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.
  Tus4-06
  Secrets of the Dragon
  A One-Round D&D LIVING GREYHAWK
  ®
  Tusmit Regional Scenario
  Version 7
  Round 1
  By Telquenariel and Steve Baker
  The Temple of the Dragon has been uncovered.  Is it of the Exalted Faith or of the True Faith? There are rumours of
  trouble and discord at the Temple, even as it is excavated.  What has been unlocked from the past may not return to rest
  so easily…An adventure for APLs 4 to 12. Part two of the Faith series.
  
  The Secrets of the Dragon
  Page 2
  Introduction
  This is an RPGA® Network scenario for the Dungeons &
  Dragons® game. A four-hour time block has been
  allocated for each round of this scenario, but the actual
  playing time will be closer to three and a half hours. The
  rest of the time is spent in preparation before game play,
  and scoring after the game. The following guidelines are
  here to help you with both the preparation and voting
  segment of the game. Read this page carefully so that you
  know and can communicate to your players the special
  aspects of playing an RPGA scenario.
  Preparation
  First you should print this scenario. This scenario was
  created to support double-sided printing, but printing it
  single sided will work as well. There is enough room
  along the inside margin to bind the adventure, if you
  desire.
  Read this entire adventure at least once before you run
  your game. Be sure to familiarize yourself with any special
  rules, spells, or equipment presented in the adventure. It
  may help to highlight particularly important passages.
  When you run an RPGA D&D adventure we assume that
  you  have  access  to  the  following  books:  the Player’s
  Handbook, the Dungeon Master’s Guide, and the
  Monster Manual. We also assume that you have a set of
  dice (at least one d4, d6, d8, d10, d12, and d20), some scrap
  paper, a pencil, an RPGA scoring packet, and your sense
  of fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as a pad
  of graph paper and a pencil, as handy as a vinyl grid map
  and chits, or as elaborate as resin dungeon walls and
  miniatures.
  Instruct the players either to prepare their characters
  now, or wait until you read the introduction, depending
  on the requirements of the scenario as described in the
  introduction.
  Keep in mind that you must have at least three players
  (not counting the DM), for the game session to be a
  sanctioned RPGA event. As well, you cannot have more
  than six players participating in the game.
  Once you are ready to play, it is handy to instruct each
  player to place a nametag in front of him or her. The tag
  should have the player’s name at the bottom, and the
  character’s name, race, and gender at the top. This makes
  it easier for the players (and the DM) to keep track of who
  is playing which character.
  The players are free to use the game rules to learn about
  equipment and weapons their characters are carrying.
  That  said,  you  as  the  DM  can  bar  the  use  of  even  core
  rulebooks during certain times of play. For example, the
  players are not free to consult the Dungeon Master’s
  Guide when confronted with a trap or hazard, or the
  Monster Manual when confronted with a monster.
  Some of the text in this scenario is written so that you
  may present it as written to the players, while other text is
  for your eyes only. Text for the players will be in gray
  boxes. It’s strongly recommended that you paraphrase the
  player text instead of reading it aloud. Some of this text is
  general and must be adapted to the specific situation or to
  actions of the player characters.
  Scoring
  After the players have completed the scenario or the time
  allotted to run the scenario has run out, the players and
  DM score the game. The RPGA has three ways to score its
  games. Consult 
  your convention coordinator to
  determine which method to use for this scenario:
  1.
  No-vote scoring: The players write their names
  and RPGA numbers on the scoring packet grid.
  You fill in the top of the grid. That is all. No one
  is rated. This method is used for people who are
  just playing for fun.
  2.
  Partial scoring: The players rate the game master
  and the scenario on their player voting sheet,
  and provide personal information, but don’t vote
  for other players. The game master rates the
  scenario and completes personal and event
  information, but does not rate the players as a
  team or vote for players. This method is used
  when there is no competition, but the event
  coordinator wants information on how the
  game masters are performing, or the game
  master  wants  feedback  on  his  or  her  own
  performance.
  3.
  Voting: Players and game masters complete the
  entire packet, including voting for best player. If
  this method is used, be sure to allow about 15-20
  minutes for the players to briefly describe their
  characters to the other players, and about 5-10
  minutes for voting. This method is used when
  the players want to know who played the “best”
  amongst the group, or when the adventure is
  run in tournament format with winners and
  prizes.
  When  using  voting,  rank  the  players  in  order  of  your
  voting choice while they are completing their forms, so
  that you are not influenced by their comments on your
  abilities. It’s a good idea to have the players vote while you
  determine treasure and experience awards for the
  scenario.
  
  The Secrets of the Dragon
  Page 3
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  After voting, give the Scoring Packet to your event
  coordinator.
  This is a LIVING GREYHAWK Adventure.  As a LIVING
  adventure it is expected that players bring their own
  characters with them.  If players do not have a LIVING
  GREYHAWK character generated, get a copy of the
  current LIVING GREYHAWK character generation
  guidelines, and a character sheet from your convention
  coordinator or the RPGA Web site, ant then have any
  players without a character create on.  Once all players
  have a LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are assumed to
  have in order to run a D&D game, it is also recommended
  that you have a copy of the LIVING GREYHAWK
  Gazetteer.
  Living Greyhawk Levels of Play
  Because players bring their own characters to LIVING
  GREYHAWK games, this adventure’s challenges are
  proportioned to the average character level of the players
  participating in the adventure. To determine the Average
  Party Level (APL):
  1.
  Determine the character level for each of the players
  participating in the adventure.
  4.
  If players 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 player may only bring four
  or fewer animals of this type, and animals with
  different CRs are added separately.
  5.
  Sum the results of 1 and 2, and divide by the
  number of characters playing in the adventure.
  Round to the nearest whole number.
  6.
  If you are running a table of six players, add one
  to that average.
  By following these four steps, you will have determined
  the APL. Throughout this adventure, APLs categorize the
  level of challenge the players will face. APLs are given in
  even-numbered increments. If the APL of your group
  falls on an odd number, ask them before the adventure
  begins whether they would like to play a harder or easier
  adventure. Based on their choice, use either the higher or
  the lower adjacent APL.
  APL also affects the amount of experience you may gain
  at the end of the adventure. If your character is three
  character levels or more either higher or lower than the
  APL this adventure is being played at, that character will
  receive only half
  of the experience
  points awarded for
  the 
  adventure.
  This simulates the
  face that either
  your character was
  not as challenged
  as 
  normal, 
  or
  relied  on  help  by
  higher-level
  characters 
  to
  reach 
  the
  objectives.
  Note: 
  LIVING
  GREYHAWK
  adventures 
  are
  designed for APL
  2 
  and 
  higher.
  Three or four, or sometimes even five 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.
  2.
  Attempt to create a table of six 1
  st-level characters, or
  try to enlist higher-level characters to play at that
  table.
  7.
  Advise  characters  to  buy  riding  dogs  to  help
  protect them, and fight for them. All riding dogs
  are considered trained to attack. Players who
  want their dogs to attack must succeed at a
  Handle Animal or Charisma check (DC 10).
  Failure indicates that the animal does 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  regional  adventure,  set  in
  Tusmit.  Characters native to Tusmit pay one Time Unit
  per round, all others pay two Time Units per round.
  Adventurer’s Standard Upkeep costs 12gp per round.
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs
  100gp per round.
  Adventure Background
  
