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 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
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  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  SND8-01S 
   
   
   
   
   
  Save Our Souls 
  Round 1 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Special 
  Version 0.1 
   
   
  by Pieter Sleijpen, M. Sean Molley, and Krishna Simonse 
  Circle Reviewers: –  
  Reviewers:  
  Playtesters: 
   
   
  The war of steel is done, but the war of minds is not yet won. Many souls are in peril, kept away from our truth, to be 
  subject to the lies of the hopping prophet. This must end. This can end. With your help our values shall prevail. A two-
  round Sunndi regional special set in the Vast Swamp for characters level 2-15 (APLs 4-16). 
   
  Resources for this adventure [and the authors of those works] include title [author], title [author], Fiendish Codex II [R. D. 
  Laws, R.J. Schwalb], Spell Compendium [varies], and SND6-02S Muddied Future [Pieter Sleijpen and Krishna Simonse].
  
  SND8-01S Save Our Souls – Round 1 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is the first round of a 2-round Sunndi regional 
  special set in the Vast Swamp. Characters native to 
  Sunndi pay 2 TUs. All other characters pay 4 TUs. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Check whether PCs played ESA6-02S Muddied Future 
  since these PCs have visited the fortified monastery that 
  takes central stage in round 1 before. 
   
  Delft: Encounter 1, 2 and 3 
  Groningen: Encounter 4, 5 and 6. 
   
  Each encounter in this is a complete round for one or 
  more tables, except Encounter 7 which takes place for all 
  tables. In case there is an unexpected change in table 
  composition it is certainly possible to switch encounters 
  to different areas although in that case helping each other 
  becomes impossible.  
   
  The second round of the interactive is detailed in a 
  different document. It is set in Hell. 
   
  FIELD PROMOTION 
  Like in the previous interactive, PCs who are part of the 
  Sunndian Army have a chance for a field promotion both 
  at the start and the end of the interactive. In this case 
  they can ignore the minimum served requirements of the 
  higher ranks within the army. They still need to fulfill 
  any other requirements such as required promotion 
  points and skill ranks. Make sure your players are aware 
  of this before the game starts since it has a minor impact 
  during the battle interactive itself. 
   
  OFFICERS IN THE SUNNDIAN ARMY 
  Any character with a rank higher than private within a 
  Sunndian military meta-organization has a commander 
  rating. These apply to the following organizations: the 
  Barakadar, the Burrowers, Bren’s Men, the Grey Scouts, 
  Knight of the Realm [all ranks], the Royal Warders and 
  the Sunndi Army. Due to the military nature of this 
  mission these character’s specialized training helps 
  immensely. Such a character has a commander rating as 
  detailed below. 
   
  Commander 
  Rating 
  Equivalent Rank 
  0 
  Private 
  1 
  Corporal 
  2 
  Sergeant 
  3 
  Lieutenant 
  4 
  Captain 
   
  During the first round of the adventure each commander 
  has a commander aura that affects allies within 30 feet of 
  the commander that have an Intelligence score of 3 or 
  higher. Allow PCs to make a selection from DM’s Aid 1 at 
  the start of the battle. This aura cannot be changed 
  during the adventure. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  INDEX 
  ADVENTURE BACKGROUND .........................................3 
  ADVENTURE SUMMARY...................................................3 
  INTRODUCTION ...................................................................4 
  1: TOWER OF THE WASPS .................................................8 
  2: BARRACKS OF THE MISGUIDED........................... 13 
  3: ABBEY OF THE FAITHFUL......................................... 16 
  4: GATES OF THE STEADFAST....................................... 19 
  5: COURTYARD OF THE RIGHTFUL FURY............. 22 
  6: HEART OF THE TEACHER......................................... 24 
  7: AN UNEXPECTED TWIST........................................... 25 
  CONCLUSION...................................................................... 25 
  EXPERIENCE POINT SUMMARY................................ 26 
  TREASURE SUMMARY..................................................... 26 
  ADVENTURE RECORD ITEMS ..................................... 26 
  APPENDIX 1: APL 2............................................................. 28 
  APL 4.......................................................................................... 30 
  APL 6.......................................................................................... 32 
  SND8-01S Save Our Souls – Round 1 
   
  Page 2 
  
  APL 8.......................................................................................... 37 
  APL 10 ....................................................................................... 44 
  APL 12 ....................................................................................... 48 
  APL 14 ....................................................................................... 49 
  APL 16 ....................................................................................... 50 
  APPENDIX 2: NEW RULES ITEMS............................... 51 
  DM MAPS................................................................................ 52 
  DM’S AID 1:............................................................................. 58 
  COMMAND AURA ............................................................. 58 
   
  ADVENTURE BACKGROUND 
  Late in 594 CY the bullywugs and Wastrians of the Vast 
  Swamp invaded Sunndi. Their first attacks seemed to 
  focus on Stalward, but this quickly proved to be a 
  distraction from their true goal.  
   
  The war started for real early in 595 CY when a huge 
  force of bullywugs, devils, humans and undead assaulted 
  Corul and its capital Calgen. Due to the actions of a group 
  of Sunndi heroes, the attack was not entirely unexpected, 
  but the brutality and strength was. All the Sunndian 
  forces could do was to slow down the assault to allow as 
  many people to retreat into saver territory. Luckily for 
  the Sunndian people the army proved to be highly 
  effective in great part due to their effective use of small 
  groups of adventurers who lead the troops. Still, things 
  looked bleak. 
   
  Soon after, the onslaught came to a grinding halt 
  with Corul being overrun and Eyedrinn and Nondrinn 
  under almost permanent siege. The reprieve came 
  unexpected. Whatever the reason, the Sunndian army 
  used the pause to regroup and prepare their defenses at 
  the Star Valley near Pitchfield in the county of Starland. 
  This short break was far from peaceful with both sides 
  trying to hurt one another with variable success. The 
  Wastrians were relatively successful in sawing discord 
  and distrust in the Sunndian Army. Sunndian heroes on 
  the other hand managed to keep the lizardfolk of the Vast 
  Swamp on their side and had some minor successes in 
  disrupting the Wastrian supply lines.  
   
  While these minor skirmishes kept going on for 
  some, it inevitably resulted in one final battle for control 
  over Pitchfield. With the aid of adventurers, Perrenland 
  mercenaries and the Ahlissans the Wastrians were 
  defeated late in CY 597, but at a great cost in lives and 
  goods. Now that the Sunndians are finally returning to 
  their homes, they have started to realize that many are 
  missing. Most likely died, or chose to remain at their new 
  homes, but others have been taken by the Wastrians for 
  reeducation at various monasteries in the Vast Swamp. 
  King Kestor cannot allow his subjects to suffer at the 
  hands of the Wastrians, let alone risk them being 
  brainwashed into becoming enemies of the state, so he 
  decided to start a rescue operation. 
   
  The biggest of these monasteries is familiar to the 
  Sunndians, since they raided it during one of the many 
  skirmishes when the war was at a stalemate. It lies deep 
  in hostile territory, where even the environment poses a 
  threat, so a direct assault to free these prisoners is not an 
  option. A large group of adventurers with the aid of 
  traveling magic provided by the Wayfarer’s Guild might 
  succeed where an army might not. Unlike the previous 
  time, there is no way to use the Guild to return home, so 
  even though the Wastrians are much weakened since 
  that last battle, chances of success are no bigger. 
   
  So the call is made, a plea for help from mercenaries 
  and heroes alike to help in this dangerous mission in an 
  attempt to save those captured in the war and by doing so 
  saving the soul of Sunndi. 
   
  What the PCs do not know is that the Wastrians are 
  counting on a rescue attempt. First, they set up the 
  fortress in such a way that the PCs are mostly fighting 
  those very same prisoners they set out to rescue. The 
  Wastrians hope to lower the tolerance of the Sunndian 
  citizens for adventurers and the force of chaos they are. 
  Secondly, with the loss of the Bleak Academy as allies, 
  they started looking for other allies and they found them 
  in the form of devils. As a neutral good nation and former 
  member of the Great Kingdom Sunndi is a very tempting 
  target for these devils and they were all too willing to 
  make a deal with the Wastrian leaders. So together they 
  devised a means to transport everybody including the 
  adventurers to Hell. Hopefully many adventurers would 
  die, but above all, it would allow the Wastrians to (a) 
  blame the adventurers for the event and (b) sacrifice 
  themselves to rescue those trapped on Hell. 
   
  Only time will tell how the PCs will deal with these 
  unexpected surprises… 
   
  ADVENTURE SUMMARY 
  SND8-01S Save Our Souls is a 2-round Sunndi special. The 
  first round is a somewhat traditional battle interactive in 
  which the PCs fight the Wastrians and their assorted 
  allies in an attempt to rescue prisoners of war. For some 
  this is nothing more than a dangerous fight, but others 
  can try to convince the newly converted Wastrians to 
  switch sides. Once the battle is won though the whole 
  fortress and everybody inside is transported to Hell.  
   
  The 2nd round is about learning what is going on, 
  keeping those inside the fortress save and return with as 
  many people as possible in tact. It is mostly a role-play 
  part, but no devil allows its prey to escape without a fight. 
   
  Introduction: While the PCs are spending time in 
  Pitchfield they hear the call for adventurers and 
  mercenaries to help finish up some loose ends of the war. 
   
  Encounter 1 [Tower of the Wasps]: On a fortified 
  island right next to the fortress stands a tower that gives a 
  perfect view on the surrounding terrain. It is from here 
  that archers and aerial units operate. The PCs have to 
  conquer the tower, but above all destroy the archers and 
  aerial units or else things become much harder for the 
  other forces during the battle. 
   
  Encounter 2 [Barracks of the Misguided]: A small 
  walled compound is the prison for the humans captured 
  SND8-01S Save Our Souls – Round 1 
   
  Page 3 
  
  in Sunndi. After months of brainwashing, they are 
  inclined to agree with the Wastrians, but those still stuck 
  in the barracks are the most resistance. Can those send 
  here to help free the prisoners convince them to rise in 
  rebellion to their captors while being harassed by 
  Wastrian forces? 
   
  Encounter 3 [Abbey of the Faithful]: The prisoners get 
  their lessons in this small stone building, but the teachers 
  are not nearly as willing to listen as their pupils. 
   
  Encounter 4 [Gates of the Steadfast]: The gates into 
  the Fortress of the Faithful are heavily defended by 
  fanatical loyal troops. Heroes need to defeat these or risk 
  an attack in the back. 
   
  Encounter 5 [Courtyard of the Rightful Fury]: A 
  group of prisoners fell victim to the brainwashing and 
  embraced Wastri’s faith for the moment. They placed 
  themselves on the courtyard to form a living shield and 
  to show those upstart heroes how wrong they are. Still, 
  their faith and wrath is much less certain when shown 
  the errors of their way either through words or weapons. 
  What neither the PCs nor those facing them know, is 
  that prisons below the courtyard are rigged to collapse 
  and to release some horrifying experiments on all. 
   
  Encounter 6 [Heart of the Teacher]: The most 
  powerful heroes are sent to deal with the leader of the 
  Wastrians, a general that the PCs have had several 
  opportunities to kill before, but failed to do so every time. 
   
  Encounter 7 [An Unexpected Twist]: Once the battle 
  is won, something unexpected happens. The fortress and 
  everybody in it is transported to Minaurus (3rd layer) in 
  Hell. After a first collision with the local environment (in 
  the form of a lethal hailstorm) the PCs have to decide 
  what to do next. 
   
  Conclusion: The players get a short break to eat lunch 
  before proceeding with part 2 of the interactive: A Trip to 
  Hell. 
   
  INTRODUCTION 
  The adventure starts in the in the Palace of Lords, which 
  is the building from which the Congress of Lords rules 
  Sunndi. For a couple of days now, agents of the crown 
  have been gathering adventurers in Pitchfield.  The 
  agents did not know what the call was for except that it 
  has to do with some loose ends of the war with the 
  Wastrians. Whether it was the coin promised, orders, 
  curiosity or the chance for glory the PCs have gathered in 
  a small hall to be briefed on the upcoming mission. 
   
  For days agents of the crown have been gathering 
  adventurers. Despite their efforts to keep it secret, 
  news inadvertently leaked and rumors have spread 
  that Sunndi is preparing for one big sweep to clean 
  out the Corul and the Vast Swamp once and for all 
  of the Wastrians and other outlaws. Whether it were 
  these agents, or your superiors, you have all 
  gathered here in this hall at the Palace of Lords to 
  offer your aid in the final strike against the 
  Wastrians.  Whatever your reasons, now, after days 
  of waiting, the mission will finally be revealed. 
   
  Allow the players some time to settle down. After a short 
  time, king Kestor, flanked by several soldiers, marches 
  onto the scene to give a short briefing. He allows the PCs 
  to give him the proper greeting, but he does not press the 
  issue if they refuse to bow or salute. Observant PCs might 
  realize with a DC 20 Sense Motive check is not very 
  please about it, but that he has more pressing matters 
  than courtly etiquette. 
   
  “Greetings countrymen and allies,” Kestor starts 
  with a loud voice well practiced to give speeches. 
  “Some of you might think the war with the 
  bullyuwgs is over and won, but this is not so. The 
  war of steel might be done, but the war of minds is 
  not yet won. As some of you might know, the 
  followers of the Hopping Prophet captured many 
  people, 
  soldier 
  and 
  commoner 
  alike, 
  and 
  transported them to their foul monasteries in the 
  Vast Swamp. A few were rescued during their 
  transport by brave adventurers, some of whom 
  might be here. Most were not so lucky, and since 
  their capture they have been suffering in the 
  Prophet’s prisons.”  
   
  “If these were ordinary prisons we would have 
  reasons enough to go out and rescue them. Nobody 
  who risked their life and limb for the freedom and 
  ideals of Sunndi can be left behind. It is much worse 
  then that, since not only are they deprived of their 
  freedom, they are being brainwashed by the servants 
  of the Hoping Prophet. They are fed his lies, and 
  even the strongest of will run a risk of submitting if 
  they thought they were abandoned, alone and 
  subjected to both mental and physical torture. We 
  were unable to help them with the war raging, but 
  now we cannot stand back just because helping 
  them might cost us live, limb and gold.”  
   
  “Many souls are in peril, kept away from the 
  truth, to be subject to the lies of the Hopping 
  Prophet. This must end. This can end. With your 
  help our values shall prevail. What do you say?” 
   
  Hopefully the adventures gathered in the room will 
  respond with a resounding yes or something similar. If 
  so, it certainly draws a beaming smile from Kestor’s 
  otherwise grim face. If not, Kestor hides any 
  disappointment while giving the PCs the time to ask any 
  questions they might have. The most likely, including 
  their answers, are printed below. 
   
  Where are the prisoners kept? The prisoners are 
  spread over several different abbeys, but most are kept in 
  SND8-01S Save Our Souls – Round 1 
   
  Page 4 
  
  a fortress that is all too familiar to me and perhaps some 
  of you as well. Two years ago adventurers were sent out to 
  kill a group of Wastrian generals. It was in this fortress 
  that they were hiding. The generals were killed, but our 
  forces had to flee when the undead of the Bleak Academy 
  arrived in force. We have maps based on the observations 
  of those adventurers and scouts have proven they are 
  more or less accurate. 
   
  What defenses can we expect? We know that 
  bullywugs and human followers of the Hopping Prophet 
  guard the area. We do not know their skill. You could run 
  into veterans of the war, or rookies who missed it because 
  they were too young last year. Of course, even without 
  the alliance with the Bleak Academy you are bound to 
  face undead. The priests of the Hopping Prophet are 
  skilled enough to create their own, and they do not have 
  the morale compunction not to use these resources. In 
  the past they have also used devils, and some of their 
  priests have a way with the animals of the swamp that 
  rivals the skill of the druids of Menowood and Rieuwood. 
  In fact, there is evidence that they might be conducting a 
  ritual to summon a very powerful devil.  
   
  How do we know this? Besides the reports during the 
  previous attack, we also send out a group of scouts a 
  couple of weeks ago. We have been receiving reports 
  through animal messengers ever since. We have used the 
  occasional sending to verify the messages truly came from 
  them. You can expect these scouts to be near the fortress 
  and to approach you during the fighting. They might be 
  able to give you more up-to-date information. We have no 
  reason to think their position have been compromised, 
  but still, be careful. 
   
  What about former prisoners fighting on the side of 
  the Hopping Prophet? 
  Whether because they came 
  to belief the lies of the Hopping Prophet or out of self 
  preservation it is certainly possible some of the prisoners 
  switched sides. Try to keep them alive so that we can 
  reverse the process. We are not monsters, and it is not my 
  intent to kill those we set out to free. 
   
  Why don’t we just destroy the keep with a few well-
  placed spells? I am assuming this question is a joke. You 
  are sent out to free prisoners of war after all, not to kill 
  them together with the enemy. I am fine, more than that, 
  with you destroying the keep and everything within, but 
  only *after* you free all Sunndians and get them out 
  safely. 
   
  How do we get there? Like last time we have hired the 
  Wayfarer’s Guild to transport you into the neighborhood 
  of the fortress with the aid of teleportation magic. 
   
  How do we get back? Unlike the last time though, there 
  is no way they can transport you and the freed prisoners 
  back. You will have to walk back through the Vast 
  Swamp, all the while protecting those you freed. 
  Knowing the skill of some of you, I am sure that poses no 
  problem. 
   
  How will the assault go? You will be divided into 
  several small units. After all, that is how you adventurers 
  seem to operate best. Each unit is assigned a particular 
  area where you will start the assault. The individual 
  briefing officers have the details on that area and task. 
  Once that task is finished or has proven to be impossible, 
  it is up to you as a group to decide what to do next. 
  Experience has taught me that there is such a thing as too 
  much planning.  
   
  What if we run into unexpected problems like last 
  time? You are highly skilled adventurers. Aren’t 
  adventures used to deal with the unexpected? In any 
  event, I doubt it is going to be as hard as last time. The 
  bullywugs have been defeated, many died on the field of 
  battle and during the retreat. So their forces are depleted. 
  Secondly, their alliance with the Bleak Academy is 
  broken. Apparently adventurers ousted the leader that 
  made the alliance and the new leader does not look 
  nearly as favorable upon the Hopping Prophet and its 
  minions. 
   
  How much does it pay? I will admit that the question is 
  a bit disappointing, but I understand that through jobs 
  like these you earn a living. First and foremost, you get to 
  keep the loot or a fair price for those items of special 
  value to Sunndi or that have been stolen from its citizens. 
  In addition you get the standard fee for two weeks of 
  dangerous work dependent on your skills. [In other 
  words: 70 gp x APL played]. Of course, if we pay your 
  salary, you need to follow our rules and I expect you to 
  swear loyalty to the Sunndian cause and me at least for as 
  long as this mission lasts. 
   
  Of course you also earn recognition in the eye of the 
  crown as well. 
   
  What supplies can we buy? You can go out into the city 
  this evening, and the quartermasters will provide you 
  with basic goods such as food, scrolls of purify food and 
  drink, clothing and the like. Most of this are for the 
  prisoners since you are expected to provide your own 
  equipment. The Sunndian government is a bit short in 
  cash, and we are able and willing to sell you weapons, 
  armor and other equipment we confiscated from the 
  bullywugs or that you feel is absolutely necessary. [In 
  other words: no special access and you need to pay for 
  anything you get.] 
   
  Soldiers and other military servants of Sunndi are 
  provided with some basic equipment of their choice. 
  [Meaning: members of any Sunndian army meta-
  organization as well as the Jade Mask. They get 100 gp in 
  alchemical equipment, which they are expected to return 
  if unused.] 
   
  Once the PCs have no more questions, or start asking 
  after the details of their assigned missions, Kestor 
  SND8-01S Save Our Souls – Round 1 
   
  Page 5 
  
  announces who is in what group and points them 
  towards their own briefing officer. Before he goes, he 
  does remind them that they send out a scouting party a 
  couple of days ago. The party is still around the keep 
  somewhere, and they should be ready for them to join 
  their forces. Furthermore, an informant, a black haired 
  Flan sorceress has been providing useful information. 
  Unless she is aggressive towards the PCs or blocks their 
  goals, she should not be harmed. He also wants the PCs 
  to swear to be loyal to the crown, and to uphold the 
  Sunndian Laws to the best of their capacity during said 
  mission. This is distinct difference from previous 
  missions; a sign Kestor holds much more stock in law 
  and order than Hazendel ever did. 
   
  The PCs are now directed towards the table where 
  they can discuss their specific mission with their briefing 
  officer (the DM). During the briefing you can provide 
  them with the maps provided at the end of this 
  document which are based on experiences during the last 
  mission. You can also tell them about what they can meet 
  which is the result of the scouting mission (DMs slot 0): 
  • 
  Encounter 1: The scouts reported the presence of 
  spider eaters, and animated ballistae in the tower. 
  They also noted a palisade around the island and the 
  presence of a large amount of crocodiles, which are 
  supposedly controlled by a bullywug druid. Note 
  that the PCs at the high level table are issued 2 
  potions of fly each to deal with the spider killers and to 
  avoid the crocodiles. If there is low-level table as 
  well, they get one scroll of water walking, but they are 
  asked to specifically deal with the crocodiles. 
  • 
  Encounter 2: The prisoners in this section lack 
  hope, which is why they will fight on the side of the 
  Wastrians. With proper incentive though they can 
  be made to switch sides since these are still resisting 
  the treatment. Bullywugs, dire frogs and a couple of 
  human clerics of the Hopping Prophet guard the 
  camp. There are 10 barracks, each with about 10 
  prisoners and a teacher and about 10 guards. Best 
  chance of success lies in defeating the guards and 
  fermenting a rebellion. 
  • 
  Encounter 3: The abbey is the place where the 
  leaders of the prison camp sleep and where most of 
  the brainwashing and torture takes place. There are 
  no reports on the power and composition of those 
  inside the building. 
  • 
  Encounter 4: The gates are guarded by heavily 
  armed giant sized bullywugs who are armed with 
  spiked chains. The marshal who was here last time 
  apparently became a ghost still loyal to the Hopping 
  Prophet. There is also a report on a huge reptilian 
  monster in the water. Note that the fortress is 
  protected against divination spells and against 
  dimensional travel. The followers of the Hoping 
  Prophet have been conducting experiments on 
  bullywugs, humans and other monsters. Where they 
  are and how they look like is unknown. 
  • 
  Encounter 5: The prisoners whose “treatment” have 
  been the most successful are sleeping in tents and 
  barracks in the courtyard. These are not highly 
  skilled. Note that the fortress is protected against 
  divination spells and against dimensional travel. The 
  followers of the Hoping Prophet have been 
  conducting experiments on bullywugs, humans and 
  other monsters. Where they are and how they look 
  like is unknown. 
  • 
  Encounter 6: The general that leads the assault on 
  Pitchfield is residing inside the main building of the 
  fortress. Kill her. Note that the fortress is protected 
  against divination spells and against dimensional 
  travel. The followers of the Hoping Prophet have 
  been 
  conducting 
  experiments 
  on 
  bullywugs, 
  humans and other monsters. Where they are and 
  how they look like is unknown. 
   
  Note that another thing that has changed is the fact that 
  Kestor is hiding information. He knows that the scouts 
  have stopped communicating recently, but he neglects to 
  mention this. It is too late to change the plans and he 
  hopes their potential capture was recent enough for them 
  not to betray anything. Telling the PCs about this would 
  just be bad for morale or force him to pay more since the 
  risks are greater. 
   
