TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL3-05 
   
   
   
   
   
   
  Arms of Divine Might 
   
  A One-Round D&D LIVING GREYHAWK®  
  Pale Regional Adventure 
  Version 1.0 
  Round 1 
  by Donovan Hicks 
   
   
  Recently in the Pale, the Shield of the Blinding Light was recovered.  Now it is believed that the location 
  of the rest of the arms and armor of Corin Malthesun has been found.  Will you be the heroes who 
  recover the rest of these relics for the Pale, so that the Champion of the Pale can be named and properly 
  armed and armored.  Part II of the Champion of the Pale series. 
  This is an adventure set in the Theocracy of the Pale for character levels 1-13. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information on 
  how the game masters are performing, or the 
  game master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to 
  <Title> 
  [Round #] 
  Page 2 
   
  
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  <Title> 
  [Round #] 
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  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional adventure, 
  set in The Pale. Characters native to The Pale pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp 
  per Time Unit. 
  Pale Holy Day                                 
  Some player characters may wish to give or attend 
  services in-game on Pholtan holy days.  For 
  adventures set in the Theocracy of the Pale, a 
  Member of the Church of the One True Path may 
  ask the judge at the beginning of an Adventure to 
  determine how many days it is until the next 
  Pholtan Holy day.   
     This is accomplished by rolling a d8, rerolling if 
  the result is 8.  If a 7 is rolled, the first day of the 
  adventure is a Pholtan Holy day.  Otherwise the 
  die result indicates the number of days until the 
  next Pholtan Holy day.  Due to the special nature 
  of the Theocracy of the Pale, on Holy Days, 
  Judges are encouraged (but not required) to work-
  in a brief scene involving Pholtan worship, 
  possibly including a brief 1-2 minute sermon by a 
  PC Character if his or her rank in the Church of 
  the One True Path is at least Prior and the judge 
  believes that there is time available. 
  Adventure Background 
  This adventure begins with the characters in 
  Wintershiven, where members of either the 
  Conservative or Progressive party will approach 
  them.  If the characters have played in the 
  adventure, The Shield of Faith, the party they 
  previously returned the shield to will contact them. 
   If they have not, the judge should use the 
  Progressive party contact. 
  The journal of Corin Malthesun, a paladin of 
  Pholtus, has been found and within its pages is 
  text describing the possible location of his lost 
  weapon and armor.  The text contains a map 
  leading from the last known location of Corin 
  before he was never heard from again.  If these 
  items could be recovered, the Church could give 
  them to the Champion of the Pale along with the 
  Shield of the Blinding Light recovered previously.  
  The armor is described as a suit of full plate of 
  brilliant gold known as the Dawn Armor.  The 
  weapon is a morning star that glows with the holy 
  light of Pholtus himself and is called the Star of the 
  Morning.  The map starts at a village on the 
  southern edge of the Griff Mountains and leads 
  into the mountains themselves. 
  Once the party has agreed to go on the mission 
  for the church they will journey to the ruins of the 
  village of Millet's Mine.  This village is the 
  beginning of the map found in the journal of Corin 
  Malthesun.  The village was destroyed during the 
  war and is now barely even recognizable as a 
  village.  Here the party will be attacked by a group 
  of orc bandits.  If the party does not have the map 
  from Corin's journal because they are working for 
  the wrong side, then the orcs may be able to give 
  them information that will lead them to the lair of 
  Nerith Shelryn who slew Corin Malthesun.  Once 
  the party locates the trail leading into the 
  mountains from the village they will be able to 
  follow it to the fossilized skeleton of a great 
  dragon.  The dragon bones now form a large cave 
  area and can be used for shelter by the party. 
  From the dragon bones the party will journey down 
  the path until it begins to skirt the edge of the Troll 
  Fens.  Along the trail, the party will see a great 
  battle going on between a group of trolls and a 
  noble warrior.  This is Tristan and Bhugtru 
  engaged in mortal combat with a group of evil 
  trolls.  If the party is not careful they may end up 
  alienating Tristan in this fight by attacking Bhugtru. 
  Once the party leaves the company of Tristan and 
  Bhugtru the trail will once again lead up into the 
  mountains.  The trail winds deep into the 
  mountains for a day's travel at this point and will 
  eventually lead to the lair of Nerith Shelryn.  The 
  lair is guarded outside by some of Nerith's 
  minions.  The party will have to fight their way 
  through the minions to gain entrance to the lair 
  itself.  Once the party is inside the lair they will 
  face the hag, Nerith Shelryn.  Nerith has the Dawn 
  Armor and the Star of the Morning hung on her 
  wall as trophies along with the preserved head of 
  Corin Malthesun himself. 
  Introduction 
  The journal of the last Champion of Pholtus has 
  recently been recovered in the war torn lands of 
  <Title> 
  [Round #] 
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  Tenh.  Within the pages of the journal of Corin 
  Malthesun, a paladin of Pholtus, has been found 
  text describing the possible location of his lost 
  weapon and armor.  You have been called to 
  Wintershiven by a member of the Church in hopes 
  you will help recover the Dawn Armor and Star of 
  the Morning.  Your contact within the Church has 
  indicated that if these items could be recovered 
  the Church could name the Champion of the Pale 
  and properly outfit the new champion with arms 
  befitting his role. 
  Encounter One:  Help the 
  Church 
  Progressive Party Contact 
  Your party has arrived in Wintershiven at the 
  request of a member of the Church in hopes you 
  will help them with a special mission.  You have 
  journeyed to the Pious Pilgrim and are quietly 
  relaxing when you see Father Teldon enter the 
  tavern's common room.  You rise as he 
  approaches and takes a seat at your table.  Once 
  pleasantries have been made, Father Teldon gets 
  right down to business.  He speaks, "The journal 
  of Corin Malthesun previously recovered with his 
  shield indicates the possible location of the Dawn 
  Armor and the Star of the Morning and a name of 
  the person that may be holding them Nerith 
  Shelryn.  It would seem these relics are within the 
  reach of the Church and should be easily 
  recoverable by heroes such as yourselves.  I ask 
  you to aid the Church and the Pale and to recover 
  these two relics for the Church."  Father Teldon 
  awaits your answer hopeful that you will aid the 
  Pale in its time of need. 
  When the party agrees give them Player Handout 
  #1 
  Conservative Party Contact 
  Your party has arrived in Wintershiven at the 
  request of a member of the Church in hopes you 
  will help them with a special mission.  You have 
  journeyed to the Pious Pilgrim and are quietly 
  relaxing when you Sister Rhianna enters the 
  tavern's common room.  You rise as she 
  approaches and takes a seat at your table.  Once 
  pleasantries have been made, Sister Rhianna gets 
  right down to business.  She speaks, "Our spies 
  have learned the journal of Corin Malthesun 
  previously recovered with his shield indicates the 
  possible location of the Dawn Armor and the Star 
  of the Morning and a name of the person that may 
  be holding them, Nerith Shelryn.  It would seem 
  these relics are within the reach of the Church and 
  should be easily recoverable by heroes such as 
  yourselves.  I ask you to aid the Church and the 
  Pale and to recover these two relics for the 
  Church."  Sister Rhianna awaits your answer 
  hopeful that you will aid the Pale in its time of 
  need. 
   
