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.  
   
  NMR5-03 
   
   
   
   
   
   
  Borne Upon an Ill Wind 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and Her Environs Metaregional Adventure 
  Version 2 
  Round 1 
  by Bill Benham and Peter Williams 
  edited by Denise Mauldin, John Jenks and Craig Hier 
   
   
  All is not well in Nyrond. His August Supremacy, Emperor Sewarndt has disrupted more than the life of his own 
  people. From the Pale to the Duchy of Urnst the aftershocks of Sewarndt’s treachery resonate, deep and discordant. A 
  former King now lies deposed and disgraced; a people squirm under the thumb of a tyrant and the drums of war may 
  well begin to beat again. Heroes of exceptional skill must step forth and risk the daggers of intrigue and treachery to 
  learn the truth and right that which was wronged. For APLs 2-14.  Part 1 of the Tradewinds series. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the preparation 
  and voting segment of the game. Read this page carefully 
  so that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a 
  single warhorse, light or heavy, 
  with him in the adventure and 
  it will not count toward the 
  APL calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or 
  ability score damage, the DC 
  increases to 12. 
  Time Units and Upkeep 
  This is a standard one-round 
  Metaregional adventure, set in 
  the Nyrond and Her Environs 
  Metaregion.  Characters native 
  to the Nyrond and Her Environs 
  Metaregion pay one Time Unit 
  per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain temporary ability damage 
  until the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Fireseek, 595 CY 
  In the weeks leading up to the Liberation of Tenh by the 
  Theocracy of the Pale, envoys were sent out to speak with 
  neighboring nations about their concerns over the Pale’s 
  aggressive actions. Most important of these was the 
  Kingdom of Nyrond, a realm that has a shared border 
  with the Pale and an area long under dispute between the 
  two realms due to the presence of faithful Pholtans in 
  northern Nyrond and the actions of the Valorous League 
  of Blindness. 
   
  These negotiations with King Lynwerd had begun to 
  show progress and the two realms believed they could 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 3 
  reach an agreement within the next couple of months for 
  a pact of non-aggression barring any unforeseen 
  circumstances. The change of leadership in Nyrond does 
  not affect these negotiations. The Theocracy of the Pale 
  will continue to pursue a course of non-aggression with 
  the Nyrond Imperium and hopes to bring these 
  negotiations to a close at some point in time this year. 
   
  As a show of good faith, the Theocracy of the Pale 
  appealed to the Valorous League of Blindness to 
  withdraw from Nyrond and settle in the Pale. That 
  League’s leaders, Carindrell of Arndulanth and Grishken 
  of Midmeadow, have agreed. King Lynwerd had already 
  determined to brand the members of the Valorous 
  League of Blindness as traitors to Nyrond and this option 
  allows them to renounce their citizenship there and 
  become citizens of the Pale, thus escaping the charge of 
  treason. 
   
  For Nyrond’s part, King Lynwerd had agreed to 
  allow a less aggressive group of Pholtan Knights to 
  replace the Valorous League of Blindness in Midmeadow 
  and Emperor Sewarndt has agreed to uphold this 
  agreement. To this end, the Pholtan Knights Valorous – 
  Order of Celene is ordered by the Church of the One 
  True Path to garrison Midmeadow and establish a guild 
  house in that town. These knights will work with 
  Nyrond’s Church of the Bright Path to establish security 
  and safety in areas where the Valorous League of 
  Blindness previously held sway. The most diverse branch 
  of the Pholtan Knights Valorous, the Order of Celene 
  includes many elves and half-elves; the Theocrat hopes 
  that they can instill trust in the Church of Pholtus, both 
  among Midmeadow’s citizens and among the nearby 
  groups of Gamboge elves, who originally built 
  Midmeadow. 
   
  The Valorous League of Blindness has agreed to aid 
  in the dissolution of the New Dawn Camp they had 
  established in Midmeadow and to turn over all of the 
  records of this camp to the Order of Celene so that they 
  can work with the legal authorities of Nyrond to 
  determine the final fate of those currently held in the 
  camp. The camp structure itself will be turned over to the 
  Order of Celene for use as their guild house until a 
  suitable structure can be built or purchased. 
  Adventure Summary 
  Each player should receive a player handout from their 
  region.  The PCs are employed by the governments of 
  their respective regions to investigate the borders of the 
  new Nyrond Imperium and complete other missions in 
  the town of Trigol. 
   
  In Trigol, the PCs have the chance to ask questions 
  and meet each other if they are from different regions.  
  While rumor-mongering, the PCs are directed to a 
  caravan going into Nyrond. 
   
  As the PCs arrive at the warehouse where the 
  caravan is waiting, they witness some bandits attacking.  
  After beating off the bandits, the PCs are asked by the 
  dying courier to finish his delivery and he gives them 
  what little information he has. 
   
  On the way to the drop point for the delivery, the 
  PCs are ambushed by members of the Valorous League of 
  Blindness following Fiend-Finder General Zylinchen.  
  During or after the fight, the PCs discover that the 
  delivery they are making is destined for Emperor 
  Sewarndt.  Most likely, the PCs will decide to take the 
  goods elsewhere. 
   
  As the PCs make their way to a new destination for 
  the supplies, Imperial forces attempt to recover the 
  caravan and kill the meddling PCs. 
  Preparation for Play 
  It will be useful during this module to have the PCs pre-
  roll several Spot checks, a Knowledge (Planes) check 
  (APL 10+ – for identifying the Hound Archons), a 
  Wisdom check to remember the Valorous League of 
  Blindness, and whether or not they’ve played NMR3-03 
  Blind Faith, Muted Voices. 
  Introduction 
  The PCs are given handouts based on their home region.  
  These handouts are the reasons and motivations for the 
  PCs to be in Trigol.  They all seek the same caravan and 
  can do character introductions when they all catch up to 
  the caravan. 
  • 
  Duchy of Urnst characters get Player Handout 1. 
  • 
  County of Urnst characters get Player Handout 2. 
  • 
  Nyrond characters that support Emperor Sewarndt 
  get Player Handout 3. 
  • 
  Theocracy of the Pale characters get Player Handout 
  4. 
  • 
  Nyrond characters that oppose Sewarndt and 
  support the deposed King Lynwerd get Player 
  Handout 5. 
  Encounter One: Try Hard 
  Along the way to Trigol, the PCs may wish to do some 
  information gathering.  Once at Trigol, they will need to 
  do some information gathering in order to find Ulthlan 
  Klant, the courier.  The main information rumors are in 
  Judge Aid 1, with supplemental rumors about some of the 
  regions in Judge Aid 2.  Information can be gained by 
  role-playing if you and PCs wish, but not above DC 15. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 4 
   
  Have PCs each make two or three Gather 
  Information checks in Trigol, plus any they want to make 
  along the way.  In Trigol, give the highest check the 
  appropriate information from the “Finding Ulthlan 
  Klant” section of Judge Aid 1.  Other checks use mostly 
  the “Key Rumors About The Metaregion” section of 
  Judge Aid 1 with a sprinkle of rumors from Judge Aid 2. 
   
  Have the PCs meet up during this information 
  gathering time in Trigol if they are from different 
  regions.  They all seem to be asking the same questions, 
  so why not team up for a while?  If they seem reluctant to 
  join forces, they have the chance to do so in Encounter 
  Two. 
   
  At the end of this encounter, every PC should have 
  some information pointing to Ulthlan Klant’s location: a 
  warehouse in the Newtown district.  Go on to Encounter 
  Two. 
  Encounter Two: Meeting with 
  a man. 
  If PCs from different regions didn’t join up and do 
  character introductions in Encounter One, they all arrive 
  at the warehouse at the same time.  They can do character 
  introductions after the fight. 
  The warehouse is a simple structure of stone and 
  mortar with broad doors standing open at one end.  
  Several wagons stand just outside the building with 
  horse teams hitched up.  The caravan master 
  matches the descriptions you got from people in 
  town.  This must be Ulthlan Klant.  Klant is walking 
  about hassling the drivers.  When he notices your 
  approach, he calls out, “Hello strangers!  I’ve no time 
  for idle banter.  I’ve a delivery to make and I’m late 
  as it is, but tell me what you need.” 
  � Ulthlan Klant: Oeridian male; see Appendix One.  
  Bluff +25, Sense Motive +18. 
   
  Ulthlan is in his late 30s, with prematurely graying 
  hair and a small moustache.  He tends to wear rich silks 
  that resist the wear of the road and look elegant even 
  after riding all day.  He wears a ring of protection +3 that 
  is quite obvious and has a minor amulet of health 
  (Amulet of Health +2) as well as a cloak of minor 
  charisma (Cloak of Charisma +2).  See Appendix One for 
  more information about Ulthlan Klant. 
   
  He is more than willing to take good adventurers 
  along with his caravans due to the protection and 
  interesting news they often bring.  He will take the time 
  to talk to each adventurer and gauge their interest in the 
  caravan and gather what news of the world he can 
  without seeming overly interested.   He won’t hire the 
  PCs unless they’re about to go haring off in the module – 
  the judge should use this mechanism to keep people with 
  the caravan if they think they should go do something 
  else instead.  He’ll complain about how there are always 
  bandits on the roads and how some of the places in 
  Nyrond are in constant upheaval with the change in 
  leadership.  He’ll only hire the PCs to escort the caravan 
  to Curtulenn since that’s where he’ll be selling most of 
  his goods and he won’t need as many guards after that 
  stop. 
   
  Ulthlan does have the package for the PCs from the 
  Pale, but asks them to come along with the caravan 
  because he’s not sure where the package is at currently 
  and the caravan needs to get started on its way.  He’ll 
  cheerfully offer them a free meal at the first stop and 
  tease them about it being a good way to see the 
  Nyrondese sights. 
   
  Ulthlan will take the delivery from the County, look 
  at the seals on the outside and nod thoughtfully, then 
  give the PCs a tip of 10 gp x APL each.  If the seal is 
  unbroken (or looks unbroken to casual examination), 
  he’ll offer them a job guarding his caravan since they 
  seem to be trustworthy folks.  (In reality he wants a 
  chance to examine the letter closer and wants the bearers 
  of the note close. The letter is nothing unexpected and 
  Ulthlan will have no other business with the PCs other 
  than the guard contract.) 
   
  Ulthlan will not respond visibly to anything about 
  withering grass or spring showers.  If it’s said in a 
  reasonable manner, such as discussion on the weather, 
  he’ll continue the conversation normally; otherwise he’ll 
  shoot the PCs a confused look and continue on to the 
  next PC. 
   
  Ulthlan will be aghast if anyone contacts him about 
  smuggling and proclaim his innocence or disgust with 
  the profession depending on the question.  He hates 
  smugglers since they cut into his profit margins and 
  would never support such a profession.  However, later 
  on Ulthlan will hire the PCs that were looking for 
  information on smuggling goods into Nyrond to support 
  the rebels to deliver a letter to the Duchess of 
  Woodwych.  It appears to be a normal business letter 
  about continuing business relations with the Duchess.  
  Should the PCs decode it (DC 32 Forgery), it is a brief 
  greetings and a few names and ways to contact a few 
  merchants that may be interested. 
   
  Developments:  Once the PCs have all integrated 
  into the caravan, either through continuation of their 
  tasks or Ulthlan hiring them for guard duty, the caravan 
  departs Trigol in all haste.  It seems that Ulthlan has a 
  specific destination in mind and wants to get as close as 
  possible by nightfall. 
   
  If the PCs didn’t contact Ulthlan immediately in the 
  warehouse with their mission, they have one night to talk 
  to him before Encounter Three happens. They can, 
  however, talk to him after Encounter Three up until they 
  leave the caravan.  One of the wagons is carrying very 
  special goods and has been specially prepared with lots of 
  magical protections (against burning, against break in, 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 5 
  against teleportation, etc).  No one is allowed into this 
  wagon.  The rest of the wagons are carrying a mixture of 
  expensive food items, cloth, spices, and other high value 
  objects.  There is a large contingent of guards that should 
  be able to protect such a large caravan. 
   
  All of the people of the caravan are friendly in a 
  general manner, but most of them do not speak with the 
  PCs unless asked.  They share the rumors from Judge Aid 
  #2.   During the first night, a man named Esthan Adoni 
  will sit around the campfire with the PCs.  He’ll greet the 
  PCs with the following, which includes the codephrase 
  from his note.   
  Hey there!  How are you tonight?  It sure is windy – 
  we’ll get some dust tomorrow if the wind blows fair 
  from the east. 
  A DC 10 Sense Motive check can tell that he’s paying 
  close attention to what the PCs respond.  If they respond 
  with the proper codephrase (somehow), he’ll hand over 
  the sheaf of papers, then continue to talk with them 
  unless they indicate otherwise.  If they don’t respond 
  with the right codephrase, he’ll continue on to chatter 
  about himself and his life.  He’s an excited young man of 
  26 with a full life ahead of him and a will to travel, but 
  not adventure.  Thus he has picked the job of a courier.  
  He’s currently carrying a package into Nyrond to the 
  town of Mowbrenn.  He knows that it is some sort of 
  papers, but not what they’re about since he’s only half 
  literate and they’re sealed anyway. He can share any of 
  the rumors from Judge Aid #1 or Judge Aid #2, however 
  SOMETHING about them will be wrong every time.  
  Point this out by giving a rumor that they’ve already 
  heard and mangle it a bit – if asked, Esthan will admit 
  that he has a horrible memory.  Still, he is a friendly 
  garrulous type of guy.  He’ll talk with whatever PCs are 
  friendly to him and share stories of his courier trips 
  (boring) and listen to the PC’s tales of their trips.  If he 
  gets particularly friendly with anyone he’ll confess that 
  his horrible memory makes it so that he has to write 
  down the code phrases he uses to deliver his messages. 
   � Esthan Adoni:  Oeridian male; Exp 3. 
  Encounter Three: En Garde! 
  If the PCs took the escort offer in Encounter Two, read 
  the following aloud: 
  The weather has been pleasant since you set out 
  from Trigol on guard duty.   
  Continue: 
  The midmorning sun shines upon you as the 
  caravan finally manages to get underway.  At the 
  caravan’s slow rate of travel, you estimate that you’re 
  only halfway to Curtulenn, though you’ll probably 
  reach it late tonight.  Esthan is chattering with 
  <Insert Friendliest PC’s name> about some rumor he 
  heard in Trigol.  All is uneventful for the next few 
  hours.  Despite the caravan master’s claims, you 
  haven’t seen anything to make you worry about the 
  dangers of bandits and such. Perhaps Emperor 
  Sewardnt is doing a good job of keeping the 
  countryside safe and under control.  But the all too 
  familiar clacking sound of a crossbow spoils that 
  thought immediately.  Your new friend, Esthan, is 
  now wearing a new cloak clasp in the form of a 
  quarrel stuck in his chest and a surprised look.  
  Then he topples from his horse and you hear him 
  gasping for breath.  “No!  My delivery…” 
   
  The rest of the guards appear to be busy with 
  bandits of their own that have come out of the 
  bushes to attack the caravan, while the wagon 
  drivers and travelers are hiding under the wagons 
  and, well, most of them appear to be praying. 
  APL 2 (EL 2) 
  � Bandits (3): Human War1; hp 5 each; see Appendix 
  Three. 
  APL 4 (EL 4) 
  � Bandits (4): Human War2; hp 11 each; see Appendix 
  Four.  
  APL 6 (EL 6) 
  � Bandits (4): Human War2/Rog1; hp 15 each; see 
  Appendix Five. 
  APL 8 (EL 8) 
  � Bandits (4): Human War2/Rog3; hp 24 each; see 
  Appendix Six. 
  APL 10 (EL 10) 
  � Bandits (4): Human War2/Rog3/Ftr2; hp 37 each; 
  see Appendix Seven. 
  APL 12 (EL 12) 
  � Bandits (4): Human War2/Rog3/Ftr4; hp 59 each; 
  see Appendix Eight. 
  APL 14 (EL 14) 
  � Bandits (6): Human War2/Rog5/Ftr4; hp 70 each; 
  see Appendix Nine. 
  Tactics: The bandits each fire their crossbow before 
  closing to melee.  If some of the PCs try to keep their 
  distance, then at least one bandit continues firing his 
  crossbow, generally at those PCs keeping their distance. 
   
  Treasure: The bandits have an assortment of items 
  gathered from previous raids that the PCs can collect 
  after defeating them.  What’s listed below is in addition 
  to the bandits’ gear listed in the Appendices. 
  APL 2: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin – 0 gp, Magic – 0 gp. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
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  APL 4: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin 0 gp, Magic – 2 burrowing arrows 
  (14 gp each), necklace of fireballs Type I (138 gp). 
  APL 6: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin – 0 gp, Magic – bag of holding Type I 
  (208 gp), 2 burrowing arrows (14 gp each), necklace of 
  fireballs Type I (138 gp). 
  APL 8: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin – 0 gp, Magic – bag of holding Type I 
  (208 gp), 2 burrowing arrows (14 gp each), deck of illusions 
  (675 gp), necklace of fireballs Type I (138 gp). 
  APL 10: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin – 0 gp, Magic – bag of holding Type I 
  (208 gp), 2 burrowing arrows (14 gp each), deck of illusions 
  (675 gp), necklace of fireballs Type IV (450 gp). 
  APL 12: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin – 0 gp, Magic – bag of holding Type I 
  (208 gp), bottle of air (604 gp), 2 burrowing arrows (14 gp 
  each), deck of illusions (675 gp), necklace of fireballs Type IV 
  (450 gp). 
  APL 14: Loot – 33 gp (4 masterwork instruments: drums, 
  flute, horn, lute), Coin – 0 gp, Magic – bag of holding Type 
  III (617 gp), bottle of air (604 gp), 2 burrowing arrows (14 gp 
  each), deck of illusions (675 gp), necklace of fireballs Type IV 
  (450 gp). 
   
  Development: The PCs will find themselves in 
  possession of suspicious papers and a dead body.  Read 
  the following aloud when the first PC tries to help the 
  Esthan: 
  Large amounts of blood have run down Esthan’s 
  chin and more comes up as more coughs wrack his 
  frame.  “Mowbrenn…” He pulls a paper partway out 
  of his pocket and his eyes glaze over in death…  
  The paper contains the words: “greeting: ‘the wind 
  blows fair from the east’. Reply: ‘storm clouds gather 
  in the north’.” 
  On Esthan’s body can easily be found the papers that he 
  was carrying in a small traveling bag.  The papers inside 
  are sealed.  A DC 25 Knowledge (local) check will reveal 
  that the seal is a variant of House Reineer of the County 
  of Urnst.  IF the PCs open the papers, it turns out that 
  they are ownership papers stating that a wagon and the 
  goods it carries located in a warehouse in Trigol are the 
  property of the bearer of the papers.  The papers are 
  signed by Delminley Hastoner.  A DC 20 Knowledge 
  (local) check will reveal that Delminley Hastoner is the 
  Chief Steward for House Reineer who directly serves 
  Gwydion Reineer, the Lord Mayor of Bampton.  A DC 10 
  Intelligence check should reveal that it isn’t normal for 
  the owner of the caravan to not be specified. 
   
  Ulthlan Klant will come over after the battle is 
  finished and the PCs have found the paper and searched 
  Esthan’s body.  He looks harried and worried and is sad 
  that the poor boy died in the initial onslaught.  He’ll ask 
  the PCs if they were related and if they answer negative, 
  he’ll shake his head and direct some of the guards to pick 
  up the boy’s body and put it on one of the open tailgates 
  of the wagons.  If any of the PCs can cast Gentle Repose 
  he’ll ask them to do that, then try to return the body to 
  Esthan’s parents.  If none of the PCs can or offer to do so 
  at the next town (Curtulenn – at the end of the day), then 
  he’ll have the guards bury the body at Curtulenn.  If the 
  spell is cast, he’ll ask the PCs if they want to return the 
  body to Esthan’s parents in Trigol.  If they don’t, he’ll pay 
  passage for it on a caravan on the way back. 
   
