TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  PAL7−01 
   
   
   
   
   
  Orderly Encounters 
  A One−Round Dungeons & Dragons®  
  Living Greyhawk™  
  Theocracy of the Pale Regional Adventure 
  Version 0.95 
   
  by Ron Levy 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewers: Derek Schubert and Matt Thompson 
  Playtesters: Cedric Atizado, Glyn Dewey, Stephen Kendall, Mark Quinto, Jeff Walker 
   
   
  A two-pathway adventure catering to those for or against the Pale, continuing the story of PAL6-02 Tiger, Tiger! 
  Recommended for those who enjoy the dangers of either the high road or the low road. A one-round regional adventure 
  set in the Theocracy of the Pale for characters level 2-14 (APLs 4-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Arcane [Richard Baker], Complete Divine 
  [David Noonan], Lords of Madness [Richard Baker, James Jacobs, Steve Winter], PAL1-10 Siege at Castle Arndulant [Ron 
  Levy], PAL3-08 Random Encounters [Lance White], PAL4M-02 Strange Bedfellows [Ron Levy], and PAL6-02 Tiger, Tiger! [Ron 
  Levy].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before play, 
  runs smoothly on the date sanctioned, and then reported 
  back to the RPGA in a timely manner. The person who 
  runs the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
   PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
   PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # 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 
  3. Sum the results of step 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  PAL7-01 Orderly Encounters 
   
  Page 1 
  
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Pale. Characters from the Pale pay one (1) Time Unit 
  per round, while all other characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep 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 adventure. 
   
  A character that 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 DC 20 
  Survival check, 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. 
   
  PALE HOLY DAY 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan holy day. Otherwise, the die 
  result indicates the number of days until the next Pholtan 
  holy day. Due to the special nature of the Theocracy of 
  the Pale, you are encouraged (but not required) to work in 
  a brief scene involving Pholtan worship on holy days, 
  possibly including a brief 1-2 minute sermon by a PC if 
  he or she is at least fifth level and you believe that there is 
  time available. 
   
  SPECIAL RULES FOR THE PALE 
  See DM Aid 1: Special Rules for the Pale. 
   
  ADVENTURE BACKGROUND 
  In the adventure PAL 1-10 Siege at Castle Arndulant, a 
  cohort of orcish troops led by Hnakra of the Blinded Eye 
  (a powerful shaman of Gruumsh) broke apart from the 
  Iuzian empire and took up planning with Karelius 
  Marcellus, a minor Tenha noble. They planned to take 
  advantage of the weakness of Castle Arndulant caused by 
  a Pholtan priest seeking martyrdom to carve out a 
  territory at the borders of Tenh and the Pale. They were 
  turned back by emergency 'special ops' forces who broke 
  their siege and held out until the cavalry arrived. The 
  cohort of elite orcish troops bolstered by Tenha light 
  cavalry and wizardly forces was only slightly degraded in 
  number, however. 
   
  Then came the Ether Threat, and like anyone and 
  anything in Tenh, they were reduced to scrabbling for 
  their very survival. Gradually winnowed down and living 
  only through strict discipline, teamwork, and honor, the 
  primarily orcish cadre shifted toward Law and away from 
  Evil. 
   
  In the adventure PAL4M-02 Strange Bedfellows, after 
  the Ether Threat had ended, the Pale was beginning to 
  encroach on Tenh. Hampered by the large number of 
  Tenha refugees and detecting this large force, the Pale 
  (aided by Pholtan divination) chose to extend an offer to 
  Karelius Marcellus and Hnakra Blinded-Eye. Rather than 
  begin a war with this large and deadly veteran military 
  force, the Pale chose to hire them as expendable 
  mercenaries. In so doing, they denied whatever Tenha 
  lord might return from access to this force while gaining 
  a weapon to which they had no emotional attachment. 
   
  While 
  it 
  is 
  not 
  common 
  knowledge, 
  the 
  Conservative faction of the Pholtan Church, led by 
  Theocrat Baslett, has been assigning up-and-coming 
  Progressive Pholtan Priests to 'The Tenha Front.' 
  Generally that means they are liaisons working with the 
  orcish cadres in Pale-occupied Tenh. Not only is it 
  unpleasant and dangerous work out past the edge of 
  civilization, but it also removes those Progressives from 
  the opportunity to wield political power within the order 
  of the Church. Decisions are usually made in 
  Wintershiven or Ogburg, and keeping them out of the 
  loop reduces the Progressives' power considerably. 
   
  Even though it is a naked political ploy, it also has 
  subtle benefits. The Progressive Pholtan priests are good, 
  kind, wise, forgiving, socially adept, and successful 
  people. They believe in the greatest good for the greatest 
  number and that laws and rules are designed to get there. 
  When they don't, clearly those laws are just fallible 
  PAL7-01 Orderly Encounters 
   
  Page 2 
  
  'human' laws and should be revised to be closer to 
  Pholtus's divine, infallible law (The One True Path).  
   
  It is a truism that the people who surround you 
  influence you. If you run with a bad crowd, you are 
  tempted towards evil. If you surround yourself with 
  people honorable and good, you all work together to 
  improve yourselves. And that is exactly what is 
  happening with the Progressive Pholtans and the 
  Tenha/orcish forces – gradually the Tenhas are becoming 
  Faithful Flan and the orcish and half-orc mercenaries are 
  shifting more and more toward a Good alignment. 
   
  Finally, in the adventure PAL6-02 Tiger, Tiger!, the 
  bard Coppal attempted to foment war between Nyrond 
  and the Pale via an assassination incident. That activity 
  came to naught and required Coppal to make a desperate 
  escape with half of the mystic Tiger Scroll – a manual on 
  the more esoteric nature of 'Tiger Style' fighting with 
  mystic secrets encoded within. 
   
  More recently, Coppal has lured some grell 
  (aberrations that look like floating brains with tentacles, 
  detailed in Lords of Madness) to this part of the Material 
  Plane. Coppal has more insidious plans for whatever 
  heroes arrive to defeat the monsters. 
   
  ADVENTURE SUMMARY 
  In this adventure, the bard Coppal intends to lure in 
  adventurers and trick them into striking against the 
  Theocracy of the Pale via a cunning plan. Against him lie 
  the resources of Brother Martel, a rogue-cleric-spymaster 
  who works in the Pale's 'Special Intelligence' bureau. 
   
  In Encounter One, the PCs are called to Brother 
  Martel for a standard adventurer's mission as the usual 
  military and police forces are strained by geopolitical 
  events. While it appears to be a grell incursion on the 
  Material Plane and Brother Martel possesses a reasonable 
  amount of intelligence information, he warns that certain 
  divinations have failed and so extra caution should be 
  taken. 
   
  Encounter Two is a standard Orderly Encounter. The 
  PCs travel to the given location of the grell incursion as 
  determined by Pholtan divination. They should scout the 
  crystal structure and defeat the grell philosophers or 
  patriarchs (wizards) and grell rogues with their 
  alchemical grell lightning lances. In so doing, they should 
  acquire the grell crystal heart, a large diamond with strange 
  magical properties. 
   
  In Encounter Three, Coppal, who precipitated the 
  grell incursion and has been laying in wait for 
  adventurers to arrive, uses project image to converse with 
  the PCs at a good distance while hidden. He offers them a 
  mission against the Pale, reasoning that mercenary and 
  chaotic characters have often desired to strike against the 
  Pale but never had the chance. Plus, he can grant them a 
  temporary protection against Pholtan divine Divination, 
  so they cannot be anticipated as the Pale so often does. 
   
  At this point, the path splits. The first mission 
  Coppal offers is to take a poison that has been specially 
  modified to work only on orcs and sneak it into the 
  cooking pots of the mercenary encampment. However, 
  while the poison radiates an aura of transmutation, that 
  serves only to increase its power, not to limit it to orcs. If 
  the PCs accept this mission (Encounter 4A, described 
  below) and succeed, they will be committing a mass 
  murder by poison of not only orcs and half-orcs morally 
  struggling towards the light, but a hundred good Flan 
  Tenhas and the kindest, most progressive, most good 
  Pholtan clerics around. This has immediate character 
  consequences and ends the adventure. 
   
  If the PCs realize the vileness of the first mission, 
  Coppal offers a second mission. This mission (Encounter 
  4B, described below) involves using the grell crystal heart 
  to desecrate a Pholtan altar. This will have mystical effects 
  that degrade the power of the Pholtan priests, but is a 
  mission that can be performed without resorting to evil 
  by choosing to attack a ministry run by known strong 
  Conservative (and therefore lawful neutral) clerics of 
  Pholtus. 
   
  If the PCs deny both missions or attack Coppal 
  (which triggers his contingency teleport to escape) then they 
  can return to Brother Martel and report. He tells them 
  that his divinations showed him nothing of Coppal, and 
  that somehow he is protected. However, by sacrificing 
  the grell crystal heart to Pholtus, he should be able to 
  overcome that protection. That will allow the PCs the 
  perfect information they need to take down Coppal 
  himself – the most Orderly Encounter. (This path begins 
  in Encounter 4C, described below.) 
   
   
  Encounter 4A involves sneaking into the Flan/orcish 
  camp and distributing the enhanced poison into their 
  cooking pots before the evening meal. While difficult, as 
  several of the orc trackers and their dogs possess the 
  Scent feat, it can be done with some combination of 
  stealth, invisibility, flight, or other cleverness. The real 
  challenge here is moral – if the PCs were lured in by the 
  seduction of the use of poison, the ability to kill lots of 
  orcs, and the strike against the Pale, this is their last 
  chance. The PCs have the opportunity to see the Tenhas 
  and the Pholtan clerics and know that they will eat the 
  poison too. The PCs have only the word of Coppal, the 
  evil bard and known villain from PAL6-02 Tiger, Tiger!, 
  that the poison will not affect them. They might even be 
  able to contact and question members of the camp on the 
  sly. It is imperative to be honest and not unduly goad the 
  characters into this devastating action. It must be their 
  choice to succumb to the allure of evil. 
   
   
  In Encounter 4B, the PCs should use their social 
  skills to determine a likely Conservative target at the 
  town of Spiral. They can sneak up upon the temple, 
  defeat its guard and cleric, and desecrate the altar. The 
  moral challenge comes in not arousing the villagers 
  surrounding the temple, who will rally to its defense. 
  While the priest and guard are lawful neutral with a 
  touch of nasty, the villagers are both innocent, easily 
  slain, and morally in the right. 
   
  PAL7-01 Orderly Encounters 
   
  Page 3 
  
   
  In Encounter 4C, the PCs return to Brother Martel, 
  turn over the grell crystal heart to him, and receive a 
  divination that tells them where, when, and how to defeat 
  Coppal. Brother Martel will assist them as needed. 
   
   
  In Encounter 5 (continuing path C), the PCs travel to 
  Coppal's encampment and defeat his conventional forces 
  – a cleric of Vecna and thugs who arrange to protect 
  Coppal from divine divinations and manage his poisons. 
  This gives them command of his camp and specifically 
  the well, where their divination tells them that Coppal 
  will appear. 
   
   
  In Encounter 6C, the PCs lie in wait inside Coppal's 
  well, which he uses as a teleport target for his contingency. 
  As per the divination, they should have a way to cast 
  silence, a way to cast dimensional anchor, and at least one 
  tanglefoot bag. (Brother Martel may have to provide them 
  with scrolls and/or NPCs to cast them in case of non-
  iconic party makeup.) Some time after the moon Celene 
  becomes visible from the bottom of the well, Coppal 
  appears inside the well. 
   
  Ordinarily, Coppal would be too much of a threat for 
  anything but the most powerful characters – at the least, 
  he would have several ways to escape. But in this case 
  Pholtus has divined when someone else will trigger 
  Coppal's contingency teleport, placing him at the well 
  disoriented, surprised, and without his most potent 
  escape mechanism. If the PCs can put Pholtus's orderly 
  plan into effect, they can end this threat to the Pale for 
  good. 
   
   
  There are no obligatory thug attacks or travel 
  encounters in this module. Every encounter is Orderly. 
   
  PREPARATION FOR PLAY 
  When beginning this adventure, it is a good idea to 
  record the alignment of all PCs, such as on index cards or 
  initiative cards. Players generally have control of their 
  characters' alignments - within certain restrictions in the 
  case of paladins, clerics, bards, druids, monks, and 
  barbarians. Since the actions of Encounter 4a can directly 
  and immediately affect alignment, resulting in the 
  possible loss of character abilities and removal from play, 
  the temptation exists for an unscrupulous player to 
  suddenly convert his 'Neutral' character to 'Good' 
  moments before the effect of his actions moves him one 
  step down on the Good/Evil axis. For example, a Chaotic 
  Neutral PC might have enjoyed his devil-may-care 
  attitude and reduced vulnerability to unholy blight for 
  some years of play, then have a sudden 'conversion' to 
  Good moments before he would otherwise be declared 
  'Evil' and removed from play. 
   
  It's wisest to set down this information ahead of time 
  just in case. It may also help the DM in understanding 
  the motives of the characters. 
   
  Those PCs who have played PAL6-02 Tiger, Tiger! 
  immediately recognize Coppal as the leader of the band 
  who enchanted them in the tavern 'The Enchanted Cat'. 
  If they were the first PC down the chute in the final 
  encounter, they recognize him as the man who grabbed 
  the second half of the Tiger Scroll and disappeared. 
   
  INTRODUCTION 
  It has been a quiet time in Wintershiven for the past 
  several days – no mysterious messages, no strange 
  dreams, no odd teleportations. And, as everyone 
  knows, the Theocracy of the Pale has a one-hundred-
  percent employment law: if enough time passes 
  without your being able to prove your employment, 
  employment will be found for you. Usually it 
  involves scrubbing the paving stones around the 
  nearest cathedral. 
   
  The best cure is to check the jobs board in 
  Wintershiven's Basilica. Not only the largest and 
  finest cathedral in Wintershiven, it is also the seat of 
  government, and the acolyte-clerks are only too 
  happy to help guide you through the notations 
  placed on the various jobs. Detecting you as 
  adventurers, they steer you past all the hauling, 
  building, carpentry, and mining jobs to those more 
  suited to your special skills.  
   
  This is a good time to use an acolyte to 'puff up' the 
  characters. Ask them about their special skills and 
  abilities as a means of introducing themselves to the 
  other characters. Ask them what order of spells they can 
  cast, what weapons they favor, and if you can cast a detect 
  magic spell to look at their magical items (ooh and aah at 
  the finer or rarer ones). Based on that, continue: 
   
  The acolyte considers what you have told and 
  removes a card from the board, handing it to your 
  leader. It reads, “Grell incursion – Brother Martel, 
  Special Intelligence.” 
   
  1: THE SPYMASTER 
  The clerk is only too happy to direct you first to the 
  basement, then to the Special Intelligence wing. 
  Apparently it is not much of a secret. 
   
  Brother Martel looks up to you from behind a 
  simple wooden desk, coming out from behind it to 
  greet you. He is a short man, with a bit of coppery 
  Flan coloration, brown eyes, and short curly black 
  hair. A warhammer hangs at his hip. 
   
  His office is crowded with you all present, 
  sitting or standing. Brother Martel brings out a 
  posterboard with an abstract design on it, then takes 
  a seat on the edge of his desk. 
   
  “I believe I may know some of you already. Let 
  me give you some background before we begin... As 
  you know, the Troll Winter has been going on a long 
  time, and that gives us monster problems. 
  Furthermore, we have a semi-military situation 
  PAL7-01 Orderly Encounters 
   
  Page 4 
  
  taking place in Tenh. I hope it won't heat up, but at 
  the very least it requires military presence as a 
  deterrent. I'm sure you could come up with a few 
  other minor border situations as well. 
   
  “That leaves people like me and people like you. 
  Generally, we focus on the special situations, things 
  that armies aren't the best suited to solve. Even if we 
  had a lot of army to spare at the moment, which we 
  don't.  
   
  “It's not exactly a secret that we make extensive 
  use of divinations to protect ourselves. Pholtus is 
  known for being a god of Knowledge. We do things 
  like ask, ‘What is the greatest threat to the Pale in 
  the next week?’ and ‘Who is the most powerful being 
  who has entered our country with evil in their 
  heart?’ These questions lead us to other questions, to 
  different methods of divination, and to more 
  ordinary sources of information. When we feel we 
  have enough, and when a hypothetical divination 
  indicates a positive effect, we send out a mission. 
   
  “This mission is different. Whenever we ask 
  questions about the likely outcome of the mission, 
  or what happens to the people we send out 
  immediately after, we receive... well, let me read 
  some to you. 
   
  “When we ask, ‘What is the most likely outcome 
  of sending a team of adventurers after the grell 
  facility?’ we receive, ‘That encounter is within the 
  envelope of their abilities.’ Notice, it says nothing 
  about whether you'll win or lose – usually we receive 
  a clue to that effect. When we ask, ‘What sort of 
  healing will the adventurers require directly after 
  the conflict?’ we receive silence, repeatedly. The 
  question can't be answered. But when we ask, ‘Will 
  there be a conflict with the grells?’ the answer is yes, 
  and, ‘Will the adventurers come to a peaceful 
  resolution with the grells?’ the answer is no. 
   
  “Here's some more. ‘How long will it take for the 
  adventurers to return to Wintershiven after their 
  battle with the grells?’ Again, we receive silence. 
  Most interestingly, when we ask, ‘What prevents the 
  adventurers from returning to Wintershiven after 
  their encounter with the grells?’ we receive the 
  answer, ‘That shroud cannot be pierced without 
  sacrifice.’ 
   
  “So. I'll need you to be on top of your game.” 
   
   
  �Brother Martel: male human rogue 5 / cleric 5 
  (Pholtus) / spymaster 2 (Sense Motive +15, Bluff +15). 
   
  These divinations are failing because that is when Coppal 
  enters the scene. Since he is wearing the Vecnan amulet 
  that protects against divine divination, the results in that 
  time period cannot be seen. Furthermore, there is a 
  chance that the PCs themselves will have the amulet if 
  they take one of Coppal's offers. If they choose to take the 
  offer and the amulet then by definition Brother Martel 
  can't know about it at this point. 
   
  Brother Martel has now mentioned the grell, so 
  characters with Knowledge (dungeoneering) can access 
  basic information on a grell at DC 15 and DC 19 for a grell 
  philosopher. In any case, Brother Martel helps them with 
  the basic information and if the characters get five above 
  the target values they can chime in with some specifics. 
   
  “The grell are like a flying brain with a beak that 
  dangles poisonous tentacles. They see in the dark, 
  they're always hungry, and they eat meat: specifically 
  human flesh if they can get it. They have wizards 
  that cast standard spells as well as make magic items 
  unique to their race.” 
   
  Brother Martel indicates the posterboard with 
  the abstract design he handed out. “I believe that 
  their facility will look something like that. Do you 
  have any questions?” 
   
  If the characters ask about the Pale Diplomatic Corps 
  (PDC), Pale Intelligence Network (PIN), or any sort of 
  metagame organization that deals with secret information 
  and espionage, Brother Martel says: 
   
  “I lose track of what my division is supposed to 
  be called. That's the boring part of my job.” 
   
  If the characters ask how divinations can be blocked, 
  Brother Martel says: 
   
  “Everything has countermeasures. That anti-
  Pholtan countermeasures are in place means you 
  should take extra care.” 
   
  If the characters (either naïvely or as some kind of 
  backhanded insult) ask how Pholtus's divinations can be 
  blocked if Pholtus is the one and only god and everything 
  else is just a sort of version of him: 
   
  Brother Martel narrows his eyes. “I'm sorry. I 
  have to deal with the real world down here. If you're 
  finished…?” 
   
  Brother Martel gives the characters the likely coordinates 
  of the grell facility—about 120 miles due east of 
  Wintershiven, on the southern side of the westernmost 
  spur of the Rakers—and sends them off with a prayer. 
   
  2: THE GRELL 
  The days of travel eastward from Wintershiven to 
  the Rakers foothills are peaceful, if frigid, and if you 
  step lightly you can keep on top of the ice-hardened 
  crust of snow to make good time. The exact 
  directions that Brother Martel gave you get you first 
  to a ridgeline that overlooks the presumed grell 
  facility from about a thousand feet away. Without a 
  spyglass, not much can be seen from here aside from 
  a general ziggurat-like structure situated beneath a 
  clifftop overhang that protects it from the sun. But 
  one thing is clear – the ziggurat itself. From the 
  shine on it, it looks like it is made of glass, or some 
  kind of reflective crystal: like an ice castle atop the 
  snow. 
   
  PAL7-01 Orderly Encounters 
   
  Page 5 
  
  The mazelike ziggurat is crafted of grell crystal (Lords of 
  Madness p115.) All of the mazelike hallways have 30-foot-
  tall walls that then taper to a point (like a pyramid) in the 
  center, 45 feet high. The Grell Crystal Heart lies 20 feet 
  up at the very center. 
   
  If the characters have some way to watch the grells at 
  length, they observe abstruse mysticism taking place at 
  the center of the grell ziggurat, and every hour a pouring 
  of a greyish powder through a dimensional gate. This is 
  the grell home dimension (an alternate Material Plane) 
  sending through more grell crystal to make more grell 
  ziggurats which can send through more grell, grell 
  crystal, and grell ziggurats and eventually Take Over The 
  World. 
   
   
  �Grell Crystal Ziggurat Walls/Floors/Ceiling: 1 
  in. thick; hardness 7; hp 20; Break DC 20, Climb DC 25. 
   
  EL Adjustments:  
   
  EL +1: Grells have a defensible structure that 
  optimizes their flying abilities; they are equipped with 
  the lightning lances for touch attacks at range… 
   
  Countered by EL -1: The PCs have advance 
  knowledge of the grells’ location and can begin the 
  encounter on their timetable with a chance to gain 
  surprise… 
   
  Net result: even. 
   
  Creatures:  
   
  APL 4 (EL 7) 
   
  �Grell Philosopher: grell wizard 4; hp 50; 
  Appendix 1. 
   
  �Grells (2): hp 32, 32; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Grell Philosophers (2): grell wizard 4; hp 50, 50; 
  Appendix 1. 
   
  �Grell Rogues (2): grell rogue 3; hp 50, 50; 
  Appendix 1. Important!: The Grell Rogues get to use their 
  sneak attack damage with tentacles only once per round. 
   
  APL 8 (EL 11) 
   
  �Grell Patriarch: grell wizard 7; hp 147; Appendix 
  1. 
   
  �Grell Philosophers (2): grell wizard 4; hp 50, 50; 
  Appendix 1. 
   
  �Grell Rogue: grell rogue 3; hp 50; Appendix 1. 
  Important!: The Grell Rogues get to use their sneak attack 
  damage with tentacles only once per round. 
   
  APL 10 (EL 13) 
   
  �Grell Patriarchs (2): grell wizard 7; hp 147, 147; 
  Appendix 1. 
   
  �Grell Uber-Rogue: grell rogue 7; hp 169; 
  Appendix 1.  
  Important!: The Grell Uber-Rogue gets to use its sneak 
  attack damage with tentacles only twice per round.  
   
  APL 12 (EL 15) 
   
  �Grell Patriarchs (3): grell wizard 7; hp 147, 147, 
  147; Appendix 1. 
   
  �Grell Uber-Rogues (3): grell rogue 7; hp 169, 148, 
  148; Appendix 1. Important!: The Grell Uber-Rogues get 
  to use their sneak attack damage with tentacles only twice 
  per round.  
   
  Setup: Refer to Map 1 for the layout of the ziggurat and 
  the likely starting positions of the grells. 
   
  Tactics: At APL 6+, the grell wizards (Philosophers and 
  Patriarchs) prefer to cast invisibility or greater invisibility on 
  the Grell Rogues to give them a chance to sneak attack. 
  They are also fond of harassment with web, so that some 
  characters are trapped while others are free to get 
  grappled and paralyzed. They like to stay up 30 feet to 
  keep out of combat with powerful foes, and to trap people 
  in Evard's black tentacles then float down to 10 feet above 
  them to reach down and paralyze. 
   
  The Grell Rogues get to use their sneak attack 
  damage with tentacles only once a round, and the 
  Grell Uber-Rogues get to use their sneak attack 
  damage with tentacles only twice a round. More 
  frequent sneak attacks would be ludicrous, given their 
  large number of possible tentacle attacks, and would alter 
  the challenge rating calculations. However, they can 
  sneak attack as often as possible using their lightning 
  lances, which fire once a round as a standard action. 
  (Author’s interpretation: Greater Lightning Lances can hit a 
  second target after the first with complete precision, so 
  the second touch attack is also acceptable for a sneak 
  attack.) 
   
  The Grell possess an alien intelligence – they are not 
  vindictive – and they see humans as meat. They are 
  always hungry and they prefer their food fresh. In general 
  they do not continually attack downed or paralyzed 
  opponents to kill them. Only if downed opponents are 
  routinely healed and the Grell appear to be in danger of 
  losing will they specifically look to kill downed 
  opponents to prevent them from being healed back into 
  the fight. (However, if a Grell downs an opponent and 
  has several tendrils available to act with and nothing to do 
  with them, it might very well take the opponent's weapon 
  or remove obvious gear like a cloak.) 
   
  Treasure:  
   
  �APL 4: Loot – 0 gp, Coin – 0 gp, Magic – grell 
  lightning lances (3) (317 gp each). 
   
  �APL 6: Loot – 0 gp, Coin – 0 gp, Magic – grell 
  lightning lances (4) (317 gp each). 
   
  �APL 8: Loot – 0 gp, Coin – 0 gp, Magic – grell 
  lightning lances (3) (317 gp each), greater grell lightning lance 
  (1,500 gp), ring of protection +2 (667 gp), brooch of shielding 
  (125 gp). 
   
  �APL 10: Loot – 0 gp, Coin – 10 gp, Magic – greater 
  grell lightning lances (3) (1,500 gp each), ring of protection +2 
  (3) (667 gp each), brooch of shielding (3) (125 gp each). 
  PAL7-01 Orderly Encounters 
   
  Page 6 
  
   
  �APL 12: Loot – 0 gp, Coin – 0 gp, Magic – greater 
  grell lightning lances (6) (1,500 gp each), ring of protection +2 
  (6) (667 gp each), brooch of shielding (6) (125 gp each). 
   
   
  �All APLs: Grell crystal heart, grell crystal dust. 
   
  Detect Magic Results: Grell lightning lance (faint 
  evocation), greater grell lightning lance (faint evocation), 
  grell crystal heart (strong conjuration/transmutation), grell 
  crystal dust (faint conjuration), ring of protection +2 (faint 
  abjuration), brooch of shielding (faint abjuration). 
   
  Development: The moment the battle is decided in the 
  character's favor, the projected image of Coppal becomes 
  visible outside the ziggurat. Proceed to Encounter 3, and 
  refer to the Tactics section of that encounter for the 
  explanation of where Coppal actually is.  
   
  3: TEMPTATION 
  No divine-based divinations can reveal any information 
  about this encounter. (The only way to break this 
  protection is with the grell crystal heart which the 
  characters do not have prior to this moment. In addition, 
  the characters do not know the proper ritual of sacrifice 
  to Pholtus to use the item.) 
   
  Before you have a chance to continue, you 
  immediately note the man who has appeared about a 
  dozen yards behind you. He is slim and of average 
  height, with golden hair and a fair, slightly freckled 
  complexion. He is dressed in dark orange, with a 
  wavy pattern that darkens to red and lightens to 
  autumn yellow in places. He wears a dashing cape, a 
  rapier at his hip, and all the minor accoutrements of 
  an adventurer, plus a broad smile and light, dancing 
  eyes. 
   
  As mentioned, anyone who has played PAL6-02 Tiger, 
  Tiger! remembers Coppal as the leader of the band in the 
  Enchanted Cat. This is just his projected image, however, 
  and attacks upon it do not trigger Coppal's contingency 
  teleport (“If I am attacked in any way…”). If his image is 
  immediately attacked, he should probably begin with the 
  following:  
  “Now, now, I'm just here to talk.” 
   
  Otherwise, he is more than happy to give them some 
  time to heal, but after a round or two begin speaking with 
  those who are not busy. Keep in mind that project image 
  only lasts a round per level, so Coppal may have to cast it 
  several times throughout the conversation (from a 
  stockpile of scrolls, if he runs out). Each time he does so, 
  he takes a move action to still the projected image, so 
  Spellcraft cannot be used to determine what he is casting. 
  (Nevertheless, it should be obvious eventually.) 
   
  Here is some suggested text to base Coppal's speech 
  on: 
   
  “Now that your bloodlust is slated and you've found 
  all the wealth you need in those little silvery tubes, I 
  was wondering if you would be open to an offer?” 
   
  Coppal gauges their responses. Too much violence and 
  obvious searching for his position will make him leave, 
  perhaps even force him to leave. Cautious listening gets 
  him to continue.  
   
  “I know that, amongst adventurers, there do exist 
  some that are not truly fond of the way the 
  Theocracy of the Pale is run. I happen to be one of 
  them. Worry not, I've arranged to hide us from their 
  prying eyes and their divine eavesdropping. You can 
  speak as freely as you like – the only people who can 
  possibly tell on you are the ones standing right 
  beside you. Now... if there are some amongst you 
  that you think shouldn't listen to this offer, we can 
  take a few moments to walk away from their earshot. 
  We'll keep in view.” 
   
  If Coppal has to walk as directed, he walks in a big 
  semicircle to stay at the maximum range of the project 
  image, and he can walk only 30 feet in a round, as it takes a 
  move action to direct your projected image to do something 
  that you are not. These clues might help someone with 
  Spellcraft detect what is going on.  
   
  If anyone who has played PAL6-02 Tiger, Tiger! accuses 
  Coppal of pinning an assassination on them, Coppal will 
  say: 
   
  “I truly am sorry. But really, it was just business for 
  me. You were in the wrong place at the wrong time 
  carrying the wrong weapons. This is my chance to 
  make it up to you.” 
   
  THE FIRST OFFER 
   
  “Now. You may or may not be aware that the 
  Theocracy of the Pale has contracted with a band of 
  mercenary orcs led by a cleric of Gruumsh. They're 
  about three hundred strong, they're elite troops, and 
  they're the force that the Pale is using to patrol their 
  portion of Pale-occupied Tenh. Meanwhile, their 
  other forces have been stuck with the Troll Winter 
  problem (technically over now, but still a problem) 
  and patrolling their other borders.  
   
  “Ordinarily, the Pale couldn't handle multiple 
  battlefield fronts like this. But, using the money 
  they get from the captured mines at Calbut, that lets 
  them pay these mercenary orcs to enforce the land 
  grab in Tenh. It's all about resources and territory. 
   
