TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PAL6-01 
   
   
   
   
  Shapers of Sun and Stone 
   
  A One Round D&D Living Greyhawk®  
  Theocracy of the Pale Regional Adventure 
  Version 1.1 
  by Lance White 
  Triad Editor: Donovan Hicks 
   
  In the Stonelands, the former Duchy of Tenh, the people and land are in desperate need of assistance. The people are 
  slowly returning and their care is being provided by the Church of the One True Path. The land is another story, but 
  there are those seeking to assist the land in its return as well, but what happens when two sides of the same coin oppose 
  each other? What happens when those trying to help need their own help? An adventure for those who enjoy the 
  outdoors of APLs 2 to 12, especially for PCs in the Shapers of Sun and Stone meta-organization. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
  Instruct the players either to prepare their characters to 
  participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet. The judge should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK  
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 1 
  
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure. Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well. This simulates the 
  fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Theocracy of the Pale. Characters native to the 
  Theocracy of the Pale pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp per Time Unit. Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Pale Holy Day 
   
   
   
   
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days. For adventures set 
  in the Theocracy of the Pale, a member of the Church of 
  the One True Path may ask the judge at the beginning of 
  an Adventure to determine how many days it is until the 
  next Pholtan Holy day. This is accomplished by rolling a 
  d8, rerolling if the result is 8. If a 7 is rolled, the first day 
  of the adventure is a Pholtan Holy Day. Otherwise, the 
  die result indicates the number of days until the next 
  Pholtan Holy Day. Due to the special nature of the 
  Theocracy of the Pale, on Holy Days, Judges are 
  encouraged (but not required) to work-in a brief scene 
  involving Pholtan worship, possibly including a brief 1-2 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 2 
  
  minute sermon by a PC if his or her level is at least fifth 
  level and the judge believes that there is time available. 
  Special Rules for the Pale 
   
   
  See Appendix One – Special Rules for the Pale. 
  Adventure Background 
  Tenh has long been a besieged land, invaded by the 
  forces of Iuz then left by their leader to languish in 
  virtual slavery under the Stoneholders and forces of Iuz 
  for years. The Stoneholders and Iuzians were opposed by 
  forces from the Pale and forces loyal to the exiled Duke of 
  Tenh. In the midst of that, the Ether Threat came and left 
  their once fertile land as nothing but dust. 
   
  With refugees flooding into the Pale, it was finally 
  time for the loyal followers of Pholtus to step in and aid 
  their neighbors to the west. At a great cost to the citizens 
  of the Pale a war was fought for these people, in the end 
  Eastern Tenh was liberated from the last of the 
  Stoneholders, Iuzians, and bandits. The war continues as 
  the Prelatal Army and the Faithful Flan strengthen their 
  positions in this half of Tenh and prepare to liberate the 
  other half of Tenh in the name of Law and order. 
   
  This victory, however, was not enough to truly 
  restore the fertile land of Tenh to its former glory; the 
  land itself is still dead from the ravages of the Ether 
  Threat. The Church of the One True Path has set about 
  finding a way to revitalize this land and the answer has 
  come to them in the form of a devout follower of Pholtus, 
  a half-elf acolyte-turned-druid named Kelder, who told 
  them he believed his purpose was to heal the land of 
  Tenh. He chose to revere Pholtus as the driving force of 
  the heavens and the earth. What others call “nature”, he 
  said, is simply the physical manifestation of the laws of 
  Pholtus.  
   
  The Prelates were unsure what to do with this man 
  at first, since his views bordered on heresy, but after 
  much prayer it was decided that this was Pholtus’ will. So 
  Kelder was given the right to recruit others that thought 
  as him as part of the Church, though he would have close 
  supervision by Prelate Sental Tekis of Ogburg. Many of 
  these Pholtan Druids might be less certain of the One 
  True Path, thus more susceptible to influence by Chaos. 
   
  Within a year, Kelder had what he thought were 
  enough followers and began to set up a network of 
  outposts in the ravaged land of Tenh, so the work of 
  healing it could begin. While these “Shapers of Sun and 
  Stone” have the backing of the church, they ask for little 
  aid of any kind from the Church. They believe they 
  should rely on Pholtus to provide as he sees fit. The 
  biggest problem with this more independent nature is 
  that most of the group is quite young, and they are being 
  severely tested in Tenh.  
   
  One such outpost, located between Oxton and the 
  Griff Mountains, is headed by a Tenha man named Tanar. 
  Tanar is an older Flan man that came to his calling fairly 
  late in life; he was given the assignment because the area 
  is near where his boyhood home once stood. Also 
  stationed at the outpost were two young scouts, Morna 
  and Ceit. 
   
  Unfortunately for them, that area had already been 
  claimed by a crazed druid named Fiacra. Fiacra is a native 
  Tenha that lived through the invasions by the 
  Stoneholders, in which his father and brother were 
  killed. He also managed to survive the Ether invasion, 
  which destroyed most of his village (the same one that 
  Tanar was from); during the time of the ethers his grove 
  was destroyed. This caused him to become very 
  distraught. When the Theocracy of the Pale started to 
  move in after they liberated Tenh, he immediately 
  resented them. He believed the Pale was not trying to 
  help repair Tenh; he thought they were simply using the 
  druids to make it appear that they were. After a few 
  months of working against the Pale and their new druids 
  in a mostly peaceful manner, his mind snapped from the 
  stress of invader after invader coming to his land.  
   
  One day while on patrol, the two young scouts 
  surprised Fiacra. Believing they were seeking to take over 
  his lands, he attacked as they were beginning to greet 
  him. Morna and Ceit were not expecting such a response 
  and were unable to protect themselves from Fiacra’s 
  vicious attacks. After disposing of the two women’s 
  bodies, Fiacra followed their trail back to the outpost. 
  Finding the new outpost so close to his new grove, and 
  another druid there, he lost what little hold he still had 
  on reality He attacked Tanar and his badger companion. 
  Tanar was able to defend himself somewhat, but Fiacra’s 
  insanity-driven rage was too great to stand against, and 
  Tanar too was killed. Fiacra then set about destroying the 
  work they had already done believing that his was the 
  true way, and what the Pale was doing was a corruption of 
  nature. 
  Adventure Summary 
  Encounter One: The party meets a young Pholtan Druid 
  named Calum, and begins their trip to the outpost. 
  Encounter Two: The party learns a little about the new 
  order of druids sponsored by the Church. 
  Encounter Three: An attack by some of the creatures 
  looking for food in the desolate and frozen area. 
  Encounter Four: The party finds the outpost and the trail 
  originally left by Morna and Ceit (it hasn’t snowed since 
  they were killed).  
  Encounter Five: The party follows the trail and is 
  attacked by creatures from the hills. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 3 
  
  Encounter Six: The party finally finds Fiacra, they really 
  don’t learn a lot about why he has done what he has to 
  the new forest. 
  Conclusion: Assuming the party aids young Calum and 
  are not killed he puts in a good word with the Shapers of 
  Sun and Stone on their behalf. 
  Preparation for Play 
  The best thing to do for this adventure is read up on the 
  druid class and spells. Summon nature’s ally stats are 
  provided as a supplement to the module to help out. But 
  you should have some idea of what you plan on doing 
  before the final fight commences. 
   
  Also, a small note on Calum’s role in the scenario is 
  necessary. Calum can help the PCs at many points along 
  the way in this scenario. The judge should always allow 
  the PCs the opportunity to solve the problems or figure 
  out alternative methods first. Do not instantly have 
  Calum assist; he is distraught over the missing Tanar and 
  is a novice after all, so it takes a little time for him to 
  realize he can be of assistance at these points. He will of 
  course always assist at these points if a PC asks him to do 
  so, reminding him of his own abilities. The key is he can 
  be used as an asset and for assisting the party, but he 
  should not be a crutch to PCs. 
  Introduction 
  It is an unusually cold day during the month of Coldeven 
  (March) as the characters find themselves on the road 
  near Atherstone. Refer to DM Aid #1 for the map of the 
  area. Perhaps they have always wanted to visit the Pale, or 
  they needed supplies before heading into Tenh, or maybe 
  they just got lost in Midmeadow and somehow ended up 
  here. Whatever the reason they are travelling, there are a 
  few more hardy souls journeying with them as well. Have 
  the PCs introduce themselves before moving on. 
  It has been bitterly cold for the last few days of your 
  travels, with snow slowly melting under the noon 
  sun hanging low to the south. Even this early in 
  Coldeven, it should be warmer than it is. Given that 
  winter in the Pale has still not ended, it is no 
  surprise that the cold lingers for a little too long 
  here in Tenh. 
   
  Stranger still on your travels has been the Blood 
  Moon looking down upon you. Instead of her usual 
  cool white, the large moon Luna appears red in the 
  night sky, almost as if Pholtus had been corrupted 
  or were warning against some unseen danger yet to 
  come. There are also the legends of the Blood Moon 
  of Nerull that come at this time; perhaps the cults of 
  Nerull will commence their murdering spree with 
  the advent of the Blood Moon.  
  Encounter One: Doggone 
  Stubborn Mules 
  Although covered in snow, the road from Spiral to 
  Atherstone has not been very difficult for you to 
  travel—even crossing the Yol this morning was 
  uneventful—but this is not so for all the travellers 
  out today. Coming over the crest of a hill you notice 
  ahead of you a traveller whose wagon has apparently 
  gotten stuck in a snow bank at the side of the road. 
   
  The traveller is tightly bundled against the 
  weather and, right now, seems to be on the losing 
  end of an argument with the two mules hitched to 
  the wagon. Getting closer you hear a young man’s 
  voice pleading with the ornery animals, “Please, 
  come on, we have to keep moving. Come on, I really 
  can’t mess up again.”  
  Wait to find out if the PCs continue approaching the 
  traveler. When they do, continue.  
  As you get closer, the young man looks up and 
  pushes back the hood of his cloak. He is a young 
  man of obvious Flan descent, and looks, if not 
  scared, at least very concerned. He mutters to 
  himself, and maybe the mules, “Oh no, brigands 
  have come to take what little I have. Now the Order 
  is sure to think I’m not worthy.” In only a slightly 
  louder voice, sounding more tired than scared he 
  says, “Please, I have nothing of worth to you. If I give 
  you what little silver I have, will you just move 
  along?” 
  If there is an obvious good PC in the group (paladin, 
  Pholtan cleric, etc) read the following instead: 
  As you get closer, the young man looks up and 
  pushes back the hood of his cloak. He is a young 
  man of obvious Flan descent, and looks, if not 
  scared, at least very concerned. He speaks up as he 
  sees your group, “Hopefully, the signs of law and 
  goodness about you are real and not some trick 
  upon me. If so, perhaps you could give me aid in my 
  time of troubles.” 
  The young man is Calum (NG Drd1; see Appendix Two). 
  Wait for the players to respond, then respond as 
  appropriate. The following notes should help with role-
  playing Calum: 
  • 
  He is carrying supplies to the outpost north of 
  Oxton near the Griff Mountains. 
  • 
  Though Flan, he was raised in Wintershiven, so 
  travelling alone in the wilderness is a bit of a 
  test of his abilities. 
  • 
  He desperately wants to do a good job and prove 
  that he was the right choice for the job. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 4 
  