  THE WAGON:  If the PCs go to get the wagon, they 
  can find out where it is using a DC 20 Gather 
  Information check.  They can easily get access to the 
  wagon by showing the papers.  The chests on the wagons 
  are unadorned, but bear a maker’s mark.  A DC 15 
  Knowledge (nobility) or Bardic Knowledge check 
  identifies the mark as House Kestler work from 
  Dryburgh in the County of Urnst. The chests appear to 
  contain trade goods – grain, flour, salt, ale, cloth, 
  however, closer inspection (DC 15 Search check) shows 
  that underneath a layer of trade goods are special lockers 
  that contain crossbows, bolts, short swords, and armor 
  repair equipment. 
  � Wooden Chests: 1.5 in. thick; hardness 5; hp 15; 
  AC 4; Break DC 23; Open Lock DC 25. 
  Encounter Four: Through the 
  Gates  
  The air is unseasonably dry today, as evidenced by 
  the cloud of dust being stirred up on the road ahead 
  as you near the town of Curtulenn.  Through the 
  haze you can make out a few wagons stopped in the 
  road, their drivers standing idly by as men and 
  women in dark uniforms sift through the varied 
  vehicles.  Some large animals, obviously not pack 
  animals but belonging instead to the soldier types, 
  also mill about in the haze. 
  The PCs won’t really be able to make out much more 
  without coming a bit closer because of the dust-filled air.  
  A group of Emperor Sewarndt’s Hextorian guards are 
  inspecting incoming traffic for militants, subversives, 
  and the like.  Additionally, anyone bringing in goods to 
  sell is required to pay tariffs here (as well as at their final 
  destination). The guards are accompanied by fiendish 
  horses and fiendish dire wolves.  The PCs may 
  circumvent the checkpoint entirely by traveling a few 
  miles or so out of the way (call it most of a day, round-
  trip), but the caravan and Ulthlan Klant will be 
  continuing on through the checkpoint and into 
  Curtulenn.  If the PCs wish to part ways, Ulthlan will 
  thank them for their help and give them a small payment 
  since Curtulenn is the destination for the majority of 
  these goods. 
  
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  Depending on the PCs temperaments, Ulthlan 
  might be nearby during this encounter to try and prevent 
  them from stirring up trouble.  He’ll suggest that they 
  leave if they seem to be getting overly upset. 
   
  These particular guards have one of the worst duties 
  in Sewarndt’s army, and they are not happy about it.  Two 
  of the guards are new to the order and are just being 
  “broken in”.  A few of the guards, however, have been 
  stationed here as punishment for some perceived 
  imperfection in their performance of duties at their 
  previous post.   
   
  From this distance, the PCs may hear a few tidbits of 
  the guards’ instructions.  They might sound like the 
  following (or something similar): 
  • 
  “You can’t bring those potatoes into the Nyrond 
  Imperium!  Those aren’t even fit for a Heironean to 
  eat!” 
  • 
  “Here’s your tariff receipt.  Don’t lose it, unless you 
  want to pay again.  This allows you to carry your 
  goods as far as Curtulenn, but no further.  If you go 
  elsewhere in the land you’ll need to leave your wares 
  behind or pay for a larger license.” 
  • 
  “We don’t license weapons here.  As long as you’re 
  not bringing in a ballista, what you do for your own 
  self-preservation is your own business.  If you go 
  near a larger town, though, you’re going to have to 
  register.” 
  Once the heroes are within 100ft or so read the 
  following. 
  It seems the guards have picked a unique spot to 
  make their checkpoint.  The road crosses a stream 
  on the edge of Curtulenn here, large enough that 
  anyone driving vehicles or livestock would be forced 
  to use the bridge that the soldier’s control.   
  Drawing closer, the insignias on the soldiers’ 
  uniforms become more visible.  On the left shoulder 
  of each guard’s plate mail is the Imperial Crest, an 
  emblem of purple and red bearing the golden 
  Nyrond sun.  On the right shoulder and on the 
  shields that lay nearby is a symbol of a black fist 
  clenched around several crimson-fletched arrows.  
  The guards’ armor is black and they appear 
  noticeably uncomfortable in the warm sun, as do the 
  large beasts panting heavily just to the side of the 
  road.  In fact, the man doing most of the ordering 
  has removed his helmet, and you can see great 
  splotches of mud on his face and neck where his 
  sweat has mixed with the dusty air.  He is currently 
  questioning a man with a small hand cart about 
  some of the goods he is carrying. 
  “This kind of literature might be considered 
  blasphemous by our Emperor, you know.” 
  “Kind sir,” replies the middle-aged human, “I mean 
  no disrespect at all.  I am merely carrying these texts 
  to a scholar who is interested in them for historical 
  value only.” 
  “Well, I guess we can let it go at that.  At least you 
  don’t have any Heironean tomes; and you don’t 
  seem to be planning on preaching.  I am going to 
  have to charge you extra for the religious content, 
  though.  Just pass the cost along to your customer, 
  and you should be fine.” 
  “Thank  you.  Oh, thank you, sir…and praise be to 
  Hextor!” 
  The particular man in question is actually delivering 
  religious texts to subversives throughout the Empire in 
  an effort to drum up anti-Hextor sentiments.  PCs who 
  succeed at a Listen check (DC 10+APL) hear him add very 
  quickly and softly, “May he rot in Limbo with six broken 
  arms and six intolerable itches.” 
   
  Conversing with the guards won’t reveal much to 
  the PCs.  The guards are hot, tired, and very unhappy.  
  They would like to move people through as quickly as 
  possible, without compromising their orders too much, so 
  they can take a break.  If the PCs talk to some of the other 
  people waiting in line they will get a variety of reactions 
  such as the following. 
  • 
  (from a female Halfling, in a hushed voice) “I love 
  coming home.  Well, I used to, anyway.  Now, 
  though, it’s such a hassle.  I wish good ole’ Lynwerd 
  would just make a move if he’s going to do it.  
  Otherwise, he may as well have abdicated.” 
  • 
  (from a beefy human female who appears to be a 
  former adventurer) “This Sewardnt fella runs a 
  pretty tight ship.  I’m impressed!  I’m headed to Rel 
  Mord to try to catch sight of him in person.” 
  • 
  (from a group of Hextorite acolytes) “Leave us alone, 
  please.  We have no business with you.” 
  • 
  (from a male half-orc) “Oh, man, I hope these guys 
  don’t do ‘full-body’ searches, if you know what I 
  mean.” 
  Feel free to improvise on any number of reasons that 
  various people would be entering the Imperium, as well 
  as a variety of attitudes about the Emperor and former 
  King.  None, however, dare to speak ill of Emperor 
  Sewarndt in the presence of the Hextorians.  Subversives, 
  after all, will not be tolerated.  In fact, if the PCs make 
  their listen check for the human bookseller and turn him 
  in to the guards, they will question him further and 
  eventually discover his true purpose.  In that case, the PC 
  will be commended for his integrity and given a notice 
  entitling him to free upkeep for the next week in the 
  Imperium. 
   
  Developments:  Curtulenn is a fairly large town.  
  See Appendix Two for more information.  Ulthlan Klant 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
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  will thank the PCs for their help with the bandits and 
  release them from guard duty.  They can gather any of the 
  rumors from Judge Aid #1 or Judge Aid #2 here. 
  Encounter Five: Blinded By the 
  Light 
  When the PCs decide where to travel, this ambush 
  happens halfway between that destination and the next.  
  They will likely be traveling to Mowbrenn with the 
  papers at this point in the adventure, however if they 
  read the papers they might be heading back to Trigol. 
  Since that fateful ambush that left you with some 
  papers and a dying man’s wish, you’ve had only 
  minor brushes with bandits. The further into 
  Nyrond you go, the more you witness the presence 
  of law and order. Case in point – those heavily 
  armed and armored people blocking the road ahead 
  of you are obviously out to right wrongs and enforce 
  the law. 
  The Pholtans don’t appear to be Pholtans (the cleric hides 
  his holy symbol and the celestials hide until combat 
  breaks out). They will hail the PCs and claim that they are 
  waiting to receive a delivery. The PCs should try the code 
  phrase, but the Pholtans won’t know the correct reply; 
  feel free to make something up, such as how the wind is 
  blowing from a different direction. When it becomes 
  obvious the PCs won’t turn over the papers to them, the 
  Pholtans attack. The humans are fanatics and willing to 
  die if it means Sewarndt won’t get these supplies. 
   
  When combat starts, PCs can attempt to reason with 
  the hound archons at APLs 10+. The archons serve 
  Pholtus, so they are much more lawful than good. To 
  convince the archons to abandon the fight and that the 
  PCs are really good guys requires a DC 45 Diplomacy 
  check to change their attitude from hostile to friendly 
  (the DC already accounts for the -10 penalty for rushing a 
  Diplomacy check). Any PC that openly displays a holy 
  symbol of Pholtus gets a +5 circumstance bonus to this 
  check. A successful check means the archons leave the 
  area and PCs get full experience as if they had defeated 
  them. 
   
  Any character that has played NMR3-03 Blind Faith, 
  Muted Voices may make a DC 15 Wisdom check to 
  realize that these are members of the Valorous League of 
  Blindness. 
  APL 2 (EL 5) 
  � Fiend-finder Cleric: Human Clr2 of Pholtus; hp 
  11; see Appendix Three. 
  � Fiend-hunter: Human Rgr2; hp 6; see Appendix 
  Three. 
  � Fiend-fighters (2): Human Ftr1; hp 7 each; see 
  Appendix Three. 
  APL 4 (EL 7) 
  � Fiend-finder Cleric: Human Clr4 of Pholtus; hp 
  22; see Appendix Four. 
  � Fiend-hunter: Human Rgr3; hp 19; see Appendix 
  Four. 
  � Fiend-fighters (2): Human Ftr3; hp 22 each; see 
  Appendix Four. 
  APL 6 (EL 9) 
  � Fiend-finder Cleric: Human Clr7 of Pholtus; hp 
  38; see Appendix Five. 
  � Fiend-hunter: Human Rgr5; hp 32; see Appendix 
  Five. 
  � Wolf companion: hp 13; see Appendix Five. 
  � Fiend-fighters (2): Human Ftr3; hp 25 each; see 
  Appendix Five. 
  APL 8 (EL 11) 
  � Fiend-finder Cleric: Human Clr9 of Pholtus; hp 
  58; see Appendix Six. 
  � Fiend-hunter: Human Rgr7; hp 45; see Appendix 
  Six. 
  � Wolf companion: hp 39; see Appendix Six. 
  � Fiend-fighters (3): Human Ftr4; hp 34 each; see 
  Appendix Six. 
  APL 10 (EL 13) 
  � Fiend-finder Cleric: Human Clr9 of Pholtus; hp 
  58; see Appendix Seven. 
  � Fiend-hunter: Human Rgr7; hp 45; see Appendix 
  Seven. 
  � Wolf companion: hp 39; see Appendix Seven. 
  � Fiend-fighter: Human Ftr8; hp 60; see Appendix 
  Seven. 
  � Celestial Fiend-fighter: Hound Archon Ftr3; hp 
  52; see Appendix Seven. 
  APL 12 (EL 15) 
  � Fiend-finder Cleric: Human Clr11 of Pholtus; hp 
  71; see Appendix Eight. 
  � Fiend-hunter: Human Rgr9; hp 58; see Appendix 
  Eight. 
  � Wolf companion: hp 39; see Appendix Eight. 
  � Fiend-fighters (2): Human Ftr8; hp 60; see 
  Appendix Eight. 
  � Celestial Fiend-fighters (2): Hound Archon Ftr4; 
  hp 59; see Appendix Eight. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 9 
  APL 14 (EL 17) 
  � Fiend-finder Cleric: Human Clr11 of Pholtus; hp 
  71; see Appendix Nine. 
  � Fiend-hunter: Human Rgr11; hp 71; see Appendix 
  Nine. 
  � Wolf companion: hp 39; see Appendix Nine. 
  � Fiend-fighters (2): Human Ftr11; hp 82; see 
  Appendix Nine. 
  � Celestial Fiend-fighters (2): Hound Archon Ftr6; 
  hp 96; see Appendix Nine. 
  Tactics:  At the higher APLs the hound archons will be 
  in dog form and either A) hiding at least 20 feet away 
  from PCs in any cover or B) appear as riding dogs next to 
  the Fiend-hunter.  If they’re hiding, they will change 
  form in hiding and attempt to remain hidden before 
  entering the fray the next round.  Allow the PCs a spot 
  check when this happens, but give them the -5 
  distraction penalty for being in combat. 
  Development: Near the end of the fight, before the last 
  Pholtan is dead, he should let it be known that he can’t let 
  the supplies reach Sewarndt. On one of the bodies of the 
  Pholtans, the PCs will find Player Handout Six, which 
  also makes it known that the wagon of goods is destined 
  for Sewarndt’s forces. PCs will also find a piece of a map 
  (described on the AR). 
   
  Careful examination of the equipment on the bodies 
  should reveal a strange mark embroidered, burned, or 
  engraved into each piece.  A DC 20 Knowledge (local – 
  Nyrond Metaregion) will reveal that this is the mark of 
  the Valorous League of Blindness.  A DC 30 Knowledge 
  (local – Nyrond Metaregion) will reveal that this mark is 
  specific to those members of the Valorous League of 
  Blindness that follow Fiend-Finder General Zylinchin. 
  Encounter Six: Food for 
  Thought 
  The PCs discuss and decide where to go from here.  
  They’ll likely head back to Trigol to pick up the wagon.  
   
  If the PCs go to get the wagon, they can find out 
  where it is using a DC 20 Gather Information check.  
  They can easily get access to the wagon by showing the 
  papers.  The chests on the wagons are unadorned, but 
  bear a maker’s mark.  A DC 15 Knowledge (nobility) or 
  Bardic Knowledge check identifies the mark as House 
  Kestler work from Dryburgh in the County of Urnst. The 
  chests appear to contain trade goods – grain, flour, salt, 
  ale, cloth, however, closer inspection (DC 15 Search 
  check) shows that underneath a layer of trade goods are 
  special lockers that contain crossbows, bolts, short 
  swords, and armor repair equipment. 
  � Wooden Chests: 1.5 in. thick; hardness 5; hp 15; 
  AC 4; Break DC 23; Open Lock DC 25. 
  Several options are available from earlier rumor-
  gathering. Some of the more likely options are: 
  • 
  The Duchess of Woodwych. 
  • 
  The Duchy of Urnst government (who will likely 
  send it to Woodwych or the rebels). 
  • 
  Contessa Elone Gellor of the County of Urnst as 
  proof that some County nobles are supporting 
  Sewarndt. 
  • 
  Theocracy of the Pale to keep it out of Sewarndt’s 
  hands. 
  • 
  The Nyrond Imperium as a show of their loyalty to 
  the Emperor and to deliver the information they’ve 
  learned in this adventure. 
  Let the PCs decide where they want to take the caravan 
  and then move onto the next encounter.  The PCs may 
  return to Curtulenn, which is likely the nearest town, to 
  rest and gather more information if they wish. 
  Encounter Seven: Repo Men 
  Wherever the PCs decide to go, give them a day or two of 
  travel and healing opportunities. The next attack comes 
  at night while the PCs sit around the campfire (nobody 
  sleeping just yet). Read the following aloud: 
  Your campfire blazes and crackles warmly. A faint 
  fluttering of bat-like wings announces the arrival of 
  a visitor that settles down just at the edge of your 
  light. “Storm clouds gather in the north…” 
  Allow the PCs to respond.  The imp has provided the 
  correct ‘response’ counterphrase to pick up the shipment 
  and expects to hear the greeting.  He’s started with the 
  counterphrase because he doesn’t expect the PCs to ask it 
  of someone in the darkness.  If they provide the proper 
  counter phrase, the voice will ask for the PCs to throw 
  the papers out into the darkness.  It will then inspect the 
  papers and direct its minions to retrieve the caravan.  If 
  the PCs do not make threatening gestures, they will take 
  the caravan and leave, however they are constantly 
  waiting for attack and if the PCs begin to buff or 
  anything else, go into full round combat rounds unless 
  one of the PCs does something that surprises the other 
  PCs. 
   
  If the PCs do not respond properly or they do not 
  turn over the goods, the voice continues: 
  “We’ve come to repossess what you owe our master 
  and slay you meddling fools.” More shapes move 
  forward from the shadows beyond. 
  These men and devils are part of Sewarndt’s forces and 
  they aren’t afraid to claim it. They know the PCs 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 10 
  discovered that the commodities were headed for the 
  Emperor’s use, so they’re here to kill the PCs and take the 
  goods.  If any of the PCs are supporters of the Emperor, 
  then a simple mistake has been made as these agents 
  attack anyway.  A DC 45 Diplomacy check will convince 
  them of their error, but only if the PC can show proof of 
  his loyalties to the Emperor.  The DC accounts for the -10 
  penalty for a rushed check in combat. 
  APL 2 (EL 5) 
  � Imp: hp 13; see Monster Manual, page 56. 
  � Imperial Sorcerer: Human Sor2; hp 7; see Appendix 
  Three. 
  � Imperial Soldiers (2): Human Ftr1; hp 7 each; see 
  Appendix Three. 
  APL 4 (EL 7) 
  � Imp: hp 13; see Monster Manual, page 56. 
  � Imperial Sorcerer: Human Sor4; hp 14; see 
  Appendix Four. 
  � Imperial Soldiers (2): Human Ftr3; hp 22 each; see 
  Appendix Four. 
  APL 6 (EL 9) 
  � Imperial Sorcerer: Human Sor7; hp 26; see 
  Appendix Five. 
  � Imp Familiar: hp 13; see Appendix Five. 
  � Imperial Soldiers (2): Human Ftr4; hp 34 each; see 
  Appendix Five. 
  � Bearded Devil: hp 45; see Monster Manual, page 52. 
  APL 8 (EL 11) 
  � Imperial Sorcerer: Human Sor8; hp 30; see 
  Appendix Six. 
  � Imp Familiar: hp 15; see Appendix Six. 
  � Imperial Soldiers (3): Human Ftr6; hp 49 each; see 
  Appendix Six. 
  � Chain Devil: hp 52; see Monster Manual, page 53. 
  APL 10 (EL 13) 
  � Imperial Sorcerer: Human Sor10; hp 37; see 
  Appendix Seven. 
  � Imp Familiar: hp 18; see Appendix Five. 
  � Imperial Soldiers (3): Human Ftr6; hp 49 each; see 
  Appendix Seven. 
  � Barbed Devil: hp 126; see Monster Manual, page 51. 
  APL 12 (EL 15) 
  � Imperial Sorcerer: Human Sor13; hp 47; see 
  Appendix Eight. 
  � Imp Familiar: hp 23; see Appendix Eight. 
  � Imperial Soldiers (3): Human Ftr8; hp 64 each; see 
  Appendix Eight. 
  � Barbed Devil: hp 126; see Monster Manual, page 51. 
  APL 14 (EL 17) 
  � Imperial Sorcerer: Human Sor13; hp 47; see 
  Appendix Nine. 
  � Imp Familiar: hp 23; see Appendix Seven. 
  � Imperial Soldiers (3): Human Ftr8; hp 64 each; see 
  Appendix Nine. 
  � Horned Devil: hp 172; see Monster Manual, page 55. 
  Conclusion 
  Any PC that interacted favorably with Ulthlan Klant, 
  whether they retrieve a package, delivered a message, or 
  served on guard duty receives his favor.  Anyone who 
  accused him of smuggling or was rude does not. 
  The PCs take the goods to wherever they decide.  If they 
  decide to take it to any pro-Lynwerd NPC, they are 
  redirected to take it to the Duchess of Woodwych by 
  whomever they bring it to, so proceed to that conclusion. 
   Read the appropriate conclusion text for each part. 
  Duchess of Woodwych 
  When you reach the town of Woodwych, things 
  seem to be fairly deserted. Asking around, you find 
  that most everyone has headed to Adrean’s Landing, 
  but that the Duchess’ chamberlain, Hingred 
  Vortossen, hasn’t left yet and you are able to get an 
  appointment to speak with him.  
   
