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.  
  VER4-03 
   
   
   
   
   
   
   
  Glory’s Warriors 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  By Ron Lundeen 
  Triad Edit: Terry Doner & Brad Ruby 
  Circle Edit: David Christ 
   
   
   
  Dragged away from a peaceful night to fight in the war for the Iron Wood, the characters must choose their allies 
  carefully and keep the Great Dire Dark from eclipsing the entire forest.  Decisions the characters have made earlier in 
  the Glory Trilogy will affect their fate in this scenario.  This climactic battle is Part Three of the Glory Trilogy, which 
  should be played in order. An adventure for APLs 4-12. 
   
   
   
  
  Glory’s Warriors 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  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, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  
  Glory’s Warriors 
   
  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 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Viscount of Verbobonc.  Characters native to 
  Verbobonc 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. 
   
  Moon Cycle: This adventure begins the day before the 
  new moon; the Battle of Light and Honor (Encounter 
  Eight) takes place the morning after the new moon. 
   
   
   
   
   
   
   
   
   
  Adventure Background 
   
  The Iron Wood and the Moonlord 
   
  The Living Greyhawk Journal states: “The western 
  lands of Verbobonc are marked by the Iron Wood, a fog-
  cloaked collection of roanwood, yarpick, and ipp trees 
  said to be haunted by lycanthropes. A trade road passes 
  from Verbobonc to Devarnish, but most merchants 
  prefer to travel by river than to enter here.” 
   
  Certainly, this wood is one of the most dangerous 
  areas of Verbobonc; even bandits shun the shelter of its 
  ancient trees. Groups of lycanthropes prowl the Iron 
  Wood, preying on travelers and shrinking away from 
  concerted attacks from the Verbobonc military and the 
  Mounted Borderers. A mysterious wolf-like creature 
  known as the Moonlord leads the lycanthrope infestation 
  of the Iron Wood 
   
  The Iron Wood is almost 300 square miles, with the 
  bulk of the forest south Velverdyva River and west of the 
  Celeb’vara River. The wood is nearly 50 miles across by 
  the east-west Iron Road, meaning the trip takes two full 
  days to traverse for a walking human or a laden caravan 
  (at 24 miles per day).  At the center of the Iron Road has 
  long stood an inn, the Fallen Timber Tavern. Travelers 
  can enter the Iron Wood from either side early in the 
  morning, push hard, and be at the Fallen Timber Tavern 
  by nightfall.  An early start the next morning will allow 
  them to clear the fearsome wood by the next night. 
  Travelers caught in the Iron Wood after dark are found 
  torn to pieces by animals the next day, if they are ever 
  found at all.  
   
  The first secret of the Iron Wood is this: a powerful 
  outer-planar entity known as the Great Dire Dark lies 
  imprisoned beneath the Iron Wood.  For ages, its 
  
  Glory’s Warriors 
   
  Page 4 
  imprisonment has been guarded by a wolf-creature 
  named Breyin the Moonlord. The Moonlord has set 
  himself up as king among the werecreatures, and rules 
  them with cleverness and guile.  Few of the 
  werecreatures guess at Breyin’s true nature and motives, 
  however. 
   
  The second secret of the Iron Wood is this:  Breyin is 
  not a werewolf but a hound archon, tasked to keep the 
  Great Dire Dark imprisoned many centuries ago by the 
  solars of Mount Celestia. Breyin has used the evil 
  lycanthropes in the Iron Wood for his own benevolent 
  purposes for generations. Breyin realized that if mortals 
  could freely travel the Iron Wood unrestricted, the Great 
  Dire Dark could perhaps compel them to free it. This 
  could not be allowed. Breyin has instructed his “people,” 
  the werecreatures, to keep all travelers out of the wood, 
  by bloodshed if necessary. Breyin justifies these ruthless 
  actions by believing he is maintaining a greater good: 
  keeping the demonic Great Dire Dark imprisoned. 
  Breyin is ruthless in his endeavors, and his “ends justify 
  the means” attitude may not sit well with his celestial 
  superiors, but he has effectively kept the Great Dire Dark 
  imprisoned for many long decades. 
   
  But, Breyin’s control has been all but shattered, 
  allowing the Great Dire Dark to roam the Iron Wood 
  freely. Breyin is hard pressed by the actions of a 
  crusading elf named Shannus. 
   
  Shannus’ Story 
   
  A clan of primitive gray elves lives in the southern 
  Iron Wood, ignorant of the evil imprisoned beneath their 
  forest home, and mostly at peace with the lycanthropes. 
  They are called the Mist Children (although they have an 
  older name now long forgotten). The lycanthropes and 
  the Mist Children keep arm’s-length relations with each 
  other. 
   
  Several decades ago, an elf named Shannus was born 
  in this clan. Shannus was good in heart and talented with 
  magic. Unlike many of his clan, he left the Iron Wood to 
  pursue magical studies in Greyhawk. While there, he 
  learned that lycanthropes were, by and large, ruthless and 
  evil creatures that delight in killing. Shannus became 
  surprised and embarrassed that his people had dealt 
  peaceably, if not closely, with the lycanthropes in the 
  Iron Wood. His shock and shame built into a rage, and 
  when he felt ready, Shannus decided to return to his 
  home, the Iron Wood, and exterminate the evil creatures 
  that infested it. Shannus was determined to make the 
  Iron Wood a safe place for all. 
   
  Shannus discovered the inn in the center of the Iron 
  Wood, run by an ancient elf from Veluna named Theus, 
  (and run by him still). Shannus realized that this central 
  point would be a good place to begin reclaiming the Iron 
  Wood. With his fortunes acquired over the years, and his 
  magic, Shannus built up a small town around the inn. He 
  called this town Glory, and rules it himself. With the 
  natural bounty of the Iron Wood in exotic herbs and rare 
  wood, Glory has become a populous boomtown. 
   
  From this town, Shannus has begun his violent 
  extermination of the lycanthropes of the Iron Wood. The 
  lycanthropes rarely work together in large groups; the 
  Moonlord feels that large-scale organization of the 
  werecreatures might threaten his control over them. The 
  small groups of werecreatures are no match for the 
  powerful Shannus.  
   
  Shannus has learned that five powerful creatures 
  rule the lycanthropes of the Iron Wood, a mysterious 
  “Moonlord” and his council of four lieutenants. Shannus 
  has targeted these five monsters for destruction. With 
  their leadership gone, he assumes, the rest of the 
  lycanthropes will be easily routed. As this story begins, 
  Shannus has already slain three of these lieutenants, and 
  mounted their heads on spikes above the town of Glory. 
   
  Shannus does not realize the full extent of his 
  crusade. With more people in the Iron Wood for the 
  Great Dire Dark to seduce with whispers, and Breyin 
  hard-pressed to retain control over the lycanthropes, the 
  Great Dire Dark is gaining more and more freedom. 
  Should the Great Dire Dark become completely free from 
  Breyin’s guardianship, all of Verbobonc will be eclipsed 
  under the demon’s dark shadow. 
   
  Validia 
  Validia was established to study and work with the local 
  lycanthropes in the area. Lycanthropes are welcome in 
  the city, but strict laws govern their activities in the town 
  and the surrounding countryside. Validia is a progressive 
  community that embraces all races and all good religions. 
  Elves, dwarfs, humans and half-orcs live in basic harmony 
  together. There are even a few enlightened goblins that 
  live and work in the community along with a slow of 
  mind but gentle of personality ogre.  Validia also offers a 
  safe refuge for the few merchants and explorers that 
  brave the southern Iron Wood. 
   
  Cast of Characters 
   
  Several characters will be important to the entire 
  Glory Trilogy, and it’s important that these characters be 
  roleplayed consistently. Here is a quick summary of the 
  NPCs in this adventure, and suggestions on how to make 
  them stand out. 
   
  Breyin the Moonlord is the unquestioned king of the 
  lycanthropes of the Iron Wood. He orchestrates their 
  reign of terror, keeping the Iron Wood a dangerous place 
  to be after dark.  All the werecreatures in this scenario 
  look up to him, and some of them completely idolize 
  him. None of them know he is actually a hound archon 
  
  Glory’s Warriors 
   
  Page 5 
  pursuing a higher calling.  Breyin was proud of his 
  position 
  as 
  warden 
  of 
  the 
  Great 
  Dire 
  Dark’s 
  imprisonment, but as his control fades he feels helpless.  
  Breyin is kind and polite, but he feels that the ends often 
  justify the means.  He feels backed into a difficult corner 
  by Shannus’ actions.  When roleplaying Breyin (the 
  characters will interact with him a lot in the first half of 
  this scenario), be as polite and noble as possible, if a little 
  desperate.  Breyin has had to do some hard things to keep 
  his greater goal in mind, and sometimes those hard 
  things bother his conscience.  The players should 
  probably like Breyin, but be skeptical of the things he’s 
  done. 
   
  Paladins are forbidden to associate with those of evil 
  alignment (like most lycanthropes), so Breyin has lost 
  access to his paladin abilities.  He considers it a sacrifice 
  he’s had to make to keep the Great Dire Dark safely 
  locked away. 
   
  Shannus is an elven Brass Dragon Disciple and a 
  powerful sorcerer. He founded and runs the town of 
  Glory. Shannus is quite polite and very well meaning, but 
  he is consumed by his quest.  Overseeing the town of 
  Glory, and his quest to slaughter the lycanthropes of the 
  Iron Wood, is all he thinks about. Shannus is usually very 
  kind 
  and 
  merciful, 
  but 
  he 
  has 
  a 
  hard 
  and 
  uncompromising edge that is coming to the surface. He 
  is not used to being disobeyed, and expects his 
  suggestions to be followed. Shannus also relies heavily 
  upon his magic, and often has a “cast first, ask questions 
  later” philosophy. Some characters may like Shannus a 
  great deal, while others find him insufferably driven and 
  inflexible. This is fine; Shannus is a complex character. 
   
  Felton Grover is an experienced logger who works in 
  the logging camp outside of Glory. He is very big and a 
  fairly slow thinker, but in a likeable way. Despite his 
  huge, muscular build, Felton has a kind heart. The 
  conflict between two forces that Felton knows are good 
  make him unsure and unwilling to take sides.  Try to 
  endear Felton to the characters. When roleplaying 
  Felton, use small words and your best “big dumb ox” 
  voice. 
   
  Larko is a grig, a grasshopper-legged sprite about two feet 
  tall. His wings have been cut off, but he is otherwise 
  healthy. Larko is good-hearted and innocent, although he 
  spends much of his time terrified of one thing or 
  another.  He is good friends with the logger Felton 
  Grover, and doesn’t leave his side. 
   
  Ghen Tayber is the owner and manager of Tayber’s 
  Mundivagant Menagerie, a traveling monster show.  
  Tayber arrives in Glory with three rust monsters he has 
  recently acquired for his show.  Without realizing it, 
  Tayber is being manipulated in a clever scheme by the 
  Great Dire Dark.  Ghen Tayber is a flamboyant showman 
  who dresses in orange and silver.  He is friendly, but 
  quick to anger if the characters interfere with his 
  business or his monsters. 
   
  The Mist Children are a tribe of degenerate gray elves 
  native to the Iron Wood. Once this tribe was noble, and 
  had another name. But now, they have lived under the 
  oppressive burdens of the Iron Wood for so long that 
  they have lost much of their culture and refinement. 
  Other elves will probably see them as savages, only one 
  step higher than grugach (wild elves), despite their 
  lineage. The Mist Children have become, like Shannus, 
  driven and full of hate. Unlike Shannus, most of the Mist 
  Children are neutral in outlook, or even ruthlessly 
  neutral evil. Roleplay them as proud and dangerous 
  savages. 
   
  The Great Dire Dark is an ancient and powerful evil that 
  has been imprisoned beneath the Iron Wood for 
  centuries. The mist pervading the Iron Wood is its 
  creation, designed to confuse and terrify all creatures of 
  the wood (even the lycanthropes). It has become more 
  powerful recently as Breyin’s control is slipping, and is 
  able to reach out and foul the Iron Wood itself.  
  Wherever this entity’s influence touches, vegetation 
  turns black and dies. The Great Dire Dark has been able 
  to draw together demonic minions to serve his ends in 
  the Iron Wood, and the characters have encountered 
  several of these in the previous scenarios in this series.  
  The Great Dire Dark is a typical mastermind villain: he 
  would rather let minions do his dirty work, he is quick to 
  gloat over fallen foes, and he will only reveal himself 
  when he feels that his victory is completely insured.  The 
  Great Dire Dark is a unique creature, but is in many 
  respects like a manifested ghost.  His incorporeal soul is 
  bound to the Material Plane, granting him the powers 
  and immunities of incorporeal undead.  The Great Dire 
  Dark has one weakness, tied to his demonic heritage: he 
  cannot abide the touch of cold iron.  Cold iron weapons, 
  even nonmagical ones, bypass his incorporeality and his 
  significant damage reduction.  If the Great Dire Dark is 
  not killed with a cold iron weapon, he will rejuvenate in 
  2d4 days, like a ghost.  If killed with a cold iron weapon, 
  the Great Dire Dark is permanently destroyed.  No one in 
  the Iron Wood knows this weakness, not even Breyin;  
  Breyin fought and killed the Great Dire Dark dozens of 
  times centuries ago, and now Breyin believes that the 
  Great Dire Dark is completely unkillable.  The characters 
  may have picked up clues about this weakness in the past 
  scenarios of this series, and in this scenario they will 
  learn more. 
  
  Glory’s Warriors 
   
  Page 6 
   
   
   
  Adventure Summary 
   
  Before Play:  The characters have been invited to the 
  town of Validia (if they have earned the Trusts of 
  Shannus and/or Breyin in past scenarios), or they are 
  otherwise stopping through there for their own reasons.  
   
  Encounter 1: The Ogre’s Low Voice: Grakin, Validia’s 
  resident ogre, is staying up late telling the characters a 
  little bit about Validia and the Iron Wood.  Powerful 
  werewolves burst into the inn and attempt to infect as 
  many characters as possible. 
   
  Encounter 2: New Recruits in the Army of the 
  Moonlord: Breyin the Moonlord attempts to press the 
  infected inn patrons into his service.  Upon noticing the 
  characters, he reveals much information and asks them to 
  deliver a mission of peace to Shannus on his behalf. 
   
  Encounter 3: Zealots: A group of fanatical Mist 
  Children elves attempt to ambush Breyin, and he flees. 
   
  Encounter 4: Darkness Falls: As the characters travel 
  through the Iron Wood, the message of peace is switched 
  without the party’s knowledge. 
   
  Encounter 5: Return to Glory: The characters arrive in 
  Glory and deliver the altered message to Shannus.  
  Shannus is irate, and prepares for war.  Perhaps the 
  characters meet some old friends as well. 
   
  Encounter 6: Arrival of the Menagerie Master: A 
  menagerie owner named Ghen Tayber arrives in Glory, 
  bringing his recent purchase (three rust monsters) into 
  the town with him. 
   
  Encounter 7: Long Night: During the night, howlers 
  attack the logging camp.  If the characters ride out to face 
  them, the rust monsters are freed and rampage around 
  the town, destroying all of the town’s iron and some of its 
  silver.  If the characters do not ride out to face the 
  howlers, they have to fight the rust monsters and the 
  quasit who has freed them. 
   
  Encounter 8: The Battle of Light and Honor: The next 
  morning, Shannus brings his forces of men and Mist 
  Children elves into the lumber yard to meet Breyin.  
  Breyin has arrayed his forces of lycanthropes and fey.  
  Both Shannus and Breyin ask the characters to fight on 
  their side, while Felton, Larko, and Tayber remain 
  indifferent (and take shelter in the logging camp 
  building).  The battle between these two armies begins.  
  Characters who do not participate in the battle learn 
  some useful information about the Great Dire Dark’s 
  weakness. 
   
  Encounter 9: Darkness Ended: At the peak of the battle, 
  the Great Dire Dark issues up from a hole in the earth, 
  reveling in the carnage.  Felton Grover rushes the Great 
  Dire Dark, and hits it with his cold iron sledgehammer.  
  The Great Dire Dark recoils in pain, and the secret of how 
  to defeat this horror is revealed.  The Great Dire Dark 
  flees into the tunnels beneath the Iron Wood, and the 
  characters must confront him there and defeat him for 
  good. 
   
  Conclusion: A few outcomes are outlined here.  Shannus 
  and/or Breyin may be dead, and the Great Dire Dark 
  might be permanently or only temporarily destroyed. 
   
   
  Before Play 
  Before you begin this adventure, it is important that you 
  find out which players have played their character 
  through Granite Keep (the adventure where Shannus 
  first appears), Glory Town (the first adventure in the 
  Glory Trilogy), or Glory Dimmed (the second adventure 
  in the Glory Trilogy). Those characters may have Trusts 
  of one of the factions of the Iron Wood. Ask them to 
  show you which Trusts they have. At certain points in 
  this adventure, the Trusts can impact play. Not all 
  characters need have the same Trusts, but only those 
  characters with the Trust are impacted. 
   
  Some characters may have the Trust of Henk 
  Gurmick from Glory Town.  That Trust is not important 
  to the play of this scenario (or ever, actually, as Henk died 
  in Glory Dimmed). 
   
  The first use of Trusts in this scenario is to provide 
  the characters with a reason to be in Validia, a town in the 
  southern Iron Wood. 
   
  To characters with at least one Trust of Shannus and 
  no Trusts of Breyin:  give them Player Handout One: A 
  Letter from Shannus. 
   
  To characters with at least one Trust of Breyin, and no 
  Trusts of Shannus: give them Player Handout Two: A 
  Message from the Moonlord. 
   
  To characters with Trust from both Breyin and 
  Shannus:  give them Player Handout Three: Two Letters. 
   
  
  Glory’s Warriors 
   
  Page 7 
  Otherwise: Other characters happen to be in Validia, 
  since this is where their adventures have landed them.  
  They have, as yet, no connection with either side in this 
  conflict. 
  You should also ask whether any of the characters played 
  in the Year One Verbobonc regional scenario VER1-10 
  For Man Nor Beast, as those characters will recognize the 
  menagerie owner Ghen Tayber when they see him in 
  Encounter Six. 
  Since the characters know that Validia is located within 
  the Iron Wood, and they have almost certainly heard that 
  the Iron Wood is full of lycanthropes (even if they 
  haven’t played any other adventures in the Glory series), 
  you should provide them with the opportunity to 
  purchase silver weapons before they arrive in Validia, if 
  they wish. 
   
   
  Encounter One: The Ogre’s Low 
  Voice 
  The characters are gathered together around a table in the 
  Second Chance, the largest inn in the town of Validia, in 
  the Iron Wood.  The inn is very crowded, and there are 
  over thirty guests here. 
   
