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.  
   
  NMR5-08 
   
   
   
   
  Fighting the Headwind 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and her Environs Meta-regional Adventure 
  Version 1.1 
  Round 1 
  by Rene Ayala 
  edited by Denise Mauldin 
   
  "There is now only one hope of salvation, Pholtus of the Blinding Light. Only those blinded to iniquity and 
  its lures can hope to prevail in these terrible times…Hence, Nyrond must be changed, and we're the men to 
  do it, just as we are the men to root out the evil within these lands which matches the evils of Iuz and Aerdi 
  outside". 
  As a lightning strike the Franz carries rumor of secession from the north.  A territory contested and a name feared.  
  What will become of the spark set to ignite northern Nyrond? Will Woodverge’s countrymen burn under a blinding 
  light?  An adventure for APLs 2 – 16.  
  Playtesters:  Scott Perdue, Shaun Dagenhart, Robert Barber, Luca Pena, Eric Lane, Gordon Smith, Rich Simpkins, Doyle 
  Hughes. 
   
  
  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 record-keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  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 judge) 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 judge 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 
  bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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 
  NMR5-08 Fighting the Headwind 
   
  Page 1 
  
  # 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 
  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.  Nevertheless, if a 
  character has the Mounted 
  Combat feat, he may bring a 
  single warhorse, light or heavy, 
  with him in the adventure and 
  it will not count toward the 
  APL calculation. 
  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 and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  5. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) 
  that may be attempted each 
  round. If the animal is 
  wounded or has taken any 
  nonlethal damage or ability 
  score 
  damage, 
  the 
  DC 
  increases to 12. 
  Time Units and Upkeep 
  This is a standard one-round 
  Meta-regional adventure, set in 
  the Nyrond and Her Environs 
  Metaregion.  Characters native 
  to the Nyrond and Her Environs 
  Metaregion pay one Time Unit 
  per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will 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 scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for 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).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Fireseek, 595 CY 
  In the weeks leading up to the Liberation of Tenh by the 
  Theocracy of the Pale, envoys were sent out to speak with 
  neighboring nations about their concerns over the Pale’s 
  aggressive actions. Most important of these was the 
  Kingdom of Nyrond, a realm that has a shared border 
  with the Pale and an area long under dispute between the 
  two realms due to the presence of faithful Pholtans in 
  northern Nyrond and the actions of the Valorous League 
  of the Blind. 
  NMR5-08 Fighting the Headwind 
   
  Page 2 
  
   
  These negotiations with King Lynwerd had begun to 
  show progress and the two realms believed they could 
  reach an agreement within the next couple of months for 
  a pact of non-aggression barring any unforeseen 
  circumstances. The change of leadership in Nyrond does 
  not affect these negotiations. The Theocracy of the Pale 
  will continue to pursue a course of non-aggression with 
  the Nyrond Imperium and hopes to bring these 
  negotiations to a close at some point in time this year. 
   
  As a show of good faith, the Theocracy of the Pale 
  appealed to the Valorous League of Blindness to 
  withdraw from Nyrond and settle in the Pale. That 
  League’s leaders, Carindrell of Arndulanth and Grishken 
  of Midmeadow, have agreed. King Lynwerd had already 
  determined to brand the members of the Valorous 
  League of the Blind as traitors to Nyrond and this option 
  allows them to renounce their citizenship there and 
  become citizens of the Pale, thus escaping the charge of 
  treason. 
   
  For Nyrond’s part, King Lynwerd had agreed to 
  allow a less aggressive group of Pholtan Knights to 
  replace the Valorous League of Blindness in Midmeadow 
  and Emperor Sewarndt has agreed to uphold this 
  agreement. To this end, the Pholtan Knights Valorous – 
  Order of Luna is ordered by the Church of the One True 
  Path to garrison Midmeadow and establish a guild house 
  in that town. These knights will work with Nyrond’s 
  Church of the Bright Path to establish security and safety 
  in areas where the Valorous League of Blindness 
  previously held sway. The most diverse branch of the 
  Pholtan Knights Valorous, the Order of Luna includes 
  many elves and half-elves; the Theocrat hopes that they 
  can instill trust in the Church of Pholtus, both among 
  Midmeadow’s citizens and among the nearby groups of 
  Gamboge elves, who originally built Midmeadow. 
   
  The Valorous League of Blindness has agreed to aid 
  in the dissolution of the New Dawn Camp they had 
  established in Midmeadow and to turn over all of the 
  records of this camp to the Order of Luna so that they can 
  work with the legal authorities of Nyrond to determine 
  the final fate of those currently held in the camp. The 
  camp structure itself will be turned over to the Order of 
  Luna for use as their guild house until a suitable structure 
  can be built or purchased. 
   
  However, the Fiendfinder General Zylinchin of the 
  Valorous League of Blindness has remained in Nyrond 
  without his superior’s permission.  He believes that he 
  has been sent a vision by Pholtus of the Pale rightfully 
  ruling over the misfortunate area of Midmeadow and 
  righting the wrongs that were committed there.   The 
  Prelates of the Pale have discovered Zylinchin’s refusal to 
  withdraw and have issued an edict proclaiming that 
  Zylinchin and his followers are heretics by refusing the 
  request of the Prelate to withdraw.  This has infuriated 
  Zylinchin further and he is adamant in his resolve to 
  bring about the actions he has seen in his visions – the 
  triumphant entry of the Pale into the city of Midmeadow. 
  Adventure Summary 
   
  This is the concluding adventure in the Tradewinds 
  series and proves the rise or fall of Zylinchin’s plans.   
   
  In part one, the PCs discovered secret dealings 
  between some of the County of Urnst nobles and the 
  forces of Sewarndt.  They intercepted a shipment of 
  goods and came into conflict with Zylinchin’s followers, 
  who were attempting to reclaim the goods for 
  themselves.  In addition, Sewarndt’s followers who 
  wished to retrieve the goods pursued them.  They 
  ultimately prevented these goods from falling into 
  Sewarndt’s hands and discovered that Sewarndt had set 
  up a blockade at the Nessermouth that was preventing 
  trade.  Rumors from the Duchy of Urnst indicated that 
  the nobles there were especially unsatisfied with these 
  matters. 
   
  In part two, the PCs were hired by a merchant from 
  the Duchy of Urnst to disrupt the blockade.  While 
  pursuing this, Zylinchin’s followers aid them, and 
  Zylinchin’s plans to keep the Duchy out of the conflict 
  with the Nyrond Imperium were revealed.  In addition, 
  the PCs learn that Zylinchin has plans to go to war with 
  Nyrond to force the secession of northern Nyrond.   
   
  In this part, part three; the PCs learn more about 
  Zylinchin’s threat to peace between Nyrond, the County 
  of Urnst, Duchy of Urnst and the Theocracy of the Pale.  
  In the time that it has taken for Zylinchin’s plans to play 
  out, King Lynwerd of Nyrond has once again won the 
  throne with the help of adventurers and supporters.  
  Zylinchin’s ambition is having Midmeadow secede from 
  Nyrond.  Accomplishing this ambition has proved 
  difficult at best.  As a result of the Pale’s announcement 
  labeling him as a heretic Zylinchin has taken up 
  residence in Kerrinn, until recently.  During 595 CY he 
  has increased his followers out of loyalists who left 
  Midmeadow and others new converts from surrounding 
  areas.  He believes war with Nyrond led by his ‘slayers’ 
  and his ‘soldiers’ will defeat King Lynwerd’s weakened 
  army. 
  Adventure Outline 
  Introduction 
  The PCs have taken patrol duty on the Franz River.  They 
  hear a fellow patrolman’s experience in Trigol of an 
  evangelist speaking of Pholtus.  With the PCs one-week 
  patrol contract complete they dock in Franzwharf.  
  Sideon invites the party to The Hawk and Hound in 
  Trigol.   
  Encounter One 
  On the dock they come across merchants and 
  dockworkers arguing, and the evangelist conducting 
  services.  The evangelist speaks to the commoners 
  wishing for a better life to seek the Blinding Light. After 
  NMR5-08 Fighting the Headwind 
   
  Page 3 
  
  which the PCs explore Trigol.  During that time each PC 
  is approached or influenced to travel to Kerrinn for 
  different purposes.  Specific PCs are given handouts by 
  NPCs of regional meta-orgs detailing goals they must 
  accomplish. 
  Encounter Two 
  The PCs reach the river-town of Kerrinn overland or by 
  river.  They find activities that at first appear as normal.  
  The PCs are able to find information at the bazaar.  
  Beneath the veil is recruitment for more soldiers into the 
  Valorous League of Blindness.  They learn of the 
  consequences impacting all the adjacent regions if 
  northern Nyrond secedes. 
  Encounter Three 
  The PCs learn more of Zylinchin and his Fiendfinders.  A 
  spark in Kerrinn will ignite the entire county unless 
  Zylinchin is stopped.  The trail starts in Midmeadow.  
  But first they must accomplish their goals then inform a 
  mayor of the trouble in his city. 
  Encounter Four 
  The PC’s are approached by NPCs on the road to 
  Midmeadow.  A Shadowbane Stalker and Shadowbane 
  Inquisitor from Nyrond want Zylinchin brought to Rel 
  Mord in any condition.  They ask the party to return any 
  news they hear. 
  Encounter Five 
  The party reaches Midmeadow experiencing an early 
  winter season.  Here they find the state of affairs has 
  improved somewhat since the arrival of the Pholtus 
  Knights Valorous.  They investigate to learn the location 
  of Zylinchin.  Consecrated Harriers from the Pale want 
  Zylinchin captured so they may take him to 
  Wintershiven. 
  Encounter Six 
  The PCs are on the trail of the Fiendfinder.  Zylinchin 
  brings the fight to the party after learning of recent 
  intrusions to his operations in Kerrinn. The higher APLs 
  have the opportunity of fighting Zylinchin.  The lower 
  APLs fight members of the Valorous League of Blindness 
  but learn of the location of Zylinchin’s headquarters in an 
  abandoned watch post south of Starkwall. 
  Conclusion 
  The PCs have succeeded or failed in stopping Zylinchin’s 
  work for northern Nyrond to secede.  They can return to 
  their respective regions or travel up to the Pale to enjoy 
  an early winter. 
  Preparation for Play 
   
  The adventure begins in Trigol leading the 
  characters to Kerrinn, Midmeadow, then toward a 
  hideout outside of Starkwall. The character(s) may have a 
  specific motivation to travel to Kerrinn where quite a bit 
  of unusual activity is reported.   
   
  Also, the character’s meta-org membership or 
  government could direct these motivations.  Take note of 
  any meta-orgs the character may belong to.  In Trigol, the 
  character will receive a player handout based on their 
  meta-org.  A character is not given more than one 
  handout regardless of the number of meta-orgs s/he may 
  be a member.  Choose the handout that most appropriate 
  per in game situations. 
   
  The encounters in Kerrinn’s Bazaar are timed to take 
  one-half hour for each store visited.  Keep track of any 
  additional movement as leaving Kerrinn for Midmeadow 
  may affect the timing of an encounter and the characters 
  resources. 
   
  Box text makes references to coinage from the meta-
  regions.  See the table below for the appropriate coinage 
  in your region.  Name each value referencing the 
  appropriate region when applicable. 
  Nyrond: sterling (pp), noble (gp), shinepiece (ep), shield 
  (sp), common (cp). 
  County of Urnst: sterling (pp), noble (gp), bright (ep), 
  castle (sp), common (cp). 
  Duchy of Urnst: sterling duke (pp), gold duke (gp), 
  bright (ep), shield (sp), common (cp). 
  Theocracy of the Pale:  Bright (pp), Gold Glory (gp), 
  Silver Sun (ep), Silver Moon (sp), basic (cp). 
   
  There are many references to meta-organizations. 
  The inclusion of meta-orgs into game play is to motivate 
  the characters to travel to Kerrinn.  Keep in mind the 
  goal of the encounters is to investigate Kerrinn with the 
  purpose of discovering Zylinchin as a threat to the peace 
  between the regions.  The meta-org encounters are for 
  role-playing not an indication of succeeding the module 
  goal. 
   
  It is possible, based on meta-org membership; the 
  module may be fast-tracked.  If it seems this is a 
  possibility there are many role-playing encounters that 
  should be played out.  This will ensure the scenario will 
  run the allotted slot time and the players have an 
  opportunity to experience more of the towns presented. 
  Introduction 
   
  The PCs have taken patrol duty on the Franz River 
  for the past week.  They hear a fellow patrolman’s 
  experience in Trigol with an evangelist speaking of 
  Pholtus.  After a conversation with him they dock next to 
  a large volume of stacked crates surrounding angry dock 
  bosses and merchants. Fulfilling their one-week 
  patrolling contract they can choose stay in Trigol or sign 
  on for another week.  Sideon offers to buy the PCs a 
  round at The Hawk and Hound. 
  NMR5-08 Fighting the Headwind 
   
  Page 4 
  
   
  Read the following in an evangelical tone of voice. 
  The start of the adventure is to have the characters think 
  they are being preached to.  The person speaking is a 
  fellow guard on the patrol boat with the characters.  He is 
  recounting what he heard from an evangelist in Trigol.   
  “Uphold the teachings of the Church of the One 
  True Path, for it is the Way to follow Pholtus into 
  the Blinding Light!”  A charismatic half-elf in 
  leather armor is pointing an accusing finger at each 
  of you as he speaks.  “Allow no person, beast or 
  property to go without when you have plenty!  
  Either tolerate disrespect of the Church or allow the 
  sheep to flock….” He stops his preaching raising 
  one eyebrow, obviously perplexed by his words.  
  “Now that didn’t sound right.”  He scratches the 
  stubble on his cheek then erupts in deafening 
  laughter. 
   
  “Well, 
  it 
  was 
  something 
  about 
  disrespecting a Church and a flock.  I’m pretty sure 
  about that!”   
  It is Earthday, 13 Patchwall.  During the past week of 
  you have earned twelve nobles patrolling the Franz 
  River.  The work was uninspiring but crucial to 
  insure merchant traffic remained unhindered after 
  the destruction of the blockade.  Exchanging small 
  talk with passing merchants about the weather was 
  one way to pass the time.  Spending the last few 
  moments with this animated fellow is entirely 
  different.  
  The half-elf continues, “I couldn’t tell him enough 
  that I wasn’t interested.  I caved and gave him two 
  castles telling him I needed to catch this boat before 
  it left without me.  Anyways, I apologize for my 
  intrusion.  My name is Sideon.  What’s yours?” 
  Have the players introduce their characters.  The half-elf 
  is a fellow patrolman on the boat.  He worked opposite 
  shifts from the characters so this is the first time they 
  have met him. 
   
  If the characters ask what he was saying he recounts 
  his meeting with an evangelist (Ariaric whom the 
  characters will meet later) on the docks in Trigol.  Sideon 
  relates the following: 
  • 
  A large number of refugees have come to Trigol.  Not 
  just on account of Iuz, the Greyhawk Wars or the 
  troubles in Tenh but also from Nyrond after the 
  coup and during its civil war. 
  • 
  With refugees come the preachers promising them 
  of a better life.  One of these is a preacher for 
  Pholtus.  He can mostly be found on the docks. 
  • 
  The Pholtan preacher is beginning to attract a 
  regular crowd.  Some talk that those with the most 
  zeal travel north. 
  • 
  Sideon has called Trigol home for three weeks.  He 
  plans to travel to Leukish then onto Greyhawk in 
  two weeks. 
  • 
  Sideon is a part-time mercenary, part-time fletcher, 
  and full-time sightseer.  Basically he sticks to jobs 
  that will pay his way to the next town. 
  Sideon continues to talk with the characters for a few 
  moments before he excuses himself to prepare to go on 
  shore.   
  Your patrol boat glides on top the wide, shallow 
  Franz as the clear water flows gently down its path 
  to meet the Duntide. Franzwharf, the docks to the 
  city of Trigol, comes into v ew. A motley assortment 
  of characters clogs nearly every inch of space. 
  i
  i
  Knowledge (Geography), or (History), or Bardic 
  Knowledge:  
  • 
  DC 5: Trigol is an old city.  It is important for trade 
  to Nyrond and the Duchy.  Like Nyrond and the 
  Pale it has been overrun with refugees from many 
  lands. 
  • 
  DC 10: The Franz River originates at Crystal 
  Springs.  A source considered by many to be magical. 
  • 
  DC 15: Further up river is Kerrinn.  Along the way 
  the river is lined with gold mines and old border 
  castles thought to be haunted. 
  • 
  DC 20: The castles are built around unusual rocky 
  spires called the Franzspires, a region of rocky crags 
  pierced with deep blue quartz. 
  Encounter One: Trigol 
   
  The PCs can explore Trigol.  They hear an evangelist 
  speak to the commoners wishing for a better life to seek 
  the Blinding Light.  In Trigol, each PC may be 
  approached or influenced to travel to Kerrinn.  Specific 
  PCs are given handouts from NPCs of regional meta-orgs 
  detailing goals they must accomplish. 
  Your patrol ship docks near an area overloaded with 
  crates.  There are many indiv duals shouting.  The 
  captain approaches as you prepare to disembark, 
  “Will you be joining us for another week? If so, we’re 
  heading on to Kerrinn.  We leave tomorrow 
  morning.” 
  The party does not need to commit to signing on for 
  another week at this moment.  If they say yes, he will 
  expect them to report in morning.  In this case, have 
  Ariaric and Sundila board the river boat in the morning 
  as passengers and continue with that section of the 
  encounter.  Subsequently, have the PCs approached on 
  the ship by relevant NPCs who would give the 
  information in the Player’s Handout (if the characters are 
  involved in any metaorgs). If they say no, he’ll wish them 
  luck in their journey. 
   
  Currently, two dock bosses and four merchants are 
  arguing over the schedule and arrangements of crates 
  NMR5-08 Fighting the Headwind 
   
  Page 5 
  
  overdue to Hammensend. Have the party make Listen 
  checks and report what they overhear. 
  DC 5: “These crates were to have left three days ago. 
  Can’t you read dates on a schedule?” says a human of 
  Oeridian decent in merchant robes.
   
   
  DC 10: “I can read a schedule!  Can you count the 
  number of ships it takes to move these cast-off 
  trinkets?” retorts a dock boss red with anger. “I have 
  knuckles if you need help counting after you’ve run 
  out of fingers” he continues.  His insult is met with 
  a flurry of fist waving from the merchants along 
  with unpleasant expletives. 
  DC 15: “Cast-off trinkets! I have goods rotting on 
  your docks.  You will either load this on the first 
  ship or I’ll have your hide hanging on a mast for this 
  insolence”, inserts another merchant of Baklunish 
  decent. 
  DC 20: You hear the second dock boss of Flan decent 
  interjecting his comments to his associate but 
  without effect; “Agents of the Grey Mists have taken 
  interest in shipping lines on the Franz.  If we don’t 
  get this cargo off the docks we might be seeing more 
  than ill tempered merchants”, he advises. 
  It is not intended for the characters to solve the problem 
  of moving cargo.  At this point, Sideon will come up on 
  deck and greet the characters.  Sideon points out that 
  Franzwharf has problems with shipping cargo.  This 
  encounter is placed here to demonstrate the effect of the 
  blockade and the more recent problems in northern 
  Nyrond.  The merchants will not speak to the characters. 
   Sideon will provide the following information if the PCs 
  are interested.  
  • 
  What’s going on? 
  Because of the blockade some merchants have 
  switched to overland travel to move goods.  This has 
  caused freelance captains to move their ships and 
  crew elsewhere in the Flanaess to remain steadily 
  employed. 
  • 
  Why are they arguing?   
  Finding a ship and crew to move cargo with any 
  regularity is difficult to impossible. 
  • 
  What happened to the merchants? 
  Some merchants who owned ships have recently 
  sold them to fund overland equipment and caravans. 
  • 
  What other problems is this causing? 
  Other merchants have sold their river shipping 
  contracts to reduce losses.  Some of these sales have 
  been made to brokers on behalf of private third 
  parties.  Their true intentions are not known with 
  little time or care to investigate. 
  Any Duchy of Urnst players whose character belongs to 
  the Merchant Trading Rights meta-org may show 
  concern.  They will see cargo on the docks belonging to 
  their House(s) and may feel the need to contact their 
  noble House when they return to the Duchy.  This is part 
  of role-play into the meta-org.  Under no circumstances 
  should the party go to the Duchy based on this 
  encounter. 
   
  If any character asks about the Grey Mist comment 
  the dock bosses will get uneasy and refuse to speak of the 
  subject. 
  If the PCs seem to pursue a conversation with the 
  dockworkers or merchants Sideon will tell them it’s best 
  they move on to The Hawk and Hound. 
   
  Read or paraphrase the following: 
  As you negotiate a path through the medley of 
  humans, half-elves, halflings, and gnomes you hear 
  the sound of voices in song.  Not too far up ahead 
  you catch sight of five or so humans of either full 
  Flan heritage or Oeridean/Flan mix. Sideon points 
  toward that group, “This is what I was talking about 
  on the boat!” 
   
  If the characters approach or announce they are listening 
  they will hear this song. (Those DMs inclined can sing in 
  the tune of "O Canada!”) 
  “O Blinding Light! To our devoted eyes 
  Show One True Path that soars to shining skies. 
  By faith defended, armed with Law, 
  The Pale undaunted stands, 
  A blessèd beacon, blazing bright 
  Above all other lands. 
  O Blinding Light! Let saint and heathen see, 
  Steadfast we march for Pholtan victory. 
  O Blinding Light, shine forth to victory!” 
  If the characters approach closer read the following:  
  Leading them in song is a Flan human in flowing 
  white robes.  His dark bronze skin shines like a 
  radiant copper sun.  He wears a silver holy symbol of 
  a full moon partially eclipsed by a smaller crescent 
  moon.  He sings in complete rapture with five 
  others near him.  Standing five feet away is another 
  human in full plate armor quietly mouthing the 
  words. 
  This is Ariaric leading new converts in the Doctrine of 
  the One True Path.  Sundila is his bodyguard standing 
  close in case anyone does not appreciate Ariaric’s 
  preaching or singing.  Any character can join in the song. 
   If this occurs the others will take him/her into their 
  choir with embraces.  When the song is complete, 
  whether any character approached or not, Ariaric will 
  spot the characters and come toward them to speak about 
  Pholtus.  He will first speak to Flan or Oeridian 
  NMR5-08 Fighting the Headwind 
   
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  characters, then other human races including half-elves, 
  and last any non-humans with a preference toward elves. 
   
  Sundila is devoted to Pholtus and will not leave 
  Ariaric’s side.  Any hostile action towards Ariaric is met 
  immediately with combat.  First for non-lethal damage 
  until its obvious the person(s) will not stand down.  
  Ariaric will support Sundila in combat but will not enter 
  melee.  He will not allow Sundila or any other person to 
  perish.  He will call a halt to combat when anyone drops 
  expressing his desire to stop fighting. 
  Read or paraphrase the following: 
  As the song completes you catch the eye of the 
  preacher.  He grins from ear to ear with arms open 
  wide as he approaches you. “My name is Ariaric. 
  Once again the sun rises as is the order created by 
  the Shining One.  Don’t you agree?”  Without 
  waiting for an answer he continues, “The One True 
  Path has a place for you.  Will you join us to hear it?” 
  Ariaric will only invite humans, half-elves, and elves.  All 
  other memberships are not encouraged. He takes any 
  challenge from demi-humans with a sense of amusement. 
   He reminds them of their own deities.  Ariaric will then 
  begin his morning service.  If any character joins he 
  begins to speak of Pholtus and how any person who 
  follows the One True Path will gain everything they 
  need.  If any character argues with Ariaric he responds 
  with the following as Sundila watches intently. 
  “Your lack of vision to find the One True Path has 
  separated you from the Blinding Light.  The light of 
  Pholtus does not shine through your soul.” 
  The characters can excuse themselves whenever they 
  choose.  If they stay for the duration of Ariaric’s service 
  he will sprinkle some of the tenets of the Valorous 
  League of Blindness and the Doctrine of Pholtus.  
  Doctrine  
  Pholtus encourages his worshipers to follow a strict path 
  towards righteousness known as the One True Path. Evil 
  and Chaos are enemies of equal concern to the faithful. 
  Pholtus' faithful must devote themselves to order, 
  community, justice, and a strict adherence to his faith. 
  Tenets  
  � Display a “Perfect Knowledge of the Laws of 
  Pholtus.” 
  � Uphold the teachings of the Church of the One True 
  Path, for it is the Way to follow Pholtus into the 
  Blinding Light. 
  � Teach the children. 
  � Neither tolerate disrespect to the Church nor allow 
  any harm to come to its flock. 
  � Defend the clergy of Pholtus. 
  � Allow no person, beast or property to go without 
  when you have plenty. 
  � Convert unbelievers to the tenets of the Church of 
  the One True Path. 
  � Allow no person to proclaim the teachings of Chaos, 
  Evil or false cults. 
  He will answer questions at its conclusion.  He knows 
  the following and will share it freely with any follower of 
  Pholtus.  Others must succeed at a Diplomacy (charisma) 
  check to gain more information.  All characters are 
  offered wooden holy symbols of Pholtus for a donation (1 
  noble minimum). 
  • 
  DC 5: Many who are lost find comfort in the 
  Shining One’s Light.  You are invited to come here 
  every morning for the services. 
  • 
  DC 10: He and Sundila have been in Trigol for two 
  months.  They came here by way of Midmeadow, 
  Borneven, and Kerrinn. 
  • 
  DC 15: A new Pilgrim’s Path is beginning through 
  Kerrinn.  You will learn more of Pholtus’ teachings 
  and be closer to finding the One True Path. 
  • 
  DC20: Many of the most devoted converts have 
  traveled to Kerrinn for additional instruction in the 
  teachings of Pholtus.  If you wish to be rewarded by 
  the Shining One and his most faithful servant take 
  this holy symbol and the first boat out tomorrow for 
  Kerrinn. 
  Ariaric is in actuality sending converts to become soldiers 
  for Zylinchin’s war to have northern Nyrond secede.  
  However, he is not aware of that. He had a brief meeting 
  with Zylinchin.  In the meeting Zylinchin shared a part 
  of the vision he believes he received from Pholtus.  That 
  vision was more believers of the One True Path must 
  come to northern Nyrond in its time of need.  He will 
  not divulge this information to anyone.  He awaits word 
  when he could travel back to meet with Zylinchin. 
   
  Ariaric or Sundila will not initiate combat.  
  However, they will respond to any hostility but will stop 
  combat as soon as one of them falls.  No additional 
  experience is awarded by fighting Ariaric and Sundila.   
   
  Ariaric will seek to convert any characters to 
  Pholtus.  If any show promise such as current followers 
  or through role-play he will ask them to go to Kerrinn.  
  He tells them all followers need to walk the New 
  Pilgrim’s Path through Kerrinn to learn more of the One 
  True Path. 
  APL 2 (EL 4) 
  � Ariaric: hp 5; see Appendix Two. 
  � Sundila: hp 27; see Appendix Two. 
  NMR5-08 Fighting the Headwind 
   
  Page 7 
  
  APL 4 (EL 6) 
  � Ariaric: hp 14; see Appendix Three. 
  � Sundila: hp 45; see Appendix Three. 
  APL 6 (EL 8) 
  � Ariaric: hp 23; see Appendix Four. 
  � Sundila: hp 63; see Appendix Four 
  APL 8 (EL 10) 
  � Ariaric: hp 32; see Appendix Five. 
  � Sundila: hp 95; see Appendix Five. 
  APL 10 (EL 12) 
  � Ariaric: hp 41; see Appendix Six. 
  � Sundila: hp 116; see Appendix Six 
  APL 12 (EL 14) 
  � Ariaric: hp 50; see Appendix Seven. 
  � Sundila: hp 137; see Appendix Seven. 
  APL 14 (EL 16) 
  � Ariaric: hp 59; see Appendix Eight. 
  � Sundila: hp 158; see Appendix Eight. 
  APL 16 (EL 18) 
  � Ariaric: hp 68; see Appendix Nine. 
  � Sundila: hp 179; see Appendix Nine. 
  Development: After speaking with Ariaric Sideon will 
  lead the party to The Hawk and Hound.  After which the 
  characters can spend time in Trigol.  A map of Trigol is 
  included in Appendix Seventeen. 
  Exploring Trigol 
  New Town 
  The Hawk and Hound 
  The morning clientele in the Hawk and Hound is a 
  snoring sailor.  The owner and his cook are 
  preparing for the afternoon meal break.   
  During the afternoon and evening the Hawk and Hound 
  is filled to capacity.  Among the normal stews (3 castles), 
  breads (2 commons), and cheeses (1 castle) the Hawk and 
  Hound also makes available the following beverages.  
  They are priced higher than normal because all orders are 
  bought to the table in flagons with mugs. 
  Velunian Ale (5 commons) 
  This pale ale is from Veluna.  It is mostly served to Flan 
  refugees who seem to have developed a taste for it.  This 
  ale is bitter and tastes as if it were deliberately allowed to 
  go bad. 
  Furyondian Spiced Ale (2 castles) 
  This drink is fine well-balanced ale with a host of subtle 
  spices which causes a tingling on the tongue. It makes 
  this drink both expensive and unique. 
  Ulekian Stout (5 castles) 
  One of the finest beverages in the Flanness. This dark 
  drink is creamy and thick. It has a very thick head and 
  when floated on top of Ulekian Ale. 
  The characters can take some time to explore Trigol.  
  There are encounters set up to motivate them to travel to 
  Kerrinn if they have not already decided to after meeting 
  Ariaric.  Because of the blockade all prices are 135% of list 
  in the PHB.  After meeting Ariaric and/or exploring 
  Trigol the characters should have enough interest to 
  travel to Kerrinn. 
   
  Take note of the character’s meta-orgs if you have 
  not completed this in Preparation for Play.  For these 
  next encounters if the character is part of a listed meta-
  org which has sub-memberships, ranks or grades, have 
  the encounter be motivated by that specific area.  For 
  instance, if a character is part of the Duchy’s Rogues of 
  Seltaren, grade 3, Grey Mists Band.  Have that specific 
  meta-org contact them to motivate them to go to Kerrinn. 
   This encounter could be in private, in public, secretive, 
  or as a delivered note (DM’s choice as to what fits the 
  party and actions).  If, by chance, the characters do not 
  belong to any of these meta-orgs they will get the general 
  encounter to travel to Kerrinn on behalf of the 
  Merchant’s Consortium to investigate why prices are 
  increasing.  As the DM feel free to adjust this encounter 
  to fit the make up of the party expect for information 
  provided by specifically named meta-orgs.  Also, the 
  location named is a suggested place for the player to 
  receive a handout.  The DM has the option to provide the 
  handout based on the role-playing situation that may 
  trigger a more appropriate situation. 
  Old Town 
  Artisan’s Ward 
  Here the characters can find clothing, some weapons and 
  armor, and crafted items as stated in the PHB (nothing 
  specified as exotic).  If any character(s) is part of the 
  following meta-orgs, has ranks in any craft skills, or 
  expresses s/he wants to make a purchase give him/her 
  the appropriate Player’s Handouts. 
   County Meta-orgs: None, or any craft skills 
  Duchy Meta-orgs: None, or any craft skills 
  Nyrond Meta-orgs: Sagacious Society, or any craft skills 
  Pale Meta-orgs: None, or any craft skills 
  NMR5-08 Fighting the Headwind 
   
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  River Ward 
  Here the characters can find most of the inns and 
  taverns.  If any character is part of the following meta-
  orgs give them the appropriate Player’s Handouts. 
  County Meta-orgs: Any rogue memberships 
  Duchy Meta-orgs: The Rogues of Seltaren 
  Nyrond Meta-orgs: Any Thieves Guild 
  Pale Meta-orgs: Any church membership 
  Merchant’s Ward 
  Here the characters can find higher quality goods as 
  stated in the PHB, including exotic, in addition to 
  government buildings and finer homes.  If any characters 
  are part of the following meta-orgs give them the 
  appropriate Player’s Handouts. 
  County Meta-orgs: All players 
  Duchy Meta-orgs: Merchant Trading Rights 
  Nyrond Meta-orgs: Grey Watch 
  Pale Meta-orgs: Pale Diplomatic Corps 
  All Temples and Churches 
  As illustrated in the Trigol map, Appendix Seventeen, 
  there are many temples and churches the characters can 
  visit for role-playing purposes.  These locations were not 
  set up to provide the information as the above meta-orgs. 
   However, if the meta-org encounters do not fit the party 
  make up feel free to improvise any of the player handout 
  information into the churches except for information 
  from specifically named meta-orgs.  Also, the characters 
  have access to any spell services equivalent to a Large 
  Town as stated in the LGCS and will honor any favors 
  characters may possess. 
   
  After exploring Trigol the characters should have 
  enough motivation to journey to Kerrinn (Encounter 
  Two).  The means of travel is up to the party.  It’s possible 
  some characters have favors for free or reduced fees to 
  employ a boat passage. If the players do not travel to 
  Kerrinn they can stay in Trigol but the adventure ends. 
  Encounter Two: Kerrinn 
   
  The PCs reach the river-town of Kerrinn.  They find 
  activities that at first appear as normal.  Beneath the veil 
  is recruitment for more soldiers into the Valorous League 
  of Blindness.  These recruits are first chosen from the 
  converts coming from Trigol. The characters learn of the 
  consequences impacting all the adjacent regions if 
  northern Nyrond secedes.  
   
  Kerrinn is a large town located on the northern 
  Franz. It features a lock complex that creates an artificial 
  reservoir. This is used to regulate the flow of the river, 
  allowing stable river traffic to this point. Traffic beyond 
  here is seasonal, and chancy, so nearly all of the barges 
  and small vessels stop at one of the network of trading 
  villages in the area. Kerrinn's population is 3,500 and 
  growing. 
   
  Journey distance from Trigol to Kerrinn is ~ 43 
  miles. Reference PHB pgs 162 and 164 for travel time.  
  The monster encounter is triggered either by characters 
  approaching Kerrinn overland or leaving the city (most 
  likely for Midmeadow) if they arrived by boat passage.  If 
  characters use teleportation or other such magic they will 
  appear one hour’s walk outside of the town and 30 feet 
  from creature(s) to start initiative, unless the character 
  casting the spell is very familiar with the town to be 
  exact. 
  River Approach 
   
  If the characters travel to Kerrinn using the Franz 
  they will find passage on a merchant keelboat carrying a 
  cargo of masterwork weapons and armor.  He gladly 
  accepts the characters as passengers in hopes they can 
  augment his own security.  But merchants are merchants. 
   He will still charge them 3 nobles for passage. 
  The journey on the Franz is as uninspiring as the 
  patrol duty you just completed.  The crew leisurely 
  rows the keelboat against a slow moving river 
  melting it into a traffic jam.  From the deck you 
  sight the Town of Kerrinn.  Other small merchant 
  vessels and barges choke the passage into the first 
  lock.  A gentle autumn breeze blows cool but too 
  infrequent to give solace from the high-noon heat.  
  Passengers and crew on the other vessels are 
  sprawled on the decks fanning themselves with 
  increasing aggravation.  The colors of many 
  different merchant houses from surrounding and 
  distant regions are seen throughout the confluence 
  of river craft.  
   
  The party can speak with anyone on the many crafts. 
   The total time, if they wait it out, is five hours before 
  their turn to use the locks.  On a successful Gather 
  Information check the party can learn the following 
  information. 
  • 
  DC 5: Beginning two months ago the locks have 
  been very difficult to pass through.  Typically the 
  wait is over four hours as a result of new operational 
  procedures and staff. 
  • 
  DC 10: There are many new faces operating the 
  locks.  We heard they are replacements of the guards 
  who deserted their posts after King Lynwerd retook 
  Rel Mord. 
  • 
  DC 15: Be sure to give praise to Pholtus as you pass 
  through the locks.  If you do this when you declare 
  your cargo it seems to lower the taxes you pay, and if 
  you look Flan or Oeridian all the better. 
  NMR5-08 Fighting the Headwind 
   
  Page 9 
  
  • 
  DC 25: Put away anything you don’t want to risk 
  losing.  Now, they won’t fight you for it but I 
  wouldn’t risk giving them the opportunity to call for 
  help if they like it.  Everything that passes through is 
  taxed even down to the nails holding the crates 
  together. 
  • 
  DC 30: There is some cargo that is especially prized 
  like weapons and armor.  It has more value than any 
  taxes collected.  It’s typical of merchants to pack a 
  few extra units of these so they can still fulfill their 
  delivery contracts.  Be sure to show them a holy 
  symbol of Pholtus.  They tend to take less out of the 
  crates. 
  • 
  DC 35: There is talk the tax money and confiscated 
  goods are being diverted to fund soldier recruitment. 
   Some organization called the Valorous League of 
  Blindness.  Not sure who they are but I do know 
  they are Pholtan extremists.  I hear they have 
  infiltrated Kerrinn.  Couldn’t tell you where to find 
  them but I would be careful if you’re thinking of 
  something foolish. 
  Characters with Knowledge (Engineering) can roll for 
  information on the operation of the locks. 
  • 
  DC 5: Dams are built on rivers to hold back water 
  and form deeper navigation "pools".  These pools 
  create a constant minimum water depth for safe 
  navigation.  Dams allow river vessels to use a series 
  of locks to "step" up or down the river from one 
  water level to another.   The locks and dams create 
  pools for navigation during periods of low-level 
  water.  
  • 
  DC 10: A Lockmaster house at each of the locations 
  is the primary control point where a predetermined 
  water elevation must be kept for navigation to 
  continue. The gates close to form a 'V' against the 
  current and upstream water pressure helps to keep 
  them closed and make a watertight seal. The 
  pressure of water within the lock chamber keeps the 
  downstream gates closed. In the lockmaster house a 
  series of gears control the gates. 
  Read or paraphrase the following if the characters wait it 
  for their turn to use the locks. 
  It is obv ous Kerrinn owes its existence to the Franz 
  as it connects this town to the rest of Oerth.  The 
  merchant captain, Gunderic, guides his boat into the 
  first lock.  An operator in the lock house shouts a 
  warning signaling the closure of the inner gate.  
  After an extended wait the outer gate releases a 
  controlled torrent of water raising the craft to an 
  equal level as the river ahead.  Once more, after a 
  long pause, the outer gate opens permitting 
  entrance into the next segment of the Franz.  The 
  captain issues an order to the crew to begin rowing. 
  In this segment of the river you catch sight of a 50’ x 
  10’ floating deck approximately in the middle of the 
  Franz’s 100’ width.  The deck has been crafted to run 
  parallel to the shore.  On the deck are four humans 
  in leather armor. Once the keelboat closes inside 40’ 
  an Oeridian begins shouting instructions to the 
  captain.  “Drop anchor, sir.  By order you are 
  required to declare your cargo to remit the 
  appropriate duty.”  Gunderic complies all the while 
  conferring Pholtan blessings to the duty collectors. 
  i
   
   
   
  i
  The four duty inspectors will not fight.  If the characters 
  display any resistance they will produce colored flags to 
  the guards on shore.  It will take five rounds for the 
  guards on shore to board a rowboat. 
  All APLs 
  Kerrinn Lock Guard (4): hp 9 each, see Appendix One 
  Untiered NPCs 
  The merchant captain will give the inspectors permission 
  to board.  He cooperates fully allowing them to inspect 
  every crate.  After the 30-minute inspection the captain is 
  given a slip of paper with instructions.  The duty 
  collectors then depart back to the floating deck. 
   
  If asked what the paper contains the captain exhibits 
  anxiety with mildly subdued anger. 
  “They take as if entitled to profit from another’s 
  hard work.  The kindling is set I tell you. All that is 
  needed is a spark at the wrong moment.  It will 
  ignite this countryside to ruin I fear. 
  Gunderic is speaking of many factors.  The Tenha refugee 
  camps dotting the countryside, the recent blockade, the 
  civil war in Nyrond, and the general unrest across the 
  Province of Woodverge since the increased activity of 
  something called Midnight Raids.  Newly imposed taxes 
  on river traffic from raw materials to finished goods 
  impacts every degree of everyday life.  A new family 
  struggles to buy necessities, increased prices prevents a 
  merchant from capitalizing on new investments, and 
  with the increased presence of Pholtan followers 
  churches do not have the required donations to continue 
  social services. 
   
  Gunderic does not have information or advice for 
  the party.  He does wonder why the king has allowed 
  these matters to escalate.  Hasn’t he retaken the throne 
  coming on three months now, he questions. 
   
  The slip of paper Gunderic was given instructs him 
  to pass the next set of gates, dock his ship, and pay the 
  required taxes of $1,000 nobles or two masterwork suites 
  of scale mail and chainmail, and four longswords.  Paying 
  the duty in merchandise is his better option. 
  From here Gunderic takes his keelboat to the next 
  lock.  After ascending through the second set of 
  gates he docks into one of Kerrinn’s many port 
  s des.  “This is as far as I take you.  Good luck to you.” 
  Gunderic does not allow the party to represent him to 
  pay the duty.  He says any challenge will only hurt his 
  NMR5-08 Fighting the Headwind 
   
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  long-term relationships.  He considers himself lucky as 
  any other merchant could easily pay twice as much.  If 
  the characters insist on confronting the duty collectors 
  they will call out to guards on duty. 
  All APLs 
  Kerrinn Lock Guard (4): hp 9 each, see Appendix One 
  Untiered NPCs 
  From here the party can investigate Kerrinn from the 
  encounters in Trigol. 
  Overland Approach 
  If the characters approach Kerrinn by land they will 
  encounter a caravan train three hours outside of Trigol 
  journeying from Curtelenn to Kerrinn.  The cargo is 
  masterwork weapons and armor. 
   
