TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  BNM5-02 
    
   
   
   
   
   
   
   
  A Paladin On The Run 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  Bone March Regional Adventure 
  Version 1.0 
   
  Round One and Two 
   
  by Spyridon D. Giannoutsos 
  Circle Reviewer: Paul Looby and Pieter Sleijpen 
  Based on a Story by: Nikolaos D. Giannoutsos 
   
   
  A paladin runs for his life and stumbles across a group of adventurers. The poor man is badly wounded and in a state of 
  shock, screaming about a mysterious tower and very dangerous opponents. Can this be true, or it is the raving of a 
  young man on the verge of insanity? Do the adventurers have what it takes to check out for themselves the horrors of 
  this mysterious building? An Adventure for APLs 2-8. 
   
   
   
   
  
  A Paladin On The Run 
   
  Page 2 
  # 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 
  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 DM (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, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up 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 
  
  A Paladin On The Run 
   
  Page 3 
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  Bone March. Characters native to Bone March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. Adventurer’s standard upkeep costs 12 gp per Time 
  Unit. Rich upkeep costs 50 gp per Time Unit. Luxury 
  upkeep costs 100 gp per Time Unit. Characters with free 
  upkeep in Bone March which are members of various 
  Meta-organizations can claim free upkeep for themselves. 
  The adventure starts in the Free City of Knurl. 
   
  Travel In Bone March 
  During 594 CY, PCs adventuring in the Bone March had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through out the vicious land of 
  Bone March. 
   
  For the DM’s convenience these are replicated below: 
   
  Traitor: It is possible that a PC could be exiled from the 
  County of Knurl, during 594 CY. Please warn the character 
  that a return to the County is punishable by death. If the 
  character decides to take his chances then roll a d100. 
  There is only a 10% (Knurl), 15% (Nivlek) and 20% (Nlul) 
  chance that the character won’t be spotted by the 
  authorities. Otherwise the character is hold up for 
  execution and the only way to get out of it is by winning an 
  Escape Artist check (DC 25). Even with a successful Escape 
  Artist check, the PC cannot take part in the adventure, but 
  gets away with his life! The authorities of the County are 
  fanatical and do not accept bribes. During this adventure 
  the PCs will most probably start their adventure inside the 
  walls of the city of Knurl so use the first chance given 
  above. 
   
  Coward: If a character retreated during the Battle of Nlul, 
  he is considered a coward! He is also gain a -10 
  circumstance penalty to Bluff, Diplomacy, Disguise, Gather 
  Information, Intimidate, Perform and Sense Motive skill 
  checks when adventuring in the region of Bone March. 
  This penalty applies to every interaction within the County 
  of Knurl. The player character cannot do anything to 
  override this penalty. 
   
  Adventure Background 
  During the year 563 CY, various daring orc tribes invaded 
  Spinecastle and using secret ways of entering, they came up 
  behind the defenses of the human garrison. Marquis 
  Clement led his people ferociously against the orc invaders 
  in a ferocious, but ultimately doomed defense of the 
  fortress. 
   
  One of the reasons that Spinecastle fell so easily back 
  at 563 CY was a mind flayer named Prlzit. Prlzit was a very 
  strange mind flayer (alignment: chaotic neutral) who was 
  banished by his own people. Instead, he earned a living as 
  an independent mercenary, with those who hired him 
  providing him food in return for his services. During one of 
  these jobs he gave vital information to Hextorian orcs, 
  which in part led to the fall of Spinecastle. However, Prlzit 
  was very moved when he saw that the garrison was 
  prepared to fight to the last man. At the same time, he had a 
  vision from Heironeous stating that he should not let the 
  fortress fall. When he saw the Marquis laid low with a blow 
  to the head, he immediately entered the fray, saving the 
  stricken noble from the blades of the orcs that assailed him. 
   
  From that day, the mind flayer preserved the body of 
  Clement, who was in a coma-like condition, in the bowels 
  of the fortress of Spinecastle, while researching a cure for 
  the marquis’ catatonia. Prlzit currently feeds on anyone 
  foolish enough to venture into the fortress and on the 
  human bandits of the Coalition of Hextor who dwell 
  without. No one has guessed that after all these years, the 
  illithid still resides inside the vast fortress and most believe 
  that Spinecastle is haunted. 
   
  However, despite Prlzit’s hard and diligent work, he 
  has failed to devise a cure for Clement’s injuries. The hurt 
  he suffered was so severe that the curative magics available 
  to the mindflayer are able to restore or revive the Marquis. 
   
  What Prlzit does not know is that the Marquis’ soul 
  was removed from his body before Prlzit had a chance to 
  
  A Paladin On The Run 
   
  Page 4 
  act, hence the coma-like state of the body. In reality a half-
  orc fighter from the monastery of the Fist of Hextor, Maltik 
  Raj, used an evil wizard to trap the soul of the Marquis 
  inside a gem. Soon thereafter, Maltik killed the wizard, 
  following his orders to the letter. Aside from the one who 
  issued the half-orc his orders, Maltik was to be the only one 
  that would know that the soul of the Marquis was trapped 
  inside the gem, which he wears continually as a necklace 
  around his well-muscled neck. 
   
  However, the Marquis showed such a great display of 
  resistance to the spell that something went wrong. While 
  all the ethical and good side that the Marquis had in him 
  was trapped inside the gem, his dark side, his fears, and evil 
  nightmares escaped. This part of Clement’s soul was twisted 
  by the grief and loss of the Fall of Spinecastle, the slaughter 
  of his family and his inability to prevent either. His dark 
  nature was deformed, tainted and escaped into a pocket 
  plane that it created for itself. In the year 594 CY, the dark 
  shadow of Clement’s soul was so strong that it could shape 
  its environment. During the hours of darkness, the spirit 
  could open a door to the Material Plane from the pocket 
  plane where he was trapped. So did the rumor of a 
  mysterious haunted tower arose in the lands of the Bone 
  March. 
   
  Early in 595 CY, the Church of Heironeous in Knurl, 
  under Patriarch Priadan Hoel’s guidance, decided that these 
  rumors should be investigated. A company was assembled 
  and dispatched to the site of the mysterious tower. This 
  company was composed of two paladins, two priests and 
  two monks, all devoted to Heironeous. Their orders were 
  clear. They had to investigate the tower and if they found 
  any signs of evil presence, they should erase it from the face 
  of Oerth. 
   
  The entire company fell into the clutches of the 
  Marquis’ shade and is held in captivity now, waiting to be 
  transformed to wraiths when the twisted soul of the 
  Marquis demands. All except one, for one paladin fled from 
  the battlefield, running for his life. This man, Alper 
  Calmert, is going to stumble upon the PC’s party. 
   
  Adventure Summary  
  The adventure is divided in the following 9 encounters and 
  the structure is really simple. Encounter 1 act like a link to 
  all other encounters while every other encounter can only 
  return the characters back to Encounter 1. Encounter 9 can 
  only be accessed if all other encounters have been played 
  out. The order with which the PCs visit Encounter 2 to 9 is 
  unimportant, and the PCs can safely rest in between or 
  even leave the tower. 
   
  Introduction: A paladin on the run enters into the inn that 
  the PCs are visiting. The young man is in a bad condition 
  and seems to be very frightened. The PCs must calm him a 
  bit to make sense out of his delirious words. 
   
  Encounter 1 [The Small Hut]: The PCs find a small hut, 
  which leads to a great dining hall filled with mirrors. They 
  must activate those magical devices to proceed inside the 
  tower. 
   
  Encounter 2 [The Swamp]: When the PCs enter this plane 
  they are attacked by a hydra. This plane symbolizes the now 
  failing state of Bone March. 
   
  Encounter 3 [The Maze]: Here lies a maze plane and to 
  return the PCs have to find the center. Unfortunately a 
  minotaur also lives here. This plane symbolizes the 
  difficulties that the Bone Marchers must overcome to free 
  their land. 
   
  Encounter 4 [The Cage]: This whole plane is like a cage, 
  where a harpy flies around firing arrows upon the 
  characters. This plane symbolizes the unequal situations 
  that the Bone Marchers must face to free their lands. 
   
  Encounter 5 [The Treasure Vault]: Here the PCs encounter 
  a treasure vault. However among the riches a vile guard 
  waits in ambush! This plane symbolizes the greatest 
  treasure that lies inside Spinecastle: the Marquis’ body! 
   
  Encounter 6 [The Tornado]: Inside this tornado, which 
  symbolizes the agony of the Marquis’ soul, lays an Allip, 
  waiting for the PCs to come. 
   
  Encounter 7 [The Snake Bedroom]: The doorway leads to a 
  bedroom, but the gorgeous woman who lays here is a pure 
  blooded Yuan-Ti. This plane symbolizes a treacherous ally, 
  the North Kingdom. 
   
  Encounter 8 [The Tomb]: Inside this tomb there is a rotting 
  mummy, symbolizing to the characters the torment that 
  Clement’s body endures to this day. 
   
  Encounter 9 [Inside a Man’s Soul]: Here is the Plane of the 
  Throne Room, the eternal prison of the dark side of the 
  soul of Clement of Vir, former Marquis of the Bone March. 
  Can the PCs put it to rest, once and for all? 
   
  Introduction 
  The adventure starts at the Free City of Knurl, inside the 
  garrison district. The adventurers are currently staying 
  inside the Rooster Inn, looking for a job opportunity. If the 
  characters do not know one another, now it’s a great time to 
  encourage them to interact with each other and starting 
  
  A Paladin On The Run 
   
  Page 5 
  learning each other, so that they know a thing or two about 
  the other people that they are going to adventure with. 
   
  After a while the DM can start reading the text below: 
   
  During this hot Wealsun morning, you find yourself 
  sitting on in the infamous Rooster Inn, which is known 
  more for its filth than its cooking. However, the stuffed 
  rooster is temping and the cook named Amandis Anrod 
  has earned his reputation, as one of the most able low rated 
  chefs in the city of Knurl. 
   
  A few yellow lanterns on the left and right walls 
  provide dim lighting at best. As your eyes adjust to light 
  and scan the inn you note that the lanterns themselves are 
  made of a very thin leather parchment and you can clearly 
  see the candle that burns within. However the smoke that 
  is being produced by many of the guests feeds the 
  atmosphere and provides a mixed feeling of euphoria and 
  choking. 
   
  The ceiling of the inn is made out of solid wood, cut 
  from trees straight from Adri forest, and a various 
  numbers of decorative items hang down, like rooster legs, 
  some clay plates, a log that has the ability to swing a bit 
  and various tomatoes that are left to dry. The floor is made 
  of some kind of a gray stone that seems to be invulnerable 
  to dirt or stain. 
   
  The walls of the inn are something to look at as well. 
  It’s not only the reeds that are line the walls, but various 
  paintings of roosters, feathers, decorative axes and pikes 
  that are held firmly on the walls. Occasionally, one can see 
  a statue wearing the uniform of the garrison with its usual 
  black boots, orange pants, black shirt and breastplate 
  armor. 
   
  The only door of the establishment lies to the south 
  and is covered by a large red curtain that is tied to the side 
  by a golden colored rope. 
   
  These are hard times for adventuresome types such as 
  you. Since the defeat of the orc army that besieged the 
  village of Nlul and the hammering on the operations of 
  the Blemu Hills smugglers, things are quite quiet in the 
  vicinity of the County. So in times like these when a job 
  like this pops up, adventurers like you seize the 
  opportunity and go for some easily earned gold coins. In 
  an hour you have to give your final decision to the bald 
  caravan master who eats his roasted rooster in the 
  neighboring table, as to whether you will serve as his 
  caravan guards.  
   
  As you stare at the entrance of the inn, a man wearing 
  a full plate covered in blood stumbles the door. After he 
  makes a few unstable steps he drops onto the floor, 
  apparently having lost consciousness. 
   
  People from around the establishment run towards 
  the young man and begin to help him in any way they can. 
  A woman brings him a jar of water, while an older man 
  starts slapping the face of the man to help him regain 
  consciousness. 
   
  Any PC that looks at the man in full plate from a distance 
  up to 10 feet, they will see that the young man is injured 
  and he is bleeding slightly. Also the man is openly wearing 
  a holy symbol of Heironeous around his neck. 
   
  After a couple of rounds, especially if one of the PCs 
  casts a cure minor wounds on him, the paladin wakes up 
  and starts to examine the people around him, in a very 
  frightened way. During the next round, he will start 
  screaming and speak aimlessly about weird things. He uses 
  words like “manyhead”, “rotting flesh”, “the shadow” and 
  “the burning eyes”. He keeps repeating those words. After a 
  couple of minutes he becomes hysterical and tries to flee. 
  However he is very weak and he collapses once more. 
   
  If one or more of the PCs belongs to the Church of 
  Heironeous of the County of Knurl, Alper will recognize 
  him and he screams: 
   
  “It is all a lie friend! They sent me to die on purpose! 
  Heironeous is a deceiver! There is no valour or chivalry! 
  Only pain, bane and misfortune!!! My friends are dead, all 
  dead!!! I will never forget those eyes!!! Damn you 
  Heironeous!!! You sent us in our doom!!! I deny you!!! I 
  deny you!!!” 
   
  After that he falls unconscious and speaks no more. 
   
  Any PC that is a member of the Church of Heironeous 
  knows the identity of Alper Calmert. If none of the PCs is a 
  member of this meta-organization, one of the customers of 
  the inn recognize him as Zealot Alper Calmert and he 
  proposes to the other guests that someone should transfer 
  this paladin to the Church of Heironeous. If the PCs do not 
  step forward for the task voluntarily, one of the guests 
  suggests that the PCs should do so. 
   
  At this point the players must decide if they are going 
  to help or not. If the players decide not to help they are 
  approached by a gnome merchant of little reputation 
  named Annikko, for an escort mission to the small town of 
  Nivlek. The gnome pays as much as 24 gp per PC and the 
  adventure end costing each PC 1 TU and not 2.  
   
  If however the PCs transport the injured young man to 
  the church, then read them the following text: 
   
  You arrive at the Church of Heironeous, located in the 
  Temple District of the city of Knurl. This district is the 
  centre of the city’s religious life, where established faiths 
  vie for worshipers. 
   
