TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
  MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US AND OTHER 
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  COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  RTK7−05 
   
   
   
   
   
  Warrior’s Moon 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in Ratik 
  Version 1.0 
   
   
  by Brendan Robertson 
  Circle Reviewer: Colleen Simpson 
  Reviewers: James Dempsey 
  Playtesters: Andrew Alexandrou, Derek Christensen, John Deague, Brigid Hurst, Chris Hurst 
   
   
  When you are asked to acquire antiquities, most adventurers fall into the “smash and grab” variety. If the antiquities are 
  the mortal remains of a hero of the realm, finesse may be a better option. An investigative adventure seeking to unlock 
  riddles of history during Richfest 597 CY.  
  A one-round Regional adventure set in Ratik for characters level 4-11 (APLs 4-12). 
   
  Resources for this adventure [and the authors of those works] include Arms and Equipment Guide [Eric Cagle, Jesse 
  Decker, Jeff Quick, James Wyatt], Complete Divine [David Noonan], Dungeon Masters Guide II [Jesse Decker, David 
  Noonan, Chris Thomasson, James Jacobs, Robin D. Laws], Dungeonscape [Jason Bulmahn and Rich Burlew], Players 
  Handbook II [David Noonon] and Stormwrack [Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule 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. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  RTK7-05 Warriors Moon 
   
  Page 2 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Ratik. Characters from Ratik pay one (1) Time Unit per 
  round, while all other characters pay two (2) Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In the decades and centuries just after Ratik was carved 
  out of the barbarian lands and being beholden to the 
  Great Kingdom, there were many political events. Not all 
  of them were for the better, or recorded in the official 
  histories. 
   
  Baron Lambert Tigerheart of Devon was awarded 
  land in Ratik in 238CY as a reward from the ruler of the 
  time, Baron Peleon Ratik (still under the Great Kingdom 
  at this time). His lands eventually became known as the 
  province of Devonmeek.  
   
  Unbeknownst to his masters at the time, Lambert 
  was a worshipper and agent of a Hextorian sect 
  committed to the overthrow the Overkings. As part of the 
  grand plan, he was to organise a revolution or invasion, 
  and use the riches of Ratik as a launching pad for further 
  insurrectionist activities against the Rax Overking. 
   
  This grand scheme came into the open in 247CY 
  with Lambert forging an alliance of gnolls and bugbears 
  from the Rakers to attack Ratikhill while his own 
  personal forces acted from within the garrison to betray 
  the city. Initially the plan went well except for one small 
  problem; the mechanism for the main gates broke in the 
  fighting, which prevented his agents letting in the forces 
  of evil. With the garrison roused, a more standard assault 
  was organised and repelled over the course of three days. 
   
  As a side show to the main affair, the defenders of 
  Fort Bonewatch, who had raised the alarm allowing 
  defenders to protect the city, had also held out for three 
  long days against numerous probes and a besieging force 
  of goblins. Lambert decided that the fort needed to be 
  taken to protect his rear against counter attack, and 
  directed a major assault against it. 
   
  In the fighting, his shield was identified and the 
  court wizard of the time, Archmage Reinhard teleported 
  into the fort to assist the defenders. As the battle 
  continued, Reinhard found an opportunity to kill 
  Lambert with a polar ray, freezing him into a solid statue 
  which quickly sank into the boggy ground of the Field of 
  Blood. The assault was repelled and the invading forces, 
  without a leader to keep them together, dispersed over 
  the next day. 
   
  Many of Lambert’s personal guard were also 
  destroyed during the course of that assault, and with such 
  a strong history of death around the location, many dead 
  find the Will to rise again and continue to battle when 
  both moons are in eclipse and the barriers to the 
  underworld are weakened. 
   
  ADVENTURE SUMMARY 
   
  Timeline 
  Freeday, 28 Wealsun – arrival 
  Starday, 1 Richfest – investigate 
  Sunday, 2 Richfest – investigate 
  Moonday, 3 Richfest – investigate 
  Godsday, 4 Richfest – eclipse 
   
  Introduction – Justinian introduces himself and gives a 
  run-down of the job. 
  Encounter 1 – Proper research is needed to put some of 
  the pieces together. It can also give an advantage to those 
  who prepare to meet the right sort of foes (undead). 
  Encounter 2 – Having an audience with Lady Abril 
  Bresht can lead to some interesting pieces of the puzzle. 
  It is also required that they discuss permission to enter 
  the family catacombs or they will find themselves wanted 
  as tomb robbers. 
  Encounter 3 – The catacombs of the Bresht family. 
  There are traps, locked doors and animated guardians to 
  contend with before they can get to the shield and find 
  more pieces of the puzzle. 
  Encounter 4 – Justinian uses speak with dead on Sir 
  Bertram’s remains for more info. 
  Encounter 5 – As the lunar eclipse approaches, many 
  undead rise and fight amongst themselves. PCs feeling 
  belligerent can assault one of these un-tiered encounters, 
  otherwise they can avoid them. 
  Encounter 6 – They spot several Hextorite warriors from 
  the right battle and must defeat them to gather more 
  information. 
  Encounter 7 – Another speak with dead from Justinian 
  finalises the resting place of Baron Lambert. 
  Encounter 8 – Baron Lambert comes out to play. He is 
  after an honourable death in combat, but will negotiate 
  the conditions of battle. 
  RTK7-05 Warriors Moon 
   
  Page 3 
  
  Conclusion – Having recovered the remains of Baron 
  Lambert, they return victorious in the morning. 
   
  PREPARATION FOR PLAY 
   
  As the PCs will know they will be predominantly facing 
  undead, spells and equipment are likely to be chosen 
  appropriately. Be particularly aware of the effects of spells 
  such as hide from undead, command undead, and consecrate 
  and desecrate, as they are powerful, but also have 
  limitations. Also make sure to be aware of Ghostly 
  Equipment from Encounter Seven; the equipment is only 
  a memory of the original. 
   
  It is currently midsummer, so there is no snow to be 
  seen! (Hooray!) 
   
  INTRODUCTION 
  Give the PCs Player Handout One and read them the 
  following: 
   
  The job sounded just like many others; protect a 
  merchant while he acquires some goods.  
   
  When you arrived in Ratikhill, the flanks of the 
  mountains are covered with sheep. In some places it 
  is impossible to see the rock beneath them. 
   
  After settling in to the Golden Grain Resthouse 
  on Earthday, 27 Wealsun 597CY you met with your 
  benefactor. Then you got the details.  
   
  The 
  “merchant” 
  is 
  an 
  acquirer 
  of 
  rare 
  antiquities, the “goods” were possessed by a noble of 
  Ratik when it was part of the Great Kingdom and the 
  location… was the Field of Blood just outside the 
  walls of Ratikhill!  
   
   It seems that sometimes things can be easier 
  than planned; or perhaps not...  
   
  Let the PCs introduce themselves to each other and what 
  their specialty is.  
   
  Justinian Ruthven is an elderly dwarven scholar 
  whose dirty white hair and spectacles show his 
  profession to be hard on the body.  
   
  “Thank you for coming to help. I know some of 
  you are beings of action and others are more 
  scholarly. I have need of both for the next few days. 
   
  “My researches, into the antiquities I wish to 
  locat,e have determined the following: 
  • 
  The “Armour of Devon” was last worn by Baron 
  Lambert Tigerheart of Devon, a noble of the 
  North Kingdom who earned lands in Ratik 
  under the Archbaron in 238CY; 
  • 
  The sword “Malediction” was likewise held by 
  Baron Lambert, but he did not always take it 
  into combat; 
  • 
  The shield “Lychorida” was given, by Baron 
  Lambert, as a gift to one of his sergeants, Sir 
  Bertrand, as a reward for meritorious conduct. 
  He is presumed killed in the battle as well. 
  “My plan is to research the archives here in 
  Ratikhill, and find any oral histories that may not 
  have been recorded. Hopefully from that, I can 
  narrow down the search area.” 
   
  Why don’t you just cast locate object or similar divinations? 
   
  “Alas, I have tried that and even the best sages 
  couldn’t narrow it down further than the Fields of 
  Blood. If you want to try your own, you may get 
  better information.” 
   
  What can we do to help? 
  “There are several paths to knowledge. I, myself will 
  be working in the Hall of Records within the 
  fortress. Some assistance there would be most 
  welcome, if you are learned.  
   
  “Fort Bresht contains the house records, which 
  may prove older, and more accurate, than Ratikhill’s, 
  but you will need to arrange access with Her 
  Ladyship, Abril Bresht, or her castellan. 
   
  “There may also be families that have resided 
  here for centuries, and who may have oral histories 
  of the period. The old men drinking outside the 
  taverns are usually a good place to start.” 
   
  What’s in it for us? 
  “I can offer 10 crowns per day, with danger money of 
  50 crowns per day, if we have problems that require 
  your services.” 
   
  Who is your employer? 
  “The commission comes from Jenaia Devonmeek. 
  She seems to think that acquiring something 
  historical to the family will increase her influence 
  within the Triumvirate.” 
   
  Development: From here the PCs may choose to split up 
  or work together as they see fit in Encounter 1. 
   
  If they choose to attempt divinations use the 
  adventure background. Justinian has already had tried the 
  following divinations without meaningful success: 
  commune, discern location, divination, legend lore, locate 
  creature, locate object. 
   
  Further Development: Wizard PCs may wish to 
  exchange spells with Justinian. He has a large collection 
  of spellbooks at home (and only brought his travelling 
  book), therefore he will allow them to learn spells from 
  his travelling book at a cost of spell level x 50gp (as per 
  PHB pg 179 and LGCS). 
   
  ENCOUNTER 1: FOREWARNED 
  IS FOREARMED 
  This is a series of sub-encounters covering the gathering 
  information and negotiations with various locals. This 
  can be strung out with role-playing, or resolved in a few 
  RTK7-05 Warriors Moon 
   
  Page 4 
  
  die rolls, depending on how much time you have. For a 
  convention, this encounter shouldn’t take more than 1 
  hour of play time (Fort Bresht may take longer, but the 
  information gained will be made up by being prepared 
  for what they will encounter in the catacombs). 
   
  Each skill check will take 1d4+1 hours (if they want 
  to work for more than 8 hours in a day, fatigue will start 
  to set in. Have them start rolling Fort saves as per a 
  Forced March, PHB pg 164). This shouldn’t be a problem, 
  as they have several days to work through. 
   
  1A: THE RATIKHILL HALL OF RECORDS 
   
  Bardic knowledge gives a +2 synergy bonus to these rolls 
  (but cannot be rolled on its own). The bonus for a good 
  library is already included in the DC. 
   
  DC 
  Kno
  10 
  wledge (History) 
  Many casualties of battles fought in the Field of 
  15 
  20 
  force of humans and gnolls assaulted the 
  25 
  gst the nobility 
  and it is the last time Baron Lambert is mentioned 
  30 
  y leader 
  with a polar ray as they assaulted Bonewatch. 
  DC 
  10 
  all buried in the 
  catacombs 
  20 
  ecords of any descendants. 
  Baron 
  Lambert 
  was 
  rumoured 
  to 
  have 
  worshipped Hextor and been the leader of an 
  to revolt against 
  the Overking. 
   
  1B: FORT BRESHT
  Blood are never recovered as they were buried in 
  the soft ground by the churning battles. 
  There was a great battle over possession of Fort 
  Bonewatch in the period. 
  A mixed 
  fort. Baron Lambert is not mentioned amongst 
  the Ratik forces. 
  There were many casualties amon
  in the histories.  
  The Archmage Reinhard mentions in his 
  personal journal that he killed the enem
   
  Knowledge (Nobility & Royalty) 
  The Bresht family retainers were 
  15 
   
  Baron Lambert was something of a black sheep 
  and was very outspoken against the Overking. 
  There are no r
  25 
  underground movement plotting 
   
   
   
  rm tion available is as per the Ratikhill Hall of 
  Records, but more specific items can be gained from the 
  . I
  also fin
   
  Devel
  ncounter 2: The Bresht Family 
   
   T
  Info
  a
  visit
  f PCs spend at least 4 hours doing research, they 
  d Player Handout 2: Map of the Catacombs. 
  opment: Go to E
  1C:
  HE SILVER EAGLE AND CROWN 
  INN 
   
  Silver Eagle and Crown primarily serves 
  the primary drinking hole of 
  uild. 
   
  e of 
  blood. Lord fought Lord until the rebel army 
  fell apart. Don’t know why.” 
  ried to open the 
  ll you his name, but I heard he 
  the battle and the gnolls 
  and hobgoblins just melted away. 
  1D: THE GOLDEN GRAIN RESTHOUSE
  The 
  merchants and is also 
  the Ratikhill Wizards G
   
  Information from drinking establishments, each location 
  after the first will give a cumulative +5 circumstance 
  bonus to the roll: 
  DC 
  Gather Information 
  10 
  “Lambert? Never heard of him. Did hear
  about the battle. Lots of gnolls and 
  hobgoblins.” 
  15 
  “One of my ancestors fought in the battl
  20 
  Most of those killed in the battle were buried 
  in the catacombs. 
  25 
  Right before the battle started, I heard there 
  was a betrayal. Soldiers t
  gates, but the loyal forces of Ratik stopped 
  them. 
  30 
  The invaders were lead by a Knight of Hextor. 
  Couldn’t te
  was killed during 
   
   
   
   G
   
  to tra
   
  The
  olden Grain is a favourite of farmers who need
  de in town. 
  1E: THE DRIED FISH TAVERN 
  sh coul
   
  The Dried Fi
  d be considered a home away 
  m
  nt
   
  1F: THE CRUSHED GEM ALEHOUSE
  fro
  ple
   home for sailors. With its nautical themes and 
  y of rum, it keeps dry sailors wet. 
   
  The 
  establ
  s 
  from the mountains. The dwarf owner and his wife 
  he bar well stocked with beer and dwarven 
  oth 
   the day. 
  MON FOLK OF THE AREA
   
  Crushed Gem has a lower ceiling than other 
  ishments as its main clientele are dwarve
  keep t
  spirits. The patrons drink copious amounts of b
  during
   
  1G: THE COM
   
  0 
  We stay away from the fields, especially at 
  the walls is 
  during an eclipse of the moon. Anyone that 
  stal if 
  n
   t
  uther
  end
   the 
   
  DC 
  Gather Information 
  1
  night. Not everything that died out there, 
  stayed dead if you know what I mean. 
  15 
  The worst time to go outside 
  does is never heard from again. 
  20 
  “We’re always finding blue shards of cry
  we pla t in he so
  n 
   of
  Field. 
  Can’t grow any root vegetables down there 
  because of it; cutting out your own tongue 
  RTK7-05 Warriors Moon 
   
  Page 5 
  
  while having dinner isn’t a good idea.” 
   
  1H: RATIKHILL WIZARDS GUILD 
   
  The only extra information to be gained here is details
  about the Archmage Reinhard: 
   
  C 
  Gather Information 
   here. 
  e greatest wizards of the 
   
  20 
  ibutions to the crown spell 
  30 
   family. 
   
  ENCOUNTER 2: THE BRESHT 
  Y 
  hile they may have found a possible location to search, 
  combs, the 
  ng. Getting 
  ermission from the owner is a better option and can 
  i
  ady Abril, an audience is 
  otes: “Her Ladyship will not 
  ab
  d make 
  rs
  south waiting room…” 
  You ar
  m
  tapes
  made
  h wooden stools for those 
  If anyo
  ki
  s dedicated 
  a 
   denotes a 
  conflict with the Suel barbarians of the north, either 
  he
  Nort
  n 358CY. The western wall is of 
  but shows a horde of gnolls and 
  ag
   
  With a Search check DC20 of the western 
  e end of the light, a human 
  n chainmail and shield is struck upon the 
  st
  d you wish to see me?” Her voice is 
   and oily. 
  ot other items); if they 
  e traps are. 
   
