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. 
   
  NMR6−01 
   
   
   
   
   
  The Blighted Star 
   
  A Two-Round D&D LIVING GREYHAWK®  
  Nyrond and Her Environs Meta-Regional Adventure 
  Version 2.5 
  By Dan Taylor and Danny Stratton 
  Cartography and Illustrations: Danny Stratton 
  Story Contributions: Lander Williams 
  Circle Reviewer: John Jenks 
   
   
  The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruins 
  named Star Haunt. The doom that befell the original occupants is as unknown as the magic and treasures the castle 
  ruins may hold. You have tracked the cause of the Blight to this location and you are certain that they are in the ruins 
  somewhere. Celadon folk give this mysterious place a wide berth, but will you? The “shooting stars” that rain down 
  around it from time to time are the least of the hazards here. A two-round adventure for APL 6-16, part six of the Blight 
  series. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the preparation 
  and voting segment of the game. Read this page carefully 
  so that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
  Instruct the players either to prepare their characters to 
  participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet. The judge should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  NMR6-01 The Blighted Star 
   
  Page 1 
  
  # 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 
  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 two 
  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 two-round Metaregional adventure, set 
  in the Duchy of Urnst. Characters native to the NMR 
  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 
  This adventure is the conclusion to the Blight series of 
  modules. The Blight begins in NMR5-01 Under the 
  Boughs, continues in NMR5-02 Natural Enemies, 
  NMR5-04 Charity of Friends, NMR5-06 The Forsaken 
  Valley, and NMR5-07 Corruption of the Heart. NMR5-01 
  and NMR5-02 should be played in order, however the 
  rest of the modules are interchangeable.  
   
  This module should be played, if at all possible, 
  AFTER the character has played all of the above modules. 
  However, as long as the character has met Chesterfield 
  Nuthollow (NMR5-01, or NMR5-07) or Filidor (NMR5-
  NMR6-01 The Blighted Star 
   
  Page 2 
  
  06), you should be able to use the provided boxed text. If 
  any of the characters have played NMR5-04 but not the 
  others, they are sought out by Chesterfield for their 
  possession of the Tome. 
   
  NMR5-02 Natural Enemies contained an item called 
  Talerad’s Incantation. This crumpled and much-handled 
  scrap of parchment bears writing in a strange language. 
  Underneath the foreign characters, in a different hand, 
  someone has scrawled a phonetic pronunciation guide in 
  Common. The words are evidently meant to be spoken 
  aloud, but it is unclear what they will do. This incantation 
  served to activate the ritual area that the blighter was 
  using to spread the Blight. 
   
  NMR5-04 Charity of Friends contained an item 
  called The Tome. This beaten and damaged book written 
  in a long-forgotten language contains ancient rituals of a 
  mysterious nature.  
   
  NMR5-06 The Forsaken Valley contained the Lens 
  Holder. This strange wooden device appears to be made 
  to hold a missing lens of some sort. Carved along its 
  handle are strange runes. This object also functions as a 
  planar fork for the material plane (DC 25 Knowledge 
  Arcana check) and was given to the demon in NMR5-06 
  to allow him to come to the material plane. 
   
  NMR5-07 Corruption of the Heart contained the 
  Lens. This lens has an aura of evil about it and anyone 
  looking through it is plagued with terrible headaches for 
  a week. This object was enchanted to have a specific bane 
  spell for Lurilent, which was discharged when she looked 
  into the lens although the taint of evil remains upon it. 
   
  If the characters do not have these items at the 
  beginning of this adventure, Chesterfield has the missing 
  items and will refer to adventurers like themselves as 
  having given them to him, so they might be used in a 
  time of need if they themselves were unable to take the 
  mission. Hopefully, the PCs have at least one of the items 
  to explain why the mission has not already been 
  completed, but if they do not Chesterfield will give them 
  all of the items and refer to some locally important event 
  as requiring the adventurer’s attention – such as Duke 
  Karll’s disappearance (Duchy), invaders from the Troll 
  Fens during this harsh Troll Winder (Pale), <add 
  County>, or reported trouble with humanoid remnants of 
  Sewarndt’s army near the border with the Bone March 
  (Nyrond). 
   
  All of the resulting adventures in the Blight series 
  are the caused by the work of Baron Bastrayne and 
  Gryppe, fugitives from the Kingdom of Nyrond. Baron 
  Bastrayne ruled what was then known as the Barony of 
  Woodwych during the later years of Archbold’s reign 
  over Nyrond. Bastrayne is a wily, cunning man, and 
  unctuous to other nobles of higher or equal rank to 
  himself. He stands 5’9”, slightly fat, has notably short 
  hands with pudgy fingers, has fat-faced cheeks, and has 
  carrot-colored hair. He was trained as a soldier and is an 
  accomplished fighter. 
   
  Bastrayne was considered the primary culprit for the 
  pillaging of the Celadon Forest by that forest’s denizens. 
  Bastrayne liberally permitted logging of the forest 
  resources and natives of the Celadon Forest eventually 
  took up arms against the Baronial Guard. The 
  Brotherhood of the Bronze organization was formed to 
  protect the Celadon during this period. Skirmishes 
  continued between the Barony, Nyrondese soldiers, and 
  the self-appointed protectors of the Celadon for some 
  time even after Bastrayne was no longer in power. 
   
  During his rule, Bastrayne devoted his time and 
  resources to making himself rich. While feigning support 
  for the king, Bastrayne and Bailiff Randen Gryppe 
  managed to skim 30%-40% of the taxes for themselves. 
  When Lynwerd I ascended to the throne, the unrest in 
  Woodwych directed his scrutiny to Bastrayne. Bastrayne 
  and Gryppe fled Nyrond in 588 CY, just before Lynwerd 
  could have him arrested. 
   
  When Bastrayne and Gryppe fled Woodwych in 588 
  CY, their escape did not evade the watchful eyes of the 
  guardians of the Celadon. A pack of rangers discovered 
  the men as they fled and forced them into the Celadon. 
  After a humiliating defeat, the two men were relieved of 
  their ill-gotten gains by the hunters and driven into the 
  forest to accept what little mercies the Celadon offered. 
  Gryppe directed Bastrayne to the one place that he 
  believed the Celadon natives would not follow—Star 
  Haunt. 
   
  Star Haunt affected Bastrayne and Gryppe, but they 
  also affected Star Haunt. Their hatred towards elves in 
  general and specifically towards the Celadon and its 
  denizens reverberated through the broken halls and 
  corridors of the ancient Oeridian ruin. Bastrayne and 
  Gryppe bode their time while they adjusted to their new 
  situation. Gryppe envisioned a grand plan to drive the 
  elves out of all the forests east of the Cairn Hills, and 
  Bastrayne slowly recruited allies to assist in the plan.  
   
  This plan has been put into play during the last five 
  Nyrond 
  Metaregionals 
  in 
  the 
  series; 
  however, 
  adventurers have managed to foil Bastrayne and Gryppe’s 
  plots before they can cause too much damage to places 
  other than the Celadon forest. These adventurers have 
  also managed to garner objects that were used to further 
  these plots and these objects will lead them to Star 
  Haunt, the central base of Bastrayne and Gryppe. 
  Adventure Summary 
  The PCs are contacted by Chesterfield Nuthollow, who 
  has been researching more on the cause of the Blight in 
  the Celadon forest. He believes that using the items the 
  PCs have retrieved from each of the locations in the 
  Metaregion where there have been problems recently 
  will reveal more about who or what is behind these plots. 
  After combining the items, the PCs will be directed to 
  Star Haunt. 
  NMR6-01 The Blighted Star 
   
  Page 3 
  
   
  The PCs find themselves approaching a partially 
  destroyed keep known by the local Elves as Star Haunt. 
  Animals and locals stay clear of this place. 
   
  When the PCs get inside the gates of the keep, they 
  find that they cannot penetrate the keep's inner halls 
  without finding a magical gem key to open the door. The 
  key has been broken into six pieces and the PCs must 
  explore the outer towers of the keep in order to find 
  these pieces. Once they do, they can place the pieces of 
  the key into the magical doorway and gain entrance to 
  the inner part of the keep. 
   
  Inside the inner keep, they find that their only 
  direction leads down into the keep's dungeon. Once 
  inside the dungeon, a meteor shower bombards the keep, 
  trapping the PCs inside the dungeon. They must 
  continue to explore now to find a way out. 
   
  Battling undead and dealing with a constant air of 
  deeper darkness, the PCs discover the source of the 
  darkness is a strange meteor half-buried in the area from 
  a previous meteor shower. 
   
  Finally, as the PCs finish exploring the dungeon, 
  they find the shades of two long sought-after fugitives, 
  Bastrayne and Gryppe. Only by defeating this duo and 
  finding their secret tunnel, can the PCs solve the 
  mysteries of Star Haunt and of the Blight. 
  Preparation for Play 
  Determine if the characters have played the rest of the 
  Blight series – NMR5-01 Under the Boughs, NMR5-02 
  Natural Enemies, NMR5-04 Charity of Friends, NMR5-
  06 The Forsaken Valley, and NMR5-07 Corruption of the 
  Heart. Characters that played NMR5-01 or NMR5-07 will 
  have previously met Chesterfield Nuthollow. 
   
  You should determine if any character has Doragan’s 
  Ring from NMR3-06 All is Well and Stable. Characters that 
  have this ring will be immune to the miss chance from 
  the darkness effect in the dungeon of this mod.  
   
  Additionally, it might be easier if you determine if 
  any of the PCs belong to meta-orgs that are related to the 
  Celadon Forest. Also, if PCs have the tattoo from URD3-
  06 Crop Circles, that might come into play in Encounter 
  6. 
   
  Finally, determine if any of the characters have a 
  Blimthor from NMR3-02 Business Is Business. If they do, 
  make a note of which PCs have them. Undead in the 
  lower dungeon will be less likely to attack these 
  characters because of the effects of the Blimthor. The 
  undead will focus all their attacks on those without a 
  Blimthor and only resort to attacking a PC with a 
  Blimthor when there are no other legitimate targets 
  around.  
  Introduction 
  A little bird told you to come to the Celadon forest… 
  Well, it carried a note at least. The note asked you to 
  meet Chesterfield Nuthollow at one of the Shankopt 
  clan residences today. The travel through the 
  Celadon was even relatively easy since the Shankopt 
  clan sent an elven patrol to escort you.  
  If the PCs played NMR5-01 Under the Boughs, this is the 
  Shankopt clan residence run by Elwar Shankopt where 
  Chesterfield was first tended. 
  The Shankopt residence is well tended, nestled 
  among a grove of maples, with homes in the trees 
  and stables and other outbuildings carefully hidden 
  in nearby copses and caves. When you arrive, Elwar 
  greets you warmly and tells you that Chester has not 
  yet arrived, but should be here soon. He invites you 
  to dinner, which is a mostly vegetarian meal served 
  on large maple leaves while the younger members of 
  the family sing or play instruments. 
  � Elwar: Human Wiz?? 
   
  Description: Elwar has brown hair and brown eyes. 
  He looks more the common woodsman than the 
  powerful wizard he is. A raven is usually nearby debating 
  with someone about some wizardly subject; his name is 
  Frestia. 
   
  Personality: Elwar is very confident. He is a 
  brilliant conversationalist and master harpist, and is 
  extremely knowledgeable on many subjects. Elwar is 
  especially fascinated with humans and will not miss an 
  opportunity to interact with them. Elwar loves children 
  and has an extremely large family even by human 
  standards. 
   
  Allow the PCs to introduce themselves to each other 
  if they do not know each other. 
  The night passes uneventfully, and just after 
  breakfast, Chester arrives. His usual bright mood 
  seems to be dim and his leaves seem to be slightly 
  wilted, but he perks up when he sees you.  
  If the PCs know Chester, continue: 
  “Ah, it’s so good to see you again! I’m glad you got 
  my message. After speaking with you over in the 
  Gamboge forest, I began looking into the items that 
  you showed me.”  
  If the PCs do not know Chester, continue: 
  “It is my pleasure to make your acquaintance. I am 
  Chesterfield Nuthollow, although you may call me 
  Chester. I’ve been investigating the causes of the 
  blight that has been infecting the Celadon forest. 
  I’ve talked to adventurers in many places and 
  they’ve shown me many different items that they’ve 
  recovered. I thought I detected a common thread in 
  NMR6-01 The Blighted Star 
   
  Page 4 
  
  them and I asked the adventurers if I could borrow 
  them for a bit.” 
   
  Continue for all PCs: 
  “I believe I’ve made some progress in investigating 
  the items that have been found. Although the text of 
  the 
  book 
  and 
  the 
  incantation 
  has 
  proven 
  undecipherable to the Celadon sages and wizards, 
  they postulated that another magic item connected 
  with the text should be able to render it readable. 
  Since two of the other objects are a lens and a holder 
  that contains similar writing, it is probable that this 
  is a device that will allow the writing to be 
  deciphered. So, the wizards that studied the 
  incantation believe it to be an incantation of 
  activation. Perhaps it will activate the item. 
  Certainly this is all conjecture at the moment.” 
  Allow the PCs to speak up or try to put the pieces 
  together themselves before Chester offers to do it. PCs 
  can make a DC 20 Knowledge (arcana) check to 
  determine that this theory sounds reasonable, but may or 
  may not be harmful. It takes a DC 15 Decipher Script 
  check, a helm of comprehend languages, the comprehend 
  languages spell (or a similar spell), or a PC that speaks 
  more than four languages to pronounce the incantation 
  properly. If the PCs appear to be reticent, Chester will ask 
  them for the pieces and connect them himself (he 
  automatically succeeds at reading the incantation as he 
  has been tutored in it).  
   
  If the PC (or Chester) makes the check: 
  As the lens is slid into the strange twisted holder, 
  there is a flare of sickly green light. [insert PC’s 
  name or Chester] reads the incantation and the light 
  burns a bright red, fusing the lens into the holder. 
  The runes on the handle of the holder twist and 
  each of you is able to read them, although you could 
  not say what language they’re in.   
  If a PC reads the incantation correctly, the PCs gain the 
  equivalent of a bless spell for the remainder of the 
  adventure. 
  If the PC fails the check: 
  As the lens is slid into the strange twisted holder, 
  there is a flare of sickly green light. [insert PC’s 
  name] reads the incantation, but the light grows 
  stronger until it is almost blinding and a wave of 
  weakness sweeps over your mind as the light oozes 
  over you and disappears.  
  If a PC reads the incantation incorrectly, the PCs will be 
  shaken for the remainder of the adventure due to horrific 
  waking nightmares, which constantly plague them. See 
  the definition of shaken in the Player’s Handbook page 
  312. 
   
  Once the PCs or Chester have reattached the lens 
  into the holder, they can use the lens to read the book.  
   
  The book is a semi-diary of an unknown man who 
  seems to have been teetering on the brink of a fall into 
  darkness. He writes about being a leader in a community 
  that resides in a forest and gives quite a few details of how 
  the community is laid out and where it is located. From 
  the text, one can tell the community surrounded a keep 
  that rested on top of a hill. Although not everyone lived 
  at the keep, the keep was a center for trade and 
  protection. There are quite a lot of good thoughts and 
  deeds at the beginning of the book, but, later, the book 
  details a fascination with dark legends of corruption and 
  how to use the life energies of others for one’s own gain. 
  Even at the end, however, there are thoughts of using the 
  powers gained in the name of the Unshakeable to protect 
  those whose lives are his responsibility. There are notes 
  in the margins of the book in another’s handwriting 
  speculating on the legends and one of the blank pages 
  has been filled in with an ingredient list of strange items. 
   
  A DC 20 Knowledge (religion) will show that the 
  Unshakeable is the goddess Daern. Daern is the Oeridian 
  hero-goddess of defense and fortifications. It is said that 
  before she ascended to godhood, she was responsible for 
  building several famous fortifications. A DC 20 
  Knowledge (geography) check, a DC 25 Bardic 
  Knowledge check, or a DC 20 Survival check will 
  determine that the community the author writes of is 
  located deep in the Celadon forest. A DC 25 Knowledge 
  (geography) check, DC 30 Bardic Knowledge check, or a 
  DC 25 Survival check will determine that a set of ruins 
  known as Star Haunt is located near where the man is 
  describing. 
   
  If the characters do not make any of the above 
  Knowledge checks, they can ask Elwar about the book or 
  other pieces of knowledge. He will immediately be able 
  to identify all of the above Knowledge checks. In 
  addition, he and Chester will be able to share the news 
  that the rangers have been able to determine that the 
  center of the Blight is somewhere around Star Haunt. 
  Encounter One: Arriving At 
  Star Haunt 
  Sounds of wild animals and birds fill the air during 
  the trek through the Celadon. At first, it seems as 
  just a typical trip in the woods. The tranquility of 
  birds chirping soon ends, however, for your journey 
  takes you into the blighted region of the Celadon 
  forest. The healthy trees give way to plants that are 
  pale and dry-looking; before too much longer you 
  see nothing around you but black and withered 
  husks and the air is permeated with the smell of 
  decay. Each step towards the mysterious fortress 
  draws loud noises of breaking leaves, for all other 
  sounds of the Celadon have fallen silent. 
  NMR6-01 The Blighted Star 
   
  Page 5 
  
   Any animal accompanying the party, unless it is an 
  animal companion, familiar, bonded mount, or other 
  similar creature will not approach the Star Haunt 
  willingly. Have each animal (except the above listed) 
  make a DC15 Will save or be shaken for the remainder of 
  the adventure. Add these lines if there are animals that do 
  not fulfill the above exceptions. 
  The animals in your group have a look of utter fear. 
  It is almost as if they are telling you to stop and 
  return to safety. They even seem to whimper with 
  every step towards Star Haunt. 
  Give the characters a few seconds to ponder the actions 
  of the animals. 
  A clearing opens ahead. The ground slopes up to a 
  large hill. The clearing is desolate, as if some 
  unnatural border stops even the plant life from 
  approaching. A cobble-stone paved path winds its 
  way up the hill to your destination. It seems as 
  though Star Haunt has seen better days for it 
  appears to have been assaulted by siege weapons or 
  some form of natural disaster. The stench of rot 
  seems to emanate from the place and the v nes that 
  once curled over the walls are naught but slimy 
  strings. 
  i
   
  The path to the structure leads to a place where 
  the outer wall is crumbling and has almost fallen. In 
  each direction where the wall ends, circular areas 
  that might have been towers barely stand. In the 
  center of the wall is a gate. Like the rest of the 
  fortress wall, the gate has seen better days. It is held 
  up from above by one chain and seems to sway back 
  and forth. What causes it to sway is completely 
  unknown, as there is not even a wisp of wind. 
  The characters should arrive at Star Haunt about noon. 
  When they say they approach the gate or the walls, read 
  the following. 
  From the heavens, a dark ball of fire streaks across 
  the sky. The fiery rock speeds towards the ground. 
  You feel the earth shake as it slams into the ground 
  off in the distance. 
  Throughout this adventure, meteorites will fall from the 
  sky. Most should not reach the ground, merely causing 
  bright streaks and sounds in the air as they disintegrate 
  before reaching the ground. 
  When the PCs get to the gate, continue with the 
  following: 
   
  The Courtyard 
  From outside the walls it appears that the walls 
  form a six-pointed star. At each point is a tower. The 
  towers in the back of the structure seem more 
  complete then the ones in front, but if they are in 
  any better repair remains to be seen. In the middle 
  of the walls is a large rectangular building, which is 
  in much better shape than the rest of the fortress. 
  The wall of the building facing you has a black area 
  that may be a door. To the right is a burnt crater. 
   
  Suddenly in front of you a market place has 
  been erected. People silently walk from vendor to 
  vendor examining the wares. Their mouths seem to 
  move, but no sounds are made. It almost seems 
  peaceful, except for the fact that all of it is 
  completely transparent. A couple, both Oeridian and 
  in their early thirties, walks down the market place 
  with a child obviously their son. The man is wearing 
  a uniform, very flashy and formal. The woman is 
  wearing a simple, but elegant dress. They peer 
  lovingly into each other’s eyes. Their son has the 
  perfect blend of her eyes with his mouth. A couple 
  of other children join the family. They stop floating 
  above the center of the crater. The son looks at his 
  parents, says some inaudible plea. The father nods 
  and the kids run off to play. As the father watches 
  the youngsters run off, the mother looks in your 
  direction. Her mouth opens agape in horror. From 
  above a streaking star rushes to where the couple 
  stands. The shooting star explodes into a blast of 
  scintillating colors that engulf the couple in flames 
  and hurt your eyes. 
  The PCs feel no heat. At this time have the PCs make a 
  DC 20 Spot check, for those who succeed read the 
  following: 
  When the falling star hit the couple something on 
  the man appeared to glow and then break apart. It is 
  unknown where all the pieces went. One piece 
  seems to have embedded itself in the wall near the 
  tower to the right, while others flew in all directions 
  towards the remaining towers. 
  Continue reading for all PCs. 
  After the lights fade away, you see the young boy, 
  sitting in the crater. He wipes back the tears that 
  seem to flow without end. Surrounding him are a 
  group of five Oeridians. Each of the three women 
  and two men hold something in their hands. It is 
  apparent that the objects in their hands are the 
  focus of some debate. The debate must not have 
  come to any agreement, as all 5 individuals break 
  away with looks of anger on their faces. They leave 
  the small mourning child to himself. Noticing he is 
  alone, he slams his hands down in a fit of anguish. 
  He gets a look of curiosity and pats the ground as if 
  looking for something. He picks up some object. It 
  appears to be purple in color. He looks at it and 
  holds it close to his chest. He runs off to the left, 
  grasping his find. 
  If the PCs mention that they are getting closer to the 
  scene, they can see that he picked up a purple 
  triangular gem. 
  NMR6-01 The Blighted Star 
   
  Page 6 
  
   
  As the characters explore the courtyard feel free to 
  add more images as time allows. Be creative and change 
  between “normal life” type images and “blood, guts, and 
  destruction” type images. Some examples follow. 
  A ghostly pair of lovers approaches you, apparently 
  unaware of your presence. The man draws the 
  woman close, and gives her a kiss. They look around 
  for some unknown location. They start to run. As 
  they turn a corner, they disappear from sight. 
  Suddenly an ethereal woman rushes towards [choose 
  the most good and lawful male character of medium size]. 
  She embraces him and looks into his eyes. Spectral 
  arms reach out from your friend’s torso. They reach 
  for the woman and start to strangle her. The image 
  of an Oeridian man separates itself from your ally. 
  The woman lies “lifeless” in his arms. He drops her 
  and runs off for more incorporeal prey. 
  A cordon of shadowy soldiers marches in your 
  direction. An ancient patrol that still watches. They 
  pass right through your position and on as if you do 
  not exist. 
  A ghostly man, carrying a torch, charges in your 
  direction. Covered in blood, his body tenses, his eyes 
  show an anger that is undeniable. Suddenly he stops 
  and looks at himself in disgust. He moves his torch 
  closer and sets himself aflame. The image fades as he 
  writhes in pain. 
  If the PCs check the wall around the tower to the right a 
  DC 25 Search check is needed (only DC 15 if at least one 
  of the PCs made the DC 20 Spot check above) to find a 
  part of the wall that looks like it has been repaired. If the 
  PCs dig at it for a while, they will find one of the parts of 
  the key to the door at encounter 2. If the PCs cannot find 
  the repaired region of the wall, they can return to see the 
  image again. The image repeats itself four times every 
  day. Each time it repeats, PCs can get another check with 
  a cumulative +2 to their Spot check. On the fourth check, 
  the PCs automatically find the spot that has been 
  repaired. 
   
  If the PCs find the gem key piece, read the following 
  description of it: 
  Entombed within the wall is a triangular orange 
  gem about the size of a human hand. 
   
  If the PCs dig the gem key piece out of the wall, 
  continue the description of the gem: 
  After digging the gem out of the wall, you notice 
  that it is about two fingers thick. 
  Encounter Two: The Magical 
  Door 
  The blackish region in the wall that was seen on the 
  way into the area earlier is, in fact, a door. A strange 
  magical energy emanates from the door. It is 
  completely covered with intricate designs. The 
  designs all seem to draw the eyes to the center of the 
  door and a hexagonal impression. 
  [See Judge's Aid #1 – The Hexagonal Key] 
  This door has magical warding on it that prevents 
  opening by any means but the proper key. This was a 
  design of the original plans for the castle. The PCs should 
  get the sense that the door is pretty much impossible to 
  open without the key. The door is actually a series of 
  three layers of iron doors; each magically reinforced 
  (Break DC 40 for each of the three doors). Each door is 
  lined with four amazing locks (Open Lock DC 40). So, in 
  order to open the door without the key, the PCs will have 
  to successfully break down three doors or pick 12 locks at 
  the above DCs. Furthermore, the doors are protected by 
  strong magic to prevent such actions. Some of the spells 
  that were used to protect the door are spell resistance, spell 
  turning, magic missile, and wish among others. These magic 
  wardings allow for the following defenses should the PCs 
  try to enter without the key: 
   
  � Door Trap: CR 13; mechanical; touch trigger; 
  automatic reset; Atk auto-hit 5 magic missiles (caster level 
  20) (5d4 + 5 damage); Multiple targets (any character 
  attempting to break the door or pick one of the locks); 
  Search DC cannot be found using Search checks due to 
  the wish; Disable Device DC cannot be disabled or 
  dispelled due to the wish 
   
  Any spell cast at the door is turned and this also 
  causes 5 magic missiles to be targeted at the caster (5d4+5 
  damage). Automatic hit, no save. 
   
  The building itself is protected from teleportation and 
  other planar travel via an effect similar to the dimensional 
  lock spell. (See the Player’s Handbook page 221.) 
   
  The walls are made of magically treated hewn stone 
  (break DC 70, hardness 16, 1080 hit points). 
   
  A detect magic spell made on the door will determine 
  that there are auras of Abjuration, Evocation, and 
  Universal. A detect magic spell made on the building will 
  show an aura of Abjuration.  
   
  Getting Through the door: 
  When the party gets all the triangular key pieces, puts 
  them together in the hexagonal door impression, opens 
  the door, and enters it. When this happens, read the 
  following to the players: 
  Forming the key, the door opens inward. It is 
  apparent from the dust that stirs as the door is 
  opened that this door has remained closed for a long 
  time. 
  Proceed to encounter 10 when the PCs have stepped 
  through the door. This is the halfway point in the 
  module. 
  NMR6-01 The Blighted Star 
   
  Page 7 
  
  Encounter Three: If I Had 
  Wings 
  This tower has two surviving floors, although the second 
  floor is not easily accessible. 
  The first floor: 
  This tower appears to be moderately damaged. 
  Directly across from the door is a large pile of 
  rubble, with a smaller rubble pile 10 feet to the left. 
  There is a set of stairs that looks like they once led to 
  a second level, but they have been damaged. The 
  ceiling is over 10 feet high. 
  A thorough examination of the room will not reveal 
  anything (except that it has been damaged). There is no 
  treasure or creatures in this room. The ceiling is too high 
  for anyone to reach. In order to reach the second floor, 
  the characters are going to have to come up with a way to 
  get up there.  
   
  Some ways that the characters might get up to the 
  second floor: 
  • 
  By use of a spell (such as levitate or fly). 
  • 
  A character can stand on another character’s 
  shoulder to get a boost up so he can grab the ledge. 
  To lift him/herself up, the character will need to 
  make a DC 15 Climb check. 
  • 
  A character with a grappling hook and rope can 
  throw it up (DC 12 Use Rope check for securing the 
  grappling hook) and climb up. 
  • 
  A character can attempt a jump check from the 
  remaining stairs. The edge of the second floor is 10 
  feet from the highest point on the first level. See the 
  Player’s Handbook page 77. 
  The second floor: 
  The damage to the second floor is worse than that of 
  the first level. As before there are two rubble piles, 
  only this time they are larger than those on the floor 
  below. Part of the wall and ceiling of the tower are 
  exposed, giving real meaning to the extent of the 
  damage that the castle has sustained over time. 
  There is a gem key piece in the smaller rubble pile (the 
  one on the right side of the map). Finding it will require a 
  DC 15 Search check. There is no other treasure in the 
  room, nor are there any creatures. 
   