  “By attacking that force and taking it out, we can 
  collapse their whole imperialist strategy while still 
  maintaining plausible deniability for you. After all, 
  they're using the orc mercenaries as a proxy force 
  themselves. Does that sound interesting to you?”  
   
  PAL7-01 Orderly Encounters 
   
  Page 7 
  
  Notice that Coppal's words are almost all truthful. His 
  only lie is a lie of omission – he does not say that there are 
  half-orcs 
  or 
  Flan 
  Tenha 
  humans 
  amongst 
  the 
  encampment. And actually, that is even more of a 
  rhetorical trap – if any of the PCs played PAL4M-02 
  Strange Bedfellows and know about Karelius Marcellus and 
  the Tenhas, it allows Coppal to lead into his 'This poison 
  only works on orcs' speech, which follows. (It also has 
  information on 'How the heck do we beat 300 orcs on an 
  open field?') 
   
  “Ordinarily it would be near-impossible for you to 
  defeat three hundred elite orcish troops in an open 
  field battle – the best you could do is rout them. 
  They have skilled hunters, a cadre of priests, and of 
  course, unending hordes of barbarian warriors. But I 
  have an equalizer for you.”  
   
  Coppal takes out a largish stoppered vial of 
  green glass, with five graded marks on the side. 
    
  “In this vial is dark reaver powder, the deadliest 
  ingested poison out there. But it's not just any dark 
  reaver powder. This dark reaver powder has been 
  magically concentrated: first to increase its potency 
  a hundredfold; second to give it a two-hour onset 
  time, and third to make it only affect orcs... and half-
  orcs.  
   
  “Adding to that, I can give you a potion of 
  invisibility and an amulet that will protect you from 
  divine divinations, the same as the one I'm wearing 
  now that covers all of us. If you can get that powder 
  into their cookpots and get away clean, you can 
  collapse the Pale's whole predatory scheme.” 
   
  If there are any half-orcs amongst the party, Coppal will 
  say, in a conciliatory tone: 
   
  “You... probably shouldn't even touch the vial. 
  And definitely not the poison.” He makes a little 
  show of licking his finger absently and shaking his 
  head. 
   
  With that, the Coppal-image backs off a little to let the 
  characters talk amongst themselves. He reiterates parts of 
  the plan if the PCs ask, but the only additional 
  information he gives is that he knows the mercenary orcs 
  have five cookpots, thus the 5 markings on the vial of 
  dark reaver powder. He does not say much about himself 
  except that “I represent an organization antithetical to the 
  Theocracy of the Pale.” If the characters start to cast 
  divinations on him like detect lie, detect thoughts, and so on, 
  he just shakes his head and says, “That won't work.” (And 
  indeed it will not, because he is not really there. Detect 
  magic has the standard chance - on a DC 21 Spellcraft 
  check - to determine that there is a spell of moderate 
  illusion there.) And, of course, no divine divinations 
  work. 
   
   
  If the characters accept this mission, go to Encounter 
  4A.  
   
  If the characters fake accepting this mission, go to 
  Encounter 4A to begin with, and then eventually to 
  Encounter 4C. (Coppal does not try to contact them 
  again.)  
   
  THE SECOND OFFER 
  If the characters discuss it amongst themselves and 
  decide against it (because of evilness and poison and 
  similar matters) but remain polite and interested in an 
  anti-Pale mission: 
   
  Coppal raises his hands. “I can see you have 
  troublesome 'moral' difficulties with that one. Let 
  me come up with something easier. That crystal, in 
  the center of the grell ziggurat. It's one of their so-
  called 'building' crystals. It has a sort of dimensional 
  pattern, a signature; as well as a lot of raw power. 
  You can use it to make more grell temples, which 
  they use as a conduit into this dimension. 
   
  “But more importantly, I am told you can use it 
  to desecrate a temple something fierce. You see, a 
  temple's altar is also a kind of conduit: a location 
  specifically designed to make contact with a god and 
  that god's servants, just like that crystal and that 
  ziggurat.  
   
  “All you have to do is take that Grell Crystal 
  Heart to any Pholtan church, spill a bodily fluid of 
  your choice on it – I suggest blood – and then break 
  the crystal on it. Because of the dimensional matrix, 
  what affects one altar will, in a way, affect them all. 
  But the more powerful the church, the better the 
  effect. 
   
  “You'll need this amulet that protects you from 
  divine divinations. Is that more acceptable?” 
   
   
  If the PCs are unsure, Coppal 'helpfully' suggests a 
  convenient Conservative church in a reasonably-sized 
  village appropriate to their skills and morals (even a 
  Progressive Pholtan might accept this one, though he 
  would be foolish to do so). No matter what the APL of the 
  party, the target will be a church in the vicinity of Spiral, 
  northwest of Wintershiven, on the Yol River. Make it 
  seem as though Coppal is sizing up the characters and 
  then deciding on the right place for them: 
   
  Coppal looks you over critically, as if maybe he has 
  had a spell active all this time and only just now is 
  using it to concentrate on you and get an idea of the 
  magics you have available to you. He smiles at a fond 
  memory. 
   
  “I would suggest... Spiral. There's a church there 
  with a relatively new minister – the official one has 
  only been posted for two years. I think that is within 
  your envelope. 
   
  “Oh, and if you see my dear Lady Jaramai Twist, 
  tell her I said hello.” 
   
  Coppal does not actually know Jaramai Twist, the leader 
  of the Twist Mercantile House based in Spiral. He merely 
  performed for her once in his youth and was smitten by 
  her beauty. (Being half-elven, Jaramai is just as beautiful 
  PAL7-01 Orderly Encounters 
   
  Page 8 
  
  today as she was then – a fact not lost on Coppal when he 
  succumbs to temptation and scries upon her.) He is just 
  making trouble and distraction. 
   
  If the characters ask about 'bodily fluids’: 
   
   
  “I'm not into bathroom stuff. It's supposed to be 
  best if you use the blood of the priest who 
  consecrated the altar, but if you'd rather not you can 
  just cut your arm.” 
   
  If the characters accept this mission, go to Encounter 4B. 
  If they fake accepting it, start with Encounter 4B and 
  then collapse to Encounter 4C. 
   
  THE REAL COPPAL 
   
  �Coppal: male human bard 10 / sublime chord 8; 
  hp 92; Appendix 1. 
   
  Tactics: Coppal is physically 150 feet away from the 
  location of his projected image, hiding behind a convenient 
  bit of scrub. He takes 10 on his Hide check before he 
  casts project image, giving him a base score of 20. If the 
  characters are generally interacting with the projected 
  image, they take a -15 range penalty, and so they have a 
  Spot DC 35 to see Coppal's actual location. 
   
  Coppal is talking, so his carrying bardic intonations 
  can be heard from the projected image and from his actual 
  location. So, to detect his general location (enough to 
  target him with an area-of-effect spell larger than a single 
  5-ft square) has a base difficulty of 0 with a -15 range 
  penalty, for a Listen DC of 15. To determine Coppal's 
  exact 5-ft square has a Listen DC of 35. 
   
  Any attack on Coppal — anything that either 
  requires an attack roll against him (like dimensional 
  anchor), would cause him to make a saving throw, or does 
  him damage — triggers his contingency teleport (“If I am 
  attacked in any way…”) and returns him to the water well 
  at his encampment. Any detectable action taken against 
  Coppal that isn't an attack—like faerie fire, a silence spell 
  covering his area, someone running toward him with a 
  weapon, or someone becoming invisible with the obvious 
  desire to do something sneaky—makes him use his helm 
  of teleportation to teleport out on his next action. 
   
  The only way to beat the contingency is to attack 
  Coppal in a manner that cannot be detected before or as it 
  takes place – for example, a stilled, silent finger of death 
  would take effect upon Coppal before his contingency 
  teleported him away. 
   
  Detect Magic Results: Project image (moderate illusion, 
  as it is cast as a 6th-level bardic spell). 
   
  Development: If the characters attack quickly and force 
  Coppal to flee, they will not receive the options of 
  Encounter 4A or 4B. 
   
  4A: POISONING THE WELL OF 
  SPIRIT 
  “Well then! You'll need this,” says Coppal, and sets 
  down the vial of dark reaver powder with five 
  markings on the side, the strange amulet that he 
  said would protect you from divine divinations, and 
  a red potion vial with the word 'Invisibility' marked 
  upon it. When he lets go of it, it immediately 
  disappears. “Walk forwards a hundred and fifty feet 
  – you'll spot it,” he advises. 
   
  “If you head northwards into Tenh and then 
  cant eastwards, you should pick up on the orcs’ trail. 
  It is a massive encampment, after all. Do be careful 
  of their scouts, and good luck.”  
   
  With that, Coppal bows with a flourish of his 
  orange cape, and disappears. 
   
  If the characters investigate what Coppal leaves for them: 
   
   
  Potion of Invisibility: Standard investigation skills 
  determine that the potion is, in fact, a standard potion of 
  invisibility (CL 3rd). This requires the identify spell, a DC 
  25 Spellcraft check, or other higher-level abilities. 
   
  Amulet 
  of 
  Protection 
  against 
  Divine 
  Divinations: This gaudy, ornate amulet radiates faint evil 
  and moderate abjuration. A DC 5 Search discovers a 
  hidden latch on the back. Opening the latch shows that 
  the gaudy, ornate amulet is a facade lined with lead, and 
  that a smaller amulet inside is inscribed with a single 
  closed eye. A DC 10 Knowledge (religion) check 
  determines that the amulet is dedicated to Vecna. A DC 
  30 Spellcraft, an identify spell, or an analyze dweomer spell 
  determines that it protects an entire party and their 
  actions from divine divinations as long as all members of 
  the party stay within one mile of one another. It does not 
  protect against mortal divinations. Spells or effects such 
  as contact other plane, commune, divination, and even legend 
  lore fail to give any information, while detect thoughts, detect 
  magic, and locate object work just fine. 
   
  Enhanced Dark Reaver Powder: A DC 10 Craft 
  (alchemy) check identifies not only that this is a hefty 
  supply of Dark Reaver powder (enough to poison an 
  entire camp), but that it has been specially milled to a 
  finer consistency so it mixes easier and has a more 
  concentrated, deadlier effect. With the detect poison spell, a 
  DC 20 Wisdom check gives the same information, as well 
  as stating that the poison is somehow 'magically 
  enhanced.' 
   
  Detect magic determines two auras on the dark reaver 
  powder: one strong and one faint. With the first, a DC 23 
  Spellcraft check correctly identifies the strong aura as 
  transmutation. A DC 30 Spellcraft check determines that 
  the strong transmutation is no standard spell, and that it 
  concentrates the poison and increases its deadliness 
  (exactly what Coppal said). A DC 17 Spellcraft determine 
  that the faint area is one of conjuration. A DC 30 
  Spellcraft check determines that this is probably a 
  PAL7-01 Orderly Encounters 
   
  Page 9 
  
  variation of delay poison that works on a poison but not on 
  a person: giving this poison a 2-hour onset time so 
  everyone can eat it. Usually, this sort of magical effect is 
  used in building traps.  
   
  Be strict on these DC and do not allow repeated 
  attempts. Do not volunteer the information that no aura 
  has been found that limits the effects to orcs only. Let the 
  characters figure that out on their own. 
   
  This is not a magic item so the identify spell does not 
  work. Because these spells are not standard, greater arcane 
  sight does not immediately identify them, but should give 
  a bonus of +5 to the Spellcraft check. Analyze dweomer 
  gives the full information with no Spellcraft check 
  needed.  
   
  And of course, no divine divinations will work 
  because the amulet that protects a party from divine 
  divinations is right over there. If the characters destroy 
  the amulet that protects against divine divinations so they 
  can use such spells to divine about the dark reaver 
  powder, a cadre of the Church Militant cavalry rides up 
  and arrests the characters for the ownership of such a 
  massive, deadly quantity of poison. 
   
  If a character taste-tests the poison, you may feel sad 
  for them. If they are lucky, they have access to delay poison 
  or neutralize poison. They might also be wise to get some 
  on the way. 
   
  Enhanced Dark Reaver Powder: Fort DC 26, onset 
  time 2 hours; primary 5d6 Con, secondary 4d6 Con. 
   
   
  Note that the characters are now in possession of a 
  large quantity of highly illegal material. Going into any 
  town in the Pale and asking foolish questions about the 
  poison, looking for an expert alchemist or a high-level 
  arcanist; will get them arrested and eventually turned 
  over to Brother Martel. In that case, go to Encounter 4C. 
   
  THE MERCENARY CAMP 
  If the characters safely travel into Tenh and cant east: 
   
  The change in weather and scenery is dramatic as 
  you cross the border from the Pale into Tenh. 
  Though rimed with ice, at least the Pale is in some 
  way alive. Tenh is the land of dust, a dry reddish 
  locust-ravaged topsoil coating your boots and only 
  rare examples of areas where life struggles to return. 
  Occasionally 
  you 
  cross 
  the 
  ravaged 
  wooden 
  structures 
  of 
  previous 
  Tenha 
  communities, 
  collapsed and eaten down to the foundation, then 
  picked over by expert scavengers. 
   
  After a day, you pick up the evidence of some 
  kind of monsters being pacified by a large-unit 
  military action – it looks like about thirty gnolls 
  tried to set up shop in an abandoned stone fort near 
  some regrowth. A few of the bodies are stuck up on 
  stakes as a warning, while the rest are mulched and 
  buried at the edge of the growth. It would not be 
  enough to deter scavengers ordinarily, but here the 
  scavengers’ feeding is a sign of growth and the land 
  wins out either way. 
   
  Even the most citified of city boys could pick up 
  the trail of hundreds of feet in the loamy earth: some 
  bare, some shod, some horse hooves, and some dog 
  paws. 
   
  The trail eventually leads a large pavilion tent 
  raised in the lee of a mesa. You can get careful and 
  move to a safe visual range. 
   
  They have set a wide perimeter, with pairs of 
  lightly-armed, 
  leather-wearing 
  orcs 
  roving 
  in 
  patterns. Some have dogs, others do not.  
   
  Just past them, inside the camp, things are a 
  little different from what Coppal told you. The first 
  thing visible is a horse shelter to the right, enough 
  for about eighty horses. The Flan men who tend to 
  them are also dressed in light leather and move 
  easily amongst the orcs in the camp who are busy 
  setting up other things. Smaller, hide-based, yurtlike 
  structures go up, with cadres of greataxe-wielding 
  barbarians stowing their gear within. 
   
  Over to the left, a medium-sized tent is raised 
  under the banner of a blinded eye. Totems and 
  alembics that the orc shamans have set up a little 
  potion shop here. Near them, another sizeable orc 
  cadre works with some light siege engines—a 
  catapult and a ballista—and cuts and repairs 
  crossbow bolts and javelins. 
   
  In the middle is the largest tent, where the orcs 
  and humans mix freely. On top, it is flying the flag of 
  the Theocracy, and even from this distance you can 
  see several humans wearing immaculate white robes 
  with golden trim moving about, speaking, perhaps 
  healing the Tenha horsemen and orcish barbarians 
  of the mixed group. But it is hard to see exactly what 
  they are doing. 
   
  If the characters make a count: 
   
  The camp must have about three hundred orcs, a 
  hundred humans of Flan descent, eighty horses, and 
  about ten of the golden-trimmed Pholtan priests. 
   
  If the characters look for the cookpots: 
   
  All five cookpots are on the outskirts of the 
  largest tent in the center. You would have to get into 
  the camp, and make a circuit of that place. 
   
   
  If the characters examine the Pholtan priests: It takes 
  a DC 30 Spot check to make out enough facial features to 
  recognize any of the priests at this safe distance, or a DC 
  15 Spot check with a spyglass. Once they can see their 
  facial features (or they are inside the camp and can see 
  them easily), it is a DC 10 Knowledge (local – NMR) 
  check to get the following: 
   
  Well, that one there, he's Father Latran, he used 
  to be a prominent Progressive theologian in Ogburg, 
  which was just given over to a Conservative bishop. 
  And that one, that's Father Nash, he's a younger 
  Progressive priest, also from Ogburg – he was with 
  one of the evangelical temples, really attracting a 
  crowd. And that one is Father Chiel, also a 
  Progressive, but from Wintershiven... he's about 
  PAL7-01 Orderly Encounters 
   
  Page 10 
  
  sixty, which is a little old to be out here on the war 
  front. He had a lot of seniority in Church politics 
  though, and was in line for the next bishopric. 
  Indeed, all of the Pholtan priests out here are 
  Progressives. 
    
   
  If the players ask about it, they find that there is no 
  visible separate food for the humans and the orcs: just the 
  five cookpots. 
   
  If the players ask what the difference between Pholtan 
  Progressives and Pholtan Conservatives is (author’s view): 
   
  Pholtus is a Lawful Good deity. Pholtan Progressives 
  believe that, in a contrived situation where you have 
  to choose between the Good and the Law, you should 
  choose the Good and then work on the getting the 
  Law changed to handle the situation right. Pholtan 
  Conservatives believe that you should choose the 
  Law first to maintain order, or else you'll be 
  questioning the law every minute when really, laws 
  have been built up over time to get, if not the best 
  outcome then at least the least bad outcome. Later 
  you can examine the law in light of the new 
  situation to see if it warrants a change. 
   
  Investigation: The characters might wish to contact the 
  humans in the camp. Message has a medium range and 
  whoever casts it will need to be invisible to move up close 
  enough to the camp to target a human in the middle. 
  Sending will definitely contact any human they see. 
  Pholtan priests are specially trained and will be able to 
  respond to the sending quickly and concisely. Obviously, 
  if the characters give away that they're here to kill all the 
  orcs, the whole camp goes on alert and anti-invisibility 
  methods are taken. If the sending just asks why the heck 
  Pholtan priests are out here, the priests should respond 
  with something like: 
   
   
  All the highly-placed Progressives are being sent 
  to missions on the front. The purge is gentle but 
  effective. The good work is still done. 
   
   
  If the characters do use a message spell (plus some 
  form of invisibility to be close enough), they can get the 
  whole story from the Pholtan priests: That this is a 
  combined Flan/orcish force under Karelius Marcellus (a 
  minor Flan noble from the before-times) and Hnakra of 
  the Blinded Eye. They are working as a mercenary force 
  to pacify Pale-occupied Tenh, and doing it under the 
  watchful eye of Progressive priesthood so no evil actions 
  are done in the Pale's name. And in the meantime, a good 
  number of the Flan horsemen are looking into 
  converting to Faithful Flan. 
   
  As for scouting in animal form, Tenh is very low on 
  nature-based animals at the moment. Shapechanged 
  druids are by that nature suspicious. They are also made 
  of meat, and anything the orcs can bring down is food for 
  the cookpots. 
   
  Conflict among the PCs: It should now be obvious that 
  if the poison is used, the PCs will also be poisoning a 
  hundred Tenha warriors and ten Pholtan priests. But the 
  characters were told that the poison only affects orcs. It 
  takes a certain kind of blindness, bloodlust, and willing 
  belief to continue. Some characters as well may be feeling 
  forced to come along and 'support the party' but not want 
  to do the poisoning. But neither will they abandon their 
  friends and allies in a possible dangerous conflict. Some 
  might feel strongly enough that they would be willing to 
  attack party members nonlethally, but Living Greyhawk 
  rules do not allow this – no one is under any kind of 
  mind control. 
   
  Keep in mind that if any character really wants to 
  prevent the poisoning, they may simply run into camp, 
  give themselves up, and tell all. It is not your job to give 
  this option. That is a character choice. If a player says 
  something like, “I really would attack Fred right now,” 
  you should say something like, “You cannot attack him 
  in any way that would cause him harm, fatigue, 
  unconsciousness, saving throw, or anything. You 
  will have to find another action that suits your 
  desired goal.” 
   
  If character debate on the topic looks to stall after 
  several minutes with one PC (say, the paladin) telling the 
  others, “No, this is wrong,” and the others all trying to 
  convince them, you can give the holdouts an option – 
  also a clue: 
   
   
  Let me give you an option. You can't fight the 
  other characters, and it looks like you can't convince 
  them. If you want to wash your hands of this, you 
  just say, “I wash my hands of this.” You won't be able 
  to help them if they get in trouble. You won't get any 
  treasure or experience for what's coming up. You'll 
  be in no danger, you will receive no good or bad 
  consequences whatever happens. You have to walk 
  outside the room and we'll call you back in when 
  we're done. 
   
  If you're in, you're in; you can help, you take the 
  good with the bad. If you walk away, you abandon 
  them to their fate but you have a clear conscience. 
   
  If the PCs decide not to commit the poisoning (or alert 
  the camp at this time), they can return to Brother Martel 
  and report. In this case go to Encounter 4C.  
   
  If the PCs move to actually commit the poisoning, ask all 
  characters remaining if they are committed to the plan. 
  Only those PCs who are committed to the plan should 
  remain at the table.  
   
  Tactics: Several workable tactics ensue. 
   
  In each case, remember to check the 5% chance that 
  a PC accidentally exposes himself to the poison while 
  administering it, as explained in the DMG. 
   
  The characters have at least one potion of invisibility, 
  which lasts three minutes. By taking it, and using fly or 
  two dimension doors or teleports, a single character can 
  easily get in, distribute the poison, and get out.  
  PAL7-01 Orderly Encounters 
   
  Page 11 
  
   
  In using basic stealth, the most critical thing to do is 
  to sneak past the orc guards that have the Scent feat. They 
  patrol 100 feet from one another, so the obvious thing to 
  do would be to go 50 feet between them. But a DC 16 
  Knowledge (local – any) or DC 16 Survival check informs 
  the PC that orcs may have the Scent feat, and from the 
  outdoorsy look of the orcs on the perimeter, those are the 
  ones they have guarding them (the dogs must be a clue). 
  If you go 50 feet between the orcs, then the orc who is 
  downwind of you will smell you and trigger the alarm. If 
  you test the wind with a finger, you can go 65 feet from 
  one group and 35 feet from another, and slide in and out 
  cleanly. 
   
  Carrying a silenced item into the camp will be noticed 
  as the camp is too crowded. However, Move Silently 
  checks receive a +10 circumstance bonus for the 
  background noise of many people moving around. Make 
  a few rolls against a few of the non-exceptional NPCs in 
  the camp and if the sneaking character should fail, feel 
  free to describe orcs looking around, guttural comments, 
  and a general call for see invisibility. They are familiar with 
  the concept of invisible sneakers (as some of them used 
  this tactic in PAL1-10 Siege at Castle Arndulant). A PC who 
  moves swiftly away from the person who 'heard' him or 
  takes intelligent hiding positions (like underneath a flap 
  of pavilion tent) can still complete the mission. 
   
  A variety of distractions can give a bonus to a sneaker 
  or sneakers, from something as simple as peaceably 
  approaching the camp from the other side to whatever 
  cleverness the players come up with. These actions can 
  give the sneaker or sneakers up to a circumstance bonus 
  of +5. Be sure to tell the characters how much of a 
  circumstance bonus they are giving to their secret agent 
  so as to make them feel good about themselves and their 
  plan. Of course, if the distraction is too overbearing, it 
  might lead to too much reaction on the part of the camp. 
   
   
  Combat: A real combat-based encounter with this 
  military force has an approximate EL of 16. (The EL 
  system does not ordinarily function with these 
  quantities.) If the camp truly detects a hostile force, it will 
  rouse itself in alarm with more and more personnel 
  running onto the scene as rounds pass – after six rounds 
  the whole force is alerted, although many will not be able 
  to do anything useful except maneuver around. Orcish 
  barbarians rage and fight, but also use team tactics to 
  grapple, trip, tanglefoot, and pin tanklike opponents they 
  cannot ordinarily hit, as well as swarming and 
  surrounding wizardlike opponents. The force possesses 
  equalizers like shamans with searing light for touch 
  attacks, and multiple wizards with magic missiles and 
  glitterdusts. Anyone who visibly flies above the camp is a 
  target for dozens of crossbowmen.  
   
  If required after six rounds, Karelius Marcellus will 
  have disguised himself as an orc ranger with two 
  shortswords, and will move in for a surprise attack. He 
  uses this disguise so that he is not picked out as someone 
  special before he gets into position to unload a flanking 
  full attack.  
   
  Hnakra Blinded-eye will have cast his preparatory 
  spells and leads in at long range with power word blind and 
  greater dispel magic.  
   
  Finally, the Pholtan clerics generally use hold person, 
  calm emotions, greater command (halt), and searing light. 
   
  If any PCs are dropped but not killed and are not 
  quickly healed by another PC, you should have a Pholtan 
  Progressive run to the PC, tag them with a cure light 
  wounds, and offer to accept their surrender (and protect 
  them). 
   
  As an EL 16 encounter, APL 10 and under groups 
  should either lose or be forced to flee (remembering that 
  the orc barbarians have Speed 40 ft. and the Tenha light 
  horsemen ride at Speed 60 ft. but less close combat 
  desires). Unless insulted verbally or dishonored 
  physically (such as by the PCs hitting downed opponents 
  to be sure they are dead), the orcs and Tenhas do not kill 
  downed opponents. (They do not, however, take any 
  special care to spare their opponents.) If they have extra 
  personnel nearby, they do things like pick up character 
  weapons, grapple the unconscious body so if it is healed 
  from afar it wakes up grappled, and guard it from enemy 
  healing before an orc shaman can stabilize it.  
   
  Only the strongest of APL 12+ parties should have a 
  chance of 'winning' on their own. If they were to only kill 
  orcs and avoid killing Tenhas and Pholtan Progressives 
  they could avoid the bad effects of losing a general fight 
  in Development: below. 
   
  Creatures:  
   
  ALL APLs (EL 16) 
   
   
  �Barbarian Orcs (60): male orc barbarian 3; hp 32 
  each; Appendix 1. 
   
  �Longspear Orcs (30): male orc fighter 3; hp 28 
  each; Appendix 1. 
   
  �Crossbow Orcs (60): male orc fighter 3; hp 22 
  each; Appendix 1. 
   
  �Tower Shield Orcs (30): male orc fighter 3; hp 28 
  each; Appendix 1. 
   
  �Shaman Orcs (25): male orc cleric 7; hp 38 each; 
  Appendix 1. 
   
  �Arcane Orcs (10): male orc wizard 7; hp 29 each; 
  Appendix 1. 
   
  �Orcish Chanters (10): male orc bard 3; hp 17 
  each; Appendix 1. 
   
  �Tenha Light Cavalry (50): male human ranger 3; 
  hp 25 each; Appendix 1. 
   
  �Tenha Archers (20): male human fighter 3; hp 22 
  each; Appendix 1. 
   
  �Tenha Warriors (20): male human fighter 3; hp 
  28 each; Appendix 1. 
   
  �Tenha Sorcerers (10): male human sorcerer 7; hp 
  39 each; Appendix 1. 
   
  �Pholtan Progressives (10): male human cleric 10; 
  hp 63 each; Appendix 1. 
  PAL7-01 Orderly Encounters 
   
  Page 12 
  
   
  �Karelius Marcellus: male human rogue 13; hp 
  67; Appendix 1. 
   
  �Hnakra Blinded-eye: male orc cleric 13; hp 81; 
  Appendix 1. 
   
  Treasure:  
   
  ALL APLs: The adventure ends after this encounter, and 
  any treasure collected is meaningless. If the characters did not 
  achieve gold over cap in Encounter 2, they may reach but not 
  exceed cap by collecting items here. 
   
  Development: The characters may or may not have been 
  able to determine that the poison is not limited to orcs 
  and half-orcs only. At the camp, the characters may or 
  may not have tried to contact the Pholtan Priests within, 
  thus learning that they are Progressives ousted from the 
  Pholtan Church hierarchy for being too 'good'. What is 
  critical is whether the characters were asked, “Are you all 
  committed to the plan?” and that they answered yes. 
   
  If the party as it stands succeeds in sneaking into the 
  camp, poisoning the five cookpots, and escapes, read the 
  following to the players. (If a character inadvertently 
  poisoned himself, it takes effect a few moments before 
  the rest of the camp is beset): 
   
  The poison mixes quickly, visible hardly for a 
  moment before it melds with the bubbling of the 
  vegetable-laden stew of the cookpot. The thick stew 
  easily disguises the momentary splash of powder. 
   
  You get away clean and back off to watch. The 
  camp continues about its normal activities, with the 
  various people – orcs, Pholtans, Tenhas – rotating in 
  from their duties for mealtime. At times, the 
  brightly-robed Pholtans take up positions at the 
  cookpots, obviously casting Create Food spells, 
  augmenting the camp's supplies. But you know that 
  they are just diluting the deadly poison so that all 
  can partake. 
   
  In about an hour and a half, everyone has eaten, 
  and eaten well. And still the clock is ticking. 
   
  The first few are hard to spot. They just collapse 
  without making a sound. A murmuring of alarm 
  raises from their compatriots who see. The next 
  clutch their bellies suddenly, crying out. A general 
  alarm is raised, with spells being cast frantically, and 
  potions drunk. The Flan are the next to get it, their 
  leather breeks stained with blood as they collapse to 
  the ground with the guts boiled out of them. Every 
  so often you can pick out a brightly-clad Pholtan, 
  going to his knees and expiring with every orifice 
  bleeding. And of course the many orcs, each in their 
  different uniforms and gear, their deadly axes and 
  spears, their powerful brawn helping them not a bit 
  against the burning fire searing through their veins. 
  A few survive the initial onslaught of the poison to 
  stagger out of the camp, searching for a hidden 
  enemy and crying their defiance, only to collapse 
  moments later gouting blood with their final breath.  
   
  Perhaps a few remain alive in the camp, perhaps 
  as many as twenty, horribly wounded all. You have 
  taken the field, and crushed all of them – orcs, 
  humans, and Pholtan Progressives together.  
   
  Each PC participating in the poisoning takes the 
  following penalties: 
   
  Move one step toward Evil, for blatant disrespect for 
  life. Good PCs become Neutral. Neutral PCs become Evil 
  and are removed from play. Immediately report any PCs 
  removed from play to the Pale Triad. 
   
  Move one step toward Chaos, for wanton 
  destruction. Lawful PCs become Neutral. Neutral PCs 
  become Chaotic. Chaotic PCs remain Chaotic. 
   
  PCs remaining in play cannot willingly change their 
  alignment until they have received an atonement spell as 
  per the LGCS and played 52 TUs of adventures. TUs 
  spent incarcerated, crafting, using skills, and other non-
  adventuring methods of passing TUs do not count 
  towards this time. 
   
