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.  
   
  PAL04-01 
    
   
   
   
   
   
  Lost Soul 
   
  A One-Round D&D LIVING GREYHAWK®  
  Pale Regional Adventure 
  Version 0.5 
  Round 1 
  by Frank Bayer 
   
   
  A lost soul awaits rescue from the Land of the Dead.  Will you be able to bring this helpless soul back to 
  the Land of the Living or is she doomed to wander, lost forever? 
  
  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 scoring 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. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  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 DM) 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 DM 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 gray boxes. 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. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information on 
  how the game masters are performing, or the 
  game master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to 
  <Title> 
  [Round #] 
  Page 2 
  
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes.  
  # 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 
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  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, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials 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. 
  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 you may gain at the end of 
  the adventure. If your character is three character 
  levels or more either higher or lower than the APL 
  this adventure is being played at, that character 
  will receive only half of the experience points 
  awarded for the adventure. This simulates the face 
  that either your character was not as challenged 
  as normal, or relied on help by higher-level 
  characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you 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 free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  <Title> 
  [Round #] 
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  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in The Theocracy of the Pale.  Characters 
  native to The Pale pay one Time Unit per round, 
  all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  Recently, some priests of Nerull discovered a lost 
  ritual of their dark god.  It seemed that this ancient 
  ritual promised the secrets of life and unlife and 
  the way to transform one into the other to any who 
  could pierce it secrets.  The priests found many 
  victims and expended their magics according to 
  the ritual instructions and achieved their goal.  
  They pierced the veil from this world into the world 
  of spirits 
   
  Although this discovery in and of itself was 
  amazing, no one has ever managed to pierce the 
  veil of death and walk the land of the dead as a 
  living being, the priests are planning to bring forth 
  the spirits of their greatest priests and have them 
  inhabit new bodies to begin their reigns again. 
   
  Activity like this cannot go unnoticed.  In fact, 
  a Divine Infiltrator by the name of Shalnor has 
  caught wind of this possible activity.  However, 
  vague rumors and speculation has never been 
  enough for the church to mount a strong enough 
  force to truly root out the cult especially when 
  there are so many other problems facing the Pale. 
  Shalnor decided it was time to get some proof. 
   
  He sent a Ranger friend of his, a young lady 
  by the name of Shenara Landjumper, out on a 
  scouting mission.  If possible, he wanted her to 
  find some evidence of the cult's activities and find 
  the ritual they were proposed to be using. 
   
  Shenara managed to find the cult after a 
  number of weeks.  She trailed them back to their 
  lair and in a daring move managed to steal the 
  ritual.  The priests of Nerull, of course, mounted a 
  party to go after her.  In order to prevent the 
  priests from finding the ritual scroll if they caught 
  her, she hid the scroll in a cave she had used on a 
  number of journeys, secreted far back, a place 
  where few people even knew a cave existed.  
   
  The priests of Nerull did catch up to her, and 
  began torturing her as to the whereabouts of the 
  scroll.  When she did not, but spit in their faces 
  and fight back, the priests decided to simply do 
  away with her and question her spirit.  As the 
  adventure begins, the adventurers find the priests 
  beginning their spells to talk to her spirit. 
  Adventure Summary  
  The adventure tells the story of the PCs trying to 
  restore Shenara's spirit to her body.  The likely 
  order of events will go something like this: 
  Encounter One: The Setup 
  The party meets up with the Nerull priests who 
  seem to be having some trouble contacting 
  Shenara's spirit.  The priests try to kill the PCs for 
  intruding upon Nerull business.  After the dust 
  settles, the PCs can examine Shenara's body (she 
  is dead).  They find a letter from Shalnor of 
  Pholtus (in Ogburg) instructing Shenara to return 
  when her mission has been accomplished.  In the 
  letter, there is a postscript to any who find her 
  body in the event she dies.  This missive directs 
  them to bring her body to him in Ogburg. 
  Encounter Two: Meeting with Shalnor 
  Arriving in Ogburg, the PCs bring Shenara's body 
  to Shalnor, who immediately regrets sending her 
  on a mission that resulted in her death.  Shalnor 
  tries to raise Shenara from the dead (using a raise 
  dead 
  spell), 
  but 
  is 
  unsuccessful, 
  because 
  Shenara's spirit doesn’t seem to be available.  
  Surmising that the priests of Nerull somehow 
  drove Shenara's spirit off, he asks the PCs if they 
  would be willing to retrieve some items that will 
  make his call to her stronger.  The two items are a 
  Ring of Enhancement and Spirit Essence. 
  Encounters 3 and 4: Retrieving the 
  Items 
  These two encounters can be done in whatever 
  order the PCs want.  Shalnor directs them to the 
  home of a reclusive wizard just a mile or so 
  outside of Ogburg who might know something 
  about a Ring of Enhancement. 
   
  The wizard has created such a ring.  He 
  originally intended to use it to enhance his own 
  magic while adventuring, but is willing to part with 
  the ring, if the PCs want to work for it. 
  Because he doesn’t get many visitors, he 
  engages the PCs in a puzzle contest.  Whatever 
  the outcome happens to be, win or lose, they end 
  up entertaining the old mage so much, he gives 
  them the ring anyway. 
  <Title> 
  [Round #] 
  Page 4 
  
   
  Shalnor can also tell the PCs of some local 
  ruins in the woods, which are reputed to be 
  haunted.  Again, rumors are not enough to make 
  the Church move on it, so he sends the PCs there 
  in hopes they may find some spirit essence (which 
  is essentially a remnant of the ether left over after 
  a ghost dies).  He even gives them a bottle to hold 
  it in. 
   
  Arriving at the ruins, the PCs find a number of 
  different buildings.  One of them holds the undead, 
  and after bypassing a trap or two, the PCs 
  encounter the local undead who aren’t pleased 
  with the PCs visit.  Predictably, there's a fight over 
  this conflict of interests and the PCs manage to 
  find the remnants of the ether they are looking for. 
  Encounter 5: An Undead (?) Visitor 
  Seeing as how the PCs bested the priesthood of 
  Nerull in the first encounter, the priests try a 
  different tack.  Using some help from a Nerull 
  mage, they conjure an image of Shenara who 
  pleads with the PCs.  She claims to be happy and 
  not want to be returned to life.  She asks the PCs 
  to return the items and leave her in peace. 
   
  If the PCs smell a rat, and call the image on it, 
  the Nerull cultists give up the ploy and assault the 
  PCs hoping to take the items. 
  Encounter 6: Anchors Away 
  Shalnor takes the items and uses them to call for 
  Shenara's spirit.  For extra support, he asks the 
  PCs to act as anchors and call her back.  Each PC 
  gets a glimpse of the spirit world and makes an 
  argument to Shenara for her to come back.  Their 
  efforts are successful and Shenara's spirit returns. 
   
  Conclusion 
  There are three possible conclusions to the 
  adventure. 
   
  Conclusion A assumes that the PCs gather 
  the two items that are needed, and successfully 
  return Shenara’s spirit to her body.  Shalnor 
  thanks the PCs and says with their help they have 
  thwarted an evil ritual and stopped the cult from 
  unleashing what could have been a great evil. 
   
  Conclusion B assumes that the PCs gather 
  the two items needed, but are unsuccessful in 
  their attempt to convince Shenara to return. 
   
  Conclusion C assumes the PCs do not return 
  the two items, probably because they are tricked 
  into bringing them back where they found them 
  (see Encounter 5). 
  Introduction 
  There are a number of ways to involve the PCs: 
  � If there is a priest of Pholtus in the group, he 
  has been sent to this area to investigate the 
  rumors Shalnor has heard.  At the DMs 
  discretion, Shalnor is the one who sent the 
  PC, to check on Shenara's progress. 
  � Characters with Argent Vorax rights from 
  COR2-03 Amidst the Mists and Coldest Frosts 
  are asked to meet an agent of Charbel in 
  Ogburg to retrieve the latest earnings.  The 
  characters are on their way to Ogburg when 
  they get caught up in the events depicted 
  here. 
  � PCs who have any money in their pocket may 
  be heading to Ogburg considering that is a 
  major port for trade and the local laws of the 
  Pale are not as strict. 
  � PCs could also just be journeying the road 
  together or separately. They could easily be 
  journeying to or from another adventure. In 
  this way, the initial encounter could even be 
  what brings the party together. 
  Encounter One: The Setup 
  This encounter begins the adventure, and gives 
  the players the motivation to go to Ogburg. 
  The 
  mists 
  of 
  the 
  morning 
  are 
  quickly 
  dissipating as you walk the road between 
  Ogburg and Stradsett.  The air is quiet and the 
  road is clear.  Although just a few hours out of 
  Ogburg, it seems that the trip there will be 
  quiet. 
  Of course, the trip to/from Ogburg may be a lot 
  more active than the PCs probably hope. 
   
  At this point, ask the players if any of them 
  would be together at this point and have them 
  place themselves on the mat where they want 
  before proceeding with your setup and the next 
  portion of the encounter.  When everyone is ready, 
  read or paraphrase the following: 
  A piercing scream breaks the morning quiet.  
  Almost as the scream ends, you hear angry 
  voices, and some brutish grunts.  Then, a 
  voice rises in a chant; another scream is 
  heard, then shouting. 
  <Title> 
  [Round #] 
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  The PCs have just heard the Nerull forces 
  disposing of Shenara so they can question her 
  spirit.  The PCs can easily discern where the 
  scream came from, just over a nearby hill.  If the 
  PCs decide to investigate, read or paraphrase the 
  following: 
  About 60 feet down the hill you see four men 
  standing around what seems to be the body of 
  a woman.  One of the men is dressed in black 
  robes, bearing the symbol of a rotting skull 
  head with a pitted scythe under it.  He seems 
  to be weaving a spell, over the woman's body. 
  Two others, one armed with a scythe and 
  dressed in chainmail, the other with a longbow 
  and dressed in a chain shirt, stand nearby.  
  The last is dressed in black robes similar to 
  the first, but his head has been shaved. 
   
  The man with the longbow looks up as you 
  crest the hill. 
  The man with the longbow is on watch for anyone 
  who might notice the activity. He is considered to 
  be taking 10 on his spot check and receives a +5 
  circumstance bonus for his attentiveness; this 
  gives him a total spot check of 15 plus his spot 
  skill to see any PCs trying to approach using 
  stealth. Regardless of what the PCs say or do, the 
  archer shouts an alarm, and the bald-headed man 
  (the priest) tells the others to leave no witnesses. 
   
  Get intentions from the players at this point.  
  When they have stated what they want to do, read 
  or paraphrase the following: 
  The two men with weapons ready them and 
  head your way.  The bald headed figure begins 
  to wave his hands in a mystical pattern.  
  This is the Nerull group that has killed Shenara.  
  Any PC can recognize the symbol of Nerull on the 
  robes of the priest Knowledge (religion) check (DC 
  10).  Remember, Knowledge checks of DC 10 or 
  lower can be made untrained. 
  Creatures: (See Appendix A) 
  1 Priest of Nerull 
  2 Warriors 
  1 Nerull Sorcerer 
  Tactics:  
   
  The two warriors engage the party attempting 
  to keep any of the party from engaging the 
  sorcerer and the priest.  They will even go so far 
  as to expose themselves to attacks of opportunity 
  to move to attack PCs who seem to be getting too 
  close (no one said they were too bright). 
   
