhood captives used for projects they are not 
  supposed to. 
        A sub-faction of the Royal Guild, the South Aerdy 
  Trading Consortium also exists. The heads of Noble 
  Houses and a few wealthy traders & privateers also 
  belong to it. They managed to acquire special privileges 
  from the Royal Guild by agreeing to invest into 
  developing infrastructure of the Kingdom instead of 
  paying taxes to the Royal guild. While development 
  does happen, this is also abused with fake projects and 
  other means. Those who belong to both guilds are 
  called ‘Golden Capons’.  
         In general, members of SATC pay a fraction of the 
  usual fees required by Royal Guild. Charter has been 
  signed to last until 605CY and it is unlikely that it will 
  continue after that. Yarleven, high priest of Zilchus, 
  himself is one of the ‘Golden Capons’ and has profited 
  greatly from the arrangement between SATC and 
  Royal Guild. 
   
  Religion 
  The faith of Zilchus, the god of Power, Prestige, 
  Money, Business and Influence, is the dominant 
  religion of the Kingdom and its priesthood is the 
  NAE8-04 Bright Sun, Black Lion 
   
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  strongest in Naerie. However, that does not mean it is 
  the most popular. Osprem, goddess of Ships, Sea 
  Voyages and Sailors, was very popular in the Old Idee 
  and her worship is perhaps the most populous in 
  Naerie. Worship of Lydia, goddess of Music, 
  Knowledge and Daylight, is also highly popular 
  because her priests travel the countryside, teaching 
  common folk many useful skills. Oeridian and Suloise 
  agricultural gods are both worshipped, along with the 
  sea gods Procan and Xerbo. 
  Ahlissan soldiers of course brought with them the 
  worship of Hextor. Common people see no need for 
  him but temples for have been build to Naerie City & 
  Poelitz among others.  
       Worship of Heironeous is also popular but because 
  of actions by Staceus of Felten, founder of the Idee 
  Volunteers, the church was forced to make a public 
  acceptance of Ahlissan rulership and revoke affiliation 
  with the Idee Volunteers. Common soldiers still 
  worship him but the Idee Volunteers have moved 
  extensively to Trithereon, God of Individuality, 
  Retribution and Self-Defence, whose worship is 
  outlawed in Naerie. Worshipping of vile cults and 
  deities such as Beltar are also forbidden. 
        It should be noted that worship of Wee Jas was 
  quite strong among sages and some nobles before the 
  Brotherhood occupation but as it was the only church 
  that supported the occupation, its temples faced 
  extensive purges by Ahlissan soldiers and the vengeful 
  population and now the only established temple can be 
  found in Poelitz. 
   
  Trade and Commerce 
  The 
  Principality 
  has 
  three 
  notable 
  resources; 
  foodstuffs, gold, and copper. The south of the country 
  is extremely fertile and produces much of the 
  foodstuffs that Naerie trades. Naerie has some mineral 
  resources, mining copper in the northwest and gold in 
  the northeast. 
   
  Banditry and piracy (mainly on routes across 
  Azure Sea) are the two traditional scourges of trade in 
  Naerie, and the military is kept active by hunting them 
  down. Letters of Marque are given out to ambitious 
  privateers to hunt down pirates. 
   
  As cattle breeding is the trade of choice for House 
  Haxx, an ambitious program is underway to improve 
  the cattle in Naerie by breeding with strains brought 
  from the old Haxx homelands in the heartlands of the 
  United Kingdom. 
   
  The export of grain and the taxation of 
  commoners are the two main sources of revenue in the 
  baronies. When Prince Barzhaan came to power, 
  general taxes were raised but trade tariffs were reduced. 
  During the last few years taxes have been somewhat 
  lowered since profits from grain export are once again 
  up. 
   
  Nobles are exempt from tax in the Principality, but 
  written agreements between the Prince and the Barons 
  stipulate a yearly tribute to the Prince that can take the 
  form of money, goods, land or soldiery. In reality, this 
  means that Barons who cannot muster enough soldiery 
  or who have no surplus goods must tax their local 
  population to pay the tribute. 
   
