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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHE8-03 
   
   
  Bloodlines 
  A Continuous Two-Round D&D® LIVING 
  GREYHAWKTM  
  Sheldomar Valley Meta-Regional Adventure 
  Version 1.0 
  by P. Dennis Waltman and Michael D. Moore   
  Reviewers: Sheldomar Valley Triads 
  Circle Reviewer: Steve Conforti 
   
  Dire prophesies move toward fulfillment, and a dark shadow looms over the entire region. Your wits, skill, 
  courage, and might will determine the ultimate fate of the entire Valley.  Secrets long held will be 
  revealed, but whether they can survive will depend on the honor and dedication of the heroes and 
  heroines called upon this service. You have come to the city of Hochoch, each for your own reasons, but 
  something has drawn you to this place.  A Sheldomar Valley Meta-Regional adventure for APLs 8-16.  It 
  is recommended that each party have a Knight or Squire of the Watch  or Dispatch.  The adventure is 
  doable without such a character, but teams with Knights and Squire may have advantages. 
   
  Note: This adventure will be of particular interest to members of the Knights of the Watch and Dispatch, 
  especially those of the Line of Trilesimain, and anyone concerned with the fate of the Sheldomar Valley. 
   
  Resources: Complete Warrior [Collins, Noonan, & Stark], Complete Divine [Noonan], Complete Arcane 
  [Baker], Complete Adventurer [Decker], Lords of Madness [Baker, Jacobs, & Winter], Book of Exalted 
  Deeds [Wyatt, Perkins, & Drader], Spell Compendium, Magic Item Compendium [Andy Collins, Eytan 
  Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead] Players Handbook 2 [David Noonan], 
  
  SHE8-03 Bloodlines 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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.  
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 can 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 receives only one-half of the experience 
  points and gold for the adventure. 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.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard two-round Meta-Regional 
  adventure, set in Geoff.  Characters native to 
  Geoff pay one Time Unit per round, all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp 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 
  adventure. 
   
  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. 
  # 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 
   
  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 
  In CY 585 an army of giants and their allies 
  invaded and conquered the Grand Duchy of Geoff. 
  In the decade that followed, the Gyri and their 
  allies 
  endured 
  great 
  hardships 
  and 
  made 
  tremendous sacrifices to liberate their homeland.  
  One of the greatest of those sacrifices was the 
  surrender of Hochoch and its surrounding cantrev 
  of Arweth to Gran March at the demand of the 
  Commandant of Gran March, Magnus Vrianian. 
   
  In the spring of CY 595, the Commandant 
  decided to gift Hochoch and its cantrev to the 
  Knights of the Watch, reportedly in response to a 
  vision he received from Heironeous.  Many Gyri 
  transferred the resentment they felt over the loss 
  of Hochoch and Arweth from the Marchers to the 
  Knights of the Watch.  When the War against the 
  Giants drew to its climax at the Battle of 
  Stormbreak in late CY 595, Owen the Brenin 
  returned at the head of an army of fey, the Sakhut 
  were beaten, and Gyruff was liberated. Arweth 
  and Hochoch remained under the control of the 
  Knights of the Watch. 
  SHE8-03 Bloodlines 
   
  Page 2 
  
   
  Since the Liberation, the Gyri have struggled 
  to resettle and rebuild, while the Knights of the 
  Watch have worked to improve Hochoch and 
  consolidate their power there.  The power of 
  Hasforenses, the Shadow Dragon within the Dim 
  Forest, has continued to grow, and the forces 
  opposed to her, led by Darlon Lea and Lachion 
  Stonehouse, have been forced back again and 
  again.  
   
  The battle front has increasingly drawn closer 
  and closer to Arweth, bringing the threat of 
  Hasforenses closer to Gran March and Bissel, and 
  in the thick of it all lies Hochoch, now the primary 
  holding of the Knights of the Watch. 
   
  As the forces of good prepare for a final 
  gambit, they have called for adventurers and stout, 
  hardy warriors from throughout the Sheldomar 
  Valley, asking for the help of anyone brave and 
  strong enough to face the dangers of the enemy 
  now faced in the Valley.  The forces have become 
  so desperate that they have resorted to offering 
  advance 
  payment 
  to 
  mercenari
  es 
  willing 
  to 
  meet 
  with 
  a 
  representa
  tive of the 
  Gyri forces 
  authorized 
  to provide 
  an 
  initial 
  sum 
  to 
  those who agree to answer the summons and 
  come to Hochoch, the headquarters of the Knights 
  of the Watch and a mid-point between the Grand 
  Duchy of Geoff and Gran March, the two nations 
  most at odds over the possession of Hochoch.  
  COINS IN THE SHELDOMAR 
  VALLEY 
  In all the time that the Living Greyhawk campaign 
  has run, I cannot recall the currency of the nations 
  of the Sheldomar Valley ever coming up during 
  play.  Generally, money has been tracked simply 
  as gold pieces, silver pieces, and even copper 
  pieces for universal simplicity. 
   
  But in the ancient world, which serves at in 
  part, as a model for the Living Greyhawk setting, 
  coins 
  were 
  very 
  valuable 
  not 
  only 
  as 
  denominations of payment of precious metals, but 
  also as propaganda of the state that struck them 
  and even as something of a historical record.  
  Often, they contained messages to the people 
  who carried them in their pockets to pay for 
  passage on a ferry, a pig at the local fair, or armor 
  and weapons. 
   
  The hook of this adventure pivots on drawing 
  players’ attention to what can be found on a coin.  
  So, for a moment, while player characters are 
  preparing for this adventure, the DM should 
  remind them that there is more to a coin than 
  whether it is silver, gold, or platinum.  The face on 
  the A (heads) side and the icons on the B side 
  (tails) often bear important messages about the 
  political climate of the day, usually to reassure the 
  people that the economy is strong, or the nation is 
  performing admirably in an ongoing war and is 
  proving itself to be the most powerful nation in the 
  world.  To that end, I draw your attention to the 
  following table, which consolidates the names of 
  coinage struck by the six player character regions 
  of 
  the 
  Sheldomar 
  Valley: 
   
   
   
  ADVENTURE SUMMARY 
  The PCs answer a summons to meet Lady Ffiona 
  Ebontress at the Old Town café in Hochoch.  This 
  summons is a rare one:  one that promises a small 
  fee to be paid up front just for listening to the 
  lady’s proposal.  They  arrive at the gates of 
  Hochoch and see a city that is much improved 
  since it was administrated under the charter of the 
  Grand Duke of Geoff. 
   
  Encounter 1:  Hochoch:  The Lady Ffiona 
  has heard intelligence of an item of interest that 
  could be key to defeating the forces of 
  Hasforenses and that her sources indicate that the 
  item was last seen at a steading on the outskirts of 
  the Dim Forest.  She draws a sketch map and 
  asks the PCs to retrieve it, but not before strongly 
  encouraging the PCs to examine their payment to 
  Coin 
  Bissel 
  Geoff 
  Gran 
  March 
  Keolan
  d 
  PoU 
  Yeomanry 
  PP 
  Griffon 
  Griffon 
  Griffon 
  Griffon 
  High 
  Crown 
  — 
  GP 
  Lion 
  Lion 
  Lion 
  Lion 
  Forge 
  Freegold 
  EP 
  Eagle 
  Eagle 
  Eagle 
  Eagle 
  Anvil 
  Halfgold 
  SP 
  Stag 
  Hawk 
  White 
  Owl 
  Hawk 
  Hammer 
  Silver 
  CP 
  Roc 
  Owl 
  Heron 
  Sparrow 
  Common 
  Common 
  SHE8-03 Bloodlines 
   
  Page 3 
  
  make sure they were adequately compensated.  
  This is meant as a hint to review their coins  
   
  The characters have all six of the minor coins 
  in their possession already.  Lady Ffiona provided 
  them in her payment.  On both sides of each coin 
  are clues to the location of the seventh coin, which 
  will lead the party directly to the Old Knights’ home 
  if they follow the clues on the coins.  The party can 
  attempt to make a series of Knowledge and 
  Profession checks, or they can consult NPCs.  
  Knights of the Watch should have a decided 
  advantage, since each clue deals directly with one 
  of the Seven Major Precepts of the Knights of the 
  Watch.  Of course, the seventh coin has yet to be 
  found – if we’re dealing with the Major Precepts of 
  the Knights of the Watch, only the Grandios 
  Imperial Wyvern knows this Precept.  So no PC 
  should be expected to discern anything special 
  from this seventh coin. 
   
  Encounter 2:  The Great Raid:  The party 
  travels to the steading and does battle with agents 
  of the Shadow Dragon.  Upon defeating them, the 
  party finds a golden medallion with an inscription 
  citing six coins of the Sheldomar Valley, each with 
  a piece of a greater puzzle struck upon them.  It 
  also cites a seventh coin that when combined with 
  the other six coins points directly to the true 
  location of the device that will be key to defeating 
  Hasforenses.  The PCs also discover notes to 
  indicate that Hasforenses has been at work 
  undermining the work of the Knights of the Watch 
  and attempting to influence the selection of their 
  leadership for fear of a prophecy about a scion of 
  the Bloodline of Trilesimain who might threaten 
  her plans for expansion across the Sheldomar 
  Valley.  She has discovered the existence of a 
  record of this bloodline, a record that can 
  potentially lead her directly to individual victims to 
  assassinate with virtual impunity, and is now at 
  work attempting to find this bloodline. 
   
  Encounter 3: Report to Ffiona:  The party 
  returns with their intelligence and the medallion to 
  the Old Town café and shares what they know 
  with her.  She insists that intelligence be shared, 
  but she also wants to decipher the clues provided 
  in the coins and see where it leads.  When the 
  clues have been deciphered, she sends the 
  characters to find out more and report to her 
  husband, Ser Darian Malthus, at Valorous Garde. 
   
  Encounter 4: Valorous Garde:  The party 
  shares what they have found with the Knights, 
  who swear the PCs to secrecy but also pledge to 
  bring down the Shadow Dragon, as they have 
  reached the end of their patience with her 
  machinations. 
   
  The PCs can opt to share what they have 
  found to the Knights.  Geoff PCs might even want 
  to share what they have found with their own 
  leadership (and how will they react?).   
   
  Encounter 5:  The Crypt of Taldus:  When 
  the six coins have been adequately deciphered, 
  the PCs are led to the gravesite of a long dead 
  Knight of the Watch, where they battle a 
  complement of undead opponents and find the 
  seventh coin imbedded in the knight’s gravestone. 
   The seventh coin bears a message on it 
  promising that the Blood of Trilesimain will ever be 
  the guardians of the Sheldomar Valley.  The 
  “heads” side, should the PCs pry the coin from the 
  stone, shows an icon that looks very much like the 
  front of the Old Knights’ Home. 
   
  Encounter 6:  The Old Knights’ Home:  The 
  PCs arrive at the Old Knights’ Home, but the 
  agents of Hasforenses have followed them there.  
  Believing that they have enough to achieve their 
  goal without the PCs, they attack.   
   
  Encounter 7:  The Board of Precepts:  
  When the PCs defeat the agents of Hasforenses, 
  they descend to secret catacombs beneath the 
  home, where they are tested by the guardians of 
  the Knights’ most sacred stronghold.  A party with 
  a Knight or Squire should be able to navigate 
  these tests fairly easily.  At the very least, such a 
  character should be able to decipher the clues to 
  the various puzzles based on knowledge he or 
  she should have from membership in the 
  organization.  If there are no Knights or Squires or 
  the riddles are not adequately navigated, then the 
  party will have to successfully fight through the 
  challenges before arriving at the conclusion of the 
  adventure, where they meet the Grandiose 
  Imperial Wyvern, former Commandant of Gran 
  March, Maqnus Vrianian.  
   
  Encounter 8:  The Scions of Trilesimain:  
  Upon navigating the tests at the Board of 
  Precepts, the party finds a party of dwarven clerks 
  discussing the condition at which the records of 
  the bloodline of Trilesimain are kept.  The dwarves 
  are initially surprised to see outsiders, since they 
  never directly speak to anyone outside these walls 
  except the Grandiose Imperial Wyvern, and when 
  the last one died, they had only their own 
  company to keep them sane.  They reveal that 
  they are assigned to guard the records of the 
  Bloodline of Trilesimain, since one of their number 
  is destined to be the key to the salvation of the 
  SHE8-03 Bloodlines 
   
  Page 4 
  
  Sheldomar Valley, so say the prophecies.  Then, 
  the Grandiose Imperial Wyvern of the Knights of 
  the Watch, Magnus Vrianian, enters the chamber 
  and reveals to the party that it is very important 
  that no one know of the existence of the record of 
  the Bloodline, and as such, the repository must be 
  moved.  He swears the PCs to secrecy on the 
  matter, adding that the fate of the Sheldomar 
  Valley, and possibly all of Oerth, depends on it.  
  The Wyvern further indicates that the Grand Duke 
  can  count on the Knights bringing their full force 
  against Hasforenses in the coming confict, and 
  when all is over, he vows to give over much of 
  Arweth, all except Hochoch and the immediate 
  surroundings, to Geoff, since the Knights no 
  longer need the location.  He expects nothing in 
  return except for a plot of land for the Knights to 
  use as a Headquarters and training ground for 
  their initiates.  It is not a condition for the Knights’ 
  aid in the coming battle.  It is only the terms by 
  which he offers to return the land to Geoff.  He 
  also imparts a final charge upon the people of 
  Geoff, invoking the words he used to Sierra 
  Blackblade four years ago:  “Land is only yours 
  while you can defend it.”  He urges that the people 
  of Geoff must swear to defend it so that no evil 
  influence such as the giants or a Shadow Dragon 
  can ever threaten the land again.  
  PREPARATION FOR PLAY 
  The 
  DM 
  should 
  determine 
  what 
  meta-
  organizations the PCs belong to prior to play and 
  keep these in mind during the course of the 
  adventure. 
   
  This is not a good adventure to run “cold.” 
  Much of the flavor and role-playing is embedded 
  within the adventure, and good preparation will 
  ensure maximum player enjoyment. In addition to 
  thorough review of this document, you should also 
  review the public document of the Knights of the 
  Watch for background. 
   
  The DM should determine which characters 
  have “Line of Trilesimain” AR item from SHE7-07 
  Prophecies.  The membership in the line will have 
  special powers in this adventure. 
   
  The DM should find out from the players 
  where their characters spent their childhood.  
  Characters from Arweth (Geoff) or Farvale (Gran 
  March) will have possible special knowledge that 
  could help in this adventure.++ 
  INTRODUCTION 
  Hand players of Knights or Squires of the Watch 
  Player’s Handout #1 and #2.  Player’s Handout #1 
  is for Knight PCs who either did not play SHE7-07 
  Prophecies or who might need a reminder of the 
  important themes in that adventure that come up 
  again here  Player’s Handout #2 is a dream that 
  visits Knight and Squire PCs only.  These 
  characters might have questions reqarding the 
  revelations within this dream.  To help you resolve 
  these matters, consult DM Aid #2:  Resolving 
  Knowledge from the Dream. 
   
  It is late spring in Arweth, once a cantrev of 
  Geoff, briefly a Barony of Gran March, but now 
  the primary holding of the Knights of the 
  Watch and Dispatch.  In this place, just north 
  of the main gate to Hochoch, the capital of 
  Arweth, a bustling marketplace has grown.  
  Here, the hard law of the Knights has less 
  sway than in the city not a bow shot away.  
  Goods from across the Sheldomar Valley can 
  be bought and sold, and the people walk with 
  weapons without peace bond, with faithful 
  companions at their side regardless of size or 
  nature.  There are Knights and Squires as well, 
  but they seem content to let this little bit of 
  chaos stand. 
   
  A week ago, a town crier in the town of 
  your home nation announced the immediate 
  need for brave and hardy adventurers willing 
  to battle the forces of darkness in Geoff.  
  Interested parties should travel to Hochoch 
  and seek “The Lady of the Nightmare” at the 
  Old Town café.  The announcement said 
  something you have never heard before:  your 
  would-be employer offers to pay an initial 100 
  gp just for listening. 
   
  And so, you have come to Hochoch, a city 
  once known for its poverty and squalor, now a 
  place where the inhabitants are clean, and the 
  walls 
  indicate 
  a 
  well-maintained, 
  orderly 
  community where its citizens thrive. 
  ENCOUNTER 1:  HOCHOCH  
  The guards on duty at the front gate inform 
  you that all your weapons must be peace-
  bonded or surrendered for safe-keeping. 
  Animal companions or familiars are permitted, 
  with a warning that their humanoid companion 
  will be held accountable for the animal’s 
  conduct.  Exotic or very dangerous looking 
  creatures will be barred from the city and 
  SHE8-03 Bloodlines 
   
  Page 5 
  
  directed to a stable outside the city’s walls.  
  Your names, places of origin, and descriptions 
  will be recorded in the Watch’s record book.  
  Although many people await entrance to the 
  gate from all walks of life from farmer to 
  merchant to priest and all in between, you 
  recognize the untamed strangeness of fellow 
  adventurers among you. 
   
  Some PCs may balk at the requirements to 
  peace-bond weapons.  If so, the DM should 
  remind them that Hochoch is under the control of 
  the very Lawful Knights of the Watch.  Unless they 
  can somehow enter the city through magical 
  means, they must comply — or at least appear to 
  do so. 
   
  The party of player characters joins at this 
  point if they desire to do so. 
   
  Peace bonding: All simple and martial 
  weapons except for quarterstaffs and daggers 
  must be tied in their scabbards or have leather 
  covers tied over them.  All bows must be unstrung 
  and cased.  All polearms and crossbows must be 
  surrendered for safe-keeping; they can be 
  recovered upon the PC’s departure from the city.  
  The net effect of these restrictions is that it is a full 
  round action for a PC to ready any weapon that 
  has been properly peace-bonded.  However, a DC 
  25 Use Rope check allows a PC to bond his 
  weapon with a knot that only appears to be difficult 
  to release; it can actually be freed with just a move 
  equivalent action.  Also, if the PCs hide weapons 
  in extra-dimensional spaces such as a Handy 
  Haversack, the gate guards cannot detect them.  If 
  the PCs are out and about in Hochoch with un-
  bonded or illegal weapons, they risk arrest by the 
  Town Watch and fines (20 gp x APL per offense). 
   
  Familiars and Animal Companions:  If any 
  of the PCs are accompanied by animals that are 
  clearly wild, such as leopards or wolves, they are 
  thoroughly warned as to their responsibility for 
  anything their companion does while in Hochoch. 
  Large or dangerous-looking creatures such as, but 
  not restricted to, dire animals and big reptiles are 
  not allowed in the city.  The DM should use his 
  discretion here, remembering that the Knights of 
  the Watch are interested in maintaining order for 
  their average citizens, not making life easy for 
  adventurers traveling with their pet dinosaur.  If the 
  PCs are out and about in Hochoch with illegal 
  animals, they are fined (20 gp x APL) and the 
  animals impounded by the Town Watch until they 
  depart the city.  If the animal injures anyone in the 
  course of being impounded, it will be destroyed. 
   
  DM’s Note: It would be a very bad idea for the 
  PCs to engage in any sort of combat with the gate 
  guards, town watch, or any Knights of the Watch 
  patrols they may encounter in Hochoch.  Stats for 
  these patrols are not provided, but each and every 
  one of them has the capability of summoning 
  essentially unlimited assistance, some of it very 
  high level.  Impress upon the players that Hochoch 
  is absolutely not some place they can throw their 
  weight around and expect to get away with it.  
  Hochoch has changed a great deal since its 
  frontier days during the War of Liberation.  It has 
  been ruled for the last three years by a highly 
  disciplined knightly order that brooks no nonsense 
  from miscreants.  If the PCs get significantly on 
  the wrong side of the law here, they will be hunted 
  relentlessly by stronger and stronger Knights of 
  the Watch forces until they have to flee Arweth, 
  and the adventure essentially ends for them.  So 
  the DM should convey to them that they need to 
  maintain either a legal or a low profile and at least 
  appear to be following the local laws. 
   
  Once the PCs have negotiated their way 
  through the North Gate, read the following: 
   
  Passing through North Gate at last, you 
  find yourself in the Common Quarter.  For 
  those who remember Hochoch from before the 
  Watchers took over, the city is greatly changed 
  for the better.  The streets are immeasurably 
  cleaner, as are the folk crowding them.  Almost 
  everyone looks well-fed, and the shops lining 
  the street look busy and prosperous.  You had 
  heard that the Watchers had done much to 
  alleviate the squalor, over-crowding, and 
  poverty that had plagued Hochoch during the 
  years following its recapture from the Giants; it 
  seems those reports were accurate. 
   
  It is early afternoon when you arrive at the 
  Old Town marketplace.  At one end is a small 
  café with covered tables, some more separate 
  from others, and at one, is a lady with ebony 
  hair wearing a fine samite gown.  A Flan maid 
  leaves her table, bowing repeatedly as he 
  backs away, 
   
  At your approach or query, she makes 
  confident eye contact and asks, “What is it?”   
   
  At this point there can be some normal 
  conversation, but Lady Ffiona is very reserved and 
  perhaps a little wary.  If there are Knights or 
  Squires in the party, she is a little more open and 
  friendly.  She only makes small talk until someone 
  indicates that they seek the Lady of the Nightmare 
  SHE8-03 Bloodlines 
   
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  or indicate that they have legitimate business with 
  her. 
   
  When that message is spoken, she grows 
  very still. With a successful Sense Motive check 
  (DC 20), a character notes that she is very 
  shocked and uneasy, but she does not show it 
  openly to those who do not make the check.   
   
  She ponders awhile, and then furtively 
  shifting her eyes left and right to check for 
  listeners, instructs the party, “Sit, and keep an 
  eye out for easvedropers. There is little time.”   
   
  After waiting for characters to take seats, 
  retrieves six small leather pouches and places 
  them in front of each player character, then 
  she takes out a sheet of parchment and draws 
  a quick sketch upon it. “You have little time.  I 
  have had intelligence come my way that 
  requires immediate action, but I have business 
  elsewhere, and my husband is overprotective.  
  I need adventurers willing to follow up on that 
  intelligence and, if possible, retrieve the piece 
  that is guarded here,” she says as she points 
  to a symbol indicating a building amidst trees, 
  apparently in the Dim Forest.  ”I cannot stress 
  enough how important this item is to the fate 
  of the Sheldomar Valley.  If my sources are 
  correct, it could be the key that will tip the 
  balance against the Shadow Dragon and her 
  allies.  I will be waiting here for you as long as I 
  can, but if you cannot find me, seek out my 
  husband at Valorus Garde.  He may be angry 
  with me, but if I cannot be found, then he 
  should know.  When you see me or my 
  husband, inform him that you are on retainer 
  on behalf of the Sheldomar Valley and its 
  people, and the remainder of your reward will 
  be given to you then.” 
   
  Hand Player’s Handout #3 to the players. 
   
  If player characters question Ffiona for more 
  details about the item, she responds that she 
  knows only that it is said to be guarded at the 
  steading indicated on the map.  She has heard 
  that it is a medallion, but she cannot confirm this. 
   
  If the characters ask Ffiona about specifics 
  regarding the mission, indicate that the monetary 
  reward is an amount equal to half the max GP cap 
  for the adventure. 
   
  If the party agrees to undertake this mission 
  for Ffiona, Ffiona looks each character in the eye 
  as though trying to impart something extremely 
  important and says, “I suggest that you inspect 
  your payment and make sure that you have 
  received the proper compensation for your time. 
   
  If any character takes the hint and opens the 
  bag he or she has been given to inspect the 
  coinage, that character finds payment in coins 
  valuing at 100 gp, but at various denominations 
  from all the PC regions of the Sheldomar Valley.  
  Hand each character Player’s Handout #4. 
   
  Development:  If the player characters seek 
  to purchase magic items or alchemical supplies 
  before setting out on their journey to the steading, 
  there are 1d4 items of each scroll and potion from 
  the DMG up to 4th level, and 1d4–2 scrolls of 5th 
  level available.  There are also 1d6+2 each of 
  alchemical items from the PHB available.  Seeking 
  these items may take several hours.  They may 
  also find up to 1d4+1 wands of cure light wounds 
  or cure moderate wounds in this manner.  There is 
  not yet gold over the maximum, so remind the 
  players that they are spending their money on 
  these items. 
   
  The players are welcome to solve the problem 
  of these six coins at their leisure and do not need 
  to feel pressured to glean clues from these coins 
  immediately.  However, it should be evident from 
  these coins that there is a message on them to 
  fulfill a specific purpose.  The players can attempt 
  to piece together what they can at this time, or 
  hold on to these clues to be used later, when their 
  purpose is made more clear.  If the players spend 
  too much time on this problem and don’t appear to 
  be getting close, inform them that they can move 
  on with the adventure and come back to it later, 
  when they get a moment of inspiration. 
   
  The six coins, each struck in a different PC 
  region of the Sheldomar Valley, contain hidden 
  messages that are keyed to six of the Seven Major 
  Precepts of the Knights of the Watch.  Arranged in 
  descending order from seventh through second 
  according to the Precept to which it applies spells 
  the name “Taldus.”  Even if the PCs do not have a 
  frame of reference to the Precepts, they should be 
  able to draw the conclusion that the coins can be 
  arranged to spell a word or name.  The images 
  also combine to point to a final resting place of 
  someone, perhaps a grave site. 
   
  For the solution to this problem, consult DM 
  Aid #3:  Solution to the Riddle of the Coins. 
   
  If the characters make their way to the place 
  drawn on the map, proceed to Encounter 2:  The 
  Great Raid.  The characters may want to make 
  preparations, so let them, but do not let them 
  spend too much time at that task. 
  SHE8-03 Bloodlines 
   
  Page 7 
  
  ENCOUNTER 2: THE GREAT 
  RAID 
  DM’s Note: Since the PCs have the opportunity to 
  scout the battlefield and prepare fully, they likely 
  have the element of surprise on their side.  
  However, do not let the player characters spend 
  too much time.  Remind them that this is a two-
  round adventure. 
   
  This encounter takes place in an abandoned 
  steading a few miles inside the Dim Forest.  From 
  the end of Encounter Two, the PCs have less than 
  36 hours to conduct their attack.  They must travel 
  25 
  miles, 
  locate 
  the 
  objective, 
  perform 
  reconnaissance, and execute their assault prior to 
  midnight the day after they speak to Ffiona.  If the 
  PCs delay past that time for any reason, the 
  steading is empty since the enemy has moved on. 
  However, in this event, characters can make a 
  Search check (DC 10+APL) to unearth a copy of 
  the first half of Player Handout #5, as the Ranger 
  had a chance to copy some notes, but had to hide 
  them before he could get them all.  Also, in this 
  event, the player characters miss the experience, 
  the medallion, which is a key to lead them to the 
  cemetery outside the Temple of Pelor, and the 
  treasure. 
   
  If the PCs attack the steading and then 
  withdraw for any reason, the minions of the 
  Shadow Dragon realize that their position has 
  been compromised and immediately withdraw 
  deeper into the Dim Forest, well beyond the PCs’ 
  ability to pursue.  As above, searching can find the 
  first two items of Player’s Handout #5.  The PCs 
  must make their first effort their best one. 
   
  The steading originally consisted of a two-
  story log cabin and a larger single-story structure 
  that served as a combination tannery/smokehouse 
  for the woodsman who once lived here (See DM’s 
  Map #3).  The entire area is roofed over with the 
  thick canopy of boughs that gives the Dim Forest 
  its name; even during full daylight, natural 
  illumination is no better than shadowy.  At night, it 
  is pitch black, regardless of the phase of the 
  moon. 
   
  Conditions: Daytime: Shadowy illumination. 
  Nighttime: total darkness. 
   
  If the PCs decide to scout the steading, 
  perhaps via a flying familiar or a wild-shaped 
  druid, read the following: 
   
  An overgrown trail leads into what was 
  once a small steading.  While the great trees 
  still tower over all, their thick branches blotting 
  out the sun, you can tell that this area was 
  once cleared of deadfall and undergrowth.  
  That must have been long ago, though, as it 
  has begun to accumulate again.  An old log 
  cabin stands facing a long, low shed, also 
  made of logs.  The northern half of the log 
  cabin appears to be two stories, while the 
  southern half is just one story.  The cabin has 
  a stone chimney at each end, while the shed 
  has a stone chimney only at one end.  The 
  cabin has no windows on the ground floor, 
  only a closed door made from hand-hewn 
  planks.  There are windows in the second 
  story, covered by shutters.  The shed seems to 
  have no windows, but there is a 10-foot wide 
  opening on one end. 
   
  Due to the canopy of leaves over the PCs 
  provided by the immense trees of the Dim Forest, 
  scouting PCs only a dim light shining around the 
  edge of a shuttered upstairs window on the cabin. 
   
  The enemy sentry, an evil fade ranger, sits on 
  the roof of the cabin next to the southern stone 
  chimney, observing his surroundings from his 
  covered position.  Assume he has taken 10 on his 
  Hide check and compare the result against the 
  scouting PC’s Spot check.  The DM should make 
  Spot checks for him to detect the PCs if this is 
  reasonable; he does not notice familiars or PCs in 
  animal form unless they behave in a very atypical 
  fashion (DM’s discretion).  If such a familiar or PC 
  in animal form does attract his attention, he 
  amuses himself by taking a bowshot at it.  Note 
  that he also has a blind spot directly to the north, 
  due to his line of sight being blocked by the 
  second story of the cabin. 
   
  This same ranger has put his wand of snare to 
  good use, peppering the perimeter of the steading 
  with snares on likely avenues of approach (he 
  used up the wand completely).  He has 
  deliberately not trapped the trail, since he knows 
  spies will be arriving along that path, but he 
  watches it carefully.  The (S) on the map show 
  where the snares are, but if this is too much 
  trouble, you can roll a 3*APL% chance to hit a 
  snare when the perimeter is crossed instead. 
  All APLs  
  Snare: Search DC 23; magical; proximity 
  trigger; see PHB p. 280. 
   
  If a PC triggers a snare, give the ranger sentry 
  a DC 15 Listen check to hear the noise (unless the 
  PC is under a magical silence). 
  SHE8-03 Bloodlines 
   
  Page 8 
  
   
  If the sentry detects the PCs in some manner, 
  he immediately throws a thunderstone in the 
  direction of the shed.  The noise from the stone 
  alerts both the creatures within and the two NPCs 
  meeting in the room below. 
   
  The two NPCs meeting below (in the second 
  story room, which shows a light at night) are a 
  hexblade spy from Hochoch and a faded warlock 
  spymaster who serves the Shadow Dragon.  The 
  hexblade has infiltrated the town in the guise of a 
  mercenary and has come to report (other spies 
  have reported in the prior days, but for security 
  reasons they only visit one at a time.)  The warlock 
  spymaster has given them all new instructions for 
  look for a repository of Knights knowledge under 
  the city of Hochoch. 
   
  The creatures in the shed vary by APL but are 
  the warlock’s bodyguards.  On the round after the 
  thunderstone detonates or noisy combat ensues, 
  they emerge and attack.  Otherwise, they remain 
  in the shed.  If a PC enters the shed, they attack 
  and pursue. 
  APL 8 (EL 11) 
  Faded Male human Ranger 6: hp 45; see 
  Appendix 1. 
  Faded Male human Warlock 6: hp 32; see 
  Appendix 1. 
  Male human Hexblade 7: hp 53; see 
  Appendix 1. 
  Faded troll bodyguard (2): hp 63 each; see 
  Appendix 1. 
  APL 10 (EL 13) 
  Faded Male human Ranger 8: hp 59; see 
  Appendix 2. 
  Faded Male human Warlock 8: hp 42; see 
  Appendix 2. 
  Male human Hexblade 8/Marshall 1: hp 66; 
  see Appendix 2. 
  Night Hag bodyguard: hp 68; see Monster 
  Manual, page 193. 
  APL 12 (EL 15) 
  Faded Male human Ranger 10: hp 73; see 
  Appendix 3. 
  Faded Male human Warlock 10: hp 52; see 
  Appendix 3. 
  Male human Hexblade 11/Marshall 1: hp 87; 
  see Appendix 3. 
  Night Hag bodyguards (2): hp 68 each; see 
  Monster Manual, page 193. 
  APL 14 (EL 17) 
  Faded Male human Ranger 12: hp 87; see 
  Appendix 4. 
  Faded Male human Warlock 12: hp 62; see 
  Appendix 4. 
  Male human Hexblade 12/Marshall 1: hp 
  101; see Appendix 4. 
  Faded war troll bodyguard: hp 162; see 
  Appendix 4. 
  APL 16 (EL 19) 
  Faded Male human Ranger 14: hp 101; see 
  Appendix 5. 
  Faded Male human Warlock 14: hp 72; see 
  Appendix 5. 
  Male human Hexblade 14/Marshall 1: hp 
  115; see Appendix 5. 
  Faded war troll bodyguard (2): hp 162 each; 
  see Appendix 5. 
   
  Tactics: This is a very complex fight, 
  especially at the higher APLs.  As a DM, you 
  should make yourself thoroughly familiar with the 
  capabilities of the NPCs in this encounter.  Most of 
  them are quite intelligent and are more than 
  capable of altering their tactics to counter 
  whatever the PCs are trying to do.  The tactics 
  below assume the ranger sentry can alert his 
  comrades to the danger and a general fight is 
  taking place between the buildings; if the PCs 
  somehow manage to infiltrate the steading, you 
  may have to alter the tactics accordingly.  Besides 
  the suggested tactics listed below, keep in mind 
  these general goals and motivations: 
   
  Ranger: Havgan assigned the ranger to 
  provide security to the warlock.  As long as the 
  warlock is alive, he tries to stick things out (as 
  Havgan will kill him if he comes back after allowing 
  his charge to be captured).  His archery skills are 
  his best weapon, and he does his best to act as a 
  sniper, trying to target humans as they are mixing 
  it up with the bodyguards below him.  If the 
  warlock is killed or flees, the ranger tries to slip 
  away into the Dim Forest. 
   
  Warlock:  This arrogant spymaster is the real 
  prize for the PCs, and he knows it.  When trouble 
  starts, he engages the PCs from the relative safety 
  of the second story window, firing eldritich blasts. 
  If he decides the situation is hopeless or he is in 
  SHE8-03 Bloodlines 
   
  Page 9 
  
  serious danger of dying, he tries to use his Flee 
  the Scene invocation to escape, leaving an illusion 
  to cover his tracks.  He also does not want to see 
  the hexblade captured, realizing that his spy could 
  give too many valuable details about the Hochoch 
  spy ring.  If he sees the hexblade trying to 
  surrender, he does not hesitate to try to kill him if 
  doing so will not place his own life in danger. 
   
  Hexblade: He is strictly in this for the money 
  and has no loyalty to anyone but himself.  As 
  such, he fights hard initially, since he expects his 
  employers to make mincemeat out of the PCs.  
  However, if the battle seems to be swinging 
  decidedly in the PCs’ favor or he himself is 
  reduced to less than 10 hit points, he tries to 
  surrender to the PCs to save his life. 
   
  Bodyguards: 
  The 
  motivations 
  of 
  the 
  bodyguards differ with the APL.  The trolls at APL 
  8, 14, and 16 attack ferociously and fight until 
  slain.  The night hag(s) at APLs 10 and 12 are 
  mercenaries hired by the warlock in exchange for 
  slaves.  As such, they are not interested in dying 
  on his behalf, but fight until they perceive they are 
  in danger of dying, at which point they use their 
  heartstones to become ethereal and try to escape.  
   
  APL 8: On the round after the ranger throws 
  the thunderstone, the trolls charge from the shed 
  and attack the closest PCs.  The ranger casts 
  arrow mind on himself as a swift action, then uses 
  his Rapid Shot feat to fire upon whatever PC he 
  has spotted.  All things being equal, he targets 
  humans by preference, since they are his favored 
  enemy.  If anyone appears to be trying to 
  approach the cabin, he selects them as his target. 
   On the round after the thunderstone, the hexblade 
  jumps down to the ground floor from the loft inside 
  the cabin (drawing his flail as he does so) and 
  opens the cabin door.  As a free action, he uses 
  his Hexblade’s Curse on a visible PC; if he can 
  see more than one, he targets the most heavily 
  armored one.  On subsequent rounds, he attempts 
  to hold the cabin doorway, using it for cover and to 
  limit the number of PCs who can attack him at the 
  same time.  He uses his Improved Trip and 
  Improved Disarm feats against any PC who tries 
  to force his or her way into the cabin.  He also 
  uses his second Hexblade’s Curse on the second 
  PC he sees.  If a PC seems to be hitting him with 
  ease, he uses his Combat Expertise to boost his 
  AC.  On the round after the thunderstone is 
  thrown, the Warlock opens the window and uses 
  his eldritch blast (modified with Eldritch Spear and 
  Sickening Blast) on a PC he can see (his See the 
  Unseen invocation is in effect).  If he can see more 
  than one, he fires on the least heavily-armored 
  (since they likely have a poorer Fort save).  
  Remember to give him cover from the window and 
  a miss chance from his shadow blend ability, as 
  well as his evasion ability.  If the warlock decides 
  to flee, he uses his Flee the Scene invocation and 
  leaves an illusion of himself at the window. 
   
  APL 10: On the round after the ranger throws 
  the thunderstone, the night hag charges from the 
  shed and attacks the closest PC.  She relies on 
  her bite attack unless attacked by a magical cold 
  iron weapon, which bypasses her DR).  If that 
  happens, she uses her ray of enfeeblement spell-
  like ability on the wielder. The ranger casts arrow 
  mind on himself as a swift action, then uses his 
  Rapid Shot feat to fire upon whatever PC he has 
  spotted.  All things being equal, he targets humans 
  by preference, since they are his favored enemy.  
  If anyone appears to be trying to approach the 
  cabin, he selects them as his target.  On the round 
  after the thunderstone, the hexblade jumps down 
  to the ground floor from the loft inside the cabin 
  (drawing his flail as he does so) and opens the 
  cabin door.  As a free action, he uses his 
  Hexblade’s Curse on a visible PC; if he can see 
  more than one, he targets the most heavily 
  armored one.  On subsequent rounds, he attempts 
  to hold the cabin doorway, using it for cover and 
  limit the number of PCs who can attack him at the 
  same time.  He uses his Improved Trip and 
  Improved Disarm feats (with his Marshal’s aura 
  bonus) against any PC who tries to force his or 
  her way into the cabin.  He also uses his second 
  Hexblade’s Curse on the second PC he sees.  If 
  no one immediately tries to engage him, he casts 
  Tasha’s hideous laughter on a PC (preferably one 
  that he has successfully cursed).  If a PC seems to 
  be hitting him with ease, he uses his Combat 
  Expertise to boost his AC.  On the round after the 
  thunderstone is thrown, the Warlock opens the 
  window and uses his eldritch blast (modified with 
  Eldritch Spear and Beshadowed Blast) on a PC he 
  can see (his See the Unseen invocation is in 
  effect).  If he can see more than one, he fires on 
  the least heavily-armored (since they likely have a 
  poorer Fort save).  Remember to give him cover 
  from the window and a miss chance from his 
  shadow blend ability, as well as his evasion ability. 
   As soon as he takes any damage, he activates 
  his Fiendish Resilience on his next turn.  If he is hit 
  with ranged weapons, he takes a round to invoke 
  his Entropic Warding. If the warlock decides to 
  flee, he uses his Flee the Scene invocation and 
  leaves an illusion of himself at the window. 
  SHE8-03 Bloodlines 
   
  Page 10 
  
   
  APL 12: On the round after the ranger throws 
  the thunderstone, the night hags charge from the 
  shed and attack the closest PCs.  They rely on 
  their bite attacks unless attacked by a magical 
  cold iron weapon, which bypasses their DR.  If that 
  happens, they use their ray of enfeeblement spell-
  like ability on the wielder. The ranger casts arrow 
  mind on himself as a swift action, then uses his 
  Rapid Shot feat to fire upon whatever PC he has 
  spotted.  On the next round, he casts exacting 
  shot as a swift action.  All things being equal, he 
  targets humans by preference, since they are his 
  favored enemy.  If anyone appears to be trying to 
  approach the cabin, he selects them as his target. 
   On the round after the thunderstone, the hexblade 
  jumps down to the ground floor from the loft inside 
  the cabin (drawing his flail as he does so) and 
  opens the cabin door.  As a free action, he uses 
  his Hexblade’s Curse on a visible PC; if he can 
  see more than one, he targets the most heavily 
  armored one.  On subsequent rounds, he attempts 
  to hold the cabin doorway, using it for cover and to 
  limit the number of PCs who can attack him at the 
  same time.  He uses his Improved Trip and 
  Improved Disarm feats (with his Marshal’s aura 
  bonus) against any PC who tries to force his or 
  her way into the cabin.  He also uses his second 
  Hexblade’s Curse on the second PC he sees.  If 
  no one immediately tries to engage him, he casts 
  hound of doom.  On the third round, he tries to use 
  his last curse, and if still unengaged, casts 
  Tasha’s hideous laughter on a PC (preferably one 
  that he has successfully cursed). If he is attacked 
  by a PC he has successfully cursed, he activates 
  his hexbands to add his Charisma bonus to his 
  damage rolls.  If a PC seems to be hitting him with 
  ease, he uses his Combat Expertise to boost his 
  AC.  On the round after the thunderstone is 
  thrown, the Warlock opens the window and uses 
  his eldritch blast (modified with Eldritch Spear and 
  Beshadowed Blast) on a PC he can see (his See 
  the Unseen invocation is in effect).  If he can see 
  more than one, he fires on the least heavily-
  armored (since they likely have a poorer Fortitude 
  save).  Remember to give him cover from the 
  window and a miss chance from his shadow blend 
  ability, as well as his evasion ability.  As soon as 
  he takes any damage, he activates his Fiendish 
  Resilience on his next turn.  If he is hit with ranged 
  weapons, he takes a round to invoke his Entropic 
  Warding. If the PCs have cast daylight or any 
  other spell that is obviously hampering him or his 
  allies, he uses his Voracious Dispelling invocation. 
  If the warlock decides to flee, he uses his Flee the 
  Scene invocation and leaves an illusion of himself 
  at the window. 
   
  APL 14: On the round after the ranger throws 
  the thunderstone, the war troll charges from the 
  shed and attacks the closest PCs, fighting 
  ferociously until slain.  The ranger casts arrow 
  mind on himself as a swift action, then uses his 
  Rapid Shot feat to fire upon whatever PC he has 
  spotted.  On the next round, he casts exacting 
  shot as a swift action.  All things being equal, he 
  targets humans by preference, since they are his 
  favored enemy, and activates his bow’s bane 
  ability. If more than four targets ever present 
  themselves in a single round, he casts arrow 
  storm. If anyone appears to be trying to approach 
  the cabin, he selects them as his target.  On the 
  round after the thunderstone, the hexblade jumps 
  down to the ground floor from the loft inside the 
  cabin, drawing his flail as he does so, and opens 
  the cabin door.  As a free action, he uses his 
  Hexblade’s Curse on a visible PC; if he can see 
  more than one, he targets the most heavily 
  armored one.  On subsequent rounds, he attempts 
  to hold the cabin doorway, using it for cover and 
  limit the number of PCs who can attack him at the 
  same time.  He uses his Improved Trip and 
  Improved Disarm feats (with his Marshal’s aura 
  bonus) against any PC who tries to force his or 
  her way into the cabin. The first time he damages 
  a PC with his flail, he uses its stored spell and 
  casts charm monster on the PC as a free action. 
  He also uses his second Hexblade’s Curse on the 
  second PC he sees.  If no one immediately tries to 
  engage him on round two, he casts hound of 
  doom.  On subsequent rounds, he tries to use his 
  third and fourth curses. If still unengaged on round 
  three, he casts Tasha’s hideous laughter on a PC, 
  preferably one that he has successfully cursed. If 
  he is attacked by a PC he has successfully 
  cursed, he activates his hexbands to add his 
  Charisma bonus to his damage rolls.  If a PC 
  seems to be hitting him with ease, he uses his 
  Combat Expertise to boost his AC.  On the round 
  after the thunderstone is thrown, the Warlock uses 
  his wand of shield on himself, then opens the 
  window. On the next round he begins to use his 
  eldritch blast (modified with Eldritch Spear and 
  either Vitriolic or Beshadowed Blast) on a PC he 
  can see (Remember, his See the Unseen 
  invocation is in effect).  If he can see more than 
  one, he fires Beshadowed Blasts on the least 
  heavily-armored (since they likely have a poorer 
  Fortitude save) and Vitriolic Blasts at warriors.  
  Remember to give him cover from the window and 
  a miss chance from his shadow blend ability, as 
  well as his evasion ability.  As soon as he takes 
  any damage, he activates his Fiendish Resilience 
  on his next turn to boost his Fast Healing.  If he is 
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  hit with ranged weapons, he takes a round to 
  invoke his Entropic Warding. If the PCs have cast 
  daylight or any other spell that is obviously 
  hampering him or his allies, he uses his Voracious 
  Dispelling invocation. If the warlock decides to 
  flee, he uses his Flee the Scene invocation and 
  leaves an illusion of himself at the window. 
   
  APL 16: On the round after the ranger throws 
  the thunderstone, the war trolls charge from the 
  shed and attack the closest PCs, fighting 
  ferociously until slain.  The ranger casts arrow 
  mind upon himself as a swift action, then uses his 
  Rapid Shot feat to fire upon whatever PC he has 
  spotted.  On the next round, he casts exacting 
  shot as a swift action.  All things being equal, he 
  targets humans by preference, since they are his 
  favored enemy, and activates his bow’s bane and 
  hunting abilities. If more than four targets ever 
  present themselves in a single round, he casts 
  arrow storm. If anyone appears to be trying to 
  approach the cabin, he selects them as his target. 
   On the round after the thunderstone, the hexblade 
  jumps down to the ground floor from the loft inside 
  the cabin (drawing his flail as he does so) and 
  casts cursed blade on his weapon. On round two, 
  he opens the cabin door.  As a free action, he 
  uses his Hexblade’s Curse on a visible PC; if he 
  can see more than one, he targets the most 
  heavily armored one.  On subsequent rounds, he 
  attempts to hold the cabin doorway, using it for 
  cover and limit the number of PCs who can attack 
  him at the same time.  He uses his Improved Trip 
  and Improved Disarm feats (with his Marshal’s 
  aura bonus) against any PC who tries to force his 
  or her way into the cabin. The first time he 
  damages a PC with his flail, he uses its stored 
  spell and casts charm monster on the PC as a free 
  action. He also uses his Hexblade’s Curse each 
  round on a different PC he sees until he runs out 
  of curses or visible PCs.  If no one immediately 
  tries to engage him on round three, he casts 
  hound of doom.  If still unengaged on round four, 
  he casts Tasha’s hideous laughter on a PC 
  (preferably one that he has successfully cursed).  
  If he is attacked by a PC he has successfully 
  cursed, he activates his hexbands to add his 
  Charisma bonus to his damage rolls.  If a PC 
  seems to be hitting him with ease, he uses his 
  Combat Expertise to boost his AC.  He keeps his 
  dimension door spell in reserve for an escape if 
  things go badly.  On the round after the 
  thunderstone is thrown, the Warlock uses his 
  wand of shield on himself, then opens the window. 
  On the next round he begins to use his eldritch 
  blast (modified with Eldritch Spear and either 
  Vitriolic or Noxious Blast) on a PC he can see (his 
  See the Unseen invocation is in effect).  If he can 
  see more than one, he fires Noxious Blasts on the 
  least heavily-armored (since they likely have a 
  poorer Fortitude save) and Vitriolic Blasts at 
  warriors.  Remember to give him cover from the 
  window and a miss chance from his shadow blend 
  ability, as well as his evasion ability.  As soon as 
  he takes any damage, he activates his Fiendish 
  Resilience on his next turn to boost his Fast 
  Healing.  If he is hit with ranged weapons, he 
  takes a round to invoke his Entropic Warding. If 
  the PCs have cast daylight or any other spell that 
  is obviously hampering him or his allies, he uses 
  his Voracious Dispelling invocation. If the warlock 
  decides to flee, he uses his Flee the Scene 
  invocation and leaves an illusion of himself at the 
  window. 
   
