TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL3-03  
   
   
   
   
   
  Shield of Faith 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 0.1 
  Round 1 
  by Donovan Hicks 
   
   
  The Shield of Blinding Light has been found in the war torn nation of Tenh.  Both the Church of the One 
  True Path and the followers of Pelor treasure this ancient relic.  Can you successfully obtain the Shield 
  for the Church of the One True Path and return it to its rightful place in the hands of the Champion of 
  Pholtus?  
  Part I of the Champion of the Pale series. 
  This is an adventure set in the Theocracy of the Pale for character levels 1-10. 
  
  Shield of Faith 
  [Round 1] 
  Page 2 
   
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. The RPGA 
  has three ways to score its games. Consult your 
  convention 
  coordinator 
  to 
  determine which 
  method to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. 
  That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player 
  voting 
  sheet, 
  and 
  provide 
  personal 
  information, but don’t vote for other players. 
  The game master rates the scenario and 
  completes personal and event information, 
  but does not rate the players as a team or 
  vote for players. This method is used when 
  there is no competition, but the event 
  coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to 
  allow about 15-20 minutes for the players to 
  briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. 
  
  Shield of Faith 
  [Round 1] 
  Page 3 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This method is used when the players want 
  to know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their 
  comments on your abilities. It’s a good idea to 
  have the players vote while you determine 
  treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, 
  and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then 
  have any players without a character create on. 
   Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party 
  Level (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts, etc) use the sidebar chart to 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
  4. If 
  you 
  are 
  running 
  a 
  table 
  of 
  six 
  PCs, add one 
  to 
  that 
  average. 
   
  By following these 
  four steps, you will 
  have determined 
  the APL. 
  Throughout this 
  adventure, APLs 
  categorize the 
  level of challenge 
  the PCs will face. 
  APLS are given in 
  even-numbered 
  increments. If the 
  APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either 
  your character was not as challenged as normal, 
  or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help 
  even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  
  Shield of Faith 
  [Round 1] 
  Page 4 
   
  attack that round. This is a free action 
  (spoken command) that may be attempted 
  each round. If an animal loses half or more 
  hp in a single round it flees, unless another 
  check is successful. 
  Time Units and Upkeep 
  This 
  is 
  a 
  standard 
  one-round 
  Regional 
  adventure, set in the Theocracy of the Pale.  
  Characters native to the Theocracy of the Pale 
  pay one Time Unit per round, all others pay two 
  Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per round.  Rich Upkeep 
  costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  Adventure Summary and 
  Background 
  In ancient times there was a great paladin of 
  Pholtus, Corin Malthesun, who, legend says 
  carried a shield which shone as brightly as the 
  sun itself.  The Shield of the Blinding Light was 
  lost when this mighty paladin never returned 
  from a quest to defeat a demon that was 
  plaguing the Great Kingdom.  The shield was 
  recently recovered from a dungeon in the Bluff 
  Hills by a group of adventurers who were unable 
  to use the shield.  Being adventurers of little 
  faith, they sold the shield. 
  The Shield of the Blinding Light, also known as 
  the Sun Shield by those who worship Pelor, has 
  come into the possession of a merchant in the 
  occupied territory of Tenh.  The merchant has 
  agreed to sell the shield to the Church of the 
  One True Path or the Church of Pelor 
  depending on who can make the most 
  convincing claim of previous ownership to her.  
  The merchant, Nelissa Surian, is a Baklunish 
  woman who follows the god Mouqoi and is more 
  interested in selling this unique item then in 
  which church obtains it.  Nelissa will be 
  persuaded by arguments as to which church has 
  the largest claim to the shield but the selling 
  price will always be the same. 
  The Church has already negotiated with Nelissa 
  for the shield and now needs to send envoys to 
  meet her and discuss the Church’s claim to the 
  shield.  The PC’s will be hired by either the 
  conservative or progressive faction of the church 
  depending on where they themselves fall within 
  this debate of how best to follow the will of 
  Pholtus.  The DM should ask the PC’s whether 
  they side with the conservatives or the 
  progressives before starting the adventure.  The 
  PC’s will be approached by an agent of one side 
  or the other and can be hired individually by both 
  sides. 
  The party should then proceed on their journey 
  to the town of Lighton.  Along the way they will 
  have to stay the first night near the village of 
  Spiral, where agents of the opposing faction will 
  attempt to stop them from succeeding. 
  The second night will be spend in the town of 
  Atherstone and the third night on the road 
  between Lighton.  Between Atherstone and 
  Lighton the party will be attacked by bandits 
  seeking to steal their gold and belongings. 
  Once in Lighton, the party will meet an agent of 
  Nelissa who will lead them out to meet with her. 
   The meeting with Nelissa will be one of 
  argument and debate between the followers of 
  Pelor and the party (the followers of Pholtus).  
  Once one side or the other has obtained the 
  shield it will be time for the party to return home. 
  Along the way back to Lighton, the party will 
  either be attacked by the forces of Iuz or find the 
  bodies of the Pelorites.  The shield will either 
  have to be protected from the forces of Iuz or 
  recovered from these evil forces at this point. 
  Once the shield has been protected from the 
  forces of Iuz, the party will be able to journey 
  back to the town of Wintershiven in relative 
  safety.  Upon their arrival here, an agent of 
  Milamber representing the interests of the 
  Theocrat himself will approach them.  The party 
  will have to decide how to proceed at this point 
  and thus determine who the Shield of the 
  Blinding Light will end up in the hands of. 
   
  Introduction 
  You have journeyed to Wintershiven, hoping 
  for a brief respite from all of your recent 
  adventures and journeys throughout the Pale 
  and beyond.  You are looking forward to 
  once again seeing the capitol of the Pale.  
   
  You have taken a room at your favorite 
  inn and tavern and are looking forward to a 
  night of drinking and talking with old and 
  new friends alike.  You have heard many 
  rumors of the political struggle going on in 
  the Pale between the Conservatives and the 
  
  Shield of Faith 
  [Round 1] 
  Page 5 
   
  Progressives, both trying to gain favor with 
  the people and the Theocrat.  You have 
  heard the talk and have thought of how  the 
  Pale might be run in the future.  Should the 
  Conservatives gain control the Pale will 
  return to a time where the inquisition is in 
  full force.  Heretics and heathens will all be 
  put to the torch or tossed into New Dawn 
  Camps for re-education.  In this way, they 
  believe, the Pale could become strong again, 
  with the heretics rooted out of the Pale.  
  Faithful Pholtans would once again be 
  strong within the Pale and never again could 
  the 
  persecutions 
  of 
  ancient 
  days 
  be 
  perpetrated against those loyal to the One 
  True Path. 
  On the other hand, should the Progressives 
  gain control some restrictions might be 
  relaxed a bit.  The inquisition would be used 
  only to root out true heretics.  Non-Believers 
  might still be allowed to practice their 
  blasphemous religions in private as long as 
  they did not try to spread their beliefs to 
  others.  Our nation could gain strength from 
  the diversity of the demi-humans and non-
  believers, but at the same time it would not 
  be united as one nation under Pholtus.  In 
  truth it could become a nation divided at its 
  heart. 
  You cease your musings as the discussion 
  between the companions sharing your table 
  grows a bit heated over the politics in the 
  Pale. 
   
  Encounter One:  Politics in 
  the Pale 
  You sit in the Pious Pilgrim enjoying a round 
  of drinks with old and new friends alike.  You 
  and your friends have been discussing the 
  politics of the Pale and recent occurrences.  
  As you finish off your latest round of drinks 
  a bard begins to recite the tale of Corin 
  Malthesun. 
   
  Once in the days of the Great Kingdom, 
  there was a mighty paladin of Pholtus by the 
  name of Corin Malthesun.  A holy warrior 
  with purpose, Corin slay many a demon and 
  villain who sought to harm the good peoples 
  of Oerth.  Corin’s last quest was one to slay 
  a demoness who lived within the mountains 
  to the north west of this very city.  This 
  demoness killed the innocent for sport and 
  would send out her minions to bring her all 
  the mortals they could gather.  She would 
  then torture these poor souls until she grew 
  bored with them, at which time she would kill 
  them and devour their hearts.  Corin came 
  and journeyed into the mountains to battle 
  this foul beast but was never heard from 
  again.  He carried with him a shield of 
  amazing power, blessed by Pholtus himself, 
  the Shield of the Blinding Light and a 
  weapon of great power, the Star of Morning. 
   
  Corin journeyed into the mountains and 
  he came upon the demoness devouring the 
  remains of a young woman.  The brave 
  paladin charged forth and met the creature in 
  battle.  The battle raged for a full day and a 
  half they say with great magics being spent 
  by the creature in an attempt to fell the 
  mighty hero.  In the end his shield and armor 
  protected him, while the Star of Morning 
  grievously wounded the demoness.  The 
  beast then fled deeper into the mountains 
  seeking to escape Corin.  Corin followed 
  though, seeing his chance to finish this 
  menace once and for all.  The night came 
  while Corin hunted though and the beast 
  used the darkness to its advantage.  The 
  body of Corin was found mutilated near the 
  village of Millet’s Mine the next morning.  His 
  arms and armor were all missing.  It is said 
  when the arms and armor are returned to the 
  Church of the One True Path a new 
  champion will once again rise to challenge 
  evil in the name of Pholtus. 
   
