TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PAL4-04 
   
   
   
   
   
  Leap of Faith 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
  by Gregory A. Dreher 
  Triad Reviewers: Donovan Hicks, Derek Schubert 
  Circle Reviewer: Craig Hier 
   
   
  Another evening in the Pious Pilgrim brings rumors and a promise of adventure. A great evil could be defeated with an 
  artifact lost to history. Will you take the leap of faith and follow the divine inspiration of a young brother of the Arcanist 
  Guild into the dangerous Rakers? An adventure for APL 4-12. 
  
  Leap of Faith 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  
  Leap of Faith 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of 
  experience and gold a PC may gain 
  at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure is 
  being played, that character will receive only one-half of 
  the experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than the APL 
  at which this adventure is being played, that PC will 
  receive one-half gold for the adventure as well.  This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are three 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
  This is a standard one-round 
  Regional adventure, set in the 
  Theocracy of the Pale. Characters 
  native to the Theocracy of the 
  Pale pay one Time Unit per 
  round, all others pay two Time 
  Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp 
  per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches 
  and healer’s kits, and may suffer 
  other 
  in-game 
  penalties 
  (or 
  possibly gain in-game benefits) 
  as may be detailed in this 
  scenario. 
   
  A character 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 Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  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, on Holy Days, Judges are 
  encouraged (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a brief 1-2 
  minute sermon by a PC Character if his or her rank in the 
  Church of the One True Path is at least Prior and the 
  judge believes that there is time available. 
  
  Leap of Faith 
   
  Page 4 
  Adventure Background 
  About two hundred years ago, a priest of Pholtus named 
  Galen Everbright discovered a powerful rod, capable of 
  dominating demons. Wielding the demongrasp rod, he and 
  other priests of Pholtus defeated a demon attack upon the 
  Pale. With the threat defeated, others tried to claim the 
  rod. They discovered there was no good in this rod; while 
  they used the rod to oppose the fiends, others could use 
  this rod to control fiends to aid in their own malicious 
  plans. They surmised this item was a tool in the great 
  wars of the Abyss. 
   
  Everbright knew the continued presence of the 
  demongrasp rod in Wintershiven would bring nothing but 
  chaos and destruction from those forces intent on 
  controlling the item. Thus, a plan was hatched whereby 
  the rod would be buried and lost to time; its existence 
  forgotten to all but a few powerful clergy of Pholtus. 
  Several Pholtan clerics and wizards entered a natural 
  cavern system deep under the Rakers, magically 
  fashioning a prison out of the deep stone, hundreds of 
  feet below the surface. The demongrasp rod was placed 
  within a force field where no mortal means could detect 
  it, a miracle granted by Pholtus. Knowing one day the 
  item may be needed again by the servants of Pholtus to 
  defeat a great evil, a method was left to recover the rod. 
  This force field could only be dispelled by the power of 
  Pholtus (positive energy) channeled as the noonday sun 
  shone upon it. They used stone shape to close off the one 
  natural entrance to the prison, leaving it a lightless, 
  impenetrable tomb.  
   
  To leave, the clergy created a levitation device, 
  which when activated returned them to the surface 
  through a temporary hole in the rock. They sealed in a 
  rogue/shadowdancer when they left, who had hidden 
  while the construction was being done, seeking to steal 
  the rod after the clergy left. He failed to do so and was 
  unable to figure out how to leave the complex. He died 
  and remained to haunt the prison. 
   
  In time, all knowledge of the demongrasp rod and the 
  prison was inadvertently lost to the Church of the One 
  True Path. It would have remained lost had a wizard 
  named Terranis Whitefire not researched the matter in 
  the Lost Library four years ago. Learning about the 
  prison, he tried and failed to teleport into the chamber 
  holding the rod and the force field protecting it. Instead, 
  he scried the area, finding an underground area where 
  his divinations could not reach. After first boring a hole 
  through the rock, to allow his arcane eye to work, he 
  fashioned a shaft straight down into the complex. He 
  figured out sunlight needed to shine on the force field. 
  However, when he found that wasn’t enough, the 
  overconfident wizard attempted to dispel the force field 
  the way he would dispel a wall of force, with a disintegrate 
  spell. Unfortunately, this force field reflected any magic 
  cast upon it, and he did not have the fortitude to 
  withstand his own spell. 
   
  About a year later, adventurers journeying into the 
  Rakers 
  noticed 
  a 
  quarterstaff-wielding 
  barbarian 
  contemplating suicide by jumping into a seemingly 
  bottomless hole. Now, this hole will be investigated 
  further. 
   
  At least one other person has learned what Terranis 
  Whitefire discovered in the Lost Library, an acolyte of 
  the skin named Ramanov Destar. A man who has 
  dedicated his life in the pursuit of demonic power, he 
  one day received word from an ally, who had overheard 
  what Terranis had discovered. More research brought 
  Ramanov to the Lost Library and the tome Terranis 
  discovered. However, it wasn’t until hearing about 
  adventurers’ discovery of a hole in the Rakers that 
  Ramanov figured out this location was a possible resting 
  place for the demongrasp rod.  
   
  Ramanov Destar and a rogue companion tried to 
  descend into the hole, but found evil creatures were 
  prevented from entering the prison. Thus, he has decided 
  to dupe a member of the Arcanist Guild into aiding him, 
  a man he had once met in the course of his wizardly 
  studies. He sent a dream (via a scroll) to the young wizard 
  Devin Evenstar, appearing as a servitor of Pholtus, 
  commanding any who would seek to save the clergy from 
  future demon attacks to take a leap of faith. This brings 
  Devin to the Pious Pilgrim in Rakervale, looking for 
  adventurers. 
  Adventure Summary 
  Introduction: The PCs are spending an evening at the 
  Pious Pilgrim in Rakervale for their own reasons. 
  Encounter One: The young wizard Devin recruits the 
  PCs to recover the demongrasp rod for him. It will be a 25-
  mile journey from Rakervale to reach the hole. 
  Encounter Two: After 14 miles, the PCs are attacked by 
  a group of quasits, servants of Ramanov Destar. The 
  quasits attack in their alternate wolverine forms. They are 
  testing the party as much as guarding, and one tries to 
  escape to warn its master Ramanov. 
  Encounter Three: The PCs reach the hole and take the 
  "leap of faith", landing safely 500 feet down in a mass of 
  webs. 
  Encounter Four: The PCs explore the upper level of the 
  complex. The remains of the rogue/shadowdancer are in 
  one of the chambers. 
  Encounter Five: The PCs explore the lower level of the 
  complex and figure out how to deactivate the force field 
  around the rod. It requires sunlight (shining down the 
  hole and reflecting off a mirror) and positive energy 
  (from any of various sources). A four-part word puzzle 
  activates the levitation effect to return the PCs to the 
  surface. The four words are anagrams of each other 
  (GLEAN, ANGEL, ANGLE, GALEN). 
  
  Leap of Faith 
   
  Page 5 
  Encounter 
  Six: 
  The 
  ghost 
  of 
  the 
  trapped 
  rogue/shadowdancer still lurks in its prison and attacks 
  the PCs if they come into its cavern. 
  Encounter Seven: Back on the surface, Ramanov Destar 
  and his half-orc henchman, Koris, attack the party to take 
  the demongrasp rod for themselves. Some groups of PCs 
  might avoid these two villains through fortunate timing. 
  Conclusion: The PCs return to Rakervale and hand over 
  the rod to the Arcanist Guild, to win the favor of the 
  Guild and of the Church. 
  Preparation for Play 
  There are three encounters in this scenario that will 
  require spot checks on the part of the party. Judges may 
  want to have the players pre-roll these Spot checks to 
  avoid giving them warning when it is time for the Spot 
  checks. This would be for the following: 
  • 
  Noticing the “wolverines” in Encounter Two 
  • 
  Noticing the ghost in Encounter Six 
  • 
  Noticing the approach of the opponents in 
  Encounter Seven or even the invisible Koris in the 
  same encounter 
  Judges may also want to have players pre-roll a Listen 
  check in preparation for the events of Encounter Two. 
   
  Lastly, there is a secret door in the cavern complex of 
  this scenario and so judges may wish to have elves pre-
  roll their Spot checks for secret doors so as to not give 
  away the secret. 
   
  It is left to the individual judge’s discretion as to 
  whether or not to actually have players pre-roll these 
  items. 
  Introduction 
  The 
  Pious 
  Pilgrim 
  in 
  Rakervale 
  is 
  famous 
  throughout the Pale for its devotion to Pholtus. The 
  four walls in the common room are decorated to 
  reflect each of the four domains of Pholtus. The 
  eastern wall is covered with paintings of the sun 
  enchanted to give off magical light, providing a 
  warm luminous light even on the darkest of nights. 
  The south wall, which faces Ogburg, represents 
  knowledge and is covered with shelves from floor to 
  ceiling and completely filled with books. The bar is 
  actually on the “good” wall, where the cheerful 
  innkeeper provides hearty food and drinks that are 
  “good for what ails you.” The fourth wall, 
  representing law, holds the main entrance and a 
  crackling fire keeping the whole room comfortably 
  warm. 
  The PCs may arrive together if they know each other, or 
  separately if so desired. 
  Encounter One: An Evening at 
  the Pious Pilgrim 
  See DM’s Aid #1 for rumors PCs may overhear while in 
  the tavern. 
  Devin enters, looking for the largest group of 
  adventuring types, most likely some or all of the PCs. 
  Just after a pale half-elf exits the tavern, the door 
  opens again, admitting a young Oeridian man. This 
  tall man holds a thick fur coat tight around himself, 
  yet still shivers. He notices an open window and 
  hurriedly shuts it, muttering something about the 
  kind of person who would open a window in this 
  weather. He goes to the fire, finally taking off his 
  coat, revealing a red robe with the symbol of the 
  Arcanist Guild. He scans the crowd and sets his gaze 
  on you. “Good evening to you,” he says, approaching. 
  “I am Devin Evenstar, Brother of the Arcanist Guild. 
  May I sit down? No, better yet, would you join me by 
  this fire until I warm up? You might be interested in 
  what I have to talk about, and it’s something 
  unusual. Believe me, it is!” 
  Allow the players to accept, and perhaps invite other PCs 
  to join them. Devin will identify other adventurers and 
  invite them over. 
  “I come here because… well, first of all to warm up 
  by the roaring fire, but also because of some 
  business, some Arcanist Guild business, and I think 
  you can help. There’s this matter, mostly rumor 
  really, that has been of some interest to the Guild, 
  about an item reportedly buried in the Rakers. Now 
  here’s the strange thing. Last night, for some reason, 
  I was gifted by a dream, a vision. A servitor of 
  Pholtus came to me in my dreams, revealing this 
  very same secret item buried in the Rakers. His 
  message revealed a grave danger for the Pale, and 
  that this item was the key to end the danger. Now, 
  why I received this message, I can’t say; I’m hardly 
  the most devout person. Are you willing to hear 
  more?” 
  Hopefully, the PCs answer affirmatively. If they don’t, 
  Devin will keep talking anyway. 
  “This buried item I was talking about? It’s strange, 
  but there’s almost nothing written about it in our 
  records, or in the Church records either. All 
  information points to it being a powerful item 
  though, a rod capable of controlling demons. Do you 
  remember hearing about that demon army whose 
  invasion was narrowly averted not too long ago? I 
  do.” 
  Devin is referring to the plot of PAL2-01 "Drawing from 
  Life". He continues: 
  “Now, having this dream at this time leads me to 
  think we cannot wait to recover the rod. 
  
  Leap of Faith 
   
  Page 6 
  Unfortunately, my days are being spent on a lengthy 
  ritual with several other Brothers of the Guild and 
  without the fire energy I am contributing the ritual 
  will be ruined. Would you be willing to travel into 
  the Rakers and recover this rod?” 
  Development: 
  If asked, Devin can reveal the following additional 
  information: 
  • 
  Within the Rakers is a hole, opening into a shaft 
  with no end. That is your destination. 
  • 
  In my vision, Pholtus commanded me to take a leap 
  of faith into this hole. 
  • 
  I have talked to my superiors in the Guild, but they 
  are in the same situation, unable to act right now. 
  This dream makes me believe time is of the essence. 
  • 
  Devin is not entirely convinced his vision was from a 
  servant of Pholtus, but it makes him interested in 
  pursuing this mission. 
  If the PCs refuse Devin’s offer, then the scenario ends 
  here before it ever begins. 
   
  If the PCs use their own divinations to determine 
  whether they should undertake this mission, allow a 
  vaguely positive response, such as "Chaos and evil set 
  snares along the path, but the true Light shines even in 
  deepest darkness". You can drop hints about the 
  deception here, but somehow all falls into place in the 
  grand plan of Pholtus. Powerful divinations reveal a 
  servant of Pholtus did not send the dream, but good may 
  still come of this quest. 
  � Devin Evenstar: Male human Wiz3. AL LG. See 
  Appendix I. 
  • 
  Personality: Devin is a friendly man, unusually 
  outgoing and personable for a wizard. He has an 
  active mind, constantly bouncing from one thought 
  to another, and reflects that trait in his speech. He is 
  honest and open in his speech. 
  • 
  Description: Devin is a young Oeridian wizard, 
  about 6'2" tall. He wears a red robe with the insignia 
  of the Arcanist Guild, and is wrapped in a heavy fur 
  coat on this cold evening. 
  • 
  Motivation: Devin wants to learn the truth behind 
  his recent mysterious vision, and he thinks 
  adventurers would be better suited than he for a trip 
  into the Rakers. 
  Encounter Two: When 
  Wolverines Attack 
  Note: It is 25 miles to the mysterious hole in the ground. 
  Calculate the speed at which the party will be traveling, 
  based on the slowest PC in the party. A party with no one 
  moving slower than 30 feet can travel 12 miles a day. If 20 
  feet is the base movement, the party can travel 8 miles 
  per day. If 15 feet is the base movement, the party can 
  travel 6 miles per day. 
  It is early morning as you depart the Pious Pilgrim. 
  Before long, the relative civilization of Rakervale 
  has passed, and the untamed mountains surround 
  you. The mountain air is crisp this fall day. The sky 
  is clear, and the sounds of birds carry on the light 
  breeze. Snow has not yet fallen at this altitude, but 
  the weather could take a turn for the worse at any 
  time. 
  Fourteen miles into the journey, the party encounters 
  what appears to be a wolverine. There are four of these 
  creatures, which are actually quasits, fiendish allies of 
  Ramanov Destar. They are tasked with patrolling the area 
  and fighting any who dare trespass. Ramanov Destar is 
  using the quasits to weaken the PCs and gain an idea of 
  their abilities. 
   
  This attack occurs around mid-morning on the 
  second day, if the party's speed is 30 feet; late afternoon 
  on the second day, if the party's speed is 20 feet; or late 
  morning on the third day, if the party's speed is 15 feet. 
  APL 4 (EL 6) 
  � “Wolverines” (Quasits) (4): hp 13, 13, 13, 13; see 
  Appendix I. 
  APL 6 (EL 8) 
  � “Wolverines” (Quasits) (4): hp 20, 20, 20, 20; see 
  Appendix I. 
  APL 8 (EL 10) 
  � “Wolverines” (Quasits) (4): hp 28, 28, 28, 28; see 
  Appendix I. 
  APL 10 (EL 12) 
  � “Wolverines” (Quasits) (4): hp 36, 36, 36, 36; see 
  Appendix I. 
  APL 12 (EL 14) 
  � “Wolverines” (Quasits) (4): hp 44, 44, 44, 44; see 
  Appendix I. 
  Setup: One of the four quasits scouts the trail the PCs 
  follow, invisible in raven form. When he finds the PCs, 
  he flies to alert his companions. At APL 6+, they cast mage 
  armor 30 minutes before the party is expected to arrive. If 
  the party is unexpectedly delayed, this spell may have 
  expired; the quasits will recast the spell. 
   
