TEXT: THE ORDER OF THE SHINING PA L M
  The Order of the Shining Palm is yet another of these sickening societies of heroes that fights the forces of ev i l
  on the flimsiest of justifications. Like most such orders, the Shining Palm has a focus — in their case, opposing ev i l
  w i e l d e rs of magic. During the rise of a powerful evil wizard, the band of adve n t u r e rs who dedicated themselves to
  stopping him had some magical abilities of their own. After killing the wizard and looting his towe r, they decided
  to settle down. But as time passed, they decided to cleanse the stolen tower and claim it as their base of operations.
  T h ey further appointed themselves the guardians of magic use and consider it their duty to stop anyone who uses
  magic for evil purposes.
  Their supporters would no doubt object to any denigration of the order, touting their scrupulous inve s t i g a t i o n
  into the purported evil. The fact remains that evil-aligned wielders of magic, arcane or divine, are in danger from
  this order. Once the Shining Palm recognizes someone as an evil wizard or cleric, they are relentless in their pur-
  s u i t .
  I r o n i c a l ly, they themselves are dedicated to magic. All members must be able to cast spells, even if only the most
  minor cantrips or orisons. Rangers may join once they have reached the appropriate level, while paladins receive
  a special dispensation due to their ability to heal by l aying on hands. Multiclass characters with the ability to cast
  spells are also welcome to join. They accept those of any non-evil alignment, but members tend toward neutral
  g o o d .
  The order’s sole source of income is donations. Te c h n i c a l ly, members never charge for their services, though a
  reasonable donation is expected from those they aid. What is reasonable is determined roughly by the wealth of
  those aided and the price paid by the Shining Palm in their own efforts. In addition, members are encouraged,
  though not required, to give generously from any booty taken in the course of their duties. Though the order has
  n ever lacked for money, their methods have caused those who dislike them to derisive ly nickname them “the Order
  of the Holy Handout.”
  1
  BA N N E D F R O M EV I L
  A L D E R AC
  E N T E R TAINMENT GROUP
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  BA N N E D
  FROM EV I L
  Au t h o rs : A. A. Ac eve d o ,
  Peter Flanagan,
  M i ke Leader
  A rt Director & Pro j e c t
  M a n a g e r : jim pinto
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  jim pinto
  G raphic Design:
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  Jason Engle
  Requires the use of the Dungeons
  And Dragons® Player’s Handbook,
  Third Edition, published by Wizards
  of the Coast.®
  
  E V I L
  THE BLADES
  OF BELAS BOR’JON
  This unholy order is known for its ferocity and zeal.
  U n f o r t u n a t e ly, it’s not known for strategy, or any sort
  of real goals for that matt e r. As when they firs t
  appeared, they tend to ride into town, grab all the grog,
  g i rls and gold they can, and ride out to enjoy their ill-
  g o tten gains. More of a nuisance than anything else,
  t h ey still spout a strange religious creed as they raid
  v i l l a g e s .
  Once, howeve r, they were a much greater menace.
  T h ey were the Blood-Red Blades at first, and they
  just took what they pleased. Town guards were quite
  capable of handling them, and a few villages planned to
  band together to scatter the brigands. Then Belas
  Bor’jon, a powerful and charismatic lawful evil cleric,
  came and preached to them. He managed to convert the
  lot of them to his doctrine of the strong enslaving the
  weak, and they became a much more effective fighting
  force. They terrorized entire counties, ravaging cities
  and gaining control of other gangs. Some feared that
  Bor’jon would turn them into a true army and carve out
  a kingdom for himself.
  U n f o r t u n a t e ly for the Blades, their leader wa s
  t r a c ked down and killed by a skilled team of bounty
  h u n t e rs. Since then, they ’ ve lost control of the gangs
  t h ey dominated and fallen to a more manageable size.
  Though they still remember some of what Bor’jon
  taught them, they’re no longer a real threat to the
  r e g i o n’s stability.
  T h ey are currently chaotic evil as a general rule,
  though their religion is neutral evil with orderly ten-
  dencies. They bemoan the loss of their glory days ,
  while ignoring most of the discipline that their reve r e d
  Belas Bor’jon instilled in them. They drink, they scream
  obscenities, they deface buildings and they grab wh a t-
  ever strikes their fancy, if the town guard doesn’t drive
  them off firs t .
  On the other hand, it wo u l d n’t take much for some-
  one with brains, charisma and drive to restore disci-
  pline to these losers, turning them into something to
  fear once more…
  LARIS MOTI
  Laris is a wandering, heroic monk in the classic style.
  While she may not be particularly bright, she is ve ry
  much in tune with her surroundings and has already
  become adept at vanishing quickly from sight. She
  chooses her fights carefully, as she’s young and her
  training is incomplete. She strikes from surprise and
  vanishes into the shadows or underbrush, which will
  a l ways be nearby for one of her ambushes. While she
  i s n’t a significant threat to powerful villains, less ex p e-
  rienced ev i l d o e rs should beware her skill and cunning.
  It isn’t just her unintended meddling that drive s
  villains to distraction, howeve r. A wizard with a lot of
  tricks up his sleeve or a heav i ly armed paladin wo u l d
  be bad enough, but at least those are heroes with seri-
  ous firepowe r. Laris is armed with a strap of leather,
  some rocks, and the clothes on her back. It’s not
  just infuriating to be thwarted by the woman — it’s
  i n s u l t i n g.
  Pe rhaps the most maddening thing about her inter-
  ference, howeve r, is that it’s rarely premeditated. She
  wa n d e rs aimlessly, trusting her k h a r m a to guide her to
  evil she has the power to right. It may not be kharma,
  but something seems to put her in the path of those
  who would rather not have wandering wo u l d - b e
  heroes interfering with them. And of course, like so
  m a ny heroes, she wo n’t just throw a few rocks and
  m ove on. Once she’s come across the plans of an ev i l
  force, she wo n’t stop until she’s either thwarted their
  plans, or found someone who can. She has absolutely
  no delusions about her abilities, and w i l l find more
  p owerful heroes to defeat more powerful villains. It’s
  happened before, and it will happen again if villains
  who cross her path are unwa ry.
  Laris Mot i : Human Mnk 3; SZ M (humanoid); HD
  3d8+6; hp 23; Init +2; Spd 40 ft.; AC 15; Atks Unarmed
  +3 (1d6); SA Unarmed strike (flurry of blows), stunning
  attack, evasion, deflect arrows, fast movement, still mind;
  AL LG; SV Fo rt +5, Ref +5, Will +6; Str 12, Dex 15, Con
  14, Int 10, Wis 16, Cha 10. Skills: Balance +8, Hide +8,
  Jump +5, Move Silently +8, Swim +5, Tumble +8. Fe ats :
  Dodge, Mobility, Weapon Focus (unarmed).
  GAHERIS ARKNEI
  Gaheris wa s n’t going to be a spellcaster. He wa s
  going to join the town guard, like his father and his
  father before him. Fate, is seems, had other ideas.
  During his training, the city guard found a sorcerer
  stealing gold from a local merchant. The thief then led
  the guard on a merry chase, frying several of them with
  magic missiles. When Gaheris showed up, he thought he
  was dead, but the magic missiles just stopped, blocked by
  his accidentally cast s h i e l d . Gaheris then returned fire,
  not knowing how he did it, perforating the sorcerer.
  While he wa s n’t happy about this development at
  f i rst, except for killing the sorcerer-thief, it was soon
  decided that he would indeed join the town guard.
  Magical threats often need magical solutions, and
  2
  BA N N E D F R O M EV I L
  
  E V I L
  Gaheris has plenty of firepower to bring down against
  most low- l evel arcane criminals.
  The guard’s resident sorcerer is still not entirely
  h a p py about the situation, but the likeable Gaheris is
  popular with the other guards, and many people in his
  home city owe him their lives. So Gaheris enjoys his
  position in most ways, and takes out his frustration in
  not being a “normal” guard on criminals.
  Fo r t u n a t e ly for criminals in his town, Gaheris’ magic
  comes from force of pers o n a l i t y. He’s not the brightest
  torch in the castle, making him relative ly easy to
  d e c e i ve. On the other hand, if he d o e s manage to figure
  it out, or if he catches you in the act… it doesn’t take a
  genius to see where most of his magic is focused. It’s
  terrifying to your average thug how much raw powe r
  Gaheris can unleash in a short amount of time, and
  he’s not shy about cutting loose.
  Gaheris Arknei: Human Sor 5; SZ M (humanoid); HD
  5d4; hp 13; Init +3; Spd 30 ft.; AC 15 (Dex +3, ring of
  p ro tection +2); Atks Shortspear +2 (1d8); SA Spells,
  familiar (we asel); SV Fo rt +1, Ref +6, Will +5; Str 11 ,
  D ex 16, Con 10, Int 9, Wis 13, Cha 18; AL NG. Skills:
  Bluff +8, Concentration +4, Intimidate +6. Fe ats :
  C o m b at Casting, Spell Pe n et ration, Weapon Fo c u s
  ( s h o rtspear). Spells: (6) 0: ray of frost, daze, flare ,
  disrupt undead, mage hand, read magic; (7) 1st: shield,
  magic missile, burning hands; (5) 2nd: flaming sphere ,
  s c a re .
  GORIN FA L C O N - EY E
  Gorin Falcon-Eye is a legendary ranger. It’s said he
  can spot a gnat in a rainstorm, hide in an open field on
  a sunny day, and put an arrow through a humming-
  bird’s eye at a hundred paces. This isn’t entirely inac-
  c u r a t e .
  Once, the forest he calls home was controlled by
  r a i d e rs and thieves of all sorts. Gorin, already a moder-
  a t e ly accomplished ranger, took his bow and his animal
  friends into the forest. When he emerged, there was no
  trace of the raiders. Since then, Gorin has sworn to
  keep the forest free of ev i l .
  A ny evil force trying to pass through his forest is in
  for a rough time. Gorin has numerous lowe r- l eve l
  r a n g e rs wo rking with him, and practically eve ry plant
  and animal is his friend. The great eagles often help
  his rangers move quickly about the forest, and Gorin
  can reach nearly any area of the forest quickly. His
  wife Liserra is a formidable druid, and he has no
  qualms about surprise attacks. Gorin feels no need for
  f l a m b oyant heroics, only success.