  The sorcerer opens with magic missile or 
  melf’s acid arrow spells on any obvious spell 
  casters.  If any PCs get too close, he will use flare, 
  daze, or grease to hinder opponents then back up 
  out of their range.  If forced to flee, he tries to use 
  invisibility to cover his escape. 
   
  The cleric spends the first round of combat 
  casting hold person on fighter types or silence on 
  spell casters (because the PCs have interrupted 
  his speak with dead spell). After that he uses his 
  spells to either bolster the warriors or hinder the 
  PCs whichever is most appropriate.  If the warriors 
  drop, he tries to escape, casting a sanctuary spell, 
  hoping to buy himself enough time to get away. 
  Treasure:  
  chainmail shirt, 2 chainmails, 2 longswords 
  dagger, light mace, 2 potions of cure moderate 
  wounds, 100 gp in gems and coin 
  Development:  
  After the battle, the PCs will find Shenara’s body.  
  Most of her equipment is mangled including her 
  holy symbol of Obad-Hai.  The only thing not 
  destroyed is a note from Shalnor to Shenara, 
  briefly giving an overview of what he thinks has 
  been happening in regards to the Nerull cult.  A 
  copy of the note is provided at the end of this 
  module (Player Handout #1). 
   
  The PCs should realize that, if they are going 
  to follow up on the letter, they probably should 
  take the body with them so Shalnor can see it for 
  himself.  If they don’t realize this, give any PC an 
  intelligence or Diplomacy check (DC 10) to pick up 
  on it. 
   
  When the PCs are ready to go to Ogburg, 
  proceed to Encounter Two. 
  Encounter Two: Meeting 
  Shalnor 
  The PCs arrive at Ogburg without further incident. 
  Although the PCs can interact in the city, the only 
  place that is truly important is Shalnor’s home near 
  the Temple of Blazing Truth.  If the PCs choose, 
  however, to dither around, the few facts below 
  should help the DM in moving the party around the 
  city. 
   
  The city of Ogburg is a prodigious trading 
  center in the southeast [of the Pale] and its 
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  [Round #] 
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  leaders display an unusual tolerance for outsiders, 
  which is slowly changing under the new Prelate of 
  Ogburg.  Many dissidents who once spoke more 
  freely here than elsewhere now find themselves 
  slowly being forced to curb their speech.  The city 
  boasts a population of about 17,400, with a 
  predominant number being human, although there 
  is a sprinkling of other races. 
   
  Any citizen knows the location of the Temple 
  and the Way of Truth and can give the PCs 
  precise directions. 
   
  If the PCs use up too much time, you can 
  hasten them along by having some city guards 
  approach and question them about Shenara’s 
  body if they have it with them. They could also be 
  questioned about their pagan holy symbols or 
  even their heritage if they are not human. If they 
  do have Shenara’s body, one of the guards will 
  recognize her and mention this. This same guard 
  will also know of Shalnor and can give the party 
  directions to his quarters on the Way of Truth. 
  Once the PCs get near the Temple, read the 
  following: 
  The Temple of Blazing Truth is an impressive 
  structure.  Built with marble , silver and gold in 
  intermingling amounts, the church shines like 
  a beacon in the sunlight, almost as if Pholtus 
  himself were smiling upon the building. 
   
  The Way of Truth is a narrow street 
  bordering the northern side of the Temple. The 
  street is immaculate and is lined by what 
  appear to be prefectories. You easily find 
  number 3 and knock lightly on the door. 
  A young priest, Tarquin, answers the door and 
  asks what he can do for them.  If the PCs have 
  Shenara’s body with them, Tarquin immediately 
  recognizes her as an acquaintance of Shalnor’s 
  and rushes to get him while requesting the party 
  wait there.  After about 2 minutes, he returns and 
  leads them into Shalnor’s apartment. 
   
  If they do not have her, but show Tarquin the 
  letter and ask to speak to Shalnor, Tarquin will 
  take the letter to Shalnor and then lead the PCs to 
  his apartment as above. 
   
  If the players wish to talk with Tarquin, he 
  should be played as about as friendly and helpful 
  as an Pholtan acolyte can be, which is to say that 
  though he may smile at the PCs, he constantly 
  expounds the greatness of Pholtus while he does 
  so. If any PCs are visibly bearing the symbols of 
  any god other then Pholtus, Tarquin is visibly 
  disturbed 
  and 
  annoyed 
  by 
  their 
  presence.  
  Although he will try his best to be polite to such 
  PCs, Tarquin will speak to other PCs not wearing 
  these symbols, if given the option. 
  Tarquin: Male human Clr 2 
  When the PCs get to Shalnor’s apartment, he 
  welcomes the PCs warmly.  At first, he thanks 
  them for bringing Shenara to him.  In case the PCs 
  ask, the reason he is so happy they did, is 
  because although her parents have long since 
  passed away, he thinks of her as his own 
  daughter.  Although her death grieves him, now 
  that she is here, he can try to do something about 
  it. 
   
  As Shalnor goes about collecting ritual items, 
  he asks the PCs to tell the story of how they found 
  her and what transpired.  The PCs can tell the 
  story as they wish.  If the PCs did not recognize 
  the band as being cultists of Nerull, Shalnor can 
  tell them.  When they are done, Shalnor tells them 
  that he believes it is within his power to raise her. 
  Shalnor: Male human Clr 7; hp 60; see Appendix 
  I: NPCs. 
  Role-Playing Notes: Shalnor is a man approaching 
  50 winters.  Despite his age, he has a full head of 
  brown hair and his limbs still have much strength 
  in them.  He tends to be more empathic towards 
  religious beliefs than other Pholtans, so he is not 
  overly bothered by PCs wearing other holy 
  symbols, neither does he force his own views on 
  them.  He does his best to answer any PC 
  questions, but is eager to raise Shenara. 
   
  If the PCs ask about what Shenara was 
  looking for or the contents of the letter, Shalnor 
  becomes hesitant to tell them.  He only has 
  suspicions, after all, and he doesn’t want to cause 
  panic by making accusations until he has solid 
  proof.  If pressed about it, he can paraphrase the 
  information found in the adventure background. 
   
  When the PCs are done talking to him, 
  Shalnor attempts to cast the raise dead spell. 
  Shalnor lays Shenara’s body onto a cot in the 
  room.  He lights a number of candles around 
  the cot, chanting in a low voice as he does so. 
  You can feel a slight breeze in the air and the 
  hair on the back of your neck rises as you 
  sense divine energy in the air. 
  Shalnor raises his hands above Shenara’s 
  body, chanting a bit louder.  His arms stiffen 
  and suddenly there is a large gust of wind 
  blowing out the candles and knocking them 
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  over.  Shalnor falls to one knee, trying to catch 
  his breath.  When he does so, he rises and 
  looks in your direction. 
  The spell has failed.  At this point, if the PCs have 
  not told Shalnor that the cultists of Nerull were 
  performing a spell or ritual over Shenara when they 
  found her, he asks them now.  After questioning 
  them for a bit, Shalnor figures out the following: 
  • 
  The Nerull priests were either performing some 
  ritual to question Shenara’s spirit or hold it 
  captive until they could find out what Shenara 
  knew. 
  • 
  Because of the PCs interruption, they were 
  unsuccessful. 
  • 
  Shenara’s spirit has fled, and is unable to find 
  her way back. 
   
  Let the PCs react as they will; then Shalnor 
  has a brainstorm.  He says that there may be a 
  way he and the party to help each other out.   The 
  DM should role-play this conversation with the 
  PCs as he/she sees fit, but Shalnor’s brainstorm 
  includes the following vital points: 
  • 
  To recover Shenara spirit, two items need to 
  be used in the ritual. 
  • 
  The items are not on hand, the PCs will have 
  to go and get them. 
  • 
  They can, of course, keep whatever they find 
  in their travels, except the two items 
  • 
  If 
  Shenara 
  knows 
  anything 
  substantial, 
  Shalnor is sure the Church of Pholtus could 
  see itself repaying the favor at some point in 
  the future. 
   
  If the PCs accept, Shalnor tells them that the 
  two items they need to recover are a Ring of 
  Enhancement and Spirit Essence.  Both items 
  may be found nearby, so at least traveling 
  shouldn’t be a problem. 
   
  When the PCs have decided which item they 
  are going after first, turn to the appropriate 
  encounter (either 3 or 4). 
   
  If the PCs did not bring Shenara’s body, 
  Shalnor send them out to retrieve it and then 
  proceeds as above. 
  Encounter Three: The Ring 
  When the PCs choose to go after the Ring of 
  Enhancement, Shalnor gives them the following 
  information (DM should role-play as he/she sees 
  fit): 
  • 
  Just a mile or two south of Ogburg, there is a 
  small home where a reclusive wizard lives. 
  • 
  He has long been on the registry of the church 
  and he is also well known for not causing 
  trouble.  He has created items in the past for 
  people, so he may know how to create a Ring 
  of Enhancement, if he hasn’t already.   
  • 
  His name is Zambaric III. 
   
  The PCs can find the home of the wizard 
  described.  When the PCs approach, read or 
  paraphrase the following: 
  Off the path a few hundred feet to the left you 
  see a small pastoral home, much like what you 
  would expect of any farmer.  However, unlike 
  other farms, the only evidence anything is 
  growing here is a small garden of tomatoes 
  and cucumbers and many patches of tall 
  grass.  Standing in these tall patches of grass 
  are old wooden signs, badly constructed, 
  bearing warnings like: “No Trespassing!” 
  “Strangers will be polymorphed!”  There is a 
  small plume of smoke rising from the chimney, 
  indicating there is a fire running inside. 
  If the PCs knock on the door, they hear a voice 
  say “Go Away!  I have enough troll hair for this 
  month!”  Persistent PCs who shout questions 
  through the door or continue to knock are met with 
  answers like: “So?” or “Come back some other 
  time – no one’s home!” and other such drivel. 
   
  However, if the PCs explain who they are and 
  politely ask if they may talk to Zambaric, they will 
  hear clicking as multiple locks are opened, and a 
  mage about 60 winters old will open the door and 
  greet the characters with “well… that’s different… 
  not many is polite in the Pale these days… polite 
  in the Pale… that might make a good poem… oh! 
  Please…come in.” 
  Zambaric: Male human Wiz 14 
  Role-playing Notes: Zambaric is an old wizard of 
  around 60 winters.  He used to be a traveler all 
  over Greyhawk and had many people who came 
  to him to create magical items for them.  He was 
  paid well for his services, but since then, many of 
  his clients have passed and he does not get many 
  visitors.  He really has no need of money or magic 
  anymore, the only thing he really wants is some 
  people to talk to.  He should be played as a 
  slightly forgetful, but well-meaning wizard.  He is 
  <Title> 
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  likely to make verbal side notes to himself out loud 
  without writing them down. 
   