  At the appointed time, you arrive at the 
  chamberlain’s offices and are met at the door by a 
  young man, who leads you into a meeting room.  
  “Please wait.  The chamberlain will arrive in a few 
  minutes.”  Lemonade and scones are provided for 
  your refreshment and soon there is a knock on the 
  door.  It opens and the chamberlain enters, an older 
  gentleman with a distinguished air and a suspicious 
  look in his eyes.   He sits at the table and nods to you 
  all.  
   
  “Greetings.  What can I do for you?” 
  Hingred is happy to accept the donation of the supplies 
  to the Duchess’ cause and thanks the PCs effusively.  
  They cannot pay the PCs at this point in time, but he will 
  be sure to mention their names to the Duchess in the 
  future.  If told about the County’s involvement, his eyes 
  will narrow and he says he’ll be sure to keep that in mind 
  as well.  The PCs cannot get an audience with the 
  Duchess as she’s currently in Adrean’s Landing preparing 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 11 
  for a big event.  The PCs receive the Favor of the 
  Duchess. 
  Valorous League of Blindness 
  If the PCs head to Midmeadow to give the goods to the 
  Valorous League of Blindness, they find that they have 
  left the area of Midmeadow and traveled north into the 
  Theocracy of the Pale, although a DC 25 Gather 
  Information check reveals that Zylinchin seemed to be 
  rather upset about the change and was seen heading west 
  rather than north. 
  Theocracy of the Pale 
  The trip to Longfield in the Theocracy of the Pale 
  has been long, but not particularly eventful.  Passing 
  through Midmeadow showed that it was a different 
  place, with many of the Tenha refugees gone and a 
  different order of Pholtan Knights keeping order.  
  Here, 
  however, 
  there 
  are 
  signs 
  of 
  recent 
  construction 
  and 
  the 
  walls 
  are 
  covered 
  in 
  scaffolding.  You are able to get a meeting with 
  Major Hyrund Vendouer, the commander of the 
  Fourth Dawn garrison at this location.  You’re led to 
  an office near the construction, where the major is 
  overseeing the operations. 
  “Greetings in the Light.  What can I do for you?” 
  Major Hyrund thanks the PCs for the supplies, 
  commenting that they’ll help with the war in Tenh and 
  with the bandits of the forest.  He’ll make sure to pass the 
  word on to his superiors for your donation. 
  County of Urnst 
  All questions and even information garnered in 
  underground circles have led you to bring the goods 
  to the local magistrate's office. After securing the 
  "goods" in a locked and guarded stable that doubles 
  as a drunkard's holding tank, you are led into the 
  sparse office space.   The actual room inside seems 
  larger than the outside edifice could contain. 
  Further in, you are led through double doors 
  decorated with the shield of Urnst in the middle, 
  flanked by a gold dragon holding a sword on the left 
  and a platinum dragon holding scales on the right. 
  Waiting in the room is a lone figure, solemn in 
  nature, with an emotionless mask on his well-
  shaven face.  After listening intently to your words, 
  he speaks, "You have brought your concerns to the 
  right place.  The Justicars will handle this."  He will 
  take the papers—the same cold-fire burning in his 
  eyes as when you entered—and place them in a 
  scroll-case on his belt.  The dismissal is abrupt and 
  unexpected, but not rude.  The Justicar slips through 
  a door in the back of the room leaving you to your 
  thoughts.   
  The PCs receive no further information on what will be 
  done, but must rest with the fact that they have given 
  their information to the Justicars.   The PCs receive favor 
  with Underley Network, though they are unaware the 
  Network has shown interest in them. 
  Duchy of Urnst 
  Finally you’ve entered the town of Hammensend 
  and got lodgings for the night.  A man at the bar 
  looks in your direction and comes over with a beer 
  stein and a napkin. “May I join you?” he asks. 
  The man gives his name as Alren Tordren and is a bard 
  from Nellix down here to gather rumors from Nyrond, 
  but doesn’t want to go deeper into Nyrond to get them 
  himself.  He’ll buy the PCs drinks to try and get their 
  story.  When he leaves, he takes the stein, but not the 
  napkin and heads directly upstairs.  A DC 10 Spot check 
  by the nearest PCs reveals that there’s something odd 
  looking about the napkin.  Examining it reveals the 
  following note: 
  A job well done.  Please leave a sealed note with the 
  barkeep with more specifics addressed to me.  The 
  goods should go to the Duchess. 
  If the PCs go upstairs or try to follow Alren, they can’t 
  seem to find him anywhere, but the barkeep seems to 
  think it’s normal to get sealed notes for him.  These 
  characters gain influence from both the Duchy of Urnst 
  and the Duchess of Woodwych. 
  Sewardnt… 
  If the PCs killed Sewardnt’s agents in Encounter Seven 
  but then want to return the goods to the Emperor, they 
  can do so.  Their names have been entered on the 
  ‘Wanted’ list if they’ve delayed longer than 48 hours.  If 
  they enter any Sewardnt controlled town after this 
  period, they are arrested and put in jail.  They can 
  “donate” the goods to the guards to get out of jail, but 
  they still receive the Entered on the Rolls for killing his 
  minions. 
  The End 
  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 Three 
  Defeat the bandits 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 12 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
   
  APL12 360 xp 
   
  APL14 420 xp 
  Encounter Five 
  Defeat the Pholtans 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
  Encounter Seven 
  Defeat Sewarndt’s forces 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
  Discretionary roleplaying award 
   
  APL2 90 xp 
   
  APL4 135 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
   
  APL14 360 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 1,575 xp 
   
  APL14 1,800 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Three:   
   
  APL 2: L: 90 gp; C: 50 gp; M: 0 gp. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
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  APL 4: L: 209 gp; C: 0 gp; M: 166 gp – 2 burrowing 
  arrows (14 gp each), necklace of fireballs Type I (138 gp). 
   
  APL 6: L: 309 gp; C: 0 gp; M: 374 gp – bag of holding 
  Type I (208 gp), 2 burrowing arrows (14 gp each), necklace of 
  fireballs Type I (138 gp). 
   
  APL 8: L: 309 gp; C: 0 gp; M: 599 gp – bag of holding 
  Type I (208 gp), 2 burrowing arrows (14 gp each), necklace of 
  fireballs Type III (363 gp). 
   
  APL 10: L: 309 gp; C: 0 gp; M: 1,274 gp – bag of holding 
  Type I (208 gp), 2 burrowing arrows (14 gp each), deck of 
  illusions (675 gp), necklace of fireballs Type III (363 gp). 
   
  APL 12: L: 325 gp; C: 0 gp; M: 1,878 gp – bag of holding 
  Type I (208 gp), bottle of air (604 gp), 2 burrowing arrows (14 
  gp each), deck of illusions (675 gp), necklace of fireballs Type 
  III (363 gp). 
   
  APL 14: L: 477 gp; C: 0 gp; M: 2,287 – bag of holding 
  Type III (617 gp), bottle of air (604 gp), 2 burrowing arrows 
  (14 gp each), deck of illusions (675 gp), necklace of fireballs 
  Type III (363 gp). 
  Encounter Five 
   
  APL 2: L: 137 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 238 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 383 gp; C: gp; M: 193 gp – +1 battleaxe (193 
  gp). 
   
  APL 8: L: 308 gp; C: gp; M: 607 gp – +1 full plate (221), 
  2 +1 battleaxes (193 gp each). 
   
  APL 10: L: 216 gp; C: gp; M: 996 gp – +1 full plate (221 
  gp), 2 +1 battleaxes (193 gp each), +1 halberd (193 gp), +1 
  greatsword (196 gp). 
   
  APL 12: L: 216 gp; C: gp; M: 1,689 gp – +1 full plate 
  (221 gp), +1 battleaxe (193 gp), +1 evil outsider bane battleaxe 
  (693 gp), 2 +1 halberds (193 gp each), +1 greatsword (196gp). 
   
  APL 14: L: 216 gp; C: gp; M: 3,189 gp – +1 full plate 
  (221 gp), 2 +1 evil outsider bane battleaxes (693 gp each), 2 +1 
  evil outsider bane halberds (693 gp each), +1 greatsword (196 
  gp). 
  Encounter Seven 
   
  APL 2: L: 114 gp; C: 0 gp; M: 75 gp – 2 potions of cure 
  light wounds (4 gp each), scroll of mage armor (2 gp), scroll of 
  shield (2 gp), wand of magic missile (1st level caster) (1.26 gp 
  per charge, max 63 gp). 
   
  APL 4: L: 147 gp; C: 0 gp; M: 271 gp – 2 potions of cure 
  light wounds (4 gp each), ring of protection +1 (167 gp), scroll 
  of mage armor (2 gp), wand of magic missile (3rd level caster, 25 
  charges) (3.76 gp per charge, max 94 gp). 
   
  APL 6: L: 147 gp; C: 0 gp; M: 331 gp – necklace of 
  fireballs Type II (225 gp), 2 potions of cure light wounds (4 gp 
  each), scroll of mage armor (2 gp), scroll of shield (2 gp), wand 
  of magic missiles (3rd level caster, 25 charges) (3.76 gp per 
  charge, max 94 gp). 
   
  APL 8: L: 207 gp; C: 0 gp; M: 421 gp – bracers of 
  marksmanship (417 gp), scroll of mage armor (2 gp), scroll of 
  shield (2 gp). 
   
  APL 10: L: 519 gp; C: 0 gp; M: 669 gp – bracers of 
  armor +2 (334 gp), ring of counterspells (333 gp), scroll of 
  shield (2 gp). 
   
  APL 12: L: 441 gp; C: 0 gp; M: 1,748 gp – 3 +1 heavy 
  flails (193 gp each), bracers of armor +2 (334 gp), pearl of 
  power (2nd level) (333 gp), ring of counterspells (333 gp), ring 
  of protection +1 (167 gp), scroll of shield (2 gp). 
   
  APL 14: L: 441 gp; C: 0 gp; M: 2,311 gp – 3 +1 heavy 
  flails (193 gp each), bracers of armor +2 (334 gp), pearl of 
  power (2nd level) (333 gp), ring of counterspells (333 gp), ring 
  of protection +1 (167 gp), scroll of shield (2 gp), wand of magic 
  missiles (9th level caster) (563 gp). 
  Total Possible Treasure 
  The payment from Ulthlan Klant for guard duty will 
  offset any use of the potions or scrolls from earlier 
  encounters. 
  APL 2: L: 341 gp; C: 50 gp; M: 75 gp - Total: 466 gp (cap 
  450 gp) 
  APL 4: L: 594 gp; C: 0 gp; M: 437 gp - Total: 1,031 gp (cap 
  650 gp) 
  APL 6: L: 839 gp; C: 0 gp; M: 898 gp - Total: 1,737 gp (cap 
  900 gp) 
  APL 8: L: 824 gp; C: 0 gp; M: 1,627 gp - Total: 2,451 gp (cap 
  1,300 gp) 
  APL 10: L: 1,044 gp; C: 0 gp; M: 2,939 gp - Total: 3,983 gp 
  (cap 2,300 gp) 
  APL 12: L: 982 gp; C: 0 gp; M: 5,318 gp - Total: 6,297 gp 
  (cap 3,300 gp) 
  APL 14: L: 1,134 gp; C: 0 gp; M: 7,787 gp - Total: 8,921 gp 
  (cap 6,600 gp) 
  Special 
  Influence: The character has gained influence with 
  (circle one): Duchy of Urnst, Duchess of Woodwych, 
  Contessa Elone Gellor, Theocracy of the Pale, Nyrond 
  Imperium. 
  Entered on the Rolls:  This PC was responsible for 
  killing some of Sewardnt’s forces and as such, the PC’s 
  name has been entered on the Wanted list.  If the PC 
  enters an area of Nyrond that supports Sewardnt – 
  Eventide, 
  Brackenmoor, 
  Korenflass, 
  Almor, 
  or 
  Womtham, there is a 15% chance the PC will be arrested 
  for 2 TU before they can escape or be rescued.  They 
  retain all of their goods, but must pay upkeep for these 
  TU.  This has a chance to happen once per module or 
  event that takes place in any of the above Counties. 
  Favor of Ulthlan Klant:  Ulthlan Klant travels widely 
  and deals in expensive goods.  He will procure upgrade 
  
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  Page 14 
  access to ONE armor or shield special ability from the 
  following list:  Arrow catching, Bashing, Blinding, Light 
  Fortification, Arrow Deflection, Animated, or Spell 
  Resistance (13).  This access adds a one time cost of 500 
  gold for a +1 enhancement or 1000 gold for a +2 
  enhancement. 
  Piece of a Map:  This map has a symbol of Pholtus, a line, 
  and a strange rune that somewhat resembles a tower or 
  castle with a wavy line beneath it. 
  Bracers of Marksmanship: These bracers give a +2 
  competence bonus on attack rolls and +1 competence 
  bonus on damage rolls when using a crossbow.  Both 
  bracers must be worn for the magic to be effective 
   
  Moderate transmutation; CL 8th; Craft Wondrous 
  Item, Craft Magic Arms and Armor; Price 5,000 gp; 
  Weight 1 lb. 
  Favor with the Underley Network:  Unbeknownst to 
  this character, the Justicar has delivered information to 
  the Underley Network. This character is of great interest 
  to the Network, with whom they now hold favor, though 
  the character is unaware of it. (Email the CoU Triad for 
  more information: coutriad@yahoogroups.com) 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Masterwork instrument – drums (Adventure; CV; 
  100 gp) 
  • 
  Masterwork instrument – flute (Adventure; CV; 100 
  gp) 
  • 
  Masterwork instrument – horn (Adventure; CV; 100 
  gp) 
  • 
  Masterwork instrument – lute (Adventure; CV; 100 
  gp) 
  • 
  Wand of Magic Missile (1st level caster) (Adventure; 
  DMG; 750 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Burrowing Arrow (Adventure; CV; 167 gp) 
  • 
  Necklace of Fireballs Type I (Adventure; DMG; 1,650 
  gp) 
  • 
  Wand of Magic Missile (3rd level caster, 25 charges) 
  (Adventure; DMG; 1,125 gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Bag of Holding Type I (Adventure; DMG; 2,500 gp) 
  • 
  Necklace of Fireballs Type II (Adventure; DMG; 2,700 
  gp) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Necklace of Fireballs Type III (Adventure; DMG; 4,350 
  gp) 
  • 
  Bracers of Marksmanship (Metaregional; See above; 
  5,000 gp) 
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Bracers of Armor +2 (Adventure; DMG; 4,000 gp) 
  • 
  Deck of Illusions (Adventure; DMG; 8,100 gp) 
  • 
  Ring of Counterspells (Adventure; DMG; 4,000 gp) 
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  Bottle of Air (Adventure; DMG; 7,250 gp) 
  • 
  +1 Evil Outsider Bane Battleaxe (Adventure; DMG; 
  8,310 gp) 
  • 
  Pearl of Power (2nd level) (Adventure; DMG; 4,000 gp) 
  APL 14 (all of APLs 2-12 plus the following): 
  • 
  Bag of Holding Type III (Adventure; DMG; 7,400 gp) 
  • 
  +1 Evil Outsider Bane Halberd (Adventure; DMG; 
  8,310 gp) 
  • 
  Wand of Magic Missile (9th level caster) (Adventure; 
  DMG; 6,750 gp) 
  
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  Appendix One – Non−Player Characters 
  Dragran Freont: Male Oeridian Rog7/Shd2/Spy7; CR 16; medium humanoid; HD 7d6+21 plus 9d8+27; hp 123; Init 
  +12; Spd 30 ft.; AC 25, touch 19, flat-footed 25; BAB/Grp: +11/+11;  Atk: +12 melee [1d6+1; 18-20/x2, +1 rapier]; Full Atk: 
  +12/+7/+2 melee [1d6+1; 18-20/x2, +1 rapier] or +12/+7/+2 melee [1d4+1; 19-20/x2, +1 dagger]; SA Sneak attack +7d6; 
  SQ Uncanny Dodge, Improved Uncanny Dodge, Trap Sense, Evasion, Trapfinding, Slippery Mind, Hide in Plain Sight, 
  Darkvision, Cover Identity, Undetectable Alignment, Quick Change, Spot Scrying; AL NG; SV Fort +7, Ref +19, Will 
  +8; Str 10, Dex 22, Con 16, Int 20, Wis 12, Cha 16.  
   
  Skills and Feats: Bluff +25, Diplomacy +11, Disguise +22, Escape Artist +13, Forgery +22, Gather Information +20, 
  Hide +25, Knowledge(local) +6, Listen +8, Move Silently +25, Open Lock +12, Perform (dance) +8, 
  Profession(Merchant) +13, Search +24, Sense Motive +18, Sleight of Hand +19, Spot +20, Tumble +25;  Danger Sense, 
  Dodge, Improved Initiative, Mobility, Quick Reconnoiter, Skill Focus(Bluff). 
   
  Cover Identity(Ex):  A spymaster has one specific cover identity (such as “Murek, the tailor from Sumberton”).  
  While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on 
  Bluff and Gather Information checks.  
  A spymaster can add an additional cover identity to her repertoire at 4th level and another at 7th level.  
  Should the spymaster wish to “retire” a cover identity and develop a new one, she must spend one week rigorously 
  practicing subtle vocal intonations and body language before she earns the bonuses.  Cover identities do not in 
  themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the 
  professions pretended.  Thus, a spymaster must be careful to choose identities that can withstand ordinary scrutiny. 
   
  Undetectable Alignment (Ex):  The web of different identities and agendas inside a spymaster’s mind makes it 
  impossible for others to detect her alignment by means of any form of divination.  This ability functions like an 
  undetectable alignment spell, except that it is always active. 
   
  Quick Change (Ex):  By 2nd level, a spymaster has become adept at quickly switching from one identity to another. 
   She can now don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the 
  normal time. 
  Scrying Defense (Ex):  Starting at 2nd level, a spymaster adds her class level to Will saves against divination 
  (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells. 
   
  Magic Aura (Sp):  At 3rd level, a spymaster gains the ability to use Nystul’s magic aura at will with a caster level equal 
  to her class level.  Most spymasters use this ability to shield their own magic items from detection. 
   
  Slippery Mind (Ex):  Starting at 4th level, a spymaster has a second chance to wriggle free from any enchantment 
  spells and effects.  See the rogue class feature, page 51 of the Player’s Handbook. 
   
  Dispel Scrying (Ex):  At 5th level and higher, a spymaster can dispel a scrying sensor as if casting a targeted greater 
  dispel magic.  Her caster level is equal to her class level + 10.  She can use this ability a number of times per day equal to 3 
  + her Intelligence modifier. 
   
