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.  
   
  VEL4-09 
   
   
   
   
   
  Shattered Faith 
   
  A one Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
  By David Kerscher 
  Triad Edit: Jeff Richards 
  Circle Edit: Tim Sech 
   
   
   
   
   
   
  Herion’s forces surround Mitrik.  Canon Hazen has fallen.  The Crook has been taken.  Rao is unreachable in the Vale’s time of need.  
  Veluna’s defenders are losing faith.  Any glimmer of hope is worth investigating, isn’t it?  A scenario for APLs 6 through 12. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Shattered Faith 
   
  Page 2 
   
   
   
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 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. 
  
  Shattered Faith 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character 
  is three character levels or more either higher or 
  lower than the APL this adventure is being played 
  at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was 
  not as challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. 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 two 
  things that you can do to help even the score: 
   
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma 
  check 
  (DC 
  10). 
  Failure 
  indicates that the animal will not attack 
  that round. This is a 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 Archclericy 
  of 
  Veluna.  
  Characters native to 
  Veluna 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. 
   
  Adventure 
  Background 
   
  A long time ago, a 
  paladin 
  of 
  Rao 
  named Gaspar Noleson was part of the elements of 
  the Church of Rao that opposed Canon Herion 
  and his “reforms”.  This element rebelled against 
  the Canon, who had turned to Nerull and fought 
  Herions loyalists to regain control of Veluna for 
  Rao.  Gaspar Noleson was part of a group that 
  attempted to strike directly at Herion, hoping to 
  end the internal conflict by deposing its leader 
  before bloody conflict could erupt. 
   
  But they arrived too late.  Herion was aware of his 
  opponent’s plans, and had fully turned to Nerull in 
  a vile ceremony that turned him into a lich.  Part 
  of this ceremony involved ritually shattering his 
  holy symbol of Rao, a symbolic gesture indicating 
  his full acceptance of Nerull as his patron.  When 
  Gaspar and company arrived, Herion had already 
  fled, leaving behind traces of the foul ritual he had 
  performed to gain mastery over death. 
   
  Disgusted by the fact of a Canon turning his back 
  on Rao, Gaspar kept pieces of the broken holy 
  symbol as part of the “treasure” he gained from the 
  adventure, as a example of the evil that can grow 
  out of a devout man, and thus as a reminder not to 
  be tempted to lose faith. 
   
  Years later, in honor of his dedication to Rao and 
  many brave deeds done in the service of Canon 
  Kerin in the struggle against the heretic Canon 
  Herion, Gaspar was granted a title and told to 
  build a keep in the mountains to defend the Vale 
  against humanoid incursions.  He graciously 
  accepted the duty, and as a way of “blessing” the 
  
  Shattered Faith 
   
  Page 4 
  venture, embedded the piece of the holy symbol 
  he had found inside the cornerstone of the keep.  
   
  Gaspar told no one of the true nature of the relic 
  within the cornerstone – even Gaspar’s family 
  were not privy to that information – but he was 
  fond of saying that his keep was “built upon his 
  faith in Rao”, of which he considered the piece in 
  the stone to be an important symbol. Since none 
  knew the true nature of the relic, they began to 
  believe it was just a story told by Gaspar to 
  enhance his life story. 
   
  Through the many generations that followed, 
  descendents of Gaspar weakened in their 
  dedication to the Church, enjoying the fruits of 
  their station more and more. The necessity for a 
  keep in that particular location grew less and less, 
  and eventually, the keep was abandoned, the later 
  Nolesons having moved to the cities, where they 
  eventually squandered away their money and 
  titles. 
   
  Many years have passed, and Herion threatens 
  Veluna once more.  The war has reached a 
  stalemate of sorts, and the next fight could be the 
  critical one.  Rao, with his infinite Reason, has 
  foreseen this, and with the help of a celestial 
  minion, has planted a seed long ago that is about to 
  flower.... 
   
  Adventure Summary 
   
  Introduction - Some information comes to light 
  that arouses the curiosity of a scholar and some 
  adventurers. 
   
  (There 
  are 
  three 
  possible 
  introductions, depending on meta-org affiliations 
  within the group.) 
   
  Encounter #1 - The information leads to more 
  knowledge, which points the adventurers to a 
  keep in the mountains. 
   
  Encounter #2  -  The adventurers depart on their 
  quest, but have to find a way out of Mitrik first. 
   
  Encounter #3  -  Arriving at the ruined keep, the 
  adventurers find that unsavory elements have 
  taken up temporary residence. 
   
  Encounter #4  -  The party finds a secret passage, 
  which leads to a puzzle... 
   
  Encounter #5  -  ...and a very old resident of the 
  keep. 
   
  Encounter #6  -  The final room in the dusty 
  tunnels holds the key to Veluna’s future... 
   
  VELUNA NOTE TO DMs: Any PC or NPC that 
  attempts to cast scry, divination, commune, 
  contact other plane, or greater scrying in this 
  module will find their attempt blocked.  They will 
  feel great pressure on their minds and take 2d6 
  non-lethal damage.   
   
   
  Introduction: 
  Should I Stay or Should I Go? 
   
   
  There are multiple options for the way to begin 
  this module, and the choice of which to use is 
  dependent on the meta-org membership of the 
  PCs involved (or the lack thereof).  Before reading 
  the Introduction to the entire party, the DM 
  should determine if any PCs are members of the 
  following meta-orgs: College of the Arcane, 
  College of the Divine, Church of Rao, Mitrik 
  Temple Guard, or Knights of Salvation.  If a PC fits 
  into more than one category, use the one that he 
  “fits into” first.  If there are multiple PCs with ties 
  to these organizations, pick one to get a “special” 
  introduction. 
   
  In all cases, if they wish to be on “war footing” 
  since they are in Mitrik, a city under siege, allow 
  them to be so prepared. 
   
  The mood in the temple quarter is hard to 
  gauge.  There has been little levity in the city of 
  Mitrik for these past few weeks – an 
  understandable state with the forces of “The 
  One” laid in for a siege around the city. Minor 
  fiends occasionally appear in the streets, 
  terrorizing 
  citizens 
  until 
  dispatched 
  by 
  knights, or sometimes adventurers.  There is a 
  constant awareness that the next attack could 
  come at any time.  Many adventurers have 
  gathered here to aid in the defense, and you are 
  among them.   
   
  From atop the walls you can see why normal 
  travel into Mitrik is nigh impossible – vast 
  numbers of vile humanoids and creatures 
  surround the walls.  You were able to get here 
  only because of teleportation circles set up in 
  Veluna City and Mitrik, which the Church has 
  been using to resupply and reinforce her 
  defenders.   Without the use of such powerful 
  magics, Mitrik would have certainly fallen 
  weeks ago.   
   
  Still, there is some hope.  The defenders have 
  done well enough to hold the enemy in place, 
  though they have not yet been able to dislodge 
  them from the footholds gained in the 
  southern quarter.  The churches have been able 
  
  Shattered Faith 
   
  Page 5 
  to provide enough food and other supplies that 
  the defenders have yet to feel real hunger, and 
  it has not been long enough for diseases to 
  make their appearance among them.  Rumors 
  have even been making their way around the 
  walls that an agreement has been reached 
  allowing for the Thornward garrison’s return – 
  many feel that if true, such a boon will be able 
  to turn the tide of this war.  That is, if Mitrik 
  can be held until then. 
   
  It is from this point that the introduction will vary.  
  If there is a High Mage of the College of the 
  Arcane, High Priest of the College of the Divine, 
  or Chancellor of the Board of either College in the 
  party, use Introduction A.  If there are none of the 
  above, but there is a lesser member of the College 
  of the Arcane, College of the Divine, use 
  Introduction B.  If there are none of the above, but 
  there is a member of the Church of Rao, Knights 
  of Salvation or Mitrik Temple Guard, use 
  Introduction C.  If there are no members of any of 
  these organizations, use Introduction D. 
   
  Introduction A 
  (For Chancellors, High Mages & High Priests) 
   
  Pull the Chancellor, High Mage or High Priest 
  aside and read him the following: 
   
  Whether or not the release of the Thornward 
  Garrison will be enough to turn war’s fortune 
  to the side of Veluna is up for much debate 
  among those in the College.  At least, it is when 
  your associates have time for debate.  Fighting 
  off the near daily attacks, along with hours (if 
  not days) of searching for ways to repel the 
  forces of “The One” have taken quite a toll on 
  the members of the colleges.  Even the 
  Chancellors 
  have 
  taxed 
  themselves 
  near 
  exhaustion in defense of the holy city.    
   
  As you are thinking about the future, a knock 
  comes at your door.   
   
  Assuming the PC answers, calls for the knocker to 
  enter, etc, 
   
  Two men enter the room.  One, a middle aged 
  man, looks around sheepishly, as if searching 
  for a reason to not interrupt.  He is dressed in 
  the drab colors of a clerk, but wears robes 
  similar to a priest or a mage.  He carries some 
  papers under his arm, and constantly adjusts 
  his glasses upon his nose.  You recall seeing 
  him around the library in the past.  The other is 
  one of the mid-rank sages on staff, and it is he 
  who speaks. 
   
  “Excuse me, sir.  I don’t want to interrupt your 
  rest, but Gerrod here has found something that 
  may be of interest.” 
   
  The scribe stammers a bit, just now realizing 
  that his supervisor wishes him to tell you the 
  story. 
   
  “Oh.  Well, yes.  Umm, I was cleaning up the 
  mess where that large rock hit the library – 
  dreadful mess, but luckily not much real 
  damage.  Mainly just shook the floor enough to 
  topple a shelf or three...” 
   
  “Get on with it Utz” the older man says with a 
  slight roll of the eyes. 
   
  “Right.  Sorry.  Anyway, I was putting the 
  books back on the shelves and found this – it 
  must have been tucked into one of the tomes – 
  I don’t know if it means anything, but I 
  thought it worth showing to Scribe Tobias.”  
   
  (Give the Chancellor, High Mage or High Priest  
  Player’s Handout #1) 
   
  Scribe Tobias picks up the story after seeing 
  you have read the parchment.   
   
  “Though I have studied the Kempton area 
  extensively, I recall nothing telling of any relic 
  being located at this keep.  I have yet to bring it 
  to the attention of the Church, but with this 
  reference to “the Heretic”, I thought you might 
  want to do that yourself.  Also, note the age of 
  the paper and the language used – we believe 
  this might be from the time of Herion’s reign.  
  Any possible information from that time would 
  certainly be worth pursuing in these times of 
  need, don’t you agree?”  
   
  The two pause, hoping that they have not 
  disturbed you without reason. 
   
  Even if it turns out to be nothing, perhaps a 
  break from the siege will do you good.  Of 
  course, first you’ll need a good group of 
  traveling companions... 
   
  Both scribes can answer some questions for the PC 
  and suggest other avenues of information 
  gathering (see Scribes’ Information at end of 
  Introduction D).   The PC may also recruit a party 
  and discuss his discovery (go to Encounter 1), or 
  go to bring the matter to the attention of the 
  Church (go to Introduction D to bring in the rest 
  of the PCs).  
   
  Introduction B 
  (for other College members) 
  
  Shattered Faith 
   
  Page 6 
   
  As you sit in a quiet lounge resting from your 
  latest stint on the city walls, Gerrod Utz, one of 
  the scribes under your supervision, enters the 
  room.  As always, he is dressed in the drab 
  colors of a clerk, but wears robes similar to a 
  priest or a mage.  He carries some papers under 
  his arm, and constantly adjusts his glasses upon 
  his nose.  He looks around as if searching for 
  someone.   
   
  From the excited look on his face, you know he 
  has found something he thinks is an earth-
  shattering discovery, and that he is looking for 
  you. His face breaks into a relieved smile when 
  he spots you, and he rushes to your chair. 
   
  “Excuse me for interrupting, sir, but I was 
  hoping to find you, you see, I think I’ve found 
  something.  Something important!  You see, I 
  was cleaning up the mess where that large rock 
  hit the library – dreadful mess, but luckily not 
  much real damage.  Mainly just shook the floor 
  enough to topple a shelf or three...  Anyway, I 
  was putting the books back on the shelves and 
  found this – it must have been tucked into one 
  of the tomes – I don’t know if it means 
  anything, but it sure looked interesting.”  
   
  (Give the PC Player’s Handout #1) 
   
  “I thought you would know something about 
  this – the keep, the relic, “the Heretic” – or at 
  least know someone who does.  I think it might 
  date from the time of Herion – is it worth 
  bringing to the attention of the Church?” 
   
  For once, Gerrod seems to have found 
  something worthy of his enthusiasm.  The 
  potential for new information from that time is 
  at least worth investigating – and at worst, 
  getting away from the siege for a while couldn’t 
  hurt.  Of course, to do that, you’ll need some 
  associates... 
   
  Gerrod can answer some questions for the PC and 
  suggest other avenues of information gathering 
  (see Scribes’ Information in Encounter 1).   The 
  PC may recruit a party and discuss his discovery 
  (go to Encounter 1), or go to bring the matter to 
  the attention of the Church (go to introduction D 
  to bring in the rest of the PCs). 
   
  Introduction C 
  (for members of the Church of Rao, Mitrik Guard 
  or Knights of Salvation) 
   
  It is in this uneasy state of wariness and hope 
  that you find yourself once again on the 
  ramparts of Mitrik, awaiting the next assault by 
  the gathered armies of Herion.  By all 
  estimates, there will be no major attack for 
  some time – even the enemy needs time to 
  recover from a vicious assault on the northeast 
  wall yesterday.  An attack which you were 
  barely able to repel.   
   
  As you stare out over the despoiled fields and 
  wonder when they will once more be full of 
  grain rather than undead, a messenger arrives 
  and hands you a paper. 
   
  “[Insert PC name here], I request you come to 
  meet me regarding a favor I wish to ask of you 
  on a matter of some importance.”  It is signed 
  “Bishop Morlov, College Security” 
   
  Assuming the PC accepts the invitation:  
   
  The messenger leads you to the main steps of 
  the Cathedral of Rao, where three men wait. 
  Two scribes stand patiently, while the third, a 
  priest of Rao paces.  When he spots you, he 
  stops and awaits your arrival at the top of the 
  stairs. 
   
  “Thank you for coming.   I have a need for 
  someone of your... experience.  Here and now, 
  I can only say that something has come to light 
  which may be of benefit in this war, and I need 
  someone to investigate the possibility.  I will 
  tell you more when you accept.  If you wish to 
  decline the mission, I will understand and you 
  may return to the walls with all haste.  So, if 
  you wish to return to the walls, go on; if you 
  wish to at least hear my request, come inside.” 
   
  The priest turns and walks briskly into the 
  cathedral, the two scholars hurrying to keep 
  up.   
   
  Assuming the PC follows, continue. 
   
  He leads you to a small antechamber with a 
  table and a few chairs.  He holds the door until 
  everyone has entered, glances out into the hall 
  to see if any more are coming, then closes the 
  door. 
   
  “Right.  It seems that these two gentlemen have 
  stumbled onto something of interest.  From 
  what I understand, Gerrod here (he indicates 
  the younger of the two men with him) found 
  this (he gestures with the paper) while 
  cleaning up from one of the recent attacks.  
  Doesn’t know where it came from originally, 
  but it is certainly very old and upon translation, 
  it seems to indicate that there may be a relic of 
  some sort hidden in an old keep down by 
  Kempton.” 
  
  Shattered Faith 
   
  Page 7 
   
  The younger of the two men, after glancing up 
  at the priest for permission, slides a paper over 
  to the party.  
   
  (Give the party Player’s Handout #1) 
   
  “Gerrod brought it to the attention of Tobias, 
  (he gestures to the other man) who wisely 
  brought it to my attention.  Now, I know a bit 
  about the history of the Church, and I don’t 
  remember any relic being sent out to that area 
  that hasn’t been otherwise accounted for.  Also, 
  if it does date from the time of Herion...  and 
  this reference to “the Heretic”  – well, my 
  curiosity is piqued.  That’s where you come in.”   
   
  “Someone needs to go and investigate this, and 
  I can’t spare the time to go looking into it 
  myself, plus we don’t want to draw anyone’s 
  attention there if you know what I mean.  So, I 
  need you to recruit a team and take care of 
  this.” 
   