  Lord Lothak will check in on the tomb later to make 
   
  ade. 
  It 
  cat
  even different families had 
  thr
  3A
  D
  10 
  15 
  Who? Not a member
  He was one of th
  realm, long before the guild was created.
  Never heard what happened to him. 
  Reinhard was an evoker specialist. Made 
  several contr
  collections. 
  Reinhard was a worshipper of Heironeous. 
  Not many know this, but he was a member of 
  the Devon
  25 
  FAMIL
  W
  if they simply go and break into the family cata
  PCs are likely to be arrested for grave-robbi
  p
  have some side benefits. 
   
   
  Hav
  grante
  ng asked to see L
  d. The Castellan n
  be 
  you
  le to see you for an hour, so if you coul
  elf comfortable in the 
   
  cha
  e led to a well-appointed audience 
  ber, with bearskin rugs and full-length 
  tries of ancient conflicts. Padded chairs are 
   available, wit
  weari
   
  ng armour. 
  ne has a closer look at the tapestries: 
  Loo
  to 
  ng at the tapestries, each wall seem
  different conflict. The eastern wall
  at t
   founding of Ratik or the later invasion of the 
  h Kingdom i
  similar age, 
  bugbears led by human knights dashing themselves 
  ainst the walls of Ratikhill. 
  tapestry: 
  Examined in detail some little things become 
  apparent. The panel pans between Fort Bonewatch 
  and the walls of Ratikhill. At the fort, a war wizard 
  stands upon the walls firing a blue beam of light 
  into the horde. At th
  knight i
  helm and falls from his mount. 
   
  After an hour, Lady Abril is able to see them: 
  A 
  riking woman of middle years, Lady Abril has a 
  formidable presence in person. Standing on her 
  right 
  is 
  her 
  illegitimate 
  son, 
  Lord 
  Lothak, 
  commander of the Hill Patrol. 
   
  “I understan
  smooth
   
  As long as the PCs are polite and respectful, she will not 
  turn down any reasonable requests for this adventure. 
  Her main decisions are: 
  • 
  She will allow them access to the house library 
  archives (same information as the Ratikhill archives 
  for this adventure). 
  • 
  With a DC15 Diplomacy check, they may take the 
  shield of Sir Bertrand (but n
  find it; 
  • 
  t
  They cannot disturb any o her remains of the restful 
  dead (undead are, of course exempt from this); 
  • 
  They must keep any damage to a minimum (or a least 
  reparable from local resources); 
  • 
  If asked, she will mention that the tomb is both 
  locked and trapped; unfortunately, they no longer 
  have the keys or know what th
  •
  sure it is re-sealed after they are finished.
   
  If asked about the tapestries in the waiting room, she 
  feigns disinterest, as they are centuries old and not 
  particularly interesting. 
   
  ENCOUNTER 3: CATACOMBS 
  Finding the catacombs is fairly easy. What happens from 
  there depends on if PCs obtained permission, and what 
  preparations they have m
   
  takes around half an hour to find the correct 
  acomb. At least s
  carved tombs out of the rock, some coat of arms you 
  don’t recognise and House Bresht itself has had 
  ee different catacombs built over the centuries. 
   
  : THE FRONT DOOR 
   
  re you lie the solid iron doub
  Befo
  le doors of the old 
  to
   
  ; 
  C2
  �Burning Hands Trap: CR 2; magic device; touch 
  trigger; automatic reset; lock bypass (Open lock DC 25); 
  spell effect (burning hands, 5th level wizard, 5d4 fire, DC11 
  Bresht family catacombs. Two massive locks built 
  in
   the doors prevent entry. 
   
  �Double Iron Doors: 3 in. thick; hardness 10; hp 
  90 AC 5; Break DC 28; Two trapped locks (Open Lock 
  5 and Open Lock DC25).  
  D
   
  GMs Note: PCs cannot Take 20 on their Open Lock 
  check while the trap is still active. 
   
  PL 4-6 (EL 2) 
  A
   
  RTK7-05 Warriors Moon 
   
  Page 6 
  
  R
  D
  agic device; touch trigger; 
  tomatic reset; lock bypass (Open lock DC 25); spell 
  of 
  is level, as there are so many ways to overcome it (scroll 
  leportation magic, even 
  lock, not the door). Even 
  evelopment: Breaking down the doors should be the 
  le Device check. 
  B: PRESSURE TRAP
  eflex save half damage); Search DC 26; Disable Device 
  C 26; Market value 2000 gp, 160 XP. 
   
  APL 8-12 (EL n/a) 
   
  �Fireball Trap: CR 4; m
  au
  effect (fireball, 6th level wizard, 6d6, DC14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28; Market 
  value 7,500 gp, 600 XP. 
   
  GMs Note: The fireball trap is not a real threat to PCs 
  th
  of dispel magic, scroll of knock, te
  rute force as the trap is on the 
  b
  if they don’t have a rogue, any damage they take is easily 
  healed and just a minor nuisance. 
   
  D
  last resort. If they have permission, it would be quite 
  reasonable to hire a locksmith (Phillipe) from town (for 
  40 crowns), but they will first have to deal with the trap 
  (using their own resources, or maybe a scroll of dispel magic, 
  or counterspelling). If the PCs wish to leave the trap 
  tact, add 5 to the DC of the Disab
  in
   
   
  �Phillippe: male human expert 2 (Open Lock +12, 
  Search +7). 
   
  Phillippe can also craft a new set of keys for the 
  Bresht family for another 20 crowns. 
   
  3
   
  oor tile depresses beneath your 
   Nothing seems to occur immediately. 
  �Ceiling Pendulums: CR 4; mechanical; location 
  y can 
  pair the trap with a DC18 check in 2d4 hours and 2,266 
  the Bresht family will fund these repairs if 
   
  If they do not look for traps (or do not find the trap) and 
  move down the corridor, read the following: 
   
  Moving down the corridor beyond the doors, there 
  is a loud *click* as a fl
  foot.
   
  Trap: The last four squares of the entrance corridor were 
  originally protected by a pendulum trap with a bypass 
  switch hidden behind the open doors. The trap itself has 
  failed due to its age. 
   
   
  trigger; automatic reset; hidden switch bypass (Search 
  DC25); multiple targets (all targets in four adjacent 
  squares); Atk +15 melee (1d12+8/x3, greataxe); Duration 5 
  rounds; Search DC 24; Disable Device DC 18; Market 
  value 13,600 gp 
   
  Development: If a PC has Craft (trapmaking) the
  re
  crowns of materials. If they had permission to visit the 
  catacombs, 
  asked. 
   
  3C: STAIRS DOWN 
   
  This spiral staircase leads down into the lower levels 
  of the crypt. A cold breeze wafts upwards showing 
  ther entrance; or perhaps something more 
  evelopment: If they wish to explore the lower levels of 
  dead will not pursue them if they 
  treat. 
  ano
  dangerous. In either case, that is not your mission 
  here. 
   
  D
  the catacomb that is beyond the scope of this adventure. 
  However, if they still wish to go down, give them 
  Encounter 4 every 1d6+4 minutes they remain on the 
  lower level. The un
  re
   
  3D: NOBLE TOMB 1 
   
   
  �Iron Door: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 23 (Stuck).  
   
  Forcing open the door causes a thick layer of dust to 
  billow upward from the floor. It is quickly apparent 
  that this room hasn’t been disturbed in centuries. 
   
  The chamber is dominated by the 10 ft 
  sarcophagi in its centre carved of granite. Around 
  the edges of the rooms, niches hold the remains of 
  armour. 
  etect Magic: several ancient swords of various types. 
  rcophagi, its plaque reads “Odette Bresht 198-
  4CY”. This one is far earlier than you were after. 
  Unusual for the period, but not unknown as 
  ped to keep the bodies relatively intact. 
  eserved nature of the corpse; 
   
  family retainers, still dressed in rusty 
   
  D
  Nothing from the closed sarcophagi. 
   
  Searching the chamber, you find many name 
  plaques, none of them the one you’re after. Checking 
  the sa
  22
   
  If they open the sarcophagi (with a Strength check DC25) 
  read the following: 
   
  Inside the granite sarcophagus, lies a sealed lead 
  coffin. 
  it hel
   
  f they open the lead coffin: 
  I
   
  Greedy tomb robbers that you are, you should not be 
  surprised at the well-pr
  especially not when it moves and attacks you. 
   
  APL 4-6 (EL 5) 
   
  �Mummy: hp 67; MM 190. 
  APL 8-12 (EL 15) 
   
  �Mummy Lord: hp 124; MM 190. 
   
  Treasure: None; this is a punishment combat, just 
  �
  deserts for greed and/or evil actions. PCs gain no 
  experience for this combat either. 
   
  RTK7-05 Warriors Moon 
   
  Page 7 
  
  3E: NOBLE TOMB 2 
   
   
  �Iron Door: 2 in. thick; hardness 10; hp 60; AC ;
  reak DC 23 (Stuck).  
  5  
  or. It is quickly apparent 
  A
  d
   
  ed in rusty armour. 
   name 
  d in one of the niches. Like 
  s buried with sword, 
  ed on the reverse of the shield “A gift to a 
   with dead after getting 
   this point. If Justinian is not with them, they may 
  re later and do so. The results 
  f the spell are: 
  not with him when he died. 
  an
  e
  . H
   away 
  would ensure the shield did not 
  nts, 
  o
  them back. This we did, but at 
  self, there was 
  h
  y
  as
  e 
  B
   
  Forcing open the door causes a thick layer of dust to 
  ow upward from the flo
  bill
  that this room hasn’t been disturbed in centuries. 
   
  The chamber is dominated by the 10 ft 
  sarcophagi in its centre carved of granite. 
  round 
  ges of the rooms, niches hold the remains of
  the e
  family retainers, still dress
   
  Searching the room: 
  The sarcophagi is engraved “Sir Roberre of the Cloth, 
  206-247CY”. Certainly the right year of death. 
  Further searching turns up the corroded
  plaque of Sir Bertran
  a
  m ny of the fallen here, he wa
  ur. 
  shield and armo
   
  Recovering the shield and examining it: 
  Engrav
  loyal servant, Lambert Tigerheart 243CY.” 
   
  The PCs or Justinian may cast speak
  to
  choose to bring him back he
  o
   
  Where is the body of Lambert Tigerheart? 
   do not know; I was 
  I
   
  Why were you not with him? 
  He betrayed us and attacked the city. We would have 
  been loyal unto death if he had but asked. 
   
  Why were you given the shield of the Devon family? 
  I saved Baron Lambert’s life when assassins were 
  oth r lord
  e said he needed to go
  sent by 
  for a while, and I 
  fall to enemies. 
   
  Tell us about the battle you died in: 
   
  "The gnolls and bugbears were assaulting the 
  gatehouse and I was in the fore. They manage to get a 
  force onto the battleme
  but Sir R berre led us in 
  mad assault to drive 
  a 
  the cost of our own lives. For my
  honour in death after our betrayal. 
   
  ere did ou l t se Lambert: 
  W
   
  "He was headed away from the walls leading an 
  assault force towards Fort Bonewatch.” 
   
  Other questions can be answered using the Adventure 
  ackground. 
  B
   
  3F: WALKING DEAD 
   
  Unless they are invisible, the guardian attacks when it 
  sees the PCs (there is no concealment or cover with 
  f its 
  you hear is the clanking of iron, and 
  t of mouldy armour 
  ng) identifies the 
  r. 
  Armour (2): Medium 
  n Mould (4): special; see Trap. 
  �Brown Mould (8): special; see Trap. 
  EL 12) 
  85, 285, 285, 285; 
  ppendix 1. 
   Mould (4): special; see Trap. 
  d feeds on 
  armth, drawing heat from around it. It normally comes 
  feet in diameter, and the temperature is 
   non-lethal cold 
  rown mould 
  auses it to instantly double in size. Cold damage, such as 
  old instantly destroys it. 
  which to make a Hide check within the limits o
  darkvi
   
  sion). Modify the read aloud text below to reflect 
  the number of suits of animated armour the PCs 
  encounter. 
   
  The first thing 
  then the metallic shape of a sui
  po
  ;
  intrudes u
  n your vision  finally a chill settles into 
  your bones. The guardian, thinking you to be an 
  intruder, attacks! 
   
  DC 12 Knowledge (arcana) identifies them as animated 
  objects. 
  DC 10 Knowledge (dungeoneeri
   
  brown mould infesting the armou
   
  APL 4 (EL 4) 
  �Animated Ancient Armour: Medium animated 
   
  object; hp 35; Appendix 1. 
   
  �Brown Mould: special; see Trap. 
   
  APL 6 (EL 6) 
   
  �Animated Ancient 
  animated object; hp 35, 35; Appendix 1. 
   
  �Brown Mould (2): special; see Trap. 
   
  APL 8 (EL 8) 
   
  �Animated Ancient Armour (4): Medium 
  animated object; hp 35, 35, 35, 35; Appendix 1. 
  �Brow
   
   
  APL 10 (EL 10) 
   
  �Animated Ancient Armour (8): Medium 
  animated object; hp 35, 35, 35, 35, 35, 35, 35, 35; Appendix 
  1. 
   
   
  APL 12 (
   
  �Mob of Animated Ancient Armour (4): 
  Medium animated object; hp 2
  A
   
  �Brown
   
  Trap: 
   
  �Brown Mould: CR 2; Brown moul
  w
  in patches 5 
  always cold in a 30-foot radius around it. Living creatures 
  within 5 feet of it take 3d6 points of
  damage. Fire brought within 5 feet of b
  c
  from a cone of c
   
  RTK7-05 Warriors Moon 
   
  Page 8 
  
  DMs Note: As they are made of Ancient Arms, please 
  member that the animated objects are subject to critical 
   to their equipment (but not for hp 
  itional DMs Note: Damage from the brown 
  t for balance 
  asons. Thus a PC should not take more than 3d6 points 
   damage in a single round.  
   (such as by 
  reb
  r of the crypt 
  rain hazard. 
  �APL 12: Loot 7280 gp; Coin 0 gp; Magic 0 gp; Total 
  THE SHIELD 
  hought to see it so soon! Tell me about where 
  it?" 
   th
  "Yes, t
   to the tomb to cast a speak with dead. If they 
  o so, use the information from Encounter 3E. 
   
   Fort Bonewatch, soldiers of battles long past shimmer 
  ead-lined doors boom closed. They will 
  e opened again until dawn, on this night of 
   an hour of waiting, shadow 
  ouc
  the 
  ner may be, it is probably not a good idea to get 
  ttlefield, 
  ontinuing conflicts long decided. Below is an example of 
  one of 
  distance
  with them. 
   
  , 19, 
  9, 19, 19, 19; Monster Manual 266. 
  6: WRAITHS OF 
  s roll Spot checks vs the swordwraith’s Hide 
  0 at all APLs) to determine encounter distance. The 
  maximum distance is either 60 feet (for darkvision) or the 
  re
  hits for damage
  damage to the creature itself). 
   
  �Add
  mould will overlap (not stack) in this comba
  re
  of non-lethal cold
   
  Tactics: As mindless constructs, the armor just tries to 
  swarm them under (no 5 ft steps or tactics). If the PCs 
  aus
  c
  e the brown mould to increase in size
  alling it), mark 5 ft patches on the floo
  fi
  as a ter
   
  Development: At APL10+ if the PCs want to descend 
  into the lower catacombs and investigate the source of 
  the mobs, it is beyond the scope of this adventure. 
  However, if they still wish to go down, give them 
  Encounter 4 every 1d6+4 minutes they remain on the 
  lower level. The undead will not pursue them if they 
  retreat. 
   
  Treasure:  
   
  �APL 4: Loot 60 gp; Coin 0 gp; Magic 0 gp; Total 60 
  gp. 
   
  �APL 6: Loot 120 gp; Coin 0 gp; Magic 0 gp; Total 
  20 gp. 
  1
   
  �APL 8: Loot 240 gp; Coin 0 gp; Magic 0 gp; Total 
  240 gp. 
   
  �APL 10: Loot 480 gp; Coin 0 gp; Magic 0 gp; Total 
  480 gp. 
   
  7280 gp. 
   