  The coastal waters are plied by cargo ships 
  transporting grain and other goods between local 
  communities. This sea route extends north to Irongate. 
  With liberation of Onnwal, this route now extends past 
  the ruins of Scant and onto Hardby and Nyrond. Trade 
  to Onnwal still goes to Longbridge on Onnwal’s Azure 
  Coast as Scant won’t be accepting Ahlissan goods until 
  the town has been rebuilt. The ships of the Nightingale 
  throne patrol the waters of the Gearnat because of the 
  renewed slaver activity in Pomarj. 
   
  Common People 
  Commoners are quite content under Ahlissan rule. The 
  Eddri rulers, relatively nice as they were, still ran a 
  feudal system on Idee, collecting taxes from farmers in 
  form of coin or products. The Scarlet Sign was a shock 
  to many people and troops from the South Province 
  were seen as a return to old ways. 
   
  Barzhaan knows that it is not required to keep 
  people under an iron fist. While laws are harsh as is 
  common in Ahlissa, the authorities do not go after 
  people unless there is a reason. As such, most people 
  prefer the rule of Kalstrand to that of Hesuel Ilshar. 
   
  The scars of the occupation still run deep within 
  the population. Anyone may sometimes meet 
  situations with pureblooded Suel, which lead to 
  conflicts when paranoid commoners see Brotherhood 
  agents where there are none (though of course 
  exceptions can happen). 
     Most rural people are farmers, working their feudal 
  obligations in fields. Many do simple secondary jobs as 
  well. Some work in more specialised jobs such as 
  charcoal burners or blacksmiths. Commoners in cities 
  can be found doing nearly any job, from streetsweeper 
  to construction worker. More expert ones generally 
  work as assistants to specialised experts such as 
  shipbuilders or salt makers. Fisher is also a common 
  profession in coastal towns. 
   
  Naerie City 
  Naerie city is divided to several districts though the 
  exact borders of these districts are unclear. Not much 
  effort was ever made to separate them from each other 
  with walls and these days people accept the fact that, 
  for example, the Trade district is around the central 
  square. Many places in the city are brand new, built 
  using the Brotherhood troopers as labor force. 
   
  Food and water supply 
  Surrounding farming communities make sure that 
  Naerie City is kept well fed. In addition, there are a fair 
  number of fishermen in town. While there is not a 
  river near the town to supply water, the Eddri rulers 
  did build several collection points for rainwater within 
  the town, along with wells. In emergency, these 
  NAE8-04 Bright Sun, Black Lion 
   
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  collection points can be filled with the help of two 
  decanters of endless water, which are kept in temples of 
  Osprem & Procan. Originally there were three but the 
  third disappeared during the occupation. An ambitious 
  project to build an underground aqueduct that would 
  bring water from the Hollow Highlands was put on 
  hold by occupation but it is speculated that work might 
  start again in few years. 
   
  Sanitation  
  Alongside 
  regular 
  sewers, 
  a 
  large 
  workforce 
  (employing many Hepmonaland savages) in town is 
  responsible for collecting horse dung and human feces 
  that is carted outside the town as fertilizer for farming 
  communities. Many items are re-used in the town. A 
  few peddlers even make a living by collecting trash 
  metal like old nails. Children call these individuals 
  walking coppers as they can occasionally take items 
  they find and sell them. Organic waste which is not 
  used in town is usually carted outside the city where it 
  can moulder. 
   
  Locations 
  1. Palace of the Prince: Prince Barzhaan of House Haxx 
  maintains his court in this massive mansion, surrounded 
  by extensive walls and gardens. It is the original building 
  used by Eddri rules and subsequently, Elder Brother 
  Vasiliek, but has been recently expanded and improved 
  with magical defenses. Two new statues (massive stone 
  statues of Oeridian warriors) are actually said to be stone 
  golems or animated constructs, under the command of 
  Prince Barzhaan. Further information on the nature of 
  magical defenses is a closely guarded state secret but it is 
  suspected that precautions against teleport, scrying and 
  other such spells have been taken.  
   
