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.  
   
  NYR5-02 
   
   
   
   
   
  Divine Right 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond Regional Adventure 
  Version 1.1 
  by T. Troy McNemar 
   
   
   
  A brutal killing.  A mysterious package.  Another glorious day in the Nyrond Imperium.  An adventure for characters of 
  APLs 2-12. 
  
  Divine Right 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  
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  # 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 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this 
  adventure, APLs categorize 
  the level of challenge the PCs 
  will face. APLS are given in 
  even-numbered increments. If 
  the APL of your group falls on 
  an odd number, ask them 
  before the adventure begins 
  whether they would like to 
  play a harder or easier 
  adventure. Based on their 
  choice, use either the higher 
  or the lower adjacent APL. 
   
  APL 
  also 
  affects 
  the 
  amount of experience and 
  gold a PC may gain at the end 
  of the adventure. If a player 
  character is three character 
  levels or more either higher or 
  lower than the APL at which 
  this adventure is being played, that character will receive 
  only one-half of the experience points for the adventure.  
  Further, if the PC is three character levels or more lower 
  than the APL at which this adventure is being played, 
  that PC will receive one-half gold for the adventure as 
  well.  This simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Impirium of Nyrond.  Characters native to Nyrond 
  pay one Time Unit per round, all others pay two Time 
  Units per round. 
   
  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time 
  Unit. Characters that fail to pay at least 
  Standard Upkeep will retain temporary 
  ability 
  damage 
  until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, 
  and may suffer other in-game penalties 
  (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character who does not pay for 
  at least Standard Upkeep may also 
  avoid the above-described penalties by 
  living off the wild.  If the character 
  possesses four or more ranks in the 
  Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft (bowmaking).  
  The player is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Witches of the Bright 
  Thousands of years ago, a Flannish Kingdom named 
  Sulm ruled much of the lands that became the Bright 
  Desert.  Sulm would have very likely expanded their 
  control into what are now Nyrondese lands had it 
  survived.  But the leaders of the Sulm were vain and 
  power hungry and the Kingdom toppled after its final 
  ruler entered into a pact with the evil god Tharizdun to 
  acquire an artifact known as the Scorpion Crown. 
   
  Canimarr, a Sulmish scholar of the final days of 
  Sulm, devoted his life to arcane knowledge.  Desperate to 
  keep the existence of his arcane discoveries away from 
  the rulers who would use it for improper purposes, he 
  
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  built a series of towers in the Abbor-Alz Mountains to 
  hide away his research.  Casting his most powerful spells, 
  he permanently prevented the location from being found 
  through magical and other means. 
   
  But Canimarr’s female apprentice Beldion slew 
  Canimarr when he was transformed to a manscorpion 
  because of the curse of the Scorpion Crown.  Beldion was 
  not a native of Sulm, and was not affected by the curse.  
  Fleeing to the east with several enchanted weapons, 
  Beldion intended to bring an army to return to the 
  towers and then on to the ruined lands of Sulm with the 
  hope of restoring them. 
   
  But what happened to Beldion was far beyond her 
  intentions.  As she traveled to the East, Beldion learned 
  of the extent of the destruction of Sulm and that the 
  kingdom's destruction was the result of the terrible 
  bargain with Tharizdun.  Beldion found a shrine to 
  Tharizdun and, making a sacrifice of blood, prayed to the 
  God of Entropy and Malign Knowledge for the 
  restoration of her homelands.  She was answered: 
   
  "In the fields on which you stand shall rise a kingdom that 
  will break free of another.  When the unmarried woman who 
  should be queen is sacrificed to me upon this altar, your 
  descendants shall once again know the glory of Sulm." 
   
  Beldion changed her plans and gathered together 
  what few human survivors that she could find who were 
  dedicated to the restoration of Sulm.  Together, they 
  formed a cult that worshipped Tharizdun and lived 
  nomadically in the Bright Desert.  Because most of the 
  initial survivors that Beldion gathered were women, a 
  matriarchal society formed. 
   
  When the Kingdom of Nyrond broke away from the 
  Great Kingdom, the Witches of the Bright realized that 
  the almost-forgotten prophecy might soon come true.  
  For years, they watched and waited, but Nyrond 
  produced only princesses—never queens. 
  The Capture and Rescue of Lady Astra 
  Callistor 
  It was in CY 586 that the Witches of the Bright realized 
  that the opportunity was within their grasp.  Archbold 
  had abdicated the throne in favor of his oldest son after 
  Sewarndt's failed assassination attempt.  One of 
  Lynwerd's first acts after deposing those disloyal to his 
  father was to convene a secret council of lords and 
  advisors who declared that Lady Astra Callistor--not 
  Sewarndt--shall be Lynwerd's successor to the throne of 
  Nyrond in the event of Lynwerd's death.  Although the 
  new act of succession was not widely publicized, a mole 
  planted in Lady Astra’s household learned of its 
  promulgation. 
   
  The Witches of the Bright moved much of their 
  operations into the Gnatmarsh shortly thereafter, and 
  their existence was not unknown to the locals who 
  sometimes referred to them as the Gnatmarsh Coven.  
  The Witches of the Bright soon made the acquaintance of 
  Prince Sewarndt.  The Prince and the Coven began to 
  work together.  The death of King Lynwerd was in their 
  mutual interest. 
   
  In 590 CY, the Witches of the Bright captured Lady 
  Astra Callistor and took her to the hidden towers built by 
  Canimarr.  She remained the captive of the Witches for 
  four years until she was rescued by adventurers. 
   
  Upon her return to Rel Mord, Lynwerd openly 
  acknowledged that Astra Callistor—now known as 
  Princess Astra Callistor was to be his successor to the 
  throne if he did not bear an heir. 
  The Marriage of Lynwerd I 
  Fate was similarly unkind to the woman betrothed to 
  Lynwerd—Xenia Sallavarian.  While touring the 
  kingdom in 589 CY, Xenia collapsed.  She was whisked 
  away to the royal palace, where she remained in a 
  comatose like state for years.  Although her condition 
  was clearly unnatural, all of the best divine and arcane 
  spellcasters in the kingdom were unable to help her. 
   
  Xenia’s final rescue came when a group of 
  adventurers was able to determine the true source of 
  Xenia’s condition and stopped the responsible culprit.  
  However, Xenia’s recovery was complicated by the 
  machinations of a rival for Lynwerd’s affections.  
  Fortunately, adventurers came to the rescue of the 
  Kingdom of Nyrond yet again and Xenia recovered from 
  her comatose state.  She and Lynwerd were married 
  immediately afterward. 
  Sewarndt’s Coup 
  In the evening on the last day of CY594 (three months 
  prior to the events in this scenario), Rel Mord was 
  invaded and conquered by forces loyal to the traitor 
  Prince Sewarndt.  With the help of Onyxgate, the 
  invading force appeared magically inside the walls of the 
  city and quickly demolished the city’s defenses.  Within 
  hours the throne was occupied by Sewarndt, calling 
  himself Emperor.  When it was apparent that Rel Mord 
  would fall, King Lynwerd fled.  He and Xenia, with the 
  help of the Grey Seer, teleported away and have not been 
  heard from since that day. 
   
  Unfortunately for Lynwerd and Queen Xenia, 
  Sewardnt’s 
  coup 
  occurred 
  during 
  a 
  personally 
  inopportune time.  The queen was six months pregnant 
  when the royal family fled Rel Mord.  Xenia’s stamina 
  began to deteriorate soon after the royal family fled to the 
  Barren Keep, and the King’s remaining available advisors 
  and healers have confined her to bed. 
   
  With the clerics of Heironeous off on the 
  borderlands of Almor to face down Onyxgate, Lynwerd 
  contacted Durinken.  Durinken declined to attend the 
  queen because Sewarndt has threatened fifty of 
  
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  Durinken’s charges with the purpose of keeping the 
  Raoan high priest under his thumb.  Concerned that 
  Xenia would not survive childbirth, Lynwerd  caused an 
  agent of the Grey Watch to dispatched to disguise 
  himself as Durinken. 
  So begins our story. 
  Adventure Summary 
  Pending. 
  Preparation for Play 
   
  Prior to playing the scenario, it will be helpful for 
  the judge to determine: 
  • 
  Whether any of the PCs have the Favor of High 
  Priest Durinken from NYR1-11 Temple of Love. 
  • 
  Whether any of the PCs participated in NYR2-06 . . . 
  It’s Another (A Ransom Gone Wrong) and, if so, 
  whether they left on good terms with Aribell, the 
  female bard who was the subject of the titular 
  ransom. 
  • 
  Whether any of the PCs participated in NYR3-02 A 
  Trip to the Barren Keep and, if so, whether they receive 
  the favor of Count Cunal.  Obtaining this favor 
  required that they returned Blackmar Huldane to 
  Count Cunal rather than King Lynwerd.  Characters 
  with the favor of the king from that scenario should 
  not have also received the Count’s favor.  (The favors 
  were intended to be mutually exclusive, but were not 
  always awarded that way.) 
  • 
  Whether any of the PCs are proclaiming a loyalty to 
  Emperor Sewarndt or have obtained any Enmities or 
  Disfavors of King Lynwerd or any parties loyal to 
  him on any Adventure Records. 
  • 
  Whether any of the PCs participated in NYR5-01 
  Don’t Cry For Me Nyrond immediately prior to this 
  adventure. 
   Introduction:  Someday We’ll 
  Find It 
  When the players are ready to begin, please read or 
  paraphrase the following: 
   
  The sun rose this morning on the Nyrond 
  Imperium, the name that Sewarndt provided to the 
  Kingdom of Nyrond when he seized its capitol, Rel 
  Mord.  You have found yourself on the roads in 
  Mowbrenn traveling with a group of other 
  adventurers. 
   
  Have the players provide introduce their characters 
  at this point. 
   
  Read or paraphrase the following paragraph, only if 
  one or more of the PCs participated in NYR5-01 Don’t Cry 
  for Me Nyrond immediately prior to playing this scenario 
  and remained loyal to King Lynwerd: 
   
  The assignment given to you by King Lynwerd I, 
  the rightful ruler of Nyrond, was simple.  Scout the 
  southern fields and see if Sewarndt was amassing 
  troops to assault the Barren Keep stronghold. 
   
  Continue by reading or paraphrasing the following: 
   
  As you move on the largely open road, you see a 
  group of what you have come to recognize as 
  Sewarndt’s soldiers talking to a male human traveler 
  ahead of you in the distance.  Their discussion 
  becomes more insistent and the traveler holds up 
  his open hands.  In an instant, one of Sewarndt’s 
  men draws a sword and plunges it into the man’s 
  chest. 
   
  Proceed to Encounter One. 
  Encounter One: Opportunity 
  Knocks Once, Let’s Reach Out 
  and Grab It 
  To determine the distance from which the PCs are from 
  Sewarndt’s men, have the players roll a spot check.  The 
  PCs will start the battle at a distance of 200 feet from the 
  combatants. 
   
  The PCs have a number of options here.  If they 
  choose to avenge the victim, proceed with combat.  If 
  they hide and watch, Sewarndt’s men will loot the body 
  and ride off, leaving the body in the middle of the road 
  (the PCs may interrupt this process at any time).  If the 
  PCs approach Sewarndt’s men, the men will bark that the 
  affair is none of their business but will not react with 
  hostility until the PCs do something to initiate.  The men 
  are not spellcasters, so the casting of any spell will likely 
  initiate combat. 
   
  What has happened is that the Imperial soldiers’ 
  leader saw the traveler, decided that he was an easy target 
  and his short sword.  He informed his men that the 
  traveler looked suspicious and needed to be questioned.  
  When the man denied any political alliances (a lie), the 
  leader declared him a traitor to the Imperium and killed 
  him. 
   