  Development: Assuming the PCs win the 
  fight, their next course of action depends on what 
  they have managed to acquire.  The warlock 
  guards a gold medallion with the imprint in 
  Common, “Six coins, six creeds, to a seventh their 
  mottos lead.  The seventh coin shall be found on 
  the head of a Knight in sacred ground belonging to 
  a God of Light feared by the Dead for his Might.”  
  Additionally, the warlock’s reports, located on a 
  table in the upper floor of the cabin, contain key 
  intelligence.  While the reports using number to 
  identify members of the Shadow Dragon’s spy 
  numbers rather than names, it is clear that the 
  Shadow Dragon has an extensive network in 
  Hochoch and has great interest in the Knights of 
  the Watch, especially notes that implicate the 
  dragon in attempting to influence the selection of 
  the Grandiose Imperial Wyvern and a reported 
  record identifying those who are part of the 
  “Bloodline of Trilesimain”. Give the PCs Player’s 
  Handout #5. The reports even mention the 
  assassination of certain Watchers, though there is 
  no mention of the kidnapping attempt on Ffiona 
  merch Melwyn. 
   
  If the hexblade is still alive, he is  eager to 
  make a deal that spares his life.  In return for an 
  oath by the PCs that he will not be executed, 
  either by them or anyone they turn him over to, he 
  happily tells all he knows.  Unfortunately, that’s not 
  significantly more than is in the papers, though he 
  does make an excellent corroborating witness. 
   
  The real prize is the warlock.  If he is captured 
  alive and induced to talk, he can provide a 
  valuable insider’s view of the Shadow Dragon’s 
  network, including identifying the actual spies in 
  Hochoch. The warlock’s attitude is currently 
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  Hostile; if it can be moved to Helpful, via mundane 
  or magical means, he will be willing to identify who 
  the actual spies are and add details regarding the 
  Shadow 
  Dragon’s 
  efforts 
  to 
  identify 
  and 
  exterminate 
  the 
  Bloodline 
  of 
  Trilesimian.  
  However, even Hostile he represents a real prize 
  to turn over to the Watchers. 
   
  The ranger knows nothing of the activities in 
  Hochoch and is therefore useless for providing 
  information to the PCs, though his existence does 
  tend to strengthen their story. 
   
  The PCs can opt to return to the Old Town 
  café and report their finding to lady Ffiona, or they 
  can follow up on this clue to the grave site at the 
  Temple of Pelor, attempting to locate the crypt of 
  Taldus.   
  If the PCs choose to return to the Old Town café 
  to report to Lady Ffiona, go to Encounter 3:  
  Reports.  
   
  If the PCs choose to follow up and locate the 
  crypt of Taldus, go to Encounter 5:  The Crypt of 
  Taldus.   
  Treasure:  
  APL 8: L: 65 gp, C: 0 gp, M: 1533 gp from +1 
  longsword (192 gp), +1 composite (str +2) 
  long bow (208 gp), three +1 mithril chainshirt 
  (525 gp), cloak of charisma +2 (333 gp), +1 
  heavy flail (192 gp), vest of resistance +1 (83 
  gp), 
  APL 10: L: 70 gp, C: 0 gp, M:  2296 gp from 
  +1  heavy flail (196 gp), +1 composite (str +2) 
  longbow (217 gp), +1 long sword (192 gp), +2 
   mithril chain shirt (425 gp), ring of protection 
  +1 (167 gp), vest of resistance +1 (83 gp), +1 
  mithril chainshirt (350 gp), cloak of charisma 
  +2 (666 gp), 
  APL 12: L: 70 gp, C: 0 gp, M:   4262 gp from 
  +1 composite (str +2) longbow (217 gp), +1  
  thundering heavy flail (696 gp), +1 long sword 
  (192 gp), +1 mithril chainshirt (175 gp), +3 
  mithril chain shirt (842 gp), +2  mithril chain 
  shirt (425 gp), two cloak of charisma +2 (666 
  gp), cloak of elvenkind (208 gp), gloves of 
  dexterity +2 (333 gp), hexbands (258 gp), vest 
  of resistance +1 (83 gp), ring of protection +1 
  (167 gp)  APL 14: L: 70 gp, C: 0 gp, M:   7825 
  gp from +1 dwarf-bane composite (str +2) 
  longbow (717 gp), +1  thundering heavy flail 
  (1529 gp), +1 long sword (192 gp), +1 mithril 
  chainshirt (175 gp), +3 mithril chain shirt (842 
  gp), +2 light fortification mithril chain shirt (842 
  gp), cloak of charisma +2 (333 gp), cloak of 
  elvenkind (208 gp), gloves of dexterity +2 (333 
  gp), hexbands (258 gp), cloak of charisma +4 
  (1333 gp), ring of protection +1 (167 gp), vest 
  of resistance +1 (83 gp), vest of resistance +3 
  (750 gp), wand of shield (63 gp), 
  APL 16: L: 70 gp, C: 0 gp, M:   9,449 gp from 
  +1 dwarf-bane composite (str +2) longbow 
  (717 gp), +1 frost thundering heavy flail (1529 
  gp), +1 long sword (192 gp), +2 mithril 
  chainshirt (425 gp), +3 mithril chain shirt (842 
  gp), +4 mithril chain shirt (1425 gp), two cloak 
  of charisma +4 (2666 gp), cloak of elvwnkind 
  (208 gp), gloves of dexterity +2 (333 gp), 
  hexbands (258 gp), ring of jumping (208 gp), 
  ring of protection +1 (167 gp), vest of 
  resistance +1 (83 gp), vest of resistance +2 
  (333 gp), wand of shield (63 gp),  ). 
   
  ENCOUNTER 3: REPORT TO 
  LADY FFIONA  
  The PCs can return to Hochoch without incident.  
  If the characters have prisoners, they cannot bring 
  them easily into the city.  The Knights at the gate 
  insist the player characters and the prisoners be 
  escorted to Valorous Garde. 
   
  A quick check of the Old Town Marketplace 
  finds Ffionia where she said she would wait.  
  When she learns what they have found, she 
  insists that her husband must know this.  He is in 
  consultations with the new Leader of the Knights 
  at Northkeep (Valorous Garde). 
   
  If the party shows Ffiona the medallion, she 
  seems a little disappointed at first when she 
  discovers that it is merely a mundane item, 
  although crafted beautifully of gold and worth 500 
  gp by itself, but then begins to study the inscription 
  written upon its face. 
   
  Allow PCs the opportunity to deduce that the 
  medallion and the coins combine to solve some 
  puzzle.  If no one in the party volunteers a guess 
  about how the medallion and coins fit together, 
  have Ffiona prompt the PCs after a moment of 
  pondering, “The inscription on this medallion 
  appears to point to the clues on some of the coins 
  I gave you earlier.” Perhaps we should go over 
  them together. 
   
  Give the PCs every opportunity to spearhead 
  this exercise in solving the riddle of the coins, 
  consulting Player’s Handout #3 and even using 
  tokens with the letters, T, A, L, D, U, and S on 
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  Page 13 
  
  them.  If the players stall, use Ffiona as a prompt 
  toward the answer, but try to avoid giving it to 
  them outright.  Remind the players that the 
  imagery on many of the coins pointed to a crypt 
  somewhere in Hochoch.  Refer to the Yeoman 
  coin, which bears the sun symbol of Pelor on its 
  Head side to help them along the way.  When the 
  PCs arrive at the conclusion that the coins point to 
  a crypt in the cemetery of the Temple of Pelor, 
  Ffiona reveals that the Temple of Pelor can be 
  found just south of Waterwatch Castle (Caer Dwr 
  Gwyldy). 
   
  Development:  If the party chooses to speed 
  to Valorous Garde to relay their intelligence to 
  Ffiona’s 
  husband, 
  Darian 
  Malthus, 
  go 
  to 
  Encounter 4:  A Visit at Valorous Garde.  There 
  might be at least some members who are reluctant 
  to go to Valorous Garde, since it is the 
  headquarters of an organization to which they 
  might be opposed.  If this is the case, they might 
  choose instead to visit one of their own leaders to 
  relay information or even simpley sit this one out.  
  They are welcome to do this, and DMs who are 
  familiar with whichever local Gyri NPC they might 
  want to visit can freeform the relay of this 
  information; however, regardless of the NPC that 
  the PC consults, they will advise that the player 
  character see this through and look out for 
  anything that might be used as leverage to ensure 
  that the Knights aid in the battle against the 
  Shadow Dragon and agree to come to the table to 
  negotiate the settlement of the issue of Arweth 
  once and for all. 
  ENCOUNTER 4:  A VISIT AT 
  VALOROUS GARDE 
  When the PCs reach Northkeep, read the 
  following: 
   
  The stronghold of the Watchers, built 
  during the darkest days of the War against the 
  Giants, is massive.   Squatting a mile from 
  Hochoch, Valorous Garde boasts two curtain 
  walls, a chapel to Heironeous, another one for 
  St. Cuthbert, and a third one for all the other 
  gods. It hosts more than 500 knights, an equal 
  number of squires, and room for more. Even 
  with that garrison, entire barracks stand 
  empty. 
   
  When the PCs approach the guards at the 
  gate, they (and their prisoners, if any) are 
  admitted.  If they ask to speak with Dispatcher 
  Malthus, they are escorted inside.  
   
  The massive doors close behind you. Your 
  footsteps echo down the great hall of Valorous 
  Garde (Northkeep).  Hanging from the rafters 
  overhead are the personal coats of arms of 
  important Watchers and banners of the nations 
  where the Watchers were quartered. The 
  banners of Bissel, Keoland, Gran March, 
  Sterich, and Geoff all hang from the rafters. 
  More frequent and larger than those other 
  banners are those of the Knights of the Watch. 
  It is very distinctive – a white owl on a field of 
  black – its wings spread wide and claws 
  outstretched, ready to snatch some poor 
  vermin.   Merchants, diplomats, and associates 
  of the Order accompany other Watchers 
  through the halls, greeting you as you pass. 
  Your escort leads you to an ante chamber, 
  where Dispatcher Garellon Egraldin, Most High 
  Magnificent Puissant Nightwing, waits.  Other 
  knights take any prisoners you may have for 
  detailed questioning. 
   
  The room in which you stand is simply 
  furnished, yet comfortable enough for several 
  knights and half a dozen guests to lounge and 
  speak of affairs.  It seems designed for ease 
  and comfort as intelligence is shared and 
  courses of action are discussed.  Several 
  simply crafted, yet comfortable, armchairs 
  flank 
  two 
  equally 
  simply 
  crafted 
  yet 
  comfortable sofas, with tables for placing 
  drinks upon them nearby. 
   
  “Please,” the Great Beast begins,“tell me 
  what you have learned.” 
   
  If the player characters ask for Dispatcher 
  Malthus, he answers that the Dispatcher is busy, 
  and anything Dispatcher Malthus learned would 
  be repeated to him, in due course. 
   
  Egaldin listens intently to what the player 
  characters relate to him.  If the characters share 
  what they have learned about the Shadow 
  Dragon’s interest in the bloodline of Trilesimain, 
  the tension in the lines on his face belie concern 
  about the new information indicating the dragon’s 
  knowledge of records of the bloodline and, 
  especially, its interest. 
   
  “I thank you for your efforts and for 
  bringing this information to us.  I and my 
  colleagues will need time to look over these 
  documents and interrogate the prisoners.  No 
  doubt our enemy knows that we know of their 
  knowledge, and even now waits to track our 
  people who would seek to guard what we have. 
  SHE8-03 Bloodlines 
   
  Page 14 
  
   
  “You already know more than any outsider, 
  or for that matter, most insiders know, so I ask 
  that you will not speak of what you have 
  learned to others outside my order, except 
  where your prior oaths require you to do so, 
  and in such cases, I’d ask that you let us know 
  of this, but I cannot gainsay your right to 
  speak 
  based 
  on 
  prior 
  oaths 
  and 
  commitments.” 
   
  If the player characters show him the 
  medallion with the inscription, he remarks that it is 
  apparent that the contingency has already been 
  illuminated and seems puzzled.  He can offer no 
  more help for this exercise, as the players already 
  know more than they should, but he can offer 
  lodging for the evening and food first thing in the 
  morning to allow them safe conduct through the 
  remainder of their endeavors. 
  He suggests they 
  spend the night and recover for the challenges 
  ahead. 
   
  The player characters can ask questions, but 
  there is little he can do.  If the player characters 
  give their oaths, then the Great Beast reveals to 
  them that there is a contingency, in the event that 
  the Great Beasts and Wyvern all fall, that secrets 
  could be found and protected even though those 
  who knew were gone.   
   
  Some PCs might choose to abandon this 
  adventure now that it is clear that the outcome 
  benefits the Knights in some way.  If PCs do this, 
  the DM should say out of character that the 
  players risk ending the game early, and if they 
  insist, give them one more out.  Ask the player if 
  his character intends to report his findings to a 
  prominent Gyri NPC.  If the player indicates that 
  he or she intends to do this, inform the player that 
  the NPC, upon hearing this news, is interested in 
  knowing the outome of this and if there is anything 
  that can be used as leverage in negotiations over 
  the issue of Arweth.  If the player character, after 
  getting this marching order, still refuses to help, 
  the adventure ends here for that character.   
   
  If at least one characters wants to continue, 
  then continue the adventure for players interested 
  in driving onward, mitigating the dangers for a 
  possibly much reduced party.  DM Aid #7 has 
  generic NPCs that can be added to a party divided 
  in this manner.  They are not up to the strength of 
  a PC party, but it should help characters advance 
  in the adventure.  These NPCs can be controlled 
  by the remaining players.   A DM should consider 
  adjusting the NPC combatants to make it possible 
  for those few who wish to continue to finish the 
  adventure.  Above APL 10, these extras are little 
  more than targets, but they could be helpful in 
  finishing the mission. 
   
  If the PCs choose to go to the Crypt from here, 
  go to Encounter 4:  The Crypt of Taldus.  If the 
  PCs have not yet reported to Lady Ffiona and wish 
  to do so now, go to Encounter 3:  Report to Lady 
  Ffiona. 
  ENCOUNTER 5:  THE CRYPT 
  OF TALDUS 
  It is possible that the PCs might find their way to 
  the crypt without really knowing the Knight’s name. 
   This is OK, at this point.  When the PCs arrive at 
  the cemetery outside the Temple of Pelor, you can 
  have a random PC pass by the crypt with the 
  name “Taldus” carved into the bronze plaque over 
  the arched door, and quite possibly, the little 
  lightbulb will appear over the head of at least one 
  player.  If it doesn’t, allow any one PC to make a 
  single Knowledge (dungeoneering) check, or a 
  bard can make a Bardic Lore check (DC 15) to 
  realize that Taldus was one of the number of the 
  Knights of the Watch during the Greyhawk Wars 
  who was slain in battle against one of the most 
  powerful giants among the Sakhut.  He is buried 
  prominently in a crypt in the cemetery of the 
  Temple of Pelor. 
   
  DM Note:  Strongly discourage the party to 
  attempt to find the crypt of Taldus and the seventh 
  coin during the day.  People come to visit their 
  departed loved ones by day, and risk disturbing 
  sacred moments with those paying their respects 
  to those long departed whom they miss.  This 
  adventure is written under the assumption that this 
  encounter takes place at night.  If players insist on 
  seeking the crypt or the coin at the cemetery 
  during the day, allow the encounter to take place 
  during that time, but describe a scene of carnage 
  and chaos, with innocent bystander NPCs being 
  slaughtered and eaten as the dark agents of the 
  Shadow Dragon close in on the PCs.  If this 
  encounter takes place during the day, replace the 
  advanced dread wraith at APL 16 with two 
  additional advanced abyssal ghouls. 
  APL 8 (EL 8) 
  Advanced Ghast Hexblade1 (3); hp 81; See 
  Appendix 1. 
  APL 10 (EL 10) 
  Advanced Ghast Hexblade1 (3); hp 81 each 
  ; See Appendix 2. 
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  Page 15 
  
  Advanced Ghast Hexblade2 (1); hp 90;  See 
  Appendix 2. 
  Advanced Shadow (2); hp 63 each See 
  Appendix 2. 
  APL 12 (EL 12) 
  Advanced Ghast Hexblade2 (3); hp 90 each; 
  See Appendix 3. 
  Advanced Shadow (3); hp 63 each; See 
  Appendix 3. 
  Huge Air Necromental (2); hp 144 each; See 
  Appendix 3. 
  APL 14 (EL 14) 
  Advanced Ghast Hexblade2 (3); hp 90 each; 
  See Appendix 4. 
  Advanced Shadow (3); hp 63 each; See 
  Appendix 4. 
  Huge Air Necromental (2); hp 144 each; See 
  Appendix 4. 
  Advanced Abyssal Ghoul (1); hp 180 ; see 
  Appendix 4. 
  APL 16 (EL 16) 
  Advanced Ghast Hexblade2 (3); hp 90 each; 
  See Appendix 4. 
  Advanced Shadow (3); hp 63 each; See 
  Appendix 4. 
  Huge Air Necromental (2); hp 144 each; See 
  Appendix 4. 
  Advanced Abyssal Ghoul (1); hp 180 ; see 
  Appendix 4. 
  Advanced Dread Wraith (1); hp 252 see 
  Appendix 5. 
  Tactics 
   
  APL 8:  The advanced ghast moves to engage 
  the characters using their claws and bite as 
  weapons.  As soon as they are within 60 feet of 
  enemies, they use their hexblade curse.  They are 
  intelligent enough not to put the curse on the same 
  person.  This curse will make it harder to resist 
  their stench and their paralysis.  They are well 
  aware that if they are too close together their foes 
  can capture them in one spell.  Only if  opponents 
  are out of reach do they change to their bows. 
  They realize they do not have enough arrows to 
  begin with missile fire.  An exception to this tactic 
  is 
  that 
  should 
  they 
  use 
  their 
  anklets 
  of 
  translocation to escape an Evard’s black tentacles 
  spell, one of them may remain in the spell for 
  protection from melee attack and aim at whoever 
  cast that spell until that person is down. 
   
  APL 10:  All these ghast/shadow realize that if 
  they bunch up, they can be affected by single 
  spells, but they bunch up to get attacks and 
  provide flank.  The advanced shadows lead the 
  way in the attack as they have a fly speed of 40 ft. 
   This also means they catch the brunt of initial turn 
  attempts.  Should the shadows survive the turn 
  attempt, they all attack the person who tried to turn 
  them and bring him or her down.  If they find their 
  damage does not seem to affect that person, they 
  seek persons flying first, and then archers and 
  then melee. 
   
  The Ghast hexblade1 creatures close to fight 
  with claw and bite, using their hexblade curse 
  early so creatures might be sickened by their 
  stench.  Only if opponents are out of reach do they 
  change to their bows 
   
  The Ghast hexblade2 initially wields his 
  guisarme, though he puts away the guisame and 
  switches to his bow if it is adventagous to do so; 
  especially from inside of an Evard’s black 
  tentacles spell from which he has translocated.  
  He tries to trip opponents first and takes his free 
  attack if the trip works. 
   
  APL 12:  All these ghasts/shadows realize that 
  if they bunch up, they can be affected by single 
  spells, but they bunch up to get attacks and 
  provide flank.  The advanced shadows lead the 
  attack as they have a fly speed of 40 ft.  This also 
  means they catch the brunt of initial turn attempts. 
   Should the shadows survive the turn attempt, they 
  all attack the person who tried to turn them and 
  bring him or her down.  If they find their damage 
  does not seem to affect that person, they seek 
  persons flying first, then archers, and then melee 
  opponents. 
   
  The Ghast hexblade1 creatures close to fight 
  with claw and bite, using their hexblade curse 
  early so creatures might be sickened by their 
  stench.  Only if opponents are out of reach do they 
  change to their bows 
   
  The Ghast hexblade2 initially wields his 
  guisarme, though he puts away the guisame and 
  switches to his bow if it is adventagous to do so; 
  especially from inside of an Evard’s black 
  tentacles spell from which he has translocated.  
  He tries to trip opponents his first and takes his 
  free attack if the trip works. 
  SHE8-03 Bloodlines 
   
  Page 16 
  
   
  The Necromentals utilize their flyby attack as 
  often as they are able, taking advantage of their 
  reach towards people on the ground.  Should the 
  characters take to the air, they focus their attacks 
  on airborne opponents.  The Necromentals do not 
  utilize their whirlwind.  They are too stupid to 
  remember they can do that.  It is provided in the 
  stat blocks in case the Necromentals are 
  commanded.  If  they are commanded to change 
  to vortex they are confused on how to do so.  
  Make an Int check (DC 10) for the necromentals to 
  remember how to do it (–-5 Int modifier).  The 
  Necromentals are not smart enough to let the 
  lesser undead go first, so they advance as fast as 
  they can to fight. 
   
  APL 14:  All these ghasts/shadows realize that 
  if they bunch up, they can be affected by single 
  spells, but they bunch up to get attacks and 
  provide flank.  The advanced shadows lead the 
  attack as they have a fly speed of 40 ft.  This also 
  means they catch the brunt of initial turn attempts. 
   Should the shadows survive the turn attempt, they 
  all attack the person who tried to turn them and 
  bring him or her down.  If they find their damage 
  does not seem to affect that person, they seek 
  flying opponents first, then archers, and then 
  melee opponents. 
   
  The Ghast hexblade1 creatures close to fight 
  with claw and bite, using their hexblade curse 
  early so creatures might be sickened by their 
  stench.  Only if opponents are out of reach do they 
  change to their bows 
   
  The Ghast hexblade2 initially wieldw his 
  guisarme, though he puts away the guisame and 
  switches to his bow if it is adventagous to do so; 
  especially from inside of an Evard’s black 
  tentacles spell from which he has translocated.  
  He tries to trip opponents first and takes his free 
  attack if the trip works. 
   
  The Necromentals utilize their flyby attack as 
  often as they are able, taking advantage of their 
  reach towards creatures on the ground.  Should 
  characters take to the air, they focus their attacks 
  on airborne.  The Necromentals do not utilize their 
  whirlwind.  They are too stupid to remember they 
  can do that.  It is provided in the stat blocks in 
  case the Necromentals are commanded.  If  they 
  are commanded to change to vortex they are 
  confused on how to do so.  Make an Int check, DC 
  10, for the necromentals to remember how to do it 
  (–5 Int modifier).  The Necromentals are not smart 
  enough to let the lesser undead go first, so they 
  advance as fast as they can to fight. 
   
  The Abyssal Ghoul starts the encounter 
  hidden (Spot DC 36 + 1 per 10 feet away to see 
  it), and unless it is attacked, sits out the first round 
  to get a feeling for the most threatening targets; it 
  drinks its fly potion to give it more mobility.  After 
  the first round, it continues to move hidden, taking 
  the –5 penalty if it should need to move more than 
  half-speed.  When it is involved in combat, it 
  moves to get in flanks whenever it can, using its 
  Tumble if needed to move through characters to 
  do so. 
   
  APL 16:  All these ghast/shadows realize that 
  if they bunch up, they can be affected by single 
  spells, but they bunch up to get attacks and 
  provide flank.  The advanced shadows lead the 
  attack as they have a fly speed of 40 ft.  This also 
  means they catch the brunt of initial turn attempts. 
   Should the shadows survive the turn attempt, they 
  all attack the person who tried to turn them and 
  bring him or her down.  If they find their damage 
  does not seem to affect that person, they seek 
  flying creatures first, then archers, and then melee 
  opponents. 
   
  The Ghast hexblade1 creatures close to fight 
  with claw and bite, using their hexblade curse 
  early so creatures might be sickened by their 
  stench.  Only if opponents are out of reach do they 
  change to their bows. 
   
  The Ghast hexblade2 initially wields his 
  guisarme, though he puts away the guisame and 
  switches to his bow if it is adventagous to do so; 
  especially from inside of an Evard’s black 
  tentacles spell from which he has translocated.  
  He tries to trip opponents his first and takes his 
  free attack if the trip works. 
   
  The Necromentals utilize their flyby attack as 
  often as they are able, taking advantage of their 
  reach towards creatures on the ground.  Should 
  characters take to the air, they focus their attacks 
  on airborne opponents.  The Necromentals do not 
  utilize their whirlwind.  They are too stupid to 
  remember they can do that.  It is provided in the 
  stat blocks in case the Necromentals are 
  commanded.  If  they are commanded to change 
  to vortex they are confused on how to do so.  
  Make an Int check, DC 10, for the necromentals to 
  remember how to do it (–5 Int modifier).  The 
  Necromentals are not smart enough to let the 
  lesser undead go first, so they advance as fast as 
  they can to fight. 
   
  The Abyssal Ghoul starts the encounter 
  hidden (Spot DC 36 + 1 per 10 feet away to see 
  it), and unless it is attacked, sits out the first round 
  SHE8-03 Bloodlines 
   
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  to get a feeling for the most threatening targets; it 
  drinks its fly potion to give it more mobility.  After 
  the first round, it continue to move hidden, taking 
  the –5 penalty if it should need to move more than 
  half-speed.  When it is involved in combat, it 
  moves to get in flanks whenever it can, using its 
  Tumble if needed to move through characters to 
  do so. 
   
  The Dread Wraith starts the encounter hidden, 
  but it is contemptuous of the characters and its 
  fellow undead; it moves in the first round after 
  delaying until most of the characters have taken 
  their rounds and then moves to strike.  It moves to 
  engage flying opponents first.  The ground within 
  30 feet of the Knight’s Grave is barred to it.  It 
  cannot move through that terrain like normal 
  terrain.  Spot check to see dread Wraith initially is 
  Spot DC 40 +1 per 10 feet of distance. 
   
  Treasure:   
  APL 8: L: 33 gp, C: 0 gp, M: 1026 gp from 
  three +1 composite longbow (Str +3) (675 gp), 
  three anklet of translocation (351 gp) 
  APL 10: L: 44 gp, C: 0 gp, M: 1560 gp from 
  four +1 composite  longbow (Str +3) (900 gp), 
  four anklet of translocation (468 gp), +1 
  guisarme (192 gp) 
  APL 12: L: 33 gp, C: 0 gp, M: 1602 go from 
  three +1 composite  longbow (Str +3) (675 
  gp), three anklet of translocation (351 gp), 
  three +1 guisarme (576 gp), 
  APL 14: L: 43 gp, C: 0 gp 1719 from Three +1 
  composite  longbow (Str +3) (675 gp), four 
  anklet of translocation (468 gp), three +1 
  guisarme (576 gp), 
  APL 16: L: 43 gp, C: 0 gp 1719 from Three +1 
  composite longbow (Str +3) (675 gp), four 
  anklet of translocation (468 gp), three +1 
  guisarme (576 gp), 
   
  Development:  The sarcophagus of Taldus, 
  inside the crypt, is made of mastercrafted stone, 
  with the sculpture of a warrior holding his sword 
  under crossed arms, as indicated on the Gyri coin. 
   PCs can make a Search check (DC 20) to 
  discover, imbedded in the pommel of the sword in 
  the sculpture, a gold coin with the Heads side 
  depicting a profile bust of a male figure very 
  similar in appearance to the Grand Duke Owen I 
  with the inscription struck in Flan around the 
  perimeter of the coin, “Old Knights never die; they 
  retire to protect the Order’s Sacred Secrets.” 
   
  The coin contains more, but it can only be 
  found on the Tails side, which faces downward in 
  the stone sarcophagus.  To read the coin, the PCs 
  must remove it from the sarcophagus.  There are 
  several ways to do this.   
   
  The elegant way, of course, is to delicately pry 
  it from its spot, which requires a crowbar, a 
  dagger, or similarly edged or bladed instrument to 
  free it from the stone and a successful Open Lock 
  check (DC 25).  If no such implement is available 
  (and I’d be shocked if there was no tool that could, 
  at the very least, improvised to serve), assess a -4 
  circumstance penalty to the check.  
   
  The crude, straightforward way requires a 
  heavy object, such as a warhammer or similar 
  weapon – or maybe a high-level monk with a 
  wicked hammer fist strike.  A character can make 
  a basic DC 20 Open Doors check to pop the coin 
  free,  or he can go the really bash and batter way 
  of slamming the stone into smithereens until there 
  is nothing for the coin to be imbedded in.  Assign 
  the stone the following statistical values: 
  Stone Sarcophagus: 6 in. thick; hardness 8; 
  hp 108; Break DC 25. 
   
  When the coin has been freed from the 
  sarcophagus, the Tails side can be read.  It bears 
  the coat of arms of the Knights of the Watch, with 
  a badge in the top right hand corner of the field:  
  the badge of Retired Knights, which is borne on 
  only one place in Hochoch – the Old Knights’ 
  Home (Encounter 6:  The Old Knights’ Home). 
  ENCOUNTER 6: THE OLD 
  KNIGHTS’ HOME 
  From the outside, this place looks like another 
  large residence, except the front door and all the 
  third floow windows are open.   Over the archway 
  of the entrance door is the coat of arms of the 
  Knights of the Watch with a badge in the top right-
  hand corner showing a runic symbol for the word 
  “ancient.”  See DM Aid #4 for a map of the Home. 
   
  As the party enters the front door, there is 
  a large meeting area and reception desk.  This 
  could be an inn, except there does not seem to 
  be much activity.  Standing at the reception 
  desk is a half-elf in well tailored clothing with 
  the argent owl of the Knights of the Watch.  
  About a dozen residents lounge quietly in 
  cushioned chairs reading books by continual 
  flame. 
  SHE8-03 Bloodlines 
   
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  Alio Morsas is a Senior Squire of the Knights 
  of the Watch and feels honored to be at this post.  
  He wears a greatsword across his back and a sap 
  at his side.  He greets characters as they enter, 
  “May Heironeous bless your day, how may I help 
  you, friend?” 
   
  If asked about this place, he replies that this is 
  a home for Knights that have retired from action,  
  either due to age, unremovable curse, or other 
  issue.  If the party is interested in donating to the 
  retired Knights fund, Alio can ask Watcher Hara 
  ap Cyra, Stoic Sphinx, to give them a tour.  
  Animals and such must, of course, be left in this 
  outer room (unless they can be hidden in 
  pockets), as infirmities of the mind have made 
  some guests skittish.  If the player characters 
  agree that they want to donate funds or perhaps 
  have a relative who needs someplace to stay and 
  would like a tour, Squire Alio takes a weasel from 
  his person and tells it to go find the Temple Priest. 
  The weasel scampers behind plants and other 
  decorous trappings, hiding (DC 18 Spot) and 
  sneaking (DC 16 Listen) to the back staircase and 
  descends. 
   
  A minute or two later, an old stern looking 
  human, with both the argent owl of the Knights 
  and a large gold holy symbol of Heironeous, 
  arrives.  He wears leather armor, a pair of battle 
  axes, not peace bonded, are holstered over his 
  back.  He introduces himself as Watcher Hara ap 
  Cyra, Most Elder Stoic Sphinx, and he asks for 
  introductions of the player characters.  If they 
  again suggest a tour or want to speak with him 
  privately, he tells them to come first to his temple.  
  He leads them to the back stairs that they saw the 
  weasel take.   
   
  Special Note:  The faded rangers and cleric 
  (at appropriate APL) are here under a veil spell, 
  disguised as two of the retired Knights whose 
  position they took when they went out for a walk.  
  Characters 
  with 
  true 
  sight 
  can 
  tell 
  this 
  immediately, at which point the fight might take 
  place here.  If this is the case, one of the rangers 
  spends his first standard action calling the shadow 
  mastiffs, which arrive in a portal after the last PC’s 
  initiative. 
  THE TEMPLE 
  The Temple has a fifteen-foot high ceiling, so it 
  takes up part of the first floor and this basement 
  area.   There are a pair of reinforced doors to the 
  temple, but they are wedged open.  Above the 
  doors is an inscription in Celestial and in Dwarven 
  that reads, “Honor’s Gate.”  He leads the party to 
  the far end of the temple, where an elaborate altar 
  to Heironeous resides.  To one side there is a 
  smaller altar of Murlynd in a place of honor. 
   
  When he has the player characters alone, he 
  asks why they have come.  If the characters show 
  him the seven coins and the medallion, he 
  instructs them to kneel before the altar.  Then, he 
  asks the PCs for four of the seven Precepts.  
   
  Although Knights and Squires have a decided 
  advantage in this, it is not impossible for non-
  Knights fo provide these answers.  First of all, it 
  should be pointed out that even Knights do not 
  know all the Seven Major Precepts of the Order.  
  Second, the Precepts are indicated on the coins: 
   
  The Principality of Ulek silver hammer:  Inner 
  Strength. 
   
  The Keoland platinum griffon:  Enlightenment 
  through Pain. 
   
  The Gran March silver white owl:  Power in 
  the Blood. 
   
  The Geoff silver hawk: Inheritance. 
   
  The Bissel silver stag:  The Fallen. 
   
  TheYeomanry silver coin:  Purpose. 
   
  Nobody knows the second Precept, that of 
  Purpose, but if players figure out that the words 
  are written on the Tail sides of the coins, then this 
  answer is acceptable.  Again, only four of the 
  seven are necessary to gain passage.  When the 
  player characters have provided the answers to 
  obtain passage or give up the effort entirely, the 
  veiled faded rangers and the cleric (at higher 
  APLs) assault the temple.  The shadow mastifs 
  shadow gate in at the far end of the temple for 
  their action after all PC initiatives.  
  APL 8 (EL 9) 
  Shadow Mastiff (2): hp 30; see Monster 
  Manual, page 222. 
  Cysgod 
  Annwn 
  Faded 
  Ranger, 
  Male 
  Human Ranger 7 (1): hp 52; see Appendix 1. 
  APL 10 (EL 11) 
  Advanced Shadow Mastiff: hp 78 see 
  Appendix 2. 
  Cysgod 
  Annwn 
  Faded 
  Ranger, 
  Male 
  Human Ranger 8 (2): hp 59 each; see 
  Appendix 2. 
  SHE8-03 Bloodlines 
   
  Page 19 
  
  APL 12 (EL 13) 
  Advanced Shadow Mastiff: hp 78; see 
  Appendix 3. 
  Cysgod 
  Annwn 
  Faded 
  Ranger, 
  Male 
  Human Ranger 10 (2): hp 73 each; see 
  Appendix 3. 
  APL 14 (EL 15) 
  Advanced Shadow Mastiff (2): hp 78 each; 
  see Appendix 4. 
  Cysgod 
  Annwn 
  Faded 
  Ranger, 
  Male 
  Human Ranger 11 (2): hp 80 each; see 
  Appendix 4. 
  Cleric of Falazure, Male Human Cleric 11 
  (1): hp 69 each; see Appendix 4. 
  APL 16 (EL 17) 
  Advanced Shadow Mastiff (2): hp 78 each; 
  see Appendix 5. 
  Cysgod 
  Annwn 
  Faded 
  Ranger, 
  Male 
  Human Ranger 13 (2): hp 94 each; see 
  Appendix 5. 
  Cleric of Falazure, Male Human Cleric 13 
  (1): hp 81 each; see Appendix 5. 
  Tactics:  
   
  APL 8: The shadow mastiffs attack the 
  nearest PC and fight until slain. They attempt to 
  trip any PC they successfully bite.  If they cannot 
  attack, they bay. The fade ranger attempts to use 
  the shadows to his advantage, firing arrows and 
  attempting to keep the player characters from 
  leaving.  Capturing the priest is also his aim.  He 
  had cast longstrider earlier. He casts arrow mind 
  as an immediate action, which allows him to make 
  maximum use of his bow, taking attacks of 
  opportunity with it and not provoke when he uses it 
  in close combat.  He only shifts to longsword and 
  buckler if his bow is sundered.  He targets 
  dwarves first, since they are his favored enemy 
  (+10 damage).  He use his Improved Rapid Shot 
  when he can, and Manyshot when he must move, 
  taking advantage of his Point Blank Shot feat 
  when within 30 feet. 
   
  APL 10: The shadow mastiff attacks the 
  nearest PC and fights until slain. It attempts to trip 
  any PC it successfully bites.  If it cannot attack, it 
  bays. The fade rangers attempt to use the 
  shadows to their advantage, firing arrows and 
  attempting to keep the player characters or priest 
  from leaving the temple. They both cast longstrider 
  earlier. They cast arrow mind as an immediate 
  action, which allows them to make maximum use 
  of their bows, taking attacks of opportunity with 
  them and not provoke when they use them in 
  close combat.  A ranger only shifts to longsword 
  and buckler if his bow is sundered.  They target 
  dwarves first, since they are their favored enemy 
  (+10 damage).  Each ranger uses his Improved 
  Rapid Shot when he can, and Manyshot when he 
  must move, taking advantage of his Point Blank 
  Shot feat when within 30 feet.  They use their 
  Precise Shot feat to support each other; if one is 
  hard-pressed, the other focuses his fire on the PC 
  that seems to be hurting his comrade. 
   
  APL 12: The shadow mastiff attacks the 
  nearest PC and fights until slain. It attempts to trip 
  any PC it successfully bites.  If it cannot attack, it 
  bays. The fade rangers attempt to use the 
  shadows to their advantage, firing arrows and 
  attempting to keep the player characters or priest 
  from exiting the temple.  They both cast longstrider 
  earlier.  They cast arrow mind as an immediate 
  action, which allows them to make maximum use 
  of their bows, taking attacks of opportunity with 
  them and not provoke when they use them in 
  close combat.  A ranger only shifts to longsword 
  and buckler if his bow is sundered.  They target 
  dwarves first, since they are their favored enemy 
  (+10 damage).  On their second round, they both 
  cast exacting shot as a swift action; this auto-
  confirms any potential critical hits against their 
  favored enemies. Each ranger uses his Improved 
  Rapid Shot when he can, and Manyshot when he 
  must move, taking advantage of his Point Blank 
  Shot feat when within 30 feet.  They use their 
  Precise Shot feat to support each other; if one is 
  hard-pressed, the other focuses his fire on the PC 
  that seems to be hurting his comrade. 
   
  APL 14:  The presence of the cleric of 
  Falazure changes the tactics considerably.  The 
  shadow mastiffs still attack the nearest PC and 
  fight until slain. They attempt to trip any PC they 
  successfully bite.  If they cannot attack, they bay. 
  The rangers both cast longstrider earlier  They 
  cast arrow mind as an immediate action, which 
  allows them to make maximum use of their bows, 
  taking attacks of opportunity with them and not 
  provoke when they use them in close combat.  A 
  ranger only shifts to longsword and buckler if his 
  bow is sundered.  They target dwarves first, since 
  they are their favored enemy (+14 damage) and 
  because this triggers the bane enhancements on 
  their bows.  On their second round, they both cast 
  exacting shot as a swift action; this auto-confirms 
  any potential critical hits against their favored 
  enemies. Each ranger uses his Improved Rapid 
  SHE8-03 Bloodlines 
   
  Page 20 
  
  Shot when he can, and Manyshot when he must 
  move, taking advantage of his Point Blank Shot 
  feat when within 30 feet.  They use their Improved 
  Precise Shot feat to negate any partial cover; if 
  cleric is hard-pressed, both focus their fire on the 
  PC that seems to be hurting their ticket home.  
  The cleric leads off with his Quickened shield of 
  faith to boost his armor class, then casts visage of 
  the deity to give himself darkvision, resistance to 
  fire and cold, DR 10/magic, and SR 20. On the 
  second round, he casts Quickened blessed aim 
  and either flame strike (if the PCs are bunched) or 
  wrack (if he can target on an obvious arcane 
  caster).  He tries to move so as to avoid close 
  combat and follows up on subsequent rounds with 
  unholy blight and mass inflict light wounds.  If the 
  PCs cast daylight to negate his allies’ shadow 
  blend abilities, he counters it with either deeper 
  darkness or dispel magic.  The cleric moves to 
  avoid close combat if possible.  If the PCs manage 
  to close, he counters with ring of blades and/or 
  harm; if they keep their distance and attack at 
  range he counters with entropic shield. If a PC 
  goes down, the cleric uses his Reached death 
  knell to try to finish him off.  If the cleric goes 
  below half his hit points, his pre-cast stalwart pact 
  activates to heal him.   
   
  APL 16: The presence of the cleric of Falazure 
  changes the tactics considerably.  The shadow 
  mastiffs still attack the nearest PC and fight until 
  slain. They attempt to trip any PC they 
  successfully bite.  If they cannot attack, they bay.  
  They both cast longstrider earlier.  They cast 
  arrow mind as an immediate action,which allows 
  them to make maximum use of their bows, taking 
  attacks of opportunity with them and not provoke 
  when they use them in close combat.  A ranger 
  only shifts to longsword and buckler if his bow is 
  sundered.  They target dwarves first, since they 
  are their favored enemy (+14 damage) and 
  because this triggers the bane enhancements on 
  their bows.  On their second round, they both cast 
  exacting shot as a swift action; this auto-confirms 
  any potential critical hits against their favored 
  enemies; on their third round, the each cast arrow 
  storm and fire an arrow at every PC in a single 
  round. Each ranger uses his Improved Rapid Shot 
  when he can, and Manyshot when he must move, 
  taking advantage of his Point Blank Shot feat 
  when within 30 feet.  They use their Improved 
  Precise Shot feat to negate any partial cover; if the 
  cleric is hard-pressed, both focus their fire on the 
  PC that seems to be hurting their ticket home.  
  The cleric leads off with his Quickened shield of 
  faith to boost his armor class, then casts visage of 
  the deity to give himself darkvision, resistance to 
  fire and cold, DR 10/magic, and SR 20. On the 
  second round, he casts Quickened blessed aim 
  and either flame strike (if the PCs are bunched 
  and distant) or wrack (if the PCs are distant but 
  spread out and he can target on an obvious 
  arcane caster) or blasphemy (if there are at least 
  two PCs within 40 feet or he’s being attacked in 
  melee).  He tries to move so as to avoid close 
  combat and follows up on subsequent rounds with 
  flame strike, unholy blight, and mass inflict light 
  wounds.  If the PCs cast daylight to negate his 
  allies’ shadow blend abilities, he counters it with 
  either deeper darkness or dispel magic.  The cleric 
  moves to avoid close combat if possible.  If the 
  PCs manage to close, he counters with repulsion 
  and/or harm; if they keep their distance and attack 
  at range he counters with entropic shield. If a PC 
  goes down, the cleric uses his Reached death 
  knell to try to finish him off.  On his next action 
  after taking significant damage, he uses his 
  Quickened cure moderate wounds as a swift 
  action.  If the cleric goes below half his hit points, 
  his pre-cast stalwart pact activates to heal him; he 
  also has a pre-cast renewal pact active. 
  Stoic Sphinx 
  Alio believes this assault is a test sent by 
  Heironeous for those who claim to be saviors of 
  his Order.  So, he stands back and watches the 
  player characters fight off the intruders, relying on 
  providence to guide him on his course of action.  
  He doesn’t know quite what he is protecting —only 
  that it is important.  If he sees a member of his 
  order fall, he moves to heal him, and if a Knight or 
  Squire asks for his help he assists.  He is still a 
  50-year-old human who has not done much 
  fighting, but he can help out with spells.  If a non-
  order member asks for help, he replies that this 
  could be a test to pass, and that he would help as 
  Heironeous shows him.  Those who look badly 
  hurt he uses cures.  Three rounds into the fight, he 
  realizes what the attackers are and casts daylight. 
   
  At higher APLs, once a spell of an evil 
  descriptor is used (such as wrack, he intercedes, 
  but he is very much out of his league then). 
  Afterwards 
  With the enemies dispatched, he informs PCs that 
  the keys to the words he wants are struck on the 
  coins they bear. 
   
  He needs to hear are four of the following 
  words: 
  Strength, 
  Enlightenment, 
  Blood, 
  Inheritance, Fallen, and Purpose. 
  SHE8-03 Bloodlines 
   
  Page 21 
  
   
  If the player characters have the words, the 
  priest tells them to kneel or sit before the altar, 
  speak the words, and then touch the altar.  They 
  will be taken to where they need to be.  He, of 
  course, has never done this, since he is only the 
  gatekeeper. 
   
  Doing this causes each PC (or NPC if too 
  many player characters refused this mission) to 
  teleport to a room below ground, whre it is dark 
  and lonely.  Characters additionally receive 
  additional effects, depending on their alignment.  
   
  Any non-good alignment:  Take holy 
  damage equal to [APL divided by 4 (round up)]d6, 
  Will save (10+APL) negates. 
   
  Any chaotic alignment:  Take force damage 
  equal to [APL divided by 4 (round up)]d6 , Will 
  save (10+APL) negates. 
   
  Lawful Good:  Lesser vigor spell for 15 turns. 
   
  These effects stack.   
   
  Proceed 
  to 
  Encounter 
  7: 
   
  Beneath 
  Hochoch. 
   
  Treasure: The faded rangers and the cleric of 
  Falazure each have equipment of value and in 
  some cases other treasure on them. 
  APL 8: L: 14 gp, C: 0 gp, M: 584 gp from +1 
  long sword (192 gp), +1 composite (str +2) 
  longbow (217 gp), +1 mithril chainshirt (175 
  gp) 
  )APL 10: L: 28 gp, C: 0 gp, M: 1168 gp from 
  two +1 long sword (384 gp), two +1 composite 
  (str +2) longbow (434 gp), two +1 mithril 
  chainshirt (350 gp), 
  APL 12: L: 28 gp, C: 0 gp, M: 1168 gp from 
  two +1 long sword (384 gp), two +1 composite 
  (str +2) longbow (434 gp), two +1 mithril 
  chainshirt (350 gp), 
  APL 14: L: 28 gp, C: 0 gp, M:  3511 gp from 
  two +1 long sword (384 gp), two +1 dwarf-
  bane composite (str +2) longbow (1434 gp), 
  two +1 mithril chainshirt (350 gp), +1 
  venomous scimitar (692 gp), +1 full plate 
  armor (221 gp), +1 heavy steel shield (97 gp), 
  periapt of wisdom +2 (333 gp) 
  APL 16: L: 28 gp, C: 0 gp, M:   5677 gp from 
  two +1 long sword (384 gp), two +1 dwarf-
  bane composite (str +2) longbow (1434 gp), 
  two +2 mithril chainshirt (850 gp), +1 
  venomous scimitar (692 gp), +1 full plate 
  armor (221 gp), +1 heavy steel shield (97 gp), 
  two gloves of dexterity +2 (666 gp), peraipt of 
  wisdom +4 (1333 gp),. 
   
  DM Note: You may be flexible in how you 
  interpret what the players come up for precept 
  answers.  A few are given in the coins if they 
  accept what they see, but others are more difficult. 
   Players could come up with acceptable answers 
  that are not exactly as listed here. 
  ENCOUNTER 7: BENEATH 
  HOCHOCH  
  The player characters find themselves in a large 
  room, 40 feet on a side, 20 feet tall, with a single 
  door out of the room to the south.  A passage to 
  the north is filled with rubble and is unpassable.  
  There is a large directional star on the floor 
  (characters that have innate direction sense or 
  who make a successful Survival check (DC 15) 
  know that the door is really to the west).  The room 
  is lined with brightly polished fine, white marble.  
  Underneath this marble is a thickness of lead on 
  all sides - even the core of the doors are lined with 
  lead). 
   