  The area around the palace is called the Noble Quarter. As 
  the name indicates, this the area where the upper class of 
  the society lives. Most houses here are large and more 
  often than not have gardens surrounding them. 
  Individuals such as Darvander Haxx, Yarleven & General 
  Morres live here 
   
  2 Chapel of Heironeous: This is the only chapel of 
  Heironeous in Naerie City. It is quite small but has a large 
  number of worshippers among local population, Nasranite 
  Watch and garrison. It is currently tended by Thanlok (LG 
  male Pal6), replacing the previous priest Remismund (LG 
  male Clr7) who was killed mysteriously in 593CY. After 
  his death, it was revealed that Remismund had been 
  supporter of Idee Volunteers who used chapel as a 
  meeting place. It is unknown if this practice continues.. 
   
  3. The Bathhouse of Ranet. 
  This place is named after the long dead Suloise goddess 
  of fire, though very few of the clients know this. It 
  functions as a public bath for the town. The water 
  comes from an underground spring and is circulated 
  through heated pipes in the boiler room. A Suel man 
  Avrat Mogor (LE male Wiz5/Bonded Summoner3) is 
  the owner of the place and well respected in social 
  circles. It is actually speculated that Avrat uses skills 
  learned from his master (location 24) to run this place 
  and that he has some sort of magical items helping 
  him. Some people argue that there is no underground 
  springs anywhere near the town, at least for operating a 
  bath and that Avrat is using some sort of magical device 
  for his water needs. 
   
  4. Star of Aerdy. 
  One of the best taverns in the town is the Star of 
  Aerdy. The building has stood in this spot for half a 
  century and has always been a tavern. When Idee was 
  independent, it was owned by a family of dwarves and 
  called Iron Flagon. When the Scarlet Brotherhood 
  took over it became a mess hall for worshippers of 
  Bralm and was called the Beehive. The latest owner, 
  Ideean soldier named Wulfric (LN male War2/Exp4), 
  took possession of the place after the occupation (as its 
  previous owners had been killed) and renamed it the 
  Star of Aerdy in honour of the Ahlissan army. Wulfric 
  celebrates the anniversary by offering a special drink 
  called the ‘Iron Bee’ for his customers. This mixture is a 
  combination of powerful dwarven ale, Ahlissan mead 
  and lots of honey and it is of course drunk from an iron 
  flagon. Interestingly enough, Wulfrics most loyal 
  customers seem to be among Nasranite Watch. 
   
  5: Nasranite Watch Compound: The main Nasranite 
  Watch compound is surrounded by 10ft high stone wall 
  and accessed through two large gates. Several smaller 
  guard houses are located throughout the city but this is 
  the one where one can talk to the Nasranite Watch 
  leaders; Captain Belva (LN female human Ftr10) and 
  Damar Rocharion (LN male Ran2/Ftr8).  
   
  After the disaster during Richfest 594CY the Nasranite 
  Watch has recruited several clerics 
  and battlemages to combat any further magical 
  disturbances and guard members underwent further 
  training to tackle such problems. 
   
  6. Marketplace: This large square is also known as central 
  square. It is a place where many local farmers and 
  traveling merchants gather to sell their goods. It is also a 
  popular place for sell swords who are looking for a change 
  to hire themselves as caravan guards to merchants who 
  continue to Sunndi or further up the Coast Road. In the 
  square is also a large statue, which shows three 
  blacksmiths (human, elf and dwarf), forging a weapon. It 
  was originally put up by House Eddri to symbolize the 
  Iron League and had many symbols dedicated to member 
  states. The Scarlet Brotherhood defaced the statue but 
  Prince Barzhaan had it restored, but without any Iron 
  League symbols. 
   
  The area around market place is called Trade Quarter. 
   