  Gorin Fa l c o n - E ye : Human Rgr 16; SZ M (humanoid); HD
  16 d 10 + 48; hp 157; Init +4; Spd 30 ft.; AC 21 (Dex +4,
  +4 studded leather armor); Atks +2 longswo rd, +2 short-
  s wo rd + 18 / + 13/+8/+3 (1d8+4, 1d6+4), or +5 longbow
  + 20 / + 15 / + 10/+5 (1d8+5); SA Spells; favo red enemies :
  a b e r rations +4, giants +3, dragons +2, magical beas ts
  +1; SQ boots of speed, cloak of the bat, eyes of the eagle,
  q u i ver of Ehlonna (with effective ly limitless ke e n a r rows ) ,
  armor of silent moves ; SV Fo rt +13, Ref +9, Will +9;
  Str 15, Dex 18, Con 16, Int 12, Wis 18, Cha 13; AL NG.
  Skills: Animal Empat hy +6, Climb +9, Concentration +4,
  C raft (bowmaking) +5, Handle Animal +6, Heal +5,
  Hide +23, Intuit Direction +9, Knowledge (nat u re) +6,
  L i s ten +7, Move Silently +14, Pro f ession (cooking) +5,
  Ride +7, Search +4, Spot +23, Swim +3, Use Rope +9,
  Wi l d e r n ess Lore +23. Fe ats: Far Shot, Improved Critical
  ( l o n g b ow), Improved Two -Weapon Fighting, Point Blank
  S h ot, Precise Shot, Rapid Shot, Track, Two -We a p o n
  Fighting, Weapon Focus (longbow). Spells: (3) 1st:
  e n tangle, pass without trace, speak with animals (3) 2nd:
  c u re light wounds, detect evil, snare; (2) 3rd: control plants,
  plant growth; (2) 4th: freedom of movement, polymorph self.
  LISERRA THE KIND
  Liserra is renowned far and wide for her healing
  gifts, and for the aid she provides to Gorin, her hus-
  band. She is loved even more widely than Gorin and
  has friends among the people, animals and plants
  around and throughout the forest. Liserra is quite capa-
  ble of defending the forest herself with her powe rs .
  For all that, she’s still the easiest way to force Gorin
  to back off. Anyone who has Liserra can hold him at
  b ay, at least until he rescues her. Killing her, on the
  other hand, turns the e n t i re forest against you. She’s far
  more comfortable healing than killing, and most of her
  combat spells are designed to lose a purs u e r.
  Therein, of course, lies the rub. She has many spells
  that make an att a c ker’s life miserable. Even if a villain
  is able to catch her outside the forest, her shape chang-
  ing abilities make it easy for her to lose purs u e rs quick-
  ly. Once she reaches woodlands, her powe rs make her
  almost uncatchable.
  On the other hand, allowing Gorin and Liserra to
  wo rk together to oppose evil forces is almost suicidal.
  The situation requires someone subtle, cunning and
  r u t h l e s s .
  L i s e r ra the Kind: Half-elf Dru 14; SZ M (humanoid); HD
  14 d 8 + 14; hp 71; Init +1; Spd 30; AC 20 (Dex +1, + 2
  leather armor, winged shield); Atks Club +10/+5 (1d6 or
  by form); SA Spells, Immune to s l e e p spells, +2 save vs .
  e n c h a n t m e n ts, lowlight vision, elven blood, nat u re sense,
  3
  BA N N E D F R O M EV I L
  
  E V I L
  animal companions, woodland stride, tra c k l ess ste p ,
  resist nat u re ’s lure, wild shape, venom immu n i ty, a thou-
  sand faces; SQ boots of elve n k i n d ; SV Fo rt +10, Ref +5,
  Will +13; Str 8, Dex 12, Con 12, Int 16, Wis 19, Cha 17;
  AL NG. Skills: Animal Empat hy +13, Concentration +11 ,
  Diplomacy +8, Hide +6, Heal +21, Intuit Direction +9,
  K n owledge (nat u re) +18, Listen +10, Move Silently +6
  ( + 16), Pro f ession (cooking) +5, Spellcraft +8, Swim +4,
  Wi l d e r n ess Lore +14. Fe ats: Brew Potion, Endura n c e ,
  Silent Spell, Still Spell, Track. Spells: (6) 0: cre a te wa te r,
  c u re minor wounds x 3, flare, guidance; (6) 1st: calm ani-
  mals, cure light wounds, entangle, magic fang, obscuring
  mist, endure elements; (6) 2nd: barkskin, charm person or
  animal, heat metal, speak with animals, entangle (silent),
  warp wood; (5) 3rd: cure modera te wounds, gre a ter magic
  fang, neutralize poison, speak with plants, tree shape
  (silent); (5) 4th: control plants, cure serious wounds, sleet
  s torm, plant growth (silent), dispel magic; (3) 5th: cure
  critical wounds, tree stride, wall of thorns; (3) 6th: gre a te r
  dispelling, summon nature ’s ally VI, insect plague (silent);
  (2) 7th: heal, control winds (silent, still).
  TILA LIGHTFOOT
  Tila is something of an anomaly. She’s a tiny, kind-
  hearted thief who’s also one of the nastiest fighters
  m a ny people know.  Stronger than she looks, Tila is
  small even for a halfling. She spends much of her time
  scrounging for her beggar friends, and steals only from
  the most unscrupulous merchants. Unfortunately, this
  includes some members of the city’s Thieves’ Guild. As
  such, they ’ ve been hunting her for some time. Problem
  is, she’s also sneaky, deadly, and unpredictable, and
  k n ows the city like the back of her hand.
  The Thieves’ Guild has a price on her head. Good
  luck collecting it.
  Tila Lightfoot : Halfling Rog 5/Ftr 3; SZ S (hu m a n o i d ) ;
  5d6+5 + 3d10+3; 50 hp; Init +5; Spd 20 ft.; AC 18
  ( D ex +5, Size +1, b racers of armor +2); Atks +1 short-
  s wo rd +7 (1d6+2 or 1d4+1), or dart +11 (1d4); SA +2
  b o nus to save vs. fear, +1 bonus with thrown we a p o n s ,
  sneak attack +3d6, evasion, uncanny dodge; SQ g o g g l es
  of night; SV Fo rt +6, Ref +11, Will +3; Str 12, Dex 20 ,
  Con 13, Int 16, Wis 11, Cha 15; AL NG. Skills: Appra i s e
  +5, Balance +10, Bluff +7, Climb +10, Disable Dev i c e
  +5, Disguise +5, Gather Information +7, Hide +17,
  I n nuendo +2, Jump +10, Listen +7, Move Silently +15 ,
  Open Lock +13, Pick Po c ket +15, Search +11, Sense
  M ot i ve +4, Spot +3, Swim +4, Tumble +15, Use Magic
  D evice +5, Use Rope +8. Fe ats: Combat Re f l exes ,
  Dodge, Mobility, Spring Attack, Weapon Fi n es s e
  ( s h o rt swo rd ) .
  C O R E LYS OF WENDA L F E L L
  C o r e lys of Wendalfell was born almost a thousand
  ye a rs ago, deep in elven lands. He grew up in a larg e
  noble house and was ve ry affluent in politics and com-
  merce. When his son, Marelan, was 85, he joined the
  f a m i ly business, traveling over the globe. On one such
  exc u rsion, Marelan’s caravan vanished. Corelys wa s
  d e s t r oyed, spending a small fortune seeking answe rs .
  He eve n t u a l ly discovered that the caravan traveled into
  a town under siege by a vampire named Neros. Half the
  t own was burned to the ground during a mighty clash
  b e t ween Neros and a band of adve n t u r e rs. When the
  dust settled, Neros’ mansion was destroyed, and the
  vampire himself presumed dead. Among the casualties
  was the elven caravan, though their bodies were neve r
  r e c ove r e d .
  C o r e lys returned home to see his front door ripped
  off the hinges. He rushed in to see his dead wife at the
  feet of his son, now a vampire. Marelan nearly beat his
  father to death, breaking his legs. He intended to kill
  C o r e lys, but thought it more wicked to leave him alive ,
  to suffer.
  That was over 600 ye a rs ago. Corelys sold all he
  owned. As soon as he could walk again, he began his
  hunt for Marelan. Destroying many vampires along the
  way, Marelan remains one step ahead, taunting his
  f a t h e r.
  Co re lys of We n d a f e l l : Elf Ftr 8/Rog 3/Wiz 5; SZ M
  ( humanoid); HD 8d10 + 16 + 3d6+6 + 5d4+10; hp 111 ;
  Init +7; Spd 30 ft.; AC 21 (Dex +3, b racers of armor +8) ;
  Atks +1 light mace of disruption and dancing + 16 / + 11 / + 6
  (1d6+5), +1 longswo rd (1d8+5), or ra n g e d
  + 16 / + 11/+6 (o a t h b ow 1d6); SA Spells, sneak atta c k
  +2d6, evasion, uncanny dodge, traps; SV Fo rt +10, Re f
  +9, Will +8; Str 14, Dex 16, Con 14, Int 18, Wis 12, Cha
  14; AL CG. Skills: Balance +7, Climb +17, Concentrat i o n
  + 7, Decipher Script +6, Disable Device +7, Escape Art i s t
  + 7, Handle Animal +9, Hide +7, Jump +18, Know l e d g e
  ( va m p i res) +19, Listen +6, Move Silent +8, Ride +21 ,
  S e a rch +8, Spellcraft +14, Spot +6, Swim +12 .
  Fe ats: Alert n ess, Cleave, Dodge, Expertise, Improve d
  I n i t i at i ve, Power Attack, Weapon Fi n esse (light mace),
  weapon focus (light mace), weapon focus (longswo rd ) ,
  weapon specialization (light mace), We a p o n
  S p e c i a l i z ation (longswo rd). Spells: (6) 0: detect magic,
  d e tect poison, disrupt undead, read magic; (4) 1st: dete c t
  undead, magic missile, pro tection from evil, shocking gras p ;
  (3) 2nd: bull’s strength, see inv i s i b i l i ty, knock; (2) 3rd :
  dispel magic, lightning bolt.