  All Core Rules effects of alignment change apply. 
  Paladins lose their paladinhood, clerics may find that 
  their alignment has moved too far from their god and no 
  longer be able to pray for spells, monks become ex-
  monks, characters may no longer meet their prestige class 
  entrance requirements, and so on. 
   
  Any character participating has committed Mass 
  Murder by Poisoning and will have it noted on his AR. 
   
  If this character ever receives a penalty on an AR 
  where they are assigned to a New Dawn Camp, as a part 
  of their processing they will be questioned under a 
  verified zone of truth and asked a series of questions 
  beginning with, “Have you committed any serious 
  crimes?” This will lead to their crime being revealed and 
  their being executed for mass murder with all possessions 
  confiscated (removed from play, report to Pale Triad 
  immediately). 
   
  PCs who are captured are stripped of all possessions, 
  manacled hand and foot, detected for magic and 
  subjected to dispel magic as much as is possible. They will 
  have multiple guards watching them at all times during 
  transport back to Wintershiven for trial (your choice of a 
  team of 50 from the regiment). They will not be 
  permitted to pray for or prepare spells, nor to receive 8 
  hours of rest or four hours or trance. If they try to escape 
  (classically by druidic shapeshifting), deadly force will be 
  used and additional charges laid as per the Pale's 
  document on Crime and Punishment. If slain, their 
  bodies remain in the hands of the Pale authorities for 
  raising, unless the character has a favor on an AR for the 
  rescuing of his body. If the character has enough cash 
  value to be raised by the Pale Authorities then to stand 
  trial for his crimes, they try to do so. 
    
  If PCs try to poison the encampment but fail, those that 
  are captured stand the punishment for Deadly Assault in 
  its most aggravated form. They will serve a minimum of 
  16 TU in a New Dawn Camp and pay a minimum of 
  10,000 gp in fines and will be forced to sell magic items if 
  PAL7-01 Orderly Encounters 
   
  Page 13 
  
  they have insufficient cash on hand. If their total 
  monetary value is less than 10,000, all their gear will be 
  sold and a geas/lien placed on all further earnings 
  (requiring them to go to their next adventure wearing 
  only clothing and carrying 'free' weaponry like clubs and 
  quarterstaves). If they inflict significant damage on the 
  mercenary encampment – especially if they kill any of 
  the Pholtan Progressives – increase the Deadly Assault 
  penalty as per the Pale's document on Crime and 
  Punishment. 
   
  PCs who escape are free, whether they escape from a 
  general melee at the camp or from the midst of capture. If 
  they ever receive a penalty on an AR where they are 
  assigned to a New Dawn Camp, as a part of their 
  processing they will be questioned under a verified zone of 
  truth and asked a series of questions beginning with, 
  “Have you committed any serious crimes?” This will lead 
  to their crime being revealed and suffering the 
  punishment above. 
   
  This path ends the adventure. Proceed to Conclusion A. 
   
  4B: A SLY REVENGE 
  The PCs have accepted the second mission from Coppal, 
  the most morally safe way to strike against the Pale. Their 
  goal is to find a Conservative Pholtan church, get to the 
  altar, and both break the Crystal Heart upon it and spill 
  some blood upon it. 
   
  Either they are advised by Coppal to go to Spiral, or 
  they can use Gather Information, Knowledge (local – 
  NMR), bardic knowledge, or other appropriate skills to 
  determine the 'best' church for someone of their power 
  level – which is Spiral. These skills also apply if their goal 
  is to find out what local church is 'the most Conservative' 
  or 'the most Lawful' or who has the most unpleasant hard-
  ass of a priest. (Indeed, it is appropriate if they are looking 
  for the most moral place to desecrate.) Nod knowingly 
  and look impressed at their skill roll, pretend to consult a 
  list of possible destinations ranked for their APL, and 
  send them to Spiral. (If the characters try to assault some 
  other church, such as the Basilica in Wintershiven, 
  demonstrate to them – by fiat if necessary – that it is too 
  well guarded for their powers.) 
   
  Find out whether the characters will be coming into 
  Spiral openly, donning disguises, or scouting at night 
  under cover of darkness. Modify the description 
  appropriately. The read-aloud text below is merely an 
  option. 
   
  It may have been some time since you last passed 
  through Spiral. Word had been that it had fallen on 
  hard times, but you wouldn't know it to look at it. 
  The streets are clean, the stores are well-kept, and 
  the warehouse district (which is most of the town) is 
  the best lit you have ever seen. 
   
  To the right is Bongol's Bakery, in the common 
  square. Farther to the left is the path to the Twist 
  estate, home of the Twist Mercantile House offices 
  and the living space of Lady Jaramai Twist, the 'Rose 
  of the Phostwood.' The docks, warehouses, and 
  stables are not far from the offices, resting up 
  against the Yol River, and are tended at all hours of 
  the day and night. 
   
  Further on, on a slight rise, is what you have 
  come to see – the church. From the size of it—long, 
  wide, and low to the ground—it also serves as 
  something of a meeting house for those of the 
  ordinary classes not invited to more high-falutin' 
  functions at the Twist estate. 
   
  Creatures: 
   
  APL 4 (EL 7) 
   
  �Father Varco: male human cleric 5 / divine oracle 
  1; hp 41; Appendix 1. 
   
  �Sergeant Ruka: female human rogue 4; hp 22; 
  Appendix 1. 
   
  �Copious Commoners (3): male/female human 
  commoner 2; hp 8, 8, 8; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Father Varco: male human cleric 5 / divine oracle 
  3; hp 51; Appendix 1. 
   
  �Sergeant Ruka: female human rogue 6; hp 32; 
  Appendix 1. 
   
  �Copious Commoners (3): male/female human 
  commoner 2; hp 8, 8, 8; Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Father Varco: male human cleric 5 / divine oracle 
  5; hp 61; Appendix 1. 
   
  �Sergeant Ruka: female human rogue 7 / 
  shadowdancer 1; hp 42; Appendix 1. 
   
  �Copious Commoners (3): male/female human 
  commoner 2; hp 8, 8, 8; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Father Varco: male human cleric 5 / divine oracle 
  7; hp 71; Appendix 1. 
   
  �Sergeant Ruka: female human rogue 7 / 
  shadowdancer 3; hp 52; Appendix 1. 
   
  �Summoned Shadow: hp 19; Monster Manual 221 
  (cannot be turned, destroyed, rebuked, or commanded). 
   
  �Copious Commoners (3): male/female human 
  commoner 2; hp 8, 8, 8; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Father Varco: male human cleric 5 / divine oracle 
  9; hp 81; Appendix 1. 
   
  �Sergeant Ruka: female human rogue 7 / 
  shadowdancer 5; hp 62; Appendix 1. 
   
  �Summoned Shadow: hp 19, Monster Manual 221 
  (cannot be turned, destroyed, rebuked, or commanded). 
   
  �Copious Commoners (3): male/female human 
  commoner 2; hp 8, 8, 8; Appendix 1. 
   
  PAL7-01 Orderly Encounters 
   
  Page 14 
  
  Father Varco is the town priest. He is Lawful Neutral. He 
  is a hard-ass. He has a six-foot-long white oak quarterstaff, 
  just like Sheriff Buford Pusser (on whom the movie 
  Walking Tall is based). While he is not a bad person per se, 
  he is not gentle, merciful, or particularly sympathetic 
  when it comes to points of the law. When he originally 
  came to Spiral it had recently suffered a number of 
  catastrophes and infiltrations (such as in PAL1-03 
  (P)al(e)ientology and PAL3I-02 Stolen Cloaks and Silent 
  Daggers), and so his style was welcomed by the townsfolk. 
  Now that he has cleaned up the town, his style is starting 
  to rankle, especially upon the more chaotic elven and 
  half-elven communities that populate the place. 
   
  Sergeant Ruka is Father Varco's wife and right-hand 
  woman. As is common in the Pale, men are more drawn 
  to the Clergy because that is where political power really 
  lies, and women who do not share the same kind of drive 
  end up in the military – which is why the Pale's military 
  is so fearfully competent. In combat, Sergeant Ruka 
  delivers the beat-down while Father Varco is the cleric – 
  if he has time he buffs himself and Ruka, he summons, he 
  snipes, he heals. He can be quite dangerous using his 
  quarterstaff (with Two-Weapon Fighting) if he has time 
  to cast brambles. Often he 'backpacks': standing right next 
  to Ruka to prevent a flank, and keeping a hand on her to 
  heal her while she deals damage. 
   
  Development: The PCs' mission is to get into the 
  church, get to the altar, break the Dimensional Crystal 
  upon it, and spill blood on it. If they are really clever, they 
  will not engage with Father Varco and Sergeant Ruka at 
  all. 
   
  But it is never that easy. Because the characters have 
  the amulet of proof against divine divinations, Father Varco's 
  divinations about the threats he might face this week 
  have been blocked. Father Varco has no idea what's 
  coming... but he DOES know that he is being blocked in 
  some way and that Pholtus does not seem to be 
  responding to him. And that is always bad.  
   
  (If the characters enter Spiral on this mission 
  without the amulet of proof against divine divination and 
  without a disguise, then Father Varco spots them 
  immediately. He was warned of them in a standard 
  divination, casts all his readying spells on himself and 
  Ruka, gathers the townsfolk with pitchforks and 
  crossbows, and brings them all forwards to arrest the 
  characters.) 
   
  Father Varco knows that there are two possibilities 
  for no answer to his divinations. One is that he has 
  strayed from the One True Path and must discover how 
  to atone. The second is that his divinations are being 
  blocked, and that means enemy action, or at least 
  something unusual. In order to combat this, he has done 
  the only thing he can do: begun a sacred vigil at the altar. 
   
  He sleeps in shifts with his wife, Ruka. He is awake 
  from 8pm in the evening to noon (he covers dusk, dawn, 
  and high noon that way.) She is awake from 8 am to 
  midnight. The common folk of the town have been 
  informed that there may be an attack, and they bring food 
  and water at intervals. During the day, some loiter around 
  the public square and the docks, watching the church and 
  the entrance to the town – land and water - just in case. 
  They spot any strange newcomers (the PCs) who do not 
  conceal their approach.  
   
  If the PCs are hostile or insulting, or even if any 
  player says anything about attacking the town when his 
  PC is near the commoners, the commoners run to the 
  church to tell Father Varco. 
   
  If the PCs are friendly and polite, they can get quite a 
  bit of information. Bongol, of Bongol's Bakery, is a 
  helpful sort, as are plenty of half-elven passersby (many of 
  them dockworkers or scribes who work for the Twist 
  Mercantile House). 
   
  Gather Information results: 
   
  DC10:  
   
  Father Varco came in a few years after the 
  'Brother Markus' fiasco and really cleaned up this 
  town. Him and his wife, Ruka, she's really tough! 
  They're standing vigil at the church right now if you 
  want to meet them. 
   
  DC 15: 
   
  Father Varco is a little.. you know... 'strong' in 
  the ways of Pholtus. (Look left and right.) He's high up 
  in the Conservatives. That's how he did a lot of the 
  'cleaning up' too… He'd watch people at all hours of 
  the night and always know when they were going to 
  break the law or misfile their paperwork. He'd be 
  ready to swoop in with his big stick. 
   
  He got Jemail Twist just the other day, the 
  Rose's cousin! First offense, too – didn't carry the 
  two on his ledger book and Varco nailed him for tax 
  evasion. 
  (APL 10 and 12 only) 
   
  And that… shadow thing that follows Sergeant 
  Ruka around… it's horrible! They say they have it 
  under control, but when they say someone is a 
  criminal... it's like they unleash it on him. Comes up 
  through the floor and gets you while you're sleeping! 
   
  DC 20:  
   
  Yes, Father Varco and his wife Ruka are 
  standing vigil in the church, at the altar. We've been 
  bringing them food. Father Varco is on duty from 
  dusk until high noon, so he covers the stations of 
  the sun. Father Varco said that he felt that his 
  divinations were blocked somehow, and he was to be 
  extra-careful. 
   
   
  Tactics: 
  If the characters visibly observe the church for more than 
  a half an hour, roll a Sense Motive check for the 
  commoners (against the PC’s Bluff) to figure that 
  something is up and tell Father Varco. 
   
  The only time either Father Varco or Sergeant Ruka 
  are alone in the Church is when the other is using the 
  outhouse. This takes about 5-10 minutes (darn that full 
  PAL7-01 Orderly Encounters 
   
  Page 15 
  
  plate!), but the PC must wait several hours for such a 
  break. 
   
  Breaking the Crystal Heart on the altar counts as an 
  attack and breaks invisibility. 
   
  Keep in mind that Ruka has Blind-Fight, and Father 
  Varco has a wand of invisibility purge. It is possible to sneak 
  past them and do the deed without fighting, but difficult.  
   
  A distraction is possible too – some PCs luring 
  Father Varco and Ruka out while another PC sneaks in to 
  do the deed. 
   
  If the PCs’ faces are seen by anyone they leave alive, 
  the PCs become Wanted for their crime, subject to arrest 
  in any town of the Pale with a decent legal system. 
   
  Finally, if there is a loud noise in the church during 
  the day, at least three commoners, armed with eating 
  knives and perhaps walking sticks, enter the Church 
  within thirty seconds (five rounds). They shout and 
  holler for help, they witness the characters, and call for 
  more commoners to arrive with crossbows (in another 
  minute). If there is a loud noise in the church at night, at 
  least one commoner arrives within one minute. He 
  shouts and hollers for help, witnesses, and calls for more 
  commoners to arrive with crossbows (in another minute). 
   
  Consequences: 
  Father Varco and Sergeant Ruka are both Lawful Neutral. 
  In their time they have accomplished both good and evil 
  things. Their tendency is to fight evil when it presents 
  itself, and to indulge in minor statism and fascism for 
  their own power when left to themselves. They enforce 
  petty laws like jaywalking in a town where the most 
  dangerous thing on the roads is a wheeled cart. A first-
  time honest error on a merchant's ledger is met with a 
  crushing fine for tax evasion and jail time when 
  divination proves it was just a mistake and a minor fine 
  would more than do. Father Varco does this out of a greed 
  for power – consciously to maintain the rule of law with a 
  show of force and unconsciously because he enjoys the 
  power of being feared. 
   
  Attacking or killing Father Varco and Sergeant Ruka 
  is karmically neutral and has no alignment penalty. If the 
  crime is discovered through witnesses or questioning as 
  listed on the AR, the characters will be punished for 
  Murder, Aggravated Assault, and/or Desecration if and 
  when they are caught. 
   
  Killing the commoners of the town is another 
  matter. They are good folk and completely innocent of 
  wrongdoing. While attacking them with nonlethal 
  damage is acceptable (and merely adds to the charges of 
  Assault and so forth), killing any of them, even 
  inadvertently or in 'self defense', results in alignment 
  penalty:  
   
  Move one step toward Evil. Good PCs become 
  Neutral. Neutral PCs become Evil and are removed from 
  play. Immediately report any PCs removed from play to 
  the Pale Triad. 
   
  Move one step toward Chaos. Lawful PCs become 
  Neutral. Neutral PCs become Chaotic. Chaotic PCs 
  remain Chaotic. 
   
  PCs remaining in play cannot willingly change their 
  alignment until they have received an atonement spell as 
  per the LGCS and played 4 TUs of adventures. TUs spent 
  incarcerated, crafting, using skills, and other non-
  adventuring methods of passing TUs do not count 
  towards this time. 
   
  Give the players a second chance before they engage 
  in such an action: ask a leading question such as, “Are 
  you sure you want to center the fireball where it will 
  take out those three innocent villagers?”  
   
  In terms of moral debate it is important to note that 
  the PCs are not members of any hostile military in a 
  declared state of war with the Theocracy of the Pale 
  whether or not they may consider themselves so. They 
  are residing in the Pale and willingly subjecting 
  themselves to its laws so as to receive its benefits. They 
  are engaging in its social contract in a manner however 
  limited. While killing a priest is certainly unlawful and 
  wrong, killing this priest is just barely justifiable under 
  the rubric of vigilante action (it could never be achieved 
  lawfully). It is the combination of this unlawful vigilante 
  action with the killing of innocent civilians that 
  magnifies the evil of the action and makes it worthy of 
  alignment penalty. If the PCs were in fact lawfully 
  deputized members of a hostile nation taking action in a 
  foreign land, the accidental killing of innocents would be 
  regrettable but only result in a notation to the AR as 
  opposed to a clear alignment change.  
   
  Treasure:  
   
  All APLs: If the character take any magical items 
  from Father Varco and Sergeant Ruka ask them, “Are you 
  sure you wish to take gear from Palish authorities?” 
  When those items are sold the authorities are alerted and 
  the characters will be captured to stand trial for any 
  crimes committed. 
   
  This path ends the adventure. Proceed to Conclusion B. 
   
  4C: RETURN TO THE CENTER 
  The PCs may have arrived here in a variety of ways. They 
  may have turned away from Coppal's offer and returned 
  to Father Martel with their mission done. They may have 
  accepted or pretended to accept one of Coppal's two 
  offers and have some evidence to give to Father Martel. 
  They might have realized that the amulet of proof against 
  divine divinations is linked to Vecna and thrown it away, 
  only to be arrested shortly thereafter not having yet 
  committed any true crime. (If any PCs have died, they 
  can get raising services here now too.) 
   
  In any case, if they have succeeded in defeating the 
  grell, they have the crystal heart and have met Coppal and 
  received his offer. Those who have played PAL6-02 Tiger, 
  Tiger! know that Father Martel also knows about Coppal. 
   
  Depending on the PCs’ relations with Father Martel, the 
  conversation goes something like this. 
   
  PAL7-01 Orderly Encounters 
   
  Page 16 
  
  Father Martel sets aside some papers as you come in. 
  “How did it go?”  
   
  (Father Martel takes the characters' report.) 
   
  About Coppal: 
   
  “Yes, this bardic fellow – his name is Coppal - is 
  known to us. He was implicated in a recent 
  assassination attempt, and we have reports of some 
  other suspicious activities of his in other nations. 
  We've tried scrying and divining for him, but he has 
  fearsomely good protections. At the very least, he's 
  mind blanked every day, and there seems to be 
  something more. Even when we try oblique 
  questions about his associates, we get nothing.” 
   
  About the grell treasure:  
  (This will go differently if the characters have performed 
  identifications themselves.) 
   
  The lightning lances: 
  “I've heard of these things before... these tubes are 
  called Lightning Lances. Someone with special 
  training is supposed to be able to 'fool' them into 
  triggering. They're like wands that a wizard would 
  use, but they have a certain number of charges a day 
  and they refresh themselves. You could have it for 
  years and it would never run out. 
   
  The grell crystal dust: 
   
  “This dust here is what the grell make their 
  structures out of. Just add water until it becomes a 
  putty, shape it, and over an hour it hardens solid. It's 
  not really deadly, but it has a thousand household 
  uses. 
   
  The crystal heart: 
   
  “And this gem… well, it's quite a piece!” 
  (Father Martel gets out a jeweler's glass, examines it 
  closely, and casts detect magic.) 
   
  “I'm detecting dimensional magic of some kind. 
  But it's past me. Would you like me to send it down 
  to our diviners and have it fully examined? No 
  charge. Oh, and I’ll put a 'rush' on it.” 
  (After some time for chitchat...) 
   
  A cleric in silver-trimmed white robes rushes in 
  the room with a sheet of parchment. When he sees 
  the lot of you, he quickly composes himself. “Father 
  Martel, could I speak with you in private?”  
   
  They excuse themselves. 
   
  Father Martel returns shortly.  
   
  “This is quite a find. According to my report, 
  aside from just being a fabulous diamond it's a 
  dimensional crystal from an alternate Material 
  Plane. If you look closely, you can see the ziggurat 
  shape inside. It carries a special pattern in it that 
  manipulates time and space, allowing the creation of 
  conduits. It's what's called an 'empowering material 
  component' – it gives spells an extra boost to achieve 
  capabilities they usually can't. 
   
  “The grell were probably using it to make a 
  conduit between their home plane and ours. A mage 
  could use it to contact vast planar forces, and a cleric 
  could sacrifice it for an empowered hotline to the 
  god of his choice.” 
   
  Father Martel hands over the dimensional 
  crystal with a touch of reluctance. 
   
  With the knowledge of Coppal and the knowledge of the 
  grell crystal heart, the characters should be able to put 
  together that they can sacrifice the crystal to break 
  through Coppal's protections. They can either do it 
  themselves with any character capable of casting 
  divination (their training tells them how to use this special 
  crystal as an empowering material component) or give it 
  to Father Martel to do the same. Because the gem is theirs 
  to use or to give away, it works better thematically if the 
  characters say, “Use this to break through that blasted 
  bard's protections, so we can get to him.” That gets them 
  the prophecy, listed below, with a little less framing text. 
   
  If the players do not figure out what to do next, 
  Father Martel offers to buy the gem for 15,000 gp. (It does 
  not affect the gold on the AR, because the lightning lances 
  already max out the gold.) If this happens, he smiles 
  enigmatically and says: 
   
  “Stick around. I think I might have a job for you in a 
  couple of minutes.” 
   
  Father Martel leaves you in a conference room 
  with refreshments for a time. Eventually, he returns 
  with a set of papers and a broad smile. 
   
  “It seemed apropos to use the crystal you found 
  to penetrate the defenses surrounding that bard, 
  Coppal. He does seem to be mounting a steady 
  assault, and you look to be the best people involved 
  for putting him down. 
   
  “Ordinarily I would be concerned sending 
  someone of your caliber out against someone who 
  has access to the mind blank spell. But the prophecy 
  that Pholtus gives us is positive: 
   
   
  ‘Let the denied, the tempted, stand forth. 
   
  North and west, in land of dust 
   
  Skeletons be your guide. 
   
  ‘Tis wider than a church's door and deep, 
   
  Girt in stone, floored in water. 
   
  Reside within until Celene is clear above. 
   
  A silent stone, a tangling bag, 
   
  A planar chain and pressure without relent. 
   
  These you will need, crave you justice.’ ” 
   
  Father Martel helps the PCs interpret the prophecy, but it 
  should be obvious. The characters were denied (in PAL6-
  02 Tiger, Tiger!) the chance to fight the person who framed 
  them for murder, or they might have been denied here if 
  they attacked Coppal for being evil and made him teleport 
  out. Certainly they were tempted by his evil plans. 
  PAL7-01 Orderly Encounters 
   
  Page 17 
  
   
  They should go north and west into Tenh. When 
  they see skeletons, they will know they are at the right 
  general area.  
   
  Something that is wider than a church's door and 
  deep is a big hole in the ground. Girt in stone and floored 
  in water either makes it one of those wells that is big 
  enough to walk down into, or a flooded cavern of some 
  kind. But since it has to be open to the sky to see the 
  small turquoise moon Celene clear above, that makes it a 
  vertically-shafted well. 
   
  A silent stone is a rock with silence cast on it. A 
  tangling bag is a tanglefoot bag. A planar chain is a 
  dimensional anchor effect. Pressure without relent means 
  you better fight hard. 
   
  The PCs should buy these things in town with their 
  copious over-cap gold. Father Martel goes over the plan 
  with them in detail unless they actively avoid his 
  explanation. If the characters do not have anyone who 
  can cast silence or dimensional anchor (at least from scrolls), 
  Father Martel provides an acolyte to go with them. The 
  dimensional anchor scroll should require a caster-level 
  check, but do not spoil the story: assume that the acolyte 
  succeeds. 
   
   
  �Brother Ulve: LG male half-elf cleric 3 (Pholtus). 
  Brother Ulve exists only to cast silence (either himself or 
  from a scroll) and dimensional anchor from scrolls, at 
  which he does not fail. He does his best to stay out of the 
  fight unless he is needed to run in to stabilize someone. 
   
  Finally they can go to take out Coppal's minions and 
  support crew, then lie in wait in the well. 
   
  5C: THE PLOT THICKENS 
  Following the command of the prophecy, you trek 
  north and west into Tenh. Again, the vista of reddish 
  loamy dust assails you, together with the occasional 
  struggling wildlife, the occasional bits of stonework 
  left destroyed. After a few days, at noon, you do come 
  to something of interest – an old walled fort with 
  towers at each corner. From a distance, you can see 
  that the towers have fallen and the roof of the fort 
  area is destroyed. But interestingly, four skeletons 
  patrol around and around it in a perfect square 
  formation – so each skeleton can see two others. 
   
  If the characters scout or examine the skeletons from a 
  safe distance, continue: 
   
  These 
  skeletons 
  look 
  like 
  they 
  got 
  their 
  improvisational weaponry from the kitchen. They 
  have pots for helmets, and cleavers, spatulas, or 
  meat-tenderizers for weapons. Their 'plate mail' is 
  pot lids tied to their bones with leather thongs. 
   
  Obviously, the skeletons are both the clue from Pholtus 
  that this is the place to go, AND they are the early 
  warning system for the minions. They are not a serious 
  threat, but killing them is likely to make noise. 
   
  If the characters boldly go up to do battle, read or 
  paraphrase the following once the skeletons see them and 
  actually get a turn: 
   
  The skeletons can't scream a battle cry, though their 
  jaws do gape open. They shake back and forth, 
  clanging their metal cookware against their metal 
  heads, and then charge! 
   
  And if the characters casually destroy them with a 
  turning attempt (difficult to get them all at once due to 
  ranges, but possible): 
   
   
  With a rattle and a clatter, the skeletons crash 
  down into the dust. 
   
  ALL APLs 
   
  �Human Warrior Skeletons (4): hp 6, 6, 6, 6; 
  Monster Manual 226. 
   
  Additional Creatures: 
   
  APL 4 (EL 7) 
   
  �Zikid, Vecnan Priest: male human cleric 5 / 
  divine oracle 1; hp 41; Appendix 1.  
   
  �Ashton and Trefe: human male rogue 2; hp 12, 
  12, Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Zikid, Vecnan Priest: male human cleric 5 / 
  divine oracle 3; hp 51; Appendix 1. 
   
  �Ashton and Trefe: human male rogue 4; hp 22, 
  22, Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Zikid, Vecnan Priest: male human cleric 5 / 
  divine oracle 5; hp 61; Appendix 1. 
   
  �Ashton and Trefe: human male rogue 6; hp 32, 
  32, Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Zikid, Vecnan Priest: male human cleric 5 / 
  divine oracle 7; hp 71; Appendix 1. 
   
  �Ashton and Trefe: human male rogue 7 / 
  shadowdancer 1; hp 42, 42, Appendix 1. 
   
   
  APL 12 (EL 15) 
   
  �Zikid, Vecnan Priest: male human cleric 5 / 
  divine oracle 9; hp 81; Appendix 1. 
   
  �Ashton and Trefe: human male rogue 7 / 
  shadowdancer 3; hp 52, 52, Appendix 1. 
   
  �Summoned Shadow (2): hp 19, 19; Monster 
  Manual 221 (cannot be turned, destroyed, rebuked, or 
  commanded). 
   
   
  PAL7-01 Orderly Encounters 
   
  Page 18 
  
  Tactics: 
  If the PCs defeat the skeletons silently or completely 
  bypass them, they can surprise Coppal’s minions, who are 
  shooting dice in the cool underground pantry of what 
  used to be the keep. 
   
  If the PCs make noise, though, then the minions 
  buff themselves – drink their potions and cast their 
  spells. The rogues sneak out invisibly and try to sneak 
  attack, followed by the cleric doing whatever is the most 
  appropriate. At lower levels, try to use tanglefoot bags. At 
  higher levels, go wild with channeling negative energy 
  and be sure to put a lot of summoned or created (giant 
  vermin) flank buddies on the field. 
   
  Note that Zikid has the True Believer and Craft Relic 
  feats. Craft Relic is needed to make items such as the 
  amulet of proof against divine divinations. Conveniently, no 
  PC can have that feat. The amulet works for this module 
  only. 
   
  Note also that in a way, Zikid and Father Varco are 
  twisted mirror images of one another – one knowledge 
  and one secrets. Father Varco devotes his life to the 
  divining and rooting out of lawbreakers, while Zikid 
  devotes his to the concealing of same. 
   
  Treasure: 
   
  �APL 4: Loot – 355 gp; Coin – 0 gp; Magic –ring of 
  protection +1 (167 gp), wand of invisibility purge (375 gp), 
  cloak of resistance +1 (83 gp). 
   
  �APL 6: Loot – 319 gp; Coin – 0 gp; Magic – +1 
  shortsword (2) (193 gp each), ring of protection +1 (167 gp), 
  wand of invisibility purge (375 gp), cloak of resistance +2 (333 
  gp), periapt of Wisdom +2 (333 gp), vest of resistance +1 (2) (83 
  gp each). 
   
  �APL 8: Loot – 481 gp; Coin – 0 gp; Magic – +1 frost 
  shortsword (2) (693 gp each), ring of protection +1 (167 gp), 
  wand of invisibility purge (375 gp), boots of elvenkind (2) (208 
  gp each), cloak of elvenkind (2) (208 gp each), cloak of 
  resistance +2 (333 gp), periapt of Wisdom +4 (1,333 gp), vest of 
  resistance +1 (2) (83 gp each). 
   
  �APL 10: Loot – 100 gp; Coin – 0 gp; Magic – +1 
  mithral chain shirt (2) (175 gp each), +1 full plate (221 gp), 
  +1 corrosive frost shortsword (2) (1,526 gp each), +1 flaming 
  composite shortbow (+1 Str) (2) (704 gp each), ring of 
  protection +1 (3) (167 gp each), wand of invisibility purge (375 
  gp), boots of elvenkind (2) (208 gp each), cloak of elvenkind (2) 
  (208 gp each), cloak of resistance +3 (750 gp), gloves of 
  Dexterity +2 (2) (333 gp each), periapt of Wisdom +6 (3,000 
  gp), vest of resistance +2 (2) (333 gp each). 
   
  �APL 12: Loot – 73 gp; Coin – 0 gp; Magic – +2 
  mithral chain shirt (2) (425 gp each), +2 full plate (471 gp), 
  +1 buckler (2) (97 gp each), +1 heavy steel shield (98 gp), +1 
  corrosive frost shortsword (2) (1,526 gp each), +1 flaming 
  composite shortbow (+1 Str) (2) (704 gp each), ring of 
  protection +2 (2) (667 gp each), ring of protection +3  (1,500 
  gp), wand of invisibility purge (375 gp), boots of elvenkind (2) 
  (208 gp each), cloak of elvenkind (2) (208 gp each), cloak of 
  resistance +3 (750 gp), gloves of Dexterity +2 (2) (333 gp each), 
  periapt of Wisdom +6 (3,000 gp), vest of resistance +3 (2) (750 
  gp each). 
   