  The Secrets of the Dragon
  Page 4
  The Temple of the Dragon was re-discovered by
  adventurers a number of months ago.  In the aftermath of
  that discovery, the path to the Temple was cleared out
  and made anew.  A team of experts, mostly clerics of the
  Faith of Al’Akbar (both Exalted and True) was sent in to
  make a thorough examination of the Temple itself.
  The investigation has been slow and painstaking, with
  the clerics unwilling to damage anything in the Temple
  lest it turn out to be of some irreplaceable historical
  significance.  Scrying, detection, divinations – all failed to
  penetrate into the Inner Temple itself and there has been
  little to no agreement between the factions in the process
  about how to proceed.
  A major part of the whole problem with this investigation
  is  the  basic  dichotomy  of  the  faith  of  Al’Akbar.   Two
  versions of the Faith, being the Exalted Faith and the
  True Faith, compete with one another to prove their
  worth of one another.  Many from an outside perspective
  can see little difference between the two in the course of
  these “theological arguments” save that their clothing is
  different.  In actual fact the main practical difference is
  that the Exalted Faith holds to Lawful Good ideals and
  principles, while the True Faith is Lawful Neutral in
  outlook.
  Here, at the investigation, the presence of clerics of both
  Faiths has created almost insurmountable obstacles.
  Arguments have been constant and, although it is clear
  that the Exalted Faith clerics are in charge of the whole
  process, the authority is constantly being challenged by
  the (frequently insufferable) clerics of the True Faith.
  The Temple of the Dragon and the Schism of the Faith
  The  Temple  of  the  Dragon  was  a  major  temple  in  the
  original Faith of Al’Akbar.  It represented the ideals of the
  Four Feet of the Dragon and their interrelationship with
  the lands of Tusmit, Ket, and Ekbir, all in the eyes of the
  High Cleric. Any major theological discussions were held
  on the grounds of the Temple of the Dragon.  The
  Mosque in Ekbir, holy and revered though it was, was not
  the centre of decisions on the faith in those days –
  custom dictated that it was the Temple of the Dragon.
  Inside the Temple, the people of the Baklunish lands
  built up an entire area devoted to the literal and spiritual
  teachings of the High Cleric, both as he was worshipped
  and as he was when he walked amongst the refugees from
  the Twin Cataclysms.  It was a place of teaching and
  thought.  It was not one of mass worship for the people.
  It was where the individuals who would tend to the
  faithful 
  were 
  taught 
  and 
  indoctrinated in 
  the
  interrelationship between the Faith and the Baklunish
  heritage of the Four Feet of the Dragon.
  A sect of monks tended to the grounds of the Temple and
  the needs of all who came and went upon their business
  here.   Most  originally  came  from  the  guards  of  other
  temples of the Faith.  They were drawn to the spiritual
  aspect of the guidance of the High Cleric rather than the
  martial approach in which they had been trained. This
  spirituality manifested itself not as clerical powers but as
  the inner strength and determination of an order of
  monks.
  When the Cup and Talisman were stolen by Elves riding
  upon Giant Eagles, in the procession in Ekbir, the Faith
  was rocked to the core.  Only two people actually
  witnessed the theft – The Grand Mufti and his chief of
  security, the head of the Paladins of Al’Akbar.  All others
  saw  the  Elves  approach  but  their  minds  were  then
  clouded and they remembered little else.  All that they
  knew was that the Elves had stolen the Cup and Talisman
  and the two most powerful and respected representatives
  of the Faith had apparently done nothing to stop it.
  The Grand Mufti retreated to the Temple of the Dragon
  with the highest of the clerics of the Faith, to discuss the
  repercussions.  Claims of corruption and a lack of faith
  were not only common but they were openly leveled
  against the Grand Mufti and any who supported him.
  The theological discussions in the aftermath were,
  without a doubt, the most heated and divisive that had yet
  to be experienced by the Faith.
  People from the Families comprising the original
  founders of Ekbir, Ket and Tusmit all participated in this
  “discussion”.   When  things  threatened  to  get  out  of
  control, the monks of Al’Akbar stepped in and made an
  attempt at peace.  Unfortunately the participants each
  thought the monks were siding with the other, and
  struck at them with violence.  This was a time of much
  turmoil and the bodies of the dead were left in the
  Temple of the Dragon, a symbol of the fracturing of the
  Faith.
  Whether the Grand Mufti was driven into exile, chose it
  himself, or for some other reason, he abandoned his post
  and  his  responsibilities  at  this  time.   The  true  reasons
  have never been fully revealed, nor have they been
  available to anyone.
  
  The Secrets of the Dragon
  Page 5
  As everyone in the temple perished, the ground shook,
  and the Temple cracked.  The entrance way was filled
  with water, sealing in dying bodies.
  Four days later, the monks inside the temple were reborn
  as Risen Martyrs. They found a deserted Temple which
  had been sealed to the outside world. They knew nothing
  of what had transpired in the interim, nor what the
  results were.  The schism of the Faith, into the Exalted
  and True versions, was unknown to them, save that they
  were in great pain much of the time.  This pain subsided
  at times as the various Pashas of Tusmit attempted to
  balance out the two competing ideologies.  Their purpose
  is unknown to them but they still tend to the grounds
  and guard the temple, for that is what they were sworn to
  do, as monks of the Temple of the Dragon.
  In  the  back  room,  where  the  Grand  Mufti  prayed  they
  discovered a crack in the floor. From it three lights were
  intermingled.  Unknown to them were the purpose of
  these lights, nor why they could not approach them, or
  pass through them.
  In essence these lights signify the past, present and
  future of the faith.  The past was glorious (positive
  energy), the present dark (negative energy) and the
  future unknown (but potentially bright for the factions
  have found co-existence within Tusmit – positive
  energy).
  Over time the Risen Martyrs (deathless monks) have had
  much  time  to  ponder  their  query.   But  a  few  pieces
  remain beyond their grasp.
  Module Summary
  Introduction:  The adventurers are asked to investigate
  problems at the Temple of the Dragon, with motivations
  and questions depending on either their religious
  affiliation or their outlook.
  Encounter 1:  The adventurers are lead to the Temple of
  the Dragon and the outpost outside it where the clerics
  have been camping.  Evidence of the disappearance can
  be gathered and a good idea as to where they all went.
  Encounter 2: The  temple  is  clear  but  there  is  a  room
  with two doors leading out of it, obviously uncovered by
  the clerics.  It is the only way out and contains a number
  of lessons about the interrelationship between the Four
  Feet  of  the  Dragon  and  Al’Akbar  himself,  as  well  as  a
  means of answering.  No matter how the heroes answer a
  door will open.
  Encounter 3: The heroes encounter the Risen Martyrs,
  the Deathless Monks, who once tended this place and
  who have now been raised for a specific purpose.  There is
  either a fight, or diplomacy (depending on which door
  was used before) and the Deathless Monks make requests
  of the heroes.
  Encounter 4: The heroes can explore the Inner Temple
  complex and find more rooms, in which the clerics who
  came before them gradually perished.  The teachings of
  the Faith of Al’Akbar, as it related directly to the
  interactions of the clerics and the people, are illustrated
  here.
  Encounter 5: The heroes encounter the True Faith Risen
  Martyrs.  In all but the most unusual of circumstances, a
  combat ensues with the intolerant worshippers of
  Al’Akbar, but a peace and an oath is also a possible
  outcome.
  Encounter 6:  The heroes encounter the Exalted Faith
  Risen Martyrs contemplating a wall of energy. No
  confrontation is put before them, unless the characters
  have attacked and destroyed the Deathless Monks in
  Encounter Three.  In that case, the Exalted Faith Risen
  Martyrs attack as well, reasoning that the heroes are in
  league with the True Faith clerics.  With either discussion
  or as an aftermath, the characters have an opportunity to
  pass beyond the wall of light.
  Encounter 7:  The conclusion in the temple.  A number
  of options are presented, all based on what the results
  inside happened to be.  This concludes the temple
  portion.
  Encounter 8:  Hired  thugs  ambush  the  party  as  they
  reach the edge of the lake away from the Temple.  The
  thugs are seeking to obtain an item hidden in the Temple
  which they hope the heroes have removed – they are on a
  snatch and grab mission.  It is possible to track down the
  ambushers after the fact, or during the chase, and find out
  more details about the area in the Valley of the Martyrs.
  Conclusion: The characters return to their employer in
  the Sheikdoms and share the news with them for a
  variety of rewards depending on the situation.  Hopefully,
  in recounting the tale more aspects of the Faith of
  Al’Akbar will be repeated and reinforced.
  Introduction: The Trek
  Dust swirls and an incessant heat hangs overhead. The
  capital city of Sefmur is abuzz with evening activity.
  The strange heat that hangs about the city has caused
  the local drinking establishments to place their tables
  out on the streets once the sun has gone down and the
  patrons seem to enjoy this new arrangement.
  