  7. Temple of Zilchus: The grand temple for the 
  Moneycounter looks over the proceedings of the 
  market place. Yarleven, the high priest of Zilchus can 
  be found here most of the time. 
  NAE8-04 Bright Sun, Black Lion 
   
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  8. Headquarters of the Royal Guild of Merchants of 
  Aerdy. This house stores much information about 
  shipping routes, local merchants and their activities. 
  Towrin Ghan, guild representative in Naerie can be 
  found here. 
   
  9. Temple of the Winds: This large temple has always been 
  dedicated to the Velaeri except the time Scarlet 
  Brotherhood controlled Naerie when it had shrines to 
  Beltar, Pyremius, Llerg and Syrul. Nowadays it has been 
  restored to its original glory and Velaeri are once again 
  worshipped. All faiths have their own sections dedicated 
  in the temple but high priests cooperate in practical 
  matters concerning the temple, with one priest 
  functioning as ’head of temple’ for 3 year period. 
  Currently the title is held by Aromund (NG male Clr9 of 
  Sotillon) who was elected in the early 596CY. 
   
  10: Chapel of Procan. This slightly dilapidated building 
  houses the local temple of Procan. A priest named 
  Gardienko (CN Clr7 of Procan) can be found here. 
   
  11. Harbor: Dozens of ship can be anchored to piers at any 
  given time. Most of the waterfront consists of warehouses 
  and stowers are kept busy as ships from as far as Keoland 
  arrive, bringing cargoes from exotic lands. In recent time, 
  with a help of Brotherhood slave labor, several 
  watchtowers have been build across the harbor. They are 
  topped by ballistas and catapults and form the first line of 
  defence in case of an attack. Master Pilot here is Jave 
  Norntag (N male Com10). Some of the well-known 
  captains who frequent the harbor include Gerdan ‘the 
  Lame’ (CN male Rog6), Eryn (CN male Clr3 of Xerbo) 
  and Valetta (N Female Rog2/Ran3). A small shrine 
  dedicated to Xerbo is here as well. It is tended by Suel 
  man named Dorelan (Clr5). 
   
  12. Chapel of Osprem. This large temple stands near 
  the harbor and is (naturally) very popular with sailors. 
  High Priestess Frulhen (NG female Clr8) maintains 
  the temple and assigns her acolytes for duties at 
  merchant vessels when requested and many times 
  offers free healing to those who need it. 
   
  13. Military docks: The elite Azure Squadron is based 
  on this section of the town. It also houses the navy 
  headquarters and office of Admiral Aente. At least one 
  squadron of three caravels is always present. A 
  stonewall was recently build, again using slave labor, to 
  separate this area from rest of the city. Two guarded 
  gates allow access into this area. 
   
  14. Breakwater: Using the Brotherhood slave labor, a 
  massive breakwater was constructed further away from 
  the harbor to protect the fleet from attack. It also shelters 
  vessels from storms. If need be, breakwater can be turned 
  into fortified military position. 
   
  15. Silver Eel Inn: This inn is one of the many in the 
  waterfront. It is a three-story building and can offer 
  modest accommodation to those who need it but 
  mainly it is just a drinking hole for sailors, stowers and 
  other commoners.  
   
  16. Dog Alley: This area is a red-light district - an area of 
  narrow, lantern-lit passages where women cater to the 
  jaded tastes of men named "wild dogs" in an old 
  Oeridian euphemism. Law enforcement is generally 
  left to the hired fists of the brothel owners and thieves 
  guilds. “The code of silence” applies and Nasranite 
  Watch rarely interferes, except in more severe cases. 
  An infamous case in 592CY saw a raid by Nasranite 
  Watch where two well-known merchants were caught 
  with child slaves. They were subsequently dragged to 
  the street, guilt confirmed with magical means by a 
  cleric of Hextor and then executed on the spot.  
   
  17: Burrow & Fey Circle: The demi-humans of Naerie 
  City live in their own area. Halfling & gnome residents 
  call it Burrow while elves call the area Fey Circle. This 
  is purely figure of speech as houses here are pretty 
  much like elsewhere in the town. Few Halfling holes 
  have been built though. Small shrines to Yondalla & 
  Corellon Larethian exist here. 
   