  As the bard finishes the tale, the party is 
  approached by either Father Teldon, an agent of 
  Saryn Reddick (if they are Progressives) or 
  Sister Rhianna, an agent of Zacktinerim (if they 
  are Conservatives).  If the party has professed 
  favoritism towards neither side, then have them 
  approached by whatever side you, as the judge 
  prefer.  Both agents will inform the party that the 
  Shield of the Blinding Light has been found and 
  their services are required to go meet with the 
  merchant Nelissa and present the Church of the 
  One True Path’s claim on the shield to her.  The 
  Church of the One True Path will give them 
  proper documents describing the history of the 
  Shield of the Blinding Light from its creation until 
  its loss with the death of Corin Malthesun.  The 
  history lists those who have been known to 
  wield the shield in the past and includes a list of 
  
  Shield of Faith 
  [Round 1] 
  Page 6 
   
  many great heroes of both Pelor and Pholtus.  
  More have been Pholtans then Pelorites and the 
  document clearly describes with detail the 
  method in which the Church of Pholtus created 
  the shield in ancient times.  It describes the 
  spells used to create the shield as well as the 
  ceremony used to instill it with power given by 
  Pholtus himself.  The party will also be given a 
  mark of credit from the Church for Nelissa as 
  payment for the shield should the party actually 
  prove the Church’s claim to it. 
   
  Father Teldon: Male Human Clr6. 
  Sister Rhianna: Female Human Clr6. 
   
  Tactics: The following exemplifies the reasons 
  that Saryn and Zacktinerim both would like to 
  obtain the Shield of the Blinding Light for the 
  Church of the One True Path.  Judges should 
  make sure they are familiar with the current 
  political climate of the Pale as well as the views 
  of the Progressive Party and the Conservative 
  Party to get the right attitudes of both sides.  
  Progressives are in favor of a relaxing of the 
  Inquisition, they believe in converting heathens 
  not burning them at the stake.  Progressives 
  even believe heretics can be taught the errors of 
  their ways and should thus be sent to New 
  Dawn Camps and not immediately put to the 
  torch.  Progressives also think demi-humans are 
  an asset to the Pale and should be taught the 
  power of the Blinding Light and not ostracized.  
  Conservatives on the other hand, think the Pale 
  has become too soft on heretics and heathens.  
  Heretics should put to the torch if they do not 
  immediately confess the error of their ways.  
  Heathens should be thrown into a New Dawn 
  Camp and taught the power of the Blinding Light 
  and to follow the One True Path, failing this they 
  should 
  be 
  put 
  to 
  the 
  torch 
  as 
  well.  
  Conservatives think Demi-humans have their 
  place in society but it should not be above those 
  who believe in the power of Pholtus in favor of 
  their own savage deities. 
   
  Saryn Reddick seeks to gain the shield to 
  present to the Council of Nine as a gift to be 
  given to the next champion deemed worth by the 
  Church to carry it.  She wishes to ensure the 
  favor of the Theocrat and the Church for both 
  herself and the Progressive Party by being the 
  one to return the shield.  Saryn believes it is 
  necessary for the Progressive Party to gain a 
  stronger standing with both the Theocrat and the 
  Church or else the Pale may return to a time of 
  darkness where non-humans are treated as 
  second class citizens and heathens are actually 
  being burned beside heretics instead of taught 
  the truth of Pholtus.  Father Teldon will espouse 
  the ideals of the Progressive Party to the PC‘s in 
  an effort to convince them of the importance of 
  recovering the shield for Saryn Reddick.  Father 
  Teldon will ask the party to bring the shield back 
  to him at the Church. 
   
  Zacktinerim wants the shield more to show 
  up Saryn then anything else.  The fact her party, 
  the Conservative Party could gain some 
  influence from this is only secondary to 
  Zacktinerim.  Zacktinerim wishes to prove to the 
  council she can handle affairs better then Saryn. 
   Zacktinerim’s agent will play upon the fears of 
  Conservatives by talking of how heathens, 
  including the non-Pholtan demi-humans, take 
  the jobs of hardworking Pholtans without singing 
  the praises of the Blinding Light.  The agent will 
  attempt to place blame for all of the evils to 
  befall the Pale in recent memory at the feet of 
  the Progressives and their policy of open 
  acceptance of heathens and demi-humans.  The 
  judge should play up the attitude of Sister 
  Rhianna to reflect these views and the overall 
  views of the conservative party and thus the 
  importance of the Conservatives gaining the 
  shield for the Church.  Sister Rhianna will ask 
  the party to bring the shield to her at the Inn of 
  the Blinding Light in the merchant district. 
   
  Neither agent will offer any reward, hoping 
  the party will do this as a favor to the Church.  If 
  any member of the party asks for monetary 
  payment, they will be offered 200 gp each and 
  they will only receive monetary rewards and not 
  be eligible to receive any of the other rewards 
  available at the end of the scenario. 
   
   
  Encounter Two:  The Dirty 
  Side of Politics 
  You have been journeying for a whole day 
  towards your meeting with the merchant 
  Nelissa’s agent in the town of Lighton.  The 
  sun has been hot overhead throughout the 
  day and as the sun sets finally you see 
  ahead the lights of Spiral, perhaps the 
  farmhouse ahead could provide you with 
  some shelter for the night. 
  
  Shield of Faith 
  [Round 1] 
  Page 7 
   
   
  The party can set up camp for the night just 
  off the road.  They can, also, proceed to the 
  farmhouse where the kind farmer, Martin, and 
  his wife, Henny, will provide them with a meal 
  and then allow them to sleep in the barn nearby. 
   In any event, shortly after the party has turned 
  in for the night (one hour after the first watch 
  begins if watches are being used) they will be 
  attacked by monks from the Order of the 
  Blinding Light.  The monks were sent by 
  Zacktinerim if the party is working for Saryn 
  Reddick and by Malvern Fenn if they are 
  working for Zacktinerim.  Malvern Fenn has 
  become involved because he realizes the 
  lengths Zacktinerim will go to oppose Saryn 
  even if she does not.  If the party is working for a 
  mix of the two, Zacktinerim will have sent the 
  monks in a fit of rage at any members working 
  for Saryn. 
  APL 2 (EL 3) 
  Monks of Pholtus: (4) Male Human Mnk1; hp 9 
  (See Appendix for Encounter Two) 
   
  APL 4 (EL 5) 
  Monks of Pholtus:  (3) Male Human Mnk2; hp 
  15 (See Appendix for Encounter Two) 
  Cleric of Pholtus: (1) Male Human Clr 2; hp 17 
  (See Appendix for Encounter Two) 
   
  APL 6 (EL 8) 
  Monks of Pholtus:  (3) Male Human Mnk 4; hp 
  28 (See Appendix for Encounter Two) 
  Cleric of Pholtus: (1) Male Human Clr 4; hp 31 
  (See Appendix for Encounter Two) 
   
  APL 8 (EL 11) 
  Monks of Pholtus:  (3) Male Human Mnk 7; hp 
  46 (See Appendix for Encounter Two) 
  Cleric of Pholtus: (1) Male Human Clr 7; hp 52 
  (See Appendix for Encounter Two) 
   
  APL 10 (EL 13) 
  Monks of Pholtus:  (3) Male Human Mnk 9; hp 
  53 (See Appendix for Encounter Two) 
  Cleric of Pholtus: (1) Male Human Clr 9; hp 62 
  (See Appendix for Encounter Two) 
   
  Tactics: The monks and clerics will work 
  cooperatively to subdue the party in the most 
  expeditious manner possible.  Where possible, 
  the monks will have drunk their potion of cat’s 
  grace and the cleric will have drunk his potion of 
  blur before moving to attack the party.  The 
  cleric will also cast bless on the group before 
  they attack.  All members of the group will use 
  stealth to approach with the cleric using his 
  silence spell to cover the noise of his armor if 
  possible.  Once engaged the monks will try to 
  use their stunning attacks against the party to 
  subdue them quickly.  The cleric will use those 
  spells that he has memorized as silent spells 
  first and try to position himself as close to 
  spellcasters as possible to prohibit the use of 
  their spells.  Where possible, the cleric will 
  attack spellcasters to subdue them with his 
  morningstar to keep them from using their spells 
  while his silence is still in effect.  Once the need 
  for the silence is done, the cleric will dismiss the 
  spell and use his other spells as necessary.  If 
  the party kills a member of this assault squad, 
  the group will not hesitate to use deadly force  
  on any party member not striking to subdue.  If 
  the party continues to kill members of the 
  assault squad, the cleric will seek to escape and 
  notify his superiors of the violent nature of the 
  party. 
   
  If the group of monks succeeds they will 
  take the documents proving the Church’s claim 
  and the Mark of Credit.  See Map 1 for a detail 
  of the barn. 
   
  Development: If the party kills any members of 
  this assault squad, the judge should have them 
  arrested by the town guard of Wintershiven 
  upon their return before they make contact with 
  anyone.  The party will be charged with the 
  murder of the monks and the cleric.  The DM 
  should note whether any of the assault squad 
  escaped or not and can be used as a witness 
  against the party.  Any PC found guilty of the 
  murder of members of this assault squad will be 
  jailed for no less than 4 TU in the New Dawn 
  Camp at Tristor.  The penalty has been reduced 
  to 4 TU through the intervention of Malimber 
  who has taken the shield directly to the 
  Theocrat.  He has spoken to the courts on 
  behalf of the PC’s due to the extenuating 
  circumstances of the politics which the party 
  became caught up in.  Judges should make sure 
  
  Shield of Faith 
  [Round 1] 
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  the party understands the group is attacking to 
  subdue for this reason. 
   