  The party can speak with any one of the merchants.  
  On a successful Gather Information check the party can 
  learn the following information. 
  • 
  DC 5: Beginning two months ago the locks have 
  been very difficult to pass through.  Typically the 
  wait is over four hours as a result of new operational 
  procedures and staff. 
  • 
  DC 10: There are many new faces operating the 
  locks.  We heard they are replacements of the guards 
  who deserted their posts after King Lynwerd retook 
  Rel Mord. 
  • 
  DC 15: Be sure to give praise to Pholtus as you pass 
  through the locks.  If you do this when you declare 
  your cargo it seems to lower the taxes you pay, and if 
  you look Flan or Oeridian all the better. 
  • 
  DC 25: Put away anything you don’t want to risk 
  losing.  Now, they won’t fight you for it but I 
  wouldn’t risk giving them the opportunity to call for 
  help if they like it.  Everything that passes through is 
  taxed even down to the nails holding the crates 
  together. 
  • 
  DC 30: There is some cargo that is especially prized 
  like weapons and armor.  It has more value than any 
  taxes collected.  It’s typical of merchants to pack a 
  few extra units of these so they can still fulfill their 
  delivery contracts.  Be sure to show them a holy 
  symbol of Pholtus.  They tend to take less out of the 
  crates. 
  • 
  DC 35: There is talk the tax money and confiscated 
  goods are being diverted to fund soldier recruitment. 
   Some organization called the Valorous League of 
  Blindness.  Not sure who they are but I do know 
  they are Pholtan extremists.  I hear they have 
  infiltrated Kerrinn.  Couldn’t tell you where to find 
  them but I would be careful if you’re thinking of 
  something foolish. 
  One hour before arriving in Kerrinn the characters have 
  a visit from an unpleasant denizen of the countryside.  
  Have the characters make any appropriate Listen or Spot 
  checks versus the creatures Move Silent and Hide.  The 
  creatures are in search for food or causing trouble.  If 
  enough NPCs oblige their hunger they will retreat 
  without bothering to risk any further damage to 
  themselves. 
  APL 2 (EL 3) 
  � Ankheg: hp 28; see Monster Manual pg 14. 
  APL 4 (EL 5) 
  � Ankheg (2): hp 28; see Monster Manual pg 14. 
  APL 6 (EL 7) 
  � Bulette: hp 94; see Monster Manual pg 30. 
  APL 8 (EL 9) 
  � Bulette (2): hp 94; see Monster Manual pg 30. 
  APL 10 (EL 11) 
  � Hill Giant Dire Wereboar: hp 185; see Monster 
  Manual pg 177. 
  APL 12 (EL 13) 
  � Hill Giant Dire Wereboar (2): hp 185; see 
  Monster Manual pg 177. 
  APL 14 (EL 15) 
  � Battlebriar: hp 312; see Appendix Eight. 
  APL 16 (EL 17) 
  � Battlebriar, advanced: hp 445; see Appendix Nine. 
  Read or paraphrase the following once the characters 
  enter Kerrinn. 
  The town of Kerrinn owes its existence to the Franz 
  as it connects this town to the rest of Oerth.  The 
  caravan merchant, Cyra, leads her caravan to the city 
  gates.  An Oeridian guard at the gates calls a halt.  
  “Pull up your horses, Miss.  By order you are 
  required to declare your cargo to remit the 
  appropriate duty.”  Cyra complies all the while 
  conferring Pholtan blessings to the duty inspectors. 
  The four duty inspectors will not fight.  If the characters 
  display any resistance they will produce colored flags to 
  the guards at the gates. 
  All APLs 
  Kerrinn Lock Guard (4): hp 9 each, see Appendix One 
  Untiered NPCs 
  The caravan merchant cooperates fully allowing them to 
  inspect every crate.  After the 30-minute inspection the 
  merchant is given a slip of paper with instructions.  The 
  duty inspectors then depart back into an open tent. 
  NMR5-08 Fighting the Headwind 
   
  Page 11 
  
   
  If asked what the paper contains the merchant 
  exhibits anxiety with mildly subdued anger. 
  Once through the gates she answers, “They take as if 
  entitled to profit from another’s hard work.  The 
  kindling is set I tell you.  All that is needed is a spark 
  at the wrong moment.  It will ignite this countryside 
  to ruin I fear. 
  Cyra is speaking of many factors.  The Tenha refugee 
  camps dotting the countryside, the recent blockade, the 
  civil war in Nyrond, and the general unrest across the 
  Province of Woodverge since the increased activity of 
  something called Midnight Raids.  Newly imposed taxes 
  on river traffic from raw materials to finished goods 
  impacts every degree of everyday life.  A new family 
  struggles to buy necessities, increased prices prevents a 
  merchant from capitalizing on new investments, and 
  with the increased presence of Pholtan followers 
  churches do not have the required donations to continue 
  social services. 
   
  She does not have information or advice for the 
  party.  She does wonder why the king has allowed these 
  matters to escalate.  Hasn’t he retaken the throne coming 
  on three months now, she questions. 
   
  The slip of paper Cyra was given instructs her to stop 
  at the duty collection office immediately after entering 
  the city. The duty is $1,000 nobles or two masterwork 
  suites of scale mail and chainmail, and four longswords.  
  Paying the duty in merchandise is her better option. 
  From here Cyra instructs her teamlead to take the 
  caravan forward to the warehouses.  She will meet 
  them after paying.  The teamlead calls out to two 
  caravan guards who pick up a crate from the wagon 
  then waits for Cyra to lead.  “This is as far as our 
  journey together takes us.  Good luck to you.” 
  Cyra does not allow the party to represent her to pay the 
  duty.  She says any challenge will only hurt her long-term 
  relationships.  She considers herself lucky as any other 
  merchant could easily pay twice as much.  If the 
  characters insist on confronting the duty collectors they 
  will call out to guards on duty. 
  All APLs 
  Kerrinn Lock Guard (4): hp 9 each, see Appendix One 
  Untiered NPCs 
  From here the party can investigate Kerrinn from the 
  encounters in Trigol. 
  Investigating Kerrinn 
   
   
   
   
  The characters can investigate Kerrinn to achieve 
  the assignments given to them.  Each assignment is 
  labeled first by the Ward then the specific player handout 
  trigger. During the investigations they will also discover 
  more about the subterfuge regarding the Valorous 
  League of Blindness.  There are specific locations noted 
  that will impart the best information to succeed.  If the 
  characters create any suspicion amongst the locals either 
  by initiating an argument, acting bullish, or making ill-
  intended inquiries, this information will get back to a 
  detachment of Valorous League of Blindness fighters. 
  “Information” Assignment 
   
  For any characters in the Sagacious Society or Ducal 
  Diplomatic Corps or the Underley Network or the Pale 
  Diplomatic Corps meta-org they will have more latitude 
  and resources in gaining the appropriate knowledge.  As 
  they enter Kerrinn a colleague will contact him/her 
  similar to Trigol with the following leads to begin. 
  • 
  We have learned tax money and confiscated goods 
  are being diverted to fund soldier recruitment into 
  the Valorous League of Blindness.   
  • 
  Go to the bazaar.  Talk to the proprietor of the Grand 
  Gem of Nyrond.  He will help you.  (The characters, 
  once appropriately identified, will get the DC 30 
  information with Almehdi. 
  Kerrinn Bazaar  
   
   
   
  The bazaar in Kerrinn is barter, for the most part, due to 
  the high prices of commodities and specialty items.  The 
  tent shop owners will trade almost anything of value 
  provided the deal is in their favor. They will gladly sell 
  goods for coin at 150% above PHB prices.   
   
  Read or paraphrase the following if the characters 
  choose to enter the bazaar 
  The Kerrinn bazaar sits on 65 square acres with 
  multiple connecting streets making it very easy to 
  become lost or wander in circles.  It supports 200 
  booths, countless streets, five wells, two fountains, 
  many taverns and multiple shrines to Pholtus.  
  Shrines to other deities exist, though many have 
  been evidently removed. 
  The shops include every conceivable item; antiques 
  dating back to the Great Kingdom, cookware, 
  Pholtan prayer beads, mother-of-pearl mirrors, 
  pipes, candle sticks, copper jewelry with coral and 
  turquoise, old coins, quilts, calligraphers, book 
  dealers and much more. 
  Among the general populous are many Flan and 
  Flan-mix half-elves wearing bright breastplate 
  armor and purple cloaks. 
   
  The bazaar makes available any one of the following 
  from Complete Adventurer: Animal training kit, Balance 
  pole, Camouflage kit, Forgery kit, and Thieves’ Tools, 
  longspoon (normal and masterwork).  If this purchase 
  does not take place after this adventure, it costs 1 TU to 
  travel to the Bazaar to make the purchase. 
   
  The bazaar is the location PCs will begin to learn of 
  the subterfuge in Kerrinn.  While every effort is made to 
  predict the party’s actions it is not possible to account for 
  NMR5-08 Fighting the Headwind 
   
  Page 12 
  
  every variable.  Continue to the sections below for each 
  handout that the party received in Trigol.  It is not 
  necessary to visit all of them, though they characters may 
  wish to (keep an eye on time). If the party becomes 
  unsure of their next move gently direct them toward the 
  bazaar to the booth of the Grand Gem of Nyrond. 
  In Artist’s Ward Handout 
   
   
   
  For any craft skills assignments the character will find 
  the best information at the locale named below. 
   
  Finding a location to accomplish this assignment is 
  accomplished by a DC 15 Gather Information check.  
  Judge the validity of the question before the GI roll 
  against whether or not a normal person would think 
  there is more to the question than stated.  All suspicious 
  activity is reported to members of the Valorous League of 
  Blindness.  Gaining information along the lines of 
  “finding a location where I can talk to fellow craftsmen?” 
   is fine.   Asking questions in a flavor of “I’m looking for a 
  place to find out who’s sticking it to the craftsmen” will 
  obviously create the suspicion as stated above. 
  Grand Gem of Nyrond 
  This shop steals its name from the historical “Grand 
  Empire of Nyrond” and Greyhawk’s “Gem of Flanaess”.  
  The proprietor is a Baklunish human from a nomadic 
  family.  From time to time his family would cross paths 
  with a Rhennee family resulting in some dress and 
  customs crossing traditional lines.   The man, Almehdi, 
  barters wares at 2:1 gp in value in his favor.  He is a 
  master craftsman in woodwork and instruments.  Since 
  these wares are do not bring much coin in these times he 
  is interested in anything to support his family. 
  The Grand Gem of Nyrond is nestled between a 
  pungent incense candle shop and alchemically 
  altered plants preserved in full bloom. A Baklunish 
  human in traditional Rhennee clothing attends the 
  merchandise on his shelves.  His wares include 
  masterwork quality lutes, drums, and other musical 
  instruments.  You also see exquisitely detailed 
  walking sticks with heads depicting dragons, 
  griffons, and hippogriffs in take-off.  He turns his 
  attention to you – his new customers.  “Ah, good day 
  to you.  May Al’Akbar send you wisdom and 
  guidance.  I am Almehdi.” 
   
  Almehdi will talk to the party about general topics.  The 
  character(s) will need to make a Diplomacy check to gain 
  information unless they’re a member of the Sagacious 
  Society or Ducal Diplomatic Corps or the Underley 
  Network or the Pale Diplomatic Corps meta-org.  PCs 
  may alternatively spend an influence point with any of 
  the above organizations to automatically gain the DC 25 
  information.  If the characters barter anything add +2 to 
  the character’s check. 
  • 
  DC 15: I advise you speak with the mayor.  He has 
  left matters in this town to deteriorate.  I do not 
  understand why but maybe you could find out.  I 
  have heard the duty collectors do not take the taxes 
  directly to the town’s treasuries.  Armed guards 
  wearing purple cloaks and a symbol of moons on 
  their shields escort the taxes.  Where they go I do 
  not know. 
  • 
  DC 25: (in addition to above) If there is anyone who 
  can stop the infidels it is you.  I will tell you how.  
  Take this coin to the main office at the second lock.  
  Ask for Jonriel.  He will accompany you to the 
  mayor’s office.  We have been waiting for someone 
  to stand up to these guards with the moon shields.  
  He will know this coin came from me and that I 
  have sent you.  With his testimony and your 
  protection we will succeed.  
  In River Ward Handout 
   
   
   
  For all rogue memberships the character will find the 
  best information at the locales named below. 
   
  The taverns near the docks are where merchants and 
  merchant staff spend their time.  Finding out the name of 
  the location is accomplished by Gather Information 
  checks (DC 15) for information along the lines of 
  “finding a location where one can discuss new business 
  ventures?”  Asking questions in a flavor of “I’m looking 
  for a place to set up a business front to hide rogue 
  activities” will obviously create the suspicion as stated 
  above. As the DM, judge the validity of the question 
  against whether or not a normal person would think 
  there is more to the question than stated. 
  Soaring Returns  
   
  The more successful merchants in Kerrinn frequent 
  this tavern.  The prices are five times the prices in the 
  PHB yet the spirits and fare is exquisite.  The characters 
  will need to dress the part.  Walking in wearing 
  adventuring gear or paying standard upkeep in the 
  previous scenario will not invite the most profitable 
  meeting.  The party can stay until the owner of the tavern 
  realizes they are not there as a representative of a patron, 
  i.e. they order a drink for themselves. 
  Read or paraphrase the following if the characters play 
  the part well enough to stay otherwise they will be asked 
  to leave. 
  The finery and explicit parading of wealth is enough 
  to tempt The Laughing Rogue to make a profitable 
  visit.  Boisterous patrons frequently raise crystal 
  goblets to The Money Counter.  The clientele is 
  mostly Oeridian and Baklunish merchants and 
  noblemen.  Tailored robes, cloaks, soft shoes, and 
  the appropriate accoutrements fetch dominance to 
  the polished dark wood walls and polished tables. 
  A Gather Information check will get the following 
  information.  The cost is 1d2 hours and 2d6+10 gp in 
  NMR5-08 Fighting the Headwind 
   
  Page 13 
  
  place of the normal Gather Information check costs 
  (retries are ok but can become expensive). 
  • 
  DC 15: Merchant rights are always available for the 
  right price.  I broker contracts out of the Vardushi 
  offices in Oldred.  Meet me there in two weeks. 
  • 
  DC 20: House Péletier has recently marketed 
  lucrative contracts to supply Womtham with 
  building materials.  The negotiations include 
  exclusive lumber rights.  For a retainer fee of 300 
  nobles I can represent you in Womtham during 
  negotiations. 
  • 
  DC 25:   It is too costly to enter into contracts here 
  in Kerrinn.  For such a small river-town they still 
  find ways of taxing the filing and fees.  I will be in 
  Leukish in a week.  Go to my offices there. 
  The Prince’s Head 
  The Prince’s Head was recently renamed after a bard 
  spent some time here.  His most requested song was 
  about the recent battle in Rel Mord between the Nehron 
  brothers.   
   
  Prices here are inline with the PHB although more 
  nobles spent carry longer in this social setting. 
  “It is immediately apparent first mates spend time 
  here.  The common room has a heavy use of a water 
  motif intermingled with boating paraphernalia.  
  The mix of thick smoke, spilled ale, and roars of 
  camaraderie call out a sense of home for some – 
  pretension for others. 
  A Gather Information check will get the following 
  information.   
  • 
  DC 10: There is an auction for the shipping 
  contracts next week.  If you win we can provide the 
  shipping and warehousing. 
  • 
  DC 15: House E’loise has recently come into 
  difficulties finding a dependable shipper.  It is a 
  good possibility the House will overlook experience 
  if you were to commit to certain guarantees.   I could 
  make the appropriate introductions.  You can find 
  our offices in Trigol. 
  • 
  DC 20:   You may want to speak with merchants in 
  the bazaar.  You will need someone to take any goods 
  you ship off your hands. 
  For both of the above locations 
  After the discussion the character is invited to go the 
  bazaar in Kerrinn.  There they can get a sense of what 
  mercantile goods comes into Kerrinn.  At the bazaar steer 
  the characters into a meeting with any of the shops 
  detailed below except for Grey Watch or Pale Diplomatic 
  Corps shops.  For Pale church memberships see the Pale 
  Diplomatic Corps encounter below. 
  In Merchant’s Ward Handout  
   
   
  For all County of Urnst players the characters are 
  asked to find proof Nyrond is in breach of the Treaty.  
  They will find instances to each Article in breach as 
  follows. 
   
  Article II: "no law or mandate that inhibits the 
  ability of either nation to conduct business with citizens 
  of the other" and "To this end, the trade of livestock, 
  foodstuff, and raw materials shall not be subject to any 
  tariff or tax in either country when being exported from 
  one country to another". 
  • 
  The character(s) has the opportunity to witness the 
  duty collectors when entering by River or Land.  
  Documenting or otherwise taking note of this 
  encounter will suffice. 
   
  Article I-C “any refugees from Nyrond are forbidden 
  into the County without proper documentation.” 
  • 
  To accomplish this, the characters will need to 
  investigate the shops in Kerrinn’s bazaar. 
  • 
  Finding out the name of a store is accomplished by a 
  Gather Information check – DC 15 for Astra’s Abbor-
  Alz Artifacts, or DC 20 for The Kerrinn Outpost.  
  Retries are allowed, however, with Zylinchin 
  recruiting heavily from Flan refugees the characters 
  are unfortunately reported to Valorous League of 
  Blindness members.  The influence of the VLB in 
  Kerrinn is overwhelming. 
  From here the characters can explore Kerrinn.  As they 
  explore direct them to the Bazaar.  At the bazaar steer the 
  characters into a meeting with any of the shops detailed 
  below except for Sagacious Society, Ducal Diplomatic 
  Corps, Grey Watch, or Pale Diplomatic Corps shops. 
  Astra’s Abbor−Alz Artifacts (DC 15) 
  This store is run by a middle aged Oeridian woman 
  selling crystals of different sizes and types.  She came 
  across the name of the store after hearing tales of the 
  recovery of Lady Astra from the Abbor-Alz.  Her wares 
  are mundane, but she does good job talking up healing 
  properties. 
  An attractive Oeridian woman of middle age is 
  standing behind tables covered in crystals of varying 
  sizes, types, and colors.  Her long honey colored hair 
  is tied in colorful ribbons.  She motions for you to 
  come forward holding out an azure crystal. “Look, 
  this one heals headaches”, she claims. 
   
  Emma will speak to characters about what she heard with 
  a DC 15 Diplomacy check.  She will give them the 
  following information. 
  • 
  I have heard many refugees around Borneven and 
  Midmeadow are settling in Dosselford and Heanor, 
  some even as far as Bampton.   
  NMR5-08 Fighting the Headwind 
   
  Page 14 
  
  • 
  They cross over to get away from the civil war and 
  being recruited into Pholtan churches. 
  • 
  (If asked about the recruitment) There are many 
  Flan practically forced into joining churches of 
  Pholtus and Kerrinn’s guards.  I don’t know why.  
  Perhaps you would want to speak to the mayor about 
  it. 
  The Kerrinn Outpost (DC 20) 
  This store carries beads and ceramic ware customary of 
  Flan culture.  The proprietors are a Flan man and woman.  
  This store is decorated with potted trees and 
  aromatic flowers.  The Flan man and woman are 
  dressed in bright single-colored greens and yellows. 
   The man wears multiple tattoos on his arms while 
  the woman has silver and polished wood necklaces 
  and bracelets. 
  They will speak to anyone about their wares but not 
  about the refugees in Kerrinn unless the character is 
  Flan, a non-Pholtus follower, and succeeds at a DC 20 
  Diplomacy check.  The characters can purchase any of 
  the traditional Flannish beads once found in Tenh.  Any 
  purchases add +2 to the character’s check.  They will get 
  the following information. 
  • 
  You haven’t heard of that horrible man?  The 
  Fiendfinder they call him.  He travels all around 
  slaying anyone who doesn’t believe like him. He 
  calls it cleansing the land of heretics.  The only way 
  to survive is to believe in his god or cross the river.  
  Many of us have crossed over to Urnst.  They tell us 
  we need to get papers but they, the believers in 
  purple, wait for us to enter their buildings.  There is 
  no other choice but to cross any way we can. 
  Merchant Trading Rights Assignment  
  For all Merchant Trading Rights memberships the 
  character has the opportunity to witness the duty 
  collectors 
  when 
  entering 
  by 
  River 
  or 
  Land.  
  Documenting or otherwise taking note of this encounter 
  will suffice.  This is the symptom; so to speak, the cause is 
  still needed to accomplish the assignment. 
   
  Kerrinn’s Bazaar is the major market for merchants 
  who run a store in this town. To find someone who can 
  speak about the price increases a DC 15 Gather 
  Information check will discover the name of Almehdi at 
  the Grand Gem of Nyrond (see above).   The check may 
  bring suspicion.  If the check is asked against a question 
  along the lines of “are merchants still successful with all 
  the trouble of late?” is ok.  Asking questions in a flavor of 
  “I’m looking for the cause of the price increases” will 
  create the suspicion as stated above that leads to the 
  notification of the Valorous League of Blindness. As the 
  DM, judge the validity of the question against whether or 
  not a normal person would think there is more to the 
  question than stated. 
  Grey Watch Assignment 
   
   
   
  For Grey Watch memberships the character has contacts 
  in Kerrinn’s Bazaar.  They are Adelulf and Bertaida.  Once 
  entering Kerrinn the character is approached by a 
  nondescript half-elf.  He approaches the party shaking 
  hands with all of them inviting them to buy new clothes 
  at the Bazaar.  He will point out their boots and cloaks 
  saying a silver colored version will look much better.   
  “Go to Adelulf and Bertaida’s Furriers.  They have 
  some wonderful choices in boots and cloaks” 
  He then speaks directly to the character belonging to the 
  meta-org with the phrase. 
  “Some say when its dark the color looks grey but in 
  the sunlight the sparkle is blinding” 
  An attentive player will catch the innuendo of the Grey 
  Seer and the Pholtan faith referred to as the Blinding 
  Light without further explanation. 
  Adelulf & Bertaida’s Furriers 
  Adelulf and Bertaida sell argentvorax fur clothing.  All 
  types of worn accessories and clothing found in PHB 
  have an argentvorax equivalent.  The price is +100 gp in 
  value when bartering.  A faux-argentvorax option is 
  available at +25 gp.  The proprietors will speak freely of 
  their opinion about the Flan refugees. 
  The Suel storeowners are dressed in fine silver 
  colored animal furs.  They are presently assisting 
  another Suel in choosing a jacket.  After a moment 
  the woman spots your approach and greets you.  She 
  turns to her husband and in Suel says, “Adelulf 
  finish up. We have many good customers to attend.” 
  Bertaida will take her time showing all the characters the 
  different clothing and accessories she has to offer.  
  Adelulf will take the Grey Watch member aside provide 
  the following information.  Out of Character: it is up to the 
  player first if this information is given discreetly or in-game to 
  the entire party.   
  • 
  As you must be aware Zylinchin is behind this 
  plotting.  After being driven out of Midmeadow he 
  has made Kerrinn his to control.  He has done this 
  by bringing key city officials his own. They handle 
  all matters sending glowing reports sent to the 
  mayor.   
  • 
  Because of the recent troubles in Rel Mord the 
  mayor lets them attend to all city business.  The 
  mayor is then disposed to work with runners 
  coming from Rel Mord. 
  • 
  Many have turned to his cause believing the King 
  has turned a cheek to them.  Mostly refugees from 
  Tenh.  Those that do not join his cause have fled to 
  the County of Urnst. 
  NMR5-08 Fighting the Headwind 
   
  Page 15 
  
  • 
  We have heard of a merchant, Almehdi of the Grand 
  Gem of Nyrond, here at the bazaar who works for a 
  similar cause but he is not one of us.  He has 
  befriended someone we placed on the inside, a man 
  named Jonriel. 
  • 
  Jonriel has contacted us saying he has collected 
  enough information to take to the mayor.  You must 
  see him safely to the mayor. 
  • 
  Once you escort him find the whereabouts of 
  Zylinchin.  Not until he’s stopped will our troubles 
  in Woodverge begin to find an end.  The best place 
  to start is Midmeadow.  He has not returned to 
  Kerrinn since the blockade was destroyed. 
  Pale Diplomatic Corps Assignment 
  For Pale Diplomatic Corps memberships and Pholtan 
  church memberships the character is to speak with 
  Abbot Birius.  The content of the conversation is 
  dependant on the character membership.  The Corps 
  members will get full disclosure while the church 
  member will hear a reduced version of what is occurring. 
  The Church of the Blinding Light is an exemplary 
  construction of a church dedicated to Pholtus; sharp 
  angles, polished white stone, modest furnishings 
  and an immaculate alter.  An Oeridian human in 
  white robes with sliver trim is attending to visitors. 
  After a moment he approaches you in greeting. 
   
  Brother Birius will speak to a Corps member about the 
  following along with the entries noted with an asterisk.  
  Characters with church memberships only get the non-
  asterisk entries.  Out of Character: it is up to the player first if 
  this information is given discreetly or in-game to the entire 
  party.   
  • 
  *As you must be aware Zylinchin is behind this 
  plotting.  After being driven out of Midmeadow he 
  has made Kerrinn his to control.  He has done this 
  by bringing key city officials his own. They handle 
  all matters sending glowing reports sent to the 
  mayor.   
  • 
  Because of the recent troubles in Rel Mord the 
  mayor lets them attend to all city business. The 
  mayor is then disposed to work with runners 
  coming from Rel Mord. 
  • 
  Many have turned to his cause believing the King 
  has turned a cheek to them.  Mostly refugees from 
  Tenh.  Those that do not join his cause have fled to 
  the County of Urnst. 
  • 
  *During the civil war northern Nyrond was for the 
  most part ignored.  In that time clerics and preachers 
  from the Church of the Blinding Light have spread 
  out from Midmeadow.  Mostly refugees have taken 
  these words to heart creating an upswing of Pholtan 
  followers. 
  • 
  *Find the whereabouts of Zylinchin.  Not until he’s 
  stopped will our troubles in Woodverge begin to 
  find an end.  The best place to start is Midmeadow.  
  He has not returned to Kerrinn since the blockade 
  was destroyed. 
  • 
  The Theocrats labeled Zylinchin as a heretic and that 
  he is dangerous.  I believe the mayor must be 
  notified of this dire situation at once with the 
  understanding we wish for a peaceful apprehension. 
  Unknown to the characters Abbot Birius has been under 
  surveillance.  Once the characters leave to inform the 
  mayor or begin to leave Kerrinn they get the combat 
  encounter in Encounter Three: Mayor. 
  Encounter Three: Mayor 
  The PCs learn more of Zylinchin and his Fiendfinders 
  from Jonriel.  A spark in Kerrinn will ignite the entire 
  county unless Zylinchin is stopped. The trail starts in 
  Midmeadow.  But first they must accomplish their goals 
  then inform a mayor of the trouble in his city. 
   
  The characters come to this encounter from a 
  number of possible options.  Most likely they have heard 
  of Jonriel by role-playing through the Bazaar encounters. 
   Jonriel is one option to informing the mayor of the 
  actions of the Valorous League of Blindness.   
   
  The VLB has been monitoring Jonriel’s many 
  meetings with Almehdi.  The characters arriving to speak 
  with him is enough to warrant a confrontation.  Some 
  players may decide on a more discreet approach.  Reward 
  them for this effort to not trigger the combat encounter 
  on approach however, unfortunately, the mayor is 
  watched closely.  Zylinchin loyalists have infiltrated the 
  mayor’s advisory positions.  After Jonriel’s or the 
  character’s testimony they will inform VLB soldiers.  
  When the characters leave for Midmeadow will trigger 
  the combat encounter. 
  The door to the offices of the second lock complex is 
  closed.   From this vantage point you can see the 
  first lock of the river is still teeming with boats.  A 
  vessel flying the flag of the County of Urnst is 
  moored at the floating dock.  In front of you is a 
  stout one-story building of solid construction.  The 
  door is made of heavy oak with iron hinges. 
  If the characters knock a guard will answer the door 
  almost immediately.  The characters can ask for Jonriel.  
  He tells them to wait and closes the door.  After a few 
  moments an Oeridian human dressed in a breastplate and 
  a purple cloak opens the door.  The characters will need 
  to succeed at a DC 15 Diplomacy check for him to 
  accompany them to the mayors.  If they possess anything 
  from the previous assignments he will head out 
  immediately telling the other guard he was summoned.  
   
  On the way to the mayor’s offices read or paraphrase 
  the following: 
  NMR5-08 Fighting the Headwind 
   
  Page 16 
  
  “A name feared or perhaps considered legend the 
  announcement of Zylinchin as a heretic spread 
  quickly among the people of Midmeadow.” Jonriel 
  explains.  “Outside of that town the news came with 
  mixed emotions. For Midmeadow the news came as 
  a shock for some and shrugs from others. Some saw 
  it as the ending to the law and order the League 
  provided while some as the beginning of a new life 
  without fear.  The Pholtan Knights Valorous Order 
  of Luna were ordered from The Theocracy of the 
  Pale to relieve The Valorous League of Blindness.  
  They arrived in Midmeadow months ago. According 
  to the announcement by the Council of Prelates if 
  the location of Zylinchin is discovered it is to be 
  reported.  The Pholtan Knights have sent word they 
  will privately speak of several leads as to his 
  whereabouts.” Jonriel takes you directly through the 
  gates and corridors of the mayor’s offices without 
  pause. The few guards that take notice of you do not 
  challenge your arrival.  Jonriel motions for you to 
  follow him toward a closed door then holds out his 
  hand before opening the door.  “Remember, what is 
  said will take the mayor by surprise.  We must be 
  tactful yet stern.  He must come to realize Kerrinn is 
  no longer in his control.” 
   
  Bursting forward Jonriel takes few steps into a large, 
  empty meeting room. (DM note: this is a 50’x30’ room 
  with a 10’x20’ table at its center.  Allow the players to 
  enter their characters through the doorway but not fully 
  into the room.) 
  “Interesting company you keep, Jonriel” says a voice 
  from the other end of the room.  (DM: point out any 
  usual traits in the party e.g. a dwarf traveling with an 
  halfling, or a human cleric of Heironeous traveling with 
  an elf wizard, etc as Pholtus followers believe non-
  humans generally do not have a soul to save) “Strangest 
  is the Baklunish storekeeper.  But he won’t be saying 
  much of anything save praising Pholtus in a New 
  Dawn camp.”  Three guards in similar dress as 
  Jonriel step forward from behind supporting 
  columns.  “Your interfering ends here.  According to 
  the laws of the Valorous League of Blindness you are 
  given the opportunity to renounce your wicked ways 
  and come to Pholtus’ Light.  Do you accept?” 
  The characters can either initiate combat or surrender to 
  the guards.  If they surrender they will be taken to the 
  town jails for 2 TUs while they await Zylinchin’s return, 
  effectively ending the scenario.  The characters have 
  seven (7) rounds of combat before the disturbance of 
  combat reaches the attention of the nearest guards.  The 
  characters then have another three (3) rounds before they 
  arrive.   
  APL 2 (EL 4)  
  � Huneric: hp 9; see Appendix Two. 
  � Chagan: hp 9; see Appendix Two. 
  � Thrasaric: hp 15; see Appendix Two. 
  APL 4 (EL 6) 
  � Huneric: hp 27; see Appendix Three. 
  � Chagan: hp 27; see Appendix Three. 
  � Thrasaric: hp 23; see Appendix Three. 
  APL 6 (EL 8) 
  � Huneric: hp 45; see Appendix Four. 
  � Chagan: hp 45; see Appendix Four. 
  � Thrasaric: hp 38; see Appendix Four. 
  APL 8 (EL 10) 
  � Huneric: hp 63; see Appendix Five. 
  � Chagan: hp 63; see Appendix Five. 
  � Thrasaric: hp 51; see Appendix Five. 
  APL 10 (EL 12) 
  � Huneric: hp 81; see Appendix Six. 
  � Chagan: hp 81; see Appendix Six. 
  � Thrasaric: hp 63; see Appendix Six. 
  APL 12 (EL 14) 
  � Huneric: hp 108; see Appendix Seven. 
  � Chagan: hp 108; see Appendix Seven. 
  � Thrasaric: hp 75; see Appendix Seven. 
  APL 14 (EL 16) 
  � Huneric: hp 127; see Appendix Eight. 
  � Chagan: hp 127; see Appendix Eight. 
  � Thrasaric: hp 87; see Appendix Eight. 
  APL 16 (EL 18) 
  � Huneric: hp 147; see Appendix Nine. 
  � Chagan: hp 147; see Appendix Nine. 
  � Thrasaric: hp 99; see Appendix Nine. 
  If the characters are still in the room or stay behind 
  looting they encounter the equivalent stats of Huneric 
  and Chagan in three rounds as mentioned above, then 
  once more in another three rounds. After that the 
  characters are overwhelmed by the general call of alarm.  
  Anything short of teleportation or such magic will not 
  save them from capture.  At that point the mayor is too 
  distanced to hear what the characters have to say leaving 
  the matter to his captains (who are Zylinchin loyalists). 
  Otherwise, when combat is complete they can continue 
  with speed to the mayor’s private offices. The infiltrators 
  will not interfere with the party. 
  NMR5-08 Fighting the Headwind 
   
  Page 17 
  
  “Quick, the mayor must be in his private offices.  We 
  do not have a moment to spare.”  Jonriel leads you 
  through a rear corridor then through a set of double-
  doors surprising a middle-aged aristocrat standing 
  to his feet from behind a maple desk.  “My apologies, 
  m’lord.  I have distressing news about the security of 
  Kerrinn.”  The mayor looks at each of you with a 
  slight hesitation, “yes, go on?” 
  Jonriel proceeds to give the mayor the following 
  information: 
  • 
  Kerrinn is now controlled by Zylinchin 
  loyalists. They control the guards, the finances, 
  the courts, and trade. 
  • 
  Zylinchin has sent out evangelists into the 
  surrounding regions to attract a host of Pholtan 
  extremists into Kerrinn.  His goal was to build 
  up finances and an army to fight for the 
  secession of northern Nyrond. 
  • 
  The Pale has supported the Valorous League of 
  Blindness, but I do not believe they are involved 
  in this conspiracy. 
  • 
  I report to one who wishes to see the security of 
  Nyrond, but whose name I do not wish to 
  mention at this moment. 
  • 
  You must call up reinforcements from Count 
  Cunal in Mowbrenn and General Osmeran in 
  Womtham.  Until these reinforcements arrive I 
  will send word to a detachment of soldiers from 
  Rel Mord led by Knights of the Realm.  They are 
  encamped not far from here. 
  The mayor turns to you in shock and disbelief. “Is 
  this true?  What have you found?” 
  The characters have the opportunity to pass on any 
  information they have gained. 
  The mayor sinks down into his seat slowly as 
  though numb and lost in thought.  “Sire, Zylinchin’s 
  plotting must come to an end” Jonriel imposes.  “If 
  he is not stopped he will continue to threaten the 
  peace in Nyrond between the County, the Duchy and 
  the Pale.” He nods in your direction, “I propose 
  these men (and women) seek him out”.  The mayor 
  turns his attention toward you, his response 
  lingering as if surmising your abilities.  “Would you 
  undertake such a task?” 
  If the characters accept Jonriel will brief them on history 
  of Zylinchin and the Valorous League of Blindness. 
  • 
  These devoted followers of Pholtus promote his faith 
  through conversion, quite often by force. 
  • 
  The “Slayers” are a small cult-like following in the 
  Knights Valorous and led by none other than 
  Zylinchin the Fiendfinder. They tour much of the 
  northern lands of Nyrond.  
  • 
  Being one of the most outspoken and visible 
  members of the League, Zylinchin has done 
  outrageous things. 
  • 
  These acts have garnered a large number of converts, 
  and many more frightened by his “Midnight Raids” 
  along the northern border. 
  • 
  The Valorous League of Blindness has taken the 
  Lesser Nyrond Doctrine as one of their tenets.  The 
  look for nothing less than the secession of northern 
  Nyrond into the Pale. 
  • 
  This doctrine prescribed the idea that northern 
  Nyrond should secede to the Pale, thus allowing 
  Nyrond the ability to handle its true border enemies 
  such as the Great Kingdom, Iuz and the Bandit 
  Kingdoms. 
  • 
  General Zylinchin, joined the League many years 
  ago when he was a Colonel fighting an orcish 
  advance at Kurast’s Tower.  
  • 
  Zylinchin, at the time a Colonel, and The League 
  had numerous successes on the battlefield and freed 
  many of the peasants from subjugation by the cruel 
  forces of both Iuz and the Overking.  They became 
  known as the “Fiend Slayers”.  
  • 
  Now, Zylinchin, the Fiendfinder-General, is without 
  a doubt the most respected and feared member of 
  the League.  
  • 
  Signs of his passing can often be found in the 
  countryside. The heads of heathens are often found 
  on pikes. These grisly signs show non-believers what 
  a lack of faith can lead to.  
  • 
  Theocrat Theoman Baslett of the Pale recalled the 
  Valorous League of Blindness.  According to the 
  Theocrat, Zylinchin has willfully disobeyed this 
  request.  He and a small group of renegade followers 
  have remained in the northern portion of Nyrond, 
  acting on their own interpretations of the will of 
  Pholtus. 
  • 
  A detachment of Pholtan Knights Valorous, Order of 
  Luna, has taken the place of the League as a faithful 
  presence in Midmeadow in northern Nyrond. 
  M’ Lord,” Jonriel continues, “while they are away you 
  must move to a safer place.  I know of a fort on the 
  road to Curtelenn.  <addressing the heaviest fighter in 
  the party> The way to Zylinchin is found in 
  Midmeadow.  You can speak to the Pholtan Knights 
  or find your own path.  They speak for the Pale – 
  who wishes to apprehend them.  King Lynwerd 
  wants Zylinchin to face trial in Rel Mord.  The 
  choice is yours.  Be warned, he will not come 
  willingly presuming you are able to apprehend him 
  at all.  Zylinchin and his Slayers are fierce fighters.  
  Be cautious of his abilities. 
  NMR5-08 Fighting the Headwind 
   
  Page 18 
  
  With this information the party should have enough 
  information to travel to Midmeadow.  Reminder:  if the 
  characters approached Kerrinn by keelboat on the Franz 
  they will trigger the monster encounter two hours after 
  leaving Kerrinn. 
  Encounter Four: Woodverge 
  The PCs are approached by NPCs on the road to 
  Midmeadow.  A Shadowbane Stalker and Shadowbane 
  Inquisitor from Borneven want Zylinchin brought to Rel 
  Mord in any condition.  They ask the party to return any 
  news they hear. 
   
  Midmeadow is ~195 miles from Kerrinn.  The river 
  from Kerrinn to Crystal Springs is too shallow to 
  navigate.  The mayor will supply steeds to the characters 
  but must be returned. 
  The prairie of the Duchy of Oberend is mostly 
  absent of trees save for slow growing burr oak 
  covering the slopes and a harsh, drought resistant, 
  stunted tree variety with needle-like greenery 
  populates the rougher landscape. Occasional deer, 
  wild turkeys, and hawks overhead inhabit the 
  countryside.  However, it is the abundance of 
  pheasant that provides your company with rations 
  during your journey.  You spot the tent camps of 
  Tenh refugees spread out throughout the landscape. 
  None however approach your band. 
  The emergence of steeper hills and cedar trees 
  marks your entrance into Woodverge Province.  A 
  light dusting of snow covers the tops of hillcrests 
  and small rock outcroppings. The air has picked up a 
  distinct chill.  Another twenty miles of travel is 
  witnessed by an increase in the depth and quantity 
  of snow.  A crisp gust whips at your face easily 
  penetrating robes and armor.   At this time of the 
  season leaves would begin to turn.  The wind and 
  snow is very unusual.  Songbirds and other wildlife 
  seem to have disappeared. 
  Knowledge (nature) will get the following information. 
  • 
  DC 10: This weather is not typical for this time of 
  year.  It is too early and the cold too extreme.  It may 
  be an early winter in the Rakers but very unlikely. 
  • 
  DC 15: These weather patterns in previous years 
  have never been recorded.  The air is more frigid to 
  be natural.  This area is definitely not the center of 
  the phenomenon. 
  • 
  DC 20: There are clear indications this weather does 
  not come from the Rakers.  The storm is coming 
  from the Theocracy of the Pale.  It’s an unnatural 
  storm, possibly magical. 
  A Stalker and an Inquisitor 
  Breaking the silence is the sound of hoof beats in 
  gallop partially muffled by the snow covered road.  
  Coming into v ew ahead are two humans, or 
  possibly half-elves, riding towards you.  They pull up 
  on the horses’ reins continuing toward you but at a 
  slow trot.  When they get within 50 feet they come to 
  a stop.  “Good afternoon.  What brings you here in 
  this odd weather?” 
  i
  The Shadowbane Stalker (Antonye) and Inquisitor 
  (Raynor) are from Borneven.  They have been in search of 
  Zylinchin and the Valorous League of Blindness for six 
  days.  It is on their return to resupply when the 
  characters encounter them.  They will speak to the party 
  about the strangeness of the weather at first and ask 
  questions to get to know them better, especially clerics, 
  rogues and fighters.  Try to draw out the characters into a 
  conversation.  This is an opportunity for character to 
  obtain access to the Shadowbane prestige class.  A 
  conversation about more that the weather is needed to 
  acquire the invite to join.  
   
  At some time in the conversation they bring up 
  Zylinchin cautiously once they determine the characters 
  are not VLB sympathizers. They begin by asking for 
  assistance with information in the event they come 
  across the VLB.  If the characters express their intent to 
  confront them themselves they will do one of two things. 
   For APL 10 and lower they will to attempt to dissuade 
  them from engaging Zylinchin.  He is too powerful.  For 
  APL 12 and higher they will warn them of his combat 
  successes.  After each “APL warning” they will offer again 
  the option to inform them of his whereabouts.  Their 
  intent is to bring in Zylinchin and any VLB members to 
  Borneven in any condition. 
   
  If the party is VLB sympathizers or obvious Pholtus 
  followers they will not bring up their assignment of 
  hunting down Zylinchin, unless the party brings it up or 
  they can get non-Pholtan members alone.  If they do, the 
  Shadowbane NPCs proceed with caution.  They will not 
  incite combat with the party. 
   
  After this encounter the characters can continue on 
  to Midmeadow. 
  Encounter Five: Midmeadow 
  The party reaches Midmeadow experiencing an early 
  winter season.  Here they find the state of affairs have 
  improved little in the past two years.  They investigate to 
  learn the location of Zylinchin.  Consecrated Harriers 
  from the Pale want Zylinchin captured so they may take 
  him to the Council.  (The description of Midmeadow and 
  locales are from NMR3-03 Blind Faith, Muted Voices.) 
  The wintry weather is quite noticeable on your 
  approach to Midmeadow.  A dusting of snow covers 
  the area in all directions.  The sky is not darkened by 
  NMR5-08 Fighting the Headwind 
   
  Page 19 
  
  a storm as what would seem typical.  To the north 
  the clouds above the Pale are thick.  Midmeadow’s 
  distinctly elven in architecture is overlaid by worn 
  façade with signs of recent repair.  A beautiful living 
  wood palisade once surrounded the city.  Now it is 
  patched in numerous places with weather worn 
  boards nailed to fallen trees.  Cobblestones cover 
  many of the packed clay streets.  Cascading 
  waterfalls and fountains of the town square are clear 
  of the previous litter and trash.  Inside Midmeadow, 
  the streets are repacked and clear.  Yet, as the people 
  are still rude, poor, and seemingly do not care for 
  outsiders, especially those with wealth.  Whether 
  beggars, thieves, or plain commoners, all avoid your 
  eyes as you enter yet undoubtedly watch your every 
  step after your passing. 
  The characters can visit the different locations in 
  Midmeadow to discover any leads on Zylinchin. They 
  can also learn more about Midmeadow, the people, and 
  the church.  Functional Pholtan influence has basically 
  destroyed the elven beauty of the town. 
  The Fortress 
  The buildings on the fortress grounds were in 
  construction two years ago.  The central building 
  and most of the outer buildings are complete yet 
  construction equipment still lines several walls.  
  First 
  indication 
  appears 
  to 
  be 
  repairs 
  and 
  construction schedules fallen behind as two outer 
  buildings appear to have been partially completed 
  for quite some time.  Guards flank each doorway of 
  the central building. 
  The mayor and militia use this building.   After the attack 
  on the mayor two years ago construction schedules 
  crawled and looting of the building materials became 
  unmanageable.  With the arrival of the Pholtus Knights 
  Valorous the construction schedules have resumed. 
  The Streets 
  Wide pedestrian paths snake though the city, under 
  trees, and over streams.  Each path leads to a cluster 
  of buildings or residences.  To the east of the city are 
  the only stores of the town.  Many serve as converted 
  living spaces. Some businesses that seem open are 
  Roebelle's Shop and Ironworks by Greedow.  To the 
  west is a large park with a lake.  In the center of 
  town is an Inn that had burned to the ground.  
  Construction on a new Inn looks like it is still in the 
  groundbreaking phase.  To the south you can see the 
  four building; the Temple of Pholtus, a large 
  fortress, barracks and a stable.  
   
  Crime was once rampant.  The Knights Valorous have 
  controlled serious crime, but petty thievery is still a 
  problem.  The commoners here are miserable at the least 
  and unstable at worst.  They are unbelievably rude at best 
  and downright snotty at their worst.  They have lived 
  through 
  decades 
  of 
  deplorable-fight 
  to 
  survive 
  conditions.  The probability is high that if anyone has 
  anything of value the last owner did not give it away 
  willingly.  The streets are under martial law having once 
  been too dangerous to travel at night because of illicit 
  activities. 
  New Dawn Camp 
   
  The converted New Dawn Camp now serves as the 
  barracks of the Pholtan Knights Valorous, Order of Luna. 
   The New Dawn Camp was once a place in which anyone 
  who strayed would be kept in the camp to be shown the 
  One True Path and the light of Pholtus, typically without 
  their approval. The ‘tenant’ would not be released until 
  they understood the errors of their wicked ways and 
  could sing “O’ Blinding Light” by memory.  
   
  The Pholtan Knights are here by invitation of the 
  King to maintain order.  The Knights believe Pholtus will 
  guide them to show the misguided people his light. 
   