  “Once you’ve gathered your team, I can arrange 
  for you to use the portal to Veluna City so that 
  you won’t have to fight your way out of the 
  city.”  
   
  “This might be nothing, but I can’t take that 
  risk.  If there’s something within reach that 
  could be of use, even information about what 
  was happening around that time... we have to 
  try.  Any questions?”   
   
  At this point the PC should have plenty of 
  questions, and he or she has some good resources 
  in the room with them to start with.  (See Scribes’ 
  Information at end of Introduction D). 
   
  Morlov will confirm Tobias’ information about the 
  title of Margrave, will say that  the location of the 
  keep sounds right, and will also be able to provide 
  some additional information – see The Church in 
  Encounter 1.   
   
  Have the PC recruit the other PCs and proceed to 
  Encounter 1. 
   
  Introduction D 
  (for parties without any of the above ties, or PCs 
  that could not be directly recruited by PCs with 
  the above ties) 
   
  Note that if Introduction A, B, or C was used, one 
  the “newcomers” may include one or more of the 
  PCs.   The DM will have to modify the text 
  accordingly.  Use this introduction for any PCs 
  that the DM cannot otherwise get “hooked”. 
   
  It is in this uneasy state of wariness and hope 
  that you find yourselves in the courtyard of the 
  Grand Cathedral of Rao, recovering from a 
  vicious assault on the northeast wall which you 
  were barely able to repel.  The priests here were 
  able to remove the lingering effects of a 
  particularly vile spell that you hope to never 
  encounter again. 
   
  Many other defenders are resting here, 
  recuperating from various wounds and other, 
  less visible damage.  All but a very few are 
  anywhere near ready to return to the walls.  
  The siege is wearing on the defenders – while 
  none say it out loud, you can sense that the 
  hope that the Thornward garrison will arrive in 
  time is slowly dwindling. 
   
  Turning from the courtyard full of wounded, 
  you notice a high ranking Raoan cleric has 
  stepped out onto the main steps of the 
  cathedral, and is talking with a couple scholarly 
  types.   
   
  (If a PC is present, (s)he may be there in addition 
  to the two men (if intro A was used) or in place of 
  the second man (if intro B was used).  
   
  One of the people he is speaking with wears 
  the clothes of a simple scribe, and the other is 
  dressed similarly, but his clothes are of a 
  higher quality.  The small group speaks quietly, 
  but you can tell that the Raoan is very 
  interested in what the others have to say. 
   
  Shortly after you notice them, the Raoan nods 
  his head and turns toward the courtyard.  His 
  stern gaze seems to fall on you and some of the 
  other healthy looking individuals, and he 
  motions the other men to follow him and 
  approaches. 
   
  Paraphrase the next paragraph to reflect the 
  number of PCs to be recruited, plus two. 
   
   
  “You... you... you... you over there...  yes.  And 
  you as well – you with the cloak.  May I have a 
  minute of your time, please?” 
   
   
  As the people he indicated gather around, he 
  continues. 
   
  “I am Bishop Morlov, and I have a need for 
  some hearty souls to undertake a mission for 
  the Church.  Do not consider this a favor for 
  the healing you have recently received.  If you 
  wish to decline, I will understand and you may 
  return to the walls with all haste.  So, if you 
  wish to return to the walls, go on; if you wish to 
  at least hear my request, come inside.” 
  
  Shattered Faith 
   
  Page 8 
  With that, the gruff priest turns on his heel and 
  leads the gentlemen he had been talking to 
  back into the cathedral.  Two of those that had 
  come at the Bishop’s summons glance at each 
  other and then go back to join a severely 
  wounded friend in the courtyard. 
   
  Those that go back to the courtyard can be 
  recruited later by the other PCs, but will not hear 
  this next text.  Continue for those that follow. 
   
  The priest walks briskly into the cathedral, the 
  two scholars and you hurrying to keep up.  He 
  leads you to a small antechamber with a table 
  and a few chairs.  He holds the door until 
  everyone has entered, glances out into the hall 
  to see if any more are coming, then closes the 
  door. 
   
  “Right.  It seems that these two gentlemen have 
  stumbled onto something of interest.  From 
  what I understand, this paper here” (he takes 
  an obviously old paper, torn on one side, from 
  one of the other men) “indicates where 
  something of value in this fight might be 
  hidden away, and I ... that is the Church, needs 
  some people to go and investigate.  Before I go 
  any further, do you all accept this mission?” 
   
  He will pause to see if anyone declines.  If anyone 
  does, they will be asked to leave.  If anyone asks 
  about rewards or payment, Morlov will scowl at 
  them and assure the “mercenary” that they will be 
  paid, “if that is all you really care about”. 
   
  If there is a PC present from introduction A, B, or 
  C, the Bishop will turn the proceedings over to 
  that person.  If not, he continues: 
   
  “It seems that Gerrod here (he indicates the 
  younger of the two men with him) found this 
  (he gestures with the paper) while cleaning up 
  from one of the recent attacks.  Doesn’t know 
  where it came from originally, but it is 
  certainly very old and upon translation, it 
  seems to indicate that there may be a relic of 
  some sort hidden in an old keep down by 
  Kempton.” 
   
  The younger of the two men, after glancing up 
  at the priest for permission, slides a paper over 
  to the party.   
   
  (Give the party Player’s Handout #1) 
   
  “Gerrod brought it to the attention of Tobias, 
  (he gestures to the other man) who wisely 
  brought it to my attention.  Now, I know a bit 
  about the history of the Church, and I don’t 
  remember any relic being sent out to that area 
  that hasn’t been otherwise accounted for.  Also, 
  if it does date from the time of Herion...  and 
  this reference to “the Heretic” – well, my 
  curiosity is piqued.  That’s where you come in.” 
   
  “I need you to go check this out. I can’t spare 
  the time or manpower to go looking into it 
  myself, plus we don’t want to draw anyone’s 
  attention there if you know what I mean. I can 
  arrange for you to use the portal to Veluna City 
  so that you won’t have to fight your way out of 
  the city.”  
   
  “This might be nothing, but I can’t take that 
  risk.  If there’s something within reach that 
  could be of use, even information about what 
  was happening at that time... we have to try.  
  Any questions?”   
   
  At this point the party should have many 
  questions, and they have some good resources in 
  the room with them to start with. (See Scribes’ 
  Information in Encounter 1). 
   
  Morlov will confirm Tobias’ information about the 
  title of Margrave, will say that the location of the 
  keep sounds right, and may also be able to provide 
  some additional information, depending on the 
  makeup of the party – see The Church in 
  Encounter 1.  
   
   
  Encounter One: 
  Don’t Know Much About 
  History 
   
   
  No matter how the paper came into the characters’ 
  possession, or how they took on this quest, they 
  will need more information in order to proceed 
  with the adventure.  There are three main sources 
  of information – the scribes, Colleges/ Library, 
  and the Church. 
   
  Scribes’ Information 
  If Gerrod is present, he can tell them: 
   
  • 
  The paper fell out of a book entitled “Flora of 
  the Southern Asnath Copse”.   
  • 
  He does not know where in the book it was 
  before it fell out. 
   
  If Tobias is present, he can tell them:  
   
  • 
  The ‘Margrave of Kempton Pass’ is a title that 
  passed into disuse many years ago.   
  • 
  It was linked to a family of landed gentry that 
  were in charge of a small defensive outpost 
  
  Shattered Faith 
   
  Page 9 
  southwest of Kempton in the Lortmil 
  mountains.   
  • 
  The keep itself, long abandoned, is located up 
  a mountain trail from the farmsteads in the 
  foothills, in an area that used to suffer many 
  attacks from humanoids. 
   
  The PCs can make their own knowledge checks to 
  gain additional information.  Note that members 
  of appropriate meta-orgs can make use of the Great 
  Library to get bonuses on their checks.  This will 
  take time though; it will consume the rest of the 
  day.  Note that PCs cannot “aid another” on these 
  knowledge rolls, but each PC can roll individually. 
   
  If the PCs request that the NPCs do some research 
  in the Great Library for them, it will take the rest 
  of the day and the NPCs can make a roll at +8 on 
  both knowledge skills. 
   
  NOTE:  All these DC’s assume the PC is a Veluna 
  resident.  For non-residents add +5 to the DC 
  because this is very regional specific information. 
   
  Knowledge: History Check 
  [DC 13] The Noleson family was granted the title 
  because of one member’s great devotion to Rao 
  and heroic deeds done in the service of Veluna. 
  The family performed the watch duties well 
  enough, but as the attacks slowly stopped and 
  subsequent generations grew more interested in 
  other 
  pursuits, 
  the 
  keep 
  was 
  eventually 
  abandoned. 
   
  [DC 17] The title was granted (and the keep 
  founded) about 450 years ago.  Gaspar Noleson, a 
  paladin of Rao, and his adventuring companions 
  were noted adventurers, often working for Canon 
  Kerin himself. 
   
  [DC 23]  The official reason the keep was 
  abandoned was because of the lack of a threat in 
  the area, but some say it was really because Rao 
  cursed it after the Nolesons abandoned their 
  duties. 
   
  Knowledge: Nobility and Royalty Check 
  [DC 13] The Noleson family was granted the title 
  because of one member’s great devotion to Rao 
  and heroic deeds done in the service of Veluna. 
  The family performed the watch duties well 
  enough, but as the attacks slowly stopped and 
  subsequent generations grew more interested in 
  other 
  pursuits, 
  the 
  keep 
  was 
  eventually 
  abandoned.  The family has dispersed to places 
  unknown, either uninterested in or ashamed of 
  their past.  
   
  [DC 17] The title was granted (and the keep 
  founded) about 450 years ago. The Noleson family 
  crest is a sword and a crook crossed behind the 
  heart of Rao, over a ribbon inscribed “Faith in 
  Rao”, all before a masonry wall.  The early 
  Nolesons were known for their devout faith.   
   
  [DC 23] One of Gaspar’s descendants was a 
  member of the College of the Arcane for a time, 
  although she had renounced the family name, 
  going instead by Derra the Summoner. It is said 
  she went insane obsessing over secrets that were 
  being kept from her. 
   
   
  [DC 29] Derra the Summoner was a nervous, 
  drunken wreck that never really  accomplished 
  anything.  According to her own stories, she was 
  an alchemist and a crafter and a plane-traveler, 
  bragging often of her magical creations and planar 
  travels, though no one ever actually saw any 
  evidence of such claims. 
   
  The Church 
  If the characters have gone through Introduction 
  D, they can research the background at the 
  Church of Rao, based on their level of 
  participation in the Church.  
   
  If the characters did not go through Introduction 
  D but are now inquiring at the Church of Rao for 
  information, who can give them the following 
  information, based on their level of participation 
  in the Church.  
   
  In all cases, if any PCs have Favors or Influence 
  with the Church of Rao, Knights of Salvation, the 
  Mitrik 
  Temple 
  Guard, 
  or 
  any 
  individual 
  representatives thereof, they can “upgrade” their 
  information received by one rank for each single 
  Favor or three Influences spent.  (Favors or 
  Influence used in this manner are used up.)   This 
  represents the PC calling in some favors and 
  making the proper contacts. 
   
  It will take some research in church records to get 
  the information in D or E, so the PCs will have to 
  wait until the next day.  Feel free to play up the 
  cleric’s responses and couch them in pro-Raoan 
  terms, verging on propaganda if the listener is a 
  non-Raoan: 
   
  A: Non-Velunan non-worshiper of Rao:   The 
  Margrave was granted the title by the Church.  
  The Church is very disappointed in the discarding 
  of the title and duties by the later generations.  He 
  does not know about a “relic” at that location, but 
  will explain that many religious sites do use such 
  items to provide a symbolic link to their deity.  
   
  B: Velunan non-worshiper of Rao OR non-
  Velunan worshiper of Rao:  As above, plus the 
  “Bastion of Faith”, as the text calls it, was a small 
  
  Shattered Faith 
   
  Page 10 
  defensive fortress that has fallen into disuse with 
  the cessation of the humanoid incursions from the 
  southwest mountains.   It withstood many attacks, 
  and the defenders were devout Raoans.  The 
  original Margrave, Gaspar Noleson, was a 
  particularly pious paladin. 
   
  C: Cleric or Paladin of Rao:   As above, but they 
  will also learn that Gaspar Noleson was a paladin 
  of some renown who not only defended the 
  country and church with great fervor, but often 
  took on special missions for the Church – it makes 
  sense that he might have been rewarded for doing 
  so. Also, the rumors of a long-ago split in the 
  Church date to the same time frame as the 
  founding of the keep – Church records from that 
  time are spotty at best.  
   
  D: Member of  Church of Rao (Tier 1), Knight of 
  Salvation (Squire) or Mitrik Temple Guards  (1
  st 
  rank):  As above, plus he discovers that though an 
  Archbishop Creen was present for the ceremonial 
  opening of the Margrave’s keep, nothing is 
  mentioned of any relics being kept there.  The 
  schism in the Church dating from that time (and 
  the facts around it) was apparently covered up.  No 
  one knows why this was done, and many 
  important facts are just now coming to light, 
  thanks to discoveries by adventurous types.  This is 
  very disturbing to a clericy of reason.   
   
  E: Member of Church of Rao (Tier 2 or 3), Knight 
  of Salvation (Knight), or Mitrik Temple Guards 
  (2
  nd rank and up):  The clerics are able to ascertain 
  that Noleson participated in a mission in the north 
  around that time.  With recent events and 
  knowledge coming to light, it makes sense that the 
  mission probably involved Herion or his 
  followers, and that if it did, Noleson might have 
  been chosen for that mission because of his 
  particularly deep faith in Rao.  It also stands to 
  reason that he might have had some item that 
  helped in that mission, though the Church has no 
  record of such an item in his possession. 
    
  When the PCs are finished gathering what 
  information they can, they must now travel to the 
  keep. The easiest way to get out of Mitrik in this 
  situation is to use the teleport circle that the 
  Church has set up for supplies, scouting missions, 
  etc.  Bishop Morlov is able to arrange for the 
  party’s use of this circle, and will offer to do so if 
  asked about how to get out of Mitrik without 
  fighting the besieging army.  If the party accepts 
  this offer, go to Encounter Three.   
   
  On the other hand, there will be parties who don’t 
  think to ask or insist that they can do it 
  themselves.  In such a case, use Encounter Two. 
   
   
  Encounter Two: 
  We Gotta Get Out of This 
  Place 
   
   
  For those parties that wish to forego the Church’s 
  offer to use the teleportation circle, they will need 
  to come up with their own alternative.  In order to 
  do this, they must first get out of Mitrik, which 
  can be an interesting adventure in and of itself 
  these days. Everyone knows (even the PCs) that 
  the forces of Herion are arrayed all around the 
  walls.  They are also encamped within the 
  southern half of the city itself.  This makes it 
  difficult, to say the least, to leave the embattled 
  city. 
   
   
  Some options include teleporting themselves or 
  trying to sneak or fight their way out by land, sea 
  or air.  Remember the latter is not an easy thing to 
  do, and even the cleverest plan may result in a 
  fight.  The enemy is watching very carefully, and is 
  very aware of the magic capabilities of certain 
  spells.  For example, the devils have seen PCs use 
  wind walk and similar spells, and will be looking 
  for such tactics.   
   
  Still, because these are optional encounters and 
  experience, feel free to let the PCs have some fun 
  planning an escape from Mitrik if they wish to do 
  so. 
   
  If the PCs do have problems with their plan, or 
  insist on fighting their way out, use these 
  Optional Encounters (2A – 2D).  As mentioned 
  above, these encounters are extra and will not 
  increase the amount of experience gained in the 
  module unless other experience is missed.    
   
  Some information that the PCs need to know for 
  their planning: 
   
  The enemy forces are lighter outside the city to 
  the south, but are infesting the southern parts of 
  the city itself.  The bulk of their force lies to the 
  north, facing the Knights and College compounds.  
  With planning and bravery, some people have 
  been able to “escape” via land, but many more have 
  tried and failed. 
   
