TEXT: Whispers of the Storm 
   
  An official Dark Sun adventure suitable for levels 3-5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CREDITS 
  Design: Jon Sederqvist 
  Editor: Jon Sederqvist 
  Art Directory:  Jon Sederqvist 
  Layout: Jon Sederqvist 
  Cover Art: Frédéric Gamache 
  Interior Art: Becky Graewin, Michael Cugley, Ravenscrye Daegmorgan 
  Border Art: Frédéric Gamache 
  Maps: Geoff Hinkley 
  3.5 Revision: Jan Groeneveld 
  Review: Gabriel Cormier, Ravenscrye Daegmorgan, Andrej Damjanovic 
   
   
  In order to play Whispers of the Storm, you will need the Dark Sun 3rd edition rules available as a 
  free download from the official Dark Sun site, www.athas.org, as well as The Dungeon Master 
  Guide, Player's Handbook, Monster Manual, and the Psionics Handbook. The DM is encouraged to 
  read the City-State of Draj, also available from www.athas.org, as it contains additional 
  information the DM can use to enhance the adventure.  
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  Legal Notice: 
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  Open Game Content and Dark Sun Copyrights: 
  This edition of Whispers of the Storm is produced under version 1.0, 1.0a, and/or draft versions of the Open 
  Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of 
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  Designation of Product Identity: The following items are hereby designated as Product Identity in 
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  historic events, magic items, organizations, spells, and powers; and any and all stories, storylines, histories, 
  plots, thematic elements, and dialogue; all spells monsters in the Monstrous Compendium Appendix: 
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  Designation of Open Game Content: Some portions of this book which are OGC originate from the 
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  Content” is designated in this adventure by text appearing in this color (excluding headers). Any other 
  portion of this adventure, unless already appearing in the System Reference Document or already Wizards' 
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  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  ADVENTURE BACKGROUND:  
   
  Because recent turbulent events and subsequent Tyr-storms have shaken the population, many 
  have turned to new forces to find solace or meaning in their lives, and a new worship has arisen 
  in Draj: the worship of the forces of the storm. The destructive nature of the new storms has awed 
  many Draji, and Rain priests have made sure to use this to their advantage. The cult of Rain has 
  established a small temple in the city, the Temple of Storms, which has been operating for the last 
  two years with one priest and an assistant. However, the population has been increasingly 
  flocking to the temple, causing the traditional temples of Draj to become very anxious. 
   
  Rugar Stormbringer, the halfling founder of the Temple of Storms, spent most of his life in 
  solitary worship in the foothills of the Ringing Mountains, exiled from his halfling tribe because 
  of his worship of the elemental force of Rain. Recent events made him curious, and he left his 
  small shrine in the Ringing Mountains to explore the rumors of fierce storms pelting the 
  Tablelands. Eventually, he made his way to Draj, usually the first city to feel the wrath of the 
  storms, and found a people willing to listen to his message. He established a small temple in the 
  city, and now he has attracted the attention of an entity claiming to be the source of the storms. 
   
  It is Tithian whom Rugar Stormbringer hears speaking through the Cerulean storm. The halfling 
  believes Tithian is an elemental lord who communes with him, whispering prophecies in the 
  halfling’s ear of “the coming of a Great Storm that will eradicate the cities of men from the face of 
  Athas.” Tithian instructs the halfling Stormbringer on how to summon the storm through an 
  elaborate ritual, and how to gather enough followers to sacrifice in the ritual. The ritual, however, 
  if successfully performed will not summon any storm, but will instead free Tithian from his 
  captivity and pave the way for his return.  
   
  But Rugar is not the only one who has heard Tithian. A mysterious wizard whose spellcasting 
  ability is somehow tied to the Cerulean storm is working against the Stormbringer and the 
  followers of his paraelemental cult, to prevent them from carrying out the ritual that would harm 
  his source of power. 
   
  Meanwhile, in the shadows of the bureaucratic ranks of the templarate, an old enemy of the 
  wizard seeks to settle an old score with the wizard, and an ambitious young templar seeks him in 
  order to extract his magical secrets.  
   
   
  ADVENTURE OVERVIEW:  
   
  The adventure begins with the PCs as observers or participants in the Flowery Wars in Draj. 
  During the afternoon, the PCs witness the Moon Priest templars arresting a mysterious character 
  who they claim is a wizard. The Moon Priests are intrigued by the fact that a witness saw the man 
  cast a spell, but the alleged wizard has no spell components on his body, except for a blue crystal 
  lens. The Moon Priests lead the wizard away from the scene. PCs who take an interest in this 
  incident can follow the templars and observe them place the mysterious wizard in a prison cage. 
  One of the templars, Xalacotec, pockets the blue lens and then retreats to a building named the 
  Snarling Jaguar to escape the heat of the day. If the PCs did not follow the templars, they still 
  come across the cage holding the wizard if they wander about. If the PCs communicate with the 
  mysterious wizard, he says it is of grave importance that he gets out of the cage, and asks them 
  for his help. If the characters are unwilling, he promises to pay them well if they can help him 
  escape and retrieve his lens. The wizard is a good judge of character. He appeals to what would 
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  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  interest the characters, be it their good morals and heroic nature, their simple greed, or other 
  desires. Once out of the cage, the wizard introduces himself as Tec’tezeran.  
   
  When the PCs return with or without his lens, Tec’tezeran tells them an event of great evil is 
  imminent, and says it is in their interest to aid him to put an end to it. He has learned of a 
  secretive paraelemental cult of Rain operating out of the Temple of Storms. Tec’tezeran wants the 
  PCs to infiltrate the cult and report to him on the cult’s activities. 
   
  PCs who wish to gather information might learn the name of Rugar Stormbringer, or that of his 
  dwarven assistant, Bakara; that Rugar’s temple has received large donations from a wealthy 
  follower; and that Bakara has been in contact with Nax, a House Tsalaxa trader, regarding a 
  shipment of foreign slaves. They can follow any of these leads or proceed directly to the Temple 
  of Storms. 
   
  PCs who visit the Temple of Storms witness Rugar Stormbringer preaching to those who have 
  gathered to listen. After Rugar finishes his sermon, a number of visitors gather around him to ask 
  for his advice; a nobleman asks how he can protect his crops from the Tyr-storms that threaten 
  the estates of his clan. Rugar invites the noble to join him in his quarters, and they discuss the 
  matter. In private surroundings, Rugar guarantees to protect the noble’s crops from the storms in 
  exchange for twenty foreign slaves to be sacrificed to appease the Storm Lord. The halfling states 
  he will send the noble a message when the time of the ritual is drawing close, with instructions 
  on where to deliver the slaves.  
   
  After leaving the temple, attentive PCs may spot someone shadowing them. The person is Eladji, 
  a mercenary hired to follow them. While PCs may suspect Rugar Stormbringer or Xalacotec (the 
  templar they retrieved the blue lens from earlier), neither is responsible - the templar Namhotec 
  is responsible, but unknown to the PCs unless they by some means extract the information from 
  Eladji’s mind. 
   
  After the encounter with Eladji, a templar patrol looking for the PCs arrests them and hauls them 
  off to a secluded building used by templars for interrogation purposes. The PCs meet Namhotec, 
  who demands to know everything they know about Tec’tezeran and his whereabouts. Namhotec 
  will have their thoughts read by a telepath, and when he is satisfied with their answers, he will 
  have them placed in a prison cage to suffer a slow and painful death by dehydration.  
   
  The templars keep the prison cage under surveillance. If the PCs try to escape, they will intervene 
  and “discourage” them from trying it again. Eventually, Tec’tezeran, disguised as a templar, 
  comes to rescue the PCs and the two old enemies battle each other in a fight to the death of which 
  Tec’tezeran is the victor.  Tec’tezeran then leads the PCs to a safer location, where they can 
  exchange information. Templars pursuing the party catch up, however, and Tec’tezeran and the 
  PCs become separated. Tec’tezeran’s instructions are to follow Rugar’s expedition that will be 
  leaving Draj soon. During their escape across a corn-field, the PCs encounter bloodthirsty jhakars.  
   
  The halfling’s expedition leaves Draj,  stopping at Fort Ebon to collect the slaves who will be 
  sacrificed in the upcoming ritual; then it heads south to the Mastyrial Mountains, where the ritual 
  will take place. Tec’tezeran has disguised himself and is part of the caravan; he contacts the PCs 
  and plans for the group to strike as the ritual is being performed upon a mountain plateau 
  overlooking the Sea of Silt. As storm clouds gather and Tithian’s face appears in the sky, the final 
  battle with Rugar and Bakara begins.  
    
  DM Note: Stats for NPCs and monsters can be found in Appendix A.  
  4 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  1
   
   
   
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  1..  FFLLOOW
  WEERRYY  W
  WAARRSS  
   
  The PCs start outside of Draj during the 
  Flowery Wars, an event that takes place every 
  half-year in Draj. Everywhere around them 
  combat takes place between warriors eager to 
  prove their battle prowess. The PCs witness the 
  following fight between the champions of two 
  rival clans:  
   
  The crimson sun scorches the Flowery War 
  battlefields. Sweating crowds gathered outside 
  the city’s only entrance, the Golden Moon Gate, 
  shout aggressive taunts at the warriors locked 
  in ritual combat. Cries of war echo across the 
  battlefield as the champions of two rival clans 
  clash, their obsidian-ridged wooden swords –
  infamous Draji macahuitls – meeting with 
  deadly force. The bare-chested warriors’ 
  bulging, bronze-tanned muscles glint in the 
  afternoon sun and their knee-length hemp 
  skirts whirl about them as they duel. Their 
  feathered headdresses mark them both as great 
  warriors. One will be celebrated in victory and 
  the other will be exiled, such is the outcome 
  they have agreed upon – assuming the losing 
  champion survives. 
  The crowd’s cheers increase in ferocity for every 
  blow that is dealt, and they explode in
  excitement at the first sight o  blood. One o
  the two men reels from the blow, but regains 
  his balance, just in time to have his enemy’s 
  macahuitl crash down upon his skull  The noise 
  of crunching bones is lost in the deafening roar 
  of the crowds. A shower of blood stains the 
  closest onlookers and sprays the triumphant 
  champion in red. The slain rival sinks to his 
  knees and slowly til s and falls over on his side. 
  The victor performs his ritual of success, a
  deafening shout and stomping on his fallen 
  opponent’s body. Then he kneels over the dead 
  warrior and picks a feather from his headpiece, 
  adding it to his own – the symbol of his 
  warrior’s prowess and today’s vic ory. The 
  crowd applauds his victory in a sta e of ecstasy.  
   
  Native Draji PCs will probably not react to the 
  scene, but visitors to Draj might be intrigued by 
  the violent battles that take place all around 
  them in the Flowery War battlefields. PCs who 
  want to test their strength will have little 
  trouble finding an opponent – this is the 
  Flowery Wars, the opportunity every Draji 
  warrior waits for to prove his combat skills and 
  gain glory.  
   
  When the PCs eventually move on, into the city, 
  continue with Encounter 2.   
   
  22..  IIN
  N  DDRRAAJJ  
   
  Beyond the one-meter thick wood of the 
  Golden Moon Gate, inlaid with obsidian and a 
  decorative tracery of copper, visitors walk a 
  bloodred, stone-paved road leading to the 
  Palace of Gladiatorial Combat. Along he road 
  to Draj’s inner city-- known as Two Moon City --
  are the crowded artisan and merchant distr cts, 
  as well as numerous wooden pens showcasing 
  Draj’s gladiators and captives. The blood-red 
  central road runs directly through both 
  districts; the merchant distr ct borders the
  central road to the right, while the artisans have 
  their shops to the left. Along the roadway, just 
  before Two-Moon City, lie hundreds of brightly 
  colored merchant tents. The merchants sell all 
  types of goods, from clay pots to meats to
  hemp ropes  To the right of the main roadway  
  behind the merchant district, one can see the 
  top of the Great Pyramid located inside Two 
  Moon City. On almost every corner, one can 
  find a sculpture or obelisk depicting death or 
  violence. Many sculptures depict winged 
  serpents or snarling jaguars. On the obelisks, 
  engravings of warriors slaying their enemies or 
  eating the hearts of the vanquished are 
  common. 
   
   
  The PCs are free to wander about for as long as 
  the DM feels like describing Draj and its 
  citizens. The C ty-State of Draj accessory has in-
  depth information on many aspects of Draji 
  culture, including dealing with Draji merchants. 
   
  When the DM feels the PCs have had enough 
  time to familiarize themselves with Draj, 
  continue with Encounter 3.     
   
