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.  
   
  SHL3−05 
   
   
   
   
   
   
   
  Blood Alliances 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
   
  by Eric Anondson and Jon Cazares 
  Reviewed by Jason Bulmahn 
   
   
  There is a spy in Critwall who knows vital secrets concerning the Shield Lands, and he’s been caught. But who has him? 
  The Pathfinders are asked to discover who has him, and soon, before the spy spills everything he knows to those who 
  have him. 
  
  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. 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 three 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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Blood Alliances 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience 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. Three or 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 Shield Lands. Characters native to the Shield Lands 
  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. 
  Blood Alliances 
   
  Page 3 
  
  Adventure Background 
  In 
  SHL2-03 
  Beyond 
  the 
  Pale 
  the 
  Pathfinders 
  encountered a man named Meticar who had fallen in 
  with a charismatic secretive, follower of Hextor. Meticar 
  was a broken man when the PCs learned of his 
  association with Hextorians, and it was easy to dismiss 
  his ramblings of “Hextorians in every corner of the 
  Shield Lands”, waiting to displace wrong-headed 
  Heironeans as the leaders of war to reclaim the Shield 
  Lands. The fact of Meticar’s rants will prove to be more 
  truth than fiction as the leader of the cell Meticar fell in 
  with has made a bold act by capturing a spy of the Shield 
  Land’s enemies. 
   
  Vanachek, son of Argot, son of Regent (the 
  Barbarian Vampire from SHL01 The Cult of Torment) 
  left Bright Sentry after the events of surrounding the 
  demise of the Raven of Desire’s cult. Gregon’s cell 
  recruited Vanachek. In spite of not caring for the creed of 
  Hextor preached by Gregon, Vanachek accepted an 
  alliance seeing it as the best of available options open to 
  him. Vanachek relocated to Critwall 
   
  Vanachek and his vampire spawn, with the aid of the 
  many abilities unique to vampires, were eventually able 
  to learn of the spy’s whereabouts and captured him for 
  Gregon. 
   
  Meanwhile, rumor on the street is that someone in 
  the Magsmen’s Association captured an Iuzian spy and 
  they are “questioning him” before turning him over to 
  the Council of Lords.  The Council of Lords hears of this 
  rumor and dispatches the Knights of Holy Shielding to 
  search the streets for the thieves. Tension and havoc 
  mount between the Knights and the people on the street. 
  Things are not as they seem, followers of Hextor captured 
  a Free Reaver scout and then threw out the rumor of the 
  Magsmen’s Association capturing the spy and not 
  turning him over to the proper authorities. 
   
  The burglars of the Magsmen are tied into Critwall’s 
  movers and shakers. Their life begins to heat up as 
  suspicions are turned against them. The Magsmen then 
  decide to launch an operation to discover who is behind 
  the deception, and to divert attention away from them. 
  The operation involves contacting a Pathfinder who is to 
  be part of the team to investigate and retrieve the spy. 
   
  Lord Natan Enerick, regent of Bright Sentry learned 
  through agents in the court of Lord Bohdon of Critwall 
  that thieves of Critwall captured a spy of the Shield 
  Lands’ enemies. For reasons told to no one else, Enerick 
  secretively decides to send a band of Pathfinders to hunt 
  for and find the spy before anyone else on the Council of 
  Lords captures the spy. That band of Pathfinders is the 
  PCs. 
   
  The DM should note which characters (if any) have 
  played SHL1-07 The Cult of Torment and/or SHL2-03 
  Beyond the Pale, as plots in both of those two events are 
  built upon in this module. Characters that have played 
  those mods could get role-playing benefits. 
   
  Adventure Summary  
  The adventure starts with characters with roguish minds 
  being given separate information than the rest of the 
  party. Depending on the character’s actions based on this 
  information, they will receive rewards and Influence 
  Points at the end. The adventure begins with all 
  characters called to the Pathfinder duty office for a 
  mission. Their duty officer is unaware of behind the 
  scenes machinations among certain members of the 
  Council of Lords. Indeed, the scheming is far deeper and 
  more complex than is revealed in this adventure. 
   
  The PCs are told that an agent that spied on the 
  Shield Lands, working for the Shield Lands’ enemies, was 
  just captured by a band of thieves in the city of Critwall. 
  The party is tasked with recovering the spy before the 
  thieves pry out any information that could compromise 
  the Council of Lords, or if the spy is simply released 
  again. The PCs are told time is urgent, and they may not 
  have until the sun sets. The last be of relevant 
  information is that it is known the spy was frequently 
  seen in the Southbank quarter, in the Docks 
  neighborhood and the Old Ritensa Gate neighborhood. 
   
  The PCs are free to wander the City of Critwall, 
  although nothing should take them out of the Southbank 
  quarter. The PCs’ clues will take them to the spy’s river 
  barge along the wharfs and an establishment called 
  Waghalter’s Best near the old Ritensa Gate. Both places 
  are sites of clues. The barge hides the spy’s tools of 
  communication, and Waghalter’s Best is where the PCs 
  get a glimpse of a vampire spawn ransacking the spy’s 
  sleeping quarters. 
   
  After the PCs have investigated every lead they can 
  to its end, the PCs are attacked as the sun begins to set. 
  The vampire spawn that escaped the PCs at Waghalter’s 
  Best has returned to end the PCs’ snooping. After 
  defeating the spawn, the PCs can follow its gaseous form 
  through the evening streets and alleys of Southbank as it 
  returns to its coffin. 
   
  The spawn’s coffin is in the cellar of a weaponseller’s 
  store called Champions of Battle. It is a front operation 
  for a Hextorian organization trying to subvert the 
  Heironean supremacy in the Shield Lands. The vampire 
  spawn are controlled by a master vampire who has 
  recently taken up residence in the Shield Lands (see 
  SHL01-07 Cult of Torment). The vampire is a barbarian 
  from the Suelii, named Vanachek, and after his affairs in 
  Bright Sentry, he teamed up with Gregon, a Hextorian 
  priest. Gregon’s Hextorians were revealed, at least 
  through rumors, in SHL02-03 Beyond the Pale. 
  Blood Alliances 
   
  Page 4 
  
   
  The PCs follow the spawn to the store, which is 
  strangely still open during the evening. The PCs rush 
  into Champions of Battle to investigate where the 
  gaseous spawn went. The store is filled with dozens of 
  potential recruits into Gregon’s Hextorian following, and 
  indeed, the PCs will be told that shopping hours are over, 
  and that they must leave unless there by specific invite. 
   
  Combat eventually ensue and Gregon and his 
  nearest aides attack while the rest of the NPCs attempt to 
  flee in the chaos. Upon Gregon’s defeat, Vanachek 
  appears and offers an alliance between himself and the 
  PCs against Iuz. He is asking for PCs to submit to him 
  and become vampires. 
   
  Upon defeating Vanachek, the PCs can find the spy 
  who had been tortured terribly. They can discover that 
  the spy actually worked for the Free Reavers. The only 
  important information that the PCs will learn is that the 
  Free Reavers are working with an important Iuzian to 
  activate an ancient dwarven ritual at Law’s Forge; a ritual 
  that would tip the balance against the Shield Lands. 
   
  Introduction A 
   For “Thieves” only… 
  A rogue-like, or rogue-minded character receives Player’s 
  Handout #1 at the beginning of the game. If there is no 
  such character, in the mind of the DM, choose the 
  character that would be looked upon most favorably by 
  members of the Magsmen’s Association. If there is a 
  player who is running a character who is motivated to 
  join The Magsmen’s Association, the DM should 
  probably consider selecting that character. 
   
  Only one character should receive this hand out. It 
  should be given to the highest-level character that meets 
  the criteria below. If two (or more) characters meet all 
  the stipulations and a tie in level occurs, roll randomly. 
   
  � The character in question cannot have some sort of 
  enmity with the Magsmen’s Association (so make 
  sure you ask the player before giving them the hand 
  out).  The most obvious source of enmity with the 
  Magsmen’s Association would come from being a 
  member of the Guild of Critwall. 
  � The character should be a native of the Shield Lands 
  (this is not totally necessary but preferable). 
  � If the character has some sort of infamy for a 
  misdoing 
  that 
  would 
  make 
  him, 
  or 
  her, 
  untrustworthy in the eyes of the Magsmen’s 
  Association, then that character will not be chosen. 
  (This is kind of at the whim of the Judge. There are 
  many reasons a character may have infamy, some 
  just wouldn’t affect the reputation of being 
  “trustworthy” to the Magsmen’s Association. Use 
  your best judgment here). 
  � Avoid mix classes with Cleric, with the exception of 
  Kurell, as they tend to have greater ties to their Gods, 
  than to the worries of men. In the Shield Lands, 
  worshippers of Kurell are well integrated into 
  thieving society in the Shield Lands, and are thus a 
  known commodity amongst members of the 
  Magsmen’s Association. 
  � Remember that the character need not be a member 
  of the Magsmen’s Association, as long as he is a 
  “trustworthy” person in the eyes if the Magsmen’s 
  Association, (i.e. a thief of honor), it is good enough 
  for the scenario. The PC’s character has been chosen 
  as the messenger. 
   
  It should be noted that there are some specific details 
  missing from the Handout and extremely clever players 
  will figure this out. Sounds are usually missing, the 
  dwarves look the same, and sometimes what they are 
  saying is just sort of confusing, etc 
   
  Give character Player Handout #1:  The Meeting. 
   
  Introduction B 
  For Everyone 
  The characters are all summoned before Stordman, a very 
  new duty officer for the Pathfinders. He was a non-
  combat member of the army in Bright Sentry, doing 
  paper work and running errands.  Rumors say Lord 
  Enerick (the Regent of Bright Sentry) appointed him 
  here in Critwall so that he (Enerick) could have a little 
  control over what goes on with the Pathfinders. 
   
  Stordman has been given orders from Enerick’s first 
  assistant Benalli Forma to get some Pathfinders on a 
  specific mission and make sure they get it done before 
  the Knights of Holy Shielding do. 
   
  Stordman was given one sheet of paper that is 
  specifically vague to read to the Pathfinders. Benalli 
  wants the Pathfinders to have some, but not all of the 
  information just in case they botch things; they don’t 
  really know what is going on. 
   
  If Pathfinders note that Stordman doesn’t seem to 
  have much information, he will actually agree with them 
  and show them the sheet of paper with all he has on it. 
   
  On a Sense Motive (DC 15), character suspects that 
  Stordman is less of a duty officer, and more like a city 
  official who is acting like a duty officer (which is pretty 
  much true). 
   
  If characters later ask around about Stordman, they 
  simply find out he was recently transferred from Bright 
  Sentry and everyone else thinks Stordman used to be a 
  desk officer, and not really worthy of the position of duty 
  Blood Alliances 
   
  Page 5 
  
  officer, 
  which 
  is 
  traditionally 
  a 
  promotion for 
  experienced and loyal combat soldiers. 
   
  The characters are summoned to the Pathfinder 
  offices, read: 
   
  You’ve 
  been 
  here 
  before, 
  sometimes 
  weekly, 
  sometimes more, for almost as long as you’ve been in 
  Critwall. Yet this is the first time you’ve ever seen a 
  Pathfinder duty officer, biting his nails and nervously 
  fidgeting, almost as if he is intimidated by you. 
   
  Holding a single sheet o  paper shakily, from 
  which he reads aloud, “A guild o  Critwall’s thieves 
  have come into possession of an Iuzian spy and are 
  not turning him over to the Council of Lords. The spy 
  has knowledge that could prove vital to the 
  preparedness of the Shield Lands and therefore must 
  be brought into the proper authorities. Because of the 
  possibility of the spy either escap ng, or the thieves 
  themselves simply releasing him after they have 
  acquired secrets the spy knows, time is of the essence. 
   Every hour that passes the fate of the Shield Lands’ 
  tips against us.”
  f
  f
  i
   
  l  
   
  i
  f
  t
   
  i
   
   
   
  “You, and you alone, are being charged with the 
  investigation of the whereabouts of this spy, and his 
  apprehension.” 
   
  He looks up to make sure you are paying 
  attention.  Then he clears his throat and speaks freely. 
   
  “The man went by the name Quincain Marl, but 
  may have had other aliases. The information I have 
  gotten tells us that the spy spent a great deal of time 
  near the Wharfs and the Old Ritensa Gate 
  neighborhoods of the Southbank section of Critwal . 
  There are daily rumors about spies and assassins in 
  Critwall; all of them are taken with a grain of salt by 
  ordinary citizens. If it came out that some Pathfinders 
  were investigating just such a case, it may stir up 
  unneeded attention for you.  Sources hint that after 
  tomorrow night the spy will be either released, or 
  otherwise “disappeared”.  You must get him before 
  that happens.” 
   
  “Thank you.”  He sets the paper to the side and 
  looks at you. 
   
  He’s probably waiting for you to leave but you 
  can’t be sure, because he didn’t really give you much 
  to work on. 
   
  If questioned further he will admit he doesn’t have 
  anything else, going so far as to show them his orders. 
   
  If the PCs press Stordman for more information, 
  here are some points he will admit. 
   
  � Stordman reluctantly admits to this being his first 
  day as a duty officer for the Pathfinders, arriving 
  only yesterday from Bright Sentry. 
  � That, “the information about the spy in the hands 
  of Critwall thieves came from sources in Bright 
  Sentry.”
  � Why Pathfinders? “Pathfinders are the choice to 
  investigate because of the known antipathy 
  between the Knights of Holy Shielding and the 
  organ zed thieves. The thieves have many eyes 
  watching the motions o  Knigh s in Critwall. The 
  City Watch also has thief operatives in it which 
  might tip off an investigation in the earliest 
  stages. Something this sensitive is too important 
  to risk bungling it in the plann ng stages.
  But that is all the information they get. 
   
  There is a bit of political infighting here that 
  characters are not aware of. The Regent of Bright Sentry 
  and his court are manipulating the officer; feeding him 
  their orders. Stordman was told things exactly as he 
  related them to the characters. 
   
  Most of it is true, but the real truth of the matter is 
  that the Regent of Bright Sentry wants to find the spy 
  before the Knights of Holy Shielding do, for reasons of 
  his own. 
   
  Encounter One 
  Around Southbank 
  This encounter offers the characters an opportunity to 
  explore the River Quarter as much as they desire. 
  Southbank, also known as the River Quarter, sits over the 
  ground where the early Aerdy settlement was just an 
  outpost at the Veng River crossing. 
   
  Most roads here are barely wide enough for a wagon 
  to pass a person, although the handful of well traveled 
  roads, such as the road linking Westgate to Bohdon 
  Center, easily fit four wagons traveling aside each other. 
  Southbank’s most common building type (almost a full 
  third of all buildings) are warehouses, nearly all of them 
  belonging to members of the Guilds of Merchants and 
  Traders. Indeed, all of the Critwall’s warehouses are 
  located in Southbank. 
   
  Other buildings in Southbank include undesirable 
  businesses, such as dyers, perfumers, and tanners. These 
  businesses are restricted to the neighborhoods next to 
  the westernmost wall, just south of Westgate. Crammed 
  along alleys behind the warehouses are rowhouses where 
  the dockworkers, day laborers, and warehouse porters 
  live. Intermixed with these are the massage parlors 
  (brothels), inns (dumps), taverns (dives), and other 
  similar businesses that give Southbank its reputation as 
  the city quarter of the lower classes. 
   
  While many of the warehouses of the Guilds of 
  Merchants and Traders have been rehabilitated, other 
  Blood Alliances 
   
  Page 6 
  
  buildings are still in either disrepair or slowly being 
  renovated compared to other city quarters. The major 
  road linking Westgate to Bohdon Center is lined with 
  vendors of all sorts. 
   
  � Wharfs: Located along the river’s edge in a long line 
  of dock after dock, the wharfs are a bustle of activity. 
  Squeezed between the high city walls and the Veng 
  River on narrow land, many of structures are built 
  atop the wharfs themselves, mostly used by people 
  whose business is serving the boats and barges on 
  the river. Gather Information (DC 15) reveals that 
  Quincain Marl had a barge named “Floating Envy” 
  docked out on the Critwall Spit. When the PCs 
  decide to investigate Quincain’s boat, proceed with 
  Encounter Two. 
  � Old Ritensa Gate: Named because it was the 
  terminus of the Ritensa Road when Critwall was 
  older and much smaller, it now refers to the 
  neighborhood of Southbank around the gate 
  through the inner wall that separates Southbank 
  from Northbank. Gather Information (DC 15) 
  reveals that Quincain Marl had a room at a warrior’s 
  hospice near the Orphanage. When PCs decide to 
  locate Quincain’s rented room, proceed with 
  Encounter Three. 
  � River Run: At some time in the day the PCs will 
  have this encounter as they travel along, or cross, the 
  main East-West thoroughfare. Proceed to Encounter 
  Five. 
  � All other neighborhoods in Southbank: If the PCs 
  decide to investigate elsewhere in Southbank than 
  Stordman’s two leads, they run into the usual benign 
  city-life encounter. If the PCs persist in spending 
  time in neighborhoods other then the Wharfs and 
  Old Ritensa Gate, allow for these two Gather 
  Information results. 
  a. 
  DC 10 reveals that occasionally someone recalls, 
  “An average looking chap by that name, always 
  seemed to be down by the wharfs” [True]. In 
  another portion of Southbank, 
  b. 
  DC 15 reveals that some folks in Southbank 
  have spotted wolves loping the streets at night 
  around the Orphanage. [This is true, these 
  wolves are under Vanacek’s command. He lets 
  them wander Southbank while he hunts for 
  prey. There is no connection to the Orphanage 
  and Vanachek’s hunting, however]. 
  c. 
  If PCs spend lengthy time in any neighborhood, 
  even those where they have gotten their clues, 
  the Magsmen have a spotter watching the PCs 
  who will signal to their chosen PC to: “Avoid 
  this area”, or “This neighborhood is clean,” or 
  “HURRY!” The spotter then disappears in the 
  crowd. 
  d. 
  PCs 
  gathering 
  information 
  in 
  any 
  neighborhood might hear from passersby 
  murmuring one or two lines from this ditty: 
  “AAAAANND the hammer falls low while 
  bringing down the rain and the rain is 
  painful steeeel!” or “My name is grim and my 
  teeth are red and I’m tired of living by the 
  heeeeel!” or “So I take the orc and I tear’m in 
  the arm and I kill them with big bluuuee!” or 
  “Creatures of the night they run from me and 
  I spi  on Iuz tooo!” If asked, folks who sing 
  lines reply that when they put down for the 
  night they simply overheard it being chanted by 
  someone on the road or alley outside. No one 
  admits to having heard it until recently. While 
  singing lines, people brighten up, occasionally 
  acting it out. It’s a real favorite among the lower 
  classes. 
  t
   
   
  Encounter Two 
  On the Wharfs 
  The party easily locates the barge “Floating Envy”, either 
  by asking others or generally walking up and down the 
  Critwall Spit. Floating Envy is out towards the tip of the 
  spit, with no other barge or boat closer than 50 yards. Any 
  NPC along the walk if asked about Floating Envy may 
  impart any of the following.  
   