  The ambush site should include the narrow trail, a 
  copse of pine trees ahead, boulders, hardy undergrowth, 
  and other terrain features of your choosing. Consider this 
  to be medium forest terrain. 
   
  When the party reaches the ambush site, ask for a 
  Spot check. One of the quasit “wolverines” is simply 
  
  Leap of Faith 
   
  Page 7 
  hiding (DC 20, plus a Hide skill modifier depending on 
  the APL.), and the other three are in the open, but 
  invisible and still (DC 40 to spot). The invisible 
  “wolverines” first roll to spot the party (likely DC 20 or 
  18) at 100 feet, and automatically notice the party at 50 
  feet unless the party is taking the proper precautions in 
  order to avoid being spotted; in this cases make opposed 
  Hide and Spot checks. Remember the -1 penalty per 10 
  feet to Spot checks.  
   
  When the party is spotted (assumed to be at 50 feet), 
  one of the three invisible "wolverines" growls, as does the 
  visible one, and the visible "wolverine" steps out from 
  behind its location. A Listen check (DC 35) can be made 
  to notice there are actually two growls. It is time for 
  initiative. 
  A growl comes from a copse of pine trees ahead. A 
  ferocious wolverine steps forward, pawing the 
  ground, looking directly at you. The fur on its back 
  is raised as it growls louder. 
  Tactics: The three invisible quasits wait until the visible 
  quasit has attacked, moving in to flank PCs where 
  possible. The quasits gang up on weaker looking party 
  members. 
   
  Quasits in their natural form have no reach and 
  cannot threaten for a flank. 
   
  Remember quasits lose their poison attack when in 
  an alternate form. 
   
  At least one of the quasits will attempt to flee. If he 
  succeeds, information about the PCs and their abilities 
  will be communicated to Ramanov Destar. 
   
  Development: The quasits can be tracked (DC 15) 
  back to their hiding place in the trees, but the track ends 
  with the wolverine prints mixing with those of ravens 
  and quasits. [Survival or Knowledge (nature) (DC 15) to 
  recognize raven tracks; Knowledge (the planes) (DC 20) 
  to recognize quasit tracks.] 
   
  The PCs continue another 11 miles before reaching 
  the hole in Encounter Three. 
  Encounter Three: A Leap of 
  Faith 
  An amount of time passes, depending on the speed at 
  which the party travels. It is either a day, if the party 
  moves at Speed 30; a day and a half, if the party moves at 
  Speed 20; or two days, if the party moves at Speed 15. In 
  the middle case, it is late afternoon; otherwise, it is early 
  morning. 
  Another (day, two days, or a day and a half 
  depending on movement speeds) of travel pass(es). 
  Other than a few rabbits and squirrels, and the 
  occasional jay, you see little movement. With 
  Pholtus’s light [rising in the east] [setting in the 
  west], you figure you are near your destination. The 
  terrain levels out, and you find yourself standing 
  near the top of a large flattened dome of granite. The 
  wind blows a few fallen pine needles around a large 
  circular hole. Then, the wind dies, leaving the area 
  perfectly silent.  
  (For PCs who played PAL1-02 "Absence of Law") 
   
  Despite the time that has passed, this 
  mysterious hole appears unaffected by the passing 
  of time. 
  The hole is exactly ten feet in diameter, perfectly circular 
  with no chips or rough edges. If a torch is dropped down 
  the hole, it disappears from sight without hitting 
  anything. If a PC investigates using fly or similar magic, 
  they discover the hole descends 500 feet into the ground, 
  before becoming blocked by webs. 
  The story of the Brother of the Arcanist Guild comes 
  to mind. Was it truly divine inspiration that 
  suggested one should jump down into this 
  bottomless hole? It gapes back silently, no answer to 
  your doubts. 
  Anyone jumping falls a very long distance, 500 feet, and 
  lands in magical, sticky webs, taking no damage from the 
  fall. They can shout out to companions from where they 
  rest. In open ground, it would be difficult to hear them (-
  50 to Listen checks due to distance), but there's nowhere 
  but up for the sound to go, so PCs at the top should be 
  able to hear faintly. 
   
  Development: Given time, PCs should be able to 
  free themselves from the web. Any webs destroyed 
  regenerate after 10 minutes. Proceed to Encounter Four. 
  Encounter Four: The Caverns 
  This encounter covers the three areas of the upper level 
  of the complex. Refer to the DM's Map. 
   
  For escape to the north (Area A or B), read the 
  following: 
  Finally pulling yourselves free of the sticky webs, 
  you find yourselves in a natural cavern system. The 
  web-filled passage you were in branches into 
  passages to the north and west, varying in width 
  between five and ten feet. The cavern is deathly 
  silent. Nothing stirs. 
  For escape to the south (Area C), read the following: 
  Finally pulling yourselves free of the sticky webs, 
  you find yourselves in a natural passage that curves 
  to the west. The cavern is deathly silent. Nothing 
  stirs. 
  The cavern is free of dust. The effects of the guards and 
  wards spell have cleaned it. Stonecunning or similar 
  knowledge reveals it to be a natural cavern. 
  
  Leap of Faith 
   
  Page 8 
  Area A: North Branch 
   
   
   
  The cavern doesn’t extend much further north, 
  ending in a featureless alcove. However, a crude 
  staircase has been carved into the floor, extending 
  downward into darkness. 
  Area B: East Branch  
   
   
   
  The narrow passage opens into a small cavern with 
  an uneven floor. A number of brown blocks, each 
  about the size of a small chest, are stacked here. 
  There are 26 blocks. Further investigation reveals these 
  blocks to be blocks of clay, long dried by the passing of 
  time. Any spellcaster who can cast stone shape recognizes 
  clay is a material component of this spell; others may 
  recognize this fact on a Spellcraft check (DC 24). 
  Area C: South Branch 
   
   
   
  The passage curves to the west, ending in a small 
  alcove. Huddled in the alcove is a desiccated corpse, 
  little more than a skeleton now. Scraps of clothing 
  still cling to the figure, and the remains of a 
  backpack rest under the skull. 
  These 
  are 
  the 
  remains 
  of 
  the 
  trapped 
  rogue/shadowdancer, whose ghost haunts Area I (see 
  Encounter Six). The skeleton is not animate and does not 
  detect as evil. About all that is salvageable from the figure 
  is a pair of short swords. 
   
  Development: The stairway in Area A leads down to 
  Area I (Encounter Six). The PCs might also continue 
  down the hole to Area G (Encounter Five). 
  Encounter Five: The Prison 
  The man-made rooms of the lower level of the cross-
  shaped prison complex are described here. The natural 
  cavern holding the ghost is described in Encounter Six. 
  All rooms were crudely carved using stone shape spells. 
  This fact can be determined with a Spellcraft check (DC 
  23). 
   
  The whole prison, as well as the cavern above, 
  radiates magic of the Abjuration school (Spellcraft check, 
  DC 21, to identify). In addition, the additional effects 
  radiate magic of the appropriate school: Conjuration for 
  the webs, Illusion for the magic mouth, and Evocation for 
  the dancing lights in each chamber (Spellcraft check, DC 
  21, to identify). A Spellcraft check (DC 26) reveals that 
  the effects are similar to the guards and wards spells, but 
  there are differences: most notably, the spell hasn't 
  expired over all these years. This spell, an additional 
  protection left by those who built this complex, was 
  triggered previously by Terranis Whitefire. 
   
  The force field surrounding the demongrasp rod can 
  be identified (Spellcraft check, DC 24) as similar to an 
  Otiluke’s resilient sphere, but with differences, including 
  being permanent and reflecting magic spells cast upon it. 
  Area D: Center Chamber (The Prison) 
   
  This room appears to be the central chamber of the 
  complex with passages leaving it on each wall. In the 
  center of the room, an unusual item demands your 
  attention. Hovering above a stone pedestal is a 
  shimmering sphere, in which rests an obsidian rod. 
  Its end is carved into a demonic, grasping hand with 
  opal claws clutching a large, blood red ruby. 
   
  The pedestal, on the other hand, is a tapered 
  block of pure white marble. It is carved with arcane 
  symbols of warding and holy symbols of Pholtus. 
   
  A further unusual sight is the garb and gear of a 
  wizard lying in a pile between the east entrance and 
  the pillar. A robe, boots, a backpack, and a 
  quarterstaff sit undisturbed. It is as if the person 
  within the clothes simply vanished. 
  Approaching the pedestal triggers a magic mouth, which 
  appears on the east face of the pedestal. The message is 
  delivered in Celestial. After one hour, the magic mouth 
  resets, and repeats its message when someone approaches 
  it again. 
  "Know this, all true followers of the One True Path. 
  Here rests the demongrasp rod, whose power over 
  demonkind is unrivaled. But, its power can be used 
  to bring chaos as well as to fight it. To stop the chaos 
  and protect the followers of the One True Path, the 
  rod was entombed here, protected from mortal eyes 
  by the grace of Pholtus. 
   
  "But know also this: There will come a time 
  where the demonic forces will again bring chaos and 
  evil to the chosen of Pholtus. And so, when the day 
  of need draws near, bring the Light of Pholtus and 
  the Power of Pholtus together, and the demongrasp 
  rod will be freed to again dispel the chaos." 
  If the PCs wish to examine the gear, they can investigate 
  it without incident. They discover the following: 
  • 
  Clothing: robe, boots, belt, gloves, wizard-style hat, 
  pouches with reagents (mostly dried up) and 80 gp 
  in various coins. There is no cloak or headband. 
  Nothing detects as magical. 
  • 
  Backpack: contains a waterskin (water evaporated), 
  iron rations (gone bad after several years), research 
  (Player Handout #2), and miscellaneous adventuring 
  gear (10 gp worth). Nothing detects as magical. 
  • 
  Quarterstaff: detects as magical. It is a +1/+1 
  quarterstaff. 
  • 
  Underneath the clothing, there is a small amount of 
  dust. A Spellcraft check (DC 26) identifies this as the 
  results of a disintegrate spell. The spirit of the wizard 
  
  Leap of Faith 
   
  Page 9 
  is unwilling to come back from the dead, if anyone 
  tries to resurrect him. 
  The force field encasing the demongrasp rod is immune to 
  mortal magic. Any spell which does not provide positive 
  energy cast upon the force field reflects off of it. The first 
  time, the reflected spell will miss the caster and hit the 
  ceiling of the cavern. If any caster is foolish enough to try 
  a second time the spell should reflect back at the wizard. 
   
  Only when sunlight (the Light of Pholtus) shines on 
  the force field at the same time as positive energy (the 
  Power of Pholtus) is sent into it, can the force field be 
  destroyed. The sunlight probably comes from light 
  shining down the shaft and reflecting off the mirror in 
  Area G. (Overly analytical players might realize that 
  sunlight would not shine to the bottom of such a deep 
  and narrow shaft at this latitude and at this time of year, 
  but miraculously it works.)  
   
  Note: the positive energy can come from many 
  different sources, including healing spells, healing 
  potions, healing wands, lay on hands, disrupt undead, and 
  channeling positive energy. Channeled positive energy 
  can come from any cleric who turns undead, not just 
  from a cleric of Pholtus. 
   
  When this task is done, read the following: 
  As the sunlight reflects off the mirror, it illuminates 
  the resting place of the demongrasp rod, glinting off 
  the protective field. 
  Describe the application of positive energy that the PCs 
  use, and continue: 
  The force field glows. It issues forth a humming 
  sound, first quiet and then rising in intensity. 
  Finally, with a flash, the force field blinks out. The 
  demongrasp rod floats down, resting on the 
  pedestal. 
  The demongrasp rod is thoroughly evil and is dangerous to 
  non-evil PCs. See Appendix III for the powers of the rod. 
  Touching the rod may result in a PC being cursed, please 
  read the appendix thoroughly to understand this curse. 
  Any character who has his alignment shifted to evil due 
  to the curse falls under the control of the judge as an 
  NPC until the curse can be removed. If a PC becomes evil 
  because of the curse and does not have his alignment 
  changed from evil before leaving the table, the judge 
  should remove his character from play and notify the 
  Pale Triad. 
  Area E: South Chamber (Knowledge) 
   
  The room to the south is filled with bookshelves and 
  books lining the three walls. A glance at the spines 
  of the ancient books reveals many tracts about 
  history and the Church of the One True Path. A desk 
  occupies the center of the room. 
   
  Upon examining the desk, you see a message 
  inlaid in gold along its far edge, above five dials. 
  Each of the dials lists the letters of the alphabet 
  along its rim. 
  The message on the desk states the following: 
  "To truly walk the One True Path, one must learn. 
  Reflection on the wisdom of the One True Path is 
  essential. Only in gathering the tiniest bits of 
  Knowledge can one find true enlightenment." 
  This message is printed in Player Handout #1a. 
   
  The correct setting for the dials is GLEAN, the 
  action described in the message. The players should 
  eventually be able to come up with the word, especially 
  after seeing the answers to the other clues. If the players 
  are seriously stumped, allow Intelligence checks (DC 20) 
  to figure out the word. 
   
  The books deal mostly with the Church of the One 
  True Path and the history of the demongrasp rod. They 
  would be of interest to the Church. After 2d4 man-hours 
  of research, a book can be found mentioning the name of 
  Galen Everbright. On a Search check (DC 30) the PCs 
  also find passages detailing the Power of Pholtus flowing 
  through his priests to heal and destroy undead. 
  Area F: West Chamber (Good) 
   
   
  The room to the west is dominated by a beautiful 
  statue of silver atop a gold base, lit by a halo of four 
  glowing lights hovering above it. The statue depicts 
  powerful, graceful warrior, female in form, with 
  gleaming white wings. It bears a sword aloft in one 
  hand, and in the other holds a shield bearing the 
  crest of the Theocracy of the Pale. 
   
  Upon 
  closer 
  examination, 
  there 
  is 
  an 
  inscription on the base of the statue. Five dials are 
  set into the center of the base, each with the letters 
  of the alphabet along its rim. 
  The inscription states the following: 
  "To truly walk the One True Path, one must serve the 
  cause of Good. One must strive to be as that purest 
  servant of Good. As she fights her never-ending 
  battle against evil, so shall you." 
  This message is printed in Player Handout #1b. 
   
  The correct setting for the dials is ANGEL, the 
  generic name of the female servitor of good described in 
  the message. The players should eventually be able to 
  come up with the word, especially after seeing the 
  answers to the other clues. If the players are seriously 
  stumped, allow Intelligence checks (DC 15) or 
  Knowledge (the planes) checks (DC 10) to figure out the 
  word. 
  Area G: East Chamber (Sun)  
   
   
  As you enter the east room, four globes of light 
  appear near the ceiling, casting moderate light upon 
  
  Leap of Faith 
   
  Page 10 
  the room. The room is unremarkable, save for the 
  large mirror tilted against the wall. The mirror, 
  about as tall as a dwarf, is of purest silver, set in a 
  gold frame. The hole leading to the surface is 
  directly above the mirror. 
   
  You notice an inscription at the base of the 
  mirror, above five dials. Each dial has the letters of 
  the alphabet arranged around the rim. 
  The inscription states the following: 
  "To truly walk the One True Path, one must bask in 
  the Blinding Light. The Sun will shine Pholtus’ 
  Blinding Light, but it cannot spread into the 
  darkness without the aid of this reflection. And this 
  is the key to shining the Light into the darkness 
  beyond." 
  This message is printed in Player Handout #1c. 
   
  The correct setting for the dials is ANGLE, what is 
  needed for the mirror to shine the light from above into 
  the darkness underground. The players should eventually 
  be able to come up with the word, especially after seeing 
  the answers to the other clues. If the players are seriously 
  stumped, allow Intelligence checks (DC 20) to figure out 
  the word. 
   