  33..  W
  WIIZZAARRDD  
   
  Suddenly, a masked character wrapped in dark 
  blue robes and wearing a broad-brimmed straw 
  hat whirls past you, making h s way through the 
  crowd of people traversing the streets of Draj. 
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  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  Not far behind him are a half-dozen templars, 
  each clad in a blue cloak with a yellow moon 
  dyed in front and back. “Stop that man! He is a 
  wizard!” one o  the templars shouts. It does 
  not take long before a small crowd moves to 
  block the fleeing man’s escape route. He halts 
  and searches for another exit, but sees similar 
  crowds gathering to block every passage. The 
  templars encircle him and draw macahuitls.  
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  The templars’ leader gives the wizard an 
  ultimatum, “Ei her tell me your arcane secrets 
  now, or I will force your spirit to reveal 
  everything to me after your hea t has been
  ripped from your chest and your skull hangs on
  the Great Skull Rack!” The masked wizard does 
  not reply, nor does he move. One of the 
  templars, a powerful-looking warrior, steps 
  forward confidently and raises his macahuitl, 
  “So be it, fool.” The templar prepares to str ke, 
  but the leader orders him not to. “Halt. He 
  could be of use to me.” The subordinate lowers 
  his weapon. The wizard does not flinch or show
  any hint of emotion during any of this. “Great 
  Xalacotec, wha  would you have me do with 
  him?” the templar asks.  
  Xalacotec, the leader of the templar patrol, 
  points at the wizard. “Search him. I want all of 
  his possessions. Then have him placed in a 
  cage. If he is not more talka ive a ter a day 
  without water under the blazing sun, have him 
  brought to the Great Pyramid to be sacrificed.” 
  His subordinate nods, and reaches for a pair of 
  manacles. Ano her subordinate searches the 
  wizard, and retrieves an object from his body – 
  a blue piece of glass, which he hands to 
  Xalacotec. “So  this is what you use? 
  Interesting,” Xalacotec says as he s udies the 
  object. The wizard remains expressionless as 
  the bone-and-leather manacles are locked 
  around his wrists and ankles. “Take h m away.” 
  Xalacotec commands, and the captive wizard is 
  led away by the templar patrol.  
   
   
  If any PCs are foolish enough to attack the 
  templars, they will not only have the templars 
  to contend with, but upon command by the 
  templars, the crowds around them will attack 
  them as well. The templars number five plus 
  Xalacotec, their leader.  
   
  Business eventually returns to normal. The 
  Draji are used to templar intervention in their 
  daily lives. Some merchants mumble 
  something about the wizard being lucky that 
  the templars took him with them, instead of 
  leaving him at the hands of the mob.  
   
  PCs who want to use the Gather Information 
  skill to find out more about what happened can 
  learn the following:  
   
  DC 5: The wizard was observed casting spells 
  in an alley.  
  DC 10: The head templar Xalacotec has a 
  reputation for hunting down wizards.  
  DC 15: The wizard had no other items on his 
  body except the blue piece of glass.  
  DC 20: The wizard was seen near the Temple of 
  Storms last night.   
  DC 25: The wizard was last seen in Draj prior to 
  Tectuktitlay’s death.  
  DC 30: The wizard once had an affair with a 
  powerful templar’s concubine. 
   
  If the PCs follow the templars or wander about 
  later, they will eventually come across the 
  wizard imprisoned in a cage. Proceed to 
  Encounter 4. 
   
  44..  PPRRIISSOON
  N  CCAAGGEESS  
   
  In a secluded square plaza, you spot four man-
  sized cages crafted from stone and bone. The 
  cages are exposed to the blistering rays of the 
  dark sun during the day, and lit by the light of 
  the twin moons at night. Two of the cages 
  currently host prisoners. One is a crouched
  humanoid figure in blue robes and a straw-hat 
  – the wizard you saw arrested by the templars 
  earlier. He appears to be resting in an 
  uncomfortable position and does not seem to 
  notice your presence. Another cage holds a 
  curled up aarakocra, rocking back and forth – 
  the only movement the cage permits. The b rd-
  man looks severely dehydrated and its glassy 
  eyes stare at you. It moves its beak, but no 
  sound comes out. 
   
  Should the PCs decide to break open the cages, 
  the bars have Hardness 6, HP 10, Break DC 14. 
  Alternatively, the locks on the cages are very 
  simple locks (DC 20). Each cage has one lock.   
   
  The aarakocra is Kre’keke’lar. He has been in 
  the cage for almost three days and will die if left 
  unattended to for another day. If given water, 
  Kre’keke’lar can speak slowly. He tells them his 
  name, and that he is thankful for the water, and 
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  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  begs the PCs to release him. The cage makes 
  him claustrophobic and desperate. If asked why 
  he was imprisoned, Kre’keke’lar says he was 
  participating in the Flowery Wars, and that his 
  aerial ranged combat style somehow provoked 
  the templars. If the PCs refuse to aid him, he 
  will fly into a desperate rage, squawking and 
  kicking at the cage’s bone bars. If the PCs 
  release Kre’keke’lar, he will stretch his wings 
  and trod off (he is currently too weak to fly). 
  Before leaving he will give one of the PCs a 
  bone-amulet depicting an aarakocra’s claw – 
  his only possession -- and he thanks the PCs 
  again. There is nothing special about the 
  amulet – it could fetch a ceramic or two in the 
  market.  
   
  The wizard will respond if addressed. He asks 
  the PCs to release him, stating it is of great 
  importance that he is set free. If the PCs want 
  to know why, the wizard tells them that a great 
  danger threatens the Tablelands, and they must 
  release him so he can put an end to it . If the 
  PCs are still reluctant, the wizard offers them 
  money and even magic in return for his release, 
  but he has no such goods available here, the 
  PCs will have to trust him. Alternately, if the 
  PCs decide not to release the wizard, he will 
  escape on his own accord later and seek them 
  out later to enlist their aid.  
   
  Assuming the PCs release the wizard (or he 
  seeks them out after escaping on his own), he 
  presents himself as Tec’tezeran. He has a task 
  for the PCs before he will pay them anything. 
  They must retrieve his blue lens. If the PCs 
  want to know more about the lens, Tec’tezeran 
  tells them the truth – that it is a focus for his 
  magic, and that it can only be used by its 
  creator -- him. If the PCs are willing to retrieve 
  the blue lens, Tec’tezeran mentions he 
  overheard the templars talking about escaping 
  the afternoon sun and quenching their thirst at 
  an establishment called “the Snarling Jaguar.” 
  Tec’tezeran will reward the PCs upon their 
  return, either with spellcasting services or 
  money (to a maximum of 50 cp – the lens is 
  worth only 5 cp if sold in the marketplace). If 
  the PCs return with the blue lens, he will reveal 
  to them the threat to the Tablelands he 
  mentioned previously. He will be waiting at the 
  inn known as “the Lair of the Most Vicious Lirr” 
  located in the artisan’s district.   
   
  If the PCs visit the Snarling Jaguar, proceed 
  with Encounter 5.   
   
  What if...?  If the PCs refuse to aid 
  Tec’tezeran, the DM should use other 
  hooks to get the PCs interested in the 
  Temple of Storms and the impending 
  danger. They could encounter the mad 
  and drunk artisan Juanox at an inn or 
  pub (see Encounter 7) who speaks of the 
  coming of the Great Storm; a Tyr-Storm 
  could wreak havoc in Draj, which would 
  lead to increased rumors regarding the 
  Temple of Storms and support of it; or 
  the PCs could be approached by the half-
  elven priest of Draj’s Temple of Water, 
  Tanuixtli, who is willing to reward them if 
  they investigate the Temple of Storms 
  and the motives of Rugar Stormbringer.      
   
  55..  SSN
  NAARRLLIIN
  NGG  JJAAGGUUAARR  
   
  ,
   
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  lf
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  f 
   
  Located in the merchant district in a small alley 
  behind the main vendor stalls, is the Snarling 
  Jaguar. Typical of Draji architecture, this low  
  square building houses one of the better known
  pubs in Draj. At the entrance, a small sign with 
  a picture of a snarling jaguar face announces 
  the establishment-- the picture is made of 
  pieces of mekillot bone held together by giant 
  hair. The jagua  face has been enhanced by 
  small obsidian pieces fixed into the sun-
  bleached bone, giving it a twinkle when the 
  moonlight strikes the obsidian. Next to the 
  agafari and bone door leading into the 
  establishment, a small obelisk depicts a warrior 
  standing over his victim, reminding any visitors
  that in Draj, the code of warriors rules.  
  Inside you are immediately assaulted by the 
  smell of pulque, the fermented cactus drink 
  served in Draj, and the acrid smell of smoked 
  petun herb. The walls are covered with 
  paintings of warriors, depicting many glorious 
  battles, either with two warriors facing each
  other, or a warrior slaying a wild beast. The 
  main bar's awning is trimmed with a row of 
  sun-bleached whi e skulls, probably victims of 
  the female half-elven barkeep. The furniture is 
  consistent with Draji style -- low tables 
  surrounded by small four-legged stools. 
  Unfortunately, the Snarling Jaguar does not 
  ca er to ha -gian s, so nothing in the ba  is o
  their size. 
  If the characters examine the obelisk outside, 
  describe the warrior on the obelisk as one with 
  many feathers on his head, who holds his 
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  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  victim's speared head upright on the tip of his 
  sword. 
   
  The Snarling Jaguar’s patrons are mostly 
  merchants and artisans who are relaxing after a 
  day’s work. There is also a band of templars 
  relaxing here. The PCs will recognize Xalacotec 
  and his five subordinates from the arrest of the 
  wizard they witnessed earlier. They are drinking 
  pulque and seem to be having a good time, 
  exchanging stories about their prowess in the 
  Flowery Wars. Tec’tezeran’s blue lens rests on 
  the table, in front of Xalacotec, who is studying 
  it through a magnifying glass, and who seems 
  to be paying less attention to his subordinates’ 
  stories.  
   
  There are many ways the PCs could obtain the 
  blue lens. For example, they could create a 
  diversion and snatch the blue lens from the 
  table, or ambush the templars when they leave 
  the pub later that night. Without their spells 
  and without a crowd to call on in the streets, 
  the templars will be at a disadvantage. The 
  templars fight to the death, except Xalacotec, 
  who will feign death if it is evident that the 
  templars will lose the battle. Creative solutions 
  should be awarded.  
   
  When the PCs venture to the Lair of the Most 
  Vicious Lirr, continue with Encounter 6. If the 
  PCs failed to obtain the lens, they receive no 
  reward, but Tec’tezeran still has need for their 
  services (and he will craft another blue lens).  
   
  If the PCs are caught redhanded and arrested, 
  or defeated in combat by the templars, they are 
  placed in prison cages. Proceed with an 
  appropriately modified Encounter 11.  
   
  66..  TTEECC’’TTEEZZEERRAAN
  N  
   
  “The Lair of the Most Vicious Lirr” lies in a
  secluded alley in the artisan’s district. The pub 
  is identified by a mural on its outside wall 
  depicting a large lirr with huge claw wounds, 
  devouring the remains of what must have been 
  a dune reaper. Inside the low, square building, 
  the lighting is dim; the only illumination comes 
  from small lamps situated on small tables. A 
  pair of dune reaper claws adorns the wall above 
  the bar. Judging from the many scars he bears, 
  the aging, bald innkeeper looks as though he 
  saw a fair share of bat les in his younger days. 
   
   
  t
   
   
  t
   
   
  t 
   
   
   
  .
   
   
  t
   
   
   
  ,
   
  You recognize the mysterious wizard, 
  Tec’tezeran, seated in a corner, sipping a mug 
  of kank nectar. There are only two o her patrons 
  here: one is passed out at the counter, and the 
  other sits by himself, fiddling with a foot-long 
  stump of rope and a dagger. Both wear the 
  characteristic lirr tails of the artist – a symbol of 
  recognition for their work.  
  Tec’tezeran motions for the PCs to join his 
  table. If the PCs return with his blue lens, he 
  will reward them with what they agreed upon 
  earlier (if anything). He then appeals either to 
  their greed, fear, or good nature (whichever is 
  more fitting) when he relates to them the great 
  threat he has discovered that he needs help to 
  stop.  
   
  “You are brave people, but just how brave I 
  wonder. We will soon find out. Surely you have 
  heard of, if not seen, the Tyr-storms that ravage 
  our lands? These electrical rain-storms and the 
  mayhem they cause are nothing compared to 
  wha will happen if we don’t intervene. The Tyr 
  storms are but offspring of a greater storm that 
  rages off the coast to the east – the Cerulean
  Storm. Its power is unimaginable. It is even 
  greater than that of our god-king. The templars 
  believe that the sacrifices at the Great Pyramid 
  will appease the elements, but they do not 
  command the storm. Imagine if the Cerulean 
  Storm ravaged our lands with the strength of a 
  thousand Tyr-storms. It would rip down every 
  wall and tear all men apart  It would wash 
  across the Tablelands, eradicating everything in 
  its wake.” 
  “As we speak, one known as the S ormbringer 
  is gathering a cult of followers. You may call 
  them mad, but the threat they pose is real. The 
  Stormbringer has heard the voice of an entity 
  that exists in the storm – a vengeful being. The 
  Stormbringer believes that he and his followers 
  will be spared from the fury of the storm, but it 
  is a falsehood. I have heard the entity that 
  whispers in the storm, and I see only death and 
  destruction, not salvation. We must stop the 
  Stormbringer from summoning the Cerulean 
  Storm.” 
  “From what I have gathered, the Stormbringer 
  and his cult operate out of the Temple of 
  Storms. If you could investigate the temple and 
  find out how the Stormbringer plans to 
  summon the Cerulean Storm  I will attempt to 
  find out more about the entity in the storm.
  8 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  Don’t waste your time looking for me – I will 
  seek you out once I know more.”  
   
   
  i
  t
  f
   
   
  If the PCs are difficult to persuade, Tec’tezeran 
  will offer each character a magical item. He will 
  supply them with the items after they have 
  completed all tasks he wants them to perform 
  (i.e: at the conclusion of the adventure), or 
  sooner if he deems they will need the items 
  earlier in order to complete their task of 
  stopping the Stormbringer (ie: near the 
  conclusion of the adventure).  
   
  Once the PCs agree to investigate the Temple 
  of Storms, proceed with Encounter 7 if the PCs 
  want to gather information, or go to Encounter 
  8 if the PCs visit the Temple of Storms.  
   