  It is very late, and most of the guests of the inn are 
  sleeping on tables or benches in the common room.  The 
  private rooms are all full, as well.  The only ones awake at 
  this late hour are the characters themselves, all seated 
  around a circular table.  With them is an ogre.  This ogre, 
  Grakin, is a resident of Validia and a good-hearted, if 
  dimwitted, creature.  The characters are gathered around 
  listening to Grakin tell the story of Validia. 
   
  If any players insist that their characters would 
  rather not be listening to the ogre late into the night, 
  they are welcome to be asleep or resting in the common 
  room, or in one of the private rooms upstairs. 
  The ogre’s low voice rumbles throughout the 
  common room of the inn.  He speaks quietly, careful 
  not to wake the two dozen or so sleeping patrons 
  scattered on floors and benches around you, wrapped 
  in blankets. 
   
  “So, like I says, these folks thought that true 
  rangers ‘n’ druids, servants of the forest and all, 
  should’na be afraid of the Iron Wood, but should be 
  helpin’ it.  There’s fey folks here, I heard, and they’ve 
  bin gettin’ killed off.  Anyway, nobody’ll tell you that 
  the werecreatures aren’t the biggest threat in th’ Iron 
  Wood, and that true rangers ‘n’ druids would know 
  that, too.  Anyway, they decided that rather than 
  fighting the werecreatures all the time, mebbe it 
  would be a good idea to talk to ‘em, and work with 
  ‘em, and so on. 
   
  “Anyway, once they built this here town, an’ 
  made it clear that werecreatures were welcome, they 
  got a lot of werecreatures comin’ to visit.  These 
  werecreatures said they work for some werewolf 
  called the Moonlord.  He gives ‘em a really good life, 
  somewhere in the northern woods, but in exchange 
  they gotta work at night.  They gotta make sure they 
  patrol the Iron Wood after dark, and make sure 
  nobody stays here.  Kill ‘em, if they hafta.  They 
  dunno why.  It’s the Moonlord’s rule, and nobody 
  questions him. 
   
  “So here’s the other unusual thing: these fairies, 
  they’re not gettin’ killed off by the werecreatures.  
  They kinda like ‘em: ‘live and let live,’ I s’pose.  
  There’s something else, somethin’ darker, and it’s 
  killin’ off the fey as quick as it can.  I dunno what it is, 
  and the werecreatures don’t know, either.  Maybe the 
  Moonlord knows. 
   
  “Now, not all folks are understanding like true 
  rangers ‘n’ druids.  Some don’t wanna talk to the 
  werecreatures, but just kill ‘em all off on account that 
  they’re usually pretty bad monsters.  But look at me!  
  Ogres are almost always bad monsters, but I never 
  killed a person who didna attack me first.  You know 
  who runs this here inn?  A family of goblins!  They’re 
  good folks, too, never hurt a soul.  Here in Validia, 
  they give people second chances.  Chances to be good 
  folk, even when the rest of our kind are really bad. 
   
  “The meanest werecreature killer out there is the 
  mayor of the town of Glory, two days north of here.  
  He’s some monster elf named Shannus.  I never met 
  him, and I ain’t never seen him, neither, but they say 
  he’s all meanness and fury and taller than me.  The 
  werecreatures tell me that he’s almost…” 
   
  The ogre’s eyebrows suddenly rise in a comical 
  expression of surprise.  Shadowy figures move into 
  the inn, though doors and windows, and leap toward 
  you. 
   
  The inn is suddenly filled with numerous werewolves.  
  They burst through doors and windows during their 
  surprise round.  There are many more werewolves than 
  those fighting the characters, but these other werewolves 
  are busy attacking the sleeping guests in the common 
  room and by bursting into the private rooms to attack the 
  guests sleeping there too.  This battle should seem very 
  unfair and sudden. 
   
  For this battle, use Map 1: The Second Chance. 
   
  
  Glory’s Warriors 
   
  Page 8 
   
   
  All APLs 
  �Grakin the Ogre; hp 29; see Monster Manual. 
  �Sleeping Inn Guests; male and female humanoids 
  (various; mostly human) Com1 or War1, hp 9 each. 
  �Werewolves (a dozen or so); hp 29 each; see Monster 
  Manual. 
   
  Tactics:  These are the combatants not directly involved 
  in the fight involving the characters.  Grakin tries to flee 
  as soon as he can, and the sleeping guests are awoken 
  when they are attacked by the numerous werewolves.  
  You shouldn’t roll dice for this “side” combat, but assume 
  that the townspeople are all injured, but no one is killed, 
  by the werewolves attack. 
   
  Meanwhile, the characters have to content with the 
  werewolves that attack them directly: 
   
  APL 4 (EL 6) 
  �Were-legendary wolf Ftr1; hp 193 (205 due to aid 
  spell); see Appendix One.  This werewolf is in hybrid 
  form when it attacks, and is a natural lycanthrope (thus, it 
  has DR 10/silver).  It is under the effects of Breyin’s aid 
  spell, so it gains +1 to attacks and saves against fear 
  effects. 
   
  APL 6 (EL 8) 
  �Were-legendary wolves Ftr1 (2); hp 193 each (205 
  each due to aid spell); see Appendix One.  These 
  werewolves are in hybrid form when they attack, and are 
  natural lycanthropes (thus, they have DR 10/silver).  
  Each is under the effects of Breyin’s aid spell, so gain +1 
  to attacks and saves against fear effects. 
   
  APL 8 (EL 10) 
  �Were-legendary wolves Ftr1 (4); hp 193 each (205 
  each due to aid spell); see Appendix One.  These 
  werewolves are in hybrid form when they attack, and are 
  natural lycanthropes (thus, they have DR 10/silver).  
  Each is under the effects of Breyin’s aid spell, so gain +1 
  to attacks and saves against fear effects. 
   
  APL 10 (EL 12) 
  �Were-legendary wolves Ftr2/Sor1 (4); hp 211 each 
  (223 each due to aid spell); see Appendix One.  These 
  werewolves are in hybrid form when they attack, and are 
  natural lycanthropes (thus, they have DR 10/silver).  
  Each is under the effects of Breyin’s aid spell, so gain +1 
  to attacks and saves against fear effects. 
   
  APL 12 (EL 14) 
  �Were-legendary wolves Ftr4/Sor1 (4); hp 239 each 
  (251 each due to aid spell); see Appendix One.  These 
  werewolves are in hybrid form when they attack, and are 
  natural lycanthropes (thus, they have DR 10/silver).  
  Each is under the effects of Breyin’s aid spell, so gain +1 
  to attacks and saves against fear effects. 
   
  Tactics: You should resist the temptation to wipe out the 
  party with this encounter; although properly EL’d, this 
  encounter will probably severely outclass the characters.  
  The werewolves are not here to kill, but to infect as many 
  people as possible.  For this reason, they will spread out 
  their attacks on characters that have not yet been bitten.  
  Even if they take attacks of opportunity from the 
  characters, the werewolves will move past characters they 
  believe to be infected in order to get at an undamaged 
  party member.  The werewolves will attack characters 
  that seem particularly hardy several times.   They will 
  NOT attack any injured character if it looks like the bite 
  damage might kill the character!  These creatures also 
  attack with their bite when they can only make a single 
  attack, instead of a claw (even though their bite is a 
  secondary attack), since they can only transmit 
  lycanthropy through their bite. 
   
  Infected: It’s important for the next scene that the 
  characters don’t know whether they are infected with 
  lycanthropy or not.  You should roll their Fortitude saves 
  for them, in secret.  At all APLs, the DC to avoid 
  contracting lycanthropy is 15.  The characters have no 
  way of telling whether they are infected or not until the 
  next full moon, which is not for two weeks. 
   
  Development: Once all the party has been attacked and 
  damaged, or the characters have dispatched more than 
  half of the werewolves facing them, read the following 
  text on the next werewolf initiative count: 
   
  Suddenly, the werewolves in the inn raise their heads 
  as though they heard something.  As one, they 
  scramble out of the inn, breaking windows and 
  splintering doors in their haste to leave. 
  Almost immediately, you hear the clarion call of a 
  horn or trumpet, coming from behind the inn.  The 
  noise is eerie and unearthly, and it sends deep shivers 
  down your spine. 
   
  Most of the people here in the inn are injured, but none 
  are dead.  The people here get up and go see where the 
  noise is coming from.  When the characters step out the 
  back of the inn as well, go to Encounter Two. 
   
  
  Glory’s Warriors 
   
  Page 9 
  Encounter Two: New Recruits in 
  the Army of the Moonlord 
   
  Many people in the Inn have stepped out the back, into 
  the corral, to see where the beautiful horn music is 
  coming from.  Read: 
   
  The far side of the corral is lit with a beautiful, 
  unearthly light.  Standing in the light is a tall, proud 
  creature built like a man but with the head of a dog.  
  The creature is the source of the silvery glow. 
   
  Characters that played VER3-03 Glory Dimmed 
  recognize the creature as the figure they followed 
  through the woods to the elven shack full of quasits.  
  Then, the silvery figure was the form of a dog.  Now, it’s 
  the form of a dog-headed man.  This is Breyin the 
  Moonlord, a hound archon. 
   
  The werewolves fleeing the inn rush behind the 
  glowing dog-headed man, and stand at attention as 
  though they were some sort of honor guard.  Seeing the 
  mass of injured people staggering out of the inn, the dog-
  headed man speaks.  His voice is clear and calm, and 
  carries across the corral.  He says: 
   
  “Greetings people of Validia. You may have been 
  traders, woodsmen, or adventurers, but your old life is 
  behind you.  Now you are warriors, mighty warriors 
  caught in an ancient  battle that has raged in the Iron 
  Wood for generations.  I am Breyin Seven-Stars, the 
  Moonlord, and you are now in my service.  I will see 
  that you are healed, and given new homes deep in the 
  Iron Wood where you can live your days in peace and 
  leisure.  At night, you serve my needs in keeping the 
  Iron Wood free from intruders.  At all costs, intruders 
  must be hounded from the Iron Wood at night. 
   
  You can run if you’d like, and reject my offer, but 
  none of you can know if you are infected with 
  lycanthropy or not. My werewolves have done their 
  best to see that you are tainted with this disease.  Will 
  you become a ravening beast at the next full moon, to 
  carelessly slaughter your family and friends before 
  the good soldiery of Verbobonc puts you down, 
  snarling and foaming at the mouth?  Even powerful 
  priests have difficulty curing the affliction, and their 
  best cures are sometimes fatal.  You have only one 
  choice before you this night, and that is to join the 
  army of the Moonlord. 
   
  You need not collect your things.  All your needs 
  will be provided.  Follow my sergeants to your new 
  homes.” 
   
  At this, the werewolves begin ordering the 
  wounded inn guests into columns, and prodding 
  them into the darkness of the Iron Wood.  Most go 
  willingly, but clearly confused.   
  At this point, Breyin notices the party (assuming they 
  aren’t hiding, invisible, or the like).  If they don’t 
  approach him, he approaches them.  Breyin is very 
  apologetic; he explains that he didn’t know the characters 
  were in the inn.  His attack on the inn was the 
  “distasteful contingency” that he mentioned in his letter. 
   
  Breyin has a lot of information to impart to the 
  characters.  If possible, try to avoid reading the following 
  points like a list; instead, work them into a conversation 
  with the characters.  Breyin is polite, and regal, but is 
  clearly an “end justifies the means” sort of thinker.  Note 
  that he isn’t exceptionally intelligent, but he is very wise. 
   
  If Feff is with the party (as a cohort gained from 
  VER3-03 Glory Dimmed), Feff and Breyin are happy to 
  see each other again, and are clearly good friends. 
   
  • 
  Breyin is a hound archon, a creature of law and 
  good from the outer plane of Mount Celestia. 
  • 
  Centuries 
  ago, 
  a 
  powerful 
  demon 
  was 
  imprisoned, and placed here in this wood. 
  • 
  At that time, there were a few lycanthropes that 
  prowled this wood, and a tribe of noble grey 
  elves.  There were also large numbers of fey.  
  Travelers went through the woods often.   
  • 
  Breyin was tasked to keep the demon 
  imprisoned here.  Breyin has been the creature’s 
  jailor ever since.  The demon-creature is known 
  only as the Great Dire Dark.  Ever since the 
  arrival of the Great Dire Dark, a thick mist has 
  pervaded the entire Iron Wood. 
  • 
  Almost immediately, Breyin realized that the 
  Great Dire Dark has the ability to tempt and 
  corrupt people in the Iron Wood to do evil.  The 
  lycanthropes seemed immune to this vile 
  temptation, particularly the lycanthropes that 
  were already evil. The grey elves have been 
  corrupted only through the very slow passage of 
  time.  The more corruption the Great Dire Dark 
  is able to inflict, the more powerful it has 
  become. 
  • 
  The Great Dire Dark seems unable to corrupt 
  the fey, and so it’s been slowly killing them off 
  out of sheer cruelty.  They say he has been 
  torturing some of them with cold iron 
  implements.   
  • 
  Breyin realized that human traffic through the 
  Iron Wood could spread the influence of the 
  Great Dire Dark all over the region, and so he 
  
  Glory’s Warriors 
   
  Page 10 
  had to devise some sort of plan to keep people 
  out of the Iron Wood. 
  • 
  To do this, he set himself up as a king among 
  the lycanthropes, and commanded them to 
  hound any travelers out of the Iron Wood after 
  nightfall.  When the lycanthropes started 
  killing people, Breyin realized that this practice, 
  although distasteful, worked to keep travelers 
  away. 
  • 
  For the most part, the Mist Children elves (as 
  they started calling themselves) left the 
  lycanthropes alone, and they left the Mist 
  Children alone. 
  • 
  The Great Dire Dark is a giant-sized form of 
  darkness.  It seems mostly insubstantial, and it 
  radiates fear.  There are a number of ancient 
  tunnels under the Iron Wood, and the Great 
  Dire Dark spends most of its time lurking down 
  there. 
  • 
  Breyin has fought and defeated the Great Dire 
  Dark on several occasions.  Each time, it seems 
  as though Breyin’s attacks are mostly ineffective 
  (his attacks count as magic, lawful, and good).  
  Once he does manage to defeat the Great Dire 
  Dark, it explodes in a shower of black sparks, 
  and Breyin thinks the Great Dire Dark has 
  finally been destroyed.  However, within a few 
  days, the Great Dire Dark returns once again, 
  and Breyin doesn’t know why.  (Note that 
  Breyin, being from the Outer Planes, knows 
  very little about undead.  He has no knowledge 
  of ghosts, their powers, or vulnerabilities.  He 
  thinks that the Great Dire Dark is some sort of 
  powerful demon-spirit, but the characters may 
  be able to identify the Great Dire Dark as some 
  sort of ghost with a DC 15 Knowledge (religion) 
  check). 
  • 
  Recently, an elf named Shannus has established 
  a town in the center of the Iron Wood, called 
  Glory.  He is the leader of the town. 
  • 
  Shannus hates lycanthropes with a furious 
  passion, and leads raids to kill as many as he can. 
  • 
  Breyin used to have four powerful lieutenants, 
  but Shannus has killed them all in the last few 
  months. 
  • 
  Breyin knows Shannus wants nothing more 
  than to kill him, too. 
  • 
  With the increase in townspeople and travelers 
  in the Iron Wood, due to Glory’s existence, the 
  Great Dire Dark is becoming much more 
  powerful. 
  • 
  The Great Dire Dark has tricked the Mist 
  Children.  A group of quasits in wolf and rat 
  formed attacked several Mist Children outposts, 
  and the Mist Children think the lycanthropes 
  are to blame.  As a result, the Mist Children 
  have joined Shannus in his lycanthrope-
  hunting. 
  • 
  Breyin’s forces have nearly all been depleted.  
  He is losing his fight against Shannus.  If people 
  are free to travel in the Iron Wood unmolested, 
  the Great Dire Dark will be completely free to 
  go wherever it wants and spread its terror far 
  and wide. 
  • 
  Breyin believes that the Great Dire Dark cannot 
  ever be permanently destroyed (he’s tried 
  several times with no success). 
  • 
  Breyin has decided that he must make peace 
  with Shannus.  He wants to tell the elf about the 
  existence of the Great Dire Dark, but he can’t go 
  himself, since Shannus would just kill him. 
  • 
  Breyin asks the characters (particularly those 
  with a Trust of Shannus) to deliver a message of 
  peace.  He also asks them to look over the 
  message, and make any suggestions they have. 
  • 
  If the characters are upset about being turned 
  into lycanthropes, Breyin will offer them some 
  fresh belladonna from a pouch he carries. 
  • 
  Breyin 
  promises 
  that 
  his 
  minions 
  (the 
  lycanthropes) will leave them alone as they 
  travel through the Iron Wood to Glory. 
   
  The Message: Give the players Player Handout Four: 
  Peace Offering when they look at Breyin’s message.  
  Breyin is genuinely interested in what they have to say 
  about it, and will make any modifications they suggest. 
   
  Troubleshooting:  Some characters may decide to attack 
  the Moonlord right away.  As soon as they take an 
  aggressive action he teleports away, leaving the note 
  behind.  He then returns near enough to deliver a 
  message to the party, claiming that he seeks peace and 
  asking them to deliver the message of peace to Shannus. 
   
  If the characters actually manage to kill Breyin, the 
  adventure can still continue.  A lycanthrope minion of 
  Breyin’s takes over the army, with the sole goal of killing 
  Shannus and all humans he can find.  Use the stats of a 
  were-legendary wolf from Encounter One.  It will be this 
  minion, not Breyin, that leads the lycanthrope and fey 
  army in Encounter Eight. 
   
  If the characters refuse to deliver the message, 
  Breyin has to deliver it some other way.  As long as the 
  characters still intend to go to Glory, the adventure can 
  continue.  
   
   
  
  Glory’s Warriors 
   
  Page 11 
   
  Encounter Three: Zealots 
  This encounter occurs once the characters are wrapping 
  up their conversation with Breyin.  A group of Mist 
  Children elves have snuck up to the party’s position.  
  They are about thirty feet away, forty feet up in the trees 
  (thus, about fifty feet from the characters, the limit of 
  vision in this area).  They give a war cry, and attack. 
   
  The thick silence of the misty Iron Wood is broken 
  by a elven war cry: “For Shannus! Death to the 
  Moonlord!”  A hail of arrows rains down upon you. 
   
  These Mist Children elves are not particularly skilled 
  warriors, but they are quite brave.  They concentrate their 
  fire on Breyin, and on any characters with two Trusts of 
  Breyin and no Trusts of Shannus. 
   