  The river bordering the city on the west is held by 
  the enemy, and there have been reports of boats 
  being overturned and simple fishermen going 
  missing.  Exactly what the enemy is using to 
  enforce this side of the siege has not yet been 
  determined.  
   
  
  Shattered Faith 
   
  Page 11 
  Once the PCs have determined their plan of 
  “escape”, use whatever encounter is appropriate to 
  the situation.  Feel free to give the party a scare or 
  two if they are sneaking through the southern half 
  of the city by day, but the land encounter will 
  actually happen outside the city and the enemy 
  encampments.  If they are foolish enough to try 
  the southern portion of the city by night, they will 
  be set upon by the vampire spawn that infest the 
  occupied portion of the city.   
   
  The river encounter will happen shortly after they 
  embark, and the air encounter will happen as they 
  clear the enemy lines.  Due to the multiple 
  variables with this encounter (party plans, 
  direction, etc), the DM will have to describe things 
  as he sees fit. 
   
   
  If the party chooses to teleport out of Mitrik, they 
  will skip this encounter and gain no experience 
  for it.  (Also note that they will need a place to 
  which to teleport, as no one has been to the 
  Bastion of Faith itself in many a year.) 
   
  Optional Encounter 2A: 
  The Long and Winding Road 
  (If the party departs via ground thru the southern 
  occupied city by night) 
   
  APL 6 (EL 8) 
  �Vampire Spawn (4): hp 38 each; Monster 
  Manual 
   
  APL 8  (EL 10)  
  �Vampire Spawn (3): hp 38 each; Monster 
  Manual 
  �Vampire Fighter: hp 63; See Appendix 1 
   
  APL 10  (EL 12)  
  �Vampire Spawn (6): hp 38 each; Monster 
  Manual 
  �Vampire Fighter: hp 63 each; See Appendix 1 
   
  APL 12  (EL 15)  
  �Sample Elite Vampire: Mnk9/ShadDcr4; hp 
  117; see Monster Manual 
   
  Treasure: 
  APL 6: L (0 gp); C (0 gp); M – 0 gp 
  APL 8: L (0 gp); C (0 gp); M – +1 full plate (220 gp 
  per character), +1 scythe (193 gp per character, 
  cloak of resistance +1 (83 gp per character) 
  APL 10: L (0 gp); C (0 gp); M – +2 full plate (470 gp 
  per character), +1 scythe (193 gp per character), 
  cloak of resistance +1 (83 gp per character), amulet 
  natural armor +1 (166 gp per character) 
  APL 12: L (0 gp); C (0 gp); M – +2 keen kama (1526 
  gp per character), +1frost sling (692 gp per 
  character), ring of protection +2 (333 gp per 
  character), bracers of armor +3 (750 gp per 
  character), periapt of wisdom +4 (1333 gp per 
  character) 
   
   
  Optional Encounter 2B: 
  The Long and Winding Road 
   
  (If the party departs via ground, either day or 
  night) 
   
  APL 6  (EL 6) 
  �Orc Marauder Skirmishers (2): hp 19 each; See 
  Appendix 1 
  �Orc Marauder Archers (2): hp 17 each; See 
  Appendix 1 
   
  APL 8  (EL 8)  
  �Orc Marauder Skirmishers (2): hp 42 each; See 
  Appendix 1 
  �Orc Marauder Archers (2): hp 34 each; See 
  Appendix 1 
   
  APL 10  (EL 10)  
  �Erinyes: hp 99; See Monster Manual 
  �Advespa (3): hp 36 each; See Appendix 1 
   
  APL 12  (EL 12)  
  �Erinyes: hp 99; See Monster Manual 
  �Hellwasp Swarms (2): hp 117 each; See 
  Monster Manual  
   
  Treasure: 
  APL 6: L (210 gp); C (0 gp); M – 0 gp 
  APL 8: L (110 gp); C (0 gp); M – +1 chain shirt (x2) 
  (104 gp per character) 
  APL 10: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
  APL 12: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
   
   
  Optional Encounter 2C: 
  Take Me to the River 
   
  (If the party departs via the river) 
   
  APL 6  (EL 6 after +1 for water) 
  �Zombie Advanced Elasmosaurus: hp 138; See 
  Appendix 1 
   
  APL 8  (EL 8 after +1 for water) 
  �Skeleton, Advanced Elasmosaurus: hp 135; See 
  Appendix 1 
   
  APL 10  (EL 10 after +1 for water)  
  
  Shattered Faith 
   
  Page 12 
  �Erinyes, hp 99; See Monster Manual 
  �Advespa (3): hp 36 each; See Appendix 1  
   
  APL 12  (EL 12 after +1 for water) 
  �Erinyes: hp 99; See Monster Manual 
  �Hellwasp Swarms (2): hp 117 each; See 
  Monster Manual 
   
  Treasure: 
  APL 6: L (0 gp); C (0 gp); M – 0 gp 
  APL 8: L (0 gp); C (0 gp); M – 0 gp 
  APL 10: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
  APL 12: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
   
  Optional Encounter 2D: 
  Up, Up and Away 
   
  (If the party departs via air) 
   
  APL 6  (EL 7) 
  �Advespa (4): hp 36 each; See Appendix 1 
   
  APL 8  (EL 9)  
  �Erinyes: hp 99; See Monster Manual  
  �Advespa (3): hp 36 each; See Appendix 1 
   
  APL 10  (EL 11) 
  �Erinyes: hp 99; See Monster Manual 
  �Hellwasp Swarms (2): hp 117 each; See 
  Monster Manual 
   
  APL 12  (EL 13) 
  �Erinyes (2): hp 99; See Monster Manual 
  �Hellwasp Swarms (3): hp 117 each; See 
  Monster Manual 
   
  Treasure: 
  APL 6: L (0 gp); C (0 gp); M – 0 gp 
  APL 8: L (0 gp); C (0 gp); M – 0 gp 
  APL 10: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
  APL 12: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (x2) (695 gp per character) 
   
   
  Encounter Three: 
  Wild Boys 
   
  If the party escaped Mitrik on their own, it is 
  about 70 miles east on the Great Western Road to 
  Veluna City. 
   
  From Veluna City it is about 25 miles south along 
  a smaller road to the city of Kempton, then about 
  another 25 miles southwest on trails thru hilly 
  terrain (3/4 speed) to Kempton pass.  This journey 
  would take a party on foot (speed 30) 2 ½ days of 
  travel.  Moving at a speed of 20 would be the better 
  part of 4 days.  See The Players Handbook page 64 
  to determine travel times.  The DM will have to 
  determine when the PCs arrive at the keep. 
   
  After escaping the siege of Mitrik, your party’s 
  trip to the mountain pass is uneventful.  The 
  lands south of the war zone are calm, but you 
  can tell that the locals are wary of what might 
  happen should Mitrik fall.  Kempton shows 
  signs of preparing for potential conflict, and a 
  few displaced citizens ask for news from the 
  north.  Soon you find yourselves in the Pass of 
  Kempton, rising up into the Lortmils. 
   
  The trip from the beginning of the pass to the 
  keep is a journey of about 12 miles on trackless 
  mountain terrain.  This will take a party moving at 
  speed 30 eight hours to travel.  A mounted party 
  moving speed 50 can make it in five hours.  The 
  trail is not fit for vehicles.     
     
  The trail is obviously little used, and shows 
  signs that those that do use it are mere 
  shepherds.  Coming around a bend, you find a 
  pile of large square rocks covered with ivy.  As 
  you get closer, you can tell it is a collapsed 
  stone shack, perhaps an old guard house.   
   
  Pressing on, you crest a rise and see the 
  remains of the Margrave’s “Bastion of Faith”.  
  The keep has obviously been abandoned for 
  some time.  Enough of the walls and structures 
  still stand that you would recognize it as an old 
  fort even if you had just stumbled on it by 
  chance, but only barely.   
   
  Crawling vines creep over every surface you 
  can see.  What was once a grand gatehouse is 
  mostly broken, the gates smashed long ago and 
  lost to the ages.  Large chunks of worked stone 
  lie along the road, mute testament to the force 
  that took this once mighty bastion of good. 
  As you get closer, you can still make out some 
  of the words above the arched gate.  “Faith in 
  Peace, Faith in Reason, Faith in Serenity”.  
   
  Though the keep has been long abandoned by the 
  Velunans that built it long ago, it is currently 
  occupied.  As the party approaches the gate, roll 
  Listen checks for the squatters vs. the party’s 
  lowest Move Silently check (if they state they are 
  approaching quietly).  The squatters are not taking 
  pains to be quiet, but are not too boisterous either, 
  so the base DC to hear them is 0.  Remember to 
  apply the –1 per 10 feet modifier to both sides’ 
  rolls.  
   
  
  Shattered Faith 
   
  Page 13 
  If the squatters hear the PCs, they will get a round 
  (at least) to prepare.  At APLs 8+, the female ogre 
  mage will become invisible in this round.   
   
  While their kind is prone to fight (and these are 
  no exception) the squatter(s) appreciate the 
  security of the old keep and do not want to remove 
  himself/themselves to a new location.  They will 
  negotiate to stay if given the chance.  They are 
  considered “Hostile” to begin with, and must be 
  taken to “Friendly” for them to allow the PCs 
  access without a fight.  (Diplomacy DC 40; though 
  if the first attempt succeeds at DC 30 [making the 
  squatter(s) indifferent], the PC may continue with 
  his argument and try again, this time with a DC of 
  20.)  
   
  Note that Diplomacy takes at least a minute to 
  perform, and the PCs will have to get the squatter's 
  attention with an offer of treasure just to get that 
  minute.  The squatters will allow a negotiation 
  attempt if offered at least 100 gp x APL.  Note that 
  at APLs 8+, the female ogre mage is possibly 
  invisible, and will not betray this state by 
  conducting negotiations.  Alternatively, diplomacy 
  can be rushed in one round with a -10 modifier to 
  the roll (see the Players Handbook description of 
  the Diplomacy skill). 
   
  In protracted negotiations, no more than one PC 
  may assist the PC attempting to persuade the 
  squatter (too many speakers confuse the subject), 
  and the squatters WILL NOT LEAVE the 
  immediate area.  They will agree to let the PCs 
  look around, but they consider this their home, 
  and do not want to lose it. 
   
  Should the PCs find the secret door (Inside the 
  Keep) and the squatters observe that they do, they 
  decide to disregard the results of the negotiations 
  and attack the party when it re-emerges from the 
  secret door.  They believe that whatever the party 
  finds behind the secret door belongs to them (it 
  was in their home) and they decide to take it. 
   
  APL 6 (EL 8) 
  �Ogres (4): hp 35 each; See Monster Manual 
  �Ogre Shaman: Giant Adpt4; hp 53; See 
  Appendix 1 
   
  APL 8 (EL 10) 
  �Ogre Barbarians (4): Giant Bbn1; hp 45; See 
  Appendix 1 
  �Ogress Mage: hp 45; See Monster Manual 
   
  APL 10 (EL 12) 
  �Hill Giant Barbarians (3): Giant Bbn1; hp 133 
  each; See Appendix 1  
  �Ogress Mage Sorcerer: Giant Sor1; hp 51; See 
  Appendix 1 
   
  APL 12 (EL 14) 
  �Hill Giant Barbarians (3): Giant Bbn 2; hp 144 
  each; See Appendix 1 
  �Ogress Mage Sorcerer: Giant Sor4; hp 78; See 
  Appendix 1 
   
  Treasure: 
  APL 6: L (25 gp); C (0 gp); M – large +1 hide armor 
  (97 gp per character), cloak of resistance +1 (83 gp 
  per character), wand of cure light wounds – 20 
  charges (25 gp per character), potion of cure 
  moderate wounds (25 gp per character). 
   
   
  APL 8: L (100 gp); C (0 gp); M – large +1 hide 
  armor (x4) (97 gp per character each), cloak of 
  resistance +1 (x4) (83 gp per character each), 
  potion of cure moderate wounds (x8) (25 gp per 
  character each). 
   
  APL 10: L (0 gp); C (0 gp); M – +1 large greatclub 
  (x3) (192 gp per character each), +2 large hide 
  armor (x3) (355 gp per character each), cloak of 
  resistance +1 (x3) (83 gp per character each), +2 
  large chain shirt (354 gp per character), +1 
  greatsword (196 gp per character), cloak of 
  resistance +2 (333 gp per character), horn of 
  goodness/evil (542 gp per character), potion of 
  cure moderate wounds (x2) (25 gp per character 
  each).  
   
  APL 12: L (0 gp), C (0 gp); M – +1 large greatclub 
  (x3) (192 gp per character each), +2 large hide 
  armor (x3) (355 gp per character each), cloak of 
  resistance +2 (x3) (333 gp per character each), +2 
  large chain shirt (425 gp per character), +1 large 
  greatsword (196 gp per character), cloak of 
  resistance +2 (333 gp per character), horn of 
  goodness/evil (542 gp per character), ioun stone 
  (pink rhomboid) (667 gp per character), potion of 
  cure moderate wounds (x2) (25 gp per character 
  each). 
   
   
  Encounter Four: 
  Cold as Ice 
   
  Once the squatters have been dealt with, the PCs 
  are free to explore the ruins of the “Bastion of 
  Faith”.  There are four main areas that are more 
  than just piles of rock and overgrown rubble: the 
  center courtyard (4A), the northwest tower (4B), 
  the northern gatehouse (4C), and the east wall 
  (4D).  The following boxed text describes the 
  overall scene. If the PCs investigate specific areas, 
  proceed to the appropriate section for details.  
   
  The giants that made this their lair have cleared 
  out almost all of the underbrush and rubble 
  
  Shattered Faith 
   
  Page 14 
  from the center of the keep’s courtyard.  You 
  can make out foundations where two or three 
  buildings stood, and there is a hole to the 
  southeast, with part of a low wall around it.  A 
  large bucket and rope lie in the dirt nearby.  
  There seems to be a large circle set in the 
  center of the yard.  
   
  The least damaged piece of the keep is the 
  eastern wall, most likely because it is partially 
  carved from the mountain itself.  Surely of 
  dwarven manufacture, the wall anchored the 
  keep to the living stone of the mountain, on a 
  cliffside too sheer for climbing.  There are two 
  stairways along the wall, allowing access to the 
  ramparts.  There is also evidence that a small 
  building once stood there as well. 
   
  Near the northwest corner of the courtyard, 
  two stories still stand of a tower that was 
  obviously once much taller.  Large rocks lay 
  strewn about the base, some bear evidence of a 
  violent relocation from their original place in 
  the tower’s wall.  The windows are long since 
  shattered, and the door to the tower leans 
  against the wall, leaving the interior open to 
  the elements. 
   
   
  The northern gatehouse is in similar shape, its 
  portcullis lying on the ground.  You can see 
  that there are words etched into the stones 
  forming the archway, though they are worn 
  and difficult to make out from here. 
   
   
  Keep section 4A (Center Courtyard)  
  There is nothing of any great importance here in 
  the courtyard.  The hole with a wall around it is a 
  well.  It still holds some water, though the 
  squatters have not covered it as well as they 
  should, so the liquid is not too palatable. 
   
   
  The large circle was originally a sparring circle, 
  marked by bricks set into the ground.  Derra at one 
  point tried using it as a summoning circle, but it 
  was not anywhere near perfect enough for that 
  purpose. 
   
   
  A Search check (DC 15) around one of the 
  building foundations will reveal a “secret” door in 
  the ground.  This door merely leads to a root cellar, 
  but the PCs don’t need to know that if they want to 
  gear up for a potential fight.  
   
  Keep section 4B (Northwest Tower) 
  The first floor of the tower has been ravaged by 
  time and weather.  Worn and broken furniture 
  litters the area, and you can see where 
  tapestries once hung on the walls.  A fireplace 
  sits cold on one wall, and the shattered and 
  rotted wood from a staircase lies in a pile 
  opposite the door.  
   
  The party finds remains of furniture and other 
  things one would expect to find in the sitting 
  room of a minor noble.  Everything is of course 
  damaged beyond repair and worthless.  The 
  fireplace is empty and holds nothing of note.  
  There is a secret panel (Search check DC 15, easy 
  to find because the ravages of time and weather 
  have worn away the wall) in the wall where the 
  tapestry was, but the compartment behind it is 
  empty. 
   