  The contact will be either Father Teldon or Sister 
  Rhianna.  Father Teldon is a member of the 
  Progressive Party and acts as an agent for Saryn 
  Reddick while Sister Rhianna is a member of the 
  Conservative Party and acts as an agent for 
  Zacktinerim.  If the contact is Father Teldon , the 
  party will be given a map that depicts the village of 
  Millet's Mine with a trail leading away from it and 
  deep into the Griff Mountains.  This map can be 
  used to lead the party to the lair of Nerith Shelryn. 
   If the contact is Sister Rhianna, the party will be 
  told they need to journey to the ruins of the village 
  of Millet's Mine.  From here, the party will have to 
  locate a trail that leads into the mountains and 
  ultimately to the lair of Nerith Shelryn. 
   
  Father Teldon: Male Human Clr6. 
  Sister Rhianna: Female Human Clr6. 
  Minea: Female human Sor6. 
   
   
  Tactics: If the party questions the reason for 
  which a contact's liege wants to obtain the arms 
  and armor.  The answers are based on their party 
  views.  Judges should make sure they are familiar 
  with the current political climate of the Pale as well 
  as the views of the Progressive Party and the 
  Conservative Party to get the right attitudes of 
  both sides.  Progressives are in favor of a relaxing 
  of the Inquisition, they believe in converting 
  heathens, not burning them at the stake.  
  Progressives even believe heretics can be taught 
  the errors of their ways and should thus be sent to 
  New Dawn Camps and not immediately put to the 
  torch.  Progressives also think demi-humans are 
  an asset to the Pale and should be taught the 
  power of the Blinding Light and not ostracized.  
  Conservatives on the other hand, think the Pale 
  has become too soft on heretics and heathens.  
  Heretics should be put to the torch if they do not 
  immediately confess the error of their ways.  
  Heathens should be thrown into a New Dawn 
  Camp and taught the power of the Blinding Light 
  <Title> 
  [Round #] 
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  and to follow the One True Path, failing this they 
  should be put to the torch as well.  Conservatives 
  think Demi-humans have their place in society but 
  it should not be above those who believe in the 
  power of Pholtus in favor of their own savage 
  deities.   
   
   
  Encounter Two:  The Village 
  of Millet's Mine 
  Your party has journeyed for 3 days to where the 
  village of Millet's Mine is supposed to be.  You're 
  sure this is the spot but there is only the shell of a 
  building here, not a village.  You can barely make 
  out in faded letters on a sign leaned up against the 
  side of the building the words Inn of the Steel 
  Heart.  A careful search of the area finds the 
  foundations of other buildings but the structures 
  themselves have all been destroyed, most due to 
  fire apparently.  You slowly come to the realization 
  that Millet's Mine stands no more, a casualty of the 
  war with Old Wicked.  The sun will set soon and 
  the dilapidated ruins of the Inn look like they would 
  provide some cover from the rain that is starting to 
  fall.  You feel it would be best to wait until morning 
  to try and locate the trail leading away from the 
  village and so set up camp. 
   
  Shortly after nightfall, a group of orc raiders will 
  attack the party. 
   
  Inn of the Steel Heart: Walls are 6 in. worked 
  stone and are still well supported.  The roof of the 
  inn has fallen in on the second floor, however, 
  leaving the second floor a complete ruin.  Entry to 
  the second floor of the inn cannot be gained from 
  inside, only by climbing up and over the walls of 
  the Inn.  The second floor also has no flat spots 
  due to the collapse of the roof and would require a 
  Dex check DC 20 for someone to even move 
  around without catching their foot on an unseen 
  obstacle and falling down with a 40% chance of 
  landing on a sharp piece of wood and taking 1d8 
  points of damage.  The stairs from the first floor to 
  the second floor are damaged now and will 
  collapse if more then 100 lbs of weight is placed 
  on them.  Anyone caught on the stairs during a 
  collapse will have to make a reflex save DC 20 to 
  avoid falling with the stairs and taking 1d10 
  damage from the fall and debris hitting them. 
   
  APL2 (EL1) 
  Orcs: (2) hp 3, 4; see Monster Manual page 146 
   
   
   
  APL4 (EL3) 
  Orcs: (4) hp 3, 4, 7, 5; see Monster Manual page 
  146 
  Orc Leader: Male Orc Bbn 2 (See Appendix for 
  Encounter Two) 
   
  APL6 (EL5) 
  Orcs: (4) hp 3, 4, 7, 5; see Monster Manual page 
  146 
  Orc Leader: Male Orc Bbn 4 (See Appendix for 
  Encounter Two) 
  Orc Adept: Female Orc Adp 3 (See Appendix for 
  Encounter Two) 
   
  APL8 (EL7) 
  Orcs: (9) hp 3, 4(x4), 5(x2), 7(x2); see Monster 
  Manual page 146 
  Orc Leader: Male Orc Bbn 6 (See Appendix for 
  Encounter Two) 
  Orc Adept: Female Orc Adp 5 (See Appendix for 
  Encounter Two) 
   
  APL10 (EL9) 
  Orcs: (3) Orc Bbn 3 (See Appendix for Encounter 
  Two) 
  Orc Leader: Male Orc Bbn 8 (See Appendix for 
  Encounter Two) 
  Orc Adept: Female Orc Adp 7 (See Appendix for 
  Encounter Two) 
   
  APL12 (EL11) 
  Orcs: (3) Orc Bbn 4 (See Appendix for Encounter 
  Two) 
  Orc Leader: Male Orc Bbn 10 (See Appendix for 
  Encounter Two) 
  <Title> 
  [Round #] 
  Page 6 
   
  
  Orc Adept: Female Orc Adp 7 (See Appendix for 
  Encounter Two) 
   
   
  Tactics: The orcs are raiders and not typical 
  thieves.  They will try to use stealth to approach 
  the party but would prefer to use strength of arms 
  to end the battle as quickly as possible.  The lead 
  orc (the highest level barbarian orc) and the adept 
  will always remain back from the fight at first 
  allowing the band to weaken the party as much as 
  possible.  At the beginning of the battle, the leader 
  will target spellcasters and anyone else separated 
  from a melee with his crossbow as much as 
  possible.  If he knows a person is a spellcaster he 
  will ready the action to fire as soon as they begin 
  casting a spell in hopes of stopping the spell from 
  being cast.  If the leader notices who the strongest 
  warrior is in the party, he will attempt to draw him 
  out for single combat as quickly as possible.  The 
  leader will not rush into a massive melee to do 
  this, but will instead shout insults at the person.  
  He will say things that insult the warrior's strength 
  and the like.  As soon as someone rushes the 
  leader he will immediately rage.  The adept is the 
  mate of the leader, therefore if the adept is 
  attacked the leader will immediately rage and 
  attack whoever attacked her.  All of the band of 
  orcs except the leader will rage on the first round 
  of combat in the APL 10 encounter. 
   