  77..  IIN
  NFFOORRM
  MAATTIIOON
  N  
   
  PCs who use Gather Information can learn the 
  following about the Temple of Storms:  
   
  DC 5: The Temple of Storms is located in the 
  Artisan’s District. 
  DC 10: The Temple of Storms is run by the 
  halfling priest Rugar Stormbringer and his 
  assistant.  
  DC 15: Rugar’s assistant is a dwarf. The 
  temple’s followers have grown in numbers 
  lately, and Rugar has reputedly received large 
  donations from a wealthy and devoted follower.   
  DC 20: Rugar’s dwarf assistant’s name is 
  Bakara, and he has been observed in the 
  company of Nax, a House Tsalaxa trader.  
  DC 25: Bakara has purchased a shipment of 
  foreign slaves from Nax.* 
  DC 30: The wealthy sponsor of the Temple of 
  Storms is a master artisan by the name of 
  Juanox, who has great love for pulque. His shop 
  is in the artisan’s district.  
   
  * PCs who succeed a Knowledge: Local (Draj) 
  check DC 10 know that foreign slaves are not 
  normally allowed inside the city.  
   
  If the PCs are unable to find out much on their 
  own, they can pay someone else to find the 
  information they seek. PCs who ask around will 
  learn that the Nibenese entrepreneur Chao 
  Chin is an excellent source of information. 
  Chao Chin runs his enterprise from the dung 
  repositories located north in the city. His 
  network of dung collectors are everywhere and 
  pick up tidbits of information from all over the 
  city.  Each piece of the above information will 
  cost the PCs 10 ceramic pieces.  
   
  If the PCs venture to House Tsalaxa’s offices to 
  inquire about the trader Nax, they will be told 
  that he is unavailable, off on a mission outside 
  the city’s borders. That is all they will be told.  
   
  If the PCs visit Juanox, they will learn he 
  sponsors the Temple of Storms because he 
  believes he will be spared when the Great 
  Storm comes, so he can depict its mayhem in 
  stone – an artist’s greatest moment, he claims. 
  Juanox is both drunk and quite mad, but there 
  is a kernel of truth in his ramblings – that a 
  great storm is indeed coming. 
   
  When and if the PCs decide to visit the Temple 
  of Storms, proceed with Encounter 8.  
   
  88..  TTEEM
  MPPLLEE  OOFF  SSTTOORRM
  MSS  
   
  The Temple of Storms is small compared to the 
  other elemental temples of Draj, and compared 
  to the magnificent Temples of Ral and Guthay
  it is simple. The temple is a windowless 
  structure of dark bluish stone with murals 
  depicting storm clouds and l ghtning bol s 
  decorating its exterior walls. Two obsidian 
  obelisks carved with mythological symbols 
  stand defiantly to each side o  the wooden 
  double doors leading into the temple. 
  During the day, the wooden doors are open and 
  the temple receives all who would listen to 
  Rugar Stormbringer’s preaching. At night, the 
  doors are shut and barred from the inside.  
   
  If the PCs attempt to break down the doors at 
  night (Hardness 5, HP 20, Break DC 23), the 
  noise attracts a sizable mob of Draji 
  (numbering 4d6+4) who assume the PCs are 
  thieves – and a thief caught in Draj is a dead 
  thief, so the PCs had better escape. If the PCs 
  use more sophisticated or magical means, such 
  as a knock spell, or use a silence spell to break 
  the door down quietly, they can gain access to 
  the temple at night. Note: The temple has a 
  backdoor, leading into the temple’s storage 
  room. It has the same statistics as the main 
  doors. Attempts at breaking the door down in 
  broad daylight will very likely attract the 
  attention of a mob and templars alike. 
   
  9 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  See the appendix Map A: Temple of Storms 
   
   
  1: Main chamber: The main chamber is where 
  the halfling priest, Rugar Stormbringer, delivers 
  his sermons to worshippers. An exit in the 
  northeastern corner of the room leads to a 
  north-running hallway. A stone slab carved 
  from the same dark bluish stone as the 
  temple’s walls serves as an altar, lined with 
  skulls and bones of many races. A relief has 
  been carven on the altar, depicting a halfling 
  standing surrounded by faceless, kneeling 
  figures while a storm rages overhead.  
   
  2: Hallway: The hallway is lit by skulls filled 
  with lamp oil and placed in small openings 
  along the outer wall. A large door on the 
  western wall leads to the storage chamber. The 
  hallway bends 90 degrees; around the corner 
  are two smaller doors on the southern wall that 
  lead to the personal chambers of Rugar and 
  Bakara.  
   
  3: Storage chamber: The storage chamber 
  contains a number of crates with dried foods, 
  several barrels of water, two kegs of oil, and 
  several dozen traveler’s outfits and water skins. 
  The PCs might deduce the Stormbringer is 
  preparing an expedition for a large group of 
  people. 
   
  4: Rugar’s personal chambers: Rugar’s 
  chamber contains no bed, but a wicker basket 
  of sorts which the halfling sleeps in. A pair of 
  large and remarkably clean blue pillows lie on 
  the floor, serving as seats for clean guests. A 
  nearby wardrobe contains four halfling-size 
  outfits. A small (halfling-sized) desk rests in the 
  southwestern corner of the room. Its one 
  drawer contains a raindrop–shaped, stone 
  unholy symbol and a bound leather scroll with 
  rambling drawings about a Storm Lord, the 
  coming of “the Storm of Salvation” that will 
  cleanse the Tablelands, and a ritual requiring 
  the sacrifice of one hundred men. The scroll 
  requires a Decipher Script check DC 15 in order 
  to understand. The door to the room is barred 
  from the inside at night.  
   
  5: Bakara’s personal chambers: Bakara’s 
  chamber is spartan. The bed is hard and 
  utilitarian, covered with a grey blanket. A skull 
  lamp rests on the floor beside the bed, but 
  there is no other furniture in the room except 
  for a small chest with no lock containing 
  Bakara’s personal belongings – common items 
  of little value. The door is barred from the 
  inside at night. 
   
   
  PCs who visit the Temple of Storms during the 
  day will witness Rugar Stormbringer in the 
  main chamber, preaching to those who have 
  gathered to listen. His dwarven assistant 
  Bakara guards the entrance to the hallway 
  leading to the halfling’s and dwarf’s personal 
  chambers, and the storage room. After Rugar 
  completes his sermon, a number of visitors 
  gather around him to ask for his advice. A 
  noble asks how he can protect his crops from 
  the Tyr-storms that threaten the estates of his 
  clan. Rugar invites the noble to join him in his 
  personal chamber, where they can discuss the 
  matter. After answering the questions of the 
  remaining crowd, Rugar and the noble leave via 
  the hallway.  
   
  If the characters have some way of spying on 
  the conversation that takes place in the more 
  private surroundings of the halfling’s chamber, 
  Rugar guarantees to protect the noble’s crops 
  from the storms in exchange for twenty foreign 
  slaves to be sacrificed in a great ritual to 
  appease the Storm Lord. Rugar states he will 
  send the noble a message when the time of the 
  ritual is drawing close, with instructions on 
  where to deliver the slaves. The noble then 
  leaves the temple in a crodlu-pulled chariot, 
  headed for his estate, at the same time a dung 
  collector passes by.  
   
  Clever PCs might disguise themselves as 
  nobles in order to gain an audience with Rugar, 
  or they can somehow distract Bakara to gain 
  access to the hallway in order to eavesdrop on 
  Rugar’s conversation with the noble. The end 
  result should be the same – the PCs learn a 
  ritual is going to take place in the near future 
  and that it requires a mass sacrifice. It is 
  unlikely that they will learn where the ritual will 
  take place – not even Bakara knows this, as 
  Rugar is very secretive about the location.  
   
  What if...?  If the PCs somehow kill 
  Rugar Stormbringer and Bakara, the 
  halfling’s cult of paraelemental followers 
  will pool their resources to have the pair 
  resurrected from the dead.   
  99..  EELLAADDJJII  
   
  10 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  After leaving the temple, PCs who succeed at a 
  Spot check DC 15 notice someone shadowing 
  them. The character is of average height but 
  powerfully built, wearing a dark brown skirt and 
  a bright red sleeveless poncho revealing large 
  muscular arms ending in vicious-looking 
  obsidian wrist razors. The stalker is wearing a 
  hood, casting shadow over the face and 
  distorting the character’s facial features, except 
  a powerful protruding jaw.  
   
  The character is Eladji, a female mul mercenary 
  hired by an old enemy of Tec’tezeran. Her 
  orders are to find the wizard and report his 
  location to her employer. From what she has 
  learned, the PCs have had contact with 
  Tec’tezeran, so she has decided to shadow 
  them in hopes they will lead her to the wizard. 
  Eladji is not interested in fighting the PCs, as 
  she is paid to find Tec’tezeran and report to her 
  employer, but if cornered she would rather fight 
  than flee -- negotiating is a definite second-
  place option to fighting. Under no 
  circumstance will Eladji voluntarily reveal her 
  employer’s name.  
   
  The encounter with Eladji should alert the PCs 
  that someone is interested in them. Their 
  suspicions will most likely be targeted at Rugar 
  Stormbringer or Xalacotec, the templar they 
  retrieved the blue lens from earlier. However, 
  neither is responsible - the templar Namhotec 
  is, at the moment unknown to the PCs unless 
  they by some means extract the information 
  from Eladji’s mind.  Eladji knows what the 
  templar looks like and his name, but not what 
  the templar wants with the wizard or why.  
   
  1100..  AARRRREESSTTEEDD  
   
  Some time after the encounter with Eladji, 
  whether the PCs spotted and confronted her, or 
  she followed them unnoticed for a while before 
  she realized they would not lead her to 
  Tec’tezeran, the PCs are accosted by a templar 
  patrol.  
   
  A patrol of templars wearing blue cloaks with 
  yellow moons dyed front and back approaches 
  you. They point at you and nod to each other. 
  Then they draw their macahuitls, and one of 
  them speaks in a low voice. “You - come with 
  us. Resist and we will take glee in killing you 
  and eating your quivering hearts.”  
   
   
   
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  The templar patrol is composed of eight 
  templars, and they are obviously looking for the 
  PCs. The templars arrest the PCs and haul 
  them off to a secluded building used for 
  interrogation purposes.  
   
  You are led to a secluded stone building; it is 
  obvious no one ventures near this place. One 
  of its exterior walls is adorned with 
  bloodstained obsidian spikes and bone hooks 
  and the ground beneath is littered with skulls 
  and bones. Tied to a stone post with giant-hair 
  rope near the wall is a fierce-looking jhakar, 
  apparently feeding on the remains of a 
  humanoid creature. You can hear the beast’s 
  jaws grinding the bones of its unfortunate 
  victim. The monst osity snarls at you as you 
  approach the building and leaps forward. One 
  of the templars strikes the beast with h s
  macahuitl, and the beast growls as it
  withdraws. Another templar moves forward to 
  open the heavy door to the building and 
  motions for you to enter.     
   
  This scene should make the PCs realize the 
  templars mean business. Unless the PCs seek 
  to escape, they meet Tec’tezeran’s old nemesis, 
  the templar Namhotec, who demands to know 
  everything the PCs know about Tec’tezeran and 
  his whereabouts.  
   
  Inside the dim y lit building, a bloated templar 
  rests on a wooden chair. S anding to his right is 
  a tall half-elf, armed with a staff carrying a 
  jozhal skull upon its top. On his left stands a 
  woman of regular height and build, with long 
  knotted black hair, and a blood red mask which 
  depicts a jaguar. One of her hands rests on a 
  carrikal in her belt, and the other rests upon her 
  hip. The bloated templar gazes at you intently
  for a few seconds before he speaks sternly,  “I 
  am Namhotec. These are my associates, 
  Wacahuixl and Imhoxata. They will be 
  responsible for making you more cooperative 
  should you refuse to talk. And let me make one 
  thing perfectly clear – I do not need you alive, 
  and keeping a jhakar well fed is expensive. 
  Cutting back on expenses could become a 
  priority.” The templar smirks. “Shall we begin?”  
   
  Namhotec asks the PCs how they came into 
  contact with the wizard Tec’tezeran; what their 
  arrangement with him is; why he has returned 
  to Draj; where they have met with him; where 
  they are going to meet him; and how they 
  maintain contact. If the PCs refuse to answer, 
  or any of the three NPCs catch the PCs lying, 
  11 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  the half-elf wizard Wacahuixl casts charm 
  person on the PC in question. If the spell has 
  no effect, Imhoxata will attempt to read the 
  character’s thoughts with detect thoughts. If 
  that also fails, the pair will attack the PCs with 
  weapons until they talk. If the PCs fight back, 
  the eight templars making up the patrol that 
  arrested them attack the PCs as well. This will 
  be accompanied by threats of mounting the 
  PCs on the wall outside, where the jhakar will 
  be infuriated by the smell of their blood and eat 
  them from the legs up while they are still alive.   
   
  When he is finally satisfied with the PCs’ 
  answers, Namhotec will have them placed in a 
  prison cage to suffer a slow and painful death 
  by dehydration. The templars will place 
  manacles on their feet and hands and have 
  them stripped of their weapons, spell 
  components, and any other possessions they 
  might have. The templar patrol, Namhotec and 
  Wacahuixl escort the PCs to the prison cages. 
  Imhoxata remains behind.   
   
  If the PCs find a way to escape the templars 
  before being interrogated, or on the way to the 
  prison cages, go to Encounter 12 where they 
  meet Tec’tezeran again. If they are imprisoned, 
  continue with Encounter 11.  
   