   
  If the PCs can get to the second floor (Climb 
  check DC 25), they find the remains of a private 
  room, its contents in similar condition to the one 
  below.   
   
  The second floor of the tower is in better 
  condition than the first, as the weather has not 
  been able to get inside as easily.  The windows 
  remain shuttered, and parts of the ceiling 
  remain though the rest of the tower above is 
  gone.  The basic layout of the room is identical 
  to the first floor, but this level seems to have 
  been used for a bed and sitting room, rather 
  than a common room.   
   
  The most interesting difference, however, is 
  the scribbling on the walls.  Faded from the 
  passing of years, you can still make out that 
  someone had once written over and over, 
  “Peace”, “Reason”, and “Serenity”, in different 
  orders and different languages, but also crossed 
  them all out.   
   
  A Search check (DC 15) reveals one different 
  inscription, “Liars! They don’t work!  These are not 
  the keys.  Why do they keep me from the power 
  that is mine by right?” 
   
   
  The writings are from when Derra Noleson was 
  still alive, but had already become more than 
  obsessed with the secret of the keep.  She knew 
  about the writings in the book (below), but could 
  not figure out the password to get past the 
  forbiddance. 
   
   
  There is also a secret compartment on this floor (in 
  the same location as that on the first floor – Search 
  DC 20, DC 10 if they state they are looking in the 
  same spot as the previous one.)  This compartment 
  holds a small book.  The book is written in an old 
  dialect of Velunan Common.  It is easily 
  decipherable, and seems to be a short, hand 
  written history of the Noleson family.  A Search 
  check (DC 10) reveals one page is missing.  Some 
  PCs may guess that it is the one found by Gerrod 
  Utz.    
  
  Shattered Faith 
   
  Page 15 
   
  On the page AFTER the one that was pulled out, 
  (Player’s Handout #2) the text again refers to the 
  “Rock of Faith” being the source of strength of the 
  keep, and to Faith in Rao being the key to 
  accessing that strength, and Peace, Reason and 
  Serenity being key to “touching the power” all in 
  very flowery and philosophical language.  What 
  the players may not realize is that these are the 
  keys to getting into the final room and accessing 
  the relic.  
   
  On the last page of the book, in a different hand, is 
  written the phrase “If Faith remains in the Heart, 
  it will keep your enemies at bay.  Thus faith brings 
  you to Peace.  Once you attain Peace, show your 
  faith in your words and actions to sow his Reason.  
  If Faith in Rao is on your lips as well as in your 
  heart may you enter into his Serenity.  Thus Faith 
  in Rao must come before one receives the Gift of 
  his Peace, Reason and Serenity.”  (See Player’s 
  Handout #3) 
   
  Keep section 4C  (Northern Gatehouse) 
  The majority of this structure has fallen to the 
  ground, but the archway forming the gate still 
  stands.  Inscribed along the arch (on the side of 
  the courtyard), faded by time (and the efforts of 
  marauders past) is a phrase written in an old 
  dialect of Velunan Common:  “As you leave this 
  Bastion of Faith, keep within your heart Rao’s 
  teachings.” 
   
  Keep section 4D  (East Wall) 
  This wall is part hewn stone, part natural cliff 
  face, and part masonry.  The stone stairs are in 
  bad shape, but do not appear to be at risk of 
  collapse.  Along the wall are three large niches 
  carved into the wall.  Each contains broken 
  pedestals.  Anchor points from long gone 
  peaked roofs and bits of supporting walls give 
  evidence of small structures long since 
  destroyed.  These were apparently small 
  shrines at one time, as the rear walls bear the 
  engravings “Peace”, “Reason” and “Serenity”.    
   
   
  The niches were three small shrines to the three 
  tenets of Rao.   The shrines were in the open 
  courtyard up against the wall.  Each shrine was 
  maybe 5 ft by 5 ft walled and roofed, with the side 
  towards the courtyard open.   
   
  The shrine to “Reason” had a secret door in the 
  back of it.  A Search check (DC 20) reveals a 
  hidden cache which will allow what was the back 
  of this shrine to pivot, revealing a secret 
  passageway within the wall/cliff face.  This 
  passageway goes about 10 feet, then turns back on 
  itself as stairs lead down into darkness.   At the 
  base of the stairs is a small landing (10x10) with an 
  iron door.  Above the door is engraved (in an old 
  dialect of Velunan Common) the word “Reason”. 
   
   
  The door is locked and trapped.   
   
  �Iron Door:  2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 28; locked (DC 28). 
   
   
  APL 6  (EL 7) 
  �Empowered Cold Ball Trap:  CR 7; spell; spell 
  trigger; automatic reset; spell effect (energy 
  affinity [cold] empowered fireball, 8
  th level wizard; 
  8d6 x1.5 cold, Reflex save [DC 15] half damage); 
  Search (DC 30); Disable Device (DC 30). 
   
  APL 8  (EL 9) 
  �Cone of Cold Trap:  CR 9; spell; spell trigger; 
  automatic reset; spell effect (cone of cold, 15
  th level 
  wizard; 15d6 cold, Reflex save [DC 17] half 
  damage); Search (DC 30); Disable Device (DC 30). 
   
  APL 10  (EL 11) 
  �Empowered Cone of Cold Trap:  CR 11; spell; 
  spell 
  trigger; 
  automatic 
  reset; 
  spell 
  effect 
  (empowered cone of cold, 13
  th level wizard, 13d6 
  x1.5 cold, Reflex save [DC 18] half damage); Search 
  (DC 32); Disable Device (DC 32). 
   
  APL 12  (EL 13) 
  �Maximized Cone of Cold Trap:  CR 13; spell; 
  spell 
  trigger; 
  automatic 
  reset; 
  spell 
  effect 
  (maximized cone of cold, 14
  th level wizard, 84 cold 
  (14d6 maximized), Reflex save [DC 19] half 
  damage); Search (DC 33); Disable Device (DC 33). 
   
   
  Encounter Five: 
  Iron Man 
   
   
  Behind the locked door lies an oval room 
  holding a dozen armored statues, depicting 
  various persons of obvious import.  Other than 
  all being within the room and standing in 
  niches, the various statues have little in 
  common.  Almost all are stone, though a few 
  appear to be merely suits of armor, and one 
  seems to be made of wood.  Some of the stone 
  statues are clad in actual armor, and some are 
  sculpted to be wearing robes.  Some are of 
  average height, some tower above the others. 
   
   
  On the floor is an engraved magic circle, and 
  there are more carvings around it that are not a 
  usual part of such an inscription.  Some have 
  been scratched at but are still readable. 
   
   
  Across the room is an iron door with gold 
  engravings.  The engravings depict a heart, over 
  
  Shattered Faith 
   
  Page 16 
  a staff and a sword, above an inscribed ribbon.  
  Above the door is an inscription: “Entry 
  Forbidden to Those not of the Purest Faith.” 
   
  The “extra” inscriptions on the floor merely say 
  “Peace”, “Reason”, and “Serenity” over and over in 
  an old dialect of Velunan Common.  The 
  engraving on the door is the Heart of Rao and the 
  inscription reads “Faith in Rao” in an old dialect of 
  Velunan Common – the old family crest of the 
  Nolesons. 
   
  Four of the twelve statues are large. One of the 
  suits of armor will radiate magic if someone is 
  detecting for such auras.  The suit of chainmail 
  belonged to one of the Noleson Margraves, and is 
  detailed in the treasure section, as its properties 
  differ by APL.  
   
  Treasure: 
  APL 6: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+1 anti-impact mithral chainmail) (596 
  gp per character) 
   
  APL 8: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+2 anti-impact mithral chainmail) (846 
  gp per character) 
   
  APL 10: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+2 anti-impact glamered mithral 
  chainmail) (1071 gp per character)  
   
  APL 12: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+3 anti-impact glamered mithral 
  chainmail) (1488 gp per character) 
   
  The spirit of Derra Noleson (a.k.a. Derra the 
  Summoner) will manifest when someone gets 
  within ten feet of the door on the far side of the 
  room (the entrance to the reliquary) and attacks.  
  While fighting, she wails and shrieks about 
  various “lies” told to her – Rao & her ancestors’ 
  stories of “treasure”, and an “item of power” within 
  the shrine, and how they are “keeping it from her” 
  even in death.  She will scream at the PCs that it’s 
  “hers” and they “can’t have it”.   
   
  At no point will she pursue PCs out of the 
  underground portion of the keep, though she will 
  make use of the walls for cover.  Any PCs that 
  enter the shrine during the combat will become 
  the focus of her attacks (she will use spells cast 
  into the forbidden area).   
   
  Note that she is unable to enter the shrine now 
  (due to the forbiddance spell), so she will not pass 
  through that wall.  (If she could enter, she could 
  pass right through the cornerstone/altar and find 
  the relic.) 
   
   
  Note that at APL 8 or 10, the Shield Guardian is 
  inactive until the ghost manifests. 
   
   
  Note that at APL 10, the Runic Guardian will 
  teleport into the room the round after the ghost 
  manifests.  (Derra, though technically “dead” has 
  maintained control of the guardian.) 
   
  APL 6  (EL 9) 
  �Derra Noleson: Ghost Wiz6; hp 54; See 
  Appendix 1 
  �Advanced Dread Guards (2): hp 60 each; See 
  Appendix 1 
   
  APL 8  (EL 11) 
  �Derra Noleson: Ghost Wiz8; hp 72; See 
  Appendix 1 
  �Shield Guardian: hp 142; See Monster Manual 
  (inscribed spell is repair critical damage, to be cast 
  when taken below half hit points) 
   
  APL 10  (EL 13) 
  �Derra Noleson: Ghost Wiz9; hp 81; See 
  Appendix 1 
  �Runic Guardian: hp 128; See Appendix 1 
  �Shield Guardian: hp 142; See Monster Manual 
  (inscribed spell is repair critical damage, to be cast 
  when taken below half hit points) 
   
  APL 12  (EL 15) 
  �Derra Noleson: Ghost Wiz11; hp 99; See 
  Appendix  
  �Iron Golem: hp 165; See Monster Manual 
   
   
  Encounter Six: 
  Pick Up the Pieces 
   
  The final door opens toward you to reveal a 
  small shrine to Rao carved from the bedrock of 
  the mountains themselves.  Gilded and adorned 
  with plush textiles, the altar seems untouched 
  by the ages that have surely passed since it was 
  crafted.  The small room is lit by torches that 
  burn brightly, as if lit just yesterday.  The 
  simple altar stone appears cut from the living 
  rock around it, and is bereft of any decoration 
  but an inscription that you cannot make out 
  from outside the door. 
   
  There is a forbiddance spell (Lawful Good) in 
  effect here, aligned just inside the doorframe.  This 
  is what claimed Derra’s life and why her body is 
  right where the area of the spell is.   
   
  *DM NOTE: In this room is Derra’s body as she 
  was killed by the forbiddance spell trying to get 
  into the final room.  Her possessions are on her 
  
  Shattered Faith 
   
  Page 17 
  body but years of dust and decay has made it 
  somewhat difficult to find. A Search check (DC 
  15) will discover it or someone casting detect 
  magic will recognize the magical signatures. 
   
  Treasure: 
  APL 6: L (0 gp); C (0 gp); M – bracers of armor +1 
  (83 gp per character); vest of resistance +1 (83 gp 
  per character); brooch of shielding (125 gp per 
  character); pearl of power (1
  st level) (83 gp per 
  character); pearl of power (2
  nd level) (333 gp per 
  character); scrolls of transdimensional repair 
  moderate damage (x2) (50 gp per character each) 
   
  APL 8: L (0 gp); C (0 gp); M – bracers of armor +2 
  (333 gp per character); vest of resistance +2 (333 gp 
  per character); brooch of shielding (125 gp per 
  character); pearl of power (1
  st level) (83 gp per 
  character); pearl of power (2
  nd level) (333 gp per 
  character); scrolls of transdimensional repair 
  moderate damage (x3) (50 gp per character each) 
   
  APL 10: L (0 gp); C (0 gp); M – bracers of armor +2 
  (333 gp per character); vest of resistance +3 (750 gp 
  per character); brooch of shielding (125 gp per 
  character); pearl of power (1
  st level) (83 gp per 
  character); pearl of power (2
  nd level) (333 gp per 
  character); scrolls of transdimensional repair 
  moderate damage (x3) (50 gp per character each) 
   
  APL 12: L (0 gp); C (0 gp); M – bracers of armor +3 
  (750 gp per character); vest of resistance +3 (750 gp 
  per character); brooch of shielding (125 gp per 
  character); cloak of charisma +2 (333 gp per 
  character); pearl of power (3
  rd level) (750 gp per 
  character); 3 scrolls of transdimensional repair 
  serious damage (caster level 10) (104 gp per 
  character). 
   
  No one will be able to enter the area without first 
  saying the password “Faith in Rao”.  Anyone 
  attempting to do so will take damage depending 
  on his or her alignment.  Lawful Good: no damage.  
  Lawful Neutral, Lawful Evil, Neutral Good, 
  Chaotic Good: 6d6 damage.  Neutral, Neutral Evil, 
  Chaotic Evil, Chaotic Neutral: 12d6 damage.  Note 
  that this also prevents teleportation, dimension 
  door, plane shifting, astral or ethereal travel, and 
  all summoning spells from functioning into or 
  within the reliquary area.  This effect was created 
  by a 20
  th level caster. 
   
  Upon closer inspection, the inscription on the 
  altar (written in an old dialect of Velunan 
  Common) can be made out: 
   
  “Warrior of Reason, keep strong your faith, lest 
  it break, as did that of the Heretic.” 
   
  This inscription is located just above two faint 
  depressions on the top of the altar, about two 
  inches apart, each about seven inches across and 
  vaguely circular in shape.  The area these 
  depressions are located in, as well as a larger oval 
  maybe eighteen inches across, are noticeably 
  smoother than the rest of the rough-hewn rock.  
  These features are only noticeable when standing 
  directly in front of the altar. 
   
  Imbedded within the altar, which is part of the 
  keep’s cornerstone itself, is the relic that was 
  placed here centuries ago by the keep’s founders.  
  It is a piece of Herion’s smashed holy symbol, 
  though the party may not know it as such.  It 
  radiates some good and magic, and is detectable by 
  casters detecting such. 
   
  In order to remove it from the altar/stone, a 
  Lawful Good character must place his or her hands 
  on the altar (in the depressions) and say “Faith in 
  Rao”.  The piece will rise to the character’s hands, 
  and he or she may remove it without difficulty. 
   
  If they cannot figure this out (or have no Lawful 
  Good PC), PCs may use various spells in order to 
  open the rock (stone shape, transmute rock to 
  mud, etc), or in order to enter the rock themselves 
  (meld into stone).  Note that ethereal jaunt and 
  similar spells will NOT allow access to the relic, as 
  the forbiddance spell prevents ethereal travel. If 
  they wish to break the rock, they can try that as 
  well.  (Give a bonus to anyone with Stonecraft or 
  similar skills if they have the appropriate 
  equipment.)   
   
  �Stone altar:  12 in. thick (to get to the relic); 
  hardness 8; hp 180; AC 5; Break DC 45. 
   
  Realistically, there is no pressing timetable beyond 
  Derra possibly reforming in a few days (outside 
  the scope of the module), so parties can take as 
  much time as they wish, get help, etc.  They could 
  travel back to Kempton and bring a priest of Rao 
  back to help them. 
   
  You hold in your hands a piece of worked silver 
  and gold, shaped like a triangle with a rounded 
  edge.  The straighter edges of the piece bear 
  marks hinting that it had been broken from a 
  larger piece.  Some triangular protrusions stick 
  out from the curve, while etched marks and 
  subtle differences in texture are present on 
  what would be the center part of the circle.  
  There are no legible inscriptions that you can 
  make out.   
   
  Only if a character with at least five ranks of 
  Knowledge (religion) carefully examines the piece 
  will the PCs recognize it as part of a Raoan holy 
  
  Shattered Faith 
   
  Page 18 
  symbol, but one made of expensive materials and 
  more elaborate design.  As noted before, the piece 
  radiates faint magic (abjuration) and faint good 
  auras.  Identify and similar magics will not be able 
  to illuminate what the magic of the item does. 
   
