TEXT: NYR8-M01 
   
   
   
   
   
  The Last Traitor 
   
  A One-Round Dungeons & Dragons®
  Living Greyhawk™ Regional Mini-Mission 
  set in the Kingdom of Nyrond 
  Version 1.0 
   
   
  by Don Kenneth Brown 
  Triad Reviewer: Tom Kee 
  Playtesters: Michael Beisel, Jeff Creer, Nathan Goodrich, Zach Palfreyman, John Ruff, Scott Sanders, 
  George Smith, Torry Steed, James Yockman 
   
   
  Desperate commoners reveal that something wicked still lingers inside of Castle von Flessern. Whatever 
  it is, and nobody in the vicinity seems to know, it has remained hidden for nearly three years. Now is the 
  time for brave souls to at long last reclaim a vital keep on the Kingdom’s eastern border. A one-round 
  Regional Mini-Mission set in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12). 
   
  Resources for this adventure [and the authors of those works] include Almor [Brandon Gillespie], 
  Complete Champion [Ed Stark, Chriss Thomasson, Ari Marmell, Rhiannon Louve, Gary Astleford], 
  Complete Warrior [Andy Collins, David Noonan, and Ed Stark], Fiendish Codex II [Robin D. Laws and 
  Robert J. Schwalb], Magic Item Compendium [Andy Collins, et al], Monster Manual II [Ed Bonny, Jeff 
  Grubb, Rich Redman, Skip Williams and Steve Winter], NYR5-I06 Escape from Castle von Flessern [Tom 
  Kee], NYR7-I05 Secrets Beneath Castle von Flessern [Alan Scott], Player Handbook II [David Noonan], 
  and Spell Compendium [Matthew Sernett, Jeff Grubb and Mike McArtor]. 
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
  PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A 
  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rulebooks: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). 
   
  Living Greyhawk LEVELS OF 
  PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  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 dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately. 
  # 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 
  NYR8-M01 The Last Traitor 
   
  Page 2 
  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round normally to the nearest 
  whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional mini-
  mission, set in the Kingdom of Nyrond. Characters 
  from the Kingdom of Nyrond pay one (1) Time Unit 
  per round, while all other characters pay two (2) 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character that 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 DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In the interactive NYR5-I06 Escape From Castle 
  von Flessern, characters rescued Baron von 
  Flessern from a Sewarndt ally named Queld, who 
  had taken the castle. Early in 595 CY, in an effort 
  to secure land for himself and curry the favor of 
  the Black Prince, Queld used private money to 
  raise a force of mercenaries. His mercenaries 
  together with Sewarndt’s Imperium forces, which 
  included priests of Hextor and a large contingent 
  of devils, took Castle von Flessern after a brief 
  siege. The former Baron, recognized by King 
  Lynwerd 
  and his supporters as the local 
  administrator, was barely rescued from the castle 
  during its fall by a group of adventurers. The 
  Baron joined Field Marshall Guillaume’s loyalist 
  army and moved to Justcrown to participate in the 
  battle for Rel Mord. 
   
  With Sewarndt dead, Rel Mord retaken, and 
  King Lynwerd restored to the throne, Nyrond 
  continues the process of recovering from the civil 
  disorder, ruin, and confusion brought on my 
  Sewarndt’s disruption. Baron von Flessern has 
  agreed to stay in Rel Mord to assist with military 
  and economic issues that require his attention 
  there, and to enjoy a semi-retirement. He has not 
  had time to return to Castle von Flessern to deal 
  with Queld or any other issues in the Kingdom’s 
  most eastern reaches. 
   
  However, that the Usurper had sent so many 
  forces against a site with so little value suggested 
  that there was something unusual about the 
  castle. And that Devils continued to occupy it two 
  years after the war was over only confirmed it. 
   
  In fact, Sewarndt, an accomplished wizard, 
  had deduced that the castle sat near a nexus of 
  planar energies. But once they took the castle, 
  neither the devils nor the Imperium forces could 
  find the exact location. The majority of the troops, 
  and those devils with the power to teleport, were 
  all called away to defend the Usurper during his 
  NYR8-M01 The Last Traitor 
   
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  final hours, leaving only a much smaller number of 
  men and devils to hold the castle and search for 
  the nexus. 
   
  And eventually they found it. A nest of 
  burrowing ankhegs had long lived beneath the 
  castle. And when the devils discovered ankhegs 
  that had been infused with elemental energy, they 
  followed the ankheg tunnels to find the planar 
  nexus—in the form of a conduit to the elemental 
  plane of fire. 
   
  Through that conduit, they met an efreeti 
  named 
  Hassan 
  al-Haqara. 
  Hassan 
  was 
  a 
  charismatic leader and was knowledgeable in 
  planar phenomena. He quickly took charge of the 
  hellish forces, and began to puzzle out the secrets 
  of the planar nexus. With the proper rituals, 
  Hassan believed that the conduit could be attuned 
  to any plane, and could be used to create true 
  planar gates or imbue creatures with massive 
  amounts of planar energy. 
   
  But Hassan’s studies did not go unnoticed. His 
  meddling with magical forces alerted the Gray 
  Seer, the realm’s most renowned wizard and 
  trusted confidante of the King. Recognizing that 
  the disturbances he sensed came from Castle Von 
  Flessern, he called upon the PCs, through one of 
  his operatives, Sparrow, to infiltrate the castle and 
  determine the nature of the magical experiments 
  taking place within. 
   
  In the interactive NYR7-I05 Secrets Beneath 
  Castle von Flessern, Sparrow gathered the strike 
  force and gave them their marching orders—
  invade the outhouse! While a small force of royal 
  troops out of Narsel Mendred and some of the 
  higher level adventurers led a frontal assault 
  against the devils and soldiers defending the 
  castle, Sparrow sent the rest of the adventurers 
  down under the outhouse where it was believed a 
  secret entrance to the tunnels under the castle 
  existed. The entrance was found, but it too was 
  guarded, albeit by some minor devils. Once the 
  path had been cleared, the adventurers all joined 
  up under the castle while the soldiers held the 
  castle’s attention above. 
   
  After fighting their way through hellhounds and 
  traps, the adventurers finally found the planar 
  nexus and the device, the “Planar Orrey,” that had 
  been 
  constructed 
  to 
  control 
  the 
  nexus. 
  Experimenting with the device, as adventurers are 
  want to do, they managed to open a doorway onto 
  the elemental plane of fire, where they fought 
  some fire element ankhegs and Hassan himself. 
   
  After Hassan’s defeat, his notes and papers 
  on the nexus were found. They learned that 
  Hassan was studying something called an 
  elemental nexus—a kind of link to planar energies 
  that caused the fire element ankhegs. The 
  elemental nexus was indeed the reason that 
  Sewarndt had ordered the castle invaded. 
   
  Hassan believed that the nexus wasn’t just 
  linked to the plane of fire. He believed, correctly, 
  that with the right rituals, someone could “change 
  the channel,” so to speak, and align the nexus with 
  a different plane—any plane. Most of his notes 
  and journals were very technical and described his 
  attempts to make such a change. While he had yet 
  to succeed, it appeared that he was getting close. 
  The adventurers decided it was best to destroy the 
  device, close the portal (as best they could), and 
  turn the notes over to the Gray Seer through 
  Sparrow. 
   
  The adventurers also discovered, to their 
  relief, that one of the ankhegs’ lairs contained a 
  tunnel leading to the surface. They exited through 
  the tunnel, avoiding the devils guarding the other 
  exits, and reunited with Captain Ostario, the 
  commander of the legion forces. They all 
  managed a strategic retreat. 
   
  After the fact, with the planar nexus “closed,” 
  Hassan’s notes taken, and the Planar Orrey 
  destroyed, the devils decided they were no longer 
  needed here and slowly left over the next few 
  months. With the devils gone, most of the 
  remaining Imperium forces also deserted, rightly 
  guessing that the lack of communication meant 
  that Sewarndt had lost. 
   
  Meanwhile, Queld has holed up in the small 
  keep, sending out an occasional group of ruffians 
  to steal what they need to survive. Something 
  more sinister than food-stealing bandits creeps out 
  of Castle von Flessern once in a while, too. At 
  least one devilish monster still abides therein. 
  Queld was promised the castle and lands of von 
  Flessern as compensation for his support of 
  Emperor Sewarndt. To secure Queld’s loyalty, the 
  Black Prince stationed a particularly vile devil at 
  Queld’s side. This creature was to report to its 
  masters in Rel Mord and other places—those 
  other places best left unmentioned. When the 
  forces of weal prevailed in Nyrond, Queld and his 
  otherworldly companion escaped destruction. 
  They benefited from Flessern’s distance from Rel 
  Mord. And, in the course of the clean up, and with 
  the planar nexus now “dealt with,” many have 
  simply forgotten about Castle von Flessern. Still, 
  many believe, including the rightful Baron von 
  Flessern, that the castle can be easily recovered 
  and brought back into royal alignment. 
   
  However, the people of von Flessern have 
  patiently suffered the periodic excursions of the 
  castle’s fell inhabitants. Queld has become a 
  prisoner to the keep’s true dark and unknown 
  NYR8-M01 The Last Traitor 
   
  Page 4 
  
  master. 
  The 
  devil 
  that 
  controls 
  Queld, 
  Kromonshrak, wishes to keep his presence and 
  identity a secret, lest he be hunted down and 
  destroyed like so many of his ilk across Nyrond. 
  So, it exercises subtle yet firm control over Queld. 
  Even his own men who hunker down in the keep 
  with him don’t know the whole truth, believing that 
  their lord has simply developed his power and 
  knowledge. 
   
  ADVENTURE SUMMARY 
  This adventure dispatches adventurers to reclaim 
  Castle von Flessern from the squatter Queld and 
  his cronies. 
   
  The adventure begins with an introduction 
  near Narsel Mendred, on the Womtham side of the 
  Flessern River. Players are given a chance to 
  make introductions for themselves and their 
  characters. 
   
  Then, depending on their motivations, the PCs 
  get a chance to assist some commoners that are 
  initially 
  fleeing 
  Castle 
  von 
  Flessern. 
  The 
  commoners are running from a vile priest seeking 
  fresh bodies for dark experiments. The characters 
  can confront this depraved cleric if they choose to 
  interfere with his predations. 
   
  If he or the commoners are taken alive, they 
  share 
  some 
  information 
  about 
  Castle 
  von 
  Flessern’s current state and master. 
   
  The PCs can then escort the commoners, and 
  perhaps their prisoners, to Narsel Mendred or they 
  can head directly to Castle von Flessern, if they 
  wish to investigate. If they do go to Narsel 
  Mendred first, they will encounter Alderman 
  Karzos 
  Devern 
  who 
  will 
  give 
  them 
  more 
  information about the von Flessern area and who 
  will encourage them to go see if they can clear it of 
  Queld and his men. 
   
  Entering the castle proper is a fairly easy affair 
  although they may have to scale the walls or 
  bypass a trap. Once the PCs are in the Castle, 
  they encounter a few of Queld’s sycophants 
  imprisoning what’s left of the local merchants in 
  the castle paddocks. These men won’t fight to the 
  death, and may point the PCs into the keep, where 
  Queld and his hidden master hide. 
   
  Last, the characters find Queld and his dark 
  consort in one of the castle’s great hall, the Hall of 
  Shields. Queld has been reduced to a raving fool, 
  only pretending to be a major political and military 
  player in the area. He becomes a non-factor in the 
  fight with the real menace of Castle von Flessern, 
  Kromonshrak. 
   
  INTRODUCTION 
  The adventure begins a mile west of the Almorian 
  city of Narsel Mendred. This adventure assumes 
  the characters have their own reasons for going to 
  Narsel Mendred. Judges are encouraged to give 
  the players some time to allow them to decide 
  their motivations. Consider this time the usual 
  round of player and character introductions. 
   
  Reasons for being here can range from 
  ending an adventure nearby, to simply wanting to 
  see this remote part of Nyrond. Read or 
  paraphrase the following text when introductions 
  are finished. 
   
  Late afternoon gives way to dusk as the sun 
  begins its descent below the western horizon. 
  It has been a quiet trip through Almor for you. 
  After several days of walking through Nyrond’s 
  eastern fields, you crossed the Flessern River 
  into Womtham just a few miles back, and the 
  sight of Narsel Mendred about a mile away 
  gives your stomachs reason to growl in 
  anticipation of a hot, well-made meal. 
   
  The following Knowledge check is provided for 
  PCs that want to use Knowledge (local-NMR) to 
  see what they know about Narsel Mendred. 
   
  • DC 5: Narsel Mendred is the southernmost city 
  of the Duchy of Womtham, as indicated on 
  maps of Nyrond. 
  • DC 10: It is a city of about 7,600 people. The 
  current Governor is Baron Dano Beltien. He 
  was recently appointed Governor in the wake 
  of Duke Boomgren’s part in the civil war. 
  • DC 15: Narsel Mendred was mostly destroyed 
  during the Greyhawk Wars when it was the 
  second largest city in the Prelacy of Almor. 
  Rebuilding efforts have improved the city 
  dramatically since King Lynwerd annexed the 
  Almorian lands in 586 CY. 
  • DC 18: Duke Boomgren appointed the ex-
  Governor, 
  a 
  gentleman 
  named 
  Karzos 
  Devern, back in 587 CY. He is very popular in 
  town and has remained in an official capacity 
  as the senior Alderman of the city council. 
  • DC 20: The Harp River Trading Company is 
  headquartered in Narsel Mendred. It is the 
  oldest and most prominent merchant and 
  distribution organization in Almor. 
  • DC 25: Some people in the region are 
  dissatisfied by the alleged wealth the Harp 
  River Trading Company made in dealings with 
  the animus Duke Szeffrin (the former Great 
  NYR8-M01 The Last Traitor 
   
  Page 5 
  
  Kingdom general and animus that ravaged the 
  Almorian lands during the Greyhawk Wars). 
   
  Now is also a good time to suggest that the 
  characters determine their marching order. The 
  road they are walking on is fifteen feet wide, clear 
  of obstructions, and has grass on either side, with 
  a few patches of brush here and there. 
   
  ENCOUNTER 1: A CRY AT 
  DUSK 
  A depraved cleric named Progas and his 
  henchman make their moves against some 
  traveling innocents before the PCs get a chance to 
  satisfy the needs of their stomachs. 
   
  Several commoners have braved the open 
  and dangerous fields surrounding Castle von 
  Flessern in an effort to escape. They have 
  managed to cross the Flessern River, and are on 
  the west side of Narsel Mendred, near the PCs. 
  But, their direct route to the city has been cut off 
  by Progas. He has managed to chase them west, 
  away from the city, their goal and only hope of 
  surviving, unless the PCs intervene. 
   
  Begin the encounter by paraphrasing or 
  reading the following. All of the PCs may hear the 
  initial scream. 
   
  A cry rings out in the night – a frightened, 
  harried scream for help. It sounds like a human 
  female. Then the frantic scream abruptly ends. 
   
  Ask for Spot checks now. Allow the two PCs with 
  the highest checks to act in a surprise round. 
  Everyone else may act during regular initiative. All 
  of the PCs hear the sounds of the struggle, but 
  only the two highest rollers see the following: 
   
  The scream you heard moments ago has 
  turned into the sounds of a muffled struggle. 
  You can see a dark humanoid form dragging a 
  struggling human female into the brush about 
  fifty feet ahead of you on the right side of the 
  road. Another figure stands guard nearby with 
  a bow at the ready. 
   
  Roll initiative for Progas and Torgun and allow 
  them to make Listen and Spot and checks to see 
  or hear the approaching PCs on their initiatives. 
  Progas flings the young woman to the ground 
  when he notices anyone approaching. The 
  frightened woman crawls away on the ground 
  during the ensuing melee. Torgun begins shooting 
  arrows at advancing PCs (trying to catch a PC flat-
  footed) before switching to his longsword when 
  they close. 
   
  Creatures: Progas wears full plate, which he 
  covers with a thick, black cloak. Observers can 
  see he is a male human of obvious mixed Flannish 
  descent, because he wears no helmet. He asks no 
  questions and offers no answers. He simply wants 
  to kill the interloping PCs and get on with 
  abducting the woman and her companions. He 
  does offer a menacing smile as he attacks PCs. 
   
  Torgun is also mixed Flan. He wears studded 
  leather armor (APL 2-4) or a chain shirt (APL 6-
  12). Torgun also sees the PCs as immediate 
  threats. 
  He 
  simply 
  attacks 
  with 
  a 
  grim 
  determination without speaking or making threats. 
   
  APL 2 (EL 4) 
   
  Progas: male human cleric 3; hp 24; 
  Appendix 1. 
   
  Torgun: male human rogue 1; hp 5; Appendix 
  1. 
   
  APL 4 (EL 7) 
   
  Progas: male human cleric 6; hp 54; 
  Appendix 1. 
   
  Torgun: male human rogue 4; hp 28; 
  Appendix 1. 
   
  APL 6 (EL 9) 
   
  Progas: male human cleric 8; hp 72; 
  Appendix 1. 
   
  Torgun: male human rogue 3/fighter 3; hp 42; 
  Appendix 1 
   
  APL 8 (EL 11) 
   
  Progas: male human cleric 10; hp 90; 
  Appendix 1. 
   
  Torgun: male human rogue 4/fighter 4; hp 64; 
  Appendix 1 
   
  APL 10 (EL 13) 
   
  Progas: male human cleric 12; hp 108; 
  Appendix 1. 
   
  Torgun: male human rogue 5/fighter 5; hp 80; 
  Appendix 1 
   
  APL 12 (EL 15) 
   
  Progas: male human cleric 14; hp 126; 
  Appendix 1. 
   
  Torgun: male human rogue 6/fighter 6; hp 96; 
  Appendix 1 
   
  Tactics: Progas has enough faith in his armor 
  class and Torgun’s help at all APLs that he 
  NYR8-M01 The Last Traitor 
   
  Page 6 
  
  immediately begins to cast summon monster. He 
  continues to summon monsters until it is tactically 
  unwise or another spell is more advantageous. 
  For example, he’ll heal himself if necessary. He’ll 
  only heal Torgun if the two are conveniently 
  positioned. Progas does not fight to the death, 
  preferring to escape and serve his dark god a bit 
  longer as a mortal. He begins a slow retreat when 
  down to half of his hit points. He will surrender if 
  escape is impossible and a killing blow is 
  imminent. 
   
  Torgun shoots arrows until PCs approach 
  close enough for melee combat. He’ll Tumble and 
  use Spring Attack to get into and out of flanks 
  when possible. He will try to stay near Progas, 
  knowing he’ll only get healing if close enough to 
  his cruel friend. Torgun does fight to the death. 
   
  Developments: 
  Branna, 
  the 
  human 
  female 
  Progas was abducting, slowly and cautiously 
  stands up to appraise the situation when combat 
  ends. She remains wary, with an unfriendly 
  attitude even after the PCs subdue or kill Progas. 
  She will keep herself distanced from the PCs until 
  they gain her trust, as noted below. A DC 15 
  Diplomacy check is enough to calm her down, but 
  a DC 25 Diplomacy check is required to win her 
  trust. If they at least manage to calm her down, 
  she’ll identify herself as Branna. She’ll also 
  indicate that her husband and friends are back 
  toward the river, having been overcome by 
  Progas, and will begin to move to that location. If 
  they made the DC 25 diplomacy check, she’ll talk 
  to them on the way to her husband. If they fail at 
  even the DC 15 Diplomacy check, she runs to 
  Narsel Mendred for help. The PCs may simply 
  follow her in any case, if they want. If they follow 
  her and continue friendly efforts to indicate their 
  good 
  intentions, 
  they 
  may 
  make 
  another 
  Diplomacy check. 
   