  1111..  IIM
  MPPRRIISSOON
  NEEDD  
   
  You are left in the prison cages of Draj, without 
  food and water to die slowly and painfully 
  through dehyd ation. Your manacles have been 
  removed, but the templars made it clear they
  are watching you, and if you attemp  to escape 
  or make much noise, they wil  have your backs 
  lashed and rubbed with sal , and your mou hs 
  sewn shut. After giving this warning  they took 
  shelter in a nearby building, though a templar 
  always watches you from a window. 
   
  r
   
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  ’
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  t 
  t
  The plaza is square-shaped, with eight prison 
  cages placed along a clay brick wall at the 
  western edge of the plaza (six of the cages can 
  host a Medium-size creature; two can host a 
  Large creature. On the eastern side of the plaza 
  is a building whose windows and door face it 
  (so the templars inside can supervise and 
  oversee the cages and their prisioners). To the 
  north and south are entrances/exits to the 
  plaza, each leading to a narrow street. 
   
  The templars keep the prison cages under 
  surveillance at all times. If the PCs try to 
  escape, they will intervene and “discourage” 
  them from trying it again.  
   
  Eventually, another templar arrives on the 
  scene and releases the PCs. It is in fact 
  Tec’tezeran in disguise (disguise self spell), 
  come to rescue the PCs.  
   
  The sun has set and the hea  of the day has 
  been replaced by the chill of the night and the 
  secluded plaza is quiet. Soon after night all, you 
  hear footsteps approaching and spot a templar 
  emerge from an alley. He strides confidently 
  towards you, and takes a key from his belt 
  pouch. The templar watching you from the
  window in the building across the way calls out 
  to him. “What are you doing?” The new arrival 
  turns in his direction and responds, “The 
  prisoners have been pardoned. Someone 
  apparently favors them.” The templar in the 
  window disappears for a moment.  
  The new arrival templar quickly proceeds to 
  unlock the doors to the prison cages and he 
  has just turned the key in the last lock when the 
  door to the supervisory building is opened.
  Namhotec and Wacahuixl step outside. The 
  half-elf waves his staff and mut ers a series of 
  mysterious words. The freedom-bringing 
  templar is suddenly no longe  a templar – it is 
  the wizard Tec tezeran! “Quickly”, he shouts as 
  he opens his backpack and empties i s
  contents,your weapons, on the ground.  
  “Attack!” Namhotec commands, and templars 
  spew forth from the building, charging towards 
  you. Tec’tezeran flips his lens into hand from
  where i hangs on his belt and shouts the 
  syllables for a spell. The lens glows 
  fluorescently and a crackling noise 
  accompanies the stroke of ligh ning arcing past 
  you to strike three of the charging templars. 
  “I’ll deal with Namhotec.” says Tec’tezeran. 
  “You take out the others.” The wizard draws his 
  spear and screams “For Kasha!”  
   
  Namhotec saw through Tec’tezeran’s bluff and 
  had his cohort cast dispel magic to dispel 
  Tec’tezeran’s disguise self spell. Tec’tezeran 
  responded with a lightning bolt spell that 
  injured and possibly killed three of the eight 
  subordinate templars (6d6 damage, Reflex Save 
  DC 16 for half damage). The battle is on.  
   
   
  12 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  See the appendix Map B: Prison Cage Plaza 
  for an outline of the area.  
   
   
  Unless the PCs interfere, Namhotec and 
  Tec’tezeran duke it out while the remaining 
  templars and Wacahuixl battle the PCs. If 
  possible, the defiler uses his spells before 
  entering direct melee combat with the PCs.   
   
  Tec’tezeran will most likely defeat Namhotec 
  without the PCs’ aid, and -- being a Draji -- this 
  is what Tec’tezeran prefers. However, if he is 
  clearly losing the battle, he will call for aid: 
  today victory is more important than pride, 
  even if the two have an old score to settle. After 
  the battle, assuming the PCs have survived, 
  Tec’tezeran leads them through the maze of 
  streets that is Draj, and to a safer location.  
   
  If asked about the reason for the enmity 
  between Namhotec and him, Tec’tezeran 
  tells the PCs that they should “never 
  cross paths with mating drakes.” That is 
  all he will say on the matter. 
   
  Proceed with Encounter 12. 
   
  1122..  PPUUZZZZLLEE  PPIIEECCEESS  
   
  For each of the following clues and 
  assumptions the PCs give to Tec’tezeran award 
  each PC 100xp:  
   
  1. Rugar Stormbringer is planning a ritual.  
  2. The ritual will summon the Cerulean Storm.  
  3. The ritual requires mass sacrifice.  
  4. Rugar Stormbringer is planning an 
  expedition for a large group.  
   
  Tec’tezeran reports to the PCs that his 
  attempts at finding out more about the entity in 
  the storm have failed due to magical 
  interferences. If there are points on the above 
  list the PCs have not found out about, 
  Tec’tezeran fills them in on those points.  
   
  The wizard then informs the PCs that the ritual 
  must be stopped. Tec’tezeran points out the 
  fact that simply killing the Stormbringer here in 
  Draj will most likely only lead to his followers 
  pooling resources to have the halfling 
  resurrected from the dead. He suggests it 
  would be better to infiltrate or follow the 
  expedition to where the ritual will take place 
  and then find a means to disrupt the ritual.  
   
  At this point, templar patrols trailing the PCs 
  will catch up with them. Tec’tezeran will urge 
  the PCs to leave the area, while he leads the 
  templars in a different direction.  
   
  You become aware of approaching footsteps. A 
  couple of blocks away templars carrying what 
  appear to be globes of light comb the streets 
  searching for someone. “You cannot hide from 
  us, wizard, nor can your accomplices.” A voice 
  booms through the streets. 
   
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  .
  “Run! I will act as decoy and open up a path for 
  you,” Tec’tezeran whispers and points you in 
  the direction of a vast cornfie d in the distance. 
  The wizard grasps his b ue lens and runs in the 
  opposite direction. 
   
  Proceed with Encounter 13 if the PCs flee. If 
  they dawdle, they encounter one or more 
  templar patrols consisting of 2d4 subordinate 
  templars and one centurion. They should 
  eventually flee, or be worn down and captured. 
  If captured, they will be sentenced to death in 
  the arena. 
   
    1133..  CCOORRN
  N  FFIIEELLDDSS  
   
  The escape through the cornfields at night is 
  not without its perils for the fields are guarded 
  by jhakars.  
  Tall stalks of corn stir gen ly in the wind all 
  around you. As you turn your head to side- o-
  side, looking at the horizon, the fields appear to 
  stretch on forever into the distance. The green 
  plants rise ove  eight feet tall, and inside the 
  plantation, all is black. The darkness hardly 
  looks inviting, but the shouts and curses from 
  the street tell you there is little choice.  You 
  enter the fields at a frantic pace, rows upon 
  rows of corn flashing by, the light of the two 
  moons barely iltering through the top of the 
  plants. Within minutes, the shouts behind you 
  become subdued, and you can barely hear 
  anything but the quiet stirring of the corn stalks 
  as you race through them. Suddenly, the cold 
  night a r turns quiet. The corn s alks pass
  quickly by, gen ly stirring in the endless fields. 
  Then, behind you, a hiss breaks the silence of 
  the fields, followed by hisses all around you  
  You can’t see the sources, but by their sound, 
  13 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  they are moving closer. Then, from the 
  shadows of he corn stalks, leap an unknown 
  number of ferocious beasts.  
  t
   
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  r
  , 
  r
   
  l 
  t
  t
  t 
   
  t
   
   
   
  t
   
   
   
  The PCs are attacked by eight jhakars. After the 
  battle, the PCs are safe, for now. On the other 
  side of the cornfields, the PCs can find safe 
  passage to the city core. There they can plan 
  their next move.  
   
  DM’s note: Tec’tezeran escapes the templars. If 
  the PCs are intent on finding out whether he 
  managed to escape or not, a successful Gather 
  Information check DC 15 will reveal that an 
  unsuccessful wizard hunt took place at the 
  same time the PCs were fleeing. Alternatively, 
  Tec’tezeran could have a messenger inform the 
  PCs that he survived, but that he needs to 
  gather his strength.  
   
  Proceed with Encounter 14.  
   
  1144..  TTH
  HEE  EEXXPPEEDDIITTIIOON
  N  
   
  Rugar’s expedition leaves on the morning two 
  days after the escape through the cornfields. As 
  the sun rises, Rugar’s followers gather at the 
  doors of the Temple of Storms. If the PCs are 
  watching, read the following:   
   
  An increasingly large crowd of Rugar’s followers 
  have gathered outside the Temple of S orms. 
  Some have brought along beasts of burden – 
  kank, inix and crodlu. The paraelemental 
  cultists have marked their faces with blue 
  stripes of paint and wear bone amulets shaped 
  like a raindrop. They chant enigmatically, 
  waiting for their savior to reveal himself. Finally 
  the double doors to the temple open up, and 
  Rugar Stormbringer emerges. He raises his 
  hands towards the sky and shouts powerful 
  words. D ops of rain shower the cultists briefly
  and they become quiet. Rugar then speaks with 
  a fanatical spa k in his eyes. 
  “I am glad so many of you have come, my loyal 
  followers. The Storm Lord is pleased. Salvation 
  is near, as it would be our fate. The Great 
  Storm wil wash across our lands and destroy 
  all that is unclean and not ours. When the 
  lands are cleansed, we will live in harmony and 
  revel in the soil’s boun iful harvests, as the life-
  giving rain will grant us. Without destruction, 
  wha  is there to rebuild? Without sacrifice, wha
  is there to retain? Without rain, what is there to 
  live? Praise he Storm Lord!” 
  The cultists kneel and raise their hands towards 
  the sky. In unison they shout “Praise the mighty 
  Storm Lord!”  
  Rugar points a  the entrance to the temple. “Go 
  into the temple. There Bakara will give each of
  you a backpack with all you will need for your 
  journey to Arak-Pur, the holy mountain.”  
  Rugar refers to the easternmost mountain in 
  the Mastyrial Mountains region, but the name 
  is one he has come up with on his own, thus 
  even PCs with Knowledge (Geography) will not 
  be able to determine where the ritual is to take 
  place. 
   
  The PCs could either simply follow the 
  expedition, or try to disguise themselves as 
  cultists and join it. Each cultist walks into the 
  temple’s storage chamber and retrieves a 
  backpack containing a blanket, a waterskin, 
  rations for one week, an obsidian dagger, and a 
  traveler’s outfit. The beasts of burden are 
  loaded with kegs containing water and oil, and 
  other assorted equipment (pots, ropes etc.). 
   
  The expedition then sets course for the gates of 
  Draj.  
   
  The expedition numbers 136 followers, 
  Rugar, Bakara, four kanks, two crodlu 
  and two inix. Once outside Draj, the 
  expedition follows the road leading 
  southwest. It is headed for Fort Ebon, 
  where it will pick up 107 slaves to be 
  sacrificed in the ritual.  The trip to Fort 
  Ebon takes 10.7 hours (32 miles), and is 
  covered in two days. From noon to 
  sunset, the expedition halts and sets up 
  tents to shade themselves from the heat 
  of the sun. The expedition then 
  continues until it has covered a total of 
  24 of miles. The next day the expedition 
  reaches Fort Ebon before noon.  
   
  Once the expedition reaches Fort Ebon, 
  proceed with Encounter 15.  
   
  1155..  SSLLAAVVEESS  
   
  Rugar’s expedition comes to a halt outside the 
  bleached stone walls of Fort Ebon, a vital 
   
   
  14 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  House Tsalaxa supply point The dwarf Bakara 
  walks into the fort on foot once he has stated
  his business with the trader, Nax. A short while 
  thereafter, he emerges from the gates followed 
  by rows upon rows of slaves shackled together 
  with manacles on both hands and feet,
  prodded along by House Tsalaxa guards. There 
  could be more than a hundred of them all
  together but none of the slaves appear to be
  native Draji. The majority is human, but half-
  elves, dwarves and elves are represented in
  small numbers as well. Two dozen guards 
  under House Tsalaxa’s banner -- a pair of 
  yellow, glaring, bestial eyes on a black 
  background --  join the exped tion.    
  . 
   
   
   
   
   
   
   
  i
   
  If the PCs followed the expedition, or traveled 
  with as part of it, they will meet the victims to 
  be sacrificed –107 slaves Rugar has gathered 
  (including the slaves Bakara bought from the 
  Tsalaxan trader, Nax). If the PCs disguised 
  themselves as nobles and spoke with Rugar in 
  private in the Temple of Storms, they may have 
  received a message prior to the expedition 
  leaving Draj stating they should send an 
  amount of slaves to Fort Ebon. They could also 
  have intercepted the messenger with these 
  instructions sent to the noble in Encounter 8. If 
  they did, they could very well be joining the 
  expedition at this stage, or decide to follow it 
  from this point. Disguising themselves as 
  slaves is a possibility, especially if they are non-
  Draji (the slaves are all foreign slaves). Of 
  course, the slaves do not walk about with 
  weapons and other equipment than their 
  clothes, and they all wear manacles on their 
  hands and feet to prevent them from rioting or 
  escaping. The slaves are watched by 24 Tsalaxa 
  guards lead by the female human captain 
  Hwuanita (pronounced “wha-nee-ta”).  
   
  What if... If the PCs somehow find a way 
  to communicate with the slaves, they will 
  find that the slaves have no idea as to 
  where they’re going or what is going to 
  happen to them. If the PCs tell them that 
  they will most likely be sacrificed, they 
  will be motivated to escape, but even if 
  the PCs aid some of the slaves in 
  escaping, this will not stop the ritual. 
  Rugar will simply ask some of his fanatic 
  followers to sacrifice themselves and 
  have them take the slaves’ place. 
   
  The expedition leaves Fort Ebon as sunset 
  draws near. It heads due south from Fort Ebon, 
  towards the Mastyrial Mountains. The course is 
  set for the easternmost and northernmost 
  mountain, which Rugar calls Arak-Pur.  
   