  4
  BA N N E D F R O M EV I L
  
  E V I L
  PHOENIX CONCLAV E
  Long ago, there lived men of vast knowledge and
  insight. These priests, of a long forg o tten order, accu-
  mulated an incredible library of texts and scrolls —
  teachings of peace and enlightenment. This library,
  p e rhaps the most complete ever gathered, remains a
  legend to this day.
  Among them, there was a prophet, who foresaw the
  coming of a dark tide of war and destruction, a war that
  he and his peers would not surv i ve. He warned his
  comrades and together they devised a plan to stay the
  hand of death. They hid themselves from their enemies,
  planning to return when the wa rs were ove r.
  T h ey constructed incredible tombs in isolated locales
  and secret places, hidden from all but their most loya l
  f o l l owe rs. The priests locked away the treasures of
  k n owledge and enlightenment within these tombs, and
  created intricate traps and safeguards to protect them.
  When the war came, the priests cast a powerful rit-
  ual, one that would allow them to sleep in suspended
  animation until their loyal followe rs rev i ved them.
  T h ey would wait for the war to end and protect the
  secrets of their order from their enemies.
  Their followe rs, howeve r, were unprepared for the
  onslaught wrought by the forces of wa r. Dark n e s s
  engulfed the land, and the entire order came close to
  extinction. All that remains are a scattered few serva n t s
  and acolytes. The ritual to restore the priests, the loca-
  tion of the tombs, and their secrets were all lost.
  N e a rly a thousand ye a rs later, all that remains of the
  order is a group that calls itself the Phoenix Conclave .
  This secret society of scholars, paladins, priests and
  noblemen have come together to resurrect the ancient
  order and bring enlightenment back to their people.
  T h ey must discover the whereabouts of the lost tombs
  and find the ritual to restore the priests. But, hav i n g
  d evoted their lives to the cause, they have the time.
  GWADD MEREDO, KING OF FHERIGON
  G wadd is the oldest of the three Meredo brothers ,
  and successor to their father’s throne. As the heir to a
  long line of Meredo Kings, Gwadd spent the majority of
  his childhood learning the arts of politics, wa r, and
  combat. He sat by his father’s side at court, learned
  from scholars, and practiced duels with knights. He
  was a quiet, observant lad, always kind and generous.
  This nature served him well as he began his political
  c a r e e r.
  As the heir apparent, Gwadd took part in ruling the
  kingdom. In time, he became the first counsel to the
  king, and was crowned after his father’s death. He
  ruled wisely, seeking the aid and advise of his brothers
  throughout his rule.
  G wadd is the first king to become a member of the
  Phoenix Conclave. With his vast resources and con-
  tacts, the Conclave finally has the support it needs.
  This, coupled with the support of his brothers, has pro-
  pelled the Conclave to new heights of success.
  G wadd is currently positioning for the public reve l a-
  tion of the Conclave and its purpose. He is batt l i n g
  m i xed feelings on the subject, but feels strongly enough
  to continue petitioning the society. Vanoric supports
  his position, but Dealand believes that they have a
  greater chance of success if the society remains secret.
  He fears that, if their enemies learn of the conclave ’ s
  existence, they will use their power and influence to
  hinder the cause.
  G wadd Mere d o : Human Ari 16; SZ M (humanoid); HD
  16 d 8 + 32; hp 119; Init +6; Spd 30 ft.; AC 12 (+2 Dex ) ;
  Atks +3 longswo rd + 17 / + 12/+7 (1d8+5); SV Fo rt +9,
  Ref +7, Will +13; Str 14, Dex 14, Con 15, Int 13, Wis 12 ,
  Cha 16; AL LG. Skills: Diplomacy +9, Gather Informat i o n
  +9, Intimidate +9, Knowledge (politics) +11, Know l e d g e
  (local) +8, Knowledge (history) +8, Knowledge (wa r-
  f a re) +8, Listen +9, Ride +9, Sense Mot i ve +9, Spot +9,
  Wi l d e r n ess Lore +8; Fe ats: Dodge, Gre at Fo rt i t u d e ,
  M o b i l i ty, Improved Initiat i ve, Iron Will, Leaders h i p ,
  Quick Draw.
  VANORIC MEREDO,
  HIGH PRIEST OF TERIGON
  Vanoric Meredo was a frail, sickly child. He spent
  most of his youth in bed, reading and learning from the
  priests and councilors who ministered to him. He wa s
  a quick study with a clever wit and eager mind. He
  became fast friends with the priests, learning all he
  could of their ways .
  As he grew older, and his health turned toward the
  b e tt e r, it was no surprise that Vanoric chose to become
  an acolyte in the priesthood. His prior learning and
  eagerness propelled him through the initiation cere-
  monies and he soon became a full brother, ministering
  to the sick and instructing those who had the desire to
  learn. Vanoric became an honored and respected mem-
  ber of the community, loved by those around him. He
  eve n t u a l ly became the high priest of his order after
  m a ny ye a rs of serv i c e .
  Vanoric was the first of the three Meredo brothers to
  become a member of the Phoenix Conclave, learning of
  the society from his predecessor, the former high priest
  of his order. He was fascinated with the legend of the
  5
  BA N N E D F R O M EV I L
  
  E V I L
  order and quickly recruited his brothers into the socie-
  t y. To g e t h e r, they are the driving force behind the
  C o n c l ave, gaining more information and progress than
  ever before. It is Vanoric’s fervent wish, to see the
  C o n c l ave’s mission completed in his lifetime.
  Vanoric Mere d o : Human Clr 14; SZ M (humanoid); HD
  14d8; hp 71; Init +6; Spd 30 ft.; AC 12 (+2 Dex) At k s
  +2 holy heavy mace + 13/+8 melee (1d6, +2d6 to ev i l ) ;
  SA Spells (domains good and knowledge), turn undead;
  SV Fo rt +11, Ref +6, Will +12; Str 10, Dex 14, Con 10 ,
  Int 12, Wis 17, Cha 16; AL LG. Skills: Concentration +10 ,
  Diplomacy +13, Heal +13, Knowledge (Religion) +13 ,
  L i s ten +6, Search +4, Spellcraft +9, Spot +4. Fe ats :
  A l e rt n ess, Gre at Fo rtitude, Endurance, Improve d
  I n i t i at i ve, Weapon Focus (heavy mace). Spells: ( 6 )
  0: detect magic, guidance, light, mending, res i s ta n c e ,
  v i rtue; (6+1) 1st: bless, command, death watch, divine
  f a vo r, magic weapon, pro tection from evil, sanctuary; (6+1)
  2nd: aid, augury, consecra te, endurance, enthrall, hold
  person, silence; (5+1) 3rd: claira u d i e n c e / c l a i rvoya n c e ,
  daylight, dispel magic, magic vestment, pra ye r, searing
  light; (4+1) 4th: discern lies, divination, holy smite ,
  res to ration, to n g u es; (3+1) 5th: commune, dispel ev i l ,
  h a l l l ow, true seeing; (3+1) 6th level: blade barrier, find
  the path, planar ally, wo rd of recall; (2+1) 7th leve l :
  holy wo rd, re g e n e ra te, res u r re c t i o n .
  SIR DEALAND MEREDO,
  KNIGHT OF MORNING
  Dealand Merendo has spent his entire life fighting
  for truth and justice. The youngest of three brothers ,
  Dealand followed in his elder brother’s footsteps —
  becoming a knight. He and his eldest brother trained
  t o g e t h e r, both becoming skilled in the arts of war and
  p e rsonal combat. But there was something missing in
  Dealand’s life; something combat and glory could not
  p r ovide. He turned to his other brother, a priest in
  training, for the teachings of truth, kindness and com-
  passion. Together they studied philosophy, medicine
  and ancient history.
  Dealand’s dual training made him a prime candidate
  for a place among the legendary Knights of Morning, a
  prominent group of Paladins and Clerics, dedicated to
  s e rving the crown and the church. He embraced this
  commission with zeal and determination. He was a
  true knight, a man with purpose and strength, and the
  people loved him.
  To d ay, in his waning ye a rs, Dealand has again fol-
  l owed his brothers’ example. He became one of a select
  few members of the Phoenix Conclave. He has dedicat-
  ed his remaining ye a rs to their cause, acting as mentor
  and trainer for initiates into the society.
  Dealand Mere d o : Human Pal 10; SZ M (humanoid); HD
  10 d 10 + 30; hp 98; Init +0; Spd 20 ft.; AC 24 (+2 plate
  mail, +2 large metal shield); Atks +1 longswo rd + 14 / + 9
  (1d8+4); SA Spells, detect evil, divine grace, lay on
  hands, aura of courage, smite evil, re m ove disease, spe-
  cial mount, turn undead; SV Fo rt +10, Ref +3, Will +4;
  Str 17, Dex 10, Con 16, Int 12, Wis 13, Cha 15; AL LG .
  Skills: Concentration +8, Diplomacy +7, Handle Animal
  +6, Heal +7, Knowledge (wa rf a re) +7, Know l e d g e
  ( Religion) +7, Ride +8, Spot +7. Fe ats: Cleave, Gre at
  C l e ave, Mounted Combat, Power Attack, Ride by Atta c k .
  Spells: (2) 1st: bless, detect poison (1) 2nd: shield other.
  Way f a rer (Pa l a d i n ’s Mount): SZ L (Animal); HD
  8 d 8 + 12; hp 57; Init +1; Spd 50 ft.; AC 17 (–1 size, +1
  D ex, +7 nat u ral); Atks 2 hooves +6 (1d6+5), bite +1
  (1d4+5); Fa c e / Reach: 5 ft. by 10 ft. by 5 ft; SQ scent,
  i m p roved evasion, share spells, share saving throws ,
  e m p athic link; SV Fo rt +4, Ref +3, Will +4; Str 20 ,
  D ex 13, Con 17, Int 7, Wis 13, Cha 7; AL LG. Skills:
  L i s ten +7, Spot +7.
  THE KNIGHTS OF MORNING
  The Knights of Morning are an order dedicated to
  protecting the weak and opposing evil in all its va r i o u s
  forms. They provide military support to castles and
  keeps along the kingdoms borders as well as patrol all
  of the major trade routes and highways .
