TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
  VTF4-01 
   
   
   
   
   
   
   
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  A One-Round D&D LIVING GREYHAWK
  ®  
  VTF Metaregional Scenario 
  By Stephen Baker 
  Metaregional Edit: Tim Sech 
  Circle Edit: David Christ 
                                                           
   
   
  Tensions are on the rise between the nations of Ket and Tusmit as spring brings with it the return of commerce to the 
  Baklunish West.  Rumors and insinuations are the order of the day here in Fort Avernand, at the southern tip of the 
  Irafa Road.  An adventure for APLs 6 to 16. 
   
   
   
  
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  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  
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  Page 3 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
   
   
   
   
   
   
   
   
   
   
  Time Units and Upkeep 
   
   
   
  This is a standard one round metaregional adventure, set 
  in Ket.  Characters native to the VTF metaregion pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12 gp per 
  round.  Rich Upkeep costs 50 gp per round.  Luxury 
  Upkeep costs 100 gp per round. 
   
   
  Adventure Background 
   
  Setting:  Begin at the bottom of the Irafa Road, just 
  inside the Bramblewood forest.  The time is early spring, 
  just after the first thaw of snow.  The entire affair takes 
  place inside the borders of Ket, but with distinct 
  connections to the rest of the VTF. See the Player Map 
  #1 provided for the general geography of Ket. 
    
  The Temple of Elemental Evil 
  The Temple of Elemental Evil (ToEE) cultists in this 
  module are trying to get to the node in Tusmit and 
  reinforce it with both people and information. The initial 
  plan concocted was to obtain a rare poison recently used 
  in Ket (see Ket Regional Module Ket3-06, Burned Flour 
  in Highdough) – this poison is derived from the Dedicari 
  flower, a plant harvested in the Infinite Layers of the 
  Abyss and not a natural poison. Neutralize poison will 
  not work on the poison, as it is not natural and resists the 
  divine nature of the spell by virtue of the changes noted 
  below (nor will similar spells such as heroes feast, nor the 
  standard monk and druid venom immunities since this is 
  from another plane).     
   
  This poison was harvested from the Dedicari flower by 
  forces unknown (at least in this module) and the timing 
  of its arrival on Oerth is still the subject of investigation 
  in Ket.  The very fact that it is here is a considerable 
  worry for the Beygraf, especially in light of troubles that 
  erupted in Molvar recently that were linked to the poison 
  (again, this refers to a regional Ket Module, Year 3).  The 
  Temple of Elemental Evil does not, on the face of things, 
  have anything to do with this import or the timing but 
  they have been more than willing to use the Dedicari 
  poison and, indeed, modify it. 
   
  The Temple has worked to modify it even further and 
  infused it with negative energy.  This energy has changed 
  it from a poison to more of a spiritual leech.  The results 
  are that only a death ward will protect a character and 
  neutralize poison or similar spells will only work if cast 
  after a death ward is in effect.  The Dedicari dust causes 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
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  all arcane casters to make a Will Save (DC 10+Spellcaster 
  level of the target - it gets more potent as their affinity for 
  magic grows) or suffer the effects of a confusion, lesser (if 
  the result is “attack spellcaster” change this to “closest 
  person”) – those characters who are not arcane casters do 
  not have to make this check, which is extra to the 
  standard poison save noted below.  The dust is very 
  sensitive to wind and movement and easily gets 
  everywhere.  One exposure to it lasts at least 10 minutes 
  (minimum time) but could easily be longer given the 
  proper circumstances – in general, however, the exposure 
  to the confusion aspects of the poison last for as many 
  rounds as the character has combined arcane spell-casting 
  levels. These effects require a separate save each round 
  until the exposure is worn off. The poison itself works on 
  contact (absorbed through the skin or by breathing) and 
  requires a Fort Save [DC 16]. Damage is 1d4 temporary 
  Charisma/1d4 temporary Charisma with the new 
  “modifications”.  
   
  With this poison, the cult would release it along with 
  doing property damage in Lopolla, the capital of Ket (in 
  North-Western Ket) – the resulting confusion amongst 
  spellcasters will limit their ability to do anything 
  substantive about the damage as well as possible causing 
  other problems. The cultists do care about the war (they 
  want it to start) but not about the outcome of the war 
  (they just want de-stabilization in the region). They are 
  using potions of non-detection and other protections to 
  keep from being scried or detected magically.  
  Scentbreakers are employed every time they change trails 
  drastically but they think they are almost there now (just 
  passing through Ket) and have become more lax with 
  security. 
   
  Tarqaan, the wizard in charge of everything, is directly 
  from VTF3-05, Firestorm, and the head of the 
  Worldburners cult.  His favorite spells all relate to fire 
  and there is nothing more that he likes better than a good 
  burning… 
   
  Background for Shahal Qarim 
  Shahal Qarim is a Justiciar (PrC) and Golden Scorpion 
  (Ket has an elite investigation unit known as the Black 
  Scorpions, previously seen in VTF3-07 – the Golden 
  Scorpions are individual investigators sent on secret 
  missions for the government).  He has connections to the 
  government but is frequently working on his own, with 
  his own agenda at the forefront. 
   
  Shahal is in his early thirties and has a background 
  hunting down rogue spellcasters and Archons for the 
  government of Ket (his first specialized training was as an 
  Occult Slayer).  He grew up in Molvar and spent a good 
  deal of time in the Yatil Mountains just to the north of 
  the city, with a great affinity for the outdoors that gave 
  him his start as a ranger and led him to work for the 
  Black Scorpions as a tracker and investigator.  The final 
  training of his career took him onto the path of Justiciar, 
  a life choice he takes very seriously. 
   
  Shahal and Walker Salidious (from the Year 3 VTF series) 
  were recently captured (3 months ago) by the ToEE and 
  tortured extensively. Shahal was chosen because he was 
  investigating reports of a pair of Black Scorpions abusing 
  their power (they turned out to be disguised ToEE 
  cultists) and Salidious because of his interference in the 
  plans of the Temples. Neither admitted to their true 
  identity but managed a limited communication between 
  themselves in their joint cell.  There, Shahal learned of 
  the plot that was brewing by the various ToEE cultists to 
  enact some sort of ritual of great power.  He does not 
  know what the ritual is or whether it actually involves 
  them operating in conjunction or separately.  From his 
  own experience he considers it just as likely that the 
  different factions may be racing to try and finish 
  whatever ritual it is themselves to gain the power alone.  
  Whatever it is, however, Shahal fears that the impact on 
  Ket will be fearsome and the sheer evil of it all must be 
  stopped.  Salidious is dead, killed during interrogations 
  and eaten by creatures from a plane of evil – or at least 
  that is what Shahal believes, although he did not see the 
  death himself.   
   
  A guard bearing a bloody symbol of Fharlanghn helped 
  the Justiciar escape at this point, apparently having a 
  change of heart after seeing the Walker killed. Swearing 
  vengeance, Shahal managed to escape with his assistance 
  and began his plans to hunt down the cultists and end 
  their plot.  His abilities as a Justiciar serve him well and 
  he has recovered and started to track down those who 
  captured him.  For some reason, they are on the move 
  and he is following, intent on catching up.  He has gained 
  two days on them in the past week, as they stop and he 
  does not, but he is worried that their final destination 
  might be much closer than he suspects, perhaps in Ket 
  itself.   
   
  Immediate Background for Shahal Qarim 
  Shahal arrived here in town this morning, on the trail of 
  the ToEE cultists.  Lacking obvious clues about the 
  cultists but well aware of their typical activities, he 
  searched out the inns until he discovered their overnight 
  location and knew he was still on their trail.  One dead 
  merchant in a local warehouse aroused his suspicions 
  that they came for something here but he has been 
  
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  unable to determine what it is in the short time he has 
  had.  After talking to the Innkeeper, he is aware that he is 
  but three days behind them now. He then arranged to 
  leave immediately but ran into a problem just outside of 
  town.  The trail of the cultists split in two, one group 
  heading up the Irafa Road and into the Bramblewood and 
  the other heading west, skirting the forest.  Not knowing 
  which contained the cultists (or if they both did), he 
  returned to town and hopes to find a solid band of 
  adventurers here and enlist their assistance.  He finds the 
  current political climate distasteful and entirely 
  unnecessary but, as befits his station, he does what he can 
  to support the position of Ket. Nevertheless, despite this 
  official status, he does not judge those who seek other 
  paths or even those who support Tusmit nor does he treat 
  them poorly. 
   
  Should he be queried, Shahal cannot reveal how he 
  knows about those he seeks nor of their actual plans.  His 
  cover story is that they are Tusmit sympathizers and he 
  seeks them out for his own reasons.  Given his status as a 
  Golden Scorpion, he is barred by oath from revealing his 
  other activities, which includes where he was captured, 
  what he was doing there, and what he intends with the 
  “sympathizers”.  Nevertheless, he will be as forthcoming 
  as he can be if that is required to win the assistance of the 
  characters – this is an important task that needs to be 
  completed.  It is quite possible that Shahal will be 
  confronted by evidence at some point that the parties 
  being pursued are not infiltrators but rather Temple of 
  Elemental Evil Cultists (or perhaps both).  At this point, 
  should it be in his best interest and the characters 
  deemed trustworthy, he shares with them his capture and 
  torture at the hands of the Temple and what little he 
  knows of the ToEE plans. 
   
  His major goal is to catch up to the cultists.  The problem 
  is that he really does not know where they are headed, 
  other than in very general terms (up the Irafa Road, 
  around the end of the Bramblewood). For that reason, he 
  does not suggest or recommend rapid transit spells such 
  as teleport. These might have a place later on but not 
  now. Instead, he heartily recommends standard tracking. 
   The speed of the local light war-horses (available for 
  purchase in Encounter 1) are as fast as anyone flying and 
  the path is very straight.  He does not recommend flying 
  over the Bramblewood at all, save the Ket areas of it (see 
  Encounter 1 for more details) but leaves final decisions 
  to the characters. 
   
  Lopolla, the eventual goal of the cultists, seems far away 
  from the current location and is just one of many possible 
  destinations.  Unless specifically asked, there is no reason 
  he would expect to see the infiltrators head in that 
  direction. The past half hour before the module saw 
  Shahal return to the town, just before the characters 
  arrived.  He is making his own plans, trying to decide 
  which route to follow, when the caravans begin to roll 
  into town and another plan forms, that of asking likely 
  adventurers for help. 
   
  Geography of the Irafa Road and the Bramblewood 
  The Irafa Road is the single main road that passes 
  through the Bramblewood Forest in Ket, heading for the 
  Bramblewood Gap leading down into the Sheldomar 
  valley and beyond.  It is heavily patrolled by Ket as a 
  result of the importance of the trade but remains a wild 
  and dangerous place beyond the narrow stretch of the 
  road itself.  A series of seven forts, starting with Fort 
  Avernand in the south (located at the southern end of the 
  Road, just before it turns east and south toward 
  Thornward and begins to skirt the edge of the Forest) dot 
  the road, each approximately one-days travel from the 
  next.  From south to north, they are Avernand, Daris, 
  Minochehr, Stivang, Mahboud, Maldonius, Nesser.  The 
  forts save for the first and last, are actually huge stone 
  keeps nestled in the forest, with large kill zones burned 
  all around them. The first and last are walled towns, 
  mostly of stone.  There are generally three parts of the 
  Bramblewood – the Ket areas (relatively safe and very 
  restricted in size, mostly up and down the Irafa Road and 
  at the edges of the Bramblewood on all sides), the Near 
  Bramblewood (dangerous but sparsely inhabited) and the 
  Deep Bramblewood (extremely dangerous and almost 
  impossible to penetrate with local guidance).  Chris 
  Chesher, former Ket Triad, is credited with the 
  designations of the Bramblewood.  Also Player Map #1 
  can be shown to get the general layout of ket. 
   
  Threshers and Jurats of Ket 
  Threshers are the police force of Ket.  They operate 
  closely with the Jurats, who administer the justice 
  system, and they are zealous about the performance of 
  their duties.  Theshers in larger cities act solely as a police 
  force whereas in smaller towns and villages they are 
  frequently also the arbiters of the laws in minor matters.  
  Archons, the registered wizards of Ket, are almost always 
  assigned to Thresher outposts in major cities or 
  important trade outposts and sometimes make patrols in 
  important circumstances. 
   
  As the laws of Ket are derived to a great degree from the 
  teachings of Al’Akbar, Mullahs of the True Faith (clerics 
  of the LN version of Al’Akbar) are accorded much status 
  and importance in discussions and Threshers will 
  frequently defer to a mullah (save one who has broken 
  the law). Many Jurats are drawn from the ranks of the 
  
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  Page 6 
  Mullahs, as a result, though it is not required to become 
  one.   
   
  Threshers are very lawful and eager in their duties. They 
  are sometimes viewed as “thugs”, not entirely without 
  reason, as they usually round up all suspects and question 
  them harshly – the presumption is guilty until proven 
  innocent. Supplementing the Threshers are Watches in 
  larger cities, with the same authority and power as 
  Threshers within the city.   
   
  There is only one known elite unit within the Threshers, 
  the Black Scorpions.  This unit performs specialized 
  investigative duties throughout the land and reports only 
  to the local Graf for the District, operating in teams of 10-
  15 during these missions.  In actual fact, a second elite 
  unit does exist, operating as single individuals.  This unit, 
  titled the Golden Scorpions, reports directly to the 
  Beygraf (or his Vizier, which is more usual) and there are 
  no more than 15 of them at any one given time.  The 
  Golden Scorpions retain all authority of the Black 
  Scorpions and can also invoke the name of the Beygraf in 
  specific circumstances.  Their existence is merely rumor 
  and has never been confirmed (or denied). 
   
  State of the Nation – Ket – at the beginning of 
  CY594 
  Ket is currently in the midst of a cold war with Tusmit 
  and essentially uninvolved with any of the remaining 
  neighbors that it possesses.  The situation in Thornward 
  is entirely static, as far as the Beygraf is concerned and 
  Ket cares little for the complaints and attacks by 
  Bisselites part of the so-called Grand Army. 
   
  On the border with Tusmit, things are different. The 
  diplomatic mission to the Pasha that was ambushed and 
  assassinated last year (CY593) remains a sore point for 
  most in Ket – not to mention that the envoy could not be 
  returned to life.  There are rumors that all of this is 
  related to trade and the discovery of a tunnel to 
  Perrenland from Tusmit but most in positions of power 
  in Ket find this implausible in the extreme; Perrenland is 
  certainly no great destination for trade and the majority 
  of the flow of goods goes down through the 
  Bramblewood Gap and into the Sheldomar Valley, not 
  north.  Motives of all types are attributed to the Tusmites, 
  serving only to increase tensions with little in the way of 
  diplomacy or information coming out of the land of the 
  Pasha. 
   
  All of the above provide a multitude of reasons for 
  characters from Ket or Tusmit to either investigate or 
  otherwise be in Fort Avernand – they might be curious 
  about the war, want to see it stopped, or just be traveling 
  for trade. Most meta-organizations in both countries are 
  interested in details about the other country and would 
  ask their members to bring back news of “anything 
  interesting” they might find along their travels. 
   
  State of the Nation – Tusmit – at the beginning 
  of CY594 
  Many exciting things in Tusmit have been happening, 
  but the most pressing is the call for the war with Ket.  
  Guards and militia have moved from the northern 
  sheikdoms to the southern border in preparation.  
  Perrenland mercenaries have come by the droves to aid 
  with the Tunnel and they are up and about the Yatils.  
  The upset with the elves seems to be a sore point, but 
  tensions are calming as new threats grab the focus, and - 
  in the background - an old Temple to Al'Akbar has been 
  found.  Tensions between the True Faith and the Exalted 
  Faith are on the rise as each try to lay claim to the 
  fabulous temple.   
   
  In short, a litmus test that will reveal whether or not 
  Tusmit is on the verge of cracking under its own weight. 
   
  **For Characters outside Ket and Tusmit** 
   
  Verbobonc 
  Characters from Verbobonc are free to travel to Tusmit 
  and Ket based on their own interest in the happenings 
  there.  If a Verbobonc character at the table requests a 
  more compelling reason to get involved, then use the 
  following: 
    
  * If the character is a member of the Mounted Borderers, 
  House Guard, Wrinkle Academy, Church of Heironeous 
  or Church of St. Cuthbert, then their superior (either 
  Lord Deleveu, the noble of their House, Magister Har, 
  Abbot Rudolphus, or Bishop Haufren, respectively) has 
  asked them to investigate the impending war and see 
  how it could affect Verbobonc.  The character is 
  instructed to lend aid to whichever side or whichever 
  forces seem to have Verbobonc's best interests in mind. 
   
  * If the character has Influence with the Viscount or is a 
  Knight of the Faithful Defender, then an agent of 
  Viscount Langard contacted the character and asked him 
  or her to investigate the impending war. Again, the 
  character is tasked to gather information and aid 
  whichever side seems likely to have Verbobonc's best 
  interests in mind. 
   
  
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  * Other Verbobonc characters may choose to have arrived 
  with the caravan; their caravan pay provides them with 
  free Standard lifestyle for this scenario. 
   
  Dyvers 
  As the Dock District repairs near completion, rumors are 
  circulating of trouble along the land trade routes heading 
  west across the mountains. The Merchant's Guild would 
  be quite interested in having firsthand accounts of the 
  situation from experienced adventurers. 
   
  Veluna 
  As tensions rise between Ket/Tusmit the trading 
  companies in Veluna have started to take notice and 
  would like to find out more information.  If the High 
  Roads Trading Company sponsors any players then 
  Journeyman Ralish will seek them out and tell them to 
  go visit the area to get a feel of what is transpiring.  For 
  players with no affiliations they will be approached by 
  the High Roads Trading Company, Silver Star Trading 
  Company or Iron Rings Consortium to check up on the 
  situation in the area.  The players can latch onto a caravan 
  heading in that direction so that they’ll reach the first 
  encounter.  * DM note if this module is played after May 
  21 then the option of the caravans telling the Veluna 
  players to check this out will not be valid.  They are 
  instead asked to seek out help from Tusmit and see how 
  the war is going by the clergy * 
   
  Ekbir 
  First of all, every Ekbirian is free to travel anywhere in 
  the world. 
    
  Ekbir, and more precisely the Caliph and his 
  government, are interested by having more information 
  on what happens in Ket. More precisely, the caliph 
  wishes to know the following points: 
  1. 
  What are the true links between the Mouqollad 
  and the Beygraf and his government? 
  2. 
  What is the influence today of the True Faith on 
  the government and the Beygraf? 
  3. 
  Gathering information on the impending war. 
  What are the forces of the Ket's army and to the 
  opposite side? 
  4. 
  What is the position of the Mouqollad with that 
  impeding event? 
    
  Characters are invited to gather a lot of information (not 
  necessarily all of it – nor will all of it be answered) and 
  come back to report and help the Ekbir Caliphat to take a 
  decision.  
  Of course, they mustn’t draw the attention on them. If 
  they were captured, the Ekbir government will deny all 
  relationship with the PCs.  
   
  For all other regions 
   
  Players can come up with their own reasons of why they 
  have entered Ket. Most likely it would have been as a 
  guard serving caravan duty or the fact that the hint of 
  possible war has intrigued them enough to come check it 
  out.  Whatever the motive let them decide and go with it. 
   
   
  Module Summary 
   
  Introduction (Flint and Steel): The characters are 
  introduced to Shahal Qarim, a Justiciar. Shahal has been 
  hard at work, tracking a band of Temple of Elemental 
  Evil (ToEE) cultists masquerading as Tusmit infiltrators 
  in Ket.  He is at his wit’s end, because the trail splits into 
  two very different paths at this point, one going up the 
  Irafa Road and the other skirting the forest entirely. He 
  cannot be in two places at once and is seeking like-
  minded individuals to track down the infiltrators. Shahal 
  will use Gather Information beforehand to acquire details 
  about the party and their likely political leanings.  This 
  can have four different results and he will appeal as the 
  party majority composition dictates: 
   
  1) Favor Ket in the conflict taking place; 
  2) Favor Tusmit in the conflict taking place; 
  3) Have no opinion in the conflict taking place, not 
  caring which side wins or loses; 
  4) Want both sides to win, lose, or stop. 
   
  Encounter 1 (Sparks): The characters follow the cultists 
  down the road at the behest of Shahal, with the option of 
  staying out at night (possible combats resulting, 
  providing no xp). Elves of the Bramblewood note the 
  movement of the party and link them to the cultists 
  based on faulty divinations. 
   
  Encounter 2 (Brushfire): The characters, whichever 
  path has been chosen, will face the native Bramblewood 
  defenders, out for blood (after the results of VTF3-07 and 
  the damage to the Bramblewood).  These combats will be 
  from range, with missile weapons and spells.  A possible 
  connection to the cultists may be found on the bodies of 
  one of the elves.  
   
  Encounter 3  (Smoke Signals): The party travels 
  without further trouble down the Irafa Road or around 
  the western edges of the forest and reaches Lopolla, 
  
  Flicker 
   
  Page 8 
  where they meet with Shahal once more. The Infiltrators 
  will be gradually losing ground (there will be a mechanic 
  for this, which will include magic at the higher levels) 
  and information will be forthcoming, presuming a 
  serious pursuit by the party. 
   
  Encounter 4:  (Kindling) The ToEE, being mostly 
  clerics in nature, have procured a rare poison from a 
  source in Lopolla to supplement the quantity they 
  brought with them – it affects only arcane casters (see 
  Ket3-06, Burned Flour in Highdough, for a full 
  description but the outline provided here is sufficient to 
  determine the effects on this module). Parties can choose 
  to either engage them here or later, as they see fit.  When 
  Shahal returns, he insists that the perpetrators be stopped 
  immediately, though the ToEE cultists have more time to 
  prepare.   The poison will be used at will by the cultists if 
  they see arcane magic being cast about.  
   
  Encounter 5 (Bonfire): The top cultist will flee after 
  causing a huge amount of damage in Lopolla, likely with 
  the characters in hot pursuit.  He will openly call down 
  devastation before departing and fly the banner of Tusmit 
  during this.   
   
  Conclusion (Inferno): Shahal will ask the party to trace 
  the route that the infiltrators took (if they escaped) or 
  were going to take (if not) to see if they can determine 
  what was behind all of this.  As a Golden Scorpion, he 
  will be less inclined to let those who sympathized with 
  the ToEE cultists (if any) in light of what has happened 
  and has a duty to see them removed as a threat to Ket.  
  This will send the party on it’s way toward Tusmit just as 
  the war (probably) is really beginning to break out. 
   
   
  Introduction - Flint & Steel 
  Dust of the road swirls and forms patterns in the wind 
  as the caravans slowly pull into Fort Avernand.  The 
  banners of Ekbir, Tusmit, Ket, Veluna, Verbobonc, 
  Dyvers and many other nations form a chaotic but 
  colorful display as the procession begins to divide up 
  amongst the open corrals and inns at this, the 
  southern terminus of the Irafa Road.  The sheer 
  number of caravans serves as notice that the 
  beginning of spring and the time of new trade for the 
  year is once more in progress. 
   
  Typical shouts and catcalls go out as the various 
  caravan guards and attendants spot old friends and 
  rivals, each one hard at work yet with time to wave or 
  shout a greeting across the tumult of the day’s end.  
  The din of the town has reached a crescendo when 
  the banner of Ket can be seen approaching at the 
  head of an impressive collection of Threshers. They 
  stop only momentarily before turning toward the two 
  caravans flying the banner of Tusmit… 
   
  Characters can choose how they have arrived here, and 
  for what reason.  The presence of the caravans from 
  almost all regions provides a ready excuse for those who 
  are looking, or they may have some specific purpose.  If 
  the character cannot enter the town or refuses to do so, 
  this may prove to be an extremely short module for them, 
  as Shahal only trusts and provide information to those he 
  can meet in town.  Allow the characters time to introduce 
  themselves and determine their connections, if any.  
  Once this is accomplished, the module can continue. 
   
  As a reminder for those from beyond the Ket/Tusmit 
  region, the two countries are in the middle of a rapidly 
  heating up cold war. Characters from these regions may 
  well have been asked by their governments to look into 
  the situation or possibly investigate the impact it will 
  have on trade (or anything else, for that matter).  This can 
  certainly be one good reason for characters to be present 
  in Ket for the beginning of the module, all other possible 
  reasons aside. 
   
  It is clear to anyone remaining near the corrals that the 
  Threshers are intent upon questioning everyone, even if 
  they did start with those from Tusmit first.  A single 
  hulking half-orc Thresher quickly returns a pair of 
  merchants arguing about a bolt of cloth as they march 
  away to the corrals and people are not allowed to leave 
  until they are questioned.  The questions are general in 
  nature, asking about the final destination of the traveler, 
  whether have seen anyone matching a description 
  provided (brown hair, black eyes, shorter than normal, 
  Baklunish human in clothes) – they all seem to do with 
  an audacious thief who escaped the stocks this morning  -
  - Gather Information [DC 15] determines that the thief 
  was a foreigner and the Threshers suspect he will try to 
  make it here and sneak out of town and away from 
  justice. A further Gather Information [DC 20] can reveal 
  that he actually is a Bisselite sympathizer, though his 
  political connections do not seem to be driving his 
  incarceration. 
   
  Political Situation: The current climate in Ket is one of 
  distrust of Tusmit.  War is brewing and tensions have 
  been rising between both nations. Any person openly 
  declaring allegiance to Tusmit or any open follower of 
  the Exalted Faith (the LG version of Al’Akbar) will suffer 
  a –4 circumstance penalty to all social checks.  Recent 
  incursions and actions in Ket by Bisselite sympathizers 
  
  Flicker 
   
  Page 9 
  have continued to make individuals from Bissel 
  unwelcome and likewise, any person openly declaring 
  allegiance to Bissel will suffer a –4 penalty to all social 
  checks. 
   
  If characters are suffering from the Ire of Ket from VTF3-
  07 (or were caught) they are currently in the Fort 
  Avernand area trying to either sneak out of Ket or escape 
  the law – DMs should check the AR records of those 
  participating to make sure that this is not the case 
  beforehand, as it can have serious social repercussions in 
  this module. Shahal himself is likely to know of their 
  crimes (with his Gather Information rolls as noted 
  below) but remember that he does not think much of the 
  current political climate and is more than willing to 
  accept the help of good people, rather than hold their 
  past indiscretions against them.  This does not mean that 
  he wants them to break the law again, but rather that he 
  is willing to forgive and forget in return for good service. 
   
  It is important, after reading the introduction, to 
  ascertain the political sympathies of the party. There are 
  four possible variants (if it is not possible to make a 
  determination, choose option 4) for that character).  
  Make sure that these choices are noted per character, as 
  this will have a later impact.  If there is a conflict in the 
  party, the majority decision governs further options 
  provided in the module.  In the case of no majority, the 
  GM decides randomly.  Here are the choices: 
   
  1) Sympathetic toward Ket; 
  2) Sympathetic toward Tusmit; 
  3) Sympathetic toward both; 
  4) Sympathetic to nobody. 
    
  At the Corral 
   
  During this time, if anyone is actively looking about the 
  corrals and inns, they are allowed a Spot check [DC 
  10+APL] as the Threshers appear. This Spot check is 
  provided only to characters, not animal companions, 
  familiars, etc.  If successful, the characters note a single 
  man leaning up underneath an awning at the far end of 
  the corrals, intently watching the approach of the 
  Threshers.  
   