  If any PCs put some clues together and deduce 
  that this was part of Herion’s holy symbol, and that 
  it might have something to do with his becoming 
  a lich, allow a Knowledge (religion) check (DC 25) 
  to remember that the voluntary smashing of a holy 
  symbol is indeed  often used in such rituals where 
  a priest forsakes his deity for another, achieving 
  the state of undeath desired. 
   
  Conclusion: 
  Only the Beginning 
   
  Remember that if the squatters were negotiated 
  with in Encounter 3, they will be hanging around, 
  and will decide to attack the PCs to get whatever 
  they found “in the secret place”. 
   
  When the party decides to return to Mitrik, read 
  the 
  following, 
  modifying 
  it 
  as 
  necessary 
  depending on what the PCs discovered and what 
  they did not: 
   
  The journey back to Mitrik (via Veluna City) is 
  an uneventful one, and soon you find 
  yourselves in the office of Bishop Morlov, 
  ready to present your findings.  The Bishop 
  enters and begins speaking before reaching his 
  seat. 
   
  “Good to see you back – what were you able to 
  find?” 
   
  Allow the PCs to present their findings to the 
  good Bishop.  He will listen and nod a lot, asking 
  questions to prompt more detailed accounts.  The 
  two things he is most interested in are the relic 
  itself and any historical documents of information 
  the PCs might have found (like the book from the 
  tower). 
   
  If the PCs have nothing to report about the book 
  or the relic: 
   
  As you speak, the Bishop’s look of interest is 
  slowly 
  replaced 
  by 
  one 
  of 
  resigned 
  disappointment. 
   
  “Hmmpph.  Nothing there.  Perhaps we were 
  foolish to expect anything in the first place.  I 
  thank you for your efforts.  Peace, Reason and 
  Serenity be with you, the page can show you 
  out.” 
   
  With that, he rises and leaves. 
   
  Should the PCs present him with the book: 
   
   
  The Bishop pulls the original piece of paper 
  which started this adventure out of his desk 
  and, with a barely trembling hand, fits it to the 
  torn page, confirming that it came from this 
  book. 
   
  “The Wizened One be praised – certainly this 
  was his doing.  How else could this page have 
  gotten to the Library?  I will have the scholars 
  take a good hard look at this – there should be 
  much to learn about the time of Herion 
  within.” 
   
  Should the PCs present him with the relic: 
   
  He takes the relic gingerly, and places it on his 
  desk, bending close to inspect its detail.  He 
  takes out a pair of spectacles and peers through 
  them, his eyes in turn squinting and growing 
  wide.   
   
  “Yes.  Yes.  Hmmm. Well, I agree that it is a 
  piece of something bigger; and if you compare 
  this section here to this part of my badge of 
  office, you can guess that the ‘bigger thing’ is 
  most likely an old Raoan holy symbol.” 
   
  “That alone doesn’t explain why Noleson kept 
  it in such a special location, or why it seems to 
  be radiating some magic and even some good, 
  as most symbols do not do so.  That will take 
  some research on the part of our colleagues at 
  the Colleges.”   
   
  “However, the date that the text infers it was 
  placed there, and the fact that it is made from 
  silver AND gold – a privilege usually reserved 
  for Archbishops and higher ranks – leads me to 
  the rather shocking conclusion that this is 
  most likely part of Herion’s own holy symbol.” 
  After a moment of silent thought, he 
  continues. 
   
  “I can’t say we were expecting anything like 
  this.  I’m sure some were hoping for another 
  Crook or a Shield or Sword to help in the fight 
  against Herion.  Some will be disappointed in 
  this fragment of metal.” 
   
  He leans forward, smiling for the first time that 
  you know of. 
   
  “But I for one will trust in the Reason of Rao – 
  for certainly it was he that led us to this.  
  Perhaps Herion’s ultimate defeat lies not 
  
  Shattered Faith 
   
  Page 19 
  through strength of arms, but somehow 
  through restoring his shattered faith.” 
   
  Official critical events results:  Any player 
  interested in downloading an official summary of 
  events of this mod that reflects the critical events 
  of the first run of this event should be given the 
  following password.  The DM should give this 
  password to the players at the conclusion of play.  
  They can then download the critical summary and 
  use the password to open the file: 
  Password:  foundation 
   
  THE END 
   
   
  Experience Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then 
  assign the experience award.  Award the total value 
  (objectives plus roleplaying) to each character. 
   
  Encounter One:  Don’t Know Much About 
  History 
  Discretionary role playing reward for good role 
  playing while researching the Bastion of Faith. 
   
  APL 6  
   
  80 xp 
  APL 8  
   
  100 xp  
  APL 10   
  120 xp  
  APL 12   
  140 xp 
   
  OPTIONAL Encounter 2A: The Long and 
  Winding Road 
  Defeat the vampires. 
   
  APL 6  
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  450 xp 
   
  OPTIONAL Encounter 2B: The Long and 
  Winding Road 
  Defeat the patrol and escape Mitrik. 
   
  APL 6  
   
  180 xp 
  APL 8  
   
  240 xp 
  APL 10   
  300 xp  
  APL 12   
  360 xp 
   
  OPTIONAL Encounter 2C: Take Me to the 
  River 
  Defeat the monsters and escape Mitrik. 
   
  APL 6  
   
  180 xp 
  APL 8  
   
  240 xp 
  APL 10   
  300 xp 
  APL 12   
  360 xp 
   
  OPTIONAL Encounter 2D: Up, Up and 
  Away 
  Defeat the monsters and escape Mitrik. 
   
  APL 6  
   
  210 xp 
  APL 8  
   
  270 xp 
  APL 10   
  330 xp 
  APL 12   
  390 xp 
   
  Encounter Three: Wild Boys 
  Defeat, drive away or negotiate passage from the 
  squatters. 
   
  APL 6  
   
  240 xp  
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
   
  Encounter Four (Section 4D): Cold as Ice 
  Disable, bypass or set off trap without taking 
  damage. 
   
  APL 6  
   
  210 xp 
  APL 8  
   
  270 xp 
  APL 10   
  330 xp 
  APL 12   
  390 xp 
   
  Encounter Five: Iron Man 
  Defeat Derra Noleson’s restless spirit. 
   
  APL 6  
   
  270 xp 
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
   
  Encounter Six: Pick Up the Pieces 
  Story reward for recovering the relic. 
   
  APL 6  
   
  100 xp 
  APL 8  
   
  125 xp 
  APL 10   
  150 xp 
  APL 12   
  175 xp 
   
  Remember the optional encounters do increase 
  the maximum amount of experience earned. 
   
  Total possible experience:   
   
  APL 6   
  900 xp 
  APL 8   
  1,125 xp 
  APL 10  
  1,350 xp 
  APL 12  1,575 xp 
   
   
  Treasure Summary 
   
  
  Shattered Faith 
   
  Page 20 
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do 
  not loot the body, the gold piece value for the loot 
  is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.   
   
  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  OPTIONAL Encounter 2A: The Long and 
  Winding Road 
  APL 6: L (0 gp); C (0 gp); M – 0 gp 
  APL 8: L (0 gp); C (0 gp); M – +1 full plate (220 gp 
  per character), +1 scythe (193 gp per character, 
  cloak of resistance +1 (83 gp per character) 
  APL 10: L (0 gp); C (0 gp); M – +2 full plate (470 gp 
  per character), +1 scythe (193 gp per character), 
  cloak of resistance +1 (83 gp per character), amulet 
  natural armor +1 (166 gp per character) 
  APL 12: L (0 gp); C (0 gp); M – +2 keen kama (1526 
  gp per character), +1frost sling (692 gp per 
  character), ring of protection +2 (333 gp per 
  character), bracers of armor +3 (750 gp per 
  character), periapt of wisdom +4 (1333 gp per 
  character) 
   
  OPTIONAL Encounter 2B: The Long and 
  Winding Road 
  APL 6: L (210 gp); C (0 gp); M – 0 gp 
  APL 8: L (110 gp); C (0 gp); M – +1 chain shirt (x2) 
  (104 gp per character) 
  APL 10: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
  APL 12: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
   
  OPTIONAL Encounter 2C: Take Me to the 
  River 
  APL 6: L (0 gp); C (0 gp); M – 0 gp 
  APL 8: L (0 gp); C (0 gp); M – 0 gp 
  APL 10: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
  APL 12: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
   
  OPTIONAL Encounter 2D: Up, Up and 
  Away 
  APL 6: L (0 gp); C (0 gp); M – 0 gp 
  APL 8: L (0 gp); C (0 gp); M – 0 gp 
  APL 10: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
  APL 12: L (3 gp); C (0 gp); M – +1 flaming 
  composite longbow (695 gp per character) 
   
  Encounter 3:  Wild Boys 
   
  APL 6: L (25 gp); C (0 gp); M – large +1 hide armor 
  (97 gp per character), cloak of resistance +1 (83 gp 
  per character), wand of cure light wounds – 20 
  charges (25 gp per character), potion of cure 
  moderate wounds (25 gp per character). 
   
   
  APL 8: L (100 gp); C (0 gp); M – large +1 hide 
  armor (x4) (97 gp per character each), cloak of 
  resistance +1 (x4) (83 gp per character each), 
  potion of cure moderate wounds (x8) (25 gp per 
  character each). 
   
  
  Shattered Faith 
   
  Page 21 
  APL 10: L (0 gp); C (0 gp); M – +1 large greatclub 
  (x3) (192 gp per character each), +2 large hide 
  armor (x3) (355 gp per character each), cloak of 
  resistance +1 (x3) (83 gp per character each), +2 
  large chain shirt (354 gp per character), +1 
  greatsword (196 gp per character), cloak of 
  resistance +2 (333 gp per character), horn of 
  goodness/evil (542 gp per character), potion of 
  cure moderate wounds (x2) (25 gp per character 
  each).  
   
  APL 12: L (0 gp), C (0 gp); M – +1 large greatclub 
  (x3) (192 gp per character each), +2 large hide 
  armor (x3) (355 gp per character each), cloak of 
  resistance +2 (x3) (333 gp per character each), +2 
  large chain shirt (425 gp per character), +1 large 
  greatsword (196 gp per character), cloak of 
  resistance +2 (333 gp per character), horn of 
  goodness/evil (542 gp per character), ioun stone 
  (pink rhomboid) (667 gp per character), potion of 
  cure moderate wounds (x2) (25 gp per character 
  each). 
   
  Encounter 5: Iron Man 
   
  APL 6: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+1 anti-impact mithral chainmail) (596 
  gp per character) 
   
  APL 8: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+2 anti-impact mithral chainmail) (846 
  gp per character) 
   
  APL 10: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+2 anti-impact glamered mithral 
  chainmail) (1071 gp per character)  
   
  APL 12: L (0 gp), C (0 gp); M – rockhammer 
  chainmail (+3 anti-impact glamered mithral 
  chainmail) (1488 gp per character) 
   
  APL 6: L (0 gp); C (0 gp); M – bracers of armor +1 
  (83 gp per character); vest of resistance +1 (83 gp 
  per character); brooch of shielding (125 gp per 
  character); pearl of power (1
  st level) (83 gp per 
  character); pearl of power (2
  nd level) (333 gp per 
  character); scrolls of transdimensional repair 
  moderate damage (x2) (50 gp per character each) 
   
  APL 8: L (0 gp); C (0 gp); M – bracers of armor +2 
  (333 gp per character); vest of resistance +2 (333 gp 
  per character); brooch of shielding (125 gp per 
  character); pearl of power (1
  st level) (83 gp per 
  character); pearl of power (2
  nd level) (333 gp per 
  character); scrolls of transdimensional repair 
  moderate damage (x3) (50 gp per character each) 
   
  APL 10: L (0 gp); C (0 gp); M – bracers of armor +2 
  (333 gp per character); vest of resistance +3 (750 gp 
  per character); brooch of shielding (125 gp per 
  character); pearl of power (1
  st level) (83 gp per 
  character); pearl of power (2
  nd level) (333 gp per 
  character); scrolls of transdimensional repair 
  moderate damage (x3) (50 gp per character each) 
   
  APL 12: L (0 gp); C (0 gp); M – bracers of armor +3 
  (750 gp per character); vest of resistance +3 (750 gp 
  per character); brooch of shielding (125 gp per 
  character); cloak of charisma +2 (333 gp per 
  character); pearl of power (3
  rd level) (750 gp per 
  character); 3 scrolls of transdimensional repair 
  serious damage (caster level 10) (104 gp per 
  character). 
   
  Total Possible Treasure 
  APL 6 
   
    900 gp 
  APL 8   
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
   
  
  Shattered Faith 
   
  Page 22 
  APPENDIX 1: NPCs 
   
   
  Optional Encounter 2A 
   
  APL 8 
  Vampire Fighter: CR 9; Male human vampire 
  Ftr7: Medium Undead (augmented humanoid); 
  HD 7d12; hp 63; Init +6; Spd 20 ft; AC 27 [+1 Dex, 
  +10 full plate, +6 natural], touch 11, flat-footed 26; 
  Base Atk +7/+2; Grp +14; Atk +16 melee (2d4+13, 
  +1 scythe; x4) or +14 melee (1D6+10 plus energy 
  drain, slam); Full Atk +16/+11 melee (2d4+13, +1 
  scythe; x4) or +14 melee (1D6+10 plus energy 
  drain, slam); SA Blood drain, children of the night, 
  create spawn, dominate, energy drain; SQ +4 turn 
  resistance, darkvision 60 ft, undead traits, alternate 
  form, DR 10/silver and magic, spider climb, fast 
  healing 5, gaseous form, resistance to cold and 
  electricity 10; AL LE; SV Fort +6, Ref +7, Will +6; 
  Str 24, Dex 14, Con -, Int 13, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +10, Hide +5, 
  Intimidate +12, Jump +12, Knowledge (religion) 
  +6, Listen +11, Move Silently +5, Search +9, Sense 
  Motive +9, Spot +12; Alertness, Improved 
  Initiative, Dodge, Combat Reflexes, Lightning 
  Reflexes, Weapon Focus (scythe), Weapon 
  Specialization (scythe), Iron Will, Combat 
  Expertise, Improved Trip, Improved Disarm, 
  Power Attack, Cleave. 
  Possessions: +1 full plate, +1 scythe, cloak of 
  resistance +1  
   
  APL 10 
  Vampire Fighter: CR 11; Male human vampire 
  Ftr9: Medium Undead (augmented humanoid); 
  HD 9d12; hp 81; Init +6; Spd 20 ft; AC 29 [+1 Dex, 
  +11 full plate, +7 natural], touch 11, flat-footed 28; 
  Base Atk +9/+4; Grp +16; Atk +18 melee (2d4+13, 
  +1 scythe; x4) or +16 melee (1D6+10 plus energy 
  drain, slam); Full Atk +18/+13 melee (2d4+13, +1 
  scythe; 19-20x4) or +16 melee (1D6+10 plus energy 
  drain, slam); SA Blood drain, children of the night, 
  create spawn, dominate, energy drain; SQ +4 turn 
  resistance, darkvision 60 ft, undead traits, alternate 
  form, DR 10/silver and magic, spider climb, fast 
  healing 5, gaseous form, resistance to cold and 
  electricity 10; AL LE; SV Fort +7, Ref +8, Will +7; 
  Str 25, Dex 14, Con -, Int 13, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +10, Hide +5, 
  Intimidate +14, Jump +14, Knowledge (Religion) 
  +7, Listen +11, Move Silently +5, Search +9, Sense 
  Motive +9, Spot +13; Alertness, Improved 
  Initiative, Dodge, Combat Reflexes, Lightning 
  Reflexes, Weapon Focus (Scythe), Weapon 
  Specialization (Scythe), Iron Will, Combat 
  Expertise, Improved Trip, Improved Critical 
  (Scythe), Improved Disarm, Power Attack, Cleave. 
  Possessions: +2 full plate, +1 scythe, cloak of 
  resistance +1, amulet natural armor +1 
   
  Optional Encounter 2B 
   
  APL 6 
  Orc Marauder Skirmishers (2):  CR 2; Medium 
  Humanoid (Orc) Ftr2; HD 2d10+4; hp 19 each; 
  Init +0; Spd 30 ft; AC 15 [+4 armor, +1 shield], 
  touch 10, flat-footed 15; Base Atk +2; Grp +5; Atk 
  +6 melee  (1d6+3, masterwork scimitar) or +2 
  ranged  (1d6, shortbow); Full Atk +6 melee  
  (1d6+3, masterwork scimitar) or +2 ranged  (1d6, 
  shortbow); SQ Darkvision 60’, light sensitivity; AL 
  LE; SV Fort +5, Ref +0, Will -1; Str 17, Dex 11, Con 
  14, Int 8, Wis 8, Cha 8. 
  Skills & Feats: Ride +5; Mounted Combat, 
  Ride-By Attack, Power Attack 
   
  Possessions:  Chain shirt, masterwork 
  scimitar, composite shortbow, 20 arrows, light 
  warhorse, tack and harness, military saddle. 
   