   The minute you stand at the entrance of the temple 
  gardens you cannot help but be overwhelmed by the 
  
  A Paladin On The Run 
   
  Page 6 
  architecture of the temple beyond. The garden of the 
  temple is secured by a fence that looks like hundreds of 
  swords stuck to the ground and tied together with iron 
  chains. As you enter the garden you can clearly see the 
  statue of a large knight atop his horse holding a battle axe 
  in his right hand. You can also see the three buildings of 
  the church. The one to the left is a wide and long building, 
  painted in green colors that reminds you of military 
  barracks, the one in the middle is a circular building that 
  looks just like a fortress tower, while the building to the 
  right is the largest building of them all and it looks like an 
  arena of some sort.  
   
  Members of the Church of Heironeous know that these 
  three building are, in order of appearance: the Hall of 
  Paladins, the main Temple of Heironeous and the arena of 
  training. If the PCs carry with them the young paladin, 
  they can go to either the Hall of Paladins or the Temple of 
  Heironeous. At the moment, the arena is empty. 
   
  If the PCs enter either of the two first buildings read 
  them the text below: 
   
  As you enter the building many eyes fall upon you. Eyes 
  filled with concern and surprise. After a moment a man 
  wearing a full plate looks at the young man and speaks: 
   
  ”Alper, by the glory of Heironeous! What has 
  happened to you? Brothers, please attend to assist!” 
   
  Someone informs you to wait and points you towards 
  a number of chairs. After about half an hour a cleric of 
  Heironeous approaches you. 
   
  “Dear and brave adventurers, you must follow me to 
  the Patriarch’s office regarding a matter of grave 
  importance!” 
   
  If the PCs decide to follow, please read them the following 
  paragraph, if they decide to decline then the adventure is 
  over for them: 
   
  As the heavy metallic door opens, you enter a large office. 
  The sun is entering from a wide and tall window on the 
  opposite wall and a purple curtain is tied at its side with a 
  golden rope.  The ceiling is painted black except for its 
  central portion. There with a gold color an artist painted a 
  gauntlet holding a bolt of lightning. The floor is of solid 
  gray stone and is very clean. The walls are decorated with 
  longswords, battle axes, armor parts, and various maps of 
  the Bone March and surrounding realms.. Against the 
  western wall you see a big bookcase filled with books and 
  various scrolls, while against the eastern wall you see a 
  closed large chest. In the centre of the room there is a 
  large desk, behind which a man is sitting. The only exit of 
  the room is the door that you came through. As you enter 
  the man rises from his chair. He is a short, black eyed, 
  black haired Oeridian man. He wears white robes chased 
  with silver. 
   
  Any PC that is a member of the Church of Heironeous of 
  the County of Knurl immediately recognize the man as 
  Patriarch Priadan Hoel and they should present arms to 
  honor him. After initial greetings the man starts to speak to 
  the PC: 
   
  “I called you here for a matter of grave importance. As you 
  probably know one of our Zealots returned from a secret 
  mission in a delirious state. He is the sole survivor of a 
  group of six that went to locate a mysterious tower 
  rumoured to stand near the small town of Nivlek. 
  However, it seems that our men have failed due to the 
  doings of a terrible evil. Unfortunately, I am very short in 
  manpower and I cannot afford to send any more of my 
  paladins there because the Count has asked for their 
  assistance in another mission.” 
   
  “This is where you come in! I must urge you to go to 
  this tower, discover the entrance and strike a decisive blow 
  on the evil that took the lives of five of our brothers in 
  arms. If you have any questions I will answer them but 
  please be aware that time is of essence and cannot be 
  wasted!” 
   
  Give to the Players Handout #1 The County of Knurl to 
  pinpoint the rough location of the mysterious tower. Then 
  allow them to ask questions regarding their mission: 
   
  If the PCs ask about what happened to the previous 
  group, Priadan Hoel reports that he cannot make a lot of 
  sense out of Alper’s words, except that the opponents seem 
  to possess supernatural powers and that there must have 
  been more than one. However, the Shadow seems to be the 
  most powerful, because it apparently possesses the ability to 
  cause insanity. 
   
  If Priadan is asked about the composition of the 
  previous group, Priadan say that the party was composed of 
  two paladins, two monks, and finally two clerics of 
  Heironeous.  
   
  If the PCs ask about the exact location of the 
  mysterious tower, Priadan Hoel replies that he is at a loss. 
  When patrols pass through the area in the day, there is no 
  tower in the vicinity, no enemy activity and nothing 
  abnormal. During the night however many locals of various 
  sorts, have reported that the tower can be found hidden 
  inside a thick unnatural fog in the lands near Nivlik. All of 
  this of course is very confusing and Priadan cannot come to 
  conclusions. However, he believes that something is 
  definitely festering there because it attacked and destroyed 
  a full group of his bretheren.  
  
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  If the PCs ask for reward he says that the Church of 
  Heironeous gives generous access to magical items as long 
  as the PCs succeed in their mission. He also notes that he is 
  a man of great influence and can pass a word of 
  recommendation to the Count about their deeds. If the 
  characters ask for more he says that this is a mission for 
  patriots, not mercenaries and that apparently the mission 
  might not be well suited for the PCs. 
   
  If the PCs ask about the current condition of Alper, 
  Priadan says that his body has eluded danger but he has 
  serious doubts that his mind will ever be the same. All they 
  can do, is wait and see in the following weeks. 
   
  If the PCs ask Priadan about the accusations that Alper 
  made, Priadan says that he has no idea were these 
  blasphemies are coming from. He says that Alper’s mind 
  has gone through a lot of strain and this is likely to be the 
  reason that the young man was saying all these horrible 
  things. However Priadan believes that if Ardel has seen 
  something that has convinced him that Heironeous is truly 
  a false deity then this is indeed very serious and the 
  adventurers must return with a complete report to Priadan 
  once finished. Priadan also gives the permission to the 
  adventurers to destroy anything that would threaten 
  Heironeous true nature. 
   
  After the interview with Priadan it’s time for the PCs 
  to equip themselves, rest, buy supplies or create magic 
  items, scrolls or potions. After which they must decide how 
  to travel to the tower. The distance that the characters must 
  traverse is 26 miles, and they have to cross Harp River as 
  well. Depending on the way that the PCs are traveling 
  determine if the group arrives at the proposed location of 
  the tower during the day or night. 
   
  Encounter 1: 
  The Small Hat 
  By the time that the PCs have reached the area of the 
  mysterious tower read them the following text:  
   
  As you travel to your destination you cannot help but 
  observe the wilderness of the County. Today is a hot day 
  and Pelor glows with all its magnificent display upon the 
  plains of the County. The sky is clear and blue with not 
  even a cloud on the horizon. You can clearly see that the 
  ground is covered by grass and flowers of various bright 
  colors are beginning to grow. Many pleasant odors fill the 
  air as you travel through the grass lands. 
   
  If the PCs arrive at the tower area during the day they find 
  nothing of importance. The area is empty and only grass 
  and flowers can be seen. If the PCs arrive after sunset 
  (around 20:00) they find that the area is filled with fog. 
  There is something unnatural about the fog though! The 
  cloud of moisture glows up once every minute for a second 
  or two in an eerily light. The fog cannot be destroyed by 
  any means, neither natural, or by magic. What the PCs do 
  not know is that this fog transfers the PCs into a small 
  pocket plane where the mysterious tower stands. 
   
  If the PCs enter the fog, read them the following text: 
   
  As you enter the fog, you feel a terrible chill through out 
  all of your body. Soon however you adjust to the sensation 
  and try to look around for clues. You cannot see anything 
  and you find yourself marching on into the unknown.  
   
  After about a minute walking the fog thins and you 
  are starting to see a tall building in the background. As you 
  quicken your pace to approach it, the fog falls behind you 
  and you find yourself inside a swamp. The air is cold but 
  the water is hot. You can see vapors rising from the water. 
  Around you there are a great numbers of trees with their 
  branches completely naked. You can also see a very tall 
  tower before you. It has is no apparent door or window 
  whatsoever. To the left side you also see a small hut. 
   
  The PCs could try and learn some things here by virtue of 
  their Knowledge skills. First of all, PCs can make a DC 10 
  Knowledge (Nature) or Intelligence check (no take 10 or 20 
  is allowed) to understand that this weather is very 
  unnatural. Bone March through this time of year is hot and 
  this place is not. Also the water should be pleasant and cool 
  to the touch, but this is warm and appears to be steaming 
  from various locations. 
   
  A DC 10 Knowledge (Geography) or Knowledge 
  (Splintered Suns) or Intelligence check (no take 10 or 20 is 
  allowed) makes them understand that this climate is not 
  natural for Bone March. With a DC 15 (except for those just 
  using Intelligence) they can also understand that this land 
  is not part of Bone March terrain and should not be here. 
   
  The PCs can scout the area search for enemies or clues. 
  They uncover nothing. As a matter of fact they won’t find 
  any living animal. Not a sound can be heard except from 
  that made by the ghastly wind and the occasional hiss and 
  gurgling of steaming of the water. 
   
  If the PCs examine the tower, they do not uncover 
  much except for the fact that there really is no door or 
  window leading inside the structure. If someone decides to 
  attack the tower, he will note that the walls are 
  indestructible. The walls are resistant to magic and 
  supernatural attacks. If the PCs request for a description, 
  read them the following text: 
   
  The tower appears to be of circular shape and probably 
  consists of 8 stories. It is made out of large grey colored 
  bricks that are as large as an adult human. You try your 
  
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  best to locate a single opening, a door or a window, but you 
  cannot find anything that would allow you access into the 
  tower. 
   
  Eventually the players are going to explore the small hut. If 
  they ask for a description of the hut read them the 
  following text: 
   
  This appears to be a small abandoned hut about 15 by 15 
  feet outside. A long time ago the hut must have been 
  painted white. However time and the elements have taken 
  their toll on both paint and the wood beneath. Now the 
  hut is mostly rotten and black in many places. The door 
  has been broken long ago and it is turned to dust. A foul 
  odor is coming from the inside of the hut. As you look 
  through the door opening you cannot see anything but 
  complete darkness. On the outside you note that there are 
  two windows, broken too and the shutters are slamming 
  continuously against the hut due to the wind. Peeking 
  through the window reveals the same darkness as when 
  looking through the door. 
   
  If the PCs try to produce light inside the hut, they notice 
  that every light source fails to produce it. If the players 
  decide to go inside read them the following text: 
   
  As you enter the hut, everything becomes bright and 
  colorful. Soon you understand that you are standing inside 
  a 40 by 100 feet large dinning hall. What immediately 
  captures your eye is the huge table in the centre of the 
  room filled with all sorts of delicacies, food, meat, fruits 
  and steaming soup. There are more than 100 chairs in the 
  table all equally inviting.  
   
  As you watch the ceiling you notice a large oil 
  chandelier with almost countless candles. The floor is 
  made out of wood of excellent quality. A large red carpet 
  with golden threads is situated below from the table. As 
  your eyes examine the walls, you see that there are a lot of 
  banner shields all around you, painted with red colors and 
  illustrating three bones in 60 degrees distance between 
  them, all connected to their centre. 
   
  Also you can see eight paintings all surrounded by 
  golden frames. However there is something odd about the 
  paintings. The images inside the frames are moving, and 
  sounds and weird smells seem to drift from them as well!!! 
  The first painting pictures a swamp and as you approach it 
  you hear bubbles and you smell the odor of rotting eggs. 
  The second picture depicts a stone wall, and the smell 
  from cows is strong. The third pictures a cage. As you 
  approach it you hear flapping wings and it smells like a 
  cage. The fourth painting depicts a treasure vault and 
  smells like copper. The fifth painting pictures a tornado. 
  You can hear the wind blowing and destroying everything 
  in its path. The sixth painting shows a bedroom, however 
  you hear the hissing sounds of a snake. The seventh 
  painting illustrates an open coffin, and as you approach it 
  you can smell the stench of decay. The eighth paining 
  illustrates total darkness. No sound is heard and no smell 
  can be perceived. 
   
  To the southern portion of the room you can see a 
  great purple curtain tied to the wall with two golden ropes. 
  Behind the curtain you can spot a small number of beds. 
  These beds are made to accommodate aristocrats, and they 
  have silk sheets and warm blankets. 
   
  There are a lot of things that the PCs can do here. For 
  starters they can rest, heal up and memorize new spells and 
  so on. No one is going to disturb them here. They can try to 
  eat the food on the table. It tastes delicious but it does not 
  provide any nourishment. So even if the PCs are actually 
  eating, they do not satisfy their hunger.  
   
  If the PCs try to break anything, they will see that 
  everything in this room is indestructible. Even the food 
  that they eat reappears after a while. The paintings 
  however, apart from being indestructible, cannot even be 
  moved from the walls. 
   
  If the PCs decide to go back from where they came 
  they will open the great doors of the hall and see before 
  them the hut and the swamp from there they came. If they 
  return back to the swamp and the tower, and reenter the 
  fog they will return to the County of Knurl. 
   
  The PC that touches a single painting is instantly 
  teleported to the appropriate encounter. The first painting 
  goes to the Encounter 2, the second painting to the 
  Encounter 3 and so on. The eighth painting however is 
  deactivated for the time being. It activates once all other 
  seven locations have been visited. Each time the PCs return 
  successfully (defeated all opponents) to the great hall, from 
  a trip, report to the players that the painting that they used 
  now is black and silent. If the opponent isn’t defeated, the 
  painting remains active. 
   
  When a PC touches a painting read to the players the 
  following text: 
   
  As [character’s name] touches the painting he is 
  surrounded by a purple light and in a blink of an eye, he 
  disappears before you along with a high pitched sound. 
   
  If any PC decides to follow their comrade allow them to do 
  so and then move on to the appropriate encounter. 
   
  Troubleshooting: If the PCs decide not to enter the 
  paintings and finally leave the tower without any intention 
  to return, the adventure is over here for them. Please award 
  
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  XP and GP according to the guide lines at the end of the 
  adventure. 
   
  Encounter 2: 
  The Swamp 
  The PCs who touched the swamp painting find themselves 
  inside a swamp. Please read them the description below: 
   
  It takes a while for your eyes to adjust to the new lightning 
  conditions. The lighting is provided by a moon, and the 
  sky is filled with thousands of stars. As you watch the 
  ground, you realize that you are in a swamp. You are knee 
  deep in water and mud, which smells like rotten eggs. As 
  you look around you, all that there is to be seen is the vast 
  swamp and various types of strange plants with purple 
  flowers which grow out of the water. 
   
  It is unpleasantly warm, and the stench of the foul 
  water is overwhelming. The air is filled with the sound of 
  hissing water, bubbles blowing and the splashing sounds 
  that your comrades make while moving in the water. 
   