  Deep Cover (Ex):  At 7th level, a spymaster becomes able to quiet her mind and completely immerse herself in her 
  cover identity.  While she operates under deep cover, divination spells detect only information appropriate to her cover 
  identity; they reveal nothing relating to her spymaster persona. 
   
  Hide in Plain Sight (Su):  A shadowdancer can use the Hide skill even while being observed.  As long as she is 
  within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to 
  actually hide behind.  She cannot, however, hide in her own shadow. 
   
  Darkvision (Su):  At 2nd level, a shadowdancer can see in the dark as though she were permanently under the 
  effect of a darkvision spell. 
   
  Possessions: +1 glamered rapier, +1 glamered dagger (3), +2 glamered mithral chain shirt, Ring of protection +3, glamered 
  Amulet of Health +4, glamered Gloves of Dexterity +4, glamered Headband of Intellect +4, glamered Cloak of Charisma +6, disguise 
  kit. 
  Cover Identity #1 – Ulthlan Klant 
   
  Ulthlan Klant is a prosperous merchant from the County of Urnst.  He has worked his way up from a small 
  merchant in several years to delivery of expensive goods.  He has contacts with many nobles in the County of Urnst, 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 16 
  Duchy of Urnst, and Nyrond.  He is well-liked and spends generously to entertain his noble friends as benefactors.  He 
  tends to stay out of the Pale, but sometimes members of the Theocracy contact him to get special goods.  He does not 
  dabble in smuggling, being an honest, upright merchant, but will be able to direct people who need to know about such 
  things to the proper people.  He is a cheerful and friendly man, but gets frustrated quickly with incompetence because 
  he is quite skilled in his profession.   
   
  He is more than willing to take good adventurers along with his caravans due to the protection and interesting 
  news they often bring.  He will take the time to talk to each adventurer and gauge their interest in the caravan and 
  gather what news of the world he can without seeming too overly interested.   
   
  Ulthlan is in his late 30s, with prematurely graying hair and a small moustache.  He tends to wear rich silks that 
  resist the wear of the road and look elegant even after riding all day.  He wears a ring of protection +3 that is quite 
  obvious and has a minor amulet of health (Amulet of Health +2) as well as a cloak of minor charisma (Cloak of Charisma 
  +2). 
  Cover Identity #2 – Tranard Sond 
   
  Tranard Sond is a mercenary guard for hire that occasionally travels with Ulthan Klant’s caravans as well as with 
  many other caravans that travel throughout the Nyrond Metaregion.  He has been a guard for many years traveling the 
  caravan routes and his weather worn face and equipment reflect this.  He is satisfied with his life and likes the mild 
  adventure, pay, and travel that come with being a caravan guard.  He has enough status within the caravan guard 
  community that he doesn’t get midnight watches anymore and has a more comfortable place to sleep at night, either a 
  cot or a hammock or a servants room in the local inn.  He tends to be taciturn, but when he speaks he tends to be fairly 
  insightful.  His secret vice is poetry and all of the guards know that he writes poetry when he’s off duty.   
   
  Tranard is in his early 30s, with short cropped black hair.  His face is weather worn and he has scars from 
  encounters with bandits along the roads.  He wears a serviceable set of breastplate that is masterwork quality, but 
  obviously rather old and scarred.  It radiates faint protection magic (+1).  He carries a +1 short sword, a mithral buckler, 
  and has a ring of protection +2. 
  
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  Page 17 
  Appendix Two – Travel Times and Places 
  Mowbrenn County 
  Located North of Rel Mord and Woodwych, Mowbrenn is located on the trade routes to Urnst and the Pale. This is a 
  fertile area of Nyrond, with much grain-growing and cloth-weaving, giving most people their living outside the city. 
  Thus, most of the people in these lands, like many of the central lands, don't live within the cities. The rural population 
  numbers more than a hundred thousand.  
  Appointing Cunal Huldane to replace his father as Count was a move based on a strong personal friendship with King 
  Lynwerd. It was also a popular move in many circles. The old Count, Blackmar Huldane, was a war hero who had earned 
  quite a reputation in battles in Almor during the war with the Great Kingdom. Blackmar had always been strict, but, 
  before Lynwerd took the throne, strict had become cruel and tyrannical. He was a harsh repressive ruler who extracted 
  every copper owed by his cowering subjects, who in turn lived in fear of his brutish militia. Cunal's much lighter hand 
  was greeted with joy. 
  Mowbrenn 
  Now there are those who are not so sure Cunal was a good change. Freedom to act includes the freedom to act badly. 
  The capital, Mowbrenn, a walled city of 20,700, is facing an upsurge in crime, with a militia that is dispirited because it is 
  not allowed to enforce "law and order". The Captain of the Blackguard, Jerrus Malstronn, is particularly vocal about this 
  point. Scarier are the rumors of dark cults, and the people who disappear in the night. Defenders insist the rumors 
  started well before Cunal came to power and people vanish in big cities all the time, but as the man in charge, Cunal 
  gets the blame. The critics claim Blackmar is the man for the situation – that Cunal is simply incapable of the strong 
  response needed. 
  Blackmar, who detests his son as a soft, weak ruler, is eager to return to power. Some want to blame Blackmar's chief 
  adviser, Quarlanth, for Blackmars fall from power. If he were to replace him, Blackmar would be just the man to restore 
  public order, according to this theory. Others dismiss this as typical "evil adviser" scapegoating. If the prince's policy 
  works, the prince takes all the credit. If it doesn't, the prince blames the adviser for bad or evil advice and dumps him, 
  even if he gave precise advice and opposed the policy. Those viewing him this way argue, depending on their other 
  views, that Quarlanth be retained when Blackmar returns to power, that he become Cunal's chief adviser,or just be 
  avoided as too identified with the old regime. 
  Mowbrenn is built on 2 hills. The main town is built on what is called the Greater Mound, divided by a second wall into 
  the classic Oeridian architecture of the Old Town and the New Town, where the taxation and oppression of the old 
  regime was felt most heavily. Ironically, the lighter hand of the current Count has not reduced the hostility towards 
  their rulers here. 
  At the highest point of the Mound, also known as known as Sharphill, lies Castle Blackmar, and within are also the 
  verdant grasslands of the Gardens. A repaired shrine to Ehlonna lies here, tended by Count Cunal Blackmar. Beyond 
  the Castle lies the Temple of Pholtus, ruled by Faric Luthinson, Shining Paragon of Pholtus, lit by divinely charged light 
  globes. This Temple is now in less favor, despite and maybe because of, visits by Zylinchin and the Valorous League. 
  Other notable temples are for Zilchus, under High Acquirer Duvend Newrak, and Boccob, under Racondite Brenderris. 
  The second mound, the Lesser Mound, is home to a small community of the poor, destitute and displaced who have 
  made a dingy shantytown upon the second hill. Rumor says several highly evil cults are somewhere within. It is the sort 
  of place where the desperate and starving might join such a cult, but that may be the source of the rumor. Zylinchin 
  performed one of his witch-hunts here and "exposed" a cult. Unfortunately he followed his normal pattern and 
  consigned the evil ones to the flames before he bothered to tell the local authorities. The confessions and other 
  evidence he presented was sufficient to keep him from being arrested, but not from making him quite unpopular in 
  official circles, not to mention among those who claim the confessions were false. 
  There are of course a large number of inns in the city. The largest inn within Mowbrenn is the Teller of Tidings, owned 
  by Radmac Laddeman, human male. The smallest is a matter of definition as many buildings become an inn any time 
  they have a bottle and somebody else has coin. One of many small specialized taverns is one called the Grey Bow Inn, 
  owned by Cirimyre of Labelas, who is ancient even by elven standards. Its patrons are almost entirely elves. Even half-
  elves are encouraged to go elsewhere.  
  As might be expected of a city on 2 hills, there is a thriving undercity below the official city. Since it officially doesn't 
  exist, the details are rather vague. Some areas are quite safe, at least if you watch your back, while nobody is known to 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 18 
  have returned from others. All assume this underground is a center of the local thieves guild, whose existence is also 
  officially denied and whose leadership is secret. Those who brag about knowing the leaders tend to turn up dead. 
  However, these are usually objectionable characters whose demise might have been speeded up by any number of 
  people for many possible reasons, so it is not clear their bragging had anything to do with their ends. Most, however, 
  prefer not to take the chance. 
  Curtulenn 
  A serious problem to deal with is Curtulenn, a town of 5200 on the trade route from Mowbrenn to Trigol. Its people are 
  described as determined, self-reliant, defiant, and individualistic. So when its popular leader and chief landholder, Sir 
  Lellend DeFreiden, defied King Archbold over higher taxes and jailed his bailiff, they vigorously supported him. The 
  king did not want to disrupt the nation’s prime trade route and so settled for the old tax rate. This in turn led to vigorous 
  growth in the area. The strong growth, and its attitude towards the law, has in turn led to a vigorous growth in crime. 
  Rogues, thieves, bandits are common. Some mercenary companies claiming to be hunting the bandits and guarding 
  caravans are believed to be bandits. Cunal, with his own background as a "bandit", is hesitant to put these down. While 
  few of the bandits want to benefit any but themselves, there are some out to help others, and a great many willing to 
  claim they are. The locals are not enthused with the idea of his troops, or any of the Kings troops, in the area anyway.  
  Travel 
  The travel that the PCs do in this module is along major roads or highways, so they should not have any troubles with 
  the wagons.  Ulthlan Klant’s caravan travels at 15 miles per day.  Travel times are indicated below for various methods 
  between the major cities in the area. 
   
  Start 
  Destination 
  Miles 
  Wagon 
  Light Horse (Load) 
  Heavy Horse (Load) 
  Trigol 
  Curtulenn 
  30 
  2 days 
  1 day 
  1 day 
  Curtulenn 
  Mowbrenn 
  145 
  10 days 
  4.5 days 
  5 days 
  Curtulenn 
  Woodwych 
  190 
  13 days 
  6 days 
  7 days 
  Curtulenn 
  Hammensend 
  210 
  14 days 
  6 days 
  7 days 
   
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 19 
  Appendix Three – APL 2
  Encounter Two 
   
   
   
   
  Bandit: Human War1; CR ½; Medium humanoid 
  (Human); HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 13, 
  touch 10, flat-footed 13; BAB/Grp +1/+2; Atk +3 melee 
  (1d8+1/19-20, longsword) or +1 ranged (1d8/19-20, 
  crossbow); Full Atk +3 melee (1d8+1/19-20, longsword) 
  or +1 ranged (1d8/19-20, crossbow); AL N; SV Fort +3, 
  Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Hide +2, Move Silently +2; Point 
  Blank Shot, Weapon Focus (longsword). 
   
  Possessions: Masterwork studded leather armor, 
  longsword, dagger, light crossbow, 10 bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr2 of Pholtus; CR 2; 
  Medium humanoid (Human); HD 2d8+2; hp 11; Init -
  1; Spd 20 ft.; AC 16, touch 9, flat-footed 16; BAB/Grp 
  +1/+2; Atk +2 melee (1d8+1, mace); Full Atk +2 melee 
  (1d8+1, mace); SA Spells, turn undead 5/day; AL LG; 
  SV Fort +4, Ref -1, Will +7; Str 12, Dex 9, Con 13, Int 
  10, Wis 15, Cha 14. 
   
  Skills & Feats: Concentration +6, Knowledge 
  (religion) +3, Knowledge (the planes) +8, Spellcraft +2; 
  Iron Will, Skill Focus (Knowledge [the planes]). 
   
  Possessions: Splint mail, light wooden shield, heavy 
  mace, silver holy symbol of Pholtus, spell component 
  pouch. 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 
  0—guidance, guidance, resistance, resistance; 1st—bless, 
  cause fear, magic weapon, protection from chaos*. 
  *Domain spell. Domains: Good (cast good spells at +1 
  caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: 
  Human 
  Rgr1; 
  CR 
  1; 
  Medium 
  humanoid (Human); HD 1d8+2; hp 6; Init +1; Spd 30 
  ft.; AC 16, touch 11, flat-footed 15; BAB/Grp +1/+3; Atk 
  +5 melee (1d8+2/x3, battle axe) or +2 ranged (1d8/x3, 
  longbow); Full Atk +5 melee (1d8+2/x3, battleaxe) or 
  +2 ranged (1d8/x3, longbow); SA Favored enemy (evil 
  outsiders +2); SQ Wild empathy +0; AL LG; SV Fort +4, 
  Ref +3, Will +3; Str 15, Dex 13, Con 14, Int 10, Wis 12, 
  Cha 8. 
   
  Skills & Feats: Hide +3, Knowledge (the planes) +2, 
  Listen +5, Move Silently +3, Sense Motive +3, Spot +5, 
  Survival +5; Iron Will, TrackB, Weapon Focus (battle 
  axe). 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
   
  Possessions: Chain shirt, longbow, 20 arrows, 
  masterwork battleaxe, light wooden shield. 
  Fiend-fighter: Human Ftr1; CR 1; Medium humanoid 
  (Human); HD 1d10+2; hp 7; Init +1; Spd 20 ft.; AC 16, 
  touch 11, flat-footed 15; BAB/Grp +1/+3; Atk +5 melee 
  (1d10+3/x3, halberd); Full Atk +5 melee (1d10+3/x3, 
  halberd); AL LG; SV Fort +4, Ref +1, Will +3; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Jump +1, Knowledge (religion) +2, 
  Knowledge (the planes) +2; Iron Will, Power Attack, 
  Weapon Focus (halberd). 
   
  Possessions: Chainmail, masterwork halberd. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer: Human Sor2; CR 2; Medium 
  humanoid (human); HD 2d4+2; hp 7; Init +6; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; BAB/Grp +1/+0; Atk +0 
  melee (1d4-1, dagger) or +4 ranged (1d8, crossbow); 
  Full Atk +0 melee (1d4-1, Dagger) or +4 ranged (1d8, 
  crossbow) ; AL LE; SV Fort +1, Ref +2, Will +3; Str 8, 
  Dex 14 , Con  13, Int 10, Wis 12, Cha 15. 
  Skills and Feats: Concentration +6, Knowledge (arcana) 
  +5, Spellcraft +7; Combat Casting, Improved Initiative. 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, scroll of shield, scroll of mage armor, wand of magic 
  missile (1st level caster). 
  Spells Known (6/5; base DC = 12 + spell level): 0—acid 
  splash, flare, ray of frost, read magic, touch of fatigue; 1st—
  color spray, magic missile. 
  Imperial Soldier: Human Ftr1; CR 1; Medium 
  humanoid (human); HD 1d10+2; hp 7; Init +1; Spd 20 
  ft; AC 16, touch 10, flat-footed 16; BAB/Grp +1/+3; Atk: 
  +5 melee (1d8+3, flail); AL LE; SV Fort +4, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb -3, Intimidate +3, Jump -3; 
  Improved Bull Rush, Power Attack, Weapon Focus 
  (heavy flail). 
  Possessions: Masterwork heavy flail, splint mail, potion of 
  cure light wounds. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 20 
  Appendix Four – APL 4 
  Encounter Two 
   
   
   
   
  Bandit: Human War2; CR 1; Medium humanoid 
  (Human); HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 13, 
  touch 10, flat-footed 13; BAB/Grp +2/+3; Atk +5 melee 
  (1d8+1, longsword) or +2 ranged (1d8, crossbow); Full 
  Atk +5 melee (1d8+1, longsword) or +2 ranged (1d8, 
  crossbow); AL N; SV Fort +4, Ref +0, Will +0; Str 13, 
  Dex 11, Con 12, Int 9, Wis 10, Cha 8. 
   
  Skills and Feats: Hide +2, Intimidate +1, Move 
  Silently +2; Point Blank Shot, Weapon Focus 
  (longsword). 
   
  Possessions: Masterwork studded leather armor, 
  masterwork longsword, dagger, light crossbow,  bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr4 of Pholtus; CR 4; 
  Medium humanoid (Human); HD 4d8+4; hp 22; Init -
  1; Spd 20 ft.; AC 17, touch 9, flat-footed 17; BAB/Grp 
  +3/+4; Atk +4 melee (1d8+1, mace); Full Atk +4 melee 
  (1d8+1, mace); SA Spells, turn undead 5/day; AL LG; 
  SV Fort +5, Ref +0, Will +9; Str 12, Dex 9, Con 13, Int 
  10, Wis 16, Cha 14. 
   
  Skills & Feats: Concentration +8, Knowledge 
  (religion) +3, Knowledge (the planes) +10, Spellcraft 
  +4; 
  Consecrate 
  Spell, 
  Iron 
  Will, 
  Skill 
  Focus 
  (Knowledge [the planes]). 
   
  Possessions: Half-plate, light wooden shield, heavy 
  mace, silver holy symbol of Pholtus, spell component 
  pouch. 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 
  0—guidance, 
  guidance, 
  guidance, 
  resistance, 
  resistance; 1st—bless, cause fear, doom, doom, protection from 
  chaos*; 2nd—aid, silence, spiritual weapon, summon 
  monster II. 
  *Domain spell. Domains: Good (cast abjuration spells at 
  +1 caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: 
  Human 
  Rgr3; 
  CR 
  3; 
  Medium 
  humanoid (Human); HD 3d8+6; hp 19; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; BAB/Grp +3/+5; Atk 
  +7 melee (1d8+2/x3, battleaxe) or +4 ranged (1d8/x3, 
  longbow); Full Atk +5/+5 melee (1d8+2/1d8+1/x3, 
  battleaxe) or +4 ranged (1d8/x3, longbow); SA Favored 
  enemy (evil outsiders +2); SQ Combat style, wild 
  empathy +2; AL LG; SV Fort +5, Ref +4, Will +4; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +5, Knowledge (the planes) +3, 
  Listen +7, Move Silently +5, Sense Motive +4, Spot +7, 
  Survival +7; EnduranceB, Iron Will, Oversized Two-
  Weapon Fighting, TrackB, Weapon Focus (battle axe). 
   
  Combat Style (Ex): The Fiend-hunter is 
  considered to have the Two-Weapon Fighting feat as 
  long as he wears light or no armor. 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
   
  Possessions: Chain shirt, longbow, 20 arrows, 2 
  masterwork battleaxes. 
  Fiend-fighter: Human Ftr3; CR 3; Medium humanoid 
  (Human); HD 3d10+9; hp 25; Init +1; Spd 20 ft.; AC 17, 
  touch 11, flat-footed 16; BAB/Grp +3/+5; Atk +7 melee 
  (1d10+3/x3, halberd); Full Atk +7 melee (1d10+3/x3, 
  halberd); AL LG; SV Fort +5, Ref +2, Will +4; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Jump +3, Knowledge (religion) +3, 
  Knowledge (the planes) +3; Combat Reflexes, 
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (halberd). 
   