  If the PCs find the gem piece, read the following: 
  Amongst a small rubble pile is a triangular blue gem 
  whose area is about the size of a human hand and 
  two fingers thick. 
  Encounter Four: Buzz Kill 
  This tower has sustained massive damage as there is only 
  the bottom floor of the tower remaining. The rest is in 
  rubble. A phase spider uses this situation to try to catch a 
  party member flat-footed in hopes of acquiring lunch. 
   
  This tower has suffered a lot of damage. The 
  door only opens a little more than a foot. As far as 
  one can tell, more than half the room is in rubble. 
  On top of the mound of rubble (towards the back of the 
  room) is a gem (DC 10 Spot check to notice).  
   
  In order to gain access into this room, a character 
  will have to squeeze through the doorway (requiring a 
  DC 15 Escape Artist check from medium-sized creatures; 
  small-sized creatures need only make a DC 10 Escape 
  Artist check). Since they just have to get past the door, 
  squeezing to get into the room will only take a full round 
  action. 
   
  If the characters smash (DC 15 Strength check) the 
  door, this causes some of the ceiling to cave in on the 
  players within two adjacent 5-ft squares near the door. A 
  DC 20 Search check will result in the knowledge that 
  breaking the door will cause large bricks to fall. A DC 20 
  Disable Device check allows for the bricks not to fall 
  (provided that the characters have materials to 
  strengthen the wall – judge’s discretion). 
   
  Bricks From Ceiling Trap: CR 2; mechanical; 
  touch trigger; repair reset; Atk +12 melee (2d6 bricks); 
  Multiple targets (all targets in two adjacent 5-ft squares); 
  Search DC 20; Disable Device DC 20 
   
  Maneuvering on the rubble requires a DC 15 
  Balance check. If a battle ensues in this room, be sure to 
  follow the rules of balancing on page 67 of the Player’s 
  Handbook. 
   
  A nest of phase wasps inhabits this area. They will 
  attack any characters that enter 20 feet or more into the 
  room. The wasps will also attack any characters who step 
  more than 5 feet into the rubble (even if it is less than the 
  original 20 foot rule) as this sends vibrations to the nest 
  letting them know that intruders are in their habitat. If 
  the characters leave the room, they will not follow as they 
  are only protecting their nest (which is in the midst of 
  the rubble).  
   
  The gem is not one of the key pieces (it is, in fact a 
  sapphire worth 50 gp but that won’t be apparent to the 
  characters until they pick it up and examine it).  
  APL 6 (EL 5) 
  � Phase Wasps (2): hp 11, 11; see Appendix One. 
  APL 8 (EL 7) 
  � Phase Wasps (4): hp 11, 11, 11, 11; see Appendix 
  One. 
  NMR6-01 The Blighted Star 
   
  Page 8 
  
  APL 10 (EL 9) 
  � Phase Wasps (3): hp 11, 11, 11; see Appendix One. 
  � Advanced Phase Wasp: hp 27; see Appendix One. 
  APL 12 (EL 11) 
  � Advanced Phase Wasps: hp 27, 27, 27, 27; see 
  Appendix One. 
  APL 14 (EL 13) 
  � Advanced Phase Wasps: hp 27, 27, 27; see 
  Appendix One. 
  � Elite Warrior Phase Wasp: hp 90; see Appendix 
  One. 
  APL 16 (EL 15) 
  � Elite Warrior Phase Wasps: hp 90, 90, 90, 90; see 
  Appendix One. 
  TACTICS: The phase wasps will concentrate on those 
  who are closest to their nest. They will concentrate all 
  attacks on that character. Their attacks consist of firing 
  their magic missiles the first round and stinging the 
  remaining rounds until they can fire their magic missiles 
  again. For the Elite Warriors who have quickened magic 
  missiles and fly-by attack, they will let loose their magic 
  missiles as a free action and then use their fly-by to sting 
  and again fly out of reach, incurring attacks of 
  opportunity as they do so. 
  Encounter Five: Oh The Web 
  We Weave … 
  First floor 
  There is no rubble or other impediments in the 
  room. The spiral staircase in the middle of the room 
  is cracked and worn with a few of the steps missing.  
  Map the players’ progress within this lower level of the 
  tower. If the players get within 15 feet of the spiral 
  staircase give them a DC 18 Spot check (make it DC 12 if 
  they specifically state they are looking up) to notice the 
  following: 
  White silky strands seem to fill up the second level 
  of this tower. 
  The staircase is a steep one, so movement up the stairs is 
  at half speed. Since it is 15 feet to the second floor, it will 
  require 30 feet of movement to climb. Give the players 
  about 2 – 3 rounds to explore the tower, then have them 
  make an opposed Listen check versus the spiders’ Move 
  Silently checks. Those who lose are surprised during the 
  first round of combat. 
  APL 6 (EL 6) 
  � Shadow Phase Spider: hp 42; see Appendix One. 
  APL 8 (EL 8) 
  � Shadow Phase Spiders (2): hp 42, 42; see 
  Appendix One. 
  APL 10 (EL 10) 
  � Advanced Shadow Phase Spiders (3): hp 68, 68, 
  68; see Appendix One. 
  APL 12 (EL 12) 
  � Advanced Shadow Phase Spiders (3): hp 115, 115, 
  115; see Appendix One. 
  APL 14 (EL 14) 
  � Advanced Fiendish Shadow Phase Spiders (3): 
  hp 115, 115, 115; see Appendix One. 
  APL 16 (EL 16) 
  � Advanced Fiendish Shadow Phase Spiders (4): 
  hp 132, 132, 132, 132; see Appendix One. 
  Tactics: The spiders are hungry and will attack PCs on 
  sight. The phase spiders use their Ethereal Jaunt ability to 
  come down from the second floor and attack.  At APL 16 
  only two come down at a time, or they come down 
  outside. Using their Ethereal Jaunt ability to trade places 
  with the other two every other round. 
  Second floor 
  The characters should have no problem climbing the 
  stairs. 
  This level is almost completely filled with spider 
  webs. Many huge mounds of spider webs seem to 
  bulge as if something were buried inside. 
  There are about 8 mounds of spider webs that are 
  previous meals for the spiders. In the mound behind the 
  debris to the south of the stairs, PCs will find part of the 
  gem key if they make a DC 20 Search check.  
   
  If the PCs successfully make their Search check to 
  find the gem, read the following: 
  From within a bundle of spider webs, something 
  glitters. It appears to be a triangular yellow gem. Its 
  area is about the size of a human hand and is two 
  fingers thick. 
  Encounter Six: Elf, Elf, Baby 
  Read the following as they approach the tower. 
  This tower appears to be mostly intact. It is three 
  stories tall. Some structural damage on the parapet 
  is visible, but it looks far safer than any other tower 
  in Star Haunt.  
  Much of what happens in this encounter depends on 
  how the party is exploring the castle. If the PCs are not 
  taking any precautions, the guards on the wall hear them 
  coming, and you should read the first description. If the 
  NMR6-01 The Blighted Star 
   
  Page 9 
  
  party moves silently or does some other actions that 
  could surprise the guards, read the second description. 
  The guards always have at least two people listening for 
  “scary things in the keep”.  
  First Floor 
  It is obvious that this tower is inhabited. There are 
  four hammocks set up around the room. Under each 
  hammock is a chest. At the other end of the tower 
  are the occupants of this floor of the tower. Four 
  sylvan elves, each with the same tattoo of a raven 
  over their left eye, aim long bows at you. Another 
  stands behind the four bow-wielding elves, this one 
  apparently unarmed. 
   
  If the characters surprise those in the tower, read here. 
  The door is flanked by two sylvan elves, obviously on 
  guard from whatever might enter from the 
  courtyard. Two other sylvan elves lie in two of the 
  four hammocks that are spread out through the 
  room. 
  If the elves are caught by surprise the cleric is 
  upstairs in his chamber. These elves are part of a 
  splinter group of the Tuliktu tribe of the Celadon 
  forest. 
  (See 
  the 
  Duchy 
  of 
  Urnst 
  Character 
  backgrounds 
  or 
  URD3-06 
  Crop 
  Circles 
  for 
  background information on the Tuliktu tribe.) They 
  have been assigned to work with Bastrayne and 
  Gryppe. What happens in this encounter depends 
  on the characters’ reactions. No matter what, if 
  caught by surprise, they will call for the cleric 
  upstairs to aid them. If the characters try to parley, 
  they will talk with them.  If it looks like the PCs are 
  after Bastrayne and Gryppe, they will attempt to get 
  as much information out of the PCs as possible to 
  take back to their liege. They can be persuaded to 
  leave Star Haunt with a DC 30 Diplomacy check; 
  however, this will deprive the PCs of their treasure. 
   
  The elves will not reveal who they are working 
  for, or that they have been assigned to help 
  Bastrayne and Gryppe unless they are magically 
  compelled. Their first cover story will be that they 
  are here investigating the cause of the Blight and 
  have just arrived through one of the other outer 
  sections in the wall. They avoided the spiders, and 
  they investigated the empty tower before setting up 
  camp here. Their second cover story is that 
  Bastrayne and Gryppe have been blackmailing them 
  to aid him and that their help has prevented the 
  Tuliktu lands from being as blighted as the other 
  Celadon lands [which is true – DC 25 Knowledge 
  (local – Nyrond and her environs), DC 30 Bardic 
  Knowledge, or DC 30 Knowledge (nature)]. If a 
  parley starts, they may try to ambush the characters 
  during the talks. They will attack the PCs if they 
  think they have a chance of winning, but can be 
  talked out of attacking, especially if the PCs pass on 
  interesting information about the items (or give 
  them the items) from the beginning of the module 
  (tome, 
  lens 
  and 
  lens 
  holder, 
  incantation). 
  Alternatively, you can have them ambush the 
  characters in the morning of the next day (not while 
  sleeping) if they leave Star Haunt to sleep outside 
  the blighted area. 
  APL 6 (EL 7) 
  � Tuliktu Archers (4): hp 12, 12, 12, 12; see Appendix 
  One. 
  � Rahwe: hp 24; see Appendix One. 
  APL 8 (EL 9) 
  � Tuliktu Archers (4): hp 27, 27, 27, 27; see Appendix 
  One. 
  � Rahwe: hp 33; see Appendix One. 
  APL 10 (EL 11) 
  � Tuliktu Archers (4) 39, 39, 39, 39; see Appendix 
  One. 
  � Rahwe: hp 39; see Appendix One. 
  APL 12 (EL 13) 
  � Tuliktu Archers (4): hp 51, 51, 51, 51; see Appendix 
  One. 
  � Rahwe: hp 45; see Appendix One. 
  APL 14 (EL 15) 
  � Tuliktu Archers (4): hp 63, 63, 63, 63; see Appendix 
  One. 
  � Rahwe: hp 51; see Appendix One. 
  APL 16 (EL 17) 
  � Tuliktu Archers (4): hp 75, 75, 75, 75; see Appendix 
  One. 
  � Rahwe: hp 57; see Appendix One. 
  Tactics: In a fight, the cleric will focus on the heavily 
  armored foes with touch and area spells. The archers will 
  focus on the less armored foes. At APL 10 and above the 
  cleric will cast wall of fire first to protect the archers. At 
  APL 14 and 16, the cleric will have precast fire seeds and 
  have eight holly bombs on him. On the second round of 
  combat he will position himself to be around as many 
  PCs as possible and explode them all. Because of his fire 
  resistance they will not affect him unless an individual 
  bomb does more than 20 points of damage to him. 
  Role Playing Notes: These elves are now completely 
  and utterly devoted to some mysterious person. 
  Ironically, they feel that by working with Bastrayne and 
  Gryppe they can use them to force the “good” non-elves 
  and elf sympathizers out. Then when they are in position, 
  they will force Bastrayne and Gryppe out. They are 
  hoping to retrieve knowledge or items from Star Haunt 
  NMR6-01 The Blighted Star 
   
  Page 10 
  
  that will further their liege’s plans. The Archers know 
  just the basics of the plan.   
  Developments: If the PCs manage to dominate the elves, 
  or mind probe them, or use some similar spell, they can 
  find out that they are loyal to a member of the Duchy of 
  Urnst nobility. A green tree is strongly associated with 
  the man; however, they cannot gain a detailed 
  description of the man other than that he is fair haired 
  and has blue eyes. 
  Second Floor 
  As the area below, this area is set up for habitation. A 
  large log has been made into a makeshift table. On the 
  top of this is a sconce, burning some incense.  
  This is the area set up for the cleric to rest. He should not 
  be here when the party comes up here. There is a 
  backpack under the hammock where the cleric’s gold is 
  held. If the backpack is searched there is a hidden 
  stitching. (DC 20 Search check to find.) Inside are some 
  papers written in elven. The basic content of the letters is 
  that some leader has asked these elves to find Bastrayne 
  and Gryppe and join them.  
  Third Floor 
  This level appears unused. Dust covers the floor and 
  steps. Although the tower is intact, minor cracks can be 
  seen in the south wall of this part of the tower.  
  If a character with the Track feat makes a DC 20 Survival 
  or Search check, they can tell that the elves explored here 
  about a week ago, but haven’t been here since. 
  Encounter Seven: Get A Clue 
  First floor 
  Like the rest of the castle, this tower has sustained 
  damage consistent with a barrage of large stones or 
  powerful magic. Rubble piles fill this room. Small 
  portions of the ceiling and walls appear to be 
  missing.  
  There is nothing of interest in the first floor of this tower. 
  The stairs to the second floor can still be safely traversed. 
  Second floor 
  More rubble fills the upper level of this tower, yet 
  this tower is less damaged than many others.  
  About 20 feet from the stairs lying behind a pile of rubble 
  in the southern portion of the room is the remains of an 
  elf from the Celadon who had wandered into Star Haunt 
  with the intention of solving its mysteries.  
  Lying amongst the rubble is what appears to be the 
  decomposing body of an elf. 
  If the PCs make a DC 25 Heal check, they will discover 
  that he appears to have died from Constitution damage 
  from being poisoned. If the PCs make a DC 25 
  Knowledge (local – Nyrond and her environs) check they 
  can tell the elf was a member of the Wehna clan. A 
  resident of the Celadon Forest or of Nyrond will 
  automatically make this check. The Wehna are a clan of 
  elves who live in the Western Celadon and have had 
  dealings with those who fight the Nyrondese loggers. If 
  the party searches the elf, they will find a composite 
  longbow (+2 Strength), a longsword, a dagger, 15 arrows, 
  38 gp, two gem key pieces (see below), and a note that 
  says the following (in elvish): 
   
  “Only if the six equal pieces are made whole can 
  the way be discovered.” 
  Give the following description of the gem key pieces: 
  The two gems are both of equal size, each about the 
  size of a human hand and two fingers thick. They are 
  triangular and identical in every way, save for their 
  colors. One is red and the other is green. 
   
  When the characters leave the tower read the 
  following. 
  The ground starts to rumble. Above, you see yet 
  another flaming sphere headed towards the earth. It 
  appears to be headed right for you. Suddenly the ball 
  of fire explodes. You feel a rain of hot soot fall 
  around you. 
  Encounter Eight: Titus, The 
  Friendly Ghost 
  From the outside, this tower appears to have the 
  most damage.  A musty acrid smell assaults your 
  senses as the door is opened. The upper levels of the 
  tower have crumbled and fill most of the room. 
  Although the lower room of the tower is not directly 
  exposed to the elements, what is left of the walls and 
  ceiling is not keeping the elements out. Moss covers 
  the debris cluttering the room that was spared from 
  the collapse. The walls are filled with cracks and an 
  eerie lichen of some sort grows upon them.  
  Walking through this room takes double movement as 
  the ground is covered with a slimy moss. There is 
  nothing of interest in the section of the tower that has 
  not collapsed. If the PCs decide to explore this room, give 
  them a few minutes to do so, then they should make a 
  DC 25 Spot check. Take notice of who had the worst Spot 
  Check, as the ghost will be paying attention to him.  
  Read to those who made the Spot Check. 
  A familiar form starts to coalesce, that of a young 
  boy. His brown hair and tan complexion give away 
  his Oeridian heritage. His translucent form gives 
  away his current nature, a ghost. He looks at [insert 
  name of the character with the worst Spot check] 
  with his curious gray eyes, and asks, “What are you 
  doing?” 
  NMR6-01 The Blighted Star 
   
  Page 11 
  
  If no one made the Spot check, just have the person with 
  the lowest Spot check suddenly hear “What are you 
  doing?” 
  Titus: Ghost Young Human Com1 (Frightful moan (Su): 
  All creatures within 30 feet must make a DC 13 Will save 
  or become panicked for 2d4 rounds.) 
   
  The first thing the PCs should notice when they are 
  given time, is that the ghost is of the same child they 
  encountered in the image in the courtyard. If the PCs 
  attack or threaten Titus, he will use his Frightful moan 
  ability and turn ethereal and hide in the collapsed 
  portion of the room. If the PCs treat Titus as a child and 
  act concerned for his well being, or if they succeed at a 
  DC 15 Diplomacy check, he will talk to the PCs and 
  answer questions. The following is a list of things he 
  knows. Two things to remember as you role-play Titus: 
  First, even though he has haunted the Star haunt for a 
  long time, he still thinks like a child. Second, Titus has 
  lost all perception of time. When he says a while ago it 
  could be weeks, years, or decades.  
  • 
  He has been in this tower since he died. A shooting 
  star crashed into the tower and killed all within, he 
  was near the stairs when it happened. He does not 
  know how long ago it was, but he has been dead 
  longer than he had been alive. 
  • 
  The main Keep has two doors to it. Each door is a 
  magic door. “My father could open the door.” He 
  does not know how to open the door.  
  • 
  A while ago 2 bad men came. They saw the condition 
  of my tower and left. They haven’t been back since, 
  but I look outside and see them around a lot. They 
  have some other men living in one of the towers.  
   
  Titus will ask the party if they will take his remains 
  and bury them outside the castle walls so he can finally 
  sleep. In return for doing so he tells the party that he will 
  give them his only valuable possession. He doesn’t know 
  what the item is, but it is something that he got when his 
  father died. “It sparkles in the sunlight and is purple” is 
  all he knows about the item. (It turns out to be one of the 
  key pieces.) 
  Unburying Titus 
  If the PCs agree they will have to dig Titus’ body out from 
  the rubble. In order to dig Titus out of the rubble, they 
  will have to make three DC 15 Strength checks. One 
  character can make the checks, with one character to aid. 
  After the first successful check, read the following: 
  Large bits of rubble are removed. As such, the 
  ground seems to move and some of the rubble 
  resettles. 
  After the second successful check, read the following: 
  More rubble is removed. A small skeleton is 
  partially visible through the rubble. More debris 
  shifts and a large block falls nearby, narrowly 
  missing you. 
  With two clues the party should attempt to try to stabilize 
  the room before proceeding. They can stabilize the room, 
  thus preventing a possible cave in. If they haven’t drawn 
  the conclusion on their own, have them make a DC 12 
  Knowledge Architecture or a DC 16 Wisdom check. If 
  they make the check, let them know that the room will 
  cave in if they don’t stabilize it. In order to stabilize the 
  room from cave-in, a DC 15 Disable Device or Knowledge 
  Architecture check (or a DC 20 Bardic Knowledge or 
  other Profession or Craft or Knowledge check that is not 
  entirely suited to the task) is required to stabilize the 
  room. 
   
  If the party fails to stabilize the room before making 
  the third strength check, have the unstable debris trap go 
  off and read the following: 
  As the next few blocks of debris are removed, the 
  room shakes and several blocks of debris fall all 
  around the area as the room partially collapses. 
  If the party doesn’t stabilize the room and the trap goes 
  off, it causes more rubble to partially bury Titus. Besides 
  any damage the party may obtain from the trap, it will 
  also cause them to have to spend an extra Strength check 
  to remove the additional rubble. After the cave-in the 
  room is stable and there is no more fear of cave in as a 
  result of removal of the debris. 
   
  Once the party removes the debris from on top of 
  Titus’ skeleton, read the following: 
  Lying in the rubble is the remains of a small child. 
  In the half-exposed pockets of his tattered clothes is 
  a large purple triangular gem about the size of a 
  human hand and two fingers thick. 
  ALL APLS (EL 6) 
  � Unstable debris trap: CR6; mechanical; touch 
  trigger; no reset; Atk +20 melee (6d6 rocks); Multiple 
  targets (Two characters moving rubble); Search DC 24; 
  Disable Device DC 24 (May use Knowledge Architecture 
  instead of Search and Disable Device). 
  Burying Titus’ body outside the Star Haunt. 
  If the PCs bury Titus outside the Star Haunt read the 
  following to them.  
  As soon as the grave for the bones of this small boy 
  is finished, his apparition appears again. It looks at 
  each one of you and says thanks. His form then 
  dissipates. A chill runs down your spine as you feel 
  his spirit leave for its next plane of existence. 
  NMR6-01 The Blighted Star 
   
  Page 12 
  
  Encounter Nine: Courtyard 
  Visions 
  Another spectral market place has been erected on 
  this side of the keep. This one is apparently 
  different. The customers scurry from vendor to 
  vendor, taking periodic looks up to the sky. 
  Suddenly, the scene changes; the market is ablaze. 
  People silently scream with a crazed look in their 
  eyes. One of the ghostly shapes tackles another and 
  proceeds to choke it. In another direction a spirited 
  human form guts another. Then just as quickly 
  everything fades.  
  If PCs make a DC 30 Knowledge (history) or Bardic 
  Knowledge check, they can remember hearing that the 
  original residents of the Star Haunt were driven mad and 
  killed themselves. 
  Encounter 10: The Doors Open 
  The inner part of the castle has not been opened to the 
  outside world in a long time. What’s more, it has suffered 
  considerable damage like the rest of the castle. Feel free 
  to emphasize this by placing rubble piles on the map at 
  random locations. There are no real combat or trap 
  encounters in this area. 
  After placing the assembled hex key into the arcane 
  lock, the doors click. It appears that they are now 
  unlocked. As if by magic, the doors swing open, and 
  it appears that the inner keep has seen better days, 
  as well. Rubble piles are everywhere. The place 
  seems very dusty and the air is stagnant. A 
  shimmering green curtain of light hangs in the 
  doorway and tints everything within. 
   
  A DC 23 Spellcraft check (while a detect magic is up) 
  will determine that this is a manifestation of the 
  dimensional lock spell that protects the keep and should be 
  harmless for anyone walking through. 
   
  Anyone making a DC 15 Search check will be 
  reasonably confident that nobody has been in this area in 
  a long time. A PC with Track making this check will be 
  certain. 
  Room A: Officer’s Quarters 
  This room contains a bed, a desk, a chair, and a wall 
  locker. It is empty. PCs searching this room will find 
  nothing of value, only trivial papers and rotted uniforms 
  and beddings. 
  Room B: Commander’s Quarters 
  This room, like the other officer’s quarters, has a bed, 
  desk, chair, and wall locker. In addition, this room has a 
  5’ x 10’ rectangular table that the commander had used to 
  brief his officers. 
  This once opulently decorated room has seen better 
  days. Large paintings and decorations hang from the 
  walls but time has not been kind to them. Tears, 
  faded paint, and similar damage have rendered them 
  pretty much worthless. The only other points of 
  interest in this room are a bed, desk, wall locker, and 
  a 5’ x 10’ rectangular table. 
  In general, there is nothing of interest in the room. A PC 
  making a DC 15 Search check will find a cloak that has 
  survived better than the others in the locker. This is a 
  cloak of Charisma +2. 
  Room C: Officer’s Quarters 
  This room contains a bed, a desk, a chair, and a wall 
  locker. It is empty. PCs searching this room will find 
  nothing of value, only trivial papers and rotted uniforms 
  and beddings. 
  Room D: NCO Quarters 
  This large room housed the base’s sergeants and 
  corporals. It has 18 bunks, along with corresponding foot 
  lockers. If the party spends adequate time searching this 
  room, they will find a total of 56 gold pieces and 136 
  silver pieces. 
  If the PCs spend more than 5 minutes searching this 
  room, another meteor will come crashing down and 
  impact the roof of this area, sending rubble crashing 
  down. This causes no damage, but is a precursor to the 
  meteor strike down below. 
  Room E: Mess Hall 
  This large area is where the troops of Star Haunt keep ate 
  their meals and received briefings from their officers. 
  Several broken tables and chairs litter this room. Nothing 
  else of interest resides in this large chamber. 
  Area F: Stairs Up 
  These stairs go up to the second level of the inner keep, 
  but the destruction of the upper floors prevents anyone 
  from actually accessing any levels above the first. 
  Travel up the stairs is impossible. Massive rubble 
  piles block the path and it appears that whatever 
  damage this place has seen was enough to block off 
  access to any areas above this location. 
  Area G: Stairs Down 
  These stairs lead the PCs down to the dungeon level of 
  Star Haunt. If the PCs head down the stairs, proceed to 
  “Entering the Dungeon” prior to Encounter 11. 
  Room H: Kitchen 
  This room was once a large kitchen area where the cooks 
  prepared meals for the fort’s men. There is nothing of 
  value here. 
  NMR6-01 The Blighted Star 
   
  Page 13 
  
  A large fire pit dominates the northern part of the 
  room – apparently the means of cooking food here. 
  Rubble now resides in the pit and any remnants of 
  the smoke flume have also been filled in by rubble. 
  Room I: Pantry 
  This room was once the food storage area for the castle. 
  Since it has been decades since anyone was last here, it is 
  devoid of any signs of food. 
  Entering the Dungeon. 
  These stairs seem to have not been used in hundreds 
  of years. The stale musty air assaults your noses. 
  Reaching the bottom of the stairs, all of your light 
  sources dim and a shadowy illumination surrounds 
  you. 
  The whole dungeon level has an effect similar to the 
  deeper darkness spell. The darkness cannot be dispelled, 
  but it can be negated temporarily. (See below.)  
   
  In addition, there is an “anti-light” field in the 
  dungeon. 
  Non-magical 
  light 
  sources 
  immediately 
  extinguish. Any magical light sources that enter the 
  dungeon must survive a dispel check as if an APL+2 
  wizard cast (greater) dispel magic upon it. Anyone who 
  wishes to cast a spell with the light descriptor must make 
  a DC 19 + APL caster level check to succeed.  If someone 
  successfully casts a daylight spell, it will negate the 
  darkness effect in the area of the spell for its duration. 
  This will still not allow non-magical light sources to 
  work. Another successful casting of a spell with the light 
  descriptor would be needed to illuminate the area. 
   
  Two things to note about this effect, the denizens of 
  Star Haunt are immune to the miss chance provided by 
  the “anti-light” effect. Any PC who has Doragan’s Ring, 
  from NMR3-06 All is Well and Stable, is also immune to 
  the miss chance. Also those PCs who are not immune 
  have a 20% miss chance from each other. If a PC tries to 
  cast a touch spell on another PC they must make the 20% 
  miss chance to succeed (even if it is a helpful spell). To 
  account for the negative against the PCs there is a +1 to 
  all the ELs in this dungeon. 
   
  Also you must keep track of how much time the PCs 
  spend exploring the dungeon, it will matter in the final 
  encounter. There is a DM aid that can help you with this. 
   