  Founded nearly a thousand ye a rs ago, the knight-
  hood has served the land with steadfast loya l t y, devo-
  tion, and honor. Many of its members have gone on to
  rule various regions of the kingdom, and in two cases
  m e m b e rs have actually become king. The order main-
  tains a high level of tradition and is known throughout
  the land as honorable, fair and just. The knighthood is
  the bane of evil forces eve ry wh e r e .
  The majority of the knights who belong to this order
  are paladins, though a few are clerics and fewer still or
  f i g h t e rs or rangers. Though there are no level require-
  ments to becoming a Knight of Morning, members are
  u s u a l ly selected after performing a series of heroic
  deeds. Any knight may bestow the honor upon anoth-
  er who he deems wo r t hy of the office. The initiate then
  spends a night vigil, asking for guidance from his deity
  and strength to bear the burden of the charge he is
  about to accept. Becoming a Knight of Morning is a
  serious responsibility — it should not be taken lightly.
  6
  BA N N E D F R O M EV I L
  
  E V I L
  SIR BARRIUN, KNIGHT OF MORNING
  The firstborn of a poor family, Barriun became a
  ward of the king when his parents lost their farm. As a
  ward, he relegated to the task of managing the king’s
  stables, caring for horses, and cleaning their stalls.
  O ver the ye a rs, Barriun became a skilled animal han-
  dler and trainer.
  One morning, while riding with the queen’s small
  entourage, Barriun earned his title. An orc war band
  a tt a c ked the small group, taking the knights by sur-
  prise. The knights were ove r whelmed and only
  B a r r i u n’s quick thinking saved the queen from certain
  capture. Barriun, firing his bow from the saddle, killed
  the orc dragging the queen from her horse. He pulled
  her onto his own and spirited her away. The queen
  s p o ke highly of his brave ry, and the king rewa r d e d
  Barriun with knighthood.
  As the ye a rs passed, Barriun became a we l l - r e s p e c t-
  ed knight. He was a hero of the people, a poor man wh o
  rose to a lofty station through courage and va l o r.
  Despite his fortune, Barriun never forgot his roots. He
  is the founder of an orphanage named the First House.
  He remains fast friends with the queen, and the two
  ride horses together from time to time.
  SISTERS OF DUST
  The Sisters of Dust are a necromantic society com-
  prised entirely of women. The name stems from their
  quest for knowledge — sometimes from ancient
  sources —  lost in the dusts of time. They believe that
  o n ly women — bearers of life — can truly unders t a n d
  the meaning of death. Their goal is to study the dead in
  order to gain a greater knowledge of healing the living.
  Their numbers are comprised almost entirely of wiz-
  ards, clerics, and sorcerers, but they will not close the
  door on any woman seeking the truth.
  Initiates must show a wo rking knowledge of anato-
  my and general medicine, as well as a genuine desire to
  learn. If they meet these criteria, they will gain all the
  privileges of membership: arcane training, access to
  t exts and scrolls, tutelage, and financial resources to
  continue training. In exchange, the initiate must ke e p
  the society’s existence a secret and pledge to learn all
  she can of medicine, healing, and surg e ry.
  M e m b e rs meet in secret for lectures or conve n t i o n s
  in secluded libraries, classrooms, inns or even aban-
  doned dungeons or ruins. They maintain frequent con-
  tact through encoded messages and numerous contacts
  — booksellers, exotic dealers, innke e p e rs, sages,
  scribes, midwives and the like. They strive to keep the
  society hidden from the outside wo rld, afraid that their
  studies of necromancy would be mistaken for dark
  deeds and villainy.
  During times of great need the society may reve a l
  itself to persons outside of the society in order to com-
  bat a disaster. Plagues, wa rs, earthquakes and the like
  will draw these healers out in numbers as they strive to
  use their gifts to save lives and end suffering.
  O c c a s i o n a l ly, if the need is great, the Sisters will con-
  sult a male practitioner of the arts. The man will be
  treated as a novice or a new initiate might be treated,
  unless he proves himself of great knowledge and abili-
  t y. There has never been a male member.
  L A DY CHISA
  L a dy Chisa was born to wealth and privilege. Her
  father was a member of the king’s court, a trusted advi-
  sor and important diplomat. She tutored with the
  king’s own children as she grew up, and was one of the
  q u e e n’s handmaidens during her adolescent ye a rs .
  N o b o dy could have guessed the path she would eve n-
  t u a l ly choose for hers e l f.
  Chisa grew up with a secret fascination with death.
  She longed to understand the connection between the
  living and the dead — between this life and the after-
  life. Chisa sought to gain knowledge about life through
  death and became a secret student of the necromantic
  arts. She studied any texts she could find and practiced
  those arts when possible, seeing the effects of sunlight
  on plants, lack of water on animals, etc. Eve n t u a l ly, the
  old bookseller who she purchased her texts from dis-
  c overed her secret love for the arts. The bookseller
  found the young woman intriguing, and introduced
  Chisa to a woman that would change her life.
  Donella belonged to the Sisters of Dust. She wa s
  astounded by the amount of knowledge Chisa was able
  to learn on her own, and quickly initiated the yo u n g
  n o b l e woman into the ranks of the society. To g e t h e r, the
  h ave unearthed many useful secrets from times long
  p a s t .
  L a dy Chisa: Human Wiz 3; SZ M (humanoid); HD 3d4;
  hp 15; Init +1; Spd 30 ft.; AC 11 (+1 Dex); Atks dagg e r
  +1 (1d4); SA Spells, summon familiar; SV Fo rt +1, Re f
  +2, Will +3; Str 11, Dex 13, Con 10, Int 15, Wis 11, Cha
  16; AL NG. Skills: Concentration +7, Diplomacy +5, Heal
  +3, Knowledge (arcana) +9, Spellcraft +9. Fe ats: Dodge,
  Maximize Spell, Scribe Scroll, Spell Focus (necro m a n c y ) .
  Spells: (4) 0: arcane mark, detect magic, disrupt undead,
  read magic; (3) 1st: chill touch, mage armor, ray of enfee-
  blement; (2) 2nd: darkness, spectral hand.
  BA N N E D F R O M EV I L
  7
  
  E V I L
  BASIMA, ROGUE
  Basima successfully pinched her first purse at age
  six, and so began a long sordid career in the street skills
  of thieve ry. Raised with meager funds, the small girl
  was the middle of five children in an ove r ex t e n d e d
  f a m i ly living on the edge of town. The family was of
  good moral nature, but the middle child had grander
  dreams (some would say schemes) for her future. She
  left town with a traveling carnival when she was bare-
  ly a teen.
  In the bustling city of Tr a n a - l a r, the young girl plied
  her tricks and increased her skills. So quick were her
  f i n g e rs that one barely saw a movement of skin or
  clothing when she picked a pocket. It was usually much
  later that the victim would discover their coinpurs e
  m i s s i n g.
  C l o s e ly watching from the darkness, a pair green
  eyes tracked Basima’s progress and noted her grow t h
  with satisfaction. The day came when she was picking
  the pocket of an unsuspecting drunken lout. A light-
  ning quick hand shot out and grabbed her wrist. A dev-
  ilish smile grinned at her as the alcohol-glaze faded
  from his emerald green eye gaze. It takes a thief to
  catch a thief.
  Jetur took Basima back to his shanty and began her
  indoctrination into the local guild. She was his most
  promising student in all the ye a rs he had been teach-
  i n g. Under his guidance, she grew fast, silent and effi-
  cient. She had no reservation about stealing from
  young or old, rich or poor. Soon her skills grew enough
  for Jetur to release her from apprenticeship.
  B as i m a : Human Rog 1; SZ M (humanoid); HD 1d6+1;
  hp 7; Init +4; Spd 30 ft.; AC 16 (+4 Dex, +2 leather
  a r m o r); Atks 2 short swo rds +2 (1d6), light cro s s b ow
  +4 (1d8); SV Fo rt +1, Ref +6, Will +0; Str 14, Dex 18 ,
  Con 13, Int 13, Wis 11, Cha 13; AL NG. Skills: Appra i s e
  +4, Bluff +4, Climb +3, Diplomacy +3, Disable Dev i c e
  +6, Escape Artist +5, Gather Information +5, Hide +8,
  L i s ten +2, Move Silently +8, Open Lock +8, Search +6,
  S p ot +4. Fe ats: Ambidex te r i ty, Two Weapon Fi g h t i n g .
  R EYLNE, JESTER
  Reylne was an energetic child who always wanted to
  be the center of attention. Juggling and dancing
  became her favorite pastimes as she grew up. Her par-
  ents would sometimes take her out to the market with
  them while they sold vegetables from the fields. Rey l n e
  would perform at their booth and earn a couple of ex t r a
  coins for the household. She deeply loved her family,
  but the call of the stage was ve ry strong. Her father
  s aved a handful of coins from the booth at the marke t
  for his beloved daughter. As her sixteenth birthing day
  gift, hr father gave her enough money to go out and
  seek her fortune. This was all the encouragement
  Reylne needed to begin her adve n t u r e .
  Her travels took her to the crown city of Gezaa,
  where she drew the attention of the court during a
  spring harvest celebration. Her dance to the goddess of
  the harvest drew many admiring eyes, including the
  c r own prince. She was summoned to perform for the
  king and his counselors barely a week after the spring
  h a rvest. She soon became the foremost entertainer in
  the king’s castle. Her dreams were fulfilled.
  Rey l n e : Human Rog 3; SZ M (humanoid); HD 3d6; 12
  hp; Init +4; Spd 30 ft.; AC 14 (+4 Dex) Atks 2 dagg e rs
  +2 (1d4); SA Sneak attack +2d6, evasion, uncanny
  dodge; SV Fo rt +1, Ref +7, Will +1; Str 14, Dex 18, Con
  10, Int 14, Wis 11, Cha 13; AL NG. Skills: Appraise +4,
  Balance +8, Bluff +6, Climb +6, Diplomacy +5, Escape
  A rtist +6, Gather Information +5, Hide +8, Listen +5,
  M ove Silently +8, Pe rform +8, Search +8, Spot +6.