  He is dressed in flowing black robes and has a covering of 
  scarves almost completely obscuring his face.  A pair of 
  scimitars hang from his belt and a massive recurved 
  longbow can be seen on his back, while a money purse 
  made out of the paw of some beast catches the eye on his 
  belt – it flickers constantly as if on fire (Shahal made this 
  from the pelt of one of the fiendish dire tigers killed 
  during his escape).  His racial type is impossible to tell 
  with all the coverings but he is at least 6 feet tall and 
  muscular.  If Shahal notices any character has spotted 
  him (unless they are hiding or bluffing about spotting, he 
  likely does so with his take 10 Spot of 38, he moves over 
  and attempts to initiate a conversation. 
   
  When talking to Shahal, make it clear that only his eyes 
  can be seen behind the scarves.  He is badly scarred on 
  his face, the result of torture at the hands of the Temple 
  and his fight with the Fiendish Dire Tiger during his 
  escape.  Until he trusts a group or senses that it will serve 
  to calm them for the purposes of diplomacy he will not 
  reveal his face to anyone.  For more details, see below. 
   
  Conversation with Shahal Qarim 
   
  As a covert operative good at his job, Shahal Qarim seeks 
  to find out what the characters are doing here in town 
  without revealing his own plans. He gradually gets 
  around to asking about their job prospects and if they 
  have immediate plans. During this time, Shahal assesses 
  the relative worth of the characters and asks about their 
  individual weapons, armor and so on.  He intersperses 
  this with pleasantries about the weather, his own 
  equipment and similar details. 
   
  Shahal, as already noted, is horribly scarred under the 
  coverings on his face.  A Heal check [DC 18] can identify 
  torture marks and only partially healed scars.  All of 
  them, save for a huge claw mark on the right cheek, were 
  from the torture at the hands of the temple. 
   
  Shahal is provided with a Gather Information check on 
  anyone who provides their real name to him (or a known 
  pseudonym).   With a successful roll, he knows a good 
  deal about the background of the character, much like he 
  has read their dossier.  While he will not act overly 
  familiar, it will let him determine their relative worth.  
  The DC for this check is 30 less the character level of the 
  person involved to reflect Shahal’s extensive series of 
  contacts and travel, which have provided him with a 
  rundown on the character (so, an 8
  th level character is DC 
  22 – this is designed to have those of greater level be 
  more noticeable).  He suffers a –4 circumstance penalty 
  for people from the VTF region not from Ket or Tusmit 
  and –8 for those outside of the VTF.  
   
  Shahal has a good grasp of body language and makes a 
  credible effort to go along with the majority view of their 
  political sympathies (see above).  Indeed, he uses the 
  political leanings of the group to decide which group of 
  cultists to send them after.  For people who choose 1) or 
  2), Shahal prefers to send them down the Irafa Road, as 
  he feels they can use their fervor (one way or the other) 
  
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  to convince any in the forts to let them pass or otherwise 
  influence the strong military tradition on the road.  For 
  others, Shahal sends them skirting the forest and he takes 
  the Irafa Road.  This second option is not so much of a 
  decision about them but rather a choice on his part to 
  take the more dangerous option.  His analysis indicates 
  that the characters are not fervent in this particular 
  matter and will need the extra space to operate properly. 
   
  If Shahal is satisfied with the answers the party has given, 
  he proceeds to ask them for assistance. Shahal makes no 
  promises of any reward save for the potential good this 
  will do.  His public reason for following the ToEE cultists 
  is as suspected Tusmit sympathizers or infiltrators (he 
  prefers to use the latter designation, to keep things 
  simple). Remember that he does not admit to the actual 
  political leanings of the group nor their affiliation during 
  any of the opening encounters.  
   
  During the time he is analyzing the PC’s, Shahal will 
  suggest that they retire to the Prancing Mare Inn for a 
  more private conversation.  If they accept, he will 
  purchase a Rich meal for all present, though he does not 
  have any himself (as he will not want to remove the 
  scarves yet).  See Leaving the Corral for the interlude to 
  this point. 
   
  If characters are sympathetic to Tusmit or both sides, he 
  emphasizes that he wants to ensure they are not being 
  suspected without reason and that, as sympathizers, he 
  has no indication they have yet broken the law.  If 
  anything, he is worried that they might intend to do so 
  and is trying to stop a problem before it gets out of 
  control.  He will also mention that it is his suspicion that 
  the “Tusmites“ are actually interested only in provoking a 
  war and thereby make a mockery of the guidance of the 
  Pasha and perhaps show him to be incompetent (in other 
  words, take matters into their own hands and embarrass 
  Tusmit in the process). They may in fact have nothing to 
  do with Tusmit beyond appearing to be from the nation.   
   
  To sympathizers for Ket or with no caring at all he notes 
  that these are probably infiltrators bent on no good.  He 
  will note, in particular, that he is more concerned about 
  catching them and questioning them than preventing 
  bloodshed or problems – that is up to the authorities to 
  do. 
   
  There is absolutely no reward being offered. The choice is 
  to do this for the concern about the good of one or both 
  countries, or even concern about general good.  This is a 
  very important thing to Shahal and he believes in it 
  fervently.  He will employ all arguments that he can, 
  short of coercion, to have the characters assist him – but 
  he cannot reveal that they are from the Temple.   
   
  His last resort is to share that he is a good friend with 
  Walker Salidious and have the characters draw their own 
  conclusions.  If they seem to accept this, he will also 
  share his knowledge of the Walker’s last days and ask 
  them to do it for his memory, if nothing else. Should it be 
  clear this will not work, he simply walks away and looks 
  for other people to help him.  
   
  If convinced of their worth or they are joining him 
  regardless, Shahal arranges to meet the characters at the 
  exit to Fort Avernand in the morning at first light.  He is 
  not available for questioning during the course of the 
  night but can be asked basic questions either 
  immediately or the next morning. He cannot be 
  convinced to leave immediately, as he knows full well the 
  dangers of the Bramblewood at night (see later 
  Encounters) and will not risk a successful pursuit for a 
  foolhardy few hours of daylight – he gladly shares this 
  knowledge with any who ask. When he meets the 
  characters in the morning, he mentions that he can be 
  found in Lopolla at the Inn of the Laughing Serpent, 
  once they are complete with their task of catching the 
  infiltrators.   
   
  Unofficially, Shahal does intend to reward the party as 
  soon as he can contact an official with connections to the 
  Beygraf (and thereby utilize the Golden Scorpion 
  connections).  He cannot reveal this, however, and must 
  follow the above directives as much as possible. 
   
  If the characters agree, Shahal informs them that there 
  are approximately 2 dozen in the main group, which split 
  in two almost evenly just north of the Fort Avernand.  
  They are all humans and dwarves, as far as he can 
  determine, with a mix of men and women in the 
  groupings.  All are dressed typical to the West, in flowing 
  robes and on horseback. Their trail should be relatively 
  easy to follow, providing nothing has been done to 
  obscure it.  For higher-level parties, he will warn against 
  using teleportation or similar magic when in sight of the 
  cities and towns, not to mention that making big jumps 
  might actually slow the party down if they make the 
  wrong assumptions. 
   
  Leaving the Corral 
   
  In order to leave the Corral, the characters must pass 
  through the cordon of Threshers.  The Threshers only 
  ask three questions of every person – who are they, when 
  did they arrive in Fort Avernand, and did they see a 
  young man, scruffy appearance, cut on his right arm, 
  
  Flicker 
   
  Page 11 
  oeridian origins, anywhere in the corral area? (The 
  answer to the last should be no, as the thief in question is 
  hiding in a wagon from a Verbobonc caravan already and 
  was quite adept at his movement).  The Threshers are 
  polite but firm and expect immediate answers from 
  everybody.  Delays or counter-questions are not 
  appreciated or tolerated – at first, they simply ignore such 
  inquiries but, after the third such attempt, they get more 
  forceful.  The first is a warning to cease.  If the delays or 
  counter-questions persist, the Threshers take the 
  character in question in for questioning.  Make every 
  effort to warn the character(s) that their questioning or 
  tactics are irritating the Threshers – it might also be a 
  good time to remind them that these are the law figures 
  in Ket and unused to being either questioned or delayed. 
   
  If characters persist in their actions, the Threshers take 
  them in for questioning.  This lasts overnight and any 
  spellcasters (arcane or divine) do not have their spells 
  memorized for the morning – spontaneous casters do not 
  have the rest needed to recharge their spells.  In the 
  morning (first light) they are released with a warning.  
  Again, there is no answer to any counter-questioning that 
  took place, although they do at least have the privilege of 
  knowing (by virtue of being in the cells at the time) that 
  the thief was re-captured late in the evening. 
   
  Gather Information 
   
  It is possible to gather information in the early evening 
  and night before departing the next day. Details can be 
  provided as follows, with one check allowed for every 2 
  hours of work put into this task, and 2d6 gold expended 
  (the caravans in town have made everything more 
  expensive!): 
   
  [DC 10]: None of the caravans from Molvar and the 
  Gryphon Pass have yet to reach the south.  There is a 
  rumor that they have been delayed for some reason and 
  will only arrive at the end of spring, at the earliest.  It is 
  possible that a celebration about to be announced in 
  Lopolla has delayed some caravan masters from reaching 
  their starting points in Molvar. 
   
  [DC 15]: Veseri ibn Saqar, a respected dealer in rare 
  pharmaceuticals, was discovered dead three days ago.  He 
  had been strangled in a ritualistic fashion and his safe 
  chest was open when the body was found.  Thus far the 
  Threshers have not revealed whether any contents were 
  missing. 
   
  [DC 18]: A small symbol of Fharlanghn was delivered 
  three days ago to the Prancing Mare Inn.  It was covered 
  in blood and had the name Salidius engraved into it.  Two 
  days ago, the Threshers without explanation took it. 
   
  [DC 20]: The infiltrators met with someone who went by 
  the last name of Rhadgast.  He/She provided them with a 
  small box of fancy carved wood.  A local opportunist 
  named Elir saw the transaction but recently decided to 
  leave town after hearing of the death of Veseri ibn Saqar. 
   
  *** DM Note: Tarok Rhadgast provided the initial large 
  allotment of Dedicari Dust poison, through the auspices 
  of Veseri.  Tarok arranged to have Veseri killed to cover 
  his own involvement here but slipped up when 
  introducing himself.*** 
   
  [DC 25]: Elir apparently left town after receiving a 
  garrote emblazoned with the symbol of Tusmit upon it.  
  He furthermore tried to deliver this to the local 
  Threshers but it is reported that the garrote has gone 
  missing from their offices, possibly along with the 
  symbol of Fharlanghn they were investigating. 
   
  [DC 30]: A single person entered the offices of the 
  Threshers this morning and there was much commotion 
  afterward.  Whether the item went missing at that point 
  or not is unknown.  The individual seen left shortly 
  thereafter and was seen leaving town in the company of 
  two dozen men and women on horseback.  *** If this 
  information is passed to Shahal, he can confirm it was 
  one of the infiltrators – in actual fact, it was one of the 
  ToEE, masquerading as a Black Scorpion, and ordering a 
  search of the town so as to slow down any pursuit. *** 
   
  [DC 35]: One of the women (a dwarf, in fact!) riding out 
  of town in the group above dropped a single coin on the 
  road and did not seem to notice it missing.  A local child 
  gave it to a Mullah leaving town today, who took it in 
  custody, but the child says that it had an inverted 
  pyramid with a strange spiral design upon it. 
   
  Purchases in Fort Avernand 
   
  Fort Avernand, as a nexus of trade in Ket, is a good place 
  to buy equipment and other necessities.  Any goods 
  available in a standard city up to 5000 people can be 
  bought here at the regular price (although, for role-
  playing purposes, haggling would be the order of the 
  day). 
   
  �Shahal 
  Qarim: 
  male 
  Baklunish 
  human 
  Rgr5/OcSl1*/Jst10*: hp 125, see Appendix 1. 
   
  
  Flicker 
   
  Page 12 
  Encounter One: Sparks 
   
  It was a warm spring day riding out of Fort Avernand 
  a few hours ago.  Only a brief time passed before 
  Shahal called a halt, pointing off the Irafa Road as it 
  began to enter the Bramblewood proper.  Here, he 
  split off and continued on his way, pointing further 
  in the direction you are headed and reminding you to 
  do your best. 
   
  If the Party was sympathetic to Tusmit or Ket: The road 
  has been unremarkable since that time, with the light 
  of the sun warming you as midday has come and 
  gone.  The animals of the forest remain distant but 
  there are the unmistakable sounds of the wilderness 
  all around. 
   
  If the Party was sympathetic to both or neither: This 
  small offshoot of the Irafa road certainly skirts the 
  western edge of the Bramblewood itself.  From what 
  has been relayed by Shahal, this little offshoot 
  meanders around the outer edges for the entirety of 
  its length and eventually ends up in the northern half 
  of Ket.  With any luck, your quarry will long since be 
  tracked down. 
   
  The party reaches their first overnight destination (the 
  first at the fort inside the Bramblewood, a small inn on 
  the edge of the Bramblewood for the second) without 
  incident (save of their own making).  Flying far overhead, 
  amidst some of the other birds in the sky, is a druid of the 
  Wood Elves, trying to intercept the ToEE as well.  They 
  have made a mistake, however, and associated the party 
  with the cultists by virtue of a mistaken divination (the 
  ToEE are taking precautions against this).  The scouting 
  continues for the day and is very difficult to notice (the 
  druid keeps up the regular routine of the bird), save with 
  a Spot check [DC 55 - height and natural surroundings 
  working to a great advantage].  Anyone flying must 
  determine their altitude and, for every 100’ feet off the 
  ground (up to a maximum of 300’), they can take 5 off the 
  DC (down to a minimum of 40).  Only characters may 
  make this spot check – all other companions and animals 
  have little or no reason to be curious about yet another 
  animal. 
   
  Ensure that the party knows that the coming of spring 
  has started the typical wild grass and other growth all 
  over the road and the sides.  Not only should things 
  appear green in their impression of the forest, signifying 
  the new season, they should be at least warned ahead of 
  time that the grasses might be used in spells such as 
  entangle.  It is also early in spring and all underbrush is 
  light (not having grown in yet).  Movement off the road 
  (either of them) is not impeded save when a tree occupies 
  an entire square. 
   
  As a further note, it is a Knowledge (nature) [DC 20], 
  Bardic Knowledge [DC 25], or Knowledge (geography) 
  [DC 22], to remember that the Bramblewood is known 
  for having a lot of dangerous flying creatures.  Those 
  flying are actually encouraged to stay near the ground, 
  where repeated arrow and crossbow bolt volleys from the 
  army of Ket have driven home the dangers of the Irafa 
  road to the monsters of the Bramblewood.  If anyone 
  goes over 100’ in the sky while flying, they can 
  potentially attract unwanted attention.  There is a 10% 
  each hour of such attention (not cumulative), and it is 
  100% if the character(s) head into the Bramblewood itself, 
  even at height.  
   
  Similarly, camping at night in the Bramblewood (Near or 
  Deep) is not advisable (same DCs for knowing this detail 
  as with the flying creatures above).  For the first night 
  there is no conflict, however, as the Elves shadowing the 
  group keep animals away to prevent any problems with 
  their later ambush.  After the first night, however, each 
  hour spent camped in the Bramblewood has a 10% 
  chance of seeing an encounter.  For ease of reference, 
  utilize the Flying Creature chart provided.  The road 
  skirting the Bramblewood is considered a Ket area and 
  safe (relatively) from monsters. 
   
  Flying Creatures Faced (no experience, these should 
  be avoided): 
   
  APL 6 -- 
  1 Wyvern (as per Monster Manual) 
  APL 8 -- 
  2 Wyverns (as per Monster Manual) 
  APL 10 --  
  2 Hellwasp Swarms (as per Monster Manual) 
  APL 12 --  
  4 Hellwasp Swarms (as per Monster Manual) 
  APL 14 --  
  3 Elder Air Elementals (as per Monster 
  Manual) 
  APL 16 -- 
  6 Elder Air Elementals (as per Monster 
  Manual) 
   
  During the course of the ride down the Irafa Road or 
  skirting the Bramblewood, the characters may choose to 
  investigate the reason for the split.  The ToEE cultists 
  split up for two reasons – the first group, heading down 
  the Irafa Road, are supposed to lay a trail of documented 
  evidence of their passage through the country, for 
  investigators afterward to point to the ease with which 
  they entered. Even with this, however, they are traveling 
  fast and do not want a conflict at this point.  The second, 
  skirting the Bramblewood, intends to travel secretly – 
  they have the supply of Dedicari Dust poison with them 
  that was obtained in Fort Avernand and are taking a 
  
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  greater amount of precautions than the first. There is no 
  set difficulty to gathering details, save that the first group 
  is being obvious and the second is trying to stay hidden 
  and discrete.  If required, assess a Gather Information 
  check [DC APL+8] for any research or scouting 
  undertaken, noting that this will take time as well (assess 
  a penalty for the pursuit if this is appropriate).  
   
  Encounter Two: Brushfire 
   
  It is a hot day once more, as the spring air brings no 
  breeze at all.  Before long, everyone is underway on 
  the road again, following the trail that has been set 
  before you. 
   
  It is quite possible that the characters might have the 
  Dragonhide armor from VTF3-07 and therefore be 
  recognized as a potential friend by these elves. They 
  assume (as part of a tragic string of mistaken 
  assumptions) that the character is a prisoner or working 
  under magical influences.  Under no circumstances do 
  they target the character with spells, abilities or attacks if 
  they can avoid it.  If the character tries to communicate 
  with them, they readily talk and negotiate, providing the 
  discussion is reasonable.  They also shout things such as 
  “Free yourself from these vermin, great hero” and “Why 
  have you chosen to betray us, dragonslayer” to give more 
  emphasis to their motivations. 
  On the second day, things begin to happen.  The druid 
  and her compatriots make their plans having seen the 
  party the day before.  They anticipate similar styles of 
  dress and mounts (if any).  The ambush takes place just 
  before 10 am in the morning on the projected march 
  route down the road.  If the party bypasses this ambush 
  site but a number of different means, the druid arranges 
  for another ambush at the exit to the Irafa Road or at the 
  northern part of the Bramblewood outskirts (depending 
  on the party route). 
  At a few minutes to 10 am, the ambush takes place.  
  Platforms are located in solid, old growth trees beyond 
  the clear-cutting of the road and the sides.  They are 40 
  feet off the ground and plant-growthed areas of solid (1 
  foot thick) wood. Merging into the tree with cunning 
  design, they platforms provide a +5 circumstance bonus 
  to Hide checks and +5 to Move Silently (muffling), over 
  and above any modifiers for distance or other factors.  
  People on the platforms have coiled knotted ropes they 
  use to get down Climb Check ([DC 0] - with bracing from 
  the tree) or free climbing [DC 15].  Each platform takes 
  up a 5 by 5 space and is shown in this size, although 
  actual footage is different and conforms to the tree – 
  anybody climbing up and wanting to attack an elf inside 
  must make a Balance check [DC 20] to attack that turn.  
  People on the platform have cover from all those 
  attacking from the same height or lower (+4 to AC, +2 
  modifier to Reflex Saves, Operate is if they had Evasion) 
  – they do not have a roof, however, and do not get this 
  benefit from above.  The location of the platforms are 
  noted on the associated map, choosing A and B for the 
  druid(s), and C, D and E for the archers. Ground at the 
  base of the trees has been soaked with water and carefully 
  arranged to appear normal.  Stepping within 5’ of the tree 
  base, however, is the equivalent of walking into an 
  entangle spell cast by a 3
  rd level Druid [DC 14, Reflex 
  Save].  This is considered a trap, for the purposes of Trap 
  Sense and bonuses with respect to Reflex saves, but it 
  cannot be disabled in the timeframe of the combat.  
  Should nobody in the party notice the elves, the first 
  volley of arrows and spell is a complete surprise.  
  Undertake the attack before setting up the party into a 
  formation, using just general descriptions for the 
  marching order, placing them on the road (if they are 
  traveling on it, or close to it if not) and about halfway in. 
  Please see DM Map #1 for the location of the enemy.  
  The location of the platforms and their construction, as 
  well as the defenses at the base of the trees, is considered 
  a CR 5 creature for the purposes of EL calculation.  At 
  APL 12 and above it is not considered in the calculations 
  of the EL given that it falls well beneath half of the threat 
  level CR.  For the purposes of spotting the elves, they are 
  all considered to be taking 10 in their trees, subject to the 
  circumstance modifiers noted above, distance (-1 per 10 
  feet) and their individual skills.  The dire wolf animal 
  companion of the druid remains back in the trees, out of 
  sight of the road and cannot be spotted prior to combat 
  (taking 100% cover, his position is noted).  It can be 
  scented at the tree line nearest to platform but it is likely 
  that combat will have already started at this point.  Being 
  downwind (cunning blighter!), it will scent approaching 
  people 60’ away and can warn the druid mentally, if 
  anyone should choose to sneak. 
   
  Creatures: 
  APL 6 (EL 8) 
  �Talondark: Wood Elf Drd7; hp 47; see Appendix 1 
  �Gut-Toss: Dire Wolf Animal Companion; hp 45; see 
  Appendix 1.  
   
  APL 8 (EL 10) 
  �Talondark: Wood Elf Drd7; hp 47; see Appendix 1 
  �Gut-Toss: Dire Wolf Animal Companion; hp 45; see 
  Appendix 1. 
  �Daggerstrike, Swiftstride, Tallbranch (3): Wood Elf 
  Bar1/Rgr2/Ftr2; hp 39; see Appendix 1. 
  
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  APL 10 (EL 12) 
  �Talondark: Wood Elf Drd11; hp 71; see Appendix 1 
  �Gut-Toss: Advanced Dire Wolf Animal Companion; 
  hp 68; see Appendix 1. 
  �Daggerstrike, Swiftstride, Tallbranch (3): Wood Elf 
  Bar1/Rgr2/Ftr2; hp 39; see Appendix 1 
   
  APL 12 (EL 14) 
  �Talondark: Wood Elf Drd13; hp 83; see Appendix 1 
  �Gut-Toss: Advanced Dire Wolf Animal Companion; 
  hp 86; see Appendix 1. 
  �Daggerstrike, Swiftstride, Tallbranch (3): Wood Elf 
  Bar1/Rgr3/Ftr4; hp 59; see Appendix 1 
   
  APL 14 (EL 16) 
  �Talondark: Wood Elf Drd13; hp 83; see Appendix 1 
  �Gut-Toss: Advanced Dire Wolf Animal Companion; 
  hp 86; see Appendix 1. 
  �Lightningclaws: Wood Elf Drd13; hp 83; see 
  Appendix 1 
  �Darter: Advanced Dire Wolf Animal Companion; hp 
  86; see Appendix 1. 
  �Daggerstrike, Swiftstride, Tallbranch (3): Wood Elf 
  Bar1/Rgr5/Ftr4; hp 73; see Appendix 1. 
   
  APL 16 (EL 18) 
  �Talondark: Wood Elf Drd15; hp 95; see Appendix 1 
  �Gut-Toss: Advanced Dire Wolf Animal Companion; 
  hp 86; see Appendix 1 
  �Lightningclaws: Wood Elf Drd15, hp 95, see 
  Appendix 1 
  �Darter: Advanced Dire Wolf Animal Companion; hp 
  86; see Appendix 1 
  �Daggerstrike, Swiftstride, Tallbranch (3): Wood Elf 
  Bar1/Rgr5/Ftr6; hp 87; see Appendix 1 
   
  Tactics:  This is all about revenge for the Wood elves, 
  after the finale of VTF3-07.  The druid’s use their highest 
  level summon natures ally spell first, drop movement 
  inhibiting spells where they can, then flame strike the 
  party.  Talondark (and later Lightningclaws) stays in the 
  form of an eagle and flies when necessary, but does not 
  need to stay on a platform – he/she starts wherever the 
  Judge decides is appropriate. The archers go after lightly 
  or not armored opponents first, then fighters second – 
  everybody gets a sleep arrow first, spread out as much as 
  possible, to ensure that they can capture opponents (well, 
  try to ensure it).  The goal of the animal companions (the 
  dire wolf/wolves) is to provide a distraction and second 
  line of defense – the ambushing archers do not bring 
  their animal companions with them. The creatures make 
  attacks to harry and delay.  It is actually the presumption 
  of the elves that the party will have some defense against 
  Fire (since the elves believe them to be ToEE cultists) but 
  they find this approach “poetic justice”. 
   
  Should the party opt to surrender, negotiate forcefully 
  (e.g. place the elves in a bad position both tactically and 
  hp-wise but still want to talk) or be rendered unconscious 
  easily, the elves are taken aback and begin to question 
  their assumptions.  They retreat into the forest in 
  confusion (if possible), abandoning the fight – or they 
  just call a truce and try to find out what is going on.  
  Should it prove reasonable, opposed Diplomacy checks 
  can be made to determine their course of action.  If they 
  win and have prisoners, this likewise is the result after 
  some interrogations and questions.  The general principle 
  here is to have the Elves act as an ambushing force but to 
  note that presumptions and mistakes are abounding (if it 
  is possible to convey this in a meaningful fashion). 
   
  Development:  The elves, if they can be reasoned with or 
  have an opportunity to evaluate the characters after 
  combat, will be genuinely shocked.  This may be the first 
  clue for the party that the “infiltrators” are not who they 
  appear to be. The elves will not explain their reasoning in 
  attacking the party, only that they know these people 
  were evil but they certainly do not agree that they are 
  Tusmit infiltrators but something far worse – they want 
  to keep the atrocity that was perpetrated in the end of 
  VTF3-07 a secret, but also punish those responsible.  Any 
  elves that are captured readily admit to this and those 
  who are dead can be likewise queried with spells to the 
  same effect.  If anyone specifically mentions Gelzifa, the 
  shard or other pertinent details from VTF3-07, they are 
  accorded a +4 circumstance bonus to any opposed 
  Diplomacy checks that might be deemed appropriate to 
  stop the combat. 
   
  If the druid(s) is captured, they also have upon them 
  instructions in a scroll tube, written in Sylvan, to capture 
  the “cultists”, although there is no further explanation. 
   
  As a final note, these elves, though aware of the Silvertip 
  clan in the Bramblewood, are not members and are not 
  subject to Influence points with from Ket Regional 
  Modules. 
   
  Treasure: 
  APL 6: L: 5; C: 0; M: divine scroll of summon 
  nature’s ally IV (58 gp per character), divine scroll of 
  flamestrike (58 gp per character), divine scroll of greater 
  magic fang (31 gp per character), divine scroll of barkskin 
  (12 gp per character), divine scroll of briar web (12 gp per 
  character) 
  
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  Page 15 
   
  APL 8: L: 187; C: 0; M: divine scroll of summon 
  nature’s ally IV (58 gp per character), divine scroll of 
  flamestrike (58 gp per character), divine scroll of greater 
  magic fang (31 gp per character), divine scroll of barkskin 
  (12 gp per character), divine scroll of briar web (12 gp per 
  character), sleep arrows [18] (11 gp per character). 
   