  Once the PCs have no more questions for their 
  briefing officer, they can go to the other PCs at the 
  mission to ask questions and to coordinate things a bit. It 
  is possible to cast spells on PCs of other tables as long as 
  both DMs are aware of it. During this time the PCs can 
  also buy the standard supplies in Pitchfield and from the 
  army. For the moment Pitchfield has a gp cap of 3,000 gp 
  and the PCs still need to have regular access to any items 
  they buy. 
   
  Development: Early the next morning the PCs are 
  awakened by the sounds of trumpets. They have time to 
  prepare new spells and eat some breakfast before they are 
  ushered into the same hall they were briefed in the day 
  before. Here they get orders to form into the small 
  groups consisting of the various assault teams. Once the 
  groups are formed, the wizards of the Wayfarer’s Guild 
  enter the room and walk towards their assigned teams. 
  Kestor wishes them good luck and than the action is on. 
   
  Several wizards casting their spells fill the hall with 
  the monotone sound of arcane words. You feel an 
  energy ripple through the hall, distorting the room 
  not unlike the shimmering effect above a surface on 
  a hot day. You than get a lurching sensation in your 
  stomach as if something suddenly pulls you away 
  with unexpected force. The surrounding area 
  becomes a blur of colors and only the sight of the 
  circle your companions remain unaffected. 
   
   The effect stops as quickly as it began, giving 
  you 
  an 
  odd 
  feeling 
  in 
  your 
  stomach 
  and 
  momentarily disorientating you. The temperature 
  has risen several degrees from the relatively cool 
  hall you were, humidity seems to have sky rocketed 
  and the smell of mud and a huff of rot assaults your 
  SND8-01S Save Our Souls – Round 1 
   
  Page 6 
  
  nostrils. The sounds of a palace has been replaced 
  with that of birds and insects common to the Vast 
  Swamp and it seems the mosquitoes have found you 
  before you yourself even realized you were standing 
  in the Vast Swamp. 
   
  Within moments you have recovered, and you 
  quickly scan the area. You are standing on what 
  appears to be a muddy square of some sort. At the 
  north side of the square stands a small wooden 
  platform with three stocks. Surrounding the square 
  are several wooden barracks on platforms about 5 
  feet above the ground with nets as shutters. To the 
  east you note a bigger sturdier stone building and a 
  low earthen wall topped by a wooden palisade 
  surrounds the whole compound. One wooden gate 
  sided by an open wooden watchtower in the south 
  can be seen between the barracks. 
   
  You see several people stare at you in utter 
  surprise. Most are humans in studded leather and 
  lightly armed, a few look sturdier and better armed. 
  Around you stand other assault teams ready for the 
  battle to begin. 
   
  All the PCs all land in the general vicinity of the Barracks 
  of the Misguided on the Island of Obedience (DMs Maps 
  Encounter 2/3). Encounter 2 and 3 are set in this area, 
  and these PCs can rush towards either the barracks 
  (Encounter 2) or the Abbey (Encounter 3). All other PCs 
  need to travel a short distance to get to their assignments. 
  Traveling to these regions should be relatively easy for 
  most involved. Check the map of the General 
  Surroundings in the DMs section for an idea where the 
  PCs need to go to. The PCs need to cross water, but that 
  should pose no big problem. 
   
  Note that the wizards of Wayfarer’s Guild 
  immediately return home. 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 7 
  
  1: TOWER OF THE WASPS 
  This encounter is for 1 or 2 tables. If 1 table, then it is for 
  APL 8 or 10, and it should only include Wasps of the 
  Prophet and Stings of the Righteous. Each PC on this 
  table is issued 2 potions of fly. If with 2 tables, the other 
  table should be APL 6 or 8 and focus on the ground 
  defenses of the tower. This table is issued 1 scroll of water 
  walking. 
   
  Once the PCs get to the banks of the river read out 
  aloud or paraphrase the following: 
   
  From the spot where you are standing you look over 
  a wide mud brown river. The murky water certainly 
  makes it difficult to assess the danger of crossing 
  the water, but even a weak swimmer should be able 
  to overcome the gentle currents. More worrying are 
  several large branches floating on the water, and the 
  many eddies that breaks the water’s. Are these as 
  innocent as they look or are creatures hiding in the 
  brown water? 
   
  The Tower of the Watchful Eye is difficult to 
  miss from your vantage point. It towers above the 
  tree-covered island right in the middle of the river 
  downstream to the south. Its green-gray stones look 
  weathered and broken even from this distance, but 
  its pointed roof is still intact and you have no doubt 
  that watchful eyes look into the surrounding areas 
  from those dark arrow slits. The wooden docks and a 
  large rowing boat tied to it confirm your suspicion 
  that the island is not as abandoned as it appears to 
  be at a first glance. A low wooden palisade 
  surrounds the tower and you note movement on the 
  ramparts behind. 
   
  From this distance it is difficult to get a good picture of 
  the defenses of the tower or even the best route to 
  approach it.  If the PCs have been ordered to deal with 
  the spider killers they should get into the air and draw 
  the spider killers to them. If they are tasked with killing 
  the crocodiles they should get into or on the water. 
   
  DESCRIPTION OF THE TOWER 
  The tower is 80 feet high, made out of weathered stone 
  that is much sturdier than it looks. It is overgrown with a 
  tick layer of wet mosses that make it practically 
  impossible to climb without magic. The island itself is 
  surrounded be a low wooden palisade. The reed fields 
  have been removed, and the grass is too short for entangle 
  spell. The trees are still there to provide cover against 
  flying opponents. 
   
  � Outer Walls: 5 ft. thick masonry; hardness 8; hp 450 
  hp; Break DC 45; Climb DC 20. 
  � Inner Walls: 1 ft. thick masonry; hardness 8; hp 90; 
  Break DC 35. 
  � Outer Doors: 2 in. thick wood; hardness 5; hp 20; 
  Break DC 25; Open Lock DC 30. 
  � Typical Inner Doors: 1 in. thick wood; hardness 5; 
  hp 10; Break DC 15; Open Lock DC 20 (if locked at all). 
   
  1. Muddy River 
  The waters surrounding the island consist of a deep slow 
  flowing river. Crossing it requires a DC 10 Swim check or 
  magic. Walking across the bottom is no option due to 
  mud. The water is very muddy and visibility is almost 
  non-existent. The lack of visibility makes it easier to 
  approach the tower unseen by swimming underwater. At 
  the same time it increases the risk of swimming into 
  danger without realizing it before it is too late. After all, 
  as most rivers in the Vast Swamp, the waters are teeming 
  with life, most out for the blood of warm-blooded 
  creatures (sometimes literally). A DC 15 Survival check 
  allows PCs to make a makeshift barge from branches. 
  Characters who cannot swim can grab on to it. 
   
  The druid and his crocodiles are hiding in the water 
  and highly alert for the first signs of an assault. Check 
  surprise as normal, and assume the druids and crocodiles 
  took 10 on the Hide checks. 
   
  2. Reed Huts 
  These are a couple of simple round reed huts used by the 
  bullywugs. They are dark, moist and muddy, precisely as 
  the bullywugs like their beds to be. Hooks on the support 
  pillar allow them to store their armor and weapons out of 
  water reach. 
   
  3. Wooden Palisade, Dock and gate 
  A 10 feet high wooden palisade surrounds the island. A 
  DC 20 Climb check is required to get over it. On the 
  inside there is an earthen rampart until 5 feet below the 
  top, allowing those inside to shoot at people approaching 
  the palisade while they gain cover. There is a small dock 
  for rowing boats with 1 rowing boat moored here. The 
  gate is a sturdy wooden door that breaks with a DC 25 
  Strength check. 
   
  � Gate: 2 in. thick wood; hardness 5; hp 20; Break DC 25. 
   
  4. Stone Cabin 
  This simple stone cabin functions as a kitchen and eating 
  room for both the bullywugs and humans present in the 
  tower. 
   
  5. First Floor 
  The first floor is one big open area that is used to store 
  the common supplies, mostly food, fresh water, 
  ammunition and the tools to clean armor and weapons. 
   
  6. Lounge 
  This small room is furnished a comfortable sitting area 
  used by the engineers and riders alike. 
   
  7. Dormitory Ballistae Crew 
  The ballistae crew uses these three small sleeping rooms. 
  They contain bunks, and chests for private equipment. 
  They are clean and orderly. Three engineers sleep in each 
  SND8-01S Save Our Souls – Round 1 
   
  Page 8 
  
  of two rooms, two in the third. Their private gear consists 
  of a few sets of extra clothing, games, and so on but 
  nothing of real value. 
   
  8. Closet 
  The door has a simple lock – DC 20 Open Locks to open. 
  The closet contains cleaning supplies, blankets, more 
  expensive liquors, and similar high quality equipment.  
   
  9. Sleeping Quarters Lieutenant 
  Luxurious, the room contains a small cabinet with a 
  couple of books mostly about magical theories of 
  Evocation school and a lot of weird knickknacks. One 
  corner is furnished as a shrine dedicated to Wastri with a 
  small statuette of Wastri at a central position. 
   
  A character who desecrates the statue or altar of 
  Wastri through any other means than a consecrate spell 
  gains the stigma of Wastri AR item unless he succeeds 
  at a DC 21 Will save. 
   
  10. Sleeping Quarters Subcommander 
  This room contains a bed and simple furniture, but it is 
  otherwise empty and it is obviously not in use. 
   
  11. Dormitory Riders 
  These are the sleeping rooms of the spider eaters riders. 
  They contain bunks, and chests for private equipment. 
  They are clean and orderly. Two riders sleep in each 
  room. Their private gear consists of a few sets of extra 
  clothing, games, and so on but nothing of real value. 
   
  12. Sleeping Quarters Aide  
  This room contains a bed and simple furniture, but it is 
  otherwise empty and it is obviously not in use. 
   
  13. Spider Eater’s Stables 
  These are the stables of the spider eaters. They look more 
  like a wasp’s nest than a stable, but unlike such a nest 
  there is ample of space to saddle the spider eaters. 
   
  14. Supply Room 
  The door is not locked and contains the supplies for the 
  spidereaters, including their food, riding gear and 
  equipment to clean their stables. 
   
  15. Special Ammunition Vault 
  Unlike the other doors in the tower this one is made out 
  of steel and the walls are clearly reinforced with steel 
  bars.  
   
  � Vault door: 2 in. iron door; hardness 10; hp 60; 
  Break DC 28; Open Lock DC 30. 
  � Inner Walls: 1 ft. thick reinforced masonry; 
  hardness 8; hp 180; Break DC 45. 
  � Glyph of Warding: CR 5; spell; spell trigger; no reset; 
  spell effect (glyph of warding [blast], 8th-level cleric, 4d8 
  sonic, DC 17 Reflex save half damage); multiple targets 
  (all targets within 5 ft.); Search DC 28; Disable Device DC 
  28.  
   
  Treasure: The room contains a large set of weapons, 
  mostly normal ammunition for the ballistae in the top of 
  the tower. On a few shelves though there are a couple of 
  clay jars some of which radiate with a faint Conjuration 
  aura. The jars are closed with corks and appear to be used 
  as some kind of bombs by the spidereater riders. Pulling 
  the corks activates the bombs, as does shattering the jars. 
  There are 4 types of jars: 
  • 
  Alchemist fire (deals 1d6 damage in a 10 ft. radius, 
  DC 15 Reflex save to prevent catching fire) 
  • 
  Green slime 
  • 
  Thunderstone 
  • 
  Summon jars – these summon a swarm (most 
  summon spider swarms, although stronger variations 
  summon centipede swarms or even hellwasps) that 
  remain for 10 rounds and attack everything within range. 
   
  Besides weapons there are also several flasks with 
  expensive 
  wine, 
  a 
  few 
  boxes 
  with 
  incense, 
  spellcomponents and a large stack of tanglefoot bags, 
  thunderstones and smokesticks. 
   
  The inhabitants of the tower use these in their 
  defense if they get the time. Only use them if the PCs are 
  having an easy time. Otherwise they can use them in the 
  2nd part of the regional special. 
   
  16. Ballistae Room 
  The 4 animated ballistae are standing in this room ready 
  to shoot normal javelins at any enemy in the air or the 
  special bombs from area 15 at those on the ground. The 
  ballistae follow the commands of anybody wearing a holy 
  symbol of Wastri. 
   
  MUDDY RIVER (APL 6 AND 8) 
  Unless two tables are charged with attacking the tower, 
  you can pass this encounter while the PCs fly directly 
  towards the tower. Otherwise 1 group is charged with 
  clearing up the river and the island in which case they 
  will be actively looking for the crocodiles and their 
  master. 
   
  Terrain: The fight takes place in the river. The river is 
  deep (about 10 feet on average) and slow flowing. Check 
  the DMG for fighting in the water. The water is murky 
  which has the same effect as an obscuring mist, but 
  remember that the crocodiles use scent to track the PCs. 
  Note that PCs under the effect of a water walk cannot be 
  dragged under water by the crocodiles. 
   
  Creatures: Harang is a simple bullywug druid who has 
  been ordered to keep enemies away from the tower and 
  that is what he will do. He does not feel any particular 
  hatred for non-humans, and he is not really all that 
  fanatic in his devotion to Wastri. 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 9 
  
  APL 6 (EL 8) 
  � Harang: Male bullywug druid 5; hp 45; see 
  Appendix 1. 
  � Bite: Crocodile animal companion; hp 55; see 
  Appendix 1. 
  � Striker: Giant crocodile; hp 59; see Monster Manual 
  271. 
   
  APL 8 (EL 10) 
  � Harang: Male bullywug druid 7; hp 63; see 
  Appendix 1. 
  � Bite: Giant Crocodile animal companion; hp 77; see 
  Appendix 1. 
  � Striker and Basher: Giant crocodile; hp 59; see 
  Monster Manual 271. 
   
  Tactics: Harang and his crocodiles remain hidden in the 
  water, trying to ambush people who are crossing the 
  water. Their tactics are fairly straightforward with the 
  crocodiles doing most of the work. If things go badly, 
  Harang flees. His crocodiles are normal hungry 
  crocodiles who are trained to attack supernatural 
  creatures, but who will flee as well, especially if Harang is 
  killed. 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  Development: If the fight with the crocodiles and druid 
  takes place in the open and within close range of the 
  palisade wall on the island the bullywugs in that area will 
  open fire. Otherwise there is nobody to help the druid, 
  and the PCs can take their time recovering after the 
  battle before proceeding to the island and the defenders 
  on the palisade. 
   
  WALLS OF WOOD (APL 6 AND 8) 
  Unless two tables are charged with attacking the tower, 
  you can pass this encounter while the PCs fly directly 
  towards the tower. Otherwise 1 group is charged with 
  clearing up the river and the island in which case they 
  will be actively looking for the crocodiles and their 
  master. 
   
  Terrain: See the description above. The first 10 feet of 
  water at the foot of the palisade is about 1 foot deep and is 
  considered shallow bog for purposes of movement. The 
  exception is the dock, where the water is 4 feet deep and 
  is considered deep bog. See the DMG for more details. 
   
  Creatures: The residents of the reed huts at the 
  riverbanks are a group of elite bullywugs assigned to this 
  area as guards. They are excellent hunters under the 
  leadership of a bullywug cleric of Wastri. The bullywugs 
  not be as disciplined as the human soldiers, but they 
  make that up by sheer ferociousness and the fact that 
  they equally at home in as out of the water. They do not 
  care that much about the humans, dislike everything else 
  and absolutely hate elves. Only the sergeant speaks 
  Common, but they do not know much more about the 
  Wastrians as the PCs. Obviously they know the area as 
  the back of their hand, but they fight to the death and 
  only magic gets them to talk. 
   
  The prisoners are chained directly behind the 
  palisade and the bullywugs use them as shields. Unless 
  the PCs are fighting them from a distance they should 
  instantly realize the humans they see are chained and 
  show signs of maltreatment. If there is another table who 
  flew close over earlier they see the same and if there are 
  ways to communicate they could alert the others about it. 
   
  All APLs 
  � Imprisoned Sunndians (3): Male and female 
  human commoner 1. 
   
  APL 6 (EL 8) 
  � Tower Sergeant: Male bullywug cleric 4; hp 32; see 
  Appendix 1. 
  � Tower Defenders (3): Male bullywug ranger 
  2/barbarian 2; hp 40; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Tower Sergeant: Male bullywug cleric 6; hp 44; see 
  Appendix 1. 
  � Tower Defenders (3): Male bullywug ranger 
  2/barbarian 4; hp 62; see Appendix 1. 
   
  Tactics: dsfsdf 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  Development: If everything went according to plan the 
  PCs are finished with their part of the battle to free the 
  prisoners and meet the other table half way. Proceed with 
  Development section below which also contains 
  information on what the imprisoned Sunndians and 
  bullywugs know. 
   
  WASPS OF THE PROPHET (APL 8 AND 10) 
  The Wastrians are expecting an attack, and the spider 
  eaters are airborne before the PCs are anywhere near the 
  tower. In this case the spider eaters prefer to fight around 
  the tower, preferably within shooting range and sight of 
  the archers at the top of the tower. Only when the PCs 
  proof to be better ranged fighters than they, will they 
  rush in for melee even if it means staying out of shooting 
  sight. 
   
  The spider eaters are in excellent condition and loyal 
  to their riders. The knights are all very fanatic followers 
  of the hopping prophet with a deep hatred for anything 
  non-human or bullywug. They are all Oeridians who 
  flocked to the swamp to help the faithful in their war 
  against the arrogant elves of Sunndi and their human 
  SND8-01S Save Our Souls – Round 1 
   
  Page 10 
  
  slaves. They all take extremely good care of their 
  equipment. 
   
  APL 8 (EL 10) 
  � Flying Knights (3): Male human ranger 2/fighter 3; 
  hp 38 each; see Appendix 1. 
  � Spider Eaters (3): hp 42 each; see Monster Manual 
  234. 
   
  APL 10 (EL 12) 
  � Flying Knights (3): Male human ranger 2/fighter 3; 
  hp 38 each; see Appendix 1. 
  � Terrible Spider Eaters (3): 10 HD advanced spider 
  eaters; hp 125 each; see Appendix 1. 
   
  Tactics: dfsdf 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  Development: Depending on the tactics of the PCs they 
  might face the spider killers and their riders almost at the 
  same time as the tower guards and siege engineers. If that 
  is the case, remember that the engineers show their 
  Sunndian prisoners to limit the chances of being the 
  target of an area of effect spell. The prisoners have not 
  been placed in the tower to simply increase the chance to 
  remove the Level-Headed AR item (see below). 
  Throughout the fight the PCs can decide to first focus on 
  the top tower, but remember that the ballistae openings 
  are big enough for a spider eater and rider to fly through. 
   
  STINGS OF THE RIGHTEOUS (APL 8 AND 10) 
  Three Sunndian prisoners are in the ballista room to be a 
  living shield against area of effect spells. The engineers 
  make sure any attackers sees them as a form of 
  protections even though they hope the PCs are not 
  stopped by their presence. The prisoners have been 
  particular resistant to the reeducation program and as a 
  result they have been particularly maltreated. They are 
  malnourished and covered with fresh wounds from 
  torture. They would love nothing better than that their 
  tormentors are killed, preferably by their own hands. 
   
  The engineers are not particular faithful Wastrians, 
  and they are not responsible for the cruel treatment of 
  the prisoners. They are simple outlaws, afraid to anger the 
  Wastrians since than they would be without a home, a 
  roof and food again. They immediately surrender the 
  tower guards are dead. 
   
  The two tower guards and their officer are extremely 
  fanatical Wastrians. All three are Suel, all three are ex-
  Scarlet Brotherhood agents. They are cruel, spiteful 
  humans who are out for revenge against the world in 
  general and so-called do-gooders in specific. 
   
  All APLs 
  � Animated Ballista (4): Large animated wooden 
  objects; hp 52 each; see Monster Manual ??. 
  � Tower Engineers (8): Male and female human 
  expert 1; hp 6 each. 
  � Prisoners (3): Male and female human commoner 1; 
  hp 4 each. 
   
  APL 8 (EL 10) 
  � Tower Lieutenant: Female human warlock 7; hp 
  35; see Appendix 1. 
  � Tower Guards (2): Female human fighter 5/tactical 
  soldier 2; hp 70 each; see Appendix 1. 
   
  APL 10 (EL 12) 
  � Tower Lieutenant: Female human warlock 9; hp 
  54; see Appendix 1. 
  � Tower Guards (2): Female human fighter 6/tactical 
  soldier 3; hp 90 each; see Appendix 1. 
   
  Tactics: The two tower guards try to block any attacks on 
  the lieutenant while the lieutenant remains at the back 
  sickening and damaging as many opponents as possible. 
  She uses her bracers of the entangling blast inside the tower, 
  especially when facing opponents in cramped spaces 
  where getting stuck would be perfect. All three the 
  soldiers fight to the death. 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  Development: If there is no second table, the defenders 
  down stairs do not rush up to help the engineers and 
  their bodyguards. Instead they either assume the spider 
  eaters and their riders (if still alive) can do the job, they 
  flee the scene (if the riders are dead) or they are fighting 
  their own battle (if there is second table busy with the 
  tower). Proceed with the Development section below for 
  details on what happens next. 
   
  DEVELOPMENT 
  Once the fight is over, and the area has not yet switched 
  to Hell (see Encounter 7), the PCs can talk with the 
  prisoners, or any captured Wastrian or when there is 
  another table fighting at the tower rush towards its aid. If 
  they rush towards another region, they do not arrive 
  before events described in Encounter 7. 
   
  If there is time to talk with the six Sunndian now 
  freed prisoners, they proof to be extremely grateful for 
  the rescue. The stories they tell about their imprisonment 
  are not pleasant, and if any of the teachers are still alive, 
  they demand their execution right now. They can be 
  convinced to let them live for trial by the authorities, 
  although they point out such is against the ideals of 
  Trithereon. Obviously, they don’t know anything about 
  the plans of the Wastrians. Although they have seen a 
  beautiful Flan sorceress with a raven familiar who acted 
  SND8-01S Save Our Souls – Round 1 
   
  Page 11 
  
  disdainful towards everybody. The Wastrian leaders were 
  very respectful towards her. The prisoners have spoken 
  with her raven who apparently liked to mock the 
  prisoners. If the PCs succeed at a DC 25 Diplomacy check 
  they learn the raven has made deals with several 
  prisoners for petty revenge against the guards or other 
  prisoners. If all the stories are put together, it is almost as 
  if the raven pushed people into lawful evil behavior. 
   
  The PCs can also try to talk with the Wastrians. It 
  requires an Intimidate check to get them to talk. They 
  can tell that there is a Flan sorceress here to make sure 
  the Wastrian leaders keep up their end of a bargain. She 
  is not particularly powerful, but the one she is working 
  for, apparently is. They do not know anything of the plan 
  to transport the fortress and surrounding to Hell, instead 
  suspecting that the Wastrians are going to summon a 
  very powerful devil when it appears the battle is lost. 
  They know about the existence of the experiments, and 
  that the Bleak Academy’s help was vital for their success. 
  They do not know exactly what was created besides the 
  giant and ogre sized bullywugs. They have never been 
  down below. 
   
  Note down whether the PCs hurt (used lethal force) 
  the imprisoned Sunndians (and ignorance is no excuse).  
  If no prisoner got hurt, the group gains the Level-
  Headed AR item, otherwise they don’t. The behavior of 
  the PCs towards the imprisoned Sunndians is important 
  for the Campaign Consequences of the interactive, so 
  mention how many, if any, got this item. 
  SND8-01S Save Our Souls – Round 1 
   
  Page 12 
  
  2: BARRACKS OF THE 
  MISGUIDED 
  In principal this encounter is designed for 1 table of APL 
  2, 4 or 6. When there are more tables though, it can easily 
  be split up. It is set in the same area as Encounter 3 and 
  the two tables can rush to aid one another in case of 
  problems. The map of the Isle of Obedience in the DM’s 
  Maps section shows a walled compound on the right side 
  of the isle. The small black squares are the barracks. This 
  part has not changed since the last incursion, so you can 
  show the map during the Introduction. 
   