  Fe ats: Ambidex te r i ty, Dodge, Two Weapon Fi g h t i n g .
  MALDERK, BA R D
  M a l d e rk is a young man of handsome features and
  striking smile. He belongs to the Fireside Singers, a
  local group of wandering Bards. Many of his songs tell
  tales of the brave ry and fortitude of their king. One
  evening, a local commander heard him sing and hired
  him for a peculiar performance — on the batt l e f i e l d .
  Through the power of his voice and the striking wo r d s
  of his song, he was able to stir the spirits of soldiers
  before battle. Many noblemen started to request his
  s e rvices before a battle to bolster the spirit of the
  t r o o p s .
  Singing of tales of grandeur and glory in battle we r e
  but one of his skills. Malderk was also quite the ladies
  man, and had been known to spin quite the romantic
  tale to woo a girl. Unfortunately for Malderk, he wo o e d
  the wrong girl and ended up on the dangerous end of a
  s word. After many apologies, he ended up owing a debt
  to the nobleman whose lady he had romanced. The
  debt was quite clearly stated, but he was told that he
  b e tter be available to pay when the time came.
  M a l d e rk decided that it would be in his best interests
  to seek employment in another city. Using his charm,
  he talked himself into a caravan headed north, to the
  city of Katrema. Malderk became ve ry popular as he
  sang tales of the ladies who never said no and the lords
  who swung mighty swords for their king.
  8
  BA N N E D F R O M EV I L
  
  E V I L
  M a l d e r k : Human Brd 3; SZ M (humanoid); HD 3d6;
  hp 14; Init +0; Spd 30 ft.; AC 10; Atks rapier +2 (1d6);
  SQ bardic music, bardic knowledge; SV Fo rt +1, Ref +3,
  Will +3; Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 18 ;
  AL NG. Skills: Appraise +2, Bluff +8, Diplomacy +7,
  Disguise +7, Escape Artist +2, Gather Information +7,
  Hide +2, Listen +2, Pe rform +7, Sense Mot i ve +2, Use
  Magic Devise +7. Fe ats: Maximize Spell, Run, Still Spell;
  Spells: (6) 0 level; (3+1) 1st leve l .
  KRELL, ASSASSIN
  Krell is a cold man, not just his skin, but his heart as
  well. His family abandoned him when he was but a lad
  of ten, when his mother had discovered him choking
  his younger brother to death over a toy. Living on the
  streets did nothing for his temperament, though it
  taught him the skills of surv i val and detachment. He
  learned how to use a dagger with such finesse that he
  became the env y, and the scourge, of the other street
  u r c h i n s .
  Krell made his first kill when he was twe l ve. It wa s
  simple and swift; the other child never knew he wa s
  there until he gazed up at his killer from the ground,
  with warm blood draining from his throat. He didn’ t
  laugh or cry or even smile. Krell simply wiped the blade
  clean. It was a job and he was training for it. He intend-
  ed to be the best. The time for smiling was when the
  knife was hidden away and he could raise a pint with
  his mates.
  As he grew older, his self-styled training methods
  took him to larg e r, stronger, more difficult prey. His
  final test was killing the queen of the city as she slept
  beside the king. Krell made it out of the city long before
  a nyone realized she was dead. It was not something he
  b r a gged about, but he left a token behind to prove his
  kill. This token, a blood-dipped gold piece, became his
  signature — one future employe rs would learn to
  respect — and potential victims would fear.
  K re l l : Human Rog 3/Asn 10; SZ M (humanoid); HD 3d6
  + 10d6; hp 51; Init +4; Spd 30 ft.; AC 14 (+4 Dex) At k s
  2 dagg e rs (1d4+2); SA Sneak attack +5d6, evas i o n ,
  u n c a n ny dodge, death attack, poison use, +5 save vs .
  poison; SV Fo rt +3, Ref +11, Will +4; Str 11 Dex 18, Con
  11 Int 14, Wis 11, Cha 12; AL NE. Skills: Appraise +14 ,
  Balance +13, Bluff +13 Climb +16, Disguise +16, Escape
  A rtist +16, Hide +15, Listen +14, Move Silently +12 ,
  S e a rch +8, Spot +8; Fe ats: Ambidex te r i ty, Alert n es s ,
  Dodge, Lightning Re f l exes, Mobility, Two We a p o n
  Fighting; Spells: (3) 1st: change self, obscuring mist,
  spider climb (3) 2nd: alter self, darkness, pass without a
  t race; (2) 3rd: inv i s i b i l i ty, nondetection; (1) 4th: poison.
  LEARME, DRUID
  Learme is a man who can almost always be found
  outside, amongst the trees and shrubs of the forest. So
  a ttuned is he to the movement and sounds of the
  woods, it is as if he had becomes a part of them. As a
  child, he lived alone in a grand forest with his mother
  — a wood elf who never spoke of his father. His moth-
  er raised him in the elven way. He learned to appreci-
  ate, revere, and wo rship nature and the gods of the
  forest. After his mother’s death, he remained in the
  forest with his woodland companions. The closest of
  these was a hawk he called Red Feather. Learme has no
  ave rsion to others of his kind; he simply prefers to
  reside alone in the forest.
  His mother’s most precious gift was imparting the
  k n owledge of the druid arts to her son. Learme spends
  most nights practicing his arts with the material he
  g a t h e rs during the day. Red Feather provides him with
  a bit of protection by giving early warning of strangers
  approaching his home. Learme does not shy away from
  v i s i t o rs, and his skills have earned him some fame in
  the surrounding regions. It is not unusual for a city
  d weller or two to make the trip to his grove for advice
  or to seek medicine once eve ry week or so.
  Learme has never turned away any who have come
  to him for help. His mother insisted that it was his duty
  to share his skills of healing for that is a way of honor-
  ing the gods. Many who come to him bring him food
  and tools from the city as payment. Most of these items
  are just stored away or given to others who visit in the
  future. Learme is able to live off the land and has no
  need of the city dwe l l e rs tools, food or even money. The
  fortune of nature smiles upon him and the forest pro-
  vides all he needs.
  L e a r m e : Half-Elf Dru 3; SZ M (humanoid); HD 3d8; hp
  18; Init +1; Spd 30 ft.; AC 14 (+1 Dex, +3 hide armor)
  Atks quarte rs taff +2 (1d6); SA Spells, nat u re sense,
  animal companion, woodland stride, tra c k l ess ste p ;
  SQ immune to sleep, +2 save vs. enchantment, low l i g h t
  vision; SV Fo rt +3, Ref +1, Will +3; Str 10, Dex 13 ,
  Con 10, Int 11, Wis 14, Cha 14; AL NG. Skills: Animal
  E m p at hy +4, Concentration +2, Heal +6, Know l e d g e
  ( N at u re) +6, Wi l d e r n ess Lore +6; Fe ats: Dodge,
  M o b i l i ty; Spells: (4) 0: cre a te wa te r, detect magic, purify
  food and drink, read magic; (3) 1st: animal friendship,
  e n tangle, goodberry; (2) 2nd: flameblade, summon swa r m .
  Red Fe at h e r : H awk; SZ T (animal); HD 1d8; hp 8; Init
  +3; Spd 10 ft., 60 ft. fly; AC 17 (+3 Dex, +2 Nat u ra l ,
  +2 Size); Atks Claws +5 melee (1d4-2); Fa c e / Reach: 2-
  1/2ft. by 2-1/2ft. by 0 ft.; SV: Fo rt +2, Ref +5, Will +2;
  BA N N E D F R O M EV I L
  9
  
  E V I L
  Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; AL N. Skills:
  L i s ten +6, Spot +6. Fe ats: Weapon Fi n esse (claws ) .
  NAIMI, FIGHTER
  Naimi is a woman without a past. She cannot
  remember anything before two ye a rs ago, when she
  wo ke in the mud with a sword in her hand and tatt e r e d
  armor covering her torso. All around her were the rem-
  nants of a battle — bodies and weapons littered the
  ground eve ry where she looked. The only reason she
  knew her name was from the etching upon the swo r d
  in her hand — at least she hoped that was her name.
  The weapon felt at home in her fist, as if she we r e
  born to carry steel. The blade was as an extension of
  h e rs e l f- she knew how to use it well. Naimi wa n d e r e d
  the land, in search of anything that she might recog-
  nize from her past. Thus far, nothing has jarred her
  m e m o ry. To earn money, for food and shelter, she wo u l d
  volunteer for guard duty on caravans. This not only
  kept her fed, but allowed her to travel and seek her
  p a s t .
  N a i m i : Human Ftr 3; SZ M (humanoid); HD 3d10; hp
  22; Init +9; Spd 30 ft.; AC 19 (+4 Dex, +5 chainmail) ;
  Atks longswo rd +3 (1d8); SV Fo rt +4, Ref +4, Will +0;
  Str 16, Dex 17, Con 13, Int 12, Wis 9, Cha 13; AL CG.
  Skills: Intimidate +5, Jump +3, Pro f ession (Merc e n a r y )
  +5, Spot +1. Fe ats: Cleave, Improved Initiat i ve, Powe r
  Atta c k .
  R E A F, WIZARD
  Reaf is a short man with only one hand. A black wo l f
  bit off his right hand when he was in the woods gath-
  ering roots and grubs for a potion he was concocting.
  The starving wolf would have taken more than his
  hand had Reaf not been wearing a ring of animal
  friendship on his other hand. After uttering the com-
  mand word, the creature became his fast friend. The
  wolf, whom he calls Righty, is now his constant com-
  panion. Righty acts as protector as well as his retrieve r
  ( Reaf is notoriously lazy). Frequently, the animal is
  seen sitting next to its master with his tongue lolling
  s t u p i d ly out of his mouth.
  Reaf is a man of few morals who creates potions and
  poisons for wh o m ever pays. His spells have a tendency
  to go aw ry, unfortunately, mostly due to laziness and
  ineptitude. Sometimes, Reaf hires on with an unawa r e
  a d venturing party as a spell caster, at least until they
  d i s c over his true powe r. Of course, Righty insists on
  t r aveling with his master, much to the concern of the
  p a r t y. So far, no one has turned up missing.