  The mirror can be used to reflect sunlight from the 
  shaft (if the shaft is temporarily cleared of its webs) into 
  Area D, to deactivate the force field. 
   
  A secret door in the north wall leads to Area I. See 
  Encounter Six for details. 
  Area H: North Chamber (Law) 
   
   
  For each set of dials in the four rooms that has been set to 
  the proper word, one of the four symbols of Pholtus on 
  the altar here glows. Use the appropriate number of 
  glowing symbols in the following description. 
  A small altar dedicated to Pholtus is set against the 
  north wall of the north chamber. Four symbols of 
  Pholtus are set into the face of the altar. (number) of 
  the symbols are glowing. In an unusual contrast, the 
  floor of the chamber is scribed with a silver magic 
  circle. 
   
  On the floor, near the edge of the altar, is a gold 
  plaque. It is set above five dials, each with the letters 
  of the alphabet around the rim. 
  The plaque states the following: 
  "To truly walk the One True Path, one must never 
  bend in the pursuit of Law. There is an order to 
  everything, and one must recognize and obey this 
  order. My name shall return you to the surface, 
  under the light that shows Pholtus’ power to the 
  world, and my name is of the order of the others. 
  Speak my name as well and it will carry you to 
  freedom." 
  This message is printed in Player Handout #1d. 
   
  The correct setting for the dials is GALEN, the given 
  name of the cleric who established this prison. While the 
  PCs may not know this name, they are told it is of the 
  same order as the other three words, which all use the 
  same five letters. If they do not guess the name outright, 
  there are only 120 possible combinations of the five 
  letters to try, so they can determine the correct 
  combination in a matter of minutes. No Intelligence 
  checks apply here, as the name of Galen Everbright is lost 
  to history, but his name can be found upon doing 
  research in the library. An amazing Bardic Knowledge 
  check (DC 35) also yields the name. 
   
  A search of the floor reveals there is a circular line, 
  about 10 feet in diameter within the boundaries of the 
  magic circle. This crack outlines the platform that will 
  levitate when the device is activated. To activate the 
  levitation, one must stand in the circle, after all four sets of 
  dials have been set and speak the name “Galen.” The 
  circle glows, the platform will rises a few inches, and 
  activates 12 seconds later. Anyone who activates the 
  levitation accidentally can thus step out of the circle. 
   
  If anyone remains on the disc after twelve seconds 
  has passed (all PCs can squeeze onto it), the magic 
  activates completely, providing a way to the surface. 
  The platform rises, first slowly, then at the speed of 
  a slow walk. As it rises, the stone of the ceiling 
  seems to melt away, as if tremendous heat was were 
  welling up above you. 
  The disc takes 25 rounds to reach the surface. Casually 
  ask if the PCs are doing anything during the long and 
  boring ride up. 
   
  Development: If the demongrasp rod has been 
  recovered, the prison is no longer necessary, and self-
  destructs. 
  The tunnel shakes as the sound of breaking rock 
  booms below you. Dust chokes the shaft as beneath 
  you, stone and earth collapse, permanently sealing 
  the onetime home of the demongrasp rod in a 
  prison of stone. 
  Once the PCs reach the surface, either by the levitation 
  platform or their own magic, go to Encounter Seven. 
  Encounter Six: Restless Spirit 
  The PCs encounter the ghost of the trapped 
  shadowdancer in this room. 
  Area I  
   
   
   
   
   
  If the PCs enter via the stairs from Area A (Encounter 
  Four), read the following: 
  
  Leap of Faith 
   
  Page 11 
  The crude stone staircase twists down into a natural 
  cavern. The cavern narrows at the far end, perhaps 
  indicating an exit. 
  If the PCs enter via the secret door from Area G 
  (Encounter Five), read the following: 
  The door swings outward. Beyond the door is a short 
  passage into a natural cavern, clearly not worked 
  like the adjoining room. A crude staircase in the rear 
  left of the cavern leads upward. 
  Inhabiting this cavern is the ghost of the first person to 
  try, and fail, to steal the demongrasp rod: the 
  rogue/shadowdancer who was sealed into the complex. 
  Although he died in the caverns above, he spent most of 
  his time in this room, and so haunts it. Due to the 
  protections on this prison, the ghost cannot access the 
  Ethereal plane, and is always manifested. 
  The Ghost, the late Newon Envolis: Male ghost 
  (former human), level varies by APL. AL CN. 
  • 
  Personality: In his life, he was efficient and even in 
  temper. He viewed his chosen task as a job and 
  approached it with extreme devotion. However, after 
  failing, rage consumed him. He now strikes out 
  viciously at anyone. His temper, however, does not 
  curb his keen mind, and he always strikes in the 
  most effective manner. 
  • 
  Description: By appearance, the rogue was once a 
  short, wiry Oeridian man, wearing what was likely a 
  dark cloak. As a translucent figure, he blends with 
  the shadows even better than he did in life. 
  • 
  Motivation: The human rogue named Newon 
  Envolis was known for his patience and skill. In 
  pursuit of a target, he would wait months for the 
  right time to strike. A mysterious figure, in the 
  employ of an unknown demon, recruited Newon to 
  recover the demongrasp rod. He waited in the 
  shadows deep in the cavern for the clerics to leave, 
  but when they did, he could not figure out how to 
  recover the rod or even leave the prison. In the days 
  before he died of starvation, his hatred finally grew 
  and overwhelmed him. 
  APL 4 (EL 5) 
  � Ghost, Rog3: hp 26; see Appendix I. 
  APL 6 (EL 7) 
  � Ghost, Rog5: hp 40; see Appendix I. 
  APL 8 (EL 9) 
  � Ghost, Rog7: hp 54; see Appendix I. 
  APL 10 (EL 11) 
  � Ghost, Rog7/Shd2: hp 68; see Appendix I. 
  APL 12 (EL 13) 
  � Ghost, Rog7/Shd4: hp 82; see Appendix I. 
  Setup: The ghost is always in this room. It waits forever 
  for visitors on whom to exact its revenge. 
   
  Tactics: The ghost waits in the corner, lurking in the 
  shadows, until someone approaches within 5 feet. It then 
  attempts to attack with surprise, favoring a foe who 
  doesn’t resemble a rogue. 
   
  The spirit is tied to this room, and does not follow 
  the PCs if they leave. If they attack from outside the 
  chamber, however, it does follow them to attack, and if 
  the PCs return after leaving, it will follow them, fighting 
  until dead (again). 
   
  There is nothing of further interest in the room. 
   
  Development: The PCs probably return to the other 
  rooms of the prison (Encounter Five) before reaching the 
  surface (Encounter Seven). 
  Encounter Seven: In the Grasp 
  of Demons 
  Ramanov Destar and Koris Quickaxe stay on the surface, 
  taking shelter each night in a cave about a quarter mile 
  away during the night. They return to the hole each day 
  after the PCs first arrive, and Ramanov Destar scans down 
  the hole with either clairaudience/clairvoyance or arcane eye, 
  depending on the APL, just before noon each day. This 
  way, they see if the PCs recover the rod that day, and 
  then watch if the PCs are about to leave via the levitation 
  panel. Ramanov and Koris wait about 200 feet from the 
  hole in a copse of pine trees, when not near at the hole. 
   
  There are two ways for this combat to occur. One, 
  the PCs leave soon after recovering the rod, and the 
  enemies Ramanov and Koris are able to prepare for them. 
  Two, the PCs can leave some other time and possibly 
  surprise the two men. High -level PCs might bypass this 
  encounter entirely.  
   
  If the enemies, Ramanov and Koris, are waiting for 
  the PCs, read the following, varying the description of 
  Ramanov Destar based on the APL, and noting the 
  enemies might be invisible: 
  Finally, the parting rock reveals a bright, clear 
  winter day. The blue sky stretches over the Rakers. 
  The platform reaches the surface, revealing the stark 
  beauty of the mountains. It also reveals two figures 
  waiting for you. One is a muscular half-orc, his 
  meaty arms hefting a gleaming greataxe. The other 
  is a thin human man with dark, oily skin. Spikes on 
  his skin and reddish eyes give him a demonic 
  appearance. He sneers at you. “Excellent. Thank you 
  so very much for fetching the demongrasp rod for 
  me. Now, fools, DIE!” 
  
  Leap of Faith 
   
  Page 12 
  If the PCs come up at some other time, holding the 
  demongrasp rod, the foes will be attracted by the collapsing 
  prison. They arrive within sight distance (200 feet) three 
  rounds after the PCs reach the surface. 
  Off in the distance, two figures approach you. One is 
  a muscular, hunched figure. From this distance, he 
  appears to be holding a greataxe at the ready. The 
  other figure looks like a thin man, but he appears to 
  wear strange spiked armor. 
  When Ramanov moves closer to the party, you should 
  describe his oily, spiked skin properly to the party so they 
  may recognize what he truly is. If the players do not 
  deduce his allegiance with out-of-character knowledge, 
  allow the PCs a Knowledge (the planes or arcana) check 
  (DC 25) to know about the ritual that creates acolytes of 
  the skin. 
  � Ramanov Destar: Male human, level varies by 
  APL. AL CE. 
  • 
  Personality: A cold-hearted man, singularly focused 
  on obtaining the power of the great demons. He 
  thinks of himself as a clever manipulator. He is not 
  above taunting the PCs. He is in high spirits, 
  thinking his grand plan is working. 
  • 
  Description: A wiry man standing 5'8" tall, 
  Ramanov is dwarfed physically by his sturdy 
  comrade. He wears loose brown clothes that don’t 
  stand out that much against the background. 
  Depending on the APL, he has taken on an 
  increasingly demonic appearance. 
  • 
  Motivation: Ramanov began his study of magic 
  with a wizards’ guild in Nyrond, but chafed at rules 
  he thought held him back. Focused on increasing his 
  power, his independent studies led him to the rituals 
  necessary to become an acolyte of the skin. He hopes 
  to gain the power of the greatest demon princes and 
  hopes the demongrasp rod will give him a way to force 
  demons to give him more power. 
  � Koris Quickaxe: Male half-orc, level varies by APL. 
  AL NE. 
  • 
  Personality: Koris is a quiet, efficient killer. Even in 
  rage, he makes very little noise. He acts subservient 
  to Ramanov, following his lead, but would not be 
  above abandoning him. 
  • 
  Description: Koris is a large half-orc, about 6'6" tall. 
  He is well muscled, but not overwhelmingly so. He 
  moves with grace for someone so large. A glint of 
  metal can be seen beneath his dark clothes. 
  • 
  Motivation: Koris grew up in an orc tribe, quickly 
  mastering dirty-fighting techniques, but preferring 
  to fight with the favored orc greataxe. He doesn’t fit 
  in in any society, so sells his sword to anyone who 
  will pay well. He cares for Ramanov only in that he 
  is a successful employer. 
  APL 4 (EL 7) 
  � Ramanov Destar, male human Div5/Acolyte of the 
  Skin1: hp 31; see Appendix I. 
  � Koris Quickaxe, male half-orc Rog3/Bbn1: hp 25; 
  see Appendix I. 
  Tactics (APL 4): At the beginning of the day, Ramanov 
  casts extended mage armor on himself. Near midday, he 
  casts resist energy (acid) on Koris and see invisibility on 
  himself. 
   
  If they have time to prepare for an attack on the PCs, 
  Koris drinks his three buffing potions, reads his scroll of 
  freedom of movement, and lastly, reads a scroll of shield. 
  Ramanov makes Koris invisible, casts shield, and drinks his 
  potion of bear’s endurance. Lastly, he reads his scroll of haste. 
   
  If they are engaging the PCs in response to them 
  freeing the demongrasp rod, they only take one round to 
  prepare. Koris reads his scroll of shield and Ramanov makes 
  him invisible. 
   
  Ramanov and Koris direct their attacks against the 
  PCs to maximize their effects based on what they judge 
  them to be by appearance. Koris directs his first, invisible 
  attack against a wizard first, a cleric second, and not a 
  barbarian or rogue. Ramanov saves his poison touch for 
  rogue’s first, wizards second, and not a cleric or a fighter. 
  Ramanov keeps a dagger in hand and tries to end each 
  round adjacent to a PC, even if it means casting on the 
  defensive, in order to create a flank for Koris. He uses slow 
  after the first round of combat, to automatically dispel the 
  haste on any PC, and slow those not hasted. He attempts to 
  keep Koris out of the area of effect of his damaging spells, 
  but will hit him if necessary (he has permission), knowing 
  Koris is partially protected. 
   
  Ramanov and Koris are vicious, but they do not fight 
  to the death if it looks like they have no chance of 
  winning. 
  APL 6 (EL 9) 
  � Ramanov Destar, male human Div5/Acolyte of 
  the Skin3: hp 41; see Appendix I. 
  � Koris Quickaxe, male half-orc Rog5/Bbn1: hp 
  35; see Appendix I. 
  Tactics (APL 6): At the beginning of the day, Ramanov 
  casts extended mage armor on himself. Near midday, he 
  casts resist energy (acid) on Koris and see invisibility on 
  himself. 
   
  If they have time to prepare for an attack on the PCs, 
  Koris drinks his three buffing potions, reads his scroll of 
  freedom of movement, and lastly, reads a scroll of shield. 
  Ramanov makes Koris invisible, casts shield, and drinks his 
  potion of bear’s endurance. Lastly, he reads his scroll of haste. 
   
  If they are engaging the PCs in response to them 
  freeing the demongrasp rod, they only take one round to 
  
  Leap of Faith 
   
  Page 13 
  prepare. Koris reads his scroll of shield and Ramanov makes 
  him invisible. 
   
  Ramanov and Koris direct their attacks against the 
  PCs to maximize their effects based on what they judge 
  them to be by appearance. Koris directs his first, invisible 
  attack against a wizard first, a cleric second, and not a 
  barbarian or rogue. Ramanov saves his poison touch for 
  rogues first, wizards second, and not a cleric or a fighter. 
  Ramanov uses his fiendish glare on a fighter or barbarian, 
  preferably one near Koris, hoping for the stun. Ramanov 
  keeps a dagger in hand and tries to end each round 
  adjacent to a PC, even if it means casting on the defensive, 
  in order to create a flank for Koris. He uses slow after the 
  first round of combat, to automatically dispel the haste on 
  any PC, and slow those not hasted. He attempts to keep 
  Koris out of the area of effect of his damaging spells, but 
  will hit him if necessary (he has permission), knowing 
  Koris is partially protected. 
   
  Ramanov and Koris are vicious, but they do not fight 
  to the death if it looks like they have no chance of 
  winning. 
  APL 8 (EL 11) 
  � Ramanov Destar, male human Div5/Acolyte of 
  the Skin5: hp 61; see Appendix I. 
  � Koris Quickaxe, male half-orc Rog7/Bbn1: hp 
  45; see Appendix I. 
  Tactics (APL 8): At the beginning of the day, Ramanov 
  casts extended mage armor on himself. Near midday, he 
  casts resist energy (acid) on Koris and see invisibility on 
  himself. 
   
  If they have time to prepare for an attack on the PCs, 
  Koris drinks his three buffing potions, reads his scroll of 
  freedom of movement, and lastly, reads a scroll of shield. 
  Ramanov makes Koris improved invisible, casts shield, and 
  drinks his potion of bear’s endurance. Lastly, he reads his 
  scroll of haste. 
   
  If they are engaging the PCs in response to them 
  freeing the demongrasp rod, they only take one round to 
  prepare. Koris reads his scroll of shield and Ramanov makes 
  him greater invisible. 
   