  APL 10: L: 216; C: 0; M: divine scroll of summon 
  nature’s ally VI (137 gp per character), divine scroll of 
  empowered flamestrike (190 gp per character), divine 
  scroll of greater magic fang (31 gp per character), divine 
  scroll of barkskin (12 gp per character), divine scroll of 
  briar web (12 gp per character), periapt of wisdom +2 (333 
  gp per character), sleep arrows [18] (11 gp per character). 
   
  APL 12: L: 42; C: 0; M: divine scroll of summon 
  nature’s ally VII (190 gp per character), divine scroll of 
  maximized flamestrike (319 gp per character), divine 
  scroll of greater magic fang (31 gp per character), divine 
  scroll of barkskin (12 gp per character), divine scroll of 
  briar web (12 gp per character), +1 mighty (+3 Str) 
  composite longbow [3] (225 gp per character), sleep 
  arrows [18] (11 gp per character) 
   
  APL 14: L: 42; C: 0; M:  divine scroll of summon 
  nature’s ally VII [2] (190 gp per character), divine scroll of 
  maximized flamestrike [2] (319 gp per character), divine 
  scroll of greater magic fang [2] (31 gp per character), 
  divine scroll of barkskin [2] (12 gp per character), divine 
  scroll of briar web [2] (12 gp per character), periapt of 
  wisdom +2 [2] (333 gp per character), +1 flaming mighty 
  (+3 Str) composite longbow [3] (725 gp per character), 
  sleep arrows [18] (11 gp per character). 
   
  APL 16: L: 42; C: 0; M: divine scroll of summon 
  nature’s ally VIII [2] (250 gp per character), divine scroll 
  of maximized flamestrike [2] (319 gp per character), 
  divine scroll of greater magic fang [2] (31 gp per 
  character), divine scroll of barkskin [2] (12 gp per 
  character), divine scroll of briar web [2] (12 gp per 
  character), periapt of wisdom +4 [2] (1,333 gp per 
  character), cloak of resistance +1 [3] (83 gp per character), 
  gauntlets of ogre power [3] (333 gp per character), +1 
  flaming mighty (+4 Str) composite longbow [3] (733 gp 
  per character), sleep arrows [18] (11 gp per character). 
   
   
  Encounter Three: Smoke Signals 
   
  Now the chase renews in earnest.  The road stretches 
  out ahead and the path continues. Have the 
  infiltrators passed this way or have they finally split 
  off to their final destination? 
   
  Now that the ambush is out of the way, it is time for the 
  actual pursuit itself.  There are three possible options: 
   
  1) Serious pursuit; 
  2) Regular pursuit; 
  3) Casual Pursuit/No pursuit at all. 
   
  Success in the pursuit: The best possible success is to 
  arrive in Lopolla mere minutes after the cultists.  It is not 
  intended that the party catch the infiltrators beforehand. 
   In a perfect world, if the cultists caught wind of a close 
  pursuit they would probably just abandon everything and 
  head for the border with Tusmit to escape.  In addition, 
  the group of cultists together would be a much tougher 
  fight for any party.  As a result, it is somewhat of a “fixed” 
  result that the cultists will reach Lopolla first, to prevent 
  such an unbalanced combat, but the timing will have an 
  important impact on the later combats. 
   
  Tracking: It is still possible to track the infiltrators given 
  their larger numbers, although each group does have a 
  ranger with them covering their tracks somewhat – it 
  will require the Track feat to succeed at this.  One 
  Survival Check [DC 10+APL - at higher levels the 
  infiltrators are taking more precautions] is made per day. 
  Tracking via scent is possible only for the first half-day, at 
  which point Scentbreakers are used on a regular basis, 
  rendering it impossible. 
   
  Spell-casting during the pursuit: The pursuit is tough, 
  unless the party is not pursuing or taking it casually.  If 
  they are pursuing, long spell-casting is not permitted as it 
  would impact negatively on the timing of the pursuit.  
  This includes such spells as goodberries (the time to find 
  the berries) and any spells with a casting time greater 
  than 1 round.  The only exception is that a spellcaster 
  willing to forgo re-learning or recharging their spells for 
  one day may cast such spells (note that the 8
  th day is when 
  they reach Lopolla if they have been pursuing in a 
  diligent fashion, 12 if they just meandered along – or 
  possibly more). 
   
  Days of pursuit: There are a total of 8 days of pursuit for 
  a serious or regular pursuit.  In theory, the pursuit could 
  take a much shorter period of time, with proper 
  forethought, extra mounts, spells and the like, but this 
  figure is used to generate the overall modifiers. 
   
  Distance between villages on the edge of the 
  Bramblewood: The distance between villages is roughly 
  half a day’s walk, or two hours on a light war-horse.  For 
  those without trackers in their midst, or who consistently 
  fail the check, the best bet is to ask at each village (which 
  is not possible at night – even if they wake people up 
  they are generally told to go away until morning – this is 
  the edge of the Bramblewood, after all) about the passage 
  of the infiltrators.  The infiltrators are not being secretive 
  
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  about their passage as they are looking to have it clear 
  that they passed all the way through Ket without being 
  stopped. 
   
  Characters should be advised that the road they are 
  following is little more than a track in some places and 
  entirely overgrown in others.  From time to time the road 
  veers toward the Banner Hills.  Emphasize the fact that 
  wagons and the like would have a difficult time along 
  this road (so they will understand why the Irafa Road is 
  far more popular, dangerous though it might be). 
   
  Distance between forts in the Bramblewood: The forts 
  are all day’s journey apart for a burdened light war-horse 
  or an unburdened heavy war-horse.  Again, the passage of 
  the infiltrators can be noted herein. 
   
  Distances once the Bramblewood is left behind: On 
  day 5 the characters will leave the Bramblewood behind 
  (following either route) and be in northern Ket. Here, 
  distances between villages and towns grow closer 
  together and the three days of hard travel to Lopolla will 
  be filled with fields, villages, and other signs of 
  habitation. 
   
  Serious Pursuit: The party makes every effort to go after 
  the infiltrators/cultists.   The GM is the judge of this, 
  making note that the characters try everything in their 
  power to catch up. 
   
  For such a party, they gain a modifier to a Pursuit DC on 
  the following basis (the cultists are presumed to 
  undertake 1) and 4) each day, for reference): 
   
  1) +1 for every day spent riding/moving beyond the 
  normal riding/moving time of 8 hours, to a 
  maximum of +4.  Note the problems with flying 
  near/in the Bramblewood for those who attempt 
  that course of action; 
  2) +1 for every innovative idea to advance their position 
  further without overshooting the infiltrators (such 
  as sight-to-sight teleportation, which would gain 
  approximately an hour or two, if there was enough 
  capacity for the entire group), to a maximum of  +2; 
  3) +1 for spells or spell-like effects that increases the 
  base speed of the entire party – this is not +1 per 
  person so increased, but overall using the slowest 
  member as a guide – beyond 60’ per hour (the 
  average speed being traveled by the cultists); 
  4) +2 for having those willing to use healing to repair 
  any non-lethal damage that may have been suffered 
  during the day to gain in the pursuit;  
  5) –4 (total) if the party does not use any magical means 
  to protect their intentions from scrying or divination 
  magic; 
  6) +2 for negotiating with the elves in any fashion; 
  7) +1 per day that the party, to a maximum of +4, with 
  one set of rolls (either individually, assisting one 
  another, or a combination, but only one roll per 
  person) meets the Tracking check defined for 
  pursuit; 
  8) –1 per day, to a maximum of –4, for each day spent 
  with a speed of less than 30 going after the cultists.  
   
  There is no advantage for the pursuit to casting 
  divination spells or other information spells – the 
  infiltrators have blocked such pursuit via spells of their 
  own (and potions and scrolls), rendering such details 
  useless.  Likewise, the infiltrators are using their own 
  divination magic each day to ensure no pursuit is close – 
  they react poorly if they detect any, thus the reason for 5) 
  above.  Likewise, parties should be reminded that making 
  big jumps ahead with teleportation and the like (but only 
  if they are about to do this) may prove to be counter-
  productive if they have not guessed the correct path. 
   
  Regular Pursuit: The party makes a normal effort to 
  catch the infiltrators but does not press by every possible 
  means.  For such a party, they gain points equal to 1), 2), 
  5), 6), 7) and 8) above.  For 7), however, they only gain +1 
  modifier for every two successful days of checks. 
   
  Casual/No Pursuit: This is the final option.  Such a party 
  must have an idea of the final destination point already, 
  through whatever means (or a guess).  Otherwise, they 
  simply lose track of the cultists and cannot finish the 
  module.  Skip to the Conclusion. 
   
  Questions on the Pursuit/Gather Information: During 
  the course of the pursuit, it is quite possible (and likely) 
  that the characters will ask questions of those they pass 
  about the party of infiltrators they are tracking.  As long 
  as they make this attempt, the pattern of answers they are 
  provided will allow for a Knowledge (local VTF) check 
  [DC 12], Knowledge (history) check [DC 15] or – if the 
  character(s) are from Ket, Ekbir or Tusmit – an 
  Intelligence check [DC 12].  In addition, any party 
  attempting to Gather Information [DC 10] en route will 
  also get this information, although it might cost them 
  some gold in the process (1d6 gp per attempt).  A 
  successful check tells the character that the party they are 
  pursuing, while making efforts to fit in and appear to be 
  Tusmites, is actually making a series of faint mistakes. 
  Furthermore, although there is not one clear item that 
  points to it, they are certainly not civic-minded citizens 
  of either Tusmit or Ket (in this instance, what is being 
  
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  conveyed is that they are traveling without certain 
  societal cares or concerns, derived from the Four Feet of 
  the Dragon -- Honor, Piety, Family, Respect).  This is not 
  clear (not blatantly obvious, at least) but it should be 
  made apparent to the characters that there is definitely 
  something odd and probably dangerous about those 
  being pursued (they may need this extra push to 
  investigate in Lopolla). 
   
  Pursuit Results (one roll when the party reaches Lopolla, 
  modifiers noted above – this is a skill check, with no 
  ability or ranks utilized, only the modifiers – the roll 
  cannot be assisted or modified in any other way):  
   
  [DC 23]: If this is achieved, the party arrives in Lopolla 
  on the same day as the cultists, but much later.  Shahal is 
  here already and has located the warehouse with his 
  contacts in the Black Scorpions.  The party may attack the 
  warehouse immediately.  The Dedicari Dust wagons and 
  suggestions are in place but the grenade bags are not 
  available to the cultists 
   
  If the party beats the DC by 5 or more, they arrive in only 
  minutes after the cultists, at approximately the same time 
  as Shahal, just as he finishes using his connections with 
  the guards to find out about the warehouses.  The initial 
  encounter is changed from the Inn to the main gates.  If 
  the characters immediately head for the warehouse after 
  talking to Shahal, the Dedicari Dust wagons are not in 
  place and the impact on the Archons will much reduced.  
  In addition, the cultists will not have any of the Dedicari 
  Dust bags available for use as grenades during the 
  combat; 
   
  If the party misses the DC but by less than 5, they arrive 
  in Lopolla one to two days after the cultists. Shahal is 
  here already and has located the warehouse with his 
  contacts in the Black Scorpions.  The party may attack the 
  warehouse immediately.  The Dedicari Dust wagons and 
  suggestions are in place and the cultists have one bag of 
  Dedicari Dust each; 
   
  Finally, if the party misses the DC by 10 or more, they 
  arrive in Lopolla three days after the cultists. Shahal is 
  here already and has located the warehouse with his 
  contacts in the Black Scorpions.  The events below are 
  unchanged. 
   
    
  Encounter Four: Kindling 
   
  Lopolla, the capital of Ket, is one of the West’s largest 
  cities.  Trade all over the Flanaess flows through this 
  city and to the lands beyond.  It is a reasonably warm 
  late afternoon, for this time of year, though the chill 
  bite of winter is but a few weeks past and the spring 
  air only marginally warmer.  Where to in the city? 
   
  The ToEE cultists have not had much time to alter their 
  set-up in Lopolla.  The actions of the characters in VTF3-
  07 have caused much confusion and the 2 warehouses in 
  which their activities are based here have not been 
  converted to secure locations as ordered prior to this 
  adventure.  They have, however, managed to increase the 
  defenses in the warehouse and prepared to incite the 
  local populace against Tusmit. 
   
  The Beygraf has recently declared a Day of Celebration in 
  the capital and promised to announce the reason in a 
  public ceremony tomorrow.  The Day of Celebration 
  begins at noon on the current day and lasts until the 
  dawn of the second day (so it is really a 42 hour Day of 
  celebration, but who is counting?).  For those who are 
  interested, this particular event and the implications of it 
  will be expanded upon in a regional Year 4 Ket module. 
   
  During the Day of Celebration, the laws of Ket are 
  relaxed in the capital – weapons and armor may be worn 
  by all, although standard strictures and laws about assault 
  and all else apply.  Guards will be forthright about the 
  relaxation of the restrictions and advise all entering the 
  city of the new facts for the Day. Weapons must be 
  peacebonded before they are allowed in the city but they 
  are not removed.  To peacebond a weapon, a complicated 
  knot is attached, requiring 1 minute to untie or a dagger 
  to cut in one round.  A strength check [DC 18] can break 
  it in one round.  All weapons are tied in this manner and 
  rendered unusable, even for such weapons for which it 
  makes no sense (they have bags and so on attached).  It is 
  quite possible, if care is taken and it is not done 
  obviously, to arrange a “fake” peacebond with a simple 
  Use Rope check [DC 5]. 
   
  ToEE Plan in Lopolla 
   
  The plan is to park three wagons filled with Dedicari 
  Dust in the main bazaar in Lopolla and a few smaller 
  wagons with similar cargo on some of the main streets.  
  Members of the cult then plan to target the wagons with 
  Fireballs or other similar spells, hitting as much in the 
  area as possible and spreading the dust out in a large 
  cloud.  At the same time, slogans supporting Tusmit are 
  to be planted via suggestion into the minds of passerby.  
  When Archons or others show up to investigate (and 
  those who are already present guarding the bazaar), the 
  Dedicari Dust should cause major confusion and possibly 
  even more damage.  In particular, the airborne dust will 
  
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  get into everyone and slow down any magical 
  investigation into the incident – without evidence to the 
  contrary from the local Archons, they hope to see rioting 
  and a start to the war.  All of this is pure conjecture and 
  wishful thinking but it could have the desired effect.  
   
  Shahal – arrival in town 
  Shahal made his arrival in town a few minutes after the 
  cultists but has been stymied by their split in locations.  
  As a solitary traveler he was not ambushed by Elves in the 
  Bramblewood and will have no information about them 
  if asked. He has done his research (immediately at the 
  gates) and can help the party if they seek him out. Shahal 
  can be found near the Jurat headquarters in the city, at 
  the Inn of the Laughing Serpent, as he conveyed before 
  they all left Fort Avernand – some half an hour walk from 
  the main gates.  Shahal can advise of the presence of two 
  suspicious warehouses, using his Black Scorpion 
  connections in town.  He intends to approach the closest, 
  with the hopes that he can catch the infiltrators/cultists 
  unaware – if the characters are present, he asks them to 
  take the second warehouse, to prevent an escape and to 
  round up the remaining infiltrators. 
   
  Although the Inn of Laughing Serpent is 20 minutes 
  away from the closest warehouse (on foot, less on 
  horseback), the cultists are quite busy with their own 
  preparations and will not have time to scry on the 
  characters or otherwise prepare.  The ToEE cultists are 
  ready as the Pursuit Encounter dictates and then as much 
  as they can do further to the Tactics in this section.   
   
  To find this information on their own, the characters 
  must either use divination magic of some type (which 
  can succeed, as the cult cannot protect all their assets 
  here) – although their previous failure to succeed with 
  this type of spell may not have meant they memorized 
  any more of them - or hope to follow the trail of the 
  infiltrators/cultists in town.  The chances of following 
  the infiltrators once they reach the gates of the city are 
  minimal, however.  It will take a combined Survival 
  check [DC 42] with the Tracking Feat only and a Gather 
  Information check [DC 38] to follow the ToEE 
  infiltrators to the second warehouse.  While it is quite 
  likely that a more extended time in the city would 
  normally allow for a greater chance and more skills to 
  come into play, time is of the essence.  It is possible that 
  other methods can succeed and the DM can modify the 
  result accordingly, taking into account very clever 
  players or fortuitous circumstance. 
   
  Characters unable to follow the leads and unwilling to go 
  to Shahal miss out on this encounter.  They are notified 
  of the disaster in the bazaar immediately afterward and 
  provided with a chance to go after the fleeing 
  “infiltrators” (see Encounter Five). 
   
  Legal Note for Ket  
   
  It is against the law to harm or kill citizens in Ket and the 
  law is applied without regard for rank or status.  
  Residents have similar legal standing, although damage 
  to an Elf is considered closer to property damage.  Any 
  character discussing the situation with Shahal should be 
  reminded of this fact.  Should any member actually do 
  bodily harm, it is a 6 TU in the stocks.  Manslaughter is 
  36 TU, diplomacy of 18 or higher to reduce this 18 TU. 
  Murder (pre-meditated killing) is a permanent sentence 
  to the mines. 
   
  Warehouse (See DM Map #2):  The warehouse is set 
  five feet above the ground, to allow easy access to the 
  loading dock for everything.  Stacked goods are set in an 
  orderly fashion in the building, each five feet wide with a 
  similar space to access boxes and so on, save for a large 
  pile of boxes in the south-east corner.  This large pile is a 
  false front (consider it to have half a foot of wood for 
  thickness and hardness, and a thin sheet of lead inside 
  that – the latter to block detection magic).  Inside that 
  space is the cultist hideout and a hidden stone trap door 
  leading to a 100-foot long tunnel toward the east – Search 
  check [DC 25] to locate.  The cultists have a door noted 
  on the bolt-hole; this is the typical entrance or exit but 
  they can, if pressed, collapse the entire siding on any two 
  given sides as a move-equivalent action in around and 
  come out fighting. 
   
  The beams noted are 20 feet above the floor, for support 
  and moving heavy loads (and upon which the familiars 
  are hiding and watching).  There are no windows on the 
  ground floor into the warehouse, only four windows up 
  top, one at each of the fixed points of the east-west beams. 
   These windows are locked [Open Lock (DC 20)] but very 
  well greased and cared for (the cultists use them as an 
  alternate entrance/exit all the time).  The window on the 
  east wall, near the front of the warehouse (where the 
  double doors lead in) is actually open, to allow easy 
  passage for Feathers, Tarqaans familiar.  The office in the 
  warehouse is relatively empty, with some books of 
  business 
  and 
  the 
  like, 
  but 
  otherwise 
  entirely 
  unremarkable. There is only one major entry point into 
  the warehouse (the double doors in), but there is a secret 
  back door very much where you might expect one – 
  Search check [DC 21] to locate. 
   
  Familiar on the beams: Hidden on the front beam, just 
  where it intersects with the north-south beam, is 
  
  Flicker 
   
  Page 19 
  Feathers, Tarqaan’s familiar.  It lies up here for most of 
  the day, dozing but generally aware of the front door 
  (especially with Scent).  It has a circumstance modifier of 
  +16 to hide for the location and the cat’s coloration – the 
  cat likewise has a +8 circumstance modifier to moving 
  silently on the beam given the care that has been shown 
  to the wood (no squeaky bits, etc.).  If it notices anything 
  at all it will provide an empathic warning to Tarqaan.  
  Should it deem it possibly, it will then try to get to the 
  back of the warehouse to join up with Tarqaan otherwise 
  it will just leave the warehouse via the window and head 
  for the rendezvous point in the nearby alley. 
   
  Creatures: 
  APL 6 (EL 8) 
  �Dwarven Guards (4): Male/Female Ftr3; hp 31; see 
  Appendix 1 
  �Sircari, Cleric of Elemental Evil (Fire): Human Clr5; 
  hp 38; See Appendix 1. 
   
  APL 8 (EL 10) 
  �Dwarven Guards (4): Male/Female Ftr3; hp 31; see 
  Appendix 1 
  �Sircari and Elec’ti, Clerics of Elemental Evil (Fire) 
  (2): Human Clr5; hp 38; See Appendix 1. 
   
  APL 10 (EL 12) 
  �Dwarven Guards (8): Male/Female Ftr4/Rog1; hp 47; 
  see Appendix 1 
  �Sircari and Elec’ti, Clerics of Elemental Evil (Fire) 
  (2): Human Clr7; hp 52; See Appendix 1. 
   
  APL 12 (EL 14) 
  �Dwarven Guards (8): Male/Female Ftr4/Rog3; hp 61; 
  see Appendix 1 
  �Sircari and Elec’ti, Clerics of Elemental Evil (Fire) 
  (2): Human Clr9; hp 66; See Appendix 1.  
   
  APL 14 (EL 16) 
  �Dwarven Guards (8): Male/Female Ftr6/Rog3; hp 79; 
  see Appendix 1 
  �Sircari and Elec’ti, Clerics of Elemental Evil (Fire) 
  (2): human Clr11; hp 80; See Appendix 1. 
   
  APL 16 (EL 18) 
  �Dwarven Guards (8): Male/female Ftr6/Rog5; hp 93; 
  see Appendix 1 
  �Sircari and Elec’ti, Clerics of Elemental Evil (Fire) 
  (2): human Clr13; hp 94; See Appendix 1. 
   
   
   
  Tactics:  Refer to the pursuit results for the preparedness 
  of the cultists.  The cultists are likely surprised by the 
  sudden appearance of the characters but not immediately 
  visible while inside there hiding spot (unless the 
  characters pursued incredibly well). Each wall of the 
  hiding spot has a single watch point at the middle square 
  in the wall, and a guard assigned to watch from it – it is a 
  Spot check [DC 26] to notice and requires active looking 
  at the area for something unusual (e.g. the character has 
  to say he/she is looking over the boxes carefully). To find 
  the watch points via Search takes two rounds per wall 
  side and is the same DC, although the guards will likely 
  react before then.  On top of this, the cultists have 
  Feathers (the familiar) to warn them in most 
  circumstances, and possibly the alarm spells. That being 
  said, their first actions are to get protective spells/potions 
  ready and assess the situation. Cultists are not worried 
  about punishment under Ket law (they have already done 
  enough to warrant execution) and attack to kill.  If they 
  do seem to be having an easy time of it, they will switch 
  to non-lethal tactics, with the hopes of capturing the 
  attackers and pinning some of the later damage on them. 
   
  The leader of the cultists, Tarqaan, immediately begins to 
  flee when notified of the approach of the characters.  He 
  is not calculated in the EL of this encounter and any 
  attempt to force him to stay results in a much higher 
  combat rating.  His first path is into the bolt hole – at the 
  end he uses a dimension door to travel a few blocks over 
  and get on his tethered horse.  Then he flees town as fast 
  as possible, using a wand of expeditious retreat to speed 
  up the horse for a number of minutes (and burning it up 
  in the process – it is not noted in his possessions at any 
  APL).  During this time fleeing the city, at certain key 
  crossroads with good visibility, he uses his fireballs and a 
  wand of fireballs (crossed off on his spell list and charges 
  used) to set off the Dedicari wagons in the bazaar (if they 
  are in place) or just to damage various buildings (if they 
  are not). 
   
  Once Tarqaan is gone, the cultists will have no 
  compunction about using some of the Dedicari dust 
  cache – note the effect later on in this encounter.  They 
  will throw it as a grenade-like weapon, with a 20-foot 
  burst at the terminus, 10 ft increments, hoping to go for 
  arcane spellcasters. Each cultist has two packages of the 
  dust for use and can throw it with the same hand they use 
  to wield their weapon (the packages are well-designed). 
  Otherwise, they act as a human wall for their leader, 
  trying their best to swarm and flank enemies and delay 
  the combat as long as possible.  They have no regard for 
  the laws of Ket, recognizing only their masters in the 
  Temple. 
   
  
  Flicker 
   
  Page 20 
  In terms of subsequent leaders, Sircari and Elec’ti (if the 
  latter is present) run the show when Tarqaan is gone. 
  They are both strong-minded individuals who are 
  fanatical in their devotion to the Temple.  Neither 
  particularly trusts the other and they always seek to 
  outdo their competitor in the eyes of their superiors.  
  They are both aware that Tarqaan has some greater plan 
  in mind beyond this sabotage in Ket but they have been 
  preoccupied with the details and have had little time to 
  look into it further.  If pressed, they can release the fact 
  that he is heading onward to Tusmit to complete 
  whatever it is he has planned, and presumably will 
  contact the Worldburners once more.  Beyond that, they 
  do not know much. 
   
  The dwarf guards are from the a tribe in the North, near 
  the Wolf Nomads, and go by the names of Steeltongue, 
  Hammerfist, Hammerrock, Vault, Silent Karth, Axeshear, 
  Daggerstrike and Seefor – they were given the names at 
  their rite of passage into adulthood, which also led them 
  to worship of the Temple. Although loyal, they have not 
  paid much attention to the plans that have been 
  concocted and can provide no details save their own 
  names and the fact that the Dedicari poison dust had 
  something to do with it.  They know that Tarqaan is the 
  main perpetrator and respect him but do not know his 
  final destination (they were supposed to stay here to keep 
  things safe for the Temple). 
   
  The Escape Tunnel: The escape tunnel is 150 feet long 
  and heads directly east.  The trap door on the far end is 
  disguised to look like a sewer access point and is barred 
  from the inside – Open Lock [DC 30] or Strength Check 
  [DC 28] to open. There, in an alleyway with a roof over it 
  (preventing easy view from above), Ashael the bodyguard 
  awaits his master with two light warhorses, ready for 
  immediate departure – both men will provide a light load 
  to the warhorses, although Ashael is quite close to the 
  maximum.  This is where Tarqaan heads immediately, 
  using his dimension door spell if absolutely necessary.  
  From here, it is but a few rounds until he has a line of 
  sight on the wagons nearer to the center of town (this 
  area was deliberately chosen for height and view to the 
  centre).  In theory, a very smart or lucky party might be 
  able to ambush Tarqaan either here or just before he is 
  ready for his attack.  Tarqaan first deals with the attackers, 
  then enacts his plan.  If he has a lesser rod of quickening, 
  he splits his spells once per round to the city and damage, 
  once to the party. 
   
  The huge banner of Tusmit is actually a triggered spell 
  cast by a hired illusionist, Elenza bar Nassar, elsewhere in 
  town. She is reading from a scroll and was duped into 
  thinking it was some sort of birthday celebration – it is 
  cast immediately after the first fireball does the damage.  
  Only afterwards (much later) does she realize what has 
  actually happened. 
   
  Development:  Keep track of the time combating the 
  cultists in the warehouse; starting when the characters 
  actually enter the warehouse or when they are noticed, 
  whichever is later.  For every round of actual combat, one 
  hour will pass chasing down Tarqaan – although this 
  should be modified by the DM is it is obvious that the 
  characters are much faster in the pursuit (they are all on 
  Phantom Steeds, they are all 16
  th level monks with 
  Expeditious Retreat up, etc.).  The time for the assault on 
  the warehouse will take place around 6 pm on most days, 
  all other things being equal (as the party arrived in town 
  in the late afternoon). This will enable the Judge to 
  calculate whether any abilities or items reset before the 
  final conflict (if it is longer than 6 hours, midnight will 
  come and go and this may reset some of these).  
   