  By this time her attitude is indifferent and a DC 
  15 Diplomacy check wins her trust. Discussions 
  with her are detailed in Encounter 2. For now, the 
  PCs have her calmed down and cooperative. 
   
  Progas laughs and insults the PCs if they 
  capture him alive. He promises he’ll be out of jail 
  before dawn if they take him to authorities in 
  Narsel Mendred. Diplomacy does not work on 
  Progas. He’ll have to be intimidated to share what 
  he knows. As above, details on what Progas 
  knows are detailed in Encounter 2, as well. 
   
  Treasure: Progas and Torgun have items the 
  party is likely to be interested in, noted below. 
  Branna has nothing but the clothes on her back. 
   
   
  APL 2: Loot: 232 gp, Coin: 0 gp, Magic: 8 gp – 
  potion of cure light wounds (2) (4 gp each per 
  potion) 
   
  APL 4: Loot: 139 gp, Coin: 0 gp, Magic: 669 
  gp – +1 full plate (221 gp each), devastation 
  gauntlets (165 gp each), lesser metamagic rod 
  (rapid) (250 gp each), potion of bull’s strength (25 
  gp each), potion of cure light wounds (2) (4 gp 
  each per potion) 
   
  APL 6: Loot: 106 gp, Coin: 0 gp, Magic: 1,145 
  gp – +1 full plate (221 gp each), +1 heavy steel 
  shield (98 gp each), +1 longsword (193 gp each), 
  brooch of shielding (81 gp each), devastation 
  gauntlets (165 gp each), lesser metamagic rod 
  (rapid) (250 gp each), potion of bull’s strength (25 
  gp each), potion of cure light wounds (4 gp each), 
  potion of cure moderate wounds (25 gp each), 
  vest of resistance +1 (83 gp each) 
   
  APL 8: Loot: 77 gp, Coin: 0 gp, Magic: 1,861 
  gp – +1 adamantine longsword (443 gp each), +1 
  chain shirt (104 gp each), +1 full plate (221 gp 
  each), +1 heavy steel shield (98 gp each), brooch 
  of shielding (81 gp each), devastation gauntlets 
  (165 gp each), devastation of Nerull unholy 
  symbol (29 gp each), lesser metamagic rod (rapid) 
  (250 gp each), periapt of wisdom +2 (333 gp 
  each), potion of bull’s strength (25 gp each), 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), vest of 
  resistance +1 (83 gp each) 
   
  APL 10: Loot: 77 gp, Coin: 0 gp, Magic: 2,674 
  gp – +1 adamantine longsword (443 gp each), +1 
  chain shirt (104 gp each), +1 full plate (221 gp 
  each), +1 heavy steel shield (98 gp each), brooch 
  of shielding (81 gp each), cloak of resistance +1 
  (83 gp each), devastation gauntlets (165 gp each), 
  devastation of Nerull unholy symbol (29 gp each), 
  normal metamagic rod (rapid) (750 gp each), 
  periapt of wisdom +2 (333 gp each), potion of 
  bull’s strength (25 gp each), potion of cure light 
  wounds (4 gp each), potion of cure moderate 
  wounds (25 gp each), potion of fly (63 gp each), 
  ring of protection +1 (167 gp each), vest of 
  resistance +1 (83 gp each) 
   
  APL 12: Loot: 77 gp, Coin: 0 gp, Magic: 5,629 
  gp – +1 adamantine longsword (443 gp each), +1 
  chain shirt (104 gp each), +1 heavy steel shield 
  (98 gp each), +2 healing full plate (1,138 gp each), 
  belt of giant strength +4 (1,333 gp each), brooch 
  of shielding (81 gp each), cloak of resistance +1 
  (83 gp each), devastation gauntlets (165 gp each), 
  devastation of Nerull unholy symbol (29 gp each), 
  normal metamagic rod (rapid) (750 gp each), 
  periapt of wisdom +2 (333 gp each), potion of 
  bull’s strength (25 gp each), potion of cure light 
  wounds (4 gp each), potion of cure serious 
  NYR8-M01 The Last Traitor 
   
  Page 7 
  
  wounds (63 gp each), potion of fly (63 gp each), 
  ring of protection +1 (167 gp each), vest of 
  resistance +3 (750 gp each) 
   
  Detect 
  Magic 
  Results: 
  +1 
  adamantine 
  longsword (faint transmutation), +1 chain shirt 
  (faint 
  transmutation), 
  +1 
  full 
  plate 
  (faint 
  transmutation), +1 heavy steel shield (faint 
  transmutation), +1 longsword (faint transmutation), 
  +2 healing full plate (faint conjuration and 
  transmutation), belt of giant strength +4 (faint 
  transmutation), 
  brooch 
  of 
  shielding 
  (faint 
  abjuration), 
  cloak 
  of 
  resistance 
  +1 
  (faint 
  abjuration), 
  devastation 
  gauntlets 
  (faint 
  transmutation), devastation of Nerull unholy 
  symbol (faint enchantment), lesser metamagic rod 
  (rapid) (strong —), normal metamagic rod (rapid) 
  (strong 
  —), 
  periapt 
  of 
  wisdom 
  +2 
  (faint 
  transmutation), potion of bull’s strength (faint 
  transmutation), potion of cure light wounds (faint 
  conjuration), potion of cure moderate wounds 
  (faint conjuration), potion of cure serious wounds 
  (faint 
  conjuration), 
  potion 
  of 
  fly 
  (faint 
  transmutation), 
  ring 
  of 
  protection 
  +1 
  (faint 
  abjuration), vest of resistance +1 (faint abjuration), 
  vest of resistance +3 (faint abjuration). 
   
  ENCOUNTER 2: BEAUTY 
  AND THE BEAST 
  This encounter assumes that Branna survived the 
  combat. It is not necessary for Progas to have 
  survived, but a few bits of helpful information from 
  him are provided for parties that did not kill him. 
   
  This encounter may take place on the walk to 
  recover Branna’s husband and friends, on the 
  walk to Narsel Mendred, or once the PCs and 
  Branna arrive at either location. It is about a 
  twenty-minute walk from their present location to 
  the city. It is about five minutes to the place where 
  Progas has prostrated Branna’s husband and 
  friends. If she is calmed enough, she goes to them 
  first. From there it is about twenty-five minutes to 
  Narsel Mendred. 
   
  Two of Progas’s other victims are still alive if 
  the PC’s follow Branna to them. Her husband, 
  named Lat, and another fellow, Darsen, are 
  unconscious, but they can be woken with a DC 15 
  Heal check or any healing magic. The second 
  female, Alaer, has regrettably succumbed to her 
  wounds and has died. They ask if the PCs will 
  help bring Alaer’s body to Narsel Mendred. But, 
  they will not object too strongly if the PCs do not 
  help with the dead body, indicating they’ll bring the 
  city watch to recover the body later (they all seem 
  rather weak and worn). 
   
  Either way, Branna recommends going to the 
  city for the night. She recommends the River 
  Queen Inn and Tavern. They may easily find 
  accommodations 
  and 
  a 
  meal 
  there. 
  And, 
  authorities are present to take a surviving Progas 
  into custody. The city watch guarantees in 
  unequivocal terms that Progas is not going 
  anywhere. 
   
  Information below is presented in bullet points 
  to aid role-playing. Judges may simply read the 
  following to the PCs, as long as their questions are 
  answered. Portray Branna as a frightened woman 
  with nowhere to go and very little left to live for 
  other than her husband. 
   
  • Branna, Lat, Darsen, and Alaer snuck out of 
  their smithy two days ago. Her husband was a 
  blacksmith and served Baron von Flessern for 
  many years. In fact, he served the last three 
  barons. However, they simply could not 
  endure the conditions anymore. 
  • The new master of the castle, Baron Queld 
  Rospae Cranden, exercises complete control 
  over the small hamlet from the safety of the 
  castle. He has a few ruffians that enforce his 
  will. None of these new retainers are the same 
  people that served Baron von Flessern a 
  couple of years ago. 
  • Conditions are bad in and around Castle von 
  Flessern. They thought things would improve 
  once the devils and the Imperium forces had 
  left, they slowly trickled away about six months 
  ago, but food became scarce, as most 
  producers were killed during the insurrection 
  or ran off immediately after the troops 
  guarding the hamlet left. Prior to that, they had 
  lived with devils in their midst for over two 
  years. It was quite terrifying and it kept the 
  citizens in check. 
  • Queld seems mad. He speaks of Aerdy 
  hegemony and prosperity from his balcony or 
  from the castle’s parapets. But, he lords over 
  what remains of the local populace, about two 
  score people, hungry and weak. 
  • Everyone is marched into the keep’s bailey at 
  night to sleep, like prisoners. At dawn, 
  whoever did not die during the night is 
  marched back out to the fields, granaries, or 
  smithies where they toil all day. 
  • Sometimes, a poor soul is dragged kicking and 
  screaming into the keep. The stench from the 
  open door causes one’s stomach to turn. But, 
  the sound of a body being rent and torn is 
  worse. 
  NYR8-M01 The Last Traitor 
   
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  • Should anyone think to ask, the temple of 
  Heironeous, constructed only about four years 
  ago, was converted to a temple of Hextor, but 
  now lies abandoned as the priests of Hextor 
  also left the area. 
   
  Interrogating Progas nets the same information as 
  above. He adds that he has watched the hamlet 
  from afar. The occasional attempted escapee from 
  von Flessern has added to his fine collection of 
  bones, shrunken heads, and other human 
  experiments. 
   
  If successfully intimidated, Progas admits that 
  he tracked Branna and company for several 
  leagues out of von Flessern. He and Torgun were 
  ale to overcome the other three, but Branna fled 
  and led them a merry chase.  
   
  Progas also admits unabashedly that he is a 
  worshipper of Nerull, hailing from Jennden. He 
  and Torgun often ranged into Almorian villages to 
  gather “samples of humans and other living 
  specimens” for study. He takes delight in 
  describing 
  his 
  dissections, 
  anatomical 
  experiments, and study of the dead and undead. 
   
  He confirms all that Branna says about Castle 
  von Flessern. He confides in gleeful tones that 
  something wicked does indeed inhabit the castle. 
  He doesn’t know what exactly is in the castle. He 
  just has a “feeling” something particularly nasty is 
  there. “Kindred spirits of the shadows can sense 
  one another,” he says. He has nothing else to add 
  before being dragged off to jail, or being “taken 
  care of” by the PCs. 
   
  Branna and company limp to a relative’s home 
  elsewhere in the city. They offer profuse thanks 
  and blessings to the PCs for saving their lives. 
   
  ENCOUNTER 3: OH, YOU 
  SHOULD GO THERE 
  Alderman Karzos Devern, the leading Alderman 
  and ex-Governor of Narsel Mendred, visits the 
  PCs while they are at the River Queen unwinding 
  during the evenings late hours. He has either 
  heard from the watch, or from Branna, or simply 
  observed the PCs entering the city, whichever fits 
  with the PCs actions in the last encounter. Karzos 
  introduces himself, thanks the PCs for helping the 
  Almorian commoners, assuming they did, and 
  entreats a discussion with the PCs about Castle 
  von Flessern. Bullet points are again used below 
  to facilitate role-playing and to help summarize his 
  thoughts on the matter. 
   
  • Karzos explains that while Narsel Mendred is in 
  the Duchy of Womtham he certainly cares 
  about his Almorian neighbors, as Narsel 
  Mendred was once Almorian. He also explains 
  that his family is of Almorian lineage. Castle 
  von Flessern is of great concern because it 
  poses an unresolved problem – Queld. Narsel 
  Mendred has taken in some people from the 
  von Flessern area. While they are certainly 
  welcome here, these people still have homes, 
  possessions, and businesses around the 
  castle. Many of them want to return home, but 
  they are too afraid. 
  • Queld, a supporter of the Dark Prince, has 
  inhabited the castle since he and his men, 
  backed by the Dark Prince’s troops and a host 
  of devils, took it over two years ago, nearly 
  three now, during the civil disorder. While the 
  devils seem to have left and a majority of the 
  troops may have deserted Queld, there may 
  still be about a dozen or so of his lackeys with 
  him in the keep. And, they have made a good 
  effort at keeping the former Baron’s subjects 
  from leaving area. “You could consider Queld 
  the last traitor still needing to be dealt with,” 
  Karzos muses. 
  • Some of the locals also say that the land 
  around the castle “feels different – more sullen 
  and dark.” Some attribute this to Queld. 
  Others suggest something more sinister, but 
  cannot offer any clues or evidence. 
  • Will the characters go to Castle von Flessern 
  and see what is going on there? There may 
  not be any official reward, as nobody outside 
  of the region seems to know what’s going on 
  in this remote part of the Kingdom. But, local 
  subjects 
  and 
  leadership 
  will 
  certainly 
  appreciate skilled adventurers at least looking 
  in on the keep. 
  • Karzos explains where Castle von Flessern is 
  and provides a map to it. Or, a character can 
  make a DC 12 Knowledge (geography) or 
  Knowledge (local—NMR), or a DC 17 Bardic 
  Knowledge check to determine where the 
  castle is within Almor. If not known by the 
  PCs, he will explain that Castle von Flessern 
  squats on a low hill about fifteen miles south 
  of the confluence of Flessern and Harp Rivers, 
  along the Harp River within bowshot of 
  Ahlissa. 
  • Karzos asks the PCs to return to Narsel 
  Mendred with a report, which shall be 
  forwarded to Baron von Flessern. If it seems 
  safe, the shop and homeowners that lived and 
  NYR8-M01 The Last Traitor 
   
  Page 9 
  
  worked around the castle will be allowed to 
  return. 
  • Regrettably, there is no payment or monetary 
  compensation for this volunteer work. The 
  Baron will certainly owe the characters his 
  gratitude, though. 
   
  Development: The tavern has twenty or so 
  people in the common room. But, Alderman 
  Karzos is the only person of consequence. 
  Characters may make use of Sense Motive if they 
  want. But, Karzos and the people listening to the 
  conversation are firm in their convictions and are 
  not hiding anything or otherwise equivocating. 
   
   
  Alderman Karzos Devern: male human 
  (Oeridian) aristocrat 6/expert 2. 
   
  Whatever course the discussion takes, Karzos 
  concludes by saying that the best hope for 
  everyone’s safety is for skilled and properly 
  equipped combatants to enter the keep and 
  compel Queld to surrender the edifice or kill him 
  and his men. Patrons present in the River Queen 
  like Karzos’ idea and will excitedly support it. 
   
  Allow the party a few moments to discuss the 
  matter and accept or decline the mission. 
   
  If they choose to decline the mission, well, that 
  was the mod. They’re done and should receive 
  their ARs. 
   
  If they accept, allow them to make any 
  preparations they feel necessary. They may 
  purchase items available in a city the size of 
  Narsel Mendred (15,000 gp limit), as long as they 
  have the appropriate access to it. Anything that 
  takes days or longer to be custom made (armor, 
  magical upgrades, etc.) will not be available until 
  the end of the adventure. 
   
  Karzos recommends the party depart the next 
  morning, if they are ready. He provides the 
  promised map, but it is not necessary. A well-used 
  dirt road begins at a ford of the Flessern River, 
  about five miles south of Narsel Mendred, and 
  goes all the way to the castle. The castle is about 
  fifteen miles south of the ford from the river. 
  Determine the party’s travel time based on their 
  speed. Proceed to Encounter 4. 
   
  ENCOUNTER 4: FLESSERN 
  The characters arrive at Castle von Flessern and 
  its surrounding village. A rise in the topography 
  prevents the party from seeing the castle from too 
  far away. However, it looms into view quickly. 
   
  You see Castle von Flessern after cresting a 
  low rise. It is about two miles away, and a few 
  buildings and farmsteads surround it. There is 
  no sign of life in the area, and the castle’s keep 
  and walls prevent you from seeing into its 
  bailey. 
   
  A javelin’s throw past the castle is the Harp 
  River, and beyond that, the Adri Forest and 
  Ahlissa. Near the shore are the abutments of 
  the old bridge that used to cross the harp here. 
  It was lost some years ago during a battle and 
  left that way for security. 
   
  Castle von Flessern is a small castle built in the 
  traditional old Oeridian style, with an extended 
  octagonal outer wall around a single fifty-foot 
  tower as the keep. The shops and homes around 
  von Flessern are empty. Queld and his men have 
  taken anything of value over the last couple of 
  years. The characters, of course, can enter 
  buildings if they want. They discover that most of 
  the places are abandoned. Some people even left 
  in the middle of dinner. But, others, like the smithy, 
  the granary, and a few workshops have been used 
  recently. 
   
  Generally, 
  the 
  village’s 
  buildings 
  and 
  implements are in good repair, if a little neglected. 
  The place is certainly habitable. 
   
  Foot traffic back and forth from the village and 
  the castle comes from a postern on the castle’s 
  north side. This traffic can be found with a DC 10 
  Survival or Search check. A character with the 
  Track feat can tell that there are about three-
  dozen humans and that the tracks are twenty-four 
  hours old. 
   
  There are three options to get into the keep. 
  Characters can fly over the walls and land in the 
  bailey, avoiding the walls and postern all together. 
  They may climb the keeps walls. There are no 
  lookouts or guards on top of the walls. They are 
  twenty feet high and can be climbed with a 
  successful DC 22 Climb check. Or, they may enter 
  through the postern. The main gate, facing east, is 
  shut tightly, and Queld’s men have stacked 
  innumerable items in front of it and behind it. It is 
  not an option for ingress. 
   
   
  Stone Walls: 3 ft. thick; hardness 8; hp 540; 
  AC 5; Break DC 50; Climb DC 22. 
   
  Traps: Characters are likely to open the 
  aforementioned postern. While it is not locked, it is 
  difficult to open and it is trapped. Queld’s men set 
  the trap when they enter the keep from the inside, 
  disabling it only when they leave. The door, made 
  of the same stone as the walls, does require a DC 
  NYR8-M01 The Last Traitor 
   
  Page 10 
  
  20 Strength check to open, and there is only room 
  for two characters at a time to fit on the postern’s 
  small landing. Pulling the door open activates the 
  trap built into a low overhang above the door. 
   
   
  Stone Door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28. 
   
  The trap malfunctions at APL 2 and APL 4. If PCs 
  don’t find the trap at these APLs, explain that they 
  hear a muffled bang above the door. Further 
  inspection reveals that a trap misfired, probably 
  due to poor repair or neglect. If a PC finds the trap 
  during a search, explain that it is in ill repair and 
  easily disabled. 
   
  APL 2-4 (EL —) 
   
  Malfunctioning Magical Bolt Trap: CR —; 
  mechanical; proximity trigger; manual-reset; Atk 
  +11 ranged (1d10+1/19–20, +1 heavy bolt); 
  Search DC 25; Disable Device 20. 
   
  APL 6-12 (EL 2) 
   
  Magical Bolt Trap: CR 2; mechanical; 
  proximity trigger; manual-reset; Atk +11 ranged 
  (1d10+1/19–20, +1 heavy bolt); Search DC 25; 
  Disable Device 20. 
   
  Creatures: Once the characters make their way 
  into the keep’s interior they see several startled 
  figures guarding a covered paddock full of 
  commoners. Queld’s band has diminished from 
  illness, death, and desertions. Only six remain. 
  Egler fights along side his long time friend, Ziddie. 
   
  If the characters pried open the postern, 
  Queld’s thugs are ready for them with weapons 
  drawn standing in a half-circle around the 
  postern’s interior side. But, they don’t want to fight, 
  and they will simply stand ready to see if the 
  characters start a fight. If an effort is made to talk 
  to Queld’s gang, they will lower their weapons, but 
  ask who the characters are and why they’re here. 
   
