TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NYR4-06 
   
   
   
   
   
   
  Heironeous Conclusions 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and Her Environs Regional Adventure 
  Version 1.6 
  By Bradley Hawks 
  with special thanks to Eddy Roberts 
   
   
   
   
  There is unrest in the kingdom of Nyrond; although some threats have been dealt with others have only gained 
  strength. Rumors of a gathering army of humanoids in the Bone March again spread throughout the land, but this time 
  there are more than just rumors. The Glaive Valorous of the church of Heironeous has called for the aid of the 
  adventurers at this pivotal time for the Kingdom. The conclusion of the Heironeous series, it is highly recommended 
  that players go through NYR3-05 Heironeous Impressions and NYR4-04 Heironeous Assumptions before playing this 
  module as it may contain spoilers. Characters who have gone through the previous modules will find this module more 
  interesting and informative. A Module for APLs 6-12. 
  
  Heironeous Conclusions 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
  Instruct the players either to prepare their characters to 
  participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet. The judge should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  Heironeous Conclusions 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest 
  whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure. Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well. This simulates the 
  fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard One-round 
  Regional adventure, set in the 
  Kingdom of Nyrond. Characters 
  native to the Kingdom of 
  Nyrond pay one Time Unit per 
  round, all others pay two Time 
  Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit. Rich Upkeep costs 50gp 
  per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The church of Heironeous in Nyrond has been having 
  trouble with the followers of Hextor for some time now. 
  In response the church of Heironeous called an 
  inquisition to root out the infiltrators in their own midst, 
  and to locate and bring to civil authorities all of the 
  followers hiding within the borders of Nyrond. 
   
  So far the inquisition has seen a great deal of 
  success, they have discovered many infiltrators and 
  brought dozens of followers to justice. There have also 
  been a substantial number of public executions of 
  heretics found within the ranks of the church. 
   
  In a last desperate attempt to lash out at the 
  church of Heironeous Hextorites sent an assassin to try 
  and kill the leader of the church (the Glaive Valorous). 
  
  Heironeous Conclusions 
   
  Page 3 
  Fortunately for the church and the kingdom the plot was 
  discovered in time and the assassination attempt failed. 
   
  Recently the divinations of Lord Inquisitor 
  Umberre have hinted at a coming war and King Lynwerd 
  has been mobilizing his legions in order to try and 
  counter this threat. The King has left many lesser 
  problems to the Glaive Valorous and the trusted 
  members of the Church of Heironeous. As such the 
  Glaive Valorous has called for the help of the adventurers 
  to try and head off a problem brewing in the Flinty Hills. 
  Adventure Summary 
  This module is a fairly straightforward and linear 
  adventure with several fights and little else but flavor. 
  Most of the complexity will be in the atmosphere and 
  NPC interactions. The flavor of the module should be 
  fairly similar to a James Bond or Anime movie with a 
  complex plot and scheming overconfident villain hiding 
  in his secret lair. 
   
  Characters start out in Rel Mord where they have 
  received a message from the Lord Inquisitor requesting 
  that they help with a rising threat to the kingdom. They 
  are then informed that the Lord Inquisitor has foreseen 
  an army of humanoids gathering in the Bone March. 
  General Osmeran has confirmed this and has a plan to try 
  and disperse the army. 
   
  From here characters head off to the Flinty Hills to 
  consult with General Osmeran and learn that his plan is 
  to have the party sneak into the enemy camp and 
  eliminate the leaders. He believes that the army will 
  disperse on it’s own at that point. 
   
  After eliminating the enemy leaders the party 
  discovers a plot to assault the Garefroide Monastery 
  (from NYR3-05 Heironeous Impressions). At this point it 
  is assumed that the characters head off to the keep to 
  head off the attack. 
   
  Upon arriving at the keep the characters discover 
  that the residents are well aware of the impending attack 
  and are preparing for it. Abbot Eadwig Beddar has a 
  mission for the characters to help with the impending 
  attack however, he wants them to investigate some ruins 
  nearby where he is certain evil forces lurk. 
   
  Investigating the cave the characters discover a 
  secret hideout of Hextorites doing unnatural research. 
  There is much fighting here and much is revealed about 
  the plot to overthrow the kingdom. 
  Preparation for Play 
  It is important for the judge to know about Heironeous 
  and Hextor, their outlook, and a little about their 
  churches. This information can be found in the Players, 
  Handbook, Living Greyhawk Gazetteer, Complete Divine 
  and Dieties and Demigods. 
   
  Even though every attempt was made to make boxed 
  text generic for this module, it does assume that at least 
  one character has gone through NYR3-05: Heironeous 
  Impressions and at least one character has gone through 
  NYR4-04: Heironeous Assumptions. If this is not the case 
  then the judge will have to be careful of certain sections 
  of boxed text. 
   
  There are several judge aids in the back of the 
  module, many of which may not be necessary during 
  play. The judge should familiarize themselves with the 
  contents of these aids. 
  Introduction 
  You once again find yourself in the city of Rel Mord 
  heading around the great hill toward the Via Regus 
  and the temple of Heironeous. The Lord Inquisitor 
  of the Church of Heironeous has asked that you 
  come and meet him today concerning an urgent 
  matter. 
   
  It is a crisp autumn morning and a light fog still 
  clings to the streets of the city. Although everything 
  seems normal, you can’t escape a sense of uneasy 
  anticipation in the air; the city is definitely on edge. 
  It may be the usual concerns over the coming 
  winter, but somehow there is a greater feeling of 
  foreboding. It is as if the entire population of the 
  city, both human and animal, is awaiting the arrival 
  of a great winter storm. 
   
  You arrive at the temple quickly enough and 
  find that it is alive with activity. The normal sense of 
  tranquility is gone as priests hurry about on 
  unknown errands, and almost everyone is dressed in 
  armor instead of the usual temple robes. 
  This is just a very brief and rough introduction, if the 
  characters have not played any of the Heironeous series 
  then the judge may have to improvise a bit to bring the 
  party together here. 
  Encounter One: Never say Never 
  Again 
  You are quickly led through the temple to an 
  antechamber where Lord Inquisitor Umberre awaits 
  you. It is sometimes hard to remember that this 
  unassuming man holds such great authority. Only 
  his unnaturally penetrating gaze suggests the true 
  power this man wields. 
   
  “Greetings friends, I am glad that you are here 
  today. The church has a very important mission that 
  it would like your assistance with; however I will let 
  people more skilled at such things than myself 
  explain what it is that we would ask of you.” 
   
  With that the Lord Inquisitor opens a large 
  wooden door and leads you into a conference room 
  
  Heironeous Conclusions 
   
  Page 4 
  where two men sit at a great table, and several 
  guards stand at attention against the walls. The man 
  at the head of the table could easily be sixty years 
  old, but seems to be quite energetic and alert despite 
  his age. He wears fairly simple yet august priestly 
  robes. The other man is much younger, perhaps 
  early thirties, and wears an extremely ornate set of 
  plate armor. 
   
  “Allow me to introduce The Lord Arafeld, Glaive 
  Valorous, and High Priest of the church of 
  Heironeous in Nyrond and Sir Guillaume field 
  commander of the Heironean militia. My lord, these 
  are the adventures that you requested to see.” 
   
  Lord Arafeld rises and confidently addresses the 
  group, his voice both stern and gentle at the same 
  time. “We are quickly approaching a time of crisis 
  for the kingdom, and there is much to be done for 
  those who would prevent the traitor Sewarndt and 
  his Hextorite allies from plunging the country into 
  war and tyranny. As such the King has entrusted 
  many matters to his loyal allies, including the 
  leaders of many churches. We in turn are 
  attempting to recruit trusted members of the 
  adventurers 
  and 
  other 
  groups 
  in 
  order 
  to 
  accomplish the tasks that we have been given. What 
  we are about to reveal to you is of critical 
  importance to the kingdom and I must ask that you 
  swear that you will reveal nothing of what is said 
  here today except to those directly involved. If you 
  will agree to that then we will continue, otherwise I 
  will send you home with our thanks for your 
  indulgence.” 
  At this point all of the characters must agree to these 
  terms or leave the table, players need not take an AR nor 
  spend any time units but they may not continue the 
  module. 
   
  Lord Arafeld will answer questions that do not 
  pertain directly to the mission from Encounter Two, but 
  in the end every character must agree to not reveal 
  anything about their mission to anyone not directly 
  involved. 
  Encounter Two: For Your Eyes 
  Only 
  After all the characters have agreed Lord Arafeld 
  continues. 
  “Good then, it looks as if you are as stalwart as Lord 
  Umberre has indicated. I will let Sir Guillaume 
  explain the plan to you since it is he and General 
  Osmeran who came up with it in the first place.” The 
  Glaive then sits and the young paladin stands. 
   
  “Those loyal to the King have recently 
  uncovered information that forces allied with 
  prince Sewarndt have managed to assemble two 
  armies with which he intends to invade Nyrond and 
  claim the throne. The first and largest of these 
  armies is located in Almor and the King is currently 
  maneuvering his legions and Navies into position to 
  counter this threat.” 
   
  “However, we have also discovered the existence 
  of a second army forming in the Flinty Hills just 
  inside the Bone March. Although this army is of 
  much less military strength, it is a serious concern 
  because it keeps General Osmeran and the second 
  legion pinned down in the Flinty Hills. If we can 
  eliminate this threat then General Osmeran’s forces 
  will be free to support the forces in Almor.” 
   
  “To this end we have contrived a plan to chop of 
  the head of the beast so to speak. With the help of 
  some of Osmeran’s scouts we intend to sneak in a 
  small force and eliminate the leaders of the army in 
  the Bone March. As it is mainly comprised of Gnolls 
  and Orcs who are generally incapable of organizing 
  themselves, this should effectively disperse this 
  army and render it ineffective.” 
   
  “Lord Umberre’s visions have confirmed that if 
  we can eliminate the leaders then the army will 
  disperse. His divinations have also revealed 
  however, that our best chance of success is to once 
  again enlist the aid of the adventurers for this task 
  and that is why we called upon yourselves.” 
   
  “We ask that you undertake a mission to 
  eliminate the leaders of this humanoid army with 
  the support of General Osmeran’s troops.” 
  With that Sir Guillaume looks expectantly at the party 
  waiting for a response. At this point the party will 
  probably want to ask a great many questions. A list of 
  responses to some of the most likely questions follows. 
  • 
  Why us? Because some of you have helped the 
  church in the past and we hope that you would be 
  willing to again. Also Lord Umberre believes that 
  your party has the best chance. 
  • 
  What about rewards? The church will of course be 
  very grateful as will the King himself once the 
  current crisis has abated. At the moment there is 
  little they can offer. 
  • 
  What about supplies and equipment? The church 
  stores will be open for the characters to use. E.g. 
  characters may purchase items that are freely 
  available from LGCS. 
  • 
  Tactical Information? General Osmeran will 
  provide all tactical information later. 
  • 
  Why aren’t the Heironeans dealing with this 
  themselves? They are currently gathering their 
  forces to support the King in Almor. Also Umberre 
  has foreseen that the best chance of success is to ask 
  for the help of the adventurers. 
  
  Heironeous Conclusions 
   
  Page 5 
  • 
  How did the church get this information? The 
  King and royal organizations provided most of it. 
  Specifics on this mission were discovered by General 
  Osmeran and his scouts. 
  • 
  What is the church doing while we are away? Sir 
  Guillaume is going to be leading the church militia 
  into Almor, to places that Lord Umberre has 
  foreseen as crucial in the coming war. 
  • 
  What has Lord Umberre Foreseen? Parties may 
  know that Lord Inquisitor Umberre is a diviner in 
  which case they may ask this. Umberre’s divinations 
  reveal that the best chance for success in this matter 
  lies in relying on the party. He has foreseen the 
  coming war and knows that if the humanoid army is 
  not stopped then it bodes poorly for the kingdom in 
  the coming war. If the party is successful then war 
  will still come but Lynwerd’s forces will have the 
  advantage. 
  • 
  Where do we go from here? It would be best if the 
  party left immediately for Pelleur Keep in the Flinty 
  Hills. General Osmeran is waiting there for the 
  party. Sir Guillaume will be going with you and the 
  church will provide mounts and magic to speed 
  travel. 
  Assuming the characters accept then they are lead to the 
  temple stables where those who don’t have appropriate 
  mounts (light or heavy horses) are provided them and all 
  pack animals that must be left behind are stabled. 
  Encounter Three: Thunderball 
  As you begin to leave the temple Sir Guillaume and a 
  companion, already mounted and ready to go, greet 
  you. “Come my friends, time is wasting and we have 
  many miles to cover before the sun sets.”  
   
  With that Guillaume turns his mighty steed and 
  sets off out of the city. Once you are outside of the 
  city walls Guillaume gathers your mounts together 
  and he and his companion offer a prayer to 
  Heironeous and blesses each of your mounts. 
  Suddenly your mounts are filled with amazing vigor 
  and begin to gallop tirelessly down the road with 
  amazing speed. 
   
  As the day wears on you begin to wonder if your 
  mounts will ever tire or slow down. You have 
  already traveled twice as far as a normal mount 
  possibly could have in a day and still your horses 
  press on as if supplied with endless endurance by 
  Heironeous himself.  
   
  As the sun begins to set, after many hours of 
  travel, you come to the fork in the road near Kurast’s 
  Keep and realize that you have traveled over a 
  hundred miles in a single day and you are already 
  half way to your destination. As you approach a 
  small palisade at the fork in the road Guillaume and 
  his companion dismount, bid an affectionate 
  farewell to their mounts, and then the mighty steeds 
  disappear in a shimmering light. 
    
  “We will rest here for the night, nothing ever 
  bothers this outpost with Kurast’s Keep so nearby.” 
  The night passes uneventfully but allow the characters to 
  make any preparations that they wish to. 
  Encounter Four: License to Kill 
  As a new day dawns you yet again set out upon the 
  road to Pelleur Keep, and again Guillaume and his 
  companion offer prayers to Heironeous and bless 
  your mounts. After only two days knowing this 
  young knight it is obvious to you why he was chosen 
  to be the field commander for the Heironeans. He is 
  smart, 
  determined, 
  insightful, 
  decisive, 
  and 
  charismatic. Those faithful who follow him would 
  surely be willing to face the hordes of hell under his 
  command. 
   
  After nearly another full day of travel you reach 
  Pelleur Keep and without hesitation Guillaume 
  rides through the gates and up to the main 
  fortifications. You hand off your mounts to the 
  stable hands and make your way to the great hall. 
   
  Gathered around a great table, still littered with 
  the remains of dinner, a dozen warriors of all kinds 
  pour over maps. By his bearing and attitude you 
  assume that the large middle-aged man at the head 
  of the table must be General Osmeran. He looks up 
  from his work as Guillaume stops at the other end of 
  the table. 
   
  “Ah Guillaume, it seems you are finally back 
  from Umberre with our ‘special’ troops. Alright the 
  rest of you hangers on, now that you’ve filled your 
  bellies get the hell out and we’ll finish this 
  tomorrow, I’ve got ‘secret’ plotting to discuss!” 
   
  General Osmeran is an impressive figure, at 
  least six feet tall and half that wide. Although 
  middle age has added a bit to his girth, he still has 
  the walk of a great cat stalking its prey. His stance 
  and the scars on his face give you the distinct 
  impression that the sword at his waist has been used 
  in a great many battles and was never just for show. 
  Once everyone else is out of the room he addresses 
  your group. 
   
  “So you are our merry band of assassins, before 
  we get too deep into our plotting how about a drink 
  and maybe something to eat.”  
  With that Osmeran offers a drink from a cask containing 
  some very stout ale, and will order some dinner for those 
  who are interested. 
  
  Heironeous Conclusions 
   
  Page 6 
  Encounter Five: Goldeneye 
  “I guess the first thing I should do is introduce you 
  to your guide, Binibik Soil something LeafChewer 
  BirdSpotter Goldeneye something or another.” He 
  indicates a gnome sitting at the edge of the room 
  who had gone almost unnoticed until now. The 
  gnome nods his head in recognition to the party. 
  He’s a very odd looking gnome with very pale skin, 
  pale blonde hair, and amber eyes (possibly albino). 
   
  “Fortunately he doesn’t get too upset about my 
  mangling his name and most the time he doesn’t 
  seem to mind if I just call him Binibik, but if you 
  want the whole thing pronounced correctly you’ll 
  have to ask him yourself. He’s going to find you a 
  way into the enemy camp so you can do your bit of 
  dirty business. Best damn scout in my whole army 
  so if he can’t get you inside then no one can; 
  leastwise without magic.” 
   
  “Anyway, I’m tired of being pinned down here 
  waiting for the other damn shoe to drop, I want to 
  get my army off of it’s butt and moving into Almor 
  where we’re needed, and you probably have a lot of 
  questions before you go so let’s get down to it.” 
  The characters will likely have a great many questions for 
  General Osmeran or Binibik. 
  • 
  So what is Binibik’s full name? Binibik 
  SoilTreader LeafChewer GnollTickler StreamForder 
  BirdSpotter BellyWasher WagonRider GoldenEye 
  Crinik 
  • 
  How big/what kind of army? It’s growing every 
  day but they estimate that it is somewhere around 
  3,000 right now comprised mainly of Orcs and 
  Gnolls, but also a significant number of Ogres. 
  • 
  How many leader types are there? As near as we 
  can tell there are a handful of guards and three 
  leaders (one human, one gnoll, and one orc). 
  • 
  What kind of abilities do the leaders have? At 
  least a couple seem to be priests as they have been 
  seen leading the troops in religious services. 
  • 
  Where are they? They are one day’s hard travel to 
  the north. Almost due East of Breakrock Monastery, 
  just a few miles into the Bone March. 
  • 
  Where are you getting information? The army’s 
  scouts have been watching them for many days now. 
  • 
  Who will be going with us? Just Binibik, the larger 
  the force the higher the risk of being detected. 
  • 
  How are we getting in? Binibik will find a way; he 
  knows these hills better than any man or beast. If 
  there is a way in he’ll find it. 
  • 
  How do we get out? Hopefully you sneak out with 
  the help of Binibik, but if worse come worst then I 
  suggest running your asses off. 
  After answering the characters questions Osmeran will 
  continue. 
  “Well, now that we’ve got all of that out of the way 
  you should all settle in for the night, you’ll probably 
  want to get an early start tomorrow. I’ll wish you 
  good night, and good fortune in your dirty mission. 
  Oh and a couple of last things, if you happen to 
  stumble on any of their secret plans after you’ve 
  killed them I’d appreciate you bringing them back 
  for me to take a look at. I’ve also informed Binibik 
  that his life is more important to me than your 
  mission so when he abandons you to your fate you’ll 
  want to curse my name and not his.” 
   
  Binibik finally speaks, “I’ll show you to your 
  rooms for the night, and I’ll be by at first light to 
  make sure we’re on the road early. If your looking to 
  sneak off before the sheep hits the fen this would be 
  a good opportunity.” He then shows you to some 
  simple quarters inside the keep 
  The rest of the night passes uneventfully unless the 
  characters decide to end the module. 
  Good as his word Binibik rousts any late risers out 
  of bed just before first light. “Get up you lazy moles, 
  time to get on the road” 
   
  Once outside you see Sir Guillaume and his 
  companion waiting at the stables. They once again 
  offer prayers to Heironeous and blesses you mounts. 
  “May Heironeous guide your steps my friends and 
  give you valor in combat. I am off to rally the forces 
  of the Arch Paladin” 
   
  The miles drop away behind you once again and 
  before you know it you are well into the Flinty Hills 
  “We are getting close to the Enemy camp, we should 
  find a place to rest for the night” Binibik quickly 
  finds a sheltered hollow suitable for the purpose. 
  Again the night passes uneventfully. 
   