  The two foes direct their attacks against the PCs to 
  maximize their effects based on what they judge them to be 
  by appearance. Koris directs his invisible attacks against a 
  wizard first, a cleric second, and not a barbarian or rogue. 
  Ramanov saves his poison touches for rogues first, wizards 
  second, and not a cleric or a fighter. Ramanov uses his 
  fiendish glare on a fighter or barbarian, preferably one near 
  Koris, hoping for the stun. Ramanov keeps a dagger in 
  hand, and if Koris’ greater invisibility is dispelled, he tries to 
  end each round adjacent to a PC, even if it means casting 
  on the defensive, in order to create a flank for Koris. He 
  uses slow after the first round of combat, to automatically 
  dispel the haste on any PC, and slow those not hasted. He 
  attempts to keep Koris out of the area of effect of his 
  damaging spells, but will hit him if necessary (he has 
  permission), knowing Koris is partially protected. 
   
  Ramanov and Koris are vicious, but they do not fight 
  to the death if it looks like they have no chance of 
  winning. 
  APL 10 (EL 13) 
  � Ramanov Destar, male human Div5/Acolyte of 
  the Skin7: hp 73; see Appendix I. 
  � Koris Quickaxe, male half-orc Rog9/Bbn1: 
  Medium-Size Humanoid, hp 55: see Appendix I. 
  Tactics (APL 10): At the beginning of the day, Ramanov 
  casts extended mage armor on himself. Near midday, he 
  casts resist energy (acid) on Koris and see invisibility on 
  himself. 
   
  If they have time to prepare for an attack on the PCs, 
  Koris drinks his three buffing potions, reads his scroll of 
  freedom of movement, and lastly, reads a scroll of shield. 
  Ramanov makes Koris improved invisible, casts shield, and 
  drinks his potion of bear’s endurance. Lastly, he reads his 
  scroll of haste. 
   
  If they are engaging the PCs in response to them 
  freeing the demongrasp rod, they only take one round to 
  prepare. Koris reads his scroll of shield and Ramanov makes 
  him greater invisible. 
   
  The two foes direct their attacks against the PCs to 
  maximize their effects based on what they judge them to be 
  by appearance. Koris directs his invisible attacks against a 
  wizard first, a cleric second, and not a barbarian or rogue. 
  Ramanov saves his poison touches for rogues first, wizards 
  second, and not a cleric or a fighter. Ramanov uses his 
  fiendish glare on a fighter or barbarian, preferably one near 
  Koris, hoping for the stun. Ramanov uses his glare of the 
  pit on the rogues first, wizards second. Ramanov keeps a 
  dagger in hand, and if Koris’ greater invisibility is dispelled, 
  he tries to end each round adjacent to a PC, even if it means 
  casting on the defensive, in order to create a flank for Koris. 
  He uses slow after the first round of combat, to 
  automatically dispel the haste on any PC, and slow those not 
  hasted. He attempts to keep Koris out of the area of effect of 
  his damaging spells, but will hit him if necessary (he has 
  permission), knowing Koris is partially protected. 
   
  Ramanov and Koris are vicious, but they do not fight 
  to the death if it looks like they have no chance of 
  winning. 
  APL 12 (EL 15) 
  � Ramanov Destar, male human Div5/Acolyte of 
  the Skin9: Medium-Size Humanoid, hp 85:; see 
  Appendix I. 
  � Koris Quickaxe, male half-orc Rog11/Bbn1: 
  Medium-Size Humanoid, hp 65:; see Appendix I. 
  Tactics (APL 12): At the beginning of the day, Ramanov 
  casts extended mage armor on himself. Near midday, he 
  
  Leap of Faith 
   
  Page 14 
  casts resist energy (acid) on Koris and see invisibility on 
  himself. He also attempts to summon a vrock. 
   
  If they have time to prepare for an attack on the PCs, 
  Koris drinks his three buffing potions, reads his scroll of 
  freedom of movement, and lastly, reads a scroll of shield. 
  Ramanov makes Koris greater invisible, casts shield, and 
  drinks his potion of bear’s endurance. Lastly, he reads his 
  scroll of haste. 
   
  If they are engaging the PCs in response to them 
  freeing the demongrasp rod, they only take one round to 
  prepare. Koris reads his scroll of shield and Ramanov makes 
  him improved invisible. 
   
  The two foes direct their attacks against the PCs to 
  maximize their effects based on what they judge them to be 
  by appearance. Koris directs his invisible attacks against a 
  wizard first, a cleric second, and not a barbarian or rogue. 
  Ramanov saves his poison touches for rogues first, wizards 
  second, and not a cleric or a fighter. Ramanov uses his 
  fiendish glare on a fighter or barbarian, preferably one near 
  Koris, hoping for the stun. Ramanov uses his glare of the 
  pit on rogues first, wizards second. Ramanov keeps a 
  dagger in hand, and if Koris’ greater invisibility is dispelled, 
  he tries to end each round adjacent to a PC, even if it means 
  casting on the defensive, in order to create a flank for Koris. 
  He uses slow after the first round of combat, to 
  automatically dispel the haste on any PC, and slow those not 
  hasted. He attempts to keep Koris out of the area of effect of 
  his damaging spells, but will hit him if necessary (he has 
  permission), knowing Koris is partially protected. 
   
  Ramanov and Koris are vicious, but they do not fight 
  to the death if it looks like they have no chance of 
  winning. 
   
  Development: When Ramanov and Koris have 
  been defeated, the PCs are free to return to Rakervale, as 
  indicated in the Conclusion. 
  Conclusion 
  The PCs can make it back to Rakervale without further 
  incident. 
  If the PCs return the rod to the Church 
   
  They can find Devin Everbright at the local chapter 
  house of the Arcanist Guild. If time remains in the slot, 
  allow the PCs to explain what happened. The Arcanist 
  Guild will work with the Church of the One True Path to 
  make sure the demongrasp rod is protected. 
   
  If any PC has suffered the Curse of the Demongrasp 
  Rod, the Church arranges to have the curse removed free 
  of charge. This means the Church will cast the remove 
  curse and atonement spells to have all effects of the curse 
  removed as necessary. 
   
  The Arcanist Guild rewards the PCs with a boon, and 
  with an additional bonus (50 gp times APL) if they 
  returned the books sealed under the Rakers. 
  If the PCs try to keep the rod 
   
   
  Two days after arriving, each PC will be visited by a 
  brother of the Arcanist Guild and a cleric of Pholtus (a 
  Wiz9 and a Clr9). The cleric has discern lies active. The 
  brother of the Arcanist Guild will express his surprise the 
  PC has returned, given they have not received word from 
  him or her about the completion of their task. In the 
  subsequent questioning, the cleric will say when Pholtus 
  judges their words to be untrue. They will speak of dire 
  consequences for opposing the Arcanist Guild and the 
  Church of the One True Path, and dire consequences for 
  the Pale if the demongrasp rod cannot be placed in a 
  protective ward. Even if the PCs return the rod now, they 
  earn the Disfavor of the Arcanist Guild and do not 
  receive the Favor of the Arcanist Guild. They also receive 
  the Displeasure of the Church and, from this point 
  forward, all spells the PC needs cast by the Church of the 
  One True Path will cost 50% more then the cost listed in 
  the LGCS. 
   
  If the PCs don’t return the rod, the two men depart, 
  and return 20 minutes later with a company of the 
  Church Militant to take the rod by force. This is an 
  untiered encounter and the judge should do everything 
  in his power to make the PCs realize they cannot win. 
   
  If the PCs flee before the arrival of the Church 
  Militant, the PCs become wanted criminals in the Pale. 
  Furthermore, within a week after stealing the rod, the PC 
  in possession of it will be visited by a retrieval squad of 
  fiends who will take the rod by force, leaving the PC 
  incurably fatigued during his next adventure. Circle the 
  Robbed by Demons notation on this character’s AR. 
   
  Those who have received the curse of the demongrasp 
  rod may have even bigger consequences to deal with from 
  absconding with the rod. See Appendix III for details 
  about the rod and its curse. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the quasits  
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  
  Leap of Faith 
   
  Page 15 
  APL10 360 xp 
  APL 12 420 xp 
  Encounter Six 
  Defeat the ghost 
  APL4 150 xp 
  APL6 210 xp 
  APL8 270 xp 
  APL10 330 xp 
  APL 12 390 xp 
  Encounter Seven 
  Defeat Ramanov and Koris 
  APL4 210 xp 
  APL6 270 xp 
  APL8 330 xp 
  APL10 390 xp 
  APL 12 450 xp 
  Story Award 
  Recover the demongrasp rod and return it to the Arcanist 
  Guild 
  APL4 60 xp 
  APL6 90 xp 
  APL8 120 xp 
  APL10 150 xp 
  APL12 180 xp 
  Discretionary roleplaying award 
  APL4 75 xp 
  APL6 90 xp 
  APL8 105 xp 
  APL10 120 xp 
  APL12 135 xp  
  Total possible experience:  
   
  APL4 675 xp 
  APL6 900 xp 
  APL8 1125 xp 
  APL10 1350 xp 
  APL 12 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
  Encounter Five: 
   
  APL 4: L: 3 gp; C: 13 gp; M: 358 gp 
   
  APL 6: L: 3 gp; C: 13 gp; M: 358 gp 
   
  APL 8: L: 3 gp; C: 13 gp; M: 358 gp 
   
  APL 10: L: 3 gp; C: 13 gp; M: 358 gp 
  
  Leap of Faith 
   
  Page 16 
   
  APL 12: L: 3 gp; C: 13 gp; M: 358 gp 
  Encounter Seven: 
   
  APL 4: L: 31 gp; C: 30 gp; M: 692 gp 
   
  APL 6: L: 4 gp; C: 30 gp; M: 1389 gp 
   
  APL 8: L: 4 gp; C: 30 gp; M: 1806 gp 
   
  APL 10: L: 4 gp; C: 30 gp; M: 3806 gp 
   
  APL 12: L: 4 gp; C: 30 gp; M: 5972 gp 
  Conclusion: 
  Reward from the Arcanist Guild 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 4: L: 34 gp; C: 243 gp; M: 1050 gp - Total: 1327 
  gp (max 650 gp) 
   
  APL 6: L: 7 gp; C: 343 gp; M: 1747 gp - Total: 2097 gp 
  (max 900 gp) 
   
  APL 8: L: 7 gp; C: 443 gp; M: 2164 gp - Total: 2614 gp 
  (max 1300 gp) 
   
  APL 10: L: 7 gp; C: 543 gp; M: 4164 gp - Total: 4714 
  gp (max 2300 gp) 
   
  APL 12: L: 7 gp; C: 643 gp; M: 6330 gp - Total: 6980 
  gp (max 3300 gp) 
   
  Special 
  Ramanov's Spellbook Part One: 
  [0-levels omitted] 1st—burning hands, endure elements, 
  enlarge person, mage armor, magic missile, reduce person, true 
  strike; 2nd—blindness/deafness, bull’s strength, endurance, 
  levitate, 
  see 
  invisibility, 
  spider 
  climb; 
  3rd—
  clairaudience/clairvoyance, dispel magic, fireball, fly, haste, 
  slow. 
  Ramanov's Spellbook Part Two: 
  4th—arcane eye, bestow curse, greater invisibility, mass reduce 
  person, scrying. 
  Ramanov's Spellbook Part Three: 
  5th—baleful polymorph, cone of cold, contact other plane, 
  teleport. 
  Favor of the Arcanist Guild: After any Pale regional 
  scenario, the Arcanist Guild or the Church of the One True 
  Path will upgrade one of the following items: 
  • 
  A cloak of resistance or vest of resistance from + 1 to 
  +2 or from +2 to +3 
  • 
  A ring of protection from +1 to +2 or from +2 to +3 
  • 
  Add bane (evil outsiders) or holy to any weapon 
  The PC must pay the full cost of the difference in the item's 
  value. This favor can be used once for only one of the above 
  listed benefits. Cross off the favor once it is used. 
  Disfavor of the Arcanist Guild: The PC refused to 
  return a powerful evil item to the protection of the 
  Arcanist Guild. If the PC is a member of the Arcanist Guild, 
  he is expelled from the organization. The PC must expend 
  two favors of the organization in order to make use of any 
  other favors from this organization. 
  Displeasure of the Church of the One True Path: The 
  PC refused to return a powerful evil item to the protection 
  of the Church of the One True Path. From this point, all 
  spells the PC requires to be cast by the Church will cost 
  150% of the list price in the LGCS. 
  Wanted Criminal in the Theocracy of the Pale:  This 
  PC is wanted for crimes against the Church in the 
  Theocracy of the Pale. In any adventure taking place within 
  the Pale (Regional or Meta-Regional) if the PC is seen by a 
  member of the Church or Theocratic Law Enforcement the 
  character must make a Bluff or Disguise check (DC 30) or 
  be arrested for their crime and serve 4 weeks in a New 
  Dawn Camp. The PC loses 4 TUs if arrested. Once the PC 
  has been arrested once, this is no longer applicable. 
  Robbed by Fiends in the Night: The rod has 
  mysteriously disappeared one night, and your belongings 
  have a faint scent of blood and brimstone about them. This 
  has left the PC incurably fatigued during his next 
  adventure. 
  Curse of the Demongrasp Rod:  This PC has been 
  afflicted by the curse of the demongrasp rod and has taken 
  on a demonic appearance. The character now has red eyes 
  and a long, spaded tail, and suffers a -6 penalty to Charisma. 
  This effect may be removed by a remove curse spell cast by a 
  16th-level caster. 
  Additionally, the character touching the demongrasp rod has 
  his alignment shifted by one step towards evil (good to 
  neutral, neutral to evil).  This can be cured by a atonement 
  spell cast by a 16th level priest. If the curse is not cured at 
  the table, then the character is removed from play if the 
  alignment shift has resulted in the character’s alignment 
  becoming evil.  
  Items for the Adventure Record 
  Item Access  
   
   
   
   
  APL 4 
  Scroll of Fireball [acid], 5th level caster 
  
  Leap of Faith 
   
  Page 17 
  Wand of Invisibility 
  +1 Mithral Chain Shirt 
  Potion of Cure Serious Wounds 
  Ramanov's Spellbook, Part One 
  APL 6 
  Wand of Fireball [acid], 6th level caster 
  +2 Headband of Intellect 
  APL 8 
  +2 Mithral Chain Shirt 
  Ramanov's Spellbook, Part Two 
  APL 10 
  +2 Greataxe 
  +4 Headband of Intellect 
  APL 12 
  +2 Shock Greataxe 
  +4 Gloves of Dexterity 
  Ramanov's Spellbook, Part Three 
   
   
   
   
  
  Leap of Faith 
   
  Page 18 
  Appendix I - NPCs (all APLs)
  Encounter One 
   
   
   
   
  Devin Evenstar, male human Wiz3: Medium-Size 
  Humanoid (human); HD 3d4+3; hp 13; Init +1 (Dex); 
  Spd 30 ft.; AC 15 (+4 mage armor, +1 Dex); Base Atk +1; 
  Grap +2; Atk +3 melee (1d6+1, quarterstaff) or +2 ranged 
  (1d8/19-20, light crossbow); Full Atk +3 melee (1d6+1, 
  quarterstaff) or +2 ranged (1d8/19-20, light crossbow); 
  SA spells; SQ nil; AL LG; SV Fort +2, Ref +2, Will +3; Str 
  12, Dex 12, Con 12, Int 16, Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +5, Knowledge (religion) +5, Speak Language 
  [1]. 
   
  Feats: Empower Spell, Extend Spell, Scribe Scroll, 
  Weapon Focus (quarterstaff). 
   
  Languages: Common, Celestial, Elf, Ignan, Old 
  Oeridian. 
   
  Possessions: Quarterstaff, light crossbow, 20 bolts, 
  spell component pouch, heavy fur coat, robes with 
  symbol of the Arcanist Guild, holy symbol of Pholtus, 50 
  gp. 
   