  As soon as he can, Breyin hands his message of peace 
  to the nearest character (if they haven’t taken it from him 
  already), pleads “Get this to Shannus for me,” and 
  teleports away. 
   
  All APLs 
  �Elf, 1st Level Warrior (one per APL, max of 8); hp 4 
  each; see Monster Manual.   As gray elves, they have Str 
  11 and Int 12.  They are neutral in alignment. 
   
  Tactics: As soon as Breyin is gone, these elves stop their 
  attacks. 
   
  If there are no characters with a Trust of Shannus in 
  the party, the elves try to flee through the treetops once 
  Breyin teleports away.   
   
  If at least one character has a Trust of Shannus, the 
  elves thank any characters with Trusts of Shannus for 
  occupying Breyin while they planned and executed their 
  ambush.  They are sorry he got away so easily.  The 
  characters may want to clear up the Mist Children’s 
  misunderstanding, but if they insist too strongly that 
  they are in Breyin’s service, the elves will suspiciously 
  take their leave. 
   
  If the characters don’t alienate these elves, they offer to 
  escort the characters on the two-day trip through the 
  Iron Wood to Glory.  Otherwise, the characters can make 
  the trip on their own.  In either case, move on to 
  Encounter Four. 
   
   
   
   
  Encounter Four:  Darkness Falls 
  Breyin has asked the characters to deliver a message of 
  peace to Shannus.  The Great Dire Dark has other plans, 
  however, and wants to provoke a war.  He intends to 
  switch the message of peace that the characters carry for a 
  message of war instead. 
   
  This encounter is about the switch the Great Dire 
  Dark will pull on the characters.   As with most magic 
  tricks, the key to successfully pulling off this switch is 
  misdirection.  This switch must happen for the adventure 
  to play out, but the switch can happen one of several 
  ways, depending upon the actions of the party. 
   
  Most importantly, you need to determine which 
  character has the message from Breyin, without letting 
  the players think it’s important that you’re asking.  Don’t 
  make a big show of this; assume it was the character most 
  involved in editing the message in the last Encounter, or 
  whatever player told you “I’ll carry the message.”  If you 
  still can’t determine, assume that whatever player has 
  Player Handout Four physically nearest to him carries 
  the letter.  Unless that character has specifically 
  identified where he put the letter (as in “I put the letter 
  into my Heward’s handy haversack”), just assume that it’s 
  tucked away safely on the character’s person somewhere. 
   
  Once you’ve identified which characters has the 
  message, that character is the Target. 
  • 
  If the Target is traveling overland, or flying 
  through the forest, then the darkmantles attack 
  them, as explained below.  This is how the 
  switch will happen for most parties. 
  • 
  If the characters fly above the Iron Wood with 
  such spells as overland flight or wind walk, the 
  darkmantles attack as described below.  Instead 
  of dropping down onto the party, obviously, 
  they fly up to meet them. 
  • 
  If the Target teleports to Glory, or moves in 
  some other extraplanar way, then the Target 
  arrives exactly one round later than he 
  otherwise should (one round behind the rest of 
  the teleporting party, for example).  The switch 
  was pulled while the Target moved through the 
  planes, but the Target won’t notice.  To the 
  Target, the trip seemed entirely usual, except for 
  the one-round delay upon arrival.  Proceed to 
  the next Encounter. 
  • 
  If 
  the 
  Target 
  puts 
  the 
  letter 
  into 
  a 
  nondimensional space, such as a bag of holding, 
  then a fiendish dimensional traveler, an agent of 
  the Great Dire Dark, makes the switch without 
  the Target’s knowledge.  Precisely how this is 
  
  Glory’s Warriors 
   
  Page 12 
  done isn’t important.  The Target won’t know 
  the switch has been made until he or she 
  retrieves the item again.  Proceed to the next 
  Encounter. 
  • 
  If the Target has merged the message with his 
  or her form, as with a polymorph effect or wild 
  shape ability, then the darkmantles must cover 
  the Target’s entire form with darkness in order 
  to make the switch.  With this in mind, 
  continue with the darkmantles encounter, 
  below. 
   
  Most Targets have the message in a pouch, belt, 
  backpack, or other storage.  In order to make the switch, 
  the Great Dire Dark must have an area of shadowy 
  darkness contact the pouch, backpack, or other storage.  
  As the characters walk through the misty Iron Wood, 
  they are attacked by a pack of fiendish darkmantles.  
  Since these creatures aren’t a real challenge for the party 
  at any APL, and are merely a diversion, no XP is awarded 
  for this encounter.  If the players think they got away 
  easily, so much the better. 
   
  APL 4-6 (EL 0) 
  �Fiendish Darkmantles (4); hp 6 each; see Appendix 
  One. 
   
  APL 8-12 (EL 0) 
  �Fiendish Darkmantles, advanced to 4 HD (4); hp 30 
  each; see Appendix One. 
   
  Tactics:  These creatures have only one purpose: to 
  overlay the Target character with as many areas of 
  darkness as possible.  If they manage to do so for even a 
  fraction of a round, the Great Dire Dark is able to switch 
  the message from Player Handout Four to Player 
  Handout Five.  This switching is imperceptible to the 
  Target character. 
   
  Development: Once the switch is made, the characters 
  travel the rest of the way to Glory safely. 
   
   
  Encounter Five: Return to Glory 
  The characters arrive in the area of Map 2 about a half-
  hour before sunset.  They have time to stop at the logging 
  camp and say hello to Felton Grover if they’d like (he’s in 
  the lumber yard, overseeing some loggers bringing some 
  new timber into the yard).  He will greet any characters 
  he has met before warmly, and offer them a place to stay 
  in the logging camp, if they don’t have any other plans.  
  He’s happy to find out that Breyin wants peace, if they 
  tell him. 
   
  When the characters enter the town of Glory, read: 
   
  Two unusual features catch your eye as you pass the 
  gate guards and enter the walled town of Glory. First, 
  you see five spires rising over the entrance to the 
  town. The center spire is higher than the two on 
  either side of it, and upon each of the lower spires are 
  impaled heads: three human heads and a half-orc 
  head. (Characters who have the Trust of Breyin from 
  Glory Town will recognize the half-orc head as that of 
  Kelgore the Gouger, the half-orc wereboar). The second 
  thing you notice are six hanging cages just inside the 
  town, hanging a foot off the ground and barely large 
  enough to fit a human. The cages stand empty. 
   
  Glory is a riot of activity, and you see herbalists 
  and general stores and taverns crowded together. The 
  people seem busy and well-to-do. A large group of 
  town guardsmen are training with silver weapons, 
  and you see a large pile of silver weapons stacked off 
  to the east side of the entrance area. 
   
  Glory looks every inch the boomtown. Inform characters 
  that have been here before that there are lots of new 
  buildings crowded together, and the existing buildings 
  have had several stories added to them.  There are an 
  inordinate number of herbalists here, and fine items of 
  rare woods (rare herbs and woods fueled the rapid 
  expansion of Shannus’ town). There are a number of inns, 
  taverns, and stables crowded together, but the 
  centerpiece of the town is the Fallen Timber Tavern. 
  When the characters explore the town, they can’t help 
  but to notice it. 
   
  The characters may want to ask around town about 
  some of the sights. They can learn the following short 
  history of Glory: Only three years ago, the only structure 
  here was the Fallen Timber Tavern, and the wide yard 
  around it, fenced in to prevent lycanthrope attacks. 
  Under Shannus’ care, the town erected a wooden palisade 
  and has become a bustling boomtown, specializing in rare 
  woods and exotic herbs. 
   
  If asked about the spiked heads, any town resident 
  can tell the characters that the terrible lycanthropes of 
  the Iron Wood are led by a frightening creature known as 
  the Moonlord. The Moonlord used to have four 
  lycanthrope lieutenants. Shannus has killed them all. The 
  central, higher spike is reserved for the head of the 
  Moonlord himself.  The townspeople of Glory hate and 
  fear the Moonlord.  If the players insist that the 
  
  Glory’s Warriors 
   
  Page 13 
  Moonlord wants peace, they townspeople won’t believe 
  them. 
   
  There are also dozens of Mist Children elves living 
  within the walls of Glory, as well.  Most of them live in 
  and near the Fallen Timber Tavern.  They are dour and 
  quiet, and won’t say more than a word or two to the most 
  loquacious characters. 
   
  Some other facts the characters can garner from 
  questioning townspeople are: 
   
  • 
  Glory is a small town located right in the center of 
  the Iron Wood. The Iron Wood is full of fog and, 
  worse, all kinds of werecreatures. The werecreatures 
  only come out at night, and at night the Iron Wood 
  is infested with them. 
  • 
  The road through the Iron Wood is called the Iron 
  Road. 
  • 
  The Iron Road is about fifty miles long, and Glory is 
  in the dead center of it. That means, if you start very 
  early in the morning, you can make it to the town by 
  nightfall. And if you leave the town very early the 
  next morning, you can clear the other end of the 
  Iron Wood by the next nightfall. 
  • 
  Glory has a hard but fair mayor. He is a part-elf, part-
  dragon named Shannus, who is also a powerful 
  sorcerer. 
  • 
  Shannus founded Glory about three or so years ago, 
  and built it up himself with his own funds. The town 
  has taken off like a boomtown ever since. 
  • 
  The hanging cages are where Shannus puts people 
  that he fears are infected with lycanthropy through 
  the three nights of the full moon.  If they don’t 
  change, then they’re free to return to their lives in 
  the town.  If they do change in the cages, they’re 
  killed immediately.  Most townspeople think this is 
  pretty fair; after all, Shannus could just exile them 
  from the town if he suspects they’ve been bitten, but 
  hanging in the cage gives them a chance to “prove 
  themselves.” 
  • 
  The boomtown makes a lot of money on rare herbs 
  and exotic woods that no one had been able to get at 
  very easily, until the town of Glory went up. 
  • 
  Even magical herbs and exotic items are available 
  here, like the bases for Keoghtom’s ointment and 
  Nolzur’s marvelous pigments.  Items available are 
  listed on the AR by APL. 
  • 
  The loggers are led by Henk Gurmick. There are 
  about thirty loggers, and they don’t live in Glory. 
  About five minutes away is a building that is square 
  and solid, and surrounded by a low fence. The 
  loggers live there. They bolt their doors at night, and 
  keep guards just inside, and nothing bothers them. 
   
  If the characters are looking for Shannus, they are 
  directed to the Fallen Timber Tavern. Read: 
    
  The centerpiece of this small town is an inn that 
  looks to be far older than most of the buildings here. 
  The weather-beaten sign reads “Fallen Timber 
  Tavern.” 
   
  Inside, Shannus is looking over some maps of the Iron 
  Wood.  He is sipping a rare tea native to this area. 
   
  Behind a large table you see a large elf.  He has bright 
  brass-colored scales over most of his skin, and his 
  stretched face surrounds pupils slitted like a reptile’s. 
   The elf is hunched here, but it probably seven to 
  eight feet tall. 
   
  Shannus greets the characters coldly and dismissively if 
  none of them have any Trusts of Shannus.  If any of them 
  have a Trust of Shannus (that is, if he sent them a letter), 
  then he recognizes them greets them warmly, and asks 
  how their investigations in Validia went.  When the 
  characters give Shannus the message, read: 
   
  Shannus looks over the letter, and a stormy look 
  crosses his face.  He gets angrier and angrier as he 
  reads.   
   
  Shannus is filled with rage, and determined to meet 
  Breyin on the field of battle.  He will let the characters 
  see the message if they ask: show them Player Handout 5. 
   The handwriting is perfectly matches Breyin’s. 
   
  If the characters protest that there must have been 
  some sort of mistake or trick, then Shannus expressed 
  sympathy that the characters were so easily fooled by a 
  trick of the Moonlord.  He then excuses himself, as he 
  has many preparations to attend to. 
   
  The characters can be put up here at the Fallen 
  Timber Tavern, back at the loggers’ camp, or they could 
  even just camp in the woods or along the road if they’d 
  like. Note where the characters are located in the early 
  evening, and move on to Encounter Seven. 
   
  Development:  If the characters tell Shannus that they 
  were injured by werewolves earlier in the scenario, he 
  refuses to let them stay in the town.  He does not want to 
  risk infection or attack of his townspeople.  If they 
  succeed at a DC 10+APL Diplomacy check and point out 
  that the next full moon is weeks away, he’ll agree to let 
  them stay in town overnight.  He won’t lock them up in 
  the cages (as he insisted on in Glory Town), until the 
  moon is full. 
  
  Glory’s Warriors 
   
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  Encounter Six: Arrival of the 
  Menagerie Master 
  As long as the characters are somewhere near the town of 
  Glory at nightfall, they see one last wagon driver making 
  his way into the city before the gates are closed for the 
  evening.  This is no ordinary merchant, however, but 
  Ghen Tayber, the showman and owner of Tayber’s 
  Mundivagant Menagerie.  Tayber collects unusual 
  animals from all over the Flanaess, and puts them on 
  display in a traveling circus for people to see.  Any 
  character who played the Verbobonc regional scenario 
  VER1-10 For Man Nor Beast has met Ghen Tayber 
  before. 
   
  Tayber is driving a canvas-covered wooden cage 
  filled with three rust monsters. He recently purchased 
  these animals from a rat-faced man in Devarnish.  The 
  man sold him the beasts at a very good price, on the 
  condition that Tayber take them overland through the 
  Iron Wood, rather than on a ship down the Velverdyva.  
  Never one to pass up a good deal, Tayber agreed.  
  Unfortunately, 
  Tayber 
  is 
  being 
  unknowingly 
  manipulated by an agent of the Great Dire Dark to enact a 
  plan to weaken Shannus’ forces. 
   
  As night falls in the misty Iron Wood, the gate guards 
  of Glory prepare to seal the town against the horrors 
  of the night.  Lumbering through the mist, from the 
  direction of Veluna, is a huge wagon pulled by four 
  horses.  The wagon large and boxy, made of wood, and 
  completely covered with canvas held down with 
  wooden pegs.  Driving the wagon is a man in gaudy 
  orange and silver traveling clothes.  He has a broad 
  smile under his handlebar mustache. 
   
  The gate guards wait for this one last merchant to 
  pull into the town.  The man pulls the wagon through 
  the gates, and he stops near the hanging iron cages.  
  The man gets off his wagon to talk to the gate guard.  
  The guardsman points in the direction of the Fallen 
  Timber Tavern, apparently giving the colorful man 
  directions to lodging for the night. 
   
  Have the characters make Spot checks, but the DC is 
  only 10.  You may also inform players whose characters 
  were present in For Man Nor Beast that they recognize 
  this man as the menagerie owner Ghen Tayber.  To those 
  who succeeded at the Spot check, read: 
   
   
  As the men converse, you notice a corner of the 
  canvas lift.  Snaking out from inside the cage is a 
  long, reddish antenna.  The antenna lashes out at one 
  of the iron cages, and the cage collapses into a heap of 
  rust.  The guard doesn’t seem to notice, as the wagon 
  blocks his view, but the colorful man anxiously 
  shoves the antenna back under the canvas and shoves 
  a wooden peg into place to keep the canvas covering 
  down. 
   
  Undoubtedly, the characters will want to investigate this 
  unusual occurrence.  Ghen Tayber greets the characters 
  warmly, if they approach him.  If the characters met him 
  before, he remembers them and greets them by name.  
  He also comments on how different they look (since 
  they’ve probably spent the intervening two years 
  adventuring!). 
   
  Ghen Tayber is a warm, friendly man with a flair for 
  showmanship.  He is open and eager to show off his 
  wagon and its contents to anyone who asks.  He doesn’t 
  have any of his other animals or workers here; they are 
  camped with the rest of his menagerie near Larneystoe. 
   
  The wagon is 10 feet wide, 15 feet long, and 10 feet 
  high.  It is basically a wheeled wooden cage covered with 
  canvas.  The canvas is held down with wooden pegs every 
  12 inches.  There isn’t any metal in the wagon at all, 
  except the axles (which are out of reach of the cage’s 
  occupants).  There is a sturdy latch at the rear of the cage 
  at the top (out of reach of most characters).  It is latched 
  with an ornate wooden lock.  If this latch is opened, the 
  entire back section swings down, becoming a ramp for 
  the cage occupants to leave the wagon. 
   
  Inside the wagon are three rust monsters.  At APL 4 
  and 6, they are normal-sized rust monsters that scamper 
  freely about the cage.  At APL 8 through 12, they are 
  Large creatures that are squeezed together cozily in the 
  cage.   At APL 10 and 12, they have something 
  indescribable and frightening about them.  These 
  fiendish rust monsters also have wings, but they are 
  folded up against their hides and not visible while they 
  are caged. 
   
  Ghen Tayber is extraordinarily proud of his “new 
  acquisitions,” and points out their features to curious 
  characters (“Look at that paddle!  A wide paddle like that 
  means he’s a really healthy one.”  “The shading on the one 
  in the back, there, is really unique.” and so on).  He is also 
  open about who he bought the rust monsters from, and 
  what a bargain he got (“Only 11,500 gold for all three!”). 
   
  Once the characters hear that a “rat-faced” man sold 
  the rust monsters, they may become suspicious that a 
  were-rat is involved.  They might point out the dangerous 
  
  Glory’s Warriors 
   
  Page 15 
  creatures to the guardsmen, or even to Shannus himself.  
  Shannus is currently located in the Fallen Timber Tavern, 
  and will come out to meet Ghen Tayber if the characters 
  ask. 
   
  Shannus and the guardsmen are irritated about the 
  loss of one of the cages, but Ghen Tayber promises to 
  repay Shannus for the loss.  After only a few minutes of 
  conversation, the showman endears himself to Shannus 
  and the guardsmen.  They refuse to put either Tayber or 
  his cargo out of Glory for the night.  To do so, they are 
  sure, will mean certain death.  If the characters insist, 
  Tayber will move his wagon to any other reasonable place 
  in town.  If the characters request it, then Shannus will 
  post guards on the wagon, or on the silver, or anything 
  else the characters request that seems like a reasonable 
  precaution. 
   
  If the characters think there is something suspicious 
  and not coincidental about Tayber’s arrival in town with a 
  wagonload of rust monsters, they’re right… 
   
   
  Encounter Seven: Long Night 
  Late in the night, the Great Dire Dark sets two plans into 
  motion, designed to weaken the forces of Glory.  Several 
  howlers attack the logging camp outside of town.  While 
  that confusion is underway, an invisible quasit sneaks in 
  to Glory and frees the rust monsters from their cage.  The 
  hungry rust monsters go on a feeding frenzy, and 
  disintegrate much of Glory’s iron, steel, and stores of 
  silver weapons lying around town.  The Great Dire Dark 
  knows that this will throw blame onto Breyin—after all, 
  who else would want the town’s silver weapons 
  destroyed?—but its real plan is far more subtle:  rust 
  monsters prefer ferrous metals (like iron and steel) to 
  nonferrous metals (like silver), and the rust monster 
  rampage will destroy virtually all of the cold iron in town. 
   This will make it harder for the townspeople to exploit 
  the Great Dire Dark’s weakness, even if they should 
  discover what it is. 
   