  However, Queld’s men will certainly fight if 
  attacked. They won’t stand there and get 
  slaughtered by anxious PCs. 
   
  There are also thirty ragged-looking, unarmed 
  commoners huddled together in a corner of the 
  bailey under the covered paddock. They wait 
  breathlessly to see how the encounter unfolds. 
   
  The following are some answers to likely 
  questions. The leader of this group is Egler, a half-
  orc. He does all of the talking if the characters 
  begin a conversation. 
   
  Which one of you is Queld? 
  None of us is Queld. He is in the Hall of Shields in 
  the keep. He doesn’t come out anymore. He only 
  babbles and screams his crazed ideas from the 
  Hall’s interior. He raves about how the Black 
  Prince will reward us when the time is right. He 
  refuses to believe it’s over. 
   
  Where is the Hall of Shields? 
  It’s the main room of the keep. You take the main 
  doors there (he points) and walk in. The Hall of 
  Shields is a sort of great hall – on a small scale. 
  We don’t go in there, we’re forbidden by Queld to 
  enter. There’s a feeling of dread, anyway. We 
  don’t want to go in and we don’t want whatever is 
  in there to come out. It was bad enough living with 
  devils for all those years; whatever’s in there feels 
  even worse. 
   
  Why doesn’t Queld come out here anymore? 
  He’s got someone or something in there with him, 
  and it won’t let him leave the hall or for us to range 
  too far from the keep. Whatever it is smells 
  terrible. 
   
  Who are you people? 
  We 
  work 
  for 
  Queld. 
  We’ve 
  done 
  various 
  mercenary type jobs for him in the past. We’d 
  leave him and this place except for fear of him and 
  whatever is in there with him. We were promised 
  many rewards – property in this area and wealth – 
  for our loyalty to Queld. But now we’re prisoners to 
  our fear of him. We just want out now. But we’re 
  certain we’d face reprisals outside of the keep. 
  We’re damned if we leave and damned if we stay. 
   
  Who or what is with Queld? 
  We don’t know. We only see shadows and hear 
  growls and clicking noises. It leaves the keep only 
  during the darkest of nights. But the stench from 
  the hall is strong enough to seep out even with the 
  doors closed. None of us wants to find out what he 
  has in there. 
   
  How long have you been here? 
  Two years, almost three I guess. We came during 
  Sewarndt’s time on the throne and took the castle 
  from the old Baron. 
   
  Who are these people? 
  We force these commoners to feed us, mend our 
  equipment, and provide for our basic needs. We 
  exhausted all of the food and sundry items in the 
  keep. So, we use these people and their labor to 
  get what we need to survive. We figure something 
  has gone wrong in Rel Mord – or Queld’s allies 
  have forgotten about him. We suspect we placed 
  NYR8-M01 The Last Traitor 
   
  Page 11 
  
  our bets with the wrong side, and Sewarndt has 
  lost power, but Queld won’t hear of it. 
   
  The point that Egler wants to convey is that he is 
  afraid to leave, and afraid to stay. Many of Queld’s 
  mercenaries have attempted to flee the castle over 
  the last few months, but they are not believed to 
  have gotten far. A terrible, other worldly cry issues 
  from the air and then the tearing of flesh. Rumor 
  also tells of a cloaked figure that hunts men in the 
  area (a reference to Progas). 
   
  Egler will act shocked, but not surprised to 
  learn that Sewarndt is dead. He and his friends 
  were only after land and power; they have no 
  particular political allegiance. If offered a chance to 
  walk out of the keep they will offer to watch the 
  commoners, but will leave immediately once they 
  see the PCs enter the keep. If it is suggested that 
  they be turned over to royal authorities, they will 
  risk a fight with the characters, but none will fight 
  to the death. If asked to help, they refuse and will 
  not be coerced. 
   
  They will eventually point out that the Hall of 
  Shields is indeed through the keep’s double doors. 
  It is the main reception area of the keep, made to 
  impress visitors, with shields from many lands 
  nailed to the walls. 
   
  APL 2 (EL 4) 
   
  Queld’s Mercenary (4): human warrior 1; hp 
  7 each; Appendix 1. 
   
  Ziddie: human expert 1/rogue 1; hp 11; 
  Appendix 1. 
   
  Egler: half-orc warrior 1/fighter 1; hp 17; 
  Appendix 1. 
   
  APL 4 (EL 4) 
   
  Queld’s Mercenary (4): human warrior 1; hp 
  7 each; Appendix 1. 
   
  Ziddie: human expert 1/rogue 1; hp 11; 
  Appendix 1. 
   
  Egler: half-orc warrior 1/fighter 1; hp 17; 
  Appendix 1. 
   
  APL 6 (EL 4) 
   
  Queld’s Mercenary (4): human warrior 1; hp 
  7 each; Appendix 1. 
   
  Ziddie: human expert 1/rogue 1; hp 11; 
  Appendix 1. 
   
  Egler: half-orc warrior 1/fighter 1; hp 17; 
  Appendix 1. 
   
  APL 8 (EL 6) 
   
  Queld’s Mercenary (4): human warrior 2; hp 
  14 each; Appendix 1. 
   
  Ziddie: human expert 1/rogue 3; hp 22; 
  Appendix 1. 
   
  Egler: half-orc warrior 1/fighter 3; hp 36; 
  Appendix 1. 
   
  APL 10 (EL 8) 
   
  Queld’s Mercenary (4): human warrior 3; hp 
  24 each; Appendix 1. 
   
  Ziddie: human expert 1/rogue 5; hp 33; 
  Appendix 1. 
   
  Egler: half-orc warrior 1/fighter 5; hp 55; 
  Appendix 1. 
   
  APL 12 (EL 10) 
   
  Queld’s Mercenary (4): human warrior 4; hp 
  31 each; Appendix 1. 
   
  Ziddie: human expert 1/rogue 7; hp 52; 
  Appendix 1. 
   
  Egler: half-orc warrior 1/fighter 7; hp 74; 
  Appendix 1. 
   
  Tactics: Egler works with Ziddie to get flanking 
  and sneak attacks, respectively. The other 
  warriors simply rush the nearest character en 
  masse. Note that the mercenaries have Improved 
  Unarmed Strike. Judges are encouraged to have 
  these unnamed mercenaries attempt to punch and 
  kick at the PCs once or twice, then have them flee 
  the scene (at APLs 8-12 only two will flee). This 
  should indicate their broken will to fight and give 
  the PCs a clue that some of the mercenaries feel 
  like captives to a small degree, too. None of these 
  combatants will fight to the death, surrendering if 
  they feel the next blow will kill them (or if three of 
  them go down in quick succession). 
   
  Developments: Events in this encounter can go a 
  couple of ways. Chiefly, it can just be a fight where 
  Queld’s men eventually give up and talk after a 
  couple 
  of 
  rounds 
  of 
  combat. 
  Then 
  the 
  conversation can begin in earnest. Remember, 
  none of them want to die out here in the 
  hinterlands of Nyrond. 
   
  Talking might begin first. Follow Egler’s script 
  in that instance. Egler promises to “watch” the 
  commoners while the PCs go into the keep to 
  confront Queld. He does not suggest letting them 
  loose at this point. “They might hurt themselves or 
  run into danger out there,” he says. However, 
  Egler looses his nerve at the sounds of the fight in 
  the keep and flees with his men. 
   
  The party might want to question the 
  commoners at this point, too. They confirm what 
  Egler has disclosed—they are basically kept as 
  prisoners. It takes all of them, however, to keep 
  everyone alive. These people will flee in smaller 
  NYR8-M01 The Last Traitor 
   
  Page 12 
  
  groups when Egler departs, but will stay hidden in 
  the village. Right now, their desire is to go to their 
  homes in the surrounding village. 
   
  Treasure: The items held by the mercenaries do 
  not add up to much until the higher APLs. Egler 
  and Ziddie have a few magical items. The PCs will 
  need to defeat Queld’s men in combat to get their 
  gear. Even then, they will ask not be sent out into 
  the wilderness unarmed. 
   
   
  APL 2: Loot: 87 gp, Coin: 0 gp, Magic: 71 gp – 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), troll gut rope 
  (42 gp each) 
   
  APL 4: Loot: 87 gp, Coin: 0 gp, Magic: 71 gp – 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), troll gut rope 
  (42 gp each) 
   
  APL 6: Loot: 87 gp, Coin: 0 gp, Magic: 71 gp – 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), troll gut rope 
  (42 gp each) 
   
  APL 8: Loot: 272 gp, Coin: 0 gp, Magic: 341 
  gp – +1 breastplate (113 gp each), +1 studded 
  leather (98 gp each), potion of cure moderate 
  wounds (25 gp each), potion of cure serious 
  wounds (63 gp each), troll gut rope (42 gp each) 
   
  APL 10: Loot: 164 gp, Coin: 0 gp, Magic: 
  1,121 gp – +1 breastplate (113 gp each), +1 
  greatsword (196 gp each), +1 spear (192 gp 
  each), +1 studded leather (5) (98 gp each per 
  studded leather), potion of cure moderate wounds 
  (25 gp each), potion of cure serious wounds (63 
  gp each), troll gut rope (42 gp each) 
   
  APL 12: Loot: 164 gp, Coin: 0 gp, Magic: 
  1,409 gp – +1 breastplate (113 gp each), +1 
  greatsword (196 gp each), +1 spear (192 gp 
  each), +1 studded leather (5) (98 gp each per 
  studded leather), cloak of resistance +1 (83 gp 
  each), potion of cure serious wounds (2) (63 gp 
  each per potion), ring of protection +1 (167 gp 
  each), troll gut rope (42 gp each) 
   
  Detect Magic Results: +1 breastplate (faint 
  transmutation), 
  +1 
  greatsword 
  (faint 
  transmutation), +1 spear (faint transmutation), +1 
  studded leather (faint transmutation), cloak of 
  resistance +1 (faint abjuration), potion of cure light 
  wounds 
  (faint 
  conjuration), 
  potion 
  of 
  cure 
  moderate wounds (faint conjuration), potion of 
  cure serious wounds (faint conjuration), potion of 
  fly (faint transmutation), ring of protection +1 (faint 
  abjuration), troll gut rope (moderate conjuration). 
   
  ENCOUNTER 5: THE 
  MYSTERY REVEALED 
  The secret of Castle von Flessern and its 
  mysterious 
  usurper 
  are 
  answered 
  in 
  this 
  encounter. Whatever the outcome of discussions 
  with Egler and crew, it is now time for the 
  characters to track down Queld and see firsthand 
  what is in the keep with him. He is indeed in the 
  Hall of Shields. And, it should be abundantly clear 
  that he is not alone. 
   
  Kromonshrak, the devilish spy and overseer 
  that Prince Sewarndt stationed at this remote keep 
  hunkers down in the hall with Queld. The hall is 
  Kromonshrak’s lair and Queld has become a 
  babbling fool that huddles in an antechamber of 
  the hall. He too is a prisoner here. He has become 
  insane because of his exposure to the devil’s 
  presence. 
   
  Characters that listen at the door can here a 
  high-pitched human voice claiming that “Our liege 
  is coming. The Prince shall be here soon. All is not 
  lost. The Prince is coming. I shall be rewarded.” 
  This disquieted litany repeats itself, and the 
  speaker sounds quite mad. The double doors are 
  not locked. It is dark inside, however. Read or 
  paraphrase the following when the characters 
  open the door. 
   
  The hall beyond is an open area about twenty-
  five feet wide and light from the open door 
  sheds its ray all the way to the back wall, about 
  thirty-five feet away. The room’s floor is 
  covered in sticky blood, and the coppery smell 
  mixes with the smell of offal and rotting flesh, 
  giving rise to a horrendous smell. Even more 
  revolting are the carcasses of humans and 
  animals discarded at the room’s edges. A 
  disgusting web made of some kind of muscle-
  like tissue hangs from the walls and ceilings. 
  The whole room is revolting like something 
  from the abyss. The light from the open door 
  draws 
  the 
  attention 
  of 
  some 
  kind 
  of 
  otherworldly creature near the back stairs. It 
  turns its head toward you and its eyes flare 
  red. 
   
  Queld is in a doorway in the back wall of the hall. 
  He is a non-combatant in this encounter. 
   
  Creatures: Players are likely to think, “what the 
  heck! It’s just another devil?” But, Kromonshrak is 
  a particularly disgusting devil, even as devils go. 
  First off, he has purposefully built up the aura of 
  mystery around him by never letting any of 
  NYR8-M01 The Last Traitor 
   
  Page 13 
  
  Queld’s men or the commoners see him, only 
  leaving the keep in the dead of the darkest nights 
  and never allowing himself to be seen inside the 
  keep. Secondly, he has decorated the hall with 
  blood, carcasses, and offal in an attempt to make 
  himself seem particularly deranged, perhaps even 
  more demon-like than devilish. And last, he has 
  made it a point to tear his victims apart within 
  earshot of witnesses to help spread the terror. 
  Basically, he’s run a PR scam over the years to 
  make himself seem worse than he is; not that he 
  isn’t dangerous. He’d prefer not to be known of at 
  all, but if someone does hear of his existence, he 
  wants them to think he’s something other than a 
  devil in order to hopefully have them prepare for 
  the wrong fight. 
   
  Kromonshrak does not allow anyone in this 
  hall and attacks immediately. He does not debate 
  or entertain any discussion. 
   
  APL 2 (EL 4) 
   
  Kromonshrak: 
  male 
  advespa: 
  hp 
  54; 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  Kromonshrak: male amnizu: hp 63; Appendix 
  1. 
   
  APL 6 (EL 9) 
   
  Kromonshrak: male osyluth (bone devil): hp 
  95; Monster Manual 52. 
   
  APL 8 (EL 11) 
   
  Kromonshrak: male hamatula (barbed devil): 
  hp 126; Monster Manual 51. 
   
  APL 10 (EL 13) 
   
  Kromonshrak: male gelugon (ice devil): hp 
  147; Monster Manual 56. 
   
  APL 12 (EL 15) 
   
  Kromonshrak: 
  male 
  xerfilstyx: 
  hp 
  172; 
  Appendix 1. 
   
  Tactics: Kromonshrak makes use of any ranged 
  spell-like abilities at all APLs. Then he enters 
  melee, moving to the closest character first. It 
  wants its existence here kept a secret and will fight 
  to the death to keep the outside world ignorant of 
  its existence here. Kromonshrak also knows that 
  his summon baatezu ability (if he has one) does 
  not work here for some reason, and will not 
  attempt to use it. This is an odd side effect of the 
  planar nexus. 
   
  Development: The devil fights until it or the 
  characters are dead. Queld does not enter 
  combat, and slams the door closed to the room he 
  is standing near. If the characters approach the 
  door after the fighting he can be heard babbling 
  the same phrases as above. He has become 
  docile and is easily apprehended. He does not 
  object to manacles or being roped. He does ask if 
  the Emperor sent the characters. No matter what 
  they say, he replies by saying “Then all is well.” He 
  stares into the distance at something the 
  characters cannot see. He is indeed mad. No 
  matter where the characters tell him they are 
  taking him, he indicates he is happy to at long last 
  get his reward. 
   
  Queld will answer a few questions. He admits 
  to having sacked the keep almost three years ago, 
  for and in conjunction with Emperor Sewarndt. He 
  tells the characters that Kromonshrak was sent 
  here to help him fortify the Emperor’s eastern 
  marches. He also says that he will be a just Baron 
  and that the Emperor will be proud of him. Last, he 
  asks when Kromonshrak shall be going away, as 
  they do not get along, but they need each other 
  until the Emperor sends his reinforcements. 
   
  Baron Queld Rospae Cranden: male human 
  (Oeridian) aristocrat 8/wizard 1. 
   
  Treasure: Almost no treasure or anything else of 
  value was kept here. Kromonshrak felt that such 
  things would lure adventurers, artifact hunters, 
  and scavengers to the castle – and they’d bring 
  trouble with them. The only item in Kromonshrak’s 
  possession is the dragon mask, which he wears at 
  all times (and all APLs). 
   
  Queld has managed, somehow, to keep 
  detailed notes on items that were sent floating 
  down the river on boards, but it’s really of no 
  consequence within the mod. 
   
  APL 2: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  APL 4: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  APL 6: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  APL 8: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  APL 10: Loot: 0 gp, Coin: 0 gp, Magic: 333 
  gp – dragon mask (333 gp each) 
  APL 12: Loot: 0 gp, Coin: 0 gp, Magic: 333 
  gp – dragon mask (333 gp each) 
   
  Detect 
  Magic 
  Results: 
  dragon 
  mask 
  (moderate divination). 
  NYR8-M01 The Last Traitor 
   
  Page 14 
  
   
  CONCLUSION 
  The conclusion assumes the characters are 
  successful. Queld will happily go anywhere the 
  characters lead him, if they did not outright kill him. 
  The commoners will wish to stay here and rebuild 
  their homes now that the immediate danger is 
  gone. They will ask when the real Baron will be 
  returning (to which the PCs should have no 
  answer). 
   
  If they take Queld back to Narsel Mendred, 
  Karzos receives the poor old fool and finds him a 
  special place in the jail – a place where he can be 
  alone, and where local priests can attend to him 
  until direction arrives from Rel Mord. 
   
  If the characters do kill Queld, Karzos sighs 
  and hopes that Queld is the last casualty of the 
  civil war. 
   
  Whatever happens to Queld, Karzos will ask 
  about the condition of the keep. He specifically 
  wants to know whether or not is habitable and if 
  the homes and shops are in good repair. 
   
  If the characters report that all is now well, or 
  give some other accurate report of von Flessern, 
  Karzos expresses his gratitude. The Baron, Duke 
  Younard, and General Osmeran shall hear of their 
  assistance. 
   