  To get information from commoners on general 
  knowledge of Midmeadow they will first need to make a 
  DC 20 Diplomacy check.  Anything less will figuratively 
  get no more than two-word expletives and crude hand 
  gestures.  Add +2 to the check for any rations given away. 
  Coin is avoided, as it could get one mugged or a visit from 
  a priest for a church donation. The common folk that do 
  talk to the adventurers tend to be beggars and thieves.  
  Role-play the following information as needed.  They do 
  not know anything about Zylinchin’s whereabouts. 
  • 
  Thank you, sir (ma’am).  Yes, I will tell you 
  anything you wish.  What do you want to know? 
  (DM: play this as a person who agrees to everything 
  and gives false information. All he wants is to eat a 
  decent meal and will stretch out the conversation for 
  more food) 
  • 
  You will want to stay away from Crystal Mere 
  Park.  The murderers hide under the bridges 
  and the killers stand on top of them.  If you 
  want to stay alive hide what you got or give it 
  away freely if to make friends. 
  • 
  If you want to eat every day and sleep with both 
  eyes closed do yourself a favor, tell someone 
  wearing white clothes you’ve had a vision from 
  Pholtus and want to tell the world about it.   
  • 
  More than five ago the Valorous League of 
  Blindness tore down the big statue in the 
  middle of the town.  It was elves and humans 
  building Midmeadow. Now it’s a temple of 
  Pholtus. 
  Getting information from clergy or Pholtan Knights 
  Valorous on general knowledge of Midmeadow the 
  characters can roll a Gathering Information check. 
  Follow the time and cost as stated in the PHB.  The gold 
  spent is a donation to the church.  Add +2 to the check 
  for any rations given to the soup kitchen.  
  NMR5-08 Fighting the Headwind 
   
  Page 20 
  
  • 
  DC 10: The people of Midmeadow reflect the 
  poverty that has hampered this region for hundreds 
  of years. 
  • 
  DC 15: The temple of Pholtus, once the recruiting 
  center for the Valorous League of Blindness serves as 
  a base of operations for the city and a soup kitchen 
  for the poor who follow Pholtus' teachings. 
  • 
  DC 20: The city was designed and planned by elves 
  of the Gamboge forest.  Centuries ago, the elves felt 
  that by giving the humans a jewel of a city, they 
  could slow their encroachment on the forest.  It 
  worked for a time, but as wars ravaged the human 
  lands 
  Temple of Pholtus 
  A wide boulevard leads directly toward an opulent 
  white marble structure.  Protruding skyward are 
  four great stone spires each rising at least 50 feet 
  into the air.  A beam of light shines brightly even 
  during the day from the middle of the structure 
  straight into the sky.  All around the temple are 
  large white marble slabs that have been used to pave
  the area around the temple for 150 feet in all 
  directions. The stone is plain and smooth.  No 
  decorations adorn the temple whatsoever. 
   
  Here they can learn more about The Shining One. The 
  temple of Pholtus has a beam of light that continually 
  shines into the sky from the altar through the skylight in 
  the roof.  Around the temple is white marble to reflect 
  light.  This is the only area in town that is clean and 
  devoid of poor, down trodden people. 
  Inside the temple 
  There is a 10' diameter ball of light that sits in the 
  center.  Four altars surround the ball of light from 
  which a priest performs their holy ceremonies and 
  prayers.  
  Here the party can talk to the acolytes of Pholtus.  There 
  are sermons here 24 hours a day that rotate in shifts from 
  one hall to the next.  There is also a constant stream of 
  poor people seeking alms that line up in the temple.  The 
  highest cleric available in Midmeadow is 11th level. 
  Crystal Mere Park 
  This is one of the largest parks in Midmeadow.  It is 
  called Crystal Mere because of the calm, clear surface.   
  The mirror-like lake reflects the surrounding trees 
  making the glade around it seem larger than it 
  actually is.  You see an elven woman standing at the 
  waters edge. 
  The Widow Sage is found here still.  She doesn't speak 
  much.  The removal of the VLB improved little other 
  than civic projects to clean the streets.  There are still 
  many problems to fix.  She shows them a scar on her 
  cheek she received five months ago from a hidden 
  brigand. 
  Roebelle’s Shop 
  Roebelle is still running his alchemical shop. The PCs 
  can purchase one alchemical item limited to 50 gp.  He 
  does not like it that Zylinchin has been run out. 
  Ironworks by Greedow 
  He is a dwarven blacksmith and chief supplier of 
  horseshoes, pots, pans, weapons and armor for the VLB.  
  He is now supplying the Pholtan Knights. 
  Parlor Excelle  
  This establishment was burned down just before the 
  Pholtus Knights arrived.  A new inn is planned but it has 
  not been rebuilt. 
  Tent Camps 
  Outside the broken palisade are the tent camps of 
  the refugees.  Twice per day they all make their way 
  to the soup kitchen tents erected by the Pholtan 
  Knights.  In the evening they huddle around 
  bonfires burning openly.  
  The surrounding refugee camps have been ravaged by 
  disease and famine.  The populations have significantly 
  dwindled in the last two years.  The population that once 
  turned to the Valorous League of Blindness and Pholtus 
  for help now turn to the Pholtan Knights Valorous.  
  Zylinchin had once recruited heavily from the ranks of 
  the poor and desperate.  The promise of food and 
  medicine has brought many in need to the doors of the 
  temple.  
  Consecrated Harriers 
  Preparing to leave shortly are four consecrated harriers 
  from the Pale.  They have been sent to find and escort, if 
  possible, Zylinchin and his heretic-labeled band.  They 
  have investigated Zylinchin’s former quarters for any 
  clues to his whereabouts.  The characters can encounter 
  them in the temple or barracks.  They will speak about 
  the announcement sent out by the Council of Prelates: 
  “Zylinchin was once a passionate servant of the 
  Blinding Light.  He and the knights loyal to him 
  have strayed and marked themselves as heretics 
  from the One True Path. Let us pray, they may see 
  their misdirection and return in humility and faith. 
   The Council no longer considers them a friend to 
  the Theocracy of the Pale or the Church. We were 
  sent to find him to escort him to Wintershiven.  If 
  you encounter him report their location to us.” 
  Characters should want to seek information about 
  Zylinchin and his whereabouts.  They can speak to 
  Temple Priests and Pholtan Knights.  Have the characters 
  roll Gather Information checks.  
  NMR5-08 Fighting the Headwind 
   
  Page 21 
  
  • 
  DC 10: Zylinchin would send out his knights 
  regularly sometimes as far out as Borneven.  Once 
  even to Mowbrenn.  The last time he was around he 
  was ready to put four people to the sword but 
  adventurers, like you, put a stop to him that night.  
  He was not very pleased.  I hope that wasn’t you. 
  • 
  DC 15: When situations with other Valorous League 
  of Blindness leaders started becoming difficult he 
  would ride off to the west.  He stayed out for a week 
  or so then would come back from the same 
  direction. 
  • 
  DC 20: I heard one of his knights talking about a 
  place they were preparing for him.  It was a new 
  place where Zylinchin could deliver the vision given 
  to him by The Shining One.  I heard him mention 
  Starkwall. 
  • 
  DC 25: Yes, I remember the day vividly.  That day 
  The Council of Prelates released an announcement 
  about Zylinchin calling him a heretic.  The 
  remaining Valorous League of Blindness knights 
  loyal to Zylinchin rode out to the west.  In their 
  haste they left behind a map.  I can draw it out for 
  you.  (Give the PCs Player Handout Five.) 
  From here the party should have some indication, at the 
  least, on the general direction to travel.  Getting the exact 
  location is not necessary to run the next encounter.  
  Zylinchin has been informed of the character’s actions in 
  Kerrinn and given very specific descriptions of them.  He 
  has scouts throughout Woodverge looking for them.  The 
  characters would only need to travel west to trigger a 
  meeting with the Fiendfinder and his Slayers.  
  Encounter Six: The Fiendfinder 
  and his Slayers 
  The PCs are on the trail of the Fiendfinder.  Zylinchin 
  brings the fight to the party after learning of recent 
  intrusions to his operations in Kerrinn. The higher APLs 
  have the opportunity of fighting Zylinchin.  The lower 
  APLs fight members of the Valorous League of Blindness, 
  but learn of the location of Zylinchin’s headquarters in an 
  abandoned watch post south of Starkwall.  They can 
  report this to one of the hunting parties mentioned 
  above. 
   
  Zylinchin and his slayers are not interested in 
  negotiation or discussion.  He will give the characters a 
  chance to surrender to him as stated in laws of the 
  Valorous League of Blindness.  If any of the characters 
  surrender he will take them to a New Dawn Camp 
  outside of Starkwall after removing all equipment and 
  binding their hands and mouths.  He will not take them 
  to his fortress headquarters to the south of that city.   
  The cold and snow lingers but the wildlife seems to 
  have recovered as you journey to the west.  Nature 
  also seems to have returned to some sense of 
  normalcy until you hear the sound of thunder 
  rolling above the foothills.  A rumbling in a bright 
  blue sky echoes between evergreen trees and rock 
  outcroppings.  You see the knights of the Valorous 
  League of Blindness flow over the western hillcrest. 
  Their signature purple cloaks billow in stride with 
  their charging mares.  They pull up upon command 
  of the lead rider, a human easily standing over 6’.  
  Heavy breaths snort out of their visors casting deep 
  clouds in the unnatural cold. Sharp lances and 
  polished armor stand in stark contrast to the 
  innocence of a white landscape. A horse’s angry 
  whiney breaks an intense silence.  The lead rider 
  raises the visor to his helmet revealing cropped 
  brown hair and hazel amber eyes. 
   
   
  “You!!  Pholtus has blessed me this day.  I must give
  you mercy if you surrender to me.  The Shining One 
  will show you the errors you made by interfering in 
  achieving his will.  Do you submit to Him?” 
  Combat starts at 100’ between the PCs and NPCs. There 
  are trees 40’ away to the PCs left, ten-foot high hills and 
  rock outcroppings 40’ to the right, and the 10’ flat road 
  behind them.  The road heading west rises slowly to crest 
  where Zylinchin is waiting. 
   
  APL 2 – 10: Zylinchin will not stay to fight.  He will 
  send other fighters per the APL shown below.  He will 
  leave as soon as combat starts.  If characters pursue and 
  engage him he will fight to the best of his abilities until 
  they submit.  Describe the situation for the characters to 
  understand they are overpowered.  The characters will 
  find evidence of the location of his headquarters near 
  Starkwall.  This information is given to either the 
  Shadowbane or Consecrated Harrier NPCs. 
   
  APL 12-16: Zylinchin will enter combat.  The 
  characters can fight him to the death or try to capture 
  him.  He will not submit to the characters.  The 
  characters can find other ways to not kill him if they wish 
  to take him either the Shadowbane or Consecrated 
  Harrier NPCs.  They also discover information on the 
  location of his headquarters near Starkwall. 
  APL 2 (EL 4) 
  � Uldin: hp 18; see Appendix Two. 
  � Ruga: hp 15; see Appendix Two. 
  APL 4 (EL 6) 
  � Uldin: hp 27; see Appendix Three. 
  � Ruga: hp 24; see Appendix Three. 
  � Folmar: hp 21; see Appendix Three. 
  APL 6 (EL 8) 
  � Uldin: hp 45; see Appendix Four. 
  � Ruga: hp 37; see Appendix Four. 
  NMR5-08 Fighting the Headwind 
   
  Page 22 
  
  � Folmar: hp 33; see Appendix Four. 
  APL 8 (EL 10) 
  � Uldin: hp 63; see Appendix Five. 
  � Ruga: hp 52; see Appendix Five. 
  � Folmar: hp 53; see Appendix Five. 
  APL 10 (EL 12) 
  � Uldin: hp 81; see Appendix Six. 
  � Ruga: hp 66; see Appendix Six. 
  � Folmar: hp 68; see Appendix Six. 
  APL 12 (EL 14) 
  � Zylinchin: hp 108; see Appendix Seven. 
  � Evil’s Bane:  hp 90; see Appendix Seven. 
  � Folmar: hp 90; see Appendix Seven. 
  APL 14 (EL 16) 
  � Zylinchin: hp 108; see Appendix Eight. 
  � Evil’s Bane: hp 90; see Appendix Eight. 
  � Uldin: hp 108; see Appendix Eight. 
  � Ruga: hp 81; see Appendix Eight. 
  � Folmar: hp 90; see Appendix Eight. 
  APL 16 (EL 18) 
  � Zylinchin: hp 126; see Appendix Nine. 
  � Evil’s Bane: hp 90; see Appendix Eight. 
  � Uldin: hp 126; see Appendix Nine. 
  � Ruga: hp 90; see Appendix Nine. 
  � Folmar: hp 105; see Appendix Nine. 
  After combat as search of Uldin will find a marked map 
  similar to the one given above in Midmeadow. The map 
  specifies Midmeadow to the east, Starkwall to the west, 
  and the fortress “X” to the south of Starkwall.  It is 
  intended the party provides this information to either to 
  the Shadowbane or Consecrated Harrier NPCs.  If the 
  party wishes to pursue Zylinchin or confront the rest of 
  the Valorous League of Blindness mildly imply by the 
  looks of the forces on patrol it is highly probable a large 
  contingent of fighters and clerics are present. If they 
  persist give them a view from the woods 150’ away of 
  three times the APL 14 encounter patrolling the 
  battlements. 
  Conclusion 
  The conclusion is divided into possible outcomes.  Read 
  or paraphrase the conclusion that fits the best the party’s 
  actions. 
  A. The party defeats Zylinchin or his knights and 
  informs the Shadowbane hunters about the fortress south 
  of Starkwall. 
  Besting Zylinchin (if applicable) and his knights will 
  resonate across all of Nyrond, Antoyne informs you. 
  “Thank you for coming to us with this information. 
  We sent out Nyrond’s Second Legion and brought 
  into custody several of their knights for trial 
  concerning their “Midnight Raids”. Additional 
  reinforcements were dispatched to Kerrinn.  I can 
  safely say Zylinchin’s agenda for the secession of 
  northern Nyrond is effectively crushed.  The 
  Council of Prelates has confirmed Valorous League 
  of Blindness members in the Pale will not cross our 
  border again.  I want to invite you to Borneven for 
  training, if you wish to take advantage of it.  We 
  could use a good Inquisitor or Stalker.  Well, good 
  day to you. Oh, I almost forgot. Here’s is something 
  the mayor of Kerrinn wanted you to have.” Antonye 
  hands you each a purse filled with gems. “He 
  apologizes for not properly thanking you for your 
  investigation in Kerrinn.  He has informed me that 
  because of your actions Kerrinn is returning to 
  normal.  Jonriel passes along his thanks as well and 
  on behalf of Almehdi”. 
   
   
   
   
  . 
  i
   
  B. 
  The party does not defeat Zylinchin or his knights 
  but informs the Shadowbane hunters about the fortress 
  south of Starkwall.  
  “Your inability to defeat Zylinchin (if applicable) and 
  knights is not something that should give you 
  pause.  They are veteran soldiers”, Antoyne informs 
  you.  “Thank you for coming to us with this 
  information. We sent out Nyrond’s Second Legion 
  and brought into custody several of their knights for 
  trial concerning their “Midnight Raids” Additional 
  reinforcements were dispatched to Kerrinn.  I can 
  safely say Zylinchin’s agenda for the secession of 
  northern Nyrond is effectively crushed, a this time 
  at least. The Council of Prelates has confirmed the 
  Valorous League of Blindness members in the Pale 
  will not cross our border again.  I want to invite you 
  to Borneven for training, if you wish to take 
  advantage of it.  We could use a good Inquisitor or 
  Stalker  Well, good day to you. Oh, I almost forgot. 
  Here’s is something the mayor of Kerrinn wanted 
  you to have.”  Antonye hands you each a purse filled 
  with gems. “He apologizes for not properly thanking 
  you for your investigation in Kerrinn. He has 
  informed me that because of your actions Kerr nn is
  returning to normal.  Jonriel passes along his 
  thanks as well and on behalf of Almehdi”.  
  NMR5-08 Fighting the Headwind 
   
  Page 23 
  
  C. The party defeats Zylinchin or his knights and 
  informs the consecrated harriers about the fortress south 
  of Starkwall. 
  “Thank you for coming to us with this information. 
  We will see him to Wintershiven.  He was once a 
  great General during the Greyhawk Wars and a 
  devout follower of the Shining One.  We passed on 
  your evidence to General Osmeran in Womtham.  I 
  received a report he sent out Nyrond’s Second 
  Legion and brought into custody several of knights 
  for trial concerning their ‘Midnight Raids’. I have 
  informed the Council of Prelates and Ambassador 
  Grand Templars Ivanic Temzien to speak on their 
  behalf.  We would like to see them in the Pale 
  instead 
  of 
  Nyrond’s 
  gallows. 
   
  Additional 
  reinforcements were also dispatched to Kerrinn.  I 
  believe Zylinchin’s agenda for the secession of 
  northern Nyrond is effectively over.  The Council of 
  Prelates has confirmed with King Lynwerd any 
  Valorous League of Blindness members in the Pale 
  will not cross into Nyrond again.  Good day to you.” 
   
   
   
   
  Two days later a messenger approaches you.  “Here’s 
  is something the mayor of Kerrinn wanted you to 
  have.” He hands you each a purse filled with gems. 
  “He apologizes for not properly thanking you for 
  your investigation in Kerrinn.  He has informed me 
  that because of your actions Kerrinn is returning to 
  normal.  Jonriel passes along his thanks as well and 
  on behalf of Almehdi”. 
  D. The party does not defeat Zylinchin or his knights 
  but informs the consecrated harriers about the fortress 
  south of Starkwall.  
  “Your inability to defeat Zylinchin (if applicable) and 
  knights is not something that should give you 
  pause. They are veteran soldiers.  I only wish we had 
  the opportunity to see him to Wintershiven.  We 
  passed on your evidence to General Osmeran in 
  Womtham. I received a report he sent out Nryond’s 
  Second Legion and brought into custody several of 
  knights for trial concerning their “Midnight Raids”. 
   I have informed the Council of Prelates and 
  Ambassador Grand Templars Ivanic Temzien to 
  speak on their behalf.  We would like to see them in 
  the Pale instead of Nyrond’s gallows.  Additional 
  reinforcements were also dispatched to Kerrinn.  I 
  believe Zylinchin’s agenda for the secession of 
  northern Nyrond is effectively over, for the mean 
  time.  The Council of Prelates has confirmed with 
  King Lynwerd any Valorous League of Blindness 
  members in the Pale will not cross into Nyrond 
  again.  Good day to you.” 
  Two days later you a messenger approaches you.  
  “Here’s is something the mayor of Kerrinn wanted 
  you to have.”  He hands you each a purse filled with 
  gems. “He apologizes for not properly thanking you 
  for your investigation in Kerrinn.  He has informed 
  me that because of your actions Kerrinn is returning 
  to normal.  Jonriel passes along his thanks as well 
  and on behalf of Almehdi”. 
  E. 
  The party fails to defeat Zylinchin and does not 
  inform any hunting party of the fortress south of 
  Starkwall. 
  Your inability to defeat Zylinchin and his knights 
  will undoubtedly have an affect for the Kingdom of 
  Nyrond.  How exactly is too early to tell.  Zylinchin 
  will not give up his vision of northern Nyrond 
  becoming part of the Theocracy.  Two days later a 
  messenger approaches you.  “Here’s is something 
  the mayor of Kerrinn wanted you to have.”  He 
  hands you each a purse filled with gems. “He 
  apologizes for not properly thanking you for your 
  investigation in Kerrinn.  It was necessary to 
  abandon Kerrinn immediately for Borneven.  He 
  has informed me that because of your actions 
  Kerrinn is returning to normal.  Jonriel passes along 
  his thanks as well and on behalf of Almehdi”. 
  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 
  roleplaying) to each character. 
  Encounter One 
   
  APL2  
  40 xp 
   
  APL4  
  55 xp 
   
  APL6  
  70 xp 
   
  APL8 
   85 xp 
   
  APL10  
  100 xp 
   
  APL12  
  115 xp 
   
  APL14 
  130 xp 
   
  APL16  
  145 xp 
  Encounter Two 
   
  APL2  
  90 xp 
   
  APL4  
  150 xp 
   
  APL6  
  210 xp 
   
  APL8  
  270 xp 
   
  APL10  
  330 xp 
   
  APL12  
  390 xp 
   
  APL14  
  450 xp 
   
  APL16  
  510 xp 
  NMR5-08 Fighting the Headwind 
   
  Page 24 
  
  Encounter Three 
   
  APL2  
  120 xp 
   
  APL4  
  180 xp 
   
  APL6  
  240 xp 
   
  APL8  
  300 xp 
   
  APL10  
  360 xp 
   
  APL12  
  420 xp 
   
  APL14  
  480 xp 
   
  APL16  
  540 xp 
  Encounter Four 
   
  APL2  
  40 xp 
   
  APL4  
  55 xp 
   
  APL6  
  70 xp 
   
  APL8  
  85 xp 
   
  APL10  
  100 xp 
   
  APL12  
  115 xp 
   
  APL14  
  130 xp 
   
  APL16  
  145 xp 
  Encounter Five 
   
  APL2  
  40 xp 
   
  APL4  
  55 xp 
   
  APL6  
  70 xp 
   
  APL8  
  85 xp 
   
  APL10  
  100 xp 
   
  APL12  
  115 xp 
   
  APL14  
  130 xp 
   
  APL16  
  145 xp 
  Encounter Six 
   
  APL2  
  120 xp 
   
  APL4  
  180 xp 
   
  APL6  
  240 xp 
   
  APL8  
  300 xp 
   
  APL10  
  360 xp 
   
  APL12  
  420 xp 
   
  APL14  
  480 xp 
   
  APL16  
  540 xp 
  Total possible experience: 
   
  APL2  
  450 xp 
   
  APL4  
  675 xp 
   
  APL6  
  900 xp 
   
  APL8  
  1125 xp 
   
  APL10  
  1350 xp 
   
  APL12  
  1575 xp 
   
  APL14  
  1800 xp 
   
  APL16  
  2025 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.  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. 
  NMR5-08 Fighting the Headwind 
   
  Page 25 
  
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One 
   
  ALL APLs: L: 0 gp; C: 0 gp; M: 0 gp 
  Encounter Two:   
   
  APL 2: L: 154 gp; C: 13 gp; M: 167 gp – Breastplate +1 
  (167 g.p. each). 
   
  APL 4: L: 163 gp; C: 73 gp; M: 523 gp – Breastplate +1 
  (x3) (350 g.p. each), Potion of Haste (73 g.p. each), Potion Cure 
  Moderate Wounds (50 g.p. each), Potion Enlarge Person (50 g.p. 
  each). 
   
  APL 6: L:  3gp; C: 256 gp; M: 1196 gp – Longsword +1 
  (386 g.p. each), Breastplate +1 (350 g.p. each), Heavy Steel 
  Shield +1 (294 g.p. each), Potion Cure Moderate Wounds (50 
  g.p. each), Potion of Shield of Faith +2 (4 g.p. each), Pearl of 
  Power (1st level) (83 g.p. each), Potion of Blur (25 g.p. each). 
   
  APL 8: L: 3 gp; C: 73 gp; M: 1422 gp – Longsword +1 
  (386 g.p. each), Breastplate +1 (350 g.p. each), Heavy Steel 
  Shield +1 (294 g.p. each), Potion Cure Moderate Wounds (50 
  g.p. each), Ring of Protection +1 (334 g.p. each) and Potion of 
  Cure Light Wounds (x4)(8 g.p. each). 
   
  APL 10: L: 3 gp; C: 173 gp; M: 2964 gp – Longsword +1 
  (386 g.p. each), Breastplate +1 (350 g.p. each), Heavy Steel 
  Shield +1 (294 g.p. each), Gauntlets of Ogre Power +2 (667 g.p. 
  each), Potion Cure Serious Wounds  (126 g.p. each), Potion of 
  Blur  (50 g.p. each), Ring of Protection +1  (334 g.p. each), 
  Periapt of Wisdom +2  (333 g.p. each), Ring of Counterspells 
  (Feeblemind) (333 g.p. each), Cloak of Resistance +1  (83 g.p. 
  each), Potion of Cure Light Wounds (x4) (8 g.p. each). 
   
  APL 12: L: 3 gp; C: 173 gp; M: 4631 gp – Flaming 
  Longsword +1  (1386 g.p. each), Breastplate +1 (350 g.p. each), 
  Heavy Steel Shield +1 (294 g.p. each), Gauntlets of Ogre Power 
  +2 (667 g.p. each), Potion Cure Serious Wounds  (126 g.p. each), 
  Potion of Blur  (50 g.p. each), Ring of Protection +1  (334 g.p. 
  each), Periapt of Wisdom +2  (333 g.p. each), Ring of 
  Counterspells (Feeblemind) (333 g.p. each), Cloak of Resistance 
  +1  (83 g.p. each), Potion of Cure Light Wounds (x4) (8 g.p. 
  each), Amulet of Health +2 (667 g.p. each). 
   
  APL 14: L: 2 gp; C: 263 gp; M: 7642 gp – Flaming 
  Longsword +1  (1386 g.p. each), Breastplate +2 (1101 g.p. each), 
  Heavy Steel Shield +2 (1044 g.p. each), Gauntlets of Ogre Power 
  +2 (667 g.p. each), Potion Cure Serious Wounds  (126 g.p. each), 
  Potion of Blur  (50 g.p. each), Ring of Protection +2 (667 g.p. 
  each), Periapt of Wisdom +4  (667 g.p. each), Ring of 
  Counterspells (Feeblemind) (333 g.p. each), Cloak of Resistance 
  +1  (83 g.p. each), Potion of Cure Light Wounds (x4) (8 g.p. 
  each), Amulet of Health +2 (667 g.p. each), Potion Barkskin +4 
  (150 g.p. each), Thundering Heavy Mace +1 (693 g.p. each). 
   
  APL 16: L: 2 gp; C: 263 gp; M: 10975 gp – Flaming 
  Longsword +1  (1386 g.p. each), Breastplate +2 (1101 g.p. each), 
  Heavy Steel Shield +2 (696 g.p. each), Heavy Steel Shield +3 
  (764 g.p. each), Belt of Giant Strength +4 (2667 g.p. each), 
  Potion Cure Serious Wounds  (126 g.p. each), Potion of Blur  (50 
  g.p. each), Ring of Protection +2 (667 g.p. each), Periapt of 
  Wisdom +4  (667 g.p. each), Ring of Counterspells (Feeblemind) 
  (333 g.p. each), Cloak of Resistance +1  (83 g.p. each), Potion of 
  Cure Light Wounds (x4) (8 g.p. each), Amulet of Health +2 (667 
  g.p. each), Potion Barkskin +4 (150 g.p. each), Ring of Protection 
  +2 (667 g.p. each), Thundering Heavy Mace +1 (693 g.p. each), 
  Bead of Force (250 g.p. each). 
  Encounter Three:   
   
  All APLs: L: 0 gp; C: 0 gp; M: 0 gp 
  Encounter Four: 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 350 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 400 gp; M: 0 gp 
  Encounter Five: 
  ALL APLs: L: 0 gp; C: 0 gp; M: 0 gp 
  Encounter Six: 
   
  APL 2: L: 66 gp; C: 0 gp; M: 0 gp – Breastplate +1 (234 
  g.p. each), Potion of Cure Light Wounds (8 g.p. each). 
   
  APL 4: L: 179 gp; C: 267 gp; M: 489 gp – Breastplate +1 
  (351 g.p. each), Potion of Cure Moderate Wounds(50 g.p. each),  
  Wand of Cure Light Wounds (63 g.p. each), Potion Barkskin +2 
  (25 g.p. each). 
   
  APL 6: L: 161 gp; C: 232 gp; M: 828 gp – Breastplate +1 
  (351 g.p. each), Potion of Cure Moderate Wounds (50 g.p. each), 
  Wand of Cure Light Wounds (63 g.p. each), Potion Barkskin +2 
  (25 g.p. each), Heavy Steel Shield +1 (196 g.p. each), Potion 
  Enlarge Person (21 g.p. each), Potion Blur (25 g.p. each), 
  Buckler +1 (97 g.p. each). 
   
  APL 8: L: 161 gp; C: 432 gp; M: 1700 gp – Lance 
  +1(193 g.p. each), Breastplate +1  (351 g.p. each), Heavy Steel 
  Shield +1 (196 g.p. each), Cloak of Resistance +1 (83 g.p. each), 
  Potion of Cure Moderate Wounds (50 g.p. each), Potion Blur (25 
  g.p. each), Quarterstaff +1 (192 g.p. each), Buckler +1 (97 g.p. 
  each), Quiver of Pholtus (150 g.p. each), Morningstar +1 (192 
  g.p. each), Pearl of Power (1st level) (83 g.p. each), Wand of Cure 
  Light Wounds (63 g.p. each), Potion Barkskin +2 (25 g.p. each). 
   
  APL 10: L: 139 gp; C: 322 gp; M: 3234 gp – Lance 
  +1(193 g.p. each), Breastplate +1  (351 g.p. each), Heavy Steel 
  Shield +1 (196 g.p. each), Cloak of Resistance +1 (83 g.p. each), 
  Potion of Cure Moderate Wounds (50 g.p. each), Potion Blur (25 
  g.p. each), Quarterstaff +1 (192 g.p. each), Buckler +1 (97 g.p. 
  each), Quiver of Pholtus (150 g.p. each), Morningstar +1 (192 
  g.p. each), Pearl of Power (1st level) (83 g.p. each), Wand of Cure 
  Light Wounds (63 g.p. each), Potion Barkskin +2 (25 g.p. each). 
  NMR5-08 Fighting the Headwind 
   
  Page 26 
  
  Longsword +1 (193 g.p. each), Horseshoes of Speed (250 g.p. 
  each), +1 seeking composite longbow, mighty +2 (717 g.p. each), 
  Periapt of Wisdom +2 (333 g.p. each), Potion Fly (63 g.p. each). 
   
   
  APL 12: L: 52 gp; C: 67 gp; M: 0 gp – Lance +1(193 g.p. 
  each), Outsider (Evil) Bane Longsword +2 (1526 g.p. each),Plate 
  mail +2 (471 g.p. each), heavy steel shield +2 (348 g.p. each), 
  Ring of Freedom of Movement (3333 g.p. each), Ring of 
  Sustenance (208 g.p. each), Potion Cure Critical Wounds(x3) 
  (117 g.p. each), chain shirt barding +2 (380 g.p. each), 
  Horseshoes of the Zephyr (500 g.p. each), Thundering 
  Morningstar +1 (192 g.p. each), Breastplate +1 (351 g.p. each), 
  Heavy Steel Shield +1 (196 g.p. each), Periapt of Wisdom +2 
  (333 g.p. each), Ring of Protection +2 (667 g.p. each), Necklace of 
  the Blinding Light (Fire Ball, type II) (225 g.p. each), Potion Fly 
  (63 g.p. each), Potion Barkskin +2 (25 g.p. each). 
   
  APL 14: L: 114 gp; C: 172 gp; M: 13588 gp – Lance 
  +1(193 g.p. each), Outsider (Evil) Bane Longsword +2 (1526 g.p. 
  each), Plate mail +2 (471 g.p. each), heavy steel shield +2 (348 
  g.p. each), Ring of Freedom of Movement (3333 g.p. each), 
   
  Ring of Sustenance (208 g.p. each),Potion Cure Critical 
  Wounds(x3) (117 g.p. each), chain shirt barding +2 (380 g.p. 
  each), 
   Horseshoes of the Zephyr (500 g.p. each), Thundering 
  Morningstar +1 (192 g.p. each),  Breastplate +1 (351 g.p. each), 
  Heavy Steel Shield +1 (196 g.p. each), 
   Periapt of Wisdom +2 
  (333 g.p. each), 
   Ring of Protection +2 (667 g.p. each),  
  Necklace of the Blinding Light (Fire Ball, type II) (225 g.p. 
  each), Potion Fly (63 g.p. each), Potion Barkskin +2 (25 g.p. 
  each), Lance +2 (693 g.p. each),  Longsword +1 (193 g.p. each),  
  Breastplate +2 (367 g.p. each), Heavy Steel Shield +2 (348 g.p. 
  each), Cloak of Resistance +2 (333 g.p. each), Potion of Cure 
  Moderate Wounds (25 g.p. each), Potion Blur (25 g.p. each), 
  Horseshoes of Speed (250 g.p. each), 
   Quarterstaff +1 (192 
  g.p. each),  +1 seeking composite longbow, mighty +2 (717 g.p. 
  each), Mithral Breastplate +1 (433 g.p. each), Buckler +1 (97 g.p. 
  each), Quiver of Pholtus (150 g.p. each), Bracers of Archery 
  (Lesser) (417 g.p. each), Gloves of Dexterity +2 (333 g.p. each), 
  Cloak of Resistance +1 (83 g.p. each), Potion of Cure Serious  
  Wounds (25 g.p. each). 
   
  APL 16: L: 129 gp; C: 172 gp; M: 18222 gp –  Lance +1 
  (193 g.p. each), Outsider (Evil) Bane Longsword +2 (1526 g.p. 
  each), Plate mail +2 (471 g.p. each), heavy steel shield +2 (348 
  g.p. each), Ring of Freedom of Movement (3333 g.p. each), Ring 
  of Sustenance (208 g.p. each), Potion Cure Critical Wounds(x3) 
  (117 g.p. each), chain shirt barding +2 (380 g.p. each), 
  Horseshoes of the Zephyr (500 g.p. each), Lance +2 (693 g.p. 
  each), Longsword +1 (193 g.p. each), Mithral Breastplate +2 
  (684 g.p. each), Heavy Steel Shield +2 (348 g.p. each), Cloak of 
  Resistance +2 (333 g.p. each), Belt of Giant Strength +4 (1333 
  g.p. each), Potion of Cure Moderate Wounds (25 g.p. each), 
  Potion Blur (25 g.p. each), Horseshoes of Speed (250 g.p. each), 
  Quarterstaff +1 (192 g.p. each), +1 seeking composite longbow, 
  mighty +2 (717 g.p. each), Breastplate +2 (367 g.p. each), 
  Buckler +2 (347 g.p. each), Quiver of Pholtus (150 g.p. each), 
  Bracers of Archery (Lesser) (417 g.p. each), Gloves of Dexterity 
  +4 (1333 g.p. each), Cloak of Resistance +2 (333 g.p. each), 
  Potion of Cure Serious  Wounds (25 g.p. each), Thundering 
  Morningstar +1 (692 g.p. each), Breastplate +2 (367 g.p. each), 
  Heavy Steel Shield +2 (348 g.p. each), Periapt of Wisdom +4 
  (1333 g.p. each), Ring of Protection +2 (667 g.p. each), Necklace 
  of the Blinding Light (Fire Ball, type II)(225 g.p. each), Potion 
  Fly (63 g.p. each), Potion Barkskin +2 (25 g.p. each). 
  Total Possible Treasure 
   
  APL 2: Total: 450 gp 
   
  APL 4: Total: 650 gp 
   
  APL 6: Total: 900 gp 
   
  APL 8: Total: 1,300 gp 
   
  APL 10: Total: 2,300 gp 
   
  APL 12: Total: 3,300 gp 
   
  APL 14: Total: 6,600 gp 
   
  APL 16: Total: 9,900 gp 
  Special 
  Shadowbane Inquisitor and Shadowbane Stalker 
  The characters have made contact with a Shadowbane 
  Inquisitor and Shadowbane Stalker.  The character must 
  spend one (1) TU in any Nyrond and her Environs Meta-
  regional scenario to return to Borneven for special 
  instruction.  Thereupon the character may take levels in 
  the Prestige Class.  This benefit counts as access only.  
  The character must still qualify for the class as stated in 
  Complete Adventurer.  The requirement to belong to the 
  Order of Illumination is waived. 
  Favor of Almehdi:  The Grand Gem of Nyrond has 
  flourished since the ousting of the Valorous League of 
  Blindness.  You have earned the favor of Almehdi.  The 
  PC can visit Almehdi in the Kerrinn Bazaar (which takes 
  1 TU) to convert  one (1) item from the item access 
  secion of any Meta-Regional AR or Regional AR within 
  the Nyrond and Her Environs Metaregion to Access 
  “Meta-Regional”   This favor counts only as access and the 
  PC must pay the full purchase price.  Until this favor is 
  expended, the character is deemed to have an Influence 
  Point with the Grand Gem of Nyrond that may 
  alternately be redeemed for a +5 Gather Information 
  check in any river town on the Franz River. 
  Pholtan Reputation:  For needlessly killing an 
  evangelist of the Pholtan faith tales of your cruelty have 
  spread.  You gain a -5 penalty to Diplomacy, Gather 
  Information, and Perform checks with Pholtans or in any 
  area mostly composed of Pholtans.  You may not redeem 
  influence points or favors with Pholtans.  In addition, 
  you may not join any “Official” Theocracy of the Pale 
  metaorgs (see the Pale website for a specific list of 
  metaorgs - http://www.theocracyofthepale.com) and you 
  are banned from such organizations until your negative 
  reputation expires six (6) months from the date this 
  module was played.  You may then rejoin such 
  organizations, starting at the lowest rank.  If you kill any 
  Pholtans during the time you have this reputation, the 
  negative effects extend for six (6) months past the date 
  NMR5-08 Fighting the Headwind 
   
  Page 27 
  
  that you last killed a Pholtan.  The judge will record this 
  new date below: 
  ______________________________________________________________________________ 
  Kerrinn Bazaar: The bazaar makes available any one of 
  the following from Complete Adventurer: Animal training 
  kit, Balance pole, Camouflage kit, Forgery kit, and 
  Thieves’ Tools, longspoon (normal and masterwork).  If 
  this purchase does not take place after this adventure, it 
  costs 1 TU to travel to the Bazaar to make the purchase. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; DMG; 750 
  gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Quiver of Pholtus (Ehlonna) (Adventure; DMG; 
  1800 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Breastplate +2 (Adventure; DMG; 4,350 gp) 
  • 
  Heavy Steel Shield +2 (Adventure; DMG; 4,170 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Bracers of Archery (Lesser) (Adventure; DMG; 5,000 
  gp) 
  • 
  Mithral Breastplate +1 (Adventure; DMG; 5,200 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Horseshoes of Speed (Adventure; DMG; 3,000 gp) 
  • 
  Ring of Sustenance (Adventure; DMG; 2,500 gp) 
  • 
  +1 
  seeking 
  composite 
  longbow, 
  mighty 
  +2 
  (Adventure; DMG; 8,700 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Horseshoes of the Zephyr (Adventure; DMG;  6,000 
  gp) 
  • 
  Outsider (Evil) Bane Longsword +2 (Adventure; 
  DMG; 18,315 gp) 
  • 
  Potion Cure Critical Wounds (Adventure; DMG; 
  1400 gp) 
  APL 14+ (all of APLs 2-12 plus the following): 
  • 
  Necklace of the Blinding Light (Fire Ball - type II) 
  (Adventure; DMG; 2,700 gp) 
  • 
  Ring of Freedom of Movement (Adventure; DMG; 
  40,000 gp) 
  • 
  Thundering Morningstar +1 (Adventure; DMG; 
  8,308 gp) 
  NMR5-08 Fighting the Headwind 
   
  Page 28 
  
  Appendix One – Untiered NPCs 
  Encounter 2 
  Pholtan Kerrinn Lock Guard (4):  
  Male/Female (Oeridian) Warrior 1  CR 1/2 
  LN Medium humanoid 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common 
  AC 13 (touch 11, flat-footed 12) 
  Hp 9 (1 HD) 
  Fort +4, Ref +1, Will +0 
  Speed 20 ft. 
  Atk +4 melee (1d10+2, MW longsword) 
  Base Atk +1; Grp +3 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 8. 
  Feats Weapon Focus (longsword) 
  Skills Jump +4, Swim +4;  
  Possessions Mw Leather Armor, Mw Longsword, 
  wooden holy symbol of Pholus, 9 GP. 
  Hook The guards will back up the duty collectors if 
  there are any problems with inpecting the caravan or 
  boat.
  NMR5-08 Fighting the Headwind 
   
  Page 29 
  
   
  Appendix Two − APL 2
  Encounter 1 
  Ariaric  
   
   
   
  CR 1 
  Male human (Oeridian) Bard 1 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 13 [+1 Dex, +2 leather] (touch 11, flat-footed 12) 
  hp 5 (1d6 HD)  
  Fort +0, Ref +3, Will +4 
  Speed 30 ft. (6 squares) 
  Melee -1 (1d6-1) 
  Range +1 (1d4) 
  Base Atk +0; Grp: -1 
  Bard Spells Known (CL1)  
  Cast 0 – 2 per day 
  0 – Dancing Lights, Ghost Sound, Prestidigitation, 
  Resistance 
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15 
  SQ 
  bardic 
  music 
  (1/day), 
  bardic 
  knowledge, 
  countersong, fascinate, inspire courage +1 
  Feats Improved Initiative, Persuasive 
  Skills Bluff +8 (4r), Concentration +2 (2r), Gather 
  Information +6 (4r), Intimidate +4 (0r), Knowledge 
  (Religion) +5 (4r), Perform (Oratory) +6 (4r), 
  Knowledge (Arcane) +5 (4r), Knowledge (Local) +3 
  (2r), Sense Motive +6 (4r), Use Magic +6 (4r) 
  Possessions Mwk Quarterstaff, Mwk leather armor, 
  sling w/10 bullets, vestments, silver holy symbol, 
  pouch with 75 gp, Scroll Blindness, Scroll Cure Light 
  Wounds (x2), Scroll Expeditious Retreat, Scroll Web. 
  Hook Ariaric is training to become an Evangelist 
  (PrC).  He moves into large crowds speaking about 
  Pholtus.  He wants to speak to as many as possible to 
  convert them to his deity.  The party finds Ariaric 
  speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
  CR 3 
  Female human (Flan) Fighter 3 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 20 [+1 Dex, +6 armor, +3 shield] (touch 11, flat-
  footed 19) 
  hp 27 (3d10+6 HD)  
  Fort +4, Ref +2, Will +3 
  Speed 20 ft. (4 squares) 
  Melee Longsword +7 (1d8+3)  
  Base Atk +3; Grp: +6 
  Abilities Str 16, Dex 12, Con 13, Int 10, Wis 14, Cha 8 
  Feats Diehard, Endurance, Improved Toughness, 
  Power Attack, Weapon Focus (Longsword) 
  Skills Handle Animal +5 (6r), Intimidate +5 (6r), Ride 
  +7 (6r);  
  Possessions Mwk Longsword, Mwk Banded Mail, 
  Heavy Steel Shield +1, Light Riding Horse, Potion Cure 
  Light Wounds, pouch with 40gp. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric. Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 2 
  Male human (Flan) Fighter 1 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common, Flan 
  AC 18 [+1 Dex, +5 armor, +2 shield] (touch 11, flat-
  footed 17) 
  hp 9 (1d10+2 HD)  
  Fort +4, Ref +1, Will +0 
  Speed 20 ft. (4 squares) 
  Melee Mwk Longsword +5 (1d8+2) 
  Base Atk +1; Grp: +3 
  Abilities Str 15, Dex 13, Con 14, Int 13, Wis 10, Cha 8 
  Feats 
  Dodge, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword). 
  Skills Climb +2 (4r), Jump +2 (4r), Knowledge 
  (Religion) +3 (4r), Swim -2 (4r). 
  Possessions Mwk Longsword, Mwk Breastplate, Mwk 
  Heavy Steel Shield, purple cloak, belt pouch with 15 
  gp.   
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 2 
  Male Half-elf Clr 2 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 17 [-1 Dex, +6 armor, +2 shield] (touch 9, flat-footed 
  18) 
  hp 15 (2d8+4 HD)  
  Fort +5, Ref -1, Will +5 
  Speed 20 ft. (4 squares) 
  Melee Heavy Mace +3 (1d8+1) 
  Base Atk +1; Grp: +2 
  Cleric Spells Prepared (CL2) 
  DC 12+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Resistance 
  1 – Bless, Shield of Faith, Sanctuary, Endure ElementsD 
  NMR5-08 Fighting the Headwind 
   
  Page 30 
  
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells). 
  Abilities Str 12, Dex 8, Con 14, Int 14, Wis 15, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects 
  Feats Combat Casting 
  Skills Concentration +7 (+11 defensive) (5r), Heal +7 
  (5r), Spellcraft +5 (3r), Knowledge (Planes) +4 (2r), 
  Knowledge (Religion) +7 (5r).  
  Possessions Mwk Heavy Mace, Breastplate +1, Mwk 
  Heavy Steel Shield, silver holy symbol (Pholtus), 
  wooden holy symbol (Pholtus), belt pouch 92 gp 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus. 
   