  The door is neither locked nor trapped.  
  Opening it leads to a long corridor lined with this 
  same polished marble (and with a backing of 
  lead).   The hallway is lit by continual flames on 
  the wall.  Just beyond the doors in the hallway is a 
  translucent emerald green plane.  It does no harm 
  to anyone who walks through it, but it is clearly 
  there.  Spellcraft (DC 23) to determine that it 
  resembles the edge of a dimensional lock area of 
  effect.  Indeed the rest of this complex is covered 
  by a wide-scale dimensional lock supernatural 
  effect. 
   
  This hallway goes three hundred feet “south” 
  at a gentle descent before turning right and going 
  another 
  three 
  hundred 
  feet 
  with 
  a 
  more 
  pronounced upward slope.  Then, the hallway 
  curves sharply left with a steep downward slope 
  and opening up into a very large room.  See DM 
  Map #4. 
   
  You see a large room with an opening on 
  the far side with another corridor leading away. 
   In the center of this room, and covering its 
  entire width is an area with large white tiles, all 
  but one of the titles have one to three words 
  upon them.  Around the border of this white 
  tile area is a wall of mist. Upon one the 
  wordless tiles is a ghostly creature with the 
  symbol of the Knights on his ghostly shield.  
  He wears a ghostly chain shirt with a battle axe 
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  in his hands, and another battle axe at his side. 
   The battle axe being held is not incorporeal, 
  yet the ghostly figure bears it anyway. 
   
  Knowledge (religion) (DC 15), the former 
  appears to be a ghost,  However, with a 
  Knowledge (religion) (DC 20), the character 
  realizes other clues, and the character know that 
  this is a Deathless creature and not undead.  The 
  Deathless are beings reanimated by positive 
  energy not negative energy and are never evil.  
  This is true for both the ghostly Deathless figures.  
   
  Bardic/Loremaster Lore DC 17 can also 
  determine that these are Deathless. 
   
  When any character moves into the room, the 
  Deathless speaks with ghastly intonation, “If each 
  of you tell me seven of the fifths that any squire 
  should know, then we shall not block your 
  passage.  You must still navigate all the true 
  Precepts while avoiding false Precepts, or endure 
  just punishment.” 
   
  If the player characters ask what are their 
  names are, the corporeal figure answers, “I was 
  Watcher Angorin Phar, Dedicated Fox.” 
   
  If the characters ask why he blocks their way 
  why he guards this place, or why he is here, he 
  responds, “This is my place now, to protect that 
  which I do not know, to save what we cannot 
  touch, to block what I cannot stop.” 
   
  The characters must speak the fifth word of 
  seven of the twelve precepts. 
   
  If the characters ask if the fifth should include 
  the titles, the deathless answers, “The titles are on 
  the tiles, that you must still pass.” 
   
  There are eleven words, of which the 
  characters need only to speak seven (two 
  precepts have the same 5th word):  By, Mortal, 
  his, granted, the, doubt, placed, and, be, of, all.  
   
  Each character may speak the words, and 
  each may avoid being fought by the Deathless.  If 
  some characters get them correct and others do 
  not, the Deathless only fights or damages those 
  that were incorrect.  The others are not harmed 
  even if they harm the Deathless. 
  THE BOARD OF PRECEPTS 
  See Player handout #12 (and DM Aid #). 
   
  The Knights of the Watch and Dispatch has 
  been part of the region from the beginning, so 
  most players should know a lot of the precepts.  If 
  the 
  DM 
  decides 
  to 
  provide 
  help 
  through 
  knowledge checks and the like, the Underlined 
  Precepts can never be determined that way.  
  Many of the False Precepts can appear in Lore or 
  history as probably secret Precepts (the italicized 
  are the most likely ones). 
   
  This board has 100 tiles, each with one or 
  more words referring to a precept or possible 
  precept.  Each tile is a 5 ft square. 
   
  Crossing the far edge of the title board without 
  mitigating circumstances does half holy damage, 
  half force damage to each character.   For the first 
  time each correct Precept square is stepped upon, 
  subtract the C value from the damage received.  
  For each false precept square that is stepped 
  upon for the first time, add the F value to the 
  damage.  When the character leaves the far end 
  of the board, he takes the remaining amount of 
  damage.  Characters that are not human, half-elf, 
  or dwarf get an automatic False for every six titles 
  they touch.  Each sixth tile that adds this damage 
  glows when such a character touches it. 
   
  All damage is supernatural in nature, with no 
  attack roll, no spell resistance applicable, and no 
  saving throw.  The tiles are just tiles, but there are 
  supernatural forces watching the tiles. Note that 
  the whole room is under a dimensional lock. 
   
   
   
  Tot 
  C  
  F 
   
  APL 8  
  52 
  -3 
  +3 
  APL 10  
  72 
  -4 
  +4 
  APL 12  
  85 
  -5 
  +5 
  APL 14  
  100 
  -6 
  +7 
  APL 16  
  115 
  -7 
  +8 
   
  No matter how the character crosses the 
  room, he takes the damage exiting the board on 
  the other side.  Only if the character touches a 
  precept or false precept tile does he or she get the 
  addition or subtraction. 
   
  There are two exception tiles: Murder and 
  Madness.  These titles cast a CL 20 healthful rest 
  and vigor spell to the first creature who steps over 
  or upon them.  The Deathless know of these tiles 
  and move to them when he is injured or to prevent 
  others from taking them.  Player characters on 
  these titles also receive the spells.  These titles 
  recharge very slowly, and so discharge only once 
  per adventure 
  The Precepts that are correct are: 
  BR  
  Bravery  
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  CH  
  Chivalry  
  DG  
  Duty to One’s God  
  DO  
  Duty to One’s Order  
  DR  
  Deference  
  EP  
  Enlightenment Through Pain  
  FL  
  Fallen  
  GR  
  Grand  
  IN  
  Inheritance  
  IS  
  Inner Strength  
  JD  
  Judgment  
  MA  
  Mannerliness  
  OT  
  Oath-Taking  
  PB  
  Power in the Blood  
  PR  
  Property  
  PS  
  Purpose. 
  RT  
  Retribution  
  SV  
  Service 
  The False Precepts: 
  AN  
  Anger  
  BL  
  Blind Obedience 
  CA  
  Chaste  
  CB  
  Celibate  
  CE  
  Confusion to One’s Enemies  
  CR  
  Correct  
  CT  
  Clarity Through Torture  
  DC  
  Duty to One’s Church  
  DE  
  Death  
  DF  
  Duty to One’s Family  
  DN  
  Duty to One’s Nation  
  FR  
  Friendly 
  KD  
  Kind  
  MT  
  Mounted  
  PY  
  Purity  
  SE  
  Secrecy 
  SP  
  Superiority  
  ST  
  Stealthy  
  TH  
  Thrifty  
  VI  
  Victorious  
  OUTSIDE IN 
  The mist walls act as walls of force towards 
  attacks from outside the precept board to inside it 
  (and vice versa).  In addition, the Deathless have 
  infinite SR to spells and effects if they can pass 
  through the mist wall.  The mist walls do not 
  prevent people from going through but prevent 
  summoned 
  creatures 
  from 
  entering. 
   
  The 
  Deathless cannot leave the Precept Board; the 
  mist walls act as walls of force for it as well. 
  APL 8 (EL 11) 
  Watcher Angorin, Male Deathless Ghost 
  Duskblade7, Pious Templar1: hp 72; see 
  Appendix 1. 
  APL 10 (EL 13) 
  Watcher Angorin, Male Deathless Ghost 
  Duskblade7, Pious Templar3: hp 90  ; see 
  Appendix 1. 
  APL 12 (EL 15) 
  Watcher Angorin, Male Deathless Ghost 
  Duskblade7, Pious Templar5: Deathless : 
  hp 108; see Appendix3. 
  APL 14 (EL 17) 
  Watcher Angorin, Male Deathless Ghost 
  Duskblade7, Pious Templar7 : hp 126; see 
  see Appendix 4. 
  APL 16 (EL 19) 
  Watcher Angorin, Male Deathless Ghost 
  Duskblade7, Pious Templar9: hp 145; see 
  Appendix 5. 
  ENCOUNTER 8: THE SCIONS 
  OF TRILESIMAIN  
  The hallway beyond the room of the Precepts 
  takes many turns and twists, not just right and 
  left, but also up and down, until it widens to a 
  great hall twenty-five feet wide and equally tall. 
   
  Again the passage way is straight for some 
  distance, and in that distance, the continual 
  flames that have lit the way stop, and the 
  passage continues on in ever oppressive 
  darkness. 
   
  DM Note: Pause here.  Ask the characters 
  what they want to do before continuing with the 
  read-aloud text.  If the player characters want to 
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  prepare spells, let them do so, but keep track of 
  durations. 
   
  Pushing into the darkness requires your 
  own sources of light or perhaps relying on the 
  Darkvision that some of your group might 
  have.  The stonework itself takes on a dark 
  hue. Where much of the halls were of white 
  marble, this seems some other almost black 
  polished stone. 
   
  And then, the passage makes a sharp left 
  turn and slopes upward.  It seems a passage 
  branches to the right and then the continual 
  flame spells return in this area all at once, 
  lighting the scene more clearly.  You are 
  uncertain, but you think you hear the muttering 
  of voices ahead. 
  A NOTE OF THE HALL OF DEATH 
  On the ground before the hall with all the golems 
  and traps is a note written in Common, Dwarven, 
  Celestial, Sueloise, Flan and Druidic, that indicate 
  that going up the hall of death is not commended.  
  Only the highest ranks have the passwords to 
  make the traps and protectors stand down, and for 
  any except the Beasts and Wyvern, there is no 
  exit. 
   
  That Hall is an untiered encounter. Characters 
  who attack the golems cause the constructs to 
  leave the hall and attack the attacker.  The Hall is 
  only 15 feet high. 
   
  Speaking the entire Seventh Precept aloud 
  turns off the first trap and the first three golems.  
  Speaking the entire Sixth Precept aloud turns off 
  the next three golems. Speaking each of the 
  higher precepts turn off traps and shuts off golems 
  for a few minutes, but only the 2nd and 1st 
  precepts can turn off the Huge stone golems or 
  the iron golem and trap in the final stretch of the 
  hall.  And by speaking the entire precept out loud 
  for outsiders, that could be taken wrong by the 
  order. 
  Hall of Death:  Untiered; EL 22: 
  Clay Golem (7); hp 112 each; see Monster 
  Manual page 134. 
  Iron Golem (7); hp 160 each; see Monster 
  Manual page 136. 
  Stone Golem (1); hp 135; see Monster 
  Manual page 136. 
  Greater Stone Golem (4); hp 340 each; see 
  Monster Manual page 136. 
  Magic Trap; Acid Substituted Maximized 
  Widened Fireball:  CL 17, DC 16; true sight 
  visual trigger in area or pressure plate; search 
  DC 34; disarm DC 34; resets every round.  (2) 
  Maximized Widened Fireball CL 17; DC 16 
  true sight visual trigger in area or pressure 
  plate; search DC 34; disarm DC 34; resets 
  every round.  (2) 
  Note, some golems are healed by fire damage, 
  some golems are healed by acid damage, but both 
  traps require SR, so otherwise they are immune. 
  THE CONVERSATIONS 
  (See DM Aid #7 for the map).  Have people make 
  Listen checks. The character with the highest 
  check notices the sounds coming from the cracks 
  shown on the map.  If the characters approach 
  and listen near the cracks, no Listen check is 
  needed; all is in Common.  With a successful Spot 
  check (DC 15), characters see two very old 
  dwarves and two very old half-elves at a table 
  eating a fine meal with ale and brandy. 
   
  The first dwarven voice says, “Those 
  records of the March family are on very poor 
  parchment, or they are quite old.  I cannot 
  believe that those that came before us copied 
  them so badly.” 
   
  ”Don’t be silly Ragmar, “ the second voice, 
  not dwarf, replies.  “Did you consider that they 
  might be original records, perhaps delivered in 
  such a condition?  For a hundred years before 
  I came, I was told that mostly information was 
  gathered and updated.  They could be poor 
  because they are from some town hall 
  somewhere.” 
   
  “I had not considered that,” Ragmar 
  replies. “I have seen many human records 
  treated in such a fashion, it is a wonder that 
  they ever remember anything of the past.” 
   
  A third voice, another dwarf, adds to the 
  conversation, “We spend most of our time in 
  the records, accepting the solemn charge to 
  keep and organize these until they are needed 
  or until we perish, never once more to see the 
  lands above.  Can we at least over this fine 
  repast discuss something other than work?” 
   
  “I agree,” says the fourth voice. “I was 
  getting tired of the gruel from the create food 
  spell.  It is good that our brothers above have 
  realized that we need such luxuries.  It is, no 
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  doubt, the words of Trilesimain that cause this 
  to come to us.” 
   
  “Yes,” says the second voice, “Trilesimain 
  has need of our skills.  Where once our small 
  brotherhood 
  within 
  our 
  Order 
  kept 
  the 
  knowledge organized, now it is being used.  I 
  daresay a thousand squires of the direct 
  sacred bloodline will be named soon with the 
  knowledge we have provided Trilesimain in the 
  last few weeks.  But again, I digress into 
  business.  Ragmar, was there a letter from 
  your 
  family 
  in 
  that 
  last 
  package 
  that 
  Trilesimain brought? 
   
  The dwarves and half-elves go back to their 
  meal in silence.  A character peering into the 
  cracks can see that the room seems to be a dining 
  area and is well lit. Beyond it is a glimpse of many 
  shelves of books and scrolls.  The stone itself 
  appears to have adamantine bars interspaced 
  between the stone, perhaps to make it stronger. 
  If player characters speak to those within or speak 
  loundly outside, Ragmar asks the reason for their 
  presence through the cracks and.turns to his 
  fellows to say that one of their number must leave 
  this place, as the contingency seems to have been 
  activated.  A minute later, for a brief few seconds, 
  the area of the branch flashes green, as if the 
  dimension lock turned off, and then turned on.  In 
  between those flashes stands a very old dwarf, his 
  fingers long stained with ink, wearing a scribe’s 
  apron, but carrying a battle axe at his side. 
   
  “I am Watcher Ragmar Ironblood, Most 
  Elder Pious Manticora.  Please tell me why the 
  contingency has been used, and why a group 
  such as you are using it?” 
   
  In the midst of this conversation, and perhaps 
  during introductions, the minions of shadow turn 
  the corner and make their way here.   
   
  When it is clear that there is to be a battle, 
  Ragmar casts a haste spell upon them all.  It will 
  last seven rounds.  He apologizes during the fight 
  that he basically doesn’t take the time to memorize 
  spells with all the work to be done. 
  APL 8  (EL 11) 
  Faded Human War Mage 8; hp 64; see 
  Appendix 1. 
  Green Hag Rogue2 (2); hp 80 , see Appendix 
  1. 
  APL 10 (EL 13) 
  Faded Human War Mage 8 (2); hp 64 each; 
  see Appendix 2. 
  Green Hag Rogue2 Favored Soul2 (2); hp 
  105 , see Appendix 2. 
  APL 12 (EL 15) 
  Faded Human War Mage 10 (2); hp 80 each; 
   see Appendix 3. 
  Green Hag Rogue2 Favored Soul4 (2); hp 
  121 , see Appendix 3 
  APL 14 (EL 17) 
  Faded Human Male War Mage 10 (3); hp 80 
  each;  see Appendix 4. 
  Green Hag Rogue2 Favored Soul6 (3); hp 
  138 , see Appendix 4 
  APL 16 (EL 19) 
  Faded Human Male War Mage 10 (3); hp 80 
  each;  see Appendix 5 
  Green Hag Rogue2 Favored Soul8 (3); hp 
  154 , see Appendix 5 
  Half Fiend Green Hag Rogue2 Favored 
  Soul6 ; hp 150 , see Appendix 5 
  Tactics: 
   
  This group knows that they are the first to 
  have made it this far, and the honor and glory for 
  being those that root out the special treasure of 
  the Knights is high in their purpose.  They do not 
  know where exactly this treasure trove is located, 
  but they know that the player characters are in 
  their way. 
   
  All the combatants know that this long corridor 
  is prime for just blocking them off, so they know 
  not to use too many of their spells right off the bat, 
  because a wall or barrier of some time can cause 
  a delay on duration.  However, they are also pretty 
  sure that this is a dead end for the player 
  characters, because they have to defend the 
  treasure or let the Shadow forces have it.  So the 
  NPCs are not adverse waiting for barriers to drop 
  to get at the characters. 
   
  In general, the hags advance on the PC 
  positions and to a lesser extent protect their 
  spellcasters.  The War Mages try to stay as far 
  from other War Mages or casters as they can, 
  because they know that they are easy pickings.  
  They also are aware that their spells could make it 
  hard to approach and are cognizant not to block 
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  all the terrain that would prevent their fighters from 
  getting through. 
   
  The War Mages have both Eschew Materials 
  and Still Spell, so even when grappled, they can 
  cast most of their spells with a Concentration 
  check.  Some also both have Silent Spell so 
  silence does not stop them either, just forces the 
  level of the spells up one level.  Fireburst, ring of 
  blades, and similar spells make effective anti 
  grapple spells. 
   
  All the green hags are using their disguise to 
  appear as Flan female light infantry.  Their 
  disguise self spell gives a +10 to their Disguise 
  check.  This is mostly to get close and move 
  through town.  They know that once they use their 
  strength damage attack or their claws, all bets are 
  off.  At higher levels, their melee weapon is a far 
  better choice than claws, but even at lower levels 
  the use of a weapon lets people think they are 
  fighting regular people.   The Hags are also aware 
  that if they cast spells at the other Hags, they will 
  need to contend with spell resistance; they do not 
  have to contend with spell resistance when they 
  use spells on themselves. 
   
  All the Hags (not counting the half fiendish 
  one at APL 16) are nuetral mercenaries; here 
  because they are hired, and eager because the 
  completion bonus will allow them retire in luxery.  
  They are not fully cognizant about what they are 
  seeking; thinking it is more loot and gold tresure 
  what is here, but they expect that the Knights are 
  likely to take no prisoners. 
   
  At higher APLs there are three Hags, but 
  these are a group of three individuals, they do not 
  consider themselves a covey. 
  As any of these 
  foes die or fall unconscious, they say, “We are but 
  the first wave of doom,” before they pass out or 
  die. 
   
  Watcher Ragmar is an old and nearly dead 
  dwarf.  However, he has no problem dragging 
  people out of hams way.  He has 116 hit points, 
  and has a ring of freedom of movement on.  He 
  does have two more extended haste spells (at CL 
  7) memorized, five comprend language spells, and 
  three see invisibility spells.  He gave up his 
  familiar at an early age. 
  Aftermath 
  After the battle, Watcher Ragmar explains what 
  the contingency is:  if an event occurred wherein 
  all of the Great Beasts and the Grandiose Imperial 
  Wyvern were to fall, it would be important to 
  preserve 
  the 
  records 
  of 
  the 
  bloodline 
  of 
  Trilesimain, so that the scion of Trilesimain could 
  be identified and protected.  For, it is the scion of 
  Trilesimain who holds the key to the survival of the 
  peoples of the Sheldomar Valley and of all Oerth. 
   
  He assumes that you have come to help 
  preserve the records of the bloodline, since you 
  have come so far.  Knights and Squires, 
  especially, are drawn into the dwarven clerk’s 
  confidence, and Watcher Ragmar then requests 
  help in moving the most important documents to a 
  safer location, where the enemies of the 
  Sheldomar cannot get them.   
   
  The others begin preparations to move the 
  most important documents.  Already they are 
  catorgizing.   When Ragmar learns that all the 
  Great Beasts and Wyvern are not dead, he is 
  concerned that the contingency was utilized, but 
  happy.  His exiting the Repository of Knowledge 
  would have activated certain warning systems.  
  Help, probably overwhelming help, is on its way. 
   
  Anyone standing near the entrance of the Hall 
  of Death hears a male voice down the hall.  If 
  characters gather there, allow them a Listen check 
  (DC 15) to hear the following: 
   
  “In time of need did Bethané come to 
  Trilesimain.  Through that act the spirit world was 
  opened to those who follow in his path.  Those 
  who carry on the struggle no longer in flesh, yet 
  aid their brethren from beyond the bounds of 
  mortality.  This is the Precept of the Fallen.” 
   
  A tall, grim human figure illuminated with an 
  aura of daylight around his head as a nimbus 
  turns the corner.  He wears white robes with the 
  device of an owl argent on a field of black 
  emblazoned over the chest.  He pauses at the 
  sight and sounds of people, and glances at the 
  golems ahead, then strides forward and says: 
   
  “A band shall arise.”  Thus speaks the 
  prophecy of Azmarender.  We are the heirs to the 
  Empire, and will bring it once more to greatness.  
  In the footsteps of the greatest Knight of them all, 
  we march to restore the glory that was lost.  This 
  is the Precept of Inheritance.” 
   
  As he walks down the Hall of Death and glides 
  into view, the party spots the great battle axe 
  firmly in the grip of his right hand.  His grim visage 
  is unmistakable.  The stoic, piercing gaze, the 
  dark, tonsured hair, the rugged, scarred face that 
  has looked upon death and many worse things 
  beyond in places no man was meant to tread.  
  Only someone not native to the Sheldomar could 
  not recognize this man.  It is none other than 
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  Magnus Vrianian, once Commandant of Gran 
  March.  He continues to recite the next Precept:  
  “In the face of the most fiendish tortures did 
  Trilesimain show us the way.  Wisdom is found 
  through agony; transcendence in torment.  This is 
  the Precept of Enlightenment through Pain.” 
   
  And as he nears the party, he concludes:  “It is 
  within the realm of mortal man to unleash from 
  within the depths of our selves strength and power 
  unknowable.  As we master ourselves, so shall we 
  master our surroundings.  This is the Precept of 
  Inner Strength.” 
   
  Upon exiting the Hall of Death, he shouts, 
  “The way is clear!” From around the corner of the 
  Hall of Death come a dozen Watchers, most 
  unarmored or in mithril chain shirts, as they take 
  up stations of defense, they begin casting powerful 
  enchantments to dispel lasting enchantments in 
  the area (greater dispel magic) or even create 
  walls of ice further down the way. 
   
  Magnus Vrianian states directly to the party, 
  “We do not have much time.  Follow me.”  He 
  leads the party around the corner to where iron 
  golems line one wall and two huge stone golems 
  can be seen at the far end.  He instructs the party 
  to stand between the golems and wait.  Then the 
  area flares emerald green, and three female 
  Dispatchers teleport in, and the player characters 
  teleport out.  If the player characters refuse to go, 
  they are required to do so.   
   
  If any player character chooses to get tough 
  with Magnus, he or she has a real fight on his 
  hands, not only with Magnus, who is a powerful 
  spell caster in his own right, but with all present 
  Knights of the Watch and Dispatch, who have 
  powerful magic and weaponry to bear against 
  anyone who has a notion to take down the leader 
  of the Knights or any other member of the Order.  
  Between Magnus Vrianian (a mystic theurge with 
  9th level spells in both cleric and wizard) and the 
  dozen 15th+ casters down the hall, these are 
  enough to render the character dead and 
  transported out as meat.  They then cast raise 
  dead on the character, with no hard feelings. 
   
  The 
  characters 
  are 
  given 
  quarters 
  in 
  Northkeep to freshen up and granted the rare 
  opportunity to witness to a ceremony performed by 
  the Knights of the Watch.  
   
   Magnus Vrianian asks non-knights to swear a 
  high and sacred oath not to reveal knowledge of 
  the contingency path, bloodlines, or secret 
  precenpts.   
   
  DM Note:  Allow players to see their AR 
  before deciding whether to swear the high oath. 
  Treasure 
  APL 8: L: 114 gp, C: 0 gp, M: 2267gp  from +2 
  chain shirt (354 gp), potion of remove 
  blindness/deafness (63 gp), potion of fly (63 
  gp), cloak of charisma +2 (333 gp), vest of 
  resistance +2 (333 gp), brooch of shielding 
  (150 gp), potion of bear's endurance (21 gp), 
  two +1 rapier (384 gp), two +1 short 
  composite  bow (Str +3) (400 gp), two cloak of 
  resistance +1 (166 gp) 
  APL 10: L: 114 gp, C: 0 gp, M: 3263gp  from 
  two +2 chain shirt (708 gp), two potions of 
  remove blindness/deafness (126 gp), two 
  potions of fly (126 gp), two cloak of charisma 
  +2 (666 gp), two vest of resistance +2 (333 
  gp), two brooch of shielding (300 gp), two 
  potion of bear's endurance (42 gp), two +1 
  falchion (396 gp), two +1 short composite  
  bow (Str +3) (400 gp), two cloaks of 
  resistance +1 (166 gp) 
  APL 12: L: 158 gp, C: 0 gp, M: 4012 gp two +2 
  chain shirt (708 gp), four potions of remove 
  blindness/deafness (126 gp), two cloak of 
  charisma +2 (666 gp), two brooch of shielding 
  (300 gp), two potion of bear's endurance (42 
  gp), two +1 falchion (396 gp), two +1 short 
  composite bow(Str +3) (400 gp), two cloaks of 
  resistance +1 (166 gp), two gloves of dexterity 
  +2 (666 gp), two tunic of steady spell casting 
  (416 gp), 
  APL 14: L: 104 gp, C: 0 gp, M: 9758 gp from 
  three +2 chain shirt (1062 gp), six potion of 
  remove blindness/deafness (378 gp), six cloak 
  of charisma +2 (1998 gp), three brooch of 
  shielding (450 gp), three potion of bear's 
  endurance (63 gp), three +1 keen falchion 
  (2094 gp), three +1 short composite  bow (Str 
  +3) (400 gp), three mithril chainshirt +1 (525 
  gp), three dragonmask (999 gp), 
  APL 16: L: 114 gp, C: 0 gp, M: 14,281 gp from 
  three +2 chain shirt (1062 gp), six potion of 
  remove blindness/deafness (378 gp), four 
  dragonmask (1332 gp), seven cloak of 
  charisma +2 (2331 gp), three mithril chainshirt 
  +3 (2526 gp), three brooch of shielding (450 
  gp), three potion of bear's endurance (75 gp), 
  four +1 keen falchion (2792 gp), four +1 short 
  composite  bow (Str +3) (800 gp), three vest of 
  resistance +2 (999 gp), three gloves of 
  dexterity +2 (999 gp), three tunic of steady 
  SHE8-03 Bloodlines 
   
  Page 28 
  
  spell casting (624 gp), mithril chainshirt +1 
  (175 gp), vest of resistance +1 (83 gp). 
   
   
   
   
   
   
  CONCLUSION 
  Assuming the player characters were successful 
  in preventing the shadow forces from reaching the 
  respository or they prevented most of the 
  repository from being taken, read the following: 
   
  You are escorted to the largest hall in 
  Valorous Garde.  A small dais stands at the far 
  end of the hall, and the hall itself is packed 
  with Knights and Squires. You can only guess, 
  but you think you are looking at nearly five 
  hundred 
  seasoned 
  warriors 
  standing 
  in 
  ordered ranks facing the dais.  Your escorts 
  indicate a place for you to stand and then ask 
  you to remain silent and watch. 
   
  A few moments after you enter, another 
  door opens, and Watcher Magnus Vrianian, 
  Grandiose Imperial Wyvern walks to the dais. 
   
  “Brothers,” he begins, “today we have 
  received 
  important 
  information. 
   
  These 
  individuals”—he gestures toward you all—
  “have brought us incontrovertible proof of 
  what we have long suspected: that the Shadow 
  Dragon has been trying to manipulate and 
  infiltrate our Order, destabilize Hochoch, and 
  has 
  even 
  been 
  responsible 
  for 
  the 
  assassination of some of our fellow Watchers. 
  All in a prelude to her planned expansion.” 
    
  “Furthermore, the Archpaladin revealed to 
  me that it was vital to the well-being of the 
  Sheldomar that the Watchers should be based 
  here.  Few of us understood the Archpaladin’s 
  plan at the time.“ 
   
  But now all becomes clear.  For we find 
  ourselves in position as the only force ready 
  and capable of defending the Sheldomar from 
  the imminent attack by the Shadow Dragon 
  and her allies. Now she seeks to spread her 
  shadowed claws deeper into the Sheldomar.  
  The elves of the Dim Forest have tried and 
  failed. Once again, it falls to the Order to 
  cleanse the evil that would threaten the 
  Sheldomar and her people!” 
   
  “Even as we speak, the word goes forth to 
  all our garrisons:  we go to make war upon the 
  Shadow Dragon!” 
   
  The room hums with the thunderous roar 
  of numerous warriors in violent agreement.  
  After the roar fades, Vrianain rests the head of 
  his battleaxe and genuflects; and all the 
  Knights in the entire chamber kneel in unison. 
  “As we embark on this path, we ask that the 
  wisdom of Trilesimain ever guide us as we 
  seek to uphold the Twelve and Seven. Join 
  with me in reciting the Glorious Couplets…” 
  The hope of a knight where ‘ere he doth trod, 
  Is duty to one’s order and one’s god. 
  The Heart of a knight where ‘ere he doth fly, 
  Is to face fear with a gleam in his eye. 
  The praise of a knight where ‘ere he doth go, 
  Is given high and received from below. 
  The strength of a knight where ‘ere he is 
  found, 
  Is that his word is trusted all around. 
  The soul of a knight where ‘ere he doth live, 
  Is his willingness to help and to give. 
   
   
   The Great Hall falls eerily silent and visibly 
  brighter as more than a half dozen angelic 
  apparitions of priests and warriors bearing the 
  heraldry of the Knights of the Watch and the 
  deities of the righteous have manifested  
  around the dais. 
   
  “For the People of the Valley!”  The mass 
  of Knights and Squires echo the same, raising 
  their blades and crying out as one:  “FOR THE 
  PEOPLE OF THE VALLEY!”   
   
  The hall thunders with shouts for a few 
  minutes, and then Magnus Vrianian speaks 
  again, this time in softer tones that cause the 
  hall to fall silent within seconds. 
   
  “There is much about our possession of 
  this land that those outside our order can 
  never understand and never be allowed to 
  know.  Great secrets have been exposed, and 
  steps must be taken to make them hidden 
  again. 
   
  “This I pledge to all of you, that when this 
  Shadow 
  Dragon 
  and 
  her 
  minions 
  are 
  destroyed, when her actions and efforts no 
  SHE8-03 Bloodlines 
   
  Page 29 
  
  longer plague our or any world, then within a 
  year, we will no longer need this land called 
  Arweth except for our holdings and the 
  holdings we need.  
   
  “Six months from the day that the Shadow 
  Dragon is cast down, I will give most of Arweth 
  to the Brenin of Geoff to give to his people. 
  Our order did not receive this gift of lands from 
  Geoff, but from another nation.  So I will give 
  the city of Hochoch and three miles radius of it 
  back to Gran March.  And our order will keep 
  all our holdings within the city, Northkeep and 
  within a half mile around it, and Fort Resolve in 
  a similar fashion, as sovereign territory of our 
  Order.  All other parts of the land known as 
  Arweth will return to the Brenin of Geoff when 
  the Shadow Dragon is no more, on this plane, 
  or any other.” 
   
  Vrianian steps down from the dais, and the 
  light and apparitions quickly dissipate as the 
  Knights and Squires begin to disperse, each 
  seeming to know what his or her first task 
  should be. 
   
  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 2 
  Defeat the shadow creatures and mercenaries. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
    
  APL 12: 420 xp. 
   
  APL 14: 480xp. 
   
  APL 16: 540xp. 
  Encounter 5 
  Defeat the undead agents of the Shadow Dragon 
  and recover the seventh coin. 
  APL 8: 300 xp. 
  APL 10: 360 xp. 
  APL 12: 420 xp. 
  APL 14: 480 xp. 
  APL 16: 540 xp. 
  Encounter 6 
  Defeat the shadow creatures. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
    
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
  APL 16: 540 xp. 
  Encounter 7 
  Defeat or bypass the Deathless and survive the 
  Board of Precepts. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
    
  APL 12: 420 xp. 
   
  APL 14: 480xp. 
   
  APL 16: 540 xp. 
  Encounter 8 
  Defeat the shadow creatures and mercenaries. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
    
  APL 12: 725 xp. 
   
  APL 14: 850 xp. 
   
  APL 16: 540 xp. 
  Story Award 
  Obtain proof of the Shadow Dragon’s efforts 
  against the Watchers and deliver it to them.  If only 
  half the proof is obtained, then half experience. 
   
  APL 8:  
  150 XP 
   
  APL 10: 
  200 XP 
   
  APL 12: 
  280 XP 
   
  APL 14: 
  340 XP 
   
  APL 16: 
  450 XP 
  Solve Riddle of the Coins 
   
  APL All: 50 xp. 
  For each correct precept on the precept board 
  by the party: 
  SHE8-03 Bloodlines 
   
  Page 30 
  
   
  APL All: 10 xp each 
  Discretionary Roleplaying Award 
   
  APL 8:  
   
  90 XP 
   
  APL 10: 
   
  110 XP 
   
  APL 12: 
   
  130 XP 
   
  APL 14: 
   
  130 XP 
   
  APL 16: 
   
  130 XP 
  Total possible experience 
   
  APL 8: 2,250 xp. 
   
  APL 10: 2,700 xp. 
   
  APL 12: 3,150 xp. 
   
  APL 14: 3,600 xp. 
   
  APL 16: 4,050 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  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. 
  ENCOUNTER 2 
  APL 8: L: 65 gp, C: 0 gp, M: 1533 gp from +1 
  longsword (192 gp), +1 composite (str +2) 
  long bow (208 gp), three +1 mithril chainshirt 
  (525 gp), cloak of charisma +2 (333 gp), +1 
  heavy flail (192 gp), vest of resistance +1 (83 
  gp), 
  APL 10: L: 70 gp, C: 0 gp, M:  2296 gp from 
  +1  heavy flail (196 gp), +1 composite (str +2) 
  longbow (217 gp), +1 long sword (192 gp), +2 
   mithril chain shirt (425 gp), ring of protection 
  +1 (167 gp), vest of resistance +1 (83 gp), +1 
  mithril chainshirt (350 gp), cloak of charisma 
  +2 (666 gp), 
  APL 12: L: 70 gp, C: 0 gp, M:   4262 gp from 
  +1 composite (str +2) longbow (217 gp), +1  
  thundering heavy flail (696 gp), +1 long sword 
  (192 gp), +1 mithril chainshirt (175 gp), +3 
  mithril chain shirt (842 gp), +2  mithril chain 
  shirt (425 gp), two cloak of charisma +2 (666 
  gp), cloak of elvenkind (208 gp), gloves of 
  dexterity +2 (333 gp), hexbands (258 gp), vest 
  of resistance +1 (83 gp), ring of protection +1 
  (167 gp)  APL 14: L: 70 gp, C: 0 gp, M:   7825 
  gp from +1 dwarf-bane composite (str +2) 
  longbow (717 gp), +1  thundering heavy flail 
  (1529 gp), +1 long sword (192 gp), +1 mithril 
  chainshirt (175 gp), +3 mithril chain shirt (842 
  gp), +2 light fortification mithril chain shirt (842 
  gp), cloak of charisma +2 (333 gp), cloak of 
  elvenkind (208 gp), gloves of dexterity +2 (333 
  gp), hexbands (258 gp), cloak of charisma +4 
  (1333 gp), ring of protection +1 (167 gp), vest 
  of resistance +1 (83 gp), vest of resistance +3 
  (750 gp), wand of shield (63 gp), 
  SHE8-03 Bloodlines 
   
  Page 31 
  
  APL 16: L: 70 gp, C: 0 gp, M:   9,449 gp from 
  +1 dwarf-bane composite (str +2) longbow 
  (717 gp), +1 frost thundering heavy flail (1529 
  gp), +1 long sword (192 gp), +2 mithril 
  chainshirt (425 gp), +3 mithril chain shirt (842 
  gp), +4 mithril chain shirt (1425 gp), two cloak 
  of charisma +4 (2666 gp), cloak of elvwnkind 
  (208 gp), gloves of dexterity +2 (333 gp), 
  hexbands (258 gp), ring of jumping (208 gp), 
  ring of protection +1 (167 gp), vest of 
  resistance +1 (83 gp), vest of resistance +2 
  (333 gp), wand of shield (63 gp),  ). 
  ENCOUNTER 5: 
  APL 8: L: 33 gp, C: 0 gp, M: three +1 
  composite longbow (Str +3) (675 gp), three 
  anklet of translocation (351 gp) 
  APL 10: L: 44 gp, C: 0 gp, M: four +1 
  composite  longbow (Str +3) (900 gp), four 
  anklet of translocation (468 gp), +1 guisarme 
  (192 gp) 
  APL 12: L: 33 gp, C: 0 gp, M: three +1 
  composite  longbow (Str +3) (675 gp), three 
  anklet of translocation (351 gp), three +1 
  guisarme (576 gp), 
  APL 14: L: 43 gp, C: 0 gp Three +1 composite 
   longbow (Str +3) (675 gp), four anklet of 
  translocation (468 gp), three +1 guisarme (576 
  gp), 
  APL 16: L: 43 gp, C: 0 gp Three +1 composite 
  longbow (Str +3) (675 gp), four anklet of 
  translocation (468 gp), three +1 guisarme (576 
  gp), 
  ENCOUNTER 6: 
  APL 8: L: 14 gp, C: 0 gp, M: 584 gp from +1 
  long sword (192 gp), +1 composite (str +2) 
  longbow (217 gp), +1 mithril chainshirt (175 
  gp) 
  )APL 10: L: 28 gp, C: 0 gp, M: 1168 gp from 
  two +1 long sword (384 gp), two +1 composite 
  (str +2) longbow (434 gp), two +1 mithril 
  chainshirt (350 gp), 
  APL 12: L: 28 gp, C: 0 gp, M: 1168 gp from 
  two +1 long sword (384 gp), two +1 composite 
  (str +2) longbow (434 gp), two +1 mithril 
  chainshirt (350 gp), 
  APL 14: L: 28 gp, C: 0 gp, M:  3511 gp from 
  two +1 long sword (384 gp), two +1 dwarf-
  bane composite (str +2) longbow (1434 gp), 
  two +1 mithril chainshirt (350 gp), +1 
  venomous scimitar (692 gp), +1 full plate 
  armor (221 gp), +1 heavy steel shield (97 gp), 
  periapt of wisdom +2 (333 gp) 
  APL 16: L: 28 gp, C: 0 gp, M:   5677 gp from 
  two +1 long sword (384 gp), two +1 dwarf-
  bane composite (str +2) longbow (1434 gp), 
  two +2 mithril chainshirt (850 gp), +1 
  venomous scimitar (692 gp), +1 full plate 
  armor (221 gp), +1 heavy steel shield (97 gp), 
  two gloves of dexterity +2 (666 gp), peraipt of 
  wisdom +4 (1333 gp),. 
  ENCOUNTER 8 
  APL 8: L: 114 gp, C: 0 gp, M: 2267gp  from +2 
  chain shirt (354 gp), potion of remove 
  blindness/deafness (63 gp), potion of fly (63 
  gp), cloak of charisma +2 (333 gp), vest of 
  resistance +2 (333 gp), brooch of shielding 
  (150 gp), potion of bear's endurance (21 gp), 
  two +1 rapier (384 gp), two +1 short 
  composite  bow (Str +3) (400 gp), two cloak of 
  resistance +1 (166 gp). 
  APL 10: L: 114 gp, C: 0 gp, M: 3263gp  from 
  two +2 chain shirt (708 gp), two potions of 
  remove blindness/deafness (126 gp), two 
  potions of fly (126 gp), two cloak of charisma 
  +2 (666 gp), two vest of resistance +2 (333 
  gp), two brooch of shielding (300 gp), two 
  potion of bear's endurance (42 gp), two +1 
  falchion (396 gp), two +1 short composite  
  bow (Str +3) (400 gp), two cloaks of 
  resistance +1 (166 gp). 
  APL 12: L: 158 gp, C: 0 gp, M: 4012 gp two +2 
  chain shirt (708 gp), four potions of remove 
  blindness/deafness (126 gp), two cloak of 
  charisma +2 (666 gp), two brooch of shielding 
  (300 gp), two potion of bear's endurance (42 
  gp), two +1 falchion (396 gp), two +1 short 
  composite  bow (Str +3) (400 gp), two cloaks 
  of resistance +1 (166 gp), two gloves of 
  dexterity +2 (666 gp), two tunic of steady spell 
  casting (416 gp). 
  APL 14: L: 104 gp, C: 0 gp, M: 9758 gp from 
  three +2 chain shirt (1062 gp), six potion of 
  remove blindness/deafness (378 gp), six cloak 
  of charisma +2 (1998 gp), three brooch of 
  shielding (450 gp), three potion of bear's 
  endurance (63 gp), three +1 keen falchion 
  (2094 gp), three +1 short composite  bow (Str 
  +3) (400 gp), three mithril chainshirt +1 (525 
  gp), three dragonmask (999 gp). 
  SHE8-03 Bloodlines 
   
  Page 32 
  
  APL 16: L: 114 gp, C: 0 gp, M: 14,281 gp from 
  three +2 chain shirt (1062 gp), six potion of 
  remove blindness/deafness (378 gp), four 
  dragonmask (1332 gp), seven cloak of 
  charisma +2 (2331 gp), three mithril chainshirt 
  +3 (2526 gp), three brooch of shielding (450 
  gp), three potion of bear's endurance (75 gp), 
  four +1 keen falchion (2792 gp), four +1 short 
  composite bow (Str +3) (800 gp), three vest of 
  resistance +2 (999 gp), three gloves of 
  dexterity +2 (999 gp), three tunic of steady 
  spell casting (624 gp), mithril chainshirt +1 
  (175 gp), vest of resistance +1 (83 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8: L: 212 gp, C: 100 gp, M: 5,410 gp – 
  Total: 5,722 gp (2,600 gp). 
  APL 10: L: 228 gp, C: 100 gp, M: 8,387 gp – 
  Total: 8,515 gp (4,600 gp). 
  APL 12: L: 261 gp, C: 100 gp, M: 11,044 gp – 
  Total: 11,405 gp (6,600 gp). 
  APL 14: L: 217 gp, C: 100 gp, M: 22,813 gp – 
  Total:  23,130 gp (13,200 gp). 
  APL 16: L: 227 gp, C: 100 gp, M: 31,126 gp – 
  Total: 31,453 gp (19,800 gp). 
  The Line of Trilesimain AR Item goes to all 
  Knight and Squires of the Knights of the 
  Watch and Dispatch. 
  If the repository was saved from the forces of 
  the Shadow dragon, all characters receive 
  Thanks 
  from 
  the 
  Grandiose 
  Imperial 
  Wyvern. 
  All characters that were squires of the Knights 
  of the Watch or Dispatch receive the Squires 
  to Vigil AR Item. 
  All characters that met Watcher Ironblood 
  receive the Thanks from an Old Librarian 
  AR item. 
  Characters 
  that 
  prevented 
  the 
  Shadow 
  Dragon’s 
  minions 
  from 
  getting 
  to 
  the 
  respository get the Blessing AR item.  
  Characters that did not make it past Encounter 
  Six receive the Blessing but cross off 
  everything except the Hero’s Feast. 
  Characters that qualify for Squires of the 
  Knights my take the Line Squire AR item. 
  Non-knight characters are asked to swear the 
  High Oath. 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  SPECIAL 
  Line of Trilesimain:  Your vision has left a 5-inch 
  scar on your chest, which marks as part of the 
  Line of Trilesimain, either direct descendant or of 
  one of his blood brothers or adopted children.  
  Once per adventure, if you take enough damage 
  to go beyond –9 hit points, you receive a 9-point 
  close wounds spell.  Once per day, if you go to –1 
  to –9 hit points, you automatically stabilize.    In 
  addition, you have a +2 sacred bonus to attack 
  and damage rolls with melee weapons against 
  creatures 
  with 
  Shadow, 
  Fade, 
  or 
  Umbral 
  templates, and should you confirm a threat on 
  these creatures you do normal damage bypassing 
  miss chance or ignoring damage.  After confirming 
  the threat you also glow like the daylight spell in a 
  5-foot radius as a supernatural ability for your 
  charisma bonus in rounds (minimum 1).  Having 
  this AR item grants you 20 promotion points in the 
  Knights of the Watch or Dispatch, and Dispatcher 
  Garellon Egraldin, Most High Magnificent Puissant 
  Nightwing recommends you for promotion; if you 
  qualify for such a promotion to Beast of the Air, 
  except time in grade, the time requirement is 
  waived.   This AR item replaces and supersedes 
  the one of a similar name from SHE7-07 
  Prophecies. 
  Thanks of the Grandiose Imperial Wyvern:  For 
  assisting the Order and the Sheldomar Valley, 
  Magnus Vrianian owes you a debt of gratitude.  If 
  you had Emnity or Disfavor with the Knights, this is 
  forgotten.  If you are of a race that can be a 
  member of the Knights of the Watch, circle two of 
  the following.  If you are of a race that cannot be a 
  member of the Knights of the Watch, circle three 
  of the following.  1)   You have access to a  Dire 
  Eagle Animal Companion (RS) or Celestial Griffon 
  Paladin Mount   2) You have access to any one 
  PHB2 not-open, not-closed Feat, list the feat here: 
  _______ ___________________________  3) 
  You have metaregional access to the Axiomatic, 
  Keen, Returning, and Holy weapon enhancements 
  as well as to the Sun Blade. 4) Circle two items on 
  this Item access list at the APL played (or one item 
  for an APL higher than was played) and that item 
  changes to metaregional access for you. 
  SHE8-03 Bloodlines 
   
  Page 33 
  
  SHE8-03 Bloodlines 
   
  Page 34 
  Line Squire:  If you meet the requirements to 
  Squire to the Knights of the Watch and Dispatch, 
  you may do so at a cost of 8 TU.  This includes 
  being taken to Trilesimain’s Rest where you too 
  will 
  receive 
  the 
  Line 
  of 
  Trilesimain 
  item.   
  Promotion to Vigil is automatic in three real 
  months if not accomplished sooner. 
  Squires to Vigil:  Characters that were squires at 
  the beginning of this game are promoted to Vigils 
  bypassing normal requirements; before advancing 
  further they must meet all requirements. 
  Thanks from an Old Librarian: He never thought 
  he would see the light of day again, and for that he 
  is thankful, though he regrets he will no longer 
  serve the Order as he did.  He gives you a copy of 
  a quaint book he has kept with him.  By spending 
  1 TU (2 TU if you must only go by the pictures) 
  studying the book, you may learn a single skill trick 
  from Complete Scoundrel.  This book contains all 
  the skill tricks from that book and grants access 
  with the expenditure of 1 TU per trick. 
  Blessings:  The next adventure played after this 
  AR, the you start the adventure under the effect of 
  an extended heroes’ feast (CL 16), extended delay 
  poison (CL 16), and may invoke a divine power 
  spell at CL 16 as a swift action in that adventure.  
  Cross this off after the next adventure played. 
  High Oath:  You have sworn a High Oath to the 
  Grandiose 
  Imperial 
  Wyvern 
  not 
  to 
  reveal 
  information regarding the bloodlines, contingency 
  planning, and secret precepts.  At the end of each 
  Sheldomar Valley or Greyhawk city adventure in 
  which you willingly break this oath, the character is 
  murdered and you jaw and left hand removed.  A 
  resurrection or reincarnation may be applied as 
  normal. 
  High Oath Refusal: You refused to swear the 
  High Oath.  The knights kept you prisoner for 10 
  TU but you escaped.  At the end of most 
  Sheldomar Valley or Greyhawk city adventure, 
  there is a 50% chance your character is murdered 
  (10% in Yeomanry; 30% in Principality of Ulek) 
  with your jaw and left hand removed.  A 
  resurrection or reincarnation may be applied as 
  normal. 
  ITEM ACCESS 
  APL 8:  
  +1 mithril chain shirt (Adventure; Dungeon 
  Master’s Guide) 
  +1 shadow silent moves mithril breastplate 
  (Adventure; Dungeon Master’s Guide) 
  +1 mithril full plate (Adventure; Dungeon Master’s 
  Guide) 
  Ring 
  of 
  counterspells 
  (Adventure; 
  Dungeon 
  Master’s Guide) 
  APL 10:  
  All of APL 8 plus the following): 
  Riding boots [limit 1 pair] (Adventure; Dungeon 
  Master’s Guide II) 
   
  Boots of Speed (Adventure; Dungeon Master’s 
  Guide) 
  +1 keen falchion (Adventure, Dungeon Master’s 
  Guide) 
   
  APL 12  
  All of APL 8-10 plus the following: 
   
  Tunic of steady spellcasting [limit 1] (Adventure, 
  Magic Item Compendium 
  dragon mask [limit 1] (Adventure, Magic Item 
  Compendium 
  +1 thundering heavy flail (Adventure; Dungeon 
  Master’s Guide) 
  Hexbands [limit 1 set] (Adventure, Magic Item 
  Compendium) 
  APL14  
  All of APL 8-12 plus the following: 
  Rod, metamagic, extend (Adventure; Dungeon 
  Master’s Guide) 
  +1 bane (dwarves) composite longbow (str +2) 
  (Adventure, Dungeon Master’s Guide) 
  +2 light fortification mithril chain shirt (Adventure, 
  Dungeon Master’s Guide) 
   
  APL 16 
  All of APL 8-14 plus the following: 
  Rod, greater metamagic, extend (Adventure; 
  Dungeon Master’s Guide) 
   
   
   
   
  
  APPENDIX 1 – APL 8
  ENCOUNTER 2 
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  7 
  Male human Ranger 6 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses Darkvision (60 ft.) Listen +10, Spot 
  +15(+4 vs dwarves, +2 vs. fey)  
  Languages Flan  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex,  +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 45 (6d8+12 HD)  
  Resist Cold 11;  
  Fort +9, Ref +9, Will +5 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft.,; 
  Melee +1 longsword +9/+4 (1d8+3/19-20x2; 1d8+10 vs 
  dwarves, 1d8+8 vs. fey)  
  Ranged +1 (str+2) composite longbow +9/+9/+4 
  (1d8+3/x3, 1d8+10 vs dwarves, 1d8 +8 vs. fey) 
  Space5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (2 arrows) +6, +1 to 
  hit/damage within 30 ft. 
  Combat Gear +1 (str+2) Composite Longbow, +1 
  longsword, +1 mithril chainshirt, mw buckler, 100 cold 
  iron arrows 
  Ranger Spells Prepared (CL 3th): 
   1st—Arrow Mind, Raptor Sight�. 
  �Already cast 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +4, fey 
  +2), woodland stride, wild empathy 
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot, Endurance 
  Skills Handle Animal +4, Hide +11, Knowledge(nature) 
  +6, Listen +10, Move Silently +17, Search +9, Spot 
  +10 (+15), Survival +10 
  Possessions combat gear plus thunderstone. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Skills : +6 racial bonus on Move Silently. +5 Spot from 
  Raptor’s Sight. 
  Sources LOM (p 168). 
   