  GUARDIANS OF THE MISGUIDED 
  The eastern part of the prisoners’ compound consists of a 
  dozen wooden barracks in a muddy area. There is hardly 
  any plant growth around, certainly not enough for a spell 
  such as entangle. Running and charging in the area 
  requires a DC 12 Balance check unless one has the Marsh 
  Movement ability (which both the bullywugs and toads 
  have). If the check fails the PCs loses a move action, or if 
  failed by more than 5 falls prone in addition to the lost 
  move action. The earthen wall around the compound is 
  10 feet high and topped with 5 feet high wooden 
  palisades. Movement up on the wall costs double, and 
  people running down run the risk of falling down. 
   
  Creatures: At the moment of the attack the prisoners are 
  all in the barracks. There are 10 common bullywugs (in 5 
  couples) walking along the wall. It takes time for these to 
  arrive at the fight. Only use them before the PCs have a 
  chance to win over the prisoners if the PCs are having a 
  particular easy time or at APL 6. These are not part of the 
  regular EL and as such should not be more than an 
  irritation. 
   
  The bullywug ranger(s) and his toad(s) who patrol 
  the region around the bulluwugs on the other hand is a 
  challenge. As soon as they note the arrival of the PCs they 
  prepare for battle, ready to die for the glory of the 
  Hopping Prophet. 
   
  All APLs 
  � Bullywug Guards (10): Male bullywug warrior 1; 
  hp 9 each; see Appendix 1. 
   
  APL 2 (EL 3) 
  � Bullywug Guard: Male bullywug warrior 1; hp 9; 
  see Appendix 1. 
  � Guard Toad: hp 26; See Appendix 1. 
   
  APL 4 (EL 5) 
  � Bullywug Guard: Male bullywug ranger 1; hp 13; 
  see Appendix 1. 
  � Guard Toad (2): hp 26 each; See Appendix 1. 
   
  APL 6 (EL 7) 
  � Bullywug Guards (2): Male bullywug ranger 
  2/barbarian 1; hp 39 each; see Appendix 1. 
  � Guard Toad (2): hp 26 each; See Appendix 1. 
   
  Tactics: The tactics of the bullywugs is straightforward, 
  attack the nearest PC until it stops moving. They prefer 
  to attack non-humans, especially elves, but if there are 
  more dangerous opponents they pick those. The toads 
  have a preference for small sized opponents, but can be 
  directed towards other targets. They primarily defend 
  their handler. 
   
  The bullywugs are fanatics who fight to the death. 
  Without a handler the toads flee if at 5 hit points or less. 
  If the handlers are still present they fight to the death. 
   
  Treasure: Besides the tanglefoot bags, which the 
  bullywugs likely have used, there is nothing of real value 
  to find. It is assumed the common loot is all thrown in 
  one heap to be divided over all those fighting in the raid. 
   
  Development: The short struggle with the bullywug 
  patrol gives at least some of those sleeping in the barracks 
  to prepare and rush out. Proceed with The Misguided 
  below 7 rounds after the start of the fight with the 
  bullywugs and the toads. 
   
  Note that the bullywugs do not know about the plan 
  to transport the whole area into Hell. They do know that 
  their human leaders were aware of the coming attack. 
  They did not know the Wastrians expected to loose the 
  battle though. 
   
  THE MISGUIDED 
  These simple wooden one story barracks stand on poles, 
  rising about 5 feet above the ground. The areas under the 
  houses are open. Wooden stairs lead up to a porch. Each 
  house is 15 feet wide and 30 feet long. Each barrack 
  consist of two rooms, a small room in the front (15 by 20 
  feet) that is the sleeping room of the teacher and a bigger 
  room behind which is the sleeping room for the 
  prisoners. The prisoners sleep in bunks, and there is a 
  small table with four chairs. The roof is made out of wood 
  as well. 
   
  � Wooden Walls: 6 in. thick; hardness 5; hp 60; Break 
  DC 20; Climb DC 21. 
  � Wooden Polls: 1 ft. thick; hardness 5; hp 120; Break 
  DC 25. 
  � Wooden Doors: 1 in. thick; hardness 5; hp 10; Break 
  DC 15. 
   
  Creatures: Each barrack is lead by a Wastrian, the 
  “teacher” of those imprisoned in each barrack. These 
  teachers are all Oeridians or Suel, most were outlaws who 
  fled from Sunndi and who ended up in the folds of the 
  Hoping Prophets, finding a home and family for the first 
  time of their lives. They are fanatic, and stern, but in a 
  way feel for their charges. In their eyes they were once 
  SND8-01S Save Our Souls – Round 1 
   
  Page 13 
  
  like them, and they think they are doing the right thing 
  even if that meant hurting them. Unlike the misguided 
  they are true Wastrians and killing or hurting them poses 
  no threat to the PCs’ reputation. In fact, most have been 
  very cruel towards their charges, and the prisoners feel 
  no pity towards them. Note that though there are a dozen 
  teachers, only one rushes out quick enough to oppose the 
  PCs during the first wave (see Development). The PCs 
  might face more depending on how they deal with the 
  first wave. 
   
  Besides the teachers each barrack contains 10 human 
  prisoners, all caught in Sunndi. Most of the prisoners 
  remaining are soldiers, followers of Trithereon, who were 
  much more resistant to the brainwashing techniques 
  than the commoners. The prisoners’ hope is broken, and 
  at the start of the battle they keep outside any struggle, 
  fearing severe punishment once the PCs are beaten (and 
  they assume at the start the PCs will be beaten). A couple 
  of prisoners have been broken some time ago, and these 
  actively help the Wastrians fight the PCs – the so-called 
  Misguided. There are a couple in each barrack who rush 
  towards the PCs all at the same time. Like the teacher 
  there are more than 5 of these, but it takes them time to 
  arrive at the battle scene as well. Depending on the PCs 
  actions there might arrive more, or they might be 
  stopped (see the Development section). 
   
  APL 2 (EL 3) 
  � Teacher: Male human cleric 1; hp 9; see Appendix 1. 
  � The Misguided (5): Male and female human 
  warrior 1; hp 6 each; see Appendix 1. 
   
  APL 4 (EL 5) 
  � Teacher: Male human cleric 1; hp 9; see Appendix 1. 
  � The Misguided (5): Male and female human fighter 
  1/monk 1; hp 16 each; see Appendix 1. 
   
  APL 6 (EL 7) 
  � Teacher: Male human cleric 3; hp 21; see Appendix 
  1. 
  � The Misguided (6): Male and female human fighter 
  1/monk 2; hp 22 each; see Appendix 1. 
   
  Tactics: The Teacher directs the fighters from the back. 
  They are not cowards though, and if necessary they mix 
  into the fighting, using their magic to the best of their 
  ability, including healing the Misguided. The Misguided 
  use 
  overwhelming 
  tactics, 
  risking 
  attacks 
  of 
  opportunities to grapple PCs (especially small sized ones 
  and heavily armed PCs who proof difficult to hit) and 
  aiding one another on attack rolls and grapple checks. 
  Like all Wastrians their favorite targets are half-breeds, 
  followed by elves, dwarves, halflings and gnomes. They 
  are not fools though, and if there is a better human target, 
  they take the human target. 
   
  The teachers fight to the death, expecting no quarter 
  from the PCs (let alone the Sunndian authorities). The 
  Misguided on the other hand surrender when the 
  teacher is down and more than half of their numbers are 
  disabled (assuming that there is no second wave by that 
  time). 
   
  Treasure: Besides the magical scrolls in the teacher’s 
  possession, there is nothing special to find. It is assumed 
  the common loot is all thrown in one heap to be divided 
  over all those fighting in the raid. 
   
  Development: When the PCs land in the area, the 
  bullywug patrol is the first line of defense. During that 
  fight a small group of inhabitants manage to get them 
  selves ready and rush outside to face the PCs (the first 
  wave of Misguided). Depending on how the PCs act, they 
  might face more of these waves. The second wave arrives 
  after 5 rounds, the third 5 rounds later and so on until the 
  fifth wave. 
   
  Throughout the fighting more and more prisoners 
  arrive at the scene, watching and waiting for the 
  outcome. They fully expect the PCs to loose, but their 
  wills are not completely broken and it only takes a bit of 
  nudging to get them to rebel against their captors and 
  start aiding the PCs. Using Intimidation to do this does 
  not work. The PC that does this does NOT gain the 
  Level-Headed AR item regardless of what the group as a 
  whole does (see Conclusion). PCs who try to get them to 
  rebel must make a DC [13 + APL] Diplomacy check as a 
  full round action. They do not get the penalty for rushed 
  Diplomacy on this check. For every 2 Misguided or 
  teacher that drops they gain a +2 circumstance bonus on 
  this check. For each PC who drops or is disabled they 
  gain a -2 circumstance penalty. If they use lethal force 
  against the Misguided they gain a -2 penalty. If a 
  Misguided appears to die, the penalty doubles to -4. 
  Obvious followers of Trithereon gain a +2 bonus on the 
  check. Heroes of the War gain a bonus as per the 
  description of their decorations. Once the PCs succeed in 
  3 of these checks the prisoners rise up in rebellion and 
  the fight is basically over although the PCs can certainly 
  still actively help. Regardless of the success of the 
  Diplomacy check the PCs must at least defeat the 1st wave 
  of attackers. 
   
  Once the fight is over, and the area has not yet 
  switched to Hell (see Encounter 7), the PCs can either 
  talk with the prisoners, any captured Wastrian or rush 
  towards the Abbey of the Faithful to help the Sunndians 
  fighting in that area (see Encounter 3). If they rush 
  towards the Abbey, the players should remain seated for 
  the moment while you go towards that table to check 
  whether they are still busy and to discuss things with the 
  DM. Also notify the senior DM since it might cost more 
  than time than is available to merge tables. Once the 
  senior DM gives permission, the DM should finish the 
  current round and then the two tables can merge with 
  the PCs arriving as reinforcements at the start of the next 
  round. 
   
  If there is time to talk with the prisoners, they proof 
  to be extremely grateful for the rescue. The stories they 
  tell about their imprisonment are not pleasant, and if any 
  of the teachers are still alive, they demand their 
  SND8-01S Save Our Souls – Round 1 
   
  Page 14 
  
  execution right now. They can be convinced to let them 
  live for trial by the authorities, although they point out 
  such is against the ideals of Trithereon. Obviously, they 
  don’t know anything about the plans of the Wastrians. 
  Although they have seen a beautiful Flan sorceress with a 
  raven familiar who acted disdainful towards everybody. 
  The Wastrian leaders were very respectful towards her. 
  The prisoners have spoken with her raven who 
  apparently liked to mock the prisoners. If the PCs 
  succeed at a DC 25 Diplomacy check they learn the raven 
  has made deals with several prisoners for petty revenge 
  against the guards or other prisoners. If all the stories are 
  put together, it is almost as if the raven pushed people 
  into lawful evil behavior. 
   
  The PCs can also try to talk with the Wastrians. The 
  Misguided are eager to talk and know as much as the 
  other prisoners. The teachers require a regular Intimidate 
  check to talk. They can tell that the Flan woman is here 
  to make sure the Wastrian leaders keep up their end of a 
  bargain. She is not particularly powerful, but the one she 
  is working for, apparently is. They do not know anything 
  of the plan to transport the fortress and surrounding to 
  Hell, instead suspecting that the Wastrians are going to 
  summon a very powerful devil when it appears the battle 
  is lost. They know about the existence of the 
  experiments, and that the Bleak Academy’s help was vital 
  for their success. They do not know exactly what was 
  created besides the giant and ogre sized bullywugs. They 
  have never been down below. 
   
  Note down whether the PCs used lethal damage 
  against the Misguided or the Intimidate skill to get the 
  imprisoned Sunndians to rebel.  PCs who used lethal 
  force against the Misguided do NOT gain the Level-
  Headed AR item. If a Misguided died, or a normal 
  prisoner was hurt in any way, the whole group does NOT 
  gain that AR item. The behavior of the PCs towards the 
  imprisoned Sunndians is important for the Campaign 
  Consequences of the interactive, so mention how many, 
  if any, got this item. 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 15 
  
  3: ABBEY OF THE FAITHFUL 
  This encounter is designed for a single table of APL 4, 6 
  or 8. It is set on the same terrain as Encounter 2 and the 
  two tables can rush to aid one another in case of 
  problems. 
   
  THE ABBEY  
  A map of the abbey can be found in the DM’s Map 
  section. Little has changed since the previous assault, and 
  you can show the map to the players during the briefing. 
   
  It is the only stone building in the compound, 
  although the roof and the upper part of the bell tower is 
  made out of wood. The exterior walls are made out of 
  superior masonry. The interior walls, floors and ceiling 
  are mostly wooden. The exterior doors are all strong 
  wooden doors with average locks. The interior doors are 
  all good wooden doors. Unless specified otherwise they 
  do not have a lock. More information on the doors and 
  walls can be found in the DMG 60 and 61. 
   
  The whole abbey except for the kitchen and dinning 
  room lies under an unhallow effect. A cause fear effect is 
  tied to it that effects non-Wastrians and which is used to 
  great effect in the teaching of the Sunndian prisoners. 
  Note that PCs with more than 4 levels are immune to its 
  effect. 
   
  1. Shrine 
  This is a simple Spartan praying area for the faithful of 
  the Hopping Prophet. The benches are made out of 
  sturdy wood, and strong thick wooden pillars and beams 
  support the ceiling. The only decorations are a life size 
  statue of a toad-like human man in monk’s robes and two 
  stained glass on the southern side of the room next to the 
  altar. The benches contain steel bars that can used to lock 
  manacles into place. Treat the area with benches as 
  difficult terrain unless one succeeds in a DC 15 Balance 
  check. 
   
  At the start of the battle the PCs find a group of 
  Sunndian prisoners chained to the benches listening to 
  the sermon of a priest of Wastri (at APL 4 this a simple 
  commoner who poses no threat to the PCs). If any non-
  Wastrian rushes in with armor and/or weapons one or 
  both stained glass windows animate. Note that the 
  prisoners are not aware of the existence of these glass 
  golems. 
   
  A character who desecrates the statue or altar of 
  Wastri through any other means than a consecrate spell 
  gains the stigma of Wastri AR item unless he succeeds 
  at a DC 21 Will save. 
   
  2. Kitchen 
  This is a typical large kitchen. It is here that the food for 
  the inhabitants of the camp is cooked. The prisoners do 
  the work here. At the time it is empty. 
   
  3. Pantry 
  The pantry is locked with an average lock. It contains the 
  luxurious food and drink for use in the kitchen. The 
  Headmaster and the Master of Obedience has the key. 
   
  4. Dinning Room 
  This is a simple Spartan Dinning room. It is undecorated, 
  and the tables and benches are made out of strong heavy 
  wood and they are bolted to the floor. Iron rings allow 
  people to be chained to the tables. It looks clean, and it is 
  empty during the assault. 
    
  5. Balcony 
  This is an empty wooden balcony. 
   
  6. and 7. Teaching Rooms 
  These rooms are a mix between a teaching and torture 
  room. There are several rows of uncomfortable looking 
  chairs and on the wall hang a chalkboard. In the teacher’s 
  table lies a set of torture tools and iron bolts in the floor 
  and wall allow prisoners to be chained without a chance 
  to escape. 
   
  8. Private Shrine 
  This is a more luxurious shrine of Wastri for use by the 
  Headmaster and the Master of Obedience. It is much 
  more opulent with thick carpets and decorative tappets 
  along the wall.  
   
  A character who desecrates the statue or altar of 
  Wastri through any other means than a consecrate spell 
  gains the stigma of Wastri AR item unless he succeeds 
  at a DC 21 Will save. 
   
  9. Sleeping Room Master of Obedience 
  These are the living quarters of the Master of Obedience. 
  The room is sparsely furnished, and except for a small 
  statuette of Wastri undecorated. At APL 4 he is not 
  present during the attack. At all other APLs he starts here 
  praying. At the first sign of combat he and the 
  Headmaster prepare and rush down towards the source 
  of the noise. 
   
  10. Sleeping Room Headmaster 
  These are the living quarters of the Headmaster. The 
  room is luxuriously furnished and heavily perfumed to 
  hide the stench of the Headmaster’s zombie. He starts the 
  battle here praying. At the first sign of combat he and the 
  master of obedience prepare by buffing himself, 
  bolstering his zombie and then rushes down towards the 
  source of the noise. 
   
  11., 12. and 13. Bell Tower 
  These are dusty cobweb filled stairwell leading up into 
  the bell tower. There is bronze bell in here. 
   
  HALLS OF MEDITATION 
  The likely place for the first battle of this group is in the 
  shrine of Wastri were a group of Sunndian prisoners is 
  SND8-01S Save Our Souls – Round 1 
   
  Page 16 
  
  forced to listen to the preaching of a cleric of Wastri. 
  These prisoners are in a terrible conditions, they are 
  deadly pale and wide-eyed and under the effect of a cause 
  fear. They would love nothing more than to get out, but 
  they are chained to the benches with normal manacles 
  and forced to listen. If the fear effect is removed, they 
  still keep their distance from the fighting, realizing they 
  are outclassed. 
   
  One or both of the stained glass windows contain a 
  stained glass golem (made to look like a female and a 
  male bullywug). The PCs note these with a DC 30 Spot 
  check otherwise the golems gain surprise. The golems 
  attack any non-Wastrian who marches inside who wears 
  armor or weapons or who attacks a follower of Wastri. 
   
  The preacher is a fanatic follower of Wastri. At APL 4 
  he is a simple commoner who hides behind the golem 
  and otherwise flees or surrenders (what ever seems more 
  prudent). At APL 6 and 8 he is a priest who supports the 
  golem by for example curing them with a mending spell. 
  Throughout the fight he predicts doom to the enemies of 
  Wastri. 
   
  All APLs 
  � Sunndian Prisoners (APL): Male and female 
  human warrior 1; hp 6 each. (Non-combatants) 
   
  APL 4 (EL 5) 
  � Stained Glass Golem: hp 86; see Appendix 1.  
   
  APL 6 (EL 7) 
  � Preacher: Female human cleric 5; hp 33; see 
  Appendix 1. 
  � Stained Glass Golem: hp 86; see Appendix 1. 
   
  APL 8 (EL 9) 
  � Preacher: Female human cleric 7; hp 52; see 
  Appendix 1. 
  � Stained Glass Golems (2): hp 86 each; see 
  Appendix 1. 
   
  Tactics: The tactics of the golems are simple, attack the 
  nearest opponent until it stops moving, drops its 
  weapons or it is directed otherwise by the priest of 
  Wastri. Note that it does not recognize a humanoid 
  without weapons as a threat until that person actually 
  attacks it with its fists (or other natural attack), but once 
  that happens there is no way for that person to surrender 
  except by dropping to the floor and trying to appear 
  unconscious. The golems fight to the death or until there 
  are no more opponents. Unless directed by a priest of 
  Wastri they do not leave the shrine. 
   
  The priest fights with his spells first and only goes 
  into melee when necessary. He first uses his ranged 
  spells against the PCs, curing the golem with a mending 
  cantrip when necessary. He has no qualms about hitting 
  the prisoners for example with a fireball at APL 8 (the 
  goggles of the sun). He fights to the death. 
   
  Treasure: At low APLs the preacher has a couple of 
  magical scrolls that might be important during the 
  interactive. At APL 8 he also has goggles of the sun, these 
  make the wearer immune to blinding effects and allow 
  them to exchange a 3rd or higher-level spell to be 
  exchanged for a fireball cast at the CL of the user (DC 14 
  Reflex ½). An identification is needed to use the fireball 
  casting effect, but the blinding immunity is automatic for 
  the wielder.  
   
  It is assumed the loot is all thrown in one heap at the 
  end of the interactive to be divided over all those fighting 
  in the raid.  
   
  Development: Unless the PCs fight in absolute silence 
  the headmaster and the master of obedience here the 
  sounds of combat. They take 1 round to realize a fight is 
  going on, 3 rounds to prepare and 1 round to rush down. 
  See below for their stats. 
   
  HALLS OF LEARNING 
  Headmaster Akaril is in charge of the reeducation in this 
  camp. He is a cruel, vain man with a love luxury. He is a 
  fat bulky man with blond greasy hair, a swarthy skin and 
  blue eyes. His face looks a bit like that of a toad as is 
  common among the high-ranking priests of the Hopping 
  Prophet. He never goes anywhere without the backup of 
  a trusty zombie. 
   
  At APL 6 and 8 the Master of Obedience is here as 
  well. He is the executioner of the camp, and he loves 
  inflicting pain upon others. He is a tall gaunt Suel man. 
  His back is covered with the scars of whipping, some 
  fairly recently. The wounds are self-inflicted as a sign of 
  devotion to Wastri. 
   
  APL 4 (EL 5) 
  � Headmaster Akaril: Male human cleric 3; hp 21; 
  see Appendix 1. 
  � Ogre Zombie: hp 55; see Monster Manual 267. 
   
  APL 6 (EL 7) 
  � Headmaster Akaril: Male human cleric 5; hp 33; 
  see Appendix 1. 
  � Master of Obedience: Male human monk 3; hp 20; 
  see Appendix 1. 
  � Ogre Zombie: hp 55; see Monster Manual 267. 
   
  APL 8 (EL 9) 
  � Headmaster Akaril: Male human cleric 7; hp 52; 
  see Appendix 1. 
  � Master of Obedience: Male human monk 5; hp 32; 
  see Appendix 1. 
  � Umber Hulk Zombie: hp 55; see Monster Manual 
  267. 
   
  Tactics: Akaril prefers to hide behind his zombie using 
  his spells both offensive and defensive. If he has time he 
  buffs himself and the zombie starting with bolstering the 
  zombies HD (at APL 6 anyway). The zombie just hits 
  SND8-01S Save Our Souls – Round 1 
   
  Page 17 
  
  what ever its master tells him to squash. The Master of 
  Obedience tries to stun people more than to deal damage, 
  leaving the damage dealing to others. All three fight to 
  the death. 
   
  Treasure: At low APLs the headmaster has a couple of 
  magical scrolls that might be important during the 
  interactive. At APL 8 he also has goggles of the sun. The 
  Master of Obedience has a couple of potions and at APL 8 
  a set of ki-straps. These increase the DC of the wielders’ 
  stunning attacks by 2. 
   
  It is assumed the loot is all thrown in one heap at the 
  end of the interactive to be divided over all those fighting 
  in the raid. 
   
  DEVELOPMENT 
  Once the fight is over, and the area has not yet switched 
  to Hell (see Encounter 7), the PCs can either talk with 
  the prisoners, any captured Wastrian or rush towards the 
  Barracks to help the Sunndians fighting in that area (see 
  Encounter 2). If they rush towards the barracks, the 
  players should remain seated for the moment while you 
  go towards that table to check whether they are still busy 
  and to discuss things with the DM. Also notify the senior 
  DM since it might cost more than time than is available 
  to merge tables. Once the senior DM gives permission, 
  the DM should finish the current round and then the 
  two tables can merge with the PCs arriving as 
  reinforcements at the start of the next round. 
   