  The End 
  NYR8-M01 The Last Traitor 
   
  Page 15 
  
  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 1: A Cry at Dusk 
  Defeating Progas and Torgun 
  APL 2  
  60 XP 
  APL 4  
  105 XP 
  APL 6  
  135 XP 
  APL 8  
  165 XP 
  APL 10  
  195 XP 
  APL 12  
  225 XP 
   
  Encounter 4: Flessern 
  Disable or survive the postern trap 
  APL 2  
  0 XP 
  APL 4  
  0 XP 
  APL 6  
  30 XP 
  APL 8  
  30 XP 
  APL 10  
  30 XP 
  APL 12  
  30 XP 
   
  Drive off, slay, or convince Queld’s men to leave 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  90 XP 
  APL 10  
  120 XP 
  APL 12  
  150 XP 
   
  Encounter 5: The Mystery Revealed 
  Destroy the devil 
  APL 2  
  60 XP 
  APL 4  
  105 XP 
  APL 6  
  135 XP 
  APL 8  
  165 XP 
  APL 10  
  195 XP 
  APL 12 
  225 XP 
   
  Story Award 
  Recover Queld 
  APL 2  
  25 XP 
  APL 4  
  40 XP 
  APL 6  
  55 XP 
  APL 8  
  70 XP 
  APL 10  
  85 XP 
  APL 12 
  100 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  20 XP 
  APL 4  
  27 XP 
  APL 6  
  35 XP 
  APL 8  
  42 XP 
  APL 10  
  50 XP 
  APL 12  
  57 XP 
   
  Total possible experience: 
  APL 2  
  225 XP 
  APL 4  
  337 XP 
  APL 6  
  450 XP 
  APL 8  
  562 XP 
  APL 10  
  675 XP 
  APL 12  
  787 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. 
  NYR8-M01 The Last Traitor 
   
  Page 16 
  
   
  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 1: A Cry at Dusk 
   
  APL 2: Loot: 232 gp, Coin: 0 gp, Magic: 8 gp – 
  potion of cure light wounds (2) (4 gp each per 
  potion) 
   
  APL 4: Loot: 139 gp, Coin: 0 gp, Magic: 669 
  gp – +1 full plate (221 gp each), devastation 
  gauntlets (165 gp each), lesser metamagic rod 
  (rapid) (250 gp each), potion of bull’s strength (25 
  gp each), potion of cure light wounds (2) (4 gp 
  each per potion) 
   
  APL 6: Loot: 106 gp, Coin: 0 gp, Magic: 1,145 
  gp – +1 full plate (221 gp each), +1 heavy steel 
  shield (98 gp each), +1 longsword (193 gp each), 
  brooch of shielding (81 gp each), devastation 
  gauntlets (165 gp each), lesser metamagic rod 
  (rapid) (250 gp each), potion of bull’s strength (25 
  gp each), potion of cure light wounds (4 gp each), 
  potion of cure moderate wounds (25 gp each), 
  vest of resistance +1 (83 gp each) 
   
  APL 8: Loot: 77 gp, Coin: 0 gp, Magic: 1,861 
  gp – +1 adamantine longsword (443 gp each), +1 
  chain shirt (104 gp each), +1 full plate (221 gp 
  each), +1 heavy steel shield (98 gp each), brooch 
  of shielding (81 gp each), devastation gauntlets 
  (165 gp each), devastation of Nerull unholy 
  symbol (29 gp each), lesser metamagic rod (rapid) 
  (250 gp each), periapt of wisdom +2 (333 gp 
  each), potion of bull’s strength (25 gp each), 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), vest of 
  resistance +1 (83 gp each) 
   
  APL 10: Loot: 77 gp, Coin: 0 gp, Magic: 2,674 
  gp – +1 adamantine longsword (443 gp each), +1 
  chain shirt (104 gp each), +1 full plate (221 gp 
  each), +1 heavy steel shield (98 gp each), brooch 
  of shielding (81 gp each), cloak of resistance +1 
  (83 gp each), devastation gauntlets (165 gp each), 
  devastation of Nerull unholy symbol (29 gp each), 
  normal metamagic rod (rapid) (750 gp each), 
  periapt of wisdom +2 (333 gp each), potion of 
  bull’s strength (25 gp each), potion of cure light 
  wounds (4 gp each), potion of cure moderate 
  wounds (25 gp each), potion of fly (63 gp each), 
  ring of protection +1 (167 gp each), vest of 
  resistance +1 (83 gp each) 
   
  APL 12: Loot: 77 gp, Coin: 0 gp, Magic: 5,629 
  gp – +1 adamantine longsword (443 gp each), +1 
  chain shirt (104 gp each), +1 heavy steel shield 
  (98 gp each), +2 healing full plate (1,138 gp each), 
  belt of giant strength +4 (1,333 gp each), brooch 
  of shielding (81 gp each), cloak of resistance +1 
  (83 gp each), devastation gauntlets (165 gp each), 
  devastation of Nerull unholy symbol (29 gp each), 
  normal metamagic rod (rapid) (750 gp each), 
  periapt of wisdom +2 (333 gp each), potion of 
  bull’s strength (25 gp each), potion of cure light 
  wounds (4 gp each), potion of cure serious 
  wounds (63 gp each), potion of fly (63 gp each), 
  ring of protection +1 (167 gp each), vest of 
  resistance +3 (750 gp each) 
   
  Encounter 4: Flessern 
   
  APL 2: Loot: 87 gp, Coin: 0 gp, Magic: 71 gp – 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), troll gut rope 
  (42 gp each) 
   
  APL 4: Loot: 87 gp, Coin: 0 gp, Magic: 71 gp – 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), troll gut rope 
  (42 gp each) 
   
  APL 6: Loot: 87 gp, Coin: 0 gp, Magic: 71 gp – 
  potion of cure light wounds (4 gp each), potion of 
  cure moderate wounds (25 gp each), troll gut rope 
  (42 gp each) 
   
  APL 8: Loot: 272 gp, Coin: 0 gp, Magic: 341 
  gp – +1 breastplate (113 gp each), +1 studded 
  leather (98 gp each), potion of cure moderate 
  wounds (25 gp each), potion of cure serious 
  wounds (63 gp each), troll gut rope (42 gp each) 
   
  APL 10: Loot: 164 gp, Coin: 0 gp, Magic: 
  1,121 gp – +1 breastplate (113 gp each), +1 
  greatsword (196 gp each), +1 spear (192 gp 
  each), +1 studded leather (5) (98 gp each per 
  studded leather), potion of cure moderate wounds 
  (25 gp each), potion of cure serious wounds (63 
  gp each), troll gut rope (42 gp each) 
   
  APL 12: Loot: 164 gp, Coin: 0 gp, Magic: 
  1,409 gp – +1 breastplate (113 gp each), +1 
  greatsword (196 gp each), +1 spear (192 gp 
  each), +1 studded leather (5) (98 gp each per 
  studded leather), cloak of resistance +1 (83 gp 
  each), potion of cure serious wounds (2) (63 gp 
  each per potion), ring of protection +1 (167 gp 
  each), troll gut rope (42 gp each) 
   
  Encounter 5: The Mystery Revealed 
  APL 2: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  APL 4: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  NYR8-M01 The Last Traitor 
   
  Page 17 
  
  ITEMS FOR THE 
  ADVENTURE RECORD 
  APL 6: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
  APL 8: Loot: 0 gp, Coin: 0 gp, Magic: 333 gp 
  – dragon mask (333 gp each) 
   
  APL 10: Loot: 0 gp, Coin: 0 gp, Magic: 333 
  gp – dragon mask (333 gp each) 
  Item Access 
  APL 2: 
  APL 12: Loot: 0 gp, Coin: 0 gp, Magic: 333 
  gp – dragon mask (333 gp each) 
  • 
  Dragon mask (Adventure; MIC; 4,000 gp) 
  • 
  Troll gut rope (Adventure; MIC; 500 gp) 
   
   
  Total Possible Treasure 
  APL 4 (all of APL 2 plus the following): 
   
  APL 2: Loot: 319 gp; Coin: 0 gp; Magic: 412 
  gp; Total: 731 gp 
  • 
  Devastation gauntlets (Adventure; MIC; 2,000 
  gp) 
   
  APL 4: Loot: 226 gp; Coin: 0 gp; Magic: 1,073 
  gp; Total: 1,299 gp 
  • 
  Metamagic rod (rapid), lesser (Adventure; see 
  above; 3,000 gp) 
   
   
  APL 6: Loot: 193 gp; 0 Coin: gp; Magic: 1,549 
  gp; Total: 1,742 gp 
  APL 6 (all of APL 2-4 plus the following): 
   
  APL 8: Loot: 349 gp; Coin: 0 gp; Magic: 2,535 
  gp; Total: 2,884 gp 
  • 
  Brooch of shielding (Adventure; DMG) 
   
   
  APL 10: Loot: 241 gp; Coin: 0 gp; Magic: 
  4,128 gp; Total: 4,369 gp 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +1 adamantine longsword (Adventure; DMG; 
  5,315 gp) 
   
   
  APL 12: Loot: 241 gp; Coin: 0 gp; Magic: 
  7,371 gp; Total: 7,612 gp 
   
  APL 10 (all of APLs 2-8 plus the following): 
  Special 
  • 
  Metamagic rod (rapid), normal (Adventure; 
  see above; 11,000 gp) 
   
  Favor of the Eastern Duchies: General Osmeran 
  (acting Duke of Womtham) and Duke Younard 
  have heard of your deeds in the Flessern Valley 
  and have arranged a reward for you. For 
  performing a valuable service in the recovery of 
  Castle von Flessern, they are sharing weapon 
  enhancements with you that have proven useful in 
  the area. You are granted access to upgrade any 
  one weapon with the bane (evil outsiders) 
  enchantment (Regional; DMG). (Cross off this 
  favor once used.) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +2 healing full plate (Adventure; MIC; 13,650 
  gp) 
   
   
   
  Metamagic Rod (Rapid) 
  Price (Item Level): 3,000 gp (7th) (lesser), 11,000 
  gp (13th) (normal), 24,500 gp (15th) (greater) 
  Body Slot: — (held) 
  Caster Level: 17th 
  Aura: Strong; (DC 23) no school 
  Activation: — 
  Weight: 3 lb. 
   
  You can cast up to three spells per day as though 
  their casting time were affected by the Rapid Spell 
  feat. 
   
  Prerequisites: Craft Rod, Rapid Spell (CD 84). 
   
  Cost to Create: 1,500 gp, 120 xp, 3 days 
  (lesser), 5,500 gp, 440 xp, 11 days (normal), 
  12,250 gp, 980 xp, 25 days (greater). 
   
  NYR8-M01 The Last Traitor 
   
  Page 18 
  
  APPENDIX 1: APL 2 
  ENCOUNTER 1: A CRY AT DUSK 
  T O R G U N 
  CR  1 
  Male human rogue 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 15, touch 12, flat-footed 13; Dodge 
   (+2 Dex, +3 armor) 
  hp 5 (1 HD) 
  Fort +1, Ref +4, Will +1 
  Speed 30 ft. (6 squares) 
  Melee masterwork shortsword +3 (1d6+2/19-20) or 
  Melee dagger +2 (1d4+2/19-20) or 
  Ranged shortbow +2 (1d6/x3) 
  Base Atk +0; Grp +2 
  Atk Options sneak attack +1d6 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 
  SQ trapfinding 
  Feats Acrobatic, Dodge 
  Skills Balance +6, Bluff +1, Climb +6, Gather 
  Information +3, Hide +6, Jump +8, Move Silently +6, 
  Sense Motive +3, Tumble +8 
  Possessions combat gear plus masterwork shortsword, 
  dagger, shortbow, arrows (20), masterwork studded 
  leather 
   
  F I E N D I S H  L ARG E  M O N S T R O U S  C E N T I P E D E CR  — 
  AU G M E N T E D 
  NE 
  Large 
  magical 
  beast 
  (augmented 
  vermin, 
  extraplanar) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 24 (3 HD) 
  Resist cold 5, fire 5; SR 8 
  Fort +5, Ref +3, Will +1 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Melee bite +4 (1d8+4 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp +9 
  Atk Options smite good 1/day (+3 damage) 
  Abilities Str 17, Dex 15, Con 14, Int 3, Wis 10, Cha 2 
  Feats Weapon FinesseB
  Skills Climb +11, Hide +6, Spot +4 
  Poison (Ex) Injury, Fortitude DC 13, initial and 
  secondary damage 1d4 Dex. The save DC is 
  Constitution-based. 
  Smite Good (Su): Once per day the creature can make 
  a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  Skills Monstrous centipedes have a +4 racial bonus on 
  Spot checks, and a +8 racial bonus on Climb and 
  Hide checks. They can use either their Strength or 
  Dexterity modifier for Climb checks, whichever is 
  higher. Monstrous centipedes can take 10 on Climb 
  checks, even if threatened or distracted. 
   
  P R O G AS 
  CR  3 
  Male human cleric 3 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Common 
  AC 21, touch 11, flat-footed 20 
   (+1 Dex, +8 armor, +2 shield) 
  hp 24 (3 HD) 
  Fort +5, Ref +2, Will +5 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee masterwork heavy mace +4 (1d8+1), or 
  Melee sickle +3 (1d6+1) 
  Base Atk +2; Grp +3 
  Special Actions death touch 1/day (3d6), rebuke 
  undead 2/day (+4, 2d6+2, 3rd), spontaneous casting 
  Combat Gear potion of cure light wounds 
  Cleric Spells Prepared (CL 3rd; 4th for evil spells): 
   2nd—cure moderate wounds, death knellD, summon 
  monster II 
   1st—cure light wounds (2), protection from goodD, 
  sanctuary (DC 13) 
   0—cure minor wounds, detect magic, read magic, 
  resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil 
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 15, Cha 8 
  Feats 
  Augment 
  Summoning, 
  Skill 
  Focus 
  (concentration), Spell Focus (conjuration) 
  Skills Concentration +11, Knowledge (religion) +5, 
  Knowledge (the planes) +1, Spellcraft +6 
  Possessions combat gear plus masterwork heavy 
  mace, sickle, masterwork full plate, masterwork 
  heavy wooden shield, onyx unholy symbol 
   
  NYR8-M01 The Last Traitor 
   
  Page 19 
  
  ENCOUNTER 4: FLESSERN 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6 
  Q U E L D  M E R C E N AR Y 
  CR  1/2 
  Feats Combat Reflexes, Weapon Focus (greatsword) 
  Male human warrior 1 
  Skills Climb +5, Jump +6
  LN Medium humanoid (human) 
  Possessions combat gear plus masterwork greatsword, 
  club, masterwork studded leather 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
   
  AC 14, touch 10, flat-footed 14 
  ENCOUNTER 5: THE MYSTERY 
  REVEALED 
   (+2 armor, +2 shield) 
  hp 7 (1 HD) 
  Fort +3, Ref +0, Will +0 
  K R O M O N S H R AK,  AD V AN C E D  AD V E S P A 
  CR  4 
  Speed 30 ft. (6 squares) 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Melee longsword +3 (1d8+1/19-20) or  
  Init +5; Senses see in darkness; Listen +7, Spot +7 
  Melee unarmed strike +2 (1d3+1) 
  Languages telepathy 100 ft. 
  Base Atk +1; Grp +2 
  AC 17, touch 10, flat-footed 16; Dodge 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
   (-1 size, +1 Dex, +7 natural) 
  Feats Improved Unarmed Strike, Weapon Focus 
  (longsword) 
  hp 54 (6 HD); regeneration 2; DR 5/good or silver 
  Immune fire, poison 
  Skills Climb +2, Jump +2, Ride +2 
  Resist acid 10, cold 10; SR 15 
  Possessions longsword, leather, heavy wooden shield 
  Fort +8, Ref +6, Will +5 
   
  Speed 30 ft. (6 squares), fly 40 ft. (good) 
  Z I DDI E 
  CR  1 
  Melee 4 claws +10 (1d6+5) and 
  Male human expert 1/rogue 1 
   
   sting +5[-1 size, +6 BAB, +5 Str, -5 secondary] 
  (1d4+2 plus poison) 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Space 10 ft.; Reach 10 ft. 
  Languages Common 
  Base Atk +6; Grp +15 
  AC 14, touch 12, flat-footed 12; Dodge 
  Special Actions improved grab, summon baatezu 
   (+2 Dex, +2 armor) 
  Spell-Like Abilities (CL 4th): 
  hp 11 (2 HD) 
   3/day—command (DC 11), disguise self, produce 
  flame, pyrotechnics (DC 11)
  Fort +1, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Abilities Str 20, Dex 13, Con 17, Int 8, Wis 11, Cha 10 
  Melee masterwork spear +3 (1d8+3/x3) or 
  Feats Dodge, Flyby Attack, Improved Initiative 
  Melee dagger +2 (1d4+2/19-20) or 
  Skills Balance +12, Hide +6, Jump +7, Listen +9, Move 
  Silently +10, Search +8, Spot +9, Tumble +10 
  Ranged shortbow +2 (1d6/x3) 
  Base Atk +0; Grp +2 
  Possessions dragon mask 
  Atk Options sneak attack +1d6 
  Improved Grab (Ex): If an advespa hits an opponent 
  that is at least one size category smaller than itself 
  with two claws, it deals normal damage and attempts 
  to start a grapple as a free action without provoking 
  an attack of opportunity (grapple bonus +13). If it gets 
  a hold, it automatically hits with its sting. Thereafter, 
  the advespa has the option to conduct the grapple 
  normally, or simply use its claws to hold the opponent 
  (-20 penalty on grapple check, but advespa is not 
  considered grappled). In either case, each successful 
  grapple check it makes during successive rounds 
  automatically deals damage from both claws and the 
  sting. 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 
  SQ trapfinding 
  Feats Acrobatic, Dodge 
  Skills Balance +7, Bluff +1, Climb +5, Gather 
  Information +3, Hide +6, Jump +11, Move Silently +6, 
  Sense Motive +3, Tumble +11 
  Possessions combat gear plus masterwork spear, 
  dagger, shortbow, arrows (20), leather, troll gut rope 
   
  E G L E R 
  CR  1 
  Male half-orc warrior 1/fighter 1 
  Poison (Ex) The advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack. The initial and secondary damage is the same 
  (1d4 points of Strength damage). 
  LE Medium humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 13 
  Regeneration (Ex): An advespa takes normal damage 
  from acid, from holy weapons, and from attacks that 
  deal holy damage. 
   (+1 Dex, +3 armor) 
  hp 17 (2 HD) 
  Fort +6, Ref +1, Will +1 
  Summon Baatezu (Sp) Once per day, an advespa can 
  attempt to summon 1d2 additional advespas with a 
  30% chance of success. 
  Speed 30 ft. (6 squares) 
  Melee masterwork greatsword +7 (2d6+4) or 
  Melee club +5 (1d6+3) 
   
  Base Atk +2; Grp +5 
  Atk Options Combat Reflexes 
  NYR8-M01 The Last Traitor 
   
  Page 20 
  
  APL 4 
  ENCOUNTER 1: A CRY AT DUSK 
  T O R G U N 
  CR  4 
  Male human rogue 2/fighter 2 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 16, touch 13, flat-footed 13; Dodge, Mobility 
   (+3 Dex, +3 armor) 
  hp 28 (4 HD) 
  Fort +4, Ref +6, Will +1; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork longsword +7 (1d8+2/19-20) or 
  Melee dagger +5 (1d4+2/19-20) or 
  Ranged masterwork composite longbow (+2 Str bonus) 
  +7 (1d8+2/x3) 
  Base Atk +3; Grp +5 
  Atk Options devastation gauntlets, Power Attack, sneak 
  attack +1d6 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 
  SQ trapfinding 
  Feats Acrobatic, Dodge, Mobility, Power Attack, 
  Weapon Focus (longsword) 
  Skills Balance +9, Bluff +1, Climb +8, Gather 
  Information +3, Hide +9, Jump +12, Move Silently +9, 
  Ride +5, Search +1, Sense Motive +3, Tumble +14 
  Possessions combat gear plus masterwork longsword, 
  dagger, masterwork composite longbow (+2 Str 
  bonus), arrows (20), masterwork studded leather, 
  devastation gauntlets 
   
  F I E N D I S H  AP E  AU G M E N T E D 
  CR  — 
  LE 
  Large 
  magical 
  beast 
  (augmented 
  animal, 
  extraplanar) 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +6, Spot +6 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 43 (4 HD); DR 5/magic  
  Resist cold 5, fire 5; SR 9 
  Fort +8, Ref +6, Will +2 
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 2 claws +9 (1d6+7) and 
   
   bite +4 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options magic strike, smite good 1/day (+4 
  damage) 
  Abilities Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7 
  Feats Alertness, Toughness 
  Skills Climb +16, Listen +6, Spot +6 
  Magic Strike (Ex) Natural weapon attacks made by a 
  creature that has this ability are treated as magic for 
  the purpose of overcoming damage reduction. 
  Smite Good (Su): Once per day the creature can make 
  a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  Skills Apes have a +8 racial bonus on Climb and can 
  always take 10 on Climb checks, even if rushed or 
  threatened. 
   