  When all the PCs have walked down the stairs and 
  have made any preparations they want, continue with the 
  following. 
  Suddenly a horrendous roar comes from above. The 
  roar ends in a shattering crash that almost deafens 
  you. The ground shakes with the crash. Within a few 
  short seconds, three more crashes are heard above. 
  When the ground stops shaking, it appears that the 
  stairs you have just descended are covered in a pile 
  of rubble. 
  The PCs are now trapped in the dungeon. If they try to 
  dig their way out there will just be avalanches that bring 
  more rubble. Also as described in encounter 2, spells like 
  dimension door and teleport will not work in Star Haunt. At 
  this stage you need to keep track of how long the PCs 
  take to get to the final encounter. There is a table in the 
  Judge’s Aid section for this purpose. It tells how long it 
  would take to search the entire room. (Times are doubled 
  as it is harder to search in the darkness.) It also tells of 
  time consuming special things. Use this as a guide to 
  determine how long it takes the PC’s to get to Encounter 
  18, as it will have bearing on that encounter. 
  Encounter 11: Long, Long Time 
  ago. . . 
  The door opens into a long room. The air, if 
  anything, seems to be staler than in the hallway 
  behind you. 
  As soon as a character gets to position A on the map, the 
  encounter begins. 
  A ghostly apparition emerges from the wall to your 
  left. It appears as a well-traveled elf, with the strange 
  fact that its hips are completely crushed. It carries 
  no equipment, but its eyes show a deep loathing. 
  “Well some fleshy folk finally found me, too bad it is 
  too late, too late for YOU!” It begins a maniacal 
  laugh. 
  APL 6 (EL 7) 
  � Maanole hp 42, See appendix one. 
  APL 8 (EL 9) 
  � Maanole hp 42, See appendix one. 
  APL 10 (EL 11) 
  � Maanole hp 48, See appendix one. 
  � Spectre 1 hp 45, See Monster Manual page 232. 
  APL 12 (EL 13) 
  � Maanole hp 61, See appendix one. 
  � Spectre 2 hp 45, 45 See Monster Manual page 232. 
  APL 14 (EL 15) 
  � Maanole hp 74, See appendix one. 
  � Advanced Spectres 3 hp 71, 71, 71 See appendix 
  one. 
  APL 16 (EL 17) 
  � Maanole hp 87, See appendix one. 
  � Advanced Spectres 4 hp 90, 90, 90, 90 See appendix 
  one. 
  NMR6-01 The Blighted Star 
   
  Page 14 
  
  Tactics: First of all remember in this combat the 
  characters have two miss chances they must overcome. 
  First of all there is the 20% miss chance from the 
  darkness. Secondly there is the 50% incorporeal miss 
  chance.  In its mind, the ghost died because of its weak 
  elvish body. It will start by attacking any elves, especially 
  gray elves. If there are no elves, it will attack a random 
  person, and keep attacking until that person is down. At 
  APL 6, Maanole will focus on either buff spells or casting 
  as many spiritual weapon spells as possible before using 
  other abilities if possible. At all other APLs, Maanole will 
  try to damage opponents with his spells like deific 
  vengeance and or sound burst before he uses his ghostly 
  abilities unless he would be better served by the use of 
  his ghostly abilities first. 
   
  After the battle they will find the room was empty 
  except for Maanole. 
  11 B Last Resting Spot 
  The hallway marked B has a recent cave in. If the party 
  does some digging, about 10 minutes worth, they will 
  find the bones of the upper half of a grey elf (DC 15 Heal 
  check to determine race). It appears the remainder of the 
  body was trapped underneath a big boulder. Amongst the 
  bones are a book and a yellow hexagonal gem. The gem 
  resembles the key the players have, yet is all a single 
  color. If the characters examine the book, give them 
  Player Handout 1. 
  Encounter 12: Who Dat? 
  A small alcove juts out of the narrow hallway. A 
  statue of an Oeridian woman with sharp features is 
  at the end of the alcove. She stands behind a parapet, 
  holding her shield in front of the parapet. At the 
  bottom of the statue, in front of the battlement is a 
  stone with a depression. 
  The woman is the Oeridian hero-goddess Daern. PCs can 
  make a DC 15 Knowledge (religion) check to know this; 
  any PC who worships Daern automatically succeeds at 
  the check. Any PCs that make a small offering to Daern 
  will be able to ignore the miss chance due to the darkness 
  effect for 1d3 rounds in the next combat. Do not tell the 
  PCs of this until the next combat. Once the PCs have 
  been in combat after this encounter, no PC can get this 
  favor for the remainder of the adventure. 
  Encounter 13: Things are 
  getting just a little freaky. 
  The hallway opens up to the left. Remnants of what 
  must have been very thick tapestries hang against 
  the far left wall. In the middle of the room, a body 
  lies. It is hard to discern if the creature still lives, or 
  is one of the many who lie here forever. 
  As soon as any PC approaches within 10 feet of the body 
  read the following. 
  Suddenly, the body's eyes open. It speaks in an old 
  dialect of Oeridian**. As it finishes speaking, the 
  eyes sink in and the flesh dries up and shrivels until 
  all that is seen is bone. A wispy smoke rises from the 
  body and takes form. A ghostly image of the body 
  appears in the smoke. The image goes through each 
  of your bodies in turn and then fades away. 
  Have PCs make a DC 10+ APL Will save. Those that fail 
  are shaken for 1 minute.  If the PCs examine the body 
  now, they see a skeleton.  There is nothing else of interest 
  in this room. 
   
  ** If the PCs have tongues cast (or similar magical 
  spell or device) or if they speak Oeridian and can make a 
  DC 25 Wisdom check to recognize the dialect, allow 
  them to understand what the body is telling them: 
  “Doom and strife will follow you for the rest of your 
  days.” 
  Encounter 14: The big room 
  This room is large enough to have been a ballroom. 
  What it was really used for, one can only guess, as 
  there are no real hints as to what its true purpose 
  was. Junk is littered everywhere and you might 
  guess that this room was used as a garbage disposal 
  area during the keep's last days. 
  This room is haunted by some wraiths. They have been 
  lurking in this room, unable to leave for many decades 
  and have grown even more evil and violent than normal. 
  They wait until the party is in the room before attacking. 
  The darkness gives the wraiths a +10 bonus to their Hide 
  checks for a total of +21 for normal Wraiths and +34 for 
  the Dread Wraith (if APL appropriate). 
  APL 6 (EL 8) 
  � Wraiths (2): hp 32, 32; See Monster Manual page 
  258. 
  APL 8 (EL 10) 
  � Wraiths (4): hp 32, 32, 32, 32; See Monster Manual 
  page 258. 
  APL 10 (EL 12) 
  � Dread Wraith: hp 104; See Monster Manual page 
  258. 
  APL 12 (EL 14) 
  � Stronger Dread Wraith: hp 156; See Appendix 
  One. 
  APL 14 (EL 16) 
  � Strongest Dread Wraith: hp 208; See Appendix 
  One. 
  NMR6-01 The Blighted Star 
   
  Page 15 
  
  APL 16 (EL 18) 
  � Advanced Strongest Dread Wraith: hp 208; See 
  Appendix One. 
  For APLs 12 – 16, Bastrayne’s fiendish bat is also in this 
  room. Any combat in this room will alert the bat. The bat 
  will send a feeling of fear to Bastrayne when the PC’s 
  defeat the Wraiths and begin heading down the passage 
  to Encounter 17. Keep track of how much time the PCs 
  take after the combat and how long it takes them to go 
  down the hallway. The bat has hunkered in and taken 10 
  on his Hide check, so PCs will need to make a DC 20 + 
  APL Spot check to find the bat If the bat is discovered, it 
  will try to flee. 
  Encounter 15: The side room 
  This large room looks like it was once a storeroom 
  for the dungeon. Dilapidated crates and moldy water 
  barrels fill this room. Several boxes and chests fill 
  the room next to moldy sacks and rusted tools. 
  There is nothing of importance in this room. 
  Encounter 16: They’re here. 
  Note: The darkness in this area is not dispellable through 
  the use of any magic and daylight does not counteract it 
  due to the effects of the meteorite, thus there is no way to 
  counteract the shadow blend in this area. 
  16A. Preparations 
  For APLs 6 – 10, Bastrayne and Gryppe will be on Guard 
  if the PCs have taken more than 30 minutes to get to this 
  encounter. Have the PCs roll opposed Move Silently 
  checks vs Bastrayne’s and Gryppe’s Listen checks. To 
  make it simpler for you, they have the following 
  modifiers. 
  APL 6: Bastrayne +5, Gryppe +6 
  APL 8: Bastrayne +7, Gryppe +8 
  APL 10: Bastrayne +8, Gryppe +10 
   
  Main Encounter 
  For APLs 6 – 10, what happens in this encounter depends 
  on the PCs actions in the module.  
   
  OPTION 1: If they make it to encounter 18 in less 
  than 30 minutes from the meteor shower, Bastrayne and 
  Gryppe are still exploring the courtyard area to see the 
  results of the meteor shower. Read the following 
  description: 
  This large room looks like it has been set up as a 
  barracks for 2 individuals. On the left wall, two 
  makeshift beds are set up. There is a door in the far 
  wall, and a hallway exits the room on the right. 
  About 20 feet in front of the door is a large table 
  with many rolled up papers.  
  Give the characters a few minutes to explore the room. 
  While the characters are exploring Bastrayne and Gryppe 
  will return to their room. If the PCs are in the room at 
  this point, Bastrayne and Gryppe will know they are 
  there with time to prepare spells. 
   
  OPTION 2: If the characters take more than 30 
  minutes to make it to encounter 18, AND they did 
  something with the elven bodies from Encounter 6, AND 
  Bastrayne and Gryppe failed their Listen checks above, 
  read the following: 
  This large room looks like it has been set up as a 
  barracks for two individuals. On the left wall two 
  makeshift beds are set up. There is a door in the far 
  wall, and a hallway exits the room on the right. 
  About 20 feet in front of the door is a large table 
  with many rolled up papers. Two men stand 
  crouched over the table looking at an unrolled 
  paper. Their bodies appear to merge with the 
  surrounding shadows. They look up and sneer. The 
  taller of the two men says, “How dare you intrude on 
  your better!  We will have to teach you a lesson.” 
  OPTION 3: The party took more than 30 minutes, they 
  didn’t mop up their mess with the elves, but Bastrayne 
  and Gryppe failed their Listen checks above. 
  This large room looks like it has been set up as a 
  barracks for two individuals. On the left wall two 
  makeshift beds are set up. There is a door in the far 
  wall, and a hallway exits the room on the right. 
  About 20 feet in front of the door is a large table 
  with many rolled up papers.  In the far right corner 
  is a man, his body seemingly merging with the 
  surrounding shadows. He sneers as he readies his 
  axe, “How dare you intrude on your betters!  I will 
  have to teach you a lesson.” 
  In this option, Gryppe is hiding behind the door trying to 
  Listen for intruders. He took 10 on his Hide check, so the 
  DC for PCs to spot him is 18 + APL. Add a +10 
  circumstance modifier to his hide check unless PCs say 
  they are looking in the area behind the door. 
   
  OPTION 4: The PCs took more than 30 minutes, 
  didn’t mop up their mess with the elves, and Bastrayne 
  and Gryppe made their Listen Checks. This is also the 
  option for the APL 12 – 16 tables regardless.  
  This large room looks like it has been set up as a 
  barracks for 2 individuals. On the left wall, two 
  makeshift beds are set up. There is a door in the far 
  wall, and a hallway exits the room on the right. 
  About 20 feet in front of the door is a large table 
  with many rolled up papers.  In the far right corner 
  is a man with an axe readied, his body seemingly 
  merging with the surrounding shadows. He speaks 
  as if completing some thought. He then looks at you 
  NMR6-01 The Blighted Star 
   
  Page 16 
  
  and sneers, “How dare you intrude on your better!  I 
  will have to teach you a lesson.” 
  At APL 6, Bastrayne is saying a prayer to his demonic 
  ally. At APL 8+ he is casting just as the party enters. 
  Depending on how long it took for Bastrayne and 
  Gryppe to find out someone was coming, Bastrayne 
  will cast some buff spells upon himself. At APL 12 + 
  there should be at least two rounds before the party 
  crashes in on them. At APL 8 and 10 there will 
  probably be only 1 round. These are the spells that 
  he will cast, and in the order he will cast them 
  before combat starts. 
  APL 8 – corrupt weapon 
  APL 10 and 12 – corrupt weapon, divine sacrifice 
  APL 14 – corrupt weapon, divine sacrifice, 
  demonhide 
  APL 16 – corrupt weapon, divine sacrifice, lesser 
  visage of the deity, demonhide 
  In this option Gryppe is hiding behind the door to try 
  and get a sneak attack upon the party. He took 10 on his 
  Hide check so the DC for PCs to Spot him is 18 + APL. 
  Add a +10 circumstance modifier to his Hide check 
  unless PCs say they are looking in the area behind the 
  door. 
  APL 6 (EL 9) 
   � Bastrayne: hp 53; See Appendix One. 
   � Gryppe: hp 24; See Appendix One. 
  APL 8 (EL 11) 
   � Bastrayne: hp 68; See Appendix One. 
   � Gryppe: hp 35; See Appendix One. 
  APL 10 (EL 13) 
   � Bastrayne: hp 83; See Appendix One. 
   � Gryppe: hp 47; See Appendix One. 
  APL 12 (EL 15) 
   � Bastrayne: hp 98; See Appendix One. 
   � Fiendish Bat: hp 18; See Appendix One. 
   � Gryppe: hp 60; See Appendix One. 
  APL 14 (EL 17) 
   � Bastrayne: hp 113; See Appendix One. 
   � Fiendish Bat: hp 18; See Appendix One. 
   � Gryppe: hp 73; See Appendix One. 
  APL 16 (EL 19) 
   � Bastrayne: hp 128; See Appendix One. 
   � Fiendish Bat: hp 27; See Appendix One. 
   � Gryppe: hp 86; See Appendix One. 
  Tactics: First of all, unless the party was able to cast two 
  daylight spells (see the beginning of Encounter 11), 
  Bastrayne and Gryppe both have a 50% miss chance due 
  to their shadow blend. 
   
  If Bastrayne and Gryppe are prepared for the PCs 
  Bastrayne is in the far corner and his bed is about 15 feet 
  in front of him to try and prevent PCs from charging. 
  Gryppe is hiding behind the door. Assume he took 10 on 
  his Hide check so that the DC to Spot him is 18 + APL. If 
  Bastrayne has had time to prepare spells, he will try to use 
  as many buffs as he can (per APL) before the PCs arrive. If 
  the NPCs are not prepared, Bastrayne will attempt to go 
  to a corner, while Gryppe does his best to sneak attack. 
  Bastrayne will try to use the reach aspect of his Long Axe 
  to keep foes at least 10 feet away if he can, while Gryppe 
  uses flanking to get sneak attacks. They will focus on one 
  foe until he goes down, and will continue this until all 
  foes go down. They will coordinate efforts especially 
  when Bastrayne gets sneak attack. With his Diehard feat, 
  Bastrayne will fight until he reaches –10 hp. He will 
  neither ask for nor give quarter. Gryppe will fight as long 
  as Bastrayne is alive. If Bastrayne goes down and Gryppe 
  gets below 25% of his hp, he will try to flee. If he cannot 
  flee he will surrender. 
   
  When Bastrayne finally falls to –10 hp or below read 
  the following: 
  The final blow is delivered. Your foe stares at you, 
  the life draining from his eyes. Suddenly he erupts 
  into flame. His body collapses into a bonfire. A raspy 
  voice is heard, it speaks in a language that makes 
  your bones freeze. As the voice stops, the flames die 
  out leaving only your enemy’s gear.  
  For those who speak Infernal, the voice said: 
  “You have FAILED!” 
   
  Exploring the room 
  The papers on the desk are various maps and reports. PCs 
  will see reports detailing orders to keep an eye on a keep 
  in the Nutherwood, several about emissaries to the 
  Gamboge forest and a powerful female wizard.  
   
  Also, there are a variety of biographical sketches 
  about several druids in the Celadon area; one is starred 
  and you note that this druid has a predominance of dead 
  animal companions.  
   
  At least one note details a small valley in the 
  Phostwood and talks of an ancient druid that walked its 
  area.  
   
  You can elaborate on these as the characters share 
  with you their experiences with the previous mods in the 
  series. (See introduction)  
  NMR6-01 The Blighted Star 
   
  Page 17 
  
   
  Also by looking at the maps if PCs make a DC 20 
  Knowledge (Local, Metaregion 5) check, one can find 
  papers denoting plans on a major offensive on the 
  Stalwart Pines Ranger School. (Give anyone who is or 
  was a member of the school a +5 to the check.) 
   
   
  If PCs check near the beds, there are chests. They are 
  not locked. They contain all the non combat possession 
  of the NPCs, including two extra sets of clothes. 
   
  When the PCs check Bastrayne’s body they will find 
  a red hexagonal gem, similar to the one they put together 
  and used to get into the Star Haunt. 
  16B The secret door. 
  Because of the darkness effect, the Search DC to find this 
  door is 25. The hallway leads to a door which the PCs can 
  use the red hexagonal gem or the multicolored gem they 
  put together to open and escape from the dungeon of Star 
  Haunt. 
  16C A Cell 
  Vile odors assault your senses as this door is opened. 
  On the far side of the room a feminine form is 
  shackled to the wall. Her skin looks like that of a 
  rotted tree and her hair is the color of fallen leaves. 
  The body is bereft of clothing.  
  When the PCs approach, however, a DC 15 Heal check 
  will show that the fey is dead, presumably sacrificed to 
  help power the ritual in the other room. A Knowledge 
  (nature) check DC 19 will identify the body as that of a 
  dryad. 
  16D The shrine. 
  The odor in this room is almost overwhelming. Rot, 
  disease, and decay assail your nose. In the middle of 
  this room is a large rock, spherical and about five 
  feet in diameter. It glows with a dark radiance. On 
  the floor surrounding the rock are symbols and 
  sigils that seem to pulsate with a sickly green light.  
  This is a large meteor that had crashed through the 
  dungeon many years ago. It is the cause of the darkness 
  effects of Star Haunt. Bastrayne and Gryppe have used it 
  with some magic to bring on the blight.  
   
  A DC 30 Knowledge (religion), (arcane) or (the 
  Planes) check will tell the characters that the symbols 
  and sigils are associated with devils and the Nine Hells. A 
  DC 35 check on any of the Knowledge skills above tells 
  the 
  characters 
  that 
  they 
  involve 
  bringing 
  the 
  environmental conditions of a level of Hell to the 
  Material Plane. Someone who detects magic will note 
  strong Necromantic, weak Conjuration, and weak 
  Transmutation magic from the area, with strong 
  Evocation magic from the rock.   
   
  If the PCs destroy the symbols and sigils by any 
  reasonable means, the rotten diseased smell of the room 
  will noticeably decrease. It should become clear this was 
  the cause of the blight, and the PCs have ended it.  
   
  The meteor is very hard, made partially of 
  adamantine, so striking it in order to break it will only 
  result in removing very small chips of the rock (about the 
  size of two gold pieces stacked together). These rock 
  fragments lose their darkness effect shortly after they are 
  taken from Star Haunt, so PCs wishing to use these rock 
  fragments in later adventures will find that they are 
  worthless (except as souvenirs). 
  Conclusion 
  Once the PCs have explored all of Star Haunt and 
  disrupted Bastrayne and Gryppe’s plans, they can leave 
  the haunted place. Chesterfield is awaiting them outside 
  the Blighted area and can already feel that the Blight is 
  receding. He greets the PCs happily and congratulates 
  them on their success and asks to hear their story.  
   
  If the PCs managed to capture Bastrayne or Gryppe, 
  they can turn them in to the proper authorities. If they 
  turn them in to the Celadon natives, they are summarily 
  executed and the PCs do not receive the favor of King 
  Lynwerd; however, they do receive the favor of the 
  Stalwart Pines Ranger School.  
   
  If the PCs want to turn Bastrayne or Gryppe in to 
  King Lynwerd (out of altruism or for the reward), suggest 
  they deliver him to Duchess Verin Talnith, the current 
  ruler of Woodwych. She is loyal to the king, close by, and 
  will assuredly see that Bastrayne makes it to Rel Mord. 
  Alternatively, allow them to successfully turn Bastrayne 
  over to any royal servant of the King. In return for 
  bringing Bastrayne in alive, the PCs will receive the 
  Reward for Baron Bastrayne. If the PCs also specifically 
  state that they’re giving the information to the Stalwart 
  Pines Ranger School, they additionally get their favor. 
   
  If the PCs destroy the ritual room and end the 
  blight, they receive the favor of the forest. 
   
  If the PCs entered Star Haunt, they receive the 
  Infected by Star Haunt AR entry. 
   
  If the PCs defeated encounter 11 and dig out the 
  body in section 11B, they receive the Journal of Maanole. 
   
  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 Four 
   
  APL6  
   
   
   
  150 xp 
   
  APL8  
   
   
   
  210 xp 
  NMR6-01 The Blighted Star 
   
  Page 18 
  
   
  APL10  
   
   
   
  270 xp 
   
  APL12  
   
   
   
  330 xp 
   
  APL14  
   
   
   
  390 xp 
   
  APL16  
   
   
   
  450 xp 
  Encounter Five 
   
  APL6  
   
   
   
  180 xp 
   
  APL8  
   
   
   
  240 xp 
   
  APL10 
   
   
   
   300 xp 
   
  APL12  
   
   
   
  360 xp 
   
  APL14 
   
   
   
   420 xp 
   
  APL16  
   
   
   
  480 xp 
  Encounter Six 
   
  APL6  
   
   
   
  210 xp 
   
  APL8  
   
   
   
  270 xp 
   
  APL10  
   
   
   
  330 xp 
   
  APL12  
   
   
   
  390 xp 
   
  APL14 
   
   
   
   450 xp 
   
  APL16  
   
   
   
  510 xp 
  Encounter Eight 
   
  All APL’s  
   
   
   
  180 xp. 
  Encounter Eleven 
   
  APL6  
   
   
   
  210 xp 
   
  APL8 
   
   
   
   270 xp 
   
  APL10 
   
   
   
   330 xp 
   
  APL12 
   
   
   
   390 xp 
   
  APL14 
   
   
   
   450 xp 
   
  APL16  
   
   
   
  510 xp 
  Encounter Fourteen 
   
  APL6 
   
   
   
   240 xp 
   
  APL8 
   
   
   
   300 xp 
   
  APL10 
   
   
   
   360 xp 
   
  APL12  
   
   
   
  420 xp 
   
  APL14  
   
   
   
  480 xp 
   
  APL16 
   
   
   
   540 xp 
  Encounter Sixteen 
   
  APL6  
   
   
   
  270 xp 
   
  APL8 
   
   
   
   330 xp 
   
  APL10  
   
   
   
  390 xp 
   
  APL12 
   
   
   
   450 xp 
   
  APL14 
   
   
   
   510 xp 
   
  APL16  
   
   
   
  570 xp 
  Story Award 
  Objective(s) met: Burying Titus’ body outside the haunt. 
   
  APL6 
   
   
   
   120 xp 
   
  APL8 
   
   
   
   150 xp 
   
  APL10 
   
   
   
   180 xp 
   
  APL12 
   
   
   
   210 xp 
   
  APL14  
   
   
   
  240 xp 
   
  APL16 
   
   
   
   270 xp 
  Discretionary roleplaying award 
   
  APL6  
   
   
   
  240 xp 
   
  APL8  
   
   
   
  300 xp 
   
  APL10 
   
   
   
   360 xp 
   
  APL12 
   
   
   
   420 xp 
   
  APL14  
   
   
   
  480 xp 
   
  APL16  
   
   
   
  540 xp 
  Total possible experience: 
   
  APL6  
   
   
   
  1800 xp 
   
  APL8  
   
   
   
  2250 xp 
   
  APL10  
   
   
   
  2700 xp 
   
  APL12  
   
   
   
  3150 xp 
   
  APL14  
   
   
   
  3600 xp 
   
  APL16 
   
   
   
   4050 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 
  NMR6-01 The Blighted Star 
   
  Page 19 
  
  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 Four:  
  All APL’s L: 0; C:8 gp M: 0 
  Encounter Six:  
  APL 6: L: 640 gp; C:10 gp; M: 304 gp - 8 Oil of Magic 
  Weapon, +1 Chain shirt, Ring of Protection +1 
  APL 8: L: 545 gp; C: 10 gp; M: 855 gp - 8 Oil of Magic 
  Weapon, +1 Chain shirt, +1 Heavy Wooden Shield, Ring 
  of Protection +1 
  APL 10: L: 11 gp; C: 10 gp; M: 2188 gp – 4 +1(bow only) 
  Elvencraft [str +3] Longbow, 4 +1 Chain Shirt +2 Chain 
  Mail, +1 Heavy Wooden Shield, +1 Ring of Protection 8 
  potions cure moderate wounds. 
  APL 12: L: 11gp; C: 10 gp; M: 3321 – 4 +1 (bow only) 
  Elvencraft [str +3] Longbow, 4 +2 Chain Shirt, Ring of 
  Protection +1, +2 Chain Mail, +2 Heavy Wooden Shield. 
  APL 14: L: 2 gp; C: 10 gp; M: 6271 gp – 4 +1 Elvencraft 
  [str +3] Longbow, 4 +2 Chain Shirt, Gloves of Dexterity 
  +2, 5 Ring of Protection +1, +1 Longbow, +2 Chain Mail, 
  +2 Heavy Wooden Shield, +2 Periapt of Wisdom, +1 
  Cloak of Resistance 
  APL 16: L: 2gp; C: 10 gp; M: 10,488 gp – 4 +1 Elvencraft 
  [str +3] Longbow, 4 +2 Chain Shirt, 4 Gloves of Dexterity 
  +2, 4 Amulet of Natural Armor +2, 4 Ring of Protection 
  +1, +1 Longbow, +2 Chain Mail, +2 Heavy Wooden 
  Shield, +4 Periapt of Wisdom, +2 Ring of Protection, +2 
  Cloak of Resistance. 
  Encounter Seven: 
  All APL’s: L: 52gp; C: 6gp; M: 0 gp. 
  Encounter Ten: 
  All APL’s L: 0gp; C: 12gp; M: 333gp – Cloak of Charisma 
  +2. 
  Encounter Sixteen:  
  APL 6: L: 75 gp; C: 100 gp; M: 929 gp – Amulet of Natural 
  Armor +1, Cloak of Elvenkind, 2 Rings of Protection +1, +1 
  Full Plate. 
  APL 8: L: 27 gp; C: 150 gp; M: 1253 gp - Amulet of Natural 
  Armor +1, +1 Long Axe,+1 Full Plate, 2 Ring of Protection 
  +1, Cloak of Elvenkind, +1 Chain Shirt, 2 potions of cure 
  moderate wounds.  
  APL 10: L: 0 gp; C: 200 gp; M: 2367 gp - Amulet of Natural 
  Armor +1, +1 Long Axe, +2 Full Plate, Gloves of Ogre 
  Strength +2, 2 Ring of Protection +1, Cloak of Elvenkind, 
  +1 Chain Shirt, Gloves of Dexterity +2, +1 Rapier, 2 
  potions of cure moderate wounds.  
  APL 12: L: 0 gp; C: 250 gp; M: 4089 - Amulet of Natural 
  Armor +1, +1 Long Axe, +2 Full Plate, Gloves of Ogre 
  Strength +2, 2 Ring of Protection +2,Cloak of Elvenkind, 
  +1 Chain Shirt, Gloves of Dexterity +2, +1 Rapier, 2 
  potions of cure moderate wounds. 
  APL 14: L: 0 gp; C: 1250 gp; M: 6946 gp –Amulet of 
  Natural Armor +2, +1 Unholy Long Axe, +2 Full Plate, 
  Gloves of Giant Strength +2, 2 Ring of Protection +2, 
  Cloak of Elvenkind, +2 Mithral Chain Shirt, Gloves of 
  Dexterity +4, Ioun Stone, dusty rose prism, +1 Rapier, 2 
  potions of cure moderate wounds. 
  APL 16: L: 0gp; C: 1500 gp; M: 10,238gp – Amulet 
  of Natural Armor +2, Belt of Giant Strength +4,+1 
  keen dagger, +1 Unholy Long Axe, +2 Full Plate, 
  Ring of Protection +2, Boots of speed, Cloak of 
  Elvenkind, +2 Mithral Chain Shirt, Gloves of 
  Dexterity +4, Ioun Stone, dusty rose prism, +1 
  Vicious Rapier, Ring of Protection +2, 2 potions of 
  cure serious wounds. 
  Total Possible Treasure 
  APL 6: L: 767 gp; C: 136 gp; M: 1570 gp – 1800 cap. 
  APL 8: L: 624 gp; C: 186 gp; M: 2441 gp – 2600 cap. 
  APL 10: L: 63 gp; C: 236 gp; M: 4888 gp – 4600 cap. 
  APL 12: L: 63 gp; C: 286 gp; M: 7743 gp – 6600 cap. 
  APL 14: L: 54 gp; C: 1286 gp; M: 13,550 gp – 13200 cap. 
  APL 16: L: 54 gp; C: 1536 gp; M: 21,726 gp – 19,800 cap. 
  NMR6-01 The Blighted Star 
   