  Possessions: Masterwork banded mail, masterwork 
  halberd. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer: Human Sor4; CR 4; Medium 
  humanoid (human); HD 4d4+4; hp 14; Init +6; Spd 30 
  ft; AC 13, touch 13, flat-footed 11; BAB/Grp +2/+1; Atk: 
  +2 melee (1d4-1, dagger), +5 ranged (1d8, crossbow); 
  AL LE; SV Fort +2, Ref +3, Will +5; Str 8, Dex 14, Con 
  12, Int 10, Wis 12, Cha 16. 
  Skills and Feats: Concentration +8, Knowledge (Arcana) 
  +7, Spellcraft +9; Combat Casting, Improved Initiative, 
  Spell Focus (Evocation). 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, ring of protection +1, wand of magic missile (3rd level 
  caster, 25 charges), scroll of mage armor. 
  Spells Known (6/7/4; base DC = 13 + spell level): 0—acid 
  splash, daze, detect magic, flare, ray of frost, touch of fatigue; 
  1st—magic missile, color spray, ray of enfeeblement; 2nd—
  scorching ray. 
  Imperial Soldier: Human Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 22; Init +1; Spd 20 
  ft; AC 17, touch 11, flat-footed 17; BAB/Grp +3/+6; Atk: 
  +7 melee (1d8+5, flail); AL LE; SV Fort +5, Ref +2, Will 
  +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb +2, Intimidate +5, Jump +2; 
  Blind-Fight, Improved Bull Rush, Power Attack, 
  Weapon Focus (heavy flail), Weapon Specialization 
  (heavy flail). 
  Possessions: Masterwork heavy flail, masterwork banded 
  mail, potion cure light wounds. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 21 
  Appendix Five – APL 6 
  Encounter Two 
   
   
   
   
  Bandit: 
  Human 
  War2/Rog1; 
  CR 
  2; 
  Medium 
  humanoid (Human); HD 2d8+2 (War) plus 1d6+1 
  (Rog); hp 15; Init +2; Spd 30 ft.; AC 15, touch 12, flat-
  footed 13; BAB/Grp +2/+4; Atk +6 melee (1d8+2, 
  longsword) or +4 ranged (1d8, crossbow); Full Atk +4 
  melee (1d8+2, longsword) and +4 melee (1d4+1, 
  dagger), or +4 ranged (1d8, crossbow); SA Sneak attack 
  +1d6; SQ Trapfinding; AL N; SV Fort +4, Ref +4, Will 
  +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide +6, Intimidate +4, Move 
  Silently +6, Spot +3, Tumble +6; Point Blank Shot, Two-
  Weapon Fighting, Weapon Focus (longsword). 
   
  Possessions: Masterwork studded leather armor, 
  masterwork longsword, masterwork dagger, light 
  crossbow, 10 bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr7 of Pholtus; CR 7; 
  Medium humanoid (Human); HD 7d8+7; hp 38; Init -
  1; Spd 20 ft.; AC 18, touch 9, flat-footed 18; BAB/Grp 
  +5/+6; Atk +7 melee (1d8+1, mace); Full Atk +7 melee 
  (1d8+1, mace); SA Spells, turn undead 9/day; AL LG; 
  SV Fort +6, Ref +1, Will +10; Str 12, Dex 9, Con 13, Int 
  10, Wis 16, Cha 14. 
   
  Skills & Feats: Concentration +11, Knowledge 
  (religion) +5, Knowledge (the planes) +10, Spellcraft 
  +5; Consecrate Spell, Divine Metamagic, Extra 
  Turning, Iron Will. 
   
  Possessions: Masterwork full plate, light wooden 
  shield, masterwork heavy mace, silver holy symbol of 
  Pholtus, spell component pouch. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level): 0—guidance, guidance, guidance, resistance, 
  resistance, resistance; 1st—bless, divine favor, doom, doom, 
  protection from chaos*, shield of faith; 2nd—aid*, bull’s 
  strength, silence, spiritual weapon, summon monster II; 
  3rd—dispel magic, invisibility purge, magic circle against 
  chaos*, searing light; 4th—divine power, order’s wrath*. 
  *Domain spell. Domains: Good (cast abjuration spells at 
  +1 caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: 
  Human 
  Rgr5; 
  CR 
  5; 
  Medium 
  humanoid (Human); HD 5d8+10; hp 32; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; BAB/Grp +5/+8; Atk 
  +10 melee (1d8+4/x3, +1 battleaxe) or +6 ranged 
  (1d8/x3, 
  longbow); 
  Full 
  Atk 
  +8/+8 
  melee 
  (1d8+4/1d8+1/x3, battle axe) or +6 ranged (1d8/x3, 
  longbow); SA Favored enemy (evil outsiders +4, 
  humans +2); SQ Animal companion, combat style, wild 
  empathy +4; AL LG; SV Fort +6, Ref +5, Will +4; Str 16, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +7, Knowledge (the planes) +4, 
  Listen +9, Move Silently +7, Sense Motive +5, Spot +9, 
  Survival +9; EnduranceB, Iron Will, Oversized Two-
  Weapon Fighting, TrackB, Weapon Focus (battle axe). 
   
  Combat Style (Ex): The Fiend-hunter is 
  considered to have the Two-Weapon Fighting feat as 
  long as he wears light or no armor. 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +4 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
  He gains a +2 bonus against humans. 
   
  Possessions: Chain shirt, longbow, 20 arrows, +1 
  battleaxe, masterwork battleaxe. 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st—
  resist energy. 
  Wolf animal companion: Medium magical beast 
  (Augmented animal); HD 2d8+4; hp 13; Init +2; Spd 50 
  ft.; AC 14, touch 12, flat-footed 12; BAB/Grp +1/+2; Atk 
  +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); 
  SA Trip; SQ Link, low-light vision, scent, share spells; 
  AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 
  15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; TrackB, Weapon Focus (bite). 
   
  Link (Ex): The Fiend-hunter can handle this wolf 
  as a free action or push it as a move action, even 
  without ranks in Handle Animal. He also gains a +4 
  circumstance bonus on all wild empathy and Handle 
  Animal checks regarding this wolf. 
   
  Tricks: This wolf knows the following tricks – 
  attack x2, come, defend, down, heel, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Fiend-fighter: Human Ftr3; CR 3; Medium humanoid 
  (Human); HD 3d10+9; hp 25; Init +1; Spd 20 ft.; AC 17, 
  touch 10, flat-footed 17; BAB/Grp +3/+5; Atk +7 melee 
  (1d10+3/x3, halberd); Full Atk +7 melee (1d10+3/x3, 
  halberd); AL LG; SV Fort +5, Ref +2, Will +4; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Jump +2, Knowledge (religion) +3, 
  Knowledge (the planes) +3; Combat Reflexes, 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 22 
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (halberd). 
   
  Possessions: Masterwork half-plate, masterwork 
  halberd. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer: Human Sor7; CR 7; Medium 
  humanoid (human); HD 7d4+7; hp 26; Init +6; Spd 30 
  ft; AC 13, touch 13, flat-footed 10; BAB/ Grp +3/+2; 
  Atk: +3 melee (1d4-1, dagger), +6 ranged (1d8, 
  crossbow); AL LE; SV Fort +3, Ref +4, Will +6; Str 8, 
  Dex 14, Con 12, Int 10, Wis 12, Cha 16. 
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +10, Spellcraft +12; Combat Casting, 
  Improved Familiar, Improved Initiative, Spell Focus 
  (Evocation). 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, scroll of shield, necklace of fireballs Type II, scroll of 
  mage armor, wand of magic missile (3rd level; 25 charges). 
  Spells Known (6/7/7/5; base DC = 13 + spell level): 0—
  acid splash, daze, detect magic, flare, ray of frost, resistance, 
  touch of fatigue; 1st—magic missile, ray of enfeeblement, 
  shield, shocking grasp; 2nd—blindness/deafness, blur, 
  scorching ray; 3rd—fireball, lightning bolt. 
  Imp Familiar: Tiny outsider (Evil, Extraplanar, 
  Lawful); HD 7; hp 13; Init +3; Spd 20 ft., fly 50 ft. 
  (perfect); AC 24, touch 15, flat-footed 21; BAB/Grp +3/-
  5; Atk +8 melee (1d4 plus poison, sting); Full Atk +8 
  melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 
  ft.; SA Poison, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immune to poison, improved 
  evasion, resist fire 5, speak with master; AL LE; SV Fort 
  +3, Ref +6, Will +6; Str 10, Dex 17, Con 10, Int 10, Wis 
  12, Cha 14. 
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge 
  (the planes) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +10, Spot +7, Survival +1 (+3 following 
  tracks); Dodge, Weapon Finesse. 
  Alternate Form (Su): As polymorph, caster level 12th, 
  except than an individual imp can assume only one or 
  two forms no larger than Medium.  Common forms 
  include monstrous spider, raven, rat, and boar. 
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. 
  Spell-like Abilities: At will—detect good, detect magic, 
  invisibility (self only); 1/day—suggestion.  Caster level 
  6th; save DC 12 + spell level.  Once per week, an imp 
  can use commune to ask six questions.  The ability 
  otherwise works as the spell (caster level 12th). 
  Imperial Soldier: Human Ftr4; CR 4; Medium 
  humanoid (human); HD 4d10+8; hp 34; Init +1; Spd 20 
  ft; AC 17, touch 11, flat-footed 17; BAB/Grp +4/+7; Atk: 
  +9 melee (1d8+6, flail); AL LE; SV Fort +6, Ref +2, Will 
  +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb +3, Intimidate +6, Jump +3; 
  Blind-Fight, Improved Bull Rush, Improved Sunder, 
  Power Attack, Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail). 
  Possessions: Masterwork heavy flail, masterwork banded 
  mail, potion cure light wounds. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 23 
  Appendix Six – APL 8 
  Encounter Two 
   
   
   
   
  Bandit: 
  Human 
  War2/Rog3; 
  CR 
  4; 
  Medium 
  humanoid (Human); HD 2d8+2 (War) plus 3d6+3 
  (Rog); hp 24; Init +3; Spd 30 ft.; AC 16, touch 13, flat-
  footed 13; BAB/Grp +4/+6; Atk +8 melee (1d8+2, 
  longsword) or +7 ranged (1d8, crossbow); Full Atk +6 
  melee (1d8+2, longsword) and +8 melee (1d4+1, 
  dagger), or +7 ranged (1d8, crossbow); SA Sneak attack 
  +2d6; SQ Evasion, trap sense +1, trapfinding; AL N; SV 
  Fort +5, Ref +6, Will +2; Str 14, Dex 16, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +6, Hide +9, Intimidate +4, 
  Jump +6, Move Silently +9, Spot +3, Tumble +10; Point 
  Blank Shot, Two-Weapon Fighting, Weapon Focus 
  (longsword). 
   
  Possessions: Masterwork studded leather armor, 
  masterwork longsword, masterwork dagger, light 
  crossbow, 10 bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr9 of Pholtus; CR 9; 
  Medium humanoid (Human); HD 9d8+18; hp 58; Init -
  1; Spd 20 ft.; AC 19, touch 9, flat-footed 19; BAB/Grp 
  +6/+7; Atk +8 melee (1d8+1, mace); Full Atk +8/+3 
  melee (1d8+1, mace); SA Spells, turn undead 9/day; AL 
  LG; SV Fort +8, Ref +2, Will +11; Str 12, Dex 9, Con 14, 
  Int 10, Wis 16, Cha 14. 
   
  Skills & Feats: Concentration +14, Knowledge 
  (religion) +5, Knowledge (the planes) +12, Spellcraft 
  +7; Combat Casting, Consecrate Spell, Divine 
  Metamagic, Extra Turning, Iron Will. 
   
  Possessions: +1 full plate, light wooden shield, 
  masterwork heavy mace, silver holy symbol of Pholtus, 
  spell component pouch. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 
  13 + spell level): 0—guidance, guidance, guidance, 
  resistance, resistance, resistance; 1st—bless, divine favor, 
  doom, entropic shield, protection from chaos*, shield of faith; 
  2nd—aid*, bull’s strength, bull’s strength, silence, spiritual 
  weapon, summon monster II; 3rd—dispel magic, dispel 
  magic, invisibility purge, magic circle against chaos*, searing 
  light; 4th—divine power, order’s wrath*, summon monster 
  IV; 5th—dispel chaos*, flame strike. 
  *Domain spell. Domains: Good (cast abjuration spells at 
  +1 caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: 
  Human 
  Rgr7; 
  CR 
  7; 
  Medium 
  humanoid (Human); HD 7d8+14; hp 45; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; BAB/Grp +7/+10; 
  Atk +12 melee (1d8+4/x3, battle axe) or +8 ranged 
  (1d8/x3, longbow); Full Atk +10/+10/+5/+5 melee 
  (1d8+4/1d8+2/x3, battle axe) or +8/+3 ranged (1d8/x3, 
  longbow); SA Favored enemy (evil outsiders +4, 
  humans +2); SA Spells; SQ Animal companion, 
  improved combat style, wild empathy +6, woodland 
  stride; AL LG; SV Fort +7, Ref +6, Will +5; Str 16, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +9, Knowledge (the planes) +5, 
  Listen +11, Move Silently +9, Sense Motive +6, Spot 
  +11, Survival +11; EnduranceB, Iron Will, Natural 
  Bond, Oversized Two-Weapon Fighting, TrackB, 
  Weapon Focus (battle axe). 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +4 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
  He gains a +2 bonus against humans. 
   
  Improved Combat Style (Ex): The Fiend-hunter 
  is considered to have the Two-Weapon Fighting and 
  Improved Two-Weapon Fighting feats as long as he 
  wears light or no armor. 
   
  Woodland Stride (Ex): The Fiend-hunter may 
  move through any sort of undergrowth at normal 
  speed and without taking damage or suffering any 
  other impairment. This ability does not work on 
  terrain that is enchanted or magically manipulated 
   
  Possessions: Chain shirt, longbow, 20 arrows, 2 +1 
  battleaxes. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1st—
  magic fang, resist energy. 
  Wolf animal companion: Medium magical beast 
  (Augmented animal); HD 6d8+12; hp 39; Init +3; Spd 
  50 ft.; AC 19, touch 13, flat-footed 16; BAB/Grp +4/+7; 
  Atk +8 melee (1d8+4, bite); Full Atk +8 melee (1d8+4, 
  bite); SA Trip; SQ Devotion, evasion, link, low-light 
  vision, scent, share spells; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently 
  +4, Spot +5, Survival +1*; Dodge, Improved Natural 
  Attack (bite), TrackB, Weapon Focus (bite). 
   
  Devotion (Ex): This wolf gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): When subjected to an attack that 
  allows a Reflex save for half damage, this wolf takes no 
  damage on a successful save. 
   
  Link (Ex): The Fiend-hunter can handle this wolf 
  as a free action or push it as a move action, even 
  without ranks in Handle Animal. He also gains a +4 
  circumstance bonus on all wild empathy and Handle 
  Animal checks regarding this wolf. 
   
  Tricks: This wolf knows the following tricks – 
  attack x2, come, defend, down, fetch, heel, seek, track. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 24 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Fiend-fighter: Human Ftr4; CR 4; Medium humanoid 
  (Human); HD 4d10+12; hp 34; Init +1; Spd 20 ft.; AC 
  17, touch 10, flat-footed 17; BAB/Grp +4/+7; Atk +9 
  melee (1d10+6/x3, halberd); Full Atk +9 melee 
  (1d10+6/x3, halberd); AL LG; SV Fort +6, Ref +2, Will 
  +4; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +2, Jump +3, 
  Knowledge (religion) +3, Knowledge (the planes) +3; 
  Combat Reflexes, Improved Toughness, Iron Will, 
  Power Attack, Weapon Focus (halberd), Weapon 
  Specialization (halberd). 
   
  Possessions: Masterwork half-plate, masterwork 
  halberd. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer; Human Sor8: CR 8; Medium 
  humanoid (human); HD 8d4+8; hp 30; Init +6; Spd 30 
  ft; AC 13, touch 13, flat-footed 10; BAB/Grp +4/+3; Atk: 
  +3 melee (1d4-1, dagger), +9 ranged (1d8+1, crossbow); 
  AL LE; SV Fort +3, Ref +4, Will +7; Str 8, Dex 14, Con 
  12, Int 10, Wis 12, Cha 17. 
  Skills and Feats: Concentration +12, Knowledge 
  (Arcana) +12, Spellcraft +13; Combat Casting, 
  Improved Familiar, Improved Initiative, Spell Focus 
  (Evocation). 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, scroll of shield, scroll of mage armor, bracers of 
  marksmanship. 
  Spells Known (6/7/7/6/3; base DC = 13 + Spell Level): 
  0—acid splash, daze, detect magic, flare, ray of frost, read 
  magic, resistance, touch of fatigue; 1st—magic missile, ray of 
  enfeeblement, shield, shocking grasp, true strike; 2nd—
  blindness/deafness, blur, scorching ray; 3rd—fireball, 
  lightning bolt; 4th—shout. 
  Imp Familiar: Tiny outsider (Evil, Extraplanar, 
  Lawful); HD 8; hp 15; Init +3; Spd 20 ft., fly 50 ft. 
  (perfect); AC 24, touch 15, flat-footed 21; BAB/Grp +4/-
  4; Atk +9 melee (1d4 plus poison, sting); Full Atk +9 
  melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 
  ft.; SA Poison, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immune to poison, improved 
  evasion, resist fire 5, speak with master; AL LE; SV Fort 
  +3, Ref +6, Will +7; Str 10, Dex 17, Con 10, Int 10, Wis 
  12, Cha 14. 
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge 
  (the planes) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +11, Spot +7, Survival +1 (+3 following 
  tracks); Dodge, Weapon Finesse. 
  Alternate Form (Su): As polymorph, caster level 12th, 
  except than an individual imp can assume only one or 
  two forms no larger than Medium.  Common forms 
  include monstrous spider, raven, rat, and boar. 
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. 
  Spell-like Abilities: At will—detect good, detect magic, 
  invisibility (self only); 1/day—suggestion.  Caster level 
  6th; save DC 12 + spell level.  Once per week, an imp 
  can use commune to ask six questions.  The ability 
  otherwise works as the spell (caster level 12th). 
  Imperial Soldier: Human Ftr6; CR 6; Medium 
  humanoid (human); HD 6d10+12; hp 49; Init +1; Spd 
  20 ft; AC 17, touch 11, flat-footed 17; BAB/Grp +6/+9; 
  Atk: +11 melee (1d8+6, flail); Full Atk +11/+6 melee 
  (1d8+6, flail); AL LE; SV Fort +9, Ref +5, Will +5; Str 16, 
  Dex 13, Con 14, Int 11, Wis 12, Cha 8. 
  Skills and Feats: Climb +6, Intimidate +8, Jump +6; 
  Blind-Fight, Great Fortitude, Improved Bull Rush, 
  Improved Sunder, Iron Will, Power Attack, Weapon 
  Focus (heavy flail), Weapon Specialization (heavy flail). 
  Possessions: Masterwork heavy flail, masterwork banded 
  mail. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 25 
  Appendix Seven – APL 10 
  Encounter Two 
   
   
   
   
  Bandit: Human War2/Rog3/Ftr2; CR 6; Medium 
  humanoid (Human); HD 2d8+2 (War) plus 3d6+3 
  (Rog) plus 2d10+2 (Ftr); hp 37; Init +3; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; BAB/Grp +6/+8; Atk +10 
  melee (1d8+2, longsword) or +9 ranged (1d8, 
  crossbow); Full Atk +8/+3 melee (1d8+2, longsword) 
  and +8 melee (1d4+1, dagger), or +9 ranged (1d8, 
  crossbow); SA Sneak attack +2d6; SQ Evasion, trap 
  sense +1, trapfinding; AL N; SV Fort +8, Ref +6, Will 
  +2; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +6, Hide +9, Intimidate +5, 
  Jump +7, Listen +3, Move Silently +9, Spot +3, Tumble 
  +12; Dodge, Elusive Target, Mobility, Point Blank Shot, 
  Two-Weapon Fighting, Weapon Focus (longsword). 
   
  Possessions: Masterwork studded leather armor, 
  masterwork longsword, masterwork dagger, light 
  crossbow, 10 bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr9 of Pholtus; CR 9; 
  Medium humanoid (Human); HD 9d8+18; hp 58; Init -
  1; Spd 20 ft.; AC 19, touch 9, flat-footed 19; BAB/Grp 
  +6/+7; Atk +8 melee (1d8+1, mace); Full Atk +8/+3 
  melee (1d8+1, mace); SA Spells, turn undead 9/day; AL 
  LG; SV Fort +8, Ref +2, Will +11; Str 12, Dex 9, Con 14, 
  Int 10, Wis 16, Cha 14. 
   