  If the PCs ignore the incident, then the adventure is 
  likely over for them. 
  APL 2 (EL 4) 
  � Imperial Soldiers (4):  Male human War2; hp 16 
  each, see Appendix A.   
  
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  APL 4 (EL 6) 
  � Imperial Soldiers (4):  Male human War3; hp 25 
  each, see Appendix B.   
  APL 6 (EL 8) 
  � Imperial Soldiers (4):  Male human War5; hp 49 
  each, see Appendix C.   
  APL 8 (EL 10) 
  � Imperial Soldiers (4):  Male human War7; hp 68 
  each, see Appendix D.   
  APL 10 (EL 12) 
  � Imperial Soldiers (4):  Male human War9; hp 83 
  each, see Appendix E.   
  APL 12 (EL 14) 
  � Imperial Soldiers (4):  Male human War11; hp 101 
  each, see Appendix F.   
   
  After the combat, the PCs will likely search the 
  fallen agent.  When they do, they will find a disguise kit, 
  majestic clerical robes, and a holy symbol.  A brief 
  inventory of the disguise kit indicates that the man 
  obviously intended to disguise himself as an older man.  
  Automatically if the character worships Rao, or with an 
  Intelligence check, a Knowledge (Religion) check, or a 
  Knowledge (Local – NMR) check (DC 10) will permit the 
  character to recognize the holy symbol as a holy symbol 
  of Rao and that the regalia on the robe is such that a robe 
  of this type would only be properly worn in Nyrond by 
  Durinken, who is the high priest of Rao in Rel Mord.  
   
  The remainder of this Encounter should proceed 
  based on the abilities and information available to the 
  PCs.  Among other possibilities are that the PCs will raise 
  the corpse from the dead or cast speak with dead.  The 
  man’s name was Relkar Aroomus.  He was an agent of 
  Lynwerd’s, sent to “stand in” for Durinken to permit 
  Durinken to leave Rel Mord.  The man has no knowledge 
  of Durinken’s destination upon leaving Rel Mord.  The 
  man received his orders from a superior in the Grey 
  Watch, not from King Lynwerd or the Grey Seer. 
   
  Even if the PCs cannot obtain information from the 
  man, they still have the information to guide them 
  towards Durinken in Rel Mord.  Durinken is generally 
  believed to have remained in Rel Mord to tend to the 
  poor and injured after the siege. 
   
  If the PCs travel to Rel Mord, their journey will take 
  2 days if on horseback, 4 days if on foot.  proceed to 
  Encounter Two. 
   
  If the PCs have knowledge of Lynwerd’s location 
  and proceed to the Barren Keep, proceed to Encounter 
  Nine.  Without Durinken’s assistance, Xenia will die 
  while delivering the baby, but the princess will survive. 
  Encounter Two: There’s Not a 
  Word Yet for Old Friends 
  We’ve Just Met 
  As the PCs camp on the first evening, they will need to 
  camp in the outdoors.  Have them declare their watch 
  order (if any), whether they are camping in a cold camp, 
  and any other preparations that they wish to make.  Have 
  everyone who is participating in the first watch roll Spot 
  and Listen checks against a DC of 18.  If they succeed at 
  either, they will determine that there is movement on the 
  southern edge of their camp.  Aribell is investigating 
  them. 
   
  Aribell is the female bard who was “held for ransom” 
  in NYR2-06 . . . It’s Another (A Ransom Gone Wrong).  
  While she is typically a very friendly and outgoing 
  person, she is now suspiciously serving as a scout for 
  Count Cunal Huldane’s nearby encampment.  Aribell’s 
  reaction will be much more favorable if she has 
  previously met any of the PCs, but enough has changed 
  that she will still be suspicious. 
    
  If the PCs are able to assure Aribell that they are not 
  aligned with Sewarndt, she will inform them that Count 
  Cunal and his entourage are camped nearby and ask that 
  they keep a sharp eye out for assassins.  At this time, she 
  will not volunteer any information about why the Count 
  might be outside of the City of Moewbreen, informing 
  the PCs that she is not authorized to provide that 
  information.   After satisfying herself that the PCs 
  present no threat to the Count, she will take leave of the 
  party. 
  Encounter Three:  
  This roleplaying encounter should play out differently 
  based on the composition of the party.  It is important 
  that the information in the “Information” subsection 
  below be imparted to the party.  The judge should feel 
  free to improvise as necessary. 
  Honorable Parties 
  If the PCs have the favor of the Count or if they have the 
  reputation of loyalty to Lynwerd, the Count will send an 
  agent to invite them to breakfast.  He and his advisor will 
  explain the political process to the PCs personally. 
  Less Scrupulous Parties 
  If the PCs have a questionable reputation, the Count will 
  dispatch a number of his guards to make sure “in a 
  friendly fashion” that the PCs do not interfere with the 
  Count’s travel to Rel Mord.  After the Count has an hour’s 
  head start, the guards will release the PCs to go their own 
  way.  However, one of these guards is a bit of a gossip and 
  
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  manages to tell the entire story of why the Count is going 
  to Rel Mord before he realizes that he shouldn’t. 
  Anything Else 
  If the PCs do not fit nicely into the previous encounter 
  (or if the judge believes it would make for a better 
  roleplaying session), Aribell can return to visit the PCs.  
  During the course of her visit, she will explain the 
  purpose of the Count’s visit to Rel Mord. 
  Information 
  Regardless of how they learn it, it is important for the 
  overall story that the PCs understand the reason that the 
  Count is traveling to Rel Mord.  The information is 
  provided in the form of the Count’s beliefs, but these 
  beliefs may not necessarily be provided by the Count 
  himself.  To the best of his or her ability, the judge is 
  encouraged to roleplay the provision of information and 
  do his or her best to avoid providing the information in 
  the form of an “info dump.” 
   
  Count Cunal, along with all of the nobility of 
  Nyrond have been called to Rel Mord by Sewarndt to 
  attend a Council of Lords.  The purpose of the Council is 
  simple.  Sewarndt demands that the Council recognize 
  him as the rightful ruler of Nyrond.  Although Cunal 
  believes there to be no way that the Council will 
  recognize Sewarndt as the rightful leader, he also 
  recognizes that Sewarndt is too wily to have called the 
  Council if his defeat was imminent. 
   
  The Count completely understands that he might be 
  walking into a trap.  Nevertheless, he believes that 
  Sewarndt may be counting on those aligned with 
  Lynwerd to stay away from the Council as a method of 
  winning the vote.  The Count has left standing orders 
  that Clefan, Cleric of Mayaheine, is to lead in his absence. 
   
  By law, he is unable to cast votes by proxy.  Uncast 
  votes are considered cast for the position that wins the 
  majority. 
   
  Because he in charge of a County, he will only be 
  entitled to cast one vote at the Council.  The Dukes and 
  Duchesses (who rule Duchies rather than Counties) are 
  each entitled to cast 2 votes at the Council. 
   
  Cunal’s beliefs about how each of the lords will vote 
  are as follows.  He is not omniscient about events outside 
  his realm, so the PCs may be in a better position to judge 
  some of the personages than he is. 
  • 
  The Count of Brackenmoor is a vainglorious 
  opportunist.  If he believes that a vote for Sewarndt 
  will increase his personal power, he will not hesitate 
  to vote for Sewarndt. 
  • 
  The Count of Eventide is difficult to read, but I 
  suspect his lust for power will cause him to lean 
  towards Sewarndt. 
  • 
  Grevin Damar of the Duchy of Flinthill is a friend of 
  mine and a long time friend of Lynwerd’s.  His 
  loyalty is beyond question. 
  • 
  Vernin Talnith of the Duchy of Woodwych is almost 
  undoubtedly going to side with Lynwerd.  I cannot 
  imagine her betraying the King. 
  • 
  I am not certain what evil stirs in Almor, nor am I 
  certain of who will represent that land at the 
  Council.  Duke Younard collapsed on the night that 
  Rel Mord fell, and has been acting more and more 
  strangely.  Younard is likely mad and even if he does 
  attend the Council, he may well be voting as a 
  puppet of the Scarlet Brotherhood. 
  • 
  Gamboge’s Count is a wild card.  How he will vote is 
  anyone’s guess. 
  • 
  The Duke of Korenflass is likely still on the fence.  
  He will probably abstain from the voting rather than 
  take a position. 
  • 
  Oberend’s Duke is a paladin of Pelor and is known 
  for his adherence to the law.  I cannot see any 
  circumstance in which he would vote for Sewarndt.  
  His votes certainly belong to the King.  
  • 
  The Duke of Womtham is a difficult man to 
  understand.  I am certain I will not know how he 
  will vote until he casts it. 
  • 
  Woodverge is currently without a province leader 
  and will not be able to cast a vote at the Council. 
  If directly asked, the Count will explain that the 
  Justcrown province is not voted in the proceedings of the 
  Council of Lords.  It will not occur to the Count to 
  volunteer this information, however. 
   
  If the PCs have any captors from the earlier 
  encounter with Sewarndt’s men, Count Huldane will 
  declare them traitors to the crown and order their 
  execution.  This sentence will be carried out by his men 
  on the spot. 
   
  Count Huldane has no information about Durinken 
  and can only speculate that Durinken would still be 
  treating the poor and injured in Rel Mord unless forcibly 
  removed. 
  Encounter Four:  
  Troubleshooting 
  The PCs have very little information, and it is very 
  possible that they will come up with courses of action 
  other than traveling to Rel Mord to meet with Durinken. 
   In particular, high level adventurers may travel the 
  countryside using teleport or similar magic.  While it will 
  be largely up to the judge to improvise encounters, a few 
  of the more obvious ones are discussed below. 
  
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  Page 7 
  A Trip to the Barren Keep 
  PCs that have played in NYR5-01 Don’t Cry for Me Nyrond 
  are aware that the King has hidden himself and Queen 
  Xenia at the Barren Keep.  The PCs may decide that the 
  Grey Seer is there as well and attempt to report the death 
  of his agent to him.  Refer to Encounter Nine to roleplay 
  the reception that the PCs will receive.  Assuming that 
  the PCs can satisfy the guard that they are loyal to 
  Lynwerd, they will discover that the Grey Seer is not at 
  the Barren Keep.  They will also discover that Xenia is in 
  dire condition as her pregnancy has entered its final days 
  and her health has failed her.  She has threatened to slip 
  back into the coma that plagued her for years, and the 
  general concern around the camp is that only the most 
  powerful healing magic will be able to keep her alive. 
   
  If this information does not stir the party to go 
  collect Durinken, proceed to Encounter Ten and play out 
  the scenario from that point without Durinken’s 
  assistance. 
  Inside the Gates of Moewbrenn 
  It is also possible that the PCs will want to travel to 
  Moewbrenn to discuss their find with the temple of Rao 
  there.  The only priest available at the current time is 
  Bred Gurren, a 6th level priest of Rao.  He will recognize 
  that the robes could only properly be worn by Durinken. 
   He can also cast speak with dead on the corpse of the 
  traveler to assist putting the PCs on the right course of 
  action. 
  Sending 
  The PCs may use sending or similar magic to attempt to 
  get word to some of the important personages.  The Grey 
  Seer is not available and the caster will know that his or 
  her sending did not get through.  If a sending is sent to 
  Durinken, his response will be to the effect of:  “I regret 
  that another has been harmed in this war.  I am not 
  convinced that my leaving Rel Mord is the proper course 
  of action.” 
  Encounter Six:   
  If and when the PCs are within viewing distance of Rel 
  Mord, please read or paraphrase the following: 
   
  When you first view the City of Rel Mord from a 
  distance, little seems changed.  The grey walls of the 
  city are completely intact, and the normal bustle of 
  merchants in and out of the city seems to be 
  uninterrupted. 
   