  Orc Marauder Archers (2): CR 2; Medium 
  Humanoid (Orc) Ftr2; HD 2d10+2; hp 17 each; 
  Init +3; Spd 30 ft; AC 17 [+4 armor, +3 dex] touch 
  13, flat-footed 14; Base Atk +2; Grp +4; Atk +6 
  ranged (1d6+2, masterwork mighty shortbow (+2 
  Str bonus)) or +4 melee  (1d6+2, scimitar); Full Atk 
  +6 ranged (1d6+2, masterwork mighty shortbow 
  (+2 Str bonus)) or +4 melee  (1d6+2, scimitar); SQ 
  Darkvision 60’, light sensitivity; AL LE; SV Fort +4, 
  Ref +3, Will -1; Str 14, Dex 16, Con 12, Int 8, Wis 8, 
  Cha 8. 
  Skills & Feats: Handle Animal +1, Ride +6; 
  Mounted Combat, Mounted Archery, Point Blank 
  Shot. 
  Possessions:  Chain shirt, masterwork mighty 
  composite shortbow (Str +2), 20 arrows, scimitar, 
  light warhorse, tack and harness, military saddle 
   
  APL 8 
  Orc Marauder Skirmishers (2):  CR 4; Medium 
  Humanoid (Orc) Ftr4; HD 4d10+12; hp 42 each; 
  Init +1; Spd 30 ft; AC 17 [+1 Dex, +5 armor, +1 
  shield], touch 11, flat-footed 17; Base Atk +4; Grp 
  +7; Atk +8 melee  (1d6+3, masterwork scimitar) or 
  +4 ranged  (1d6, shortbow); Full Atk +8 melee  
  (1d6+3, masterwork scimitar) or +4 ranged  (1d6, 
  shortbow); SQ Darkvision 60’, light sensitivity; AL 
  LE; SV Fort +6, Ref +2, Will +0; Str 17, Dex 12, Con 
  14, Int 8, Wis 8, Cha 8. 
  Skills & Feats: Ride +7; Improved Toughness, 
  Mounted Combat, Ride-By Attack, Power Attack, 
  Spirited Charge 
   
  Possessions:  +1 Chain shirt, masterwork 
  scimitar, composite shortbow, 20 arrows, light 
  warhorse, tack and harness, military saddle. 
   
  
  Shattered Faith 
   
  Page 23 
  Orc Marauder Archers (2): CR 4; Medium 
  Humanoid (Orc) Ftr4; HD 4d10+4; hp 34 each; 
  Init +3; Spd 30 ft; AC 18 [+5 armor, +3 dex] touch 
  13, flat-footed 15; Base Atk +4; Grp +6; Atk +8 
  ranged (1d6+2, masterwork mighty shortbow (+2 
  Str bonus)) or +6 melee  (1d6+2, scimitar); Full Atk 
  +8 ranged (1d6+2, masterwork mighty shortbow 
  (+2 Str bonus)) or +6 melee  (1d6+2, scimitar); SQ 
  Darkvision 60’, light sensitivity; AL LE; SV Fort +5, 
  Ref +4, Will +0; Str 14, Dex 16, Con 12, Int 9, Wis 
  8, Cha 8. 
  Skills & Feats: Handle Animal +1, Ride +8; 
  Mounted Combat, Mounted Archery, Point Blank 
  Shot, Precise Shot, Rapid Shot. 
  Possessions:  +1 Chain shirt, masterwork 
  mighty composite shortbow (Str +2), 20 arrows, 
  scimitar, light warhorse, tack and harness, military 
  saddle 
   
  APL 10 
  Advespa* (3): CR 3; Large Outsider; HD 4d8+12; 
  hp 36 each; Init +5; Spd 30, fly 40 ft; AC 17 (touch 
  10, flat-footed 16 [-1 Size, +1 Dex, +7 natural]; Base 
  Atk +4; Grp +9; Attack +8 melee (1d6+5, claw); Full 
  Attack +8 melee (1d6+5, 4 claws) and +3 melee 
  (1d4+2 plus poison, sting); SA Improved Grab, 
  poison, spell-like abilities; SQ Baatezu traits, DR 
  5/silver or good, regeneration 2, SR 15; AL LE; SV 
  Fort +7; Ref +5; Will +4; Str 20, Dex 13, Con 17, Int 
  8, Wis 11, Cha 10. 
   
  Skills and Feats: Balance +10, Hide +4, Jump 
  +7, Listen +7, Move Silently +8, Search +6, Spot +7, 
  Tumble +8; Flyby Attack, Improved Initiative 
  Poison (Ex):  Fort save [DC 15] resists, 1d4 
  Strength/1d4 Strength 
   
  Spell-Like Abilities:  3/day – change self, 
  command, produce flame, pyrotechnics.  Caster 
  level 4
  th; save DC 10+spell level 
  * See Appendix 2: New Rules Items 
   
  Optional Encounter 2C 
   
  APL 6 
  Advespa* (3): CR 3; Large Outsider; HD 4d8+12; 
  hp 36 each; Init +5; Spd 30, fly 40 ft; AC 17 (touch 
  10, flat-footed 16 [-1 Size, +1 Dex, +7 natural]; Base 
  Atk +4; Grp +9; Attack +8 melee (1d6+5, claw); Full 
  Attack +8 melee (1d6+5, 4 claws) and +3 melee 
  (1d4+2 plus poison, sting); SA Improved Grab, 
  poison, spell-like abilities; SQ Baatezu traits, DR 
  5/silver or good, regeneration 2, SR 15; AL LE; SV 
  Fort +7; Ref +5; Will +4; Str 20, Dex 13, Con 17, Int 
  8, Wis 11, Cha 10. 
   
  Skills and Feats: Balance +10, Hide +4, Jump 
  +7, Listen +7, Move Silently +8, Search +6, Spot +7, 
  Tumble +8; Flyby Attack, Improved Initiative 
   
  Poison (Ex):  Fort save [DC 15] resists, 1d4 
  Strength/1d4 Strength 
   
  Spell-Like Abilities:  3/day – change self, 
  command, produce flame, pyrotechnics.  Caster 
  level 4
  th; save DC 10+spell level 
  * See Appendix 2: New Rules Items 
   
  APL 8 
  Advespa* (6): CR 3; Large Outsider; HD 4d8+12; 
  hp 36 each; Init +5; Spd 30, fly 40 ft; AC 17 (touch 
  10, flat-footed 16 [-1 Size, +1 Dex, +7 natural]; Base 
  Atk +4; Grp +9; Attack +8 melee (1d6+5, claw); Full 
  Attack +8 melee (1d6+5, 4 claws) and +3 melee 
  (1d4+2 plus poison, sting); SA Improved Grab, 
  poison, spell-like abilities; SQ Baatezu traits, DR 
  5/silver or good, regeneration 2, SR 15; AL LE; SV 
  Fort +7; Ref +5; Will +4; Str 20, Dex 13, Con 17, Int 
  8, Wis 11, Cha 10. 
   
  Skills and Feats: Balance +10, Hide +4, Jump 
  +7, Listen +7, Move Silently +8, Search +6, Spot +7, 
  Tumble +8; Flyby Attack, Improved Initiative 
   
  Poison (Ex):  Fort save [DC 15] resists, 1d4 
  Strength/1d4 Strength 
   
  Spell-Like Abilities:  3/day – change self, 
  command, produce flame, pyrotechnics.  Caster 
  level 4
  th; save DC 10+spell level 
  * See Appendix 2: New Rules Items 
   
  APL 10 
  Advespa* (6): CR 3; Large Outsider; HD 4d8+12; 
  hp 36 each; Init +5; Spd 30, fly 40 ft; AC 17 (touch 
  10, flat-footed 16 [-1 Size, +1 Dex, +7 natural]; Base 
  Atk +4; Grp +9; Attack +8 melee (1d6+5, claw); Full 
  Attack +8 melee (1d6+5, 4 claws) and +3 melee 
  (1d4+2 plus poison, sting); SA Improved Grab, 
  poison, spell-like abilities; SQ Baatezu traits, DR 
  5/silver or good, regeneration 2, SR 15; AL LE; SV 
  Fort +7; Ref +5; Will +4; Str 20, Dex 13, Con 17, Int 
  8, Wis 11, Cha 10. 
   
  Skills and Feats: Balance +10, Hide +4, Jump 
  +7, Listen +7, Move Silently +8, Search +6, Spot +7, 
  Tumble +8; Flyby Attack, Improved Initiative 
   
  Poison (Ex):  Fort save [DC 15] resists, 1d4 
  Strength/1d4 Strength 
   
  Spell-Like Abilities:  3/day – change self, 
  command, produce flame, pyrotechnics.  Caster 
  level 4
  th; save DC 10+spell level 
  * See Appendix 2: New Rules Items 
   
  Optional Encounter 2D 
   
  APL 6 
  Zombie Advanced Elasmosaurus:  CR 5; Huge 
  Undead; HD 15d12; hp 138; Init +2; Spd 20, swim 
  50 ft; AC 16 (touch 9, flat-footed 15 [-2 Size, +1 
  Dex, +7 natural]; Base Atk +7; Grp +23; Attack +14 
  melee (2d8+13, bite) or +14 melee (2d6+9, slam); 
  Full Attack +14 melee (2d8+13, bite) or +14 melee 
  (2d6+9, slam); SA ; SQ Single Actions only; AL N; 
  SV Fort +5; Ref +6; Will +9; Str 28, Dex 12, Con -, 
  Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Toughness 
  
  Shattered Faith 
   
  Page 24 
   
  APL 8 
  Skeleton, Adv. Elasmosaurus:  CR 7; Huge 
  Undead; HD 15d12; hp 135; Init +6; Spd 20, swim 
  50 ft; AC 16 (touch 9, flat-footed 15 [-2 Size, +3 
  Dex, +3 natural]; Base Atk +7; Grp +25; Attack +15 
  melee (2d8+12, bite) or +15 melee (2d6+8, slam); 
  Full Attack +15 melee (2d8+12, bite) or +15 melee 
  (2d6+8, slam); SQ Darkvision 60', DR 
  5/bludgeoning, immunity to cold, single actions 
  only, undead traits; AL NE; SV Fort +5; Ref +8; 
  Will +9; Str 26, Dex 16, Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative 
   
  APL 10 
  Advespa* (3): CR 3; Large Outsider; HD 4d8+12; 
  hp 36 each; Init +5; Spd 30, fly 40 ft; AC 17 (touch 
  10, flat-footed 16 [-1 Size, +1 Dex, +7 natural]; Base 
  Atk +4; Grp +9; Attack +8 melee (1d6+5, claw); Full 
  Attack  +8 melee (1d6+5, 4 claws) and +3 melee 
  (1d4+2 plus poison, sting); SA Improved Grab, 
  poison, spell-like abilities; SQ Baatezu traits, DR 
  5/silver or good, regeneration 2, SR 15; AL LE; SV 
  Fort +7; Ref +5; Will +4; Str 20, Dex 13, Con 17, Int 
  8, Wis 11, Cha 10. 
   
  Skills and Feats: Balance +10, Hide +4, Jump 
  +7, Listen +7, Move Silently +8, Search +6, Spot +7, 
  Tumble +8; Flyby Attack, Improved Initiative 
   
  Poison (Ex):  Fort save [DC 15] resists, 1d4 
  Strength/1d4 Strength 
   
  Spell-Like Abilities:  3/day – change self, 
  command, produce flame, pyrotechnics.  Caster 
  level 4
  th; save DC 10+spell level 
  * See Appendix 2: New Rules Items 
   
  Encounter Three 
   
  APL 6 
  Ogre Shaman: Male Giant Adpt4; CR 5; Large 
  Giant; HD 4d8+4d6+19; hp 53; Init +0; Spd 30 ft; 
  AC 18 (touch 9, flat-footed 18 [-1 Size, +5 natural, 
  +4 hide armor]; Base Atk +3; Grp +12; Atk +11 
  melee (2d8+7, greatclub) or +4 ranged (1d8+5, 
  javelin); Full Attack +11 melee (2d8+7, greatclub) 
  or +4 ranged (1d8+5, javelin); SQ Darkvision 60'. 
  Low-light vision; AL CE; SV Fort +6; Ref +3; Will 
  +8; Str 20, Dex 10, Con 12, Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +7, Listen +3, Spot +3; 
  Eyes in the Back of Your Head*, Toughness, 
  Weapon Focus (Greatclub) 
   
  Spells Prepared:  (3/3/1; base DC = 12 + Spell 
  Level):  0 – cure minor wounds, ghost sound, 
  touch of fatigue; 1
  st – cure light wounds (x2), 
  protection from good; 2
  nd - invisibility 
  Possessions:  masterwork large greatclub, +1 
  large hide armor, cloak of resistance +1, wand of 
  cure light wounds – 20 charges, potion of cure 
  moderate wounds 
  * See Appendix 2: New Rules Items 
   
  APL 8 
  Ogre Barbarian: Male Giant Bbn1; CR 4; Large 
  Giant; HD 4d8+1d12+13; hp 45; Init -1; Spd 40 ft; 
  AC 17 (touch 8, flat-footed 17 [-1 Size, -1 Dex, +5 
  natural, +4 hide armor]; Base Atk +4; Grp +12; Atk 
  +10 melee (2d8+7, greatclub) or +2 ranged (1d8+5, 
  javelin); Full Atk +10 melee (2d8+7, greatclub) or 
  +2 ranged (1d8+5, javelin); SA Fast movement, 
  Rage 1/day; SQ Darkvision 60'. Low-light vision; 
  AL NE; SV Fort +7; Ref +2; Will +2; Str 21, Dex 8, 
  Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +7, Listen +3, Spot +3; 
  Toughness, Weapon Focus (greatclub) 
  Possessions:  masterwork large greatclub, +1 
  large hide armor, cloak of resistance +1, potion of 
  cure moderate wounds (x2) 
   
  APL 10 
  Hill Giant Barbarian:  Male Giant Bbn1; CR 8; 
  Large Giant; HD 12d8+1d12+52; hp 133; Init +-1; 
  Spd 40 ft; AC 22 (touch 8, flat-footed 2 [-1 Size, -1 
  Dex, +9 natural, +5 hide armor]; Base Atk +10; Grp 
  +21; Atk +18 melee (2d8+11, +1 large greatclub) or  
  +16 melee (1d4+7, slam) or +9 ranged (2d6+7, 
  rock); Full Atk +18/+13 melee (2d8+11, +1 large 
  greatclub) or +16 melee (1d4+7, slam) or +9 ranged 
  (2d6+7, rock); SA Rock throwing; SQ Low light 
  vision, rock catching; AL NE; SV Fort +15; Ref +4; 
  Will +5; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +4, 
  Spot +7; Cleave, Improved Bull Rush, Power 
  Attack, Improved Sunder, Weapon Focus 
  (greatclub) 
  Possessions:  +1 large greatclub, +2 large hide 
  armor, cloak of resistance +1, potion of cure 
  moderate wounds (x2) 
   
  Ogress Mage Sorcerer:  Female Giant Sor1; CR 9; 
  Large Giant; HD 5d8+1d4+15; hp 51; Init +4; Spd 
  40, fly 40 ft; AC 20 (touch 9, flat-footed 20 [-1 Size, 
  +5 natural, +6 chain shirt]; Base Atk +3; Grp +12; 
  Atk +8 melee (3d6+8, +1 large greatsword) or +2 
  ranged (2d6, longbow); Full Atk +8 melee (3d6+8, 
  +1 large greatsword) or +2 ranged (2d6, longbow); 
  SA Spell-like abilities; SQ Darkvision 90', low-light 
  vision, regeneration 5, spell resistance 19; AL LE; 
  SV Fort +9; Ref +5; Will +7; Str 21, Dex 10, Con 17, 
  Int 14, Wis 14, Cha 17. 
   