  Suddenly you hear a loud scream of anger, likely of 
  reptilian origin, followed by an echoing noise of 
  something huge splashing through the water, louder and 
  louder, when suddenly a beast appears from the darkness. 
  The beast resembles some great reptile with a veritable 
  forest of heads on long, slender necks. 
   
  Both parties are aware of each other so roll for initiative 
  normally. Remember that the swamp battleground does 
  not allow the characters to run or charge. Also remember 
  that humans and halflings that do not carry light sources 
  with them will see everything shadowy (providing 20% 
  concealment to their opponents). Creatures with low-light 
  vision have no such trouble due to the moon-light. 
  Creatures with darkvision can see perfectly fine within the 
  range of the darkvision. 
    
  Creatures: The creature that the PCs face in this encounter 
  is a Hydra. The exact number of heads depends on the APL 
  of the group. 
   
  APL 2 (EL 3) 
  � Hydra, Five-Headed (1): hp 55; see Monster Manual 
  page 156 and Appendix 1. 
   
  APL 4 (EL 4) 
  � Hydra, Six-Headed (1): hp 66; see Monster Manual page 
  156 and Appendix 2. 
   
  APL 6 (EL 6) 
  � Hydra, Eight-Headed (1): hp 87; see Monster Manual 
  page 157 and Appendix 3. 
   
  APL 8 (EL 7) 
  � Hydra, Nine-Headed (1): hp 97; see Monster Manual 
  page 157 and Appendix 4. 
   
  Tactics: The Hydra, despite its imposing appearance, has an 
  animal intelligence. So each head will attack a character at 
  random at first only later focusing on a particular PC if that 
  PC proves to be the biggest damage dealer.  
   
  The hydra however cannot be tempted either by food 
  or the promise of it. It has no fear of death either. It will 
  continue to attack until the PCs or it are dead. 
   
  Treasure: If the PCs defeat the Hydra then the purse that 
  they receive at the end of the adventure will have gems of 
  greater value according to the amounts below. Be advised 
  that these amounts are for the DM use only. No actual 
  gems or gold is given to the characters at this point of the 
  adventure. 
   
  APL 2: Coin: (112 gp). 
   
  APL 4: Coin: (150 gp). 
   
  APL 6: Coin: (225 gp). 
   
  APL 8: Coin: (262 gp). 
   
   
  Development: When the PCs defeat the Hydra (by killing 
  it in most occasions) then they are instantly teleported back 
  to the great hall. 
   
  Troubleshooting: If the PCs fail to defeat the Hydra and are 
  still alive, they probably flee into the swamp. The swamp is 
  endless however and the PCs wander around in it for a long 
  time. For each hour of wondering, the PC must make a DC 
  10 + 1 per hour wondering Fortitude check or loose 
  consciousness. These characters wake up in the great 
  Dinning Hall. A character killed by the Hydra is dead and 
  his body does not appear beside his comrades. He cannot be 
  raised, unless the body is retrieved from the Hydra’s 
  swamp. 
   
  Encounter 3: 
  The Maze 
  The PCs who touched the maze painting in Encounter 1 
  find themselves in a twisting maze. Please refer to 
  Appendix 5 for a map of the maze and the starting places of 
  the characters and the Minotaur.  
   
  As soon as the appropriate PCs are teleported in the 
  maze read them the following text: 
   
  
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  Once you found your bearings, you realize that you are 
  inside a corridor of some sort. The walls, floor and ceiling 
  are made from a strange type of green brick. These bricks 
  are similar to glass, or another type of crystal. The walls 
  glow with a soft strange green light, about as bright as that 
  provided by a torch. The corridors seem to be about 10 feet 
  wide. As you sniff the air you cannot help but notice the 
  stench, similar to that produced by cattle. There is no 
  sound to be heard. 
   
  The PCs all start in a separate spot in the maze. They have to 
  search for their comrades and at the same time they have to 
  avoid the Minotaur who makes his round patrol. If the PCs 
  try to smash the crystal corridor they will find out that the 
  bricks are indestructible.  
   
  If one of the characters encounters the Minotaur and 
  the Minotaur is aware of the PC by succeeding in a Listen 
  check, read the following text to the player: 
   
  Suddenly you hear a loud thud, then another one, along 
  with a snorting noise. Finally, you spot a large humanoid 
  charging at you with a loud scream in the distance. The 
  creature is broad-shouldered and muscled and has the 
  head of a bull. He holds a great axe in his hands. 
   
  In this situation both sides are aware of each other. The 
  encounter starts at 60 ft. and both sides roll for initiative. If 
  the player however remains undetected by the Minotaur, 
  then modify the text above and give a surprise round to the 
  PC. 
   
  Creatures: Inside the maze there is a single Minotaur. The 
  exact level of the humanoid depends on the APL of the 
  party: 
    
  APL 2 (EL 3) 
  � Minotaur (1): hp 39; see Monster Manual page 188 and 
  Appendix 1. 
   
  APL 4  (EL 4) 
  � Fighter Minotaur (1): hp 54; see Monster Manual page 
  188 and Appendix 2. 
   
  APL 6 (EL 6) 
  � Fighter Minotaur (1): hp 66; see Monster Manual page 
  188 and Appendix 3. 
   
  APL 8 (EL 7) 
  � Fighter Minotaur (1): hp 75; see Monster Manual page 
  188 and Appendix 4. 
   
  Tactics: The Minotaur attacks any single character or group 
  of characters that he spots or hears. When a character is 
  dead, he proceeds to the next until no one is left alive. If 
  attacked by a group of characters, he engages the group and 
  he aims to bring them down. He focuses first on the heavy 
  armored characters, then the medium armored, followed by 
  the light armored opponents and finally those opponents 
  wearing no armor at all. The Minotaur is considered 
  fearless, for the duration of the encounter and he won’t 
  retreat even if he is gravely wounded. 
   
  Treasure: If the PCs defeat the Minotaur then the purse 
  that they receive at the end of the adventure has gems of 
  greater value according to the amounts below. Be advised 
  that these amounts are for the DM use only. No actual 
  gems or gold is given to the characters at this point of the 
  adventure. However the greataxe of the Minotaur can be 
  looted normally. 
   
  APL 2: Loot: 1 gp; Coin: 112 gp. 
   
  APL 4: Loot 1 gp; Coin: 149 gp. 
   
  APL 6: Loot 1 gp; Coin: 224 gp. 
   
  APL 8: Loot 1 gp; Coin: 262 gp. 
   
   
  Development: When the PCs defeat the Minotaur they will 
  be teleported back to the main hall so that they can 
  continue their quest by choosing another painting. 
   
  Troubleshooting: There is a high chance that the PCs have 
  to retreat away from the Minotaur. The only way for the 
  PCs to leave the maze is by going into the centre of the 
  maze. By doing so they are instantly teleported back to the 
  great dinning hall. Any dead character cannot be brought 
  back from the dead, unless the PCs carry their comrades 
  back to the centre of the maze, or if they come back later 
  for them. Of course if any PCs has the raise dead spell 
  available they can raise them on the spot.  
   
  As long as the Minotaur cannot locate any PC he 
  returns to his patrol. Remember that the Minotaur uses his 
  ears, eyes and nose (with his scent feat) to locate opponents.  
   
  Encounter 4: 
  The Cage 
  The PCs that touch the painting featuring a cage are 
  teleported to this location. Read out aloud the following 
  text: 
   
  As you look around you find yourself inside a cage. The 
  temperature is pleasant, but a foul odor is difficult to miss. 
  The cage has a circular shape, with a diameter around 80 ft. 
  Light is provided by 30 oil lamps that are tied to the iron 
  bars of the cage. As you lift your eyes to examine what’s 
  
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  Page 11 
  above your heads, you notice that the cage continues to go 
  up in a circular fashion, as all of its iron bars bend and 
  unite at the centre of the ceiling of the cage. You can also 
  see a couple of large iron bars that are connected across the 
  cage, like bird stands. On one of those stands you can see 
  an evil faced woman with her lower body resembling that 
  of a bird. In her right hand she holds a very large and 
  strong looking bow. 
   
  The floor is covered with straw, which smells bad, like 
  mildew. The iron bars are almost a foot thick and are made 
  from solid iron. As you examine the area around you, there 
  is no exit out of this cage. 
   
  Suddenly you hear the flapping of wings as you see 
  that the bird woman is leaving the branch and now flies 
  directly above you, as she prepares to shoot with it. 
   
  This is the right time to roll for initiatives. If a player tries 
  to go through the bars he notices that this is not possible. 
  Only tiny or smaller characters can go through and those 
  who do are instantly teleported back to the great dining 
  hall. If the players try to smash the bars of the cage they 
  find out that these are indestructible. If for any reason they 
  burn the straw, it burns up quickly and the fire spreads at 
  the rate of 10 feet per found until all the floor is on fire. A 
  square that is burning will burn for five rounds. Each 
  character on a burning square will take 1d4 points of 
  damage each round. 
   
  Creatures: The PCs here are facing a harpy. The exact level 
  of the creature depends upon the APL of the group. 
    
  APL 2 (EL 3) 
  � Harpy (1): hp 31; see Monster Manual page 151 and 
  Appendix 1. 
   
  APL 4 (EL 5) 
  � Harpy (1): hp 43; see Monster Manual page 151 and 
  Appendix 2. 
   
  APL 6 (EL 6) 
  � Harpy (1): hp 49; see Monster Manual page 151 and 
  Appendix 3. 
   
  APL 8 (EL 8) 
  � Harpy (1): hp 61; see Monster Manual page 151 and 
  Appendix 4. 
   
  Tactics: The harpy does not come within melee range with 
  any character unless she cannot fly for some reason. She 
  circles through the cage and fires at the PCs with her bow. 
  She focuses upon the characters that can reach her with 
  missile fire or spells. Once these are down, she 
  concentrates her attacks on the rest. When the group is 
  reduced to one person, she uses her captivating song and 
  she approaches the character to finish him off. 
   
   
  Treasure: If the PCs defeat the harpy then the purse that 
  they receive at the end of the adventure has gems of greater 
  value according to the amounts below. Be advised that 
  these amounts are for the DM use only. No actual gems or 
  gold is given to the characters at this point of the 
  adventure. However the composite longbow of the harpy 
  can be looted normally. 
   
  APL 2: Loot: 8 gp; Coin: 104 gp. 
   
  APL 4: Loot 8 gp; Coin: 179 gp. 
   
  APL 6: Loot 8 gp; Coin: 217 gp. 
   
  APL 8: Loot 8 gp; Coin: 292 gp. 
   
   
  Development: The only way for the PCs to get out of the 
  cage is to defeat the harpy or when tiny or smaller by 
  stepping through the bars. They cannot destroy the bars 
  and the floor under the straw is also made out of solid steel.  
   
  Troubleshooting: If any character dies, but the PCs do 
  defeat the harpy, any corpse is teleported back to the great 
  dinning hall along with the living. Fleeing PCs must be 
  reduced to tiny size and exit the bars for teleportation to 
  the great dinning hall. 
   
  Encounter 5: 
  The Treasure Vault 
  The PCs that touch the treasure vault painting back at 
  Encounter 1 are teleported in this location. As soon as the 
  PCs are gathered here, read them the following text: 
   
  You find yourself inside a square shaped room, with each 
  of its sides about 50 ft. long. Light is provided by a 
  hundred of oil lamps tied up to the ceiling of the vault 
  with small iron wires. The ceiling, the walls and the floor 
  are made of an unknown type of metal that looks 
  indestructible.  You cannot see any apparent way out of 
  this room and for a moment you feel like a rat in a cage. 
  Quickly however your eyes cannot help but see the vast 
  amount of gold coins, gems and treasure that lay in the 
  southwest corner of the room. However the thing that 
  draws your attention more than everything else is a lamp 
  made out of gold, with gems of various colors each as big 
  as a human eye decorating it. The lamp is carried by a 
  statue of a gargoyle which looks menacingly towards the 
  centre of the room. 
   
  
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  The PCs have a variety of choices available. They can take as 
  much gold gems as they want. Other types of treasures 
  cannot be moved by any means. 
   
  The only way however to get out of the room is by 
  taking the lamp out of the gargoyle’s hand. However this 
  action results in the waking of the gargoyle. 
   
  Treat the gargoyle as an indestructible statue before 
  the characters mess with the lamp. However once the 
  creature awakes, it can receive damage normally. 
   
  The moment the gargoyle awakens it gains a surprise 
  round to act. Only characters that declared a ready action 
  against the gargoyle moving may act during this round. 
   
  Creatures: The gargoyle here might have barbarian levels 
  according to the APL of the group. 
   
  APL 2 (EL 3) 
  � Gargoyle (1): hp 37; see Monster Manual page 113 and 
  Appendix 1. 
   
  APL 4 (EL 5) 
  � Gargoyle Barbarian (1): hp 57; see Monster Manual page 
  113 and Appendix 2. 
   
  APL 6 (EL 6) 
  � Gargoyle Barbarian (1): hp 67; see Monster Manual page 
  113 and Appendix 3. 
   
  APL 8 (EL 8) 
  � Gargoyle Barbarian (1): hp 87; see Monster Manual page 
  113 and Appendix 4. 
   
  Tactics: The Gargoyle directs his attacks at the character 
  that took the lamp. He keep going on even if that character 
  loses consciousness. After the character dies, it takes the 
  lamp back and assumes its starting pose at its initial 
  position, once again becoming indestructible. Once a 
  characters takes the lamp again, it comes to life again and 
  attack the character that stole the lamp. If the gargoyle has 
  taken any damage during the first battle, it retains it at the 
  start of the second. 
   
  Treasure: All the gold and the gems that the characters have 
  turn to tiny worms as soon as they exit the vault. If the PCs 
  defeat the gargoyle then the purse that they receive at the 
  end of the adventure has gems of greater value according to 
  the amounts below. Be advised that these amounts are for 
  the DM use only. No actual gems or gold is given to the 
  characters at this point of the adventure. 
   
  APL 2: Coin: 113 gp. 
   
  APL 4: Coin: 163 gp. 
   
  APL 6: Coin: 225 gp. 
   
  APL 8: Coin: 475 gp. 
   
  Development: The only way for the PCs to get out of the 
  vault is to rub the lamp for three consecutive rounds or by 
  destroying the gargoyle. The walls of the vault cannot be 
  destroyed by any means. 
   
  Troubleshooting: If any character died, but the PCs 
  defeated the gargoyle, they are teleported back to the great 
  dinning hall along with their living comrades. 
   