  � The vessel has been docked there for weeks, maybe 
  months.  
  � The owner would frequently come out to the barge 
  (once/week at least, sometimes every other day), 
  spend some time there, and head back to town. 
  � The owner was seen going to his vessel two days ago. 
  � No one is around who can recall when the boat first 
  showed up. 
  � The owner always paid the dock fee. 
   
  When the characters get to Floating Envy, read or 
  paraphrase the following: 
   
  You found it, Floating Envy, a typical river barge. It is 
  actually quite nondescript. No sign of a crew, you 
  wonder if the vessel has traveled in months. It bobs 
  serenely with the current of the Veng River. 
  The insides of the boat have been stripped clean. It looks 
  as if someone had violently searched everywhere. 
  Cabinets are left open, drawers are pulled out, and 
  shelves are on the floor. But nothing that might have 
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  been on or in them is seen anywhere, except pieces of 
  furniture strewn about. 
   
  There is a trap door in the cargo room, along the 
  front wall. It opens into a crawlspace underneath the 
  main deck. This crawlspace is above the waterline. There 
  is a hatch that opens below to a chute that goes straight 
  down into the water. 
   
  Searching inside the cabin room, (DC 18) finds a face 
  carved into an arm of the chair behind a desk.  One half 
  looks like a demon, the other half looks like a boar. 
  Knowledge (religion) DC 15 reveals this to be the symbol 
  of Erythnul. It looks to have not been carved recently, 
  within weeks. Also, it seems more like a doodling, like 
  something carved by a bored person. 
   
  Anyone searching in the water outside of the boat, 
  even a thorough scavenging in the river can discover that 
  there is a lot of junk on the river bottom, ringing where 
  the boat is, although the buoyant items have already been 
  washed down river. If the PCs take time to bring any of it 
  out of the muddy water, they can discover that most 
  items are personal in nature. Probably Quincain’s things 
  because of the circumstances, but there is no real proof 
  unless someone decides to use high level divination 
  magic, such as augury. Smashed chests and trunks 
  containing personal affects are what make up the rubble. 
   
  Development: If the PCs possess the wand of 
  levitate that can be found in a secret compartment in 
  Quincain’s sleeping quarters in the city, they can locate a 
  magically hidden box. By pointing the wand of levitate at 
  the crawlspace’s escape hatch opening, and activating the 
  wand, Quincain’s nondescript box will be levitated out of 
  the muddy water below and into the crawlspace. 
   
  The nondescript box was used by Quincain to hide 
  his sending stone. A sending stone is paired to another 
  stone. Once per day, the holder of one stone can send a 
  message (as per the sending spell) to the holder of the 
  other stone. When one stone is broken the other of the 
  pair ceases to function. This stone has not been damaged, 
  but the paired stone was smashed when its owner learned 
  Quincain was captured. That stone was located many 
  miles away, outside the reclaimed Shield Lands’ borders. 
   
  Also within the nondescript box are devices that 
  Quincain would use to hide weapons when on an 
  assassination mission, wrist and boot sheaths. There are 
  no weapons in the sheaths. 
   
  Because of the nature nondescript box’s inherent 
  magic, combined with the muddy river water, no direct 
  searching for the box was possible.  Even though the box 
  was only sitting on the river bottom directly beneath the 
  crawlspace’s escape opening. 
   
  Treasure: Out of this encounter the PCs gain the 
  wrist and boot sheaths found in the nondescript box. The 
  sending stone is useless without its matching pair, and 
  thus worthless, except to the authorities for evidence. 
   
  Encounter Three 
  Waghalter’s Best 
  The party finds where Quincain rented his room in the 
  Old Ritensa Gate neighborhood. In a block that consists 
  of mostly warehouses, the PCs’ tips lead them to a 
  complex of warehouses that have been converted. 
   
  The PCs investigation leads them to an unheralded, 
  but not secretive, organization. It call’s itself Waghalter’s 
  Best, and under the guise of operating a drinking hall and 
  giving down-on-their-luck warriors a place to sleep, it 
  provides a location where these “unapproved of” warriors 
  can gather to train, spar, socialize, trade tales and news, 
  and get away from talk of religion or politics. Within 
  upper class and merchant circles Waghalter’s Best is 
  known as the place come to for hiring extra muscle. 
   
  Following your leads has led you to a complex of 
  rundown warehouses. Outside the main entrance 
  hangs a badly made sign that says, “Waghalter’s Best”. 
  So the man you are looking for rented a place to sleep 
  in a ruined warehouse? It does look ruined, and in 
  not great repair, but there is a substantial flow of 
  traffic in and out of the entrances. 
   
  f
  l
   
  While you look over the place you notice a trend 
  among the people entering and leaving. They are 
  some of the meanest-looking, dirtiest collection of 
  warriors in all o  Critwall. Not a single knight or 
  noble among them. Southbank has a greater number 
  of ruffians than elsewhere in Critwall, but this p ace 
  seems to attract them like moths to flame. You spot a 
  Pathfinder or two you have fought along side before. 
  Interestingly, even a few monks of the Open Spirit 
  loiter around. 
  The “staff” inside Waghalter’s Best can be heard referring 
  to their boss as “The Waghalter”, such as when they have 
  to tell someone “The Waghalter’s wants you to keep your 
  religion-talk outside, and put that holy symbol away”, or 
  “The Waghalter only allows fightin‘ in the sparring 
  rooms, so go take it THERE! And then don’t forget to tell 
  the bookies so they can place odds ya and we can bet on 
  it. Ha!” 
   
  Within the Waghalter’s warehouse complex, as 
  mentioned before, there is a tavern (it serves anyone, but 
  members drink free). In a separate warehouse in the 
  complex, sleeping quarters are provided to penniless 
  warriors (and also to members) for free. Behind the 
  tavern-warehouse is the sparring-warehouse, a large 
  warehouse subdivided into smaller rooms where 
  members train. There is said to be a single large room 
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  below ground, only accessible to invitees, where 
  tournament-style near-lethal dueling takes place. 
   
  It takes just moments of inquiring with the staff 
  about Quincain Marl. PCs can learn: 
   
  � Yes, Quincain has a room. The PCs can be shown to 
  it IF they have a legal writ proving they are lawfully 
  bestowed by the rightful authorities to do so. 
  � He was a new member, within the past few months. 
  � In between his (Quincain’s) Pathfinder duty, he 
  would work guard duty for various nobles, some 
  even connected to the Council of Lords. 
  � More than anyone else, Quincain could be found 
  talking up members who had newly returned from 
  Pathfinder missions or contract job. 
   
  There are a few ways for the PCs to get into Quincain’s 
  room. 
   
  By succeeding with a Bluff skill check against Sense 
  Motive 15; 
   
  Or, by succeeding with a Diplomacy skill check at 
  DC 15; 
   
  Or, if the PCs wish to wave Stordman’s orders in 
  front of anyone, it will be enough to convince, but it will 
  instantly cause a clamor of excitement as the staffer will 
  become excited and tell everyone he, or she, meets. 
   
  Or, by succeeding with a Forgery skill check. (An 
  appropriate document can come from a Pathfinder duty 
  officer, but normally will come from a judge of the 
  sessions. Since the PCs will have never seen such a 
  document granting the right to search a dwelling, just 
  having the orders from Stordman provides a +4 bonus to 
  the roll because the PCs can forge his signature (if the 
  PCs think of it). The opposed Forgery DC is 17; 
   
  Or, by succeeding with Intimidate at DC 20; 
   
  Or, by succeeding with a Slight of Hand skill check 
  at DC 20, after an opposed Spot check (5 ranks + APL), to 
  lift the key off the staffer who has the master room key (if 
  caught, every strong-arm in the building will aid in 
  tossing the offender out, who will never be allowed in 
  again, ever; judges should make a note on the PCs 
  Adventure Record); 
   
  Or, by casting a charm person (with successful 
  opposed Cha checks), suggestion, lesser geas, or 
  dominate person successfully (target Will save: APL2=+2; 
  APL4=+2; APL6=+3; APL8=+5; APL10=+6; APL 12=+8). 
   
  Encounter Four 
  Quincain’s Room 
  If the PCs are successful in getting a staffer to take them 
  to Quincain’s room or find an alternative way in 
  themselves, proceed with this encounter making changes 
  to the box text as needed. 
   
  When the PCs are ready they will be taken to 
  Quincain’s room. Read of paraphrase the following: 
   
  The staff member knocks on the door, and calls out 
  for a response, but no sounds come from beyond the 
  door. She turns the knob to open the door, surprised, 
  it is locked. 
   
   
   
  “Hmph! He must be out working a new contract. 
   I’ll be back, I’m going to get a key.” 
   
  A few moments after the staff person walks away 
  around a corner and downstairs, you hear a loud crash 
  and foot shuffling from the other side of the door to 
  Quincain’s room! 
  � Wooden Doors: 1 1/2 in. thick; hardness 5; hp 15; AC 
  5; Break DC 18. Open Lock DC 20. 
   
  Barely more than a closet in size, roughly 8 feet wide 
  by 10 feet long, you see flea-infested padding that 
  must be a bed. Beside an opened chest a cloaked 
  humanoid form suddenly gets blurry and begins 
  floating towards the broken window as the door is 
  opened. 
  Spot check (DC 12) notices the cloaked figure stashing a 
  handful of loose papers, probably taken from the chest, 
  underneath his cloak, as it turns gaseous. The creature is a 
  vampire spawn of Vanachek’s, once in gaseous form, it 
  issues out the now broken window and floats down the 
  alley and into the cracks of a grate into the sewers.  If the 
  PCs manage to seal the window prior to entering, the 
  gaseous spawn will instead issue through cracks in the 
  floorboards or plaster walls or ceiling panels. The pipe 
  down to the sewer will only fit a Tiny creature or smaller. 
  The gaseous form spawn gets away regardless. 
   
  The PCs have bare moments to search the room 
  before the Waghalter’s staff comes rushing to investigate 
  the ruckus. 
   
  The opened chest is empty, but a Search check (DC 
  15) finds a hidden compartment. PCs cannot Take 10 or 
  20 with this Search check. The chest has a false bottom. 
  In the space beneath the false bottom lays a wand. It is a 
  wand of levitate. On the underside of the false-bottom 
  boards are etched words in Common. It reads, “target 
  crawlspace’s escape” and below that “speak: box”. 
   
  Treasure: The PCs will come away from this with 
  the wand of levitate. At APL2 it has 4 charges, APL4 it has 
  5 charges, and APL6+ it has 6 charges. The treasure value 
  at the end assumes the PCs use the wand of levitate as 
  instructed (thus expending a charge) to retrieve the 
  nondescript box. 
   
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  Encounter Five 
  River Run Street Show 
  When the DM decides, as the PCs are traveling around 
  Southbank, and they pass along the main East-West 
  thoroughfare, they will come upon a notable street 
  performance. 
   
  There is a thick crowd gathered around a recently 
  built simple stage where performers are doing a 
  rendition of “The Foe Battle”, a popular comic sketch 
  of the day. 
   
  In one scene a lone Shield Land’s Cuthbertine is 
  single-handedly taking on wave after wave of clumsy 
  “orcs” seemingly without effort, with mace in one 
  hand and mug of ale in the other, singing: 
   
   
   
   
  “AAAAANND the hammer falls low while 
  bringing down the rain and the rain is painful 
  steeeel. 
  My name is grim and my teeth are red and I’m 
  tired of living by the heeeeel. 
  So I take the orc and I tear’m in the arm and I kill 
  them with big bluuuee. 
  Creatures of the night they run from me and I 
  spit on Iuz tooo.”
  Have the Magsmen’s chosen PC make a Spot or Sense 
  Motive check (to discern secret message) DC 10. For 
  other PCs, the DC is 28+APL to notice the signal. The PC 
  is being signaled “More information. Come alone now.” 
  If possible, have this message prepared on a piece of 
  paper to hand to the PC, and then take him, or her, aside 
  and give them Handout 2. 
   
  While that PC is aside reading Handout 2, the rest of 
  the party meets someone.  Read or paraphrase the 
  following: 
   
  You see your friend step away, and within moments 
  after [he/she] leaves your sight someone you hadn’t 
  paid attention to in the evening traffic comes toward 
  you. 
   
  f
   
   
   
   
   
  t
  ”
   
   
  “I hesitate bringing you his news, but your friend 
  who just departed may not be trustworthy on your 
  current mission. I know of your mission, yes, and the 
  Magsmen are pulling a pass-over scam on everyone. 
   
  “I think your friend is cooperating with the 
  Magsmen in this. 
   
  “Magsmen are untrustworthy, they care little for 
  the interests of the Shield Lands and its people. It 
  may even be true that the Magsmen are tools of 
  certain corrupted persons in the Knights o  Holy 
  Shielding who are seeking to sabotage the Council of
  Lords. So be aware of this when your friend tells you 
  something and consider just what you may be….” 
   
  The stranger abruptly stops, and holds her stare 
  over your shoulders. “Well, well,” she sighs. 
  The departed PC should be brought back now. 
   
  “The GUILD!” You hear exclaimed.  You look quickly 
  and see your friend and a man hustling towards your 
  group. “This explains… much,” says the other man, a 
  halfling, as he stares intently upon the woman. 
   
  “Hurry!” The man tells [the PC] as he gives a 
  shove. “If the Guild is in this, and I think I know 
  how, time is against all of us.” 
   
  Both the woman and the man slowly move away 
  from the party with measured steps, holding their 
  eyes on each other. Neither blinking. 
  “So con inue. Go, GO!  shouts the Halfling. 
   
  “Yes, we’ll keep in touch, Pathfinders!” says the 
  woman. 
  Encounter Six 
  Stalked in Southbank 
  This encounter can be run when the DM decides it is 
  best, but it should be after they run their leads as fully as 
  they can. The PCs should be given an opportunity to fully 
  investigate their leads and to discover the tools that 
  Quincain used to send his information back to his 
  masters. Once those have been discovered, or when time 
  is running out the DM should then run this encounter. 
   
  It has been getting late into the day, but you weren’t 
  aware how late it has gotten because the narrow 
  streets and alleys of Southbank have made it unclear 
  just where the position of the low evening sun was. 
  Only now it has become obvious that dusk is 
  imminent as shadows deepen and stars start to appear 
  in the sky. Most of the late day traffic is off the streets 
  now, most likely having gone home. 
  Vanachek’s spawn that escaped is back. She has two 
  motivations for coming back.  First, she’s back to stop the 
  PCs from investigating further. Second, assuming the 
  PCs were able to discover Quincain’s tools (the sending 
  stone, wand of levitation and/or the nondescript box), 
  she is intent on getting them from the PCs. 
   
  Moments after the DM reads the boxed text, while 
  the PCs are still out in the streets, Vanachek’s spawn will 
  appear in front of the PCs, changing out of gaseous form 
  on the surprise round, while the party watches, to 
  maximize the potential fright value. At APL 2, there will 
  only be one vampire spawn. At higher APLs the spawn 
  Blood Alliances 
   
  Page 10 
  
  that escaped from Quincain’s room will bring another 
  spawn to help, who will appear out of gaseous form to 
  surround the party.  Succeeding Spot check DC 12 will 
  allow PCs an action during the surprise round, which is 
  being used by the spawn to become corporeal. 
   
  APL2 (EL4) 
  � Vampire Spawn (1): hp 26; see Monster Manual. 
   
  APL4 (EL6) 
  � Vampire Spawns (2): hp 36, 38; see Monster Manual. 
   
  APL6 (EL8) 
  � Vampire Spawns (4): hp 45, 45, 47, 48; see Monster 
  Manual. 
   
  APL8 (EL10) 
  � Vampires (2): hp 50; see Appendix 1. 
  � Vampire Spawns (4): hp 45, 45, 47, 48; see Monster 
  Manual. 
   
  APL10 (EL12) 
  � Vampires (2): hp 72 each; see Appendix 1. 
   
  APL12 (EL14) 
  � Vampires (2): hp 90 each, see Appendix 1. 
   
  Development: As spawn are killed and revert to gaseous 
  form, each will travel immediately towards Vanachek’s 
  hideout (where their coffins are located). The gaseous 
  form spawns will float through the evening air, rather 
  than the sewers, because the sun has now set. The PCs 
  will be able to trail the gaseous spawn from the ground by 
  making a Sense Motive check of DC 16. If the person 
  making the Sense Motive check had also has 5 ranks in 
  Survival that character receives a +2 synergy bonus to the 
  Sense Motive roll to trail. 
   
  Treasure: The belt and brooches, which the 
  vampires at APL8+ are wearing, will be found at the end 
  of Encounter Eight when the PCs visit the cellar of the 
  Champions of Battle weaponseller store. 
  Encounter Seven 
  Champions of Battle 
  The PCs will arrive at Champions of Battle, a 
  weaponseller’s shop in Southbank next to the inner wall 
  by the gate to Northbank. The weaponseller store is a 
  front for Gregon’s Hextorian cult. In the basement and 
  cellars Vanachek and his spawn are kept, their coffins are 
  located there. The PCs followed a gaseous form spawn 
  here, so read or paraphrase the following: 
   
  You have followed the spawn to another street, this 
  one near the nner wall separating Southbank from 
  Northbank. It sails through the air towards a store. 
  The gaseous spawn seeps through one of three 
  chimneys down into the building. Strangely at this 
  evening hour, the store seems to be open and busy. 
  People can be seen inside the windows actively 
  talking with each other. 
  i
   
   
  Building Features: The Champions of Battle stands in a 
  row of similar-looking storefront warehouses, built side-
  by-side.  Like other such storefront-warehouses, the first 
  story is occupied by the weaponseller shop, while the 
  stories above it are for the proprietor and his family. 
  Gregon and his inner circle have occupied the uppermost 
  level as their own quarters. 
   
  A short series of steps lead up to a front door and 
  main floor of the Champions of Battle. The outer doors, 
  front and back, are made from heavy wood. The front 
  door remains unlocked during business hours (daylight), 
  while the back door is usually locked. 
   
  � Wooden Doors: 1 1/2 in. thick; hardness 5; hp 15; AC 
  5; Break DC 18. Open Lock DC 20. 
   
  The only windows on the main floor are in the front and 
  back doors. Since the main floor is actually raised 5 feet 
  above ground level, two windows open into the basement 
  on the alley side, and each of the upper stories has two 
  full-sized windows on each front and back face. Iron bars 
  clock all windows. 
   
  � Iron Grate: 1 in. thick; hardness 10; hp 30; AC 6; 
  Break DC 20. 
   
  You have been able to keep with the gaseous form as 
  it sailed across the darkening dusk sky. Suddenly it 
  begins to come down slightly. It makes its way 
  towards one of the chimneys of a shop-warehouse, 
  and then seeps down into the narrow chute. 
   