  Wizard Spells Prepared (4/3/2, DC 13 + spell level): 0-
  level—detect magic, light, prestidigitation, read magic; 1st—
  endure elements, magic weapon, protection from evil; 2nd—
  Melf’s acid arrow, summon monster II. 
   
  
  Leap of Faith 
   
  Page 19 
  Appendix I - NPCs (APL 4) 
  Encounter Two 
   
   
   
   
  “Wolverine” (Quasit): CR 2; Medium-Size Outsider 
  (Chaotic, Evil, Extraplanar); HD 3d8; hp 13; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft., burrow 10 ft., climb 10 
  ft.; AC 14 (+2 Dex, +2 natural); Base Atk +3; Grap +5; Atk 
  +5 melee (1d4+2 (crit 20/x2), claw); Full Atk +5/+5 melee 
  (1d4+2, 2 claws) and +0 melee (1d6+1, bite); SA spell-like 
  abilities, poison; SQ DR 5/cold iron or good, poison 
  immunity, fire resistance 10, alternate form, fast healing 
  2, darkvision 60 ft.; AL CE; SV Fort +7, Ref +5, Will +4; 
  Str 14, Dex 15, Con 19, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +5, Listen +6, Move Silently 
  +5, Search +4, Spellcraft +4, Spot +6; Improved Initiative, 
  Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Quasit (APL 4): see Monster Manual page 46 for the 
  stats of a quasit in its natural form. 
   
  Encounter Six 
   
   
   
   
  Ghost: male ghost Rog3; CR 5; Medium Undead 
  (Augmented Humanoid, Incorporeal); HD 3d12; hp 26; 
  Init +7; Spd 30 ft., fly 30 ft. (perfect); AC 16 (touch 16, 
  flat-footed 13) (+3 Dex, +3 deflection); Base Atk +2; 
  Grap +2; Atk +5 melee (1d4 ability drain, draining 
  touch); Full Atk +5 melee (1d4 ability drain, draining 
  touch); SA Draining touch, horrific appearance, 
  manifestation, telekinesis, sneak attack +2d6; SQ 
  Rejuvenation, turn resistance +4, trap finding, evasion, 
  trap sense +1; AL CN; SV Fort +1, Ref +6, Will +1; Str 
  10, Dex 16, Con -, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +9, Diplomacy +13, Hide +9, 
  Jump +8, Listen +6, Move Silently +9, Sense Motive +6, 
  Sleight of Hand +8, Spot +6, Tumble +11; Combat 
  Reflexes, Dodge, Improved Initiative. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against non-
  ethereal opponents, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature; it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  
  Leap of Faith 
   
  Page 20 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex saving throw, he takes no 
  damage with a successful saving throw. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Encounter Seven 
   
   
   
   
  Ramanov Destar: male human Div5/Acolyte of the 
  Skin1; CR 6; Medium Humanoid (human); HD 6d4+12; 
  hp 31; Init +3 (Dex); Spd 30 ft.; AC 18 (+4 mage armor, +3 
  Dex, +1 natural), touch 13, flat-footed 15; Base Atk +2; 
  Grap +1; Atk +1 melee (1d4-1/19-20, dagger) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk +1 melee (1d4-1/19-
  20, dagger) or +5 ranged (1d8/19-20, light crossbow); SA 
  spells, poison; SQ wear fiend; AL CE; SV Fort +5, Ref +4, 
  Will +8; Str 8, Dex 16, Con 14, Int 17, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +11, Craft (alchemy) 
  +6, Intimidate +1, Knowledge (arcana) +12, Knowledge 
  (history) +12, Knowledge (the planes) +11, Knowledge 
  (religion) +4, Speak Language [2], Spellcraft +12; Craft 
  Wand, Energy Affinity (Acid), Extend Spell, Greater 
  Spell Focus (Transmutation), Scribe Scroll, Spell Focus 
  (Transmutation). 
   
  Languages: Common, Celestial, Draconic, Elven, 
  Infernal, Abyssal. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, 100 
  gp, backpack, scroll of haste, scroll of fireball [acid], scroll of 
  slow, scroll of dispel magic, potion of bear's endurance, potion 
  of cure serious wounds, wand of invisibility (3rd) (20 
  charges). 
   
  Diviner: Cast one bonus divination spell per day. 
  Cannot cast spells from the school of Enchantment. 
  Divination spells in bold. He has the spellcasting 
  abilities of a 5th level caster. 
   
  Wear Fiend (Su): Gain +1 natural armor, +2 
  inherent modifier to Dexterity, 60-foot darkvision, poison 
  1/day. 
   
  Poison (Sp): As per the spell, at 16th caster level (DC 
  20). 
   
  Wizard Spells Prepared (4+1/ 4+1/ 3+1/ 2+1, DC 
  13 + spell level [DC 15 + spell level for Transmutation 
  spells]): 0-level—detect magic, detect poison, disrupt undead, 
  mage hand, ray of frost; 1st level—burning hands [acid], 
  magic missile, reduce person, shield, true strike; 2nd level—
  blindness/deafness, extended mage armor, resist energy, see 
  invisibility; 3rd level—clairaudience/clairvoyance, haste, 
  slow. 
   
  Koris Quickaxe: male half-orc Rog3/Bbn1; CR 4; 
  Medium Humanoid (orc); HD 3d6+1d12+4; hp 25; Init 
  +2 (Dex); Spd 40 ft.; AC 17 (+5 +1 chain shirt, +2 Dex), 
  touch 12, flat-footed 17; Base Atk +3; Grap +7; Atk +8 
  melee (1d12+6/x3, masterwork greataxe); Full Atk +8 
  melee (1d12+6/x3, masterwork greataxe); SA sneak 
  attack +2d6; SQ fast movement, rage 1/day, evasion, 
  uncanny dodge, trap sense +1; AL NE; SV Fort +4, Ref +5, 
  Will +3; Str 19, Dex 14, Con 12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +4, Disable Device +7, Jump 
  +11, Open Lock +9, Search +7, Sense Motive +5, Speak 
  Language [1], Spot +5, Tumble +11, Use Magic Device 
  +6; Instantaneous Rage, Iron Will. 
   
  Languages: Common, Abyssal, Orc. 
   
  Equipment: Masterwork greataxe, 2 daggers, 80 gp, 
  backpack, +1 mithral chain shirt, potion of bull’s strength, 
  potion of cat’s grace, potion of bear’s endurance, scroll of shield 
  (2), scroll of remove paralysis, potion of cure serious wounds. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being 
  struck by an invisible attacker. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +1 dodge bonus to Armor 
  Class. 
   
  
  Leap of Faith 
   
  Page 21 
  Appendix I - NPCs (APL 6)
  Encounter Two 
   
   
   
   
  “Wolverine” (Quasit): quasit Rog1/Sor1; CR 4; 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar); HD 
  3d8+1d6+1d4; hp 20; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft., burrow 10 ft., climb 10 ft.; AC 18 (+2 Dex, +2 
  natural, +4 mage armor); Base Atk +3; Grap +5; Atk +5 
  melee (1d4+2, claw); Full Atk +5/+5 melee (1d4+2, 2 
  claws) and +0 melee (1d6+1, bite); SA spells, spell-like 
  abilities, poison, sneak attack +1d6; SQ DR 5/cold iron or 
  good, poison immunity, fire resistance 20, alternate 
  form, fast healing 2, darkvision 60 ft.; AL CE; SV Fort +7, 
  Ref +7, Will +6; Str 14, Dex 15, Con 19, Int 10, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Concentration +6, Hide +7, Listen 
  +6, Move Silently +5, Search +4, Spellcraft +4, Spot +6, 
  Tumble +8; Improved Initiative, Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell 
  level): 0-level—daze, mage hand, ray of frost, read magic; 1st 
  level—mage armor, shield. 
   
  Quasit: quasit Rog1/Sor1; CR 4; Tiny Outsider (Chaotic, 
  Evil, Extraplanar); HD 3d8+1d6+1d4; hp 20; Init +8 (Dex, 
  Improved Initiative); Spd 20 ft., fly 50 ft. (perfect); AC 23 
  (+2 size, +4 Dex, +3 natural, +4 mage armor); Base Atk +3; 
  Grap -6; Atk +9 melee (1d3-1 and poison, claw); Full Atk 
  +9/+9 melee (1d3-1 and poison, 2 claws) and +4 melee 
  (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA spells, spell-
  like abilities, poison, sneak attack +1d6; SQ DR 5/cold 
  iron or good, poison immunity, fire resistance 10, 
  alternate form, fast healing 2, darkvision 60 ft.; AL CE; 
  SV Fort +3, Ref +9, Will +6; Str 8, Dex 18, Con 10, Int 10, 
  Wis 12, Cha 11. 
   
  Skills and Feats: Concentration +2, Hide +9, Listen 
  +6, Move Silently +7, Search +4, Spellcraft +4, Spot +6, 
  Tumble +10; Improved Initiative, Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell 
  level): 0-level—daze, mage hand, ray of frost, read magic; 1st 
  level—mage armor, shield. 
   
   
  Encounter Six 
   
   
   
   
  Ghost: male ghost Rog5; CR 7; Medium Undead 
  (Augmented Humanoid, Incorporeal); HD 5d12; hp 40; 
  Init +7; Spd 30 ft., fly 30 ft. (perfect); AC 16 (touch 16, 
  flat-footed 16) (+3 Dex, +3 deflection); Base Atk +3; 
  Grap +3; Atk +6 melee (1d4 ability drain, draining 
  touch); Full Atk +6 melee (1d4 ability drain, draining 
  touch); SA Draining touch, horrific appearance, 
  manifestation, telekinesis, sneak attack +3d6; SQ 
  Rejuvenation, turn resistance +4, trap finding, evasion, 
  trap sense +1, uncanny dodge; AL CN; SV Fort +1, Ref 
  +7, Will +1; Str 10, Dex 17, Con -, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Bluff +11, Diplomacy +14, Hide 
  +11, Jump +9, Listen +7, Move Silently +11, Perform 
  (dance) +8, Sense Motive +7, Sleight of Hand +9, Spot 
  
  Leap of Faith 
   
  Page 22 
  +7, Tumble +13; Combat Reflexes, Dodge, Improved 
  Initiative. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against non-
  ethereal opponents, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex saving throw, he takes no 
  damage with a successful saving throw. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Uncanny Dodge (Ex): He can react to danger 
  before his senses would normally allow him to do so. He 
  retains his Dexterity bonus to Armor Class even when 
  caught flat-footed. 
   
  Encounter Seven 
   
   
   
   
  Ramanov Destar: male human Div5/Acolyte of the 
  Skin3; CR 8; Medium Humanoid (human); HD 8d4+16; 
  hp 41; Init +3 (Dex); Spd 30 ft.; AC 18 (+4 mage armor, +3 
  Dex, +1 natural), touch 13, flat-footed 15; Base Atk +3; 
  Grap +2; Atk +2 melee (1d4-1/19-20, dagger) or +6 ranged 
  (1d8/19-20, light crossbow); Full Atk +2 melee (1d4-1/19-
  20, dagger) or +6 ranged (1d8/19-20, light crossbow); SA 
  spells, poison, fiendish glare; SQ wear fiend, flame 
  resistant (fire resistance 10); AL CE; SV Fort +6, Ref +5, 
  Will +9; Str 8, Dex 16, Con 14, Int 20, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +13, Craft (alchemy) 
  +6, Intimidate +3, Knowledge (arcana) +16, Knowledge 
  (history) +16, Knowledge (the planes) +16, Knowledge 
  (religion) +7, Speak Language [2], Spellcraft +16; Craft 
  Wand, Energy Affinity (Acid), Extend Spell, Greater 
  Spell Focus (Transmutation), Scribe Scroll, Spell Focus 
  (Transmutation). 
   
  Languages: Common, Celestial, Draconic, Elven, 
  Infernal, Abyssal. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, 100 
  gp, backpack, +2 headband of intellect, scroll of haste, scroll of 
  fireball [acid], scroll of slow, scroll of dispel magic, potion of 
  bear's endurance, potion of cure serious wounds, wand of 
  invisibility (3rd) (20 charges), wand of fireball [acid] (6th) (5 
  charges). 
   
  Diviner: Cast one bonus divination spell per day. 
  Cannot cast spells from the school of Enchantment. 
  Divination spells in bold. He has the spellcasting 
  abilities of a 6th level caster. 
   
  Wear Fiend (Su): Gain +1 natural armor, +2 
  inherent modifier to Dexterity, 60-foot darkvision, poison 
  1/day. 
   
  Poison (Sp): As per the spell, at 16th caster level (DC 
  20). 
   
  Flame Resistant (Ex): Gain fire resistance 10. 
   
  Fiendish Glare (Su): Can unnerve opponent with 
  a ferocious glare 1/day (Will save, DC 13, or suffer a -2 
  morale penalty to attack rolls, damage rolls, and saving 
  throws for 10 minutes, plus stun). This is not a gaze 
  attack, and the target need not meet the acolyte’s eyes. 
  
  Leap of Faith 
   
  Page 23 
   
  Wizard Spells Prepared (4+1/ 5+1/ 4+1/ 3+1, DC 
  15 + spell level [DC 17 + spell level for Transmutation 
  spells]): 0-level—detect magic, detect poison, disrupt undead, 
  mage hand, ray of frost; 1st level—burning hands [acid] x2, 
  magic missile x2, reduce person, true strike; 2nd level—
  blindness/deafness, extended mage armor, resist energy, see 
  invisibility, 
  extended 
  shield; 
  3rd 
  level—
  clairaudience/clairvoyance, fireball [acid], haste, slow. 
  Koris Quickaxe: male half-orc Rog5/Bbn1; CR 6; 
  Medium Humanoid (orc); HD 5d6+1d12+6; hp 35; Init 
  +2 (Dex); Spd 40 ft.; AC 17 (+5 +1 chain shirt, +2 Dex), 
  touch 12, flat-footed 17; Base Atk +4; Grap +8; Atk +10 
  melee (1d12+7/x3, +1 greataxe); Full Atk +10 melee 
  (1d12+7/x3, +1 greataxe); SA sneak attack +3d6; SQ fast 
  movement, rage 1/day, evasion, uncanny dodge, trap 
  sense +1, improved uncanny dodge; AL NE; SV Fort +4, 
  Ref +6, Will +3; Str 19, Dex 14, Con 12, Int 10, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +4, Disable Device +9, Jump 
  +11, Open Lock +11, Search +9, Sense Motive +8, Spot 
  +8, Tumble +13, Use Magic Device +8; Instantaneous 
  Rage, Iron Will, Weapon Focus (greataxe). 
   
  Languages: Common, Abyssal, Orc. 
   
  Possessions: +1 greataxe, 2 daggers, 80 gp, backpack, +1 
  mithral chain shirt, potion of bull’s strength, potion of cat’s 
  grace, potion of bear's endurance, scroll of shield (2), scroll of 
  remove paralysis, potion of cure serious wounds, scroll of 
  freedom of movement. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being 
  struck by an invisible attacker.  
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +1 dodge bonus to Armor 
  Class. 
   
  
  Leap of Faith 
   
  Page 24 
  Appendix I - NPCs (APL 8)
  Encounter Two 
   
   
   
   
  “Wolverine” (Quasit): quasit Rog3/Sor1; CR 6; 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar); HD 
  3d8+3d6+1d4; hp 28; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft., burrow 10 ft., climb 10 ft.; AC 18 (+2 Dex, +2 
  natural, +4 mage armor); Base Atk +5; Grap +7; Atk +7 
  melee (1d4+2 (crit 20/x2), claw); Full Atk +7/+7 melee 
  (1d4+2, 2 claws) and +2 melee (1d6+1, bite); SA spells, 
  spell-like abilities, poison, sneak attack +2d6; SQ DR 
  5/cold iron or good, poison immunity, fire resistance 10, 
  alternate form, fast healing 2, evasion, uncanny dodge 
  (Dex bonus to AC), darkvision 60 ft.; AL CE; SV Fort +8, 
  Ref +8, Will +7; Str 14, Dex 15, Con 19, Int 10, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Concentration +6, Hide +10, Jump 
  +10, Listen +6, Move Silently +10, Search +4, Spellcraft 
  +4, Spot +6, Tumble +12; Dodge, Improved Initiative, 
  Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +1 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell 
  level): 0-level—daze, mage hand, ray of frost, read magic; 1st 
  level—mage armor, shield. 
   