  • 
  He has actually been set upon by bandits once 
  since he left Wintershiven. Yesterday, as he was 
  preparing to sleep a man came to his fire asking 
  to share its warmth. Calum allowed him to, even 
  offering the man food. During the meal Calum 
  caught the man trying to steal his purse; when 
  confronted, the man yelled and another thug 
  came running from down the road. Calum 
  called upon Pholtus’ flame (produce flame) 
  striking the one nearest him. Seeing this, the 
  man that had just ran down the road turned and 
  headed back in the direction he came from. 
  Calum managed to subdue the first man. He 
  turned him into the Pale Patrol in Spiral the 
  next day. This type of attack is unusual, since 
  the safety of the Pale is widely known. 
  • 
  He is really more scared of not getting the 
  wagon to the outpost than anything else.  
  • 
  This is the first task he has been given by his 
  mentors that has taken him out into the 
  wilderness. This is why he is so worried about 
  doing a good job. 
  • 
  He knows that the items he carries in the wagon 
  are not critical to the outpost; the critical 
  supplies are sent on larger and better-guarded 
  wagon trains. But he believes this may be some 
  sort of test of his resolve by the leadership of the 
  Shapers of Sun and Stone. 
  • 
  His mules are named Molasses and Honey. 
  • 
  Molasses is nothing special for a mule and was 
  bought just before Calum left Wintershiven. He 
  will usually listen to Calum just fine, except 
  when Honey gets it into her head to be 
  stubborn. 
  • 
  Honey was actually given to the order about six 
  months ago by a farmer that just could not 
  handle her. After some time spent with her, one 
  of the more experienced druids came to the 
  conclusion that she was just too smart for her 
  own good. She seemed to be able to get the 
  other animals to follow her lead, and most of the 
  time that was into trouble. While she definitely 
  knows what she’s being asked/told to do, on 
  occasion she just decides not to do it. Then after 
  much cajoling and pulling/prodding will 
  suddenly move, often causing another sort of 
  problem. She also seems somehow to smile 
  almost constantly. She was given to Calum for 
  this trip to get her away from the other animals. 
  After the PCs have assured the young man they are not 
  there to rob and/or kill him, they may offer him help 
  with the situation he is in. If they do not offer help of 
  their own accord, have Calum ask them directly. The 
  wagon is not really stuck—the mules are actually 
  working against Calum, and he has become too flustered 
  with the mules to realize this. Once the wagon has been 
  freed (DC 12 Strength check and DC 14 Handle Animal 
  check), Calum makes a request of the PCs. Have fun with 
  the mules during this, Calum can be trying to talk sense 
  into them, they can back up after the wagon is out, spit, 
  etc. just don’t annoy the players too much. 
  “I thank you for the aid. I wish I had something to 
  offer you for your time, but what little I do have is 
  needed by the outpost.” 
  If the PCs ask about the outpost, have Calum give them 
  the broad outline of the druid outpost and its mission. 
  Remember, he is as junior a member as exists inside the 
  Shapers, so he would not know the whole political scene 
  surrounding it. 
   
  After the brief explanation of the outpost, he will 
  have a simple request for the PCs: 
  “I notice that you seem to be heading in the same 
  direction as I, and you appear to be somewhat more 
  um… less, well, new at dealing with the unexpected. 
  I was wondering if you would be willing to travel 
  with me to the outpost. As I said, I cannot offer 
  much, but Tanar, he’s in charge of the outpost, 
  might be able to offer you something when we 
  arrive. I really need the help, for while I am a 
  student of nature, it is a very recent calling, and your 
  company would be most welcome. 
  Wait for the PCs’ response. If they refuse to aid the young 
  druid, they could still decide to follow him the next day 
  without openly offering help, or perhaps travel there 
  some other way; if they do that, adjust the read-aloud text 
  accordingly. 
   
  If they agree to travel with him, he will offer to cook 
  every meal. He is quite a good cook and carries a small 
  supply of exotic spices to aid in this.  
  Encounter Two: Pholtan Druids 
  and Other Unlikely Creatures 
  During the journey, Calum will tell the PCs all that he 
  knows of the Shapers of Sun and Stone over dinner each 
  night which he insists on cooking, he is an excellent 
  cook. He will also tell them a little about his life before 
  finding the path of Pholtus. 
   
  He will give a little information each night. He 
  knows the following information about the order: 
  • 
  The order is very new, almost a year old. 
  • 
  It is overseen by Prelate Sental Tekis of Ogburg, 
  but the real leader is a half-elf named Kelder. 
  • 
  They are setting up a few outposts in Tenh to try 
  and heal the land after the devastation of the 
  ethers. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 5 
  
  • 
  This outpost that Calum is heading to is located 
  north of Oxton near the Griffs. 
  • 
  It is a very small outpost: only the druid Tanar 
  and the scouts, Morna and Ceit (“KAY-it”), are 
  present at the outpost. 
  • 
  The druid there, Tanar, spends most of his time 
  aiding the growth of a new forest. That is one of 
  the order’s main goals at the moment, to help 
  rebuild the land of Tenh. 
  • 
  Tanar has been at this outpost for a little over 
  half a year now, and he has had very little 
  contact with the leadership in the last three 
  months. The last report said that he had begun 
  to heal a small area there. 
  • 
  Calum is certain that the Troll Winter has 
  undone much of the good that Tanar had 
  already done. (This is speculation on his part.) 
  • 
  This is Calum’s first assignment for the order. 
  He is pretty sure it is a test of his abilities and 
  resolve. (It really isn’t, they just don’t have 
  enough people to travel with him, and the area 
  is fairly safe). 
  • 
  The supplies he carries are flour, grain, 
  hardtack, sheets of canvas, rope, thread, and 
  feed for the mules. 
  • 
  Calum was raised in Wintershiven. His family 
  runs a restaurant there called Brenna’s Place. 
  Until about three months ago he helped out 
  there. 
  • 
  That was when he first felt the call of Pholtus, 
  though the path he saw was different than most 
  in the Pale. He follows Pholtus as the organizer 
  of the universe, especially in the seasons and 
  growing things. It isn’t just “nature”; it’s Pholtus 
  on earth. 
  • 
  His family was not really happy with his leaving 
  but did not forbid it. 
  • 
  While he knows very little about the wilderness 
  right now, he does say it feels more “right” than 
  living surrounded by so many people in a city 
  like Wintershiven. 
  • 
  If asked about an animal companion, he will say, 
  “No creature has spoken to me yet, so I still 
  wait.” 
  This is meant to be a fairly freeform role-playing episode. 
  You should feel free to add things to this as long as it 
  remains consistent with what is listed and Calum’s 
  description in Appendix 2. 
   
  Travel time will follow the rates listed in the 
  Dungeon Master’s Guide and do not forget to apply the 
  effects of the snow on travel. 
   
  The journey takes the party through the city of 
  Atherstone, which is busy as a trading post and home 
  base for much of the Pale’s operation in eastern Tenh. 
  The PCs may buy equipment here as normal for a city. 
  The road also goes by the town of Lighton. 
   
  Oxton is about 100 miles northwest of Atherstone, at 
  the western edge of the Pale’s holdings in Tenh. It is 
  largely in ruins but has been partly rebuilt. It is a 
  crossroads, with roads leading north, southwest, west, 
  east, and southeast. The druids’ outpost is about 20 miles 
  away: 10 miles along the east road toward the castle High 
  Pentress and then 10 miles north along a trail. 
   
  Oxton is where the party will leave the road and 
  begin the last leg of the trip to the outpost. This portion 
  of the trip is about 20 miles. Most of the trip is through 
  the still decimated land of Tenh, but about five miles 
  before the outpost the party will begin to see trees. Most 
  are bare of leaves at first, but as the party gets closer to the 
  Griffs and the outpost they give way to more numerous 
  evergreens. 
  Encounter Three: Did You Hear 
  That? 
  This encounter occurs on the night before the party 
  reaches the outpost, just as the party is setting up camp. If 
  the party does something unusual, this encounter will 
  occur about an hour after nightfall. 
   
  Note: At higher APLs it is possible the party will 
  have a means to travel the entire distance magically, in 
  this case this encounter will occur the first time they halt 
  their magical transportation and are capable of being 
  attacked. This may be at or near the outpost and that is 
  fine. Modify the text below as necessary for this 
  possibility. 
  The Pale has rebuilt the main roads out of Oxton, 
  but you have been travelling on an unpaved trail 
  across the loose soil that now covers most of the 
  once-fertile ground of Tenh. Now settling in for 
  your night’s rest, in the twilight there could be 
  creatures approaching, and if you are not watchful, 
  you could miss them. 
  The PCs should be about 80 feet from the crest of the 
  dune/hill, adjust as necessary for party tactics. At APL 2 
  and 4, Calum will attempt to aid in the fight. At higher 
  APLs he will only attempt to pull fallen PCs from danger. 
  He will offer what little healing he has afterwards at 
  every APL. 
   
  Note that these spiders are hunters (see Monster 
  Manual page 288). They cannot use webs in combat, but 
  their base land speed is 40 feet instead of 30 feet. They are 
  hairy (like wolf spiders) and they move very fast.  
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 6 
  
  Allow the PCs Listen and Spot checks against the listed 
  Hide and Move Silently checks of the encounters. The 
  checks are made at the crest of the dune/hill for the 
  creatures. 
  APL 2 (EL 3-1 for aid from Calum) 
  Hide 15, Move Silently 13 (+2 for soft ground, included) 
  � Monstrous Spider, Medium; hp 11; see Monster 
  Manual page 289. 
  � Monstrous Spider, Large: hp 22; see Monster 
  Manual page 289. 
  APL 4 (EL 5-1 for aid from Calum) 
  Hide 15, Move Silently 12 (+2 for soft ground, included) 
  � Monstrous Spider, Medium (2): hp 11, 11; see 
  Monster Manual page 289. 
  � Monstrous Spider, Large (2): hp 22, 22; see 
  Monster Manual page 289. 
  APL 6 (EL 6) 
  Hide 12, Move Silently 12 (+2 for soft ground, included) 
  � Monstrous Spider, Large: hp 22; see Monster 
  Manual page 289. 
  � Monstrous Spider, Huge: hp 52; see Monster 
  Manual page 289. 
  APL 8 (EL 8) 
  Hide 10, Move Silently 12 (+2 for soft ground, included) 
  � Monstrous Spider, Gargantuan: hp 104; see 
  Monster Manual page 289. 
  APL 10 (EL 11) 
  Hide 6, Move Silently 12 (+2 for soft ground, included) 
  � Monstrous Spider, Colossal: hp 208; see Monster 
  Manual page 289. 
  APL 12 (EL 12) 
  Hide 6, Move Silently 12 (+2 for soft ground, included) 
  � Advanced Monstrous Spider, Colossal: hp 234; 
  see Combat Appendix APL 12
  Treasure: None 
  Development: These are roving hunters that laired 
  nearby. Their tracks lead nowhere important. 
  Encounter Four: Are We There 
  Yet? 
  If the PCs are travelling by magical means, modify the 
  following text as necessary to reflect that. 
  It is near dark as you finally reach the outpost. 
   