  The base of Arak-Pur is 10 miles south of 
  Fort Ebon. The expedition reaches the 
  mountain after dark.  
   
  1166..  TTH
  HEE  M
  MOOUUN
  NTTAAIIN
  N  
   
  Rugar waits until morning before scaling the 
  mountain. The beasts of burden are left at the 
  base of the mountains, watched over by half of 
  the Tsalaxan guards including Hwuanita. The 
  remaining guards scale the mountain along 
  with Rugar’s followers.  
   
  Somewhere along the climb some of the 
  cultists are attacked by a black mastyrial. 
  The mastyrial kills five followers before it 
  is chased off. Also, four slaves slip and 
  fall to their deaths during the climb. 
   
  If disguised and part of the expedition, the PCs 
  are nearby when a black mastyrial attacks. 
  Whether they aid the attacked cultists or not is 
  up to them.  
   
  If the PCs are not part of the expedition, but are 
  following it, they must first get past or around 
  the Tsalaxa guards at the base of the mountain. 
  During their climb, they are attacked by a black 
  mastyrial themselves.  
   
  Scaling the mountain takes one full day. The 
  expedition rests during the hottest hours of the 
  day and just as the sun goes down reaches a 
  great plateau overlooking the Sea of Silt.  
   
  When the PCs reach the plateau, whether as 
  part of the expedition or trailing it, proceed with 
  encounter 17.  
   
  1177..  TTH
  HEE  RRIITTUUAALL  
   
  The expedition has reached its destination: a 
  plateau overlooking the Sea of Silt to the east. 
  The cul ists gather in a great circle around 
  Rugar and Bakara while the slaves are dragged 
  along and prompted to the ground. 
  t
   
   
  t
  Rugar holds up a stone table  for all to see – it 
  is covered in indiscernible runes. He then starts 
  15 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  to recite mysterious syllables, h s voice 
  booming across the pla eau. “Azera Quatza 
  Rak!” The cultists repeat his words in unison. 
  “Quallat Teherat Takak.” Again the cultists 
  repeat his words in unison. Rugar seems
  pleased. A co d wind blows f om the east, 
  carrying a puff of sil  on the air. Quickly, the 
  wind intensifies, causing cloaks and hair alike 
  to flow in the wind. On the eastern horizon 
  something appears in the sky…clouds, dark 
  clouds, and they are approaching fast, carried 
  by the wind. Rugar raises his hands to the sky 
  and laughs. “It has begun!”
  i
  t
   
  l
  r
  t
    
   
   
  t
  r
  t
   
   
  t
   
   
  t
   
  t
   
  i
  r
   
   
   
  Rugar has used a scroll with control weather 
  and control winds. This summons the Cerulean 
  Storm. The next part of the ritual involves 
  sacrificing 100 sentient beings. If Rugar runs 
  out of slaves, he will sacrifice some of his 
  followers or the Tsalaxa guards. The latter flee 
  the plateau as the storm escalates.  
  Someone grabs you by the shoulder. A  first 
  glance it appea s to be a cultist, but then you 
  spo  the blue lens tied around his neck.
  “Come.” He says and motions for you to 
  follow.  
  The cultist is Tec’tezeran in disguise. He takes 
  the PCs aside, away from the mob of cultists. 
  While they speak, storm clouds roll in and 
  conceal the sky.  
   
  The sky has turned black and dark blue. 
  Ligh ning flares across the sky in sheets and 
  the air rumbles. “I am glad you are here. We 
  don’t have much time,” Tec’tezeran speaks as 
  raindrops begin to fall on your foreheads. “We 
  must stop the ritual from being completed – 
  the only way is to kill the Stormbringer. The 
  entity in the storm is near – I can feel it and it 
  must not be released.” Tec’tezeran pauses as a 
  green bolt of lightning strikes the center of the 
  circle of cultists, and a crackling burst of energy 
  spreads out to engulf the slaves, and any 
  cultists standing too close. Screams of agony 
  echo across the mountain plateau – it sounds 
  as if the victims are being burnt alive and slowly
  incinerated – all while they’re being showered 
  in rain and pummeled by the fierce winds. “I’ll 
  clear a path through the followers. Charge on 
  my command!” Tec’tezeran shouts over the 
  wind. He pulls out a cord with colored beads 
  and tears it in two. The beads vanish in the air. 
  Around you, people stop and become unable to
  move in your direction – a magical ward of 
  some sor . Then the wizard grasps his blue lens 
  and mutters the incantations for a spell – from 
  his hand shoots a dark, crimson globe of 
  energy which explodes into flames, clearing a 
  path in the circle of storm followers. “Go!”
  Tec’tezeran shouts, his voice muffled by the 
  screaming winds. A  that instant, above you in 
  the sky, a face is forming. Tec’tezeran shouts 
  something to you, but his words are drowned 
  in the storm’s rage. 
  Tec’tezeran cast repulsion from a scroll and 
  then casts fireball. The PCs can reach Rugar 
  and Bakara by pressing forward; Tec’tezeran 
  runs after the PCs, surrounded by the aura 
  from the repulsion spell, which prevents the 
  cultists from coming too close to them (unless 
  the PCs intentionally walk up to the cultists). 
   
  Rugar is covered by a green aura of shimmering 
  light. The halfling holds his hands up to the 
  sky. “Infuse me with your power, Lord!” A 
  streak of blue l ghtning arcs f om the sky and to
  the halfling’s erected hand. Rugar’s eyes glow 
  bluish white with sparks of blue lightning.  
  Rugar is being empowered by Tithian. He 
  enjoys the benefit of DR 10/magic, electricity 
  immunity, and a touch attack that delivers a 
  shocking grasp spell as if cast at 5th level 
  (usable at will). Treat Rugar’s CR as one higher 
  than listed in the appendix.  
   
  Bakara’s stats remain unchanged.  
   
   
  See the appendix Map C: Mesa for NPC 
  enemy starting positions.  
   
   
  If the PCs are defeated...  
  Should the PCs be unable to kill Rugar, 
  the ritual will be completed, and Tithian, 
  former King of Tyr will be released from 
  the Cerulean Storm. His essence will 
  merge with Rugar and take complete 
  control of the halfling’s mind. The 
  Cerulean Storm will not be weakened. 
  Unless the PCs flee, this scenario is most 
  likely to take place if the PCs die at the 
  hands of the halfling cleric. The 
  consequences Tithian’s return will entail 
  to the Tyr region is up to the DM. Tithian 
  will want revenge on Sadira, Rikus and 
  the other heroes of the Prism Pentad 
  responsible for his entrapment. He will 
  also seek to dispel the wards in Ur Draxa 
  placed upon the Dark Lens and Scourge 
  16 
  
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  of Rkard by Sadira of Tyr, so that Rajaat 
  may once again be freed.  
   
   
  If Rugar and Bakara are defeated, continue. 
   
  Rugar has been defeated – you can see his soul 
  being torn from his body with an ear-deafening 
  scream that pierces the wind. Green wisps of 
  energy seep forth from his body and then 
  disrupt into nothingness. Above you the sky is
  washed whi e by crackling lightning and the 
  face in the sky appears to wail, but no sound 
  can be heard. The rain pours down upon you 
  with furious anger. Around you cultists and the 
  few surviving slaves and guards panic as the 
  violent weather pounds down upon them; a 
  single silhouette on the plateau remains calm – 
  the Cerulean wizard.  
   
  t
   
   
   
   
  Tec’tezeran raises his hands to the sky, 
  clasping his blue lens in his hand and shouts 
  above the storm: “Tithian of Tyr! Rain all you 
  want – the Cerulean Storm will not be 
  vanquished!” The rain intensifies and the drops 
  sting your skin with their force. Then, suddenly, 
  the face disappears and the rain is no longer as 
  intense. However, rumbling thunder indicates 
  that the plateau is still not safe. Tec’tezeran
  motions for you to leave with him.  
  Allow the PCs to loot the bodies of Rugar 
  Stormbringer, Bakara and any cultists should 
  they want to. The PCs need not fear cultists still 
  alive – they flee.  
   
   
  DM tip: If the DM wants to add drama, 
  have lightning bolts strike close to the 
  PCs, temporarily blinding them, or 
  actually strike them for any amount of 
  damage the DM feels would augment 
  the story.  
   
   
  EEPPIILLOOGGUUEE  
   
  Tec’tezeran leads the PCs down the mountain, 
  and pays them the agreed upon salary for their 
  services. Then he departs, destination untold.  
   
  Tec’tezeran casts a glance at the storm 
  looming overhead and behind you. The
  wizard’s face darkens and he speaks. “The 
  summoned storm will clear up soon. Know that 
  you have done well in stopping the 
  Stormbringer. The naive halfling and his hal
  giant hearted dwarf companion did not see 
  through Tithian’s false promises, but I did. The 
  Cerulean Storm has not been weakened and 
  Tithian remains imprisoned. We have won the 
  first battle, but there will undoubtedly be 
  others. For now the S orm is quiet, but Tithian 
  will not rest. I have a feeling our paths will 
  cross again.” Tec’tezeran turns and walks away, 
  towards he western horizon. 
   
  f-
  t
  t
   
   
  The PCs are left at the foot of the mountain, 
  and are alone. The other survivors have left for 
  Draj, Fort Ebon, or other destinations. It is 
  possible for the PCs to catch up with some of 
  them if the DM wants to play on. Tec’tezeran is 
  not interested in being followed by the PCs or 
  making further conversation with them.  
   
  In Draj, the Temple of Storms is now without a 
  leader (or owner), and the Cult of Storms exists 
  no more. Due to the manner of his death, 
  Rugar Stormbringer cannot be resurrected, 
  even if someone were to look for him. They 
  would find only the banshee of Bakara, 
  haunting the plateau where the ritual was to 
  take place.  
   
   
   
        
  17 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  APPENDIX A: NPCs 
   
   
  Specific NPCs 
  Bakara, male dwarf cleric 
  Eladji, female mul psychic warrior/rogue 
  Hwuanita, female human fighter 
  Imhoxata, female human templar/psion 
  Namhotec, male human templar/moon priest 
  Rugar Stormbringer, male halfling cleric 
  Tec’tezeran, male human wizard/cerulean 
  Wacahuixl, male half-elf wizard 
  Xalacotec, male human templar/wizard 
   
  Generic NPCs 
  Cultist 
  Mob 
  Templar centurion 
  Templar subordinate 
  Tsalaxa guard 
   
  Monsters 
  Jhakar 
  Mastyrial, black 
   
  New prestige class 
  Cerulean 
   
   
   
  SPECIFIC NPCs
   
   
  Bakara: Dwarf Cle 5 (rain); CR 5; Medium 
  humanoid; HD 5d8+10; hp 36; Init +0; Spd 
  20 ft.; AC 13, touch 10, flat-footed 10; Base 
  Atk +3; Grp +5; Atk +5 melee (1d3+2, 
  unarmed) or +3 ranged (1d6+2, javelin); SA 
  rebuke undead 3/day; SQ darkvision 60 ft.; 
  AL NE; SV Fort +6, Ref +1, Will +8; Str 15, 
  Dex 10, Con 14, Int 11, Wis 17, Cha 11. 
     Skills and Feats: Concentration +12, 
  Knowledge (religion) +4, Spellcraft +4; 
  Combat Casting, Disciplined.  
     Cleric Spells Prepared: (5/5/4/3; save DC 
  13 + spell level): 0– create element, detect 
  magic, detect poison, mending, resistance; 
  1st- chill touch*, cure light wounds (2), 
  doom, shield of faith; 2nd- aid*, cure 
  moderate wounds, bear’s endurance, hold 
  person; 3rd- blindness/deafness, 
  enervation*, prayer.   
     *Domain spell. Domains: Cold Malice (cold 
  resistance equal to cleric level), Refreshing 
  Storms (stabilizes all dying creatures within 
  60 ft, 1/day). 
     Possessions: lirr hide armor, bone unholy 
  symbol, harness, bedroll, blanket, one-
  gallon waterskin, 2 javelins  
   
  Background: Bakara is a rain cleric and 
  Rugar Stormbringer’s personal assistant, 
  apprentice, and bodyguard. Bakara is a 
  native Draji who lived a hard life as an 
  orphan, without a focus and meaning to his 
  existence. By chance, he met Rugar soon 
  after the halfling’s arrival in Draj several 
  years ago. In the rain cleric, Bakara found 
  his meaning, as well as someone to guide 
  him and teach him the clerical arts. 
  Protecting and caring for the halfling 
  became his focus, and though Rugar is a 
  stern master, he is one who rewards loyalty 
  and appreciates a friend. Bakara will do 
  anything for Rugar, and because of their 
  relationship, he expects the same in return 
  from the halfling.  
   
  Description: Bakara’s bald head has a black 
  lightning pattern tattoo covering most of his 
  skull. He wears hide armor crafted from blue 
  lirr scales, and carries no visible melee 
  weapons, except for a pair of bone-tipped 
  javelins on his back. In melee combat the 
  dwarf relies upon his inflict spells, often 
  combining them with the chill touch spell.  
      