  The characters will probably intervene to stop one of 
  these events, but not the other.  If they are able to stop 
  both attacks, so much the better, but they would have to 
  be exceptionally clever (or dangerously split their forces) 
  in order to do so. 
   
  This encounter faces the characters with a choice:  
  either they go save the loggers from the howlers (but, as a 
  result of the characters’ absence, the rust monsters 
  destroy most of the silver in Glory), or they stay in Glory 
  and defeat the rust monsters and the quasit (which means 
  the loggers are slain by the howlers). 
   
  About two hours after dark, as long as the characters 
  are anywhere on Map 2 (either in Glory, at the logging 
  camp, or anywhere nearby), read the following to any 
  characters that are awake: 
   
  The stillness of the foggy night is broken by a low 
  animal howl.  Several other animals join in 
  immediately, and the howling sets your teeth on 
  edge.  No natural animal is making this unearthly 
  noise. 
   
  The howls are coming from the direction of the 
  logging camp. 
   
   
  As it will probably be significant to this encounter, 
  note that the logging camp building is about 3500 feet 
  from the gates of Glory via the trail, or 2000 feet as the 
  crow flies. 
   
  If the characters investigate 
  As soon as the characters go investigate the howling, they 
  encounter a pack of howlers lurking around the yard in 
  front of the logging camp.  These howlers attack the 
  characters immediately, and fight to the death. 
   
  While this combat is underway, an invisible quasit 
  with a chime of opening flies out of the night to a point 
  above the rust monster cage in Glory, and rings the 
  chime of opening.  Note that a chime of opening only 
  requires line of sight to the locked mechanism; since the 
  town of Glory is dimly lit, even at night, the quasit can 
  use this magic device from hundreds of feet away if he 
  has to.  This frees the rust monsters, and they 
  immediately rampage around the town.  Shannus and the 
  Glory town guard have difficulty in fighting these 
  creatures—the silver weapons of the guard turn to rust 
  on impact, and Shannus is hesitant to use his high level 
  area-effect spells in town.  By the time the characters 
  return from their combat with the howlers, Shannus and 
  the town guard have killed the rust monsters, but at the 
  loss of nearly all iron and steel in Glory, and about half of 
  the town’s silver weapons.  Of course, it’s the loss of the 
  silver weapons that seem most significant to Shannus and 
  the townspeople—that’s the Great Dire Dark’s ruse. 
   
  APL 4 (EL 5) 
  �Howlers (2); hp 39 each; see Monster Manual. 
   
  APL 6 (EL 7) 
  �Howlers (4); hp 39 each; see Monster Manual. 
   
  APL 8 (EL 9) 
  �Howlers, advanced to 10 HD (4); hp 65 each; see 
  Appendix One. 
   
  APL 10 (EL 11) 
  
  Glory’s Warriors 
   
  Page 16 
  �Howlers, advanced to 12 HD (4); hp 114 each; see 
  Appendix One. 
   
  APL 12 (EL 14) 
  �Howlers, advanced to 16 HD (6); hp 152 each; see 
  Appendix One. 
   
   
   
  If the characters wait 
  The howlers circle around the logging camp for three 
  hours, howling.  This means anyone that can hear them 
  has to make three DC 12 Will saves, or lose 1 point of 
  Wisdom for each failed save.  At any time the characters 
  can go investigate, and fight the howlers as described 
  above.  The invisible quasit will wait until the characters 
  have left the area around Glory before freeing the rust 
  monsters with his chime of opening, and they go berserk 
  as above. 
   
  After three hours, the quasit decides it had better do 
  something more drastic to lure the characters away from 
  the town of Glory.  It flies over to the logging camp 
  building, and rings the chime of opening to open the 
  sturdy front door of the logging camp.  The howlers then 
  rush inside, taking the loggers by surprise.  Read the 
  following: 
   
  The incessant howling suddenly stops, and the 
  silence is surprising and welcome.  From the 
  direction of the logging camp building comes 
  surprised cries of men.  The night is then filled with 
  the sounds of men screaming, each scream cut 
  horribly short. 
   
  If the characters go investigate at this time, the howlers 
  rush out of the building as the characters arrive at the 
  logging camp.  The howlers fight the characters outside 
  in the lumber yard. 
   
  If the characters wait even longer 
  If the attack on the loggers doesn’t budge the characters 
  from their position in Glory, the quasit decides to act 
  anyway.  He frees the rust monsters with his chime of 
  opening, and the hungry rust monsters start running 
  around the town, turning all the ferrous metal they can 
  find into rust.  Once the ferrous metals are destroyed (in 
  about a minute), they start rusting the stockpiles of silver 
  weapons in town.  If the characters interfere, the rust 
  monsters hungrily attack the characters for the metal 
  they wear and use.  At APL 6 and above, the quasit flies 
  down invisibly, and attacks the characters to the best of 
  its ability as well. 
   
  APL 4 (EL 5) 
  �Rust Monsters (2); hp 27 each; see Monster Manual.  
  At this APL, one of the rust monsters is not as hungry as 
  his fellows; he remains in the wooden cage. 
   
  APL 6 (EL 7) 
  �Rust Monsters (3); hp 27 each; see Monster Manual. 
  �Quasit Rog1; hp 27; see Appendix One. 
   
   
  APL 8 (EL 9) 
  �Rust Monsters, advanced to 13 HD (3); hp 110 each; 
  see Appendix One. 
  �Quasit Rog1; hp 27; see Appendix One. 
   
  APL 10 (EL 11) 
  �Fiendish Rust Monsters, advanced to 13 HD (3); hp 
  110 each; see Appendix One. 
  �Quasit Rog3; hp 39; see Appendix One. 
   
  APL 12 (EL 14) 
  �Fiendish Rust Monsters, advanced to 13 HD (3); hp 
  110 each; see Appendix One. 
  �Quasit Rog11; hp 83; see Appendix One. 
   
  Tactics: The rust monsters attack until slain.  The quasit 
  makes a sneak attack from invisibility on any sorcerer or 
  wizard that has displayed an ability to substantially 
  damage the rust monsters (failing that, any weak-looking 
  character will suffice).  It alternates sneak attacks with 
  fleeing and turning invisible in order to sneak attack 
  again. 
   
  Development:  Most groups will be inside the walls of 
  Glory at the beginning of this scene.  Here is a guide for 
  troubleshooting this encounter in case they are 
  somewhere else for the night: 
  • 
  If the characters are camped outside the logging 
  camp, the howlers attack them right away.  
  Meanwhile, the quasit frees the rust monsters as 
  described above. 
  • 
  If the characters are inside the logging camp, 
  Felton Grover and all the loggers are awakened 
  by the howling right outside.  Felton is unsure 
  whether the best action is to go out and face the 
  creatures, or to wait them out inside; he leave 
  the decision to the characters.  The characters 
  are free to go out and investigate (and fight the 
  howlers), or wait three hours until the howlers 
  burst in to the logging camp building and attack 
  the characters indoors.  This is a better tactical 
  situation for the characters, since the Large (or 
  Huge) howlers will have a tough time squeezing 
  
  Glory’s Warriors 
   
  Page 17 
  through the rooms of the logging camp 
  building. 
  • 
  As long as the characters aren’t in Glory, the 
  quasit frees the rust monsters immediately.  If 
  the characters are near the town, they can hear 
  the shouts of guards and Shannus fighting the 
  rust monsters within.  Remember that the gates 
  of Glory are closed from sundown to sunup, but 
  can be climbed with a DC 20 Climb check. 
  One other possible development bears mentioning here.  
  Some anti-Shannus characters may take matters into 
  their own hands, and free the rust monsters themselves!  
  Since no one really expects this sort of betrayal from 
  within the town, it will almost certainly work.  The rust 
  monsters will rampage around, destroying ferrous metals 
  and half the stockpiles of silver weapons, before Shannus 
  and the town guard are able to stop them.  When the 
  quasit arrives, he’s pleasantly surprised that his work has 
  been done for him, and flies off without ever making his 
  presence known.  
   
  Two results of this encounter bear mentioning:  first of 
  all, Shannus is convinced that the rust monster attack is a 
  trick of Breyin’s to corrode the town’s stockpile of silver 
  weapons.  He is further enraged at the Moonlord, and 
  more resolved than ever to defeat him the following 
  morning.  Also, Felton Grover and Larko survived the 
  howler attack, even if the howlers broke into the logging 
  camp and killed everyone else (in that case, Felton and 
  Larko hid in a closet and the howlers didn’t find them).  
  If the characters didn’t go out to rescue the loggers, then 
  Felton arrives at the town early the next morning to let 
  the characters know he survived, but that none of the 
  other loggers did. 
   
  Once the characters have defeated the howlers or 
  stopped the rust monsters, the rest of the night passes 
  uneventfully. 
   
  What the menagerie owner knows: Should the 
  characters seek out Ghen Tayber, he’s asleep in the Fallen 
  Timber Tavern (he slept through the whole encounter).  
  If asked about the rust monster trick, he confirms that 
  freeing rust monsters in order to destroy silver weapons 
  is very foolish and likely ineffective—the creatures 
  prefer ferrous metals, like iron, and are likely to gorge 
  themselves on iron before moving on to silver.  This is an 
  important clue for the final encounter. 
   
  Treasure: If the characters defeat and loot the quasit 
  rogue. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6, 8and 10: L: 0 gp; C: 0 gp; M: +1 leather armor 
  (value 97 gp per character), chime of opening (value 250 
  gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 leather armor (value 
  97 gp per character), chime of opening (value 250 gp per 
  character), gloves of dexterity +2 (value 333 gp per 
  character), ring of protection +1 (value 167 gp per 
  character). 
   
  Encounter Eight: The Battle of 
  Light and Honor 
  Early the next morning, the town guard of Glory 
  assembles for instructions from their leader Shannus.  
  Also throughout the early morning, hundreds of Mist 
  Children elves arrive in Glory as well.  If the rust 
  monsters were unable to corrode the stockpiles of silver 
  weapons, then Shannus equips his entire army with 
  silver weapons.  Otherwise, he has only a few silver 
  weapons and doles them out carefully. 
   
  In any case, if the characters have expressed a desire 
  to fight on Shannus’ side, Shannus gives them whatever 
  silver weapons they ask for.  Shannus knows the 
  characters are some of the most powerful allies he has, 
  and he’ll equip them accordingly. 
   
  At dawn, Shannus and his troops assemble in a 
  rough line, northwest-to-southeast, along the west side of 
  the lumberyard.  Visible through the mist in a similar 
  line along the east side of the lumberyard are the forces 
  of Breyin: lycanthropes and fey. 
   
  Last night, Breyin received a message from a group 
  pretending to be Mist Children elves representing 
  Shannus.  These creatures were in fact doppelganger 
  agents of the Great Dire Dark.  They told Breyin that his 
  offer of peace has been wholeheartedly refused, and he 
  can end the war once and for all by meeting Shannus’ 
  forces at dawn in a battle in the lumberyard outside of 
  Glory.  Thus, Breyin has assembled his forces for war as 
  well. 
   
  In short, this conflict has been engineered by the 
  Great Dire Dark, but no one knows this.  The characters 
  probably suspect it, but neither of the opposing leaders 
  will listen to what the characters have to say. 
   
  The morning sun shines weakly through the mist.  
  The open ground of the lumberyard is clear and calm. 
   A caved-in pit on the east side and a pile of tree 
  trunks on the south end are the only features in the 
  yard. 
   
  To the west, stretched in a battle-line as far as you 
  can see in the mist, are men and elves girded for war.  
  
  Glory’s Warriors 
   
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  Behind them, radiating calm, Shannus sits atop 
  Mountain, his dire horse.  Grim-faced, the men and 
  elves look across the lumberyard. 
   
  To the east are massed animal-men of the Iron 
  Wood.  You can see werewolves, wererats, and 
  wereboars, all in their hybrid man-like forms.  Among 
  them are satyrs, pixies, treants, and other fey-
  creatures of the wood.  Leading this unusual army is 
  proud Breyin, his clawed hands resting on his 
  greatsword, resting point-downward in the earth. 
   
  In the north, the dark shape of the logging camp 
  building is just visible through the mist.  In the 
  doorway, uncommitted to either side, stands the 
  logger Felton Grover and the mutilated grig, Larko.   
  These two figures look sadly over the opposing 
  armies. 
   
  Shannus shouts across the lumberyard to the 
  Moonlord, “Breyin, there can be no peace while your 
  wicked kind walks this Wood.  I will die to see them 
  destroyed.” 
   
  Breyin shouts back, “Shannus, there can be no 
  peace while you fill this Wood with innocent men.  I 
  will kill you to see them gone from here.” 
   
  Both Shannus and Breyin look to the characters, waiting 
  to see which side the characters will choose to fight on.  
  In the doorway of the logging camp building, Felton 
  Grover, Larko the grig, and Ghen Tayber stand 
  uncommitted to either side. 
   
  The characters may think they have two choices 
  here (between fighting alongside Breyin or fighting 
  alongside Shannus), but in fact they have a third option:  
  they can take neither side, and seek shelter in the logging 
  camp building.  Ask each character what they wish to do; 
  it’s perfectly fine if the characters make different choices. 
   As long as the characters make a decision based on their 
  character’s motivations and preferences, they earn the 
  Story Award XP for this encounter. 
   
  Some characters may try to stop the fighting before 
  it begins, but this won’t be successful.  The two sides are 
  too stubborn to listen to any arguments, even magical 
  ones. 
   
  Once the characters have made their decision, the 
  battle begins.  Read the following: 
   
  From somewhere to the south, beyond your vision in 
  the mist, you hear the enraged roar of an animal and 
  the warcry of an elf.  These sounds electrify the 
  troops on both sides of the battle.  Men and beasts 
  rush towards each to do battle. 
   
  Although some characters may be on different sides of 
  this battle, it is not an excuse for characters to fight 
  against other characters.  Remind the players that their 
  characters may be enemies of the opposing armies, but 
  that doesn’t make them enemies of the opposing player 
  characters. 
   
  Allow the characters to participate in a few rounds of 
  battle, but don’t try to kill off the characters unless they 
  engage a seriously superior foe (if a 3
  rd level character 
  charges a treant, for example).  The characters should 
  survive this encounter intact.  The characters are free to 
  fight the opposing leader (Breyin or Shannus) if they’d 
  like, but these foes are not scaled according to the APL.  
  Their statistics are found in Appendix One.  Depending 
  on the side chosen, the following opponents are 
  appropriate to array against the characters: 
   
  Those fighting on Shannus’ side will fight against any of 
  the following combatants: 
   
  • 
  Breyin the Moonlord, as described in Appendix One. 
  • 
  Werewolves, wererats, and wereboars, as described 
  in the Monster Manual. 
  • 
  Satyrs, pixies, and treants, as described in the 
  Monster Manual. 
   
  After a couple of rounds of fighting, move on to 
  Encounter Nine. 
   
  Those fighting on Breyins’ side will fight against any of 
  the following combatants: 
   
  • 
  Shannus the dragon disciple, as described in 
  Appendix One. 
  • 
  Glory town guards, as described in Appendix One. 
  • 
  Elven warriors, as described in the Monster Manual 
  (as gray elves, these elves have Strength 11 and 
  Intelligence 12). 
  • 
  For higher-APL parties, feel free to use the drow 
  wizard statistics found on pages 125 and 126 of the 
  Dungeon Master’s Guide. Since these elven wizards 
  are gray elves and not drow, they do not have spell-
  like abilities, SR, or light blindness.  
   
  After a couple of rounds of fighting, move on to 
  Encounter Nine. 
   
  Those fighting on neither side can choose to duck into 
  the logging camp building with Felton Grover, Larko the 
  grig, and Ghen Tayber.  If they do, read the following: 
   
  
  Glory’s Warriors 
   
  Page 19 
  The battle rages in the lumberyard, and you are 
  sheltered from the storm of blade and claw.  Felton 
  Grover leans on his iron-headed sledgehammer, 
  shaking his head.  “I heard Breyin tried to pull some 
  mean trick on the town, but it didn’t seem to put him 
  on top.” 
   
  Ghen Tayber, the menagerie owner, replies, “it 
  just wasn’t a smart thing to do, trying to set rust 
  monsters free to eat silver.  Rust monsters don’t like 
  silver; they prefer ferrous metals like steel and iron.  
  Iron particularly.  You wouldn’t set a rust monster 
  free in a town if you wanted silver gone; you’d do it if 
  you wanted all the steel and iron gone.” 
   
  Larko the mutilated grig looks nervously at a pile 
  of iron hammers and iron spikes used for felling 
  trees, as though they might jump at him.  “I tell you, 
  horrible things they did to us fey in the underground 
  realms.  Horrible things with cold iron scalpels.  
  None of us can stand the touch of it, and they kept 
  cutting and cutting at us, like they were trying to find 
  out how much of it we could take.” 
   
  These words swirl in your mind as you watch the 
  battle…something 
  wanted 
  the 
  iron 
  in 
  Glory 
  destroyed…something is testing the limits of cold 
  iron vulnerability in fey…something… 
   
  And then you think you understand why the 
  Great Dire Dark’s prison is called the Iron Wood. 
   
   
  Immediately move to Encounter Nine.  
   
   
  Encounter Nine: Darkness Ended 
  At the height of the battle, the Great Dire Dark makes an 
  appearance, intending to draw demonic strength from 
  the carnage and slaughter. 
   
  The collapsed hole on the east side of the lumberyard 
  suddenly explodes, raining clumps of earth and rock 
  all over the nearby combatants.  From the hole issues 
  a giant form of a man, made of darkness and shadow.  
  It strides into the thick of the fighting, touching elf, 
  man, and beast.  Those unfortunate creatures touched 
  by the Great Dire Dark shrivel and die. 
   
  The figure emits a roaring laugh, and cries “Ahh, 
  all this wonderful slaughter gives me strength!  Flee 
  from me if you can, you scrabbling maggots!”  All 
  those nearby turn and run from the terrifying figure 
  of the Great Dire Dark. 
   