  <Title> 
  [Round #] 
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  Development: The orcs can be an important 
  source of information.  If any orcs survive the 
  encounter and are questioned they can tell the 
  party where the trail starts at and even the way to 
  Nerith's lair.  The orcs are even aware of the fact 
  Nerith is still alive and is a hag, the orcs will tell the 
  party she is long since dead and though they can 
  be tortured into telling the party she is alive they 
  will never reveal her exact nature.  They will say 
  things like she is a powerful woman and other 
  such truths without revealing her true nature or 
  appearance.  Should the adept be killed, the 
  leader will tell the party nothing or lie to them 
  outright and no amount of torture will change this 
  attitude towards them.  If the leader is searched, 
  the party will find a crude map on him indicating a 
  trail which starts slightly behind the Inn of the Steel 
  Heart.  Without the orcs a search check will have 
  to be made to find the trail.  If the party has the 
  map from the orcs or from Father Teldon, it is a 
  DC 10 search as they know its approximate 
  location and the trail is still being used by wild 
  game and the orc raiders.  If the party does not 
  have either map the DC for finding the trail is 20. 
  
   
   
   
  <Title> 
  [Round #] 
  Page 8 
   
  
   
  Encounter Three: Raiders' Lair 
  As night falls on your first full day of travel along the trail, you come upon a huge fossilized skeleton half 
  buried in the mountains at a fork in the trail.  The skeleton is huge in size and though you can't tell how 
  many legs the creature had, surely based on the layout of the skeleton there were four.  You can see the 
  bones of what was probably its tail leading away down the trail leading to the east and the skull stares at 
  you, its mouth open with its jagged teeth still ready to rip you apart.  In the cliffs behind the skeleton, the 
  faint outline of what might have once been wings can be seen.  The mouth leads into a cave that has 
  formed from the skeleton over the years and the stench of someone living there fills your nostrils.  You 
  feel this might be a good place to rest if whatever lives here is friendly. 
   
  The skeleton is of a mature adult red dragon who died over a century ago.  The raiders from encounter 
  two used the cave as a base of operations.  The northern split of the trail leads deeper into the mountains 
  and after a day of travel to a ruined bridge that leads across a gorge thousands of feet deep.  The trail 
  leading to the east along the dragon's tail is the way to Nerith's Lair.  If any of the orc raiders escaped 
  from encounter two, they will be found here nursing their wounds. 
   
  Encounter Four: Tristan and Bhugtru Fight Some Trolls 
  You have followed the trail down from the great skeleton to a point where it now borders between the 
  Griff Mountains and the Troll Fens.  Up ahead in the waning light of the day you can see a battle taking 
  place.  As you move closer to investigate you see a knight fall to the claws of a great troll. 
   
  Depending on the APL of the encounter, the judge should continue with the following description: 
  APL 4 and 6:  As the warrior falls a second troll standing over another body turns and rushes towards the 
  first troll.  It seems as if the two trolls will fight over the kill. 
  APL 8 and 10:  As the warrior falls, other trolls from nearby stop their fighting and rush towards the first 
  troll.  It looks as if they are all going to fight over the kill. 
   
  The warrior is Tristan, the Champion of the Pale and one of the trolls is his companion Bhugtru.  Tristan is 
  wounded but not dead, he has been dropped to negative 1 hit point.   
   
  APL2 (EL1) 
  Troll (1): hp 71(8); see Monster Manual page 180 
  Tristan Spencer: Male Human Pal9/Sor4 (Full stats not given as he does not fight) 
  Bhugtru: Male Troll Mnk8 (Full stats not given as he does not fight)  
   
  APL4 (EL3) 
  Troll (1): hp 71(57); see Monster Manual page 180 
  Tristan Spencer: Male Human Pal9/Sor4 (Full stats not given as he does not fight) 
  Bhugtru: Male Troll Mnk8 (Full stats not given as he does not fight)  
  <Title> 
  [Round #] 
  Page 9 
   
  
   
  APL6 (EL5) 
  Troll (1): hp 71; see Monster Manual page 180 
  Tristan Spencer: Male Human Pal9/Sor4 (Full stats not given as he does not fight) 
  Bhugtru: Male Troll Mnk8 (Full stats not given as he does not fight) 
   
  APL8 (EL7) 
  Troll (2): hp 71(2); see Monster Manual page 180 
  Tristan Spencer: Male Human Pal9/Sor4 (Full stats not given as he does not fight) 
  Bhugtru: Male Troll Mnk8 (Full stats not given as he do not fight) 
   
  APL10 (EL9) 
  Troll (4): hp 57, 65, 71(2); see Monster Manual page 180 
  Tristan Spencer: Male Human Pal9/Sor4 (Full stats not given as he does not fight) 
  Bhugtru: Male Troll Mnk8 (Full stats not given as he does not fight) 
   
  APL12 (EL11) 
  Troll (4): hp 57, 65, 71(2); see Monster Manual page 180 
  Troll Leader: Male Troll Bbn4; (See appendix for Encounter 4) 
  Tristan Spencer: Male Human Pal9/Sor4 (Full stats not given as he does not fight) 
  Bhugtru: Male Troll Mnk8 (Full stats not given as he does not fight) 
   
   
  Tactics: The troll who has just felled Tristan will turn immediately to face Bhugtru, knowing the other 
  troll will be coming to defend his human friend.  As Bhugtru rushes him, he will shout insults and 
  obscenities at Bhugtru in Giant.  Bhugtru will seek to defend Tristan at all costs.  Should the party 
  intervene, in an APL 2 and 4 encounter after the first two rounds of combat Bhugtru will halt combat with 
  the other trolls (during this time he will have hit the troll enough times to cause damage, leaving the troll 
  with it’s current hit points, the ones in parenthesis) and see to Tristan's wounds and in all other APL's he 
  will halt combat immediately.  If the party attacks Bhugtru he will defend himself against the party but will 
  not try to kill them.  In no APL other than 2 and 4 will Bhugtru or Tristan help the party, Tristan's wounds 
  are too grievous.  Anyone close enough to Bhugtru will be able to make a spot check DC 5 to see his 
  wooden holy symbol of Pholtus around his neck. 
   
   
  Development: Should the party not intervene in this fight, Tristan and Bhugtru will not think very 
  highly of the party's cowardice in future dealings with them.  If the party intervenes and kills Bhugtru, 
  Tristan will not speak to them once he learns the truth of their deed.  Tristan will simply gather the body of 
  his long time friend and trudge off into the Troll Fens.  Should the party help Tristan and Bhugtru, they will 
  gain some influence with these two for the future. 
   