  Seeing his destination, Calum attempts to get 
  the mules to hurry along. Neither seems quite that 
  interested in hurrying, but they do keep moving. 
  Calling it an outpost is probably a little bit of an 
  overstatement. It consists of a clearing in the trees, 
  with three tents around a central fire pit. Near the 
  trees are what appear to be the remains of an altar of 
  some sort.  
   
  Calum 
  stops 
  the 
  wagon 
  and 
  gets 
  out, 
  immediately heading to one of the tents. When he 
  sees that the tents have been partially burned, 
  Calum pales a little, “Who could have done this? 
  Why would they do this?” He appears to be in shock. 
   
  Looking up at you he says “I don’t understand… 
  Tanar should be here, or even if he was out healing 
  the area, one of the scouts should still be here.”  
  If the PCs begin to Search, they will eventually find some 
  booted tracks (Survival DC 12) heading into the camp 
  from the northeast and the direction of the Griff 
  Mountains. If no PC notices the tracks, Calum will. There 
  are no tracks leading away from the camp. In his insanity 
  Fiacra did not think to hide the tracks he followed to the 
  outpost from his grove. 
   
  Further searching (DC 15) will find a large pool of 
  blood under one of the tents. Adjust the text below if it is 
  not found. 
   
  If the PCs investigate the altar, continue with the 
  following: 
  Looking at it closer you see what might have been a 
  holy symbol [Knowledge (religion) DC 15, since it is 
  partially destroyed, will identify it as that of Pholtus] 
  made from mistletoe and holly. 
   
   
   
   
   
  “This is not good,” Calum says in a shaky voice, 
  “I just know something terrible has happened to 
  them. I must report this.” Turning and addressing 
  all of you he says in a firmer tone, “I thank you for 
  travelling this far with me. You may of course rest 
  here tonight before going on about whatever 
  business you were on when we met. I am sorry, as all 
  I have to offer for your aid is my thanks.”  
  He then looks at you, with a pained expression, 
  “My friends, I have no right to ask but I must. It is 
  possible that Tanar, Morna or Ceit are still alive.” 
  At APLs 2-4 continue with the following: 
  “Would you be willing to go with me while I 
  searched for them? I ask only because I believe 
  anything capable of harming Tanar is far beyond 
  anything I could handle on my own and a larger 
  group is always safer. I will of course mention your 
  aid in my report to my superiors.” 
  At APLs 6-12 continue with the following: 
  “Would you be willing to search for my brothers 
  while I carry a report of what we have found to 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 7 
  
  Atherstone? I ask only because I believe anything 
  capable of harming Tanar is far beyond anything I 
  could handle on my own and you have proven to 
  have abilities far beyond mine. I will of course 
  mention your aid in my report to my superiors.” 
  If the party has no one that can follow the tracks, Calum 
  will offer to go with them as a guide. 
   
  Hopefully the PCs aid Calum as he asks. If not, have 
  Calum make a few comments about how he is a little 
  nervous/concerned about being able to find the others 
  on his own. If after dropping a few hints, the PCs still 
  don’t offer to help, they could decide to search anyway 
  without openly offering help. Assuming they do 
  continue on. Read or paraphrase the following: 
  “I thank you for assisting me. I have no idea what I 
  would have done on my own. I am sorry all I can 
  offer is my thanks at this time.”  
  Calum realizes he needs help to venture into the 
  wilderness and learn the fate of his brothers. He feels bad 
  about asking the PCs to do even more for him though. 
   
  Calum has no idea what has happened to the people 
  that are supposed to be at the outpost. One of the PCs 
  should get the idea to back track the footprints, if not 
  have Calum suggest it after a few minutes. 
   
  If the party chooses not to help Calum at this point, 
  the adventure is over for them. They can return to 
  Atherstone and you as judge may decide to have the 
  creatures in Encounter Five attack them along the way 
  home, but this is a judge call; the PCs will still not get 
  Encounter Six or the experience from it.  
  Encounter Five: On the Road 
  Again 
  This assumes the party sleeps until morning. If they 
  decide to investigate immediately, adjust accordingly. 
  The sun rises on another cold day, as you prepare to 
  try and find Tanar and the others. The snow on the 
  ground should actually make it fairly easy to track 
  where they have gone.  
  The PCs should head off in the direction of the footprints 
  (Survival DC 13, or 12 if the PCs left immediately but 
  then you must adjust for the poor lighting at night). If 
  none of the PCs make the check, Calum can show them 
  the way. 
  You have been following the tracks for about five 
  miles now; ahead you notice a stand of trees, which 
  seem as out of place in the Stonelands of Tenh as the 
  ones around Tanar’s encampment. This is most 
  likely another one of the areas of healing that Calum 
  has spoken of. It is quite a large area of new growth; 
  Tanar certainly has been active in this area.  
  Have the party make Spot and Listen checks against the 
  supplied Hide and Move Silently scores. If Calum 
  accompanied the PCs, he will not aid in the fight, unless a 
  PC drops and is dying; even then, he will just stabilize the 
  PC. 
  APL 2 (EL 3) 
  The creature comes up from underground 30 feet from 
  the heaviest PC on its surprise action. It starts out 10 feet 
  underground. It makes no sound until it attacks, so no 
  Listen check is allowed. Allow a Spot check only if the 
  PCs have a way of detecting a creature 10 feet 
  underground. 
  � Ankheg: hp 28; see Monster Manual page 14. 
  APL 4 (EL 6) 
  Hide 12, Move Silently 14. They attack from the trees, 
  each one going after separate targets. The nearest PC (or 
  Calum) should be 60 feet away. Adjust distance as 
  necessary based on Spot and Listen checks for both sides. 
  � Griffon (2): hp 59 each; see Monster Manual page 
  139. 
  APL 6 (EL 8) 
  Hide 18, Move Silently 16. The creature is hiding in the 
  forest and attacks when a PC gets within 20 feet of him. 
  Adjust distance as necessary based on Spot and Listen 
  checks for both sides. 
  � Grey Render: hp 125; see Monster Manual page 
  135. 
  APL 8 (EL 10) 
  Hide 18, Move Silently 16. The Render is hiding in the 
  forest and attacks when a PC gets within 20 feet of him. 
  The render is protective of the bear, and will attack the 
  PC that seems to be hurting it the most. Adjust distance 
  as necessary based on Spot and Listen checks for both 
  sides. 
  � Grey Render: hp 125; see Monster Manual page 
  135. 
  � Dire Bear: hp 105; see Monster Manual page 163.  
  APL 10 (EL 12) 
  The creature comes up from underground 30 feet from 
  the heaviest PC on its surprise action. It starts out 20 feet 
  underground. Allow a Spot or Listen check as appropriate 
  if the PCs have a way of sensing creatures 20 feet 
  underground. 
  � Purple Worm: hp 200; see Monster Manual page 
  211.  
  APL 12 (EL 14) 
  The creature comes up from underground 30 feet from 
  the heaviest PC on its surprise action. It starts out 20 feet 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 8 
  
  underground. Allow a Spot or Listen check as appropriate 
  if the PC’s have a way of sensing 20 feet underground. 
  � Advanced Frost Worm: hp 213; see Combat 
  Appendix APL 12.  
  Treasure: None 
  Setup/Tactics: Set the PCs up with a large stand of trees 
  to the north (where the PCs are headed) and a large open 
  area to the south (behind the PCs). The open area is 
  where the ankheg and purple worm attack from, while all 
  the others come out of the forest. Encounter distances are 
  given at each APL. Tactics are typical for the Monster 
  Manual. 
  Development: As with the spiders in Encounter Three, 
  these monsters are hungry hunters from the hills and 
  have no treasure. The trail of the men continues into 
  Encounter Six. 
  Encounter Six: To the Bitter 
  End 
  You continue following the trail left by Calum’s 
  brothers. If they are men of nature, as Calum is, 
  surely they could have passed this way without 
  leaving any signs; they must have left this trail on 
  purpose. The forest you are in seems surprisingly 
  big for what is supposed to be a desolate area. It has 
  been about an hour since you were attacked when 
  you notice ahead an obvious clearing. 
  Adjust the following for party tactics. Fiacra needs to 
  make Spot and Listen checks to know the party is there. 
  Do not forget to have his animal companion make checks 
  also. Read or paraphrase the following if Fiacra notices 
  the party: 
  You hear a man’s voice call out to you, “Please come 
  closer! No need to continue to lurk about out there.”  
  The clearing is a grassy area about 100 feet across 
  surrounded by large trees; the area is cleared of snow. 
  Fiacra is standing on the far side from where the party 
  enters the clearing on top of a five-foot high boulder. 
  Adjust the description to account for party tactics. 
  As you enter the clearing you see a man of about 40, 
  with long unkempt black hair and dark skin; his 
  face is covered in flowing tattoos. He is wearing 
  leather armor. He is standing atop a five-foot-high 
  boulder. Beside the boulder is a (insert animal 
  companion here based on the APL). He has a wild look 
  in his eyes, and he is constantly looking about as if 
  he is expecting something to attack at any moment. 
   
  “So, the Theocracy sends more invaders to 
  destroy my home and my work. I shall send them 
  your heads as a warning to stay away and leave me in 
  peace.”  
  After the fight starts, if it looks like Fiacra is going to lose, 
  read or paraphrase the following (this should not be a 
  dying speech): 
  The insane druid speaks in a shrill voice, through 
  blood-spattered lips, “Even in death I will win. The 
  evil Theocracy shall never control the true way.” 
  This does not really mean anything outside of Fiacra’s 
  crazed perception. 
   
  Note: Fiacra is insane; he will not believe that the 
  party has not been sent by the Theocracy to destroy his 
  work. He is also beyond any attempts at Diplomacy. If 
  the party does attempt to talk to him, have him respond 
  with nonsensical ravings about the Theocracy, Pholtus 
  the false god, he is doing the real healing, etc. Fiacra is 
  truly insane so it could really be about most anything 
  dealing with druids, the Pale, and healing Tenh. (A Sense 
  Motive DC 15 can be used to determine that Fiacra is 
  insane if the PCs cannot figure it on their own from his 
  ravings. He makes no attempt to hide it, as he does not 
  realize he has gone insane.) 
  Tactics: Fiacra’s first action will be to expend a wild 
  shape to activate the feat Eagle’s Wings, his next action 
  will be to cast entangle to try and trap as many PCs as 
  possible. His animal companion attacks the trapped PCs 
  from the edges of the entangle where possible. Fiacra then 
  attempts to hide behind the boulder he is standing on, so 
  he can cast summon nature’s ally. When he is unable to do 
  that effectively, he will attack with spells until they run 
  out. After that, he will attack the PCs with ranged 
  weapons first and melee weapons as a last resort.  
   
  At APL 10 and 12, his second and third actions (after 
  Eagle’s Wings) are to activate his changestaff and spellstaff. 
   
  Adjust the tactics above to account for PC tactics. He 
  will fight to the death, but he can be healed of his 
  insanity if he is somehow taken alive.  
   
  At no APL will Fiacra use Wildshape. All of his 
  Wildshape uses are (or should be) expended triggering 
  his available wild feats.  
   