  Encounter 6: 
  The Tornado 
  Any PC that touches the tornado frame back at Encounter 1 
  is teleported here inside the eye of a tornado. When all 
  appropriate PCs are teleported here please read them the 
  following text: 
   
  As your eyes adjust to your surrounding you see that you 
  are inside the eye of a tornado. The eye has a diameter of 
  40 ft. and all around you can see the tornado spinning 
  ferociously. Various pieces of wood, leaves and stones are 
  inside the wind, along with the corpses of various orcs, 
  goblins and bugbears. As you guide your eyes to the sky, 
  all that you cans see is the tornado climbing up to the 
  heavens. The ground below your feet is soft and you can 
  see spots of grass here and there. There is no apparent way 
  out of here. All that you can hear is the wind blowing 
  ferociously, all around you. 
   
  Suddenly you notice that a part of the tornado 
  separates from the wall of spinning wind and it starts to 
  glide its way towards you. It is black and twisted and it 
  floats before you like a thing out of a nightmare. It has 
  vaguely humanoid shape, but its features have been 
  distorted. From the waist down, it trails away into 
  vaporous nothingness, leaving a faint trace of fog behind it 
  as it moves. 
   
  Now is a good time to roll initiatives for the group. Starting 
  distance between the Allip and the characters is 30 ft. The 
  players have to be extra careful, because any character 
  which touches the tornado will be sucked up by it and be 
  taken up to the sky. A successful DC 40 Reflex roll is 
  needed to avoid this fate. A character which is sucked by 
  the tornado is lost for good. 
   
  Creatures: The characters will face here a lone Allip, at all 
  APLs. 
   
  
  A Paladin On The Run 
   
  Page 13 
  APL 2 (EL 2) 
  � Allip (1): hp 26; see Monster Manual page 10 and 
  Appendix 1. 
   
  APL 4 (EL 2) 
  � Allip (1): hp 26; see Monster Manual page 10 and 
  Appendix 2. 
   
  APL 6 (EL 2) 
  � Allip (1): hp 26; see Monster Manual page 10 and 
  Appendix 3. 
   
  APL 8 (EL 2) 
  � Allip (1): hp 26; see Monster Manual page 10 and 
  Appendix 4. 
   
  Tactics: As soon as the Allip gets its first action, it starts to 
  babble constantly. In addition it starts approaching 
  characters with a fighter appearance, for its touch attacks. 
   
  Treasure: If the PCs defeat the Allip then the purse that 
  they receive at the end of the adventure has gems of greater 
  value according to the amounts below. Be advised that 
  these amounts are for the DM use only. No actual gems or 
  gold is given to the characters at this point of the 
  adventure. 
   
  APL 2: Coin: 75 gp. 
   
  APL 4: Coin: 75 gp. 
   
  APL 6: Coin: 75 gp. 
   
  APL 8: Coin: 75 gp. 
   
  Development: When the Allip is defeated by the PCs they 
  are instantly teleported back to the grand dinner hall to 
  choose another painting. Its worth noting, that if the Allip 
  is turned by a cleric, it flees off towards the tornado and it is 
  sucked up into the heavens troubling the characters no 
  more. 
   
  Troubleshooting: Characters that have been sucked up by 
  the tornado are gone. Only a true resurrection spell might 
  bring them back, but this is very rare magic in Oerth 
  indeed. So emphasize to the players about the strength of 
  the tornado to discourage the PCs from interacting with it. 
   
  Encounter 7: 
  The Snake Bedroom 
  PCs who touch the bedroom painting are teleported into 
  this location. When all appropriate PCs have arrived read 
  them the following text: 
   
  As your eyes adjust to the new scenery you realize that you 
  are inside a large bedroom. The room is 30 ft. long and 50 
  ft. wide. It is well lit with many candles which are located 
  on a chandelier tied up to the ceiling. The ceiling is 
  painted cyan and the walls are painted green. On the south 
  wall one can see a wooden door. You can smell an exquisite 
  perfume. You also notice that the room is quite warm! 
   
  There are also a couple of tables, four chairs and a bed, 
  surrounded by a pink veil. Behind the veil you can see a 
  woman figure finishing dressing herself in her armor and 
  turning her face towards you. She speaks:  
   
  “So! You have arrived my lord! My bed is always warm 
  for you! Let’s mate now and bring to life an heir as potent 
  as you. Let us unite our kingdoms once m… Wait! You are 
  not my Lord! You are a foreigner you just wears his face! I 
  will take my revenge! Serpents you gave and serpents you 
  will receive!” 
   
   
  The players are in no condition to understand but this 
  is an allegory. It demonstrates the feelings of Marquis de 
  Clement about his former ally Overking Grenell I. This is a 
  good time to roll for initiative. 
   
  Creatures: The woman is a pure blood yuan-ti trained as a 
  fighter. Her exact levels depends on the APL of the group. 
   
  APL 2 (EL 2) 
  � Yuan-Ti Fighter (1): hp 22; see Monster Manual page 263 
  and Appendix 1. 
   
  APL 4 (EL 3) 
  � Yuan-Ti Fighter (1): hp 29; see Monster Manual page 263 
  and Appendix 2. 
   
  APL 6 (EL 4) 
  � Yuan-Ti Fighter (1): hp 36; see Monster Manual page 263 
  and Appendix 3. 
   
  APL 8 (EL 5) 
  � Yuan-Ti Fighter (1): hp 43; see Monster Manual page 263 
  and Appendix 4. 
   
  Tactics: The woman attacks any human male fighter-type 
  continuously and fiercely until he falls unconscious and 
  then she performs a coup de grace on him. If there are no 
  human male fighters amongst the group, she prefers any 
  other fighter-type and uses the same tactic. Once the 
  fighters 
  are 
  dead 
  she 
  attacks 
  another 
  character 
  continuously which she chooses randomly. 
   
  Treasure: The equipment of the woman can be looted 
  normally once defeated. Below of the pillow of the bed the 
  
  A Paladin On The Run 
   
  Page 14 
  PCs can find a bag of coins which can be looted normally as 
  well. 
   
  APL 2: Loot: 127 gp; Coin: 3 gp. 
   
  APL 4: Loot 127 gp; Coin: 3 gp. 
   
  APL 6: Loot 127 gp; Coin: 23 gp. 
   
  APL 8: Loot 127 gp; Coin: 89 gp. 
   
   
  Development: As soon as a character steps out of the door 
  he is instantly teleported back to the dinning hall in 
  Encounter 1. 
   
  Troubleshooting: Not much can go wrong here. If a 
  character dies and the characters retreat to the great dining 
  hall, then the Yuan-Ti won’t hurt the body in any way. So 
  when the characters come back to fight again, the body of 
  their companion still lays on the floor untouched. 
   
  Encounter 8: 
  The Tomb 
  PCs who touch the tomb painting are teleported into this 
  location. When all appropriate PCs have arrived read the 
  following text: 
   
  Just a second passes after the last after effects of the 
  teleportation passes and you start to realize that it is utterly 
  dark. The echoes of your movement suggest you are in a 
  room of some kind, but without light there is no way to 
  estimate the exact size, but from what you are hearing you 
  are guessing that the room is fairly small. The room is 
  extremely cold and you cannot help but pick up a foul 
  smell of rotting flesh mixed with various herbs and 
  flowers. You also hear very loud footsteps coming towards 
  you. 
   
  The players are standing inside a 30 by 30 ft. square room. 
  At the centre of the room lies a closed sarcophagus. 
   
  The room has is covered in magical darkness that 
  prevents any sight, including Darkvision and which cannot 
  be penetrated by any light source. Treat the darkness as cast 
  by a 20
  th level spellcaster for dispelling purposes. However 
  the DM should roll for initiative because there is an enemy 
  in this room. Note that the movement cost is doubled in 
  total darkness, and that the PCs are effectively blinded. 
   
  Creatures: Inside this room there is a mummy with fighter 
  levels. This creature symbolizes the coma state of the true 
  body of the Marquis, currently located inside Spinecastle. 
   
  APL 2 (EL 4) 
  � Mummy (1): hp 55; see Monster Manual page 190 and 
  Appendix 1. 
   
  APL 4 (EL 5) 
  � Mummy Lord (1): hp 61; see Monster Manual page 190 
  and Appendix 2. 
   
  APL 6 (EL 8) 
  � Mummy Lord (1): hp 79; see Monster Manual page 190 
  and Appendix 3. 
   
  APL 8 (EL 11) 
  � Mummy Lord (1): hp 97; see Monster Manual page 190 
  and Appendix 4. 
   
  Tactics: The mummy fighter tries to attack any fighter 
  wearing full plate. If none of the group is wearing this type 
  of armor, it attacks any character who wears a heavy armor, 
  then a medium and finally light or none. Once the mummy 
  attacks a character, it does not stop until that PC falls 
  unconscious. Then it turns its attention elsewhere. The 
  mummy does not coup de grace anyone under any 
  circumstances. However it does attack a character that was 
  unconscious but regained consciousness and got back on 
  his feet. The mummy is not hindered by the darkness. The 
  one beneficial effect of the darkness though is that the 
  mummy cannot use its despair ability, which relies on the 
  sight of its opponents. 
   
  Treasure: If the PCs defeat the mummy then the purse that 
  they receive at the end of the adventure has gems of greater 
  value according to the amounts below. Be advised that 
  these amounts are for the DM use only. No actual gems or 
  gold is given to the characters at this point of the 
  adventure. However the full plate and shield of the 
  mummy can be looted normally. 
   
  APL 2: Coin: 150 gp. 
   
  APL 4: Loot: 126 gp; Coin: 54 gp. 
   
  APL 6: Loot: 126 gp; Coin: 174 gp. 
   
  APL 8: Loot: 126 gp; Coin: 350 gp. 
   
   
  Development: If the PCs defeat the mummy they are 
  immediately teleported back to the great dinning hall of 
  Encounter 1. If a character discovers the sarcophagus and 
  goes inside, he is teleported to the great dining hall as well. 
   
  Troubleshooting: If any character meets his fate at the 
  hands of the mummy, his or her body remains in this room. 
  However if they catch mummy rot, they have to follow the 
  special procedure described in Monster Manual in page 
  191.  
   
  
  A Paladin On The Run 
   
  Page 15 
  Encounter 9: 
  Inside A Man’s Soul 
  Once the players have visited all other seven locations the 
  eighth painting is activated and it shows a throne room. 
  Once this happens read to the players the following text: 
   
  As you return to the great dinning hall from your last 
  journey into the paintings, you hear a high pitched sound 
  and you notice that the eighth painting, that once was 
  blanc and silent, now illustrates a throne room. As you 
  approach the frame you sense a chill to your spine and you 
  smell brimstone. Suddenly there is a voice talking inside 
  your head: 
   
  “Dear intruder of my dreams, long you have walked, 
  long you have run, long you have killed, but no more. As 
  the white moon rises on night’s embrace, I swear on 
  anything sacred that I allow you passage out of my world 
  to yours, out of generosity for the troubles that you have 
  been through. Take advantage of my generous offer and 
  flee while you can!” 
   
  The DM should emphasize to the players that this is no 
  cheap trick or decoy. The voice seems very powerful and all 
  characters of Good alignment feel a burden on their hearts. 
  Those of Lawful Good alignment feel nausea as well, and 
  any follower of Heironeous collapses to the floor 
  unconscious for 1d4 minutes unless a DC 20 Fortitude save 
  is made. 
   
  If the characters wish to travel to the throne room 
  warn them that the power of the painting here is 
  overwhelming and has no comparison to the previous ones 
  that they encountered. Again if any player touches the 
  frame, he is teleported to the throne room. When all 
  appropriate players arrive read them the following text: 
   
  You find yourself inside a dark shadowy room. You see 
  that you are in what appears to be a throne room of some 
  kind. The temperature is chilly and the smell of brimstone 
  seems to rise from various candles that illuminate the 
  room. Clerical instruments are strewn all around the 
  throne room. There are red banners everywhere 
  illustrating three bones in 60 degree angle between them.  
  The walls have illustrations of a large castle being built. 
  You suddenly feel a draft of air and you realize that you are 
  not alone.  
   
  A spot of bright light suddenly illuminates the centre 
  of the room and you can see a throne. Upon it sits a 
  sinister, spectral figure, robed in darkness. It has no visible 
  features or appendages, except for the glowing red 
  pinpoints of its eyes. Behind the throne you see five men, 
  tied up and wearing plain clothes as well as the holy 
  symbols of Heironeous. Seeing you they start screaming 
  for help, and at the same time warning you to fear the 
  creature at the throne. When the creature glares angrily at 
  them their speech looses sound. After that the creature 
  assumes standing position and speaks: 
   
  “Enemies from the west, enemies from the east, 
  enemies from the south. my own daughter taken to the 
  north, but making no sound. Have you came Heironeous 
  to free your loyal servant?” 
   
  No matter what the characters say the creature continues 
  its monologue. 
   
  “Children down the drain, and mothers raped. Fathers 
  killed and enemies too! All in thy name my Lord, all in thy 
  name! For Valor, Courage, Honor and Chivalry. Yet the 
  many-hander prevails. You abandoned me my Lord in my 
  darkest hour. You let me fall into the shadow. Come and 
  lift your humble servant once again.” 
   
  Finishing this speech the creature starts moving towards 
  any cleric of the group (especially one of Heironeous) in a 
  menacing way. Its time to roll for initiative. During all 
  battle rounds the creature says as a free action: 
   
  “Get on your knees and repent before your god!” 
   
  This is but a hint to allow the players an exit from this 
  encounter if it proves too tough for them. 
   
  Creatures: The characters are facing a wraith or dread 
  wraith, depending on the APL of the group. This wraith 
  was created when all dark elements of the soul of the 
  Marquis Clement departed from his body during his coma 
  state. 
   
  APL 2 (EL 4) 
  � Wraith (1): hp 32; see Monster Manual page 258 and 
  Appendix 1. 
   
  APL 4 (EL 4) 
  � Greater Wraith (1): hp 52; see Monster Manual page 258 
  and Appendix 2. 
   
  APL 6 (EL 4) 
  � Dread Wraith (1): hp 104; see Monster Manual page 258 
  and Appendix 3. 
   
  APL 8 (EL 4) 
  � Greater Dread Wraith (1): hp 144; see Monster Manual 
  page 258 and Appendix 4. 
   