  As you approach, you see that not everything is 
  as it once was.  The crest displayed on the castle 
  towers and near the city gate has been replaced.  The 
  new crest is sable and features purple along with the 
  old red.   The spires of the Temple of Heironeous, 
  once clearly visible from any vantage point outside 
  the city, no longer rise above the rooftops. 
   
  The purpose of this Encounter is to get the PCs 
  inside the walls of the City of Rel Mord.  This should not 
  be an especially difficult task if a modicum of sense and 
  good judgment is used.  Assuming that the party wishes 
  to avoid the front gates, the walls can be climbed, flown 
  over, teleported past, or any other reasonable avenue of 
  ingress.  Assume that any reasonable plan stated by the 
  players to avoid the guards will work.  If the plan used to 
  enter the City is wholly unreasonable reasonable (e.g., 
  “We’ll dress in bright colors and try to climb the wall 
  within 20 feet of the front gate in broad daylight while 
  taunting everyone in sight.”), have a patrol of guards 
  attack.  Use a patrol identical to the patrols found in the 
  next Encounter. 
  The Gates of Rel Mord 
   
  Should the PCs attempt to enter Rel Mord via the 
  front gates, the guard will insist that the PCs 
  permanently relinquish their weapons, magic items, and 
  spell components.  He says that those with Sewarndt’s 
  favor may carry arms in Justcrown, but unauthorized 
  individuals 
  are 
  suspected 
  of 
  being 
  seditionists.  
  “Subversives will not be tolerated.”  If the PCs protest (as 
  surely they will) he will ask for some sort of license to 
  bear arms.  If they present adventurer’s licenses or some 
  other identification such as membership in a military 
  organization not authorized by the Emperor he will laugh 
  and tear up the documents right in front of their faces 
  (please note the loss of any certifications on the 
  Adventure Record).  He will say something like, “We 
  can’t have armed commoners walking about the King’s 
  home at their leisure!” 
   
  The PCs may yield their equipment in hopes of 
  getting it back.  If this happens, they have all of the 
  weapons, armor, magic items, and spell components 
  removed.  They can then enter Rel Mord.  There are a few 
  signs of battle here and there (some scorched streets, 
  some collapsed buildings), but the city is in good repair 
  for the most part. The PCs may retrieve their weapons by 
  paying the Emperor’s exorbitant taxes, which amount to 
  ¼ the total value of their equipment.   
   
  The PCs may also attempt to fight their way past the 
  guard and into the City.  If this should happen, use a 
  patrol identical to that found in Encounter Seven.  The 
  City Guard will be on high alert after the PCs enter the 
  City, and additional men will join any fight outside of the 
  Temple of Rao. 
  
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  Page 8 
  Encounter Seven:   
  Inside the walls of the City, Sewarndt’s watch is not 
  going to pay any particular attention to the PCs unless 
  they do something to call attention to themselves.  The 
  PCs will be able to make their way to the temple. 
   
  When the PCs are prepared to approach the Temple 
  of Rao, please read or paraphrase the following: 
   
  The Temple of Rao stands majestically as it 
  always has, a beacon for any who see it.  But the 
  surroundings are rather more bleak.  The Temple is 
  under the guard of Sewarndt’s men and several 
  refugees stand a safe distance away from the temple. 
   These men seem to be more alert than others of 
  Sewarndt’s men that you have seen thus far. 
  The party need not engage Sewarndt’s men.  They can get 
  into the temple (perhpas using a different door) with 
  appropriate skill checks (Bluff, Disguise, Hide, Move 
  Silently, and other appropriate skills).  The skill checks 
  used should make sense in the context of the situation.  
  Whatever skill checks are used, the following DCs need 
  to be obtained to avoid combat: 
  • 
  APL 2:  DC 16 
  • 
  APL 4:  DC 18 
  • 
  APL 6:  DC 22 
  • 
  APL 8:  DC 24 
  • 
  APL 10:  DC 27 
  • 
  APL 12:  DC 29 
   
  If the PCs use skill checks to bypass the combat of 
  this Encounter and achieve the DCs reflected above, they 
  should state a viable plan for the use of those skills to 
  bypass the guards.  If a viable plan is presented and if the 
  appropriate skill checks are made, the judge should 
  reward xp for the Encounter. 
   
  Or the PCs can just fight.  If the players inquire and 
  assuming that they did not fight their way past the front 
  gate, they will be reasonably certain that no other guards 
  are in the immediate area to alert.  
  APL 2 (EL 3) 
  � Imperial Soldiers (3):  Male human War2; hp 16 
  each, see Appendix A.   
  APL 4 (EL 5) 
  � Imperial Soldiers (3):  Male human War3; hp 25 
  each, see Appendix B.   
  APL 6 (EL 7) 
  � Imperial Soldiers (3):  Male human War5; hp 49 
  each, see Appendix C.   
  APL 8 (EL 9) 
  � Imperial Soldiers (3):  Male human War7; hp 68 
  each, see Appendix D.   
  APL 10 (EL 11) 
  � Imperial Soldiers (3):  Male human War9; hp 83 
  each, see Appendix E.   
  APL 12 (EL 13) 
  � Imperial Soldiers (3):  Male human War11; hp 101 
  each, see Appendix F.   
   
  Encounter Eight:   
  If the PCs fought in Encounter Seven, they will have 
  approximately 10 minutes to roleplay this encounter 
  before additional patrols of Sewarndt’s men will storm 
  the temple.  If the PCs avoided combat in Encounter 
  Seven, there is no time limit for the Encounter. 
   
  After the PCs enter the temple, please read or 
  paraphrase the following: 
   
  You enter the temple and find it crowded with 
  refugees.  The temple is obviously being used to 
  house the injured and homeless.  After explaining 
  your desire to see Durinken, a handsome young 
  acolyte leads you to a small room.  There sits 
  Durinken, a pale shadow of the man that you knew.  
  His eyes reveal a deep exhaustion.  “Greetings and 
  Rao’s serenity be with you,” he says as you enter the 
  room.  “What brings you to the temple of Rao?” 
   
  If any characters have Durinken’s favor from NYR1-
  11 Temple of Love then he will immediately recognize that 
  character and greet them by name. 
   
  When Durinken learns the nature of the PCs visit, 
  he will ask the PC’s permission to cast some spells of a 
  Divination nature on them.  If the PCs acquiesce, he will 
  cast discern lies, detect good, and detect evil.  After discern lies 
  is cast, Durinken will ask each of the PCs if they are loyal 
  to Lynwerd. 
   
  Durinken can explain the reason why the agent was 
  bearing a Durinken disguise.  He has been contacted via a 
  sending spell asking him to come to the Barren Keep to 
  attend to Queen Xenia.  The delivery of Xenia’s child is 
  imminent and the Queen threatens to fall back into her 
  coma.  Durinken knows that he is wanted because he has 
  a strong command of the healing arts, is able to cast the 
  greater restoration spell to assist the queen, and because he 
  is familiar with the queen’s health because treated the 
  queen during the length of her coma. 
   
  Nevertheless, Durinken is reluctant to leave Rel 
  Mord because Sewarndt has threatened to kill fifty 
  peasants if Durinken leaves the temple.  This dilemma 
  weighs heavily on his soul, and he will explain this 
  
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  Page 9 
  dilemma to the party and ask them to understand that he 
  is reluctant to do anything that would result in the deaths 
  of innocents. 
   
  The party will have to convince Durinken to leave 
  Rel Mord through Diplomacy.  This should be automatic 
  if the PCs present a good case that the needs of the realm 
  are more important than the needs of the few.  (Durinken 
  is lawful good and inclined to this position anyway).  If 
  PCs are unable to present a good case, he will still 
  accompany them if the PCs can achieve a Diplomacy 
  check (DC 15). 
   
  It’s possible that one of the PCs will remain behind 
  disguised as Durinken.  Although the scenario will be 
  over for that PC, the PC will receive the Favor of the 
  Temple of Rao. 
   
  Durinken has access to a magical arcane scroll of 
  teleport cast at 18th level.  This scroll may be able to be used 
  by the party to immediately transfer themselves to the 
  Barren Keep.  (This may require them to leave behind 
  animal companions.)  The person using the scroll will 
  need to succeed on a caster level check (DC 19). 
   
  If no one is able to use the scroll, the party will need 
  to sneak out of town or let Durinken magic them away.  
  Durinken can prepare wind walk at the next morning’s 
  prayer session. 
  Encounter Nine:   
  When the PCs arrive at the Barren Keep, please read or 
  paraphrase the following text.  Note that it will be 
  necessary to paraphrase the text if any of the PCs have 
  been permitted to attend the birth. 
   
  You have arrived outside the fortress known as 
  the Barren Keep.  The keep sits on a rise overlooking 
  a vast wasteland of infertile ground and is 
  surrounded by strong walls.  Guards are perched 
  along the perimeters of the walls and announce your 
  arrival.  You are quickly met by an escort of Royal 
  Guardsmen who demands your business, but the 
  escort is somewhat calmed when they see that 
  Durinken is among you. 
   
  After Durinken explains the purpose of his 
  presence, he is immediately ushered away.  The 
  leader of the guard patrol turns to you and states, 
  “Thank you for your service to the crown.  Space is 
  scarce here but, if you indeed to stay, I believe that I 
  can find a room for you in the barracks.” 
   
  “You may roam freely around the keep and its 
  grounds, but the highest floor of the keep is off 
  limits without royal leave.  If you have any questions 
  or needs, please find me.  My name is Guard Captain 
  Ralmodden.”  Turning to another patrol member, he 
  continues, “Corporal, can you find a room on the 
  third floor for these friends?” 
   
  Maps of the Barren Keep hae been reproduced from 
  A Trip to the Barren Keep and are presented as Appendices 
  A-E.  Corporal Pammen will show the PCs to a room on 
  the third floor on the keep’s east side in one of the 10 feet 
  by 15 feet rooms marked “D”. 
   
  It is possible that one PC will be permitted to attend 
  Queen Xenia.  This is only permitted if all of the 
  following are true:  the PC has a total modifier in the 
  Heal skill (i.e., Ranks plus Widsom modifier) equal to 
  APL+6; the PC has access to divine spells; the PC is good-
  aligned (as detected by Durinken in the earlier 
  encounter); the PC worships a good-aligned god; and the 
  PC answered unequivocally that the PC was loyal to 
  Lynwerd when asked under the influence of the discern 
  lies spell.  Only one PC will be permitted to attend the 
  queen as too many participants will only get in the way.  
  If any PCs are permitted to attend the queen, distribute 
  Player Handout #1 to that PC. 
   
  There is little for the PCs to do in the intervening 
  time.  Should they explore the keep, they may find the 
  following: 
  • 
  The king’s force here is a strong guard force, but it is 
  by no means an army.  If Sewarndt were to send a 
  full army to the keep, it would not stand long.  
  However, sending a full army across the desolate 
  region of the Barrens that surrounds the Barren 
  Keep for days is a very difficult proposition. 
  • 
  Many of the soldiers here believe that the king is 
  mad for remaining at the Barren Keep when he 
  knows that Sewarndt knows his location.  They 
  understand that Queen Xenia’s condition does not 
  permit her to be relocated again, but many of them 
  believe that Lynwerd should abandon her. 
  • 
  Players that played in A Trip to the Barren Keep may 
  recall that the ground floor of the keep contains a 
  large trap door that falls into a pit below.  The trap 
  door is still functional and is still operated by a lever 
  at the throne on the second room balcony. 
  • 
  Additionally, players may recall that there was a 
  tunnel from an outside wash that led into the stables 
  in the keep.  A metal grate has been erected to seal 
  off the wash from the tunnel. 
   