  Detect Magic Results: +1 mithral chain shirt (faint 
  transmutation), 
  +2 
  mithral 
  chain 
  shirt 
  (faint 
  transmutation), +1 full plate (faint transmutation), +2 full 
  plate 
  (faint 
  transmutation), 
  +1 
  buckler 
  (faint 
  transmutation), +1 heavy steel shield (faint transmutation), 
  +1 shortsword (faint transmutation), +1 frost shortsword 
  (faint transmutation and moderate evocation), +1 corrosive 
  frost shortsword (faint transmutation, moderate evocation, 
  moderate evocation), +1 flaming composite shortbow (faint 
  transmutation and moderate evocation), ring of protection 
  +1 or +2 or +3 (faint abjuration), wand of invisibility purge 
  (faint evocation), boots of elvenkind (faint transmutation), 
  cloak of elvenkind (faint illusion), cloak of resistance +1 or +2 
  or +3 (faint abjuration), periapt of Wisdom +2 or +4 or +6 
  (moderate transmutation), vest of resistance +1 or +2 or +3 
  (faint abjuration). 
   
  6C: COPPAL’S DEMISE 
  With the fight won and the location secured, the 
  characters can more fully examine the well.  
   
  Since the prophecy mentions it clearly, your eyes are 
  drawn to the well. It is circular, with a radius of 
  about twenty feet. Slim stairs spiral around the 
  outside, one foot wide – easy to walk on slowly, but 
  dangerous at a run. The bottom of the well is forty 
  feet down, with six inches of clear water over porous 
  stone. 
   
  (Stonecunning identifies it as an artesian well under low 
  pressure.) 
   
  Because it is shaded and wet, the temperature within 
  is always pleasantly cool. 
   
  If the characters committed their attack soon after 
  arriving (at noon), they have several hours before Celene 
  rises in the sky (it rises before nightfall today, as a 
  crescent moon). The PCs will see it in the sky and realize 
  within twenty minutes of when it will be visible from the 
  bottom of the well. They cannot time it better than this, 
  because they don't know if the action will occur as soon 
  as Celene is visible, or when Celene is at the center of the 
  aperture, or right before Celene disappears. So 10 
  min./level spells are okay, but 1 min./level spells are a 
  crapshoot – you should feel free to choose whichever of 
  the three times mentioned causes their 1 min/level spells 
  to run out – unless the PCs cast those spells multiple 
  times. 
   
  Silence, too, is a 1 min./level spell. If the PCs cast it 
  before they know anything is going on, you may make it 
  run out before Coppal arrives. 
   
  COPPAL ARRIVES 
  At some point while Celene is visible from the bottom of 
  the well (around 6 pm), Coppal appears in the center of 
  the well. He was on another subversive, monomaniacal 
  mission in the Shield Lands tempting adventurers into 
  evil. He told the adventurers there, “Don't even try to 
  PAL7-01 Orderly Encounters 
   
  Page 19 
  
  attack me – my contingency will take me away.” Their 
  archer lost his temper and shot at Coppal, which teleports 
  him to the middle of the well. He uses it because it is a 
  memorable place; out of the way and out of sight; his 
  minions are close by to help him in case something 
  comes back with him; and he can stop, drop, and roll in 
  the water if he's on fire. Assuming that the PCs assaulted 
  the minions in decent time (and did not wait for nightfall 
  or anything so foolish) they have plenty of time to set up 
  in the well for this scene... 
   
  That is when a man appears. He is right in the 
  middle of shrugging sadly, his mouth half-open as if 
  he is speaking. His eyes are unfocused, as if he was 
  looking at something entirely different before he 
  arrived. 
   
  He is dressed as you recall from your short 
  encounter with him earlier: reds and yellows and 
  oranges, a dashing cape, a rapier. His boots are 
  soaked, settling into the water. 
   
  He looks terribly surprised to see you all around 
  him. 
   
  Tactics: 
  This combat is rigged to make Coppal significantly less 
  dangerous than an 18th-level NPC should be, but you 
  need not be blatant about cheapening the PCs’ victory. 
  They have followed the Orderly Encounters and are 
  getting their deserved win. 
   
  Any characters in the well with Coppal receive a 
  surprise round against him.  
   
  Coppal's initiative is automatically determined to be 
  1 – he goes last in the first round of combat. If Brother 
  Ulve is present, he reads his scroll of dimensional anchor 
  (and succeeds at the caster-level check) and tags Coppal, 
  Dex-less, with the ranged touch attack. (Roll the d20 and 
  say he hits, unless you roll a 1.) 
   
  If Coppal is hit with a tanglefoot bag, he blows the 
  save because Pholtus says so. The water isn't deep enough 
  to keep him from sticking. 
   
  By the time Coppal receives an action, he should be 
  silenced, dimensionally anchored, tanglefooted, and perhaps 
  grappled, tripped, or just hit. (Be sure to describe how he 
  flails in the water if tripped, even though it is so shallow – 
  he can't swim.) 
   
  If he is not dimensionally anchored or otherwise 
  prevented from teleporting, he teleports out with his 
  helm of teleportation. If he is not silenced, he casts any kind 
  of spell that he thinks will help him escape – maze, for 
  example. If he is both silenced and dimensionally anchored, 
  he does everything he can to draw rapier and dagger to 
  fight his way out. Even though he has a lot of hit points, 
  even an APL 4 party should be able to crush him like a 
  pig-dog. 
   
  This is one answer to the age-old question of 'How do 
  you get someone who has a contingency up?' Pholtus's 
  answer is, “Be waiting where they end out after their 
  contingency is triggered, which is the one time they won't 
  have a contingency to help them.” 
   
  ALL APLs (EL 5, estimated, because of weakened 
  condition) 
   
  �Coppal: male human bard 10 / sublime chord 8; hp 92; 
  Appendix 1. 
   
  Treasure:  
   
   
  �All APLs: Loot – 0 gp; Coin – 0 gp; Magic – +2 
  mithral chain shirt (425 gp), +1 rapier (193 gp), ring of 
  protection +3 (1,500 gp), cloak of Charisma +6 (3,000 gp), 
  gloves of Dexterity +2 (333 gp), headband of intellect +4 (1,333 
  gp), helm of teleportation (6,125 gp), vest of resistance +3 (750 
  gp). 
   
  �All APLs: Second Half of the Tiger Scroll 
   
  Detect Magic Results: +2 mithral chain shirt (faint 
  transmutation), +1 rapier (faint transmutation), ring of 
  protection +3 (faint abjuration), cloak of Charisma +6 
  (moderate transmutation), gloves of Dexterity +2 (moderate 
  transmutation), headband of intellect +4 (moderate 
  transmutation), 
  helm 
  of 
  teleportation 
  (moderate 
  conjuration), vest of resistance +3 (faint abjuration). 
   
  Proceed to Conclusion C. 
   
  CONCLUSION A 
  If the PCs succeed in poisoning and killing the army, 
  they have received their reward. If they succeeded and 
  escaped, mark their AR with the crimes they have 
  committed and the punishment that will accrue to them 
  if they are ever caught. Resolve the alignment change to 
  their characters and call over a Triad member or a senior 
  judge if needed. Mark down if any character is removed 
  from play, paladinhood is lost or a character is no longer 
  able to contact their deity. Inform the Triad and the 
  senior judge. 
   
  If they failed and were caught, mark their AR with 
  the crime they have committed and resolve the 
  punishment. 
   
  If they failed and escaped, mark their AR with the 
  crime they have committed and the punishment that will 
  accrue to them if they are ever caught.  
   
  CONCLUSION B 
  If the PCs succeed in both spilling blood upon the altar 
  and breaking the grell crystal heart there: 
   
  It feels like an earthquake, but it's all in your head – 
  or rather, in your spirit. Although you're standing 
  still and everything is startlingly quiet, the world is 
  still whirling all around your head. But once 
  everything settles down, nothing visible is changed. 
   
   
  Any awake Pholtan within 10 miles is stunned for a 
  round. Any sleeping Pholtan within 10 miles suffers 
  horrible nightmares. Resolve the PCs escape. 
  PAL7-01 Orderly Encounters 
   
  Page 20 
  
   
  If the PCs succeed and escape without killing 
  innocents, mark their AR with the crime they have 
  committed and the punishment that will accrue to them 
  if they are ever caught. Inform the Triad so that the PCs’ 
  desired effects can occur. 
   
  If the PCs fail and escape without killing innocents, 
  mark their AR with the attempted crime they have 
  committed and the punishment that will accrue to them 
  if they are ever caught. 
   
  If the PCs are caught, resolve their punishments. 
   
  If the PCs kill innocent civilians, mark their AR with 
  the crimes they have committed and the punishment that 
  will accrue to them if they are ever caught. Resolve the 
  alignment change to their characters and call over a Triad 
  member or a Senior GM if needed. Mark down if any 
  character is removed from play, paladinhood is lost, or a 
  character is no longer able to contact their deity. Inform 
  the Triad and the Senior GM. 
   
  CONCLUSION C 
  Utterly defeated, Coppal slumps limp and lifeless.  
  Helpless in the water, he can easily be stripped of 
  anything that might help him escape – like his 
  jaunty cap that could have teleported him away at 
  any moment. 
   
  Father Martel and the Pholtans will probably 
  have quite a time questioning his body, dead or alive. 
  But the real treasure that you take off him is in an 
  oilskin-wrapped oversize scroll case. It is the second 
  half of the Tiger Scroll, complete with diagrams and 
  instructions. 
   
  Feel free to go over with them the lush wealth of the 
  second half of the Tiger Scroll as listed on the AR. 
  Congratulate them for their moral rectitude and superior 
  victory. 
   
  CAMPAIGN CONSEQUENCES 
  If any group of PCs reaches Conclusion A or Conclusion 
  B, please send a summary of the outcome to the Pale 
  POC. 
  PAL7-01 Orderly Encounters 
   
  Page 21 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: The Grell 
  Defeat the grell 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  4A: Poisoning the Well of Spirit 
  Defeat the orc army 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  4B: A Sly Revenge 
  Desecrate the Pholtan temple 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  5C: The Plot Thickens 
  Defeat the Vecnan priest and minions 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  6C: Coppal’s Demise 
  Defeat Coppal  
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Discretionary roleplaying award 
  APL 4  
  105 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.
    
  2: The Grell 
   
  APL 4: Magic – grell lightning lances (3) (317 gp each). 
   
  APL 6: Magic – grell lightning lances (4) (317 gp each). 
   
  APL 8: Magic – grell lightning lances (3) (317 gp each), 
  greater grell lightning lance (1,500 gp), ring of protection +2 
  (667 gp), brooch of shielding (125 gp). 
   
  APL 10: Magic – greater grell lightning lances (3) (1,500 
  gp each), ring of protection +2 (3) (667 gp each), brooch of 
  shielding (3) (125 gp each). 
  PAL7-01 Orderly Encounters 
   
  Page 22 
  
   
  APL 12: Coin – 0 gp, Magic – greater grell lightning 
  lances (6) (1,500 gp each), ring of protection +2 (6) (667 gp 
  each), brooch of shielding (6) (125 gp each). 
   
  All APLs: Grell crystal dust (not counted). 
   
  5C: The Plot Thickens 
   
  APL 4: Loot – 355 gp; Magic – ring of protection +1 
  (167 gp), wand of invisibility purge (375 gp), cloak of resistance 
  +1 (83 gp). 
   
  APL 6: Loot – 319 gp; Magic – +1 shortsword (2) (193 
  gp each), ring of protection +1 (167 gp), wand of invisibility 
  purge (375 gp), cloak of resistance +2 (333 gp), periapt of 
  Wisdom +2 (333 gp), vest of resistance +1 (2) (83 gp each). 
   
  APL 8: Loot – 481 gp; Magic – +1 frost shortsword (2) 
  (693 gp each), ring of protection +1 (167 gp), wand of 
  invisibility purge (375 gp), boots of elvenkind (2) (208 gp 
  each), cloak of elvenkind (2) (208 gp each), cloak of resistance 
  +2 (333 gp), periapt of Wisdom +4 (1,333 gp), vest of resistance 
  +1 (2) (83 gp each). 
   
  APL 10: Loot – 100 gp; Magic – +1 mithral chain shirt 
  (2) (175 gp each), +1 full plate (221 gp), +1 corrosive frost 
  shortsword (2) (1,526 gp each), +1 flaming composite shortbow 
  (+1 Str) (2) (704 gp each), ring of protection +1 (3) (167 gp 
  each), wand of invisibility purge (375 gp), boots of elvenkind 
  (2) (208 gp each), cloak of elvenkind (2) (208 gp each), cloak 
  of resistance +3 (750 gp), gloves of Dexterity +2 (2) (333 gp 
  each), periapt of Wisdom +6 (3,000 gp), vest of resistance +2 (2) 
  (333 gp each). 
   
  APL 12: Loot – 73 gp; Magic – +2 mithral chain shirt 
  (2) (425 gp each), +2 full plate (471 gp), +1 buckler (2) (97 gp 
  each), +1 heavy steel shield (98 gp), +1 corrosive frost 
  shortsword (2) (1,526 gp each), +1 flaming composite shortbow 
  (+1 Str) (2) (704 gp each), ring of protection +2 (2) (667 gp 
  each), ring of protection +3  (1,500 gp), wand of invisibility 
  purge (375 gp), boots of elvenkind (2) (208 gp each), cloak of 
  elvenkind (2) (208 gp each), cloak of resistance +3 (750 gp), 
  gloves of Dexterity +2 (2) (333 gp each), periapt of Wisdom +6 
  (3,000 gp), vest of resistance +3 (2) (750 gp each). 
   
  6C: Coppal's Demise 
   
  All APLs: Magic – +2 mithral chain shirt (425 gp), +1 
  rapier (193 gp), ring of protection +3 (1,500 gp), cloak of 
  Charisma +6 (3,000 gp), gloves of Dexterity +2 (333 gp), 
  headband of intellect +4 (1,333 gp), helm of teleportation 
  (6,125 gp), vest of resistance +3 (750 gp). 
   
  All APLs: Second Half of the Tiger Scroll 
   
  Total Possible Treasure 
   
   
  APL 4: 15,590 gp (capped at 675 gp) 
   
  APL 6: 17,006 gp (capped at 900 gp) 
   
  APL 8: 21,975 gp (capped at 1,300 gp) 
   
  APL 10: 32,288 gp (capped at 2,300 gp) 
   
  APL 12: 43,513 gp (capped at 3,300 gp) 
   
  ADVENTURE RECORD ITEMS 
  Second Half of the Tiger Scroll: You gain Regional 
  access to the spell Tenser's eye of the tiger (wizards may copy 
  it into a spellbook for the standard cost), and Regional 
  access to the tiger cloak of Chakyik and the balance and 
  jumping weapon enchantments. 
   
  Tenser's Eye of the Tiger 
   Divination 
   Level: Sor/Wiz 1, Asn 1 
   Components: V, S, M 
   Casting Time: 1 standard action 
   Range: Touch 
   Target: Creature touched 
   Duration: 1 round/level (D) 
   Saving Throw: Will negates (harmless) 
   Spell Resistance: Yes (Harmless) 
   
  The subject gains the Blind-Fight feat for the duration of the 
  spell. He may feel almost as if he were being guided by 
  imaginary whiskers when moving at three-quarters normal 
  speed in darkness and poor visibility. The material 
  component is a tiger's whisker and a bit of carrot. 
   
  Tiger Cloak of Chakyik: Fashioned from the complete 
  hide of an adult tiger, this cloak includes dangling claws 
  at the sides. After the wearer has attuned the cloak by 
  wearing it continuously for 24 hours, he may as a swift 
  action cast the spell lion's charge (SC 133). The cloak may 
  be activated three times per day. 
   
  The wearer also gains a +2 circumstance bonus to 
  Charisma-based checks with regard to Tiger Nomads, but 
  a -4 circumstance penalty on such checks with regard to 
  Wolf Nomads or the tribes of the Burneal Forest. 
   
  Faint transmutation, CL 5th; Craft Wondrous Item; 
  lion's charge; Price 16,200 gp. 
   
  Weapon of Balance: When actively wielded, a weapon 
  of balance grants a +5 competence bonus to Balance 
  checks. Faint divination; CL 3rd; Craft Magic Arms and 
  Armor, balancing lorecall; Price +3,750 gp. 
   
  Weapon of Jumping: When actively wielded, a weapon 
  of jumping grants a +5 competence bonus to Jump 
  checks. Faint transmutation; CL 3rd; Craft Magic Arms 
  and Armor, jump, Price +3,750 gp. 
   
  Mass Murder by Poison or Killing of Innocents 
  (circle one): For this heinous crime, your alignment 
  shifts one step toward evil (Good to Neutral, Neutral to 
  Evil (removed from play)) and one step toward chaos 
  (Lawful to Neutral, Neutral to Chaotic). You suffer all 
  penalties of the new alignment. You cannot voluntarily 
  change your alignment until you get an atonement and 
  adventure for 52 TUs (for mass murder) or 4 TUs (for 
  killing of innocent villagers). TUs spent crafting, 
  incarcerated, and so forth do not count. 
   
  Crimes against the State: You committed the crimes 
  below but have not yet been caught. If you are ever sent 
  to a New Dawn Camp on an AR or are otherwise 
  subjected to questioning by the Pale authorities, your 
  crimes come out and you must pay the penalty. 
   
  PAL7-01 Orderly Encounters 
   
  Page 23 
  
  Mass Murder by Poison: Confiscation of all possessions 
  and monies; Execution with no legal raising or 
  resurrection permitted. Only an AR favor for the rescuing 
  of the body can return the PC to play. 
  Murder: 15,000 gp minimum fine; 26 TU minimum 
  sentence in a New Dawn Camp. 
  Deadly Assault: 10,000 gp minimum fine, 4 TU minimum 
  sentence in a New Dawn Camp. 
  Unholy Desecration: 5,000 gp minimum fine, 2 TU 
  minimum sentence in a New Dawn Camp. 
  Other 
  Crimes 
  (as 
  noted 
  by 
  the 
  judge): 
  ________________________________________ punishable under the latest 
  Pale Gazetteer Law Document (available online). 
   
   ITEM ACCESS 
  APL 4-6: 
  • 
  Lightning lance (Adventure; CL 3rd; Lords of Madness; 
  3,800 gp) 
  • 
  Grell crystal dust (Adventure; Lords of Madness; 10 gp 
  per pound) 
  • 
  Wand of invisibility purge (Adventure; DMG) 
  • 
  Helm of teleportation (Regional; DMG) 
   
  APL 8 (all of APL 4-6 plus the following): 
  • 
  Greater lightning lance (Adventure; CL 5th; Lords of 
  Madness; 18,000 gp) 
  • 
  Mithral chain shirt (Adventure; DMG) 
  • 
  +1 frost shortsword (Adventure; DMG) 
  • 
  Boots of elvenkind (Adventure; DMG) 
  • 
  Brooch ofsShielding (Adventure; DMG) 
  • 
  Cloak of elvenkind (Adventure; DMG) 
   
  APL 10-12 (all of APL 4-8 plus the following): 
  • 
  +1 Corrosive frost shortsword (Adventure; DMG & 
  AEG) 
  • 
  +1 flaming composite shortbow (+1 Str) (Adventure; 
  DMG) 
  PAL7-01 Orderly Encounters 
   
  Page 24 
  
  APPENDIX 1: ALL APLS
  4A: POISONING THE WELL OF SPIRIT 
  B AR B ARI AN  O R C S  (60) 
  CR  3 
  Male orc barbarian 3 
  N Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3 
  Languages Orc  
  AC 14, touch 11, flat-footed 14; uncanny dodge 
   (+1 Dex, +3 armor) 
  hp 32 (3 HD) 
  Fort +5, Ref +2, Will +1 Race F+0, R+0, W+0; Class F+3, 
  R+1, W+1; Abilities Con +2, Dex +1, Wis +0 
  Weakness light sensitivity 
  Speed 40 ft. (8 squares) 
  Melee greataxe +7 [+3 BAB, +3 Str, +1 feat] (1d12+4/x3) 
  Ranged javelin +4 [+3 BAB, +1 Dex] (1d6+3) 
  Base Atk +3; Grp +6 
  Combat Gear acid (1 flask) 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10  
  SQ trap sense +1, uncanny dodge 
  Feats Alertness 3, Weapon Focus (greataxe) 1  
  Skills total ranks: barbarian 24 Climb +5[+3 ranks, +3 ability, -
  1 armor], Hide +2[+2.0 ranks, +1 ability, -1 armor], Jump 
  +12[+6 ranks, +3 ability, +4 speed, -1 armor], Listen 
  +3[+1.0 ranks, +0 ability, +2 feat], Profession (soldier) +1 
  [+1.0 ranks, +0 ability], Spot +3[+1.0 ranks, +0 ability, +2 
  feat], Survival +3[+3 ranks, +0 ability] 
  Possessions combat gear plus studded leather 
  armor, greataxe, dagger, 2 javelins 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
  Rage (Ex): hp 38; AC 12, touch 9, flat-footed 12; 
  Melee greataxe +9 (1d12+7/x3); Fort +7, Will +3; 
  Str 20, Con 18. Duration 7 rounds. 
   
  L O N G S P E AR  O R C S  (30) 
  CR  3 
  Male orc fighter 3 
  N Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +2 
  Languages Orc  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 28 (3 HD) 
  Fort +5, Ref +2, Will +1 Race F+0, R+0, W+0; Class F+3, 
  R+1, W+1; Abilities Con +2, Dex +1, Wis +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee longspear +7 [+3 BAB, +3 Str, +1 feat] (1d8+4/x3) 
  Ranged javelin +4 [+3 BAB, +1 Dex] (1d6+3) 
  Base Atk +3; Grp +6 
  Atk Options Cleave, Power Attack 
  Combat Gear acid (1 flask) 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10 
  Feats Cleave 3, Combat Reflexes Ftr1, Power Attack 
  Ftr2, Weapon Focus (longspear) 1  
  Skills total ranks: fighter 12 Climb +4[+2 ranks, +3 ability, -1 
  armor], Jump +4[+2 ranks, +3 ability, -1 armor], 
  Profession (soldier) +2 [+2.0 ranks, +0 ability], Spot 
  +2[+2.0 ranks, +0 ability] 
  Possessions combat gear plus studded leather 
  armor, longspear, dagger, 2 javelins 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  C R O S S B O W  O R C S  (60) 
  CR  3 
  Male orc fighter 3 
  N Medium humanoid (orc) 
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages Orc  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 22 (3 HD) 
  Fort +3, Ref +4, Will +1 Race F+0, R+0, W+0; Class F+3, 
  R+1, W+1; Abilities Con +0, Dex +3, Wis +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee shortsword +4 [+3 BAB, +1 Str] (1d6+1/19-20) 
  Ranged light crossbow +7 [+3 BAB, +3 Dex, +1 feat] 
  (1d8/19-20) 
  Base Atk +3; Grp +4 
  Combat Gear acid (1 flask) 
  Abilities Str 12, Dex 16, Con 10, Int 10, Wis 10, Cha 
  10  
  Feats Far Shot 3, Point Blank Shot Ftr1, Precise Shot 
  Ftr2, Weapon Focus (light crossbow) 1  
  Skills total ranks: fighter 12 Climb +4[+4 ranks, +1 ability, -1 
  armor], Jump +4[+4 ranks, +1 ability, -1 armor], 
  Profession (soldier) +2 [+2.0 ranks, +0 ability] 
  Possessions combat gear plus studded leather 
  armor, shortsword, dagger, light crossbow, 20 bolts 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  T O W E R  S HI E LD O R C S  (30) 
  CR  3 
  Male orc fighter 3 
  N Medium humanoid (orc) 
  Init +5; Senses darkvision 60 ft.; Listen +4, Spot +4 
  Languages Orc  
  AC 18, touch 11, flat-footed 17  
   (+1 Dex, +3 armor, +4 shield) 
  hp 28 (3 HD) 
  Fort +5, Ref +2, Will +1 Race F+0, R+0, W+0; Class F+3, 
  R+1, W+1; Abilities Con +2, Dex +1, Wis +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee shortsword +7 [+3 BAB, +3 Str, +1 feat] (1d6+3/19-
  20) 
  Ranged dagger +4 [+3 BAB, +1 Dex] (1d4+3/19-20) 
  Base Atk +3; Grp +6 
  Combat Gear acid (2 flasks) 
  PAL7-01 Orderly Encounters 
   
  Page 25 
  
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 
  10  
  Feats Alertness 1, Endurance 3, Improved Initiative 
  Ftr2, Weapon Focus (shortsword) Ftr1  
  Skills total ranks: fighter 12 Jump -6[+2 ranks, +3 ability, -11 
  armor], Listen +4[+1.0 ranks, +0 ability, +2 feat], 
  Profession (soldier) +2 [+2.0 ranks, +0 ability], Spot 
  +4[+2.0 ranks, +0 ability, +2 feat] 
  Possessions combat gear plus studded leather 
  armor, tower shield, shortsword, dagger 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  S H AM AN  O R CS  (25) 
  CR  7 
  Male orc cleric 7 
  CN Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +5, Spot +6 
  Languages Orc, Common  
  AC 13, touch 10, flat-footed 13  
   (+0 Dex, +3 armor) 
  hp 38 (7 HD) 
  Fort +5, Ref +2, Will +8 
  Race F+0, R+0, W+0; Class F+5, R+2, W+5; Abilities Con +0, 
  Dex +0, Wis +3 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee spear +6[+5 BAB, +0 Str, +1 feat] (1d8/x3) 
  Ranged light crossbow +5[+5 BAB, +0 Dex] (1d8/19-20) 
  Base Atk +5; Grp +5 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 4/day (+1, 2d6+8, 7th) 
  Cleric Spells Prepared (CL 7th, chaos spells 8th): 
   4th—divine power D, cure critical wounds 
   3rd—magic vestment D, blindness (2) (DC 16), 
  searing light (+5 ranged touch) 
   2nd—shatter D (DC 15), calm emotions (3) (DC 
  15), hold person (DC 15) 
   1st—magic weapon D, cure light wounds (4) 
   0—cure minor wounds (5) 
  D: Domain spell. Deity: Gruumsh. Domains: Chaos, 
  War. 
  Abilities Str 10, Dex 10, Con 10, Int 12, Wis 16, Cha 
  12  
  SQ rebuke undead 4/day (+1, 2d6+8, 7th)  
  Feats Alertness 6, Brew Potion 3, Combat Casting 1, 
  Weapon Focus (spear) B domain  
  Skills total ranks: cleric 30 Concentration +10 (+14 
  defensive)[+10 ranks, +0 ability, +4 feat], Heal +8[+5 
  ranks, +3 ability], Knowledge (religion) +3 [+2 ranks, +1 
  ability], Listen +5[+0 ranks, +3 ability, +2 feat], Profession 
  (soldier) +5[+2 ranks, +3 ability], Sense Motive +4[+1.0 
  ranks, +3 ability], Spellcraft +8[+7 ranks, +1 ability], Spot 
  +6[+1.0 ranks, +3 ability, +2 feat], 
  Possessions studded leather armor, spear, dagger, 
  light crossbow, 20 bolts, unholy symbol (Gruumsh) 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  AR C AN E  O R CS  (25) 
  CR  7 
  Male orc wizard 7 
  N Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +6 
  Languages Orc, Common, Draconic 
  AC 10, touch 10, flat-footed 10  
   (+0 Dex, +0 armor) 
  hp 29 (7 HD) 
  Fort +3, Ref +2, Will +5 
  Race F+0, R+0, W+0; Class F+2, R+2, W+5; Abilities Con +1, 
  Dex +0, Wis +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee dagger +3[+3 BAB, +0 Str] (1d4/19-20) 
  Ranged light crossbow +3[+3 BAB, +0 Dex] (1d8/19-20) 
  Base Atk +3; Grp +3 
  Combat Gear wand of scorching ray (10 charges), 
  wand of magic missile (CL 1st) (10 charges) 
  Wizard Spells Prepared (CL 7th, +3 ranged touch): 
   4th—Evard's black tentacles 
   3rd—dispel magic, fireball (DC 16), fly 
   2nd—glitterdust (DC 15), invisibility (2), scorching 
  ray (+3 ranged touch) 
   1st—enlarge person, expeditious retreat, magic 
  missile (3)  
   0—detect magic, ray of frost (3) 
  Abilities Str 10, Dex 10, Con 12, Int 16, Wis 10, Cha 
  10  
  Feats Alertness 6, Brew Potion 3, Combat Casting 1, 
  Craft Wand B Wiz5, Scribe Scroll B Wiz1 
  Skills total ranks: wizard 44 = 24 (1st-3rd @ 4 ea) + 20 (4th-7th 
  @ 5 ea) Concentration +11 (+15 defensive)[+10 ranks, 
  +1 ability, +4 feat], Knowledge (arcana) +10 [+7 ranks, 
  +3 ability], Listen +4[+2.0 ranks, +0 ability, +2 feat], 
  Profession (soldier) +5[+5 ranks, +0 ability], Spellcraft 
  +15[+10 ranks, +3 ability, +2 synergy], Spot +6[+4.0 ranks, 
  +0 ability, +2 feat], 
  Possessions dagger, light crossbow, 20 bolts, 
  spellbook, spell component pouch 
  Spellbook spells prepared plus 4th—ice storm 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  O RCI S H C H ANTE RS  (5) 
  CR  3 
  Male orc bard 3 
  N Medium humanoid (orc) 
  Init +1; Senses darkvision 60 ft.; Listen +8, Spot +4 
  Languages Orc 
  AC 14, touch 11, flat-footed 13  
   (+1 Dex, +3 armor) 
  hp 17 (3 HD) 
  Fort +2, Ref +4, Will +3 
  Race F+0, R+0, W+0; Class F+1, R+3, W+3; Abilities Con +1, 
  Dex +1, Wis +0 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee shortsword +3[+2 BAB, +1 Str] (1d6+1/19-20) 
  Ranged light crossbow +3[+2 BAB, +1 Dex] (1d8/19-20) 
  Base Atk +2; Grp +3 
  Special Actions bardic music 
  Bard Spells Known (CL 3rd): 
  PAL7-01 Orderly Encounters 
   
  Page 26 
  
   1st (2/day)—grease (DC 13), remove fear, Tasha’s 
  hideous laughter (DC 13) 
   0 (3/day)—daze (DC 12), detect magic, mending, 
  message, prestidigitation, resistance 
  Abilities Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 
  14  
  SQ bardic knowledge +5, bardic music 3/day 
  (countersong, fascinate, inspire courage, inspire 
  competence) 
  Feats Alertness 3, Combat Casting 1 
  Skills total ranks: bard 36 Concentration +5 (+9 
  defensive)[+4 ranks, +1 ability, +4 feat], Knowledge 
  (history) +6 [+6 ranks, +0 ability], Listen +8[+6 ranks, +0 
  ability, +2 feat], Perform (percussion instruments) 
  +8[+6 ranks, +2 ability], Perform (sing) +4[+6 ranks, +2 
  ability], Profession (soldier) +4[+4 ranks, +0 ability], 
  Spot +4[+2.0 ranks, +0 ability, +2 feat] 
  Possessions studded leather armor, shortsword, 
  dagger, light crossbow, 20 bolts, spell component 
  pouch, drum 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  H N AK R A B LI NDE D-E Y E 
  CR  13 
  Male orc cleric 13 
  CN Medium humanoid (orc) 
  Init +0; Senses darkvision 60 ft.; Listen +5, Spot +5 
  Languages Orc, Common, Flan 
  AC 13, touch 10, flat-footed 13  
   (+0 Dex, +3 armor) 
  hp 81 (13 HD) 
  Fort +11, Ref +6, Will +15 
  Race F+0, R+0, W+0; Class F+8, R+4, W+8; Abilities Con +1, 
  Dex +0, Wis +5; cloak +2 to all 
  Weakness light sensitivity 
  Speed 30 ft. (6 squares) 
  Melee spear +11/+6[+9 BAB, +1 Str, +1 feat] (1d8+1/x3) 
  Ranged spear +10[+9 BAB, +0 Dex, +1 feat] (1d8+1/x3) 
  Base Atk +9; Grp +10 
  Special 
  Actions 
  spontaneous 
  casting, 
  rebuke 
  undead 5/day (+4, 2d6+15, 13th) 
  Cleric Spells Prepared (CL 13th, chaos spells 14th): 
   7th—power word blind D, greater dispel magic (6th-
  level spell) 
   6th—blade barrier D (DC 21), greater dispel magic, 
  heal 
   5th—flame strike D (DC 20), flame strike (DC 20), 
  greater command (DC 20), insect plague, spell 
  resistance 
   4th—divine power D, cure critical wounds (2), 
  divination, freedom of movement, greater magic 
  weapon 
   3rd—magic vestment D, blindness (3) (DC 18), 
  searing light (2) (+9 ranged touch) 
   2nd—shatter 
  D (DC 17), align weapon, calm 
  emotions (2) (DC 17), hold person (DC 17), 
  sound burst (2) (DC 17) 
   1st— magic weapon D, bless, cure light wounds 
  (2), divine favor, entropic shield, shield of faith (2) 
   0—cure minor wounds (3), detect magic (3) 
  D: Domain spell. Deity: Gruumsh. Domains: Chaos, 
  War. 
  Abilities Str 12, Dex 10, Con 12, Int 14, Wis 14 (20), 
  Cha 14 
  SQ rebuke undead 5/day (+4, 2d6+15, 13th)  
  Feats Brew Potion 6, Combat Casting 1, Craft 
  Wondrous Item 12, Scribe Scroll 3, Skill Focus 
  (Perform (oratory)) 9, Weapon Focus (spear) B 
  domain  
  Skills total ranks: cleric 64 Bluff +5 [+3.0 ranks, +2 ability], 
  Concentration +17 (+21 defensive)[+16 ranks, +1 
  ability, +4 feat], Heal +7[+2 ranks, +5 ability], Knowledge 
  (religion) +9 [+7 ranks, +2 ability], Perform (oratory) 
  +13[+8.0 ranks, +2 ability, +3 feat], Profession (soldier) 
  +7[+2 ranks, +5 ability], Sense Motive +10[+5.0 ranks, +5 
  ability], Spellcraft +7[+5 ranks, +2 ability] 
  Possessions studded leather armor, spear, dagger, 
  periapt of Wisdom +6, cloak of resistance +2, 
  unholy symbol (Gruumsh) 
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of 
  a daylight spell. 
   