  Encounter Six: A View to a 
  Kill 
  Once again Binibik wakes the party as the sun is 
  barely rising above the horizon. “Let’s get going and 
  try to get close while the sun is in their eyes.” You 
  may not appreciate his tendency for early rising but 
  it is hard not to appreciate his skill at moving 
  through the wilderness. Without his help this trip 
  through the Flinty Hills would have taken at least 
  twice as long, and your likelihood of being spotted 
  would have been much greater. 
  
  Heironeous Conclusions 
   
  Page 7 
   
  You leave your mounts in your camp and after 
  only few miles of easy climbing you come up over a 
  ridge and overlook the valley bellow with the sun at 
  your back. Below an army of humanoids mills 
  around in a loose camp. There are easily three 
  thousand individuals in the valley including an 
  alarming number of ogres. Most seem to be settling 
  in for the day and seeking shelter from the sun in 
  makeshift tents. 
   
  On a nearby smaller hill is a large finely crafted 
  blood red tent with the fist of Hextor embroidered 
  on the tent flap. The guards out front and the fist 
  symbol convince you that this is probably the 
  command tent for the army. 
  The party will probably want to talk strategy at this point. 
  Binibik will tell the party that he is reasonably certain 
  that he can get the party to within a few dozen yards of 
  the tent but from there it will be up to them (he intends 
  to report back to General Osmeran whether the party 
  succeeds or fails). 
  Note: Remember that there is a massive army nearby. 
  The GM should warn against any suicidal strategies. If 
  the party settles on a plan that would alert the army to 
  their presence the judge should declare all characters 
  captured or killed and proceed to the conclusion. If the 
  players object give them a sample attack of 100 arrows 
  each for a few rounds and then have the 100 ogres charge 
  the characters. 
  Encounter Seven: From Russia 
  With Love 
  If the characters insist on getting to the command tent by 
  their own methods then skip the following encounter 
  and improvise. 
  With the sun still at your backs Binibik leads you 
  down the hill through sheltered washes and brush 
  covered areas to within a few hundred yards of the 
  tent; and then he starts rummaging around as if 
  looking for something. After a few moments 
  searching he seems to find what he is looking for. 
   
  “Ah ha, I thought so.” With that he lifts up a 
  small rock and a bush, revealing the opening to a 
  small tunnel. “My people have lived in these hills for 
  thousands of years, almost every hill and valley has 
  been used by someone for some purpose during that 
  time. If you know what you are looking for you can 
  find old tunnels everywhere.” 
   
  He motions for you and your companions to 
  enter the tunnel. Unfortunately it was never meant 
  for anyone larger than a gnome to pass through and 
  anyone over five feet tall will have to squeeze. After 
  scrabbling through the dark tunnel for quite some 
  time it opens out into some larger rooms filled with 
  broken furniture. It looks to have been abandoned 
  for some time. The only thing intact in any of the 
  rooms is a small sturdy chest that bears the 
  inscription 
  “property 
  of 
  Tatiana 
  Romanov 
  OdeSinger PotBanger BlueDress Russia”  
   
  Binibik speaks up “We’re getting close, if there 
  are any preparations that you want o make I suggest 
  you get it done now.” 
  If the characters open the chest (it is unlocked) 
  Inside are some very old and rotting spare clothing 
  and a handful of love songs that seem to have been 
  written by Tatiana, why they were left behind you 
  will probably never know. 
  The players should be allowed to make any reasonable 
  preparations that they wish to make at this point as the 
  next encounter assumes that they are fully prepared. 
  Encounter Eight: Live and Let 
  Die 
  If the characters did not go through the tunnels then 
  skip the first section of read aloud text and improvise. 
  Binibik quickly leads you out of the living area 
  through another passage and after a short time he 
  stops. “Now don’t forget that Osmeran is of course 
  interested in any intelligence that these guys may 
  have, so if you are successful see if you can’t grab any 
  papers, letters, or maps that are laying around before 
  you bug out. I’ll stick around in the tunnel for a bit 
  but if things look bad I’ll rabbit out fast. Are you all 
  ready then?” 
   
  With that Binibik throws open the bolthole and 
  you see that you are about thirty feet from the 
  command tent, and the two guards dressed in black 
  tabards 
  with 
  the 
  holy 
  symbol 
  of 
  Hextor 
  embroidered on them seem oblivious to your arrival 
  as yet.  
  As soon as the characters indicate that they are ready to 
  attack use Map #1 for the battle and the characters should 
  be allowed a surprise round against the guards unless 
  they have done something very badly.  If the characters 
  used the tunnel to approach the tent, they will emerge 
  from the rock face at the door directly north of the 
  command tent. 
  Note: The guards should be surprised and easy pickings. 
  It is extremely likely that the noise of combat or a 
  screaming guard will alert the nearby army. If the party 
  cannot end the combat and be away from the tent ten 
  rounds after the army is alerted then they are captured or 
  killed by the army and the judge should proceed to the 
  conclusion. 
  Tactics: There are few tactics to this fight since the 
  enemy is going to be caught by surprise. They will of 
  course try to alert the army and simply stay alive until 
  they come. 
  
  Heironeous Conclusions 
   
  Page 8 
   
  As soon as the characters can see the inside of the 
  tent read the following. 
  The inside of the tent is decorated with expensive 
  furnishings; however it is far from opulent. Three 
  people stand around a table full of maps and letters 
  spread out on a table. There is a one eyed orc, a 
  massive gnoll, and Bernar D’Gui. Bernar speaks 
    
  Those who saw Bernar die (from NYR3-05 Heironeous 
  Impressions) will probably be quite surprised to see him 
  here. Bernar will of course soliloquize as soon as he sees 
  the characters. 
  “Fie! So Lynwerd and his cronies have finally sent 
  their flunkies to assassinate me! The power of 
  Hextor will strike you down and his armies will 
  grind the false kings armies beneath their heels!” 
   
  APL 6 (EL 7) 
  � Hextorite Guard (2): hp 35 ea. see Appendix One 
  � Male Gnoll Taugh: hp 59 see Appendix One 
  � Wolf Animal Companion: hp 13 see Monster 
  Manual page 283 
  � Male Orc Zabghat: hp 59 see Appendix One 
  � Warleader Bernar: hp 52 see Appendix One 
  APL 8 (EL 9) 
  � Hextorite Guard (2): hp 51 ea. see Appendix Two 
  � Male Gnoll Taugh: hp 75 see Appendix Two 
  � Wolf Animal Companion: hp 27 see Appendix 
  Two 
  � Male Orc Zabghat: hp 77 see Appendix Two 
  � Warleader Bernar: hp 68 see Appendix Two 
  APL 10 (EL 11) 
  � Hextorite Guard (2): hp 67 ea. see Appendix Three 
  � Male Gnoll Taugh: hp 91 see Appendix Three 
  � Wolf Animal Companion: hp 27 see Appendix 
  Three 
  � Male Orc Zabghat: hp 95 see Appendix Three 
  � Warleader Bernar: hp 84 see Appendix Three 
  APL 12 (EL 13) 
  � Hextorite Guard (2): hp 78 ea. see Appendix Four 
  � Male Gnoll Taugh: hp 107 see Appendix Four 
  � Wolf Animal Companion: hp 41 see Appendix 
  Four 
  � Male Orc Zabghat: hp 113 see Appendix Four 
  � Warleader Bernar: hp 100 see Appendix Four 
  Note: In order to continue the module it is necessary to 
  capture the correspondence on the table or on Bernar’s 
  person (be careful of those flame spells!). If the characters 
  fail to do this they may be able to get the information 
  from a captured leader (judge will have to improvise this). 
  If none of the above happens then proceed to the 
  conclusion. 
  Encounter Nine: The Spy Who 
  Loved Me 
  You make it back to your camp after an hour of 
  darting through the hills trying to keep up with 
  Binibik. Finally you have time to take a look 
  through the captured papers. There are several maps 
  and letters of interest. 
  Give the Player Handout #1 if they took the notes from 
  the table 
   
  Give the Player Handout #2 if they searched Bernar 
   
  After reading the message and/or the journal Binibik 
  will suggest that the characters should make haste to go 
  warn Garefroide Monastery of the imminent attack. He 
  will head back to Pelleur Keep and try to get the rest of 
  the papers to General Osmeran before he heads out to 
  Cordrend, as this was his plan last Binibik knew. 
   
  If the characters decide not to go warn Garefroide 
  Monastery then the module is over, go to the conclusion. 
  Binibik busily draws out a quick map “This is the 
  best way that I know to get to the monastery, if you 
  push yourself you should be able to get there in two 
  days. I only pray that you arrive in time, good luck 
  and good fortune to you all.” And with that he rides 
  off into the hills. 
   
  After traveling for several days with help from 
  Guillaume and Binibik it now seems like your 
  horses hooves are weighted with lead. You make 
  comparatively slow progress for two days but 
  fortunately they are uneventful and Garefroide is 
  now in sight. 
  Encounter Ten: Diamonds are 
  Forever 
  You approach Garefroide Monastery as the sun is 
  beginning to set, and you bitterly recall how early 
  winter comes in the heights of the Flinty Hills. As 
  the shadows of the hills sweep over you, the 
  temperature 
  drops 
  quickly 
  below 
  what 
  is 
  comfortable. 
   
  Approaching the gate of the Monastery you are 
  of course challenged by the guards standing watch. 
  
  Heironeous Conclusions 
   
  Page 9 
  “Ho there, what business brings you here to the edge 
  of the kingdom?” 
  Characters should have little trouble talking their way 
  into the Monastery, especially if they explain that they 
  are working for General Osmeran, mention Binibik, 
  explain they have critical information or are recognized 
  from visiting here before in NYR3-05 Heironeous 
  Impressions. 
   
  Characters that have been here before may 
  remember NPCs from that module and want to talk to 
  them, they are listed in Judges Aid #1. Remember that 
  they are all busy with preparations and don’t let players 
  slow things down too much with side issues. Things have 
  been going very well since the characters were last here, 
  no more signs of heresy, all the students re-trained, etc. 
  Once inside the monastery you discover that there is 
  a more heightened sense of tension than what you 
  would expect. Individual sparing and training 
  seems be put on hold and everyone is busy working 
  on group tactics and maneuvering in full armor. 
  None of the students seem to be studying scripture 
  but instead they all seem to be readying for combat. 
   
  You are immediately taken to Abbot Eadwig 
  Beddar’s offices where he greets you all warmly. 
  “Well met, I understand that you were in a great 
  hurry to see me, what can this humble servant of the 
  Arch Paladin do for you this evening?” 
  He will patiently wait while characters explain as much 
  of what they have discovered as they are want to before 
  letting him speak. 
  “While I appreciate your efforts on our behalf we are 
  aware of the attack force of humanoids preparing to 
  siege the monastery. Our patrols spotted their 
  pickets a couple days ago and we have been watching 
  them ever since. I would have already mustered my 
  forces and driven them off but I have had another 
  concern. 
   
  In this area there are a great number of ancient 
  ruins. At about the same time that we discovered the 
  massing humanoids, a scout also discovered that 
  messengers were being sent back and forth from the 
  dungeons of one of these ruins to the massing 
  forces. 
   
  I don’t know what lies in wait within and I fear 
  that it may be some powerful evil. I don’t have 
  enough men to split my forces to attack both and I 
  dare not leave one unchecked while I attack the 
  other. However; since Heironeous has seen fit to 
  guide a party of great adventurers again to my 
  monastery in its hour of need, I think that maybe 
  together we can defeat this enemy.” 
  Players are apt to have a great many questions to for the 
  Abbot at this point. 
  • 
  Where is the Dungeon? Just over the next hill, an 
  hour or two walking at most. Eadwig can provide a 
  rough map to guide the characters. 
  • 
  What lives in the dungeons? Eadwig doesn’t know 
  but monstrous unnatural creatures drove off a patrol 
  he sent to investigate. Eadwig suspects that demonic 
  influences may be at work. 
  • 
  How many are there? No idea, only a handful 
  drove off the patrol but they were very tough 
  customers. 
  • 
  Is there some way to trick our way in? There is no 
  way that they have noticed that someone could trick 
  their way into the dungeon, no passwords, no 
  uniforms or secret knocks. They seem to notice 
  anyone who comes too close. 
  • 
  Is there anyway to sneak in? You can try and the 
  characters are probably more sneaky than the priests 
  but again they seem to notice anyone who comes too 
  close. 
  • 
  Are there any other ways in? Only the front door 
  as far as they can tell, they have looked around a bit 
  and found nothing. 
  • 
  What equipment can you give us? Very little, any 
  freely available items from the PHB or DMG that the 
  Judge estimates a remote fortress monastery would 
  have, players can buy. 
  • 
  What is the plan? Eadwig would like the party to 
  go and investigate the caves while his forces attack 
  the gathering humanoids. If the party can’t defeat 
  whatever lurks there then at least they will be busy. 
  • 
  When are we going to try it? Eadwig would like to 
  attack first thing in the morning. 
  After finishing the discussion Eadwig will suggest that 
  everyone get a good night’s sleep and be ready for the 
  attack in the morning. If the characters refuse to help 
  then the adventure ends and the judge should go to the 
  conclusion. 
  Encounter Eleven: The Living 
  Daylights 
  Unlike Binibik, the priests of Heironeous do not 
  wake you before the sun comes up, but they are all 
  up and active while the sun is still low on the 
  horizon. Some hundred men and sixty horses are 
  arrayed in front of the monastery. Abbot Beddar 
  begins leading his followers in morning prayers as 
  the first golden rays of sunlight glisten off the white 
  tabards and shining holy symbols of the assembled 
  host. 
   
  As the prayers finish a few dozen more horses 
  appear in the midst of the already sizeable herd, and 
  
  Heironeous Conclusions 
   
  Page 10 
  the every man in the group mounts a horse and they 
  form up into riding formation. 
   
  Eadwig comes over to the party “You only need 
  keep whatever lurks in that dark cave occupied for a 
  few hours, we shall either be victorious or defeated 
  in that time. May Heironeous give you strength and 
  guide you through the darkness that awaits.” 
   
  He then turns to his warriors “Honor and glory 
  awaits my compatriots! Our future begins today, and 
  our enemies will tremble at the sight of our 
  righteous might!” A great cheer issues forth and 
  Eadwig leads the thundering host of cavalry off over 
  the hills. 
   
  Though you have never seen the enemy 
  encampment, you feel certain that it will take a great 
  many Orcs and Gnolls to stand against that mass of 
  men, horses, and steel. Even were there enough 
  monsters to stand against them you feel that the 
  very sight of the holy men of Heironeous may set 
  them running for their lives. 
   
  After taking a few moments to gather your 
  thoughts, you begin making your way towards your 
  own challenge just over the next hill. 
  Characters should be allowed to make any preparations 
  they wish before arriving at the ruins. 
  Encounter Twelve: Goldfinger 
  As you approach the collection of ruins Eadwig had 
  described you notice a finger of yellow stone, turned 
  golden by the morning light, The Abbot had 
  indicated that near the foot of this rock was the cave 
  that you seek. 
   
  Advancing through a number of ancient ruins, 
  you discover a kind of cavern created by the recent 
  cave-in of an underground tunnel about ten feet 
  from the finger of yellow rock. 
  There is a silent alarm spell cast on the golden finger of 
  rock. Any character approaching within 20’ will alert Dr. 
  Knogh of their presence (the password to disable the 
  alarm is Octopussy).  The characters will enter the 
  complex (map #2) in the section marked “cave-in”. 
  As you make your way down into a long hallway that 
  is collapsed on this end, Bernar’s voice rings out 
  from down the hall. 
   
  “Ah, the defenders of goodness and light have 
  arrived to vanquish the evil tyrants of Hextor. Come 
  then foolish adventures and match your mettle 
  against the might of the Scourge of Battle.” 
  After 30 feet from the entrance on Map #2 
   
  Bernar’s voce again rings out, “Come come now, 
  rush forward to your impending doom, those of you 
  who are worthy may yet live to be slaves for the new 
  lords of Nyrond!” 
  The voices are coming from two magic mouth spells 
  located 60’ and 90’ from the entrance.  
  Encounter Thirteen: Die 
  Another Day 
  Once the characters reach Map #2 room A read the 
  following. 
  Ahead lies a scene of darkest nightmares, glass 
  cylinders as tall as a man pack this large room; 
  although more than half are empty, the watery 
  contents of the other half could easily rattle even 
  the most stalwart adventurer. 
   
  Abominations of flesh and steel cry out from 
  their murky coffins, faces twisted not just from 
  tormented anguish but also distorted by demonic or 
  monstrous heritage. Whatever foul mind created 
  these unnatural things, it is certain that their 
  creator is just as vile and ugly on the inside as they 
  are on the outside. 
   
  From the other end of the chamber Bernar’s 
  voce again rings out. “So in the ultimate act of 
  arrogance you invade my very lair and seek to bring 
  to ruin all which I have wrought. Well you are too 
  late, I have already safeguarded that which was 
  created here, all that remains is a death trap for you.” 
   