  Encounter 6 
  Uldin 
   
   
   
   
  CR 2 
  Male human (Oeridian) Fighter 2 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 19 [+1 Dex, +6 armor, +2 shield] (touch 11, flat-
  footed 18) 
  hp 18 (2d10+4 HD) 
  Fort +5, Ref +1, Will +1 
  Speed 20 ft. (4 squares) 
  Melee Masterwork Lance +5 (1d8+2, x3) 
  Spirited Charge +7 (3d8+6, x3) 
  Melee Longsword +4 (1d8+2, 19-20/x2) 
  Base Atk +2; Grp: +4 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Animal Affinity, Mounted Combat, Ride-by 
  Attack, Trample. 
  Skills Handle Animal +6 (5r), Jump +3 (5r), Ride +10 
  (5r). 
  Possessions 
  Masterwork 
  Lance, 
  Longsword, 
  Breastplate +1, Heavy Steel Shield, Heavy Warhorse, 
  Military Saddle, purple cloak, belt pouch, Potion of Cure 
  Light Wounds. 
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and trample any PCs looking like clerics.  If the 
  situation turns against Ruga and himself he will enter 
  Ruga’s Obscuring Mist to heal and reassess tactics. 
   
  Ruga 
   
   
   
   
  CR 2 
  Male human (Oeridian) Fighter 1/Cleric 1 
  LN Medium humanoid 
  Init +2; Senses: Listen +2, Spot +2 
  Languages Common 
  AC 18 (touch 12 flat-footed 16) 
  hp 15 (1d10+1 plus 1d8+1 HD) 
  Fort +5, Ref +2, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Quarter Staff +4 (1d6+3) 
  Ranged longbow +3 (1d8+2) (+1 when double move) 
  Base Atk +1; Grp: +3 
  Cleric Spells Prepared (CL1)  
  DC 12+spell level 
  0 – Detect Magic, Guidance, Resistance, Virtue 
  1 – Entropic Shield, Obscuring Mist, Detect Secret 
  DoorsD 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells). 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 15, Cha 8 
  Feats Mounted Archery, Mounted Combat, Weapon 
  Focus (quarterstaff) 
  Skills Concentration +2 (1r) Handle Animal +3 (4r), 
  Knowledge (Religion) +4 (6r -4cc), Ride +6 (4r). 
  Possessions Quarterstaff, composite longbow, mighty 
  +2, 40 arrows, Breastplate +1, Heavy Warhorse, Military 
  Saddle, purple cloak, belt pouch, Potion of Cure Light 
  Wounds. 
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He may double move his 
  horse and fire with a -2 penalty and may run his horse 
  with a -4 penalty. He begins combat with Entropic 
  Shield.  If the situation turns against Uldin and himself 
  he will cast Obscuring Mist to heal and reassess tactics. 
   
   
  NMR5-08 Fighting the Headwind 
   
  Page 31 
  
  Appendix Three − APL 4
  Encounter 1 
  Ariaric  
   
   
      
  CR 3 
  Male human (Oeridian) Bard 3 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 13 [+1 Dex, +2 armor] (touch 11, flat-footed 12) 
  hp 14 (3d6 HD)  
  Fort +1, Ref +4, Will +5 
  Speed 30 ft. (6 squares) 
  Melee +2 (1d6-1) 
  Range +3 (1d4) 
  Base Atk +2; Grp: +1 
  Bard Spells Known (CL3) 
  Cast 0 – 3, 1st – 2 per day 
  0 – Dancing Lights, Ghost Sound, Light,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Inspirational Boost, Silent Image, Ventriloquism 
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 15 
  SQ 
  bardic 
  music 
  (3/day), 
  bardic 
  knowledge, 
  countersong, fascinate, inspire courage +1, inspire 
  competence 
  Feats Danger Sense*, Improved Initiative, Persuasive 
  Skills Bluff +10 (6r), Concentration +4 (4r), Gather 
  Information +7 (5r), Intimidate +4 (0r), Knowledge 
  (Religion) +7 (6r), Perform (Oratory) +8 (6r), 
  Knowledge (Arcane) +7 (6r), Knowledge (Local) +4 
  (3r), Sense Motive +8 (6r), Use Magic +8 (6r) 
  Possessions Quarterstaff +1, Mwk leather armor, sling 
  w/10 bullets, vestments, silver holy symbol, pouch 
  with 90 gp, Scroll Cure Light Wounds, Scroll Expeditious 
  Retreat, Scroll Cause Fear , Scroll Web. 
  Hook Ariaric is training to become an Evangelist 
  (PrC).  He moves into large crowds singing about 
  Pholtus.  He wants to speak to as many as possible to 
  convert them to his deity.  The party finds Ariaric 
  speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
     CR 5 
  Female human (Flan) Fighter 5 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 20 [+1 Dex, +6 armor, +3 shield] (touch 11, flat-
  footed 19) 
  hp 45 (5d10+10 HD)  
  Fort +5, Ref +2, Will +3 
  Speed 20 ft. (4 squares) 
  Melee Longsword +10 (1d8+4) 
  Base Atk +5; Grp: +8 
  Abilities Str 17, Dex 12, Con 13, Int 10, Wis 14, Cha 8 
  Feats 
  Cleave, 
  Diehard, 
  Endurance, 
  Improved 
  Toughness, Power Attack, Weapon Focus (Longsword) 
    
  Skills Handle Animal +7 (8r), Intimidate +7 (8r), Ride 
  +9 (8r);  
  Possessions Longsword +1, Mwk Banded Mail, Heavy 
  Steel Shield +1, Light Riding Horse, pouch with 40 gp, 
  Potion Cure Light Wounds, Potion Enlarge Person. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric.  Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 5 
  Male human (Flan) Fighter 3 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common, Flan 
  AC 19 [+1 Dex, +6 armor, +2 shield] (touch 11, flat-
  footed 18) 
  hp 27 (3d10+6 HD) 
  Fort +5, Ref +2, Will +1 
  Speed 20 ft. (4 squares) 
  Melee Mwk Longsword +7 (1d8+2) 
  Base Atk +3; Grp: +5 
  Abilities Str 15, Dex 13, Con 14, Int 13, Wis 10, Cha 8 
  Feats Dodge, Mobility, Power Attack, Powerful 
  Charge, Weapon Focus (longsword). 
  Skills Climb +4 (6r), Jump +4 (6r), Knowledge 
  (Religion) +4 (6r), Swim +0 (6r). 
  Possessions Mwk Longsword, Breastplate +1, Mwk 
  Heavy Steel Shield, purple cloak, Potion of Haste, belt 
  pouch with 15 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 3 
  Male Half-elf Clr 3 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 17 [-1 Dex, +6 armor, +2 shield] (touch 9, flat-footed 
  18) 
  hp 23 (3d8+6 HD)  
  Fort +5, Ref -1, Will +5 
  Speed 20 ft. (4 squares) 
  Melee Heavy Mace +4 (1d8+1) 
  Base Atk +2; Grp: +3 
  Cleric Spells Prepared (CL3)  
  DC 12+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Resistance 
  NMR5-08 Fighting the Headwind 
   
  Page 32 
  
  1 – Bless, Shield of Faith, Sanctuary, Endure ElementsD
  2 – Bear’s Endurance, Bull’s Strength, Heat MetalD  
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells). 
  Abilities Str 13, Dex 8, Con 14, Int 14, Wis 15, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects 
  Feats Combat Casting, Extra Turning 
  Skills Concentration +8 (+12 defensive) (6r), Heal +8 
  (6r), Spellcraft +5 (3r), Knowledge (Planes) +5 (3r), 
  Knowledge (Religion) +8 (6r).  
  Possessions Mwk Heavy Mace, Breastplate +1, Mwk 
  Heavy Steel Shield, silver holy symbol (Pholtus), Potion 
  Cure Moderate Wounds, Potion Enlarge Person, belt pouch 
  43gp 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus. 
   
  Encounter 6 
  Uldin 
   
   
   
   
  CR 3 
  Male human (Oeridian) Fighter 3 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 19 [+1 Dex, +6 armor, +2 shield] (touch 11, flat-
  footed 18) 
  hp 27 (3d10+6 HD) 
  Fort +5, Ref +2, Will +2 
  Speed 20 ft. (4 squares) 
  Melee  Mwk Lance +7 (1d8+2, x3) 
  Spirited Charge Mwk Lance +9 (3d8+6, x3) 
  Melee Longsword +5 (1d8+2, 19-20/x2) 
  Base Atk +3; Grp: +5 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Animal Affinity, Mounted Combat, Ride-by 
  Attack, Trample, Weapon Focus (lance). 
  Skills Handle Animal +7 (6r), Jump +4 (6r), Ride +11 
  (6r). 
  Possessions 
  Masterwork 
  Lance, 
  Longsword, 
  Breastplate +1, Mwk Heavy Steel Shield, Heavy 
  Warhorse, Military Saddle, purple cloak, belt pouch 
  with 170 gp, Potion of Cure Moderate Wounds. 
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and trample any PCs looking like clerics.  If the 
  situation turns against Ruga and himself he will enter 
  Ruga’s Obscuring Mist to heal and reassess tactics. 
   
  Ruga 
   
   
   
   
  CR 3 
  Male human (Oeridian) Fighter 2/Cleric 1 
  LN Medium humanoid 
  Init +2; Senses: Listen +2, Spot +2 
  Languages Common 
  AC 19 [+2 Dex, +6 armor, +1 shield] (touch 12, flat-
  footed 17) 
  hp 24 (2d10+2 plus 1d8+1 HD) 
  Fort +6, Ref +2, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +6 (1d6+3) 
  Range longbow +5 (1d8+2) 
  Base Atk +2; Grp: +4 
  Cleric Spells Prepared (CL1) 
  DC 12+spell level 
  0 – Detect Magic, Guidance, Resistance, Virtue 
  1 – Entropic Shield, Obscuring Mist, Detect Secret 
  DoorsD 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells) 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 15, Cha 8 
  Feats Improved Mounted Archery, Mounted Archery, 
  Mounted Combat, True Believer, Weapon Focus 
  (quarterstaff) 
  Skills Concentration +3 (1r), Handle Animal +4 (5r), 
  Knowledge (Religion) +4 (6r -4cc), Ride +10 (6r).  
  Possessions Mwk Quarterstaff, Mwk composite 
  longbow, mighty +2, 40 arrows, Breastplate +1, Buckler, 
  Heavy Warhorse, Military Saddle, purple cloak, belt 
  pouch with 30gp, Potion of Cure Moderate Wounds. 
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He may double move his 
  horse and fire without penalties and may run his horse 
  with a -2 penalty. He begins combat with Entropic 
  Shield.  If the situation turns against Uldin and himself 
  he will cast Obscuring Mist to heal and reassess tactics. 
   
  Folmar  
   
   
   
  CR 3 
  Male human (Oeridian) Cleric 3 
  LN Medium humanoid 
  Init +2; Senses: Listen +2, Spot +2 
  Languages Common 
  AC 20 [+2 Dex, +6 armor, +2 shield] (touch 12, flat-
  footed 18) 
  hp 21 (3d8+3 HD) 
  Fort +4, Ref +3, Will +5 
  Speed 20 ft. (4 squares) 
  Melee Morningstar +4 (1d8+2) 
  Range Light Crossbow +4 (+2 when mounted) (1d6) 
  Base Atk +2; Grp: +4 
  Cleric Spells Prepared (CL3) 
  DC 11+spell level 
  0 – Detect Magic, Guidance, Resistance (x2) 
  1 – Bless, Cause Fear, Obscuring Mist, Endure 
  ElementsD 
  2 – Deific Vengeance, Spiritual Weapon, Heat MetalD
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 15, Cha 8 
  Feats Combat Casting, Empower Spell, Mounted 
  Combat. 
  Skills Concentration +7 (+11) (6r), Knowledge (Planes) 
  +3 (3r), Knowledge (Religion) +3 (3r), Spellcraft +3 (3r). 
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  Page 33 
  
  Possessions Morningstar, Light Crossbow, 20 bolts, 
  Breastplate +1, Heavy Steel Shield, Heavy Warhorse, 
  Military Saddle, purple cloak, belt pouch with 67gp, 
  Wand of Cure Light Wounds, Potion Barkskin +2. 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible. 
   
   
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  Page 34 
  
  Appendix Four − APL 6
  Encounter 1 
  Ariaric  
   
   
      
  CR 5 
  Male human (Oeridian) Bard 5 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 14 [+1 Dex, +3 armor] (touch 11, flat-footed 12) 
  hp 23 (5d6 HD)  
  Fort +1, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 (1d6-1) 
  Range +2 (1d4) 
  Base Atk +3; Grp: +2 
  Bard Spells Known (CL5)  
  Cast 0 – 3, 1st – 4, 2nd – 2 per day 
  0 – Light, Dancing Lights, Ghost Sound,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Distort Speech*, Inspirational Boost*,  
  Silent Image, Ventriloquism,  
  2 – Enthrall, Fly, Glitterdust 
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 16 
  SQ 
  bardic 
  music 
  (5/day), 
  bardic 
  knowledge, 
  countersong, fascinate, inspire courage +1, inspire 
  competence 
  Feats Danger Sense*, Improved Initiative, Persuasive 
  Skills Bluff +13 (8r), Concentration +7 (7r), Gather 
  Information +8 (5r), Intimidate +5 (0r), Knowledge 
  (Religion) +9 (8r), Perform (Oratory) +11 (8r), 
  Knowledge (Arcane) +9 (8r), Knowledge (Local) +6 
  (5r), Sense Motive +10 (8r), Use Magic +10 (7r) 
  Possessions Quarterstaff +1, Leather armor +1, sling 
  w/10 bullets, vestments, belt pouch with 40 gp, Wand 
  Cure Light Wounds, Scroll Expeditious Retreat, Scroll Shield. 
  Hook Ariaric is training to become an Evangelist 
  (PrC).  He moves into large crowds singing about 
  Pholtus.  He wants to speak to as many as possible to 
  convert them to his deity.  The party finds Ariaric 
  speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
     CR 7 
  Female human (Flan) Fighter 7 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 24 [+1 Dex, +9 armor, +3 shield, +1 deflection] 
  (touch 12, flat-footed 23) 
  hp 63 (7d10+14 HD)  
  Fort +6, Ref +3, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Longsword +12/+7 (1d8+4) 
  Base Atk +7; Grp: +10 
  Abilities Str 17, Dex 12, Con 13, Int 10, Wis 14, Cha 8 
  Feats Cleave, Diehard, Endurance, Eyes in the Back of 
  Your Head, Great Cleave, Improved Toughness, Power 
  Attack, Weapon Focus (Longsword) 
  Skills Handle Animal +9 (10r), Intimidate +9 (10r), 
  Ride +11 (10r);  
  Possessions Longsword +1, Full Plate Armor +1, Heavy 
  Steel Shield +1, Light Riding Horse, belt pouch with 10 
  gp, Ring of Protection +1, Potion Shield +2, Potion Bless 
  Weapon. 
  Hook Sunilda is dutiful to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric. Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 7 
  Male human (Flan) Fighter 5 
  LN Medium humanoid 
  Init +1; Senses: Listen +0, Spot +0 
  Languages Common 
  AC 19 [+1 Dex, +6 armor, +2 shield] (touch 11, flat-
  footed 18) 
  hp 45 (5d10+10 HD) 
  Fort +6, Ref +2, Will +1 
  Speed 20 ft. (4 squares) 
  Melee +1 Longsword +10 (1d8+6) 
  Base Atk +5; Grp: +8 
  Abilities Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 8 
  Feats Dodge, Mobility, Power Attack, Powerful 
  Charge, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
  Skills Climb +7 (8r), Jump +7 (8r), Knowledge 
  (Religion) +5 (8r), Swim +3 (8r). 
  Possessions Longsword +1, Breastplate +1, Mwk Heavy 
  Steel Shield, belt pouch with 65 gp, Potion Cure 
  Moderate Wounds, Potion of Shield of Faith +2, purple 
  cloak, belt pouch, 50 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 5 
  Male Half-elf Clr 5 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 18 [-1 Dex, +6 armor, +3 shield] (touch 9, flat-footed 
  19) 
  hp 38 (5d8+10 HD)  
  Fort +6, Ref +0, Will +6 
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  Speed 20 ft. (4 squares) 
  Melee Heavy Mace +5 (1d8+1) 
  Base Atk +3; Grp: +4 
  Cleric Spells Prepared (CL5)  
  DC 13+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Resistance, 
  Virtue 
  1 – Bane, Bless, Shield of Faith, Sanctuary, Endure 
  ElementsD 
  2 – Bear’s Endurance, Bull’s Strength, Hold Person, 
  Heat MetalD 
  3 – Blindness, Dispel Magic, Searing LightD 
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells). 
  Abilities Str 13, Dex 8, Con 14, Int 14, Wis 16, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects 
  Feats Combat Casting, Extra Turning 
  Skills Concentration +10 (+14 defensive) (8r), Heal 
  +10 (8r), Spellcraft +6 (4r), Knowledge (Planes) +6 (4r), 
  Knowledge (Religion) +10 (8r).  
  Possessions Mwk Heavy Mace, Breastplate +1, Heavy 
  Steel Shield +1, Pearl of Power (1st level), Potion of Blur, 
  silver holy symbol (Pholtus), belt pouch 93gp 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus. 
   
  Encounter 6 
  Uldin 
   
   
   
   
  CR 5 
  Male human (Oeridian) Fighter 5 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 20 [+1 Dex, +6 armor, +3 shield] (touch 11, flat-
  footed 19) 
  hp 45 (5d10+10 HD) 
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. (4 squares) 
  Melee Mwk Lance +10 (1d8+5, x3) 
  Spirited Charge Mwk Lance +12 (3d8+15, x3) 
  Melee Longsword +8 (1d8+3, 19-20/x2) 
  Base Atk +5; Grp: +7 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Animal Affinity, Mounted Combat, Ride-by 
  Attack, Trample, Weapon Focus (lance), Weapon 
  Specialization (lance). 
  Skills Handle Animal +9 (8r), Jump +7 (8r), Ride +13 
  (8r). 
  Possessions Masterwork Lance, Mwk Longsword, 
  Breastplate +1, Heavy Steel Shield +1, Heavy Warhorse, 
  Military Saddle, purple cloak, belt pouch with 35 gp, 
  Potion of Cure Moderate Wounds, Potion Enlarge Person, 
  Potion Blur. 
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and trample any PCs looking like clerics.  If the 
  situation turns against Ruga and himself he will enter 
  Ruga’s Obscuring Mist to heal and reassess tactics. 
   
  Ruga 
   
   
   
   
  CR 5 
  Male human (Oeridian) Fighter 2/Cleric 3 
  LN Medium humanoid 
  Init +3; Senses: Listen +2, Spot +2 
  Languages Common 
  AC 21 [+3 Dex, +6 armor, +2 shield] (touch 13, flat-
  footed 18) 
  hp 37 (2d10+2 plus 3d8+3 HD) 
  Fort +7, Ref +3, Will +5 
  Speed 20 ft. (4 squares) 
  Melee Quarter Staff +8 (1d6+3) 
  Range Longbow +8 (1d8+2)  
  Base Atk +4; Grp: +6 
  Cleric Spells Prepared (CL3) 
  DC 12+spell level 
  0 – Detect Magic, Guidance, Resistance, Virtue 
  1 – Entropic Shield, Obscuring Mist, Protection from 
  Chaos, Detect Secret DoorsD 
  2 – Calm Emotions, Resist Energy (Fire), Detect 
  ThoughtsD 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells) 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 15, Cha 8 
  Feats Improved Mounted Archery, Mounted Archery, 
  Mounted Combat, True Believer, Weapon Focus 
  (quarterstaff) 
  Skills Concentration +3 (2r), Handle Animal +4 (5r), 
  Heal +3 (1r), Knowledge (Religion) +8 (10r -4cc), Ride 
  +11 (6r).  
  Possessions Mwk Quarterstaff, Mwk composite 
  longbow, mighty +2, 40 arrows, Breastplate +1, Buckler 
  +1, Heavy Warhorse with Chainmail barding (+5 
  armor), Military Saddle, purple cloak, belt pouch with 
  30gp, Potion of Cure Moderate Wounds. 
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He may double move his 
  horse and fire without penalties and may run his horse 
  with a -2 penalty. He begins combat with Entropic 
  Shield.  If the situation turns against Uldin and himself 
  he will cast Obscuring Mist to heal and reassess tactics. 
   
   
  Folmar  
   
   
   
  CR 5 
  Male human (Oeridian) Cleric 5 
  LN Medium humanoid 
  Init +2; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 21 [+2 Dex, +6 armor, +3 shield] (touch 12, flat-
  footed 19) 
  hp 33 (5d8+5 HD) 
  Fort +5, Ref +3, Will +7 
  Speed 20 ft. (4 squares) 
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  Page 36 
  
  Melee Morningstar +6 (1d8+2) 
  Range Light Crossbow +5 (+3 when mounted) (1d6) 
  Base Atk +3; Grp: +5 
  Cleric Spells Prepared (CL5) 
  DC 13+spell level 
  0 – Detect Magic, Guidance, Light, Resistance (x2) 
  1 – Bane, Bless, Cause Fear, Obscuring Mist, Endure 
  ElementsD 
  2 – Deific Vengeance, Hold Person, Spiritual Weapon, 
  Heat MetalD 
  3 – Flame of Faith, Lesser Vigor, Mass; Searing LightD 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 16, Cha 8 
  Feats Combat Casting, Empower Spell, Mounted 
  Combat. 
  Skills Concentration +9 (+13) (8r), Knowledge (Planes) 
  +5 (5r), Knowledge (Religion) +6 (6r), Spellcraft +5 (5r). 
  Possessions Mwk Morningstar, Light Crossbow, 20 
  bolts, Breastplate +1, Heavy Steel Shield +1, Heavy 
  Warhorse, Military Saddle, purple cloak, belt pouch 
  with 167gp, Wand of Cure Light Wounds, Potion Barkskin 
  +2. 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible. 
   
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  Page 37 
  
  Appendix Five − APL 8
  Encounter 1 
  Ariaric  
   
   
   
  CR 7 
  Male human (Oeridian) Bard 6/Evangelist 1 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 13 [+1 Dex, +3 armor] (touch 11, flat-footed 12) 
  hp 32 (7d6 HD)  
  Fort +2, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee +3 (1d6-1) 
  Range +4 (1d4) 
  Base Atk +4; Grp: +3 
  Bard Spells Known (CL6)  
  Cast 0 – 3, 1st – 4, 2nd – 3 per day 
  0 – Light, Dancing Lights, Ghost Sound,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Distort Speech, Inspirational Boost, Silent Image, 
  Ventriloquism 
  2 – Enthrall, Fly, Glitterdust 
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 18 
  SQ 
  bardic 
  music 
  (7/day), 
  bardic 
  knowledge, 
  countersong, great orator (inspire hope)*, fascinate, 
  inspire courage +1, inspire competence, suggestion 
  Feats Danger Sense*, Improved Initiative, Persuasive, 
  Skill Focus (Perform [Oratory]) 
  Skills Bluff +16 (10r), Concentration +8 (8r), 
  Diplomacy +5 (1r), Gather Information +9 (5r), 
  Intimidate +6 (0r), Knowledge (Religion) +11 (10r), 
  Perform (Oratory) +17 (10r), Knowledge (Arcane) +11 
  (10r), Knowledge (Local) +7 (6r), Sense Motive +12 
  (10r), Use Magic +14 (10r) 
  Possessions Quarterstaff +1, Leather armor +1, Mwk 
  sling w/10 bullets, vestments, belt pouch with 90 gp, 
  Wand Cure Light, Wounds, Scroll Expeditious Retreat, Scroll 
  Shield, Necklace of the Blinding Light (Fireballs) type II. 
  Inspire Hope (Su):  Ariaric can inspire a spiritual 
  resilience in himself and all allies within 30 feet giving 
  +4 sacred bonus on Will saves.  Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds thereafter.  Inspire hope is a mind-
  affecting ability. 
  Hook Ariaric is an Evangelist (PrC).  He moves into 
  large crowds singing about Pholtus.  He wants to speak 
  to as many as possible to convert them to his deity.  
  The party finds Ariaric speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
  CR 9 
  Female human (Flan) Fighter 9 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 24 [+1 Dex, +9 armor, +3 shield, +1 deflection] 
  (touch 12, flat-footed 23) 
  hp 95 (9d10+36 HD)  
  Fort +6, Ref +3, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Longsword +15/+10 (1d8+5, 17-20),  
  Base Atk +9; Grp: +12 
  Abilities Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 8 
  Feats Cleave, Diehard, Endurance, Eyes in the Back of 
  Your Head, Great Cleave, Improved Critical, Improved 
  Toughness, Power Attack, Power Critical, Weapon 
  Focus (Longsword) 
  Skills Handle Animal +11 (12r), Intimidate +11 (12r), 
  Ride +13 (12r);  
  Possessions Longsword +1, Full Plate Armor +1, Heavy 
  Steel Shield +1, Light Riding Horse, Amulet of Health +2, 
  Ring of Protection +1. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric.  Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 9 
  Male human (Flan) Fighter 7 
  LN Medium humanoid 
  Init +1; Senses: Listen +0, Spot +0 
  Languages Common 
  AC 21 [+1 Dex, +6 armor, +3 shield, +1 deflection] 
  (touch 12, flat-footed 20) 
  hp 63 (7d10+14 HD) 
  Fort +7, Ref +3, Will +2 
  Speed 30 ft. (6 squares) 
  Melee +1 Longsword +12/+7 (1d8+6) 
  Base Atk +7; Grp: +14 
  Abilities Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 8 
  Feats Dodge, Elusive Target, Improved Grapple, 
  Mobility, Power Attack, Powerful Charge, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword). 
  Skills Climb +9 (10r), Jump +9 (10r), Knowledge 
  (Religion) +6 (10r), Swim +5 (10r). 
  Possessions Longsword +1, Breastplate +1, Heavy Steel 
  Shield +1, Potion Cure Moderate Wounds, Ring of Protection 
  +1, purple cloak, belt pouch, 15 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 7 
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  Page 38 
  
  Male Half-elf Clr 6/Radiant Servant 1 
  LN Medium humanoid 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common 
  AC 18 [-1 Dex, +6 armor, +3 shield] (touch 9, flat-footed 
  19) 
  hp 51 (6d8+12 + 1d6+2 HD)  
  Fort +9, Ref +1, Will +9 
  Speed 20 ft. (4 squares) 
  Melee Heavy Mace +6 (1d8+2) 
  Base Atk +4; Grp: +5 
  Cleric Spells Prepared (CL7)  
  DC 13+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Light, 
  Resistance, Virtue 
  1 – Bane, Bless, Divine Favor, Shield of Faith, 
  Sanctuary, Endure ElementsD 
  2 – Bear’s Endurance, Bull’s Strength, Hold Person, 
  Resist Energy (Fire), Heat MetalD 
  3 – Blindness, Dispel Magic, Searing LightD
  4 – Divine Power, Fire ShieldD 
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells). 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects 
  Feats Combat Casting, Extra Turning, Sacred Healing 
  Skills Concentration +12 (+16 defensive) (10r), Heal 
  +12 (10r), Spellcraft +7 (5r), Knowledge (Planes) +7 
  (5r), Knowledge (Religion) +12 (10r).  
  Possessions Mwk Heavy Mace, Breastplate +1, Heavy 
  Steel Shield +1, Potion of Cure Light Wounds (x4), silver 
  holy symbol (Pholtus), belt pouch 43gp 
  Radiance:  Light descriptor spells have the radius of 
  illumination is doubled and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor. 
  Extra Greater Turning:  Thrasaric can perform a 
  greater turning 5 times per day (once for the Sun 
  domain, and 4 additional for Radiant Servant). 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus. 
   
  Encounter 6 
  Uldin 
   
   
   
   
  CR 7 
  Male human (Oeridian) Fighter 7 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 20 [+1 Dex, +6 armor, +3 shield] (touch 11, flat-
  footed 19) 
  hp 63 (7d10+14 HD) 
  Fort +8, Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee +1 Lance +12 (1d8+6, x3) 
  Spirited Charge +1 Lance +14 (3d8+18, x3) 
  Melee Longsword +11 (1d8+3, 19-20/x2) 
  Base Atk +7/+2; Grp: +9 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Animal Affinity, Mounted Combat, Power 
  Attack, Ride-by Attack, Spirited Charge, Trample, 
  Weapon Focus (lance), Weapon Specialization (lance). 
  Skills Handle Animal +11 (10r), Jump +9 (10r), Ride 
  +15 (10r). 
  Possessions Lance +1, Mwk Longsword, Breastplate +1, 
  Heavy Steel Shield +1, Cloak of Resistance +1, Heavy 
  Warhorse, Military Saddle, purple cloak, belt pouch 
  with 235 gp, Potion of Cure Moderate Wounds, Potion Blur. 
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and will trample any PCs looking like clerics.  If 
  the situation turns against Ruga and himself he will 
  enter Ruga’s Obscuring Mist to heal and reassess 
  tactics. 
   
  Ruga 
   
   
   
   
  CR 7 
  Male human (Oeridian) Fighter 3/Cleric 4 
  LN Medium humanoid 
  Init +3; Senses: Listen +2, Spot +2 
  Languages Common 
  AC 21 [+3 Dex, +6 armor, +2 shield] (touch 13, flat-
  footed 18) 
  hp 52 (3d10+3 plus 4d8+4 HD) 
  Fort +8, Ref +4, Will +7 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +10/+5 (1d6+4) 
  Range Longbow +10/+5 (1d8+2) 
  Base Atk +6/+1; Grp: +8 
  Cleric Spells Prepared (CL4) 
  DC 12+spell level 
  0 – Cure Minor Wounds, Detect Magic, Guidance, 
  Resistance, Virtue 
  1 – Divine Favor, Entropic Shield, Obscuring Mist, 
  Protection from Chaos, Detect Secret DoorsD 
  2 – Bear’s Endurance, Calm Emotions, Resist Energy 
  (Fire), Detect ThoughtsD 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells)
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 15, Cha 8 
  Feats Improved Mounted Archery, Mounted Archery, 
  Mounted Combat, Skill Focus (Knowledge [Religion]), 
  True Believer, Weapon Focus (quarterstaff) 
  Skills Concentration +3 (2r), Handle Animal +4 (5r), 
  Heal +3 (1r), Knowledge (Religion) +8 (10r -4cc), 
  Knowledge (Planes) +3 (3r), Ride +14 (9r).  
  Possessions 
  Quarterstaff 
  +1, 
  Mwk 
  Composite 
  Longbow, mighty +2, 20 arrows, Breastplate +1, Buckler 
  +1, Quiver of Pholtus, Heavy Warhorse with Chainmail 
  barding (+5 armor), Military Saddle, purple cloak, belt 
  pouch with 130gp, Potion of Cure Moderate Wounds. 
  NMR5-08 Fighting the Headwind 
   
  Page 39 
  
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He may double move his 
  horse and fire without penalties and may run his horse 
  with a -2 penalty. He begins combat with Entropic 
  Shield.  If the situation turns against Uldin and himself 
  he will cast Obscuring Mist to heal and reassess tactics. 
   
   
  Folmar  
   
   
   
  CR 7 
  Male human (Oeridian) Cleric 7 
  LN Medium humanoid 
  Init +2; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 21 [+2 Dex, +6 armor, +3 shield] (touch 12, flat-
  footed 19) 
  hp 53 (7d8+14 HD) 
  Fort +6, Ref +4, Will +8 
  Speed 20 ft. (4 squares) 
  Melee Morningstar +8 (1d8+3) 
  Range Light Crossbow +7 (+5 when mounted) (1d6) 
  Base Atk +5; Grp: +7 
  Cleric Spells Prepared (CL7) 
  DC 13+spell level 
  0 – Detect Magic, Guidance, Light, Read Magic, 
  Resistance (x2),  
  1 – Bane, Bless, Cause Fear, Obscuring Mist, 
  Resurgence, Endure ElementsD 
  2 – Deific Vengeance, Hold Person, Spiritual Weapon, 
  Wave of Grief, Heat MetalD 
  3 – Bestow Curse; Flames of Faith; Lesser Vigor, Mass; 
  Searing LightD
  4 – Castigate, Fire ShieldD 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 16, Cha 8 
  Feats Combat Casting, Divine Metamagic (Empower), 
  Empower Spell, Mounted Combat. 
  Turn Attempts:  3 (3 used per metamagic empower) 
  Skills Concentration +11 (+15) (10r), Knowledge 
  (Planes) +6 (6r), Knowledge (Religion) +7 (7r), 
  Spellcraft +7 (7r). 
  Possessions  Morningstar +1, Light Crossbow, 20 bolts, 
  Breastplate +1, Heavy Steel Shield +1, Pearl of Power (1st 
  level), Heavy Warhorse, Military Saddle, purple cloak, 
  belt pouch with 67gp, Wand of Cure Light Wounds, 
  Potion Barkskin +2. 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible. 
   
   
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  Appendix Six − APL 10
  Encounter 1  
   
   
   
   
  Ariaric  
   
   
     CR 9 
  Male human (Oeridian) Bard 6/Evangelist 3 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 14 [+1 Dex, +3 armor] (touch 11, flat-footed 12) 
  hp 41 (9d6 HD)  
  Fort +3, Ref +7, Will +10 
  Speed 30 ft. (6 squares) 
  Melee +4 (1d6-1) 
  Range +5 (1d4) 
  Base Atk +6; Grp: +5 
  Bard Spells Known (CL6)  
  Cast 0 – 3, 1st – 4, 2nd – 3 per day 
  0 – Dancing Lights, Ghost Sound, Light,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Distort Speech*, Inspirational Boost*, Silent Image, 
  Ventriloquism 
  2 – Enthrall, Fly, Glitterdust 
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 19 
  SQ 
  bardic 
  music 
  (9/day), 
  bardic 
  knowledge, 
  countersong, fascinate, fast talk*, great orator (inspire 
  hope)*, inspire courage +2, inspire competence, 
  suggestion. 
  Feats Danger Sense*, Disguise Spell*, Improved 
  Initiative, Persuasive, Skill Focus (Perform Oratory) 
  Skills Bluff +18 (12r), Concentration +9 (9r), 
  Diplomacy +8 (4r), Gather Information +9 (5r), 
  Intimidate +6 (0r), Knowledge (Religion) +13 (12r), 
  Perform (Oratory) +19 (12r), Knowledge (Arcane) +13 
  (12r), Knowledge (Local) +8 (7r), Sense Motive +14 
  (12r), Use Magic +15 (11r) 
  Possessions Quarterstaff +1, Leather armor +1, Mwk 
  sling w/10 bullets, vestments, belt pouch with 40 gp, 
  Cloak of Charisma +2, Wand Cure Light, Wounds, Wand of 
  Magic Missle (1st), Scroll Expeditious Retreat, Scroll Shield, 
  Potion Cure Moderate Wounds, Necklace of the Blinding 
  Light (Fireballs) type III. 
  Inspire Hope (Su):  Ariaric can inspire a spiritual 
  resilience in himself and all allies within 30 feet giving 
  +4 sacred bonus on Will saves.  Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds therafter.  Inspire hope is a mind-
  affecting ability. 
  Inflame the Righteous (Su):  Ariaric can wreath himself 
  and any of his allies within 30 feet in divine flame, 
  gaining the benefit of the fire shield spell at a caster 
  level of 10.  The damage caused by the spell is, 
  however, purely divine and not subject to a creature’s 
  resistance or immunity to fire.  This oratory requires a 
  full-round 
  action 
  to 
  perform 
  and 
  requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds thereafter. 
  Hook Ariaric is an Evangelist (PrC).  He moves into 
  large crowds singing about Pholtus.  He wants to speak 
  to as many as possible to convert them to his deity.  
  The party finds Ariaric speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
  CR 11 
  Female human (Flan) Fighter 11 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 24 [+1 Dex, +9 armor, +3 shield, +1 deflection] 
  (touch 12, flat-footed 23) 
  hp 116 (11d10+44 HD)  
  Fort +10, Ref +4, Will +5 
  Speed 20 ft. (4 squares) 
  Melee Longsword +17/+12/+7 (1d8+7 plus 1d6 flame, 
  17-20) 
  Base Atk +11/+6/+1; Grp: +15 
  Abilities Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 8 
  Feats Cleave, Diehard, Endurance, Eyes in the Back of 
  Your Head, Great Cleave, Improved Critical, Improved 
  Toughness, Power Attack, Power Critical, Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization 
  (Longsword) 
  Skills Handle Animal +13 (14r), Intimidate +13 (14r), 
  Ride +15 (14r) 
  Possessions Flaming Longsword +1, Full Plate Armor +1, 
  Heavy Steel Shield +1, Light Riding Horse, Amulet of 
  Health +2, Ring of Protection +1, Potion of Haste, belt pouch 
  with 40 gp. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric. Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 11 
  Male human (Flan) Fighter 9 
  LN Medium humanoid 
  Init +1; Senses: Listen +0, Spot +0 
  Languages Common 
  AC 21 [+1 Dex, +6 armor, +3 shield, +1 deflection] 
  (touch 11, flat-footed 20) 
  hp 81 (9d10+18 HD) 
  Fort +8, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Melee +1 Longsword +16/+11 (1d8+7).  
  Base Atk +9/+4; Grp: +17 
  Abilities Str 18, Dex 13, Con 14, Int 13, Wis 11, Cha 8 
  Feats Cleave, Dodge, Elusive Target, Greater Weapon 
  Focus (longsword), Improved Grapple, Mobility, 
  NMR5-08 Fighting the Headwind 
   
  Page 41 
  
  Power Attack, Powerful Charge, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
  Skills Climb +12 (12r), Jump +12 (12r), Knowledge 
  (Religion) +7 (12r), Swim +8 (12r). 
  Possessions Longsword +1, Breastplate +1, Heavy Steel 
  Shield +1, Gauntlets of Ogre Power +2, Potion Cure Serious 
  Wounds, Potion of Blur, Ring of Protection +1, purple cloak, 
  belt pouch 65 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 9 
  Male Half-elf Clr 6/Radiant Servant 3 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 18 [-1 Dex, +6 armor, +3 shield] (touch 9, flat-footed 
  19) 
  hp 63 (6d8+12 plus 3d6+6 HD)  
  Fort +11, Ref +3, Will +11 
  Speed 20 ft. (4 squares) 
  Melee Heavy Mace +7 (1d8+1) 
  Base Atk +6; Grp: +7 
  Cleric Spells Prepared (CL9) 
  DC 14+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Light, 
  Resistance, Virtue 
  1 – Bane, Bless, Divine Favor, Shield of Faith, 
  Sanctuary, Endure ElementsD 
  2 – Bear’s Endurance, Bull’s Strength, Hold Person, 
  Resist Energy (Fire), Spiritual Weapon, Heat MetalD 
  3 – Blindness, Dispel Magic, Invisibility Purge, Searing 
  LightD
  4 – Divine Power, Freedom of Movement, Fire ShieldD 
  5 – Wall of Stone, Flame StrikeD 
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells). 
  Abilities Str 12, Dex 8, Con 14, Int 14, Wis 19, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects, divine health, 
  aura of warding 
  Feats Combat Casting, Extra Turning, Quicken Spell, 
  Sacred Healing 
  Skills Concentration +14 (+18 defensive) (12r), Heal 
  +12 (10r), Spellcraft +9 (7r), Knowledge (Planes) +9 
  (7r), Knowledge (Religion) +14 (12r).  
  Possessions Mwk Heavy Mace, Breastplate +1, Heavy 
  Steel Shield +1, Periapt of Wisdom +2, Ring of Counterspells 
  (Feeblemind), Cloak of Resistance +1, Potion of Cure Light 
  Wounds (x4), silver holy symbol (Pholtus), belt pouch 
  43gp 
  Radiance:  Light descriptor spells have the radius of 
  illumination is doubled and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor. 
  Extra Greater Turning:  Thrasaric can perform a 
  greater turning 5 times per day (once for the Sun 
  domain, and 4 additional for Radiant Servant). 
  Divine Health (Ex):  Thrasaric is immune to all 
  diseases, including magical diseases such as mummy 
  rot and lycanthropy. 
  Empower Healing (Ex):  Domain spells from the 
  Healing domain are affected as though by the 
  Empower Spell feat.  This spell does not use up a 
  higher-level slot. 
  Aura of Warding (Su):  Thrasaric and all allies within 
  10 feet of him gain a +2 morale bonus on all Will 
  saving throws. 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus. 
   
  Encounter 6 
  Uldin 
   
   
   
   
  CR 9 
  Male human (Oeridian) Fighter 9 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 21 [+2 Dex, +6 armor, +3 shield] (touch 12, flat-
  footed 19) 
  hp 81 (9d10+18 HD) 
  Fort +9, Ref +8, Will +5 
  Speed 20 ft. (4 squares) 
  Melee +1 Lance +15 (1d8+6, x3) 
  Spirited Charge +1 Lance +15 (3d8+18, x3) 
  Melee Longsword +13 (1d8+4, 19-20/x2) 
  Base Atk +9/+4; Grp: +12 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8 
  Feats Animal Affinity, Greater Weapon Focus (lance), 
  Lightning Reflexes, Mounted Combat, Power Attack, 
  Ride-by Attack, Spirited Charge, Trample, Weapon 
  Focus (lance), Weapon Specialization (lance). 
  Skills Climb +1 (2r), Handle Animal +11 (10r), Jump 
  +11 (12r), Ride +18 (12r). 
  Possessions Lance +1, Longsword +1, Breastplate +1, 
  Heavy Steel Shield +1, Cloak of Resistance +1, Heavy 
  Warhorse, Military Saddle, purple cloak, Potion of Cure 
  Moderate Wounds, Potion Blur, Horseshoes of Speed, belt 
  pouch with 35 gp. 
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and trample any PCs looking like clerics.  If the 
  situation turns against Ruga and himself he will enter 
  Ruga’s Obscuring Mist to heal and reassess tactics. 
   