  The Secrets of the Dragon
  Page 6
  Establishment after establishment has been filled to
  capacity and beyond and you have been forced to
  explore some of the lesser known places.
  One of these little known places is the Pasha’s Pocket.
   It is an upscale establishment served by court
  entertainers and attended by the upper class.  Your
  names and deeds are requested and announced to the
  room as you entered.
  There are several groups of individuals grouped at tables
  here.  They all wear official dress or adventuring gear.
  While the prices of this establishment are comparable to
  regular establishments the heroes might frequent, the
  title announcement at the door has discouraged the more
  mischievous and thievery sort.
  In the establishment there is the bartender (Ferad), a
  little known bard (Kojaffi), a cleric of the True Faith
  (Kazim), Kazim’s three colleagues Zaffir (Ahmazi, Kojat,
  Ti’fessah), a cleric of the Exalted Faith (Jorid), Jorid’s
  companion (Simal) and a representative of the Sheik of
  Jaydah (Farsith).
  Farsith is orchestrating this adventure hook.  Both
  Nahessa (High cleric of the True Faith in Jaydah) and
  Hanall (High Cleric of the Exalted Faith in Jaydah) have
  come to him to report their problem and he has promised
  to inquire into the situation.
  Note: that Farsith himself follows the Exalted Faith.
  Should the political and religious leanings of the
  characters be not known, or visible, the bard comes
  around to them and, with wit and grace, gently inquire.
  The following information needs to be determined so as
  best to slant the plot hook.
  ·
  Do the characters support the Faith’s of
  Al’Akbar? If so, which one (True or Exalted).
  ·
  If they have neither preference he will inquire
  of  their  motivations  for  being  heroes  (do
  gooders, money, etc).
  Based on their responses Farsith will orchestrate the
  appropriate individuals to contact the heroes.
  Having played Temple of the Dragon
  Farsith, the representative of the Sheik of Jaydah will deal
  with the heroes, himself, once more.
  My friends, it is good to see you again. I trust that the
  life of adventure has been good to you? Tell me what
  are you doing here in Sefmur?
  Farsith will listen carefully to see if the heroes are
  currently busy or have the time to help him out. He is
  polite and thus will not insist, though he will definitely
  indicate  to  the  heroes  that  help  is  required.   If  anyone
  attempts a Sense Motive check [DC5], they get the
  impression that he is both honest and forthright.
  Since the last time we met the temple has been cleared
  and restoration is on the agenda.  But alas, for things
  have not gone smoothly. We once again require your
  services so as continue to restore this temple. I am
  sure you understand fully the impact of this discovery!
  Farsith proceeds to explain to the heroes the plan that
  had been enacted.  Since word has gotten out (he is not
  sure  how)  members  of  the  True  Faith  have  insisted  on
  helping out the members of the Exalted Faith that the
  Sheik of Jaydah had chosen. Unfortunately petty rivalries
  between  the  two  groups  have  escalated  and  now  the
  situation is dire. Not only have items from the dig site
  gone missing en route to the Sheik’s warehouse but
  clerics from both sides have been reported missing.
  Now, none dare to enter the temple for those who did last
  have not returned. Farsith is concerned and would like
  the following questions answered:
  1)
  What has happened to the clerics?
  2)
  Who let the information about the
  discovery of the temple leak?
  3)
  Where have the stolen items gone / who
  took it / can they be retrieved?
  4)
  Can the heroes secure the temple once
  again?
  For information available please refer to the Gather
  Information section at the end of this encounter.
  True Faith followers
  Kazim reports to Nahessa Kazaz (Clr9).  Kazaz is a private
  man who spends much of his time in contemplation.  He
  is the one responsible for quality of work and well being
  of his clerics on the site.
  Farsith will have privately spoken to Kazim.  This
  individual is responsible for overseeing the True Faith
  clerics on the site as well as some administrative duties
  bridging the spiritual leader, Nahessa, to others of his
  
  The Secrets of the Dragon
  Page 7
  station in other Sheikdoms as well as to the Sheik
  himself.  As a co-ordinator he is intimately familiar with
  the inner workings of red tape and bureaucracy. He and
  Jorid have a bitter rivalry.
  His clerics have come to him with the following
  complaints:
  1.
  The supervisors running the facility are given to
  allowing "bending of the rules" on far too many
  occasions. They have no respect for the proper
  and orderly sorting of information into
  dispassionate files;
  2.
  Exalted Faith clerics get access to all of the first
  finds and the True Faith are left to clean up and
  act as glorified janitorial staff.
  3.
  Every  time  the  True  Faith  tries  to  record  an
  observation they are removed from the area and
  given a job elsewhere to do.
  4.
  The faith is shared between both Exalted and
  True. While the Exalted has strayed from the
  true intent of the words and deeds of the
  Restorer of Righteousness, it is inconceivable
  that they could have perpetrated the crimes that
  are being bandied about. Certainly, however,
  their moral weakness could have allowed those
  of lesser stature to infiltrate the site and work
  their evil here
  The involvement of the True Faith is important in this
  excavation to Kazim for this temple contains a distinct
  possibility that the final hours before the Grand Mufti’s
  exile were spent here in contemplation.  Any discussions,
  should they have been recorded, would give the True
  Faith further insight into how well they have adhered to
  the concepts of the Grand Mufti.
  Kazim would like the heroes to achieve the following
  information:
  1)
  To prove the inequality of the work stations they
  have received
  2)
  Where have the stolen items gone / who took
  them / can they be retrieved?
  3)
  What has happened to the missing clerics.
  Exalted Faith Followers
  Hanall ibn Cabahr (Clr11) is the spiritual leader of the
  Exalted Faith.  His interest in politics is second to his
  devotion to his faith.  It was an honour for him to select
  the Exalted Faith team to head this archaeological dig.
  He believes that uncovering the personal thoughts or
  evidence of the trials that Al’Akbar endured before his
  ascension would lend great insight to understanding the
  nature, and thus the spirit, of his laws. Perhaps even re-
  unify all of Tusmit under one faith.
  Jorid is Hanall’s spokes person.  Farsith has privately
  spoken to Jorid to let him know that the heroes will be
  sympathetic to the cause of the Exalted Faith.
  Jorid will explain that the matter of the temple is under
  the watchful eye of the Shiek of Jaydah and if rumours
  are  true  –  the  Pasha  himself.   This  can  not  turn  into  a
  scandal and the Qudi is worried about how the following
  complaints may lead to, or be involved with aggravating
  the situation.
  1.
  Frustrated clerics had sent messages that their
  work has been impeded by the narrow sight of
  the 
  True 
  Faith 
  clerics 
  aiding 
  in 
  this
  investigation.  Hours upon hours were being
  spent in argument over the semantics of the
  pictograms etched on the wall and very little
  else was being achieved.
  2.
  To improve the situation the exalted clerics
  pulled rank with the Sheik and moved the True
  Faith clerics to duties that did not involve the
  initial observation of the items.  Soon after,
  however, many of the items have gone missing.
  No one will openly point fingers.
  3.
  The Exalted Faith clerics that investigated the
  matters further have gone missing and have not
  returned.
  Jorid will ask the heroes to investigate the following:
  1)
  What has happened to the missing clerics
  2)
  Where have the items gone / who took it / can
  they be retrieved
  3)
  The genuine agenda of the True Faith clerics.
  Mixed Faith or no Faith group
  For groups who have neither played Temple of the
  Dragon (TUS3-05) nor care for the faith of Al’Akbar,
  Farsith will implore to their good nature.
  Farsith will proceed to explain to the heroes the exciting
  discovery  of  the  temple  as  per  the
  Adventure
  