  ENCOUNTER 4: RETURNING 
  Presuming the PCs wish to turn over the shield to 
  Justinian so that he is able to find out what he can from it: 
   
  With Sir Bertrand's shield in hand, you return 
  wearily back to the relative safety of Ratikhill. 
  Justinian is excited when you show it to him. "I 
  never t
  you got 
   
  If
  ey tell him the story: 
   
  hat would fit some of the details. While 
  ou
  y
   were busy, I found several minor references to 
  knights involved in the battles of the period. None 
  of it useful, taken in isolation. From what you have 
  found, we should have enough for an expedition 
  into the battlefield itself, on Godsday. Hopefully we 
  can speak to warriors who know more." 
   
  Development: The PCs may choose to backtrack and 
  take Justinian
  d
  ENCOUNTER 5: RANDOM 
  ENCOUNTERS 
  After they leave the gates of Ratikhill and make their way 
  to
  into existence across the Fields of Blood. There will only 
  be a fight if the PCs actively attempt to engage them. 
   
  You exit the gates of Ratikhill just before dusk, 
  when the l
  not b
  horror. After less than
  t
  hes the first moon. 
   
  In the darkening gloom, translucent shapes 
  wink into existence as the first of the moons slowly 
  eclipse. Soon the shapes can be made out in the 
  distance as they merge into battle-groups, seeking 
  their ancient foes. Two of these groups merge as you 
  travel, and a vicious fight breaks out. Whoever 
  win
  close enough to find out.  
   
  Creatures: Small groups of undead roam the ba
  c
  the groups. PCs should only see these in the 
  , unless they want to actively seek out combat 
  All APLs (EL 10) 
   
  �Human Warrior Skeletons (6): hp 8, 8, 8, 8, 8, 8; 
  Monster Manual 226. 
   
  �Human Commoner Zombies (8): hp 19, 19
  1
   
  �Shadow (2): hp 24, 24; Monster Manual 221. 
   
  �Wraith (2): hp 40, 40; Monster Manual 258. 
   
  �Sample Ghost: hp 40; Monster Manual 117. 
   
  Tactics: A ghost “general” leading two wraith “captains” 
  and two shadow “sergeants”, leading the skeletons and 
  zombies. Use the Handle Animal rules for the officers to 
  control their mindless minions (with Charisma checks).
   
   
  Treasure: Nothing of consequence. 
   
  ENCOUNTER 
  THE SWORD 
  Following the plan, it takes several hours before the right 
  circumstances arrive to find the information needed. 
   
  ave the PC
  H
  (+
  RTK7-05 Warriors Moon 
   
  Page 9 
  
  limit of shadowy illumination of the light source being 
  o
   for foes of the right 
  ore 
  id
  hadow, 
  wo
  coat of 
  ex
  P
   
  fighter 4; hp 32; Appendix 1. 
   
  �Swordwraith Medic: ma
  PL 8 (EL 11) 
  ): hp 32; Appendix 
  . 
  Warhorse Skeleton (2): hp 32; Appendix 
  raith Medic: male human swordwraith 
  , swordwraiths make 
  amage 
  ail (90 gp each); 
  ta
  �APL 6: Loot 92 gp; Magic spellbook (75 gp), +1 
  ncient bastard sword (174 gp), +1 ancient flail (173 gp), 2 +1 
  chainmail (90 gp each), +1 ancient heavy bronze shield (88 
  ronze buckler (86 gp), javelin of lightning 
  25
   spellbook (150 gp), +1 
   spiked ancient heavy 
  elin of lightning (125 gp); Total 1160 gp. 
  �APL 10: Loot 92 gp; Magic spellbook (150 gp), +1 
  ord (174 gp), +1 ancient flail (173 gp), 2 +1 
  ent bronze buckler (86 gp), 
   (150 gp), +2 
  in
  nze shield (753 gp), +1 ancient bronze buckler (86 gp), 
  nt: If identified as warriors from the battle; 
   
  UNTER 7: TALKING TO 
  ft
  .  
  to dig. 
   to approach in the total darkness 
  he double lunar eclipse.  
   
  th
  quickly lest I tire of thee." 
   
  art of Devon, 
  pion of the province of Ratik and foe of the 
  Overking Rax." 
  used by the PCs, whichever is longer.  
   
  D dging battles, avoiding undead of conflicts long 
  decided and keeping an eye out
  period proves quite a strain. About an hour bef
  m
  night, as the second moon is touched by s
  t
  gures dressed in chainmail with the sur
   fi
  H
  tor spy you, salute and advance.  
   
  APL 4 (EL 6) 
   
  �Swordwraith Warrior: male human swordwraith 
  fighter 2; hp 16; Appendix 1. 
   
  �Swordwraith Medic: male human swordwraith 
  favoured soul 2; hp 16; Appendix 1. 
   
  A L 6 (EL 8) 
  �Swordwraith Warrior: male human swordwraith 
  le human swordwraith 
  favoured soul 4; hp 32; Appendix 1. 
   
  A
   
  �Swordwraith Warrior: male human swordwraith 
  fighter 7; hp 56; Appendix 1. 
   
  �Swordwraith Medic: male human swordwraith 
  favoured soul 7; hp 56; Appendix 1. 
   
  �Heavy Warhorse Skeleton (2
  1
   
  APL 10 (EL 13) 
   
  �Swordwraith Warrior: male human swordwraith 
  fighter 9; hp 72; Appendix 1. 
   
  �Swordwraith Medic: male human swordwraith 
  avoured soul 9; hp 72; Appendix 1. 
  f
   
  �Heavy 
  . 
  1
   
  APL 12 (EL 15) 
   
  �Swordwraith Warrior: male human swordwraith 
  ighter 11; hp 88; Appendix 1. 
  f
   
  �Swordw
  favoured soul 11; hp 88; Appendix 1. 
   
  �Heavy Warhorse Skeleton (2): hp 32; Appendix 
  . 
  1
   
  actics: The penultimate warriors
  T
  the most of tactics to inflict the maximum d
  possible.  
   
  Treasure: The PCs can gain the following treasure here: 
   
  �APL 4: Loot 92 gp; Magic spellbook (25 gp), +1 
  ancient bastard sword (174 gp), 2 +1 chainm
  To l 381 gp. 
   
  a
  gp), +1 ancient b
  (1
   gp); Total 730 gp. 
   
  �APL 8: Loot 92 gp; Magic
  ancient bastard sword (174 gp), +1 ancient flail (173 gp), 2 +1 
  chainmail (90 gp each), +1 bashing
  bronze shield (337 gp), +1 ancient bronze buckler (86 gp), 
  jav
   
  ancient bastard sw
  chainmail (90 gp each), +1 bashing spiked ancient heavy 
  bronze shield (337 gp), +1 anci
  javelin of lightning (125 gp); Total 1160 gp. 
   
  �APL 12: Loot 92 gp; Magic spellbook
  ancient bastard sword (674 gp), +1 ancient flail (173 gp), 2 +1 
  cha mail (90 gp each), +2 bashing spiked ancient heavy 
  ro
  b
  javelin of lightning (125 gp), cloak of charisma +2 (333gp); 
  Total 2409 gp. 
   
  evelopme
  D
  Justinian sets up his Leomund’s tiny hut and casts speak with
  ead
  d
   on the medic. 
   
  ENCO
  THE DEAD 
  Justinian uses speak with dead on the fallen swordwraith 
  medic and obtains some useful answers. 
   
  A er throwing up a Leomund’s tiny hut so you’re 
  not disturbed, Justinian uses his speak with dead on 
  the deceased Hextorite. A few quick questions get 
  you where you need to go. It appears you are not that 
  far from where the Baron fell in battle
   
  Development: If they have not already received it, they 
  can acquire the same information as Encounter 4 using 
  speak with dead. 
   
  ENCOUNTER 8: BARON 
  LAMBERT 
  From what the swordwraiths know, the PCs get very 
  close the right position 
   
  As your search moves closer to the walls of Fort 
  Bonewatch, a ghostly figure rises from the ground 
  and waits for you
  of t
  "Who disturbs my unquiet rest on the night of 
  e dead? You killed my personal guard, so speak 
  Who are you? 
   
  "I am Baron Lambert Tigerhe
  Cham
  RTK7-05 Warriors Moon 
   
  Page 10 
  
   
  Where is your body? 
   
  He grin's wanly. "You're standing on it. To get it, 
  you'll have to go through me; single combat or all at 
  once, it matters not. I can make it a fair fight in 
  her situation. If you do defeat me, rebury me in 
  own as Devonmeek. 
  Why did you
   
  "The O
  throne, and the time had come fo
  needed a base of operations, and 
  d be bribed or persuaded 
  join me and break away from the North Kingdom.  
  ied, and my retainers 
  an
  yway; they unfortunately 
  aining the bluff of a 
  r."  
  bert: male human ghost knight 4; hp 
  2; Appendix 1.  
  32; Appendix 1. 
   rebuking; 
   
  gle foe, he will not use his telekinesis 
   foes he will use it at CL 6. 
  s do not use spells before combat 
  s you stand” challenge); 
   
  At APL 4 only, he will offer them use of an oil of 
  n if they do not have a suitable weapon to 
  form twists on a non-existent breeze 
  ef
   can rest. As your reward, you may 
   the 
  .." With that he vanishes as if ripped apart by 
  . 
  ), +1 
  ost to
  7 gp), +1 chainmail 
  8
  ; Total 2150 gp. 
  5
  chain
  item
  en
  ll 
  Fav
  ob
  CONCLUSION 
  ave turned on his nation so 
  ould attack it? History has not 
  e 
  am
  u reveal it. 
  cepted the 
  ey simply attacked without discussing terms, or 
  eit
  the family crypts in Devon." 
  NB: A DC 10 Knowledge (local – Ratik) check notes that 
  Devon is now kn
   
   lead the forces of evil? 
  verking had grown complacent on his 
  r independence. I 
  made alliances to 
  take Ratikhill as that base. With the fortress under 
  my control, the barons coul
  to 
   
  "I tried to take the fortress with loyal retainers 
  sabotaging the gate, but the mechanism was broken 
  in the attempt, and the gates could not be opened for 
  entry. The defenders rall
  m
  aged to escape from the gatehouse by bluffing 
  that they had defeated the spies and saved the gates. 
  It was too late for them an
  died in the first assault, maint
  loyal defende
   
  APL 4 (EL 6) 
   
  �Baron Lam
  3
   
  APL 6 (EL 8) 
   
  �Baron Lambert: male human ghost knight 6; hp 
  48; Appendix 1.  
   
  APL 8 (EL 11) 
   
  �Baron Lambert: male human ghost knight 9; hp 
  72; Appendix 1.  
   
  �Heavy Warhorse Ghost: hp 
   
  APL 10 (EL 13) 
   
  �Baron Lambert: male human ghost knight 11; hp 
  88; Appendix 1.  
   
  �Heavy Warhorse Ghost: hp 32; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Baron Lambert: male human ghost knight 13; hp 
  104; Appendix 1.  
   
  �Heavy Warhorse Ghost: hp 32; Appendix 1. 
   
  Tactics: If challenged to honourable combat, Baron 
  Lambert is willing to negotiate the conditions of a 
  challenge within the following limits: 
  • 
  No turning or
  •
  Against a sin
  ability. Against two
  Against 3+ foes he will use it at his full CL; 
  • 
  If the PC
  commences, he will not use his Draining Touch 
  ability (the “a
  •
  magic weapo
  fight with (he points out a spot to dig for it). 
   
  If Lambert is killed honourably (death scene): 
   
   
  Lambert's 
  b
  ore momentarily stabilising. "I am vanquished in 
  combat. Now I
  take the pommel of my sword; it will aid you in
  future.
  a great gust of wind
   
  Treasure: The PCs can gain the following treasure here: 
   
  �APL 4: Magic 13 gp; +1 bastard sword (195 gp
  uch heavy shield (1347 gp), +1 chainmail (108 gp), 
  gh
  bead of blessing (50 gp); Total 1700 gp. 
   
  �APL 6: Magic 13 gp; +1 ghost touch bastard sword 
  (695 gp), +1 ghost touch heavy shield (134
  (10  gp), bead of blessing (50 gp)
   
  �APL 8-12: Magic 13 gp; +1 ghost touch bastard sword 
  (69  gp), +1 ghost touch heavy shield (1347 gp), +1 ghost touch 
  mail (1358 gp), bead of healing (750 gp); Total 4150 gp. 
   
  Development: Justinian will request most of Lambert’s 
  s as the goal of his quest (for which they may have 
   well recompensed by now). If they do not (and wi
  be
  probably fight/kill Justinian) then they do not get the 
  our of House Devonmeek and gain the Tomb-
  bers disfavour. 
  R
   
   
  As you carefully dig, and remove the artefacts from 
  the cold earth, the dawn light slowly filters through 
  the mountain passes. Answered and unanswered 
  questions filter through your mind. Could an 
  honourable man h
  completely that he w
  remembered him as either a good or a bad man.  Th
  f
  ily of Devonmeek have gained a link to the 
  distant past, but the reputation of what they thought 
  was a hero may be tarnished… if yo
   
  For recovering all the artefacts, all PCs receive the 
  Favour of House Devonmeek. If the PCs ac
  Baron’s challenge (to single combat or party combat as 
  negotiated) and defeated him, then they receive the 
  Pommel Stone of Baron Lambert Tigerheart favour. If 
  th
  destroyed him with a greater turning, then his ghost 
  returns and they receive the Haunted by Baron 
  Lambert Tigerheart disfavour. 
   
  RTK7-05 Warriors Moon 
   
  Page 11 
  
  EXPERIENCE POINT 
  SUMMARY 
  dventure, add up the values 
  To award experience for this a
  r the objectives accomplished. Then assign the 
  PL 4  
  120 XP 
  240 XP 
  PL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Encounter 8 
  Defeat Baron Lambert  
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
   
  Story Award 
  Objective(s) met: Recover all three artefacts 
  APL 4  
  60 XP 
  APL 6  
  75 XP 
  APL 8  
  90 XP 
  APL 10  
  120 XP 
  APL 12  
  150 XP 
   
  Discretionary roleplaying award 
  APL 4  
  75 XP 
  APL 6  
  105 XP 
  APL 8  
  135 XP 
  APL 10  
  150 XP 
  APL 12  
  165 XP 
   
  Total possible experience: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 3F: Walking Dead 
   
  APL 4: Loot 60 gp; Coin 0 gp; Magic 0 gp; Total 60 
  gp. 
   
  APL 6: Loot 120 gp; Coin 0 gp; Magic 0 gp; Total 120 
  gp. 
   
  APL 8: Loot 240 gp; Coin 0 gp; Magic 0 gp; Total 240 
  gp. 
   
  APL 10: Loot 480 gp; Coin 0 gp; Magic 0 gp; Total 
  480 gp. 
   