  With that Bernar steps out from behind one of 
  the glass coffins, but then another Bernar appears in 
  a like manner and finally another! Lastly a trio of 
  identical disfigured dwarves step from behind the 
  tables and racks of chemicals at the far end of the 
  room. 
  See Map #2 Room A 
  Note: Two of the Bernars are actually half-doppelgangers 
  shifted to look like Bernar. Two of the Dr. Knoghs are 
  actually mindless half-golems made from his clones so 
  they look like him.  
  Preparations: Make sure to keep play balanced for this 
  encounter, if you allow players preparation rounds then 
  allow villains preparation time as well or don’t let anyone 
  have preparation rounds. The Bad guys should know the 
  characters are coming thanks to the alarm and magic 
  mouth spells. As preparation Guardian Bernar will begin 
  by casting Freedom of Movement then if he has time he 
  will buff Half-Doppelgangers with Bull Strength. Dr. 
  Knogh will prepare by casting one of his Globe of 
  invulnerability type spells then will cast Mirror Image 
  and possibly Shield. 
  APL 6 (EL 9) 
  � Half-Doppelgangers (2): hp 42 ea. see Appendix 
  One 
  
  Heironeous Conclusions 
   
  Page 11 
  � Flesh Half-Golem (2): hp 13 ea. see Appendix One 
  � Dr. Knogh: hp 37 see Appendix One 
  � Guardian Bernar: hp 52 see Appendix One 
  APL 8 (EL 11) 
  � Half-Doppelgangers (2): hp 56 ea. see Appendix 
  Two 
  � Half-Clay Golem (2): hp 23 ea. see Appendix Two 
  � Dr. Knogh: hp 49 see Appendix Two 
  � Guardian Bernar: hp 68 see Appendix Two 
  APL 10 (EL 13) 
  � Half-Doppelgangers (2): hp 70 ea. see Appendix 
  Three 
  � Half-Stone Golem (2): hp 33 ea. Appendix Three 
  � Dr. Knogh: hp 61 see Appendix Three 
  � Guardian Bernar: hp 84 see Appendix Three 
  APL 12 (EL 15) 
  � Half-Doppelgangers (2): hp 84 ea. see Appendix 
  Four 
  � Half-Iron Golem (2): hp 43 ea. see Appendix Four 
  � Dr. Knogh: hp 73 see Appendix Four 
  � Guardian Bernar: hp 100 see Appendix Four 
  Tactics: The villains who look the same will always go on 
  the same initiative (they will delay for each other). They 
  will then use their similar appearance to try and confuse 
  the combat. They will move through one another’s 
  squares as much as possible in order to conceal which is 
  the real person. They are using a combination of 
  bluff/tumble/sleight of hand/detect thoughts to pull off 
  the trick (of course the Half-Doppelgangers are much 
  better at it). Each time two of the “clones” pass through 
  the same square, characters must make a spot check 
  (DC=10+APL for the doppelgangers or DC=APL for the 
  Half-Golems) in order to keep track of which is which. 
  Think of it as a big game of Three Card Monty, but you 
  may want to restrict player communications in order to 
  keep them from blurting out which is which. A few other 
  quick notes 
  • 
  Generally the spell casters will try and get off some 
  of their better spells but Bernar will want to get into 
  combat at some point.  
  • 
  The creatures will mainly act as distractions and then 
  as guardians when the characters close to melee. 
  • 
  Bernar may decide to animate some of the dead 
  inside the tanks for reinforcements. 
  Encounter Fourteen: Dr. No 
  As you finally have time to take stock of your 
  surroundings, you realize that it is a complete 
  wreck, only partially due to the recent combat here. 
  Notes, 
  alchemical 
  equipment, 
  and 
  arcane 
  scribblings lie scattered everywhere throughout the 
  room though most are concentrated on the desk. 
  Bits of flesh and strange metals lie scattered 
  everywhere as well, altogether it is quite a mess and 
  you doubt that anyone could make sense of what 
  happened here without spending weeks sorting 
  through the mess. On top of all of that two of the 
  Bernars now wear the face of the traitorous prince 
  Sewarndt. 
  Once the characters begin poking around the lab they 
  will probably discover much of the following. 
  • 
  Searching the desk will reveal Player Handout #3 
  • 
  Searching Bernar reveals Player Handout #4 
  • 
  Knowledge (Dungeoneering) DC 15 will identify the 
  fact that creatures in the tanks are partially 
  Doppelganger 
  • 
  Knowledge (Arcana) DC15 will identify that the 
  creatures in the tanks are partially constructs 
  (golems). 
  • 
  Craft (Alchemy) check DC 20 will reveal that several 
  different solutions are in use in the lab including 
  ingenious preservatives and nutrient baths for 
  growing his creatures. 
  • 
  Examining the notes on the desk and a Spellcraft DC 
  20 check will reveal that Dr. Knogh had perfected a 
  new ritual which is a perverted combination of the 
  Simulacrum and Clone spells which used his 
  creations instead of the normal ice and snow to 
  create a simulacrum which was more powerful and 
  clone like. 
  Encounter Fifteen: You Only 
  Live Twice 
  This room was once some kind of temple though 
  what kind of god held sway here is forever lost to 
  decay and ruin. Great pillars reach to the ceiling and 
  rotting decorations adorn almost every surface. The 
  now all too familiar voice of Bernar echoes through 
  the great hall. 
   
  “I am The Prime and all those you have slain 
  were created in my image. I am the first and greatest 
  and I will wreak bloody vengeance upon you for the 
  deeds you have done in the service of that wretched 
  whelp of a King. 
  
  Heironeous Conclusions 
   
  Page 12 
   
  Pray to whatever weakling gods you worship, for 
  the mighty fist of Hextor is about to crush you and 
  it is my honor to the instrument of his mighty 
  wrath!” 
   
  Finally appearing out of darkness Bernar strides 
  towards you, as he does so however his form twists 
  and deforms until he looks more like the creatures 
  in the lab than an actual human being. 
  The Prime Bernar is overconfident and a megalomaniac, 
  he will continue to speak even if characters are preparing 
  for combat. He is not stupid however and will make his 
  own preparations (primarily casting) as the characters 
  prepare themselves. 
   
  In the end it is really up to the party when they 
  attack, as Bernar will want to gloat and posture far too 
  much to initiate the combat himself. 
  Preperations: The Prime Bernar will have precast Resist 
  Energy(Acid) and Resist Energy(Electricity) before the 
  characters enter the room but will not have precast any 
  other spells. 
  APL 6 (EL 9) 
  � The Prime Bernar: hp 66 see Appendix One 
  APL 8 (EL 11) 
  � The Prime Bernar: hp 75 see Appendix One 
  APL 10 (EL 13) 
  � The Prime Bernar: hp 93 see Appendix One 
  APL 12 (EL 15) 
  � The Prime Bernar: hp 111 see Appendix One 
  Tactics: The Prime Bernar is a megalomaniac and 
  overconfident he will gloat and posture as long as 
  characters tolerate it. Once characters have entered the 
  room he will start casting buff spells but not offensive 
  spells until he is attacked (preferring to make himself 
  even more powerful). 
   
  Assuming the characters search the room then they 
  Find Player Handout #5 
  Encounter Sixteen: Tomorrow 
  Never Dies 
  As you make your way back to Garefroide Monastery 
  you see the returning Heironeans. Their tabards 
  now stained with dirt and blood from the battle. A 
  great number lie lifeless strapped to their mounts 
  like bloody baggage. You estimate that a third of 
  their number perished or were badly wounded, but 
  as they come nearer you can hear that they are 
  singing battle hymns of glorious victory. 
   
  Once Eadwig spots you he spurs his mount 
  faster and rides over to you. “It was a great battle, 
  probably not heroic enough to warrant a record 
  among the great heroes, but a great battle none the 
  less. So what did you find in that pit of evil, did you 
  reap a glorious victory as well?” 
  If the party explains they were successful. 
  “We are doubly blessed this day then and we must 
  have a truly heroic feast in honor of our victories. 
  Come now, off to the keep for a feast!” 
  If the party explains they were unsuccessful. 
  “It is sad that you did not rid the world of that evil 
  but at least you kept them busy while their minions 
  were cut down. In any event it is cause for 
  celebration for their horde of evil will threaten 
  Nyrond no more. Come now, off to the keep for a 
  feast!” 
  Eadwig will not want to go into great detail about what 
  the party found in the dungeons, it is enough for him for 
  the moment that they are defeated or driven off. 
  Back at Garefroide the dead are blessed and taken to 
  the temple until tomorrow, when they will be 
  buried with all of the honor and ceremony due to 
  those who have fallen in combat. Tonight though, a 
  great feast is prepared in honor of the surviving 
  heroes. It seems as if everyone involved in the attack 
  has a story of valor and bravery to tell, and almost no 
  one speaks of their own exploits but instead 
  expounds on the great valor of their companions; 
  especially those who had fallen in combat. Several 
  scribes 
  diligently 
  take 
  down 
  every 
  bit 
  of 
  information that they can so that this day will be 
  remembered for many years to come.” 
  If the characters want to share the story of their exploits 
  in the dungeons, the assembly will be more than happy 
  to hear them. They will quickly tire of anyone who seems 
  to merely be patting themselves on the back, but will 
  listen intently to any who expound on the bravery and 
  valor of others. The scribes will of course write 
  everything down. 
  Conclusion 
  Quit Early: Any character that leaves the module before 
  following Binibik into the Flinty Hills should not receive 
  an AR and should leave the table immediately. 
  Captured by the army: If any of the characters did 
  something foolish and ended up being captured by the 
  army they need to make a Fortitude Save DC=10+APL. If 
  successful the character survives but is captured and 
  ransomed back to Nyrond, if failed then they are dead. In 
  either event all items carried by the character are lost. 
  Rewards:  
  • 
  Those who eliminate the army’s leaders will gain the 
  favor of General Osmeran.  
  
  Heironeous Conclusions 
   
  Page 13 
  • 
  Those who defeat everything in the dungeon gain 
  the favor of the church of Heironeous.  
  • 
  If anyone takes the songs of Tatiana then they have 
  access to them on the AR. 
   
  The End 
  
  Heironeous Conclusions 
   
  Page 14 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Eight 
  Defeat Warleader Bernar and his allies 
   
  APL6  
   
  210 xp 
   
  APL8  
   
  270 xp 
   
  APL10  
   
  330 xp 
   
  APL12  
   
  390 xp 
  Encounter Thirteen 
  Defeat Guardian Bernar, Dr. Knogh, and their duplicates 
   
  APL6  
   
  270 xp 
   
  APL8  
   
  330 xp 
   
  APL10  
   
  390 xp 
   
  APL12  
   
  450 xp 
  Encounter Fifteen 
  Defeat The Prime Bernar 
   
  APL6  
   
  270 xp 
   
  APL8  
   
  330 xp 
   
  APL10  
   
  390 xp 
   
  APL12  
   
  450 xp 
   
  Discretionary roleplaying award 
   
  APL6  
   
  150 xp 
   
  APL8  
   
  195 xp 
   
  APL10  
   
  240 xp 
   
  APL12  
   
  285 xp 
   
  Total possible experience: 
   
  APL6  
   
  900 xp 
   
  APL8  
   
  1,125 xp 
   
  APL10  
   
  1,350 xp 
   
  APL12  
   
  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. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Eight:  
   
  APL 6: L: 320 gp; C: 0 gp; M: 412 gp - +1 Heavy Flail, 
  Cloak of Resistance +1 
   
  APL 8: L: 150 gp; C: 0 gp; M: 1,412 gp - +1 Short 
  Sword (x2), +1 Orc Double Axe, +1 Heavy Flail, Cloak of 
  Resistance +1 
  
  Heironeous Conclusions 
   
  Page 15 
   
  APL 10: L: 150 gp; C: 0 gp; M: 1,562 gp - +1 Short 
  Sword (x2), +1 Orc Double Axe, +1 Flaming Heavy Flail, 
  Cloak of Resistance +1, Ring of Protection +1 
   
  APL 12: L: 150 gp; C: 0 gp; M: 1,562 gp - +1 Short 
  Sword (x2), +1 Orc Double Axe, +1 Flaming Heavy Flail, 
  +1 Full Plate, Cloak of Resistance +1, Ring of Protection 
  +1 
  Encounter Thirteen:  
   
  APL 6: L: 185 gp; C: 0 gp; M: 415 gp - +1 Heavy Flail, 
  Cloak of Resistance +1, Potion of Cure Light Wounds 
   
  APL 8: L: 185 gp; C: 0 gp; M: 435 gp - +1 Heavy Flail, 
  Cloak of Resistance +1, Potion of Cure Moderate Wounds 
   
  APL 10: L: 150 gp; C: 0 gp; M: 1,575 gp - +1 Frost 
  Heavy Flail, Cloak of Resistance +1, Potion of Cure 
  Serious Wounds, Ring of Protection +1 
   
  APL 12: L: 75 gp; C: 0 gp; M: 1,605 gp - +1 Full Plate, 
  +1 Frost Heavy Flail, Cloak of Resistance +1, Potion of 
  Cure Serious Wounds (x2), Ring of Protection +1, +4 Belt 
  of Giant Strength 
  Encounter Fifteen:  
   
  APL 6: L: 185 gp; C: 0 gp; M: 412 gp - +1 Heavy Flail, 
  Cloak of Resistance +1 
   
  APL 8: L: 185 gp; C: 0 gp; M: 412 gp - +1 Heavy Flail, 
  Cloak of Resistance +1 
   
  APL 10: L: 185 gp; C: 0 gp; M: 1,525 gp - +1 Heavy 
  Flail, Cloak of Resistance +1, Ring of Protection +1 
   
  APL 12: L: 75 gp; C: 0 gp; M: 6,875 gp - +1 Full Plate, 
  +1 Unholy Heavy Flail, Cloak of Resistance +1, Ring of 
  Protection +1 
   
  Total Possible Treasure 
  APL 6: L: 875 gp; C: 0 gp; M: 1,239 gp - Total: 2,114 gp 
  (Cap = 900) 
  APL 8: L: 520 gp; C: 0 gp; M: 2,259 gp - Total: 2.779 gp 
  (Cap = 1,300) 
  APL 10: L: 520 gp; C: 0 gp; M: 4,662 gp - Total: 5,182 gp 
  (Cap = 2,300) 
  APL 12: L: 300 gp; C: 0 gp; M: 10,042 gp - Total: 10,342 gp 
  (Cap = 3,300) 
   
   
  Items for the Adventure Record 
   
  Favor of General Osmeran: The character has earned 
  the personal thanks of General Osmeran and through his 
  connections at Mistwatch he will obtain one of the 
  following item upgrades for the character for the normal 
  price. Once the item is purchased mark this favor as used. 
  Add any one energy resistance special ability (not 
  improved or greater) to any shield or armor, add the 
  Animated special ability to any shield, or add the Ghost 
  Touch special ability to any armor. 
   
  Tatiana’s Love Ballads: This collection of poems and 
  ballads gives a unique perspective into the gnomish 
  mindset. Any character with ranks in any Perform skill 
  that possesses these songs gains a +2 insight bonus to 
  diplomacy and gather information checks with gnomes. 
   
  Favor of the Church of Heironeous: The characters 
  have done a great service for the church of Heironeous 
  and they are willing to return service in kind. This favor 
  can be used once for the free casting of any clerical spell 
  of third level or less by an NPC follower of Heironeous. 
  If used at the same time as the Favor of the Church of 
  Heironeous from NYR03-05 Heironeous Impressions or 
  NYR4-04 Heironeous Assumptions, both favors can be 
  used once for the free casting of any clerical spell of 
  fourth level or less (although any material costs must still 
  be paid). If used at the same time as both the Favor of the 
  Church of Heironeous from NYR03-05 Heironeous 
  Impressions and NYR4-04 Heironeous Assumptions, all 
  three favors can be used once for the free casting of any 
  clerical spell of Fifth level or less including any material 
  costs (may be used for free Raise Dead). 
   
  Strange Metals: You took many of the strange metals 
  from Dr. Knogh’s laboratory.  The exact nature of the 
  metal remains a mystery.  Hopefully it will turn out to be 
  valuable but first you need to find somebody to identify 
  it. 
   
  Item Access 
  APL 10: 
  • 
  +1 Flaming Heavy Flail (Adventure; DMG; 8,315 gp)  
  • 
  +1 Frost Heavy Flail (Adventure; DMG; 8,315 gp) 
  APL 12 (all of APL 2 plus the following): 
  • 
  +4 Belt of Giant Strength (Adventure; DMG; 16,000 
  gp) 
  • 
  +1 Unholy Heavy Flail (Adventure; DMG; 18,315 gp) 
   
  
  Heironeous Conclusions 
   
  Page 16 
  Appendix One – Combat Encounters 
  APL 6  
   
   
   
   
   
  Encounter Eight 
   
   
   
   
  Hexorite Guard: Medium Humanoid War4; CR 4;HD 
  4d8+8; hp 35;Init +2; Spd 20 ft/x3;AC 19 (+6 armor, +2 
  shield, +1 dex), touch 11, flat-footed 18;Base 
  Atk/Grapple 
  +4/+7;Full 
  Atk 
  +8 
  One-handed 
  (1d8+3;20/x2, Flail);AL LE; SV Fort +6, Ref +3, Will 
  +1;Str 17(+3), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 
  10(+0), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +7, Listen1 +5, Spot1 
  +5; Alertness, Weapon Focus (Flail), Improved 
  Toughness 
   
  Equipment: Banded Mail, Heavy Steel Shield, 
  Flail, Short Sword 
  Taugh: Male Gnoll Rgr5; Medium Humanoid; CR 6; 
  HD 7d8+21; hp 59; Init +6; Spd 30 ft/x4; AC 18 (+4 
  armor, +1 shield, +2 dex, +1 natural), touch 12, flat-
  footed 16; Base Atk/Grapple +6/+10; Full Atk +10/+5 
  Two-Weapon (primary) (1d6+4;19-20/x2, Masterwork 
  short sword), +10 Two-Weapon (secondary) (1d6+2;19-
  20/x2, Masterwork short sword), +8/+3 Two-Weapon 
  (primary) (1d6+4;20/x3, Handaxe), +8 Two-Weapon 
  (secondary) (1d6+2;20/x3, Handaxe); AL CE; SV Fort 
  +10, Ref +6, Will +1; Str 18(+4), Dex 15(+2), Con 16(+3), 
  Int 10(+0), Wis 10(+0), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +5, Listen1 +10, Spot1 
  +10, Survival1 +10; Improved Initiative, Two-Weapon 
  Defense, Weapon Focus (Short Sword) 
   
  Equipment: Masterwork Short Sword (x2), 
  Handaxe (x2), Masterwork Chain Shirt 
  Zabghat: Male Orc Bbn6; Medium Humanoid (Orc); 
  CR 6; HD 6d12+12; hp 59; Init +2; Spd 30 ft/x4; AC 17 
  (+5 armor, +2 dex), touch 12, flat-footed 17; Base 
  Atk/Grapple +6/+11; Full Atk +11/+6 Double-weapon 
  (primary) (1d8+5;20/x3, Masterwork orc double axe), 
  +11 
  Double-weapon 
  (secondary) 
  (1d8+2;20/, 
  Masterwork orc double axe), +11/+6 One-handed 
  (1d8+5;20/x3, Battleaxe); AL CE; SV Fort +7, Ref +4, 
  Will +1; Str 20(+5), Dex 15(+2), Con 14(+2), Int 6(-2), 
  Wis 8(-1), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +9, Jump1 +11, 
  Survival1 +8; Exotic Weapon Proficiency (Orc Double 
  Axe), Two-Weapon Fighting, Weapon Focus (Orc 
  Double Axe) 
   
  Equipment: 
  Masterwork 
  Orc 
  Double 
  Axe, 
  Battleaxe, Masterwork Breastplate 
  Warleader Bernar: Male Human Clr7; Medium 
  Humanoid; CR 7; HD 7d8+14; hp 52; Init +0; Spd 20 
  ft/x3; AC 18 (+8 armor), touch 10, flat-footed 18; Base 
  Atk/Grapple 
  +5/+7; 
  Full 
  Atk 
  +9 
  Two-handed 
  (1d10+4;19-20/x2, +1 Heavy Flail), +8 One-handed 
  (1d8+2;20/x2, Flail), +7 One-handed (1d8+2;20/x2, 
  Morningstar); AL LE; SV Fort +8, Ref +3, Will +9; Str 
  14(+2), Dex 10(+0), Con 14(+2), Int 12(+1), Wis 17(+3), 
  Cha 12(+1); 
   
  Skills and Feats: Bluff1 +5, Concentration1 +12, 
  Diplomacy1 +11, Heal1 +7, Intimidate1 +4, Knowledge 
  (religion) +8, Sense Motive1 +8; Combat Casting, 
  Martial Weapon Proficiency (Heavy Flail), Persuasive, 
  Power Attack, Weapon Focus (Flail, Heavy Flail), True 
  Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base 
  DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x2; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness, magic vestment*, searing light x2; 
  4th – Freedom of Movement, Unholy Blight*. 
  * Domain spell. Deity: Hextor. Domains: Destruction 
  (1/day smite: +4 attack, +7 damage), War (free Martial 
  Weapon Proficiency and Weapon Focus feats for heavy 
  flail and flail). 
   