  T E N H A L I G H T  C AV AL R Y  (50) 
  CR  3 
  Male human ranger 3 
  N Medium humanoid (human) 
  Init +3; Senses Listen +7, Spot +7 
  Languages Common, Flan 
  AC 16, touch 13, flat-footed 16 
   (+3 Dex, +3 armor) 
  hp 25 (3 HD) 
  Fort +4, Ref +6, Will +2 Race F+0, R+0, W+0; Class F+3, 
  R+3, W+1; Abilities Con +1, Dex +3, Wis +1 
  Speed 30 ft. (6 squares) 
  Melee shortsword +4 [+3 BAB, +1 Str] (1d6+1/19-20) 
  Ranged composite shortbow +6 [+3 BAB, +3 Dex] 
  (1d6/x3) or 
   
  composite shortbow +4/+4 (1d6/x3) with Rapid 
  Shot 
  Base Atk +3; Grp +4 
  Atk Options favored enemy (giants) +2 
  Abilities Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 
  10  
  SQ wild empathy +5 
  Feats Endurance B Rgr3, Mounted Combat human1, 
  Mounted Archery 3, Point Blank Shot 1, Rapid Shot 
  B Rgr2, Track B Rgr1 
  Skills total ranks: ranger 48 Handle Animal +6[+6 ranks, +0 
  ability], Hide +8[+6 ranks, +3 ability, -1 armor], Knowledge 
  (nature) +7[+6 ranks, +1 ability], Listen +7[+6 ranks, +1 
  ability], Move Silently +8[+6 ranks, +3 ability, -1 armor], 
  Profession (soldier) +4 [+3 ranks, +1 ability], Ride 
  +8[+3 ranks, +3 ability, +2 synergy], Spot +7[+6 ranks, +1 
  ability], 
  Survival 
  +7 
  (+9 
  when 
  tracking 
  aboveground)[+6 ranks, +1 ability, +2 synergy] 
  Possessions studded leather armor, shortsword, 
  dagger, composite shortbow, 20 arrows, light 
  warhorse, military saddle 
   
  T E N H A AR C H E R S  (20) 
  CR  3 
  Male human fighter 3 
  PAL7-01 Orderly Encounters 
   
  Page 27 
  
  N Medium humanoid (human) 
  Init +3; Senses Listen +2, Spot +3 
  Languages Common, Flan 
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 25 (3 HD) 
  Fort +4, Ref +4, Will +1 Race F+0, R+0, W+0; Class F+3, 
  R+1, W+1; Abilities Con +1, Dex +3, Wis +0 
  Speed 30 ft. (6 squares) 
  Melee shortsword +5 [+3 BAB, +2 Str] (1d6+2/19-20) 
  Ranged shortbow +7 [+3 BAB, +3 Dex, +1 feat] (1d6/x3) 
  or 
   
  shortbow +5/+5 (1d6/x3) with Rapid Shot 
  Base Atk +3; Grp +5 
  Abilities Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 
  10  
  Feats Far Shot 3, Point Blank Shot Ftr1, Precise Shot 
  Ftr2, Rapid Shot human1, Weapon Focus (shortbow) 
  1  
  Skills total ranks: fighter 24 Hide +4[+2.0 ranks, +3 ability, -1 
  armor], Listen +2[+2.0 ranks, +0 ability], Move Silently 
  +4[+2.0 ranks, +3 ability, -1 armor], Profession (soldier) 
  +3 [+3.0 ranks, +0 ability], Spot +3[+3.0 ranks, +0 ability] 
  Possessions studded leather armor, shortsword, 
  dagger, shortbow, 20 arrows 
   
  T E N H A W AR RI O RS  (20) 
  CR  3 
  Male human fighter 3 
  N Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +4 
  Languages Common, Flan 
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 28 (3 HD) 
  Fort +5, Ref +2, Will +1 Race F+0, R+0, W+0; Class F+3, 
  R+1, W+1; Abilities Con +2, Dex +1, Wis +0 
  Speed 30 ft. (6 squares) 
  Melee longsword +7 [+3 BAB, +3 Str, +1 feat] (1d8+3/19-
  20) 
  Ranged javelin +4 [+3 BAB, +1 Dex] (1d6+3) 
  Base Atk +3; Grp +6 
  Atk Options Power Attack 
  Combat Gear alchemist’s fire (1 flask) 
  Abilities Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 
  10  
  Feats Alertness 1, Blind-Fight Ftr1, Endurance 3, 
  Power Attack human1, Weapon Focus (longsword) 1  
  Skills total ranks: fighter 24 Climb +6[+6 ranks, +3 ability, -3 
  armor], Jump +6 [+6 ranks, +3 ability, -3 armor], Listen 
  +3[+1.0 ranks, +0 ability, +2 feat], Profession (soldier) +3 
  [+3.0 ranks, +0 ability], Spot +4[+2.0 ranks, +0 ability, +2 
  feat] 
  Possessions combat gear plus chain shirt, heavy 
  wooden shield, longsword, dagger, 2 javelins 
   
  T E N H A S O RC E RE R S  (10) 
  CR  7 
  Male human sorcerer 7 
  N Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +2 
  Languages Common, Flan 
  AC 10, touch 10, flat-footed 10  
   (+0 Dex; does not include +4 mage armor) 
  hp 39 (7 HD) 
  Fort +4, Ref +2, Will +5 
  Race F+0, R+0, W+0; Class F+2, R+2, W+5; Abilities Con +2, 
  Dex +0, Wis +0 
  Speed 30 ft. (6 squares) 
  Melee quarterstaff +3[+3 BAB, +0 Str] (1d6) 
  Ranged light crossbow +3[+3 BAB, +0 Dex] (1d8/19-20) 
  Base Atk +3; Grp +3 
  Sorcerer Spells Known (CL 7th): 
   3rd (5/day)—fireball (DC 16), haste 
   2nd (7/day)—glitterdust (DC 15), see invisibility, 
  scorching ray (+3 ranged touch) 
   1st (7/day)—alarm, expeditious retreat, mage 
  armor, magic missile, shocking grasp 
   0 (6/day)—daze (DC 13), detect magic, disrupt 
  undead (+3 ranged touch), light, mending, 
  prestidigitation 
  Abilities Str 10, Dex 10, Con 14, Int 12, Wis 10, Cha 
  16  
  Feats Brew Potion 3, Combat Casting 1, Craft Wand 6, 
  Toughness 1 human 
  Skills total ranks: sorcerer 40 Concentration +12 (+16 
  defensive)[+10 ranks, +2 ability, +4 feat], Perform (wind 
  instruments) +7[+4.0 ranks, +3 ability], Profession 
  (soldier) +4[+4.0 ranks, +0 ability], Spellcraft +11 [+10 
  ranks, +1 ability], Spot +2[+2.0 ranks, +0 ability] 
  Possessions quarterstaff, dagger, light crossbow, 20 
  bolts, spell component pouch, flute 
   
  K AR E LI US  M AR C E L L US 
  CR  13 
  Male human rogue 13 
  N Medium humanoid (human) 
  Init +11; Senses Listen +16, Spot +16 
  Languages Common, Flan, Orc 
  AC 20, touch 17, flat-footed 20; improved uncanny 
  dodge, uncanny dodge 
   (+7 Dex, +3 armor) 
  hp 67 (13 HD) 
  Fort +5, Ref +15, Will +4; improved evasion, slippery 
  mind Race F+0, R+0, W+0; Class F+4, R+8, W+4; Abilities 
  Con +2, Dex +1, Wis +0 
  Speed 30 ft. (6 squares) 
  Melee masterwork shortsword +18/+13[+9 BAB, +7 Dex, 
  +1 weapon, +1 feat] (1d6+1/19-20) or 
   
  2 masterwork shortswords +16/+11 (1d6+1/19-20) 
  with Improved Two-Weapon Fighting or 
   
  sap +16/+11 (1d6+1 nonlethal) 
  Ranged masterwork shortbow +17/+12 [+9 BAB, +7 Dex, 
  +1 weapon] (1d6/x3) 
  Base Atk +9; Grp +12 
  Atk Options Combat Expertise, sneak attack +7d6 
  Abilities Str 12, Dex 18 (24), Con 12, Int 14, Wis 10, 
  Cha 14  
  SQ trapfinding, trap sense +4 
  Feats Combat Expertise human1, Improved Initiative 1, 
  Two-Weapon Fighting 9, Improved Two-Weapon 
  Fighting 12, Weapon Finesse 3, Weapon Focus 
  (shortsword) 6  
  Skills total ranks: rogue 176 (armor-check penalty from 
  tower shield not included) Bluff +18[+16 ranks, +2 
  PAL7-01 Orderly Encounters 
   
  Page 28 
  
  ability], Diplomacy +10[+4 ranks, +2 ability, +4 synergy], 
  Disguise +10 (+12 acting)[+8 ranks, +2 ability, +2 
  synergy], Forgery +5[+3 ranks, +2 ability], Hide +23[+16 
  ranks, +7 ability], Knowledge (history) +10[+8.0 ranks, 
  +2 ability], Listen +16[+16 ranks, +0 ability], Move 
  silently +23[+16 ranks, +7 ability], Profession (drill 
  instructor) +12 [+12 ranks, +0 ability], Profession 
  (soldier) +12 [+12 ranks, +0 ability], Search +15[+13 
  ranks, +2 ability], Sense Motive +12[+12 ranks, +0 ability], 
  Spot +16[+16 ranks, +0 ability], Tumble +23[+16 ranks, 
  +7 ability] 
  Possessions combat gear plus gloves of Dexterity 
  +6, hat of disguise, masterwork studded leather 
  armor, tower shield, 2 masterwork shortswords, 
  dagger, masterwork shortbow, 30 arrows, sap 
   
  P HO LT AN  P R O G R E S S I V E S  (10) 
  CR  10 
  Male human (Oeridian) cleric 10 
  LG Medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +8 
  Languages Common  
  AC 20, touch 12, flat-footed 19 
   (+1 Dex, +8 armor, +1 deflection) 
  hp 63 (10 HD) 
  Fort +9 , Ref +7, Will +14 
  Class F+7, R+3, W+7; Abilities Con +1, Dex +1, Wis +6; Ref +2 
  Lightning Reflexes, Cloak of Resistance +1 F +1, R +1, W +1 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 quarterstaff +9/+4 [+7 BAB, +1 Str, +1 weapon] 
  (1d6+2) 
  Ranged light crossbow +8[ +7 BAB, +1 Dex,] (1d8/19-20)  
  Base Atk +7; Grp +8 
  Cleric Spells Prepared (CL 10th, +8 ranged touch): 
   5th—dispel evil D (DC 21), disrupting weapon, 
  empowered searing light (2) 
   4th—death ward, holy smite D (DC 20), neutralize 
  poison, restoration, sending 
   3rd—create food and water, invisibility purge, 
  magic circle against evil D, searing light (2) 
   2nd—calm emotions (DC 18), calm emotions D (DC 
  18),hold person (DC 18), lesser restoration, 
  sound burst (DC 18), spiritual weapon (2) 
   1st—bless (2), command (DC 17), divine favor, 
  magic weapon, protection from evil D, shield of 
  faith, 
   0—create water, detect magic (2), detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Pholtus. Domains: Good, Law 
  Abilities Str 12, Dex 12, Con 12, Int 10, Wis 18 (22), 
  Cha 10  
  Feats Brew Potion 6, Empower Spell 9, Lightning 
  Reflexeshuman, 
  Negotiator 
  1, 
  Skill 
  Focus 
  (Concentration) 3 
  Skills total ranks:39 Concentration +17[+13 ranks, +1 
  ability, +3 feat], Diplomacy +10[+8 ranks, +2 feat], 
  Knowledge: religion +8[+8 ranks], Listen +8[+4/2 ranks, 
  +6 ability], Sense Motive +8[+6 ability, +2 feat], Spot 
  +8[+4/2 ranks, +6 ability] 
  Possessions full plate, +1 quarterstaff, 2 daggers, 
  light crossbow, 10 bolts, ring of protection +1, cloak 
  of resistance +1, periapt of Wisdom +4, 3 holy 
  symbols of Pholtus, tabard, holy vestments, holy 
  books 
   
  4B: A SLY REVENGE 
  C O P I O U S  C O M M O N E R S 
  CR  - 
  Male or female human commoner 2 (note: half-elf 
  commoners are similar but are not statted here) 
  LN Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 10, touch 10, flat-footed 10 
  hp 8 (2 HD) 
  Fort +1, Ref +0, Will +1 
  Race F+0, R+0, W+0; Class F+0, R+0, W+0; Abilities Con +1, 
  Dex +0, Wis +1; other bonuses 
  Speed 30 ft. (6 squares) 
  Melee club/rake/hoe/walking stick +0[+0 BAB, +0 Str] 
  (1d6) or  
  dagger +0 [+0 BAB, +0 Str] (1d4/19-20) 
  Ranged light crossbow +0[+0 BAB] (1d8/19-20) 
  Base Atk +0; Grp +0 
  Abilities Str 11, Dex 11, Con 12, Int 10, Wis 12, Cha 
  10  
  Skills total ranks: commoner 12 Craft (varies) +4[+4 ranks], 
  Listen +3[+4/2 ranks, +1 ability], Spot +3[+4/2 ranks, +1 
  ability] 
  Feats Born Follower 1, Endurancehuman 
  Possessions walking stick OR farm implement OR 
  dagger OR light crossbow and 10 bolts (choose 
  one only) 
   
  6C: COPPAL’S DEMISE 
  C O P P AL 
  CR  18 
  Male human bard 10 / sublime chord 8 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +13, Spot +8 
  Languages Common  
  AC 21, touch 15, flat-footed 19 
   (+2 Dex, +6 armor, +3 deflection) 
  hp 92 (18 HD) 
  Immune divinations (mind blank + amulet) 
  Fort +9, Ref +14, Will +16 
   Class F+5, R+9, W+13; Abilities Con +1, Dex +2, Wis +0; vest of 
  resistance F+3, R+3, W+3. 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +11/+6[+11 BAB, -1 Str, +1 weapon] 
  (1d6/18-20) 
  Ranged dagger +13[ +11 BAB, +2 Dex] (1d4-1/19-20) 
  Base Atk +11; Grp +10 
  Special Actions bardic music 14/day 
  Combat Gear helm of teleportation 
  Sublime Chord Spells Known (CL 16th): 
   8th (3/day)—maze, mind blank 
   7th 
  (4/day)—limited 
  wish, 
  Mordenkainen's 
  magnificent mansion, power word blind 
   6th (4/day)—heroes’ feast, mass charm monster 
  (DC 27), Otto's irresistible dance, project image 
   5th (6/day)—greater heroism, seeming, shadow 
  walk, song of discord (DC 26) 
  PAL7-01 Orderly Encounters 
   
  Page 29 
  
   4th (6/day)—dimension door, greater invisibility, 
  modify memory (DC 25), Otiluke’s resilient 
  sphere (DC 23) 
  Bard Spells Known (CL 16th): 
   4th (2/day)—freedom of movement, hallucinatory 
  terrain (DC 23) 
   3rd (4/day)—fear (DC 24), good hope, haste, see 
  invisibility 
   2nd (5/day)—calm emotions (DC 23), detect 
  thoughts (DC 21), mirror image, misdirection 
   1st (6/day)—alarm, cure light wounds, Tasha's 
  hideous laughter (DC 22), unseen servant 
   0 
  (3/day)—detect 
  magic, 
  light, 
  mending, 
  open/close, prestidigitation, read magic 
  Abilities Str 8, Dex 12 (14), Con 12, Int 10 (14), Wis 
  10, Cha 22 (28)  
  SQ bardic knowledge +20, bardic music 14/day 
  (countersong, fascinate 4 targets, inspire courage 
  +2, inspire competence, suggestion (DC 26), 
  inspire greatness 1 target), song of arcane power, 
  song of timelessness 
  Feats Chain Spell3rd, Cooperative Spell15th, Disguise 
  Spell12th, Greater Spell Focus (enchantment)1st, 
  Skill 
  Focus 
  (Concentration)6th, 
  Spell 
  Focus 
  (enchantment)Human, 
  Subsonics9th, 
  Versatile 
  Performer 
  (percussion 
  instruments, 
  string 
  instruments)18th  
  Skills total ranks: class XX Bluff +26[ +13+8/2 ranks, +9 
  ability,], Concentration +25[ +21 ranks, +1 ability, +3 feat], 
  Diplomacy +13 [ +4 ranks, +9 ability], Knowledge 
  (arcana) +15 [ +13 ranks, +2 ability], Listen +13[+13 
  ranks], Perform (sing) +28[ +19 ranks, +9 ability], 
  Perform (percussion instruments) +29 [+1 ranks + 
  Versatile Performer], Perform (string instruments) +29 
  [+1 ranks, +Versatile Performer], Profession (astrologer) 
  +6 [+6 ranks], Sense Motive +10[+6 + 8/2 ranks], 
  Spellcraft +8[ +6 ranks, +2 ability], Spot +4 [+4 ranks] 
  Possessions +2 mithral chain shirt, +1 rapier, 2 
  daggers, ring of protection +3, cloak of Charisma 
  +6, gloves of Dexterity +2, headband of intellect 
  +4, vest of resistance +3, drum, guitar, 2 spell 
  component pouches, general kit 
  Song of Arcane Power (Ex): As a move action, a 
  sublime chord can prepare to cast a spell by giving 
  voice to the song of power. The next spell he casts 
  gains a bonus to its caster level based on the 
  sublime chord's Perform check. +1 caster level for 
  DC 10-19, +2 caster level for DC 20-29, +4 caster 
  level for DC 30+. The spell to be enhanced by the 
  song of arcane power must be cast by the end of 
  the sublime chord’s next turn, or else the song 
  fades with no effect (other than consuming a bardic 
  music use).  
  Song of Timelessness (Su): As a standard action, 
  the sublime chord can envelop a single creature 
  within 60 feet in a field of timelessness, provided 
  he has line of effect to the target. The subject is 
  entitled to a DC 27 Will save to negate the effect. If 
  the subject fails its save, it is frozen in a 
  shimmering aura of timelessness and can take no 
  actions. However, no force can affect it—weapons 
  cannot reach it, spells that target it automatically 
  fail, and if the ground it is standing on is somehow 
  taken away, it would not even begin to fall. A 
  sublime chord can keep his target frozen in time for 
  as long as he maintains the power by continuing to 
  perform, up to a maximum of 1 minute per level.  
  When he stops performing, the subject immediately 
  returns to normal. As far as the creature is 
  concerned, no time seems to have passed. 
  PAL7-01 Orderly Encounters 
   
  Page 30 
  
  APL 4
  1: THE GRELL  
   
   
  G R E L L P H I L O S O P H E R 
  CR  5 
  Grell wizard 4 
  NE Medium aberration 
  Init +5; Senses blindsight 60 ft.; Listen +9, Spot +9 
  Languages Grell, Undercommon (understand only) 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 50 (9 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +4, Ref +3, Will +9 
  Race F+1, R+1, W+4; Class F+1, R+1, W+4; Abilities Con +2, 
  Dex +1, Wis +1 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +7 (1d4+2 plus paralysis) and  
   
  bite +0 (1d6) 
  Ranged lightning lance +6 ranged touch (3d6 
  electricity) 5 charges/day, range 60 ft. 
  Space 5 ft.; Reach 5 ft., 10 ft. with tentacle 
  Base Atk +5; Grp +17 (Expert Grappler) 
  Atk Options Flyby Attack, constrict 1d6+2, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear lightning lance 
  Wizard Spells Prepared (CL 4th, +6 ranged touch): 
   2nd—invisibility, scorching ray, summon monster II 
   1st—charm 
  person 
  (DC 
  14), 
  mage 
  armor, 
  obscuring mist, ray of enfeeblement 
   0—daze, detect magic, mage hand, touch of 
  fatigue (DC 13) 
  Abilities Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 
  12  
  SQ flight 
  Feats Combat Casting 6, Flyby Attack 1, Grell 
  Alchemy 9, Improved Initiative 3, Scribe Scroll Wiz1
  Skills Concentration +11 (+15 defensively), Hide +11, 
  Knowledge 
  (arcana) 
  +6, 
  Knowledge 
  (dungeoneering) +6, Knowledge (nature) +6, Listen 
  +9, Move Silently +11, Spot +9 
  Possessions combat gear plus grell crystal dust 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell's tentacle 
  must make a DC 10 Fortitude save or be paralyzed 
  for 2d4 rounds. The save DC is Constitution-based 
  and includes a -4 penalty. Creatures struck by 
  multiple tentacle attacks in the same round do not 
  make multiple saving throws; instead, they make a 
  single saving throw but the DC increases by 1 for 
  every additional tentacle that hit in the same round. 
  For example, a creature hit by four of a grell's 
  tentacle attacks must succeed on a single DC 13 
  Fortitude save to avoid paralysis, instead of four 
  DC 10 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Grell Alchemy (Ex): [Item Creation] A creature that 
  has this feat has studied the alien and disturbing 
  arcane lore of the grell, and understands the 
  magical and physical laws by which their spells and 
  devices function. 
   
  Prerequisites: Int 13, Knowledge (dungeoneering) 
  3 ranks, caster level 1st. 
   
  Benefit: A creature with this feat can create 
  grellcraft items, including lightning lances. Its spells 
  are partially based on obscure physical laws, as 
  opposed to magic alone, and therefore gain a +2 
  bonus on spell penetration checks. They are also 
  more difficult to identify or dispel. Spellcraft checks 
  made to identify the spells and caster level checks 
  made to dispel the spells are made with a -2 
  penalty unless the identifier also knows this feat.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  G R E L L 
  CR  3 
  NE Medium aberration  
  Init +2; Senses blindsight 60 ft.; Listen +4, Spot +4 
  Languages Grell, Undercommon (understand only) 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 natural) 
  hp 32 (5 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +3, Ref +3, Will +4 
  Race F+1, R+1, W+4; Abilities Con +2, Dex +2, Wis +0 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +5 (1d4+1 plus paralysis) and  
   
  bite +0 (1d6) 
  Ranged lightning lance +5 ranged touch (3d6 
  electricity) 5 charges/day, range 60 ft. 
  Space 5 ft.; Reach 5 ft., 10 ft. with tentacle 
  Base Atk +3; Grp +14 (Expert Grappler) 
  PAL7-01 Orderly Encounters 
   
  Page 31 
  
  Atk Options Flyby Attack, constrict 1d6+1, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear lightning lance 
  Abilities Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 
  9  
  SQ flight 
  Feats Flyby Attack 1, Weapon Finesse 3  
  Skills total ranks: race 16 Hide +8[+2 racial, +4 ranks, +2 
  ability], Listen +4[+4 ranks, +0 ability], Move Silently 
  +8[+2 racial, +4 ranks, +2 ability], Spot +4[+4 ranks, +0 
  ability]
  Possessions combat gear plus grell crystal dust  
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell's tentacle 
  must make a DC 10 Fortitude save or be paralyzed 
  for 2d4 rounds. The save DC is Constitution-based 
  and includes a -4 penalty. Creatures struck by 
  multiple tentacle attacks in the same round do not 
  make multiple saving throws; instead, they make a 
  single saving throw but the DC increases by 1 for 
  every additional tentacle that hit in the same round. 
  For example, a creature hit by four of a grell's 
  tentacle attacks must succeed on a single DC 13 
  Fortitude save to avoid paralysis, instead of four 
  DC 10 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  4B: A SLY REVENGE  
   
   
  F AT H E R  V AR CO 
  CR  6 
  Male human (Oeridian) cleric 5/divine oracle 1 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +8 armor, +1 deflection) 
  hp 38 (6 HD) 
  Fort +6, Ref +5, Will +8 
  Class F+4, R+1, W+4; Abilities Con +1, Dex +1, Wis +3; Ref +2 
  Lightning Reflexes, Cloak of Resistance +1 F +1, R +1, W +1 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.  
  Melee masterwork quarterstaff +5[ +3 BAB, +1 Str, +1 
  weapon, (1d6+1) or 
  masterwork quarterstaff +3/+3[+3 BAB, +1 Str, +1 weapon, 
  (1d6+1 and 1d6) with Two-Weapon Fighting 
  Ranged heavy crossbow +6[ +3 BAB, +3 Dex,] (1d10/19-
  20) 
  Base Atk +3; Grp +4 
  Atk Options Two-Weapon Fighting 
  Special Options spontaneous casting, turn undead 
  3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 6th, +6 ranged touch): 
   3rd—divination D, prayer, searing light, summon 
  monster III 
   2nd—aid, brambles, detect thoughts D (DC 15), 
  hold person (DC 15), sound burst (DC 15) 
   1st—bless, command (DC 14), divine favor, 
  protection from chaos D, shield of faith 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Pholtus. Domains: Law, 
  Knowledge, Oracle  
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 16, Cha 
  10  
  SQ Oracle domain, scry bonus 
  Feats Investigator 3, Lightning Reflexeshuman, Skill 
  Focus (Knowledge [religion]) 1, Two-Weapon 
  Fighting 6  
  Skills total ranks:24 Concentration +10[+9 ranks, +1 ability], 
  Gather 
  Information 
  +2[ 
  +2 
  feat,], 
  Knowledge 
  (religion) +11[+8 ranks, +3 feat,], Knowledge (the 
  planes) +1[ +1 ranks], Listen +4[ +2/2 ranks, +3 ability], 
  Search +4[ +2 ranks, +2 feat],  Spot +4[+2/2 ranks, +3 
  ability]
  Possessions combat gear plus full plate, masterwork 
  quarterstaff, 2 daggers, heavy crossbow, 10 bolts, 
  ring of protection +1, cloak of resistance +1, 3 holy 
  symbols of Pholtus, tabard, holy vestments, holy 
  books, keys to chambers 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   
  S E R G E AN T  R UK A 
  CR  4 
  Female human (Oeridian) rogue 4 
  LN Medium humanoid (human) 
  Init +4; Senses Listen +7, Spot +7 
  Languages Common  
  AC 19, touch 14, flat-footed 19; uncanny dodge 
  PAL7-01 Orderly Encounters 
   