  18: Foreigners Enclave: The Foreigners' Enclave is 
  where outlanders with no friends, family, or business 
  contacts in Naerie are assigned living quarters. This 
  usually means refugees and emigrants, though recently 
  elements of Sunndian 11th army where stationed there 
  as well, while waiting for transport to Onnwal. Elsar 
  Irtuva (N female Exp5), refugee from Lordship of the 
  Isles, has established herself as unofficial ‘point of 
  contact’ to all foreigners arriving here. 
   
  19: Temple of Lydia: This temple is painted in bright 
  colors and kept impeccably clean. This temple is the 
  main educational institution in the city and many 
  people send their children here to learn valuable skills. 
  The area outside the temple serves as a ground for each 
  years Richfest celebrations. 
   
  20: Breddol the Sage: This old house in Luna Way is the 
  home of Breddol Fhals, aka ’The Sage’ (LN male 
  Rog7/Exp2), scholar of great repute and collector of 
  exotic items. Statues are especially close to his heart 
  and he maintains perhaps the finest collection in the 
  entire Principality. Some suspect that quite a few of 
  these statues are actually petrified creatures. Rhengott 
  Fhals (LN male Rog4), who is a nephew of Breddol is 
  responsible for hiring outsiders who work for Breddol.  
   
  21. Temple of Hextor: This foreboding building was 
  originally dedicated to Kord when the Scarlet 
  Brotherhood took over. Clerics of Hextor captured it 
  during the fight for the city and summarily executed 
  many captured brotherhood members on its stairs 
  afterwards. These days the banners showing the 
  gauntleted fist of Hextor fly proudly from its pennants. 
   
  NAE8-04 Bright Sun, Black Lion 
   
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  NAE8-04 Bright Sun, Black Lion 
   
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  22. Street of Smiths: This long street starts from the 
  temple of Hextor and extends almost up to south gate. It is 
  the home of for most of artisans of Naerie City. As the 
  name suggests, high quality iron products are available 
  here. However, it also has many specialized shops that sell 
  anything from glass products to high quality artwork. A 
  statue for Fedorik Eddri stood here before the occupation 
  but Scarlet Brotherhood destroyed it. 
   
  23: City administration: This building functions as 
  administration centre for city. Of interest is a the city 
  architect Olphan Vinn (LN male Exp6) who is said to 
  have in his possession the most accurate maps of the 
  city, including sewer maps and future building plans 
  for city defences. Treasurer Faal (LN Female Ftr5), 
  leader of tax collectors (perhaps the most hated person 
  of the city) also works here. 
   
  24: Home of Eurynymos: This large house is a residence of 
  wizard 
  Eurynymos 
  (CN 
  male 
  Wiz5/Bonded 
  Summoner7) who is well known for his research of 
  elemental 
  planes. 
  His 
  apprentice 
  Cawyr 
  was 
  responsible for Richfest disaster of 594CY but despite 
  protests, Cawyr did not have to pay with his life. 
  Neither Cawyr nor Eurynymos have been seen in 
  public for a while though it is said they both 
  occasionally visit Irongate and Sage Keep.  
   
  25. Chapel of Wee Jas: This chapel has been empty for 
  years now, ever since Ahlissan forced killed its priests. 
  
  PLAYER HANDOUT #1 –LETTER FOUND IN THE HARBOR 
  Written in archaic Baklunish 
   
  I am sending this letter to you with a ship as I cannot be sure if our 
  associate contacts me in his own way before you receive this.  
   
  The mission was completed succesfully. However, I found out that my 
  old nemesis is here in Naerie. I know not why, but truly Istus has blessed 
  me in this day. I will postpone my return until I have done what I must. 
  The blond infidel shall die for what he did in Port Toli. 
   
   
   
  - Ataxerxes 
  NAE8-04 Bright Sun, Black Lion 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/598/Normal Scenarios/NAE8-04 - Bright Sun Black Lion (APL 6-12)/NAE8-04 - Bright Sun Black Lion.pdf