  Here you stand, in front of a weaponseller’s 
  storefront called Champions of Battle. Interestingly, 
  it seems like there is a significant amount of activity 
  inside the upper levels of the building. Far more 
  activity than would normally be the case at this time 
  of the day in a merchant’s store. There is even some 
  traffic in and out of the public door. 
  There are multiple ways this encounter can go. The DM 
  should become familiar with the layout of the building, 
  especially if the PCs enter on a level other than the Main 
  floor. 
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  Regardless how the PCs enter the premises, they will 
  be met with angry shouts at first. Those inside will insist 
  the PCs leave, no matter what the PCs say is their reason 
  for entering. Here are a few guidelines to remember 
  when the PCs interact with the NPCs inside. 
   
  � Every window on the upper floors, and every 
  window to the basement have a permanent alarm 
  cast upon them, which will trigger a audible alarm 
  heard by everyone within 60 ft. Remember, those 
  within a silence spell effect cannot hear the alarm 
  ringing.  Unless everyone within 60 ft. is under a 
  silence effect the alarm will be heard by someone in 
  the building.  Once the alarm rings it will be 
  investigated by a lackey that heard it immediately, 
  but Gregon (and his aides) will arrive fully prepared 
  for combat once his prepping is complete. 
  Neighbors will also alert the Night Watch. 
  � The three chimneys have openings small enough for 
  a Tiny creature, or smaller, to go down. Because each 
  of the chimneys are being used (i.e. smoke billowing 
  out), a character entering a chimney is subject to 
  Smoke Effect rules, see DMG, The Environment p. 
  304. Needless to say, consult the DMG, Heat 
  Dangers if such a character makes it into the raging 
  fire of the fireplace. 
  � If the PCs successfully parley with the occupants, 
  NPCs will feign reluctance if they ever agree to let 
  the PCs look around. No searching below the Main 
  level will be allowed no matter what. If the PCs 
  search, or attempt to search, these levels, as they do, 
  low-ranking Hextorians will begin sneaking away 
  subtly as the “enforcers” move to combat the party. 
  � If the PCs are allowed to search the premises, 
  Gregon (and his aides) will attack as they search the 
  upper floors. 
  � If the PCs enter the basement immediately they will 
  have caught Gregon unprepared, but combat will 
  begin immediately. 
  � Once the PCs presence in the building is known, 
  Gregon will begin prepping his spells. Unless the 
  PCs have miraculously happened upon the location 
  of Gregon and his underlings, the PCs will 
  encounter Gregon fully prepared. 
  � The building has many low ranking members of 
  Gregon’s organization. There are also many other 
  potential recruits milling about, who are hear to 
  listen to the Hextorian’s preaching about how the 
  teachings of Hextor would bring triumph over Iuz. 
  All should be considered 1
  st-level commoners. While 
  most don’t detect as evil a few will. When combat 
  begins, all of them will attempt to flee by the best 
  route. 
   
  Main Floor: There is a man attending the counter at the 
  front of the store. He’s there mostly to dissuade anyone 
  who is not an approved person enter. Only members of 
  Gregon’s organization, and those vouched for by 
  members, are not intercepted. He’ll tell the PCs that the 
  store is closed, and that everyone else inside is either an 
  employee or a regular patron who is receiving 
  ‘personalized attention’, therefore they must leave. 
   
  Behind the counter is a curtained archway that helps 
  maintain privacy between rooms. Each wall is lined with 
  racks of weaponry, feel free to describe the arranged the 
  merchandise as you wish. 
   
  � Normal quality weapons are in the front room 
  � Masterwork quality weapons are in the middle room. 
   Also, there is a rack of silvered masterwork weapons 
  including a spiked heavy shield, a morningstar, a 
  pair of spiked gauntlets, 20 arrows, 20 bolts, 2 flails, 2 
  heavy flails, a scimitar, and 2 tridents. A successful 
  Knowledge (religion) DC25 will give the PC an odd 
  sense that all of the silvered weapons are popular 
  weapons of Hextor. 
  � The rear room is the stock room. 
   
  Upper Floor: The room facing the street is Gregon’s 
  room. There is where all of his religious paraphernalia 
  will be found, such as makeshift alter to Hextor on the 
  fireplace’s mantle. The middle room has the beds for 
  Gregon’s underlings; there are enough beds for each of 
  them. Bekayr’s bed is furthest from the fireplace, while 
  the beds closest to the fireplace are double-bunk beds. 
  The room facing the alley serves as kitchen and lounge 
  for Gregon and his underlings. 
   
  Basement: Quincain is kept here in the room 
  towards the street. Initially Gregon and his underlings 
  will be here in the midst of interrogating him. The rest of 
  the basement is storage for the store. Underneath some 
  crates will be found a ladder that leads to the Cellar. 
   
  Cellar: Here are where Vanachek’s and his spawn’s 
  coffins are found. In the cellar wall of the street-side of 
  the store is a secret door which gives access to the 
  Critwall sewers. This is how Vanachek and his spawn 
  would travel around the city during the day. 
   
  Gregon’s Critwall Hextorian Cell 
   
  APL2 (EL4) 
  � Gregon: hp 24; see Appendix 1. 
  � Common guards (2): hp 16, 17; see Appendix 1. 
   
  APL4 (EL6) 
  � Gregon hp 38; see Appendix. 
  � Temple guards (3): hp 17, 17, 17; see Appendix 1. 
  Blood Alliances 
   
  Page 12 
  
   
  APL6 (EL8) 
  � Gregon hp 52; see Appendix 1. 
  � Temple guards (4): hp 17, 17, 17, 17; see Appendix 1. 
   
  APL8 (EL10) 
  � Gregon hp 59; see Appendix 1. 
  � Bekayr hp 63; see Appendix 1. 
  � Temple guards (3): hp 17, 17, 17; see Appendix 1. 
   
  APL10 (EL12) 
  � Gregon hp 63; see Appendix 1. 
  � Bekayr hp 87; see Appendix 1. 
  � Temple wardens (2): hp 28, 28; see Appendix 1. 
  � Temple guards (2): hp 17, 17; see Appendix 1. 
   
  APL12 (EL14) 
  � Gregon hp 77; see Appendix 1. 
  � Bekayr hp 97; see Appendix 1. 
  � Senior guards (2): hp 40, 40; see Appendix 1. 
  � Temple wardens (2): hp 28, 28; see Appendix 1. 
   
   
  Tactics: See Appendix 1. 
   
  The combat with Vanachek that follows will prove to 
  be extremely difficult for low APL parties. The DM 
  should make it rather obvious that Gregon and his guards 
  are using silvered weapons. The PCs will need these 
  silvered weapons to defeat Vanachek. Of course, silver 
  alone will not be enough to overcome Vanachek’s 
  damage resistance, they will also need to make those 
  weapons magical somehow. The obvious way would be 
  by casting magic weapon. The APL2 Common Guards 
  each have two oils of magic weapon and the DM should 
  have the Common Guards apply the oil to their weapons 
  in front of the PCs to make it obvious just what the 
  guards have. 
   
  Development: Gregon and gang fight to the death, 
  (at least those who did not flee). Once the last has fallen, 
  assuming the PCs did not flee, Vanachek makes himself 
  known to the PCs; proceed to Encounter Seven. 
   
  Treasure: See Encounter Eight for notes on the 
  treasure from this encounter. All of the non-consumable 
  items are marked with symbols of Hextor on them. 
  Encounter Eight 
  The Son of Argot 
  As your final foe is brought down, you hear feet 
  walk ng upon the floor above [or below] you. A deep 
  baritone voice starts to chant with a growl. “All 
  together now, AAAAANND the hammer falls low 
  while bringing down the rain and the rain is painful 
  steeeel! My name is grim and my teeth are red and 
  I’m tired of living by the heeeeel! So I take the orc 
  and I tear’m in the arm and I kill them with big 
  bluuuee! Creatures of the night they run from me and 
  I spit on Iuz tooo!” [Insane cackling as the footsteps 
  stop] 
  i
   
   
   
   
  i
  Characters who have played SHL01-07 Cult of Torment 
  may remember they have heard the voice once before. 
  The PCs have six rounds to make any preparations or 
  healing while Vanachek walks and chants on the other 
  floor. Don’t tell the PCs how long they have, but let them 
  go round by round as they wish. And then continue. 
   
  An instant seems to pass and then, before you, a cloud 
  emerged out of the shadows and begins to take the 
  shape of a hulking brute of a man with pale skin and 
  haunting red eyes. 
   
  “It seems I chose the wrong ally. Heironeous 
  does offend me, but the ferocity of Hextor was so 
  appealing that a warrior such as myself couldn’t help 
  but be lured by Gregon’s pretty words. 
   
  “I am Vanachek, son of Argot, son of Regent. 
  Warrior of Llerg, I seek to wreck revenge upon Iuz 
  for his vile trick upon the people of Rhizia. 
  Thousands of us died because of his deceit. 
   
  “I have searched far for suitable allies, only to be 
  disappointed at each turn. I ended up in the city of 
  Pholtus by the lake; I tested the Raven of Desire and 
  his Cult of Torment. It was sadly lacking. I then 
  turned to Gregon and his God of Tyranny and War. 
  But look at the result around us. If he only accepted 
  my offer to join me in my… immortality!” 
   
  Vanachek’s red eyes seem to glow brighter and 
  his muscles seem to contort beneath his skin. He 
  holds out an open hand to you. 
  “I offer it to you! Accept my gift, I will make you 
  immortal, together WE will make Iuz submit as we 
  drink from him.”
  Vanachek is done talking; he is offering an alliance with 
  any PC who willingly accepts his offer. Accepting results 
  in voluntarily failing the Will save against Vanachek’s 
  dom nate special ability. 
   
  Vanachek, son of Argot, son of Regent 
   
  APL2 (EL4) 
  � Vanachek: hp 19; see Appendix 1. 
   
  APL4 (EL6) 
  � Vanachek: hp 33; see Appendix 1. 
   
  Blood Alliances 
   
  Page 13 
  
  APL6 (EL8) 
  � Vanachek: hp 47; see Appendix 1. 
   
  APL8 (EL10) 
  � Vanachek: hp 61; see Appendix 1. 
   
  APL10 (EL12) 
  � Vanachek: hp 84; see Appendix 1. 
   
  APL12 (EL14) 
  � Vanachek: hp 101; see Appendix 1. 
   
  Tactics: Vanachek still holds somewhat of a grudge 
  because of his plan’s bad outcome in Cult of Torment, if 
  any character has a the Lesser Draco Ring from SHL01-07 
  Cult of Torment, Vanachek has this to say to that PC 
  sometime during the combat; “I thought I left you 
  cultists dead in Bright Sentry, YES you ARE a clever 
  one!” 
   
  Other than the above quip, Vanachek fights all out, 
  immediately entering his rage. Vanachek will command 
  any dominated character to fight with him, directing the 
  PC’s attacks against a spellcaster or the person possessing 
  the Lesser Draco Ring. 
   
  Development: Upon dropping to 0 or lower hit 
  points Vanachek will assume gaseous form and float to 
  his coffin in the cellar.  PCs will find his form in a coffin 
  with the forms of his spawn. Remember, vampires 
  immediately regains 1 hit point after 1 hour in its coffin.  
  Keep track of how long the spawn and Vanachek have 
  had in their coffins.  If the PCs take too long delivering 
  the finishing blow, the spawn and/or Vanachek may get 
  away. 
   
  Assuming the PCs are not defeated, they find the 
  prisoner. He has been broken by the horrors inflicted 
  upon him by the followers of Hextor. He can tell the 
  characters anything they ask and admits that he is a spy 
  for the Free Reavers, not Iuz specifically. 
   
  The spy can reveal through later questioning the 
  following, much more is incoherent: 
   
  � He has been in Critwall for years posing as a high-
  class bodyguard for merchants and nobles.  He 
  frequented the Waghalter’s Best organization to 
  facilitate connections with potential clients. 
  � He is quite well known in many social circles, and 
  generally well liked by most. 
  � He had no connection with any thief’s guild. 
  � The Free Reavers are coordinating efforts with a 
  minion of Iuz, Lesser Boneheart or possibly higher, 
  to activate an “ancient dwarven ritual” that will tip 
  the momentum back to Iuz. 
  � Activity surrounding this ritual is centered beneath 
  or within the halls of Law’s Forge. 
   
  Characters may suspect he has been so broken by the 
  Hextorites that he is simply making up a story he 
  assumes they want to hear. Characters also uncover more 
  information that the followers of Hextor may be as 
  prominent in Critwall as Meticar warned (see SHL2-03 
  Beyond the Pale). 
   
  If the PCs have captured any of the low ranking 
  Hextorians or potential initiates for interrogation they 
  will get information hinting that there are indeed 
  Hextorians throughout the Shield Lands at many levels 
  of authority in government and the military. 
   
  � Some of those who had escaped during the chaos of 
  the fighting will be remembered by those captured 
  as having identified themselves as working in the 
  Pathfinders. 
  � Those captured can impart that Gregon often talked 
  about his agents within both The Guild and the 
  Magsmen, and Gregon’s successes at provoking a 
  possible “guild war”. 
   
  Lastly, any PC who accepted Vanachek’s offer (i.e. 
  became dominated), and stays dominated to the end of 
  combat with Vanachek victorious, are rewarded with 
  being turned into a vampire under Vanachek’s control. 
  They immediately become NPCs and are removed from 
  campaign play. 
   
  Conclusion 
  Within moments of Vanachek’s defeat, any surviving PCs 
  will hear a loud clamor increase from outside the store 
  until the Knights of Holy Shielding and the Night Watch 
  barge into the store. The ruckus of the PCs fighting 
  awoke neighbors who retrieved the Night Watch and 
  available Knights. PCs need merely mention that there 
  are vampires in the coffins for the watch to put the 
  vampires down. 
   
  The Night Watch and Knights take over the scene as 
  if it were a crime scene, and the PCs are taken in to the 
  nearest Night Watch station for questioning until a 
  Pathfinder duty officer can corroborate the PCs 
  explanation. After corroboration, the Night Watch gives 
  the PCs the items (if any depending on APL) found in the 
  Vampires’ coffins. 
   
  If the chosen PC from the Introduction does not 
  mention the meeting with the Magsmen and the chosen 
  PC to the authorities, the Magsmen will perform a deed 
  of honor to the PC (although the entire party gains). The 
  Magsmen perform an act of high daring by breaking into 
  the Night Watch station to steal the magic items and 
  Blood Alliances 
   
  Page 14 
  
  consumable items that were upon the Hextorian bodies 
  and gives them to the PCs. If the chosen PC narks on the 
  Magsmen the Hextorian items should be scratched off 
  the availability. 
   
  Note, the chosen PC may have told the rest of the 
  party about the meeting with the Magsmen, and 
  someone of the rest of the party may tell the authorities 
  about it. But the Magsmen will still retrieve the treasure 
  for the PCs if the chosen PC does not nark on them. 
   
  With the capture of the spy and the scattering of 
  Gregon’s cell of Hextorians, many more questions 
  have been posed than are now answered. Quincain is 
  a broken man due to Gregon’s tortures and has little 
  more he can coherently reveal to the Council of 
  Lords. Quincain wasn’t an innocent player after all. 
  He belonged to the Free Reavers, worshippers of 
  Erythnul with no love of Hextor. 
   
  You have learned that the redoubtable dwarven 
  fortress of Law’s Forge, once a Shield Lands county 
  far to the north beyond Torkeep, is a focus of 
  attention and energy among the Shield Land’s 
  enemies in the Boneheart and the Free Reavers. They 
  are plotting something there to strike back against 
  the Shield Lands and bring it to its knees. 
   
  Most disconcertingly, the whispered crazed-talk 
  about Hextorians infiltrating every niche in the 
  Shield Land’s is proving to be far more fact than 
  fiction. Indeed, if Pathfinders might be infiltrated 
  with Hextorians, how deeply embedded into the 
  Shield Lands could they be? It is certainly an 
  organized effort; you wonder just what they are 
  planning. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Six 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp; 
   
  Encounter Seven 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp; 
   
  Encounter Eight 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp; 
   
  Story Award 
  Objective(s) met: Give a final end to Vanachek and 
  Vanachek’s spawn. 
  APL2 30 xp; APL4 45 xp; APL6 60 xp; 
  APL8 75 xp; APL10 90 xp; APL12 105 xp; 
   
  Objective(s) met: Capture Quincain. 
  APL2 30 xp; APL4 45 xp; APL6 60 xp; 
  APL8 75 xp; APL10 90 xp; APL12 105 xp; 
   
  Objective(s) met: Recovered Quincain’s stuff in the Veng 
  River. 
  APL2 10 xp; APL4 15 xp; APL6 20 xp; 
  APL8 25 xp; APL10 30 xp; APL12 35 xp; 
   
  Objective(s) met: Reported to superiors (or another 
  Shield Lands’ authority) about infiltration of Gregon’s 
  Hextorian cult into Pathfinders and Shield Lands’ 
  government. 
  APL2 30 xp; APL4 45 xp; APL6 60 xp; 
  APL8 75 xp; APL10 90 xp; APL12 105 xp; 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350 xp; APL12 1575 xp; 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
  Blood Alliances 
   
  Page 15 
  
   
  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 character’s 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. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value) 
   
  Encounter Two: 
   
  APL 2: L: 4 gp; C: 0 gp; M: 379 gp 
   
  APL 4: L: 4 gp; C: 0 gp; M: 379 gp 
   
  APL 6: L: 4 gp; C: 0 gp; M: 379 gp 
   
  APL 8: L: 4 gp; C: 0 gp; M: 379 gp 
   
  APL 10: L: 4 gp; C: 0 gp; M: 379 gp 
   
  APL 12: L: 4 gp; C: 0 gp; M: 379 gp 
   
  Encounter Four: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 22.5 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 30 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 37.5 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 37.5gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 37.5gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 37.5gp 
   
  Encounter Eight: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 193.33 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 693.33 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1,385.42 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1,843.75 gp 
   
  Conclusion: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 20 gp; C: 0 gp; M: 168.75 gp 
   
  APL 6: L: 26.67 gp; C: 0 gp; M: 225 gp 
   
  APL 8: L: 30 gp; C: 0 gp; M: 406.25 gp 
   
  APL 10: L: 70 gp; C: 0 gp; M: 415 gp 
   
  APL 12: L: 78.33 gp; C: 0 gp; M: 515 gp 
   
  Total Possible Treasure 
  APL 2: L: 4 gp; C: 0 gp; M: 401.83 gp  - Total: 406 gp 
  APL 4: L: 24 gp; C: 0 gp; M: 578.05 gp  - Total: 602.25 
  gp 
  APL 6: L: 30.67 gp; C: 0 gp; M: 835.17 gp  - Total: 866 
  gp 
  APL 8: L: 34 gp; C: 0 gp; M: 1,516.42 gp  - Total: 
  1,540.58 gp 
  APL 10: L: 70 gp; C: 0 gp; M: 2,217.25 gp  - Total: 
  2,291.42 gp 
  APL 12: L: 82.33 gp; C: 0 gp; M: 2,775.58 gp  - Total: 
  3,858.08 gp 
   
  Special 
  �� Sheath, Boot: A boot sheath is easily concealed, 
  making it useful for those who want to appear unarmed. 
  Boot sheaths can hold only Small or Tiny bladed 
  weapons. Characters attempting to conceal an item in a 
  boot sheath gain a +4 bonus on their Sleight of Hand 
  check (opposed by either Spot or Search, depending on 
  the situation). If the character using the boot sheath does 
  not have ranks in Sleight of Hand, noticing the sheath 
  requires a successful Spot or Search check (DC 10). Cost: 
  30 gp; Frequency: Region (Source: Arms and Equipment) 
   
  � Sheath, Wrist: This sheath fits along the inside of the 
  forearm. Allowing weapons stored inside it to be drawn 
  quickly. A wrist sheath can hold one Tiny weapon, such 
  as a dagger, or a wand. Weapons of unusual shape, like a 
  bladed gauntlet, do not fit into a wrist sheath regardless 
  of size. Drawing or replacing the contents of a wrist 
  sheath is a move-equivalent action. Cost: 20 gp; 
  Frequency: Region (Source: Arms and Equipment) 
   
  � Ring of Llerg’s Might: These rings are forged by 
  clerics of Llerg. The wearer of a ring of Llerg’s might is 
  treated as armed even when unarmed (as the Improved 
  Unarmed Strike feat). His unarmed attacks deal 1d8 
  points of damage (normal, not nonlethal). Any target 
  damaged by a punch bears a little imprint of a bear paw 
  from the blow until the damage is healed. Caster Level: 
  1
  st; Prerequisites: Forge Ring, magic weapon, creator must 
  be a cleric of Llerg; Market Price: 4,000 gp. (New) 
   
  � +1 silvered vicious impact heavy flail: Impact: Any 
  bludgeoning weapon with this ability has its threat range 
  doubled. Thus an impact heavy flail scores a threat on a 
  17–20. This ability does not affect piercing or slashing 
  weapons. Caster Level: 10
  th; Prerequisites: Craft Magic 
  Blood Alliances 
   
  Page 16 
  
  Arms and Armor; Price bonus: +1(Source: Arms and 
  Equipment) 
   
  � Contact with Magsmen’s Association: This PC has 
  encountered a Magsman during play, thus granting 
  eligibility to join the Shield Lands’ meta-org at a future 
  date. 
   