  At any point, when the PCs ask Zambaric 
  about a Ring of Enhancement he becomes wistful, 
  telling them that he has created such an item 
  before, “but the blasted thing just seems to attract 
  spirits.”  He also inquires as to why the PCs are 
  asking him for it. 
   
  When the PCs tell him, Zambaric has an idea. 
   He simply doesn’t give away his magical 
  creations, but since he has enough gold and 
  magic, he’ll let them have it if they agree to play 
  his puzzle game for fun.  As it turns out, Zambaric 
  has a great love for puzzles and word games and 
  he has always wanted to see if his puzzles could 
  stump other people. 
   
  If the PCs agree and ask about the rules, 
  Zambaric tells them: 
  "The rules of the Puzzle are simple enough. 
  Two words are proposed, of the same length; 
  and the Puzzle consists in linking these 
  together by interposing other words, each of 
  which shall differ from the next word in one 
  letter only. Only one letter may be changed in 
  one of the given words, then one letter in the 
  word so obtained, and so on, till we arrive at 
  the other given word. The letters must not be 
  interchanged among themselves, but each 
  must keep to its own place. As an example, the 
  word 'head' may be changed into 'tail' by 
  interposing the words 'heal, teal, tell, tall'. I call 
  the given words 'a Doublet', the interposed 
  words 'Links', and the entire series 'a Chain’.” 
  Zambaric has a number of these “word chain” 
  puzzles that he has created.  He requires that the 
  PCs solve three of the “chains”, and each “chain” 
  must be done in 5 minutes or less. 
  Some examples of chains (interposed 
  “links” in parenthesis) that Zambaric might give the 
  PCs: 
  “Door (boor, book, look) Lock” 
  “Wheat (cheat, cheap, cheep, creep, creed, breed) 
  Bread” 
  “Hand (band, bond, fond, food) Foot” 
  “Fish (fist, gist, girt, gird) Bird” 
  “Milk (mill, pill, pall) Pail” 
  “More (lore, lose, loss) Less” 
  “Dead (lead, lend, lent, lint, line) Live” 
   
  As always, the DM may feel free to come up 
  with any other chains he/she can think of. 
   
  If the PCs seem to have trouble with the word 
  chains, there are a couple ways the DM can prod 
  them along: 
  • 
  An Intelligence check (DC 13 + APL) 
  • 
  A bardic or loremaster knowledge roll (DC 13 
  + APL) 
   
  Each successful roll, gives the PCs the letter 
  to be changed, a DC 25 tells what it should be 
  changed to.  Certain spells, such as Divination 
  and Contact Other Plane, might also, at the DM’s 
  option, give some clues. 
   
  Do not let the players use rolls to solve all the 
  puzzles.  The fun of this encounter is having the 
  players figure out the answers for themselves. 
   
  The DM should also use a watch or other time 
  keeping device so that the PCs use only 5 minutes 
  on each puzzle.  If they fail to get the links, 
  Zambaric stops them after the 5 minutes, gives 
  them the answer and gives them another word 
  pair.  Once the PCs have successfully completed 
  three “chains,” Zambaric thanks them for providing 
  him with some entertainment and gives them the 
  ring. 
   
  It is entirely possible that the PCs do NOT 
  solve three word chains.  In this case, Zambaric 
  gives a hearty laugh and tells the PCs that he 
  knew he could stump other people.  In fact, he’s 
  so proud of himself, he informs the PCs that the 
  entertainment of watching them struggle with his 
  puzzles was payment enough for the ring.  
  Besides, the way he sees it, the ring never worked 
  the way he wanted so he’s glad to have the PCs 
  take the “useless” thing off his hands. 
   
  When the PCs ready themselves to leave, 
  Zambaric tries to get them to promise to return 
  when they are done.  He loves hearing stories of 
  what’s going on (remember he loves having 
  people to talk to).  He also hints that if they do 
  return, he may have found some items he’d be 
  willing to sell. 
  Treasure: 
   
  If the PCs attempt to identify the ring or some 
  such, it will register as a Ring of Enhancement, 
  and that it attracts spirits to the wearer of the ring. 
  This item is not described any further in the 
  adventure, as the PCs will not get to keep it, and if 
  they wear it, it will have no in-game effect [unless 
  they bring it to Encounter 4 (see below)]. 
  <Title> 
  [Round #] 
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  Encounter Four: Spirit Essence 
  When the PCs go after the Spirit Essence, Shalnor 
  gives them the following information (DM should 
  role-play as he/she sees fit): 
  • 
  Just a mile or two southwest of Ogburg, there 
  is a small ruin.  It used to be a small outpost 
  back in 588, used to watch for forces from 
  Nyrond 
  seeking 
  to 
  invade 
  through the 
  Gamboge Forest or the Flinty Hills. It was 
  destroyed in a quick skirmish with Flan rebels, 
  and since then has never been rebuilt. 
  • 
  Rumors have it that the place is haunted, but 
  the church has too much on its plate to send a 
  force to deal with undead that may or may not 
  be there. 
  • 
  The PCs should begin their search for Spirit 
  Essence there… if it really is haunted, they 
  might be able to get some. 
  • 
  He gives them a bottle to carry it in.  The bottle 
  is just a normal bottle. 
   
  Again, the PCs can easily find the ruins 
  mentioned by Shalnor.  When they go there, read 
  the following: 
  You have found the ruins mentioned by 
  Shalnor.  It seems he did not lie when he said 
  the outpost had been destroyed, not much of it 
  is left. 
   It appears that the place used to be a fort of 
  sorts, containing somewhere between 10 and 
  15 buildings and surrounded by stone walls.  
  Most of the original structures are crumbled 
  leaving only the basest of stones to betray 
  their old location.  Four of them, however, are 
  still standing, having withstood some of the 
  ravages of time and war.  No sound reaches 
  your ears here; even the wildlife seems to shy 
  away from this area… only the slight wind you 
  feel seems unafraid. 
   
  If the PCs choose to examine the buildings, 
  they find three of them empty. The fourth one 
  (chosen by the DM) still has a stone floor.  Under 
  the debris in the room, the PCs can find a trapdoor 
  (DC 10), which is locked. 
  Stone Trap Door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28. 
   
  The lock is old and hard to open, but it can be 
  picked (DC 15 + APL).  However, there is also a 
  trap on it.  Any attempt to pick the lock or break 
  open the door, sets off the trap. 
  Poisoned Needle Trap: CR 2; +8 ranged (1) plus 
  poison (1 Con/1d6 Str); Fort save resists (DC 15); 
  Search (DC 20); Disable Device (DC 20). 
   
  Once the PCs have the door opened, read the 
  following to them: 
  A yawning hole is revealed to you as you open 
  the trapdoor.  Below, you can see a dark room 
  with edges that drift off into darkness.  From 
  the light you have you can see the floor about 
  10 feet below.  A musty smell arises from the 
  hole, attesting to how long it has been since 
  this opening has been uncovered.  Looking a 
  bit closer, you can see some unopened casks, 
  boxes and crates.  There are also small white 
  bones mixed among them. 
   
  This used to be a storeroom for the fort, but 
  with the death of the guards and soldiers, it 
  became a grave when it was abandoned.  The 
  stone floor is actually 12 feet below, and the 
  characters can take any means they wish to get 
  down there.  The dimensions of the room below 
  are 50 x 50.  The PCs can only see about 10 feet 
  of the floor below them unless they throw a light 
  source down into the room. 
   
  The guards and soldiers killed and dumped 
  here do not rest easily.  In fact, they have 
  transformed into undead over the passing of the 
  years and they are eager to rip into some living 
  flesh. 
  APL 2 (EL4) 
  Zombie, Commoner: (5) hp 16; see Monster 
  Manual page 266 
   
  APL 4 (EL7) 
  Zombie, Ogre: (3) hp 55; see Monster Manual 
  page 267 
   
  APL 6 (EL9) 
  Zombie, Gray Render: (3) hp 133; see Monster 
  Manual page 267 
   
  APL 8 (EL11) 
  Dread Wraith: hp 104; see Monster Manual page 
  258 
  Wraith: (2) hp 32; see Monster Manual page 258 
   
  <Title> 
  [Round #] 
  Page 10 
  
  APL 10 (EL13) 
  Lich, 11th level human wizard: hp 74; see 
  Monster Manual page 166-167 
  Zombie, Minotaur: (3) hp 81; see Monster 
  Manual page 266 
   
  APL 12 (EL15) 
  Lich, 11th level human wizard: hp 74; see 
  Monster Manual page 166-167 
  Zombie, Minotaur: (3) hp 81; see Monster 
  Manual page 266 
  Dread Wraith: hp 104; see Monster Manual page 
  258 
  Wraith: (2) hp 32; see Monster Manual page 258 
  Tactics: The moving of the stone trap door has 
  alerted the undead to the presence of the PCs.  
  They wait in the fringes of the darkness and attack 
  when the first PC touches the floor.  If any of the 
  PCs has the Ring of Enhancement from Encounter 
  Three, the undead concentrate their attacks on 
  him or her, unless a more serious threat presents 
  itself. 
  Treasure: 
   
  If the PCs face ghosts at their APL, then when 
  the ghosts are defeated, they can collect the ether 
  when they defeat them.  If they faced some other 
  kind of undead, they can find some Spirit Essence 
  on the floor off to one side of the room (the ghost 
  that was here has moved on and apparently ether 
  doesn’t dissolve too fast) 
   
  If the PCs attempt to identify the ether, it will 
  register as a Spirit Essence, and that it allows a 
  spirit to return to a body without the usual physical 
  trauma.  This item is not described any further in 
  the adventure, as the PCs will not get to keep it, 
  and if they carry it, it will have no in-game effect. 
  Encounter Five: An Undead 
  Visitor (?) 
  This encounter happens before the PCs return the 
  second item they go after to Shalnor.   
  The 
  forces of Nerull, not wanting to tangle with the PCs 
  again if they can help it, come up with a ruse. 
  Using a major image spell (assume it comes from 
  a scroll if the APL is too low for it), a Nerull mage, 
  creates an image in front of the PCs on the way 
  back. 
  In the middle of the path, hanging in mid-air 
  you see a small glowing spot of white.  As you 
  watch, the glow expands into a small ball and 
  then begins to lengthen.  Slowly, a humanoid 
  figure takes shape, features indistinct.  Even 
  slower, details become obvious, the curly hair 
  of a woman, the pattern on leather armor… the 
  figure finally resolves itself into the figure of 
  Shenara.  She looks as she must have in life.  
  Her eyes take you in for the first time, and her 
  voice, high and shaky, but definitely silky 
  comes to you. 
   