  P R O G AS 
  CR  6 
  Male human cleric 6 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +9 armor, +2 shield) 
  hp 54 (6 HD) 
  Fort +7, Ref +3, Will +8 
  Speed 20 ft. in +1 full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork heavy mace +6 (1d8+1), or 
  Melee sickle +5 (1d6+1) or 
  Melee sap +1 (1d6+1) 
  Base Atk +4; Grp +5 
  Special Actions death touch 1/day (6d6), rebuke 
  undead 2/day (+4, 2d6+5, 6th), spontaneous casting 
  Combat Gear potion of cure light wounds, lesser 
  metamagic rod (rapid) 
  Cleric Spells Prepared (CL 6th; 7th for evil spells): 
   3rd—animate deadD, cure serious wounds, ring of 
  blades, summon monster III 
   2nd—cure moderate wounds (2), death knellD, 
  summon monster II (2) 
   1st—cause fear (DC 14), cure light wounds (2), 
  protection from goodD, sanctuary (DC 14) 
   0—cure minor wounds (2), detect magic, read magic, 
  resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil 
  Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 8 
  Feats Augment Summoning, Improved Toughness, Skill 
  Focus (concentration), Spell Focus (conjuration) 
  Skills Concentration +14, Knowledge (religion) +5, 
  Knowledge (the planes) +4, Spellcraft +9 
  Possessions combat gear plus masterwork heavy 
  mace, sap, sickle, masterwork heavy wooden shield, 
  onyx unholy symbol, +1 full plate 
   
  NYR8-M01 The Last Traitor 
   
  Page 21 
  
  ENCOUNTER 4: FLESSERN 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6 
  Q U E L D  M E R C E N AR Y 
  CR  1/2 
  Feats Combat Reflexes, Weapon Focus (greatsword) 
  Male human warrior 1 
  Skills Climb +5, Jump +6 
  LN Medium humanoid (human) 
  Possessions combat gear plus masterwork greatsword, 
  club, masterwork studded leather 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
   
  AC 14, touch 10, flat-footed 14 
  ENCOUNTER 5: THE MYSTERY 
  REVEALED 
   (+2 armor, +2 shield) 
  hp 7 (1 HD) 
  Fort +3, Ref +0, Will +0 
  K R O M O N S H R AK,  AM NI ZU 
  CR  7 
  Speed 30 ft. (6 squares) 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Melee longsword +3 (1d8+1/19-20) or  
  Init +4; Senses see in darkness; Listen +0, Spot +12 
  Melee unarmed strike +2 (1d3+1) 
  Languages Celestial, Draconic, Infernal; telepathy 100 
  ft. 
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  AC 21, touch 10, flat-footed 21 
  Feats Improved Unarmed Strike, Weapon Focus 
  (longsword) 
   (+11 natural) 
  hp 63 (9 HD); regeneration 4; DR 10/good 
  Skills Climb +2, Jump +2, Ride +2 
  Immune fire, poison; secure intelligence 
  Possessions longsword, leather, heavy wooden shield 
  Resist acid 10, cold 10; SR 18 
   
  Fort +7, Ref +6, Will +6 
  Z I DDI E 
  CR  1 
  Speed 30 ft. (6 squares), fly 60 ft. (average) 
  Male human expert 1/rogue 1 
  Melee stupefying touch +10 (2d4+1 plus Int damage) 
  NE Medium humanoid (human) 
  Base Atk +9; Grp +10 
  Init +2; Senses Listen +1, Spot +1 
  Special Actions summon baatezu 
  Languages Common 
  Spell-Like Abilities (CL 14th): 
  AC 14, touch 12, flat-footed 12; Dodge 
   3/day—quickened fireball (DC 16) 
   (+2 Dex, +2 armor) 
  Abilities Str 12, Dex 11, Con 13, Int 15, Wis 11, Cha 16 
  hp 11 (2 HD) 
  Feats Ability Focus (stupefying touch), Combat Casting, 
  Improved 
  Initiative, 
  Quicken 
  Spell-Like 
  Ability 
  (fireball) 
  Fort +1, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +3 (1d8+3/x3) or 
  Skills Balance +6, Concentration +13 (+17 casting 
  defensively), Diplomacy +9, Hide +12, Jump +7, 
  Knowledge (the planes) +14, Search +14, Sense 
  Motive +12, Spellcraft +14, Spot +12, Survival +0 (+2 
  on other planes or to follow tracks, Swim +13, 
  Tumble +12 
  Melee dagger +2 (1d4+2/19-20) or 
  Ranged shortbow +2 (1d6/x3) 
  Base Atk +0; Grp +2 
  Atk Options sneak attack +1d6 
  Combat Gear potion of cure light wounds 
  Possessions dragon mask 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 
  Regeneration (Ex): Acid, good aligned weapons, and 
  spells or effects with the good descriptor deal normal 
  damage to an amnizu. 
  SQ trapfinding 
  Feats Acrobatic, Dodge 
  Skills Balance +7, Bluff +1, Climb +5, Gather 
  Information +3, Hide +6, Jump +11, Move Silently +6, 
  Sense Motive +3, Tumble +11 
  Secure Intelligence (Ex) Immune to any effect that 
  would damage, drain, or otherwise reduce its 
  Intelligence score. 
  Possessions combat gear plus masterwork spear, 
  dagger, shortbow, arrows (20), leather, troll gut rope 
  Stupefying Touch (Su) In addition to the damage, 
  creatures struck by stupefying touch must succeed 
  on a DC 19 Will save or take 2d4 points of 
  Intelligence damage. The save DC is Charisma-
  based. 
   
  E G L E R 
  CR  1 
  Male half-orc warrior 1/fighter 1 
  LE Medium humanoid (orc) 
  Summon Baatezu (Sp) Once per day, an amnizu may 
  summon 1d3 advespas or 1 amnizu with a 50% 
  chance of success. 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 14, touch 11, flat-footed 13 
   
   (+1 Dex, +3 armor) 
   
  hp 17 (2 HD) 
  Fort +6, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee masterwork greatsword +7 (2d6+4) or 
  Melee club +5 (1d6+3) 
  Base Atk +2; Grp +5 
  Atk Options Combat Reflexes 
  NYR8-M01 The Last Traitor 
   
  Page 22 
  
  APL 6 
  ENCOUNTER 1: A CRY AT DUSK 
  T O R G U N 
  CR  6 
  Male human rogue 3/fighter 3 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 17, touch 13, flat-footed 14; Dodge, Mobility 
   (+3 Dex, +4 armor) 
  hp 42 (6 HD) 
  Fort +5, Ref +7, Will +3; evasion 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 longsword +9 (1d8+3/19-20) or 
  Melee dagger +7 (1d4+2/19-20) or 
  Ranged masterwork composite longbow (+2 Str bonus) 
  +9 (1d8+2/x3) 
  Base Atk +5; Grp +7 
  Atk Options devastation gauntlets, Power Attack, sneak 
  attack +2d6 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 
  SQ trap sense +1, trapfinding 
  Feats Acrobatic, Dodge, Mobility, Power Attack, Spring 
  Attack, Weapon Focus (longsword) 
  Skills Balance +8, Bluff +1, Climb +10, Gather 
  Information +3, Hide +10, Jump +11, Move Silently 
  +10, Ride +7, Search +1, Sense Motive +3, Tumble 
  +15 
  Possessions combat gear plus dagger, masterwork 
  composite longbow (+2 Str bonus), arrows (20), 
  masterwork chain shirt, +1 longsword, devastation 
  gauntlets 
   
  F I E N D I S H  D I RE  W O L F  AU G M E N T E D 
  CR  — 
  LE 
  Large 
  magical 
  beast 
  (augmented 
  animal, 
  extraplanar) 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +9, Spot +9 
  AC 14, touch 11, flat-footed 12 
   (-1 size, +2 Dex, +3 natural) 
  hp 66 (6 HD); DR 5/magic 
  Resist cold 5, fire 5; SR 11 
  Fort +10, Ref +7, Will +6 
  Speed 50 ft. (10 squares); Run 
  Melee bite +13 (1d8+13) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +17 
  Atk Options magic strike, smite good 1/day (+6 
  damage), trip (+13 check modifier) 
  Abilities Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10 
  Feats Alertness, Run, TrackB, Weapon Focus (bite) 
  Skills Hide +0, Listen +9, Move Silently +4, Spot +9, 
  Survival +2 (+6 if tracking via scent) 
  Magic Strike (Ex) Natural weapon attacks made by a 
  creature that has this ability are treated as magic for 
  the purpose of overcoming damage reduction. 
  Smite Good (Su): Once per day the creature can make 
  a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  Trip (Ex) A dire wolf that hits with a bite attack can 
  attempt to trip its opponent (+13 check modifier) as a 
  free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the dire wolf. 
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, 
  Move Silently, and Spot checks. It also has a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  P R O G AS 
  CR  8 
  Male human cleric 8 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common 
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 72 (8 HD) 
  Fort +9, Ref +4, Will +10 
  Speed 20 ft. in +1 full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork heavy mace +9/+4 (1d8+2), or 
  Melee sickle +8/3 (1d6+2) or 
  Melee sap +4/-1 (1d6+2) 
  Base Atk +6; Grp +8 
  Special Actions death touch 1/day (8d6), rebuke 
  undead 2/day (+4, 2d6+7, 8th), spontaneous casting 
  Combat 
  Gear 
  brooch 
  of 
  shielding 
  (65), lesser 
  metamagic rod (rapid), potion of cure moderate 
  wounds 
  Cleric Spells Prepared (CL 8th; 9th for evil spells): 
   4th—freedom of movement, summon monster IV, 
  unholy blightD
   3rd—animate deadD, cure serious wounds, invisibility 
  purge, ring of blades, summon monster III 
   2nd—cure moderate wounds (2), death knellD, 
  summon monster II (2) 
   1st—cause fear (2) (DC 14), cure light wounds (2), 
  protection from goodD, sanctuary (DC 14) 
   0—cure minor wounds (2), detect magic (2), read 
  magic, resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 8 
  Feats Augment Summoning, Improved Toughness, Skill 
  Focus (concentration), Spell Focus (conjuration) 
  Skills Concentration +16, Knowledge (religion) +7, 
  Knowledge (the planes) +4, Spellcraft +11 
  Possessions combat gear plus masterwork heavy 
  mace, sap, sickle, onyx unholy symbol, +1 full plate, 
  +1 heavy steel shield, vest of resistance +1 
   
  NYR8-M01 The Last Traitor 
   
  Page 23 
  
  ENCOUNTER 4: FLESSERN 
  E G L E R 
  CR  1 
  Male half-orc warrior 1/fighter 1 
  Q U E L D  M E R C E N AR Y 
  CR  1/2 
  LE Medium humanoid (orc) 
  Male human warrior 1 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  LN Medium humanoid (human) 
  Languages Common, Orc 
  Init +0; Senses Listen +0, Spot +0 
  AC 14, touch 11, flat-footed 13 
  Languages Common 
   (+1 Dex, +3 armor) 
  AC 14, touch 10, flat-footed 14 
  hp 17 (2 HD) 
   (+2 armor, +2 shield) 
  Fort +6, Ref +1, Will +1 
  hp 7 (1 HD) 
  Speed 30 ft. (6 squares) 
  Fort +3, Ref +0, Will +0 
  Melee masterwork greatsword +7 (2d6+4) or 
  Speed 30 ft. (6 squares) 
  Melee club +5 (1d6+3) 
  Melee longsword +3 (1d8+1/19-20) or  
  Base Atk +2; Grp +5 
  Melee unarmed strike +2 (1d3+1) 
  Atk Options Combat Reflexes 
  Base Atk +1; Grp +2 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6 
  Feats Improved Unarmed Strike, Weapon Focus 
  (longsword) 
  Feats Combat Reflexes, Weapon Focus (greatsword) 
  Skills Climb +5, Jump +6 
  Skills Climb +2, Jump +2, Ride +2 
  Possessions combat gear plus masterwork greatsword, 
  club, masterwork studded leather 
  Possessions longsword, leather, heavy wooden shield 
   
   
  Z I DDI E 
  CR  1 
   
  Male human expert 1/rogue 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 14, touch 12, flat-footed 12; Dodge 
   (+2 Dex, +2 armor) 
  hp 11 (2 HD) 
  Fort +1, Ref +4, Will +3 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +3 (1d8+3/x3) or 
  Melee dagger +2 (1d4+2/19-20) or 
  Ranged shortbow +2 (1d6/x3) 
  Base Atk +0; Grp +2 
  Atk Options sneak attack +1d6 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 
  SQ trapfinding 
  Feats Acrobatic, Dodge 
  Skills Balance +7, Bluff +1, Climb +5, Gather 
  Information +3, Hide +6, Jump +11, Move Silently +6, 
  Sense Motive +3, Tumble +11 
  Possessions combat gear plus masterwork spear, 
  dagger, shortbow, arrows (20), leather, troll gut rope 
   
  NYR8-M01 The Last Traitor 
   
  Page 24 
  
  APL 8 
  ENCOUNTER 1: A CRY AT DUSK 
  T O R G U N 
  CR  8 
  Male human rogue 4/fighter 4 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 18, touch 13, flat-footed 18; Dodge, Mobility, 
  uncanny dodge 
   (+3 Dex, +5 armor) 
  hp 64 (8 HD) 
  Fort +7, Ref +8, Will +3; evasion 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 adamantine longsword +11/+6 (1d8+5/19-20) 
  or 
  Melee dagger +9/+4 (1d4+2/19-20) or 
  Ranged masterwork composite longbow (+2 Str bonus) 
  +11/+6 (1d8+2/x3) 
  Base Atk +7; Grp +9 
  Atk Options devastation gauntlets, Power Attack, sneak 
  attack +2d6 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8 
  SQ trap sense +1, trapfinding 
  Feats Acrobatic, Dodge, Mobility, Power Attack, Spring 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword) 
  Skills Balance +8, Bluff +1, Climb +12, Gather 
  Information +3, Hide +11, Jump +16, Move Silently 
  +11, Ride +7, Search +1, Sense Motive +3, Tumble 
  +17 
  Possessions combat gear plus dagger, masterwork 
  composite longbow (+2 Str bonus), arrows (20), +1 
  adamantine longsword, +1 chain shirt, devastation 
  gauntlets 
   
  F I E N D I S H  G I ANT C R O C O D I L E  AU G M E N T E D CR  — 
  CE 
  Huge 
  magical 
  beast 
  (augmented 
  animal, 
  extraplanar) 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  +5, Spot +5 
  AC 16, touch 9, flat-footed 15 
   (-2 size, +1 Dex, +7 natural) 
  hp 84 (7 HD); DR 5/magic 
  Resist cold 5, fire 5; SR 12 
  Fort +11, Ref +6, Will +3 
  Speed 20 ft. (4 squares), swim 30 ft. 
  Melee bite +13 (2d8+15) or 
  Melee tail slap +13 (1d12+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +5; Grp +23 
  Atk Options improved grab, magic strike, smite good 
  1/day (+7 damage) 
  Abilities Str 31, Dex 12, Con 23, Int 3, Wis 12, Cha 2 
  SQ hold breath 
  Feats Alertness, Endurance, Skill Focus (hide) 
  Skills Hide +2 (+6 when in water), Listen +5, Spot +5, 
  Swim +18 
  Hold Breath (Ex) A crocodile can hold its breath for a 
  number of rounds equal to 4 x its Constitution score 
  before it risks drowning. 
  Improved Grab (Ex) To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, the 
  crocodile establishes a hold on the opponent with its 
  mouth and drags it into deep water, attempting to pin 
  it to the bottom. 
  Magic Strike (Ex) Natural weapon attacks made by a 
  creature that has this ability are treated as magic for 
  the purpose of overcoming damage reduction. 
  Smite Good (Su): Once per day the creature can make 
  a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  Skills A crocodile has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. A crocodile gains a +4 racial bonus on 
  Hide checks when in the water. Further, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide checks. 
   
  NYR8-M01 The Last Traitor 
   
  Page 25 
  
  P R O G AS 
  CR  10 
  Male human cleric 10 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 90 (10 HD) 
  Fort +10, Ref +5, Will +12 
  Speed 20 ft. in +1 full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork heavy mace +11/+6 (1d8+2), or 
  Melee sickle +9/4 (1d6+2) or 
  Melee sap +5/+0 (1d6+2) 
  Base Atk +7; Grp +9 
  Special Actions death touch 1/day (10d6), rebuke 
  undead 2/day (+4, 2d6+10, 11th), spontaneous 
  casting 
  Combat 
  Gear 
  brooch 
  of 
  shielding 
  (65), lesser 
  metamagic rod (rapid), potion of cure moderate 
  wounds 
  Cleric Spells Prepared (CL 10th; 11th for evil spells, 
  necromancy spells, or Death domain spells): 
   5th—slay livingD, spell resistance, summon monster 
  V 
   4th—cure critical wounds, freedom of movement, 
  summon monster IV (2), unholy blightD
   3rd—animate deadD, cure serious wounds, invisibility 
  purge, ring of blades, summon monster III 
   2nd—cure moderate wounds (2), death knellD, resist 
  energy, summon monster II (2) 
   1st—cause fear (2) (DC 15), cure light wounds (2), 
  protection from goodD, sanctuary (DC 15) 
   0—cure minor wounds (2), detect magic (2), read 
  magic, resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 8 
  Feats Augment Summoning, Improved Toughness, Skill 
  Focus (concentration), Spell Focus (conjuration), 
  Weapon Focus (heavy mace) 
  Skills Concentration +18, Knowledge (religion) +9, 
  Knowledge (the planes) +4, Spellcraft +13 
  Possessions combat gear plus masterwork heavy 
  mace, sap, sickle, +1 full plate, +1 heavy steel shield, 
  devastation of Nerull unholy symbol, periapt of 
  wisdom +2, vest of resistance +1 
   
  NYR8-M01 The Last Traitor 
   
  Page 26 
  
  ENCOUNTER 4: FLESSERN 
  E G L E R 
  CR  3 
  Male half-orc warrior 1/fighter 3 
  Q U E L D  M E R C E N AR Y 
  CR  1 
  LE Medium humanoid (orc) 
  Male human warrior 2 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  LN Medium humanoid (human) 
  Languages Common, Orc 
  Init +0; Senses Listen +0, Spot +0 
  AC 17, touch 11, flat-footed 16 
  Languages Common 
   (+1 Dex, +6 armor) 
  AC 15, touch 10, flat-footed 15 
  hp 36 (4 HD) 
   (+3 armor, +2 shield) 
  Fort +7, Ref +2, Will +4 
  hp 14 (2 HD) 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft. 
  Fort +4, Ref +0, Will +0 
  Speed 30 ft. (6 squares) 
  Melee masterwork greatsword +10 (2d6+6) or 
  Melee masterwork longsword +5 (1d8+1/19-20) or  
  Melee club +8 (1d6+4) 
  Melee unarmed strike +3 (1d3+1) 
  Base Atk +4; Grp +8 
  Base Atk +2; Grp +3 
  Atk Options Combat Reflexes, Power Attack 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  Combat Gear potion of cure serious wounds 
  Feats Improved Unarmed Strike, Weapon Focus 
  (longsword) 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 6 
  Feats Combat Reflexes, Iron Will, Power Attack, 
  Weapon Focus (greatsword) 
  Skills Climb +4, Jump +4, Ride +2 
  Possessions 
  masterwork 
  longsword, 
  masterwork 
  studded leather, masterwork heavy wooden shield 
  Skills Climb +3, Jump +0 
  Possessions combat gear plus masterwork greatsword, 
  club, +1 breastplate 
   