  Encounter Three:  The 
  Bandits of Tenh 
  You have been traveling for almost three 
  days now.  Last night you got to sleep in a 
  nice warm bed at the Inn of the Bloody Fields 
  in Atherstone.  As rain clouds start to gather 
  over your head in the late afternoon, it 
  doesn’t look like you will be so lucky tonight. 
   Your mind drifts back to the hot bowl of 
  venison and the warm bread you had last 
  night at the Inn.  Oh yes, the food was good 
  and the drink was just the right temperature 
  after two days on the road.  Suddenly your 
  mind is snapped back to reality by a figure 
  yelling for you to stop and drop your 
  weapons up ahead. 
   
  One of the bandits is standing in the road in 
  front of the party at this point and has yelled for 
  the party to halt in a position between his friends 
  who are hiding in the limbs of nearby trees.  The 
  bandit standing in the road will demand the party 
  drop all their belongings on the ground here and 
  return to Atherstone if they wish to live to see 
  the sun set.  All but the one bandit will be hiding 
  in trees near the road.  They will have used their 
  potions of hiding to help with their hides and 
  where possible will have drunk a potion of spider 
  climb as well to help with moving around in the 
  trees.  All of the bandits in the tree limbs are 
  considered to have 75% concealment while in 
  the trees.  If the party refuses to drop their 
  goods, the bandits in the trees will open fire with 
  their bows, aiming at whoever looks to be the 
  nastiest melee fighter first and then spellcasters. 
   
  APL 2 (EL 2) 
  Bandits of the Tenh: (4) Male Humans War1; 
  hp 9 (See Appendix for Encounter three) 
   
  APL 4 (EL 4) 
  Bandits of the Tenh: (6) Male Humans Rog1; 
  hp 7 (See Appendix for Encounter three) 
   
  APL 6 (EL 7) 
  Bandits of the Tenh: (6) Male Humans Rog2; 
  hp 12 (See Appendix for Encounter three) 
   
  APL 8 (EL 10) 
  Bandits of the Tenh: (6) Male Humans Rog5; 
  hp 27 (See Appendix for Encounter three) 
   
  APL 10 (EL 12) 
  Bandits of the Tenh: (6) Male Humans Rog7; 
  hp 34 (See Appendix for Encounter three) 
   
  Encounter Four:  Lighton 
  and Nelissa 
  Finally, after four days of travel you have 
  arrived in the town of Lighton.  Tension in 
  this town is very high and the forces of the 
  Faithful Flan can be seen everywhere.  You 
  were able to get directions to the Blissful 
  Respite Tavern with ease from a guardsman 
  when you entered town.  You enter the 
  tavern and notice a small group of what 
  looks like clerics, although they display no 
  holy symbols, huddled in a corner.  As you 
  glance around the room looking for Vedrin a 
  short, wiry man approaches you from the 
  bar.  “I am Vedrin, your guide into the nearby 
  wilds,” he announces as he reaches out his 
  hand to take yours. 
  Vedrin will question the party before giving them 
  any more information.  He isn’t sure who he’s 
  looking for from the Church here, but is very 
  discreet in his questioning the party about why 
  they’re here.  Mostly he talks as if he is just a 
  humble guide to adventurers coming into 
  Lighton.  Once the party is able to allay his fears 
  as to who they are he instructs them they will 
  leave at first light to go meet Nelissa about four 
  hours outside of town.  He also introduces them 
  to the four people huddled in the corner:  Selwyn 
  Tolmath, Mikas Corwal, Anya Wellish, and 
  Parvo Niallin.  These are the Pelorites but will 
  not readily admit it as long as they are in 
  Lighton.  They are faithful to their god, but are 
  not ready to become martyrs just for traversing 
  Pale territory.  Selwyn is their leader. 
   
  The dawn comes early considering the 
  rigors of the last few days of travel and the 
  warm comfort of your bed this morning.  
  
  Shield of Faith 
  [Round 1] 
  Page 9 
   
  After an early breakfast you have met Vedrin 
  and the four from the tavern ready to journey 
  out to meet with Nelissa.  Your journey is 
  whether uneventful and Vedrin leads you to a 
  quiet copse of trees just off the road about 
  half a day west of Lighton.  Once there, you 
  wait only a short time before a woman of 
  obviously Baklunish descent steps out from 
  the trees.  The woman has green eyes and 
  raven black hair.  She greets you with a smile 
  as she directs two burly retainers to set 
  down a large flat crate.  “I am Nelissa Surian, 
  a merchant of some renown in the Flanaess. 
   Have you prepared your rightful claims to 
  the magnificent item I have for sale here,” 
  she motions towards the crate as she 
  finishes speaking. 
   
  At this point, Mikas steps forward and 
  speaks, “We of the Church of Pellor lay claim 
  to the shield by simple right of ownership, 
  though Corwin Malthesun was not a paladin 
  of Pellor, his predecessor Tomas Sindrel 
  was.  Tomas carried the Sun Shield against 
  undead for years before he was slain by a 
  vampire in the lands of Iuz.  Surely, that 
  Corwin removed the shield from the lair of 
  this vampire after its defeat does not entitle 
  the Church of the One True Path to the 
  shield.”  Tomas’s monologue drones out in 
  your ears after a time as he continues trying 
  to hammer home the previous ownership of 
  Tomas and his father before him.  As he 
  finishes, Nelissa looks at you to see what 
  you have to say. 
   
  At this time the party should attempt to 
  convince Nelissa of the Church of the One True 
  Path’s claim to the shield.  If the party still has 
  the documents from Father Teldon or Sister 
  Rhianna these will add a +5 to their diplomacy 
  check to convince Nelissa of the Church of the 
  One True Path’s claim but they still have to 
  speak on the Church’s behalf.  A bard may 
  make a bardic knowledge check DC 20 to see if 
  he knows any more of the history of the shield 
  which will help the party to make the Church’s 
  claim.  If the bard succeeds, the primary 
  negotiator 
  of 
  the 
  party 
  will 
  gain 
  a 
  +2 
  circumstance bonus to his diplomacy check to 
  make the Church’s claim.  In any case the 
  diplomacy check DC for convincing Nelissa of 
  the Church of the One True Path’s claim is 20.  
  In addition to the shield, the party will also 
  receive a journal from Nelissa.  It is the journal 
  of Corin Malthesun.  The party may try to read it 
  if they choose to but it is written in Celestial.  
  Corin also wrote a curse into the first page and 
  anyone reading the journal will have to make a 
  Will save DC 17 or be cursed to glow as if under 
  the permanent effects of a faerie fire spell. 
   
  Vedrin: Male human Rgr3. 
  Selwyn Tolmath: Male human Clr6. 
  Mikas Corwal: Male human Pal7. 
  Anya Wellish: Female half-elf Pal6. 
  Parvo Niallin: Male human Clr5. 
  Nelissa Surian: Female human Exp10. 
  Nelissa’s Retainers: (2) Male human War8. 
   
  Treasure: Shield of the Blinding Light. (A full 
  description of the shield is given at the end of 
  this scenario). 
   
  Development: Should the PC’s attempt to take 
  the Shield of the Blinding Light by force, Nelissa 
  and everyone else will fight them.  If the PC’s 
  ask to see the shield, Nelissa will of course open 
  the crate.  Even before she pulls back the black 
  velvet cloth covering the shield, light can be 
  seen seeping through the cloth.  You should use 
  the description of the Shield of the Blinding Light 
  in the appendix to describe the shield to the 
  PC’s.  If the party fails to prove the Church of the 
  One True Path’s claim to Nelissa you should 
  proceed to description two for encounter five 
  instead of description one. 
   
   
  Encounter Five 
  Description One:   
   
  As you make your way back to Lighton 
  with the Church’s prize, you stop to rest for a 
  moment.  The afternoon sun is hot and you 
  can’t wait to get back to the tavern and a nice 
  drink.  You look around a moment and 
  wonder what powers this shield has besides 
  the glow of light you saw emanating from it 
  when Nelissa removed the cloth coverings 
  from it.  As you start back on your way again, 
  you notice a young woman stumble over the 
  rise of a nearby hill.  She sees you and 
  
  Shield of Faith 
  [Round 1] 
  Page 10 
   
  begins to run towards you only to stumble 
  and fall.  Behind her comes a large warrior 
  dressed in black armor with a large shield 
  emblazoned with the unholy symbol of Iuz.  
  He notices you as he comes over the hill and 
  yells out behind him, “the girl can wait, we’ve 
  found those who carry the shield of their 
  faith.” 
   
  The other three warriors will come up to the 
  top of the hill as well as the second cleric.  The 
  girl is the first cleric with change self cast upon 
  himself.  In the first round the “girl” will get up 
  and run towards the party, trying to get behind 
  them if possible.  She will stop if someone offers 
  her safety, though, only to turn against them at 
  the first opportunity. 
  Description Two: 
   
  As you make your way back to Lighton 
  without the Church’s prize, you wonder how 
  long it will take you to get over your failure.  
  The afternoon sun is hot and you can’t wait 
  to get back and drown your sorrows in a 
  tankard of ale.  You come up over the next 
  hill and before you is a sight of carnage.  You 
  see below you several bodies.  You approach 
  cautiously and realize four of the bodies are 
  those of the Pelorites.  One gasps and dies 
  just as you reach the bodies.  The other 
  bodies all wear black armor and laying near 
  them are shields emblazoned with the unholy 
  symbol of Iuz. 
   