  
  A Paladin On The Run 
   
  Page 16 
  Tactics: Upon the start of the battle everything in the room 
  goes dark, as if a darkness spell has been cast (for dispel 
  purposes treat that the spell is cast by a 20
  th level 
  spellcaster). If the players dispel the spell the creature will 
  use its incorporeal traits to sink into the ground and attack 
  from the floor for concealment. The wraith will attack any 
  cleric of Heironeous, any cleric of any other deity, any 
  fighter and then any remaining character. The wraith 
  attacks a character continuously and won’t stop until the 
  character is dead so that he can raise in 1d4 rounds as a 
  spawn. 
   
  Treasure: If the PCs defeat the Wraith then the purse that 
  they receive at the end of the adventure has gems of greater 
  value according to the amounts below. Be advised that 
  these amounts are for the DM use only. No actual gems or 
  gold is given to the characters at this point of the 
  adventure. 
   
  APL 2: Coin: 95 gp. 
   
  APL 4: Coin: 265 gp. 
   
  APL 6: Coin: 375 gp. 
   
  APL 8: Coin: 533 gp. 
   
  Development: When the Wraith is destroyed everything 
  begins to rumble, crack, falling apart as the whole world is 
  breaking. Finally all the PCs fall into the void with the 
  feeling of falling down following them all the way. Go to 
  the conclusion section. 
   
  Troubleshooting: If the characters are loosing the battle 
  there is only one thing that they can do: drop on their 
  knees and prey with the greatest of sincerity to their god 
  for mercy and forgiveness and they are instantly teleported 
  out of the throne room. Go to the conclusion section. 
   
  Conclusion 
  In this section are described the possible endings of the 
  adventure. They are many possible outcomes. 
   
  First of all the characters may have never taken part in 
  the operations around the mysterious tower. Instead they 
  took the job concerning the gnome merchant. The 
  adventure ends for them in the small town of Nivlek. 
   
  Secondly the characters might have decided that the 
  tower is just too tough for them to clear out or destroy, 
  however they have cleared a few encounters. In this case 
  consider the mission half-success and read them the 
  following text: 
   
  As you run for your life away from the mysterious tower of 
  dread, you cannot help but feel that you have been played 
  with by a very powerful entity. Getting the route back to 
  Knurl leaves you with a bitter taste in your mouth. You did 
  not succeed in your mission but you got away with your 
  life and that’s very comforting. 
   
  Upon returning to the Temple district and asking for 
  audience with Patriarch Priadan Hoel to inform him on 
  the results of your efforts, your belt pouches feel a bit 
  heavier. As you search them you see a bag containing fire 
  opal gems. How did that got in there? 
   
  The value of the gems is the total of all the iconic treasures 
  that the characters got during encounters in which they 
  were 
  victorious. 
  Patriarch 
  Priadan 
  Hoel 
  himself 
  congratulates the characters on their efforts and promise to 
  speak to the Count on their behalf. He also gives them 
  minor access to Church Items. 
   
  Thirdly if the characters have defeated the wraith of 
  Encounter 9 please read them the following text: 
   
  You open your eyes as if you have been sleeping for years. 
  You examine your body and you notice that you are 
  completely healed. When you look around you, you realize 
  that you are standing on a green filled with flowers beside 
  the Harp River. You also see five men besides you, all 
  wearing the symbols of Heironeous around their necks. 
  Three of them are wearing full plate armors while the 
  other two wear monk outfits and two large blue capes. You 
  also see note a great bag containing fire opal gems! As you 
  bend to grab it you hear a voice: “I thank thee my 
  brethren! I am still two, separated and imprisoned! Maybe 
  in the future you can unite me still. Thank thee for your 
  efforts! Enjoy the sun once again friends!!!” after which 
  you start to take the long way home. 
   
  When you arrive in Knurl’s Temple’s District 
  Patriarch Priadan Hoel awaits you at the entrance to the 
  temple along with his most high ranked clerics. Cries of 
  joy are heard through out the yard of the Church and the 
  clerics and paladins are saluting their lost brothers at arms. 
  After a while when the men have settled down, the 
  Patriarch calls you to his office. 
   
  Once you enter he says “My dear citizens you have 
  done it. I could not believe that my men were still alive! 
  You brought them back and also destroyed the mysterious 
  tower! The Count shall hear for your exquisite deeds and 
  your great sacrifice. I will also give you access to some of 
  our finest weaponry for you to buy! Once again I thank 
  you for your efforts regarding our Church.” 
   
  At this point the adventure ends. If one of the players asks 
  about Alper Calmert fate Patriarch Priadan Hoel replies 
  that the young man is still in bed with his sanity seriously 
  harmed by the stress he has been through. 
   
  If one of the players asks Patriarch Priadan Hoel if any 
  of the statements that the wraith said make any sense to 
  
  A Paladin On The Run 
   
  Page 17 
  him, he says (and only if the players have said the sentences 
  one by one) that the wraith must belong to a warrior, 
  fighter, paladin, or cleric of Heironeous, who was defeated 
  by the forces of Hextor, or was betrayed by Hextorian allies. 
   
  Campaign  
  Consequences 
  Please answer the following questions to cman@cman.gr: 
   
  1) 
  Did the Mysterious tower was destroyed? 
  2) 
  Which was the composition of the party? 
   
  The End 
   
  
  A Paladin On The Run 
   
  Page 18 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: The Swamp 
  Defeat the Hydra  
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  210 XP 
   
  Encounter 3: The Maze 
  APL2  
  90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  210 XP 
   
  Encounter 4: The Cage 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Encounter 5: The Treasure Vault 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Encounter 6: The Tornado 
  APL2  
  60 XP  
  APL4  
  60 XP  
  APL6  
  60 XP  
  APL8  
  60 XP 
   
  Encounter 7: The Snake Bedroom 
  APL2  
  60 XP  
  APL4  
  90 XP  
  APL6  
  120 XP  
  APL8  
  150 XP 
   
  Encounter 8: The Tomb 
  APL2  
  120 XP  
  APL4  
  150 XP  
  APL6  
  240 XP  
  APL8  
  330 XP 
   
  Encounter 9: Inside A Man’s Soul 
  APL2  
  120 XP  
  APL4  
  240 XP  
  APL6  
  300 XP  
  APL8  
  360 XP 
   
  Discretionary Role-playing Award 
  APL2  
  180 XP  
  APL4  
  270 XP  
  APL6  
  360 XP  
  APL8  
  450 XP 
   
  Total Possible Experience:  
   
  APL2  
  900 XP  
  APL4  
  1350 XP  
  APL6  
  1800 XP  
  APL8  
  2250 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  
  A Paladin On The Run 
   
  Page 19 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction: The Gnome’s Reward 
   
  APL 2: Loot: 0 gp; Coin: 24 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 24 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 24 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 24 gp; Magic: 0 gp 
   
  Encounter 2: The Swamp 
   
  APL 2: Loot: 0 gp; Coin: 112 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 225 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 262 gp; Magic: 0 gp 
   
  Encounter 3: The Maze 
   
  APL 2: Loot: 1 gp; Coin: 112 gp; Magic: 0 gp 
   
  APL 4: Loot: 1 gp; Coin: 149 gp; Magic: 0 gp 
   
  APL 6: Loot: 1 gp; Coin: 224 gp; Magic: 0 gp 
   
  APL 8: Loot: 1 gp; Coin: 262 gp; Magic: 0 gp 
   
  Encounter 4: The Cage 
   
  APL 2: Loot: 8 gp; Coin: 104 gp; Magic: 0 gp 
   
  APL 4: Loot: 8 gp; Coin: 179 gp; Magic: 0 gp 
   
  APL 6: Loot: 8 gp; Coin: 217 gp; Magic: 0 gp 
   
  APL 8: Loot: 8 gp; Coin: 292 gp; Magic: 0 gp 
   
  Encounter 5: Treasure Vault 
   
  APL 2: Loot: 0 gp; Coin: 113 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 163 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 225 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 475 gp; Magic: 0 gp 
   
  Encounter 6: The Tornado 
   
  APL 2: Loot: 0 gp; Coin: 75 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 75 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 75 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 75 gp; Magic: 0 gp 
   
  Encounter 7: The Snake Bedroom 
   
  APL 2: Loot: 127 gp; Coin: 3 gp; Magic: 0 gp 
   
  APL 4: Loot: 127 gp; Coin: 3 gp; Magic: 0 gp 
   
  APL 6: Loot: 127 gp; Coin: 23 gp; Magic: 0 gp 
   
  APL 8: Loot: 127 gp; Coin: 89 gp; Magic: 0 gp 
   
  Encounter 8: The Tomb 
   
  APL 2: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 4: Loot: 126 gp; Coin: 54 gp; Magic: 0 gp 
   
  APL 6: Loot: 126 gp; Coin: 174 gp; Magic: 0 gp 
   
  APL 8: Loot: 126 gp; Coin: 350 gp; Magic: 0 gp 
   
  Encounter 9: Inside A Man’s Soul 
   
  APL 2: Loot: 0 gp; Coin: 95 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 265 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 375 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 533 gp; Magic: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 136 gp; Coin: 764 gp; Magic: 0 gp 
   
  APL 4: Loot: 262 gp; Coin: 1038 gp; Magic: 0 gp 
   
  APL 6: Loot: 262 gp; Coin: 1538 gp; Magic: 0 gp 
   
  APL 8: Loot: 262 gp; Coin: 2338 gp; Magic: 0 gp 
   
  Special 
  [Any special items are listed here, including new spells, 
  influence points, items or other notes of interest. Remove 
  this paragraph] 
   
  Items for the Adventure Record 
  
  A Paladin On The Run 
   
  Page 20 
   
   
   
  � Favor of the Church of Heironeous of Knurl: 
  For participating in the operations inside the 
  mysterious tower the character can buy a single 
  Medium Wondrous Item allowed by the rules of the 
  Living Greyhawk campaign to a maximum value of 
  14,000 gp from table 7-28 of the Dungeon Master’s 
  Guide 
   
  � Grand Honor of the Church of Heironeous of 
  Knurl: For the saving of their five missing members 
  of their church the Church will create a single holy
  weapon for the character. However, the character 
  must be Lawful Good in alignment and must pay the 
  total cost for the enchanting of the weapon. A 
  character cannot upgrade one of his weapons with 
  the holy ability using this favor.
  � One Influence Point with Count Joachim
  Dunstan: For invading but not destroying the
  Mysterious tower, the character gains an influence
  point with Count Joachim Dunstan. Please refer to 
  the Gazetteer of Knurl for further information on
  Influence Points. This reward is not given to a player
  which has destroyed the Mysterious Tower. 
   
  � Two Influence Points with Count Joachim
  Dunstan: 
  For 
  invading 
  and 
  destroying 
  the
  Mysterious tower, the character gains two influence
  points with Count Joachim Dunstan. Please refer to
  the Gazetteer of Knurl for further information on
  Influence Points. 
   
  
  A Paladin On The Run 
   
  Page 21 
  Appendix 1: 
  APL 2 
  Five Headed Hydra: CR 4; Huge magical beast; HD 
  5d10+28; hp 55; Init +1; Spd 20 ft., swim 20 ft.; AC 15 
  (touch 9, flat-footed 14); Base Atk +5; Grp +16; Atk +5 
  melee (1d10+3, bite), +5 melee (1d10+3, bite), +5 melee 
  (1d10+3, bite), +5 melee (1d10+3, bite), +5 melee 
  (1d10+3, bite); Full Atk +5 melee (1d10+3, bite), +5 
  melee (1d10+3, bite), +5 melee (1d10+3, bite), +5 melee 
  (1d10+3, bite), +5 melee (1d10+3, bite); Space/Reach 15 
  ft. /10 ft.; SQ Darkvision 60 ft., fast healing 15, low 
  light vision, scent; AL N; SV Fort +9, Ref +5, Will +3; 
  Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9. 
   
  Skills and Feats: Listen +6, Spot +6, Swim +11; 
  Combat Reflexes, Iron Will, Toughness. 
   
  Physical Description: This beast resembles some 
  great reptile with a veritable forest of heads on long, 
  slender necks. 
   
  Minotaur: CR 4; Large monstrous humanoid; HD 
  6d8+12; hp 39; Init +0; Spd 30 ft.; AC 14 (touch 9, flat-
  footed -); Base Atk +6; Grp +14; Atk +9 melee 
  (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore); Full 
  Atk +9 melee (3d6+6/x3, greataxe), +4 melee (3d6+6/x3, 
  greataxe), +4 melee (1d8+2, gore); Space/Reach 10 
  ft./10 ft.; SA Powerful Charge 4d6+6; SQ Darkvision 60 
  ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, 
  Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +2, Listen +7, Search 
  +2, Spot +7; Great Fortitude, Power Attack, Track. 
   
  Powerful Charge (Ex): A Minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head bringing its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, this 
  allows the beast to make a single gore attack with a +9 
  attack bonus that deals 4d6+6 points of damage. 
   
  Natural Cunning (Ex): Although Minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further they are never 
  caught flat-footed. 
   
  Possessions: Greataxe. 
   
  Physical Description: This creature looks like an 
  incredible tall, powerfully muscled human, covered in 
  shaggy fur, with the head of a bull. The dark eyes of the 
  brute gleam with savage furry. 
   
  Harpy: CR 4; Medium monstrous humanoid; HD 7d8; 
  hp 31; Init +2; Spd 20 ft., fly 80 ft. (average); AC 13 
  (touch 12, flat-footed 11); Base Atk +7; Grp +7; Atk +9 
  missile (1d8/x3, composite longbow) or +7 melee (1d3, 
  claw); Full Atk +9 missile (1d8/3, composite longbow), 
  +4 missile (1d8/x3, composite longbow) or +7 melee 
  (1d3, claw), +2 melee (1d3, claw); SA Captivating Song; 
  SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +7, Will 
  +6; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +11, Intimidate +7, Listen 
  +7, Perform (oratory) +5, Spot +3; Dodge, Flyby Attack, 
  Persuasive. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300 foot spread 
  must succeed on a DC 16 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy’s song for 24 hours. The save 
  DC is charisma based. 
   
   
  A captivated victim walks towards the harpy, 
  taking the most direct route available. If the path leads 
  into a dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other than to 
  defend themselves. (Thus, a fighter cannot run away or 
  attack, but takes no defensive penalties.) A victim 
  within 5 feet of the harpy stands there and offers no 
  resistance to the monsters attacks. The effect continues 
  for as long as the harpy sings and for 1 round 
  thereafter. A bard’s countersong ability allows the 
  captivated creature to attempt a new Will save. 
   
  Possessions: Arrows (40), composite long bow, 
  quiver. 
   