   
  APL 12: Loot 7280 gp; Coin 0 gp; Magic 0 gp; 
  Total 7280 gp. 
   
  fo
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3A 
  Bypass the trap and gain entry to the tomb 
  APL 4-6  
  60 XP 
  APL 8-12  
  0 XP 
   
  Encounter 3F 
  Defeat the animated armour and brown mould 
  A
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
   
  Encounter 6 
  Defeat the swordwraiths 
  APL 4  
  180 XP 
  APL 6  
  A
  RTK7-05 Warriors Moon 
   
  Page 12 
  
  Encounter 6: W
   
  APL 4: Loot 9
  bastard sword (174 gp), 2 +1 chainma
  381 gp. 
  86 gp), javelin of lightning 
  25 gp); Total 730 gp. 
  2 gp; Magic spellbook (150 gp), +1 ancient 
  73 gp), 2 +1 
   (90 gp each), +1 bashing spiked
   heavy 
  ld (337 gp), +1 ancient bronze b
  gp), 
  velin of lightning (125 gp); Total 1160 gp. 
  t 92 gp; Magic spellbook (150 gp), +1 
   gp), 2 +1 
  il (90 gp each), +1 bashing spiked
  heavy 
  hield (337 gp), +1 ancient bronze b
  6 gp), 
  f lightning (125 gp); Total 1160 gp. 
   12: Loot 92 gp; Magic spellbook
  p), +2 
  stard sword (674 gp), +1 ancient flail
  ), 2 +1 
  ainmail (90 gp each), +2 bashing spiked ancient heavy 
  3 gp), +1 ancient bronze buckler (86 gp), 
  p), cloak of charisma +2 (333gp); 
   gp. 
  nter 8: Baron Lambert 
   all the loot: 
  agic 13 gp; +1 bastard sword (19
   ghost 
  uch heavy shield (1347 gp), +1 chainmail (108 gp, bead of 
  otal 1700 gp. 
  p; +1 ghost touch bastard sword (695 
  host touch heavy shield (1347 gp), +1 chainmail (108 
   of blessing (50 gp); Total 2300 gp. 
  L 8-12: Magic 13 gp; +1 ghost touch bastard sword 
  shield (1347 gp)
   touch 
   (1358 gp), bead of healing (750 gp);
  0 gp. 
  nian to recover the artefacts: 
   gp), bead of 
  (50 gp); Total 258 gp. 
  L 6: Magic 13 gp; +1 ghost touch bastard sword (695 
   of blessing (50 gp); Total 758 gp. 
   8-12: Magic 13 gp; +1 ghost touch bastard sword 
  bead of healing (750 gp); Total 1458 
  L 4: Loot: 152 gp; Coin: 80 gp; M
  1 gp 
  L 6: Loot: 212 gp; Coin: 80 gp; M
  8 gp; 
  gp 
   8: Loot: 332 gp; Coin: 80 gp; M
  8 gp; 
  otal: 3030 gp 
  : 80 gp; Magic: 2618 gp; 
  70 gp 
  L 12: Loot: 7372 gp; Coin: 80 gp; M
  67 gp; 
  319 gp 
  pecial 
  Favour of Ho
  redeemed for v
  you the pommel stone of his sword. 
  iserable. Any time you 
   still has some sections that are recoverable.  
   TU and 
  a day 
  om the date this adventure was played or when you are 
  dventure; CV; 100 gp) � 
   
  masterwork 
  ancient 
  chainmail 
  (Adventure; 
  Dungeonscape; 75 gp) 
  raiths of the Sword 
  2 gp; Magic spellbook (25 gp), +1 ancient 
  il (90 gp each); Total 
   
  APL 6: Loot 92 gp; Magic spellbook (75 gp), +1 ancient 
  bastard sword (174 gp), +1 ancient flail (173 gp), 2 +1 
  chainmail (90 gp each), +1 ancient heavy bronze shield (88 
  gp), +1 ancient bronze buckler (
  (1
   
  APL 8: Loot 9
  bastard sword (174 gp), +1 ancient flail (1
  chainmail
   ancient
  bronze shie
  uckler (86 
  ja
   
  APL 10: Loo
  ancient bastard sword (174 gp), +1 ancient flail (173
  chainma
   ancient 
  bronze s
  uckler (8
  javelin o
   
  APL
   (150 g
  ancient ba
   (173 gp
  ch
  bronze shield (75
  javelin of lightning (125 g
  Total 2409
   
  Encou
  Keeping
  APL 4: M
  5 gp), +1
  to
  blessing (50 gp); T
   
  APL 6: Magic 13 g
  gp), +1 g
  gp), bead
   
  AP
  (695 gp), +1 ghost touch heavy 
  , +1 ghost
  chainmail
   Total 415
   
  Allowing Justi
  APL 4: Magic 13 gp; +1 bastard sword (195
  blessing 
   
  AP
  gp), bead
   
  APL
  (695 gp), 
  gp. 
   
  Total Possible Treasure 
   
  AP
  agic: 639 gp; 
  Total: 87
   
  AP
  agic: 148
  Total: 1780 
   
  APL
  agic: 261
  T
   
  APL 10: Loot: 572 gp; Coin
  Total: 32
   
  AP
  agic: 38
  Total: 11
   
  S
  use Devonmeek: This favour may be 
  arious uses within Ratik. As a reward for 
  your services, you gain adventure access to the items 
  marked� 
   
  Pommel Stone of Baron Lambert Tigerheart: For 
  giving the Baron an honourable death in combat, his 
  spirit has bequeathed 
  Each time you upgrade it, you must visit a temple of your 
  deity for 1 TU and pay the cost difference. It must be 
  attached to the pommel of a weapon to work and you may 
  only possess one using this favour. If lost or destroyed, 
  this item cannot be replaced. 
   
  At 4th level, you may upgrade it to bead of blessing. 
   
  At 8th level, you may upgrade it to a bead of healing. 
   
  At 12th level, you may upgrade it to a bead of karma. 
   
  Haunted by Baron Lambert Tigerheart: Having giving 
  the Baron a dishonourable death in combat, his spirit 
  haunts you and makes your life m
  make a Charisma based check, you must succeed at a Will 
  save DC10 or suffer a -2 circumstance penalty to the 
  check. After a year and a day, he departs to the afterlife. 
   
  Chosen of Darkness Vol#2: Although badly damaged, 
  this spellbook
  APL4 – blade of blood, stand (PH2), wave blessing (Sto); 150 
  gp 
  APL6 – All of APL4 plus dimension hop (PH2), lifebolt, 
  heroics (SpC); 450 gp 
  APL8 – All of APL4-6 plus crown of the grave, regroup 
  (PH2), greater mage armor (SpC); 900 gp 
  APL10 – All of APL4-8 plus condemnation, trollshape (PH2), 
  disguise ship (Sto); 1500 gp 
  APL12 – All of APL4-10 plus dimension shuffle, chasing 
  perfection (PH2), airy water (Sto); 2300 gp 
   
  Tomb-robbers: For violating the restful dead without 
  permission, a warrant has been issued for your arrest. 
  When you play in a Ratik regional adventure, roll 1d20. 
  On a 1-2, you are arrested and imprisoned for 8
  fined 1000 Crowns. A DC20 Disguise check will reduce 
  this to a roll of 1. The warrant expires a year and 
  fr
  caught.  
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 4: 
  • 
  Chosen of Darkness Vol#2 (Adventure; see above) 
  • 
  ghostblight (A
  •
  RTK7-05 Warriors Moon 
   
  Page 13 
  
  • 
  masterwork ancient heavy bronze shield (Adventure; 
  geonscape; 87.5 gp) 
  gp) � 
   
   spiked heavy bronze shield (Adventure; 
  DMG/A&EG; 9,180 gp) 
  Dungeonscape/A&EG; 42.5 gp) 
  • 
  masterwork 
  ancient 
  bastard 
  sword 
  (Adventure; 
  Dun
  • 
  Metamagic Rod, Silent (Adventure; DMG) � 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  +1 ghost touch bastard sword 
   •
  javelin of lightning (Adventure; DMG) 
  • 
  boots of springing and striding (Adventure; DMG) � 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  sacred scabbard (Adventure; CW; 4,400 
  •
  +1 bashing spiked heavy bronze shield (Adventure; 
  DMG/A&EG; 4,180 gp) 
   
  APL 10 (all of APL 4-8 plus the following): 
  • 
  ioun stone (dusty rose prism) (Adventure; DMG) � 
  • 
  boots of speed (Adventure; DMG) � 
   
  APL 12 (all of APL 4-10 plus the following): 
  • 
  +1 spellstoring flail (Adventure; DMG) 
  • 
  +2 bashing
   
   
   
  RTK7-05 Warriors Moon 
   
  Page 14 
  
  APPENDIX 1: ALL APLS
  INT
   
  RODUCTION 
  J US TI NI AN  R U T H V E N 
  CR  6 
  ale dwarf wizard 6 
  t 
   +2 
  r
  n
   
  M
  N Medium humanoid (dwarf) 
  Ini -1; Senses Listen +2, Spot
  Au a none 
  La guages Common  
  AC 14, touch 10, flat-footed 14 
   (+/-0 size, -1 Dex, +3 armor, +1 deflection, +
  natural) 
  1 
   2
  r
  Wea
  peed base movement 20 ft. 
  hp
  5 (6 HD);  
  Fo t +3 (+5 against poison), Ref +1, Will +7 
  kness  
  S
  Melee dagger +4 (1d4+1/19-20)  
  Sp ce 5 ft.; Reach 5 ft. 
  a
  s
  k 
  racers of 
  A
  1 cold iron 
  d
  Wiz
   6th): 
   3rd—greater magic weapon, Leomund’s tiny hut, 
  speak with deadD
   2nd—detect thoughts, false life, knock, locate 
  object 
   1st—comprehend languages, detect secret doors, 
  identify, magic missile 
   0—detect magic, detect poison, read magic, 
  disrupt undead 
  D: Domain spell. Deity: Vergadain. Domains: Pact  
  �Already cast 
  Abilities Str 10, Dex 8, Con 13, Int 16, Wis 14, Cha 
  Ba e Atk +3; Grp +3 
  t
  Options spells 
  A
  Special Actions  
  mbat Gear Amulet of Natural Armor +1, B
  Co
  rmor +3, Ring of Protection +1, +
  agger 
  ard Spells Prepared (CL
  12  
  Feats Skill Focus: Knowledge (History), Scribe 
  ScrollB, Arcane Discipline (Pact Domain), Craft 
  Wondrous ItemB, Spell Mastery (magic missile, 
  knock, Leomund’s tiny hut) 
  Skills Concentration +5, Decipher Script +11, 
  Knowledge (Religion) +7, Knowledge (History) +15, 
  Knowledge (Local: NMR) +8, Spellcraft +12, 
  Possessions combat gear plus holy symbol (gold 
  coin – Vergadain) 
  Spellbook spells prepared plus 1—Tenser’s floating 
  disk, 2—knock, 3—gentle repose 
   
  RTK7-05 Warriors Moon 
   
  Page 15 
  
  APL 4
  3F: WALKING DEAD 
  E DI UM 
  CR  2 
  n -
   
  h 10, flat-footed 23 
  AN I M AT E D O B J E CT,  M
  N Medium construct 
  5, Spot -5 
  Init +0; Senses Liste
  Aura Moderate Transmutation
  Languages n/a  
  AC 23, touc
   (+/-0 size, +/-0 Dex, +0 class, +7 armor, +2 shield, 
  tural) 
  F
  ison), Ref +0, Will -5 
  ovement 
  +0 deflection, +0 insight, +4 na
  hp 35 (2 HD); hardness 5 
  ort +0 (+0 against po
  Weakness  
  Speed 30 ft. in half plate (6 squares), base m
  40 ft.; 
  Melee masterwork longsword +3 (1d8; 19-20/x2) or 
  asterwork 
  ancient 
  longsword, 
  ent heavy steel shield, masterwork 
  Ab
  slam +2 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Combat 
  Gear 
  m
  masterwork anci
  ancient half plate 
  ilities Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1  
  SQ
  ct traits, darkvision 60 ft., low-light vision 
  S
  A
   Constru
  Feats -  
  kills - 
  ient Arms: see Ne
  nc
  w Rules Items 
   
  5: WRAITHS OF THE SWORD 
  R D W R AI T H W AR RI O R
  S W O
   
  CR  4 
  M
  LE M
  augmented human) 
  wful 
  AC
  touch 15, flat-footed 19 
  ale swordwraith fighter 2 
  edium undead (
  Init +2; Senses Listen +2, Spot +2 
  Aura Faint evil/la
  Languages Common  
   21, 
   (+/-0 size, +2 Dex, +0 class, +6 armor, +3 shield, +0 
  eflection, +0 insight, +0 natural) 
   16 (2 HD); DR 5/magic 
  sist; Turn Resistance +2 
  d
  hp
  Re
  Sp
  Fort +3 (+3 against poison), Ref +2, Will +2 
  eed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee bastard sword +6 (1d10+2 +1 Str // 19-20/x2)  
  ace 5 ft.; Reach 5 
  Sp
  ft. 
  Co
  ord, masterwork 
  ancient flail, +1 ancient chainmail, masterwork 
  ancient heavy bronze shield 
  Abilities Str 15, Dex 14, Con -, Int 13, Wis 10, Cha 
  Base Atk +2; Grp +4 (+7 resist) 
  mbat Gear +1 ancient bastard sw
  12  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Shield Specialization 
  (heavy), Shield Ward (heavy), EWP (bastard 
  sword) B, Weapon Focus (bastard sword)B  
  Skills Handle Animal +6, Hide +0, Intimidate +6, 
  Jump -3, Move Silently +0, Ride +9, 
  Possessions combat gear 
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  Ancient Arms: see New Rules Items 
   
  S W O R D W R AI T H M E DI C 
  CR  4 
  Female swordwraith Favored Soul (Hextor) 2 
  LE Medium undead (augmented human) 
  Init +2; Senses Listen +3, Spot +3 
  Aura Moderate evil/lawful 
  Languages Common  
  AC 19, touch 12, flat-footed 17 
   (+/-0 size, +2 Dex, +0 class, +6 armor, +1 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 16 (2 HD); DR 5/magic 
  Resist ; Turn Resistance +2 
  Fort +3 (+3 against poison), Ref +5, Will +6 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee mw flail +4 (1d8+1 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Combat Gear masterwork ancient flail, masterwork 
  ancient heavy mace, +1 ancient chainmail, 
  masterwork bronze buckler, silver holy symbol 
  (Hextor) 
  Favored Soul Spells Known (CL 2nd; DC11 + spell 
  level): 
   1st (5/day; 4 left)—deathwatch�, divine favor, 
  inflict light wounds 
   0 (6/day)—cure minor wounds, detect magic, inflict 
  minor wounds, mending, read magic 
  �Already cast 
  Abilities Str 15, Dex 14, Con -, Int 10, Wis 12, Cha 
  13  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Power Attack, Shield 
  Specialization  
  Skills Concentration +5, Diplomacy +8, Hide +0, 
  Move Silently +0, Sense Motive +6, 
  Possessions combat gear plus damaged spellbook 
  “Chosen of Darkness Vol#2” 
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  Ancient Arms: see New Rules Items 
   
  7: BARON LAMBERT 
  B AR O N L AM B E R T  T I G E R H E AR T 
  CR  6 
  Male ghost knight 4 
  LN Medium undead (augmented human, incorporeal) 
  Init +0; Senses Listen -1, Spot -1 
  Aura Faint lawful 
  Languages Common, Old Oeridian  
  RTK7-05 Warriors Moon 
   
  Page 16 
  
  AC 17, touch 13, flat-footed 17 or (20, touch 10, flat-
  footed 20 on the ethereal plane) 
  d, +3 deflection) 
  f +1, Will +3 
   (+0 Dex, +6 armor, +4 shiel
  Miss Chance 50% Incorporeal 
  hp 32 (4 HD)  
  Immune  
  Resist ; +4 turn resistance 
  st poison), Re
  Fort +1 (+1 again
  Weakness  
  Speed 30 ft. in chainmail (6 squares), base 
  movement 30 ft., fly 30 ft. (perfect); 
   (1d10+4, 
  Melee bastard sword +9
  19-20/x2, 50% 
  corporeal 
  hallenge +1, shield block +1, 
  st of mettle 
  Ab
  miss chance), or Draining Touch +4 in
   drain), 
  touch (1d4
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp – (+7 or +11 resist) 
  Atk Options Telekinesis 
  Special Actions Manifestation, Draining Touch, 
  Telekinesis, fighting c
   te
  bulwark of defense,
  Combat Gear (all Ghostly Equipment) +1 bastard 
  sword, +1 ghost touch heavy shield, +1 chainmail 
  ilities Str 16 Dex 10, Con -, Int 13, Wis 8, Cha 16  
  SQ Undead traits, Incorporeal traits, rejuvenation, 
  P (bastard sword), WF (bastard sword), 
  B
  10, Knowledge 
  (nobility & royalty) +8, Ride +9, 
   
  knight’s challenge, knight’s code, armor mastery 
  m) 
  (mediu
  W
  Feats E
  Mounted Combat , Combat Expertise 
  Skills Handle Animal +10, Intimidate +
  Possessions combat gear plus  
  Draining Touch (Su) A ghost that his a living target
  with its incorporeal touch 
   
  n each such 
  eals 5 points of 
  al opponents, it 
  odifier to attack rolls only. 
  nents, 
  it 
  adds 
  its 
  telekinesis as a 
  vel 12th or equal to the 
  a ghost 
  r 
   
   across the land. A 
  a bonus. See below for uses. 
  creases by 1, 
   deflect an incoming 
  blow, possibly providing just e
  ction to 
  turn a telling swing into a near m
  enture.  
  attack drains 1d4 points
  from any one ability score it selects. O
  successful attack, the ghost h
  gainst ethere
  damage to itself. A
  adds its Strength m
  Against 
  nonethereal 
  oppo
  Dexterity modifier to attack rolls only. 
  Manifestation (Su) as per MM pg 118 
   can use 
  Telekinesis (Su) A ghost
  standard action (caster le
  ghost’s HD, whichever is higher). When 
  uses this power, it must wait 1d4 rounds before 
  using it again. (see Tactics). 
  The Knight’s Code: You fight not only to defeat you
  our honor, demonstrate your
  foes, but to prove y
  fighting ability and win renown
  knight does not benefit from flanking, never strikes 
  a flat-footed opponent and never deals lethal 
  damage against a helpless foe. 
  ight’s Challenge (Ex) You 
  Kn
  can use this ability a 
  number of times per day equal to ½ you class level 
  + your Charism
  Fighting Challenge (Ex) Not usable as an undead. 
  Shield Block (Ex) Starting at 2nd level, you excel in 
  using your armor and shield to frustrate your 
  enemy’s attacks. During your action, designate a 
  single opponent as the target of this ability. Your 
  shield bonus to AC against that foe in
  as you move your shield to
  nough prote
  iss. 
  Bulwark of Defence (Ex) When you reach 3rd level, 
  an opponent that begins its turn in your threatened 
  area treats all the squares that you threaten as 
  difficult terrain. Your strict vigilance and active 
  defensive maneuvers force your opponents to 
  move with care. 
  est of Mettle (Ex) No effect on this adv
  T
  RTK7-05 Warriors Moon 
   