  If there is time to talk with the faithful, they proof to 
  be extremely grateful for the rescue. The stories they tell 
  about their imprisonment are not pleasant, and if any of 
  the teachers are still alive, they demand their execution 
  right now. They can be convinced to let them live for trial 
  by the authorities, although they point out such is against 
  the ideals of Trithereon. Obviously, they don’t know 
  anything about the plans of the Wastrians. Although they 
  have seen a beautiful Flan sorceress with a raven familiar 
  who acted disdainful towards everybody. The Wastrian 
  leaders were very respectful towards her. The prisoners 
  have spoken with her raven that apparently liked to 
  mock the prisoners. If the PCs succeed at a DC 25 
  Diplomacy check they learn the raven has made deals 
  with several prisoners for petty revenge against the 
  guards or other prisoners. If all the stories are put 
  together, it is almost as if the raven pushed people into 
  lawful evil behavior. 
   
  The PCs can also try to talk with the Wastrians. An 
  Intimidate check is required to get the Wastrians to talk. 
  They can tell that the Flan woman is here to make sure 
  the Wastrian leaders keep up their end of a bargain. She 
  is not particularly powerful, but the one she is working 
  for, apparently is. They do not know anything of the plan 
  to transport the fortress and surrounding to Hell, instead 
  suspecting that the Wastrians are going to summon a 
  very powerful devil when it appears the battle is lost. 
  They know about the existence of the experiments, and 
  that the Bleak Academy’s help was vital for their success. 
  They do not know exactly what was created besides the 
  giant and ogre sized bullywugs. They have never been 
  down below. 
   
  Note down whether the PCs used lethal damage 
  against the Faithful.  PCs who used lethal force against 
  them do NOT gain the Level-Headed AR item. If any of 
  the faithful died the whole group does NOT gain that AR 
  item. The behavior of the PCs towards the imprisoned 
  Sunndians is important for the Campaign Consequences 
  of the interactive, so mention how many, if any, got this 
  item. 
  SND8-01S Save Our Souls – Round 1 
   
  Page 18 
  
  4: GATES OF THE STEADFAST 
  This encounter is designed for a single table of APL 8 and 
  10. It is set on the same terrain as Encounter 5 and 
  Encounter 6 and the three/four tables can rush to aid one 
  another in case of problems. A detailed map can be found 
  in the DM Maps section. 
   
  DESCRIPTION 
  The gates are made of thick steep earthen ramparts 
  topped with sharp wooden spikes. They are covered with 
  wet slippery mosses, making climbing them virtually 
  impossible while the angle of the walls allows those on 
  top to fire down without exposing them selves. Unlike 
  the rest of the fortress, the first parts of the gate are not 
  protected against scrying and dimensional travel. 
   
  1. Docks 
  This small earthen island rises about 5 above the mire of 
  the swamp. The slopes are covered with rough rocks that 
  are kept clean of plant-life. Hence walking up is relatively 
  easy. A sturdy wooden bridge leads over the water 
  towards the First Gate. 
   
  2. First Gate 
  This covered corridor is dark and moist with a 
  cobblestone floor and a domed ceiling. The gates at both 
  ends are closed and made out of with steel reinforced 
  double doors. These are barricaded from the tower (area 
  5) by sliding steel pins down. The ceiling in the corridor 
  has several arrow slits in it which allow guards in area 5 
  to shoot down on intruders. 
   
  � Strong Wooden Gates: 4 in. thick wood; hardness 
  5; hp 40; Break DC 30. 
   
  3. Gate’s Courtyard 
  The floor of the courtyard is covered with cobblestones. 
  Most of it is covered with tarp under which the two giant 
  bullywugs are preparing for the battle to come. Tied to 
  the poles of these tarps are Sunndian prisoners. They are 
  maltreated, and unconscious. The PCs should easily spot 
  them, and they form a deterrent against using area of 
  effect damaging spells. 
   
  4. Guard Bunkers 
  These two large bunkers are dark, moist and a bit chilly. 
  Pools have been dug in a corner to provide the bullywug 
  guards a place to sleep. There are also tables, benches and 
  other equipment that make life a bit easier. All in all 
  though, it is rather Spartan and certainly not a place 
  where most humans would feel comfortable. 
   
  5. First Gate Tower 
  The gate tower is covered and made out of sturdy stone. 
  Arrow slits provide allow the bullywug archers stationed 
  here to shoot at area 1, 2 and 3. The room itself functions 
  as a weapon room, containing several barrels with arrows, 
  food, and drink. It is surprisingly empty, making clear 
  that the Wastrians are not expecting a siege of any kind. 
   
  6. First Gate Ramparts 
  These flat open areas are surrounded by battlements 
  providing cover for those on top against those below. 
  These are not used by the bullywugs during the battle 
  unless the PCs leave the bullywugs in area 5 alive while 
  approaching area 7. 
   
  7. Walled Bridge 
  This stone bridge is walled on both sides, but open on top 
  to give the defenders of the first and second gate ample of 
  opportunity to harass any intruders. Unlike last time, 
  there is no a wooden trapdoor in the bridge which stands 
  open at the time of the assault. The bridge is 5 feet above 
  the water below, which is 5 feet deep and it is here that 
  the hydra lairs. It attacks any non-Wastrian (using the 
  holy symbol to recognize people) that crosses the bridge 
  or swims in the water nearby. 
   
  8. Second Gate 
  This area is the same as area 2. 
   
  9. Second Gate Murder Holes 
  These small damp areas provide archers access to area 8. 
  There is nothing of interest here. 
   
  10. Second Gate Tower 
  This region is similar to area 5. As that area there are 10 
  bullyug archers in the room ready to shoot anybody in 
  area 7 or on the courtyard. 
   
  11. The Moat 
  The moat is 10 feet deep and consists of murky water. 
  Vision underwater is hampered as if the region is covered 
  by an obscuring mist. Except for the area around the gate, 
  swimming is severely hampered by the many thorny 
  bushes, rusted weapons and other sharp objects that litter 
  the area. Each round of swimming in the area requires a 
  DC 20 Swim check to prevent 1d6 points of damage. 
  Anybody damaged by these objects must also make a DC 
  13 Fortitude save to prevent contracting Filth Fever. 
   
  FIRST LINE OF DEFENSE 
  These defenses are placed in the first gate area: area 1 to 6. 
  They giants start under cover in area 3. The ghost begins 
  in area 4. The archers are shooting from area 5. They are 
  simple bullywugs, and should pose no more than a 
  hindrance. 
   
  Hurshu is a human Wastrian who was killed by 
  adventurers here during the last assault. He returned as a 
  ghost, refusing to admit defeat. If anything the 
  experience has made him even more stubborn and has 
  instilled him with a deep and abiding hatred for 
  Sunndians in general and adventurers in specific. The 
  bullywug brutes are strong, simple minded but dedicated 
  SND8-01S Save Our Souls – Round 1 
   
  Page 19 
  
  followers of Wastri who love to trip and than kill 
  opponents. They all fight to the death. 
   
  All APLs 
  � Sunndian Prisoners (5): Male or female human 
  commoner 1. 
  � Bullywug Archers (10): male bullywug warrior 1; 
  hp 9 each; see Appendix 1. 
   
  APL 8 (EL 11) 
  � Hurshu: Male human ghost marshal 2/bard 3; hp 
  xx; see Appendix 1. 
  � Bullywug Brutes (2): male bullywug giants; hp 102 
  each; see Appendix 1. 
   
  APL 10 (EL 12) 
  � Hurshu: Male human ghost marshal 2/bard 5; hp 
  xx; see Appendix 1. 
  � Bullywug Brutes (2): male bullywug giants; hp 119 
  each; see Appendix 1. 
   
  Tactics: Hurshu is waiting in area 6, and at the first sign 
  of trouble he rushes outside to support the brutes both 
  with his auras and his singing. It should be noted that the 
  bullywug brutes have made their save against Hurshu’s 
  horrific appearance and are hence immune to it. The 
  same is true for the prisoners (who have been damaged 
  by it though). The archers are not, but Hurshu tries to 
  remain out of their sight. Once the buffing is complete, 
  Hurshu starts corrupting gaze, preferably at wizards and 
  ranged attackers, but barbarians and other characters 
  with a low charisma are his second favorite opponents. 
   
  The tactics of the brutes is fairly simple: try and trip 
  everything that tries to approach them. Once down do as 
  much damage as possible. Note that if they can make a 
  full attack, they tend to start with normal attacks using 
  power attack, switching only to trips with the secondary 
  attack. Note that they quaff their potions of bull’s strength 
  shortly before combat unless taken by complete surprise. 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  SECOND LINE OF DEFENSE 
  These defenses are placed in area 7 and 10. The archers 
  are stationed in area 10. They are simple bullywugs, and 
  should pose no more than a hindrance. The Wastrian 
  Captain is a typical bullywug cleric of Wastri: not to 
  bright, stubborn and with a strong hatred for anything 
  non-human or non-amphibious. The hydra is well-fed 
  and well-treated by the Wastrians and reasonably loyal, 
  but not to the point of dieing for them. 
   
  All APLs 
  � Bullywug Archers (10): male bullywug warrior 1; 
  hp 9 each; see Appendix 1. 
   
  APL 8 (EL 10) 
  � Wastrian Captain: male bullywug cleric 8; hp xx; 
  see Appendix 1. 
  � Monster in the Moat: 9-headed hydra; hp 97; see 
  Monster Manual 155. 
   
  APL 10 (EL 12) 
  � Wastrian Captain: male bullyewug cleric 10; hp xx; 
  see Appendix 1. 
  � Monster in the Moat: 11-headed hydra; hp 118; see 
  Monster Manual 155. 
   
  Tactics: The bullywug cleric remains underwater as long 
  as possible, using his spells to cure and buff the hydra. He 
  also directs the hydra, so if the PCs start using too many 
  range attacks he and the hydra simply dive down. They 
  know that their opponents cannot allow them to live 
  since they pose too big a threat to the less strong 
  opponents. Note though that the bullywug does not have 
  any special sight. The hydra’s tactics are fairly simple: 
  attack what ever walks in front of its jaws unless directed 
  otherwise by the bullywug. The archers use the same 
  tactics as the archers in the First Line of Defense. 
   
  Note that since the hydra is partially underwater it 
  gets cover increasing its AC by 4. The bullywug cleric has 
  cast any 10 minute per level buff spells before the PCs 
  arrive. He starts casting 1 minute per level spells as soon 
  as the fighting starts – either in area 3 or here. 
   
  The bullywugs fight to the death. The hydra flees 
  when at 10% of its hit points, especially if the cleric is 
  dead. 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  DEVELOPMENT 
  Once the fight is over, and the area has not yet switched 
  to Hell (see Encounter 7), the PCs can either talk with 
  any captured Wastrian or rush towards the courtyard 
  (Encounter 5) or the Wastrian General (Encounter 6) to 
  help the Sunndians fighting in that area. If they rush 
  towards the courtyard or the general, the players should 
  remain seated for the moment while you go towards that 
  table to check whether they are still busy and to discuss 
  things with the DM. Also notify the senior DM since it 
  might cost more than time than is available to merge 
  tables. Once the senior DM gives permission, the DM 
  should finish the current round and then the two tables 
  can merge with the PCs arriving as reinforcements at the 
  start of the next round. Remember, it is impossible to 
  teleport or dimension door within the fortress for non-
  Wastrians. 
   
  If there is time to talk with the Sunndian prisoners, 
  they proof to be extremely grateful for the rescue. The 
  stories they tell about their imprisonment are not 
  pleasant. Obviously, they don’t know anything about the 
  plans of the Wastrians. Although they have seen a 
  beautiful Flan sorceress with a raven familiar who acted 
  SND8-01S Save Our Souls – Round 1 
   
  Page 20 
  
  disdainful towards everybody. The Wastrian leaders were 
  very respectful towards her. The prisoners have spoken 
  with her raven that apparently liked to mock the 
  prisoners. If the PCs succeed at a DC 25 Diplomacy check 
  they learn the raven has made deals with several 
  prisoners for petty revenge against the guards or other 
  prisoners. If all the stories are put together, it is almost as 
  if the raven pushed people into lawful evil behavior. 
   
  The PCs can also try to talk with the Wastrians. An 
  Intimidate check is required to get the Wastrians to talk. 
  They can tell that the Flan woman is here to make sure 
  the Wastrian leaders keep up their end of a bargain. She 
  is not particularly powerful, but the one she is working 
  for, apparently is. They do not know anything of the plan 
  to transport the fortress and surrounding to Hell, instead 
  suspecting that the Wastrians are going to summon a 
  very powerful devil when it appears the battle is lost. 
  They know about the existence of the experiments, and 
  that the Bleak Academy’s help was vital for their success. 
  They do not know exactly what was created besides the 
  giant and ogre sized bullywugs. They have never been 
  down below. 
   
  Note down whether the PCs used lethal damage 
  against the Faithful.  PCs who used lethal force against 
  them do NOT gain the Level-Headed AR item. If any of 
  the faithful died the whole group does NOT gain that AR 
  item. The behavior of the PCs towards the imprisoned 
  Sunndians is important for the Campaign Consequences 
  of the interactive, so mention how many, if any, got this 
  item. 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 21 
  
  5: COURTYARD OF THE 
  RIGHTFUL FURY 
  This encounter is for 1 or 2 tables. Either way the 
  encounter is designed for APL 10, 12 and 14. It is set on 
  the same terrain as Encounter 4 and Encounter 6 and the 
  three/four tables can rush to aid one another in case of 
  problems. 
   
  This encounter is set on the central square of the 
  fortress. This area is segregated in several areas by large 
  earthen ramparts. These ramparts are hollow, providing 
  sturdy covered corridors that crisscross the courtyard. 
  These corridors are designed so that the defenders can 
  reach the walls even when under the attack by flying 
  opponents. The sides are closed as well except for arrow 
  slits and the occasional steel door. The courtyard itself is 
  overgrown with low grass. Several tents in these smaller 
  courtyards provide the sleeping area for those prisoners 
  who proved to be most susceptible to the brainwashing 
  techniques.  
   
  MOBS OF THE MISGUIDED 
  The prisoners living in the courtyard are not happy about 
  seeing the unpredictable violent adventurers appear out 
  of nowhere and they are ready to defend themselves, 
  quickly forming a large dangerous mob. Since these 
  prisoners have been on the side of the Wastrians for 
  some time they have been treated much better and it 
  shows. Still, forceful conversion is never really successful 
  and throughout the fight the PCs can certainly try to win 
  them back. 
   
  At APL 12 and 14 a Wastrian agitator (with or 
  without a bodyguard) is hiding among the crowd. They 
  try to oppose any diplomacy to the best of their ability, 
  using their magic and weapons if needed. These are both 
  fanatic Wastrians, but while they are aware of the 
  experiments below, even they do not about the soon to 
  take place trip into Hell. 
   
  APL 10 (EL 10) 
  � Mob of commoners (2): hp xx; see Appendix 1. 
   
  APL 12 (EL 12) 
  � Agitator: Male human warmage 10; hp xx; see 
  Appendix 1. <steal from core special> 
  � Mob of commoners (2): hp xx; see Appendix 1. 
   
  APL 14 (EL 14) 
  � Agitator: Male human warmage 12; hp xx; see 
  Appendix 1. <steal from core special> 
  � Agitator Guard: <steal from Encounter 6> 
  � Mob of commoners (2): hp xx; see Appendix 1. 
   
  Tactics: The tactics of the mob is fairly straight forward. 
  The agitator tries to hide amongst the crowd, claiming 
  cover in the process. Most of the time he spends his 
  actions opposing any Diplomatic overtures by the PCs. If 
  that proves unnecessary, because the PCs start using 
  violence, he uses his magic and marshal abilities to his 
  best capabilities. His bodyguard simply tries to protect 
  him. 
   
  Throughout the fight the PCs can try to calm down 
  things. To succeed at this they must succeed at three DC 
  25 Diplomacy checks, one made per round (but this 
  includes the penalties for a rushed check). For each 
  round after the first that the PCs do not use lethal force, 
  they gain a +5 circumstance bonus to the check. 
  Reminding them that they do not have to fear the 
  Wastrians anymore and that any crimes they might have 
  committed during their imprisonment are forgiven also 
  gives a +5 bonus. On APL 12 and 14 the DC is not set, but 
  it is instead a check opposed by the agitator unless the 
  agitator is unable to speak or spend a standard action on 
  Diplomacy. Once the PCs succeed at three checks the 
  crowd calms down and surrenders. The same happens if 
  the crowd is dispersed through violence. 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  Development: As soon as the fight with the mobs start 
  or 8 rounds pass, whatever comes first, the ground cracks 
  open when the cellars below collapse. Any PC on the 
  floor must make a DC 20 Reflex save or fall prone. PCs 
  near the center of the courtyard also take 2d6 points of 
  damage when they fall down in the cellar 15 feet below. 
  A DC 15 Tumble check reduces the damage to 1d6. PCs at 
  the edge of the hole can make a DC 15 Reflex save to 
  prevent falling in the hole.  
   
  The whole courtyard turns into difficult terrain due 
  to the rubble. While most experiments below die in the 
  collapse a couple manages to escape. These immediately 
  attack anything that moves. If at this point the agitator is 
  still alive, he blames the PCs for the incident, but keeps 
  fighting against them. The mobs though disperse, either 
  because most of their members are dead and wounded in 
  the cellar or because the monsters scare them away. 
   
  ESCAPED EXPERIMENTS 
  The Wastrians have been experimenting on creatures to 
  create the perfect amphibians for years now, but most 
  experiments have not been too successful. Some of these 
  have been placed in the cellars below the fortress to be 
  released at the right time. That a few would die in the 
  process are considered acceptable losses. 
   
  The creatures that survive are a strange cross 
  between dire toads and humans who instead of poison 
  deliver entangling slime with their tongues. They are 
  insane, and filled with lust for blood.   
   
  APL 10 (EL 12) 
   
  APL 12 (EL 14) 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 22 
  
  APL 14 (EL 16) 
   
  Treasure: It is assumed the loot is all thrown in one heap 
  at the end of the interactive to be divided over all those 
  fighting in the raid. 
   
  Tactics: asdad 
   
  DEVELOPMENT 
  Once the fight is over, and the area has not yet switched 
  to Hell (see Encounter 7), the PCs can either talk with 
  any captured Wastrian, the misguided commoners or 
  rush towards the gate (Encounter 4) or the Wastrian 
  General (Encounter 6) to help the Sunndians fighting in 
  that area. If they rush towards the gate or the Wastrian 
  general, the players should remain seated for the moment 
  while you go towards that table to check whether they 
  are still busy and to discuss things with the DM. Also 
  notify the senior DM since it might cost more than time 
  than is available to merge tables. Once the senior DM 
  gives permission, the DM should finish the current 
  round and then the two tables can merge with the PCs 
  arriving as reinforcements at the start of the next round. 
  Remember, it is impossible to teleport or dimension door 
  within the fortress for non-Wastrians. 
   
  If there is time to talk with the Sunndian 
  commoners, they do not consider themselves truly 
  rescued and they are unsure what to think of the PCs. It 
  takes a DC 25 Diplomacy or Intimidate check to get them 
  to talk (although using Intimidate is not particular smart 
  since it confirms their opinion on adventurers being 
  uncontrolled brutes who only care about money and 
  glory). The stories they tell about their imprisonment are 
  not pleasant. Obviously, they don’t know anything about 
  the plans of the Wastrians. Although they have seen a 
  beautiful Flan sorceress with a raven familiar who acted 
  disdainful towards everybody. The Wastrian leaders were 
  very respectful towards her. The prisoners have spoken 
  with her raven who apparently liked to mock the 
  prisoners. If the PCs succeed at a DC 25 Diplomacy check 
  they learn the raven has made deals with several 
  prisoners for petty revenge against the guards or other 
  prisoners. If all the stories are put together, it is almost as 
  if the raven pushed people into lawful evil behavior. 
   
  The PCs can also try to talk with the Wastrians. An 
  Intimidate check is required to get the Wastrians to talk. 
  They can tell that the Flan woman is here to make sure 
  the Wastrian leaders keep up their end of a bargain. She 
  is not particularly powerful, but the one she is working 
  for, apparently is. They do not know anything of the plan 
  to transport the fortress and surrounding to Hell, instead 
  suspecting that the Wastrians are going to summon a 
  very powerful devil when it appears the battle is lost. 
  They know about the existence of the experiments, and 
  that the Bleak Academy’s help was vital for their success. 
  They do not know exactly what was created besides the 
  giant and ogre sized bullywugs. They have never been 
  down below. 
   
  Note down whether the PCs used lethal damage 
  against the commoner mobs.  PCs who used lethal force 
  against them or used Intimidate to get them to talk do 
  NOT gain the Level-Headed AR item. If any of the 
  commoners died the whole group does NOT gain that 
  AR item. The behavior of the PCs towards the 
  imprisoned Sunndians is important for the Campaign 
  Consequences of the interactive, so mention how many, 
  if any, got this item. 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 23 
  
  6: HEART OF THE TEACHER 
  This encounter is for 1 table. Either way the encounter is 
  designed for APL 14 and 16. It is set on the same terrain 
  as Encounter 4 and Encounter 5 and the three/four tables 
  can rush to aid one another in case of problems. Unlike 
  the lower APLs this part consists of only 1 challenging 
  fight. APL and circumstances are going to cause this to 
  likely last as long as the two-fight low APL tables. 
   
  <Krishna what did you had in mind with the favored soul 
  Wastrian general?> 
   
  APL 14 (EL ??) 
   
  APL 16 (EL ??) 
   
  Development: Once the fight is over, and the area has 
  not yet switched to Hell (see Encounter 7), the PCs can 
  either talk with any captured Wastrian or rush towards 
  the courtyard (Encounter 5) or the gate (Encounter 4) to 
  help the Sunndians fighting in that area. If they rush 
  towards the gate or the courtyard, the players should 
  remain seated for the moment while you go towards that 
  table to check whether they are still busy and to discuss 
  things with the DM. Also notify the senior DM since it 
  might cost more than time than is available to merge 
  tables. Once the senior DM gives permission, the DM 
  should finish the current round and then the two tables 
  can merge with the PCs arriving as reinforcements at the 
  start of the next round. Remember, it is impossible to 
  teleport or dimension door within the fortress for non-
  Wastrians. 
  SND8-01S Save Our Souls – Round 1 
   
  Page 24 
  
  7: AN UNEXPECTED TWIST 
  The first part should take about 3 hours, 1 hour for the 
  Introduction and 2 hours for the fight. When finished 
  early proceed with this encounter and give the players 
  the break afterward. Otherwise the senior DM will signal 
  when it is time to start with this encounter, which might 
  be in the middle of a fight. If that is the case, that fight is 
  immediately finished when all opponents flee for the hail 
  or surrender. The exceptions are the experiments and 
  general – they keep fighting. Remember, only the 
  general and her most trusted followers even knew about 
  the switch. All other Wastrians are just as scared about 
  the transformation. 
   
  Read aloud or paraphrase the following when the 
  region is transported to Minaurus, the 3rd layer of Hell. 
  Note that flash of light and the sound of thunder happen 
  even inside buildings. The change in scenery might not 
  be seen immediately though. 
   
  A flash of light bright enough to blind you and 
  thunder loud enough to deafen shatters what little 
  peace was left in this part of the Vast Swamp. Your 
  senses are only overwhelmed by a few seconds, but 
  once they return you immediately note the changes 
  in your surroundings. The clear blue sky has been 
  replaced by a grey-yellow fog. The sun is gone. There 
  is not even a dot of brightness you usually see in the 
  mist. Instead the light seems to be coming from all 
  directions. The stench of rotting eggs is stronger 
  then before, but it is the smell of brimstone, tar and 
  soot that are not commonly associated with the Vast 
  Swamp.  
   