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  Background. He will then explain the plan that had been
  enacted about involving members of both the True Faith
  and the Exalted faith.  Since word has gotten out (he is
  not sure how) members of the True Faith have insisted on
  helping out the members of the Exalted Faith that the
  Sheik of Jaydah had chosen.  Unfortunately petty rivalries
  between  the  two  groups  have  escalated  and  now  the
  situation is dire. Not only have items from the dig site
  gone missing en route to the Sheik’s warehouse but
  clerics from both sides have been reported missing.
  Now, none dare to enter the temple for those who did last
  have not returned. Farsith is concerned and would like
  the following questions answered:
  1)
  What has happened to the clerics?
  2)
  Where have the stolen items gone /
  who took it / can they be retrieved?
  3)
  Can the heroes secure the Temple once
  again?
  For information available please refer to the Gather
  Information section at the end of this encounter.
  Farsith will first appeal to the good of the heroes.  If none
  of them respond to this he will remind them of the four
  feet of the Dragon. But, failing all attempts at honour and
  generousity he thanks the characters for their time and
  trouble and moves onward.  The module is effectively
  over.
  Gather information
  Refer to the following code to ensure that the heroes gain
  the appropriate information based on their motivations
  for joining this adventure.  They gain this information
  automatically if they make any efforts to ask or obtain
  details about the circumstances and events surrounding
  this situation.
  Temple = refers to those who have played temple of the
  Dragon.
  True  =  refers  to  those  who  are  doing  this  adventure  to
  support the true faith
  Exalted = refers to those who are doing this adventure to
  support the exalted faith.
  Personal = refers to those who are doing this adventure
  for good, or personal gain.
  All = refers to information available to everyone.
  (True, Exalted) The matters of dig items going missing
  was discovered by his clerics (before they, too,
  disappeared) when they went to the warehouse to do
  their own observations.
  (All) The Sheik of Jaydah has sponsored the retrieval of
  the  Temple  artifacts,  the  cleaning  and  the  recording  of
  the information.
  (Temple) The Pasha has his eyes on the Sheik over this
  matter.
  (All) The items are being stored in a warehouse that has
  been specifically built for them.  Each item is number and
  located (very much like modern day archeological digs).
  The warehouse is kept on the sheiks personal ground and
  can be visited with official escort only.
  (All) In order to not show a preference the Sheik in his
  infinite  wisdom  has  hired  services  from  both  the  True
  Faith and the Exalted Faith.
  (All) The heroes can be escorted to the warehouse. They
  discover that none of the missing items were taken from
  the warehouse – but rather never made it here to begin
  with.  This whole process can take as long as the heroes
  wish (minimum 3 hours). The general types of items that
  have gone missing are not necessarily the expensive ones,
  but ones that had radiated some degree of magical aura,
  however faint.  The rest of the adventure does not begin
  until they head to the temple.
  (True) One of the clerics who is now missing (Roksaf)
  came to Kazim and confided in him a sad shame.
  Someone dressed as clerics from the Exalted Faith robbed
  him!  So  ashamed  that  an  episode  similar  to  that  of  the
  Cup and Talisman should be repeated, he hid for a couple
  of days. When his courage returned he spoke to Kazim,
  and was told to return to work and right the wrong that
  had been done.  He was never seen again.
  (Exalted) In order to make the clerics of the True Faith
  feel like equals they had given them the task of returning
  the items to the Warehouse.  However, one shipment
  never made it.  It was headed by a cleric named (Roksaf)
  who disappeared at the same time.  Since then tensions
  have greatly increased.
  Note: The heroes must be encouraged to start at the
  temple. Nothing is out of order in the warehouse, and any
  investigation into that will prove it.
  A guide by the name of Gindah is provided and he takes
  the characters to the entrance of the temple. While there
  are no incidents on the trek, the guide explains the
  scenery and summarizes the recent events of previous
  
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  attempts to find the temple.  (TUS3-05, Temple of the
  Dragon).
  Encounter One: Enter the Dragon
  It was a long trek, an arduous climb and an interesting
  story.  The route to the temple was filled with
  anecdotes about the surrounding area and the legends
  and lore involving the characters of the High Cleric’s
  life before he ascended.
  But through all of that the trek was uneventful. The
  guide  has  obviously  done  this  trip  many  times  over,
  and is intimately familiar with the road.  And the
  creatures that once plagued the area have been fended
  off – and a clear path re-forged.
  Before you now, stands the glorious form of a dragon.
  Every minute detail has been lovingly carved into this
  statue. Its legs are tucked under its body as it sits in
  the middle of a small lake.  The wings are spread in
  majestic beauty. It is impossible to tell if this dragon
  was just landing or about to take off.
  On the forest’s edge there are some tents. Wooden
  structures stand with items still drying on their
  shelves.
  The tents contain regular survival gear, notes and other
  items of the clerics staying there.  There are two types of
  tents, those with red on one side and white on the other
  and vice versa.  These represent the two camps of clerics
  here, True Faith and Exalted Faith.  Both camps are
  abandoned.
  It is obvious to even a casual observer (anyone succeeding
  at a Search check [DC 5]) that the camps have been
  abandoned in a hurry.  A further Search check [DC 25]
  reveals that it has been about a week.
  It is an Appraise check [DC 15] to estimate that the value
  of the items range from several hundred gold pieces to
  several hundred platinum pieces.
  There  are  no  boats  on  the  bank.   They  are  all  near  the
  dragon’s tail.  Good observers - Spot check [DC 25] can
  confirm that there is no suspicious activity on the bank.
  (No boats dragged out of the water, etc).
  Survival check [DC 14] with the Track feat shows that
  there is another group that has come by and left, all from
  the other side of the camp, away from the cave by which
  the heroes entered.  Also, a Survival check with the Track
  feat [DC 18] will show a scuffle in the center of the two
  camps. The Clerics of both faiths got into a bit of a row
  and then heated and impassioned they headed back to the
  temple in two separate groups.
  What actually happened: The clerics were working on
  drying out the items they had excavated from the temple.
  (It was flooded).  They left them on the drying racks and
  got into a heated and emotional debate with the other
  group. The topic of debate was the role the True Faith
  clerics had been given in this excavation.  The Exalted
  Faith clerics went back to the temple after giving up in
  disgust with their counterparts and the True Faith clerics
  followed  them  intent  upon  seeing  justice  done,  and  to
  prove their point. They all died inside for different
  reasons  and  became  the  Risen  Martyrs  (see Appendix
  Three).
  The ambushers (see Encounter Eight) have ignored
  most of the items on the racks, valuable though they may
  be.  Each would be difficult to sell, as it is ancient
  religious paraphernalia and would attract great attention
  to the ambushers. They have been paid well to keep their
  mind on the goal, but have taken a few items, enough to
  be noticed (see the Introduction).
  Entering the Temple
  In order to enter the temple the heroes must cross 100
  feet of water.  The water deepens quickly resulting in at
  least  30  ft  deep  at  10  feet  from  shore.   The  stairway  in
  starts and follows the dragon’s back along the tail to the
  point  where  the  wings  meet  some  70  feet  above  the
  water’s surface.  The bones of the wings come together
  and form the arch of the door.  Above the doorway, in
  ancient Baklunish there is a carving that reads: “Enter to
  be Tested”.
  The door opens onto a small landing at the top of a large
  room.  There is a very narrow stairway which winds its
  way a couple of times around the inside of the Dragon’s
  belly.  The stairway has been repaired somewhat and the
  footing is quite secure.
  The guide hesitates at the top of the door. “I will stay
  and guard the boats, maybe explore the campsite” he
  says.  “I have heard too many rumours and dare not set
  foot inside.  I’m sure you understand… I will wait for
  you outside.”
  Under  no  circumstances  will  the  guide  go  passed  the
  main room of the temple. He is terrified and any Sense
  