  Page 17 
  
  APL 6 
  3F: WALKING DEAD 
  AN I M AT E D O
   cons
  B J E CT,  M E DI UM 
  CR  2 
  truct 
  ot -5 
  N Medium
   +0; 
  Init
  Senses Listen -5, Sp
  Aura Moderate Transmutation 
  n/a  
  Languages 
   23, touch
  AC
   10, flat-footed 23 
   (+/-0 size, +/-0 Dex, +0 class, +7 armor, +2 shield, 
  0 deflection, +0 insight, +4 natural) 
  +
  hp 35 (2 HD); hardness 5 
  rt +0 (+0 against poison), Ref +0, Will -5 
  eakness  
  Fo
  ase movement 
  W
  Speed 30 ft. in half plate (6 squares), b
  40 ft.; 
  Melee longsword +3 (1d8; 19-20/x2) or slam +2 
  (1d6+1) 
  ace 5 ft.; Reach 5 ft. 
  Sp
   
  Base Atk +1; Grp +2 
  Combat 
  Gear 
  masterwork 
  ancient 
  longsword, 
  masterwork ancient heavy steel shield, masterwork
  ancient half plate 
  Abilities Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1  
  SQ Construct traits, darkvision 60 ft., low-light vision 
  Feats -  
  Skills - 
  Ancient Arms: see New Rules Items 
   
  5: WRAITHS OF THE SWORD 
  Ma
  LE
  In
  Au
  La
  AC
  S W O R D W R AI T H W AR RI O R 
  CR  6 
  le swordwraith fighter 4 
   Medium undead (augmented human) 
  it +2; Senses Listen +2, Spot +2 
  ra Faint evil/lawful 
  nguages Common  
   22, touch 16, flat-footed 20 
   (+/-0 size, +2 Dex, +0 class, +6 armor, +4 shield, +0 
  Re
  Fo
  Sp
  deflection, +0 insight, +0 natural) 
  hp 32 (4 HD); DR 5/magic 
  sist; Turn Resistance +2 
  rt +4 (+4 against poison), Ref +3, Will +3 
  eed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee bastard sword +9 (1d10+5 +1 Str // 19-20/x2)  
  ace 5 ft.; Reach 5 ft. 
  se Atk +4; Grp +7 (+11 resist) 
  mbat Gear +1 ancient bastard sword, masterwork 
  ancient flail, +1 ancient chainmail, +1 heavy bronze 
  Sp
  Ba
  Co
  shield, javelin of lightning 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 10, Cha 
  12  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Shield Specialization 
  (heavy), Shield Ward (heavy), EWP (bastard 
  sword)B, Weapon Focus (bastard sword)B, Combat 
  Expertise, Weapon Specialisation (bastard sword)B 
  ills Handle Animal +8, Hide +0, Intimidate +8, 
  Jump -1, Move Silently +0, Ride +11, 
  ssessions combat gear  
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  ills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  cient Arms: see N
  Sk
  S W O R D W R AI T H M E DI C 
  CR  6 
  Female swordwraith Favored Soul (Hextor) 4 
  LE Medium undead (augmented human) 
  Init +2; Senses Listen +3, Spot +3 
  Aura Moderate evil/lawful 
  Languages Common  
  AC 21, touch 15, flat-footed 19 
  An
  ew Rules Items 
   
   (+/-0 size, +2 Dex, +0 class, +6 armor, +3 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 32 (4 HD); DR 5/magic 
  Resist ; Turn Resistance +2 
  Fort +4 (+4 against poison), Ref +6, Will +7 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee flail +8 (1d8+3 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 (+9 resist) 
  Combat Gear +1 ancient flail, mw ancient heavy 
  mace, +1 ancient chainmail, +1 ancient bronze 
  buckler, silver holy symbol (Hextor) 
  Favored Soul Spells Known (CL 4th; DC11 + spell 
  level): 
   2nd (3/day)—bull’s strength, desecrate, sound 
  burst 
   1st (7/day; 5 left)—deathwatch�, divine favor, 
  inflict light wounds, protection from good� 
   0 (6/day)—cure minor wounds, detect magic, inflict 
  minor wounds, mending, read magic 
  �Already cast 
  Abilities Str 16, Dex 14, Con -, Int 10, Wis 12, Cha 
  13  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Power Attack, Shield 
  Specialisation (buckler), Shield Ward (buckler), 
  Weapon Focus (flail)B 
  Skills Concentration +7, Diplomacy +10, Hide +0, 
  Move Silently +0, Sense Motive +8, 
  Possessions combat gear plus damaged spellbook 
  “Chosen of Darkness Vol#2” 
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  Ancient Arms: see New Rules Items 
   
  7: BARON LAMBERT 
  B AR O N L AM B E R T  T I G E R H E AR T 
  CR  8 
  Male ghost knight 6 
  LN Medium undead (augmented human, incorporeal) 
  Init +0; Senses Listen -1, Spot -1 
  Sk
  Po
  RTK7-05 Warriors Moon 
   
  Page 18 
  
  Aura Faint lawful 
  Languages Common, Old Oeridian  
  17 or (20, touch 10, flat-
  AC 17, touch 17, flat-footed 
  footed 20 on the ethereal plane) 
  +4 shield, +3 deflection) 
   (+0 Dex, +6 armor, 
  Miss Chance 50% Incorporeal 
  hp 48 (6 HD)  
  esistance 
  Resist ; +4 turn r
  Fort +2 (+2 against poison), Ref +2, Will +4 
  Speed 30 ft. in chainmail (6 squares), base 
  movement 30 ft., fly 30 ft. (perfect); 
  /+6 (1d10+4, 
  Melee bastard sword +11
  19-20/x2), or 
   drain), 
  nt 
    
  Draining Touch +6 incorporeal touch (1d4
  Reach 5 ft. 
  Space 5 ft.; 
  Base Atk +6; Grp – (+9/+4) 
  Atk Options Telekinesis 
  Special Actions Manifestation, Draining Touch, 
  Telekinesis, fighting challenge +1, shield block +1, 
  bulwark of defense, test of mettle, vigila
   
  defender, shield ally
  Combat Gear (all Ghostly Equipment) +1 ghost touch 
  bastard sword, +1 ghost touch heavy shield, +1 
  chainmail 
  Abilities Str 16 Dex 10, Con -, Int 13, Wis 8, Cha 16
  SQ Undead traits, Incorporeal traits, rejuvenation
  ’s challenge, knight’s code, armor mastery 
  , 
  m) 
  ocus (bastard 
  bat Expertise, 
  Shield 
  Specialisation 
  (heavy)B, 
  Shield 
  Ward 
   
  his a living target 
  knight
  u
  (medi
  Feats EWP (bastard sword), Weapon F
  sword), Mounted CombatB, Com
  (heavy) 
  Skills Handle Animal +12, Intimidate +12, Knowledge
  ide +11, 
  (nobility & royalty) +10, R
  Possessions combat gear  
  Draining Touch (Su) A ghost that 
  with its incorporeal touch attack drains 1d4 points 
  score it selects. On each such 
  t heals 5 points of 
  ts, 
  it 
  adds 
  its 
   rolls only. 
   
   
  t a helpless foe. 
  Fi
   designate a 
  single opponent as the target of this a
  shield bonus to AC against that foe incre
  ou threaten as 
  e and active 
   
  able 
  and ignore 
  wearing medium 
  you ignore the speed 
  rmor as well. 
  , warding the spot 
  nd to prevent foes from 
  ect. If an 
  mble check DC to avoid 
  increases by an amount 
  from any one ability 
  successful attack, the ghos
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  opponen
  Against 
  nonethereal 
  Dexterity modifier to attack
  Manifestation (Su) as per MM pg 118 
  Telekinesis (Su) A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the 
  ghost’s HD, whichever is higher). When a ghost
  ust wait 1d4 rounds before
  uses this power, it m
  using it again. 
   You fight not
  The Knight’s Code:
   only to defeat your 
  foes, but to prove your honor, demonstrate your 
  fighting ability and win renown across the land. A 
  knight does not benefit from flanking, never strikes 
  a flat-footed opponent and never deals lethal 
  damage agains
  Knight’s Challenge (Ex) You can use this ability a 
  number of times per day equal to ½ you class level 
  + your Charisma bonus. See below for uses. 
  ghting Challenge (Ex) Not usable as an undead. 
  ield Block (Ex) Starting at 2
  Sh
  using your armor and shield to frustrate your 
  enemy’s attacks. During your action,
  nd level, you excel in 
  bility. Your 
  ases by 1, 
  as you move your shield to deflect an incoming 
  blow, possibly providing just enough protection to 
  turn a telling swing into a near miss.  
  Bulwark of Defence (Ex) When you reach 3rd level, 
  an opponent that begins its turn in your threatened 
  area treats all the squares that y
  difficult terrain. Your strict vigilanc
  defensive maneuvers force your opponents to
  move with care. 
  th
  you are 
  Armor Mastery (Ex) Starting at 4  level, 
  d skin 
  to wear your armor like a secon
  uction for 
  the standard speed red
  th
  armor. Starting at 9  level, 
  reduction imposed by heavy a
  Test of Mettle (Ex) No effect on this adventure.  
  Vigilant Defender (Ex) Starting at 5th level, you stand 
  enemies
  your ground against all 
  where you make your sta
  slipping past and attacking those you prot
  opponent attempts to use the Tumble skill to move 
  through your threatened area or your space without 
  provoking at AoO, the Tu
  your attacks of opportunity 
  equal to your class level. 
  Shield Ally (Ex) No effect on this adventure. 
   
  RTK7-05 Warriors Moon 
   
  Page 19 
  
  APL 8 
  3F: WALKING DEAD  
  AN I M AT E D O B J E CT,  M E DI UM 
  CR  2 
  5 
  on 
  N Medium construct 
   +0; 
  s Listen -5, Spot -
  Init
  Sense
  Aura Moderate Transmutati
  uages n/a  
  Lang
   23, touch 10, flat-footed 23 
  AC
   (+/-0 size, +/-0 Dex, +0 class, +7 armor, +2 shield, 
  0 deflection, +0 insight, +4 natural) 
  +
  hp 35 (2 HD); hardness 5 
  on), Ref +0, Will -5 
  Fort +0 (+0 against pois
  Speed 30 ft. in half plate (6 squares), base movement 
  40 ft.; 
  Melee masterwork ancient longsword +3 (1d8; 19-
  20/x2) or slam +2 (1d6+1) 
  ace 5 ft.; Reach 5 ft. 
  se Atk +1; Grp +2 
  Sp
  Ba
  Combat 
  Gear 
  masterwork 
  ancient 
  longsword, 
  masterwork ancient heavy steel shield, masterwork 
  ancient half plate 
  Abilities Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1  
  SQ Construct traits, darkvision 60 ft., low-light vision 
  Feats -  
  ills - 
  Sk
  Ancient Arms: see New Rules Items 
   
   WRAITHS OF THE SWORD
  5:
   
  S W O R D W R AI T H W AR RI O R 
  CR  9 
  Male swordwraith fighter 7 
  ted hum
  LE Medium undead (augmen
  Init +2; Senses Listen +2, Sp
  an) 
  ot +2 
  La
  AC
  Aura Faint evil/lawful 
  nguages Common  
   22, touch 16, flat-footed 20 
   (
  d
  hp
  Re
   +4 
  +/-0 size, +2 Dex, +0 class, +6 armor, +4 shield, +0 
  eflection, +0 insight, +0 natural) 
   56 (7 HD); DR 5/magic 
  sist; Turn Resistance +2 
  ill
  Fort +5 (+5 against poison), Ref +4, W
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  lee lance +10 (1d8+3 +1 Str) OR bastard sword 
  +12 (1d10+5 +1 Str // 19-20/x2) OR bastard sword 
  +10/+5 (1d10+5 +1 Str // 19-20/x2) and shield bash 
  Me
  Ba
  Co
  +9 (2d6+2 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  se Atk +7; Grp +10 (+14 resist) 
  mbat Gear +1 ancient bastard sword, masterwork 
  ancient flail, ancient lance, +1 ancient chainmail, 
  +1 bashing spiked heavy bronze shield, javelin of 
  lightning 
  Abilities Str 16, Dex 14, Con -, Int 13, Wis 10, Cha 
  12  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Shield Specialization 
  (heavy), Shield Ward (heavy), EWP (bastard 
  sword)B, Weapon Focus (bastard sword)B, Combat 
  Expertise, 
  Weapon 
  Specialisation 
  (bastard 
  sword)B, Improved Shield Bash, Agile Shield 
  FighterB, 
  ills Handle Animal +11, Hide +0, In
  Sk
  timidate +11, 
  Po
  St
  Jump +2, Move Silently +0, Ride +14, 
  ssessions combat gear  
  rength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  ills Swordwraiths
  Sk
   gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  cient Arms: see New Rules Items 
  O R D W R AI T H M E DI C 
  CR  9 
  An
   
  S W
  Au
  La
  AC
  Female swordwraith Favored Soul (Hextor) 7 
  LE Medium undead (augmented hum n) 
  a
  Init +2; Senses Listen +3, Spot +3 
  ra Moderate evil/lawful 
  nguages Common  
   21, touch 15, flat-footed 19 
   (
  d
  hp
  Re
   
  +/-0 size, +2 Dex, +0 class, +6 armor, +3 shield, +0 
  eflection, +0 insight, +0 natural) 
   56 (7 HD); DR 5/magic 
  sist; Turn Resistance +2; Fire Resistance 10 
  Fort +5 (+5 against poison), Ref +7, Will +8 
  peed 20 ft. in chainmail (4 squares), base
  S
  movement 30 ft.; 
  Melee flail +10 (1d8+3 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Combat Gear +1 ancient flail, masterwork ancient 
  heavy mace, +1 ancient chainmail, +1 ancient 
  bronze buckler, silver holy symbol (Hextor) 
  Favored Soul Spells Known (CL 7th; DC11 + spell 
  level): 
   3rd (4/day; 3 left)—dispel magic, inflict serious 
  wounds, magic circle against chaos� 
   2nd (6/day)—bull’s strength, desecrate, hold 
  person, sound burst 
   1st (7/day; 5 left)—bane, deathwatch�, divine 
  favor, inflict light wounds, protection from good�, 
  shield of faith  
   0 (6/day)—cure minor wounds, detect magic, inflict 
  minor wounds, light, mending, read magic 
  �Already cast 
  Abilities Str 16, Dex 14, Con -, Int 10, Wis 12, Cha 
  13  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Power Attack, Shield 
  Specialisation (buckler), Shield Ward (buckler), 
  Weapon Focus (flail)B, Mounted Combat, 
  Skills Concentration +10, Diplomacy +10, Hide +0, 
  Move Silently +0, Ride +5, Sense Motive +8, 
  Possessions combat gear plus damaged spellbook 
  “Chosen of Darkness Vol#2” 
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  RTK7-05 Warriors Moon 
   