  <Title> 
  [Round #] 
  Page 10 
   
  
  Encounter Five:  End of the Road 
  It has been a day and a half since your encounter with the trolls in the fens bordering the mountains.  The 
  trail has once again led you deep into the Griff Mountains.  The sun is hot as it reaches its mid day 
  summit, but the chill mountain air protects you from its heat.  You are beginning to wonder if this trail 
  leads anywhere besides deep into these mountains and on a wild goose chase.  No one told you what 
  the journal said about where these relics were hidden.  Is it possible the clerics of the Church have 
  misinterpreted what was written you wonder as you round a large curve in the trail.  You look up from 
  your musings and realize the clerics probably weren't wrong though as you see up ahead of you what 
  appears to be giants guarding a large door set into the side of a mountain. 
   
  The party notices the giants when they are approximately 150 feet from them and the door.  The giants 
  may not see the party at first.  The giants are on watch though and should be considered to be taking 10 
  on their spot checks.  They are alert as the consequences for failing Nerith in their duties is death.  When 
  the creatures notice the party they will use missile weapons against the party until the party has closed 
  with them and then switch to their melee weapons.  Each ogre will have three large javelins and each 
  giant will have two boulders to throw  See Map labeled “End of the Road.” 
   
  Wooden Door: 6 in. thick; hardness 5; hp 60; AC 5; Break DC 35.  The door is obviously built for the 
  giants.  It is large and made from small tree trunks that have been planed into square beams.  The beams 
  have then been banded together with iron.  The door is locked from the inside with a simple lock.  The 
  key is on the largest giant and will be found on his corpse if the giants are defeated. 
   
  APL2 (EL2) 
  Ogres (1): hp 21; See Monster Manual page 144 
   
  APL4 (EL4) 
  Ogres (3): hp 21, 22, 35; See Monster Manual page 144 
   
  APL6 (EL6) 
  Hill Giant (1): hp 117; See Monster Manual page 98 
   
  APL8 (EL9) 
  Hill Giants (2): hp 106, 117; See Monster Manual page 98 
   
  APL10 (EL10) 
  Hill Giants (3): hp 89, 106, 117; See Monster Manual page 98 
   
  APL12 (EL12) 
  Hill Giants (4): hp 89, 106, 113, 117; See Monster Manual page 98 
   
  <Title> 
  [Round #] 
  Page 11 
   
  
  Encounter Six: Nerith Shelryn 
  As you enter the lair behind the great door you see before you a hideous sight.  In front of you hanging 
  from the ceiling is a shrunken human head with a holy symbol of Pholtus embedded in its forehead.  
  Based on the legends and stories you've heard of him, you now know what happened to the great Corin 
  Malthesun.  In piles beneath the head is a small amount of treasure.  Mounted on the wall behind the 
  head 10 feet off the floor is what appears to be a mace of some type, the head of which is producing light 
  to illuminate the cavern even though it is covered with a cloth.  Standing in front of the weapon is a suit of 
  plate armor made of gold.  A feminine voice greets you as you enter, "So you have come to join my 
  greatest enemy in my trophy room.  Fear not, that I will display you as I have him, for you are not worth of 
  that."  There is a slight pause, and then the voice speaks again as a figure steps from the shadows, "No, I 
  see you haven't come looking for Corin.  You've come for his things, yes?  No doubt, the Church of Vile 
  Light sent you.  Well, I hope you have been looking forward to meeting your petty deity." 
   
  The voice is that of Nerith Shelryn, a powerful hag who has haunted these mountains for centuries.  At 
  APL 4 and 6 Nerith will be using her change self spell to appear as a powerful female hill giant, while at 
  APL 8 and 10 the night hag will appear in her true form.  As soon as her speech is finished she will attack 
  the party, concentrating on paladins and clerics first and then on spell casters unless someone is actually 
  hurting her with physical blows.  Nerith believes the holy crusaders and spell casters will be the biggest 
  threat in any party attacking her.  Should the night hag find herself in a position where she may actually 
  lose, she will become ethereal and seek to leave the field of battle in order to seek revenge another time. 
   Use map labeled “Nerith’s Lair.” 
   
  APL2 (EL4) 
  Green Hag (1): hp 33; See Monster Manual page 115 
  NOTE:  The green hag is injured, a permanent injury she sustained in her combat with Corin all those 
  years ago and thus her hit points are lower the a normal green hag. She has also lost the use of her 
  Weakness ability and her invisibility because of the injuries. She lost her right arm in the combat with 
  Corin so she also only has one claw attack. 
   
  APL4 (EL6) 
  Annis (1): hp 57; See Monster Manual page 115 
   
  APL6 (EL8) 
  Half-Fiend Annis (1): hp 52 See Appendixes for Encounter Six 
   
  APL8 (EL9) 
  Night Hag (1): hp 46; See Monster Manual page 140 
   
  APL10 (EL12) 
  Advanced Night Hag (1): hp 88; See Appendix for Encounter Six 
   
  APL12 (EL14) 
  Advanced Night Hag (1): Female Night Hag Ftr2, hp 106; See Appendix for Encounter Six 
  <Title> 
  [Round #] 
  Page 12 
   
  
   
   
  Treasure: Dawn Armor - The dawn armor is a suit of +3 Full Plate made of gold and strengthened 
  with magic.  The armor has the holy symbol of Pholtus engraved and etched in silver across the front and 
  back of the breastplate and both glow with a dim light.  The armor may only be used by a paladin or cleric 
  of Pholtus.  The armor grants the wearer the permanent effects of a protection from chaos spell.  The 
  armor is also permanently imbued with the power of a fire shield - warm shield spell as cast by a 10th 
  level cleric.  The wearer of the armor may also activate the power of a negative energy protection  spell 
  as if cast by a 10th level cleric 3 times per day. 
  Star of the Morning - The Star of the Morning acts as a +5 lawful morning star of brilliant energy.  This 
  special morning star has a haft made of mithril silver while the head is pure energy.  The head of the 
  weapon appears as the sun itself, flashing and changing in appearance as if it were the sun itself burning 
  overhead.  The weapon acts as a greater holy symbol of Pholtus and can only be used by a paladin or 
  cleric of Pholtus.  The weapon glows brighter when chaos or evil is present and can be used to detect 
  either at will.  In the hands of a paladin of Pholtus the morning star also acts as a holy weapon.  The 
  weapon is intelligent and has an intelligence of 13, a wisdom of 16, and a charisma of 15.  The weapon 
  has an alignment of lawful good.  The weapon may communicate through empathy.  The weapon has the 
  special purpose of defending the Theocracy of the Pale and Pholtans. 
  APL 4-coin-(2000 gp) 
  APL 6-coin-(3400 gp) 
  APL 8-coin-(2000 gp), Heartstone 
  APL 10-coin-(5000 gp), Heartstone 
   
  Encounter Seven: Back In Wintershiven 
  Description 1:  As you arrive back in Wintershiven and make your way to meet with your contact, you 
  hear a whispered excuse me from a nearby alleyway.  As you turn you see a well-dressed young woman 
  who motions for you to come towards her.  The alleyway is well lit and there is no fear there are others 
  with her, unless they are invisible.  The raven haired woman moves out of the alley towards you her 
  hands up as if in surrender.  She speaks quietly, “I am Minea, many of you know me as an agent of 
  Milamber.  I have come here to ask you to give me the two relics you carry so that Milamber might curry 
  favor with the new Theocrat.” 
   