  Page 32 
  
   (+4 Dex, +4 armor, +1 shield) 
  hp 22 (4 HD) 
  Fort +3, Ref +9, Will +2; evasion 
  Class F+1, R+4, W+1; Abilities Con +1, Dex +4, Wis +0; vest of 
  resistance +1 F+1, R+1, W+1 
  Speed 30 ft. (6 squares)  
  Melee +1 shortsword +8[+3 BAB, +1 Str to damage, +1 
  weapon, +4 weapon finesse feat] (1d6+2/19-20) 
  Ranged dagger +7[ +3 BAB, +4 Dex] (1d4+1/19-20) or 
  masterwork composite shortbow (+1 Str) +8[ +3 BAB, 
  +4 Dex, +1 masterwork weapon] (1d6+1/x3) or  
  tanglefoot bag +7ranged touch[ +3 BAB, +4 Dex] 
  Base Atk +3; Grp +4 
  Atk Options sneak attack +2d6 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 19, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ trapfinding 
  Feats Dodge 1, Mobility human, Weapon Finesse 3 
  Skills total ranks: rogue 63 Bluff +7[+7 ranks,], Hide +9[+7 
  ranks, +4 ability, -2 armor], Jump +8[ +7 ranks, +1 ability, +2 
  synergy, -2 armor], Listen +7[+7 ranks], Move Silently 
  +9[+7 ranks, +4 ability, -2 armor], Search +7[+7 ranks], 
  Sense Motive +7[ +7 ranks, ], Spot +7 [+7 ranks], 
  Tumble +11[ +7 ranks, +4 ability, +2 synergy, -2 armor] 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork buckler, +1 shortsword, 5 daggers, 
  masterwork composite shortbow (+1 Str), 20 
  arrows and quiver, vest of resistance +1, 50 ft. silk 
  rope, 
  manacles, 
  climbing 
  kit, 
  backpack, 
  masterwork thieves’ tools, and generally useful 
  camping equipment 
   
  5C: THE PLOT THICKENS 
  AS H T O N AN D  T R E F E 
  CR  2 
  Male human (Oeridian) rogue 2 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +5, Spot +5 
  Languages Common  
  AC 20, touch 14, flat-footed 15  
   (+4 Dex, +4 armor, +1 shield) 
  hp 12 (2 HD) 
  Fort +1, Ref +7, Will +0; evasion 
  Class F+0, R+3, W+0; Abilities Con +1, Dex +4, Wis +0; other 
  bonuses 
  Speed 30 ft. (6 squares)  
  Melee masterwork shortsword +3[+1 BAB, +1 Str, +1 
  weapon] (1d6+1/19-20) 
  Ranged dagger +5[ +1 BAB, +4 Dex] (1d4+1/19-20) or 
  masterwork composite shortbow (+1 Str) +6[ +1 BAB, 
  +4 Dex, +1 Str to damage, +1 masterwork weapon] 
  (1d6+1/x3) or  
  tanglefoot bag +5 ranged touch[ +1 BAB, +4 Dex] 
  Base Atk +1; Grp +2 
  Atk Options sneak attack +1d6 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 18, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ trapfinding 
  Feats Dodge 1, MobilityHuman
  Skills total ranks: rogue 45 Disable Device +7[+5 ranks, +2 
  tools], Hide +7[+5 ranks, +4 ability, -2 armor], Jump +6[ +5 
  ranks, +1 ability, +2 synergy, -2 armor], Listen +5[ +5 ranks], 
  Move Silently +7[+5 ranks, +4 ability, -2 armor], Open 
  Locks +11[+5 ranks, +4 ability, +2 tools], Search +5[+5 
  ranks, ], Spot +5 [+5 ranks] , Tumble +9[ +5 ranks, +4 
  ability, +2 synergy, -2 armor] 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork buckler, masterwork shortsword, 5 
  daggers, masterwork composite shortbow (+1 Str), 
  20 arrows and quiver, 50 ft. silk rope, manacles, 
  climbing kit, backpack, masterwork thieves’ tools, 
  and generally useful camping equipment 
   
  Z I KI D,  V E C N AN  P R I E S T 
  CR  6 
  Male human (Oeridian) cleric 5/divine oracle 1 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +8 armor, +1 deflection, +2 shield) 
  hp 38 (6 HD) 
  Fort +6, Ref +3, Will +8; True Believer 
  Class F+4, R+1, W+4; Abilities Con +1, Dex +1, Wis +3; Cloak of 
  Resistance +1 F +1, R +1, W +1 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.  
  Melee masterwork dagger +5[ +3 BAB, +1 Str, +1 weapon, 
  (1d4+1/19-20) 
  Ranged light crossbow +4[ +3 BAB, +1 Dex,] (1d8/19-20) 
  Base Atk +3; Grp +4 
  Special 
  Options 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 6th): 
   3rd—blindness (DC 17), divination 
  D, prayer, 
  summon monster III 
   2nd—aid, detect thoughts D (DC 16), hold person 
  (DC 16), sound burst (DC 16), spiritual weapon 
  (+7 attack, 1d8+2/19-20) 
   1st—bless, command (DC 15), cure light wounds, 
  protection from good D, shield of faith 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Vecna. Domains: Evil, 
  Knowledge, Oracle 
  Abilities Str 12, Dex 12, Con 12, Int 10, Wis 19, Cha 
  10  
  SQ Oracle domain, scry bonus 
  Feats Sanctify Relic 6, Scribe Scroll human, Skill Focus 
  (Knowledge [religion]) 1, True Believer 3  
  Skills total ranks:24 Concentration +10[+9 ranks, +1 ability], 
  Knowledge 
  (religion) 
  +11[+8 
  ranks, 
  +3 
  feat], 
  Knowledge (the planes) +1[ +1 ranks], Listen +4[ +2/2 
  ranks, +3 ability], Search +2[ +2 ranks ], Spot +4[+2/2 
  ranks, +3 ability] 
  Possessions combat gear plus full plate, heavy steel 
  shield, masterwork dagger, 2 daggers, light 
  crossbow, 10 bolts, ring of protection +1, cloak of 
  resistance +1, 3 holy symbols of Vecna, tabard, 
  unholy vestments, unholy books 
  PAL7-01 Orderly Encounters 
   
  Page 33 
  
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells.
  PAL7-01 Orderly Encounters 
   
  Page 34 
  
  APL 6
  1: THE GRELL 
  G R E L L P H I L O S O P H E R 
  CR  5 
  Grell wizard 4 
  NE Medium aberration 
  Init +5; Senses blindsight 60 ft.; Listen +9, Spot +9 
  Languages Grell, Undercommon (understand only) 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 50 (9 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +4, Ref +3, Will +9 
  Race F+1, R+1, W+4; Class F+1, R+1, W+4; Abilities Con +2, 
  Dex +1, Wis +1 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +7 (1d4+2 plus paralysis) and  
   
  bite +0 (1d6) 
  Ranged lightning lance +6 ranged touch (3d6 
  electricity) 5 charges/day, range 60 ft. 
  Space 5 ft.; Reach 5 ft., 10 ft. with tentacle 
  Base Atk +5; Grp +17 (Expert Grappler) 
  Atk Options Flyby Attack, constrict 1d6+2, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear lightning lance 
  Wizard Spells Prepared (CL 4th, +6 ranged touch): 
   2nd—invisibility, scorching ray, summon monster II 
   1st—charm 
  person 
  (DC 
  14), 
  mage 
  armor, 
  obscuring mist, ray of enfeeblement 
   0—daze, detect magic, mage hand, touch of 
  fatigue (DC 13) 
  Abilities Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 
  12  
  SQ flight 
  Feats Combat Casting 6, Flyby Attack 1, Grell 
  Alchemy 9, Improved Initiative 3, Scribe Scroll Wiz1
  Skills Concentration +11 (+15 defensively), Hide +11, 
  Knowledge 
  (arcana) 
  +6, 
  Knowledge 
  (dungeoneering) +6, Knowledge (nature) +6, Listen 
  +9, Move Silently +11, Spot +9 
  Possessions combat gear plus grell crystal dust 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell's tentacle 
  must make a DC 10 Fortitude save or be paralyzed 
  for 2d4 rounds. The save DC is Constitution-based 
  and includes a -4 penalty. Creatures struck by 
  multiple tentacle attacks in the same round do not 
  make multiple saving throws; instead, they make a 
  single saving throw but the DC increases by 1 for 
  every additional tentacle that hit in the same round. 
  For example, a creature hit by four of a grell's 
  tentacle attacks must succeed on a single DC 13 
  Fortitude save to avoid paralysis, instead of four 
  DC 10 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Grell Alchemy (Ex): [Item Creation] A creature that 
  has this feat has studied the alien and disturbing 
  arcane lore of the grell, and understands the 
  magical and physical laws by which their spells and 
  devices function. 
   
  Prerequisites: Int 13, Knowledge (dungeoneering) 
  3 ranks, caster level 1st. 
   
  Benefit: A creature with this feat can create 
  grellcraft items, including lightning lances. Its spells 
  are partially based on obscure physical laws, as 
  opposed to magic alone, and therefore gain a +2 
  bonus on spell penetration checks. They are also 
  more difficult to identify or dispel. Spellcraft checks 
  made to identify the spells and caster level checks 
  made to dispel the spells are made with a -2 
  penalty unless the identifier also knows this feat.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  G R E L L R O G U E 
  CR  5 
  Grell rogue 3 
  NE Medium aberration 
  Init +7; Senses blindsight 60 ft., Listen +8, Spot +8 
  Languages Grell, Undercommon (understand only) 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 50 (8 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +4, Ref +7, Will +6; evasion 
  Race F+1, R+1, W+4; Class F+1, R+3, W+1; Abilities Con +2, 
  Dex +3, Wis +1 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +8 (1d4+2 plus paralysis) and  
   
  bite +0 (1d6) 
  Ranged lightning lance +8 ranged touch (3d6 
  electricity) 5 charges/day, range 60 ft. 
  Space 
  Reach
  5 ft.; 
   5 ft., 10 ft. with tentacle 
  PAL7-01 Orderly Encounters 
   
  Page 35 
  
  Base Atk +5; Grp +17 
  Atk Options Flyby Attack, constrict 1d6+2, improved 
  grab (tentacle) 
  Sp
  neak attack +2d6 (one tentacle per 
  ecial Actions s
  round), expert grappler 
  Co
  e 
  mbat Gear lightning lanc
  Abilities Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 
  12  
  SQ
  t, trapfinding, trap sense +1 
   fligh
  Feats Flyby Attack 1, Improved Initiative 6, Weapon 
  Finesse 3
  Sk
  s: race 24 (3x8ranks), rogue 27 (3x9) Disable 
  ills total rank
  Device +4[+0+3 ranks, +1 ability], Hide +12[+2 racial, 
  +6+1 ranks, +3 ability], Knowledge (arcana) +4[+0+6/2 
  ranks, 
  +1 
  ability], 
  Knowledge 
  (dungeoneering) 
  +4[+0+6/2 ranks, +1 ability], Listen +8[+6+1 ranks, +1 
  ability], Move Silently +12[+2 racial, +6+1 ranks, +3 
  ability], Search +4[+0+3 ranks, +1 ability], Spot +8[+6+1 
  ranks, +1 ability], Tumble +8[+0+5 ranks, +3 ability]
  Po
  t 
  ssessions combat gear plus grell crystal dus
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Fl
  t. The 
  ight (Ex): A grell's body is unusually buoyan
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Im
  To use this ability, the grell 
  proved Grab (Ex): 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Pa
  ell's tentacle 
  ralysis (Ex): Any creature hit by a gr
  must make a DC 10 Fortitude save or be paralyzed 
  for 2d4 rounds. The save DC is Constitution-based 
  and includes a -4 penalty. Creatures struck by 
  multiple tentacle attacks in the same round do not 
  make multiple saving throws; instead, they make a 
  single saving throw but the DC increases by 1 for 
  every additional tentacle that hit in the same round. 
  For example, a creature hit by four of a grell's 
  tentacle attacks must succeed on a single DC 13 
  Fortitude save to avoid paralysis, instead of four 
  DC 10 saving throws. 
  Si
  s immune to gaze attacks, 
  ghtless (Ex): A grell i
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Su
  bility (Ex): An opponent can attack a 
  nder Vulnera
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Sk
  ins a +2 racial bonus on Hide and 
  ills A grell ga
  Move Silently checks. 
   
  4B: A SLY REVENGE 
  F AT H E R  V AR CO 
  CR  8 
  Male human (Oeridian) cleric 5/divine oracle 3 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +8 armor, +1 deflection) 
  hp 48 (8 HD) 
  Fort +8, Ref +7, Will +11; prescient sense 
  Class F+5, R+2, W+5; Abilities Con +1, Dex +1, Wis +4; Ref +2 
  Lightning Reflexes, Cloak of Resistance +2 F +2, R +2, W +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.  
  Melee masterwork quarterstaff +6[+4 BAB, +1 Str, +1 
  weapon] (1d6+1) or 
  masterwork quarterstaff +4/+4[+4 BAB, +1 Str, +1 weapon] 
  (1d6+1 and 1d6) with Two-Weapon Fighting 
  Ranged heavy crossbow +7[ +4 BAB, +3 Dex] (1d10/19-
  20) 
  Base Atk +4; Grp +5 
  Atk Options Two-Weapon Fighting 
  Special Options spontaneous casting, turn undead 
  3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 8th, +7 ranged touch): 
   4th—divine power, freedom of movement, order's 
  wrath D (DC 18), recitation 
   3rd—divination D, inflict serious wounds (DC 17), 
  prayer, searing light, summon monster III 
   2nd—aid, brambles, detect thoughts D (DC 16), 
  hold person (DC 16), sound burst (DC 16) 
   1st—bless, command (DC 15), divine favor, 
  protection from chaos D, sanctuary (DC 15), 
  shield of faith 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Pholtus. Domains: Law, 
  Knowledge, Oracle 
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 16 (18), 
  Cha 10  
  SQ Oracle domain, scry bonus, trap sense +1 
  Feats Investigator 3, Lightning Reflexeshuman, Skill 
  Focus (Knowledge [religion]) 1, Two-Weapon 
  Fighting 6  
  Skills total ranks:33 Concentration +12[+11 ranks, +1 
  ability], Gather Information +2[+2 feat], Knowledge 
  (religion) +14[+11 ranks, +3 feat] , Knowledge (the 
  planes) +1[ +1 ranks], Listen +6[ +4/2 ranks, +4 ability], 
  Search +4[+2 ranks, +2 feat], Spot +6[+4/2 ranks, +4 
  ability]
  Possessions combat gear plus full plate, masterwork 
  quarterstaff, 2 daggers, heavy crossbow, 10 bolts, 
  ring of protection +1, cloak of resistance +2, periapt 
  of Wisdom +2, 3 holy symbols of Pholtus, tabard, 
  holy vestments, holy books, keys to chambers 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  PAL7-01 Orderly Encounters 
   
  Page 36 
  
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
  Trap Sense +1 (Ex): The character has a +1 bonus 
  on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  S E R G E AN T  R UK A 
  CR  6 
  Female human (Oeridian) rogue 6 
  LN Female humanoid (human) 
  Init +4; Senses Listen +9, Spot +9 
  Languages Common  
  AC 20, touch 14, flat-footed 20; uncanny dodge 
   (+4 Dex, +4 armor, +1 shield) 
  hp 32 (6 HD) 
  Fort +4, Ref +10, Will +3; evasion 
  Class F+2, R+5, W+2; Abilities Con +1, Dex +4, Wis +0; vest of 
  resistance +1 F+1, R+1, W+1 
  Speed 30 ft. (6 squares)  
  Melee +1 frost shortsword +9[+4 BAB, +1 Str to damage, 
  +1 weapon, +4 weapon finesse feat] (1d6+2/19-20 plus 
  1d6 frost) 
  Ranged dagger +8[ +4 BAB, +4 Dex,] (1d4+1/19-20) or 
  masterwork composite shortbow (+1 Str) +9[ +4 BAB, 
  +4 Dex, +1 masterwork weapon] (1d6+1/x3) or  
  tanglefoot bag +8 ranged touch[ +4 BAB, +4 Dex] 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +3d6 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 19, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ trapfinding, trap sense +2 
  Feats Combat Reflexes 6, Dodge 1, Mobility human, 
  Weapon Finesse 3 
  Skills total ranks: rogue 81 Bluff +9[+9 ranks, +4 ability], Hide 
  +18[+9 ranks, +4 ability, +5 magic], Jump +12[ +9 ranks, 
  +1 ability, +2 synergy], Listen +9[ +9 ranks], Move 
  Silently +18[+9 ranks, +4 ability, +5 magic], Search +9[+9 
  ranks], Sense Motive +9[ +9 ranks], Spot +9 [+9 ranks] , 
  Tumble +15[ +9 ranks, +4 ability, +2 synergy] 
  Possessions combat gear plus mithral chain shirt, 
  masterwork buckler, +1 frost shortsword, 5 
  daggers, masterwork composite shortbow (+1 Str), 
  20 arrows and quiver, boots of elvenkind, cloak of 
  elvenkind, vest of resistance +1, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
   
  5C: THE PLOT THICKENS 
   
   
  AS H T O N AN D  T R E F E 
  CR  4 
  Male human (Oeridian) rogue 4 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +7, Spot +7 
  Languages Common  
  AC 19, touch 14, flat-footed 19; uncanny dodge 
   (+4 Dex, +4 armor, +1 shield) 
  hp 22 (4 HD) 
  Fort +3, Ref +9, Will +2; evasion 
  Class F+1, R+4, W+1; Abilities Con +1, Dex +4, Wis +0; vest of 
  resistance +1 F+1, R+1, W+1 
  Speed 30 ft. (6 squares)  
  Melee +1 shortsword +8[+3 BAB, +1 Str to damage, +1 
  weapon, +4 weapon finesse feat] (1d6+2/19-20) 
  Ranged dagger +7[ +3 BAB, +4 Dex] (1d4+1/19-20) or 
  masterwork composite shortbow (+1 Str) +8[ +3 BAB, 
  +4 Dex, +1 masterwork weapon] (1d6+1/x3) or  
  tanglefoot bag +7 ranged touch[ +3 BAB, +4 Dex, ] 
  Base Atk +3; Grp +4 
  Atk Options sneak attack +2d6 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 19, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ trapfinding 
  Feats Dodge 1, Mobility human, Weapon Finesse 3 
  Skills total ranks: rogue 63 Disable Device +9 [+7 ranks, +2 
  tools], Hide +9[+7 ranks, +4 ability, -2 armor], Jump +8[ +7 
  ranks, +1 ability, +2 synergy, -2 armor], Listen +7[ +7 ranks], 
  Move Silently +9[+7 ranks, +4 ability, -2 armor], Open 
  Locks +13 [+7 ranks, +4 ability, +2 tools], Search +7[+7 
  ranks], Spot +7 [+7 ranks], Tumble +11[ +7 ranks, +4 
  ability, +2 synergy, -2 armor] 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  masterwork buckler, +1 shortsword, 5 daggers, 
  masterwork composite shortbow (+1 Str), 20 
  arrows and quiver, vest of resistance +1, 50 ft. silk 
  rope, 
  manacles, 
  climbing 
  kit, 
  backpack, 
  masterwork thieves’ tools, and generally useful 
  camping equipment 
   
  Z I KI D,  V E C N AN  P R I E S T 
  CR  8 
  Male human (Oeridian) cleric 5/divine oracle 3 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +8 
  Languages Common  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +8 armor, +1 deflection, +2 shield) 
  hp 48 (8 HD) 
  Fort +8, Ref +5, Will +11; True Believer, prescient 
  sense 
  Class F+5, R+2, W+5; Abilities Con +1, Dex +1, Wis +4; Cloak of 
  Resistance +2 F +2, R +2, W +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.  
  Melee masterwork dagger +6[ +4 BAB, +1 Str, +1 weapon, 
  (1d4+1) 
  Ranged light crossbow +5[ +4 BAB, +1 Dex,] (1d8/19-20) 
  Base Atk +4; Grp +5 
  Special 
  Options 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 8th): 
   4th—freedom 
  of 
  movement, 
  giant 
  vermin, 
  recitation, unholy blight D (DC 20) 
   3rd—blindness/deafness (DC 19), cure serious 
  wounds, divination D, prayer, summon monster III 
  PAL7-01 Orderly Encounters 
   
  Page 37 
  
   2nd—aid, detect thoughts D (DC 18), hold person 
  (DC 18), spiritual weapon (+10 attack, 1d8+2/19-
  20), sound burst (DC 18) 
   1st—bless, command (DC 17), divine favor, 
  protection from good D, sanctuary (DC 17), shield 
  of faith 
   0—create water, detect magic, detect poison, read 
  magic, mending 
  D: Domain spell. Deity: Vecna. Domains: Evil, 
  Knowledge, Oracle  
  Abilities Str 12, Dex 12, Con 12, Int 10, Wis 20 (22), 
  Cha 10  
  SQ Oracle domain, scry bonus, trap sense +1 
  Feats Sanctify Relic 6, Scribe Scroll human, Skill Focus 
  (Knowledge [religion]) 1, True Believer 3
  Skills total ranks:33 Concentration +12[+11 ranks, +1 
  ability], Knowledge (religion) +14[+11 ranks, +3 feat], 
  Knowledge (the planes) +1[+1 ranks], Listen +8[ +4/2 
  ranks, +6 ability, ], Search +2[ +2 ranks], Spot +8[+4/2 
  ranks, +6 ability,]
  Possessions combat gear plus full plate, heavy steel 
  shield, masterwork dagger, 2 daggers, light 
  crossbow, 10 bolts, ring of protection +1, cloak of 
  resistance +2, periapt of Wisdom +2, 3 holy 
  symbols of Vecna, tabard, unholy vestments, 
  unholy books, keys to chambers 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   
  PAL7-01 Orderly Encounters 
   
  Page 38 
  
  APL 8
  1: THE GRELL  
   
   
  G R E L L P AT R I AR C H 
  CR  10 
  Grell wizard 7 
  NE Large aberration 
  Init +6; Senses blindsight 60 ft.; Listen +16, Spot +11 
  Languages Grell, Undercommon (understand only) 
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, -1 size, +11 natural, +2 deflection) 
  hp 147 (19 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +10, Ref +8, Will +14 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +16 (1d6+4 plus paralysis) and  
   
  bite +10 (1d8) 
  Ranged greater lightning lance +13 ranged touch 
  (5d6 electricity) 7 charges/day, range 60 ft. plus arc 
  to a second target within 30 ft. on a successful hit 
  for another +13 ranged touch (5d6 electricity) 
  Space 10 ft.; Reach 10 ft., 20 ft. with tentacle 
  Base Atk +12; Grp +30 (Expert Grappler) 
  Atk Options Flyby Attack, constrict 1d8+4, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear greater lightning lance 
  Wizard Spells Prepared (CL 7th, +13 ranged touch): 
   4th—greater invisibility, rainbow pattern (DC 18) 
   3rd—fireball (DC 17), protection from energy, slow 
  (DC 17) 
   2nd—invisibility, scorching ray (2), web 
   1st—charm person (DC 15), grease (DC 15), mage 
  armor, obscuring mist, ray of enfeeblement 
   0—daze, detect magic, mage hand, ray of frost 
  Abilities Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 
  12 
  SQ flight 
  Feats Brew Potion Wiz5, Combat Casting 15, Combat 
  Reflexes 9, Flyby Attack 1, Grell Alchemy 18, 
  Improved Initiative 3, Improved Natural Armor 12, 
  Scribe Scroll Wiz1, Weapon Focus (tentacle) 6
  Skills Concentration +16 (+20 defensively), Hide +15, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge 
  (dungeoneering) +10, Knowledge (nature) +6, 
  Listen +16, Move Silently +19, Spot +11, Survival 
  +1 (+3 underground) 
  Possessions combat gear plus grell crystal dust, ring 
  of protection +2, brooch of shielding 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell patriarch's 
  tentacle must make a DC 16 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution-based and includes a -4 penalty. 
  Creatures struck by multiple tentacle attacks in the 
  same round do not make multiple saving throws; 
  instead, they make a single saving throw but the 
  DC increases by 1 for every additional tentacle that 
  hit in the same round. For example, a creature hit 
  by four of a grell patriarch's tentacle attacks must 
  succeed on a single DC 19 Fortitude save to avoid 
  paralysis, instead of four DC 16 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Grell Alchemy (Ex): [Item Creation] A creature that 
  has this feat has studied the alien and disturbing 
  arcane lore of the grell, and understands the 
  magical and physical laws by which their spells and 
  devices function. 
   
  Prerequisites: Int 13, Knowledge (dungeoneering) 
  3 ranks, caster level 1st. 
   
  Benefit: A creature with this feat can create 
  grellcraft items, including lightning lances. Its spells 
  are partially based on obscure physical laws, as 
  opposed to magic alone, and therefore gain a +2 
  bonus on spell penetration checks. They are also 
  more difficult to identify or dispel. Spellcraft checks 
  made to identify the spells and caster level checks 
  made to dispel the spells are made with a -2 
  penalty unless the identifier also knows this feat.  
  Skills A grell patriarch gains a +2 racial bonus on 
  Hide and Move Silently checks. 
   
  G R E L L P H I L O S O P H E R 
  CR  5 
  Grell wizard 4 
  NE Medium aberration 
  Init +5; Senses blindsight 60 ft.; Listen +9, Spot +9 
  Languages Grell, Undercommon (understand only) 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 50 (9 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +4, Ref +3, Will +9 
  Race F+1, R+1, W+4; Class F+1, R+1, W+4; Abilities Con +2, 
  Dex +1, Wis +1 
  Weakness sightless, sunder vulnerability 
  PAL7-01 Orderly Encounters 
   
  Page 39 
  
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +7 (1d4+2 plus paralysis) and  
   
  bite +0 (1d6) 
  Ranged lightning lance +6 ranged touch (3d6 
  electricity) 5 charges/day, range 60 ft. 
  Space 5 ft.; Reach 5 ft., 10 ft. with tentacle 
  Base Atk +5; Grp +17 (Expert Grappler) 
  Atk Options Flyby Attack, constrict 1d6+2, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear lightning lance 
  Wizard Spells Prepared (CL 4th, +6 ranged touch): 
   2nd—invisibility, scorching ray, summon monster II 
   1st—charm 
  person 
  (DC 
  14), 
  mage 
  armor, 
  obscuring mist, ray of enfeeblement 
   0—daze, detect magic, mage hand, touch of 
  fatigue (DC 13) 
  Abilities Str 14, Dex 12, Con 14, Int 16, Wis 13, Cha 
  12  
  SQ flight 
  Feats Combat Casting 6, Flyby Attack 1, Grell 
  Alchemy 9, Improved Initiative 3, Scribe Scroll Wiz1
  Skills Concentration +11 (+15 defensively), Hide +11, 
  Knowledge 
  (arcana) 
  +6, 
  Knowledge 
  (dungeoneering) +6, Knowledge (nature) +6, Listen 
  +9, Move Silently +11, Spot +9 
  Possessions combat gear plus grell crystal dust 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell's tentacle 
  must make a DC 10 Fortitude save or be paralyzed 
  for 2d4 rounds. The save DC is Constitution-based 
  and includes a -4 penalty. Creatures struck by 
  multiple tentacle attacks in the same round do not 
  make multiple saving throws; instead, they make a 
  single saving throw but the DC increases by 1 for 
  every additional tentacle that hit in the same round. 
  For example, a creature hit by four of a grell's 
  tentacle attacks must succeed on a single DC 13 
  Fortitude save to avoid paralysis, instead of four 
  DC 10 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Grell Alchemy (Ex): [Item Creation] A creature that 
  has this feat has studied the alien and disturbing 
  arcane lore of the grell, and understands the 
  magical and physical laws by which their spells and 
  devices function. 
   
  Prerequisites: Int 13, Knowledge (dungeoneering) 
  3 ranks, caster level 1st. 
   