  Physical Description: This creature looks like an 
  evil-faced old woman with the lower body, legs, and 
  wings of a reptilian monster. Its hair is tangled, filthy, 
  and crusted with blood. 
   
  Gargoyle: CR 4; Medium Monstrous Humanoid 
  (Earth); HD 4d8+19; hp 37; Init +2; Spd 40 ft., fly 60 ft. 
  (average); AC 16 (touch 10, flat-footed 14); Base Atk +4; 
  Grp +6; Atk +6 melee (1d4+2, claw); Full Atk +6 melee 
  (1d4+2, 2 claws), +4 melee (1d6+1, bite), and +4 melee 
  (1d6+1, gore); SQ Damage reduction 10/magic, 
  darkvision 60 ft., freeze; AL CE; SV Fort +5, Ref +6, 
  Will +4; Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7. 
   
   
  Skills and Feats: Hide +7 (+15 in a background of 
  worked stone), Listen +4, Spot +4; Multiattack, 
  Toughness. 
  
  A Paladin On The Run 
   
  Page 22 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
   
  Allip: CR3; Medium Undead (Incorporeal); HD 4d12; 
  hp 26; Init +5; Spd 30 ft. fly (perfect); AC 15 (touch 15, 
  flat footed 14); Base Atk +2; Grp -; Atk +3 melee (1d4 
  wisdom drain, incorporeal touch); Full Atk +3 melee 
  (1d4 wisdom drain, incorporeal touch); SA Babble, 
  madness, wisdom drain; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 
  11, Wis 11, Cha 18. 
   
  Skills and Feats: Hide +8, Intimidate +7, Listen +7, 
  Search +4, Spot +7, Survival +0 (+2 Following Tracks); 
  Improved Initiative, Lighting Reflexes. 
   
  Babble (Su): An Allip is constantly babbling, 
  creating a hypnotic effect. All sane creatures in a 60 
  distance from the Allip must make a DC 16 Will save 
  or be affected as though by a hypnotism spell, for 2d4 
  rounds. This is a sonic mind affecting compulsion 
  effect. Creatures that successfully save cannot be 
  affected by the same Allip for 24 hours. The save is 
  Charisma based. 
   
  Madness (Su): Anyone targeting the Allip with 
  thought detection, mind control, telepathic ability and 
  makes direct contact with the Allip mind, takes 
  automatically 1d4 points of wisdom damage.  
   
  Wisdom Drain (Su): Anyone hit by the Allip 
  touch attack looses 1d4 points of wisdom score. On 
  each successful attack it gains 5 temporary hit points. 
   
  Yuan-Ti Pureblood: Female yuan-ti; CR 3; Medium 
  monstrous humanoid; HD 4d8+4; hp 22; Init +1; Spd 20 
  ft.; AC 21 (touch 11, flat-footed 20); Base Atk +4; Grp 
  +8; Atk +8 melee (1d8+4/19-20, longsword); Full Atk +8 
  melee (1d8+4/19-20, longsword); SA Spell-like abilities; 
  SQ Alternate form, darkvision 60 ft.; SR 14; AL CE; SV 
  Fort +2, Ref +5, Will +3; Str 18, Dex 12, Con 12, Int 10, 
  Wis 8, Cha 10. 
   
  Skills and Feats: Listen +6, Spot +6; Alertness, 
  Blindfight. 
   
  Spell-like Abilities (Sp): 1/day- animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4
  th. The 
  following DCs are charisma based. 
   
  Possessions: Full Plate, heavy steel shield, 
  longsword. 
   
  Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; 
  Init +0; Spd 20 ft.; AC 20 (touch 10, flat-footed 20); Base 
  Atk +4; Grp +11; Atk +11 melee (1d6+10 plus mummy 
  rot, slam); Full Atk +11 melee (1d6+10 plus mummy 
  rot, slam); SA Despair, mummy rot; SQ Damage 
  reduction 5/-, darkvision 60 ft., undead traits, 
  vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; 
  Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +7, Listen +8, Move Silently 
  +7, Spot+8; Alertness, Great Fortitude, Toughness. 
   
  Despair (Su): Upon sight of the mummy a 
  character must make a DC 16 Will save. The save is 
  Charisma based and once succeeds, a character cannot 
  be affected by the same mummy for 24 hours. 
   
  Mummy Rot (Su): Fortitude save DC 16 with 
  incubation period 1 minute. The damage made by the 
  disease is 1d6 Con and 1d6 Cha damage. 
   
  Wraith: CR 5; Medium Undead (incorporeal); HD 
  5d12; hp 32; Init +7; Spd 60 ft. fly (good); AC 15 (touch 
  15, flat-footed 12); Base Atk +2; Grp -; Atk +5 melee 
  (1d4 plus constitution drain, incorporeal touch); Full 
  Atk +5 melee (1d4 plus constitution drain, incorporeal 
  touch); SA Constitution drain, create spawn; SQ 
  Darkvision 60 ft. daylight powerlessness, incorporeal 
  traits, +2 turn resistance, undead traits, unnatural aura; 
  AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, 
  Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8, Spot +12, Survival +2 (+4 following tracks); 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative. 
   
  Constitution Drain (Su): Creatures hit by the 
  touch attack of the Wraith must make a DC 14 
  Fortitude save or loose 1d6 points of Constitution. The 
  save DC is Charisma based. On each successful attack 
  the Wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): A humanoid slain by a wraith 
  will rise up as a wraith himself in 1d4 rounds from the 
  moment of death, under the control of the wraith. Its 
  body remains intact and inanimate. 
  
  A Paladin On The Run 
   
  Page 23 
  Appendix 2: 
  APL 4 
  Six Headed Hydra: CR 5; Huge magical beast; HD 
  6d10+33; hp 66; Init +1; Spd 20 ft., swim 20 ft.; AC 16 
  (touch 9, flat-footed 15); Base Atk +6; Grp +17; Atk +8 
  melee (1d10+3, bite), +8 melee (1d10+3, bite), +8 melee 
  (1d10+3, bite), +8 melee (1d10+3, bite), +8 melee 
  (1d10+3, bite), +8 melee (1d10+3, bite); Full Atk +8 
  melee (1d10+3, bite), +8 melee (1d10+3, bite), +8 melee 
  (1d10+3, bite), +8 melee (1d10+3, bite), +8 melee 
  (1d10+3, bite), +8 melee (1d10+3, bite); Space/Reach 15 
  ft. /10 ft.; SQ Darkvision 60 ft., fast healing 16, low 
  light vision, scent; AL N; SV Fort +10, Ref +6, Will +4; 
  Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9. 
   
  Skills and Feats: Listen +6, Spot +7, Swim +11; 
  Combat Reflexes, Iron Will, Toughness, Weapon Focus 
  (bite). 
   
  Physical Description: This beast resembles some 
  great reptile with a veritable forest of heads on long, 
  slender necks. 
   
  Minotaur Fighter: Male minotaur fighter level 1; CR 5; 
  Large monstrous humanoid; HD 6d8+18 plus 1d10+3; 
  hp 54; Init +0; Spd 30 ft.; AC 14 (touch 9, flat-footed -); 
  Base Atk +7; Grp +23; Atk +15 melee (3d6+8/x3, 
  greataxe) or +15 melee (1d8+8, gore); Full Atk +15 
  melee (3d6+8/x3, greataxe), +10 melee (3d6+8/x3, 
  greataxe), +10 melee (1d8+8, gore); Space/Reach 10 
  ft./10 ft.; SA Powerful Charge 4d6+8; SQ Darkvision 60 
  ft., natural cunning, scent; AL CE; SV Fort +7, Ref +5, 
  Will +4; Str 26, Dex 10, Con 16, Int 4, Wis 8, Cha 2. 
   
  Skills and Feats: Intimidate -3, Listen +6, Search 
  +4, Spot +4; Cleave, Great Fortitude, Power Attack, 
  Track. 
   
  Powerful Charge (Ex): A Minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head bringing its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +15 attack 
  bonus that deals 4d6+8 points of damage. 
   
  Natural Cunning (Ex): Although Minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further they are never 
  caught flat-footed. 
   
  Possessions: Greataxe. 
   
  Physical Description: This creature looks like an 
  incredible tall, powerfully muscled human, covered in 
  shaggy fur, with the head of a bull. The dark eyes of the 
  brute gleam with savage furry. 
   
  Harpy Fighter: Female Harpy Fighter Level 2; CR 6; 
  Medium monstrous humanoid; HD 7d8 plus 2d10; hp 
  43; Init +5; Spd 20 ft., fly 80 ft. (average); AC 16 (touch 
  15, flat-footed 11); Base Atk +9; Grp +9; Atk +14 missile 
  (1d8/3, composite longbow) or +9 melee (1d3, claw); 
  Full Atk +14 missile (1d8/3, composite longbow), +9 
  missile (1d8/3, composite longbow) or +9 melee (1d3, 
  claw), +4 melee (1d3, claw); SA Captivating Song; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +5, Ref +10, Will +4; 
  Str 10, Dex 20, Con 10, Int 4, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +8, Intimidate +6, Listen +5, 
  Perform (oratory) +4, Spot +1; Dodge, Flyby Attack, 
  Persuasive, Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300 foot spread 
  must succeed on a DC 15 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy’s song for 24 hours. The save 
  DC is charisma based. 
   
   
  A captivated victim walks towards the harpy, 
  taking the most direct route available. If the path leads 
  into a dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other than to 
  defend themselves. (Thus, a fighter cannot run away or 
  attack, but takes no defensive penalties.) A victim 
  within 5 feet of the harpy stands there and offers no 
  resistance to the monsters attacks. The effect continues 
  for as long as the harpy sings and for 1 round 
  thereafter. A bard’s countersong ability allows the 
  captivated creature to attempt a new Will save. 
   
  Possessions: Arrows (40), composite long bow, 
  quiver. 
   
  Physical Description: This creature looks like an 
  evil-faced old woman with the lower body, legs, and 
  wings of a reptilian monster. Its hair is tangled, filthy, 
  and crusted with blood. 
   
  Gargoyle Barbarian: Male Gargoyle Barbarian Level 2; 
  CR 6; Medium Monstrous Humanoid (Earth); HD 
  4d8+19 plus 2d12+6; hp 57; Init +2; Spd 40 ft., fly 60 ft. 
  (average); AC 16 (touch 10, flat-footed 14); Base Atk +6; 
  Grp +12; Atk +12 melee (1d4+6, claw); Full Atk +12 
  melee (1d4+6, claw), +12 melee (1d4+6, claw), +7 melee 
  (1d4+6, claw), +7 melee (1d4+6, claw), +10 melee 
  (1d6+6, bite), and +10 melee (1d6+6, gore); SQ Damage 
  
  A Paladin On The Run 
   
  Page 24 
  reduction 10/magic, darkvision 60 ft., freeze; AL CE; 
  SV Fort +8, Ref +6, Will +3; Str 22, Dex 14, Con 18, Int 
  4, Wis 8, Cha 4. 
   
   
  Skills and Feats: Listen +5, Spot +4; Fast 
  Movement, Illiteracy, Multiattack, Power Attack, Rage 
  1/day, Toughness, Uncanny Dodge. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
   
  Allip: CR3; Medium Undead (Incorporeal); HD 4d12; 
  hp 26; Init +5; Spd 30 ft. fly (perfect); AC 15 (touch 15, 
  flat footed 14); Base Atk +2; Grp -; Atk +3 melee (1d4 
  wisdom drain, incorporeal touch); Full Atk +3 melee 
  (1d4 wisdom drain, incorporeal touch); SA Babble, 
  madness, wisdom drain; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 
  11, Wis 11, Cha 18. 
   
  Skills and Feats: Hide +8, Intimidate +7, Listen +7, 
  Search +4, Spot +7, Survival +0 (+2 Following Tracks); 
  Improved Initiative, Lighting Reflexes. 
   
  Babble (Su): An Allip is constantly babbling, 
  creating a hypnotic effect. All sane creatures in a 60 
  distance from the Allip must make a DC 16 Will save 
  or be affected as though by a hypnotism spell, for 2d4 
  rounds. This is a sonic mind affecting compulsion 
  effect. Creatures that successfully save cannot be 
  affected by the same Allip for 24 hours. The save is 
  Charisma based. 
   
  Madness (Su): Anyone targeting the Allip with 
  thought detection, mind control, telepathic ability and 
  makes direct contact with the Allip mind, takes 
  automatically 1d4 points of wisdom damage.  
   
  Wisdom Drain (Su): Anyone hit by the Allip 
  touch attack looses 1d4 points of wisdom score. On 
  each successful attack it gains 5 temporary hit points. 
   
  Yuan-Ti Pureblood Fighter: Female yuan-ti Fighter 1; 
  CR 4; Medium monstrous humanoid; HD 4d8+4 plus 
  1d10+1; hp 29; Init +1; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); Base Atk +5; Grp +9; Atk +10 melee 
  (1d8+4/19-20, longsword); Full Atk +10 melee 
  (1d8+4/19-20, longsword); SA Spell-like abilities; SQ 
  Alternate form, darkvision 60 ft.; SR 15; AL CE; SV Fort 
  +4, Ref +5, Will +3; Str 18, Dex 12, Con 12, Int 10, Wis 
  8, Cha 10. 
   
  Skills and Feats: Jump +6, Listen +6, Spot +6; 
  Alertness, Blindfight, Power attack, Weapon Focus 
  (longsword). 
   
  Spell-like Abilities (Sp): 1/day- animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4
  th. The 
  following DCs are charisma based. 
   
  Possessions: Full Plate, heavy steel shield, 
  longsword. 
   
  Mummy Lord: Male mummy Fighter Level 1; CR 6; 
  Medium undead; HD 8d12+3 plus 1d10; hp 61; Init +0; 
  Spd 20 ft.; AC 30 (touch 10, flat-footed 30); Base Atk +5; 
  Grp +12; Atk +12 melee (1d6+10 plus mummy rot, 
  slam); Full Atk +12 melee (1d6+10 plus mummy rot, 
  slam); SA Despair, mummy rot; SQ Damage reduction 
  5/-, darkvision 60 ft., undead traits, vulnerability to fire; 
  AL LE; SV Fort +6, Ref +2, Will +8; Str 24, Dex 10, Con -
  , Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Jump +8, Hide +7, Listen +8, 
  Move Silently +7, Spot+8; Alertness, Blind Fight. Great 
  Fortitude, Power Attack, Toughness. 
   
  Despair (Su): Upon sight of the mummy a 
  character must make a DC 16 Will save. The save is 
  Charisma based and once succeeds, a character cannot 
  be affected by the same mummy for 24 hours. 
   