   
  Eladji: Mul PsyWar 2/Rog 3; CR 5; Medium 
  humanoid; HD 2d8+4 plus 3d6+6; hp 33; Init 
  +2; Spd 30 ft.; AC 15, touch 12, flat-footed 
  13; Base Atk +3; Grp +5; Atk +5 melee 
  (1d6+2/18-20, wrist razor) or +5 ranged 
  (1d4+2/19-20, dagger); Full Atk +3 melee 
  (1d6+2/18-20, wrist razor) and +3 melee 
  (1d6+1/18-20, wrist razor) or +5 ranged 
  (1d4+2/19-20, dagger); SAsneak attack 
  +2d6; SQ trap finding, evasion, trap sense 
  +1; AL LN; SV Fort +6, Ref +5, Will +1; Str 
  15, Dex 15, Con 14, Int 10, Wis 11, Cha 9. 
     Skills and Feats: Balance +9, Escape 
  Artist +9, Hide +10, Move Silently +10, 
  Tumble +7, Exotic Weapon Proficiency 
  (wrist razor), Psionic Weapon, Stealthy, Two 
  Weapon Fighting. 
     Powers Known: (2; PP 1): 1st- burst, 
  catfall.   
     Possessions: 2 wrist razors, obsidian 
  dagger, masterwork studded leather armor, 
  3d6 Cp 
  18 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
   
  Background: Eladji is a female mul 
  mercenary. She is currently working for the 
  templar Namhotec; her mission is to locate 
  the wizard Tec’tezeran and report his 
  location to the moon priest. Not afraid of 
  confrontation, she also knows her own 
  limitations. Eladji is not to be 
  underestimated, she prefers to strike when 
  at an advantage and she can use both her 
  Psionic Weapon feat and her sneak attack. 
   
  Description: Eladji is of average height but 
  powerfully built. She wears a dark brown 
  skirt and a bright red sleeveless poncho 
  revealing muscular arms, which end in 
  vicious-looking obsidian wrist razors. A hood 
  casts a shadow over her face and distorts 
  her facial features, except for her strong, 
  protruding jaw. 
   
   
  Hwuanita: Human Fig 4; CR 4; Medium 
  humanoid; HD 4d10+4; hp 30; Init +0; Spd 
  20 ft.; AC 15, touch 10, flat-footed 15; Base 
  Atk +4; Grp +6; Atk +8 melee (2d6+5/19-20, 
  masterwork great macahuitl) or +4 ranged 
  (1d8/x3, longbow); SA -; SQ -; AL LN; SV 
  Fort +5, Ref +1, Will +1; Str 14, Dex 10, Con 
  12, Int 10, Wis 11, Cha 11. 
     Skills and Feats: Climb +6, Intimidate +5, 
  Knowledge (warcraft) +7, Ride +5; Diehard, 
  Endurance, Rotate Lines, Shield Wall, 
  Weapon Focus (great macahuitl), Weapon 
  Specialization (great macahuitl) 
     Possessions: masterwork great macahuitl, 
  longbow, quiver with 15 arrows, ankheg 
  breastplate, one-gallon waterskin, 2d6 Cp 
   
  Background: Hwuanita is a House Tsalaxa 
  guard captain. Her leadership is as firm as 
  her skill with the great macahuitl – those 
  who disobey her orders or otherwise 
  challenge her authority are swiftly dealt with 
  in single combat. Hwuanita joins the 
  expedition to the Mastyrial Mountains 
  because she is ordered to go there and 
  keep watch over the slaves, so that they do 
  not escape. She knows nothing of Rugar’s 
  plans to sacrifice them, and even if she did 
  she would not care. Hwuanita follows her 
  orders without asking questions.  
   
  Description: Tall and strong, Hwuanita is a 
  good-looking woman by Draji standards. Her 
  hair is long and black, matching her dark 
  eyes. Hwuanita wears an ankheg 
  breastplate and a knee-length hemp skirt, 
  revealing muscular legs. Her great macahuitl 
  is fastened on her back, to be easily drawn 
  over the shoulder when entering combat. 
  Her quiver of arrows usually hangs over her 
  other shoulder, along with her longbow.  
   
   
  Imhoxata: Human Tem 1/Psi (telepath) 4; 
  CR 5; Medium humanoid; HD 1d8 plus 4d4; 
  hp 18; Init +0; Spd 20 ft.; AC 14, touch 10, 
  flat-footed 14; Base Atk +2; Grp +2; Atk +2 
  (1d8/x3, carrikal) SQ secular authority, sigil; 
  AL NE; SV Fort +3, Ref +1, Will +7; Str 10, 
  Dex 11, Con 10, Int 12, Wis 12, Cha 13. 
     Skills and Feats: Diplomacy +13 , 
  Intimidate +7 , Gather Information +5, 
  Knowledge (religion) +4, Sense Motive +9, 
  Psicraft +8, Spellcraft +4; Greater Psionic 
  Endowment, Martial Weapon Proficiency 
  (carrikal), Martial Weapon Proficiency 
  (macahuitl),Negotiator, 
  Psionic Endowment, Inquisitor. 
     Powers Known (PP 19, save DC 11 + 
  power level): 1st- conceal thoughts, detect 
  psionics, empathy, mindlink, psionic charm; 
  2nd- cloud mind, inflict pain, psionic 
  suggestion, read thoughts.  
     Templar Spells Known (5/4, save DC 11 + 
  power level): 0– cure minor wounds, detect 
  magic, detect poison, guidance, inflict minor 
  wounds; 1st- bless, cause fear, sanctuary.  
     Possessions: templar signet, carrikal, 
  erdlu scale mail, thumb screws 
   
  Background: A cruel and cold-hearted 
  female templar trained at the House of the 
  Mind in the unusual discipline (by Draji 
  standards) of telepathy. Imhoxata is a 
  valued inquisitor and interrogator. She 
  conceals her face behind a mask to prevent 
  recognition and retaliation from those left 
  alive after she is done with them.  
   
  Description: Imhoxata is a woman of regular 
  height and build, with long knotted black 
  hair. She wears a blood red ceramic mask 
  that depicts a screaming jaguar. She has a 
  carrikal fastened to her belt and wears a 
  templar cloak.  
   
   
  Namhotec: Human Tem 5/Mpr 2; CR 7; 
  Medium humanoid; HD 7d8+7; hp 42; Init -1; 
  Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base 
  19 
  
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  Atk +4; Grp +5; Atk +5 melee (1d8+1/19-20, 
  macahuitl); SA -; SQ secular authority, sigil, 
  rebuke undead 5/day, moon priest’s 
  authority, Guthay’s revelation; AL LE; SV 
  Fort +8, Ref +0, Will +10; Str 12, Dex 9, Con 
  13, Int 12, Wis 15, Cha 15. 
     Skills and Feats: Bluff +7, Concentration 
  +6, Diplomacy +16 (+18 opposed secular 
  authority), Gather Information +7, Intimidate 
  +16, Knowledge (astronomy) +8, Knowledge 
  (religion) +6, Sense Motive +9, Spellcraft +7; 
  Astrologer, Leadership, Negotiator, Martial 
  Weapon Proficiency (macahuitl), Martial 
  Weapon Proficiency (lance), Mekillothead.  
      Templar Spells Known (6/7/7/4, save DC 
  12 + power level): 0– cure minor wounds, 
  defiler scent, detect magic, detect poison, 
  guidance, inflict minor wounds, mending, 
  resistance; 1st- bless, cure light wounds, 
  doom, endure elements, hand of the 
  sorcerer-king, sanctuary; 2nd- death knell, 
  enthrall, hold person, might of the sorcerer-
  king; 3rd- animate dead, dispel magic, 
  prayer. 
     Possessions: templar signet, macahuitl, 
  one-gallon wineskin, 3d4 sp, 4d6 Cp 
   
  Background: Namhotec is a templar in his 
  early 40s -- a long time in the templarate. 
  Eight years ago he had a favorite concubine 
  slave, Kasha, but her heart belonged to 
  another man, a younger man by the name of 
  Tec’tezeran. Namhotec, angry and jealous, 
  ordered Kasha’s death and Tec’tezeran’s 
  arrest, intending to frame him for the 
  murder, but the youth eluded his 
  subordinate templars and disappeared. 
  Namhotec rightly assumed he had fled from 
  Draj. Years later, Namhotec becomes a 
  senior moon priest. Never having forgiven 
  nor spared an enemy, when he learns that 
  Tec’tezeran has returned to Draj the templar 
  hires the mercenary Eladji to find him. He 
  also orders the arrest of anyone having had 
  contact with his old rival.    
   
  Description: Namhotec is of average height, 
  but is bulky and bloated. He was quite 
  athletic in his younger years, but his body 
  has decayed and his youthful muscles have 
  been replaced by fat. At his belt he carries a 
  macahuitl that sees little use.  
   
   
  Rugar Stormbringer: Halfling Clr (rain) 8; 
  CR 8; Small Humanoid; HD 8d8+8; hp 47; 
  Init +3; Spd 20ft.; AC 14, touch 14, flat-
  footed 11; Base Atk +6, Grp +1; Atk +7/+2 
  melee (1d4/x2, +1 shock small quabone) or 
  +11/+6 ranged (1d3-1/x2, small sling); SA 
  rebuke undead 2/day; SQ -; SV Fort +7, Ref 
  +7, Will +9; AL NE; Str 8, Dex 16, Con 12, 
  Int 13, Wis 16, Cha 9. 
     Skills and Feats: Concentration +12, 
  Diplomacy +10 (+8 against other races), 
  Knowledge (planes) +5, Spellcraft +9, Listen 
  +8; Leadership, Lightning Reflexes, Skill 
  Focus (Diplomacy). 
     Cleric Spells Prepared (6/6/5/5/3; DC 13 + 
  spell level): 0– cure minor wounds, detect 
  magic, inflict minor wounds, light, read 
  magic, resistance; 1st- bless element, cure 
  light wounds, eye of the storm*, magic 
  stone, magic weapon, obscuring mist; 2nd- 
  bull’s strength, enthrall, hold person, gust of 
  wind*, zone of truth; 3rd- bestow curse, cure 
  serious wounds (2), dispel magic, 
  enervation*; 4th- air walk, ice storm*, poison. 
      *Domain spell. Domains: Cold Malice 
  (cold resistance equal to cleric level), Fury of 
  Storms (turn/destroy conjured storms as an 
  elemental cleric turns/destroys undead). 
     Possessions: +1 shocking small quabone, 
  small sling, sling stones, wicker backpack, 
  blanket, one-gallon waterskin, spell 
  component wicker bag, yellow piece of 
  quartz worth 15 cp 
   
  Background: Rugar was exiled from his tribe 
  when they learned he was worshipping the 
  element of Rain. His tribe had long been 
  associated with the worship of earth, and for 
  Rugar to choose to worship another element 
  was unpardonable. When he left his tribe, 
  Rugar wandered for many months until he 
  found a perfect location to continue the 
  proper worship of his element, in the foothills 
  of the Ringing Mountains. He built a small 
  shrine, and lived a solitary life until he 
  learned from a traveler of the Tyr-storms 
  devastating the Tablelands. Rugar made his 
  way to Draj, the city which bore the brunt of 
  the storms, and set up a small temple. In the 
  two years he has lived in Draj he has gained 
  many new followers.  
   
  Lately, Rugar has heard whispering voices 
  in his dreams and seen visions of a Great 
  Storm cleansing the Tablelands and bringing 
  eternal Rain to the region. These were sent 
  by an entity in the Cerulean Storm calling 
  itself the Storm Lord, but who is, in fact, 
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  Tithian of Tyr. The “Storm Lord” has told 
  Rugar about a ritual requiring a great 
  number of live sacrificial victims, which the 
  entity claims will summon the Great Storm. 
  However, the ritual will only release Tithian 
  from his captivity and pave the way for his 
  return.  
   
  With the aid of Rugar’s cult of followers, the 
  halfling cleric and his assistant Bakara are 
  gathering the necessary number of slaves 
  for the sacrifice. The pair is also outfitting for 
  an expedition to the Mastyrial Mountains, 
  where the ritual will take place.    
   
  Description: Rugar is of standard height for 
  a halfling, standing just over three feet tall. 
  The halfling has a fanatical gaze that 
  unnerves many of those in his presence. His 
  body is covered with many colorful tattoos 
  depicting storms, lightning, and rain-drops. 
   
   
  Tec’tezeran: Human Wiz 5 (preserver)/Cer 
  1; CR 6; Medium humanoid; HD 6d4+12; hp 
  28; Init +2; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +2; Grp +4; Atk +4 
  melee (1d6+2, shortspear) or +4 ranged 
  (1d6+2, shortspear); SA -; SQ cerulean 
  casting, blue lens focus; AL N; SV Fort +3, 
  Ref +3, Will +7; Str 14, Dex 15, Con 14, Int 
  17, Wis 13, Cha 11. 
     Skills and Feats: Bluff +9, Concentration 
  +11, Craft (optics) +6, Disguise +9 (+11 
  acting), Gather Information +3, Knowledge 
  (arcana) +12, Spellcraft +14; Brew Potion, 
  Diehard, Empower Spell, Endurance, Scribe 
  Scroll, Simple Weapon Proficiency.  
     Wizard Spells Prepared: (4/4/4/3; save DC 
  13 + spell level): 0– daze, detect magic, 
  ghost sound, mage hand; 1st- disguise self, 
  expeditious retreat, mage armor, shocking 
  grasp; 2nd- false life, locate object, spider 
  climb, touch of idiocy; 3rd- dispel magic, 
  fireball, lightning bolt. 
     Possessions: potion fruit of haste (cl 5), 
  obsidian-tipped shortspear, blue lens, spell 
  component satchel, backpack, blanket, one-
  gallon waterskin.  
   