  The woman is Minea, an agent of Milamber.  Milamber was the personal advisor of Theocrat Ogon Tillit.  
  He sought to keep the Pale balanced between the Progressives and Conservatives during the time of the 
  previous Theocrat.  With the ascension of Theoman Basslet to the rank of Theocrat, Milamber’s position 
  is now uncertain.  He remains the leader of the Arcanist’s Guild, but how much political power he will 
  continue to wield is unknown.  Milamber has decided to obtain these relics to give to Theocrat Basslet 
  himself if possible in order to show he still has value to the Pale and the office of the Theocrat. 
  Minea wishes for the party to give the two relics to her for Milamber.  She speaks the truth and if 
  questioned further will reveal the above information about Milamber to the party.  Milamber truly wishes 
  the best for the Pale and her citizens but is not sure of his place in the new regime.  Minea will share this 
  information as well.  She will offer to reward the party in the same manner that their previous employer 
  had intended to reward them.  If the party refuses Minea's offer, she will grow angry with them.  She will 
  threaten to reveal their actions to the opposing political party in retaliation.  Minea will further threaten 
  them with retaliation by Milamber himself, although this is an empty threat; Milamber himself simply 
  wished Minea to make the offer and not to threaten the party in any way. Should the party actually attack 
  her she has a ring of teleportation which she will activate to escape. 
  If the party agrees to surrender the two relics to Minea, she will be overjoyed with them and will give them 
  the appropriate rewards for their work for the Pale and the Church. 
  <Title> 
  [Round #] 
  Page 13 
   
  
   
  Description 2:  After your encounter with the woman in the alley you make your way to the agreed upon 
  meeting spot with your employer at the Pious Pilgrim.  Your contact leads you to a private room in the 
  Pious Pilgrim where he inspects the two relics and verifies their authenticity before speaking to you.  "You 
  have done the Pale and the Church a great service this day.  With these two relics and the shield 
  previously recovered, the Pale can once again name a champion for her cause.  You have proven 
  yourselves to be great heroes this day and deserve to be rewarded for your efforts on behalf of the 
  Church.  I will see to it that you are justly rewarded for your service.  Thank you so much."  The agent will 
  then dispense the proper rewards to the party and bid them, "Walk with the light and may Pholtus bless 
  you in all your heroic tasks." 
  Father Teldon: Male Human Clr6. 
  Sister Rhianna: Female Human Clr6. 
  Minea: Female human Sor6. 
   
  Development: If the party attacks Minea, the guard should subdue them with little effort.  This is the 
  Pale after all and a judge should feel free to use whatever resources are available to the guards including 
  members of the Church Militant and the Church to ensure these criminals do not escape.  Once the party 
  is captured, they will of course be put on trial for their crimes of attacking a person in the street.  If they 
  are found guilty the penalty will be assessed based on how bad their crime actually was.  If they attacked 
  Minea but no one was killed and surrendered as soon as the guard arrived, they will be fined 200 gold 
  each.  If a member of the party cannot pay his fine he will be required to perform one week of community 
  service for the Pale (loss of 1 TU).  If the party fought against the guard when they arrived, each one who 
  raised arms against the guard will be fined and sentenced to a New Dawn Camp for two weeks (loss of 2 
  TU).  If the party actually killed Minea or a member of the guard, they are in serious trouble.  The Triad 
  will give out the sentence for this crime. 
  Conclusion 
  You have completed a great quest for the Church and the arms and armor of Corin Malthesun are now 
  safely locked away within the vaults of the Church.  As you celebrate your victory in the Pious Pilgrim you 
  begin to hear the rumors of how the Church will soon name a Champion of the Pale again.   Rumors 
  speak of Tristan Spencer being named since he is already the Champion of Pholtus.  Many among the 
  Conservative Party, though condemn this possibility.  They point to Tristan's association with a troll as 
  evidence that he is unworthy to champion the cause of the Pale.  These people speak of how Louis 
  Phillip Gaston II will surely be named as the Champion of the Pale.  Many heated arguments arise in the 
  tavern even as you try to relax in the common room at the Pious Pilgrim.  Several patrons even approach 
  you and ask your party who they think will be named as the champion.  You voice your political views 
  which quickly starts a barroom brawl  The guard soon arrives and after things are sorted out there are 
  more than a few bloody lips and black eyes to go along with their owners political convections. 
  The End 
   
  <Title> 
  [Round #] 
  Page 14 
   
  
  Experience Point Summary 
  To award experience for this adventure, add up the values for the objectives accomplished. Then assign 
  the experience award.  Award the total value (objectives plus role-playing) to each character. 
  Encounter Two 
  Defeating the Orc raiders at Millet's Mine. 
   
  APL2 30 xp 
  APL4 90 xp 
  APL6 150 xp 
  APL8 210 xp 
  APL10 270 xp 
  APL12 330 xp 
  Encounter Four 
  Helping Bhugtru to defeat the trolls and save Tristan's life. 
  APL2 30 xp 
  APL4 90 xp 
  APL6 150 xp 
  APL8 210 xp 
  APL10 270 xp 
  APL12 330 xp 
  Encounter Five 
  Defeating the guards at the entrance to Nerith's lair. 
  APL2 60 xp 
  APL4 120 xp 
  APL6 180 xp 
  APL8 270 xp 
  APL10 300 xp 
  APL12 360 xp 
  Encounter Four 
  Defeating Nerith Shelryn. 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 270 xp 
  APL10 360 xp 
  APL12 420 xp 
  <Title> 
  [Round #] 
  Page 15 
   
  
  Story Award 
  Recovering the Dawn Armor and the Star of the Morning and returning them to the Church and not being 
  arrested for attacking Minea.  If the party is arrested for attacking Minea, they should not receive any of 
  the experience listed here. 
  APL2 30 xp 
  APL4 60 xp 
  APL6 90 xp 
  APL8 120 xp 
  APL10 150 xp 
  APL12 180 xp 
  Discretionary role-playing award 
  APL2 30 xp 
  APL4 60 xp 
  APL6 90 xp 
  APL8 120 xp 
  APL10 150 xp 
  APL12 180 xp 
   
  Total possible experience:   
  APL2 300 xp 
  APL4 600 xp 
  APL6 900 xp 
  APL8 1200 xp 
  APL10 1500 xp 
  APL12 2100 xp 
   
  <Title> 
  [Round #] 
  Page 16 
   
  
  Treasure Summary 
  Encounter Two: Millet’s Mine 
   
  APL 2: 70 gp 
   
  APL 4: 1238 gp 
   
  APL 6: 2682 gp 
   
  APL 8: 9683 gp 
   
  APL 10: 16011gp 
   
  APL 12: 18361gp 
  Encounter Five: End of the Road 
   
  APL 2: 23 gp 
   
  APL 4: 69 gp 
   
  APL 6: 20 gp 
  APL 8: 40 gp 
  APL 10: 60 gp 
  APL 12: 80 gp 
  Encounter Six: Nerith Shelryn 
   
  APL 2: 1000 gp 
   
  APL 4: 2000 gp 
   
  APL 6: 3400 gp 
   
  APL 8: Heartstone 
   
  APL 10: 5000 gp and Heartstone 
   
  APL 12: 5000 gp and Heartstone 
  Total Possible Treasure 
  APL 2: 200 gp 
  APL 4: 400 gp 
  APL 6: 600 gp 
  APL 8: 1200 gp 
  APL 10: 1750 gp 
  APL 12: 3000 gp 
  Special 
  APL 8, 10, and 12: 
  Heartstone: Imparts a +2 resistance bonus to all saving throws.  Cures any disease contracted by the 
  holder, which can be used ten times before the heartstone shatters for good creatures.  (5400 gp). 
   