  Looking around, you note that the direct 
  surroundings look exactly like they did a few second 
  ago. The fortress, it surrounding buildings and the 
  people in them are still there. It is then that you 
  realize the constant drizzle is covering everything in 
  a thin layer of sooth. In the distance you hear an 
  alien hair-rising howl, followed by others even 
  further away. 
   
  Allow the PCs a few seconds to get their bearings. At this 
  point it is unclear whether somebody summoned this 
  strange foul weather or something more powerful took 
  place. The fog blocks sight beyond 100 feet. Since the PCs 
  and everything around and in the fortress are transported 
  to the 3rd layer of Hell, good and chaotic aligned people 
  feel uncomfortable as if watched constantly by 
  something malign. Once they are ready to start exploring 
  or approach other groups, read aloud or paraphrase: 
   
  You hear the ticking sound of hail rushing towards 
  you like a wave or a gust of wind. Than you see and 
  feel the hail stones. The size of eggs and blackened 
  by sooth they slam into you with force, almost 
  immediately drawing blood. With shock you realize 
  it is not just ice, but that the hail contains small 
  extremely sharp shards of metal.  
   
  This is a short hailstorm typical for Minaurus. It lasts 6 
  rounds and deals 1d4 point of damage (bludgeoning, 
  lawful and evil). The PCs should be within meters of 
  shelter if not already inside. Unless they stay outside on 
  purpose they only take 1d4 points of damage. Once the 
  storm is gone they can go outside again to try and learn 
  what happened. 
   
  CONCLUSION 
  And with this hailstorm the first part of SND8-01S ends. 
  The players have a half an hour break to eat their lunch 
  before we proceed with part 2. During the break the 
  players can freely discuss events that took place during 
  the battle and this strange change in weather. The 
  characters get together for a meeting at the start of part 2 
  anyway. 
   
  Note that the assumption is that all special loot is 
  thrown on one heap, giving access to all these items even 
  if one particular group never run across it. The division is 
  based on skill, hence the reason that there still is a 
  division by APL. The scout mission (DMs’ slot 0) is 
  included on the AR. 
   
  The only other item the PCs can earn in this section 
  is the Level-Headed AR item. Note down who earned it. 
   
  Level-Headed: You earned a favor with King Kestor. In 
  addition to regular uses you can spend it to gain 1 time 
  access to one item from the list below. If you spend 1 
  additional favor with count or king Kestor at the same 
  time you gain a 10% price reduction: weapon or armor 
  upgrade ghost touch, choker of life protection (MIC), gauntlets 
  of ghost fighting (MIC) or shirt of wraith stalking (MIC).  
  SND8-01S Save Our Souls – Round 1 
   
  Page 25 
  
  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. 
   
  Fight 1 
  Defeated the opponents of the first fight 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Fight 2 
  Defeated the opponents of the 2nd fight (half this amount 
  if switched to hell) 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Discretionary roleplaying award 
  APL 2  
  20 XP 
  APL 4  
  40 XP 
  APL 6  
  60 XP 
  APL 8  
  80 XP 
  APL 10  
  100 XP 
  APL 12  
  120 XP 
  APL 14  
  140 XP 
  APL 16  
  160 XP 
   
  Total Possible Experience 
  APL 2  
  260 XP 
  APL 4  
  400 XP 
  APL 6  
  540 XP 
  APL 8  
  680 XP 
  APL 10  
  820 XP 
  APL 12  
  960 XP 
  APL 14  
  1,100 XP 
  APL 16  
  1,240 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  ADVENTURE RECORD ITEMS 
  Boots of the Marshlands: This footgear is a great boon 
  to those traversing the marshlands of the world. The 
  wearer gains a +4 competence bonus on Swim checks, 
  and is not hindered when moving through shallow bog 
  terrain. It treats an area of deep bog as shallow bog for 
  purposes of movement and Tumble checks.  
   
  Faint transmutation; CL 1st; Craft Wondrous Item, 
  webfoot; Price 3,000 gp; Weight 1 lb. 
   
  Level-Headed: You earned a favor with King Kestor. In 
  addition to regular uses you can spend it to gain 1 time 
  access to one item from the list below. If you spend 1 
  additional favor with count or king Kestor at the same 
  time you gain a 10% price reduction: weapon or armor 
  upgrade ghost touch, choker of life protection (MIC), gauntlets 
  of ghost fighting (MIC) or shirt of wraith stalking (MIC).  
   
  Stigma of Wastri: Your skin has a hint of green-brown 
  color and has become moist to touch. Followers of Wastri 
  SND8-01S Save Our Souls – Round 1 
   
  Page 26 
  
  instantly recognize you as an enemy of the faith. In 
  addition your skin has lost some of it protective 
  properties. You require 1.5x as much water as normal. In 
  a desert and on a saltwater ocean environment you have a 
  -4 penalty on the Fortitude save to resist environmental 
  heat effects and you gain 2x as much damage. Your 
  protection against heat in such environments also counts 
  as 1 level lower than normal (to a minimum of 0).  
   
  The curse can be removed by a remove curse cast at 
  17th level caster, miracle or wish. By spending a favor with 
  the clergy of Wastri, 1 TU and 150 gp the curse can be 
  removed as well 
   
  ITEM ACCESS 
  APL 2 and 4: 
  • 
  Acrobatic boots (Adventure; 900 gp; MIC) 
  • 
  Boots of the Marshlands (Adventure; 3,000 gp; see 
  above) 
  • 
  Elixir of hiding (Adventure; DMG) 
  • 
  Elixir of sneaking (Adventure; DMG) 
  • 
  Oil of iron silence (Adventure; SC) 
  • 
  Scroll of iron silence (Adventure; SC) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Bracers of the entangling blast (Adventure; 2,000 gp; 
  MIC) 
  • 
  Cloak of predatory vigor (Adventure; 1,400 gp; MIC) 
  • 
  Necklace of fireballs (type I) (Adventure; DMG) 
   
  APL 8 and 10 (all of APLs 2-6 plus the following): 
  • 
  Goggles of the sun (Adventure; 4,000 gp; MIC) 
  • 
  Ki straps (Adventure; 5,000 gp; MIC) 
  • 
  Retributive amulet (Adventure; 9,000 gp; MIC) 
   
  APL 14 and 16 (all of APLs 2-12) 
  • 
  +1 glaive of dispelling (Adventure; CL 5; 8,308 gp; MIC) 
  • 
  Circlet of rapid casting (Adventure; 15,000 gp; MIC) 
  • 
  Crystal mask of mind armor (Adventure; 10,000 gp; 
  MIC) 
  • 
  Ring of spell-battle (Adventure; CL 14; 12,000 gp; MIC) 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 27 
  
  SND8-01S Save Our Souls – Round 1 
   
  Page 28 
  APPENDIX 1: APL 2
  2: BARRACKS OF THE MISGUIDED 
  Guardians of the Misguided 
  BULLYWUG GUARD 
  CR 1/2 
  Male bullywug* warrior 1 
  *Monsters of Fearun 25 
  NE Medium Humanoid (aquatic) 
  Init +0; Senses Listen -2, Spot -2 
  Languages Common  
  AC 15, touch 12, flat-footed 15 
   (+2 armor, +3 natural) 
  hp 9 (1 HD)  
  Fort +6, Ref +0, Will -1 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., swim 30 ft.; Marsh Move 
  Melee spear +1 (1d8/x3) 
  Ranged longbow +1 (1d8/x3) 
  Base Atk +1; Grp +1 
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7 
  SQ  
  Feats Endurance  
  Skills Hide +0 (+6 in marshes), Listen –2, Spot -2, 
  Swim +8 
  Possessions combat gear plus spear, dagger, sap, 
  longbow, 20 arrows, leather armor. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  GUARD TOAD* 
  CR 3 
  *Monster Manual II 74  
  N Medium Animal 
  Init +2; Senses low-light vision; Listen +9, Spot +13 
  Languages –  
  AC 15, touch 10, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares). 
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (–) 
  Base Atk +3; Grp +3 
  Atk Options improved grab, swallow whole 
  Special Actions  
  Combat Gear  
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  SQ  
  Feats Alertness, Weapon Finesse  
  SkillsHide +12, Jump +11, Listen +7, Spot +11 
  Possessions combat gear plus  
  Improved Grab (Ex) One size category smaller, 
  delivered with bite, successful grapple deals bite 
  damage. 
  Swallow Whole (Ex) One size category smaller, 
  deals 1d6 bludgeoning and 1d4 acid damage per 
  round. Gizzard has AC 13, 10 hp. 
  Poison (Ex) DC 14 Fortitude, 1d6 Con/1d6 Con. 
   
  The Misguided 
  TEACHER 
  CR 1 
  Male human cleric 1 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +6 armor, +1 shield) 
  hp 9 (1 HD)  
  Fort +3, Ref -1, Will +4 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee mwk glaive +2 (1d10+3/x3) or 
  Melee light mace +2 (1d6+2) or 
  Melee spiked gauntlet +2 (1d4+2) 
  Ranged light crossbow -1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +0; Grp +2 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear scroll of obscuring mist, scroll of shield 
  of faith 
  Cleric Spells Prepared (CL 1st): 
   1st—cure light wounds, magic weaponD, shield of 
  faith 
   0—detect poison, detect magic, guidance 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Skill Focus 
  (concentration), Weapon Focus (glaive), Weapon 
  Proficiency (glaive)  
  SkillsConcentration +8, Knowledge (history) +2, 
  Knowledge (religion) +4, Spellcraft +2 
  Possessions combat gear plus masterwork glaive, 
  light mace, dagger, spiked gauntlets, light 
  crossbow, 20 bolts, banded mail, buckler, wooden 
  holy symbol, spell component pouch. 
   
  THE MISGUIDED (5) 
  CR 1/2 
  Male and female human warrior 1 
  N Medium Humanoid (human) 
  Init +0; Senses Listen -1, Spot -1 
  Languages Common  
  AC 15, touch 10, flat-footed 15 
   (+3 armor, +2 shield) 
  hp 6 (1 HD)  
  Fort +5, Ref +0, Will -1 
  Speed 30 ft. in studded leather (6 squares), base 
  movement 30 ft.; 
  
  Melee longspear +2 (1d8+1/x3) or 
  Melee shortspear (1d6+1) or 
  Melee sap (1d6+1 nonlethal) 
  Ranged javelin +1(1d6+1) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +2 
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 
  SQ  
  Feats Endurance, Great Fortitude  
  Skills Climb +2, Profession (soldier) +3, Swim -1 
  Possessions combat gear plus long spear, short 
  spear, sap, dagger, javelins (5), studded leather, 
  heavy wooden shield 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 29 
  
  SND8-01S Save Our Souls – Round 1 
   
  Page 30 
  APL 4
  2: BARRACKS OF THE MISGUIDED 
  Guardians of the Misguided 
  BULLYWUG GUARD 
  CR 1 
  Male bullywug* ranger 1 
  *Monsters of Fearun 25 
  NE Medium Humanoid (aquatic) 
  Init +1; Senses Listen +5, Spot +5 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +4 armor, +2 shield, +3 natural) 
  hp 13 (1 HD)  
  Fort +7, Ref +3, Will +1 
  Speed 20 ft. in chain shirt (4 squares), base 
  movement 20 ft., swim 30 ft.; Marsh Move 
  Melee longsword +3 (1d8+2/19-20) 
  Ranged longbow +2 (1d8/x3) 
  Base Atk +1; Grp +3 
  Atk Options favored enemy – elf: +2, Point Blank 
  Shot 
  Special Actions  
  Combat Gear tanglefoot bag 
  Abilities Str 14, Dex 13, Con 18, Int 8, Wis 13, Cha 4 
  SQ  
  Feats Point Blank Shot, Track 
  Skills Hide +3 (+9 in marshes), Listen +5, Move 
  Silently +3, Spot +5, Survival +5, Swim +4 
  Possessions combat gear plus longsword, dagger, 
  sap, longbow, 20 arrows, mwk chain shirt, mwk 
  heavy wooden shield. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  GUARD TOADS* (2) 
  CR 3 
  *Monster Manual II 74  
  N Medium Animal 
  Init +2; Senses low-light vision; Listen +9, Spot +13 
  Languages –  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares). 
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (–) 
  Base Atk +3; Grp +3 
  Atk Options improved grab, swallow whole 
  Special Actions  
  Combat Gear  
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  SQ  
  Feats Alertness, Weapon Finesse  
  SkillsHide +12, Jump +11, Listen +7, Spot +11 
  Possessions combat gear plus  
  Improved Grab (Ex) One size category smaller, 
  delivered with bite, successful grapple deals bite 
  damage. 
  Swallow Whole (Ex) One size category smaller, 
  deals 1d6 bludgeoning and 1d4 acid damage per 
  round. Gizzard has AC 13, 10 hp. 
  Poison (Ex) DC 14 Fortitude, 1d6 Con/1d6 Con. 
   
  The Misguided 
  TEACHER 
  CR 1 
  Male human cleric 1 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +6 armor, +1 shield) 
  hp 9 (1 HD)  
  Fort +3, Ref -1, Will +4 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee mwk glaive +2 (1d10+3/x3) or 
  Melee light mace +2 (1d6+2) or 
  Melee spiked gauntlet +2 (1d4+2) 
  Ranged light crossbow -1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +0; Grp +2 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear scroll of obscuring mist, scroll of shield 
  of faith 
  Cleric Spells Prepared (CL 1st): 
   1st—cure light wounds, magic weaponD, shield of 
  faith 
   0—detect poison, detect magic, guidance 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Skill Focus 
  (concentration), Weapon Focus (glaive), Weapon 
  Proficiency (glaive)  
  SkillsConcentration +8, Knowledge (history) +2, 
  Knowledge (religion) +4, Spellcraft +2 
  Possessions combat gear plus masterwork glaive, 
  light mace, dagger, spiked gauntlets, light 
  crossbow, 20 bolts, banded mail, buckler, wooden 
  holy symbol, spell component pouch. 
   
  THE MISGUIDED (5) 
  CR 2 
  Male and female human fighter 1/monk 1 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +1 Wis, +1 Deflection); Dodge, 5 ranks 
  Tumble 
  hp 16 (2 HD)  
  Fort +7, Ref +6, Will +5 
  
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee unarmed strike +4 (1d8+2) or 
  Melee unarmed strike +2/+2 (1d8+2) 
  Ranged light crossbow +3 (1d8/19-20) 
  Base Atk +1; Grp +7  
  Atk Options Improved Grapple 
  Special Actions  
  Combat Gear 2x potions of mage armor 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 
  8 
  SQ  
  Feats Dodge, Improved Grapple, Improved Natural 
  Attack (unarmed strike), Weapon Focus (unarmed 
  strike)  
  Skills Balance+8, Jump +8, Knowledge (religion) +4, 
  Swim +7, Tumble +7 
  Possessions combat gear plus dagger, vest of 
  resistance +1, ring of protection +1 
   
  3: ABBEY OF THE FAITHFUL 
  Halls of Meditation 
  STAINED GLASS GOLEM* 
  CR 5 
  *MM II 115  
  N Medium Construct 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  AC 15, touch 10, flat-footed 15 
   (+5 natural) 
  hp 86 (12 HD); fast repair 5; DR 5/adementine 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects, critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain, any effect that requires a Fortitude 
  save (unless the effect also works on objects, or is 
  harmless), magic immunity 
  Fort +4, Ref +4, Will +5 
  Speed 30 ft. (6 squares) 
  Melee rake +10/+10 (1d8+1/19-20) 
  Base Atk +9; Grp +10  
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 10, Con –, Int –, Wis 13, Cha 7 
  SQ  
  Feats  
  Skills Hide +0 (+20 when standing motionless in 
  window frame) 
  Possessions combat gear plus  
  Magic Immunity (Ex) A stained glass golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A shatter 
  spell affects it normally. A mending spell heals 2d6 
  points of damage the golem has taken. Sonic 
  attacks affect it normally. 
   
  Halls of Learning 
  HEADMASTER AKARIL 
  CR 3 
  Male human cleric 3 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
   (-1 Dex, +8 armor, +2 shield) 
  hp 21 (3 HD)  
  Fort +5, Ref +1, Will +6 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee mwk glaive +4 (1d10+3/x3) or 
  Melee light mace +4 (1d6+2) or 
  Melee spiked gauntlet +4 (1d4+2) 
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +2; Grp +4 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear scroll of calm emotions, scroll of 
  obscuring mist, scroll of shield of faith (2) 
  Cleric Spells Prepared (CL 3rd): 
   2nd—calm emotionsD (DC 14), hold person (DC 
  14), spiritual weapon 
   1st—cure light wounds, magic weaponD, protection 
  from chaos, shield of faith 
   0—detect poison, detect magic, guidance (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Skill Focus 
  (concentration), Weapon Focus (glaive), Weapon 
  Proficiency (glaive)  
  SkillsConcentration +10, Knowledge (history) +3, 
  Knowledge (religion) +6, Spellcraft +3 
  Possessions combat gear plus masterwork glaive, 
  light mace, dagger, spiked gauntlets, light 
  crossbow, 20 bolts, masterwork full plate, +1 
  buckler, vest of resistance +1, wooden holy 
  symbol, spell component pouch. 
   
   
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 31 
  
  APL 6 
  1: TOWERS OF THE WASPS 
  Muddy River 
  HARANG 
  CR 5 
  Male bullywug druid 5 
  (Monsters of Faerun p. 25)  
  CE Medium humanoid (aquatic) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 12, flat-footed 20 
   (+1 Dex, +1 deflection, +4 armor, +5 natural) 
  hp 45 (5 HD) 
  Fort +9, Ref +5, Will +7 
  Speed 25 ft. in hide armor (5 squares), base 
  movement 30 ft., swim 40 ft.; 
  Melee shortspear +3 (1d6) 
  Ranged sling +4 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Combat Gear scroll of resist energy (CL 3rd), scroll of 
  lesser restoration (CL 3rd) 
  Druid Spells Prepared (CL 5th): 
   3rd—greater magic fang*, wind wall (DC 16) 
   2nd—barkskin*, bear’s endurance*, nature’s favor 
   1st—beastland ferocity*, entangle (DC 14), faerie 
  fire, longstrider* 
   0—cure minor wounds, flare (DC 13), guidance, 
  resistance, resistance 
  * Already cast (share spells - animal companion) 
  Abilities Str 10, Dex 13, Con 18 (14), Int 8, Wis 16, 
  Cha 12 
  SQ Animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wild shape 1/day, marsh move 
  Feats Companion Spellbond, Lightning Reflexes 
  Skills Concentration +12, Handle Animal +9, Hide 
  +7*, Knowledge (nature) +1, Survival +13 
  Possessions combat gear plus +1 hide armor, +1 
  cloak of resistance, +1 ring of protection 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud.  
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
  Woodland Stride (Ex): May move through any sort of 
  undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any 
  other impairment. Areas that have been magically 
  manipulated still affect her. 
  Trackless Step (Ex): Leaves no trail in natural 
  surroundings and cannot be tracked (unless she so 
  desires). 
  Resist Nature’s Lure (Ex): +4 bonus on saving 
  throws against the spell-like abilities of fey. 
  Wild Shape (Ex): 1/day – Turn into any Small or 
  Medium animal and back again. See PH, p.37 
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. 
   
  New Feat: Companion Spellbond (PH2 p.77) 
  New Spells: nature’s favor (SC p.146), beastland 
  ferocity (SC p.25) 
   
  Shared Spells: barkskin, bear’s endurance, 
  beastland ferocity, longstrider (all included in stat 
  block) 
   
  BITE 
  CR -- 
  Male crocodile (animal companion) 
  N Medium animal 
  Init +1; Senses Listen +5, Spot +5 
  Languages understands master’s commands 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 55 (5 HD) 
  Fort +10, Ref +5 (evasion), Will +2 
  Speed 30 ft. (6 squares), swim 40 ft.; 
  Melee bite +9 (1d8+8) or tail slap +9 (1d12+8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +8 
  Special Actions Improved Grab 
  Abilities Str 20, Dex 13, Con 22 (18), Int 1, Wis 12, 
  Cha 2 
  SQ Hold breath, low-light vision, link, share spells, +2 
  tricks, evasion 
  Feats Alertness, Skill Focus (Hide)  
  Skills Hide +7*, Listen +5, Spot +5, Swim +13 
  Possessions None 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, the crocodile establishes a hold on the 
  opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for 
  a number of rounds equal to 4 x its Constitution 
  score before it risks drowning. 
  Tricks: attack, defend, down, fetch, stay 
  Skills: *A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Furthermore, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  Shared Spells (must stay within 30’ of master): 
  barkskin, bear’s endurance, beastland ferocity, 
  longstrider (all included in stat block) 
  Pre-Cast Spells (no range requirement): greater 
  magic fang (+1 magical enhancement to all natural 
  weapons; included in stat block) 
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 32 
  
  Walls of Wood 
  TOWER SERGEANT 
  CR 4 
  Male bullywug cleric 4 
  (Monsters of Faerun, p.25) 
  LE Medium humanoid (aquatic) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common  
  AC 21, touch 12, flat-footed 21 
   (+2 deflection, +6 armor, +3 natural) 
  Miss Chance 20% (blur) 
  hp 32 (4 HD) plus 9 temporary hp (aid) 
  Fort +7, Ref +3, Will +7 (+1 vs. fear) 
  Speed 15 ft. in chainmail (3 squares), base 
  movement 20 ft., swim 30 ft. 
  Melee glaive +8 (1d10+6/x3) 
  Ranged sling +4 (1d4+4) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +3; Grp +5  
  Special Actions rebuke undead 4/day 
  Combat Gear necklace of fireballs (type I), divine 
  scroll of summon monster II (CL 3), potion of shield 
  of faith +2 (CL 1), potion of blur (CL 1) 
  Cleric Spells Prepared (CL 4th): 
   2nd—spiritual weapon (D), aid*, bull’s strength*, 
  bear’s endurance* 
   1st—magic weapon (D), bane, bless, protection 
  from good, summon monster I 
   0—guidance, inflict minor wounds (x2), light, 
  resistance 
  D: Domain spell. Deity: Wastri. Domains: Animal, War  
  * Already Cast (effects included in stat block) 
  Abilities Str 18 (14), Dex 10, Con 16 (12), Int 8, Wis 
  16, Cha 13 
  SQ Marsh move, summoning 
  Feats Combat Casting, Lightning Reflexes, Martial 
  Weapon Proficiency (glaive)B, Weapon Focus 
  (glaive)B  
  Skills Concentration +7 (+11 defensive), Hide -4*, 
  Swim -4 
  Possessions combat gear plus +1 chain mail, 2 holy 
  symbols of Wastri, glaive, sling, 10 sling stones 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud.  
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is 50% chance that 
  one more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then a 
  25% chance that the summoned monster will not 
  be in the bullywug’s control, rampaging and 
  attacking at random. 
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. (Not included above) 
   
  Pre-Cast Spells: aid, bull’s strength, bear’s endurance, potion of shield of 
  faith +2, potion of blur (all included in stat block) 
   
  TOWER DEFENDERS (RAGING) CR 4 
  Male bullywug ranger 2 / barbarian 2 
  (Monsters of Faerun, p.25) 
  LE Medium humanoid (aquatic) 
  Init +1; Senses Listen +8, Spot +7 
  Languages Common  
  AC 17, touch 9, flat-footed 17 (uncanny dodge) 
   (+1 Dex, +5 armor, +3 natural, -2 raging) 
  hp 40 (4 HD) 
  Fort +10, Ref +4, Will +5 
  Speed 30 ft., swim 30 ft. 
  Melee +1 battleaxe +9 (1d8+6/x3) and 
  mw hand axe +8 (1d6+3/x3) 
  Ranged longbow +5 (1d8/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +9  
  Atk Options favored enemy (elves) +2 
  Special Actions rage 1/day (7 rounds, included) 
  Combat Gear cloak of predatory vigor  
  Abilities Str 20 (16), Dex 13, Con 18 (14), Int 10, Wis 
  12, Cha 8 
  SQ combat style (two-weapon fighting), illiteracy, fast 
  movement, favored enemy (elves) +2, marsh 
  move, rage 1/day, uncanny dodge, wild empathy 
  Feats TrackB, Iron Will, Two-Weapon FightingB, 
  Weapon Focus (battleaxe) 
  Skills Hide +5*, Listen +8, Move Silently +5, Spot +7, 
  Survival +8, Swim +10 
  Possessions +1 chain shirt, +1 battleaxe, mw hand 
  axe, longbow, 20 arrows 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud.  
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. (Not included above) 
  Rage: Bonuses for raging are included in the stat 
  block as this is the default combat orientation for 
  the creature. When not raging, decrease Strength 
  by 4, decrease Constitution by 4, decrease hit 
  points by 8, decrease Will save by 2, and increase 
  AC by 2. A fit of rage lasts for 7 rounds and the 
  barbarian is fatigued when the rage ends. 
   