  Skills & Feats: Concentration +14, Knowledge 
  (religion) +5, Knowledge (the planes) +12, Spellcraft 
  +7; Combat Casting, Consecrate Spell, Divine 
  Metamagic, Extra Turning, Iron Will. 
   
  Possessions: +1 full plate, light wooden shield, 
  masterwork heavy mace, silver holy symbol of Pholtus, 
  spell component pouch. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 
  13 + spell level): 0—guidance, guidance, guidance, 
  resistance, resistance, resistance; 1st—bless, divine favor, 
  doom, entropic shield, protection from chaos*, shield of faith; 
  2nd—aid*, bull’s strength, bull’s strength, silence, spiritual 
  weapon, summon monster II; 3rd—dispel magic, dispel 
  magic, invisibility purge, magic circle against chaos*, searing 
  light; 4th—divine power, order’s wrath*, summon monster 
  IV; 5th—dispel chaos*, flame strike. 
  *Domain spell. Domains: Good (cast abjuration spells at 
  +1 caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: 
  Human 
  Rgr7; 
  CR 
  7; 
  Medium 
  humanoid (Human); HD 7d8+14; hp 45; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; BAB/Grp +7/+10; 
  Atk +12 melee (1d8+4/x3, battleaxe) or +8 ranged 
  (1d8/x3, longbow); Full Atk +10/+10/+5/+5 melee 
  (1d8+4/1d8+2/x3, battleaxe) or +8/+3 ranged (1d8/x3, 
  longbow); SA Favored enemy (evil outsiders +4, 
  humans +2); SA Spells; SQ Animal companion, 
  improved combat style, wild empathy +6, woodland 
  stride; AL LG; SV Fort +7, Ref +6, Will +5; Str 16, Dex 
  13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +10, Knowledge (the planes) 
  +5, Listen +11, Move Silently +10, Sense Motive +6, 
  Spot +11, Survival +11; EnduranceB, Iron Will, Natural 
  Bond, Oversized Two-Weapon Fighting, TrackB, 
  Weapon Focus (battle axe). 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +4 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
  He gains a +2 bonus against humans. 
   
  Improved Combat Style (Ex): The Fiend-hunter 
  is considered to have the Two-Weapon Fighting and 
  Improved Two-Weapon Fighting feats as long as he 
  wears light or no armor. 
   
  Woodland Stride (Ex): The Fiend-hunter may 
  move through any sort of undergrowth at normal 
  speed and without taking damage or suffering any 
  other impairment. This ability does not work on 
  terrain that is enchanted or magically manipulated 
   
  Possessions: Masterwork chain shirt, longbow, 20 
  arrows, 2 +1 battleaxes. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1st—
  magic fang, resist energy. 
  Wolf animal companion: Medium magical beast 
  (Augmented animal); HD 6d8+12; hp 39; Init +3; Spd 
  50 ft.; AC 19, touch 13, flat-footed 16; BAB/Grp +4/+7; 
  Atk +8 melee (1d8+4, bite); Full Atk +8 melee (1d8+4, 
  bite); SA Trip; SQ Devotion, evasion, link, low-light 
  vision, scent, share spells; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently 
  +4, Spot +5, Survival +1*; Dodge, Improved Natural 
  Attack (bite), TrackB, Weapon Focus (bite). 
   
  Devotion (Ex): This wolf gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): When subjected to an attack that 
  allows a Reflex save for half damage, this wolf takes no 
  damage on a successful save. 
   
  Link (Ex): The Fiend-hunter can handle this wolf 
  as a free action or push it as a move action, even 
  without ranks in Handle Animal. He also gains a +4 
  circumstance bonus on all wild empathy and Handle 
  Animal checks regarding this wolf. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 26 
   
  Tricks: This wolf knows the following tricks – 
  attack x2, come, defend, down, fetch, heel, seek, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Fiend-fighter: Human Ftr8; CR 8; Medium humanoid 
  (Human); HD 8d10+16; hp 60; Init +2; Spd 20 ft.; AC 
  19, touch 12, flat-footed 18; BAB/Grp +8/+11; Atk +13 
  melee (1d10+6, 19-20/x3, halberd); Full Atk +13/+8 
  melee (1d10+7, 19-20/x3, halberd) and +8 melee 
  (1d6+4, 19-20/x3, halberd; AL LG; SV Fort +7, Ref +4, 
  Will +5; Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +6, Jump +4, 
  Knowledge (religion) +5, Knowledge (the planes) +5; 
  Combat 
  Reflexes, 
  Improved 
  Critical 
  (halberd), 
  Improved Toughness, Iron Will, Power Attack, 
  Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (halberd), Weapon Specialization (halberd). 
   
  Possessions: Masterwork full plate, +1 halberd. 
  Celestial Fiend-fighter: Hound Archon Ftr3; CR 8; 
  Medium outsider (Archon, Extraplanar, Good, Lawful); 
  HD 6d8+6 (racial) plus 3d10+3 (Ftr); hp 52; Init +4; Spd 
  40 ft.; AC 23, touch 10, flat-footed 23; BAB/Grp +9/+12; 
  Atk +12 melee (1d8+3, bite) or +14 melee (2d6+5/17-20, 
  greatsword); Full Atk +12 melee (1d8+3, bite) and +7 
  melee (1d4+1, slam) or +14/+9 melee (2d6+5/17-20, 
  greatsword) and +7 melee (1d8+1, bite); SA Spell-like 
  abilities; SQ Aura of menace, change shape, damage 
  reduction 10/evil, darkvision 60 ft., immunity to 
  electricity and petrification, magic circle against evil, 
  scent, spell resistance 19, teleport, tongues; AL LG; SV 
  Fort +9 (+13 against poison), Ref +6, Will +7; Str 16, 
  Dex 10, Con 13, Int 10, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +10, Diplomacy +3, 
  Hide +8*, Intimidate +7, Jump +14, Listen +10, Move 
  Silently +8, Sense Motive +10, Spot +10, Survival +10* 
  (+12 following tracks); Cleave, Improved Critical 
  (greatsword), Improved Initiative, Power Attack, Track, 
  Weapon Focus (greatsword). 
   
  Spell-like Abilities: At will – aid, continual flame, 
  detect evil, message. Caster level 6th. 
   
  Aura of Menace (Su): Any hostile creature 
  within a 20-foot radius must succeed on a DC 16 Will 
  save or take a -2 penalty on attacks, AC, and saves for 24 
  hours or until they successfully hit the archon. A 
  creature that has resisted or broken the effect cannot 
  be affected again by the same archon’s aura for 24 
  hours. 
   
  Change Shape (Su): A hound archon can assume 
  any canine form of Small to Large size. While in canine 
  form, the hound archon loses its bite, slam, and 
  greatsword attacks, but gains the bite attack of the form 
  it chooses. For the purposes of this ability, canines 
  include any doglike or wolflike animal of the animal 
  type. 
   
  Skills: *While in canine form, a hound archon 
  gains a +4 circumstance bonus on Hide and Survival 
  checks. 
   
  Possessions: Masterwork chain shirt, +1 greatsword. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer: Human Sor10; CR 10; Medium 
  humanoid (human); HD 10d4+10; hp 37; Init +6; Spd 
  30 ft; AC 14, touch 12, flat-footed 12; BAB/Grp  +5/+4; 
  Atk: +4 melee (1d4-1, dagger), +8 ranged (1d8, 
  crossbow); AL LE; SV Fort +4, Ref +5, Will +8; Str 10, 
  Dex 14, Con 12, Int 10, Wis 12, Cha 17. 
  Skills and Feats: Concentration +14, Knowledge 
  (Arcana) +13, Spellcraft +15; Combat Casting, Greater 
  Spell Focus (Evocation), Improved Familiar, Improved 
  Initiative, Spell Focus (Evocation). 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, scroll of shield, bracers of armor +2, ring of counterspells 
  (magic missile). 
  Spells Known (6/7/7/7/5/3; base DC = 13 + Spell Level): 
  0—acid splash, daze, detect magic, flare, light, ray of frost, 
  read magic, resistance, Touch of fatigue; 1st—magic missile, 
  ray of enfeeblement, shield, shocking grasp, true strike; 2nd—
  blindness/deafness, blur, darkness, scorching ray; 3rd—
  fireball, haste, lightning bolt; 4th—shout, wall of fire; 5th—
  dominate person. 
  Imp Familiar: Tiny outsider (Evil, Extraplanar, 
  Lawful); HD 10; hp 18; Init +3; Spd 20 ft., fly 50 ft. 
  (perfect); AC 25, touch 15, flat-footed 22; BAB/Grp +5/-
  3; Atk +10 melee (1d4 plus poison, sting); Full Atk +10 
  melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 
  ft.; SA Poison, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immune to poison, improved 
  evasion, resist fire 5, speak with master; AL LE; SV Fort 
  +3, Ref +6, Will +8; Str 10, Dex 17, Con 10, Int 10, Wis 
  12, Cha 14. 
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge 
  (the planes) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +13, Spot +7, Survival +1 (+3 following 
  tracks); Dodge, Weapon Finesse. 
  Alternate Form (Su): As polymorph, caster level 12th, 
  except than an individual imp can assume only one or 
  two forms no larger than Medium.  Common forms 
  include monstrous spider, raven, rat, and boar. 
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 27 
  Spell-like Abilities: At will—detect good, detect magic, 
  invisibility (self only); 1/day—suggestion.  Caster level 
  6th; save DC 12 + spell level.  Once per week, an imp 
  can use commune to ask six questions.  The ability 
  otherwise works as the spell (caster level 12th). 
  Imperial Soldier; Human Ftr6: CR 6; Medium 
  humanoid (human); HD 6d10+12; hp 49; Init +1; Spd 
  20 ft; AC 19, touch 11, flat-footed 19; BAB/Grp +6/+9; 
  Atk: +11 melee (1d8+6, flail); Full Atk +11/+6 melee 
  (1d8+6, flail); AL LE; SV Fort +9, Ref +5, Will +5; Str 16, 
  Dex 13, Con 14, Int 11, Wis 12, Cha 8. 
  Skills and Feats: Climb +6, Intimidate +8, Jump +6; 
  Blind-Fight, Great Fortitude, Improved Bull Rush, 
  Improved Sunder, Iron Will, Power Attack, Weapon 
  Focus (heavy flail), Weapon Specialization (heavy flail) 
  Possessions: Masterwork heavy flail, masterwork full 
  plate. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 28 
  Appendix Eight – APL 12 
  Encounter Two 
   
   
   
   
  Bandit: Human War2/Rog3/Ftr4; CR 8; Medium 
  humanoid (Human); HD 2d8+4 (War) plus 3d6+6 
  (Rog) plus 4d10+8 (Ftr); hp 59; Init +3; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; BAB/Grp +8/+10; Atk +12 
  melee (1d8+4, longsword) or +11 ranged (1d8, 
  crossbow); Full Atk +10/+5 melee (1d8+4, longsword) 
  and +10 melee (1d8+3, longsword), or +11 ranged (1d8, 
  crossbow); SA Sneak attack +2d6; SQ Evasion, trap 
  sense +1, trapfinding; AL N; SV Fort +10, Ref +7, Will 
  +3; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +6, Hide +9, Intimidate +5, 
  Jump +7, Listen +3, Move Silently +9, Spot +3, Tumble 
  +15; Dodge, Elusive Target, Mobility, Over Sized Two-
  Weapon Fighting, Point Blank Shot, Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: Masterwork studded leather armor, 2 
  masterwork longswords, light crossbow, 10 bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr11 of Pholtus; CR 11; 
  Medium humanoid (Human); HD 11d8+22; hp 71; Init 
  -1; Spd 20 ft.; AC 19, touch 9, flat-footed 19; BAB/Grp 
  +8/+9; Atk +10 melee (1d8+1, mace); Full Atk +10/+5 
  melee (1d8+1, mace); SA Spells, turn undead 9/day; AL 
  LG; SV Fort +9, Ref +2, Will +13; Str 12, Dex 9, Con 14, 
  Int 10, Wis 18, Cha 14. 
   
  Skills & Feats: Concentration +16, Knowledge 
  (religion) +7, Knowledge (the planes) +12, Spellcraft 
  +9; Combat Casting, Consecrate Spell, Divine 
  Metamagic, Extra Turning, Iron Will. 
   
  Possessions: +1 full plate, light wooden shield, 
  masterwork heavy mace, silver holy symbol of Pholtus, 
  spell component pouch. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; base 
  DC = 13 + spell level): 0—guidance, guidance, guidance, 
  resistance, resistance, resistance; 1st—bless, divine favor, 
  doom, doom, entropic shield, protection from chaos*, shield of 
  faith; 2nd—aid*, bull’s strength, bull’s strength, silence, 
  spiritual weapon, summon monster II; 3rd—dispel magic, 
  dispel magic, invisibility purge, magic circle against chaos*, 
  searing light, searing light; 4th—consecrated searing light, 
  consecrated searing light, divine power, order’s wrath*, 
  summon monster IV; 5th—dispel chaos*, flame strike, flame 
  strike; 6th—blade barrier*, mass bear’s endurance. 
  *Domain spell. Domains: Good (cast abjuration spells at 
  +1 caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: 
  Human 
  Rgr9; 
  CR 
  9; 
  Medium 
  humanoid (Human); HD 9d8+18; hp 58; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14; BAB/Grp +9/+12; 
  Atk +14 melee (1d8+4/x3, battleaxe) or +11 ranged 
  (1d8/x3, longbow); Full Atk +12/+12/+7/+7 melee 
  (1d8+4/1d8+2/x3, battleaxe) or +11/+6 ranged (1d8/x3, 
  longbow); SA Favored enemy (evil outsiders +4, 
  humans +2); SA Spells; SQ Animal companion, evasion, 
  improved combat style, swift tracker, wild empathy +8, 
  woodland stride; AL LG; SV Fort +8, Ref +8, Will +6; 
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +13, Knowledge (the planes) 
  +6, Listen +13, Move Silently +13, Sense Motive +7, 
  Spot +13, Survival +13; EnduranceB, Improved Favored 
  Enemy, Iron Will, Natural Bond, Oversized Two-
  Weapon Fighting, TrackB, Weapon Focus (battle axe). 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +4 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
  He gains a +2 bonus against humans. 
   
  Improved Combat Style (Ex): The Fiend-hunter 
  is considered to have the Two-Weapon Fighting and 
  Improved Two-Weapon Fighting feats as long as he 
  wears light or no armor. 
   
  Woodland Stride (Ex): The Fiend-hunter may 
  move through any sort of undergrowth at normal 
  speed and without taking damage or suffering any 
  other impairment. This ability does not work on 
  terrain that is enchanted or magically manipulated 
   
  Possessions: Masterwork chain shirt, longbow, 20 
  arrows, +1 evil outsider bane battleaxe, +1 battleaxe. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1st—
  magic fang, resist energy. 
  Wolf animal companion: Medium magical beast 
  (Augmented animal); HD 6d8+12; hp 39; Init +3; Spd 
  50 ft.; AC 19, touch 13, flat-footed 16; BAB/Grp +4/+7; 
  Atk +8 melee (1d8+4, bite); Full Atk +8 melee (1d8+4, 
  bite); SA Trip; SQ Devotion, evasion, link, low-light 
  vision, scent, share spells; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently 
  +4, Spot +5, Survival +1*; Dodge, Improved Natural 
  Attack (bite), TrackB, Weapon Focus (bite). 
   
  Devotion (Ex): This wolf gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): When subjected to an attack that 
  allows a Reflex save for half damage, this wolf takes no 
  damage on a successful save. 
   
  Link (Ex): The Fiend-hunter can handle this wolf 
  as a free action or push it as a move action, even 
  
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  without ranks in Handle Animal. He also gains a +4 
  circumstance bonus on all wild empathy and Handle 
  Animal checks regarding this wolf. 
   
  Tricks: This wolf knows the following tricks – 
  attack x2, come, defend, down, fetch, heel, seek, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Fiend-fighter: Human Ftr8; CR 8; Medium humanoid 
  (Human); HD 8d10+16; hp 60; Init +2; Spd 20 ft.; AC 
  19, touch 12, flat-footed 18; BAB/Grp +8/+11; Atk +13 
  melee (1d10+6, 19-20/x3, halberd); Full Atk +13/+8 
  melee (1d10+7, 19-20/x3, halberd) and +8 melee 
  (1d6+4, 19-20/x3, halberd); AL LG; SV Fort +7, Ref +4, 
  Will +5; Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +6, Jump +4, 
  Knowledge (religion) +5, Knowledge (the planes) +5; 
  Combat 
  Reflexes, 
  Improved 
  Critical 
  (halberd), 
  Improved Toughness, Iron Will, Power Attack, 
  Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (halberd), Weapon Specialization (halberd). 
   
  Possessions: Masterwork full plate, +1 halberd. 
  Celestial Fiend-fighter: Hound Archon Ftr4; CR 9; 
  Medium outsider (Archon, Extraplanar, Good, Lawful); 
  HD 6d8+6 (racial) plus 4d10+4 (Ftr); hp 59; Init +4; Spd 
  40 ft.; AC 23, touch 10, flat-footed 23; BAB/Grp 
  +10/+13; Atk +13 melee (1d8+3, bite) or +15 melee 
  (2d6+7/17-20, greatsword); Full Atk +13 melee (1d8+3, 
  bite) and +8 melee (1d4+1, slam) or +15/+10 melee 
  (2d6+7/17-20, greatsword) and +8 melee (1d8+1, bite); 
  SA Spell-like abilities; SQ Aura of menace, change 
  shape, damage reduction 10/evil, darkvision 60 ft., 
  immunity to electricity and petrification, magic circle 
  against evil, scent, spell resistance 20, teleport, tongues; 
  AL LG; SV Fort +10 (+14 against poison), Ref +6, Will 
  +7; Str 16, Dex 10, Con 13, Int 10, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +10, Diplomacy +3, 
  Hide +8*, Intimidate +8, Jump +14, Listen +10, Move 
  Silently +8, Sense Motive +10, Spot +10, Survival +10* 
  (+12 following tracks); Cleave, Improved Critical 
  (greatsword), Improved Initiative, Power Attack, Track, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword). 
   
  Spell-like Abilities: At will – aid, continual flame, 
  detect evil, message. Caster level 6th. 
   
  Aura of Menace (Su): Any hostile creature 
  within a 20-foot radius must succeed on a DC 16 Will 
  save or take a -2 penalty on attacks, AC, and saves for 24 
  hours or until they successfully hit the archon. A 
  creature that has resisted or broken the effect cannot 
  be affected again by the same archon’s aura for 24 
  hours. 
   
  Change Shape (Su): A hound archon can assume 
  any canine form of Small to Large size. While in canine 
  form, the hound archon loses its bite, slam, and 
  greatsword attacks, but gains the bite attack of the form 
  it chooses. For the purposes of this ability, canines 
  include any doglike or wolflike animal of the animal 
  type. 
   
  Skills: *While in canine form, a hound archon 
  gains a +4 circumstance bonus on Hide and Survival 
  checks. 
   