  If the party goes after the leader (Tarqaan) immediately, 
  rather than heading into town for the problem with the 
  explosions, they can cut a lot of time off their pursuit, as 
  they don’t have to delay and don’t have to deal with 
  panicking crowds.  In that case, simply note the number 
  of rounds lead-time the cultist has and set the combat 
  directly outside the main gates of Lopolla (about half a 
  mile away).  The leader will have the rounds of delay in 
  the pursuit to ready buff spells, but otherwise this is far 
  more immediate and will have a great impact on the 
  morale of the people of Lopolla (see the Critical Events 
  Summary). 
   
  Dedicari Dust Effects: This poison is derived from the 
  Dedicari flower, a plant harvested in the Infinite Layers 
  of the Abyss and not a natural poison.  Neutralize poison 
  will not work on the poison, as it is not natural and resists 
  the divine nature of the spell by virtue of the changes 
  noted below (nor will similar spells such as heroes feast 
  nor the standard monk and druid venom immunities 
  since this is from another plane).    The Temple has 
  worked to modify it even further and infused it with 
  negative energy.  This energy has changed it from a 
  poison to more of a spiritual leech.  The results are that 
  only a death ward will protect a character and neutralize 
  poison or similar spells will only work if cast after a death 
  ward is in effect. The Temple has worked to modify it 
  even further and infused it with negative energy.  This 
  energy has changed it from a poison to more of a spiritual 
  leech.  The results are that only a death ward will protect 
  a character and neutralize poison or similar spells will 
  only work if cast after a death ward is in effect.  The 
  Dedicari dust causes all arcane casters to make a Will 
  Save (DC 10+Spellcaster level of the target – the poison 
  
  Flicker 
   
  Page 21 
  gets more potent as their affinity for magic grows) or 
  suffer the effects of a confusion, lesser (if the result is 
  “attack spellcaster” change this to “closest person”) – 
  those characters who are not arcane casters do not have to 
  make this check, which is extra to the standard poison 
  save noted below. The dust is very sensitive to wind and 
  movement and easily gets everywhere.  One exposure to 
  it lasts at least 10 minutes (minimum time) but could 
  easily be longer given the proper circumstances – in 
  general, however, the exposure to the confusion aspects 
  of the poison last for as many rounds as the character has 
  combined arcane spell-casting levels. These effects 
  require a separate save each round until the exposure is 
  worn off. The poison itself works on contact (absorbed 
  through the skin or by breathing) and requires a Fort 
  Save [DC 16]. Damage is 1d4 Temporary Charisma/1d4 
  Temporary Charisma with the new “modifications”. 
   
  Characters noted as “Susceptible” to Dedicari Dust (see 
  the AR for Ket3-06 for reference) suffer a –4 penalty on 
  the Will save to avoid the arcane caster effects, but not on 
  the Fort save. 
   
  Treasure: 
  APL 6: L: 201; C: 0; M: potion of bull’s strength [8] 
  (25 gp per character), potion of bear’s endurance [8] (25 
  gp per character), +1 full plate (221 gp per character) 
   
  APL 8: L: 201; C: 0; M: potion of bull’s strength [8] 
  (25 gp per character), potion of bear’s endurance [8] (25 
  gp per character), +1 full plate (221 gp per character) 
   
  APL 10: L: 201; C: 0; M: +2 full plate (388 gp per 
  character), +1 heavy mace (193 gp per character), cloak of 
  resistance +1 (83 gp per character), potion of bull’s 
  strength [8] (25 gp per character), potion of bear’s 
  endurance [8] (25 gp per character) 
  APL 12: L: 224 gp; C: 0; M: +2 full plate [2] (343 gp 
  per character), +1 heavy mace [2] (343 gp per character), 
  cloak of resistance +2 [2] (333 gp per character), ring of 
  protection +1 [2] (167 gp per character), periapt of 
  wisdom +2 [2] (333 gp per character), potion of bull’s 
  strength [8] (25 gp per character), potion of bear’s 
  endurance [8] (25 gp per character), potion of haste [8] 
  (63 gp per character) 
   
  APL 14: L: 224; C: 0; M:  +1 dwarven waraxe [8] (194 
  gp per character), potion of bull’s strength [8] (25 gp per 
  character), potion of bear’s endurance [8] (25 gp per 
  character), potion of shield of faith (+3) [8] (25 gp per 
  character), potion of haste [8] (63 gp per character), +2 
  full plate [2] (388 gp per character), +1 heavy mace [2] 
  (193 gp per character), cloak of resistance +2 [2] (333 gp 
  per character), ring of protection +1 [2] (167 gp per 
  character), periapt of wisdom +2 [2] (333 gp per 
  character) 
   
  APL 16: L: 40; C: 0; M: +1 breastplate [8] (112 gp per 
  character), +1 heavy steel shield [8] (98 gp per character), 
  +1 dwarven waraxe [8] (194 gp per character), potion of 
  bull’s strength [8] (25 gp per character), potion of bear’s 
  endurance [8] (25 gp per character), potion of cat’s grace 
  [8] (25 gp per character), potion of shield of faith (+4) [8] 
  (50 gp per character), potion of haste [8] (63 gp per 
  character), +2 full plate [2] (388 gp per character), +1 
  heavy mace [2] (193 gp per character), cloak of resistance 
  +2 [2] (333 gp per character), ring of protection +1 [2] 
  (167 gp per character), periapt of wisdom +4 [2] (1,333 gp 
  per character) 
   
   
  Encounter Five: Bonfire 
  Two pillars of fire erupt from the centre of the city 
  and screams of panic follow shortly, followed by fiery 
  explosions. Something is clearly amiss, as a gigantic 
  banner of Tusmit appears in mid-air above the center 
  of town, highlighted by the flames. Obviously an 
  illusion but the timing couldn’t be worse. 
   
  The lead cultist, Tarqaan, has enacted his plan, having 
  fled the warehouse successfully.  If this was not the case, 
  this encounter should be skipped and the module 
  wrapped up with the Conclusion. Otherwise, Tarqaan is 
  now fleeing for the Tusmit border with all possible speed 
  and (presumably) with the characters in hot pursuit.  If 
  the characters choose not to go after him or intervene, 
  Shahal will meet them almost immediately and try to 
  convince them to pursue the leader of the “infiltrators” to 
  bring him to justice – he himself will organize the locals 
  to deal with the disaster and then come as quick as he 
  can.  If the characters still do not wish to go after him or 
  do not want to leave Shahal, continue to the Conclusion 
  after detailing the damage of the explosions. 
   
  Dedicari Dust Explosions: The careful plans of the 
  Temple were to set off the Dedicari wagons filled with 
  their poisonous mixture.  If they did not have time to put 
  them in place, the explosions are just fireballs cast at 
  specific targets (Thresher barracks, Hall of the Jurats, 
  Rary’s Lot, etc.). Should characters choose to go to the 
  centre of the town and ignore or otherwise bypass Shahal 
  on the way out, they are subject to Dedicari poison saves 
  at any of the sites of damage (and it will be in the air for 
  hours, given the explosions).  The explosions have 
  definitely caused property damage and more will take 
  place once the first of the Archons arrive and are 
  subjected to the poison – Judges may utilize their 
  discretion in adjudicating the results but they should be 
  dramatic. 
   
  
  Flicker 
   
  Page 22 
  Note the timing in the previous encounter and 
  determine how much time it is going to take to hunt 
  down Tarqaan.  He has divination protection magic up, 
  blocking all such attempts, but his route out of town is 
  easy to follow.  Flying after him is actually slower than 
  riding, given that he is speeding up his horse through 
  magical means on an ongoing basis through the night.  
  This is a real chase scene and the characters must be 
  given the feeling of extreme urgency – Tarqaan must not 
  be allowed to reach the border without being caught!  
  Allow for the use of innovative ideas and instant 
  transport magic to cut down the chase time as deemed 
  applicable. 
   
  The time to the border is 9 hours in total.  If he reaches 
  the border, the characters can certainly follow him into 
  Tusmit but must note that they are in another country 
  with different laws and so on. They may also have a lot of 
  explaining to do about their unchecked chase.  If the 
  characters do not catch up to the leader in a 9-hour 
  period, he reports to his superiors and starts to wreak 
  some havoc in Tusmit.  
   
  Once Tarqaan reaches the border, he makes every effort 
  to spread mayhem and distrust in Tusmit.  His attentions 
  turn to sparking the war in Tusmit itself, insulting guards 
  and tossing around spells where he can.  They panic and 
  start a general alarm – the remainder of this is the subject 
  of a future module (VTF4-02).  Tarqaan then turns back to 
  deal with pursuers, but with every intention of returning 
  to Tusmit when it is all over and working some more of 
  his special brand of magic… 
   
  Logic of this event: The wizard Tarqaan is a key element 
  to this. He was necessary in Lopolla to drop the fireballs 
  from a long range and set off the Dedicari Dust 
  explosions.  Furthermore, knowing the dislike and 
  antipathy 
  of 
  the 
  general 
  Ket 
  populace 
  toward 
  unregistered spellcasters, his presence is another major 
  dig at the public and setting them off against Tusmit.  
  With the Archons (hopefully) disabled with the Dedicari 
  dust, only the visible effects of a wizard riding out of 
  town, dressed like a Tusmiter, with the Exalted Faith 
  symbol prominently displayed, mouthing homage’s to 
  the Pasha, and with a huge banner over his head from 
  Tusmit will be remembered.  Obvious, yes, but there is 
  little to combat the immediate situation as it stands.  
  Only bringing the wizard back before he can reach the 
  border will help to short-circuit this effect.  The visibility 
  also means he cannot just teleport away once his job is 
  done – he is supposed to reinforce the fact that Tusmit is 
  involved and this means riding toward the border and 
  being seen to do so.  Furthermore, to complicate matters, 
  Tarqaan is indeed from Tusmit itself and any attempts to 
  look into the truth of that matter will be rendered more 
  difficult by that fact. 
   
  Map:  There is no map for this encounter.  The terrain is 
  gently rolling hills and the combat takes place 
  somewhere on them.  Presume visibility of at least 1500 
  feet during daylight hours (the hills preventing much 
  more) but set up his initial attack just below the crest of 
  one and within a dimension door of another.  Otherwise, 
  there is no terrain for concealment or hiding and 
  everything is normal movement. 
   
  Legal Note 
   
  Once more, it should be remembered that it is against the 
  law to harm or kill citizens in Ket and the law is applied 
  without regard for rank or status. Residents have similar 
  legal standing, although damage to an Elf is considered 
  closer to property damage.  Any character discussing the 
  situation with Shahal should be reminded of this fact. 
  Should any member actually do bodily harm, it is a 6 TU 
  in the stocks.  Manslaughter is 36 TU, diplomacy of 18 or 
  higher to reduce this 18 TU. Murder (pre-meditated 
  killing) is a permanent sentence to the mines. 
   
  Creatures: 
  APL 6 (EL 8) 
  �Tarqaan of the Flames: Human male Wiz5/ES3; hp 
  49; see Appendix 1 
   
  APL 8 (EL 10) 
  �Tarqaan of the Flames: Human male Wiz5/ES4*; hp 
  55; see Appendix 1 
  �Ashael Blackhand: Human male Ftr4/Rog2/Bar1; hp 
  59; see Appendix 1. 
   
  APL 10 (EL 12) 
  �Tarqaan of the Flames: Human male Wiz5/ES6*; hp 
  78; see Appendix 1 
  �Ashael Blackhand: Human male Ftr6/Rog2/Bar1; hp 
  75; see Appendix 1. 
   
  APL 12 (EL 14) 
  �Tarqaan of the Flames: Human male Wiz5/ES8*; hp 
  92; see Appendix 1 
  �Ashael Blackhand: Human male Ftr8/Rog2/Bar1; hp 
  91; see Appendix 1. 
   
  APL 14 (EL 16) 
  �Tarqaan of the Flames: Human male Wiz5/ES10*; hp 
  106; see Appendix 1 
  �Ashael Blackhand and Servello d’Castillaeri (2): 
  Human male Ftr8/Rog2/Bar1; hp 91; see Appendix 1. 
  
  Flicker 
   
  Page 23 
    
  APL 16 (EL 18) 
  �Tarqaan 
  of 
  the 
  Flames: 
  Human 
  male 
  Wiz5/ES10*/AM2; hp 120; see Appendix 1 
  �Ashael Blackhand and Servello d’Castillaeri (2): 
  Human male Ftr10/Rog2/Bar1; hp 107; see Appendix 1. 
   
  Tactics:  At APL 6, Tarqaan left without meeting up with 
  his bodyguard (elsewhere in the city). Otherwise, Ashael 
  Blackhand, the bodyguard, is present.  The tactics are 
  simple.  The bodyguard is to slow down attacks and 
  Tarqaan is to set up some defenses and then drop fiery 
  death upon the characters. Tarqaan has no pity, as he is 
  well aware of the troubles the characters have now caused 
  – at the same time, he wants people alive to spread news 
  of the devastation he has wrought. He will make no effort 
  to keep characters alive but once he has downed them he 
  is content to leave. Also note that he is far more 
  concerned about reporting with his success back to the 
  Temple than being captured or killed; any obvious 
  danger to him will be attacked first, then he will make 
  every effort to escape instead, rather than risking his own 
  life. His arcane eye cast from scrolls should warn him 
  about incoming trouble, giving him 5 rounds to do 
  preparation spells – if the party does not succeed in 
  surprising him. 
   
  At APL 10+, he uses his rod of quickening (lesser) to drop 
  a fireball on the party each round, so long as he has any 
  left, and his second spell per round to improve his 
  defenses (e.g. improved invisibility, flight, haste, etc.). 
  Once he attains 16
  th level, a favorite tactic is to drop a two 
  round-delayed fireball right around him (but centered 
  away from the bodyguard).  Next round a one round 
  delay and finally on the third round a regular fireball.  
  The explosion will not hurt him at all but it might make 
  others think twice about approaching. 
   
  Ashael Blackhand: Ashael Blackhand - the bodyguard - 
  is a hired hand working for the ToEE cultists without 
  knowing their goals or plans (or, quite frankly, caring 
  about them). The bodyguard is a well-muscled 6’0” tall 
  Oeridian man hailing from Molvar in Ket.  He will 
  surrender if at less than ¼ hp and cooperate to help the 
  characters in what little way he can.  Until then, Ashael 
  acts to the best of his capabilities to slow the party down 
  – he will be careful about dealing killing blows, if at all 
  possible, as he really does not want to be sent to the 
  mines.  At higher levels, he is joined by a second 
  bodyguard, Servello d’Castillaeri, a man of Flan descent 
  who claims to come from the former duchy of Tenh – but 
  who works with a similar outlook and attitude as Ashael. 
   
  Treasure 
  APL 6: L: 23 gp; C: 0 gp; M: wand of fireballs (5
  th 
  level – 30 charges left) (562 gp per character), amulet of 
  health +2 (333 gp per character), headband of intellect +4 
  (333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +1 (83 gp per character), ring of 
  protection +1 (166 gp per character), scroll of fly (31 gp 
  per character). 
   
  APL 8: L: 421 gp; C: 0; M: wand of fireballs (5
  th level 
  – 30 charges left) (562 gp per character), amulet of health 
  +2 (333 gp per character), headband of intellect +4 (1,333 
  gp per character), ring of mage armor (1,000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +2 (333 gp per character), ring of 
  protection +2 (666 gp per character), scroll of fly (31 gp 
  per character). 
   
  APL 10: L: 476 gp; C: 0; M: wand of fireballs (5
  th level 
  – 30 charges left) (562 gp per character), amulet of health 
  +4 (1,333 gp per character), headband of intellect +4 
  (1,333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +3 (666 gp per character), ring of 
  protection +2 (666 gp per character), +1 greatsword (196 
  gp per character), potion of bull’s strength (25 gp per 
  character), potion of bear’s endurance (25 gp per 
  character), ring of protection +1 (166 gp per character) 
  APL 12: L: 476 gp; C: 0; M: wand of fireballs (5
  th level 
  – 30 charges left) (562 gp per character), amulet of health 
  +4 (1,333 gp per character), headband of intellect +4 
  (1,333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +3 (666 gp per character), ring of 
  protection +3 (1,500 gp per character), +1 greatsword (196 
  gp per character), potion of bull’s strength (25 gp per 
  character), potion of bear’s endurance (25 gp per 
  character), ring of protection +1 (166 gp per character) 
  APL 14: L: 81; C: 0; M:  wand of fireballs (5
  th level – 
  30 charges left) (562 gp per character), amulet of health 
  +4 (1,333 gp per character), headband of intellect +4 
  (1,333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +4 (1,333 gp per character), 
  cloak of resistance +4 (1,333 gp per character), ring of 
  protection +3 (1,500 gp per character), +1 greatsword [2] 
  (196 gp per character), +1 mithral half-plate [2] (479 gp 
  per character), potion of bull’s strength [2] (25 gp per 
  character), potion of bear’s endurance [2] (25 gp per 
  character), ring of protection +1 [2] (166 gp per 
  character), lesser rod of quickening (2,916 gp per 
  character),  
   
  APL 16: L: 81; C: 0; M: wand of fireballs (7
  th level – 30 
  charges left) (788 gp per character), amulet of health +4 
  
  Flicker 
   
  Page 24 
  (1,333 gp per character), headband of intellect +4 (1,333 
  gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +4 (1,333 gp per character), 
  cloak of resistance +4 (1,333 gp per character), ring of 
  protection +3 (1,500 gp per character), lesser rod of 
  quickening (2,916 gp per character), +1 greatsword [2] 
  (196 gp per character), +1 mithral half-plate [2] (479 gp 
  per character), potion of bull’s strength [2] (25 gp per 
  character), potion of bear’s endurance [2] (25 gp per 
  character), ring of protection +2 [2] (666 gp per 
  character), cloak of resistance +1 [2] (83 gp per character) 
   
   
  Conclusion: Inferno 
   
  Fires burn bright in the night as a cloud of smoke 
  hangs over the city of Lopolla, visible in the starlight. 
  From here to the border with Tusmit, there is 
  mayhem and panic as wild rumors spread, faster than 
  the Threshers and Archons can possibly react. 
   
  Into this mix, the military (and the Beygraf in short 
  order) orders the Kaman Regiments (light horse archers) 
  around Lopolla onto full alert and to the border with 
  Tusmit. Other elements of the army follow in the 
  morning. The sound of horses and hoof beats is in the air 
  all night, giving further emphasis to the urgency of the 
  matter. In the morning, the army of Ket starts a full 
  deployment to the border, finishing what was started the 
  previous year. 
   
  There are a number of possible different conclusions, 
  depending on various outcomes, which will all generate 
  different endings: 
   
  Fight with the Cultists and the leader, whether 
  successful or not, all with the help of Shahal: 
   
  Shahal rides up fast from behind, his mount 
  breathing hard in the cool air of the spring night. The 
  sounds of many hooves can be heard all around and 
  riders are bypassing your small band both to the 
  north and south. Shahal glances down at the scene of 
  the battle, then looks in the direction of the border 
  with Tusmit.  
   
  "There, somewhere, lie answers for us. Why did they 
  feel the need to spark this war? We must find out, and 
  soon, lest we find ourselves in a struggle that is 
  neither honorable nor justified. If you are persons of 
  good intent and conviction help me and ride fast." 
   
  With that, he spurs his mount and heads toward the 
  border. Do you follow? 
   
  Fight with the Cultists (all of them, including the 
  leader) without the help of Shahal: 
   
  The burning fires make one thing clear – war may be 
  soon upon this kingdom and her Baklunish neighbor, 
  a war that is being stoked by those who revel in 
  destruction. If they seek this course of action, those 
  of good and true intentions will see harm and evil in 
  their future – will you seek to avert this catastrophe 
  or let it come to pass? Tusmit awaits, as does destiny, 
  as the galloping sounds of the mounted troops of Ket 
  move into action. 
   
  Failure to pursue the cultists at all (no fight with 
  them or the leader) – from the point of view of 
  someone south of Lopolla by a good distance, awoken 
  by shouts of surprise from natives (or their own 
  watch): 
   
  In the distance, pillars of flames and smoke erupt into 
  the night sky. The cause is unknown but the damage 
  is significant. Within minutes, horns are heard 
  throughout the countryside, summoning the troops 
  of Ket to wakefulness and action. It is not much later 
  that the first of the Kaman pass your location, 
  galloping hard toward the border with Tusmit. 
  Something has happened to spark a war that has been 
  some time in the making – is there anything to be 
  done about it at all or just let it take its course? 
   
  Fighting the Cultists but losing, or not pursuing 
  Tarqaan out of the city (with or without Shahal): 
   
  In the early morning, the remains of burning fires 
  make one thing clear – war may be soon upon this 
  kingdom and her Baklunish neighbor to the west, a 
  war that is being stoked by those who revel in 
  destruction. If they seek this course of action, those 
  of good and true intentions will see harm and evil in 
  their future – do you seek to avert this catastrophe or 
  let it come to pass? Tusmit waits, as does destiny, 
  while the army of Ket moves into action. 
   
  It is entirely possible that there will be other types of 
  results that cannot entirely be predicted. Utilize the 
  above as an example and modify them accordingly. The 
  intent is to provide a feeling of urgency and immediate 
  action and to connect to VTF4-02 directly from this 
  module. 
   
  
  Flicker 
   
  Page 25 
  DM NOTE: The access to upgrades on the AR comes 
  entirely from Shahal.  Characters who do not meet up 
  with him again in Lopolla get the rewards for their 
  political sympathies only if they spend an extra TU (or 2 
  for out of Region) to track him down again and explain 
  the circumstances that caused them to miss him. 
   
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award.  Award the total value (objectives plus roleplaying) 
  to each character.  
   
  Introduction:  
  Accept the task from Shahal 
  APL 6 
   
   
  60 XP 
  APL 8 
   
   
  60 XP 
  APL 10  
   
  60 XP 
   
   
  APL 12  
   
  60 XP 
   
   
  APL 14  
   
  60 XP 
   
   
  APL 16  
   
  60 XP 
   
   
  Encounter Two:  
  Defeat or negotiate a passage past the Elves 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  300 XP 
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
  APL 16  
   
  540 XP  
   
  Encounter Three:  
   
  Pursue the trail to Lopolla 
  APL 6 
   
   
  30 XP 
  APL 8 
   
   
  45 XP 
  APL 10  
   
  60 XP 
   
   
  APL 12  
   
  75 XP 
   
   
  APL 14  
   
  90 XP 
  APL 16  
   
  105 XP  
   
  Encounter Four:  
   
  Defeat the cultists 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  300 XP 
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
  APL 16  
   
  540 XP  
   
  Encounter Five:  
   
  Defeat or drive off Tarqaan 
  APL 6 
   
   
  240 XP 
  APL 8 
   
   
  300 XP 
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
   
   
  APL 16  
   
  540 XP 
   
  Encounter Five (Story Award):  
   
  Capture Tarqaan to explain the attacks 
  APL 6 
   
   
  30 XP 
  APL 8 
   
   
  60 XP 
  APL 10  
   
  90 XP 
   
   
  APL 12  
   
  120 XP 
   
   
  APL 14  
   
  150 XP 
   
   
  APL 16  
   
  180 XP 
   
  Role-Playing Award 
  Good Role-playing 
  APL 6 
   
   
  60 XP 
  APL 8 
   
   
  60 XP 
  APL 10  
   
  60 XP 
   
   
  APL 12  
   
  60 XP 
   
   
  APL 14  
   
  60 XP 
   
   
  APL 16  
   
  60 XP 
   
  Total Possible Experience 
  APL 6 
   
   
  900 XP 
  APL 8 
   
   
  1,125 XP 
  APL 10  
   
  1,350 XP 
   
   
  APL 12  
   
  1,575 XP 
   
   
  APL 14  
   
  1,800 XP 
   
   
  APL 16  
   
  2,025 XP 
   
   
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  
  Flicker 
   
  Page 26 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelery, and 
  other valuables; M = Magic Items. 
   
  Encounter 2: Brushfire 
  APL 6: L: 5; C: 0; M: divine scroll of summon 
  nature’s ally IV (58 gp per character), divine scroll of 
  flamestrike (58 gp per character), divine scroll of greater 
  magic fang (31 gp per character), divine scroll of barkskin 
  (12 gp per character), divine scroll of briar web (12 gp per 
  character) 
   
  APL 8: L: 187; C: 0; M: divine scroll of summon 
  nature’s ally IV (58 gp per character), divine scroll of 
  flamestrike (58 gp per character), divine scroll of greater 
  magic fang (31 gp per character), divine scroll of barkskin 
  (12 gp per character), divine scroll of briar web (12 gp per 
  character), sleep arrows [18] (11 gp per character). 
   
  APL 10: L: 216; C: 0; M: divine scroll of summon 
  nature’s ally VI (137 gp per character), divine scroll of 
  empowered flamestrike (190 gp per character), divine 
  scroll of greater magic fang (31 gp per character), divine 
  scroll of barkskin (12 gp per character), divine scroll of 
  briar web (12 gp per character), periapt of wisdom +2 (333 
  gp per character), sleep arrows [18] (11 gp per character). 
   
  APL 12: L: 42; C: 0; M: divine scroll of summon 
  nature’s ally VII (190 gp per character), divine scroll of 
  maximized flamestrike (319 gp per character), divine 
  scroll of greater magic fang (31 gp per character), divine 
  scroll of barkskin (12 gp per character), divine scroll of 
  briar web (12 gp per character), +1 mighty (+3 Str) 
  composite longbow [3] (225 gp per character), sleep 
  arrows [18] (11 gp per character) 
   
  APL 14: L: 42; C: 0; M:  divine scroll of summon 
  nature’s ally VII [2] (190 gp per character), divine scroll of 
  maximized flamestrike [2] (319 gp per character), divine 
  scroll of greater magic fang [2] (31 gp per character), 
  divine scroll of barkskin [2] (12 gp per character), divine 
  scroll of briar web [2] (12 gp per character), periapt of 
  wisdom +2 [2] (333 gp per character), +1 flaming mighty 
  (+3 Str) composite longbow [3] (725 gp per character), 
  sleep arrows [18] (11 gp per character). 
   
  APL 16: L: 42; C: 0; M: divine scroll of summon 
  nature’s ally VIII [2] (250 gp per character), divine scroll 
  of maximized flamestrike [2] (319 gp per character), 
  divine scroll of greater magic fang [2] (31 gp per 
  character), divine scroll of barkskin [2] (12 gp per 
  character), divine scroll of briar web [2] (12 gp per 
  character), periapt of wisdom +4 [2] (1,333 gp per 
  character), cloak of resistance +1 [3] (83 gp per character), 
  gauntlets of ogre power [3] (333 gp per character), +1 
  flaming mighty (+4 Str) composite longbow [3] (733 gp 
  per character), sleep arrows [18] (11 gp per character). 
   