  It should be obvious the forces of Iuz set 
  upon the Pelorites.  If the PC’s search, they will 
  find the shield is not here.  The tracks of the 
  forces of Iuz are easy to follow and head back 
  west towards uncontrolled territory.  If the party 
  tracks the forces of Iuz, they will first notice them 
  at a distance of 200 ft.  The forces described 
  below are all that remains of the force that 
  attacked the Pelorites.  They will notice the party 
  at 200 ft. as well, as they are being wary of 
  forces of the Pale coming upon them. 
   
  APL 2 (EL 4) 
  Warriors of Iuz: (4) Male human Ftr1; hp 12 
  (See Appendix for Encounter five) 
  Clerics of Iuz: (2) Male human Clr1; hp 10 (See 
  Appendix for Encounter five) 
   
  APL 4 (EL 7) 
  Warriors of Iuz: (4) Male human Ftr2; hp 20 
  (See Appendix for Encounter five) 
  Clerics of Iuz: (2) Male human Clr2; hp 17 (See 
  Appendix for Encounter five) 
   
  APL 6 (EL 9) 
  Warriors of Iuz: (4) Male human Ftr4; hp 36 
  (See Appendix for Encounter five) 
  Clerics of Iuz: (2) Male human Clr4; hp 31 (See 
  Appendix for Encounter five) 
   
  APL 8 (EL 11) 
  Warriors of Iuz: (4) Male human Ftr6; hp 52 
  (See Appendix for Encounter five) 
  Clerics of Iuz: (2) Male human Clr6; hp 45 (See 
  Appendix for Encounter five) 
  APL 10 (EL 13) 
  Warriors of Iuz: (4) Male human Ftr8; hp 64 
  (See Appendix for Encounter five) 
  Clerics of Iuz: (2) Male human Clr8; hp 55 (See 
  Appendix for Encounter five) 
   
   
  Tactics: The warriors will be 120 ft. from the 
  party when they first come over the hill.  The 
  “girl” will be 100 ft. from the party when she falls. 
   The warriors will use their bows first, which are 
  already drawn and ready as they come over the 
  hill.  The second cleric will use his crossbow or a 
  spell first.  The first cleric will attempt to 
  maneuver into a position behind as many of the 
  party as possible before revealing himself.  
  These tactics are only for if the party has 
  obtained the shield from Nelissa.  The first cleric 
  has a rod of silence that he will use if silence is 
  cast upon him.   
  Treasure: Rod of lesser silence (5400 gp). 
  Encounter Six 
  You have journeyed long and hard back to 
  Wintershiven by horseback no less.  Once 
  you arrived in Lighton you were able to 
  obtain passage with a merchant caravan as 
  guards and journeyed back to Wintershiven 
  in only two days.  As you leave the merchant 
  caravan and head towards your meeting 
  point to turn over the shield, you hear a quiet 
  whisper from a nearby alley.  You look 
  
  Shield of Faith 
  [Round 1] 
  Page 11 
   
  towards the alleyway and see a young well-
  dressed woman.  She is motioning for you to 
  come towards her. 
   
  The woman is Minea, an agent of Milamber. 
   Milamber has learned of the political game 
  going on between the Progressives and 
  Conservatives over the shield and wishes to 
  intervene.  Minea will not offer to give the party 
  any reward in return for the shield; Milamber 
  hopes the party will turn the shield over to him 
  for the good of the Pale.  She will explain how if 
  the shield is given to her, Milamber can pass the 
  shield directly to the Theocrat and thus prevent 
  either faction from gaining more influence then 
  the other within the Pale.  Milamber believes this 
  will allow the current balance of power within the 
  Pale to remain unchanged and show both 
  factions they cannot circumvent the will of 
  Pholtus or the needs of the Pale for their own 
  gains. 
   
  Minea is peaceful and Milamber’s offer is 
  one without strings.  If the party refuses they will 
  be allowed to continue on and meet their 
  previous contacts.  If the party threatens or 
  attacks Minea she will call for the town guard 
  and have the party arrested.  The party will be 
  released shortly afterwards if Minea has not 
  been harmed. 
  Minea: Female human Sor6. 
  Development: If Minea is harmed by the actions 
  of the party, they will have to answer to the 
  authorities for attacking an unarmed woman in 
  the street.  The penalty for harming Minea can 
  range from a simple fine and penance given at 
  the 
  Church 
  for 
  minor 
  injury 
  to 
  lifetime 
  imprisonment for killing her.  Should the party 
  actually kill Minea, the judge should take their 
  character sheets and present them to the Triad 
  for determination of length of imprisonment for 
  the murder of an innocent woman. 
  Encounter Seven 
  You have arrived at the designated meeting 
  point to turn the shield over to your 
  employer.  They are overjoyed with your 
  loyalty to the Pale.  The agent of your 
  employer asks if you have anything else to 
  report as they open the crate and examine 
  the shield within. 
   
  The agents will once again spout political 
  rhetoric in line with their faction.  Father Teldon 
  will praise the party for having prevented the 
  Pale from falling upon dark times again where 
  even the innocent are sometimes put to the 
  torch.  He will praise Pholtus for their safe return 
  and thank them for their service.  If they 
  surrender the journal of Corin Malthesun to 
  Father Teldon he will thank the party for the 
  return of such an incredible piece of Church 
  history.  Father Teldon will promise to contact 
  the party again should Saryn Reddick have any 
  more need for them in service to the Church. 
   
  Sister Rhianna will thank the party for 
  preventing the Pale from being dragged closer 
  towards heathenism like so many other nations. 
   She praises them and Pholtus for seeing the 
  rightness of supporting the conservative cause.  
  If the party surrenders the journal of Corin 
  Malthesun to Sister Rhianna she will thank the 
  party for the return of such a incredible piece of 
  Church history, which surely will help support 
  the beliefs of the conservative faction.  Sister 
  Rhianna then sends the party on their way with 
  their just rewards. 
  Father Teldon: Male Human Clr6. 
  Sister Rhianna: Female Human Clr6. 
  Development: The judge should note at this 
  point to whom the shield and journal were 
  returned.  This information needs to be 
  forwarded 
  to 
  the 
  writer 
  at 
  rincewindtheweary@yahoo.com. 
   
   
  Conclusion 
  If the party returns the shield and the journal to 
  their original contact, they will be rewarded with 
  access to the armory of the Prelatal Army where 
  they can buy silver weapons at the cost of 8gp 
  times the weight of the weapon plus the 
  weapon’s regular cost.  Father Teldon or Sister 
  Rhianna will also provide access to the libraries 
  of the Church of the One True Path where a 
  player can unlock a spell from the builder book, 
  Defenders of the Faith.  This only applies if the 
  party has not been jailed for murder.  If they 
  have been jailed for murder all of their non-
  monetary rewards are used up in the form of the 
  influence used to get their sentences reduced or 
  commuted. 
   
  If the party returns the shield and the journal 
  to Minea, they will be rewarded with what Father 
  Teldon or Sister Rhianna would have rewarded 
  
  Shield of Faith 
  [Round 1] 
  Page 12 
   
  them with as well as access to the libraries of 
  the Arcanist’s Guild to unlock a spell from the 
  builder book, Tome and Blood.  A PC will only 
  be able to unlock one spell; he will not be able to 
  unlock a spell from each builder book.  Having 
  aided Milamber just allows access to the 
  libraries of the Arcanist Guild so there are more 
  possibilities. 
   
  If the shield was given to either Father 
  Teldon or Sister Rhianna, within a week the 
  appropriate patroness will hand over the shield 
  to the Theocrat in a public ceremony.  If the 
  shield was handed over to Minea, the shield will 
  be handed over to the Theocrat in secret and 
  the news of its recovery by the Theocrat will 
  spread throughout the Pale.  The party will 
  eventually learn the journal of Corin Malthesun 
  contains a full account of his life from the time 
  he first swore service to Pholtus up until the day 
  after his first encounter with the demoness.  
  What other secrets may be garnered from the 
  journal the party will have to wait to find out. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. 
  Then assign the experience award.  Award the 
  total value (objectives plus role-playing) to each 
  character. 
   
  Encounter Two 
  Defeating the monks and cleric of Pholtus 
   
  APL 2 -- 90 xp 
  APL 4 -- 150 xp 
  APL 6 -- 240 xp 
  APL 8 -- 330 xp 
  APL 10 -- 390 xp 
  Encounter Three 
  Defeating the bandits of the Tenh 
  APL 2 -- 60 xp 
  APL 4 -- 120 xp 
  APL 6 -- 210 xp 
  APL 8 -- 300 xp 
  APL 10 -- 360 xp 
   
  Encounter Five 
  Defeating the forces of Iuz 
  APL 2 -- 120 xp 
  APL 4 -- 210 xp 
  APL 6 -- 270 xp 
  APL 8 -- 330 xp 
  APL 10 -- 390 xp 
   
  Story Award 
  Party returns the shield and keeps from being 
  arrested for murder. 
  APL 2 -- 30 xp 
  APL 4 -- 60 xp 
  APL 6 -- 90 xp 
  APL 8 -- 120xp 
  APL 10 -- 150 xp 
   
  Discretionary role-playing award 
  APL 2 -- 30 xp 
  APL 4 -- 60 xp 
  APL 6 -- 90 xp 
  APL 8 -- 120 xp 
  APL 10 -- 150 xp 
   
  Total possible experience:   
  APL 2 -- 330 xp 
  APL 4 -- 600 xp 
  APL 6 -- 900 xp 
  APL 8 -- 1200xp 
  APL 10 -- 1440 
   
  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 
  
  Shield of Faith 
  [Round 1] 
  Page 13 
   
  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.  
  Because this is a Regional scenario, characters 
  may spend additional Time Units to practice 
  professions or create items immediately after 
  the adventure so this total may be modified by 
  other circumstances. 
   