  � Contact with The Guild: This PC has encountered a 
  member of The Guild during play, thus granting 
  eligibility to join the Shield Lands’ meta-org at a future 
  date. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2:  
  Boot sheath (Adventure, Arms and Equipment) 
  wrist sheath (Adventure, Arms and Equipment) 
   
  APL 4: (All of APL 2 plus the following) 
  Cloak of resistance +2 (Adventure, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  +2 full plate (Adventure, DMG) 
  ring of protection +2 (Adventure, DMG) 
   +1 bane (orc) greataxe (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  amulet of natural armor +2 (Adventure, DMG) 
  +1 lawful halberd (Adventure, DMG) 
  +1 silvered vicious impact heavy flail (Adventure, See 
  Above) 
  potion of heroism (Adventure, DMG), 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Brooch of shielding (Adventure, DMG) 
  monk’s belt (Adventure, DMG) 
  potion of haste (Adventure, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Ring of Llerg’s Might (Adventure, DMG) 
  potion of shield of faith +4 (Adventure, DMG)  
  potion of cure serious wounds (Adventure, DMG) 
  Blood Alliances 
   
  Page 17 
  
  Appendix 1: NPC Stats 
  Encounter 6  
  APL8 (EL10) 
  � Vampire Monk: Male Vampire Mnk5; CR 7; 
  Medium Undead; HD 5d12 (Monk); hp 50; Init +9; Spd 
  40 ft.; AC 26/27 (touch 20/21, flat-footed 20/21) [+5 
  Dex, +6 natural, +4 Wis, +1/+2 intrinsic]; Atk +8 melee 
  [1d8+3 or 1d10+3, unarmed]; SA Blood drain, children 
  of the night, create spawn, domination, energy drain, 
  flurry of blows, ki strike (magic); SQ Alternate form, 
  damage reduction 10/silver and magic, darkvision 60 
  ft., evasion, fast healing 5, gaseous form, purity of body, 
  resistance to cold 10 and electricity 10, slow fall (20 ft.), 
  spider climb, still mind, undead traits,  vampire 
  weaknesses;  AL LE; SV Fort +4, Ref +9, Will +7; Str 16, 
  Dex 20, Con —, Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Balance +11, Bluff +10, 
  Concentration +8, Escape Artist +11, Hide +13, Jump 
  +9, Listen +12, Move Silently +13, Search +11, Sense 
  Motive + 12, Spot +14, Tumble +11; Alertness, Combat 
  Reflexes, Deflect Arrows [b], Dodge, Improved 
  Initiative, Lightning Reflexes, Stunning Fist [b], 
  Weapon Finesse (Unarmed). 
   
  Possessions (1
  st): Brooch of shielding, monk’s belt. 
   
  Possessions (2
  nd ): Brooch of shielding. 
   
  Flurry of Blows (Ex): See Player’s Handbook. 
   
  Ki Strike (Su): See Player’s Handbook. 
   
  Evasion (Ex): See Player’s Handbook. 
   
  Purity of Body (Ex): See Player’s Handbook. 
   
  Slow Fall (Ex): See Player’s Handbook. 
   
  Still Mind (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  APL10 (EL12) 
  � Vampire Monk: Male Vampire Mnk8; CR 10; 
  Medium Undead; HD 8d12 (Monk); hp 72; Init +9; Spd 
  50 ft.; AC 26/27 (touch 20/21, flat-footed 20/21) [+5 
  Dex, +6 natural +4 Wis, +1/+2 intrinsic]; Atk +11/+8 
  melee [1d10+3 or 2d6+3, unarmed]; SA Blood drain, 
  children of the night, create spawn, domination, 
  energy drain, flurry of blows, ki strike (magic); SQ 
  Alternate form, damage reduction 10/silver and magic, 
  darkvision 60 ft., evasion, fast healing 5, gaseous form, 
  purity of body, resistance to cold 10 and electricity 10, 
  slow fall (40 ft.), spider climb, still mind, undead traits, 
  vampire weaknesses, wholeness of body;  AL LE; SV 
  Fort +6, Ref +11, Will +9; Str 16, Dex 20, Con —, Int 12, 
  Wis 19, Cha 14. 
   
  Skills and Feats: Balance +13, Bluff +12, 
  Concentration +8, Escape Artist +13, Hide +13, Jump 
  +11, Listen +12, Move Silently +13, Search +11, Sense 
  Motive + 12, Spot +14, Tumble +13; Alertness, Combat 
  Reflexes, Deflect Arrows [b], Dodge, Improved 
  Initiative, Improved Trip [b], Lightning Reflexes, 
  Mobility, 
  Stunning 
  Fist 
  [b] 
  Weapon 
  Finesse 
  (Unarmed). 
   
  Possessions (1
  st): Brooch of shielding, monk’s belt. 
   
  Possessions (2
  nd ): Brooch of shielding. 
   
  Flurry of Blows (Ex): See Player’s Handbook. 
   
  Ki Strike (Su): See Player’s Handbook. 
   
  Evasion (Ex): See Player’s Handbook. 
   
  Purity of Body (Ex): See Player’s Handbook. 
   
  Slow Fall (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  APL12 (EL14) 
  � Vampire Monk: Male Vampire Mnk10; CR 12; 
  Medium Undead; HD 10d12 (Monk); hp 90; Init +9; 
  Spd 60 ft.; AC 27/28 (touch 21/22, flat-footed 21/22) 
  [+5 Dex, +6 natural, +4 Wis, +2/+3 intrinsic]; Atk 
  +12/+9/+6 melee [1d10+3 or 2d6+3, unarmed]; SA 
  Blood drain, children of the night, create spawn, 
  domination, energy drain, flurry of blows, ki strike 
  (magic); SQ Alternate form, damage reduction 
  10/silver and magic, darkvision 60 ft., fast healing 5, 
  gaseous form, improved evasion, purity of body, 
  resistance to cold 10 and electricity 10, slow fall (50 ft.), 
  spider climb, still mind, undead traits,  vampire 
  Blood Alliances 
   
  Page 18 
  
  weaknesses;  AL LE; SV Fort +7, Ref +12, Will +10; Str 
  16, Dex 20, Con —, Int 12, Wis 19, Cha 14. 
   
  Skills and Feats: Balance +14, Bluff +14, 
  Concentration +8, Escape Artist +14, Hide +14, 
  Jump+14, Listen +12, Move Silently +14, Search +11, 
  Sense Motive + 12, Spot +14, Tumble +14; Alertness, 
  Combat Reflexes, Deflect Arrows [b], Dodge, Improved 
  Initiative, Improved Trip [b], Lightning Reflexes, 
  Mobility, Spring Attack, Stunning Fist [b] Weapon 
  Finesse (Unarmed). 
   
  Possessions (1
  st): Brooch of shielding, monk’s belt. 
   
  Possessions (2
  nd ): Brooch of shielding. 
   
  Flurry of Blows (Ex): See Player’s Handbook. 
   
  Ki Strike (Su): See Player’s Handbook. 
   
  Improved Evasion (Ex): See Player’s Handbook. 
   
  Purity of Body (Ex): See Player’s Handbook. 
   
  Slow Fall (Ex): See Player’s Handbook. 
   
  Wholeness of Body (Su): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
  Blood Alliances 
   
  Page 19 
  
  Encounter 7 
  APL 2 (EL4) 
  � Common Guard: Human War2: CR1: Medium 
  humanoid; HD 2d8+4; hp 17; Init +5; Spd 30 ft.; AC 14 
  (touch 11. flat-footed 13)[+1 Dex, +3 armor]; Atk +4 
  melee (1d6+2, silvered short sword) or +5 melee (1d6+2 
  nonlethal, sap) or +3 ranged (1d4+2/19-20, dagger); LN; 
  SV Fort +5, Ref +1, Will +1; Str 15, Dex 12, Con 14, Int 
  11, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Intimidate +6, Ride +3, 
  Spot +3, Swim +0; Improved Initiative, Weapon Focus 
  (sap). 
   
  Possessions: Studded leather armor, silvered short 
  sword, 2 daggers, sap, 2 oils of magic weapon. 
   
  Tactics: The guards move to immediately 
  confront the PCs. They will use their saps when it 
  appears an opponent is sufficiently wounded already. 
  The guards prep by using their oil of magic weapon on 
  their silvered shortsword. Using the oil should be done 
  in front of the PCs, where the guard grabs one of the 
  two oils on his belt and applies it to the shortsword. 
   
  � Gregon: Male human Clr3; CR 3; Medium 
  humanoid [human]; HD 3d8+6; hp 24; Init +4; Spd 20 
  ft.; AC 18 (touch 10, flat-footed 18)[+0 Dex, +8 armor]; 
  Atk +5 melee (1d10+3/19-20, +1 silvered heavy flail) or 
  +2 ranged (1d8+2/x3 masterwork heavy crossbow with 
  masterwork bolts); SA Rebuke undead 4/day, smite 
  1/day; SQ Spontaneous casting (inflict spells); AL LE; 
  SV Fort +5, Ref +1 Will +6; Str 12, Dex 11, Con 14, Int 
  12, Wis 17, Cha 12. 
   
  Skills and Feats: Bluff +3, Concentration +8, 
  Diplomacy +4, Heal +8, Knowledge (religion) +4, Sense 
  Motive +4, Spellcraft +6; Combat Casting, Improved 
  Initiative, Martial Weapon Proficiency (heavy flail), 
  Scribe Scroll, Weapon Focus (heavy flail). 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0—guidance, light, resistance, virtue; 1
  st—divine favor, 
  endure elements, inflict light wounds*, shield of faith; 
  2
  nd—bull’s strength, hold person, spiritual weapon*.) 
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: full plate, +1 silvered heavy flail, 
  masterwork heavy crossbow, and 10 masterwork 
  crossbow bots. 
   
  APL4 (EL6) 
  � Temple Guard: Human Ftr1/Clr1; CR2 Medium 
  humanoid; HD 1d10+1 plus 1d8+1; hp 17; Init +1; Spd 
  20ft.; AC 20 (touch 11, flat-footed 19)[+1 Dex, +2 shield, 
  +7 armor]; Atk +4 melee (1d10+2/19-20, silvered 
  masterwork heavy flail) or +3 ranged (1d8+2/x3 
  masterwork mighty composite longbow [+2 Str 
  bonus]); SA Rebuke Undead 3/day; SQ Spontaneous 
  casting (inflict spells); AL LN; SV Fort +5, Ref +1, Will 
  +3; Str 14, Dex 12, Con 13, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Knowledge (religion) +2, Listen 
  +5, Sense Motive +3, Spot +5; Alertness, Blind-Fight, 
  Weapon Focus (heavy flail). 
   
  Spells Prepared: (3/3; Base DC = 11 + spell level): 
  0—detect magic, resistance, virtue; 1
  st—command, 
  endure elements, magic weapon*. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: Half-plate, large steel shield, silvered 
  masterwork heavy flail, masterwork mighty composite 
  longbow (+2 Str bonus), 20 arrow, potion of bull’s 
  strength, potion of bear’s endurance, scroll of cure light 
  wounds, acid flask, thunderstone. 
   
  Tactics: Before closing to engage, a temple guard 
  will use their thunderstones to disable a foe and alert 
  the rest of the temple to danger. Then will try to settle 
  the matter with command spells to make the foe cease, 
  or go back where they came from if the thunderstone 
  didn’t resolve the situation. If the matter continues 
  they close to melee. Any PC with overt displays of 
  religious symbols will be subject to a smite, if possible. 
   
  � Gregon: Male human Clr5; CR 5; Medium 
  humanoid [human]; HD 5d8+10; hp 38; Init +4; Spd 20 
  ft.; AC 19 (touch 10, flat-footed 19)[+0 Dex, +9 armor]; 
  Atk +6 melee (1d10+3/19-20, +1 silvered heavy flail) or 
  +3 ranged (1d8+2/x3 masterwork heavy crossbow with 
  masterwork bolts); SA Rebuke undead 4/day, smite 
  1/day; SQ Spontaneous casting (inflict spells); AL LE; 
  SV Fort +6, Ref +1 Will +7; Str 12, Dex 11, Con 14, Int 
  12, Wis 18, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +10, 
  Diplomacy +4, Heal +9, Knowledge (religion) +6, Sense 
  Motive +5, Spellcraft +7; Combat Casting, Improved 
  Initiative, Martial Weapon Proficiency (heavy flail), 
  Brew Potion, Weapon Focus (heavy flail). 
   
  Spells Prepared (5/5/4/3; base DC = 14 + spell 
  level): 0— cure minor wounds (2), detect magic (2), 
  light; 1
  st—command, cure light wounds, doom (2), 
  inflict light wounds; 2
  nd—bull’s strength, hold person 
  (2), spiritual weapon*; 3
  rd—contagion*, dispel magic, 
  prayer). 
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: +1 full plate, +1 silvered heavy flail, 
  masterwork heavy crossbow, 10 masterwork crossbow 
  bolts. 
   
  Blood Alliances 
   
  Page 20 
  
  APL 6 (EL8) 
  � Temple Guard: As APL4 
  � Gregon: Male human Clr7; CR 7; Medium 
  humanoid [human]; HD 7d8+14; hp 52; Init +4; Spd 20 
  ft.; AC 22 (touch 12, flat-footed 22)[+0 Dex, +2 
  deflection, +10 armor]; Atk +8 melee (1d10+3/19-20, +1 
  silvered heavy flail) or +5 ranged (1d8+2/x3 
  masterwork heavy crossbow with masterwork bolts); 
  SA 
  Rebuke 
  undead 
  4/day, 
  smite 
  1/day; 
  SQ 
  Spontaneous casting (inflict spells); AL LE; SV Fort +7, 
  Ref +2 Will +8; Str 12, Dex 11, Con 14, Int 12, Wis 18, 
  Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +12, 
  Diplomacy +4, Heal +9, Knowledge (religion) +6, Sense 
  Motive +7, Spellcraft +8; Blind-Fighting, Brew Potion, 
  Combat Casting, Improved Initiative, Martial Weapon 
  Proficiency (heavy flail), Weapon Focus (heavy flail). 
   
  Spells Prepared (6/6/5/4/3; base DC = 14 + spell 
  level): 0—cure minor wounds (2), detect magic (2), 
  light (2); 1
  st—command, cure light wounds, doom (2), 
  inflict light wounds*, shield of faith; 2
  nd—bull’s 
  strength, hold person (2), silence, spiritual weapon*; 
  3
  rd—contagion*, dispel magic, invisibility purge, 
  prayer; 4
  th—cure critical wounds, divine power*,
  summon monster IV). 
   
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: +2 full plate, ring of protection +2, +1 
  silvered heavy flail, masterwork heavy crossbow, 10 
  masterwork crossbow bolts, cloak of resistance +2. 
   
  Tactics: Gregon’s first offensive act will be to call 
  upon a fiendish dire ape to flank foes and to replace 
  fallen guards. 
   
  � Fiendish Dire Ape: CR—; Large magical beast 
  (augmented animal, extraplanar); HD 5d8+13; hp 35; 
  Init +2 Spd 30 ft., climb 15 ft.; AC 15 (touch 11, flat-
  footed 13)[–1 size, +2 Dex, +4 natural]; Atk +8 melee 
  (1d6+6, 2 claws) and +3 melee (1d8+3 bite), SA Smite 
  good, rend 2d6+12; SQ Darkvision 60 ft., scent, 
  resistance to cold 5 and fire 5, damage reduction 
  5/magic; SR 10; AL NE; SV Fort +6, Ref +6, Will +5; Str 
  22, Dex 15, Con 14, Int 3, Wis 12, Cha 7. 
  Skill and Feats: Climb +14, Hide +3, Listen +5, Move 
  Silently +4, Spot +6, Survival +1 (+4 when tracking by 
  scent); Alertness, Toughness. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal +5 additional 
  damage against a good foe. 
   
  Rend (Ex): A dire ape that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+12 
  points of damage. 
   
  APL 8 (EL10) 
  � Temple Guard: As APL4 
  � Gregon: Male human Clr8; CR 8; Medium 
  humanoid [human]; HD 8d8+16; hp 59; Init +4; Spd 20 
  ft.; AC 24 (touch 12, flat-footed 24)[+0 Dex, +2 
  deflection, +2 natural, +10 armor]; Atk +9/+4 melee 
  (1d10(-1)+3/17-20 plus 2d6 to target and 1d6 to self, +1 
  silvered vicious impact heavy flail) or +6 ranged 
  (1d8+2/x3 
  masterwork 
  heavy 
  crossbow 
  with 
  masterwork bolts); SA Rebuke undead 4/day, smite 
  1/day; SQ Spontaneous casting (inflict spells); AL LE; 
  SV Fort +8, Ref +2 Will +9; Str 12, Dex 11, Con 14, Int 
  12, Wis 19, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +13, 
  Diplomacy +4, Heal +9, Intimidate +1, Knowledge 
  (religion) +7, Sense Motive +7, Spellcraft +8; Blind-
  Fighting, Brew Potion, Combat Casting, Improved 
  Initiative, Martial Weapon Proficiency (heavy flail), 
  Weapon Focus (heavy flail). 
   