  Encounter Four: Kindling  
  APL 6: L: 201; C: 0; M: potion of bull’s strength [8] 
  (25 gp per character), potion of bear’s endurance [8] (25 
  gp per character), +1 full plate (221 gp per character) 
   
  APL 8: L: 201; C: 0; M: potion of bull’s strength [8] 
  (25 gp per character), potion of bear’s endurance [8] (25 
  gp per character), +1 full plate (221 gp per character) 
   
  APL 10: L: 201; C: 0; M: +2 full plate (388 gp per 
  character), +1 heavy mace (193 gp per character), cloak of 
  resistance +1 (83 gp per character), potion of bull’s 
  strength [8] (25 gp per character), potion of bear’s 
  endurance [8] (25 gp per character) 
  APL 12: L: 224 gp; C: 0; M: +2 full plate [2] (343 gp 
  per character), +1 heavy mace [2] (343 gp per character), 
  cloak of resistance +2 [2] (333 gp per character), ring of 
  protection +1 [2] (167 gp per character), periapt of 
  wisdom +2 [2] (333 gp per character), potion of bull’s 
  strength [8] (25 gp per character), potion of bear’s 
  endurance [8] (25 gp per character), potion of haste [8] 
  (63 gp per character) 
   
  APL 14: L: 224; C: 0; M:  +1 dwarven waraxe [8] (194 
  gp per character), potion of bull’s strength [8] (25 gp per 
  
  Flicker 
   
  Page 27 
  character), potion of bear’s endurance [8] (25 gp per 
  character), potion of shield of faith (+3) [8] (25 gp per 
  character), potion of haste [8] (63 gp per character), +2 
  full plate [2] (388 gp per character), +1 heavy mace [2] 
  (193 gp per character), cloak of resistance +2 [2] (333 gp 
  per character), ring of protection +1 [2] (167 gp per 
  character), periapt of wisdom +2 [2] (333 gp per 
  character) 
  APL 16: L: 40; C: 0; M: +1 breastplate [8] (112 gp per 
  character), +1 heavy steel shield [8] (98 gp per character), 
  +1 dwarven waraxe [8] (194 gp per character), potion of 
  bull’s strength [8] (25 gp per character), potion of bear’s 
  endurance [8] (25 gp per character), potion of cat’s grace 
  [8] (25 gp per character), potion of shield of faith (+4) [8] 
  (50 gp per character), potion of haste [8] (63 gp per 
  character), +2 full plate [2] (388 gp per character), +1 
  heavy mace [2] (193 gp per character), cloak of resistance 
  +2 [2] (333 gp per character), ring of protection +1 [2] 
  (167 gp per character), periapt of wisdom +4 [2] (1,333 gp 
  per character) 
   
  Encounter Five: Bonfire 
  APL 6: L: 23 gp; C: 0 gp; M: wand of fireballs (5
  th 
  level – 30 charges left) (562 gp per character), amulet of 
  health +2 (333 gp per character), headband of intellect +4 
  (333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +1 (83 gp per character), ring of 
  protection +1 (166 gp per character), scroll of fly (31 gp 
  per character). 
   
  APL 8: L: 421 gp; C: 0; M: wand of fireballs (5
  th level 
  – 30 charges left) (562 gp per character), amulet of health 
  +2 (333 gp per character), headband of intellect +4 (1,333 
  gp per character), ring of mage armor (1,000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +2 (333 gp per character), ring of 
  protection +2 (666 gp per character), scroll of fly (31 gp 
  per character). 
   
  APL 10: L: 476 gp; C: 0; M: wand of fireballs (5
  th level 
  – 30 charges left) (562 gp per character), amulet of health 
  +4 (1,333 gp per character), headband of intellect +4 
  (1,333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +3 (666 gp per character), ring of 
  protection +2 (666 gp per character), +1 greatsword (196 
  gp per character), potion of bull’s strength (25 gp per 
  character), potion of bear’s endurance (25 gp per 
  character), ring of protection +1 (166 gp per character) 
  APL 12: L: 476 gp; C: 0; M: wand of fireballs (5
  th level 
  – 30 charges left) (562 gp per character), amulet of health 
  +4 (1,333 gp per character), headband of intellect +4 
  (1,333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  cloak of resistance +3 (666 gp per character), ring of 
  protection +3 (1,500 gp per character), +1 greatsword (196 
  gp per character), potion of bull’s strength (25 gp per 
  character), potion of bear’s endurance (25 gp per 
  character), ring of protection +1 (166 gp per character) 
  APL 14: L: 81; C: 0; M:  wand of fireballs (5
  th level – 
  30 charges left) (562 gp per character), amulet of health 
  +4 (1,333 gp per character), headband of intellect +4 
  (1,333 gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +4 (1,333 gp per character), 
  cloak of resistance +4 (1,333 gp per character), ring of 
  protection +3 (1,500 gp per character), +1 greatsword [2] 
  (196 gp per character), +1 mithral half-plate [2] (479 gp 
  per character), potion of bull’s strength [2] (25 gp per 
  character), potion of bear’s endurance [2] (25 gp per 
  character), ring of protection +1 [2] (166 gp per 
  character), lesser rod of quickening (2,916 gp per 
  character),  
  APL 16: L: 81; C: 0; M: wand of fireballs (7
  th level – 30 
  charges left) (788 gp per character), amulet of health +4 
  (1,333 gp per character), headband of intellect +4 (1,333 
  gp per character), ring of mage armor (1000 gp per 
  character), gloves of dexterity +4 (1,333 gp per character), 
  cloak of resistance +4 (1,333 gp per character), ring of 
  protection +3 (1,500 gp per character), lesser rod of 
  quickening (2,916 gp per character), +1 greatsword [2] 
  (196 gp per character), +1 mithral half-plate [2] (479 gp 
  per character), potion of bull’s strength [2] (25 gp per 
  character), potion of bear’s endurance [2] (25 gp per 
  character), ring of protection +2 [2] (666 gp per 
  character), cloak of resistance +1 [2] (83 gp per character) 
   
  Maximum Possible Treasure 
   
  APL 6:  
  900 gp 
   
  APL 8:  
  1,300 gp 
   
  APL 10:  
  2,300 gp 
   
  APL 12:  
  3,300 gp 
   
  APL 14:  
  6,600 gp 
   
  APL 16:  
  9,900 gp 
   
  Special: 
   
  �Capturing the cultists (all of them): Upgrade of any 
  one stat item (save gauntlets of ogre power) from +2 to +4. 
  Freq: Metaregional; one-time use only. Pay the difference 
  between old and new prices. 
   
  �Sympathetic toward Ket or Tusmit: Upgrade a single 
  standard weapon or ring of protection by +1, to a 
  maximum of +4. Freq: Metaregional; one-time use only. 
  Pay the difference between old and new prices. 
   
   
  
  Flicker 
   
  Page 28 
  �Sympathetic toward either regions or neither: 
  Upgrade a single standard piece of armor/shield or 
  cloak/vest of resistance by +1, to a maximum of +3. Freq: 
  Metaregional; one-time use only. Pay the difference 
  between old and new prices. 
   
  �Spells of the Soul: If the character was subjected to 
  Dedicari dust and failed a saving throw, he/she must 
  make a Will save [DC 16].  If this is successful, the 
  patterns in their mind at the time of the influence have 
  come together to give them a sudden insight.  They are 
  accorded the Spell Access on the AR.  If they fail the save 
  please circle the Dedicari Dust Influence and mark off 
  the spell access on the AR. 
   
  �Purse of the Tiger: This device allows the bearer to 
  communicate verbally with any feline.  The wielder may  
  - three times a day as a free action on its turn - make an 
  Intimidation check to force felines within line of sight to 
  treat the wielder as if under a successful Sanctuary spell 
  for a number of rounds equal to his/her Charisma 
  modifier (minimum of 1).  This item does not take up a 
  magical item slot.  CL 11
  th, tongues, sanctuary, Craft 
  Wondrous Item, 1,800 gp. 
   
  �Dedicari Dust Influence: Any spellcaster failing their 
  save against the Dedicari dust is considered susceptible 
  in future.  If a character wishes to change this, contact the 
  Ket Triad for a Special Mission. 
   
  �Spell Access: If the conditions noted are met, 
  spellcasters who prepare spells may immediately add one 
  spell to their spellbook at no charge equal to half the APL 
  or less.  The spell chosen is ___________________________ (if other 
  than core access, campaign documentation for the spell 
  must be noted and must be presented to the DM at the 
  signing of this AR.).  Spontaneous casters may 
  immediately exchange one spell: the spell to be 
  exchanged is _________________ and the new spell is ______________.  
   
  
  Flicker 
   
  Page 29 
  Appendix One: Creatures 
   
  Introduction 
  �Shahal Qarim: Rgr5/OcSl1*/Jst10*; Male Baklunish 
  Human: CR 16; Medium Humanoid (6’ 1" tall); 
  6d8+12+10d10+20; hp 125; Init +9 (Dex, Improved 
  Initiative); Spd 30 ft; AC 24 (T 17, FF 19) (+7 for +3 
  Mithral Chain Shirt, +5 Dex, Ring of Protection +2); Base 
  Atk +16; Grp +24; Atk +21 melee (1d6+5, [Crit 18-20] [x2], 
  +1 cold iron scimitar) or +23 ranged (1d8+4 [Crit 20] [x3] 
  masterwork +4 strength composite longbow); Full Atk 
  +22/+17/+12/+7 melee (1d6+5, [Crit 18-20] [x2], +1 cold 
  iron scimitar) or +20/+15/+10/+5 (1d6+5, [Crit 18-20] 
  [x2], +1 cold iron scimitar) and +20/+15 (1d4+5, [Crit 20] 
  [x2], +1 cold iron sickle); or +23/+18/+13/+8 ranged 
  (1d8+4 [Crit 20] [x3] masterwork +4 strength composite 
  longbow); SA; Bring ‘em back alive; SQ Animal 
  companion (none currently – killed during torture), 
  combat style (two weapon fighting), favored enemy 
  outsiders (evil), magical beasts, magical defense +1, 
  weapon bond (scimitars), nonlethal strike (+4d6), 
  crippling blow, street savvy +6, hog-tie, improved hog-tie, 
  intuition; AL LG; SV Fort +12, Ref +15, Will +19; Str 18, 
  Dex 20, Con 14, Int 14, Wis 18, Cha 8. 
   
  Skills and Feats: Gather Information +21, Hide +20, 
  Knowledge: Arcana +6, Listen +23, Language: Baklunish, 
  Common, Move Silently +20, Search +21, Spellcraft +5, 
  Spot +28, Survival +23; Combat Expertise, Endurance, 
  Exotic Weapon Proficiency Manacles, Improved Combat 
  Expertise*, Improved Grapple, Improved Initiative, 
  Improved Trip, Improved Two Weapon Fighting, Two 
  Weapon Fighting, Skill Focus (Gather Information), 
  Tracking, Weapon Focus (Scimitar). 
   
  Spells prepared (1; DC = 14+Spell Level) 1
  st – 
  entangle. 
   
  Intuition (Su): When hunting a specific person, a 
  10
  th level Justiciar can use a Survival check to determine 
  in which direction the culprit might be found if the 
  criminal is within 1 mile of the Justiciar (DC 15+target'’ 
  HD).  A Justiciar can use this ability to determine the 
  direction of anyone he has previously faced in combat if 
  he or she is within range. 
   
  The DM should make this check in secret for the 
  Justiciar since the character should not know if he failed 
  the check because of the die roll or because the target is 
  too far away.  A Justiciar can make this check once per 
  day for any single target. 
   
  Possessions: cloak of elvenkind, boots of elvenkind, 
  eyes of the eagle, belt of giant strength +4, periapt of 
  wisdom +4, gloves of dexterity +4, +1 cold iron sickle, +1 
  cold iron scimitar (weapon bonded), +2 ring of 
  protection, +3 vest of resistance, wand of cure moderate 
  wounds (35 charges), +3 mithral chain shirt, chain shirt, 
  masterwork 
  silver 
  scimitar, 
  backpack, 
  bedroll, 
  masterwork mighty (+4) composite longbow, 60 arrows, 
  light 
  warhorse, 
  leather 
  barding, 
  military saddle, 
  masterwork manacles (3 sets). 
  * See Appendix 2: New Rules 
   
  Encounter 2: Brushfire 
   
  APL 6 
  �Talondark: CR 7; Male Wood Elf Drd7: Medium 
  humanoid; HD 7d8+7; hp 47; Init +3; Spd 30 ft; AC 17 [+3 
  Dex, +2 leather, +2 shield], touch 13, flat-footed 14; Base 
  Atk +5; Grp +6; Atk +6 melee (1D6+1, scimitar) or +8 
  ranged (1D6+1, javelin); Atk +6 melee (1D6+1, scimitar) 
  or +8 ranged (1D6+1, javelin); SA Resist nature’s lure, 
  nature sense, wild empathy; SQ Animal companion, 
  woodland stride, trackless step, wild shape 3/day, wild 
  shape small or medium; AL N; SV Fort +6, Ref +5, Will 
  +8; Str 12, Dex 16, Con 12, Int 10, Wis 17, Cha 6. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (nature) +10, Hide +6, Spellcraft +2, Spot  +12, Survival 
  +10; Augment Summoning, Natural Spell, Spell Focus 
  (conjuration),  
   
  Spells Prepared (6/5/4/3/1; Base DC = 13 + Spell 
  Level; DC = 14 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh, 
  entangle, magic stone, calm animals; 2
  nd – bear’s 
  endurance, cat’s grace, heat metal, resist energy; 3
  rd – 
  protection from energy, protection from energy, spike 
  growth; 4
  th – flame strike 
  Possessions: divine scroll of summon nature’s 
  ally IV, flamestrike greater magic fang, barkskin, briar 
  web, studded leather barding on wolf, leather armor, 
  heavy wooden shield, scimitar, 3 javelins. 
   
  �Gut-toss; Dire Wolf Animal Companion; CR 3; Large 
  Magical Beast; HD 6d8+18; hp 45; Init +2; Spd 50 ft; AC 
  17 [-1 size, +2 Dex, +3 natural, +3 armor] touch 11, flat-
  footed 14); Base Atk +4; Grp +15; Atk +11 melee (1d8+10, 
  [crit 20] [x2], bite); SA Trip; SQ Scent, Low Light Vision; 
  AL N; SV Fort +8, Ref +7, Will +6; Str 25 Dex 15 Con 17 
  Int 2 Wis 12 Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +7, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+11 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
   
  
  Flicker 
   
  Page 30 
  APL 8 
  �Talondark: CR 7; Male Wood Elf Drd7: Medium 
  humanoid; HD 7d8+7; hp 47; Init +3; Spd 30 ft; AC 17 [+3 
  Dex, +2 armor, +2 shield], touch 13, flat-footed 14; Base 
  Atk +5; Grp +6; Atk +6 melee (1D6+1, scimitar) or +8 
  ranged (1D6+1, javelin); Atk +6 melee (1D6+1, scimitar) 
  or +8 ranged (1D6+1, javelin); SA Resist nature’s lure, 
  nature sense, wild empathy; SQ Animal companion, 
  woodland stride, trackless step, wild shape 3/day, wild 
  shape small or medium; AL N; SV Fort +6, Ref +5, Will 
  +8; Str 12, Dex 16, Con 12, Int 10, Wis 17, Cha 6. 
   
  Skills and Feats: Concentration +11, Knowledge 
  (nature) +10, Hide +6, Spellcraft +2, Spot  +12, Survival 
  +10; Augment Summoning, Natural Spell, Spell Focus 
  (conjuration),  
   
  Spells Prepared (6/5/4/3/1; Base DC = 13 + Spell 
  Level; DC = 14 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh, 
  entangle, magic stone, calm animals; 2
  nd – bear’s 
  endurance, cat’s grace, heat metal, resist energy; 3
  rd – 
  protection from energy, protection from energy, spike 
  growth; 4
  th – flame strike 
  Possessions: divine scroll of summon nature’s 
  ally IV, flamestrike greater magic fang, barkskin, briar 
  web, studded leather barding on wolf, leather armor, 
  heavy wooden shield, scimitar, 3 javelins. 
   
  �Gut-toss; Dire Wolf Animal Companion; CR 3; Large 
  Magical Beast; HD 6d8+18; hp 45; Init +2; Spd 50 ft; AC 
  17 [-1 size, +2 Dex, +3 natural, +3 armor] touch 11, flat-
  footed 14); Base Atk +4; Grp +15; Atk +11 melee (1d8+10, 
  [crit 20] [x2], bite); SA Trip; SQ Scent, Low Light Vision; 
  AL N; SV Fort +8, Ref +7, Will +6; Str 25 Dex 15 Con 17 
  Int 2 Wis 12 Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +7, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+11 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Daggerstrike, Swiftstride, Tallbranch (3): CR 5; 
  Female/Male Wood Elf Bar1/Rgr2/Ftr2: Medium 
  humanoid; HD 1d12+2d8+2d10+5; hp 39; Init +4; Spd 40 
  ft; AC 16 [+4 Dex, +2 armor], touch 14, flat-footed 12; Base 
  Atk +5; Grp +8; Atk +8 melee (1d8+3, obsidian 
  longsword) or +11 ranged (1d8+3, masterwork mighty +3 
  composite longbow); Atk +8 melee (1d8+3, obsidian 
  longsword) or +11 ranged or +9/+9 ranged (1d8+3, 
  masterwork mighty +3 composite longbow); SQ Rage, 
  wild empathy, favored enemy (human); AL N; SV Fort +8, 
  Ref +7, Will +0; Str 16 Dex 19, Con 12, Int 10, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Climb +9, Hide +6, Jump +9, Spot  
  +8, Survival +10; Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Tracking, Weapon Focus (Longbow) 
   
  Possessions: leather armor, heavy wooden shield, 
  obsidian longsword (2), dagger, masterwork mighty (+3 
  str) composite longbow, 60 arrows, 6 sleep arrows. 
   
  APL 10 
  �Talondark: CR 11; Male Wood Elf Drd11: Medium 
  humanoid; HD 11d8+11; hp 71; Init +3; Spd 30 ft; AC 17 
  [+3 Dex, +2 armor, +2 shield], touch 13, flat-footed 14; 
  Base Atk +8; Grp +9; Atk +10 melee (1D6+1, masterwork 
  scimitar) or +11 ranged (1D6+1, javelin); Atk +10/+5 
  melee (1D6+1, masterwork scimitar) or +11/+6 ranged 
  (1D6+1, javelin); SA Resist nature’s lure, nature sense, 
  wild empathy; SQ Animal companion, woodland stride, 
  trackless step, wild shape 4/day, venom immunity, wild 
  shape tiny, small, medium, large; AL N; SV Fort +8, Ref 
  +6, Will +12; Str 12, Dex 16, Con 12, Int 10, Wis 20, Cha 
  6. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (nature) +14, Spellcraft +2, Spot  +18, Survival +16; 
  Augment Summoning, Natural Spell, Spell Focus 
  (conjuration), Still Spell. 
   
  Spells Prepared (6/7/5/5/4/3/1; Base DC = 15 + Spell 
  Level; DC = 16 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh, 
  entangle (3), magic stone, calm animals; 2
  nd – bear’s 
  endurance, cat’s grace, heat metal, resist energy, warp 
  wood; 3
  rd – cure moderate wounds (2), protection from 
  energy, protection from energy, spike growth; 4
  th – flame 
  strike (2), freedom of movement, repel vermin; 5
  th – call 
  lightning storm, tree stride, wall of fire; 6
  th – fire seeds 
  Possessions: divine scroll of summon nature’s 
  ally VI, Empowered flamestrike, greater magic fang, 
  barkskin, briar web, studded leather barding on wolf, 
  leather armor, heavy wooden shield, masterwork 
  scimitar, 3 javelins, periapt of wisdom +2. 
   
  �Gut-toss; Dire Wolf Animal Companion; CR 3; Large 
  Magical Beast; HD 8d8+32; hp 68; Init +3; Spd 50 ft; AC 
  20 [-1 size, +3 Dex, +5 natural, +3 armor] touch 12, flat-
  footed 16); Base Atk +6; Grp +18; Atk +14 melee (1d8+12, 
  [crit 20] [x2], bite); SA Trip; SQ Scent, Low Light Vision; 
  AL N; SV Fort +10, Ref +9, Will +7; Str 26 Dex 16 Con 18 
  Int 2 Wis 12 Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +9, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  
  Flicker 
   
  Page 31 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+12 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Daggerstrike, Swiftstride, Tallbranch (3): CR 5; 
  Female/Male Wood Elf Bar1/Rgr2/Ftr2: Medium 
  humanoid; HD 1d12+2d8+2d10+5; hp 39; Init +4; Spd 40 
  ft; AC 16 [+4 Dex, +2 armor], touch 14, flat-footed 12; Base 
  Atk +5; Grp +8; Atk +8 melee (1d8+3, obsidian 
  longsword) or +11 ranged (1d8+3, masterwork mighty +3 
  composite longbow); Atk +8 melee (1d8+3, obsidian 
  longsword) or +11 ranged or +9/+9 ranged (1d8+3, 
  masterwork mighty +3 composite longbow); SQ Rage, 
  wild empathy, favored enemy (Human); AL N; SV Fort 
  +8, Ref +7, Will +0; Str 16 Dex 19, Con 12, Int 10, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Climb +9, Hide +6, Jump +9, Spot  
  +8, Survival +10; Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot (R2), Tracking (R1), Weapon Focus 
  (Composite Longbow) 
   
  Possessions: Leather armor, heavy wooden shield, 
  obsidian longsword (2), dagger, Masterwork Mighty (+3 
  Str) Composite Longbow, 60 arrows, 6 Sleep arrows. 
   
  APL 12 
  �Talondark: CR 13; Male Wood Elf Drd13: Medium 
  humanoid; HD 13d8+13; hp 83; Init +3; Spd 30 ft; AC 17 
  [+3 Dex, +2 armor, +2 shield], touch 13, flat-footed 14; 
  Base Atk +9; Grp +10; Atk +11 melee (1D6+1, masterwork 
  scimitar) or +12 ranged (1D6+1, javelin); Atk +11/+6 
  melee (1D6+1, masterwork scimitar) or +12/+7 ranged 
  (1D6+1, javelin); SA Resist nature’s lure, nature sense, 
  wild empathy; SQ Animal companion, woodland stride, 
  trackless step, wild shape 4/day, venom immunity, wild 
  shape tiny, small, medium, plant, large, A thousand faces; 
  AL N; SV Fort +9, Ref +7, Will +13; Str 12, Dex 16, Con 
  12, Int 10, Wis 21, Cha 6. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (nature) +16, Spellcraft +2, Spot  +21, Survival +18; 
  Augment Summoning, Natural Spell, Spell Focus 
  (conjuration), Silent Spell, Still Spell. 
   
  Spells Prepared (6/7/6/5/5/4/2/1; Base DC = 15 + 
  Spell Level; DC = 16 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh, 
  entangle (3), magic stone, calm animals; 2
  nd – bear’s 
  endurance, bull’s strength, cat’s grace, heat metal, resist 
  energy, warp wood; 3
  rd – cure moderate wounds (2), 
  protection from energy, protection from energy, spike 
  growth; 4
  th – dispel magic, flame strike (2), freedom of 
  movement, repel vermin;  5
  th – baleful polymorph, call 
  lightning storm, silent flame strike, wall of fire; 6
  th – fire 
  seeds, still silent flame strike; 7
  th – fire storm 
   
  Possessions: divine scroll of summon nature’s ally 
  VII, Maximized flamestrike, greater magic fang, 
  barkskin, briar web, studded leather barding on wolf, 
  leather armor, heavy wooden shield, masterwork 
  scimitar, 3 javelins, periapt of wisdom +2. 
   
  �Gut-toss; Advanced Dire Wolf Animal Companion: 
  CR 3; Large Magical Beast; HD 10d8+40; hp 86; Init +3; 
  Spd 50 ft; AC 22 [-1 size, +3 Dex, +7 natural, +3 armor] 
  touch 12, Flat-footed 19; Base Atk +7; Grp +19; Atk +15 
  melee (1d8+12, [crit 20] [x2], bite); Space/Reach 10 ft./5 
  ft.; SA Trip; SQ Scent, Low Light Vision; AL N; SV Fort 
  +10, Ref +9, Will +7; Str 27 Dex 17 Con 18 Int 2 Wis 12 
  Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +11, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+12 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Daggerstrike, Swiftstride, Tallbranch (3): CR 8; 
  Female/Male Wood Elf Bar1/Rgr3/Ftr4: Medium 
  humanoid; HD 1d12+3d8+4d10+8; hp 59; Init +5; Spd 40 
  ft; AC 17 [+5 Dex, +2 armor], touch 15, flat-footed 12; Base 
  Atk +8; Grp +11; Atk +11 melee (1d8+3, obsidian 
  longsword) or +15 ranged (1d8+6, +1 mighty +3 
  composite longbow); Atk +11/+6 melee (1d8+3, obsidian 
  longsword) or +15/+10 ranged or +13/+13/+8 ranged 
  (1d8+6, +1 mighty +3 composite longbow); SQ Rage, wild 
  empathy, favored enemy (Human); AL N; SV Fort +9, Ref 
  +9, Will +2; Str 16 Dex 20, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +10, Jump +11, 
  Spot  +11, Survival +10; Endurance, Far Shot, Many Shot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Tracking, 
  Weapon Focus (Longbow), Weapon Specialization 
  (Longbow) 
   
  Possessions: leather armor, heavy wooden shield, 
  obsidian longsword (2), dagger, +1 mighty (+3 str) 
  composite longbow, 60 arrows, 6 sleep arrows. 
   
  APL 14 
  �Talondark: CR 13; Male Wood Elf Drd13: Medium 
  humanoid; HD 13d8+13; hp 83; Init +3; Spd 30 ft; AC 17 
  [+3 Dex, +2 armor, +2 shield], touch 13, flat-footed 14; 
  Base Atk +9; Grp +10; Atk +11 (1D6+1, masterwork 
  scimitar) or +12 ranged (1D6+1, javelin); Atk +11/+6 
  melee (1D6+1, masterwork scimitar) or +12/+7 ranged 
  (1D6+1, javelin); SA Resist nature’s lure, nature sense, 
  wild empathy; SQ Animal companion, woodland stride, 
  
  Flicker 
   
  Page 32 
  trackless step, wild shape 4/day, venom immunity, wild 
  shape tiny, small, medium, plant, large, a thousand faces; 
  AL N; SV Fort +9, Ref +7, Will +13; Str 12, Dex 16, Con 
  12, Int 10, Wis 21, Cha 6. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (nature) +16, Spellcraft +2, Spot  +21, Survival +18; 
  Augment Summoning, Natural Spell, Spell Focus 
  (conjuration), Silent Spell, Still Spell. 
   
  Spells Prepared (6/7/6/5/5/4/2/1; Base DC = 15 + 
  Spell Level; DC = 16 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh, 
  entangle (3), magic stone, calm animals; 2
  nd – bear’s 
  endurance, bull’s strength, cat’s grace, heat metal, resist 
  energy, warp wood; 3
  rd – cure moderate wounds (2), 
  protection from energy, protection from energy, spike 
  growth; 4
  th – dispel magic, flame strike (2), freedom of 
  movement, repel vermin;  5
  th – baleful polymorph, call 
  lightning storm, silent flame strike, wall of fire; 6
  th – fire 
  seeds, still silent flame strike; 7
  th – fire storm 
   
  Possessions: divine scroll of summon nature’s ally 
  VII, Maximized flamestrike, greater magic fang, 
  barkskin, briar web, studded leather barding on wolf, 
  leather armor, heavy wooden shield, masterwork 
  scimitar, 3 javelins, periapt of wisdom +2. 
   