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  Motive  check  [DC  5]  will  confirm  this.   If  the  heroes
  don’t return when expected to, he will sneak back in to
  see what has happened.  He has one healing potion (one
  cure light) to help revive one char in the unlikely event
  that they all perish.  The guide knows nothing of the
  temple beyond the central room, and will give any
  information he has willingly.
  Inside  the  temple  is  made  from  smooth  worked
  stones.  There are floating lights that illuminate
  sections  of  the  walls.   They  are  carved  with
  pictograms.
  The stair winds its way around the walls until it
  reaches a small platform that spans across the way to a
  doorway on the other side.  The doorway is locked and
  four claws bar it shut.  In the center of the platform
  the floor expands to accept a small pedestal with some
  broken tiles upon it.
  Slimy  steps  lead  away  from  this  down  into  open
  rooms.
  Please refer to Appendix 5 – Maps for further details.
  Walls marked with a double line on the map have three
  permanent walls of force cast three inches beneath the
  surface of the stone.  Each wall of force is layered and all
  three must be penetrated for them to be bypassed.  This
  has served to keep the complex watertight as the clerics
  clean and restore the temple to its former glory.
  The pictograms contain the stories and legends of those
  who fought by and with Al’Akbar.  They show his life’s
  trials  and  his  teachings.  But  no  words  are  used  and  it
  requires a decipher script DC [20] to understand
  potentially relevant sections of the pictograms.  A
  separate check must be made for each individual section.
  One section describes a series of tests that relate to the
  stone tablet in the center of the room.  It describes what
  they must do and what the consequences are in the event
  of failure.
  Another unrelated section describes a man standing over
  a  brilliant  stone,  his  hands  on  the  stone.   He  head  is
  bowed in prayer.  Lines of power extend from the stone
  and up into a cloud formation in which many faces can be
  seen.
  A third unrelated section shows a man dying, a sword in
  his chest.  But from his feet extend the same man,
  standing proud, with an aura of illumination around him.
  A fourth unrelated section describes eight marks around
  a circle.  In the center of the circle is drawn a scale. From
  each of the marks there is a line drawn to one of the
  dishes on the scale.  There are four lines that connect the
  left side of the scale, and four lines that connect the
  marks to the right side of the scale.  There seems to be no
  apparent order to which marks are connected to which
  side of the scale.  All the marks are identical.
  The dragon head room is sealed.  The test stones have
  been disabled and can not be reactivated. Still, those with
  the mark can enter, but otherwise this system does not
  work anymore.  Those who enter the dragons’ head lose
  the mark – and the benefit thereof, if they do not claim it
  then.  Make this clear before they enter.
  Further exploration of the rooms reveals slippery steps
  leading down towards two doors, one on either side of the
  platform.  It does not matter which door the heroes enter,
  as they both lead to the same room.
  Encounter Two: Choices or
  Refusals
  This encounter refers to room A, the test room, on the
  map.
  The room you have entered is awkwardly shaped.
  There are two doors from the side you entered on in
  and two doors from the other side. In each crevice in
  the room there is a small statue on a deep shelf.  In the
  center of the room is a cylindrical pedestal upon
  which writing and drawings have been etched.
  The Nature of the Test
  In the center of the room is a large cylindrical object. On
  the vertical face of the cylinder there are 4 sets of stories
  written in Ancient Baklunish and in pictograms. These
  are the lessons of the High Cleric.
  The cylinder itself is only 3 feet high.  The top face is
  smooth with the exception of 4 etched lines to delineate
  each of the quadrants.  It is clear that these sections can
  be pushed or weighted down.
  When a statue is placed on one of these quadrants it sinks
  down  with  a  click.   When  all  four  lessons  have  been
  ‘answered’ the test is over and the door opens with a click.
   The statues get teleported back to their original place and
  
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  the quadrants return to their original state.  The test is
  effectively reset.
  It is a Decipher Script check [DC 20] to understand this
  and all other pictograms in the room.
  The Solution to the Test
  There are four principles that correspond to the four feet
  of the dragon.  The heroes must choose a minimum of
  four  statues  to  place  on  the  pedestal  in  their
  corresponding quadrants, after reading/deciphering the
  lessons and making a decision about an answer(s).
  As a statue is placed the quadrant sinks to a click.  If the
  heroes place only one statue on the quadrant it clicks
  once.  Two statues will click twice and any other object
  will sink down and click three times.
  The  correct  answer  is  two-fold.  Not  only  do  all  of  the
  statues need to be placed in their correct quadrants, but
  they must all be placed at the same time.  If this is
  undertaken, the characters in the room pass the test.  If it
  is not, for whatever reason, the characters fail the test.
  The reasoning behind this is that no principle is greater
  than the others. As well, each principle has two aspects
  that are of equal importance.
  The lesson of the North Quadrant is family.  The aspects
  of this principle are the biological family (home) and the
  cultural family (hearth).
  The lesson in the East Quadrant is piety.  The aspects of
  this principle are faith (heart) and worship (hand).
  The lesson in the South Quadrant is honour.  The aspects
  of this principle are reputation (crown) and self-respect
  (crucible).
  The lesson in the West Quadrant is love.  The aspects of
  this principle are generosity (fountain) and respect
  (falchion).
  An interesting thing to note is that for the Exalted Faith
  the principle of Love is interpreted only as Generosity.
  For the True Faith the principle of Love is interpreted as
  Respect.  This difference can be clearly seen in the
  teachings of the Four Feet of the Dragon in Ekbir, Tusmit
  and Ket.
  The Guide to the Lessons
  Read the lessons.  In each corner of the room there is a
  statue.  Indicate your understanding of the lesson by
  placing the statues by order of importance upon this
  pedestal.  May the four feet of the dragon guide you
  forward and support you equally, as it does all of us.
  In each corner of the room there is a small box on which
  stands a small statue.  Beneath the statue is a single phrase
  in ancient Baklunish and a pictogram.  These phrases
  indicate what the statues represent.
  The statues can be easily lifted, but should they leave the
  room for any reason they automatically reappear in their
  original place.
  The Lessons:
  North
  On the north quadrant is written the following:
  “The  High  Cleric  led  the  Families  of  the  Founders
  through the hills of the tribesmen in search of a new
  home.  The young were eager to find new land to call
  their own and the elderly brought with them history
  and tradition.
  Groups  of  elves  who  met  up  with  the  High  Cleric
  would travel together with them for a while, bringing
  news of the surrounding areas.  Life was dangerous
  and the promise of new lands was far.  But the elves
  moved quickly and would leave the families behind.
  Every night and every morning the Families of the
  Founders would pray, sing and dance, as was their
  custom, and prepared the new foods they found in the
  old ways.  But the journey was long and tension befell
  the families.  The leaders of the six families held
  council with the High Cleric.
  Two pleaded to forgo the lengthy morning and
  evening traditions as the road ahead was long and
  uncertain.  They felt that such practices, while
  valuable to the culture, would mean prolonged
  exposure to the dangers of the journey and certain
  death for many of the elders.
  Two pleaded that the practice of these traditions
  meant that regardless of how long the road was ahead
  of them, they were always home, surrounded by
  