  Give the characters a chance to react.  If they suspect that 
  cold iron weapons will harm the Great Dire Dark, give 
  them a chance to attack and find out.  If the characters 
  still haven’t figured it out, then Felton Grover 
  unintentionally reveals the truth.  Read: 
   
  With a brave cry, the logger Felton Grover raises his 
  iron hammer above his head and rushes at the Great 
  Dire Dark.  He swings his hammer, and his blow 
  seems to connect with the creature.  In fact, it seems 
  to hurt the Great Dire Dark.  The monstrous dark 
  form looks down, surprised, and flees back into the 
  wide hole. 
   
  The characters are free to pursue the Great Dire Dark at 
  this time.  If either Breyin or Shannus are left alive, they 
  suggest the characters immediately pursue the Great Dire 
  Dark, before it can escape. 
   
  Where do we get cold iron weapons?  Just inside the 
  logging camp building, the loggers keep several cold-
  forged iron sledgehammers (treat as cold iron 
  warhammers) and several cold-forged iron wedges (treat 
  as cold iron daggers).  If anyone ever thinks to ask, the 
  loggers got these tools in trade from miners high in the 
  Lortmil Mountains, who craft implements of raw cold 
  iron since it’s easier to work with.  The loggers have a 
  number of axes (of various sizes), but these weapons are 
  made of steel, not cold iron (cold iron forged weapons do 
  not keep an edge well, generally speaking).  
   
  After It!  The Great Dire Dark flees through the hole, and 
  through the passages under the Iron Wood.  The 
  characters can follow it, as it howls in pain and leaks bits 
  of shadow-stuff from its form as it runs.  The characters 
  catch up to the Great Dire Dark in the underground 
  room where they faced Henk Gurmick in Glory 
  Dimmed.  They enter this large room on a ledge 10 feet 
  up from the floor.  The Great Dire Dark is in the middle 
  of the room, and it makes its last stand here.  Several 
  dretches lairing here watch the battle with interest, but 
  they do not participate other than to cheer whenever the 
  Great Dire Dark lands a solid blow. 
   
  The Great Dire Dark fights to the death, hoping to kill 
  the characters and prevent the secret of its weakness 
  from becoming widely known. 
   
  APL 4 (EL 7) 
  �Great Dire Dark; hp 65; see Appendix One. 
   
  APL 6 (EL 9) 
  �Great Dire Dark; hp 104; see Appendix One. 
  
  Glory’s Warriors 
   
  Page 20 
   
  APL 8 (EL 11) 
  �Great Dire Dark; hp 143; see Appendix One. 
   
  APL 10 (EL 13) 
  �Great Dire Dark; hp182; see Appendix One. 
   
  APL 12 (EL 15) 
  �Great Dire Dark; hp 221; see Appendix One. 
   
  Tactics:  The Great Dire Dark is well aware that it is 
  practically invulnerable to all attacks except cold iron 
  weapons.  It uses its moan ability early in combat to 
  reduce the number of its opponents.  It concentrates its 
  ability drain attack on any creature that seems to be doing 
  it a great deal of damage.  It generally uses its ability drain 
  to drain away Constitution, but it will drain Strength in 
  order to minimize its damage.  It attacks with its sword in 
  order to drop weak-looking opponents, frequently in 
  conjunction with Power Attack.  Note that at higher 
  APLs the Great Dire Dark uses Whirlwind Attack in 
  order to drain many characters, or to attack many 
  characters with its ghost touch sword. 
   
  Development:  Once the characters reduce the Great 
  Dire Dark to 0 hit points, it explodes in a shower of 
  sparks.  If the death blow was dealt with a cold iron 
  weapon, the sparks are rainbow-colored, and the fog of 
  the Iron Wood immediately begins to lessen. The Great 
  Dire Dark has been permanently destroyed. 
   
  If the death blow is given with any other weapon, 
  the Great Dire Dark explodes in a shower of black sparks, 
  and a taunting laugh echoes around the characters.  In 
  this case, the Great Dire Dark isn’t permanently 
  destroyed, but has been set back for the time being. 
   
  Treasure: Scattered around this room are various items 
  the dretches have been able to steal in the past few 
  months.  Other than his ghost touch sword (at APL 6+), 
  the Great Dire Dark has no treasure of its own. 
   
  APL 4: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character). 
   
  APL 6: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character). 
   
  APL 8: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character), lens of detection (value 292 gp per 
  character). 
   
  APL 10: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character), lens of detection (value 292 gp per 
  character), slippers of spider climbing (value 400 gp per 
  character), gloves of dexterity +2 (value 333 gp per 
  character). 
   
  APL 12: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character), lens of detection (value 292 gp per 
  character), slippers of spider climbing (value 292 gp per 
  character), gloves of dexterity +2 (value 333 gp per 
  character), necklace of adaptation (value 750 gp per 
  character), scroll of mass bear’s endurance (value 138 gp 
  per character). 
   
  Conclusion 
   
  Three loose ends must be tied up at the conclusion of this 
  adventure.  Please fill out the Critical Events Summary at 
  the end of this scenario. 
   
  If Shannus survived the scenario, then he thanks the 
  characters for what they have uncovered.  He is a little bit 
  ashamed that the Great Dire Dark was able to manipulate 
  him.  As long as the Great Dire Dark was permanently 
  destroyed, Shannus helps arcane casters among the party 
  unlock their inner potential, as described on the AR. 
   
  If Breyin survived, he is very grateful for the 
  assistance of the characters.   Even if the Great Dire Dark 
  wasn’t permanently destroyed, Breyin now knows that 
  the demonic entity has a terrible weakness, and he will be 
  able to effectively combat it in the future, rather than use 
  lycanthropes to scare people out of the Iron Wood.  If the 
  characters managed to destroy the Great Dire Dark, then 
  Breyin has no more work to do on Oerth, and he will 
  return to Mount Celestia.  Before he does so, however, he 
  will reward the characters as described on the AR. 
   
  If the characters were able to destroy the Great Dire 
  Dark completely, then the pervasive mist in the Iron 
  Wood lifts.  Although more hospitable, the Iron Wood 
  still isn’t what anyone can call “safe:” uncontrolled bands 
  of evil lycanthropes now roam the Iron Wood, and will 
  have to be eliminated.  This task, however, is for other 
  adventurers on another day. 
   
  All characters who have contracted lycanthropy in this 
  scenario are cured, at no cost in gp or TUs, by attending 
  clerics in Glory at the end of this scenario. 
   
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award.  Award the total value (objectives plus roleplaying) 
  to each character.  
  
  Glory’s Warriors 
   
  Page 21 
   
  Encounter One: The Ogre’s Low Voice 
   
  Defeat the werewolves: 
   
   
  APL 4 
   
   
  180 XP 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Seven: Long Night 
   
  Defeat the howlers or the rust monsters: 
   
   
  APL 4 
   
   
  150 XP 
   
   
  APL 6 
   
   
  210 XP 
   
   
  APL 8 
   
   
  270 XP 
   
   
  APL 10  
   
  330 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Eight: The Battle of Light and Honor 
   
  If the characters participate in the Battle based on 
  their own convictions of what is right: 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Encounter Nine: Darkness Ended 
   
  Defeat the Great Dire Dark: 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
   
  Bonus 
  for 
  defeating 
  the 
  Great 
  Dire 
  Dark 
  permanently (a cold iron weapon is used to deliver the 
  death blow): 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Bonus Role-Playing Experience 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
  Total Possible Experience 
   
   
  APL 4 
   
   
    675 XP 
   
   
  APL 6 
   
   
    900 XP 
   
   
  APL 8 
   
   
  1,125 XP 
   
   
  APL 10  
   
  1,350 XP 
   
   
  APL 12  
   
  1,575 XP 
   
   
   
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  
  Glory’s Warriors 
   
  Page 22 
  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. 
   
   
  Encounter Three: Zealots 
  Defeat and loot the Mist Children elves. 
  All APLs: L 8 gp per elf; C: 0 gp; M: 0 gp. 
   
  Encounter Seven: Long Night 
  If the characters defeat and loot the quasit rogue. 
   
  APL 6, 8and 10: L: 0 gp; C: 0 gp; M: +1 leather armor 
  (value 97 gp per character), chime of opening (value 250 
  gp per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 leather armor (value 
  97 gp per character), chime of opening (value 250 gp per 
  character), gloves of dexterity +2 (value 333 gp per 
  character), ring of protection +1 (value 167 gp per 
  character). 
   
  Encounter Nine: Darkness Ended 
  Defeat the Great Dire Dark and search the dretches’ lair. 
   
  APL 4: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character). 
   
  APL 6: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character). 
   
  APL 8: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character), lens of detection (value 292 gp per 
  character). 
   
  APL 10: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character), lens of detection (value 292 gp per 
  character), slippers of spider climbing (value 400 gp per 
  character), gloves of dexterity +2 (value 333 gp per 
  character). 
   
  APL 12: L: 0 gp; C: 75 gp; M: periapt of health (value 
  625 gp per character), +1 ghost touch longsword (value 
  692 gp per character), lens of detection (value 292 gp per 
  character), slippers of spider climbing (value 292 gp per 
  character), gloves of dexterity +2 (value 333 gp per 
  character), necklace of adaptation (value 750 gp per 
  character), scroll of mass bear’s endurance (value 138 gp 
  per character). 
   
  Total Possible Treasure 
   
  APL 4:  
  650 gp 
   
  APL 6:  
  900 gp 
   
  APL 8:  
  1,300 gp 
   
  APL 10:  
  2,300 gp 
   
  APL 12:  
  3,300 gp 
   
  Adventure Record Text: 
  Cross out the following if it does not apply: 
  �Favor of Shannus: If Shannus the Dragon Disciple 
  survived this scenario, and the Great Dire Dark was 
  permanently destroyed, Shannus is grateful.  Shannus 
  will help spontaneous arcane casters unlock their inner 
  potential.  This character has access to the Dragon 
  Disciple prestige class (Brass Dragon).  Furthermore, for 
  the next ten adventures, spontaneous arcane casters (like 
  sorcerers and bards) may cast an additional spell each day 
  as though they had the Extra Slot feat from Tome and 
  Blood.  
   
  �Favor of Breyin: If Breyin the Hound Archon 
  survived this scenario, and the Great Dire Dark was 
  permanently destroyed, Breyin is grateful.  He must 
  return to Mount Celestia, but before he leaves he will 
  infuse one single creature, per character, with holy power 
  from his celestial home.  Each character may choose one 
  animal companion, familiar, bonded mount, or other 
  animal, and permanently apply the Celestial template to 
  it (as per the rules in the Monster Manual). 
   
  �Favor of Ghen Tayber: Ghen Tayber is very sorry 
  about the trouble his creatures have caused, and gives 
  everyone present in Glory a pair of passes to his show, 
  Tayber’s Mundivagant Menagerie. 
   
   
   
   
   
   
  
  Glory’s Warriors 
   
  Page 23 
  Appendix One:  Non-Player Characters 
   
  Encounter One: The Ogre’s Low Voice 
  APLs 4 to 8 
  �Were-legendary wolf, hybrid form: Medium 
  humanoid (human, shapechanger) Ftr1; CR 6; HD 
  1d10+14d8+120; hp 193; Init +9; Spd 60 ft.; AC 26 (+9 
  Dex, +7 natural), touch 19, flat-footed 17; BAB +11; 
  Grapple +21; Atk +17 melee (1d6+5, bite); Full Atk +21 
  melee (1d4+10, 2 claws) and +17 melee (1d6+5, bite); 
  Space/Reach 5 ft./5 ft.; SA curse of lycanthropy; SQ 
  alternate form, DR 10/silver, low-light vision, scent, 
  wolf empathy; AL N; SV Fort +19, Ref +18, Will +6; Str 
  30, Dex 28, Con 26, Int 13, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +14, Handle Animal +5, 
  Hide +31, Intimidate +5, Jump +14, Move Silently +31, 
  Spot +10, Survival +2; Alertness, Combat Reflexes, 
  Endurance, Iron Will, Power Attack, Stealthy, Track, 
  Weapon Finesse, Weapon Focus (bite). 
   
  Possessions: none. 
   
  Pre-Cast Spells: aid (from Breyin, not included in 
  stats above). 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a natural lycanthrope’s bite attack in 
  animal or hybrid form must succeed on a DC 15 Fort 
  save or contract lycanthropy.  If the victim is not 
  within one size of the lycanthrope, the victim cannot 
  contract lycanthropy from that lycanthrope. 
   
  APL 10 
  �Were-legendary wolf, hybrid form: Medium 
  humanoid (human, shapechanger) Ftr2/Sor1; CR 8; 
  HD 2d10+1d4+14d8+136; hp 211; Init +13; Spd 60 ft.; 
  AC 30 (+9 Dex, +7 natural, +4 shield spell), touch 19, 
  flat-footed 21; BAB +12; Grapple +22; Atk +18 melee 
  (1d6+5, bite); Full Atk +22 melee (1d4+10, 2 claws) and 
  +18 melee (1d6+5, bite); Space/Reach 5 ft./5 ft.; SA 
  curse of lycanthropy; SQ alternate form, DR 10/silver, 
  low-light vision, scent, wolf empathy; AL N; SV Fort 
  +20, Ref +18, Will +8; Str 31, Dex 28, Con 26, Int 13, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Climb +15, Handle Animal +6, 
  Hide +31, Intimidate +6, Jump +15, Knowledge 
  (arcana) +4, Move Silently +31, Spot +10, Survival +2; 
  Alertness, 
  Combat 
  Expertise, 
  Combat 
  Reflexes, 
  Endurance, Improved Initiative, Iron Will, Power 
  Attack, Stealthy, Track, Weapon Finesse, Weapon 
  Focus (bite). 
   
  Possessions: none. 
   
  Sorcerer Spells Known (5/4; save DC 11 + spell 
  level): 
  0—dancing 
  lights, 
  detect 
  magic, 
  light, 
  prestidigitation; 1st—enlarge person, shield. 
   
  Pre-Cast Spells: shield, aid (from Breyin, not 
  included in stats above). 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a natural lycanthrope’s bite attack in 
  animal or hybrid form must succeed on a DC 15 Fort 
  save or contract lycanthropy.  If the victim is not 
  within one size of the lycanthrope, the victim cannot 
  contract lycanthropy from that lycanthrope. 
   
  APL 12 
  �Were-legendary wolf, hybrid form: Medium 
  humanoid (human, shapechanger) Ftr4/Sor1; CR 10; 
  HD 4d10+1d4+14d8+152; hp 239; Init +13; Spd 60 ft.; 
  AC 30 (+9 Dex, +7 natural, +4 shield spell), touch 19, 
  flat-footed 21; BAB +14; Grapple +24; Atk +20 melee 
  (1d6+5, bite); Full Atk +24 melee (1d4+10, 2 claws) and 
  +20 melee (1d6+5, bite); Space/Reach 5 ft./5 ft.; SA 
  curse of lycanthropy; SQ alternate form, DR 10/silver, 
  low-light vision, scent, wolf empathy; AL N; SV Fort 
  +21, Ref +19, Will +9; Str 31, Dex 28, Con 26, Int 13, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Climb +17, Handle Animal +8, 
  Hide +31, Intimidate +8, Jump +17, Knowledge 
  (arcana) +4, Move Silently +31, Spot +10, Survival +2; 
  Alertness, Cleave, Combat Expertise, Combat Reflexes, 
  Endurance, Improved Initiative, Iron Will, Power 
  Attack, Stealthy, Track, Weapon Finesse, Weapon 
  Focus (bite). 
   
  Possessions: none. 
   
  Sorcerer Spells Known (5/4; save DC 11 + spell 
  level): 
  0—dancing 
  lights, 
  detect 
  magic, 
  light, 
  prestidigitation; 1st—enlarge person, shield. 
   
  Pre-Cast Spells: shield, aid (from Breyin, not 
  included in stats above). 
   
  Curse of Lycanthropy (Su): Any humanoid or 
  giant hit by a natural lycanthrope’s bite attack in 
  animal or hybrid form must succeed on a DC 15 Fort 
  save or contract lycanthropy.  If the victim is not 
  within one size of the lycanthrope, the victim cannot 
  contract lycanthropy from that lycanthrope. 
   
  Encounter Two: New Recruits in the Army 
  of the Moonlord 
  All APLs 
  �Breyin the Moonlord: male hound archon Paladin 
  (fallen)* 4/Ftr4; CR 11; Medium Outsider (archon, 
  extraplanar, good, lawful); HD 6d8+8d10+42; hp 123; 
  Init +4; Spd 40 ft. (30 ft. in breastplate); AC 25 (+9 
  natural, +6 breastplate), touch 10, flat-footed 25; BAB 
  +14; Grp +16; Atk +21 (2d6+11+2d6/17-20, +2 
  
  Glory’s Warriors 
   
  Page 24 
  greatsword); Full Atk +21/+16/+11 (2d6+11+2d6/17-20, 
  +2 greatsword) and +15 melee (1d8+5, bite); 
  Space/Reach 5 ft/5 ft; SA spell-like abilities; SQ aura of 
  menace, change shape, damage reduction 10/evil, 
  darkvision 60 ft., immunity to electricity and 
  petrification, magic circle against evil, scent, SR 24, 
  teleport, tongues; SV Fort +16 (+20 against poison), Ref 
  +6, Will +6; Str 20, Dex 10, Con 16, Int 10, Wis 10, Cha 
  15. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +15, Hide +9, Listen +11, Move Silently +9, Sense 
  Motive +9, Spot +11, Survival +9; Cleave, Combat 
  Reflexes, Improved Critical (greatsword), Improved 
  Initiative, Power Attack, Track, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +1 breastplate, +2 vicious greatsword. 
   
  * Since he has consorted willingly with evil 
  creatures, Breyin has lost access to his paladin abilities. 
   
  Encounter Four: Darkness Falls 
  APL 4-6 
  �Fiendish Darkmantle: CR 1; Small Magical Beast; 
  HD 1d10+1; hp 6; Init +4; Spd 20 ft. fly 30 ft. (poor); AC 
  17 (+1 size, +6 natural), touch 11, flat-footed 17; BAB 
  +1; Grapple +0; Atk +5 melee (1d4+4, slam); Full Atk +5 
  melee (1d4+4, slam); Space/Reach 5 ft/5 ft; SA 
  darkness, improved grab, constrict 1d4+4; SQ 
  blindsight 90 ft., darkvision 60 ft., resistance to cold 5 
  and fire 5; SR 6; AL NE; SV Fort +3, Ref +2, Will +0; Str 
  16, Dex 10, Con 13, Int 3, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +10, Listen +5, Spot +5; 
  Improved Initiative. 
   
  Darkness (Su): Once per day a darkmantle can 
  cause darkness as the darkness spell (caster level 5th).  
  It most often uses this ability just before attacking. 
   