  Page 20 
  
  Ancient Arms: see New Rules Items 
   
  T O N 
  CR  2 
  flat-footed 16 
  H E AV Y  W AR H O R S E  S K E L E
  NE Large undead (augmented animal) 
  n +0, Spot +0 
  Init +6; Senses Liste
  Aura Faint evil 
  Languages Common  
  AC 18, touch 12, 
   (-1 size, +2 Dex, +4 armor, +0 shield, +0 deflection, 
  ning 
  +0 insight, +2 natural) 
  hp 32 (4 HD) 
   5/Bludgeo
  Immune Cold immunity; DR
  Fort +1 (+1 against poison), Ref +1, Will +4 
  Speed 50 ft. in chain shirt barding (10 squares), base 
  movement 50 ft.; 
  Melee 2 hooves +6 (1d6+4) and bite +1 (1d4+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  ent ch
  Combat Gear mw anci
  ain shirt barding 
  Abilities Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1  
  SQ
  Fe
  tive  
  rms: see New Rules Items 
   Undead traits, 
  ats Improved Initia
  B
  Skills - 
  Possessions combat gear  
  Ancient A
   
  7: BARON LAMBERT 
  B AR O N 
  AM B E R T  
  I G E R H E AR T
  Male ghost knight 9 
  L
  T
   
  CR  11 
  ooted 23 or (20, touch 10, flat-
  LN Medium undead (augmented human, incorporeal) 
  pot -1 
  Init +0; Senses Listen -1, S
  Aura Faint lawful 
   
  Languages Common, Old Oeridian 
  AC 23, touch 17, flat-f
  footed 20 on the ethereal plane) 
  3 deflection) 
  Ref +3, Will +5 
   
   (+0 Dex, +6 armor, +4 shield, +
  Miss Chance 50% Incorporeal 
  hp 72 (9 HD)  
  Resist ; +4 turn resistance 
  Fort +3 (+3 against poison), 
  Speed 30 ft. in chainmail (6 squares), base
  movement 30 ft., fly 30 ft. (perfect); 
  Melee +1 ghost touch bastard sword +14/+9 (1d10+4, 
  17-20/x2), or lance +13/+8 (1d8+5/x3; 50% miss 
  chance), or Draining Touch +9 incorporeal touch 
  (1d4 drain), 
  ace 5 ft.; Reach 5 ft. 
  Sp
  /+7; +16 resist) 
  inmail 
  Base Atk +9; Grp – (+12
  Atk Options Telekinesis 
  Special Actions Manifestation, Draining Touch, 
  Telekinesis, fighting challenge +2, shield block +1, 
  bulwark of defense, test of mettle, vigilant 
  defender, shield ally 
  Combat Gear (all Ghostly Equipment) +1 ghost touch 
  bastard sword, +1 ghost touch heavy shield, +1 
  ghost touch cha
  Abilities Str 17 Dex 10, Con -, Int 13, Wis 8, Cha 16  
  SQ Undead traits, Incorporeal traits, rejuvenation, 
  knight’s challenge, knight’s code, armor mastery 
  (medium), call to battle, armor mastery (heavy) 
  Combat
  Feats Exotic Weapon Proficiency (bastar
  Weapon 
  Focus 
  (bastard 
  sword), 
  Shield Ward (heavy), Improved Critical 
  Sk
  , Knowledge 
  de +14, 
  Dr
  d sword), 
  Mounted 
  B, Combat Expertise, Shield Specialisation 
  (heavy)B, 
  (bastard sword), 
  ills Handle Animal +15, Intimidate +15
  (nobility & royalty) +13, Ri
  Possessions combat gear plus  
  aining Touch (Su) A ghost that his a living target 
  with its incorporeal touch attack drains 1d4 points 
  ost heals 5 points of 
  l opponents, it 
  adds its Strength modifier to attack rolls only. 
   
  telekinesis as a 
  level 12th or equal to the 
  gher). When a ghost 
  it 1d4 rounds before 
  nstrate your 
  d. A 
  trikes 
   can use this ability a 
  al to ½ you class level 
  elow for uses. 
  B
  rd
  a
  th
  d reduction for wearing medium 
  th
  Te
   Tumble skill to move 
  ortunity increases by an amount 
  Sh
  is adventure. 
  from any one ability score it selects. On each such 
  successful attack, the gh
  damage to itself. Against etherea
  Against 
  nonethereal 
  opponents, 
  it 
  adds 
  its
  Dexterity modifier to attack rolls only. 
  Manifestation (Su) as per MM pg 118 
  Telekinesis (Su) A ghost can use 
  standard action (caster 
  ghost’s HD, whichever is hi
  uses this power, it must wa
  using it again. 
  The Knight’s Code: You fight not only to defeat your 
   honor, demo
  foes, but to prove your
  fighting ability and win renown across the lan
  er s
  knight does not benefit from flanking, nev
  a flat-footed opponent and never deals lethal 
  damage against a helpless foe. 
  Knight’s Challenge (Ex) You
  ay equ
  number of times per d
  nus. See b
  + your Charisma bo
  Fighting Challenge (Ex) Not usable as an undead. 
  Shield Block (Ex) Starting at 2nd level, you excel in 
  using your armor and shield to frustrate your 
  enemy’s attacks. During your action, designate a 
  single opponent as the target of this ability. Your 
  shield bonus to AC against that foe increases by 1, 
  as you move your shield to deflect an incoming 
   
  blow, possibly providing just enough protection to 
  turn a telling swing into a near miss.  
  ulwark of Defence (Ex) When you reach 3  level, 
  an opponent that begins its turn in your threatened 
  rea treats all the squares that you threaten as 
  difficult terrain. Your strict vigilance and active 
  defensive maneuvers force your opponents to 
  re. 
  move with ca
  Armor Mastery (Ex) Starting at 4  level, you are able 
  to wear your armor like a second skin and ignore 
  the standard spee
  armor. Startin  at 9
  g
   level, you ignore the speed 
  reduction imposed by heavy armor as well. 
  st of Mettle (Ex) No effect on this adventure.  
  gilant Defender (Ex) Starting at 5th
  Vi
   level, you stand 
  your ground against all enemies, warding the spot 
  where you make your stand to prevent foes from 
  slipping past and attacking those you protect. If an 
  opponent attempts to use the
  through your threatened area or your space without 
  provoking at AoO, the Tumble check DC to avoid 
  your attacks of opp
  equal to your class level. 
  ield Ally (Ex) No effect in th
  RTK7-05 Warriors Moon 
   
  Page 21 
  
  Call to battle (Ex) No effect in this adventure.  
   
  H E AV Y  W AR H O R S E  G H O S T 
  CR  4 
  NE Large undead (augmented animal) 
  Init +6; Senses Listen +0, Spot +0 
  Aura Faint evil 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (-1 size, +1 Dex, +1 deflection) 
  p 32 (4 HD) 
  h
  s), base 
  Immune  
  Fort +1 (+1 against poison), Ref +2, Will +5 
  Speed 50 ft. in chain shirt barding (10 square
  movement 50 ft.; 
  lee Draining Touc
  Me
  h +2 incorpoeal touch (1d6+4) 
  festation, Draining Touch 
   
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp - 
  Special Actions Mani
  Combat Gear none 
  Abilities Str – (18), Dex 13, Con -, Int 2, Wis 13, Cha
  6  
  SQ Undead traits, 
  Feats Endurance, Run 
  raining Touch (Su) A ghost that his a living target 
  Skills Listen +5, Spot +4, 
  Possessions combat gear plus  
  D
  with its incorporeal touch 
  from any one ability score 
  attack drains 1d4 points 
  it selects. On e
   
  nts, 
  it 
  adds 
  its 
  ly. 
  ach such 
  successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it
  adds its Strength modifier to attack rolls only. 
  Against 
  nonethereal 
  oppone
  Dexterity modifier to attack rolls on
   
   
  RTK7-05 Warriors Moon 
   
  Page 22 
  
  APL 10 
  3F: WALKING DEAD  
  AN I M AT E D O B J E CT,  M E DI UM 
  truct 
  CR  2 
  ot -5 
  N Medium cons
   +0; 
   Listen -5, Sp
  Init
  Senses
  Aura Moderate Transmutation 
  Languages n/a  
  AC 23, touch 10, flat-footed 23 
   (+/-0 siz
  +0 deflec
  e, +/-0 Dex, +0 class, +7 armor, +2 shield, 
  tion, +0 insight, +4 natural) 
  hp 35 (2 HD); hardness 5 
  Fort +0 (+0 against poison), Ref +0, Will -5 
  eed 30 ft. in half plate (6 
  Sp
  squares), base movement 
  40 ft.; 
  ongsw
  Melee masterwork l
  slam +2 (1d6+1) 
  ord +3 (1d8; 19-20/x2) or 
  eavy steel shield, masterwork 
  on -, Int -, Wis 1, Cha 1  
  Space 5 ft.; Reach 5
  Base Atk +1; Grp +2
   ft. 
   
  Combat 
  Gear 
  masterwork 
  ancient 
  longsword, 
  masterwork ancient h
  ancient half plate 
  Abilities Str 12, Dex 10, C
  SQ Construct traits, darkvision 60
  Feats -  
   ft., low-light vision 
  An
  Skills - 
  cient Arms: see New Rules Items 
   
  5: WRAITHS OF THE SWORD 
  O R D W R AI T H W AR RI O R 
  CR  11 
  le swordwraith fighter 9 
   Medium undead (augmented human) 
  S W
  Ma
  LE
  it +2; Senses Listen +2, Spot +2 
  ura Faint evil/lawful 
  Languages Common  
  AC 22, touch 16, flat-footed 20 
  In
  A
   (+/-0 size, +2 Dex, +0 class, +6 armor, +4 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 72 +15 temporary (9 HD); DR 5/magic 
  Immune spell immunity (searing light, bolt of glory) 
  Resist; Turn Resistance +2, freedom of movement 
  Fort +6 (+6 against poison), Ref +5, Will +5 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee ancient lance +12 (1d8+3 +1 Str) OR +1 
  ancient bastard sword +14/+9 (1d10+7 +1 Str // 19-
  20/x2) OR +1 ancient bastard sword +12/+7 
  (1d10+7 +1 Str // 19-20/x2) and shield bash +11 
  (2d6+2 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 (+16 resist) 
  Atk Options  
  Special Actions  
  Combat Gear +1 ancient bastard sword, mw ancient 
  flail, ancient lance, +1 ancient chainmail, +1 
  bashing spiked heavy bronze shield, javelin of 
  lightning 
  Abilities Str 17, Dex 14, Con -, Int 13, Wis 10, Cha 
  12  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Shield Specialization 
  (heavy), Shield Ward (heavy), EWP (bastard 
  sword)B, Weapon Focus (bastard sword)B, Combat 
  Expertise, 
  Weapon 
  Specialisation 
  (bastard 
  sword)B, Improved Shield Bash, Agile Shield 
  FighterB, Melee Weapon Mastery (slashing)B, 
  Mounted Combat, 
  Skills Handle Animal +13, Hide +2, Intimidate +13, 
  Jump +6, Move Silently +2, Ride +16, 
  Possessions combat gear  
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  Ancient Arms: see New Rules Items 
   
  S W O R D W R AI T H M E DI C 
  CR  11 
  Female swordwraith Favored Soul (Hextor) 9 
  LE Medium undead (augmented human) 
  Init +2; Senses Listen +3, Spot +3 
  Aura Moderate evil/lawful 
  Languages Common  
  AC 21, touch 15, flat-footed 19 
   (+/-0 size, +2 Dex, +0 class, +6 armor, +3 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 72 +15 temporary (9 HD); DR 5/magic 
  Immune Spell Immunity (searing light, bolt of glory) 
  Resist; Turn Resistance +2; Fire Resistance 10, 
  freedom of movement 
  Fort +6 (+5 against poison), Ref +8, Will +9 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft.; 
  Melee +1 ancient flail +11/+6 (1d8+3 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 (+12 resist) 
  Atk Options  
  Special Actions  
  Combat Gear +1 ancient flail, masterwork ancient 
  heavy mace, +1 ancient chainmail, +1 ancient 
  bronze buckler, silver holy symbol (Hextor) 
  Favored Soul Spells Known (CL 9th; DC11 + spell 
  level): 
   4th (4/day; 1 left)—divine power, freedom of 
  movement�, spell immunity� 
   3rd (6/day; 5 left)—dispel magic, inflict serious 
  wounds, magic circle against chaos�, remove 
  blindness/deafness 
   2nd 
  (7/day; 
  5 
  left)—aid�, 
  bull’s 
  strength, 
  desecrate, hold person, sound burst 
   1st (7/day; 5 left)—bane, deathwatch�, divine 
  favor, inflict light wounds, protection from good�, 
  shield of faith  
   0 (6/day)—cure minor wounds, detect magic, inflict 
  minor wounds, light, mending, read magic, 
  resistance 
  �Already cast 
  Abilities Str 16, Dex 14, Con -, Int 10, Wis 12, Cha 
  14  
  RTK7-05 Warriors Moon 
   
  Page 23 
  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Power Attack, Shield 
  Shield Ward (buckler), 
   
  acy +10, Hide +0, 
  e Motive +10, 
  amaged spellbook 
  Specialisation (buckler), 
  Weapon F cus (flail)B  Mount
  o
  ,
  ed Combat, Empower
  spell, 
  Skills Concentration +12, Diplom
  ens
  Move Silently +0, Ride +6, S
  mbat gear plus d
  Possessions co
  “Chosen of Darkness Vol#2” 
  Strength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus
  and Move Silently checks. 
   on Hide 
  nted animal) 
  , Spot +0 
  AC
  Ancient Arms: see New Rules Items 
   
  H E AV Y  W AR H O R S E  S K E L E T O N 
  CR  2 
   Large undead (a
  NE
  ugme
  Init +6; Senses Listen +0
  Aura Faint evil 
  Languages Common  
   18, touch 12, flat-footed 16 
   (-1 size, +2 Dex, +4 armor, +0 shield, +0 deflectio
  +0 insight, +2 natural) 
  n, 
  mmunity; DR 5/Bludgeoning 
  1 against poison), Ref +1, Will +4 
   squares), base 
  hp 32 (4 HD) 
  Immune
  Fort +1 (+
   Cold i
  Speed 50 ft. in chain shirt barding (10
  movement 50 ft.; 
  1d4+2) 
  hirt barding 
  , Wis 10, Cha 1  
  Melee 2 hooves +6 (1d6+4) and bite +1 (
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Combat Gear masterwork ancient chain s
  Abilities Str 18, Dex 15, Con -, Int -
  SQ Undead traits, 
  Feats Improved InitiativeB 
  A
  s 
  Skills - 
  Possessions combat gear plus  
  ncient Arms: see New Rules Item
   