  Mummy Rot (Su): Fortitude save DC 16 with 
  incubation period 1 minute. The damage made by the 
  disease is 1d6 Con and 1d6 Cha damage. 
   
  Possessions: Full plate, Heavy steel shield. 
   
  Greater Wraith: CR 9; Medium Undead (incorporeal); 
  HD 9d12; hp 52; Init +7; Spd 60 ft. fly (good); AC 15 
  (touch 15, flat-footed 12); Base Atk +4; Grp -; Atk +8 
  melee (1d4 plus constitution drain, incorporeal touch); 
  Full Atk +8 melee (1d4 plus 1d6 Constitution drain, 
  incorporeal touch); SA Constitution drain, create 
  spawn; SQ Darkvision 60 ft. daylight powerlessness, 
  incorporeal traits, +4 turn resistance, undead traits, 
  unnatural aura; AL LE; SV Fort +3, Ref +6, Will +8; Str -, 
  Dex 17, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Diplomacy +9, Hide +14, 
  Intimidate +13, Listen +15, Search +13, Sense Motive 
  +11, Spot +15, Survival +5 (+4 following tracks); 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Weapon Focus (Incorporeal Touch). 
   
  Constitution Drain (Su): Creatures hit by the 
  touch attack of the Wraith must make a DC 14 
  Fortitude save or loose 1d6 points of Constitution. The 
  save DC is Charisma based. On each successful attack 
  the Wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): A humanoid slain by a wraith 
  will rise up as a wraith himself in 1d4 rounds from the 
  moment of death, under the control of the wraith. Its 
  body remains intact and inanimate. 
  
  A Paladin On The Run 
   
  Page 25 
  Appendix 3: 
  APL 6 
  Eight Headed Hydra: CR 7; Huge magical beast; HD 
  8d10+43; hp 87; Init +1; Spd 20 ft., swim 20 ft.; AC 18 
  (touch 9, flat-footed 17); Base Atk +8; Grp +20; Atk +11 
  melee (1d10+4, bite), 11 melee (1d10+4, bite), 11 melee 
  (1d10+4, bite), 11 melee (1d10+4, bite), 11 melee 
  (1d10+4, bite), 11 melee (1d10+4, bite), 11 melee 
  (1d10+4, bite), 11 melee (1d10+4, bite); Full Atk +11 
  melee (1d10+4, bite), 11 melee (1d10+4, bite), 11 melee 
  (1d10+4, bite), 11 melee (1d10+4, bite), 11 melee 
  (1d10+4, bite), 11 melee (1d10+4, bite), 11 melee 
  (1d10+4, bite), 11 melee (1d10+4, bite); Space/Reach 15 
  ft. /10 ft.; SQ Darkvision 60 ft., fast healing 18, low 
  light vision, scent; AL N; SV Fort +11, Ref +7, Will +4; 
  Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9. 
   
  Skills and Feats: Listen +7, Spot +8, Swim +12; 
  Combat Reflexes, Iron Will, Toughness, Weapon Focus 
  (bite). 
   
  Physical Description: This beast resembles some 
  great reptile with a veritable forest of heads on long, 
  slender necks. 
   
  Minotaur Fighter: Male minotaur fighter level 3; CR 7; 
  Large monstrous humanoid; HD 6d8+18 plus 3d10+9; 
  hp 66; Init +0; Spd 30 ft.; AC 14 (touch 9, flat-footed -); 
  Base Atk +9; Grp +25; Atk +17 melee (3d6+8/x3, 
  greataxe) or +17 melee (1d8+8, gore); Full Atk +17 
  melee (3d6+8/x3, greataxe), +12 melee (3d6+8/x3, 
  greataxe), +12 melee (1d8+8, gore); Space/Reach 10 
  ft./10 ft.; SA Powerful Charge 4d6+8; SQ Darkvision 60 
  ft., natural cunning, scent; AL CE; SV Fort +8, Ref +6, 
  Will +5; Str 27, Dex 10, Con 16, Int 4, Wis 8, Cha 2. 
   
  Skills and Feats: Intimidate -1, Listen +6, Search 
  +4, Spot +4; Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Power Attack, Track. 
   
  Powerful Charge (Ex): A Minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head bringing its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +17 attack 
  bonus that deals 4d6+8 points of damage. 
   
  Natural Cunning (Ex): Although Minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further they are never 
  caught flat-footed. 
   
  Possessions: Greataxe. 
   
  Physical Description: This creature looks like an 
  incredible tall, powerfully muscled human, covered in 
  shaggy fur, with the head of a bull. The dark eyes of the 
  brute gleam with savage furry. 
   
  Harpy Fighter: Female Harpy Fighter Level 3; CR 7; 
  Medium monstrous humanoid; HD 7d8 plus 3d10; hp 
  49; Init +5; Spd 20 ft., fly 80 ft. (average); AC 16 (touch 
  15, flat-footed 11); Base Atk +10; Grp +10; Atk +15 
  missile (1d8/3, composite longbow) or +10 melee (1d3, 
  claw); Full Atk +15 missile (1d8/3, composite 
  longbow), +10 missile (1d8/3, composite longbow) or 
  +10 melee (1d3, claw), +5 melee (1d3, claw); SA 
  Captivating Song; SQ Darkvision 60 ft.; AL CE; SV Fort 
  +5, Ref +11, Will +5; Str 10, Dex 20, Con 10, Int 4, Wis 
  8, Cha 14. 
   
  Skills and Feats: Bluff +8, Intimidate +7, Listen +5, 
  Perform (oratory) +4, Spot +1; Dodge, Flyby Attack, 
  Persuasive, Point Blank Shot, Precise Shot, Rapid Shot. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300 foot spread 
  must succeed on a DC 15 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy’s song for 24 hours. The save 
  DC is charisma based. 
   
   
  A captivated victim walks towards the harpy, 
  taking the most direct route available. If the path leads 
  into a dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other than to 
  defend themselves. (Thus, a fighter cannot run away or 
  attack, but takes no defensive penalties.) A victim 
  within 5 feet of the harpy stands there and offers no 
  resistance to the monsters attacks. The effect continues 
  for as long as the harpy sings and for 1 round 
  thereafter. A bard’s countersong ability allows the 
  captivated creature to attempt a new Will save. 
   
  Possessions: Arrows (40), composite long bow, 
  quiver. 
   
  Physical Description: This creature looks like an 
  evil-faced old woman with the lower body, legs, and 
  wings of a reptilian monster. Its hair is tangled, filthy, 
  and crusted with blood. 
   
  Gargoyle Barbarian: Male Gargoyle Barbarian Level 3; 
  CR 7; Medium Monstrous Humanoid (Earth); HD 
  4d8+19 plus 3d12+9; hp 67; Init +2; Spd 40 ft., fly 60 ft. 
  (average); AC 16 (touch 10, flat-footed 14); Base Atk +7; 
  Grp +13; Atk +13 melee (1d4+6, claw); Full Atk +13 
  
  A Paladin On The Run 
   
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  melee (1d4+6, claw), +13 melee (1d4+6, claw), +8 melee 
  (1d4+6, claw), +8 melee (1d4+6, claw), +11 melee 
  (1d6+6, bite), and +11 melee (1d6+6, gore); SQ Damage 
  reduction 10/magic, darkvision 60 ft., freeze; AL CE; 
  SV Fort +8, Ref +7, Will +4; Str 22, Dex 14, Con 18, Int 
  4, Wis 8, Cha 4. 
   
   
  Skills and Feats: Listen +5, Spot +5; Fast 
  Movement, Illiteracy, Multiattack, Power Attack, Rage 
  1/day, Trap Sense +1, Toughness, Uncanny Dodge. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
   
  Allip: CR3; Medium Undead (Incorporeal); HD 4d12; 
  hp 26; Init +5; Spd 30 ft. fly (perfect); AC 15 (touch 15, 
  flat footed 14); Base Atk +2; Grp -; Atk +3 melee (1d4 
  wisdom drain, incorporeal touch); Full Atk +3 melee 
  (1d4 wisdom drain, incorporeal touch); SA Babble, 
  madness, wisdom drain; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 
  11, Wis 11, Cha 18. 
   
  Skills and Feats: Hide +8, Intimidate +7, Listen +7, 
  Search +4, Spot +7, Survival +0 (+2 Following Tracks); 
  Improved Initiative, Lighting Reflexes. 
   
  Babble (Su): An Allip is constantly babbling, 
  creating a hypnotic effect. All sane creatures in a 60 
  distance from the Allip must make a DC 16 Will save 
  or be affected as though by a hypnotism spell, for 2d4 
  rounds. This is a sonic mind affecting compulsion 
  effect. Creatures that successfully save cannot be 
  affected by the same Allip for 24 hours. The save is 
  Charisma based. 
   
  Madness (Su): Anyone targeting the Allip with 
  thought detection, mind control, telepathic ability and 
  makes direct contact with the Allip mind, takes 
  automatically 1d4 points of wisdom damage.  
   
  Wisdom Drain (Su): Anyone hit by the Allip 
  touch attack looses 1d4 points of wisdom score. On 
  each successful attack it gains 5 temporary hit points. 
   
  Yuan-Ti Pureblood Fighter: Female yuan-ti Fighter 2; 
  CR 5; Medium monstrous humanoid; HD 4d8+4 plus 
  2d10+2; hp 36; Init +1; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); Base Atk +6; Grp +10; Atk +11 melee 
  (1d8+4/19-20, longsword); Full Atk +11 melee 
  (1d8+4/19-20, longsword), +6 melee (1d8+4/19-20, 
  longsword); SA Spell-like abilities; SQ Alternate form, 
  darkvision 60 ft.; SR 16; AL CE; SV Fort +5, Ref +5, Will 
  +3; Str 18, Dex 12, Con 12, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Jump +8, Listen +6, Spot +6; 
  Alertness, Blindfight, Power attack, Weapon Focus 
  (longsword). 
   
  Spell-like Abilities (Sp): 1/day- animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4
  th. The 
  following DCs are charisma based. 
   
  Possessions: Full Plate, heavy steel shield, 
  longsword. 
   
  Mummy Lord: Male mummy fighter level 4; CR 9; 
  Medium undead; HD 8d12+3 plus 4d10; hp 79; Init +0; 
  Spd 20 ft.; AC 30 (touch 10, flat-footed 30); Base Atk +8; 
  Grp +15; Atk +16 melee (1d6+10 plus mummy rot, 
  slam); Full Atk +16 melee (1d6+10 plus mummy rot, 
  slam), +11 melee (1d6+10 plus mummy rot, slam); SA 
  Despair, mummy rot; SQ Damage reduction 5/-, 
  darkvision 60 ft., undead traits, vulnerability to fire; AL 
  LE; SV Fort +8, Ref +3, Will +9; Str 24, Dex 11, Con -, 
  Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Jump +11, Hide +7, Listen +8, 
  Move Silently +7, Spot+8; Alertness, Blind Fight, 
  Cleave, Great Cleave, Great Fortitude, Power Attack, 
  Toughness, Weapon Focus (Slam). 
   
  Despair (Su): Upon sight of the mummy a 
  character must make a DC 16 Will save. The save is 
  Charisma based and once succeeds, a character cannot 
  be affected by the same mummy for 24 hours. 
   
  Mummy Rot (Su): Fortitude save DC 16 with 
  incubation period 1 minute. The damage made by the 
  disease is 1d6 Con and 1d6 Cha damage. 
   
  Possessions: Full plate, Heavy steel shield. 
   
  Dread Wraith: CR 11; Large Undead (incorporeal); HD 
  16d12; hp 104; Init +13; Spd 60 ft. fly (good); AC 25 
  (touch 15, flat-footed 12); Base Atk +8; Grp -; Atk +16 
  melee (2d6 plus 1d8 Constitution drain, incorporeal 
  touch); Full Atk +16 melee (2d6 plus 1d8 Constitution 
  drain, incorporeal touch); SA Constitution drain, create 
  spawn; SQ Darkvision 60 ft. daylight powerlessness, 
  incorporeal traits, lifesense 60 ft., undead traits, 
  unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; 
  Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24. 
   
  Skills and Feats: Diplomacy +9, Hide +24, 
  Intimidate +26, Knowledge (Religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 
  following tracks); Alertness, Blind-Fight, Combat 
  Reflexes, Dodge, Improved Initiative, Improved 
  Natural Armor, Improved Natural Attack (incorporeal 
  touch), Mobility, Spring Attack. 
   
  Constitution Drain (Su): Creatures hit by the 
  touch attack of the Wraith must make a DC 25 
  
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  Fortitude save or loose 1d8 points of Constitution. The 
  save DC is Charisma based. On each successful attack 
  the Wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): A humanoid slain by a wraith 
  will rise up as a wraith himself in 1d4 rounds from the 
  moment of death, under the control of the wraith. Its 
  body remains intact and inanimate. 
   
  Lifesense (Su): A Dread Wraith notices all living 
  creatures in 60 ft. radius from it. It also senses their life 
  force as if it has cast deathwatch. 
   
  
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  Appendix 4: 
  APL 8 
  Nine Headed Hydra: CR 8; Huge magical beast; HD 
  9d10+48; hp 97; Init +1; Spd 20 ft., swim 20 ft.; AC 19 
  (touch 9, flat-footed 18); Base Atk +9; Grp +22; Atk +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite); Full Atk +13 melee (1d10+5, bite), 
  +13 melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite), +13 
  melee (1d10+5, bite), +13 melee (1d10+5, bite); 
  Space/Reach 15 ft. /10 ft.; SQ Darkvision 60 ft., fast 
  healing 19, low light vision, scent; AL N; SV Fort +11, 
  Ref +7, Will +5; Str 21, Dex 12, Con 20, Int 2, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Listen +8, Spot +8, Swim +13; 
  Blind-Fight, Combat Reflexes, Iron Will, Toughness, 
  Weapon Focus (bite). 
   
  Physical Description: This beast resembles some 
  great reptile with a veritable forest of heads on long, 
  slender necks. 
   
  Minotaur Fighter: Male minotaur fighter level 4; CR 8; 
  Large monstrous humanoid; HD 6d8+18 plus 4d10+12; 
  hp 75; Init +0; Spd 30 ft.; AC 14 (touch 9, flat-footed -); 
  Base Atk +10; Grp +26; Atk +18 melee (3d6+8/x3, 
  greataxe) or +18 melee (1d8+8, gore); Full Atk +18 
  melee (3d6+8/x3, greataxe), +13 melee (3d6+8/x3, 
  greataxe), +13 melee (1d8+8, gore); Space/Reach 10 
  ft./10 ft.; SA Powerful Charge 4d6+8; SQ Darkvision 60 
  ft., natural cunning, scent; AL CE; SV Fort +9, Ref +6, 
  Will +5; Str 27, Dex 10, Con 16, Int 4, Wis 8, Cha 2. 
   