  Each morning Fiacra casts endure elements on himself. 
  He should have no other long-term spells up when the 
  party arrives as he does not know they are coming until 
  he hears their approach. 
  APL 2 (EL 5) 
  � Fiacra: Male human Drd5; hp 31; see Combat 
  Appendix APL 2.  
  APL 4 (EL 7) 
  � Fiacra: Male human Drd7; hp 44; see Combat 
  Appendix APL 4.  
  APL 6 (EL 9) 
  � Fiacra: Male human Drd9; hp 58; see Combat 
  Appendix APL 6.  
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 9 
  
  APL 8 (EL 11) 
  � Fiacra: Male human Drd11; hp 72; see Combat 
  Appendix APL 8.  
  APL 10 (EL 13) 
  � Fiacra: Male human Drd13; hp 86; see Combat 
  Appendix APL 10.  
  APL 12 (EL 15) 
  � Fiacra: Male human Drd15; hp 100; see Combat 
  Appendix APL 12.  
  Treasure: 
  � APL 2: Loot – Masterwork dagger (302 gp), 
  masterwork composite longbow (400 gp), masterwork 
  leather armor (160 gp), arrows (50) (3 gp); Coin – 150 gp; 
  Magic – +1 spear (2,302 gp). 
  � APL 4: Loot – masterwork dagger (302 gp), 
  masterwork composite longbow (400 gp), arrows (50) (3 
  gp); Coin – 931 gp; Magic – +1 spear (2,302 gp), +2 leather 
  armor (4,160 gp), +1 darkwood buckler (1,205 gp) 
  � APL 6: Loot – masterwork dagger (302 gp), 
  masterwork composite longbow (400 gp), arrows (50) (3 
  gp); Coin – 331 gp; Magic – +1 Spear (2,302 gp), +2 leather 
  armor (4,160 gp), +1 darkwood buckler (1,205 gp), periapt of 
  Wisdom +2 (4,000 gp), cloak of resistance +2 (4,000 gp), elixir 
  of fire breath (1,100 gp) 
  � APL 8: Loot – Arrows (50) (3 gp); Coin – 550 gp; 
  Magic – +1 spear (2,302 gp), +1 flaming darkwood composite 
  longbow (8,430 gp), +1 dagger (2,302 gp), +2 leather armor 
  (4,160 gp), +1 darkwood buckler (1,205 gp), periapt of 
  Wisdom +2 (4,000 gp); cloak of resistance +3 (9,000 gp); elixir 
  of fire breath (1,100 gp); quiver of Ehlonna (1,800 gp). 
  � APL 10: Loot – Arrows (50) (3 gp); Coin - 348 gp; 
  Magic - +1 spear (2,302 gp), +1 flaming darkwood composite 
  longbow (8,430 gp), +1 dagger (2,302 gp), +2 leather armor 
  (4,160 gp), +1 darkwood buckler (1,205 gp), cloak of resistance 
  +4 (16,000 gp), fire elemental gem (2,250 gp), elixir of fire 
  breath (1,100 gp), quiver of Ehlonna (1,800 gp), periapt of 
  Wisdom +6 (36,000 gp). 
  � APL 12: Loot – Arrows (50) (3 gp); Coin - 2200 gp; 
  Magic – +1 spear (2,302 gp), +1 flaming darkwood composite 
  longbow (8,430 gp), +1 dagger (2,302 gp), +2 leather armor 
  (4,160 gp), +1 darkwood buckler (1,205 gp), cloak of resistance 
  +5 (25,000 gp), fire elemental gem (2,250 gp), elixir of fire 
  breath (1,100 gp), quiver of Ehlonna (1,800 gp), periapt of 
  Wisdom +6 (36,000 gp), stone of good luck (20,000 gp). 
   
  If Fiacra is spared after he is defeated by the PCs and is 
  healed, he will remember very little of what happened. It 
  is all as a dream to him. He will be able to tell the PCs 
  that the true way he referred to is the way of nature, the 
  natural order of things and has nothing to do with 
  Pholtus. He can also explain to the PCs how he 
  remembers seeing the Pholtan “liberation” and thinking 
  once more invaders had come to his land and that he 
  must do something to stop it. He remembers hearing 
  voices after this, telling him how he could stop the “evil” 
  invaders. Eventually, it seemed as if another had taken 
  control of his body and he was only along for the ride. 
  (Fiacra is describing a split personality with this, where 
  he vaguely remembers what happened after being 
  healed.) 
   
  If the party searches the area, read or paraphrase the 
  following: 
  Behind the boulder, you find three skulls, which 
  still have bits of skin and blood clinging to them. 
  You also find three necklaces with the symbol of the 
  Shapers of Sun and Stone: a standard Pholtan holy 
  symbol encircled with holly. 
  Conclusion 
  If Calum survives, read or paraphrase the following:  
  As you return to the outpost, Calum thanks you 
  once again for your help. He gives you a letter to 
  present to a Shaper or Church official with a report 
  of what has happened as he sees it, and telling of 
  your help. “I am certain my order, the Shapers, will 
  be most grateful for your aid in this matter. If you 
  are heading that way, I would appreciate travelling 
  with you to Atherstone, I do not think I can do 
  much here on my own and need to see to notifying 
  the families of my fallen brothers.” 
  If Calum did not survive, but the party contacts a Church 
  official to give a report, read or paraphrase the following 
  and adjust as necessary if the party does not return 
  Calum’s body: 
  The Shapers of Sun and Stone thank you for your aid 
  in our time of need. Brother Calum’s remains will be 
  cared for. We are in your debt for this, but as a poor 
  order all we may offer is to repay your favor in kind 
  at some point in the future. 
  If the party does not report what happened to the Church 
  they do not get any more information on the Favor of the 
  Shapers of Sun and Stone. 
  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 Three 
  Defeating the spiders: 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 10 
  
   
  APL2  
   
   
  60 xp 
   
  APL4  
   
   
  120 xp 
   
  APL6  
   
   
  180 xp 
   
  APL8  
   
   
  240 xp 
   
  APL10 
   
   
  330 xp 
   
  APL12  
   
   
  360 xp 
  Encounter Five 
  Defeating the creatures of the hills 
   
  APL2  
   
   
  120 xp 
   
  APL4  
   
   
  180 xp 
   
  APL6  
   
   
  240 xp 
   
  APL8  
   
   
  300 xp 
   
  APL10  
   
   
  360 xp 
   
  APL12  
   
   
  420 xp 
  Encounter Six 
  Defeating Fiacra 
   
  APL2  
   
   
  150 xp 
   
  APL4  
   
   
  210 xp 
   
  APL6  
   
   
  270 xp 
   
  APL8  
   
   
  330 xp 
   
  APL10  
   
   
  390xp 
   
  APL12  
   
   
  450 xp 
  Discretionary roleplaying award 
   
  APL2  
   
   
  90 xp 
   
  APL4  
   
   
  135 xp 
   
  APL6  
   
   
  180 xp 
   
  APL8  
   
   
  225 xp 
   
  APL10  
   
   
  270 xp 
   
  APL12  
   
   
  315 xp 
   
  Total possible experience: 
   
  APL2  
   
   
  420 xp 
   
  APL4  
   
   
  645 xp 
   
  APL6  
   
   
  870 xp 
   
  APL8  
   
   
  1095 xp 
   
  APL10  
   
   
  1350 xp 
   
  APL12  
   
   
  1545 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 scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Six:  
  APL 2: Loot – Masterwork dagger (302 gp), masterwork 
  composite longbow (400 gp), masterwork leather armor 
  (160 gp), arrows (50) (3 gp); Coin – 150 gp; Magic – +1 
  spear (2,302 gp). 
  APL 4: Loot – masterwork dagger (302 gp), masterwork 
  composite longbow (400 gp), arrows (50) (3 gp); Coin – 
  931 gp; Magic – +1 spear (2,302 gp), +2 leather armor (4,160 
  gp), +1 darkwood buckler (1,205 gp) 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 11 
  
  APL 6: Loot – masterwork dagger (302 gp), masterwork 
  composite longbow (400 gp), arrows (50) (3 gp); Coin – 
  331 gp; Magic – +1 Spear (2,302 gp), +2 leather armor (4,160 
  gp), +1 darkwood buckler (1,205 gp), periapt of Wisdom +2 
  (4,000 gp), cloak of resistance +2 (4,000 gp), elixir of fire breath 
  (1,100 gp) 
  APL 8: Loot – Arrows (50) (3 gp); Coin – 550 gp; Magic – 
  +1 spear (2,302 gp), +1 flaming darkwood composite longbow 
  (8,430 gp), +1 dagger (2,302 gp), +2 leather armor (4,160 gp), 
  +1 darkwood buckler (1,205 gp), periapt of Wisdom +2 (4,000 
  gp); cloak of resistance +3 (9,000 gp); elixir of fire breath (1,100 
  gp); quiver of Ehlonna (1,800 gp). 
  APL 10: Loot – Arrows (50) (3 gp); Coin - 348 gp; Magic - 
  +1 spear (2,302 gp), +1 flaming darkwood composite longbow 
  (8,430 gp), +1 dagger (2,302 gp), +2 leather armor (4,160 gp), 
  +1 darkwood buckler (1,205 gp), cloak of resistance +4 (16,000 
  gp), fire elemental gem (2,250 gp), elixir of fire breath (1,100 
  gp), quiver of Ehlonna (1,800 gp), periapt of Wisdom +6 
  (36,000 gp). 
  APL 12: Loot – Arrows (50) (3 gp); Coin - 2200 gp; Magic 
  – +1 spear (2,302 gp), +1 flaming darkwood composite longbow 
  (8,430 gp), +1 dagger (2,302 gp), +2 leather armor (4,160 gp), 
  +1 darkwood buckler (1,205 gp), cloak of resistance +5 (25,000 
  gp), fire elemental gem (2,250 gp), elixir of fire breath (1,100 
  gp), quiver of Ehlonna (1,800 gp), periapt of Wisdom +6 
  (36,000 gp), stone of good luck (20,000 gp). 
   