  7: BARON LAMBERT 
  B AR O N L AM B E R T  T I G E R H E AR T 
  Male ghost knight 11 
  CR  13 
  La
  AC
  LN Medium undead (augmented human, incorporeal) 
  it +0; Senses Liste
  In
  n -1, Spot -1 
  Aura Faint lawful 
  nguages Common, Old Oeridian  
   23, touch 17, flat-footed 23 or (20, touch 10, flat-
  footed 20 on the ethereal plane) 
   (+0 Dex, +6 armor, +4 shield, +3 deflection) 
  istance 
  Miss Chance 50% Incorporeal 
    
  hp 88 (11 HD)
  Resist ; +4 turn res
  Fort +3 (+3 against poison), Ref +3, Will +6 
  Speed 30 ft. in chainmail (6 squares), base 
  movement 30 ft., fly 30 ft. (perfect); 
  lee bastard sword +16/+11/+6 (1d10+4, 17-20/x2), 
  Me
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp – (+14/+9; +18 resist) 
  Sp
  Co
   ghost touch heavy shield, +1 
  Ab
  or lance +15/+10/+5 (1d8+5/x3; 50% miss chance), 
  or Draining Touch +11 incorporeal touch (1d4 
  drain), 
  Atk Options Telekinesis 
  ecial Actions Manifestation, Draining Touch, 
  Telekinesis, fighting challenge +2, shield block +2, 
  bulwark of defense, test of mettle, vigilant 
  defender, shield ally 
  mbat Gear (all Ghostly Equipment) +1 ghost touch 
  bastard sword, +1
  ghost touch chainmail 
  ilities Str 17 Dex 10, Con -, Int 13, Wis 8, Cha 16  
  SQ Undead traits, Incorporeal traits, rejuvenation, 
  Fe
  n Proficiency (bastard sword), 
  e, Shield Specialisation 
  proved Critical 
  (bastard sword), Improved Disarm , 
  his a living target 
  knight’s challenge, knight’s code, armor mastery 
  (medium), call to battle, armor mastery (heavy) 
  ats Exotic Weapo
  Weapon 
  Focus 
  (bastard 
  sword), 
  Mounted 
  CombatB, Combat Expertis
  (heavy)B, Shield Ward (heavy), Im
  B
  Skills Handle Animal +17, Intimidate +17, Knowledge 
  (nobility & royalty) +15, Ride +16, 
  Possessions combat gear  
  Draining Touch (Su) A ghost that 
  with its incorporeal touch attack drains 1d4 points 
  score it selects. On each such 
  t heals 5 points of 
  attack rolls only. 
  adds 
  its 
  Te
  t can use telekinesis as a 
  al to the 
  feat your 
  nstrate your 
   across the land. A 
  efit from flanking, never strikes 
  Kn
   for us
  F
  Sh
  s
  Bulw
  d
  aneuvers force your opponents to 
  ear your armor like a second skin and ignore 
  from any one ability 
  successful attack, the ghos
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to 
  Against 
  nonethereal 
  opponents, 
  it 
  Dexterity modifier to attack rolls only. 
  Manifestation (Su) as per MM pg 118 
  lekinesis (Su) A ghos
  standard action (caster level 12th or equ
  ghost’s HD, whichever is higher). When a ghost 
  uses this power, it must wait 1d4 rounds before 
  using it again. 
   fight not only to de
  The Knight’s Code: You
  foes, but to prove your honor, demo
  lity and win renown
  fighting abi
  knight does not ben
  a flat-footed opponent and never deals lethal 
  damage against a helpless foe. 
  ight’s Challenge (Ex) You can use this ability a 
  number of times per day equal to ½ you class level 
  + your Charisma bonus. See below
  es. 
  ighting Challenge (Ex) Not usable as an undead. 
  ield Block (Ex) Starting at 2nd level, you excel in 
  using your armor and shield to frustrate your 
  enemy’s attacks. During your action, designate a 
  ingle opponent as the target of this ability. Your 
  shield bonus to AC against that foe increases by 1, 
  as you move your shield to deflect an incoming 
  blow, possibly providing just enough protection to 
  turn a telling swing into a near miss.  
  ark of Defence (Ex) When you reach 3rd level, 
  an opponent that begins its turn in your threatened 
  area treats all the squares that you threaten as 
  ifficult terrain. Your strict vigilance and active 
  defensive m
  move with care. 
  Armor Mastery (Ex) Starting at 4th level, you are able 
  to w
  RTK7-05 Warriors Moon 
   
  Page 24 
  
  the standard speed reduction for wearing medium 
  Te
  Vi
  efender (Ex) Starting at 5  level, you stand 
  rom 
   Tumble skill to move 
  d your attacks of opportunity 
  enture. 
  armor. Starting at 9th level, you ignore the speed 
  reduction imposed by heavy armor as well. 
  st of Mettle (Ex) No effect on this adventure.  
  gilant D
  th
  your ground against all enemies, warding the spot 
  where you make your stand to prevent foes f
  slipping past and attacking those you protect. If an 
  opponent attempts to use the
  through your threatened area or your space without 
  provoking an Attack of Opportunity, the Tumble 
  check DC to avoi
  increases by an amount equal to your class level. 
  Shield Ally (Ex) No effect in this adventure. 
  Call to battle (Ex) No effect in this adv
   
  H E AV Y  W AR H O R S E  G H O S T 
  CR  4 
  NE Large undead (augmented animal) 
  Init +6; Senses Listen +0, Spot +0 
  Aura Faint evil 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (-1 size, +1 Dex, +1 deflection) 
  hp 32 (4 HD) 
  ainst poiso
  Fort +1 (+1 ag
  n), Ref +2, Will +5 
  es), base 
  Speed 50 ft. in chain shirt barding (10 squar
  movement 50 ft.; 
  Melee Draining Touch +2 incorpoeal touch (1d6+4) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp - 
  ation, Draining Touch 
  Special Actions Manifest
  Combat Gear none 
  Abilities Str – (18), Dex 13, Con -, Int 2, Wis 13, Cha 
  6  
  SQ Undead traits, 
  Feats Endurance, Run 
  sten +5, Spot +4
  Skills Li
  , 
   a living target 
  Possessions combat gear  
  Draining Touch (Su) A ghost that his
  with its incorporeal touch attack drains 1d4 points 
  it selects. On each such 
  host heals 5 points of 
  modifier to attack rolls only. 
  only. 
  from any one ability score 
  successful attack, the g
  damage to itself. Against ethereal opponents, it 
  adds its Strength 
  Against 
  nonethereal 
  opponents, 
  it 
  adds 
  its 
  Dexterity modifier to attack rolls 
  RTK7-05 Warriors Moon 
   
  Page 25 
  
  APL 12 
   
   (+/-0 size, +2 Dex, +0 class, +6 armor, +5 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 88 +16 temporary (11 HD); DR 5/magic 
  Immune spell immunity (searing light, bolt of glory) 
  Resist; Turn Resistance +2, freedom of movement 
  Fort +7 (+7 against poison), Ref +5, Will +5 
  Speed 20 ft. in chainmail (4 squares), base 
  3F: WALKING DEAD  
  M O B  O F  AN I M AT E D O B J E CT S,  M E D I U M CR  8 
  Gargantuan construct 
  it +0; Senses Listen -5, Spot -5 
  ra Overwhelming Transmutation 
  nguages n/a  
   19, touch 6, flat-footed 19 
  N 
  In
  Au
  La
  AC
  movement 30 ft.; 
  Melee ancient lance +14 (1d8+3 +1 Str) OR +2 
  ancient bastard sword +17/+12/+7 (1d10+8 +1 Str 
  // 19-20/x2) OR +2 ancient bastard sword 
  +15/+10/+5 (1d10+8 +1 Str // 19-20/x2) and shield 
  bash +13 (2d6+2 +1 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +14/+9/+4 (+19 resist) 
  Combat Gear +2 ancient bastard sword, masterwork 
  ancient flail, ancient lance, +1 ancient chainmail, 
  +2 bashing spiked heavy bronze shield, javelin of 
  lightning 
  Abilities Str 17, Dex 14, Con -, Int 13, Wis 10, Cha 
   (
  d
  peed 20 ft. in half plate (4 squares), base movement 
  -4 size, +/-0 Dex, +0 class, +7 armor, +2 shield, +0 
  eflection, +0 insight, +4 natural) 
  hp 235 (30 HD); hardness 5 
  Fort +9 (+9 against poison), Ref +9, Will +4 
  S
  40 ft.; 
  Melee mob (5d6 bludgeoning) 
  Space 20 ft.; Reach 0 ft. 
  Base Atk +22; Grp +35 
  ppler, trample 2d6+1 
  ancient 
  longsword, 
  l shield, masterwork 
   plate 
  ha 1  
  Atk Options expert gra
  Combat 
  Gear 
  masterwork 
  masterwork ancient heavy stee
  ancient half
  12  
  SQ Undead traits 
  Feats AlertnessB, Iron WillB, Shield Specialization 
  (heavy), Shield Ward (heavy), Exotic Weapon 
  Proficiency (bastard sword)B, Weapon Focus 
  (bastard sword)B, Combat Expertise, Weapon 
  Specialization (bastard sword)B, Improved Shield 
  Bash, Agile Shield FighterB, Melee Weapon 
  Mastery (slashing)B, Mounted Combat, Improved 
  TripB 
  Skills Handle Animal +15, Hide +2, Intimidate +15, 
  Jump +8, Move Silently +2, Ride +18, 
  Possessions combat gear  
  Strength Damage (Su) A creature struck by a 
  Abilities Str 12, Dex 10, Con -, Int -, Wis 1, C
  SQ Construct traits, darkvision 60 ft., low-light vision, 
  mob anatomy 
  Feats Improved Bull RushB, Improved OverrunB,  
  Skills - 
  Ancient Arms: see New Rules Items 
  Mob Anatomy (Ex) A mob has no clear front or back 
  e anatomy, so is not subject to 
  ked, tripped, grappled, or bull rushed. 
   swarms, mobs are made up of 
  ers of individual creatures, so 
  arget specific numbers of 
  effect on a mob. Each 
  n), but never 
  result in permanent level loss. A mob takes half 
  again as much damage (+50%) from spells or 
  effects that affect an area, such as splash weapons 
  and evocation spells. 
   
  5: WRAITHS OF THE SWORD
  and no discernibl
  critical hits or sneak attacks. A mob cannot be 
  flan
   
  Unlike standard
  relatively small numb
  spells or effects that t
  creatures can have an 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  Skills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  Ancient Arms: see New Rules Items 
   
  S W O R D W R AI T H M E DI C 
  CR  13 
  Female swordwraith Favored Soul (Hextor) 11 
  LE Medium undead (augmented human) 
  Init +2; Senses Listen +3, Spot +3 
  Aura Moderate evil/lawful 
  Languages Common  
  AC 21, touch 15, flat-footed 19 
  specific creature that is slain, disabled, or 
  otherwise incapacitated by spells or effects that 
  target specific creatures (such as hold person) 
  bestows two negative levels on the mob. A mob 
  that gains negative levels equal to its Hit Dice 
  breaks up as if reduced to 0 hit points. Negative 
  levels gained in this manner are not the result of 
  negative energy (and thus cannot be blocked by 
  death ward or removed by restoratio
   (+/-0 size, +2 Dex, +0 class, +6 armor, +3 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 88 +16 temporary (11 HD); DR 5/magic 
  Immune Spell Immunity (searing light, bolt of glory) 
  Resist; Turn Resistance +2; Fire Resistance 10, 
  Electricity Resistance 10, freedom of movement 
  Fort +7 (+7 against poison), Ref +9, Will +10 
  Speed 20 ft. in chainmail (4 squares), base 
   
  S W O R D W R AI T H W AR RI O R 
  CR  13 
  Male swordwraith fighter 11 
  LE Medium undead (augmented human) 
  Init +2; Senses Listen +2, Spot +2 
  Aura Faint evil/lawful 
  Languages Common  
  AC 23, touch 17, flat-footed 21 
  movement 30 ft.; 
  Melee +1 spellstoring (slay living) ancient flail, +13/+8 
  (1d8+3 +1 Str) 
  RTK7-05 Warriors Moon 
   
  Page 26 
  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +11 (+14 resist) 
  ombat Gear +1 spellstoring (slay living) ancient flail, 
  vy mace, +1 ancient 
  nze
  , silv
  th; DC11 + spell 
  apon, mass inflict 
   slay living 
   power, freedom of 
  l magic, inflict serious 
   against 
   
  7/day; 
  5 
  left)—aid�, 
  bull’s 
  strength, 
  und burst 
  ane, deathwatch�, divine 
  nds, protection from good�, 
  SQ Undead traits, 
  Feats Improved InitiativeB 
  Skills - 
  A
  s 
  C
  masterwork ancient hea
  chainmail, +1 ancient bro
   buckler
  er holy 
  symbol (Hextor), cloak of charisma +2 
  Favored Soul Spells Known (CL 11
  level): 
   5th (4/day; 3 left)—disrupting we
  light wounds,
   4th (6/day; 2 left)—divine
  movement�, spell immunity�, summon monster 
  IV (1d3 hellhounds) 
   3rd (7/day; 5 left)—dispe
  wounds, invisibility purge�, magic circle
  chaos�, remove blindness/deafness 
  2nd 
  (
  desecrate, hold person, so
   1st (7/day; 5 left)—b
  favor, inflict light wou
  shield of faith  
   0 (6/day)—cure minor wounds, detect magic, inflict 
  minor wounds, light, mending, read magic, 
  resistance 
  �Already cast 
  Abilities Str 16, Dex 14, Con -, Int 10, Wis 12, Cha 
  16  
  SQ Undead traits 
  B
  B
  Feats Alertness , Iron Will , Power Attack, Shield 
  ard (buckler), 
  Sk
  o
  St
  Specialisation (buckler), Shield W
  Weapon Focus (flail)B, Mounted Combat, Empower 
  spell, 
  ills Concentration +14, Diplomacy +10, Hide +0, 
  Move Silently +0, Ride +7, Sense Motive +12, 
  P ssessions combat gear plus damaged spellbook 
  “Chosen of Darkness Vol#2” 
  rength Damage (Su) A creature struck by a 
  swordwraith’s melee weapon takes 1 point of 
  Strength damage. 
  ills Swordwraiths gain a +4 racial bonus on Hide 
  and Move Silently checks. 
  cient Arms: see New Rules Items 
  AV Y  W AR H O R S E  S K E L E T O N 
  CR  2 
   Large undead (augmented animal) 
  it +6; Senses Listen +0, Spot +0 
  ra Faint evil 
  nguages Common  
   18, touch 12, flat-footed 16 
  Sk
  An
   
  H E
  NE
  In
  Au
  La
  AC
   (
  +
  p 32 (4 HD) 
  ng 
  -1 size, +2 Dex, +4 armor, +0 shield, +0 deflection, 
  0 insight, +2 natural) 
  h
  Immune Cold immunity; DR 5/Bludgeoni
  Fort +1 (+1 against poison), Ref +1, Will +4 
  rding (10 squares), base 
  Speed 50 ft. in chain shirt ba
  movement 50 ft.; 
   +1 (1d
  Melee 2 hooves +6 (1d6+4) and bite
  ft. 
  4+2) 
  nt chain shirt barding 
  Wis 10, Cha 1  
  Space 10 ft.; Reach 5 
  Base Atk +2; Grp +6 
  Combat Gear masterwork ancie
  Abilities Str 18, Dex 15, Con -, Int -, 
  Possessions combat gear  
  ncient Arms: see New Rules Item
   