  Do not permit the players to spend too much time 
  exploring the keep before moving onto the next section. 
  Encounter Ten: 
  The following encounter will occur in the early evening 
  following the PCs arrival at the Barren Keep.  Princess 
  Astra Callistor would have teleported onto the Keep 
  shortly before this Encounter, and it is possible that any 
  PCs that stationed themselves on the roof of the keep 
  would have seen her arrival.  Astra will recognize and 
  know any PC that accompanied her during the play of 
  
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  Page 10 
  NYR4-01 Towers of the Abbor-Alz.  Please read or 
  paraphrase the following: 
   
  In the early evening, a Royal Guardsman 
  approaches and tells you that the Princess Astra 
  Callistor has requested your presence.  You make 
  your way into a small chamber on the second floor 
  and are greeted by Princess Astra. 
   
  “You may or may not have heard the news, but 
  Xenia has borne Lynwerd a daughter.  Into the 
  chaos, a girl is born.  They have named her Archarzi 
  after Lynwerd’s father Archbold and Xenia’s family.” 
   
  “While Archarzi’s birth will soon be celebrated 
  by those still loyal to the crown, you may 
  understand that I find no joy in this.  The Witches of 
  the Bright seek to sacrifice the rightful female ruler 
  of Nyrond in their mad scheme to restore the Bright 
  Desert to its former glory.  In previous times, they 
  desired me because Lynwerd had no proper heir.  
  And, while they still want me as far as I know, they 
  are certainly going to take an interest in Princess 
  Archarzi.” 
   
  “The other news that you may not have heard is 
  that Sewarndt has announced that the Council of 
  Lords declared him the proper leader of Nyrond.  
  The decision is a farce.  When the Council 
  deadlocked their votes, Sewarndt claimed the 
  authority to cast a tie-breaking vote on behalf of 
  Justcrown Province.  But precedent is against 
  Sewarndt here, for Justcrown Province has never 
  claimed a vote at the Council of Lords.  And even if 
  Justcrown Province was entitled to a vote, that vote 
  could only properly be cast by Lynwerd.” 
   
  “As odd as it may seem, the Council’s vote may 
  be in Archarzi’s favor.  Sewarndt himself has a young 
  daughter who he has recognized as his heir.  If the 
  Council has recognized Sewarndt, he may not 
  realize that the Witches of the Bright are going to 
  want his daughter.  Or he may not care.  I am certain 
  that he values the throne far more than his 
  daughter’s life.” 
   
  “Nevertheless, it is known that Lynwerd and 
  Xenia are here at the Barren Keep.  No matter what 
  precautions we have taken, I would not be surprised 
  if the Witches attack before Xenia is healthy enough 
  to be moved.  The Crown needs all able-bodied 
  hands to prepare for imminent attack.  May We 
  count on you?” 
   
  If the PCs do not themselves have knowledge of the 
  Witches of the Bright and their motivations, Astra will 
  elaborate.  Such information can be found in the 
  Adventure Background. 
   
  Astra will explain that she does not have the 
  authority to override Lynwerd’s order restricting all but 
  authorized persons from the third floor of the Keep, but 
  will suggest that if fighting breaks out and the PCs 
  should thereafter find themselves on the third floor 
  defending Princess Archarzi that she will use her 
  considerable 
  influence 
  to 
  make 
  sure 
  that 
  the 
  transgression is overlooked.  She will, however, point out 
  that the PCs have free reign of the third floor of the keep, 
  the roof of the keep, and the grounds of the keep. 
   
  If inquired about, Astra will explain that Durinken 
  has returned to Rel Mord via a word of recall spell. 
   
  If inquired about, Astra will explain that Sewarndt’s 
  daughter 
  is 
  named 
  Sellendia 
  and 
  that 
  she 
  is 
  approximately 4 years old.  Nothing is known of the girl’s 
  mother. 
   
  If inquired about, Astra will indicate that the 
  following provinces voted for Lynwerd at the meeting of 
  the Council of Lords:  Orberend (2 votes), Flinthill (2 
  votes), Mowbrenn (1 vote), Woodwych (2 votes), and 
  Gamboge (1 vote).  The following voted for Sewarndt at 
  the meeting of the Council of Lords:  Almor (2 votes), 
  Korenflass (2 votes), Eventide (1 vote), Brackenmoor (1 
  vote), and Womtham (2 votes).  No votes were cast on 
  behalf of Woodverge, and the failure of those votes 
  resulted in a tie.  Sewarndt claimed the right to cast a vote 
  on behalf of Justcrown province and break that tie. 
  The End if You are Running in the Saturday 
  Slots At GilaCon 
   
  Encounter Eleven:   
  Based on Princess Astra’s comments during the previous 
  Encounter, the PCs should be permitted to set a watch 
  and position themselves where they like throughout the 
  keep.  The only exception is that the PCs will not be able 
  to position themselves on the third floor, and will be 
  asked to vacate the area by the Royal Guardsmen.  If they 
  have to be asked more than once, the PCs will be 
  arrested.  PCs who can succeed at Hide and Move 
  Silently checks (DC 25) will not be noticed by the 
  Guardsmen. 
   
  During the night, the Witches of the Bright will 
  attack the Keep.  The attack will be sudden and severe.  
  This will occur in the middle of the third watch.  The 
  Witches have divided themselves into strike forces, and 
  are attacking various points at the Keep.  The Keep is 
  being defended by the Royal Guardsmen, and it is only 
  the strike force of witches that are attacking the queen 
  that the PCs need concern themselves with.  Such strike 
  force was transported onto the third level of the Barren 
  Keep. 
   
  Queen Xenia and Princess Archarzi are in the 
  southeasterly most room marked “D” on the map of the 
  Barren Keep’s third floor. 
   
  The main strike force transports itself onto the third 
  floor and immediately kills the Royal Guardsmen there.  
  
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  Thereafter, they begin violently opening doors looking 
  for Princess Archarzi.  Assuming that the PCs react 
  immediately, the PCs should encounter the witches three 
  rounds before the witches are able to open the door to 
  the room where Queen Xenia and Princess Archarzi are 
  located.  (Assume standard action to force open a door 
  and move equivalent action to move to the next door.)  If 
  the PCs wait more than 5 rounds before beginning to 
  move to the third floor, the witches will have just opened 
  the door to Queen Xenia’s room.  If the PCs have not 
  intervened before the next round, the lead witch will 
  grab Princess Archarzi and activate the idol of refuge.  This 
  will cause both the lead witch and the baby to disappear. 
   
  Queen Xenia is not physically able to participate in 
  this encounter.  Nor is she able to muster the energy to 
  use her bardic song. 
   
  It is left to the judge’s discretion how the PCs will 
  first realize that the keep is under attack.  PCs stationed 
  on the roof of the keep may see witches striking from the 
  darkness.  PCs stationed near the stairwells on the third 
  floor may hear the combat on the floor above and hear 
  the general call of alarm. 
   
  Development:  King Lynwerd will arrive just after 
  the combat is ending.  He had been having a pre-dawn 
  discussion with one of his commanders in the barracks 
  area.  (Appropriately placed PCs may have seen him on 
  the grounds.) 
   
  Development:  Astute characters will recall that 
  Princess Astra mentioned that the Witches may still want 
  her in addition to Archarzi.  In fact, Princess Astra will 
  disappear during the attack unless the PCs affirmatively 
  express that they are going to do something to look for 
  her to check on her welfare.  If the PCs do check, they 
  will discover that Astra has handily defeated a separate 
  strike force tasked for her capture.  If the PCs do not 
  check, Astra will have disappeared.  Please do not give the 
  players a free ride on this matter—Astra should disappear 
  unless they affirmatively express an interest in checking 
  on her welfare. 
  APL 2 (EL 5) 
  � Witch of the Sand, Female Human Clr3: hp 29; 
  See Appendix A. 
  � Zendra the Pathetic, Female Human Clr1: hp 10; 
  See Appendix A. 
  � Witch Necromancer, Female Human Ncr3: hp 
  16; See Appendix A. 
  � Witch Thugs (2), Female Human War1: hp 10, 
  10; See Appendix A. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good on herself, and the Witch Necromancer 
  has precast mage armor on herself.  The Witch Thugs will 
  drink their potions of enlarge person in the first round of 
  combat.  Zendra will dedicate herself to buffing and 
  healing the other witches.  The spellcasters will avoid 
  targeting Princess Archarzi in area of effect spells. 
  APL 4 (EL 7) 
  �  Witch of the Sand, Female Human Clr5: hp 41; 
  See Appendix B. 
  �  Zendra the Pathetic, Female Human Clr3: hp 
  30; See Appendix B. 
  �  Witch Necromancer, Female Human Ncr5: hp 
  26; See Appendix B. 
  �  Shocker Lizard Familiar:  hp 13, See Appendix B. 
  �  Witch Thugs (2), Female Human War1: hp 10, 
  10; See Appendix B. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good on herself, and the Witch Necromancer 
  has precast mage armor on herself.  The Witch Thugs will 
  drink their potions of enlarge person in the first round of 
  combat.  Zendra will dedicate herself to buffing and 
  healing the other witches.  The spellcasters will avoid 
  targeting Princess Archarzi in area of effect spells. 
  APL 6 (EL 9) 
  �  Witch of the Sand, Female Human Clr7: hp 53; 
  See Appendix C. 
  �  Zendra the Pathetic, Female Human Clr5: hp 
  40; See Appendix C. 
  �  Witch Necromancer, Female Human Ncr7: hp 
  34; See Appendix C. 
  �  Shocker Lizard Familiar:  hp 17; See Appendix C. 
  �  Witch Thugs (2), Female Human War3: hp 26, 
  26; See Appendix C 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good on herself, and the Witch Necromancer 
  has precast mage armor and shield on herself.  The Witch 
  Thugs will drink their potions of enlarge person in the first 
  round of combat.   Zendra will dedicate herself to buffing 
  and healing the other witches.  The spellcasters will avoid 
  targeting Princess Archarzi in area of effect spells. 
  APL 8 (EL 10) 
  �  Witch of the Sand, Female Human Clr9: hp 88; 
  See Appendix D. 
  �  Zendra the Pathetic, Female Human Clr7: hp 
  52; See Appendix D. 
  �  Witch Necromancer, Female Human Ncr9: hp 
  60; See Appendix D. 
  �  Shocker Lizard Familiar:  hp 30, See Appendix D. 
  �  Witch Thugs (2), Female Human War5: hp 43; 
  See Appendix D. 
  