  2: BARRACKS OF THE MISGUIDED 
  Guardians of the Misguided 
  BULLYWUG GUARDS (2) (RAGE) CR 3 
  Male bullywug* ranger 2/barbarian 1 
  *Monsters of Fearun 25 
  NE Medium Humanoid (aquatic) 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 19, touch 9, flat-footed 18 
   (+1 Dex, +5 armor, +2 shield, +3 natural, -2 rage) 
  hp 39 (3 HD)  
  Fort +13, Ref +5, Will +6 
  Speed 30 ft. in chain shirt (4 squares), base 
  movement 30 ft., swim 30 ft.; Marsh Move 
  Melee mwk longsword +8 (1d8+4/19-20) 
  Ranged mwk mighty composite longbow +4 
  (1d8+2/x3) 
  Base Atk +3; Grp +7 
  SND8-01S Save Our Souls – Round 1 
   
  Page 33 
  
  Atk Options favored enemy – elf: +2, Point Blank 
  Shot, Power Attack, Rapid Shot 
  Special Actions rage 1/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 18, Dex 13, Con 22, Int 8, Wis 13, Cha 4 
  SQ  
  Feats Iron Will, Point Blank Shot, Rapid Shot, Track 
  Skills Hide +4 (+10 in marshes), Listen +6, Move 
  Silently +4, Spot +6, Survival +7, Swim +9 
  Possessions combat gear plus masterwork 
  longsword, dagger, sap, masterwork mighty 
  composite longbow, 20 arrows, +1 chain shirt, mwk 
  heavy wooden shield, cloak of resistance +1. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  GUARD TOADS* (2) 
  CR 3 
  *Monster Manual II 74  
  N Medium Animal 
  Init +2; Senses low-light vision; Listen +9, Spot +13 
  Languages –  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares). 
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (–) 
  Base Atk +3; Grp +3 
  Atk Options improved grab, swallow whole 
  Special Actions  
  Combat Gear  
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  SQ  
  Feats Alertness, Weapon Finesse  
  SkillsHide +12, Jump +11, Listen +7, Spot +11 
  Possessions combat gear plus  
  Improved Grab (Ex) One size category smaller, 
  delivered with bite, successful grapple deals bite 
  damage. 
  Swallow Whole (Ex) One size category smaller, 
  deals 1d6 bludgeoning and 1d4 acid damage per 
  round. Gizzard has AC 13, 10 hp. 
  Poison (Ex) DC 14 Fortitude, 1d6 Con/1d6 Con. 
   
  The Misguided 
  TEACHER 
  CR 3 
  Male human cleric 3 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 19, touch 9, flat-footed 19 
   (-1 Dex, +8 armor, +2 shield) 
  hp 21 (3 HD)  
  Fort +5, Ref +1, Will +6 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee mwk glaive +4 (1d10+3/x3) or 
  Melee light mace +4 (1d6+2) or 
  Melee spiked gauntlet +4 (1d4+2) 
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +2; Grp +4 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear scroll of calm emotions, scroll of 
  obscuring mist, scroll of shield of faith (2) 
  Cleric Spells Prepared (CL 3rd): 
   2nd—calm emotionsD (DC 14), hold person (DC 
  14), spiritual weapon 
   1st—cure light wounds, magic weaponD, protection 
  from chaos, shield of faith 
   0—detect poison, detect magic, guidance (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 15, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Skill Focus 
  (concentration), Weapon Focus (glaive), Weapon 
  Proficiency (glaive)  
  SkillsConcentration +10, Knowledge (history) +3, 
  Knowledge (religion) +6, Spellcraft +3 
  Possessions combat gear plus masterwork glaive, 
  light mace, dagger, spiked gauntlets, light 
  crossbow, 20 bolts, masterwork full plate, +1 
  buckler, vest of resistance +1, wooden holy 
  symbol, spell component pouch. 
   
  THE MISGUIDED (5) 
  CR 3 
  Male and female human fighter 1/monk 2 
  LN Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 14, touch 14, flat-footed 12 
   (+2 Dex, +1 Wis, +1 Deflection); Dodge, Mobility, 5 
  ranks Balance, 5 ranks Tumble 
  hp 22 (3 HD)  
  Fort +8, Ref +7, Will +6 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft.; 
  Melee unarmed strike +5 (1d8+2) or 
  Melee unarmed strike +3/+3 (1d8+2) or 
  Melee mwk guisarme +5 (2d4+3/x3) 
  Ranged light crossbow +4 (1d8/19-20) 
  Base Atk +2; Grp +8  
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) 
  Atk Options Improved Grapple 
  Special Actions  
  Combat Gear 2x alchemist fire, 2x potions of mage 
  armor, 2x tanglefoot bags 
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 
  8 
  SQ  
  Feats Dodge, Combat Reflexes, Improved Grapple, 
  Improved Natural Attack (unarmed strike), Mobility, 
  Weapon Focus (unarmed strike)  
  Skills Balance+9, Jump +9, Knowledge (religion) +5, 
  Swim +8, Tumble +10 
  SND8-01S Save Our Souls – Round 1 
   
  Page 34 
  
  Possessions combat gear plus dagger, masterwork 
  guisarme, vest of resistance +1, ring of protection 
  +1 
   
  3: ABBEY OF THE FAITHFUL 
  Halls of Meditation 
  PREACHER 
  CR 5 
  Female human cleric 5 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 armor, +2 shield) 
  hp 33 (5 HD)  
  Fort +7, Ref +2, Will +8 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee +1 glaive +5 (1d10+4/x3) or 
  Melee light mace +5 (1d6+2) or 
  Melee spiked gauntlet +5 (1d4+2) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +3; Grp +5 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear scroll of calm emotions, scroll of 
  obscuring mist, scroll of shield of faith (2) 
  Cleric Spells Prepared (CL 3rd): 
   3rd—cure serious wounds, dispel magic, magic 
  circle against chaosD 
   2nd—calm emotionsD (DC 16), hold person (DC 
  16), resist energy, spiritual weapon 
   1st—cure light wounds, magic weaponD, protection 
  from chaos, shield of faith (2) 
   0—detect poison, detect magic, guidance, mending 
  (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 16, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Skill Focus 
  (concentration), Spell Focus (Enchantment), 
  Weapon Focus (glaive), Weapon Proficiency 
  (glaive)  
  SkillsConcentration +12, Knowledge (history) +4, 
  Knowledge (religion) +8, Spellcraft +4 
  Possessions combat gear plus +1 glaive, light mace, 
  dagger, spiked gauntlets, light crossbow, 20 bolts, 
  +1 full plate, +1 buckler, vest of resistance +2, 
  wooden holy symbol, spell component pouch. 
   
  STAINED GLASS GOLEM* 
  CR 5 
  *MM II 115  
  N Medium Construct 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  AC 15, touch 10, flat-footed 15 
   (+5 natural) 
  hp 86 (12 HD); fast repair 5; DR 5/adementine 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects, critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain, any effect that requires a Fortitude 
  save (unless the effect also works on objects, or is 
  harmless), magic immunity 
  Fort +4, Ref +4, Will +5 
  Speed 30 ft. (6 squares) 
  Melee rake +10/+10 (1d8+1/19-20) 
  Base Atk +9; Grp +10  
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 10, Con –, Int –, Wis 13, Cha 7 
  SQ  
  Feats  
  Skills Hide +0 (+20 when standing motionless in 
  window frame) 
  Possessions combat gear plus  
  Magic Immunity (Ex) A stained glass golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A shatter 
  spell affects it normally. A mending spell heals 2d6 
  points of damage the golem has taken. Sonic 
  attacks affect it normally. 
   
  Halls of Learning 
  HEADMASTER AKARIL 
  CR 5 
  Male human cleric 5 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 armor, +2 shield) 
  hp 33 (5 HD)  
  Fort +7, Ref +2, Will +8 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee +1 glaive +5 (1d10+4/x3) or 
  Melee light mace +5 (1d6+2) or 
  Melee spiked gauntlet +5 (1d4+2) 
  Ranged light crossbow +2 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +3; Grp +5 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear scroll of calm emotions, scroll of 
  obscuring mist, scroll of shield of faith (2) 
  Cleric Spells Prepared (CL 3rd): 
   3rd—cure serious wounds, dispel magic, magic 
  circle against chaosD 
   2nd—calm emotionsD (DC 16), hold person (DC 
  16), resist energy, spiritual weapon 
   1st—cure light wounds, magic weaponD, protection 
  from chaos, shield of faith (2) 
   0—detect poison, detect magic, guidance, mending 
  (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  SND8-01S Save Our Souls – Round 1 
   
  Page 35 
  
  Abilities Str 14, Dex 8, Con 13, Int 10, Wis 16, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Skill Focus 
  (concentration), Spell Focus (Enchantment), 
  Weapon Focus (glaive), Weapon Proficiency 
  (glaive)  
  SkillsConcentration +12, Knowledge (history) +4, 
  Knowledge (religion) +8, Spellcraft +4 
  Possessions combat gear plus +1 glaive, light mace, 
  dagger, spiked gauntlets, light crossbow, 20 bolts, 
  +1 full plate, +1 buckler, vest of resistance +2, 
  wooden holy symbol, spell component pouch. 
   
  MASTER OF OBEDIENCE 
  CR 3 
  Male human monk 3 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 16, flat-footed 14 
   (+2 Dex, +3 Wis, +1 deflection); Deflect Arrows, 5 
  ranks Balance, 5 ranks Tumble 
  hp 20 (3 HD)  
  Fort +4, Ref +5, Will +6 
  Speed 40 ft. in no armor (8 squares), base movement 
  40 ft.; 
  Melee unarmed strike +5 (1d6+2) or 
  Melee unarmed strike +3/+3 (1d6+2) 
  Base Atk +2; Grp +8  
  Atk Options Improved Grapple, Stunning Fist 3/day 
  (DC 16) 
  Special Actions  
  Combat Gear 2x potions of enlarge person, 2x 
  potions of mage armor, 2x tanglefoot bags 
  Abilities Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 
  8 
  SQ  
  Feats Ability Focus (stunning fist), Deflect Arrows, 
  Improved Grapple, Stunning Fist, Weapon Focus 
  (unarmed strike) 
  Skills Balance +11, Jump +10, Knowledge (religion) 
  +7, Sense Motive +10, Tumble +11 
  Possessions combat gear plus cloak of resistance 
  +1, ring of protection +1 
   
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 36 
  
  SND8-01S Save Our Souls – Round 1 
   
  Page 37 
  APL 8 
  1: TOWERS OF THE WASPS 
  Muddy River 
  HARANG 
  CR 7 
  Male bullywug druid 7 
  (Monsters of Faerun p. 25)  
  CE Medium humanoid (aquatic) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common  
  AC 23, touch 12, flat-footed 22 
   (+1 Dex, +1 deflection, +5 armor, +6 natural) 
  hp 63 (7 HD) 
  Fort +11, Ref +7, Will +9 
  Speed 25 ft. in hide armor (5 squares), base 
  movement 30 ft., swim 40 ft.; 
  Melee shortspear +5 (1d6) 
  Ranged sling +6 (1d4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Combat Gear scroll of resist energy (CL 3rd), scroll of 
  lesser restoration (CL 3rd) 
  Druid Spells Prepared (CL 7th): 
   4th—flame strike (DC 17) 
   3rd—greater magic fang*, jagged tooth*, wind wall 
  (DC 16) 
   2nd—barkskin*, bear’s endurance*, healing sting, 
  nature’s favor 
   1st—beastland ferocity*, entangle (DC 14), enrage 
  animal, faerie fire, longstrider* 
   0—cure minor wounds, create water, flare (DC 13), 
  guidance, resistance, resistance 
  * Already cast (share spells - animal companion) 
  Abilities Str 10, Dex 13, Con 18 (14), Int 8, Wis 16, 
  Cha 12 
  SQ Animal companion, nature sense, wild empathy, 
  woodland stride, trackless step, resist nature’s lure, 
  wild shape 3/day, marsh move 
  Feats Companion Spellbond, Lightning Reflexes, 
  Natural Spell 
  Skills Concentration +14, Handle Animal +11, Hide 
  +7*, Knowledge (nature) +1, Survival +15 
  Possessions combat gear plus +2 hide armor, +2 
  cloak of resistance, +1 ring of protection 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud.  
  Nature Sense (Ex): A druid gains a +2 bonus on 
  Knowledge (nature) and Survival checks. 
  Woodland Stride (Ex): May move through any sort of 
  undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any 
  other impairment. Areas that have been magically 
  manipulated still affect her. 
  Trackless Step (Ex): Leaves no trail in natural 
  surroundings and cannot be tracked (unless she so 
  desires). 
  Resist Nature’s Lure (Ex): +4 bonus on saving 
  throws against the spell-like abilities of fey. 
  Wild Shape (Ex): 3/day – Turn into any Small or 
  Medium animal and back again. See PH, p.37 
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. 
   
  New Feat: Companion Spellbond (PH2 p.77) 
  New Spells: nature’s favor (SC p.146), beastland 
  ferocity (SC p.25), healing sting (SC p.110), enrage 
  animal (SC p.82) 
   
  Shared Spells: barkskin, bear’s endurance, 
  beastland ferocity, longstrider (all included in stat 
  block) 
   
  BITE 
  CR -- 
  Male crocodile (animal companion) 
  N Medium animal 
  Init +2; Senses Listen +5, Spot +5 
  Languages understands master’s commands 
  AC 23, touch 12, flat-footed 21 
   (+2 Dex, +11 natural) 
  hp 77 (7 HD) 
  Fort +11, Ref +7 (evasion), Will +3 (+7 vs. 
  enchantment) 
  Speed 30 ft. (6 squares), swim 40 ft.; 
  Melee bite +12 (2d6+9/19-20) or  
  tail slap +10 (1d12+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Special Actions Improved Grab 
  Abilities Str 21, Dex 14, Con 22 (18), Int 1, Wis 12, 
  Cha 2 
  SQ Hold breath, low-light vision, link, share spells, +3 
  tricks, evasion, devotion 
  Feats Alertness, Improved Natural Attack (bite), Skill 
  Focus (Hide)  
  Skills Hide +10*, Listen +5, Spot +5, Swim +13 
  Possessions None 
  Improved Grab (Ex): To use this ability, a crocodile 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, the crocodile establishes a hold on the 
  opponent with its mouth and drags it into deep 
  water, attempting to pin it to the bottom. 
  Hold Breath (Ex): A crocodile can hold its breath for 
  a number of rounds equal to 4 x its Constitution 
  score before it risks drowning. 
  Tricks: attack, defend, down, fetch, heel, stay 
  Skills: *A crocodile gains a +4 racial bonus on Hide 
  checks when in the water. Furthermore, a crocodile 
  can lie in the water with only its eyes and nostrils 
  showing, gaining a +10 cover bonus on Hide 
  checks. 
   
  
  Shared Spells (must stay within 30’ of master): 
  barkskin, bear’s endurance, beastland ferocity, 
  longstrider (all included in stat block) 
  Pre-Cast Spells (no range requirement): greater 
  magic fang (+2 magical enhancement to bite), 
  jagged tooth (bite crit range increases to 19-20); 
  already included in stat block 
   
  Walls of Wood 
  TOWER SERGEANT 
  CR 6 
  Male bullywug cleric 6 
  (Monsters of Faerun, p.25) 
  LE Medium humanoid (aquatic) 
  Init +0; Senses Listen +3, Spot +3 
  Aura invisibility purge (30 ft.) 
  Languages Common  
  AC 22, touch 13, flat-footed 22 
   (+3 deflection, +6 armor, +3 natural) 
  Miss Chance 20% (blur) 
  hp 44 (6 HD) plus 11 temporary hp (mass aid) 
  Fort +9, Ref +5, Will +9 (+1 vs. fear) 
  Speed 15 ft. in chainmail (3 squares), base 
  movement 20 ft., swim 30 ft. 
  Melee mw glaive +10 (1d10+6/x3) 
  Ranged sling +4 (1d4+4) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +4; Grp +6  
  Special Actions rebuke undead 4/day 
  Combat Gear necklace of fireballs (type I), divine 
  scroll of summon monster III (CL 5), potion of haste 
  (CL 5), potion of shield of faith +3 (CL 6), potion of 
  blur (CL 1) 
  Cleric Spells Prepared (CL 6th): 
   3rd—dominate animal (D), flame of faith, invisibility 
  purge*, mass aid* 
   2nd—spiritual weapon (D), bull’s strength*, bear’s 
  endurance*, hold person (DC 15), summon 
  monster II 
   1st—magic weapon (D), bane, bless, protection 
  from good, summon monster I 
   0—guidance, inflict minor wounds (x2), light, 
  resistance 
  D: Domain spell. Deity: Wastri. Domains: Animal, War  
  * Already Cast (effects included in stat block) 
  Abilities Str 18 (14), Dex 10, Con 16 (12), Int 8, Wis 
  16, Cha 13 
  SQ Marsh move, summoning 
  Feats Brew Potion, Combat Casting, Lightning 
  Reflexes, Martial Weapon Proficiency (glaive)B, 
  Weapon Focus (glaive)B  
  Skills Concentration +9 (+13 defensive), Hide -4*, 
  Swim -4 
  Possessions combat gear plus +1 chain mail, +1 
  cloak of resistance, 2 holy symbols of Wastri, mw 
  glaive, sling, 10 sling stones 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud.  
  Summoning (Sp): When a bullywug cleric uses a 
  summon monster spell, there is 50% chance that 
  one more monster than the spell would ordinarily 
  summon will appear. In such cases, there is then a 
  25% chance that the summoned monster will not 
  be in the bullywug’s control, rampaging and 
  attacking at random. 
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. (Not included above) 
   
  Pre-Cast Spells: mass aid, bull’s strength, bear’s endurance, potion of shield 
  of faith +3, potion of blur (all included in stat block) 
   
  Tactics: Quaff potion of haste, cast flame of faith to turn glaive into a +1 
  flaming burst glave, start summoning or wade into melee or throw 
  beads from your necklace of fireballs. 
   
  New Spells: flame of faith (SC p.95), mass aid (SC p.8) 
   
  TOWER DEFENDERS (RAGING) CR 6 
  Male bullywug ranger 2 / barbarian 4 
  (Monsters of Faerun, p.25) 
  LE Medium humanoid (aquatic) 
  Init +1; Senses Listen +9, Spot +7 
  Languages Common  
  AC 17, touch 9, flat-footed 17 (uncanny dodge) 
   (+1 Dex, +5 armor, +3 natural, -2 raging) 
  hp 62 (6 HD) plus 11 temporary hp (mass aid) 
  Fort +11, Ref +5, Will +6 
  Speed 30 ft., swim 30 ft. 
  Melee +1 battleaxe +11 (1d8+6/x3) and 
  +1 hand axe +11 (1d6+3/x3) 
  Ranged mw comp. longbow +8 (1d8+3/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11  
  Atk Options favored enemy (elves) +2 
  Special Actions rage 2/day (7 rounds, included) 
  Combat Gear cloak of predatory vigor 
  Abilities Str 20 (16), Dex 13, Con 18 (14), Int 10, Wis 
  12, Cha 8 
  SQ combat style (two-weapon fighting), illiteracy, fast 
  movement, favored enemy (elves) +2, marsh 
  move, rage 2/day, trap sense +1, uncanny dodge, 
  wild empathy 
  Feats TrackB, Iron Will, Two-Weapon FightingB, 
  Weapon Focus (battleaxe), Weapon Focus (hand 
  axe) 
  Skills Hide +5*, Listen +9, Move Silently +5, Spot +7, 
  Survival +8, Swim +11 
  Possessions +1 chain shirt, +1 battleaxe, +1 hand 
  axe, mw composite longbow (+3 Str), 20 arrows 
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud.  
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. (Not included above) 
  Rage: Bonuses for raging are included in the stat 
  block as this is the default combat orientation for 
  the creature. When not raging, decrease Strength 
  by 4, decrease Constitution by 4, decrease hit 
  points by 12, decrease Will save by 2, and increase 
  AC by 2. A fit of rage lasts for 7 rounds and the 
  barbarian is fatigued when the rage ends. 
  SND8-01S Save Our Souls – Round 1 
   
  Page 38 
  
   
  Wasps of the Prophet 
  FLYING KNIGHT 
  CR 5 
  Male human ranger 2 / fighter 3 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +6, Spot +6 
  Languages Common  
  AC 20, touch 15, flat-footed 15 
   (+5 Dex, +5 armor) 
  hp 38 (5 HD)  
  Fort +8, Ref +9, Will +4 
  Speed 30 ft. in mithral shirt (6 squares), fly 60 ft. 
  (good) with potion of fly; 
  Melee longsword +6 (1d8+1/19-20)  
  Ranged +1 comp. longbow +12 (1d8+1/x3) or 
  Ranged +1 comp. longbow +10/+10 (1d8+1/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6  
  Atk Options Point-Blank Shot, Rapid Shot, favored 
  enemy (dwarves) +2 
  Special Actions Mounted Combat (Ride check to 
  negate a hit against mount) 
  Combat Gear potion of fly (CL 5th), potion of cat’s 
  grace (CL 5th), retributive amulet 
  Abilities Str 13, Dex 20 (16), Con 14, Int 10, Wis 12, 
  Cha 8 
  SQ Combat style (archery), favored enemy (dwarves) 
  +2, wild empathy 
  Feats Iron Will, Mounted Combat, Point-Blank Shot, 
  Precise Shot, Rapid ShotB, TrackB, Weapon Focus 
  (longbow)  
  Skills Handle Animal +3, Hide +10, Jump +9, Listen 
  +6, Move Silently +10, Ride +13, Spot +6 
  Possessions combat gear plus +1 composite 
  longbow (+1 Str), +1 mithral shirt, longsword, 20 
  arrows 
   
  SPIDER EATER 
  CR 5 
  Monster Manual, page 234 
  N Large magical beast 
  Init +1; Senses Listen +10, Spot +11, darkvision 60 
  ft., scent 
  Languages trained for combat riding 
  AC 14, touch 10, flat-footed 13; [+1 Dodge] 
   (-1 size, +1 Dex, +4 natural) 
  hp 42 (4 HD)  
  Immune freedom of movement 
  Fort +9, Ref +5, Will +2 
  Speed 30 ft. (6 squares), fly 60 ft. (good) 
  Melee sting +8 (1d8+5 plus poison) and 
  bite +3 (1d8+2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Special Actions Implant, poison (DC 17) 
  Abilities Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 
  10 
  SQ Darkvision 60 ft., freedom of movement, scent 
  Feats Alertness, Dodge  
  Skills Listen +10, Spot +11 
  Possessions exotic saddle 
  Poison (Ex): Injury, Fortitude DC 17, initial damage 
  none, secondary damage paralysis for 1d8+5 
  weeks. The save DC is Constitution-based. 
  Freedom of Movement (Su): Spider eaters have a 
  continuous freedom of movement ability as the 
  spell (caster level 12th). When the spider eater 
  serves as a mount, this effect does not extend to 
  its rider.  
  Implant (Ex): Requires a paralyzed victim of at least 
  Large size, so probably won’t matter.  
  Skills: Spider eaters have a +4 racial bonus on Listen 
  and Spot checks.  
   