  All APL’s 
  Access to the Armory of the Prelatal Army: All members of the party who complete the mission and turn 
  the armor and weapon over to the Church receive access to the Armory of the Prelatal Army. 
  <Title> 
  [Round #] 
  Page 17 
   
  
  This access allows the character to upgrade one piece of armor or a single shield by a +1 Enchantment 
  Bonus, for example, a +2 shield could be made a +3 Shield or a +1 Breastplate could be made into a +1 
  Shadow Breastplate.  The current enchantment of the armor cannot be changed by this, for example a +2 
  shield could not be changed to a +1 Shield of Arrow Deflection. 
   
   
   
   
  <Title> 
  [Round #] 
  Page 18 
   
  
  Appendix: NPC Statistics 
   
  Encounter Two: 
  APL 4 (EL 3) 
  Orc Leader: Male Orc Bbn 2; CR 2; Medium-Size Humanoid (Orc); HD 2d12+2, hp 21; Init +2; Spd 30 ft.; 
  AC 17 (touch 12, flat-footed 17) [masterwork breastplate +5, Dex +2]; Atk +8 melee (1d12+6/x3 damage, 
  great axe) or +5 ranged (1d8/19-20, light crossbow); SA Rage 1 per day (hp 25, +10 melee, 1d12+9/x3 
  damage, great axe, Str 23, Con 17, Fort +6, +2 Will saves, -2 AC), Uncanny dodge (retains Dex bonus to 
  AC even when caught flat footed); AL CE; SV Fort +4, Ref +2, Will +0; Str 19, Dex 14, Con 13, Int 8, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +6, Listen +5, Wilderness Lore +5.  Weapon Focus (great axe). 
   
  Possessions: masterwork breastplate, masterwork great axe, light crossbow, 20 masterwork bolts, 1 
  potion of cure moderate wounds, 1 potion of endurance, and 1 potion of lesser restoration. 
   
  APL 6 (EL 5) 
  Orc Leader: Male Orc Bbn 4; CR 4; Medium-Size Humanoid (Orc); HD 4d12+4, hp 37; Init +2; Spd 30 ft.; 
  AC 17  (touch 12, flat-footed 17) [masterwork breastplate +5, Dex +2]; Atk +11 melee (1d12+7/x3 
  damage, great axe) or +7 ranged (1d8/19-20, light crossbow); SA Rage 1 time per day (hp 41, +13 
  melee, 1d12+10/x3 damage, great axe, Str 24, Con 17, Fort +7, +2 Will saves, -2 AC),  Uncanny dodge 
  (retains Dex bonus to AC even when caught flat footed); AL CE; SV Fort +5, Ref +3, Will +1; Str 20, Dex 
  14, Con 13, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Listen +7, Wilderness Lore +7.  Dodge, Weapon Focus (great axe). 
   
  Possessions: masterwork breastplate, masterwork great axe, light crossbow, 20 masterwork bolts, 3 
  potions of cure moderate wounds, 1 potion of endurance, 1 potion of neutralize poison, and 1 potion of 
  lesser restoration. 
  Orc Adept: Female Orc Adp 3; CR 2; Medium-Size Humanoid (Orc); HD 3d6+3, hp 17; Init +2; Spd 30 
  ft.; AC 12 (touch 12, flat-footed 10) [Dex +2]; Atk +4 melee (1d6+2/x3 damage, halfspear) or +3 ranged 
  (1d8/19-20, light crossbow); SA divine spells, familiar (tiny viper snake, hp 8 see Monster Manual page 
  201), poisonous bite (DC 11 fort save, initial and secondary damage 1d6 constitution); AL CE; SV Fort 
  +2, Ref +3, Will +4; Str 14, Dex 14, Con 13, Int 10, Wis 13, Cha 6 
   
  Skills and Feats: Concentration +7 (+11 defensive), Heal +7.  Combat Casting, Scribe Scroll. 
   
  Possessions: masterwork halfspear, light crossbow, 10 bolts, 2 scrolls of cure light wounds, and 1 
  potion of blur. 
   
  Spells Prepared (3/3; base DC = 11 + spell level): 0-cure minor wounds(3); 1st-burning hands, cause 
  fear, obscuring mist. 
   
   
  APL 8 (EL 7) 
  Orc Leader: Male Orc Bbn 6; CR 6; Medium-Size Humanoid (Orc); HD 6d12+6, hp 53; Init +2; Spd 30 ft.; 
  AC 18  (touch 12, flat-footed 18) [+1 breastplate +6, Dex +2]; Atk +13/+8 melee (1d12+7/x3 damage, 
  great axe) or +9 ranged (1d8/19-20, light crossbow); SA Rage 2 times per day (hp 65, +15/+10 melee, 
  1d12+10/x3 great axe, Str 24, Con 17, Fort +8,+2 Will saves, -2 AC),  Uncanny dodge (retains Dex bonus 
  to AC even when caught flat footed, can't be flanked); AL CE; SV Fort +6, Ref +4, Will +2; Str 20, Dex 14, 
  Con 13, Int 8, Wis 10, Cha 6. 
  <Title> 
  [Round #] 
  Page 19 
   
  
   
  Skills and Feats: Climb +11, Listen +9, Wilderness Lore +9.  Dodge, Track, Weapon Focus (great 
  axe). 
   
  Possessions: +1 breastplate, masterwork great axe, light crossbow, 20 masterwork bolts, 3 potions of 
  cure serious wounds, 1 potion of bull’s strength, 1 potion of endurance, 1 potion of neutralize poison, and 
  1 potion of lesser restoration. 
  Orc Adept: Female Orc Adp 5; CR 4; Medium-Size Humanoid (Orc); HD 5d6+5, hp 27; Init +2; Spd 30 
  ft.; AC 13 (touch 13, flat-footed 11) [Dex +2]; Atk +5 melee (1d6+2/x3 damage, halfspear) or +4 ranged 
  (1d8/19-20, light crossbow); SA divine spells, familiar (tiny viper snake, hp 13 see Monster Manual page 
  201), poisonous bite (DC 11 fort save, initial and secondary damage 1d6 constitution); AL CE; SV Fort 
  +2, Ref +3, Will +6; Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 6 
   
  Skills and Feats: Concentration +9 (+13 defensive), Heal +10.  Combat Casting, Scribe Scroll. 
   