  �Gut-toss; Advanced Dire Wolf Animal Companion: 
  CR 3; Large Magical Beast; HD 10d8+40; hp 86; Init +3; 
  Spd 50 ft; AC 22 [-1 size, +3 Dex, +7 natural, +3 armor] 
  touch 12, Flat-footed 19; Base Atk +7; Grp +19; Atk +15 
  melee (1d8+12, [crit 20] [x2], bite); Space/Reach 10 ft./5 
  ft.; SA Trip; SQ Scent, Low Light Vision; AL N; SV Fort 
  +10, Ref +9, Will +7; Str 27 Dex 17 Con 18 Int 2 Wis 12 
  Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +11, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+12 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Lightningclaws: CR 13; female Wood Elf Drd13: 
  Medium humanoid; HD 13d8+13; hp 83; Init +3; Spd 30 
  ft; AC 17 [+3 Dex, +2 armor, +2 shield], touch 13, flat-
  footed 14; Base Atk +9; Grp +10; Atk +11 melee (1D6+1, 
  masterwork scimitar) or +12 ranged (1D6+1, javelin); Atk 
  +11/+6 melee (1D6+1, masterwork scimitar) or +12/+7 
  ranged (1D6+1, javelin); SA Resist nature’s lure, nature 
  sense, wild empathy; SQ Animal companion, woodland 
  stride, trackless step, wild shape 4/day, venom immunity, 
  wild shape tiny, small, medium, plant, large, a thousand 
  faces; AL N; SV Fort +9, Ref +7, Will +13; Str 12, Dex 16, 
  Con 12, Int 10, Wis 21, Cha 6. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (nature) +16, Spellcraft +2, Spot  +21, Survival +18; 
  Augment Summoning, Combat Casting, Natural Spell, 
  Spell Focus (conjuration), Silent Spell. 
   
  Spells Prepared (6/7/6/5/5/4/2/1; Base DC = 15 + 
  Spell Level; DC = 16 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh, 
  entangle (3), magic stone, calm animals; 2
  nd – bear’s 
  endurance, bull’s strength, cat’s grace, heat metal, resist 
  energy, warp wood; 3
  rd – cure moderate wounds (2), 
  protection from energy, protection from energy, spike 
  growth 4
  th – dispel magic, flame strike (2), freedom of 
  movement, repel vermin;  5
  th – baleful polymorph, call 
  lightning storm, silent flame strike, wall of fire; 6
  th – fire 
  seeds, silent call lightning; 7
  th – fire storm 
   
  Possessions: divine scroll of summon nature’s ally 
  vii, maximized flamestrike, greater magic fang, barkskin, 
  briar web, studded leather barding on wolf, leather 
  armor, heavy wooden shield, masterwork scimitar, 3 
  javelins, periapt of wisdom +2. 
   
  �Darter; Advanced Dire Wolf Animal Companion: 
  CR 3; Large Magical Beast; HD 10d8+40; hp 86; Init +3; 
  Spd 50 ft; AC 22 [-1 size, +3 Dex, +7 natural, +3 armor] 
  touch 12, flat-footed 19; Base Atk +7; Grp +19; Atk +15 
  melee (1d8+12, [crit 20] [x2], bite); SA Trip; SQ Scent, 
  Low Light Vision; AL N; SV Fort +10, Ref +9, Will +7; Str 
  27 Dex 17 Con 18 Int 2 Wis 12 Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +11, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+12 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Daggerstrike, Swiftstride, Tallbranch (3): CR 10; 
  Female/Male Wood Elf Bar1/Rgr5/Ftr4: Medium 
  humanoid; HD 1d12+5d8+4d10+10; hp 73; Init +5; Spd 40 
  ft; AC 17 [+5 Dex, +2 armor], touch 15, flat-footed 12; Base 
  Atk +10; Grp +13; Atk +13 melee (1d8+3, obsidian 
  longsword) or +17 ranged (1d8+6, +1 mighty +3 
  composite longbow); Atk +13/+8 (1d8+3, obsidian 
  longsword) or +17/+12 ranged or +15/+15/+10 ranged 
  (1d8+6+1d6 Fire, +1 mighty flaming +3 composite 
  longbow); SQ Rage, wild empathy, favored enemy 
  (Human, Halfling); AL N; SV Fort +10, Ref +10, Will +2; 
  Str 16 Dex 20, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +13, Hide +13, Jump +13, 
  Spot  +13, Survival +13; Die-Hard, Endurance, Far Shot, 
  
  Flicker 
   
  Page 33 
  Many Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Tracking, 
  Weapon 
  Focus 
  (longbow), 
  Weapon 
  Specialization (longbow) 
   
  Possessions: leather armor, heavy wooden shield, 
  obsidian longsword (2), dagger, +1 flaming mighty (+3 
  str) composite longbow, 60 arrows, 6 sleep arrows. 
   
  APL 16 
  �Talondark: CR 15; Male Wood Elf Drd13: Medium 
  humanoid; HD 15d8+15; hp 95; Init +3; Spd 30 ft; AC 17 
  [+3 Dex, +2 armor, +2 shield], touch 13, flat-footed 14; 
  Base Atk +11; Grp +12; Atk +13 melee (1D6+1, 
  masterwork scimitar) or +14 ranged (1D6+1, javelin); Atk 
  +13/+8/+3 melee (1D6+1, masterwork scimitar) or 
  +14/+9/+4 ranged (1D6+1, javelin); SA Resist nature’s 
  lure, nature sense, wild empathy; SQ Animal companion, 
  woodland stride, trackless step, wild shape 5/day, venom 
  immunity, wild shape tiny, small, medium, plant, large, 
  huge, timeless body, a thousand faces; AL N; SV Fort +10, 
  Ref +8, Will +15; Str 12, Dex 16, Con 12, Int 10, Wis 23, 
  Cha 6. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (nature) +18, Spellcraft +2, Spot  +24, Survival +21; 
  Augment Summoning, Eschew Materials, Natural Spell, 
  Spell Focus (conjuration), Silent Spell, Still Spell. 
   
  Spells Prepared (6/7/7/6/5/5/4/2/1; Base DC = 16 + 
  Spell Level; DC = 17 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh 
  (2), entangle (2), magic stone, calm animals; 2
  nd – bear’s 
  endurance, bull’s strength, cat’s grace, heat metal, resist 
  energy, warp wood; 3
  rd – cure moderate wounds (2), 
  protection from energy, protection from energy, spike 
  growth (2); 4
  th – dispel magic, flame strike (2), freedom of 
  movement, repel vermin; 5
  th – baleful polymorph, call 
  lightning storm (2), silent flame strike, wall of fire; 6
  th – 
  anti-life shell, dispel magic (greater), fire seeds, still silent 
  flame strike; 7
  th – fire storm, heal; 8
  th – reverse gravity 
   
  Possessions: divine scroll of summon nature’s ally 
  viii, maximized flamestrike, greater magic fang, barkskin, 
  briar web, studded leather barding on wolf, leather 
  armor, heavy wooden shield, masterwork scimitar, 3 
  javelins, periapt of wisdom +4. 
   
  �Gut-toss; Advanced Dire Wolf Animal Companion: 
  CR 3; Large Magical Beast; HD 10d8+40; hp 86; Init +3; 
  Spd 50 ft; AC 22 [-1 size, +3 Dex, +7 natural, +3 armor] 
  touch 12, flat-footed 19; Base Atk +7; Grp +19; Atk +15 
  melee (1d8+12, [crit 20] [x2], bite); SA Trip; SQ Scent, 
  Low Light Vision; AL N; SV Fort +10, Ref +9, Will +7; Str 
  27 Dex 17 Con 18 Int 2 Wis 12 Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +11, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus (Bite). 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+12 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Lightningclaws: CR 15; female Wood Elf Drd15: 
  Medium humanoid; HD 15d8+15; hp 95; Init +3; Spd 30 
  ft; AC 17 [+3 Dex, +2 armor, +2 shield], touch 13, flat-
  footed 14; Base Atk +11; Grp +12; Atk +13 melee (1D6+1, 
  masterwork scimitar) or +14 ranged (1D6+1, javelin); Atk 
  +13/+8/+3 melee (1D6+1, masterwork scimitar) or 
  +14/+9/+4 ranged (1D6+1, javelin); SA Resist nature’s 
  lure, nature sense, wild empathy; SQ Animal companion, 
  woodland stride, trackless step, wild shape 5/day, venom 
  immunity, wild shape tiny, small, medium, plant, large, 
  huge, timeless body, a thousand faces; AL N; SV Fort +10, 
  Ref +8, Will +15; Str 12, Dex 16, Con 12, Int 10, Wis 23, 
  Cha 6. 
   
  Skills and Feats: Concentration +22, Knowledge 
  (nature) +18, Spellcraft +2, Spot  +24, Survival +20; 
  Augment Summoning, Combat Casting, Natural Spell, 
  Skill Focus (Concentration), Spell Focus (conjuration), 
  Silent Spell. 
   
  Spells Prepared (6/7/7/6/5/5/4/2/1; Base DC = 16 + 
  Spell Level; DC = 17 + spell level for Conjuration) 0
  th – 
  resistance, guidance, read magic, detect magic, detect 
  poison, cure minor wounds; 1
  st – longstrider, shillelagh; 
  (2), entangle (2), magic stone, calm animals; 2
  nd – bear’s 
  endurance, bull’s strength, cat’s grace, heat metal, resist 
  energy, warp wood; 3
  rd – cure moderate wounds (2), 
  protection from energy, protection from energy, spike 
  growth (2); 4
  th – dispel magic, flame strike (2), freedom of 
  movement, repel vermin;  5
  th – baleful polymorph, call 
  lightning storm (2), silent flame strike, wall of fire; 6
  th – 
  anti-life shell, dispel magic (greater), fire seeds,  silent call 
  lightning storm; 7
  th – fire storm, heal; 8
  th – sunburst 
   
  Possessions: divine scroll of summon nature’s ally 
  VIII, maximized flamestrike, greater magic fang, 
  barkskin, briar web, studded leather barding on wolf, 
  leather armor, heavy wooden shield, masterwork 
  scimitar, 3 javelins, periapt of wisdom +4. 
   
  �Darter; Advanced Dire Wolf Animal Companion: 
  CR 3; Large magical beast; HD 10d8+40; hp 86; Init +3; 
  Spd 50 ft; AC 22 [-1 size, +3 Dex, +7 natural, +3 armor] 
  touch 12, flat-footed 19; Base Atk +7; Grp +19; Atk +15 
  melee (1d8+12, [crit 20] [x2], bite); Space/Reach 10 ft./5 
  ft.; SA Trip; SQ Scent, Low Light Vision; AL N; SV Fort 
  +10, Ref +9, Will +7; Str 27 Dex 17 Con 18 Int 2 Wis 12 
  Cha 10 
  Skills and Feats: Hide -1, Listen +7, Move Silently +3, 
  Spot +11, Survival +2* (Scent applies); Alertness, Run, 
  Track, Weapon Focus Bite. 
  
  Flicker 
   
  Page 34 
  Trip (Ex): Any successful bite attack allows a free 
  action to trip the opponent (+12 check modifier).  If the 
  attempt fails, the target cannot attempt to trip the wolf. 
  Scent: +4 to skill when tracking by scent. 
   
  Possessions:  studded leather barding 
   
  �Daggerstrike, Swiftstride, Tallbranch (3): CR 12; 
  Female/Male Wood Elf Bar1/Rgr5/Ftr6: Medium 
  humanoid; HD 1d12+5d8+6d10+12; hp 87; Init +5; Spd 40 
  ft; AC 17 [+5 Dex, +2 armor], touch 15, flat-footed 12; Base 
  Atk +12; Grp +16; Atk +16 (1d8+4, obsidian longsword) or 
  +19 ranged (1d8+7, +1 mighty +4 composite longbow, 
  Crit 19-20); Atk +16/+11/+6 (1d8+4, obsidian longsword) 
  or +19/+14/+9 ranged or +17/+17/+12/+7 (1d8+7+1d6 
  Fire, +1 mighty flaming +4 composite longbow, Crit 19-
  20); SQ Rage, wild empathy, favored enemy (Human, 
  Halfling); AL N; SV Fort +12, Ref +12, Will +6; Str 18 Dex 
  21, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +16, Hide +13, Jump +16, 
  Spot  +13, Survival +13; Die-Hard, Endurance (R3), Far 
  Shot, Iron Will, Improved Critical (longbow), Many 
  Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Tracking, 
  Weapon 
  Focus 
  (longbow), 
  Weapon 
  Specialization (longbow) 
   
  Possessions: leather armor, heavy wooden shield, 
  obsidian longsword (2), dagger, cloak of resistance +1, 
  gauntlets of ogre power, +1 flaming mighty (+4 str) 
  composite longbow, 60 arrows, 6 sleep arrows. 
   
  Encounter 4: Kindling 
   
  APL 6 and 8 
  �Dwarven Fighters: Male/Female Dwarven Ftr3; CR 3; 
  Medium Humanoid; 3d10+9; hp 31; Init +2 (Dex); Spd 20 
  ft; AC 19 [+5 armor, +2 Dex, +2 shield] touch 12, flat-
  footed 17; Base Atk +3; Grp +6; Atk +8 melee (1d10+3, 
  [crit 20] [x3], masterwork dwarven waraxe) or +5 ranged 
  (1d8 [crit 19-20] [x2] light crossbow); Full Atk +8 melee 
  (1d10+3, [crit 20] [x3], masterwork dwarven waraxe) or +5 
  ranged (1d8 [crit 19-20] [x2] light crossbow; SQ Dwarven 
  Traits;  AL LE; SV Fort +6, Ref +3, Will +2; Str 16, Dex 14, 
  Con 16, Int 10, Wis 12, Cha 6. 
  Skills and Feats: Climb +5, Jump +5; Cleave, Dodge, 
  Power Attack, Weapon Focus Dwarven Axe. 
  Possessions:  breastplate, heavy steel shield, 
  dwarven waraxe, masterwork dwarven waraxe, light 
  crossbow, 20 bolts, bedroll, backpack, dagger, potion of 
  bull’s strength, potion of bear’s endurance, 2 bags of 
  dedicari dust powder. 
   
  �Sircari Cleric of the Elder Elemental Eye (Fire): 
  Male Human Clr5; CR 5; Medium Humanoid; 5d8+10; 
  hp 38; Init +1 (Dex); Spd 20 ft; AC 20 [+9 armor, +1 Dex] 
  touch 11, flat-footed 19; Base Atk +3; Grp +5; Atk +6 
  melee (1d8+3, [crit 20] [x2], masterwork heavy mace) or 
  +4 ranged (1d8 [crit 19-20] [x2] light crossbow); Full Atk 
  +6 melee (1d8+3, [crit 20] [x2], masterwork heavy mace) 
  or +4 ranged (1d8 [crit 19-20] [x2] light crossbow); SQ 
  Domains of Evil and Fire;  AL CE; SV Fort +6, Ref +2, 
  Will +7; Str 14, Dex 12, Con 14, Int 10, Wis 17, Cha 8. 
  Skills and Feats: Concentration +13, Healing +11, 
  Knowledge Religion +8; Combat Casting, Skill Focus 
  (Concentration), Extend Spell. 
  Spells Known (5/4+1/3+1/2+1, DC is 13+Spell 
  Level): 0
  th– create water, detect magic (2), guidance, 
  virtue; 1
  st – bless, cure light wounds, divine favor, 
  protection from good*, shield of faith; 2
  nd – bear’s 
  endurance, produce flame*, spiritual weapon (2); 3
  rd – 
  cure serious wounds, magic circle against good*, 
  extended spiritual weapon. 
  Possessions: +1 full plate, masterwork heavy mace, 
  heavy mace, light crossbow, 20 bolts, bedroll, backpack, 
  dagger, 2 bags of dedicari dust powder, silver holy 
  symbol. 
   
  APL 10 
  �Dwarven 
  Fighters 
  (8): 
  Male/Female 
  Dwarven 
  Ftr4/Rog1; CR 5; Medium Humanoid; 4d10+12+1d6+3; 
  hp 47; Init +2 (Dex); Spd 20 ft; AC 19 [+5 armor, +2 Dex, 
  +2 shield] touch 12, flat-footed 17; Base Atk +4; Grp +7; 
  Atk +9 melee (1d10+5, [crit 20] [x3], masterwork dwarven 
  waraxe) or +6 ranged (1d8 [crit 19-20] [x2] light 
  crossbow); Full Atk +9 melee (1d10+5, [crit 20] [x3], 
  masterwork dwarven waraxe) or +6 ranged (1d8 [crit 19-
  20] [x2] light crossbow SA Sneak Attack +1d6; SQ 
  Dwarven Traits, Trap Sense;  AL N; SV Fort +7, Ref +5, 
  Will +2; Str 17, Dex 14, Con 16, Int 10, Wis 12, Cha 6. 
  Skills and Feats: Climb +5, Jump +5, Tumble +6; 
  Cleave, Dodge, Power Attack, Weapon Focus (Dwarven 
  waraxe), Weapon Specialization (Dwarven waraxe). 
  Possessions:  breastplate, heavy steel shield, dwarven 
  waraxe, masterwork dwarven waraxe, light crossbow, 20 
  bolts, bedroll, backpack, dagger, potion of bull’s strength, 
  potion of bear’s endurance, 2 bags of dedicari dust 
  powder. 
   
  �Sircari and Elec’ti, Clerics of the Elder Elemental 
  Eye (Fire) (2): Male Human Clr7; CR 7; Medium 
  Humanoid; 7d8+14; hp 52; Init +1 (Dex); Spd 20 ft; AC 21 
  [+10 armor, +1 Dex] touch 11, flat-footed 20; Base Atl +5; 
  Grp +7; Atk +8 melee (1d8+4, [crit 20] [x2], +1 heavy 
  mace) or +6 ranged (1d8 [crit 19-20] [x2] light crossbow); 
  Full Atk +8 melee (1d8+4, [crit 20] [x2], +1 heavy mace) or 
  +6 ranged (1d8 [crit 19-20] [x2] light crossbow); SQ 
  Domains of Evil and Fire;  AL CE; SV Fort +8, Ref +4, 
  Will +9; Str 14, Dex 12, Con 14, Int 10, Wis 17, Cha 8. 
  
  Flicker 
   
  Page 35 
  Skills and Feats: Concentration +15, Healing +13, 
  Knowledge Religion +10; Combat Casting, Skill Focus 
  (Concentration), Empower Spell, Extend Spell. 
  Spells Known (6/5+1/4+1/3+1/1+1, DC is 13+Spell 
  Level): 0
  th– Create Water, Cure Minor Wounds (2), 
  Detect Magic (2), Guidance; 1
  st– Bless, Cure Light 
  Wounds (2), Divine Favor, Protection from Good*, Shield 
  of Faith; 2
  nd – Bear’s Endurance, Bull’s Strength, Produce 
  Flame*, Spiritual Weapon (2); 3
  rd – Cure Serious Wounds, 
  Invisibility Purge, Magic Circle Against Good*, Extended 
  Spiritual Weapon; 4
  th– Extended Hold Person, Wall of 
  Fire* 
  Possessions:  +2 full plate, +1 heavy mace, cloak of 
  resistance +1, heavy mace, light crossbow, 20 bolts, 
  bedroll, backpack, dagger, 2 bags of dedicari dust powder, 
  silver holy symbol. 
   
  APL 12 
  �Dwarven Fighters (8), Ftr4/Rog3; Male/Female 
  Dwarven; CR 7; Medium Humanoid (4’ 8” tall); 
  4d10+12+3d6+9; hp 61; Init +2 (Dex); Spd 20 ft; AC 19 [+5 
  armor, +2 Dex, +2 Shield] touch 12, flat-footed 17; Base 
  Atk +6; Grp +9; Atk +11 melee (1d10+6, [crit 20] [x3], +1 
  dwarven waraxe) or +8 ranged (1d8 [crit 19-20] [x2] light 
  crossbow); Full Atk +11/+6 melee (1d10+6, [crit 20] [x3], 
  masterwork dwarven waraxe); SA Sneak Attack +2d6; SQ 
  Dwarven Traits, Trap Sense, Evasion;  AL N; SV Fort +8, 
  Ref +6, Will +3; Str 17, Dex 14, Con 16, Int 10, Wis 12, 
  Cha 6. 
  Skills and Feats:  Climb +9, Escape Artist +4, Jump 
  +9, Tumble +8; Cleave, Dodge, Mobility, Power Attack, 
  Weapon Focus (Dwarven waraxe), Weapon Specialization 
  (Dwarven waraxe). 
  Possessions:  breastplate, heavy steel shield, +1 
  dwarven waraxe, masterwork dwarven waraxe, light 
  crossbow, 20 bolts, bedroll, backpack, dagger, potion of 
  bull’s strength, potion of bear’s endurance, potion of 
  haste, 2 bags of dedicari dust powder. 
   
  �Sircari and Elec’ti, Human Clerics of the Elder 
  Elemental Eye (Fire) (2): Male Human Clr9; CR 9; 
  Medium Humanoid; 9d8+18; hp 66; Init +1 (Dex); Spd 20 
  ft; AC 22 [+10 armor, +1 Dex, +1 deflection] touch 12, flat-
  footed 21; Base Atk +6; Grp +8; Atk +9 melee (1d8+4, [crit 
  20] [x2], +1 heavy mace); Full Atk +9/+4 melee (1d8+4, 
  [crit 20] [x2], +1 heavy mace) or +7 ranged (1d8 [crit 19-
  20] [x2] Light Crossbow); SQ Domains of Evil and Fire;  
  AL CE; SV Fort +10, Ref +6, Will +13; Str 14, Dex 12, Con 
  14, Int 10, Wis 20, Cha 8. 
  Skills and Feats: Concentration +17, Healing +17, 
  Knowledge Religion +12; Combat Casting, Skill Focus 
  (Concentration), Empower Spell, Extend Spell, Maximize 
  Spell. 
  Spells Known (6/6+1/5+1//4+1/3+1/2+1, DC is 
  15+Spell Level): 0
  th – Create Water, Cure Minor Wounds 
  (2), Detect Magic (2), Guidance; 1
  st – Bless, Cure Light 
  Wounds (2), Divine Favor, Protection from Good*, Shield 
  of Faith (2); 2
  nd – Bear’s Endurance, Bull’s Strength, Owl’s 
  Wisdom, Produce Flame*, Spiritual Weapon (2); 3
  rd – 
  Cure Serious Wounds, Dispel Magic, Invisibility Purge, 
  Magic Circle Against Good*, Extended Spiritual Weapon; 
  4
  th – Freedom of Movement, Magic Weapon (Greater), 
  Wall of Fire*; 5
  th – Fire Shield*, Flame Strike, Spell 
  Resistance 
  Possessions:  +2 full plate, +1 heavy mace, cloak of 
  resistance +2, ring of protection +1, +2 periapt of wisdom, 
  heavy mace, light crossbow, 20 bolts, bedroll, backpack, 
  dagger, 2 bags of dedicari dust powder, silver holy 
  symbol. 
   
  APL 14 
  �Dwarven Fighters (8), Ftr6/Rog3; Male/Female 
  Dwarven; CR 9; Medium Humanoid (4’ 8” tall); 
  6d10+18+3d6+9; hp 79; Init +2 (Dex); Spd 20 ft; AC 19 [+5 
  armor, +2 Dex, +2 Shield] touch 12, falt-footed 17; Base 
  Atk +8; Grp +12; Atk +14 melee (1d10+7, [crit 19-20] [x3], 
  +1 dwarven waraxe) or +10 ranged (1d8 [crit 19-20] [x2] 
  light crossbow); Full Atk +14/+9 melee (1d10+7, [crit 20] 
  [x3], masterwork dwarven waraxe); SA Sneak Attack 
  +2d6; SQ Dwarven Traits, Trap Sense, Evasion;  AL N; SV 
  Fort +9, Ref +7, Will +6; Str 18, Dex 14, Con 16, Int 10, 
  Wis 12, Cha 6. 
  Skills and Feats: Climb +12, Escape Artist +4, Jump 
  +12, Tumble +8; Cleave, Dodge, Iron Will, Improved 
  Critical (Dwarven waraxe), Mobility, Power Attack, 
  Weapon Focus (Dwarven waraxe), Weapon Specialization 
  (Dwarven waraxe). 
  Possessions:  breastplate, heavy steel shield, +1 
  dwarven waraxe, masterwork dwarven waraxe, light 
  crossbow, 20 bolts, bedroll, backpack, dagger, potion of 
  bull’s strength, potion of bear’s endurance, potion of 
  shield of faith (+3), potion of haste, 2 bags of dedicari dust 
  powder. 
   
  �Sircari and Elec’ti, Human Clerics of the Elder 
  Elemental Eye (Fire) (2): Male Human Clr11; CR 11; 
  Medium Humanoid; 11d8+22; hp 80; Init +1 (Dex); Spd 
  20 ft; AC 22 [+10 armor, +1 Dex, +1 deflection] touch 12, 
  lat-footed 21; Base Atk +8; Grp +10; Atk +11 melee (1d8+4, 
  [crit 20] [x2], +1 heavy mace); Full Atk +11/+6 melee 
  (1d8+4, [crit 20] [x2], +1 heavy mace) or +9 ranged (1d8 
  [crit 19-20] [x2] light crossbow);; SQ Domains of Evil and 
  Fire;  AL CE; SV Fort +11, Ref +6, Will +14; Str 14, Dex 
  12, Con 14, Int 10, Wis 20, Cha 8. 
  Skills and Feats: Concentration +19, Healing +19, 
  Knowledge Religion +14; Combat Casting, Skill Focus 
  
  Flicker 
   
  Page 36 
  (Concentration), Empower Spell, Extend Spell, Maximize 
  Spell. 
  Spells Known (6/7+1/5+1/5+1/4+1/3+1/1+1, DC is 
  15+Spell Level): 0
  th – Create Water, Cure Minor Wounds 
  (2), Detect Magic (2), Guidance; 1
  st – Bless, Cure Light 
  Wounds (3), Divine Favor, Protection from Good*, Shield 
  of Faith (2); 2
  nd – Bear’s Endurance, Bull’s Strength, Owl’s 
  Wisdom, Produce Flame*, Spiritual Weapon (2); 3
  rd – 
  Cure Serious Wounds (2), Dispel Magic, Invisibility 
  Purge, Magic Circle Against Good*, Extended Spiritual 
  Weapon; 4
  th – Divine Power, Extended Hold Person, 
  Freedom of Movement, Magic Weapon (Greater), Wall of 
  Fire*; 5
  th – Fire Shield*, Flame Strike (2), Spell Resistance 
  6
  th – Fire Seeds*, Harm 
  Possessions:  +2 full plate, +1 heavy mace, cloak of 
  resistance +2, +1 ring of protection, periapt of wisdom +2, 
  heavy mace, light crossbow, 20 bolts, bedroll, backpack, 
  dagger, 2 bags of dedicari dust powder, silver holy 
  symbol. 
   