  Encounter Two 
  Defeating the monks and cleric of Pholtus.  
  APL 2 -- 107 gp 
  APL 4 -- 867 gp 
  APL 6 -- 1964 gp 
  APL 8 -- 4169 gp 
  APL 10 -- 4169 gp 
   
  Encounter Three 
  Defeating the bandits of Tenh. 
  APL 2 -- 37 gp 
  APL 4 -- 768 gp 
  APL 6 -- 768 gp 
  APL 8 -- 768 gp 
  APL 10 -- 768 gp 
   
  Encounter Five 
  Defeating the forces of Iuz. 
  APL 2 -- 2635 gp 
  APL 4 -- 2000 gp 
  APL 6 -- 2850 gp 
  APL 8 -- 5650 gp 
  APL 10 -- 5650 gp 
   
  Adventure Maximums 
  APL 2 -- 200 gp 
  APL 4 -- 400 gp 
  APL 6 -- 600 gp 
  APL 8 -- 1200 gp 
  APL 10 -- 1750 gp 
   
  Special 
  Rod of lesser silence:  The user can cast up to 
  three spells per day without verbal components 
  as though using the Silent Spell feat.  The spells 
  may be of up to 3rd level.  Caster Level: 17th: 
  Prerequisites: Craft Rod, Silent Spell; Market 
  Price: 5,400 gp. 
   
  Access to the libraries of the Church of the One 
  True Path:  This allows the character to choose 
  any one spell of first to third level from the 
  builder book, Defenders of the Faith.   
  
  Shield of Faith 
  [Round 1] 
  Page 14 
   
  Or 
  Access to the libraries of the Arcanist’s Guild:  
  This allows the character to choose any one 
  spell of first to third level from the builder book, 
  Tome and Blood.   
   
  Access to the armory of the Prelatal Army:  This 
  allows the character to buy any single weapon 
  made of silver.  The player is required to pay the 
  cost of the weapon plus 8 gp times the weight of 
  the item to obtain the silver weapon. 
  Or 
  The character may upgrade a single magical 
  weapon by up to a +2 enchantment.  The 
  character is required to pay all costs associated 
  with the upgrade of the weapon. 
   
  
  Shield of Faith 
  [Round 1] 
  Page 15 
   
  Appendix: NPC Statistics 
   
  APL 2  
   
   
   
   
   
  Encounter Two: (EL 3) 
  Monks of Pholtus: (4) Male Human Mnk 1; CR 
  1; Medium Humanoid (Human); HD 1d8+1; hp 9; 
  Init +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 
  12) [Dex +1, Wis +2]; Atk +2 unarmed strike 
  (1d6+2 points of damage) or +3 nunchaku 
  (1d6+2 points of damage); SA Unarmed Strike, 
  Stunning Attack 1/day; SQ Evasion; AL LN; SV 
  Fort +3, Ref +3, Will +4; Str 14, Dex 13, Con 12, 
  Int 10, Wis 15, Cha 8. Height 5 ft. 9 in. 
   
  Skills and Feats: Hide +5, Jump +6, Move 
  Silently +5, Tumble +5; Dodge, Mobility. 
   
  Possessions: 
  masterwork 
  nunchaku, 
  2 
  potions of cure light wounds, and 1 potion of 
  cat’s grace. 
   
  Physical Description: All of the monks are 
  wearing the robes of a monk belonging to the 
  Order of Pholtus. 
   
  Encounter Three: (EL 2) 
  Bandits of the Tenh: (4) Male Humans War1; 
  CR 1/2; Medium Humanoids (Human); HD 
  1d8+1, hp 9; Init +2; Spd 30 ft.; AC 15 (touch 12, 
  flat-footed 13) [Dex +2, studded leather +3]; Atk 
  +2 short sword (1d6+1 points of damage) or +3 
  composite short bow (1d6 points of damage); AL 
  NE; SV Fort +3, Ref +2, Will +0; Str 12, Dex 15, 
  Con 13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +5, Hide +4, Jump 
  +5, Move Silently +4; Point Blank Shot, Precise 
  Shot. 
   
  Possessions: short sword, studded leather 
  armor, composite short bow, 20 arrows, and 1 
  potion of hiding. 
   
  Encounter 5: (EL 4) 
  Warriors of Iuz: (4) Male human Ftr1; CR 1; 
  Medium humanoid (human); 1d10+2; hp 12; Init 
  +5; Spd 20 ft.; AC 18 (touch 10, flat-footed 16) 
  [Dex +1, splint mail +6, large steel shield +2]; 
  Atk +5 long sword (1d8+2 points of damage) or 
  +2 composite longbow (1d8 points of damage) 
  AL CE; SV Fort +4, Ref +1, Will +1; Str 15, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb -3, Jump -3; 
  Improved Initiative, Power Attack, Weapon 
  Focus: Long Sword. 
   
  Possessions: splint mail, large metal shield, 
  masterwork long sword, composite longbow, 20 
  arrows, and 1 potion of cure moderate wounds. 
   
  Physical Description: The armor of these 
  warriors is all in black and their shields are 
  emblazoned with the unholy symbol of Iuz. 
  Clerics of Iuz: (2) Male human Clr1; CR 1; 
  Medium humanoid (human); 1d8+2; hp 10; Init -
  1; Spd 20 ft.; AC 15 (touch 9, flat-footed 15) 
  [Dex -1, splint mail +6]; Atk +2 great sword 
  (2d6+1 points of damage, Crit 19-20) or -1 light 
  crossbow (1d8 points of damage); SQ Rebuke 
  Undead, Cleric Spells; AL CE; SV Fort +4, Ref -
  1, Will +4; Str 13, Dex 8, Con 14, Int 10, Wis 15, 
  Cha 12.  
  Skills and Feats: Concentration 
  +6, Disguise +5, Spellcraft +4; Combat Casting, 
  Martial Weapon Proficiency: Great Sword. 
   
  Possessions: 
  splint 
  mail, 
  masterwork 
  greatsword, light crossbow, 10 bolts, and a 
  scroll of protection from elements.  One cleric 
  also has a meta-magic rod of lesser silence. 
   
  Physical Description: These clerics are 
  armored in black with the unholy symbol of Iuz 
  emblazoned across their chests.  Their own 
  unholy symbols are prominently displayed. 
   
  Spells Prepared (3/3, base DC = 12 + spell 
  level): 0-resistance (3); 1st-change self*, bane 
  (doom for second cleric), cause fear. 
   
  *Domain spell. Domains: Evil (Cast evil 
  spells at +1 caster level); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
   
  
  Shield of Faith 
  [Round 1] 
  Page 16 
   
  APL 4  
   
   
   
   
   
  Encounter 1:  (EL 5) 
  Monks of Pholtus:  (3) Male Human Mnk 2; CR 
  2; Medium Humanoid (Human); HD 2d8+2; hp 
  15; Init +1; Spd 30 ft.; AC 13 (touch 13, flat-
  footed 12) [Dex +1, Wis +2]; Atk +3 unarmed 
  strike (1d6+2 points of damage) or +4 nunchaku 
  (1d6+2 points of damage); SA Unarmed Strike, 
  Stunning Attack 2/day; SQ Evasion, Deflect 
  Arrows; AL LN; SV Fort +4, Ref +4, Will +5; Str 
  14, Dex 13, Con 12, Int 10, Wis 15, Cha 8. 
  Height 5 ft. 9 in. 
   
  Skills and Feats: Hide +6, Jump +7, Move 
  Silently +6, Tumble +6; Dodge, Mobility. 
   
  Possessions: 
  masterwork 
  nunchaku, 
  2 
  potions of cure light wounds, 1 potion of cat’s 
  grace, and 1 potion of heroism. 
   
  Physical Description: All of the monks are 
  wearing the robes of a monk belonging to the 
  Order of Pholtus. 
  Cleric of Pholtus: (1) Male Human Clr 2; CR 2; 
  Medium Humanoid (Human); HD 2d8+4; hp 17; 
  Init -1; Spd 20 ft.; AC 18 (touch 9, flat-footed 17) 
  [Dex -1, half plate +7, large metal shield +2]; Atk 
  +3 morningstar (1d8+1 points of damage); SQ 
  Turn Undead; AL LN; SV Fort +5, Ref -1, Will 
  +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 
  12.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Spellcraft +5; Combat Casting, Scribe Scroll. 
   
  Possessions: masterwork morningstar, half 
  plate armor, 3 scrolls of cure light wounds, and 1 
  potion of blur. 
   
  Physical Description: This cleric is dressed 
  in the purple and gold robes of a cleric of 
  Pholtus.  His holy symbol of Pholtus is 
  prominently displayed. 
   