  Equipment: +1 Heavy Flail, Flail, Morningstar, 
  Masterwork Full Plate, Cloak of Resistance +1 
   
  Encounter Thirteen 
   
   
   
  Half-Doppelgangers 
  (2): 
  Medium 
  Monstrous 
  Humanoid 
  (Shapechanger) 
  Rog1; 
  CR 
  4; 
  HD 
  1d6+4d8+15; hp 42; Init +4; Spd 30 ft/x4; AC 22 (+4 
  armor, +4 dex, +4 natural), touch 14, flat-footed 18; Base 
  Atk/Grapple +4/+7; Full Atk +8 Primary Natural 
  (1d6+4;20/x2, Slam); AL N; SV Fort +4, Ref +10, Will 
  +6; Str 17(+3), Dex 18(+4), Con 16(+3), Int 12(+1), Wis 
  14(+2), Cha 12(+1); 
   
  Skills and Feats: Bluff1 +13, Jump1 +9, Sleight of 
  Hand +10, Tumble +12; Deft Hands, Weapon Finesse 
   
  Equipment: Masterwork Chain Shirt 
  Half-Flesh Golem (2): (Was Dwarf) Male War 2; CR 
  4; Medium Construct (Half-Golem); HD 2d8; hp 13; 
  Init +1; Spd 30 ft (cannot run); AC 20 (+1 Dex, +5 
  Natural Armor, +4 Chain Shirt), touch 11, flat footed 
  19; Base Atk +2; Grp +8; Atk +9 melee (1d10+9; 20/x3 
  two-handed Dwarven Waraxe); Full Atk +9 melee 
  (1d10+9; 20/x3 two-handed Dwarven Waraxe); SA --; 
  SQ Construct traits, Damage Reduction 5/Adamantine, 
  Berserk, Immune to magic, Darkvision 60’; AL NE; SV 
  Fort +5, Ref +1, Will +0; Str 22 (+6), Dex 12 (+1), Con --, 
  Int 4 (-3), Wis 10 (+0), Cha 4 (-3). 
   
  Skills and Feats: Climb +9, Intimidate +2, Jump +3; 
  Weapon Focus (Dwarven Waraxe (Martial)). 
  
  Heironeous Conclusions 
   
  Page 17 
   
  Equipment: Dwarven Waraxe 
   
  Berserk (Ex): When a flesh golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and goes berserk. The 
  uncontrolled golem goes on a rampage, attacking the 
  nearest living creature or smashing some object 
  smaller than itself if no creature is within reach, then 
  moving on to spread more destruction. The golem’s 
  creator, if within 60 feet, can try to regain control by 
  speaking firmly and persuasively to the golem, which 
  requires a successful Charisma check (DC 19). It takes 
  1 minute of rest by the golem to reset the golem’s 
  berserk chance to 0%. 
   
  Magic Immunity (Ex): Flesh golems are immune 
  to all spells, spell-like abilities, and supernatural effects, 
  except as follows. Fire- and cold-based effects slow 
  them (as the spell) for 2d6 rounds, with no saving 
  throw. An electricity effect breaks any slow effect on 
  the golem and cures 1 point of damage for each 3 
  points of damage it would otherwise deal. If the 
  amount of healing would cause the golem to exceed its 
  normal hit point total, it gains the excess as temporary 
  hit points. 
  Dr. Knogh: Male Dwarf (Mountain) Wiz6; Medium 
  Humanoid; CR 6; HD 6d4+18; hp 37; Init +1; Spd 20 
  ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base 
  Atk/Grapple +3/+3; Full Atk +4 Two-handed (1d8;19-
  20/x2, Light Crossbow), +3 One-handed (1d4;19-20/x2, 
  Dagger); AL NE; SV Fort +7, Ref +3, Will +4; Str 10(+0), 
  Dex 12(+1), Con 16(+3), Int 18(+4), Wis 8(-1), Cha 8(-1); 
   
  Skills and Feats: Concentration1 +12, Craft 
  (Alchemy)1 +13, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +7, Knowledge (the planes) +13, 
  Spellcraft +15; Combat Casting, Brew Potion, Craft 
  Magic Arms and Armor, Craft Wondrous Item 
   
  Spells Prepared: (4/3/3/2; base DC = 14 + spell 
  level): 0 – Acid Splash, Daze, Flare, Ray of Frost; 1st – 
  Burning Hands, Ray of Enfeeblement, Shield; 2nd – 
  Bull’s Strength, Mirror Image, Scorching Ray; 3rd – 
  Lightning Bolt, Slow 
   
  Equipment: Light Crossbow, Dagger, Potion of 
  Cure Light Wounds 
  Guardian Bernar: Male Human Clr7; Medium 
  Humanoid; CR 7; HD 7d8+14; hp 52; Init +0; Spd 20 
  ft/x3; AC 18 (+8 armor), touch 10, flat-footed 18; Base 
  Atk/Grapple 
  +5/+7; 
  Full 
  Atk 
  +9 
  Two-handed 
  (1d10+4;19-20/x2, +1 Heavy Flail), +8 One-handed 
  (1d8+2;20/x2, Flail), +7 One-handed (1d8+2;20/x2, 
  Morningstar); AL LE; SV Fort +8, Ref +3, Will +9; Str 
  14(+2), Dex 10(+0), Con 14(+2), Int 12(+1), Wis 17(+3), 
  Cha 12(+1);  
   
  Skills and Feats: Bluff1 +5, Concentration1 +12, 
  Diplomacy1 +11, Heal1 +7, Intimidate1 +4, Knowledge 
  (religion) +8, Sense Motive1 +8; Combat Casting, 
  Martial Weapon Proficiency (Heavy Flail), Persuasive, 
  Power Attack, Weapon Focus (Flail, Heavy Flail), True 
  Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base 
  DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x2; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness, magic vestment*, searing light x2; 
  4th – Freedom of Movement, Divine Power*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
   
  Equipment: Masterwork Full Plate, +1 Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1 
   
  Encounter Fifteen 
   
   
   
   
  Prime Bernar: Was Male Human Clr7; Medium 
  Humanoid (augmented humanoid - half golem, 
  extraplanar); CR 10; HD 7d8+28; hp 66; Init -1; Spd 20 
  ft/x3; AC 22 (+8 armor, -1 dex, +5 natural), touch 9, flat-
  footed 22; Base Atk/Grapple +5/+10; Full Atk +12 Two-
  handed (1d10+8; 19-20/x2, +1 Heavy Flail), +11 One-
  handed (1d8+5; 20/x2, Flail), +10 One-handed (1d8+5; 
  20/x2, Morningstar); AL LE; SV Fort +10, Ref +2, Will 
  +9; Str 20(+5), Dex 8(-1), Con 18(+4), Int 6(-2), Wis 
  17(+3), Cha 6(-2); 
   
  Skills and Feats: Bluff1 +2, Concentration1 +14, 
  Diplomacy1 +8, Heal1 +7, Intimidate1 +1, Knowledge 
  (religion) +5, Sense Motive1 +8; Combat Casting, 
  Martial Weapon Proficiency (Heavy Flail), Persuasive, 
  Power Attack, Weapon Focus (Flail, Heavy Flail), True 
  Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base 
  DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds*; 2nd – bull's strength x2, resist 
  energy x2, spiritual weapon*; 3rd – blindness/deafness, 
  magic vestment*, searing light; 4th –divine power*, 
  freedom of movement, 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: Masterwork Full Plate, +1 Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1 
  
  Heironeous Conclusions 
   
  Page 18 
  APL 8  
   
   
   
   
   
  Encounter Eight 
   
   
   
   
  Hextorite Guard: Male Human War6; Medium 
  Humanoid; CR 6; HD 6d8+12; hp 51; Init +2; Spd 20 
  ft/x3; AC 19 (+6 armor, +2 shield, +1 dex), touch 11, 
  flat-footed 18; Base Atk/Grapple +6/+9; Full Atk +11/+6 
  One-handed (1d8+3;20/x2, Masterwork flail); AL LE; 
  SV Fort +7, Ref +4, Will +4; Str 17(+3), Dex 14(+2), Con 
  14(+2), Int 10(+0), Wis 10(+0), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +9, Listen1 +6, Spot1 
  +6; Alertness, Improved Critical (Flail), Iron Will, 
  Weapon Focus (Flail), Improved Toughness" 
   
  Equipment: Banded Mail, Heavy Steel Shield, 
  Masterwork Flail, Short Sword 
  Taugh: Male Gnoll Rgr7; Medium Humanoid; CR 8; 
  HD 9d8+27; hp 75; Init +7; Spd 30 ft/x4; AC 19 (+4 
  armor, +1 shield, +3 dex, +1 natural), touch 13, flat-
  footed 16; Base Atk/Grapple +8/+12; Full Atk +12/+7 
  Two-Weapon (primary) (1d6+5;17-20/x2, +1 Short 
  Sword), +12/+7 Two-Weapon (secondary) (1d6+3;17-
  20/x2, +1 Short Sword), +10/+5 Two-Weapon (primary) 
  (1d6+4;20/x3, 
  Handaxe), 
  +10/+5 
  Two-Weapon 
  (secondary) (1d6+2;20/x3, Handaxe); AL CE; SV Fort 
  +11, Ref +8, Will +2; Str 18(+4), Dex 16(+3), Con 16(+3), 
  Int 10(+0), Wis 10(+0), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +7, Listen1 +12, Spot1 
  +12, Survival1 +12; Improved Critical (Short Sword), 
  Improved Initiative, Two-Weapon Defense, Weapon 
  Focus (Short Sword) 
   
  Equipment: +1 Short Sword (x2), Handaxe (x2), 
  Masterwork Chain Shirt 
  Animal Companion Wolf: Medium Magical Beast 
  (Animal Companion); HD 4d8+8 hp 27; Init +3; Spd 50 
  ft; AC 17 (+3 Dex, +4 Natural Armor), touch 13, flat 
  footed 14; Base Atk +3; Grp +5; Atk +7 melee (1d6+2 
  Bite); Full Atk +7 melee (1d6+2 Bite); SA Trip; SQ Low-
  light Vision, Scent; AL N; SV Fort +6, Ref +7, Will +2; 
  Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 
  (+1), Cha 6 (-2). 
   
  Skills and Feats: Hide +3, Listen +3, Move 
  Silently+4, Spot +3, Survival +3; Track, Weapon Focus 
  (bite), Weapon Finesse. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 Check Modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Zabghat: Male Orc Bbn6/Eye2; Medium Humanoid 
  (Orc); CR 8; HD 8d12+16; hp 77; Init +3; Spd 30 ft/x4; 
  AC 18 (+5 armor, +3 dex), touch 13, flat-footed 18; Base 
  Atk/Grapple +8/+13; Full Atk +13/+8 Double-weapon 
  (primary) (1d8+6;20/x3, +1 Orc Double Axe), +13 
  Double-weapon (secondary) (1d8+3;20/, +1 Orc Double 
  Axe), +13/+8 One-handed (1d8+5;20/x3, Battleaxe); AL 
  CE; SV Fort +10, Ref +5, Will +1; Str 20(+5), Dex 16(+3), 
  Con 14(+2), Int 6(-2), Wis 8(-1), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +11, Jump1 +6, 
  Survival1 +4; Exotic Weapon Proficiency Orc Double 
  Axe), Two-Weapon Fighting, Weapon Focus (Orc 
  Double Axe), Blind-Fight, Command the Horde (Ex), 
  Swing Blindly (Ex) 
   
  Equipment: +1 Orc Double Axe, Battleaxe, 
  Masterwork Breastplate 
  Warleader 
  Bernar: 
  Male 
  Human 
  Clr7/WaP2; 
  Medium Humanoid; CR 9; HD 7d8+2d10+18; hp 68; 
  Init +0; Spd 20 ft/x3; AC 18 (+8 armor), touch 10, flat-
  footed 18; Base Atk/Grapple +7/+9; Full Atk +11/+6 
  Two-handed (1d10+4;19-20/x2, +1 Heavy Flail), +10/+5 
  One-handed (1d8+2;20/x2, Flail), +9/+4 One-handed 
  (1d8+2;20/x2, Morningstar); AL LE; SV Fort +11, Ref 
  +3, Will +9; Str 14(+2), Dex 10(+0), Con 14(+2), Int 
  12(+1), Wis 17(+3), Cha 13(+1); 
   
  Skills and Feats: Bluff1 +5, Concentration1 +14, 
  Diplomacy1 +15, Heal1 +7, Intimidate1 +5, Knowledge 
  (religion) +8, Sense Motive1 +12; Combat Casting, 
  Negotiator, Persuasive, Power Attack, Weapon Focus 
  (Flail, Heavy Flail), True Believer, Rally (Ex), Inflame 
  (Ex) 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base 
  DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x2; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness x2, magic vestment*, searing light 
  x2; 4th – Freedom of Movement, Unholy Blight* x2. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: +1 Heavy Flail, Flail, Morningstar, 
  Masterwork Full Plate, Cloak of Resistance +1 
   
  Encounter Thirteen 
   
   
   
  Half 
  Doppelgangers 
  (2): 
  Medium 
  Monstrous 
  Humanoid 
  (Shapechanger) 
  Rog3; 
  CR 
  6; 
  HD 
  3d6+4d8+21; hp 56; Init +8; Spd 30 ft/x4; AC 22 (+4 
  armor, +4 dex, +4 natural), touch 14, flat-footed 18; Base 
  Atk/Grapple +6/+9; Full Atk +10 Primary Natural 
  (1d6+4;20/x2, Slam); AL N; SV Fort +5, Ref +11, Will 
  +7; Str 17(+3), Dex 18(+4), Con 16(+3), Int 12(+1), Wis 
  14(+2), Cha 12(+1); 
  
  Heironeous Conclusions 
   
  Page 19 
   
  Skills and Feats: Bluff1 +15, Escape Artist1 +13, 
  Jump1 +9, Sleight of Hand +14, Tumble +14; Deft 
  Hands, Improved Initiative, Weapon Finesse 
  Equipment: Masterwork Chain Shirt 
  Half-Clay Golem (2): (Was Dwarf) Male War 4; CR 6; 
  Medium Construct (Half-Golem); HD 4d8; hp 23; Init 
  +1; Spd 30 ft (cannot run); AC 22 (+1 Dex, +7 Natural 
  Armor, +4 Chain Shirt), touch 11, flat footed 21; Base 
  Atk +4; Grp +11; Atk +12 melee (1d10+10; 20/x3 two-
  handed Dwarven Waraxe); Full Atk +12 melee 
  (1d10+10; 20/x3 two-handed Dwarven Waraxe); SA 
  Wound; SQ Construct traits, Damage Reduction 
  5/Adamantine and Bludgeoning, Berserk, Haste, 
  Immune to magic, Immune to Piercing and Slashing, 
  Darkvision 60’; AL NE; SV Fort +6, Ref +2, Will +1; Str 
  24 (+7), Dex 12 (+1), Con --, Int 4 (-3), Wis 10 (+0), Cha 
  4 (-3). 
   
  Skills and Feats: Climb +11, Intimidate +4, Jump 
  +6; Power Attack, Weapon Focus (Dwarven Waraxe 
  (Martial)). 
   
  Equipment: Dwarven Waraxe 
   
  Berserk (Ex): When a clay golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and goes berserk. The 
  uncontrolled golem goes on a rampage, attacking the 
  nearest living creature or smashing some object 
  smaller than itself if no creature is within reach, then 
  moving on to spread more destruction. Once the 
  golem goes berserk, no known method can reestablish 
  control. 
   
  Magic Immunity (Ex): Clay golems are immune to 
  all spells, spell-like abilities, and supernatural effects, 
  except as follows. A move earth spell drives the golem 
  back 120 feet and deals 3d12 points of damage to it. A 
  disintegrate spell slows the golem (as the slow spell) 
  for 1d6 rounds and deals 1d12 points of damage. An 
  earthquake cast directly at a clay golem stops it from 
  moving that round and deals 5d10 points of damage. 
  The golem gets no saving throw against any of these 
  effects. Any magical attack that does acid damage heals 
  1 point for every 3 points of damage it would have 
  otherwise caused. If the amount of healing would 
  cause the golem to exceed its normal hit point total, it 
  gains the excess as temporary hit points.  
   
  Haste (Su): After it has engaged in at least 1 round 
  of combat, a clay golem can haste itself once per day as 
  a free action. The effect lasts 3 rounds and is otherwise 
  the same as the spell. 
   
  These golems still have their original racial desire 
  to use their Dwarven Waraxes in combat, and will not 
  use their natural attacks. The cursed wound ability of 
  clay golems only applies to natural attacks, and will not 
  come in to play in this combat. 
   
  Dr. Knogh: Male Dwarf (Mountain) Wiz8; Medium 
  Humanoid; CR 8; HD 8d4+24; hp 49; Init +1; Spd 20 
  ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base 
  Atk/Grapple +4/+4; Full Atk +5 Two-handed (1d8;19-
  20/x2, Light Crossbow), +4 One-handed (1d4;19-20/x2, 
  Dagger); AL NE; SV Fort +7, Ref +3, Will +5; Str 10(+0), 
  Dex 12(+1), Con 16(+3), Int 19(+4), Wis 8(-1), Cha 8(-1); 
   
  Skills and Feats: Concentration1 +14, Craft 
  (Alchemy)1 +15, Knowledge (arcana) +15, Knowledge 
  (dungeoneering) +11, Knowledge (the planes) +15, 
  Spellcraft +15; Combat Casting, Brew Potion, Craft 
  Magic Arms and Armor, Craft Wondrous Item 
   
  Spells Prepared: (4/4/3/3/2; base DC = 14 + spell 
  level): 0 – Acid Splash, Daze, Flare, Ray of Frost; 1st – 
  Burning Hands, Ray of Enfeeblement (x2), Shield; 2nd 
  – Bull’s Strength (x2), Mirror Image, Scorching Ray; 3rd 
  – Lightning Bolt (x2), Slow; 4th – Animate Dead, Globe 
  of Invulnerability (Lesser) 
   
  Equipment: Light Crossbow, Dagger, Potion of 
  Cure Moderate Wounds 
  Guardian Bernar: Male Human Clr7/Tem2; Medium 
  Humanoid; CR 9; HD 7d8+2d10+18; hp 68; Init +0; Spd 
  20 ft/x3; AC 18 (+8 armor), touch 10, flat-footed 18; 
  Base Atk/Grapple +7/+9; Full Atk +11/+6 Two-handed 
  (1d10+4;19-20/x2, +1 Heavy Flail), +10/+5 One-handed 
  (1d8+2;20/x2, Flail), +9/+4 One-handed (1d8+2;20/x2, 
  Morningstar); AL LE; SV Fort +11, Ref +3, Will +13; Str 
  14(+2), Dex 10(+0), Con 14(+2), Int 12(+1), Wis 18(+4), 
  Cha 12(+1); 
   
  Skills and Feats: Bluff1 +5, Concentration1 +14, 
  Diplomacy1 +11, Heal1 +8, Intimidate1 +6, Knowledge 
  (religion) +10, Sense Motive1 +9; Combat Casting, 
  Martial Weapon Proficiency (Heavy Flail), Persuasive, 
  Power Attack, Weapon Focus (Flail, Heavy Flail), Extra 
  Smiting, True Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base 
  DC = 14 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x2; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness, magic vestment*, searing light x2; 
  4th – Freedom of Movement x2, Divine Power*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
   
  Templar Spells Prepared (2; base DC = 14 + spell 
  level): 1st – Doom, Inflict Light Wounds. 
   