  F ADE D W ARL O C K 
  CR  7 
  Male human Warlock 6 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses See Invisible & Darkvision (60’), Listen 
  +0, Spot +0 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  Miss Chance 50% except if full daylight 
  hp 32 (6d6+6 HD); regeneration/fast healing; DR  
  Resist  Cold 11; 
  Fort +3, Ref +4, Will +5 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft.,; 
  Melee Masterwork morningstar +5 (1d8)  
  Ranged Eldritch blast +7 (3d6 plus DC17 Fort save or 
  sickened for 1 minute) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options  
  Special Actions  
  Combat 
  Gear 
  +1 
  mithril 
  chainshirt, 
  masterwork 
  morningstar 
  Spell-Like Abilities (CL 6th): 
  4th--- Flee the Scene 
   
  3rd— 
   2nd—Eldritch Spear, See the Unseen�, Sickening 
  Blast (DC15) 
   1st— 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18  
  SQ Evasion 
  Feats Point Blank Shot, Precise Shot, Weapon 
  Focus(ray), Ability Focus (Eldritch Blast)  
  Skills Sense Motive +9, Spellcraft +9, Use Magic 
  Device +13 
  Possessions combat gear plus cloak of charisma (+2) 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Skills +6 racial bonus to Move Silently. 
  Sources LOM (p. 168), Complete Arcane (p.5) 
   
  H E X B L AD E 
  CR  7 
  Male human hexblade 7 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common, Flan  
  AC 15, touch 10, flat-footed 15 
   (+5 armor) 
  hp 53 (7d10+7 HD);  
  Fort +6, Ref +3, Will +6  
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 heavy flail +10/+5 (1d10+4/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Improved Trip (+6), Improved Disarm (+6) 
  SHE8-03 Bloodlines 
   
  Page 35 
  
  Special Actions  
  Combat Gear +1 heavy flail, +1 mithril chainshirt, 
  masterwork heavy flail 
  Class Spells Known (CL 3th): 
   1st 
  (2/day)—Charm 
  Person, 
  Disguise 
  Self, 
  Undectable Alignment (DC13) 
   �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 14  
  SQ Familiar (rat) 
  Feats Alertness, Combat Casting, Combat Expertise, 
  Improved Trip, Improved Disarm, Ability Focus 
  (Hexblade’s Curse)  
  Skills Bluff +12, Diplomacy +14, Gather Information +7, 
  Jump +10 
  Possessions combat gear plus vest of resistance +1 
  Greater Hexblade’s Curse (Su) Two times per day, as 
  a free action, you can unleash a curse at a foe within 
  60’ that you can see.  The target of your curse takes 
  a -4 penalty to attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for one hour.  A 
  successful Will save (DC 17) negates the effect. 
  Arcane Resistance (Ex) You receive a +2 bonus on 
  saving throws versus spells and spell-like effects.  
  Mettle (Ex) If you make a Will or Fortitude saving throw 
  that would normally reduce the spell’s effect, you 
  suffer no effect from that spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial”, 
  “Fort. Half” or similar entries can be negated through 
  this ability.   
  Sources Complete Warrior 
   
  F ADE D T R O L L 
  CR  6 
  CE Large Giant (extraplanar) 
  Init +2; Senses Darkvision 90 ft., low light, scent, Listen 
  +5, Spot +6 
  Languages Common, Giant  
  AC 16, touch 11, flat-footed 14 
   (-1 size, +2 Dex, +4 natural) 
  Miss Chance 50% except in full daylight 
  hp 57 (6d8+36 HD); regeneration 5; DR  
  Resist Cold 11 
  Fort +11, Ref +4, Will +3 
  Speed 45 ft. (9 squares); 
  Melee 2 claws +9 (1d6+6) and 1 bite +4(1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Special Actions Rend (2d6+9) 
  Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6  
  SQ Darkvision 90’, low-light vision, regeneration 5, 
  scent, evasion 
  Feats Alertness, Iron Will, Track  
  Skills Listen +5, Spot +6,  Move Silently+ 7 
  Rend (Ex): If a troll hits with both claw attacks, it latches 
  onto the opponent’s body and tears the flesh.  The 
  attack automatically deals an additional 2d6+9 points 
  of damage.  
  Regeneration (Ex): Fire and acid deal normal damage 
  to a troll.  If the troll loses a limb or body part, the lost 
  portion regrows in 3d6 minutes.  The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
   Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex): As the rogue class feature. 
  Skills +6 racial bonus to Move Silently. 
  Sources LOM (p. 167). 
   
  ENCOUNTER 5 
   
   
   
   
  AD V AN C E D  G H AS T   H E X B L AD E1 
  CR  5 
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +3, Spot +13 
  Languages Flan  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +4 natural, +3 armor) 
  hp 81 (9 HD)  
  Resist turn resistance +6 
  Fort +2, Ref +6, Will +13 
  Speed 30 ft. (6 squares) 
  Melee bite +11 (1d8+5 plus paralysis) and 2 claws +8 
  (1d4+2 plus paralysis) 
  Ranged +1 long composite bow +10 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Special Actions Ghoul fever, paralysis, stench 
  Abilities Str 20, Dex 19, Con --, Int 13, Wis 16, Cha 22  
  SQ undead traits, hexblade curse 1/day 
  Feats Weapon Focus: bite, Multiattack, Improved Turn 
  Resistance, iron will  
  Skills Balance +9, Climb +15, Hide +15, Jump +13, 
  Move Silently +15, Spot +13, Spellcraft +4 
  Combat Equipment:  anklet of translocation, +1 long 
  composite bow (str +3), 60 cold iron arrows, 
  masterwork studded leather 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Hexblade Curse (Su): Once per day the Hexblade may, 
  as a free action (range 60 feet) curse a visible  target. 
   The recipient of the curse receives -2 penalty to 
  attack rolls, weapon damage rolls, saves, skill 
  checks, ability checks, for one hour.  A Will save, DC 
  17, negates this effect. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  SHE8-03 Bloodlines 
   
  Page 36 
  
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
  Possessions: combat gear and wooden holy 
  symbol of the Winter King (aspect of Nerull in 
  the Old Faith) 
    
  ENCOUNTER 6 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  8 
  Male human Ranger 7 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses Darkvision 60 ft., Listen +11 Spot 
  +11(+4 vs dwarves, +2 vs. fey)  
  Languages Flan  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex,  +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 52 (7d8+14 HD)  
  Resist Cold 12;  
  Fort +9, Ref +9, Will +5 
  Speed 55 ft. in light armor (9 squares), base movement 
  45 ft.; 
  Melee +1 longsword +10/+5 (1d8+3/19-20; 1d8+10/19-
  20 vs dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 (str+2) composite longbow +10/+10/+5 
  (1d8+3/x3, 1d8+10 vs dwarves, 1d8 +8 vs. fey) 
  Space5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (2 arrows) +7, +1 to 
  hit/damage within 30 ft. 
  Combat Gear +1  Composite Longbow (Str +2), +1 
  longsword, +1 mithril chainshirt, masterwork buckler, 
  100 cold iron arrows 
  Ranger Spells Prepared (CL 3th): 
   1st—Arrow Mind, Longstrider�. 
  �Already cast 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +4, fey 
  +2), woodland stride, wild empathy 
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot , Endurance 
  Skills Handle Animal +4, Hide +12, Knowledge (nature) 
  +7, Listen +11, Move Silently +18, Search +10, Spot 
  +11, Survival +11 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft.. 
  Skills : +6 racial bonus on Move Silently. 
  Sources LOM (p 168) 
   
  ENCOUNTER 7 
   
   
   
   
  W ATC H E R  AN G O R I N 
  CR  10 
  Male Ghost (Human-Suel) Duskblade 7 Pious Templar1 
  (Hieroneous)  
  LG  Medium Ghost/Deathless/Incorporeal 
  Init +3; Senses Listen +10, Spot +10 
  Languages Common, Celestial 
  AC 24, touch 15, flat-footed 21 
   (+0 size, +3 Dex, +0 class, +5 armor, +4 shield, +2 
  deflection, +0 insight, +0 natural) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures;  
  hp 72 (8D12);  
  Fort +7, Ref +10 Will +9 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch battle axe +13/+8 (1d8+5/x3);  
  or Incorporeal Touch+11/+6 (1d6); 
  or draining touch  +11(1d4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +8; Grp +8 (+10 vs. ethereal) 
  Atk Options  ghost touch battle axe, incorporeal touch, 
  draining touch,  
  Gear that appears on his ghostly body: “breastplate, 
  +1 heavy wood shield, gloves of dexterity +2, +1 
  ghost touch keen battle axe  
  Arcane Class Spells Known (CL 7th) Save = 12+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from chaos 
  2nd (5/day) – mirror image, see invisibility, false life  
  Divine Class Spells Prepared (CL 1st) Save = 12 + 
  spell level 
   
  1st -- divine favor  
  Abilities Str  --/16, Dex 16, Con --, Int 12, Wis 14, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex), Deathless (Ex) 
  Feats Shield Specialization, Weapon Focus (battle axe), 
  Combat Casting, True Believer, Blind Fight, 
  Skills Concentration +6 [+10 casting on defensive or in 
  grapple],  Knowledge (Religion) +3, Listen +10, 
  Spellcraft +5,  Sense Motive +7, Spot +10,  , Hide 
  +16 , Search +7, Always moves silently 
  Mettle (Su):.  If he makes a  successful Will or Fortitude 
  against an attack that normally would have a lesser 
  effect on a successful save, he instead completely 
  negates the effect.   
  Incorporeal Touch (Su):  A ghost that hits a target with 
  its incorporeal touch attack deals 1d6 points of 
  damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  SHE8-03 Bloodlines 
   
  Page 37 
  
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Draining Touch (Su): A ghost that hits a target with its 
  incorporeal touch attack may drain 1d4 points from 
  charisma. On each such successful attack against a 
  non-Good opponent, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds 
  its Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Manifestation (Su): Deathless ghosts are always 
  manifested.  They cannot disappear to ethereal plane 
  like regular ghosts. A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage  
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own attacks 
  pass through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike with its 
  touch attack or with a ghost touch weapon (see 
  Ghostly Equipment, below). A manifested ghost 
  remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
   
   
  . When a spellcasting ghost manifests, its 
  spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless 
  the spells rely on touch. A manifested ghost’s touch 
  spells don’t work on nonethereal targets.  (However a 
  duskblade can channel through his weapon) 
   
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extraplanar when on either of these planes 
  Rejuvenation (Su): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the ONLY way he can deliver touch spells to non-
  ethereal creatures. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter.  
  Deathless (Ex): Darkvision out to 60 feet; Immunity to 
  all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns, and morale effects); Immunity to 
  poison, sleep effects, paralysis, stunning, disease, and 
  death effects; Not subject to critical hits, nonlethal 
  damage, ability drain, or energy drain. Immune to 
  damage to its  ability scores, as well as to fatigue and 
  exhaustion effects; Immunity to any effect that requires 
  a Fortitude save (unless the effect also works on objects 
  or is harmless); Not at risk of death from massive 
  damage, but when reduced to 0 hit points or less, it is 
  immediately destroyed; Does not need to breathe, eat, 
  or sleep; positive energy heals it as it does the living. 
  Description  A five foot, five inch tall human with pale 
  skin and platinum blonde hair.  He has a translucent 
  bladed battle axe, chain mail armor, and dark wood 
  wooden shield. 
  Sources Duskblade, Shield Specialization, Shield Ward 
  (Player Handbook II), Pious Templar, True Believer 
  (Complete Divine).  
   
  ENCOUNTER 8 
   
   
   
   
  F AD E D  W AR  M AG E 
  CR  9 
  Male Faded Human Warmage 8 
  NE Medium Human  (Extra Planerl) 
  Init +1; Senses Listen +2, Spot +2 
  Resist Cold 13 
  Languages Common, Suloise 
  AC 20, touch 13, flat-footed 17 
   (+0 size, +3 Dex, +0 class, +6 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 46  (8 HD);  +16 more hit points  from bear’s 
  endurance potion 
  Fort +8, Ref +9, Will +10  [+2 fort save from bear’s 
  endurance] 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft.; 
  Melee dagger +6 (1d4+1/19-20); 
  Ranged Ranged Touch attack +8  
  Space 5 ft.; Reach 5 ft  
  Base Atk +4; Grp +5 
  Combat Gear two masterwork daggers, buckler, +2 
  chainshirt, potion of remove blindness/deafness, 
  potion of fly, cloak of charisma +2, brooch of 
  shielding, vest of resistance +2, potion of bear’s 
  endurance, bear’s endurance potion 
  Warmage Spells Known (CL 8th): Save 13 + spell level 
  SHE8-03 Bloodlines 
   
  Page 38 
  
  SHE8-03 Bloodlines 
   
  Page 39 
   
  4th (3/day)—blast of flame, Evard's black tentacles, 
  orb of acid, orb of cold, orb of electricity, orb of fire, 
  orb of force, orb of sound, phantasmal killer, shout, 
  wall of fire 
  3rd (6/day)—fire shield, fireball, gust of wind, ice storm, 
  lightning bolt, poison, ring of blades, sleet storm, 
  stinking cloud, see invisibility. 
   2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf's acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade. 
  1st (7/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, orb of acid, 
  lesser, orb of cold, lesser, orb of electricity, lesser, 
  orb of fire, lesser, orb of sound, lesser, shocking 
  grasp, Tenser’s floating disk, true strike. 
   0 (6/day)— acid splash, disrupt undead, light, ray of 
  frost 
   Already cast  see invisibility; used a bear’s endurance 
  and bull’s strength potion (CL 3) 
  Abilities Str 8 (12), Dex 16, Con 14 (18), Int 12, Wis 10, 
  Cha 16 
  SQ Armored Mage (medium), Warmage Edge (+1 
  damage), 
  Darkvision 
  60 
  feet, 
  lowlight 
  vision,  
  Evasion; Eclectic Learning allows him to learn see 
  invisibility as a 3rd level spell 
  Feats Still Spell, Eschew Materials, Weapon Focus: 
  Ranged Touch Attack , Sculpt Spell 
  Skills Concentration +13, Intimidate +4, Knowledge 
  (Arcana) +7, Listen +2, Spellcraft +13, Spot +3, 
  Possessions combat gear plus spell component pouch 
  (decoy, eschew materials means he doesn’t need 
  this) 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex):  If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. A helpless person does not gain the benefit 
  of evasion. 
  Sources Eclectic Learning (Players Handbook II) 
   
  G R E E N  H AG  R O G U E2 
  CR  7 
  N Medium Monstrous Humanoid 
  Init +1; Senses darkvision 90 ft. Listen +11, Spot +11 
  Languages Common, Giant 
  AC 26, touch 13, flat-footed 23 
   (+3 Dex, +11 natural, +2 armor) 
  hp 80 (11 HD)  
  Spell Resistance 18 
  Fort +8, Ref +13, Will +9 
  Speed  30 ft. (6 squares) 
  Melee Claws +16/+16 (1d4+6) or +1 rapier +17/+12 
  (1d6+7/18-20) 
  Ranged:  +1 Short composite (Str +3) Bow +14/+9 
  (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Combat Gear:  +1 rapier, +1 short composite (str +3) 
  bow, 60 cold iron arrows, leather armor, cloak of 
  resistance +1 
  Abilities Str 22, Dex 17, Con 15, Int 10, Wis 14, Cha 14  
  SQ Sneak Attack +1D6, Trapfinding, Evasion,  spell like 
  abilities, weakness, mimicry 
  Feats Alertness, Blind-Fight, Combat Casting, Great 
  Fortitude 
  Skills Concentration +9 [+13 on the defensive or in 
  grapples], Disguise +5, Balance +9, Listen +11, Spot 
  +11, Swim +10, Hide +7, Tumble +9 
  Spell Like Abilities (Sp):  At will (CL 9)—dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 
  points of Strength damage. 
   
  A green hag gains a +8 racial bonus on Swim 
  checks. 
  Mimicry (Ex):  A green hag can imitate the sounds of 
  almost any animal found near its lair 
  Evasion (Ex):  If she makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Description: This green hag uses her disguise skill and 
  disguise self spell to make herself appear to be a 
  leather armored, rapier and short composite bow 
  wielding Flan human female.  Her Disguise check is 
  +15. 
   
  
  APPENDIX 2 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  9 
  Male human Ranger 8 
  NE Medium Humanoid (human, extraplanar) 
  Init +3; Senses Darkvision 60 ft., Listen +12 Spot +17 
  (+4 vs dwarves, +2 vs. fey)  
  Languages Flan  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 59 (8d8+16 HD)  
  Resist Cold 13;  
  Fort +10, Ref +11, Will +5 
  Speed 55 ft. in light armor (9 squares), base movement 
  45 ft.,; 
  Melee +1 longsword +11/+6 (1d8+3/19-20; 1d8+10/19-
  20 vs dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 composite longbow (Str +2) +12/+12/+7 
  (1d8+3/x3, 1d8+10/x3 vs dwarves, 1d8 +8/x3 vs. fey) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (2 arrows) +9, +1 to 
  hit/damage within 30’ 
  Combat Gear +1  Composite Longbow (Str +2), +1 
  longsword, +1 mithril chainshirt, masterwork buckler, 
  100 cold iron arrows 
  Ranger Spells Prepared (CL 4th): 
   1st—Arrow Mind, Raptor’s Sight�. 
  �Already cast 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +4, fey 
  +2), woodland stride, wild empathy, swift tracker 
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot , Endurance 
  Skills Handle Animal +4, Hide +19, Knowledge (nature) 
  +8, Listen +12, Move Silently +20, Search +11, Spot 
  +12 (+17), Survival +12 
  Possessions combat gear plus cloak of elevenkind, 
  potion of cure moderate wounds, , thunderstone. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Evasion (Ex): As the rogue class feature. 
  Skills : +6 racial bonus on Move Silently. +5 Spot from 
  Raptor’s Sight. 
  Sources LOM (p 168) 
   
  F AD E D  W AR L O C K 
  CR  9 
  Male human Warlock 8 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses See Invisible and Darkvision 60 ft., 
  Listen +0, Spot +0 
  Languages Common  
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +6 armor, +1 deflection) 
  Miss Chance 50% except if full daylight 
  hp 42 (8d6+8 HD); DR 2/cold iron 
  Resist  Cold 13; 
  Fort +5, Ref +6, Will +8 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft.; 
  Melee Masterwork morningstar +7/+2 (1d8)  
  Ranged Eldritch blast +9 (4d6 plus DC20 Fort save or 
  blinded for 1 round) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Atk Options Eldritich Blast 
  Special Actions  
  Combat Gear +2 mithril chainshirt, mw morningstar 
  Spell-Like Abilities (CL 8th): 
  4th--- Flee the Scene, Beshadowed Blast (DC 20) 
   
  3rd— 
   2nd—Eldritch Spear, See the Unseen�, Entropic 
  Warding 
   1st— 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 19  
  SQ Evasion, Fiendish Resilience, Detect Magic, 
  Deceive Item, Shadow Blend 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ray), Ability Focus (Eldritch Blast)  
  Skills Sense Motive +11, Spellcraft +11, Use Magic 
  Device +15 
  Possessions combat gear plus cloak of charisma +2, 
  ring of protection +1 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Detect Magic (Sp) At will, as the spell. 
  Deceive Item (Ex):  You can always take 10 on Use 
  Magic Device. 
  Fiendish Resilience (Su): Once per day, you have Fast 
  Healing 1 for 2 minutes. 
  Skills +6 racial bonus to Move Silently 
  Sources Complete Arcane 
   
  SHE8-03 Bloodlines 
   
  Page 40 
  
  H E X B L AD E 
  CR  9 
  Male human hexblade 8/marshal 1 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +2, Spot +6 
  Languages Common, Flan  
  AC 16, touch 11, flat-footed 16 
   (+5 armor, +1 deflection) 
  hp 66 (1d8+8d10+9 HD);  
  Fort +8, Ref +5, Will +9  
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 heavy flail +11/+6 (1d10+4/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Improved Trip (+9), Improved Disarm (+9) 
  Special Actions  
  Combat Gear +1 heavy flail, +1 mithril chainshirt, 
  masterwork heavy flail 
  Class Spells Known (CL 4th): 
  2nd (1/day)---See Invisibility, Touch of Idiocy 
   
  1st (2/day)—Charm Person, Disguise Self, Tasha’s 
  Hideous Lauthter, Undectable Alignment (DC13) 
   �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 17  
  SQ Familiar (rat) 
  Feats Alertness, Combat Casting, Combat Expertise, 
  Improved Trip, Improved Disarm, Ability Focus 
  (Hexblade’s Curse) , Lightning Reflexes 
  Skills Bluff +14, Concentration +3, Diplomacy +16, 
  Gather Information +8, Jump +10, Spot +6 
  Possessions combat gear plus, Vest of Resistance +1, 
  Ring of Protection +1, Cloak of Charisma +2 
  Greater Hexblade’s Curse (Su) Two times per day, as 
  a free action, you can unleash a curse at a foes 
  within 60’ that you can see.  The target of your curse 
  takes a -4 penalty to attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for one hour.  
  A successful Will save (DC 19) negates the effect. 
  Arcane Resistance (Ex) You receive a +3 bonus on 
  saving throws versus spells and spell-like effects.  
  Mettle (Ex) If you make a Will or Fortitude saving throw 
  that would normally reduce the spell’s effect, you 
  suffer no effect from that spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial”, 
  “Fort. Half” or similar entries can be negated through 
  this ability. 
  Auras(Ex) You may project one minor aura at a time. 
  Art of War: +3 bonus on trip, bull rush, disarm, & 
  sunder attempts. 
  Sources Complete Warrior (p.5), MH (p.11). 
   
  ENCOUNTER 5 
   
   
   
   
  AD V AN C E D  G H AS T   H E X B L AD E1 
  CR  5 
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +3, Spot +13 
  Languages Flan  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +4 natural, +3 armor) 
  hp 81 (9 HD)  
  Resist turn resistance +6 
  Fort +2, Ref +6, Will +13 
  Speed 30 ft. (6 squares) 
  Melee bite +11 (1d8+5 plus paralysis) and 2 claws +8 
  (1d4+2 plus paralysis) 
  Ranged +1 long composite bow +10 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Special Actions Ghoul fever, paralysis, stench 
  Abilities Str 20, Dex 19, Con --, Int 13, Wis 16, Cha 22  
  SQ undead traits, hexblade curse 1/day 
  Feats Weapon Focus: bite, Multiattack, Improved Turn 
  Resistance, iron will  
  Skills Balance +9, Climb +15, Hide +15, Jump +13, 
  Move Silently +15, Spot +13, Spellcraft +4 
  Combat Equipment:  anklet of translocation, +1 long 
  composite bow (str +3), 60 cold iron arrows, 
  masterwork studded leather 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Hexblade Curse (Su): Once per day the Hexblade may, 
  as a free action (range 60 feet) curse a visible  target. 
   The recipient of the curse receives -2 penalty to 
  attack rolls, weapon damage rolls, saves, skill 
  checks, ability checks, for one hour.  A Will save, DC 
  17, negates this effect. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
  Possessions: combat gear and wooden holy 
  symbol of the Winter King (aspect of Nerull in 
  the Old Faith) 
   
  SHE8-03 Bloodlines 
   
  Page 41 
  
  AD V AN C E D  G H AS T   H E X B L AD E  2 
  CR  6   
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +3, Spot +13 
  Languages Flan  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +4 natural, +3 armor) 
  hp 90 (10 HD)  
  Resist turn resistance +6 
  Fort +8, Ref +12, Will +17 
  Speed 30 ft. (6 squares) 
  Melee bite +11 (1d8+5 plus paralysis) and 2 claws +6 
  (1d4+2 plus paralysis) or +1 guisarme +12/+7 
  (2d4+7) 10-ft reach 
  Ranged +1 long composite bow +10 (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10ft with glaive) 
  Base Atk +6; Grp +11 
  Special Actions Ghoul fever, paralysis, stench, tripping 
  Abilities Str 20, Dex 19, Con --, Int 13, Wis 16, Cha 22  
  SQ undead traits, hexblade curse 1/day 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Turn Resistance, Improved Trip 
  Skills Balance +9, Climb +15, Hide +15, Jump +13, 
  Move Silently +15, Spot +13, Spellcraft +4 
  Combat Equipment:  anklet of translocation, +1 long 
  composite bow (str +3), 60 cold iron arrows, 
  masterwork studded leather, +1 guisarme 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Hexblade Curse (Su): Once per day the Hexblade may, 
  as a free action (range 60 feet) curse a visible  target. 
   The recipient of the curse receives -2 penalty to 
  attack rolls, weapon damage rolls, saves, skill 
  checks, ability checks, for one hour.  A Will save, DC 
  18, negates this effect. 
  Arcane Resistance (Su): A Hexblade gets her 
  charisma bonus (minimum +1) to all saving throws. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
  Possessions:  wooden holy symbol of the 
  Winterking (aspect of Nerull in Old Faith) 
   
  AD V AN C E D  S H AD O W 
  CR  4 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft. Listen +9, Spot +9 
  Languages -- 
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +2 deflection, ) 
  hp 63 (7 HD)  
  Resist turn resistance +6 
  Fort +2, Ref +4, Will +8 
  Speed Flt 40 ft. [good] (8 squares) 
  Melee incorporeal touch +5 (1d6 strength) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14  
  SQ undead traits, incorporeal traits, create spawn, 
  strength damage 
  Feats , Alertness, Improved Turn Resistance, Iron Will  
  Skills Hide +8, Search +4, Listen +9, Spot +9 
  Strength Damage (Su):  The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect.  
  Create Spawn (Su): Any humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  of its killer within 1d4 rounds.  
   
  A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it takes a -4 penalty on Hide checks. 
  ENCOUNTER 6 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  9 
  Male Fade human Ranger 8 
  NE Medium Humanoid (human, extraplanar) 
  Init +3; Senses Darkvision (60’) Listen +12 Spot +12(+4 
  vs dwarves, +2 vs. fey)  
  Languages Flan  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex,  +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 59 (8d8+16 HD)  
  Resist Cold 13;  
  Fort +10, Ref +11, Will +5Speed 55 ft. in light armor (9 
  squares), base movement 45 ft.,; 
  Melee +1 longsword +11/+6 (1d8+3/19-20; 1d8+10/19-
  20 vs dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1  composite longbow (Str +2) +12/+12/+7 
  (1d8+3/x3, 1d8+10/x3 vs dwarves, 1d8 +8/x3 vs. fey) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (2 arrows) +9, +1 to 
  hit/damage within 30’ 
  Combat Gear +1 Composite Longbow (Str +2), +1 
  longsword, +1 mithril chainshirt, masterwork buckler, 
  100 cold iron arrows 
  Ranger Spells Prepared (CL 4th): 
  SHE8-03 Bloodlines 
   
  Page 42 
  
   1st—Arrow Mind, Longstrider�. 
  �Already cast 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +4, fey 
  +2), woodland stride, wild empathy, swift tracker 
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot , Endurance 
  Skills Handle Animal +4, Hide +19, Knowledge(nature) 
  +8, Listen +12, Move Silently +20, Search +11, Spot 
  +12, Survival +12 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Evasion (Ex): As the rogue class feature. 
  Skills : +6 racial bonus on Move Silently. 
  Sources LOM (p 168) 
   
   
  ADVANCED SHADOW MASTIFF                 CR  7 
  NE Large Outsider  (Extraplanar) 
  Init +0; Senses Darkvision 60 ft., Listen +6, Spot +6 
  Aura Faint Evil 
  AC 14, touch 8, flat-footed 15 
   (-1 size, +5 natural) 
  Miss Chance 50% except in full daylight 
  hp 78 (8 HD) 
  Fort +12, Ref +8, Will +9 
  Speed 50 ft. (10 squares) 
  Melee bite +15 (2d6+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Special Actions Bay 
  Abilities Str 25, Dex 11, Con 21, Int 4, Wis 12, Cha 13 
  SQ Darkvision 60 ft., low light vision, scent, shadow 
  blend 
  Feats Ability Focus (bay), Improved Initiative, Improved 
  Natural Attack (bite), Track 
  Skills Climb +16, Hide +4, Jump +16, Listen +12, Move 
  Silently +4, Spot +12, Survival +8* 
  Bay (Su): When a shadow mastiff howls or barks, all 
  creatures except evil outsiders within a 300-foot 
  spread must succeed on a DC 15 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. Whether or not the save is 
  successful, an affected creature is immune to the 
  same mastiff ’s bay for 24 hours. The save DC is 
  Charisma-based. 
  Trip (Ex): A shadow mastiff that hits with its bite attack 
  can attempt to trip the opponent as a free action (+7 
  check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Skills: +4 racial bonus on Survival checks when 
  tracking by scent. 
   ENCOUNTER 7 
   
   
   
   
  W ATC H E R  AN G O R I N 
  CR  12 
  Male Ghost (Human-Suel) Duskblade 7 Pious Templar3 
  (Hieroneous)  
  LG  Medium Ghost/Deathless/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Celestial 
  AC 26, touch 20*, flat-footed 23 
   (+0 size, +3 Dex, +0 class, +6 armor, +5 shield*, +2 
  deflection, +0 insight, +0 natural) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; DR 1/- 
  hp 90 (10 HD);  
  Fort +10, Ref +13 Will +11 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch battle axe +15/+10 (1d6+6/18-20);  
  or Incorporeal Touch+13/+8 (1D6); 
  or draining touch  +13(1D4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +10; Grp +10 (+13 vs. ethereal) 
  Atk Options  ghost touch battle axe, incorporeal touch, 
  draining touch, malevolence, channeling spells 
  through weapon, Smite Evil 1/day 
  Gear that appears on his ghostly body: anklet of 
  translocation, +1 breastplate, +2 heavy wood shield, 
  cloak of resistance +2, gloves of dexterity +2, +1 
  ghost touch battle axe “Adagio” 
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, false life  
  Divine Class Spells Prepared (CL 3rd) Save = 12 + 
  spell level 
   
  1st   – resist energy, divine favor 
   
  2nd— inflict moderate wounds 
  Abilities Str  --/16, Dex 16, Con --, Int 12, Wis 14, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) , Deathless (Ex) 
  Feats Shield Specialization, Weapon Focus: battle axe , 
  , Combat Casting, True Believer, Blind Fighting,  
  Shield Ward*,  Weapon Specialization: Battle axe  
  Skills Concentration +13 [+17 casting on defensive or 
  in grapple],  Knowledge (Religion) +9, Listen +10, 
  Spellcraft +5,  Sense Motive +7, Spot +12,  Hide 
  +15, Search +7,Always moves silentlyMettle (Su):. 
   If he makes a  successful Will or Fortitude against an 
  attack that normally would have a lesser effect on a 
  successful save, he instead completely negates the 
  effect.   
  Incorporeal Touch(Su):  A ghost that hits a target with 
  its incorporeal touch attack deals 1d6 points of 
  SHE8-03 Bloodlines 
   
  Page 43 
  
  damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Draining Touch (Su): A ghost that hits a target with its 
  incorporeal touch attack may drain1d4 points from 
  charisma. On each such successful attack against a 
  non-Good opponent, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds 
  its Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Manifestation (Su): Deathless ghosts are always 
  manifested.  They cannot disappear to ethereal plane 
  like regular ghosts. A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from 
  a corporeal source. A manifested ghost can pass 
  through solid objects at will, and its own attacks pass 
  through armor. A manifested ghost always moves 
  silently. A manifested ghost can strike with its touch 
  attack or with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
  When a spellcasting ghost manifests, its spells continue 
  to affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets.  (However a duskblade can 
  channel through his weapon) 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes 
  Rejuvenation (Su): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless the Knight’s 
  repository is destroyed.. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the ONLY way he can deliver touch spells to non-
  ethereal creatures. 
  Smite Evil:  Once per day he can Smite Evil, +4 to hit, 
  +1 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter.  
  Deathless (Ex): Darkvision out to 60 feet; Immunity to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects); Immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  and death effects; Not subject to critical hits, 
  nonlethal damage, ability drain, or energy drain. 
  Immune to damage to its  ability scores, as well as to 
  fatigue and exhaustion effects; Immunity to any effect 
  that requires a Fortitude save (unless the effect also 
  works on objects or is harmless); Not at risk of death 
  from massive damage, but when reduced to 0 hit 
  points or less, it is immediately destroyed; Does not 
  need to breathe, eat, or sleep; positive energy heals it 
  as it does the living. 
  Description  A five foot, five inch tall human with pale 
  skin and platinum blonde hair.  He has a translucent 
  bladed battle axe, chain mail armor, and dark wood 
  wooden shield. 
  Sources Duskblade, Shield Specialization, Shield Ward 
  (Players Handbook II), Pious Templar, True Believer 
  (Complete Divine). 
   
  ENCOUNTER 8 
   
   
   
   
  F AD E D  W AR  M AG E 
  CR  9 
  Male Faded Human Warmage 8 
  NE Medium Human  (Extra Planerl) 
  Init +1; Senses Listen +2, Spot +2 
  Resist Cold 13 
  Languages Common, Suloise 
  AC 20, touch 13, flat-footed 17 
   (+0 size, +3 Dex, +0 class, +6 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 46  (8 HD);  +16 more hit points  from bear’s 
  endurance potion 
  Fort +8, Ref +9, Will +10  [+2 fort save from bear’s 
  endurance] 
  Speed 45 ft. in chain shirt (6 squares), base movement 
  30 ft.; 
  Melee dagger +6 (1d4+1/19-20); 
  Ranged Ranged Touch attack +8  
  Space 5 ft.; Reach 5 ft  
  Base Atk +4; Grp +5 
  Combat Gear two masterwork daggers, buckler, +2 
  chainshirt, potion of remove blindness/deafness, 
  potion of fly, cloak of charisma +2, brooch of 
  shielding, vest of resistance +2, potion of bear’s 
  endurance, bear’s endurance potion 
  Warmage Spells Known (CL 8th): Save 13 + spell level 
  SHE8-03 Bloodlines 
   
  Page 44 
  
  SHE8-03 Bloodlines 
   
  Page 45 
   
  4th (3/day)—blast of flame, Evard's black tentacles, 
  orb of acid, orb of cold, orb of electricity, orb of fire, 
  orb of force, orb of sound, phantasmal killer, shout, 
  wall of fire 
  3rd (6/day)—fire shield, fireball, gust of wind, ice storm, 
  lightning bolt, poison, ring of blades, sleet storm, 
  stinking cloud, see invisibility. 
   2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf's acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade. 
  1st (7/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, orb of acid, 
  lesser, orb of cold, lesser, orb of electricity, lesser, 
  orb of fire, lesser, orb of sound, lesser, shocking 
  grasp, Tenser’s floating disk, true strike. 
   0 (6/day)— acid splash, disrupt undead, light, ray of 
  frost 
   Already cast  see invisibility; used a bear’s endurance 
  and bull’s strength potion (CL 3) 
  Abilities Str 8 (12), Dex 16, Con 14 (18), Int 12, Wis 10, 
  Cha 16 
  SQ Armored Mage (medium), Warmage Edge (+1 
  damage), 
  Darkvision 
  60 
  feet, 
  lowlight 
  vision,  
  Evasion; Eclectic Learning allows him to learn see 
  invisibility as a 3rd level spell 
  Feats Still Spell, Eschew Materials, Weapon Focus: 
  Ranged Touch Attack , Sculpt Spell 
  Skills Concentration +13, Intimidate +4, Knowledge 
  (Arcana) +7, Listen +2, Spellcraft +13, Spot +3, 
  Possessions combat gear plus spell component pouch 
  (decoy, eschew materials means he doesn’t need 
  this) 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex):  If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. A helpless person does not gain the benefit 
  of evasion. 
  Sources Eclectic Learning (Players Handbook II) 
   
  G R E E N  H AG  R O G U E2  F AV O R E D  S O U L2   CR  9 
  N Medium Monstrous Humanoid 
  Init +3; Senses darkvision 90 ft. Listen +11, Spot +11 
  Languages Common, Giant 
  AC 28, touch 15, flat-footed 25 
   (+3 Dex, +11 natural, +2 armor), +2 deflection (shield 
  of faith) 
  hp 105 (13 HD)  
  Spell Resistance 19 
  Fort +11, Ref +16, Will +12 
  Speed  30 ft. (6 squares) 
  Melee 
  Claws 
  +17/+17 
  (1d4+6) 
  or 
  +1 
  falchion 
  +18/+13/+8 (2d4+10/18-20) 
  Ranged:  +1 Short composite (Str +3) Bow +15/+10/+5 
  (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +17 
  Combat Gear:  +1 falchion, +1 short composite (str +3) 
  bow, 60 cold iron arrows, leather armor, cloak of 
  resistance +1 
  Class Spells Known (CL 2nd):  Deity: Kelenan 
  1st (4/day)—divine favor, shield of faith, lesser vigor 
  0th (6/day) – cure minor wounds, resistance, detect 
  magic, read magic, create water 
  Already Cast: shield of faith (15 rounds remaining) 
  Abilities Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 14  
  SQ Sneak Attack +1D6, Trapfinding, Evasion,  spell like 
  abilities, weakness, mimicry 
  Feats Alertness, Weapon Proficiency: Falchion, Blind-
  Fight, Combat Casting, Great Fortitude, Eschew 
  Materials 
  Skills Concentration +13 [+17 on the defensive or in 
  grapples], Disguise +5, Balance +9, Listen +11, Spot 
  +11, Swim +10, Hide +7, Tumble +9 
  Spell Like Abilities (Sp):  At will (CL 9)—dancing lights, 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without trace, tongues, water breathing.  
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 
  points of Strength damage. 
   
  A green hag gains a +8 racial bonus on Swim 
  checks. 
  Mimicry (Ex):  A green hag can imitate the sounds of 
  almost any animal found near its lair 
  Evasion (Ex):  If she makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Possessions:  Combat Gear plus two wooden holy 
  symbols of Kelenan 
  Description: This green hag uses her disguise skill and 
  disguise self spell to make herself appear to be a 
  leather armored, falchion& short composite bow 
  wielding Flan human female.  Her disguise check is 
  +15. 
   
   
   
   
  
  APPENDIX 3 – APL 12 
  ENCOUNTER 2 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  11 
  Male human Ranger 10 
  NE Medium Humanoid (human, extraplanar) 
  Init +4; Senses Darkvision 60 ft., Listen +14 Spot +19 
  (+6 vs dwarves, +2 vs. fey, +2 vs. giants)  
  Languages Flan  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 73 (10d8+20 HD); Fast Healing 2 
  Resist Cold 15;  
  Fort +11, Ref +13, Will +8 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft.,; 
  Melee 
  +1 
  longsword 
  +13/+8 
  (1d8+3/19-20; 
  1d8+12/19-20 vs. dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 (str+2) composite longbow +16/+16/+11 
  (1d8+4, 1d8+13 vs dwarves, 1d8 +9 vs. fey) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +12 
  Atk Options Rapid Shot, Many Shot, Point Blank 
  Shot 
  Special Actions Manyshot (2 arrows) +13, +1 to 
  hit/damage within 30’ 
  Combat Gear +1 Composite Longbow  (Str +2), +1 
  longsword, +1 mithril chainshirt, mw buckler, 120 
  cold iron arrows 
  Ranger Spells Prepared (CL 5th): 
   1st—Arrow Mind, Raptor’s Sight�. 
   2nd—Exacting Shot 
  �Already cast; Has a CL 11 greater magic weapon 
  on bow for +2 enhancement bonus   
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 
  8  
  SQ Shadow blend, Favored enemy (dwarves +6, fey 
  +2, giants +2), woodland stride, wild empathy, swift 
  tracker 
  Feats Point Blank Shot, Improved Rapid Shot, 
  Improved Favored Enemy, Track, Rapid Shot, 
  Manyshot, Precise Shot, Iron Will, Endurance, 
  Evasion 
  Skills 
  Handle 
  Animal 
  +4, 
  Hide 
  +22, 
  Knowledge(nature) +10, Listen +14, Move Silently 
  +23, Search +13, Spot +14 (+19), Survival +14 
  Possessions combat gear plus gloves of dexterity 
  (+2), cloak of elvenkind, , , thunderstone. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Evasion (Ex): As the rogue class feature. 
  Fast Healing 2 
  Skills: +6 racial bonus on Move Silently. +6 to Spot 
  from Raptor’s Sight. 
  Sources LOM (p 168) 
   
   
  F AD E D  W AR L O C K 
  CR  11 
  Male Fadehuman Warlock 10 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses See Invisible and Darkvision 60 ft., 
  Listen +0, Spot +0 
  Languages Common  
  AC 20, touch 13, flat-footed 18 
   (+2 Dex, +7 armor, +1 deflection) 
  Miss Chance 50% except if full daylight 
  hp 52 (10d6+10 HD); DR 2/cold iron 
  Resist  Cold 15, Fire 5, Electricity 5; 
  Fort +6, Ref +7, Will +9 
  Speed 45 ft. in light armor (9 squares), base 
  movement 45 ft; 
  Melee Masterwork morningstar +8/+3 (1d8)  
  Ranged Eldritch blast +10 (5d6 plus DC20 Fort save 
  or blinded for 1 round) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Atk Options Eldritch Blast 
  Special Actions  
  Combat Gear +3 mithril chainshirt, mw morningstar 
  Spell-Like Abilities (CL 10th): 
  4th—flee the scene, beshadowed blast (DC 20), 
  voracious dispelling 
   
  3rd— 
   2nd—eldritch spear, see the unseen�, entropic 
  warding 
   1st— 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 
  19  
  SQ Evasion, Fiendish Resilience, Detect Magic, 
  Deceive Item, Shadow Blend 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ray), Ability Focus (Eldritch Blast), Maximize Spell-
  like Ability 
  Skills Sense Motive +13, Spellcraft +13, Use Magic 
  Device +17 
  Possessions combat gear plus cloak of charisma +2, 
  ring of protection +1 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Detect Magic (Sp) At will, as the spell. 
  SHE8-03 Bloodlines 
   
  Page 46 
  
  Deceive Item (Ex):  You can always take 10 on Use 
  Magic Device. 
  Fiendish Resilience (Su): Once per day, you have 
  Fast Healing 1 for 2 minutes. 
  Skills +6 racial bonus to Move Silently 
  Sources Complete Arcane 
   
  H E X B L AD E 
  CR  12 
  Male human hexblade 11/marshal 1 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +2, Spot +6 
  Languages Common, Flan  
  AC 16, touch 10, flat-footed 16 
   (+6 armor, +1 deflection) 
  hp 87 (1d8+11d10+12 HD);  
  Fort +9, Ref +6, Will +10  
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee 
  +1thundering 
  heavy 
  flail 
  +14/+9/+4 
  (1d10+4/17-19 plus 1d8 sonic and DC14 Fort save 
  or deafened permanently on a critical hit)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +13 
  Atk Options Improved Trip (+10), Improved Disarm 
  (+10) 
  Special Actions  
  Combat Gear +1 thundering heavy flail, +2 mithril 
  chainshirt, masterwork heavy flail 
  Class Spells Known (CL 5th): 
  3rd (1/day)---hound of doom, vampiric touch  
  2nd (2/day)---see invisibility, touch of idiocy (DC 17) 
  1st (2/day)—charm person (DC16), disguise self, 
  Tasha’s hideous laughter (DC 16), undetectable 
  alignment  
   �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 
  18  
  SQ Familiar (rat) 
  Feats Alertness, Combat Casting, Combat Expertise, 
  Improved Trip, Improved Disarm, Ability Focus 
  (Hexblade’s Curse) , Lightning Reflexes, Improved 
  Critical (Heavy Flail), Spell Focus (Enchantment) 
  Skills Bluff +19, Concentration +9, Diplomacy +24, 
  Gather Information +8, Jump +10, Spot +6 
  Possessions combat gear plus, vest of resistance 
  +1, , cloak of charisma +2, hexbands 
  Greater Hexblade’s Curse (Su) Three times per day, 
  as a free action, you can unleash a curse at a foes 
  within 60’ that you can see.  The target of your 
  curse takes a -4 penalty to attacks, saves, ability 
  checks, skill checks, and weapon damage rolls for 
  one hour.  A successful Will save (DC 22) negates 
  the effect. 
  Arcane Resistance (Ex) You receive a +4 bonus on 
  saving throws versus spells and spell-like effects.  
  Mettle (Ex) If you make a Will or Fortitude saving 
  throw that would normally reduce the spell’s effect, 
  you suffer no effect from that spell at all.  Only 
  those spells with a Saving Throw entry of “Will 
  partial”, “Fort. Half” or similar entries can be 
  negated through this ability. 
  Auras (Ex) You may project one minor aura at a time. 
  Art of War: +4 bonus on trip, bull rush, disarm, & 
  sunder attempts.  
  Sources Complete Warrior (p.5), MH (p.11). 
   