  Improved Grab (Ex): To use this ability, a 
  darkmantle must hit a Large or smaller creature with 
  its slam attack.  It can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it attaches to 
  the opponent’s head and can constrict. 
   
  Constrict (Ex): A darkmantle deals 1d4+4 points 
  of damage with a successful grapple check. 
   
  Blindsight (Ex): A darkmantle can “see” by 
  emitting high frequency sounds, inaudible to most 
  other creatures, that allows it to ascertain objects and 
  creatures within 90 feet.  A silence spell negates this 
  ability and effectively blinds the darkmantle. 
   
  Smite Good (Su): Once per day, a fiendish 
  darkmantle can make a normal melee attack to deal 
  extra damage equal to its HD total (+1) against a good 
  foe. 
   
  APL 8-12 
  �Fiendish Darkmantle, advanced to 4HD: CR 3; 
  Small Magical Beast; HD 4d10+8; hp 30; Init +4; Spd 20 
  ft. fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, 
  flat-footed 17; BAB +4; Grapple +3; Atk +8 melee 
  (1d4+4, slam); Full Atk +8 melee (1d4+4, slam); 
  Space/Reach 5 ft/5 ft; SA deeper darkness, improved 
  grab, constrict 1d4+4; SQ blindsight 90 ft., darkvision 
  60 ft., DR 5/magic, resistance to cold 5 and fire 5; SR 9; 
  AL NE; SV Fort +6, Ref +4, Will +1; Str 16, Dex 10, Con 
  14, Int 3, Wis 10, Cha 10. 
   
  Skills and Feats: Hide +10, Listen +7, Spot +6; 
  Deepening Darkness*, Improved Initiative. 
   
  Darkness (Su): Three times per day a darkmantle 
  can cause darkness as the darkness spell (caster level 
  5th), with the power of deeper darkness (see 
  Deepening Darkness feat in Appendix 2).  It most often 
  uses this ability just before attacking. 
   
  Improved Grab (Ex): To use this ability, a 
  darkmantle must hit a Large or smaller creature with 
  its slam attack.  It can then attempt to start a grapple as 
  a free action without provoking an attack of 
  opportunity.  If it wins the grapple check, it attaches to 
  the opponent’s head and can constrict. 
   
  Constrict (Ex): A darkmantle deals 1d4+4 points 
  of damage with a successful grapple check. 
   
  Blindsight (Ex): A darkmantle can “see” by 
  emitting high frequency sounds, inaudible to most 
  other creatures, that allows it to ascertain objects and 
  creatures within 90 feet.  A silence spell negates this 
  ability and effectively blinds the darkmantle. 
   
  Smite Good (Su): Once per day, a fiendish 
  darkmantle can make a normal melee attack to deal 
  extra damage equal to its HD total (+4) against a good 
  foe. 
   
  *see Appendix Two 
   
  Encounter Five: Return to Glory 
  All APLs 
  �Felton Grover, male human Exp5; CR 4; Medium-
  sized humanoid (human); HD 5d6+15; hp 32; Init +1; 
  Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +6 
  melee (1d8+4/x3 cold iron sledgehammer, treat as 
  warhammer) or +6 melee (1d3+3, unarmed strike); AL 
  NG; SV Fort +4, Ref +2, Will +3; Str 17, Dex 13, Con 16, 
  Int 9, Wis 9, Cha 11. 
   
  Skills and Feats:  Climb +11, Craft (woodworking) 
  +7, Handle Animal +8, Jump +11, Profession (logger) 
  +7, Swim +11; Endurance, Toughness, Weapon 
  Proficiency (sledgehammer). 
   
  Possessions: cold iron sledgehammer, logger’s 
  clothes.   
  
  Glory’s Warriors 
   
  Page 25 
  �Shannus: male elf Sor6/Dragon Disciple (brass) 5; 
  CR 11; Large humanoid (elf); HD 6d4+5d12+22; hp 76; 
  Init +6; Spd 30 ft.; AC 12 (-1 size, +1 Dex, +2 natural), 
  touch 10, flat-footed 11; BAB +6; Grp +12; Atk +7 melee 
  (1d8+2, bite) or +7 (1d8/x3, longbow); Full Atk +7 
  melee (1d8+2, bite) and +5 melee (1d6+1, 2 claws) or 
  +7/+2 (1d8/x3, longbow); SA spells, breath weapon 
  (2d8 line of fire), DC 17 Reflex save half, 1/day; SQ 
  immune to sleep, +2 to saves against Enchantment 
  effects, low-light vision; AL NG; SV Fort +9, Ref +6, 
  Will +10; Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 
  18. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +5, Knowledge (arcana) +10, Listen +6, Search +6, 
  Spellcraft +10, Spot +8; Combat Casting, Combat 
  Reflexes, Improved Initiative, Multiattack. 
   
  Possessions: longbow and 20 arrows, cloak of 
  resistance +1, ring of feather fall. 
   
  Pre-Cast Spells: Some time ago, Shannus received 
  a permanent enlarge person, which he maintains to 
  this day (caster level 15
  th).  This makes him a Large 
  creature.  
   
  Spells Known (6/7/7/7; Base DC = 14 + spell 
  level): 0—daze, detect magic, disrupt undead, flare, 
  prestidigitation, ray of frost, read magic; 1
  st—lesser fire 
  orb*, mage armor, magic missile, shield; 2
  nd—eagle’s 
  splendor, flaming sphere; 3
  rd—fireball.  
   
  * see Appendix Two: New Rules Items 
   
  Encounter Six: Arrival of the Menagerie 
  Master 
  All APLs 
  �Ghen Tayber, human Exp6: CR 5; Medium-sized 
  humanoid; HD 6d6+3; hp 24; Init +2; Spd 30 ft.; AC 14 
  (+2 Dex, +2 leather), touch 12, flat-footed 12; Atk +5 
  melee (1d4+1/19-20, dagger); AL N; SV Fort +2, Ref +4, 
  Will +7; Str 13, Dex 14, Con 10, Int 11, Wis 11, Cha 16.  
   
  Skills and Feats: Appraise +3, Bluff +12, Diplomacy 
  +12, Gather Information +9, Handle Animal +9, Listen 
  +2, Profession (showman) +9, Search +3, Sense Motive 
  +6, Speak Language (Dwarven, Elven, Gnoll, Gnome, 
  Goblin, Halfling, Orc), Spot +5; Alertness, Dodge, Iron 
  Will, Toughness. 
   
  Equipment: leather armor, dagger, fine traveling 
  clothes in orange and silver. 
   
  Encounter Seven: Long Night 
  If the characters fight the howlers 
  APL 8 
  �Howler, advanced to 10HD: CR 5; Large Outsider; 
  HD 10d8+30; hp 75; Init +7; Spd 60 ft.; AC 17 (-1 size, 
  +3 Dex, +5 natural), touch 12, flat-footed 14; BAB +10; 
  Grapple +19; Atk +14 melee (2d8+5, bite); Full Atk +14 
  melee (2d8+5, bite) and +12 melee (1d6+2, 1d4 quills); 
  Space/Reach 10 ft/5 ft; SA howl, quills; SQ darkvision 
  60 ft.; AL CE; SV Fort +10, Ref +10, Will +9; Str 21, Dex 
  17, Con 16, Int 6, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +18, Hide +12, Listen +17, 
  Move Silently +16, Search +7, Spot +17, Survival +6 (+8 
  following 
  tracks); 
  Combat 
  Reflexes, 
  Improved 
  Initiative, Multiattack. 
   
  Quills (Ex): A howler’s neck bristles with long 
  quills.  While biting, the creature thrashes about, 
  striking with 1d4 of them.  An opponent hit by a 
  howler’s quill attack must succeed on a DC 18 Reflex 
  save or have the quill break off in his or her flesh.  
  Lodged quills impose a –1 penalty on attacks, saves, 
  and checks per quill.  The save DC is Dexterity-based. 
   
  A quill can be removed safely with a DC 20 Heal 
  check; otherwise, removing a quill deals an extra 1d6 
  points of damage. 
   
  Howl (Ex): All beings other than outsiders that 
  hear the creature’s howling for an hour or longer are 
  subject to its effect, though it does not help the howler 
  in combat.  Anyone within hearing range of a howler 
  for a full hour must succeed on a DC 14 Will save or 
  take 1 point of Wisdom damage.  This save DC is 
  Charisma-based.  The save must be repeated for each 
  hour of exposure.  This is a sonic mind-affecting effect. 
   
  APL 10 
  �Howler, advanced to 12HD: CR 7; Huge Outsider; 
  HD 12d8+60; hp 114; Init +8; Spd 60 ft.; AC 21 (-2 size, 
  +4 Dex, +9 natural), touch 12, flat-footed 17; BAB +12; 
  Grapple +29; Atk +19 melee (3d8+9, bite); Full Atk +19 
  melee (3d8+9, bite) and +17 melee (1d8+4, 1d4 quills); 
  Space/Reach 15 ft/10 ft; SA howl, quills; SQ darkvision 
  60 ft.; AL CE; SV Fort +13, Ref +12, Will +10; Str 29, 
  Dex 18, Con 20, Int 6, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +18, Hide +10, Listen +19, 
  Move Silently +18, Search +9, Spot +19, Survival +8 
  (+10 following tracks); Ability Focus (howl), Combat 
  Reflexes, Improved Initiative, Multiattack. 
   
  Quills (Ex): A howler’s neck bristles with long 
  quills.  While biting, the creature thrashes about, 
  striking with 1d4 of them.  An opponent hit by a 
  howler’s quill attack must succeed on a DC 20 Reflex 
  save or have the quill break off in his or her flesh.  
  Lodged quills impose a –1 penalty on attacks, saves, 
  and checks per quill.  The save DC is Dexterity-based. 
   
  A quill can be removed safely with a DC 20 Heal 
  check; otherwise, removing a quill deals an extra 1d6 
  points of damage. 
   
  Howl (Ex): All beings other than outsiders that 
  hear the creature’s howling for an hour or longer are 
  
  Glory’s Warriors 
   
  Page 26 
  subject to its effect, though it does not help the howler 
  in combat.  Anyone within hearing range of a howler 
  for a full hour must succeed on a DC 17 Will save or 
  take 1 point of Wisdom damage.  This save DC is 
  Charisma-based.  The save must be repeated for each 
  hour of exposure.  This is a sonic mind-affecting effect. 
   
  APL 12 
  �Howler, advanced to 16HD: CR 9; Huge Outsider; 
  HD 16d8+80; hp 152; Init +8; Spd 60 ft.; AC 21 (-2 size, 
  +4 Dex, +9 natural), touch 12, flat-footed 17; BAB +16; 
  Grapple +34; Atk +24 melee (3d8+10/19-20, bite); Full 
  Atk +24 melee (3d8+10/19-20, bite) and +22 melee 
  (1d8+5, 1d4 quills); Space/Reach 15 ft/10 ft; SA howl, 
  quills; SQ darkvision 60 ft.; AL CE; SV Fort +15, Ref 
  +14, Will +12; Str 30, Dex 18, Con 20, Int 6, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +22, Hide +14, Listen +23, 
  Move Silently +22, Search +9, Spot +23, Survival +10 
  (+12 following tracks); Ability Focus (howl), Combat 
  Reflexes, Improved Critical (bite), Improved Initiative, 
  Multiattack. 
   
  Quills (Ex): A howler’s neck bristles with long 
  quills.  While biting, the creature thrashes about, 
  striking with 1d4 of them.  An opponent hit by a 
  howler’s quill attack must succeed on a DC 22 Reflex 
  save or have the quill break off in his or her flesh.  
  Lodged quills impose a –1 penalty on attacks, saves, 
  and checks per quill.  The save DC is Dexterity-based. 
   
  A quill can be removed safely with a DC 20 Heal 
  check; otherwise, removing a quill deals an extra 1d6 
  points of damage. 
   
  Howl (Ex): All beings other than outsiders that 
  hear the creature’s howling for an hour or longer are 
  subject to its effect, though it does not help the howler 
  in combat.  Anyone within hearing range of a howler 
  for a full hour must succeed on a DC 19 Will save or 
  take 1 point of Wisdom damage.  This save DC is 
  Charisma-based.  The save must be repeated for each 
  hour of exposure.  This is a sonic mind-affecting effect. 
   
  If the character fight the rust monsters 
  APL 6 
  �Quasit Rog1: CR 3; Tiny Outsider (chaotic, 
  extraplanar, evil); HD 3d8+1d6+8; hp 27; Init +10; Spd 
  20 ft., fly 50 ft. (perfect); AC 24 (+2 size, +6 Dex, +3 
  natural, +3 leather armor), touch 18, flat-footed 17; BAB 
  +3; Grapple -5; Atk +11 melee (1d3 plus poison, claw); 
  Full Atk +11 melee (1d3 plus poison, 2 claws) and +6 
  melee (1d4, bite); Space/Reach 2-1/2 ft./0 ft.; SA 
  poison, sneak attack +1d6, spell-like abilities; SQ 
  alternate form, DR 5/cold iron or good, darkvision 60 
  ft., fast healing 2, immunity to poison, resistance to fire 
  10, trapfinding; AL CE; SV Fort +5, Ref +11, Will +5; 
  Str 11, Dex 22, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +5, Diplomacy +1, Disguise 
  +0 (+2 acting), Hide +20, Intimidate +1, Knowledge 
  (local: VTR Trade Route) +6, Listen +8, Move Silently 
  +12, Search +6, Spellcraft +6, Spot +7, Tumble +13; 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 leather armor, chime of opening. 
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex.  The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
  Spell-Like Abilities (Sp): At will—detect 
  magic, detect good, and invisibility (self only); 1/day—
  cause fear (as the spell, except that its area is a 30-foot 
  radius from the quasit, save DC 11). Caster level 6th.  
  The 
  save 
  DCs 
  are 
  Charisma-based. 
   
  Once per week a quasit can use commune to ask 
  six questions.  The ability otherwise works as the spell 
  (caster level 12th). 
  Alternate Form (Su): A quasit can assume 
  other forms at will as a standard action.  This ability 
  functions as a polymorph spell cast on itself (caster 
  level 12th), except that the quasit does not regain hit 
  points for changing form, and any individual quasit 
  can assume only one or two forms no larger than 
  Medium.  This quasit can transform into a dire rat and 
  wolf.  A quasit in alternate form loses its poison attack. 
   
  APL 8 
  �Rust Monster, advanced to 13HD: CR 6; Large 
  Aberration; HD 13d8+52; hp 110; Init +3; Spd 40 ft.; AC 
  19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16; 
  BAB +9; Grapple +17; Atk +12 melee touch (rust, 
  antennae); Full Atk +12 melee touch (rust, antennae) 
  and +7 melee (1d4+4, bite); Space/Reach 10 ft/5 ft (10 
  ft. with antennae); SA rust; SQ darkvision 60 ft., 
  improved scent; AL N; SV Fort +8, Ref +7, Will +9; Str 
  18, Dex 16, Con 18, Int 2, Wis 13, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Combat Reflexes, Extended Reach*, Improved Scent*, 
  Track. 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately.  The touch can destroy up to a 10-foot 
  cube of metal instantly.  Magic armor and weapons, 
  and other magic items made of metal, must succeed on 
  a DC 24 Reflex save or be dissolved.  The save DC is 
  Constitution-based and includes a +4 racial bonus. 
   
  A metal weapon that deals damage to a rust 
  monster corrodes immediately.  Wooden, stone, and 
  other nonmetallic weapons are unaffected. 
  
  Glory’s Warriors 
   
  Page 27 
   
  *New Feat.  See Appendix Two. 
   
  �Quasit Rog1: CR 3; Tiny Outsider (chaotic, 
  extraplanar, evil); HD 3d8+1d6+8; hp 27; Init +10; Spd 
  20 ft., fly 50 ft. (perfect); AC 24 (+2 size, +6 Dex, +3 
  natural, +3 leather armor), touch 18, flat-footed 17; BAB 
  +3; Grapple -5; Atk +11 melee (1d3 plus poison, claw); 
  Full Atk +11 melee (1d3 plus poison, 2 claws) and +6 
  melee (1d4, bite); Space/Reach 2-1/2 ft./0 ft.; SA 
  poison, sneak attack +1d6, spell-like abilities; SQ 
  alternate form, DR 5/cold iron or good, darkvision 60 
  ft., fast healing 2, immunity to poison, resistance to fire 
  10, trapfinding; AL CE; SV Fort +5, Ref +11, Will +5; 
  Str 11, Dex 22, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +5, Diplomacy +1, Disguise 
  +0 (+2 acting), Hide +20, Intimidate +1, Knowledge 
  (local: VTR Trade Route) +6, Listen +8, Move Silently 
  +12, Search +6, Spellcraft +6, Spot +7, Tumble +13; 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 leather armor, chime of opening. 
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex.  The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
  Spell-Like Abilities (Sp): At will—detect 
  magic, detect good, and invisibility (self only); 1/day—
  cause fear (as the spell, except that its area is a 30-foot 
  radius from the quasit, save DC 11). Caster level 6th.  
  The 
  save 
  DCs 
  are 
  Charisma-based. 
   
  Once per week a quasit can use commune to ask 
  six questions.  The ability otherwise works as the spell 
  (caster level 12th). 
  Alternate Form (Su): A quasit can assume 
  other forms at will as a standard action.  This ability 
  functions as a polymorph spell cast on itself (caster 
  level 12th), except that the quasit does not regain hit 
  points for changing form, and any individual quasit 
  can assume only one or two forms no larger than 
  Medium.  This quasit can transform into a dire rat and 
  wolf.  A quasit in alternate form loses its poison attack. 
   
  APL 10 
  �Fiendish Rust Monster, advanced to 13HD: CR 8; 
  Large Aberration (extraplanar); HD 13d8+52; hp 110; 
  Init +3; Spd 40 ft.; AC 19 (-1 size, +3 Dex, +7 natural), 
  touch 12, flat-footed 16; BAB +9; Grapple +17; Atk +12 
  melee touch (rust, antennae); Full Atk +12 melee touch 
  (rust, 
  antennae) 
  and +7 melee (1d4+4, bite); 
  Space/Reach 10 ft/5 ft (10 ft. with antennae); SA rust; 
  SQ darkvision 60 ft., DR 10/magic, improved scent, 
  resistance to cold 10 and fire 10, SR 18; AL N; SV Fort 
  +8, Ref +7, Will +9; Str 18, Dex 16, Con 18, Int 3, Wis 
  13, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Combat Reflexes, Extended Reach*, Improved Scent*, 
  Track. 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately.  The touch can destroy up to a 10-foot 
  cube of metal instantly.  Magic armor and weapons, 
  and other magic items made of metal, must succeed on 
  a DC 24 Reflex save or be dissolved.  The save DC is 
  Constitution-based and includes a +4 racial bonus. 
   