  Z I DDI E 
  CR  3 
   
  Male human expert 1/rogue 3 
   
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 17, touch 13, flat-footed 14; Dodge, Mobility 
   (+3 Dex, +4 armor) 
  hp 22 (4 HD) 
  Fort +2, Ref +6, Will +4; evasion 
  Speed 30 ft. (6 squares) 
  Melee masterwork spear +5 (1d8+3/x3) or 
  Melee dagger +4 (1d4+2/19-20) or 
  Ranged shortbow +5 (1d6/x3) 
  Base Atk +2; Grp +4 
  Atk Options sneak attack +2d6 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 
  SQ trap sense +1, trapfinding 
  Feats Acrobatic, Dodge, Mobility 
  Skills Balance +10, Bluff +3, Climb +7, Gather 
  Information +5, Hide +9, Jump +11, Move Silently +9, 
  Sense Motive +5, Tumble +14 
  Possessions combat gear plus masterwork spear, 
  dagger, shortbow, arrows (20), +1 studded leather, 
  troll gut rope 
   
  NYR8-M01 The Last Traitor 
   
  Page 27 
  
  APL 10 
  ENCOUNTER 1: A CRY AT DUSK 
  T O R G U N 
  CR  10 
  Male human rogue 5/fighter 5 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 18, touch 13, flat-footed 18; Dodge, Mobility, 
  uncanny dodge 
   (+3 Dex, +5 armor) 
  hp 80 (10 HD) 
  Fort +8, Ref +9, Will +6; evasion 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 adamantine longsword +12/+7 (1d8+5/19-20) 
  or 
  Melee dagger +10/+5 (1d4+2/19-20) or 
  Ranged masterwork composite longbow (+2 Str bonus) 
  +12/+7 (1d8+2/x3) 
  Base Atk +8; Grp +10 
  Atk Options devastation gauntlets, Power Attack, sneak 
  attack +3d6 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds, potion of fly 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8 
  SQ trap sense +1, trapfinding 
  Feats Acrobatic, Dodge, Iron Will, Mobility, Power 
  Attack, Spring Attack, Weapon Focus (longsword), 
  Weapon Specialization (longsword) 
  Skills Balance +8, Bluff +1, Climb +13, Gather 
  Information +3, Hide +11, Jump +17, Move Silently 
  +11, Ride +8, Search +7, Sense Motive +3, Tumble 
  +19 
  Possessions combat gear plus dagger, masterwork 
  composite longbow (+2 Str bonus), arrows (20), +1 
  adamantine longsword, +1 chain shirt, cloak of 
  resistance +1, devastation gauntlets 
   
  F I E N D I S H  R H I N O C E R O S  AU G M E N T E D 
  CR  — 
  NE 
  Large 
  magical 
  beast 
  (augmented 
  animal, 
  extraplanar) 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +14, Spot +3 
  AC 16, touch 9, flat-footed 16 
   (-1 size, +7 natural) 
  hp 104 (8 HD); DR 5/magic 
  Resist cold 10, fire 10; SR 13 
  Fort +13, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee gore +14 (2d6+15) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +20 
  Atk Options magic strike, powerful charge 4d6+30), 
  smite good 1/day (+8 damage) 
  Abilities Str 30, Dex 10, Con 25, Int 3, Wis 13, Cha 2 
  Feats Alertness, Endurance, Improved Natural Attack 
  (gore) 
  Skills Listen +14, Spot +3 
  Magic Strike (Ex) Natural weapon attacks made by a 
  creature that has this ability are treated as magic for 
  the purpose of overcoming damage reduction. 
  Powerful Charge (Ex) A rhinoceros deals 4d6+30 
  points of damage when it makes a charge. 
  Smite Good (Su): Once per day the creature can make 
  a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
   
  P R O G AS 
  CR  12 
  Male human cleric 12 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 24, touch 12, flat-footed 23 
   (+1 Dex, +9 armor, +3 shield, +1 deflection) 
  hp 108 (12 HD) 
  Fort +11, Ref +6, Will +13; Divine Fortune 
  Speed 20 ft. in +1 full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork heavy mace +13/+8 (1d8+2), or 
  Melee sickle +11/6 (1d6+2) or 
  Melee sap +7/+2 (1d6+2) 
  Base Atk +9; Grp +11 
  Special Actions death touch 1/day (12d6), rebuke 
  undead 2/day (+4, 2d6+12, 13th), spontaneous 
  casting 
  Combat Gear brooch of shielding (65), normal 
  metamagic rod (rapid), potion of cure moderate 
  wounds 
  Cleric Spells Prepared (CL 12th; 13th for evil spells, 
  necromancy spells, or Death domain spells): 
   6th—create undeadD, harm, summon monster VI 
   5th—slay livingD, spell resistance, summon monster 
  V (2) 
   4th—cure critical wounds, freedom of movement, 
  summon monster IV (2), unholy blightD
   3rd—animate deadD, cure serious wounds, dispel 
  magic, invisibility purge, ring of blades, summon 
  monster III 
   2nd—cure moderate wounds (2), death knellD, resist 
  energy, summon monster II (2) 
   1st—cause fear (2) (DC 15), command (DC 15), cure 
  light wounds (2), protection from goodD, sanctuary 
  (DC 15) 
   0—cure minor wounds (2), detect magic (2), read 
  magic, resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 8 
  Feats Augment Summoning, Divine Fortune, Improved 
  Toughness, Skill Focus (concentration), Spell Focus 
  (conjuration), Weapon Focus (heavy mace) 
  Skills Concentration +20, Knowledge (religion) +11, 
  Knowledge (the planes) +4, Spellcraft +15 
  Possessions combat gear plus masterwork heavy 
  mace, sap, sickle, +1 full plate, +1 heavy steel shield, 
  devastation of Nerull unholy symbol, periapt of 
  wisdom +2, ring of protection +1, vest of resistance 
  +1 
  NYR8-M01 The Last Traitor 
   
  Page 28 
  
  ENCOUNTER 4: FLESSERN 
  E G L E R 
  CR  5 
  Male half-orc warrior 1/fighter 5 
  Q U E L D  M E R C E N AR Y 
  CR  2 
  LE Medium humanoid (orc) 
  Male human warrior 3 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  LN Medium humanoid (human) 
  Languages Common, Orc 
  Init +0; Senses Listen +0, Spot +0 
  AC 17, touch 11, flat-footed 16 
  Languages Common 
   (+1 Dex, +6 armor) 
  AC 16, touch 10, flat-footed 16 
  hp 55 (6 HD) 
   (+4 armor, +2 shield) 
  Fort +8, Ref +2, Will +4 
  hp 24 (3 HD) 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft. 
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee +1 greatsword +12/+7 (2d6+9) or 
  Melee masterwork longsword +6 (1d8+1/19-20) or  
  Melee club +10/+5 (1d6+4) 
  Melee unarmed strike +4 (1d3+1) 
  Base Atk +6; Grp +10 
  Base Atk +3; Grp +4 
  Atk Options Blind-Fight, Combat Reflexes, Power 
  Attack 
  Abilities Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  Feats Improved Unarmed Strike, Toughness, Weapon 
  Focus (longsword) 
  Combat Gear potion of cure serious wounds 
  Abilities Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 6 
  Skills Climb +5, Jump +5, Ride +2 
  Feats Blind-Fight, Combat Reflexes, Iron Will, Power 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization (greatsword) 
  Possessions masterwork longsword, masterwork heavy 
  wooden shield, +1 studded leather 
   
  Skills Climb +4, Jump +1 
  Z I DDI E 
  CR  5 
  Possessions combat gear plus club, +1 greatsword, +1 
  breastplate 
  Male human expert 1/rogue 5 
  NE Medium humanoid (human) 
   
  Init +3; Senses Listen +1, Spot +1 
   
  Languages Common 
  AC 17, touch 13, flat-footed 17; Dodge, Mobility, 
  uncanny dodge 
   (+3 Dex, +4 armor) 
  hp 33 (6 HD) 
  Fort +2, Ref +7, Will +4; evasion 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 spear +6 (1d8+4/x3) or 
  Melee dagger +5 (1d4+2/19-20) or 
  Ranged shortbow +6 (1d6/x3) 
  Base Atk +3; Grp +5 
  Atk Options sneak attack +3d6 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8 
  SQ trap sense +1, trapfinding 
  Feats Acrobatic, Dodge, Mobility, Spring Attack 
  Skills Balance +14, Bluff +3, Climb +11, Gather 
  Information +5, Hide +12, Jump +11, Move Silently 
  +12, Sense Motive +5, Tumble +16 
  Possessions combat gear plus dagger, shortbow, 
  arrows (20), +1 spear, +1 studded leather, troll gut 
  rope 
   
  NYR8-M01 The Last Traitor 
   
  Page 29 
  
  APL 12 
  ENCOUNTER 1: A CRY AT DUSK 
  T O R G U N 
  CR  12 
  Male human rogue 6/fighter 6 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 18, touch 13, flat-footed 18; Dodge, Mobility, 
  uncanny dodge 
   (+3 Dex, +5 armor) 
  hp 96 (12 HD) 
  Fort +10, Ref +11, Will +8; evasion 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 adamantine longsword +18/+13 (1d8+9/17-
  20) or 
  Melee dagger +14/+9 (1d4+4/19-20) or 
  Ranged masterwork composite longbow (+2 Str bonus) 
  +14/+9 (1d8+2/x3) 
  Base Atk +10; Grp +14 
  Atk Options devastation gauntlets, Power Attack, sneak 
  attack +3d6 
  Combat Gear potion of bull’s strength, potion of cure 
  light wounds, potion of fly 
  Abilities Str 19, Dex 16, Con 14, Int 10, Wis 12, Cha 8 
  SQ trap sense +2, trapfinding 
  Feats Acrobatic, Dodge, Improved Critical (longsword), 
  Iron Will, Melee Weapon Mastery (slashing), Mobility, 
  Power 
  Attack, 
  Spring 
  Attack, 
  Weapon 
  Focus 
  (longsword), Weapon Specialization (longsword) 
  Skills Balance +10, Bluff +1, Climb +16, Gather 
  Information +3, Hide +11, Jump +20, Move Silently 
  +11, Ride +9, Search +7, Sense Motive +3, Tumble 
  +21 
  Possessions combat gear plus dagger, masterwork 
  composite longbow (+2 Str bonus), arrows (20), +1 
  adamantine longsword, +1 chain shirt, belt of giant 
  strength +4, cloak of resistance +1, devastation 
  gauntlets 
   
  F I E N D I S H  H U G E  M O N S T R O U S  S C O R P I O N 
  CR  — 
  AU G M E N T E D 
  NE 
  Huge 
  magical 
  beast 
  (augmented 
  vermin, 
  extraplanar) 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +0, Spot +4 
  AC 20, touch 8, flat-footed 20 
   (-2 size, +12 natural) 
  hp 110 (10 HD); DR 5/magic 
  Resist cold 10, fire 10; SR 15 
  Fort +12, Ref +3, Will +3 
  Speed 50 ft. (10 squares) 
  Melee 2 claws +13 (1d8+8) 
  Melee bite +8 (2d4+4 plus poison) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +23 
  Atk Options constrict (1d8+8), improved grab, magic 
  strike, smite good 1/day (+10 damage) 
  Abilities Str 27, Dex 10, Con 20, Int 3, Wis 10, Cha 2 
  Skills Climb +12, Hide -4, Spot +4 
  Constrict (Ex) A monstrous scorpion deals automatic 
  claw damage on a successful grapple check. 
  Improved Grab (Ex) To use this ability, a monstrous 
  scorpion must hit with a claw attack. A monstrous 
  scorpion can use either its Strength modifier or 
  Dexterity modifier for grapple checks, whichever is 
  better. 
  Magic Strike (Ex) Natural weapon attacks made by a 
  creature that has this ability are treated as magic for 
  the purpose of overcoming damage reduction. 
  Poison (Ex) Injury, Fortitude DC 13, initial and 
  secondary damage 1d4 Dex. The save DC is 
  Constitution-based. 
  Smite Good (Su): Once per day the creature can make 
  a normal melee attack to deal extra damage equal to 
  its HD total (maximum of +20) against a good foe. 
  Skills A monstrous scorpion has a +4 racial bonus on 
  Climb, Hide, and Spot checks. 
   
  NYR8-M01 The Last Traitor 
   
  Page 30 
  
  P R O G AS 
  CR  14 
  Male human cleric 14 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Common 
  AC 25, touch 12, flat-footed 24 
   (+1 Dex, +10 armor, +3 shield, +1 deflection) 
  hp 126 (14 HD); +2 healing full plate 
  Fort +14, Ref +8, Will +16; Divine Fortune 
  Speed 20 ft. in +1 full plate (4 squares), base movement 
  30 ft. 
  Melee masterwork heavy mace +14/+9 (1d8+2), or 
  Melee sickle +12/7 (1d6+2) or 
  Melee sap +8/+3 (1d6+2) 
  Base Atk +10; Grp +12 
  Special Actions death touch 1/day (14d6), rebuke 
  undead 2/day (+4, 2d6+14, 15th), spontaneous 
  casting 
  Combat Gear brooch of shielding (65), normal 
  metamagic rod (rapid), potion of cure serious wounds 
  Cleric Spells Prepared (CL 14th; 15th for evil spells, 
  necromancy spells, or Death domain spells): 
   7th—finger of deathD, mass cure serious wounds, 
  summon monster VII 
   6th—create undeadD, harm, summon monster VI (2) 
   5th—slay livingD, spell resistance, summon monster 
  V (2) 
   4th—cure critical wounds, divine power, freedom of 
  movement, summon monster IV (2), unholy blightD
   3rd—animate deadD, cure serious wounds, dispel 
  magic, invisibility purge, ring of blades, summon 
  monster III 
   2nd—cure moderate wounds (2), death knellD, resist 
  energy, spiritual weapon, summon monster II (2) 
   1st—cause fear (2) (DC 15), command (DC 15), cure 
  light wounds (2), protection from goodD, sanctuary 
  (DC 15) 
   0—cure minor wounds (2), detect magic (2), read 
  magic, resistance 
  D: Domain spell. Deity: Nerull. Domains: Death, Evil 
  Abilities Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 8 
  Feats Augment Summoning, Divine Fortune, Improved 
  Toughness, Skill Focus (concentration), Spell Focus 
  (conjuration), Weapon Focus (heavy mace) 
  Skills Concentration +22, Knowledge (religion) +13, 
  Knowledge (the planes) +4, Spellcraft +17 
  Possessions combat gear plus masterwork heavy 
  mace, sap, sickle, +2 healing full plate, +1 heavy 
  steel shield, devastation of Nerull unholy symbol, 
  periapt of wisdom +2, ring of protection +1, vest of 
  resistance +3 
   
  NYR8-M01 The Last Traitor 
   
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  ENCOUNTER 4: FLESSERN 
  Q U E L D  M E R C E N AR Y 
  CR  3 
  Male human warrior 4 
  LN Medium humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common 
  AC 16, touch 10, flat-footed 16 
   (+4 armor, +2 shield) 
  hp 31 (4 HD) 
  Fort +5, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee masterwork longsword +8 (1d8+2/19-20) or  
  Melee unarmed strike +6 (1d3+2) 
  Base Atk +4; Grp +6 
  Abilities Str 14, Dex 11, Con 12, Int 9, Wis 10, Cha 8 
  Feats Improved Unarmed Strike, Toughness, Weapon 
  Focus (longsword) 
  Skills Climb +7, Jump +7, Ride +2 
  Possessions masterwork longsword, masterwork heavy 
  wooden shield, +1 studded leather 
   
  Z I DDI E 
  CR  7 
  Male human expert 1/rogue 7 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common 
  AC 17, touch 13, flat-footed 17; Dodge, improved 
  uncanny dodge, Mobility, uncanny dodge 
   (+3 Dex, +4 armor) 
  hp 52 (8 HD) 
  Fort +5, Ref +9, Will +6; evasion 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee +1 spear +8 (1d8+4/x3) or 
  Melee dagger +7 (1d4+2/19-20) or 
  Ranged shortbow +8 (1d6/x3) 
  Base Atk +5; Grp +7 
  Atk Options sneak attack +4d6 
  Combat Gear potion of cure serious wounds 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8 
  SQ trap sense +1, trapfinding 
  Feats Acrobatic, Dodge, Mobility, Spring Attack 
  Skills Balance +16, Bluff +4, Climb +13, Gather 
  Information +10, Hide +14, Jump +11, Move Silently 
  +14, Sense Motive +5, Tumble +18 
  Possessions combat gear plus dagger, shortbow, 
  arrows (20), +1 spear, +1 studded leather, cloak of 
  resistance +1, troll gut rope 
   
  E G L E R 
  CR  7 
  Male half-orc warrior 1/fighter 7 
  LE Medium humanoid (orc) 
  Init +2; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +6 armor, +1 deflection) 
  hp 74 (8 HD) 
  Fort +9, Ref +4, Will +5 
  Speed 20 ft. in breastplate (4 squares), base movement 
  30 ft. 
  Melee +1 greatsword +14/+9 (2d6+9) or 
  Melee club +12/+7 (1d6+4) 
  Base Atk +8; Grp +12 
  Atk Options Blind-Fight, Combat Reflexes, Improved 
  Overrun (+8), Power Attack 
  Combat Gear potion of cure serious wounds 
  Abilities Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 6 
  Feats Blind-Fight, Combat Reflexes, Improved Overrun, 
  Iron Will, Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword) 
  Skills Climb +5, Jump +2 
  Possessions combat gear plus club, +1 greatsword, +1 
  breastplate, ring of protection +1 
   
  NYR8-M01 The Last Traitor 
   
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   A creature that successfully saves cannot be 
  affected again by the same xerfilstyx’s aura for 24 
  hours. Baatezu are immune to the aura. 
  ENCOUNTER 5: THE MYSTERY 
  REVEALED 
  K R O M O N S H R AK,  X E R F I L S T Y X 
  CR  15 
  Improved Grab (Ex) To use this ability, a xerfilstyx must 
  hit an opponent of any size with a tail attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +5; Senses see in darkness; Listen +17, Spot +17 
  Aura fear (20 ft., DC 22) 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft. 
  Styxborn (Ex) Xerfilstyxes are immune to the affects of 
  the River Styx. 
  AC 32, touch 10, flat-footed 31 
  Summon Baatezu (Sp) Once per day, a xerfilstyx can 
  attempt to summon another xerfilstyx with a 50% 
  chance of success. This ability is the equivalent of a 
  7th-level spell (CL 15th). 
   (-1 size, +1 Dex, +22 natural) 
  hp 172 (15 HD); fast healing 5; DR 10/good or silver 
  Immune cold, fire, poison 
  Toss (Ex) If a xerfilstyx charges and hits a Medium or 
  smaller opponent with one of its attacks, it can make 
  a trip attempt as a free action without provoking 
  attacks of opportunity. If it succeeds in tripping its 
  opponent, it flings the opponent into the air, dropping 
  1d6 squares away in a random direction. Creatures 
  so affected take 1d6 points of falling damage. 
  Resist acid 10; SR 22 
  Fort +16, Ref +10, Will +8 
  Speed 50 ft. (10 squares), fly 60 ft. (poor), swim 50 ft. 
  Melee 2 claws +24 (1d6+9) and 
   
   bite +22 (1d8+4) and 
   
   tail +21 (1d8+4) and 
   
   gore +21 (1d8+4) 
  Skills Xerfilstyxes have a +8 racial bonus on any Swim 
  check made to perform some special action or avoid 
  a hazard. They can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +28 
  Atk Options Power Attack, blood drain, improved grab, 
  toss 
   
  Special Actions breath weapon, Powerful Charge (gore 
  +23, 1d8+13 plus 2d6), summon baatezu 
   
  Spell-Like Abilities (CL 15th): 
   At will—confusion (DC 19), dispel magic, hold person 
  (DC 17), greater teleport (self plus 50 pounds of 
  objects only), wall of ice 
   3/day—cone of cold (DC 20), ice storm, legend lore 
   1/day—insanity (DC 22), power word blind 
  Abilities Str 28, Dex 12, Con 25, Int 16, Wis 9, Cha 21 
  SQ styxborn 
  Feats Improved Initiative, Multiattack, Power Attack, 
  Powerful Charge, Weapon Focus (bite), Weapon 
  Focus (claw) 
  Skills Bluff +23, Concentration +25, Diplomacy +7, 
  Disguise +5 (+7 acting), Hide +15 (+25 while in 
  water), Intimidate +7, Knowledge (arcana) +21, 
  Knowledge (the planes) +21, Listen +17, Move 
  Silently +19, Search +21, Spellcraft +23, Spot +17, 
  Survival -1 (+1 on other planes or to follow tracks), 
  Swim +35 
  Possessions dragon mask 
  Blood Drain (Ex) A xerfilstyx drains blood from a 
  grappled opponent, dealing 1d6 points of Constitution 
  damage each round it maintains the hold. This ability 
  does not affect elementals, plants, or creatures that 
  lack a Constitution score.. 
  Breath Weapon (Ex) 50-foot cone, damage 15d8 
  (Reflex DC 24 half) and 1d6 Intelligence (Will DC 24 
  negates). Once a xerfilstyx uses this ability, it must 
  deal at least 6 points of Constitution damage with its 
  blood drain before using it again. 
  Fear Aura (Su) At the end of each of a xerfilstyx’s turns, 
  creatures within 20 feet of it must succeed on a DC 
  22 Will save or be panicked for 10 rounds. The save 
  DC is Charisma-based. 
  NYR8-M01 The Last Traitor 
   
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  APPENDIX 2: NEW RULES 
  NEW FEATS 
  Divine Fortune [Divine] 
  (Players Handbook II, page 88) 
  With a quick prayer, you channel divine energy to 
  help resist a spell, poison, or other deadly effect. 
   