  Total Possible Treasure 
  APL 2: L: 432 gp; C: 150 gp; M: 1,151 gp - Total: 1,733 gp 
  (289 gp per PC) 
  APL 4: L: 352 gp; C: 931 gp; M: 3,833 gp – Total: 5,116 gp 
  (853 gp per PC, capped at 650) 
  APL 6: L: 352 gp; C: 331 gp; M: 8,383 gp – Total: 9,066 gp 
  (1,511 gp per PC, capped at 900) 
  APL 8: L: 1 gp; C: 550 gp; M: 17,149 gp – Total: 17,700 gp 
  (2,950 gp per PC, capped at 1,300) 
  APL 10: L: 1 gp; C: 348 gp; M: 37,774 – Total: 38,123 gp 
  (6,354 gp per PC, capped at 2,300) 
  APL 12: L: 1 gp; C: 2,200 gp; M: 52,274 – Total: 54,475 gp 
  (9,079 gp per PC, capped at 3,300) 
  Special 
  Favor of the Shapers of Sun and Stone: For assisting 
  Calum in his tasks, any member of the Shapers of Sun 
  and Stone meta-organization receive Regional access to a 
  druid’s vestment, an amulet of natural armor +3, and boots of 
  the winterlands. 
  OR 
  If the PC is not a member of the Shapers of Sun and 
  Stone meta-organization, the PC receives access to a 
  druid’s vestment, an amulet of natural armor +3, or boots of the 
  winterlands. Only one item may be bought, and it must be 
  bought after a Pale Regional scenario or interactive. Cross 
  this favor off once used. 
  Favor of the Natural Order: For stopping a rogue Druid 
  from harming the Stonelands of Tenh even more, the 
  Natural Order will reward any member of that meta-
  organization with Regional access to the special material 
  darkwood to craft shields or weapons. 
  Favor of the Church of the One True Path: In return 
  for assisting one of her faithful, the Church will reward 
  any of its members with regional access to a Periapt of 
  Wisdom +4. 
  Favor of the Prelatal Army: In return for assisting the 
  faithful of the Church, the Prelatal Army Scouts will 
  reward any of the members of the Prelatal Militia meta-
  organization with regional access to a Belt of Giant Strength 
  +4. 
  Mephit Familiars: Owing to the desolate condition of 
  the former Duchy of Tenh, dust mephits and salt mephits 
  have become frequent visitors. The PC may attract one of 
  these mephits as an Improved Familiar, according to the 
  rules in the Dungeon Master’s Guide v3.5. 
  Familiar  
  Align 
  Arcane Spellcaster Lvl 
  Dust mephit 
  N 
   
  7th 
  Salt mephit 
  N 
   
  7th 
  Although the mephit’s Hit Dice are equal to the PC’s, do 
  not change the DC or caster level of its special abilities. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  • 
  None 
  APL 4: 
  • 
  +2 Leather Armor (Adventure; DMG; 4,160 gp) 
  • 
  +1 Darkwood Buckler (Adventure; DMG; 1,205 
  gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Cloak of Resistance +2 (Adventure; DMG; 4,000 
  gp) 
  • 
  Elixir of Fire Breath (Adventure; DMG; 1,100 gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 
  Flaming 
  Darkwood 
  Composite 
  Longbow 
  (Adventure; DMG; 8,630 gp) 
  • 
  Cloak of Resistance +3 (Adventure; DMG; 9,000 
  gp) 
  • 
  Quiver of Ehlonna (Adventure; DMG; 1,800 gp) 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 12 
  
  • 
  Adamantine Arrows (Adventure; DMG; 61 gp 
  each) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Cloak of Resistance +4 (Adventure; DMG; 16,000 
  gp) 
  • 
  Fire Elemental Gem (Adventure; DMG; 2,250 gp) 
  • 
  Periapt of Wisdom +6 (Adventure; DMG; 36,000 
  gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Cloak of Resistance +5 (Adventure; DMG; 25,000 
  gp) 
  • 
  Stone of Good Luck (Adventure; DMG; 20,000 gp) 
   
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 13 
  
  Combat Appendix APL 2
  Encounter Six (EL 5) 
  Fiacra: Male human Drd5; CR 5; Medium Humanoid 
  (human); HD 5d8+10; hp 36; Init +2; Spd 30 ft.; AC 14 
  (+2 Leather, +2 Dex), touch 12, flat-footed 12; BAB/Grp 
  +3/+3; Atk or Full Atk +6 ranged (1d8/x3, masterwork 
  composite longbow) or +5 melee (1d8+1/x3, +1 spear); 
  SA —; SQ animal companion, link with companion, 
  nature sense, resist nature’s lure, share spells, trackless 
  step, wild empathy +5, wild shape (Small or Medium 
  animal 1/day); AL NE; SV Fort +6, Ref +3, Will +7; Str 
  10, Dex 14, Con 14, Int 10, Wis 17, Cha 10.  
  Skills and Feats: Concentration +11, Handle Animal +8, 
  Knowledge (nature) +10, Listen +9, Spot +9, Survival 
  +11; Boar’s Ferocity (see Appendix Three), Martial 
  Weapon 
  Proficiency 
  (longbow), 
  Skill 
  Focus 
  (Concentration). 
  Languages: Common, Flan, Druidic. 
  Druid Spells Prepared (5/4/3/2):  
  0 – cure minor wounds (2), detect magic, flare (DC 13), read 
  magic 
  1st – endure elements, entangle (DC 14), produce flame (2) 
  (+3 touch or +5 ranged touch) 
  2nd – barkskin, heat metal (DC 15), resist energy 
  3rd – call lightning (DC 16), contagion (DC 16). 
   
  Possessions: Masterwork leather armor, masterwork 
  dagger; +1 spear; masterwork composite longbow; 
  arrows (50); divine focus (sprig of holly), spell 
  component pouch. 
   
  Animal Companion – Dire Weasel 
  Medium Animal; HD 3d8; hp 13; Init +4; Spd 40 ft.; AC 
  16 (+2 Dex, +2 natural), touch 14, flat-footed 12; 
  BAB/Grp +2/+4; Atk or Full Atk +6 melee (1d6+3, bite); 
  SA Attach, Blood Drain; SQ Scent, Low-light Vision, 
  link, share spells, Tricks; AL N; SV Fort +1, Ref +5, Will 
  +2; Str 15, Dex 19, Con 10, Int 2, Wis 12, Cha 11. 
  Skills and Feats: Hide +8, Jump +6, Listen +3, Move 
  Silently +8, Spot +5; Alertness, Stealthy, Weapon 
  FinesseB. 
  Attach (Ex): A dire weasel that hits with its bite attack 
  latches onto the opponent’s body with its powerful 
  jaws. An attached dire weasel loses its Dexterity bonus 
  to AC and thus has an AC of 12. An attached dire 
  weasel can be struck with a weapon or grappled itself. 
  To remove an attached dire weasel through grappling, 
  the opponent must achieve a pin against the creature. 
  Blood Drain (Ex): A dire weasel drains blood for 1d4 
  points of Constitution damage each round it remains 
  attached. 
  Tricks 6 +1 (Ex): 
  Attack x2 (DC 20): Companion will attack humanoids, 
  monstrous humanoids, giants, and other animals on 
  command.  
  Defend (DC 20): Companion will defend its master 
  automatically.  
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching. 
  Track (DC 15): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.) 
  Stalk (see CV pg. 100) (DC 20): The animal follows a 
  designated target doing its best to remain undetected, 
  until the target is wounded or resting, and then attacks. 
  An animal must know the attacks trick before it can 
  learn this trick. 
  Hold (see CV pg. 100) (DC 20): The animal initiates a 
  grapple attack to a designated enemy in its arms, claws, 
  or teeth. An animal with the improved grab ability uses 
  that ability in the attempt; otherwise, the attack 
  provokes attacks of opportunity. An animal must know 
  the attacks trick before it can learn this trick. 
   
   
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 14 
  
  Combat Appendix APL 4
  Encounter Six (EL 7) 
  Fiacra: Male human Drd7; CR 7; Medium Humanoid 
  (human); HD 7d8+14; hp 43; Init +2; Spd 30 ft.; AC 18 
  (+4 Leather, +2 Shield, +2 Dex), touch 12, flat-footed 16; 
  BAB/Grp +5/+5; Atk or Full Atk +8 ranged (1d8/x3, 
  masterwork 
  composite 
  longbow) or +6 melee 
  (1d8+1/x3, +1 Spear); SA —; SQ animal companion, 
  link with companion, nature sense, resist nature’s lure, 
  share spells, trackless step, wild empathy +7, woodland 
  stride, wild shape (Small or Medium animal 3/day); AL 
  NE; SV Fort +7, Ref +4, Will +8; Str 10, Dex 14, Con 14, 
  Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +14, Handle Animal +10, 
  Knowledge (nature) +10, Listen +10, Spot +10, Survival 
  +14; Boar’s Ferocity, Eagle’s Wings, Elephant’s Hide 
  (see Appendix Three), Martial Weapon Proficiency 
  (longbow), Skill Focus (Concentration). 
  Languages: Common, Flan, Druidic. 
  Druid Spells Prepared (6/5/4/3/1):  
  0 – cure minor wounds (2), detect magic, flare (2) (DC 13), 
  read magic 
  1st – endure elements, entangle (DC 14), faerie fire, produce 
  flame (2) (+5 touch or +7 ranged touch) 
  2nd – barkskin, flaming sphere (DC 15), heat metal (DC 15), 
  resist energy 
  3rd – call lightning (DC 16), contagion (DC 16). greater 
  magic fang 
  4th – freedom of movement 
   
  Possessions: +1 spear; masterwork dagger; masterwork 
  composite longbow; arrows (50); +2 leather armor; +1 
  darkwood buckler; divine focus sprig of holly, spell 
  component pouch. 
   
  Animal Companion – Dire Weasel 
  Medium Animal; HD 5d8; hp 23; Init +4; Spd 40 ft.; AC 
  19 (+5 Dex, +4 natural), touch 14, flat-footed 14; 
  BAB/Grp +2/+4, Atk or Full Atk +6 melee (1d6+3, bite); 
  SA Attach, Blood Drain; SQ Scent, Low-light Vision, 
  link, share spells, evasion, Tricks; AL N; SV Fort +4, Ref 
  +9, Will +2; Str 15, Dex 20, Con 10, Int 2, Wis 12, Cha 
  11. 
  Skills and Feats: Hide +8, Jump +6, Listen +5, Move 
  Silently +8, Spot +5; Alertness, Stealthy, Weapon 
  FinesseB. 
  Attach (Ex): A dire weasel that hits with its bite attack 
  latches onto the opponent’s body with its powerful 
  jaws. An attached dire weasel loses its Dexterity bonus 
  to AC and thus has an AC of 12. An attached dire 
  weasel can be struck with a weapon or grappled itself. 
  To remove an attached dire weasel through grappling, 
  the opponent must achieve a pin against the creature. 
  Blood Drain (Ex): A dire weasel drains blood for 1d4 
  points of Constitution damage each round it remains 
  attached. 
  Tricks 6 +2 (Ex): 
  Attack x2 (DC 20): Companion will attack humanoids, 
  monstrous humanoids, giants, and other animals on 
  command.  
  Defend (DC 20): Companion will defend its master 
  automatically.  
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching. 
  Track (DC 15): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.) 
  Seek (DC 15): The animal moves into an area and looks 
  around for anything that is obviously alive or animate. 
  Stalk (see CV pg. 100) (DC 20): The animal follows a 
  designated target doing its best to remain undetected, 
  until the target is wounded or resting, and then attacks. 
  An animal must know the attacks trick before it can 
  learn this trick. 
  Hold (see CV pg. 100) (DC 20): The animal initiates a 
  grapple attack to a designated enemy in its arms, claws, 
  or teeth. An animal with the improved grab ability uses 
  that ability in the attempt; otherwise, the attack 
  provokes attacks of opportunity. An animal must know 
  the attacks trick before it can learn this trick. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 15 
  
  Combat Appendix APL 6
  Encounter Six (EL 9) 
  Fiacra: Male human Drd9; CR 9; Medium Humanoid 
  (human); HD 9d8+18; hp 58; Init +2; Spd 30 ft.; AC 18 
  (+4 Leather, +2 Shield, +2 Dex), touch 12, flat-footed 16; 
  BAB/Grp +6/+6; Atk +9 ranged (1d8/x3, masterwork 
  composite longbow) or +7 melee (1d8+1/x3, +1 Spear); 
  Full Atk +9/+4 ranged (1d8/x3, masterwork composite 
  longbow) or +7/+2 melee (1d8+1/x3, +1 Spear); SA —; 
  SQ animal companion, link with companion, nature 
  sense, resist nature’s lure, share spells, trackless step, 
  wild empathy +9, woodland stride, venom immunity, 
  wild shape (Small to Large animal 3/day); AL NE; SV 
  Fort +10, Ref +7, Will +13; Str 10, Dex 14, Con 14, Int 
  10, Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +16, Handle Animal +12, 
  Knowledge (nature) +12, Listen +15, Spot +15, Survival 
  +14; Boar’s Ferocity, Eagle’s Wings, Elephant’s Hide 
  (see Appendix Three), Martial Weapon Proficiency 
  (longbow), Skill Focus (Concentration). 
   