  ENCOUNTER 5 
   
   
   
   
  AD V AN C E D  G H AS T   H E X B L AD E  2 
  CR  6   
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +3, Spot +13 
  Languages Flan  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +4 natural, +3 armor) 
  hp 90 (10 HD)  
  Resist turn resistance +6 
  Fort +8, Ref +12, Will +17 
  Speed 30 ft. (6 squares) 
  Melee bite +11 (1d8+5 plus paralysis) and 2 claws +6 
  (1d4+2 plus paralysis) or +1 guisarme +12/+7 
  (2d4+7) 10-ft reach 
  Ranged +1 long composite bow +10 (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10ft with glaive) 
  Base Atk +6; Grp +11 
  Special Actions Ghoul fever, paralysis, stench, 
  tripping 
  Abilities Str 20, Dex 19, Con --, Int 13, Wis 16, Cha 
  22  
  SQ undead traits, hexblade curse 1/day 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Turn Resistance, Improved Trip 
  Skills Balance +9, Climb +15, Hide +15, Jump +13, 
  Move Silently +15, Spot +13, Spellcraft +4 
  Combat Equipment:  anklet of translocation, +1 long 
  composite bow (str +3), 60 cold iron arrows, 
  masterwork studded leather, +1 guisarme 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
   
  An afflicted humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid 
  who becomes a ghoul in this way retains none of 
  the abilities it possessed in life. It is not under the 
  control of any other ghouls, but it hungers for the 
  flesh of the living and behaves like a normal ghoul 
  in all respects. A humanoid of 4 Hit Dice or more 
  rises as a ghast, not a ghoul. 
  Hexblade Curse (Su): Once per day the Hexblade 
  may, as a free action (range 60 feet) curse a visible 
   target.  The recipient of the curse receives -2 
  penalty to attack rolls, weapon damage rolls, 
  saves, skill checks, ability checks, for one hour.  A 
  Will save, DC 18, negates this effect. 
  Arcane Resistance (Su): A Hexblade gets her 
  charisma bonus (minimum +1) to all saving throws. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or 
  be paralyzed for 1d4+1 rounds. Elves have 
  SHE8-03 Bloodlines 
   
  Page 47 
  
  immunity to this paralysis. The save DC is 
  Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws. The save DC is Charisma-
  based. 
  Possessions:  wooden holy symbol of the 
  Winterking (aspect of Nerull in Old Faith) 
   
  AD V AN C E D  S H AD O W 
  CR  4 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft. Listen +9, Spot +9 
  Languages -- 
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +2 deflection, ) 
  hp 63 (7 HD)  
  Resist turn resistance +6 
  Fort +2, Ref +4, Will +8 
  Speed Flt 40 ft. [good] (8 squares) 
  Melee incorporeal touch +5 (1d6 strength) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14  
  SQ undead traits, incorporeal traits, create spawn, 
  strength damage 
  Feats , Alertness, Improved Turn Resistance, Iron 
  Will  
  Skills Hide +8, Search +4, Listen +9, Spot +9 
  Strength Damage (Su):  The touch of a shadow 
  deals 1d6 points of Strength damage to a living 
  foe. A creature reduced to Strength 0 by a shadow 
  dies. This is a negative energy effect.  
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds.  
   
  A shadow gains a +4 racial bonus on Hide 
  checks in areas of shadowy illumination. In brightly 
  lit areas, it takes a -4 penalty on Hide checks. 
   
  H U G E  AI R N E C R O M E N T AL   
  CR  8 
  N Huge Augmented Undead (Air; Extraplanar) 
  Init +13; Senses Listen +14, Spot +14 
  Languages Auran  
  AC 23, touch 17, flat-footed 14 
   (-2 size, +9 Dex, +6 natural) 
  hp 144 (16 HD); DR 5/- ; turn resistance +4 
  Elemental Traits 
  Fort +7, Ref +19, Will +5 
  Speed 100 ft. flight, perfect (20 squares),.; 
  Melee 2 slams +19 (2d8+4)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +24 
  Atk Options Slam 
  Special Actions Whirlwind, air mastery 
  Abilities Str 18, Dex 29, Con --, Int 1, Wis 10, Cha 1 
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), 
  Whirtlwind (Su), Elemental Traits 
  Feats Alertness, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mob, Spring , 
  Weapon Finesse, Power attack , Improved Turn 
  Resistance, Great Fortitude 
  Skills Listen +11, Spot +12, 
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air 
  elemental. 
  Whirlwhind (Su)  The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain 
  in that form for up to 10 rounds.. In this form, the 
  elemental can move through the air or along a 
  surface at its fly speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 40 feet tall The 
  elemental controls the exact height, but it must be 
  at least 10 feet.  
   
  The elemental’s movement while in whirlwind 
  form does not provoke attacks of opportunity, even 
  if the elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller 
  than the elemental might take damage when 
  caught in the whirlwind (2d8) and may be lifted into 
  the air. An affected creature must succeed on a 
  Reflex save when it comes into contact with the 
  whirlwind or take the indicated damage. It must 
  also succeed on a second Reflex save or be picked 
  up bodily and held suspended in the powerful 
  winds, automatically taking the indicated damage 
  each round. A creature that can fly is allowed a 
  Reflex save each round (DC 22) o escape the 
  whirlwind. The creature still takes damage but can 
  leave if the save is successful.. The save DC is 
  Strength based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise 
  act normally, but must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell. 
  Creatures caught in the whirlwind take a -4 penalty 
  to Dexterity and a -2 penalty on attack rolls. The 
  elemental can have only as many creatures 
  trapped inside the whirlwind at one time as will fit 
  inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  SHE8-03 Bloodlines 
   
  Page 48 
  
  centered on the elemental and has a diameter 
  equal to half the whirlwind’s height. The cloud 
  obscures all vision, including darkvision, beyond 5 
  feet. Creatures 5 feet away have concealment, 
  while those farther away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Create Spawn (Su):  An elemental slain by a 
  necromental’s 
  energy 
  attack 
  rises 
  as 
  a 
  necromental 1d4 days after death. 
  Energy Drain (Su): Living creatures hit  by a 
  necromental’s natural weapon attack gain one 
  negative level.  A necromental can use its energy 
  drain attack once per round, regardless of the 
  number of attacks.  The save DC to remove 
  negative levels is 18.  When necromental bestows 
  a negative level it gains 5 temporary hit points (10 
  on critical hit) 
  Fast Healing (Su):  As long as this necromental is in 
  contact with air, it has fast healing 3. 
  Elemental Traits: Immunity to poison, sleep 
  effects, paralysis, and stunning. Not subject to 
  critical hits or flanking. Elementals do not eat, 
  sleep, or breathe. 
  ENCOUNTER 6 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  11 
  Male human Ranger 10 
  NE Medium Humanoid (human, extraplanar) 
  Init +5; Senses Darkvision (60’) Listen +14 Spot 
  +14(+6 vs dwarves, +2 vs. fey, +2 vs. giants)  
  Languages Flan  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex,  +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 73 (10d8+20 HD); Fast Healing 2 
  Resist Cold 15;  
  Fort +11, Ref +14, Will +8 
  Speed 55 ft. in light armor (9 squares), base 
  movement 45 ft.,; 
  Melee 
  +1 
  longsword 
  +13/+8 
  (1d8+3/19-20; 
  1d8+12/19-20 vs. dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 composite longbow (Str +2) +17/+17/+12 
  (1d8+4/1, 1d8+12 vs. dwarves, 1d8 +8/ vs. fey) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +12 
  Atk Options Rapid Shot, Many Shot, Point Blank 
  Shot 
  Special Actions Manyshot (2 arrows) +13, +1 to 
  hit/damage within 30’ 
  Combat Gear +1 Composite Longbow (Str +2), +1 
  longsword, +1 mithril chainshirt, , masterwork 
  buckler, 120 cold iron arrows 
  Ranger Spells Prepared (CL 5th): 
   1st—Arrow Mind, Longstrider�. 
   2nd—Exacting Shot 
  Already cast  : Used cat’s grace potion (CL 3) bow is 
  under a CL 11 greater magic weapon spell for +2 
  enhancement 
  Abilities Str 14, Dex 16 (20), Con 14, Int 10, Wis 12, 
  Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +6, fey 
  +2, giants +2), woodland stride, wild empathy, swift 
  tracker 
  Feats Point Blank Shot, Improved Rapid Shot, 
  Improved Favored Enemy, Track, Rapid Shot, 
  Manyshot, Precise Shot, Iron Will, Endurance, 
  Evasion 
  Skills Handle Animal +4, Hide +22, Knowledge 
  (nature) +10, Listen +14, Move Silently +23, 
  Search +13, Spot +14, Survival +14 
   
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Evasion (Ex): As the rogue class feature. 
  Fast Healing 2 
  Skills : +6 racial bonus on Move Silently. 
  Sources LOM (p 168) 
   
  ADVANCED SHADOW MASTIFF                 CR  
  7 
  NE Large Outsider  (Extraplanar) 
  Init +0; Senses Darkvision 60 ft., Listen +6, Spot +6 
  Aura Faint Evil 
  AC 14, touch 8, flat-footed 15 
   (-1 size, +5 natural) 
  Miss Chance 50% except in full daylight 
  hp 78 (8 HD) 
  Fort +12, Ref +8, Will +9 
  Speed 50 ft. (10 squares) 
  Melee bite +15 (2d6+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Special Actions Bay 
  Abilities Str 25, Dex 11, Con 21, Int 4, Wis 12, Cha 
  13 
  SQ Darkvision 60 ft., lowlight vision, scent, shadow 
  blend 
  Feats 
  Ability 
  Focus 
  (bay), Improved Initiative, 
  Improved Natural Attack (bite), Track 
  Skills Climb +16, Hide +4, Jump +16, Listen +12, 
  Move Silently +4, Spot +12, Survival +8* 
  Bay (Su): When a shadow mastiff howls or barks, all 
  creatures except evil outsiders within a 300-foot 
  spread must succeed on a DC 15 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. Whether or not the save 
  is successful, an affected creature is immune to the 
  same mastiff ’s bay for 24 hours. The save DC is 
  Charisma-based. 
  Trip (Ex): A shadow mastiff that hits with its bite 
  attack can attempt to trip the opponent as a free 
  SHE8-03 Bloodlines 
   
  Page 49 
  
  action (+7 check modifier) without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  shadow mastiff. 
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Skills: +4 racial bonus on Survival checks when 
  tracking by scent. 
    
   
  ENCOUNTER 7 
   
   
   
   
  W ATC H E R  AN G O R I N 
  CR  14 
  Male Ghost (Human-Suel) Duskblade 7 Pious 
  Templar5 (Hieroneous)  
  LG  Medium Ghost/Deathless/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Celestial 
  AC 27, touch 20*, flat-footed 24 
   (+0 size, +3 Dex, +0 class, +7 armor, +5 shield*, +2 
  deflection) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; DR 1/- 
  hp 108 (12 HD);  
  Fort +12, Ref +15 Will +13 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch battle axe +17/+12/+7 (1d8+6/19-
  20);  
  or Incorporeal Touch+15/+10/+5 (1d6); 
  or draining touch  +15(1d4 ability drain – see enc 
  text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +12; Grp +12 (+15 vs. ethereal) 
  Atk Options  ghost touch battle axe, incorporeal 
  touch, draining touch, malevolence, channeling 
  spells through weapon, Smite Evil 1/day 
  Gear that appears on his ghostly body: +2 
  breastplate, +2 heavy wood shield, periapt of 
  wisdom +2, vest of resistance +3, gloves of 
  dexterity +2, +1 ghost touch keen battle axe, cloak 
  of charisma +2 
  Arcane Class Spells Known (CL 7th) Save = 13+ 
  spell level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st 
  (7/day)— 
  greater 
  mage 
  hand, 
  ray 
  of 
  enfeeblement, kelgore’s fire bolt, hold portal, 
  protection from law 
  2nd (5/day) – mirror image, see invisibility, resist 
  energy 
  Divine Class Spells Prepared (CL 5th) Save = 13 + 
  spell level 
   
  1st   – divine sacrifice, divine favor  
   
  2nd— inflict moderate wounds, bull’s strength 
   
  3rd – prayer 
  Abilities Str  --/16, Dex 16, Con --, Int 13, Wis 16, 
  Cha 16 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) , Deathless (Ex) 
  Feats Shield Specialization, Weapon Focus: battle 
  axe, Combat Casting, True Believer, Blind Fighting, 
   Shield Ward*,  Weapon Specialization: Battle axe, 
  Improved Critical: Battle axe  Combat Expertise  
  Skills Concentration +15 [+19 casting on defensive 
  or in grapple],  Knowledge (Religion) +11, Listen 
  +10, Spellcraft +5,  Sense Motive +7, Spot +13, 
  Hide 
  +16 
  , 
  Search 
  +7, 
  Always 
  moves 
  silentlyMettle (Su):.  If he makes a  successful 
  Will or Fortitude against an attack that normally 
  would have a lesser effect on a successful save, he 
  instead completely negates the effect.   
  Incorporeal Touch(Su):  A ghost that hits a target 
  with its incorporeal touch attack deals 1d6 points of 
  damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. 
  Against 
  nonethereal 
  opponents, 
  it 
  adds 
  its 
  Dexterity modifier to attack rolls only. 
  Draining Touch (Su): A ghost that hits a target with 
  its incorporeal touch attack may drain1d4 points 
  from charisma. On each such successful attack 
  against a non-Good opponent, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against nonethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
  Manifestation (Su): Deathless ghosts are always 
  manifested.  They cannot disappear to ethereal 
  plane like regular ghosts. A ghost dwells on the 
  Ethereal Plane and, as an ethereal creature, it 
  cannot affect or be affected by anything in the 
  material world. When a ghost manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage  from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost can strike with its touch attack 
  or with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
  When a spellcasting ghost manifests, its spells 
  continue to affect ethereal targets and can affect 
  targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch 
  spells don’t work on nonethereal targets.  (However 
  a duskblade can channel through his weapon) 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes 
  SHE8-03 Bloodlines 
   
  Page 50 
  
  Rejuvenation (Su): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" 
  spirit will restore itself in 2 days unless it is bones 
  and sword are buried together in holy consecrated 
  ground within four hours of its “death.”  Even in this 
  case, it only stops the rejuvenation; if the bones or 
  sword are removed from consecrated ground the 
  ghost could return.  Ultimately the Knights of the 
  Watch has to be gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against 
  his total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as 
  a standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must 
  have a casting time of 1 standard action or less. If 
  the melee attack is successful, the attacks deals 
  damage normally; then the effect of the spell is 
  resolved.  This is the ONLY way he can deliver 
  touch spells to non-ethereal creatures. 
  Smite Evil:  Once per day he can Smite Evil, +4 to 
  hit, +5 to damage. 
  Quick Cast: He can cast one spell each day as a 
  swift action, so long as the casting time of the spell 
  is 1 standard action or less.  
  Spell Power (Ex): If he has injured an opponent with 
  a melee attack, he gains a +2 bonus on his caster 
  level check to overcome spell resistance for the 
  remainder of the encounter.  
  Deathless (Ex): Darkvision out to 60 feet; Immunity to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects); Immunity to 
  poison, sleep effects, paralysis, stunning, disease, 
  and death effects; Not subject to critical hits, nonlethal 
  damage, ability drain, or energy drain. Immune to 
  damage to its  ability scores, as well as to fatigue and 
  exhaustion effects; Immunity to any effect that 
  requires a Fortitude save (unless the effect also works 
  on objects or is harmless); Not at risk of death from 
  massive damage, but when reduced to 0 hit points or 
  less, it is immediately destroyed; Does not need to 
  breathe, eat, or sleep; positive energy heals it as it 
  does the living. 
  Description  A five foot, five inch tall human with pale 
  skin and platinum blonde hair.  He has a translucent 
  bladed battle axe, chain mail armor, and dark wood 
  wooden shield. 
  Sources Duskblade, Shield Specialization, Shield 
  Ward, Kelgore’s fire bolt (Player’s Handbook II), 
  Pious Templar, True Believer (Complete Divine), 
  greater mage hand,  (Spell Compendium) 
   
  ENCOUNTER 8 
   
   
   
   
  Faded Male Human Warmage 10 
   
  CR 11 
  LE Medium Human (ExtraPlaner) 
  Init +4; Senses Listen +6, Spot +4 
  Languages Common, Draconic 
  AC 21, touch 14, flat-footed 17 
   (+0 size, +4 Dex, +0 class, +6 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 60 (10 HD);  +20 from bear’s endurance potion  
     Resistance 20 Fire (from CL 7 Potion)   
  Fort +9, Ref +11, Will +11 
  Speed 45 ft. in chain shirt (9 squares), base 
  movement 30 ft.; 
  Melee dagger +7 (1d4+1/x2); 
  Ranged); Ranged Touch attack +10  
  Space 5 ft.; Reach 5 ft  
  Base Atk +5; Grp +6 
  Combat Gear cloak of charisma +2, buckler, gloves 
  of dexterity +2, masterwork daggers, chainshirt +2, 
   potion resist energy: (fire 20),  two potions of 
  remove blindness/deafness, tunic of steady spell 
  casting, brooch of shielding, bear’s endurance 
  potion, bear’s endurance potion, bull’s strength 
  potion 
  Warmage Spells Known (CL 10th): 
   
  5th (3/day)—arc of lightning, cloudkill, cone of 
  cold, mass fire shield, greater fireburst, flame 
  strike, prismatic ray. 
   
  4th (5/day) — blast of flame, Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer, shout, wall of fire. 
   
  3rd (6/day) — fire shield, fireball, gust of wind, ice 
  storm, lightning bolt, poison, ring of blades, sleet 
  storm, stinking cloud, see invisibility. 
    
  2nd (7/day) —blades of fire, continual flame, fire 
  trap, fireburst, flaming sphere, ice knife, Melf's acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade. 
   1st (7/day)—accuracy, burning hands, chill touch, 
  fist of stone, hail of stone, magic missile, orb of 
  acid, lesser, orb of cold, lesser, orb of electricity, 
  lesser, orb of fire, lesser, orb of sound, lesser, 
  shocking grasp, Tensor’s floating disk, true strike 
   0 (6/day)— acid splash, disrupt undead, light, ray 
  of frost 
  Already cast  see invisibility. Under effects of hero’s 
  feast (CL 11), bull’s strength (CL3), bear’s 
  endurance (CL 3) 
  Abilities Str (12) 8, Dex 18, Con (18) 14, Int 12, Wis 
  10, Cha 16 
  Special:  Has a +2 profane bonus to all saving throws 
  (included above) 
  SQ Armored Mage (light), Warmage Edge (+1 
  damage), Shadow Blend, Evasion, Darkvision 60 ft, 
  Low Light Vision., Eclectic Learning allows him to 
  learn see invisibility as a 3rd level spell 
  Feats Still Spell, Eschew Materials , Weapon Focus: 
  Ranged Touch Attack, Sculpt Spell, Silent Spell  
  SHE8-03 Bloodlines 
   
  Page 51 
  
  Skills Concentration +20, Intimidate +4, Knowledge 
  (Arcana) +13, Listen +6, Spellcraft +9, Spot +4, 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex):  If he makes a successful Reflex 
  saving throw against an attack that normally deals 
  half damage on a successful save, he instead 
  takes no damage. Evasion can be used only if the 
  personis wearing light armor or no armor. A 
  helpless rogue does not gain the benefit of 
  evasion. 
  Sources: Ecletic Learning (Players Handbook II) 
   
  G R E E N  H AG  R O G U E2  F AV O R E D  S O U L4 CR  11 
  N Medium Monstrous Humanoid 
  Init +3; Senses darkvision 90 ft. Listen +11, Spot +11 
  Languages Common, Giant 
  AC 30, touch 16, flat-footed 27 
   (+3 Dex, +11 natural, +3 armor), +3 deflection 
  (shield of faith) 
  hp 121 (15 HD)  
  Spell Resistance 20 ; fire resistance 20 (resist 
  energy spell) 
  Fort +12, Ref +17, Will +13 
  Speed  30 ft. (6 squares) 
  Melee Claws +20/+20 (1d4+6) or +1 falchion 
  +22/+17/+12 (2d4+10/18-20) 
  Ranged:  +1 Short composite (Str +3) Bow 
  +18/+13/+8 (1d6+4) 
  Spiritual Weapon: in form of falchion: +15/+10/+5 
  (1d8+2/18-20) [1st round only gets one hit) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +19 
  Combat Gear:  +1 falchion, +1 short composite (str 
  +3) bow, 60 cold iron arrows, masterwork studded 
  leather,  cloak of resistance +1 
  Class Spells Known (CL 8h):  Deity: Kelenan 
   
  2nd 
  (3/day)—resist 
  energy, 
  close 
  wounds, 
  spiritual weapon 
  1st (5day)—divine favor, shield of faith, lesser vigor, 
  healthful rest 
  0th (6/day) – cure minor wounds, resistance, detect 
  magic, read magic, create water 
  Already Cast: healthful rest, resist energy (fire) 20 
  minutes remaining, shield of faith (7 minutes 
  remaining); Participated in a Hero’s Feast  Spell 
  (CL 11) earlier in the day (1 hour left) 
  Abilities Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 
  14  
  SQ Sneak Attack +1D6, Trapfinding, Evasion,  spell 
  like abilities, weakness, mimicry 
  Feats Alertness, Weapon Proficiency: Falchion, Blind-
  Fight, Combat Casting, Great Fortitude, Eschew 
  Materials, Weapon Focus: Falchion, Combat 
  Reflexes, Practiced Spellcaster 
  Skills Concentration +13 [+17 on the defensive or in 
  grapples], Disguise +5, Balance +9, Listen +11, 
  Spot +11, Swim +10, Hide +7, Tumble +9, 
  Spellcraft +4 
  Spell Like Abilities (Sp):  At will (CL 9)—dancing 
  lights, disguise self, ghost sound (DC 12), 
  invisibility, pass without trace, tongues, water 
  breathing.  
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 16 Fortitude save or take 2d4 
  points of Strength damage. 
   
  A green hag gains a +8 racial bonus on Swim 
  checks. 
  Mimicry (Ex):  A green hag can imitate the sounds of 
  almost any animal found near its lair 
  Evasion (Ex):  If she makes a successful Reflex 
  saving throw against an attack that normally deals 
  half damage on a successful save, she instead 
  takes no damage. Evasion can be used only if the 
  rogue is wearing light armor or no armor. A 
  helpless rogue does not gain the benefit of 
  evasion. 
  Possessions:  Combat Gear plus two  wooden holy 
  symbols of Kelanen 
  Description: This green hag uses her disguise skill 
  and disguise self spell to make herself appear to be 
  a leather armored, falchion & short composite bow 
  wielding Flan human female.  Her Disguise check 
  is +15. 
   
   
  SHE8-03 Bloodlines 
   
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  SHE8-03 Bloodlines 
   
  Page 53 
   
  APPENDIX 4 – APL 14 
   
  ENCOUNTER 2 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  13 
  Male human Ranger 12 
  NE Medium Humanoid (human, extraplanar) 
  Init +4; Senses Darkvision 60 ft., Listen +16, Spot 
  +21(+6 vs dwarves, +2 vs. fey, +2 vs. giants)  
  Languages Flan  
  AC 20, touch 14, flat-footed 16 
   (+4 Dex,  +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 87 (12d8+24 HD); Fast Healing 2; DR 5/magic 
  Resist Cold 15;  
  Fort +12, Ref +116, Will +9 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft.,; 
  Melee 
  +1 
  longsword 
  +15/+10/+5 
  (1d8+3/19-20; 
  1d8+12/19-20 vs dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 Dwarf-Bane composite longbow  (Str +2) 
  +19/+19/+14/+9 
  (1d8+4/x3) 
  or 
  +20/+20/+15/+10 
  (1d8+2d6+14/x3) vs dwarves 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +14 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions I Manyshot (3 arrows) +13, +1 to 
  hit/damage within 30’ 
  Combat Gear +1 Dwarf-Bane Composite Longbow (Str 
  +2), +1 longsword, +1 mithril chainshirt, , masterwork 
  buckler, 120 cold iron arrows 
  Ranger Spells Prepared (CL 6th): 
   1st—arrow mind, raptor’s sight�. 
   2nd—exacting shot 
   3rd---arrow storm 
  Already cast;  bow is under a CL 12 greater magic 
  weapon spell (+3) 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 13, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +6, fey +2, 
  giants +2), woodland stride, wild empathy, swift 
  tracker, Evasion  
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot, Iron Will, Endurance, Improved Precise 
  Shot, Lightning Reflexes 
  Skills Handle Animal +4, Hide +23, Knowledge(nature) 
  +11, Listen +15, Move Silently +24, Search +14, Spot 
  +15, Survival +15 
  Possessions combat gear plus gloves of dexterity +2, 
  cloak of elvenkind, , thunderstone. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Evasion (Ex): As the rogue class feature. 
  Fast Healing 2 
  Skills : +6 racial bonus on Move Silently. +6 Spot from 
  Raptor’s Sight. 
  Sources LOM (p 168) 
   
  F AD E D  W AR L O C K 
  CR  13 
  Male human Warlock 12 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses See Invisible and Darkvision 60 ft., 
  Listen +0, Spot +0 
  Languages Common  
  AC 23, touch 16, flat-footed 21 
   (+2 Dex, +7 armor, +4 shield (from wand) +) 
  Miss Chance 50% except if full daylight 
  hp 62 (12d6+12 HD); fast healing 2; DR 3/cold iron 
  Resist  Cold 15, Fire 5, Electricity 5; 
  Fort +10, Ref +11, Will +13 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft; 
  Melee Masterwork morningstar +10/+5 (1d8)  
  Ranged Beshadowed blast +12 (6d6 plus DC21 Fort 
  save or blinded for 1 round) or Vitriolic Blast +12 ( 
  6d6 acid damage plus 2d6 acid for 2 additional 
  rounds) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options Eldritch Blast 
  Special Actions  
  Combat Gear +3 mithril chainshirt, mw morningstar 
  Spell-Like Abilities (CL 12th): 
  6th--- Vitriolic Blast 
  5th--- 
  4th--- Flee the Scene, Beshadowed Blast (DC 21), 
  Voracious Dispelling  
  3rd— 
   2nd—Eldritch Spear, See the Unseen�, Entropic 
  Warding 
   1st— 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 20  
  SQ Evasion Evasion, Fiendish Resilience, Detect Magic, 
  Deceive Item, Shadow Blend 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ray), Ability Focus (Eldritch Blast), Maximize Spell-
  like Ability, Spell Penetration 
  SkillsSense Motive +15, Spellcraft +15, Use Magic 
  Device +19 
  
  Possessions combat gear plus cloak of charisma +2, , 
  wand of shield, vest of resistance +3 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Detect Magic (Sp) At will, as the spell. 
  Deceive Item (Ex):  You can always take 10 on Use 
  Magic Device. 
  Fast Healing (Ex): 2 
  Fiendish Resilience (Su): Once per day, you have Fast 
  Healing 3 (instead of 2) for 2 minutes. 
  Skills +6 racial bonus to Move Silently 
  Sources Complete Arcane 
   
  H E X B L AD E 
  CR  14 
  Male human hexblade 13/marshal 1 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +2, Spot +6 
  Languages Common, Flan  
  AC 17, touch 11, flat-footed 17 
   (+6 armor, +1 deflection) 
  hp 101 (1d8+13d10+14 HD);  
  Fort +10, Ref +7, Will +11 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1thundering heavy flail +16/+11/+6 (1d10+4/17-
  20 plus 1d8 sonic and DC14 Fort save or deafened 
  permanently on a critical hit)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +15 
  Atk Options Improved Trip (+11), Improved Disarm 
  (+11) 
  Special Actions  
  Combat Gear +1 thundering heavy flail, +2 light 
  fortification mithril chainshirt, masterwork heavy flail 
  Class Spells Known (CL 6th): 
  3rd (2/day)—charm monster (DC 19), hound of doom, 
  vampiric touch  
  2nd (2/day) —bull strength, see invisibility, touch of 
  idiocy (DC 18) 
   
  1st (3/day)—charm person (DC17), disguise self, 
  Tasha’s hideous laughter (DC 17), undetectable 
  alignment  
   �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 20  
  SQ Familiar (rat) 
  Feats Alertness, Combat Casting, Combat Expertise, 
  Improved Trip, Improved Disarm, Ability Focus 
  (Hexblade’s Curse), Lightning Reflexes, Improved 
  Critical (Heavy Flail), Spell Focus (Enchantment) 
  Skills Bluff +21, Concentration +13, Diplomacy +26, 
  Gather Information +8, Jump +10, Spot +6 
  Possessions combat gear plus, vest of resistance +1, 
  ring of protection +1, cloak of charisma +4, hexbands 
  Greater Hexblade’s Curse (Su): Four times per day, as 
  a free action, you can unleash a curse at a foe within 
  60’ that you can see.  The target of your curse takes 
  a -4 penalty to attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for one hour.  A 
  successful Will save (DC 24) negates the effect. 
  Arcane Resistance (Ex) You receive a +5 bonus on 
  saving throws versus spells and spell-like effects.  
  Mettle (Ex) If you make a Will or Fortitude saving throw 
  that would normally reduce the spell’s effect, you 
  suffer no effect from that spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial”, 
  “Fort. Half” or similar entries can be negated through 
  this ability. 
  Auras(Ex) You may project one minor aura at a time. 
   
  Art of War: +5 bonus on trip, bull rush, disarm, & 
  sunder attempts.  
  Sources Complete Warrior (p.5), MH (p.11). 
   
   
  F AD E D  W AR  T R O L L 
  CR  13 
  LE Large Humanoid (monstrous, extraplanar) 
  Init +7; Senses Darkvision 90’, low light, scent, Listen 
  +11, Spot +12 
  Languages Common, Giant  
  AC 31, touch 12, flat-footed 28 
   (-1 size, +3 Dex, +5 breastplate, +14 natural) 
  Miss Chance 50% except in full daylight 
  hp 
  162 
  (12d8+102 
  HD); 
  regeneration 
  9; 
  DR 
  5/adamantine 
  Resist Cold 15; SR 20 
  Fort +15, Ref +13, Will +14 
  Speed 50 ft. in breastplate (10 squares); base speed 60 
  ft. 
  Melee Masterwork greatsword +28/+18/+13 (3d6+15/19-
  20) and 1 bite +19 (1d8+10) or 2 claws +21 (1d8+10 
  and 1 bite +19 (1d8+10) 
  Ranged masterwork composite longbow (+10 Str 
  bonus) +15/+10/+5 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Special Actions Dazing Blow 
  Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10  
  SQ Darkvision 90’, low-light vision, regeneration 5, 
  scent, evasion, damage reduction 5/adamantine, 
  spell resistance 20 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Multiattack, Weapon focus(greatsword)  
  Skills Listen +5, Spot +6, Move Silently+ 7 
  Dazing Blow (Ex): The force of a war troll’s blow can be 
  overwhelming.  If the war troll hits with a weapon or 
  claw attack, the opponent must make a DC 25 
  Fortitude save or be dazed for one round.  The save 
  DC is Constitution-based..  
  Regeneration (Ex): Unlike their lesser cousins, acid 
  (not fire) deals normal damage to a war troll.  If a war 
  troll loses a limb or body part, the lost portion regrows 
  in 2d4 minutes.  The creature can reattach the 
  severed member instantly by holding it to the stump. 
   Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  SHE8-03 Bloodlines 
   
  Page 54 
  
  Evasion (Ex): As the rogue class feature. 
  Mirror Image (Sp): 1/day. Caster level 5th. 
  Skills +6 racial bonus to Move Silently. 
  Sources LOM (p. 167), MMIII (p. 181) 
   
  ENCOUNTER 5 
   
   
   
   
  AD V AN C E D  G H AS T   H E X B L AD E  2 
  CR  6   
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +3, Spot +13 
  Languages Flan  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +4 natural, +3 armor) 
  hp 90 (10 HD)  
  Resist turn resistance +6 
  Fort +8, Ref +12, Will +17 
  Speed 30 ft. (6 squares) 
  Melee bite +11 (1d8+5 plus paralysis) and 2 claws +6 
  (1d4+2 plus paralysis) or +1 guisarme +12/+7 
  (2d4+7) 10-ft reach 
  Ranged +1 long composite bow +10 (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10ft with glaive) 
  Base Atk +6; Grp +11 
  Special Actions Ghoul fever, paralysis, stench, tripping 
  Abilities Str 20, Dex 19, Con --, Int 13, Wis 16, Cha 22  
  SQ undead traits, hexblade curse 1/day 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Turn Resistance, Improved Trip 
  Skills Balance +9, Climb +15, Hide +15, Jump +13, 
  Move Silently +15, Spot +13, Spellcraft +4 
  Combat Equipment:  anklet of translocation, +1 long 
  composite bow (str +3), 60 cold iron arrows, 
  masterwork studded leather, +1 guisarme 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Hexblade Curse (Su): Once per day the Hexblade may, 
  as a free action (range 60 feet) curse a visible  target. 
   The recipient of the curse receives -2 penalty to 
  attack rolls, weapon damage rolls, saves, skill 
  checks, ability checks, for one hour.  A Will save, DC 
  18, negates this effect. 
  Arcane Resistance (Su): A Hexblade gets her 
  charisma bonus (minimum +1) to all saving throws. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
  Possessions:  wooden holy symbol of the 
  Winterking (aspect of Nerull in Old Faith) 
   
  AD V AN C E D  S H AD O W 
  CR  4 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft. Listen +9, Spot +9 
  Languages -- 
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +2 deflection, ) 
  hp 63 (7 HD)  
  Resist turn resistance +6 
  Fort +2, Ref +4, Will +8 
  Speed Flt 40 ft. [good] (8 squares) 
  Melee incorporeal touch +5 (1d6 strength) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14  
  SQ undead traits, incorporeal traits, create spawn, 
  strength damage 
  Feats , Alertness, Improved Turn Resistance, Iron Will  
  Skills Hide +8, Search +4, Listen +9, Spot +9 
  Strength Damage (Su):  The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect.  
  Create Spawn (Su): Any humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  of its killer within 1d4 rounds.  
   
  A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it takes a -4 penalty on Hide checks. 
   
  H U G E  AI R N E C R O M E N T AL   
  CR  8 
  N Huge Augmented Undead (Air; Extraplanar) 
  Init +13; Senses Listen +14, Spot +14 
  Languages Auran  
  AC 23, touch 17, flat-footed 14 
   (-2 size, +9 Dex, +6 natural) 
  hp 144 (16 HD); DR 5/- ; turn resistance +4 
  Elemental Traits 
  Fort +7, Ref +19, Will +5 
  Speed 100 ft. flight, perfect (20 squares),.; 
  Melee 2 slams +19 (2d8+4)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +24 
  Atk Options Slam 
  Special Actions Whirlwind, air mastery 
  Abilities Str 18, Dex 29, Con --, Int 1, Wis 10, Cha 1 
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), Whirtlwind 
  (Su), Elemental Traits 
  SHE8-03 Bloodlines 
   
  Page 55 
  
  Feats Alertness, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mob, Spring , 
  Weapon Finesse, Power attack , Improved Turn 
  Resistance, Great Fortitude 
  Skills Listen +11, Spot +12, 
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwhind (Su)  The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 10 rounds.. In this form, the 
  elemental can move through the air or along a 
  surface at its fly speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 40 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental 
  enters 
  the 
  space 
  another 
  creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the 
  elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (2d8) and may be lifted into the air. An 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round (DC 22) o 
  escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful.. The save DC 
  is Strength based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise act 
  normally, but must succeed on a Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught 
  in the whirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls. The elemental can have only 
  as many creatures trapped inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 
  5 feet away have concealment, while those farther 
  away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Create Spawn (Su):  An elemental slain by a 
  necromental’s energy attack rises as a necromental 
  1d4 days after death. 
  Energy Drain (Su): Living creatures hit  by a 
  necromental’s natural weapon attack gain one 
  negative level.  A necromental can use its energy 
  drain attack once per round, regardless of the 
  number of attacks.  The save DC to remove negative 
  levels is 18.  When necromental bestows a negative 
  level it gains 5 temporary hit points (10 on critical hit) 
  Fast Healing (Su):  As long as this necromental is in 
  contact with air, it has fast healing 3. 
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
   
  AD V AN C E D  AB Y S S AL  G H O U L 
  CR  12 
  CE Medium Undead (Extraplanar) 
  Init +7; Senses Blindsight 90ft., isten +2, Spot +2 
  Languages Abyssal 
  AC 30, touch 13, flat-footed 27 
   (+3 Dex, +14 natural, armor +3) 
  hp 180 (20 HD);  
  Immune Electricity immunity 
  Resist Acid resistance 20, Cold resistance 20, Fire 
  resistance 20; SR 20; Turn Resistance +4 
  Fort +6, Ref +11, Will +14  
  Speed 40 ft. (8 squares) 
  Melee 2 front claws +18 (1d4+8 plus disease) and rear 
  claws +16 (2d4+4 plus disease)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +18 
  Atk Options Improved grab, Sneak attack +5d6, 
  Wisdom drain 1d6, Spring Attack  
  Special Actions Dodge 
  Abilities Str 26, Dex 16, Con -, Int 14, Wis 16, Cha 18 
  SQ Acid resistance 20, blindsight 90ft, cold resistance 
  20, deathwatch, electricity immunity, fire resistance 
  20, SR 20, uncanny dodge, undead traits 
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Mobility, Multiattack, Spring Attack, Combat Reflexes, 
  Improved Turn Resistance 
  Skills Balance +26, Climb +26, Hide +26, Jump +23, 
  Move Silently +20, Tumble +28 
  Disease (Ex) Any creature hit by an abyssal ghoul’s 
  front claw or rear claws attack must succeed on a 
  fortitude save (DC 18) or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed 
  on another Fortitude save (DC 18) or take the same 
  damage. Each time it is damage by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 18) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive 
  days, the creature recovers. 
  Improved Grab (Ex) If an abyssal ghoul hits an 
  opponent its own size or smaller with both front 
  SHE8-03 Bloodlines 
   
  Page 56 
  
  claws, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack 
  of opportunity (grapple bonus +15). If it gets a hold, it 
  can attempt to pin and use its Wisdom drain ability on 
  its next grapple check. Alternatively, the abyssal 
  ghoul has the option to conduct the grapple normally, 
  or simply use its front claws to hold the opponent (-20 
  penalty on grapple check, but the ghoul is not 
  considered grappled). In either case, each successful 
  grapple check it makes during successive rounds 
  automatically deals damage from both front claws. 
  Sneak Attack (Ex) Anytime an abyssal ghoul’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 
  5d6 points of damage on a successful melee attack. 
  Wisdom Drain (Su) If an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex) An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature 
  by using scent and vibration to ascertain its 
  surroundings. This ability enables it to discern objects 
  and creatures within 90ft. An abyssal ghoul usually 
  does not need to make Spot or Listen checks to 
  notice creatures within range of its blindsight. 
  Deathwatch (Sp) This ability functions like the 
  deathwatch spell, except that it is always active and 
  an abyssal ghoul always knows how near death all 
  creatures within 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near 
  death (those with 3 or fewer hit points remaining) 
  before moving on to attack healthier foes. 
  Uncanny Dodge (Ex) An abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-footed 
  or struck by an invisible attacker. In addition, it cannot 
  be flanked except by a rogue of 20th level or higher. 
  Abysall Undead Traits An abyssal ghoul is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  (unless they specifically affect undead), and any 
  effect that requires a Fortitude save unless it also 
  works on objects. It is not subject to critical hits, 
  subdual damage, ability damage, ability drain, or 
  death from massive damage. An abyssal ghoul 
  cannot be raised, and resurrection works only if it is 
  willing. An abyssal ghoul has darkvision 60ft. 
  Description  An abyssal ghoul looks similar to a 
  common ghoul in that it is a warped humanoid figure 
  with bestial features.  Its skin is scaly and tough, and its 
  fingers and toes end in fearsome claws several inches in 
  length.  Its teeth are equally fearsome, and a foot-long 
  tongue dangles from its mouth, trailing into smoky 
  incorporeality at its tip.  Though an abyssal ghoul is 
  blind, its other senses allow it to perceive prey around it. 
  Posessions:   anklet of translocation, masterwork 
  studded leather, 2 fly potions 
  Sources see Fiend Folio, page 12 
   
  ENCOUNTER 6 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  12 
  Male human Ranger 11 
  NE Medium Humanoid (human, extraplanar) 
  Init +5; Senses Darkvision 60 ft., Listen +15, Spot +15 
  (+6 vs dwarves, +2 vs. fey, +2 vs. giants)  
  Languages Flan  
  AC 21, touch 14, flat-footed 16 
   (+5 Dex,  +5 armor, +1 shield, ) 
  Miss Chance 50% except in full daylight 
  hp 80 (11d8+22 HD); Fast Healing 2 
  Resist Cold 15;  
  Fort +11, Ref +14, Will +8 
  Speed 55 ft. in light armor (9 squares), base movement 
  45 ft.,; 
  Melee +1 longsword +14/+9/+4 (1d8+3/19-20; 1d8+12 
  /19-20 vs. dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1  Dwarf-Bane composite longbow  (Str +2) 
  +18/+18/+13/+8 
  (1d8+4/x3) 
  or 
  +20/+20/+16/+11 
  (1d8+2d6+14/x3) vs. dwarves 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +13 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (3 arrows) +12, +1 to 
  hit/damage within 30’ 
  Combat Gear +1 Dwarf-Bane Composite Longbow (Str 
  +2), +1 longsword, +1 mithril chainshirt, , masterwork 
  buckler, 120 cold iron arrows 
  Ranger Spells Prepared (CL 5th): 
   1st—arrow mind, longstrider�. 
   2nd—exacting shot 
  Already cast: used cat’s grace potion (CL 3); bow is 
  under a CL 11 greater magic weapon spell (+2) 
  Abilities Str 14, Dex 16 (20), Con 14, Int 10, Wis 12, 
  Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +6, fey +2, 
  giants +2), woodland stride, wild empathy, swift 
  tracker, Evasion  
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot, Iron Will, Endurance, Improved Precise 
  Shot 
  Skills Handle Animal +4, Hide +22, Knowledge (nature) 
  +10, Listen +14, Move Silently +23, Search +13, Spot 
  +14, Survival +14 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60’. 
  Evasion (Ex): As the rogue class feature. 
  Fast Healing 2 
  Skills: +6 racial bonus on Move Silently. 
  Sources LOM (p 168) 
   
  SHE8-03 Bloodlines 
   
  Page 57 
  
  C L E R I C  O F  F AL AZ U R E 
  CR  11 
  Male human cleric 11 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common, Flan  
  AC 22, touch10, flat-footed 22 
   (+9 armor, +3 shield) 
  hp 69 (11d8+11 HD)  
  Fort +9, Ref +6, Will +12 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee +1 venomous scimitar +9/+4 (1d6+1/18-20 plus 
  poison)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Atk Options  
  Special Actions  
  Combat Gear +1 venomous scimitar, +1 full plate 
  armor, +1 heavy steel shield, 
  Cleric Spells Prepared (CL 11th, 12th for Evil): 
   6th—visage of the deity, harmD (DC21) 
   5th—flame 
  strike, 
  Quickened 
  shield 
  of 
  faith, 
  Quickened blessed aim, inflict light wounds, mass D 
  (DC 20) 
   4th—cure critical wounds, , inflict critical wounds, 
  wrack, unholy blight D (DC19)  
   3rd—cure serious wound, deeper darkness, dispel 
  magic, invisibility purge, ring of blades, magic circle 
  against good D (DC 18) 
   2nd—cure moderate wounds, spiritual weapon, 
  silence, sound burst, hold person, desecrate D (DC 
  17) 
   1st—bless, blessed aim, cure light wounds (x2), 
  doom, entropic shield, shield of faith, inflict light 
  wounds D (DC16) 
   0—cure minor (x3), create water, detect magic (2), 
  detect poison 
  D: Domain spell. Deity: Falazure. Domains: Evil, 
  Destruction  
  �Already cast 
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 20, Cha 10  
  SQ  
  Feats Combat Casting, Lightning Reflexes, Martial 
  Weapon Proficiency (scimitar), Quicken Spell, Reach 
  Spell  
  Skills 
  Concentration 
  +15 
  (+19 
  when 
  casting 
  defensively), 
  Knowledge 
  (arcane) 
  +8, 
  Knowledge(religion) +15, Knowledge (the planes) +8, 
  Spellcraft +17 
  Possessions combat gear plus periapt of wisdom (+2) 
  Stalwart Pact (Sp) The cleric has a stalwart pact spell 
  in effect (CL 11).   
  Sources Spell Compendium  
   
  ADVANCED SHADOW MASTIFF                 CR  7 
  NE Large Outsider  (Extraplanar) 
  Init +0; Senses Darkvision 60 ft., Listen +6, Spot +6 
  Aura Faint Evil 
  AC 14, touch 8, flat-footed 15 
   (-1 size, +5 natural) 
  Miss Chance 50% except in full daylight 
  hp 78 (8 HD) 
  Fort +12, Ref +8, Will +9 
  Speed 50 ft. (10 squares) 
  Melee bite +15 (2d6+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Special Actions Bay 
  Abilities Str 25, Dex 11, Con 21, Int 4, Wis 12, Cha 13 
  SQ Darkvision (60’), low light vision, scent, shadow 
  blend 
  Feats Ability Focus (bay), Improved Initiative, Improved 
  Natural Attack (bite), Track 
  Skills Climb +16, Hide +4, Jump +16, Listen +12, Move 
  Silently +4, Spot +12, Survival +8* 
  Bay (Su): When a shadow mastiff howls or barks, all 
  creatures except evil outsiders within a 300-foot 
  spread must succeed on a DC 15 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. Whether or not the save is 
  successful, an affected creature is immune to the 
  same mastiff ’s bay for 24 hours. The save DC is 
  Charisma-based. 
  Trip (Ex): A shadow mastiff that hits with its bite attack 
  can attempt to trip the opponent as a free action (+7 
  check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Skills: +4 racial bonus on Survival checks when 
  tracking by scent. 
   