  Quasit: quasit Rog3/Sor1; CR 6, Tiny Outsider (Chaotic, 
  Evil, Extraplanar); HD 3d8+3d6+1d4; hp 28; Init +8 (Dex, 
  Improved Initiative); Spd 20 ft., fly 50 ft. (perfect); AC 23 
  (+2 size, +4 Dex, +3 natural, +4 mage armor); Base Atk +5; 
  Grap -4; Atk +11 melee (1d3-1 and poison, claw); Full Atk 
  +11/+11 melee (1d3-1 and poison, 2 claws) and +6 melee 
  (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA spells, spell-
  like abilities, poison, sneak attack +2d6; SQ DR 5/cold 
  iron or good, poison immunity, fire resistance 10, 
  alternate form, fast healing 2, evasion, uncanny dodge 
  (Dex bonus to AC), darkvision 60 ft.; AL CE; SV Fort +4, 
  Ref +10, Will +7; Str 8, Dex 18, Con 10, Int 10, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Concentration +2, Jump +7, Hide 
  +12, Listen +6, Move Silently +12, Search +4, Spellcraft 
  +4, Spot +6, Tumble +14; Dodge, Improved Initiative, 
  Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +1 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell 
  level): 0-level—daze, mage hand, ray of frost, read magic; 1st 
  level—mage armor, shield. 
   
  
  Leap of Faith 
   
  Page 25 
  Encounter Six 
   
   
   
   
  Ghost: male ghost Rog7; CR 9; Medium Undead 
  (Augmented Humanoid, Incorporeal); HD 7d12; hp 54; 
  Init +7; Spd 30 ft., fly 30 ft. (perfect); AC 16 (touch 16, 
  flat-footed 16) (+3 Dex, +3 deflection); Base Atk +5; 
  Grap +5; Atk +8 melee (1d4 ability drain, draining 
  touch); Full Atk +8 melee (1d4 ability drain, draining 
  touch); SA Draining touch, horrific appearance, 
  manifestation, telekinesis, sneak attack +4d6; SQ 
  Rejuvenation, turn resistance +4, trap finding, evasion, 
  trap sense +2, uncanny dodge; AL CN; SV Fort +2, Ref 
  +8, Will +2; Str 10, Dex 17, Con -, Int 12, Wis 10, Cha 
  16. 
   
  Skills and Feats: Bluff +13, Diplomacy +16, Hide 
  +13, Jump +11, Listen +9, Move Silently +13, Perform 
  (dance) +8, Sense Motive +9, Sleight of Hand +11, Spot 
  +9, Tumble +15; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against non-
  ethereal opponents, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex saving throw, he takes no 
  damage with a successful saving throw. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +2 bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Uncanny Dodge (Ex): He can react to danger 
  before his senses would normally allow him to do so. He 
  retains his Dexterity bonus to Armor Class even when 
  caught flat-footed. 
   
  Encounter Seven 
   
   
   
   
  Ramanov Destar: male human Div5/Acolyte of the 
  Skin5; CR 10; Medium Humanoid (human); HD 
  10d4+30; hp 61; Init +3 (Dex); Spd 30 ft.; AC 19 (+4 mage 
  armor, +3 Dex, +2 natural), touch 13, flat-footed 16; Base 
  Atk +4; Grap +3; Atk +3 melee (1d4-1/19-20, dagger) or 
  +7 ranged (1d8/19-20, light crossbow); Full Atk +3 melee 
  (1d4-1/19-20, dagger) or +7 ranged (1d8/19-20, light 
  crossbow); SA spells, poison, fiendish glare; SQ wear 
  fiend, flame resistant (fire resistance 10), skin adaptation; 
  AL CE; SV Fort +8, Ref +5, Will +10; Str 8, Dex 16, Con 
  16, Int 20, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +16, Craft (alchemy) 
  +8, Intimidate +5, Knowledge (arcana) +18, Knowledge 
  (history) +18, Knowledge (the planes) +18, Knowledge 
  (religion) +7, Speak Language [2], Spellcraft +18; Arcane 
  Defense (Transmutation), Craft Wand, Energy Affinity 
  (Acid), 
  Extend 
  Spell, 
  Greater 
  Spell 
  Focus 
  (Transmutation), Repeat Spell, Scribe Scroll, Spell Focus 
  (Transmutation). 
   
  Languages: Common, Celestial, Draconic, Elven, 
  Infernal, Abyssal. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, 100 
  gp, backpack, +2 headband of intellect, scroll of haste, scroll of 
  fireball [acid], scroll of slow, scroll of dispel magic, potion of 
  bear's endurance, potion of cure serious wounds, wand of 
  
  Leap of Faith 
   
  Page 26 
  invisibility (3rd) (20 charges), wand of fireball [acid] (6th) (5 
  charges). 
   
  Diviner: Cast one bonus divination spell per day. 
  Cannot cast spells from the school of Enchantment. 
  Divination spells in bold. He has the spellcasting 
  abilities of a 7th level caster. 
   
  Wear Fiend (Su): Gain +1 natural armor, +2 
  inherent modifier to Dexterity, 60-foot darkvision, poison 
  1/day. 
   
  Poison (Sp): As per the spell, at 16th caster level (DC 
  20). 
   
  Flame Resistant (Ex): Gain fire resistance 10. 
   
  Fiendish Glare (Su): Can unnerve opponent with 
  a ferocious glare 1/day (Will save, DC 15, or suffer a -2 
  morale penalty to attack rolls, damage rolls, and saving 
  throws for 10 minutes, plus stun). This is not a gaze 
  attack, and the target need not meet the acolyte’s eyes. 
   
  Skin Adaptation (Su): Gain +2 natural armor, +2 
  inherent modifier to Constitution, 120-foot darkvision, 
  poison 2/day. 
   
  Wizard Spells Prepared (4+1/ 6+1/ 4+1/ 3+1/ 2+1, 
  DC 15 + spell level [DC 17 + spell level for 
  Transmutation spells]): 0-level—detect magic, detect 
  poison, disrupt undead, mage hand, ray of frost; 1st level—
  burning hands [acid], magic missile x3, reduce person, shield, 
  true strike; 2nd level—blindness/deafness, extended mage 
  armor, resist energy, scorching ray [acid], see invisibility; 3rd 
  level—clairaudience/clairvoyance, fireball [acid], haste, slow; 
  4th level—arcane eye, repeated burning hands [acid], greater 
  invisibility. 
   
  Koris Quickaxe: male half-orc Rog7/Bbn1; CR 8; 
  Medium Humanoid (orc); HD 7d6+1d12+8; hp 45; Init 
  +2 (Dex); Spd 40 ft.; AC 19 (+6 +2 chain shirt, +2 Dex, +1 
  ring of protection), touch 13, flat-footed 19; Base Atk +6; 
  Grap +11; Atk +13 melee (1d12+8/x3, +1 greataxe); Full 
  Atk +13/+8 melee (1d12+8/x3, +1 greataxe); SA sneak 
  attack +4d6; SQ fast movement, rage 1/day, evasion, 
  uncanny dodge, trap sense +2, improved uncanny dodge; 
  AL NE; SV Fort +5, Ref +7, Will +4; Str 20, Dex 14, Con 
  12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +4, Disable Device +11, 
  Jump +13, Open Lock +13, Search +11, Sense Motive 
  +10, Spot +10, Tumble +15, Use Magic Device +10; 
  Instantaneous 
  Rage, 
  Iron 
  Will, 
  Weapon 
  Focus 
  (greataxe). 
   
  Languages: Common, Abyssal, Orc. 
   
  Possessions: +1 greataxe, 2 daggers, 80 gp, backpack, +2 
  mithral chain shirt, +1 ring of protection, potion of bull’s 
  strength, potion of cat’s grace, potion of bear's endurance, scroll 
  of shield (2), scroll of remove paralysis, potion of cure serious 
  wounds, scroll of freedom of movement. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being 
  struck by an invisible attacker.  
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +2 bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  
  Leap of Faith 
   
  Page 27 
  Appendix I - NPCs (APL 10)
  Encounter Two 
   
   
   
   
  “Wolverine” (Quasit): quasit Rog5/Sor1; CR 8; 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar); HD 
  3d8+5d6+1d4; hp 36; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft., burrow 10 ft., climb 10 ft.; AC 18 (+2 Dex, +2 
  natural, +4 mage armor); Base Atk +6; Grap +8; Atk +8 
  melee (1d4+2, claw); Full Atk +8/+8 melee (1d4+2, 2 
  claws) and +3 melee (1d6+1, bite); SA spells, spell-like 
  abilities, poison, sneak attack +3d6; SQ DR 5/cold iron or 
  good, poison immunity, fire resistance 10, alternate 
  form, fast healing 2, evasion, uncanny dodge (Dex bonus 
  to AC), darkvision 60 ft.; AL CE; SV Fort +8, Ref +9, Will 
  +7;  Str 14, Dex 15, Con 19, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Bluff +10, Concentration +6, Hide 
  +12, Jump +10, Listen +6, Move Silently +12, Search +4, 
  Spellcraft +4, Spot +6, Tumble +14; Dodge, Improved 
  Initiative, Mobility, Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +1 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being 
  struck by an invisible attacker. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell 
  level): 0-level—daze, mage hand, ray of frost, read magic; 1st 
  level—mage armor, shield. 
   
  Quasit: quasit Rog5/Sor1; CR 8; Tiny Outsider (Chaotic, 
  Evil, Extraplanar); HD 3d8+5d6+1d4; hp 36; Init +8 (Dex, 
  Improved Initiative); Spd 20 ft., fly 50 ft. (perfect); AC 23 
  (+2 size, +4 Dex, +3 natural, +4 mage armor); Base Atk +6; 
  Grap -3; Atk +12 melee (1d3-1 and poison, claw); Full Atk 
  +12/+12 melee (1d3-1 and poison, 2 claws) and +7 melee 
  (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA spells, spell-
  like abilities, poison, sneak attack +3d6; SQ DR 5/cold 
  iron or good, poison immunity, fire resistance 10, 
  alternate form, fast healing 2, evasion, uncanny dodge 
  (Dex bonus to AC), darkvision 60 ft.; AL CE; SV Fort +4, 
  Ref +11, Will +7; Str 8, Dex 19, Con 10, Int 10, Wis 12, 
  Cha 11. 
   
  Skills and Feats: Bluff +10, Concentration +2, Jump 
  +7, Hide +14, Listen +6, Move Silently +14, Search +4, 
  Spellcraft +4, Spot +6, Tumble +16; Dodge, Improved 
  Initiative, Mobility, Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, 
  detect magic, and invisibility (self only); 1/day—cause fear 
  (as the spell, except that its area is a 30-foot radius from 
  the quasit). These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. Does not apply in alternate 
  form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions 
  as polymorph cast by a 12th-level sorcerer, except that 
  any individual quasit can assume only specific forms. 
  These quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +1 bonus on Reflex saves and a +1 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being 
  struck by an invisible attacker. 
  
  Leap of Faith 
   
  Page 28 
   
  Sorcerer Spells Known (5/3, DC 10 + spell 
  level): 0-level—daze, mage hand, ray of frost, read magic; 1st 
  level—mage armor, shield. 
   
  Encounter Six 
   
   
   
   
  Ghost: male ghost Rog7/Shd2; CR 11; Medium 
  Undead (Augmented Humanoid, Incorporeal); HD 
  9d12; hp 68; Init +8; Spd 30 ft., fly 30 ft. (perfect); AC 
  17 (touch 17, flat-footed 17) (+4 Dex, +3 deflection); 
  Base Atk +6; Grap +6; Atk +10 melee (1d4 ability drain 
  (20/x2), draining touch); Full Atk +10/+5 melee (1d4 
  ability drain (20/x2), draining touch); Space/Reach 5 
  ft./5 ft.; SA Draining touch, horrific appearance, 
  manifestation, telekinesis, sneak attack +4d6; SQ 
  Rejuvenation, turn resistance +4, trap finding, evasion, 
  trap sense +2, uncanny dodge, hide in plain sight, 
  improved uncanny dodge; AL CN; SV Fort +2, Ref +12, 
  Will +2; Str 10, Dex 18, Con -, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +15, Diplomacy +18, Hide 
  +15, Jump +13, Listen +11, Move Silently +15, Perform 
  (dance) +8, Sense Motive +9, Sleight of Hand +11, Spot 
  +11, Tumble +17; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Spring Attack. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against non-
  ethereal opponents, it adds its Dexterity modifier to 
  attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected 
  by the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. 
  A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this 
  power, it must wait 1d4 rounds before using it again. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex saving throw, he takes no 
  damage with a successful saving throw. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +2 bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Uncanny Dodge (Ex): He can react to danger 
  before his senses would normally allow him to do so. He 
  retains his Dexterity bonus to Armor Class even when 
  caught flat-footed. 
   
  Hide in Plain Sight (Su): He can use the Hide 
  skill even while being observed. As long as he is within 
  10 feet of some sort of shadow, he can hide himself from 
  view in the open without anything to actually hide 
  behind. He cannot hide in his own shadow. 
   
  Improved Uncanny Dodge (Ex): He cannot be 
  flanked, except by a rogue of at least 13th level. 
   
  Encounter Seven 
   
   
   
   
  Ramanov Destar: male human Div5/Acolyte of the 
  Skin7; CR 12; Medium Humanoid (human); HD 
  12d4+36; hp 73; Init +3 (Dex); Spd 30 ft.; AC 19 (+4 mage 
  armor, +3 Dex, +2 natural), touch 13, flat-footed 16; Base 
  Atk +5; Grap +4; Atk +4 melee (1d4-1/19-20, dagger) or 
  +8 ranged (1d8/19-20, light crossbow); Full Atk +4 melee 
  (1d4-1/19-20, dagger) or +8 ranged (1d8/19-20, light 
  crossbow); SA spells, poison, fiendish glare, glare of the 
  pit; SQ wear fiend, flame resistant (fire resistance 10), 
  skin adaptation, cold resistant (cold resistance 10); AL 
  CE; SV Fort +9, Ref +6, Will +11; Str 8, Dex 16, Con 16, 
  Int 23, Wis 14, Cha 8. 
  
  Leap of Faith 
   
  Page 29 
   
  Skills and Feats: Concentration +18, Craft (alchemy) 
  +8, Intimidate +9, Knowledge (arcana) +20, Knowledge 
  (history) +20, Knowledge (the planes) +20, Knowledge 
  (religion) +9, Speak Language [2], Spellcraft +20; Arcane 
  Defense (Transmutation), Craft Wand, Energy Affinity 
  (Acid), 
  Extend 
  Spell, 
  Greater 
  Spell 
  Focus 
  (Transmutation), Repeat Spell, Scribe Scroll, Spell Focus 
  (Transmutation), Weapon Focus (ray). 
   
  Languages: Common, Celestial, Draconic, Elven, 
  Infernal, Abyssal. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, 100 
  gp, backpack, +4 headband of intellect, scroll of haste, scroll of 
  fireball [acid], scroll of slow, scroll of dispel magic, potion of 
  bear's endurance, potion of cure serious wounds, wand of 
  invisibility (3rd) (20 charges), wand of fireball [acid] (6th) (5 
  charges). 
   