  APL 16 
  �Dwarven Fighters (8), Ftr6/Rog5; Male/Female 
  Dwarven; CR 11; Medium Humanoid; 6d10+18+5d6+15; 
  hp 93; Init +2 (Dex); Spd 20 ft; AC 21 [+6 for armor, +2 
  Dex, +3 shield] touch 12, flat-footed 19; Base Atk +9; Grp 
  +13; Atk +15 melee (1d10+7, [crit 19-20] [x3], +1 dwarven 
  waraxe) or +11 ranged (1d8 [crit 19-20] [x2] light 
  crossbow); Full Atk +15/+10 melee (1d10+7, [crit 20] [x3], 
  masterwork dwarven waraxe); SA Sneak Attack +3d6; SQ 
  Dwarven Traits, Trap Sense, Evasion;  AL N; SV Fort +9, 
  Ref +8, Will +6; Str 18, Dex 14, Con 16, Int 10, Wis 12, 
  Cha 6. 
  Skills and Feats: Climb +14, Escape Artist +12, Jump 
  +14, Tumble +12; Cleave, Dodge, Iron Will, Improved 
  Critical (Dwarven waraxe), Mobility, Power Attack, 
  Weapon Focus (Dwarven waraxe), Weapon Specialization 
  (Dwarven waraxe). 
  Possessions:  +1 breast plate, +1 heavy steel shield, 
  +1 dwarven waraxe, masterwork dwarven waraxe, light 
  crossbow, 20 bolts, bedroll, backpack, dagger, potion of 
  bull’s strength, potion of bear’s endurance, potion of cat’s 
  grace, potion of shield of faith (+4), potion of haste, 2 bags 
  of dedicari dust powder. 
   
  �Sircari and Elec’ti, Human Clerics of the Elder 
  Elemental Eye (Fire) (2), Clr13; Male Human; CR 13; 
  Medium Humanoid; 13d8+26; hp 94; Init +1 (Dex); Spd 
  20 ft; AC 22 [+10 armor, +1 Dex, +1 deflection] touch 12, 
  Flat-Footed 21; Base Atk +9; Grp +11; Atk +12 melee 
  (1d8+4, [crit 20] [x2], +1 heavy mace); Full Atk +12/+7 
  melee (1d8+4, [crit 20] [x2], +1 heavy mace) or +10 ranged 
  (1d8 [crit 19-20] [x2] light crossbow); SQ Domains of Evil 
  and Fire;  AL CE; SV Fort +12, Ref +7, Will +16; Str 14, 
  Dex 12, Con 14, Int 10, Wis 23, Cha 8. 
  Skills and Feats: Concentration +21, Healing +22, 
  Knowledge Religion +16; Combat Casting, Skill Focus 
  (Concentration), Empower Spell, Extend Spell, Maximize 
  Spell. 
  Spells Known (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1, 
  DC = is 16+Spell Level): 0
  th – create water, cure minor 
  wounds (2), detect magic (2), guidance; 1
  st – bless, cure 
  light wounds (3), divine favor, protection from good*, 
  shield of faith (2); 2
  nd – bear’s endurance, bull’s strength, 
  eagle’s splendor, owl’s wisdom, produce flame*, spiritual 
  weapon (2); 3
  rd – cure serious wounds (2), dispel magic, 
  invisibility purge, magic circle against good*, extended 
  spiritual weapon; 4
  th – divine power, extended hold 
  person (2), magic weapon (greater), wall of fire*; 5
  th – 
  extended freedom of movement, fire shield*, flame strike 
  (2), spell resistance; 6
  th – blade barrier, extended 
  righteous might, fire seeds*, harm; 7
  th – blasphemy*, 
  blasphemy 
  Possessions:  +2 full plate, +1 heavy mace, cloak of 
  resistance +2, +1 ring of protection, periapt of wisdom +4, 
  heavy mace, light crossbow, 20 bolts, bedroll, backpack, 
  dagger, 2 bags of dedicari dust powder, silver holy 
  symbol. 
   
  Encounter 5: Bonfire 
   
  APL 6 
  �Tarqaan of the Flames: CR 8; Male Baklunish Human 
  Wiz5/Es3* (Fire): Medium humanoid; HD 8d4+24; hp 49; 
  Init +3; Spd 30 ft; AC 18 [+3 Dex, +4 for ring of mage 
  armor, +1 deflection], touch 14, flat-footed 15; Base Atk 
  +3; Grp +3; Atk +4 melee (1D4, masterwork dagger) or +6 
  ranged (1D8, light crossbow); Full Atk +4 melee (1D4, 
  masterwork dagger) or +6 ranged (1D8, light crossbow); 
  SQ Familiar, Elemental Resistance 5, Elemental Focus +1, 
  Elemental Penetration +1, Immune to Magical Sleep 
  effects; AL CE; SV Fort +6, Ref +6, Will +8; Str 10, Dex 16, 
  Con 16, Int 22, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +17, Knowledge (the planes) +17, Knowledge 
  (religion) +17, Knowledge (local – VTF) +17, Spellcraft 
  +17; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Scribe Scroll, Spell Focus (Evocation), Silent Spell. 
   
  Spells Prepared (4+1/6+1/5+1/4+1/3+1; Evoker, No 
  Enchantment or Necromancy, Base DC = 16 + spell Level; 
  DC = 17 + spell level for Evocation, 18 + spell level for 
  Evocation of the Fire Subtype) 0
  th – detect magic (2), 
  light, ray of frost*, ray of frost; 1
  st – expeditious retreat, 
  feather fall, magic missile (3), magic missile*, shield; 2
  nd – 
  glitterdust, invisibility (2), resist energy, scorching ray*, 
  scorching ray; 3
  rd – fireball*, fire bolt (energy affinity 
  
  Flicker 
   
  Page 37 
  lighting bolt), fly, haste, nondetection; 4
  th – dimension 
  door, fire shield, invisibility (greater), silent fireball*. 
   
   
  Possessions: wand of fireballs (5
  th lvl – 30 
  charges left), masterwork dagger, amulet of health +2, 
  headband of intellect +4, ring of mage armor, gloves of 
  dexterity +2, cloak of resistance +1, ring of protection +1, 
  scroll of overland flight (caster level check), 10 scrolls of 
  arcane eye (used up if he is not caught near Lopolla). 
  *see Appendix 2: New Rules 
   
  Feathers; CR NA; Tiny Magical Beast; hp 24; Init +2 
  (Dex); Spd 30 ft; AC 17 [+3 Natural, +2 size, +2 Dex] touch 
  14, flat-footed 15; Base Atk +3; Grp –9; Atk +7 melee (1d2-
  4, claw); Full Atk +7 melee (1d2-4, 2 claws) and +2 melee 
  (1d3-4, bite); SQ Dark Vision 60’, Improved Evasion, 
  Share Spells, Empathic Link, Deliver Touch Spells, Speak 
  with Master;  AL CE; SV Fort +2, Ref +4, Will +8; Str 3, 
  Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, Weapon 
  Finesse. 
   
  Possessions:  None 
   
  APL 8 
  �Tarqaan of the Flames: CR 9; Male Baklunish Human 
  Wiz5/Es4* (Fire): Medium humanoid; HD 9d4+27; hp 55; 
  Init +3; Spd 30 ft; AC 19 [+3 Dex, +4 for ring of mage 
  armor, +2 deflection], touch 15, flat-footed 16; Base Atk 
  +4; Grp +4; Atk +5 melee (1D4, masterwork dagger) or +7 
  ranged (1D8, light crossbow); Full Atk +5 melee (1D4, 
  masterwork dagger) or +7 ranged (1D8, light crossbow); 
  SQ Familiar, Elemental Resistance 10, Elemental Focus 
  +1, Elemental Penetration +1, Immune to Magical Sleep 
  effects and paralysis, 60’ Dark Vision; AL CE; SV Fort +7, 
  Ref +7, Will +10; Str 10, Dex 16, Con 16, Int 22, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +18, Knowledge (the planes) +18, Knowledge 
  (religion) +18, Knowledge (local – VTF) +18, Spellcraft 
  +18; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Spell Focus 
  (Evocation), Silent Spell. 
   
  Spells Prepared (4+1/6+1/6+1/4+1/3+1/2+1; Base DC 
  = 16 + spell Level; DC = 18 + spell level for Evocation, DC 
  = 19 + spell level for Evocation of the Fire Subtype) 0
  th – 
  detect magic (2), light, ray of frost*, ray of frost; 1
  st – 
  expeditious retreat, feather fall, magic missile (3), magic 
  missile*, shield; 2
  nd – glitterdust, invisibility (2), resist 
  energy, scorching ray*, scorching ray (2); 3
  rd – fireball*, 
  fire bolt (energy affinity lighting bolt), fly, haste, 
  nondetection; 4
  th – dimension door, fire shield, 
  invisibility (greater), silent fireball*; 5
  th – cone of heat 
  (cold)*, silent dimension door, teleport. 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +2, headband 
  of intellect +4, gloves of dexterity +2, cloak of resistance 
  +2, ring of mage armor, ring of protection +2, scroll of 
  overland flight, 10 scrolls of arcane eye (used up if he is 
  not caught near Lopolla). 
  *see Appendix 3: New Rules 
   
  Feathers; CR NA; Tiny Magical Beast; hp 27; Init +2 
  (Dex); Spd 30 ft; AC 17 (T 14, FF 15) (+3 Natural Armor, 
  +2 size, +2 Dexterity; Base Atk +4; Grp –8; Atk +8 melee 
  (1d2-4, claw); Full Atk +8 melee (1d2-4, 2 claws) and +3 
  melee (1d3-4, bite); SQ Dark Vision 60’, Improved 
  Evasion, Share Spells, Empathic Link, Deliver Touch 
  Spells, Speak with Master;  AL CE; SV Fort +2, Ref +4, 
  Will +9; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, Weapon 
  Finesse. 
   
  Possessions:  None 
   
  �Ashael Blackhand, Hired Bodyguard: CR 7; Male 
  human Ftr4/Rog2/Bbn1: Medium humanoid; HD 
  4D10+2D6+1D12+14; hp 59; Init +2; Spd 30 ft; AC 19 [+2 
  Dex, +7 armor], touch 12, flat-footed 17; Base Atk +6/+1; 
  Grp +9; Atk +10 melee (2D6+6, greatsword) or +8 ranged 
  (1D8, longbow); Atk +10/+5 melee (2D6+6, greatsword) 
  or +8/+3 ranged (1D8, longbow); SA Fast movement, rage 
  1/day, sneak attack 1D6, evasion, trapfinding; AL N; SV 
  Fort +8, Ref +6, Will +1; Str 16, Dex 14, Con 14, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Disguise +4, Escape Artist +7, 
  Gather Information +7, Hide +7, Intimidate +11, 
  Knowledge (local VTF) +7, Listen +8, Move Silently +7, 
  Spot +8, Survival +1, Tumble +9, Use Magic Device +4; 
  Power Attack, Cleave, Dodge, Combat Reflexes, Hold the 
  Line, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization (Greatsword) 
   
  Possessions: greatsword, mithral half-plate, longbow 
   
  APL 10 
  �Tarqaan of the Flames: CR 11; Male Baklunish 
  Human Wiz5/Es6* (Fire): Medium humanoid; HD 
  11d4+44; hp 78; Init +3; Spd 30 ft; AC 19 [+3 Dex, +4 for 
  ring of mage armor, +2 deflection], touch 15, flat-footed 
  16; Base Atk +5; Grp +5; Atk +6 melee (1D4, masterwork 
  dagger) or +8 ranged (1D8, light crossbow); Full Atk +6 
  melee (1D4, masterwork dagger) or +8 ranged (1D8, light 
  crossbow); SQ Familiar, Elemental Resistance 10 fire, 
  Elemental Focus +2, Elemental Penetration +2, Immune 
  to Magical Sleep effects and paralysis, 60’ Dark Vision; AL 
  CE; SV Fort +10, Ref +9, Will +12; Str 10, Dex 16, Con 18, 
  Int 24, Wis 10, Cha 10. 
  
  Flicker 
   
  Page 38 
   
  Skills and Feats: Concentration +18, Knowledge 
  (arcana) +21, Knowledge (the planes) +21, Knowledge 
  (religion) +21, Knowledge (local – VTF) +21, Spellcraft 
  +21; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Spell Focus 
  (Evocation), Silent Spell. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/4+1/3+1/2+1; 
  Base DC = 17 + spell Level; DC = 19 + spell level for 
  Evocation, DC = 21 + spell level for Evocation of the Fire 
  Subtype) 0
  th – detect magic (2), light, ray of frost*, ray of 
  frost; 1
  st – expeditious retreat, feather fall, magic missile 
  (3), magic missile*, shield; 2
  nd – glitterdust, invisibility 
  (2), resist energy, scorching ray*, scorching ray (2); 3
  rd – 
  fireball*, fireball, fire bolt (energy affinity lighting bolt), 
  fly, haste, nondetection, silent scorching ray; 4
  th – 
  dimension door, fire shield, invisibility (greater) (2), 
  silent fireball*; 5
  th – cone of heat (cold)*, overland flight, 
  silent dimension door, teleport; 6
  th – chain lightning 
  (fire)*, mislead, silent teleport 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +4, headband 
  of intellect +4, gloves of dexterity +2, cloak of resistance 
  +3, ring of mage armor, ring of protection +2, 10 scrolls of 
  arcane eye (used up if he is not caught near Lopolla). 
  * See Appendix 2: New Rules 
   
  �Feathers; CR NA; Tiny Magical Beast; hp 39; Init +2 
  (Dex); Spd 30 ft; AC 17 [+3 Natural Armor, +2 size, +2 
  Dexterity] touch 14, flat-footed 15; Base Atk +5; Grp –7; 
  Atk +9 melee (1d2-4, claws); Full Atk +9 melee (1d2-4, 2 
  claws) and +4 melee (1d3-4, bite); SQ Dark Vision 60’, 
  Improved Evasion, Share Spells, Empathic Link, Deliver 
  Touch Spells, Speak with Master;  AL CE; SV Fort +3, Ref 
  +5, Will +10; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, Weapon 
  Finesse. 
   
  Possessions:  None 
   
  �Ashael Blackhand, Hired Bodyguard: CR 9; Male 
  human Ftr6/Rog2/Bbn1: Medium humanoid; HD 
  6D10+2D6+1D12+18; hp 75; Init +2; Spd 30 ft; AC 20 [+2 
  Dex, +1 deflection, +7 armor], touch 13, flat-footed 18; 
  Base Atk +8/+3; Grp +11; Atk +13 melee (2D6+7, +1 
  greatsword, 17-20 Crit) or +10 ranged (1D8+3, Mighty 
  Composite +3 Str longbow); Atk +13/+8 melee (2D6+7, +1 
  greatsword, 17-20 Crit) or +10/+5 ranged (1D8+3, Mighty 
  Composite +3 Str longbow); SA Fast movement, rage 
  1/day, sneak attack 1D6, evasion, trapfinding; AL N; SV 
  Fort +9, Ref +7, Will +2; Str 17, Dex 14, Con 14, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Disguise +4, Escape Artist +7, 
  Gather Information +7, Hide +7, Intimidate +11, 
  Knowledge (local VTF) +7, Listen +8, Move Silently +7, 
  Spot +13, Survival +1, Tumble +11, Use Magic Device +4; 
  Power Attack, Cleave, Combat Expertise, Dodge, Combat 
  Reflexes, Hold the Line, Improved Critical Greatsword, 
  Weapon Focus (Greatsword), Weapon Specialization 
  (Greatsword) 
   
  Possessions: +1 greatsword, mithral half-plate, 
  mighty composite +3 str longbow, potion of bull’s 
  strength, potion of bear’s endurance, +1 ring of 
  protection. 
   
  APL 12 
  �Tarqaan of the Flames: CR 13; Male Baklunish 
  Human Wiz5/Es8* (Fire): Medium humanoid; HD 
  13d4+52; hp 92; Init +3; Spd 30 ft; AC 20 [+3 Dex, +4 for 
  ring of mage armor, +3 deflection], touch 16, flat-footed 
  17; Base Atk +6; Grp +6; Atk +7 melee (1D4, masterwork 
  dagger) or +9 ranged (1D8, light crossbow); or Full Atk 
  +7/+2 melee (1D4, masterwork dagger) or +9/+4 ranged 
  (1D8, light crossbow); SQ: Familiar, Elemental Resistance 
  15 fire, Elemental Focus +3, Elemental Penetration +2, 
  Immune to Magical Sleep effects, stunning and paralysis, 
  60’ Dark Vision; AL CE; SV Fort +10, Ref +9, Will +13; Str 
  10, Dex 16, Con 18, Int 25, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +20, Knowledge 
  (arcana) +23, Knowledge (the planes) +23, Knowledge 
  (religion) +23, Knowledge (local – VTF) +23, Spellcraft 
  +23; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Spell Focus 
  (Evocation), Spell Focus Conjuration, Silent Spell. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1; Base DC = 17 + 
  spell Level; DC = 18 + Spell Level for Conjuration; DC = 
  19 + spell level for Evocation, DC = 22 + spell level for 
  Evocation of the Fire Subtype) 0
  th – detect magic (2), 
  light, ray of frost*, ray of frost; 1
  st – expeditious retreat, 
  feather fall, magic missile (3), magic missile*, shield; 2
  nd – 
  glitterdust, invisibility (2), resist energy, scorching ray*, 
  scorching ray (2); 3
  rd – fireball*, fireball, fire bolt (energy 
  affinity lighting bolt), fly, haste, nondetection, silent 
  scorching ray; 4
  th – dimension door, fire shield, ice storm 
  (fire storm), invisibility (greater) (2), silent fireball*; 5
  th – 
  break enchantment, cone of heat (cold)*, overland flight, 
  silent dimension door, teleport; 6
  th – chain lightning 
  (fire)*, chain lightning, mislead, silent teleport; 7
  th – 
  prismatic spray*, reverse gravity, spell turning. 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +4, headband 
  of intellect +4, gloves of dexterity +2, cloak of resistance 
  +3, ring of protection +3, ring of mage armor, 10 scrolls of 
  arcane eye (used up if he is not caught near Lopolla). 
  * See Appendix 2: New Rules 
   
  
  Flicker 
   
  Page 39 
  �Feathers; CR NA; Tiny Magical Beast; hp 46; Init +2 
  (Dex); Spd 30 ft; AC 17 ([+3 Natural Armor, +2 size, +2 
  Dexterity] touch 14, flat-footed 15); Base Atk +6; Grp –7; 
  Atk +10 melee (1d2-4, claws); Full Atk +10 melee (1d2-4, 2 
  claws) and +5 melee (1d3-4, bite);  ; SQ Dark Vision 60’, 
  Improved Evasion, Share Spells, Empathic Link, Deliver 
  Touch Spells, Speak with Master;  AL CE; SV Fort +3, Ref 
  +5, Will +11; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, Weapon 
  Finesse. 
   
  Possessions:  None 
   
  �Ashael Blackhand, Hired Bodyguard: CR 11; Male 
  human Ftr8/Rog2/Bbn1: Medium humanoid; HD 
  8D10+2D6+1D12+22; hp 91; Init +2; Spd 30 ft; AC 21 [+2 
  Dex, +1 deflection, +8 armor], touch 13, flat-footed 19; 
  Base Atk +10/+5; Grp +13; Atk +15 melee (2D6+7, +1 
  greatsword, 17-20 Crit) or +12 ranged (1D8+3, Mighty 
  Composite +3 Str longbow); Atk +15/+10 melee (2D6+7, 
  +1 greatsword, 17-20 Crit) or +12/+7 ranged (1D8+3, 
  Mighty Composite +3 Str longbow); SA Fast movement, 
  rage 1/day, sneak attack 1D6, evasion, trapfinding; AL N; 
  SV Fort +10, Ref +7, Will +2; Str 17, Dex 14, Con 14, Int 
  14, Wis 10, Cha 8. 
   
  Skills and Feats: Disguise +4, Escape Artist +7, 
  Gather Information +7, Hide +7, Intimidate +11, 
  Knowledge (local VTF) +7, Listen +8, Move Silently +7, 
  Spot +14, Survival +1, Tumble +14, Use Magic Device +4; 
  Power Attack, Cleave, Combat Expertise, Dodge, Combat 
  Reflexes, Hold the Line, Improved Critical Greatsword, 
  Improved Disarm, Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword) 
   
  Possessions: +1 greatsword, +1 Mithral half-plate, 
  mighty composite +3 str longbow, potion of bull’s 
  strength, potion of bear’s endurance, ring of protection 
  +1 
   
  APL 14 
  �Tarqaan of the Flames: CR 15; Male Baklunish 
  Human Wiz5/Es10*: Medium Elemental (Fire); HD 
  15d4+60; hp 106; Init +3; Spd 50 ft; AC 21 [+4 Dex, +4 for 
  ring of mage armor, +3 deflection], touch 17, flat-footed 
  17; Base Atk +7; Grp +7; Atk +8 melee (1D4, masterwork 
  dagger) or +11 ranged (1D8, light crossbow); Full Atk 
  +8/+3 melee (1D4, masterwork dagger) or +11/+6 ranged 
  (1D8, light crossbow); SA Burn; SQ: Familiar, Elemental 
  Perfection, Immunity (fire), Elemental Focus +3, 
  Elemental Penetration +3, Immune to Magical Sleep 
  effects, stunning and paralysis, 60’ Dark Vision; AL CE; 
  SV Fort +12, Ref +12, Will +15; Str 10, Dex 18, Con 18, Int 
  25, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +22, Knowledge 
  (arcana) +25, Knowledge (the planes) +25, Knowledge 
  (religion) +25, Knowledge (local – VTF) +25, Spellcraft 
  +25; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus Evocation, Scribe Scroll, Skill Focus: 
  Spellcraft, 
  Spell 
  Focus 
  (Evocation), 
  Spell 
  Focus 
  Conjuration, Silent Spell. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/5+1/4+1/4+1/3+1; Base DC = 17 + 
  spell Level; DC = 18 + Spell Level for Conjuration; DC = 
  19 + spell level for Evocation, DC = 22 + spell level for 
  Evocation of the Fire Subtype); 0
  th – detect magic (2), 
  light, ray of frost*, ray of frost; 1
  st – expeditious retreat, 
  feather fall, magic missile (3), magic missile*, shield; 2
  nd – 
  glitterdust, invisibility (2), resist energy, scorching ray*, 
  scorching ray (2); 3
  rd – fireball*, fireball, fire bolt (energy 
  affinity lighting bolt), fly, haste, nondetection, silent 
  scorching ray; 4
  th – dimension door, fire shield, ice storm 
  (fire storm), invisibility (greater) (2), silent fireball*; 5
  th – 
  break enchantment, cone of heat (cold)*, overland flight, 
  silent dimension door, teleport; 6
  th – chain lightning 
  (fire)*, chain lightning (fire), chain lightning, mislead, 
  silent teleport; 7
  th – delayed blast fireball, prismatic 
  spray*, reverse gravity, spell turning. 
   
  Possessions: wand of fireballs (5
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +4, headband 
  of intellect +4, gloves of dexterity +4, cloak of resistance 
  +4, ring of protection +3, ring of mage armor, rod of 
  quickening (lesser), 10 scrolls of arcane eye (used up if he 
  is not caught near Lopolla). 
   
  Burn (Ex): A fire elemental’s slam attack deals 
  bludgeoning damage plus fire damage from the 
  elemental’s flaming body.  Those hit by a fire elemental’s 
  slam attack also must succeed on a Reflex save (DC 22) or 
  catch on fire.  The flame burns for 1d4 rounds.  A burning 
  creature can take a move action to put out the flame.  
  Creature hitting a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit by the 
  elemental’s attack (1d6 fire), and also catch on fire unless 
  they succeed on a Reflex save. 
  * See Appendix 2: New Rules 
   
  �Feathers; CR NA; Tiny Magical Beast; hp 53; Init +2 
  (Dex); Spd 30 ft; AC 17 (Touch 14, Flat-Footed 15) [+3 
  Natural Armor, +2 size, +2 Dexterity]; Base Atk +7; Grp –
  5; Atk +11 melee (1d2-4, claws); Full Atk +11 melee (1d2-
  4, 2 claws) and +6 melee (1d3-4, bite); SQ Dark Vision 60’, 
  Improved Evasion, Share Spells, Empathic Link, Deliver 
  Touch Spells, Speak with Master;  AL CE; SV Fort +4, Ref 
  +6, Will +12; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, Weapon 
  Finesse. 
   
  Possessions:  None 
  
  Flicker 
   
  Page 40 
  �Ashael Blackhand and Servello d’Castillaeri (2), 
  Hired 
  Bodyguards: 
  CR 
  11; 
  Male 
  human 
  Ftr8/Rog2/Bbn1: 
  Medium 
  humanoid; 
  HD 
  8D10+2D6+1D12+22; hp 91; Init +2; Spd 30 ft; AC 21 [+2 
  Dex, +1 deflection, +8 armor], touch 13, flat-footed 19; 
  Base Atk +10/+5; Grp +13; Atk +15 melee (2D6+7, +1 
  greatsword, 17-20 Crit) or +12 ranged (1D8+3, mighty 
  composite +3 Str longbow); Atk +15/+10 melee (2D6+7, 
  +1 greatsword, 17-20 Crit) or +12/+7 ranged (1D8+3, 
  Mighty Composite +3 Str longbow); SA Fast movement, 
  rage 1/day, sneak attack 1D6, evasion, trapfinding; AL N; 
  SV Fort +10, Ref +7, Will +2; Str 17, Dex 14, Con 14, Int 
  14, Wis 10, Cha 8. 
   
  Skills and Feats: Disguise +4, Escape Artist +7, 
  Gather Information +7, Hide +7, Intimidate +11, 
  Knowledge (local VTF) +7, Listen +8, Move Silently +7, 
  Spot +14, Survival +1, Tumble +14, Use Magic Device +4; 
  Power Attack, Cleave, Combat Expertise, Dodge, Combat 
  Reflexes, Hold the Line, Improved Critical Greatsword, 
  Improved Disarm, Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword) 
   
  Possessions: +1 greatsword, +1 mithral half-plate, 
  mighty composite +3 str longbow, potion of bull’s 
  strength, potion of bear’s endurance, +1 ring of 
  protection 
   
  APL 16 
  �Tarqaan of the Flames: CR 17; Male Baklunish 
  Human Wiz5/Es10*/AM2: Medium Elemental (Fire); 
  HD 17d4+68; hp 120; Init +3; Spd 50 ft; AC 21 [+4 Dex, +4 
  for ring of mage armor, +3 deflection], touch 17, flat-
  footed 17; Base Atk +8; Grp +8; Atk +9 melee (1D4, 
  masterwork dagger) or +12 ranged (1D8, light crossbow); 
  Full Atk +9/+4 melee (1D4, masterwork dagger) or 
  +12/+7 ranged (1D8, light crossbow); SA Burn; SQ: 
  Familiar, Elemental Perfection, Elemental Focus +3, 
  Elemental Penetration +3, Immune to Magical Sleep 
  effects, stunning and paralysis, fire, 60’ Dark Vision, High 
  Arcana (Mastery of Shaping, Spell-like Ability: Limited 
  Wish 2/Day); AL CE; SV Fort +12, Ref +12, Will +18; Str 
  10, Dex 18, Con 18, Int 26, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (arcana) +28, Knowledge (the planes) +28, Knowledge 
  (religion) +28, Knowledge (local – VTF) +28, Spellcraft 
  +28; Energy Affinity (Fire), Craft Wand, Extend Spell, 
  Greater Spell Focus (Evocation), Scribe Scroll, Skill Focus 
  (Spellcraft), Spell Focus (Evocation), Spell Focus 
  (Conjuration), Silent Spell. 
   