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  Tactics:  The Witch of the Sand cleric has precast shield of 
  faith, magic circle against good, bear’s endurance, and freedom 
  of movement on herself, and the Witch Necromancer has 
  precast mage armor, resist energy (electricity), resist energy 
  (fire), shield, and stoneskin on herself.  The Witch Thugs 
  will drink their potions of enlarge person in the first round 
  of combat.    Zendra will dedicate herself to buffing and 
  healing the other witches.  Zendra has precast protection 
  from energy (fire) and deathward on the Witch of the Sand 
  cleric.  The spellcasters will avoid targeting Princess 
  Archarzi in area of effect spells. 
  APL 10 (EL 13) 
  �  Witch of the Sand, Female Human Clr11: hp 105; 
  See Appendix E. 
  �  Zendra the Pathetic, Female Human Clr9: hp 70; 
  See Appendix E. 
  �  Witch Necromancer, Female Human Ncr11: hp 78; 
  See Appendix E. 
  �  Shocker Lizard Familiar:  hp 37; See Appendix E. 
  �  Witch Thugs (2), Female Human War7: hp 59, 59; 
  See Appendix E. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good, bear’s endurance, and freedom of movement 
  on herself and has cast shield of faith and magic vestment on 
  herself and both of the witch thugs, and the Witch 
  Necromancer has precast mage armor, bear’s endurance, 
  resist energy (electricity), resist energy (fire), shield, and 
  stoneskin on herself.  The Witch Thugs will drink their 
  potions of enlarge person in the first round of combat.  
  Zendra will dedicate herself to buffing and healing the 
  other witches.      Zendra has precast protection from energy 
  (fire), deathward and dispel good on the Witch of the Sand 
  cleric.  The spellcasters will avoid targeting Princess 
  Archarzi in area of effect spells. 
  APL 12 (EL 15) 
  �  Witch of the Sand, Female Human Clr13: hp 130; 
  See Appendix F. 
  �  Zendra the Pathetic, Female Human Clr11: hp 86; 
  See Appendix F. 
  �  Witch Necromancer, Female Human Ncr13: hp 94; 
  See Appendix F. 
  �  Shocker Lizard Familiar:  hp 47; See Appendix F. 
  �  Witch Thugs (2), Female Human War9: hp 93, 93; 
  See Appendix F. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good, bear’s endurance, and freedom of movement 
  on herself and has cast shield of faith and magic vestment on 
  herself and both of the witch thugs and has precast greater 
  magic weapon on both of the Witch Thugs’ spiked chains, 
  and the Witch Necromancer has precast mage armor, 
  bear’s endurance, resist energy (electricity), resist energy (fire), 
  shield, and stoneskin on herself.  Zendra has precast 
  protection from energy (fire), deathward and dispel good on the 
  Witch of the Sand cleric, and dispel good and deathward on 
  the Witch Necromancer The Witch Thugs will drink 
  their potions of enlarge person in the first round of combat. 
    
  Conclusion 
  The battle will have fared about as well as the PCs did in 
  their battle with the Witch strike force.  If the PCs 
  overwhelmed the Witches, then the strike forces were 
  decimated. 
   
  If the PCs were able to prevent the Witches from 
  taking Princess Archazi, they will receive the thanks of 
  the King and Queen. 
   
  If the PCs thought to check on Astra, they will 
  receive her thanks and she will note that she again owes 
  them a great debt.  Otherwise, Astra will have vanished. 
   
  If you are running this event prior to the 
  determination of its critical events, you should fill out the 
  critical event summary and provide it to the event 
  organizer.  Event organizers should provide the collected 
  results to the triad. 
  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 One 
  Defeat Sewarndt’s Men 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10  360 xp 
   
  APL 12 420 xp 
  Encounter Seven 
  Defeat or Avoid Combat With Sewarndt’s Men 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
  
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  Page 13 
   
  APL10  330 xp 
   
  APL 12 390 xp 
  Encounter Eleven 
  Defeat the Witches 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10  390 xp 
   
  APL 12 450 xp 
  Discretionary roleplaying award 
   
  APL2 90 xp 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL 12 315 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6  900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  [pending]
  
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  Appendix A – APL 2
  Encounter One 
   
   
   
   
  Imperial Soldiers (4):  Male human War2; HD 2d8+4; 
  hp 16 each; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-
  footed 15) [+5 Armor, +3 Dex]; Base Atk/Grapple: 
  +2/+5; Atk +6 melee (1d8+3, masterwork longsword), 
  +5 ranged (1d8, longbow); AL NE; SV Fort +5, Ref +3, 
  Will +1; Str 16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Weapon Focus (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 20 
  arrows, Club, Masterwork Breastplate. 
   
  Encounter Seven 
   
   
   
   
  Imperial Soldiers (3):  Male human War2; HD 2d8+4; 
  hp 16 each; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-
  footed 15) [+5 Armor, +3 Dex]; Base Atk/Grapple: 
  +2/+5; Atk +6 melee (1d8+3, masterwork longsword), 
  +5 ranged (1d8, longbow); AL NE; SV Fort +5, Ref +3, 
  Will +1; Str 16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Weapon Focus (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 20 
  arrows, Club, Masterwork Breastplate. 
   
   
  Encounter Eleven 
   
   
   
    
  Witch of the Sand, Female Human Clr3; (Tharizdun), 
  HD 3d8+8; hp 29; Init +1; Spd 20 ft.; AC 22 (touch 11, 
  flat-footed 20) [+8 Armor, +2 Shield, +1 Nat, +1 Dex]; 
  Base Atk/Grapple: +3/+3; Atk +4 melee (1d8, 
  masterwork morningstar), +4 ranged (1d8, light 
  crossbow); AL NE; SV Fort +5, Ref +2, Will +6; Str 10, 
  Dex 12, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Religion) +7, Sense Motive +5, Spellcraft +7; Combat 
  Casting, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[cure minor wounds (x2), detect magic, 
  light]; 1st—[cause fear (x2), entropic shield, inflict 
  light wounds*]; 2nd—[hold person, shatter*, silence]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup), .Amulet 
  of Natural Armor, +1, Idol of Refuge (see refuge spell 
  in PHB). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
  Zendra the Pathetic, Female Human Clr1 (Tharizdun), 
  HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 21 (touch 11, 
  flat-footed 19) [+8 Armor, +2 Shield, +1 Dex]; Base 
  Atk/Grapple: +0/+0; Atk +1 melee (1d8, masterwork 
  morningstar), +2 ranged (1d8, light crossbow); AL NE; 
  SV Fort +4, Ref +1, Will +5; Str 10, Dex 12, Con 14, Int 
  12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Religion) +5, Spellcraft +3; Combat Casting, Skill 
  Focus (Concentration). 
   
  Spells Prepared: (3/2+1; base DC = 13 + spell level): 
  0—[cure minor wounds (x2), light]; 1st—[bless, cure 
  light wounds, protection from good *]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
  Witch Necromancer, Female Human Ncr3; HD 3d4+6; 
  hp 16; Init +2; Spd 30 ft.; AC 16 (touch 12, flat-footed 
  14) [+4 Armor, +2 Dex]; Base Atk/Grapple: +1/+1; Atk 
  +1 melee (1d6, quarterstaff); AL NE; SV Fort +5, Ref +3, 
  Will +3; Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (Alchemy) +9, Knowledge (Arcana) +9, Knowledge 
  (History) +9, Knowledge (Religion) +9, Spellcraft +9; 
  Skill Focus (Concentration), Point Blank Shot, Precise 
  Shot. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[acid splash (x2), detect magic, ray of frost]; 
  1st—[mage armor, magic missile (x2), ray of 
  enfeeblement*]; 2nd—[blindness/deafness*, scare*, 
  scorching ray]. 
   
  *Necromancy school spell. 
   
  Possessions: 
  Quarterstaff, 
  Spell 
  Component 
  Pouch. 
   
  Familiar: Rat. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The bonus to 
  
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  her Fortitude save for the rat familiar is included.  The 
  effect of mage armor is reflected in her AC and should 
  be eliminated if that spell is dispelled. 
  Witch Thugs (2), Female Human War1; HD 1d8+2; hp 
  10; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 15) 
  [+5 Armor, +3 Dex]; Base Atk/Grapple: +1/+4; Atk +5 
  melee (2d4+4, masterwork spiked chain), +4 ranged 
  (1d8, longbow); AL NE; SV Fort +4, Ref +3, Will -1; Str 
  16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +1/+8; Atk +5 melee (2d6+6, 
  masterwork spiked chain), +2 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +2; Str 18, Dex 14. 
  
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  Page 16 
  Appendix B – APL 4
  Encounter One 
   
   
   
   
  Imperial Soldiers (4):  Male human War3; HD 3d8+9; 
  hp 25 each; Init +3; Spd 20 ft.; AC 20 (touch 13, flat-
  footed 17) [+5 Armor, +2 Shield, +3 Dex]; Base 
  Atk/Grapple: +3/+6; Atk +7 melee (1d8+3, masterwork 
  longsword), +6 ranged (1d8, longbow); AL NE; SV Fort 
  +5, Ref +4, Will +3; Str 16, Dex 16, Con 15, Int 8, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Toughness, Weapon Focus (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 20 
  arrows, Club, Masterwork Breastplate, Heavy Steel 
  Shield. 
   
  Encounter Seven 
   
   
   
   
  Imperial Soldiers (3):  Male human War3; HD 3d8+9; 
  hp 25 each; Init +3; Spd 20 ft.; AC 20 (touch 13, flat-
  footed 17) [+5 Armor, +2 Shield, +3 Dex]; Base 
  Atk/Grapple: +3/+6; Atk +7 melee (1d8+3, masterwork 
  longsword), +6 ranged (1d8, longbow); AL NE; SV Fort 
  +5, Ref +4, Will +3; Str 16, Dex 16, Con 15, Int 8, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Toughness, Weapon Focus (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 20 
  arrows, Club, Masterwork Breastplate, Heavy Steel 
  Shield. 
   
  Encounter Eleven 
   
   
   
    
  Witch of the Sand, Female Human Clr5 
  (Tharizdun), HD 5d8+13; hp 41; Init +1; Spd 20 ft.; AC 
  22 (touch 11, flat-footed 20) [+8 Armor, +2 Shield, +1 
  Nat, +1 Dex]; Base Atk/Grapple: +3/+3; Atk +4 melee 
  (1d8, masterwork morningstar), +4 ranged (1d8, light 
  crossbow); AL NE; SV Fort +6, Ref +2, Will +7; Str 10, 
  Dex 12, Con 14, Int 12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Religion) +9, Sense Motive +7, Spellcraft +9; Combat 
  Casting, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—[cure minor wounds (x3), detect magic, 
  light]; 1st—[bless, cause fear (x2), entropic shield, 
  inflict light wounds*]; 2nd—[cure moderate wounds, 
  hold 
  person, 
  shatter*, 
  silence]; 
  3rd—
  [blindness/deafness, cure serious wounds, magic circle 
  against good*]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup), .Amulet 
  of Natural Armor, +1, Idol of Refuge (see refuge spell 
  in PHB). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her AC or in 
  her saving throws. 
   
  Zendra the Pathetic, Female Human Clr3 
  (Tharizdun), HD 3d8+6; hp 30; Init +1; Spd 20 ft.; AC 
  20 (touch 11, flat-footed 18) [+8 Armor, +2 Shield, +1 
  Dex]; Base Atk/Grapple: +2/+2; Atk +3 melee (1d8, 
  masterwork morningstar), +3 ranged (1d8, light 
  crossbow); AL NE; SV Fort +5, Ref +4, Will +6; Str 10, 
  Dex 12, Con 14, Int 12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (Religion) +7, Spellcraft +3; Combat Casting, Skill 
  Focus (Concentration), Lightning Reflexes. 
   
  Spells Prepared: (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[cure minor wounds (x3), light]; 1st—[bless, 
  cure light wounds(x2), protection from good *]; 2nd—
  [aid, cure moderate wounds, shatter*]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
   
  Witch Necromancer, Female Human Ncr5; HD 
  5d4+10; hp 26; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-
  footed 18) [+4 Armor, +4 Shield, +2 Dex]; Base 
  Atk/Grapple: +2/+2; Atk +2 melee (1d6, quarterstaff); 
  AL NE; SV Fort +3, Ref +3, Will +4; Str 10, Dex 14, Con 
  14, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +10, Craft 
  (Alchemy) +11, Knowledge (Arcana) +11, Knowledge 
  (History) +11, Knowledge (Religion) +11, Spellcraft 
  +11; Improved Familiar, Point Blank Shot, Precise 
  Shot. 
   
  Spells Prepared (4/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—[acid splash (x2), detect magic, ray of 
  
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  Page 17 
  frost]; 1st—[mage armor, magic missile (x2), ray of 
  enfeeblement*, shield]; 2nd—[blindness/deafness*, 
  glitterdust, scare*, scorching ray]; 3rd—[fireball, ray of 
  exhaustion*, slow]. 
   