  Diviner: Cast one bonus divination spell per day. 
  Cannot cast spells from the school of Enchantment. 
  Divination spells in bold. He has the spellcasting 
  abilities of an 8th level caster. 
   
  Wear Fiend (Su): Gain +1 natural armor, +2 
  inherent modifier to Dexterity, 60-foot darkvision, poison 
  1/day. 
   
  Poison (Sp): As per the spell, at 16th caster level (DC 
  20). 
   
  Flame Resistant (Ex): Gain fire resistance 10. 
   
  Fiendish Glare (Su): Can unnerve opponent with 
  a ferocious glare 1/day (Will save, DC 17, or suffer a -2 
  morale penalty to attack rolls, damage rolls, and saving 
  throws for 10 minutes, plus stun). This is not a gaze 
  attack, and the target need not meet the acolyte’s eyes. 
   
  Skin Adaptation (Su): Gain +2 natural armor, +2 
  inherent modifier to Constitution, 120-foot darkvision, 
  poison 2/day. 
   
  Cold Resistant (Ex): Gain cold resistance 10. 
   
  Glare of the Pit (Su): As a standard action 1/day, 
  project two fiery rays from eyes. Can aim both at one 
  target or one each at two different targets. Make a ranged 
  touch attack. One ray inflicts 8d6 points of fire damage; 
  both rays inflict 16d6 points of fire damage. 
   
  Wizard Spells Prepared (4+1/ 6+1/ 5+1/ 4+1/ 3+1, 
  DC 16 + spell level [DC 18 + spell level for 
  Transmutation spells]): 0-level—detect magic, detect 
  poison, disrupt undead, mage hand, ray of frost; 1st level—
  burning hands [acid], magic missile x3, reduce person, shield, 
  true strike; 2nd level—blindness/deafness, endurance, 
  extended mage armor, resist energy, scorching ray [acid], see 
  invisibility; 3rd level—clairaudience/clairvoyance, dispel 
  magic, fireball [acid], haste, slow; 4th level—arcane eye, 
  repeated burning hands [acid], greater invisibility, mass 
  reduce person. 
   
  Koris Quickaxe: male half-orc Rog9/Bbn1; CR 10; 
  Medium Humanoid (orc); HD 9d6+1d12+10; hp 55; Init 
  +2 (Dex); Spd 40 ft.; AC 20 (+6 +2 chain shirt, +2 Dex, +2 
  ring of protection), touch 14, flat-footed 20; Base Atk +7; 
  Grap +12; Atk +15 melee (1d12+9/x3 +2 greataxe); Full 
  Atk +15/+10 melee (1d12+9/x3, +2 greataxe); SA sneak 
  attack +5d6; SQ fast movement, rage 1/day, evasion, 
  uncanny dodge, trap sense +3, improved uncanny dodge; 
  AL NE; SV Fort +6, Ref +10, Will +5; Str 20, Dex 14, Con 
  12, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +4, Disable Device +13, 
  Jump +15, Open Lock +15, Search +13, Sense Motive 
  +12, Spot +12, Tumble +17, Use Magic Device +12; 
  Instantaneous Rage, Iron Will, Lightning Reflexes, 
  Weapon Focus (greataxe). 
   
  Languages: Common, Abyssal, Orc. 
   
  Possessions: +2 greataxe, 2 daggers, 80 gp, backpack, +2 
  mithral chain shirt, +2 ring of protection, potion of bull’s 
  strength, potion of cat’s grace, potion of bear's endurance, scroll 
  of shield (2), scroll of remove paralysis, potion of cure serious 
  wounds, scroll of freedom of movement. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a Reflex save for half damage, instead 
  take no damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being 
  struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): Cannot be 
  flanked, except by a rogue of at least 13th level. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a 
  +3 bonus on Reflex saves and a +3 dodge bonus to Armor 
  Class. 
   
  
  Leap of Faith 
   
  Page 30 
  Appendix I - NPCs (APL 12)
  Encounter Two 
   
   
   
   
  “Wolverine” (Quasit): quasit Rog7/Sor1; CR 10; 
  Medium-Size Outsider (Chaotic, Evil, Extraplanar); HD 
  3d8+7d6+1d4; hp 44; Init +6 (Dex, Improved Initiative); 
  Spd 30 ft., burrow 10 ft., climb 10 ft.; AC 18 (+2 Dex, +2 
  natural, +4 mage armor); Base Atk +8; Grap +10; Atk +10 
  melee (1d4+2, claw); Full Atk +10/+10 melee (1d4+2, 2 
  claws) and +5 melee (1d6+1, bite); SA spells, spell-like 
  abilities, poison, sneak attack +4d6; SQ DR 5/cold iron or 
  good, poison immunity, fire resistance 10, alternate form, 
  fast healing 2, evasion, uncanny dodge (Dex bonus to AC), 
  darkvision 60 ft.; AL CE; SV Fort +9, Ref +10, Will +8; Str 
  14, Dex 15, Con 19, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Bluff +12, Concentration +6, Hide +14, 
  Jump +12, Listen +8, Move Silently +14, Search +6, 
  Spellcraft +4, Spot +8, Tumble +16; Dodge, Improved 
  Initiative, Mobility, Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as the 
  spell, except that its area is a 30-foot radius from the 
  quasit). These abilities are as the spells cast by a 6th-level 
  sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 2d4 
  temporary Dexterity. Does not apply in alternate form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions as 
  polymorph cast by a 12th-level sorcerer, except that any 
  individual quasit can assume only specific forms. These 
  quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a +2 
  bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Evasion (Ex): If exposed to any effect that normally 
  allows a Reflex save for half damage, instead take no 
  damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being struck 
  by an invisible attacker. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell level): 
  0-level—daze, mage hand, ray of frost, read magic; 1st level—
  mage armor, shield. 
   
  Quasit: quasit Rog7/Sor1: CR 10, Tiny Outsider 
  (Chaotic, Evil, Extraplanar); HD 3d8+7d6+1d4; hp 44; Init 
  +8 (Dex, Improved Initiative); Spd 20 ft., fly 50 ft. (perfect); 
  AC 23 (+2 size, +4 Dex, +3 natural, +4 mage armor); Base Atk 
  +8; Grap -1; Atk +14 melee (1d3-1 and poison, claw); Full 
  Atk +14/+14 melee (1d3-1 and poison, 2 claws) and +9 
  melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA spells, 
  spell-like abilities, poison, sneak attack +3d6; SQ DR 5/cold 
  iron or good, poison immunity, fire resistance 10, alternate 
  form, fast healing 2, evasion, uncanny dodge (Dex bonus to 
  AC), darkvision 60 ft.; AL CE; SV Fort +5, Ref +12, Will +8; 
  Str 8, Dex 19, Con 10, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Bluff +12, Concentration +2, Jump +9, 
  Hide +16, Listen +8, Move Silently +16, Search +6, 
  Spellcraft +4, Spot +8, Tumble +18; Dodge, Improved 
  Initiative, Mobility, Weapon Finesse. 
   
  Possessions: none. 
   
  Spell-Like Abilities (Sp): At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as the 
  spell, except that its area is a 30-foot radius from the 
  quasit). These abilities are as the spells cast by a 6th-level 
  sorcerer (save DC 10 + spell level). 
   
  These quasits have used their commune ability this 
  week. 
   
  Poison (Ex): Claw, Fortitude save (DC 13), initial 
  damage 1d4 temporary Dexterity, secondary damage 2d4 
  temporary Dexterity. Does not apply in alternate form. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action. This ability functions as 
  polymorph cast by a 12th-level sorcerer, except that any 
  individual quasit can assume only specific forms. These 
  quasits can become ravens or wolverines. 
   
  Fast Healing (Ex): Recover 2 hit points per round. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a +1 
  bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Evasion (Ex): If exposed to any effect that normally 
  allows a Reflex save for half damage, instead take no 
  damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being struck 
  by an invisible attacker. 
   
  Sorcerer Spells Known (5/3, DC 10 + spell level): 
  0-level—daze, mage hand, ray of frost, read magic; 1st level—
  mage armor, shield. 
   
  
  Leap of Faith 
   
  Page 31 
  Encounter Six 
   
   
   
   
  Ghost: male ghost Rog7/Shd4; CR 13; Medium Undead 
  (Augmented Humanoid, Incorporeal); HD 11d12; hp 82; 
  Init +8; Spd 30 ft., fly 30 ft. (perfect); AC 17 (touch 17, 
  flat-footed 17) (+4 Dex, +3 deflection); Base Atk +8; Grap 
  +8; Atk +12 melee (1d4 ability drain, draining touch); Full 
  Atk +12/+7 melee (1d4 ability drain, draining touch); SA 
  Draining touch, horrific appearance, manifestation, 
  telekinesis, sneak attack +4d6; SQ Rejuvenation, turn 
  resistance +4, trap finding, evasion, trap sense +2, 
  uncanny dodge, hide in plain sight, improved uncanny 
  dodge, shadow illusion, summon shadow, shadow jump 20 
  ft.; AL CN; SV Fort +3, Ref +13, Will +3; Str 10, Dex 18, 
  Con -, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +17, Diplomacy +20, Hide +17, 
  Jump +15, Listen +13, Move Silently +17, Perform (dance) 
  +8, Sense Motive +9, Sleight of Hand +11, Spot +13, 
  Tumble +19; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Spring Attack. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against non-ethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, and 
  1d4 points of Constitution damage. A creature that 
  successfully saves against this effect cannot be affected by 
  the same ghost’s horrific appearance for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in the 
  material world. When a ghost manifests, it partly enters 
  the Material Plane and becomes visible but incorporeal 
  on the Material Plane. A manifested ghost can be harmed 
  only by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or with 
  a ghost touch weapon (see Ghostly Equipment, below). A 
  manifested ghost remains partially on the Ethereal Plane, 
  where is it not incorporeal. A manifested ghost can be 
  attacked by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps protect it 
  from foes on the Material Plane, but not from foes on the 
  Ethereal Plane. 
   
  When a spellcasting ghost is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, its 
  spells continue to affect ethereal targets and can affect 
  targets on the Material Plane normally unless the spells 
  rely on touch. A manifested ghost’s touch spells don’t 
  work on non-ethereal targets. 
   
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar when 
  on either of these planes. 
   
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the ghost’s 
  HD, whichever is higher). When a ghost uses this power, 
  it must wait 1d4 rounds before using it again. 
   
  Evasion (Ex): If exposed to any effect that normally 
  allows a Reflex saving throw, he takes no damage with a 
  successful saving throw. 
   
  Trap Sense (Ex): Against attacks by traps, he gets a +2 
  bonus on Reflex saves and a +2 dodge bonus to Armor 
  Class. 
   
  Trap finding (Ex): He can use a Search check to 
  locate a trap when the task has a DC higher than 20. 
   
  Uncanny Dodge (Ex): He can react to danger before 
  his senses would normally allow him to do so. He retains 
  his Dexterity bonus to Armor Class even when caught flat-
  footed. 
   
  Hide in Plain Sight (Su): He can use the Hide skill 
  even while being observed. As long as he is within 10 feet 
  of some sort of shadow, he can hide himself from view in 
  the open without anything to actually hide behind. He 
  cannot hide in his own shadow. 
   
  Improved Uncanny Dodge (Ex): He cannot be 
  flanked, except by a rogue of at least 13th level. 
   
  Shadow Illusion (Sp): Once per day he can create 
  visual illusions from surrounding shadows. This ability’s 
  effect is identical to that of the arcane spell silent image. 
   
  Summon Shadow (Su): He has a shadow 
  companion (Monster Manual, p. 221). 
   
  Shadow Jump (Su): He has the ability to travel 
  between shadows as if by means of a dimension door spell. 
  The limitation is that the magical transport must begin 
  and end in an area with at least some shadow. He can 
  jump up to a total of 20 feet each day in this way. The 
  amount can be split among many jumps, but each one, no 
  matter how small, counts as a 10-foot increment. 
   
  Encounter Seven 
   
   
   
   
  Ramanov Destar: male human Div5/Acolyte of the 
  Skin9; CR 14; Medium Humanoid (human); HD 14d4+42; 
  hp 85; Init +5 (Dex); Spd 30 ft.; AC 22 (+4 mage armor, +5 
  Dex, +2 natural, +1 ring of protection +1), touch 16, flat-
  footed 17; Base Atk +6; Grap +5; Atk +5 melee (1d4-1/19-20, 
  dagger) or +11 ranged (1d8/19-20, light crossbow); Full Atk 
  
  Leap of Faith 
   
  Page 32 
  +5/+0 melee (1d4-1/19-20, dagger) or +11 ranged (1d8/19-
  20, light crossbow); SA spells, poison, fiendish glare, glare of 
  the pit, summon fiend; SQ wear fiend, flame resistant (fire 
  resistance 10), skin adaptation, cold resistant (cold 
  resistance 10); AL CE; SV Fort +10, Ref +9, Will +12; Str 8, 
  Dex 20, Con 16, Int 23, Wis 14, Cha 8. 
   
  Skills and Feats: Concentration +20, Craft (Alchemy) 
  +8, Intimidate +13, Knowledge (arcana) +22, Knowledge 
  (history) +22, Knowledge (the planes) +22, Knowledge 
  (religion) +9, Speak Language [2], Spellcraft +22; Arcane 
  Defense (Transmutation), Craft Wand, Energy Affinity 
  (Acid), Extend Spell, Greater Spell Focus (Transmutation), 
  Quicken Spell, Repeat Spell, Scribe Scroll, Spell Focus 
  (Transmutation), Weapon Focus (ray). 
   
  Languages: Common, Celestial, Draconic, Elven, 
  Infernal, Abyssal. 
   
  Possessions: 3 daggers, light crossbow, 20 bolts, 100 gp, 
  backpack, +4 headband of intellect, scroll of haste, scroll of 
  fireball [acid], scroll of slow, scroll of dispel magic, potion of 
  bear's endurance, potion of cure serious wounds, wand of 
  invisibility (3rd) (20 charges), wand of fireball [acid] (6th) (5 
  charges), +4 gloves of dexterity. 
   
  Diviner: Cast one bonus divination spell per day. 
  Cannot cast spells from the school of Enchantment. 
  Divination spells in bold. He has the spellcasting abilities 
  of a 9th level caster. 
   
  Wear Fiend (Su): Gain +1 natural armor, +2 inherent 
  modifier to Dexterity, 60-foot darkvision, poison 1/day. 
   
  Poison (Sp): As per the spell, at 16th caster level (DC 
  20). 
   
  Flame Resistant (Ex): Gain fire resistance 10. 
   
  Fiendish Glare (Su): Can unnerve opponent with a 
  ferocious glare 1/day (Will save, DC 19, or suffer a -2 
  morale penalty to attack rolls, damage rolls, and saving 
  throws for 10 minutes, plus stun). This is not a gaze attack, 
  and the target need not meet the acolyte’s eyes. 
   
  Skin Adaptation (Su): Gain +2 natural armor, +2 
  inherent modifier to Constitution, 120-foot darkvision, 
  poison 2/day. 
   
  Cold Resistant (Ex): Gain cold resistance 10. 
   
  Glare of the Pit (Su): As a standard action 1/day, 
  project two fiery rays from eyes. Can aim both at one target 
  or one each at two different targets. Make a ranged touch 
  attack. One ray inflicts 8d6 points of fire damage; both rays 
  inflict 16d6 points of fire damage. 
   
  Summon Fiend (Sp): Can summon a vrock with a 
  35% chance of success. 
   