  The Nerull forces are hiding in the brush, 
  shrubbery and trees along the side of the road.  
  They can be spotted (DC 13 + APL), and if the 
  PCs launch an attack against them, they give up 
  the ruse and attack the PCs outright. 
   
  In having the image talk to the PC’s, they have 
  it plead with the PCs to return the items that they 
  have collected.  She informs them that she has 
  lived long enough and has no wish to return to the 
  living.  She is happy with Ehlonna now. 
   
  Of course, there are many ways that the PCs 
  could see through this ruse without spotting the 
  Nerull forces.  First, a detect magic spell will reveal 
  the illusionary nature of what they are seeing, just 
  as a detect undead spell will turn up nothing.  The 
  PCs can also dispel this illusion with a dispel 
  magic spell (DC 16 at APL4 and 6, DC 18 at 
  APL8, DC 20 at APL10, and DC 22 at APL12).  
  Thirdly, quick-witted PCs may note that the image 
  uses the name of Ehlonna for her god, yet 
  Shenara was wearing the symbol of Obad-Hai 
  when they found her.  If called on this, the Nerull 
  forces drop the illusion and attack. 
   
  PCs might believe the illusion and agree to put 
  the items back.  If they ask for the information 
  Shenara had when she died before they do, the 
  image tells them that she could find no trace of the 
  cult. 
   
  If the PCs agree to put the items back, the 
  image vanishes and the Nerull forces trail the PCs. 
   If the party heads back to Ogburg without getting 
  rid of the items, the cultists of Nerull will attack. 
   
  If the PCs are gullible enough to fall for this, 
  and get rid of the items, Shalnor figures out the 
  ruse when they return and report to him.  He 
  sends the PCs back out to get them, but when 
  they return, of course, the Nerulleans have taken 
  them (and killed Zambaric if they return the ring to 
  him).  This is the end of the adventure if this 
  occurs.  Go to Conclusion C. 
  <Title> 
  [Round #] 
  Page 11 
  
  Creatures:  
   
  The group is not really looking for a fight with 
  the PCs, and attack only if they think the ruse is 
  about to be discovered, or if they think the PCs 
  have no intention of returning the items. If they do 
  fight, use the same NPC’s as Encounter One. 
  Tactics: 
  As per Encounter One 
  Treasure: 
  As per Encounter One 
  Encounter Six: Anchors Away 
  Read the following when the PCs return to Shalnor 
  with the final item: 
  Shalnor once again greets you warmly.  Taking 
  the items from you, he puts on the Ring of 
  Enhancement and spreads the Spirit Essence 
  on the body of Shenara.  He again lights a 
  number of candles around the cot with her 
  body, chanting in a low voice as he does so. 
  You can feel a slight breeze in the air and the 
  hair on the back of your neck rises as you 
  sense divine energy in the air. 
  Shalnor raises his hands above Shenara’s 
  body, chanting a bit louder.  Purple motes of 
  light fall from his hands to rest upon Shenara. 
  In the light, they twinkle like diamonds.  
  Shalnor’s arms stiffen. 
   
  In a stilted voice, Shalnor asks the PCs to 
  gather around.  Anchors are needed to call her 
  back.  The PCs are to act as those anchors 
  because he is busy in the casting. 
   
  Ask the players who is gathering around the 
  body. The PCs are free to participate or not.  For 
  those that do, read the following to them: 
   
  Your vision fills with white and then you 
  see that you are standing on a field of endless 
  grass.  Bounding across the field is a deer, 
  followed closely by a woman you recognize as 
  Shenara Landjumper wearing leather armor.  
  You notice she is not chasing the deer so 
  much as to catch it, as she is to just be 
  following it, like it’s leading her somewhere. 
   
  The deer stops about 15 feet away from 
  you.  Even from here, you can note a glimmer 
  of intelligence in its eyes, but interestingly 
  enough it does not seem afraid, merely 
  curious. 
   
  The woman stops and takes your measure. 
   “Who are you?” she asks after a moment.  
  “More followers of the natural one?” 
   
  This is Shenara’s spirit.  She does not actually 
  realize that she’s dead, but she also knows that 
  she’s no longer in the Flaness.  If asked, her last 
  memory is a flash of light, a feeling of being very 
  cold, and then she woke up in this field.  She does 
  not recall the attack by the Nerull forces and has 
  no idea of what the cult is up to if the PCs ask.   
   
  The PCs must tell Shenara that she is dead, 
  and convince her to come back to the living if she 
  is to remember what she knows.  Mentioning 
  Shalnor’s name is a good way to do this as is 
  telling her the story of her demise.  Any plausible 
  arguments and stories by the PCs should work, 
  although you may want to call for some Diplomacy 
  or Bluff checks (DC 10 + APL) if they are teetering 
  on the edge.  Note that due to her dead condition, 
  the Intimidate skill will not work on her. 
   
  If the PCs convince Shenara to come back to 
  the land of the living, the deer fades from view, as 
  does the field and Shenara.  The PCs vision fades 
  to black and they find themselves back in the 
  Temple of Blazing Truth. Go to Conclusion A. 
   
  If all the PCs fail to convince her to come 
  back, or, if for some reason they attack her or the 
  deer, the entire vision fades and the PC are back 
  in the temple.  Go to Conclusion B. 
   
  Conclusion A 
  As your vision comes back to you, you can see 
  Shenara lying on the cot.  The candles around 
  it have burned down to small nubs, attesting to 
  the amount of real time you seem to have been 
  gone.  
  Shalnor is kneeling beside Shenara’s cot, 
  gently applying a cold cloth to her forehead.  It 
  is with relief that you see Shenara’s spirit has 
  apparently followed you back, as she is 
  breathing and sleeping quietly on the cot. 
  Seeing that you have regained your senses, 
  Shalnor rises and shakes your hands. 
   
  Shalnor tells the PCs that they have his 
  gratitude, and the favor of the church of Pholtus.  
  He further informs them that they have restored a 
  good friend to him and possibly helped divert 
  activity that could be a threat to the Pale. 
  <Title> 
  [Round #] 
  Page 12 
  
   
  If the PCs ask why Shenara is sleeping, 
  Shalnor tells them that although his magic has 
  fully healed her, he wants to let her sleep.  When 
  she awakens, he will find out what she has 
  discovered.  If the information is useful, then the 
  errand they just performed was not in vain. 
  With that, he ushers the party out of the room 
  and closes the door, leaving you with your 
  thoughts. 
  Life in the Pale will go on, and you feel good to 
  know that perhaps, in your own small way 
  through this act, you have made that life a bit 
  easier for all involved. 
  Conclusion B 
  As your vision comes back to you, you can see 
  Shenara lying on the cot.  The candles around 
  it have burned down to small nubs, attesting to 
  the amount of real time you seem to have been 
  gone.  
  Shalnor is kneeling beside Shenara’s cot, 
  gently applying a cold cloth to her forehead.  
  His efforts seem to be in vain though; 
  Shenara’s body shows no signs of life. 
  Seeing that you have regained your senses, 
  Shalnor rises.  Tears are visible in his eyes. 
   
  Shalnor tells the PCs he doesn’t know what 
  happened in the land of the dead, but for whatever 
  reason it seems Shenara has chosen not to 
  return. They have his gratitude for trying to help 
  him and his friend and their reward for returning 
  her body to the temple is waiting in the 
  antechamber. 
   
  Shalnor then excuses himself, saying only that 
  with Shenara gone, he must see if his magic can 
  reveal the information that Shenara had locked 
  away in her head.  There may still be a great evil 
  to come that they don’t know about. 
  With that, he ushers the party out of the room 
  and closes the door, leaving you with your 
  thoughts. 
  Additional for A and B 
  If the PC’s promised to return to Zamabric, add 
  the following: 
  Remembering your promise to return to 
  Zambaric with your tale, you visit the old man 
  shortly after leaving Ogburg and regale him for 
  a few hours with your tales of derring-do.  He 
  seems quite impressed, and after you solve a 
  few more of his word chain puzzles, he reveals 
  that he does indeed have a small cache of 
  items he no longer needs and is willing to sell 
  to you. 
  Conclusion C 
  The mission has failed.  Due to the trickery of 
  the forces of Nerull, the items are now in their 
  hands.  Shalnor was furious when you 
  returned to him and told him of you encounter 
  with Shenara’s spirit.  He quickly deduced it 
  was all an illusion to gain the items, and he 
  appears to be right. 
  You went back to retrieve the items, but they 
  were already gone, and the mage Zambaric 
  was killed as well. 
   
  When the PCs get back to the temple, Shalnor 
  tells the PCs they have his gratitude for trying to 
  help him and his friend and their reward for 
  returning her body to the temple is waiting in the 
  antechamber. 
   
  Shalnor then excuses himself, saying only that 
  with Shenara gone, he must see if his magic can 
  reveal the information Shenara had locked away in 
  her head.  There may still be a great evil to come 
  that they don’t know about. 
   With that, he ushers the party out of the room 
  and closes the door, leaving you with your 
  thoughts. 
   
  The End 
  <Title> 
  [Round #] 
  Page 13 
  
  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 One 
  Defeating the cultists 
  APL 4: 210 xp 
  APL 6: 270 xp;  
  APL 8: 330 xp; 
  APL 10: 390 xp; 
  APL 12: 450 xp; 
  Encounter Two 
  Role-Playing with Shalnor 
  APL 4: 15 xp 
  APL 6: 45 xp;  
  APL 8: 60 xp; 
  APL 10: 75 xp; 
  APL 12: 90 xp; 
  Encounter Three 
  Role-Playing with Zambaric 
  APL 4: 15 xp 
  APL 6: 45 xp;  
  APL 8: 60 xp; 
  APL 10: 75 xp; 
  APL 12: 90 xp; 
  Encounter Four 
  Recovering the Spirit Essence 
  APL 4: 210 xp 
  APL 6: 270 xp;  
  APL 8: 330 xp; 
  APL 10: 390 xp; 
  APL 12: 450 xp; 
  Encounter Five 
  Defeating the cultists 
  APL 4: 210 xp 
  APL 6: 270 xp;  
  APL 8: 330 xp; 
  APL 10: 390 xp; 
  APL 12: 450 xp; 
  Encounter Six 
  Convincing Shenara to return 
  APL 4: 60 xp 
  APL 6: 90 xp;  
  APL 8: 120 xp; 
  APL 10: 150 xp; 
  APL 12: 180 xp; 
  Total possible experience: 
  Normal/with Optional Encounter 5  
   
  APL 4:  750 xp 
  APL 6: 990 xp; 
  APL 8: 1230 xp 
  APL 10: 1470 xp 
  APL 12: 1710 xp 
  [Sum of all experience awards above.] 
  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 
  <Title> 
  [Round #] 
  Page 14 
  
  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 (sell value)  
  Encounter One:  The Setup 
   