  *Necromancy school spell. 
   
  Possessions: 
  Quarterstaff, 
  Spell 
  Component 
  Pouch. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  included in her AC calculation and the corresponding 
  effect or effects should be eliminated if dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 13; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 17 
  (touch 13, flat-footed 15) [+1 Size, +2 Dex, +4 natural]]; 
  BAB/Grapple +2/-2 Atk +3 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +5; Str 10, Dex 
  15, Con 12, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a shocker 
  lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
   
  Witch Thugs (2), Female Human War1; HD 1d8+2; 
  hp 10; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 
  15) [+5 Armor, +3 Dex]; Base Atk/Grapple: +1/+4; Atk 
  +5 melee (2d4+4, masterwork spiked chain), +4 ranged 
  (1d8, longbow); AL NE; SV Fort +4, Ref +3, Will -1; Str 
  16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +1/+8; Atk +5 melee (2d6+6, 
  masterwork spiked chain), +2 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +2; Str 18, Dex 14. 
  
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  Appendix C – APL 6
  Encounter One 
   
   
   
   
  Imperial Soldiers (4):  Male human War5; HD 
  5d8+18; hp 49 each; Init +3; Spd 20 ft.; AC 22 (touch 13, 
  flat-footed 19) [+6 Armor, +3 Shield, +3 Dex]; Base 
  Atk/Grapple: +5/+8; Atk +9 melee (1d8+4, +1 
  longsword), +8 ranged (1d8, longbow); AL NE; SV Fort 
  +6, Ref +4, Will +3; Str 16, Dex 16, Con 15, Int 8, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Toughness, Weapon Focus (Longsword). 
   
  Possessions: +1 Longsword, Longbow, 20 arrows, 
  Club, +1 Breastplate, +1 Heavy Steel Shield. 
   
  Encounter Seven 
   
   
   
   
  Imperial Soldiers (3):  Male human War5; HD 
  5d8+18; hp 49 each; Init +3; Spd 20 ft.; AC 22 (touch 13, 
  flat-footed 19) [+6 Armor, +3 Shield, +3 Dex]; Base 
  Atk/Grapple: +5/+8; Atk +9 melee (1d8+4, +1 
  longsword), +8 ranged (1d8, longbow); AL NE; SV Fort 
  +6, Ref +4, Will +3; Str 16, Dex 16, Con 15, Int 8, Wis 8, 
  Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Toughness, Weapon Focus (Longsword). 
   
  Possessions: +1 Longsword, Longbow, 20 arrows, 
  Club, +1 Breastplate, +1 Heavy Steel Shield. 
  Encounter Eleven 
   
   
   
    
  Witch of the Sand, Female Human Clr7 
  (Tharizdun), HD 7d8+17; hp 53; Init +5; Spd 20 ft.; AC 
  21 (touch 11, flat-footed 20) [+8 Armor, +2 Shield, +1 
  Dex]; Base Atk/Grapple: +5/+5; Atk +6 melee (1d8, 
  masterwork morningstar), +5 ranged (1d8, light 
  crossbow); AL NE; SV Fort +7, Ref +3, Will +8; Str 10, 
  Dex 12, Con 14, Int 12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Religion) +11, Sense Motive +8, Spellcraft +11; 
  Combat Casting, Improved Initiative, Skill Focus 
  (Concentration), Toughness. 
   
  Spells Prepared: (6/5+1/4+1/3+1/1+1; base DC = 
  13 + spell level): 0—[cure minor wounds (x4), detect 
  magic, light]; 1st—[bless, divine favor, entropic shield, 
  inflict light wounds*, magic weapon, remove fear]; 
  2nd—[cure moderate wounds, hold person, shatter*, 
  silence, sound burst]; 3rd—[blindness/deafness, cure 
  serious wounds, magic circle against good*, searing 
  light]; 4th—[cure critical wounds, unholy blight*]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup), Idol of 
  Refuge (see refuge spell in PHB). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her AC or in 
  her saving throws. 
   
  Zendra the Pathetic, Female Human Clr5 
  (Tharizdun), HD 5d8+10; hp 40; Init +1; Spd 20 ft.; AC 
  20 (touch 11, flat-footed 18) [+8 Armor, +2 Shield, +1 
  Dex]; Base Atk/Grapple: +3/+3; Atk +4 melee (1d8, 
  masterwork morningstar), +4 ranged (1d8, light 
  crossbow); AL NE; SV Fort +6, Ref +4, Will +8; Str 10, 
  Dex 12, Con 14, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (Religion) +7, Spellcraft +3; Combat Casting, Skill 
  Focus (Concentration), Lightning Reflexes. 
   
  Spells Prepared: (5/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0—[cure minor wounds (x4), light]; 1st—
  [bless, cure light wounds(x3), protection from good *]; 
  2nd—[aid, cure moderate wounds, remove paralysis, 
  shatter*]; 3rd—[cure serious wounds, dispel magic, 
  magic circle against good*]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
   
  Witch Necromancer, Female Human Ncr7; HD 
  7d4+14; hp 34; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-
  footed 18) [+4 Armor, +4 Shield, +2 Dex]; Base 
  Atk/Grapple: +3/+3; Atk +3 melee (1d6, quarterstaff); 
  AL NE; SV Fort +4, Ref +4, Will +5; Str 10, Dex 14, Con 
  14, Int 17, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +12, Craft 
  (Alchemy) +13, Knowledge (Arcana) +13, Knowledge 
  (History) +13, Knowledge (Religion) +13, Spellcraft 
  +13; Improved Familiar, Point Blank Shot, Precise 
  Shot, Spell Focus (Necromancy). 
  
  Divine Right 
   
  Page 19 
   
  Spells Prepared (4/5+1/4+1/3+1/1+1; base DC = 13 
  + spell level, or 14 + spell level if Necromancy): 0—
  [acid splash (x2), detect magic, ray of frost]; 1st—[mage 
  armor, magic missile (x2), ray of enfeeblement*(x2), 
  shield]; 2nd—[blindness/deafness*, resist energy 
  (electricity), resist energy (fire), glitterdust, scorching 
  ray]; 3rd—[dispel magic, fireball, ray of exhaustion*, 
  slow]; 4th—[fear*, stoneskin].. 
   
  *Necromancy school spell. 
   
  Possessions: 
  Quarterstaff, 
  Spell 
  Component 
  Pouch, Potion of Cure Moderate Wounds. 
   
  Familiar: Shocker Lizard (see below). 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 17; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 20 
  (touch 13, flat-footed 18) [+1 Size, +2 Dex, +7 natural]]; 
  BAB/Grapple +3/-1 Atk +4 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +6; Str 10, Dex 
  15, Con 12, Int 9, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a shocker 
  lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
   
  Witch Thugs (2), Female Human War3; HD 3d8+6; 
  hp 26; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 
  15) [+5 Armor, +3 Dex]; Base Atk/Grapple: +3/+6; Atk 
  +8 melee (2d4+4, masterwork spiked chain), +6 ranged 
  (1d8, longbow); AL NE; SV Fort +5, Ref +4, Will +0; Str 
  16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +3/+11; Atk +8 melee (2d6+6, 
  masterwork spiked chain), +4 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +3; Str 18, Dex 14. 
  
  Divine Right 
   
  Page 20 
  Appendix D – APL 8
  Encounter One 
   
   
   
   
  Imperial Soldiers (4):  Male human War7; HD 
  7d8+24; hp 68 each; Init +3; Spd 20 ft.; AC 24 (touch 13, 
  flat-footed 21) [+7 Armor, +4 Shield, +3 Dex]; Base 
  Atk/Grapple: +7/+10; Atk +11/+7 melee (1d8+4, +1 
  longsword), +11 ranged (1d8, masterwork longbow); 
  AL NE; SV Fort +9, Ref +7, Will +4; Str 16, Dex 16, Con 
  16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Lightning 
  Reflexes, 
  Toughness, 
  Weapon 
  Focus 
  (Longsword). 
   
  Possessions: +1 Longsword, Masterwork Longbow, 
  20 arrows, Club, +2 Breastplate, +2 Heavy Steel Shield. 
   
  Encounter Seven 
   
   
   
   
  Imperial Soldiers (3):  Male human War7; HD 
  7d8+24; hp 68 each; Init +3; Spd 20 ft.; AC 24 (touch 13, 
  flat-footed 21) [+7 Armor, +4 Shield, +3 Dex]; Base 
  Atk/Grapple: +7/+10; Atk +11/+7 melee (1d8+4, +1 
  longsword), +11 ranged (1d8, masterwork longbow); 
  AL NE; SV Fort +9, Ref +7, Will +4; Str 16, Dex 16, Con 
  16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Lightning 
  Reflexes, 
  Toughness, 
  Weapon 
  Focus 
  (Longsword). 
   
  Possessions: +1 Longsword, Masterwork Longbow, 
  20 arrows, Club, +2 Breastplate, +2 Heavy Steel Shield. 
  Encounter Eleven 
   
   
   
    
  Witch of the Sand, Female Human Clr9 
  (Tharizdun), HD 9d8+39; hp 88; Init +5; Spd 20 ft.; AC 
  27 (touch 14, flat-footed 26) [+10 Armor, +2 Shield, +1 
  Nat, +1 Dex, +3 Defl]; Base Atk/Grapple: +6/+6; Atk +7 
  melee (1d8, masterwork morningstar), +7 ranged (1d8, 
  light crossbow); Full Atk +7/+2 melee (1d8, 
  masterwork morningstar), +7 ranged (1d8, light 
  crossbow); AL NE; SV Fort +12, Ref +6, Will +10; Str 
  10, Dex 12, Con 18, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (Religion) +13, Sense Motive +10, Spellcraft +13; 
  Greater Fortitude, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (6/5+1/5+1/4+1/3+1/1+1; base 
  DC = 14 + spell level): 0—[cure minor wounds (x4), 
  detect magic, light]; 1st—[bless, divine favor, entropic 
  shield, inflict light wounds*, magic weapon, remove 
  fear, shield of faith]; 2nd—[bear’s endurance, cure 
  moderate wounds, hold person, shatter*, silence, sound 
  burst]; 3rd—[blindness/deafness, cure serious wounds, 
  magic circle against good*, magic vestment, searing 
  light]; 4th—[cure critical wounds, divine power, 
  freedom of movement, unholy blight*]; 5th—[flame 
  strike, mass inflict light wounds*]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup), Idol of 
  Refuge (see refuge spell in PHB), Amulet of Natural 
  Armor, +1. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her saving 
  throws.  The effect of shield of faith is included in her 
  AC; the effect of bear’s endurance is reflected in her hit 
  points, Fortitude save, Concentration skill, and 
  Constitution stat; the effect of magic vestment is 
  reflected in her hit points; and the effects of all of these 
  spells may need to be eliminated if any or all of the 
  spells are dispelled. 
   
  Zendra the Pathetic, Female Human Clr7 
  (Tharizdun), HD 7d8+17; hp 52; Init +1; Spd 20 ft.; AC 
  20 (touch 11, flat-footed 18) [+8 Armor, +2 Shield, +1 
  Dex]; Base Atk/Grapple: +5/+5; Atk +6 melee (1d8, 
  masterwork morningstar), +6 ranged (1d8, light 
  crossbow); AL NE; SV Fort +7, Ref +5, Will +9; Str 10, 
  Dex 12, Con 14, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (Religion) +7, Spellcraft +3; Combat Casting, Skill 
  Focus (Concentration), Lightning Reflexes, Toughness. 
   