  Spells Prepared (6/6/5/5/4; base DC = 14 + spell 
  level): 0—cure minor wounds (2), detect magic (2), 
  light (2); 1
  st—command, cure light wounds, doom (2), 
  inflict light wounds*, shield of faith; 2
  nd—bull’s 
  strength, hold person (2), silence, spiritual weapon*; 
  3
  rd—contagion*, dispel magic, invisibility purge, prayer 
  protection from elements; 4
  th—cure critical wounds, 
  discern lies, divine power*, summon monster IV). 
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: +2 full plate, amulet of natural armor 
  +2, ring of protection +2, +1 silvered vicious impact 
  heavy 
  flail, 
  masterwork 
  heavy 
  crossbow, 
  10 
  masterwork crossbow bolts, boots of speed, cloak of 
  resistance +2. 
   
  Tactics: Gregon first offensive weapon will be to 
  call upon a fiendish dire ape to flank foes and to 
  replace fallen guards. (See APL 6 for fiendish dire ape 
  stats). 
   
  � Bekayr: Male human Ftr5/Fst2; CR 7; Medium 
  humanoid; HD 7d10+21; hp 63; Init +1 Spd 20 ft.; AC 
  20 (touch 12, flat-footed 18)[+2 Dex, +8 armor]; Atk 
  +10/+5 melee (1d10+6/x3 plus 2d6 against all chaotic, 
  +1 lawful halberd); SA Brutal strike +1, strength boost 
  1/day; AL LN; SV Fort +10, Ref +2, Will  +1; Str 16, Dex 
  14, Con 16, Int 10, Wis 10, Cha 7. 
  Skills and Feats: Climb +11, Intimidate +4, Jump +11, 
  Knowledge (religion) +4, Ride +5, Spot +4 Swim +6; 
  Blind-Fight, Cleave, Dodge, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (halberd), Weapon 
  Specialization (halberd). 
  Blood Alliances 
   
  Page 21 
  
   
  Brutal strike: Declare at start of action, add bonus 
  to either attack or damage rolls.  
   
  Strength boost: Once per day add +4 bonus to Str, 
  bonus lasts 4 rounds plus Fst levels. 
   
  Possessions: +1 half plate, +1 silvered lawful 
  halberd, potion of bear’s endurance, potion of heroism, 
  potion of cure moderate wounds, potion of shield of 
  faith (+3) 
   
  Tactics: Bekayr will begin by using his Strength 
  boost ability and attack anyone who threatens Gregon. 
  Unless surprised, Bekayr has already quaffed his 
  potions in preparation of battle. 
   
  APL10 (EL12) 
  � Temple Guard: As APL4 
  � Temple Warden:  Human Mnk2/Ftr2; CR 4; 
  Medium humanoid; HD 2d8+2 plus 2d10+2; hp 28; Init 
  +1; Spd 30ft.; AC 15 (touch 15, flat-footed 13)[+2 Dex, 
  +3 Wis]; Atk +6 melee (1d8+3/1d8+3/x2, masterwork 
  dire flail) or +6 melee (1d6 unarmed strike plus 
  stunning fist) or +6 ranged (1d8+2/x3, masterwork 
  mighty composite longbow [+2 Str bonus] with 
  masterwork arrows; SA Flurry of blows, stunning 
  attack 2/day (Fort save DC 14); SQ Evasion; AL LN; SV 
  Fort +7, Ref +4 Will +6; Str 14, Dex 15, Con 12, Int 10, 
  Wis 16, Cha 8. 
  Skills and Feats: Balance +6, Climb +5, Hide +6, Listen 
  +10, Move Silently +6, Sense Motive +6, Spot +6; 
  Alertness, Blind-Fight, Combat Reflexes, Exotic 
  Weapon Proficiency (gyrspike), Stunning Fist, Two-
  Weapon Fighting, Weapon Focus (unarmed strike). 
   
  Possessions: Silvered masterwork dire flail, 
  masterwork mighty composite longbow (+2 Str bonus), 
  20 masterwork arrows, everburning torch, potion of 
  bull’s strength, potion of cure moderate wounds, boots 
  of speed, 2 flasks of alchemist’s fire, 2 tanglefoot bags, 
  thunderstone. 
   
  Tactics: The wardens usually try flanking 
  maneuvers, depending on the guards to keep 
  opponents locked in place. When combating lightly 
  armored enemies, wardens make unarmed attacks, 
  using their flurry of blows ability to deal nonlethal 
  damage. Against better-equipped opponents, they 
  drink their potions of haste, then harass spellcasters 
  with bow fire, toss tanglefoot bags to immobilize foes, 
  and use their gyrspikes as a double weapon, or reach 
  weapon. If a quick victory seems possible, they move in 
  and use stunning attacks; otherwise they wield bows 
  and gyrspikes. 
   
  � Gregon: Male human Clr10; CR 10; Medium 
  humanoid [human]; HD 10d8+20; hp 63; Init +4; Spd 
  20 ft.; AC 24 (touch 12, flat-footed 24)[+0 Dex, +2 
  deflection, +2 natural, +10 armor]; Atk +10/+5 melee 
  (1d10(-1)+3/17-20 plus 2d6 to target and 1d6 to self, +1 
  silvered vicious impact heavy flail) or +7 ranged 
  (1d8+2/x3 masterwork heavy crossbow with +1 
  crossbow bolts); SA Rebuke undead 4/day, smite 1/day; 
  SQ Spontaneous casting (inflict spells); AL LE; SV Fort 
  +9, Ref +3 Will +11; Str 12, Dex 11, Con 14, Int 12, Wis 
  21, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +15, 
  Diplomacy +4, Heal +9, Intimidate +4, Knowledge 
  (religion) +7, Sense Motive +7, Spellcraft +8; Blind-
  Fighting, Combat Casting, Improved Initiative, Martial 
  Weapon Proficiency (heavy flail), Scribe Scroll, Brew 
  Potion, Weapon Focus (heavy flail). 
   
  Spells Prepared (6/6/6/5/5/4; base DC = 15 + spell 
  level): 0—cure minor wounds (2), detect magic (2), 
  light (2); 1
  st—command, cure light wounds, doom (2), 
  inflict light wounds*, shield of faith; 2
  nd—aid, bull’s 
  strength, hold person (2), silence, spiritual weapon*; 
  3
  rd—contagion*, dispel magic, invisibility purge, prayer 
  protection from elements; 4
  th—cure critical wounds, 
  discern lies, divine power*, greater magic weapon,
  summon monster IV; 5
  th—circle of doom, flame 
  strike*, greater command, spell resistance). 
   
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: +2 full plate, amulet of natural armor 
  +2, ring of protection +2, +1 silvered vicious impact 
  heavy 
  flail, 
  masterwork 
  heavy 
  crossbow, 
  10 
  masterwork crossbow bolts, boots of speed, cloak of 
  resistance +2, periapt of Wisdom +2. 
   
  Tactics: Gregon will prep by casting divine power 
  and then spell resistance on himself. 
   
  Gregon first offensive action will be to cast flame 
  strike on as many foes as he can catch, then call upon a 
  fiendish dire ape to flank foes and to replace fallen 
  guards. (See APL 6 for fiendish dire ape stats). 
   
  � Bekayr: Male human Ftr5/Fst4; CR 9; Medium 
  humanoid; HD 9d10+27; hp 87; Init +1 Spd 20 ft.; AC 
  20 (touch 12, flat-footed 18)[+2 Dex, +8 armor]; Atk 
  +12/+7 melee (1d10+6/x3 plus 2d6 against all chaotic, 
  +1 lawful halberd); SA Brutal strike +2, strength boost 
  1/day; SQ Frightful presence 1/day; AL LN; SV Fort 
  +11, Ref +4, Will  +2; Str 16, Dex 14, Con 16, Int 10, 
  Wis 10, Cha 9. 
   
  Skills and Feats: Climb +11, Intimidate +5, Jump 
  +11, Knowledge (religion) +4, Ride +5, Sense Motive 
  +5, Spot +4 Swim +6; Blind-Fight, Cleave, Dodge, Great 
  Cleave, Mobility, Power Attack, Spring Attack, 
  Weapon Focus (halberd), Weapon Specialization 
  (halberd). 
   
  Brutal strike: Declare at start of action, add bonus 
  to either attack or damage rolls.  
  Blood Alliances 
   
  Page 22 
  
   
  Strength boost: Once per day add +4 bonus to Str, 
  bonus lasts 4 rounds plus Fst levels. 
   
  Frightful presence: See Appendix. 
   
  Possessions: +1 half plate, +1 lawful halberd, 
  potion of bear’s endurance, potion of heroism, potion 
  of cure moderate wounds, potion of shield of faith (+3) 
   
  Tactics: Bekayr will begin by using his Strength 
  boost ability and attack anyone who threatens Gregon. 
  Unless surprised, Bekayr has already quaffed his 
  potions in preparation of battle. Bekayr will use his 
  Frightful Presence when the temple guards have been 
  defeated. 
   
  APL 12 (EL14) 
  � Temple Warden: As APL 10 
  � Senior Temple Guard: Human Ftr3/Clr3; CR 6; 
  Medium humanoid; HD 3d10+3 plus 3d8+3; hp 40; Init 
  +1; Spd 20 ft.; AC 22 (touch 11, flat-footed 21)[+1 Dex, 
  +3 shield, +8 armor]; Atk +9 melee (1d10+3/19-20, +1 
  heavy flail) or +7 ranged (1d8+2x3, masterwork mighty 
  composite longbow [+2 Str bonus]); SA Rebuke 
  Undead 2/day; SQ Spontaneous casting (inflict spells); 
  AL LN; SV Fort +7, Ref +3, Will +8; Str 15, Dex 13, Con 
  13, Int 12, Wis 15, Cha 8. 
   
  Skills and feats: Climb +1 Concentration +7, Ride 
  +7, Spot +5, Swim +8, Wilderness Lore +5; Combat 
  Casting, Dodge, Improved Sunder, Iron Will, Power 
  Attack, Weapon Focus (heavy flail). 
   
  Spells Prepared (4/4/3; base DC = 12 + spell level): 
  0—guidance, light, resistance, virtue; 1
  st—divine favor, 
  endure elements, inflict light wounds*, shield of faith; 
  2
  nd—bull’s strength, hold person, spiritual weapon*.) 
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: +1 half-plate, +1 large metal shield, +1 
  silvered heavy flail, masterwork might composite 
  longbow (+2 Str bonus), potion of cure moderate 
  wounds, potion of bear’s endurance, 2 tanglefoot bags, 
  thunderstone. 
   
  Tactics: Senior Temple guards cast bull’s strength 
  and endure elements (usually fire) on themselves 
  when going on duty. This gives them an average 
  Strength score of 18 and the ability to ignore the first 5 
  points of damage from the chosen element each round. 
  Before joining battle, they will try to cast divine favor 
  and shield of faith on themselves. The combination 
  gives them AC 23, and average melee attack bonus of 
  +12, and average heavy flail damage of 1d10+7. If not 
  being immediately threatened they first try to 
  eliminate physically dangerous opponents with hold 
  person and tanglefoot bags, then moving close to make 
  melee attacks or use inflict spells against anyone still 
  moving. If they can’t reach an opponent, they fire their 
  bows. 
   
  � Gregon: Male human Clr12; CR 12; Medium 
  humanoid [human]; HD 12d8+24; hp 77; Init +4; Spd 
  20 ft.; AC 24 (touch 12, flat-footed 24)[+0 Dex, +2 
  deflection, +2 natural, +10 armor]; Atk +12/+7 melee 
  (1d10(-1)+3/17-20 plus 2d6 to target and 1d6 to self, +1 
  silvered vicious impact heavy flail) or +9 ranged 
  (1d8+2/x3 
  masterwork 
  heavy 
  crossbow 
  with 
  masterwork bolts); SA Rebuke undead 4/day, smite 
  1/day; SQ Spontaneous casting (inflict spells); AL LE; 
  SV Fort +12, Ref +6 Will +15; Str 12, Dex 11, Con 14, 
  Int 12, Wis 24, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +17, 
  Diplomacy +4, Heal +11, Intimidate +4, Knowledge 
  (religion) +8, Sense Motive +9, Spellcraft +9; Blind-
  Fighting, Brew Potion, Combat Casting, Improved 
  Initiative, Martial Weapon Proficiency (heavy flail), 
  Scribe Scroll, Spell Penetration, Weapon Focus (heavy 
  flail). 
   
  Spells Prepared (6/8/6/6/5/5/3; base DC = 17 + 
  spell level): 0—cure minor wounds (2), detect magic 
  (2), light (2); 1
  st—bane, bless, command, cure light 
  wounds, doom (2), inflict light wounds*, shield of 
  faith; 2
  nd—aid, bull’s strength, hold person (2), silence, 
  spiritual weapon*; 3
  rd—contagion*, dispel magic, 
  invisibility purge, prayer, protection from elements, 
  searing light; 4
  th—cure critical wounds, discern lies, 
  divine power*, greater magic weapon, summon 
  monster IV; 5
  th—circle of doom, ethereal jaunt, flame 
  strike*, greater command, spell resistance; 6
  th—
  animate objects, blade barrier*, word of recall. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day), War (Martial Weapon Proficiency and Weapon 
  Focus with heavy flail). 
   
  Possessions: +2 full plate, amulet of natural armor 
  +2, ring of protection +2, +1 silvered vicious impact 
  heavy 
  flail, 
  masterwork 
  heavy 
  crossbow, 
  10 
  masterwork crossbow bolts, boots of speed, cloak of 
  resistance +2, ioun stone (vibrant purple prism) with 
  cure serious wounds (12
  th lvl caster) spell stored in it, 
  periapt of Wisdom +4. 
   
  Tactics: Gregon will prep by casting divine power 
  and then spell resistance on himself. 
   
  Gregon first offensive action will be to cast flame 
  strike and blade barrier on as many foes as he can, and 
  then call upon a fiendish dire ape to flank foes and to 
  replace fallen guards. (See APL 6 for fiendish dire ape 
  stats). 
   
  If heavily damaged, he activates his ioun stone and 
  casts cure serious wounds on himself, after first 
  stepping out of reach so an opponent can’t grab the 
  Blood Alliances 
   
  Page 23 
  
  stone. If he feels he’s in true danger, he escapes via 
  word of recall. 
   
  � Bekayr: Male human Ftr6/Fst5; CR 11; Medium 
  humanoid; HD 11d10+33; hp 97; Init +1 Spd 20 ft.; AC 
  20 (touch 12, flat-footed 18); Atk +16/+11/+6 melee 
  (1d10+6/x3 plus 2d6 against all chaotic, +3 lawful 
  halberd); SA Brutal strike +2, strength boost 2/day; SQ 
  Frightful presence 1/day; AL LN; SV Fort +12, Ref +5, 
  Will  +3; Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +12, Intimidate +6, Jump 
  +12, Knowledge (religion) +4, Ride +6, Sense Motive 
  +5, Spot +6 Swim +6; Blind-Fight, Cleave, Dodge, Great 
  Cleave, Improved Critical (halberd), Mobility, Power 
  Attack, Spring Attack, Weapon Focus (halberd), 
  Weapon Specialization (halberd). 
   
  Brutal strike: Declare at start of action, add bonus 
  to either attack or damage rolls.  
   
  Strength boost: Twice per day add +4 bonus to Str, 
  bonus lasts 4 rounds plus Fst levels. 
   
  Frightful presence: See Appendix. 
   
  Possessions: +1 half plate, +1 silvered lawful 
  halberd, potion of bear’s endurance, potion of heroism, 
  potion of cure moderate wounds, potion of shield of 
  faith (+4) 
   
  Tactics: Bekayr will begin by using his Strength 
  boost ability and attack anyone who threatens Gregon. 
  Unless surprised, Bekayr has already quaffed his 
  potions in preparation of battle. Bekayr will use his 
  Frightful Presence when the temple guards have been 
  defeated. 
   
  Blood Alliances 
   
  Page 24 
  
  Encounter 8 
  APL 2 (EL4) 
  � Vanachek: Male human Bbn 2; CR 4; Medium 
  undead [augmented humanoid]; HD 2d12; hp 19; Init 
  +8; Spd 40 ft.; AC 20 (+4 Dex, +6 natural) (touch 14, flat-
  footed 16); Atk +7 melee (1d8+5/x3, battleaxe) or +7 
  melee (1d6+5/x2 slam plus energy drain); SA Blood 
  drain, children of the night, create spawn, dominate, 
  energy drain, rage 1/day; SQ Alternate form, damage 
  reduction 10/magic and silver, darkvision 60 ft., fast 
  healing 5, fast movement, gaseous form, resistance to 
  cold 10 and electricity 10, spider climb, turn resistance, 
  uncanny dodge, undead traits; AL CE; SV Fort +2, Ref 
  +6 Will +1; Str 20, Dex 18, Con —, Int 12, Wis 12, Cha 
  14. 
   
  Skills and Feats: Bluff +10, Climb +10, Hide +12, 
  Intimidate +7 Jump +10, Listen +14, Move Silently +12, 
  Search +9, Sense Motive +10, Spot +9, Survival +6; 
  Alertness, Cleave, Combat Reflexes, Dodge, Improved 
  Initiative, Lightning Reflexes, Power Attack. 
   
  Possessions: Battleaxe. 
   
  Fast Movement (Ex): See Player’s Handbook. 
   
  Uncanny Dodge (Ex): See Player’s Handbook. 
   
  Rage (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  Tactics: After the initial invitation to PCs to 
  voluntarily fail their Will save against his domination 
  ability, Vanachek will use his vampire abilities as they 
  best suit melee combat. He intends to fight to the 
  death. 
   
  At APL2, Vanachek will not call any rat swarms 
  from the cellar. He will not use his domination ability 
  after he asks PCs to join him. He will not assume 
  alternate forms. He will not energy drain, instead 
  favoring the battleaxe through the whole combat. He 
  will not assume gaseous form until he has been 
  defeated. 
   
  APL4 (EL6) 
  � Vanachek: Male human Bbn 4; CR 6; Medium 
  undead [augmented humanoid]; HD 4d12; hp 33; Init 
  +8; Spd 40 ft. (30 ft. hide); AC 23 (+4 Dex, +3 hide, +6 
  natural) (touch 14, flat-footed 19); Atk +9 melee 
  (1d12+7/x3, greataxe) or +9 melee (1d6+5/x2 slam plus 
  energy drain); SA Blood drain, children of the night, 
  create spawn, dominate, energy drain, rage 2/day; SQ 
  Alternate form, damage reduction 10/magic and silver, 
  darkvision 60 ft., fast healing 5, fast movement, gaseous 
  form, resistance to cold 10 and electricity 10, spider 
  climb, trap sense +1, turn resistance, uncanny dodge, 
  undead traits; AL CE; SV Fort +4, Ref +7 Will +2; Str 20, 
  Dex 18, Con —, Int 12, Wis 12, Cha 15. 
   