  Ruga 
   
   
   
   
  CR 9 
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  Male human (Oeridian) Fighter 3/Cleric 4/Pious 
  Templar 1/Divine Oracle 1 
  Folmar  
   
   
   
  CR 9 
  Male human (Oeridian) Cleric 9 
  LN Medium humanoid 
  LN Medium humanoid 
  Init +2; Senses: Listen +3, Spot +3 
  Init +3; Senses: Listen +2, Spot +2 
  Languages Common 
  Languages Common 
  AC 21 [+3 Dex, +6 armor, +2 shield] (touch 13, flat-
  footed 18) 
  AC 21 [+2 Dex, +6 armor, +3 shield] (touch 12, flat-
  footed 19) 
  hp 66 (4d10+4 plus 4d8+4 plus 1d6+1 HD) 
  hp 68 (9d8+18 HD) 
  Fort +10, Ref +7, Will +11 
  Fort +8, Ref +5, Will +10 
  Speed 20 ft. (4 squares) 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +11/+6 (1d6+4) 
  Melee Morningstar +9/+4 (1d8+3) 
  Range Longbow +11/+6 (1d8+3) 
  Range Light Crossbow +8/+3 (+6 when mounted) 
  (1d6) 
  Base Atk +7/+2; Grp: +9 
  Base Atk +6/+1; Grp: +7 
  Cleric Spells Prepared (CL5) 
  Cleric Spells Prepared (CL9) 
  DC 12+spell level 
  0 – Cure Minor Wounds, Detect Magic, Guidance, 
  Resistance, Virtue 
  DC 14+spell level 
  0 – Detect Magic, Guidance, Light, Read Magic, 
  Resistance (x2),  
  1 – Divine Favor, Entropic Shield, Obscuring Mist, 
  Protection from Chaos, Detect Secret DoorsD 
  1 – Bane, Bless, Cause Fear, Obscuring Mist, 
  Resurgence, Endure ElementsD 
  2 – Bear’s Endurance, Calm Emotions, Resist Energy 
  (Fire), Detect ThoughtsD 
  2 – Deific Vengeance, Hold Person, Resist Energy 
  (Fire), Spiritual Weapon, Wave of Grief, Heat MetalD 
  3 – Magic Vestment, ClairvoyanceD 
  3 – Bestow Curse, Blindness, Flames of Faith, Lesser 
  Vigor (Mass), Searing LightD
  Pious Templar Spells Prepared (CL1) 
  DC 12+spell level 
  4 – Castigate (x2), Divine Power, Fire ShieldD 
  1 – Bless Weapon 
  5 – (Chain) Hold Person, Flame StrikeD 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells)
  Abilities: Str 14, Dex 15, Con 14, Int 10, Wis 18, Cha 8 
  Feats Combat Casting, Divine Metamagic (Empower), 
  Empower Spell, Mounted Combat, Split Ray. 
  Abilities Str 14, Dex 17, Con 12, Int 10, Wis 15, Cha 8 
  SQ mettle 
  Turn Attempts  3 (3 used per metamagic empower) 
  Feats Improved Mounted Archery, Mounted Archery, 
  Lightning Reflexes, Mounted Combat, Skill Focus 
  (Knowledge [Religion]), True Believer, Weapon Focus 
  (quarterstaff) 
  Skills Concentration +14 (+18) (12r),Knowledge 
  (Planes) +8 (8r), Knowledge (Religion) +8 (8r), 
  Spellcraft +8 (8r). 
  Possessions  Morningstar +1, Light Crossbow, 20 bolts, 
  Breastplate +1, Heavy Steel Shield +1, Pearl of Power (1st 
  level), Periapt of Wisdom +2, Heavy Warhorse, Military 
  Saddle, purple cloak, belt pouch with 117gp, Wand of 
  Cure Light Wounds, Potion Fly, Potion Barkskin +2. 
  Skills Concentration +6 (5r), Handle Animal +4 (5r), 
  Heal +3 (1r), Knowledge (Religion) +10 (12r -4cc), 
  Knowledge (Planes) +3 (3r), Ride +14 (9r), Spellcraft +1 
  (1r).  
  Possessions Quarterstaff +1, +1 seeking composite 
  longbow, mighty +2, 60 arrows, Breastplate +1, Buckler +1, 
  Quiver of Pholtus, Heavy Warhorse with Chainmail 
  barding (+5 armor), Military Saddle, purple cloak, belt 
  pouch with 70gp, Potion of Cure Moderate Wounds. 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible. 
  Mettle (Su): Ruga’s special blessing allows her to 
  shrug off magical effects that would otherwise harm 
  her.  If she makes a successful Will or Fortitude saving 
  throw that would normally reduce the spell’s effect, 
  she suffers no effect from the spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial,” 
  “Fortitude half,” or similar entries can be negated 
  through this ability. 
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He may double move his 
  horse and fire without penalties and may run his horse 
  with a -2 penalty. He begins combat with Entropic 
  Shield.  If the situation turns against Uldin and himself 
  he will cast Obscuring Mist to heal and reassess tactics. 
   
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  Appendix Seven − APL 12
  Encounter 1 
  Ariaric  
   
   
   CR 11 
  Male human (Oeridian) Bard 6/Evangelist 5 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 16 [+1 Dex, +3 armor, +2 deflection] (touch 13, flat-
  footed 15) 
  hp 50 (11d6 HD)  
  Fort +3, Ref +7, Will +11
  Speed 30 ft. (6 squares) 
  Melee +5 (1d6-1) 
  Range +6 (1d4) 
  Base Atk +7; Grp: +6 
  Bard Spells Known (CL6)  
  Cast 0 – 3, 1st – 4, 2nd – 3 per day 
  0 – Light, Dancing Lights, Ghost Sound,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Distort Speech*, Inspirational Boost*, Silent Image, 
  Ventriloquism 
  2 – Enthrall, Fly, Glitterdust
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 19 
  SQ 
  bardic 
  music (11/day), bardic knowledge, 
  countersong, fascinate, fast talk, great orator (inspire 
  hope, inflame the righteous, convert the unfaithful*), 
  inspire courage +2, inspire competence, skill mastery 
  (Bluff, Diplomacy), suggestion. 
  *See Appendix Ten - Evangelist 
  Feats Danger Sense*, Disguise Spell*, Improved 
  Initiative, Persuasive, Skill Focus (Perform Oratory) 
  Skills Bluff +18 (12r), Concentration +9 (9r), 
  Diplomacy +14 (10r), Intimidate +6 (or), Gather 
  Information +9 (5r), Knowledge (Religion) +15 (14r), 
  Perform (Oratory) +21 (14r), Knowledge (Arcane) +15 
  (14r), Knowledge (Local) +10 (9r), Sense Motive +16 
  (14r), Use Magic +15 (11r) 
  Possessions Quarterstaff +1, Leather armor +1, Mwk 
  sling w/10 bullets, vestments, belt pouch with 40 gp, 
  Cloak of Charisma +2, Ring of Protection +2, Wand Cure 
  Light, Wounds, Wand of Magic Missle (1st), Scroll 
  Expeditious Retreat, Scroll Shield, Potion Cure Moderate 
  Wounds, Necklace of the Blinding Light (Fireballs) type III. 
  Inspire Hope (Su):  Ariaric can inspire a spiritual 
  resilience in himself and all allies within 30 feet giving 
  +4 sacred bonus on Will saves.  Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds therafter.  Inspire hope is a mind-
  affecting ability. 
  Inflame the Righteous (Su):  Ariaric can wreath himself 
  and any of his allies within 30 feet in divine flame, 
  gaining the benefit of the fire shield spell at a caster 
  level of 10.  The damage caused by the spell is, 
  however, purely divine and not subject to a creature’s 
  resistance or immunity to fire.  This oratory requires a 
  full-round 
  action 
  to 
  perform 
  and 
  requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds thereafter. 
  Hook Ariaric is an Evangelist (PrC).  He moves into 
  large crowds singing about Pholtus.  He wants to speak 
  to as many as possible to convert them to his deity.  
  The party finds Ariaric speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
  CR 13 
  Female human (Flan) Fighter 13 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 24 [+1 Dex, +9 armor, +3 shield, +1 deflection] 
  (touch 12, flat-footed 23) 
  hp 137 (13d10+52 HD)  
  Fort +11, Ref +5, Will +6 
  Speed 20 ft. (4 squares) 
  Melee Longsword +22/+17/+12 (1d8+11 plus 1d6 
  flame, 17-20) 
  Base Atk +13/+8/+3; Grp: +19 
  Abilities Str 23, Dex 12, Con 16, Int 10, Wis 14, Cha 8 
  Feats Cleave, Diehard, Endurance, Eyes in the Back of 
  Your Head*, Great Cleave, Greater Weapon Focus 
  (Longsword), 
  Greater 
  Weapon 
  Specialization 
  (Longsword), 
  Improved 
  Critical, 
  Improved 
  Toughness*, Power Attack, Power Critical*, Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization 
  (Longsword) 
  Skills Handle Animal +15 (16r), Intimidate +15 (16r), 
  Ride +17 (16r);  
  Possessions Flaming Longsword +1, Full Plate Armor +1, 
  Heavy Steel Shield +1, Belt of Giant Strength +4, Light 
  Riding Horse, Amulet of Health +2, Ring of Protection +1, 
  Potion of Haste, belt pouch with 40 gp. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric.  Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 13 
  Male human (Flan) Fighter 11 
  LN Medium humanoid 
  Init +1; Senses: Listen +0, Spot +0 
  Languages Common 
  AC 21 [+1 Dex, +6 armor, +3 shield, +1 deflection] 
  (touch 12, flat-footed 20) 
  hp 108 (11d10+33 HD) 
  Fort +10, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  NMR5-08 Fighting the Headwind 
   
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  Melee +1 Flaming Longsword +18/+13/+8 (1d8+7 plus 
  1d6 fire) or +1 Flaming Longsword +14/+9/+4 (1d8+7 
  plus 1d6 fire) and Shield Bash +14 (1d4+4). 
  Base Atk +11/+6, +1; Grp: +19 
  Abilities Str 18, Dex 13, Con 16, Int 13, Wis 11, Cha 8 
  Feats Dodge, Elusive Target, Greater Weapon Focus 
  (longsword), Improved Grapple, Improved Shield 
  Bash, Mobility, Power Attack, Powerful Charge, Two-
  Weapon 
  Fighting, 
  Weapon 
  Focus 
  (longsword), 
  Weapon Specialization (longsword). 
  Skills Climb +14 (14r), Jump +14 (14r), Knowledge 
  (Religion) +8 (14r), Swim +10 (14r). 
  Possessions Flaming Longsword +1, Breastplate +1, Heavy 
  Steel Shield +1, Gauntlets of Ogre Power +2, Amulet of 
  Health +2, Potion Cure Serious Wounds, Potion of Blur, Ring 
  of Protection +1, purple cloak, belt pouch 65 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 11 
  Male Half-elf Clr 6/Radiant Servant 5 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 18 [-1 Dex, +6 armor, +3 shield] (touch 9, flat-footed 
  19) 
  hp 75 (6d8+12 plus 5d6+10 HD)  
  Fort +12, Ref +3, Will +12 
  Speed 20 ft. (4 squares) 
  Melee Mwk Heavy Mace +8 (1d8+1) 
  Base Atk +7; Grp: +8 
  Cleric Spells Prepared (CL11) 
  DC 14+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Light, 
  Resistance, Virtue 
  1 – Bane, Bless, Divine Favor, Protection from Chaos, 
  Shield of Faith, Sanctuary, Endure ElementsD 
  2 – Bear’s Endurance, Bull’s Strength, Hold Person, 
  Resist Energy (Fire), Spiritual Weapon, Heat MetalD 
  3 – Blindness, Dispel Magic, Invisibility Purge, Prayer, 
  Searing LightD
  4 – Divine Power, Freedom of Movement, Restoration, 
  Fire ShieldD 
  5 – True Seeing, Wall of Stone, Flame StrikeD 
  6 – Heroes’ Feast Fire Seeds (one 11d6 Acorn)D 
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells), Inquisition (Gain a +4 
  bonus on all dispel checks). 
  Abilities Str 12, Dex 8, Con 14, Int 14, Wis 19, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects 
  Feats Combat Casting, Extra Turning, Quicken Spell, 
  Sacred Healing 
  Skills Concentration +16 (+20 defensive) (14r), Heal 
  +12 (10r), Spellcraft +11 (9r), Knowledge (Planes) +11 
  (9r), Knowledge (Religion) +16 (14r).  
  Possessions Mwk Heavy Mace, Breastplate +1, Heavy 
  Steel Shield +1, Periapt of Wisdom +2, Ring of Counterspells 
  (Feeblemind), Cloak of Resistance +1, Potion of Cure Light 
  Wounds (x4), silver holy symbol (Pholtus), belt pouch 
  43gp 
  Radiance:  Light descriptor spells have the radius of 
  illumination is doubled and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor. 
  Extra Greater Turning:  Thrasaric can perform a 
  greater turning 5 times per day (once for the Sun 
  domain, and 4 additional for Radiant  Servant). 
  Divine Health(Ex):  Thrasaric is immune to all 
  diseases, including magical diseases such as mummy 
  rot and lycanthropy. 
  Empower Healing(Ex):  Domain spells from the 
  Healing domain are affected as though by the 
  Empower Spell feat.  This spell does not use up a 
  higher-level slot. 
  Aura of Warding (Su):  Thrasaric and all allies within 
  10 feet of him gain a +2 morale bonus on all Will 
  saving throws. 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus.  He 
  begins with Sanctuary then casts area effect spells to 
  support his allies. 
   
  Encounter 6 
  Zylinchin 
   
   
   
  CR 12 
  Male human (Oeridian) Fighter 12 
  LN Medium humanoid 
  Init +4; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 25 [+1 Dex, +10 armor, +4 shield] (touch 11, flat-
  footed 24) 
  hp 108 (12d10+24 HD) 
  Fort +10, Ref +5, Will +5 
  Speed 20 ft. (6 squares) 
  Melee +1 Lance +18/+9/+4 (1d8+7, 19-20/x3),  
                Spirited charge: +1 lance +20 (3d8+21, 19-20/x3) 
  Melee +2 Bane Outsiders (Evil) Longsword +20/+15/+10 
  (1d8+10/17-20) 
  Base Atk +12/+7/+2; Grp: +16 
  Abilities Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 14 
  Feats Alertness, Greater Weapon Focus (longsword), 
  Greater Weapon Specialization (longsword), Improved 
  Critical (lance), Improved Critical (longsword), 
  Improved Initiative, Mounted Combat, Power Attack, 
  Power Critical, Ride by Attack, Spirited Charge, 
  Weapon Focus (lance), Weapon Specialization (lance), 
  NMR5-08 Fighting the Headwind 
   
  Page 45 
  
  Weapon Focus (longsword), Weapon Specialization 
  (longsword) 
  Melee Morningstar +12/+7 (1d8+3/19-20x2 plus 1d8 
  sonic on a critical hit and a DC14 Fortitude save or 
  permanent deafness) 
  Skills Diplomacy +7 (10r), Handle Animal +15 (13r), 
  Intimidate +12 (10r), Knowledge (Religion) +7 (12r), 
  Ride +20 (15r). 
  Range Light Crossbow +11/+8 (+9/+6 when mounted) 
  (1d6) 
  Possessions Lance +1, Outsider (Evil) Bane Longsword +2, 
  full plate +2, heavy steel shield +2, Ring of Freedom of 
  Movement, Ring of Sustenance, Potion Cure Critical Wounds 
  (3), Heavy Warhorse (Evil’s Bane), chain shirt barding +2, 
  Military Saddle, Horseshoes of the Zephyr. 
  Base Atk +9/+4; Grp: +11 
  Cleric Spells Prepared (CL12) 
  DC 14+spell level 
  0 – Detect Magic, Guidance, Light, Read Magic, 
  Resistance (x2),  
  Hook Zylinchin is the chief Fiendfinder-General of 
  the Valorous League of Blindness.  He became an 
  enthusiastic convert to Pholtus’ faith during the wars. 
  He has bought the story that fiends are at work all 
  around Nyrond (and, after all, he’s seen them in Almor 
  and in the Bandit Kingdoms, so he has some evidence 
  for his belief). He roams the northern lands looking for 
  wickedness and souls to convert, often at sword point. 
  However, he also dispenses alms to peasants if they 
  follow Pholtus and for this reason not everyone hates 
  him. 
  1 – Bane, Bless, Cause Fear, Protection from Chaos, 
  Obscuring Mist, Resurgence, Endure ElementsD 
  2 – Deific Vengeance, Hold Person, Resist Energy 
  (Fire), Spiritual Weapon, Wave of Grief, Heat MetalD 
  3 – Bestow Curse, Blindness (x2), Flames of Faith, 
  Lesser Vigor (Mass), Searing LightD
  4 – Castigate (x2), Divine Power, Freedom of 
  Movement, Fire ShieldD 
  5 – (Chain) Hold Person, Stalwart Pact(Zylinchin), 
  Wall of Stone, Flame StrikeD 
  6 – Heal, Heroes’ Feast, Fire Seeds (one 12d6 acorn)D 
   
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 18, Cha 8 
  Evil’s Bane 
   
   
   
  CR 5 
  Feats Chain Spell, Combat Casting, Divine Metamagic 
  (Empower), Empower Spell, Mounted Combat, Split 
  Ray. 
  Male heavy warhorse 
  N Large animal 
  Init +3; Senses: Listen +6, Spot +5 
  Turn Attempts  3 (3 used per metamagic empower) 
  AC 26 [+4 Dex, +6 armor, +6 natural] (touch 14, flat-
  footed 22) 
  Skills Concentration +17 (+21) (15r), Knowledge 
  (Planes) +10 (10r), Knowledge (Religion) +10 (10r), 
  Spellcraft +10 (10r). 
  hp 90 (10d8+40 HD) 
  Possessions  Thundering Morningstar +1, Light 
  Crossbow, 20 bolts, Breastplate +1, Heavy Steel Shield +1, 
  Periapt of Wisdom +2, Ring of Protection +2, Necklace of 
  the Blinding Light (Fire Ball, type II), Tanglefoot Bag (x2), 
  Heavy Warhorse, Military Saddle, purple cloak, belt 
  pouch with 67gp, Potion Fly, Potion Barkskin +2. 
  Fort +11, Ref +11, Will +5 
  Speed 50 ft. (8 squares) 
  Melee 2 Hooves +14 (1d6+7) and bite +9 (1d4+3) 
  Base Atk +7; Grp: +18 
  Abilities Str 24, Dex18, Con18, Int2, Wis14, Cha6 
  Feats Endurance, Improved Natural Armor (x2), Run 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible. 
  Skills Listen +5, Spot +4. 
  Possessions Chain shirt barding +2, Military Saddle, 
  Horseshoes of the Zephyr. 
  Combative Mount (Ex): Evil’s Bane grants Zylinchin 
  a +2 circumstance bonus to Ride checks. 
  Hook Evil’s Bane is a specially bred heavy horse that 
  has been trained as a warbeast.  He is shining white and 
  bears 
  brightly 
  polished 
  chain 
  shirt 
  barding 
  emblazoned with the symbol of Pholtus.  He does not 
  allow himself to be ridden by any but Zylinchin and 
  will destroy himself without his true master. 
   
  Folmar  
   
   
   
  CR 12 
  Male human (Oeridian) Cleric 12 
  LN Medium humanoid 
  Init +2; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 23 [+2 Dex, +6 armor, +3 shield, +2 deflection] 
  (touch 14 flat-footed 21) 
  hp 90 (12d8+24 HD) 
  Fort +10 Ref +6 Will +11 
  Speed 20 ft. (4 squares) 
  NMR5-08 Fighting the Headwind 
   
  Page 46 
  
  Appendix Eight − APL 14
  Encounter 1 
  Ariaric  
   
   
   CR 13 
  Male human (Oeridian) Bard 8/Evangelist 5 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 18 [+1 Dex, +5 armor, +2 deflection] (touch 13, flat-
  footed 17) 
  hp 59 (13d6 HD)  
  Fort +3, Ref +7, Will +11
  Speed 30 ft. (6 squares) 
  Melee +8 (1d6) 
  Range +9 (1d4) 
  Base Atk +8; Grp: +7 
  Bard Spells Known (CL8)  
  Cast 0 – 3, 1st – 5, 2nd – 4, 3rd – 2 per day 
  0 – Light, Dancing Lights, Ghost Sound,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Distort Speech*, Inspirational Boost*, Silent Image, 
  Ventriloquism 
  2 – Enthrall, Fly, Glitterdust, Mirror Image 
  3 – Blink, Slow, Summon Monster III
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 20 
  SQ 
  bardic 
  music (13/day), bardic knowledge, 
  countersong, fascinate, fast talk, great orator (inspire 
  hope, inflame the righteous, convert the unfaithful*), 
  inspire courage +2, inspire competence, skill mastery 
  (Bluff, Diplomacy), suggestion. 
  *See Appendix Ten - Evangelist 
  Feats Danger Sense*, Disguise Spell*, Improved 
  Initiative, Negotiator, Persuasive, Skill Focus (Perform 
  Oratory) 
  Skills Bluff +23 (16r), Concentration +11 (11r), 
  Diplomacy +17 (10r), Intimidate +7 (0r), Gather 
  Information +9 (5r), Knowledge (Religion) +17 (16r), 
  Perform (Oratory) +24 (16r), Knowledge (Arcane) +17 
  (16r), Knowledge (Local) +12 (11r), Sense Motive +20 
  (16r), Use Magic +16 (11r) 
  Possessions Quarterstaff +1, Mithral Chainshirt +1, Mwk 
  sling w/10 bullets, vestments, belt pouch with 40 gp, 
  Cloak of Charisma +2, Ring of Protection +2, Periapt of 
  Health, Phylactery of Faithfulness, Wand Cure Light, 
  Wounds, Wand of Magic Missle (5th), Scroll Expeditious 
  Retreat, Scroll Shield, Potion Cure Moderate Wounds, 
  Necklace of the Blinding Light (Fireballs) type III. 
  Inspire Hope (Su):  Ariaric can inspire a spiritual 
  resilience in himself and all allies within 30 feet giving 
  +4 sacred bonus on Will saves.  Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds therafter.  Inspire hope is a mind-
  affecting ability. 
  Inflame the Righteous (Su):  Ariaric can wreath himself 
  and any of his allies within 30 feet in divine flame, 
  gaining the benefit of the fire shield spell at a caster 
  level of 10.  The damage caused by the spell is, 
  however, purely divine and not subject to a creature’s 
  resistance or immunity to fire.  This oratory requires a 
  full-round 
  action 
  to 
  perform 
  and 
  requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds thereafter. 
  Hook Ariaric is an Evangelist (PrC).  He moves into 
  large crowds singing about Pholtus.  He wants to speak 
  to as many as possible to convert them to his deity.  
  The party finds Ariaric speaking to the crowd in Trigol. 
   
   
  Sunilda  
   
   
  CR 15 
  Female human (Flan) Fighter 15 
  LN Medium humanoid 
  Init +1; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 27 [+1 Dex, +10 armor, +4 shield, +2 deflection] 
  (touch 13, flat-footed 26) 
  hp 158 (15d10+60 HD)  
  Fort +12, Ref +6, Will +7 
  Speed 20 ft. (4 squares) 
  Melee Longsword +24/+19/+12 (1d8+11 plus 1d6 fire, 
  17-20) 
  Base Atk +15/+10/+5; Grp: +21 
  Abilities Str 23, Dex 12, Con 16, Int 10, Wis 14, Cha 8 
  Feats Cleave, Diehard, Endurance, Eyes in the Back of 
  Your Head, Great Cleave, Greater Weapon Focus 
  (Longsword), 
  Greater 
  Weapon 
  Specialization 
  (Longsword), Improved Critical, Improved Initiative, 
  Improved Toughness, Power Attack, Power Critical, 
  Quick Draw, Weapon Focus (Longsword), Weapon 
  Specialization (Longsword) 
  Skills Handle Animal +15 (16r), Intimidate +15 (16r), 
  Jump +6 (6r), Ride +17 (16r);  
  Possessions Flaming Burst Longsword +1, Full Plate 
  Armor +2, Heavy Steel Shield +2, Light Riding Horse, 
  Amulet of Health +2, Belt of Giant Strength +4, Ring of 
  Protection +2, Potion Haste, Potion Cure Serious Wounds. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric. Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Battlebriar 
   
   
   
  CR 15 
  Huge Plant 
  Neutral 
  Init -2; Senses: Listen +0, Spot +0 
  Languages none 
  AC 30 (-2 size, -2 Dex, +24 natural), touch 6, flat-footed 
  30 
  NMR5-08 Fighting the Headwind 
   
  Page 47 
  
  hp 312 (25d8+200) 
  Fort +22, Ref +6, Will +10 
  Speed 30 ft. 
  Melee: 4 slams +28 melee (2d6+11/19-20) 
  Base Atk +18; Grp +37 
  Space/Reach 15ft./10ft. 
  Abilities Str 32, Dex 6, Con 27, Int 5, Wis 10, Cha 7 
  SA Impale, improved grab, throne volley, trample 
  2d6+16 
  SQ Darkvision 60 ft., low-light vision, plant traits, 
  resistance to electricity 20 and fire 20, thorn field 
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Improved Critical (slam), Improved Natural 
  Attack, (slam), Iron Will, Power Attack, Weapon Focus 
  (slam) 
  Skills Hide +18 
  Possessions none 
  Hook Perhaps attracted to the area because of the 
  recent civil war in Nyrond or created by Sewardt 
  himself, the creatures have been seen recently around 
  small towns. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 15 
  Male human (Flan) Fighter 13 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 27 [+1 Dex, +7 armor, +4 shield, +2 deflection, +3 
  natural] (touch 13, flat-footed 26) 
  hp 127 (13d10+39 HD) 
  Fort +11, Ref +5 Will +5 
  Speed 30 ft. (6 squares) 
  Melee +1 Longsword +20/+15/+10 (1d8+9 plus 1d6 fire) 
   or +1 Longsword +16/+11/+6 (1d8+9 plus 1d6 fire) and 
  Shield Bash +16 (1d4+4).  
  Base Atk +13/+8/+3; Grp: +21 
  Abilities Str 18, Dex 13, Con 16, Int 13, Wis 12, Cha 8 
  Feats Combat Reflexes, Dodge, Elusive Target,Greater 
  Weapon 
  Focus 
  (longsword), 
  Greater 
  Weapon 
  Specialization 
  (longsword), 
  Improved 
  Grapple, 
  Improved Shield Bash, Mobility, Power Attack, 
  Powerful Charge, Two-Weapon Fighting, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization 
  (longsword). 
  Skills Climb +16 (16r), Jump +16 (16r), Knowledge 
  (Religion) +9 (16r), Swim +12 (16r). 
  Possessions Flaming Longsword +1, Breastplate +2, Heavy 
  Steel Shield +2, Gauntlets of Ogre Power +2, Amulet of 
  Health +2, Potion Cure Serious Wounds, Potion of Blur, 
  Potion Barkskin +4, Ring of Protection +2, purple cloak, 
  belt pouch 65 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 13 
  Male Half-elf Clr 6/Radiant Servant 7 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 19 [-1 Dex, +7 armor, +3 shield] (touch 9, flat-footed 
  20) 
  hp 87 (6d8+12 plus 7d6+14 HD)  
  Fort +12, Ref +4, Will +12 
  Speed 20 ft. (4 squares) 
  Melee +1 Thundering Heavy Mace +10 (1d8+2) 
  Base Atk +9; Grp: +10 
  Cleric Spells Prepared (CL13) 
  DC 16+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Light, 
  Resistance, Virtue 
  1 – Bane, Bless, Divine Favor (Huneric), Protection 
  from Chaos, Shield of Faith, Sanctuary, Endure 
  ElementsD 
  2 – Aid, Bear’s Endurance, Bull’s Strength (Huneric), 
  Hold Person, Resist Energy (Fire), Spiritual Weapon, 
  Heat MetalD 
  3 – Blindness, Dispel Magic, Invisibility Purge, Prayer, 
  Searing LightD
  4 – Divine Power, Freedom of Movement, Imbue with 
  Spell Ability (Huneric), Restoration, Fire ShieldD 
  5 – Commune, True Seeing, Wall of Stone, Flame 
  StrikeD 
  6 – Heal, Heroes’ Feast, Fire Seeds (one 11d6 Acorn)D 
  7 – Holy Word, SunbeamD 
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells), Inquisition (Gain a +4 
  bonus on all dispel checks). 
  Abilities Str 13, Dex 8, Con 14, Int 10, Wis 22, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects, divine health 
  Feats Combat Casting, Divine Metamagic (Quicken), 
  Extra Turning, Quicken Spell, Sacred Healing 
  Turn Attempts:  8 (5 used per metamagic quicken) 
  Skills Concentration +18 (+22 defensive) (16r), Heal 
  +12 (10r), Spellcraft +13 (11r), Knowledge (Planes) +13 
  (11r), Knowledge (Religion) +18 (16r).  
  Possessions Thundering Heavy Mace +1, Breastplate +2, 
  Heavy Steel Shield +1, Ring of Counterspells (Feeblemind), 
  Periapt of Wisdom +4, Cloak of Resistance +1, silver holy 
  symbol (Pholtus), belt pouch 93gp. 
  Radiance:  Light descriptor spells have the radius of 
  illumination is doubled and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor. 
  Extra Greater Turning:  Thrasaric can perform a 
  greater turning 5 times per day (once for the Sun 
  domain, and 4 additional for Radiant  Servant). 
  NMR5-08 Fighting the Headwind 
   
  Page 48 
  
  Divine Health(Ex):  Thrasaric is immune to all 
  diseases, including magical diseases such as mummy 
  rot and lycanthropy. 
  Aura of Warding (Su):  Thrasaric and all allies within 
  10 feet of him gain a +2 morale bonus on all Will 
  saving throws. 
  Maximize Healing (Ex):  Domain spells from the 
  Healing domain are affected as though by the 
  Maximize Spell feat.  The spell does not use up a higher 
  level slot.   
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus.  He 
  begins with Sanctuary then casts area effect spells to 
  support his allies. 
   
  Encounter 6 
  Zylinchin 
   
   
   
  CR 12 
  Male human (Oeridian) Fighter 12 
  LN Medium humanoid 
  Init +4; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 25 [+1 Dex, +10 armor, +4 shield] (touch 11, flat-
  footed 24) 
  hp 108 (12d10+24 HD) 
  Fort +10, Ref +5, Will +5 
  Speed 20 ft. (6 squares) 
  Melee +1 Lance +18/+9/+4 (1d8+7, 19-20/x3),  
                Spirited charge: +1 lance +20 (3d8+21, 19-20/x3) 
  Melee +2 Bane Outsiders (Evil) Longsword +20/+15/+10 
  (1d8+10/17-20) 
  Base Atk +12/+7/+2; Grp: +16 
  Abilities Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 14 
  Feats Alertness, Greater Weapon Focus (longsword), 
  Greater Weapon Specialization (longsword), Improved 
  Critical (lance), Improved Critical (longsword), 
  Improved Initiative, Mounted Combat, Power Attack, 
  Power Critical, Ride by Attack, Spirited Charge, 
  Weapon Focus (lance), Weapon Specialization (lance), 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword) 
  Skills Diplomacy +7 (10r), Handle Animal +15 (13r), 
  Intimidate +12 (10r), Knowledge (Religion) +7 (12r), 
  Ride +20 (15r). 
  Possessions Lance +1, Outsider (Evil) Bane Longsword +2, 
  full plate +2, heavy steel shield +2, Ring of Freedom of 
  Movement, Ring of Sustenance, Potion Cure Critical Wounds 
  (3), Heavy Warhorse (Evil’s Bane), chain shirt barding +2, 
  Military Saddle, Horseshoes of the Zephyr. 
  Hook Zylinchin is the chief Fiendfinder-General of 
  the Valorous League of Blindness.  He became an 
  enthusiastic convert to Pholtus’ faith during the wars. 
  He has bought the story that fiends are at work all 
  around Nyrond (and, after all, he’s seen them in Almor 
  and in the Bandit Kingdoms, so he has some evidence 
  for his belief). He roams the northern lands looking for 
  wickedness and souls to convert, often at sword point. 
  However, he also dispenses alms to peasants if they 
  follow Pholtus and for this reason not everyone hates 
  him. 
   
  Evil’s Bane 
   
   
   
  CR 5 
  Male heavy warhorse 
  N Large animal 
  Init +3; Senses: Listen +6, Spot +5 
  AC 26 [+4 Dex, +6 armor, +6 natural] (touch 14, flat-
  footed 22) 
  hp 90 (10d8+40 HD) 
  Fort +11, Ref +11, Will +5 
  Speed 50 ft. (8 squares) 
  Melee 2 Hooves +14 (1d6+7) and bite +9 (1d4+3) 
  Base Atk +7; Grp: +18 
  Abilities Str 24, Dex18, Con18, Int2, Wis14, Cha6 
  Feats Endurance, Improved Natural Armor (x2), Run 
  Skills Listen +5, Spot +4. 
  Possessions Chain shirt barding +2, Military Saddle, 
  Horseshoes of the Zephyr. 
  Combative Mount (Ex): Evil’s Bane grants Zylinchin 
  a +2 circumstance bonus to Ride checks. 
  Hook Evil’s Bane is a specially bred heavy horse that 
  has been trained as a warbeast.  He is shining white and 
  bears 
  brightly 
  polished 
  chain 
  shirt 
  barding 
  emblazoned with the symbol of Pholtus.  He does not 
  allow himself to be ridden by any but Zylinchin and 
  will destroy himself without his true master. 
   
  Uldin 
   
   
   
   
  CR 12 
  Male human (Oeridian) Fighter 12 
  LN Medium humanoid 
  Init +1; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 23 [+2 Dex, +7 armor, +4 shield] (touch 12, flat-
  footed 21) 
  hp 108 (12d10+24 HD) 
  Fort +11, Ref +9, Will +8 
  Speed 20 ft. (4 squares) 
  Melee +1 Lance +18/13/8 (1d8+8, x3) 
  Spirited Charge +1 Lance +20 (3d8+24, x3) 
  Melee Longsword +15/+10/+5 (1d8+4, 19-20/x2) 
  Base Atk +12/+7/+2; Grp: +15 
  Abilities Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8 
  Feats Alertness, Animal Affinity, Greater Weapon 
  Focus (lance), Greater Weapon Specialization (lance), 
  Iron Will, Lightning Reflexes, Mounted Combat, 
  Power Attack, Ride-by Attack, Spirited Charge, 
  Trample, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance). 
  Skills Climb +7 (8r), Handle Animal +11 (10r), Jump 
  +11 (12r), Ride +21 (15r). 
  Possessions Lance +2, Longsword +1, Breastplate +2, 
  Heavy Steel Shield +2, Cloak of Resistance +2, Heavy 
  Warhorse, Military Saddle, purple cloak, Potion of Cure 
  Moderate Wounds, Potion Blur, Horseshoes of Speed, belt 
  pouch with 35 gp. 
  NMR5-08 Fighting the Headwind 
   
  Page 49 
  
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and trample any PCs looking like clerics.  If the 
  situation turns against Ruga and himself he will enter 
  Ruga’s Obscuring Mist to heal and reassess tactics. 
   
  Ruga 
   
   
   
   
  CR 12 
  Male human (Oeridian) Fighter 3/Cleric 4/Pious 
  Templar 1/Divine Oracle 4 
  LN Medium humanoid 
  Init +3; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 22 [+4 Dex, +6 armor, +2 shield] (touch 14, flat-
  footed 18) 
  hp 81 (4d10+4 plus 4d8+4 plus 4d6+4 HD) 
  Fort +12, Ref +10, Will +14 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +13/+8 (1d6+4) 
  Range Longbow +16/+11 (1d8+4) 
  Base Atk +9/+4; Grp: +11 
  Cleric Spells Prepared (CL8) 
  DC 12+spell level 
  0 – Cure Minor Wounds, Detect Magic, Light, 
  Guidance, Resistance, Virtue 
  1 – Divine Favor, Entropic Shield, Obscuring Mist, 
  Protection from Chaos, Resurgence, Detect Secret 
  DoorsD 
  2 – Bear’s Endurance, Calm Emotions, Remove 
  Paralysis, Resist Energy (Fire), Detect ThoughtsD 
  3 
  – 
  Magic 
  Vestment, 
  Prayer, 
  Searing 
  Light, 
  ClairvoyanceD 
  4 – Freedom of Movement, Magic Weapon, greater, 
  Order’s WrathD 
  Pious Templar Spells Prepared (CL1) 
  DC 12+spell level 
  1 – Bless Weapon 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells)
  Abilities Str 14, Dex 18, Con 12, Int 10, Wis 15, Cha 8 
  SQ mettle, prescient sense, trap sense+1, uncanny 
  dodge 
  Feats 
  Improved 
  Mounted 
  Archery, 
  Lightning 
  Reflexes, Mounted Archery, Mounted Combat, Point 
  Blank Shot, Skill Focus (Knowledge [Religion]), True 
  Believer, Weapon Focus (quarterstaff) 
  Skills Concentration +11 (1or), Handle Animal +4 (5r), 
  Heal +3 (1r), Knowledge (Religion) +10 (12r -4cc), 
  Knowledge (Planes) +5 (5r), Ride +14 (9r), Spellcraft +3 
  (3r).  
  Possessions Quarterstaff +1, +2 seeking composite 
  longbow, mighty +2, 60 arrows, Mithral Breastplate +1, 
  Buckler +1, Quiver of Pholtus, Bracers of Archery (Lesser), 
  Gloves of Dexterity +2, Cloak of Resistance +1, Heavy 
  Warhorse with Chainmail barding (+5 armor), Military 
  Saddle, purple cloak, belt pouch with 70gp, Potion of 
  Cure Serious  Wounds.  
  Mettle (Su): Ruga’s special blessing allows her to 
  shrug off magical effects that would otherwise harm 
  her.  If she makes a successful Will or Fortitude saving 
  throw that would normally reduce the spell’s effect, 
  she suffers no effect from the spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial,” 
  “Fortitude half,” or similar entries can be negated 
  through this ability. 
  Prescient Sense (Ex): If Ruga makes a successful 
  Reflex saving throw against an attack that normally 
  inflicts half damage on a successful save (such as a red 
  dragon's fiery breath or a fireball spell), she instead 
  takes no damage, since her prescience allowed her to 
  get out of the way faster. This form of evasion works no 
  matter what armor the divine oracle wears, unlike the 
  evasion ability used by monks and rogues. 
  Trap Sense (Ex): Ruga gains an intuitive sense that 
  alerts her to danger from traps, giving her a +1 bonus 
  on Reflex saves made to avoid traps and a +1 dodge 
  bonus to AC against attacks by traps. 
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He may double move his 
  horse and fire without penalties and may run his horse 
  with a -2 penalty. He begins combat with Entropic 
  Shield.  If the situation turns against Uldin and himself 
  he will cast Obscuring Mist to heal and reassess tactics. 
   
  Folmar  
   
   
   
  CR 12 
  Male human (Oeridian) Cleric 12 
  LN Medium humanoid 
  Init +2; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 23 [+2 Dex, +6 armor, +3 shield, +2 deflection] 
  (touch 12, flat-footed 21) 
  hp 90 (12d8+24 HD) 
  Fort +10 Ref +6 Will +11 
  Speed 20 ft. (4 squares) 
  Melee Morningstar +12/+7 (1d8+3/19-20x2 plus 1d8 
  sonic on a critical hit and a DC14 Fortitude save or 
  permanent deafness) 
  Range Light Crossbow +11/+8 (+9/+6 when mounted) 
  (1d6) 
  Base Atk +9/+4; Grp: +11 
  Cleric Spells Prepared (CL12) 
  DC 14+spell level 
  0 – Detect Magic, Guidance, Light, Read Magic, 
  Resistance (x2),  
  1 – Bane, Bless, Cause Fear, Protection from Chaos, 
  Obscuring Mist, Resurgence, Endure ElementsD 
  2 – Deific Vengeance, Hold Person, Resist Energy 
  (Fire), Spiritual Weapon, Wave of Grief, Heat MetalD 
  3 – Bestow Curse, Blindness, Flames of Faith, Lesser 
  Vigor (Mass), Searing LightD
  4 – Castigate (x2), Divine Power, Freedom of 
  Movement, Fire ShieldD 
  5 – (Chain) Hold Person, Stalwart Pact(Zylinchin), 
  Wall of Stone, Flame StrikeD 
  6 – Heal, Heroes’ Feast, Fire Seeds (one 12d6 acorn)D 
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  Page 50 
  
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 18, Cha 8 
  Feats Chain Spell, Combat Casting, Divine Metamagic 
  (Empower), Empower Spell, Mounted Combat, Split 
  Ray. 
  Turn Attempts  3 (3 used per metamagic empower) 
  Skills Concentration +17 (+21) (15r), Knowledge 
  (Planes) +10 (10r), Knowledge (Religion) +10 (10r), 
  Spellcraft +10 (10r). 
  Possessions  Thundering Morningstar +1, Light 
  Crossbow, 20 bolts, Breastplate +1, Heavy Steel Shield +1, 
  Periapt of Wisdom +2, Ring of Protection +2, Necklace of 
  the Blinding Light (Fire Ball, type II), Tanglefoot Bag (x2), 
  Heavy Warhorse, Military Saddle, purple cloak, belt 
  pouch with 67gp, Potion Fly, Potion Barkskin +2. 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible. 
  NMR5-08 Fighting the Headwind 
   
  Page 51 
  
  Appendix Nine − APL 16
  Encounter 1 
  Ariaric  
   
   
    
  CR 15 
  Male human (Oeridian) Bard 8/Evangelist 5/Seeker of 
  the Song 2 
  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Common, Flan 
  AC 19 [+1 Dex, +6 armor, +2 deflection] (touch 13, flat-
  footed 18) (21 when orating) 
  hp 68 (15d6 HD)  
  Fort +3, Ref +7, Will +14
  Speed 30 ft. (6 squares) 
  Melee +9/+4 (1d6 plus 1d6 flame) 
  Range +10 (1d4) 
  Base Atk +9; Grp: +8 
  Bard Spells Known (CL8)  
  Cast 0 – 3, 1st – 5, 2nd – 4, 3rd – 2 per day 
  0 – Light, Dancing Lights, Ghost Sound,  
  Prestidigitation, Read Magic, Resistance. 
  1 – Distort Speech, Inspirational Boost, Silent Image, 
  Ventriloquism 
  2 – Enthrall, Fly, Glitterdust, Mirror Image 
  3 – Blink, Slow, Summon Monster III
  Abilities Str 8, Dex 12, Con 10, Int 13, Wis 14, Cha 20 
  SQ 
  bardic 
  music (15/day), bardic knowledge, 
  countersong, fascinate, fast talk, great orator (inspire 
  hope, inflame the righteous, convert the unfaithful*), 
  inspire courage +3, inspire competence, skill mastery 
  (Bluff, Diplomacy), suggestion. 
  *See Appendix Ten - Evangelist 
  Feats Danger Sense, Disguise Spell, Improved 
  Initiative, Magical Aptitude, Negotiator, Persuasive, 
  Skill Focus (Perform [Oratory]) 
  Skills Bluff +23 (16r), Concentration +16 (15r), 
  Diplomacy +17 (10r), Intimidate +7 (0r), Gather 
  Information +9 (5r), Knowledge (Religion) +17 (16r), 
  Perform (Oratory) +26 (18r), Knowledge (Arcane) +17 
  (16r), Knowledge (Local) +12 (11r), Sense Motive +20 
  (16r), Spellcraft +6 (6r), Use Magic +18 (11r) 
  Possessions Flaming Burst Quarterstaff +1, Glamered 
  Mithral Chain shirt +2, Mwk sling w/10 bullets, 
  vestments, belt pouch with 40 gp, Bead of Force, Cloak of 
  Charisma +2, Ring of Protection +2, Periapt of Health, 
  Phylactery of Faithfulness, Wand Cure Light, Wounds, 
  Wand of Magic Missle (5th), Scroll Expeditious Retreat, Scroll 
  Shield, Potion Cure Moderate Wounds, Necklace of the 
  Blinding Light (Fireballs) type III. 
  Inspire Hope (Su):  Ariaric can inspire a spiritual 
  resilience in himself and all allies within 30 feet, giving 
  +4 sacred bonus on Will saves.  Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds thereafter.  Inspire hope is a mind-
  affecting ability. 
  Inflame the Righteous (Su):  Ariaric can wreath himself 
  and any of his allies within 30 feet in divine flame, 
  gaining the benefit of the fire shield spell at a caster 
  level of 10.  The damage caused by the spell is, 
  however, purely divine and not subject to a creature’s 
  resistance or immunity to fire.  This oratory requires a 
  full-round 
  action 
  to 
  perform 
  and 
  requires 
  concentration each round to continue the effect.  The 
  effect lasts as long as the evangelist speaks and for 
  three rounds thereafter. 
  Rapture of the Song (Su):  Ariaric gains a +2 insight 
  bonus to Armor Class whenever he uses his bardic 
  music ability, seeker music, or a similar ability. 
  Seeker Music:  Each use of seeker music costs one 
  daily use of bardic music to activate.  Some seeker 
  music effects include a secondary effect, called a 
  refrain.  In any round when a seeker concentrates on a 
  seeker music effect and expends another use of bardic 
  music, she can activate the refrain associated with that 
  seeker music effect.  Using a refrain is a swift action 
  (see page 86) that does not provoke attacks of 
  opportunity.  The original effects of the song do not 
  end; the seeker can maintain the song and activate the 
  refrain simultaneously. 
   