  Spells 
  Prepared 
  (4+1/6+1/6+1/6+1/6+1/4+1/4+1/3+1/3+1; Base DC = 18 + 
  spell Level; DC= 19 + Spell Level for Conjuration; DC = 
  20 + spell level for Evocation, 23 + spell level for 
  Evocation of the Fire Subtype); 0
  th – detect magic (2), 
  light, ray of frost*, ray of frost; 1
  st – expeditious retreat, 
  feather fall, magic missile (3), magic missile*, shield; 2
  nd – 
  glitterdust, invisibility (2), resist energy, scorching ray*, 
  scorching ray (2); 3
  rd – fireball*, fireball, fire bolt (energy 
  affinity lighting bolt), fly, haste, nondetection, silent 
  scorching ray; 4
  th – dimension door, fire shield, ice storm 
  (fire storm), invisibility (greater) (2), silent fireball*, silent 
  fireball; 5
  th – break enchantment, cone of heat (cold)*, 
  overland flight, silent dimension door, teleport; 6
  th – 
  chain lightning (fire)*, chain lightning (fire), chain 
  lightning, mislead, silent teleport; 7
  th – delayed blast 
  fireball, prismatic spray*, reverse gravity, spell turning; 8
  th 
  – silent delayed blast fireball*, mind blank (2), maze. 
   
  Possessions: wand of fireballs (7
  th lvl – 30 charges 
  left), masterwork dagger, amulet of health +4, headband 
  of intellect +4, gloves of dexterity +4, cloak of resistance 
  +4, lesser rod of quickening, ring of protection +3, ring of 
  mage armor, 10 scrolls of arcane eye (used up if he is not 
  caught near Lopolla). 
   
  Burn (Ex): A fire elemental’s slam attack deals 
  bludgeoning damage plus fire damage from the 
  elemental’s flaming body.  Those hit by a fire elemental’s 
  slam attack also must succeed on a Reflex save (DC 22) or 
  catch on fire.  The flame burns for 1d4 rounds.  A burning 
  creature can take a move action to put out the flame.  
  Creature hitting a fire elemental with natural weapons or 
  unarmed attacks take fire damage as though hit by the 
  elemental’s attack (1d6 fire), and also catch on fire unless 
  they succeed on a Reflex save. 
   
  High Arcana: Mastery of Shaping: The archmage 
  can alter the area and effect spells that use one of the 
  following shapes:  burst, cone, cylinder, emanation or 
  spread.  The alteration consists of creating spaces within 
  the spell’s area or effect that are not subject to the spell.  
  The minimum dimensions for these spaces is a 5-foot 
  cube.  For example, an archmage could cast a fireball and 
  leave a hole where his ally stands, preventing any fire 
  damage.  Furthermore, any shapeable spells have a 
  minimum dimension of 5 feet instead of 10 feet.  This 
  ability costs one 6
  th level spell slot. 
  * See Appendix 2: New Rules 
   
  �Feathers; CR NA; Tiny Magical Beast; hp 60; Init +2 
  (Dex); Spd 30 ft; AC 17 (Touch 14, Flat-Footed 15) [+3 
  Natural Armor, +2 size, +2 Dexterity]; Base Atk +8; Grp –
  4; Atk +12 melee (1d2-4, claws); Full Atk +12 melee (1d2-
  4, 2 claws) and +7 melee (1d3-4, bite); SQ Dark Vision 60’, 
  Improved Evasion, Share Spells, Empathic Link, Deliver 
  Touch Spells, Speak with Master;  AL CE; SV Fort +4, Ref 
  +6, Will +15; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7. 
  Skills and Feats: Balance +10, Climb +6, Hide +14, 
  Jump +10, Listen +3, Move Silently +6, Spot +3, Weapon 
  Finesse. 
   
  Possessions:  None 
  
  Flicker 
   
  Page 41 
   
  �Ashael Blackhand and Servello d’Castillaeri (2), 
  Hired 
  Bodyguards: 
  CR 
  13; 
  Male 
  human 
  Ftr10/Rog2/Bbn1: 
  Medium 
  humanoid; 
  HD 
  10D10+2D6+1D12+26; hp 107; Init +2; Spd 30 ft; AC 22 
  [+2 Dex, +2 deflection, +8 armor], touch 14, flat-footed 20; 
  Base Atk +12/+7/+2; Grp +15; Atk +18 melee (2D6+9, +1 
  greatsword, 17-20 Crit) or +14 ranged (1D8+3, Mighty 
  Composite +3 Str longbow); Atk +19/+14/+9 melee 
  (2D6+9, +1 greatsword, 17-20 Crit) or +14/+9 ranged 
  (1D8+3, Mighty Composite +3 Str longbow); SA Fast 
  movement, rage 1/day, sneak attack 1D6, evasion, 
  trapfinding; AL N; SV Fort +12, Ref +9, Will +6; Str 18, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Disguise +4, Escape Artist +7, 
  Gather Information +7, Hide +7, Intimidate +11, 
  Knowledge (local VTF) +7, Listen +8, Move Silently +7, 
  Spot +14, Survival +1, Tumble +14, Use Magic Device +4; 
  Power Attack, Cleave, Close Quarters Fighting, Combat 
  Expertise, Dodge, Combat Reflexes, Hold the Line, 
  Improved Critical (Greatsword), Improved Disarm, Iron 
  Will, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization (Greatsword) 
   
  Possessions: +1 greatsword, +1 mithral half-plate, 
  mighty composite +3 str longbow, potion of bull’s 
  strength, potion of bear’s endurance, +1 cloak of 
  resistance, ring of protection +2. 
  
  Flicker 
   
  Page 42 
  Appendix 2 – New Rules and Feats 
   
     
   
   
         Feats: 
   
  Improved Combat Expertise [General] as 
  presented in Complete Warrior 
  You have mastered the art of defense in combat. 
   
  Prerequisites:  Int 13, Combat Expertise, base 
  attack bonus +6. 
   
  Benefit: When you use the Combat Expertise feat 
  to improve your Armor Class, the number you can 
  subtract from your attack roll and add to your AC can 
  be any number that does not exceed your base attack 
  bonus. 
   
  Normal: With Combat Expertise, the number can 
  be no great than +5 
   
  Special:  A fighter may select Improved Combat 
  Expertise as one of his fighter bonus feats. 
   
   
   
   
   
           Prestige Classes: 
   
  Occult Slayer as presented in Complete 
  Warrior 
   
  The occult slayer is driven to confront any arcane or 
  divine spellcaster who crosses her path.  Occult slayers 
  believe that mortals are too irresponsible to wield 
  magic, and that those who dare to do so must be slain.  
  Spellcasters who become occult slayers are considered 
  to have seen the error of their ways – although they 
  may still cast spells, they rely primarily upon their 
  battle prowess and their ability to resist magical effects 
  to defeat their enemies. 
   
  The occult slayer comes into her own through 
  exhaustive training.  Every regimen she performs is an 
  exercise that refines her anger against spellcasters into 
  martial skill.  Each occult slayer forms a prenatural 
  bond with her masterwork weapon of choice, which 
  serves as the instrument of her vengeance. 
   
  This prestige class is ideal for individuals who have 
  been victimized by spellcasters and seek acceptable 
  ways to oppose them.  Most occult slayers begin their 
  careers as fighters, although barbarians and rangers 
  often take this path as well.  Monks and rogues have 
  also been known to embrace this calling, but bards and 
  paladins find the occult slayer’s preoccupation with 
  spellcasters stifling.  Clerics, druids, sorcerors and 
  wizards – the primary targets of occult slayers – tend 
  not to adopt this prestige class, although such 
  turnarounds are not without precedent. 
   
  NPC occult slayers seldom form organizations, because 
  they have discovered that congregating in one place 
  attracts spellcasters intent on making preemptive 
  strikes against them.  Instead, occult slayers discreetly 
  meet from time to time to exchange information about 
  spellcasting opponents they have targeted for matches. 
   Otherwise, the occult slayer operates alone, traveling 
  between venues in search of matches that involve 
  spellcasters.  Because of the inherent discretion that 
  occult slayers display, a candidate for the prestige class 
  must be chosen and trained by another occult slayer 
  who is willing to share her secrets. 
   
  Hit Die: d8 
  Requirements 
  To qualify as an occult slayer, a character must fulfill 
  the following criteria. 
  Base Attack Bonus:  +5 
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. 
  Feats:  Improved Initiative, Weapon Focus (any 
  weapon) 
   
  Class Skills 
  The occult slayer’s class skills (and the key ability for 
  each skill are Bluff (Cha), Craft (any) (Int), Gather 
  Information 
  (Cha), 
  Knowledge 
  (arcana) 
  (Int), 
  Profession (Wis), Sense Motive (Wis) and Spellcraft 
  (Int). See Chapter 4 of the Player’s Handbook for all 
  skill descriptions. 
  Skill Points at Each Level:  2 + Int Modifier 
   
  Class Features 
  The following are class features of the occult slayer 
  prestige class. 
  Weapon and Armor Proficiency: Occult slayers are 
  proficient with all simple and martial weapons and all 
  armor and shields. 
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.  This bonus is +1 at 1
  st level, and it 
  increases to +2 at 3
  rd level and to +3 at 5
  th level. 
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  
  Flicker 
   
  Page 43 
  focus of her power.  Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters.  Thereafter, any successful attack she 
  makes with that weapon against a spellcaster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage.  If this particular weapon is lost or 
  destroyed, the occult slayer loses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
  Mind over Magic (Su): Starting at 2
  nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5).  An occult slayer can use this ability 
  once per day at 2
  nd level and twice per day at 4
  th level. 
  Vicious Strike (Ex): At 2
  nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Auravision (Su): At 3
  rd, an occult slayer gains the 
  ability to see magical auras at a range of up to 60 feet as 
  a free action.  This ability otherwise functions as the 
  detect magic spell.  The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
  Nondetection Cloak (Su): Upon reaching 4
  th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/clairvoyance, locate object, and 
  other detections spells. The occult slayer gains magical 
  protection 
  from 
  divinations 
  equivalent 
  to 
  a 
  nondetection spell (caster level equals the character’s 
  occult slayer level), except that it only affects the occult 
  slayer and her possessions. 
  Blank Thoughts (Ex): At 5
  th level, an occult slayer can 
  induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and morale 
  effects).  She can suppress or resume this ability as a 
  free action.  
   
   
  Occult Slayer 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Magical Defense +1, weapon bond 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Vicious Strike, mind over magic 1/day 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondetection cloak 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
   
  Justiciar as presented in Complete Warrior 
   
  Where there are laws, there are those who defy them, 
  and where citizens live in fear of those lawbreakers, 
  brave souls hunt them down.  These are the justiciars.  
  They don’t do it for money; they don’t do it for glory.  
  They do it because it’s a thankless job that needs to be 
  done.  It also happens to be a satisfying vocation to 
  make a living by kicking the daylights out of a criminal 
  who desperately deserves it. 
   
  Justiciars are generally solitary, relying on their own 
  wits and skills.  They are fearless and single-minded in 
  pursuit of their prey and ruthlessly effective in combat. 
   Innocence and alibi can be argued in front of a court,  
   
   
  but pretty words don’t change the facts of the case or 
  absolve a criminal of guilt. A justiciar is not necessarily 
  judge, jury or executioner; often he simply sees to it 
  that those people get the chance to do their jobs.  
  When it is impractical to bring a miscreant to the 
  hands of the law, or if the criminal resists, a justiciar 
  doesn’t hesitate to bring final justice to someone who 
  deserves it.  Some evil justiciars prefer torturing their 
  prisoners into confessing before turning them in. 
   
  When faced with a difficult challenge, justiciars may 
  team up with each other or with a posse of other 
  characters to hunt those wanted by the law.  The 
  presence of one or more justiciars in a posse might 
  come as a rude surprise to a group of individuals that 
  have been robbing from the rich to give to the poor…. 
   
  
  Flicker 
   
  Page 44 
  Most justiciars begin as rangers.  Some paladins find 
  being a justiciar in line with their ideology.  Fighters 
  often find enough reward in killing; bringing people 
  back alive is typically more effort than they consider 
  worthwhile.  Conversely, many clerics are too 
  forgiving to be justiciars; obvious exceptions include 
  clerics of St. Cuthbert, as well as those of Hextor and 
  certain other lawful evil deities.  Rogues and bards, 
  with their stealth-oriented skills, can be very effective 
  in this class.  Even the occasional druid, sorcerer or 
  wizard (especially diviners) enters the field, wielding 
  spells as their weapons instead of steel. 
   
  Hit Die: d10 
  Requirements 
  To qualify as a justiciar, a character must fulfill the 
  following criteria. 
  Alignment: Any lawful 
  Base Attack Bonus:  +6 
  Skills: Gather Information 5 ranks, Search 5 ranks, 
  Survival 5 ranks. 
  Feats:  Skill Focus (Gather Information), Track. 
   
  Class Skills 
  The justiciar’s class skills (and the key ability for each 
  skill are Bluff (Cha), Climb (Str), Disguise (Cha), 
  Gather Information (Cha), Heal (Wis), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (Int), Listen 
  (Wis), Move Silently (Dex), Open Lock (Dex), Ride 
  (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), 
  Survival (Wis), Swim (Str), and Use Rope (Dex). See 
  Chapter 4 of the Player’s Handbook for all skill 
  descriptions. 
  Skill Points at Each Level:  4 + Int Modifier 
   
  Class Features 
  The following are class features of the justiciar prestige 
  class. 
  Weapon and Armor Proficiency: Justiciars gain no 
  proficiency with any weapon or armor. 
  Bring ‘em Back Alive (Ex): Whenever a justiciar 
  attacks with a melee weapon, he can deal nonlethal 
  damage with the weapon instead of lethal damage with 
  no penalty on the attack roll. Normally, attempting to 
  deal nonlethal damage with a weapon in this way 
  incurs a –4 penalty on the attack roll. 
  Nonlethal Strike (Ex): A justiciar can make nonlethal 
  strikes.  Any time the character uses the bring’em back 
  alive ability and his target would be denied her 
  Dexterity bonus to Armor Class (whether she actually 
  has a Dexterity bonus or not) or when the justiciar 
  flanks the target, the justiciar’s attack deals an extra 1d6 
  points of nonlethal damage.  This extra damage 
  increases to 2d6 at 4
  th level, 3d6 at 7
  th level and 4d6 at 
  10
  th level.  Should the justiciar score a critical hit with a 
  nonlethal strike, this extra damage is not multiplied. 
   
  A Justiciar can use nonlethal strike only on a 
  living creature with discernible anatomy – undead, 
  constructs, oozes, plants and incorporeal creatures are 
  not subject to this extra damage. Also, creatures 
  immune to nonlethal damage are immune to nonlethal 
  strike damage.  The justiciar cannot make a nonlethal 
  strike against a creature with concealment. 
  Crippling Strike (Ex): A justiciar of 2
  nd level or higher 
  can make a nonlethal strike against an opponent with 
  such precision that his blow weakens and hampers the 
  opponent.  When a justiciar damages an opponent with 
  a nonlethal strike, that character also takes 1 point of 
  Strength damage. 
  Street Savvy (Ex): A Justiciar of 3
  rd level or higher 
  gains a circumstance bonus on Gather Information 
  checks he attempts while in pursuit of a criminal.  This 
  bonus is initially +2 at 3
  rd level, and increases by an 
  extra +2 every third level thereafter. 
  Hog-Tie (Ex): When a justiciar of 5
  th level or higher 
  successfully pins an opponent while grappling, he can 
  attempt to hog-tie the opponent (in addition to his 
  other options; see If You’re Pinning an Opponent on 
  page 156 of the Player’s Handbook).  A justiciar must 
  have a rope, chain, or manacles in one hand to use this 
  ability. 
   
  A justiciar can use this ability on an opponent of 
  up to one size category larger than he is (for example, a 
  halfing justiciar can attempt to hog-tie a Medium or 
  smaller opponent).  He can use the ability only against 
  humanoid-shaped creatures (thus, most humanoids, 
  monstrous humanoids, outsiders and giants would 
  qualify). 
   
  An attempt to hog-tie is resolved with an opposed 
  check. The justiciar can make a Use Rope check 
  instead of a normal grapple check, while the opponent 
  makes either a grapple check or an Escape Artist check. 
   If the justiciar succeeds, the opponent is hog-tied.  If 
  the opponent succeeds, the hog-tie attempt fails and 
  the grapple continues. 
   
  If a justiciar successfully hog-ties an opponent, 
  that person is considered bound and helpless.  A bound 
  opponent can attempt to escape by making an Escape 
  Artist check opposed by the justiciar’s Use Rope check 
  (including his +10 bonus; see Bind a character on page 
  86 of the Player’s Handbook) or a Strength check (DC 
  
  Flicker 
   
  Page 45 
  23 for rope, DC 26 for chain or manacles, DC 28 for 
  masterwork manacles) to break free. 
  Improved Hog-Tie (Ex): A justiciar of 8
  th level or 
  higher can make a hog-tie attempt without first 
  pinning an opponent.  Whenever a grapple is 
  established, the justiciar can use an attack action to 
  make a hog-tie attempt.  Also, if the justiciar has the 
  Quick Draw Feat, he does not need to be holding the 
  rope, chain, or manacles in his hand before make the 
  attempt. 
  Intuition (Su): When hunting a specific person, a 10
  th 
  level justiciar can use a Survival check to determine in 
  which direction the culprit might be found if the 
  criminal is within 1 mile of the justiciar (DC 15+target'’ 
  HD).  A justiciar can use this ability to determine the 
  direction of anyone he has previously faced in combat 
  if he or she is within range. 
  The DM should make this check in secret for the 
  justiciar since the character should not know if he 
  failed the check because of the die roll or because the 
  target is too far away.  A justiciar can make this check 
  once per day for any single target. 
  Multiclass Note: A paladin who becomes a justiciar 
  can continue advancing as a paladin. 
   
   
  Justicar 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Bring ‘em back alive, nonlethal strike +1d6 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Improved grapple, crippling strike 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Exotic Weapon Proficiency (manacles), street savvy +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Nonlethal strike +2d6 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Hog-tie 
  6
  th 
  +6 
  +2 
  +2 
  +5 
  Street savvy +4 
  7
  th 
  +7 
  +2 
  +2 
  +5 
  Non-lethal strike +3d6 
  8
  th 
  +8 
  +2 
  +2 
  +6 
  Improved hog-tie 
  9
  th 
  +9 
  +3 
  +3 
  +6 
  Street savvy +6 
  10
  th 
  +10 
  +3 
  +3 
  +7 
  Intuition, nonlethal strike +4d6 
   
   
  Elemental Savant as presented in Tome and 
  Blood 
   
  Elemental savants study the basic building blocks of 
  existence – air, earth, fire, and water – learning to 
  harness their powers. Eventually they transcend their 
  mortal forms and become elemental beings. 
   
   
  Most elemental savants start out as wizards, although 
  clerics and druids are not unknown.  Sorcerers 
  occasionally take this prestige class, but since 
  metamagic feats are of less utility to them, they have 
  difficulty using the class’s strengths to their fullest. 
   
  NPC elemental savants usually prefer to pursue their 
  studies in solitude or in the company of other 
  elemental savants.  Sometimes groups of them gather 
  in places where an element’s majesty and power is on 
  display, such as the flanks of a volcano, an island, or a 
  high, windy mountain. 
   
  Hit Die: d4 
   
  Requirements 
  To qualify as a elemental savant, a character must fulfill 
  the following criteria. 
  Knowledge (arcana): 8 ranks. 
  Knowledge (planes): 8 ranks. 
  Feat:  Energy Substitution (acid, cold, electricity or 
  fire) – altered to Energy Affinity. 
  Spells: Ability to cast at least three spells with one of 
  the acid, cold, electricity or fire descriptors and at least 
  one summon spell.  At least one of these spells must be 
  3
  rd level or higher. Alternatively, the character must be 
  able to cast at least one spell o f3rd level or higher and 
  have access to one of the following clerical domains: 
  Air, Earth, Fire or Water. 
  
  Flicker 
   
  Page 46 
  Special:  The elemental savant must have made prior 
  peaceful contact with an elemental or with an outsider 
  having an elemental subtype (Air, Earth, Fire or 
  Water). 
   
  Class Skills 
  The elemental savant’s class skills (and the key ability 
  for each skill are Craft (Alchemy) (Int), Concentration 
  (Int), Handle Animal (Cha), Knowledge (any) (Int), 
  Profession (Wis), Speak Language, Spellcraft (Int).  See 
  Chapter 4 of the Player’s Handbook for all skill 
  descriptions. 
   
  Skill Points at Each Level:  2 + Int Modifier 
   
  Class Features 
  The following are class features of the elemental savant 
  prestige class. 
   
  Weapon and Armor Proficiency: Elemental Savants 
  gain no weapon or armor proficiencies. 
  Spells per Day: When a new elemental savant level is 
  gained (except at 10
  th level), the character gains new 
  spells per day as if she had also gained a level in a spell-
  casting class she belonged to before adding the prestige 
  class.  She does not, however, gain any other benefit a 
  character of that class would have gained (improved 
  chance of controlling or rebuking undead, metamagic 
  or item creation feats, hit points beyond those he 
  receives from the prestige class, and so on), except for 
  an increased effective level of spell-casting.  If a 
  character had more than one spellcasting class before 
  becoming an elemental savant, she must decide to 
  which class she adds the new level for purposes of 
  determining spells per day. 
  Elemental Transition (Ex): Beginning at 1
  st level, the 
  elemental savant begins to transcend her mortal form, 
  on the path toward becoming an elemental creature.  
  On first taking this prestige class, she choose an 
  element, which must be allied with a type of energy 
  she can substitute using Energy Substitution (Energy 
  Affinity).  Each element also has an opposing element 
  and energy form.  The elemental savant cannot use 
  Energy Substitution (Energy Affinity) to insert a type 
  of energy opposed to her chosen element.  For 
  example, an air elemental savant can substitute 
  lightning for another form of energy in a spell, but she 
  is prohibited from substituting acid.  Fire – opposed by 
  Water, Cold. 
   
  At 1
  st level the elemental savant becomes immune 
  to magical sleep effects.  At 4
  th level she gains 
  darkvision with a range of 60 feet and immunity to 
  paralysis.  At 7
  th level, she gains immunity to stunning. 
  Resistance (Ex): As the elemental savant gains levels 
  in this prestige class, she becomes more resistant to the 
  type of energy allied with her chosen element.  At 1
  st 
  level, she gains resistance 5 against this energy form.  
  This rises to resistance 10 at 4
  th level, resistance 15 at 7
  th 
  level and complete immunity when she becomes an 
  elemental being (at 10
  th level). 
  Elemental Focus (Ex): Beginning at 2
  nd level, the 
  elemental savant learns to better manipulate energy 
  allied with her chosen element (Fire).  The save DC for 
  any spell using that type of energy increases by +1.  
  This rises to +2 at 5
  th level and +3 at 8
  th level.  These 
  increases are cumulative with those granted by the 
  Spell Focus and Greater Spell Focus feats. 
  Elemental Penetration (Ex): Beginning at third level, 
  the elemental savant further refines her ability to wield 
  energy allied with her chosen element.  When she 
  casts a spell using that type of energy, she gains a +1 
  competence 
  modifier 
  on 
  caster 
  level 
  checks 
  (1d20+caster level) to beat a creature’s spell resistance.  
  At 6
  th level, this modifier increases to +2, and at 9
  th level 
  it increases to +3.  These increases are cumulative with 
  those granted by the Spell Penetration and Greater 
  Spell Penetration feats. 
  Elemental Perfection (Ex): At 10
  th level the elemental 
  savant, through long association with elemental 
  entities and extensive study of their secrets, completely 
  transcends her mortal form to become an elemental 
  creature.  Her type changes to “elemental,” which 
  means (among other things) that she is no longer 
  affected by spells that specifically target humanoids, 
  such as charm person.  She gains an elemental 
  creature’s immunity to poison, sleep, paralysis, and 
  stunning and is no longer subject to critical hits or 
  flanking. 
   
  The elemental savant gains the speed and 
  movement modes, special attacks and special qualities 
  of a medium elemental of the appropriate type, as 
  noted in the Monster Manual, except that the save DC 
  against her elemental attack form, if any (whirlwind, 
  burn or vortex) is 20+her Constitution modifier. 
   
  Upon achieving this state, the elemental savant’s 
  appearance undergoes a minor physical change, usually 
  to the skin or eyes.  An earth elemental savant, for 
  example, might acquire gemlike eyes and hard, pebbly 
  skin.  Anyone who shares the elemental savant’s 
  predilection for study of her chosen plane immediately 
  recognizes her transcendent nature.  She gains a +2 
  circumstance modifier on all Charisma-based skill and 
  ability checks when interacting with creatures having 
  her elemental type and with other elemental savants 
  who have chosen her element (Fire). 
   
  Elemental perfection is not without cost.  The 
  elemental savant can be hedged out by a magic circle 
  
  Flicker 
   
  Page 47 
  spell against her alignment.  She also takes double 
  damage from energy attacks allied with her opposing 
  element (water) unless the attack allow a saving throw 
  for half damage, in which case she takes half damage 
  even on a successful save. 
  Immunity (Ex): At 10
  th level, the elemental savant is 
  completely comfortable with the energy allied with 
  her chosen element.  She gains immunity to that type 
  of energy, in addition to the immunities granted by her 
  elemental form (See Elemental Perfection above). 
   
  Elemental Savant 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Elemental Transition, resistance 5 
  +1 Level of Existing Class 
  2
  nd 
  +1 
  +0 
  +0 
  +3 
  Elemental Focus +1 
  +1 Level of Existing Class 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  Elemental Penetration +1 
  +1 Level of Existing Class 
  4
  th 
  +2 
  +1 
  +1 
  +4 
  Elemental Transition, resistance 10 
  +1 Level of Existing Class 
  5
  th 
  +2 
  +1 
  +1 
  +4 
  Elemental Focus +2 
  +1 Level of Existing Class 
  6
  th 
  +3 
  +2 
  +2 
  +5 
  Elemental Penetration +2 
  +1 Level of Existing Class 
  7
  th 
  +3 
  +2 
  +2 
  +5 
  Elemental Transition, resistance 15 
  +1 Level of Existing Class 
  8
  th 
  +4 
  +2 
  +2 
  +6 
  Elemental Focus +3 
  +1 Level of Existing Class 
  9
  th 
  +4 
  +3 
  +3 
  +6 
  Elemental Penetration +3 
  +1 Level of Existing Class 
  10
  th 
  +5 
  +3 
  +3 
  +7 
  Elemental Perfection, Immunity 
  -- 
   
  
  Flicker 
   
  Page 48 
  Maps
   
  Player Map #1 of Ket 
   
   
  
  Flicker 
   
  Page 49 
   
  DM Map #1: Bramblewood Ambush Map – Encounter Two (Brushfire) 
   
   
   
  
  Flicker 
   
  Page 50 
   
   
  DM Map #2: Warehouse Combat – Encounter Four (Kindling) 
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/594/Normal Scenarios/VTF4-01 - Flicker (APL 6-16)/VTF4-01 - Flicker.pdf