  Reaf is quite content to tinker about in shoddy inn
  rooms testing out new spells or concoctions he has cre-
  ated. He usually leaves many holes, dents, and burn
  m a rks on the walls as testament to his skill in the
  arcane arts.
  Re a f : Human Wiz 3; SZ M (humanoid); HD 3d4; hp 15 ;
  Init +0; Spd 30 ft.; AC 10; Atks dagger +1 (1d4);
  SA Spells, Summon Familiar; SQ ring of animal friendship;
  SV Fo rt +1, Ref +2, Will +3; Str 11, Dex 11, Con 10 ,
  Int 15, Wis 10, Cha 10; AL NE. Skills: Concentration +8,
  C raft (brewing)+8, Knowledge (nat u re) +8, Spellcra f t
  +6. Fe ats: Brew Potion, Dodge, Improved Initiat i ve ,
  Scribe Scroll. Spells: (4) 0: detect magic, dancing lights,
  f l a re, pres t i d i g i tation; (3) 1st: gre ase, ray of enfeeblement,
  ventriloquism; (2) 2nd: lev i ta te, summon swa r m .
  R i g h ty : Wolf; SZ M (animal); HD 4d10+8; hp 32; Init
  +6; Spd 50 ft.; AC 13 (+1 Dex, +2 Nat u ral); Atks Bite
  +3 (1d6+4); Fa c e / Reach: 5 ft.; SQ Scent; SV: Fo rt +6,
  Ref +6, Will +3; Str 17, Dex 15. Con 15, Int 10, Wis 14 ,
  Cha 10; AL N. Skills: Hide +6, Listen +9, Move Silently
  +8, Spot +9, Wi l d e r n ess Lore +2. Fe ats: Alert n es s ,
  I m p roved Initiat i ve .
  FALA AND WREN (TWINS)
  Fala and Wren are twins separated at birth. Their
  parents were nobles who had been forewarned that any
  children they had would betray the kingdom. Unable to
  harm their own children, they exiled them. The daugh-
  t e r, Fala, was sent to the eastern shores of Paluan, to a
  small fishing village, where a fisherman’s wife raised
  h e r. Wren, the boy, was sent to the western mountains
  to live amongst, and be trained by, the warrior clan that
  l i ved there.
  The children were unaware they were twins, and
  grew up with no knowledge of their real family. Fala
  grew up beautiful, charismatic and brilliant — a fish-
  e r m a n’s daughter with a grace that outstrips any lady
  of the court. On the other side of the land, Wr e n
  learned all the finer points of combat. He grew up
  strong and fast — a warrior among wa r r i o rs .
  Fa l a : Human Ari 2; SZ M (humanoid); HD 2d8; hp 12 ;
  Init +4; Spd 30 ft.; AC 10; Atks Melee +1 (1d3 subdual,
  unarmed); SV Fo rt +0, Ref +4, Will +5; Str 10, Dex 17,
  Con 10, Int 13, Wis 12, Cha 18; AL LG. Skills: Bluff +7,
  Diplomacy +8, Gather Information +8, Innuendo +8,
  K n owledge (local) +6, Pe rform +6, Spot +4. Fe ats :
  Dodge, Mobility.
  BA N N E D F R O M EV I L
  1 0
  
  E V I L
  Wre n : Human Ftr 4; SZ M (humanoid); HD 4d10; hp 29 ;
  Init +7; Spd 30 ft.; AC 17 (+2 Dex, +5 chainmail) ;
  Atks longswo rd +4 (1d8+3); SV Fo rt +6, Ref +5, Wi l l
  +2; Str 15, Dex 15, Con 14, Int 12, Wis 10, Cha 14; AL
  LG. Skills: Intimidate +4, Jump +4, Pro f ession (Soldier)
  +3, Spot +2. Fe ats: Blind Fight, Combat Re f l exes ,
  E n d u rance, Improved Initiat i ve, Power Attack, Quick Draw.
  PALM OF ZADEH
  We are the Orb of Light, a religious group opposed
  to eve rything evil. We are a devout, pious group. We
  b e l i eve in own our cause more than money or powe r.
  M a ny of our members are above corruption. Some call
  us the fanatical type, willing to throwing ours e l ves into
  danger rather than let an innocent suffer. Call us wh a t
  you will, we will not stand by while the Palm of Zadeh
  d e s t r oys the wo rl d .
  This story, is about our enemy and you would do
  well to listen.
  In a seemingly abandoned pile of stones, once
  k n own as Narias’ Keep, lies a great threat to the
  denizens of your wo rld. The members of the Palm of
  Zadeh are preparing to bring ruin and a thousand ye a rs
  of despair down upon all of the races. This small, ye t
  p owerful group of spellcasters have pooled their talents
  and information to free the demon Zadeh from his
  prison, and through him, control the wo rl d .
  The five wizards, Skaur, Madrinor, Alain the Re d ,
  Tericus the Mad, and Calim-Kal formed the cabal in a
  sacred ritual four ye a rs ago. They have grown in powe r
  ex p o n e n t i a l ly since their pact and their quest is near-
  ing an end.
  From the beginning, their goal was to acquire the
  Fire Dagg e rs of Sal-Cheyn. When brought together
  these dagg e rs release a powerful demon named Zadeh.
  Trapped in an extraplanar prison realm, the dagg e rs
  pierce through the shadow veil and rip Zadeh from his
  o u b l i e tte. Skaur leads the group. He is the most intelli-
  gent, and knows much about Zadeh’s plan for the
  wo rld. It is our fear that they have some of these dag-
  g e rs. They are one step from destroying eve ry t h i n g.
  Each of the wizards of the cabal has his own special-
  t y, and Skaur hand-chose them all. Originally Skaur
  and Madrinor were the founders, using Madrinor’s
  base of loyal followe rs to extort, influence, and control.
  Alain the Red was recruited for his powe rs of scry i n g
  and divining. This has allowed the Cabal unlimited
  access to information which they would normally have
  spent ye a rs purs u i n g.
  The inclusion of Calim-Kal, a known master trap-
  m a ker and abjurist, means they are afraid of intruders
  and their sinister acts grow more depraved and rev i l e d .
  In their secret keep they can accomplish any t h i n g ,
  remaining unchecked. We are unsure why Tericus the
  Mad joined the cabal. He is unhinged and violent, but
  he wields fantastic power and fearsome on eve ry leve l .
  C u r r e n t ly we know that the Palm of Zadeh has near-
  ly 100 followe rs, agents, collaborators and allied crea-
  tures, wo rking for them on a regular basis. These peo-
  ple all serve a purpose to Palm, whether it is informa-
  tion gathering, protection, or the day- t o - d ay operations
  of a simple servant. The most numerous of these sec-
  tions are, or course, the information gatherers. This is
  f o l l owed by closely by the guardians and the serva n t s .
  A breakdown of their organization would be immense,
  boring, and would take hours to explain. It only further
  verifies that Skaur and Madrinor are highly intelligent
  and should never be underestimated.
  It is known that Madrinor sent his agents out in
  search of clues that would lead them to the Fire
  D a gg e rs of Sal-Cheyn. They are wily and roguish men,
  c o m p l e t e ly loyal to Madrinor and the Palm of Zadeh.
  We have heard rumors that the agents have acquired
  the second of the Fire Dagg e rs of Sal-Cheyn, and are
  well on the way to acquiring yet another of the five. If
  t h ey are succeed, all hope is lost.
  The Fire Dagg e rs of Sal-Cheyn are powerful magical
  items, not to be mistaken for simple fighting we a p o n s .
  Each holds within powerful magic and guarded secrets
  of the prison realm of Balak. The dagg e rs va ry in abili-
  t y, making them unique and dangerous. We know of
  the fourth dagg e r, “wicke d.” It was the first dagger the
  cabal found. Our research shows it drains the blood
  from the body, slowly and painfully, reducing a victim
  to a desiccated husk.
  Guarding the outlying lands of the Keep is a small
  tribe of goblins, the Fingerg n awe rs, who are wh o l ly
  l oyal to the order. They act as scouts, as well as an early
  warning in case of attack. Several agents were sent into
  the area in an attempt to disperse the goblins, or find
  ways around them to the keep, but all our exc u rs i o n s
  met with failure. It seems that the shaman who leads
  the goblins wields powerful magic. Alone, he was able
  to drive off six agents.
  The actual guards of the Keep are lead by a powe r f u l
  m e r c e n a ry named Ka’alan. He and his men patrol the
  immediate mile around the keep. The guards number
  20 to 25. It is presumed that they are good fighters
  based on reports of their dress and equipment. They are
  m o s t ly rangers and fighters, with a few rogues in their
  m i d s t .
  BA N N E D F R O M EV I L
  1 1
  
  E V I L
  Since getting to the Keep is a trying task, we have
  resorted to sending in a spy. Presently, one agent is
  inside, Nys s a lyn of Ursuun. What she found there wa s
  quite a frightening sight.
  There are close to 20 servants living there simply to
  a ttend to the wizards needs. Servants who stand out or
  speak up disappear for days at a time. They return with
  a ve ry quiet demeanor, and no longer cause trouble.
  E ve ry day after the morning meal they are made to
  a ttend chapel, where Skaur or a priest of Zadeh leads
  them in wo rship. Nys s a lyn claims the services are ter-
  rifying to watch. She could not repeat what she saw,
  and we did not ask.
  These conditions make it our duty to rescue these
  poor peasants as soon as possible. It is Nys s a ly n’s obser-
  vation that if the Keep is assailed, the servants wo u l d
  flee rather than fight for their ove rlord masters .
  We have been unable to scry their defenses. We can
  o n ly guess at what Calim-Kal created for the Ke e p .
  Based upon some of his previous wo rks, it will no
  doubt cost many lives to get in their doors. Our records
  s h ow he goes to great lengths to secure a perimeter.
  Alarm and summoning spells are combine to summon
  s everal small creatures to attack in close quarters. False
  flagstones crumbling away into nothingness or pits
  filled with Aberrations are among his favorite traps.
  There is rumor of a thief who stepped on a false pres-
  sure plate and starved to death trying to find a way off
  of it. I pray it is untrue.