  Burning Melody (Su):  Ariaric can gather a glimmer 
  of the power of the primal music and gain some 
  control over fire through this music giving himself  
  and all allies within 30 feet who can hear gain 
  resistance to fire 15.  An ally benefits from this effect 
  for as long as it can hear the seeker sing. 
   
  Burning Melody, Refrain:  When he uses the refrain 
  with his burning melody, Ariaric shoots a 30-foot cone 
  of fire from his fingertips.  The cone deals 6d6 points of 
  fire damage to creatures in its area.  A successful Reflex 
  save (DC 28) halves the damage. 
   
  Song of Unmaking (Su): Ariaric can turn a fragment 
  of the primal music’s power against constructs, 
  expending a use of bardic music and making a Perform 
  check to deal 2d8 points of damage to all constructs 
  within a 30-foot burst (no save). 
  Combine Songs (Ex):  Ariaric can combine two types 
  of bardic music or seeker music to provide the benefits 
  of both.  Ariaric chooses two music abilities and 
  activates both using the same standard action.  If either 
  or both require concentration, the seeker can maintain 
  concentration on both by using one standard action 
  each round to concentrate.  The normal stacking rules 
  for bonus types apply to music abilities combined with 
  this ability. 
  Hook Ariaric is an Evangelist (PrC).  He moves into 
  large crowds singing about Pholtus.  He wants to speak 
  to as many as possible to convert them to his deity.  
  The party finds Ariaric speaking to the crowd in Trigol. 
   
  Sunilda  
   
   
  CR 17 
  Female human (Flan) Fighter 17 
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  LN Medium humanoid 
  Init +5; Senses: Listen +2, Spot +2 
  Languages Flan 
  AC 27 [+1 Dex, +10 armor, +4 shield, +2 deflection] 
  (touch 13, flat-footed 26) 
  hp 179 (17d10+68 HD) 
  Fort +18, Ref +11, Will +12 
  Speed 20 ft. (4 squares) 
  Melee Longsword +27/+22/+17/+12 (1d8+16 plus 1d6 
  flame, 17-20) (2 handed) 
  Base Atk +17/+12/+7/+2; Grp: +24 
  Abilities Str 24, Dex 12, Con 16, Int 10, Wis 14, Cha 8 
  Feats Cleave, Diehard, Dodge, Endurance, Eyes in the 
  Back of Your Head, Great Cleave, Greater Weapon 
  Focus (Longsword), Greater Weapon Specialization 
  (Longsword), Improved Bull Rush, Improved Critical, 
  Improved Initiative, Improved Toughness, Power 
  Attack, Power Critical, Quick Draw, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
  Skills Handle Animal +15 (16r), Intimidate +17 (18r), 
  Jump +10 (9r), Ride +18 (17r);  
  Possessions Flaming Burst Longsword +1, Full Plate 
  Armor +2, Animated Heavy Steel Shield +2, Light Riding 
  Horse, Boots of Speed, Cloak of Resistance +5, Ring of 
  Sustenance, Amulet of Health +2, Belt of Giant Strength +4, 
  Ring of Protection +2, Potion Cure Serious Wounds. 
  Hook Sunilda is devoted to defending Ariaric.  Many 
  times in their travels individuals not very fond of the 
  message of Pholtus confront Ariaric. Sunilda makes 
  sure the populous does not harm him. 
   
  Encounter 2 
  Battlebriar, advanced 
   
   
  CR 17 
  Huge Plant 
  Neutral 
  Init -2; Senses: Listen +0, Spot +0 
  Languages none 
  AC 30 (-2 size, -2 Dex, +24 natural), touch 6, flat-footed 
  30 
  HD 33d8+200 (445) 
  Fort +26, Ref +8, Will +12 
  Speed 30 ft. 
  Melee:  4 slams +35 melee (2d6+11/19-20) 
  Base Atk +24; Grp +41 
  Space/Reach 15ft./10ft. 
  Abilities Str 32, Dex 6, Con 28, Int 5, Wis 10, Cha 7 
  SA Impale, improved grab, throne volley, trample 
  2d6+16 
  SQ Darkvision 60 ft., low-light vision, plant traits, 
  resistance to electricity 20 and fire 20, thorn field 
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Improved Critical (slam), Improved Natural 
  Armor, Improved Natural Attack (slam), Iron Will, 
  Power Attack, Power Critical, Snatch, Weapon Focus 
  (slam). 
  Skills Hide +26 
  Possessions none 
  Hook Perhaps attracted to the area because of the 
  recent civil war in Nyrond or created by Sewardt 
  himself, the creatures have been seen recently around 
  small towns. 
   
  Encounter 2 
  Huneric and Chagan 
   
   
  CR 17 
  Male human (Flan) Fighter 15 
  LN Medium humanoid 
  Init +1; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 24 [+1 Dex, +7 armor, +4 shield, +2 deflection] 
  (touch 13, flat-footed 23) 
  hp 147 (15d10+45 HD) 
  Fort +12, Ref +6 Will +6 
  Speed 30 ft. (6 squares) 
  Melee +1 Longsword +23/+18/+13 (1d8+10 plus 1d6 
  fire, 17-20/x2) or +1 Longsword +19/+14/+9 (1d8+10 
  plus 1d6 fire, 17-20/x2) and Shield Bash +19 (1d4+6).  
  Base Atk +15/+10/+5; Grp: +24 
  Spells Prepared (Huneric only): (from Thrasaric) 
  Bull’s Strength, Divine Favor 
  Abilities Str 20, Dex 13, Con 16, Int 13, Wis 12, Cha 8 
  Feats Blind Fight, Dodge, Elusive Target, Greater 
  Weapon 
  Focus 
  (longsword), 
  Greater 
  Weapon 
  Specialization 
  (longsword), 
  Improved 
  Critical, 
  Improved Grapple, Improved Shield Bash, Mobility, 
  Power Attack, Powerful Charge, Power Critical, Two-
  Weapon 
  Fighting, 
  Weapon 
  Focus 
  (longsword), 
  Weapon Specialization (longsword). 
  Skills Climb +19 (18r), Jump +19 (18r), Knowledge 
  (Religion) +10 (18r), Swim +15 (18r). 
  Possessions Flaming Longsword +1, Breastplate +2, Heavy 
  Steel Shield +2, Belt of Giant Strength +4, Amulet of Health 
  +2, Potion Cure Serious Wounds, Potion of Blur, Potion 
  Barkskin +4, Ring of Protection +2, purple cloak, belt 
  pouch 65 gp. 
  Hook Huneric and Chagan are Valorous League of 
  Blindness knights in training.  They are devoted to 
  Pholtus and to Zylinchin’s cause.  They will carry out 
  Zylinchin’s orders in the belief they can force Nyrond 
  to secede the County of Woodverge.  They are under 
  orders to discover the intent of anyone approaching 
  Kerrinn armed. 
   
  Thrasaric 
   
   
   
  CR 15 
  Male Half-elf Clr 6/Radiant Servant 9 
  LN Medium humanoid 
  Init -1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 21 [-1 Dex, +7 armor, +5 shield] (touch 9, flat-footed 
  22) 
  hp 99 (6d8+12 plus 9d6+18 HD)  
  Fort +13, Ref +4, Will +17 
  Speed 20 ft. (4 squares) 
  Melee +1 Thundering Heavy Mace +11/+6 (1d8+2) 
  Base Atk +10/+5; Grp: +11 
  Cleric Spells Prepared (CL15) 
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  Page 53 
  
  DC 16+spell level 
  0 – Cure Minor, Detect Magic, Guidance, Light, 
  Resistance, Virtue 
  1 – Bane, Bless, Divine Favor (Huneric), Protection 
  from Chaos, Shield of Faith, Sanctuary, Endure 
  ElementsD 
  2 – Aid, Bear’s Endurance, Bull’s Strength (Huneric), 
  Hold Person, Resist Energy (Fire), Spiritual Weapon, 
  Heat MetalD 
  3 – Bestow Curse, Blindness, Dispel Magic, Invisibility 
  Purge, Prayer, Searing LightD
  4 – Divine Power, Freedom of Movement, Imbue with 
  Spell Ability (Huneric), Restoration, Fire ShieldD 
  5 – Break Enchantment, Commune, True Seeing, Wall 
  of Stone, Flame StrikeD 
  6 – Blade Barrier, Heal, Heroes’ Feast, Fire Seeds (one 
  11d6 Acorn)D 
  7 – Cure Serious Wounds (Mass), Holy Word, 
  SunbeamD 
  8 – Shield of Law, SunburstD 
  Domains: Sun (1/day: greater turning – undead 
  creatures that would be turned are destroyed), Law (+1 
  caster level to law spells), Inquisition (Gain a +4 
  bonus on all dispel checks). 
  Abilities Str 12, Dex 8, Con 14, Int 14, Wis 22, Cha 12 
  SQ immune to sleep, Low-light vision, +2 bonus to saves 
  versus enchantment spells or effects 
  Feats Augment Healing, Combat Casting, Divine 
  Metamagic (Quicken), Extra Turning, Quicken Spell, 
  Sacred Healing 
  Turn Attempts:  8 (5 used per metamagic quicken) 
  Skills Concentration +20 (+24 defensive) (18r), Heal 
  +14 (12r), Spellcraft +14 (12r), Knowledge (Planes) +14 
  (12r), Knowledge (Religion) +20 (18r).  
  Possessions Thundering Heavy Mace +1, Breastplate +2, 
  Heavy Steel Shield +3, Ring of Counterspells (Feeblemind), 
  Periapt of Wisdom +4, Cloak of Resistance +1, Bead of Force, 
  silver holy symbol (Pholtus), belt pouch 93gp. 
  Radiance:  Light descriptor spells have the radius of 
  illumination is doubled and the spell is treated as if it 
  were one level higher than it actually is for all 
  purposes, including determining whether it can 
  counter or dispel a spell with the darkness descriptor. 
  Extra Greater Turning:  Thrasaric can perform a 
  greater turning 5 times per day (once for the Sun 
  domain, and 4 additional for Radiant Servant). 
  Divine Health (Ex):  Thrasaric is immune to all 
  diseases, including magical diseases such as mummy 
  rot and lycanthropy. 
  Aura of Warding (Su):  Thrasaric and all allies within 
  10 feet of him gain a +2 morale bonus on all Will 
  saving throws. 
  Maximize Healing (Ex):  Domain spells from the 
  Healing domain are affected as though by the 
  Maximize Spell feat.  The spell does not use up a higher 
  level slot.   
  Positive Energy Burst (Su):  Thrasaric can create a 
  positive energy burst that deals 9d6 points of damage 
  to all undead creatures within 100 feet.  Undead are 
  allowed a Reflex save (DC 17) to avoid half the damage. 
   This supernatural ability uses up two turning attempts. 
  Hook Thrasaric is a Radiant Servant of Pholtus in 
  training.  He is devoted to Pholtus and to Zylinchin’s 
  cause.  He leads the fighters in following Pholtus.  He 
  begins with Sanctuary then casts area effect spells to 
  support his allies. 
   
  Encounter 6 
  Zylinchin 
   
   
   
  CR 14 
  Male human (Oeridian) Fighter 14 
  LN Medium humanoid 
  Init +5; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 25 [+1 Dex, +10 armor, +4 shield] (touch 11, flat-
  footed 24) 
  hp 126 (14d10+28 HD) 
  Fort +11, Ref +5, Will +5 
  Speed 20 ft. (6 squares) 
  Melee +1 Lance +20/+15/+10 (1d8+7, 19-20/x3), 
               Spirited charge: +1 lance +22 (3d8+21, 19-20/x3) 
  Melee +2 Bane Outsiders (Evil) Longsword +22/+17/+12 
  (1d8+10/17-20/x2) 
  Base Atk +14/+9/+4; Grp: +18 
  Abilities Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 14 
  Feats Alertness, Cleave, Greater Weapon Focus 
  (longsword), 
  Greater 
  Weapon 
  Specialization 
  (longsword), Improved Critical (lance), Improved 
  Critical (longsword), Improved Initiative, Mounted 
  Combat, Power Attack, Power Critical, Ride by Attack, 
  Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance), Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
  Skills Diplomacy +7 (10r), Handle Animal +17 (15r), 
  Intimidate +12 (10r), Knowledge (Religion) +9 (16r), 
  Ride +22 (17r). 
  Possessions Lance +1, Outsider (Evil) Bane Longsword +2, 
  full plate +2, heavy steel shield +2, Ring of Freedom of 
  Movement, Ring of Sustenance, Potion Cure Critical Wounds 
  (3), Heavy Warhorse (Evil’s Bane), chain shirt barding +2, 
  Military Saddle, Horseshoes of the Zephyr. 
  Spells: Heroes’ Feast, Stalwart Pact 
  Hook Zylinchin is the chief Fiendfinder-General of 
  the Valorous League of Blindness.  He became an 
  enthusiastic convert to Pholtus’ faith during the wars. 
  He has bought the story that fiends are at work all 
  around Nyrond (and, after all, he’s seen them in Almor 
  and in the Bandit Kingdoms, so he has some evidence 
  for his belief). He roams the northern lands looking for 
  wickedness and souls to convert, often at sword point. 
  However, he also dispenses alms to peasants if they 
  follow Pholtus and for this reason not everyone hates 
  him. 
   
  Evil’s Bane 
   
   
   
  CR 5 
  Male heavy warhorse 
  N Large animal 
  Init +3; Senses: Listen +6, Spot +5 
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  Page 54 
  
  AC 26 [+4 Dex, +6 armor, +6 natural] (touch 14, flat-
  footed 22) 
  hp 90 (10d8+40 HD) 
  Fort +11, Ref +11, Will +5 
  Speed 50 ft. (8 squares) 
  Melee 2 Hooves +14 (1d6+7) and bite +9 (1d4+3) 
  Base Atk +7; Grp: +18 
  Abilities Str 24, Dex18, Con18, Int2, Wis14, Cha6 
  Feats Endurance, Improved Natural Armor (x2), Run 
  Skills Listen +5, Spot +4. 
  Possessions Chain shirt barding +2, Military Saddle, 
  Horseshoes of the Zephyr. 
  Combative Mount (Ex): Evil’s Bane grants Zylinchin 
  a +2 circumstance bonus to Ride checks. 
  Hook Evil’s Bane is a specially bred heavy horse that 
  has been trained as a warbeast.  He is shining white and 
  bears 
  brightly 
  polished 
  chain 
  shirt 
  barding 
  emblazoned with the symbol of Pholtus.  He does not 
  allow himself to be ridden by any but Zylinchin and 
  will destroy himself without his true master. 
   
  Uldin 
   
   
   
   
  CR 14 
  Male human (Oeridian) Fighter 14 
  LN Medium humanoid 
  Init +1; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 23 [+2 Dex, +7 armor, +4 shield] (touch 12, flat-
  footed 21) 
  hp 126 (14d10+28 HD) 
  Fort +13, Ref +10, Will +9 
  Speed 20 ft. (4 squares) 
  Melee +2 Lance +23/18/13 (1d8+11,19-20/x3) 
  Spirited Charge +2 Lance +25 (3d8+33, 19-20/x3) 
  Melee +1 Longsword +20/+15/+10 (1d8+6, 19-20/x2) 
  Base Atk +14/+9/+4; Grp: +19 
  Abilities Str 21, Dex 14, Con 14, Int 10, Wis 12, Cha 8 
  Feats Alertness, Animal Affinity, Greater Weapon 
  Focus (lance), Greater Weapon Specialization (lance), 
  Improved Critical (lance), Iron Will, Lightning 
  Reflexes, Mounted Combat, Power Attack, Ride-by 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (lance), Weapon Specialization (lance). 
  Skills Climb +10 (11r), Handle Animal +12 (11r), Jump 
  +11 (12r), Ride +23 (17r). 
  Possessions Lance +2, Longsword +1, Breastplate +2, 
  Heavy Steel Shield +2, Cloak of Resistance +2, Belt of Giant 
  Strength +4, Heavy Warhorse, Military Saddle, purple 
  cloak, Potion of Cure Moderate Wounds, Potion Blur, 
  Horseshoes of Speed, belt pouch with 35 gp. 
  Hook Uldin is a Valorous League of Blindness 
  member.  He stays out of close combat relying on his 
  mounted combat abilities.  He begins combat with a 
  charge and trample any PCs looking like clerics.  If the 
  situation turns against Ruga and himself he will enter 
  Ruga’s Obscuring Mist to heal and reassess tactics. 
   
  Ruga 
   
   
   
   
  CR 14 
  Male human (Oeridian) Fighter 3/Cleric 4/Pious 
  Templar 1/Divine Oracle 6 
  LN Medium humanoid 
  Init +3; Senses: Listen +1, Spot +1 
  Languages Common 
  AC 25 [+5 Dex, +7 armor, +3 shield] (touch 15, flat-
  footed 20) 
  hp 90 (4d10+4 plus 4d8+4 plus 6d6+6 HD) 
  Fort +14, Ref +14, Will +16 
  Speed 20 ft. (4 squares) 
  Melee Quarterstaff +14/+9 (1d6+4) 
  Range Longbow +18/+13 (1d8+3) 
  Base Atk +10/+5; Grp: +12 
  Cleric Spells Prepared (CL10) 
  DC 12+spell level 
  0 – Cure Minor Wounds, Detect Magic, Light, 
  Guidance, Resistance, Virtue 
  1 – Divine Favor, Entropic Shield (x2), Obscuring Mist, 
  Protection from Chaos, Resurgence, Detect Secret 
  DoorsD 
  2 – Bear’s Endurance, Calm Emotions, Remove 
  Paralysis, Resist Energy (Fire), Silence, Detect 
  ThoughtsD 
  3 
  – 
  Magic 
  Vestment, 
  Prayer, 
  Searing 
  Light, 
  ClairvoyanceD 
  4 – Freedom of Movement, Magic Weapon, greater, 
  Spell Immunity, Order’s WrathD 
  5 – Flame Strike (x2), True SeeingD 
  Pious Templar Spells Prepared (CL1) 
  DC 12+spell level 
  1 – Bless Weapon 
  Domains: Knowledge (+1 caster level to divination 
  spells), Law (+1 caster level to law spells), Oracle (+2 
  caster level to divination spells). 
  Abilities Str 14, Dex 22, Con 12, Int 10, Wis 15, Cha 8 
  SQ mettle, prescient sense, trap sense+2, uncanny 
  dodge, improved uncanny dodge 
  Feats 
  Improved 
  Mounted 
  Archery, 
  Lightning 
  Reflexes, Mounted Archery, Mounted Combat, Point 
  Blank Shot, Skill Focus (Knowledge [Religion]), True 
  Believer, Weapon Focus (quarterstaff) 
  Skills Concentration +15 (14r), Handle Animal +4 (5r), 
  Heal +3 (1r), Knowledge (Religion) +10 (12r -4cc), 
  Knowledge (Planes) +5 (5r), Ride +14 (9r), Spellcraft +5 
  (5r).  
  Possessions Quarterstaff +1, +1 seeking composite 
  longbow, mighty +2, 60 arrows, Mithral Breastplate +2, 
  Buckler +2, Quiver of Pholtus, Bracers of Archery (Lesser), 
  Gloves of Dexterity +4, Cloak of Resistance +2, Heavy 
  Warhorse with Chainmail barding (+5 armor), Military 
  Saddle, purple cloak, belt pouch with 70gp, Potion of 
  Cure Serious  Wounds.  
  Mettle (Su): Ruga’s special blessing allows her to 
  shrug off magical effects that would otherwise harm 
  her.  If she makes a successful Will or Fortitude saving 
  throw that would normally reduce the spell’s effect, 
  she suffers no effect from the spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial,” 
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  Page 55 
  
  “Fortitude half,” or similar entries can be negated 
  through this ability. 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 20, Cha 8 
  Feats Chain Spell, Combat Casting, Divine Metamagic 
  (Empower), Empower Spell, Mounted Combat, Split 
  Ray. 
  Prescient Sense (Ex): If Ruga makes a successful 
  Reflex saving throw against an attack that normally 
  inflicts half damage on a successful save (such as a red 
  dragon's fiery breath or a fireball spell), she instead 
  takes no damage, since her prescience allowed her to 
  get out of the way faster. This form of evasion works no 
  matter what armor the divine oracle wears, unlike the 
  evasion ability used by monks and rogues. 
  Turn Attempts  3 (3 used per metamagic empower) 
  Skills Concentration +19 (+23) (17r), Knowledge 
  (Planes) +11 (11r), Knowledge (Religion) +12 (12r), 
  Spellcraft +11 (11r). 
  Possessions  Thundering Morningstar +1, Light 
  Crossbow, 20 bolts, Breastplate +2, Heavy Steel Shield +2, 
  Periapt of Wisdom +4, Ring of Protection +2, Necklace of 
  the Blinding Light (Fire Ball, type II), Tanglefoot Bag (x2), 
  Heavy Warhorse, Military Saddle, purple cloak, belt 
  pouch with 67gp, Potion Fly, Potion Barkskin +2. 
  Trap Sense (Ex): Ruga gains an intuitive sense that 
  alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge 
  bonus to AC against attacks by traps. 
  Hook Ruga is a Pious Templar and Divine Oracle in 
  training.  He stays out of melee combat relying on his 
  mounted archery abilities.  He begins combat with 
  Entropic Shield.  He may double move his horse and 
  fire without penalties and may run his horse with a -2 
  penalty. If the situation turns against Uldin and 
  himself he will cast Obscuring Mist to heal and 
  reassess tactics. 
  Hook Folmar is devoted to Pholtus and to Zylinchin’s 
  cause.  He will begin casting Bless then use offensive 
  weapons.  Afterward he will use the cure wand as much 
  as possible.  All NPCs are under Renewal Pact and 
  Heroes’ 
  Feast.
   
  Folmar  
   
   
   
  CR 14 
  Male human (Oeridian) Cleric 14 
  LN Medium humanoid 
  Init +2; Senses: Listen +3, Spot +3 
  Languages Common 
  AC 25 [+2 Dex, +7 armor, +4 shield, +2 deflection] 
  (touch 14, flat-footed 23) 
  hp 105 (14d8+28 HD) 
  Fort +11 Ref +6 Will +12 
  Speed 20 ft. (4 squares) 
  Melee Morningstar +13/+8 (1d8+3/19-20x2 plus 1d8 
  sonic on a critical hit and a DC14 Fortitude save or 
  permanent deafness) 
  Range Light Crossbow +12/+9 (+9/+6 when mounted) 
  (1d6) 
  Base Atk +10/+5; Grp: +11 
  Cleric Spells Prepared (CL14) 
  DC 15+spell level 
  0 – Detect Magic, Guidance, Light, Read Magic, 
  Resistance (x2),  
  1 – Bane, Bless, Cause Fear, Protection from Chaos, 
  Obscuring Mist, Resurgence (x2), Endure ElementsD 
  2 – Deific Vengeance, Hold Person, Resist Energy 
  (Fire), Spiritual Weapon, Wave of Grief, Zone of Truth, 
  Heat MetalD 
  3 – Bestow Curse, Blindness (x2), Flames of Faith, 
  Lesser Vigor (Mass), Searing LightD
  4 – Air Walk, Castigate (x2), Divine Power, Freedom of 
  Movement, Fire ShieldD 
  5 – Flame Strike, (Chain) Hold Person, Stalwart 
  Pact(Zylinchin), Wall of Stone, Flame StrikeD 
  6 – Comet Fall, Heal, Heroes’ Feast, Fire Seeds (one 
  12d6 acorn)D 
  7 – Righteous Wrath of the Faithful, Spell Resistance 
  (Mass), SunbeamD 
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  Page 56 
  
   Appendix Ten – New Rules Items 
  New Creatures 
   
   
   
  Battlebriar 
  Huge Plant 
  Hit Dice:  25d8+200 (312) 
  Initiative: -2 
  Speed: 30 ft. 
  Armor Class: 30 (-2 size, -2 Dex, +24 natural), 
  touch 6, flat-footed 30 
  Base Attack/Grapple: +18/+37 
  Attack:  Slam +28 melee (2d6+11/19-20) 
  Full-Attack: 4 slams +28 melee (2d6+11/19-20) 
  Space/Reach: 15ft./10ft. 
  Special Attack: Impale, improved grab, throne 
  volley, trample 2d6+16 
  Special Qualities: Darkvision 60 ft., low-light 
  vision, plant traits, resistance to electricity 20 and 
  fire 20, thorn field 
  Saves: Fort +22, Ref +6, Will +10 
  Abilities: Str 32, Dex 6, Con 27, Int 5, Wis 10, Cha 
  7 
  Skills: Hide +18* 
  Feats: Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Natural Attack, (slam), Iron Will, Power 
  Attack, Weapon Focus (slam) 
  Environment: Temperate Forests 
  Organization: Solitary 
  Challenge Rating: 15 
  Treasure: none 
  Alignment: Usually neutral 
  Advancement: 26 – 50 (Huge) 
  Level Adjustment: - 
  This six-legged lionlike creature has a body made 
  of writhing vines and thorns.  Each of its 
  gorillalike pairs of limbs is slightly shorter than 
  the pair in front of it – its forelimbs are the 
  longest, the middle pair of limbs slightly shorter, 
  and its rear pair of legs the shortest of all.  Long 
  thorns protrude from every part of the creature’s 
  body, making it seem impossible to approach or 
  move around the creature without risking serious 
  injury. 
   
  Plants magically engineered to serve as 
  massive living siege engines, battlebriars on a field 
  of battle can easily destroy massed formations of 
  lesser troops.  Although created for war, 
  battlebriars have long since escaped the control of 
  their creators, and they long since escaped the 
  control of their creators, and they now roam 
  through forest and field alike.  A singe battlebriar 
  is capable of destroying a small town, and for this 
  reason it is an event of major importance when 
  one is seen near a settlement of any size. 
   
  Battlebriars posses a rudimentary intelligence 
  but no capacity for speech. On the few times that 
  druids and spell-casters of similar skill have been 
  able to communicate with them, battlebriars have 
  proven intractable and uncaring.  A few powerful 
  evil druids have been able to find magical means 
  of controlling battlebriars, and these controlled 
  beasts make fearsome guardians. 
   
  A battlebriar walk about on all six of its limbs, 
  but when fighting, it stands on only one set of 
  legs, swinging both pairs of its huge forelimbs 
  wildly.  A battlebriar is almost as broad as it is tall, 
  and compared to a humanoid of similar size, is 
  quite squat and stocky. 
   
  Battlebriars have a touch, rubbery hide the 
  color of drying mud, although some of the 
  vinelike strands that run through its body are 
  greenish in color.  A massive plant, one can grow 
  up to 15 feet in length and weigh as much as 
  18,000 pounds. 
   
  Battlebriars 
  do 
  not 
  speak, 
  but 
  they 
  understand simple words and phrases in Sylvan. 
  New Feats 
   
   
   
   
  Augment Healing [General] (CD) 
  Prerequisite: Heal 4 ranks. 
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
  Chain Spell (CA) 
  You can cast spells that arc to other targets in 
  addition to the primary target. 
  Prerequisite:  Any metamagic feat. 
  Benefit:  Any spell that specifies a single target 
  and has a range greater than touch can be chained 
  so as to affect that primary target normally, then 
  arc to a number of secondary targets equal to your 
  caster level (maximum 20).  Each arc affects one 
  secondary target chosen by you, all of which must 
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  be within 30 feet of the primary target, and none 
  of which can be affected more than once.  You can 
  choose to affect fewer secondary targets than the 
  maximum. 
  If the chained spell deals damage, the secondary 
  targets each take half as much damage as the 
  primary target (rounded down) and can attempt 
  Reflex saving throws for half damage (whether the 
  spell allows the original target a save or not).  For 
  spells that don’t deal damage, the save DCs against 
  arcing effects are reduced by 4.  For example, if a 
  10th-level wizard normally casts cause fear at DC 14, 
  a chained cause fear could target a goblin chieftain 
  at DC 14 and up to ten of his nearby guards at DC 
  10.  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
  Danger Sense (CAd) 
  You are one twitchy individual 
  Prerequisite:  Improved Initiative 
  Benefit:  Once per day, you can reroll an initiative 
  check you have just made.  You use the better of 
  your two rolls.  You must decide to reroll before 
  the round starts. 
  Disguise Spell (CAd) 
  You can cast spells without observers noticing. 
  Prerequisite:  Perform (any) 9 ranks, bardic 
  music. 
  Benefit:  You can cast spells unobtrusively, 
  mingling verbal and somatic components into 
  your performances.  To disguise a spell, make a 
  Perform check as part of the action used to cast the 
  spell.  Onlookers must match or exceed your 
  check result with a Spot check to detect that 
  you’re casting a spell (your performance is obvious 
  to everyone in the vicinity, but the fact that you’re 
  casting a spell isn’t).  Unless the spell visibly 
  emanates from you, or observers have some other 
  means of determining its source, they don’t know 
  where the effect came from. 
  A disguised spell can’t be identified with a 
  Spellcraft check, even by someone who realizes 
  you’re casting a spell.  The act of casting still 
  provokes attacks of opportunity as normal. 
  Divine Metamagic [Divine] (CD) 
  You can channel energy into some of your divine 
  spells to make them more powerful. 
  Prerequisites: Ability to turn undead or rebuke 
  undead. 
  Benefits: When you take this feat, choose a 
  metamagic feat that you have. This feat applies 
  only to that metamagic feat. As a free action, you 
  can take the energy from rebuking or turning 
  undead and use it to apply a metamagic feat to 
  divine spells that you know. You must spend one 
  turn or rebuke attempt, plus an additional attempt 
  for each level increase in the metamagic feat you 
  are using. For example, Jozan the cleric could 
  sacrifice three turn attempts to empower a holy 
  smite he’s casting. Because you’re using positive or 
  negative energy to augment your spells, the spell 
  slot for the spell doesn’t change. 
  Special: This feat may be taken multiple times. 
  Each time you take the feat choose a different 
  metamagic feat to which to apply it. 
  Elusive Target [Tactical] (CW) 
  Trying to land a blow against you can be a 
  maddening experience. 
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
  Benefits: The Elusive Target feat enables the use 
  of these tactical maneuvers.  
   
  Negate Power Attack: To use this maneuver, 
  you must designate a specific foe to be effected by 
  your Dodge feat. If that foe uses the Power Attack 
  feat against you, the foe gains no benefit on the 
  damage roll but still takes the corresponding 
  penalty on the attack role. 
   
  Diverting Defense: To use this maneuver, 
  you must designate one of the flanking attackers 
  affected by your Dodge feat. The first attack of the 
  round from the designated attacker automatically 
  misses you and may strike the other flanking foe 
  instead; the attacking creature makes an attack roll 
  normally. And its ally is considered flat-footed. If 
  the designated attacker is making a full attack 
  against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you 
  must provoke an attack of opportunity from a foe 
  by moving out of a threatened square. If the foe 
  misses you, you can make a free trip attempt 
  against this foe, and the foe does not gain a chance 
  to trip you if your attempt fails. 
  Eyes in the Back of Your Head (CW) 
  Your superior battle sense helps minimize the 
  threat of flanking attacks. 
  Prerequisites: Wis 13, base attack bonus +1 
  Benefit:  Attackers do not gain the usual +2 bonus 
  on their attack rolls when flanking you.  This feat 
  grants no effect whenver you are attacked without 
  benefit of your Dexterity modifier to Armor Class, 
  such as when you are flat-footed.  You may still be 
  sneak attacked when flanked. 
  NMR5-08 Fighting the Headwind 
   
  Page 58 
  
  Normal:  When you are flanked, the flanking 
  opponents receive a +2 bonus on their attack rolls 
  against you. 
  Imp Mounted Archery [General] (CW) 
  You can make ranged attacks from a mount almost 
  as well as you can from the ground. 
  Prerequisites:  Ride 1 rank, Mounted Archery, 
  Mounted Combat 
  Benefits:  The penalty you take when using a 
  ranged weapon if your mount is taking a double 
  move is eliminated, and the penalty for using a 
  ranged weapon when your mount is running is 
  lessened from -4 to -2.  You can attack at any time 
  during your mount’s move. 
  Special:  A fighter may select Improved Mounted 
  Archery as one of his fighter bonus feats. 
  Improved Toughness [General] (CW) 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2. 
  Benefits: You gain a number oh tit 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. 
  Powerful Charge [General] (MH) 
  You can charge with extra force. 
  Prerequisites: Medium or larger, base attack 
  bonus +1 
  Benefits: When you charge, if your melee attack 
  hits, it deals an extra 1d8 points of damage (if 
  you’re Medium). For Large creatures, the extra 
  damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; 
  and for Colossal, 6d6. 
  This feat only works when you make a charge. It 
  does not work when you’re mounted. If you have 
  the ability to make multiple attacks on a charge, 
  you may apply this extra damage to only one of 
  those attacks in a round. 
  Special: A fighter may select Powerful Charge as 
  one of his fighter bonus feats. 
  Power Critical [General] (MH) 
  Choose one weapon, such as a longsword or a 
  greataxe. With that weapon, you know how to hit 
  where it hurts. 
  Prerequisites: Weapon focus with weapon, base 
  attack bonus +4. 
  Benefits: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. You can gain the Power 
  Critical multiple times. Each time you take the 
  feat, it may be with a different weapon or the same 
  weapon. If you take it with the same weapon, the 
  effects of the feats stack. 
  Sacred Healing [Divine] (CD) 
  You can channel positive energy to grant nearby 
  living creatures the ability to recover from their 
  wounds quickly. 
  Prerequisites: Heal 8 ranks, ability to turn 
  undead. 
  Benefit:  You can spend a turn attempt as a full-
  round action to grant fast healing 3 to all living 
  creatures within a 60-ft burst.  The fast healing 
  lasts for a number of rounds equal to 1+ your Cha 
  modifier (minimum 1 round). 
  Split Ray [Metamagic] 
  Your ray spells can affect an additional target. 
  Prerequisite:  Any metamagic feat. 
  Benefit:  You can cause any ray spell to fire one 
  additional ray beyond the number normally 
  allowed.  The additional ray requires a separate 
  ranged touch attack roll to hit and deals damage as 
  normal.   IT can be fired at the same target as the 
  first ray or at a different target, but all rays must be 
  aimed at targets within 30 feet of each other and 
  fired simultaneously. 
  A split ray spell uses a spell slot two levels higher 
  than the spell’s actual level. 
  True Believer [General] 
  Your deity rewards your unquestioning faith and 
  dedication. 
  Prerequisite:  Must choose a single deity to 
  worship.  Must be within one step of that god’s 
  alignment. 
  Benefit:  Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that 
  saving throw. 
  This fear also allows you to use a relic (see relics, 
  page 88) of the deity you worship. 
  New Spells  
   
   
   
  Castigate 
  Evocation [Sonic] 
  Level:  Cleric 4 
  NMR5-08 Fighting the Headwind 
   
  Page 59 
  
  Components: V 
  Casting Time:  1 standard action 
  Range: 10 ft 
  Area:  10-ft radius emanation 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  This spell allows you to verbally rebuke foes.  By 
  shouting your deity’s teachings about other 
  alignments, you inflict pain on those who hear, 
  and those in the area need not understand your 
  divine words to be affected.  This spell has no 
  effect on creatures that cannot hear.  Otherwise, 
  you deafen foes of the same alignment for 1d4 
  rounds (save for half).  Foes within one alignment 
  step of your alignment (lawful, neutral, chaotic; 
  good, evil) take 1 point of damage per caster level 
  (maximum 10).  Foes whose alignment is more 
  than one step different from yours take 1d4 points 
  of damage per caster level (maximum 10d4).  A 
  Fortitude saving throw is allowed for half damage 
  from this spell. 
  Cometfall 
  Conjuration (Creation) 
  Level: Cleric 6, druid 6 
  Components: V, S, DF 
  Casting Time:  1 standard action 
  Range: Medium (100 ft. + 10ft./level) 
  Effect:  400-pound ball of rock and ice 
  Duration: Instantenous 
  Saving Throw:  Reflect half 
  Spell Resistance:  No 
  You conjure a bright, glowing comet, which 
  appears in midair above your enemies, then strikes 
  the ground with tremendous force.  The comet 
  appears 5 feet per caster level above the ground or 
  at the ceiling, whichever is lower.  The comet 
  immediately falls, dealing 2d6 points of damage 
  per 10 feet fallen to everything in the 10-foot-
  square area directly below it. 
  The force of the comet can also knock creatures 
  prone.  Creatures who failed their Reflex saves are 
  subject to a trip attempt.  The comet has a +11 
  bonus (+7 for effect Strength of 25 and +4 for 
  being Large) on the trip check. 
  The comet breaks apart on impact, filling the 10-
  foot-square are with dense rubble (as described on 
  page 90 of the Dungeon Master’s Guide). 
  Deific Vengeance 
  Conjuration (Summoning) 
  Level: Cleric 2, Purification 2 
  Components:  V, S, DF 
  Casting Time:  1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantenous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  When you cast this spell, you call out to a deity, 
  listing the crimes of your target and urging the 
  deity to punish the miscreant.  (The target’s 
  alignment is irrelevant to the success of the spell.) 
   The divine power of the angry deity imposes this 
  punishment in the form of a sharp, spiritual blow 
  to the target.  This attack hits automatically and 
  deals 1d6 points of damage per two caster levels 
  (maximum 5d6), or 1d6 points per caster level 
  (maximum 10d6) if the target is undead   A 
  successful Will saving throw reduces the damage 
  by half. 
  Distort Speech 
  Transmutation [Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You distort a creature’s vocalizations.  The voice of 
  the 
  subject 
  becomes 
  warped 
  and 
  nearly 
  incomprehensible.  For the duration of this spell, 
  the subject has a 50% chance to miscast spells that 
  have verbal components, and any time the subject 
  speaks (including the use of magic items activated 
  by command words), there is a 50% chance that 
  the utterance is completely incomprehensible and 
  therefore ineffective. 
  Flame of Faith 
  Evocation 
  Level: Cleric 3 
  Components:  V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Nonmagical weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
  You can temporarily turn any single normal or 
  masterwork melee weapon into a magical, flaming 
  one.  For the duration of the spell, the weapon acts 
  as a +1 flaming burst weapon that deals an additional 
  +1d6 points of fire damage.  On a critical hit, the 
  weapon deals +1d10 points of bonus fire damage if 
  the weapon’s critical multiplier is x2, +2d10 points 
  if the weapon’s multiplier is x3, and +3d10 points 
  if the multiplier is x4.  This spell effect does not 
  stack with a weapon’s enhancement bonus or with 
  a flaming or flaming burst weapon bonus. 
  Material Focus:  A lump of phosphorus, touched to 
  the target weapon. 
  NMR5-08 Fighting the Headwind 
   
  Page 60 
  
  Inspirational Boost 
  Enchantment 
  (Compulsion) 
  [Mind-Affecting, 
  Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round or special; see text 
  When you play your instrument, sing your song, 
  recite your epic poem, or speak your words of 
  encouragement, you fill your allies with greater 
  confidence than normal.  While this spell is in 
  effect, the morale bonus granted by your inspire 
  courage bardic music increases by 1. 
  The effect lasts until your inspire courage effect 
  ends.  If you don’t begin to use your inspire 
  courage ability before the beginning of your next 
  turn, the spell’s effect ends. 
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin I 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  By laying hands on a creature and saying a brief 
  prayer, you can convince a higher power to grant a 
  second chance to one of your allies. The target of 
  resurgence can make a second attempt to save 
  against an ongoing spell, spell-like ability, or 
  supernatural ability, such as dominate person, a 
  chaos beast's corporeal instability, or the sickening 
  effect (but not the damage) from unholy blight, if 
  the target of resurgence is subject to more than one 
  ongoing magic effect, the target chooses one of 
  them to retry the save against, if the subject 
  succeeds at the saving throw on the second 
  attempt, the effect ends immediately. Resurgence 
  never restores hit points or ability score damage, 
  but it does eliminate any conditions such as 
  shaken, fatigued, or nauseated that were caused by 
  the spell, spell-like ability, or supernatural ability. 
  If a spell, spell-like ability, or supernatural ability 
  doesn't allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
  Righteous Wrath of the Faithful 
  Enchantment (Compulsion) [Mind-affecting] 
  Level: Cleric 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range:  30 ft. 
  Targets: All allies within 30ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  When you cast this spell, you fire your allies and 
  companions with a divine madness or fury that 
  greatly enhances their combat ability.  Allies who 
  are fighting on your side are affected as if they had 
  received an aid spell, gaining a +1 morale bonus on 
  attack rolls and saving throws against fear effects, 
  plus 1d8 temporary hit points for the duration of 
  the spell. 
  Allies who worship the same diety as you are 
  infused with the righteous wrath.  They gain one 
  additional melee attack each round, at their 
  highest attack bonus, and a +2 morale bonus on 
  attack and damage rolls and saving throws.  They 
  gain an additional 1d8 temporary hit points (for a 
  total of 2d8) and a +3 morale bonus on saving 
  throws against mind-affecting spells or effects. 
  When the spell duration expires, any allies who 
  were affected by the full righteous wrath are 
  fatigued (-2 to Strength, -2 to Dexterity, can’t 
  charge or run) for 10 minutes. 
  Spell Resistance, Mass 
  Abjuration 
  Level: Cleric 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Targets:  Up to one creature/level, no two of 
  which can be more than 30 ft. apart 
  Duration: 1 round/level; see text 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Each targeted creature gains spell resistance equal 
  to 12 + caster level.  Divide the duration evenly 
  among all the creatures you target. 
  In order to affect a creature who has spell 
  resistance with a spell, a spellcaster must roll the 
  creature’s spell resistance or higher on 1d20 + 
  caster level.  A creature with spell resistance may, 
  as a standard action, voluntarily lower it in order 
  to accept a spell. 
  Stalwart Pact 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V,S, DF, XP 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  NMR5-08 Fighting the Headwind 
   
  Page 61 
  
  This spell allows the target to enter a binding 
  agreement with a deity that provides a measure of 
  protection when the need is dire. 
   
  Once the spell is cast, the pact remains 
  dormant until the target is reduced to half or less 
  of her full normal hit points.  The target 
  immediately gains 5 temporary hit points per 
  caster level, damage reduction of 5/magic, and a +4 
  luck bonus on saving throws.  The hit points, 
  damage reduction, and saving throw bonuses 
  evaporate when the spell ends. 
   