  Equipment: Masterwork Full Plate, +1 Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1 
   
  
  Heironeous Conclusions 
   
  Page 20 
  Encounter Fifteen 
   
   
   
   
  Prime Bernar: Was Male Human Clr8; Medium 
  Humanoid (augmented humanoid - half golem, 
  extraplanar); CR 12; HD 8d8+32; hp 75; Init -1; Spd 20 
  ft/x3; AC 24 (+8 armor, -1 dex, +7 natural), touch 9, flat-
  footed 24; Base Atk/Grapple +6/+12; Full Atk +14/+9 
  Two-handed (1d10+10;19-20/x2, +1 Heavy Flail), 
  +13/+8 One-handed (1d8+6;20/x2, Flail), +12/+7 One-
  handed (1d8+6;20/x2, Morningstar); AL LE; SV Fort 
  +11, Ref +2, Will +10; Str 23(+6), Dex 8(-1), Con 18(+4), 
  Int 6(-2), Wis 17(+3), Cha 6(-2); 
   
  Skills and Feats: Bluff1 +2, Concentration1 +14, 
  Diplomacy1 +8, Heal1 +7, Intimidate1 +1, Knowledge 
  (religion) +5, Sense Motive1 +8; Combat Casting, 
  Martial Weapon Proficiency (Heavy Flail), Persuasive, 
  Power Attack, Weapon Focus (Flail, Heavy Flail), True 
  Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base 
  DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds*; 2nd – bear’s endurance, bull's 
  strength, resist energy x2, spiritual weapon*; 3rd – 
  blindness/deafness, magic vestment*, searing light x2; 
  4th –divine power*, freedom of movement, poison 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: Masterwork Full Plate, +1 Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1 
  
  Heironeous Conclusions 
   
  Page 21 
  APL 10  
   
   
   
   
   
  Encounter Eight 
   
   
   
   
  Hextorite Guard: Male Human War8; Medium 
  Humanoid; CR 8; HD 8d8+16; hp 67; Init +2; Spd 20 
  ft/x3; AC 19 (+6 armor, +2 shield, +1 dex), touch 11, 
  flat-footed 18; Base Atk/Grapple +8/+12; Full Atk 
  +14/+9 One-handed (1d8+4;20/x2, Masterwork flail); 
  AL LE; SV Fort +8, Ref +4, Will +4; Str 18(+4), Dex 
  14(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +11, Listen1 +7, Spot1 
  +7; Alertness, Iron Will, Weapon Focus(Flail), 
  Improved Toughness" 
   
  Equipment: Masterwork Banded Mail, Heavy 
  Steel Shield, Masterwork Flail, Short Sword 
  Taugh: Male Gnoll Rgr9; Medium Humanoid; CR 10; 
  HD 11d8+33; hp 91; Init +7; Spd 30 ft/x4; AC 19 (+4 
  armor, +1 shield, +3 dex, +1 natural), touch 13, flat-
  footed 16; Base Atk/Grapple +10/+14; Full Atk +14/+9 
  Two-Weapon (primary) (1d6+5;17-20/x2, +1 Short 
  Sword), +14/+9 Two-Weapon (secondary) (1d6+3;17-
  20/x2, +1 Short Sword), +12/+7 Two-Weapon (primary) 
  (1d6+4;20/x3, 
  Handaxe), 
  +12/+7 
  Two-Weapon 
  (secondary) (1d6+2;20/x3, Handaxe); AL CE; SV Fort 
  +12, Ref +9, Will +3; Str 18(+4), Dex 16(+3), Con 16(+3), 
  Int 10(+0), Wis 10(+0), Cha 10(+0); 
   
  Skills and Feats: Climb1 +7, Intimidate1 +9, Listen1 
  +14, Spot1 +14, Survival1 +14; Improved Critical (Short 
  Sword), Improved Initiative, Two-Weapon Defense, 
  Weapon Focus (Short Sword) 
   
  Equipment: +1 Short Sword (x2), Handaxe (x2), 
  Masterwork Chain Shirt 
  Animal Companion Wolf: Medium Magical Beast 
  (Animal Companion); HD 4d8+8 hp 27; Init +3; Spd 50 
  ft; AC 17 (+3 Dex, +4 Natural Armor), touch 13, flat 
  footed 14; Base Atk +3; Grp +5; Atk +7 melee (1d6+2 
  Bite); Full Atk +7 melee (1d6+2 Bite); SA Trip; SQ Low-
  light Vision, Scent; AL N; SV Fort +6, Ref +7, Will +2; 
  Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 
  (+1), Cha 6 (-2). 
   
  Skills and Feats: Hide +3, Listen +3, Move 
  Silently+4, Spot +3, Survival +3; Track, Weapon Focus 
  (bite), Weapon Finesse. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 Check Modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Zabghat: Male Orc Bbn6/Eye4; Medium Humanoid 
  (Orc); CR 10; HD 10d12+20; hp 95; Init +3; Spd 30 
  ft/x4; AC 20 (+5 armor, +1 shield, +3 dex, +1 natural), 
  touch 13, flat-footed 20; Base Atk/Grapple +10/+15; 
  Full 
  Atk 
  +15/+10 
  Double-weapon 
  (primary) 
  (1d8+6;20/x3, +1 Orc Double Axe), +15 Double-weapon 
  (secondary) (1d8+3;20/, +1 Orc Double Axe), +15/+10 
  One-handed (1d8+5;20/x3, Battleaxe); AL CE; SV Fort 
  +11, Ref +6, Will +2; Str 20(+5), Dex 16(+3), Con 14(+2), 
  Int 6(-2), Wis 8(-1), Cha 10(+0);  
   
  Skills and Feats: Intimidate1 +13, Jump1 +6, 
  Survival1 +4; Exotic Weapon Proficiency (Orc Double 
  Axe), Two-Weapon Fighting, Two-Weapon Defense, 
  Weapon Focus (Orc Double Axe), Blind-Fight, 
  Command the Horde (Ex), Swing Blindly (Ex), Ritual 
  Scarring (Ex), Blinding Spittle (Ex) 
   
  Equipment: +1 Orc Double Axe, Battleaxe, 
  Masterwork Breastplate 
  Warleader 
  Bernar: 
  Male 
  Human 
  Clr7/WaP4; 
  Medium Humanoid; CR 11; HD 7d8+4d10+22; hp 84; 
  Init +0; Spd 20 ft/x3; AC 20 (+9 armor, +1 deflection), 
  touch 11, flat-footed 20; Base Atk/Grapple +9/+11; Full 
  Atk +13/+8 Two-handed (1d10+4 + 1d6 fire;19-20/x2, 
  +1 Flaming Heavy Flail), +12/+7 One-handed 
  (1d8+2;20/x2, Flail), +11/+6 One-handed (1d8+2;20/x2, 
  Morningstar); AL LE; SV Fort +12, Ref +4, Will +10; Str 
  14(+2), Dex 10(+0), Con 14(+2), Int 12(+1), Wis 17(+3), 
  Cha 13(+1);  
   
  Skills and Feats: Bluff1 +5, Concentration1 +16, 
  Diplomacy1 +17, Heal1 +7, Intimidate1 +6, Knowledge 
  (religion) +8, Sense Motive1 +14; Combat Casting, 
  Negotiator, Persuasive, Power Attack, Weapon Focus 
  (Flail, Heavy Flail), True Believer, Rally (Ex), Inflame 
  (Ex), Mass Cure Light Wounds (Sp) 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; 
  base DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x3; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness x2, magic vestment*, searing light 
  x2; 4th – Freedom of Movement, Unholy Blight* x2; 5th 
  – Flame Strike, Dispel Good*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: +1 Flaming Heavy Flail, Flail, 
  Morningstar, +1 Full Plate, Cloak of Resistance +1, 
  Ring of Protection +1 
   
  Encounter Thirteen 
   
  Half 
  Doppelgangers 
  (2): 
  Medium 
  Monstrous 
  Humanoid 
  (Shapechanger) 
  Rog5; 
  CR 
  8; 
  HD 
  5d6+4d8+27; hp 70; Init +8; Spd 30 ft/x4; AC 23 (+5 
  armor, +4 dex, +4 natural), touch 14, flat-footed 23; Base 
  Atk/Grapple +7/+11; Full Atk +11 Primary Natural 
  (1d6+6;20/x2, Slam); 
  
  Heironeous Conclusions 
   
  Page 22 
  AL N; SV Fort +5, Ref +12, Will +7; Str 18(+4), Dex 
  18(+4), Con 16(+3), Int 12(+1), Wis 14(+2), Cha 12(+1); 
   
  Skills and Feats: Bluff1 +17, Escape Artist1 +15, 
  Jump1 +10, Sense Motive1 +10, Sleight of Hand +18, 
  Tumble +16; Deft Hands, Improved Initiative, Weapon 
  Finesse 
   
  Equipment: +1 Chain Shirt 
  Half-StoneGolem (2): (Was Dwarf) Male War 6; CR 8; 
  Medium Construct (Half-Golem); HD 6d8; hp 33; Init 
  +1; Spd 30 ft (cannot run); AC 24 (+1 Dex, +9 Natural 
  Armor, +4 Chain Shirt), touch 11, flat footed 23; Base 
  Atk +6; Grp +14; Atk +15 melee (1d10+12; 20/x3 two-
  handed Dwarven Waraxe); Full Atk +15/+10 melee 
  (1d10+12; 20/x3 two-handed Dwarven Waraxe); SA 
  Slow; SQ Construct traits, Damage Reduction 
  10/Adamantine, Darkvision 60’; AL NE; SV Fort +7, 
  Ref +3, Will +2; Str 27 (+8), Dex 12 (+1), Con --, Int 4 (-
  3), Wis 10 (+0), Cha 4 (-3). 
   
  Skills and Feats: Climb +13, Intimidate +6, Jump 
  +9; Improved Overrun, Power Attack, Weapon Focus 
  (Dwarven Waraxe (Martial)). 
   
  Equipment: Dwarven Waraxe 
  Slow (Su): A stone golem can use slow as a free action 
  once every 2 rounds. The effect has a range of 10 feet 
  and a duration of 7 rounds, requiring a successful Will 
  save (DC 17) to negate. The ability is otherwise the 
  same as the spell. 
   
  Magic Immunity (Ex): A stone golem is immune 
  to all spells, spell-like abilities, and supernatural effects, 
  except as follows. A transmute rock to mud spell slows 
  it (as the slow spell) for 2d6 rounds, with no saving 
  throw, while transmute mud to rock heals all of its lost 
  hit points. A stone to flesh spell does not actually 
  change the golem’s structure but makes it vulnerable to 
  any normal attack for the following round (this does 
  not include spells, except those that cause damage). 
  Dr. Knogh: Male Dwarf (Mountain) Wiz10; Medium 
  Humanoid; CR 10; HD 10d4+30; hp 61; Init +1; Spd 20 
  ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base 
  Atk/Grapple +5/+5; Full Atk +6 Two-handed (1d8;19-
  20/x2, Light Crossbow), +5 One-handed (1d4;19-20/x2, 
  Dagger); AL NE; SV Fort +8, Ref +4, Will +6; Str 10(+0), 
  Dex 12(+1), Con 16(+3), Int 19(+4), Wis 8(-1), Cha 8(-1); 
   
  Skills and Feats: Concentration1 +16, Craft 
  (Alchemy)1 +17, Knowledge (arcana) +17, Knowledge 
  (dungeoneering) +15, Knowledge (the planes) +17, 
  Spellcraft +17; Combat Casting, Eschew Materials, 
  Magical Aptitude, Brew Potion, Craft Magic Arms and 
  Armor, Craft Wondrous Item 
   
  Spells Prepared: (4/4/4/3/3/2; base DC = 14 + spell 
  level): 0 – Acid Splash, Daze, Flare, Ray of Frost; 1st – 
  Burning Hands, Ray of Enfeeblement (x2), Shield; 2nd 
  – Bull’s Strength (x2), Mirror Image, Scorching Ray; 3rd 
  – Lightning Bolt (x2), Slow, Vampiric Touch; 4th – 
  Animate Dead, Globe of Invulnerability (Lesser), 
  Stoneskin; 5th – Cone of Cold, Magic Jar 
   
  Equipment: Light Crossbow, Dagger, Potion of 
  Cure Serious Wounds 
  Guardian Bernar: Male Human Clr7/Tem4; Medium 
  Humanoid; CR 11; HD 7d8+4d10+22; hp 84; Init +0; 
  Spd 20 ft/x3; AC 20 (+9 armor, +1 deflection), touch 11, 
  flat-footed 20; Base Atk/Grapple +9/+11; Full Atk 
  +13/+8 Two-handed (1d10+6 + 1d6 frost;17-20/x2, +1 
  Frost Heavy Flail), +12/+7 One-handed (1d8+4;20/x2, 
  Flail), +11/+6 One-handed (1d8+2;20/x2, Morningstar); 
  AL LE; SV Fort +12, Ref +4, Will +14; Str 14(+2), Dex 
  10(+0), Con 14(+2), Int 12(+1), Wis 18(+4), Cha 12(+1); 
   
  Skills and feats: Bluff1 +5, Concentration1 +16, 
  Diplomacy1 +11, Heal1 +8, Intimidate1 +8, Knowledge 
  (religion) +12, Sense Motive1 +9, Combat Casting, 
  Improved Critical (Heavy Flail), Martial Weapon 
  Proficiency (Heavy Flail), Persuasive, Power Attack, 
  Weapon 
  Focus 
  (Flail, 
  Heavy 
  Flail), 
  Weapon 
  Specialization (Heavy Flail), Extra Smiting, True 
  Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base 
  DC = 14 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x2; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness, magic vestment*, searing light x2; 
  4th – Freedom of Movement x2, Divine Power*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
   
  Templar Spells Prepared (2/2; base DC = 14 + spell 
  level): 1st – Doom, Inflict Light Wounds; 2nd – Inflict 
  Moderate Wounds, Zeal. 
   
  Equipment: +1 Full Plate, +1 Frost Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1, Ring of 
  Protection +1 
  Encounter Fifteen 
   
   
   
   
   
  Prime Bernar: Was Male Human Clr10; Medium 
  Humanoid (augmented humanoid - half golem, 
  extraplanar); CR 14; HD 10d8+40; hp 93; Init -1; Spd 20 
  ft/x3; AC 28 (+9 armor, -1 dex, +9 natural, +1 
  deflection), touch 10, flat-footed 28; Base Atk/Grapple 
  +7/+14; Full Atk +16/+11 Two-handed (1d10+11;19-
  20/x2, 
  +1 
  Heavy 
  Flail), 
  +15/+10 
  One-handed 
  (1d8+7;20/x2, Flail), +14/+9 One-handed (1d8+7;20/x2, 
  Morningstar); AL LE; SV Fort +12, Ref +3, Will +11; Str 
  25(+7), Dex 8(-1), Con 18(+4), Int 6(-2), Wis 17(+3), Cha 
  6(-2); 
   
  Skills and Feats: Bluff1 +2, Concentration1 +14, 
  Diplomacy1 +8, Heal1 +7, Intimidate1 +1, Knowledge 
  
  Heironeous Conclusions 
   
  Page 23 
  (religion) +5, Sense Motive1 +8; Combat Casting, 
  Martial Weapon Proficiency (Heavy Flail), Persuasive, 
  Power Attack, Weapon Focus (Flail, Heavy Flail), Extra 
  Smiting, True Believer 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; 
  base DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x3; 2nd – aid, bear’s endurance, 
  bull's strength, resist energy x2, spiritual weapon*; 3rd – 
  blindness/deafness x2, magic vestment*, searing light 
  x2; 4th – death ward, divine power*, freedom of 
  movement, poison x2; 5th – flame strike* x2, righteous 
  might, symbol of pain 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: +1 Full Plate, +1 Heavy Flail, Flail, 
  Morningstar, Cloak of Resistance +1, Ring of 
  Protection +1 
  
  Heironeous Conclusions 
   
  Page 24 
  APL 10  
   
   
   
   
   
  Encounter Eight 
   
   
   
   
  Hextorite Guard: Male Human War10; Medium 
  Humanoid; CR 10; HD 10d8+20; hp 78; Init +2; Spd 20 
  ft/x3; AC 19 (+6 armor, +2 shield, +1 dex), touch 11, 
  flat-footed 18; Base Atk/Grapple +10/+14; Full Atk 
  +16/+11 One-handed (1d8+4;19-20/x2, Masterwork 
  flail); AL LE; SV Fort +9, Ref +5, Will +5; Str 18(+4), 
  Dex 14(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 
  10(+0); 
   
  Skills and Feats: Intimidate1 +13, Listen1 +8, Spot1 
  +8; Alertness, Improved Critical (Flail), Iron Will, 
  Weapon Focus (Flail), Improved Toughness 
   
  Equipment: 
  Masterwork 
  Banded 
  Mail, 
  Masterwork Heavy Steel Shield, Masterwork Flail, 
  Short Sword 
  Taugh: Male Gnoll Rgr11; Medium Humanoid; CR 12; 
  HD 13d8+39; hp 107; Init +7; Spd 30 ft/x4; AC 20 (+4 
  armor, +2 shield, +3 dex, +1 natural), touch 13, flat-
  footed 17; Base Atk/Grapple +12/+16; Full Atk 
  +16/+11/+6 Two-Weapon (primary) (1d6+5;17-20/x2, 
  +1 Short Sword), +16/+11/+6 Two-Weapon (secondary) 
  (1d6+3;17-20/x2, +1 Short Sword), +14/+9/+4 Two-
  Weapon (primary) (1d6+4;20/x3, Handaxe), +14/+9/+4 
  Two-Weapon (secondary) (1d6+2;20/x3, Handaxe); AL 
  CE; SV Fort +13, Ref +10, Will +3; Str 18(+4), Dex 
  17(+3), Con 16(+3), Int 10(+0), Wis 10(+0), Cha 10(+0); 
   
  Skills and Feats: Climb1 +9, Intimidate1 +11, 
  Listen1 +16, Spot1 +16, Survival1 +16; Improved Critical 
  (Short Sword), Improved Initiative, Two-Weapon 
  Defense, Weapon Focus (Short Sword), Improved Two-
  Weapon Defense 
   
  Equipment: +1 Short Sword (x2), Handaxe (x2), 
  Masterwork Chain Shirt 
  Animal Companion Wolf: Medium Magical Beast 
  (Animal Companion); HD 6d8+12 hp 41; Init +3; Spd 
  50 ft; AC 19 (+3 Dex, +6 Natural Armor), touch 13, flat 
  footed 16; Base Atk +4; Grp +6; Atk +8 melee (1d8+2 
  Bite); Full Atk +8 melee (1d8+2 Bite); SA Trip; SQ Low-
  light Vision, Scent; AL N; SV Fort +7, Ref +8, Will +3; 
  Str 15 (+2), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 12 
  (+1), Cha 6 (-2). 
   