  Page 20 
  
  Special 
  Infected by the Star Haunt: By entering the dungeon 
  of the Star Haunt, you have been infected by the 
  darkness it contains. Because of this you are able to cast 
  the spell Veil of Shadow (SC) as a spell like ability 5 times 
  total as if a Sor4. If you choose to, you may study this 
  ability for 1 TU and give up the 5 castings as a spell like 
  ability to add this spell to your spell list at the next 
  available opportunity. 
  Favor of Stalwart Pines Ranger School: Items marked 
  with an ** will be considered metaregional access. 
  Journal of Maanole: You have recovered the Journal of 
  Maanole a Grey Elven Seeker of the Mystic Isle. Maanole 
  spent most of his adventuring career searching for the 
  Mystic Isle in the Nyrond Metaregion. This Journal is a 
  detailed account of his explorations. As such, if you are 
  able to look through the book (at least 30 minutes), and 
  are able to read Elven, you can add a +2 insight bonus to 
  Knowledge (history) and Knowledge (geography) rolls 
  concerning the Nyrond Metaregion. Also, this book tells 
  of the Seekers and possession of this book satisfies the 
  special requirement for the Seekers of the Mystic Isle 
  Prestige Class. Only one character per table can get this 
  book. 
  Favor of the Forest: For solving the mystery of Star 
  Haunt and ridding its presence of such a vile and evil 
  presence, the Elves of the Celadon grant you the 
  following (choose one and mark this entire favor off 
  when it is used): 
  If you have the Ring of Doragan from NMR3-06 and 
  want it removed, the elves (for a 910 gp donation) will 
  cast limited wish on you and remove it. They will then 
  take possession of the ring so it may be properly disposed 
  of. 
  If you have a different curse or ailment that can be 
  removed by a limited lish, they will cast limited wish on you 
  to remove that curse/item (for the cost of 1190 gp). This 
  will be cast by a 17th-level caster. 
  You can use this favor to remove up to two enmities from 
  the Elves of the Celadon. You cannot split this up into 
  two transactions. Once you use this favor (whether for 1 
  enmity or 2) it is used up.  
  Reward for Baron Bastrayne: For capturing Baron 
  Bastrayne alive and turning him over to a representative 
  of King Lynwerd of Nyrond, this PC has earned the 
  Favor of King Lynwerd. In the form of reward, King 
  Lynwerd has arranged one of the following for this PC 
  (choose one and cross off the others): Upgrade any armor 
  normally allowed to a druid with the Beasthide (CA) 
  special ability, upgrade any ranged weapon with the 
  Seeking (DMG) special ability, access to purchase any 
  wand from the Dungeon Master's Guide (Table 7-26) of 
  6,750 gp or less, or access to purchase a Dark Blue Ioun 
  Stone (DMG). This access, once chosen, is Metaregional. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 6: 
  • 
  **Masterwork 
  [Str 
  +3] 
  Elvencraft 
  Longbow 
  (Adventure; RW; 1600 gp) 
  • 
  **Cloak of Elvenkind (Adventure; DMG; 2500 gp) 
  • 
  **Masterwork Long Axe (Adventure; CV; 335 gp) 
  APL 8 (all of APL 6 plus the following): 
  • 
  **+1 Long Axe (Adventure; CV; 2335 gp) 
  APL 10 (all of APLs 6-8 plus the following): 
  **+1(bow only, staff ends only masterwork) Elvencraft 
  [Str +3] Longbow (Adventure; RW; 3600 gp) 
  +2 Chain Mail (Adventure; DMG; 4300 gp) 
  +2 Full Plate (Adventure; DMG; 5650 gp) 
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  Ring of Protection +2 (Adventure; DMG; 8000 gp) 
  **+2 Heavy Wooden Shield (Adventure; DMG; 4157 gp) 
  **+2 Chain Shirt (Adventure; DMG; 4250 gp) 
  APL 14 (all of APL 6-12 plus the following): 
  • 
  **Amulet of Natural Armor +2 (Adventure; DMG; 
  8000 gp) 
  • 
  +1 Unholy Long Axe (Adventure; DMG; 18,335gp) 
  • 
  +2 Mithral Chain Shirt (Adventure; DMG; 5250 gp) 
  • 
  Dusty rose prism Ioun stone (Adventure; DMG; 
  5000gp) 
  APL 16 (all of APLs 6-14 plus the following): 
  • 
  Periapt of Wisdom +4 (Adventure; DMG; 16,000 gp) 
  • 
  Belt of Giant Strength +4 (Adventure; DMG; 16,000 
  gp) 
  • 
  Gloves of Dexterity +4 (Adventure; DMG; 16,000 gp) 
  • 
  Boots of Speed (Adventure; DMG; 12,000 gp) 
  • 
  +1 Vicious Rapier (Adventure; DMG; 8320 gp) 
   
  NMR6-01 The Blighted Star 
   
  Page 21 
  
  Appendix One – APL 6
  Encounter Four 
   
   
   
   
  Phase Wasp: CR 2; Tiny magical beast; HD 2d10; hp 
  11; Init +4; Spd 10 ft., fly 60 ft. (perfect); AC 17, touch 
  16, flat-footed 13; Base Atk/Grp: +2/-10; Atk +0 melee 
  (1d4-4, sting); Full Atk +0 melee (1d4-4, sting); 
  Space/Reach: 2 ½ ft./ 0 ft.; SA: Magic missile; SQ 
  Darkvision 60ft., low-light vision, see invisibility; AL N; 
  SV Fort +3, Ref +7, Will +2; Str 3, Dex 19, Con 10, Int 2, 
  Wis 15, Cha 6. 
   
  Skills and Feats: Hide +12, Listen +6, Spot +6, 
  Survival +3; Alertness. 
   
  Magic Missile (Sp): A phase wasp can produce an 
  effect that functions like a magic missile spell (caster 
  level 3rd), shooting two missiles. Once it has used this 
  ability, it must wait 1d4 rounds before it can do so 
  again. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Reference: Monster Manual II page 168. 
  Encounter Five 
   
   
   
   
  Shadow Phase Spider: CR 6; Large magical beast; HD 
  5d10+15; hp 42; Init +7; Spd 60 ft., climb 30 ft.; AC 15, 
  touch 12, flat-footed 12; Base Atk/Grp: +5/+12; Atk +7 
  melee (bite 1d6+4, poison); Full Atk +7 melee (bite 
  1d6+4, poison); Space/Reach: 10 ft./ 5 ft.; SA: Poison; 
  SQ Cold Resistance 10, Darkvision 60ft., DR 5/Magic, 
  Ethereal Jaunt, Low-Light Vision, Shadow Blend; AL 
  NE; SV Fort +7, Ref +7, Will +2; Str 17, Dex 17, Con 16, 
  Int 7, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +11, Move Silently +17, Spot 
  +4; Ability Focus(poison), Improved Initiative. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Ethereal Jaunt (Su): A phase spider can shift 
  from the Ethereal Plane to the Material Plane as a free 
  action, and can shift back again as a move action (or 
  during a move action). The ability is otherwise 
  identical with ethereal jaunt (caster level 15th). 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based. 
  Encounter Six 
   
   
   
   
  Tuliktu Archers: Male Elf (wood) Rgr2; CR 2; 
  Medium humanoid (Elf); HD 2d8; hp 12; Init +3; Spd 
  30 ft.; AC 17, touch 13, flat-footed 14 (+4 Armor, +3 
  Dex); Base Atk/Grp +2/+5; Atk +5 melee (1d6+4 
  Elvencraft bow) or +5 ranged (1d8+3, x3, Longbow); 
  Full Atk +5 melee (1d6+4, Elvencraft bow) or +3/+3 
  ranged (1d8+3, Longbow); Space/Reach 5 ft./5 ft.; SA 
  none; SQ low-light vision, elf traits; AL NE; SV Fort +3, 
  Ref +6, Will +1; Str 16, Dex 17, Con 10, Int 8, Wis 13, 
  Cha 10. 
   
  Skills and Feats: Craft (Bowmaking) +4, Knowledge 
  (Religion) +0, Listen +8, Move Silently +5, Spot +8, 
  Survival +6; Point Blank Shot, Rapid Shot. 
   
  Possessions: Masterwork Mighty +3 Elvencraft 
  Longbow, Masterwork Chain Shirt. 40 arrows. 2 Oil of 
  magic weapon. 10 gp. 
   
  Physical Description: The Tuliktu Archers are wood 
  elven archers with a tattoo of a raven over their left eye. 
  Rahwe: Male Elf (wood), Clr 4, CR 4; Medium 
  humanoid; HD 4d8; hp 24; Init +1; Spd 20 ft.; AC 20(+6 
  Armor, +2 Shield, +1 Dex, +1 Deflection), touch 12, flat-
  footed 19; Base Atk/Grp +3/+5; Atk +5 melee (1d6+2, 
  club) or +4 ranged (1d8, x3, Longbow) or by spell; Full 
  Atk +5 melee (1d6+2, club) or +4 ranged (1d8, x3 
  Longbow) or by spell; Space/Reach 5 ft./5 ft.; SA spells; 
  SQ low-light vision, elf abilities; AL NE; SV Fort +4, 
  Ref +2, Will +7; Str 14, Dex 13, Con 11, Int 12, Wis 16, 
  Cha 8. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) +8, Knowledge (Planes) +4; Empower Spell, 
  Energy Substitution (Fire). 
   
  Spells Prepared (5/4+1/3+1; DC 13+spell level): 
  0th—Create Waterx2, Detect Magic, Read Magic, 
  Mending; 1st—Burning Hands*, Detect Undead, 
  Divine Favor, Entropic Shield, Protection from Good; 
  2nd—Death Knell, Deific Vengeance, Produce Flame*, 
  Wave of Grief. 
  *Domain Spell: Domains Fire (Turn or destroy Water 
  Creatures, Rebuke command or bolster Fire creatures) 
  and Plant (Rebuke or command plant creatures) 
   
  Possessions: 
  spell 
  component 
  pouch, 
  club, 
  Longbow, +1 Chain Mail, Masterwork Heavy Wooden 
  Shield, +1 Ring of Protection, 50 gp, Unholy symbol 
  (Obad-Hai). (3582/1816) 
  Encounter Eleven 
   
   
   
   
  Ghost of Maanole: Male Elf Ghost Clr 5/SoMI 1 
  Medium 
  Undead 
  (Augmented 
  Humanoid) 
  (Incorporeal) CR 6; HD 6d12+3; HP 42; Init +2; Spd 30; 
  AC 16 (+4 deflection +2 Dex) touch 16 flat-footed 14; 
  Base Atk/Grp +4/+2; Atk +6 Incorporeal Touch (1d6); 
  Full Atk +6 Incorporeal Touch (1d6); Space/Reach 5 
  ft/5ft; SA corrupting touch, manifestation Frightful 
  Moan; SQ Darkvision 60 ft, incorporeal traits, 
  NMR6-01 The Blighted Star 
   
  Page 22 
  
  rejuvenation, +4 turn resistance, undead traits; AL CE; 
  SV Fort +8, Ref +7, Will +6; Str 6, Dex 15, Con -, Int 12, 
  Wis 16, Cha 18.  
   
  Skills and Feats: Concentration +7, Knowledge 
  (Geography) +3, Knowledge (History) +3, Knowledge 
  (Religion) +5, Survival +11; Point Blank Shot, Precise 
  Shot, Toughness. 
   
  Corrupting Touch (Su): See Monster Manual page 
  117. 
   
  Manifestation (Su): See Monster Manual page 118. 
   
  Frightful Moan (Su): See Monster Manual page 118, 
  but DC 17. 
   
  Spells Prepared (5/4+1/4+1/3+1; DC 13+spell 
  level): 0th—Detect Magicx2, Guidancex2, Resistance; 
  1st—Divine Favor, Inflict light wounds x2, Protection 
  from Law*, Shield of faith; 2nd—Shatter*, Spiritual 
  Weapon x4; 3rd—Contagion, Dispel Magic, Magic 
  Circle vs Law*, Invisibility Purge.  
  *Domain Spell: Deity – Fenmarel Mestarine; Domains 
  Chaos (Cast spells with Chaos descriptor at +1 caster 
  level) and Travel (Freedom of Movement for 6 rounds.) 
   
  Description: You see a Gray Elven Ghost. His 
  clothes are in tatters. His hip is crushed. He holds in 
  one hand a rock that has two elven eyes cut into it. 
   
  Encounter Sixteen  
        
   
   
  Bastrayne: male Shadow Human Ari3/Ftr4; CR 7; 
  Medium humanoid (Human)(Extra Planar); HD 3d8+6 
  + 4d10+8; hp 53; Init +0; Spd 30 ft.; AC 21 (+9 armor, +1 
  natural, +1 deflection), touch 11, flat-footed 21; Base 
  Atk/Grp +6/+9; Atk +11 melee (1d12+4/ x3, Long Axe); 
  Full Atk +11/+6 melee (1d12+4,/ x3 Long Axe); SQ 
  Cold Resistance 12, Darkvision 60 ft, Low-light vision, 
  Shadow Blend, Fast Healing 2; AL LE; SV Fort +7, Ref 
  +2, Will +5; Str 16, Dex 10, Con 14, Int 8, Wis 13, Cha 
  12. 
  Skills and Feats: Bluff +6, Diplomacy +11, Hide +0, 
  Knowledge(Religion) +1, Listen +5 Move Silently +1*, 
  Sense Motive +5; Cleave, Diehard, Endurance, Exotic 
  Weapon Proficiency (Long Axe), Improved Sunder, 
  Power Attack, Weapon Focus (Long Axe) 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Amulet of Natural Armor +1, 
  Masterwork Long Axe,+1 Full Plate Ring of Protection 
  +1, dagger, 600 gp in gems. 
  Gryppe: male Shadow Human Rog4; CR 5; Medium 
  humanoid (Human)(Extra Planar); HD 4d6 +8; hp 24; 
  Init +3; Spd 45 ft.; AC 18 (+4 armor, +1 deflection, +3 
  dex), touch 14, flat-footed 18; Base Atk/Grp +3/+3; Atk 
  +7 melee (1d6/ 18-20, Rapier); Full Atk +7 melee (1d6,/ 
  18-20, Rapier); SA Sneak Attack +2d6, SQ Cold 
  Resistance 9, Darkvision 60 ft, Evasion, Low-light 
  vision, Shadow Blend, trap sense, uncanny dodge, Fast 
  Healing 2; AL LE; SV Fort +3, Ref +7, Will +0; Str 10, 
  Dex 16, Con 14, Int 12, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +10, Gather 
  Information 
  +6, 
  Hide 
  15, 
  Intimidate 
  +6, 
  Knowledge(Nobility and Royalty) +4, Listen +6 Move 
  Silently +16*, Profession (Government Worker) +4, 
  Sense Motive +4, Spot +6, Tumble +8; Dodge, Mobility, 
  Weapon Finesse. 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Cloak of Elvenkind, Masterwork 
  Chain Shirt, Masterwork Rapier, Ring of Protection +1. 
   
  NMR6-01 The Blighted Star 
   
  Page 23 
  
  Appendix One – APL 8
  Encounter Four 
   
   
   
   
  Phase Wasp: CR 2; Tiny magical beast; HD 2d10; hp 
  11; Init +4; Spd 10 ft., fly 60 ft. (perfect); AC 17, touch 
  16, flat-footed 13; Base Atk/Grp: +2/-10; Atk +0 melee 
  (1d4-4, sting); Full Atk +0 melee (1d4-4, sting); 
  Space/Reach: 2 ½ ft./ 0 ft.; SA: Magic missile; SQ 
  Darkvision 60ft., low-light vision, see invisibility; AL N; 
  SV Fort +3, Ref +7, Will +2; Str 3, Dex 19, Con 10, Int 2, 
  Wis 15, Cha 6. 
   
  Skills and Feats: Hide +12, Listen +6, Spot +6, 
  Survival +3; Alertness. 
   
  Magic Missile (Sp): A phase wasp can produce an 
  effect that functions like a magic missile spell (caster 
  level 3rd), shooting two missiles. Once it has used this 
  ability, it must wait 1d4 rounds before it can do so 
  again. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Reference: Monster Manual II page 168. 
  Encounter Five 
   
   
   
   
  Shadow Phase Spiders (2): CR 6; Large magical beast; 
  HD 5d10+15; hp 42; Init +7; Spd 60 ft., climb 30 ft.; AC 
  15, touch 12, flat-footed 12; Base Atk/Grp: +5/+12; Atk 
  +7 melee (bite 1d6+4, poison); Full Atk +7 melee (bite 
  1d6+4, poison); Space/Reach: 10 ft./ 5 ft.; SA: Poison; 
  SQ Cold Resistance 10, Darkvision 60ft., DR 5/Magic, 
  Ethereal Jaunt, Low-Light Vision, Shadow Blend; AL 
  NE; SV Fort +7, Ref +7, Will +2; Str 17, Dex 17, Con 16, 
  Int 7, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +11, Move Silently +17, Spot 
  +4; Ability Focus(poison), Improved Initiative. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Ethereal Jaunt (Su): A phase spider can shift 
  from the Ethereal Plane to the Material Plane as a free 
  action, and can shift back again as a move action (or 
  during a move action). The ability is otherwise 
  identical with ethereal jaunt (caster level 15th). 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based. 
  Encounter Six 
   
   
   
   
  Tuliktu Archers: Male Elf (wood) Rgr2/Ftr2; CR 4; 
  Medium humanoid (Elf); HD 2d8 + 2d10; hp 27; Init 
  +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15 (+5 
  Armor, +4 Dex); Base Atk/Grp +4/+7; Atk +8 melee 
  (1d6+4, Elvencraft Longbow) or +10 ranged (1d8+3, x3, 
  Longbow); Full Atk +8 melee (1d6+4, Elvencraft 
  Longbow) or +8/+8 ranged (1d8+3, Elvencraft 
  Longbow); Space/Reach 5 ft./5 ft.; SA none; SQ low-
  light vision, elf traits; AL CE; SV Fort +6, Ref +7, Will 
  +1; Str 16, Dex 18, Con 10, Int 8, Wis 13, Cha 10. 
   
  Skills and Feats: Craft (Bowmaking) +4, Knowledge 
  (Religion) +1, Listen +10, Move Silently +6, Spot +10, 
  Survival +6; Alertness, Point Blank Shot, Rapid Shot, 
  Precise Shot, Weapon Focus (Longbow). 
   
  Possessions: Masterwork Elvencraft mighty +3 
  Longbow. +1 Chain Shirt. 40 arrows. 2 Oil of magic 
  weapon, 10 gp. 
   
  Physical Description: The Tuliktu Archers are wood 
  elven archers with a tattoo of a raven over their left eye. 
  Rahwe: Male Elf (wood), Clr5/LmtlSvnt1, CR 6; 
  Medium humanoid; HD 5d8 + 1d4; hp 33; Init +1; Spd 
  20 ft.; AC 21(+6 Armor, +3 Shield, +1 Dex, +1 
  Deflection), touch 12, flat-footed 20; Base Atk/Grp 
  +3/+5; Atk +5 melee (1d6+2, club) or +4 ranged (1d8, 
  x3, Longbow) or by spell; Full Atk +5 melee (1d6+2, 
  club) or +4 ranged (1d8, x3 Longbow) or by spell; 
  Space/Reach 5 ft./5 ft.; SA spells; SQ low-light vision, 
  elf abilities resistance to fire 5; AL NE; SV Fort +4, Ref 
  +2, Will +9; Str 14, Dex 13, Con 11, Int 12, Wis 16, Cha 
  8. 
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +9, Knowledge (Planes) +5, Spellcraft 
  +3;Domain Spontaneity(Fire) Empower Spell, Energy 
  Substitution (Fire). 
   
  Elemental specialty: (Ex) All energy damage 
  dealing spells deal fire energy damage. 
   
  Resistance 
  to 
  Energy: 
  (Ex) 
  Rahwe 
  has 
  Resistance 5 vs fire. 
   
  Spells Prepared (5/4+1/4+1/3+1; DC 13+spell 
  level): 0th—Create Waterx2, Detect Magic, Read 
  Magic, Mending; 1st—Burning Hands*, Detect 
  Undead, Divine Favor, Entropic Shield, Protection 
  from Good, ; 2nd—Death Knell, Deific Vengeancex2, 
  Produce Flame*, Wave of Grief.; 3rd—Blessed Aim, 
  Burning Hands (Empowered)*, Wrackx2. 
  *Domain Spell: Domains Fire(Turn or destroy Water 
  Creatures, Rebuke command or bolster Fire creatures) 
  and Plant (Rebuke or command plant creatures) 
   
  Possessions: 
  spell 
  component 
  pouch, 
  club, 
  Longbow, +1 Chain Mail, +1 Heavy Wooden Shield, +1 
  Ring of Protection, 50 gp, Unholy symbol (Obad-Hai).  
  NMR6-01 The Blighted Star 
   
  Page 24 
   
  
  Encounter Eleven 
   
   
   
   
  Ghost of Maanole: Male Elf Ghost Clr 5/SoMI 1 
  Medium 
  Undead 
  (Augmented 
  Humanoid) 
  (Incorporeal) CR 7; HD 6d12+3; HP 42; Init +2; Spd 30; 
  AC 16 (+4 deflection +2 Dex) touch 16 flat-footed 14; 
  Base Atk/Grp +4/+2; Atk +6 Incorporeal Touch (1d6); 
  Full Atk +6 Incorporeal Touch (1d6); Space/Reach 5 
  ft/5ft; SA corrupting touch, manifestation; SQ 
  Darkvision 60 ft, horrific appearance, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; AL CE; 
  SV Fort +8, Ref +7, Will +6; Str 6, Dex 15, Con -, Int 12, 
  Wis 16, Cha 18.  
   
  Skills and Feats: Concentration +7, Knowledge 
  (Geography) +3, Knowledge (History) +3, Knowledge 
  (Religion) +5, Survival +11; Point Spells Prepared 
  (5/4+1/4+1/3+1; DC 13+spell level): 0th—Detect 
  Magicx2, Guidancex2, Resistance; 1st—Divine Favor, Inflict 
  light wounds x2, Protection from Law*, Shield of faith; 
  2nd—Deific Vengeancex2, Shatter*, Sound burstx2; 3rd— 
  Contagion, Dispel Magic, Magic Circle vs Law*, Invisibility 
  Purge.  
   
  Corrupting Touch (Su): See Monster Manual page 
  117. 
   
  Manifestation (Su): See Monster Manual page 
  118. 
  *Domain Spell: Deity - Fenmarel Mestarine; Domains 
  Chaos(Cast spells with Chaos descriptor at +1 caster 
  level) and Travel (Freedom of Movement for 6 rounds.) 
  Blank Shot, Precise Shot, Toughness 
   
  Description. You see a Gray Elven Ghost. His 
  clothes are in tatters. His hip is crushed. He holds in 
  one hand a rock that has two elven eyes cut into it. 
  Encounter Sixteen  
        
   
   
  Bastrayne: male Shadow Human Ari3/Ftr4/Blkgrd2; 
  CR 9; Medium humanoid (Human)(Extra Planar); HD 
  3d8+6 + 6d10+12; hp 68; Init +0; Spd 30 ft.; AC 21 (+9 
  armor, +1 natural armor, +1 deflection), touch 11, flat-
  footed 21; Base Atk/Grp +8/+11; Atk +13 melee 
  (1d12+7/ x3, Long Axe); Full Atk +13/+8 melee 
  (1d12+7,/ x3 Long Axe); SA Smite Good 1/day (+1 To 
  Hit, +2 Damage); SQ Aura of Evil, Cold Resistance 14, 
  Dark Blessing, Darkvision 60 ft, detect good, Evasion, 
  Low-light vision, poison use, Shadow Blend, Fast 
  Healing 2,; AL LE; SV Fort +11, Ref +3, Will +7; Str 16, 
  Dex 10, Con 14, Int 8, Wis 14, Cha 12. 
   
   
  Skills and Feats: Bluff +6, Diplomacy +13, Hide 
  +0, Knowledge(Religion) +1, Listen +7 Move Silently 
  +1* Sense Motive +7; Cleave, Diehard, Endurance, 
  Exotic Weapon Proficiency (Long Axe), Improved 
  Sunder, Power Attack, Weapon Focus (Long Axe), 
  Weapon Specialization (Long Axe). 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Spells Prepared (2; DC 12+spell level): 1st-Corrupt 
  Weapon, Divine Sacrifice. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Amulet of Natural Armor +1, +1 Long 
  Axe, +1 Full Plate Ring of Protection +1, dagger, 900 gp 
  in gems. 
  Gryppe: male Shadow Human Rog6; CR 7; Medium 
  humanoid (Human)(Extra Planar); HD 6d6 +12; hp 35; 
  Init +7; Spd 45 ft.; AC 19 (+5 armor, +1 deflection, +3 
  dex), touch 14, flat-footed 19; Base Atk/Grp +5/+5; Atk 
  +9 melee (1d6/ 18-20, Rapier); Full Atk +9 melee (1d6,/ 
  18-20, Rapier); SA Sneak Attack +3d6, SQ Cold 
  Resistance 11, Darkvision 60 ft, Evasion, Low-light 
  vision, Shadow Blend, Fast Healing 2, Trap Sense +2 
  Uncanny Dodge; AL LE; SV Fort +4, Ref +8, Will +1; 
  Str 10, Dex 16, Con 14, Int 12, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +12, Escape 
  Artist +9, Gather Information +6, Hide 17, Intimidate 
  +6, Knowledge(Nobility and Royalty) +5, Listen +8 
  Move Silently +18*, Profession (Government Worker) 
  +4, Sense Motive +4, Spot +8, Tumble +12; Dodge, 
  Improved Initiative, Mobility, Weapon Finesse. 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Cloak of Elvenkind, +1 Chain Shirt, 
  Masterwork Rapier, Ring of Protection +1 2 potions of 
  cure moderate wounds.  
   
  NMR6-01 The Blighted Star 
   
  Page 25 
   
  
  Appendix One – APL 10
  Encounter Four 
   
   
   
   
  Phase Wasp: CR 2; Tiny magical beast; HD 2d10; hp 
  11; Init +4; Spd 10 ft., fly 60 ft. (perfect); AC 17, touch 
  16, flat-footed 13; Base Atk/Grp: +2/-10; Atk +0 melee 
  (1d4-4, sting); Full Atk +0 melee (1d4-4, sting); 
  Space/Reach: 2 ½ ft./ 0 ft.; SA: Magic missile; SQ 
  Darkvision 60ft., low-light vision, see invisibility; AL N; 
  SV Fort +3, Ref +7, Will +2; Str 3, Dex 19, Con 10, Int 2, 
  Wis 15, Cha 6. 
   
  Skills and Feats: Hide +12, Listen +6, Spot +6, 
  Survival +3; Alertness. 
   