  XP Cost: 250 XP. 
  Vigor, Mass Lesser 
  Conjuration (Healing)  
  Level: Cleric 3, druid 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 20 ft. 
  Target: One creature/two levels, no two of which 
  can be more than 30 ft. apart  
  Duration: 10 rounds + 1 round/level (max 25 
  rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You invoke healing energy over a group of 
  creatures, granting each the fast healing ability tor 
  the duration of the spell. Each subject heals 1 hit 
  point per round of such damage until the spell 
  ends and is automatically stabilized if he or she 
  begins dying from hit point loss during that time. 
  Mass lesser vigor does not restore hit points lost 
  from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow or attach lost body 
  parts. 
  The effects of multiple vigor spells do not stack; 
  only the highest-level effect applies. Applying a 
  second vigor spell of equal level extends the first 
  spell's duration by the full duration of the second 
  spell. 
  Wave of Grief 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Cone 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast are 
  overcome with sorrow and grief. They suffer a -3 
  morale penalty on all attack rolls, saving throws, 
  ability checks, and skill checks.  
  Material Component: Three tears. 
  New Prestige Classes 
   
   
   
  Divine Oracle (CD) 
  Some people call them mad, and certainly some 
  divine oracles are driven insane by the visions 
  they see. Some people doubt their words; indeed, 
  some divine oracles are destined never to be 
  believed. Wherever the deities are known to speak 
  to mortals, some mortals hear their voices with a 
  unique clariry and gain insighr i nto the past, the 
  present, and the future by virtue of their unusual 
  status. Divine oracles are such mortals, blessed—
  or cursed—by visions from their deities. 
  All divine oracles are spellcasters, and most were 
  clerics or druids before adopting the divine oracle 
  prestige class. Whatever their other classes, all 
  divine oracles share a particular devotion to the 
  Divination school of magic, having mastered all 
  available means to catch glimpses of the future. 
  NPC divine oracles often live in out-of-the-way 
  places, though usually close enough to civilization 
  that people with pressing questions about the 
  TABLE 2-8: THE DIVINE ORACLE 
  Class 
  Base 
  Fort 
  Ref 
  Will 
   
  Spells per Day 
  Level Attack Bonus 
  Save 
  Save 
  Save 
  Special 
   
  1st 
  +0 
  +0 
  +0 
  +2 
  Oracle domain, scry bonus 
  +1 level of existing class 
  2nd 
  + 1 
  +0 
  +0 
  +3 
  Prescient sense, trap sense+1 
  +1 level of existing class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Divination enhancement 
  +1 level of existing class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Uncanny dodge (Dex bonus to AC} 
  +1 level of existing class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Trap sense +2 
  +1 level of existing class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Improved uncanny dodge (can't be flanked) 
  +1 level of existing class 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  +1 level of existing class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Trap sense+3 
  +1 level of existing class 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  +1 level of existing class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Immune to surprise 
  +1 level of existing class 
  NMR5-08 Fighting the Headwind 
   
  Page 62 
  
  future can seek them out to have their questions 
  answered. They frequently inhabit sacred shrines 
  or ancient temples and rarely take an active part in 
  world affairs. 
   Adaptation: The divine oracle is designed to 
  work well   with   both arcane and divine 
  spellcasters; the idea behind the class is that you're 
  getting divine guidance that manifests itself in a 
  number of ways. But ir doesn't have to be that way. 
  By adjusting the requirements, you could push the 
  class in an arcane or divine direction. It's also easy 
  to add a requirement that limits it to worshipers ol 
  a deity ot time, hue, or divination. 
  Hit Die: d6. 
  REQUIREMENTS 
  To qualify to become a divine oracle, a character 
  must fulfill the following criteria. 
  Skill: Knowledge (religion) 8 ranks. 
  Feat: Skill Focus (Knowledge [religion]}. 
  Spells: Able to cast at least 2 divination spells. 
   CLASS SKILLS  
  The divine oracle's class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Heal (Wisj, Intimidate (Cha), Knowledge (arcana) 
  (Int), Knowledge (religion) (Int), Profession (Wis), 
  and Spellcraft (Int). See Chapter 4 of the Player's 
  Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  CLASS FEATURES 
  All of the following are class features of the divine 
  oracle prestige class. 
  Weapon and Armor Proficiency: Divine oracles 
  gain no weapon or armor proficiencies. 
  Spells per Day/Spells Known: A divine oracle 
  continues advancing in spellcasting ability as well 
  as gaining the abilities oi her new class. Thus, 
  when a new divine oracle level is gained, the 
  character gains new spells per day (and spells 
  known, if applicable) as if she had also gained a 
  levei in whatever spellcasting class she belonged 
  to before she added the prestige class. She does 
  not, however, gain any other benefit a character of 
  that class would have gained (improved chance of 
  controlling or rebuking undead, wild shape 
  ability, and so on; This essentially means that she 
  adds the level of divine oracle to the level of 
  whatever other spellcasting class the character has, 
  then determines spells per day accordingly.  
  For example, if Cassandra, a 10th-level cleric, gains 
  a level as a divine oracle, she gains new spells as if 
  she had risen to 11th level as a cleric, but uses the 
  other divine oracle aspects of level progression 
  such as base attack bonus and save bonuses. If she 
  next gains a level as a cleric, making her an 11th-
  level cleric/lst-level divine oracle, she gains spells 
  as if she had risen ro 12th level as a cleric. 
  if a character had more than one spellcasting class 
  before she became a divine oracle, the player must 
  decide which class to assign each level of divine 
  oracle for the purpose of determining spells per 
  day and spells known. 
  Oracle Domain: Upon adopting the divine oracle 
  class, the character gains access to the Oracle 
  domain, described in Chapter 7: Domains and 
  Spells. The character gains the granted power 
  associated with the domain [+2 caster level for 
  divination spells), and can choose the spells in that 
  domain as her daily domain spells. 
  Scry Bonus (Su): A divine oracle adds a +1 sacred 
  bonus to the save DC of all her divination 
  (scrying) spells. 
  Prescient Sense (Ex): Beginning at 2nd level, if a 
  divine oracle makes a successful Reflex saving 
  throw against an attack that normally inflicts half 
  damage on a successful save (such as a red dragon's 
  fiery breath or a fireball spell), she instead takes no 
  damage, since her prescience allowed her to get 
  out of the way faster. This form of evasion works 
  no matter what armor the divine oracle wears, 
  unlike the evasion ability used by monks and 
  rogues. 
  Trap Sense (Ex): At 2nd level, the divine oracle 
  gains an intuitive sense that alerts her to danger 
  from traps, giving her a +1 bonus on Reflex saves 
  made to avoid traps and a +1 dodge bonus to AC 
  against attacks by traps. This increases to +2 at 
  level 5 and +3 at level 8, 
  Divination Enhancement (Ex): Beginning at 
  3rd level, a divine oracle may roll twice and take 
  the better result when using divination spells such 
  as augury and divination. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  divine oracle gains the ability to react to danger 
  before her senses would normally allow her to do 
  so. The divine oracle retains her Dexterity 
  modifier to AC (if any) regardless of being caught 
  flat-footed or struck by an invisible attacker. (She 
  still loses her Dexterity modifier IO AC it 
  immobilized.) 
  Improved Uncanny Dodge (Ex): At 6th level 
  and higher, the divine oracle can no longer be 
  flanked, since she can react to opponents on 
  opposite sides of her as easily as she can react to a 
  single attacker. This defense denies rogues the 
  ability to use flank attacks to sneak attack the 
  divine oracle. The exception to this defense is 
  NMR5-08 Fighting the Headwind 
   
  Page 63 
  
  when an attacker has at least 4 more rogue levels 
  than the target has divine oracle levels. 
  If a character already has levels of a class that 
  could gain uncanny dodge, the levels from the 
  classes that grant uncanny dodge stack to 
  determine the minimum level a rogue must be to 
  flank the character. 
  Immune to Surprise (Ex): At 10th level, the 
  divine oracle's sensitivity to danger is so great that 
  she is never surprised. She can always take a 
  standard action during a surprise round, unless 
  she is physically restrained from doing so. If there 
  is no surprise round then this ability doesn't help. 
  Evangelist (CD) 
  Evangelists travel the world proclaiming their 
  devotion to a particular deity, pantheon, or 
  religious doctrine. They seek to convert others to 
  their way of thinking and to spread their word 
  throughout the land.  All races and cultures have 
  evangelists of one type or another.  Most 
  evangelists come from the charismatic laity of a 
  culture.  They do not possess the learning or 
  perhaps temperament to be spellcasting clerics but 
  have found other ways to proselytize.  Those who 
  worship deities often find themselves working in 
  cooperation with clerics of the same faith while 
  those who simply evangelize a particular belief – 
  even one embraced by a deity or pantheon – can 
  find themselves at odds with even those of their 
  own alignment.  An evangelist is often a leader 
  and, in some ways, a loner.  Even though his 
  abilities strengthen his allies, he stands apart. 
  While clerics and even druids can make powerful 
  evangelists, few trade in their spellcasting abilities 
  for the power this prestige class offers.   Bards, 
  naturally charismatic, may find religion and 
  become evangelists.  Rogues can also benefit from 
  this class.  A few paladins, particularly those who 
  seek to convert evil to good (rather than simply 
  destroying evil), may set their feet upon this path.  
  Gnomes, Halflings, and humans tend toward 
  evangelism more than most other races.  The half-
  races, both half-elves and half-orcs, can find 
  purpose along this path, though it is a strange half-
  orc that can follow it successfully.  Elves often 
  disdain evangelists and dwarves see them as 
  busybodies or troublemakers.  
  Good evangelists bolster and strengthen their 
  allies and often see other people as students or 
  even a flock to be educated or guided.  Evil 
  evangelists view others as unenlightened and seek 
  to enforce their will upon others.  While a good 
  evangelist may use his abilities to sway or even 
  convert others to his belief system, those who 
  follow the path of evil tend to intimidate and 
  dominate others. 
  Adaptation:  Bards who revere St. Cuthbert 
  (described in Chapter 5) sometimes become 
  inspiring or terrifying evangelists.  Any deity that 
  inspires particular zealousness in his followers or 
  who sponsors active efforts to increase the size of 
  the faith would make a good patron for an 
  evangelist. 
  Hit Die:  d6. 
  REQUIREMENTS 
  To qualify to become an evangelist, a character 
  must fulfill all the following criteria. 
  Alignment:  An evangelist has the same 
  alignment restrictions as a cleric of a particular 
  deity. 
  Skills:  Bluff 8 ranks, Gather Information 5 ranks, 
  Knowledge (religion) 5 ranks, Perform (oratory) 6 
  ranks, Sense Motive 5 ranks. 
  Feats:  Negotiator or Persuasive. 
  CLASS SKILLS 
  The evangelist’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (all skills, taken 
  individually) (Int), Listen (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), and Speak 
  Language (n/a).  See Chapter 4 of the Player’s 
  Handbook for skill descriptions. 
  Skill Points at Each Level:  6 + Int modifier. 
  CLASS FEATURES 
  The following are class features of the evenagelist. 
  Weapon and Armor Proficiency:  Evangelists 
  gain no weapon or armor proficiencies. 
  Great Orator (Su):  An evangelist can inspire, 
  protect, and otherwise improve the situation of his 
  allies simply by speaking clearly and being heard.  
  This ability is similar to the bard’s bardic music 
  ability (see page 29 of the Player’s Handbook for a 
  complete description) and, indeed, evangelist 
  levels stack with bard levels to determine the 
  strength of known bard songs.  For example, a 
  bard 
  3/evangelist 
  5 
  improves 
  his 
  inspire 
  competence ability, but does not gain any new 
  bard abilities.  He could use bardic music to 
  convert the unfaithful, countersong, fascinate, 
  inspire the righteous, inspire courage +2, inspire 
  dread or inspire hope, but would not gain the 
  inspire 
  competence, 
  inspire 
  greatness, 
  and 
  suggestion.  Alternatively, a bard 7/evangelist 1 
  would be able to use bardic music to countersong, 
  fascinate, inspire competence, inspire courage +2, 
  inspire dread or inspire hope, and suggestion.  
  Evangelist oratory abilities function in exactly the 
  NMR5-08 Fighting the Headwind 
   
  Page 64 
  
  Table 2-10: The Evangelist 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +0 
  +0 
  +0 
  +2 
  Great orator (inspire dread or inspire hope) 
  2nd
  +1 
  +0 
  +0 
  +3 
  Fast talk 
  3rd
  +2 
  +1 
  +1 
  +3 
  Great orator (inflame the righteous) 
  4th
  +3 
  +1 
  +1 
  +4 
  Skill mastery 
  5th  
  +3 
  +1 
  +1 
  +4 
  Great orator (convert the unfaithful) 
  same manner as bardic music except the 
  evangelist must speak loudly and clearly, rather 
  than sing or play an instrument. 
  Inspire Dread (Su):  An evil evangelist with 9 or 
  more ranks in Perform (oratory) can inspire 
  hopelessness in all enemies within 30 feet.  This 
  ability imposes a -4 penalty on Will saves on all 
  enemies within 30 feet of the evangelist.  
  Delivering this oratory requires a full-round action 
  to activate and requires concentration each round 
  to continue the effect.  This effect lasts as long as 
  the evangelist speaks and for 3 rounds thereafter.  
  Inspire dread is a mind-affecting ability. 
  Inspire Hope (Su):  A good or neutral evangelist 
  with 9 or more ranks in Perform (oratory) can 
  inspire a spiritual resilience in all allies within 30 
  feet.  This ability gives the evangelist and all allies 
  who can hear his oratory a +4 sacred bonus on 
  Will saves.  Delivering this oratory requires a full-
  round 
  action 
  to 
  activate 
  and 
  requires 
  concentration each round to continue the effect.  
  The effect lasts as long as the evangelist speaks and 
  for three rounds therafter.  Inspire hope is a mind-
  affecting ability. 
  Inflame the Righteous (Su):  An evangelist of 3rd level 
  or higher with 11 or more ranks in Perform 
  (oratory) can use this ability to wreath himself and 
  any of his allies within 30 feet in divine flame.  
  Each beneficiary of this ability gains the benefit of 
  the fire shield spell.  Use the evangelist’s level +5 to 
  determine the caster level of the spell.  The 
  damage caused by the spell is, however, purely 
  divine and not subject to a creature’s resistance or 
  immunity to fire. 
  This oratory requires a full-round action to 
  perform and requires concentration each round to 
  continue the effect.  The effect lasts as long as the 
  evangelist speaks and for three rounds thereafter. 
  Convert the Unfaithful (Su):  An evangelist of 5th 
  level with at least 13 ranks in Perform (oratory) 
  may attempt to convert a single enemy within 30 
  feet.  As a full-round action, the evangelist delivers 
  an empassioned speech on the righteousness of 
  his beliefs to a single enemy, who must attempt a 
  Will save (DC 10 + class level +Cha mod).  If the 
  creature succeeds, it is shaken for one round.  If 
  the creature fails its saving throw, it converts.  
  Creatures with an alignment subtype (such as 
  angels and devils) are immune to this ability. 
  A converted creature is effectively charmed by the 
  evangelist (similar to a charm monster spell).  In 
  addition, 
  a 
  converted 
  creature 
  temporarily 
  assumes the alignment of the evangelist and acts 
  accordingly.  This may mean some of the 
  creature’s class abilities, spells, or other abilities 
  are unavailable to it for the duration of the spell (a 
  paladin converted to something other than lawful 
  good, for example, loses her class abilities for the 
  duration). 
  When the duration elapses, the creature then has a 
  choice:  It can continue to act according to the 
  new alignment, or it can shift back.  If the creature 
  chooses to permanently change its alignment to 
  the evangelist’s, it acts as if a cleric of the 
  appropriate alignment had cast atonement on it.  If 
  the creature chooses to change back, it must make 
  another saving throw (with the same save DC as 
  before).  If it fails this saving throw its alignment 
  changes back, but it needs an atonement spell to 
  gain back any abilities it lost due to its temporary 
  alignment change. 
  Fast Talk (Ex):  At 2nd level, the evangelist knows 
  the right thing to say at the right time.  He may 
  make a rushed Diplomacy check as a full-round 
  action at only a -5 penalty. 
  Skill Mastery (Ex):  At 4th level, the evangelist 
  becomes so certain in the use of certain skills that 
  he can use them reliably even under adverse 
  conditions.  Upon gaining this ability, the 
  evangelist selects a number of skills equal to 1+ his 
  Intelligence modifier (minimum of 1) from the 
  following list:  Bluff, Diplomacy, Disguise, 
  Intimidate, and Sense Motive.  When making a 
  skill check with one of the selected skills, he may 
  take 10 even if stress and distractions would 
  normally prevent him from doing so. 
  NMR5-08 Fighting the Headwind 
   
  Page 65 
  
  Pious Templar (CD) 
  Sworn to the defense of a temple site, the pious 
  templar is a holy warrior blessed by her deity with 
  combat prowess and great endurance.  She bears 
  her deity’s favored weapon into battle and fights 
  her deity’s enemies without question or hesitation. 
   In addition to defending the temple itself, a pious 
  templar may be charged with additional duties, 
  including a campaign to attack foes on the their 
  own home ground. 
  Faithful people of all professions can enter the 
  ranks of the pious templars; clerics and paladins 
  are especially likely to do so.  Some temples (such 
  as those of Boccob or Wee Jas) welcome wizards 
  and sorcerers to become pious templars, valuing 
  those characters’ ability to use arcane magic 
  combined with the martial training of the pious 
  templar.  Likewise Olidammara’s temples are often 
  guarded by rogue/pious templars, who combine 
  combat training with sneak attack tactics.  
  Rangers/pious templars serve in temples of 
  Ehlonna and Obed-Hai, while barbarian/pious 
  templars are not unknown in the temples of Kord 
  or Erythnul.  Only monks, with their own 
  specialized combat training are unlikely to adopt 
  the pious templar class. 
  NPC pious templars usually live cloistered in 
  temple buildings or attached quarters. 
  Adaptation: This prestige Class functions best 
  when tied to a specific deity.  If you want to 
  customize the pious templar further, you can 
  modify the spell list to reflect the proclivities of 
  specific gods or create an order within a religion 
  that all pious templars are members of. 
  Requirements 
  To qualify to become a pious templar, a character 
  must fulfill all the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Knowledge (religion) 4 ranks. 
   
  Feats: True Believer*, Weapon Focus (with 
  her deity’s favored weapon). 
  *New Feat, described elsewhere in the appendices 
  Class Skills 
  The pious templar’s class skills (and the key ability 
  for each skill) are: Climb (Str), Concentration 
  (Con), Craft (Int), Heal (Wis), Jump (Str), 
  Knowledge (religion) (Int), Profession (Wis), and 
  Swim (Str).  See chapter 4 of the Player’s Handbook 
  for skill descriptions. 
  Skill Points at Each Level: 2 + Int Modifer. 
  Class Features 
  All of the following are features of the pious 
  templar prestige class. 
  Weapon and Armor Proficiency: Pious templars 
  gain no weapon or armor proficiencies. 
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her.  If a Pious Templar makes a 
  successful Will or Fortitude saving throw that 
  would normally reduce the spell’s effect, she 
  suffers no effect from the spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial,” 
  “Fortitude half,” or similar entries can be negated 
  through this ability. 
  Spells per Day: A pious templar has the ability to 
  cast a small number of divine spells.  To cast a 
  spell, the pious templar must have a Wisdom score 
  of at least 10+ the spell’s level, so a pious templar 
  with a Wisdom of 10 or lower can not cast these 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per day: 
  1st     2nd      3rd          4th
  1st 
  +1 
  +2 
  0 
  +2 
  Mettle 
  0 
  -- 
  -- 
  -- 
  2nd 
  +2 
  +3 
  0 
  +3 
  Smite 1/day 
  1 
  -- 
  -- 
  -- 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Damage Reduction 1/--, Weapon 
  Specialization 
  1 
  0 
  -- 
  -- 
  4th 
  +4 
  +4 
  +1 
  +4 
  Bonus Feat 
  1 
  1 
  -- 
  -- 
  5th 
  +5 
  +4 
  +1 
  +4 
  -- 
  1 
  1 
  0 
  -- 
  6th 
  +6 
  +5 
  +2 
  +5 
  Smite 2/day 
  1 
  1 
  1 
  -- 
  7th 
  +7 
  +5 
  +2 
  +5 
  Damage Reduction 2/day 
  2 
  1 
  1 
  0 
  8th 
  +8 
  +6 
  +2 
  +6 
  Bonus Feat 
  2 
  1 
  1 
  1 
  9th 
  +9 
  +6 
  +3 
  +6 
  -- 
  2 
  2 
  1 
  1 
  10th 
  +10 
  +7 
  +3 
  +7 
  Smite 3/day 
  2 
  2 
  2 
  1 
  NMR5-08 Fighting the Headwind 
   
  Page 66 
  
  spells.  Pious templar bonus spells are based on 
  Wisdom, and saving throws against these spells 
  have a DC of 10 + Spell level + the pious templars 
  Wisdom modifer.  When the pious templar gets 0 
  spells of a given level, such as 0 first level spells at 
  1st level, she gets only bonus spells. (A pious 
  templar without a bonus spell for that level cannot 
  yet cast a spell of that level.)  A pious templar has 
  access to any spell on the list and can freely choose 
  which to prepare, just like a cleric.  A pious 
  templar prepares and casts spells just as a cleric 
  does 
  (though 
  the 
  pious 
  templar 
  cannot 
  spontaneously cast cure or inflict spells). 
  A good pious templar (or a neutral pious templar 
  of a good deity) uses the paladin spell list.  An evil 
  pious templar (or a neutral pious templar of an evil 
  deity) uses the blackguard spell list.  A pious 
  templar who is neither good nor evil and whose 
  deity is neither good nor evil can choose to use to 
  use the paladin or the blackguard spell list.  Once 
  the player makes this choice, it cannot be 
  reversed. 
  Smite (Su):  Once per day, a pious templar of 2nd 
  level or higher may make a single melee attack 
  with a +4 attack bonus and a damage bonus equal 
  to her pious templar level (if she hits).  The pious 
  templar must declare the smite before making the 
  attack.  Starting at 6th level, a pious templar can 
  smite twice per day and at 10th three times per day. 
  If a pious templar has a smite evil or smite ability 
  (for being a paladin or a cleric with the 
  Destruction domain) already, she can use the 
  ability one extra time per day (two extra at 6th 
  level).  The attack bonus does not increase, but the 
  damage bonus is based on the character’s 
  combined level (pious templar plus cleric or 
  paladin level). 
  Damage Reduction (Ex):  Starting at 3rd level, 
  pious templars have the ability to shrug off some 
  amount of injury from each blow or attack.  A 
  pious templar gains damage reduction 1/--. At 7th 
  level, this damage reduction rises to 2/--. 
  Weapon Specialization: At 3rd level, a pious 
  templar gains the Weapon Specialization feat with 
  her deity’s favored weapon. 
  Bonus Feat: At 4th level and again at 8th level, a 
  pious templar gets a bonus feat.  These bonus feats 
  must be drawn from the feats noted as fighter 
  bonus feats in the Player’s Handbook and other 
  books. 
  If a pious templar selects a feat that requires her to 
  apply its effects to a specific weapon (such as 
  Improved Critical), she may only apply that feat to 
  her deity’s favored weapon. 
  Radiant Servant of Pelor (CD) 
  Pelor teaches demonstrating the strength of good 
  through charity and modesty.  While it seems a 
  contradiction, the point is that the truly strong 
  don’t need to prove hteir power.  Pelor urges his 
  priests and their flocks to perform so many good 
  acts that evil has no room to exist, but he 
  acknowledges that there are times when evil must 
  be defeated in direct confrontation.  The radiant 
  servants of Pelor put this dogma into living 
  practice.  As the name implies, the brothers and 
  sisters of the radiant servants of Pelor are sworn to 
  serv – to minister ot the needs of Pelor’s followers 
  and goodhearted people everywhere.  While 
  combating evil, particularly undead, is an 
  important part of that service, it is by no means 
  the only part.  Radiant servants of Pelor are 
  healers, counselors, sources of spiritual and (at 
  times) financial support, and protectors. 
   
  Almost all radiant servants of Pelor spend 
  their prior careers as clerics.  Some are 
  multiclassed cleric/paladins or cleric/rangers, or 
  even the occasional cleric/druid. 
   
  NPC radiant servants of Pelor can be found 
  wherever there is human need – in the midst of 
  plague and famine, behind the lines of an army at 
  war, in villages plagued by hauntings, and in cities 
  troubled by crime. 
   
  Adaptation: 
   
  As 
  mentioned 
  in 
  the 
  introduction to the chapter, this prestige class 
  doesn’t have to be about Pelor.  It works just as 
  well with any god of the sun whose clerics often 
  turn undead, and given the Sun domain’s granted 
  power, it’d be a strange sun-god that didn’t want 
  his clerics turning undead. 
   
  Hit Die: d6. 
  Requirements 
  To qualify to become a radiant servant of Pelor, a 
  character must fulfill the following criteria. 
  Alignment:  Neutral good. 
  Base Save Bonus:  Will +5. 
  Skills:  Heal 5 ranks, Knowledge(Religion) 9 
  ranks. 
  Feat:  Extra Turning.  
  Spells: Able to cast 1st level divine spells and 
  access to the Sun domain. 
  Special:  Must have Pelor as patron deity. 
  Class Skills 
  The radiant servant of Pelor’s class skills (and the 
  key ability for each skill) are Concentration (Con), 
  Craft (Int), Diplomacy (Cha), Heal (Wis), 
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  Page 67 
  
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st
  +0 
  +2 
  +0 
  +2 
  Extra greater turning, 
  radiance, turn undead 
  +1 level of existing divine spellcasting class 
  2nd
  +1 
  +3 
  +0 
  +3 
  Divine health, 
  empower healing 
  +1 level of existing divine spellcasting class 
  3rd
  +2 
  +3 
  +1 
  +3 
  Aura of warding 
  +1 level of existing divine spellcasting class 
  4th
  +3 
  +4 
  +1 
  +4 
  - 
  +1 level of existing divine spellcasting class 
  5th
  +3 
  +4 
  +1 
  +4 
  Bonus domain 
  +1 level of existing divine spellcasting class 
  6th
  +4 
  +5 
  +2 
  +5 
  Maximize healing 
  +1 level of existing divine spellcasting class 
  7th
  +5 
  +5 
  +2 
  +5 
  - 
  +1 level of existing divine spellcasting class 
  8th
  +6 
  +6 
  +2 
  +6 
  Positive energy burst 
  +1 level of existing divine spellcasting class 
  9th
  +6 
  +6 
  +3 
  +6 
  - 
  +1 level of existing divine spellcasting class 
  10th 
  +7 
  +7 
  +3 
  +7 
  Supreme healing 
  +1 level of existing divine spellcasting class 
  Knowledge (arcana) (Int), Knowledge (religion) 
  (Int), Profession (Wis), Sense Motive (Wis), and 
  Spellcraft (Int).  See Chapter 4 of the Player’s 
  Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the 
  radiant servant of Pelor prestige class. 
   
  Weapon and Armor Proficiency: Radiant 
  servants of Pelor are proficient with all simple and 
  martial weapons, with all armor, and with shields. 
   
  Radiance:  When a radiant servant of Pelor 
  cast any spell with the light descriptor, the radius 
  if illumination is doubled, and the spell is treated 
  as if it were one level higher than it actually is for 
  all purposes, including determining whether it 
  can counter or dispel a spell with the darkness 
  descriptor.  Thus, a daylight spell cast by a radiant 
  servant sheds light in a 120-foot radius and is 
  treated as a 4th level spell, allowing it to counter or 
  dispel any darkness spell of 4th level or lower. 
   
  Extra Greater Turning:  The radiant servant 
  of Pelor can perform a greater turning (the 
  granted power of the Sun domain) a number of 
  times per day equal to 3 + her Charisma modifier. 
   
  Spells per Day/Spells Known:  When a 
  new radiant servant of Pelor level is gained, the 
  character gains new spells per day (and spells 
  known, if applicable) as if he had also gained al 
  evel in whatever spellcasting class he belonged to 
  before he added the prestige class.  He does not, 
  however, gain any other benefit a character of that 
  class would have gained (improved chance of 
  controlling or rebuking undead, wild shape 
  ability, and so on).  This essentially means that he 
  adds the level of radiant servant of Pelor to the 
  level of whatever other spellcasting class the 
  character has, then determines spells per day and 
  spells known accordingly 
   
  If a character had more than one spellcasting 
  class in which he could cast 1st level divine spells 
  before he became a radiant servant of Pelor, the 
  player must decide which class to assign each level 
  of radiant servant of Pelor for the purpose of 
  determining spells per day. 
   
  Turn Undead: A radiant servant of Pelor 
  adds his radiant servant class levels to his cleric 
  levels for all purposes related to turning undead. 
   
  Divine Health(Ex):  A radiant servant of 
  Pelor who is at least 2nd level is immune to all 
  diseases, including magical diseases such as 
  mummy rot and lycanthropy. 
   
  Empower Healing(Ex):  When a radiant 
  servant of Pelor of at least 2nd level casts a domain 
  spell from the Healing domain, that spell is 
  affected as though by the Empower Spell feat.  
  This spell does not use up a higher-level slot. 
   
  Aura of Warding (Su): Starting at 3rd level, a 
  radiant servant and all allies within 10 feet of him 
  gain a +2 morale bonus on all Will saving throws. 
   
  Bonus Domain:  A radiant servant who 
  reaches 5th level is granted another of Pelor’s 
  domains as a third cleric domain or he can choose 
  the Glory or Purification domain.  He can use the 
  granted power of the new domain, and he can 
  choose from the spell lists of three domains when 
  selecting his maximum spells for the day. 
  NMR5-08 Fighting the Headwind 
   
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  Maximize Healing (Ex):  When a radiant 
  servant of Pelor who is at least 6th level casts a 
  domain spell from the Healing domain that spell 
  is affected as though by the Maximize Spell feat.  
  The spell does not use up a higher level slot.  This 
  power supersedes the empower healing ability 
  until the character reaches 10th level. 
   
  Positive Energy Burst (Su):  As a standard 
  action, a radiant servant of Pelor who is at least 8th 
  level can create a positive energy burst that deals 
  1d6 points of damage per class level to all undead 
  creatures within 100 feet of the character.  Undead 
  are allowed a Reflex save (DC equal to 10 + the 
  class level of the radiant servant) to avoid half the 
  damage.  This supernatural ability uses up two 
  turning attempts.  A radiant servant cannot use 
  this ability if he has fewer than two turning 
  attempts left for the day. 
   
  Supreme Healing (Ex):  When a radiant 
  servant of Pelor who is at least 10th level casts a 
  domain spell from the Healing domain, that spell 
  is affected as though by both the Empower Spell 
  and the Maximize Spell feats.  The spell does not 
  use up a higher-level slot. 
   
  Seeker of the Song (CA) 
  Beyond magic, beyond sound, beyond good or 
  evil, lies music so profound and powerful that 
  even deities quake at its sound.  This primal music 
  – of unknown origin and with no limit to its 
  power – is incomprehensible to the mortal ear.  To 
  some who hear a fragment of this music, it 
  becomes beauty incarnate, and they devote their 
  lives to its discovery.  These seekers wield the 
  power of music in ways that amaze even the most 
  skilled bards. 
  United only by their quest, seekers of the son have 
  incredibly diverse goals and motivations.  Some 
  black-hearted seekers know that this primal music 
  is power, and they lust after it in hopes of turning 
  it against their many enemies.  Others search for 
  the music to bring joy and peace.  Most have more 
  moderate aspirations and seek the music because 
  it moves them.  Regardless of their goals, seekers 
  of the song rarely work against one another – each 
  hoping athat another seeker will uncover another 
  piece of the primal music and share it with the 
  rest.  
   
  The son never leaves  aseeker, and its power 
  can have strange effects on their souls.  Some 
  retire from society, seeking the silence of distant 
  monasteries or mountaintops from which to better 
  concentrate on the music they once heard.  Others 
  remain unchanged to otward appearances, yet the 
  music remains in the back of their minds at all 
  times.  Some talk to any who will listen about the 
  importance and beauty of the primal music, while 
  others cannot seem to find the words to express 
  what this music means to them or to the world. 
  Every seeker of the song must have at least one 
  bard level, but beyond that, their stories and 
  careers differ wildly.  Many begin their 
  adventuring careers as bards, drawn to music from 
  their earliest days.  Others come to the class after 
  adventuring as fighters, rouges, clerics, or 
  members of other classes for most of their careers, 
  with little idea that the primal music will become 
  their chosen path.  Although at least a few seekers 
  emerge from every class, few wizards or sorcerers 
  Table 2-16: The Seeker of the Song 
  Leve
  l 
  Base 
  Attack 
  Bonus 
  Fort 
  Sav
  e 
  Ref 
  Sav
  e 
  Will 
  Sav
  e 
  Special 
  Seeker Music 
  1st 
  +0 
  +0 
  +0 
  +2 
  Rapture of the song (+2 AC), seeker music 
  Burning melody 
  2nd
  +1 
  +0 
  +0 
  +3 
  Combine songs 
  Song of unmaking 
  3rd
  +2 
  +1 
  +1 
  +3 
   
  Dirge of frozen loss 
  4th
  +3 
  +1 
  +1 
  +4 
  Rapture of the song (+2 saves) 
  Song of life 
  5th
  +3 
  +1 
  +1 
  +4 
  Subvocalize 
  Anthem of thunder 
  and pain 
  6th
  +4 
  +2 
  +2 
  +5 
   
  Hymn of spelldeath 
  7th
  +5 
  +2 
  +2 
  +5 
  Rapture of the song (DR 2/-) 
  Ballad of agony reborn 
  8th
  +6 
  +2 
  +2 
  +6 
   
  Aria of everywhere 
  9th
  +6 
  +3 
  +3 
  +6 
   
  Dirge of songdeath 
  10th
  +7 
  +3 
  +3 
  +7 
  Rapture of the song (freedom of movement) 
  Hynm of revealing 
  NMR5-08 Fighting the Headwind 
   
  Page 69 
  
  take up the pursuit; members of these classes are 
  more likely to devote themselves to traditional 
  spellcasting rather than the strange pull of the 
  primal music. 
  Adaptation:  The seeker of the song prestige class 
  presents a powerful new set of bardic abilities, 
  going far beyond the basic bardic music ability 
  presented in the Player’s Handbook.  Many 
  campaigns can benefit from exploring this facet of 
  the game, but a DM might not want to introduce 
  the idea of primal music into a campaign’s 
  cosmology.  In this case, the seekers of the song 
  might become the disciples of a distant bardic 
  college.   The college is extreme in the eyes of 
  other bards: They discard the notion of bards as 
  wanderers and gatherers of diverse skills, and 
  instead focus on music as a force of magic to the 
  exclusion of all else. 
  Hit Die: d6 
  REQUIREMENTS 
  To qualify to become a seeker of the song, a 
  character must fulfill all the following criteria. 
  Skills:  Knowledge (arcana) 13 ranks, Perform 
  (any one) 13 ranks. 
  Feat:  Skill Focus (Perform [any one]) 
  Special:  Bardic music ability. 
  Special:  Must have been exposed to the primal 
  music by hearing another seeker of the song use a 
  seeker music ability. 
  CLASS SKILLS 
  The seeker of the song’s class skills (and the key 
  ability 
  for 
  each 
  skill) 
  are 
  Climb 
  (Str), 
  Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Jump (Str), Knowledge (arcana) (Int), Listen 
  (Wis), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Spot (Wis), and Swim 
  (Str). 
  Skill Points at Each Level: 4+ Int modifier. 
  CLASS FEATURES 
  All the following are class features of the seeker of 
  the song prestige class. 
  Weapon and Armor Proficiency:  Seekers of the 
  song gain no proficiency with any weapon or 
  armor. 
  Rapture of the Song (Su):  A seeker of the song 
  is so in tune with the power of the primal music 
  that she gains special insightk, physical fortitude, 
  and resistance ot magic while in the throes of her 
  song.  A seeker gains a +2 insight bonus to Armor 
  Class whenever she uses her bardic music ability, 
  seeker music, or a similar ability. 
  At 4th level and higher, a seeker also gains a +2 
  insight bonus on saving throws whenever she uses 
  her bardic music ability, seeker music ability, or a 
  similar ability. 
  At 7th level and higher, a seeker also gains damage 
  reduction 2/- whenever she uses her bardic music 
  ability, seeker music, or a similar ability. 
  At 10th level, a seeker gains these abilities and also 
  acts as though affected by a freedom of movement 
  spell whenever she uses her bardic music ability, 
  seeker music, or a similar ability. 
  Seeker Music:  A seeker of the song can usemusic 
  or poetry to produce magical effects.  Seeker music 
  follows the same rules as bardic music (see page 29 
  of the Player’s Handbook).  Each use of seeker music 
  costs one daily use of bardic music to activate.  
  Seeker of the song levels stack with bard levels for 
  the purposes of determining how many daily uses 
  of bardic music and seeker music the character 
  has. 
  Some seeker music effects include a secondary 
  effect, called a refrain.  In any round when a 
  seeker concentrates on a seeker music effect and 
  expends another use of bardic music, she can 
  activate the refrain associated with that seeker 
  music effect.  Using a refrain is a swift action (see 
  page 86) that does not provoke attacks of 
  opportunity.  The original effects of the song do 
  not end; the seeker can maintain the song and 
  activate the refrain simultaneously. 
  Burning Melody (Su):  A seeker of the song with 14 
  or more ranks in a Perform skill can gather a 
  glimmer of the power of the primal music and 
  gain some control over fire through this music.  
  While a seeker sings this song, she and all of her 
  allies within 30 feet who can hear gain resistance 
  to fire 15.  An ally benefits from this effect for as 
  long as it can hear the seeker sing. 
  Burning Melody, Refrain:  When she uses the refrain 
  with her burning melody, a seeker shoots a 30-
  footcone of fire from her fingertips.  The cone 
  deals 6d6 points of fire damage to creatures in its 
  area.  A successful Reflex save (DC 10 + the 
  seeker’s ranks in the Perform skill) halves the 
  damage. 
  Song of Unmaking (Su): At 2nd level and higher, a 
  seeker with 15 or more ranks in a Perform skill 
  can turn a fragment of the primal music’s power 
  against constructs.  She can expend a use of bardic 
  music and make a Perform check to deal 1d8 
  points of damage per seeker level to all constructs 
  within a 30-foot burst of the seeker (no save). 
  Dirge of Frozen Loss (Su): A seeker of the song of 3rd 
  level or higher with 16 or more ranks in a Perform 
  skill can gather the power of the primal music to 
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  gain control over cold energy through this music.  
  While a seeker sings this song, she and all of her 
  allies within 30 feet who can hear her gain 
  resistance to cold 15.  An ally benefits from this 
  effect for as long as it can hear the seeker sing. 
  Dirge of Frozen Loss, Refrain:  When she uses the 
  refrain with her dirge of frozen loss, a seeker 
  shoots a 60-foot line of cold energy from her 
  fingertips.  This line deals 10d6 points of cold 
  damage to any creature it hits and causes any 
  creature damaged by it to become fatigued.  A 
  successful Fortitude save (DC 10 + the seeker’s 
  ranks in the Perform skill) halves the damage and 
  negates the fatigue. 
  Song of Life (Su):  A seeker of the song of 4th level or 
  higher with 17 or more ranks in a Perform skill 
  can use fragments of the primal music to protect 
  and heal her allies.  While a seeker sings this song, 
  she and all of her allies within 30 feet who can 
  hear her gain immunity to poison and disease.  An 
  ally benefits from this effect for as long as it can 
  hear the seeker sing. 
  Song of Life, Refrain:  When she uses the refrain 
  with her song of life, a seeker can make a Perform 
  check to heal a living creature of an amount of hit 
  points equal to the check result (up to the creature’ 
  s full normal hit point total).  She must touch the 
  affected ally to use this ability.  The touch is a 
  standard action, although activating the refrain is 
  still a swift action.  The refrain has no effect on 
  undead or nonliving creatures. 
  Anthem of Thunder and Pain (Su):  A seeker of the 
  song of 5th level or higher with 18 or more ranks 
  in a Perform skill can gather the power of the 
  primal music and gain control over electrical 
  energy through this music.  While a seeker sings 
  this song, she and all of her allies within 30 feet 
  who can hear her gain resistance to electricity 15.  
  An ally benefits from this effect for as long as it 
  can hear the seeker sing. 
  Anthem of Thunder and Pain, Refrain:  When she 
  uses the refrain with her anthem of thunder and 
  pain, a seeker shoots a ray of electricity from her 
  fingertips.  The ray has a range of 20 feet and 
  requires a ranged touch attack to hit.  The ray deals 
  10d6 points of electricity damage to a creature it 
  hits.  The seeker can then cause the electricity to 
  arc to additional foes, all of whom must be within 
  20 feet of the first creature struck.  Each secondary 
  ray requires another ranged touch attack to hit and 
  deals half as much damage as the initial ray.  A 
  seeker can create one secondary ray for every 
  three seeker class levels (one when the song 
  becomes available at 5th level, two at 6th level, and 3 
  at 9th level).  No creature can be affected by more 
  than one arc in a single round. 
  Hymn of Spelldeath (Su):  A seeker of the song of 6th 
  level or higher with 19 or more ranks in a Perform 
  skill can turn the power of the primal music 
  against magical effects.  Any creature that can hear 
  the seeker perform must make a Concentration 
  check opposed by the seeker’s Perform check in 
  order to cast a spell.  If the Concentration check 
  fails, the spell is lost and has no effect.   If the 
  Concentration check succeeds, the spell is cast as 
  normal.  A hymn of spelldeath is a mind-affecting 
  ability. 
  Hymn of Spelldeath, Refrain:  When she uses the 
  refrain with her hymn of spelldeath, a seeker can 
  attempt to dispel magic.  This ability works just 
  like the area version of dispel magic, except the 
  effect is centered on the seeker.  At her option, a 
  seeker can exclude herself and her allies from this 
  effect, but the effect must still be centered on her. 
   The seeker makes a level check just as if she were 
  a spellcaster using the dispel magic spell, using the 
  total of her bard levels and seeker of the song 
  levels as her modifier for the check. 
  Ballad of Agony Reborn (Su):  A seeker of the song of 
  7th level or higher with 20 or more ranks in a 
  Perform skill can gather the power of the primal 
  music to gain control over acid energy through 
  this music.  While a seeker sings this song, she 
  and all her allies within 30 feet who can hear her 
  gain resistance to acid 15.  An ally benefits from 
  this effect for as long as it can hear the seeker sing. 
  Ballad of Agony Reborn, Refrain:  When she uses the 
  refrain with her ballad of agony reborn, a seeker 
  shoots a ray of acid from her fingertips.  The ray 
  has a range of 60 feet and requires a ranged touch 
  attack to hit.  The ray deals 10d6 points of acid 
  damage to a creature it hits, and another 10d6 
  points of acid damage 1 round later. 
  Aria of Everywhere (Sp):  A seeker of the song of 8th 
  level or higher with 21 or more ranks in a Perform 
  skill can pull the power of the primal music into 
  herself and move short distances instanteously.  
  She can expend a use of bardic music or seeker 
  music to instantly transport herself to any spot 
  within 25 feet + 5 feet/level.  This ability 
  otherwise functions as the dimension door spell, 
  except that the seeker can’t bring along additional 
  creatures with this ability. 
  Dirge of Songdeath (Su):  A seeker of the song of 9th 
  level or higher with 22 or more ranks in a Perform 
  skill can gather the power of the primal music to 
  gain control over sonic energy through this music. 
   While a seeker sings this song, she and all over 
  her allies within 30 feet who can hear her gain 
  resistance to sonic 15.  An ally benefits from this 
  effect for as long as it can hear the seeker sing. 
  NMR5-08 Fighting the Headwind 
   
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  In addition, as long as the seeker is singing a dirge 
  of songdeath, other creatures within 30 feet 
  cannot easily use bardic music, seeker music, or 
  other similar abilities.  To use such an ability, a 
  creature within the area must make a Perform 
  check opposed by the seeker’s Perform check.  If 
  the check is successful, the creature can use the 
  ability desired.  If the check fails, the ability has no 
  effect, but a daily use of the music ability must be 
  expended normally. 
  Dirge of Songdeath, Refrain:  When she uses the 
  refrain with her hymn of songdeath, a seeker 
  shoots a ray of sonic energy from her fingertips.  
  The ray has a range of 6o feet and requires a 
  ranged touch attack to hit.  The ray deals 15d6 
  points of sonic damage to a creature it hits. 
  Note of Solitude (Su):  Upon reaching 10th level, a 
  seeker of the song with 23 or more ranks in a 
  Perform skill can use the power of the primal 
  music to temporarily sever some creatures’ tie 
  with other planes.  Extraplanar creatures within 60 
  feet of a seeker who activates this ability must 
  make a Will saving throw (DC 10 + the seeker’s 
  ranks in the Perform skill).  Creatures affected by 
  this ability get a bonus on this saving throw equal 
  to their Hit Dice.  Any creature that fails this 
  saving throw is instantly sent to its home plane.  
  Unlike other musical abilities and effects, a note of 
  solitude has a duration of instantaneous and 
  cannot be maintained, though the seeker can 
  activate it again on subsequent rounds by 
  spending additional uses of bardic music or seeker 
  music. 
  Combine Songs (Ex):  A seeker of the song of 2nd 
  level or higher can combine two types of bardic 
  music or seeker music to provide the benefits of 
  both.  The seeker choose two music abilities and 
  activates both using the same standard action.  If 
  either or both require concentration, the seeker 
  can maintain concentration on both by using one 
  standard action each round to concentrate.  The 
  normal stacking rules for bonus types apply to 
  music abilities combined with this ability. 
  Subvocalize (Ex):  At 5th level and higher, a 
  seeker of the song can begin a new bardic music or 
  seeker music song as a swift action (see page 86).  
  A seeker can use this ability only if he already has 
  one (and only one) bardic music or seeker music 
  ability already active.  A seeker can use this ability 
  in conjunction with the combine songs ability to 
  start a second song and maintain both as a 
  standard action each round (as per the combine 
  songs ability). 
  EX-SEEKERS OF THE SONG 
  Like a member of any other prestige class, a seeker 
  of the song can take levels in other classes after 
  entering the seeker of the song class, but seekers 
  of the song face a special restriction.  A seeker of 
  the song who gains a level in any other class after 
  having gained his first seeker level can never again 
  raise her seeker of the song level, though she 
  retains the seeker abilities she has already earned.  
  The path of the seeker demands constant attention 
  and devotion.  If a character adopts this prestige 
  class, she must pursue it to the exclusion of all 
  other careers.  Once she has turned from the path, 
  she can never return. 
   