  A metal weapon that deals damage to a rust 
  monster corrodes immediately.  Wooden, stone, and 
  other nonmetallic weapons are unaffected. 
  Smite Good (Su): Once per day, a fiendish 
  rust monster can make a normal melee attack to deal 
  extra damage equal to its HD total (+13) against a good 
  foe. 
   
  *New Feat.  See Appendix Two. 
   
  �Quasit Rog3: CR 5; Tiny Outsider (chaotic, 
  extraplanar, evil); HD 3d8+3d6+12; hp 39; Init +10; Spd 
  20 ft., fly 50 ft. (perfect); AC 24 (+2 size, +6 Dex, +3 
  natural, +3 leather armor), touch 18, flat-footed 17; BAB 
  +5; Grapple -3; Atk +13 melee (1d3 plus poison, claw); 
  Full Atk +13 melee (1d3 plus poison, 2 claws) and +8 
  melee (1d4, bite); Space/Reach 2-1/2 ft./0 ft.; SA 
  poison, sneak attack +2d6, spell-like abilities; SQ 
  alternate form, DR 5/cold iron or good, darkvision 60 
  ft., evasion, fast healing 2, immunity to poison, 
  resistance to fire 10, trapfinding, trap sense +1; AL CE; 
  SV Fort +6, Ref +12, Will +6; Str 11, Dex 22, Con 14, Int 
  10, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +7, Diplomacy +3, Disguise 
  +2 (+4 acting), Hide +22, Intimidate +3, Knowledge 
  (local: VTR Trade Route) +6, Listen +12, Move Silently 
  +14, Search +6, Spellcraft +6, Spot +9, Tumble +15; 
  Dodge, Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 leather armor, chime of opening. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex.  The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
   
  Spell-Like Abilities (Sp): At will—detect magic, 
  detect good, and invisibility (self only); 1/day—cause 
  fear (as the spell, except that its area is a 30-foot radius 
  from the quasit, save DC 11). Caster level 6th.  The save 
  DCs 
  are 
  Charisma-based. 
   
  Once per week a quasit can use commune to ask 
  six questions.  The ability otherwise works as the spell 
  (caster level 12th). 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions as a polymorph spell cast on itself (caster 
  
  Glory’s Warriors 
   
  Page 28 
  level 12th), except that the quasit does not regain hit 
  points for changing form, and any individual quasit 
  can assume only one or two forms no larger than 
  Medium.  This quasit can transform into a dire rat and 
  wolf.  A quasit in alternate form loses its poison attack. 
   
  APL 12 
  �Fiendish Rust Monster, advanced to 13HD: CR 8; 
  Large Aberration (extraplanar); HD 13d8+52; hp 110; 
  Init +3; Spd 40 ft.; AC 19 (-1 size, +3 Dex, +7 natural), 
  touch 12, flat-footed 16; BAB +9; Grapple +17; Atk +12 
  melee touch (rust, antennae); Full Atk +12 melee touch 
  (rust, 
  antennae) 
  and +7 melee (1d4+4, bite); 
  Space/Reach 10 ft/5 ft (10 ft. with antennae); SA rust; 
  SQ darkvision 60 ft., DR 10/magic, improved scent, 
  resistance to cold 10 and fire 10, SR 18; AL N; SV Fort 
  +8, Ref +7, Will +9; Str 18, Dex 16, Con 18, Int 3, Wis 
  13, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +11; Alertness, 
  Combat Reflexes, Extended Reach*, Improved Scent*, 
  Track. 
   
  Rust (Ex): A rust monster that makes a successful 
  touch attack with its antennae causes the target metal 
  to corrode, falling to pieces and becoming useless 
  immediately.  The touch can destroy up to a 10-foot 
  cube of metal instantly.  Magic armor and weapons, 
  and other magic items made of metal, must succeed on 
  a DC 24 Reflex save or be dissolved.  The save DC is 
  Constitution-based and includes a +4 racial bonus. 
   
  A metal weapon that deals damage to a rust 
  monster corrodes immediately.  Wooden, stone, and 
  other nonmetallic weapons are unaffected. 
  Smite Good (Su): Once per day, a fiendish 
  rust monster can make a normal melee attack to deal 
  extra damage equal to its HD total (+13) against a good 
  foe. 
   
  *New Feat.  See Appendix Two. 
   
  �Quasit Rog11: CR 13; Tiny Outsider (chaotic, 
  extraplanar, evil); HD 3d8+11d6+24; hp 83; Init +8; Spd 
  20 ft., fly 50 ft. (perfect); AC 29 (+2 size, +8 Dex, +3 
  natural, +3 leather armor, +1 deflection, +2 Cumbrous 
  Dodge), touch 23, flat-footed 29; BAB +11; Grapple +3; 
  Atk +21 melee (1d3 plus poison, claw); Full Atk +21 
  melee (1d3 plus poison, 2 claws) and +16 melee (1d4, 
  bite); Space/Reach 2-1/2 ft./0 ft.; SA poison, sneak 
  attack +6d6, spell-like abilities; SQ alternate form, DR 
  5/cold iron or good, darkvision 60 ft., improved 
  evasion, improved uncanny dodge, fast healing 2, 
  immunity to poison, resistance to fire 10, trapfinding, 
  trap sense +3; AL CE; SV Fort +8, Ref +18, Will +8; Str 
  11, Dex 26, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +14, Diplomacy +3, Disguise 
  +2 (+4 acting), Hide +32, Intimidate +3, Knowledge 
  (local: VTR Trade Route) +6, Listen +19, Move Silently 
  +24, Search +6, Sense Motive +18, Spellcraft +6, Spot 
  +19, Tumble +25; Cumbrous Dodge*, Dodge, Flyby 
  Attack, Scramble*, Weapon Finesse. 
   
  Possessions: +1 leather armor, chime of opening, 
  gloves of dexterity +2, ring of protection +1. 
  Poison (Ex): Injury, Fortitude DC 13, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex.  The save 
  DC is Constitution-based and includes a +2 racial 
  bonus. 
  Spell-Like Abilities (Sp): At will—detect 
  magic, detect good, and invisibility (self only); 1/day—
  cause fear (as the spell, except that its area is a 30-foot 
  radius from the quasit, save DC 11). Caster level 6th.  
  The 
  save 
  DCs 
  are 
  Charisma-based. 
   
  Once per week a quasit can use commune to ask 
  six questions.  The ability otherwise works as the spell 
  (caster level 12th). 
  Alternate Form (Su): A quasit can assume 
  other forms at will as a standard action.  This ability 
  functions as a polymorph spell cast on itself (caster 
  level 12th), except that the quasit does not regain hit 
  points for changing form, and any individual quasit 
  can assume only one or two forms no larger than 
  Medium.  This quasit can transform into a dire rat and 
  wolf.  A quasit in alternate form loses its poison attack. 
   
  *New Feat.  See Appendix Two. 
   
  Encounter Eight: The Battle of Light and 
  Honor 
  (the stats for Breyin and Shannus are reproduced in 
  this encounter for DM convenience) 
  All APLs 
  �Breyin the Moonlord: male hound archon Paladin 
  (fallen)* 4/Ftr4; CR 11; Medium Outsider (archon, 
  extraplanar, good, lawful); HD 6d8+8d10+42; hp 123; 
  Init +4; Spd 40 ft. (30 ft. in breastplate); AC 25 (+9 
  natural, +6 breastplate), touch 10, flat-footed 25; BAB 
  +14; Grp +16; Atk +21 (2d6+11+2d6/17-20, +2 
  greatsword); Full Atk +21/+16/+11 (2d6+11+2d6/17-20, 
  +2 greatsword) and +15 melee (1d8+5, bite); 
  Space/Reach 5 ft/5 ft; SA spell-like abilities; SQ aura of 
  menace, change shape, damage reduction 10/evil, 
  darkvision 60 ft., immunity to electricity and 
  petrification, magic circle against evil, scent, SR 24, 
  teleport, tongues; SV Fort +16 (+20 against poison), Ref 
  +6, Will +6; Str 20, Dex 10, Con 16, Int 10, Wis 10, Cha 
  15. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +15, Hide +9, Listen +11, Move Silently +9, Sense 
  Motive +9, Spot +11, Survival +9; Cleave, Combat 
  
  Glory’s Warriors 
   
  Page 29 
  Reflexes, Improved Critical (greatsword), Improved 
  Initiative, Power Attack, Track, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +1 breastplate, +2 vicious greatsword. 
   
  * Since he has consorted willingly with evil 
  creatures, Breyin has lost access to his paladin abilities. 
   
  �Shannus: male elf Sor6/Dragon Disciple (brass) 5; 
  CR 11; Large humanoid (elf); HD 6d4+5d12+22; hp 76; 
  Init +6; Spd 30 ft.; AC 12 (-1 size, +1 Dex, +2 natural), 
  touch 10, flat-footed 11; BAB +6; Grp +12; Atk +7 melee 
  (1d8+2, bite) or +7 (1d8/x3, longbow); Full Atk +7 
  melee (1d8+2, bite) and +5 melee (1d6+1, 2 claws) or 
  +7/+2 (1d8/x3, longbow); SA spells, breath weapon 
  (2d8 line of fire), DC 17 Reflex save half, 1/day; SQ 
  immune to sleep, +2 to saves against Enchantment 
  effects, low-light vision; AL NG; SV Fort +9, Ref +6, 
  Will +10; Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 
  18. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +5, Knowledge (arcana) +10, Listen +6, Search +6, 
  Spellcraft +10, Spot +8; Combat Casting, Combat 
  Reflexes, Improved Initiative, Multiattack. 
   
  Possessions: longbow and 20 arrows, cloak of 
  resistance +1, ring of feather fall. 
   
  Pre-Cast Spells: Some time ago, Shannus received 
  a permanent enlarge person, which he maintains to 
  this day (caster level 15
  th).  This makes him a Large 
  creature.  
   
  Spells Known (6/7/7/7; Base DC = 14 + spell 
  level): 0—daze, detect magic, disrupt undead, flare, 
  prestidigitation, ray of frost, read magic; 1
  st—lesser fire 
  orb*, mage armor, magic missile, shield; 2
  nd—eagle’s 
  splendor, flaming sphere; 3
  rd—fireball.  
   
  * see Appendix Two: New Rules Items 
   
  �Glory Town Guard, male and female human War4; 
  CR 3; Medium-sized humanoid (human); HD 4d8+12; 
  hp 30; Init +4; Spd 20 ft.; AC 17 (+5 breastplace, +2 
  shield), touch 10, flat-footed 17; BAB +4; Grp +7; Atk +8 
  melee (1d8+3/19-20 longsword) or +4 ranged (1d10/19-
  20, heavy crossbow); AL N; SV Fort +7, Ref +1, Will +1; 
  Str 17, Dex 11, Con 16, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats:  Intimidate +7, Listen +2, Sense 
  Motive +2, Spot +3; Improved Initiative, Iron Will, 
  Weapon Focus (longsword). 
   
  Possessions:  breastplate, heavy wooden shield, 
  silver longsword, heavy crossbow, 20 silver bolts. 
   
  Encounter Nine: Darkness Ended 
  APL 4 
  �Great Dire Dark: CR 7; Large Undead (Incorporeal); 
  HD 10d12; hp 65; Init +6; Spd fly 30 ft. (perfect); AC 14 
  (+2 Dex, -1 size, +3 deflection), touch 14, flat-footed 12; 
  BAB +10; Grapple –; Atk +11 melee (1d4 ability drain, 
  incorporeal touch); Full Atk +11 melee (1d4 ability 
  drain, incorporeal touch); Space/Reach 10 ft/10 ft; SA 
  draining touch, frightful moan; SQ cold iron 
  vulnerability, darkvision 60 ft., DR 15/cold iron, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; SR 22; AL CE; SV Fort +3, Ref +9, Will 
  +11; Str 18, Dex 14, Con –, Int 14, Wis 18, Cha 17. 
   
  Skills and Feats: Intimidate +16, Listen +17, Sense 
  Motive +10, Spot +17; Combat Expertise, Dodge, Flyby 
  Attack, Improved Initiative. 
   
  Cold Iron Vulnerability: Cold iron is deadly to 
  the Great Dire Dark.  Not only do cold iron weapons 
  bypass the creature’s damage reduction, but cold iron 
  weapons also bypass the creature’s incorporeality (that 
  is, they need not be magical, and do not have a 50% 
  miss chance).  If the Great Dire Dark is reduced to 0 hit 
  points with a cold iron weapon, it is permanently 
  destroyed and may not rejuvenate. 
   
  Draining Touch (Su): If the Great Dire Dark hits 
  a living target with its incorporeal touch attack, it 
  drains 1d4 points from any one ability score it selects 
  (typically, Constitution or Strength).  On each 
  successful attack, the Great Dire Dark heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls. 
   
  Frightful Moan (Su): The Great Dire Dark can 
  emit a frightful moan as a standard action.  All living 
  creatures within a 30-foot spread must succeed on a 
  Will save (DC 18) or become panicked for 2d4 rounds.  
  This is a sonic necromantic mind-affecting fear effect.  
  A creature that successfully saves against the moan 
  cannot be affected by the Great Dire Dark’s moan for 
  24 hours. 
   
  Rejuvenation (Su): If destroyed, the Great Dire 
  Dark will restore itself in 2d4 days with a DC 16 level 
  check.  The only way to defeat the Great Dire Dark 
  permanently is to reduce it to 0 hit points with a cold 
  iron weapon.  
   
  APL 6 
  �Great Dire Dark: CR 9; Large Undead (Incorporeal); 
  HD 16d12; hp 104; Init +6; Spd fly 30 ft. (perfect); AC 
  15 (+2 Dex, -1 size, +4 deflection), touch 15, flat-footed 
  13; BAB +16; Grapple –; Atk +17 melee (1d4 ability 
  drain, incorporeal touch) or +20 melee (2d6+4/19-20, 
  +1 ghost touch longsword); Full Atk +17 melee (1d4 
  ability drain, incorporeal touch) or +20/+15/+10/+5 
  melee (2d6+4/19-20, +1 ghost touch longsword); 
  Space/Reach 10 ft/10 ft; SA draining touch, frightful 
  moan; SQ cold iron vulnerability, darkvision 60 ft., DR 
  
  Glory’s Warriors 
   
  Page 30 
  20/cold iron, incorporeal traits, rejuvenation, +4 turn 
  resistance, undead traits; SR 28; AL CE; SV Fort +5, Ref 
  +12, Will +14; Str 18, Dex 14, Con –, Int 14, Wis 18, 
  Cha 19. 
   
  Skills and Feats: Intimidate +23, Listen +23, Sense 
  Motive +13, Spot +23; Combat Expertise, Dodge, Flyby 
  Attack, Improved Initiative, Mobility, Spring Attack. 
   
  Possessions: +1 ghost touch longsword. 
   
  Cold Iron Vulnerability: Cold iron is deadly to 
  the Great Dire Dark.  Not only do cold iron weapons 
  bypass the creature’s damage reduction, but cold iron 
  weapons also bypass the creature’s incorporeality (that 
  is, they need not be magical, and do not have a 50% 
  miss chance).  If the Great Dire Dark is reduced to 0 hit 
  points with a cold iron weapon, it is permanently 
  destroyed and may not rejuvenate. 
   
  Draining Touch (Su): If the Great Dire Dark hits 
  a living target with its incorporeal touch attack, it 
  drains 1d4 points from any one ability score it selects 
  (typically, Constitution or Strength).  On each 
  successful attack, the Great Dire Dark heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls. 
   
  Frightful Moan (Su): The Great Dire Dark can 
  emit a frightful moan as a standard action.  All living 
  creatures within a 30-foot spread must succeed on a 
  Will save (DC 22) or become panicked for 2d4 rounds.  
  This is a sonic necromantic mind-affecting fear effect.  
  A creature that successfully saves against the moan 
  cannot be affected by the Great Dire Dark’s moan for 
  24 hours. 
   
  Rejuvenation (Su): If destroyed, the Great Dire 
  Dark will restore itself in 2d4 days with a DC 16 level 
  check.  The only way to defeat the Great Dire Dark 
  permanently is to reduce it to 0 hit points with a cold 
  iron weapon.  
   
  APL 8 
  �Great 
  Dire 
  Dark: 
  CR 
  11; 
  Large 
  Undead 
  (Incorporeal); HD 22d12; hp 143; Init +6; Spd fly 30 ft. 
  (perfect); AC 15 (+2 Dex, -1 size, +4 deflection), touch 
  15, flat-footed 13; BAB +22; Grapple –; Atk +23 melee 
  (1d4 ability drain, incorporeal touch) or +26 melee 
  (2d6+4/17-20, +1 ghost touch longsword); Full Atk +23 
  melee (1d4 ability drain, incorporeal touch) or 
  +26/+21/+16/+11 melee (2d6+4/17-20, +1 ghost touch 
  longsword); Space/Reach 10 ft/10 ft; SA draining 
  touch, frightful moan; SQ cold iron vulnerability, 
  darkvision 60 ft., DR 20/cold iron, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR 34; 
  AL CE; SV Fort +7, Ref +15, Will +17; Str 18, Dex 15, 
  Con –, Int 14, Wis 18, Cha 19. 
   
  Skills and Feats: Intimidate +29, Listen +29, Sense 
  Motive +16, Spot +29; Combat Expertise, Dodge, Flyby 
  Attack, Improved Critical (longsword), Improved 
  Initiative, Mobility, Spring Attack, Whirlwind Attack. 
   
  Possessions: +1 ghost touch longsword. 
   
  Cold Iron Vulnerability: Cold iron is deadly to 
  the Great Dire Dark.  Not only do cold iron weapons 
  bypass the creature’s damage reduction, but cold iron 
  weapons also bypass the creature’s incorporeality (that 
  is, they need not be magical, and do not have a 50% 
  miss chance).  If the Great Dire Dark is reduced to 0 hit 
  points with a cold iron weapon, it is permanently 
  destroyed and may not rejuvenate. 
   
  Draining Touch (Su): If the Great Dire Dark hits 
  a living target with its incorporeal touch attack, it 
  drains 1d4 points from any one ability score it selects 
  (typically, Constitution or Strength).  On each 
  successful attack, the Great Dire Dark heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls. 
   
  Frightful Moan (Su): The Great Dire Dark can 
  emit a frightful moan as a standard action.  All living 
  creatures within a 30-foot spread must succeed on a 
  Will save (DC 25) or become panicked for 2d4 rounds.  
  This is a sonic necromantic mind-affecting fear effect.  
  A creature that successfully saves against the moan 
  cannot be affected by the Great Dire Dark’s moan for 
  24 hours. 
   