  Background: Tec’tezeran hails originally 
  from Draj. In his youth he was forced to 
  escape from his home-city after having an 
  affair with the templar Namhotec’s favorite 
  concubine. The templar had the concubine 
  murdered and tried to frame Tec’tezeran, 
  but the young man eluded the templar patrol 
  sent to arrest him. On his journey to 
  Nibenay, Tec’tezeran caught the interest of 
  an aarakocra preserver who took the young 
  Draji “under his wing” and taught him the art 
  of preserving magic. They parted ways after 
  a year, and Tec’tezeran eventually 
  continued his journey to Nibenay.  
   
  A few years after settling in Nibenay, 
  Tec’tezeran discovered a new source of 
  magical power: the Tyr-storms. Lately, he 
  has heard strange whispering voices in his 
  sleep and he has deduced they have 
  something to do with the source of the Tyr-
  storms – the Cerulean Storm. Tec’tezeran 
  decided to return to Draj, which experiences 
  more Tyr-storms than any other city, in order 
  to investigate this strange phenomenon. As 
  he approached the coast of the Sea of Silt, 
  and came closer to the Cerulean Storm, the 
  voices he heard in his sleep became clearer, 
  and the wizard realized the existance of an 
  entity within the Cerulean Storm – a 
  deceitful being craving to be released, 
  intoxicated with hatred and a lust for 
  vengeance.  
   
  Tec’tezeran suspects the entity and the 
  Cerulean Storm are connected to one 
  another, and if the entity is released, he 
  fears the magical properties of the Cerulean 
  Storm will be lost.  
   
  After his arrival in Draj, Tec’tezeran heard of 
  a growing cult of storm followers in the city. 
  He fears the entity in the Cerulean Storm is 
  luring these men-and-women into the cult in 
  order to somehow secure its own release. 
  Time is of the essence, and Tec’tezeran 
  realizes he cannot succeed alone on his 
  own, thus he tries to enlist the aid of the 
  PCs.  
   
  Tec’tezeran’s return to Draj is not without its 
  perils of its own. His old nemesis, the 
  templar Namhotec still seeks his death, and 
  Tec’tezeran’s ability to channel the energy of 
  the Cerulean Storm to fuel magical spells 
  has not gone unnoticed by the moon priests. 
  The templar Xalacotec desires his magical 
  secrets and hunts him.    
   
  Description: Tec’tezeran is of medium height 
  and build. He is in excellent shape. The 
  wizard wears blue robes and a broad-
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  brimmed straw hat of Nibenese design, 
  covering his face with a blue scarf. In 
  combat he wields a shortspear with a jagged 
  obsidian tip.     
   
   
  Wacahuixl: Half-elf Wiz 5 (defiler); CR 5; 
  Medium humanoid; HD 5d4+5; hp 18; Init 
  +2; Spd 30 ft.; AC 12, touch 12, flat-footed 
  10; Base Atk +2; Grp +2; Atk +2 melee (1d6, 
  quarterstaff) or +4 ranged (1d4, sling); SA -; 
  SQ low-light vision 60 ft.; AL LN; SV Fort +2, 
  Ref +3, Will +5; Str 10, Dex 14, Con 12, Int 
  17, Wis 13, Cha 10. 
     Skills and Feats: Bluff +8, Concentration 
  +9, Decipher Script +7, Intimidate +6, 
  Knowledge (arcana) +10, Spellcraft +10; 
  Combat Expertise, Craft Wand, Improved 
  Disarm, Scribe Scroll. 
     Wizard Spells Prepared: (4/4/3/2; save DC 
  13 + spell level): 0– acid splash, daze, 
  detect magic, disrupt undead; 1st- charm 
  person, chill touch, mage armor, ray of 
  enfeeblement; 2nd- blindness/deafness, 
  flaming sphere, summon swarm; 3rd- 
  gaseous form, dispel magic. 
     Possessions: wand of acid splash (32 
  charges), quarterstaff, sling, sling stones, 
  spell component satchel, one-gallon 
  waterskin, 1d2 Sp, 4d6 Cp.  
   
  Background: Wacahuixl is a cohort of the 
  templar Namhotec and serves as both 
  interrogator and defiler. His templar master 
  has recently learned that an old enemy is 
  back in Draj. Wacahuixl has been told this 
  enemy once dared force himself upon the 
  templar’s most treasured concubine and 
  then murdered her. Wacahuixl intends to aid 
  his master in tracking down this proclaimed 
  rapist and murderer to have him brought to 
  justice at his master’s hands.   
   
  Description: Wacahuixl is a tall half-elf with 
  long black hair. While not particularly strong, 
  he is quick and has learned good combat 
  technique. In battle he prefers to disarm 
  opponents with his quarterstaff (which has a 
  jozhal skull mounted on one end), and then 
  use his spells to finish them off. 
   
   
  Xalacotec: Human Tem 2/Wiz 3 (defiler); 
  CR 5; Medium humanoid; HD 2d8+2 plus 
  3d4+3; hp 25; Init +1; Spd 30 ft.; AC 11, 
  touch 11, flat-footed 10; Base Atk +2; Grp 
  +3; Atk +3 melee (1d8+1/19-20, macahuitl) 
  or +3 ranged (1d6+2, javelin); SA -; SQ 
  secular authority, sigil; AL LE; SV Fort +5, 
  Ref +2, Will +9; Str 13, Dex 12, Con 13, Int 
  14, Wis 15, Cha 14. 
     Skills and Feats: Bluff +9, Concentration 
  +9, Decipher Script +6, Diplomacy +7, 
  Gather Information +7, Intimidate +11, 
  Knowledge (arcana) +10, Knowledge 
  (religion) +7, Sense Motive +5, Spellcraft 
  +10; Eschew Materials, Martial Weapon 
  Proficiency (macahuitl), Martial Weapon 
  Proficiency (lance), Mekillothead, 
  Persuasive, Scribe Scroll.  
     Wizard Spells Prepared: (4/3/2; save DC 
  12 + spell level): 0– detect magic (2), 
  message, read magic; 1st- color spray, 
  mage armor, magic missile; 2nd- daze 
  monster, ghoul touch. 
     Templar Spells Known (6/5, save DC 12 + 
  power level): 0– cure minor wounds, defiler 
  scent, detect magic, guidance, inflict minor 
  wounds, resistance; 1st- bless, comprehend 
  languages, hand of the sorcerer-king. 
        Possessions: potion fruit of cure light 
  wounds (CL 1), templar signet, macahuitl, 
  javelin, one-gallon waterskin, spellbook 
  (papyrus scrolls), 1d4 sp, 4d6 Cp 
   
  Background: Xalacotec was a young and 
  ambitious templar new to his calling when 
  the omnipotent and omniscient God-King 
  Tectuktitlay met his demise at the hands of 
  Rajaat in Ur Draxa. As the templars lost their 
  spells and came to be at the mercy of the 
  House of the Mind, Xalacotec pursued a 
  different path to power – the path of arcane 
  magic. Hunting down wizards to claim their 
  spellbooks and expand his own knowledge 
  of magic, Xalacotec has achieved a 
  reputation as a mage-hunter, though few 
  know that he himself practices the forbidden 
  art. Rumors of a wizard who casts spells 
  needing nothing but a ubiquitous arcane 
  focus has attracted Xalacotec’s attention. He 
  believes if he can capture this wizard, the 
  knowledge of how to use this focus would be 
  very valuable.    
   
  Description: Xalacotec is in his early 
  twenties. He is a handsome man of average 
  height, with coppery skin and long, dark hair 
  that falls down his back. He walks with the 
  same stiff, superior posture of nobility and 
  oozes confidence.  
   
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  GENERIC NPCS
   
   
  Cultist: Human War 1; CR ½; Medium 
  humanoid; HD 1d8+3; hp 11; Init +0; Spd 30 
  ft.; AC 10, touch 10, flat-footed 10; Base Atk 
  +1; Grp +1; Atk +1 melee (by weapon) or +1 
  ranged (by weapon); SA -; SQ -; AL N; SV 
  Fort +2, Ref +0, Will +2; Str 11, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10. 
     Skills and Feats: Climb +1, Craft (varies) 
  +4, Handle Animal +1, Intimidate +4, Jump 
  +1, Ride +1; Iron Will, Toughness. 
     Possessions: 2d4 bits, weapon (varies) 
   
   
  Mob: Human War 1; CR ½; Medium 
  humanoid; HD 1d8; hp 8; Init +0; Spd 30 ft.; 
  AC 10, touch 10, flat-footed 10; Base Atk 
  +1; Grp +1; Atk +1 melee (by weapon) or +1 
  ranged (by weapon); SA -; SQ -; AL N; SV 
  Fort +2, Ref +0, Will +1; Str 11, Dex 10, Con 
  10, Int 10, Wis 10, Cha 10. 
     Skills and Feats: Climb +1, Craft (varies) 
  +7, Handle Animal +1, Intimidate +6, Jump 
  +1, Ride +1; Mekillothead, Skill Focus (craft 
  [varies]). 
     Possessions: 2d4 bits, weapon (varies) 
   
   
  Templar (centurion): Human Tem 2; CR 2; 
  Medium humanoid; HD 2d8; hp 12; Init +0; 
  Spd 20 ft.; AC 16, touch 10, flat-footed 16; 
  Base Atk +1; Grp +2; Atk +3 melee 
  (1d8+1/19-20, macahuitl) or +1 ranged 
  (1d6+1, javelin); SA -; SQ secular authority, 
  sigil; AL LE; SV Fort +3, Ref +0, Will +4; Str 
  12, Dex 10, Con 10, Int 10, Wis 10, Cha 12. 
     Skills and Feats: Diplomacy +6, Gather 
  Information +5, Intimidate +5, Knowledge 
  (religion) +4, Knowledge (warcraft) +4, 
  Sense Motive +4, Spellcraft +2; Martial 
  Weapon Proficiency (macahuitl), Martial 
  Weapon Proficiency (lance), Mekillothead, 
  Weapon Focus (macahuitl). 
    Templar Spells Known (6/5, save DC 11 + 
  power level): 0– cure minor wounds, defiler 
  scent, detect magic, inflict minor wounds, 
  mending, virtue; 1st- bless, cure light 
  wounds, divine favor. 
     Possessions: templar signet, macahuitl, 
  javelin, erdlu scale mail, wood large shield, 
  one-gallon waterskin, 4d6 cp 
   
   
  Templar (subordinate): Human Tem 1; CR 
  1; Medium humanoid; HD 1d8; hp 8; Init +0; 
  Spd 30 ft.; AC 14, touch 10, flat-footed 14; 
  Base Atk +0; Grp +1; Atk +2 melee 
  (1d8+1/19-20, macahuitl) or +0 ranged 
  (1d6+1, javelin); SA -; SQ secular authority, 
  sigil; AL LE; SV Fort +2, Ref +0, Will +3; Str 
  12, Dex 10, Con 10, Int 10, Wis 10, Cha 11. 
     Skills and Feats: Diplomacy +4, Gather 
  Information +3, Intimidate +4, Knowledge 
  (religion) +4, knowledge (warcraft) +2, 
  Sense Motive +3, Spellcraft +2; Martial 
  Weapon Proficiency (macahuitl), Martial 
  Weapon Proficiency (lance), Mekillothead, 
  Weapon Focus (macahuitl). 
     Templar Spells Known (5/3, save DC 10 + 
  power level): 0– cure minor wounds, defiler 
  scent, detect magic, inflict minor wounds, 
  virtue; 1st- bless, cure light wounds, divine 
  favor. 
     Possessions: templar signet, macahuitl, 
  javelin, kip leather armor, wood large shield, 
  one-gallon waterskin, 2d6 cp 
   
   
  Tsalaxa guard: Human Fig 2; CR 2; 
  Medium humanoid; HD 2d10+5; hp 20; Init 
  +0; Spd 30 ft.; AC 16, touch 10, flat-footed 
  16; Base Atk +2; Grp +3; Atk +4 melee 
  (1d8+1/19-20, macahuitl) or +2 ranged 
  (1d6/x3, shortbow); SA -; SQ -; AL LN; SV 
  Fort +4, Ref +0, Will +0; Str 12, Dex 10, Con 
  12, Int 10, Wis 10, Cha 10. 
     Skills and Feats: Climb +3, Intimidate +5, 
  Knowledge (warcraft) +5, Listen +2, Ride 
  +3, Spot +2; Alertness, Shield Wall, Weapon 
  Focus (macahuitl), Toughness.  
     Possessions: macahuitl, shortbow, quiver 
  with 15 arrows, kank chitin armor, wood 
  large shield, one-gallon waterskin, 2d6 cp 
   
   
   
  MONSTERS
  JJhhaakkaarr  
   
  Small Animal 
  Hit Dice: 2d8 (9 hp) 
  Initiative: +3 
  Speed: 20 ft. (4 squares) 
  Armor Class: 16 (+1 size, +3 Dex, +2 
  natural), touch 14, flat-footed 13 
  Base Attack/Grapple: +1/-1* 
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  Attack: Bite +5 melee (1d6-2) 
  Full Attack:  Bite +5 melee (1d6-2) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Improved grab, pulldown 
  Special Qualities: Low-light vision, scent 
  Saves: Fort +3, Ref +6, Will +1 
  Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 
  12, Cha 8 
  Skills: Listen +3, Spot +2, Survival +3* 
  Feats: Track, Weapon FinesseB  
  Environment: Deserts 
  Organization: Solitary, Pack (2-5) 
  Challenge Rating: 1 
  Advancement: 3-4 HD (Small); 5-6 HD 
  (Medium) 
  Level Adjustment: - 
   
   
  You are confronted by a snarling reptilian 
  beast of formidable proportions, somewhat 
  resembling a smiling bulldog with thick, 
  wrinkly, scaled hide. 
   