  Possessions: masterwork halfspear, light crossbow, 10 bolts, +1 ring of protection, 5 scrolls of cure 
  light wounds, 1 potion of blur, and 1 potion of levitate. 
   
  Spells Prepared (3/3/2; base DC = 12 + spell level): 0-cure minor wounds(3); 1st-burning hands, 
  cause fear, obscuring mist; 2nd-bull's strength, web. 
   
   
  APL 10 (EL 9) 
  Orcs: (3) Male Orc Bbn 3 CR 3; Medium-Size Humanoid (Orc); HD 3d12+3, hp 29; Init +2; Spd 30 ft.; AC 
  17 (touch 12, flat-footed 17) masterwork breastplate +5, Dex +2]; Atk +9 melee (1d12+6/x3 damage, 
  great axe) or +6 ranged (1d8/19-20, light crossbow); SA Rage 1 time per day (hp 35, +11 melee, 
  1d12+9/x3 great axe, Str 23, con 17, Fort +6, +2 Will saves, -2 AC), Uncanny dodge (retains Dex bonus 
  to AC even when caught flat footed); AL CE; SV Fort +4, Ref +3, Will +1; Str 19, Dex 14, Con 13, Int 8, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Listen +6, Wilderness Lore +6.  Dodge, Weapon Focus (great axe). 
   
  Possessions: masterwork breastplate, masterwork great axe, light crossbow, 20 masterwork bolts, 2 
  potion of cure moderate wounds, 1 potion of bull’s strength, and 1 potion of endurance. 
  Orc Leader: Male Orc Bbn 8; CR 8; Medium-Size Humanoid (Orc); HD 8d12+16, hp 77; Init +2; Spd 30 
  ft.; AC 19  (touch 12, flat-footed 19) [+1 breastplate +6, +1 amulet of natural armor +1, Dex +2]; Atk 
  +15/+10 melee (1d12+9/x3 damage, great axe) or +11 ranged (1d8/19-20, light crossbow); SA Rage 3 
  times per day (hp 93, +17/+12 melee, 1d12+11/x3 great axe, Str 24, Con 18, Fort +10, +2 Will saves, -2 
  AC),  Uncanny dodge (retains Dex bonus to AC even when caught flat footed, can't be flanked); AL CE; 
  SV Fort +8, Ref +4, Will +2; Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +13, Listen +11, Wilderness Lore +11.  Dodge, Track, Weapon Focus (great 
  axe). 
   
  Possessions: +1 breastplate, +1 great axe, light crossbow, 20 masterwork bolts, +1 amulet of natural 
  armor, 3 potions of cure serious wounds, 2 potion of neutralize poison, and 2 potions of lesser 
  restoration. 
  Orc Adept: Female Orc Adp 7; CR 6; Medium-Size Humanoid (Orc); HD 7d6+7, hp 37; Init +2; Spd 30 
  ft.; AC 13 (touch 13, flat-footed 11) [Dex +2]; Atk +6 melee (1d6+2/x3 damage, halfspear) or +5 ranged 
  (1d8/19-20, light crossbow); SA divine spells, familiar (tiny viper snake, hp 18 see Monster Manual page 
  201), poisonous bite (DC 11 fort save, initial and secondary damage 1d6 constitution); AL CE; SV Fort 
  +3, Ref +4, Will +7; Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 6 
   
  Skills and Feats: Concentration +11 (+15 defensive), Heal +12.  Brew Potion, Combat Casting, 
  Scribe Scroll. 
   
  Possessions: masterwork halfspear, light crossbow, 10 bolts, +1 ring of protection, 5 scrolls of cure 
  light wounds, 1 scroll of silence, 1 potion of blur, and 1 potion of levitate. 
  <Title> 
  [Round #] 
  Page 20 
   
  
   
  Spells Prepared (3/4/3; base DC = 12 + spell level): 0-cure minor wounds(3); 1st-burning hands, 
  cause fear, cure light wounds, obscuring mist; 2nd-bull's strength, darkness, web. 
   
  APL 12 (EL 11) 
  Orcs: (3) Male Orc Bbn 4 CR 4; Medium-Size Humanoid (Orc); HD 4d12+4, hp 37; Init +2; Spd 30 ft.; AC 
  17 (touch 12, flat-footed 17) [masterwork breastplate +5, Dex +2]; Atk +11 melee (1d12+7/x3 damage, 
  great axe) or +7 ranged (1d8/19-20, light crossbow); SA Rage 1 time per day (hp 45, +13 melee, 
  1d12+10/x3 great axe, Str 24, con 17, Fort +7, +2 Will saves, -2 AC), Uncanny dodge (retains Dex bonus 
  to AC even when caught flat footed); AL CE; SV Fort +5, Ref +3, Will +1; Str 20, Dex 14, Con 13, Int 8, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Listen +7, Wilderness Lore +7.  Dodge, Weapon Focus (great axe). 
   
  Possessions: masterwork breastplate, masterwork great axe, light crossbow, 20 masterwork bolts, 3 
  potions of cure moderate wounds, 1 potion of bull’s strength, 1 potion of endurance, and 1 potion of 
  neutralize poison.. 
  Orc Leader: Male Orc Bbn 10; CR 10; Medium-Size Humanoid (Orc); HD 10d12+20, hp 95; Init +2; Spd 
  30 ft.; AC 20  (touch 12, flat-footed 19) [+2 breastplate +7, +1 amulet of natural armor +1, Dex +2]; Atk 
  +17/+12 melee (1d12+8/x3 damage, great axe) or +13 ranged (1d8/19-20, light crossbow); SA Rage 3 
  times per day (hp 115, +19/+14 melee, 1d12+11/x3 great axe, Str 24, Con 17, Fort +11, +2 Will saves, -2 
  AC),  Uncanny dodge (retains Dex bonus to AC even when caught flat footed, can't be flanked); AL CE; 
  SV Fort +9, Ref +5, Will +3; Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +15, Listen +13, Wilderness Lore +13.  Dodge, Track, Mobility, Weapon 
  Focus (great axe). 
   
  Possessions: +2 breastplate, +1 great axe, light crossbow, 20 masterwork bolts, +1 amulet of natural 
  armor, 2 potions of cure serious wounds, 1 potion of bull’s strength, 1 potion of endurance, 2 potion of 
  haste, and 2 potion of neutralize poison. 
  Orc Adept: Female Orc Adp 7; CR 6; Medium-Size Humanoid (Orc); HD 7d6+7, hp 37; Init +2; Spd 30 
  ft.; AC 13 (touch 13, flat-footed 11) [Dex +2]; Atk +6 melee (1d6+2/x3 damage, halfspear) or +5 ranged 
  (1d8/19-20, light crossbow); SA divine spells, familiar (tiny viper snake, hp 18 see Monster Manual page 
  201), poisonous bite (DC 11 fort save, initial and secondary damage 1d6 constitution); AL CE; SV Fort 
  +3, Ref +4, Will +7; Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 6 
   
  Skills and Feats: Concentration +11 (+15 defensive), Heal +12.  Brew Potion, Combat Casting, 
  Scribe Scroll. 
   