  Skills and Feats: Intimidate +0, Listen +6, Search 
  +4, Spot +4; Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Overrun, Power 
  Attack, Track. 
   
  Powerful Charge (Ex): A Minotaur typically 
  begins a battle by charging at an opponent, lowering its 
  head bringing its mighty horns into play. In addition to 
  the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +18 attack 
  bonus that deals 4d6+8 points of damage. 
   
  Natural Cunning (Ex): Although Minotaurs are 
  not especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further they are never 
  caught flat-footed. 
   
  Possessions: Greataxe. 
   
  Physical Description: This creature looks like an 
  incredible tall, powerfully muscled human, covered in 
  shaggy fur, with the head of a bull. The dark eyes of the 
  brute gleam with savage furry. 
   
  Harpy Fighter: Female Harpy Fighter Level 5; CR 9; 
  Medium monstrous humanoid; HD 7d8 plus 5d10; hp 
  61; Init +5; Spd 20 ft., fly 80 ft. (average); AC 16 (touch 
  15, flat-footed 11); Base Atk +12; Grp +12; Atk +17 
  missile (1d8/3, composite longbow) or +12 melee (1d3, 
  claw); Full Atk +17 missile (1d8/3, composite 
  longbow), +12 missile (1d8/3, composite longbow), +7 
  missile (1d8/3, composite longbow) or +12 melee (1d3, 
  claw), +7 melee (1d3, claw), +2 melee (1d3, claw); SA 
  Captivating Song; SQ Darkvision 60 ft.; AL CE; SV Fort 
  +6, Ref +11, Will +5; Str 10, Dex 20, Con 10, Int 4, Wis 
  8, Cha 15. 
   
  Skills and Feats: Bluff +8, Intimidate +9, Listen +5, 
  Perform (oratory) +4, Spot +1; Dodge, Farshot, Flyby 
  Attack, Manyshot, Persuasive, Point Blank Shot, 
  Precise Shot, Rapid Shot. 
   
  Captivating Song (Su): The most insidious ability 
  of the harpy is its song. When a harpy sings, all 
  creatures (other than harpies) within a 300 foot spread 
  must succeed on a DC 15 Will save or become 
  captivated. This is a sonic mind-affecting charm effect. 
  A creature that successfully saves cannot be affected 
  again by the same harpy’s song for 24 hours. The save 
  DC is charisma based. 
   
   
  A captivated victim walks towards the harpy, 
  taking the most direct route available. If the path leads 
  into a dangerous area (through flame, off a cliff, or the 
  like), that creature gets a second saving throw. 
  Captivated creatures can take no actions other than to 
  defend themselves. (Thus, a fighter cannot run away or 
  attack, but takes no defensive penalties.) A victim 
  within 5 feet of the harpy stands there and offers no 
  resistance to the monsters attacks. The effect continues 
  for as long as the harpy sings and for 1 round 
  thereafter. A bard’s countersong ability allows the 
  captivated creature to attempt a new Will save. 
   
  Possessions: Arrows (40), composite long bow, 
  quiver. 
   
  Physical Description: This creature looks like an 
  evil-faced old woman with the lower body, legs, and 
  wings of a reptilian monster. Its hair is tangled, filthy, 
  and crusted with blood. 
   
  
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  Gargoyle Barbarian: Male Gargoyle Barbarian Level 5; 
  CR 9; Medium Monstrous Humanoid (Earth); HD 
  4d8+19 plus 5d12+15; hp 87; Init +2; Spd 40 ft., fly 60 ft. 
  (average); AC 16 (touch 10, flat-footed 14); Base Atk +9; 
  Grp +15; Atk +15 melee (1d4+6, claw); Full Atk +15 
  melee (1d4+6, claw), +15 melee (1d4+6, claw), +10 
  melee (1d4+6, claw), +10 melee (1d4+6, claw), +13 
  melee (1d6+6, bite), and +13 melee (1d6+6, gore); SQ 
  Damage reduction 10/magic, darkvision 60 ft., freeze; 
  AL CE; SV Fort +8, Ref +7, Will +4; Str 22, Dex 14, Con 
  18, Int 4, Wis 9, Cha 4. 
   
   
  Skills and Feats: Listen +6, Spot +6; Cleave, Fast 
  Movement, Illiteracy, Multiattack, Power Attack, Rage 
  1/day, Trap Sense +1, Toughness, Uncanny Dodge. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue. An observer must succeed on a 
  DC 20 Spot check to notice the gargoyle is really alive. 
   
  Allip: CR3; Medium Undead (Incorporeal); HD 4d12; 
  hp 26; Init +5; Spd 30 ft. fly (perfect); AC 15 (touch 15, 
  flat footed 14); Base Atk +2; Grp -; Atk +3 melee (1d4 
  wisdom drain, incorporeal touch); Full Atk +3 melee 
  (1d4 wisdom drain, incorporeal touch); SA Babble, 
  madness, wisdom drain; SQ Darkvision 60 ft., 
  incorporeal traits, +2 turn resistance, undead traits; AL 
  NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 
  11, Wis 11, Cha 18. 
   
  Skills and Feats: Hide +8, Intimidate +7, Listen +7, 
  Search +4, Spot +7, Survival +0 (+2 Following Tracks); 
  Improved Initiative, Lighting Reflexes. 
   
  Babble (Su): An Allip is constantly babbling, 
  creating a hypnotic effect. All sane creatures in a 60 
  distance from the Allip must make a DC 16 Will save 
  or be affected as though by a hypnotism spell, for 2d4 
  rounds. This is a sonic mind affecting compulsion 
  effect. Creatures that successfully save cannot be 
  affected by the same Allip for 24 hours. The save is 
  Charisma based. 
   
  Madness (Su): Anyone targeting the Allip with 
  thought detection, mind control, telepathic ability and 
  makes direct contact with the Allip mind, takes 
  automatically 1d4 points of wisdom damage.  
   
  Wisdom Drain (Su): Anyone hit by the Allip 
  touch attack looses 1d4 points of wisdom score. On 
  each successful attack it gains 5 temporary hit points. 
   
  Yuan-Ti Pureblood Fighter: Female yuan-ti Fighter 3; 
  CR 6; Medium monstrous humanoid; HD 4d8+4 plus 
  3d10+3; hp 43; Init +1; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); Base Atk +7; Grp +11; Atk +12 melee 
  (1d8+4/19-20, longsword); Full Atk +12 melee 
  (1d8+4/19-20, longsword), +7 melee (1d8+4/19-20, 
  longsword); SA Spell-like abilities; SQ Alternate form, 
  darkvision 60 ft.; SR 17; AL CE; SV Fort +5, Ref +6, Will 
  +4; Str 18, Dex 12, Con 12, Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Jump +10, Listen +6, Spot +6; 
  Alertness, Blindfight, Power attack, Weapon Focus 
  (longsword). 
   
  Spell-like Abilities (Sp): 1/day- animal trance (DC 
  13), cause fear (DC 12), charm person (DC 12), 
  darkness, entangle (DC 12). Caster level 4
  th. The 
  following DCs are charisma based. 
   
  Possessions: Full Plate, heavy steel shield, 
  longsword. 
   
  Mummy Lord: Male mummy fighter level 7; CR 12; 
  Medium undead; HD 8d12+3 plus 7d10; hp 97; Init +0; 
  Spd 20 ft.; AC 30 (touch 10, flat-footed 30); Base Atk 
  +11; Grp +18; Atk +19 melee (1d6+12 plus mummy rot, 
  slam); Full Atk +19 melee (1d6+12 plus mummy rot, 
  slam), +14 melee (1d6+12 plus mummy rot, slam); SA 
  Despair, mummy rot; SQ Damage reduction 5/-, 
  darkvision 60 ft., undead traits, vulnerability to fire; AL 
  LE; SV Fort +9, Ref +4, Will +10; Str 24, Dex 11, Con -, 
  Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Jump +14, Hide +7, Listen +8, 
  Move Silently +7, Spot+8; Alertness, Blind Fight, 
  Cleave, Dodge, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Power Attack, Toughness, 
  Weapon Focus (Slam), Weapon Specialization (Slam). 
   
  Despair (Su): Upon sight of the mummy a 
  character must make a DC 16 Will save. The save is 
  Charisma based and once succeeds, a character cannot 
  be affected by the same mummy for 24 hours. 
   
  Mummy Rot (Su): Fortitude save DC 16 with 
  incubation period 1 minute. The damage made by the 
  disease is 1d6 Con and 1d6 Cha damage. 
   
  Possessions: Full plate, Heavy steel shield. 
   
  Greater Dread Wraith: CR 13; Large Undead 
  (incorporeal); HD 24d12; hp 144; Init +13; Spd 60 ft. fly 
  (good); AC 25 (touch 15, flat-footed 12); Base Atk +12; 
  Grp -; Atk +20 melee (2d6 plus 1d8 Constitution drain, 
  incorporeal touch); Full Atk +20 melee (2d6 plus 1d8 
  Constitution 
  drain, 
  incorporeal 
  touch); 
  SA 
  Constitution drain, create spawn; SQ Darkvision 60 ft. 
  daylight powerlessness, incorporeal traits, lifesense 60 
  ft., undead traits, unnatural aura; AL LE; SV Fort +7, 
  Ref +16, Will +18; Str -, Dex 28, Con -, Int 19, Wis 18, 
  Cha 24. 
   
  Skills and Feats: Diplomacy +13, Hide +28, 
  Intimidate +30, Knowledge (Religion) +30, Listen +29, 
  Search +26, Sense Motive +27, Spot +25, Survival +4 (+6 
  following tracks); Alertness, Blind-Fight, Cleave, 
  
  A Paladin On The Run 
   
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  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Improved Natural Armor, Improved Natural Attack 
  (incorporeal touch), Mobility, Power Attack, Spring 
  Attack. 
   
  Constitution Drain (Su): Creatures hit by the 
  touch attack of the Wraith must make a DC 25 
  Fortitude save or loose 1d8 points of Constitution. The 
  save DC is Charisma based. On each successful attack 
  the Wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): A humanoid slain by a wraith 
  will rise up as a wraith himself in 1d4 rounds from the 
  moment of death, under the control of the wraith. Its 
  body remains intact and inanimate. 
   
  Lifesense (Su): A Dread Wraith notices all living 
  creatures in 60 ft. radius from it. It also senses their life 
  force as if it has cast deathwatch. 
   
   
   
  
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  Appendix 5 DM Aid 
  The Maze 
   
  
  A Paladin On The Run 
   
  Page 32 
  Appendix 6 
  New Rules Items 
  Here are new types of monsters which they are not 
  found within the pages of Monster Manual, but have 
  been made using the rules found in page 295. 
   
  Greater Wraith: CR 9; Medium Undead (incorporeal); 
  HD 9d12; hp 52; Init +7; Spd 60 ft. fly (good); AC 15 
  (touch 15, flat-footed 12); Base Atk +4; Grp -; Atk +8 
  melee (1d4 plus constitution drain, incorporeal touch); 
  Full Atk +8 melee (1d4 plus 1d6 Constitution drain, 
  incorporeal touch); SA Constitution drain, create 
  spawn; SQ Darkvision 60 ft. daylight powerlessness, 
  incorporeal traits, +4 turn resistance, undead traits, 
  unnatural aura; AL LE; SV Fort +3, Ref +6, Will +8; Str -, 
  Dex 17, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Diplomacy +9, Hide +14, 
  Intimidate +13, Listen +15, Search +13, Sense Motive 
  +11, Spot +15, Survival +5 (+4 following tracks); 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Weapon Focus (Incorporeal Touch). 
   
  Constitution Drain (Su): Creatures hit by the 
  touch attack of the Wraith must make a DC 14 
  Fortitude save or loose 1d6 points of Constitution. The 
  save DC is Charisma based. On each successful attack 
  the Wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): A humanoid slain by a wraith 
  will rise up as a wraith himself in 1d4 rounds from the 
  moment of death, under the control of the wraith. Its 
  body remains intact and inanimate. 
   
  Greater Dread Wraith: CR 13; Large Undead 
  (incorporeal); HD 24d12; hp 144; Init +13; Spd 60 ft. fly 
  (good); AC 25 (touch 15, flat-footed 12); Base Atk +12; 
  Grp -; Atk +20 melee (2d6 plus 1d8 Constitution drain, 
  incorporeal touch); Full Atk +20 melee (2d6 plus 1d8 
  Constitution 
  drain, 
  incorporeal 
  touch); 
  SA 
  Constitution drain, create spawn; SQ Darkvision 60 ft. 
  daylight powerlessness, incorporeal traits, lifesense 60 
  ft., undead traits, unnatural aura; AL LE; SV Fort +7, 
  Ref +16, Will +18; Str -, Dex 28, Con -, Int 19, Wis 18, 
  Cha 24. 
   
  Skills and Feats: Diplomacy +13, Hide +28, 
  Intimidate +30, Knowledge (Religion) +30, Listen +29, 
  Search +26, Sense Motive +27, Spot +25, Survival +4 (+6 
  following tracks); Alertness, Blind-Fight, Cleave, 
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Improved Natural Armor, Improved Natural Attack 
  (incorporeal touch), Mobility, Power Attack, Spring 
  Attack. 
   
  Constitution Drain (Su): Creatures hit by the 
  touch attack of the Wraith must make a DC 25 
  Fortitude save or loose 1d8 points of Constitution. The 
  save DC is Charisma based. On each successful attack 
  the Wraith gains 5 temporary hit points. 
   
  Create Spawn (Su): A humanoid slain by a wraith 
  will rise up as a wraith himself in 1d4 rounds from the 
  moment of death, under the control of the wraith. Its 
  body remains intact and inanimate. 
   
  Lifesense (Su): A Dread Wraith notices all living 
  creatures in 60 ft. radius from it. It also senses their life 
  force as if it has cast deathwatch. 
  
  A Paladin On The Run 
   
  Page 33 
   
  Player’s Handout 1: 
  The County Of Knurl Map 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bone March/595/Normal Scenarios/BNM5-02 - A Paladin on the Run (APL 2-8)/BNM5-02 - A Paladin on the Run.pdf