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  family and culture.  They urged that it mattered not
  how long the journey was, nor where their destination
  may lie, as long as these traditions ran strong within
  them.
  The final two saw the merits of both, but urged the
  High Cleric to keep the families together.  The road
  was  long  and  dangerous  and  there  was  strength  in
  numbers.  What was the use of remembering these
  traditions if in the end there were none of left to
  practice them?
  The High Cleric pondered the arguments without
  replying.  His brow furrowed in thought.  How did he
  reply?
  Answer:  The High Cleric valued the blood family and
  cultural family as equals.  Survival is important, but
  culture tells you who you are.  Both the Home statue and
  the Hearth statue should be placed here.
  The  High  Cleric’s  answer  was  to  split  the  groups  into
  those who were to move quickly and find a safe place for
  all, and to those who would practice their traditions and
  move  slowly  but  steadily.   The  fast  group  was  to  travel
  with elves and find a safe haven for the rest.  The High
  Cleric stayed back to record the traditions of his people so
  that the younger generation would not forget the
  traditions of their families.
  It  is  a  Knowledge  (History)  check  [DC  30]  or  Bardic
  Knowledge check [DC 32] to know what the practical
  solution that was accepted turned out to be – splitting the
  groups, with the High Cleric remaining with the slower
  group to learn from them.
  East
  On the East quadrant is written the following:
  One evening as the families prepared to pray, as was
  their tradition, a family of Suel wandered in from the
  wilderness and collapsed to the ground.  It was a
  mother and three young children. Their hands and
  feet were bleeding and they had become emaciated
  from starvation.  The mother had scratches from wild
  animals along her upper torso. Unable to press on
  further they simply collapsed.
  They were discovered by the six Qadi of the Families
  of the Founders before the evening rites, as they had
  collapsed on the ground considered most holy in the
  area.  Disturbed, the Qadi argued what to do.  Finally
  they  brought  their  quandary  to  the  High  Cleric  for
  advice.
  Two of them wanted to forgo the rites for the evening
  and help the mother and three children for they were
  hurting and helpless.  This would go against the
  doctrine of faithful practice that their tradition was
  rooted  in  concerning  the  evening  rites,  but  it  would
  help the family.
  Four of them reminded the High Cleric that the Suel
  were the cause of the devastation that forced the
  Families to find new home. They should be removed
  from the shrine, to let the Baklunish families pray and
  adhere to their own traditions and principles. To not
  continue with the evening rites would be to neglect
  their own people and their own culture.
  How did the High Cleric reply?
  Answer: The High Cleric valued both outer piety
  (worship)  and  inner  piety  (faith).   To  deny  the  ritual
  would be to devalue the worship of the Families. To
  ignore those in need is to deny one’s faith. Both the
  statues of Heart and Hand are to be placed on this
  quadrant.
  The High Cleric’s answer was to invite the Suel family to
  the  ritual.   They  were  healed  first,  and,  as  they  were
  unable to be moved they were invited to watch the rites.
  After having witnessed the deep and meaningful rituals,
  the Suel family realized the beauty of the culture and the
  honour of these people, and came to live amongst them.
  It  is  a  Knowledge  (History)  check  [DC  30]  or  Bardic
  Knowledge check [DC 32] to know that the first Suel
  families in Ket did worship Baklunish gods, a different
  and radical situation for the time.  The origins of this
  worship are unknown but verified in both fact and
  history.
  South
  On the south quadrant is written the following:
  The Qadi Al-Tusmit - head of one of the Families that
  left Ekbir to travel south into new lands - made a deal
  with the Flan tribes of the Tusman Hills.  The deal was
  a simple and binding agreement – the Family could
  settle the arable land at the edge of the hills in
  
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  exchange for assistance against the newly arrived
  Hobgoblin tribes in the area.
  When the war chief of the Hobgoblins heard of this,
  he contacted the head of the Family and proposed
  sharing of the lands with them instead of the Tusman
  Hill tribes.
  After hesitating, the Head of the Family refused.  The
  war chief did not give up so easily – he reminded the
  Family that they were but refugees looking for safety,
  something that only the Hobgoblins could guarantee,
  given their strength.  Once more, the Qadi Al-Tusmi
  was invited to change his mind.  Should he do so, the
  Hobgoblins would work alongside them to not only
  give them the land but also eradicate the Tusman Hill
  Tribes, whom the War Chief said could not be trusted.
   It was clear, though, that the Family would be the
  subordinate to the Hobgoblins, in exchange for their
  safety.
  The decision was not one to be taken lightly by the
  Qadi.  He made no comment nor did he give the War
  Chief  his  word.   With  a  heavy  heart,  he  called  his
  advisers to him and they talked of the situation.
  It was at this time that travellers brought news to the
  Qadi that the leader of the Tusman Hill tribe had
  broken his word of truce and was preparing to attack
  them.
  The Qadi and the Tusman Hill chief met in parlay.
  Heated  words  were  spoken  and  the  spirit  of  the
  alliance was sorely tested.  They parted in anger, the
  pact in danger.
  The War Chief of the Hobgoblins prepared his forces,
  ready to invade, conquer or enslave as the situation
  dictated.  Knowing this, the Qadi presented his story
  to the High Cleric, asking for advice.
  If the Head of the Family were to break his word to
  the Tusman Hill tribe, he would be guaranteed the
  future security of the Family, but have broken his
  oath. His family would be safe, but his reputation
  dishonoured.
  If  the  Qadi  were  to  honour  his  word  and  fight  to
  protect the Hill Tribe, he would be protecting a man
  who wished him and his Family harm.   His reputation
  would be intact, but his family in danger.
  What was the High Cleric’s advice?
  Answer:  Both external honour (reputation) and internal
  honour (self-respect) are important.  To be in control of
  one’s life and bow to no man commands honour and
  respect.  But to honour one’s word is to be trustworthy
  and pure.  Both the Crown and the Crucible should be
  placed in this quadrant.
  The High Cleric’s answer was to defend the Hill Tribe
  despite what their leader had done.  Indeed, once the
  battle with the Hobgoblins was completed, and the forces
  of the Hill Tribe and the refugees had won a temporary
  respite, the Family Head challenged the Flan chieftain
  over this matter.
  This challenge proceeded along the customs dictated by
  Istus, with both sides accorded the respect and dignity
  demanded by the Goddess.  That the Family was willing
  to go to such lengths to preserve both the honour of the
  Flan chieftain and his tribe was not lost on those from the
  Tusman Hills. Their shame at the averted betrayal was
  great, and they turned on their chieftain after the
  challenge, casting him out as petty and unfit to lead them.
   That the Family did not demand a blood payment for this
  was seen as a great sign of respect and the pact, once
  greatly in danger, was now stronger than it had been.
  United now, the new leader of the Tusman Hill tribes and
  the Family swore a further oath, to break the power of the
  humanoid tribes that threatened them – a pact kept by all.
  It is a Bardic Knowledge check or Knowledge (History)
  check [DC 20] to know that there is a tribe in the Tusman
  Hills that still worships Istus, although their heritage is
  most definitely Flan.
  West
  On the west quadrant is written the following:
  After the foundation of Ekbir some of the young
  leaders and people were restless and wished to travel
  forth into new lands.  When some Ekbiri, the Families
  of Qadi Al-Tusmi and Families of Qadi Al-Keti reached
  the soaring heights of the Yatils, they met with the
  Dwarves in the mountains.
  Eager to press forward they negotiated for safe passage
  through the mountains for fair trade.  However, the
  Dwarves would not let them pass.
  It soon became known that a deep danger within the
  mountains threatened the Dwarves, though they were
  