  Languages: Common, Flan, Druidic. 
  Druid Spells Prepared (6//6/5/4/3/2):  
  0 – cure minor wounds (2), detect magic, flare (2) (DC 15), 
  read magic 
  1st – endure elements, entangle (DC 16), faerie fire (2), 
  produce flame (2) (+6 touch or +8 ranged touch),  
  2nd – barkskin, cat’s grace, flaming sphere (DC 17), heat 
  metal (DC 17), resist energy 
  3rd – call lightning (DC 18), contagion (DC 18). greater 
  magic fang, poison 
  4th – cure serious wounds, freedom of movement, ice storm 
  5th – baleful polymorph (DC 20), stoneskin. 
   
  Possessions: +1 spear; masterwork dagger; masterwork 
  composite longbow; arrows (50); +2 leather armor, +1 
  darkwood buckler; periapt of Wisdom +2; cloak of resistance 
  +2; elixir of fire breath; divine focus sprig of holly, granite 
  and 250 gp diamond dust (for stoneskin), spell 
  component pouch. 
   
  Animal Companion – Brown Bear 
  Large Animal; HD 8d8+32; hp 69; Init +1; Spd 40 ft; AC 
  18 (–1 size, +2 Dex, +7 natural), touch 10, flat-footed 16; 
  BAB/Grap: +4/+17; Atk +12 melee (1d8+9, claw); Full 
  Atk +12/+12 melee (1d8+9, 2 claws) and +6 melee 
  (2d6+4, bite); Space/Reach: 10 ft./5 ft; SA Improved 
  grab; SQ Low-light vision, scent, link, share spells, 
  evasion, Tricks; SV Fort +10, Ref +8, Will +3; Str 28, 
  Dex 14, Con 19, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +7, Swim +12; 
  Endurance, Run, Track. 
   
  Improved Grab (Ex): To use this ability, a brown bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
   
  Tricks 6 +2 (Ex): 
  Attack x2 (DC 20): Companion will attack humanoids, 
  monstrous humanoids, giants, and other animals on 
  command.  
  Defend (DC 20): Companion will defend its master 
  automatically.  
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching. 
  Track (DC 15): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.) 
  Seek (DC 15): The animal moves into an area and looks 
  around for anything that is obviously alive or animate. 
  Stalk (see CV pg. 100) (DC 20): The animal follows a 
  designated target doing its best to remain undetected, 
  until the target is wounded or resting, and then attacks. 
  An animal must know the attacks trick before it can 
  learn this trick. 
  Hold (see CV pg. 100) (DC 20): The animal initiates a 
  grapple attack to a designated enemy in its arms, claws, 
  or teeth. An animal with the improved grab ability uses 
  that ability in the attempt; otherwise, the attack 
  provokes attacks of opportunity. An animal must know 
  the attacks trick before it can learn this trick. 
   
   
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 16 
  
  Combat Appendix APL 8
  Encounter Six (EL 11) 
  Fiacra: Male human Drd11; CR 11; Medium 
  Humanoid (human); HD 11d8+22; hp 69; Init +2; Spd 
  30 ft.; AC 18 (+4 Leather, +2 Shield, +2 Dex), touch 12, 
  flat-footed 16; BAB/Grp +8/+8; Atk +11 ranged 
  (1d8+1/x3 +1d6, +1 flaming darkwood composite 
  longbow) or +9 melee (1d8+1/x3, +1 spear); Full Atk 
  +11/+6 ranged (1d8+1/x3 +1d6, +1 flaming darkwood 
  composite longbow) or +9/+4 melee (1d8+1/x3, +1 
  spear); SA —; SQ animal companion, link with 
  companion, nature sense, resist nature’s lure, share 
  spells, trackless step, wild empathy +11, woodland 
  stride, venom immunity, wild shape (Tiny to Large 
  animal 4/day); AL NE; SV Fort +12, Ref +8, Will +15; 
  Str 10, Dex 14, Con 14, Int 10, Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +17, Handle Animal +12, 
  Knowledge (nature) +12, Listen +19, Spot +19, Survival 
  +15; Boar’s Ferocity, Eagle’s Wings, Elephant’s Hide 
  (see Appendix Three), Martial Weapon Proficiency 
  (longbow), Skill Focus (Concentration). 
   
  Languages: Common, Flan, Druidic. 
  Druid Spells Prepared (6/7/5/5/4/3/1):  
  0 – cure minor wounds (2), detect magic, flare (2) (DC 15), 
  read magic 
  1st – endure elements, entangle (DC 16), faerie fire (2), 
  produce flame (3) (+6 touch or +8 ranged touch) 
  2nd – barkskin, cat’s grace, flaming sphere (DC 17), heat 
  metal (DC 17), resist energy 
  3rd – call lightning (DC 18), contagion (DC 18). greater 
  magic fang, poison, protection from energy 
  4th – cure serious wounds, freedom of movement, ice storm, 
  rusting grasp 
  5th – baleful polymorph (2) (DC 20), stoneskin. 
  6th – fire seeds (DC 21) 
   
  Possessions: +1 spear; +1 flaming darkwood composite 
  longbow; +1 dagger; arrows (100); adamantine arrows 
  (20); +2 leather armor; +1 darkwood buckler; periapt of 
  Wisdom +2; cloak of resistance +3; elixir of fire breath; quiver 
  of Ehlonna, divine focus sprig of holly, granite and 250 
  gp diamond dust (for stoneskin), spell component 
  pouch.  
   
  Animal Companion – Polar Bear 
  Large Animal; HD 8d8+32; hp 68; Init +1; Spd 40 ft., 
  swim 30 ft.; AC 15 (–1 size, +1 Dex, +5 natural), touch 
  10, flat-footed 14; BAB/Grap: +6/+18; Atk +13 melee 
  (1d8+8, claw); Full Atk +13/+13 melee (1d8+8, 2 claws) 
  and +8 melee (2d6+4, bite); Space/Reach: 10 ft./5 ft.; SA 
  Improved grab; SQ Low-light vision, scent, link, share 
  spells, tricks; SV Fort +10, Ref +8, Will +4; Str 27, Dex 
  13, Con 19, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide -3 (+9 in snowy areas), Listen +6, 
  Spot +7, Swim +12; Endurance, Run, Track. 
   
  Improved Grab (Ex): To use this ability, a polar bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
  Tricks 6 +1 (Ex): 
  Attack x2 (DC 20): Companion will attack humanoids, 
  monstrous humanoids, giants, and other animals on 
  command.  
  Defend (DC 20): Companion will defend its master 
  automatically.  
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching. 
  Track (DC 15): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.) 
  Stalk (see CV pg. 100) (DC 20): The animal follows a 
  designated target doing its best to remain undetected, 
  until the target is wounded or resting, and then attacks. 
  An animal must know the attacks trick before it can 
  learn this trick. 
  Hold (see CV pg. 100) (DC 20): The animal initiates a 
  grapple attack to a designated enemy in its arms, claws, 
  or teeth. An animal with the improved grab ability uses 
  that ability in the attempt; otherwise, the attack 
  provokes attacks of opportunity. An animal must know 
  the attacks trick before it can learn this trick. 
  . 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 17 
  
  Combat Appendix APL 10
  Encounter Six (EL 13) 
  Fiacra: Male human Drd13; CR 13; Medium 
  Humanoid (human); HD 13d8+26; hp 80; Init +2; Spd 
  30 ft.; AC 18 (+4 Leather, +2 Shield, +2 Dex), touch 12, 
  flat-footed 16; BAB/Grp +9/+9; Atk +12 ranged 
  (1d8+1/x3 +1d6, +1 flaming darkwood composite 
  Longbow) or +10 melee (1d8/x3+1, +1 Spear) ; Full Atk 
  +12/+7 ranged (1d8+1/x3 +1d6, +1 flaming darkwood 
  composite Longbow) or +10/+5 melee (1d8+1/x3, +1 
  Spear); SA —; SQ animal companion, link with 
  companion, nature sense, resist nature’s lure, share 
  spells, trackless step, wild empathy +13, woodland 
  stride, venom immunity, a thousand faces, wild shape 
  (Tiny to Large animal or plant 4/day); AL NE; SV Fort 
  +14, Ref +10, Will +19; Str 10, Dex 14, Con 14, Int 10, 
  Wis 19 (25), Cha 10. 
   
  Skills and Feats: Concentration +17, Handle Animal +16, 
  Knowledge (nature) +13, Listen +23, Spot +23, Survival 
  +18; Boar’s Ferocity, Eagle’s Wings, Elephant’s Hide, 
  Oaken Resilience (see Appendix Three), Martial 
  Weapon 
  Proficiency 
  (longbow), 
  Skill 
  Focus 
  (Concentration). 
   
  Languages: Common, Flan, Druidic. 
  Druid Spells Prepared (6/7/7/6/5/4/3/2):  
  0 – cure minor wounds (2), detect magic, flare (2) (DC 17), 
  read magic 
  1st – endure elements, entangle (DC 18), faerie fire (2), 
  produce flame (3) (+6 touch or +8 ranged touch) 
  2nd – barkskin, cat’s grace, flaming sphere (DC 19), fog cloud, 
  heat metal (2) (DC 19), resist energy 
  3rd – call lightning (DC 20), contagion (DC 20), cure 
  moderate wounds, greater magic fang, poison, protection 
  from energy 
  4th – cure serious wounds, flame strike (DC 21), freedom of 
  movement, ice storm, rusting grasp 
  5th – animal growth, baleful polymorph (2) (DC 22), call 
  lighting storm (DC 22), stoneskin. 
  6th – fire seeds (DC 23), greater dispel magic, transport via 
  plants  
  7th - changestaff, true seeing 
   
  Note: Spellstaff has already been prepared with the 
  Summon Nature’s Ally VII spell and is available for use 
  during the encounter.  
   
  Changestaff has already been cast for the day, and 
  the staff is available for use during the encounter. 
  Possessions: +1 spear; +1 flaming darkwood composite 
  longbow; +1 dagger; arrows (100); adamantine arrows 
  (50); +2 leather armor; +1 darkwood buckler; cloak of 
  resistance +4; elemental gem, fire; elixir of fire breath; quiver 
  of Ehlonna, periapt of Wisdom +6, divine focus sprig of 
  holly, granite and 250 gp diamond dust (for stoneskin), 
  spell component pouch. 
   