  ENCOUNTER 7 
   
   
   
   
  W ATC H E R  AN G O R I N 
  CR  16 
  Male Ghost (Human-Suloise) Duskblade 7 Pious 
  Templar7 (Hieroneous)  
  LG  Medium Ghost/Deathless/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Celestial 
  AC 29, touch 22*, flat-footed 26 
   (+3 Dex, +7 armor, +5 shield*, +4 deflection) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; DR 2/- 
  hp 126 (14 HD);  
  Fort +14, Ref +17 Will +17 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch battle axe +19/+14/+9 (1d6+6/15-
  20);  
  or Incorporeal Touch+17/+12/+7 (1d6); 
  or draining touch  +17(1d4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +14; Grp +14 (+17 vs. ethereal) 
  SHE8-03 Bloodlines 
   
  Page 58 
  
  Atk Options  ghost touch battle axe, incorporeal touch, 
  draining touch, malevolence, channeling spells 
  through weapon, Smite Evil 2/day, prayer 
  Gear that appears on his ghostly body: +2 
  breastplate, +2 heavy dark wood shield, periapt of 
  wisdom +2, cloak of turn resistance, vest of 
  resistance +4, gloves of dexterity +2, ring of 
  protection +2, +1 ghost touch battle axe  
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, resist 
  energy 
  Divine Class Spells Prepared (CL 7th) Save = 13 + 
  spell level 
   
  1st   – divine sacrifice, divine favor,, inflict light 
  wounds 
   
  2nd— inflict moderate wounds, bull’s strength 
   
  3rd – prayer, remove blindness/deafness 
  Abilities Str  --/16, Dex 16, Con --, Int 13, Wis 16, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex), Deathless (Ex) 
  Feats Shield Specialization, Weapon Focus: battle axe , 
  , Combat Casting, True Believer, Blind Fighting,  
  Shield Ward*,  Weapon Specialization: Battle axe, 
  Improved Critical: Battle axe  Combat Expertise  
  Skills Concentration +17 [+21 casting on defensive or 
  in grapple],  Knowledge (Religion) +13, Listen +10, 
  Spellcraft +11,  Sense Motive +7, Spot +14,  Hide 
  +17, Search +7, Always moves silently 
  Mettle (Su):.  If he makes a  successful Will or Fortitude 
  against an attack that normally would have a lesser 
  effect on a successful save, he instead completely 
  negates the effect.   
  Incorporeal Touch(Su):  A ghost that hits a target with 
  its incorporeal touch attack deals 1d6 points of 
  damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Draining Touch (Su): A ghost that hits a target with its 
  incorporeal touch attack may drain1d4 points from 
  charisma. On each such successful attack against a 
  non-Good opponent, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds 
  its Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Manifestation (Su): Deathless ghosts are always 
  manifested.  They cannot disappear to ethereal plane 
  like regular ghosts. A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage  
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own attacks 
  pass through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike with its 
  touch attack or with a ghost touch weapon (see 
  Ghostly Equipment, below). A manifested ghost 
  remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
   
  When a spellcasting ghost manifests, its spells 
  continue to affect ethereal targets and can affect 
  targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch 
  spells don’t work on nonethereal targets.  (However a 
  duskblade can channel through his weapon) 
   
  A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered 
  extraplanar when on either of these planes 
  Rejuvenation (Su): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the ONLY way he can deliver touch spells to non-
  ethereal creatures. 
  Smite Evil:  Twice per day he can Smite Evil, +4 to hit, 
  +7 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter.  
  Deathless (Ex): Darkvision out to 60 feet; Immunity to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects); Immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  and death effects; Not subject to critical hits, 
  SHE8-03 Bloodlines 
   
  Page 59 
  
  nonlethal damage, ability drain, or energy drain. 
  Immune to damage to its  ability scores, as well as to 
  fatigue and exhaustion effects; Immunity to any 
  effect that requires a Fortitude save (unless the 
  effect also works on objects or is harmless); Not at 
  risk of death from massive damage, but when 
  reduced to 0 hit points or less, it is immediately 
  destroyed; Does not need to breathe, eat, or sleep; 
  positive energy heals it as it does the living. 
  Description  A five foot, five inch tall human with pale 
  skin and platinum blonde hair.  He has a translucent 
  bladed battle axe, chain mail armor, and dark wood 
  wooden shield. 
  Sources Duskblade, Shield Specialization, Shield Ward, 
  kelgore’s fire bolt (Player Handbook II), Pious 
  Templar, True Believer (Complete Divine), greater 
  mage hand,  (Spell Compendium) 
   
  ENCOUNTER 8 
   
   
   
   
  Faded Male Human Warmage 10 
   
  CR 11 
  LE Medium Human (ExtraPlaner) 
  Init +4; Senses Listen +6, Spot +4 
  Languages Common, Draconic 
  AC 21, touch 14, flat-footed 17 
   (+0 size, +4 Dex, +0 class, +6 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 60 (10 HD);  +20 from bear’s endurance potion     
  Resistance 20 Fire (from CL 7 Potion)   
  Fort +9, Ref +11, Will +11 
  Speed 45 ft. in chain shirt (9 squares), base movement 
  30 ft.; 
  Melee dagger +7 (1d4+1/x2); 
  Ranged); Ranged Touch attack +10  
  Space 5 ft.; Reach 5 ft  
  Base Atk +5; Grp +6 
  Combat Gear cloak of charisma +2, buckler, gloves of 
  dexterity +2, masterwork daggers, chainshirt +2,  
  potion resist energy: (fire 20),  two potions of remove 
  blindness/deafness, tunic of steady spell casting, 
  brooch of shielding, bear’s endurance potion, bear’s 
  endurance potion, bull’s strength potion 
  Warmage Spells Known (CL 10th): 
   
  5th (3/day)—arc of lightning, cloudkill, cone of cold, 
  mass fire shield, greater fireburst, flame strike, 
  prismatic ray. 
   
  4th (5/day) — blast of flame, Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer, shout, wall of fire. 
   
  3rd (6/day) — fire shield, fireball, gust of wind, ice 
  storm, lightning bolt, poison, ring of blades, sleet 
  storm, stinking cloud, see invisibility. 
    
  2nd (7/day) —blades of fire, continual flame, fire 
  trap, fireburst, flaming sphere, ice knife, Melf's acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade. 
   1st (7/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, orb of acid, 
  lesser, orb of cold, lesser, orb of electricity, lesser, 
  orb of fire, lesser, orb of sound, lesser, shocking 
  grasp, Tensor’s floating disk, true strike 
   0 (6/day)— acid splash, disrupt undead, light, ray of 
  frost 
  Already cast  see invisibility. Under effects of hero’s 
  feast (CL 11), bull’s strength (CL3), bear’s 
  endurance (CL 3) 
  Abilities Str (12) 8, Dex 18, Con (18) 14, Int 12, Wis 10, 
  Cha 16 
  Special:  Has a +2 profane bonus to all saving throws 
  (included above) 
  SQ Armored Mage (light), Warmage Edge (+1 damage), 
  Shadow Blend, Evasion, Darkvision 60 ft, Low Light 
  Vision., Eclectic Learning allows him to learn see 
  invisibility as a 3rd level spell 
  Feats Still Spell, Eschew Materials , Weapon Focus: 
  Ranged Touch Attack, Sculpt Spell, Silent Spell  
  Skills Concentration +20, Intimidate +4, Knowledge 
  (Arcana) +13, Listen +6, Spellcraft +9, Spot +4, 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex):  If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. Evasion can be used only if the personis 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Sources: Ecletic Learning (Players Handbook II) 
   
  G R E E N  H AG  R O G U E2  F AV O R E D  S O U L6 CR  13 
  N Medium Monstrous Humanoid 
  Init +4; Senses darkvision 90 ft. Listen +9, Spot 9 
  Languages Common, Giant 
  AC 33, touch 17, flat-footed 29 
   (+4 Dex, +11 natural, +5 armor), +3 deflection (shield 
  of faith) 
  hp 138 (17 HD)  
  Spell Resistance 21 ; fire resistance 20 (resist energy 
  spell), cold resistance 10 
  Fort +13, Ref +18, Will +14 
  Speed  30 ft. (6 squares) 
  Melee 
  Claws 
  +23/+23 
  (1d4+8) 
  or 
  +1 
  falchion 
  +25/+20/+15 (2d4+13/15-20) 
  Ranged:  +1 Short composite (Str +3) Bow +19/+14/+9 
  (1d6+4) 
  Spiritual Weapon: in form of falchion: +16/+11/+5 
  (1d8+2/18-20) [1st round only gets one hit) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +22 
  Combat Gear:  +1 keen falchion, +1 short composite 
  (str +3) bow, 60 cold iron arrows, mithril chain shirt 
  +1, vest of resistance +1, cloak of charisma +2, 
  dragon mask 
  Class Spells Known (CL 10th):  Deity: Kelenan 
   
  3rd (4/day)—remove blindness/deafness, ring of 
  blades, dispel magic 
  SHE8-03 Bloodlines 
   
  Page 60 
  
  SHE8-03 Bloodlines 
   
  Page 61 
   
  2nd (4/day)—resist energy, close wounds, spiritual 
  weapon, bull’s strength 
  1st (6day)—protection from chaos, shield of faith, 
  lesser vigor, healthful rest, resurgence 
  0th (6/day) – cure minor wounds, resistance, detect 
  magic, read magic, create water 
  Already Cast: bull’s strength (7 minutes left)< pass 
  without a trace, invisibility purge (5 minutes left), 
  protection from chaos (5 minutes left), healthful 
  rest, resist energy (fire) 20 minutes remaining, 
  shield of faith (7 minutes remaining); Participated in 
  a Hero’s Feast  Spell (CL 15) earlier in the day (1 
  hour left) 
  Abilities Str 22 (26), Dex 18, Con 16, Int 10, Wis 14, 
  Cha 16 
  SQ Sneak Attack +1D6, Trapfinding, Evasion,  spell like 
  abilities, weakness, mimicry 
  Feats Weapon Proficiency: Falchion, Blind-Fight, Still 
  Spell, Combat Casting, Great Fortitude, Eschew 
  Materials, 
  Weapon 
  Focus: 
  Falchion, 
  Combat 
  Reflexes, Practiced Spellcaster 
  Skills Concentration +17 [+21 on the defensive or in 
  grapples], Disguise +5, Balance +10, Listen +9, Spot 
  +9, Swim +10, Hide +5, Move silently +6,, Tumble 
  +10, Spellcraft +4 
  Spell Like Abilities (Sp):  At will (CL 17)—dancing 
  lights, disguise self, ghost sound (DC 13), invisibility, 
  pass without trace, tongues, water breathing.  
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 17 Fortitude save or take 2d4 
  points of Strength damage. 
   
  A green hag gains a +8 racial bonus on Swim 
  checks. 
  Mimicry (Ex):  A green hag can imitate the sounds of 
  almost any animal found near its lair 
  Evasion (Ex):  If she makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Possessions:  Combat Gear plus two  wooden holy 
  symbols of Kelenan 
  Description: This green hag uses her disguise skill and 
  disguise self spell to make herself appear to be a 
  chain mail, falchion & short composite bow wielding 
  Flan human female..  Her disguise check is +15. 
   
  
   APPENDIX 5 – APL 16 
   
  ENCOUNTER 2 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  15 
  Male human Ranger 14 
  NE Medium Humanoid (human, extraplanar) 
  Init +4; Senses Darkvision 60 ft., Listen +18 Spot 
  +23(+6 vs dwarves, +2 vs. fey, +2 vs. giants)  
  Languages Flan  
  AC 21, touch 14, flat-footed 16 
   (+4 Dex, +6 armor, +1 shield) 
  Miss Chance 50% except in full daylight 
  hp 101 (14d8+28 HD); Fast Healing 2; DR 5/magic 
  Resist Cold 15;  
  Fort +13, Ref +17, Will +9 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft.; 
  Melee 
  +1 
  longsword 
  +17/+12/+7 
  (1d8+3/19-20; 
  1d8+12/19-20 vs. dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 mighty  Hunting Dwarf-Bane composite 
  longbow (Str +2) +21/+21/+16/+11 (1d8+4/x3) or 
  +23/+23/+18/+13 (1d8+2d6+19/x3) vs. dwarves 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +16 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (3 arrows) +11, +1 to 
  hit/damage within 30 ft. 
  Combat Gear +1  Dwarf-Bane composite longbow (Str 
  +2), +1 longsword, +2 mithril chainshirt, , masterwork 
  buckler, 120 cold iron arrows 
  Ranger Spells Prepared (CL 7th): 
   1st—Arrow Mind, Raptor’s Sight�. 
   2nd—Exacting Shot 
   3rd---Arrow Storm 
  Already cast: Bow has a greater magic weapon CL 15 
  for +3 enhancement cast on it. 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 13, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +6, fey +2, 
  giants +2), woodland stride, wild empathy, swift 
  tracker, Evasion, camouflage   
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot, Iron Will, Endurance, Improved Precise 
  Shot, Lightning Reflexes 
  Skills Handle Animal +4, Hide +26, Knowledge (nature) 
  +14, Listen +18, Move Silently +27, Search +17, Spot 
  +18 (+23), Survival +18 
  Possessions combat gear plus gloves of dexterity (+2), 
  cloak of elvenkind, thunderstone. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60 ft. 
  Evasion (Ex): As the rogue class feature. 
  Fast Healing 2 
  Skills: +6 racial bonus on Move Silently. +6 Spot from 
  Raptor’s Sight. 
  Sources LOM (p 168) 
   
  F AD E D  W AR L O C K 
  CR  15 
  Male human Warlock 14 
  NE Medium Humanoid (human, extraplanar) 
  Init +2; Senses See Invisible & Darkvision (60’), Listen 
  +0, Spot +0 
  Languages Common  
  AC 23, touch 16, flat-footed 21 
   (+2 Dex, +7 armor, +4 shield (from wand),) 
  Miss Chance 50% except if full daylight 
  hp 72 (14d6+14 HD); fast healing 2; DR 3/cold iron 
  Resist  Cold 15, Fire 5, Electricity 5; 
  Fort +9, Ref +10, Will +13 
  Speed 45 ft. in light armor (9 squares), base movement 
  45 ft; 
  Melee Masterwork morningstar +11/+6 (1d8)  
  Ranged Beshadowed blast +13 (7d6 plus DC22 Fort 
  save or blinded for 1 round) or Vitriolic Blast +13 ( 
  6d6 acid damage plus 2d6 acid for 2 additional 
  rounds) or Noxious Blast (7d6 plus DC 24 Fort save 
  or nauseated for 1 minute) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +10 
  Atk Options Eldritch Blast 
  Special Actions  
  Combat Gear +3 mithril chainshirt, mw morningstar 
  Spell-Like Abilities (CL 14th): 
  6th--- Vitriolic Blast, Noxious Blast 
  5th--- 
  4th--- Flee the Scene, Beshadowed Blast (DC 21), 
  Voracious Dispelling  
  3rd— 
   2nd—Eldritch Spear, See the Unseen�, Entropic 
  Warding 
   1st— 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 22  
  SQ Evasion Evasion, Fiendish Resilience, Detect Magic, 
  Deceive Item, Shadow Blend 
  Feats Point Blank Shot, Precise Shot, Weapon Focus 
  (ray), Ability Focus (Eldritch Blast), Maximize Spell-
  like Ability, Spell Penetration 
  Skills Sense Motive +17, Spellcraft +17, Use Magic 
  Device +23 
  Possessions combat gear plus cloak of charisma 
  (+4),), vest of resistance (+2), wand of shield 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  SHE8-03 Bloodlines 
   
  Page 62 
  
  Detect Magic (Sp) At will, as the spell. 
  Deceive Item (Ex):  You can always take 10 on Use 
  Magic Device. 
  Fast Healing (Ex): 2 
  Fiendish Resilience (Su): Once per day, you have Fast 
  Healing 3 (instead of 2) for 2 minutes. 
  Skills +6 racial bonus to Move Silently 
  Sources Complete Arcane 
   
  H E X B L AD E 
  CR  16 
  Male human hexblade 15/marshal 1 
  N Medium Humanoid (human) 
  Init +0; Senses Listen +2, Spot +6 
  Aura  
  Languages Common, Flan  
  AC 19, touch 11, flat-footed 19 
   (+8 armor, +1 deflection) 
  hp 115 (1d8+15d10+16 HD);  
  Fort +13, Ref +10, Will +14  
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee +1 frost heavy flail +18/+13/+8 (1d10+4+1d6/17-
  20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +17 
  Atk Options Improved Trip (+11), Improved Disarm 
  (+11) 
  Special Actions  
  Combat Gear +1 frost heavy flail, +4 mithril chainshirt, 
  masterwork heavy flail 
  Class Spells Known (CL 7th): 
  4th (2/day)—cursed blade, dimension door, greater 
  invisibility 
  3rd (2/day) —charm monster (DC 19), hound of doom, 
  slow (DC18), vampiric touch  
  2nd (2/day) —bull’s strength, see invisibility, touch of 
  idiocy (DC 18) 
   
  1st (4/day)—charm person (DC17), disguise self, 
  Tasha’s hideous laughter (DC 17), undetectable 
  alignment  
   �Already cast 
  Abilities Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 21  
  SQ Familiar (rat) 
  Feats Alertness, Combat Casting, Combat Expertise, 
  Improved Trip, Improved Disarm, Ability Focus 
  (Hexblade’s Curse) , Lightning Reflexes, Improved 
  Critical (Heavy Flail), Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment), Power Attack 
  Skills Bluff +24, Concentration +17, Diplomacy +29, 
  Gather Information +8, Jump +15, Spot +6 
  Possessions combat gear plus ring of jumping, vest of 
  resistance +3, ring of protection +1, cloak of charisma 
  +4, hexbands 
  Greater Hexblade’s Curse (Su): Four times per day, as 
  a free action, you can unleash a curse at a foe within 
  60 ft. that you can see.  The target of your curse 
  takes a –4 penalty to attacks, saves, ability checks, 
  skill checks, and weapon damage rolls for one hour.  
  A successful Will save (DC 25) negates the effect. 
  Arcane Resistance (Ex) You receive a +5 bonus on 
  saving throws versus spells and spell-like effects.  
  Mettle (Ex) If you make a Will or Fortitude saving throw 
  that would normally reduce the spell’s effect, you 
  suffer no effect from that spell at all.  Only those 
  spells with a Saving Throw entry of “Will partial”, “Fort 
  Half” or similar entries can be negated through this 
  ability. 
  Auras (Ex) You may project one minor aura at a time. 
  Art of War: +5 bonus on trip, bull rush, disarm, & 
  sunder attempts. 
  Sources Complete Warrior (p.5), MH (p.11). 
   
   
  F AD E D  W AR  T R O L L 
  CR  13 
  LE Large Humanoid (monstrous, extraplanar) 
  Init +7; Senses Darkvision 90 ft., low light, scent, Listen 
  +11, Spot +12 
  Languages Common, Giant  
  AC 31, touch 12, flat-footed 28 
   (-1 size, +3 Dex, +5 breastplate, +14 natural) 
  Miss Chance 50% except in full daylight 
  hp 
  162 
  (12d8+102 
  HD); 
  regeneration 
  9; 
  DR 
  5/adamantine 
  Resist Cold 15; SR 20 
  Fort +15, Ref +13, Will +14 
  Speed 50 ft. in breastplate (10 squares); base speed 60 
  ft. 
  Melee Masterwork greatsword +28/+18/+13 (3d6+15/19-
  20) and 1 bite +19 (1d8+10) or 2 claws +21 (1d8+10 
  and 1 bite +19 (1d8+10) 
  Ranged masterwork composite longbow (+10 Str 
  bonus) +15/+10/+5 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Special Actions Dazing Blow 
  Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10  
  SQ Darkvision 90 ft., low-light vision, regeneration 5, 
  scent, evasion, damage reduction 5/adamantine, 
  spell resistance 20 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Multiattack, Weapon focus(greatsword)  
  Skills Listen +5, Spot +6,  Move Silently +7 
  Dazing Blow (Ex): The force of a war troll’s blow can be 
  overwhelming.  If the war troll hits with a weapon or 
  claw attack, the opponent must make a DC 25 
  Fortitude save or be dazed for one round.  The save 
  DC is Constitution-based.  
  Regeneration (Ex): Unlike their lesser cousins, acid 
  (not fire) deals normal damage to a war troll.  If a war 
  troll loses a limb or body part, the lost portion regrows 
  in 2d4 minutes.  The creature can reattach the 
  severed member instantly by holding it to the stump. 
   Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex): As the rogue class feature. 
  Mirror Image (Sp): 1/day. Caster level 5th. 
  SHE8-03 Bloodlines 
   
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  Skills +6 racial bonus to Move Silently. 
  Sources LOM (p. 167), MMIII (p. 181) 
   
  ENCOUNTER 5 
   
   
   
  AD V AN C E D  G H AS T   H E X B L AD E  2 
  CR  6   
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +3, Spot +13 
  Languages Flan  
  AC 21, touch 14, flat-footed 17 
   (+4 Dex, +4 natural, +3 armor) 
  hp 90 (10 HD)  
  Resist turn resistance +6 
  Fort +8, Ref +12, Will +17 
  Speed 30 ft. (6 squares) 
  Melee bite +11 (1d8+5 plus paralysis) and 2 claws +6 
  (1d4+2 plus paralysis) or +1 guisarme +12/+7 
  (2d4+7) 10-ft reach 
  Ranged +1 long composite bow +10 (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10ft with glaive) 
  Base Atk +6; Grp +11 
  Special Actions Ghoul fever, paralysis, stench, tripping 
  Abilities Str 20, Dex 19, Con --, Int 13, Wis 16, Cha 22  
  SQ undead traits, hexblade curse 1/day 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Turn Resistance, Improved Trip 
  Skills Balance +9, Climb +15, Hide +15, Jump +13, 
  Move Silently +15, Spot +13, Spellcraft +4 
  Combat Equipment:  anklet of translocation, +1 long 
  composite bow (str +3), 60 cold iron arrows, 
  masterwork studded leather, +1 guisarme 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
   
  An afflicted humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who 
  becomes a ghoul in this way retains none of the 
  abilities it possessed in life. It is not under the control 
  of any other ghouls, but it hungers for the flesh of the 
  living and behaves like a normal ghoul in all respects. 
  A humanoid of 4 Hit Dice or more rises as a ghast, 
  not a ghoul. 
  Hexblade Curse (Su): Once per day the Hexblade may, 
  as a free action (range 60 feet) curse a visible  target. 
   The recipient of the curse receives -2 penalty to 
  attack rolls, weapon damage rolls, saves, skill 
  checks, ability checks, for one hour.  A Will save, DC 
  18, negates this effect. 
  Arcane Resistance (Su): A Hexblade gets her 
  charisma bonus (minimum +1) to all saving throws. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 18 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 18 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
  Possessions:  wooden holy symbol of the 
  Winterking (aspect of Nerull in Old Faith) 
   
  AD V AN C E D  S H AD O W 
  CR  4 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft. Listen +9, Spot +9 
  Languages -- 
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +2 deflection, ) 
  hp 63 (7 HD)  
  Resist turn resistance +6 
  Fort +2, Ref +4, Will +8 
  Speed Flt 40 ft. [good] (8 squares) 
  Melee incorporeal touch +5 (1d6 strength) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 14  
  SQ undead traits, incorporeal traits, create spawn, 
  strength damage 
  Feats , Alertness, Improved Turn Resistance, Iron Will  
  Skills Hide +8, Search +4, Listen +9, Spot +9 
  Strength Damage (Su):  The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect.  
  Create Spawn (Su): Any humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  of its killer within 1d4 rounds.  
   
  A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it takes a -4 penalty on Hide checks. 
   
   
  H U G E  AI R N E C R O M E N T AL   
  CR  8 
  N Huge Augmented Undead (Air; Extraplanar) 
  Init +13; Senses Listen +14, Spot +14 
  Languages Auran  
  AC 23, touch 17, flat-footed 14 
   (-2 size, +9 Dex, +6 natural) 
  hp 144 (16 HD); DR 5/- ; turn resistance +4 
  Elemental Traits 
  Fort +7, Ref +19, Will +5 
  Speed 100 ft. flight, perfect (20 squares),.; 
  Melee 2 slams +19 (2d8+4)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +24 
  Atk Options Slam 
  Special Actions Whirlwind, air mastery 
  Abilities Str 18, Dex 29, Con --, Int 1, Wis 10, Cha 1 
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), Whirtlwind 
  (Su), Elemental Traits 
  SHE8-03 Bloodlines 
   
  Page 64 
  
  Feats Alertness, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mob, Spring , 
  Weapon Finesse, Power attack , Improved Turn 
  Resistance, Great Fortitude 
  Skills Listen +11, Spot +12, 
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwhind (Su)  The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 10 rounds.. In this form, the 
  elemental can move through the air or along a 
  surface at its fly speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 40 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental 
  enters 
  the 
  space 
  another 
  creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the 
  elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (2d8) and may be lifted into the air. An 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round (DC 22) o 
  escape the whirlwind. The creature still takes damage 
  but can leave if the save is successful.. The save DC 
  is Strength based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise act 
  normally, but must succeed on a Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught 
  in the whirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls. The elemental can have only 
  as many creatures trapped inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 
  5 feet away have concealment, while those farther 
  away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Create Spawn (Su):  An elemental slain by a 
  necromental’s energy attack rises as a necromental 
  1d4 days after death. 
  Energy Drain (Su): Living creatures hit  by a 
  necromental’s natural weapon attack gain one 
  negative level.  A necromental can use its energy 
  drain attack once per round, regardless of the 
  number of attacks.  The save DC to remove negative 
  levels is 18.  When necromental bestows a negative 
  level it gains 5 temporary hit points (10 on critical hit) 
  Fast Healing (Su):  As long as this necromental is in 
  contact with air, it has fast healing 3. 
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
   
   
  AD V AN C E D  AB Y S S AL  G H O U L 
  CR  12 
  CE Medium Undead (Extraplanar) 
  Init +7; Senses Blindsight 90ft., isten +2, Spot +2 
  Languages Abyssal 
  AC 30, touch 13, flat-footed 27 
   (+3 Dex, +14 natural, armor +3) 
  hp 180 (20 HD);  
  Immune Electricity immunity 
  Resist Acid resistance 20, Cold resistance 20, Fire 
  resistance 20; SR 20; Turn Resistance +4 
  Fort +6, Ref +11, Will +14  
  Speed 40 ft. (8 squares) 
  Melee 2 front claws +18 (1d4+8 plus disease) and rear 
  claws +16 (2d4+4 plus disease)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +18 
  Atk Options Improved grab, Sneak attack +5d6, 
  Wisdom drain 1d6, Spring Attack  
  Special Actions Dodge 
  Abilities Str 26, Dex 16, Con -, Int 14, Wis 16, Cha 18 
  SQ Acid resistance 20, blindsight 90ft, cold resistance 
  20, deathwatch, electricity immunity, fire resistance 
  20, SR 20, uncanny dodge, undead traits 
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Mobility, Multiattack, Spring Attack, Combat Reflexes, 
  Improved Turn Resistance 
  Skills Balance +26, Climb +26, Hide +26, Jump +23, 
  Move Silently +20, Tumble +28 
  Disease (Ex) Any creature hit by an abyssal ghoul’s 
  front claw or rear claws attack must succeed on a 
  fortitude save (DC 18) or contract demon fever. After 
  an incubation period of 1 day, the disease deals 1d6 
  points of Constitution damage. Each day after 
  contracting demon fever, the creature must succeed 
  on another Fortitude save (DC 18) or take the same 
  damage. Each time it is damage by the disease, the 
  creature must immediately succeed on another 
  Fortitude save (DC 18) or 1 point of the Constitution 
  damage taken becomes Constitution drain instead. 
  After making a successful Fortitude save against the 
  Constitution damage on each of two consecutive 
  days, the creature recovers. 
  SHE8-03 Bloodlines 
   
  Page 65 
  
  Improved Grab (Ex) If an abyssal ghoul hits an 
  opponent its own size or smaller with both front 
  claws, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack 
  of opportunity (grapple bonus +15). If it gets a hold, it 
  can attempt to pin and use its Wisdom drain ability on 
  its next grapple check. Alternatively, the abyssal 
  ghoul has the option to conduct the grapple normally, 
  or simply use its front claws to hold the opponent (-20 
  penalty on grapple check, but the ghoul is not 
  considered grappled). In either case, each successful 
  grapple check it makes during successive rounds 
  automatically deals damage from both front claws. 
  Sneak Attack (Ex) Anytime an abyssal ghoul’s target is 
  denied a Dexterity bonus, or when a target is flanked 
  by an abyssal ghoul, the ghoul deals an additional 
  5d6 points of damage on a successful melee attack. 
  Wisdom Drain (Su) If an abyssal ghoul successfully 
  pins a living opponent, it can drain 1d6 points of 
  Wisdom with its smoky tongue on the same action. 
  Each round thereafter that the pin is maintained, the 
  ghoul automatically drains an additional 1d6 points of 
  Wisdom. A creature reduced to 0 Wisdom by an 
  abyssal ghoul becomes unconscious until at least 1 
  point of Wisdom is restored. 
  Blindsight (Ex) An abyssal ghoul is blind, but it 
  maneuvers and fights as well as a sighted creature 
  by using scent and vibration to ascertain its 
  surroundings. This ability enables it to discern objects 
  and creatures within 90ft. An abyssal ghoul usually 
  does not need to make Spot or Listen checks to 
  notice creatures within range of its blindsight. 
  Deathwatch (Sp) This ability functions like the 
  deathwatch spell, except that it is always active and 
  an abyssal ghoul always knows how near death all 
  creatures within 90 feet of it are. Because of this 
  knowledge, it often pauses to kill creatures near 
  death (those with 3 or fewer hit points remaining) 
  before moving on to attack healthier foes. 
  Uncanny Dodge (Ex) An abyssal ghoul retains its 
  Dexterity bonus to Armor Class even when flat-footed 
  or struck by an invisible attacker. In addition, it cannot 
  be flanked except by a rogue of 20th level or higher. 
  Abysall Undead Traits An abyssal ghoul is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects 
  (unless they specifically affect undead), and any 
  effect that requires a Fortitude save unless it also 
  works on objects. It is not subject to critical hits, 
  subdual damage, ability damage, ability drain, or 
  death from massive damage. An abyssal ghoul 
  cannot be raised, and resurrection works only if it is 
  willing. An abyssal ghoul has darkvision 60ft. 
  Description  An abyssal ghoul looks similar to a 
  common ghoul in that it is a warped humanoid figure 
  with bestial features.  Its skin is scaly and tough, and its 
  fingers and toes end in fearsome claws several inches in 
  length.  Its teeth are equally fearsome, and a foot-long 
  tongue dangles from its mouth, trailing into smoky 
  incorporeality at its tip.  Though an abyssal ghoul is 
  blind, its other senses allow it to perceive prey around it. 
  Posessions:  anklet of translocation, ,masterwork 
  studded leather, 2 fly potions,  
  Sources see Fiend Folio, page 12 
   
  AD V AN C E D  D R E AD W RAI TH 
  CR  14 
  LE Large undead 
  Init +14; Senses darkvision 60 ft. Listen +37, Spot +37 
  Languages Common, Infernal 
  AC 26, touch 26, flat-footed 16 
   (-1 size, +10 Dex, +7 deflection) 
  hp 252 (28 HD)  
  Resist turn resistance +4 
  Fort +10, Ref +18, Will +22 
  Speed Flt 40 ft. [good] (8 squares) 
  Melee incorporeal touch +24 (2d6 plus 1d8 Constitution 
  drain (see below) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +14 (for those things that can 
  grapple incorporeal) 
  Abilities Str --, Dex 30, Con --, Int 17, Wis 18, Cha 25  
  SQ undead traits, incorporeal traits, create spawn, 
  constitution drain, daylight powerlessness, lifesense 
  60 ft, unnatural aura 
  Feats , Alertness, Blind Fight, Combat Reflexes, Dodge, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (incorporeal 
  touch) 
  , 
  Mobility, 
  Spring 
  Attackl, 
  Improved Turn Resistance, Iron Will, Great Fortitude, 
  Combat expertise 
  Skills Diplomacy +15, Hide +30, Intimidate +26, 
  Knowledge (religion) +22, Listen +37, Search +34, 
  Sense Motive +35, Spot +37, Survival +4 (+6 
  following tracks) 
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do 
  so; they remain panicked as long as they are within 
  that range.  
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it.  
  Lifesense (Su): A dread wraith notices and locates 
  living creatures within 60 feet, just as if it possessed 
  the blindsight ability. It also senses the strength of 
  their life force automatically, as if it had cast 
  deathwatch.  
  Constitution Drain (Su): Living creatures hit by a dread 
  wraith’s incorporeal touch attack must succeed on a 
  DC 25 Fortitude save or take 1d8 points of 
  Constitution drain. The save DC is Charisma-based. 
  On each such successful attack, the dread wraith 
  gains 5 temporary hit points.  
  Create Spawn (Su): Any humanoid slain by a dread 
  wraith becomes a wraith in 1d4 rounds. Its body 
  remains intact and inanimate, but its spirit is torn free 
  from its corpse and transformed. Spawn are under 
  the command of the wraith that created them and 
  remain enslaved until its death. They do not possess 
  any of the abilities they had in life. 
   
  SHE8-03 Bloodlines 
   
  Page 66 
  
  ENCOUNTER 6 
   
   
   
   
  C Y S G O D  ANM WN F AD E D  R AN G E R 
  CR  14 
  Male human Ranger 13 
  NE Medium Humanoid (human, extraplanar) 
  Init +4; Senses Darkvision 60 ft., Listen +17, Spot +17 
  (+6 vs dwarves, +2 vs. fey, +2 vs. giants)  
  Languages Flan  
  AC 21, touch 14, flat-footed 16 
   (+4 Dex, +6 armor, +1 shield) 
  Miss Chance 50% except in full daylight 
  hp 94 (13d8+26 HD); Fast Healing 2; DR 5/magic 
  Resist Cold 15;  
  Fort +12, Ref +16, Will +9 
  Speed 55 ft. in light armor (9 squares), base movement 
  45 ft.; 
  Melee 
  +1 
  longsword 
  +16/+11/+6 
  (1d8+3/19-10; 
  1d8+12/19-20 vs. dwarves, 1d8+8/19-20 vs. fey)  
  Ranged +1 Dwarf-Bane composite longbow  (Str +2) 
  +21/+21/+16/+11 (1d8+7/x3) or +23/+23/+18/+13 
  (1d8+2d6+17/x3) vs dwarves 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +15 
  Atk Options Rapid Shot, Many Shot, Point Blank Shot 
  Special Actions Manyshot (3 arrows) +11, +1 to 
  hit/damage within 30’ 
  Combat Gear +1 Dwarf-Bane Composite Longbow (Str 
  +2), +1 longsword, +2 mithril chainshirt, , masterwork 
  buckler, 100 cold iron arrows 
  Ranger Spells Prepared (CL 6th): 
   1st—Arrow Mind, Longstrider�. 
   2nd—Exacting Shot 
   3rd---Arrow Storm 
  Already cast: Bow under a CL 16 greater magic 
  weapon spell (giving +4 enhancement) 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 13, Cha 8  
  SQ Shadow blend, Favored enemy (dwarves +6, fey +2, 
  giants +2), woodland stride, wild empathy, swift 
  tracker, Evasion, camouflage,   
  Feats Point Blank Shot, Improved Rapid Shot, Improved 
  Favored Enemy, Track, Rapid Shot, Manyshot, 
  Precise Shot, Iron Will, Endurance, Improved Precise 
  Shot, Lightning Reflexes 
  Skills Handle Animal +4, Hide +25, Knowledge (nature) 
  +13, Listen +17, Move Silently +26, Search +16, Spot 
  +17, Survival +17 
  Possessions combat gear plus gloves of dexterity +2, 
  cloak of elvenkind, potion of cure moderate wounds. 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Darkvision (Ex): out to 60’. 
  Evasion (Ex): As the rogue class feature. 
  Fast Healing 2 
  Skills : +6 racial bonus on Move Silently. 
  Sources LOM (p 168) 
   
  C L E R I C  O F  F AL AZ U R E 
  CR  13 
  Male human cleric 13 
  NE Medium Humanoid (human) 
  Init +4; Senses Listen +8, Spot +8 
  Aura  
  Languages Common, Flan  
  AC 22, touch10, flat-footed 22 
   (+9 armor, +3 shield) 
  hp 81 (13d8+13 HD)  
  Fort +10, Ref +7, Will +152 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft.; 
  Melee +1 venomous scimitar +10/+5 (1d6+1/18-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options  
  Special Actions  
  Combat Gear +1 venomous scimitar, +1 full plate 
  armor, +1 heavy steel shield, 
  Cleric Spells Prepared (CL 11th, 12th for Evil): 
   7th---repulsion, blasphemyD (DC 23) 
   6th—Quickened cure moderate wounds, visage of 
  the deity, harmD (DC22) 
   5th—flame 
  strike, 
  Quickened 
  shield 
  of 
  faith, 
  Quickened blessed aim, inflict light wounds, mass D 
  (DC 21) 
   4th—cure critical wounds, Reached death knell, inflict 
  critical wounds, wrack(x2), unholy blight D (DC20)  
   3rd—cure serious wound, deeper darkness, dispel 
  magic, invisibility purge, ring of blades, magic circle 
  against good D (DC 19) 
   2nd—cure moderate wounds, spiritual weapon, 
  silence, sound burst, hold person(x2), desecrate D 
  (DC 18) 
   1st—bless, blessed aim, cure light wounds (x2), 
  doom, entropic shield, shield of faith, inflict light 
  wounds D (DC17) 
   0—cure minor (x3), create water, detect magic (2), 
  detect poison 
  D: Domain spell. Deity: Falazure. Domains: Evil, 
  Destruction  
  �Already cast 
  Abilities Str 10, Dex 10, Con 12, Int 12, Wis 20, Cha 10  
  SQ  
  Feats Combat Casting, Lightning Reflexes, Martial 
  Weapon Proficiency (scimitar), Quicken Spell, Reach 
  Spell, Improved Initiative  
  Skills 
  Concentration 
  +15 
  (+19 
  when 
  casting 
  defensively), 
  Knowledge 
  (arcana) 
  +8, 
  Knowledge(religion) +15, Knowledge (the planes) +8, 
  Spellcraft +17 
  Possessions combat gear plus periapt of wisdom (+4) 
  Stalwart Pact (Sp) The cleric has a stalwart pact spell 
  in effect (CL 13).   
  Renewal Pact (Sp): The cleric has a renewal pact spell 
  in effect (CL 16). 
  Sources Material (Source) 
   
  ADVANCED SHADOW MASTIFF                 CR  7 
  NE Large Outsider  (Extraplanar) 
  Init +0; Senses Darkvision 60 ft., Listen +6, Spot +6 
  SHE8-03 Bloodlines 
   
  Page 67 
  
  Aura Faint Evil 
  AC 14, touch 8, flat-footed 15 
   (-1 size, +5 natural) 
  Miss Chance 50% except in full daylight 
  hp 78 (8 HD) 
  Fort +12, Ref +8, Will +9 
  Speed 50 ft. (10 squares) 
  Melee bite +15 (2d6+10)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Special Actions Bay 
  Abilities Str 25, Dex 11, Con 21, Int 4, Wis 12, Cha 13 
  SQ Darkvision (60’), low light vision, scent, shadow 
  blend 
  Feats Ability Focus (bay), Improved Initiative, Improved 
  Natural Attack (bite), Track 
  Skills Climb +16, Hide +4, Jump +16, Listen +12, Move 
  Silently +4, Spot +12, Survival +8* 
  Bay (Su): When a shadow mastiff howls or barks, all 
  creatures except evil outsiders within a 300-foot 
  spread must succeed on a DC 15 Will save or 
  become panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. Whether or not the save is 
  successful, an affected creature is immune to the 
  same mastiff ’s bay for 24 hours. The save DC is 
  Charisma-based. 
  Trip (Ex): A shadow mastiff that hits with its bite attack 
  can attempt to trip the opponent as a free action (+7 
  check modifier) without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the shadow mastiff. 
  Shadow Blend (Su): In any condition other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Skills: +4 racial bonus on Survival checks when 
  tracking by scent. 
    
   
  ENCOUNTER 7 
   
   
   
   
  W ATC H E R  AN G O R I N 
  CR  18 
  Male Ghost (Human-Suloise) Duskblade 7 Pious 
  Templar9 (Hieroneous)  
  LG  Medium Ghost/Deathless/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Celestial 
  AC 33, touch 26*, flat-footed 27 
   (+3 Dex, +7 armor, +8 shield*, +5 deflection) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; DR 2/- 
  hp 145 (16 HD);  
  Fort +16, Ref +13 Will +19 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch battle axe +21/+16/+11 (1d6+6/15-
  20);  
  or Incorporeal Touch+19/+14/+9(1D6); 
  or draining touch  +19(1d4*1.5 ability drain – see enc 
  text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +16; Grp +16 (+19 vs. ethereal) 
  Atk Options  ghost touch battle axe, incorporeal touch, 
  draining touch, malevolence, channeling spells 
  through weapon, Smite Evil 2/day, prayer 
  Gear 
  that 
  appears 
  on 
  his 
  ghostly 
  body:+2 
  breastplate, +5 heavy dark wood shield, periapt of 
  wisdom +2, vest of resistance +5, gloves of dexterity 
  +2, ring of protection +2, +1 ghost touch battle axe  
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, resist 
  energy 
  Divine Class Spells Prepared (CL 7th) Save = 13 + 
  spell level 
   
  1st   – divine favor, divine favor (pg 182 DMG), inflict 
  light wounds 
   
  2nd— cure moderate wounds, inflict moderate 
  wounds, bull’s strength 
   
  3rd – prayer, remove blindness/deafness 
   
  4th – inflict critical wounds 
  Abilities Str  --/16, Dex 16, Con --, Int 13, Wis 16, Cha 
  16 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) , Deathless (Ex) 
  Feats Shield Specialization, Weapon Focus: battle axe, 
  Combat Casting, True Believer, Dodge,  Shield 
  Ward*,  Weapon Specialization: Battle axe, Improved 
  Critical: Battle axe,  Combat Expertise,  Karmic 
  Strike,  Combat Reflexes   
  Skills Concentration +19 [+23 casting on defensive or 
  in grapple],  Knowledge (Religion) +13, Listen +10, 
  Spellcraft +11,  Sense Motive +7, Spot +14, Hide 
  +18, Search +7, Always moves silentlyMettle (Su): 
   If he makes a  successful Will or Fortitude against an 
  attack that normally would have a lesser effect on a 
  successful save, he instead completely negates the 
  effect.   
  Incorporeal Touch(Su):  A ghost that hits a target with 
  its incorporeal touch attack deals 1d6 points of 
  damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Draining Touch (Su): A ghost that hits a target with its 
  incorporeal touch attack may drain1d4*1.5 (1.5 
  multiplier from empowered energy damage feat) 
  points from charisma. On each such successful 
  attack against a non-Good opponent, the ghost heals 
  5 points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack rolls 
  only. Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only. 
  Manifestation (Su): Deathless ghosts are always 
  manifested.  They cannot disappear to ethereal plane 
  SHE8-03 Bloodlines 
   
  Page 68 
  
  like regular ghosts. A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage  
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own attacks 
  pass through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike with its 
  touch attack or with a ghost touch weapon (see 
  Ghostly Equipment, below). A manifested ghost 
  remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked 
  by opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane.  
   
   
  . When a spellcasting ghost manifests, its 
  spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless 
  the spells rely on touch. A manifested ghost’s touch 
  spells don’t work on nonethereal targets.  (However a 
  duskblade can channel through his weapon) 
   
   
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not considered 
  extraplanar when on either of these planes 
  Rejuvenation (Su): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the only way he can deliver touch spells to non-
  ethereal creatures. 
  Smite Evil:  Twice per day he can Smite Evil, +4 to hit, 
  +7 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter.  
  Deathless (Ex): Darkvision out to 60 feet; Immunity to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects); Immunity 
  to poison, sleep effects, paralysis, stunning, disease, 
  and death effects; Not subject to critical hits, 
  nonlethal damage, ability drain, or energy drain. 
  Immune to damage to its  ability scores, as well as to 
  fatigue and exhaustion effects; Immunity to any 
  effect that requires a Fortitude save (unless the 
  effect also works on objects or is harmless); Not at 
  risk of death from massive damage, but when 
  reduced to 0 hit points or less, it is immediately 
  destroyed; Does not need to breathe, eat, or sleep; 
  positive energy heals it as it does the living. 
  Description  A five foot, five inch tall human with pale 
  skin and platinum blonde hair.  He has a translucent 
  bladed battle axe, chain mail armor, and dark wood 
  wooden shield. 
  Sources Duskblade, Shield Specialization, Shield Ward, 
  kelgore’s fire bolt (Player ‘s Handbook II), Improved 
  turn Resistance, Pious Templar, True Believer 
  (Complete Divine), greater mage hand,  (Spell 
  Compendium), Karmic Strike (Complete Warrior) 
   
  ENCOUNTER 8 
   
   
   
   
  Faded Male Human Warmage 10 
   
  CR 11 
  LE Medium Human (ExtraPlaner) 
  Init +4; Senses Listen +6, Spot +4 
  Languages Common, Draconic 
  AC 21, touch 14, flat-footed 17 
   (+0 size, +4 Dex, +0 class, +6 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 60 (10 HD);  +20 from bear’s endurance potion     
  Resistance 20 Fire (from CL 7 Potion)   
  Fort +9, Ref +11, Will +11 
  Speed 45 ft. in chain shirt (9 squares), base movement 
  30 ft.; 
  Melee dagger +7 (1d4+1/x2); 
  Ranged); Ranged Touch attack +10  
  Space 5 ft.; Reach 5 ft  
  Base Atk +5; Grp +6 
  Combat Gear cloak of charisma +2, buckler, gloves of 
  dexterity +2, masterwork daggers, chainshirt +2,  
  potion resist energy: (fire 20),  two potions of remove 
  blindness/deafness, tunic of steady spell casting, 
  brooch of shielding, bear’s endurance potion, bear’s 
  endurance potion, bull’s strength potion 
  Warmage Spells Known (CL 10th): 
   
  5th (3/day)—arc of lightning, cloudkill, cone of cold, 
  mass fire shield, greater fireburst, flame strike, 
  prismatic ray. 
   
  4th (5/day) — blast of flame, Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer, shout, wall of fire. 
  SHE8-03 Bloodlines 
   
  Page 69 
  
   
  3rd (6/day) — fire shield, fireball, gust of wind, ice 
  storm, lightning bolt, poison, ring of blades, sleet 
  storm, stinking cloud, see invisibility. 
    