  Prerequisites: Divine caster level 5th, ability 
  to turn or rebuke undead. 
   
  Benefit: As an immediate action, you can 
  expend a turn or rebuke attempt to gain a +4 
  bonus on your next saving throw. If this benefit is 
  not used immediately, it lasts until the start of your 
  next turn. 
   
  Improved Toughness 
  (Complete Warrior, page 101) 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal 
  to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional 
  hit point. If you lose a HD (such as by losing a 
  level), you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  Melee Weapon Mastery 
  (Player Handbook II, page 81) 
  You have mastered a wide range of weapons. 
  Your training with one specific weapon now 
  extends to other weapons of a similar sort. 
   
  Prerequisites: 
  Proficiency 
  with 
  selected 
  weapon, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, 
  base attack bonus +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. 
  When using any melee weapon that has the 
  damage type you selected, you gain a +2 bonus 
  on attack rolls and a +2 bonus on damage rolls. 
   
  Special: You can select this feat more than 
  once. Each time, you can select a new damage 
  type. 
   
  A fighter can choose Melee Weapon Mastery 
  as one of his fighter bonus feats. 
   
  Powerful Charge 
  (Fiendish Codex II, page 125) 
  A creature with this feat can charge with extra 
  force. 
   
  Prerequisites: Medium or larger size, base 
  attack bonus +1. 
   
  Benefit: When the creature charges, if its 
  melee attack hits, it deals an extra 1d8 points of 
  damage (if it is of medium size). For Large 
  creatures, the extra damage is 2d6 points; for 
  Huge, 3d6; for gargantuan, 4d6; and for Colossal, 
  6d6. 
   
  This feat works only when the creature makes 
  a charge. It does not work when the creature is 
  mounted. If the creature has the ability to make 
  multiple attacks after a charge, it can apply this 
  extra damage only to one of those attacks. 
   
  Special: A fighter can select Powerful Charge 
  as one of his fighter bonus feats. 
   
  NEW MAGIC ITEMS 
  Devastation Gauntlets 
  (Magic Item Compendium, page 93) 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Hands 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (command) 
  Weight: — 
   
  Devastation gauntlets are prized by anyone who 
  earns gold by fighting in melee, from raging 
  barbarians to wily swashbucklers. These gauntlets 
  have 3 charges, which are renewed each day at 
  dawn. Spending 1 or more charges grants you a 
  bonus to the damage dealt by a critical hit you 
  make in melee. You activate the gauntlets after 
  you have confirmed a critical hit, but before 
  damage is rolled. 
   
  1 charge: +2d6 points of damage 
   
  2 charges: +3d6 points of damage 
   
  3 charges: +4d6 points of damage 
   
  Prerequisites: Craft Wondrous Items, keen 
  edge. 
   
  Cost to Create: 1,000 gp, 80 xp, 2 days. 
   
  Devastation of Nerull Unholy Symbol 
  (Complete Champion, page 133) 
  Price (Item Level): 350 gp (2nd) 
  Body Slot: — (held) 
  Caster Level: 1st 
  Aura: Faint; (DC 16) enchantment 
  Activation: — 
  Weight: 1 lb. 
   
  This symbol is either carved from bone or made 
  from the skeleton of a Diminutive creature, and it 
  always appears to be decaying. Worshipers of 
  Nerull typically either grow lichen on it, or whet it 
  NYR8-M01 The Last Traitor 
   
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  with a small amount of acid. As a result, it usually 
  carries a mildly unpleasant odor. When used to 
  cast a spell from the necromancy school or the 
  Death domain, or when brandished to rebuke or 
  command (not turn or destroy) unintelligent 
  undead, this symbol increases your effective 
  caster level by 1. 
   
  To gain the benefits associated with a special 
  holy symbol, you must be of a compatible 
  alignment—that is, you cannot have an alignment 
  component in opposition to either component of 
  the deity associated with the symbol. 
   
  To wield a holy symbol, the user must hold it 
  in one hand and brandish it openly. Although 
  some holy symbols can be worn, the wielder must 
  always touch his symbol with at least one hand 
  and display it prominently to use it as a focus for 
  spellcasting, turning checks, and other related 
  uses. Only the use of a metamagic feat such as 
  Still Spell allows a caster to forgo this motion. 
   
  Prerequisites: 
  Desecrate 
  Unholy 
  Symbol 
  Ritual, bane. 
   
  Cost to Create: 100 gp, 0 xp, 1 day. 
   
  Dragon Mask 
  (Magic Item Compendium, page 94) 
  Price (Item Level): 4,000 gp (8th) 
  Body Slot: Face 
  Caster Level: 6th 
  Aura: Moderate; (DC 18) divination 
  Activation: Swift (command) 
  Weight: 2 lb. 
   
  When activated, a dragon mask allows you to use 
  see invisibility, as the spell, for 5 minutes. This 
  ability functions two times per day. 
   
  Prerequisites: Craft Wondrous Items, see 
  invisibility. 
   
  Cost to Create: 2,000 gp, 160 xp, 4 days. 
   
  Healing 
  (Magic Item Compendium, page 12) 
  Price: +8,000 gp 
  Property: Armor 
  Caster Level: 5th 
  Aura: Faint; (DC 17) conjuration 
  Activation: Swift (command) and —; see text 
   
  When activated, armor that has this property heals 
  you of 2d8+5 points of damage. If your hit points 
  are reduced to -1 to -9, this effect occurs 
  automatically, without requiring any action. 
   
  The healing property functions once per day. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  cure moderate wounds. 
   
  Cost to Create: 4,000 gp, 320 XP, 8 days. 
   
  Metamagic Rod (Rapid) 
  Price (Item Level): 3,000 gp (7th) (lesser), 11,000 
  gp (13th) (normal), 24,500 gp (15th) (greater) 
  Body Slot: — (held) 
  Caster Level: 17th 
  Aura: Strong; (DC 23) no school 
  Activation: — 
  Weight: 3 lb. 
   
  You can cast up to three spells per day as though 
  their casting time were affected by the Rapid Spell 
  feat. 
   
  Prerequisites: Craft Rod, Rapid Spell (CD 84). 
   
  Cost to Create: 1,500 gp, 120 xp, 3 days 
  (lesser), 5,500 gp, 440 xp, 11 days (normal), 
  12,250 gp, 980 xp, 25 days (greater). 
   
  Troll Gut Rope 
  (Magic Item Compendium, page 190) 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: — (held) 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Standard (command) 
  Weight: 7 lb. 
   
  Once per day, you can command this 50-foot rope 
  to grow up to 350 feet in length. Any length 
  beyond the original 50 feet decays to nothingness 
  after 12 hours. If the large knot on one end is ever 
  untied or cut open, the rope’s magic is destroyed. 
   
  Prerequisites: Craft Wondrous Items, minor 
  creation. 
   
  Cost to Create: 250 gp, 20 xp, 1 day. 
   
  NEW MONSTERS 
  Advespa 
  (Monster Manual II, page 67) 
  This creature appears as a huge, heavy-bodied wasp 
  with a female face. It has small, antenna-like horns, 
  protruding humanoid features, dripping mandibles, a 
  chitinous hide, and a pair of dark, resilient, insect wings. 
  Its lower abdomen terminates in a barbed, poisonous 
  stinger, which may be brought up over the creature’s 
  head in the manner of a scorpion’s tail. 
   
  AD V E S P A 
  CR  3 
  Always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +5; Senses see in darkness; Listen +7, Spot +7 
  Languages telepathy 100 ft. 
  AC 17, touch 10, flat-footed 16 
   (-1 size, +1 Dex, +7 natural) 
  hp 30 (4 HD); regeneration 2; DR 5/ good or silver 
  NYR8-M01 The Last Traitor 
   
  Page 35 
  
  Immune fire, poison 
  Resist acid 10, cold 10; SR 15 
  Fort +7, Ref +5, Will +4 
  Speed 30 ft. (6 squares), fly 40 ft. (good) 
  Melee 4 claws +8 (1d6+5) and 
   
   sting +3[-1 size, +4 BAB, +5 Str, -5 secondary] 
  (1d4+2 plus poison) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +13 
  Special Actions improved grab, summon baatezu 
  Spell-Like Abilities (CL 4th): 
   3/day—command (DC 11), disguise self, produce 
  flame, pyrotechnics (DC 11) 
  Abilities Str 20, Dex 13, Con 17, Int 8, Wis 11, Cha 10 
  Feats Flyby Attack, Improved Initiative 
  Skills Balance +10, Hide +4, Jump +7, Listen +7, Move 
  Silently +8, Search +6, Spot +7, Tumble +8 
  Advancement 5-8 HD (Large); 12 HD (Huge) 
  Improved Grab (Ex): If an advespa hits an opponent 
  that is at least one size category smaller than itself 
  with two claws, it deals normal damage and attempts 
  to start a grapple as a free action without provoking 
  an attack of opportunity (grapple bonus +13). If it gets 
  a hold, it automatically hits with its sting. Thereafter, 
  the advespa has the option to conduct the grapple 
  normally, or simply use its claws to hold the opponent 
  (-20 penalty on grapple check, but advespa is not 
  considered grappled). In either case, each successful 
  grapple check it makes during successive rounds 
  automatically deals damage from both claws and the 
  sting. 
  Poison (Ex) The advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack. The initial and secondary damage is the same 
  (1d4 points of Strength damage). 
  Regeneration (Ex): An advespa takes normal damage 
  from acid, from holy weapons, and from attacks that 
  deal holy damage. 
  See in Darkness (Su) All baatezu can see perfectly in 
  darkness of any kind, even that created by a deeper 
  darkness spell. 
  Summon Baatezu (Sp) Once per day, an advespa can 
  attempt to summon 1d2 additional advespas with a 
  30% chance of success. 
   
  Advespas are female, wasp-like devils that patrol the 
  skies above the infernal planes. 
   
  Strategies and Tactics 
  An advespa usually attacks from above, seeking to 
  pounce upon and grapple an opponent. If it succeeds, it 
  stings with it’s poisonous tail until its foe succumbs, then 
  flies off with its helpless prey. 
   
  Sample Encounters 
  They are often found under the command of some more 
  powerful Baatezu. 
   
  Individual (EL 3): Individual advespas are typically 
  found patrolling the skies of the Nine Hells. 
   
  Team (EL 5-7): Patrols commonly consist of two to 
  four individuals. 
   
  Squad (EL 9-11): These hunting parties of five to ten 
  advespas are typically under the command of an 
  amnizu. 
   
  Swarm (EL 12-14): During battles swarms of eleven 
  to twenty advespa can be found under the command of 
  one or more amnizus. 
   
  Ecology 
  The most common advespa is entirely black; in fact, it 
  looks as if it had been carved from obsidian or some 
  other dark stone. The more powerful advespas (those 
  with higher stationed and slightly higher Charisma 
  scores) have serrations of yellow, red, and orange, and 
  they tend to be smaller than the common advespas. 
  These colorful advespas usually serve as the leaders of 
  squads and swarms. 
   
  Environment: Advespas are native to the Nine Hells 
  of Baator. They can be found patrolling the skies of any 
  land and or in underground hives. 
   
  Typical 
  Physical 
  Characteristics: 
  A 
  typical 
  advespa stand a little over 8 feet tall and weighs over 
  500 pounds. 
   
  Society 
  Advespas live in a rigid hive-like community. Rank is 
  earned and displayed by the striations of colors on their 
  exoskeletons. 
   
  Alignment: Advespas are always lawful evil. 
   
  Advespa Lore 
  Characters with ranks in Knowledge (the planes) can 
  learn more about advespas. When a character makes a 
  successful skill check, the following lore is revealed, 
  including the information from lower DCs. 
   
  Knowledge (the Planes) 
  DC 
  Result 
  13 
  This creature is an advespa. Advespas are 
  female, wasplike devils that patrol the skies 
  above the infernal planes. Most advespa are 
  pure black — additional markings indicate 
  higher status. This reveals all outsider and 
  baatezu traits. 
  18 
  They have damage reduction against all but 
  good-aligned or silver weapons, possess good 
  spell resistance, and can regenerate (though 
  they take normal damage from acid, from holy 
  weapons, and from attacks that deal holy 
  damage). An advespa's natural weapons as 
  well as any weapons it wields are treated as 
  evil-aligned and lawful-aligned for the purpose 
  of overcoming damage reduction. 
  23 
  Advespas are excellent grapplers and have 
  stingers filled with poison that deals Strength 
  damage. Once per day, advespas can attempt 
  to summon additional advespas with a variable 
  chance for success. 
  NYR8-M01 The Last Traitor 
   
  Page 36 
  
  28 
  Advespas can use the following spell-like 
  abilities: command, disguise self, produce 
  flame, and pyrotechnics. 
   
  Typical Treasure 
  Advespas typically carry no treasure. 
   
  Amnizu 
  (Fiendish Codex II, page 112) 
  This creature is a green, short, stocky, winged being, 
  vaguely resembling a gargoyle. It has an oversized, 
  elongated head fitted with small, porcine eyes, a pug 
  nose, and a large, fang-filled mouth. Large bat-wings 
  spread from its back. 
   
  AM NI ZU 
  CR  7 
  Always LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +4; Senses see in darkness; Listen +0, Spot +17 
  Languages Celestial, Draconic, Infernal; telepathy 100 
  ft. 
  AC 21, touch 10, flat-footed 21 
   (+11 natural) 
  hp 49 (9 HD); regeneration 4; DR 10/good 
  Immune fire, poison; secure intelligence 
  Resist acid 10, cold 10; SR 18 
  Fort +7, Ref +6, Will +6 
  Speed 30 ft. (6 squares), fly 60 ft. (average) 
  Melee stupefying touch +10 (2d4+1 plus Int damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Special Actions summon baatezu 
  Combat Gear potion of cure light wounds, potion of 
  mage armor 
  Spell-Like Abilities (CL 14th): 
   3/day—quickened fireball (DC 16) 
  Abilities Str 12, Dex 11, Con 13, Int 15, Wis 11, Cha 16 
  Feats Ability Focus (stupefying touch), Combat Casting, 
  Improved 
  Initiative, 
  Quicken 
  Spell-Like 
  Ability 
  (fireball) 
  Skills Balance +6, Concentration +13 (+17 casting 
  defensively), Diplomacy +9, Hide +12, Jump +7, 
  Knowledge (the planes) +14, Search +14, Sense 
  Motive +12, Spellcraft +14, Spot +17, Survival +0 (+2 
  on other planes or to follow tracks, Swim +13, 
  Tumble +12 
  Advancement 10-18 HD (Medium); 19-27 HD (Large) 
  Possessions combat gear plus eyes of the eagle 
  Regeneration (Ex): Acid, good aligned weapons, and 
  spells or effects with the good descriptor deal normal 
  damage to an amnizu. 
  Secure Intelligence (Ex) Immune to any effect that 
  would damage, drain, or otherwise reduce its 
  Intelligence score. 
  Stupefying Touch (Su) In addition to the damage, 
  creatures struck by stupefying touch must succeed 
  on a DC 19 Will save or take 2d4 points of 
  Intelligence damage. The save DC is Charisma-
  based. 
  Summon Baatezu (Sp) Once per day, an amnizu may 
  summon 1d3 advespas or 1 amnizu with a 50% 
  chance of success. 
   
  Amnizus are guardian devils whose task it is to oversee 
  traffic through the gates of Hell. As the guardian of many 
  portals to Hell, they are encountered in mortal realms 
  more frequently than other devils. 
   
  Strategies and Tactics 
  An amnizu prefers to fight behind a screening force of 
  lesser minions, such as barbed devils, allowing them to 
  engage smaller victims while the amnizu launches 
  quickened fireballs at larger opponents. When those 
  tactics are not available, an amnizu makes swooping 
  attacks against melee-oriented foes, striking them with 
  its stupefying touch. 
   
  Sample Encounters 
  Amnizus occasionally make alliances with mortals to 
  eliminate rivals. Often, a group of bearded devils 
  protects an amnizu. 
   
  Individual (EL 7): Individual amnizus monitor portals 
  and planar touchstones found in the Nine Hells. 
   
  Conspiracy (EL 9-11): These groups include two to 
  four individuals. 
   
  EL 10: Sujean, Kraxiz, and Maeleficious work 
  together to discredit a particularly unsavory bone devil 
  name Oothrix. Since they cannot act directly against 
  him, they search for a group of PCs who might be willing 
  to do their dirty work. 
   
  Troupe (EL 9-11): These groups are hunting parties, 
  organized to track down and capture invaders and 
  fugitives. 
   
  Ecology 
  Amnizus occupy checkpoints stationed every ten miles 
  along the River Styx. Visitors must stop at each one to 
  register with these devils, state the purpose of their visit, 
  and subject themselves to a humiliating search. If 
  travelers slip past their bureaucratic web, they organize 
  search parties to scour the land for these errant souls. 
  Amnizus 
  are 
  relentless 
  hunters, 
  recognizing 
  no 
  boundaries, for capturing a fugitive brings great prestige. 
   
  Environment: Amnizus are native to the Nine Hells 
  of Baator. The greatest concentration of them lurks 
  within the largest city in Stygia, the City of Ice. 
   
  Typical Physical Characteristics: A typical amnizu 
  stand a little over 5 feet tall and weighs over 200 
  pounds. 
   
  More experienced and older amnizus grow much 
  larger, easily clearing 10 feet in height and weighing in 
  excess of 700 pounds. These advanced amnizus are 
  corpulent horrors dressed in the robes of office, 
  luxuriating in their vast wealth and sampling the delights 
  of the Nine Hells with abandon. 
   