  Possessions: Masterwork chain shirt, +1 greatsword. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer: Human Sor13; CR 13; Medium 
  humanoid (human); HD 13d4+13; hp 47; Init +6; Spd 
  30 ft; AC 15, touch 13, flat-footed 13; BAB/Grp +6/+6; 
  Atk: +7 melee (1d4, dagger), +8 ranged (1d8+1 
  crossbow); Full Atk +7/+2 melee (1d4, dagger) or +9 
  ranged (1d8, crossbow; AL LE; SV Fort +5, Ref +6, Will 
  +9; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 18. 
  Skills and Feats: Concentration +17, Knowledge 
  (Arcana) +16, Spellcraft +18; Combat Casting, 
  Empower Spell, Greater Spell Focus (Evocation), 
  Improved Familiar, Improved Initiative, Spell Focus 
  (Evocation). 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, scroll of shield (arc), ring of protection +1, bracers of 
  armor +2, ring of counterspells (dispel magic), pearl of power 
  (2nd) 
  Spells Known (6/7/7/7/7/7/4; base DC 14 + Spell Level): 
  0—acid splash, daze, detect magic, flare, light, ray of frost, 
  read magic, resistance, touch of fatigue; 1st—magic missile, 
  ray of enfeeblement, shield, shocking grasp, true strike; 2nd—
  blindness/deafness, blur, darkness, invisibility, scorching ray; 
  3rd—dispel magic, fireball, haste, lightning bolt; 4th—fire 
  shield, ice storm, shout, wall of fire; 5th—cone of cold, 
  dominate person, wall of force; 6th—chain lightening, 
  greater dispel magic. 
  Imp Familiar: Tiny outsider (Evil, Extraplanar, 
  Lawful); HD 13; hp 23; Init +3; Spd 20 ft., fly 50 ft. 
  (perfect); AC 27, touch 15, flat-footed 24; BAB/Grp +6/-
  2; Atk +11 melee (1d4 plus poison, sting); Full Atk +11 
  melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 
  ft.; SA Poison, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immune to poison, improved 
  evasion, resist fire 5, speak with master, SR 18; AL LE; 
  SV Fort +4, Ref +7, Will +9; Str 10, Dex 17, Con 10, Int 
  10, Wis 12, Cha 14. 
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge 
  (the planes) +6, Listen +7, Move Silently +9, Search +6, 
  
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  Spellcraft +16, Spot +7, Survival +1 (+3 following 
  tracks); Dodge, Weapon Finesse. 
  Alternate Form (Su): As polymorph, caster level 12th, 
  except than an individual imp can assume only one or 
  two forms no larger than Medium.  Common forms 
  include monstrous spider, raven, rat, and boar. 
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. 
  Spell-like Abilities: At will—detect good, detect magic, 
  invisibility (self only); 1/day—suggestion.  Caster level 
  6th; save DC 12 + spell level.  Once per week, an imp 
  can use commune to ask six questions.  The ability 
  otherwise works as the spell (caster level 12th). 
  Imperial Soldier: Human Ftr8; CR 8; Medium 
  humanoid (human); HD 8d10+16; hp 64; Init +1; Spd 
  20 ft; AC 19, touch 11, flat-footed 19; BAB/Grp +8/+11; 
  Atk: +13 melee (1d8+6/17-20, flail) Full Atk +13/+8 
  melee (1d8+6/17-20, flail); AL LE; SV Fort +10, Ref +5, 
  Will +5; Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb +8, Intimidate +10, Jump +8; 
  Blind-Fight, Improved Bull Rush, Power Attack, 
  Weapon Focus, Weapon Specialization, Improved 
  Sunder, Iron Will, Great Fortitude, Improved Critical 
  (Flail) 
  Possessions: +1 heavy flail, masterwork full plate.
  
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  Appendix Nine – APL 14 
  Encounter Two 
   
   
   
   
  Bandit: Human War2/Rog5/Ftr4; CR 10; Medium 
  humanoid (Human); HD 2d8+4 (War) plus 5d6+10 
  (Rog) plus 4d10+8 (Ftr); hp 70; Init +3; Spd 30 ft.; AC 
  16, touch 13, flat-footed 16; BAB/Grp +9/+11; Atk +13 
  melee (1d8+4, longsword) or +12 ranged (1d8, 
  crossbow); Full Atk +11/+6 melee (1d8+4, longsword) 
  and +11 melee (1d8+3, longsword), or +12 ranged (1d8, 
  crossbow); SA Sneak attack +3d6; SQ Evasion, trap 
  sense +1, trapfinding, uncanny dodge; AL N; SV Fort 
  +10, Ref +8, Will +3; Str 14, Dex 16, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Bluff +12, Hide +11, Intimidate +5, 
  Jump +7, Listen +5, Move Silently +11, Spot +6, Tumble 
  +18; Dodge, Elusive Target, Mobility, Oversized Two-
  Weapon Fighting, Point Blank Shot, Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: Masterwork studded leather armor, 2 
  masterwork longswords, light crossbow, 10 bolts. 
  Encounter Four 
   
   
   
   
  Fiend-finder Cleric: Human Clr11 of Pholtus; CR 11; 
  Medium humanoid (Human); HD 11d8+22; hp 71; Init 
  -1; Spd 20 ft.; AC 19, touch 9, flat-footed 19; BAB/Grp 
  +8/+9; Atk +10 melee (1d8+1, mace); Full Atk +10/+5 
  melee (1d8+1, mace); SA Spells, turn undead 9/day; AL 
  LG; SV Fort +9, Ref +2, Will +12; Str 12, Dex 9, Con 14, 
  Int 10, Wis 16, Cha 14. 
   
  Skills & Feats: Concentration +16, Knowledge 
  (religion) +7, Knowledge (the planes) +12, Spellcraft 
  +9; Combat Casting, Consecrate Spell, Divine 
  Metamagic, Extra Turning, Iron Will. 
   
  Possessions: +1 full plate, light wooden shield, 
  masterwork heavy mace, silver holy symbol of Pholtus, 
  spell component pouch. 
   
  Spells Prepared (6/6+1/5+1/5+1/3+1/2+1/1+1; base 
  DC = 13 + spell level): 0— guidance, guidance, guidance, 
  resistance, resistance, resistance; 1st—bless, divine favor, 
  doom, doom, entropic shield, protection from chaos*, shield of 
  faith; 2nd—aid*, bull’s strength, bull’s strength, silence, 
  spiritual weapon, summon monster II; 3rd—dispel magic, 
  dispel magic, invisibility purge, magic circle against chaos*, 
  searing light, searing light; 4th—consecrated searing light, 
  consecrated searing light, divine power, order’s wrath*, 
  summon monster IV; 5th—dispel chaos*, flame strike, flame 
  strike; 6th—blade barrier*, mass bear’s endurance. 
  *Domain spell. Domains: Good (cast abjuration spells at 
  +1 caster level), Law (cast law spells at +1 caster level). 
  Fiend-hunter: Human Rgr11; CR 11; Medium 
  humanoid (Human); HD 11d8+22; hp 71; Init +1; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; BAB/Grp 
  +11/+14; Atk +16 melee (1d8+4/x3, battleaxe) or +13 
  ranged (1d8/x3, longbow); Full Atk +14/+9/+4 melee 
  (1d8+4/x3, battleaxe) and +14/+9/+4 melee (1d8+2/x3, 
  battleaxe), or +13/+8/+3 ranged (1d8/x3, longbow); SA 
  Favored enemy (chaotic outsiders +2, evil outsiders +6, 
  humans +2); SA Spells; SQ Animal companion, combat 
  style mastery, evasion, swift tracker, wild empathy +10, 
  woodland stride; AL LG; SV Fort +9, Ref +8, Will +6; 
  Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills & Feats: Hide +15, Knowledge (the planes) 
  +7, Listen +15, Move Silently +15, Sense Motive +8, 
  Spot +15, Survival +15; EnduranceB, Improved Favored 
  Enemy, Iron Will, Natural Bond, Oversized Two-
  Weapon Fighting, TrackB, Weapon Focus (battle axe). 
   
  Combat Style Mastery (Ex): The Fiend-hunter is 
  considered to have the Two-Weapon Fighting, 
  Improved Two-Weapon Fighting, and Greater Two-
  Weapon Fighting feats as long as he wears light or no 
  armor. 
   
  Favored Enemy (Ex): The Fiend-hunter gains a 
  +6 bonus on Bluff, Listen, Sense Motive, Spot, Survival 
  checks, and weapon damage rolls against evil outsiders. 
  He gains a +2 bonus against humans and chaotic 
  outsiders. 
   
  Woodland Stride (Ex): The Fiend-hunter may 
  move through any sort of undergrowth at normal 
  speed and without taking damage or suffering any 
  other impairment. This ability does not work on 
  terrain that is enchanted or magically manipulated 
   
  Possessions: Masterwork chain shirt, longbow, 20 
  arrows, 2 +1 evil outsider bane battleaxes. 
   
  Spells Prepared (2/1; base DC = 11 + spell level): 
  1st—magic fang, resist energy; 2nd—barkskin. 
  Wolf animal companion: Medium magical beast 
  (Augmented animal); HD 6d8+12; hp 39; Init +3; Spd 
  50 ft.; AC 19, touch 13, flat-footed 16; BAB/Grp +4/+7; 
  Atk +8 melee (1d8+4, bite); Full Atk +8 melee (1d8+4, 
  bite); SA Trip; SQ Devotion, evasion, link, low-light 
  vision, scent, share spells; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +5, Move Silently 
  +4, Spot +5, Survival +1*; Dodge, Improved Natural 
  Attack (bite), TrackB, Weapon Focus (bite). 
   
  Devotion (Ex): This wolf gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): When subjected to an attack that 
  allows a Reflex save for half damage, this wolf takes no 
  damage on a successful save. 
  
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  Link (Ex): The Fiend-hunter can handle this wolf 
  as a free action or push it as a move action, even 
  without ranks in Handle Animal. He also gains a +4 
  circumstance bonus on all wild empathy and Handle 
  Animal checks regarding this wolf. 
   
  Tricks: This wolf knows the following tricks – 
  attack x2, come, defend, down, fetch, heel, seek, track. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+3 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Skills: *Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Fiend-fighter: Human Ftr11 CR 11; Medium 
  humanoid (Human); HD 11d10+22; hp 82; Init +2; Spd 
  20 ft.; AC 19, touch 12, flat-footed 18; BAB/Grp 
  +11/+14; Atk +16 melee (1d10+7, 19-20/x3, halberd); 
  Full Atk +16/+11/+6 melee (1d10+7, 19-20/x3, halberd) 
  and +11 melee (1d6+4, 19-20/x3, halberd); AL LG; SV 
  Fort +8, Ref +5, Will +6; Str 16, Dex 15, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Intimidate +6, Jump +9, 
  Knowledge (religion) +5, Knowledge (the planes) +5, 
  Swim +8; Combat Reflexes, Dodge, Greater Weapon 
  Focus 
  (halberd), 
  Improved 
  Critical 
  (halberd), 
  Improved Toughness, Iron Will, Power Attack, 
  Spinning Halberd, Two-Weapon Fighting, Weapon 
  Focus (halberd), Weapon Specialization (halberd). 
   
  Possessions: Masterwork full plate, +1 evil outsider 
  bane halberd. 
  Celestial Fiend-fighter: Hound Archon Ftr6; CR 11; 
  Medium outsider (Archon, Extraplanar, Good, Lawful); 
  HD 6d8+18 (racial) plus 6d10+18 (Ftr); hp 96; Init +4; 
  Spd 40 ft.; AC 23, touch 10, flat-footed 23; BAB/Grp 
  +12/+15; Atk +15 melee (1d8+3, bite) or +17 melee 
  (2d6+7/17-20, greatsword); Full Atk +15 melee (1d8+3, 
  bite) and +10 melee (1d4+1, slam) or +17/+12/+7 melee 
  (2d6+7/17-20, greatsword) and +11 melee (1d8+1, bite); 
  SA Spell-like abilities; SQ Aura of menace, change 
  shape, damage reduction 10/evil, darkvision 60 ft., 
  immunity to electricity and petrification, magic circle 
  against evil, scent, spell resistance 22, teleport, tongues; 
  AL LG; SV Fort +11 (+15 against poison), Ref +7, Will 
  +8; Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +11, Diplomacy +3, 
  Hide +9*, Intimidate +10, Jump +15, Listen +10, Move 
  Silently +9, Sense Motive +10, Spot +10, Survival +10* 
  (+12 following tracks); Blind-Fight, Cleave, Improved 
  Critical (greatsword), Improved Initiative, Improved 
  Toughness, Power Attack, Track, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Spell-like Abilities: At will – aid, continual flame, 
  detect evil, message. Caster level 6th. 
   
  Aura of Menace (Su): Any hostile creature 
  within a 20-foot radius must succeed on a DC 16 Will 
  save or take a -2 penalty on attacks, AC, and saves for 24 
  hours or until they successfully hit the archon. A 
  creature that has resisted or broken the effect cannot 
  be affected again by the same archon’s aura for 24 
  hours. 
   
  Change Shape (Su): A hound archon can assume 
  any canine form of Small to Large size. While in canine 
  form, the hound archon loses its bite, slam, and 
  greatsword attacks, but gains the bite attack of the form 
  it chooses. For the purposes of this ability, canines 
  include any doglike or wolflike animal of the animal 
  type. 
   
  Skills: *While in canine form, a hound archon 
  gains a +4 circumstance bonus on Hide and Survival 
  checks. 
   
  Possessions: Masterwork chain shirt, +1 greatsword. 
  Encounter Six 
   
   
   
   
  Imperial Sorcerer: Human Sor13; CR 13; Medium 
  humanoid (human); HD 13d4+13; hp 47; Init +6; Spd 
  30 ft; AC 15, touch 13, flat-footed 13; BAB/Grp +6/+6; 
  Atk: +7 melee (1d4, dagger), +8 ranged (1d8+1 
  crossbow); Full Atk +7/+2 melee (1d4, dagger) or +9 
  ranged (1d8, crossbow; AL LE; SV Fort +5, Ref +6, Will 
  +9; Str 10, Dex 14, Con 12, Int 11, Wis 10, Cha 18. 
  Skills and Feats: Concentration +17, Knowledge 
  (Arcana) +16, Spellcraft +18; Combat Casting, 
  Empower Spell, Greater Spell Focus (Evocation), 
  Improved Familiar, Improved Initiative, Spell Focus 
  (Evocation). 
  Possessions: Dagger, masterwork light crossbow, 10 
  bolts, scroll of shield, ring of protection +1, bracers of armor 
  +2, ring of counterspells (dispel magic), pearl of power (2nd), 
  wand of magic missiles (9th level caster). 
  Spells Known (6/7/7/7/7/7/4; base DC 14 + Spell Level): 
  0—acid splash, daze, detect magic, flare, light, ray of frost, 
  read magic, resistance, touch of fatigue; 1st—magic missile, 
  ray of enfeeblement, shield, shocking grasp, true strike; 2nd—
  blindness/deafness, blur, darkness, invisibility, scorching ray; 
  3rd—dispel magic, fireball, haste, lightning bolt; 4th—fire 
  shield, ice storm, shout, wall of fire; 5th—cone of cold, 
  dominate person, wall of force; 6th—chain lightening, 
  greater dispel magic. 
  Imp Familiar: Tiny outsider (Evil, Extraplanar, 
  Lawful); HD 13; hp 23; Init +3; Spd 20 ft., fly 50 ft. 
  (perfect); AC 27, touch 15, flat-footed 24; BAB/Grp +6/-
  2; Atk +11 melee (1d4 plus poison, sting); Full Atk +11 
  melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 
  ft.; SA Poison, spell-like abilities; SQ Alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immune to poison, improved 
  evasion, resist fire 5, speak with master, SR 18; AL LE; 
  
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  SV Fort +4, Ref +7, Will +9; Str 10, Dex 17, Con 10, Int 
  10, Wis 12, Cha 14. 
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge 
  (the planes) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +16, Spot +7, Survival +1 (+3 following 
  tracks); Dodge, Weapon Finesse. 
  Alternate Form (Su): As polymorph, caster level 12th, 
  except than an individual imp can assume only one or 
  two forms no larger than Medium.  Common forms 
  include monstrous spider, raven, rat, and boar. 
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. 
  Spell-like Abilities: At will—detect good, detect magic, 
  invisibility (self only); 1/day—suggestion.  Caster level 
  6th; save DC 12 + spell level.  Once per week, an imp 
  can use commune to ask six questions.  The ability 
  otherwise works as the spell (caster level 12th). 
  Imperial Soldier: Human Ftr8; CR 8; Medium 
  humanoid (human); HD 8d10+16; hp 64; Init +1; Spd 
  20 ft; AC 19, touch 11, flat-footed 19; BAB/Grp +8/+11; 
  Atk: +13 melee (1d8+6/17-20, flail) Full Atk +13/+8 
  melee (1d8+6/17-20, flail); AL LE; SV Fort +10, Ref +5, 
  Will +5; Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb +8, Intimidate +10, Jump +8; 
  Blind-Fight, Improved Bull Rush, Power Attack, 
  Weapon Focus, Weapon Specialization, Improved 
  Sunder, Iron Will, Great Fortitude, Improved Critical 
  (Flail) 
  Possessions: +1 heavy flail, masterwork full plate.
  
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  Appendix Ten: New Rules Items 
  Consecrate Spell from the Complete 
  Divine 
  Consecrate Spell [Metamagic] 
  You can imbue your spells with the raw energy of 
  good. 
   
  Prerequisite: Any good alignment. 
   
  Benefit: A spell you modify with this feat gains 
  the good descriptor. Furthermore, if the spell deals 
  damage, half of the damage (rounded down) results 
  directly from divine power and is therefore not subject 
  to be reduced by resistance or immunity to energy-
  based attacks. The consecrated spell uses up a spell slot 
  one level higher than the spell’s actual level. 
  Danger 
  Sense 
  from 
  the 
  Complete 
  Adventurer 
  Danger Sense 
  You are one twitchy individual. 
  Prerequisite:  Improved Initiative. 
  Benefit:  One per day, you can reroll an initiative 
  check you have just made.  You use the better of your 
  two rolls.  You must decide to reroll before the round 
  starts. 
  Divine Metamagic from the Complete 
  Divine 
  Divine Metamagic [Divine] 
  You can channel energy into some of your divine spells 
  to make them more powerful. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat. This feat applies only to that 
  metamagic feat. As a free action, you can take the 
  energy from turning or rebuking undead and use it to 
  apply a metamagic feat to spells that you know. You 
  must spend one turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat you’re using. Because you’re using 
  positive or negative energy to augment your spells, the 
  spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
  Elusive 
  Target 
  from 
  the 
  Complete 
  Warrior 
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat.  The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
  Improved Favored Enemy from the 
  Complete Warrior 
  Improved Favored Enemy 
  You know how to hit your favored enemies where it 
  hurts. 
   
  Prerequisites: Favored enemy ability, base attack 
  bonus +5. 
   
  Benefit: You deal an extra 3 points of damage to 
  your favored enemies. This benefit stacks with any 
  existing favored enemy bonus gained from another 
  class. 
  Improved Toughness from the Complete 
  Warrior 
  Improved Toughness 
  You are significantly tougher than normal. 
  
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  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
  Natural 
  Bond 
  from 
  the 
  Complete 
  Adventurer 
  Natural Bond 
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong. 
   
  Prerequisite: Animal companion. 
   
  Benefit: Add three to your effective druid level 
  for the purpose of determining the bonus Hit Dice, 
  extra tricks, special abilities, and other bonuses that 
  your animal companion receives (see page 36 of the 
  Player’s Handbook). This bonus can never make your 
  effective druid level exceed your character level. 
  Oversized Two-Weapon Fighting from the 
  Complete Adventurer 
  Oversized Two-Weapon Fighting 
  You are adept at wielding larger than normal weapons 
  in your off-hand. 
   