  If for some reason that you unable to destroy the
  Cabal or recapture the Fire Dagg e rs of Sal-Cheyn, try to
  escape. The Orb of Light is grateful for knowledge yo u
  ascertain about the Keep. All of our blessings go with
  you. Be steadfast and wa ry of the evil that lies ahead
  of yo u .
  MADRINOR THE ENCHANTER
  Trained by the famed enchanter, Dominique of
  Tr avois, Madrionor grew to fame through his exo t i c
  potions and amulets. He sold his services in many king-
  doms and lands, gathering followe rs and assistants eas-
  i ly. As he grew older, Madrinor hired out adve n t u r e rs
  and rogues to gather his components for him. His cof-
  f e rs quickly filled with varied items and gold. This
  exorbitant wealth would help fund what was to come
  later in his life.
  M a ny ye a rs later, Skaur approached Madrinor and
  the two struck a bargain to free the demon, Zadeh, to
  usurp his power for themselves. Madrinor prove d
  i nvaluable to the Palm, and provided magical items and
  e l i x i rs as the need arose. His aloof nature buffered him
  from the true repercussions of the Palm’s actions and
  direction, leaving him free to indulge his nefarious and
  reckless plots.
  Madrinor is charming when he wants to be, and he
  uses this to his advantage when negotiating with Skaur
  or the rest of the cabal. He knows many of his follow-
  e rs would willing die for him; the cabal members have
  their own motives, howeve r, so he keeps his men’s loy-
  alty quiet and bides his time. His ultimate goal is to use
  the cabal to free Zadeh and capture the demon’s powe r
  for himself.
  Madrinor the Enchante r : Human Wiz 9; SZ M
  ( humanoid); HD 9d4+18; hp 36; Init +0; Spd 30 ft.;
  AC 13 (Dex –1, amulet of natural armor +2, bracers of
  armor +2); Atks +2 dagger +4 (1d4+2); SA Spells; SQ
  i ron bands of billaro, cube of force, wand of burning hands
  ( 20 charg es) potion of fire breath, potion of cure modera te
  wo u n d s ; SV Fo rt +5, Ref +4, Will +8; Str 10, Dex 8, Con
  14, Int 20, Wis 13, Cha 16; AL NE. Skills: Alchemy +17,
  C o n c e n t ration +14, Diplomacy +9, Knowledge (arc a n a )
  + 17, Knowledge (planes) +13, Knowledge (religion) +15 ,
  Scry +17, Search +8, Spellcraft +17. Fe ats: Brew Pot i o n
  ( b o nus), Craft Wo n d rous Item, Maximize Spell, Scribe
  S c roll, Spell Focus (Enchantment), Spell Mas tery (5),
  Ty ra n t .
  S K AU R
  Skaur was once a good man, and a carefree dun-
  g e o n e e r. He explored many old locations with his
  friends in search of magic and treasure, until he
  acquired a magical headband. It granted him great
  intellectual powe r, but soon he began to hear vo i c e s
  and turned away from his friends to research
  d e m o n o l o gy. The devil known as Zadeh influenced his
  thoughts, pushing him into pursuing evil acts. His life
  goal quickly became freeing Zadeh, and attaining the
  magical power needed to do so. With Zadeh’s help,
  Skaur picked each member of the cabal with his goal in
  mind, and has created quite the magical team. He has
  all the firepowe r, magical items, security, and informa-
  tion needed to seek out and acquire the daggers of the
  p l a n e s .
  On the outside, Skaur seems a ve ry simple and
  focused man. Eve ry fiber of his being is devoted to
  bringing Zadeh into the wo rld, and he’ll do any t h i n g ,
  and lie to anyone to complete that act. On the inside
  h oweve r, he is strugg l i n g. When his body becomes
  exhausted, his original traits surface and fight the con-
  trol placed over him. Sadly, his original personality is
  too weak, is amongst the enemy, and would have no
  a l ly within 100 miles. All he can do is watch more ev i l
  unfold before his eye s .
  BA N N E D F R O M EV I L
  1 2
  
  E V I L
  S ka u r : Human Wiz 9; SZ M (humanoid); HD 9d4+9;
  hp 32; Init +0; Spd 30 ft.; AC 14 (ring of pro tection +4) ;
  Atks unholy dagger +6 (1d4+2, +2d6 to good), or l i g h t
  c ro s s b ow of shock +4 (1d8+1d6); SA Spells; SQ c l o a k
  of res i s tance +3, cursed headband of intelligence +6; S V
  Fo rt +7, Ref +6, Will +11; Str 10, Dex 10, Con 13, Int
  26 * , Wis 14, Cha 16; AL LE (originally LG). Skills: Alchemy
  + 13, Bluff +9, Concentration +13, Diplomacy +9,
  I n t i m i d ate +7, Knowledge (arcana) +19, Know l e d g e
  (the Planes) +20, Knowledge (demonology) +20 ,
  S e a rch +14, Spellcraft +20, Spot +8. Fe ats: Combat
  C asting, Empower spell, Extend Spell, Scribe Scro l l ,
  Spell Focus (conjuration), Spell Mas tery (7), To u g h n es s .
  TERICUS THE MAD
  Tericus is a complete mys t e ry to the cabal. He simply
  appeared one day and pledged his services to Skaur.
  None of the other Cabal members know the details, but
  Skaur swe a rs that he is loyal to the cause. Alain learned
  that his past was mired with violence and his tactics
  were swift and merciless. Most eve ryone keeps an eye
  on him just to be safe.
  Tericus is completely mad. His actions are unex-
  plainable, and he apparently speaks to someone called
  “the Serpent.” Whether it’s a voice in his head or a real
  p ower is as yet unknown. He acts like a child with
  great powe r, almost as if he were spoiled by unseen
  parents. When placed in dangerous situations, howev-
  e r, Tericus reacts with terrible violence, leaving a wa ke
  of destruction. He was “accidentally” locked in the
  Keep’s dungeons once. Out of frustration, he blew the
  ceiling off the keep and into the courtyard. Now, all of
  the cabal’s followe rs, and some of the wizards, give him
  a wide berth when he passes. When not wo rking, he
  spends his time locked away in his room. Screams of
  pleasure or pain constantly emerge from behind the
  d o o rs, always followed by distinct whimpering and a
  hushed vo i c e .
  Tericus the Mad: Human Wiz 9; SZ M(humanoid); HD
  9 d 4 + 18; hp 49; Init +2; Spd 30 ft.; AC 15 (Dex +2,
  amulet of natural armor +3); Atks +1 quarte r s taff of
  flaming burst +7 (1d6, +1d10 on a critical), or light
  c ro s s b ow mw +7 (1d8); SA Spells; SQ rod of wo n d e r,
  wand of fire b a l l s ; SV Fo rt +5, Ref +5, Will +7; Str 14 ,
  D ex 14, Con 14, Int 18 , Wis 8, Cha 14; AL CE. Skills:
  A l c h e my +14, Climb +6, Concentration +14, Gat h e r
  I n f o r m ation +5, Intimidate +8, Knowledge (arcana) +14 ,
  K n owledge (religion) +14, Search +7, Spellcraft +14 ,
  Swim +5. Fe ats: Combat Casting, Craft Wand, Expert i s e ,
  Scribe Scroll, Spell Focus (evo c ation), Spell Pe n et rat i o n .
  ALAIN THE RED
  Alain joined the group when he scried on Madrinor
  and Skaur and learned of their plans to summon Zadeh.
  He knew the devil’s power could be exploited, crafted
  p owerful magical rods, rings, and wands to warn him of
  t r e a c h e ry, proving to the two his usefulness to the
  cabal. They both recognized his worth and offered him
  a stake in their claim.
  Madrinor is Alain’s closest friend in the group, but
  he distances himself from people in general and most-
  ly keeps himself. His fear of others has driven him to
  isolation, even from his friends. In seclusion, he ke e p s
  close tabs on the wo rld,  using his magic to spy on
  o t h e rs. 
  Alain is completely paranoid. He spends his life fear-
  ful of others, expecting that anyone may want to kill or
  harass him. His fear is irrational. He is a powerful wiz-
  ard, after all. Alain knows that the other members of
  the Cabal don’t trust him, justifying his need to spy on
  them. Eve ry day is a new threat, and he spends most of
  his time scrying the Keep and the surrounding area,
  n e rvous of traitors and people who would bring him
  harm. He sees Zadeh’s freedom as freedom for himself,
  but he’s not sure why …
  Alain the Re d : Human Wiz 9; SZ M (humanoid); HD
  9 d 4 + 18; hp 46; Init +2; Spd 30 ft.; AC 15 (Dex +2,
  amulet of natural armor +1, +2 defending dagger) ;
  Atks +2 defending dagger +2 (1d4-2), or light cro s s b ow
  +7 (1d8); SA Spells; SQ potion of aid, potion of les s e r
  res to ration, potions of cure modera te wounds, amulet of
  n a t u ral armor +1, headband of intellect +2, crys tal ball
  of detect thoughts; SV Fo rt +5, Ref +5, Will +11; Str 7,
  D ex 14, Con 14, Int 22 , Wis 16, Cha 12; AL NE. Skills:
  A l c h e my +12, Diplomacy +7, Knowledge (arcana) +17,
  K n owledge (religion) +14, Knowledge (history) +15 ,
  Scry +17, Search +10, Sense Mot i ve +9, Spellcraft +17,
  S p ot +9. Fe ats: Craft Wo n d rous Item, Expert i s e ,
  Maximize Spell, Run, Scribe Scroll, Skill Focus (scry),
  Spell Focus (divinat i o n ) .
  C A L I M - K A L
  Best known for his skills as a master trapmake r, his
  reputation in the hot desert lands traveled north, alert-
  ing the cabal of the powerful abjurist’s activities. His
  tutor was a prisoner locked in a caliph’s dungeons. The
  t wo were both incarcerated and Calim-Kal learned
  much from his mentor. It was his skill at nav i g a t i n g
  and eve n t u a l ly escaping the dungeon that curiously
  brought Calim-Kal where he is now. Vowing to neve r
  be caught again, he trained with his mysterious master
  until there was nothing else to learn.