  Stings of the Righteous 
  TOWER LIEUTENANT 
  CR 7 
  Female human warlock 7 
  (Complete Arcane, p.7) 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 35 (7 HD); DR 2 / cold iron 
  Fort +8 Ref +5, Will +7 
  Speed 30 ft. (6 squares) 
  Melee dagger +4 (1d4-1/19-20) 
  Ranged eldritch blast +8 ranged touch (4d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4  
  Atk Options eldritch spear, sickening blast, eldritch 
  chain 
  Special Actions detect magic (at will) 
  Combat Gear arcane scroll of mirror image (CL 3), 
  divine scroll of dispel magic (CL 5), arcane scroll of 
  haste (CL 5), arcane scroll of slow (CL 5), bracers 
  of the entangling blast 
  Warlock Invocations (CL 7th): 
   lesser—eldritch chain (blast shape) 
   least—dark one’s own luck, eldritch spear (blast 
  shape), sickening blast (Fort DC 16) (eldritch 
  essence) 
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 
  18 
  SQ detect magic, deceive item, no arcane spell failure 
  in light armor 
  Feats Point-Blank Shot, Precise Shot, Skill Focus 
  (Use Magic Device), Weapon Focus (rays)  
  Skills Concentration +12, Spellcraft +11, Use Magic 
  Device +18 (take 10 for +28) 
  Possessions combat gear plus +2 cloak of Charisma, 
  +1 vest of resistance, +1 chain shirt, dagger 
  Eldritch Blast (Sp): An eldritch blast is a ray with a 
  range of 60 feet. It is a ranged touch attack that 
  affects a single target, allowing no saving throw. It 
  is usable at will, an unlimited number of times per 
  day. It deals the listed amount of damage. It is the 
  equivalent of a 1st-level spell. It is subject to spell 
  resistance, deals half damage to objects, and 
  SND8-01S Save Our Souls – Round 1 
   
  Page 39 
  
  cannot be improved by metamagic feats (but can 
  be modified by invocations). 
  Invocations (Sp): Invocations (including eldritch blast 
  itself) may be used at will, an unlimited number of 
  times per day. Using an invocation is a standard 
  action that provokes attacks of opportunity. 
  Invocations can be disrupted and they can be used 
  on the defensive with a successful Concentration 
  check. They are subject to spell resistance. A 
  warlock’s caster level with his invocations is equal 
  to his class level. If he chooses, a warlock may 
  apply one blast shape and one eldritch essence 
  invocation as part of an eldritch blast.  
  Detect Magic (Sp): The warlock can use detect 
  magic (as the spell) at will, with a caster level equal 
  to his class level. 
  Damage Reduction (Su): Cold iron bypasses the 
  warlock’s DR. 
  Deceive Item (Ex): The warlock may take 10 on Use 
  Magic Device checks even if distracted or 
  threatened. (All of the scrolls listed under the 
  warlock’s Combat Gear may be activated with a 
  DC 28 UMD check, so there is no need to roll UMD 
  checks to activate those items – the warlock 
  automatically takes 10 and succeeds.)  
   
  Active Invocation: dark one’s own luck (+4 on all 
  Fortitude saves for 24 hours, already included in 
  stat block). This invocation cannot be used again 
  as long as the first activation remains. 
   
  Invocation Notes:  
  eldritch spear increases the range of the eldritch blast 
  to 250 feet (no range increment);  
  sickening blast forces a struck living creature to make 
  a Fortitude save (DC 16) or become sickened for 1 
  minute (in addition to the base damage from the 
  eldritch blast, which allows no save);  
  eldritch chain allows the warlock to “jump” an eldritch 
  blast, making a second attack against one 
  secondary target within 30 feet of the primary 
  target, dealing half the damage dealt to the first 
  target. (If the eldritch blast misses the first target, 
  no second target is allowed.)  
  Note that because they are both blast shape 
  invocations, eldritch spear and eldritch chain may 
  not be used at the same time, but either may be 
  combined with sickening blast. 
   
  TOWER GUARD 
  CR 7 
  Female human fighter 5 / tactical soldier 2 
  (Miniatures Handbook p. 22) 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 24, touch 11, flat-footed 23 
   (+1 Dex, +9 armor, +4 shield) 
  hp 70 (7 HD)  
  Fort +12, Ref +3, Will +2 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 bastard sword +15/+10 (1d10+8/19-20) 
  Ranged mw comp longbow +9/+4 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +13  
  Atk Options Power Attack 
  Special Actions Flanker, Sidestep 
  Combat Gear potion of bull’s strength (CL 3), potion 
  of bear’s endurance (CL 3) 
  Abilities Str 22 (18), Dex 12, Con 18 (14), Int 13, Wis 
  10, Cha 8 
  SQ None 
  Feats Cleave, Combat Reflexes, Exotic Weapon 
  Proficiency (bastard sword), Power Attack, Shield 
  Specialization (heavy), Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword)  
  Skills Climb +8, Jump +8, Ride +8, Swim +2, Sense 
  Motive +7 
  Possessions combat gear plus +1 bastard sword, +1 
  full plate, +1 heavy steel shield, +1 cloak of 
  resistance, mw composite longbow [+4 Str] 
  Flanker (Ex): A tactical soldier can designate any 
  adjacent square as the square from which flanking 
  against an ally is determined (including the square 
  where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any 
  time during her turn. The designated square 
  remains her effective square for flanking until she 
  is no longer adjacent to it or until she chooses a 
  different square (at the start of one of her turns). 
  The character can even choose a square that is 
  impassable or occupied.  
  Sidestep (Ex): Bonus feat (MH p. 28) – Once per 
  round, when the tactical soldier makes an attack of 
  opportunity, she may take a 5-foot step after the 
  attack. This doesn’t count against the limit of one 
  5-foot step per round or against any movement she 
  takes on her own turn.  
  Shield Specialization (Ex): Feat (PH2 p.82) +1 AC 
  bonus when using a heavy shield (included in stat 
  block).  
   
  Active Spells (included in stat block): bull’s strength, 
  bear’s endurance. 
  Skill bonuses listed already include total -6 armor 
  check penalty (-12 for Swim). 
   
  3: ABBEY OF THE FAITHFUL 
  Halls of Meditation 
  PREACHER 
  CR 7 
  Female human cleric 7 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 armor, +2 shield) 
  hp 52 (7 HD)  
  Immune blinding effects 
  Fort +8, Ref +3, Will +9 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  SND8-01S Save Our Souls – Round 1 
   
  Page 40 
  
  Melee +1 glaive +8 (1d10+5/x3) or 
  Melee light mace +8 (1d6+3) or 
  Melee spiked gauntlet +8 (1d4+3) 
  Ranged light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +5; Grp +7 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear goggles of the sun, scroll of calm 
  emotions, scroll of obscuring mist, scroll of shield of 
  faith (2) 
  Cleric Spells Prepared (CL 4th): 
   4th—divine power, freedom of movement, order’s 
  wrathD 
   3rd—blindness/deafness (DC 17), cure serious 
  wounds, dispel magic, magic circle against 
  chaosD 
   2nd—calm emotionsD (DC 17), hold person (DC 
  17), resist energy (2), spiritual weapon 
   1st—command (DC 16), cure light wounds, magic 
  weaponD, protection from chaos, shield of faith 
  (2) 
   0—detect poison, detect magic, guidance (2), 
  mending (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 16, Dex 8, Con 13, Int 10, Wis 18, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Improved 
  Toughness, Skill Focus (concentration), Spell 
  Focus (Enchantment), Weapon Focus (glaive), 
  Weapon Proficiency (glaive)  
  SkillsConcentration +14, Knowledge (history) +5, 
  Knowledge (religion) +10, Spellcraft +5 
  Possessions combat gear plus +1 glaive, light mace, 
  dagger, spiked gauntlets, light crossbow, 20 bolts, 
  +1 full plate, +1 buckler, vest of resistance +2, 
  wooden holy symbol, spell component pouch. 
   
  STAINED GLASS GOLEMS* (2) CR 5 
  *MM II 115  
  N Medium Construct 
  Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 
  AC 15, touch 10, flat-footed 15 
   (+5 natural) 
  hp 86 (12 HD); fast repair 5; DR 5/adementine 
  Immune mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, and 
  necromancy effects, critical hits, nonlethal damage, 
  ability damage, ability drain, fatigue, exhaustion, or 
  energy drain, any effect that requires a Fortitude 
  save (unless the effect also works on objects, or is 
  harmless), magic immunity 
  Fort +4, Ref +4, Will +5 
  Speed 30 ft. (6 squares) 
  Melee rake +10/+10 (1d8+1/19-20) 
  Base Atk +9; Grp +10  
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 13, Dex 10, Con –, Int –, Wis 13, Cha 7 
  SQ  
  Feats   
  Skills Hide +0 (+20 when standing motionless in 
  window frame) 
  Possessions combat gear plus  
  Magic Immunity (Ex) A stained glass golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A shatter 
  spell affects it normally. A mending spell heals 2d6 
  points of damage the golem has taken. Sonic 
  attacks affect it normally. 
   
  Halls of Learning 
  HEADMASTER AKARIL 
  CR 7 
  Male human cleric 7 
  LE Medium Humanoid (human) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 20, touch 9, flat-footed 20 
   (-1 Dex, +9 armor, +2 shield) 
  hp 52 (7 HD)  
  Immune blinding effects 
  Fort +8, Ref +3, Will +9 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft.; 
  Melee +1 glaive +8 (1d10+5/x3) or 
  Melee light mace +8 (1d6+3) or 
  Melee spiked gauntlet +8 (1d4+3) 
  Ranged light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +5; Grp +7 
  Atk Options rebuke undead 4/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear goggles of the sun, scroll of calm 
  emotions, scroll of obscuring mist, scroll of shield of 
  faith (2) 
  Cleric Spells Prepared (CL 4th): 
   4th—divine power, freedom of movement, order’s 
  wrathD 
   3rd—blindness/deafness (DC 17), cure serious 
  wounds, dispel magic, magic circle against 
  chaosD 
   2nd—calm emotionsD (DC 17), hold person (DC 
  17), resist energy (2), spiritual weapon 
   1st—command (DC 16), cure light wounds, magic 
  weaponD, protection from chaos, shield of faith 
  (2) 
   0—detect poison, detect magic, guidance (2), 
  mending (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 16, Dex 8, Con 13, Int 10, Wis 18, Cha 
  12 
  SQ  
  Feats Improved Buckler Defense, Improved 
  Toughness, Skill Focus (concentration), Spell 
  Focus (Enchantment), Weapon Focus (glaive), 
  Weapon Proficiency (glaive)  
  SND8-01S Save Our Souls – Round 1 
   
  Page 41 
  
  SkillsConcentration +14, Knowledge (history) +5, 
  Knowledge (religion) +10, Spellcraft +5 
  Possessions combat gear plus +1 glaive, light mace, 
  dagger, spiked gauntlets, light crossbow, 20 bolts, 
  +1 full plate, +1 buckler, vest of resistance +2, 
  wooden holy symbol, spell component pouch. 
   
  MASTER OF OBEDIENCE 
  CR 5 
  Male human monk 5 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common  
  AC 18, touch 18, flat-footed 16 
   (+2 Dex, +3 Wis, +1 class, +2 deflection); Deflect 
  Arrows, 5 ranks Balance, 5 ranks Tumble 
  hp 32 (5 HD)  
  Fort +6, Ref +7, Will +8 
  Speed 40 ft. in no armor (8 squares), base movement 
  40 ft.; 
  Melee unarmed strike +7 (1d6+3) or 
  Melee unarmed strike +6/+6 (1d6+3) 
  Base Atk +3; Grp +10  
  Atk Options Improved Grapple, Stunning Fist 5/day 
  (DC 19) 
  Special Actions  
  Combat Gear 2x potions of enlarge person, 2x 
  potions of mage armor, 2x tanglefoot bags 
  Abilities Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 
  8 
  SQ  
  Feats Ability Focus (stunning fist), Deflect Arrows, 
  Improved Grapple, Stunning Fist, Weapon Focus 
  (unarmed strike) 
  Skills Balance +11, Jump +10, Knowledge (religion) 
  +7, Sense Motive +10, Tumble +11 
  Possessions combat gear plus cloak of resistance 
  +2, ring of protection +2, ki straps 
   
  4: GATES OF THE STEADFAST 
  First Line of Defense 
  HURSHU 
  CR 7 
  Male human ghost marshal* 2/bard 3 
  *Miniature Handbook 11  
  LE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +15, Spot +9 
  Aura horrific appearance 60 ft., marshal aura 60 ft. 
  (art of war and resilient troops) 
  Languages Ancient Sueloise, Common  
  AC 17, touch 17, flat-footed 15 
   (+2 Dex, +5 deflection); 5 ranks Balance 
  Miss Chance 50% 
  hp 38 (5 HD)  
  Immune undead immunities 
  Resist +8 turn resistance 
  Fort +6, Ref +7, Will +9  
  Speed 30 ft. fly (perfect) (6 squares); 
  Melee rapier +2 (1d6-1/18-20) (ethereal only) 
  Base Atk +3; Grp – (+2)  
  Atk Options corrupting gaze 
  Special Actions Bardic music 3/day (inspire courage 
  +1, countersong, inspire competence) 
  Combat Gear  
  Bard Spells Known (CL 3rd): 
   1st (3/day)—grease (DC 16), inspirational boost, 
  Tasha’s hideous laughter (DC 16) 
   0 (3/day)—detect magic, light, mage hand, 
  message, prestidigitation, read magic 
  �Already cast 
  Abilities Str – (8), Dex 14, Con –, Int 12, Wis 13, Cha 
  20 
  SQ  
  Feats Ability Focus (corrupting gaze), Improved 
  Toughness, Improved Turn Resistance, Skill Focus 
  (diplomacy)  
  Skills Bluff +13, Diplomacy +18, Hide +10, 
  Knowledge (religion) +9, Knowledge (local: the 
  Splintered Sun) +9, Listen +15, Perform (oratory) 
  +11, Search +9, Spellcraft +7, Spot +9, Survival 
  +5, Tumble +8 
  Possessions combat gear plus cloak of resistance 
  +1 
  Marshal aura (Ex) 60 ft. radius, +5 bonus on disarm, 
  trip, bull rush, and sunder attempts; +1 on all 
  saves. 
  Corrupting Gaze (Su) A ghost can blast living beings 
  with a glance, at a range of up to 30 feet. Creatures 
  that meet the ghost’s gaze must succeed on a DC 
  19 Fortitude save or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a DC 
  17 Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
   
  BULLYWUG BRUTES (2) 
  CR 7 
  Male hill giant 
  NE Large Giant 
  Init +1; Senses low-light vision; Listen +3, Spot +6 
  Languages Common  
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 Dex, +5 armor, +9 natural) 
  hp 102 (12 HD)  
  Fort +13, Ref +4, Will +5 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft., swim 40 ft.; Marsh Move 
  Melee mwk spiked chain +17/+12 (2d6+10/19-20) or 
  Melee slam +15/+15 (1d4+7) 
  Ranged light crossbow +9 (1d10/19-20) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +9; Grp +20 
  Atk Options Trip (+18) 
  Special Actions  
  Combat Gear potion of fly, 2x potion of cure serious 
  wounds, potion of remove blindness 
  Abilities Str 25, Dex 12, Con 19, Int 6, Wis 10, Cha 7 
  SND8-01S Save Our Souls – Round 1 
   
  Page 42 
  
  SQ  
  Feats Combat Reflexes, Exotic Weapon Proficiency 
  (spiked chain), Power Attack, Improved Critical 
  (spiked chain), Weapon Focus (spiked chain) 
  Skills Climb +7, Hide –3 (+3 in marshes), Jump +7, 
  Listen +3, Spot +7, Swim +9 
  Possessions combat gear plus masterwork spiked 
  chain, light crossbow, 20 bolts, masterwork 
  breastplate 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Second Line of Defense 
  BULLYWUG ARCHERS (10) 
  CR 1/2 
  Male bullywug* warrior 1 
  *Monsters of Fearun 25 
  NE Medium Humanoid (aquatic) 
  Init +0; Senses Listen -2, Spot -2 
  Languages Common  
  AC 15, touch 12, flat-footed 15 
   (+2 armor, +3 natural) 
  hp 9 (1 HD)  
  Fort +6, Ref +0, Will -1 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., swim 30 ft.; Marsh Move 
  Melee spear +2 (1d8+1/x3) 
  Ranged longbow +2 (1d8/x3) 
  Base Atk +1; Grp +1 
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 12, Dex 12, Con 16, Int 7, Wis 7, Cha 7 
  SQ  
  Feats Point Blank Shot  
  Skills Hide +1 (+7 in marshes), Listen –2, Spot -2, 
  Swim +9 
  Possessions combat gear plus spear, dagger, sap, 
  longbow, 20 arrows, leather armor. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  WASTRIAN CAPTAIN 
  CR 8 
  Male bullywug cleric 8 
  LE Medium Humanoid (aquatic) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +9 armor, +2 shield, +3 natural) 
  hp 85 (8 HD)  
  Immune blinding effects 
  Fort +12, Ref +3, Will +9 
  Speed 15 ft. in banded mail (4 squares), base 
  movement 20 ft., swim 30 ft.; Marsh Move 
  Melee +1 glaive +9/+4 (1d10+5/x3) or 
  Melee light mace +9/+4 (1d6+3) or 
  Melee spiked gauntlet +9/+4 (1d4+3) 
  Ranged light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options rebuke undead 3/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear goggles of the sun, scroll of calm 
  emotions, scroll of obscuring mist, scroll of shield of 
  faith (2) 
  Cleric Spells Prepared (CL 8th): 
   4th—cure serious wounds, freedom of movement, 
  order’s wrathD, spell immunity 
   3rd—cure serious wounds, dispel magic, magic 
  circle against chaosD, magic circle against good 
   2nd—aid, bull’s strength, calm emotionsD (DC 16), 
  resist energy (2) 
   1st—command (DC 15), cure light wounds, magic 
  weaponD, protection from chaos, shield of faith 
  (2) 
   0—detect poison, detect magic, guidance (2), 
  mending (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 16, Dex 8, Con 19, Int 8, Wis 16, Cha 10 
  SQ  
  Feats Improved Buckler Defense, Improved 
  Toughness, Skill Focus (concentration), Spell 
  Focus (Enchantment), Weapon Focus (glaive), 
  Weapon Proficiency (glaive)  
  Skills Concentration +17, Knowledge (religion) +4, 
  Spellcraft +9 
  Possessions combat gear plus +1 glaive, light mace, 
  dagger, spiked gauntlets, light crossbow, 20 bolts, 
  +1 full plate, +1 buckler, vest of resistance +2, 
  wooden holy symbol, spell component pouch. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Spell immunity: hydra: ray of enfeeblement, scorching ray 
  Magic circle against good: hydra 
   
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 43 
  
  SND8-01S Save Our Souls – Round 1 
   
  Page 44 
  APL 10
  1: TOWER OF THE WASPS 
  Wasps of the Prophet 
  FLYING KNIGHT 
  CR 5 
  Male human ranger 2 / fighter 3 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +6, Spot +6 
  Languages Common  
  AC 20, touch 15, flat-footed 15 
   (+5 Dex, +5 armor) 
  hp 38 (5 HD)  
  Fort +8, Ref +9, Will +4 
  Speed 30 ft. in mithral shirt (6 squares), fly 60 ft. 
  (good) with potion of fly; 
  Melee longsword +6 (1d8+1/19-20)  
  Ranged +1 comp. longbow +12 (1d8+1/x3) or 
  Ranged +1 comp. longbow +10/+10 (1d8+1/x3)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6  
  Atk Options Point-Blank Shot, Rapid Shot, favored 
  enemy (dwarves) +2 
  Special Actions Mounted Combat (Ride check to 
  negate a hit against mount) 
  Combat Gear potion of fly (CL 5th), potion of cat’s 
  grace (CL 5th), retributive amulet 
  Abilities Str 13, Dex 20 (16), Con 14, Int 10, Wis 12, 
  Cha 8 
  SQ Combat style (archery), favored enemy (dwarves) 
  +2, wild empathy 
  Feats Iron Will, Mounted Combat, Point-Blank Shot, 
  Precise Shot, Rapid ShotB, TrackB, Weapon Focus 
  (longbow)  
  Skills Handle Animal +3, Hide +10, Jump +9, Listen 
  +6, Move Silently +10, Ride +13, Spot +6 
  Possessions combat gear plus +1 composite 
  longbow (+1 Str), +1 mithral shirt, longsword, 20 
  arrows 
   
  TERRIBLE SPIDER EATER 
  CR 7 
  Monster Manual, page 234, Advanced +6 HD 
  N Huge magical beast 
  Init +0; Senses Listen +13, Spot +14, darkvision 60 
  ft., scent 
  Languages trained for combat riding 
  AC 15, touch 8, flat-footed 15; [+1 Dodge] 
   (-2 size, +7 natural) 
  hp 125 (10 HD)  
  Immune freedom of movement 
  Fort +14, Ref +7, Will +4 
  Speed 30 ft. (6 squares), fly 60 ft. (perfect) 
  Melee sting +17 (2d6+9 plus poison) and 
  bite +12 (2d6+4) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +27  
  Atk Options snatch (requires bite) 
  Special Actions Implant, poison (DC 22) 
  Abilities Str 29, Dex 11, Con 25, Int 2, Wis 12, Cha 
  10 
  SQ Darkvision 60 ft., freedom of movement, scent 
  Feats Alertness, Dodge, Hover, Snatch  
  Skills Listen +13, Spot +14 
  Possessions exotic saddle 
  Poison (Ex): Injury, Fortitude DC 22, initial damage 
  none, secondary damage paralysis for 1d8+5 
  weeks. The save DC is Constitution-based. 
  Freedom of Movement (Su): Spider eaters have a 
  continuous freedom of movement ability as the 
  spell (caster level 12th). When the spider eater 
  serves as a mount, this effect does not extend to its 
  rider.  
  Snatch (Ex): When the terrible spider eater hits with a 
  bite attack, it may choose to start a grapple as a 
  free action (exactly as if it had the improved grab 
  special attack; +27 grapple). The spider eater can 
  drop a creature it has snatched as a free action, or 
  use a standard action to fling it aside. A flung 
  creature travels 1d6x10 feet and takes 1d6 points 
  of damage per 10 feet traveled. If the spider eater 
  flings a snatched opponent while flying, the 
  opponent takes this amount of damage or the 
  standard falling damage (1d6 per 10 feet), 
  whichever is greater. 
  Implant (Ex): Requires a paralyzed victim of at least 
  Large size, so probably won’t matter.  
  Skills: Spider eaters have a +4 racial bonus on Listen 
  and Spot checks.  
   