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  too proud to admit such.  The lush and fertile lands on
  the outskirts of the mighty forest of Highfolk, as
  described to the peoples who left Ekbir in search of
  this by the Elves, were out of reach.
  The Qadi debated fiercely about what to do.  In the
  end they consulted with the High Cleric.
  Qadi leading the Ekbiri peoples debated that the
  Dwarves should generously be given supplies to help
  them grow strong in their fight with the darkness
  under the mountains, and perhaps one day open the
  pass.   They argued that to take from the Dwarves
  would weaken them, for the need of the Dwarves
  outweighed the need of his Family.
  Qadi Al-Keti argued that instead the Families should
  respect the wishes of the Dwarves and to make fair
  trade as they wished, until new lands could be found.
  For, it was argued, if the Dwarves were rejecting the
  help they so clearly needed the forces in the
  mountains would soon overrun the area and threaten
  the well being of the Families.  The wish to remain
  belonged  to  the  Dwarves  alone  and  would  not  be
  affected by the Families.  The option to leave with
  good trade from the Dwarves was the prerogative of
  the Families.
  Qadi Al-Tusmi felt strong in the faith of the Families.
  If only the Dwarves could see the strength and power
  of the Baklunish Gods would they find the strength to
  accept the help of the Families.  But unless the
  Dwarves could see this the Qadi was loathe putting
  the Families in needless danger.
  The High Cleric pondered these arguments.  How did
  he reply?
  Answer:  Both respect and generosity are required to
  show  love.   To  give  without  respect  is  to  treat  them  as
  lesser beings.  Similarly to respect and lift no finger to
  their aid is to treat them as unimportant.  Therefore both
  the Fountain (hence where the Tusmit coin is named)
  and the Falchion should be placed in this quadrant.
  The High Cleric’s answer was to continue the
  negotiations of fair trade and settle down in the area.  To
  accept the trade was to respect the wishes of the Dwarves.
  And to settle in the area was the Families’ ways of giving
  of their time and strength in case of need.
  At first the trade was slow.  Only simply items and
  supplies passed between the Families and the Dwarves.
  But the forces that fought against the Dwarves saw the
  friendship of the two peoples grow.  They retreated in
  confusion, unsure of the strength of the Families.
  The Dwarves, now blessed with the both time and energy
  were able to improve their defences.  Thankful their
  wishes had been respected, and thankful for the security
  offered by proximity the Dwarves and the Families
  became friends.
  Knowledge (History) check [DC 25] or Bardic Lore check
  [DC 28] to know the story of why the Baklunish peoples
  did not cross the Yatils.
  The Statues
  In the eight corners of the room are eight small statues
  with writing beneath them.  The statues are no more than
  four inches high.  They are as follows:
  House
  A solid house weathers any storm. It is the foundation
  of our people and the places of our birth.  We seek to
  once again find our place for without it we are
  defenceless.
  This statue looks like an extended Baklunish house.
  There are places for three extensions on two of the walls,
  an open door on the front and the framework to accept a
  different extension on the remaining side.
  The house represents the blood family.  Not only does the
  family live together but it can expand to include new
  members, including those by marriage or birth. It is
  likewise  solidly  built  and  can  be  the  basis  of  a  good
  defence, one that both safeguards and maintains the
  blood family.
  The framework on the side will in face accept the hearth.
  Bardic Lore check [DC 25] or Knowledge (Architecture
  and Engineering, or History) check [DC 20] to know that
  the original Baklunish houses were designed as single-
  family dwellings from solid materials with expansion
  room for extended families through blood and marriage,
  but to also be very defensible.
  Hearth
  Around food and warmth we come together, sharing
  in our past and future.  Together we are strong.
  Around it we are home.
  
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  This  statue  looks  like  an  outdoor  hearth.   It  contains  a
  place for a large cooking pot and a fire that can be seen
  from all directions.
  The hearth represents the social family, the heart of the
  culture.  This particular model was the one used during
  the exodus of barren lands.  The Families would gather
  around the travelling hearth for food, warmth and
  company. It attaches to the statue of the home to indicate
  the connection to the blood family.
  Bardic Lore check [DC 15] or Knowledge (Local VTF or
  History) check [DC 15] to know that the travelling
  hearth, still used by the nomadic tribesmen of the Plains
  of the Paynim, was the centre of most rituals and the basis
  for much Baklunish culture.
  Heart
  Without it our words are empty and our actions for
  naught.  The calling of the gods is heard through it for
  without it there is no grace, nor can the hand be
  guided.
  This statue is the representation of a heart. While it does
  not look anatomically correct the details of the statue are
  clear.
  The heart represents inner piety. It is unseen in daily life
  but it governs, guides, and provides for feeling.
  Bardic Lore check [DC 20] or Knowledge (Religion or
  History)  check  [DC  20]  to  know  that  the  heart  is
  considered the origins of piety and revered in Baklunish
  society for that fact.
  Hand
  Without the hand, the farm can not be tilled, the
  horses  raised,  our  blood  defended.   Our  intent  is
  unseen until it is revealed to the gods, so they may
  know our hearts.
  This  statue  resembles  a  semi  open  hand.   The  thumb
  points up and the fingers curl as if holding something or
  in mid extension.
  The  hand  represents  worship.   It  symbolizes  getting
  involved and offering one’s hand in action, whether it be
  for growing crops, tending to the herds or defending
  people (amongst others).  It is the obvious as opposed to
  the unseen (that being the heart).
  Bardic Lore check [DC 25] or Knowledge (Religion or
  Local VTF) check [DC 25] to know that the helping hand
  is a symbol of the open worship of the Baklunish people,
  showing their visible actions taken in worship of the
  gods.
  Crown
  One  can  not  rule  without  a  crown,  for  men  bow
  deeply before it.  It marks us for who we are and how
  we  appear  before  the  world.   It  is  coveted  by  those
  who would tarnish it -- once stained, it can never
  gleam again.
  This statue is a miniature crown made out of stone. The
  eight points are crafted as small flames that curve
  upwards.  Inside the crown there are three small
  equidistant holes.
  The crown represents reputation otherwise known as
  external honour, pride, or reputation.
  Bardic Lore check [DC 25] or Knowledge (Nobility or
  History) check [DC 25] to know that the crown, with the
  addition of the flames, represents the leadership of the
  Qadi.  It shows the wealth of the people expressed in their
  jewellery, a luxury they indulged in with a passion once
  they established themselves.
  Crucible
  Let  the  fires  of  the  crucible  purify  you.   Allow  it  to
  burn away that which is not right and true.  For if it
  fails the flames shall consume rather than strengthen.
  This statue is a miniature crucible. It stands on three legs
  that gracefully meld into a shallow bowl.
  The crucible represents the purity and strength of inner
  honour, and the hope and wish that no matter the cause,
  it can always be attained.  The fires of the crucible will
  burn away all that does not matter and leave only the
  purest material. Important statues were created from the
  material purified by the crucible.
  Bardic Lore check [DC 28] or Knowledge (Local VTF or
  History) check [DC 25] to know that important creations
  (such as public statues of important people, gods, etc)
  were made only of the purest materials, often purified in a
  crucible.
  Fountain
  There is nothing more precious than water. Take what
  is needed and give of your surplus as the earth gives
  forth the bounty of life.  For what does not flow soon
  becomes stale.
  