  2nd (7/day) —blades of fire, continual flame, fire 
  trap, fireburst, flaming sphere, ice knife, Melf's acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade. 
   1st (7/day)—accuracy, burning hands, chill touch, fist 
  of stone, hail of stone, magic missile, orb of acid, 
  lesser, orb of cold, lesser, orb of electricity, lesser, 
  orb of fire, lesser, orb of sound, lesser, shocking 
  grasp, Tensor’s floating disk, true strike 
   0 (6/day)— acid splash, disrupt undead, light, ray of 
  frost 
  Already cast  see invisibility. Under effects of hero’s 
  feast (CL 11), bull’s strength (CL3), bear’s 
  endurance (CL 3) 
  Abilities Str (12) 8, Dex 18, Con (18) 14, Int 12, Wis 10, 
  Cha 16 
  Special:  Has a +2 profane bonus to all saving throws 
  (included above) 
  SQ Armored Mage (light), Warmage Edge (+1 damage), 
  Shadow Blend, Evasion, Darkvision 60 ft, Low Light 
  Vision., Eclectic Learning allows him to learn see 
  invisibility as a 3rd level spell 
  Feats Still Spell, Eschew Materials , Weapon Focus: 
  Ranged Touch Attack, Sculpt Spell, Silent Spell  
  Skills Concentration +20, Intimidate +4, Knowledge 
  (Arcana) +13, Listen +6, Spellcraft +9, Spot +4, 
  Shadow Blend (Su): In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Evasion (Ex):  If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. Evasion can be used only if the personis 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Sources: Ecletic Learning (Players Handbook II) 
   
  G R E E N  H AG  R O G U E2  F AV O R E D  S O U L8 
   
  CR  15 
  N Medium Monstrous Humanoid 
  Init +4; Senses darkvision 90 ft. Listen +9, Spot 9 
  Languages Common, Giant 
  AC 36, touch 18, flat-footed 32 
   (+4 Dex, +11 natural, +7 armor), +4 deflection (shield 
  of faith) 
  hp 154 (19 HD)  + 12 temporary hit points 
  Spell Resistance 22 ; fire resistance 30 (resist energy 
  spell), acid resistance 30 (resist energy spell) cold 
  resistance 10 
  Fort +15, Ref +20, Will +18 
  Speed  30 ft. (6 squares) 
  Melee 
  Claws 
  +29/+29 
  (1d4+8) 
  or 
  +1 
  falchion 
  +31/+26/+21/+16 (2d4+13/15-20) 
  Ranged:  +1 Short composite (Str +3) Bow +19/+14/+9 
  (1d6+4) or ranged touch attack +23 
  Spiritual Weapon: in form of falchion: +16/+11/+5 
  (1d8+2/18-20) [1st round only gets one hit) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +16 (+19); Grp +24 
  Combat Gear:  +1 keen falchion, +1 short composite 
  (str +3) bow, 60 cold iron arrows, mithril chain shirt 
  +3, vest of resistance +2, cloak of charisma +2,  
  dragon mask 
  Class Spells Known (CL 12h):  Deity: Kelenan 
   
  4th (1/day) – divine power, freedom of movement, 
  death ward 
   
  3rd (5/day)—remove blindness/deafness, ring of 
  blades, dispel magic, searing light 
   
  2nd (5/day)—resist energy, close wounds, spiritual 
  weapon, bull’s strength, remove paralysis 
  1st (5day)—protection from chaos, shield of faith, 
  lesser vigor, healthful rest, resurgence, obscuring 
  mist 
  0th (6/day) – cure minor wounds, resistance, detect 
  magic, read magic, create water, detect poison, 
  purify food & drink, inflict minor wounds 
  Already Cast: sudden extended divine power (20 
  rounds left), pass without a trace, invisibility purge 
  (8 minutes left), protection from chaos (7 minutes 
  left), healthful rest, freedom of movement 60 
  minutes remaining, resist energy (fire) 60 minutes 
  remaining, 
  resist 
  energy 
  (acid) 
  60 
  minutes 
  remaining, shield of faith (11 minutes remaining); 
  Participated in a Hero’s Feast  Spell (CL 15) earlier 
  in the day (1 hour left) 
  Abilities Str 22 (28), Dex 18, Con 16, Int 10, Wis 14, 
  Cha 16 
  SQ Sneak Attack +1D6, Trapfinding, Evasion,  spell like 
  abilities, weakness, mimicry 
  Feats 
  Weapon 
  Proficiency: 
  Falchion, 
  Blind-Fight, 
  Sudden Extend Spell, Skill Focus: Concentration, 
  Great Fortitude, Eschew Materials, Weapon Focus: 
  Falchion, Combat Reflexes, Practiced Spellcaster, 
  Iron Will 
  Skills Concentration +24, Disguise +5, Balance +10, 
  Listen +9, Spot +9, Swim +10, Hide +5, Move silently 
  +6,, Tumble +10, Spellcraft +4 
  Spell Like Abilities (Sp):  At will (CL 17)—dancing 
  lights, disguise self, ghost sound (DC 12), invisibility, 
  pass without trace, tongues, water breathing.  
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 17 Fortitude save or take 2d4 
  points of Strength damage. 
   
  A green hag gains a +8 racial bonus on Swim 
  checks. 
  Mimicry (Ex):  A green hag can imitate the sounds of 
  almost any animal found near its lair 
  Evasion (Ex):  If she makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Possessions:  Combat Gear plus two  wooden holy 
  symbols of Kelenan 
  SHE8-03 Bloodlines 
   
  Page 70 
  
  Description: This green hag uses her disguise skill and 
  disguise self spell to make herself appear to be a 
  chain mail, falchion & short composite bow wielding 
  Flan human female..  Her disguise check is +15. 
   
   
  H ALF F I E ND G R E E N  H AG  R O G U E2  F AV O R E D  
  S O U L6 CR  16 
  LE Medium Native Outsider (Evil) 
  Init +6; Senses darkvision 90 ft. Listen +19, Spot +19 
  Languages Common, Giant, Infernal, Elvish 
  AC 36, touch 19, flat-footed 30 
   (+6 Dex, +12 natural, +5 armor), +3 deflection (shield 
  of faith) 
  hp 150 (17 HD)  
  DR 10/magic  Spell Resistance 27 ; fire, acid, 
  electricity, cold resistance 10 
   Immunity to Poison 
  Fort +14, Ref +20, Will +14 
  Speed  30 ft. (6 squares); fly 30 ft (average) 
  Melee Claws +25/+25 (1d4+10) and Bite +20 (1d6+5)  
  or +1 falchion +257+22/+17 (2d4+16/15-20) and bite 
  +20 (1d6+5) natural weapons count as magic for 
  bypassing DR 
  Ranged:  +1 Short composite (Str +3) Bow +21/+16/+11 
  (1d6+4) 
  Spiritual Weapon: in form of falchion: +16/+11/+5 
  (1d8+2/18-20) [1st round only gets one hit) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +24 
  Combat Gear:  +1 keen falchion, +1 short composite 
  (str +3) bow, 60 cold iron arrows, mithril chain shirt 
  +1, vest of resistance +1, cloak of charisma +2, 
  dragon mask 
  Class Spells Known (CL 10th):  Deity: Kelenan 
   
  3rd (4/day)—remove blindness/deafness, ring of 
  blades, dispel magic 
   
  2nd (5/day)—resist energy, close wounds, spiritual 
  weapon, bull’s strength 
  1st (6day)—protection from chaos, shield of faith, 
  lesser vigor, healthful rest, resurgence 
  0th (6/day) – cure minor wounds, resistance, detect 
  magic, read magic, create water 
  Already Cast: bull’s strength (7 minutes left)< pass 
  without a trace, invisibility purge (5 minutes left), 
  protection from chaos (5 minutes left), healthful 
  rest, shield of faith (7 minutes remaining); 
  Participated in a Hero’s Feast  Spell (CL 15) earlier 
  in the day (1 hour left) 
  Abilities Str 26 (30), Dex 22, Con 18, Int 14, Wis 14, 
  Cha 18 
  SQ Sneak Attack +1D6, Trapfinding, Evasion,  spell like 
  abilities, weakness, mimicry 
  Feats Weapon Proficiency: Falchion, Blind-Fight, Still 
  Spell, Combat Casting, Great Fortitude, Eschew 
  Materials, 
  Weapon 
  Focus: 
  Falchion, 
  Combat 
  Reflexes, Practiced Spellcaster 
  Skills Concentration +21 [+25 on the defensive or in 
  grapples], Disguise +16, Balance +15, Listen +19, 
  Spot +19, Swim +10, Hide +13, Move silently +12,, 
  Tumble +12, Spellcraft +6 
  Spell Like Abilities (Sp):  At will (CL 17)—dancing 
  lights, disguise self, ghost sound (DC 14), invisibility, 
  pass without trace, tongues, water breathing.  3/day 
  (CL 17) – darkness, poison (DC 24), unholy aura  
  1/day (CL 17) – desecrate, unholy blight, contagion, 
  blasphemy, horrid wilting (DC 22), summon monster 
  IX (fiends only) 
  Weakness (Su):  A green hag can weaken a foe by 
  making a special touch attack. The opponent must 
  succeed on a DC 18 Fortitude save or take 2d4 
  points of Strength damage. 
   
  A green hag gains a +8 racial bonus on Swim 
  checks. 
  Mimicry (Ex):  A green hag can imitate the sounds of 
  almost any animal found near its lair 
  Evasion (Ex):  If she makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Smite Good (Su): Once per day this creature may 
  make a normal melee attack to deal extra +17 
  damage vs good creartures 
  Possessions:  Combat Gear plus two  wooden holy 
  symbols of Kelenan 
  Description: This green hag uses her disguise skill and 
  disguise self spell to make herself appear to be a 
  chain mail, falchion & short composite bow wielding 
  half fiend orc female.  Her Disguise check is +26 
  SHE8-03 Bloodlines 
   
  Page 71 
  
  SHE8-03 Bloodlines 
   
  Page 72 
  APPENDIX 6 – ALL APLS 
  W ATC H E R  H AR A AP  C Y R A,  M O S T  E L D E R  S T O I C 
  S P H I N X 
  CR  8 
  Male Favored Soul 8 
  LG Medium Human (Suel) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor, +0 deflection, +0 insight, +0 
  natural) 
  hp 60 (8d8+16) 
  Resist  Fire 10 (favored soul 5th); 
  Fort +9, Ref +8, Will +7 
  Speed 30 ft. in light armor (6 squares),  
  Melee +1 battle axe +10/+5 (1d8+4) or dagger +8/+3 
  (1d4+2, 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 (+11 with Divine Power) 
  Special Actions Augment Healing adds +2 times the 
  level of the conjuration(healing) spell to the points 
  healed.  Divine Insight is NPC only, it will add +11 to 
  a single skill check. 
  Combat Gear Mithril Chain shirt, one falchion+1, one 
  masterwork falchions, light crossbow, 30 bolts, spiked 
  gauntlet, four cure moderate wounds scroll (cl 3), two 
  resist energy scrolls (cl 7),  Vest of Resistance +2., 
  wand of cure light wounds, two spell component 
  pouch, silver holy symbol of Kelanen, three wooden 
  holy symbols of Kelanen 
  Class Spells Known (CL 8th): Saving throw is 10 + 
  spell level 
   4th (3/day)— freedom of movement, death ward, cure 
  critical wounds 
   3rd 
  (5/day)— 
  water 
  walk, 
  remove 
  blindness/deafness, cure serious wounds, daylight 
   2nd (7/day)— bull’s strength, close wounds, bear’s 
  endurance, cure moderate wounds, owls wisdom 
   1st (7/day)— shield of faith, cure light wounds, divine 
  favor, magic weapon, detect chaos, obscuring mist 
   0 (6/day)— cure minor wounds, detect magic, create 
  water, mending, light, red magic, detect poison. 
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 15  
  Feats Skill Focus: Concentration, Augment Healing, 
  Martial Proficiency: Falchion, Mounted Combat, 
  Weapon Focus: Falchion, Silent Spell  
  Skills Concentration +12, Heal +4, Swim +5, Spellcraft 
  +0, Ride +3 
  Possessions combat gear plus two corked sunrods 
  Sources Favored Soul (Complete Divine), Close 
  Wounds, (Spell Compendium) 
   
  T Y R AL  AP  D AR S U S 
  CR  4 
  Male Human Fighter 2 Rogue 2 
  N Medium Human (Flan) 
  Init +2; Senses Listen +5, Spot +7 
  Languages Common, Flan 
  AC 16, touch 13, flat-footed 16 
   (+0 size, +3 Dex, +0 class, +2 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 27 (2D10+2D6+4);  
  Fort +4, Ref +8, Will +1 
  Speed 30 ft. in masterwork leather (6 squares), base 
  movement 30 ft.; 
  Melee rapier +7 (1d6+1/18-20x2); or spiked gauntlet +6 
  (1d4+2, 19-20/x2); 
  Ranged Light Crossbow +7 (1d8 19-20/x2);  
  Space 5 ft.; Reach 5 ft  
  Base Atk +3; Grp +3 
  Combat Gear buckler, two rapiers, masterwork Light 
  crossbow, leather armor, spiked gauntlet, 40 bolts, 
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 8 
  SQ Sneak Attack +1D6, Trapfinding, Evasion 
  Feats Lightning Reflexes, Rapid Reload, Prone Attack, 
  Weapon Finesse, Quick Draw 
  Skills Tumble +10, Diplomacy +4, Swim +2, Listen +5, 
  Search +5 , Spot +8, Escape Artist +8, Move Silently 
  +8, Climb +9, Jump +5  , Ride +5  , Hide +8  
  Possessions combat gear plus two sunrods and wood 
  holy symbol of the Old Faith 
   
  
  APPENDIX 7 – TAG ALONGS
  S Q U I R E  K Y R A H O R N 
   
  Female Human Ranger6 Occult Slayer2  
  NG Medium Human (Baklunish) 
  Init +4 ; Senses Listen +11, Spot +11 
  Aura: minor Good 
  Languages Common, Baklunish 
  AC 21, touch 15, flat-footed 17  
   (+0 size, +4 Dex, +0 class, +6 armor,+1 deflection, +0 
  insight, +0 natural)   
  hp 68 (8 HD) + 12 temporary hit points  
  Immune to Fear and Poison from hero’s feast; resist 
  fire 10 (potion) 
  Fort +11, Ref +12; Will +11 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft, light war horse 60 ft. 
  Melee masterwork truncheon in 2-handed +12/+7 non-
  lethal (1d8+3/x3) 
   
  Or long composite bow (Str +2) +16/+16/+11 
  (1d8+4/x3) 
   
  Or other weapon +11/+6  
  Or many shot long 
  comp bow +13 (2d8+8) standard action. 
  Space 5 ft.; Reach 5 ft 
  Base Atk +8; Grp +10 
  Atk 
  Options 
  Non-lethal 
  with 
  truncheon, 
  blunt 
  arrows/regular arrows with bow, non-lethal/lethal with 
  other weapons; favored enemy attacks, many shot, 
  horse can move and she take full attack action with 
  bow from middle of horse movement (penalties for 
  more than single move), +1d6 damage with weapon 
  bond. 
  Combat Gear  masterwork long composite bow (Str +2) 
  (with greater magic weapon CL 10 & WEAPON 
  BOND),  cloak of resistance +1, ring of protection +1, 
  mithril chain shirt (with magic vestment CL 10), 80 
  cold iron blunt arrows, 60 regular arrows, gloves of 
  dexterity tattoo +2, amulet of health tattoo +2, periapt 
  of wisdom tattoo +2, 2 adamantine arrows, left 
  spiked gauntlet, masterwork truncheon,, two potions 
  of cure serious wounds, wand of lesser vigor (10 
  charges), 
   
  two 
  potions 
  of 
  remove 
  blindness/deafness, long sword, sap, potion of resist 
  energy (fire), potion of cat’s grace, potion of resist 
  energy (electricity)   
  Ranger Spells Prepared (CL 3rd): Saving throw is 10 + 
  spell level 
   1st— Speak with Animals, Arrowmind 
  Abilities Str 14, Dex 18 Con 16 Int 10, Wis 14, Cha 10 
  Feats Mounted Combat, Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Long Composite Bow), 
  Improved Rapid Shot, Many Shot 
  Skills Speak +1 language, Ride +16, Handle Animal 
  +9, Spot +11,  , Listen +11, Knowledge (Arcana) +4 , 
  Balance +7 [, Concentration +13 , Spellcraft +3,  
  Possessions light war horse, holy symbol of Ehlonna 
  Favored Enemy: Elves: (Ex) +4 damage vs. elves, and 
  +4 bonus to Spot, Listen, Survival, Bluff, and Sense 
  Motive against elves. 
  Favored Enemy: Humans: (Ex) +2 damage vs. 
  dwarves, and +4 bonus to Spot, Listen, Survival, 
  Bluff, and Sense Motive against humans. 
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell like abilities. This bonus is +1 at 1st level 
  Weapon Bond (Su): An occult Slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of her power. Upon making her selection, 
  she immediately forms a bond with her chosen 
  weapon that imbues it with the force of her hatred for 
  spell casters. Thereafter, any successful attack she 
  makes with the chosen weapon against a spell caster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal 
  the extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend 
  one day per character level practicing with the 
  replacement weapon (and doing very little else--no 
  adventuring) to create a new weapon bond. 
  Mind over Magic (Su): An  occult slayer can cause a 
  spell or spell-like ability targeted against her to 
  rebound onto the originator as a free action once per 
  day. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s 
  occult slayer level +5).  
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a spell 
  caster deals double damage if the attack hits. 
  Description:  Five and half foot Baklunish Woman in 
  mithril chain shirt with truncheon, longsword and long 
  composite bow. 
  Sources 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Improved Rapid Shot, Occult Slayer 
  (Complete Warrior) 
   
   
  Truncheon: A truncheon is essentially a 
  heavier version of the sap – a one-handed martial 
  weapon that deals nonlethal damage (a rogue 
  may only sneak attack if she is proficient).  One-
  handed martial melee weapon, Cost: 2gp, Dmg 
  S/M/L: 1d6NL/1d8NL/2d6NL, Critical: x2, Weight: 
  12 lb., Type: Bludgeoning. 
   
  S Q U I R E  H ANNAH 
  CR  8 
  Female Favored Soul 8 
  LN Medium Human (Flan) 
  Init +1; Senses Listen +0, Spot +0 
  SHE8-03 Bloodlines 
   
  Page 73 
  
  Languages Common  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor, +0 deflection, +0 insight, +0 
  natural) 
  hp 60 (8d8+16) 
  Resist  Fire 10 (favored soul 5th); 
  Fort +9, Ref +8, Will +7 
  Speed 30 ft. in light armor (6 squares),  
  Melee +1 falchion +10/+5 (2d4+4/18-20x2) or dagger 
  +8/+3 (1d4+2, 19-20/x2) 
   
  With Divine Power Up: Melee +1 falchion +15/+9 
  (2d4+8/18-20x2) or dagger +13/+8 (1d4+2/19-20) 
  Ranged light crossbow +9 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 (+11 with Divine Power) 
  Special Actions Augment Healing adds +2 times the 
  level of the conjuration(healing) spell to the points 
  healed.  Divine Insight is NPC only, it will add +11 to 
  a single skill check. 
  Combat Gear Mithril Chain shirt, one falchion+1, one 
  masterwork falchions, light crossbow, 30 bolts, 
  spiked gauntlet, four cure moderate wounds scroll (cl 
  3), two resist energy scrolls (cl 7),  Vest of 
  Resistance +2., wand of cure light wounds, two spell 
  component pouch, silver holy symbol of Kelanen, 
  three wooden holy symbols of Kelanen 
  Class Spells Known (CL 8th): Saving throw is 10 + 
  spell level 
   4th (3/day)— freedom of movement, divine power, 
  cure critical wounds 
   3rd 
  (5/day)— 
  water 
  walk, 
  remove 
  blindness/deafness, prayer, dispel magic 
   2nd (7/day)— bull’s strength, close wounds, bear’s 
  endurance, cure moderate wounds, resist energy 
   1st (7/day)— shield of faith, cure light wounds, divine 
  favor, magic weapon, detect chaos, obscuring mist 
   0 (6/day)— cure minor wounds, detect magic, create 
  water, mending, light, red magic, detect poison. 
  Under effects of Heros Feast (CL 13) 
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 15  
  Feats Skill Focus: Concentration, Augment Healing, 
  Martial Proficiency: Falchion, Mounted Combat, 
  Weapon Focus: Falchion, Silent Spell  
  Skills Concentration +12, Heal +4, Swim +5, Spellcraft 
  +0, Ride +3 
  Possessions combat gear plus two corked sunrods 
  Description Five foot eight inch, red hair, Flan female 
  human.  Also has holy symbol of Kelanen tattooed (nine 
  swords in star, hilts touching) on bottom of each foot. 
  Sources Favored Soul (Complete Divine), Close 
  Wounds, (Spell Compendium), 
   
  H ARO LD 
   
  Male Human Fighter 9 
  NG Medium humanoid (human) 
  Init +1; Senses Listen +6, Spot +6 
  Aura faint good 
  Languages Common  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +11 armor) 
  hp 67 (9 HD) 
  Fort +7 (+7 against poison), Ref +6, Will +3 
  Speed 20 ft. in full plate armor (4 squares), base 
  movement 30 ft. 
  Melee +1 flaming greatsword +16/+11 (2d6+9+1d6, crit 
  17-20)  
  Ranged  Javelin  +10/+5  (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options Power Attack 
  Combat Gear +3 full plate armor, +1 flaming 
  greatsword, silver masterwork greatsword, eight 
  javelins, five cure moderate wounds potions, two 
  remove blindness/deafness potions, ten cure light 
  wounds scrolls. 
  Abilities Str 19, Dex 12, Con 12, Int 13, Wis 10, Cha 8  
  SQ None 
  Feats Combat Expertise, Blind Fighting, Improved 
  Critical (great sword), Quick Draw, Greater Weapon 
  Focus (great sword), Lightning Reflexes, Power 
  Attack, Mounted Combat, Weapon Focus (great 
  sword), Weapon Specialization (great sword)  
  Skills  Ride +11, Listen +6, Sense Motive +6, Spot +6 
  Possessions combat gear plus 30 gp 
  Description A 6’4” Flan Human in full plate with great 
  swords. 
   
  JUNIOR SQUIRE  ALISTER 
  CR  8 
  Male Favored Soul (Pholtus) 4, Ranger4 
  LN Medium Human (Oridean) 
  Init +2; Senses Listen +8, Spot +8 
  Languages Common 
  AC 19, touch 15, flat-footed 16 
   (+3 Dex, +4 armor, +2 deflection,) 
  hp 56 (8HD) 
  Fort +12, Ref +12, Will +8 
  Speed 30 ft. in light armor (6 squares), 
  Melee quarterstaff +10/+10/+6 (1D6+4/1D6+2)  or 
   
  quarterstaff +12/+7 (1D6+4)   
  Ranged long composite (str +2) bow +10/+5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Special Actions Augment Healing adds +2 times the 
  level of the conjuration(healing) spell to the points 
  healed.   
  Combat Gear Mithril Chain shirt, +1 quarterstaff, long 
  composite bow (str +2), 40 arrows, ring of protection 
  +2, spiked gauntlet, cure light wounds wand (25 
  charges), two oil of shillelaigh, Vest of Resistance 
  +3, silver holy symbol of Pholtus, gauntlets of ogre 
  power +2 
  Class Spells Known (CL 4th): Saving throw is 10 + 
  spell level 
   2nd (4/day)— Cure Moderate Wounds, Close 
  Wounds, Resist Energy 
   1st (7/day)— Bless, Cure Light Wounds, Divine 
  Favor, Magic Weapon 
   0 (6/day)— Cure Minor Wounds, Detect Magic, 
  Create Water, Mending, Light 
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  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 14  
  Feats Track, Mounted Combat, Augment Healing, Two 
  Weapon Fighting, Weapon Focus: Quarterstaff, Die 
  Hard, Eschew Materials 
  Skills Concentration +13, Heal +11, Survival +8, Listen 
  +8, Spot +8, Ride +6, Craft (weaponsmith) +1, Craft 
  (armorsmith) +1, Knowledge (Nature) +3 
  Favored Enemy: Evil Outsiders:  He does +2 damage 
  and adds to Spot and Listen and Sense Motive 
  against evil outsiders. 
  Animal Companion: Eagle (not present in game) 
  Sources Favored Soul (Complete Divine), Close 
  Wounds (Spell Compendium) 
   
  
  DM AID #1: MAP #1 – HOCHOCH 
   
   
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  HOCHOCH MAP KEY 
   
  Note:  In CY 598, Hutville and Lean-To Town no longer exist.  The shanty towns have been replaced with 
  dozens of small farms and homesteads. 
   
  Gates: 
  G1 – River Gate 
  G2 – Shalm’s Gate 
  G3 – North Gate 
  G4 – Oyt Gate 
   
  Low Quarter: 
  L1 – The Broken Drum Inn 
  L2 – The Cracked Cup  
   
  The Commons: 
  C1 – Iowerth Square 
  C2 – Former site of the The Boar’s Knuckle 
  C3 – The Boar’s Other Knuckle 
  C4 – Company of Giant Slayers Hall 
  C5 – The White Stag Inn 
   
  Market Ward: 
  M1 – The Giant’s Hearth Inn 
  M2 – Market Square (“Broken Wall”) 
   
  Old City: 
  O1 – Old Oak Tavern 
  O2 – Bedwyn the Fat’s Estate (empty) 
  O3 – Knights of the Watch Chapterhouse 
  O4 – Sierra Blackblade’s Estate (mothballed) 
   
  Hilltop: 
  H1 – Caer Dwr Gwyldy (Waterwatch Castle) 
   
  H5 – Temple of Allitur 
  H2 – Trevol Llys (Town Hall) 
   
   
   
  H6 – Temple of Ehlonna 
  H3 – Temple of Pelor 
   
   
   
   
  H7 – Wayfarer’s Union House 
  H4 – Temple of St. Cuthbert 
   
   
   
  H8 – The Brenin’s Signet Inn 
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  DM AID #2:  RESOLVING KNOWLEDGE FROM THE KNIGHTS’ 
  AND SQUIRES’ DREAM 
   
  If anyone asks, a successful DC 10 Knowledge (religion) means that the character knows that a 
  rearing unicorn is the holy symbol of Ehlonna.  
   
  Characters that make a Knowledge (local— Sheldomar Valley) (DC 15) or Knowledge (nobility and 
  royalty) check (DC 13) or Knowledge (history) check (DC 15) recall that the Reputable Nightmare might 
  be Dispatcher Ser Darian Malthus, Most Reputable Nightmare, Peer of Gyruff, and Liaison from the Court 
  of Owen the Brenin to the Grandiose Imperial Wyvern of the Knights of the Watch.  His lady would be the 
  Lady Ffiona Ebontress.  Geoff player characters receive a +5 insight bonus on any of these checks; Gran 
  March characters receive a +2 insight bonus on these checks.  Finally, Knights or Squires of the Watch or 
  Dispatch receive a +3 circumstance bonus to these checks.  Otherwise, a Gather Information check (DC 
  10) can determine this information, but this takes 1d4+1 hours, as per the Players Handbook, page 74. 
   
  If a divination spell is cast successfully, the response is “Your nightmare is a man, a lord, a knight, a 
  flesh and blood hero.  Seek him as you would seek any man or order.”  This  reduces the Knowledge 
  (nobility and royalty check) to DC 10 (able to be made by those untrained) and allows a re-roll with any of 
  the bonus above.  A Gather Information attempt automatically succeeds in an hour. 
  
  DM AID #3:  ANSWERS TO THE RIDDLE OF THE COINS 
  Among the coins in the pouch you were handed are numerous denominations of coins adding to a total 
  value of 100 gp, all in the coinage of six nations of the Sheldomar Valley.  These coins catch your eye 
  because the images and mottos on the heads and tails sides are different from those of coins you have 
  received in the past. 
  Bissel:  A silver coin with a stag on the Heads side, on which has been struck the letter “U” in Common.  
  On the Tails side is an image of a crypt and an unusual motto, again written in Common:  “Precept of the 
  Fallen.”  
  Corresponds to the 3rd Precept. 
  Geoff:  A silver coin with a hawk on the Heads side, on which has been struck the letter “D” in Common.  
  This is unusual because Gyri coins are always struck in Flan.  On the Tails side is the image of a warrior, 
  his arms crossed over a sword, with his eyes closed, as though lying down or sleeping – but because it is 
  not a full body image, how he is positioned is not evident.  The motto in Common states, “A band shall 
  rise.”  
  Corresponds to the 4th Precept. 
  Gran March:  A silver coin with a white owl, very much like the owl argent of the Knights of the Watch, on 
  the Heads side, on which has been struck in Common the letter “L.”  On the Tails side is the image of a 
  wyvern dripping blood from its neck.  The motto in Common states, “Blood of the Wyvern.” 
  Corresponds to the 5th Precept. 
  Keoland:  A platinum coin with a griffon on the Heads side, on which has been struck the letter “A” in 
  Common.  On the tails side is a skull and the motto “Wisdom through Agony” written in Common. 
  Corresponds to the 6th Precept. 
  Principality of Ulek:  A silver coin with the image of a hammer on the Heads side, on which has been 
  struck the letter “T” in Common.  On the Tails side is the image of a stone that looks very much like a 
  grave marker and the motto “Master yourself” in Common. 
  Corresponds to the 7th Precept. 
  Yeomanry:  A silver coin with the prominent symbol of Pelor  and the letter “S” in Common struck upon 
  its head side.  On the tails side is the word, “Taldus” in Common in the middle of the coin and around the 
  perimeter, the following phrase in Common:  “In the hands of the Avatar, the fate of the world rests.” 
  Corresponds to the 2nd Precept.  The symbol of Pelor is intended to be a clue toward the temple cemetery 
  that the party must find.  The coin also has the name of the knight whose crypt the PCs must find written 
  on it.  By arranging the coins in descending order from seventh to second, you should be able to discern 
  the name “Taldus.”  The images around a crypt or grave site theme should suggest that this clue should 
  lead PCs to a crypt or grave site. 
   
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  DM AID #4 – ENCOUNTER THREE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  R ranger hiding on roof of one story portion of house.  W & H are warlock and hexblade respectively in 
  the 2nd floor portion of the house.   B1 & B2 are locations of Body Guards 
  S 
  locations of snares 
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  DM AID #5:  ENC 5 GRAVEYARD 
   
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  DM AID #6 - ENCOUNTER 6 (OLD KNIGHTS’ HOME) 
   
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  DM AID #7 ENC 7 (PRECEPT BOARD AREA) 
   
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  DM AID #8:  PRECEPT BOARD 
  DE 
  TH 
  DN 
  JD 
  CH 
  DF 
  EP 
  CT 
  VI 
  MU 
  IS 
  AN 
  GR 
  BL 
  PB 
  BR 
  MA 
  CB 
  DE 
  KD 
  SE 
  PS 
  FL 
  DC 
  KD 
  MD 
  MT 
  DO 
  PR 
  CT 
  OT 
  BR 
  DR 
  BL 
   
  CE 
  FR 
  DR 
  IN 
  GR 
  AN 
  DG 
  MA 
  CH 
  RT 
  SE 
  CA 
  IS 
  CH 
  DR 
  CR 
  PY 
  PB 
  FL 
  ST 
  SP 
  BR 
  DG 
  PR 
  PY 
  TH 
  EP 
  OT 
  IS 
  SV 
  TH 
  CE 
  MA 
  PB 
  CR 
  IN 
  DN 
  PB 
  OT 
  VI 
  DC 
  DF 
  PR 
  CT 
  JD 
  CB 
  DO 
  RT 
  GR 
  EP 
  CT 
  EP 
  JD 
  DN 
  RT 
  FR 
  SV 
  CA 
  DF 
  CE 
  RT 
  MT 
  BL 
  ST 
  EP 
   
  AN  
  Anger  
  BL  
  Blind Obedience 
  BR  
  Bravery  
  CA  
  Chaste  
  CB  
  Celibate  
  CE  
  Confusion 
  to 
  One’s 
  Enemies  
  CH  
  Chivalry  
  CR  
  Correct  
  CT  
  Clarity Through Torture  
  DC  
  Duty to One’s Church  
  DE  
  Death  
  DR  
  Deference  
  DF  
  Duty to One’s Family  
  DG  
  Duty to One’s God  
  DN  
  Duty to One’s Nation  
  DO  
  Duty to One’s Order  
  EP  
  Enlightenment Through 
  Pain  
  FL 
   
  Fallen  
   
  R  
  Friendly 
  ce  
    
  rliness  
  king  
  lood  
  . 
    
  y  
  V  
  Service 
  s  
  atcher begins in empty space 
   
  F
  GR  
  Grand  
  IN  
  Inheritan
  IS  
  Inner Strength
  JD  
  Judgment  
  KD  
  Kind  
  MA  
  Manne
  MD  
  Madness 
  MT  
  Mounted  
  MU  
  Murder 
  OT  
  Oath-Ta
  PB  
  Power in the B
  PR  
  Property  
  PY  
  Purity  
  PS  
  Purpose
  RT  
  Retribution
  SE  
  Secrecy 
  SP  
  Superiorit
  ST  
  Stealthy  
   
   
  S
  TH  
  Thrifty  
  VI  
  Victoriou
   
  W
   
   
  
  DM AID #9:    ENC 8, THE REPOSITORY 
   
   
  CR cracks in the adamantine rebar stone wall where player characters can hear conversations. 
  CG = Clay Golem, SG = Stone Golem, IG = Iron Golem.  
  T1 = Reset every round Acid Substituted Maximized Widened Fireball CL 17; true sight visial or pressure 
  plate; search DC 34; disarm DC 34 
  T2 = Reset every round Maximized Widened Fireball CL 17; true sight visial or pressure plate; search DC 
  34; disarm DC 34 
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  DM AID #10: NEW RULES 
  NEW FEATS 
  Improved Weapon Familiarity (Races of Stone, p. 141) 
   
  Prerequisite: BAB +1. 
   
  Benefit: You treat all the exotic weapons associated with your race as martial weapons rather than 
  as exotic weapons. A weapon is treated as being associated with a race if the race’s name appears as 
  part of the weapon’s name, such as the gnome swordcatcher or the dwarven urgrosh.  
  Armor Specialization (Players Handbook II, p. 75) 
   
  Prerequisite: Proficiency with selected armor type, BAB +12. 
   
  Benefit: Choose one type of medium or heavy armor whith which you are proficient. When wearing 
  masterwork armor (including magic armor) of that type, you gain damage reduction 2/--.  Any time you 
  lose your Dexterity bonus to Armor Class, you lose the benefit of this feat, because you cannot properly 
  deflect the blows of the enemy. 
  Melee Weapon Mastery (Players Handbook II, p. 81) 
   
  Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, BAB +8. 
   
  Benefit: When you select this feat choose bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you selected you gain a +2 bonus on attack rolls and 
  a +2 bonus on damage rolls.  
  Slashing Flurry (Players Handbook II pp. 82-83) 
   
  Prerequisite: Proficiency with selected slashing weapon, Weapon Focus with selected slashing 
  weapon, Weapon Mastery (slashing), Weapon Specialization with selected slashing weapon, BAB +14. 
   
  Benefit: When you use a standard action to attack with any slashing weapon, you can choose to 
  make a second attack with that weapon. You take a -5 penalty on the first attack, and a -10 on the 
  second. When you use a full attack action with any slashing weapon, you gain one additional attack at 
  your highest BAB. That attack and all other attacks you make in the current round take a -5 penalty. 
   
  Shield Specialization (Players Handbook II) 
   
  You are skilled in using a shield, allowing you to gain greater defensive benefits from it. 
   
  Prerequisite: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the following list: buckler, heavy or light. When using a 
  shield of the appropriate type, you increase its shield bonus to AC by 1. 
  Special: You can select this feat more than once. Each time you select it, choose a different type of 
  shield. 
   
  A fighter can select Shield Specialization as one of his fighter bonus feats. 
   
  Shield Ward (Players Handbook II) 
   
  You use your shield like a wall of steel and wood. When an opponent attempts to draw in close to 
  you, your shield forces him away or ruins his attacks. 
   
  Prerequisite: Proficiency with shields, Shield Specialization. 
   
  Benefit: You apply your shield bonus to your Touch AC, and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you. 
   
  Special: A fighter can select Shield Ward as one of his fighter bonus feats. 
   
  True Believer (Complete Divine) 
   
  Your deity rewards your unquestioning faith and dedication. 
   
  Prerequisite: Must choose a single deity to worship. Must be within one step of that god’s alignment. 
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  Benefit: Once per day when you are avout to make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving throw. 
   
  This feat also allows you to use a relic of the deity you worship.   
   
  NEW ITEMS 
  Anklet of Translocation (Magic Item Compendium) 
   
  Price: 1,400 gp (item level 5th) 
   
  Body Slot: Feet 
   
  Caster Level: 7th 
   
  Aura: Moderate (DC 18) conjuration 
   
  Activation: Swift (command) 
   
  A pewter chime hands from this simple feather ankle-band. 
   
  An anklet of translocation allows you to make short dimensitional hops.  When it activation, you can 
  instantly teleport (with no chance of eror) up to 10 feet.  The new space must be withingline of sight and 
  line of effect. 
   
  You can’t use the anklet to move into the space occupied by another creature, nor can you teleport 
  into a solid object.  If you attempt to do so the anklet’s activation is wasted.  You ca bring along objects 
  weighting up to your maximum load, but you can’t bring another creature with you . 
   
  An anklet of translocation functions two times per day. 
   
  HEXBANDS (Magic Item Compendium) 
  Price (Item Level): 3,100 gp (8th) 
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: — and swift (command) 
  Weight: 3 lb. 
  These hexagonal, cold iron bands are sized to fit over the biceps and bear various arcane runes. 
  Hexblades (CW 5) rely on these items to enhance their curse power and their combat prowess. While 
  worn, hexbands increase the save DC of your hexblade's curse by 1. This is a continuous effect and 
  requires no activation.  In addition, when you activate your hexbands, you can add your Charisma bonus 
  (if any) on weapon damage rolls you make against any creature currently affected by your hexblade's 
  curse. This benefit lasts for 1 round, and this ability functions five times per day. 
  Prerequisites: Craft Wondrous Item, eagle's splendor. 
  Cost to Create: 1,550 gp, 124 XP, 4 days. 
   
  HUNTING (Magic Item Compendium) 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 6th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: — 
  This weapon bears toothlike inscriptions across its surface. 
  A hunting weapon increases your bonus on weapon damage rolls by 4 against your 
  favored enemies (see the ranger class feature; PH 47). 
  Prerequisites: Craft Magic Arms and Armor, greater magic fang. 
  Cost to Create: Varies. 
   
  VENOMOUS (Magic Item Compendium) 
  Price: +1 bonus 
  Property: Weapon 
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  Caster Level: 9th 
  Aura: Moderate; (DC 19) necromancy 
  Activation: Swift (command) 
  A carved snake coils around much of this weapon, its body tensed to strike. 
  When activated, a venomous weapon coats itself in injury poison (Fort DC 14, 1d4 
  Str/1d4 Str), which lasts for 1 minute or until your next successful attack with the weapon, whichever 
  comes first. 
  A venomous weapon functions three times per day. 
  Projectile weapons bestow this property on their ammunition. 
  Prerequisites: Craft Magic Arms and Armor, poison. 
  Cost to Create: Varies. 
   
   
  Deadly Precision (Complete Adventurer, p. 127) 
   
  A Deadly Precision weapon deals an extra 2d6 points of damage when its wielder makes a 
  successful sneak attack. This ability does not bestow the ability to make sneak attacks upon a user who 
  does not already have it. Moderate transmutation; CL 12th; Craft Magic Arms and Armor, Keen Edge; 
  Price +2 bonus. 
   
  Riding Boots (Dungeon Master’s Guide II, p. 270) 
   
  These calf-high boots are made of smooth, supple leather and have pointed toes. Comfortable and 
  functional, they are unadorned except for a pair of shining silver spurs. While these boots are on her feet, 
  a rider feels as one with her mount. The spurs seem to glow an incandescent blue and leave a tracery of 
  light behind them as the wearer rides into battle. Riding Boots activate automatically when the wearer 
  mounts a riding animal. They do not function when she is unmounted. Riding Boots seem to simply know 
  which commands will bring out the best behavior in any mount. They react to the animal and correct it 
  when necessary, almost without the wearer’s guidance. While mounted the wearer gains a +4 bonus on 
  his Ride checks made during combat, plus the benefit of the Ride-By-Attack Feat (even if she lacks the 
  prerequisite). In addition, if the rider has the Spirited Charge feat, any charge attacks she makes while 
  mounted and wielding a lance deal x4 damage on a critical hit, instead of the normal x3.    Moderate 
  transmutation; CL 10th; Craft Wondrous item, Cat’s Grace, 6,000 gp, 480 XP, 12 days, weight 2 lbs. Price 
  12,000 gp. 
   
   
   
  NEW SPELLS 
  Arrow Mind (Spell Compendium) 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  The bow in your hand feels more like an extension of your body as you complete the 
  spell—as if it’s become a part of your arm. Creatures nearby seem sharper to your eyes, more in focus. 
  While this spell is in effect and you are wielding a projectile weapon that fires arrows, such as a longbow 
  or shortbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if 
  Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. In 
  addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another 
  creature’s threatened square. 
  Material Component: A flint arrowhead. 
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  Arrow Storm (Spell Compendium) 
  Transmutation 
  Level: Ranger 3 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  Your bow glows blue for an instant and now feels as light as a feather in your hand.  In your mind’s eye 
  you see the arrows in your quiver, and your hand feels drawn to them. 
  You can cast this spell only at the beginning of your turn, before you take any other actions. After casting 
  arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are 
  proficient against every foe within a distance equal to the weapon’s range increment. You can attack a 
  maximum number of individual targets equal to your character level. If you choose not to spend a full-
  round action in this fashion after casting the spell, the spell has no effect. 
   
  Blessed Aim (Spell Compendium) 
  Divination 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Effect: 50-ft.-radius spread centered on you 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  With the blessing of your deity, you bolster your allies’ aim with an exhortation. 
  This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls. 
   
  Curses Blade (Complete Warrior) 
  Necromany 
  Level: Assassin 4, Hexblade 4 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch. 
  Target: one melee weapon 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
  A weapon affected by this spell deals wounds that can’t be healed in the usual fashion.  Any damage 
  dealt by the weapon (not including damage from special weapon properties such as flaming, holy, 
  wounding, and so on) cannot be cured by any means until the damaged individual has received a remove 
  curse spell (or some other effect that neutralizes a curse). 
   
  If a creature is slain by a weapon that is under the effect of this spell, it can’t be raised from the 
  dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is 
  used. 
   
   
  Exacting Shot (Spell Compendium) 
  Transmutation 
  Level: Ranger 2 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Ranged weapon touched 
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  Duration: 1 minute/level 
  Saving Throw: Will negates 
  (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
  As you complete the complicated ritual of the spell you see in your mind’s eye the vital areas of your 
  favored enemy’s anatomy. 
  All rolls made to confirm critical threats by the target weapon against your favored enemies automatically 
  succeed, so every threat is a critical hit. The affected weapon also ignores any miss chance due to 
  concealment whenever you fire at a favored enemy (unless the target has total concealment, 
  in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any 
  magical effect or property related to critical hits, this spell has no effect on it. 
   
  Hound of Doom (Complete Warrior) 
  Illusion (Shadow) 
  Level: Hexblade 3 
  Components: V, S 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Shadowy hound 
  Duration: 1 minute/level (D) or until destroyed 
  Saving Throw: None 
  Spell Resistance: No 
  You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you 
  loyally for the duration of the spell.  The hound of doom has the statistics of a dire wolf (see page 65 of 
  the Monster Manual) with the following adjustments: It gains a deflection bonus to Armor Class equal to 
  your Charisma bonus, its hit points when created are equal to your full normal hit points, and it uses your 
  base attack bonus instead of its own (adding +7 bonus from Strength and -1 penalty for size as normal). 
   
  You can command a hound of doom as a move action just as if it were fully trained to perform all 
  the tricks listed in the Handle Animal skill (see page 74 of the Player’s Handbook). 
   
  If a hound of doom’s hit points are reduced to 0, it is destroyed.  A hound of doom is treated as a 
  magical beast for the purposes of spells and effects, but it can be dispelled.  Yopu can only have one 
  hound of doom in existence at a time.  If you cast a second hound of doom spell while the first is still 
  active, the first hound is instantly dispelled. 
   
  Kelgore’s Fire Bolt (Players Handbook Ii) 
  Conjuration/Evocation: [Fire] 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: See text 
   
  You conjure a shard of red-hot rock and hurl it toward an opponent.  As a streaks through the air, a 
  nimbus of arcane energy crackles around it. 
  This spell conjures a small orb of rock and sheathes it in arcane energy.  This spell deals 1d6 point of 
  fire damage per caster level (maximum 5d6).  If you fail to overcome the targets spell resistance, the spell 
  still deals 1d6 points of fire damage from the heat and force of the conjured orb’s impact. 
   
  Material Component:  A handful of ashes 
   
  Mage Hand, Greater (Spell Compendium) 
  Transmutation 
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  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One object or creature 
  weighing up to 40 lb. 
  Duration: Concentration 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
   
  You cast the spell, and your hand is suffused with a ghostly white radiance. You point your finger at 
  the target across the room, and it slowly rises in the air. A greater mage hand spell can lift an object and 
  move it at will from a distance. As a move action, you can propel the target up to 20 feet in any direction, 
  although the spell ends if the distance between you and the subject ever exceeds the spell’s range. 
   
  A creature can negate the effect against an object it possesses with a successful Will save or if you 
  fail to overcome its spell resistance. An object can be telekinetically manipulated as if with one hand. For 
  example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force 
  required is within the weight limitation. The spell has an effective Strength of 10. 
   
   
  Raptor’s Sight (Spell Compendium) 
  Transmutation 
  Level: Druid 1, Ranger 1, Sky 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
  Your visual acuity increases dramatically.  You gain a +5 competence bonus on Spot checks.  If you have 
  5 or more ranks in spot, you only take half the normal range increment penalty for ranged attacks (-1 per 
  range increment instead of -2). 
   
  Ring of Blades (Spell Compendium) 
  Conjuration (Creation) 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  As you twirl the small dagger in your hand, it slowly fades from existence and is replaced by dozens of 
  larger blades swirling about you in a horizontal ring. 
  This spell conjures a horizontal ring of swirling metal blades around you.  The ring extends 5 feet from 
  you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the 
  beginning of your turn, and also when you cast the spell, the blades deal 1d6 points of damage +1 point 
  per caster level (maximum +10) to all creatures in the affected area. Spell resistance does not apply to 
  the 
  damage dealt, but a creature’s damage reduction does apply. The blades are treated as magic, silvered, 
  and slashing for the purpose of overcoming damage reduction. 
  Material Component: A small dagger. 
   
  Righteous Fury (Spell Compendium, p. 177) 
  Transmutation 
  Level: Paladin 3 
  Components: V, S, DF 
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  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Saving Throw: - 
  Spell Resistance: - 
   
  You pull a holy aura about you that glows a golden red. 
   
  Summoning the power of your deity, you charge yourself with positive energy. This givesyou 5 
  temporary hit points per caster level (maximum 50) and a +4 sacred bonus to strength. These temporary 
  hit points last for up to 1 hour. 
  Seek Eternal Rest (Spell Compendium, p. 182) 
  Conjuration (Healing) 
  Level: Paladin 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  Saving Throw: - 
  Spell Resistance: - 
   
  You invoke the greater powers and are infused with a great, golden glow. 
   
  You improve your ability to turn undead. You are treated as a cleric of your paladin level. 
   
  Snake’s Swiftness (Spell Compendium, p. 193) 
  Transmutation 
  Level: Druid 1, Sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One allied creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You toss the scales into the air and they vanish in a sparkling mist as you indicate your target. 
  Without hesitating that creature draws and fires an arrow into the fray. 
   
  The subject can immediately make one melee or ranged attack. Taking this action doesn’t affect 
  the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for 
  attacking. This spell does not allow the subject to make more than one additional attack in a round. If te 
  subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or 
  from any other source, this spell fails. Arcane material component: a few scales from a snake. 
   