  Skills and Feats: Bluff +10, Climb +12, Hide +12, 
  Intimidate +9 Jump +12, Listen +16, Move Silently +12, 
  Search +9, Sense Motive +10, Spot +10, Survival +8; 
  Alertness, Cleave, Intimidating Rage, Combat Reflexes, 
  Dodge, Improved Initiative, Lightning Reflexes, Power 
  Attack. 
   
  Possessions: Greataxe. 
   
  Fast Movement (Ex): See Player’s Handbook. 
   
  Rage (Ex): See Player’s Handbook. 
   
  Trap Sense (Ex): See Player’s Handbook. 
   
  Uncanny Dodge (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  Tactics: After the initial invitation to PCs to 
  voluntarily fail their Will save against his domination 
  ability, Vanachek will command his rats to attack, 
  preferring spellcasters. The rats are already under his 
  command in the cellar. Depending on which floor 
  Vanachek fights the PCs, they take two rounds to show 
  for every level above the cellar, by climbing within 
  gaps between the walls, and on the ceilings.  
   
  Vanachek will use his vampire abilities as they 
  best suit melee combat. He intends to fight to the 
  death. If he feels he is outmatched badly, Vanachek 
  will occasionally assume gaseous form for a few rounds 
  to allow his fast healing extraordinary ability to 
  replenish his hit points. 
  Blood Alliances 
   
  Page 25 
  
   
  Vanachek will make full use of his Intimidating 
  Rage. He will target his Intimidating Rage at those 
  who try to flank him. 
   
  Vanachek will favor his greataxe out of habit, but 
  if one opponent looks particularly menacing Vanachek 
  will smack the target with his fist and use energy drain. 
  At APL4, Vanachek will not use his domination ability 
  after he asks PCs to join him. He will not assume 
  alternate forms.  
   
  APL 6 (EL8) 
  � Vanachek: Male human Bbn 6; CR 8; Medium 
  undead [augmented humanoid]; HD 6d12; hp 47; Init 
  +8; Spd 40 ft.; AC 24 (+4 Dex, +4 chain shirt, +6 natural) 
  (touch 14, flat-footed 20); Atk +12/+7 melee 
  (1d12+8/x3, +1 bane (orc) greataxe) or +11/+6 melee 
  (1d6+5/x2 slam plus energy drain); SA Blood drain, 
  children of the night, create spawn, dominate, energy 
  drain, rage 2/day; SQ Alternate form, damage 
  reduction 10/magic and silver, darkvision 60 ft., fast 
  healing 5, fast movement, gaseous form, improved 
  uncanny dodge, resistance to cold 10 and electricity 10, 
  spider climb, trap sense +2, turn resistance, uncanny 
  dodge, undead traits; AL CE; SV Fort +5, Ref +8 Will 
  +3; Str 20, Dex 18, Con —, Int 12, Wis 12, Cha 15. 
   
  Skills and Feats: Bluff +10, Climb +14, Hide +12, 
  Intimidate +11 Jump +14, Listen +18, Move Silently 
  +12, Search +10, Sense Motive +10, Spot +10, Survival 
  +10; Alertness, Cleave, Intimidating Rage, Combat 
  Reflexes, 
  Destructive 
  Rage, 
  Dodge, 
  Improved 
  Initiative, Lightning Reflexes, Power Attack. 
   
  Possessions: +1 greataxe. 
   
  Fast Movement (Ex): See Player’s Handbook. 
   
  Improved Uncanny Dodge (Ex): See Player’s 
  Handbook. 
   
  Rage (Ex): See Player’s Handbook. 
   
  Trap Sense (Ex): See Player’s Handbook. 
   
  Uncanny Dodge (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  Tactics: After the initial invitation to PCs to 
  voluntarily fail their Will save against his domination 
  ability, Vanachek will command his rats to attack, 
  preferring spellcasters. The rats are already under his 
  command in the cellar. Depending on which floor 
  Vanachek fights the PCs, they take one round to show 
  for every level above the cellar, by climbing within 
  gaps between the walls, and on the ceilings.  
   
  Vanachek will use his vampire abilities as they 
  best suit melee combat. He intends to fight to the 
  death. He will not resort to dominate again, or blood 
  drain, or attempt assuming an alternate form during 
  combat. If he feels he is outmatched badly, Vanachek 
  will occasionally assume gaseous form for a few rounds 
  to allow his fast healing extraordinary ability to 
  replenish his hit points. 
   
  Vanachek will make full use of his Intimidating 
  Rage. He will target his Intimidating Rage at those 
  who try to flank him. 
   
  Vanachek will favor his greataxe out of habit, 
  preferring half-orcs, but if one opponent looks 
  particularly menacing Vanachek will smack the target 
  with his fist and use energy drain. 
   
  APL 8 (EL10) 
  � Vanachek: Male human Bbn 6/FrzBsk 2; CR 10; 
  Medium undead [augmented humanoid]; HD 8d12; hp 
  61; Init +8; Spd 40 ft.; AC 24 (+4 Dex, +4 chain shirt, +6 
  natural) (touch 14, flat-footed 20); Atk +14/+9 melee 
  (1d12+8/x3, +1 bane (orc) greataxe) or +13/+8 melee 
  (1d6+2/x2 slam plus energy drain); SA Blood drain, 
  children of the night, create spawn, dominate, energy 
  drain, frenzy 1/day, rage 2/day, supreme cleave; SQ 
  Alternate form, damage reduction 10/magic and silver, 
  darkvision 60 ft., fast healing 5, fast movement, gaseous 
  form, improved uncanny dodge, resistance to cold 10 
  and electricity 10, spider climb, trap sense +2, turn 
  resistance, uncanny dodge, undead traits; AL CE; SV 
  Fort +8, Ref +8 Will +3; Str 20, Dex 18, Con —, Int 12, 
  Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +11, Climb +14, Hide +12, 
  Intimidate +14 Jump +16, Listen +19, Move Silently 
  +12, Search +10, Sense Motive +12, Spot +10, Survival 
  +10; Alertness, Cleave, Intimidating Rage, Combat 
  Reflexes, Destructive Rage, Diehard, Dodge, Improved 
  Initiative, Lightning Reflexes, Power Attack. 
   
  Possessions: +1 berserker greataxe. 
   
  Fast Movement (Ex): See Player’s Handbook. 
   
  Frenzy (Ex): At 1
  st level, a frenzied berserker can 
  enter a frenzy during combat as a free action. While 
  frenzied he gains a +6 bonus to Strength and a single 
  extra attack each round at his highest bonus. (The extra 
  attack is no cumulative with haste.) However, he also 
  suffers a –4 penalty to AC and takes 2 points of 
  nonlethal damage per round. A frenzy lasts for a 
  Blood Alliances 
   
  Page 26 
  
  number of rounds equal to 3 + the frenzied berserker’s 
  Constitution modifier. 
   
  If the frenzied berserker suffers damage from an 
  attack, spell, trap or any other source, he automatically 
  enters a frenzy at the start of his next action. To avoid 
  entering a frenzy in response to damage, the character 
  must make a successful Will save (DC 10 + points of 
  damage) at the start of his next action. 
   
  When a frenzy ends, the frenzied berserker is 
  fatigued (–2 penalty to Strength and Dexterity, unable 
  to charge or run) for the duration of the encounter, or 
  until he enters another frenzy, whichever comes first. 
   
  Improved Uncanny Dodge (Ex): See Player’s 
  Handbook. 
   
  Rage (Ex): See Player’s Handbook. 
   
  Supreme Cleave: At 2
  nd level, the frenzied 
  berserker can take a 5-foot step between attacks when 
  using the Cleave or Great Cleave feat. He is limited to 
  one such adjustment per round. 
   
  Trap Sense (Ex): See Player’s Handbook. 
   
  Uncanny Dodge (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  Tactics: After the initial invitation to PCs to 
  voluntarily fail their Will save against his domination 
  ability, Vanachek will command his rats to attack, 
  preferring spellcasters. The rats are already under his 
  command in the cellar. Depending on which floor 
  Vanachek fights the PCs, they take one round to show 
  for every level above the cellar, by climbing within 
  gaps between the walls, and on the ceilings.  
  Vanachek will use his vampire abilities as they best suit 
  melee combat. He intends to fight to the death. He will 
  not resort to dominate again, or blood drain, or attempt 
  assuming an alternate form during combat. If he feels 
  he is outmatched badly, Vanachek will occasionally 
  assume gaseous form for a few rounds to allow his fast 
  healing extraordinary ability to replenish his hit 
  points. 
  Vanachek will make full use of his Intimidating Rage. 
  He will target his Intimidating Rage at those who try 
  to flank him. 
  Vanachek will favor his greataxe out of habit, 
  preferring half-orcs, but if one opponent looks 
  particularly menacing Vanachek will smack the target 
  with his fist and use energy drain. 
   
  APL10 (EL12) 
  � Vanachek: Male human Bbn 6/FrzBsk 4; CR 12; 
  Medium undead [augmented humanoid]; HD 10d12; 
  hp 84; Init +8; Spd 40 ft.; AC 24 (+4 Dex, +4 chain shirt, 
  +6 natural) (touch 14, flat-footed 20); Atk +16/+11 
  melee (1d12+8/x3, +1 bane (orc) greataxe) or +15/+10 
  melee (1d6+2/x2 slam plus energy drain); SA Blood 
  drain, children of the night, create spawn, dominate, 
  energy drain, frenzy 2/day, rage 2/day, supreme cleave; 
  SQ Alternate form, damage reduction 10/magic and 
  silver, darkvision 60 ft., deathless frenzy, fast healing 5, 
  fast movement, gaseous form, improved uncanny 
  dodge, resistance to cold 10 and electricity 10, spider 
  climb, trap sense +2, turn resistance, uncanny dodge, 
  undead traits; AL CE; SV Fort +10, Ref +9 Will +4; Str 
  20, Dex 18, Con —, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +11, Climb +14, Hide +12, 
  Intimidate +16 Jump +18, Listen +20, Move Silently 
  +12, Search +10, Sense Motive +13, Spot +10, Survival 
  +10; Alertness, Cleave, Giant’s Toughness, Intimidating 
  Rage, Combat Reflexes, Destructive Rage, Diehard, 
  Dodge, Improved Initiative, Lightning Reflexes, Power 
  Attack. 
   
  Possessions: +1 berserker greataxe. 
   
  Deathless Frenzy (Ex): At 4
  th level, should the 
  frenzied berserker’s hit points fall to 0 or below 
  because of hit point loss, he continues to fight 
  normally until his frenzy ends. At that point the effects 
  of his wounds apply normally. This ability does not 
  prevent death from spell effects such as slay living or 
  disintegrate. 
   
  Fast Movement (Ex): See Player’s Handbook. 
   
  Frenzy (Ex): At 1
  st level, a frenzied berserker can 
  enter a frenzy during combat as a free action. While 
  frenzied he gains a +6 bonus to Strength and a single 
  extra attack each round at his highest bonus. (The extra 
  attack is no cumulative with haste.) However, he also 
  suffers a –4 penalty to AC and takes 2 points of 
  nonlethal damage per round. A frenzy lasts for a 
  number of rounds equal to 3 + the frenzied berserker’s 
  Constitution modifier. 
   
  If the frenzied berserker suffers damage from an 
  attack, spell, trap or any other source, he automatically 
  enters a frenzy at the start of his next action. To avoid 
  entering a frenzy in response to damage, the character 
  must make a successful Will save (DC 10 + points of 
  damage) at the start of his next action. 
   
  When a frenzy ends, the frenzied berserker is 
  fatigued (–2 penalty to Strength and Dexterity, unable 
  Blood Alliances 
   
  Page 27 
  
  to charge or run) for the duration of the encounter, or 
  until he enters another frenzy, whichever comes first. 
   
  Improved Uncanny Dodge (Ex): See Player’s 
  Handbook. 
   
  Rage (Ex): See Player’s Handbook. 
   
  Supreme Cleave: At 2
  nd level, the frenzied 
  berserker can take a 5-foot step between attacks when 
  using the Cleave or Great Cleave feat. He is limited to 
  one such adjustment per round. 
   
  Trap Sense (Ex): At 3
  rd level a barbarian gets a +1 
  bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  Tactics: After the initial invitation to PCs to 
  voluntarily fail their Will save against his domination 
  ability, Vanachek will command his rats to attack, 
  preferring spellcasters. The rats are already under his 
  command in the cellar. Depending on which floor 
  Vanachek fights the PCs, they take one round to show 
  for every level above the cellar, by climbing within 
  gaps between the walls, and on the ceilings.  
   
  Vanachek will use his vampire abilities as they 
  best suit melee combat. He intends to fight to the 
  death. He will not resort to dominate again, or blood 
  drain, or attempt assuming an alternate form during 
  combat. If he feels he is outmatched badly, Vanachek 
  will occasionally assume gaseous form for a few rounds 
  to allow his fast healing extraordinary ability to 
  replenish his hit points. 
   
  Vanachek will make full use of his Intimidating 
  Rage. He will prefer to target his Intimidating Rage at 
  those who try to flank him or rogues. 
   
  Vanachek will favor his greataxe out of habit, 
  preferring half-orcs, but if one opponent looks 
  particularly menacing Vanachek will smack the target 
  with his fist and use energy drain. 
   
  Important: Vanachek’s Deathless Frenzy ability 
  will keep Vanachek from becoming gaseous if his hit 
  points drop below 0 if he is in a frenzy. However, 
  Vanachek will become gaseous before he is able to 
  activate another of his frenzy/day. 
   
  APL 12 (EL14) 
  � Vanachek: Male human Bbn 6/FrzBsk 6; CR 14; 
  Medium undead [augmented humanoid]; HD 12d12; 
  hp 101; Init +8; Spd 40 ft.; AC 24 (+4 Dex, +4 chain 
  shirt, +6 natural) (touch 14, flat-footed 20); Atk 
  +18/+13/+8 melee (1d12+8/x3, +1 bane (orc) greataxe) 
  or +17/+12/+7 melee (1d8+5/x2 ring of might slam 
  plus energy drain); SA Blood drain, children of the 
  night, create spawn, dominate, energy drain, frenzy 
  3/day, improved power attack, rage 2/day, supreme 
  cleave; SQ Alternate form, damage reduction 10/magic 
  and silver, darkvision 60 ft., deathless frenzy, fast 
  healing 5, fast movement, gaseous form, improved 
  uncanny dodge, inspire frenzy 1/day, resistance to cold 
  10 and electricity 10, spider climb, trap sense +2, turn 
  resistance, uncanny dodge, undead traits; AL CE; SV 
  Fort +11, Ref +10 Will +5; Str 20, Dex 18, Con —, Int 
  12, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Climb +14, Hide +13, 
  Intimidate +18 Jump +20, Listen +20, Move Silently 
  +12, Search +10, Sense Motive +14, Spot +10, Survival 
  +10; 
  Alertness, 
  Cleave, 
  Dragon’s 
  Toughness, 
  Intimidating Rage, Combat Reflexes, Destructive Rage, 
  Diehard, Dodge, Improved Initiative, Lightning 
  Reflexes, Power Attack, Reckless Offensive. 
   
  Possessions: +1 berserker greataxe, ring of might. 
   
  Deathless Frenzy (Ex): At 4
  th level, should the 
  frenzied berserker’s hit points fall to 0 or below 
  because of hit point loss, he continues to fight 
  normally until his frenzy ends. At that point the effects 
  of his wounds apply normally. This ability does not 
  prevent death from spell effects such as slay living or 
  disintegrate. 
   
  Fast Movement (Ex): See Player’s Handbook. 
   
  Frenzy (Ex): At 1
  st level, a frenzied berserker can 
  enter a frenzy during combat as a free action. While 
  frenzied he gains a +6 bonus to Strength and a single 
  extra attack each round at his highest bonus. (The extra 
  attack is no cumulative with haste.) However, he also 
  suffers a –4 penalty to AC and takes 2 points of 
  nonlethal damage per round. A frenzy lasts for a 
  number of rounds equal to 3 + the frenzied berserker’s 
  Constitution modifier. 
   
  If the frenzied berserker suffers damage from an 
  attack, spell, trap or any other source, he automatically 
  enters a frenzy at the start of his next action. To avoid 
  entering a frenzy in response to damage, the character 
  must make a successful Will save (DC 10 + points of 
  damage) at the start of his next action. 
   
  When a frenzy ends, the frenzied berserker is 
  fatigued (–2 penalty to Strength and Dexterity, unable 
  Blood Alliances 
   
  Page 28 
  
  to charge or run) for the duration of the encounter, or 
  until he enters another frenzy, whichever comes first. 
   
  Improved Power Attack: Beginning at 5
  th level, 
  the frenzied berserker gains a +3 bonus on his melee 
  damage rolls for every –2 penalty he takes on his melee 
  attack rolls when using the Power Attack feat. 
   
  Improved Uncanny Dodge (Ex): See Player’s 
  Handbook. 
   
  Inspire Frenzy (Su): Beginning at 6
  th level, the 
  frenzied berserker can inspire frenzy in his allies while 
  he himself is frenzied. When he uses this ability, all 
  allies within 10 feet of him gain the benefits and the 
  disadvantages of frenzy as if they had that ability 
  themselves. 
   
  Rage (Ex): See Player’s Handbook. 
   
  Supreme Cleave: At 2
  nd level, the frenzied 
  berserker can take a 5-foot step between attacks when 
  using the Cleave or Great Cleave feat. He is limited to 
  one such adjustment per round. 
   
  Trap Sense (Ex): See Player’s Handbook. 
   
  Uncanny Dodge (Ex): See Player’s Handbook. 
   
  Domination (Su): See Monster Manual. 
   
  Energy Drain (Su): See Monster Manual. 
   
  Blood Drain (Ex): See Monster Manual. 
   
  Children of the Night (Su): See Monster 
  Manual. 
   
  Create Spawn (Su): See Monster Manual. 
   
  Undead: See Monster Manual. 
   
  Damage Reduction (Su): See Monster Manual. 
   
  Turn Resistance (Ex): See Monster Manual. 
   
  Resistance (Ex): See Monster Manual. 
   
  Gaseous Form (Su): See Monster Manual. 
   
  Spider Climb (Ex): See Monster Manual. 
   
  Alternate Form (Su): See Monster Manual. 
   
  Fast Healing (Ex): See Monster Manual. 
   
  Tactics: After the initial invitation to PCs to 
  voluntarily fail their Will save against his domination 
  ability, Vanachek will command his rats to attack, 
  preferring spellcasters. The rats are already under his 
  command in the cellar. Depending on which floor 
  Vanachek fights the PCs, they take one round to show 
  for every level above the cellar, by climbing within 
  gaps between the walls, and on the ceilings.  
   