  APL 4: L: 1943 gp; C: 95 gp; M: 100 gp 
   
  APL 6: L: 13531 gp; C: 225 gp; M: 700 gp 
   
  APL 8: L: 31522 gp; C: 355 gp; M: 23225 gp 
   
  APL 10: L: 41511 gp; C: 580 gp; M: 32925 gp 
   
  APL 12: L: 53479 gp; C: 600 gp; M: 90425 gp 
  Encounter Five:  An Undead Visitor 
   
  APL 4: L: 1943 gp; C: 95 gp; M: 100 gp 
   
  APL 6: L: 13531 gp; C: 225 gp; M: 700 gp 
   
  APL 8: L: 31522 gp; C: 355 gp; M: 23225 gp 
   
  APL 10: L: 41511 gp; C: 580 gp; M: 32925 gp 
   
  APL 12: L: 53479 gp; C: 600 gp; M: 90425 gp 
  Encounter Two:   
   
  APL A: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL A: L: 0 gp; C: 0 gp; M: 0 gp 
  APL A: L: 0 gp; C: 0 gp; M: 0 gp 
  Total Possible Treasure 
  APL A: L: 0 gp; C: 0 gp; M: 0 gp  - Total: 0 gp 
  APL B: L: 0 gp; C: 0 gp; M: 0 gp  - Total: 0 gp 
  APL C: L: 0 gp; C: 0 gp; M: 0 gp  - Total: 0 gp 
  Special 
  [Any special items are listed here, including new 
  spells, influence points, items or other notes of 
  interest.  Remove this paragraph] 
  Items for the Adventure 
  Record 
  Item Access 
  APL 8 
  +2 Ring o f Protection 
  +1 Scythe of Spell Storing 
  Brooch of Shielding 
  +2 Bracers of Armor 
  Scroll of Cure Serious Wounds (7th level caster) 
  Scroll of Magic Missile (5th level caster) 
  Scroll of Blur (6th level caster) 
  +1 Thundering Scythe 
  +1 Shock Composite Longbow (+2 str bonus) 
   
  APL 10 
  +2 Amulet of Natural Armor 
  Scroll of Magic Missile (9th level caster) 
  Scroll of Blur (9th level caster) 
  +1 Thundering Shock Scythe 
  +1 Frost Shock Composite Longbow (+2 str 
  bonus) 
   
  APL 12 
  +2 Chainmail 
  Wand of Cure Moderate Wounds 
  Periapt of Wisdom +4 
  Scroll of Greater Invisibility (9th level caster) 
  Cloak of Charisma +4 
  <Title> 
  [Round #] 
  Page 15 
  
  Special 
  Favor of Zambaric III 
  In return for visiting him at his home after the 
  adventure and telling him the tale, Zambaric 
  agrees to do one of the following for each member 
  of the party one time: 
  Create one of the following magic items: 
  Any wand from the DMG valued at 5000 gp or less 
  Any ring from the DMGvalued at 5000 gp or less 
  Any 2 scrolls from the DMG at his caster level of 
  5th level or below 
  OR 
  Enchant any single weapon or armor with a single 
  upgrade to bring the weapon to no greater then a 
  +2 enhancement 
  The character must pay all costs associated with 
  the magic item or upgrade. 
   
   
   
   
   
   
   
   
   
   
  <Title> 
  [Round #] 
  Page 16 
  
  Appendix A: (APL 2)
  Encounter 1 (EL 4) 
  Priest of Nerull: Human Clr 2; CR 2; Medium 
  humanoid; HD 1d8+2; hp 10; Init +1; Spd 20 ft.; 
  AC 16, touch 11, flat-footed 15; Base Atk +0; Grp 
  +2; Atk +2 melee (2d4+3/x4, Scythe); Full Atk +1 
  melee (2d4+3/x4, Scythe); Space/Reach 5ft/5ft; 
  AL NE; SV Fort +4, Ref +1, Will +5; Str 14, Dex 
  12, Con 14, Int 10, Wis 15, Cha 10. 
   
  Skills and Feats: Concentration +6, Diplomacy 
  +2, Knowledge (Religion) +2, Listen +2, Sense 
  Motive +2, Spellcraft +4, Spot +2; Martial Weapon 
  Prof. (Scythe), Scribe Scroll. 
   
  Cleric Spells prepared (save DC 12 + spell 
  level): 0— create water x2, cure minor wounds x2; 
  1st—protection from good*, bane, cause fear, 
  shield of faith 
  *Domain Spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1d6 per cleric level 
  you possess. If the total at least equals the 
  creature’s current hit points, it dies (no save); Evil 
  (you cast evil spells at +1 caster level) 
   
  Possessions: chain mail, scythe, dagger, 
  heavy mace, 2 holy symbols of Nerull, scroll of 
  cure light wounds x2, 40 gp. 
   
  Sorcerer of Nerull: Human Sor 1; CR 1; Medium 
  humanoid; HD 1d4+2; hp 9; Init +2; Spd 30 ft.; AC 
  12 (16 w/shield cast) flat-footed 10; Base Atk +0; 
  Grp +0; Atk +2 ranged (1d8/19-20 x2, light 
  crossbow); Full Atk +2 ranged (1d8/19-20 x2, light 
  crossbow); Space/Reach 5ft/5ft; AL NE; SV Fort 
  +4, Ref +1, Will +5; Str 10, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 16. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Knowledge (arcana) +4, Listen +0, Sense Motive 
  +0, Spellcraft +4, Spot +0; Toughness, Rapid 
  Reload. 
   
  Sorcerer Spells Known (5/4; save DC 13 + 
  spell level): 0— daze, detect magic, flare, read 
  magic; 1st— magic missile, shield. 
   
  Possessions: dagger, light crossbow, scroll of 
  magic missile x2, 20 bolts, 20 gp. 
   
  Human Warrior: Human War 1; CR 1/2; Medium 
  humanoid; HD 1d8+2; hp 10; Init +2; Spd 20 ft.; 
  AC 17, touch 12, flat-footed 15; Base Atk +1; Grp 
  +4; Atk +5 melee (2d4+4/x4, Scythe); Full Atk +5 
  melee (2d4+4/x4, Scythe); Space/Reach 5ft/5ft; 
  AL N; SV Fort +4, Ref +2, Will +0; Str 16, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +0, Ride +4, Sense 
  Motive +2, Spot +2; Power Attack, Weapon Focus 
  (Scythe) 
   
  Possessions: chain mail, scythe, dagger, 
  heavy flail, 5 gp. 
   
  Human Warrior (archer): Human War 1; CR 1/2; 
  Medium humanoid; HD 1d8+2; hp 10; Init +3; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +3; Grp +4; Atk +5 ranged (1d8[+1 within 30ft]/x3, 
  longbow) or Atk +3 melee (1d10+3/19-20 x2, 
  heavy flail); Full Atk +5 ranged (1d8[+1 within 
  30ft]/x3, longbow) or Atk +3 melee (1d10+3/19-20 
  x2, heavy flail); Space/Reach 5ft/5ft; AL N; SV Fort 
  +4, Ref +3, Will +0; Str 14, Dex 16, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Listen +0, Ride +5, Sense 
  Motive +2, Spot +2; Point Blank Shot, Weapon 
  Focus (Longbow) 
   
  Possessions: chain shirt, longbow, dagger, 
  heavy flail, 40 arrows, 5 gp. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  <Title> 
  [Round #] 
  Page 17 
  
  Appendix A: (APL 4)
  Encounter 1 (EL 7) 
  Priest of Nerull: Human Clr 3; CR 3; Medium 
  humanoid; HD 3d8+6; hp 26; Init +5; Spd 20 ft.; 
  AC 16, touch 11, flat-footed 15; Base Atk +2; Grp 
  +4; Atk +5 melee (2d4+3/x4, Scythe); Full Atk +4 
  melee (2d4+3/x4, Scythe); Space/Reach 5ft/5ft; 
  AL NE; SV Fort +5, Ref +2, Will +6; Str 14, Dex 
  12, Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +8, Diplomacy 
  +3, Knowledge (Religion) +3, Listen +3, Sense 
  Motive +3, Spellcraft +6, Spot +3; Improved 
  Imitative, Martial Weapon Prof. (Scythe), Scribe 
  Scroll. 
   
  Cleric Spells prepared (save DC 13 + spell 
  level): 0— create water x2, cure minor wounds x2; 
  1st—protection from good*, bane, cause fear, 
  shield of faith; 2nd— death knell*, hold person, 
  spiritual weapon 
  *Domain Spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1d6 per cleric level 
  you possess. If the total at least equals the 
  creature’s current hit points, it dies (no save); Evil 
  (you cast evil spells at +1 caster level) 
   
  Possessions: chain mail, MW scythe, dagger, 
  heavy mace, 2 holy symbols of Nerull, scroll of 
  cure light wounds x2, 60 gp. 
   
  Sorcerer of Nerull: Human Sor 3; CR 3; Medium 
  humanoid; HD 3d4+9; hp 19; Init +2; Spd 30 ft.; 
  AC 12 (16 w/shield cast), touch 12, flat-footed 10; 
  Base Atk +1; Grp +1; Atk +4 ranged (1d8/19-20 
  x2, light crossbow); Full Atk +4 ranged (1d8/19-20 
  x2, light crossbow); Space/Reach 5ft/5ft; AL NE; 
  SV Fort +3, Ref +3, Will +3; Str 10, Dex 14, Con 
  14, Int 10, Wis 10, Cha 17. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Knowledge (arcana) +6, Listen +0, Sense Motive 
  +0, Spellcraft +6, Spot +0; Rapid Reload, Skill 
  Focus (concentration), Toughness. 
   
  Sorcerer Spells Known (6/6; save DC 13 + 
  spell level): 0— daze, detect magic, flare, ray of 
  frost, read magic; 1st— grease, magic missile, 
  shield. 
   
  Possessions: dagger, MW light crossbow, 
  scroll of magic missile x2 (3rd level caster), 20 
  bolts, 35 gp. 
   
  Human Warrior: Human War 4; CR 3; Medium 
  humanoid; HD 4d8+8; hp 34; Init +2; Spd 20 ft.; 
  AC 17, touch 12, flat-footed 15; Base Atk +4; Grp 
  +7; Atk +9 melee (2d4+4/x4, Scythe); Full Atk +9 
  melee (2d4+4/x4, Scythe); Space/Reach 5ft/5ft; 
  AL N; SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, 
  Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +0, Ride +6, Sense 
  Motive +3, Spot +3; Improved Sunder, Power 
  Attack, Weapon Focus (Scythe) 
   
  Possessions: chain mail, MW scythe, dagger, 
  heavy flail, 15 gp. 
   
  Human Warrior (archer): Human War 4; CR 3; 
  Medium humanoid; HD 4d8+8; hp 34; Init +3; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +4; Grp +7; Atk +6 ranged (1d8+2[+1 within 
  30ft]/x3, composite longbow) or Atk +5 melee 
  (1d10+3/19-20 x2, heavy flail); Full Atk +9 ranged 
  (1d8+2[+1 within 30ft]/x3, composite longbow) or 
  Atk +6 melee (1d10+3/19-20 x2, heavy flail); 
  Space/Reach 5ft/5ft; AL N; SV Fort +6, Ref +4, 
  Will +1; Str 14, Dex 17, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Listen +0, Ride +6, Sense 
  Motive +3, Spot +3; Point Blank Shot, Precise 
  Shot, Weapon Focus (Composite Longbow) 
   
  Possessions: 
  chain 
  shirt, 
  MW 
  mighty 
  composite longbow (+2), dagger, heavy flail, 40 
  arrows, 15 gp. 
   