  Magic Missile (Sp): A phase wasp can produce an 
  effect that functions like a magic missile spell (caster 
  level 3rd), shooting two missiles. Once it has used this 
  ability, it must wait 1d4 rounds before it can do so 
  again. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
  Advanced Phase Wasp: CR 5; Small magical beast; 
  HD 5d10; hp 27; Init +7; Spd 15 ft., fly 60 ft. (perfect); 
  AC 15, touch 14, flat-footed 12; Base Atk/Grp: +5/+0; 
  Atk +5 melee (1d6-1, sting); Full Atk +5 melee (1d6-1, 
  sting); Space/Reach: 5 ft./ 5 ft.; SA: Magic missile; SQ 
  Darkvision 60ft., low-light vision, see invisibility, 
  displacement; AL N; SV Fort +4, Ref +7, Will +3; Str 8, 
  Dex 17, Con 10, Int 2, Wis 15, Cha 6. 
   
  Skills and Feats: Hide +7, Listen +8, Spot +7, 
  Survival +3; Alertness, Improved Initiative. 
   
  Magic Missile (Sp): A phase wasp can produce an 
  effect that functions like a magic missile spell (caster 
  level 6th), shooting three missiles. Once it has used this 
  ability, it must wait 1d4 rounds before it can do so 
  again. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds the phase wasp, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the wasp by some 
  means other than sight. A true seeing effect allows the 
  user to see the wasp’s position, but see invisibility has no 
  effect. 
   
  Reference: Monster Manual II page 168. 
  Encounter Five 
   
   
   
   
  Advanced Shadow Phase Spider: CR 7; Large 
  magical beast; HD 8d10+24; hp 68; Init +8; Spd 60 ft., 
  climb 30 ft.; AC 16, touch 13, flat-footed 13; Base 
  Atk/Grp: +8/+15; Atk +10 melee (bite 1d6+4, poison); 
  Full Atk +10 melee (bite 1d6+4, poison); Space/Reach: 
  10 ft./ 5 ft.; SA: Poison; SQ Cold Resistance 13, 
  Darkvision 60ft., DR 5/magic, Ethereal Jaunt, Evasion, 
  Low-light Vision, ; AL NE; SV Fort +9, Ref +10, Will +3; 
  Str 17, Dex 18, Con 16, Int 7, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +13, Hide +6, Move Silently 
  +20, Spot +4; Ability Focus(poison), Improved 
  Initiative, Stealthy. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Ethereal Jaunt (Su): A phase spider can shift 
  from the Ethereal Plane to the Material Plane as a free 
  action, and can shift back again as a move action (or 
  during a move action). The ability is otherwise 
  identical with ethereal jaunt (caster level 15th). 
   
  Poison (Ex): Injury, Fortitude DC 19, initial and 
  secondary damage 1d8 Con. The save DC is 
  Constitution-based. 
  Encounter Six 
   
   
   
   
  Tuliktu Archers: Male Elf (wood) Rgr3/Ftr2/OotBI1; 
  CR 6; Medium humanoid (Elf); HD 4d8 + 2d10; hp 39; 
  Init +4; Spd 30 ft.; AC 19, touch 14, flat-footed 15 (+5 
  Armor, +4 Dex); Base Atk/Grp +6/+9; Atk +10 melee 
  (1d6+4, Elvencraft Longbow) or +12 ranged (1d8+4, x3, 
  Longbow); Full Atk +10/+5 melee (1d6+4, Elvencraft 
  Longbow) or +10/+10/+5 ranged (1d8+4, Elvencraft 
  Longbow); Space/Reach 5 ft./5 ft.; SA Ranged 
  Precision; SQ low-light vision, elf traits; AL CE; SV 
  Fort +6, Ref +9, Will +4; Str 16, Dex 18, Con 10, Int 8, 
  Wis 13, Cha 10. 
   
   
  Skills and Feats: Craft (Bowmaking) +4, Knowledge 
  (Religion) +1, Listen +13, Move Silently +6, Spot +13, 
  Survival +6; Alertness, Precise Shot, Point Blank Shot, 
  Rapid Shot, Weapon Focus (Longbow) . 
   
  Ranged Precision (Ex): As a standard action the 
  Archers can make a single precisely aimed attack with 
  a ranged weapon dealing an extra 1d8 damage.  The 
  target must be within 30’ and not immune to critical 
  hits. 
   
  Possessions: +1 Elvencraft [str +3] Longbow, +1 
  Chain Shirt, 2 potions cure moderate wounds, 40 
  arrows, 10 gp. 
   
  Physical Description: The Tuliktu Archers are wood 
  elven archers with a tattoo of a raven over their left eye. 
  Rahwe: Male Elf (wood), Clr5/LmtlSvnt3, CR 8; 
  Medium humanoid; HD 5d8 + 3d4; hp 39; Init +1; Spd 
  NMR6-01 The Blighted Star 
   
  Page 26 
   
  
  20 ft.; AC 22(+7 Armor, +3 Shield, +1 Dex, +1 
  Deflection), touch 12, flat-footed 21; Base Atk/Grp 
  +4/+6; Atk +6 melee (1d6+2, club) or +5 ranged (1d8, 
  x3, Longbow) or by spell; Full Atk +6 melee (1d6+2, 
  club) or +5 ranged (1d8, x3 Longbow) or by spell; 
  Space/Reach 5 ft./5 ft.; SA spells; SQ low-light vision, 
  elf abilities resistance to fire 5, Immune to Sleep; AL 
  NE; SV Fort +5, Ref +3, Will +10; Str 14, Dex 13, Con 
  11, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (Arcana) +9, Knowledge (Planes) +5, Spellcraft 
  +9;Domain Spontaneity(Fire) Empower Spell, Energy 
  Substitution (Fire). 
   
  Spells Prepared (6/5+1/4+1/4+1/2+1; DC 13+spell 
  level): 0th—Create Waterx2, Cure Minor Wounds, 
  Detect Magic, Read Magic, Mending; 1st—Burning 
  Hands*, Cure Light Wounds, Detect Undead, Divine 
  Favor, Entropic Shield, Protection from Good, ; 2nd—
  Death Knell, Deific Vengeancex2, Produce Flame*, 
  Wave of Grief.; 3rd—Blessed Aim, Burning Hands 
  (Empowered)*, Cure Serious Wounds, Wrackx2; 4th—
  Cure Critical Wounds, Tongues, Wall of Fire*. 
  *Domain Spell: Domains Fire(Turn or destroy Water 
  Creatures, Rebuke command or bolster Fire creatures) 
  and Plant (Rebuke or command plant creatures) 
   
  Elemental specialty: (Ex) All energy damage 
  dealing spells deal fire energy damage. 
   
  Resistance 
  to 
  Energy: 
  (Ex) 
  Rahwe 
  has 
  Resistance 5 vs fire. 
   
  Immunity to Sleep (Ex): Rahwe is immune to 
  sleep effects. 
   
  Energy Penetration (Ex) The Rahwe gains a +2 
  on spell caster checks to overcome spell resistance 
  with fire energy spells. 
   
  Possessions: 
  spell 
  component 
  pouch, 
  club, 
  Longbow, +2 Chain Mail, +1 Heavy Wooden Shield, +1 
  Ring of Protection, 50 gp, Unholy symbol (Obad-Hai).  
  Encounter Eleven 
   
   
   
   
  Ghost of Maanole: Male Elf Ghost Clr 5/SoMI 2 
  Medium 
  Undead 
  (Augmented 
  Humanoid) 
  (Incorporeal) CR 9; HD 7d12+3; HP 48; Init +2; Spd 30; 
  AC 16 (+4 deflection +2 Dex) touch 16 flat-footed 14; 
  Base Atk/Grp +5/+3; Atk +7 Incorporeal Touch (1d6); 
  Full Atk +7 Incorporeal Touch (1d6); Space/Reach 5 
  ft/5ft; SA corrupting touch, horrific appearance, 
  manifestation; SQ Darkvision 60 ft, incorporeal traits, 
  rejuvenation, +4 turn resistance, undead traits; AL CE; 
  SV Fort +9, Ref +8, Will +6; Str 6, Dex 15, Con -, Int 12, 
  Wis 16, Cha 18.  
   
  Skills and Feats: Concentration +10, Knowledge 
  (Geography) +3, Knowledge (History) +3, Knowledge 
  (Religion) +5, Listen +7, Spot +7, Survival +11; Point 
  Blank Shot, Precise Shot, Toughness 
   
  Corrupting Touch (Su): See Monster Manual page 
  117. 
   
  Horrific Appearance (Su): See Monster Manual 
  page 118, but DC 17. 
   
  Manifestation (Su): See Monster Manual page 
  118. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; DC 13+spell 
  level): 
  0th—Detect 
  Magicx2, 
  Guidancex2, 
  Resistancx2e; 1st—Divine Favor, Inflict light wounds 
  x3, Protection from Law*, Shield of faith; 2nd—Deific 
  Vengeancex2, 
  Shatter*, 
  Sound 
  burstx2; 
  3rd— 
  Contagion, Dispel Magic, Magic Circle vs Law*, 
  Invisibility Purge; 4th—Chaos Hammer*, Poison.  
  *Domain Spell: Deity - Fenmarel Mestarine; Domains 
  Chaos(Cast spells with Chaos descriptor at +1 caster 
  level) and Travel (Freedom of Movement for 7 rounds.) 
   
  Description. You see a Gray Elven Ghost. His 
  clothes are in tatters, and his hip is crushed. He holds 
  in one hand a rock that has two elven eyes cut into it. 
  Encounter Sixteen  
        
   
   
  Bastrayne: male Shadow Human Ari3/Ftr4/Blkgrd4; 
  CR 11; Medium humanoid (Human)(Extra Planar); HD 
  3d8+6 + 8d10+16; hp 83; Init +0; Spd 30 ft.; AC 22 (+10 
  armor, +1 natural armor, +1 deflection), touch 11, flat-
  footed 22; Base Atk/Grp +10/+14; Atk +16 melee 
  (1d12+9/ x3, Long Axe); Full Atk +16/+11 melee 
  (1d12+9,/ x3 Long Axe);SA Command undead 4/day, 
  smite good 1/day (+1 To Hit, +4 Damage), sneak attack 
  +1d6, SQ Aura of Despair, Aura of Evil, Cold 
  Resistance 15, Darkvision 60 ft, dark blessing, detect 
  good, evasion, Low-light vision, poison use, Shadow 
  Blend, Fast Healing 2; AL LE; SV Fort +12, Ref +4, Will 
  +8; Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +4 
  Diplomacy +13, Hide +0, Knowledge(Religion) +1, 
  Listen +8 Move Silently +1*, Sense Motive +8; Cleave, 
  Diehard, Endurance, Exotic Weapon Proficiency (Long 
  Axe),Improved Sunder, Power Attack, Weapon Focus 
  (Long Axe), Weapon Specialization (Long Axe) 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Spells Prepared (2/2; DC 12+spell level): 1st-
  Corrupt Weapon, Divine Sacrifice; ;2nd-Cure Moderate 
  Wounds, Death Knell. 
   
  Aura of Despair (Su): Bastrayne radiates a malign 
  aura that causes enemies within 10 feet of him to take a 
  -2 penalty on all saving throws. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  NMR6-01 The Blighted Star 
   
  Page 27 
   
  
   
  Possessions: Amulet of Natural Armor +1, +1 Long 
  Axe, +2 Full Plate, Gauntlets of Ogre Strength +2, Ring 
  of Protection +1, dagger, 1200 gp in gems. 
  Gryppe: male Shadow Human Rog7/ NSE1 ; CR 9; 
  Medium humanoid (Human)(Extra Planar); HD 
  7d6+14+1d8+2; hp 47; Init +8; Spd 45 ft.; AC 20 (+5 
  armor, +1 deflection, +4 dex), touch 15, flat-footed 20; 
  Base Atk/Grp +6/+6; Atk +11 melee (1d6+1/ 18-20, 
  Rapier); Full Atk +10/+5 melee (1d6+1/ 18-20, Rapier); 
  SA Sneak Attack +5d6, teamwork (See/hear allies); SQ 
  Cold Resistance 13, Darkvision 60 ft, Evasion, Low-
  light vision, Shadow Blend, Fast Healing 2, Trap Sense 
  +1 Uncanny Dodge +2 Luck bonus to all saves (already 
  calculated); AL LE; SV Fort +6, Ref +13, Will +3; Str 10, 
  Dex 19, Con 14, Int 12, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +14, Escape 
  Artist + 14, Gather Information +6, Hide 20, Intimidate 
  +6, Knowledge(Nobility and Royalty) +6, Listen +10 
  Move Silently +21*, Profession (Government Worker) 
  +4, Sense Motive +4, Spot +10, Tumble +15; Dodge, 
  Improved Initiative, Mobility, Weapon Finesse. 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Teamwork (Ex): A nightsong Enforcer has +20 
  circumstance bonus on Listen and Spot Checks to see 
  and hear allies. 
   
  Possessions: Cloak of Elvenkind, +1 Chain Shirt, 
  Gloves of Dexterity +2, +1 Rapier, Ring of Protection 
  +1 2 potions of cure moderate wounds.  
  NMR6-01 The Blighted Star 
   
  Page 28 
   
  
  Appendix One – APL 12
  Encounter Four 
   
   
   
   
  Advanced Phase Wasp: CR 5; Small magical beast; 
  HD 5d10; hp 27; Init +7; Spd 15 ft., fly 60 ft. (perfect); 
  AC 15, touch 14, flat-footed 12; Base Atk/Grp: +5/+0; 
  Atk +5 melee (1d6-1, sting); Full Atk +5 melee (1d6-1, 
  sting); Space/Reach: 5 ft./ 5 ft.; SA: Magic missile; SQ 
  Darkvision 60ft., low-light vision, see invisibility, 
  displacement; AL N; SV Fort +4, Ref +7, Will +3; Str 8, 
  Dex 17, Con 10, Int 2, Wis 15, Cha 6. 
   
  Skills and Feats: Hide +7, Listen +8, Spot +7, 
  Survival +3; Alertness, Improved Initiative. 
   
  Magic Missile (Sp): A phase wasp can produce an 
  effect that functions like a magic missile spell (caster 
  level 6th), shooting three missiles. Once it has used this 
  ability, it must wait 1d4 rounds before it can do so 
  again. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds the phase wasp, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the wasp by some 
  means other than sight. A true seeing effect allows the 
  user to see the wasp’s position, but see invisibility has no 
  effect. 
   
  Reference: Monster Manual II page 168. 
  Encounter Five 
   
   
   
   
  Advanced Shadow Phase Spider: CR 9; Huge 
  magical beast; HD 11d10+55; hp 115; Init +7; Spd 60 ft., 
  climb 30 ft.; AC 14, touch 11, flat-footed 12; Base 
  Atk/Grp: +11/+26; Atk +16 melee (bite 1d8+10, 
  poison); Full Atk +16 melee (bite 1d8+10, poison); 
  Space/Reach: 15 ft./ 10 ft.; SA: Poison; SQ Cold 
  Resistance 15, Darkvision 60ft., DR 5/Magic, Ethereal 
  Jaunt, Evasion, Low-light Vision; AL NE; SV Fort +12, 
  Ref +10, Will +4; Str 25, Dex 16, Con 20, Int 7, Wis 13, 
  Cha 10. 
   
  Skills and Feats: Climb +18, Hide +0, Move Silently 
  +18, Spot +6; Ability Focus(poison), Improved 
  Initiative, Power Attack, Stealthy. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Ethereal Jaunt (Su): A phase spider can shift 
  from the Ethereal Plane to the Material Plane as a free 
  action, and can shift back again as a move action (or 
  during a move action). The ability is otherwise 
  identical with ethereal jaunt (caster level 15th). 
   
  Poison (Ex): Injury, Fortitude DC 22, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
  Encounter Six 
   
   
   
   
  Tuliktu Archers: Male Elf (wood) Rgr3/Ftr2/OotBI3; 
  CR 8; Medium humanoid (Elf); HD 6d8 + 2d10; hp 51; 
  Init +4; Spd 30 ft.; AC 20, touch 14, flat-footed 16 (+6 
  Armor, +4 Dex); Base Atk/Grp +8/+11; Atk +12 melee 
  (1d6+4, Elvencraft Longbow) or +14 ranged (1d8+4, x3, 
  Longbow); Full Atk +12/+7 melee (1d6+4, Elvencraft 
  Longbow) or +12/+12/+7 ranged (1d8+4, x3 Elvencraft 
  Longbow); Space/Reach 5 ft./5 ft.; SA Ranged 
  Precision, Close Combat Shot; SQ low-light vision, elf 
  traits; AL CE; SV Fort +6, Ref +9, Will +4; Str 16, Dex 
  19, Con 10, Int 8, Wis 13, Cha 10. 
   
  Skills and Feats: Craft (Bowmaking) +4, Knowledge 
  (Religion) +1, Listen +13, Move Silently +5, Spot +15, 
  Survival +6; Alertness, Precise Shot, Point Blank Shot, 
  Rapid Shot, Weapon Focus (Longbow). 
   
  Ranged Precision (Ex): As a standard action the 
  Archers can make a single precisely aimed attack with 
  a ranged weapon dealing an extra 2d8 damage.  The 
  target must be within 30’ and not immune to critical 
  hits. 
   
  Close Combat Shot (Ex): The Archers may attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
   
  Equipment: +1 Elvencraft [str +3] Longbow, +2 
  Chain Shirt, 40 arrows, 10gp. 
   
  Physical Description: The Tuliktu Archers are wood 
  elven archers with a tattoo of a raven over their left eye. 
  Rahwe: Male Elf (wood), Clr5/LmtlSvnt5, CR 10; 
  Medium humanoid; HD 5d8 + 5d4; hp 45; Init +1; Spd 
  20 ft.; AC 23(+7 Armor, +4 Shield, +1 Dex, +1 
  Deflection), touch 12, flat-footed 22; Base Atk/Grp 
  +5/+8; Atk +7 melee (1d6+2, club) or +6 ranged (1d8, 
  x3, Longbow) or by spell; Full Atk +7 melee (1d6+2, 
  club) or +6 ranged (1d8, x3 Longbow) or by spell; 
  Space/Reach 5 ft./5 ft.; SA spells; SQ low-light vision, 
  elf abilities, resistance to fire 10, Immune to Sleep; AL 
  NE; SV Fort +5, Ref +3, Will +11; Str 14, Dex 13, Con 
  11, Int 12, Wis 17, Cha 8. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Arcana) +9, Knowledge (Planes) +5, Listen +5 
  Spellcraft +9; Domain Spontaneity (Fire) Empower 
  Spell, Energy Substitution (Fire) Domain Focus (Fire). 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; DC 
  13+spell level, 14 + spell level for Fire spells): 0th—
  Create Waterx2, Cure Minor Wounds, Detect Magic, 
  NMR6-01 The Blighted Star 
   
  Page 29 
   
  
  Read Magic, Mending; 1st—Burning Hands*, Cure 
  Light Wounds, Detect Undead, Divine Favor, Entropic 
  Shield, Protection from Good, ; 2nd—Death Knell, 
  Deific Vengeancex2, Produce Flame*, Sound Burst, 
  Wave of Grief.; 3rd—Blessed Aim, Burning Hands 
  (Empowered)*, Cure Serious Wounds, Wrackx2; 4th—
  Cure Critical Wounds, Tongues, Wall of Fire*; 5th- Fire 
  Shield*, Flame Strike. 
  *Domain Spell: Domains Fire(Turn or destroy Water 
  Creatures, Rebuke command or bolster Fire creatures) 
  and Plant (Rebuke or command plant creatures) 
   
  Elemental specialty (Ex): All energy damage 
  dealing spells deal fire energy damage. 
   
  Resistance 
  to 
  Energy 
  (Ex): 
  Rahwe 
  has 
  Resistance 10 vs fire. 
   
  Immunity to Sleep (Ex): Rahwe is immune to 
  sleep effects. 
   
  Energy Penetration (Ex): Rahwe gains a +2 on 
  spell caster checks to overcome spell resistance. 
   
  Energy Focus (Ex): Rahwe adds 1 to the DC of 
  any fire based spells used. 
   
  Equipment: 
  spell 
  component 
  pouch, 
  club, 
  Longbow, +2 Chain Mail, +2 Heavy Wooden Shield, +1 
  Ring of Protection, 50 gp, Unholy symbol (Obad-Hai). 
  Encounter Eleven 
   
   
   
   
  Ghost of Maanole: Male Elf Ghost Clr 5/SoMI 4 
  Medium 
  Undead 
  (Augmented 
  Humanoid) 
  (Incorporeal) CR 11; HD 9d12+3; HP 61; Init +3; Spd 
  30; AC 17 (+4 deflection +3 Dex) touch 17 flat-footed 
  14; Base Atk/Grp +6/+4; Atk +9 Incorporeal Touch 
  (1d6); Full Atk +9/+4 Incorporeal Touch (1d6); 
  Space/Reach 5 ft/5ft; SA corrupting touch, horrific 
  appearance, manifestation; SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL CE; SV Fort +10, Ref +9, Will +7; Str 
  6, Dex 16, Con -, Int 12, Wis 16, Cha 18.  
   
  Skills and Feats: Concentration +12, Knowledge 
  (Geography) +3, Knowledge (History) +3, Knowledge 
  (Religion) +5, Listen +13, Spot +13, Survival +11; Point 
  Blank Shot, Precise Shot, Toughness, Quicken Spell 
   
  Corrupting Touch (Su): See Monster Manual page 
  117. 
   
  Horrific Appearance (Su): See Monster Manual 
  page 118, but DC 18. 
   
  Manifestation (Su): See Monster Manual page 
  118. 
   
  Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; DC 
  13+spell level): 0th—Detect Magicx2, Guidancex2, 
  Resistancx2e; 1st—Inflict light wounds x4, Protection 
  from Law*, Shield of faith; 2nd—Deific Vengeancex3, 
  Shatter*, Sound burstx2; 3rd— Contagion (x2), Dispel 
  Magic, Magic Circle vs Law*, Invisibility Purge; 4th—
  Chaos Hammer*, Poison (x2); 5th—Dispel Law*, 
  Quickened Divine Favor.  
  *Domain Spell: Deity - Fenmarel Mestarine; Domains 
  Chaos(Cast spells with Chaos descriptor at +1 caster 
  level) and Travel (Freedom of Movement for 6 rounds.) 
   
  Description. You see a Gray Elven Ghost. His 
  clothes are in tatters, and his hip is crushed. He holds 
  in one hand a rock that has two elven eyes cut into it. 
  Encounter Fourteen 
   
   
   
  Stronger Dread Wraith: CR 13; Large Undead 
  (Incorporeal); HD 24d12; hp 156; Init +14; Spd Fly 60 
  ft.(good); AC 26, touch 26, flat-footed 16; Base Atk/Grp: 
  +12/--; Atk: Incorporeal touch +21 melee (2d6 + 1d8 
  Constitution drain); Full Atk: Incorporeal touch +27 
  melee (2d6 + 1d8 Constitution drain); Space/Reach: 10 
  ft./ 10 ft.; SA: Constitution drain, create spawn; SQ 
  Darkvision 60ft., daylight powerlessness, incorporeal 
  traits, lifesense 60 ft., undead traits, unnatural aura; AL 
  LE; SV Fort +10, Ref +18, Will +18; Str --, Dex 30, Con --
  , Int 17, Wis 18, Cha 24. 
   
  Skills and Feats: Diplomacy +9, Hide +28, 
  Intimidate +26, Knowledge(religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +25, Survival +7 (+9 
  following tracks); Ability Focus (Constitution Drain), 
  Alertness, Blind-Fight, Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Improved Natural 
  Attack (incorporeal touch), Mobility, Spring Attack, 
  Wingover. 
   
  Lifesense (Su): A dread wraith notices and locates 
  living creatures within 60 feet, just as if it possessed the 
  blindsight ability. It also senses the strength of their 
  life force automatically, as if it had cast deathwatch. 
   
  Constitution Drain (Su): Living creatures hit by 
  a dread wraith's incorporeal touch attack must succeed 
  on a DC 31 Fortitude save or take 1d8 points of 
  Constitution drain. The save DC is Charisma-based. On 
  each such successful attack, the dread wraith gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  dread wraith becomes a wraith within 1d4 rounds. Its 
  body remains intact and inanimate, but its spirit is torn 
  free from its corpse and transformed. Spawn are under 
  the command of the wraith that created them and 
  remain enslaved until its death. They do not possess 
  any of the abilities they had in life. 
  Encounter Sixteen  
        
   
   
  Bastrayne: male Shadow Human Ari3/Ftr4/Blkgrd6; 
  CR 13; Medium humanoid (Human)(Extra Planar); HD 
  3d8+6 + 10d10+20; hp 98; Init +0; Spd 30 ft.; AC 23 (+10 
  armor, +1 natural armor, +2 deflection), touch 12 flat-
  footed 23; Base Atk/Grp +12/+16; Atk +18 melee 
  (1d12+9/ 19-20x3, Long Axe); Full Atk +18/+13/+8 
  NMR6-01 The Blighted Star 
   
  Page 30 
   
  
  melee (1d12+9,/ 19-20x3, Long Axe);SA Command 
  undead 4/day, smite good 2/day (+1 To Hit, +6 
  Damage), sneak attack +1d6 SQ Aura of Despair, Aura 
  of Evil, Cold Resistance 15, Darkvision 60 ft, dark 
  blessing, detect good, Evasion, Fiendish servant, Low-
  light vision, poison use, Shadow Blend, Fast Healing 2, 
  +2 Luck Bonus on all Saves (already calculated); AL LE; 
  SV Fort +15, Ref +7, Will +11; Str 19, Dex 10, Con 14, 
  Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +8 
  Diplomacy +13, Hide +0, Knowledge(Religion) +1, 
  Listen +8, Move Silently +1*, Sense Motive +8; Cleave, 
  Diehard, Endurance, Exotic Weapon Proficiency (Long 
  Axe), Improved Critical(Long Axe), Improved Sunder, 
  Power Attack, Weapon Focus (Long Axe), Weapon 
  Specialization (Long Axe) 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Spells Prepared (2/2/1; DC 12+spell level): 1st-
  Corrupt Weapon, Divine Sacrifice;2nd- Cure Moderate 
  Wounds, Death Knell, 3rd—Demonhide. 
   
  Aura of Despair (Su): Bastrayne radiates a malign 
  aura that causes enemies within 10 feet of him to take a 
  -2 penalty on all saving throws. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Amulet of Natural Armor +1, +1 Long 
  Axe, +2 Full Plate, Gauntlets of Ogre Strength +2, Ring 
  of Protection +2, dagger 1500 gp in gems. 
  Fiendish Bat: Diminutive Magical Beast (Augmented 
  Animal, Extra Planar) hd 4d8; hp 18; Init +2; spd 5ft fly 
  60 (perfect); AC 19 (+3 natural, +4 size, +2 dex) touch 
  16 flat-footed 17; Base Atk/Grp +3/-13; Atk –; Full Atk -
  -; SA --; SQ Blind Sense 20ft, Darkvision 60ft, Empathic 
  Link, Improved evasion, Low-light vision, Resist Cold 
  7, Resist Fire 5, share saving throws, share spells, speak 
  with Bastrayne, SR 7, +2 Luck Bonus on all saves 
  (already figured in) Shadow Blend; AL LE; SV Fort +12, 
  Ref +8, Will +10; Str 3, Dex 15,Con 10, Int 7, Wis 15, 
  Cha 4. 
  Skills and Feats: Hide 18, Listen +8* Move Silently +12*, 
  Spot +8; Alertness, improved flight. 
  *Bats have a +4 racial bonus to Spot and Listen Checks, 
  Shadow creatures have a +6 racial bonus to Move 
  Silently checks. 
   