  Stings of the Righteous 
  TOWER LIEUTENANT 
  CR 9 
  Female human warlock 9 
  (Complete Arcane, p.7) 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 54 (9 HD); fast healing 1; DR 2 / cold iron 
  Fort +11, Ref +7, Will +9 
  Speed 30 ft. (6 squares); fly 30 ft. (good) (fell flight) 
  Melee dagger +5 (1d4-1/19-20) 
  Ranged eldritch blast +9 ranged touch (5d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5  
  Atk Options eldritch spear, sickening blast, eldritch 
  chain 
  Special Actions detect magic (at will) 
  Combat Gear arcane wand of fireball (CL 5, 5 
  charges), arcane scroll of mirror image (CL 3), 
  divine scroll of dispel magic (CL 5), arcane scroll of 
  haste (CL 5), arcane scroll of slow (CL 5), bracers 
  of the entangling blast 
  Warlock Invocations (CL 9th): 
   lesser—eldritch chain (blast shape), fell flight 
  
   least—dark one’s own luck, eldritch spear (blast 
  shape), sickening blast (Fort DC 18) (eldritch 
  essence) 
  Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 
  18 
  SQ detect magic, deceive item, fiendish resilience 1, 
  no arcane spell failure in light armor 
  Feats Ability Focus (eldritch blast), Point-Blank Shot, 
  Precise Shot, Skill Focus (Use Magic Device), 
  Weapon Focus (rays)  
  Skills Concentration +15, Spellcraft +13, Use Magic 
  Device +20 (take 10 for +30) 
  Possessions combat gear plus +2 cloak of Charisma, 
  +2 vest of resistance, +1 chain shirt, dagger 
  Eldritch Blast (Sp): An eldritch blast is a ray with a 
  range of 60 feet. It is a ranged touch attack that 
  affects a single target, allowing no saving throw. It 
  is usable at will, an unlimited number of times per 
  day. It deals the listed amount of damage. It is the 
  equivalent of a 1st-level spell. It is subject to spell 
  resistance, deals half damage to objects, and 
  cannot be improved by metamagic feats (but can 
  be modified by invocations). 
  Invocations (Sp): Invocations (including eldritch blast 
  itself) may be used at will, an unlimited number of 
  times per day. Using an invocation is a standard 
  action that provokes attacks of opportunity. 
  Invocations can be disrupted and they can be used 
  on the defensive with a successful Concentration 
  check. They are subject to spell resistance. A 
  warlock’s caster level with his invocations is equal 
  to his class level. If he chooses, a warlock may 
  apply one blast shape and one eldritch essence 
  invocation as part of an eldritch blast.  
  Detect Magic (Sp): The warlock can use detect 
  magic (as the spell) at will, with a caster level equal 
  to his class level. 
  Damage Reduction (Su): Cold iron bypasses the 
  warlock’s DR. 
  Deceive Item (Ex): The warlock may take 10 on Use 
  Magic Device checks even if distracted or 
  threatened. (All of the items listed under the 
  warlock’s Combat Gear may be activated with a DC 
  30 UMD check, so there is no need to roll UMD 
  checks to activate those items – the warlock 
  automatically takes 10 and succeeds.) 
  Fiendish Resilience (Su): Once per day, as a free 
  action, the warlock gains fast healing 1 for 2 
  minutes.  
   
  Active Invocations: fell flight (gain fly speed equal to 
  land speed with good maneuverability, lasts 24 
  hours); dark one’s own luck (+4 on all Fortitude 
  saves for 24 hours, already included in stat block, 
  cannot be used again as long as the first activation 
  remains). 
   
  Invocation Notes:  
  eldritch spear increases the range of the eldritch blast 
  to 250 feet (no range increment);  
  sickening blast forces a struck living creature to make 
  a Fortitude save (DC 18) or become sickened for 1 
  minute (in addition to the base damage from the 
  eldritch blast, which allows no save);  
  eldritch chain allows the warlock to “jump” an eldritch 
  blast, making a second attack against one 
  secondary target within 30 feet of the primary 
  target, dealing half the damage dealt to the first 
  target. (If the eldritch blast misses the first target, 
  no second target is allowed.)  
  Note that because they are both blast shape 
  invocations, eldritch spear and eldritch chain may 
  not be used at the same time, but either may be 
  combined with sickening blast. 
   
  TOWER GUARD 
  CR 7 
  Female human fighter 6 / tactical soldier 3 
  (Miniatures Handbook p. 22) 
  LE Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 25, touch 11, flat-footed 24 
   (+1 Dex, +10 armor, +4 shield) 
  hp 90 (9 HD)  
  Fort +14, Ref +6, Will +7 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 bastard sword +17/+12 (1d10+8/17-20) 
  Ranged mw comp longbow +11/+6 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15  
  Atk Options Power Attack 
  Special Actions Flanker, Sidestep, Interpose (3/day) 
  Combat Gear potion of bull’s strength (CL 3), potion 
  of bear’s endurance (CL 3) 
  Abilities Str 22 (18), Dex 12, Con 19 (15), Int 13, Wis 
  10, Cha 8 
  SQ None 
  Feats Cleave, Combat Reflexes, Exotic Weapon 
  Proficiency (bastard sword), Improved Critical 
  (bastard sword), Iron Will, Power Attack, Shield 
  Specialization (heavy), Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword)  
  Skills Climb +9, Jump +9, Ride +10, Swim +3, Sense 
  Motive +10 
  Possessions combat gear plus +1 bastard sword, +2 
  full plate, +1 heavy steel shield, +2 cloak of 
  resistance, mw composite longbow [+4 Str] 
  Flanker (Ex): A tactical soldier can designate any 
  adjacent square as the square from which flanking 
  against an ally is determined (including the square 
  where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any 
  time during her turn. The designated square 
  remains her effective square for flanking until she is 
  no longer adjacent to it or until she chooses a 
  different square (at the start of one of her turns). 
  The character can even choose a square that is 
  impassable or occupied.  
  SND8-01S Save Our Souls – Round 1 
   
  Page 45 
  
  Sidestep (Ex): Bonus feat (MH p. 28) – Once per 
  round, when the tactical soldier makes an attack of 
  opportunity, she may take a 5-foot step after the 
  attack. This doesn’t count against the limit of one 5-
  foot step per round or against any movement she 
  takes on her own turn. 
  Interpose (Ex): When an enemy threatens the tactical 
  soldier in melee and makes a successful attack 
  against an adjacent ally of hers, the tactical soldier 
  may take the damage (and other effects) of the 
  blow as if she had been hit instead. Usable 3/day. 
  Shield Specialization (Ex): Feat (PH2 p.82) +1 AC 
  bonus when using a heavy shield (included in stat 
  block).  
   
  Active Spells (included in stat block): bull’s strength, 
  bear’s endurance. 
  Skill bonuses listed already include total -6 armor 
  check penalty (-12 for Swim). 
   
  4: GATES OF THE STEADFAST 
  First Line of Defense 
  HURSHU 
  CR 9 
  Male human ghost marshal* 2/bard 5 
  *Miniature Handbook 11  
  LE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +15, Spot +9 
  Aura horrific appearance 60 ft., marshal aura 60 ft. 
  (art of war and resilient troops) 
  Languages Ancient Sueloise, Common  
  AC 22, touch 17, flat-footed 20 
   (+2 Dex, +5 armor, +5 deflection); 5 ranks Balance 
  Miss Chance 50% 
  hp 52 (7 HD)  
  Immune undead immunities 
  Resist +8 turn resistance 
  Fort +6, Ref +8, Will +12  
  Speed 30 ft. fly (perfect) (6 squares); 
  Melee rapier +2 (1d6-1/18-20) (ethereal only) 
  Base Atk +4; Grp – (+3)  
  Atk Options corrupting gaze 
  Special Actions Bardic music 5/day (inspire courage 
  +1, countersong, inspire competence) 
  Combat Gear  
  Bard Spells Known (CL 5th): 
   2nd (3/day)—glitterdust (DC 18), heroism��, 
  silence 
   1st (5/day)—grease (DC 17), expeditious retreat, 
  inspirational boost, Tasha’s hideous laughter (DC 
  17) 
   0 (3/day)—detect magic, light, mage hand, 
  message, prestidigitation, read magic 
  �Already cast 
  Abilities Str – (8), Dex 14, Con –, Int 12, Wis 13, Cha 
  22 
  SQ  
  Feats Ability Focus (corrupting gaze), Improved 
  Toughness, Improved Turn Resistance, Iron Will, 
  Skill Focus (diplomacy)  
  Skills Bluff +14, Diplomacy +19, Hide +10, 
  Knowledge (religion) +9, Knowledge (local: the 
  Splintered Sun) +9, Listen +15, Perform (oratory) 
  +12, Search +9, Spellcraft +7, Spot +9, Survival 
  +5, Tumble +8 
  Possessions combat gear plus +1 ghost touch chain 
  shirt, cloak of charisma +2, vest of resistance +1 
  Marshal aura (Ex) 60 ft. radius, +5 bonus on disarm, 
  trip, bull rush, and sunder attempts; +1 on all 
  saves. 
  Corrupting Gaze (Su) A ghost can blast living beings 
  with a glance, at a range of up to 30 feet. Creatures 
  that meet the ghost’s gaze must succeed on a DC 
  21 Fortitude save or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a DC 
  19 Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
   
  BULLYWUG BRUTES (2) 
  CR 8 
  Male stone giant  
  NE Large Giant 
  Init +2; Senses dakrvision 60 ft., low-light vision; 
  Listen +3, Spot +14 
  Languages Common  
  AC 27, touch 11, flat-footed 25 
   (-1 size, +2 Dex, +5 armor, +11 natural) 
  hp 119 (14 HD);  
  Fort +17, Ref +10, Will +9 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft., other movement mode 40 ft.; 
  Marsh Move 
  Melee mwk spiked chain +20/+15 (2d6+12) or 
  Melee slam +19/+19 (1d4+8) 
  Ranged light crossbow +11 (1d10/19-20) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +10; Grp +22 
  Atk Options Combat Reflexes, Improved Trip (+21), 
  Power Attack 
  Special Actions  
  Combat Gear 2x potions of bull’s strength, potion of 
  fly, 2x potion of cure serious wounds, potion of 
  remove blindness 
  Abilities Str 27, Dex 15, Con 19, Int 13, Wis 12, Cha 
  8 
  SQ  
  Feats Combat Expertise, Combat Reflexes, Exotic 
  Weapon Proficiency (spiked chain), Improved Trip, 
  Power Attack.   
  Skills Climb +13, Hide +8 (+14 in marshes), Jump 
  +13, Spot +14, Swim +14 
  Possessions combat gear plus masterwork spiked 
  chain, light crossbow, 20 bolts, masterwork 
  breastplate, cloak of resistance +1 
  SND8-01S Save Our Souls – Round 1 
   
  Page 46 
  
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
  * Includes the effects of a heroism spell. Note that this 
  does NOT stack with bardic music. 
   
  Second Line of Defense 
  BULLYWUG ARCHERS (10) 
  CR 1/2 
  Male bullywug* warrior 1 
  *Monsters of Fearun 25 
  NE Medium Humanoid (aquatic) 
  Init +0; Senses Listen -2, Spot -2 
  Languages Common  
  AC 15, touch 12, flat-footed 15 
   (+2 armor, +3 natural) 
  hp 9 (1 HD)  
  Fort +6, Ref +0, Will -1 
  Speed 20 ft. in leather (4 squares), base movement 
  20 ft., swim 30 ft.; Marsh Move 
  Melee spear +2 (1d8+1/x3) 
  Ranged longbow +2 (1d8/x3) 
  Base Atk +1; Grp +1 
  Atk Options  
  Special Actions  
  Combat Gear  
  Abilities Str 12, Dex 12, Con 16, Int 7, Wis 7, Cha 7 
  SQ  
  Feats Point Blank Shot  
  Skills Hide +1 (+7 in marshes), Listen –2, Spot -2, 
  Swim +9 
  Possessions combat gear plus spear, dagger, sap, 
  longbow, 20 arrows, leather armor. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  WASTRIAN CAPTAIN 
  CR 10 
  Male bullywug cleric 10 
  LE Medium Humanoid (aquatic) 
  Init +3; Senses Listen +2, Spot +2 
  Languages Common  
  AC 23, touch 9, flat-footed 23 
   (-1 Dex, +9 armor, +2 shield, +3 natural) 
  hp 103 (10 HD)  
  Immune blinding effects, freedom of movement 
  Fort +13, Ref +4, Will +10 
  Speed 15 ft. in banded mail (4 squares), base 
  movement 20 ft., swim 30 ft.; Marsh Move 
  Melee +1 glaive +10/+5 (1d10+5/x3) or 
  Melee light mace +10/+5 (1d6+3) or 
  Melee spiked gauntlet +10/+5 (1d4+3) 
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +7; Grp +9 
  Atk Options rebuke undead 3/day, spontaneous 
  inflict 
  Special Actions  
  Combat Gear goggles of the sun, scroll of calm 
  emotions, scroll of obscuring mist, scroll of shield of 
  faith (2) 
  Cleric Spells Prepared (CL 10th): 
   5th—flame strike (DC18), greater command (DC 
  19), spell resistance 
   4th—cure serious wounds, freedom of movement 
  (2), order’s wrathD, spell immunity 
   3rd—cure serious wounds, dispel magic, magic 
  circle against chaosD, magic circle against good 
   2nd—aid, bull’s strength (2), calm emotionsD (DC 
  16), resist energy (2) 
   1st—command (DC 15), cure light wounds, magic 
  weaponD, protection from chaos, shield of faith 
  (2) 
   0—detect poison, detect magic, guidance (2), 
  mending (2) 
  D: Domain spell. Deity: Wastri. Domains: Law, War  
  Abilities Str 16, Dex 8, Con 19, Int 8, Wis 16, Cha 10 
  SQ  
  Feats Improved Buckler Defense, Improved Initiative, 
  Improved Toughness, Skill Focus (concentration), 
  Spell Focus (Enchantment), Weapon Focus 
  (glaive), Weapon Proficiency (glaive)  
  Skills Concentration +19, Knowledge (religion) +4, 
  Spellcraft +11 
  Possessions combat gear plus +1 glaive, light mace, 
  dagger, spiked gauntlets, light crossbow, 20 bolts, 
  +2 full plate, +2 buckler, vest of resistance +2, 
  wooden holy symbol, spell component pouch. 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Spell immunity: hydra: ray of enfeeblement, scorching ray 
  Magic circle against good: hydra 
  Freedom of movement: hydra 
   
  5: COURTYARD OF THE RIGHTFUL 
  FURY 
  Mobs of the Misguided 
  Mob of commoners (2): hp xx; see Appendix 1. 
   
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 47 
  
  SND8-01S Save Our Souls – Round 1 
   
  Page 48 
  APL 12
  5: COURTYARD OF THE RIGHTFUL 
  FURY 
  Mobs of the Misguided 
  Agitator: Male human warmage 10; hp xx; see 
  Appendix 1. <steal from core special> 
  Mob of commoners (2): hp xx; see Appendix 1. 
   
   
   
  
  APL 14
  5: COURTYARD OF THE RIGHTFUL 
  FURY 
  Mobs of the Misguided 
  Agitator: Male human warmage 12; hp xx; see 
  Appendix 1. <steal from core special> 
  Agitator Guard: <steal from Encounter 6> 
  Mob of commoners (2): hp xx; see Appendix 1. 
   
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 49 
  
  APL 16
   
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 50 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Scorpion’s Resolve  
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain a +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  Source: Sandstorm 53 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
   
  MUNDANE EQUIPMENT 
  List alphabetically; see above. 
   
  SPELLS 
  List alphabetically; see above. 
  SND8-01S Save Our Souls – Round 1 
   
  Page 51 
  
  DM MAPS 
  THE SURROUNDINGS 
   
  1. 
  Encounter 4 (Gates of the Steadfast), Encounter 5 (Courtyard of Rightful Fury) and Encounter 6 
  (Heart of the Teacher) 
  2. 
  Encounter 2 (Barracks of the Misguided) and Encounter 3 (Abbey the Faithful) 
  3. 
  Minor Bullywug Camp (abandoned) 
  4. 
  Minor Bullywug Camp (abandoned) 
  5. 
  Minor Bullywug Camp (abandoned) 
  6. 
  Encounter 1 (Tower of the Wasps) 
  SND8-01S Save Our Souls – Round 1 
   
  Page 52 
  
  1: TOWER OF THE WASPS 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 53 
  
  2 AND 3: ABBEY OF THE FAITHFUL (THE ISLE) 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 54 
  
  3: ABBEY OF THE FAITHFUL 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 55 
  
   
   4: GATES OF THE STEADFAST 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 56 
  
  6: HEART OF THE TEACHER 
  SND8-01S Save Our Souls – Round 1 
   
  Page 57 
  
  DM’S AID 1:  
  COMMAND AURA
  Any character with a rank higher than private within a 
  Sunndian meta-organization has a commander rating. 
  These apply to the following organizations: the 
  Barakadar, the Burrowers, Bren’s Men, the Grey Scouts, 
  Knight of the Real [all ranks], the Royal Warders and 
  the Sunndi Army. Due to the military nature of this 
  mission these character’s specialized training helps 
  immensely. Such a character has a commander rating 
  as detailed below. 
   
  Commander 
  Rating 
  Equivalent 
  Rank 
  0 
  Private 
  1 
  Corporal 
  2 
  Sergeant 
  3 
  Lieutenant 
  4 
  Captain 
   
  During this adventure each commander has a 
  commander aura that affects allies within 30 feet of the 
  commander that have an Intelligence score of 3 or 
  higher. Allow PCs to make a selection from the list 
  below at the start of the battle. This aura cannot be 
  changed. 
   
  Animal Commander: 
  You are adept at using warbeasts to assault your foes–
  and bringing them back alive when the battle is done. 
   
  Prerequisites: Commander rating 1, any neutral 
  alignment, wild empathy class feature. 
   
  Benefit: Animal and magical beast allies within 30 
  feet of you gain a +2 morale bonus on saving throws. 
  This aura affects allies with Intelligence scores of 1 or 
  higher. 
   
  Archery Commander: 
  You have a knack for directing arrows from the archers 
  in your command. 
   
  Prerequisite: Commander rating 2, any chaotic 
  alignment, Point Blank Shot. 
   
  Benefit: Allies with 30 feet of you gain a +1 
  morale bonus on ranged attacks. 
   
  Deathslayer Commander: 
  Your allies battle undead with exceptional fervor. 
   
  Prerequisite: Commander rating 2, any good 
  alignment, ability to turn undead. 
   
  Benefit: Living allies within 30 feet of you deal an 
  exta 1d6 points of damage on melee attacks made 
  against undead creatures. This benefit is considered a 
  morale bonus. 
   
  Defensive Commander: 
  The orders you give in combat always keep the safety of 
  your troops paramount. 
   
  Prerequisite: Commander rating 2, lawful good 
  alignment. 
   
  Benefit: Allies within 30 feet of you gain a +1 
  morale bonus to Armor Class. 
   
  Dwarf Commander:  
  You are adept at inspiring your troops to stand fast 
  against giants and other foes of the dwarf people. 
   
  Prerequisite: Commander rating 3, dwarf, lawful 
  good alignment. 
   
  Benefit: Dwarf allies within 30 feet of you gain a 
  +2 morale bonus to Armor Class, or a +4 morale bonus 
  to AC against giants. 
   
  Elf Commander: 
  You are particularly good at safeguarding the elves 
  under your command. 
   
  Prerequisite: Commander rating 3, elf, chaotic 
  good alignment. 
   
  Benefit: Elf allies within 30 of you gain a +2 
  morale bonus on saving throws. 
   
  Feral Commander: 
  You can whip animals under your command into a 
  bloodthirsty frenzy. 
   
  Prerequisite: Commander rating 3, any neutral 
  alignment, Handle Animal 5 ranks. 
   
  Benefit: animal and magical beast allies within 30 
  feet of you gain a +2 morale bonus on attack rolls. This 
  aura affects allies with intelligence scores of 1 or 
  higher. 
   
  Maneuvering Commander: 
  You keep your soldiers always on the move, looking for 
  the weakest points in your enemies’ defenses. 
   
  Prerequisite: Commander rating 2, chaotic good 
  alignment. 
   
  Benefit: Any ally who starts her turn within 30 
  feet of you and moves at least 10 feet gains a +2 morale 
  bonus on the next melee attack roll she makes during 
  her turn. 
   
  Melee Commander: 
  You are most effective when inspiring your soldiers to 
  take the fight to the enemy in hand-to-hand combat. 
   
  Prerequisite: Commander rating 3, any lawful 
  alignment, base attack bonus +2 or higher. 
   
  Benfit: Allies within 30 feet of you gain a +1 
  morale bonus on melee attack rolls. 
   
  Mobile Commander: 
  SND8-01S Save Our Souls – Round 1 
   
  Page 58 
  
  Your troops are exceptionally fleet of foot. 
   
  Prerequisite: Commander rating 3, any chaotic 
  alignment. 
   
  Benefit: Any ally who begins his turn within 30 
  feet of you gains a 5-foot bonus to his speed. This 
  benefit is considered a morale bonus. 
   
  Opportunistic Commander: 
  You can direct your soldiers to take advantage 
  whenever 
  your 
  enemies 
  are 
  distracted 
  or 
  overwhelmed. 
   
  Prerequisite: Commander rating 1, any chaotic 
  alignment. 
   
  Benefit: Allies within 30 feet of you deal an extra 
  1d6 points of damage on any successful attack of 
  opportunity. This benefit is considered a morale bonus. 
    
  Protective Commander: 
  Your allies benefit from your protective guidance. 
   
  Prerequisite: Commander rating 1, any lawful 
  alignment. 
   
  Benefit: Allies within 30 feet of you gain a +1 
  morale bonus on saving throws. 
   
  Spellslinging Commander: 
  The spellcasters in your command are inspired by your 
  presence and can channel extra energy into their 
  combat spells. 
   
  Prerequisite: Commander rating 3, ability to cast 
  1st-level spells, Spellcraft 5 ranks. 
   
  Benefit: Any area spell cast by an ally within 30 
  feet of you deals an extra 1d6 points of damage. Only 
  spells that deal damage gain this bonus. This benefit is 
  considered a morale bonus. 
   
  ENEMY AURAS 
  The officers of the enemy can select some additional 
  auras that are only available to evil aligned characters. 
   
  Bloodthirsty Commander: 
  You are most effective when you direct your troopers 
  to finish of wounded enemies. 
   
  Prerequisite: Commander rating 3, any evil 
  alignment. 
   
  Benefit: Allies within 30 feet of you gain a +1 
  morale bonus on damage rolls against wounded 
  creatures. 
   
  Necromantic Commander: 
  Your unliving allies battle the living with exceptional 
  fervor. 
   
  Prerequisite: Commander rating 2, any evil 
  alignment, ability to command or rebuke undead. 
   
  Benefit: Undead allies within 30 feet of you that 
  have an Intelligence score of 1 or higher deal an extra 
  1d6 points of damage on melee attacks made against 
  living creatures. This benefit is considered a morale 
  bonus. 
   
   
  SND8-01S Save Our Souls – Round 1 
   
  Page 59 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/598/Specials/SND8-01S - Save Our Souls (APL 2-16)/SND8-01S Save Our Souls Part 1.pdf