  Benefit: A creature with this feat can create 
  grellcraft items, including lightning lances. Its spells 
  are partially based on obscure physical laws, as 
  opposed to magic alone, and therefore gain a +2 
  bonus on spell penetration checks. They are also 
  more difficult to identify or dispel. Spellcraft checks 
  made to identify the spells and caster level checks 
  made to dispel the spells are made with a -2 
  penalty unless the identifier also knows this feat.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  G R E L L R O G U E 
  CR  5 
  Grell rogue 3 
  NE Medium aberration 
  Init +7; Senses blindsight 60 ft., Listen +8, Spot +8 
  Languages Grell, Undercommon (understand only) 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 50 (8 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +4, Ref +7, Will +6; evasion 
  Race F+1, R+1, W+4; Class F+1, R+3, W+1; Abilities Con +2, 
  Dex +3, Wis +1 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +8 (1d4+2 plus paralysis) and  
   
  bite +0 (1d6) 
  Ranged lightning lance +8 ranged touch (3d6 
  electricity) 5 charges/day, range 60 ft. 
  Space 5 ft.; Reach 5 ft. 10 ft. with tentacle 
  Base Atk +5; Grp +17 
  Atk Options Flyby Attack, constrict 1d6+2, improved 
  grab (tentacle) 
  Special Actions sneak attack +2d6 (one tentacle per 
  round), expert grappler 
  Combat Gear lightning lance 
  Abilities Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 
  12  
  SQ flight, trapfinding, trap sense +1 
  Feats Flyby Attack 1, Improved Initiative 6, Weapon 
  Finesse 3
  Skills total ranks: race 24 (3x8ranks), rogue 27 (3x9) Disable 
  Device +4[+0+3 ranks, +1 ability], Hide +12[+2 racial, 
  +6+1 ranks, +3 ability], Knowledge (arcana) +4[+0+6/2 
  ranks, 
  +1 
  ability], 
  Knowledge 
  (dungeoneering) 
  +4[+0+6/2 ranks, +1 ability], Listen +8[+6+1 ranks, +1 
  ability], Move Silently +12[+2 racial, +6+1 ranks, +3 
  ability], Search +4[+0+3 ranks, +1 ability], Spot +8[+6+1 
  ranks, +1 ability], Tumble +8[+0+5 ranks, +3 ability]
  Possessions combat gear plus grell crystal dust 
  PAL7-01 Orderly Encounters 
   
  Page 40 
  
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell's tentacle 
  must make a DC 10 Fortitude save or be paralyzed 
  for 2d4 rounds. The save DC is Constitution-based 
  and includes a -4 penalty. Creatures struck by 
  multiple tentacle attacks in the same round do not 
  make multiple saving throws; instead, they make a 
  single saving throw but the DC increases by 1 for 
  every additional tentacle that hit in the same round. 
  For example, a creature hit by four of a grell's 
  tentacle attacks must succeed on a single DC 13 
  Fortitude save to avoid paralysis, instead of four 
  DC 10 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  4B: A SLY REVENGE  
   
   
  F AT H E R  V AR CO 
  CR  10 
  Male human (Oeridian) cleric 5/divine oracle 5 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +8 
  Languages Common  
  AC 20, touch 11, flat-footed 20; uncanny dodge 
   (+1 Dex, +8 armor, +1 deflection) 
  hp 58 (10 HD) 
  Fort +8 , Ref +7, Will +13; prescient sense 
  Class F+5, R+2, W+6; Abilities Con +1, Dex +1, Wis +5; Ref +2 
  Lightning Reflexes, Cloak of Resistance +2 F +2, R +2, W +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.  
  Melee masterwork quarterstaff +7[ +5 BAB, +1 Str, +1 
  weapon, (1d6+1) or 
  masterwork quarterstaff +5/+5[+5 BAB, +1 Str, +1 weapon, 
  (1d6+1 and 1d6) with Two-Weapon Fighting 
  Ranged heavy crossbow +8[ +5 BAB, +3 Dex,] (1d10/19-
  20) 
  Base Atk +5; Grp +6 
  Atk Options Two-Weapon Fighting 
  Special Options spontaneous casting, turn undead 
  3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 10th, +8 ranged touch): 
   5th—greater command (DC 20), empowered 
  searing light, slay living (DC 20), true seeing D
  4th—air walk, divine power, freedom of movement, 
  order's wrath D (DC 19), recitation 
   3rd—divination D, inflict serious wounds (DC 18), 
  prayer, searing light, summon monster III 
   2nd—aid (2), brambles, detect thoughts D (DC 17), 
  hold person (DC 17), sound burst (DC 17) 
   1st—bless, command (DC 16), divine favor, inflict 
  light wounds (DC 16), protection from chaos D, 
  sanctuary (DC 16), shield of faith 
   0—create water, detect magic, detect poison, read 
  magic, mending 
  D: Domain spell. Deity: Pholtus. Domains: Law, 
  Knowledge, Oracle  
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 16 (20), 
  Cha 10  
  SQ divination enhancement, Oracle domain, scry 
  bonus, trap sense +2 
  Feats Empower Spell 9, Investigator 3, Lightning 
  Reflexeshuman, Skill Focus (Knowledge [religion]) 1, 
  Two-Weapon Fighting 6, 
  Skills total ranks:39 Concentration +14[+13 ranks, +1 
  ability], Gather Information +2[+2 feat], Knowledge 
  (religion) +14[+11 ranks, +3 feat,], Knowledge (the 
  planes) +1[ +1 ranks], Listen +8[ +6/2 ranks, +5 ability, ], 
  Search +4[+2 ranks, +2 feat ], Spot +8[+6/2 ranks, +5 
  ability]
  Possessions combat gear plus full plate, masterwork 
  quarterstaff, 2 daggers, heavy crossbow, 10 bolts, 
  ring of protection +1, cloak of resistance +2, periapt 
  of Wisdom +4, 3 holy symbols of Pholtus, tabard, 
  holy vestments, holy books, keys to chambers 
  Divination Enhancement (Ex): A divine oracle may 
  roll twice and take the better result when using 
  divination spells such as augury or divination. 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   
  S E R G E AN T  R UK A 
  CR  8 
  Female human (Oeridian) rogue 7/shadowdancer 1 
  LN female humanoid (human) 
  Init +5; Senses Listen +11, Spot +11 
  Languages Common  
  PAL7-01 Orderly Encounters 
   
  Page 41 
  
  AC 24, touch 18, flat-footed 24; uncanny dodge 
   (+6 Dex, +5 armor, +1 shield, +2 deflection) 
  hp 42 (8 HD) 
  Fort +5, Ref +15, Will +4; evasion 
  Class F+2, R+7, W+2; Abilities Con +1, Dex +6, Wis +0; vest of 
  resistance +2 F+2, R+2, W+2 
  Speed 30 ft. (6 squares)  
  Melee +1 corrosive frost shortsword +10[+5 BAB, +1 Str 
  to damage, +1 weapon, +4 weapon finesse feat] (1d6+2/19-
  20 plus 1d6 frost and 1d6 acid) 
  Ranged dagger +9[ +5 BAB, +4 Dex,] (1d4+1/19-20) or 
  +1 flaming composite shortbow (+1 Str) +9[ +5 BAB, +4 
  Dex, +1 weapon] (1d6+2/x3 plus 1d6 fire) or  
  tanglefoot bag +9 ranged touch[ +5 BAB, +4 Dex, ] 
  Base Atk +5; Grp +6 
  Atk Options sneak attack +4d6 
  Special Actions hide in plain sight 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 22, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ hide in plain sight, trapfinding, trap sense +2 
  Feats Combat Reflexes 6, Dodge 1, Mobility human, 
  Weapon Finesse 3 
  Skills total ranks: rogue 90, shad 7 Bluff +11[+11 ranks], 
  Hide +20[+11 ranks, +4 ability, +5 magic], Jump +13[+10 
  ranks, +1 ability, +2 synergy], Listen +11[+11 ranks], Move 
  Silently +20[+11 ranks, +4 ability, +5 magic], Search 
  +11[+11 ranks], Sense Motive +10[+10 ranks] , Spot 
  +11 [+11 ranks], Tumble +17[ +11 ranks, +4 ability, +2 
  synergy] 
  Possessions combat gear plus +1 mithral chain shirt, 
  masterwork buckler, +1 corrosive frost shortsword, 
  5 daggers, +1 flaming composite shortbow (+1 Str), 
  20 arrows and quiver, ring of protection +1, boots 
  of elvenkind, cloak of elvenkind, vest of resistance 
  +2, gloves of Dexterity +2, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
   
  5C: THE PLOT THICKENS 
  AS H T O N AN D  T R E F E 
  CR  6 
  Male human (Oeridian) rogue 6 
  NE Medium humanoid (human) 
  Init +4; Senses Listen +9, Spot +9 
  Languages Common  
  AC 19, touch 14, flat-footed 19; uncanny dodge  
   (+4 Dex, +4 armor, +1 shield) 
  hp 32 (6 HD) 
  Fort +4, Ref +10, Will +3; evasion 
  Class F+2, R+5, W+2; Abilities Con +1, Dex +4, Wis +0; vest of 
  resistance +1 F+1, R+1, W+1 
  Speed 30 ft. (6 squares) 
  Melee +1 frost shortsword +9[+4 BAB, +1 Str to damage, 
  +1 weapon, +4 weapon finesse feat] (1d6+2 +1d6 
  frost/19-20) 
  Ranged dagger +8[ +4 BAB, +4 Dex,] (1d4+1/19-20) or 
  masterwork composite shortbow (+1 Str) +9[ +4 BAB, 
  +4 Dex, +1 masterwork weapon] (1d6+1/x3) or  
  tanglefoot bag +8 ranged touch [ +4 BAB, +4 Dex] 
  Base Atk +4; Grp +4 
  Atk Options sneak attack +3d6 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 19, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ trapfinding, trap sense +2 
  Feats Combat Reflexes 6, Dodge 1, Mobility human, 
  Weapon Finesse 3 
  Skills total ranks: rogue 81 Disable Device +11 [+9 ranks, 
  +2 tools], Hide +18[+9 ranks, +4 ability, +5 magic], Jump 
  +12[+9 ranks, +1 ability, +2 synergy], Listen +9[+9 ranks], 
  Move Silently +18[+9 ranks, +4 ability, +5 magic], Open 
  Locks +15 [+9 ranks, +4 ability, +2 tools], Search +9[+9 
  ranks], Spot +9 [+9 ranks], Tumble +15[ +9 ranks, +4 
  ability, +2 synergy] 
  Possessions combat gear plus mithral chain shirt, 
  masterwork buckler, +1 frost shortsword, 5 
  daggers, masterwork composite shortbow (+1 Str), 
  20 arrows and quiver, boots of elvenkind, cloak of 
  elvenkind, vest of resistance +1, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
   
  Z I KI D,  V E C N AN  P R I E S T 
  CR  10 
  Male human (Oeridian) cleric 5/divine oracle 5 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common  
  AC 22, touch 11, flat-footed 22; uncanny dodge 
   (+1 Dex, +8 armor, +1 deflection, +2 shield) 
  hp 58 (10 HD) 
  Fort +8 , Ref +5, Will +13; True Believer, prescient 
  sense 
  Class F+5, R+2, W+6; Abilities Con +1, Dex +1, Wis +5; Cloak of 
  Resistance +2 F +2, R +2, W +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.  
  Melee masterwork dagger +7[ +5 BAB, +1 Str, +1 weapon, 
  (1d4+1/19-20) or 
  Ranged light crossbow +6[ +5 BAB, +1 Dex,] (1d8/19-20) 
  Base Atk +5; Grp +6 
  Special 
  Options 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 10th): 
   5th—bestow curse (DC 22), greater command (DC 
  22), slay living (DC 22), true seeing D
   4th—air walk, freedom of movement, giant vermin, 
  recitation, unholy blight D (DC 21) 
   3rd—blindness/deafness (DC 20), cure serious 
  wounds, divination D, prayer, summon monster III  
   2nd—aid (2), detect thoughts D (DC 19), hold 
  person (DC 19), sound burst (DC 19), spiritual 
  weapon (+12 attack, 1d8+3/19-20) 
   1st—bless, command (DC 18), cure light wounds, 
  divine favor, protection from good D, sanctuary 
  (DC 18), shield of faith 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Vecna. Domains: Evil, 
  Knowledge, Oracle  
  PAL7-01 Orderly Encounters 
   
  Page 42 
  
  Abilities Str 12, Dex 16, Con 12, Int 10, Wis 20 (24), 
  Cha 10  
  Divination Enhancement (Ex): A divine oracle may 
  roll twice and take the better result when using 
  divination spells such as augury or divination. 
  SQ divination enhancement, Oracle domain, scry 
  bonus, trap sense +2 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Feats Empower Spell 9, Scribe Scroll human, Skill 
  Focus (Knowledge [religion]) 1, Sanctify Relic 6, 
  True Believer 3
  Skills total ranks:39 Concentration +14[+13 ranks, +1 
  ability], Knowledge (religion) +14 [+11 ranks, +3 feat], 
  Knowledge (the planes) +1[+1 ranks], Listen +10 
  [+6/2 ranks, +7 ability], Search +2 [+2 ranks], Spot +10 
  [+6/2 ranks, +7 ability,] 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Possessions combat gear plus full plate, heavy steel 
  shield, masterwork dagger, 2 daggers, light 
  crossbow, 10 bolts, ring of protection +1, cloak of 
  resistance +2, periapt of Wisdom +4, 3 holy 
  symbols of Vecna, tabard, unholy vestments, 
  unholy books, keys to chambers 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   
   
  PAL7-01 Orderly Encounters 
   
  Page 43 
  
  APL 10
  1: THE GRELL  
   
   
  G R E L L P AT R I AR C H 
  CR  10 
  Grell wizard 7 
  NE Large aberration 
  Init +6; Senses blindsight 60 ft.; Listen +16, Spot +11 
  Languages Grell, Undercommon (understand only) 
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, -1 size, +11 natural, +2 deflection) 
  hp 147 (19 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +10, Ref +8, Will +14 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +16 (1d6+4 plus paralysis) and  
   
  bite +10 (1d8) 
  Ranged greater lightning lance +13 ranged touch 
  (5d6 electricity) 7 charges/day, range 60 ft. plus arc 
  to a second target within 30 ft. on a successful hit 
  for another +13 ranged touch (5d6 electricity) 
  Space 10 ft.; Reach 10 ft., 20 ft. with tentacle 
  Base Atk +12; Grp +30 (Expert Grappler) 
  Atk Options Flyby Attack, constrict 1d8+4, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear greater lightning lance 
  Wizard Spells Prepared (CL 7th, +13 ranged touch): 
   4th—greater invisibility, rainbow pattern (DC 18) 
   3rd—fireball (DC 17), protection from energy, slow 
  (DC 17) 
   2nd—invisibility, scorching ray (2), web 
   1st—charm person (DC 15), grease (DC 15), mage 
  armor, obscuring mist, ray of enfeeblement 
   0—daze, detect magic, mage hand, ray of frost 
  Abilities Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 
  12 
  SQ flight 
  Feats Brew Potion Wiz5, Combat Casting 15, Combat 
  Reflexes 9, Flyby Attack 1, Grell Alchemy 18, 
  Improved Initiative 3, Improved Natural Armor 12, 
  Scribe Scroll Wiz1, Weapon Focus (tentacle) 6
  Skills Concentration +16 (+20 defensively), Hide +15, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge 
  (dungeoneering) +10, Knowledge (nature) +6, 
  Listen +16, Move Silently +19, Spot +11, Survival 
  +1 (+3 underground) 
  Possessions combat gear plus grell crystal dust, ring 
  of protection +2, brooch of shielding 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell patriarch's 
  tentacle must make a DC 16 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution-based and includes a -4 penalty. 
  Creatures struck by multiple tentacle attacks in the 
  same round do not make multiple saving throws; 
  instead, they make a single saving throw but the 
  DC increases by 1 for every additional tentacle that 
  hit in the same round. For example, a creature hit 
  by four of a grell patriarch's tentacle attacks must 
  succeed on a single DC 19 Fortitude save to avoid 
  paralysis, instead of four DC 16 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Grell Alchemy (Ex): [Item Creation] A creature that 
  has this feat has studied the alien and disturbing 
  arcane lore of the grell, and understands the 
  magical and physical laws by which their spells and 
  devices function. 
   
  Prerequisites: Int 13, Knowledge (dungeoneering) 
  3 ranks, caster level 1st. 
   
  Benefit: A creature with this feat can create 
  grellcraft items, including lightning lances. Its spells 
  are partially based on obscure physical laws, as 
  opposed to magic alone, and therefore gain a +2 
  bonus on spell penetration checks. They are also 
  more difficult to identify or dispel. Spellcraft checks 
  made to identify the spells and caster level checks 
  made to dispel the spells are made with a -2 
  penalty unless the identifier also knows this feat.  
  Skills A grell patriarch gains a +2 racial bonus on 
  Hide and Move Silently checks. 
   
  G R E L L U BE R-R O G U E 
  CR  10 
  Grell rogue 7 
  NE Large aberration 
  Init +8; Senses blindsight 60 ft.; Listen +23, Spot +23 
  Languages Grell, Undercommon (understand only) 
  AC 26, touch 15, flat-footed 26; uncanny dodge 
   (+4 Dex, -1 size, +11 natural, +2 deflection) 
  hp 169 (19 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +10 Ref +12, Will +10; evasion 
  Race F+4, R+4, W+8; Class F+2, R+5, W+2; Abilities Con +4, 
  Dex +4, Wis +1; other bonuses 
  Weakness sightless, sunder vulnerability 
  PAL7-01 Orderly Encounters 
   
  Page 44 
  
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +17 [+14 BAB, +4 Str, -1 size] (1d6+4 
  plus paralysis) and  
   
  bite +12 (1d8) 
  Ranged greater lightning lance +17 ranged touch 
  (5d6 electricity) 7 charges/day, range 60 ft. plus arc 
  to a second target within 30 ft. on a successful hit 
  for another +17 ranged touch (5d6 electricity) 
  Space 10 ft.; Reach 10 ft., 20 ft. with tentacle 
  Base Atk +14; Grp +32 (Expert Grappler) 
  Atk Options Combat Expertise, Flyby Attack, 
  Improved Disarm, Improved Trip (+12), constrict 
  1d8+4, improved grab (tentacle), sneak attack 
  +4d6 (only two tentacles per round or greater 
  lightning lance plus arc attack) 
  Special Actions expert grappler 
  Combat Gear greater lightning lance 
  Abilities Str 18, Dex 18, Con 18, Int 14, Wis 13, Cha 
  12 
  SQ flight, trapfinding, trap sense +2 
  Feats Combat Expertise 6, Combat Reflexes 9, Flyby 
  Attack 1, Improved Disarm 15, Improved Initiative 3, 
  Improved Natural Armor 12, Improved Trip 18
  Skills total ranks: race 60 (4x15ranks), rogue 70 (7x10) 
  Disable Device +9[+0+7 ranks, +2 ability], Hide +24[-4 
  size, +2 racial, +15+7 ranks, +4 ability], Knowledge 
  (arcana) +7[+0+11/2 ranks, +2 ability], Knowledge 
  (dungeoneering) +7[+0+10/2 ranks, +2 ability], Listen 
  +23[+15+7 ranks, +1 ability], Move Silently +28[+2 racial, 
  +15+7 ranks, +4 ability], Search +9[+0+7 ranks, +2 ability], 
  Spot +22[+15+7 ranks, +1 ability], Tumble +11[+0+7 
  ranks, +4 ability]
  Possessions combat gear plus grell crystal dust, ring 
  of protection +2, brooch of shielding 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell uber-
  rogue's tentacle must make a DC 16 Fortitude save 
  or be paralyzed for 2d4 rounds. The save DC is 
  Constitution-based and includes a -4 penalty. 
  Creatures struck by multiple tentacle attacks in the 
  same round do not make multiple saving throws; 
  instead, they make a single saving throw but the 
  DC increases by 1 for every additional tentacle that 
  hit in the same round. For example, a creature hit 
  by four of a grell uber-rogue's tentacle attacks must 
  succeed on a single DC 19 Fortitude save to avoid 
  paralysis, instead of four DC 16 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  4B: A SLY REVENGE  
   
   
  F AT H E R  V AR CO 
  CR  12 
  Male human (Oeridian) cleric 5/divine oracle 7 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +10, Spot +10 
  Languages Common  
  AC 21, touch 11, flat-footed 21; improved uncanny 
  dodge (can be flanked only by rogue 11+), 
  uncanny dodge 
   (+1 Dex, +9 armor, +1 deflection) 
  hp 68 (12 HD) 
  Fort +10, Ref +9, Will +16; prescient sense 
  Class F+6, R+3, W+7; Abilities Con +1, Dex +1, Wis +6; Ref +2 
  Lightning Reflexes, Cloak of Resistance +3 F +3, R +3, W +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.,  
  Melee masterwork quarterstaff +8 [+6 BAB, +1 Str, +1 
  weapon, (1d6+1) or 
  masterwork quarterstaff +6/+6[+6 BAB, +1 Str, +1 weapon, 
  (1d6+1 and 1d6) with Two-Weapon Fighting 
  Ranged heavy crossbow +9[ +6 BAB, +3 Dex,] (1d10/19-
  20) 
  Base Atk +6; Grp +7 
  Atk Options Two-Weapon Fighting 
  Special Options spontaneous casting, turn undead 
  3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 12th, +9 ranged touch): 
   6th—harm (DC 22), heal, hold monster D (DC 22), 
  empowered poison (DC 22) 
   5th—greater command (DC 21), empowered 
  searing light, slay living (DC 21), spell resistance, 
  true seeing D 
  4th—air walk, divine power, freedom of movement, 
  order's wrath D (DC 20), recitation 
   3rd—divination D, inflict serious wounds (DC 19), 
  prayer, searing light, summon monster III 
   2nd—aid (2), brambles, detect thoughts D (DC 18), 
  hold person (DC 18), sound burst (2) (DC 18) 
   1st—bless (2), command (DC 17), divine favor, 
  inflict light wounds (DC 17), protection from 
  chaos D, sanctuary (DC 17), shield of faith 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Pholtus. Domains: Law, 
  Knowledge, Oracle  
  PAL7-01 Orderly Encounters 
   
  Page 45 
  
  Abilities Str 12, Dex 16, Con 13, Int 10, Wis 16 (22), 
  Cha 10  
  SQ divination enhancement, Oracle domain, scry 
  bonus, trap sense +2 
  Feats Empower Spell 9, Investigator 3, Lightning 
  Reflexeshuman, Maximize Spell 12, Skill Focus 
  (Knowledge [religion]) 1, Two-Weapon Fighting 6  
  Skills total ranks:45 Concentration +16[+15 ranks, +1 
  ability], Gather Information +2[+2 feat], Knowledge 
  (religion) +14[+11 ranks, +3 feat], Knowledge (the 
  planes) +1[ +1 ranks], Listen +10[ +8/2 ranks, +6 ability], 
  Search +4[+2 ranks, +2 feat], Spot +10[+8/2 ranks, +6 
  ability]  
  Possessions combat gear plus +1 full plate, 
  masterwork 
  quarterstaff, 
  2 
  daggers, 
  heavy 
  crossbow, 10 bolts, ring of protection +1, cloak of 
  resistance +3, periapt of Wisdom +6, 3 holy 
  symbols of Pholtus, tabard, holy vestments, holy 
  books, keys to chambers 
  Divination Enhancement (Ex): A divine oracle may 
  roll twice and take the better result when using 
  divination spells such as augury or divination. 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   
  S E R G E AN T  R UK A 
  CR  10 
  Male human (Oeridian) rogue 7/shadowdancer 3 
  LN female humanoid (human) 
  Init +10; Senses darkvision 60 ft.; Listen +13, Spot 
  +13 
  Languages Common  
  AC 27, touch 19, flat-footed 27; improved uncanny 
  dodge (can be flanked only by rogue 14+), 
  uncanny dodge  
   (+6 Dex, +6 armor, +2 shield, +3 deflection) 
  hp 52 (10 HD) 
  Fort +7, Ref +17, Will +6; evasion 
  Class F+3, R+8, W+3; Abilities Con +1, Dex +6, Wis +0; vest of 
  resistance +3 F+3, R+3, W+3 
  Speed 30 ft. (6 squares)  
  Melee +1 corrosive frost shortsword +14/+9[+7 BAB, +1 
  Str to damage, +1 weapon, +6 weapon finesse feat] 
  (1d6+2/19-20 plus 1d6 frost and 1d6 acid) 
  Ranged dagger +13[ +7 BAB, +6 Dex,] (1d4+1/19-20) or 
  +1 flaming composite shortbow (+1 Str) +13/+8[ +7 
  BAB, +6 Dex, +1 weapon] (1d6+2/x3 plus1d6 fire) or  
  tanglefoot bag +13 ranged touch[ +7 BAB, +6 Dex, ]  
  Base Atk +7; Grp +8 
  Atk Options sneak attack +4d6 
  Special Actions hide in plain sight, shadow illusion 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 20 (22), Con 12, Int 10, Wis 10, 
  Cha 10  
  SQ hide in plain sight, summon shadow, trapfinding, 
  trap sense +2 
  Feats Combat Reflexes 6, Dodge 1, Improved 
  Initiative 9, Mobility human, Weapon Finesse 3 
  Skills total ranks: rogue 90, shad 21 Bluff +13[+13 ranks], 
  Hide +24[+13 ranks, +6 ability, +5 magic], Jump +13[+10 
  ranks, +1 ability, +2 synergy], Listen +13[+13 ranks], Move 
  Silently +24[+13 ranks, +6 ability, +5 magic], Search 
  +13[+13 ranks], Sense Motive +10[+10 ranks], Spot 
  +13 [+13 ranks], Tumble +21[+13 ranks, +6 ability, +2 
  synergy] 
  Possessions combat gear plus +2 mithral chain shirt, 
  +1 buckler, +1 corrosive frost shortsword, 5 
  daggers, +1 flaming composite shortbow (+1 Str), 
  20 arrows and quiver, ring of protection +2, boots 
  of elvenkind, cloak of elvenkind, gloves of Dexterity 
  +2, vest of resistance +3, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
   
  5C: THE PLOT THICKENS 
   
  AS H T O N AN D  T R E F E 
  CR  8 
  Male human (Oeridian) rogue 7/shadowdancer 1 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +11, Spot +11 
  Languages Common  
  AC 24, touch 18, flat-footed 24; uncanny dodge 
   (+6 Dex, +5 armor, +1 shield, +2 deflection) 
  hp 42 (8 HD) 
  Fort +5, Ref +15, Will +4; evasion 
  Class F+2, R+7, W+2; Abilities Con +1, Dex +6, Wis +0; vest of 
  resistance +2 F+2, R+2, W+2 
  Speed 30 ft. in mithral chain shirt +1 (6 squares), 
  base movement 30 ft.,  
  Melee +1 corrosive frost shortsword +10[+5 BAB, +1 Str 
  to damage, +1 weapon, +4 weapon finesse feat] (1d6+2/19-
  20 plus 1d6 frost and 1d6 acid) 
  Ranged dagger +9[ +5 BAB, +4 Dex,] (1d4+1/19-20) or 
  +1 flaming composite shortbow (+1 Str)+9[+5 BAB, +4 
  Dex, +1 weapon] (1d6+2/x3 plus 1d6 fire) or  
  tanglefoot bag +9 ranged touch[ +5 BAB, +4 Dex] 
  Base Atk +5; Grp +6 
  Atk Options sneak attack +4d6 
  Special Actions hide in plain sight 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 20 (22), Con 12, Int 10, Wis 10, 
  Cha 10  
  SQ trapfinding, trap sense +2, hide in plain sight 
  Feats Combat Reflexes 6, Dodge 1, Mobility human, 
  Weapon Finesse 3 
  Skills total ranks: rogue 90, shad 7 Disable Device +13 [+11 
  ranks, +2 tools], Hide +22[+11 ranks, +6 ability, +5 magic], 
  Jump +13[+10 ranks, +1 ability, +2 synergy, ], Listen +11[ 
  +11 ranks], Move Silently +22[+11 ranks, +6 ability, +5 
  magic], Open Locks +18 [+10 ranks, +6 ability, +2 tools], 
  PAL7-01 Orderly Encounters 
   
  Page 46 
  
  Search +11[+11 ranks], Spot +11 [+11 ranks], Tumble 
  +19[ +11 ranks, +6 ability, +2 synergy] 
   1st—bless (2), command (DC 19), cure light 
  wounds, divine favor, protection from good D, 
  sanctuary (DC 19), shield of faith 
  Possessions combat gear plus +1 mithral chain shirt, 
  masterwork buckler, +1 corrosive frost shortsword, 
  5 daggers, +1 flaming shortbow (+1 Str), 20 arrows 
  and quiver, ring of protection +1, boots of 
  elvenkind, cloak of elvenkind, gloves of Dexterity 
  +2, vest of resistance +2, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Vecna. Domains: Evil, 
  Knowledge, Oracle  
  Abilities Str 12, Dex 12, Con 13, Int 10, Wis 20 (26), 
  Cha 10  
  SQ divination enhancement, Oracle domain, scry 
  bonus, trap sense +2 
   
  Feats Empower Spell 6, Maximize Spell 12, Sanctify 
  Relic 9, Scribe Scroll human, Skill Focus (Knowledge 
  [religion]) 1, True Believer 3  
  Z I KI D,  V E C N AN  P R I E S T 
  CR  12 
  Male human (Oeridian) cleric 5/divine oracle 7 
  LE Medium humanoid (human) 
  Skills total ranks:45 Concentration +16 [+15 ranks, +1 
  ability], Knowledge (religion) +14 [+11 ranks, +3 feat], 
  Knowledge (the planes) +1 [+1 ranks], Listen +12 
  [+8/2 ranks, +8 ability], Search +2[+2 ranks], Spot +12 
  [+8/2 ranks, +8 ability]
  Init +1; Senses Listen +12, Spot +12 
  Languages Common  
  AC 23, touch 11, flat-footed 23; improved uncanny 
  dodge (can be flanked only by rogue 11+), 
  uncanny dodge 
  Possessions combat gear plus +1 full plate, heavy 
  steel shield, masterwork dagger, 2 daggers, light 
  crossbow, 10 bolts, ring of protection +1, cloak of 
  resistance +3, periapt of Wisdom +6, 3 holy 
  symbols of Vecna, tabard, unholy vestments, 
  unholy books, keys to chambers 
   (+1 Dex, +9 armor, +1 deflection, +2 shield) 
  hp 68 (12 HD) 
  Fort +10 , Ref +7, Will +18; True Believer, prescient 
  sense 
  Class F+6, R+3, W+7; Abilities Con +1, Dex +1, Wis +8; Cloak of 
  Resistance +3 F +3, R +3, W +3 
  Divination Enhancement (Ex): A divine oracle may 
  roll twice and take the better result when using 
  divination spells such as augury or divination. 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 20 ft.,  
  Melee masterwork dagger +9[ +7 BAB, +1 Str, +1 weapon, 
  (1d4+1/19-20)  
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Ranged light crossbow +8[ +7 BAB, +1 Dex,] (1d8/19-20) 
  Base Atk +7; Grp +8 
  Special 
  Options 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+5, 5th) 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 12th): 
   6th—dispel 
  good 
  D, 
  harm 
  (DC 
  24), 
  heal, 
  empowered poison (DC 24) 
   5th—bestow curse (DC 23), greater command (DC 
  23), slay living (DC 23), spell resistance, true 
  seeing D 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   4th—air walk, freedom of movement, giant vermin, 
  recitation, unholy blight D (DC 22) 
   
   3rd—blindness/deafness (DC 21), divination 
  D, 
  cure serious wounds, prayer, summon monster III 
   
   
   2nd—aid (2), detect thoughts D (DC 20), hold 
  person (DC 20), sound burst (2) (DC 20), spiritual 
  weapon (+15/+10 attack, 1d8+4/19-20) 
  PAL7-01 Orderly Encounters 
   
  Page 47 
  
  APL 12
  1: THE GRELL 
  G R E L L P AT R I AR C H 
  CR  10 
  Grell wizard 7 
  NE Large aberration 
  Init +6; Senses blindsight 60 ft.; Listen +16, Spot +11 
  Languages Grell, Undercommon (understand only) 
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, -1 size, +11 natural, +2 deflection) 
  hp 147 (19 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +10, Ref +8, Will +14 
  Weakness sightless, sunder vulnerability 
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +16 (1d6+4 plus paralysis) and  
   
  bite +10 (1d8) 
  Ranged greater lightning lance +13 ranged touch 
  (5d6 electricity) 7 charges/day, range 60 ft. plus arc 
  to a second target within 30 ft. on a successful hit 
  for another +13 ranged touch (5d6 electricity) 
  Space 10 ft.; Reach 10 ft., 20 ft. with tentacle 
  Base Atk +12; Grp +30 (Expert Grappler) 
  Atk Options Flyby Attack, constrict 1d8+4, improved 
  grab (tentacle) 
  Special Actions expert grappler 
  Combat Gear greater lightning lance 
  Wizard Spells Prepared (CL 7th, +13 ranged touch): 
   4th—greater invisibility, rainbow pattern (DC 18) 
   3rd—fireball (DC 17), protection from energy, slow 
  (DC 17) 
   2nd—invisibility, scorching ray (2), web 
   1st—charm person (DC 15), grease (DC 15), mage 
  armor, obscuring mist, ray of enfeeblement 
   0—daze, detect magic, mage hand, ray of frost 
  Abilities Str 18, Dex 14, Con 18, Int 18, Wis 13, Cha 
  12 
  SQ flight 
  Feats Brew Potion Wiz5, Combat Casting 15, Combat 
  Reflexes 9, Flyby Attack 1, Grell Alchemy 18, 
  Improved Initiative 3, Improved Natural Armor 12, 
  Scribe Scroll Wiz1, Weapon Focus (tentacle) 6
  Skills Concentration +16 (+20 defensively), Hide +15, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge 
  (dungeoneering) +10, Knowledge (nature) +6, 
  Listen +16, Move Silently +19, Spot +11, Survival 
  +1 (+3 underground) 
  Possessions combat gear plus grell crystal dust, ring 
  of protection +2, brooch of shielding 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell patriarch's 
  tentacle must make a DC 16 Fortitude save or be 
  paralyzed for 2d4 rounds. The save DC is 
  Constitution-based and includes a -4 penalty. 
  Creatures struck by multiple tentacle attacks in the 
  same round do not make multiple saving throws; 
  instead, they make a single saving throw but the 
  DC increases by 1 for every additional tentacle that 
  hit in the same round. For example, a creature hit 
  by four of a grell patriarch's tentacle attacks must 
  succeed on a single DC 19 Fortitude save to avoid 
  paralysis, instead of four DC 16 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Grell Alchemy (Ex): [Item Creation] A creature that 
  has this feat has studied the alien and disturbing 
  arcane lore of the grell, and understands the 
  magical and physical laws by which their spells and 
  devices function. 
   