  Blindsense: (Ex) A bat notices and locates 
  creatures within 20 feet. Opponents still have 100% 
  concealment against a creature with blindsense. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Gryppe: male Shadow Human Rog7/ NSE3 ; CR 11; 
  Medium humanoid (Human)(Extra Planar); HD 
  7d6+14+3d8+6; hp 60; Init +8; Spd 45 ft.; AC 21 (+5 
  armor, +2 deflection, +4 dex), touch 16, flat-footed 21; 
  Base Atk/Grp +8/+8; Atk +13 melee (1d6+1/ 18-20, 
  Rapier); Full Atk +13/+8 melee (1d6+1/ 18-20, Rapier); 
  SA Sneak Attack +5d6, teamwork (See/hear allies); SQ 
  Agility Training, Cold Resistance 13, Darkvision 60 ft, 
  Evasion, Low-light vision, Skill Teamwork +2, Shadow 
  Blend, Fast Healing 2, Trap Sense +1 Uncanny Dodge 
  +2 Luck bonus to all saves (already calculated); AL LE; 
  SV Fort +7, Ref +14, Will +4; Str 10, Dex 19, Con 14, Int 
  12, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +14, Escape 
  Artist +17, Gather Information +6, Hide 22, Intimidate 
  +6, Knowledge(Nobility and Royalty) +6, Listen +12 
  Move Silently +23*, Profession (Government Worker) 
  +4, Sense Motive +6, Spot +10, Tumble +17; Dodge, 
  Elusive Target, Improved Initiative, Mobility, Weapon 
  Finesse. 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Agility Training (Ex): A Nightsong Enforcer 
  reduces the armor check penalty imposed by light 
  armor by 2. 
   
  Skill Teamwork (Ex): Allies within 30 feet of 
  Gryppe gain a +2 competence bonus on Balance, 
  Climb, Escape Artist Hide, Listen, Move Silently and 
  Spot checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Teamwork (Ex): A Nightsong Enforcer has +20 
  circumstance bonus on Listen and Spot Checks to see 
  and hear allies. 
   
  Possessions: Cloak of Elvenkind, +1 Chain Shirt, 
  Gloves of Dexterity +2, +1 Rapier, Ring of Protection 
  +2, 2 potions of cure moderate wounds.  
  NMR6-01 The Blighted Star 
   
  Page 31 
   
  
  Appendix One – APL 
  Encounter Four 
   
   
   
   
  Advanced Phase Wasp: CR 5; Small magical beast; 
  HD 5d10; hp 27; Init +7; Spd 15 ft., fly 60 ft. (perfect); 
  AC 15, touch 14, flat-footed 12; Base Atk/Grp: +5/+0; 
  Atk +5 melee (1d6-1, sting); Full Atk +5 melee (1d6-1, 
  sting); Space/Reach: 5 ft./ 5 ft.; SA: Magic missile; SQ 
  Darkvision 60ft., low-light vision, see invisibility, 
  displacement; AL N; SV Fort +4, Ref +7, Will +3; Str 8, 
  Dex 17, Con 10, Int 2, Wis 15, Cha 6. 
   
  Skills and Feats: Hide +7, Listen +8, Spot +7, 
  Survival +3; Alertness, Improved Initiative. 
   
  Magic Missile (Sp): A phase wasp can produce an 
  effect that functions like a magic missile spell (caster 
  level 6th), shooting three missiles. Once it has used this 
  ability, it must wait 1d4 rounds before it can do so 
  again. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds the phase wasp, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the wasp by some 
  means other than sight. A true seeing effect allows the 
  user to see the wasp’s position, but see invisibility has no 
  effect. 
  Elite Warrior Phase Wasp: CR 9; Medium magical 
  beast; HD 12d10+24; hp 90; Init +6; Spd 15 ft., fly 90 ft. 
  (perfect); AC 15, touch 15, flat-footed 12; Base Atk/Grp: 
  +12/+14; Atk +14 melee (2d6+2, sting); Full Atk +14 
  melee (2d6+2, sting); Space/Reach: 5 ft./ 5 ft.; SA: Magic 
  missile; SQ Darkvision 60ft., low-light vision, see 
  invisibility, displacement; AL N; SV Fort +10, Ref +10, 
  Will +6; Str 14, Dex 15, Con 12, Int 2, Wis 15, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +12, Spot +11, 
  Survival +7; Alertness, Quicken Spell-Like Ability 
  (magic missile), Improved Initiative, Improved natural 
  attack (sting), Fly-by attack. 
   
  Quickened Magic Missile (Sp): A phase wasp 
  can produce an effect that functions like a magic missile 
  spell (caster level 10th), shooting five missiles. Once it 
  has used this ability, it must wait 1d4 rounds before it 
  can do so again. This ability is used as a free action. The 
  elite warrior phase wasp can empower this spell-like 
  ability 3 times per day. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds the phase wasp, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the wasp by some 
  means other than sight. A true seeing effect allows the 
  user to see the wasp’s position, but see invisibility has no 
  effect. 
   
  Reference: Monster Manual II page 168. 
  Encounter Five 
   
   
   
   
  Advanced Fiendish Shadow Phase Spider: CR 11; 
  Huge magical beast; HD 11d10+55; hp 115; Init +7; Spd 
  60 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base 
  Atk/Grp: +11/+26; Atk +16 melee (bite 1d8+10, poison); 
  Full Atk +16 melee (bite 1d8+10, poison); Space/Reach: 
  15 ft./ 10 ft.; SA: Poison, Smite Good 1/day (+0 to hit, 
  +11 to damage); SQ Cold Resistance 15, Darkvision 
  60ft., DR 5/ Magic, Ethereal Jaunt, Evasion, Fast 
  Healing 2, Fire Resistance 10, Low-light Vision, Spell 
  Resistance 16; AL NE; SV Fort +12, Ref +10, Will +4; 
  Str 25, Dex 16, Con 20, Int 7, Wis 13, Cha 10. 
   
  Skills and Feats: Climb +18, Hide +0, Move Silently 
  +18, Spot +6; Ability Focus(poison), Improved 
  Initiative, Power Attack, Stealthy. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Ethereal Jaunt (Su): A phase spider can shift 
  from the Ethereal Plane to the Material Plane as a free 
  action, and can shift back again as a move action (or 
  during a move action). The ability is otherwise 
  identical with ethereal jaunt (caster level 15th). 
   
  Poison (Ex): Injury, Fortitude DC 22, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
  Encounter Six 
   
   
   
   
  Tuliktu Archers: Male Elf (wood) Rgr3/Ftr2/OotBI5; 
  CR 10; Medium humanoid (Elf); HD 8d8 + 2d10; hp 63; 
  Init +5; Spd 30 ft.; AC 22, touch 16, flat-footed 17 (+6 
  Armor, +1 deflection +5 Dex); Base Atk/Grp +10/+13; 
  Atk +14 melee (1d6+4, Elvencraft Longbow) or +18 
  ranged (1d8+4, 19-20/x3, Longbow); Full Atk +14/+9 
  melee (1d6+4, Elvencraft Longbow) or +16/+16/+11 
  ranged 
  (1d8+4, 
  19-20/x3, 
  Elvencraft 
  Longbow); 
  Space/Reach 5 ft./5 ft.; SA Ranged Precision, Close 
  Combat Shot; SQ low-light vision, elf traits; AL CE; SV 
  Fort +6, Ref +9, Will +4; Str 16, Dex 21, Con 10, Int 8, 
  Wis 13, Cha 10. 
   
  Skills and Feats: Craft (Bowmaking) +4, Knowledge 
  (Religion) +1, Listen +13, Move Silently +5, Spot +17, 
  Survival +6; Alertness, Precise Shot, Point Blank Shot, 
  NMR6-01 The Blighted Star 
   
  Page 32 
   
  
  Rapid Shot, Weapon Focus (Longbow), Greater 
  Weapon 
  Focus 
  (Longbow) 
  Improved 
  Critical 
  (Longbow), Sharp-Shooting (B). 
   
  Ranged Precision (Ex): As a standard action the 
  Archers can make a single precisely aimed attack with a 
  ranged weapon dealing an extra 3d8 damage.  The 
  target must be within 30’ and not immune to critical 
  hits. 
   
  Close Combat Shot (Ex): The Archers may attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
   
  Possessions: +1 Elvencraft [str +3] Longbow. +2 
  Chain Shirt. 40 arrows. Gloves of Dexterity +2, Ring of 
  Protection +1,10gp. 
   
  Physical Description: The Tuliktu Archers are wood 
  elven archers with a tattoo of a raven over their left eye. 
  Rahwe: Male Elf (wood), Clr5/LmtlSvnt7, CR 12; 
  Medium humanoid; HD 5d8 + 7d4; hp 51; Init +1; Spd 
  20 ft.; AC 23(+7 Armor, +4 Shield, +1 Dex, +1 
  Deflection), touch 12, flat-footed 22; Base Atk/Grp 
  +6/+8; Atk +8 melee (1d6+2, club) or +8 ranged (1d8+1, 
  x3, Longbow) or by spell; Full Atk +8/+3 melee (1d6+2, 
  club) or +8/+2 ranged (1d8+1, x3 Longbow) or by spell; 
  Space/Reach 5 ft./5 ft.; SA spells; SQ low-light vision, 
  elf abilities resistance to fire 20, Immune to Sleep; AL 
  NE; SV Fort +7, Ref +5, Will +15; Str 14, Dex 13, Con 
  11, Int 12, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Arcana) +9, Knowledge (Planes) +5, Listen +9, 
  Spellcraft +9; Domain Spontaneity(Fire) Domain Focus 
  (Fire), Empower Spell, Energy Substitution (Fire) 
  Sudden Maximize. 
   
  Spells Prepared (6/7+1/5+1/5+1/4+1/3+1 /1+1; DC 
  15+spell level, 16+spell level for Fire spells): 0th—
  Create Waterx2, Cure Minor Wounds, Detect Magic, 
  Read Magic, Mending; 1st—Burning Hands*, Cure 
  Light Woundsx2, Detect Undeadx2, Divine Favor, 
  Entropic Shield, Protection from Good; 2nd—Death 
  Knell, Deific Vengeancex2, Produce Flame*, Sound 
  Burst, Wave of Grief.; 3rd—Blessed Aim, Burning 
  Hands 
  (Empowered)*, 
  Cure 
  Serious 
  Wounds, 
  Invisibility 
  Purge, 
  Wrackx2; 
  4th—Cure 
  Critical 
  Wounds, Freedom of Movement, Greater Magic 
  Weapon, Tongues, Wall of Fire*; 5th- Fire Shield*, 
  Flame Strikex2, Slay Living; 6th-Fire Seeds* Greater 
  Dispel Magic. 
  *Domain Spell: Domains Fire(Turn or destroy Water 
  Creatures, Rebuke command or bolster Fire creatures), 
  Spells cast at 12 caster level and Plant (Rebuke or 
  command plant creatures) 
   
  Elemental specialty (Ex): All energy damage 
  dealing spells deal fire energy damage. 
   
  Resistance 
  to 
  Energy 
  (Ex): 
  Rahwe 
  has 
  Resistance 20 vs fire. 
   
  Immunity to Sleep (Ex): Rahwe is immune to 
  sleep effects. 
   
  Energy Penetration (Ex): Rahwe gains a +2 on 
  spell caster checks to overcome spell resistance. 
   
  Energy Focus (Ex): Rahwe adds 1 to the DC of 
  any fire based spells used. 
   
  Possessions: spell component pouch, club, +1 
  Longbow, +2 Chain Mail, +2 Heavy Wooden Shield, +2 
  Periapt of Wisdom, +1 Ring of Protection, +1 Cloak of 
  Resistance, 50 gp, Unholy symbol (Obad-Hai).  
  Encounter Eleven 
   
   
   
   
  Ghost of Maanole: Male Elf Ghost Clr 5/SoMI 6 
  Medium 
  Undead 
  (Augmented 
  Humanoid) 
  (Incorporeal) CR 13; HD 11d12+3; HP 74; Init +3; Spd 
  30; AC 17 (+4 deflection +3 Dex) touch 17 flat-footed 
  14; Base Atk/Grp +7/+5; Atk +10 Incorporeal Touch 
  (1d6); Full Atk +10/+5 Incorporeal Touch (1d6); 
  Space/Reach 5 ft/5ft; SA corrupting touch, horrific 
  appearance, manifestation; SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL CE; SV Fort +10, Ref +9, Will +7; Str 
  6, Dex 16, Con -, Int 12, Wis 16, Cha 18.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (Geography) +3, Knowledge (History) +3, Knowledge 
  (Religion) +5, Listen +15, Spot +15, Survival +11; Point 
  Blank Shot, Precise Shot, Toughness, Quicken Spell 
   
  Corrupting Touch (Su): See Monster Manual page 
  117. 
   
  Horrific Appearance (Su): See Monster ManualI 
  page 118, but DC 19. 
   
  Manifestation (Su): See Monster Manual page 
  118. 
   
  Corellon’s Perception (Ex): A 5th-level Seeker of 
  the Misty Isles has sight and hearing far beyond a 
  normal elf’s, and she has attuned her senses to 
  repetitively sweep her immediate area. She gains a +5 
  racial bonus on Listen, Search, and Spot checks. 
  Furthermore, she can attempt to spot or hear 
  something she failed to notice previously once per 
  round per skill as a free action (such attempts are 
  ordinarily move actions). 
   
  Spells 
  Prepared 
  as 
  10th 
  level 
  caster: 
  (6/5+1/5+1/4+1/3+1/2+1; DC 13+spell level): 0th—
  Detect Magicx2, Guidancex2, Resistancx2e; 1st—
  Inflict light wounds x4, Protection from Law*, Shield 
  of faith; 2nd—Deific Vengeancex3, Shatter*, Sound 
  burstx2; 3rd— Contagion (x2), Dispel Magic, Magic 
  Circle vs Law*, Invisibility Purge; 4th—Chaos 
  Hammer*, Divine Power, Poison (x2); 5th—Dispel 
  Law*, Quickened Divine Favor, Slay Living.  
  NMR6-01 The Blighted Star 
   
  Page 33 
   
  
  *Domain Spell: Deity - Fenmarel Mestarine; Domains 
  Chaos(Cast spells with Chaos descriptor at +1 caster 
  level) and Travel (Freedom of Movement for 6 rounds.) 
   
  Description. You see a Gray Elven Ghost. His 
  clothes are in tatters, and his hip is crushed. He holds 
  in one hand a rock that has two elven eyes cut into it. 
  Advanced Spectre: Medium Undead (Incorporeal) 
  CR 8; HD 11d12; HP 71; Init +7; Spd 40 fly 80 (perfect); 
  AC 16 (+3 deflection +3 Dex) touch 16 flat-footed 13; 
  Base Atk/Grp +5/--; Atk +8 Incorporeal Touch (1d10 
  plus energy drain); Full Atk +8 Incorporeal Touch 
  (1d10 plus energy drain); Space/Reach 5 ft/5ft; SA 
  energy drain, create spawn; SQ Darkvision 60 ft, 
  incorporeal traits, sunlight powerlessness, +2 turn 
  resistance, undead traits, unnatural aura; AL LE; SV 
  Fort +3, Ref +6, Will +9; Str --, Dex 16, Con -, Int 14, 
  Wis 14, Cha 16.  
   
  Skills and Feats: Hide +17, Intimidate +16, 
  Knowledge (Religion) +16, Listen +18, Search +16, Spot 
  +18, Survival +2(+4 following tracks); Alertness, Blind-
  fight, Improved Initiative, Improved Natural Attack. 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 18 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each negative level bestowed, the spectre ains 5 
  temporary hit points. 
  Encounter Fourteen 
   
   
   
  Strongest Dread Wraith: CR 15; Large Undead 
  (Incorporeal); HD 32d12; hp 208; Init +15; Spd Fly 60 
  ft.(good); AC 27, touch 27, flat-footed 16; Base Atk/Grp: 
  +16/--; Atk: Incorporeal touch +26 melee (2d6 + 1d8 
  Constitution drain); Full Atk: Incorporeal touch +26 
  melee (2d6 + 1d8 Constitution drain); Space/Reach: 10 
  ft./10 ft.; SA: Constitution drain, create spawn; SQ 
  Darkvision 60ft., daylight powerlessness, incorporeal 
  traits, lifesense 60 ft., undead traits, unnatural aura; AL 
  LE; SV Fort +12, Ref +23, Will +24; Str --, Dex 32, Con --
  , Int 17, Wis 18, Cha 24. 
   
  Skills and Feats: Diplomacy +9, Hide +32, 
  Intimidate +26, Knowledge(religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +28, Survival +10 
  (+12 
  following 
  tracks);  
  Ability Focus (Constitution Drain), Alertness, Blind-
  Fight, Combat Reflexes, Dodge, Great Fortitude, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (incorporeal touch), Iron Will, Lightning Reflexes, 
  Mobility, Spring Attack, Wingover. 
   
  Lifesense (Su): A dread wraith notices and locates 
  living creatures within 60 feet, just as if it possessed the 
  blindsight ability. It also senses the strength of their 
  life force automatically, as if it had cast deathwatch. 
   
  Constitution Drain (Su): Living creatures hit by 
  a dread wraith's incorporeal touch attack must succeed 
  on a DC 35 Fortitude save or take 1d8 points of 
  Constitution drain. The save DC is Charisma-based. On 
  each such successful attack, the dread wraith gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  dread wraith becomes a wraith within 1d4 rounds. Its 
  body remains intact and inanimate, but its spirit is torn 
  free from its corpse and transformed. Spawn are under 
  the command of the wraith that created them and 
  remain enslaved until its death. They do not possess 
  any of the abilities they had in life. 
  Encounter Sixteen      
   
   
   
  Bastrayne: male Shadow Human Ari3/Ftr4/Blkgrd8; 
  CR 15; Medium humanoid (Human)(Extra Planar); HD 
  3d8+6 + 12d10+24; hp 113; Init +0; Spd 30 ft.; AC 24 
  (+10 armor, +2 natural armor, +2 deflection), touch 12, 
  flat-footed 24; Base Atk/Grp +14/+18; Atk +20 melee 
  (1d12+9/ 19-20x3, +1 Unholy Long Axe); Full Atk 
  +20/+15/+10 melee (1d12+9,/ 19-20x3, +1 Unholy Long 
  Axe);SA Command undead 4/day, smite good 2/day 
  (+1 To Hit, +8 Damage), sneak attack +2d6 SQ Aura of 
  Despair, Aura of Evil, Cold Resistance 15, Darkvision 
  60 ft, dark blessing, detect good, Evasion, Fiendish 
  servant, Low-light vision, poison use, Shadow Blend, 
  Fast Healing 2, +2 Luck Bonus on all Saves (already 
  calculated); AL LE; SV Fort +16, Ref +7, Will +11; Str 
  19, Dex 10, Con 14, Int 8, Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +12 
  Diplomacy +13, Hide +0, Knowledge(Religion) +1, 
  Listen +8 Move Silently +1*, Sense Motive +8; Cleave, 
  Diehard, Divine Vigor, Endurance, Exotic Weapon 
  Proficiency (Long Axe), Improved Critical(Long Axe), 
  Improved Sunder, Power Attack, Weapon Focus (Long 
  Axe), Weapon Specialization (Long Axe) 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Spells Prepared (3/2/1/1; DC 12+spell level): 1st-
  Corrupt Weapon, Cure Light Wounds, Divine 
  Secrifice;2nd- Cure Moderate Wounds, Death Knell, 3rd-
  Demonhide, 4th—Visage of the Deity. 
   
  Aura of Despair (Su): Bastrayne radiates a malign 
  aura that causes enemies within 10 feet of him to take a 
  -2 penalty on all saving throws. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Amulet of Natural Armor +2, +1 
  Unholy Long Axe, +2 Full Plate, Gauntlets of Ogre 
  Strength +2, Ring of Protection +2, Dagger, 6500 gp in 
  gems. 
  NMR6-01 The Blighted Star 
   
  Page 34 
   
  
   
  Mirror Image (Sp): Once per day Gryppe can cast 
  Mirror Image as a spell like ability as a 5th level caster. 
  Fiendish Bat: Diminutive Magical Beast (Augmented 
  Animal, Extra Planar) hd 4d8; hp 18; Init +2; spd 5ft fly 
  60 (perfect); AC 19 (+3 natural, +4 size, +2 dex) touch 16 
  flat-footed 17; Base Atk/Grp +3/-13; Atk –; Full Atk --; 
  SA --; SQ Blind Sense 20ft, Darkvision 60ft, Empathic 
  Link, Improved evasion, Low-light vision, Resist Cold 
  7, Resist Fire 5, share saving throws, share spells, speak 
  with Bastrayne, SR 7, +2 Luck Bonus on all saves 
  (already figured in) Shadow Blend; AL LE; SV Fort +13, 
  Ref +8, Will +10; Str 3, Dex 15,Con 10, Int 7, Wis 15, 
  Cha 4. 
   
  Skill Teamwork (Ex): Allies within 30 feet of 
  Gryppe gain a +2 competence bonus on Balance, 
  Climb, Escape Artist Hide, Listen, Move Silently and 
  Spot checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Skills and Feats: Hide 18, Listen +8* Move Silently +12*, 
  Spot +8; Alertness, improved flight. 
   
  Teamwork (Ex): A Nightsong Enforcer has +20 
  circumstance bonus on Listen and Spot Checks to see 
  and hear allies. 
  *Bats have a +4 racial bonus to Spot and Listen Checks, 
  Shadow creatures have a +6 racial bonus to Move 
  Silently checks. 
   
  Possessions: Cloak of Elvenkind, +2 Mithral Chain 
  Shirt, Gloves of Dexterity +4, Ioun Stone, dusty rose 
  prism, +1 Rapier, Ring of Protection +2, 2 potions of 
  cure moderate wounds.  
   
  Blindsense: (Ex) A bat notices and locates 
  creatures within 20 feet. Opponents still have 100% 
  concealment against a creature with blindsense. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Gryppe: male Shadow Human Rog7/ NSI5 ; CR 13; 
  Medium humanoid (Human)(Extra Planar); HD 
  7d6+14+5d8+10; hp 73; Init +10; Spd 45 ft.; AC 25 (+6 
  armor, +2 deflection, +6 dex, +1 insight), touch 19, flat-
  footed 25; Base Atk/Grp +10/+10; Atk +18 melee 
  (1d6+1/ 18-20, Rapier); Full Atk +18/+13 melee (1d6+1/ 
  18-20, Rapier); SA flanking teamwork, Sneak Attack 
  +6d6, teamwork (See/hear allies); SQ Agility Training, 
  Cold Resistance 15, Darkvision 60 ft, Evasion, Low-
  light vision, Mirror Image 1/day, Skill Teamwork +2, 
  Shadow Blend, Fast Healing 2, Trap Sense +2, Uncanny 
  Dodge, +2 Luck bonus to all saves (already calculated); 
  AL LE; SV Fort +7, Ref +17, Will +4; Str 10, Dex 22, Con 
  14, Int 12, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +14, Escape 
  Artist +19 Gather Information +6, Hide 24, Intimidate 
  +6, Knowledge(Nobility and Royalty) +6, Listen +14 
  Move Silently +25*, Profession (Government Worker) 
  +4, Sense Motive +4, Spot +10, Tumble +19; Dodge, 
  Elusive Target, Improved Initiative Mobility, Weapon 
  Finesse, Weapon Focus (rapier). 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Agility Training (Ex): A Nightsong Enforcer 
  reduces the armor check penalty imposed by light 
  armor by 2. 
   
  Flanking Teamwork (Ex): When Gryppe flanks 
  an opponent, he and all other allies who threaten the 
  same opponent gain a +1 circumstance bonus on their 
  attack rolls (in addition to normal flanking bonus). 
  NMR6-01 The Blighted Star 
   
  Page 35 
   
  
  Appendix One – APL 16
  Encounter Four 
   
   
   
   
  Elite Warrior Phase Wasp: CR 9; Medium magical 
  beast; HD 12d10+24; hp 90; Init +6; Spd 15 ft., fly 90 ft. 
  (perfect); AC 15, touch 15, flat-footed 12; Base Atk/Grp: 
  +12/+14; Atk +14 melee (2d6+2, sting); Full Atk +14 
  melee (2d6+2, sting); Space/Reach: 5 ft./ 5 ft.; SA: Magic 
  missile; SQ Darkvision 60ft., low-light vision, see 
  invisibility, displacement; AL N; SV Fort +10, Ref +10, 
  Will +6; Str 14, Dex 15, Con 12, Int 2, Wis 15, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +12, Spot +11, 
  Survival +7; Alertness, Improved Initiative, Quicken 
  Spell-Like Ability, Improved Natural Attack (sting), 
  Fly-By Attack. 
   
  Quickened Magic Missile (Sp): A phase wasp 
  can produce an effect that functions like a magic missile 
  spell (caster level 10th), shooting five missiles. Once it 
  has used this ability, it must wait 1d4 rounds before it 
  can do so again. This ability is used as a free action. 
   
  See Invisibility (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3rd), 
  except that it is always active. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds the phase wasp, making it 
  difficult to surmise the creature’s true location. Any 
  melee or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the wasp by some 
  means other than sight. A true seeing effect allows the 
  user to see the wasp’s position, but see invisibility has no 
  effect. 
   
  Reference: Monster Manual II page 168. 
  Encounter Five 
   
   
   
   
  Advanced Fiendish Shadow Phase Spider: CR 12; 
  Huge magical beast; HD 14d10+55; hp 132; Init +7; Spd 
  60 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base 
  Atk/Grp: +14/+30; Atk +20 melee (bite 2d6+12, 
  poison); Full Atk +20 melee (bite 2d6+12, poison); 
  Space/Reach: 15 ft./ 10 ft.; SA: Poison, Smite 
  Good1/day (+0 to hit, +14 to damage); SQ Cold 
  Resistance 15, Darkvision 60ft., DR 10/ Magic, 
  Ethereal Jaunt, Evasion, Fast Healing 2, Fire Resistance 
  10, Low-light Vision, Spell Resistance 16, +2 Luck 
  bonus on all saves(already calculated); AL NE; SV Fort 
  +16, Ref +14, Will +7; Str 26, Dex 16, Con 20, Int 7, Wis 
  13, Cha 10. 
   
  Skills and Feats: Climb +18, Hide +0, Move Silently 
  +18, Spot +6; Ability Focus(poison), Improved 
  Initiative, Power Attack, Stealthy. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will.
   
  Ethereal Jaunt (Su): A phase spider can shift 
  from the Ethereal Plane to the Material Plane as a free 
  action, and can shift back again as a move action (or 
  during a move action). The ability is otherwise 
  identical with ethereal jaunt (caster level 15th). 
   
  Poison (Ex): Injury, Fortitude DC 24, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
  Encounter Six 
   
   
   
   
  Tuliktu Archers: Male Elf (wood) Rgr3/Ftr2/OotBI7; 
  CR 12; Medium humanoid (Elf); HD 10d8 + 2d10; hp 
  75; Init +5; Spd 30 ft.; AC 24, touch 17, flat-footed 17 
  (+6 Armor, +2 natural armor, +1 deflection +6 Dex); 
  Base Atk/Grp +12/+15; Atk +16 melee (1d6+4, 
  Elvencraft Longbow) or +21 ranged (1d8+4, 19-20/x3, 
  Longbow); Full Atk +16/+11/+6 melee (1d6+4, 
  Elvencraft Longbow) or +19/+19/+14/+9 ranged 
  (1d8+4, 19-20/x3, Elvencraft Longbow); Space/Reach 5 
  ft./5 ft.; SA Ranged Precision, Close Combat Shot; SQ 
  low-light vision, elf traits; AL CE; SV Fort +6, Ref +9, 
  Will +4; Str 16, Dex 24, Con 10, Int 8, Wis 13, Cha 10. 
   