   
  <Title> 
  [Round #] 
  Page 18 
  
  Appendix A: (APL 6)
  Encounter 1 (EL 9) 
  Priest of Nerull: Human Clr 5; CR 5; Medium 
  humanoid; HD 5d8+10; hp 42; Init +5; Spd 20 ft.; 
  AC 17, touch 11, flat-footed 16; Base Atk +3; 
  Grp +5; Atk +6 melee (2d4+3/x4, Scythe); Full 
  Atk +6 melee (2d4+3/x4, Scythe); Space/Reach 
  5ft/5ft; AL NE; SV Fort +5, Ref +2, Will +6; Str 
  14, Dex 12, Con 14, Int 10, Wis 17, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Diplomacy +4, Knowledge (Religion) +4, Listen 
  +3, Sense Motive +3, Spellcraft +8, Spot +3; 
  Improved 
  Imitative, 
  Martial 
  Weapon 
  Prof. 
  (Scythe), Scribe Scroll. 
   
  Cleric Spells prepared (save DC 13 + spell 
  level): 0— create water x2, cure minor wounds 
  x2, detect magic; 1st—protection from good*, 
  bane, cause fear x2, shield of faith; 2nd— death 
  knell*, hold person x2, spiritual weapon; 3rd— 
  magic circle against good*, dispel magic x2 
  *Domain Spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature’s current hit points, it dies 
  (no save); Evil (you cast evil spells at +1 caster 
  level) 
   
  Possessions: +1 chain mail, +1 scythe, 
  dagger, heavy mace, 2 holy symbols of Nerull, 
  scroll of cure moderate wounds x2, 90 gp. 
   
  Sorcerer of Nerull: Human Sor 5; CR 5; 
  Medium humanoid; HD 5d4+13; hp 29; Init +2; 
  Spd 30 ft.; AC 12 (16 w/shield cast), touch 12, 
  flat-footed 10; Base Atk +2; Grp +2; Atk +5 
  ranged (1d8+1/19-20 x2, light crossbow); Full 
  Atk +5 ranged (1d8+1/19-20 x2, light crossbow); 
  Space/Reach 5ft/5ft; AL NE; SV Fort +3, Ref +3, 
  Will +4; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 17. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Knowledge (arcana) +8, Listen +0, Sense 
  Motive +0, Spellcraft +8, Spot +0; Rapid Reload, 
  Skill Focus (concentration), Toughness. 
   
  Sorcerer Spells Known (6/7/5; save DC 13 + 
  spell level): 0— acid splash, daze, detect magic, 
  flare, ray of frost, read magic; 1st— color spray, 
  grease, magic missile, shield; 2nd— melf’s acid 
  arrow, touch of idiocy 
   
  Possessions: dagger, +1 light crossbow, 
  scroll of magic missile x3 (3rd level caster), 
  scroll of shield, scroll of invisibility, 20 bolts, 65 
  gp. 
   
  Human Warrior: Human War 6; CR 5; Medium 
  humanoid; HD 6d8+12; hp 50; Init +2; Spd 20 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +6; 
  Grp +9; Atk +11 melee (2d4+5/x4, Scythe); Full 
  Atk 
  +11/+6 
  melee 
  (2d4+5/x4, 
  Scythe); 
  Space/Reach 5ft/5ft; AL N; SV Fort +7, Ref +4, 
  Will +4; Str 17, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Listen +0, Ride +12, Sense 
  Motive +4, Spot +4; Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (Scythe),  
   
  Possessions: +1 chain mail, +1 scythe, 
  dagger, heavy flail, 35 gp. 
   
  Human Warrior (archer): Human War 6; CR 5; 
  Medium humanoid; HD 6d8+12; hp 50; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base 
  Atk +6; Grp +8; Atk +11 ranged (1d8+2[+1 within 
  30ft]/x3, composite longbow) or Atk +8 melee 
  (1d10+3/19-20 x2, heavy flail); Full Atk +11/+6 
  [+9/+4/+9 w/Rapid Shot] ranged (1d8+2[+1 
  within 30ft]/x3, composite longbow) or Atk +8/+3 
  melee 
  (1d10+3/19-20 
  x2, 
  heavy 
  flail); 
  Space/Reach 5ft/5ft; AL N; SV Fort +7, Ref +5, 
  Will +2; Str 14, Dex 17, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Listen +0, Ride +13, Sense 
  Motive +4, Spot +4; Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (Composite 
  Longbow) 
   
  Possessions: +1 chain shirt, +1 mighty 
  composite longbow (+2), dagger, heavy flail, 40 
  arrows, 
  35 
  gp.
  <Title> 
  [Round #] 
  Page 19 
  
  Appendix A: (APL 8)
  Encounter 1 (EL 11) 
  Priest of Nerull: Human Clr 7; CR 7; Medium 
  humanoid; HD 7d8+14; hp 58; Init +5; Spd 20 ft.; 
  AC 19, touch 11, flat-footed 18; Base Atk +5; 
  Grp +7; Atk +8 melee (2d4+3/x4, Scythe); Full 
  Atk +8 melee (2d4+3/x4, Scythe); Space/Reach 
  5ft/5ft; AL NE; SV Fort +7, Ref +3, Will +8; Str 
  14, Dex 12, Con 14, Int 10, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +15, 
  Diplomacy +4, Knowledge (Religion) +6, Listen 
  +3, Sense Motive +3, Spellcraft +10, Spot +3; 
  Improved Imitative, Martial Weapon Prof. 
  (Scythe), Scribe Scroll, Skill Focus 
  (concentration). 
   
  Cleric Spells prepared (save DC 13 + spell 
  level): 0— create water x2, cure minor wounds 
  x2, detect magic x2; 1st—protection from good*, 
  bless, divine favor, entropic shield, remove fear, 
  shield of faith; 2nd— death knell*, resist energy 
  x2, silence, spiritual weapon; 3rd— magic circle 
  against good*, dispel magic x2, prayer; 4th— 
  unholy blight*, air walk, poison,  
  *Domain Spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature’s current hit points, it dies 
  (no save); Evil (you cast evil spells at +1 caster 
  level) 
   
  Possessions: +1 chain mail, ring of 
  protection +2, +1 spell storing scythe (inflict 
  serious wounds stored), dagger, heavy mace, 
  brooch of shielding, 2 holy symbols of Nerull, 
  scroll of cure serious wounds x2, 175 gp. 
  Sorcerer of Nerull: Human Sor 7; CR 7; 
  Medium humanoid; HD 7d4+17; hp 39; Init +2; 
  Spd 30 ft.; AC 16 (20 w/shield cast), touch 14, 
  flat-footed 14; Base Atk +3; Grp +3; Atk +6 
  ranged (1d8+1/19-20 x2, light crossbow); Full 
  Atk +5 ranged (1d8+1/19-20 x2, light crossbow); 
  Space/Reach 5ft/5ft; AL NE; SV Fort +4, Ref +4, 
  Will +5; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 17. 
   
  Skills and Feats: Concentration +15, 
  Knowledge (arcana) +10, Listen +0, Sense 
  Motive +0, Spellcraft +10, Spot +0; Rapid 
  Reload, Skill Focus (concentration), Spell Focus 
  (evocation), Toughness. 
   
  Sorcerer Spells Known (6/7/7/5; save DC 13 
  (14 for evocation) + spell level): 0— acid splash, 
  daze, detect magic, flare, prestidigitation, ray of 
  frost, read magic; 1st— color spray, grease, 
  magic missile, ray of enfeeblement, shield; 
  2nd—melf’s acid arrow, mirror image, touch of 
  idiocy; 3rd— fireball, ray of exhaustion 
   
  Possessions: dagger, +1 light crossbow, 
  bracers of armor +2, ring of protection +2,scroll 
  of magic missile x4 (5th level caster), scroll of 
  shield, scroll of blur (6th level caster), scroll of 
  invisibility, 20 bolts, 110 gp. 
  Human Warrior: Human War 8; CR 7; Medium 
  humanoid; HD 8d8+16; hp 66; Init +2; Spd 20 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +8; 
  Grp +12; Atk +14 melee (2d4+7/19-20 x4, 
  Scythe); Full Atk +14/+9 melee (2d4+7/19-20 x4, 
  Scythe); Space/Reach 5ft/5ft; AL N; SV Fort +8, 
  Ref +4, Will +2; Str 18, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Listen +2, Ride +12, Sense 
  Motive +5, Spot +5; Improved Critical (Scythe), 
  Improved Sunder, Power Attack, Weapon Focus 
  (Scythe),  
   
  Possessions: +1 chain mail, +1 thundering 
  scythe (+3d8 on a confirmed critical), dagger, 
  heavy flail, 90 gp. 
  Human Warrior (archer): Human War 8; CR 7; 
  Medium humanoid; HD 8d8+16; hp 66; Init +4; 
  Spd 30 ft.; AC 19, touch 14, flat-footed 15; Base 
  Atk +8; Grp +10; Atk +14 ranged (1d8+2+1d6[+1 
  within 30ft]/x3, composite longbow) or Atk +10 
  melee (1d10+3/19-20 x2, heavy flail); Full Atk 
  +14/+9 [+12/+7/+12 w/Rapid Shot] ranged 
  (1d8+2+1d6[+1 within 30ft]/x3, composite 
  longbow) or Atk +10/+5 melee (1d10+3/19-20 
  x2, heavy flail); Space/Reach 5ft/5ft; AL N; SV 
  Fort +8, Ref +6, Will +2; Str 14, Dex 18, Con 14, 
  Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +2, Ride +13, Sense 
  Motive +5, Spot +5; Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (Composite 
  Longbow) 
  Possessions: +1 chain shirt, +1 shocking mighty 
  composite longbow (+2), dagger, heavy flail, 40 
  arrows, 90 gp.
  <Title> 
  [Round #] 
  Page 20 
  
  Appendix A: (APL 10) 
  Encounter 1 (EL 13) 
  Priest of Nerull: Human Clr 9; CR 9; Medium 
  humanoid; HD 9d8+18; hp 74; Init +5; Spd 20 ft.; 
  AC 21, touch 11, flat-footed 20; Base Atk +6; 
  Grp +8; Atk +9 melee (2d4+3/x4, Scythe); Full 
  Atk 
  +9/+4 
  melee 
  (2d4+3/x4, 
  Scythe); 
  Space/Reach 5ft/5ft; AL NE; SV Fort +8, Ref +4, 
  Will +9; Str 14, Dex 12, Con 14, Int 10, Wis 18, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Diplomacy +4, Knowledge (Religion) +6, Listen 
  +3, Sense Motive +5, Spellcraft +12, Spot +3; 
  Improved 
  Imitative, 
  Martial 
  Weapon 
  Prof. 
  (Scythe), 
  Scribe 
  Scroll, 
  Skill 
  Focus 
  (concentration), spell focus (enchantment). 
   