  Wizard Spells Prepared (4+1/ 6+1/ 5+1/ 4+1/ 
  3+1/ 2+1, DC 16 + spell level [DC 18 + spell level for 
  Transmutation spells]): 0-level—detect magic, detect 
  poison, disrupt undead, mage hand, ray of frost; 1st level—
  burning hands [acid], magic missile x3, reduce person, shield, 
  true strike; 2nd level—blindness/deafness, endurance, extended 
  mage armor, resist energy, scorching ray [acid], see invisibility; 
  3rd level—clairaudience/clairvoyance, dispel magic, fireball 
  [acid], haste, slow; 4th level—arcane eye, repeated burning 
  hands [acid], greater invisibility, mass reduce person; 5th level—
  baleful polymorph, cone of cold [acid], quickened true strike. 
   
  Koris Quickaxe: male half-orc Rog11/Bbn1; CR 12; 
  Medium Humanoid (orc); HD 11d6+1d12+12; hp 65; Init 
  +2 (Dex); Spd 40 ft.; AC 20 (+6 +2 chain shirt, +2 Dex, +2 ring 
  of protection), touch 14, flat-footed 20; Base Atk +9; Grap +14; 
  Atk +17 melee (1d12+9+1d6 electricity/19-20/x3 +2 shock 
  greataxe); 
  Full 
  Atk 
  +17/+12 
  melee 
  (1d12+9+1d6 
  electricity/19-20/x3, +2 shock greataxe); SA sneak attack 
  +6d6; SQ fast movement, rage 1/day, evasion, uncanny 
  dodge, trap sense +3, improved uncanny dodge; AL NE; SV 
  Fort +6, Ref +11, Will +5; Str 21, Dex 14, Con 12, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10, Disable Device +13, Jump 
  +15, Open Lock +15, Search +15, Sense Motive +14, Spot 
  +14, Tumble +19, Use Magic Device +14; Improved Critical 
  (greataxe), Instantaneous Rage, Iron Will, Lightning 
  Reflexes, Weapon Focus (greataxe). 
   
  Languages: Common, Abyssal, Orc. 
   
  Possessions: +2 shock greataxe, 2 daggers, 80 gp, 
  backpack, +2 mithral chain shirt, +2 ring of protection, potion 
  of bull’s strength, potion of cat’s grace, potion of bear's endurance, 
  scroll of shield (2), scroll of remove paralysis, potion of cure 
  serious wounds, scroll of freedom of movement. 
   
  Evasion (Ex): If exposed to any effect that normally 
  allows a Reflex save for half damage, instead take no 
  damage on a successful saving throw. 
   
  Uncanny Dodge (Ex): Retain Dexterity bonus to 
  AC regardless of being caught flat-footed or being struck 
  by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): Cannot be 
  flanked, except by a rogue of at least 15th level.  
   
  Trap Sense (Ex): Against attacks by traps, he gets a +3 
  bonus on Reflex saves and a +3 dodge bonus to Armor 
  Class. 
   
  Opportunist (Ex): Can make an attack of 
  opportunity against an opponent who has just been struck 
  for damage in melee by another character. 
   
  
  Leap of Faith 
   
  Page 33 
  Appendix II – New Rules 
  Arcane Defense 
   
   
   
   
  Choose a school of magic, such as Illusion. You can resist spells from that school better than normal. 
   
  Prerequisites: Spell Focus in the school chosen. 
   
  Benefit: Add +2 to your saving throws against spells of the chosen school. 
   
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a 
  new school of magic. 
  Energy Affinity 
   
   
   
   
  You can modify a spell that uses one type of energy to use another type (acid, cold, electricity, or fire) instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, able to cast at least one spell of each of these energy types: acid, cold, 
  electricity, and fire. 
   
  Benefit: Choose acid, cold, electricity, or fire. You can modify any spell with an energy descriptor to use the 
  chosen type of energy instead. A spell so modified works normally in all respects except the type of damage dealt. 
   
  A modified spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats. 
   
  Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of energy. 
  Instantaneous Rage  
   
   
  You activate your rage instantly. 
   
  Prerequisites: Ability to rage. 
   
  Benefit: Your rage begins at any time you wish, even when it’s not your turn or when you’re surprised. You can 
  activate your rage in response to another’s action after learning the result but before it takes effect. Thus, you can gain 
  the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can gain the additional hit 
  points that rage grants just before a blow that would otherwise cause you to fall unconscious, or better your chances of 
  making a successful saving throw against an incoming spell. 
   
  Normal: You enter a rage only during your turn. 
  Repeat Spell  
   
   
   
  You can cast a spell that repeats the following round. 
   
  Prerequisites: Any other metamagic feat. 
   
  Benefit: A repeated spell is automatically cast again at the beginning of your next turn in the round. No matter 
  where you are, the second spell originates from the same location and affects the same area as the original spell. You 
  cannot use this feat on spells with a touch range. If the original spell designates a target, the repeated spell affects the 
  same target if it is within 30 feet of its original position; otherwise the second spell fails. A repeated spell uses up a spell 
  slot three levels higher than the spell’s actual level. 
  Acolyte of the Skin  
   
   
  “No pain, no gain.” 
  The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own 
  skin with that of a living demon is a goal that most couldn’t even conceive of, let alone consider. But this ghastly fate is 
  exactly what some spellcasters seek in their desperate quest. 
   
  The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely 
  legible copies survive—or at least references thereto—along with promises of great power. Spellcasters who happen 
  upon such documents can choose to destroy or ignore the find, but the temptation has already occurred. Those who 
  
  Leap of Faith 
   
  Page 34 
  give in can eventually stumble upon the complete ritual, usually through extended contact with one or more 
  summoned fiends who are all too eager to share their terrible knowledge. 
   
  Acolytes of the skin are ill-suited to any position other than one that wields temporal power. Although NPC 
  acolytes may sometimes serve more powerful evil characters as sinister captains, they would rather be calling the shots. 
  They prefer to remain safely ensconced in well-defended fortresses of evil, though sometimes an acolyte may lead an 
  expedition to retrieve a rumored tome of evil arcane magic or other artifact of malign power. 
   
  Hit Die: d4. 
  Requirements 
  To qualify to become an acolyte of the skin, a character must fulfill all the following criteria. 
   
  Alignment: Any non-good. 
   
  Knowledge (The Planes): 8 ranks. 
   
  Spells: The ability to cast 3rd-level arcane spells. 
   
  Special: The acolyte of the skin must have made peaceful contact with a summoned evil outsider. 
  Class Skills 
  The acolyte of the skin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate 
  (Cha), Knowledge (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the acolyte of the skin prestige class. 
   
  Weapon and Armor Proficiency: Acolytes of the skin gain no additional proficiency in any weapon or armor. 
   
  Spells per Day: At every second level gained in the acolyte of the skin class, the character gains new spells per day 
  as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, 
  however, gain any other benefit a character of that class would have gained (improved chance of controlling or 
  rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so 
  on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before 
  becoming an acolyte of the skin, he must decide to which class he adds the new level for purposes of determining spells 
  per day. 
   
  Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. 
  The Ritual of Bonding is painful and not to be undertaken lightly. The ritual requires 10 rounds from initiation to 
  completion, and once begun, nothing can halt its progress. The fiendish essence subsumes the caster’s own skin, an 
  agonizing process that deals 1d4 points of damage each round of the ritual—wise candidates keep some cure potions on 
  hand. 
   
  At the end of the rite, the acolyte’s skin sports an oily, almost unnoticeable sheen. However, as he gains additional 
  levels of the prestige class, his skin darkens, sprouts spikes, and gradually gives the wearer a fiendish visage. The fiendish 
  essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice 
  according to his temperament.) 
   
  The bonded fiendish skin is for all intents and purposes the character’s own. It grants the acolyte of the skin a +1 
  natural armor bonus, a +2 inherent modifier to Dexterity, 60-foot darkvision, and the spell-like ability poison once per day as 
  cast by a 16th-level caster. 
   
  The DM determines the actual nature of the skin, be it demonic, devilish, or some other fiendish creatures. 
   
  Flame Resistant (Ex): At 2nd level, the fiendish skin binds tighter, granting the acolyte of the skin fire resistance 10. 
   
  Fiendish Glare (Su): At 3rd level, the acolyte of the skin gains the supernatural ability to unnerve opponents with a 
  ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte’s eyes. Glaring is a standard 
  action that affects any creature he can see within 100 feet. Opponents must succeed at a Will save (DC 10 plus levels in the 
  acolyte of the skin prestige class) or be appalled by the terrible promise of retribution in the acolyte’s eyes, suffering a -2 
  morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. A creature with 50 or fewer hit points is also 
  
  Leap of Faith 
   
  Page 35 
  stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is 
  stunned for 1d4 rounds. A creature with 151 or more hit points is not stunned but still suffers the –2 morale penalty if it 
  fails its saving throw. 
   
  Flame Resistant (Ex): The fiendish skin whispers promises of great power, and to prove it, reveals a hitherto 
  unknown ability. At 4th and 8th level, the acolyte chooses a bonus feat for which he already meets the prerequisites. 
   
  Skin Adaptation (Su): By 5th level, skin and wearer have grown more comfortable together, as if they had never been 
  separate. The natural armor bonus granted by the fiendish skin increases to +2, the acolyte’s darkvision improves to a 120-
  foot range, and he an now use poison twice per day as cast by a 16th level caster. In addition, the acolyte gains an inherent +2 
  modifier to Constitution. 
   
  Cold Resistant (Ex): At 6th level, the fiendish skin confers cold resistance 10. 
   
  Glare of the Pit (Su): At 7th level, the acolyte gains the supernatural ability to produce fiery rays from his eyes. Once 
  per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one 
  target or one each at two different targets, by making a ranged touch attack. A ray that hits the target deals 8d6 points of fire 
  damage. If both rays hit the same target, the damage is 16d6. 
   
  Summon Fiend (Sp): At 9th level, the acolyte learns to draw on another power of his fiendish skin. If the skin is 
  demonic, once per day he can attempt to summon a vrock with a 35% chance of success; if devilish, once per day he can 
  attempt to summon a gelugon with a 35% chance of success. The summoned creatures do the acolyte’s bidding but 
  automatically return whence they came after 1 hour. A fiend that has just been summoned cannot use its own summon 
  ability for 1 hour. At the DM’s discretion, using this power leaves the acolyte beholden to the summoned fiend. 
   
  Symbiosis: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type 
  and subtype changes to Outsider (native) rather than its original type and subtype, which means (among other things) that 
  he is no longer affected by spells that specifically target humanoids, such as charm person, but he can be hedged out by a 
  magic circle spell against his alignment. Additionally, the acolyte gains damage reduction 20/magic.  
   
  
  Leap of Faith 
   
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  Appendix III – The Demongrasp Rod 
  The demongrasp rod is a powerful magic item, made long 
  ago as a weapon for use in the Blood Wars between 
  demons and devils. The rod was originally crafted by 
  devils for use against demons. It is an obsidian rod, 
  carved at one end into a demonic, grasping hand with 
  opal claws clutching a large, blood-red ruby. 
   
  The rod is aligned Lawful Evil and bears a 
  powerful curse.  Any creature touching the rod with 
  exposed flesh (except for evil outsiders) must make a 
  Will save (DC 21) or be afflicted by the curse.  The 
  character takes on a demonic appearance, with red eyes 
  and a long, spaded tail, and suffers a -6 penalty to 
  Charisma. This effect may be removed by a remove curse 
  spell cast by a 16th-level caster.  
   
  Additionally, the character touching the demongrasp 
  rod has his alignment shifted by one step towards evil 
  (good to neutral, neutral to evil).  This can be cured by an 
  atonement spell cast by a 16th level priest. If the curse is 
  not cured at the table where this curse is received, then 
  the character is removed from play if the alignment shift 
  has resulted in the character’s alignment becoming evil. 
   
  The PCs may not use any of the abilities of the rod 
  in the scope of this scenario.  Even PCs with powerful 
  divinations may not learn its powers. 
   
   
   
   
  
  Leap of Faith 
   
  Page 37 
  Player Handout #1a  
   
   
   
  Inscription on the desk: 
  "To truly walk the One True Path, one must learn. 
  Reflection on the wisdom of the One True Path is 
  essential. Only in gathering the tiniest bits of Knowledge 
  can one find true enlightenment." 
   
   
   
  Player Handout #1b  
   
   
   
  Inscription on the statue: 
  "To truly walk the One True Path, one must serve the 
  cause of Good. One must strive to be as the purest servant 
  of Good. As she fights her never-ending battle against 
  evil, so shall you." 
   
   
   
  Player Handout #1c  
   
   
   
  Inscription on the mirror: 
  "To truly walk the One True Path, one must bask in the 
  Blinding Light. The Sun will shine Pholtus’ Blinding 
  Light, but it cannot spread into the darkness without the 
  aid of this reflection. And this is the key to shining the 
  Light into the darkness beyond." 
   
   
   
  Player Handout #1d  
   
   
   
  Inscription on the plaque: 
  "To truly walk the One True Path, one must never bend 
  in the pursuit of Law. There is an order to everything, and 
  one must recognize and obey this order. My name shall 
  return you to the surface, under the light that shows 
  Pholtus’ power to the world, and my name is of the order 
  of the others. Speak my name as well and it will carry you 
  to freedom." 
  
  Leap of Faith 
   
  Page 38 
  Player Handout #2 
   
   
   
   
  Research notes of Terranis Whitefire, found in a 
  backpack in the prison: 
  "The legends are true. There was a powerful artifact, the 
  demongrasp rod. It is not just a tale to impress upon the 
  foolish population the power of Pholtus. There appears to 
  have been a concerted effort to strike the memory of this 
  item from all records, but a mention remained in an 
  ancient tome found in the Lost Library. 
  "The cavern where the rod rests is completely sealed 
  beneath the Rakers, but it still exists. There is no 
  mundane way to reach this location, as some sort of 
  protection shields this location from magical sight and 
  magical transport. To the true student of magic, though, 
  there is always a way to reach any location. The book 
  mentions a device capable of returning one to the surface, 
  but I don’t want to use it and end up in a compromising 
  situation. Better keep multiple teleport spells handy; I am 
  sure I can find a way to defeat the protections against 
  accessing the Ethereal. That, or some other utility magic 
  is certain to work." 
  
  Leap of Faith 
   
  Page 39 
  DM’s Aid #1 – Rumors 
   
   
   
  I hear the boy, Garreth, will be traveling to stay with 
  Louis Phillip Gaston II for his training soon. 
  There is going to be war with Nyrond soon.  The Pale will 
  invade Midmeadow by the end of the year. 
  They say the troll king is searching for some ancient 
  artifact in the Pale. 
  There has been an increase in undead in the Troll Fens, 
  possibly due to the presence of a group of death 
  worshippers. 
  Now that the ether threat is finally defeated, the Pale is 
  preparing to re-enter the duchy of Tenh. 
  There is a cult of Old Wicked active in the Phostwood. 
  There is a group of fanatical Pholtans who are trying to 
  enforce a return to the old days of the persecution of 
  outsiders. 
  I heard the Flan Freedom Fighters are actually just a 
  bunch of bandits, they’re not real rebels because they 
  don’t have the guts to face the Prelatal Army or even the 
  Pale Patrol. 
  There’s a secret organization of sorcerers in the Pale 
  engaged in a secret war against the Arcanist Guild. 
  There was once a group of evil sorcerers active in the 
  region now controlled by the Theocracy of the Pale. 
  They say the silence from Winterwind is an indication he 
  has been slain by another dragon or possibly an unknown 
  group of adventurers. 
  Winterwind is not dead, he’s just more subtle and patient 
  than most enemies of the Pale. 
  The Phostwood is being corrupted by strange powers 
  from another plane. 
  Some of the people taken away for the Druid Trials never 
  came home, and some of them were just kids! 
  
  Leap of Faith 
   
  Page 40 
  DM’s Map  
  (1 square = 5 ft. by 5 ft.) 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL4-04 - Leap of Faith.pdf