  Society 
  Amnizus are functionaries and politicians. They are 
  famous for their intrigues and constant plotting. 
  Jockeying for greater station in the hierarchy is their 
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  greatest pastime, and when not hunting fugitives, they 
  move in the shadows of infernal cities, brokering secret 
  deals with night hags to secure more souls, and 
  therefore more power. 
   
  The amnizus have an inflated sense of self. All 
  others are tools, useful as currency to purchase a 
  greater position. So callous is their disregard for lesser 
  devils that amnizus are often undone by those clever 
  enough to pander to their enormous egos. 
   
  Amnizus resent taking orders—they resent being 
  second in anything. Behind the façade of a toothy smile 
  and bobbing head, an amnizu’s mind works on how to 
  eliminate its superior. It might maneuver and manipulate 
  its rival in such a way as to discredit the rival in the eyes 
  of its masters, though it’s just as likely to employ an 
  assassin to remove the adversary altogether. 
   
  Alignment: Amnizus are always lawful evil. Though 
  treacherous and conspiratorial, they always work within 
  the accepted rules to defeat their rivals. 
   
  Amnizu Lore 
  Characters with ranks in Knowledge (the planes) can 
  research amnizus to learn more about them. When a 
  character succeeds on a skill check, the following lore is 
  revealed. Including the information from lower DCs. 
   
  Knowledge (the Planes) 
  DC 
  Result 
  17 
  This creature is an amnizu. It is but one 
  bureaucrat of the many found in the Nine hells. 
  This reveals all outsider and baatezu traits. 
  22 
  Amnizus take prisoners so they can tease out 
  their secrets through torture before handing 
  them over to the pain devils. Amnizus are 
  immune to any effect that affects their 
  Intelligence. They have damage reduction 
  against all but good-aligned weapons, have 
  average spell resistance and can regenerate 
  (though they take normal damage from acid, 
  from holy weapons, and from attacks that deal 
  holy damage). An aminzu's natural weapons as 
  well as any weapons it wields are treated as 
  evil-aligned and lawful-aligned for the purpose 
  of overcoming damage reduction. 
  27 
  Their touch erases memories. Once per day, 
  amnizus can attempt to summon advespas or 
  another amnizu with variable levels of success. 
  32 
  Amnizus can use the following spell-like 
  abilities: quickened fireball. 
   
  Typical Treasure 
  Amnizus have standard treasure for their Challenge 
  Rating, about 2,600 gp. They invest most of their 
  treasure in potions and wondrous items. 
   
  Random Treasure 
  DMG Page 
  1d4 potions and oils (minor) 
  230 
  1d2 wondrous items (minor) 
  247 
   
  Xerfilstyx 
  (Fiendish Codex II, page 138) 
  This big creature blends the form of a devil with a slug. 
  Its human-like arms and torso are thick, rippling with 
  powerful muscles. Its head is terrifying, equipped with a 
  toothy maw and a pair of large horns that curl out and 
  up from the skull, and from its back two massive 
  leathery wings spread wide. Its lower half is a pulsing 
  sack of purple-blue flesh, similar in appearance and 
  shape to that of a slug. 
   
  X E R F I L S T Y X 
  CR  15 
  Always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +5; Senses see in darkness; Listen +17, Spot +17 
  Aura fear (20 ft., DC 22) 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft. 
  AC 32, touch 10, flat-footed 31 
   (-1 size, +1 Dex, +22 natural) 
  hp 172 (15 HD); fast healing 5; DR 10/good or silver 
  Immune cold, fire, poison 
  Resist acid 10; SR 22 
  Fort +16, Ref +10, Will +8 
  Speed 50 ft. (10 squares), fly 60 ft. (poor), swim 50 ft. 
  Melee 2 claws +24 (1d6+9) and 
   
   bite +22 (1d8+4) and 
   
   tail +21 (1d8+4) and 
   
   gore +21 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +28 
  Atk Options Power Attack, blood drain, improved grab, 
  toss 
  Special Actions breath weapon, Powerful Charge (gore 
  +23, 1d8+13 plus 2d6), summon baatezu 
  Spell-Like Abilities (CL 15th): 
   At will—confusion (DC 19), dispel magic, hold person 
  (DC 17), greater teleport (self plus 50 pounds of 
  objects only), wall of ice 
   3/day—cone of cold (DC 20), ice storm, legend lore 
   1/day—insanity (DC 22), power word blind 
  Abilities Str 28, Dex 12, Con 25, Int 16, Wis 9, Cha 21 
  SQ styxborn 
  Feats Improved Initiative, Multiattack, Power Attack, 
  Powerful Charge, Weapon Focus (bite), Weapon 
  Focus (claw) 
  Skills Bluff +23, Concentration +25, Diplomacy +7, 
  Disguise +5 (+7 acting), Hide +15 (+25 while in 
  water), Intimidate +7, Knowledge (arcana) +21, 
  Knowledge (the planes) +21, Listen +17, Move 
  Silently +19, Search +21, Spellcraft +23, Spot +17, 
  Survival -1 (+1 on other planes or to follow tracks), 
  Swim +35 
  Advancement 16-30 HD (Large); 31-45 HD (Huge) 
  Blood Drain (Ex) A xerfilstyx drains blood from a 
  grappled opponent, dealing 1d6 points of Constitution 
  damage each round it maintains the hold. This ability 
  does not affect elementals, plants, or creatures that 
  lack a Constitution score.. 
  Breath Weapon (Ex) 50-foot cone, damage 15d8 
  (Reflex DC 24 half) and 1d6 Intelligence (Will DC 24 
  negates). Once a xerfilstyx uses this ability, it must 
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  deal at least 6 points of Constitution damage with its 
  blood drain before using it again. 
  Fear Aura (Su) At the end of each of a xerfilstyx’s turns, 
  creatures within 20 feet of it must succeed on a DC 
  22 Will save or be panicked for 10 rounds. The save 
  DC is Charisma-based. 
   
   A creature that successfully saves cannot be 
  affected again by the same xerfilstyx’s aura for 24 
  hours. Baatezu are immune to the aura. 
  Improved Grab (Ex) To use this ability, a xerfilstyx must 
  hit an opponent of any size with a tail attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. 
  Styxborn (Ex) Xerfilstyxes are immune to the affects of 
  the River Styx. 
  Summon Baatezu (Sp) Once per day, a xerfilstyx can 
  attempt to summon another xerfilstyx with a 50% 
  chance of success. This ability is the equivalent of a 
  7th-level spell (CL 15th). 
  Toss (Ex) If a xerfilstyx charges and hits a Medium or 
  smaller opponent with one of its attacks, it can make 
  a trip attempt as a free action without provoking 
  attacks of opportunity. If it succeeds in tripping its 
  opponent, it flings the opponent into the air, dropping 
  1d6 squares away in a random direction. Creatures 
  so affected take 1d6 points of falling damage. 
  Skills Xerfilstyxes have a +8 racial bonus on any Swim 
  check made to perform some special action or avoid 
  a hazard. They can always choose to take 10 on 
  Swim checks, even if distracted or endangered. 
   
  Xerfilstyxes are terrifying devils that make their homes in 
  the unclean waters of the River Styx. 
   
  Strategies and Tactics 
  Fighting from the safety of the River Styx, a xerfilstyx 
  begins a combat with a barrage of spell-like abilities, 
  favoring ice storm and cone of cold. It follows up by 
  belching forth its breath weapon, a cone of boiling blood 
  mixed with the memory eroding waters of the river. 
  Finally, it uses its power word blind ability and then 
  closes with a foe with a charge attack, tossing it into the 
  air (and perhaps into the river) and scattering its other 
  enemies with its fear aura. Once it has one foe 
  remaining, it works to start a grapple and suck the 
  victim’s blood, using hold person to keep the victim still if 
  necessary. 
   
  Sample Encounters 
  Xerfilstyes have little use for mortals or other devils, 
  making the individual the most likely encounter. 
   
  Individual (EL 15): An individual xerfilstyx prowls the 
  waters of the Styx in search of victims to plunge into its 
  waters. 
   
  School (EL 17-20): Rarely, a group of xerfilstyxes 
  gathers in the deep places of the Styx to exchange 
  information and memory fragments plucked from the 
  water. 
   
  Ecology 
  Xerfilstyxes live in the depths of the Styx. They swim 
  through the currents, sampling the frightened memory 
  fragments leached from the souls exposed to its mind-
  numbing cold. They seem to care little for what happens 
  in the world around them and exist only to snatch and 
  destroy those they come across. 
   
  Environment: Native to the Nine Hells of Baator, 
  xerfilstyxes can be found anywhere the River Styx flows, 
  even on other planes. Though comfortable at any depth, 
  they tend to stay near the shores, ready to snatch the 
  unwary. 
   
  Typical Physical Characteristics: A xerfilstyx 
  stands 12 feet tall and weighs 1,500 pounds. 
   
  Society 
  Constant exposure to the River Styx has driven these 
  devils insane. The memories of the lost bombard them 
  whenever they swim through the river, something from 
  which they derive great pleasure even though it 
  dissolves their minds. In their madness, they believe all 
  creatures should sample the water, and that means that 
  it is their duty to help reveal this to those they meet. 
   
  Alignment: Xerfilstyxes are always lawful evil. They 
  might be raving, but there is a method to their madness. 
   
  Xerfilstyx Lore 
  Characters with ranks in Knowledge (the planes) can 
  research xerfilstyxes to learn more about them. When a 
  character succeeds on a skill check, the following lore is 
  revealed. Including the information from lower DCs. 
   
  Knowledge (the Planes) 
  DC 
  Result 
  25 
  This creature is a xerfilstyx. Xerfilstyxes are the 
  wardens of the River Styx. They are outsiders 
  native to the Nine hells. This reveals all 
  outsider and baatezu traits. 
  30 
  Beware the xerfilstyx’s tail attack. It is covered 
  with small suckers that drain a body of blood. 
  Xerfilstyxes are immune to cold, fire, and 
  poison. They have damage reduction against 
  all but good-aligned or silver weapons, poor 
  spell resistance, and they heal quickly. A 
  xerfilstyx’s natural weapons are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming damage reduction. 
  35 
  A xerfilstyx has a terrifying breath weapon. It 
  sprays a cone of boiling blood and water that 
  not only corrodes the flesh but also erodes 
  memories. Once it has used its breath weapon, 
  it must drain blood before it can use it again. 
  40 
  Xerfilstyes can use the following spell-like 
  abilities: cone of cold, confusion, dispel magic, 
  greater teleport, hold person, ice storm, 
  insanity, legend lore, power word blind, wall of 
  ice 
   
  Typical Treasure 
  Xerfilstyxes have standard treasure for their Challenge 
  Rating, about 22,000 gp. They do not invest the treasure 
  NYR8-M01 The Last Traitor 
   
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  in personal equipment; instead, they use it to lure 
  victims near their lairs. A typical horde might include 
  6,312 gp, 5,217 sp, and 48,736 cp in coins, a blue 
  diamond worth 4,000 gp, six pieces of coral worth 100 
  gp each, and a golden tiara worth 3,500 gp. Mixed in 
  with the coins and goods are a +1 repeating crossbow, a 
  potion of enlarge person, a potion of bull’s strength, a 
  ring of swimming, an arcane scroll of erase, jump, and 
  identify, an arcane scroll of see invisibility, and an 
  arcane scroll of arcane mark. 
   
  New Spells 
  Ring of Blades 
  (Spell Compendium, page 177) 
  Conjuration (Creation) 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  This spell conjures a horizontal ring of swirling 
  metal blades around you. The ring extends 5 feet 
  from you, into all squares adjacent to your space, 
  and it moves with you as you move. Each round, 
  at the beginning of your turn, and also when you 
  cast the spell, the blades deal 1d6 points of 
  damage +1 point per caster level (maximum +10) 
  to all creatures in the affected area. 
   
  Spell resistance does not apply to the damage 
  dealt, but a creature’s damage reduction does 
  apply. The blades are treated as magic, silvered, 
  and slashing for the purpose of overcoming 
  damage reduction. 
   
  Material Component: A small dagger. 
   
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  DM AID: NARSEL MENDRED 
  Narsel Mendred (small city): Conventional; AL 
  LG; 15,000 gp; Assets 5,700,000 gp; Population 
  7,600; Mixed (Humans 80.25% [mixed 55%, 
  Oeridian 20%, Flan 20 %, Suel 5%], Halfling 
  5.75% [lightfoot 60%, tallfellow 25%, deep 15%], 
  Half-Elf 4.5%, Elf 3.5% [high 55%, wood 44%, wild 
  1%], Half-Orc 3.25%, Gnome 1.75%, Dwarf 1.0%). 
   
  Authority 
  Figures: 
  Baron 
  Dano 
  Beltien, 
  Governor of Narsel Mendred (NG male human 
  [Oeridian] aristocrat 3/fighter 2); Royal General 
  Dairo Hanshal, commander of the Third Legion 
  (LG male human fighter 10); Eilen Celent, watch 
  commander of the city watch (LN female human 
  [Flan] warrior 6/fighter 4); Alderman Karzos 
  Devern, senior council member and ex-Governor 
  (NG male human [Oeridian] aristocrat 6/expert 2). 
   
  Important Characters: Otto, member of the 
  Circle of Eight and a cleric of Boccob (N male 
  human 
  [Oeridian] 
  cleric 
  3/wizard 
  15); 
  The 
  Venerable, an almost mythical old man said to live 
  beneath the city (N male human commoner 16); 
  Pontifex Garius Anerolli, head of the Pholtan 
  Church of the Bright Path (LG male human cleric 
  7/consecrated harrier 3/contemplative 2); Jireen 
  Ishanser, headmistress of the College of Culinary 
  Arts (LN female human commoner 1/expert 12); 
  Zyrrian Thrylanos, managing director of the Harp 
  River Trading Company (LE female human rogue 
  3/fighter 
  2/thief-acrobat 
  5); 
  Captain Ostario, 
  commander in the third Legion (LG male human 
  warrior 2/fighter 5). 
   
  Others: Bbn8 (x1), Bbn4 (x2), Bbn2 (x4), Bbn1 
  (x8), Brd8 (x1), Brd4 (x2), Brd2 (x4), Brd1 (x8), 
  Clr9 (x2), Clr6 (x4), Clr3 (x8), Clr2 (x16), Clr1 
  (x32), Drd7 (x1), Drd3 (x2), Drd1 (x4), Ftr5 (x1), 
  Ftr2 (x4), Ftr1 (x8), Mnk6 (x1), Mnk3 (x2), Mnk1 
  (x4), Pal6 (x1), Pal3 (x2), Pal1 (x4), Rgr6 (x1), 
  Rgr3 (x2), Rgr1 (x4), Rog5 (x2), Rog2 (x4), Rog1 
  (x8), Sor7 (x1), Sor3 (x2), Sor1 (x4), Wiz9 (x2), 
  Wiz4 (x4), Wiz2 (x8), Wiz1 (x16), Adp8 (x1), Adp4 
  (x2), Adp2 (x4), Adp1 (x37), Ari4 (x1), Ari2 (x4), 
  Ari1 (x37), Com8 (x2), Com4 (x4), Com2 (x8), 
  Com1 (x6705), Exp6 (x2), Exp3 (x4), Exp1 (x221), 
  War5 (x2), War2 (x4), War1 (x368) 
   
  This ruined city is desperately trying to rebuild 
  itself. Once a wealthy, well-built and pleasing 
  place with estates for miles around, it was also the 
  second largest city in Almor. However, Duke 
  Szeffrin's troops lay siege to the city and reduced 
  most of it to rubble. The remaining citizens lived in 
  pitiable conditions throughout the occupation of 
  Duke Szeffrin, and gladly welcomed the troops of 
  Nyrond. The city was named as the headquarters 
  for the Third Legion, which has been building 
  outposts along the entire Harp River. Although 
  originally part of the Prelacy of Almor, after 
  Nyrond's occupation borders were rearranged and 
  it is now within the Duchy of Womtham. 
   
  Since Nyrond's occupation, the city has 
  entered a massive era of reconstruction, directed 
  by its newly appointed Governor Baron Dano 
  Beltien, an Almorian Cranden who has sworn 
  fealty to King Lynwerd. Duke Boomgren had 
  appointed former Governor Karzos Devern, from 
  one of the minor noble houses of Old Almor, 
  before the civil war in 595 CY. And, although he 
  has always been loyal to King Lynwerd, and 
  remains so, the new Governor was appointed as a 
  political move post the war. Surprisingly, Karzos 
  has taken the new appointment quite well and has 
  remained on as the senior Alderman of the city’s 
  council. 
   
  Since Szeffrin's absence, the renowned mage 
  Otto has also returned to Almor on a part time 
  basis. With his residence in Chathold destroyed, 
  he has made his home in Greyhawk City since the 
  Wars. However, more recently he has also 
  occupied a townhouse in Narsel Mendred, and 
  has taken a distinct interest in resolving the 
  Badlands puzzle. In his spare time, he visits the 
  College of Culinary Arts he has founded and is 
  sponsoring, in an effort to revitalize the arts in 
  Narsel Mendred. 
   
  Much of the rubble not being used in new 
  construction for the city has been pushed over the 
  outer walls, forming a unique sort of boundary. All 
  construction is within the city, and few have 
  attempted to occupy and rebuild the outlying 
  estates. Although nowhere near its pre-war 
  numbers of 35,000, the current population of 
  Narsel Mendred is believed to be just above 7,500 
  people. 
   
  Despite the seemingly positive air brought on 
  by renewed construction and revitalization, the city 
  is reft with corruption, thievery, black markets, 
  price gouging and layers of political bureaucracy. 
  The Third Legion provides what policing it can, but 
  is stretched extremely thin throughout Almor with 
  the loss of the Fourth Legion at Onyxgate. The city 
  watch is a dangerous job, with the Pholtans 
  constantly interrogating for corruption and the 
  dangers of the criminal underground, most avoid 
  this occupation. The city center is well patrolled, 
  but outside of its immediate environs lawlessness 
  quickly arises. On the fringes of the city in hidden 
  basements and the remaining structures of ruined 
  buildings exists a dark underworld. Smugglers and 
  NYR8-M01 The Last Traitor 
   
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  thieves abound, and there is even a slaving 
  exchange secretly run by the Harp River Trading 
  Company and fronted by clerics of Nerull. Priests 
  of Iuz and Erythnul also have covert followings in 
  the city. 
   
  The Pholtan cathedral which the city was 
  named after was destroyed during the siege, but 
  many dedicated priests managed to save much of 
  the holy relics and treasures. Since then, the city 
  has also become a home for the remaining 
  Pholtans from the Council of Almor. These 
  Pholtans have taken on a project of rebuilding all 
  of Almor from the decimation that has occurred. 
  Banding together in their cause they have become 
  known as the Church of the Bright Path. 
   
  Furthermore, the Church of the Bright path 
  has also found and accepted some ancient 
  Nehron Oeridian texts of Pholtus, which other 
  sects of Pholtus consider blasphemous. Because 
  of this, they tend to avoid these other sects, 
  specifically the Church of the One True Path in the 
  Pale. Their influence extends throughout much of 
  old Almor and has begun to spread throughout 
  Nyrond. 
   
  Bolstered by an influx of donations for their 
  good cause in rebuilding Almor, the Church of the 
  Bright Path is also reconstructing a greater 
  cathedral temple complex in Narsel Mendred. 
  Native 
  Flan 
  stone 
  crafters 
  have 
  been 
  commissioned to assist in the project, like those 
  who worked on the original cathedral. 
   
   
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  DM MAP: CASTLE VON FLESSERN 
   
  NYR8-M01 The Last Traitor 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR8-M01 - The Last Traitor.pdf