  7: BARON LAMBERT 
  CR  15
  B AR O N L AM B E R T  T I G E R H E AR T 
   
  La
  AC
  Male ghost knight 13 
  LN Medium undead (augmented human, incorporeal) 
  Init +0; Senses Listen -1, Spot -1 
  Aura Faint lawful 
  nguages Common, Old Oeridian  
   23, touch 17, flat-footed 23 or (20, touch 10, flat-
  footed 20 on the ethereal plane) 
   (+0 Dex, +6 armor, +4 shield, +3 deflection) 
  Fo
  Sp
  ft. in chainmail (6 squares), base 
  Miss Chance 50% Incorporeal 
  hp 104 (13 HD)  
  Resist ; +4 turn resistance; DR 2/- 
  rt +4 (+4 against poison), Ref +4, Will +7 
  eed 30 
  movement 30 ft., fly 30 ft. (perfect); 
  Melee +1 ghost touch bastard sword, +19/+14/+9 
  (1d10+5, 
  17-20/x2), 
  or 
  lance 
  +18/+13/+8 
  Sp
  Ba
  At
  Sp
  eld, +1 
  (1d8+7/x3; 50% miss chance), or Draining Touch 
  +13 incorporeal touch (1d4 drain) 
  ace 5 ft.; Reach 5 ft. 
  se Atk +13; Grp – (+17/+12/+7; +20 resist) 
  k Options Telekinesis 
  ecial Actions Manifestation, Draining Touch, 
  Telekinesis, fighting challenge +3, shield block +2, 
  bulwark of defense, test of mettle, vigilant 
  defender, shield ally, daunting challenge 
  Combat Gear (all Ghostly Equipment) +1 ghost touch 
   touch heavy shi
  bastard sword, +1 ghost
  ghost touch chainmail 
  Abilities Str 18 Dex 10, Con -, Int 13, Wis 8, Cha 16  
  SQ
  d sword), 
  d), 
  Mounted 
  B
  Armor 
  e +19, Knowledge 
  ide +18, 
   Undead traits, Incorporeal traits, rejuvenation, 
  knight’s challenge, knight’s code, armor mastery 
  (medium), call to battle, armor mastery (heavy) 
  Feats Exotic Weapon Proficiency (bastar
  Weapon 
  Focus 
  (bastard 
  swor
  Combat , Combat Expertise, Shield Specialisation 
  B
  Critical 
  (heavy) , Shield Ward (heavy), Improved 
  m
  (bastard 
  sword), 
  Improved 
  Disar
  B, 
  Specialization (chainmail) 
   Intimidat
  Skills Handle Animal +19,
  7, R
  (nobility & royalty) +1
  sions combat g
  Posses
  ear plus  
  Draining Touch (Su) A ghost that his a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each such 
  f 
  ts 
  ichever is higher). When a ghost 
  successful attack, the ghost heals 5 points o
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  ds 
  i
  Against 
  nonethereal 
  opponents, 
  it 
  ad
  Dexterity modifier to attack rolls only. 
  Manifestation (Su) as per MM pg 118 
  Telekinesis (Su) A ghost can use telekinesis as a 
  standard action (caster level 12th or equal to the 
  ghost’s HD, wh
  RTK7-05 Warriors Moon 
   
  Page 27 
  
  uses this power, it must wait 1d4 rounds before 
  ever strikes 
   against a helpless foe. 
  K
  n
  qual to ½ you class level 
  Figh
  Shie
  ng at 2  level, you excel in 
  e
  si
  bility. Your 
  a
  incoming 
  tu
  Bulw
   When you reach 3  level, 
  a
  d
  in. Your strict vigilance and active 
  aneuvers force your opponents to 
  astery (Ex) Starting at 4  level, you are able 
  e a second skin and ignore 
  Test of Mettle (Ex) No effect in this adventure.  
  ture. 
  enture.  
  th
   
   
  rate the 
  lled, allowing you 
  s that are worthy foes. 
  pend one use of your 
  have a CR less than your 
  able to 
  f some 
  or more. 
   + ½ your class level + your Cha 
  ls or succeeds on its save 
  ing challenge, it can only be 
  E  G
  T 
  CR  4 
  ted animal) 
  ses Listen +0, Spot +0 
  C 11, touch 11, flat-footed 10 
  using it again. 
  The Knight’s Code: You fight not only to defeat your 
  foes, but to prove your honor, demonstrate your 
  fighting ability and win renown across the land. A 
  knight does not benefit from flanking, n
  a flat-footed opponent and never deals lethal 
  damage
  night’s Challenge (Ex) You can use this ability a 
  umber of times per day e
  + your Charisma bonus. See below for uses. 
  ting Challenge (Ex) Not usable as an undead. 
  ld Block (Ex) Starti
  nd
  using your armor and shield to frustrate your 
  nemy’s attacks. During your action, designate a 
  ngle opponent as the target of this a
  shield bonus to AC against that foe increases by 1, 
  s you move your shield to deflect an 
  blow, possibly providing just enough protection to 
  rn a telling swing into a near miss.  
  ark of Defence (Ex)
  rd
  an opponent that begins its turn in your threatened 
  rea treats all the squares that you threaten as 
  ifficult terra
  defensive m
  move with care. 
  Armor M
  th
  to wear your armor lik
  the standard speed reduction for wearing medium 
  armor. Starting at 9th level, you ignore the speed 
  reduction imposed by heavy armor as well. 
  Vigilant Defender (Ex) Starting at 5th level, you stand 
  your ground against all enemies, warding the spot 
  where you make your stand to prevent foes from 
  slipping past and attacking those you protect. If an 
  opponent attempts to use the Tumble skill to move 
  through your threatened area or your space without 
  provoking at Attack of Opportunity, the Tumble 
  check DC to avoid your attacks of opportunity 
  increases by an amount equal to your class level. 
  Shield Ally (Ex) No effect in this adven
  all to battle (Ex) No effect in this adv
  C
  Daunting challenge (Ex) Starting at 12  level, you
   into the hearts
  can call out opponents, striking fear
   you sepa
  of your enemies. In this manner
  d from the weak-wi
  strong-minde
  to focus on opponent
   
  As a swift action, you can ex
  knight’s challenge ability to issue a daunting 
  challenge. This ability affects all creatures within 
  100 feet of you that 
  character level minus 2. Targets must be 
  hear you, speak or understand a language o
  sort, and have an Intelligence score of 5 
  All targets who meet these conditions must make 
  Will saves (DC 10
  modifier) or become shaken.. 
   
  Whether a creature fai
  against your daunt
  targeted by this effect once per day. 
   
  H E AV Y  W AR H O R S
  H O S
  NE Large undead (augmen
  Init +6; Sen
  Aura Faint evil 
  Languages Common  
  A
   (-1 size, +1 Dex, +1 deflecti
  hp 32 (4 HD) 
  on) 
  Fort +1 (+1 against poison), Ref +2, Will +5 
  Speed 50 ft. in chain shirt barding (10 squares), base 
  movement 50 ft.; 
  uch +2 incorpoe
  Melee Draining To
  al touch (1d6+4) 
  3, Cha 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +2; Grp - 
  Special Actions Manifestation, Draining Touch 
  mbat Gear none 
  Co
  n -, Int 2, Wis 1
  Abilities Str – (18), Dex 13, Co
  6  
  SQ Undead traits, 
  Feats Endurance, Run 
  Skills Listen +5, Spot +4, 
  Possessions combat gear  
   A ghost that his
  Draining Touch (Su)
   a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each such 
  successful attack, the ghost heals 5 points of 
  ainst ethere
  damage to itself. Ag
  adds its Strength m
  al opponents, it 
  y. 
  ds 
  its 
  odifier to attack rolls onl
  opponents, 
  it 
  ad
  Against 
  nonethereal 
  Dexterity 
  modifier 
  to 
  attack 
  rolls 
  only.
  RTK7-05 Warriors Moon 
   
  Page 28 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  cane Discipline [General]  
  oose a deity, and then select a domain available to 
  rics of the deity. You can learn to cast the spells 
  ociated with that domain as arcane spells. 
  Ar
  Ch
  cle
  ass
  Sp
  ma
  r 
  sp
  pic
  to.
  th
   
  cla
  W
  pr
   
  sp
  Ea
  to 
  th
  Ar
  Th
  tra
  fli
  in
  cu
  pe
  r 
  ma
  typ
  yo
  e
   
  eff
  dif
   
  hi
   
   
  Sh
  al, Fighter] 
  gr
  lds. 
   shield from the 
  uckler, heavy, or light. When using a 
  e type, you increase its shield 
  at more than once. 
   select it, choose a different type of 
  hi
  s. 
  ood. 
  : Proficiency with shields, Shield 
  our shield bonus to your 
   rolls to resist bull rush, 
  hi
   
   
  M
   
  Prerequisites: Knowledge (religion) 4 ranks, 
  ellcraft 4 ranks, able to cast arcane spells, alignment 
  tches your deity’s alignment. 
   
  Benefit: Add the chosen domain’s spells to you
  class list of arcane spells. If you have arcane 
  ellcasting ability from more than one class, you must 
  k which arcane spellcasting ability this feat applies 
   Once chosen, this decision cannot be changed for 
  at feat. 
  You may learn these spells as normal for your 
  ss; however, you use Wisdom (rather than the 
  rmal ability for your spellcasting) when
  no
   determining 
  the save DC for the spell. In addition, you must have a 
  isdom score equal to 10 + the spell’s level in order to 
  epare or cast a spell gained from this feat. 
  Each day, you may prepare (or cast, if you cast 
  ells without preparation) a maximum of one of these 
  domains spells of each level. 
   
  Special: You can take this feat more than once. 
  ch time you must select a different domain available 
  the same deity you chose the first time you selected 
  e feat. 
   
  Source: CD 79 
   
  mor Specialization [General, Fighter] 
  rough long wear and hours of combat, you have 
  ined your body to believe in its armor. Where others 
  nch, you confront. When the sword falls, your 
  stincts, born of bruises and rent flesh, present your 
  irass, cuisse, helm, or gorget to meet the blade at the 
  rfect angle, causing it to skitter off harmlessly. 
  Prerequisites: Proficiency with selected armo
   
  type, base attack bonus +12. 
   
  Benefit: Choose one type of medium or heavy 
  armor with which you are proficient. When wearing 
  sterwork armor (including magical armor) of that 
  e, you gain damage reduction 2/-. Any time you lose 
  ur Dexterity bonus to Armor Class, you lose the 
  b nefit of this feat, because you cannot properly deflect 
  the blows of the enemy. 
  Special: You can take this feat more than once. Its 
  ects do not stack. Each time you select it, choose a 
  ferent type of armor. 
  A fighter can select Armor Specialization as one of 
  s fighter bonus feats. 
  Source: PH2 74 
  ield Specialization [Gener
  You are skilled in using a shield, allowing you to gain 
  eater defensive benefits from it. 
  Prerequisites: Proficiency with shie
   
   
  Benefit: Choose one type of
  following list: b
  shield of the appropriat
  bonus to AC by 1. 
   
  Special: You can take this fe
  Each time you
  shield. 
   
  A fighter can select Shield Specialization as one of 
  s fighter bonus feat
   
  Source: PH2 82 
   
  Shield Ward [General, Fighter] 
  You use your shield like a wall of steel and w
  When an opponent attempts to draw in close to you, 
  your shield forces him away or ruins his attacks. 
  P
   
  rerequisites
  Specialization. 
   
  Benefit: You apply y
  touch AC, and on checks or
  disarm, grapple overrun, or trip attempts against you. 
   
  Special: A fighter can select Shield Ward as one of 
  s fighter bonus feats. 
  Source: PH2 82 
  UNDANE EQUIPMENT 
  cient Arms 
   
  An
  The weapons in many dungeon armories are often old 
  and in poor conditions. Such weapons have half the 
  normal hardness and hit points for their kind, and 
  damage rolls with these weapons take a -1 penalty. Any 
  time such a weapon scores a critical hit, it takes an 
  amount of damage equal to the amount dealt; its 
  (reduced) hardness still applies. 
   
  Ancient armor and shields similarly have half the 
  normal hardness and hit points, and the armor check 
  penalty for wearing such armor increases by 2. 
  Whenever the wearer is the subject of a critical hit, the 
  armor or shield (determined randomly) takes an equal 
  amount of damage; hardness still applies. 
   
  Ancient weapons, armor, and shields are worth 
  only 25% of their normal value but might be worth 
  more to a collector interested in such antiquities. 
   
  Source: Dungeonscape 84-85 
  RTK7-05 Warriors Moon 
   
  Page 29 
  
   
  Bronze Shields 
  Bronze shields have the same protective value and steel 
  shields with the same cost and weight. The hardness of 
  a bronze shield is 9 (instead of iron’s 10). A light bronze 
  shield has 7 hp and a heavy bronze shield has 14 hp. 
   
  Source: AEG 18 
   
  NEW CREATURES 
   
  The Swordwraith Template 
  . The creatures type changes to undead. It uses 
  l 
  e’s statistics and special abilities 
  xcept as noted here. 
   
  llo
  it Dice than it actually has for 
  he base creature except that, as 
  aiths gain a +4 racial bonus on 
  ide and Move Silently checks. 
  d Iron 
  d underground. 
  —8), or 
  squadron (11—20 plus I leader of 1—4 levels higher). 
  Folio; updated to D&D3.5 
  “Swordwraith” is a template that can be added to 
  any humanoid or monstrous humanoid creature with 
  levels in fighter (referred to hereafter as the base 
  creature)
  al the base creatur
  e
  Hit Dice: Increase to d12 
  Special Attacks: A swordwraith retains all the 
  special attacks of the base creature and also gains the 
  following attack. 
  Strength Damage (Su): A creature struck by a 
  swordwraith’s melee weapon takes 1 point of Strength 
  damage. 
  Special Qualities: A swordwraith retains all the 
  special qualities of the base creature and also gains the
  fo
  wing special qualities. 
  Damage Reduction (Su): A swordwraith’s 
  insubstantial-appearing body is tough, giving the 
  creature damage reduction 5/magic. Despite their 
  appearance, swordwraiths are not incorporeal. 
  Turn Resistance (Ex): A swordwraith is treated as 
  an undead with 2 more H
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
   Abilities: Same as t
  undead creatures, swordwraiths have no Constitution 
  score. 
   Skills: Swordwr
  H
   Feats: Swordwraiths gain the Alertness an
  Will feats as bonus feats. 
   Climate/Terrain: Any land an
   Organization: Solitary, company (2
   Challenge Rating: Same as the base creature +2. 
   Treasure: Standard. 
   Alignment: Usually lawful evil. 
   Advancement: By character class. 
   
   
  Source: Fiend 
  RTK7-05 Warriors Moon 
   
  Page 30 
  
  APPENDIX 1: THE CITY OF RATIKHILL 
  (Writers note: This is a draft map of the area. A more comp
  r later 
  release.) 
   
  PLA
  rehensive map is under construction fo
   
   
  CES OF INTEREST IN RATIKHILL 
   
  • 
  The Silver Eagle and Crown Inn (and the nearby Ra
  • 
  The Golden Grain Resthouse – for those of wealth an
  • 
  The Dried Fish Tavern – frequented by common towns
  tikhill Wizards Guild). 
  d title. 
  folk and visiting seamen. 
  • 
  iling owned by dwarves. 
  plies. 
  hants. 
  society. 
  ner’s Square. 
   human and non-human). 
  resht is the ancestral seat of House Bresht and her Ladyship Abril resides here. 
  • 
  de both early warning and an anvil to crush any foes that enter 
  The Crushed Gem Alehouse – a building with a low ce
  • 
  Valmar’s Mining Supplies – purveyors of outdoor sup
  • 
  Quartz Street – the main location of respectable merc
  • 
  Blood Alley – the main location to find the dregs of 
  • 
  The Walk – a short road from the prison to Executio
  • 
  Various temples to the common deities of Ratik (both
  • 
  Fort B
  Fort Bonewatch is a watch post established to provi
  the Field of Blood. 
   
  RTK7-05 Warriors Moon 
   
  Page 31 
  
   
   
  APPENDIX 2: THE CATACOMBS OF HOUSE BRESHT 
  RTK7-05 Warriors Moon 
   
  Page 32 
  
  PLAYER HANDOUT 1 
  hand with the finest ink and paper: 
  Written in a flourished 
   
  Thank you for responding to my request so quickly. Time is of the 
  essence. 
  I have need of your services for several roles. I need a brute squad for 
  protection against undead we may encounter. I also need researchers 
  to assist me locate the correct place for the recovery effort. 
   
  I will be based out of Ratikhill, as the artefacts I seek to acquire 
  were used by a baron of the realm who fell in battle against barbarian 
  invaders in 356 CY. His body and equipment were never recovered, 
  and I have received a healthy commission to do so. 
   
  It has been an arduous task and now the final clues are falling into 
  place. Meet me before Richfest at the Golden Grain Rest House, 
  as one of the tasks can only be done when both moons are eclipsed. 
   
  Yours faithfully, 
   
  Justinian Ruthven 
  Antiquarian of House Devonmeek 
  RTK7-05 Warriors Moon 
   
  Page 33 
  
  PLAYER HANDOUT 2 
  A map of the catacombs (found in the Bresht Family archives): 
   
   
   
  RTK7-05 Warriors Moon 
   
  Page 34 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/597/Normal Scenarios/RTK7-05 - Warrior's Moon (APL 4-12)/RTK7-05 - Warrior's Moon.pdf