  Jhakars are predators whose pugnacious 
  behavior makes them a bane to humanoids 
  and animals alike. Their appearance is 
  similar to that of a reptilian bulldog, and their 
  characters are fierce and aggressive to 
  match. 
  Jhakars hunt in small packs in the wild, 
  and fiercely attack all but the most 
  dangerous of prey, pulling larger creatures 
  down with their numbers and savagery. 
  Sometimes jhakars are found in cities as 
  domesticated guard-beasts, or serve as 
  trackers, finding escaped slaves and so are 
  also greatly feared by most thieves. Jhakars 
  are mortal enemies of tembo, as the two 
  species are often in competition for territory 
  and prey. Needless to say, jhakars often 
  come off the worst in such conflicts. 
  A jhakar's scaly hide is thick and 
  wrinkled, sporting a webbed, bony spine that 
  protrudes from its back and ends just before 
  its stump of a tail. Its eyes and ears, well 
  protected by bony ridges and double-lids 
  respectively, are dwarfed by the huge, fang-
  filled mouth. The bulk of the body is a rich, 
  sandy-brown color, darkening at the snout 
  and claws. 
  Combat 
     Jhakars are notorious for their tenacity and 
  single-minded attacks. A pack of jhakars will 
  attack as a group, seeking to drag their prey 
  to the ground and savage it with multiple 
  bites. Such is their instinctive coordination 
  that the pack often seems to attack with one 
  mind, jointly bent on ravaging its prey. The 
  ferocity of a jhakar pack is significantly 
  greater than the sum of its individual 
  members. 
  Improved Grab (Ex): If a jhakar hits with 
  its bite it may initiate a grapple check as a 
  free action without provoking an attack of 
  opportunity. *A jhakar has a +4 racial bonus 
  on grapple checks. 
  Pulldown (Ex): Once per round, a jhakar 
  can either make a trip attack as a free action 
  or aid another jhakar in a trip attack as a 
  free action (but not both). If it wins the 
  Strength check*, it may immediately make a 
  melee attack against the tripped opponent. If 
  the attempt fails, the opponent cannot react 
  to trip the jhakar. *A jhakar has a +4 racial 
  bonus on Strength checks made to trip an 
  opponent. 
     Skills: *Jhakar receive a +4 racial bonus 
  to Survival checks when tracking by scent. 
   
  M
  Maassttyyrriiaall,,  B
  Bllaacckk  
   
  Small Magical Beast (Psionic) 
  Hit Dice: 8d10+16 (60 hp) 
  Initiative: +5 
  Speed: 30 ft. (6 squares), burrow 10 ft. 
  Armor Class: 16 (+1 size, +1 Dex, +4 
  natural), touch 12, flat-footed 15 
  Base Attack/Grapple: +8/+12* 
  Attack: Claw +9 melee (1d4) 
  Full Attack: 2 claws +9 melee (1d4) and 
  bite +7 melee (1d4) and sting +7 melee (1d4 
  plus poison) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Constrict 1d4, improved 
  grab, poison, psi-like abilities 
  - 
  Saves: Fort +8, Ref +7, Will +0 
  Abilities: Str 10, Dex 12, Con 14, Int 6, Wis 
  7, Cha 2 
  Skills: Climb +4, Hide +7*, Spot +3 
  Feats: Improved Initiative, Improved Natural 
  Attack (claw), Multiattack 
  Environment: Mountains 
  Organization: Colony (5-20) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Always neutral 
  Advancement: 9-15 HD (Medium) 
  Level Adjustment: - 
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  A darkly mottled scorpion as long as a 
  halfling is tall and with a carapace easily 
  mistaken for jagged rock, this creature 
  moves with rapid scuttling motions, 
  swarming with its fellows to strike from all 
  sides. Despite an apparent lack of any visual 
  organs, its attacks strike with uncanny 
  accuracy. 
  These smaller, sightless cousins to the 
  desert mastyrial spend most of their time in 
  hibernation, either in burrows beneath the 
  surface or lying in sheltered gullies, blending 
  in with the scenery. More intelligent than 
  their larger brethren, the black mastyrials 
  possess a rudimentary hivemind and live in 
  familial colonies, preying upon most living 
  creatures (including black mastyrials from 
  other colonies) through their keen psionic 
  senses. 
  They are a degenerate species, almost 
  unnaturally hardy (leading some to suspect 
  magical tampering in their past) and their 
  nascent hivemind conflicts with the solitary 
  nature of their parent mastyrial species. As a 
  result, black mastyrials are fierce and 
  competitive, and will generally attack any 
  creature of less than giant-size wandering 
  into their territory. 
  Black mastyrials have dark, rock-like 
  exoskeletons and claws with interlocking 
  pincers, and have no visual organs. The 
  average black mastyrial is 3 feet long and 
  weighs as much as 10 pounds. 
  Combat 
  Black mastyrials attack in swarms, 
  striking at their prey from all angles. 
  Completely blind, they use their hivemind 
  and psionic powers to stay one step ahead 
  of the enemy, keeping in constant 
  communication with each other. The degree 
  of coordination that this leads to is unusual 
  for creatures of their intelligence. Through 
  knowledge gained on frequent encounters 
  with the races of the Tablelands, black 
  mastyrials will make use of racial and other 
  weaknesses whenever they can exploit 
  them. The black mastyrial possesses a 
  virulent, numbing poison that leeches feeling 
  from the body part struck, resulting in loss of 
  Strength and coordination. 
  Constrict (Ex): On a successful grapple 
  check, a black mastyrial deals 1d4 points of 
  damage. 
  Improved Grab (Ex): To use this ability, 
  a black mastyrial must hit with a claw 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, it 
  establishes a hold and can constrict. *Black 
  mastyrials have a +8 racial bonus on 
  grapple checks and can grapple opponents 
  up to one size category larger than 
  themselves. 
  Poison (Ex): Injury, Fortitude DC 16, 
  initial damage 2d6 Dex, secondary damage 
  1d6 Str. The save DC is Constitution-based. 
  Psi-Like Abilities: At will—clairvoyant 
  sense, know direction and location, mindlink 
  (up to 4 targets within 15 ft.*), synesthete. 
  Manifester level 8th. 
  *Includes augmentation for the black 
  mastyrial’s manifester level. 
  Skills: *A black mastyrial’s natural-
  looking exoskeleton gives it a +8 racial 
  bonus to Hide checks in mountainous or 
  rocky terrain. A black mastyrial can make 
  Spot checks only when its synesthete power 
  is active (normally always). 
  Black Mastyrial Society 
  The continual connection that exists 
  between the various members of a black 
  mastyrial colony has had some remarkable 
  effects upon the species. A colony that lasts 
  for enough generations develops its own 
  internal racial memory, storing the shared 
  experiences of those who have gone before. 
  This feature of the black mastyrial has 
  caused many to attribute greater intelligence 
  to them than is actually the case. The black 
  mastyrial is timid when compared to its 
  desert-dwelling relative, and black 
  mastyrials that suffer heavy losses (from 
  combat or environmental hazards) will 
  retreat into hibernation in the safety of their 
  rock burrows – they have learned the 
  wisdom of discretion and exercise it 
  frequently. 
   
   
   
  25 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  NEW PRESTIGE CLASS 
   
  C
  Ceerruulleeaann    
  Ceruleans are mages who have discovered 
  how to draw energy for their spells from the 
  Cerulean storm. They are explorers and 
  researchers who have discovered a new 
  power source and seek to exploit it.  For 
  whatever reason, cerulean wizards are not 
  content to practice magic as the generations 
  before them have done.  Whether they 
  sought more power, an end to the 
  destruction of the world’s plant life, an outlet 
  for their creativity or simply craved new 
  knowledge; the cerulean wizards have found 
  a new way to use magic.  A minority of 
  others have been lured to power by Tithian, 
  the one-time king of Tyr who is trapped 
  within the storm and seeks a means to 
  escape. 
   Most races that take to wizardry can 
  become cerulean wizards. Aarakocra have 
  an affinity for high, cold places, and thus find 
  the class to be of particular interest, 
  although they are somewhat reluctant to use 
  the storm’s destructive power. Ceruleans 
  tend to avoid the Veiled Alliance and the 
  agents of the Sorcerer-Kings. Both parties 
  fear the ceruleans can cause disaster by 
  their tampering with the forces of the 
  Cerulean Storm.  
   NPC ceruleans usually have various 
  agendas. Some seek to release Tithian from 
  his captivity in the Cerulean Storm. 
  Ceruleans can often be found where Tyr 
  Storms frequently wreak havoc, especially in 
  and around Draj. 
   
  Hit Die: d4 
   
  Requirements  
  To become a cerulean (Cer), a character 
  must fulfill all the following criteria. 
  Skills: Concentration 8 ranks, Craft (optics) 
  2 ranks, Spellcraft 5 ranks. 
  Feats: Empower Spell. 
  Spells: Ability to cast 3rd-level arcane 
  spells. 
  Special: The character must craft a blue 
  lens focus (see below). 
   
  Class Skills 
  The cerulean’s class skills (and the key 
  ability for each skill) are Bluff (Cha), 
  Concentration (Con), Craft (Int), Decipher 
  Script (Int), Disguise (Cha), Knowledge (all 
  skills taken individually) (Int), Profession 
  (Wis), Spellcraft (Int) and Survival (Wis). 
   Skill Points at Each Level: 2 + Int modifier 
   
   
  Class Features  
   
  Weapon and Armor Proficiencies: 
  Ceruleans gain no proficiency with any 
  weapon or armor.  
   
  Cerulean Casting: Ceruleans have 
  discovered how to draw energy from the 
  Cerulean storm to fuel their spells. They can 
  choose whether to utilize plant energy or 
  cerulean energy when casting spells. 
  Casting spells using Cerulean energy has 
  no impact on the environment.   
   
  Blue Lens Focus: The cerulean can 
  channel the energy of the Cerulean Storm 
  through a Blue Lens to substitute material 
  components in arcane spells. However, 
  drawing upon the power of the Cerulean 
  Storm is not without its perils. Depending 
  upon the value of the material component to 
  be substituted, the cerulean suffers an 
  amount of damage that cannot be 
  redirected, absorbed or otherwise avoided. 
  This damage is applied immediately after a 
  spell is cast.  
   
  Component cost 
  Damage  
  1 Cp or less  
   
  0 
  1-50 Cp  
   
   
  5 
  51-300 Cp  
   
  11 
  301-750 Cp  
   
  17 
  750+ Cp  
   
   
  23 
   
  Crafting a blue lens requires raw materials 
  worth at least 50 ceramics. The Craft 
  (optics) DC is 20. The lens has 5 hit points 
  and hardness 1. It uses the cerulean’s save 
  values.  
   
  Empower (Su): At 3rd level the cerulean 
  can channel energy through the blue lens at 
  the listed amount of times per day to apply 
  the metamagic feat Empower Spell to a spell 
  without using a higher level spell slot. This 
  can only be applied to spells with the cold, 
  electricity, fire, sonic or acid descriptors.  
  26 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
   
  Cerulean Blast (Su): At 5th level the 
  cerulean can use the blue lens to unleash 
  blasts of energy from the Cerulean Storm as 
  a standard action. This energy blast can 
  target living creatures or objects. The blast 
  is a ranged touch attack with close range 
  (25 feet + 5 feet/2 levels of cerulean)that 
  deals 1d4 points of electricity damage per 
  class level of the cerulean. A successful 
  Reflex saving throw (DC 10 + the cerulean’s 
  class level) halves the damage. However, 
  the energy blast has its price. The cerulean 
  suffers 2 points of temporary Wisdom 
  damage each time he uses it.  
   
  Control Weather (Sp): At 9th level the 
  cerulean can use the blue lens to summon 
  or eradicate small Tyr Storms. The cerulean 
  can cast control weather as per the spell 
  once per day.  
   
  Class 
  Level 
  Base  
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +2 
  Cerulean casting, blue 
  lens focus  
  +1 level of existing 
  arcane spellcasting class 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  +1 level of existing 
  arcane spellcasting class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Empower 1/day 
  +1 level of existing 
  arcane spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
   
  +1 level of existing 
  arcane spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Cerulean blast 
  +1 level of existing 
  arcane spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
   
  +1 level of existing 
  arcane spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Empower 2/day 
  +1 level of existing 
  arcane spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
   
  +1 level of existing 
  arcane spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Control weather 
  +1 level of existing 
  arcane spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
   
  +1 level of existing 
  arcane spellcasting class
  27 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  28 
  APPENDIX B: MAPS 
   
   
      A
  A::  T
  Teemmppllee  ooff  S
  Sttoorrmmss  
      11  ssqquuaarree  ==  55  ffeeeett  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  B
  B::  PPrriissoonn  C
  Caaggee  PPllaazzaa  
   
  11  ssqquuaarree  ==  55  ffeeeett  
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
   
   
   
    
  C
  C::  M
  Meessaa  
  11  ssqquuaarree  ==  55  ffeeeett  
  29 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  APPENDIX C: ART 
   
   
   
   
    
        T
  Teecc’’tteezzeerraann  
      By Becky Graewin 
   
   
   
    
  E
  Ellaaddjjii  
  By Becky Graewin 
   
  30 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon@athas.org 
   
  31 
   
   
    
  R
  Ruuggaarr  S
  Sttoorrmmbbrriinnggeerr 
  By Michael Cugley 
   
   
   
   
   
   
  B
  Baakkaarraa  
  By Michael Cugley 
  
  Whispers of the Storm 1.1 © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: 
  jon@athas.org 
   
          
   
   
  T
  Thhee  R
  Riittuuaall  ooff  S
  Sttoorrmmss  
  By Ravenscrye Daegmorgan  
   
  32 
  
  Open Game License 
   
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