  Skills and Feats: Craft (Bowmaking) +4, Knowledge 
  (Religion) +1, Listen +13, Move Silently +5, Spot +19, 
  Survival +6; Alertness, Precise Shot, Point Blank Shot, 
  Rapid Shot, Weapon Focus (Longbow), Greater 
  Weapon 
  Focus 
  (Longbow), 
  Improved 
  Critical 
  (Longbow), Sharp-Shooing, Improved Precise Shot, 
  Sharp-Shooting (B). 
   
  Ranged Precision (Ex): As a standard action the 
  Archers can make a single precisely aimed attack with 
  a ranged weapon dealing an extra 4d8 damage.  The 
  target must be within 30’ and not immune to critical 
  hits. 
   
  Close Combat Shot (Ex): The Archers may attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
   
  Possessions: +1 Elvencraft [str +3] Longbow. +2 
  Chain Shirt. 40 arrows. Gloves of Dexterity +2, Amulet 
  of Natural Armor +2, Ring of Protection +1. 10gp. 
   
  Physical Description: The Tuliktu Archers are wood 
  elven archers with a tattoo of a raven over their left eye. 
  Rahwe: Male Elf (wood), Clr5/LmtlSvnt9, CR 14; 
  Medium humanoid; HD 5d8 + 9d4; hp 57; Init +1; Spd 
  20 ft.; AC 24(+7 Armor, +4 Shield, +1 Dex, +2 
  Deflection), touch 13, flat-footed 23; Base Atk/Grp 
  +7/+9; Atk +9 melee (1d6+2, club) or +9 ranged (1d8+1, 
  x3, Longbow) or by spell; Full Atk +9/+4 melee (1d6+2, 
  club) or +9/+4 ranged (1d8+1, x3 Longbow) or by spell; 
  Space/Reach 5 ft./5 ft.; SA spells; SQ low-light vision, 
  NMR6-01 The Blighted Star 
   
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  elf abilities resistance to fire 20, Immune to Sleep, 
  Immune to Paralysis and Poison; AL NE; SV Fort +8, 
  Ref +6, Will +17; Str 14, Dex 13, Con 11, Int 12, Wis 22, 
  Cha 8. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (Arcana) +9, Knowledge (Planes) +5, Listen +11, 
  Spellcraft +9; Domain Spontaneity(Fire) Domain Focus 
  (Fire), Empower Spell, Energy Substitution (Fire) 
  Sudden Maximize. 
   
  Spells 
  Prepared 
  (6/7+1/7+1/5+1/5+1/4+1 
  /2+1/1+1; DC 15+spell level, 16+spell level for Fire 
  spells): 0th—Create Waterx2, Cure Minor Wounds, 
  Detect Magic, Read Magic, Mending; 1st—Burning 
  Hands*, Cure Light Woundsx2, Detect Undead, Divine 
  Favor, Entropic Shield, Protection from Good, ; 2nd—
  Darkness, Death Knell, Deific Vengeancex3, Produce 
  Flame*, Sound Burst, Wave of Grief.; 3rd—Blessed Aim, 
  Burning Hands (Empowered)*, Cure Serious Wounds, 
  Invisibility 
  Purge, 
  Wrackx2; 
  4th—Cure 
  Critical 
  Wounds, Inflict Critical Woundsx2, Greater Magic 
  Weapon, Tongues, Wall of Fire*; 5th- Fire Shield*, 
  Flame Strikex2, Slay Livingx2; 6th-Fire Seeds* Greater 
  Dispel Magic, Harm; 7th- Blasphemy, Fire Storm*. 
  *Domain Spell: Domains Fire(Turn or destroy Water 
  Creatures, Rebuke command or bolster Fire creatures), 
  Spells cast at 12 caster level and Plant (Rebuke or 
  command plant creatures) 
   
  Elemental specialty (Ex): All energy damage 
  dealing spells deal fire energy damage. 
   
  Resistance 
  to 
  Energy 
  (Ex): 
  Rahwe 
  has 
  Resistance 20 vs fire. 
   
  Immunity to Sleep (Ex): Rahwe is immune to 
  sleep effects. 
   
  Energy Penetration (Ex): Rahwe gains a +4 on 
  spell caster checks to overcome spell resistance. 
   
  Energy Focus (Ex): Rahwe adds 1 to the DC of 
  any fire based spells used.  
   
  Possessions: spell component pouch, club, +1 
  Longbow, +2 Chain Mail, +2 Heavy Wooden Shield, +4 
  Periapt of Wisdom, +2 Ring of Protection, +2 Cloak of 
  Resistance, 50 gp, Unholy symbol (Obad-Hai). 
  Encounter Eleven 
   
   
   
   
  Ghost of Maanole: Male Elf Ghost Clr 5/SoMI 8 
  Medium 
  Undead 
  (Augmented 
  Humanoid) 
  (Incorporeal) CR 15; HD 13d12+3; HP 87; Init +3; Spd 
  30; AC 17 (+4 deflection +3 Dex) touch 17 flat-footed 
  14; Base Atk/Grp +7/+5; Atk +10 Incorporeal Touch 
  (1d6); Full Atk +10/+5 Incorporeal Touch (1d6); 
  Space/Reach 5 ft/5ft; SA corrupting touch, horrific 
  appearance, manifestation; SQ Darkvision 60 ft, 
  incorporeal traits, rejuvenation, +4 turn resistance, 
  undead traits; AL CE; SV Fort +10, Ref +9, Will +7; Str 
  6, Dex 16, Con -, Int 12, Wis 16, Cha 18.  
   
  Skills and Feats: Concentration +14, Knowledge 
  (Geography) +3, Knowledge (History) +3, Knowledge 
  (Religion) +5, Listen +15, Spot +15, Survival +11;Divine 
  Metamagic (Quicken) Point Blank Shot, Precise Shot, 
  Toughness, Quicken Spell 
   
  Corrupting Touch (Su): See Monster Manual page 
  117. 
   
  Horrific Appearance (Su): See Monster ManualI 
  page 118, but DC 20. 
   
  Manifestation (Su): See Monster Manual page 
  118. 
   
  Corellon’s Perception (Ex): A 5th-level Seeker of 
  the Misty Isles has sight and hearing far beyond a 
  normal elf’s, and she has attuned her senses to 
  repetitively sweep her immediate area. She gains a +5 
  racial bonus on Listen, Search, and Spot checks. 
  Furthermore, she can attempt to spot or hear 
  something she failed to notice previously once per 
  round per skill as a free action (such attempts are 
  ordinarily move actions). 
   
  Spells 
  Prepared 
  as 
  12th 
  level 
  caster: 
  (6/6+1/5+1/5+1/3+1/3+1/2+1; DC 13+spell level): 
  0th—Detect Magicx2, Guidancex2, Resistance x2; 
  1st—Inflict light wounds x5, Protection from Law*, 
  Shield of faith; 2nd—Deific Vengeancex3, Shatter*, 
  Sound burstx2; 3rd— Contagion (x2), Dispel Magic 
  (x2), Magic Circle vs Law*, Invisibility Purge; 4th—
  Chaos Hammer*, Divine Power, Poison (x2); 5th—
  Dispel 
  Law*, 
  Quickened 
  Divine 
  Favor, 
  Slay 
  Livingx26th—Animate Objects*, Harmx2.  
  *Domain Spell: Deity - Fenmarel Mestarine; Domains 
  Chaos(Cast spells with Chaos descriptor at +1 caster 
  level), Magic Cast spells from scrolls and wands as 
  Wizard, and Travel (Freedom of Movement for 6 
  rounds.) 
   
  Description. You see a grey elven Ghost. His 
  clothes are in tatters, and his hip is crushed. He holds 
  in one hand a rock that has two elven eyes cut into it. 
  Advanced Spectre: Medium Undead (Incorporeal) 
  CR 9; HD 15d12; HP 90; Init +7; Spd 40 fly 80 (perfect); 
  AC 16 (+3 deflection +3 Dex) touch 16 flat-footed 13; 
  Base Atk/Grp +7/--; Atk +10 Incorporeal Touch (1d10 
  plus energy drain); Full Atk +10/+5 Incorporeal Touch 
  (1d10 plus energy drain); Space/Reach 5 ft/5ft; SA 
  energy drain, create spawn; SQ Darkvision 60 ft, 
  incorporeal traits, sunlight powerlessness, +2 turn 
  resistance, undead traits, unnatural aura; AL LE; SV 
  Fort +5, Ref +8, Will +11; Str --, Dex 17, Con -, Int 14, 
  Wis 14, Cha 16.  
   
  Skills and Feats: Hide +20, Intimidate +19, 
  Knowledge (Religion) +19, Listen +21, Search +19, Spot 
  +21, Survival +2(+4 following tracks); Ability Focus 
  (Energy Drain), Alertness, Blind-fight, Improved 
  Initiative, Improved Natural Attack. 
  NMR6-01 The Blighted Star 
   
  Page 37 
  
  Energy Drain (Su); Living creatures hit by a spectre’s 
  incorporeal touch attack gain two negative levels. The 
  DC is 22 for the Fortitude save to remove a negative 
  level. For each such negative level bestowed, the 
  spectre gains 5 temporary hp. 
  Encounter Fourteen 
   
   
   
  Advanced Strongest Dread Wraith: CR 15; Large 
  Undead (Incorporeal); HD 32d12; hp 208; Init +15; Spd 
  Fly 60 ft.(good); AC 27, touch 27, flat-footed 16; Base 
  Atk/Grp: +16/--; Atk: Incorporeal touch +26 melee (2d6 
  + 1d8 Constitution drain); Full Atk: Incorporeal touch 
  +26 
  melee 
  (2d6 
  + 
  1d8 
  Constitution 
  drain); 
  Space/Reach: 10 ft./ 10 ft.; SA: Constitution drain, 
  create spawn; SQ Spell Resistance 25, Darkvision 60ft., 
  daylight powerlessness, incorporeal traits, lifesense 60 
  ft., undead traits, unnatural aura; AL LE; SV Fort +12, 
  Ref +23, Will +24; Str --, Dex 32, Con --, Int 17, Wis 18, 
  Cha 24. 
   
  Skills and Feats: Diplomacy +9, Hide +32, 
  Intimidate +26, Knowledge(religion) +22, Listen +25, 
  Search +22, Sense Motive +23, Spot +28, Survival +10 
  (+12 following tracks); Ability Focus (Constitution 
  Drain), Alertness, Blind-Fight, Combat Reflexes, 
  Dodge, Great Fortitude, Improved Initiative, Improved 
  Natural Attack (incorporeal touch), Iron Will, 
  Lightning 
  Reflexes, 
  Mobility, 
  Spring 
  Attack, 
  Wingover. 
   
  Lifesense (Su): A dread wraith notices and locates 
  living creatures within 60 feet, just as if it possessed the 
  blindsight ability. It also senses the strength of their 
  life force automatically, as if it had cast deathwatch. 
   
  Constitution Drain (Su): Living creatures hit by 
  a dread wraith's incorporeal touch attack must succeed 
  on a DC 35 Fortitude save or take 1d8 points of 
  Constitution drain. The save DC is Charisma-based. On 
  each such successful attack, the dread wraith gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  dread wraith becomes a wraith within 1d4 rounds. Its 
  body remains intact and inanimate, but its spirit is torn 
  free from its corpse and transformed. Spawn are under 
  the command of the wraith that created them and 
  remain enslaved until its death. They do not possess 
  any of the abilities they had in life. 
  Encounter Sixteen  
        
   
   
  Bastrayne: male Shadow Human Ari3/Ftr4/Blkgrd10; 
  CR 17; Medium humanoid (Human)(Extra Planar); HD 
  3d8+6 + 14d10+28; hp 128; Init +0; Spd 30 ft.; AC 24 
  (+10 armor, +2 natural armor, +2 deflection), touch 12, 
  flat-footed 24; Base Atk/Grp +16/+22; Atk +24 melee 
  (1d12+12/ 19-20x3, Unholy Long Axe); Full Atk 
  +24/+19/+14 melee (1d12+12/ 19-20x3, Unholy Long 
  Axe);SA Command undead 4/day, smite good 3/day 
  (+1 To Hit, +17 Damage), sneak attack +3d6 SQ Aura of 
  Despair, Aura of Evil, Cold Resistance 15, Damage 
  Reduction 5/Magic, Darkvision 60 ft, dark blessing, 
  detect good, Evasion, Fiendish servant, Low-light 
  vision, poison use, Shadow Blend, Fast Healing 2, +2 
  Luck Bonus on all Saves (already calculated); AL LE; SV 
  Fort +17, Ref +8, Will +12; Str 22, Dex 10, Con 14, Int 8, 
  Wis 14, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration + 12, 
  Diplomacy +13, Hide +0, Knowledge (Religion) +1, 
  Listen +8 Move Silently +1*, Sense Motive +8; Cleave, 
  Diehard, Divine Vigor, Endurance, Exotic Weapon 
  Proficiency (Long Axe), Improved Critical(Long Axe), 
  Improved Sunder, Power Attack, Weapon Focus (Long 
  Axe), Weapon Specialization (Long Axe) 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Spells Prepared (3/3/2/1; DC 12+spell level): 1st-
  Corrupt Weapon, Cure Light Wounds, Divine 
  Sacrifice; 2nd- Cure Moderate Wounds, Death Knell, 
  Wave of Grief; 3rd-Demonhide Cure Serious Wounds; 
  4th-Visage of the Deity, Lesser. 
   
  Aura of Despair (Su): Bastrayne radiates a malign 
  aura that causes enemies within 10 feet of him to take a 
  -2 penalty on all saving throws. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Possessions: Amulet of Natural Armor +2, Belt of 
  Giant Strength +4, +1 keen dagger, +1 Unholy Long 
  Axe, +2 Full Plate, Ring of Protection +2. 
  Fiendish Bat: Diminutive Magical Beast (Augmented 
  Animal, Extra Planar) hd 6d8; hp 27; Init +6; spd 5ft fly 
  60 (perfect); AC 21 (+5 natural, +4 size, +2 dex) touch 
  16 flat-footed 19; Base Atk/Grp +4/-11; Atk –; Full Atk -
  -; SA --; SQ Blood bonk, Blind Sense 20ft, Darkvision 
  60ft, Empathic Link, Improved evasion, Low-light 
  vision, Resist Cold 7, Resist Fire 5, share saving throws, 
  share spells, speak with Bastrayne, SR 7, +2 Luck Bonus 
  on all saves (already figured in) Shadow Blend; AL LE; 
  SV Fort +14, Ref +9, Will +11; Str 4, Dex 15,Con 10, Int 
  8, Wis 15, Cha 4. 
  Skills and Feats: Hide +20, Listen +8* Move Silently 
  +12*, Spot +8; Alertness, improved flight improved 
  initiative. 
  *Bats have a +4 racial bonus to Spot and Listen Checks, 
  Shadow creatures have a +6 racial bonus to Move 
  Silently checks. 
   
  Blindsense: (Ex) A bat notices and locates 
  creatures within 20 feet. Opponents still have 100% 
  concealment against a creature with blindsense. 
  NMR6-01 The Blighted Star 
   
  Page 38 
  
   
  Possessions: Boots of speed, Cloak of Elvenkind, 
  +2 Mithral Chain Shirt, Gloves of Dexterity +4, Ioun 
  Stone, dusty rose prism, +1 Vicious Rapier, Ring of 
  Protection +2, 2 potions of cure serious wounds. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Gryppe: male Shadow Human Rog7/ NSE7; CR 15; 
  Medium humanoid (Human)(Extra Planar); HD 
  7d6+14+7d8+14; hp 86; Init +10; Spd 45 ft.; AC 25 (+6 
  armor, +2 deflection, +6 dex, +1 insight), touch 19, flat-
  footed 25; Base Atk/Grp +12/+12; Atk +20 melee 
  (1d6+1+2d6/ 
  18-20, 
  Vicious 
  Rapier); 
  Full 
  Atk 
  +20/+15/+10 melee (1d6+1+2d6/ 18-20, Vicious 
  Rapier); SA flanking teamwork, Opportunist, Sneak 
  Attack +7d6, teamwork (See/hear allies); SQ Agility 
  Training, Cold Resistance 15, Darkvision 60 ft, 
  Evasion, Low-light vision, Mirror Image 1/day, Skill 
  Teamwork +4, Shadow Blend, Fast Healing 2, Trap 
  Sense +2, Uncanny Dodge, +2 Luck bonus to all saves 
  (already calculated); AL LE; SV Fort +8, Ref +18, Will 
  +5; Str 10, Dex 22, Con 14, Int 12, Wis 8, Cha 13. 
   
  Skills and Feats: Bluff +6, Diplomacy +14, Escape 
  Artist +21, Gather Information +6, Hide 26, Intimidate 
  +6, Knowledge(Nobility and Royalty) +6, Listen +16 
  Move Silently +27*, Profession (Government Worker) 
  +4, Sense Motive +4, Spot +16, Tumble +21; Dodge, 
  Elusive Target, Improved Initiative Mobility, Weapon 
  Finesse, Weapon Focus (rapier). 
  *Shadow creatures get a +6 racial modifier to Move 
  Silently checks. 
   
  Agility Training (Ex): A Nightsong Enforcer 
  reduces the armor check penalty imposed by light 
  armor by 2. 
   
  Flanking Teamwork (Ex): When Gryppe flanks 
  an opponent, he and all other allies who threaten the 
  same opponent gain a +1 circumstance bonus on their 
  attack rolls (in addition to normal flanking bonus). 
   
  Mirror Image (Sp): Once per day Gryppe can cast 
  Mirror Image as a spell like ability as a 5th level caster. 
   
  Opportunist (Ex): Once per round a nightsong 
  enforcer can make an attack of opportunity upon an 
  opponent who has just been injured in melee by 
  another character. 
   
  Skill Teamwork (Ex): Allies within 30 feet of 
  Gryppe gain a +2 competence bonus on Balance, 
  Climb, Escape Artist Hide, Listen, Move Silently and 
  Spot checks. 
   
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Teamwork (Ex): A nightsong Enforcer has +20 
  circumstance bonus on Listen and Spot Checks to see 
  and hear allies. 
  NMR6-01 The Blighted Star 
   
  Page 39 
  
  Appendix Two – New Rules Items 
  New Feats 
   
   
   
   
   
  Divine Vigor [Divine] 
  [Complete Warrior, pg 108] 
  You can channel energy to increase your speed and 
  durability. 
  Prerequisites: Turn or rebuke undead ability. 
  Benefit: As a standard action, spend one of your turn 
  or rebuke undead attempts to increase your base speed 
  by 10 feet and gain +2 temporary hit points per 
  character level. These effects last a number of minutes 
  equal to your Charisma modifier. 
   
  Domain Spontaneity [Divine] 
  [Complete Divine, page 80] 
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
  Prerequisites: Ability to turn or rebuke undead. 
  Benefit: Each time you take this feat, choose a domain 
  that you have access to. You may now convert prepared 
  divine spells into any spell from that domain. You 
  expend a spell of equal or higher level, as well as 
  expending one of your daily turn undead attempts. 
  Thyis works just as good clerics spontaneously cast 
  prepared spells as cure spells. 
  Special: You can take this feat multiple times. Each 
  time you take the feat, it applies to a new domain. 
   
  Elusive Target [Tactical]  
  [Complete Warrior, page 110] 
  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 
  these tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be effected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no benefit on the damage roll 
  but still takes the corresponding penalty on the attack 
  role.  
   
  Diverting Defense: To use this maneuver, you must 
  designate one of the flanking attackers 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 gain a chance to trip you if your attempt 
  fails. 
   
  Energy Substitution [Metamagic] 
  [Complete Arcane, page 79] 
  You can modify an energy based spell to use another 
  type of energy instead. 
  Prerequisites: Knowledge (Arcana) 5 ranks, any meta 
  magic feat. 
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You then can modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type—for example a fireball 
  composed of cold energy is an evocation [cold] spell. 
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Sharp-Shooting [General] 
  [Complete Warrior, page 105] 
  Your skill with ranged weapons lets you score hits 
  others would miss due to an opponent’s cover. 
  Prerequisites: Point Blank Shot, Precise Shot, base 
  attack bonus +3 
  Benefit: Your targets receive a +2 bonus to Armor 
  Class due to cover. This feat has no effect against foes 
  with no cover or total cover. 
  Normal: Cover normally gives a +4 bonus to AC. 
  Special: A fighter may select Sharp-Shooting as one of 
  his fighter bonus feats. 
  NMR6-01 The Blighted Star 
   
  Page 40 
  
  New Items 
   
   
   
   
   
  Longaxe 
  [Complete Adventurer, page 115] 
  A longaxe looks like a greataxe with an elongated haft. 
  This feature makes the weapon awkward to wield by 
  those unfamiliar with its use, but those proficient with 
  the weapon can use the haft’s extra length to attack 
  foes more than 5 feet away as long as they are willing to 
  forgo precision in favor of dealing extra damage. 
  If you are proficient with the longaxe, you can treat it 
  as a reach weapon any time you use the Power Attack 
  feat to shift 3 or more points of your attack bonus from 
  attack to damage. When you use a longaxe in this 
  manner, you can strike opponents 10 feet away with it, 
  but you cannot use it against an adjacent foe. Because 
  you determine the use of the Power Attack feat for an 
  entire turn, you must wield the longaxe as either a 
  reach weapon or a normal weapon until the beginning 
  of your next turn once you make the decision. You 
  cannot wield it as both a reach weapon and a normal 
  weapon in the same turn. 
  Characters proficient in the longaxe can treat it as a 
  greataxe for the purpose of any of the following feats: 
  Greater 
  Weapon 
  Focus, 
  Greater 
  Weapon 
  Specialization, Improved Critical, Weapon Focus, and 
  Weapon Specialization. 
   
  Bow, Elvencraft 
  [Races of the Wild, page 166] 
  One of the biggest problems facing any archer is 
  deciding what to do when a foe gets within melee 
  reach. Does one stand fast and take the consequences 
  (which can prove painful if not deadly), fall back (not 
  always practical), or drop the bow and draw a melee 
  weapon (inconvenient at best). Elf bowyers have made 
  the choice somewhat less difficult by crafting bows 
  that can stand up to melee combat. Thanks to elven 
  ingenuity, these weapons work just as well as melee 
  weapons as they do as ranged weapons. 
  An elvencraft bow is thicker and heavier than a normal 
  bow. An elvencraft shortbow functions as a club when 
  wielded as a melee weapon. An elvencraft longbow 
  functions as a quarterstaff when wielded as a melee 
  weapon. The wielder incurs no penalty on attack rolls 
  when using an elvencraft bow as a melee weapon. 
  A character wielding an elvencraft bow can freely 
  interchange melee and ranged attacks during the same 
  round. When wielding an elvencraft bow, the user 
  threatens the squares around him no matter how he 
  last used the weapon. 
  Magical enhancements to an elvencraft bow only affect 
  its use as a bow. Enhancements to the melee 
  capabilities of the weapon must be added separately.  
  An elvencraft bow costs 300 gp more than a normal 
  bow. 
  New Spells  
   
   
   
   
  Blessed Aim 
  [Spell Compendium, page 31] 
  Divination 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Effect: 50-ft.-radius spread centered on you 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell grants your allies within the spread a +2 
  morale bonus on ranged attack rolls. 
   
  Deific Vengeance 
  [Spell Compendium, page 62] 
  Conjuration [Summoning] 
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  This spell deals 1d6 points of damage per two caster 
  levels (maximum 5d6), or 1d6 points of damage per 
  aster level (maximum 10d6) if the target is undead. 
   
  NMR6-01 The Blighted Star 
   
  Page 41 
  
  Demonhide 
  [Spell Compendium, page 63] 
  Abjuration[Evil] 
  Level: Blackguard 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Evil creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains damage reduction 5/cold iron or 
  good. 
   
  Divine Sacrifice 
  [Spell Compendium, page 70] 
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Your first attack each round for the duration of the 
  spell deals an extra 5d6 points of damage if it hit, and 
  you take 10 points of damage each time you make such 
  an attack, whether or not the attack is successful. 
   
  Visage of the Deity, Lesser 
  [Spell Compendium, page 231] 
  Transmutation [Evil or Good] 
  Level: Blackguard 4, cleric 3, Mysticism 3, paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  You gain a +4 enhancement bonus to Charisma. You 
  also gain resistance to acid 10, cold 10, and electricity 
  10 if you are good, or resistance to cold 10 and fire 10 if 
  you are evil. 
   
  Wave of Grief 
  [Spell Compendium, page 237] 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast take a -3 
  penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
  Material Component: Three tears. 
   
  Wrack 
  [Spell Compendium, page 243] 
  Necromancy [Evil] 
  Level: Cleric 4, sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Rang: Close (25 ft. + 5ft./2 levels) 
  Target: One humanoid 
  Duration: 1 round/level + 3d10 minutes; see text 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes.
   
  NMR6-01 The Blighted Star 
   
  Page 42 
  
  New Prestige Classes 
  Elemental Savant 
  Complete Arcane 
  Elemental Savants study the basic building blocks of existence—air, earth, fire, and water—learning to harness their 
  powers. Eventually they transcend their mortal forms and become elemental beings. 
   
  Elemental savants often begin their careers as individuals intrigued by one or all of the classic elements. Before 
  they ever take level in the prestige class, these spellcasters typically find themselves drawn to spells of a particular 
  energy type. These spellcasters find satisfaction in the unleashed purity of the elemental energy forms, and they 
  become elemental savants to grow closer to the element that becomes their favorite. 
   
  Most elemental savants start out as warmages, wizards, or sorcerers, although divine spellcasters are not unknown 
  in the class. A cleric with Fire Water or Sun domains could also qualify for this prestige class. 
   
  Adaptation: Making a particular element the basis for a theme of a spellcaster’s repertoire is an idea that could 
  exists in most any game. For a twist, you might want to consider elements that go beyond the standard, though this 
  would require some work on the DM’s part. Other elements might include bone, metal, nether, plasma, and wood, to 
  name a few. Determining the sort of damage each of these elements does, and how that type of damage interacts with 
  the four recognized types of energy damage (acid, cold, electricity and fire) is the crux of this design process. 
   
  Hit Die: d4 
  Requirements 
  To qualify to become an elemental savant, a character must fulfill the following criteria. 
   
  Skills: Knowledge (Arcana) 8 ranks, Knowledge (the planes) 4 ranks. 
   
  Feat: Energy Substitution (acid, cold, electricity or fire). 
   
  Spells: Able to cast at least three spells that have one of the following descriptors in common: acid, cold electricity 
  or fire. One of the spells must be at least 3rd level. 
   
  Special: Must have made peaceful contact with an elemental or outside that has an elemental subtype (air, earth, 
  fire or water). 
  Class Skills 
  The elemental savant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge 
  (arcane) (Int), Knowledge (the planes) (Int), Profession (Wis) and Spellcraft (Int). 
   
  Skill points attach Level: 2 + Int modifier. 
  Class Features 
  The following are the class features of the elemental savant prestige class. 
   
  Weapon and Armor Proficiency: Elemental savants gain no proficiency with any weapon or armor. 
   
  Spells per Day/Spells Known: At each level except 5th and 10th, an elemental savant gains new spells per day (and 
  spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding 
  the prestige class level. She does not however gain any other benefit a character of that class would have gained 
  (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more that one spellcasting class 
  before becoming an elemental savant, she must decide to which class to add each level for the purpose of determining 
  spells per day and spells known. 
   