  Spells Prepared (4/4 base DC = 12 + spell 
  level): 0-resistance (2), guidance (2); 1st-
  protection from chaos*, bless, cause fear, 
  sanctuary. 
   
  *Domain spell. Domains: Law (Cast law 
  spells at +1 caster level;); Sun (Greater turning 
  1/day in place of a normal turning.). 
   
   
   
  Encounter 3: (EL 4) 
  Bandits of the Tenh: (6) Male Humans Rog1; 
  CR 1; Medium Humanoids (Human); HD 1d6+1, 
  hp 7; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-
  footed 13) [Dex +2, studded leather +3]; Atk +2 
  short sword (1d6+1 points of damage) or +4 
  composite short bow (1d6+1 points of damage); 
  SA Sneak Attack (+1d6 points of damage); AL 
  NE; SV Fort +1, Ref +4, Will +0; Str 12, Dex 15, 
  Con 13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +6, Climb +6, 
  Hide +6, Jump +5, Listen +4, Move Silently +6, 
  Search +6, Spot +4, Tumble +6, Use Magic 
  Device +3; Improved Initiative, Point Blank Shot. 
   
  Possessions: 
  masterwork 
  short 
  sword, 
  masterwork studded leather armor, Masterwork 
  mighty [Str 12] composite short bow, 20 arrows, 
  2 potions of cure light wounds, 1 potion of 
  hiding, 1 potion of sneak, and 2 potions of spider 
  climb. 
   
  Encounter 5:  (EL 7) 
  Warriors of Iuz: (4) Male human Ftr2; CR 2; 
  Medium humanoid (human); 2d10+4; hp 20; Init 
  +5; Spd 20 ft.; AC 19 (touch 10, flat-footed 17) 
  [Dex +1, half-plate +7, large steel shield +2]; Atk 
  +6 long sword (1d8+2 points of damage) or +4 
  composite longbow (1d8+2 points of damage) 
  AL CE; SV Fort +5, Ref +1, Will +1; Str 15, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb -2, Jump -2; Cleave, 
  Improved Initiative, Power Attack, Weapon 
  Focus: Long Sword. 
   
  Possessions: half-plate, large metal shield, 
  masterwork 
  long 
  sword, 
  mighty 
  [Str 
  14]  
  masterwork composite longbow, 20 arrows, 1 
  potion of cure moderate wounds, and 1 potion of 
  endurance. 
   
  Physical Description: The armor of these 
  warriors is all in black and their shields are 
  emblazoned with the unholy symbol of Iuz. 
  Clerics of Iuz: (2) Male human Clr2; CR 2; 
  Medium humanoid (human); 2d8+4; hp 17; Init -
  1; Spd 20 ft.; AC 16 (touch 9, flat-footed 16) 
  [Dex -1, half-plate +7]; Atk +3 great sword 
  (2d6+1 points of damage, Crit 19-20) or +0 light 
  crossbow (1d8 points of damage); SQ Rebuke 
  Undead, Cleric Spells; AL CE; SV Fort +5, Ref -
  1, Will +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, 
  Cha 12.  
  Skills and Feats: Concentration 
  
  Shield of Faith 
  [Round 1] 
  Page 17 
   
  +7, Disguise +6, Spellcraft +5; Combat Casting, 
  Martial Weapon Proficiency: Great Sword. 
   
  Possessions: 
  half-plate, 
  masterwork 
  greatsword, light crossbow, 10 bolts, a scroll of 
  protection from elements, 3 scrolls of cure light 
  wounds, and 1 potion of blur,.  One cleric also 
  has a meta-magic rod of lesser silence. 
   
  Physical Description: These clerics are 
  armored in black with the unholy symbol of Iuz 
  emblazoned across their chests.  Their own 
  unholy symbols are prominently displayed. 
   
  Spells Prepared (4/4, base DC = 12 + spell 
  level): 0-resistance (2), guidance (2); 1st-change 
  self*, bane (doom for second cleric), cause fear, 
  protection from good. 
   
  *Domain spell. Domains: Evil (Cast evil 
  spells at +1 caster level); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
  
  Shield of Faith 
  [Round 1] 
  Page 18 
   
  APL 6  
   
   
   
   
   
  Encounter 1: (EL 8) 
  Monks of Pholtus:  (3) Male Human Mnk 4; CR 
  4; Medium Humanoid (Human); HD 4d8+4; hp 
  28; Init +2; Spd 40 ft.; AC 14 (touch 14, flat-
  footed 12) [Dex +2, Wis +2]; Atk +6 unarmed 
  strike (1d8+2 points of damage) or +6 nunchaku 
  (1d6+3 points of damage); SA Unarmed Strike, 
  Stunning Attack 4/day; SQ Evasion, Deflect 
  Arrows, Still Mind, Slow Fall (20 ft.); AL LN; SV 
  Fort +5, Ref +5, Will +6; Str 14, Dex 14, Con 12, 
  Int 10, Wis 15, Cha 8. Height 5 ft. 9 in. 
   
  Skills and Feats: Hide +9, Jump +9, Move 
  Silently +9, Tumble +9; Dodge, Mobility, 
  Weapon Focus: Unarmed Strike. 
   
  Possessions: +1 nunchaku, 1 potion of cat’s 
  grace, and 1 potion of cure moderate wounds. 
   
  Physical Description: All of the monks are 
  wearing the robes of a monk belonging to the 
  Order of Pholtus. 
  Cleric of Pholtus: (1) Male Human Clr 4; CR 4; 
  Medium Humanoid (Human); HD 4d8+8; hp 31; 
  Init -1; Spd 20 ft.; AC 19 (touch 9, flat-footed 17) 
  [Dex -1, full plate +8, large metal shield +2]; Atk 
  +5 morningstar (1d8+1 points of damage); SQ 
  Turn Undead; AL LN; SV Fort +6, Ref +0, Will 
  +7; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 
  12.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Spellcraft +7; Combat casting, Scribe scroll, 
  Silent spell. 
   
  Possessions: masterwork morningstar, full 
  plate armor, 5 scrolls of cure light wounds, 1 
  potion of blur, 1 potion of fly, and 1 potion of 
  levitate. 
   
  Physical Description: This cleric is dressed 
  in the purple and gold robes of a cleric of 
  Pholtus.  His holy symbol of Pholtus is 
  prominently displayed. 
   
  Spells Prepared (5/5/4 base DC = 13 + spell 
  level): 0-resistance (3), guidance (2); 1st-
  protection from chaos*, bless, cause fear, 
  sanctuary, shield of faith;  2nd- heat metal*, 
  cause fear (silent spell), hold person, silence. 
   
  *Domain spell. Domains: Law (Cast law 
  spells at +1 caster level.); Sun (Greater turning 
  1/day in place of a normal turning.). 
   
  Encounter 3:  (EL 7) 
  Bandits of the Tenh: (6) Male Humans Rog2; 
  CR 2; Medium Humanoids (Human); HD 2d6+2, 
  hp 12; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-
  footed 13) [Dex +2, studded leather +3]; Atk +3 
  short sword (1d6+1 points of damage) or +5 
  composite short bow (1d6+1 points of damage); 
  SA Sneak Attack (+1d6 points of damage); SQ 
  Rogue Evasion; AL NE; SV Fort +1, Ref +5, Will 
  +0; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 
  8. 
   
  Skills and Feats: Appraise +7, Climb +9, 
  Hide +7, Jump +8, Listen +5, Move Silently +7, 
  Search +7, Spot +5, Tumble +7, Use Magic 
  Device +4; Improved Initiative, Point Blank Shot. 
   
  Possessions: 
  masterwork 
  short 
  sword, 
  masterwork studded leather armor, mighty [Str 
  12] masterwork composite short bow, 20 arrows, 
  2 potions of cure light wounds, 1 potion of 
  hiding, 1 potion of sneak, and 2 potions of spider 
  climb. 
   
  Encounter 5: (EL 9) 
  Warriors of Iuz: (4) Male human Ftr4; CR 4; 
  Medium humanoid (human); 4d10+8; hp 36; Init 
  +5; Spd 20 ft.; AC 21 (touch 11, flat-footed 18) 
  [Dex +1, full plate +8, large steel shield +2]; Atk 
  +9 long sword (1d8+5 points of damage) or +6 
  composite longbow (1d8+3 points of damage) 
  AL CE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +2, Jump +2; 
  Cleave, Combat Reflexes, Improved Initiative, 
  Power Attack, Weapon Focus: Long Sword, 
  Weapon Specialization: Long Sword. 
   
  Possessions: full plate, large metal shield, 
  masterwork 
  long 
  sword, 
  mighty 
  [Str 
  16]  
  masterwork composite longbow, 20 arrows, 1 
  potion of cure moderate wounds, and 1 potion of 
  endurance. 
   
  Physical Description: The armor of these 
  warriors is all in black and their shields are 
  emblazoned with the unholy symbol of Iuz. 
  Clerics of Iuz: (2) Male human Clr4; CR 4; 
  Medium humanoid (human); 4d8+8; hp 31; Init -
  1; Spd 20 ft.; AC 17 (touch 9, flat-footed 17) 
  [Dex -1, full plate +8]; Atk +5 great sword (2d6+1 
  points of damage, Crit 19-20) or +2 light 
  crossbow (1d8 points of damage); SQ Rebuke 
  Undead, Cleric Spells; AL CE; SV Fort +6, Ref 
  
  Shield of Faith 
  [Round 1] 
  Page 19 
   
  +0, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis 
  16, Cha 12.  
  Skills and Feats: Concentration 
  +9, Disguise +8, Spellcraft +7; Combat Casting, 
  Martial Weapon Proficiency: Great Sword, 
  Scribe Scroll. 
   