   
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  Appendix Eleven – The Valorous League of Blindness
  Excerpt from The Oerth Journal, April 22, 2002, Issue 
  14 by Issak Haywood 
   
  The Organization 
  Following the beliefs and practices of the Church of 
  the One True Path, the League promotes the Pietistical 
  primarily within the borders of Nyrond; however, 
  allied congeries can be found throughout the Flanaess. 
  These devoted followers of Pholtus promote his faith 
  through conversion, quite often by force. Financial and 
  political support for the League has largely been 
  through Prelates and other church officials from 
  within the Pale; the Palish ambassador in Rel Mord, 
  the capital of Nyrond has always been the most ardent 
  endorser of the League and its tenets, harking back to 
  the League’s very foundation. 
  Grishken of Midmeadow, a maniacal zealot of the 
  Church of the One True Path, is currently the ranking 
  leader of the League. He is stern and strong in his faith 
  in Pholtus and believes that anyone that does not agree 
  with him has strayed from the True Path as set forth in 
  the Book of the Path. Thus they must be a fiend 
  worshipper! 
  Grishken’s second in command and most ardent foe is 
  Carindrell of Arndulanth, who has gained many 
  supporters to the League’s cause, as most of the 
  townsfolk of Arndulanth have converted to the 
  Pholtan way of life.  He is also credited with bringing 
  back the corpse of a Nalfeshnee demon a few years 
  back and exerts this accomplishment both for 
  recruitment and conversion. With such acts, Carindrell 
  shows Pholtus’s glory to the faithful. He is also the 
  local leader of the Knights Valorous, the elite military 
  force of the League. 
  The “Slayers” are a small cult-like following in the 
  Knights Valorous and led by none other than 
  Zylinchin the Fiendfinder. They tour much of the 
  northern lands of Nyrond. Being one of the most 
  outspoken and visible members of the League, 
  Zylinchin has done outrageous things, including the 
  infamous “cleansing” of a shrine to Incabulos in 
  Midmeadow. These acts have garnered a large number 
  of converts, and many frightened nobles and peasants 
  suspect that he is the one behind the “Midnight Raids” 
  along the northern border. 
  The League supports two elite forces within its ranks. 
  The Knights Valorous is based in and acts within 
  Nyrond; its fraternal group operates within the Pale. 
  Carindrell maintains leadership of the Nyrondese 
  Knights while Avern manages those of the Pale. As 
  originally planned by Hytan and Sister Buil, all three 
  leaders must work together to accomplish the many 
  goals of the League. It is currently well known that 
  animosity exists between Grishken and Carindrell, and 
  this situation has often allowed Avern to assume 
  command when he otherwise might not. The 
  difference 
  of 
  opinion 
  between 
  Grishken 
  and 
  Carindrell as well as the many tactics advocated by the 
  League in its recruitment of personnel (Zylinchin has 
  been known to conscript potential converts) has led to 
  widespread speculation outside of the organization as 
  to the final tally of membership within the League. 
  With the help of other dedicated followers of the 
  Church of the One True Path, Sister Buil and Theocrat 
  Toth completed the restoration of the true faith in 
  Pholtus by forming the Church Militant in CY 452.  
  The Church Militant, formed to ferret out and expunge 
  heretics, heathens, and others not dedicated to the 
  newly instituted Church of the One True Path, created 
  an inquisition within the Pale. In CY 460, the Prelates 
  of the newly freed Theocracy of the Pale felt that it was 
  time to take their inquisition to the heathens of the 
  south (Nyrond).  The faithful and obstinate captain of 
  the Rel Mord City Watch, and husband of Sister Buil, 
  Hytan founded the Valorous League of Blindness in 
  CY 460. With open support from the ranking Prelates 
  within the Church, the League set out to convert those 
  of other faiths, defend the faithful of Pholtus, and 
  protect the Church’s interests within Nyrond. 
  The faithful and obstinate captain of the Rel Mord City 
  Watch, and husband of Sister Buil, Hytan founded the 
  Valorous League of Blindness in CY 460. With open 
  support from the ranking Prelates within the Church, 
  the League set out to convert those of other faiths, 
  defend the faithful of Pholtus, and protect the 
  Church’s interests within Nyrond. 
  With the strong support continuously offered by the 
  Church Militant, the League did its best to propagate 
  and reinforce the relationship. In CY 520, Prelates 
  Tionon, Zakeria and Marshal directed their Church 
  Militant forces to eradicate a group of priests and 
  monks that had berated the Church for preaching that 
  communion with Pholtus is gained only through the 
  Church. A quick sortie by the League ended the 
  apostasy as it entered Nyrond’s border. The action 
  saved the Pale from seeming to act as an aggressive 
  force against Nyrond and further cemented the Pale’s 
  support for the League. 
  Throughout the years, the Palish ambassador, 
  following Sister Buil’s footsteps, has been the biggest 
  Pale supporter of the League and its actions. 
  Ambassador Ivanic Temzien, the Grand Templar 
  (considered a fanatic even among his Church Militant 
  companions) has taken this support further and in CY 
  580 published his Lesser Nyrond Doctrine. 
  This doctrine prescribed the idea that northern 
  Nyrond should secede to the Pale, thus allowing 
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  Nyrond the ability to handle its true border enemies 
  such as the Great Kingdom, Iuz and the Bandit 
  Kingdoms. In typical fanatical fashion, the League has 
  not only sponsored this doctrine but has taken it as one 
  of its tenets. This doctrine and unimpeded support for 
  the League by Ivanic has been labeled as one of the 
  major factors in King Archbold’s eventual downfall. 
  Today The Lesser Nyrond Doctrine is one of the 
  League’s strongest ideals and is often stated as: 
  “There is now only one hope of salvation, Pholtus of the 
  Blinding Light. Only those blinded to iniquity and its lures 
  can hope to prevail in these terrible times. Look at how the 
  rich live while you travail to pay their taxes; is this right? But 
  this is how Nyrond is. Hence, Nyrond must be changed, and 
  we’re the men to do it, just as we are the men to root out the 
  evil within these lands which matches the evils of Iuz and 
  Aerdy outside.” 
  Prior to the Flanaess-spanning Greyhawk Wars, the 
  League was seen by many Nyrondese nobles as little 
  more than religious rabble.  However, when Aerdy 
  struck the first blow at Nyrond, the League was one of 
  the kingdom’s first defenders. The soldiers and nobles 
  on the borderlands noticed the importance of the 
  League, and attitudes shifted from avoidance to 
  acceptance. On the Almorian borderlands near Castle 
  Blazebane, a group of junior Nyrondese military 
  officers, fighting alongside a squad of League members, 
  renounced the directions and orders of their 
  untalented and poorly skilled commanders and 
  generals. These junior officers considered themselves 
  to suffer unjustly from a corrupt government that 
  promoted inbred relatives who lost battles that better 
  prepared or knowledgeable leaders would have won. 
  Colonel Zylinchin, one such overruled officer, joined 
  the League during an orcish advance at Kurast’s Tower. 
  After what should have been easily won battles became 
  muddled due to inept leadership, Zylinchin turned 
  inward and found a great faith in Pholtus.  No longer 
  would he follow the incompetence of his “superiors.” 
  With the addition of Colonel Zylinchin, the League 
  had numerous successes on the battlefield and freed 
  many of the peasants from subjugation by the cruel 
  forces of both Iuz and the Overking.  The Colonel and 
  his lieutenants became known as the “Fiend Slayers,” 
  and took command from General Younard at the Battle 
  of Arat in the Almorian Border Lands. After the battle 
  was won, the League gained a newfound respect from 
  the soldiers and peasants of the area, but the official 
  Nyrondese position towards the League was further 
  distanced. (The officials hated the league. The local 
  citizens loved the league.) Eight months after Arat, at 
  the Crest of Arike, near Womtham, Zylinchin once 
  again became known and influential. His “Fiend 
  Slayers” slew a demon directing an attacking goblin 
  horde.  With fame and infamy throughout the 
  northern kingdom and generous donations to the poor 
  and oppressed peasants, conversions to the faith of 
  Pholtus came quickly, despite the rigidity required by 
  the League. 
  Although Zylinchin made many converts and allies 
  near the end of the wars, Cunal Huldane, a “bandit” 
  that robbed from his father and raided the Pale, became 
  one of the League’s biggest antagonists. The two often 
  clashed when dealing with Count Blackmar Huldane, 
  Cunal’s father, who ruled with cruel laws and enforced 
  the edicts made by a frantic King Archbold. Cunal, 
  based in Barren Keep, often hid in the Phostwood, and 
  was protected many local farmers. 
  CY 592 
  The League still encourages secession to the Pale, and a 
  few nobles in the northern lands have either joined or 
  now openly support the League (though usually out of 
  fear of a peasant uprising). Yet other nobles from both 
  the north and south of the kingdom dislike the League 
  intensely.  Many nobles, officers, and merchants 
  disagree that Nyrond cannot protect itself from its 
  enemies. In the south, Farenne, a paladin of the 
  Church of the Blinding Light believes that the Pale is a 
  land of heresy, much like the Theocracy of Dimre, 
  twisting Pholtus’s will and light. She argues strongly 
  against any alliance with the Pale, and condemns any 
  talk of secession as treason. Duke Korenflass of Oldred 
  has gone so far as to place a price on Zylinchin’s head, 
  as did Field General Myariken. In turn, Myariken is 
  hated within the Pale and by the League for his raids 
  on Hawkburgh and other neighboring Palish 
  townships. (Myariken’s troops use the Phostwood as a 
  staging area.)  The League recognizes its detractors and 
  fights against them by granting aid and protection to 
  the peasants while supporting the lawful rule of 
  faithful nobles. This aid and the rowing rumors of 
  demons, devils and corrupt nobles, keep the newly 
  converted or easily swayed in line. Following the 
  practice of Midnight Raids, made famous in the Pale by 
  the Church Militant, the League has been able to rid 
  the northern lands of Nyrond of numerous fiends, 
  demons, devils and those who consort with such 
  malevolence. Along the Pale-Nyrond border, many 
  men and omen accused of heresy are quickly hunted 
  down, and days after such a raid, the remains of burned 
  or impaled victims can be seen to show others what 
  becomes of those who consort with the foulest of the 
  foul. 
  As the newly ascended king, Lynwerd I, reorganizes 
  and attempts to heal his lands, the Lesser Nyrond 
  Doctrine remains a common belief, even among 
  Nyrondese officials. However, many of the more 
  extravagant and outlandish tenets of the League are 
  losing support.  Thus the League has begun to 
  withdraw and to curtail some of its members’ actions. 
  Also, the League has doubled its fund raising and 
  charity efforts. Recently Avern, the Commander of the 
  Knights Valorous within the Pale, met with Carindrell 
  and Grishken.  Numerous members of the Church and 
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  League hierarchy were led to believe that this was 
  merely a polite visit. However, those in the know 
  report that the few progressive Prelates of the Council 
  of Nine are disgusted by the continued excesses of 
  Zylinchin and the feud between Grishken and 
  Carindrell. Due to his position within the Pale-
  sponsored League, Avern’s words carry great weight, as 
  evidenced by Grishken having recently asked 
  Zylinchin to forestall further Midnight Raids. 
  Although still considered extreme and one of the more 
  hard-line interpretations of the Book of the Path, 
  several members continue the practice of literally 
  wearing blinders or the even more bizarre and 
  fanatically holy act of putting out their left eye, 
  showing that Pholtus’ wisdom and teachings are more 
  than enough to show his Path to those truly faithful. 
  This and other personal, yet ardent, tenets of the 
  League have seen a recent decline among recruits. 
  Zylinchin the Fiendfinder-General, General of the 
  Nyrondese Northern Army Knight Valorous of the 
  Valorous League of Blindness 
  Zylinchin is without a doubt the most respected and 
  feared member of the League. His personal troops, 
  those members of the League loyal to him, “The 
  Slayers,” are well known throughout northern Nyrond. 
  His most famous Fiend Finding was at Midmeadow, 
  right under the nose of Grishken, in which he found 
  and destroyed a shrine to Incabulos. Signs of his 
  passing can often be found in the countryside. He has 
  handed alms to many poor peasants, and they have 
  responded by showing great faith in and dedication to 
  Pholtus. Also, the heads of heathens are often found on 
  pikes. These grisly signs show non-believers what a 
  lack of faith can lead to. Those most openly faithful 
  support Zylinchin; as a result, local leaders are forced 
  to support and offer aid to the League or face rebellion. 
  Others, however, despise both the man and the 
  message and have openly placed rewards for his head. 
  Tenets of the Valorous League of Blindness 
  � Display a “Perfect Knowledge of the Laws of 
  Pholtus.” 
  � Uphold the teachings of the Church of the One 
  True Path, for it is the Way to follow Pholtus into 
  the Blinding Light. 
  � Teach the children. 
  � Neither tolerate disrespect to the Church nor 
  allow any harm to come to its flock. 
  � Defend the clergy of Pholtus. 
  � Allow no person, beast or property to go without 
  when you have plenty. 
  � Convert unbelievers to the tenets of the Church of 
  the One True Path.  Dispatch those that resist 
  conversion, for they are not worthy of the 
  Blinding Light of Pholtus, nor capable of 
  following his strict True Path. 
  � Allow no person to proclaim the teachings of 
  Chaos, Evil or false cults.  Use force of arms when 
  required to exile fiends, demons, devils or those 
  that preach such teachings. 
   
   
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  Appendix Twelve – Pholtus and the Prelates Announcement
  PHOLTUS 
   
   
   
   
   
  Intermediate Deity of Light, Resolution, Law, 
  Order, Inflexibility, Sun, Moons  
   
  Worshippers: Oeridian and commonly accepted across all 
  the Flanaess 
  Holy Symbol: Full moon partially eclipsed by a smaller 
  crescent moon 
  Alignment: LG (LN) 
  Domains: Good, Knowledge, Law, Sun 
  Prestige 
  Domain(s): 
  Divination, Domination, Exorcism, Glory, 
  Inquisition, Mind, Mysticism, Summoning 
  Weapon(s): 
  Quarterstaff 
  Weapon of the 
  Deity spell: +1 flaming quarterstaff 
   
  Pholtus (FOHL-tus) is a stern Oeridian god of 
  unbending Law. He believes that he is the authority on 
  Law and the Natural Order, which makes him 
  unpopular with other gods. The sun rises and sets, the 
  moons wax and wane, the seasons progress - all in a 
  very ordered, regular fashion because this is the 
  structure created by Pholtus. He has presumed to place 
  himself at the pinnacle of the Greyhawk pantheon by 
  claiming authority on the Natural Order. This 
  presumption creates significant friction with the other 
  deities, particularly with St. Cuthbert of the Cudgel 
  (who was originally a follower of Pholtus, and was later 
  raised to be a hero Deity).  
   
  The sects of Pholtus are all guided by the One 
  True Path of Pholtus, which is strict, but guarantees 
  rightness. They strongly believe in order and show no 
  tolerance for those who do not enforce the cause of 
  Law; smiting Chaos where found, and Evil once chaos 
  is rooted out. Because of this they are commonly 
  drawn towards governmental functions, most notably 
  holding prominent roles in the Judiciary and Advisory 
  areas of the Aerdy Great Kingdom, before its fall.  
   
  The belief of Pholtus as the authority for Natural 
  Order is prevalent within his followers, and they do 
  not have much respect for other religions, especially 
  chaotic ones. His followers are expected to bring the 
  One True Path to unbelievers, and brook no argument 
  against this practice. This quest leads them far from 
  their churches, usually in groups in case unbelievers 
  and heretics turn hostile. All Pholtan followers believe 
  fanaticism for the cause of law is praiseworthy.  
   
  Pholtus is depicted as a tall, slender man in a white 
  robe, with fair skin and hair, and eyes that shine with 
  the fires of devotion. He carries the staff of the Silvery 
  Sun, an ivory object shod in silver and topped by an 
  electrum sun-disk. His holy symbol is the full moon 
  Luna partially eclipsed by the smaller crescent moon 
  Celene.  
   Pholtus in Nyrond 
  The church of Pholtus in Nyrond has a mixed 
  reputation. In some areas it is well received, in others it 
  is disliked. To better understand the reasons for this, 
  consider the wider history of Pholtus in the Aerdy 
  areas. The Pholtan Religion in old Almor was strong, 
  but was also decimated by Ivid towards the end of his 
  reign of the Aerdy Great Kingdom. Pholtans 
  traditionally were well received in the Great Kingdom, 
  enjoying positions of governmental power and 
  advisory, until 582CY when the Patriarch of Pholtus in 
  Rauxes, Emasstus Carcosa, declared Ivid a heretic, 
  insane and allied with fiends. Ivid had him arrested 
  and began a systematic purging of Pholtans from the 
  Great Kingdom, rampantly looting temples and killing 
  priests. This, of course, resulted in a large exodus. 
  Many ended up strengthening the Pale, others 
  dispersed to areas outside of the Great Kingdom, 
  including Nyrond. While Almor was ruled by multiple 
  faiths, the fact it had a strong Pholtan following did 
  nothing to improve relations with the Great Kingdom, 
  and it also felt the brunt of this hatred of Pholtus, 
  ultimately being crushed by the Animus Duke Szeffrin 
  and his forces.  
   
  The Church of the One True Path in the Pale has 
  sent forth an independent organization known as the 
  Valorous League of Blindness. This is a fanatical order 
  of Pholtans who have gained a great presence and hold 
  in Midmeadow, but who also range southward all the 
  way to Mowbrenn.  
   
  The Pholtans in the rest of Nyrond are traditional 
  in their beliefs, tracing their roots to the Great 
  Kingdom's Church of Pholtus, the Church of the 
  Blinding Light. The Valorous League of Blindness pays 
  indirect obeisance to the Church of the Blinding Light 
  where it is encountered, but they maintain their 
  independence and are supported by the Church of the 
  One True Path in the Pale. Where they are strongest, 
  the temples and chapels of Pholtus are staffed and 
  managed by the church of One True Path. The Church 
  of the Blinding Light 
   
  The Church of the Blinding Light is the 
  predominant force of Pholtus in Northern Nyrond. 
  The Church of the Blinding Light in Nyrond traces its 
  roots to the old Aerdy Church of the Blinding Light, 
  prevalent throughout the entire Great Kingdom. Like 
  most of the Churches of the Blinding Light in the 
  Flanaess, there is not a great level of coordination 
  between temples. The Church of the Blinding Light in 
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  Nyrond was splintered from the Great Kingdom's 
  Church at the time Nyrond defected, when Nyrondese 
  sympathizers purged the local Churches of Imperial 
  sympathizers. While these churches do maintain 
  relationships with the Church of the One True Path in 
  the Pale, as well as other strong branches of Pholtan 
  Churches around the Flanaess, the Church of the 
  Blinding Light in Nyrond is a unique entity unto itself, 
  only loosely coordinated an ecumenical council of 
  Pontiffs from the major temples.  
   
  Followers of the Church of the Blinding light are 
  traditional Pholtans, and vocally only acknowledge 
  their own order of Pholtus in Nyrond. They generally 
  refuse to admit the Church of the Bright Path exists, 
  considering these followers lost from the cause of 
  Pholtus. However, this schism is heating up to the 
  point where they cannot ignore it any more.  
   
  It is also an interesting subnote that the Church of 
  the Blinding Light has the original copy of the Scrolls 
  of Light from the Church of the Bright Path, as it was 
  intercepted and taken from disciples of Retaren who 
  were fleeing south after he was hung in Midmeadow. 
  What has happened to it since is unknown, and the 
  Church of the Blinding Light in general consider the 
  scrolls to be a high quality work of fiction fabricated by 
  a very lost and confused individual. 
  Announcement from the Pale group 
  site: 
  "The divine wisdom of Pholtus guided our beloved 
  Theocrat, Theoman Baslett, when he recalled the 
  Valorous League of Blindness to the welcoming arms 
  of the Pale earlier this year. A detachment of Pholtan 
  Knights Valorous, Order of Luna, was to take the place 
  of the League as a faithful presence in northern 
  Nyrond. The leaders of the League, Carindrell and 
  Grishken, recognized the sagacity of the decision and 
  brought their followers inside the shelter of the 
  Theocracy's borders. We of Council of Prelates have 
  rewarded the leaders and members of the League for 
  their loyalty -- indeed, even inducting Carindrell into 
  our number as Prelate of Hatherleigh. The presence of 
  the Valorous League of Blindness assures the safety of 
  the good citizens in the southwestern prelacies. 
   
  "Not all members of the League, though, have 
  chosen to heed the call homeward. Zylinchin, self-
  proclaimed 
  Fiendfinder-General, 
  has 
  willfully 
  disobeyed the request of Theocrat Baslett. Zylinchin 
  and a small group of renegade followers have remained 
  in the northern portion of the Nyrond Imperium, 
  acting on their own interpretations of the will of 
  Pholtus. 
   
  "Know this, good citizens: Zylinchin and his 
  followers have fallen prey to the very chaos that they 
  once battled. Once ardent servants of the Blinding 
  Light, they have strayed. They have marked themselves 
  as heretics from the One True Path. Let us all pray, that 
  Zylinchin's band may see the folly of their arrogance 
  and return to the Pale in humility and faith. 
   
  "For the moment, consider them no friend to our 
  nation and our Church. If you encounter them within 
  the Pale, avoid them if you can and report their 
  location to the nearest ecclesiastic official. If you 
  encounter them while traveling in the Imperium, 
  report them immediately to an agent of local authority, 
  and send word back to the Pale of their location. The 
  ears of the heretic are closed to reason, so do not try to 
  persuade these renegades to reconsider their decision; 
  instead, be prepared for aggression in words or even in 
  arms. 
  The Council of Prelates, 
  Wintershiven, 
  11 Goodmonth, CY 595  
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  Appendix Thirteen – Midmeadow 
  From The Kingdom of Nyrond Web site.  Edited to reflect current updates (underlined). 
   
  Midmeadow, the capital of the new province, reflects the continuation of difficult times here. While most cities in 
  Nyrond have been growing since the Wars, Midmeadow has shrunk, to 11,100. Once perhaps the most beautiful city in 
  Nyrond, with many buildings designed by elven architects, a series of arsons, tax riots, plague, and a ruler who did 
  nothing useful left much in ruins. The new ruler has managed to restore public order, in part by acknowledging the 
  Pholtan Knights Valorous (PKV) as effectively a second police force. Though officially once allies, the militia and the 
  Valorous League of Blindness got along poorly. The 600 militia deemed the VLB as know-it-all amateurs and resented 
  that foreign rule was preferred in some parts of town, particularly where there is a heavy Pholtus population. However, 
  in past years under the previous ruler, the militia was ordered only to protect a few of the major public building from 
  rioters and the League were the ones who actively kept order within the town. The League deemed the militia slackers 
  who were unwilling to enforce the laws of Pholtus, the only ones that count in their view. But with a major crime 
  problem, the two forces must work together.  The Pholtan Knights Valorous are attempting to close the gap of 
  animosity.
   
  The biggest limitation to the spread of the League had been a smoldering resentment by many of the poor who go 
  hungry while local produce, and even Gamboge produce, were sent north to the Pale to be sold for badly needed 
  revenues. As times have improved this is less of a problem, but such resentful hatred has a way lingering long past its 
  time. 
   
  Much of the crime problem is due to the presence of large numbers of Tenhas. An estimated 10,000 fled from Tenh 
  to Nyrond when Iuz took over that country. Perhaps half of those stayed in Woodverge, and half of those that stayed 
  settled in shanty camps around Midmeadow. The locals deem them lazy, indolent, feckless, and arrogant. A number of 
  the refugees have skills that were well honored in Tenh, but are rather useless in Nyrond, which makes them scornful 
  of the lowly jobs they can do, and not eager to do a good job. So, as in many places in Nyrond, they suffer considerable 
  discrimination. To survive, they do what they must, which can include begging, stealing, and scavenging. Debauchery, 
  drink, and prostitution are common. Some have turned to evil cults and others are bandits, none of which improves 
  their reputation. 
   
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  Appendix Fourteen – County of Urnst and Nyrond Imperium 
  Treaty
  Be it resolved, on this, the 1st day of Planting, CY 595, 
  that:  
  A treaty shall be entered on this date between the 
  governments of the County of Urnst, and the Nyrond 
  Imperium. This treaty sets down the tenets and 
  guidelines, which shall, upon ratification of this 
  document by Her Grace, Elone Gellor, Contessa of 
  Urnst, and Sewarndt Nehron, Emperor of the Nyrond 
  Imperium, be the law of the land in both of the nations 
  involved.  
  ARTICLE I: Whereas the citizens of the County of 
  Urnst, and Nyrond are peace loving, free peoples, there 
  shall be an official state between these two nations that 
  prohibits all forms of aggression between the two. This 
  shall take effect immediately upon the formal signing 
  of this document, and shall be the lynchpin of the 
  treaty. Should either party to the treaty violate this 
  article, all other portions of this treaty shall become 
  null and void, and the offended nation shall be released 
  from all constrictions and responsibilities contained 
  here within.  
  ARTICLE I-A: Aggression shall be defined as the 
  incursion of military or paramilitary forces into the 
  lands of a signatory nation by forces of the other 
  signatory. Military and paramilitary organizations shall 
  include those of the army, navy, militia, the legions 
  (not only mundane, but divine and arcane as well), as 
  well as any organization which, in time of war, would 
  become subject to the orders of military commanders 
  within the host government, such as house troops, 
  special paramilitary organizations, organized groups of 
  rangers and druids, and orders of militant clerics. 
  Incursion is here within defined as crossing the border 
  between the County of Urnst and Nyrond Imperium 
  by troops of one government without the prior 
  approval of the other.  
  ARTICLE I-B: The exception to this shall be that 
  properly designated and identified members of a sworn 
  law enforcement agency are authorized to cross the 
  border without prior approval, provided that they 
  notify the appropriate agency in the other nation as 
  soon as is reasonable after crossing the border. This 
  exception shall only be valid while in pursuit of a 
  legitimate criminal, as defined in the legal codices of 
  the nation whose forces are attempting to apprehend 
  said criminal. Upon notification of the appropriate 
  local 
  law 
  official, 
  the 
  responsibility 
  for 
  the 
  apprehension of the criminal or criminals in question 
  shall immediately pass to the agents of the law in the 
  host nation, who will keep their counterparts apprised 
  of the situation. Captured or detained criminal 
  elements shall be held without granting of parole until 
  such time as extradition can be arranged, and an 
  official of the nation where the crime was perpetrated 
  shall present to the confining gaolmeister a properly 
  executed, and thus legally binding Warrant for 
  Extradition. Accompanying this warrant must be 
  evidence of the crime, which is sufficient to persuade 
  the local magistrate of the guilt of the accused. Should 
  the 
  extraditing 
  agency 
  fail 
  to 
  provide 
  this 
  documentation, the magistrate has the authority and 
  right to release the accused, or otherwise disposition 
  them as he sees fit.  
  Should a party commit crimes in both nations, the 
  nation 
  who 
  detains 
  them 
  shall 
  notify 
  their 
  counterparts, and justice shall be meted out first by the 
  more severely aggrieved nation. For example, if a thief 
  flees from Nyrond to the County, and there murders 
  someone, the County has the right to pass judgment, 
  and see that judgment carried out prior to turning over 
  the murderer to Nyrond. After completion of the 
  punishment required by law, the criminal may still be 
  extradited to the second nation, in keeping with the 
  procedures mentioned previously.  
  ARTICLE I-C: It is the intrinsic legal right of all 
  nations to guard themselves from perceived threats to 
  their security, both from within and without. 
  Therefore, no law or mandate from either crown shall 
  impinge upon the right of the other to station troops 
  anywhere within their appropriately delineated 
  territory for purposes of providing the citizens of said 
  nation with security from bandits, demi-human and 
  humanoid militants, and any other threat that the 
  government of their nation cites. It is forbidden for 
  any soldier, militiaman, or other agent of the crown to 
  interfere with the assigned duties of their counterparts 
  so long as their actions are restricted to the appropriate 
  side of the border.  
  Furthermore, whereas the County of Urnst has already 
  been inundated by refugees from Tenh, immigration 
  from Nyrond is hereby forbidden without proper 
  documentation. This shall not restrict, however, the 
  free passage of registered merchants, traders, and other 
  persons who have business within the County.  
  ARTICLE II: The economic well being of a nation is 
  vital to the well being of its government, and its 
  people. Therefore, let there be no law or mandate that 
  inhibits the ability of either nation to conduct business 
  with citizens of the other. To this end, the trade of 
  livestock, foodstuff, and raw materials shall not be 
  subject to any tariff or tax in either country when 
  being exported from one country to another. This does 
  not preclude, however, taxation of goods, or the 
  charging of a tariff on any of the above-mentioned 
  NMR5-08 Fighting the Headwind 
   
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  things when they are passing through one nation en 
  route to another. Only mercantile transactions 
  between parties in the County of Urnst and the 
  Nyrond Imperium shall be exempted from taxation 
  and tariff.  
  ARTICLE III: The border between the County of 
  Urnst and the Nyrond Imperium shall be the same 
  border as was observed between the County and the 
  Kingdom of Nyrond except as noted below.  
  ARTICLE III-A: The border of the Nyrond Imperium 
  shall shift east a distance of 20 statute miles of its 
  former location along the Stone Road from Crystal 
  Springs to Starkwall. This change transfers all lands, 
  resources, towns, and peoples who live in the affected 
  area, to include all lands of the city of Starkwall, and all 
  other hamlets, villages and towns in the affected region 
  and their governments and officials, to the possession 
  of the County of Urnst. Whereas this change affects a 
  border which has been in place for many years, and is 
  significantly different from the border which existed 
  between the Kingdom of Nyrond and the County of 
  Urnst, arrangements shall be made for the swift and 
  efficient transfer of all aspects of the city of Starkwall, 
  her government, and her people to the supervision of 
  the County of Urnst. Starkwall shall be absorbed into 
  the Archbarony of Eastmarch, and the Lord of the East 
  shall have responsibility for the administration of 
  Starkwall.  
  ARTICLE III-A-1: It is stipulated herein that informal 
  negotiations regarding this transfer of land and 
  shifting of border opened between the County of 
  Urnst and the Nyrond Imperium on the 24th day of 
  Fireseek, CY 595, and it was agreed to permit the 
  County of Urnst to begin construction of a security 
  wall that would extend along the proposed border from 
  Starkwall to the Crystal Springs, inclusive, and this 
  construction would not be considered an act of 
  aggression since the wall provides security for both 
  nations, and the cost is born solely by the County of 
  Urnst. Be it also stipulated that during these informal 
  negotiations, the Nyrond Imperium warned that 
  insurgents on either side of the wall might attempt to 
  impede the construction of this wall, thereby 
  endangering the formal signing of a non-aggression 
  pact. Once this pact is signed however, the Imperium 
  herein agrees to police its side of the border wall with 
  the intent to deter and interdict any interference with 
  its maintenance.  
  ARTICLE III-B-1: The towns of Crystal Watch and 
  Kerrinn, the defenses of each, and the locks on the 
  River Franz at Kerrinn shall hereby be declared as 
  entirely claimed by the Nyrond Imperium, and the 
  County of Urnst forswears any claim prior or post on 
  such.  
  ARTICLE III-B-2: The Nyrond Imperium shall not 
  restrict the traffic on the River Franz by such parties as 
  allowed to cross the border, pursuant to ARTICLE I-A, 
  ARTICLE I-B, and ARTICLE II of this document.  
  ARTICLE III-C: These changes to the borders between 
  the Nyrond Imperium and the County of Urnst shall 
  be in effect no more than 30 days from the ratification 
  of this treaty.  
  ARTICLE IV: This treaty of non-aggression shall be 
  considered to be legal and binding fifteen days 
  following its ratification by the lawful rulers of both 
  nations. Each ruler shall be notified by the most 
  expeditious means possible, to include magical, of the 
  ratification of the treaty by their opposite. Then shall 
  both leaders, accompanied by a retinue of their choice 
  which shall not exceed 50 personal guards, make their 
  way to the city of Starkwall, where a formal signing of 
  this document shall occur at noon on the fifteenth day 
  following it's ratification. The ceremony shall be 
  overseen by the chief cleric of Zilchus, and shall be 
  held in the same temple in the city of Starkwall.  
  ARTICLE V: This document shall be binding on 
  Sewarndt Nehron, Imperator, and upon Elone Gellor, 
  Contessa, so long as a Gellor sits upon the throne in the 
  County of Urnst, and so long as Sewarndt Nehron and 
  his descendents sit on the Imperial Throne of Nyrond.  
  Signed in Starkwall, Lord Barony of Starkwall, 
  Archbarony of Eastmarch, County of Urnst, on the 
  16th day of Planting, CY 595 by Her Brilliancy 
  Contessa Elone Hofre Gellor of the County of Urnst, 
  and His August Supremacy Emperor Sewarndt of the 
  Nyrond Imperium.  
  Final Disposition of ARTICLE III-C occurred the first 
  day of Flocktime, CY 595.  
  NMR5-08 Fighting the Headwind 
   
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  Appendix Fifteen – Map of Nyrond 
   
   
  NMR5-08 Fighting the Headwind 
   
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  Appendix Sixteen – Map of Trigol 
   
   
   
   
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  Appendix Seventeen – Surrounding Countryside of Kerrinn 
   
   
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  Appendix Eighteen – Franz River and Kerrinn Locks 
    
   
  NMR5-08 Fighting the Headwind 
   
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  Appendix Nineteen – Midmeadow 
      Map not to scale 
    
   
   
   
   
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  Player Handout One – County of Urnst Handouts 
  In Artisan's Ward 
  I appeal to your ability as a craftsman.  The raw materials coming to Trigol by way of Kerrinn has become exceedingly 
  more expensive.  As small craftsmen we cannot keep up with these additional costs.  It is difficult to pass these increased 
  costs to our customers as many have sought lower prices outside of Trigol.  An individual in your occupation could 
  travel to Kerrinn.  We beg of you to find the cause of these price increases.  If you discover them, peacefully, we will 
  reward your efforts as best we can. 
  Signed, 
  M. Adhémar 
   
   
  In River Ward 
  Guild member, we have a new opportunity to gain a foothold in legitimate business operations.  Such an opportunity 
  cannot be wasted.  We must understand the significance of the opportunity.  You are to travel to Kerrinn. Find out how 
  we can exploit these prospects then report to your guild house with any news.  Also, discover the impact of this avant-
  garde interest in Pholtus.  Perhaps we can put a few of their leaders in our friends list. 
   
   
  In Merchant’s Ward 
  In the 1st day of Planting, CY 595 the governments of the County of Urnst, and the Nyrond Imperium entered into a 
  treaty. This treaty set down the tenets and guidelines and ratified by Her Grace, Elone Gellor, Contessa of Urnst, and 
  Sewarndt Nehron, Emperor of the Nyrond Imperium. 
  We believe Nyrond is in breach of this treaty.  Go to Kerrinn and confirm if the following tenets are in breach. 
  Article II states Nyrond and the County of Urnst will make “no law or mandate that inhibits the ability of either nation 
  to conduct business with citizens of the other” and “To this end, the trade of livestock, foodstuff, and raw materials shall 
  not be subject to any tariff or tax in either country when being exported from one country to another”.   
  We believe the Kingdom of Nyrond is taxing all cargo passing through the locks in Kerrinn en route to Borneven 
  whether or not the vessels are flying a County of Urnst flag. 
  Article III-B-1 of the treaty states The Kingdom of Nyrond controls the locks in Kerrinn.  In Article I-A it states our 
  officials or government agents cannot cross into Nyrond.  Therefore, we must continue to discuss the reports we receive 
  with King Lynwerd in Rel Mord.  Unfortunately, with the current events taking the King’s attention an audience has 
  been postponed until further notice.  Consequently, we need you to investigate the matter as an unofficial 
  representative. 
  Lastly, Article I-C states any refugees from Nyrond are forbidden into the County without proper documentation.  A 
  result of the Kingdom of Nyrond’s civil war there are many refugees coming into the County exhausting the municipal 
  services.  We want reports on the refugee situation in Kerrinn. 
  Report the information to the County of Urnst ambassador’s offices in Rel Mord on the first day of Ready’reat. 
  Signed, 
  M. Bruyant 
  NMR5-08 Fighting the Headwind 
   
  Page 86 
  
  Player Handout Two – Duchy of Urnst Handouts 
  In Artisan's Ward 
  I appeal to your ability as a craftsman.  The raw materials coming to Trigol by way of Kerrinn has become exceedingly 
  more expensive.  As small craftsmen we cannot keep up with these additional costs.  It is difficult to pass these increased 
  costs to our customers as many have sought lower prices outside of Trigol.  An individual in your occupation could 
  travel to Kerrinn.  We beg of you to find the cause of these price increases.  If you eliminate them, peacefully, we will 
  reward your efforts as best we can. 
  Signed, 
  M. Adhémar 
   
   
  In River Ward 
  Guild member, we have a new opportunity to gain a foothold in legitimate business operations.  Such an opportunity 
  cannot be wasted.  We must understand the significance of the opportunity.  You are to travel to Kerrinn. Find out how 
  we can exploit these prospects then report to your guild house with any news.  Also, discover the impact of this new 
  avant-garde interest in Pholtus.  Perhaps we can put a few of the leaders in our friends list. 
   
   
  In Merchant’s Ward 
  M./Mlls.  
  Mercantile goods coming to Trigol by way of Kerrinn has become exceedingly more expensive.  These additional costs 
  are reaching a critical point.  We believe if the trend continues it will become increasingly cost prohibitive to sustain 
  several operations.  We, the representatives of a Mercantile Consortium representing merchant interests in Trigol, need 
  to understand the situation.  An individual in your occupation and as a holder of Merchant Trading Rights we are 
  asking you to journey to Kerrinn.  We ask that you find the cause of these price increases.  Report to the Merchant 
  Guildhouse by the first day of Ready’reat.  House Meissel is acting as the impartial party for the other Houses. 
  Signed, 
  Mme Genevieve 
   
   
   
   
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  Player Handout Three – Kingdom of Nyrond Handouts 
  In Artisan's Ward: Sagacious Society member only (sent as Message spell) 
  Colleague,  
  We have received reports the Valorous League of Blindness has spread its taint here in Trigol.  Further, we have 
  indication these zealots have taken effective control over Kerrinn.  This will undoubtedly bring harm to the Kingdom 
  of Nyrond.  The Society is asking you to report any activity here in Trigol for us to understand the extent of this 
  contamination.  Then, travel to Kerrinn for a meeting we have prepared with the mayor in five days.  At the meeting be 
  prepared to report what you have found in Kerrinn regarding the activities of the Valorous League of Blindness.  Only 
  with irrefutable evidence will we finally cut out the putrefaction from Nyrond. 
  Palindren sends good fortunes in your assignment. 
  (name not disclosed) 
   
  In River Ward 
  Guild member, we have a new opportunity to gain a foothold in legitimate business operations.  Such an opportunity 
  cannot be wasted.  We must understand the significance of the opportunity.  You are to travel to Kerrinn. Find out how 
  we can exploit these prospects then report to your guild house with any news.  Also, discover the impact of this new 
  avant-garde interest in Pholtus.  Perhaps we can put a few of the leaders in our friends list. 
   
   
  In Merchant’s Ward 
  Agent, 
  Having returned the rightful King to the throne has not ceased security concerns in Nyrond.  The Pholtan fighters 
  implicated at the blockade have led us to some discoveries.  Upon further investigation the name Zylinchin was behind 
  the charges at the blockade.  This is a dangerous zealot of Pholtus belonging to a knighthood called the Valorous League 
  of Blindness.  The influx of Pholtan believers into Kerrinn from Trigol is his doing.  Further investigation into Kerrinn 
  is necessary.  We have arranged an agent to meet you at the entrance.  He will direct you to your next meeting.  We are 
  not sure of the motivation at the moment but something you should be aware of.  Two delegates from Borneven are in 
  the area of Midmeadow.  Their occupations are Shadowbane investigators.  Use any means of stopping Zylinchin’s 
  plans. 
  <unsigned> 
   
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  Player Handout Four – Theocracy of the Pale Handouts 
  In Artisan's Ward 
  I appeal to your ability as a craftsman.  The raw materials coming to Trigol by way of Kerrinn has become exceedingly 
  more expensive.  As small craftsmen we cannot keep up with these additional costs.  It is difficult to pass these increased 
  costs to our customers as many have sought lower prices outside of Trigol.  An individual in your occupation could 
  travel to Kerrinn.  We beg of you to find the cause of these price increases.  If you eliminate them, peacefully, we will 
  reward your efforts as best we can. 
  Signed, 
  M. Adhémar 
   
   
  In River Ward (also, at the Church of Pholtus and The Shrine of the Blinding Light) 
  Dear Brother/Sister <or appropriate title>, 
  We need your assistance.  Our most devoted followers of the One True Path have journeyed to Kerrinn.  As much as we 
  support them in the Path shown to them we need to understand what is occurring.  We ask for you to travel to Kerrinn 
  to see what has taken many by boatloads every week.  Tell us what you find at the Church of the Blinding Light.  Give 
  Abbot Birius my regards. 
  Abbot Rathis 
   
   
  In Merchant’s Ward 
  <appropriate weapon code name of the member> 
  It appears the heretic, Zylinchin, is behind the influx of Pholtan believers into Kerrinn.  He is gathering men and arms. 
   To what end we can only speculate it is for his desire to war with Nyrond.  His actions will bring disastrous 
  repercussions to our Theocrat’s negotiations in Midmeadow and our country.  Go to Kerrinn to and report to The 
  Church of the Blinding Light.  We have someone who can help you.  Take the information provided to Midmeadow.  
  Once in Midmeadow we will put you in touch with trackers.  A closely held unity with the Church Militant is necessary 
  to capture him before Bloodhounds or worse, bounty hunters, claim him.  We have heard two hunters have left 
  Borneven for the area of northern Nyrond. 
  <unsigned> 
   
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  Player Handout Five – Map left behind by VLB Knight 
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/NMR5-08 - Fighting the Headwind.pdf