  Animal Companion – Dire Bear 
  Large Animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft.; 
  AC 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 
  16; BAB/Grp +9/+23; Atk +19 melee (2d4+10, claw); 
  Full Atk +19/+19 melee (2d4+10, 2 claws) and +13 
  melee (2d8+5, bite); Space/Reach: 10 ft./5 ft; SA 
  improved grab; SQ Low-light vision, scent, link, share 
  spells, tricks; AL N; SV Fort +12, Ref +9, Will +9; Str 31, 
  Dex 13, Con 19, Int 2, Wis 12, Cha 10. 
  Skills and Feats: Listen +10, Spot +10, Swim +13; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
  Tricks 6 +1 (Ex): 
  Attack x2 (DC 20): Companion will attack humanoids, 
  monstrous humanoids, giants, and other animals on 
  command.  
  Defend (DC 20): Companion will defend its master 
  automatically.  
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching. 
  Track (DC 15): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.) 
  Stalk (see CV pg. 100) (DC 20): The animal follows a 
  designated target doing its best to remain undetected, 
  until the target is wounded or resting, and then attacks. 
  An animal must know the attacks trick before it can 
  learn this trick. 
  Hold (see CV pg. 100) (DC 20): The animal initiates a 
  grapple attack to a designated enemy in its arms, claws, 
  or teeth. An animal with the improved grab ability uses 
  that ability in the attempt; otherwise, the attack 
  provokes attacks of opportunity. An animal must know 
  the attacks trick before it can learn this trick. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 18 
  
  Combat Appendix APL 12
  Encounter Three (EL 12) 
  Advanced Colossal Monstrous Spider (Hunter): 
  Colossal Vermin; CR 12; HD 36d8+72; 234 hp; Init +2; 
  Spd 40 ft., climb 20 ft.; AC 22 (–8 size, +2 Dex, +18 
  natural), touch 4, flat-footed 20; BAB/Grp +27/+53; Atk 
  or Full Atk +29 melee (4d6+15 plus poison, bite); 
  Space/Reach 40 ft./30 ft.; SA Poison; SQ Darkvision 60 
  ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +22, 
  Ref +14, Will +12; Str 31, Dex 15, Con 14, Int —, Wis 
  10, Cha 2. 
  Skills and Feats: Climb +16, Hide –10, Jump +24, Spot 
  +12. 
  All monstrous spiders are aggressive predators that use 
  their poisonous bites to subdue or kill prey. 
  Monstrous spiders come in two general types: hunters 
  and web-spinners. Hunters rove about, while web-
  spinners usually attempt to trap prey. Hunting spiders 
  can spin webs to use as lairs, but cannot use their webs 
  as weapons the way web-spinners can. This stat block is 
  for a hunting spider. 
  Poison (Ex): Injury, Fortitude DC 30, initial and 
  secondary damage 2d8 Str. The save DC is 
  Constitution-based. 
  Tremorsense (Ex): A monstrous spider can detect and 
  pinpoint any creature or object within 60 feet in 
  contact with the ground, or within any range in 
  contact with the spider’s webs. 
   
  Encounter Five (EL 14) 
  Advanced Frost Worm: Huge Magical Beast (Cold); 
  CR 14; HD 20d10+100; 213 hp; Init +4; Spd 30 ft., 
  burrow 10 ft.; AC 18 (–2 size, +10 natural), touch 8, flat-
  footed 18; BAB/Grp +20/+37; Atk/Full Atk +28 melee 
  (2d8+13 plus 1d8 cold, bite), Space/Reach 15 ft./10 ft.; 
  SA Trill, cold, breath weapon; SQ Darkvision 60 ft., 
  death throes, immunity to cold, low-light vision, 
  vulnerability to fire; AL N; SV Fort +17, Ref +12, Will 
  +8; Str 28, Dex 10, Con 20, Int 2, Wis 11, Cha 11. 
  Skills and Feats: Hide +7 (+17 in snow or ice), Listen +6, 
  Spot +6; Ability Focus (trill), Alertness, Improved 
  Initiative, Improved Natural Attack (bite), Iron Will, 
  Weapon Focus (bite). 
  Trill (Su): A frost worm can emit a noise that forces its 
  prey to stand motionless. This sonic mind-affecting 
  compulsion affects all creatures other than frost worms 
  within a 100-foot radius. Creatures must succeed on a 
  DC 22 Will save or be stunned for as long as the worm 
  trills and for 1d4 rounds thereafter, even if they are 
  attacked. However, if attacked or violently shaken (a 
  full-round action), a victim is allowed another saving 
  throw. Once a creature has resisted or broken the 
  effect, it cannot be affected again by that same frost 
  worm’s trill for 24 hours. The effect’s caster level is 
  20th. The save DC is Charisma-based. 
  Cold (Ex): A frost worm’s body generates intense cold, 
  causing opponents to take an extra 1d8 points of cold 
  damage every time the creature succeeds on a bite 
  attack. Creatures attacking a frost worm unarmed or 
  with natural weapons take this same cold damage each 
  time one of their attacks hits. 
  Breath Weapon (Su): 30-foot cone, once per hour, 
  damage 15d6 cold, Reflex DC 25 half. Opponents held 
  motionless by the frost worm’s trill get no saving 
  throw. The save DC is Constitution-based. 
  Death Throes (Ex): When killed, a frost worm turns 
  to ice and shatters in an explosion that deals 12d6 
  points of cold damage and 8d6 points of piercing 
  damage to everything within 100 feet (Reflex half DC 
  25). The save DC is Constitution-based. 
  Encounter Six (EL 15) 
  Fiacra: Male human Drd15: CR 15; Medium 
  Humanoid (human); HD 15d8+30; hp 92; Init +2; Spd 
  30 ft.; AC 18 (+4 Leather, +2 Shield, +2 Dex), touch 12, 
  flat-footed 16; BAB/Grp +11/+11; Atk +14 ranged 
  (1d8+1/x3 +1d6, +1 flaming darkwood composite 
  longbow) or +12 melee (1d8+1/x3, +1 spear); Full Atk 
  +14/+9 ranged (1d8+1/x3 +1d6, +1 flaming darkwood 
  composite longbow) or +12/+7 melee (1d8+1/x3, +1 
  spear); SA —; SQ animal companion, link with 
  companion, nature sense, resist nature’s lure, share 
  spells, trackless step, wild empathy +13, woodland 
  stride, venom immunity, a thousand faces, timeless 
  body, wild shape (Tiny to Huge animal or plant 4/day); 
  AL NE; SV Fort +17, Ref +13, Will +22; Str 10, Dex 14, 
  Con 14, Int 10, Wis 19 (25), Cha 10. 
   
  Skills and Feats: Concentration +18, Handle Animal +19, 
  Knowledge (nature) +16, Listen +26, Spot +26, Survival 
  +21; Blind-Fight, Boar’s Ferocity, Eagle’s Wings, 
  Elephant’s Hide, Oaken Resilience (see Appendix 
  Three), Martial Weapon Proficiency (longbow), Skill 
  Focus (Concentration). 
   
  Druid Spells Prepared (6/7/7/7/5/5/4/3/1):  
  0 - cure minor wounds (2), detect magic, flare (2) (DC 17), 
  read magic 
  1st - endure elements, entangle (DC 18), faerie fire (2), 
  produce flame (3) (+6 touch or +8 ranged touch) 
  2nd - barkskin, cat’s grace, flaming sphere (DC 19), fog cloud, 
  heat metal (2) (DC 19), resist energy 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 19 
  
  3rd - call lightning (DC 20), contagion (DC 20), cure 
  moderate wounds (2), greater magic fang, poison, 
  protection from energy 
  4th - cure serious wounds, flame strike (DC 21), freedom of 
  movement, ice storm, rusting grasp 
  5th – animal growth, baleful polymorph (2) (DC 22), call 
  lighting storm (DC 22), stoneskin, wall of fire (DC 22) 
  6th – fire seeds (2) (DC 23), greater dispel magic, transport 
  via plants  
  7th – changestaff, fire storm (DC 24), true seeing 
  8th – repel metal or stone 
   
  Note: Spellstaff has already been prepared with the 
  Summon Nature’s Ally VIII spell and is available for use 
  during the encounter. 
   
  Changestaff has already been cast for the day, and 
  the staff is available for use during the encounter. 
   
  Possessions: +1 spear; +1 flaming darkwood composite 
  longbow; +1 dagger; arrows (100); adamantine arrows 
  (50); +2 leather armor; +1 darkwood buckler; cloak of 
  resistance +5; elemental gem, fire; elixir of fire breath; quiver 
  of Ehlonna, stone of good luck; periapt of wisdom +6’ divine 
  focus sprig of holly, granite and 250 gp diamond dust 
  (for stoneskin), spell component pouch.  
   
  Animal Companion – Dire Bear 
  Large Animal; HD 14d8+59; hp 123; Init +2; Spd 40 ft.; 
  AC 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 
  18; BAB/Grp +10/+25; Atk +21 melee (2d4+11, claw); 
  Full Atk +21/+21 melee (2d4+11, 2 claws) and +15 
  melee (2d8+6, bite); Space/Reach: 10 ft./5 ft.; SA 
  improved grab; SQ Low-light vision, scent, link, share 
  spells, evasion, tricks; AL N; SV Fort +13, Ref +11, Will 
  +9; Str 32, Dex 14, Con 19, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11, Swim +13; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
   
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. 
  Tricks 6 +2 (Ex): 
  Attack x2 (DC 20): Companion will attack humanoids, 
  monstrous humanoids, giants, and other animals on 
  command.  
  Defend (DC 20): Companion will defend its master 
  automatically.  
  Guard (DC 20): The animal stays in place and prevents 
  others from approaching. 
  Track (DC 15): The animal tracks the scent presented to 
  it. (This requires the animal to have the scent ability.) 
  Seek (DC 15): The animal moves into an area and looks 
  around for anything that is obviously alive or animate. 
  Stalk (see CV pg. 100) (DC 20): The animal follows a 
  designated target doing its best to remain undetected, 
  until the target is wounded or resting, and then attacks. 
  An animal must know the attacks trick before it can 
  learn this trick. 
  Hold (see CV pg. 100) (DC 20): The animal initiates a 
  grapple attack to a designated enemy in its arms, claws, 
  or teeth. An animal with the improved grab ability uses 
  that ability in the attempt; otherwise, the attack 
  provokes attacks of opportunity. An animal must know 
  the attacks trick before it can learn this trick. 
   
   
   
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 20 
  
  Appendix One – Special Rules for the Pale 
  Non-Pholtan Holy Symbols 
  It is illegal for adventurers to display a human holy symbol other than that of Pholtus in the Pale. 
   
  The intent of this rule is to properly depict the flavor of the Pale as a single religion theocracy ruled over by the 
  Church of the One True Path and not to create player-vs.-player conflict. It is meant to enhance the role-playing of 
  living under a religious government that does not allow freedom of religion. 
   