  Possessions: masterwork halfspear, light crossbow, 10 bolts, +1 ring of protection, 5 scrolls of cure 
  light wounds, 1 scroll of silence, 1 potion of blur, and 1 potion of levitate. 
   
  Spells Prepared (3/4/3; base DC = 12 + spell level): 0-cure minor wounds(3); 1st-burning hands, 
  cause fear, cure light wounds, obscuring mist; 2nd-bull's strength, darkness, web. 
   
  Encounter Four: 
  APL12 (EL11) 
  Troll Leader: Male Troll Bbn4; CR11; Large-Size Humanoid HD: 6d8+36 +4d10+ hp ; Init 
  +2 (Dex), Spd 30 ft.; AC 23 (touch 11, flat-footed 23) [-1 size, +2 Dex, +7 natural, +5 
  masterwork breastplate]; Atk +14 melee (1d6+7, 2 claws) and +9 melee (1d6+4, 1 bite) or 
  +15 melee (1d12+8/x3, +1 great axe) and +9 melee (1d6+4, 1 bite); Face/Reach 5 ft. by 5 
  ft./10 ft.; SA: Rend 2d6+9, Rage 2/day (), Uncanny dodge (Retains dexterity bonus to AC 
  regardless of being caught flat-footed or struck by an invisible attacker); SQ 
  <Title> 
  [Round #] 
  Page 21 
   
  
  Regeneration 5, scent, darkvision 90 ft.; AL CE; SV Fort +15, Ref +5, Will +4; Str 24, Dex 
  14, Con 23, Int 6, Wis 9, Cha 6 
   
  Skills and Feats: Listen +7, Spot +7, Tumble +4; Alertness, Cleave, Iron Will, Power Attack.  
   
  Possessions: masterwork breastplate, +1 masterwork great axe, 3 potions of cure moderate wounds, 
  1 potion of bull’s strength, 1 potion of endurance, 1 potion of protection from elements (fire). 
   
  Encounter Six: 
  APL6 (EL8) 
  Half-Fiend Annis: Female Annis; CR 8; Large-size Outsider (Chaotic, Evil) HD 7d8+21 hp 52; Init +3 
  (Dex), Spd 40 ft.; AC 23 (touch 12, flat-footed 20) [-1 size, +3 Dex, +11 natural]; Atk 2 claws +15 melee, 
  bite +10 melee (1d6+9, claw and 1d8+4, bite); Face/Reach 5 ft. by 5 ft./10 ft.; SA Improved Grab, rend 
  2d6+18 (when the Annis hits with both claw attacks, she automatically deals an additional 2d6+18 points 
  of damage), Spell Like Abilities: 3/day-change self, darkness, fog cloud, and poison, 1/day-desecrate and 
  unholy blight (all spells are cast as if by an eighth level sorcerer); SQ: Steely skin (slashing and piercing 
  weapons reduce damage by 1 point per hit, while bludgeoning weapons increase damage by 1 point per 
  hit), Immune to poison, Acid, cold, electricity and fire resistance 20; SR 19; AL CE; SV Fort +5, Ref +8, 
  Will +6; Str 29, Dex 16, Con 16, Int 17, Wis 13, Cha 12. Height 8 ft. 
   
  Skills and Feats: Climb +16, Concentration +13, Hide +13, Jump +19, Listen +11, Move Silently +13, 
  Search +11, Spot +11; Alertness, Blind-Fight, Combat Casting.  
   
   
  APL10 (EL12) 
  Advanced Night Hag: Female Night Hag; CR 12; Medium-Size Outsider (Evil); HD 16d8+16, hp 88; Init 
  +1 (Dex); Spd 20 ft.; AC 20 (touch 11, flat-footed 19) [+1 Dex, +9 natural]; Atk +20 melee [2d6+6 and 
  disease, bite]; SA: Spell-like abilities: At will-detect chaos, detect evil, detect good, detect law, detect 
  magic, magic missile, polymorph self, ray of enfeeblement and sleep (cast as if by a 8th level sorcerer, 
  DC 11 + spell level), etherealness at will as a 16th level sorcerer, Dream Haunting; SQ: Immune to fire 
  and cold, and to charm, sleep, and fear effects, DR 20/+3; SR 25; AL NE; SV Fort +13, Ref +13, Will +14; 
  Str 19, Dex 12, Con 12, Int 15, Wis 15, Cha 12.  
   
  Skills and Feats: Bluff +15, Concentration +16, Intimidate +5, Listen +18, Ride +15, Sense Motive 
  +16, Spellcraft +17, Spot +18; Alertness, Combat Casting, Mounted Combat. 
   
  Dream Haunting (Su): See the description for this ability under Night Hag in the Monster Manual on 
  page 140. 
   
  Disease (Ex): See the description for this ability under Night Hag in the Monster Manual on page 
  140. 
   
  Possessions: Heartstone. 
   
  APL12 (EL14) 
  Advanced Night Hag: Female Night Hag Ftr2; CR 14; Medium-Size Outsider (Evil); HD 16d8+16 and 
  2d10+2, hp 102; Init +5 (Dex, Improved Initiative); Spd 20 ft.; AC 20 (touch 11, flat-footed 19) [+1 Dex, +9 
  natural]; Atk +23 melee [2d6+6 and disease, bite]; SA: Spell-like abilities: At will-detect chaos, detect evil, 
  detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement and sleep (cast 
  as if by a 8th level sorcerer, DC 11 + spell level), etherealness at will as a 16th level sorcerer, Dream 
  Haunting; SQ: Immune to fire and cold, and to charm, sleep, and fear effects, DR 20/+3; SR 25; AL NE; 
  SV Fort +16, Ref +13, Will +14; Str 19, Dex 12, Con 12, Int 15, Wis 15, Cha 12.  
  <Title> 
  [Round #] 
  Page 22 
   
  
   
  Skills and Feats: Bluff +17, Concentration +18, Intimidate +7, Listen +20, Ride +17, Sense Motive 
  +18, Spellcraft +19, Spot +18; Alertness, Combat Casting, Improved Initiative, Mounted Combat, Weapon 
  Focus (Bite). 
   
  Dream Haunting (Su): See the description for this ability under Night Hag in the Monster Manual on 
  page 140. 
   
  Disease (Ex): See the description for this ability under Night Hag in the Monster Manual on page 
  140. 
   
  Possessions: Heartstone. 
  <Title> 
  [Round #] 
  Page 23 
   
  
  Appendix 2:  Maps 
   
  <Title> 
  [Round #] 
  Page 24 
   
  
   
   
  <Title> 
  [Round #] 
  Page 25 
   
  
  Player Handout #1 
   
  The map showing the way to Nerith’s Lair 
   
   
  <Title> 
  [Round #] 
  Page 26 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/593/Normal Scenarios/PAL3-05 - Arms of Divine Might (APL 2-12)/PAL3-05 - Arms of Divine Might.pdf