  Prerequisite: Str 13, Two-Weapon Fighting. 
   
  Benefit: When wielding a one-handed weapon in 
  your off hand, you take penalties for fighting with two 
  weapons as if you were wielding a light weapon in your 
  off hand (see page 160 of the Player’s Handbook). 
   
  Special: A fighter may select Oversized Two-
  Weapon Fighting as one of his fighter bonus feats. 
  Quick Reconnoiter from the Complete 
  Adventurer 
  Quick Reconnoiter 
  You can learn a lot of information from just a quick 
  scan of an area or object. 
   
  Prerequisite: Listen 5 ranks, Spot 5 ranks. 
   
  Benefit: You can make one Spot check and one 
  Listen check each round as a free action.  You also gain 
  a +2 bonus on initiative checks. 
   
  Normal: Using Spot or Listen in a reactive 
  fashion is a free action, but actively trying to make a 
  Spot check or Listen check requires a move action. 
  Spinning Halberd from the Complete 
  Warrior 
  Spinning Halberd [Style] 
  You have mastered the style of fighting with a halberd, 
  and can use all parts of the weapon – blade, spike, 
  hook, or butt – to strike devastating blows. 
   
  Prerequisites: Combat Reflexes, Two-Weapon 
  Fighting, Weapon Focus (halberd). 
   
  Benefit: When you make a full attack with your 
  halberd, you gain a +1 dodge bonus to your Armor 
  Class as well as an additional attack with the weapon at 
  a -5 penalty. This attack deals points of bludgeoning 
  damage equal to 1d6 + ½ your Strength modifier. 
  
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  Judge Aid 1: Main Rumors to Gather 
  Finding Ulthlan Klant 
   
   
   
   
   
   
   
   
   
   
  • 
  DC 5: There’s been some odd shipments coming in and leaving for Nyrond lately. They show up at odd times of 
  night and head to an old warehouse in the Newtown district.  They’re always gone the next morning.  Real 
  secretive stuff. 
  • 
  DC 10: Seems Ulthlan is at it again.  If that man found gold like he found trouble he’d be rich.  He’s been setting up 
  for some shipments to go into Nyrond, I don’t know why though.  Works out of an old warehouse in Newtown if I 
  remember right. 
  • 
  DC 15: As I was over in Nyrond, I noticed the soldiers over there living a little higher than their brethren down to 
  the south.  Plus, there’s these odd caravans coming and going, always into Nyrond.  I’d talk to Ulthlan Klant, he 
  seems to be getting the shipments out to his warehouse in Newtown. 
  • 
  DC 20: There are some in the County who would profit from Sewarndt consolidating his power.  Why is beyond 
  me, but I know some noble houses are supplying aid to him.  Perhaps you should speak to Ulthlan Klant in the 
  Newtown district.  He seems to be involved in moving merchandise into Nyrond recently.  His clients surely seem 
  interested in sending their wares across the Franz… 
  • 
  DC 25: I do not know the how’s or why’s, but it would seem House Yarle has taken an interest in Sewarndt lately.  
  By interest, I mean that they seem to be supplying wares to him at an increased rate.  What confuses me is that 
  House Yarle deals in wines.  Perhaps if you spoke with Ulthlan Klant in the Newtown district… he seems to be 
  involved in moving merchandise into Nyrond recently. 
  • 
  DC 30: For whatever reason, some of the nobility of the County of Urnst have decided to throw in with Sewarndt.  
  I do know that aid flows from them to Sewarndt by way of caravan.  Seek Ulthlan Klant in the Newtown district.  
  His warehouse is there, he may have more answers than I can provide. 
  Key Rumors About The Metaregion 
   
   
   
   
   
   
   
   
  DC 5 
  • 
  River traffic’s been slower than I ever remember it being.  It almost seems like it’s being blocked up. 
  • 
  There’s a pretty big force of bandits down in the Celadon causing some trouble for the new king. 
  • 
  You watch, there’ll be another fiend-seeking soon.  The League of Blindness might be leaving, but they’re not gone 
  yet. 
  • 
  Did you know that Duke Karll and Lady Xenia are related?  I’m sure he’d love to find her and make sure she is 
  healthy and happy. 
  DC 10 
  • 
  I’d be careful about heading south by boat if I was you, there’s bandits down around Kerrin blockin’ up the river. 
  • 
  Trouble’s brewin’ down in the southern Celadon, but what else is new?  If it’s not those blasted elves it’s bandits or 
  who knows what else.  Seems a bunch of bandits are feelin’ a little spry, like they’re gonna try and give Sewarndt’s 
  men a beating.  Good luck at that. 
  • 
  The Valorous League of Blindness was supposed to leave Midmeadow, but I heard from some Tenha refugees in the 
  other day, they’re not gone yet, they’re still evil seeking or whatever they call it.  Someone’s still calling the shots up 
  there. 
  • 
  Some men passed through here not but a few days ago seeking supplies.  Being the curious soul I am, I may have 
  strayed a bit close while they chatted.  It would seem they were searching for King Lynwerd and his lovely bride.  If 
  I remember right, they were coming from the Duchy.  Curious isn’t it? 
  DC 15 
  • 
  Trade’s been hurt here lately what with all the troubles on the Nesser.  Seems there’s a toll issue or something, but 
  King Sewarndt’s shut down traffic down south at Kerrin, bugger off all that talk of bandits. 
  • 
  There’s some elves that are close with the Duchy spoiling for a fight with Sewarndt down in the Celedon on the 
  west side of the Nesser.  I always thought elves were supposed to be friendly… 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 37 
  • 
  There was a pretty brutal lynching up north a couple days ago.  From what I heard, it looked some Pholtans did it to 
  punish a heretic.  I thought all those Blind-men left, too.  They scare me!  Especially that Zylinchin, he’s the scariest 
  one of all.  Sounded to me like his work, my brother looked like he was going to pass out just telling me what he 
  saw. 
  • 
  The Duchy might seem to be neutral in all the craziness in Nyrond, but don’t be fooled.  Duke Karll would love to 
  know what happened to his cousin, Lady Xenia.  This rebellion may have drawn the Duchess of Woodwych closer 
  to the Duchy than her new sovereign, though how I cannot say. 
  DC 20 
  • 
  Not everyone is happy with the new king over in Nyrond you know.  Seems there’s a pretty good size bunch 
  looking to test Sewarndt’s army down in the Celadon, right outside the Abbor-Alz.  Maybe that will humble him a 
  little. 
  • 
  What with everything that’s been going on in Nyrond, I’m surprised there’s not more soldiers on the Palish border. 
   Pretty quiet up there, what with the Valorous League leaving.  One thing I heard that concerns me though, no 
  one’s seen Zylinchin leave yet. 
  • 
  Even now Duke Karll sends agents into Nyrond searching for Lady Xenia and her husband, strong adventuresome 
  types such as yourselves… hmmmm.  Anyway, I digress.  The Duchy also seeks allies in Nyrond, allies such as the 
  Duchess of Woodwych, whose lands lie on the border with the Duchy. 
  DC 25 
  • 
  Damn that Sewarndt!  My wool’s been movin’ slow as sap on the barges down south, no one’s buyin’! Me, I’m 
  thinkin’ there’s bandits or some such down river slowing things up a bit (angrily shakes head).  Yeah, there’s a 
  bandit all right: Sewarndt!  That rat took over the locks at Kerrin and blocked up the river! 
  • 
  If you can believe it, there’s a pretty good size army forming up in the southern Celadon, west of the Nesser and 
  just north of the Abbor-Alz.  The unbelievable part is that it’s not Sewarndt's.  Seems this bunch is looking to test 
  his mettle, see what the new “king” is made of. 
  • 
  Sewarndt was pretty smart to sign a non-aggression pact with the Pale.  Those Pholtans are almost bred for war.  
  Looks like both sides are living up to the agreement too.  Only wild card is Zylinchin, the fiend-seeker general 
  himself.  I bet he’s upset about having to leave Midmeadow.  In fact, I heard he didn’t leave it at all. 
  • 
  The overthrown of Lynwerd upset many, not the least of which was Duke Karll.  He seeks to infiltrate Nyrond and 
  find his cousin and her husband so that they may be taken to safety within his lands.  The Duchy is afoot in other 
  ways in Nyrond as well.  Some have said they aid the Duchess of Woodwych in her attempts to control her unruly 
  lands. 
  DC 30 
  • 
  I was afraid something like this would happen.  Sewarndt is trying to reestablish control and he’s using the Nesser 
  to do it.  He’s stopped up the locks at Kerrin with his men. He knows the County and the Duchy rely on the river.  
  He’s going to start a war that fool. 
  • 
  People don’t give Duke Karll enough credit, certainly not the warmongers over in Nyrond.  Seems the Duke’s seen 
  to raising a rebel army in the southern Celadon, west of the Nesser with easy access to the northern Abbor-Alz.  
  This group is going to go out and test Sewarndt’s men, see what they’re made of.  Nice plan if you ask me. 
  • 
  Zylinchin?  Oh sure, he’s still around, probably up by Midmeadow, that’s the area he knows best.  You didn’t think 
  he’d just up and leave did you?  Non-aggression pact or no, he’s not going to leave Midmeadow, not without a fight. 
   Sewarndt’s not ready; there are almost no troops up there.  He inspires the people too, I’ve heard him speak.  He 
  didn’t get to be fiend-seeker general for nothing. 
  • 
  As we speak, agents of the Duchy speed across Nyond in search of King Lynwerd and his bride.  Duke Karll would 
  like nothing better than to find them and assure their safety, of that you can be certain.  Certain elements of the 
  Duchy also seek to cement a foothold in the Imperium by aiding the Duchess of Woodwych with monies so she 
  can further cement her hold.  It’s also known in some circles she holds little love for her new Emperor. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 38 
  Judge Aid 2: Supplemental Rumors 
  DC 5 
  • 
  With the signing of the treaty between the Nyrond Imperium and the County of Urnst, the borders between the 
  two countries have been relatively peaceful and quiet. 
  • 
  A horrible disaster struck Castle Seh killing all in the keep and leveling it to the ground.  Some of the local Flan 
  whisper it was something ancient and evil that destroyed the keep, something from their past. 
  • 
  A garrison of Pholtan Knights Valorous, Order of Luna, has been posted in Midmeadow to maintain a kinder 
  presence after the Valorous League of Blindness was recalled into the Pale. 
  DC 10 
  • 
  There have been many Dark Elf sightings around the County, though the garrisons at the Ventnor ruins and New 
  Dosselford, closest to the known entrances to Underoerth, have been unable as yet to verify this. 
  • 
  The Duchy’s concern for the Traitor continues to grow with each passing day.  Terrible accidents have been 
  happening to the Ducal Guard’s southern keeps.  Some say it is the Traitor preparing to strike and wipe the Duchy 
  out. 
  • 
  An unusually long and cold winter has been plaguing the cities near the Rakers -- Rakervale, Landrigard, Eltison.  
  Ice para-elementals have even been seen freezing the crops near those cities.  A mysterious "Lord of Ice" claims 
  credit for the destruction. 
  DC 15 
  • 
  Undead numbers are on the rise. Scores of undead have been found throughout County. Many blame the Cult of 
  Kyuss, but officials scoff at such an assumption claiming the cult is of little consequence. 
  • 
  House Urlirel, one of the original signers of the Maure Compact has returned as liches to claim one-third of the 
  lands of Urnst.  They speak through the honeyed lips of Lady Juma Urlirel, no one knows where she came from or 
  how she escaped the undeath of her kin. 
  • 
  The harsh winter and the absence of the druids who usually bolster the agricultural yields have stressed the Pale's 
  food supplies and upset many citizens.  Some farmers and ranchers (the Pale's rural Flan population) are moving 
  into the cities to find work, but a few are disappearing altogether shortly after arriving in town. 
  DC 20 
  • 
  The great Franzgard keep sitting atop the ridge above the Franz near the Kerrin locks was quickly cleared by 
  adventurers who suffered few losses. The five who were killed were quickly raised and returned to duty.  
  Regrettably, the evil lich, Malachite, who had seeded the keep with terrible undead and clever traps escaped. 
  • 
  Dumadan has been returned to its rightful owners, the dwarves.  The combined forces of the Ducal Guard and the 
  Ankrif Loem succeeded in defeating the Orcish and Derro army, but at a steep price.  An elite team even descended 
  into Underoerth to defeat the Derro General at his unholy temple of Dispater. 
  • 
  The Troll King, fabled ruler over the Troll Fens, has been sending scouts southward into the Pale.  Those trolls 
  seem to be searching for some unknown item of power. 
  DC 25 
  • 
  Despite several attempts by unknowns to halt the construction of Elone's wall, the two sections were finally joined 
  at the Pikemaster gate. Delays from these frequent attacks were thankfully brief due to the large number of 
  mounted cavalry from the Lord's Fist, and dozens of powerful wizards and clerics on site for the construction. 
  • 
  Duke Karll has become resentful of the prestige and glory of adventurers in his lands and seeks to raise an elite 
  force to attack them.  He will brook no interference in this matter!  Now, be gone! 
  • 
  Some groups from the Pale but not affiliated with the official Church, such as the pagan Council of Faith, are 
  rumored to be sending aid to Nyrondese rebels loyal to Lynwerd. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 39 
  DC 30 
  • 
  Rumors have reached Muddich, Dominion and the Radigast Merchants' Guild that Zeech Redhand is refurbishing 
  his fleet in Alhaster where he has cut off all civilian traffic to the port there. In response and upon the Contessa's 
  orders, Admiral Maerhist has begun refitting the older ships in the fleet and has  commissioned an unknown 
  number of ships (cruisers, frigates or sloops) from the Muddich and Bampton shipyards. 
  • 
  Rumors of unrest plague Tarth Moorda.  This concerns Duke Karll greatly as the fortress is the last line of defense 
  in the southern Abbor-Alz.  Should it fall as the other keeps have, nothing stands between the Bright Lands and the 
  Duchy. 
  • 
  Winterwind, long the bane of the northern Rakers and a nemesis to now-Theocrat Theoman Baslett from his days 
  as Prelate of Landrigard, has been reported dead!  A silver dragon named Brennan delivered the great white 
  dragon's head to Wintershiven.  Sadly, Brennan himself is said to have been killed by the Green of the Gamboge 
  (Sasrananakmasha, or "Sassy") after recklessly trying to fight her. 
  
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  Page 40 
  Player Handout 1: Duchy of Urnst Introduction 
   
   
  Noble Adventurers, 
  Today, a great honor has presented itself to you.  You have been selected to 
  undertake a task of great importance to the safety and security of the Duchy.  
  Should your heart quaver at the thought of such responsibility, stop reading this 
  missive now and go about your business.  However, should you wish to 
  champion the defense of our great land, read on. 
  Go forth to Trigol in the County of Urnst.  Trigol sits astride the Franz River on 
  the border with Nyrond.  Ill winds blow through Nyrond, tension there is high.  It 
  is vital we learn what is transpiring, so you must collect information.  Once in 
  Trigol you will meet someone in a caravan directed by caravan master Ulthlan 
  Klant with information that could prove vital to the continued security of our fair 
  land.  Speak of ‘withered grass’ and ‘gentle spring showers’ and the information 
  will be delivered.  Retrieve this information; keep your eyes and ears open as 
  you travel through the lands of our neighbors.  Do not advertise your allegiance 
  and do not shame the noble Lords of the Duchy with untoward actions to our 
  neighbors. 
  The peril you face may be great, but with great risk come great rewards.  Do not 
  fail. 
   
   
   
  
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  Page 41 
  Player Handout 2: County of Urnst Introduction 
   
   
  Noble Adventurers, 
  Effective immediately you are to make due haste to the city of Trigol on urgent 
  business of the County.  Upon your arrival you are to contact Ulthlan Klant, a local 
  merchant and deliver the sealed documents contained with this letter.  Do not avail 
  yourselves of the contents, while they are important, they hold no intrinsic value to 
  brave souls such as you, simply deliver them as instructed.   
  While in Trigol and the surrounding area performing these duties, please make note of 
  any abnormal concentrations or dispositions of Nyrondese soldiers you may see.  While 
  peace is still at hand, recent events have proven troublesome.  Maintain fleet feet and 
  open eyes, may the gods speed you on. 
  
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  Page 42 
  Player Handout 3: Nyrond Imperium Introduction 
   
   
   
  Servants of His August Majesty, Emperor Sewarndt: 
  It has come to the attention of his Grace that smuggling activities supporting local 
  insurgents have been taking place in Mowbrenn county.  In these trying times, 
  restoring order is of paramount importance. It has therefore been determined that you 
  will travel to the County of Urnst, specifically the town of Trigol.  Trigol sits upon the far 
  bank of the Franz River, opposite our borders.  We have come into possession of 
  certain information implicating a merchant by the name of Ulthlan Klant, your task is to 
  investigate him, get close to him and ascertain if he is indeed smuggling within our 
  borders.  After your investigation, report back immediately with your findings so that 
  justice may be served. 
  Be warned, do not embarrass his Majesty with any foolish stunts in the County.  
  Discretion is encouraged outside our borders.  Go, may success follow you. 
  
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  Page 43 
  Player Handout 4: Theocracy of the Pale Introduction 
   
   
  Servants of the Light, 
  The Church hereby tasks you with a most pressing matter.  You are to travel forthwith 
  to the town of Trigol in the County of Urnst.  Upon your arrival you are to find a local 
  merchant, one Ulthlan Klant, and retrieve a package from him.  You are to travel to 
  Trigol and to return with said package by way of Nyrond’s borders.  During your travels 
  observe and take note of what soldiers Nyrond has placed upon her borders with us, 
  notice how fortified their garrisons have become.  Do not be concerned with the 
  contents of this package, know that it will aid the Church of the One True Path.  Your 
  information serves to further the One True Path, god speed, may the light shine upon 
  your path. 
  
  NMR5-03 Bourne Upon and Ill Wind 
   
  Page 44 
  Player Handout 5: Kingdom of Nyrond Introduction 
   
   
  Dark times are upon us, but fear not.  Because of the brave actions of souls such as 
  you, we will yet turn our defeat into our greatest triumph.  The will and means to 
  defeat Sewarndt are born on the backs of many brave men and women, but they 
  cannot exist on will alone.  They must be fed, armed and clothed.  The traitor Sewarndt 
  seeks to slowly strangle our voice, but we must not allow this to happen!  Travel to 
  Trigol in the County of Urnst.  Trigol is a bustling trade city, such a place will have 
  wares to help see us through.  Seek out Ulthlan Klant, a minor merchant there.  Rumor 
  has it he may be willing to deliver aid from one of our benefactors.  Find him, speak 
  with him and see what his true intentions are.  If he wishes to help and you trust him, 
  aid him.  If not, see that you do not expose us to any undue scrutiny.   
  It is a long road to walk, but with brave ones such as you on the path, victory is all but 
  assured.  Long live King Lynwerd! 
  
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  Page 45 
  Player Handout 6: Note 
   
   
  Acolyte Aulmer, 
   
   
  Another shipment of goods is on its way to the Emperor.  
  Intercept it before it reaches Mowbrenn.  We must vigilantly 
  maintain a chink in Sewarndt’s armor until the day that the 
  Blinding Light scours Nyrond clean of his fiendish taint.  Be 
  steadfast and may the Light bring you success. 
   
   
   
   
   
   
  Your brother in the Light, 
     
   
   
   
  Fiend-finder General Zylinchen 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/595/Normal Scenarios/NMR5-03 - Borne Upon an Ill Wind (APL 2-14)/NMR5-03 - Borne Upon an Ill Wind.pdf