  Spells Prepared: (6/5+1/4+1/3+1/2+1; base DC = 
  14 + spell level): 0—[cure minor wounds (x5), light]; 
  1st—[bless, cure light wounds(x3), protection from 
  good *, remove fear]; 2nd—[aid, cure moderate 
  wounds(x2), remove paralysis, shatter*]; 3rd—[cure 
  serious wounds, dispel magic, magic circle against 
  good*, protection from elements (fire)]; 4th—[cure 
  critical wounds, deathward, unholy blight]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
  
  Divine Right 
   
  Page 21 
   
  Witch Necromancer, Female Human Ncr9; HD 
  9d4+36; hp 60; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-
  footed 18) [+4 Armor, +4 Shield, +2 Dex]; Base 
  Atk/Grapple: +4/+4; Atk +4 melee (1d6, quarterstaff); 
  AL NE; SV Fort +7, Ref +5, Will +6; Str 10, Dex 14, Con 
  18, Int 18, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +16, Craft 
  (Alchemy) +15, Knowledge (Arcana) +15, Knowledge 
  (History) 
  +15, 
  Knowledge 
  (Local-NMR) 
  +6, 
  Knowledge (Religion) +15, Spellcraft +15; Improved 
  Familiar, Greater Spell Focus (Necromancy), Point 
  Blank Shot, Precise Shot, Spell Focus (Necromancy). 
   
  Spells Prepared (4/5+1/5+1/4+1/3+1/1+1; base DC 
  = 14 + spell level, or 16 + spell level if Necromancy): 
  0—[acid splash (x2), detect magic, ray of frost]; 1st—
  [mage 
  armor, 
  magic 
  missile 
  (x2), 
  ray 
  of 
  enfeeblement*(x2), shield]; 2nd—[bear’s endurance, 
  blindness/deafness*, resist energy (electricity), resist 
  energy (fire), glitterdust, scorching ray]; 3rd—[dispel 
  magic, fireball (x2), ray of exhaustion*, slow]; 4th—
  [fear*(x2), otiluke’s resilient sphere, stoneskin]; 5th—
  [teleport, waves of fatigue*]. 
   
  *Necromancy school spell. 
   
  Possessions: 
  Quarterstaff, 
  Spell 
  Component 
  Pouch. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled.  The effects of 
  bear’s endurance are included in her hit points, Fortitude 
  save, Constitution score, and Concentration skill 
  bonus; and should be eliminated if that spell is 
  dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 30; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 21 
  (touch 13, flat-footed 19) [+1 Size, +2 Dex, +8 natural]]; 
  BAB/Grapple +4/+0 Atk +5 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +7; Str 10, Dex 
  15, Con 12, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a shocker 
  lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
   
  Witch Thugs (2), Female Human War5; HD 5d8+15; 
  hp 43; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 
  15) [+5 Armor, +3 Dex]; Base Atk/Grapple: +5/+8; Atk 
  +10 melee (2d4+4, masterwork spiked chain), +8 
  ranged (1d8, longbow); AL NE; SV Fort +7, Ref +4, Will 
  +0; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +8, Jump +8; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +5/+13; Atk +10 melee (2d6+6, 
  masterwork spiked chain), +6 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +3; Str 18, Dex 14. 
  
  Divine Right 
   
  Page 22 
  Appendix E – APL 10
  Encounter One 
   
   
   
   
  Imperial Soldiers (4):  Male human War9; HD 
  9d8+33; hp 83 each; Init +3; Spd 20 ft.; AC 25 (touch 14, 
  flat-footed 22) [+7 Armor, +4 Shield, +3 Dex, +1 Defl]; 
  Base Atk/Grapple: +9/+12; Atk +13/+9 melee (1d8+4, 
  +1 longsword), +13/+9 ranged (1d8, masterwork 
  longbow); AL NE; SV Fort +10, Ref +8, Will +5; Str 16, 
  Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Lightning Reflexes, Toughness(x2), Weapon Focus 
  (Longsword). 
   
  Possessions: +1 Longsword, Masterwork Longbow, 
  20 arrows, Club, +2 Breastplate, +2 Heavy Steel Shield, 
  +1 Ring of Protection. 
   
  Encounter Seven 
   
   
   
   
  Imperial Soldiers (3):  Male human War9; HD 
  9d8+33; hp 83 each; Init +3; Spd 20 ft.; AC 25 (touch 14, 
  flat-footed 22) [+7 Armor, +4 Shield, +3 Dex, +1 Defl]; 
  Base Atk/Grapple: +9/+12; Atk +13/+9 melee (1d8+4, 
  +1 longsword), +13/+9 ranged (1d8, masterwork 
  longbow); AL NE; SV Fort +10, Ref +8, Will +5; Str 16, 
  Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Lightning Reflexes, Toughness(x2), Weapon Focus 
  (Longsword). 
   
  Possessions: +1 Longsword, Masterwork Longbow, 
  20 arrows, Club, +2 Breastplate, +2 Heavy Steel Shield, 
  +1 Ring of Protection. 
  Encounter Eleven 
   
   
   
    
  Witch of the Sand, Female Human Clr11 
  (Tharizdun), HD 11d8+47; hp 105; Init +5; Spd 20 ft.; 
  AC 28 (touch 14, flat-footed 27) [+10 Armor, +3 Shield, 
  +1 Nat, +1 Dex, +3 Defl]; Base Atk/Grapple: +8/+8; Atk 
  +9 melee (1d8+1, +1 morningstar), +9 ranged (1d8, light 
  crossbow); Full Atk +9/+4 melee (1d8+1, +1 
  morningstar), +9 ranged (1d8, light crossbow); AL NE; 
  SV Fort +13, Ref +6, Will +12; Str 10, Dex 12, Con 18, 
  Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +21, Knowledge 
  (Religion) +15, Sense Motive +12, Spellcraft +15; 
  Greater Fortitude, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (6/7+1/5+1/5+1/4+1/3+1/1+1; 
  base DC = 15 + spell level): 0—[cure minor wounds 
  (x4), detect magic, light]; 1st—[bless, divine favor, 
  entropic shield, inflict light wounds*, remove fear, 
  shield of faith(x3)]; 2nd—[bear’s endurance, cure 
  moderate wounds, hold person, shatter*, silence, sound 
  burst]; 3rd—[blindness/deafness, magic circle against 
  good*, magic vestment (x3), searing light]; 4th—[cure 
  critical wounds(x2), divine power, freedom of 
  movement, unholy blight*]; 5th—[flame strike, mass 
  inflict light wounds*, slay living]; 6th—[harm*, heal]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: +1 Morningstar, Full Plate Armor, +1 
  Heavy Steel Shield, Light Crossbow, 10 bolts, Spell 
  Component Pouch, Silver Holy Symbol, Wooden Holy 
  Symbol (backup), Idol of Refuge (see refuge spell in 
  PHB), Amulet of Natural Armor, +1. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effects of 
  magic circle against good and dispel good ares not reflected 
  in her saving throws or AC.  The effect of shield of faith 
  is included in her AC; the effect of bear’s endurance is 
  reflected 
  in 
  her 
  hit 
  points, 
  Fortitude 
  save, 
  Concentration skill, and Constitution stat; the effect of 
  magic vestment is reflected in her hit points; and the 
  effects of all of these spells may need to be eliminated 
  if any or all of the spells are dispelled. 
   
  Zendra the Pathetic, Female Human Clr9 
  (Tharizdun), HD 9d8+24; hp 70; Init +1; Spd 20 ft.; AC 
  20 (touch 11, flat-footed 18) [+8 Armor, +2 Shield, +1 
  Dex]; Base Atk/Grapple: +6/+6; Atk +7/+2 melee (1d8, 
  masterwork morningstar), +7/+2 ranged (1d8, light 
  crossbow); AL NE; SV Fort +8, Ref +6, Will +10; Str 10, 
  Dex 12, Con 14, Int 12, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (Religion) +7, Spellcraft +3; Combat Casting, Skill 
  Focus 
  (Concentration), 
  Lightning 
  Reflexes, 
  Toughness(x2). 
   
  Spells Prepared: (6/5+1/5+1/4+1/3+1/1+1; base 
  DC = 14 + spell level): 0—[cure minor wounds (x5), 
  light]; 1st—[bless, cure light wounds(x3), protection 
  from good *, remove fear]; 2nd—[aid, cure moderate 
  wounds(x2), remove paralysis, resist energy, shatter*]; 
  3rd—[cure serious wounds, dispel magic(x2), magic 
  circle against good*, protection from elements (fire)]; 
  4th—[cure critical wounds(x2), deathward, unholy 
  blight]; 5th—[dispel good, mass cure light wounds]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
  
  Divine Right 
   
  Page 23 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
   
  Witch Necromancer, Female Human Ncr11; HD 
  11d4+44; hp 78; Init +2; Spd 30 ft.; AC 22 (touch 12, 
  flat-footed 20) [+4 Armor, +4 Shield, +2 Dex, +2 Nat]; 
  Base Atk/Grapple: +5/+5; Atk +5 melee (1d6, 
  quarterstaff); AL NE; SV Fort +7, Ref +5, Will +7; Str 10, 
  Dex 14, Con 18, Int 18, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +18, Craft 
  (Alchemy) +17, Knowledge (Arcana) +17, Knowledge 
  (History) 
  +17, 
  Knowledge 
  (Local-NMR) 
  +8, 
  Knowledge (Religion) +17, Spellcraft +17; Improved 
  Familiar, Greater Spell Focus (Necromancy), Point 
  Blank Shot, Precise Shot, Spell Focus (Necromancy). 
   
  Spells 
  Prepared 
  (4/5+1/5+1/5+1/4+1/2+1/1+1; 
  base DC = 14 + spell level, or 16 + spell level if 
  Necromancy): 0—[acid splash (x2), detect magic, ray of 
  frost]; 1st—[mage armor, magic missile (x2), ray of 
  enfeeblement*(x2), shield]; 2nd—[bear’s endurance, 
  blindness/deafness*, resist energy (electricity), resist 
  energy (fire), glitterdust, scorching ray]; 3rd—[blink, 
  dispel magic, fireball (x2), ray of exhaustion*, slow]; 
  4th—[enervation, fear*(x2), otiluke’s resilient sphere, 
  stoneskin]; 5th—[teleport, cone of cold, waves of 
  fatigue*]; 6th—[eyebite*, flesh to stone]. 
   
  *Necromancy school spell. 
   
  Possessions: 
  Quarterstaff, 
  Spell 
  Component 
  Pouch, Amulet of Natural Armor, +2. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled.  The effects of 
  bear’s endurance are included in her hit points, Fortitude 
  save, Constitution score, and Concentration skill 
  bonus; and should be eliminated if that spell is 
  dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 39; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 22 
  (touch 13, flat-footed 20) [+1 Size, +2 Dex, +9 natural]]; 
  BAB/Grapple +5/+1 Atk +6 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +8; Str 10, Dex 
  15, Con 12, Int 11, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a shocker 
  lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
   
  Witch Thugs (2), Female Human War7; HD 7d8+21; 
  hp 59; Init +3; Spd 20 ft.; AC 23 (touch 16, flat-footed 
  20) [+7 Armor, +3 Dex, +3 Defl]; Base Atk/Grapple: 
  +7/+10; Atk +11 melee (2d4+5, +1 spiked chain), +10 
  ranged (1d8, longbow); Atk +11/+6 melee (2d4+5, +1 
  spiked chain), +10/+5 ranged (1d8, longbow); AL NE; 
  SV Fort +8, Ref +5, Will +1; Str 16, Dex 16, Con 16, Int 
  13, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +10, Handle Animal +9, 
  Jump +10, Ride +13, Swim +7; Combat Expertise, 
  Combat Reflexes, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Trip. 
   