  Possessions: 
  full 
  plate, 
  masterwork 
  greatsword, light crossbow, 10 bolts, 5 scrolls of 
  cure light wounds, 1 potion of blur, 1 potion of 
  levitate, and 1 potion of fly.  One cleric also has 
  a meta-magic rod of lesser silence. 
   
  Physical Description: These clerics are 
  armored in black with the unholy symbol of Iuz 
  emblazoned across their chests.  Their own 
  unholy symbols are prominently displayed. 
   
  Spells Prepared (5/5/4, base DC = 13 + 
  spell level): 0-resistance (2), guidance (3); 1st-
  change self*, bane (doom for second cleric), 
  cause fear, protection from good, deathwatch; 
  2nd-invisibility*, death knell, silence (bull’s 
  strength for second cleric), sound burst. 
   
  *Domain spell. Domains: Evil (Cast evil 
  spells at +1 caster level); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
   
   
  
  Shield of Faith 
  [Round 1] 
  Page 20 
   
  APL 8  
   
   
   
   
   
  Encounter 1:  (EL 11) 
  Monks of Pholtus:  (3) Male Human Mnk 7; CR 
  7; Medium Humanoid (Human); HD 7d8+7; hp 
  46; Init +2; Spd 50 ft.; AC 17 (touch 17, flat-
  footed 15) [Dex +2, Wis +2, Monk‘s AC bonus 
  +1, Bracers of armor +1, Ring of protection +1]; 
  Atk +8/+5 unarmed strike (1d8+2 points of 
  damage) or +8/+5 nunchaku (1d6+3 points of 
  damage); SA Unarmed Strike, Stunning Attack 
  7/day; SQ Evasion, Deflect Arrows, Still Mind, 
  Slow Fall (30 ft.), Purity of Body, Improved Trip, 
  Wholeness of Body, Leap of the Clouds; AL LN; 
  SV Fort +7, Ref +8, Will +8; Str 14, Dex 14, Con 
  12, Int 10, Wis 15, Cha 8. Height 5 ft. 9 in. 
   
  Skills and Feats: Hide +12, Jump +12, Move 
  Silently +12, Tumble +12; Dodge, Mobility, 
  Spring Attack, Weapon Focus: Unarmed Strike. 
   
  Possessions: +1 nunchaku, +1 bracers of 
  armor, +1 ring of protection, +1 cloak of 
  protection, and 1 potion of cure moderate 
  wounds. 
   
  Physical Description: All of the monks are 
  wearing the robes of a monk belonging to the 
  Order of Pholtus. 
  Cleric of Pholtus: (1) Male Human Clr 7; CR 7; 
  Medium Humanoid (Human); HD 7d8+14; hp 52; 
  Init -1; Spd 20 ft.; AC 20 (touch 9, flat-footed 18) 
  [Dex -1, +1 full plate +9, large metal shield +2]; 
  Atk +7 morningstar (1d8+1 points of damage); 
  SQ Turn Undead; AL LN; SV Fort +8, Ref +2, 
  Will +9; Str 13, Dex 8, Con 14, Int 10, Wis 16, 
  Cha 12.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Spellcraft +9; Brew potion, Combat Casting, 
  Scribe Scroll, Silent Spell. 
   
  Possessions: masterwork morningstar, +1 
  full plate armor, 1 scroll of neutralize poison, 1 
  scroll of raise dead, +1 cloak of resistance, 
  wand of cure light wounds, and 1 potion of 
  levitate. 
   
  Physical Description: This cleric is dressed 
  in the purple and gold robes of a cleric of 
  Pholtus.  His holy symbol of Pholtus is 
  prominently displayed. 
   
  Spells Prepared (6/6/5/4/2 base DC = 13 + 
  spell level): 0-resistance (3), guidance (3); 1st-
  protection from chaos*, bless, cause fear, doom, 
  sanctuary, shield of faith;  2nd- heat metal*, 
  bane (silent spell), cause fear (silent spell), hold 
  person, silence; 3rd- searing light*, dispel magic 
  (2), hold person (silent spell); 4th- fire shield*, 
  divine power. 
   
  *Domain spell. Domains: Law (Cast law 
  spells at +1 caster level;); Sun (Greater turning 
  1/day in place of a normal turning.). 
   
  Encounter 3: (EL 10) 
  Bandits of the Tenh: (6) Male Humans Rog5; 
  CR 5; Medium Humanoids (Human); HD 5d6+5, 
  hp 27; Init +7; Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14) [Dex +3, studded leather +3, buckler 
  +1]; Atk +5 short sword (1d6+1 points of 
  damage) or +8 composite short bow (1d6+1 
  points of damage); SA Sneak Attack (+3d6 
  points 
  of 
  damage); 
  SQ 
  Rogue 
  Evasion, 
  Uncanny Dodge; AL NE; SV Fort +1, Ref +5, 
  Will +0; Str 12, Dex 16, Con 13, Int 14, Wis 10, 
  Cha 8. Height  # ft. # in. 
   
  Skills and Feats: Appraise +10, Climb +11, 
  Hide +11, Jump +10, Listen +8, Move Silently 
  +11, Search +10, Spot +8, Tumble +11, Use 
  Magic Device +7; Improved Initiative, Point 
  Blank Shot, Shield Proficiency. 
   
  Possessions: 
  masterwork 
  short 
  sword, 
  masterwork studded leather armor, mighty [Str 
  12] masterwork composite short bow, 20 arrows, 
  +1 cloak of resistance, 6 potions of cure light 
  wounds, 1 potion of sneak, and 2 potions of 
  neutralize poison. 
   
  Encounter 5:  (EL 11) 
  Warriors of Iuz: (4) Male human Ftr6; CR 6; 
  Medium humanoid (human); 6d10+12; hp 52; 
  Init +5; Spd 20 ft.; AC 22 (touch 10, flat-footed 
  19) [Dex +1, +1 full plate +9, large steel shield 
  +2]; Atk +11/+6 long sword (1d8+5 points of 
  damage) or +8/+3 composite longbow (1d8+3 
  points of damage) AL CE; SV Fort +8, Ref +4, 
  Will +4; Str 16, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +5, Jump +5; 
  Cleave, 
  Combat 
  Reflexes, 
  Great 
  Cleave, 
  Improved Initiative, Point Blank Shot, Power 
  Attack, Weapon Focus: Long Sword, Weapon 
  Specialization: Long Sword. 
   
  Possessions: +1 full plate, large metal 
  shield, masterwork long sword, mighty [Str 16]  
  masterwork composite longbow, 20 arrows, +1 
  
  Shield of Faith 
  [Round 1] 
  Page 21 
   
  cloak of resistance, 1 potion of cure moderate 
  wounds, and 1 potion of endurance. 
   
  Physical Description: The armor of these 
  warriors is all in black and their shields are 
  emblazoned with the unholy symbol of Iuz. 
  Clerics of Iuz: (2) Male human Clr6; CR 6; 
  Medium humanoid (human); 6d8+12; hp 45; Init 
  -1; Spd 20 ft.; AC 18 (touch 9, flat-footed 18) 
  [Dex -1, +1 full plate +9]; Atk +7 great sword 
  (2d6+1 points of damage, Crit 19-20) or +3 light 
  crossbow (1d8 points of damage); SQ Rebuke 
  Undead, Cleric Spells; AL CE; SV Fort +8, Ref 
  +2, Will +9; Str 13, Dex 8, Con 14, Int 10, Wis 
  16, Cha 12.  
  Skills and Feats: Concentration 
  +11, Disguise +10, Spellcraft +9; Combat 
  Casting, Martial Weapon Proficiency: Great 
  Sword, 
  Scribe 
  Scroll, 
  Weapon 
  Focus: 
  Greatsword. 
   
  Possessions: +1 full plate, masterwork 
  greatsword, light crossbow, 10 bolts, +1 cloak of 
  resistance, 5 scrolls of cure light wounds, 1 
  scroll of silence, 1 potion of blur, 1 potion of 
  levitate, and 1 potion of fly.  One cleric also has 
  a meta-magic rod of lesser silence. 
   
  Physical Description: These clerics are 
  armored in black with the unholy symbol of Iuz 
  emblazoned across their chests.  Their own 
  unholy symbols are prominently displayed. 
   
  Spells Prepared (5/5/5/4, base DC = 13 + 
  spell level): 0-resistance (2), guidance (2); 1st-
  change self*, bane (doom for second cleric), 
  cause fear, protection from good, deathwatch; 
  2nd-invisibility*, 
  death 
  knell, enthrall 
  (hold 
  person for second cleric), (silence (bull’s 
  strength for second cleric), sound burst; 3rd-
  magic circle against good*, bestow curse, 
  blindness, dispel magic. 
   