  Cleric Spells prepared (save DC 14 [15 for 
  enchantments] + spell level): 0— create water 
  x2, cure minor wounds x2, detect magic x2; 
  1st—protection from good*, bless, divine favor, 
  entropic shield, remove fear, shield of faith; 
  2nd— death knell*, bulls strength, resist energy 
  x2, silence, spiritual weapon; 3rd— magic circle 
  against good*, dispel magic x2, invisibility purge, 
  prayer; 4th— unholy blight*, air walk, divine 
  power, poison, summon monster iv; 5th— slay 
  living*, greater command 
  *Domain Spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for 
  touch spells). When you touch, roll 1d6 per 
  cleric level you possess. If the total at least 
  equals the creature’s current hit points, it dies 
  (no save); Evil (you cast evil spells at +1 caster 
  level) 
   
  Possessions: +1 chain mail, amulet of 
  natural armor +2, ring of protection +2, +1 spell 
  storing scythe (inflict serious wounds stored), 
  dagger, heavy mace, brooch of shielding, 2 holy 
  symbols of Nerull, scroll of cure serious wounds 
  x2, scroll of cure critical wounds x2, 200 gp. 
   
  Sorcerer of Nerull: Human Sor 9; CR 9; 
  Medium humanoid; HD 9d4+21; hp 49; Init +6; 
  Spd 30 ft.; AC 18 (22 w/shield cast), touch 16, 
  flat-footed 16; Base Atk +4; Grp +4; Atk +6 
  ranged (1d8+1/19-20 x2, light crossbow); Full 
  Atk +6 ranged (1d8+1/19-20 x2, light crossbow); 
  Space/Reach 5ft/5ft; AL NE; SV Fort +5, Ref +5, 
  Will +6; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 18. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Knowledge (arcana) +12, Listen +0, Sense 
  Motive +0, Spellcraft +12, Spot +0; Improved 
  Initiative, 
  Rapid 
  Reload, 
  Skill 
  Focus 
  (concentration), 
  Spell 
  Focus 
  (evocation), 
  Toughness. 
   
  Sorcerer Spells Known (6/7/7/7/5; save DC 
  14 (15 for evocation) + spell level): 0— acid 
  splash, daze, dancing lights, detect magic, flare, 
  prestidigitation, ray of frost, read magic; 1st— 
  color spray, grease, magic missile, ray of 
  enfeeblement, shield; 2nd— glitterdust, melf’s 
  acid arrow, mirror image, touch of idiocy; 3rd— 
  fireball, ray of exhaustion, slow; 4th— greater 
  invisibility, ice storm 
   
  Possessions: dagger, +1 light crossbow, 
  amulet of natural armor +2, bracers of armor +2, 
  ring of protection +2,scroll of magic missile x4 
  (9th level caster), scroll of shield, scroll of blur 
  (9th level caster), scroll of invisibility, 20 bolts, 
  150 gp. 
   
  Human Warrior: Human War 10; CR 9; Medium 
  humanoid; HD 10d8+20; hp 82; Init +2; Spd 20 
  ft.; AC 18, touch 12, flat-footed 16; Base Atk 
  +10; Grp +14; Atk +17 melee (2d4+8+1d6/19-20 
  x4, 
  Scythe); 
  Full 
  Atk 
  +17/+12 
  melee 
  (2d4+7+1d6/19-20 x4, Scythe); Space/Reach 
  5ft/5ft; AL N; SV Fort +9, Ref +5, Will +5; Str 18, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +5, Ride +12, Sense 
  Motive +5, Spot +5; Improved Critical (Scythe), 
  Improved Sunder, Iron Will, Power Attack, 
  Weapon Focus (Scythe) 
   
  Possessions: +1 chain mail, +1 shocking 
  thundering scythe (+3d8 on a confirmed critical), 
  dagger, heavy flail, 115 gp. 
   
  Human Warrior (archer): Human War 10; CR 
  9; Medium humanoid; HD 10d8+20; hp 82; Init 
  +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15; 
  Base Atk +10; Grp +12; Atk +16 ranged 
  (1d8+2+1d6+1d6[+1 
  within 
  30ft]/19-20/x3, 
  composite 
  longbow) 
  or 
  Atk 
  +11 
  melee 
  (1d10+3/19-20 x2, heavy flail); Full Atk +16/+11 
  [+14/+9/+14 
  w/Rapid 
  Shot] 
  ranged 
  <Title> 
  [Round #] 
  Page 21 
  
  (1d8+2+1d6+1d6[+1 
  within 
  30ft]/19-20 
  x3, 
  composite longbow) or Atk +11/+7 melee 
  (1d10+3/19-20 x2, heavy flail); Space/Reach 
  5ft/5ft; AL N; SV Fort +9, Ref +7, Will +3; Str 14, 
  Dex 18, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +5, Ride +13, Sense 
  Motive 
  +5, 
  Spot 
  +5; 
  Improved 
  Critical 
  (composite longbow), Point Blank Shot, Precise 
  Shot, Rapid Shot, Weapon Focus (Composite 
  Longbow) 
   
  Possessions: +1 chain shirt, +1 frost 
  shocking mighty composite longbow (+2), 
  dagger, heavy flail, 40 arrows, 115 gp.
   
   
  <Title> 
  [Round #] 
  Page 22 
  
  Appendix A: (APL 12) 
  Encounter 1 (EL 15) 
  Priest of Nerull: Human Clr 11; CR 11; Medium 
  humanoid; HD 11d8+22; hp 90; Init +5; Spd 20 ft.; 
  AC 20, touch 11, flat-footed 19; Base Atk +8; Grp 
  +10; Atk +11 melee (2d4+3/x4, Scythe); Full Atk 
  +11/+6 melee (2d4+3/x4, Scythe); Space/Reach 
  5ft/5ft; AL NE; SV Fort +9, Ref +4, Will +13; Str 14, 
  Dex 12, Con 14, Int 10, Wis 19 (23), Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Diplomacy +5, Knowledge (Religion) +7, Listen 
  +6, Sense Motive +8, Spellcraft +14, Spot +6; 
  Improved Imitative, Martial Weapon Prof. (Scythe), 
  Scribe Scroll, Skill Focus (concentration), spell 
  focus (enchantment). 
   
  Cleric Spells prepared (save DC 16 [17 for 
  enchantments] + spell level): 0— create water x2, 
  cure minor wounds x2, detect magic x2; 1st—
  protection from good*, bless, divine favor, doom, 
  entropic shield, protection from chaos, remove 
  fear, shield of faith; 2nd— death knell*, bulls 
  strength, resist energy x2, silence, spiritual 
  weapon, sound burst; 3rd— magic circle against 
  good*, dispel magic x2, invisibility purge, prayer, 
  searing light; 4th— unholy blight*, air walk, divine 
  power, poison, spell immunity, summon monster 
  iv; 5th— slay living*, greater command x2, spell 
  resistance; 6th— create undead*, dispel magic-
  greater, harm  
  *Domain Spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. 
  You must succeed on a melee touch attack 
  against a living creature (using the rules for touch 
  spells). When you touch, roll 1d6 per cleric level 
  you possess. If the total at least equals the 
  creature’s current hit points, it dies (no save); Evil 
  (you cast evil spells at +1 caster level) 
   
  Possessions: +2 chain mail, ring of protection 
  +2, +1 spell storing scythe (inflict serious wounds 
  stored), dagger, heavy mace, brooch of shielding, 
  2 holy symbols of Nerull, scroll of cure serious 
  wounds x2, scroll of cure critical wounds x2, wand 
  of cure moderate wounds (10 charges), periapt of 
  wisdom +4, 200 gp. 
   
  Sorcerer of Nerull: Human Sor 11; CR 11; 
  Medium humanoid; HD 11d4+25; hp 59; Init +6; 
  Spd 30 ft.; AC 18 (22 w/shield cast), touch 16, flat-
  footed 16; Base Atk +5; Grp +5; Atk +8 ranged 
  (1d8+1/19-20 x2, light crossbow); Full Atk +8 
  ranged 
  (1d8+1/19-20 
  x2, 
  light 
  crossbow); 
  Space/Reach 5ft/5ft; AL NE; SV Fort +5, Ref +5, 
  Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 18 (22). 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Knowledge (arcana) +14, Listen +0, Sense Motive 
  +0, Spellcraft +14, Spot +0; Improved Initiative, 
  Rapid Reload, Skill Focus (concentration), Spell 
  Focus (evocation), Toughness. 
   
  Sorcerer Spells Known (6/8/8/7/7/5; save DC 
  16 (17 for evocation) + spell level): 0— acid 
  splash, daze, dancing lights, detect magic, flare, 
  light, prestidigitation, ray of frost, read magic; 
  1st— color spray, grease, magic missile, ray of 
  enfeeblement, shield; 2nd— glitterdust, melf’s acid 
  arrow, mirror image, tasha’s hideous laughter, 
  touch of idiocy; 3rd— fireball, lighting bolt, ray of 
  exhaustion, 
  slow; 
  4th— 
  enervation, 
  greater 
  invisibility, ice storm; 5th— feeblemind, waves of 
  fatigue 
   
  Possessions: dagger, +1 light crossbow, 
  amulet of natural armor +2, bracers of armor +2, 
  ring of protection +2,scroll of magic missile x4 (9th 
  level caster), scroll of shield, scroll of blur (9th level 
  caster), scroll of greater invisibility (9th level caster) 
  20 bolts, cloak of charisma +4,110 gp. 
   
  Human Warrior: Human War 12; CR 11; Medium 
  humanoid; HD 12d8+24; hp 98; Init +2; Spd 20 ft.; 
  AC 22, touch 14, flat-footed 20; Base Atk +12; Grp 
  +16; Atk +19 melee (2d4+8+1d6/19-20 x4, 
  Scythe); 
  Full 
  Atk 
  +19/+14/+9 
  melee 
  (2d4+7+1d6/19-20 x4, Scythe); Space/Reach 
  5ft/5ft; AL N; SV Fort +10, Ref +6, Will +4; Str 19, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +6, Ride +12, Sense 
  Motive +6, Spot +6; Blind Fight, Improved Critical 
  (Scythe), Improved Sunder, Iron Will, Power 
  Attack, Weapon Focus (Scythe) 
   
  Possessions: +1 chain mail, amulet of natural 
  armor +2, ring of protection +2, +1 shocking 
  thundering scythe (+3d8 on a confirmed critical), 
  dagger, heavy flail, 90 gp. 
   