  Skills and Feats: Hide +4, Listen +3, Move 
  Silently+5, Spot +3, Survival +3; Improved Natural 
  Attack, Track, Weapon Focus (bite), Weapon Finesse. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 Check Modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Zabghat: Male Orc Bbn6/Eye6; Medium Humanoid 
  (Orc); CR 12; HD 12d12+24; hp 113; Init +3; Spd 30 
  ft/x4; AC 21 (+5 armor, +1 shield, +3 dex, +2 natural), 
  touch 13, flat-footed 21; Base Atk/Grapple +12/+17; 
  Full 
  Atk 
  +17/+12/+7 
  Double-weapon 
  (primary) 
  (1d8+6;20/x3, +1 Orc Double Axe), +17/+12 Double-
  weapon (secondary) (1d8+3;20/, +1 Orc Double Axe), 
  +17/+12/+7 One-handed (1d8+5;20/x3, Battleaxe); AL 
  CE; SV Fort +12, Ref +7, Will +3; Str 20(+5), Dex 17(+3), 
  Con 14(+2), Int 6(-2), Wis 8(-1), Cha 10(+0); 
   
  Skills and Feats: Intimidate1 +15, Jump1 +6, 
  Survival1 +4; Exotic Weapon Proficiency (Orc Double 
  Axe), Two-Weapon Fighting, Two-Weapon Defense, 
  Improved Two-Weapon Fighting, Weapon Focus (Orc 
  Double Axe, Blind-Fight, Command the Horde (Ex), 
  Swing Blindly Ex), Ritual Scarring (Ex), Blinding 
  Spittle (Ex), Blindsight (Ex) 
   
  Equipment: +1 Orc Double Axe, Battleaxe, 
  Masterwork Breastplate 
  Warleader 
  Bernar: 
  Male 
  Human 
  Clr7/WaP6; 
  Medium Humanoid; CR 13; HD 7d8+6d10+26; hp 100; 
  Init +0; Spd 20 ft/x3; AC 20 (+9 armor, +1 deflection), 
  touch 11, flat-footed 20; Base Atk/Grapple +11/+13; 
  Full Atk +15/+10/+5 Two-handed (1d10+4+1d6 fire;19-
  20/x2, +1 Flaming Heavy Flail), +14/+9/+4 One-
  handed (1d8+2;20/x2, Flail), +13/+8/+3 One-handed 
  (1d8+2;20/x2, Morningstar); AL LE; SV Fort +13, Ref 
  +5, Will +11; Str 14(+2), Dex 10(+0), Con 14(+2), Int 
  12(+1), Wis 17(+3), Cha 16(+3); 
   
  Skills and Feats: Bluff1 +7, Concentration1 +18, 
  Diplomacy1 +21, Heal1 +7, Intimidate1 +9, Knowledge 
  (religion) +8, Sense Motive1 +16; Combat Casting, 
  Negotiator, Persuasive, Power Attack, Weapon Focus 
  (Flail, Heavy Flail), Divine Might, True Believer, Rally 
  (Ex), Inflame (Ex), Mass Cure Light Wounds (Sp), Fear 
  Aura (Su), Heroes' Feast Sp)  
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; 
  base DC = 13 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x3; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness x2, magic vestment*, searing light 
  x2; 4th – Freedom of Movement, Inflict Critical 
  Wounds, Unholy Blight* x2; 5th – Flame Strike x2, 
  Dispel Good*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: +1 Flaming Heavy Flail, Flail, 
  Morningstar, +1 Full Plate, Cloak of Resistance +1, 
  Ring of Protection +1, Cloak of Charisma +2 
  
  Heironeous Conclusions 
   
  Page 25 
   
  Encounter Thirteen 
   
   
   
  Half 
  Doppelgangers 
  (2): 
  Medium 
  Monstrous 
  Humanoid 
  (Shapechanger) Rog7; CR 10; HD 
  7d6+4d8+33; hp 84; Init +8; Spd 30 ft/x4; AC 23 (+5 
  armor, +4 dex, +4 natural), touch 14, flat-footed 23; Base 
  Atk/Grapple +9/+13; Full Atk +13 Primary Natural 
  (1d6+6;20/x2, Slam); AL N; SV Fort +6, Ref +13, Will 
  +8; Str 18(+4), Dex 18(+4), Con 16(+3), Int 12(+1), Wis 
  14(+2), Cha 12(+1); 
   
  Skills and Feats: Bluff1 +19, Escape Artist1 +17, 
  Jump1 +13, Sense Motive1 +16, Sleight of Hand +21, 
  Tumble +18; Deft Hands, Dodge, Improved Initiative, 
  Weapon Finesse 
   
  Equipment: +1 Chain Shirt 
  Half-Iron Golem (2): (Was Dwarf) Male War 8; CR 
  10; Medium Construct (Half-Golem); HD 8d8; hp 43; 
  Init +1; Spd 30 ft (cannot run); AC 26 (+1 Dex, +11 
  Natural Armor, +4 Chain Shirt) touch 11, flat footed 23; 
  Base Atk +8; Grp +18; Atk +19 melee (1d10+15; 20/x3 
  two-handed Dwarven Waraxe); Full Atk +19/+14 melee 
  (1d10+15; 20/x3 two-handed Dwarven Waraxe); SA 
  Breath Weapon; SQ Construct traits, Damage 
  Reduction 15/Adamantine, Rust Vulnerability, Magic 
  Immunity, Darkvision 60’; AL NE; SV Fort +8, Ref +3, 
  Will +2; Str 30 (+10), Dex 12 (+1), Con --, Int 4 (-3), Wis 
  10 (+0), Cha 4 (-3). 
   
  Skills and Feats: Climb +19, Intimidate +7, Jump 
  +9; Improved Overrun, Power Attack, Weapon Focus 
  (Dwarven Waraxe (Martial)). 
   
  Equipment: Dwarven Waraxe 
   
  Breath Weapon (Su): First or second round of 
  combat-cloud of poisonous gas, 10-foot cube directly in 
  front of the golem lasting 1 round, free action every 
  1d4+1 rounds; Fortitude save (DC 19), initial damage 
  1d4 temporary Constitution, secondary damage death. 
   
  Magic Immunity (Ex): An iron golem is immune 
  to all spells, spell-like abilities, and supernatural effects, 
  except as follows. An electricity effect slows it (as the 
  slow spell) for 3 rounds, with no saving throw. A fire 
  effect breaks any slow effect on the golem and cures 1 
  point of damage for each 3 points of damage it would 
  otherwise deal. If the amount of healing exceeds it 
  maximum it gains the excess as temporary hit points. 
  The golem rolls no saving throw against fire effects. 
   
  Rust Vulnerability (Ex): An iron golem is affected 
  normally by rust attacks, such as that of a rust monster 
  or a rusting grasp spell. 
  Dr. Knogh: Male Dwarf (Mountain) Wiz12; Medium 
  Humanoid; CR 12; HD 12d4+36; hp 73; Init +1; Spd 20 
  ft/x4; AC 11 (+1 dex), touch 11, flat-footed 10; Base 
  Atk/Grapple +6/+6; Full Atk +7/+2 Two-handed 
  (1d8;19-20/x2, Light Crossbow), +6/+1 One-handed 
  (1d4;19-20/x2, Dagger); AL NE; SV Fort +9, Ref +5, 
  Will +7; Str 10(+0), Dex 12(+1), Con 16(+3), Int 20(+5), 
  Wis 8(-1), Cha 8(-1); 
   
  Skills and Feats: Concentration1 +18, Craft 
  (Alchemy)1 +20, Knowledge (arcana) +20, Knowledge 
  (dungeoneering) +20, Knowledge (the planes) +20, 
  Spellcraft +19; Combat Casting, Eschew Materials, 
  Magical Aptitude, Brew Potion, Craft Magic Arms and 
  Armor, Craft Wondrous Item, Silent Spell 
   
  Spells Prepared: (4/4/4/4/3/3/2; base DC = 15 + 
  spell level): 0 – Acid Splash, Daze, Flare, Ray of Frost; 
  1st – Burning Hands, Ray of Enfeeblement (x2), Shield; 
  2nd – Bull’s Strength (x2), Mirror Image, Scorching 
  Ray; 3rd – Lightning Bolt (x2), Slow, Vampiric Touch; 
  4th – Animate Dead, Globe of Invulnerability (Lesser), 
  Stoneskin; 5th – Cone of Cold, Magic Jar, Telekinesis; 
  6th – Globe of Invulnerability, Chain Lightning 
   
  Equipment: Light Crossbow, Dagger, 2 Potions of 
  Cure Serious Wounds 
  Guardian Bernar: Male Human Clr7/Tem6; Medium 
  Humanoid; CR 13; HD 7d8+6d10+26; hp 100; Init +0; 
  Spd 20 ft/x3; AC 20 (+9 armor, +1 deflection), touch 11, 
  flat-footed 20; Base Atk/Grapple +11/+15; Full Atk 
  +17/+12/+7 Two-handed (1d10+9+1d6 cold;17-20/x2, 
  +1 Frost Heavy Flail), +16/+11/+6 One-handed 
  (1d8+6;20/x2, 
  Flail), 
  +15/+10/+5 
  One-handed 
  (1d8+4;20/x2, Morningstar); AL LE; SV Fort +13, Ref 
  +5, Will +15; Str 22(+6), Dex 10(+0), Con 14(+2), Int 
  13(+1), Wis 18(+4), Cha 12(+1); 
   
  Skills and Feats: Bluff1 +5, Concentration1 +18, 
  Diplomacy1 +11, Heal1 +8, Intimidate1 +10, Knowledge 
  (religion) +14, Sense Motive1 +9; Combat Casting, 
  Improved Critical (Heavy Flail), Martial Weapon 
  Proficiency (Heavy Flail), Persuasive, Power Attack, 
  Weapon 
  Focus 
  (Flail, 
  Heavy 
  Flail), 
  Weapon 
  Specialization (Heavy Flail), Extra Smiting, Power 
  Critical (Heavy Flail), True Believer 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base 
  DC = 14 + spell level): 0 – cure minor wounds x2, 
  detect magic x2, mending x2; 1st – cause fear x2, doom 
  x2, inflict light wounds* x2; 2nd – bull's strength x2, 
  bear’s endurance x2, spiritual weapon*; 3rd – 
  blindness/deafness, magic vestment*, searing light x2; 
  4th – Freedom of Movement x2, Divine Power*. 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
   
  Templar Spells Prepared (2/2/2; base DC = 14 + 
  spell level): 1st – Doom, Inflict Light Wounds; 2nd – 
  Inflict Moderate Wounds, Zeal; 3rd – Contagion, Inflict 
  Serious Wounds. 
  
  Heironeous Conclusions 
   
  Page 26 
   
  Equipment: +1 Full Plate, +1 Frost Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1, Ring of 
  Protection +1, +4 Belt of Giant Strength 
   
  Encounter Fifteen 
   
   
   
   
  Prime Bernar: Was Male Human Clr12; Medium 
  Humanoid (augmented humanoid - half golem, 
  extraplanar); CR 16; HD 12d8+48; hp 111; Init -1; Spd 
  20 ft/x3; AC 30 (+9 armor, -1 dex, +11 natural, +1 
  deflection), touch 10, flat-footed 30; Base Atk/Grapple 
  +9/+18; Full Atk +20/+15 Two-handed (1d10+14+2d6 
  evil; 17-20/x2, +1 unholy Heavy Flail), +19/+14 One-
  handed (1d8+9;20/x2, Flail), +18/+13 One-handed 
  (1d8+9;20/x2, Morningstar); AL LE; SV Fort +13, Ref 
  +4, Will +12; Str 28(+9), Dex 8(-1), Con 18(+4), Int 6(-2), 
  Wis 17(+3), Cha 6(-2);  
   
  Skills and Feats: Bluff1 +2, Concentration1 +14, 
  Diplomacy1 +8, Heal1 +7, Intimidate1 +1, Knowledge 
  (religion) +5, Sense Motive1 +8; Combat Casting, 
  Improved Critical (Heavy Flail), Martial Weapon 
  Proficiency (Heavy Flail), Persuasive, Power Attack, 
  Weapon Focus (Flail, Heavy Flail), Extra Smiting, True 
  Believer 
   
  Cleric 
  Spells 
  Prepared 
  (6/7+1/5+1/5+1/4+1/3+1/2+1; base DC = 13 + spell 
  level): 0 – cure minor wounds x2, detect magic x2, 
  mending x2; 1st – cause fear x2, doom x2, inflict light 
  wounds* x4; 2nd – aid, bear’s endurance, bull's strength, 
  resist energy x2, spiritual weapon*; 3rd – bestow curse, 
  blindness/deafness x2, magic vestment*, searing light 
  x2; 4th – death ward, divine power*, freedom of 
  movement, poison x2; 5th – flame strike* x2, righteous 
  might, symbol of pain, 6th - blade barrier, harm*, heal 
   
  *Domain 
  spell. 
  Deity: 
  Hextor. 
  Domains: 
  Destruction (1/day smite: +4 attack, +7 damage), War 
  (free Martial Weapon Proficiency and Weapon Focus 
  feats for heavy flail and flail). 
   
  Equipment: +1 Full Plate, +1 Unholy Heavy Flail, 
  Flail, Morningstar, Cloak of Resistance +1, Ring of 
  Protection +1, +4 Belt of Giant Strength 
   
  
  Heironeous Conclusions 
   
  Page 27 
  Appendix Two – Template Information 
  Eye of Gruumsh 
   
   
   
   
  Most people think they have seen the worst 
  that orcs can breed when an orc barbarian comes 
  raging over a hilltop-until they see a one-eyed orc 
  barbarian come raging over a hilltop.  This creature 
  may well be an eye of Gruumsh, an orc so devoted to 
  his evil deity that he has disfigured himself in 
  Grummsh’s name. 
  In an epic battle at the dawn of time, the 
  elven deity Corellon Larethian stabbed out Grummsh’s 
  left eye.  Filled with rage and hatred, the orc deity 
  called for followers loyal enough to serve in his image.  
  Those who heed this call are known as the eyes of 
  Gruumsh.  They sacrifice their right eyes instead of 
  their left ones so that their impaired vision 
  complements that of their deity.  Thus, symbolically at 
  least, eyes of Gruumsh can see what Gruumsh cannot.  
  These living martyrs are some of the toughest orcs and 
  half-orcs in the world. 
  The eye of Gruumsh is a true prestige class in 
  the sense that all orcs respect those who achieve it.  If a 
  candidate proves capable with 
  the orc double axe and has no 
  moral code to stand in the way of 
  his service, only the test remains 
  – to put out his own right eye in 
  a special ceremony.  This is a 
  bloody and painful ritual, the 
  details of which are best left 
  undescribed.  If the candidate 
  makes a sound during the 
  process, he fails the rest.  No 
  consequences for failure exist, 
  except that the candidate can 
  never thereafter become an eye 
  of Gruumsh- and he has lost an 
  eye. 
  Barbarians 
  gain 
  the 
  most value from this prestige 
  class, since it encourages raging 
  as a fighting style.  Fighters, 
  clerics, rangers, and even rogues also heed this calling.  
  Some orc tribes whisper of barbarians from other races 
  who have adopted this mantle.  Of course, these may 
  just be legends meant to inspire young orcs to jealous 
  rage. 
  Hit Die: d12. 
   
  Requirements 
  To qualify to become an eye of Gruumsh, a character 
  must fulfill all of the following criteria. 
   
  Race: Orc or half-orc 
   
  Alignment: Chaotic evil, chaotic neutral, or 
  neutral evil. 
   
  Base Attack Bonus:  +6. 
   
  Feats: Exotic Weapon Proficiency (orc double 
  axe), Weapon Focus (orc double axe). 
   
  Special: The character must be a worshiper of 
  Gruumsh and must put out his own right eye in a 
  special ritual.  None of the eye of Gruumsh’s special 
  abilities function if the character regains sight in both 
  eyes. 
   
  Class Skills 
  The eye of Gruumsh’s class skills (and the key ability 
  for each skill) are Climb(Str), Intimidate (Cha), 
  Jump(Str), Ride(Dex), Survival(Wis), and Swim(Str). 
  See Chapter 4: Skills in the Players Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 2+ Int Modifier 
   
  Class Features 
  All of the following are class features of the eye of 
  Gruumsh prestige class. 
  Weapon and Armor Proficiency: Eyes of 
  Gruumsh gain no proficiency with any weapon or 
  armor. 
  Blind-Fight:  An eye of Gruumsh gains 
  Blind-Fight as a bonus feat.  In addition, he suffers no 
  adverse effects from the loss of one of his eyes. 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Blind-Fight, command the horde, rage 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Swing blindly 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Ritual scarring +1 
  4th 
  +4 
  +4 
  +1 
  +1 
  Blinding spittle 2/day 
  5th 
  +5 
  +4 
  +1 
  +1 
  Blindsight 5ft. 
  6th 
  +6 
  +5 
  +2 
  +2 
  Ritual scarring +2 
  7th 
  +7 
  +5 
  +2 
  +2 
  Blinding spittle 4/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  Blindsight 10 ft. 
  9th 
  +9 
  +6 
  +3 
  +3 
  Ritual scarring +3 
  10th 
  +10 
  +7 
  +3 
  +3 
  Sight of Gruumsh 
  
  Heironeous Conclusions 
   
  Page 28 
  Command the Horde (Ex):  An eye of 
  Gruumsh can direct the actions of any nongood orcs or 
  half-orcs that are within 30 feet of him and whose Hit 
  Dice are lower than his character level.  Those who 
  follow the character’s orders gain a +2 morale bonus on 
  Will saves.  Any eligible orc or half-orc who willingly 
  goes against the eye of Gruumsh’s directions loses this 
  bonus immediately. 
  Rage (Ex):  An eye of Gruumsh can fly into a 
  rage just as a barbarian can, with all the same benefits 
  and drawbacks (see page 25 of the Player’s Handbook).  
  An eye of Gruumsh’s class levels stack with his 
  barbarian levels (if any) for determining the number of 
  times per day he can use his rage ability.  Add together 
  the character’s levels in the eye of Gruumsh and 
  barbarian classes and refer to Table 3-3: The Barbarian 
  on page 25 of the Player’s Handbook to determine the 
  number of rages per day.  For example, a 6th-level 
  barbarian/2nd-level eye of Gruumsh could rage three 
  times per day (the same as an 8th-level barbarian), while 
  a 4th-level eye of Gruumsh with no levels in barbarian 
  could rage twice per day (the same as a 4th-level 
  barbarian). 
  Swing Blindly (Ex):  An eye of Gruumsh’s 
  rage becomes more powerful when he reaches 2nd 
  level, but at the cost of lowered defenses.  The 
  character adds an extra +4 to Strength while in a rage, 
  but his Armor Class penalty goes from -2 to -4. 
  Ritual Scarring (Ex):  Through frequent 
  disfiguration of his own skin, an eye of Gruumsh’s 
  natural armor bonus improves by +1 at 3rd level (or to 
  +1 if he didn’t already have a natural armor bonus).  
  This bonus increases by another +1 for every three eye 
  of Gruumsh levels gained thereafter. 
  Blinding Spittle (Ex):  An eye of Gruumsh 
  of 4th level or higher can launch blinding spittle at any 
  opponent within 20 feet.  With a successful ranged 
  touch attack (at a -4 penalty), he spits his stomach acid 
  into the target’s eyes.  An opponent who fails a Reflex 
  save (DC 10 + eye of Gruumsh’s class level + eye of 
  Gruumsh’s Con modifier) is blinded until he or she can 
  rinse away the spittle.  This attack has no effect on 
  creatures that don’t have eyes or don’t depend on 
  vision.  Blinding spittle is usable twice per day at 4th 
  level and four times per day at 7th level. 
  Blindsight (Ex):  At 5th level, an eye of 
  Gruumsh gains Blindsight (see page 306 of the Monster 
  Manual) out to 5 feet.  The range increases to 10 feet at 
  8th level. 
  Sight of Gruumsh (Ex):  At 10th level, an eye 
  of Gruumsh gains the ability to see the moment of his 
  own death through his missing eyes.  This 
  foreknowledge gives him a +2 morale bonus on all 
  saving throws and Armor Class from then on.  He also 
  does not go unconscious when reduced to negative hit 
  points; however, the character still dies at -10 hit 
  points.  (Whether or not the vision is accurate is 
  irrelevant-the character believes it to be true.) 
  