  PCs displaying the holy symbol of any human deity other than that of Pholtus should be fined 200 gp and their 
  holy symbol should be confiscated for destruction by the Palish authorities. This action should take place as soon as any 
  Palish authorities notice the holy symbol. This may leave a non-Pholtan cleric without his holy symbol for the 
  adventure as non-Pholtan holy symbols may not be purchased in the Pale without taking special actions. 
   
  Non-human PCs are exempt from this law when displaying their racial deities’ holy symbol(s). Non-humans are 
  heathens who cannot even recognize the glory of Pholtus due to their beliefs in their own racial deities. If they can be 
  brought to the light of Pholtus, this is good and perhaps they can be redeemed, but if they do not, it is of no 
  consequence. Non-humans wearing the holy symbols of a human deity are treated the same as a human wearing a non-
  Pholtan holy symbol as they have shown that their souls have chosen to acknowledge human beliefs and culture, and 
  they should, therefore, be brought to the truth of Pholtus. 
   
  Some deities require special adjudication for this rule due to their positions within non-human cultures as well as 
  within human cultures. 
  • Bleredd – Considered a human deity due to his origins as an Oeridian deity and continued worship by Oeridians. 
  • Ehlonna – Considered an elven deity when worn as a holy symbol by elves only. This is due to special dispensation 
  and negotiations with the Phostaldaron to allow for continued use of the Treaty Road through the Phostwood and 
  into Tenh for the liberation and relief efforts in that region. All non-elves will be penalized as if violating the law 
  even if they are not human as Ehlonna is considered to be a human deity. 
  • Fortubo – Considered a dwarven deity as he has withdrawn his support from the Suel where his origins lie in favor 
  of fighting against the derro and their evil deity. 
  • Jascar – Considered a human deity, his origins are Suel and his primary worshippers still include many Suel. 
  • Nazarn – Considered a half-orc deity, since even though his origin is Suel, he was a half-orc himself and is 
  venerated primarily by half-orcs 
  • Ulaa – Considered a human deity due to her position as the wife of the Oeridian god, Bleredd, and her worship by 
  humans 
  Deities with Special Consideration due to their status: 
  • St. Cuthbert – Clergy loyal to St. Cuthbert were found to be working with clergy loyal to demonic deities in the 
  past. Persons displaying the holy symbol of St. Cuthbert are considered to be worshipping a force of Chaos. See 
  the next entry for worshippers of Chaotic deities. 
  • Chaotic Deities – Worshippers of Chaotic deities will be fined 200 gp more in addition to the normal 200 gp fine 
  for being Agents of Chaos. 
  • Evil Deities – If a PC is found to be carrying the (un)holy symbol of an evil deity, the following actions will be 
  taken. If the PC is not actually a cleric of the evil deity, all normal actions will be taken as well as a geas being cast 
  on the PC to keep him from touching the (un)holy symbols of evil deities in the future. If the PC is actually a 
  cleric of an evil deity, he gets burned at the stake since he has already agreed to forfeit his character by the rules of 
  the Living Greyhawk Campaign, which prohibits this. 
  No PC may enforce this rule through combat or offensive physical actions and player-vs-player conflict will be 
  adjudicated as a violation of the RPGA General Rules as always. If one PC chooses to report another PC for a violation of 
  this law to the authorities, he will also be questioned and detained as to why he was associating with such a heathen, but 
  will not be penalized. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 21 
  
   
  For fair adjudication of this rule in the Theocracy of the Pale, some in game rules are required for skills like Bluff 
  and the hiding of non-Pholtan holy symbols. 
  1. 
  To locate a non-Pholtan holy symbol in the Pale requires a Gather Information check DC 25 and the holy 
  symbol will cost twice the standard price of the Player’s Handbook price listed. 
  2. 
  To craft a new wooden holy symbol requires a Craft (jewelrymaking) or (woodcarving) check DC 15. 
  3. 
  Seeing a holy symbol in its normal location around the neck as a necklace unless engaged in conversation or 
  within a normal conversational distance from someone is a DC 10 (the average Pale legal authority has an 
  average Spot skill of +2). Holy symbols worn as other pieces of jewelry are not readily recognized as holy 
  symbols at this time and require a Spot check DC 20 to notice followed by a Knowledge (religion) check DC 15 
  to identify the holy symbol since it is a non-standard holy symbol; it is the same Spot check even if engaged in 
  conversation as most people look to the neck to notice holy symbols. 
  4. 
  It is a Bluff check or Sleight of Hand check (player’s choice) opposed by Spot checks may be used to cast a spell 
  using a holy symbol without the other person being able to see the holy symbol being used to cast the spell. 
  The person attempting this has a -5 circumstance penalty due to the requirement of forceful presentation of 
  holy symbols to cast spells where they are required as the divine focus. 
  5. 
  It is a Knowledge (religion) check DC 10 to identify the holy symbol of most deities. Some more obscure 
  deities require a DC 15 and some extremely obscure deities may require a higher check to identify their holy 
  symbols. Judges should use their best judgement on this, but a simple guide is if the deity is listed in the 
  Player’s Handbook or is a greater deity according to the LG deities’ document, it is probably only a DC 10 check. 
  If you haven’t heard of the deity before, the deity is probably obscure. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 22 
  
  Arcane Registration by Arcane Spellcasters 
  Arcane magic is distrusted in the Theocracy of the Pale. Thus, the law requires all arcane spellcasters to register with the 
  government. (Registry with the government is not the same as membership in the Arcanist Guild, which is a meta-game 
  organization.) The Church is very diligent about informing foreigners of this law, so most traveling spellcasters are 
  promptly registered as well.  
   
  Any PC who is found not to be registered as an arcane spellcaster within the Pale will be arrested and confined to 
  service within a New Dawn Camp for a period of 4 TU (one month in game terms). The arcanist will immediately be 
  registered as such in the Pale as a part of his arrest.  
   
  In Pale Regional scenarios, city guards or other officials may ask any known arcane casters to show proof of 
  registration. As the player of an arcane caster, you may download and print the Arcane Registration Certificate from the 
  Pale regional website (http://www.theocracyofthepale.com/downloads/arcane_registration.pdf). If you are judging a 
  scenario, you might want to print some certificates, in case any players with arcanist PCs have not done so for 
  themselves. Just because a player has failed to print this certificate for his character is not a reason to punish his PC; if 
  the player just did not have the opportunity or means to print a certificate, you may assume he is registered if he says he 
  is though you may wish to document this on his AR. Once an arcanist has been arrested, he is registered in the Pale and 
  this should be documented on his AR. It does not matter if he destroys his certificate or not as the Pale keeps diligent 
  records of the registered arcanists and this information is transcribed to the registration books throughout the Pale once 
  a month. 
   
  Arcane spellcaster characters may attempt to utilize forged documents if they so choose. It requires a Bluff check 
  opposed by the Sense Motive check of the authorities attempting to verify the PCs registration paperwork to succeed at 
  this ruse. Failure results in arrest for not being registered and an additional 500 gp fine for forging official Pale 
  documents. (If the PC has the ability to forge documents, this check may be used in lieu of his Bluff check.) 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 23 
  
  Appendix Two – Non-Combat NPCs 
  Calum: Male human Drd1; CR 1; Medium Humanoid 
  (human); HD 1d8+2; hp 10; Init +2; Spd 30 ft.; AC 14 
  (+2 armor, +2 Dex), touch 12, flat-footed 12; BAB/Grp 
  +0/+1; Atk or Full Atk +1 melee (1d6+1, club) or +2 
  ranged (1d4+1, sling); SA —; SQ animal companion, 
  link with companion, nature sense, wild empathy +1; 
  AL LN; SV Fort +4, Ref +2, Will +4; Str 12, Dex 14, Con 
  14, Int 10, Wis 15, Cha 10. 
  Skills and Feats: Concentration +3, Diplomacy +3, 
  Handle 
  Animal 
  +2, 
  Heal 
  +4, 
  Knowledge 
  (nature) +3, Listen +4, Profession (Cook) +6, Spot +4, 
  Survival +5; Endurance, Scribe Scroll. 
  Languages: Common, Druidic, Flan. 
  Druid Spells Prepared (3/2):  
  0 – cure minor wounds (2), read magic 
  1st – endure elements, produce flame (+1 touch or +2 
  ranged touch) 
   
  Possessions: leather armor, club, 2 daggers, sling, 20 sling 
  stones, cold weather outfit, back pack, flint and steel, 
  50’ rope, waterskin, set of kitchen knives, divine focus 
  (sprig of holly), spell component pouch, 20 sp. 
  Description: Calum is a young man, about 18 and quite 
  unremarkable in appearance. He has bronze skin, 
  brown eyes, and shoulder-length black curly hair. His 
  voice, while fairly deep, still cracks on occasion causing 
  him much embarrassment, so he tends to speak at a 
  very quick pace. He is eager to help the Shapers, but 
  knows that he has far to go before he can be of much 
  real assistance in Tenh.  
  Though a druid, he is very new to the calling and grew 
  up helping his family in the restaurant, Brenna’s Place, 
  almost since he could walk. He is somewhat ashamed 
  that he knows so little of the natural world. He knows 
  much more of the city than the natural world, and will 
  ask questions of any druids or rangers that he might 
  travel with. 
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 24 
  
  Appendix Three – New Rules Items 
  New Feats 
  Boar’s Ferocity [Wild] (from Complete Divine) 
  You can continue fighting even at the brink of death. 
   
  Prerequisite: Ability to wild shape. 
   
  Benefit: If your hit points are reduced to 0 or less (but you aren’t killed), you can spend one wild shape as a free 
  action (even if it isn’t your turn) to continue acting as if not disabled or dying. The effect lasts for one minute. 
   
  Normal: When reduced to 0 hp, you are disabled and can take only a single move or standard action each round. 
  When reduced to –1 to –9 hp, you are dying and drop unconscious. 
   
  Eagle’s Wings [Wild] (from Complete Divine) 
  You can take wing and fly with the grace of an eagle. 
   
  Prerequisite: Ability to wild shape. 
   
  Benefit: You can spend one wild shape to grow feathery wings. These allow you to fly at a speed of 60 feet (average 
  maneuverability). The wings remain for one hour. 
   
  Elephant’s Hide [Wild] (from Complete Divine) 
  You can thicken your skin to the toughness of an elephant. 
   
  Prerequisite: Ability to wild shape into a large creature. 
   
  Benefit: You can spend one wild shape to give yourself a natural armor bonus of 7. This does not stack with any 
  natural armor you currently have. The effect lasts 10 minutes. 
   
  Oaken Resilience [Wild] (from Complete Divine) 
  You can take on the sturdiness of the mighty oak. 
   
  Prerequisite: Ability to wild shape into a plant. 
   
  Benefit: You can spend one wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph, and 
  stunning. You also gain stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect 
  remains for 10 minutes. 
   
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 25 
  
   
  DM Aid: Map of Southeastern Tenh (held by the Pale) 
   
  Map of the area around the outpost 
   
  PAL 6-01 Shapers of Sun and Stone 
   
  Page 26 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/596/Normal Scenarios/PAL6-01 - Shapers of Sun and Stone (APL 2-12)/PAL6-01 - Shapers of Sun and Stone.pdf