  Possessions: +1 Spiked Chain, Longbow, 20 
  arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 21 
  (touch 14, flat-footed 19) [+7 Armor, +2 Dex, +3 Defl, -1 
  Size]; Base Atk/Grapple: +7/+15; Atk +11 melee (2d6+7, 
  +1 spiked chain), +8 ranged (2d6, longbow); Full Atk 
  +11/+6 melee (2d6+7, +1 spiked chain), +8/+3 ranged 
  (2d6, longbow); Reach 20 ft; SV Ref +4; Str 18, Dex 14. 
   
  Note:  The effects of magic vestment and shield of 
  faith that were cast by the cleric are included in their 
  AC calculation and should be eliminated if those spells 
  are dispelled. 
  
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   Appendix F – APL 12
  Encounter One 
   
   
   
   
  Imperial Soldiers (4):  Male human War11; HD 
  11d8+39; hp 101 each; Init +3; Spd 20 ft.; AC 25 (touch 
  14, flat-footed 22) [+7 Armor, +4 Shield, +3 Dex, +1 
  Defl]; Base Atk/Grapple: +11/+14; Atk +17/+12/+7 
  melee (1d8+5, +2 longsword), +15/+10/+5 ranged (1d8, 
  masterwork longbow); AL NE; SV Fort +11, Ref +8, 
  Will +5; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Lightning Reflexes, Toughness(x2), Weapon Focus 
  (Longsword). 
   
  Possessions: +2 Longsword, Masterwork Longbow, 
  20 arrows, Club, +2 Breastplate, +2 Heavy Steel Shield, 
  +1 Ring of Protection. 
   
  Encounter Seven 
   
   
   
   
  Imperial Soldiers (3):  Male human War11; HD 
  11d8+39; hp 101 each; Init +3; Spd 20 ft.; AC 25 (touch 
  14, flat-footed 22) [+7 Armor, +4 Shield, +3 Dex, +1 
  Defl]; Base Atk/Grapple: +11/+14; Atk +17/+12/+7 
  melee (1d8+5, +2 longsword), +15/+10/+5 ranged (1d8, 
  masterwork longbow); AL NE; SV Fort +11, Ref +8, 
  Will +5; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Iron Will, 
  Lightning Reflexes, Toughness(x2), Weapon Focus 
  (Longsword). 
   
  Possessions: +2 Longsword, Masterwork Longbow, 
  20 arrows, Club, +2 Breastplate, +2 Heavy Steel Shield, 
  +1 Ring of Protection. 
  Encounter Eleven 
   
   
   
    
  Witch of the Sand, Female Human Clr13 
  (Tharizdun), HD 13d8+63; hp 130; Init +5; Spd 20 ft.; 
  AC 30 (touch 15, flat-footed 29) [+11 Armor, +3 Shield, 
  +1 Nat, +1 Dex, +4 Defl]; Base Atk/Grapple: +9/+9; Atk 
  +10 melee (1d8+1, +1 morningstar), +10 ranged (1d8, 
  light crossbow); Full Atk +10/+5 melee (1d8+1, +1 
  morningstar), +10 ranged (1d8, light crossbow); AL NE; 
  SV Fort +14, Ref +7, Will +14; Str 10, Dex 12, Con 18, 
  Int 12, Wis 22, Cha 10. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (Religion) +17, Sense Motive +14, Spellcraft +17; 
  Giant’s Toughness, Greater Fortitude, Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Skill 
  Focus 
  (Concentration), Toughness. 
   
  Spells 
  Prepared: 
  (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 16 + spell 
  level): 0—[cure minor wounds (x4), detect magic, 
  light]; 1st—[bless, divine favor, entropic shield, inflict 
  light wounds*, remove fear, shield of faith(x3)]; 2nd—
  [bear’s endurance(x3), cure moderate wounds, hold 
  person, 
  shatter*, 
  silence, 
  sound 
  burst]; 
  3rd—
  [blindness/deafness, magic circle against good*, magic 
  vestment (x3), searing light]; 4th—[cure critical 
  wounds, divine power, freedom of movement, greater 
  magic weapon (x2), unholy blight*]; 5th—[flame 
  strike(x2), mass cure light wounds, mass inflict light 
  wounds*, slay living]; 6th—[greater dispel magic, 
  harm*(x2), heal]; 7th—[blasphemy, disintegrate*]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: +1 Morningstar, Full Plate Armor, +1 
  Heavy Steel Shield, Light Crossbow, 10 bolts, Spell 
  Component Pouch, Silver Holy Symbol, Wooden Holy 
  Symbol (backup) , Idol of Refuge (see refuge spell in 
  PHB), Amulet of Natural Armor, +1. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effects of 
  magic circle against good and dispel good are not reflected 
  in her saving throws or AC.  The effect of shield of faith 
  is included in her AC; the effect of bear’s endurance is 
  reflected 
  in 
  her 
  hit 
  points, 
  Fortitude 
  save, 
  Concentration skill, and Constitution stat; the effect of 
  magic vestment is reflected in her hit points; and the 
  effects of all of these spells may need to be eliminated 
  if any or all of the spells are dispelled. 
   
  Zendra the Pathetic, Female Human Clr11 
  (Tharizdun), HD 11d8+28; hp 86; Init +1; Spd 20 ft.; 
  AC 20 (touch 11, flat-footed 18) [+8 Armor, +2 Shield, 
  +1 Dex]; Base Atk/Grapple: +8/+8; Atk +9/+4 melee 
  (1d8, masterwork morningstar), +9/+4 ranged (1d8, 
  light crossbow); AL NE; SV Fort +9, Ref +6, Will +11; 
  Str 10, Dex 12, Con 14, Int 12, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +20, Knowledge 
  (Religion) +7, Spellcraft +3; Combat Casting, Skill 
  Focus 
  (Concentration), 
  Lightning 
  Reflexes, 
  Toughness(x2). 
   
  Spells Prepared: (6/6+1/5+1/5+1/4+1/2+1/1+1; 
  base DC = 14 + spell level): 0—[cure minor wounds 
  (x5), light]; 1st—[bless, cure light wounds(x4), 
  protection from good *, remove fear]; 2nd—[aid, cure 
  moderate wounds(x2), remove paralysis, resist energy, 
  
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  shatter*]; 3rd—[cure serious wounds, dispel magic(x2), 
  magic circle against good*, protection from elements 
  (fire)]; 4th—[cure critical wounds(x2), deathward(x2), 
  unholy blight]; 5th—[dispel good, mass cure light 
  wounds(x2)]; 6th—[harm*,heal]. 
   
  *Domain spell. Domains: Destruction (smite 
  1/day--+4 bonus on attack, bonus equal to cleric’s level 
  on damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: Masterwork Morningstar, Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup). 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus. 
   
  Witch Necromancer, Female Human Ncr13; HD 
  13d4+52; hp 94; Init +2; Spd 30 ft.; AC 22 (touch 12, 
  flat-footed 20) [+4 Armor, +4 Shield, +2 Dex, +2 Nat]; 
  Base Atk/Grapple: +6/+6; Atk +5 melee (1d6, 
  quarterstaff); AL NE; SV Fort +8, Ref +6, Will +8; Str 10, 
  Dex 14, Con 18, Int 19, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +20, Craft 
  (Alchemy) +17, Knowledge (Arcana) +17, Knowledge 
  (History) 
  +17, 
  Knowledge 
  (Local-NMR) 
  +8, 
  Knowledge (Religion) +17, Spellcraft +17; Improved 
  Familiar, Greater Spell Focus (Necromancy), Point 
  Blank Shot, Precise Shot, Spell Focus (Necromancy). 
   
  Spells 
  Prepared 
  (4/5+1/5+1/5+1/5+1/3+1/2+1/1+1; base DC = 14 + spell 
  level, or 16 + spell level if Necromancy): 0—[acid 
  splash (x2), detect magic, ray of frost]; 1st—[mage 
  armor, magic missile (x2), ray of enfeeblement*(x2), 
  shield]; 2nd—[bear’s endurance, blindness/deafness*, 
  resist 
  energy 
  (electricity), 
  resist 
  energy 
  (fire), 
  glitterdust, scorching ray]; 3rd—[blink, dispel magic, 
  fireball (x2), ray of exhaustion*, slow]; 4th—
  [enervation, fear*(x2), otiluke’s resilient sphere(x2), 
  stoneskin]; 5th—[baleful polymorph, cone of cold), 
  teleport, waves of fatigue*]; 6th—[eyebite*, flesh to 
  stone(x2)]; 7th—[finger of death, forcecage]. 
   
  *Necromancy school spell. 
   
  Possessions: 
  Quarterstaff, 
  Spell 
  Component 
  Pouch, Amulet of Natural Armor, +2. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled.  The effects of 
  bear’s endurance are included in her hit points, Fortitude 
  save, Constitution score, and Concentration skill 
  bonus; and should be eliminated if that spell is 
  dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 47; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 22 
  (touch 13, flat-footed 20) [+1 Size, +2 Dex, +9 natural]]; 
  BAB/Grapple +6/+2 Atk +7 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +5, Ref +6, Will +9; Str 10, Dex 
  15, Con 12, Int 11, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a shocker 
  lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
   
  Witch Thugs (2), Female Human War9; HD 
  9d8+45; hp 93; Init +3; Spd 20 ft.; AC 25 (touch 17, flat-
  footed 22) [+8 Armor, +3 Dex, +4 Defl]; Base 
  Atk/Grapple: +9/+12; Atk +15 melee (2d4+7, +3 spiked 
  chain), +12 ranged (1d8, longbow); Atk +15/+10 melee 
  (2d4+7, +3 spiked chain), +12/+7 ranged (1d8, 
  longbow); AL NE; SV Fort +11, Ref +6, Will +2; Str 17, 
  Dex 16, Con 20, Int 13, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +12, Handle Animal +11, 
  Jump +12, Ride +15, Swim +9; Combat Expertise, 
  Combat Reflexes, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Trip, Knock-Down. 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 23 
  (touch 15, flat-footed 21) [+8 Armor, +2 Dex, +4 Defl, -1 
  Size]; Base Atk/Grapple: +9/+18; Atk +15 melee (2d6+9, 
  +3 spiked chain), +10 ranged (2d6, longbow); Full Atk 
  +15/+10 melee (2d6+9, masterwork spiked chain), 
  +10/+5 ranged (2d6, longbow); Reach 20 ft; SV Ref +5; 
  Str 18, Dex 14. 
   
  Note:  The effects of magic vestment and shield of 
  faith that were cast by the cleric are included in their 
  AC calculation and should be eliminated if those spells 
  are dispelled.  The effects of greater magic weapon are 
  included in the attack and damage calculations and 
  should be eliminated if those spells are dispelled.  The 
  effects of bear’s endurance cast by the cleric are included 
  in hit points and fortitude saves and should be 
  eliminated if those spells are dispelled. 
   
   
   
   
  
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  Maps 
   
  
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  Player Handout #1 
  The Birth of a Princess 
  A Royal Guardsman leads you and Durinken to a small room on the third floor of the Barren Keep.  Inside, a cleric of 
  Pelor is attending to a patient—a patient that you immediately recognize as Queen Xenia.  Her condition might best be 
  described as pained semi-consciousness.  “Thank Rao you are here,” exclaims the Pelorite upon seeing Durinken.  “She is 
  going to need more help that I can give her.  It’s soon.” 
   
  The following hours are a blur.  You remember using all of your healing talents to restore Xenia to consciousness.  
  You remember Durinken bluntly informing King Lynwerd that he was in the way.  You remember impatiently 
  wondering if Durinken could finish the spell in time to keep the Queen from passing beyond the mortal coil. 
   
  But mostly you remember Durinken smiling and proudly exclaiming, “It’s a Girl!” 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR5-02 - Divine Right.pdf