  NMR6-01 The Blighted Star 
   
  Page 43 
  
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +0 
  +0 
  +0 
  +2 
  Elemental Specialty, resistance to energy 5, +1 level of 
  existing spellcasting class 
  2nd
  +1 
  +0 
  +0 
  +3 
  Immunity to sleep, +1 level of existing spellcasting class 
  3rd
  +1 
  +1 
  +1 
  +3 
  Energy penetration +2, +1 level of existing spellcasting class 
  4th
  +2 
  +1 
  +1 
  +4 
  Resistance to energy 10, +1 level of existing spellcasting class 
  5th
  +2 
  +1 
  +1 
  +4 
  Energy Focus +1 
  6th
  +3 
  +2 
  +2 
  +5 
  Darkvision, +1 level of existing spellcasting class 
  7th
  +3 
  +2 
  +2 
  +5 
  Resistance to Energy 20, +1 level of existing spellcasting class 
  8th
  +4 
  +2 
  +2 
  +6 
  Energy Penetration +4, +1 level of existing spellcasting class 
  9th
  +4 
  +3 
  +3 
  +6 
  Immunity to paralysis and poison, +1 level of existing 
  spellcasting class 
  10th
  +5 
  +3 
  +3 
  +7 
  Elemental perfection, energy focus +2, energy immunity 
   
   
  Elemental Specialty (Ex): The first step towards transcending mortal form requires an elemental savant to choose 
  her elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = 
  electricity, earth = acid, fire = fire, water = cold). This choice must match the Energy Substitution feat that the savant 
  selected to gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy 
  descriptor changes to the savant’s chosen energy type, and it deals damage of that energy type instead of its normal 
  energy type. 
   
  For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor 
  would not change because it does not deal energy damage. However, if she casts Melf’s acid arrow, the spell would deal 
  fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor. 
   
  Resistance to Energy (Ex): As an elemental savant gains levels in this prestige class, she becomes more resistant 
  to the type of energy allied with her chosen element. At 1st level, she gains resistance 5 against this energy type. This 
  resistance rises to 10 at 4th level and 20 at 7th level. 
   
  Immunity to Sleep (Ex): At 2nd level, as an elemental savant continues to transcend her mortal form, she gains 
  immunity to sleep effects. 
   
  Energy Penetration (Ex): Beginning at 3rd level, an elemental savant further refines her ability to wield energy 
  associated with her chosen element. When she casts a spell using that type of energy , she gains a +2 competence bonus 
  on caster level checks (1d20 + caster level) to overcome a creature’s spell resistance. At 8th level, this bonus increases to 
  +4. These bonuses stack with those granted by the Spell Penetration and greater Spell Penetration feats. 
   
  Energy Focus (Ex): From 5th level on, an elemental savant is better able to manipulate energy associated with her 
  chosen element. The save DC for any spell with that energy descriptor increases by 1. At 10th level, these save DCs 
  increase by 1 again (total increase of 2). These increases are cumulative with those granted by the Spell Focus and 
  Greater Spell Focus feats. 
   
  Darkvision (Ex): At 6th level, an elemental savant gains darkvision out to 60 feet. 
   
  Immunity to Paralysis and Poison (Ex): As an elemental savant approaches elemental perfection, she gains 
  immunity to paralysis and poison at 9th level. 
   
  Elemental Perfection: At 10th level, an elemental savant, through long association with elemental entities and 
  extensive study of their secrets, completely transcends her mortal form to become an elemental creature. Her type 
  changes to elemental. She no longer needs to eat, sleep, breathe (though she must still rest to regain spells). She gains an 
  elemental creature’s immunity to stunning, and she is no longer subject to extra damage from critical hits or flanking. 
  An elemental savant gains the speed and movement modes, natural attacks, special attacks and special qualities of a 
  Medium elemental of the type appropriate to her elemental specialty as noted in the Monster Manual, except that the 
  save DC against her elemental attack form, if any (whirlwind, burn or vortex) is 20 + her Con modifier. 
  NMR6-01 The Blighted Star 
   
  Page 44 
  
   
  Upon achieving this state, an elemental savant’s appearance undergoes a minor physical change, usually to the skin 
  or eyes. An earth elemental savant, for example might acquire gemlike eyes and hard pebbly skin. Anyone who shares 
  the elemental savant’s predilection for study of her chosen plane immediately recognizes her transcendent nature. She 
  gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share 
  her elemental subtype (air, earth, fire or water) and with other elemental savants who have chosen her element. 
   
  Unlike a normal elemental, an elemental savants retains a soul separate from her body. She can be raised from the 
  dead as normal for a creature of her previous type. 
   
  Energy Immunity (Ex): From 10th level on , an elemental savant gains immunity to the type of energy associated 
  with her chosen element. 
   
  Nightsong Enforcer 
  Complete Adventurer 
  Throughout the city, even the vilest assassin does not command more respect than the nightsong enforcer. They could 
  be anywhere—they could strike at any time. You cannot escape their uncanny senses. And worst of all, they often work 
  in elite teams. 
   
  The enforcers of the Nightsong Guild focus on the stealth-centered combat training that rogues usually learn; they 
  forgo some of the sleight of hand or fast-talking aspects of being a thief. However, nightsong enforcers are not mere 
  thugs. They are deadly opponents who strike from hidden positions and move silently behind their foes. When in 
  battle, their goal is to eliminate their enemies, not to fight. Thus, they strike quickly from the shadows. They do not 
  worry about honor or fighting fair, scoffing at such ideals as childish. 
   
  Rogues most often become nightsong enforcers, although bards, fighters, and urban rangers are also known to 
  undertake the class. On occasion, a wizard or sorcerer will endure the intensive training required to join the enforcers’ 
  ranks. 
   
  When working with others, a nightsong enforcer is the linchpin. She is the very picture of fidelity when it comes 
  to supporting teammates on a mission. It is common for an enforcer to lead a team composed of not only other 
  enforcers, but fighters, spellcasters, or rogues.  
   
  Adaptation: Although described here as associated with the Nightsong Guild, the nightsong enforcer prestige 
  class could have many different uses in a campaign. Enforcers could represent the members of an elite criminal 
  organization, a well-funded private security force, or a highly trained branch of a nation’s military. Emphasizing their 
  training and group tactics can greatly shape an encounter or a character based around this prestige class. 
   
  Hit Die: d8 
   
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st
  +1 
  +0 
  +2 
  +0 
  Sneak attack +1d6, teamwork (hear/see allies) 
  2nd
  +2 
  +0 
  +3 
  +0 
  Agility training 
  3rd
  +3 
  +1 
  +3 
  +1 
  Skill teamwork +2 
  4th
  +4 
  +1 
  +4 
  +1 
  Sneak attack +2d6 
  5th
  +5 
  +1 
  +4 
  +1 
  Flanking teamwork 
  6th
  +6 
  +2 
  +5 
  +2 
  Opportunist 
  7th
  +7 
  +2 
  +5 
  +2 
  Sneak attack +3d6, skill teamwork +4 
  8th
  +8 
  +2 
  +6 
  +2 
  Improved evasion 
  9th
  +9 
  +3 
  +6 
  +3 
  Teamwork (status) 
  10th
  +10 
  +3 
  +7 
  +3 
  Sneak attack +4d6 
  NMR6-01 The Blighted Star 
   
  Page 45 
  
   
  Requirements 
  To qualify to become a nightsong enforcer, a character must fulfill all the following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Hide 10 ranks, Move Silently 10 ranks. 
   
  Feats: Improved Initiative 
   
  Special: Evasion class feature 
   
  Special: The character must undergo intensive training and tests with the Nightsong Guild before she can gain the 
  class abilities. 
  Class Skills 
  The nightsong enforcer’s class skills (and the key ability for each skill are Balance (Dex), Climb (Str), Disable Device 
  (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), 
  Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex). 
   
  Skill Points at Each Additional Level: 4 + Int modifier 
  Class Features 
  All of the following are class features of the nightsong enforcer prestige class. 
   
  Weapon and Armor Proficiency: Nightsong enforcers are not proficient with any weapon. They are proficient 
  with light armor but not with shields. 
   
  Sneak Attack (Ex): A nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or any 
  time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is 
  within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, and 4d6 points at 10th level. See the rogue 
  class feature, page 50 of the Player’s Handbook. If a nightsong enforcer gets a sneak attack bonus from another source 
  (such as levels of rogue), the bonuses on damage stack. 
   
  Teamwork (Ex): Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A nightsong 
  enforcer gets a +20 circumstance bonus on Listen and Spot checks to hear and see allies. 
   
  At 9th level, a nightsong enforcer’s senses are honed so finely that she is aware of the location and status (as with the 
  status spell) of all allies within 100 feet, even if they are not within sight. 
   
  Agility Training (Ex): Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed on her 
  by light armor by 2 (to a minimum of 0). 
   
  Skill Teamwork (Ex): At 3rd level and higher, a nightsong enforcer can use her training to improve the skill of 
  those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance, Climb, 
  Escape Artist, Hide, Listen, Move Silently, and Spot checks. Allies must be able to see the nightsong enforcer to gain 
  this bonus. 
   
  At 7th level, this bonus increases to +4. 
   
  Flanking Teamwork (Ex): When a nightsong enforcer of 5th level or higher flanks an opponent, the enforcer and 
  all other allies who threaten the same opponent gain a +1 circumstance bonus on their attack rolls (in addition to the 
  normal flanking bonus, if it applies). 
   
  Opportunist (Ex): Once per round, a nightsong enforcer of 6th level or higher can make an attack of opportunity 
  against an opponent who has just been injured in melee by another character. See the rogue class feature, page 51 of the 
  Player’s Handbook. 
   
  Improved Evasion (Ex): If a nightsong enforcer of 8th level or higher is exposed to any effect that normally allows 
  her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw, and half 
  damage if the saving throw fails. 
   
  Seeker of the Misty Isles 
  NMR6-01 The Blighted Star 
   
  Page 46 
  
  Complete Divine 
  Milennia ago, a well-placed arrow from Corellon Larethian put out one of Gruumsh’s eye. But Gruumsh and Kurtulmak 
  conspired to have their revenge on the deity of the elves. Using potent magic (and sacrificing thousands of orces, 
  kobolds, and captive elves), Gruumsh and Kurtulmak managed to whisk away one of the world’s most beautiful elven 
  communities: the Misty Isle. Neither Corellon Larethian’s personal power nor the combined prowess of the elven 
  nation’s diviners was able to glean so much as a hint about where Gruumsh and Kurtulmak have hidden the Misty Isle – 
  Only that the elves there yet survive, though they are trapped and cannot contact their brethren. 
   
  Thus an elite order of elves was born: the seekers of the misty Isle. Ever since the Misty Isle was stolen away, the 
  seekers have walked the length and breadth of the land, hunting patiently for the lost elves. Even among the long lived 
  elves, a dozen generations of seekers have lived and died without discovering more than a few scattered glues as to the 
  Misty Isle’s location. Yet still they search, and to give one’s life to the seekers’ cause is one of the noblest sacrifices an elf 
  can make. 
   
  Joining the seekers is an arduous process, for the order admits only those likely to survive long travels inhostile 
  lands. And because looking for the Misty Isle is a lifelong quest, the ranks of the seekers are filled with those who no 
  longer “fit in” among the elves: the heartbroken, the grieving, and the exiled. Many have at least some training as a 
  ranger or druid, because the forbidding wilderness where a seeker wanders provides entry trials of its own. Multiclass 
  barbarian druids and cleric/rangers also find the pursuit rewarding. 
   
  NPC seekers of the Misty Isle can be found nearly anywhere, because Gruumsh and Kurtulmak could have hidden 
  a portal to the Misty Isle anywhere from a city sewer to a lonely mountain cave to the depths of the Abyss itself. Seekers 
  don’t often stay in one place for long, but they’ll join any quest that even hints at progress in the search for the Misty 
  Isle. 
   
  Adaptaion: This prestige class is both race- and deity-specific, but you can file off the serial numbers and use it for 
  any group of elite wanderers. The flavor of the class is a romanticized version of the French Foreign Legion – a group 
  composed of people who want to start their lives over, far from everything they know. 
   
  Hit Die: d8 
  Requirements 
  To qualify to become a seeker fo the Misty Isle, a character must fulfill all the following criteria. 
   
  Race: Elf or half-elf. 
   
  Skills: Knowledge (religion) 4 ranks, Survival (8 ranks). 
   
  Spells: Able to cast 2nd-level divine spells. 
   
  Special: Must be inducted into the order by another member. 
  Class Skills 
  The seeker of the Misty Isle’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge 
  (religion) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and 
  Survival (Wis). See Chapter 4 fo the Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 6 + Int Modifier. 
   
  Class 
  Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +2 
  +2 
  +0 
  Extra domain (Travel) 
  +1 level of existing class 
  2nd 
  +1 
  +3 
  +3 
  +0 
  -- 
  +1 level of existing class 
  3rd 
  +2 
  +3 
  +3 
  +1 
  -- 
  +1 level of existing class 
  4th 
  +3 
  +4 
  +4 
  +1 
  Swiftfooted 
  +1 level of existing class 
  5th 
  +3 
  +4 
  +4 
  +1 
  Corellon’s 
  perception, 
  surefooted 
   
  NMR6-01 The Blighted Star 
   
  Page 47 
  
  6th 
  +4 
  +5 
  +5 
  +2 
  Find the path 
  +1 level of existing class 
  7th 
  +5 
  +5 
  +5 
  +2 
  Extra domain (Magic) 
  +1 level of existing class 
  8th 
  +6 
  +6 
  +6 
  +2 
  -- 
  +1 level of existing class 
  9th 
  +6 
  +6 
  +6 
  +3 
  Arcane sight 
  +1 level of existing class 
  10th 
  +7 
  +7 
  +7 
  +3 
  Discern location 
   
   
  Class Features 
  All of the following ae class features of the seeker of the Misty Isle prestige class. 
   
  Weapon and Armor Proficiency: Seekers of the Misty Isle are proficient with all martial weapons and with all 
  light and medium armor. 
   
  Extra Domain: A seeker fo the Misty Isle gains the granted power and spell access fo the Travel domain at 1st 
  level and the Magic domain at 7th level. For an explanation of how nonclerics receive domain spells, see the Extra 
  Domains section at the beginning of this Cahpter. 
   
  Spells per Day/Spells Known: When a new seeker of the Misty Isle level is gained, the character gains new spells 
  per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which she 
  could cast 2nd-level divine spells before she added the prestige class. She does not, however, gain any other benefit a 
  character fo that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and 
  so on). This essentially means that she adds the level of seeker of the Misty Isle to the level of whatever other 
  spellcasting class the character has, then determines spells per day accordingly. 
   
  If a character had more than one spellcasting class in which she could cast 2nd-level divine spells before she 
  became a seeker of the Misty Isle, the player must decide which class to assign each level of seeker of the Misty Isle for 
  the purpose of determining spells per day and spells known. 
   
  Swiftfooted (Ex): At 4th level, the seeker can ignore the normal -5 penalty for accelerated movement when she 
  uses the following skills: Balance, Climb, Hide, Move Silently, and Survival (for following tracks). Her penalty for 
  accelerated tumbling is reduced from -10 to -5. 
   
  Corellon’s Perception (Ex): A 5th-level Seeker of the Misty Isles has sight and hearing far beyond a normal elf’s, 
  and she has attuned her senses to repetitively sweep her immediate area. She gains a +5 racial bonus on Listen, Search, 
  and Spot checks. Furthermore, she can attempt to spot or hear something she failed to notice previously once per round 
  per skill as a free action (such attempts are ordinarily move actions). 
   
  Surefooted (Ex): As a side effect of the seeker fo the Misty Isle’s keen senses, she is always searching the terrain 
  around her. Accordingly, she has a preternatural sense of minute details in the landscape she can use to her advantage. 
  She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from the surface or terrain. 
   
  Find the Path (Sp): A 6th-level seeker can use find the path on herself once per day as a spell-like ability. Her caster 
  level is equal to her class level. 
   
  Arcane Sight (Su): Three times per day, a 9th-level seeker of the Misty Isle’s eyes glow blue, enabling her to use 
  arcane sight, as the spell from a caster fo the seeker’s highest divine caster level. 
   
  Discern Location (Sp): A 10th-level seekere can use discern location once per week as a spell-like abilty. Her caster 
  level is equal to her class level. 
   
  Order of the Bow Initiate  
  Complete Warrior 
  When asked, "What is Truth?", an initiate of the Order of the Bow picks up his bow, fires an arrow and, without saying a 
  word, lets his mastery of the weapon serve as the gauge of the archer's progress along the way. By learning the 
  meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. Order of the Bow 
  initiates see their weapons as extensions of their being, and the use of the bow as a spiritual experience. 
  NMR6-01 The Blighted Star 
   
  Page 48 
  
  Fighters are the most common initiates of the Order of the Bow. Rangers, paladins, and even barbarians utilize these 
  skills and philosophies as well. Some rogues and bards have been known to enter the order, but they are rare indeed. 
  NPC initiates are most often encountered teaching others the ways of archery or wandering the lands looking for true 
  challenges for their skill. 
  Hit Die: d8. 
  Requirements 
  To qualify to become an Order of the Bow initiate, a character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Craft (bowmaking) 5 ranks, Knowledge (religion) 2 ranks. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow, shortbow, or the composite version of 
  either). 
  Class Skills 
  The Order of the Bow initiate's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Knowledge 
  (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the Order of the Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the Bow initiates gain no proficiency with any weapon or armor. 
   
  Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  Ranged precision +1d8 
  2nd 
  +2 
  +0 
  +3 
  +3 
  Close combat shot 
  3rd 
  +3 
  +1 
  +3 
  +3 
  Ranged precision +2d8 
  4th 
  +4 
  +1 
  +4 
  +4 
  Greater Weapon Focus 
  5th 
  +5 
  +1 
  +4 
  +4 
  Ranged precision +3d8 
  6th 
  +6 
  +2 
  +5 
  +5 
  Sharp-Shooting 
  7th 
  +7 
  +2 
  +5 
  +5 
  Ranged precision +4d8 
  8th 
  +8 
  +2 
  +6 
  +6 
  — 
  9th 
  +9 
  +3 
  +6 
  +6 
  Ranged precision +5d8 
  10th 
  +10 
  +3 
  +7 
  +7 
  Extended precision 
   
  Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with a ranged 
  weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate 
  must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with 
  discernable anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and 
  incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from 
  critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage. 
  Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but 
  if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack 
  NMR6-01 The Blighted Star 
   
  Page 49 
  
  as a sneak attack in all other ways. 
  The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels. 
  An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat. 
  Close Combat Shot: At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not 
  provoke an attack of opportunity. 
  Greater Weapon Focus (Ex): At 4th level, an Order of the Bow initiate gains the Greater Weapon Focus feat with a 
  single ranged weapon for which he has taken the Weapon Focus feat even if he has not attained 8th level as a fighter. 
  Sharp-Shooting: At 6th level, an initiate gains the Sharp-Shooting feat (see below) even if he does not meet the 
  prerequisites. 
  Extended Precision (Su): A 10th-level Order of the Bow initiate's senses and feel for "the shot" become so attuned that 
  he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet. 
    
  New Templates 
   
   
   
   
  Shadow Creature 
  "Shadow" is a template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical 
  beats, monstrous humanoid, plant, undead, or vermin (referred to hereafter as the base creature). 
   
  A shadow creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the 
  creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. 
  Size and Type: Animals or vermin with this template become magical beats, but otherwise the creature type is 
  unchanged. Shadow creatures encountered on the Material Plane have the extraplanar subtype and are native to the 
  Plane of Shadow. 
  Speed: As base creature X 1-1/2 
  Special Qualities: A shadow creature retains all the special qualities of the base creature, and also gains the following: 
  • 
  Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15. 
  • 
  Darkvision out to 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, 
  giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, 
  but a daylight spell will. Note: Since this just allows a creature to fade into the darkness, dark vision allows a creature 
  to see any creature using this ability. 
  Shadow creatures also have one additional special ability for every 4 Hit Dice they possess (minimum of one additional 
  ability) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws 
  • 
  Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based. 
  • 
  Damage reduction 5/magic. 
  • 
  Evasion, as the rogue class feature. 
  • 
  Fast healing 2. 
  • 
  Mirror Image (Sp): 1/day. Caster level 5th. 
  • 
  Plane Shift (Sp): 1/day, to or from the Plane of Shadow only. Caster level 15th. 
   
  If the base creature already has one or more of these special qualities, use the better value. 
  NMR6-01 The Blighted Star 
   
  Page 50 
  
  Skills: Same as base creature. Shadow creatures gain a +6 racial bonus on Move Silently checks. 
  Feats: Same as base creature. 
  Environment: Plane of Shadow 
  Organization: Same as base creature. 
  Challenge Rating: Same as base creature +1. 
  Treasure: Same as base creature. 
  Alignment: Usually neutral evil. 
  Advancement: Same as base creature. 
  Level Adjustment: Same as base creature +2. 
  NMR6-01 The Blighted Star 
   
  Page 51 
  
  Judge's Aid #1 – The Hexagonal Key 
   
  Depending on how much time you have and whether you want more role playing, you can cut up the below hexagonal 
  key into its triangular pieces and hand the pieces to the players as they find them. It would then be up to them to figure 
  out that the six triangles put together form a hexagon. 
   
  Alternately, if you are pressed for time, feel free to inform the players that they “found a key piece” when they find each 
  gem piece. 
   
   
   
   
   
  NMR6-01 The Blighted Star 
   
  Page 52 
  
   
  Judge's Aid #2 – Flow Chart of events 
   
   
   
  Introduction 
  *
  Encounter 9
  Encounter 8
  Encounter 7
  Encounter 6
  Encounter 5
  Encounter 3
  Encounter 4
  Encounter
  2
  Encounter 1 
  Encounter 11
  Encounter 10
  *Encounters 2 – 9 can occur in any order, and maybe multiple
  times. The characters cannot proceed to encounter 10 until all 6
  pieces of the key are found and assembled. 
  Encounter 12
  Encounter 13
  Encounter 16
  Encounter 18
  Encounter 17
  Encounter 15
  Encounter 14
  Conclusion
  NMR6-01 The Blighted Star 
   
  Page 53 
  
   
  Judge's Aid #3 – Time table to determine encounter 18 state 
   
  The theory behind Encounter 18 is that Bastrayne and Gryppe will head out through the secret door to examine what 
  has been happening up above once the meteor crashes after the PCs enter room 11. Thus, they are gone for 30 minutes 
  while they check on the situation upstairs. If the PCs cleaned up the bodies of the elves, then there’s nothing to tell 
  Bastrayne and Gryppe that something is amiss. If the PCs diplomatically talked the elves into leaving, Bastrayne and 
  Gryppe are alerted by the fact that their possessions are gone. Subsequently, they head back to their room, either alerted 
  or not. 
   
  Encounter 
  Combat 
  Search room 
  Special 
  Other 
  Total 
  11 
  none 
  4 min  
   
   
   
  12 
   
  15 min 
  10 min Unbury 
   
   
  13 
  None 
  1 min 
  1 min 
   
   
  14 
  not really 
  4 min 
  trap 
   
   
  15 
   
  29 min 
   
   
   
  16 
  none 
  7 min 
   
   
   
  17 
  None 
  6 min 
   
   
   
  NMR6-01 The Blighted Star 
   
  Page 54 
  
  Map One – Main Map of Star Haunt (Outer Keep Overview) 
   
   
   
  NMR6-01 The Blighted Star 
   
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  Map Two – Map of Star Haunt Towers 
   
   
   
   
  NMR6-01 The Blighted Star 
   
  Page 56 
  
  Map Three – Map of Star Haunt (Inner Keep) 
   
   
   
  NMR6-01 The Blighted Star 
   
  Page 57 
  
  Map Four – Map of Star Haunt (Dungeon) 
   
   
  NMR6-01 The Blighted Star 
   
  Page 58 
  
   
  Player Handout #1 
  In your hands you find a journal of an Elf named Maanole. Most of the journal is historical accounts and maps of 
  Nyrond and the surrounding countries. The following journal entries are ones that seem to catch your interest. All text 
  in this book is in Elven.  
   
  4th Reaping, CY 540 
  My exploration of the area continues. I have recently been informed that there is an old human fort in the Celadon 
  forest. My compatriots, D’virac and J’madge both think that maybe a portal to the Mystic Isle might be found in this 
  fort. There are many rumors about strange events and sprits that infest the place. I feel it might be our best lead yet. We 
  set out tomorrow! 
  1st Harvester, CY 540 
  We have made it. This is a creepy place. The courtyard is filled with various images of what must have been past events. 
  Some are benevolent; some are scary. Creatures now inhabit many of the towers. We try to avoid what we can. I have 
  had to turn a ghost child already. And there are some towers we have run from. The main keep seems to have a locked 
  door. We don’t know how to enter, and our magic is useless. I hope that the Lady of Dreams can bless us with one so we 
  can find a way in. If not, this trip may have been for naught. 
  3rd Harvester CY 540 
  The three of us have asked our gods for guidance. From what we can piece together, there is a secondary entrance to the 
  keep. There is also a key, but it is guarded by some creatures. We hope to retrieve the key and find the secondary 
  entrance, it appears to be our only way in. 
  4th Harvester CY 540 
  We did it. We got the key without any bloodshed. It looks like a gem, so I decided to leave one of my own gems as 
  sacrifice to the gods for their bounty. I know the Daughter of the Night Skies is shining her light upon our mission, 
  how can we not succeed. 
  12th Harvester CY 540 
  SUCCESS AGAIN! We have found the door and the key opens it. As it is late we have decided to rest, give thanks and 
  venture forward on the morn. I feel the Mystic Isle is within reach; I am so excited, I hope I can reach my meditative 
  state for the evening. 
  13th Harvester CY 540 
  How could it. . . . How could we. . . . I can’t continue 
  15th Harvester CY 540 
  I awake again and my fate has not changed. We were not in the keep for 30 minutes when, I don’t know what happened. 
  Was it a falling star? Was it an earthquake? All I know is my friends, friends that brought me into the Seekers now lie 
  dead ahead of me, crushed by a cave in. I did not survive unscathed. I have been able to heal my damage, yet I am stuck 
  beneath a huge boulder. Even with the use of spell I cannot budge it. Luckily with my spells I can continue to survive 
  for a long time. I only hope that the Mystic Seer can guide one of her servants to come and rescue me. 
  26th Harvester 
  I am not alone. Some. . .thing is waiting for me. I do not know what it waits for, I just wish it would take me now. I do 
  not want to slowly die under this rock. 
  Patchwall 540? 
  Night and day are now lost to me. I have no idea of the day or even how much time has passed since I’ve been here. I do 
  know I have been here at least a month, perhaps even more. I do not always make my midnight prayers. As such, I have 
  not always been able to replenish my spells. The Moonlit Mystery must still be with me, as I do for some reason seem to 
  be able to get spells enough to survive. Please save me! 
  I do not know. 
  NMR6-01 The Blighted Star 
   
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  I have now totally lost track of time. For all I know, I could have been trapped here for years. This is turning out to be a 
  hard existence. As I meditate at night, I have these images. At first I was only seemingly watching as others enacted 
  cruel, violent, destructive scenes. Last night, if that word still has any meaning for me, I was the one causing the 
  violence, the cruelty, the destruction. I feel that I have lost something. . NO I feel that this place has taken it away. I can 
  no longer picture beautiful things. And I HATE. I HATE my weak elven body. If I were strong I would be out of here. I 
  HATE my dead elven ‘friends’ for taking me to this forsaken place. And I HATE those who have not bothered to try to 
  rescue me. CURSE THEM ALL! 
  My body has changed. I now blend in with the shadows. I also do not need as much sustenance, which is good as my 
  goddess has abandoned me as well. My mind has changed also. As I read my journal, I think what a pathetic creature 
  must have written it. I am ashamed that it was my hand that penned these words. I need a stronger god, I have started 
  praying to the Lone Wolf. Although he deals with my cousin species of elf, I do hope that he will bless this pathetic 
  creature, so that I can avenge those who could not take the time to come to my aid. All will know my wrath. 
  I starve. I will soon die. But I know my journey is not over. I know I shall haunt this place, and if the Lone Wolf so 
  blesses me, when those of the flesh finally do come to my aid. They will be the ones who need aid. 
  (the ink trails off) 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/596/Normal Scenarios/NMR6-01 - The Blighted Star (APL 6-16)/NMR6-01 - The Blighted Star.pdf