  Human Warrior (archer): Human War 12; CR 11; 
  Medium humanoid; HD 12d8+24; hp 98; Init +8; 
  Spd 30 ft.; AC 22, touch 16, flat-footed 19; Base 
  Atk 
  +12; 
  Grp 
  +14; 
  Atk 
  +18 
  ranged 
  <Title> 
  [Round #] 
  Page 23 
  
  (1d8+2+1d6+1d6[+1 
  within 
  30ft]/19-20/x3, 
  composite 
  longbow) 
  or 
  Atk 
  +14 
  melee 
  (1d10+3/19-20 x2, heavy flail); Full Atk +18/+13/+8 
  [+16/+11/+16 
  w/Rapid 
  Shot] 
  ranged 
  (1d8+2+1d6+1d6[+1 
  within 
  30ft]/19-20 
  x3, 
  composite longbow) or Atk +14/+9/+4 melee 
  (1d10+3/19-20 x2, heavy flail); Space/Reach 
  5ft/5ft; AL N; SV Fort +10, Ref +8, Will +4; Str 14, 
  Dex 19, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Listen +6, Ride +13, Sense 
  Motive +6, Spot +6; Improved Initiative, Improved 
  Critical (composite longbow), Point Blank Shot, 
  Precise 
  Shot, 
  Rapid 
  Shot, Weapon Focus 
  (Composite Longbow) 
   
  Possessions: +1 chain shirt, amulet of natural 
  armor +2, ring of protection +2, +1 frost shocking 
  mighty composite longbow (+2), dagger, heavy 
  flail, 
  40 
  arrows, 
  90 
  gp.
  <Title> 
  [Round #] 
  Page 24 
  
  Appendix B: Non-Combat NPCs 
  Tarquin: Human Clr 2; CR 2; Medium humanoid; HD 1d8+2; hp 10; Init +0; Spd 20 ft.; AC 14, touch 10, 
  flat-footed 14; Base Atk +0; Grp +2; Atk +2 melee (1d8+2/x2, Heavy Mace); Full Atk +2 melee (1d8+2/x2, 
  Heavy Mace); Space/Reach 5ft/5ft; AL NE; SV Fort +4, Ref +0, Will +7; Str 14, Dex 10, Con 14, Int 10, 
  Wis 15, Cha 15. 
   
  Skills and Feats: Concentration +6, Diplomacy +4, Knowledge (Religion) +4, Sense Motive +2, 
  Spellcraft +4, Spot +2; Iron Will, Scribe Scroll. 
   
  Cleric Spells prepared (save DC 12 + spell level): 0—cure minor wounds x2; detect magic, Purify 
  Food and Drink  1st—protection from evil*, bless, sanctuary, shield of faith 
  *Domain Spell. Domains: Sun (Once per day you can perform an act of greater turning against undead in 
  place of regular turning.  The greater turning is like a normal turning except that the undead creatures that 
  would be turned are destroyed instead.); Good (you cast good spells at +1 caster level) 
   
  Possessions: chain shirt, heavy mace, holy symbol of Pholtus, scroll of cure light wounds, 40 gp. 
  Role-Playing Notes: Tarquin should be played as about as friendly and helpful as a Pholtan priest can be, 
  which is to say that though he may smile at the PCs, he constantly expounds the greatness of Pholtus 
  while he does. If any PCs are visibly bearing the symbols of any of the Oeridian wind gods or St. 
  Cuthbert, Tarquin is visibly disturbed and annoyed by their presence.  Although he will try his best to be 
  polite to such PCs, Tarquin will speak to other PCs not wearing these symbols, if given the option. 
   
  Shalnor: Human Clr 14; CR 14; Medium humanoid; HD 14d8+28; hp 110; Init +5; Spd 20 ft.; AC 20, 
  touch 11, flat-footed 19; Base Atk +8; Grp +10; Atk +13 melee (1d8+4/x2, +2 shocking Heavy Mace); Full 
  Atk +14/+9 melee (1d8+4/x2, +2 shocking Heavy Mace); Space/Reach 5ft/5ft; AL NE; SV Fort +11, Ref 
  +4, Will +15; Str 14, Dex 10, Con 14, Int 10, Wis 19 (23), Cha 12. 
   
  Skills and Feats: Concentration +21, Diplomacy +10, Knowledge (Religion) +7, Listen +6, Sense 
  Motive +8, Spellcraft +14, Spot +6; Extra Turning, Improved Initiative, Investigator, Leadership, Scribe 
  Scroll 
   
  Cleric Spells prepared (save DC 16  + spell level): 0— create water x2, cure minor wounds x2, detect 
  magic x2; 1st—protection from evil*, bless, divine favor, entropic shield, magic weapon, protection from 
  chaos, remove fear, shield of faith; 2nd— Aid*, augury, owl’s wisdom, resist energy, shield other, silence, 
  spiritual weapon, sound burst; 3rd— magic circle against evil*, continual flame, daylight, dispel magic, 
  prayer, searing light; 4th— order’s wrath*, divine power, freedom of movement, magic weapon-greater, 
  neutralize poison, restoration, spell immunity; 5th— dispel evil*, flame strike, greater command, mark of 
  justice, raise dead, spell resistance; 6th— blade barrier*, dispel magic-greater, heal, undeath to death, 
  word of recall; 7th— holy word* regeneration, restoration-greater 
  *Domain Spell. Domains: Law (You cast law spells at +1 caster level); Good (you cast good spells at +1 
  caster level) 
   
  Possessions: +2 chain mail, ring of protection +2, dagger, +2 shocking heavy mace, candle of 
  invocation, holy symbol of Pholtus, scroll of cure serious wounds, scroll of cure critical wounds, wand of 
  cure moderate wounds (15 charges), periapt of wisdom +4, 200 gp. 
  Role-Playing Notes: Shalnor is a man approaching 50 winters.  Despite his age, he has a full head of 
  brown hair and his limbs still have much strength in them.  He tends to be more empathic towards 
  religious beliefs than other Pholtans, so he is not overly bothered by PCs wearing other symbols, but 
  neither does he force his own views on them.  He does his best to answer any PC questions, but he is 
  eager to raise Shenara. 
   
   
  <Title> 
  [Round #] 
  Page 25 
   
  
  Zambaric III: Human Wiz 14; CR 14; Medium humanoid; HD 14d4+28; hp 70; Init +6; Spd 30 ft.; AC 18 
  (22 w/shield cast), touch 16, flat-footed 16; Base Atk +5; Grp +5; Atk +8 ranged (1d8+1/19-20 x2, light 
  crossbow); Full Atk +8 ranged (1d8+1/19-20 x2, light crossbow); Space/Reach 5ft/5ft; AL NE; SV Fort +5, 
  Ref +5, Will +7; Str 10, Dex 14, Con 14, Int 18 (22), Wis 10, Cha 14. 
   
  Skills and Feats: Concentration +17, Knowledge (arcana) +18, Knowledge (local) +7 Spellcraft +18, 
  Craft Magic Arms and Armor, Craft Wand, Forge Ring, Improved Initiative, Scribe Scroll, Spell Focus 
  (enchantment). 
   
  Wizard Spells Memorized (4/5/5/5/5/3/3/2; save DC 16 (17 for enchantment) + spell level): 0— acid 
  splash, daze*, detect magic, read magic; 1st— burning hands, color spray, magic missile, ray of 
  enfeeblement, shield, sleep*; 2nd—knock, melf’s acid arrow, mirror image, tasha’s hideous laughter x2, 
  touch of idiocy*; 3rd— arcane sight, deep slumber*, fireball, lighting bolt, haste, slow; 4th—confusion*, 
  fire shield, globe of Invulnerability-Lesser, greater invisibility, ice storm, stoneskin ; 5th— dismissal, 
  feeblemind*, Leomund’s secret chest, telekinesis; 6th— analyze dweomer, geas*, Mordenkain’s 
  lubrication, planar binding; 7th— hold person-mass*,arcane sight-greater,forcecage 
  *= extra enchantment spell gained from specialization 
   
  Possessions: dagger, +1 light crossbow, amulet of natural armor +4, bracers of armor +3, ring of 
  protection +3,scroll of magic missile x4 (9th level caster), scroll of shield, scroll of greater invisibility (9th 
  level caster) 20 bolts, headband of intellect +4,110 gp. 
  Role-playing Notes: Zambaric is an old wizard of around 60 winters.  He used to be a traveler all over 
  Greyhawk and had many people who came to him to create magical items for them.  He was paid well for 
  his services, but since then, many of his clients have passed and he does not get many visitors.  He 
  really has no need of money or magic anymore, the only thing he really wants is some people to talk to.  
  He should be played as a slightly forgetful, but well-meaning wizard.  He is likely to make verbal side 
  notes to himself out loud without writing them down. 
   
   
  <Title> 
  [Round #] 
  Page 26 
   
  
  Player Handout #1 
   
  My dearest Shenara, 
  There has been disturbing activity in the Pale as of late.  News has reached my ears of people 
  disappearing from their homes in the dark of night and of travelers who start their journeys in 
  one town or another but never reach their destination. 
  Activity like this in the Pale, although disturbing, is to be expected at times.  All manner of 
  brigands and monsters lurk in the dark where Pholtus has not yet cast his light, but I believe 
  this to be more than the work of mere brigands or highwaymen.  The reason for this is because I 
  have heard rumors that unholy symbols of dark gods like Nerull have been discovered at the 
  sites of the attacks and abductions. 
  However, vague rumors and speculation have never been enough to convince the church to 
  mount a strong enough force to truly root out any cults or troublemakers, especially when there 
  are so many other problems facing the Pale, such as the constant threat of the Trollmoors and 
  the invasion of the Ether creatures. Therefore, I have decided it is time to get some proof. 
  I would like to send you, my dearest friend, out on a scouting mission.  If possible, please find 
  some evidence of the cult's activities and what their ultimate goal may be.  I realize this request 
  may come at an odd time when we have not communicated for so many years, due to your 
  traveling far and wide over the Pale, however, at this time, I need your keen eyes and quick 
  mind. 
  When you have finished your scouting, please return to me in Ogburg.  You will find me in my 
  home near the Temple of Blazing Truth, awaiting your news, whether it be good, bad or 
  inconclusive.  Your usual reward will also be waiting for you. 
  As always, your guide on the One True Path, 
  Shalnor 
  <Title> 
  [Round #] 
  Page 27 
   
  
  Player Handout #1 
  To Whomsoever finds this letter, 
   
  If you are reading this I am surely dead.  This is my will.  If you have found my corpse along 
  with this letter I ask you to return it and any of my belongings to my long time friend Shalnor 
  at number 3 on the Way of Truth in Ogburg. 
  If you have not found my corpse or belongings as well, I ask you to at least journey to Ogburg 
  and notify my friend of my demise. 
  Shalnor will surely reward you for your trouble and time spent in returning my body and 
  possessions to him.  Any who plunder my corpse after reading this letter will henceforth have 
  the curse of Obad-hai on their heads until their dying day. 
   
  Shenara Landjumper 
  <Title> 
  [Round #] 
  Page 28 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL4-01 Lost Soul (3E).pdf