  Vanachek will use his vampire abilities as they 
  best suit melee combat. He intends to fight to the 
  death. He will not resort to dominate again, or blood 
  drain, or attempt assuming an alternate form during 
  combat. If he feels he is outmatched badly, Vanachek 
  will occasionally assume gaseous form for a few rounds 
  to allow his fast healing extraordinary ability to 
  replenish his hit points. 
   
  Vanachek will make full use of his Intimidating 
  Rage. He will prefer to target his Intimidating Rage at 
  those who try to flank him or rogues. 
  Vanachek will favor his greataxe out of habit, 
  preferring half-orcs, but if one opponent looks 
  particularly menacing Vanachek will smack the target 
  with his fist and use energy drain. 
   
  If any PC voluntarily failed his Will save when 
  Vanachek offered the “alliance”, they will be subject to 
  Vanachek’s Inspire Frenzy supernatural ability. 
   
  Important: Vanachek’s Deathless Frenzy ability 
  will keep Vanachek from becoming gaseous if his hit 
  points drop below 0. However, Vanachek will be 
  forced to change to gaseous before he is able to activate 
  another of his frenzy/day. 
  Blood Alliances 
   
  Page 29 
  
  Appendix 2: New Rules
  Nondescript Box:  
  A nondescript box is perfectly ordinary in appearance, 
  and it always seems to fit in with its surroundings. In 
  fact, it fits in so well that it is very difficult to notice. 
  The eye seems to skip over it, and the mind forgets its 
  presence immediately. Characters walk around a 
  nondescript box without even realizing they have done 
  so, and observers find nothing strange about such 
  detours. Search attempts always fail to locate this item, 
  and it radiates no magic. However, a successful Spot 
  check (DC 25) enables the mind to pierce the box’s 
  protections and see it clearly. Once someone has 
  pointed it out, others can see it as well. So well is it 
  protected, however, that a character who does find it 
  must make a successful Will save (DC 25) or forget to 
  take it along upon departure. The nondescript box 
  becomes a normal box in every way once its contents 
  are removed. 
   
  Those who can afford nondescript boxes typically 
  use them to stash valuables, incriminating documents, 
  or other items that they wish to keep others from 
  finding. A typical nondescript box is about the size of a 
  small coffer—18 inches long by 1 foot deep by 1 foot 
  high. Caster Level: 13
  th; Prerequisites: Craft Wondrous 
  Item, sequester; Cost: 4,552; Weight 10 lbs. [Source: 
  Song and Silence] 
   
  Destructive Rage [General] 
  You shatter barriers and objects when enraged. 
   
  Prerequisite: Ability to rage. 
   
  Benefit: While raging, you gains a +8 bonus on 
  any Strength checks you make to break open doors or 
  break inanimate, immobile objects. 
   
  [Source: Masters of the Wild] 
   
  Dragon’s Toughness [General] 
  You are incredibly tough. 
   
  Prerequisite: Base Fort Save bonus +11. 
   
  Benefit: You gain +12 hit points. 
   
  Special: You can gain this feat multiple times. 
   
  A fighter may select Dragon’s Toughness as one of 
  his bonus fighter feats. 
   
  [Source: Masters of the Wild] 
   
  Giant’s Toughness [General] 
  You are amazingly tough. 
   
  Prerequisite: Base Fort Save bonus +8. 
   
  Benefit: You gain +9 hit points. 
   
  Special: You can gain this feat multiple times. 
   
  A fighter may select Giant’s Toughness as one of 
  his bonus fighter feats. 
   
  [Source: Masters of the Wild] 
   
  Intimidating Rage [General] 
  You are amazingly tough. 
   
  Prerequisite: Ability to rage. 
   
  Benefit: While you are raging, you designate a 
  single foe within 30 feet of you who must make a Will 
  save (DC = 10 + one-half your character level + your 
  Charisma modifier) or become shaken for as long as 
  you continue to rage and the target can see you. (A 
  shaken creature suffers a –2 morale penalty on attack 
  rolls, saves, and checks.) A target who makes the save 
  remains immune to the intimidating effect of your 
  rage for one day. Creatures immune to fear and those 
  with no visual senses are immune to this effect. 
   
  [Source: Masters of the Wild] 
   
  Reckless Offensive [General] 
  You lower your guard in order to make a telling attack. 
   
  Prerequisite: Base attack bonus +2 or higher, 
  Power Attack. 
   
  Benefit: On your action, before making attack 
  rolls for a round, you may choose to take a –4 penalty 
  to your AC during the round to gains a +2 competence 
  bonus on all melee attacks in the same round. The 
  penalty to AC and bonus on melee attacks apply until 
  your next action. You cannot use Reckless Offensive 
  with ranged attacks. 
   
  [Source: Enemies and Allies] 
  Blood Alliances 
   
  Page 30 
  
   
   
  Fist of Hextor Prestige Class 
   
  While many view the Fists of Hextor simply as 
  effective if brutal mercenaries, they are in fact 
  templars, sworn to the service of their unforgiving 
  deity. The world is a dark and unforgiving place, or so 
  says the Church of Hextor, wherein the strong survive 
  by ruling the weak and forging order from the chaos. 
  To support its dogma, the Church established this elite 
  company of templars and made them available for hire 
  to those whose causes complemented the Church’s 
  ultimate goals (and who could, naturally, afford to pay 
  the hefty tithes necessary to maintain a crack unit of 
  well-armed and well-trained men and women). The 
  Fists are infamous for their efficient brutality. 
  Nowhere will an employer in need of military aid 
  locate mercenaries more dedicated to ensuring that the 
  rule of law prevails over the forces of anarchy and 
  confusion. 
   
  Most Fists of Hextor are fighters, monks or clerics, 
  but ex-barbarians, ex-paladins, rangers, and wizards are 
  all 
  counted 
  among 
  their number. The chief 
  qualifications for membership are (apart from 
  veneration of Hextor, Champion of Evil and Scourge of 
  Battle) a willingness to utilize cruelty and harsh 
  measures to crush dissent, a belief that power is the 
  greatest reward life offers, and a willingness to endure 
  all manner of hardship in service to these ideals. 
   
  NPC Fists of Hextor are usually mercenary 
  soldiers engaged in some martial enterprise on behalf 
  of the nearest temple dedicated to Hextor. Sometimes 
  small groups or even solitary Fists are encountered, 
  though these too are often carrying out a specific task 
  or mission for the Church. 
   
  Hit Die: d10. 
  Requirements 
  To qualify to become a Fist, a character must fulfill all 
  the following criteria. 
   
  Alignment: Lawful evil, neutral evil, or lawful 
  neutral. 
   
  Base Attack Bonus: +5 
   
  Feats: Power attack, Cleave, Spiked gauntlet 
  weapon proficiency. 
   
  Intimidate: 4 ranks. 
   
  Spot: 4 ranks 
   
  Knowledge (religion): 4 ranks 
   
  Other: Must worship Hextor, and must survive 
  the ritual ceremony of induction into the Fists of 
  Hextor. 
  Class Skills 
  The Fist of Hextor’s class skills (and the key ability for 
  each skill) are Climb (Str), Intimidate (Cha), 
  Knowledge (religion) (Int), Profession (Int), Ride 
  (Dex), Sense Motive (Wis), and Spot (Wis).  See 
  Chapter 4: Skills in the Players Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
   
  Weapon and Armor Proficiency: All Fists of 
  Hextor are proficient with all simple and martial 
  weapons, with all types of armor, and with shields. 
   
  Brutal Strike +1: The Church of Hextor trains its 
  templars to fight with ruthless efficiency. Every action, 
  the Fist may add this bonus to either one attack roll or 
  one damage roll, but not both. You must declare where 
  the bonus applies at the start of your action. 
   
   
  Strength Boost: Starting at 2
  nd level, the Fist can 
  call upon Hextor for a +4 Strength bonus once per day. 
  The Fist may boost his strength one additional time per 
  day for every three levels above 2
  nd. This bonus lasts for 
  4 rounds plus the Fist’s level. 
  Frightful Presence: When a Fist of Hextor 
  reaches 3
  rd level, he gains the extraordinary ability to 
  instill fear in other as a free action once per day. The 
  Fist must make some dramatic action in the round in 
  which he uses the ability, and it only affects those who 
  see (or possibly hear, depending on the dramatic act) 
  the Fist. The ability has a range of 5 feet per level. All 
  those (except for other Fists) within range are 
  frightened for 5D6 rounds. Those who succeed at a 
  Will saving throw are merely shaken. The DC for the 
  Will save is 10 + Fist’s level + the Fist’s Charisma 
  modifier. This extraordinary ability creates a mind-
  affecting fear effect. The Fist may use this one 
  additional time per day for every three levels above 3
  rd. 
   
  Blood Alliances 
   
  Page 31 
  
   
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Brutal Strike +1 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Strength Boost 1/day 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Frightful Presence 1/day 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Brutal Strike +2 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Strength Boost 2/day 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  Frightful Presence 2/day 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  Brutal Strike +3 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  Strength Boost 3/day 
  9
  th 
  +9 
  +6 
  +3 
  +3 
  Frightful Presence 3/day 
  10
  th 
  +10 
  +7 
  +3 
  +3 
  Brutal Strike +4 
   
  Blood Alliances 
   
  Page 32 
  
  Frenzied Berserker Prestige Class 
   
  The random madness of the thunderstorm and the 
  unpredictability of the slaadi come together in the soul 
  of the frenzied berserker. Unlike most other 
  characters, she does not fight to achieve some heroic 
  goal or defeat a loathsome villain. Those are mere 
  excuses—it is the thrill of combat that draws her. For 
  the frenzied berserker, the insanity of battle is much 
  like an addictive drug—she must constantly seek out 
  more conflict to feed her craving for battle. 
   
  Along the wild borderlands and in the evil 
  kingdoms of the world, frenzied berserkers often lead 
  war bands that include a variety of character types—
  and even other frenzied berserkers. Some such groups 
  turn to banditry and brigandage; others serve as 
  specialized mercenaries. Whatever their origin, such 
  warbands naturally gravitate toward situations of 
  instability and conflict, because wars and civil strife are 
  their bread and butter. Indeed, the coming of a 
  frenzied berserker is the most obvious herald of 
  troubled times. 
   
  The frenzied berserker’s path is unsuited for most 
  adventurers—a fact, for which the peace-lovers of the 
  world can be thankful. Because of their traditional love 
  of battle, orc and half-orc barbarians are the ones who 
  most frequently adopt this prestige class, though 
  human and dwarven fighters also find it appealing. It 
  might seem that elves would be good candidates 
  because of their chaotic nature, but elven aesthetic and 
  love of grace are at odds with the frenzied berserker’s 
  devaluation of self. Spellcasting characters and monks 
  almost never become frenzied berserkers. 
   
  Hit Die: d12 
  Requirements 
  To qualify to become a frenzied berserker, a character 
  must fulfill all the following criteria. 
   
  Alignment: Any nonlawful 
   
  Base Attack Bonus: +6 
   
  Feats: Cleave, Destructive Rage, Intimidating 
  Rage, Power Attack. 
  Class Skills 
  The frenzied berserker’s class skills (and the key ability 
  for each skills) are Climb (Str), Intimidate (Cha), Jump 
  (Str), Ride (Dex), and Swim (Str). See Chapter 4: Skills 
  in the Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  The following are class features of the frenzied 
  berserker prestige class. 
   
  Weapon and Armor Proficiency: Frenzied 
  berserkers gain no proficiency in any weapon or armor. 
   
  Frenzy (Ex): Beginning at 1st level, the frenzied 
  berserker can enter a frenzy during combat. While 
  frenzied, she gains a +6 bonus to Strength and a single 
  extra attack each round at her highest bonus. (This 
  latter effect is not cumulative with haste.) However, 
  she also suffers a -4 penalty to AC and takes 2 points of 
  nonlethal damage per round. A frenzy lasts for a 
  number of rounds equal to 3 + the frenzied berserker's 
  Constitution modifier. To end the frenzy before its 
  duration expires, the character may attempt a Will save 
  (DC 20) once per round as a free action. Success ends 
  the frenzy immediately; failure means it continues. The 
  effects of frenzy stack with those from rage. 
   
  At 1st level, the character can enter a frenzy once 
  per day. Thereafter, she gains one additional use per 
  day of this ability for every two frenzied berserker 
  levels she acquires. The character can enter a frenzy as 
  a free action. Even though this takes no time, she can 
  do it only during her action, not in response to 
  another's action. In addition, if she suffers damage 
  from an attack, spell, trap, or any other source, she 
  automatically enters a frenzy at the start of her next 
  action, as long as she still has at least one daily usage of 
  the ability left. To avoid entering a frenzy in response 
  to damage, the character must make a successful Will 
  save (DC 10 + points of damage suffered since her last 
  action) at the start of her next action. 
   
  While frenzied, the character cannot use skills or 
  abilities that require patience or concentration (such as 
  Move Silently), nor can she cast spells, drink potions, 
  activate magic items, or read scrolls. She can use any 
  feat she has except Expertise, item creation feats, 
  metamagic feats, and Skill Focus in a skill that requires 
  patience or concentration. She can, however, use her 
  special ability to inspire frenzy (see below) normally. 
   
  During a frenzy, the frenzied berserker must 
  attack those she perceives as foes to the best of her 
  ability. Should she run out of enemies before her 
  frenzy expires, her rampage continues. She must then 
  attack the nearest creature (determine randomly if 
  several potential foes are equidistant) and fight that 
  opponent without regard to friendship, innocence, or 
  health (the target's or her own). 
   
  When a frenzy ends, the frenzied berserker is 
  fatigued (-2 penalty to Strength and Dexterity, unable 
  to charge or run) for the duration of the encounter, or 
  until she enters another frenzy, whichever comes first. 
  At 10
  th level, she is no longer fatigued after a frenzy, 
  though she still suffers the nonlethal damage for each 
  round it lasts. 
   
  Starting at 8th level, the character's frenzy bonus 
  to Strength becomes +10 instead of +6. 
   
  Remain Conscious: At 2
  nd level, the frenzied 
  berserker gains Diehard as a bonus feat. 
  Blood Alliances 
   
  Page 33 
  
   
  Supreme Cleave: At 2
  nd level, the frenzied 
  berserker can take a 5-foot step between attacks when 
  using the Cleave or Great Cleave feat. She is still 
  limited to one such adjustment per round, so she 
  cannot use this ability during a round in which she has 
  already taken a 5-foot step. 
   
  Deathless Frenzy (Ex): At 4
  th level, the frenzied 
  berserker can scorn death and unconsciousness while 
  in a frenzy. 
   
  Should her hit points fall to 0 or below because of 
  hit point loss, she continues to fight normally. This 
  ability does not prevent death from spell effects such as 
  slay living or disintegrate. 
   
  Improved Power Attack: Beginning at 5
  th level, 
  the frenzied gains a +3 bonus on her melee attack rolls 
  when using the Power Attack feat. 
   
  Inspire Frenzy (Su): Beginning at 6
  th level, 
  frenzied berserkers gain the ability to inspire frenzy in 
  their allies. A frenzied berserker must himself be 
  frenzied before using this ability. Allies gain the 
  benefits (and the disadvantages) of the frenzy ability as 
  if they had the ability themselves. Allies that do not 
  wish to be frenzied can make a Will save (DC 10 + the 
  frenzied berserker’s class level + Charisma modifier). 
  The frenzied berserker can inspire frenzy only once 
  per encounter, and only a certain number of times per 
  day (determined by level). 
   
  Supreme Power Attack: At 10
  th level, the frenzied 
  berserker gains a +2 bonus on her melee damage rolls 
  for every –1 penalty she takes on her melee attack rolls 
  using the Power Attack feat.  This effect does not stack 
  with Improved Power Attack. 
   
  TABLE 5–11: THE FRENZIED BERSERKER 
  Class 
  Base 
  Fort 
  Reflex 
  Will 
   
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Frenzy 1/day, Remain Conscious 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Supreme cleave 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Frenzy 2/day 
  4th 
  +4 
  +4 
  +1 
  +1 
  Deathless frenzy 
  5th 
  +5 
  +4 
  +1 
  +1 
  Frenzy 3/day, improved power attack 
  6th 
  +6 
  +5 
  +2 
  +2 
  Inspire frenzy 1/day 
  7th 
  +7 
  +5 
  +2 
  +2 
  Frenzy 4/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  Greater frenzy, inspire frenzy 2/day 
  9th 
  +9 
  +6 
  +3 
  +3 
  Frenzy 5/day 
  10th 
  +10 
  +7 
  +3 
  +3 
  Inspire frenzy 3/day, no longer winded after 
  frenzy, supreme power attack 
  Blood Alliances 
   
  Page 34 
  
  Appendix 3: Critwall, Bastion of Hope 
  By Rick LaRue
  Residing on the banks of the Veng River near the only 
  ford for miles in either direction, Critwall is the proud 
  bastion of hope for the people of the Shield Lands in 
  their battle with Iuz in the War of Reclamation. 
  Critwall (large city): Conventional; AL LG; 40,000 gp 
  limit; Assets 17,142,000 gp; Population 16,743; 
  Integrated (human 79%, halfling 9%, elf 5%, dwarf 3%, 
  gnome 2%, half-elf 1%, half-orc 1%). 
  Authority Figures: Earl Lyndon Bohdon (Knight 
  of Holy Shielding, member of the Council of Lords, 
  ruler of the city and earl of Bohdon County); Countess 
  Katarina Walworth (Knight Commander of the 
  Knights of Holy Shielding, Countess of Walworth Isle 
  (in exile), leader of the Council of Lords, former High 
  Lady Marshall of the Armies of the Great Northern 
  Crusade); High Captain Jerrell Bohdon (High Captain 
  of the City Watch). 
  Important Characters: The Council of Lords, the 
  Church of Holy Shielding, the Knights of Holy 
  Shielding, the Night Watch of Critwall, Guild of 
  Merchants and Traders, the Guild of Critwall, and the 
  Open Spirit. 
  Notable Imports: Food, many craft goods. 
  Notable Exports: Very few at present.  Food and 
  livestock in the past. 
  Critwall is a small walled city on the banks of the Veng 
  River. The city is divided into four quarters, each of 
  which is further separated into several districts. Each 
  quarter is divided by a stout inner wall running 
  roughly northwest to south east and southwest to 
  northeast across the city. Where each inner wall meets 
  the main city wall, a small keep sits to protect access to 
  the walls. The inner walls meet at Bohdon Center. 
  Streets running north to south and east to west further 
  divide each quarter. The street running north to south, 
  called the Procession, begins at Southgate and runs to 
  Northgate. The Riverrun extends from the wharfs in 
  the west to Eastgate in the East Quarter. Both roads 
  pass through gates at Bohdon Center. 
   