  *Domain spell. Domains: Evil (Cast evil 
  spells at +1 caster level); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
  
  Shield of Faith 
  [Round 1] 
  Page 22 
   
  APL 10 
   
   
   
   
   
  Encounter 1: (EL 13) 
  Monks of Pholtus:  (3) Male Human Mnk 9; CR 
  9; Medium Humanoid (Human); HD 9d8+9; hp 
  53; Init +2; Spd 50 ft.; AC 19 (touch 17, flat-
  footed 14) [Dex +2, Wis +3, Monk‘s AC bonus 
  +1, Bracers of armor +1, Ring of protection +1, 
  Amulet of Natural Armor +1]; Atk +9/+6 unarmed 
  strike (1d10+2 points of damage) or +9/+6 
  nunchaku (1d6+3 points of damage); SA 
  Unarmed Strike, Stunning Attack 7/day; SQ 
  Improved Evasion, Deflect Arrows, Still Mind, 
  Slow Fall (50 ft.), Purity of Body, Improved Trip, 
  Wholeness of Body, Leap of the Clouds; AL LN; 
  SV Fort +8, Ref +9, Will +10; Str 14, Dex 14, 
  Con 12, Int 10, Wis 16, Cha 8. Height 5 ft. 9 in. 
   
  Skills and Feats: Hide +13, Jump +13, Move 
  Silently +13, Tumble +13; Dodge, Improved 
  Critical (unarmed strike), Mobility, Spring Attack, 
  Weapon Focus: Unarmed Strike. 
   
  Possessions: +1 nunchaku, +1 bracers of 
  armor, +1 ring of protection, +1 cloak of 
  protection, +1 amulet of natural armor, 1 potion 
  of heroism and 1 potion of cure moderate 
  wounds. 
   
  Physical Description: All of the monks are 
  wearing the robes of a monk belonging to the 
  Order of Pholtus. 
   
  Cleric of Pholtus: (1) Male Human Clr 9; CR 9; 
  Medium Humanoid (Human); HD 9d8+18; hp 62; 
  Init -1; Spd 20 ft.; AC 22 (touch 10, flat-footed 
  20) [Dex -1, +1 full plate +9, +1 large metal 
  shield +3]; Atk +8/+3 morningstar (1d8+1 points 
  of damage); SQ Turn Undead; AL LN; SV Fort 
  +9, Ref +3, Will +10; Str 13, Dex 8, Con 14, Int 
  10, Wis 17, Cha 12.  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Spellcraft +14; Brew potion, Combat Casting, 
  Scribe Scroll, Silent Spell, Subdual Substitution. 
   
  Possessions: masterwork morningstar, +1 
  full plate armor, +1 large metal shield, ring of 
  protection +1, 1 scroll of ethereal jaunt, 1 scroll 
  of raise dead, +1 cloak of resistance, wand of 
  hold person, 1 potion of spider climb, and 1 
  potion of fly. 
   
  Physical Description: This cleric is dressed 
  in the purple and gold robes of a cleric of 
  Pholtus.  His holy symbol of Pholtus is 
  prominently displayed. 
   
  Spells Prepared (6/6/5/4/2 base DC = 13 + 
  spell level): 0-resistance (3), guidance (3); 1st-
  protection from chaos*, bless, cause fear, doom, 
  sanctuary, shield of faith;  2nd- heat metal*, 
  bane (silent spell), cause fear (silent spell), hold 
  person(2), silence; 3rd- searing light*, dispel 
  magic, hold person (silent spell); 4th- fire 
  shield*, divine power; 5th - Flame Strike* 
  (subdual spell), Healing Circle. 
   
  *Domain spell. Domains: Law (Cast law 
  spells at +1 caster level;); Sun (Greater turning 
  1/day in place of a normal turning.). 
   
  Encounter 3: (EL 12) 
  Bandits of the Tenh: (6) Male Humans Rog7; 
  CR 7; Medium Humanoids (Human); HD 7d6+7, 
  hp 34; Init +7; Spd 30 ft.; AC 19 (touch 13, flat-
  footed 17) [Dex +3, +1 studded leather +4, +1 
  buckler +2]; Atk +7 short sword (1d6+1 points of 
  damage) or +10 composite short bow (1d6+1 
  points of damage); SA Sneak Attack (+3d6 
  points 
  of 
  damage); 
  SQ 
  Rogue 
  Evasion, 
  Uncanny Dodge; AL NE; SV Fort +2, Ref +6, 
  Will +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Appraise +12, Climb +13, 
  Hide +13, Jump +12, Listen +12, Move Silently 
  +13, Search +12, Spot +12, Tumble +13, Use 
  Magic Device +9; Improved Initiative, Point 
  Blank Shot, Precise Shot, Shield Proficiency. 
   
  Possessions: masterwork short sword, +1 
  masterwork studded leather armor, mighty [Str 
  12] masterwork composite short bow, 20 arrows, 
  +1 cloak of resistance, 6 potions of cure light 
  wounds, 1 potion of sneak, and 2 potions of 
  neutralize poison. 
   
  Encounter 5: (EL 13) 
  Warriors of Iuz: (4) Male human Ftr8; CR 8; 
  Medium humanoid (human); 8d10+16; hp 64; 
  Init +5; Spd 20 ft.; AC 23 (touch 10, flat-footed 
  20) [Dex +1, +1 full plate +9, +1 large steel 
  shield +3]; Atk +13/+8 long sword (1d8+6 points 
  of damage) or +11/+6 composite longbow 
  (1d8+4 points of damage) AL CE; SV Fort +9, 
  Ref +4, Will +4; Str 17, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Climb +8, Jump +8; 
  Cleave, 
  Combat 
  Reflexes, 
  Great 
  Cleave, 
  Improved Critical (Long Sword), Improved 
  
  Shield of Faith 
  [Round 1] 
  Page 23 
   
  Initiative, Point Blank Shot, Power Attack, 
  Weapon 
  Focus: 
  Long 
  Sword, 
  Weapon 
  Specialization: Long Sword. 
   
  Possessions: +1 full plate, +1 large metal 
  shield, 
  +1 
  long 
  sword, 
  mighty 
  [Str 
  16]  
  masterwork composite longbow, 25 +1 arrows, 
  +1 cloak of resistance, 1 potion of cure 
  moderate wounds, and 1 potion of endurance. 
   
  Physical Description: The armor of these 
  warriors is all in black and their shields are 
  emblazoned with the unholy symbol of Iuz. 
  Clerics of Iuz: (2) Male human Clr8; CR 8; 
  Medium humanoid (human); 8d8+16; hp 55; Init 
  -1; Spd 20 ft.; AC 18 (touch 9, flat-footed 18) 
  [Dex -1, +1 full plate +9]; Atk +9/+3 great sword 
  (2d6+1 points of damage, Crit 19-20) or +5 light 
  crossbow (1d8 points of damage); SQ Rebuke 
  Undead, Cleric Spells; AL CE; SV Fort +9, Ref 
  +2, Will +10; Str 13, Dex 8, Con 14, Int 10, Wis 
  17, Cha 12.  
  Skills and Feats: Concentration 
  +13, Disguise +12, Spellcraft +11; Combat 
  Casting, Martial Weapon Proficiency: Great 
  Sword, 
  Scribe 
  Scroll, 
  Weapon 
  Focus: 
  Greatsword. 
   
  Possessions: +1 full plate, masterwork 
  greatsword, light crossbow, 10 bolts, +1 cloak of 
  resistance, 5 scrolls of cure light wounds, 1 
  scroll of silence, 1 potion of blur, 1 potion of 
  levitate, and 1 potion of fly.  One cleric also has 
  a meta-magic rod of lesser silence. 
   
  Physical Description: These clerics are 
  armored in black with the unholy symbol of Iuz 
  emblazoned across their chests.  Their own 
  unholy symbols are prominently displayed. 
   
  Spells Prepared (5/5/5/4, base DC = 13 + 
  spell level): 0-resistance (2), guidance (2); 1st-
  change self*, bane (doom for second cleric), 
  cause fear, protection from good, deathwatch; 
  2nd-invisibility*, 
  death 
  knell, enthrall 
  (hold 
  person for second cleric), (silence (bull’s 
  strength for second cleric), sound burst; 3rd-
  magic circle against good*, bestow curse, 
  blindness, dispel magic. 
   
  *Domain spell. Domains: Evil (Cast evil 
  spells at +1 caster level); Trickery (Bluff, 
  Disguise, and Hide are class skills). 
   
   
  
  Shield of Faith 
  [Round 1] 
  Page 24 
   
   
  MAP 1 
   
   
   
   
  
  Shield of Faith 
  [Round 1] 
  Page 25 
   
  Shield of Faith 
  The Shield of Faith is a medium sized steel shield, circular in design.  It has upon it an image of the sun 
  which radiates out from a raised circle in the center of the shield forming a raised star design on the 
  shield.  The shield is made of mithril and gold.  The center circle is gold in coloration while rays are silver 
  with golden edges.  The background of the shield is a fiery red in color.  The shield acts as a +3 shield of 
  blinding.  The shield grants the permanent power of a shield of law spell to the wielder.  In the hands of a 
  paladin or cleric of a lawful non-evil deity the shield grants the power of greater turning to the wielder 3 
  times a day.  Also in the hands of a paladin or cleric of a lawful non-evil deity the shield can call forth a 
  searing light as the spell cast by a 10th level cleric twice a day.  Five times a day the shield may be used 
  to call forth a sunbeam and a sunburst as per the spells of the same name.  The shield has a permanent 
  daylight spell emanating from it’s raised sun and all spells originate from the center piece of the sun. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL3-03 - Shield of Faith.pdf