  Skills and Feats: Concentration +11, Listen 
  +10, Spellcraft +10, Spot +10; Combat Expertise, 
  Improved Initiative, Lightning Reflexes 
  Possessions: +2 large chain shirt, +1 large 
  greatsword, cloak of resistance +2, horn of 
  goodness/evil, potion of cure moderate wounds 
  (x2), large longbow 
  Spells Known: (5/4; base DC = 13+ Spell 
  Level): 0 – daze, open/close, ray of frost, resistance; 
  1
  st – enlarge person, ray of enfeeblement 
   
  
  Shattered Faith 
   
  Page 25 
  APL 12 
  Hill Giant Barbarian: Male Giant Bbn2; CR 9; 
  Large Giant; HD 12d8+2d12+52; hp 144; Init +-1; 
  Spd 40 ft; AC 22 (touch 8, flat-footed 22 [-1 Size, -1 
  Dex, +9 natural, +5 hide armor]; Base Atk +11; Grp 
  +22; Atk +19 melee (2d8+11, +1 large greatclub) or 
  17 melee (1d4+7, slam) or +10 ranged (2d6+7, 
  rock); Full Atk +19/+14 melee (2d8+11, +1 large 
  greatclub) or +17 melee (1d4+7, slam) or +10 
  ranged (2d6+7, rock); SA Fast movement, Rage 
  1/day, Rock throwing; SQ Low light vision, rock 
  catching, Uncanny Dodge; AL NE; SV Fort +17; 
  Ref +5; Will +6; Str 25, Dex 8, Con 19, Int 6, Wis 
  10, Cha 7. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +5, 
  Spot +8; Cleave, Improved Bull Rush, Power 
  Attack, Improved Sunder, Weapon Focus 
  (greatclub) 
  Possessions:  +1 large greatclub, +2 large hide 
  armor, cloak of resistance +2, potion of cure 
  moderate wounds (x2).  
   
  Ogress Mage Sorceror:  CR 12; Female Giant 
  Sor4; HD 5d8+4d4+36; hp 78; Init +4; Spd 40, fly 
  40 ft; AC 21 (touch 9, flat-footed 21 [-1 Size, +6 
  natural, +6 mithral chain shirt]; BAB: +5; Grp +14; 
  Atk +10 melee (3d6+8, +1 large greatsword) or +4 
  ranged (2d6, longbow); Full Atk +10 melee (3d6+8, 
  +1 large greatsword) or +4 ranged (2d6, longbow); 
  SA Spell-like abilities; SQ Darkvision 90', low-light 
  vision, regeneration 5, spell resistance 19; AL LE; 
  SV Fort +10; Ref +6; Will +9; Str 21, Dex 10, Con 
  19, Int 14, Wis 14, Cha 18. 
   
  Skills and Feats: Concentration +16, Listen 
  +12, Spellcraft +14, Spot +12; Combat Expertise, 
  Improved Initiative, Improved Natural Armor, 
  Lightning Reflexes 
  Possessions:  +2 large chain shirt, +1 large 
  greatsword, cloak of resistance +2, horn of 
  goodness/evil, ioun stone (pink rhomboid), potion 
  of cure moderate wounds (x2), large longbow 
   
  Spells Known: (6/7/4; base DC = 14+ Spell 
  Level): 0 – daze, mage hand, mending, open/close, 
  ray of frost, resistance; 1
  st – enlarge person, 
  obscuring mist, ray of enfeeblement; 2
  nd – 
  scorching ray.   
   
  Encounter Five 
   
  APL 6 
  Derra Noleson:  Female Human Ghost 
  Wiz(Conjurer)6: CR 8; HD 6d12; hp 54; Init +2; 
  Spd 30 ft; AC 15 (touch 14, flat-footed 13) [+2 Dex, 
  +1 armor, +2 deflection]; Base Atk +3; Grp +2; At +2 
  melee (1D4 Charisma drain, slam); Full Atk +2 
  melee (1D4 Charisma drain, slam); SA Draining 
  touch, horrific appearance, manifestation; SQ 
  Incorporeal traits, Rejuvenation, Turn resistance 
  +4, Undead traits; AL CN; SV Fort +5; Ref +5; Will 
  +7; Str 8, Dex 14, Con -, Int 18, Wis 12, Cha 14. 
   
  Skills and Feats: Concentration +14, Craft 
  (metalworking) +11, Hide +10, Knowledge 
  (arcana) +13, Knowledge (architecture & 
  engineering) +9, Knowledge (nobility and royalty) 
  +13, Knowledge (the planes) +13, Listen +9, Search 
  +12, Spellcraft +15, Spot +9; Craft Wondrous Item, 
  Empower Spell, Great Fortitude, Skill Focus 
  (Concentration), Spell Focus (Conjuration) 
  Spells Prepared:  (5/5/5/4; base DC = 14+Spell 
  Level; Conjuration base DC = 15+Spell Level):  0 – 
  acid splash, dancing lights, repair minor damage 
  (x2), touch of fatigue;  1
  st – grease, magic missile 
  (x2), ray of enfeeblement, shield;  2
  nd – fireburst*, 
  glitterdust,  repair moderate damage* (x2), 
  scorching ray;  3
  rd –  dispel magic (x2), empowered 
  ray of enfeeblement, stinking cloud.   
  Possessions:  bracers of armor +1; vest of resistance 
  +1; brooch of shielding; pearl of power (1
  st level); pearl of 
  power (2
  nd level); 2 scrolls of transdimensional repair 
  moderate damage (caster level 8). 
  * See Appendix 2: New Rules Items 
   
  Advanced  Dread Guards (2): CR 3; Medium 
  Construct; HD 8d10+20; hp 80 each; Init +0; Spd 
  20 (can't run) ft; AC 17 (touch 10, flat-footed 17 [+6 
  armor, +1 shield]; Base Atk +6; Grp +9; Atk +9 
  melee (1d8+3, longsword); Full Atk +9 melee 
  (1d8+3, longsword); SQ Cold resistance 10, 
  construct traits, fire resistance 10; AL N; SV Fort 
  +2; Ref +2; Will +3; Str 17, Dex 11, Con -, Int 6, Wis 
  13, Cha 2. 
   
  Skills and Feats: Spot +12; Cleave, Power 
  Attack 
   
  APL 8 
  Derra Noleson:  Female Human Ghost 
  Wiz(Conjurer)8: CR 10; HD 8d12; hp 72; Init +2; 
  Spd 30 ft; AC 16 (touch 14, flat-footed 14) [+2 Dex, 
  +2 armor, +2 deflection]; Base Atk +4; Grp +3; Atk 
  +6 melee (1d4 Charisma drain, slam); Full Atk 
  Slam +6 melee (1d4 Charisma drain, slam); SA 
  Draining touch, horrific appearance, 
  manifestation; SQ Incorporeal traits, rejuvenation, 
  turn resistance +4, undead traits; AL CN; SV Fort 
  +6; Ref +6; Will +9; Str 8, Dex 15, Con -, Int 18, Wis 
  12, Cha 14. 
   
  Skills and Feats: Concentration +16, Craft 
  (metalworking) +13, Hide +10, Knowledge 
  (arcana) +15, Knowledge (architecture & 
  engineering) +11, Knowledge (nobility and 
  royalty) +15, Knowledge (the planes) +15, Listen 
  +9, Search +12, Spellcraft +17, Spot +9; Craft 
  Wondrous Item, Empower Spell, Great Fortitude, 
  Skill Focus (Concentration), Spell Focus 
  (Conjuration),  
  Spells Prepared: (5/6/5/5/4; base DC = 
  14+Spell Level; Conjuration base DC = 15+Spell 
  Level):  0 – acid splash, dancing lights, repair 
  minor damage (x2), touch of fatigue;  1
  st – grease, 
  magic missile (x2), ray of enfeeblement (x2), 
  shield;  2
  nd – fireburst*, glitterdust,  repair 
  
  Shattered Faith 
   
  Page 26 
  moderate damage* (x2), scorching ray;  3
  rd – dispel 
  magic (x2), empowered ray of enfeeblement, 
  protection from energy, stinking cloud;  4
  th – 
  empowered fireburst*, empowered scorching ray, 
  Evard’s black tentacles, wall of fire.  
   
  Possessions: bracers of armor +2; vest of 
  resistance +2; brooch of shielding; pearl of power 
  (1
  st level); pearl of power (2
  nd level); 3 scrolls of 
  transdimensional repair moderate damage (caster 
  level 8). 
  * See Appendix 2: New Rules Items 
   
  APL 10 
  Derra Noleson:  Female Human Ghost 
  Wiz(Conjurer)9: CR 10; HD 9d12; hp 81; Init +2; 
  Spd 30 ft; AC 16 (touch 14, flat-footed 14) [+2 Dex, 
  +2 armor, +2 deflection]; Base Atk +4; Grp +3; Atk 
  +6 melee (1d4 Charisma drain, slam); Full Atk +6 
  melee (1d4 Charisma drain, slam); SA Draining 
  touch, horrific appearance, manifestation; SQ 
  incorporeal traits, rejuvenation, turn resistance +4, 
  undead traits; AL CN; SV Fort +8; Ref +8; Will +10; 
  Str 8, Dex 15, Con -, Int 18, Wis 12, Cha 14. 
   
  Skills and Feats: Concentration +17, Craft 
  (metalworking) +13, Hide +11, Knowledge 
  (arcana) +16, Knowledge (architecture & 
  engineering) +12, Knowledge (nobility and 
  royalty) +16, Knowledge (the planes) +16, Listen 
  +10, Search +12, Spellcraft +18, Spot +9; Craft 
  Wondrous Item, Empower Spell, Great Fortitude, 
  Greater Spell Focus (Conjuration), Skill Focus 
  (Concentration), Spell Focus (Conjuration),  
  Spells Prepared: (5/6/6/5/4/2; base DC = 
  14+Spell Level; Conjuration base DC = 15+Spell 
  Level):  0 – acid splash, dancing lights, repair 
  minor damage (x2), touch of fatigue;  1
  st – grease, 
  magic missile (x2), ray of enfeeblement (x2), 
  shield;  2
  nd – fireburst*, glitterdust,  repair 
  moderate damage* (x2), scorching ray (x2);  3
  rd – 
  dispel magic (x2), empowered ray of 
  enfeeblement, protection from energy, stinking 
  cloud;  4
  th – empowered fireburst*, empowered 
  scorching ray, Evard’s black tentacles, wall of fire; 
  5
  th – cloudkill, dismissal. 
   
  Possessions: bracers of armor +2; vest of 
  resistance +3; brooch of shielding; pearl of power 
  (1
  st level); pearl of power (2
  nd level); 3 scrolls of 
  transdimensional repair moderate damage (caster 
  level 8). 
  * See Appendix 2: New Rules Items 
   
  Runic Guardian*: CR 10; Large Construct; HD 
  17d10; hp 158; Init +1; Spd 30 ft; AC 28 (touch 10, 
  flat-footed 27 [-1 Size, +1 Dex, +18 natural]; Base 
  Atk +12; Grp +19; Atk +18 melee (2d8+10 plus 
  stunning strike, slam); Full Atk +18 melee (2d8+10 
  plus stunning strike, 2 slams); SA Runic spells, 
  stunning strike; SQ Construct traits, DR 
  10/adamantine, fast healing 10, find master, guard, 
  shield master, teleport without Error; AL N; SV 
  Fort +5; Ref +6; Will +5; Str 24, Dex 13, Con -, Int -, 
  Wis 11, Cha 1. 
  Runic spells (Sp): A runic guardian has 
  inscribed upon its body a number of spells, each 
  usable 1/day – dispel magic (x2), magic missile 
  (x2), repair critical wounds, repair moderate 
  wounds (x2).  Caster level 16. 
   
  APL 12 
  Derra Noleson:  Female Human Ghost 
  Wiz(Conjurer)11: CR 13; HD 11d12; hp 99; Init +2; 
  Spd 30 ft; AC 18 (touch 14, flat-footed 14) [+2 Dex, 
  +3 armor, +3 deflection]; Base Atk +5; Grp +4; At +7 
  melee (1d4 Charisma drain, slam); Full Atk +7 
  melee (1d4 Charisma drain, slam); SA Draining 
  touch, horrific appearance, manifestation; SQ 
  Incorporeal traits, rejuvenation, turn resistance +4, 
  undead traits; AL CN; SV Fort +8; Ref +8; Will +11; 
  Str 8, Dex 15, Con -, Int 18, Wis 12, Cha 16. 
   
  Skills and Feats: Concentration +21, Craft 
  (metalworking) +16, Hide +10, Knowledge 
  (arcana) +16, Knowledge (architecture & 
  engineering) +14, Knowledge (nobility and 
  royalty) +16, Knowledge (the planes) +16, Listen 
  +9, Search +12, Spellcraft +20, Spot +9; Craft 
  Wondrous Item, Empower Spell, Great Fortitude, 
  Greater Spell Focus (Conjuration), Skill Focus 
  (Concentration), Spell Focus (Conjuration), 
  Transdimensional Spell* 
  Spells Prepared: (5/6/6/6/5/3/2; base DC = 
  14+Spell Level; Conjuration base DC = 16+Spell 
  Level):  0 – acid splash, dancing lights, repair 
  minor damage (x2), touch of fatigue;  1
  st – grease, 
  magic missile (x2), ray of enfeeblement (x2), 
  shield;  2
  nd – transdimensional grease*, 
  transdimensional magic missile (x2), 
  transdimensional ray of enfeeblement,  
  transdimensional repair light damage* (x2);  3
  rd – 
  protection from energy, transdimensional 
  fireburst* (x2), transdimensional glitterdust*, 
  transdimensional scorching ray (x2);  4
  th – Evard’s 
  black tentacles, transdimensional dispel magic, 
  transdimensional empowered ray of 
  enfeeblement, transdimensional repair serious 
  damage*, transdimensional stinking cloud;  5
  th – 
  cloudkill, transdimensional empowered scorching 
  ray, transdimensional repair critical damage*;  6
  th – 
  transdimensional cloudkill, true seeing.  
   
  Possessions: bracers of armor +3; vest of 
  resistance +3; brooch of shielding; cloak of 
  charisma +2; pearl of power (3
  rd level); 3 scrolls of 
  transdimensional repair serious damage (caster 
  level 10). 
  * See Appendix 2: New Rules Items 
   
  
  Shattered Faith 
   
  Page 27 
  APPENDIX 2: New Rules Items 
   
  Fireburst as presented in Miniatures Handbook 
   
  Evocation (Fire) 
  Level: Sor/Wiz 2, Wmg 2 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: 5 ft 
  Effect: Burst of fire extending 5 ft from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame 
  to burst from you, damaging anyone within 5 feet of 
  you.  All creatures within that area, except for you, take 
  1d8 points of fire damage per caster level (maximum 
  5d8).  The burst does not affect you or any creatures or 
  objects in your space. 
  Material Component: A bit of sulfur.  
   
  Fireburst, Greater as presented in Miniatures 
  Handbook   
   
  Evocation (Fire) 
  Level: Sor/Wiz 5, Wmg 5 
  Effect: Burst of fire extending 10 ft from you 
   
  This spell functions like fireburst, except that it 
  affects creatures within 10 feet of you and deals a 
  maximum of 15d8 points of damage to each one. 
   
  Repair Critical Damage as presented in 
  Miniatures Handbook   
   
  Transmutation 
  Level: Sor/Wiz 4 
  As repair light damage, except repair critical 
  damage repairs 4d8 points of damage plus 1 point per 
  caster level (up to +20). 
   