  Rejuvenation (Su): If destroyed, the Great Dire 
  Dark will restore itself in 2d4 days with a DC 16 level 
  check.  The only way to defeat the Great Dire Dark 
  permanently is to reduce it to 0 hit points with a cold 
  iron weapon.  
   
  APL 10 
  �Great 
  Dire 
  Dark: 
  CR 
  13; 
  Large 
  Undead 
  (Incorporeal); HD 28d12; hp 182; Init +7; Spd fly 30 ft. 
  (perfect); AC 17 (+3 Dex, -1 size, +5 deflection), touch 
  17, flat-footed 14; BAB +28; Grapple –; Atk +30 melee 
  (1d4 ability drain, incorporeal touch) or +32 melee 
  (2d6+4/17-20, +1 ghost touch longsword); Full Atk +23 
  melee (1d4 ability drain, incorporeal touch) or 
  +32/+27/+22/+17 melee (2d6+4/17-20, +1 ghost touch 
  longsword); Space/Reach 10 ft/10 ft; SA draining 
  touch, frightful moan; SQ cold iron vulnerability, 
  darkvision 60 ft., DR 25/cold iron, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR 40; 
  AL CE; SV Fort +9, Ref +19, Will +20; Str 18, Dex 16, 
  Con –, Int 14, Wis 18, Cha 20. 
   
  Skills and Feats: Intimidate +35, Listen +35, Sense 
  Motive +19, Spot +35; Cleave, Combat Expertise, 
  Dodge, Flyby Attack, Improved Critical (longsword), 
  
  Glory’s Warriors 
   
  Page 31 
  Improved Initiative, Mobility, Power Attack, Spring 
  Attack, Whirlwind Attack. 
   
  Possessions: +1 ghost touch longsword. 
   
  Cold Iron Vulnerability: Cold iron is deadly to 
  the Great Dire Dark.  Not only do cold iron weapons 
  bypass the creature’s damage reduction, but cold iron 
  weapons also bypass the creature’s incorporeality (that 
  is, they need not be magical, and do not have a 50% 
  miss chance).  If the Great Dire Dark is reduced to 0 hit 
  points with a cold iron weapon, it is permanently 
  destroyed and may not rejuvenate. 
   
  Draining Touch (Su): If the Great Dire Dark hits 
  a living target with its incorporeal touch attack, it 
  drains 1d4 points from any one ability score it selects 
  (typically, Constitution or Strength).  On each 
  successful attack, the Great Dire Dark heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls. 
   
  Frightful Moan (Su): The Great Dire Dark can 
  emit a frightful moan as a standard action.  All living 
  creatures within a 30-foot spread must succeed on a 
  Will save (DC 29) or become panicked for 2d4 rounds.  
  This is a sonic necromantic mind-affecting fear effect.  
  A creature that successfully saves against the moan 
  cannot be affected by the Great Dire Dark’s moan for 
  24 hours. 
   
  Rejuvenation (Su): If destroyed, the Great Dire 
  Dark will restore itself in 2d4 days with a DC 16 level 
  check.  The only way to defeat the Great Dire Dark 
  permanently is to reduce it to 0 hit points with a cold 
  iron weapon.  
   
  APL 12 
  �Great 
  Dire 
  Dark: 
  CR 
  15; 
  Large 
  Undead 
  (Incorporeal); HD 34d12; hp 221; Init +7; Spd fly 30 ft. 
  (perfect); AC 17 (+3 Dex, -1 size, +5 deflection), touch 
  17, flat-footed 14; BAB +34; Grapple –; Atk +36 melee 
  (1d4 ability drain, incorporeal touch) or +38 melee 
  (2d6+4/17-20, +1 ghost touch longsword); Full Atk +36 
  melee (1d4 ability drain, incorporeal touch) or 
  +38/+33/+28/+23 melee (2d6+4/17-20, +1 ghost touch 
  longsword); Space/Reach 10 ft/10 ft; SA draining 
  touch, frightful moan; SQ cold iron vulnerability, 
  darkvision 60 ft., DR 30/cold iron, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; SR 46; 
  AL CE; SV Fort +11, Ref +22, Will +23; Str 18, Dex 16, 
  Con –, Int 15, Wis 18, Cha 20. 
   
  Skills and Feats: Intimidate +41, Listen +41, Sense 
  Motive +22, Spot +41; Cleave, Combat Expertise, 
  Combat Reflexes, Dodge, Flyby Attack, Great Cleave, 
  Improved Critical (longsword), Improved Initiative, 
  Mobility, Power Attack, Spring Attack, Whirlwind 
  Attack. 
   
  Possessions: +1 ghost touch longsword. 
   
  Cold Iron Vulnerability: Cold iron is deadly to 
  the Great Dire Dark.  Not only do cold iron weapons 
  bypass the creature’s damage reduction, but cold iron 
  weapons also bypass the creature’s incorporeality (that 
  is, they need not be magical, and do not have a 50% 
  miss chance).  If the Great Dire Dark is reduced to 0 hit 
  points with a cold iron weapon, it is permanently 
  destroyed and may not rejuvenate. 
   
  Draining Touch (Su): If the Great Dire Dark hits 
  a living target with its incorporeal touch attack, it 
  drains 1d4 points from any one ability score it selects 
  (typically, Constitution or Strength).  On each 
  successful attack, the Great Dire Dark heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls.  Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls. 
   
  Frightful Moan (Su): The Great Dire Dark can 
  emit a frightful moan as a standard action.  All living 
  creatures within a 30-foot spread must succeed on a 
  Will save (DC 32) or become panicked for 2d4 rounds.  
  This is a sonic necromantic mind-affecting fear effect.  
  A creature that successfully saves against the moan 
  cannot be affected by the Great Dire Dark’s moan for 
  24 hours. 
   
  Rejuvenation (Su): If destroyed, the Great Dire 
  Dark will restore itself in 2d4 days with a DC 16 level 
  check.  The only way to defeat the Great Dire Dark 
  permanently is to reduce it to 0 hit points with a cold 
  iron weapon.  
   
   
  
  Glory’s Warriors 
   
  Page 32 
  Appendix 2:  New Rules Items 
   
  CUMBROUS DODGE [GENERAL] AS PRESENTED IN SAVAGE SPECIES 
  You have a chance to dodge attacks that hit you, but at a cost 
   
  Prerequisites: Dodge, Tumble 4 ranks. 
   
  Benefit: You can activate this feat as a free action.  You gain a +2 bonus to your Armor Class for the rest of the 
  current encounter.  At the end of the encounter, you are fatigued.  For details on fatigue, see the Condition Summary in 
  the Dungeon Master’s Guide. 
   
  DEEPENING DARKNESS [GENERAL] AS PRESENTED IN RACES OF FAERUN 
  Your inherent ability to create darkness is more powerful than normal. 
   
  Prerequisite: Ability to create darkness as a racial ability. 
   
  Benefit: The darkness you create with your racial ability is treated as deeper darkness for the purpose of countering 
  or being countered by spells such as daylight.  All other effects (duration, area of darkness, and so on) are as the darkness 
  spell.  You can use your darkness ability two additional times per day, so if you normally could use darkness as a spell-
  like ability 1/day, you can now use it 3/day. 
   
  EXTENDED REACH [MONSTROUS] AS PRESENTED IN SAVAGE SPECIES 
  Your flexible body allows you to reach farther than normal. 
   
  Prerequisites: Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod. 
   
  Benefit: Your body or a part of your body with which you can deliver a melee attack is boneless and flexible, 
  allowing you to threaten a larger than normal area with melee attacks.  Add +5 feet to your normal reach. 
   
  IMPROVED SCENT [GENERAL] AS PRESENTED IN SAVAGE SPECIES 
  You can detect and track creatures by smell at greater distances than normal. 
   
  Prerequisites: Scent ability. 
   
  Benefit: You can detect approaching enemies and sniff out hidden foes within 60 feet.  For strong scents, such as 
  smoke or rotting garbage, double these ranges.  Overpowering scents, such as skunk musk or troglodyte stench, can be 
  detected at triple normal range. 
   
  Normal: Without this feat, you can detect creatures by smell only within 30 feet. 
   
  SCRAMBLE [GENERAL] AS PRESENTED IN SAVAGE SPECIES 
  Your slippery ways allow you to evade a damaging blow. 
   
  Prerequisites: Dex 15, Small size or smaller, improved evasion. 
   
  Benefit: The effects of this feat resemble those of the rogue’s defensive roll, but you can use Scramble to avoid a 
  potentially fatal attack entirely. Once per day, when you would be reduced to 0 hit points or less by damage in combat 
  (from a weapon or other blow, not a spell or special ability), you can attempt to scramble out of the way.  This requires a 
  successful Reflex save (DC 10 + damage dealt).  If the save is successful, you avoid the damage entirely.  You must be 
  aware of the attack and be able to react to it; you cannot use Scramble if you are denied your Dexterity bonus to Armor 
  Class. 
   
  Special: Since you cannot normally make a saving throw to avoid damage from a blow, improved evasion does not 
  apply.  That is, you cannot save twice against the same attack. 
   
  LESSER FIRE ORB AS PRESENTED IN TOME AND BLOOD 
  Evocation [Fire] 
  Level:  Sor/Wiz 1 
  Components: V, S 
  Casting Time:  1 action 
  Range:  Close (25 ft. + 5 ft./2 levels) 
  Target: Up to five creatures or objects, no two of which can be more than 15 ft. apart 
  Duration:  Instantaneous 
  Saving Throw:  Fortitude half 
  
  Glory’s Warriors 
   
  Page 33 
  Spell Resistance:  Yes 
   
  An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire damage.  You must 
  succeed at a ranged touch attack to hit your target.  If you miss, there is no splash damage. 
   
  For every two levels of experience past 1
  st, you gain an additional orb that you shoot at the same time.  You have two 
  at 3
  rd level, three at 5
  th level, four at 7
  th level, and the maximum of five orbs at 9
  th level or higher.  If you shoot multiple 
  orbs, you can have them strike a single creature or several creatures.  A single orb can strike only one creature.  You 
  must designate targets before you roll for SR or roll damage. 
   
  
  Glory’s Warriors 
   
  Page 34 
  Map 1: The Second Chance Inn 
   
  Kitchen
  Second Chance Inn, Ground Floor
  Pantry
  Innkeep’s 
  Room
  Bar
  Hall
  PCs’ 
  Table
  Door
  Window
  Grakin the Ogre
  PCs start here
  Sleeping Patron
  Table
   
   
  Railing
  Second Chance Inn, Second Floor
  Room 3
  Room 1
  Room 4
  Room 2
  Room 5
  Open to Common Room Below
   
  
  Glory’s Warriors 
   
  Page 35 
  Map 2:  Glory and Environs 
   
  Iron Wood
  Iron Road
  Glory
  Loggers’ Camp
  Fallen Timber Tavern
  Hanging Cages 
  Front Gates 
  Spiked Heads
  Low Fence
  Camp Bldg
  300 ft
  Collapsed 
  Hole
  Shannus’ forces       Breyin’s forces
  Shannus’ 
  forces
  Breyin’s
  forces
  Battle Line
   
  
  Glory’s Warriors 
   
  Page 36 
  Map 3: Darkness Ended 
   
  This exterior room 
  is 40 feet high
  G the Great Dire Dark
  D Dretch observers (noncombatants)
  Room is 20 feet 
  high
  This ledge raised 
  15 feet from the 
  floor, and is 5 feet 
  high
  This ledge raised 
  15 feet from the 
  floor, and is 5 feet 
  high
  This low door is up on 
  the ledge.  It opens 
  easily.
  G
  D
  D
  D
  D
  D
  PCs Enter Here
   
  
  Glory’s Warriors 
   
  Page 37 
  Player Handout One: A Letter from Shannus 
   
  Good Friend— 
    I continue to press my victories over the evil 
  lycanthropes of the Iron Wood.  I cannot be far from a final 
  confrontation with the cunning and elusive Moonlord, and I 
  assure you  it is a confrontation that I will win.  Goodness 
  cannot be defeated. 
    However, I cannot be everywhere at once.  I have 
  discovered that the community of Validia, in the southern 
  Iron Wood, harbors evil lycanthropes.  I ask you to investigate 
  this wickedness; if it is true, these wrongdoers must suffer 
  swift justice by the sword.  I cannot condone the destruction 
  of innocents  or their livelihood—I offer the sanctuary of 
  Glory to all such innocents in Validia—but I encourage the 
  slaughter of those who aid the vile Moonlord. 
   When you have investigated Validia, return to me in Glory 
  with your discoveries. 
     
   
   
   
   
   
   
  May Justice Prevail, 
     
   
   
   
   
   
   
  Shannus
  
  Glory’s Warriors 
   
  Page 38 
  Player Handout Two: A Message from Breyin 
   
  Brave hero: 
   
  I hope this missive finds you in good health.  As you well know, the elf 
  Shannus has set himself against my, and against the good work that I do.  
  He is thinning my forces, and he thwarts me at every turn.  In short, my 
  friend, I am losing the war he has initiated.  I have certain contingencies I 
  am loathe to use, but I am running out of options.  Even these 
  contingencies will do little other than buy time. 
   
  I would like you by my side in the conflicts ahead.   More is at stake than 
  you—or the zealous Shannus, for that matter—can comprehend.  The 
  village of Validia is friendly to my people.  When you have time, travel to 
  Validia and I will find you there. 
   
   
   
   
   
   
   
   
  By all the Powers of Light, 
   
   
   
   
   
   
   
   
  Breyin Seven-Stars, called the 
  Moonlord 
  
  Glory’s Warriors 
   
  Page 39 
  Player Handout Three: Two Letters 
   
  Within the space of only a few hours, you received two letters from separate messengers and separate origins.  They 
  read: 
   
   
  Brave hero: 
  You know I am hard pressed by the forces of the elf Shannus.  He is 
  crushing my forces and slaughtering my lieutenants, and bringing more 
  and more innocents into the Iron Wood.  While he sees nothing but short-
  term success, the long-term consequences of his actions could prove 
  devastating for all of Verbobonc.  The town of Validia is friendly to my 
  people.  I would like to meet you there, and discuss both the true nature of 
  this war, and what should be done about it.  I have been pushed into a 
  corner, and may be forced to implement contingencies I find distasteful—
  I would like to discuss this with you if you are willing. 
   
   
   
   
   
   
   
  By all the Powers of Light, 
   
   
   
   
   
   
   
  Breyin Seven-Stars, called the 
  Moonlord 
   
   
   
  My friend— 
   I admit I am suspicious of your true loyalties, but I know 
  you serve good and must therefore have sympathy with my 
  cause.  I have heard that the town of Validia has made pacts 
  with evil lycanthropes, and I ask you to investigate to see if 
  this is so. You can agree, I’m sure, that such wickedness 
  should be stopped.  Investigate Validia, I ask you, and report 
  your findings to me in Glory. 
     
   
   
   
  May Justice Prevail, 
     
   
   
   
  Shannus 
  
  Glory’s Warriors 
   
  Page 40 
  Player Handout Four: Peace Offering 
   
  This is a copy of the message that Breyin would like you to deliver to Shannus. 
   
  Shannus: 
   
  Your ignorant depredations must cease.  I am Breyin Seven-Stars, called 
  the Moonlord on Oerth.  I am an archon from Mount Celestia, tasked to 
  keep a great evil imprisoned beneath the Iron Wood. For centuries I have 
  stood my vigil, and through your short-sighted crusading, this great evil is 
  breaking free.  I need my lycanthropes to keep innocent people out of the 
  Iron Wood—innocents that flock to you for riches and opportunity in 
  Glory.  This evil I guard, the Great Dire Dark, can sense the presence of 
  such innocents, and feeds upon them, corrupts them, to gain more power.  
  My lycanthropes have kept the Iron Wood “haunted” and empty for ages;  
  without them, loggers and others flood in, empowering the Great Dire 
  Dark.  The Great Dire Dark will remain imprisoned only as long as the 
  Iron Wood is free of innocents. 
   
  The Great Dire Dark is ancient, evil, and crafty.  He has attacked outposts 
  of the Mist Children, and tried to blame me for it.  He is setting us against 
  each other, and it must stop.  I am willing to meet with you to work out a 
  peace, and discuss your evacuation of the Iron Wood.  I cannot meet you 
  in Glory—I have not survived for eons by walking into cages—and I’m 
  sure you would not be willing to venture far into the woods, alone, to meet 
  with me.  Therefore, I propose that we meet at the logging camp outside of 
  Glory, at dawn tomorrow morning.  I will come alone; if you do so, as well, 
  then we can end this senseless war and unite against the Great Dire Dark.  
  He cannot be defeated—I myself have slain him dozens of times, and he 
  returns again and again—but we can perhaps work together to see him 
  imprisoned for further long centuries, at the least. 
   
  Hoping for a peace, 
   
   
   
   
   
   
   
   
  Breyin Seven-Stars, called the 
  Moonlord 
  
  Glory’s Warriors 
   
  Page 41 
  Player Handout Five: A Peace Offering? 
   
  You are certain that this is the parchment that Breyin asked you to bring to Shannus, to discuss an offer of peace.  
  Although the writing is in Breyin’s hand, the words are nothing like what he wrote earlier. The parchment now reads: 
   
  Foolish Elf: 
   
  Like an insect, you pick and pick at my forces, and you think you make 
  progress.  I will show you that you have done little to stem the tide of 
  death and horror I control in the Iron Wood.  That death will fall upon you 
  and all your allies. 
   
  Tomorrow at dawn, I will amass my forces to the east of your scrabbling 
  town of maggots, near the logging camp.  My numbers will be uncounted, 
  and we will see to it that no man, elf, or dragon-pretender will survive the 
  day.  If you meet me in open battle, perhaps you can claim some measure 
  of honor, but Glory will not be yours—your Glory will fall and be 
  forgotten.   
   
   
   
   
   
   
   
   
  May you rot unremembered, 
   
   
   
   
   
   
   
   
  Breyin 
  Seven-Stars, 
  called 
  the 
  Moonlord 
  
  Glory’s Warriors 
   
  Page 42 
  Critical Events Summary 
   
  Please take a moment to answer the following questions.  Return these results to the Verbobonc Triad by emailing 
  VerboboncPOC@yahoo.com 
   
  1) Did Shannus survive the scenario?      Y      N 
   
  2) Did Breyin survive the scenario?     Y     N 
   
  3) Was the Great Dire Dark permanently destroyed (that is, the death blow was dealt by a cold iron weapon)?     Y   N 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/594/Normal Scenarios/VER4-03 - Glory's Warriors (APL 4-12)/VER4-03 - Glory's Warriors.pdf