  Heironeous Conclusions 
   
  Page 29 
  Half-Golem (Monster Manual II)  
   
  Half-golems are the result of good-intentioned actions 
  taken too far.  While the application of a poultice 
  infused with curative herbs or the casting of a spell can 
  save the life of an injured or diseased person, only 
  powerful magic can replace a missing limb. Such magic 
  is often beyond the reach of an ordinary person 
  working in a quarry or a mill, or scything a field of 
  grain, who suffers the loss of one or more limbs. 
  Arcane artisans applied their knowledge of golem 
  construction to come up with a way to restore such a 
  person to wholeness.  While the initial results where 
  promising, there was a limit to the effectiveness of the 
  technique—many people who received one or more 
  limbs through this process proved unable to withstand 
  the trauma of the transformation and became 
  permanently evil as a result.  Individuals of evil intent 
  now exploit this limitation, purposely creating 
  ravening, unholy crosses between living being and 
  golems. 
  Construction 
  There are two steps to making a half-golem.  The first is 
  constructing the limbs, and the second is attaching the 
  limbs. 
  Molding a limb from clay, preparing one from flesh, 
  carving it from stone or forging it from iron requires 
  an appropriate skill (see the specific half-golem 
  descriptions for details) and can be done by anyone. 
  Infusing a formed limb with magic requires the Craft 
  Wondrous Item and Craft Magic Arms and Armor 
  feats. It takes one month to complete the magical 
  rituals. The creator must labor for at least 8 hours each 
  day in a specially prepared laboratory or workroom.  
  The 
  chamber 
  is 
  similar 
  to 
  an 
  alchemist’s 
  laboratory 
  and 
  costs 500 gp to 
  establish. 
  When not working 
  on the rituals, the 
  creator must rest 
  and can perform no 
  other activities, just 
  as if he or she were 
  creating a golem. 
  As with a golem, if 
  the creator is personally constructing the limbs, he or 
  she can perform the building and the rituals together. 
  Once created, the limbs are treated as spell completion 
  items. Any character capable of casting the appropriate 
  level of spell (see specific descriptions) can attach a 
  limb.  All that is left to do is perform the final gestures 
  and speak the words needed to imbue the limb with 
  magic. A;; the limbs to be attacked to a particular body 
  must be of the same type—it’s not possible, for 
  instance, to attach a limb made of iron to a half-golem 
  that already has a new limb made of stone. Any attempt 
  automatically fails, leaving the second type of limb 
  unattached. 
  The Danger 
  Each time a limb is attached to his or her body, the 
  recipient makes a Will save. The DC of the save varies 
  according to the number of new limbs the character 
  has received. 
   
  Save DC 
  First New Limb 
  15 
  Second New Limb 
  19 
  Third New Limb 
  25 
  Fourth New Limb 
  33 
  Fifth New Limb 
  43 
  Sixth New Limb 
  55 
   
   A character who succeeds at all the saves he or she is 
  required to make takes on the attributes of a half-golem 
  as described below—except that the character retains 
  his or her alignment, gains a +4 bonus to Constitution, 
  and does not change type or gain construct traits. As 
  soon as the character fails one of the required saves, he 
  or she becomes a half-golem of neutral evil alignment. 
  The character then has no Constitution score and the 
  character’s type changes to construct, granting him or 
  her construct traits. A neutral evil half-golem retains 
  the memories and knowledge of its former life, but its 
  personality 
  becomes 
  murderous 
  and 
  cruel. 
  It 
  demonstrates the hatred of flesh creatures common to 
  elementals, and it seeks methods appropriate to its 
  class to slaughter as many flesh creatures as possible. 
  Creating a Half-Golem 
   “Half-golem” is a template that can be added to any 
  animal, beast, giant, humanoid creature, magical beast, 
  or monstrous humanoid (referred to hereafter as the 
  character). There is no minimum level or Hit Dice 
   
  Flesh 
  Clay 
  Stone 
  Iron 
  Natural Armor 
  +5 
  +7 
  +9 
  +11 
  Special Attacks 
   
  Cursed Wounds 
  Slow 
  Breath Weapon 
  Damage Reduction 
  5/adamantine 
  10/adamantine and 
  bludgeoning 
  10/adamantine 
  15/adamantine 
  Special Qualities 
  Berserk 
  Berserk, Haste 
   
   
  Strength 
  +6 
  +8 
  +10 
  +12 
  Magic Immunity 
  As 
  flesh 
  golem 
  As clay golem 
  As stone golem 
  As iron golem 
  
  Heironeous Conclusions 
   
  Page 30 
  requirement to become a half-golem. The character’s 
  type changes to construct once a Will save is failed. 
  Each half-golem takes on the characteristics of a 
  particular type of golem (flesh, clay, stone, or iron) as 
  described later in this section 
   
  A half-golem’s abilities are primarily those of the 
  character, with the following exceptions. 
  Hit Dice: The character gains bonus hit points 
  according to his size: one-half the bonus construct hit 
  points for his size if he keeps his original type, or all 
  the bonus hit points if he is now a construct.  
  Initiative: Same as character –1, to account for the 
  half-golem’s reduced Dexterity (see Abilities, below). 
  Speed: Same as character, but a half-golem cannot run. 
   AC: A half-golem replaces any natural armor bonus it 
  may have with a new natural armor bonus (see the 
  table below). The change to Dexterity (see Abilities, 
  below) also affects the half-golem’s Armor Class. 
  Attacks: Same as character. 
  Damage: Same as character. 
  Space/Reach: Same as character. 
   Special Attacks: Same as character (and see the table 
  below). 
  Special Qualities: Same as character; plus construct 
  traits (upon a failed will save), damage resistance (see 
  table below), and others by type (see table below). 
  Saves: A half-golem gains a +2 racial bonus on 
  Fortitude saves; otherwise same as character. 
  Abilities: Half-golems have –2 Dex, +4 Con (or no Con 
  upon a failed Will save), –6 Int, +0 Wis, and –6 Cha. 
  Strength varies by type (see the table below). The 
  number of limbs attached does not alter a half-golem’s 
  Strength score. 
   Skills: Same as character, modified by new ability 
  modifiers. The drop in Intelligence does not 
  retroactively remove skill points spent. 
  Feats: Same as character. 
  Climate/Terrain:  Same as character. 
  Organization: Solitary, pair, or squad (5-20). 
  Challenge Rating: Same as character +3. 
  Treasure: Standard. 
  Alignment: Same as character (if all Will saves 
  succeed) or always neutral evil (if any Will save fails). 
  Advancement: By character class. 
   
  Combat 
  A half-golem fights as the character from which it is 
  created. Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great strength 
  to win the day. They rarely use teamwork or 
  cooperation, even when banded together. 
  Construct Traits: A half-golem is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any 
  effect that requires a Fortitude save unless it also works 
  on objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage. It cannot heal 
  itself but can be healed through repair. It cannot be 
  raised or resurrected. A half-golem has darkvision (60-
  foot range). 
  Magic Immunity (Ex): A half-golem is immune to 
  any spell or spell-like ability that allows spell 
  resistance.  In addition, certain spells and effects 
  function differently against the creature, as noted in 
  the appropriate golem descriptions (see MONSTER 
  MANUAL). 
   
  Half-Golem Characters 
  Half-golem characters are shunned by society, so they 
  either seek revenge against the world around them or 
  retreat from it. Those who seek revenge generally 
  become fighters or rogues. Thos who retreat from it 
  become barbarians, rangers, or druids. A rare few 
  become, or remain, evil clerics. 
  Flesh Half-Golem 
  A flesh half-golem is a tortured soul whose 
  replacement limbs were stolen from the dead. Flesh 
  golem’s replacement limbs are rudely stitched to their 
  bodies and may have a different skin color or texture 
  from the rest of character’s skin. 
  Berserk (Ex): See MONSTER MANUAL.  
  Construction 
  The pieces of a flesh golem must come from corpses of 
  the same size and type as the recipient (for instance, a 
  Medium-size humanoid character cannot use Small 
  animal limbs). The limbs must not have decayed 
  significantly. “Construction” of the limb requires a 
  successful Craft (leatherworking) or Heal check (DC 
  20). The rituals cost 10,000 gp and 200 XP and require 
  bull’s strength and geas/quest. Attaching the limb requires 
  the ability to cast 6th-level arcane spells.  
  Clay Half-Golem 
  A clay half-golem has a grotesquely distorted 
  musculature, such as an oversize chest, arms attached 
  by thick knots of muscle at the shoulder, stubby 
  fingers, or arms that hang to the ground. Its features 
  
  Heironeous Conclusions 
   
  Page 31 
  often appear partially melted. Typically it drips bits of 
  clay, and its slimy replacement “flesh” coats its 
  weapons. 
  Cursed Wound (Ex): See MONSTER MANUAL. 
  Berserk (Ex): See MONSTER MANUAL.  
  Haste (Su): See MONSTER MANUAL. 
  Construction 
  A clay limb must be sculpted from a single block of 
  clay weighing at least 100 pounds. The sculpting 
  requires a successful Craft (sculpting) or Profession 
  (Mason) check (DC 20). The rituals cost 12,000 gp and 
  240 XP and require animate object and geas/quest. 
  Attaching the limb requires the ability to cast 6th-level 
  divine spells. 
  Stone Half-Golem 
  A stone half-golem drags thick limbs of roughly 
  chiseled stone, stylized to suit its creator. For example, 
  one might appear armored, have a particular symbol 
  carved into it, or have designs worked into it. The 
  limbs may be of different types of stone. 
  Slow (Su): See MONSTER MANUAL. 
  Construction 
  A stone limb must be chiseled from a single block of 
  stone weighing at least 300 pounds. The carving 
  requires a successful Craft (stoneworking) check (DC 
  20). The rituals cost 16,000 gp and 320 XP and require 
  geas/quest and stone to flesh. Attaching the limb requires 
  the ability to cast 6th-level arcane spells. 
  Iron Half-Golem 
  The limbs of an iron half-golem appear bolted or 
  riveted to the flesh. Irregular and haphazard iron plates 
  join flesh and metal limbs. The limbs can be fashioned 
  in any manner, just like those of a stone half-golem, 
  although they usually appear armored. They are much 
  smoother than those of a stone half-golem. 
  Breath Weapon (Su): See MONSTER MANUAL. 
  Construction 
  An iron limb is sculpted from 500 pounds of pure iron. 
  The 
  sculpting 
  requires 
  a 
  successful 
  Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 
  20). The rituals cost 20,000 gp and 400 XP and require 
  cloudkill and geas/quest. Attaching the limb requires the 
  ability to cast 6th-level arcane spells. 
  
  Heironeous Conclusions 
   
  Page 32 
  Pious Templar (Complete Divine)  
   
  Sworn to the defense of a temple site, the pious 
  templar is a holy warrior blessed by her deity with 
  combat prowess and great endurance.  She bears her 
  deity’s favored weapon into battle and fights her deity’s 
  enemies without question or hesitation.  In addition to 
  defending the temple itself, a pious templar may be 
  charged with additional duties, including a campaign 
  to attack foes on 
  the 
  their 
  own 
  home ground. 
  Faithful people of 
  all 
  professions 
  can 
  enter 
  the 
  ranks of the pious 
  templars; clerics 
  and paladins are 
  especially 
  likely 
  to do so.  Some 
  temples (such as 
  those of Boccob 
  or 
  Wee 
  Jas) 
  welcome wizards 
  and sorcerers to 
  become 
  pious 
  templars, valuing 
  those characters’ 
  ability 
  to 
  use 
  arcane 
  magic 
  combined with the martial training of the pious 
  templar.  Likewise Olidammara’s temples are often 
  guarded by rogue/pious templars, who combine 
  combat 
  training 
  with 
  sneak 
  attack 
  tactics.  
  Rangers/pious templars serve in temples of Ehlonna 
  and Obed-Hai, while barbarian/pious templars are not 
  unknown in the temples of Kord or Erythnul.  Only 
  monks, with their own specialized combat training are 
  unlikely to adopt the pious templar class. 
  NPC pious templars usually live cloistered in temple 
  buildings or attached quarters. 
  Adaptation: This prestige Class functions best when 
  tied to a specific deity.  If you want to customize the 
  pious templar further, you can modify the spell list to 
  reflect the proclivities of specific gods or create an 
  order within a religion that all pious templars are 
  members of. 
   
  Requirements 
  To qualify to become a pious templar, a character must 
  fulfill all the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Knowledge (religion) 4 ranks. 
   
  Feats: True Believer*, Weapon Focus (with her 
  deity’s favored weapon). 
  *New Feat, described elsewhere in the appendices 
   
  Class Skills 
  The pious templar’s class skills (and the key ability for 
  each skill) are: Climb (Str), Concentration (Con), Craft 
  (Int), Heal (Wis), Jump (Str), Knowledge (religion) 
  (Int), Profession (Wis), and Swim (Str).  See chapter 4 
  of the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int Modifer. 
  The Pious Templar 
   
  Class Features 
  All of the following are features of the pious templar 
  prestige class. 
  Weapon and Armor Proficiency: Pious templars 
  gain no weapon or armor proficiencies. 
  Mettle (Su): A pious templar’s special blessing allows 
  her to shrug off magical effects that would otherwise 
  harm her.  If a Pious Templar makes a successful Will 
  or Fortitude saving throw that would normally reduce 
  the spell’s effect, she suffers no effect from the spell at 
  all.  Only those spells with a Saving Throw entry of 
  “Will partial,” “Fortitude half,” or similar entries can be 
  negated through this ability. 
  Spells per Day: A pious templar has the ability to cast 
  a small number of divine spells.  To cast a spell, the 
  pious templar must have a Wisdom score of at least 10+ 
  the spell’s level, so a pious templar with a Wisdom of 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per day: 
  1st     2nd      3rd          4th 
  1st 
  +1 
  +2 
  0 
  +2 
  Mettle 
  0 
  -- 
  -- 
  -- 
  2nd 
  +2 
  +3 
  0 
  +3 
  Smite 1/day 
  1 
  -- 
  -- 
  -- 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Damage Reduction 1/--, 
  Weapon Specialization 
  1 
  0 
  -- 
  -- 
  4th 
  +4 
  +4 
  +1 
  +4 
  Bonus Feat 
  1 
  1 
  -- 
  -- 
  5th 
  +5 
  +4 
  +1 
  +4 
  -- 
  1 
  1 
  0 
  -- 
  6th 
  +6 
  +5 
  +2 
  +5 
  Smite 2/day 
  1 
  1 
  1 
  -- 
  7th 
  +7 
  +5 
  +2 
  +5 
  Damage Reduction 2/day 
  2 
  1 
  1 
  0 
  8th 
  +8 
  +6 
  +2 
  +6 
  Bonus Feat 
  2 
  1 
  1 
  1 
  9th 
  +9 
  +6 
  +3 
  +6 
  -- 
  2 
  2 
  1 
  1 
  10th 
  +10 
  +7 
  +3 
  +7 
  Smite 3/day 
  2 
  2 
  2 
  1 
  
  Heironeous Conclusions 
   
  Page 33 
  10 or lower can not cast these spells.  Pious templar 
  bonus spells are based on Wisdom, and saving throws 
  against these spells have a DC of 10 + Spell level + the 
  pious templars Wisdom modifer.  When the pious 
  templar gets 0 spells of a given level, such as 0 first 
  level spells at 1st level, she gets only bonus spells. (A 
  pious templar without a bonus spell for that level 
  cannot yet cast a spell of that level.)  A pious templar 
  has access to any spell on the list and can freely choose 
  which to prepare, just like a cleric.  A pious templar 
  prepares and casts spells just as a cleric does (though 
  the pious templar cannot spontaneously cast cure or 
  inflict spells). 
  A good pious templar (or a neutral pious templar of a 
  good deity) uses the paladin spell list.  An evil pious 
  templar (or a neutral pious templar of an evil deity) 
  uses the blackguard spell list.  A pious templar who is 
  neither good nor evil and whose deity is neither good 
  nor evil can choose to use to use the paladin or the 
  blackguard spell list.  Once the player makes this 
  choice, it cannot be reversed. 
  Smite (Su):  Once per day, a pious templar of 2nd level 
  or higher may make a single melee attack with a +4 
  attack bonus and a damage bonus equal to her pious 
  templar level (if she hits).  The pious templar must 
  declare the smite before making the attack.  Starting at 
  6th level, a pious templar can smite twice per day and at 
  10th three times per day. 
  If a pious templar has a smite evil or smite ability (for 
  being a paladin or a cleric with the Destruction 
  domain) already, she can use the ability one extra time 
  per day (two extra at 6th level).  The attack bonus does 
  not increase, but the damage bonus is based on the 
  character’s combined level (pious templar plus cleric or 
  paladin level). 
  Damage Reduction (Ex):  Starting at 3rd level, pious 
  templars have the ability to shrug off some amount of 
  injury from each blow or attack.  A pious templar gains 
  damage reduction 1/--. At 7th level, this damage 
  reduction rises to 2/--. 
  Weapon Specialization: At 3rd level, a pious templar 
  gains the Weapon Specialization feat with her deity’s 
  favored weapon. 
  Bonus Feat: At 4th level and again at 8th level, a pious 
  templar gets a bonus feat.  These bonus feats must be 
  drawn from the feats noted as fighter bonus feats in the 
  Player’s Handbook and other books. 
  If a pious templar selects a feat that requires her to 
  apply its effects to a specific weapon (such as Improved 
  Critical), she may only apply that feat to her deity’s 
  favored weapon. 
   
   
  
  Heironeous Conclusions 
   
  Page 34 
  Warpriest (Complete Divine) 
   
   
  Warpriests are fierce, earthy clerics who pray for peace 
  but prepare for war.  Their strong wills, powerful 
  personalities, and devotion to their deities make them 
  fearsome combatants.  Clerics make good warpriests; 
  members of other classes need levels as a cleric before 
  they 
  can 
  qualify 
  as 
  warpriests 
  because 
  of 
  the 
  domain 
  requirements
  . 
   
  Most 
  NPC 
  warpriests 
  spend 
  their 
  time 
  preparing for 
  war.  This 
  effort 
  includes 
  personal 
  training for 
  combat, 
  prayer, 
  training with 
  the 
  local 
  ruler’s army, 
  and studying 
  military 
  history 
  or 
  tactics.  
  Warpriests tend to have the more extroverted 
  characteristics 
  associated 
  with 
  their 
  deities.  
  Occasionally they can be found scouting terrain in 
  peacetime, and some have been known to hide their 
  identities to spy on enemy nations.  They rarely go on 
  adventures, and when they do it’s to obtain some 
  artifact or wondrous weapon to increase their prowess. 
   
  Adaptation: This prestige class is designed to 
  represent the cleric who leads large numbers of troops 
  into battle.  Accordingly, members of this class are 
  likely to be part of a military organization.  It’s 
  probable, though not strictly necessary, that the 
  followers are also members of the faith as the 
  warpriest. 
   
  Hit Die: d10 
   
  REQUIREMENTS 
  To qualify to become a warpriest, a character must 
  fulfill all the following criteria. 
   
  Base Attack Bonus: +5. 
   
  Skills: Diplomacy 8 ranks, Sense Motive 5 ranks. 
   
  Feats: Combat Casting 
   
  Spells: Able to cast at least one divine spell from 
  one of the following domains’ spell lists: Destruction, 
  Protection, Strength, or War.  A character who can cast 
  at least one spell from a domain counts a having access
   
  for this purpose. 
   
  Special: Ability to turn or rebuke undead. 
   
  CLASS SKILLS 
  The warpriest’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Diplomacy 
  (Cha), Handle Animal (Cha), Knowledge (history) 
  (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), 
  and Swim (Str).  See Chapter 4 of the Player’s Handbook 
  for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
   
  CLASS FEATURES 
  All of the following are class features of the warpriest 
  prestige class. 
   