  Repair Light Damage as presented in Miniatures 
  Handbook 
   
  Transmutation 
  Level: Sor/Wiz 1 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Construct touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  When laying your hands upon a construct 
  that has at least 1 hit point remaining, you transmute its 
  structure to repair damage it has taken.  The spell repairs 
  1d8 points of damage plus 1 point per caster level (up to 
  +5). 
   
  Repair Minor Damage as presented in Miniatures 
  Handbook 
     
  Transmutation 
  Level: Sor/Wiz 0 
  As repair light damage, except repair minor 
  damage repairs 1 point of damage. 
   
  Repair Moderate Damage as presented in 
  Miniatures Handbook   
   
  Transmutation 
  Level: Sor/Wiz 2 
  As repair light damage, except repair 
  moderate damage repairs 2d8 points of damage plus 1 
  point per caster level (up to +10). 
   
  Repair Serious Damage as presented in Miniatures 
  Handbook   
   
  Transmutation 
  Level: Sor/Wiz 3 
  As repair light damage, except repair serious 
  damage repairs 3d8 points of damage plus 1 point per 
  caster level (up to +15). 
   
  Transdimensional Spell [Metamagic] as 
  presented in Complete Divine 
   
  You can cast spells that affect targets lurking in 
  coexistent planes and extradimensional spaces whose 
  entrances fall within the spell’s area. 
  Benefit:  A transdimensional spell has full, normal 
  effect upon incorporeal creatures, creatures on the 
  Ethereal Plane, or Plane of Shadow, and creatures within 
  an extradimensional space in the spell’s area.  Such 
  creatures include ethereal creatures, creatures that are 
  blinking, or shadow walking, manifested ghosts, and 
  creatures within the extradimensional space of a rope 
  trick or portable hole 
   
  You must be able to perceive the creature to target 
  it with a spell, but you do not need to perceive a creature 
  to catch it in the area of a burst, cone, emanation or 
  spread. 
   
  A transdimensional spell uses up a spell one slot 
  higher than the spell’s actual level. 
   
  Normal: Only force spells and effects can affect 
  ethereal creatures, and no Material Plane attack affects 
  creatures on the Plane of Shadow or in an enclosed 
  extradimensional space.  There is a 50% chance that any 
  spell other than a force effect fails against an incorporeal 
  creature.  
    
  Advespa (Baatezu) as presented in Monster 
  Manual 2 
   
  Large Outsider (Evil, Lawful) 
  Hit Dice: 4d8+12 (30 hp) 
  Initiative: +5 
  Speed: 30 ft., fly 40 ft (good) 
  Armor Class: 17 (-1 Size, +1 Dex, +7 natural), 
  touch 10, flat-footed 16 
  Base Attack/Grapple: +4/+9 
  Attack: Claw +8 melee (1d6+5) 
  Full Attack: 4 claws +8 melee (1d6+5) and sting +3 
  melee (1d4+2 plus poison) 
  
  Shattered Faith 
   
  Page 28 
  Space/Reach:  10 ft/10 ft 
  Special Attacks: Improved grab, poison, spell-like 
  abilities 
  Special Qualities: Baatezu traits, DR 5/silver or 
  good, regeneration 2, SR 15 
  Saves: Fort +7; Ref +5; Will +4 
  Abilities: Str 20, Dex 13, Con 17, Int 8, Wis 11, 
  Cha 10. 
  Skills: Balance +10, Hide +4, Jump +7, Listen +7, 
  Move Silently +8, Search +6, Spot +7, Tumble +8 
  Feats: Flyby Attack, Improved Initiative 
  Environment:  Nine Hells of Baator 
  Organization: Solitary, pair, team (3-4), squad (5-
  10) or swarm (11-20) 
  Challenge Rating: 3 
  Treasure:  None  
  Alignment: Always lawful evil 
  Advancement: 5-8 HD (Large); 9-12 HD (Huge) 
  Level Adjustment: +4 
   
  Baatezu traits:  Immune to fire and poison, acid 
  resistance 10, cold resistance 10, see in darkness, 
  telepathy  
  Improved Grab (Ex):  If an advespa hits an 
  opponent at least one size category smaller than 
  itself with two claws, it may attempt to start a 
  grapple as a free action.  If it gets a hold, it 
  automatically hits with its sting.  Successful 
  grapple checks in subsequent rounds 
  automatically deal damage from both claws and 
  the sting.  
  Poison (Ex):  Fort save [DC 15] resists, 1d4 
  Strength/1d4 Strength 
  Regeneration (Ex):  An advespa takes normal 
  damage from acid, holy weapons, and attacks that 
  deal holy damage.  
  Spell-Like Abilities:  3/day – change self, 
  command, produce flame, pyrotechnics.  Caster 
  level 4
  th; save DC 10+spell level 
  Summon baatezu (Sp):  1/day – summon 1d2 
  advespas with 30%  chance of success. 
   
  Advespas are female, wasplike devils that patrol 
  the skies above the infernal planes.  They are often 
  found under the command of some more powerful 
  baatezu. 
   
  An advespa appears as a huge, heavy-bodied wasp 
  with a female face.  It has small, antennalike horns, 
  protruding humanoid features, dripping 
  mandibles, a chitinous hide, and a pair of dark, 
  resilient, insect wings.  Its lower abdomen 
  terminates in a barbed, poisonous stinger, which 
  may be brought up over the creature’s head in the 
  manner of a scorpion’s tail. 
   
  The most common advespa is entirely black; in 
  fact, it looks as if it had been carved from obsidian 
  or some other dark stone.  The more powerful 
  advespas (those with higher stations and slightly 
  higher Charisma scores) have striations of yellow, 
  red, and orange, and they tend to be smaller than 
  the common advespas.  These colorful advespas 
  usually serve as the leaders of the squads and 
  swarms. 
   
  COMBAT 
  An advespa usually attacks from above, seeking to 
  pounce upon and grapple an opponent.  If it 
  succeeds, it stings with its poisonous tail until its 
  foe succumbs, then flies off with its helpless prey. 
   
  Runic Guardian as presented in Monster 
  Manual 2 
   
  Large Construct 
  Hit Dice: 17d10 
  Initiative: +1 
  Speed: 30 ft 
  Armor Class: 28 (-1 Size, +1 Dex, +18 natural), 
  touch 10, flat-footed 27 
  Base Attack/Grapple: +12/+19 
  Attack: Slam +18 melee (2d8+10 plus stunning 
  strike) 
  Full Attack: 2 Slams +18 melee (2d8+10 plus 
  stunning strike) 
  Space/Reach:  10 ft/10 ft 
  Special Attacks: Runic spells, stunning strike 
  Special Qualities: Construct traits, DR 
  10/adamantine, Fast healing 10, Find master, 
  Guard, Shield Master, Teleport without Error 
  Saves: Fort +5; Ref +6; Will +5 
  Abilities:  Str 24, Dex 13, Con -, Int -, Wis 11, Cha 
  1. 
  Skills: -  
  Feats: -  
  Environment:  Any 
  Organization:  Solitary 
  Challenge Rating: 10  
  Treasure:  None 
  Alignment:  Always Neutral 
  Advancement:  18-25 HD (Large); 26-51 HD 
  (Huge) 
   
  Runic Spells (Sp): A runic guardian can hold up 
  to six spells. These spells must be cast into its body 
  it is created.  One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its 
  torso.  The table below gives hte maximum level of 
  spell that each of its body parts can hold.  
  Alternatively, the entire guardian can accomodate 
  a single inscribed spellof 6
  th or 7
  th level, but this 
  covers its whole body.   
  Body Part              Highest Level Spell         . 
  Head 
   
  1
  st 
  Each Arm 
  2
  nd 
  Each Leg 3
  rd 
  Torso 
   
  5
  th 
  Each of these spells is usable once per day as a 
  spell-like ability.  The runic guardian discharges a 
  
  Shattered Faith 
   
  Page 29 
  spell either when directly commanded to do soor 
  when a predetermined situation arises.  
   
  Stunning Strike (Ex):  Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude save (DC 25) or be stunned for one 
  round.  Creatures immune to critical hits cannot 
  be stunned.  
   
  Construct Traits:  Immune to mind affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works 
  on objects.  Not subject to critical hits, non-lethal 
  damage, ability damage, ability drain, energy drain, 
  or death from massive damage.  It cannot be 
  raised, resurrected, or heal itself, but may be 
  “healed” through repair 
   
  Fast Healing (Ex):  A runic guardian regains lost 
  hit points at the rate of 10 per round.  Fast healing 
  does not restore hitpoints lost from starvation, 
  thirst, or suffocation, and it does not allow the 
  runic guardian to regrow or reattach lost body 
  parts. 
  Find Master (Su):  The runic guardian can find 
  the piece of jewelry that connects it to its master 
  and can teleport to that spot when called.  (Should 
  the master call the construct and then remove the 
  jewelry, the runic guardian finds only the jewelry 
  upon its arrival.)  This ability functions even across 
  planar boundaries. 
   
  Guard (Ex):  The runic guardian blocks blows 
  when within 5’ of its master, granting the master a 
  +4 deflection bonus to AC. 
   
  Shield master (Sp):  The runic guardian’s master, 
  when in possession of teh keyed piece of jewelry, 
  can activate this defensive ability when within 150’ 
  of the construct.  Shield master transfers three 
  fourths of the damage that would otherwise be 
  dealt to the master to the runic guardian instead. 
  This ability otherwise functions like the shield 
  other spell (caster level 25
  th), except that it 
  provides no AC or saving throw bonuses. 
   
  Teleport without Error (Sp):  1/day  (The 
  guardian normally uses this to answer a call from 
  its master. 
   
  Runic guardians are constructs similar to shield 
  guardians (see the Monster Manual), but with far 
  superior physical and magical capabilities.  Runic 
  guardians are especially popular among dwarves 
  and giants, though spellcasters of all races find 
  them useful. 
   
  A runic guardian is a massive, human-shaped 
  figure made of stone, steel, and lead.  Its hands and 
  arms are constructed of hollow stone and filled 
  with lead for a more deadly punch.  Carved, magic 
  runes inlaid with precious metals adorn its head, 
  limbs, and torso. Whenever a runic guardian casts 
  a spell, these runes flare up into a variety of 
  brilliant colors. 
   
  A runic guardian serves one master that is 
  designated at the time of its creation, and no other.  
  The construct is keyed to a specific, unique piece 
  of jewelry (normally a ring or amulet) worn by its 
  master and made at the time of creation.  The 
  master can use this piece of jewelry to call the 
  runic guardian to his or her side from any 
  distance, or even from another plane.  A runic 
  guardian knows whether or not the bearer of its 
  jewelry is really its master, and it slays any 
  pretenders outright. 
   
  COMBAT 
  In battle, a runic guardian protects its master by 
  casting predetermined defensive spells upon him 
  or her, then pounding away at foes with its leaden 
  fists.  Runic guardians equipped with offensive 
  spells use them only when directly commanded to 
  do so.  A runic guardian is instantly aware of its 
  master’s death, whether or not it was present at the 
  time.  When the master’s death occurs, the 
  construct immediately goes on a rampage, 
  attacking all creatures within sight.  Possession of 
  its jewelry in such a circumstance gains the bearer 
  neither control over the construct nor safety from 
  its attacks.  The runic guardian does not stop until 
  destroyed. 
   
  
  Shattered Faith 
   
  Page 30 
   
   
   
  APPENDIX 3: Maps  
   
   
   
   
  Encounter 6  
  (room is 20x20)
  Encounter 5 
  (room is 90x60)
  (circle is 20’d) 
  Stairs from 
  Encounter 4D 
  (coming down 
  from keep) 
  Trapped door from 
  Encounter 4D 
   
   
   
   
   
   
   
   
   
   
   
   
   
           Center Courtyard                                
   
   East 
   
   
              (Section 4A)                                     
   
   Wall 
   
   
   
   
   
   
   
   
   
   
   
   
  (Section 
   
   
   
   
   
   
          
   
   
   
   
  4D) 
   
   
   
  (about 100 x 100) 
  North Gatehouse 
  (Section 4C) 
  South Gatehouse 
  (landbound 
  PCs 
  enter here) 
  NW Tower 
  (Section 4B) 
  (about 30’d)
   
   
  Rubble  
   
   
   
   
   
  Rubble 
   
   
  Rubble 
   
   
  Rubble 
   
   
  MOUNTAINSIDE 
  Ruins of The Bastion of Faith - walls 6’ thick; “Rubble” 10’ across, hampers 
  Underneath The Bastion of Faith
  
  Shattered Faith 
   
  Page 31 
  PLAYERS HANDOUT #1 
   
  (Translated from an old dialect of Velunan Common by Gerrod Utz) 
   
  And it was at that time that the Church, from gratitude for what he had done, did 
  bestow upon great-grandfather the title of protector of Veluna, and did bestow upon him the 
  title of Margrave of Kempton Pass, and did require of him that he maintain his vigilance 
  against the enemies of the country and of the faith, within and without.  And so great was 
  the flame of his faith in Veluna, that he did build a keep so as to withstand the predations of 
  the barbarian tribes that did issue forth from those mountains and did worship vile beings 
  that desired to destroy the fair vale.   
  And this keep he did build strong upon the rock of his faith and with the mortar of 
  his will, and he would not have it broken by weakness of the same, and so did provide for 
  the blessing of Rao upon the keep and all who would defend it by placing within the heart of 
  the fortress a relic of shattered faith, taken from the Heretic, which would keep the Faith of 
  Rao within their hearts and minds, and thus empower them to repel the barbarians.   
  And this fortress he did name “The Bastion of Faith”.  And this keep did hold fast 
  against many foes, for though they crashed upon the walls, and though the stone itself did 
  shake and tremble before their assaults, the faith of the defenders was strong and did not 
  break, just as the Rock of Faith the keep was built upon. 
   
  
  Shattered Faith 
   
  Page 32 
   
  PLAYERS HANDOUT #2 
   
  (Written in an old dialect of Velunan Common) 
   
  These enemies of the Vale were both numerous and potent, and counted among 
  them were giants of stone and fire, flying beasts with venomous tails, and fiendish creatures 
  that no man should ever face in battle.  Many were the doubts that did linger in the hearts of 
  the defenders, yet truly were those fears washed away, and the Warriors of Reason made 
  strong and resolute by the power of Faith which issued forth from the very Rock of Faith 
  itself, and the relic therein did safeguard the valiant defenders upon the ramparts. For this 
  relic had been won for the Church from he that had abandoned his faith and turned against 
  Rao, and thus it did remind them to keep their faith strong. 
  The evil attempted to break the strength of the defenders time and again, even 
  trying to pierce the heart of the keep, but could not breach the power protecting it (just as it 
  protected the keep), for they knew not the words to pass into the realm of Serenity.  
  Grandfather did never let his Faith waver, for he knew that our family’s Faith in Rao 
  protected that place and that Peace, Reason and Serenity were necessary to truly grasp the 
  Rock of Faith and touch the power of the relic.  This the barbarians would never have, he 
  said, and verily, time and again the barbarians did return, only to breathe their last in the 
  shadow of the Bastion of Faith.   
  And it was in these battles that grandfather did prove himself worthy of the mantle 
  of Margrave, repelling many barbarians and even more giants, for though he did suffer many 
  a blow from their boulders, their stones of evil weight were not able to bring him down, so 
  strong was his Faith in Rao.  Verily, for this he did receive praise from the Rockhammer 
  Dwarves that were present for one battle with the giants, and was called by many of them 
  “Dwarf Brother”, which is the greatest of honors that can be granted a human by ...   
   
    
   
   
   
  PLAYER’S HANDOUT #3 
   
  (Written in an old dialect of Velunan Common) 
   
  If Faith remains in the Heart, it will keep your enemies at bay.  Thus faith brings you to 
  Peace.  Once you attain Peace, show your faith in your words and actions to sow his Reason.  
  If Faith in Rao is on your lips as well as in your heart may you enter into his Serenity.  Thus 
  Faith in Rao must come before one receives the Gift of his Peace, Reason and Serenity. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VEL (Veluna)/VEL4-09 Shattered Faith (3E).pdf