  Starting in the north, Northbank is named for the 
  small portion of the Veng River bank falling within the 
  northwestern most part of the city.  Northbank is 
  home of Castle Critwall, the walled citadel of the 
  Bohdon family and acting headquarters of the Council 
  of Lords. South of the castle is the Garrison district 
  housing most of the soldiers stationed at Critwall 
  including many officers and Knights of Holy 
  Shielding. South of the garrisons near Bohdon Center 
  is the Cathedral of the Shield Reclaimed; a mighty 
  stronghold in its own right and center of worship for 
  the Archpaladin in the Shield Lands. The Procession 
  heads north through the well fortified Northgate and 
  becomes the Ritensa Road. 
   
  East of Northbank is the East Quarter which holds 
  the majority of the housing within the city.  In the 
  north along the city wall is the Noble District; home to 
  a large majority of the Shield Lands’ nobility until their 
  lands can be reclaimed from Iuz. South of that on both 
  sides of the Tradeway are the homes of many 
  craftsmen. Still further south are the Commons, or as 
  they are often called, Low Town. The Commons is 
  home to many of the simple common folk that 
  perform the manual labor of the city. Some sections 
  tend to be a bit shady, particularly along the inner wall 
  adjacent to the Merchant’s Quarter, but the City Watch 
  still patrols the Commons regularly. In the east outer 
  wall at the end of the Eastway is Eastgate.  Eastgate’s 
  twin guard towers protect Critwall from threats 
  coming southwest along the Middleroad. 
   
  Along the Veng River, squeezed between 
  Northbank and the Merchant’s Quarter is Southbank, 
  the River Quarter.  The smallest of the four, River 
  Quarter is home to many of the people who make their 
  trade on the Veng River. It is also the location of the 
  Guild of Merchants and Traders’ warehouses. Non-
  members of the Guild own very few warehouses, and 
  most of those are owned by nobles with trading 
  interests who ultimately work with the Guild in some 
  capacity anyway. The narrow streets are filled with 
  small fishing shanties, rundown alehouses and 
  brothels. Like the other quarters, a gatehouse, in this 
  case, Westgate, protects egress to Southbank. Outside 
  the walls, about one hundred yards down towards the 
  water, the wharfs form a narrow strip of land along the 
  river banks. Traffic through Westgate is always thick 
  carts coming and going to the boats moored at the 
  docks. 
  The Merchant’s Quarter is the first seen by most 
  visitors to Critwall as Southgate sees the heaviest use 
  into and out of the city. Southgate exits the city onto 
  the Tradeway heading south and west into Furyondy. 
  A wide street called the Procession leads from 
  Southgate north through Bohdon Center and into 
  Northbank. On either side of the Procession along the 
  southern portion of the quarter are the homes and 
  shops of the majority of the city’s merchants (to the 
  west) and the homes of visiting foreigners, nobles 
  attending court and other visitors to the city. To the 
  north is Market Square; the center for trade within the 
  city. Numerous markets are open daily, specializing in 
  a vast number of items from across the Flanaess. 
  Because trade is only now starting to pick up within 
  Blood Alliances 
   
  Page 35 
  
  the Shield Lands, many prices, particularly on food, are 
  unusually high within the city. Merchants are 
  forbidden by Guild edict to artificially raise prices, but 
  shortages and the added cost of importing through 
  what most non-Shield Landers consider hostile 
  territory make wholesale prices higher which 
  merchants have no choice but to pass along to 
  customers.  This does little to reduce the traffic in 
  Merchant’s Square, but most people come now only for 
  the necessities. 
   
  Visiting Critwall 
  Visitors to Critwall find a very different place than in 
  previous years. Once a prosperous stop on three major 
  trade roads, the city was surprisingly clean and 
  reasonably safe, it is now vastly overpopulated and still 
  suffering from the neglect and abuse it suffered under 
  Iuz’s rule. Since its reclamation in 588 CY the City’s 
  pre-war population has increased to nearly half again as 
  many inhabitants reaching a staggering 16,000 plus 
  citizens in a city that was beginning to feel too small at 
  12,000. As a walled city, the overflow had no choice but 
  to burst free from the walls and spill forth into the 
  surrounding area. Tent Town (see below) now houses, 
  if such living conditions can be called that, the 
  remainder of the population. Efforts are being made to 
  reduce the population by reclaiming the manors and 
  villages on recovered land, but the process is 
  agonizingly slow as even “free” lands hide dangers left 
  behind by Iuz. 
   
  Most of the buildings within Critwall have at most 
  two or three stories and usually a cellar.  Buildings, as 
  in most cities, are built close together with narrow 
  alleys between. The streets are for the most part 
  cobbled with stones from a nearby quarry and tend to 
  range from barely wider than an alley to broad enough 
  for two laden carts to pass abreast. With most of the 
  buildings limited to but a few stories, they seem to 
  loom over the streets far less then other cities. This 
  gives Critwall (at least in some areas) an open feeling, 
  aside from the overcrowding, that is. 
   
  While plumbing does not exist, the city is built 
  upon a series of sewers and residents often have 
  outhouses which deposit into them. Otherwise, 
  residents must empty bed pans into the sewers by 
  hand. The presence of the sewers helps reduce the 
  typical city stench as the contents of the sewers are 
  carried away with each rain. Unfortunately, the sewers 
  eventually drain into the Veng, making the river below 
  Critwall somewhat murky and unclean. 
   
  Prominent Temples 
  Critwall is a home to churches, temples and shrines 
  devoted to nearly two dozen religions. Religions 
  following evil deities are outlawed within the city (and 
  the Shield Lands in general) and thus if found are 
  usually small hidden shrines.   
   
  Heironeous’s congregation in the Church of Holy 
  Shielding is the largest of the religions, followed 
  distantly by Pholtus’ Church of the Righteous Truth, 
  and St. Cuthbert’s Church of the Honest Protectorate, 
  but all three have at least a large temple within the city. 
  Both Mayaheine and Trithereon have growing 
  followings in the city, as do the Oeridian agricultural 
  gods of the Church of All Winds, Zilchus, Pelor and 
  even Fharlanghn, but their houses of devotion tend to 
  be small. 
   
  Most religions place temples and shrines close to 
  their congregation, but a few place them in parts of the 
  city where they compliment the activities favored by 
  their gods. Thus you’ll find many shrines to Zilchus in 
  Market Square and shrines of Fharlanghn near each 
  gate. 
   
  Noted Taverns 
  Frothy Mug: Located in the lower section of the 
  Market District.  It is a rough section of the city, 
  especially at night. It is very close to “Low-Town” (i.e., 
  the housing district for most of the common folk 
  living in Critwall). The Frothy Mug caters to workers 
  returning home from their jobs in the Market District. 
  The bartender’s name is Jorig.  He knows a lot of local 
  gossip for the nearby districts 
  His Lord's Delight: A tavern in a nicer section of the 
  Merchant’s Quarter a few blocks off the Market Plaza. 
  The Return: A rowdy tavern in Market Square; 
  popular with Pathfinders. 
  Whistling Pig: A tavern outside the city along the 
  Ritensa Highway. Popular with bards of the College. 
   
  Major Inns 
  Brightdawn Inn: Located along the border between 
  Market and Visitor’s Squares, this posh Inn caters to 
  the 
  wealthy, 
  usually 
  visiting 
  merchants 
  from 
  Furyondy. Its Innkeeper, Emripes is known for his 
  strict rule of confidentiality towards his patrons and 
  never reveals any information regarding who is at the 
  Inn or what room they stay in. 
  Dewey’s: Dewey's is a two level inn that caters to the 
  grizzled pathfinder type. Dewey, the proprietor is a 
  red-haired human with an ever-present big grin and 
  the build of an oversized dwarf.  A jovial man, he 
  responds best to people who are polite and mind their 
  manners.  Prices are fair and quality is good, 
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  particularly the spicy sausages from Arvid a trader from 
  Furyondy. Dewey keeps a greatclub hanging over the 
  bar with the word "Equalizer" carved into it.  Many 
  suspect that Dewey is an ex-campaigner with 
  connections in the Shield Lands army and within the 
  Pathfinders. 
  The Twisting Tune: A well-sized, respectable 
  establishment. Generally a place for visiting knights, 
  merchants and particularly bards; above average prices, 
  average quality. Most patrons come for the music and 
  news from afar (i.e., gossip). 
   
  Brief History 
  Critwall began as an outpost for the Aerdy Empire back 
  in its days of expansion. Its position on the only river 
  ford south of where the Ritensa flows into the Veng 
  placed early Critwall at the forefront of trade between 
  Aerdy and its western provinces. Over time the outpost 
  grew from a simple keep and garrison where travelers 
  paid their bridge tax and learned of news from the road 
  ahead to a major trade route stop with many inns, 
  taverns and eventually its own merchants and markets. 
   
  Important Sites 
  Castle Critwall: Located in Northbank at the highest 
  point in the city. The castle (often called Critwall Keep, 
  as the original keep still stands within the larger castle 
  walls) over looks the city and the Veng River. One of 
  two protective citadels within the city, the castle acts as 
  the headquarters of the Council of Lords and the army 
  of the Shield Lands. Prior to the war, the castle was the 
  ancestral seat of the Bohdon family. 
  Cathedral of the Shield Reclaimed: Center of the 
  Church of Holy Shielding and currently the largest 
  temple to any deity in the Shield Lands, the Cathedral 
  of the Shield Reclaimed is as much a place of worship 
  as a stronghold. With Admundfort still occupied, the 
  church has made the Shield Reclaimed the temporary 
  seat of the High Justice of Heironeous in the Shield 
  Lands until the proper seat, the Church of the Holy 
  Shield in Admundfort, can be reclaimed. One wall 
  tower within the Shield Reclaimed called Valorkeep 
  acts as the headquarters for the Knights of Holy 
  Shielding and contains a barracks, armory and food 
  stores on par with Critwall Castle. Located near the 
  center of the city in Northbank just north of Bohdon 
  Center. 
  Bohdon Center: A large set of parks, squares and 
  gardens located in the center of the city north of 
  Market Square and south of the Cathedral of the Shield 
  Reclaimed. Bohdon center is surrounded by the inner 
  city walls and pierced by four gates allowing access to 
  all four quarters of the city. Where each inner wall 
  meets Bohdon Center is a garrisoned tower and a 
  manned gatehouse protects each gate. All four gates are 
  closed at sundown and reopened at sunrise. 
  Court of Honor: A plain brownstone building not far 
  from the Cathedral of the Shield Reclaimed. This 
  building houses the courts from which the Shield 
  Lands magistrates dispense justice in the name of the 
  Council of Lords. 
  Critwall Bridge: A massive stone bridge spanning the 
  only Veng River ford south of the Ritensa River. 
  Rebuilt in Readying 591 CY. The Tradeway from 
  Furyondy crosses the bridge to Critwall and continues 
  east across the Shield Lands. Critwall Bridge is four 
  hours south along the river from Southgate. 
  Eldritch Library of the Arcanists’ Society: A vast 
  library of arcane knowledge under the control of the 
  Arcanists’ Society. Located in the Noble District near 
  Northgate. Because much lore was lost during the 
  occupation by Iuz, the library serves as an important 
  tool for relearning and locating lost knowledge. 
  Though typically forbidden to non-members (with rare 
  exceptions), the library contains all manner of arcane 
  lore and knowledge and seeks to re-establish the glory 
  of the days before the occupation. Only the Bardic 
  College’s library might compare to the library as a 
  storehouse of knowledge. 
  Library of the Bardic College: An impressive library 
  of lore on a huge variety of subjects. Located at the 
  Bardic College of Agridagh Cuach in the Merchants’ 
  Quarter the library contains the largest collection of 
  books and scrolls in the Shield Lands. Focusing mostly 
  on subjects such as history, politics, economics, not to 
  mention performance arts of every imaginable type. 
  Tent Town: The large sprawling mass of tents and 
  small communities living outside Critwall (primarily 
  on the east side of the city) due to gross 
  overpopulation. Despite the poverty, there are 
  surprisingly few beggars and most people, while poor, 
  dirty and tired looking, carry themselves with at least a 
  small measure of pride and hope. Tent town has a little 
  stream running near it that fills its banks only after 
  heavy rains, during these times it supplements the 
  wells that are scattered throughout the area for the 
  refugees to use. The stream starts as a spring in some 
  hills to the north and east of Critwall. The recently 
  built Temple of Spirit is the only permanent structure 
  in Tent Town and acts as the center of the Open Spirit 
  congregation. 
  The Middleroad: A road heading northeast from 
  Critwall to Gensal, Lardon, Docamald, Eastfork and 
  then north to Nalren and finally Stahzer. Properly 
  named the Critwall-Docamald Highway, most people 
  just call it the Middleroad. This road is most heavily 
  traveled from within the Shield Lands as it, or a road 
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  crossing or branching from it leads to most other 
  places within the Holy Realm.  Along with the Ritensa 
  Road and the Tradeway, the Middleroad was 
  meticulously maintained prior to the invasion. Now, 
  all three roads are in comparatively poor condition, 
  though still better than many roads in other parts of 
  the Flanaess. 
  The Ritensa Road:  This road heads north from 
  Critwall along the Veng and Ritensa Rivers turning 
  east at Law’s Forge and looping around through 
  Stahzer, Bolam, the Plaque Fields and eventually into 
  Alhaster where it becomes the Tradeway. 
  The Tradeway: The main highway from Furyondy into 
  the Shield Lands, crossing the Veng River at Critwall 
  Bridge. The Tradeway continues east into occupied 
  lands and eventually through the Bandit Kingdoms 
  (including the former province of Redhand) and 
  eventually into the County of Urnst. 
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  DM Aids & Player’s Handouts 
  Map of Barge “Floating Envy” 
   
   
  The barge Floating Envy has a 60 ft. keel length and 15 ft. beam. At 10 ft. high the forecastle is slightly 
  higher than sterncastle. Below deck, heights are only 6 ft.
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   Map of Southbank 
   
   
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  Map of Champions of Battle 
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  Player Handout #1: The Meeting 
  Not two hours ago you were secretly contacted by someone claiming to be a Magsman.  You have heard of them; a 
  reputed band of Critwall burglars. The message stated that it was a matter of some import and urgency.  The precautions 
  you were asked to take just to meet them did nothing to reduce your perception that the sender of the message 
  considered this a serious matter.  You were told to meet someone at the Waghalter’s Best, afterwards you were taken to 
  several other homes, where you were made to change clothes in between each, and lastly taken on a winding course 
  through the River Quarter’s narrowest walkways to be put inside a covered wagon. 
   
  The wagon stopped, and you heard doors close and a loud latch click.  You could no longer hear street sounds.  You 
  were hooded, brought out for the briefest moment and then inside a building.  You were shuffled through some rooms 
  and sat down in a chair. You were told not to remove your hood while you were subject to several magical detection 
  spells and enchanted to prevent scrying. 
   
  You heard a few people leave the room, and a voice told you that you could remove your hood now. 
   
  A human man, in his mid-twenties you think, with a baldhead is sitting on the only other chair in the empty wood 
  room. There are no windows, two doors and no sound. Three lanterns light the room. The man is peculiar looking with 
  black & red tattoos covering his face and arms. 
   
  He breaks the silence.  “You are a Pathfinder, I know this. There is a delicate matter that you will be asked to attend 
  to. About twelve hours ago a man named Quincain Marl disappeared. Eyes have been on him only recently, that he is an 
  agent for people against the Shield Lands is without doubt. 
   
  “Someone has taken him but evidence hints that he’s still in the city. Now street thugs who owe allegiance to the 
  Guild are unleashing whispered rumors to the Knights of Holy Shielding that we the Magsmen have a spy of the 
  Boneheart in custody and are not turning him over to the Council of Lords”. 
   
  He pauses for no reason that you can see, and then continues. “This is how it turns delicate.  The Council of Lords 
  now thinks the Magsmen have an Iuzian spy and are not turning him over. Pathfinders are being organized to go find 
  the spy. They all think the Magsmen have Marl.  They are wrong. With enough time, Quincain Marl will be found. 
   
  “Information can’t be turned over to the lawful authorities quite yet, there seems to be a mole that is compromising 
  the Magsmen. The belief is, that the mole is working for the abductors. If the Knights and Pathfinders come crashing in 
  too early, the mole will vanish before it is learned how much he knows. ” 
   
  “This where you come in.  As a Pathfinder, it is arranged that you will be in one of those units. Hope is that you 
  help them out to the best of your ability as long as you keep them out of the Magsmen’s way for the next twelve hours. 
  By then, everything should be nailed down, the mole and the spy. This is all there is for you now.” 
   
  The man stands. “Stay seated. Another is going to come in and show you a few hand signs. If you Pathfinders are 
  poking around someplace you shouldn’t be yet, you will be signaled to get them out and away.”  
   
  “Research on you shows you can be trusted in this, if that is wrong?” He shrugs, “Everyone else just might hear that 
  you can’t be.”  He walks to one of the doors. 
   
  “Twelve hours. After that, it may be too late.” He exits and a halfling comes in, who … oddly, looks very similar to 
  the man who left, though you think this person is female.  
   
  You are shown a few hand signals and code words that will be active for the next 12 hours, after that, they won’t be 
  used again. She asks you to put the hood on and the return trip begins.   
   
  In the cart, out of the cart, wandering, you are eventually dehooded and left in an alleyway. Slightly disorientated 
  you check the surroundings; you’re a few blocks from the meeting place with the Pathfinders.   
   
  Player Note: Your character is not in anyway compelled to listen to, believe, or trust the mysterious man if you do not 
  want to. You can assume they are telling the truth and help them, or you can assume they are not, and tell the 
  Pathfinders whatever you want.  The choice is yours.  
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  Handout 2:  Further Information 
  You separate from the other Pathfinders and follow the halfling. He does not lead you far. You meet up in the shadows 
  of a cobblestone alley with the bald halfling, male you think.  
   
  “Things moved faster than anticipated. We caught wind of a man named Gregon pulling some strings. He’s a 
  Hextorian priest that we haven’t been able to catch up with yet. But he’s been busy lately, and either getting braver or 
  sloppier. He sprung someone named Meticar from the Critwall donjon; don’t know what happened to that but soon 
  there after he brought outside help; a barbarian vampire from the far North. 
   
  “Seems like this particular vampire has been in the Shield Lands before. Almost two years back he caused some 
  havoc and murders in Bright Sentry. He was killed, but obviously, not a final death.   
   
   
  “So now to tell you that we know Gregon was the one who abducted Quincain, probably by the aid of the Vampire. 
  Gregon turns out to be an opportunist feeding upon dissatisfied Shield Landers, preaching that if the Shield Lands 
  followed Hextor instead of Heironeous, the Shield Lands never would have fallen.  
   
  “This kidnapping may be some play by Gregon to elevate his secret cell into a formidable power. To show his Shield 
  Lands’ followers that he is willing to put his gold where his mouth is, and to leverage whatever knowledge he learns to 
  further Hextor in the Shield Lands. 
   
  “I guess Hextor and Iuz never got along much anyway huh?” 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/593/Normal Scenarios/SHL3-05 - Blood Alliances (APL 2-12)/SHL3-05 - Blood Alliances.pdf