  Weapon and Armor Proficiency:  Warpriests 
  gain proficiency with all simple and martial weapons, 
  with all types of armor, and shields (including tower 
  shields). 
  The Warpriest 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
   
  Spells per Day 
  1 
  +1 
  +2 
  +0 
  +0 
  Bonus domain, rally, turn or 
  rebuke undead 
  -- 
  2 
  +2 
  +3 
  +0 
  +0 
  Inflame +2 
  +1 level of existing divine 
  spellcasting class 
  3 
  +3 
  +3 
  +1 
  +1 
  Mass cure light wounds 
  -- 
  4 
  +4 
  +4 
  +1 
  +1 
  Inflame +4 
  +1 level of existing divine 
  spellcasting class 
  5 
  +5 
  +4 
  +1 
  +1 
  Fear aura 
  -- 
  6 
  +6 
  +5 
  +2 
  +2 
  Heroes’ feast, inflame +6 
  +1 level of existing divine 
  spellcasting class 
  7 
  +7 
  +5 
  +2 
  +2 
  Haste 
  -- 
  8 
  +8 
  +6 
  +2 
  +2 
   
  +1 level of existing divine 
  spellcasting class 
  9 
  +9 
  +6 
  +3 
  +3 
  Mass heal 
  -- 
  10 
  +10 
  +7 
  +3 
  +3 
  Implacable foe, inflame +8 
  +1 level of existing divine 
  spellcasting class 
  
  Heironeous Conclusions 
   
  Page 35 
   
  Spells per Day / Spells Known: A warpriest 
  continues advancing in divine spellcasting ability.  
  When a warpriest gains a new even-numbered level, 
  the character gains new divine spells per day (and 
  spells known, if applicable) as if he had also gained a 
  level in whatever divine spellcasting class he belonged 
  to before he added the prestige class.  He does not, 
  however, gain any other benefit a character of that class 
  would have gained (improved chance of controlling or 
  rebuking undead, more frequent remove disease, and so 
  on). 
   
  For example, an 8th-level cleric / 2nd level 
  warpriest gains divine spells per day as if he had risen 
  to 9th level as a cleric.  When he next gains a level as a 
  warpriest, making him an 8th-level cleric / 3rd-level 
  warpriest, his number of divine spells does not change; 
  but when he improves his warpriest levels to 4th, he 
  gains divine spells per day as if he had risen to 10th 
  level as a cleric. 
   
  If a character had more than one divine 
  spellcasting class before he became a warpriest, the 
  play must decide which class to assign each even-
  numbered level of warpriest for the purpose of 
  determining divine spells per day and spells known. 
   
  Bonus Domain: At 1st level, a warpriest gains the 
  Glory domain (if he turns undead) or the Domination 
  domain (if he rebukes undead). 
   
  Rally (Ex): A warpriest who is currently not 
  suffering from a fear effect can use this ability as a 
  standard action.  Allies within 60 feet who are suffering 
  from any fear effect and who can hear the warpriest are 
  allowed another saving throw against the fear effect, 
  with a +1 morale bonus per warpriest level. 
   
  Turn or Rebuke Undead (Su): Levels of 
  warpriest stack with any of the character’s cleric or 
  paladin levels when turning or rebuking undead. 
   
  Inflame (Ex): As a full-round action, the 
  warpriest can inflame the passions of his allies.  All 
  who can hear the warpriest gain a morale bonus on 
  saving throws against ay charm or fear effect.  The 
  bonus begins at +2 for a 2nd-level warpriest and 
  increases by +2 for each even-numbered level 
  thereafter (+4 at 4th level, +6 at 6th level, and so on).  
  The effect lasts for 5 minutes after the speech ends, 
  plus 1 minute per level of the warpriest.  The warpriest 
  also gains this bonus. 
   
  Mass Cure Light Wounds (Sp): Starting at 3rd 
  level, a warpriest can use mass cure light wounds once per 
  day as a spell like ability.  Treat the warpriest’s caster 
  level for this effect as equal to his highest divine caster 
  level. 
   
  Fear Aura (Su): Once per day starting at 5th level, 
  a warpriest can emanate a fear aura in a 20-foot radius 
  for 1 round per level.  Foes must make a Will save (DC 
  10 + warpriest’s class level + warpriest’s Cha modifier) 
  or be affected as if by a fear spell. 
   
  Heroes’ Feast (Sp): Once per day, a warpriest of 
  6th level or higher can use heroes’ feast as a spell-like 
  ability. 
   
  Haste (Sp): At 7th level, a warpriest gains the 
  ability to use haste three times per day as a spell-like 
  ability 
   
  Mass Heal (Sp): Once per day, a warpriest of 9th 
  level or higher can use heroes’ feast as a spell-like ability. 
  Treat the warpriest’s caster level for this effect as equal 
  to his highest divine caster level. 
   
  Implacable Foe (Su): At 10th level the warpriest 
  can channel positive (or negative) energy to keep allies 
  fighting 
  even 
  after 
  suffering 
  mortal 
  wounds.  
  Activating this ability requires only a move action, but 
  the warpriest must concentrate to maintain it each 
  round after that. 
   
  Wile active, the warpriest emanates an aura with a 
  100-foot radius.  Allies within the radius may ignore 
  the effects of being reduced to 0 or less hp.  However, 
  any creature reduced to –20 hp dies immediately.  
  When the effect ends, or if a creature moves more than 
  100 feet from he warpriest, the normal effects of the 
  damage apply immediately. 
   
  If the warpriest normally turns undead, this ability 
  affects living allies.  If the warpriest normally rebukes 
  undead, this ability affects undead allies. 
   
  
  Heironeous Conclusions 
   
  Page 36 
  Appendix Three – Feats 
   
  True Believer [General] (Complete Divine) 
  Your deity rewards your unquestioning faith and 
  dedication. 
  Prerequisite: Must choose a single deity to worship.  
  Must be within one step of that god’s alignment. 
  Benefit: Once per day when you are about to make a 
  saving throw you may declare that you are using this 
  feat to gain a +2 insight bonus on that saving throw. 
  This feat also allows you to use a relic (see relics, page 
  88 of Complete Divine) of the deity you worship. 
   
  Divine Might [Divine] (Complete Warrior) 
  You can channel energy to increase the damage you 
  deal in combat. 
  Prerequisites: Str 13, turn or rebuke undead ability, 
  Power Attack. 
  Benefits: As a free action, Spend one of your turn or 
  rebuke undead attempts to add your charisma bonus to 
  your weapon damage for 1 full round. 
   
  Extra Smiting [General] (Complete Warrior) 
  You can make more smite attacks. 
  Prerequisites: Smite ability, base attack bonus +4 
  Benefits: When you take this feat, you gain two extra 
  attempts to smite per day.  Use whatever smite ability 
  you have (the paladin’s smite evil ability or the hunter 
  of the dead’s ability to smite undead, for example) 
  Special: You can take this feat multiple times.  Its 
  effects stack. 
   
  Power Critical [General] (Complete Warrior) 
  Choose one weapon, such as a longsword or a greataxe. 
   With that weapon, you know how to hit where it 
  hurts. 
  Prerequisites: Weapon focus with weapon, base 
  attack bonus +4. 
  Benefit: When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one of 
  his fighter bonus feats. 
  You can gain the Power Critical multiple times.  Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon.  If you take it with the 
  same weapon, the effects of the feats stack. 
  
  Heironeous Conclusions 
   
  Page 37 
  Judge Aid #1 NPC Cheat Sheet 
  Name 
  Location 
  Description 
  Personality 
  Lord Inquisitor Umberre 
  Rel Mord 
  A very plain and unassuming 
  middle-aged man with brown hair 
  and brown eyes and simple robes, 
  but has a deeply penetrating gaze. 
  Very humble and kind but also very 
  confident man who wields much 
  more power than his demeanor 
  would indicate. 
  Lord Arafeld 
  Glaive Valorous 
  Rel Mord 
  Quite old but still cognizant and able 
  with steel grey hair and tan skin. 
  Rarely wears armor anymore in favor 
  of priestly robes. 
  Kind but stern man who tolerates no 
  disagreement and is very direct and 
  to the point. Kind of a stern 
  grandfatherly type. 
  Sir Guillaume 
  Rel Mord 
  Pelleur Keep 
  A young handsome and fit knight of 
  the kingdom with sandy blonde hair 
  and blue eyes. Always in plate armor 
  and armed, think Galahad of 
  Arthurian legend. 
  Humble yet compelling man who 
  speaks little and always comes 
  quickly to the point. Again think 
  Galahad of Arthurian legend. 
  General Osmeran 
  Pelleur Keep 
  A massive middle-aged man, but not 
  fat, with graying brown hair and 
  beard with blue eyes. Has a very 
  poised, careful, and confident 
  demeanor. 
  A boisterous and irreverent man who 
  believes in enjoying life to the 
  fullest, but also a seasoned and 
  patient leader and warrior. 
  Binibik Soiltreader 
  Leafchewer Gnolltickler 
  Streamforder Birdspotter 
  Bellywasher Wagonrider 
  Goldeneye Crinik 
  Pelleur Keep 
  A very pale and unusual gnome of 
  average build with light blonde hair 
  and amber eyes. Wears a chain shirt, 
  sword, bow and dresses in earth 
  tones. 
  Quiet and introverted for a gnome, 
  he is generally very serious when he 
  does speak. 
  Abbot Eadwig Beddar 
  Garefroide 
  Monastery 
  A rather tall, fit, and imposing Suel 
  man with blond hair and blue eyes 
  who dresses rather plainly but is 
  always clean and well kept. 
  An enthusiastic and direct man with 
  few political aspirations. However he 
  is an inspiring and beloved leader. 
  Arlin Emrey 
  Master of the Sword 
  Garefroide 
  Monastery 
  A sinewy, quick, but not particularly 
  large man with a pointed face, black 
  hair, and brown eyes. Has the steady 
  stance of a great swordsman. 
  A bit aloof, overbearing, and 
  confrontational man, who can be a 
  bit overconfident. 
  Willem Basker 
  Head Healer 
  Garefroide 
  Monastery 
  An average sized man with dark hair, 
  dark eyes and a medium complexion. 
  His face is a bit angular and he 
  always seems a bit distracted. 
  Willem is fairly reserved and a bit 
  shy. He isn't very friendly and has a 
  bad habit of staring. He always has 
  the look of someone who has slept in 
  their clothes. 
   
  
  Heironeous Conclusions 
   
  Page 38 
  Judge Aid #2 The Playbill 
  There are a number of confusing locales in this module so another cheat sheet seemed in order. 
   
  Name  
  Locale 
  Importance 
  Appearing 
  in 
  this module 
  Sewarndt’s First Army 
  Somewhere in Almor 
  Referenced by Lord Arafeld in 
  the briefing 
  NO 
  Sewarndt’s Second Army 
  Flinty Hills near Breakrock 
  Monastery 
  Characters are recruited to 
  eliminate leaders and thus 
  disperse army 
  YES 
  Humanoid Assault Force 
  Flinty Hills near Garefroide 
  Monastery 
  Threatening 
  attack 
  on 
  Garefroide Monastery 
  KIND OF 
  Breakrock Monastery 
  Northeast border of Nyrond in 
  the Flinty Hills 
  Nearest civilized outpost to 
  Sewarndt’s Second Army and 
  the first target for attack by that 
  army 
  NO 
  Garefroide Monastery 
  High 
  in 
  the 
  Flinty 
  Hills 
  overlooking 
  the 
  pass 
  to 
  Glandeven and the Bone March 
  Setting 
  for 
  Heironeous 
  Impressions, characters go off 
  to warn against impending 
  attack 
  YES 
  
  Heironeous Conclusions 
   
  Page 39 
  Map #1 Command Tent 
   
   
   
   
   
   
  
  Heironeous Conclusions 
   
  Page 40 
  Map #2 The Dungeons 
   
   
   
  
  Heironeous Conclusions 
   
  Page 41 
  Player Handout #1 
  This message is dated from two days ago and was in a stack of new dispatches 
  Bernar, Warleader of the Bone March Army 
   
   
  The attack against Garefroide Monastery is almost ready; as 
  soon as we secure the pass we will be able to ensure supplies and 
  reinforcements to your army from Glandeven. We expect to attack 
  before the end of the week and I will send a messenger as soon as 
  we are in control of the keep. From there it will be a simple 
  matter to sweep down Snake Pass to Schukendale and meet with you 
  there after you have finished the Breakrock Monastery. 
   
  Hextor’s blessings upon our endeavors, death to those who oppose 
  his will. 
   
  The Prime. 
   
  Player Handout #2 
  From the Journal of Warleader Bernar 
   
  They tell me that I should keep a journal, that doing so will 
  help me keep my thoughts in order so that I can more quickly 
  learn to be a good servant of Hextor. All I know is that my 
  instincts tell me to follow Them and I know that I cannot help 
  but trust in The Prime and follow his orders, so I do as he 
  wishes and I keep this journal… 
   
  They say that I am to be the warleader of a great army to the 
  East; I have no reason to doubt Them so I will train to do as 
  They ask. They say that in time I may even have the opportunity 
  for vengeance on those who killed me. I remember little before 
  the searing pain of my death but if I concentrate I remember it 
  all, and I have sworn that I will stand and watch Lynwerd’s 
  adventurers die just as they stood and watched me die. So we have 
  all sworn… 
   
  I have left Garefroide Monastery and taken command of the Bone 
  March Army, the two generals think that I am just an advisor but 
  they are easily manipulated and they are quickly becoming 
  subservient to my will. The army is not what I had hoped though, 
  these chattel are too undisciplined to make a real army but they 
  are fierce warriors and I will whip them into an army capable of 
  serving Hextor’s will … 
   
  War comes soon and I can hardly wait! General Osmeran will be 
  a worthy opponent but for now I wait for word from The Prime… 
  
  Heironeous Conclusions 
   
  Page 42 
  Player Handout #3 
  Although there are far too many notes that are far too chaotic for you to analyze here, the following can be found in Dr. 
  Knogh’s most recent notes. 
   
  Eureka! After years of failures I have finally perfected the 
  process. The key was the doppelganger blood that Bernar acquired 
  for me recently, with it I was able to tie everything else 
  together. 
  Those fools at the AAAA will finally have to acknowledge my 
  brilliance; they will finally have to admit that I am the most 
  brilliant member to have ever lived! I have created the most 
  brilliant combinations of magic and alchemy ever; my new Knogh 
  bodies and Knogh’s stupendous cloning will revolutionize magic 
  forever. Those squeamish gnomes who complained that my work was 
  “evil” will finally see the beauty of my creations; the 
  perfection of it all, the beauty of it all, they will be forced 
  to admit my brilliance when Sewarndt uses my creations to put 
  himself on the throne of Nyrond! I will be at the right hand of 
  the new rulers and all the AAAA will have to bow before the 
  brilliant Dr. Knogh! 
   
   
  Player Handout #4 
  From the journal of Gaurdian Bernar 
   
   
  They tell me that I should keep a journal, that it will help 
  me to more quickly learn to be a good servant of Hextor. I feel 
  that I must follow The Prime, Hextor would want me to, so I will 
  do as he asks and keep this journal… 
   
  The Prime says that I am to be a guardian of Hextor, that I 
  will learn to protect him and the holy sites of Hextor against 
  those who would defile them. It is a noble task and I will study 
  to perform my duty well. Some day the enemies of Hextor and the 
  Prime will come and I will crush them, I will show them the power 
  of the Scourge of Battle… 
   
  The Prime says that they will come soon, almost all of the 
  creations have been taken only a few remain to serve Dr. Knogh 
  and myself in setting a trap for those who will surely come. I 
  will be ready and they will feel my wrath, I cannot wait to 
  finally serve. 
  
  Heironeous Conclusions 
   
  Page 43 
  Player Handout #5 
  From the journal fond on The Prime Bernar 
   
  I have begun to keep this secret diary because I fear what I 
  am now considering. I have long had questions about the wisdom of 
  the path of Heironeous, it seems much more effective to strictly 
  enforce the peace and tranquility that law provides instead of 
  using the soft hand of mercy which only goes to undermine the 
  strength of law. The more I talk with Quarlanth the more these 
  thoughts plague me, would not the greater good be served by the 
  strong and unyielding enforcement of just laws than letting mercy 
  soften our mettle against law breaking… 
   
   
  I am tired of watching men get off without just punishment 
  because of this insanity called mercy, justice has no mercy! 
  Every day I go to court and nearly every criminal is given less 
  punishment than he deserves, this kingdom is weak with mercy it 
  is only a matter of time until it is overthrown by the strong… 
   
   
  I have finally done it, I have broken with Heironeous, his is 
  not the true path for it is clouded and confused by mercy instead 
  of justice. Quarlanth will be my teacher now and I will learn the 
  way of Hextor for it is though justice and not mercy that we are 
  made strong… 
   
   
  I have been asked to take a new position as Master of Theology 
  at a remote monastery; Quarlanth thinks that I should go. He 
  thinks that it will be an excellent opportunity to educate the 
  young minds of the corrupt church about where true strength lies. 
  I am beginning to agree with him so I suppose I will go… 
   
   
  All is going well, I have managed to convert several of my 
  students to the true faith although it is a slow process they 
  will be among the strong when the time comes… 
   
   
  Blasted adventurers could ruin everything. Willem was getting 
  too close to the truth so I had to kill his meddling assistant. 
  No matter I will make it look like Willem himself did it and if 
  all else fails I will set the pests after the doppelgangers who 
  have infested the guards… 
  (Continuted)
  
  Heironeous Conclusions 
   
  Page 44 
  At this point there is a marked change in the handwriting, although similar it is different in many ways 
   
   
  I remember pain and darkness of dying but I don’t remember 
  being dead, They say that I am Bernar reborn but the memories of 
  my life before are hazy and only come in bits and pieces so far. 
   
  Quarlanth keeps telling me that I am the first, but I remember 
  being Bernard D’Gui, They tell me that Bernar was killed by 
  adventurers and that I am Bernar risen from the grave through the 
  power of Hextor and arcane magics. They also tell me that it is 
  my destiny to wreak vengeance on those who killed me. I have no 
  reason to doubt Quarlanth and I know that Hextor also blesses him 
  so I believe him… 
   
   
  It has been many moons now but I have become comfortable with 
  who and what I am. I have thought hard about whether or not I am 
  actually Bernar for I know that I no longer look like him unless 
  I expend effort to look so, but I have decided that it is not 
  relevant for I am all that is left of Bernar, I am his knowledge 
  his determination, his inheritor in all things. It does not 
  matter whether I am a reconstruction or a remaking of the 
  original, there were no Bernar’s before me and I remember the 
  birth of all that have followed. I am the first, I am The Prime 
  Bernar for all those that follow are made in my image and we have 
  a great destiny in store for us as servants of the mighty Hextor… 
   
   
  Quarlanth has come again and informed me that blessed war is 
  coming. I have sent Warleader Bernar out to unite, train, and 
  command an army in the Flinty Hills. I have no doubt that he will 
  succeed as he has learned his lessons well… 
   
  I am massing a sizeable force in order to storm the monastery and 
  open the pass for an invasion. So far the foolish Heironeans are 
  wracked with indecision, such is the curse This area will quickly 
  become of interest to those who oppose us though so in order to 
  preserve the great work that Dr. Knogh has achieved I am moving 
  nearly everything to another location with the help of Quarlanth. 
  If we are successful in taking the monastery then all is well and 
  if for some reason we fail then the knowledge will not be lost 
  with us… 
   
   
  Warleader Bernar is gone, I felt it this morning, and I do not 
  know if he is dead but I suspect that he is. Lynward or Osmeran 
  must be moving against us, Guardian Bernar says that we are 
  prepared but I will make my own preparations in case he and Dr. 
  Knogh fail… 
  
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