  BA N N E D F R O M EV I L
  1 3
  
  E V I L
  Taking what he knew, he built dungeons of his ow n ,
  filling them with traps and monsters. His reputation
  precedes him, and when Skaur approached him for
  wo rk, he readily accepted. Calim-Kal is a brooding man,
  concerned more about possessions and wealth than
  a nything else. He takes pride in his traps, but take s
  refuge in his vast hoard of gold. As Skaur becomes more
  and more obsessed with the freedom of Zadeh, Calim-
  Kal questions his need to be with this cabal. We a l t h
  and power have seduced him, howeve r. Unlike the oth-
  e rs, his cause isn’t as great.
  What he refers to as his keep, is the cabal’s keep. He
  wants to leave now, but sadly, he can’t. It is his greatest
  creation and he feels a bond with its stone wa l l s .
  S e c r e t ly, he hopes someone will find it and navigate its
  traps either to destroy the group (or themselves). He’s
  gone so far as to leak information on the location of the
  ke e p .
  C a l i m - Ka l : Human Wiz 9; SZ M (humanoid); HD
  9 d 4 + 18; hp 40; Init +7; Spd 30 ft.; AC 15 (Dex +3,
  b racers of armor +2); Atks unholy dagger +6 (1d4+2,
  +2d6 to good); SA Spells; SQ ring of the chameleon,
  p o rtable hole; SV Fo rt +5, Ref +8, Will +6; Str 10 ,
  D ex 16, Con 14, Int 20, Wis 10, Cha 12 AL NE. Skills:
  A l c h e my +15, Concentration +12, Craft (tra p m a k i n g )
  + 17, Diplomacy +3, Escape Artist +8, Hide +8,
  K n owledge (arcana) +15, Knowledge (religion) +11 ,
  M ove Silently +8, Spellcraft +17. Fe ats: Alert n ess, Cra f t
  Wo n d rous Item, Expertise, Improved Initiat i ve, Scribe
  S c roll, Spell Focus (abjuration), Spell Mas tery (5).
  M I A H LYN 
  Born into a destitute family, Miahlyn wanted more
  for herself, and the life of a thief beckoned. She we l-
  comed eve ry challenge that came her way, succeeding
  where others failed. Eve n t u a l ly, her thieving ways
  brought her into conflict with the law, forcing her to
  m ove from city to city. She amassed great wealth, eve n
  teaming up with a party of adve n t u r e rs now and again
  to plunder dungeons and tombs. Her charm entranced
  her partners, and she quickly relieved them of their
  treasure. A woman of such esteem does not go unno-
  ticed, and soon enough the wizard Madrinor
  approached her. He offered her large sums of gold to
  find some special magical dagg e rs. So far, he’s pleased
  with her results.
  She doesn’t care what the dagger are for, just that
  Madrinor pays on time.
  M i a h ly n’s main goal in life is to amass the we a l t h
  denied her and her family when she was yo u n g. She
  d o e s n’t have any friends; by her surmise, anyone wo u l d
  b e t r ay her for some gold. She’s adventured with many
  people, but most fell by the wayside, by their inability
  or her hand. She considers Madrinor a good partner
  though, reveling in their business relationship. After
  all, he pays more in gems than most small nations have
  in their coffers .
  M i a h ly n : Human Rog 5; SZ M (humanoid); HD 5d6 +5;
  hp 27; Init +4; Spd 30 ft.; AC 17 (Dex +4, +1 leather
  a r m o r); Atks +1 dagger +4 (1d6+1), or comp short b ow
  mw +8 (1d6); SA sneak attack +3d6, evasion, uncanny
  dodge, traps; SQ cloak of elvenkind, cube of sending; S V
  Fo rt +2, Ref +8, Will +1; Str 10, Dex 18, Con 13, Int
  14 , Wis 10, Cha 17; AL NE. Skills: Appraise +5, Balance
  +4, Bluff +8, Climb +3, Diplomacy +4, Disable Dev i c e
  +6, Disguise +8, Gather Information +6, Hide +8 (+18 ) ,
  L i s ten +7, Move Silent +8, Search +8, Spot +7, Use
  Magic Device +6. Fe ats: Alert n ess, Dodge, Mobility.
  THE PALM’S TREASURE
  H OA R D
  The Palm has a small section of their keep dedicated
  to storing magic and personal effects, in addition, each
  wizard keeps his spellbook in his own personal cham-
  b e r. Below find all the magic they ’ ve collected over the
  ye a rs. Note that many of these items have not been cat-
  aloged or identified by the Palm, and some items are
  c u rsed or ve ry powerful, but have yet to be put to use.
  Ioun stones (15), winged boots, staff of fire, orb of sto r m s ,
  +1 dagger, +2 dagger, +1 shortswo rd, +3 leather armor,
  mace of smiting, arrow of slaying outsiders, good (5), potions
  (numerous), ring of mind shielding, immovable rods (3),
  rod of wo n d e r, robe of eyes, bag of devo u r i n g, Daern’s insta n t
  f o r t re s s .
  There are numerous scrolls and potions as we l l .
  Too many to mention here.
  S P E L L B O O K S
  MADRINOR’S SPELLBOOK
  1 s t :
  burning hands, charm person, chill touch, hy p n o t i s m ,
  i d e n t i f y, mage armor, magic missile, sleep,
  unseen serva n t .
  2 n d : i nv i s i b i l i ty, see inv i s i b i l i ty, shatte r, ta s h a ’s hideous
  l a u g h te r, we b .
  3 r d : c l a i ra u d i e n c e / c l a i r voyance, flame arrow, hold person,
  s u g g e s t i o n .
  4 t h : a rcane eye, charm monste r, confusion, locate cre a t u re .
  5 t h : d o m i n a te person, hold monste r.
  BA N N E D F R O M EV I L
  1 4
  
  E V I L
  Madrinor’s Spells per day: 4-0, 4-1, 4-2, 3-3, 2-4, 1-5.
  S K AUR’S SPELLBOOK
  1 s t :
  burning hands, color spray, grease, mage armor,
  mount, ny s t u l ’s undete c table aura, obscuring mist,
  p ro tection from good, ray of enfeeblement, summon
  m o n s ter I, true strike, unseen serva n t .
  2 n d : M e l f’s acid arrow, mirror image, summon monster II,
  we b .
  3 r d : flame arrow, sleet storm, stinking cloud, summon
  m o n s ter III.
  4 t h : E va rd ’s black te n tacles, Ra r y ’s mnemonic enhancer,
  solid fog, summon monster IV.
  5 t h : lesser planar binding, summon monster V.
  CALIM-KAL’S SPELLBOOK
  1 s t :
  alarm, cause fear, color spray, endure elements, hold
  p o r tal, pro tection from evil, pro tection from good,
  p ro tection from chaos, pro tection from law, shield.
  2 n d : i nv i s i b i l i ty, Leomund’s trap, pro tection from arrows ,
  resist elements, rope trick.
  3 r d : dispel magic, displacement, nondetection, pro te c t i o n
  f rom elements.
  4 t h : minor globe of inv u l n e ra b i l i ty, otiluke ’s re s i l i e n t
  s p h e re, stone skin.
  5 t h : p e r m a n e n c y, te l e p o r t .
  ALAIN THE RED’S SPELLBOOK
  1 s t :
  chill touch, comprehend languages, detect secre t
  doors, detect undead, grease, identify, mage armor,
  p ro tection from good, ray of enfeeblement, summon
  m o n s ter I, true strike .
  2 n d : d e tect thoughts, lev i ta te, locate object, see inv i s i b i l i ty.
  3 r d : c l a i ra u d i e n c e / c l a i r voyance, haste, tongues, va m p i r i c
  to u c h .
  4 t h : d e tect scrying, polymorph other, Ra r y ’s mnemonic
  e n h a n c e r, scrying.
  5 t h : cloudkill, Ra r y ’s telepathic bond.
  TERICUS THE MAD’S SPELLBOOK
  1 s t :
  burning hands, enlarge, expeditious re t re a t ,
  hold portal, magic missile, magic weapon, re d u c e ,
  shocking grasp, Te n s e r ’s floating disc.
  2 n d : b l u r, bull’s strength, daylight, flaming sphere .
  3 r d : displacement, fireball, haste, lightening bolt.
  4 t h : ice storm, Ra r y ’s mnemonic enhancer, wall of fire ,
  wall of ice.
  5 t h : cone of cold, feeblemind.
  1 5
  BA N N E D F R O M EV I L
  THE OPEN GAME LICENSE
  The following text is the pro p e rty of Wi z a rds of the Coast, Inc. and is Copyright 2000 Wi z a rds of the Coast, Inc (“Wi z a rds”). All Rights Reserv e d .
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  E V I L
  O P E N G A M E C O N T E N T
  All material in the module that is indented and
  printed in the sans serif ty p e f a c e is Open Game
  Content, except for the proper names of NPC’s, and
  m ay be used pursuant to the Open Game License.
  Illustrations are not Open Game Content and are
  owned solely by Alderac Entertainment Group, Inc. In
  addition, to the extent any material is derived wh o l ly
  from the d20 SRD and/or the Dungeons and Dragons®
  P l ayer’s Handbook, Third Edition, such as spell names
  and magic items, that material is also designated as
  Open Game Content. All other content is designated as
  closed content, including but not limited to: NPC and
  Pre-generated character names, character background
  t ext, monster descriptions and all other module tex t
  not otherwise required to be Open Games Content.
  Alderac Entertainment Group (AEG) reserves the
  right to publish addenda and/or modification to the
  designation of Open Game Content within this adve n-
  ture on our web site if either by the unilateral action of
  AEG, by agreement of parties (including AEG) or by
  operation of law there is a change to the designation of
  Open Game Content.
  L E G A L S T U F F
  Dungeons and Dragons® and Wizards of the Coast®
  are trademarks of Wizards of the Coast, and are used in
  accordance with the Open Game and d20 Licenses.
  Links to the full text of both the Open Game and
  d20 licenses, when available, can be found on the
  Alderac Entertainment Group web site, and are hereby
  incorporated by this reference as if fully set forth here-
  in. Future ve rsions of this adventure will contain the
  entire text of those licenses, once finalized.
  BA N N E D F R O M EV I L
  1 6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/AEG/AEG 3e - WE Banned From Evil.pdf