  Strength of Stone (Spell Compendium, p. 211) 
  Transmutation 
  Level: Paladin 2 
  Components: V, S, DF 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  Saving Throw: - 
  Spell Resistance: - 
   
  You call upon the fortitude of the powers of good, and your flesh turns an ivory-gray hue as you draw 
  power up through the earth itself. 
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  The spell grants you a +8 enhancement bonus to strength. The spell ends instantly if you lose contact 
  with the ground. This means you cannot jump, tumble, charge, run, or move more than your speed in a 
  round (because these acts cause both of your feet to leave the ground) without breaking the spell. A 
  natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a 
  cavern wall and not lose the spell). 
  Visage of the Deity (Spell Compendium) 
  Transmutation [Evil or Good] 
  Level: Cleric 6, Mysticism 6 
  This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or 
  fiendish creature, as follows. 
  • You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil 
  clerics). 
  • You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your 
  charisma 
  modifier to your attack roll and your character level to your damage roll against a foe of the appropriate 
  alignment. 
  • You gain darkvision out to 60 feet. 
  • You gain resistance to acid 20, cold 20, and electricity 20 (for good clerics) or resistance to cold 20 and 
  fire 20 (for evil clerics). 
  • You gain damage reduction 10/magic. 
  • You gain spell resistance 20. 
  Your creature type does not change (you do not become an outsider). 
   
  Wrack (Spell Compendium) 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level + 3d10 
  minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and 
  collapses. Its face and hands blister and drip fluid, and its eyes cloud with blood, rendering it blind. 
  Your touch causes your target to experience excruciating pain. For the duration of the spell, the subject 
  falls prone and is blinded and helpless. Even when the spell ends, the subject is still shaken for 3d10 
  minutes. 
   
  Fireburst (Spell Compendium) 
  Evocation [Fire] 
  Level: Sor/Wiz 2, Warmage 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  With a grand circular gesture the air around you fills with flame.  An instant later the fire explodes 
  outward, engulfing everything close to you. 
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  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of 
  you.  All creatures and objects within that area, except for you and any creatures or objects that share 
  your space, take 1d8 points of fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
  Fireburst, Greater (Spell Compendium) 
  Evocation [Fire] 
  Level: Sor/Wiz 5, Warmage 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Effect: Burst of fire extending 15 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  With a grand circular gesture the air around you fills with flame.  An instant later the fire explodes 
  outward, engulfing everything close to you. 
   
  Greater fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 15 
  feet of you.  All creatures and objects within that area, except for you and any creatures or objects that 
  share your space, take 1d10 points of fire damage per caster level (maximum 15d10). 
   
  Material Component: A bit of sulfur. 
  Fist of Stone (Complete Arcane) 
   
  Transmutation [Earth] 
   
  Level: Sor/Wiz 1, Warmage 1 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action 
   
  Range: Personal 
   
  Target: You 
   
  Duration: 1 minute 
   
  Saving Throw: No  
   
  Spell Resistance: No 
   
  You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus 
  to Strength for purposes of attacks, grapple checks, or breaking and crushing items.  In addition, you gain 
  the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your 
  new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks that round).  You 
  can make the slam attack as a natural secondary attack with the normal -5 penalty (or -2 penalty if you 
  have the Multiattack feat; see page 304 of Monster Manual) as part of a full attack action.  However, you 
  cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or 
  higher).  Your fist undergoes no change in size or form, remaining as flexible and responsive as it would 
  normally be while under the spell’s effect. 
   
  Material Component: A pebble inscribed with a stylized fist design. 
  Hail of Stone (Spell Compendium p108) 
  Conjuration (Creation) [Earth] 
  Level: Wu jen 1 (earth), warmage 1 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
  You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to 
  creatures and objects within the area. 
  Material Component: A piece of jade worth 5 gp. 
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  Healthful Rest 
  Conjuration (Healing) 
  Level: Bard 1, cleric 1 druid 1 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level,no two of which are more than 30 ft. apart 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  A diffuse glow of golden light spreads from you, wrapping those you have chosen in a soft nimbus. 
  The subjects of your spell look relaxed and rested, the stresses of the day forgotten. 
   
  Healthful rest doubles the subjects’ natural healing rate. Each affected creature regains twice the hit 
  points and ability damage it otherwise would have regained during that day, depending on its activity level 
  (PH 76). 
   
   
  Ice Knife (Spell Compendium p119) 
  Conjuration (Creation) [Cold] 
  Level: Assassin 2, Wu Jen 2 (water), Warmage 2 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Effect: One icy missile 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
  A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal 
  ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife 
  deal 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful 
  Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage 
  automatically. 
  A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a 
  Thrown Weapon, page 158 of the Player’s Handbook, to determine where the shard hits). The icy burst 
  deals ld8 points of cold damage to all creatures within the area of the effect (Reflex half). 
  Material Component: A drop of water or piece of ice. 
   
  Orb of Acid (Complete Arcane) 
  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 4, Warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous 
  Saving Throw: Fort partial 
  Spell Resistance: No 
   
  An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid 
  damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. 
   A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 
  round.  A successful Fortitude save negates the sickened effect but does not reduce the damage. 
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  Orb of Cold, Lesser (Spell Compendium) 
  Conjuration (Creation) [Cold] 
  Level: Sor/Wiz 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete this 
  spell.  From your chilled palm flies an orb composed of blue ice. 
   
  An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold 
  damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels 
  beyond 1st, your orb does an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th 
  level, and the maximum of 5d8 at 9th level or higher. 
  Orb of Electricity, Lesser (Complete Arcane) 
  Conjuration (Creation) [Electricity] 
  Level: Sor/Wiz 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of electricity 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of electricity about 2 inches across shoots from your palm at its target, dealing 1d8 points of 
  electricity damage. You must succeed on a ranged touch attack to hit your target. For every two caster 
  levels beyond 1st, your orb does an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 
  at 7th level, and the maximum of 5d8 at 9th level or higher. 
  Orb of Fire (Complete Arcane) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 4, Warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial 
  Spell Resistance: No 
   
  An orb of fire about three inches across shoots from your palm at its target, dealing 1d6 points of fire 
  damage per caster level (maximum 15d6). You must succeed on a ranger touch attack to hit your target. 
  A creature struck by the orb takes damage and becomes dazed for 1 round. A successful Fortitude save 
  negates the dazed effect but does not reduce the damage. 
  Orb of Fire, Lesser (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: None 
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  Spell Resistance: No 
   
  Your hand heats to an uncomfortable temperature just moments before you release the spell’s 
  energy in the form of an orb of white flames speeding from your outward-facing palm. 
   
  An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire 
  damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels 
  beyond 1st, your orb does an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th 
  level, and the maximum of 5d8 at 9th level or higher. 
  Orb of Sound, Lesser (Complete Arcane) 
  Conjuration (Creation) [Sonic] 
  Level: Sor/Wiz 1, Warmage 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: One orb of sound energy 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  An orb of sound about 2 inches across shoots from your palm at its target, dealing 1d6 points of sonic 
  damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels 
  beyond 1st, your orb does an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th 
  level, and the maximum of 5d6 at 9th level or higher. 
  Panacea (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 4, Drd 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
   
  You kneel next to your afflicted comrade and speak the soft words of this spell.  At your touch a 
  golden radiance infuses your companion. 
   
  This spell channels positive energy into a creature to wipe away afflictions.  It immediately ends any 
  of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, 
  exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened and stunned.  It 
  negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, 
  as the neutralize poison spell.  It also cures 1d8 points of damage +1 point per caster level (maximum 
  +20).  Panacea does not remove ability damage, negative levels, or drained levels.  Used against an 
  undead creature, panacea deals damage instead of curing the creature (which takes half damage if it 
  makes a Will saving throw), but it has no other effect. 
  Prismatic Ray (Complete Arcane) 
  Evocation 
  Level: Sor/Wiz 5, Warmage 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  A single beam of brilliantly colored light shoots from your outstretched hand.  On a successful ranged 
  touch attack, creatures with 6 HD or fewer are blinded for 2d4 rounds by the prismatic ray in addition to 
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  suffering a randomly determined effect: 1 – red beam – 20 pts. fire damage (Ref half); 2 – orange beam – 
  40 pts. acid damage (Ref half); 3 – yellow beam – 80 pts. electricity damage (Ref half); 4 – green beam – 
  poison (kills; Fort partial, take 1d6 Con damage instead); 5 – blue beam – turned to stone (Fort negates); 
  6 – indigo – insane (as insanity spell; Will negates). 
  Ring of Blades (Spell Compendium p177) 
  Conjuration (Creation) 
  Level: Cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from 
  you, into any squares adjacent to your space, and it moves with you as you move. Each round on your 
  turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area. 
  The blades conjured by a lawful aligned cleric are cold iron, those conjured by a chaotic-aligned cleric 
  are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel. 
  Material Component: A small dagger. 
   
  Weapon of Energy (Spell Compendium) 
  Transmutation [see text] 
  Level: Cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One weapon 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates (object, harmless) 
  Spell Resistance: Yes (harmless object) 
  You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to 
  how a flaming burst weapon deals extra fire damage on a hit or a critical hit. The weapon can deal acid, 
  cold, electricity, or fire damage, chosen by you at the time of casting. The weapon deals an extra 1d6 
  points of damage of that energy 
  type on a successful hit. On a critical hit, the weapon deals an additional 1d10 points of energy damage. 
  If the 
  weapon’s critical multiplier is ⋅3, add 2d10 points of energy damage instead, and if the multiplier is ⋅4, add 
  3d10 
  points of energy damage. This spell can be cast on a weapon that already deals energy damage, and if 
  the weapon already creates the same type of damage as the spell, the effects stack. For example, if cast 
  on a +1 flaming longsword to give it additional fire damage, the weapon now deals an extra 2d6 points of 
  fire damage per hit. 
  This spell has a descriptor that is the same as the energy created by the target weapon. For example, 
  weapon of energy is a fire spell when used to give a weapon bonus fire damage. 
  Whirling Blade (Spell Compendium) 
  Transmutation 
  Level: Bard 2, sorcerer/wizard 2, warmage 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: 60-ft. line 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
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  As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all 
  enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you 
  attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to 
  substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your 
  Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would 
  normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) 
  against each target. The weapon deals damage just as if you had swung it in melee, including any 
  bonuses you might have from ability scores or feats. 
  No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your 
  hand after attempting the last of its attacks. 
  Focus: A slashing melee weapon that the caster hurls. 
   
  SHADOW TEMPLATE 
  “Shadow” is a template that can be added to any corporeal aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, plant, undead, or vermin (referred to hereafter as the 
  base creature). 
  A shadow creature uses all the base creature’s statistics and abilities except as noted here. Do not 
  recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. 
  Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature 
  type is unchanged. Shadow creatures encountered on the Material Plane have the extraplanar subtype 
  and are native to the Plane of Shadow. 
  Speed: As base creature × 1-1/2. 
  Special Qualities: A shadow creature retains all the special qualities of the base creature, and also gains 
  the following: 
  — Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15. 
  — Darkvision out to 60 feet. 
  — Low-light vision. 
  — Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Shadow creatures also have one additional special ability for every 4 Hit Dice they possess (minimum of 
  one additional ability) chosen from the following list: 
  — +2 luck bonus on all saving throws. 
  —Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based. 
  —Damage reduction 5/magic. 
  —Evasion, as the rogue class feature. 
  —Fast healing 2. 
  —Mirror Image (Sp): 1/day. Caster level 5th. 
  —Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th. 
  If the base creature already has one or more of these special qualities, use the better value. 
  Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks. 
  Feats: Same as the base creature. 
  Environment: Plane of Shadow. 
  Organization: Same as the base creature. 
  Challenge Rating: Same as the base creature +1. 
  Treasure: Same as the base creature. 
  Alignment: Usually neutral evil. 
  Advancement: Same as the base creature. 
  Level Adjustment: Same as base creature +2. 
   
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  NEW CLASSES 
   
  HEXBLADE: 
   
  Hexblades have the following game statistic. 
   
  Abilities: Charisma controls many of the hexblade’s special powers, including his spellcasting.  Strength 
  is important to him because of its role in combat.  Dexterity and Constitution both contribute to the 
  hexblade’s long-term survival. 
  Alignment: Any non-good. 
  Hit Dice: d10 
   
  Class Skills 
  The hexblade’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex) and 
  Spellcraft (Int). 
  Skill Points at 1st Level: (2+Int modifier) x4 
  Skill Points at Each Additional Level: 2 + Int modifier 
   
  Class Features: 
  All of the following are class features of the hexblade. 
   
  Weapons and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, 
  and with light armor but not with shields.  Because the somatic components required for hexblade spells 
  are simple, a hexblade can cast hexblades spells while wearing light armor without incurring the normal 
  arcane spell failure chance.  However, like any other arcane spellcaster, a hexblade wearing medium or 
  heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic 
  component (and most do).  A multiclass hexblade still has the normal arcane spell failure chance for 
  arcane spells derived from other classes. 
   
  Hexblade’s Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a 
  foe.  The target must be visible to the hexblade and within 60 feet.  The target of a hexblade’s curse takes 
  a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rols for one hour 
  thereafter.  A successful Will save (DC 10 + ½ hexblade’s class level + hexblade’s Cha modifier) negates 
  the effect. 
   
  At every four elvels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse 
  one additional time per day, as indicated on Table 1-1.  Multiple hexblade’s curses don’t stack, and any 
  foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 
  hours. 
   
  Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse. 
   
  Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus 
  (minimum +1) on saving throws against spells and spell-like effects. 
   
  Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and and unusual attacks with 
  great willpower or fortitude.  If he makes a successful Will or Fortitude save against an attack that 
  normally would have a lesse effect on a successful save (such as any spell with a saving throw entry of 
  Will half or Fortitude partial), he instead completely negates the effect.  An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
   
  Familiar: Beginning at 4th level, a hexblade can obtain a familiar.  Doing so takes 24 hours and 
  uses up magical materials that cost 100 gp.  A familiar is a magical beast that resembles a small animal 
  and is unusually tough and intelligent.  The creature serves as a companion and servant. 
   
  The hexblade chooses the kind of famailiar he gets.  As the hexblade advances in level, his 
  familiar also increases in power.  Treat the hexblade as a sorcerer of three levels lower for determining 
  the familiar’s powers and abailities (see the Familiars sidebar on page 52 of the Player’s Handbook). 
   
  If the familiar dies or is dismissed by the hexblade, the latter must attempt a DC 15 Fortitude 
  saving throw.  Failure means he loses 200 experience points per hexblade level; success reduces the 
  loss to one-half that amount.  However, a hexblade’s total experience can never go below 0 as a result of 
  SHE8-03 Bloodlines 
   
  Page 100 
  
  a familiar’s demise or dismissal.  A slain or dimissed familiar cannot be replaced for a year and a day.  A 
  slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point 
  of Constitution when this happy even occurs. 
   
  A character with more than one class that grants a familiar may only have one familiar at a time. 
   
  Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane 
  spells, which are drawn from the hexblade spell list.  He can cast any spell he knows without preparing it 
  ahead of time, just as a sorcerer can (see page 54 of the Player’s Handbook). 
   
  To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + spell level 
  (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth).  The Difficulty Clas for a saving 
  throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Cha modifier. 
   
  Like other spellcasters, a hexblade can cast only a certain number of spells per day.  His base 
  daily spell allotment is given on Table 1-1.  In addition, he receives bonus spells per day if he has a high 
  Charisma score (See Table 1-1: ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).  
  When Table 1-1 indicates that the hexbalde gets 0 spells per day of a given spell level (for instance 1st-
  level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his 
  Charisma score for that spell level. 
   
  The hexblade’s selection of spells is extremely limited.  A hexblade begins play knowing no 
  spells, but gains one or more new spells at certain levels, as indicated on Table 1-2.  (Unlike spells per 
  day, Charisma score does not affect the number of spells a hexblade knows; the numbers on table 2-1 
  are fixed.) 
   
  Upon reaching 12th level, and at every third hexblade level after that (1th and 18th), a hexblade 
  can chose to learn a new spell in place of one he already knows.  In effect, the hexblade “loses” the old 
  spell in exchange for the new one.  The new spell’s level must be the same as that of the spell being 
  exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade 
  can cast.  For instance, upon reaching 12th level, a hexblade could trade in a single 1st-level spell (two 
  spell levels below the highest level hexblade spell he can cast, which is 3rd) for a different 1st-level spell.  
  At 15th level, he could trade in a single 1st-level or 2nd-level spell (Since he now can cast 4th-level 
  hexblade spells) for a different spell of the same level.  A hexblade may swap only a single spell at any 
  given level, and must choose whether or not to swap the spell at the same time he gains new spells 
  known for the level. 
   
  Through 3rd level, a hexbalde has no caster level.  At 4th level and higher, his caster level is one-
  half his hexblade level. 
   
  Bonus Feat: At 5th level and every five elvels thereafter (10th, 15th, and 20th), a hexblade gains a 
  bonus feat, which must be seleceted from the following list: Combat Casting, Greater Spell Fcous 
  (enchantment, necromancy, or transmutation only), Sreater Spell Penetration, Spell Focus (enchantment, 
  necromancy, or transmutation only), Spell Penetration. 
   
  Greater Hexblade’s Curse (Su): When a hexblade attains 7th level, the penalty on attacks, 
  saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse 
  becomes -4 instead of -2. 
   
  Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura 
  of misfortune.  Any melee or ranged attack made against the hexblade while this aura of unluck is active 
  has a 20% miss chance (similar to the effect of concealment).  Activating thwe aura is a free action and 
  the aura lasts for a number of rounds equal to 3 + the hexblade’s Charisma bonus (if any). 
   
  At 16th level or higher, a hexblade can use his aura of unluck twice per day.  A 20th-level hexblade 
  can activate this aura three times per day. 
   
  Dire Hexblade’s Curse (Su): Whena hexblade attains 19th level, the penalty on attacks, saves, 
  ability checks, skill checks, and weapon damage rolls incurred by a target of the hexbalde’s curse 
  becomes -6 instead of -4. 
   
  Ex-Hexblades 
  A hexblade who becomes good-aligned loses all hexblade spells and all supernatural abilities.  His 
  familiar becomes a normal animal and leaves the hexblade’s service as soon as possible.  He may not 
  progress any farther in levels as a hexblade.  He retains all other benefits of the class (weapon and armor 
  proficiencies and bonus feats).  
   
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  Table 1–1: The Hexblade  
   
   
   
   
   
   
  Spells per Day 
  Level 
  BAB 
   
  Fort 
  Ref 
  Will 
  Special  
   
  1st 
  2nd  
  3rd 
  4th 
  1st  
  +1 
   
  +0 
  +0 
  +2 
  Hexblade’s curse 1/day 
  -- 
  -- 
  -- 
  -- 
  2nd  
  +2 
   
  +0 
  +0 
  +3 
  Arcane Resistance 
  -- 
  -- 
  -- 
  -- 
  3rd  
  +3 
   
  +1 
  +1 
  +3 
  Mettle 
   
   
  -- 
  -- 
  -- 
  -- 
  4th  
  +4 
   
  +1 
  +1 
  +4 
  Summon Familiar  
  0 
  -- 
  -- 
  -- 
  5th  
  +5 
   
  +1 
  +1 
  +4 
  Bonus feat, curse 2/day 
  0 
  -- 
  -- 
  -- 
  6th  
  +6/+1 
   
  +2 
  +2 
  +5 
   
   
   
  1 
  -- 
  -- 
  -- 
  7th  
  +7/+2 
   
  +2 
  +2 
  +5 
  Greater Hexblade’s Curse 1 
  -- 
  -- 
  -- 
  8th  
  +8/+3 
   
  +2 
  +2 
  +6 
   
   
   
  1 
  0 
  -- 
  -- 
  9th  
  +9/+4 
   
  +3 
  +3 
  +6 
  Hexblade’s Curse 3/day 
  1 
  0 
  -- 
  -- 
  10th  
  +10/+5  
  +3 
  +3 
  +7 
  Bonus feat 
   
  1 
  1 
  -- 
  -- 
  11th  
  +11/+6/+1 
  +3 
  +3 
  +7 
   
   
   
  1 
  1 
  0 
  -- 
  12th  
  +12/+7/+2 
  +4 
  +4 
  +8 
  Aura of Unluck 1/day 
  1 
  1 
  1 
  -- 
  13th  
  +13/+8/+3 
  +4 
  +4 
  +8 
  Hexblade’s Curse 4/day 
  1 
  1 
  1 
  -- 
  14th  
  +14/+9/+4 
  +4 
  +4 
  +9 
   
   
   
  2 
  1 
  1 
  0 
  15th  
  +15/+10/+5 
  +5 
  +5 
  +9 
  Bonus feat 
   
  2 
  1 
  1 
  1 
  16th  
  +16/+11/+6/+1 
  +5 
  +5 
  +10 
  Aura of Unluck 2/day 
  2 
  2 
  1 
  1 
  17th  
  +17/+12/+7/+2 
  +5 
  +5 
  +10 
  Hexblade’s Curse 5/day 
  2 
  2 
  2 
  1 
  18th  
  +18/+13/+8/+3 
  +6 
  +6 
  +11 
   
   
   
  3 
  2 
  2 
  1 
  19th  
  +19/+14/+9/+4 
  +6 
  +6 
  +11 
  Dire Hexblade’s Curse 
  3 
  3 
  3 
  2 
  20th 
  +20/+15/+10/+5 +6 
  +6 
  +12 
  Aura of Unluck 3/day 
  3 
  3 
  3 
  3 
   
   
   
   
   
   
  Bonus feat 
   
   
  Table 1-2: Hexblade Spells Known: 
  Levels  
  1st 
  2nd 
  3rd 
  4th 
  1st 
   
  -- 
  -- 
  -- 
  -- 
  2nd 
   
  -- 
  -- 
  -- 
  -- 
  3rd 
   
  -- 
  -- 
  -- 
  -- 
  4th 
   
  2 
  -- 
  -- 
  -- 
  5th 
   
  2 
  -- 
  -- 
  -- 
  6th 
   
  3 
  -- 
  -- 
  -- 
  7th 
   
  3 
  -- 
  -- 
  -- 
  8th 
   
  4 
  2 
  -- 
  -- 
  9th 
   
  4 
  2 
  -- 
  -- 
  10th 
   
  4 
  3 
  -- 
  -- 
  11th 
   
  4 
  3 
  2 
  -- 
  12 
   
  4 
  4 
  3 
  -- 
  13th 
   
  4 
  4 
  3 
  -- 
  14th 
   
  4 
  4 
  4 
  2 
  15th 
   
  4 
  4 
  4 
  3 
  16th 
   
  4 
  4 
  4 
  3 
  17th 
   
  5 
  4 
  4 
  4 
  18th 
   
  5 
  5 
  4 
  4 
  19th 
   
  5 
  5 
  5 
  4 
  20th 
   
  5 
  5 
  5 
  5 
   
   
   
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  WARLOCK: 
   
  Warlocks have the following game statistics. 
  Abilities: A high Charisma score makes a warlock’s invocations harder to resist. High Dexterity is very 
  valuable to a warlock, allowing him to better aim his eldritch blasts, and a good Constitution score is also 
  useful. 
  Alignment: Any evil or any chaotic. 
  Hit Die: d6. 
   
   
   
  Class Skills 
  The warlock’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) 
  (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
  Skill Points at 1st Level: (2 + Int modifier) ⋅ 4. 
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the warlock. 
  Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are 
  proficient with light armor but not with shields. Because the somatic components required for warlock 
  invocations are relatively simple, a warlock can use any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock 
  wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, 
  including eldritch blast, have a somatic component).  A multiclass warlock still incurs the normal arcane 
  spell failure chance for arcane spells received from levels in other classes. 
  Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. 
  Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require 
  him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, 
  with the following qualifications: 
  A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action 
  that provokes attacks of opportunity. An invocation can be disrupted, just as a 
  spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to 
  use an invocation defensively, by making a successful Concentration check, to avoid provoking 
  attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s 
  description specifically states otherwise. A warlock’s caster level with his invocations is equal to his 
  warlock level. 
  The save DC for an invocation (if it allows a save) is 10 +equivalent spell level + the warlock’s 
  Charisma modifier.  Since spell-like abilities are not actually spells, a warlock cannot benefit from the 
  Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster 
  Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken 
  Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). 
  The four grades of invocations, in order of their relative power, are least, lesser, greater, and 
  dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a 
  warlock gains levels, he learns new invocations, as summarized on Table 1–1 and described below. A list 
  of available invocations can be found following this class description, and a complete description of each 
  invocation can be found in Chapter 4 of this book. 
  At any level when a warlock learns a new invocation, he can also replace an invocation he 
  already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a 
  least invocation he knows with a different least invocation (in addition to learning a new invocation, which 
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  Page 103 
  
  could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows 
  with another invocation of the same or a lower grade (in addition to learning a new invocation, which 
  could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
  Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as 
  described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes 
  usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details. 
  Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes 
  with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single 
  target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in 
  power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to 
  one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th 
  when a warlock reaches 18th level or higher. 
  An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other 
  effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An 
  eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast 
  (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the 
  DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2. See page 303 of the 
  Monster Manual. 
  Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. 
  His caster level equals his class level. 
  Damage Reduction (Su): Fortified by the supernatural power fl owing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 
  7th level and every four levels thereafter, a warlock’s damage reduction improves as shown on Table 1–
  1. 
  Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer 
  magic items made for the use of other characters. When making a Use Magic 
  Device check, a warlock can take 10 even if distracted or threatened. 
  Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fi endish 
  resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes.  While in this 
  state, the warlock gains fast healing 1.  At 13th level, a warlock’s fiendish resilience improves.  When in 
  his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock’s fiendish resilience 
  improves to fast healing 5. 
  Energy Resistance (Su): At 10th level and higher, a warlock has resistance 5 against any two of 
  the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy 
  resistance cannot be changed.  At 20th level, a warlock gains resistance 10 against the two selected 
  types of energy. 
  Imbue Item (Su): A warlock of 12th level or higher can use his supernatural power to create 
  magic items, even if he does not know the spells required to make an item (although he must know the 
  appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for 
  arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t 
  cast. 
  If the check succeeds, the warlock can create the item as if he had cast the required spell. If it 
  fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his 
  progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a 
  new level. 
   
   
  Table 1–1: The Warlock 
  Level 
  BAB 
   
  Fort 
  Ref 
  Will 
  Special  
   
   
  Invocations Known 
  1st  
  +0 
   
  +0 
  +0 
  +2 
  Eldritch blast 1d6, invocation(least)  
  1 
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  2nd  
  +1 
   
  +0 
  +0 
  +3 
  Detect Magic 
   
   
   
  2 
  3rd  
  +2 
   
  +1 
  +1 
  +3 
  DR 1/cold iron, eldritch blast 2d6 
   
  2 
  4th  
  +3 
   
  +1 
  +1 
  +4 
  Deceive Item 
   
   
   
  3 
  5th  
  +3 
   
  +1 
  +1 
  +4 
  Eldritch blast 3d6  
   
   
  3 
  6th  
  +4 
   
  +2 
  +2 
  +5 
  New Invocation (least or lesser) 
   
  4 
  7th  
  +5 
   
  +2 
  +2 
  +5 
  DR 2/cold iron, eldritch blast 4d6 
   
  4 
  8th  
  +6/+1 
   
  +2 
  +2 
  +6 
  Fiendish Resilience 1 
   
   
  5 
  9th  
  +6/+1 
   
  +3 
  +3 
  +6 
  Eldritch blast 5d6  
   
   
  5 
  10th  
  +7/+2 
   
  +3 
  +3 
  +7 
  Energy Resistance 5 
   
   
  6 
  11th  
  +8/+3 
   
  +3 
  +3 
  +7 
  DR 3/cold iron, eldritch blast 6d6 
   
  7 
   
   
   
   
   
   
   
  New invocation (least, lesser, or greater) 
  12th  
  +9/+4 
   
  +4 
  +4 
  +8 
  Imbue Item 
   
   
   
  7 
  13th  
  +9/+4 
   
  +4 
  +4 
  +8 
  Fiendish Resilience 2 
   
   
  8 
  14th  
  +10/+5  
  +4 
  +4 
  +9 
  Eldritch blast 7d6  
   
   
  8 
  15th  
  +11/+6/+1 
  +5 
  +5 
  +9 
  DR 4/cold iron 
   
   
   
  9 
  16th  
  +12/+7/+2 
  +5 
  +5 
  +10 
  New invocation (least, lesser, greater 
  10 
   
   
   
   
   
   
   
  or dark) 
  17th  
  +12/+7/+2 
  +5 
  +5 
  +10 
  Eldritch blast 8d6  
   
   
  10 
  18th  
  +13/+8/+3 
  +6 
  +6 
  +11 
  Fiendish Resilience 5 
   
   
  11 
  19th  
  +14/+9/+4 
  +6 
  +6 
  +11 
  DR 5/cold iron 
   
   
   
  11 
  20th  
  +15/+10/+5 
  +6 
  +6 
  +12 
  Eldritch blast 9d6, energy resistance 10 
  12 
   
   
   
   
  WARLOCK INVOCATIONS 
  Warlocks choose the invocations they learn as they gain levels, much like bards or sorcerers choose 
  which spells to learn. However, a warlock’s arcane repertoire is even more limited than that of a sorcerer, 
  and his invocations are spell-like abilities, not spells. 
  In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level 
  equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a 
  level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level 
  equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its 
  description in Chapter 4. 
  A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. 
  Invocations and Eldritch Blast: Eldritch blast is not an invocation, but some invocations provide 
  a warlock with the ability to modify his eldritch blast or add new eldritch attacks. 
   
  ELDRITCH ESSENCE INVOCATIONS 
  Some of a warlock’s invocations, such as frightful blast, modify the damage or other effects of the 
  warlock’s eldritch blast. These are called eldritch essence invocations. Unless noted otherwise, eldritch 
  blasts modified by eldritch essence invocations deal damage normally in addition to imparting the effects 
  described in the invocation description. 
  A warlock can apply only one eldritch essence invocation to a single eldritch blast, choosing from 
  any of the eldritch essence invocations that he knows. When a warlock applies an eldritch essence 
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  invocation to his eldritch blast, the spell level equivalent of the modified blast is equal to the spell level of 
  the eldritch blast or of the eldritch essence invocation, whichever is higher. If a warlock targets a creature 
  with an eldritch essence blast that has immunity to the invocation’s effect, it still takes the damage from 
  the blast normally (provided it isn’t also immune to the eldritch blast). 
  A warlock can apply an eldritch essence invocation and a blast shape invocation (see below) to 
  the same blast. When a warlock uses both kinds of invocations to alter an eldritch blast, the spell level 
  equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or 
  the level of the blast shape invocation, whichever is higher. 
  Example: Morthos, a 1st-level warlock, decides to make his eldritch blast attack into a frightful 
  blast. Morthos’s eldritch blast is the equivalent of a 1st-level spell, while frightful blast is an effect 
  equivalent to a 2nd-level spell. His frightful blast is thus the equivalent of a 2nd-level spell. 
   
   
   
  Least Eldritch Essence Invocations 
  Frightful Blast: Target must make Will save or become shaken. 
  Sickening Blast: Target must make Fortitude save or become sickened. 
   
   
  Lesser Eldritch Essence Invocations 
  Beshadowed Blast: Target must make Fortitude save or become blind for 1 round. 
  Brimstone Blast: Blast deals fi re damage and target must make Reflex save or catch fire. 
  Hellrime Blast: Blast deals cold damage and target must make Fortitude save or take –2 penalty to 
  Dexterity. 
   
   
  Greater Eldritch Essence Invocations 
  Bewitching Blast: Target must make Will save or be confused for 1 round. 
  Noxious Blast: Target must make Fortitude save or be nauseated. 
  Repelling Blast: Target must make Reflex save or be knocked back. 
  Vitriolic Blast: Blast ignores spell resistance and deals acid damage for several rounds. 
   
   
  Dark Eldritch Essence Invocation 
  Utterdark Blast: Target must make Fortitude save or gain two negative levels. 
   
   
  BLAST SHAPE INVOCATIONS 
  Some of a warlock’s invocations, such as eldritch spear, modify the range, target(s), or area of a 
  warlock’s eldritch blast. These are called blast shape invocations. Unless noted otherwise, eldritch blasts 
  subject to blast shape invocations deal damage normally in addition to imparting the effects described in 
  the invocation description. A warlock can apply only one blast shape at a time to an eldritch blast, and he 
  can choose from any of the blast shape invocations that he knows. A warlock need not apply a blast 
  shape invocation to his eldritch blast. When a warlock applies a blast shape invocation to his eldritch 
  blast, the spell-level equivalent is equal to the spell level of the eldritch blast or of the blast shape 
  invocation, whichever is higher. 
  A warlock can apply a blast shape invocation and an eldritch essence invocation (see Eldritch 
  Essence Invocations above) to the same blast. When a warlock uses an eldritch essence and a blast 
  shape to alter an eldritch blast, the spell-level equivalent is equal to the spell level of the eldritch blast, the 
  eldritch essence invocation, or the blast shape invocation, whichever is higher. 
  Example: Morthos decides to make his eldritch blast attack a hellrime eldritch spear. As a 6th-
  level warlock, Morthos’s eldritch blast is the equivalent of a 3rd-level spell. Eldritch spear is the equivalent 
  of a 2nd-level spell, while hellrime blast is the equivalent of a 4th-level spell. His hellrime eldritch spear is 
  therefore the equivalent of a 4th-level spell. 
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  Least Blast Shape Invocations 
  Eldritch Spear: Blast range increases to 250 feet. 
  Hideous Blow: Melee attack channels eldritch blast. 
   
   
  Lesser Blast Shape Invocation 
  Eldritch Chain: Blast jumps from initial target to secondary targets. 
   
   
  Greater Blast Shape Invocation 
  Eldritch Cone: Blast takes the shape of a cone. 
   
   
  Dark Blast Shape Invocation 
  Eldritch Doom: Blast affects all enemies within 20 feet. 
   
   
  OTHER INVOCATIONS 
  In addition to the potent blast shape and eldritch essence invocations, warlocks learn a number of others 
  that enable them to perform many tricks and attacks. These invocations are briefly described below, and 
  their full descriptions can be found in Chapter 4: Spells and Invocations. 
   
   
  Least Invocations 
  Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell. 
  Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks. 
  Breath of the Night: Create a fog cloud as the spell. 
  Dark One’s Own Luck: Gain a luck bonus on one type of saves. 
  Darkness: Use darkness as the spell. 
  Devil’s Sight: See normally in darkness and magical darkness. 
  Earthen Grasp: Use earthen grasp as the spell. 
  Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent. 
  Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks. 
  Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter. 
  See the Unseen: Gain see invisibility as the spell and darkvision. 
  Spiderwalk: Gain spider climb as the spell and you are immune to webs. 
  Summon Swarm: Use summon swarm as the spell. 
   
   
  Lesser Invocations 
  Charm: Cause a single creature to regard you as a friend. 
  Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks. 
  The Dead Walk: Create undead as the animate dead spell. 
  Fell Flight: Gain a fly speed with good maneuverability. 
  Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image. 
  Hungry Darkness: Create shadows filled with a swarm of bats. 
  Stony Grasp: Use stony grasp as the spell. 
  Voidsense: Gain blindsense 30 feet. 
  Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are 
  dispelled. 
  Walk Unseen: Use invisibility (self only) as the spell. 
  Wall of Gloom: Use wall of gloom as the spell. 
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  Greater Invocations 
  Chilling Tentacles: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in 
  the area. 
  Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on 
  the level of spells successfully dispelled. 
  Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent 
  living creatures. 
  Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a 
  magic weapon. 
  Wall of Perilous Flame: Create a wall of fi re as the spell, but half the damage from the wall results from 
  supernatural power. 
  Warlock’s Call: Use sending as the spell, but risk damage from recipient. 
   
   
  Dark Invocations 
  Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm 
  subtype. 
  Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the 
  effect. 
  Path of Shadow: Use shadow walk as the spell and speed up natural healing. 
  Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if 
  dispelled. 
  Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent. 
   
  INVOCATION DESCRIPTIONS 
   
  BESHADOWED BLAST 
  Lesser; 4th; Eldritch Essence 
  This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any 
  living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round. 
   
  ELDRITCH SPEAR 
  Least; 2nd; Blast Shape 
  This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear 
  increases the range of an eldritch blast attack to 250 feet with no range increment. 
   
  ENTROPIC WARDING 
  Least; 2nd 
  When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays, and 
  other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked 
  by scent. (You can still be detected normally by scent, just not tracked.) 
   
  FLEE THE SCENE 
  Lesser; 4th 
  You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 
  levels).  When you use this ability, you leave behind a major image of yourself in your place that lasts for 
  1 round. The image reacts appropriately to attacks as if you were concentrating on it. 
   
  NOXIOUS BLAST 
  Greater; 6th; Eldritch Essence 
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  This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any 
  creature struck by a noxious blast must make a Fortitude save or be nauseated for 1 minute. 
   
  SEE THE UNSEEN 
  Least; 2nd 
  When you use this invocation, you can activate great powers of vision, allowing you to see invisible 
  creatures and objects (as see invisibility). You also gain darkvision out to 60 feet for a period of 24 hours. 
   
  SICKENING BLAST 
  Least; 2nd; Eldritch Essence 
  This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living 
  creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A 
  sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast 
  but still takes damage normally. 
   
  VITRIOLIC BLAST 
  Greater; 6th; Eldritch Essence 
  This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic 
  blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch 
  essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an 
  extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class 
  levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 
  rounds after the initial vitriolic blast attack. 
   
  VORACIOUS DISPELLING 
  Lesser; 4th 
  You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation 
  takes 1 point of damage per level of the spell effect (no save). 
   
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  PLAYER’S HANDOUT #1: PROPHECIES FILL-IN FOR KNIGHT 
  CHARACTERS 
  For those Knight characters that did not participate in SHE7-07 Prophecies: 
  You stand on an open plain, with a low wall around the perimeter, and a tall black pyramid nearby.  A 
  man dressed plainly in a white garment stands before you, and in your peripheral vision you can tell there 
  are others nearby. 
  The plainly dressed man is recognizable by most of the Sheldomar Valley, and you recognize him as 
  well. He is Dispatcher Garellon Egraldin, Most High Magnificent Puissant Nightwing.  
  He is speaking to you all, 
   
  Prophecies and the interpretation of them are a tricky art.  A previous Grandiose Imperial 
  Wyvern once prophecized of this search that “One Wyvern will rise as another does fall.”  This 
  has concerned us greatly regarding our search because those present at the death of our Wyvern 
  were not candidates.  It later became clear that Norris Jabbar, were he a vigil, was a Wyvern 
  candidate.  And in being possessed by evil, he fell as a candidate.  “One Wyvern rise as another 
  Wyvern falls.”  This should bring us hope in that the troubles ahead will mean another Wyvern will 
  be selected and the continuation of my Order.  It should also breed vigilance as Trilesimain has 
  already indicated where we must go next, so at that time there will be little luxury of time.  All of 
  heroes of the Sheldomar Valley will be needed in this great time. 
   
  This may be the time prophecized, but only the Grandiose Imperial Wyvern knows the 
  answers.  So when the Wyvern is reborn we will know of it.  Still, there is a time of great tribulation 
  ahead.  The old limits in our Order have been rescinded.  This is a new time. 
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  PLAYER’S HANDOUT #2:  DREAM FOR KNIGHTS AND 
  SQUIRES OF THE WATCH 
  It is late spring in Arweth, once a cantrev of Geoff, briefly a Barony of Gran March, but now the 
  primary holding of the Knights of the Watch and Dispatch.  In this place, just north of the main 
  gate to Hochoch, the capital of Arweth, a bustling marketplace has grown.  Here, the hard law of 
  the Knights has less sway than in the city not a bow shot away.  Goods from across the 
  Sheldomar Valley can be bought and sold, and the people walk with weapons without peace bond, 
  with faithful companions at their side regardless of size or nature.  There are Knights and Squires 
  as well, but they seem content to let this little bit of chaos stand. 
   
  A young half-elven boy looks upon you in awe as though worshipping heroes.  He speaks 
  your name with reverence and reaches his hand out to you.  However, you stop that hand before it 
  touches your purse.  The scene changes. 
   
  No longer is this the fair gathering of peoples in the green lands of Arweth.  Now you see a 
  parched and burned land.  The smell of rotting meat rolls thick on the fetid wind, and cries of pain 
  and fear echo in your ears with nagging clarity.  Hundreds, if not thousands, of wooden stakes dot 
  the landscape with the remains of small and medium creatures impaled upon them.  South of you, 
  where Hochoch once stood, is a burned remnent, its walls breached in many places where no one 
  has repaired them.  Buildings within view are blackened with the mark of flame come and gone 
  and in disrepair.  A great bugling call blasts from a distant source, and south, at the top of 
  Valorous Garde, once called Northkeep, a great dark dragon sits.  It lifts into the air as the castle 
  crumbles to dust beneath its feet. 
   
  The wails of pain and screams of fear draw your attention to a strange gathering to your west. 
   Orc, goblin, devil, dread wraith, shadow-folk, drow, giant, and yugoloth gather around a dais 
  where one shadowed elf calls, “Greetings, my fellows.  Welcome to the centennial of our great 
  victory.  We did not know that the blow we struck a hundred years before was as significant as it 
  was, but within a span of a dozen years of our discovery, our nemesis had been disbanded and 
  dispersed, and we, though our Lady, rule what was once the Sheldomar Valley.  Let us feast upon 
  the flesh and soul of this our sacrifice, one of the last survivors of this cantev.”  He points to an 
  old half-elf who is having the flesh flayed from his arms.  You recognize him as your young lad 
  you touched moments before, only now much older.  His eyes meet yours, and with a recognition 
  of some mysterious irony, he laughs through his pain.  He cries out, “Seek the reputable 
  nightmare’s lady in the Old Town marketplace.  Inform her that her traveling companion, 
  Gwenllian, still serves her term of imprisonment within the Plane of Shadow for meddling in the 
  affairs she should not have.  And that her husband must know that in time of need did Bethané 
  come to Trilesimain and through that act the spirit world was opened to those who follow in his 
  path. Say that you seek the the scouts she sent, for without you their mission shall fail.” 
   
  Your vision fades, and once more you stand in the marketplace in Arweth, north of vibrant 
  Hochoch, where Valorous Garde stands.  There is no sign of the half-elven boy, but the scent of 
  ozone is strong as if lightning has struck nearby, and for a brief instant you glimpse a rearing 
  unicorn. 
   
  For those that possess the scar from the Line of Trilesimain AR item of SHE 7-07 Prophecies: 
   
  A sudden, sharp pain cuts deep into your chest, and the scar splits wide open as blood oozes 
  from the wound.  You feel the heat of the Abyss around you, and then you hear a soothing 
  woman’s voice comforting you, “Be well, my son. Accept my gift to you and your blood in the 
  battles ahead.  Accept this gift of the long Fallen.” 
   
  For the rest of the adventure (or for that matter, the campaign), the character has a +2 sacred bonus 
  to melee attack and damage rolls, and should the character confirm a threat, the character bypasses 
  concealment or damage reduction for that strike, so that it does normal damage against shadow 
  creatures or those of the umbral or shadow or fade templates.  The character’s weapon shines with light 
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  as bright as daylight spell in a 5-foot radius for a number of rounds equal to the character’s charisma 
  bonus (minimum 1). 
   
   
   
   
   
   
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  PLAYER HANDOUT #3 – FFIONA’S SKETCH MAP 
   
   
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  PLAYER’S HANDOUT #4 – SIX COINS 
  Among the coins in the pouch you were handed are numerous denominations of coins adding to a total 
  value of 100 gp, all in the coinage of six nations of the Sheldomar Valley.  These coins catch your eye 
  because the images and mottos on the heads and tails sides are different from those of coins you have 
  received in the past. 
  Bissel:  A silver coin with a stag on the Heads side, on which has been struck the letter “U” in Common.  
  On the Tails side is an image of a crypt and an unusual motto, again written in Common:  “Precept of the 
  Fallen.” 
  Geoff:  A silver coin with a hawk on the Heads side, on which has been struck the letter “D” in Common.  
  This is unusual because Gyri coins are always struck in Flan.  On the Tails side is the image of a warrior, 
  his arms crossed over a sword, with his eyes closed, as though lying down or sleeping – but because it is 
  not a full body image, how he is positioned is not evident.  The motto in Common below the knight states, 
  “A band shall rise.”  Above the knight, the word “Inheritance,” is struck onto the coin. 
  Gran March:  A silver coin with a white owl, very much like the owl argent of the Knights of the Watch, on 
  the Heads side, on which has been struck in Common the letter “L.”  On the Tails side is the image of a 
  wyvern dripping blood from its neck.  The motto in Common states, “Blood of the Wyvern.” 
  Keoland:  A platinum coin with a griffon on the Heads side, on which has been struck the letter “A” in 
  Common.  On the tails side is a skull and the motto “Wisdom through Agony” written in Common. 
  Principality of Ulek:  A silver coin with the image of a hammer on the Heads side, on which has been 
  struck the letter “T” in Common.  On the Tails side is the image of a stone that looks very much like a 
  grave marker and the motto “Master yourself” in Common. 
  Yeomanry:  A silver coin with the letter “S” in Common struck upon its head side.  On the tails side is the 
  word, “Taldus” in Common in the middle of the coin and around the perimeter, the following phrase in 
  Common:  “In the hands of the Avatar, the fate of the world rests.” 
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  PLAYERS HANDOUT #5 – TRILESIMAIN’S BLOODLINE 
  Examining the notes you were able to recover from the Shdaow Dragon’s spymaster/warlock, you are 
  able to deduce a few salient points: 
  • 
  Trilesimain, the founder of the Knights of the Watch, apparently somehow “established” several 
  semi-divine bloodlines, perhaps because he himself was of divine origin.  It is unclear from the 
  notes whether these are “direct” bloodlines or more “spiritual” affairs or perhaps both.  It seems 
  that he may somehow have “adopted” some of his followers or their children, imbuing them with 
  some of his divine power. 
  • 
  Members of these bloodlines can be identified by a distinctive scar upon their their chests.  The 
  Shadow Dragon appears to be very interested in identifying and eliminating these individuals.  
  Evidently, she regards the Line of Trilesimain as a threat to her future plans. 
  • 
  There are references to a “lost archive” of prophecies regarding these bloodlines, located 
  somewhere beneath Hochoch.  It sounds as though this is something the Shadow Dragon would 
  very much like to find… 
  • 
  The Shadow Dragon and her spies also seem most interested in information regarding Watcher 
  Wargrym Tenellos, Most High Magnificent Implacable Fiend, one of the Great Beasts.  While the 
  reason is not given, it also is clear that the Shadow Dragon seems to regard this Watcher as a 
  particular threat. 
  • 
  A questionably reliable source suggests that a coin that points directly to the location of the place 
  where the records of Trilesimain’s bloodline are kept is hidden in a crypt near Waterwatch Castle 
  (Caer Dwr Gwyldy). 
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  PLAYER HANDOUT #6: THE RIDDLE OF THE SEVENTH COIN 
  The Heads side of this coin shows a picture of a building that appears to be an old manse in a 
  suburban district of the city.  Around the perimeter of the coin face is the following message:  
  “Old Knights do not die; they retire to guard the Order’s secrets.”  Struck upon the Tails side of 
  this gold coin is the following motto: 
   
  “The Line of Trilesimain will ever guard the Valley. 
   
   
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   CRITICAL EVENT SUMMARY: SHE8-03 BLOODLINES 
  For use until June 30th 
   
  ROUND ONE 
   
  ROUND TWO 
  : 
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/598/Normal Scenarios/SHE8-03 - Bloodlines (APL 8-16)/SHE8-03 - Bloodlines.pdf