  Prerequisites: Int 13, Knowledge (dungeoneering) 
  3 ranks, caster level 1st. 
   
  Benefit: A creature with this feat can create 
  grellcraft items, including lightning lances. Its spells 
  are partially based on obscure physical laws, as 
  opposed to magic alone, and therefore gain a +2 
  bonus on spell penetration checks. They are also 
  more difficult to identify or dispel. Spellcraft checks 
  made to identify the spells and caster level checks 
  made to dispel the spells are made with a -2 
  penalty unless the identifier also knows this feat.  
  Skills A grell patriarch gains a +2 racial bonus on 
  Hide and Move Silently checks. 
   
  G R E L L U BE R-R O G U E 
  CR  10 
  Grell rogue 7 
  NE Large aberration 
  Init +8; Senses blindsight 60 ft.; Listen +23, Spot +23 
  Languages Grell, Undercommon (understand only) 
  AC 26, touch 15, flat-footed 26; uncanny dodge 
   (+4 Dex, -1 size, +11 natural, +2 deflection) 
  hp 169 (19 HD) 
  Immune 
  electricity, 
  gaze 
  attacks, 
  illusions, 
  paralyzation 
  Fort +10 Ref +12, Will +10; evasion 
  Race F+4, R+4, W+8; Class F+2, R+5, W+2; Abilities Con +4, 
  Dex +4, Wis +1; other bonuses 
  Weakness sightless, sunder vulnerability 
  PAL7-01 Orderly Encounters 
   
  Page 48 
  
  Speed 5 ft. (1 square), fly 30 ft. (perfect) 
  Melee 10 tentacles +17 [+14 BAB, +4 Str, -1 size] (1d6+4 
  plus paralysis) and  
   
  bite +12 (1d8) 
  Ranged greater lightning lance +17 ranged touch 
  (5d6 electricity) 7 charges/day, range 60 ft. plus arc 
  to a second target within 30 ft. on a successful hit 
  for another +17 ranged touch (5d6 electricity) 
  Space 10 ft.; Reach 10 ft., 20 ft. with tentacle 
  Base Atk +14; Grp +32 (Expert Grappler) 
  Atk Options Combat Expertise, Flyby Attack, 
  Improved Disarm, Improved Trip (+12), constrict 
  1d8+4, improved grab (tentacle), sneak attack 
  +4d6 (only two tentacles per round or greater 
  lightning lance plus arc attack) 
  Special Actions expert grappler 
  Combat Gear greater lightning lance 
  Abilities Str 18, Dex 18, Con 18, Int 14, Wis 13, Cha 
  12 
  SQ flight, trapfinding, trap sense +2 
  Feats Combat Expertise 6, Combat Reflexes 9, Flyby 
  Attack 1, Improved Disarm 15, Improved Initiative 3, 
  Improved Natural Armor 12, Improved Trip 18
  Skills total ranks: race 60 (4x15ranks), rogue 70 (7x10) 
  Disable Device +9[+0+7 ranks, +2 ability], Hide +24[-4 
  size, +2 racial, +15+7 ranks, +4 ability], Knowledge 
  (arcana) +7[+0+11/2 ranks, +2 ability], Knowledge 
  (dungeoneering) +7[+0+10/2 ranks, +2 ability], Listen 
  +23[+15+7 ranks, +1 ability], Move Silently +28[+2 racial, 
  +15+7 ranks, +4 ability], Search +9[+0+7 ranks, +2 ability], 
  Spot +22[+15+7 ranks, +1 ability], Tumble +11[+0+7 
  ranks, +4 ability]
  Possessions combat gear plus grell crystal dust, ring 
  of protection +2, brooch of shielding 
  Expert Grappler (Ex): A grell that chooses to grapple 
  with one tentacle and remain ungrappled itself 
  takes a -10 penalty on its grapple checks instead of 
  the normal -20 penalty. Grell other than hatchlings 
  have a +10 racial bonus on grapple checks. 
  Flight (Ex): A grell's body is unusually buoyant. The 
  creature continually produces an effect like that of 
  the fly spell, which it can use to move at a speed of 
  30 feet (perfect maneuverability). This buoyancy 
  also grants the grell a permanent feather fall effect 
  with personal range. 
  Improved Grab (Ex): To use this ability, the grell 
  must hit a creature of its size or smaller with a 
  tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.  
  Paralysis (Ex): Any creature hit by a grell uber-
  rogue's tentacle must make a DC 16 Fortitude save 
  or be paralyzed for 2d4 rounds. The save DC is 
  Constitution-based and includes a -4 penalty. 
  Creatures struck by multiple tentacle attacks in the 
  same round do not make multiple saving throws; 
  instead, they make a single saving throw but the 
  DC increases by 1 for every additional tentacle that 
  hit in the same round. For example, a creature hit 
  by four of a grell uber-rogue's tentacle attacks must 
  succeed on a single DC 19 Fortitude save to avoid 
  paralysis, instead of four DC 16 saving throws. 
  Sightless (Ex): A grell is immune to gaze attacks, 
  visual effects, illusions, and other attack forms that 
  rely on sight. 
  Sunder Vulnerability (Ex): An opponent can attack a 
  grell's tentacles as if they were weapons. A grell's 
  tentacle has 5 hit points each. Severing one of a 
  grell's tentacles deals 2 points of damage to the 
  creature. The creature regrows severed tentacles 
  in 1d6 days.  
  Skills A grell gains a +2 racial bonus on Hide and 
  Move Silently checks. 
   
  4B: A SLY REVENGE  
   
   
  F AT H E R  V AR CO 
  CR  14 
  Male human (Oeridian) cleric 5/divine oracle 9 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +11, Spot +11 
  Languages Common 
  AC 24, touch 13, flat-footed 24; improved uncanny 
  dodge (can be flanked only by rogue 13+), 
  uncanny dodge 
   (+1 Dex, +10 armor, +3 deflection) 
  hp 78 (14 HD) 
  Fort +11, Ref +10, Will +17; prescient sense 
  Class F+7, R+4, W+8; Abilities Con +1, Dex +1, Wis +6; Ref +2 
  Lightning Reflexes, Cloak of Resistance +3 F +3, R +3, W +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork quarterstaff +9[ +7 BAB, +1 Str, +1 
  weapon, (1d6+1) or 
  masterwork quarterstaff +7/+7[+7 BAB, +1 Str, +1 weapon, 
  (1d6+1 and 1d6) with Two-Weapon Fighting 
  Ranged heavy crossbow +10 [+7 BAB, +3 Dex,] 
  (1d10/19-20) 
  Base Atk +7; Grp +8 
  Atk Options Two-Weapon Fighting 
  Special Options spontaneous casting, turn undead 
  3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 14th, +10 ranged touch): 
   7th—dictum D, empowered flame strike (DC 23), 
  heal, repulsion (DC 23) 
   6th—harm (2) (DC 22), heal, hold monster D (DC 
  22), empowered poison (DC 22) 
   5th—greater command (DC 21), empowered 
  searing light, slay living (DC 21), spell resistance, 
  true seeing D
   4th—air walk, divine power, freedom of movement, 
  greater magic weapon, order's wrath D (DC 20), 
  recitation 
   3rd—divination D, inflict serious wounds (DC 19), 
  prayer, searing light, summon monster III 
   2nd—aid (2), brambles (2), detect thoughts D (DC 
  18), hold person (DC 18), sound burst (2) (DC 
  18) 
   1st—bless (2), command (DC 17), divine favor, 
  inflict light wounds (DC 17), protection from 
  chaos D, sanctuary (DC 17), shield of faith 
  PAL7-01 Orderly Encounters 
   
  Page 49 
  
   0—create water, detect magic, detect poison, 
  mending, read magic 
  D: Domain spell. Deity: Pholtus. Domains: Law, 
  Knowledge, Oracle  
  Abilities Str 12, Dex 16, Con 13, Int 10, Wis 16 (22), 
  Cha 10  
  SQ Oracle domain, scry bonus, trap sense +3, 
  Divination enhancement 
  Feats Empower Spell 9, Investigator 3, Lightning 
  Reflexeshuman, Maximize Spell 12, Skill Focus 
  (Knowledge [religion]) 1, Two-Weapon Fighting 6 
  Skills total ranks:51 Concentration +18 [+17 ranks, +1 
  ability], Gather Information +2 [+2 feat], Knowledge 
  (religion) +14 [+11 ranks, +3 feat] , Knowledge (the 
  planes) +1 [+1 ranks], Listen +11 [+10/2 ranks, +6 ability], 
  Search +4 [+2 ranks, +2 feat], Spot +11 [+10/2 ranks, +6 
  ability]
  Possessions combat gear plus +2 full plate, 
  masterwork 
  quarterstaff, 
  2 
  daggers, 
  heavy 
  crossbow, 10 bolts, ring of protection +3, cloak of 
  resistance +3, periapt of Wisdom +6, 3 holy 
  symbols of Pholtus, tabard, holy vestments, holy 
  books, keys to chambers 
  Divination Enhancement (Ex): A divine oracle may 
  roll twice and take the better result when using 
  divination spells such as augury or divination. 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   
  S E R G E AN T  R UK A 
  CR  12 
  Male human (Oeridian) rogue 7/shadowdancer 5 
  LN Medium humanoid (human) 
  Init +9; Senses darkvision 60 ft.; Listen +15, Spot 
  +15 
  Languages Common  
  AC 28, touch 19, flat-footed 28; improved uncanny 
  dodge (can be flanked only be rogue 16+), 
  uncanny dodge  
   (+6 Dex, +6 armor, +3 shield, +3 deflection) 
  hp 62 (12 HD); defensive roll 
  Fort +7, Ref +17, Will +6; evasion 
  Class F+3, R+8, W+3; Abilities Con +1, Dex +6, Wis +0; vest of 
  resistance +3 F+3, R+3, W+3 
  Speed 30 ft. (6 squares)  
  Melee +1 corrosive frost shortsword +15/+10[+8 BAB, 
  +1 Str to damage, +1 weapon, +6 weapon finesse feat] 
  (1d6+2/19-20 plus 1d6 frost and 1d6 acid)  
  Ranged dagger +14[ +8 BAB, +6 Dex,] (1d4+1/19-20) or 
  +1 flaming composite shortbow (+1 Str) +14/+9[ +8 
  BAB, +6 Dex, +1 weapon] (1d6+2/x3 plus 1d6 fire) or  
  tanglefoot bag +14 ranged touch[ +8 BAB, +6 Dex, ]  
  Base Atk +8; Grp +9 
  Atk Options sneak attack +4d6 
  Special Actions hide in plain sight, shadow illusion, 
  shadow jump (20 ft./day) 
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 22, Con 12, Int 10, Wis 10, Cha 
  10  
  SQ hide in plain sight, summon shadow, trapfinding, 
  trap sense +2 
  Feats Combat Reflexes 6, Dodge 1, Mobility human, 
  Improved Initiative 9, Stealthy 12, Weapon Finesse 
  3 
  Skills total ranks: rogue 90, shad 35 Bluff +15[+15 ranks], 
  Hide +28[+15 ranks, +6 ability, +2 feat, +5 magic], Jump 
  +13[+10 ranks, +1 ability, +2 synergy], Listen +15[+15 
  ranks], Move Silently +28[+15 ranks, +6 ability, +2 feat, +5 
  magic], Search +15[+15 ranks], Sense Motive +10[+10 
  ranks], Spot +15 [+15 ranks], Tumble +23[+15 ranks, +6 
  ability, +2 synergy] 
  Possessions combat gear plus +2 mithral chain shirt, 
  +2 buckler, +1 corrosive frost shortsword, 5 
  daggers, +1 flaming composite shortbow (+1 Str), 
  20 arrows and quiver, ring of protection +2, boots 
  of elvenkind, cloak of elvenkind, gloves of Dexterity 
  +2, vest of resistance +3, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
   
  5C: THE PLOT THICKENS 
  AS H T O N AN D  T R E F E 
  CR  10 
  Male human (Oeridian) rogue 7/shadowdancer 3 
  NE Medium humanoid (human) 
  Init +9; Senses darkvision 60 ft.; Listen +13, Spot 
  +13 
  Languages Common  
  AC 27, touch 19, flat-footed 27; improved uncanny 
  dodge (can be flanked only be rogue 14+), 
  uncanny dodge 
   (+6 Dex, +6 armor, +2 shield, +3 deflection) 
  hp 52 (10 HD) 
  Fort +7, Ref +17, Will +6; evasion 
  Class F+3, R+8, W+3; Abilities Con +1, Dex +6, Wis +0; vest of 
  resistance +3 F+3, R+3, W+3 
  Speed 30 ft. (6 squares)  
  Melee +1 corrosive frost shortsword +14/+9[+7 BAB, +1 
  Str to damage, +1 weapon, +6 weapon finesse feat] 
  (1d6+2/19-20 plus 1d6 frost and 1d6 acid)  
  Ranged dagger +13[ +7 BAB, +6 Dex,] (1d4+1/19-20) or 
  +1 flaming composite shortbow (+1 Str) +13/+8[ +7 
  BAB, +6 Dex, +1 weapon] (1d6+2/x3 plus 1d6 fire) or  
  tanglefoot bag +13 ranged touch [ +7 BAB, +6 Dex]  
  Base Atk +7; Grp +8 
  Atk Options sneak attack +4d6 
  Special Actions hide in plain sight, shadow illusion  
  Combat Gear 2 tanglefoot bags 
  Abilities Str 12, Dex 20 (22), Con 12, Int 10, Wis 10, 
  Cha 10  
  PAL7-01 Orderly Encounters 
   
  Page 50 
  
  SQ hide in plain sight, summon shadow, trapfinding, 
  trap sense +2 
   4th—air walk, freedom of movement, giant vermin 
  (2), recitation, unholy blight D (DC 22) 
  Feats Combat Reflexes 6, Dodge 1, Mobility human, 
  Improved Initiative 9, Weapon Finesse 3 
   3rd—blindness/deafness (DC 21), divination 
  D, 
  cure serious wounds, prayer, summon monster III 
  Skills total ranks: rogue 90, shad 21 Disable Device +15 
  [+13 ranks, +2 tools], Hide +24[+13 ranks, +6 ability, +5 
  magic], Jump +13[+10 ranks, +1 ability, +2 synergy], 
  Listen +13 [+13 ranks], Move Silently +24 [+13 ranks, 
  +6 ability, +5 magic], Open Locks +18 [+10 ranks, +6 
  ability, +2 tools], Search +13 [+13 ranks], Spot +13 [+13 
  ranks], Tumble +21 [+13 ranks, +6 ability, +2 synergy] 
   2nd—aid (2), detect thoughts D (DC 20), hold 
  person (DC 20), sound burst (2) (DC 20), spiritual 
  weapon (2) (+15/+10 attack, 1d8+4/19-20) 
   1st—bless (2), command (DC 19), divine favor, 
  protection from good D, sanctuary (DC 19), shield 
  of faith 
   0—create water, detect magic, detect poison, 
  mending, read magic 
  Possessions combat gear plus +2 mithral chain shirt, 
  +1 buckler, +1 corrosive frost shortsword, 5 
  daggers, +1 flaming composite shortbow (+1 Str), 
  20 arrows and quiver, ring of protection +2, boots 
  of elvenkind, cloak of elvenkind, gloves of Dexterity 
  +2, vest of resistance +3, 50 ft. silk rope, 
  manacles, climbing kit, backpack, masterwork 
  thieves’ tools, and generally useful camping 
  equipment 
  D: Domain spell. Deity: Vecna. Domains: Evil, 
  Knowledge, Oracle 
  Abilities Str 12, Dex 12, Con 13, Int 10, Wis 20 (26), 
  Cha 10  
  SQ divination enhancement, Oracle domain, scry 
  bonus, trap sense +3 
  Feats Empower Spell 6, Maximize Spell 12, Sanctify 
  Relic 9, Scribe Scroll human, Skill Focus (Knowledge 
  [religion]) 1, True Believer 3  
   
  Z I KI D,  V E C N AN  P R I E S T 
  CR  14 
  Skills total ranks:51 Concentration +18 [+17 ranks, +1 
  ability], Knowledge (religion) +14 [+11 ranks, +3 feat], 
  Knowledge (the planes) +1 [+1 ranks], Listen +13 
  [+10/2 ranks, +8 ability], Search +2 [+2 ranks], Spot +13 
  [+10/2 ranks, +8 ability]
  Male human (Oeridian) cleric 5/divine oracle 9 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +13, Spot +13 
  Languages Common  
  AC 27, touch 14, flat-footed 27; improved uncanny 
  dodge (can be flanked only by rogue 13+), 
  uncanny dodge 
  Possessions combat gear plus +2 full plate, +1 
  heavy steel shield, masterwork dagger, 2 daggers, 
  light crossbow, 10 bolts, ring of protection +3, cloak 
  of resistance +3, periapt of Wisdom +6, 3 holy 
  symbols of Vecna, tabard, unholy vestments, 
  unholy books, keys to chambers 
   (+1 Dex, +10 armor, +3 deflection, +3 shield) 
  hp 78 (14 HD) 
  Fort +11, Ref +8, Will +17; True Believer, prescient 
  sense 
  Divination Enhancement (Ex): A divine oracle may 
  roll twice and take the better result when using 
  divination spells such as augury or divination. 
  Class F+7, R+4, W+8; Abilities Con +1, Dex +1, Wis +6; Cloak of 
  Resistance +3 F +3, R +3, W +3 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Oracle Domain (Ex): The character has access to 
  the Oracle domain. The character has the granted 
  power associated with the Oracle domain (+2 
  caster level to divination spells) and can choose 
  the spells in that domain as his daily domain spells. 
  Melee masterwork dagger +10 [+8 BAB, +1 Str, +1 weapon 
  (1d4+1/19-20) or 
  Ranged light crossbow +9 [+8 BAB, +1 Dex,] (1d8/19-20) 
  Base Atk +8; Grp +9 
  Prescient Sense (Ex): If a divine oracle makes a 
  successful Reflex saving throw against an attack 
  that normally inflicts half damage on a successful 
  save she instead takes no damage. This form of 
  evasion works no matter what armor the divine 
  oracle wears. 
  Special 
  Options 
  spontaneous 
  casting, 
  rebuke 
  undead 3/day (+2, 2d6+5, 5th) 
  Combat Gear wand of invisibility purge 
  Cleric Spells Prepared (CL 14th, +9 ranged touch): 
   7th—blasphemy D, empowered flame strike (DC 
  25), repulsion (DC 25), maximized searing light 
  Scry Bonus (Su): The divine oracle adds a +1 sacred 
  bonus to the save DC of all his divination (scrying) 
  spells. 
   6th—dispel good D, harm (2) (DC 24), heal, 
  empowered poison (DC 24) 
   
   5th—bestow curse (DC 23), greater command (DC 
  23), slay living (DC 23), spell resistance, true 
  seeing D 
   
  PAL7-01 Orderly Encounters 
   
  Page 51 
  
  APPENDIX 2: NEW RULES ITEMS
   
  Note: other new rules items are included in the 
  stats where appropriate. 
   
  FEATS 
   
  Born Follower [General] 
  You excel when directed by a natural leader. 
   
  Regions: Gran March, Oeridian, Pale. 
   
  Benefit: You gain a +2 morale bonus on attack 
  rolls and on saving throws against fear effects when 
  within 30 feet of an ally with the Leadership feat. 
   
  Special: You may only take this feat as a 1st-level 
  character. 
   
  Source: Dragon #315 
   
  Sanctify Relic [Item Creation] 
  You can create magic items that are imbued with a 
  connection to your deity. 
   
  Prerequisite: Any other item creation feat. 
   
  Benefit: Relics are magic items—often but not 
  always wondrous items—that rely on a divine 
  connection to a specific deity to function. They are 
  described further in Chapter 4 of Complete Divine. 
   
  Source: Complete Divine 84 
   
  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 feat also allows you to use a relic of the deity 
  you worship. 
   
  Source: Complete Divine 86 
   
  SPELLS 
   
  Brambles 
  Transmutation 
  Level: Cleric 2, druid 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Wooden weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  With the sound of twisting wood, the 
  weapon you touch grows sharp spikes like 
  rose thorns. 
   
  For the duration of the spell, the weapon 
  deals both piercing and bludgeoning 
  damage. It gains a +1 enhancement 
  bonus on its attacks and also gains a 
  +1 enhancement bonus per caster level 
  on melee damage rolls (maximum +10). 
  This spell works only on melee weapons 
  with wooden striking surfaces. For 
  instance, it does not work on a bow, an 
  arrow, or a metal mace. 
  Material Component: A small thorn. 
   
   
  Source: Spell Compendium 38 
   
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 
  60-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, 
  you invoke your deity’s blessing upon 
  yourself and your allies. 
   
  The spell affects all allies within the 
  spell’s area at the moment you cast it. 
  Your allies gain a +2 luck bonus to AC, 
  on attack rolls, and on saving throws, 
  or a +3 luck bonus if they worship the 
  same deity as you. 
  Divine Focus: In addition to your holy 
  symbol, this spell requires a sacred text 
  as a divine focus. 
   
   
  Source: Spell Compendium 170 
   
  MAGIC ITEMS 
   
  Lightning Lance: A lightning lance is a silver tubelike 
  device about three feet in length. Activated as a 
  standard action, this weapon deals 3d6 points of 
  electricity damage (no save) to a single target within 60 
  feet with a successful ranged touch attack. Although a 
  lightning lance usually functions only in the tentacles of 
  a grell, a DC 25 Use Magic Device check allows a 
  character of a different race to employ it. A lightning 
  lance has five charges that are renewed each day at 
  dawn – a wielder can expend up to 5 charges in any 24-
  hour period. Faint evocation; CL 3rd; Grell Alchemy, 
  shocking grasp; Price 3,800 gp. 
   
  
   
  Greater Lightning Lance: A greater lightning lance is a 
  silver tubelike device about three feet in length. 
  Activated as a standard action, this weapon deals 5d6 
  points of electricity damage (no save) to a single target 
  within 60 feet with a successful ranged touch attack. If 
  this touch attack hits, the electricity bolt then arcs to a 
  second target of the user's choice within 30 feet of the 
  primary target, dealing 5d6 points of damage (no save) 
  to the secondary target with a second successful ranged 
  touch attack at the same level of precision. (Author’s 
  interpretation: Because the secondary attack strikes at 
  the same level of precision as the primary, it too can be 
  used for precision-based strikes such as sneak attacks.) 
   
  Although a greater lightning lance usually functions 
  only in the tentacles of a grell, a DC 25 Use Magic 
  Device check allows a character of a different race to 
  employ it. A greater lightning lance has 7 charges that are 
  renewed each day at dawn – a wielder can expend up to 
  7 charges in any 24-hour period. Faint evocation; CL 
  5th; Grell Alchemy, shocking grasp; Price 18,000 gp.
   
  
  PLAYER HANDOUT 1 
   
  Pholtus's Prophecy 
   
   
  “Let the denied, the tempted, stand forth. 
   
  North and west, in land of dust 
   
  Skeletons be your guide. 
   
  ‘Tis wider than a church's door and deep, 
   
  girt in stone, floored in water. 
   
  Reside within until Celene is clear above. 
   
  A silent stone, a tangling bag, 
   
  A planar chain and pressure without relent. 
   
  These you will need, crave you justice.” 
   
  PAL7-01 Orderly Encounters 
   
  Page 54 
  
   
  DM MAP 1: GRELL ZIGGURAT 
   
  Used in Encounter 2. 
  Note: All walls are made of grell crystal. 
   
  PAL7-01 Orderly Encounters 
   
  Page 55 
  
  DM MAP 2: PHOLTAN TEMPLE 
   
  Used in Encounter 4B. 
   
  PAL7-01 Orderly Encounters 
   
  Page 56 
  
  DM MAP 3: RUINED FORTRESS 
   
  Used in Encounter 5C and 6C. 
   
  PAL7-01 Orderly Encounters 
   
  Page 57 
  
  DM AID 1: SPECIAL RULES FOR THE PALE 
  Non-Pholtan Holy Symbols 
   
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of living 
  under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined and their holy 
  symbol should be confiscated for destruction by the Palish authorities. The amount of the fine varies by APL: APL 2—
  90gp. APL 4—130gp. APL 6—180gp, APL 8—260gp, APL 10—460gp, APL 12—660gp. The confiscation and fine should 
  take place as soon as any Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without his holy 
  symbol for the adventure, as non-Pholtan holy symbols may not be purchased in the Pale without taking special actions.
   
  Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are 
  heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
   
  • 
  Bleredd – Considered a human deity, due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • 
  Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation 
  and negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and 
  into Tenh for the liberation and relief efforts in that region. All non-elves will be penalized as if violating the law 
  even if they are not human as Ehlonna is considered to be a human deity. 
  • 
  Fortubo – Considered a dwarven deity, as he has withdrawn his support from the Suel, where his origins lie, in 
  favor of fighting against the derro and their evil deity. 
  • 
  Jascar – Considered a human deity, since his origins are Suel and his primary worshippers still include many Suel. 
  • 
  Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs. 
  • 
  Ulaa – Considered a human deity, due to her position as the wife of the Oeridian god, Bleredd, and her worship by 
  humans. 
   
  Deities with Special Consideration due to their status: 
   
  • 
  St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to an infernal deity in the 
  past. Displaying the holy symbol of St. Cuthbert is as offensive as displaying the holy symbol of a force of Chaos. 
  See the next entry for worshippers of Chaotic deities. 
  • 
  Chaotic Deities – Worshippers of Chaotic deities are fined double the usual fine, for being Agents of Chaos. 
  • 
  Evil Deities – If a PC is found to be carrying the unholy symbol of an evil deity, all normal actions will be taken, and 
  a geas/quest is cast on the PC to keep him from touching the unholy symbols of evil deities in the future. (The above 
  assumes that the PC is not actually a cleric of the evil deity, since that is prohibited in the Living Greyhawk 
  Campaign.) 
   
  No PC may enforce this rule through combat or offensive physical actions. Player-vs-player conflict will be adjudicated 
  as a violation of the RPGA General Rules, as always. If one PC chooses to report another PC to the authorities for a 
  violation of this law, he will also be questioned and detained as to why he was associating with such a heathen, but will 
  not be penalized. 
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in-game rules are required for skills like Bluff 
  and the hiding of non-Pholtan holy symbols: 
   
  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a DC 25 Gather Information check and the holy symbol 
  will cost twice the standard price listed in the Player’s Handbook price. 
  2. 
  To craft a new wooden holy symbol requires a DC 15 Craft (jewelrymaking) or (woodcarving) check. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation or within 
  a normal conversational distance from someone is a DC 10 (the average Pale legal authority has an average Spot skill 
  PAL7-01 Orderly Encounters 
   
  Page 58 
  
  of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as holy symbols at this time and 
  require a DC 20 Spot check to notice followed by a DC 15 Knowledge (religion) check to identify the holy symbol 
  since it is a non-standard holy symbol; it is the same Spot check even if engaged in conversation as most people look 
  to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a spell 
  using a holy symbol without the other person being able to see the holy symbol being used to cast the spell. The 
  person attempting this has a -5 circumstance penalty due to the requirement of forceful presentation of holy 
  symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a DC 10 Knowledge (religion) check to identify the holy symbol of most deities. Some more obscure deities 
  require a DC 15 and some extremely obscure deities may require a higher check to identify their holy symbols. 
  Judges should use their best judgement on this, but a simple guide is if the deity is listed in the Player’s Handbook or 
  is a greater deity according to the LG deities’ document, it is probably only a DC 10 check. If you haven’t heard of 
  the deity before, the deity is probably obscure. 
   
  Arcane Registration by Arcane Spellcasters 
   
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register with the 
  government. (Registry with the government is not the same as membership in the Arcanist Guild, which is a meta-game 
  organization.) The Church is very diligent about informing foreigners of this law, so most traveling spellcasters are 
  promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and confined to 
  service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist will immediately be 
  registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof of 
  registration. As the player of an arcane caster, you may download and print the Arcane Registration Certificate from the 
  Pale regional website (http://www.theocracyofthepale.com/downloads/ arcane_registration.pdf). If you are judging a 
  scenario, you might want to print some certificates, in case any players with arcanist PCs have not done so for 
  themselves. Just because a player has failed to print this certificate for his character is not a reason to punish his PC; if 
  the player just did not have the opportunity or means to print a certificate, you may assume he is registered if he says he 
  is though you may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale and 
  this should be documented on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent 
  records of the registered arcanists and this information is transcribed to the registration books throughout the Pale once 
  a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff check 
  opposed by the Sense Motive check of the authorities attempting to verify the PCs registration paperwork to succeed at 
  this ruse. Failure results in arrest for not being registered and an additional 500 gp fine for forging official Pale 
  documents. (If the PC has the ability to forge documents, this check may be used in lieu of his Bluff check). 
   
  PAL7-01 Orderly Encounters 
   
  Page 59 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/597/Normal Scenarios/PAL7-01 - Orderly Encounters (APL 4-12)/PAL7-01 - Orderly Encounters.pdf