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  This statue is a small circular fountain on which flowing
  water is carved.  The fountain itself is made from gold.
  The fountain represents generosity.  The waters of
  generosity flow forth.  The choice of material, gold,
  signifies one method of generosity.  In Tusmit the
  standard gold coin has been given the name ‘fountain’ to
  remind the family of Qadi Al-Tusmi to be generous with
  wealth, though few remember it’s origins.
  Bardic Lore check [DC 20] or Knowledge (History or
  Local VTF) check [DC 18] to know the origin of the
  Tusmit gold coin.
  Falchion
  One must recognize the design of the falchion.  Its
  sharp, curved blade can cut down an enemy, but dulls
  against the wheat.  Wield it for what it is and nothing
  more.  For  that  is  its  purpose,  and  the  extent  of  your
  concern.
  The Falchion represents respect.  It is the chosen weapon
  of the High Cleric himself and the use by most people
  deemed a symbol of respect for his legacy.  In the end,
  though, it is enough to know how to wield the weapon to
  show such respect.
  Bardic Lore check [DC 15] or Knowledge (Religion or
  History) check [DC 15] to know that the Falchion is the
  chosen weapon of Al’Akbar, and that most who learn it do
  so out of respect for his teachings.
  Development
  Success in this riddle means the right door opens. Failure
  means the left door opens. Regardless of the outcome,
  though, the test is over and one of the two doors opens.
  If the right door has opened, go to Encounter Three –
  Through the Right Door.
  If  the  left  door  has  opened,  go  to Encounter Three –
  Through the Left Door.
  Encounter Three
  The following encounter will depend on which door the
  heroes entered from.  If the heroes successfully answered
  the riddle they have entered from the right door. The
  deathless monks then know that the heroes are (or are
  among company who is) versed in the ways of the High
  Cleric. They seek to parlay with the heroes.
  If they have unsuccessfully answered the riddle the
  heroes will have entered from the left door.  The
  deathless monks then know that the heroes are not of
  this faith and regard them as intruders.
  Either way, refer to the following for the story about the
  deathless monks in this room before jumping to the
  appropriate section (through the left door, or through the
  right door).
  Grey mist swirls in the room as the door opens.  The
  stench of death is strong.  A long table curves around a
  semi circular mark in the stone floor and behind it
  stand  glowing  figures.   One  central  figure  stands  in
  the centre of the room. He is injured and is twisted
  around to observe your entrance.
  The deathless monks in this room have endured a great
  deal.  Their initial rise from death is somewhat of a
  mystery to them. Almost fully restored to what they once
  were before the great death that befell the temple they
  have been trapped in this room due to the flooding in the
  exit area of the temple.
  Recently they have had two visits. Before the coming of
  the clerics they had been unvisited since their rising. The
  isolation from the world and the strange circumstances
  by which they returned has caused a dramatic shift in
  their understanding.
  The only thing that is clear is their reason for being; their
  holy purpose: to preserve the faith as it was when they
  were alive.
  The first visit was from the clerics of the Exalted Faith.
  They had deductively reasoned that the lessons on the
  pedestal in the other room were some sort of test.  They
  had tried their knowledge but failed.  They had entered
  through the left door.
  The deathless monks were angry that someone who
  clearly did not understand the principles of the faith had
  the gall to walk in.  But they hesitated due to the strange
  robes clearly honoring the High Cleric. (The colours of
  the High Cleric were red and black, and the robes of the
  faiths in Tusmit are red and white, but otherwise of the
  same design). They demanded surrender but did not
  initiate a fight. In this hesitation the leader of the Exalted
  Faith clerics then conversed with the deathless monks
  and in the end won their trust.
  
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  The deathless monks asked why they were alive again but
  the Exalted Faith clerics had no answer. The deathless
  monks then asked that the Exalted Faith to aid them in
  this quest to understand. Eager to press forward and learn
  the secrets of the High Cleric they agreed and were
  permitted passage.
  Next, the True Faith clerics entered.  They were hot on
  the heels of the Exalted Faith clerics.  The heated
  argument about responsibility and the tasks they had
  been assigned that resulted in the physical confrontation
  back at the camp site had set their minds to justice.
  Needless to say, they too failed the test and stormed in
  through the left door. Their stance, their attitude and
  their bastardization of the uniform (white where black
  should be and on the wrong side) put the deathless
  monks on guard.
  The True Faith clerics ordered the deathless monks to
  step aside.  In their minds, the Exalted Faith clerics had
  created an injustice and ran from it.  Nothing would deter
  then from their purpose of justice.
  The deathless monks did not take well to the True Faith
  clerics and a fierce combat ensued. However, instead of
  destroying the deathless monks, the True Faith clerics
  used their combat and rebuking tactics to continue
  pursuit of the Exalted Faith Clerics.  After disappearing
  behind the door the deathless monks knew not of the fate
  of the Exalted Faith clerics and they feared the worst
  from these intolerant heretics.
  Now the deathless monks are less than receptive to
  anyone who comes through the left door.  In fact, they
  order the heroes to be gone. If the heroes refuse the
  deathless monks do not hesitate to fight.
  Through the Left Door – Combat
  If the heroes have entered through the left door the
  leader of the deathless monks steps forward and
  commands the heroes to return from where they came.
  There will be a one round delay between this warning
  and any combat beginning.
  To  stop  combat  without  surrendering  requires  a
  successful Diplomacy check [20 + APL].  For every 5
  points of damage dealt to the deathless monks, the DC is
  raised by 2.  If the heroes succeed refer to the section
  titled ‘Through the Right Door’ for the nature of the
  discussion.
  The Combat
  The deathless monks here all strike for non-lethal
  damage.
  Parties surrendering are treated fairly and may discuss
  with the deathless monks as if they had entered through
  the right door (but they lose out on xp).
  If the deathless monks win this fight, they strip the
  heroes of all equipment and demand their help in finding
  out what has happened.  Being of good heart, they give
  back any equipment to characters who agree, but tell
  anyone else to leave without their gear if they refuse –
  again, being of good heart they actually dump the gear
  outside at night, but they aren’t about to tell the heroes
  that at this time.
  EL Structure: The EL is reduced by 1 for the following
  reasons: The deathless monks warn the party before
  attacking, allowing a one round preparation.  The
  deathless monks only strike for non-lethal.  They accept
  the surrender of the party at any time.
  Opponents:
  APL 4 – EL 7
  Original Monk of the Faith, War1/Mnk5/RiM1;
  Male/Female Human (2); hp 51 each; See Appendix 1.
  APL 6 – EL 9
  Original Monk of the Faith, War1/Mnk5/RiM1;
  Male/Female Human (4); hp 51 each; See Appendix 1.
  APL 8 – EL 11
  Original Monk of the Faith, War1/Mnk5/RiM3;
  Male/Female Human (4); hp 64 each; See Appendix 1.
  APL 10 – EL 13
  Original Monk of the Faith, War1/Mnk5/RiM5;
  Male/Female Human (4); hp 77 each; See Appendix 1.
  APL 12 – EL 15
  Original Monk of the Faith, War1/Mnk5/RiM5;
  Male/Female Human (8); hp 77 each; See Appendix 1.
  Through the Right Door - Peace
  
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  If the heroes entered through the right door the
  deathless monks hesitate until the heroes initiate
  conversation. Because the right door indicates the heroes
  have  passed  the  test  talking  to  the  deathless  monks  is
  much easier.
  If the heroes fail the diplomacy check results the
  deathless monks think that the heroes have obtained the
  answers to the test through nefarious means.  They give
  the heroes two rounds before engaging in attack.  Refer to
  the above section entitled ‘Through the left door’ for
  combat statistics, save for the delay noted.
  On a successful Diplomacy check [DC APL+5] continue
  with the following:
  The  leader  steps  forward  and  begins  to  speak.  The
  others sit quietly around the large table. Their noble
  poise commands respect.
  “I am Sakir.  State your name and speak your purpose.
  Why are you here?”
  The deathless monks listen to the story of the heroes
  without interruption.  Once done, they ask:
  “What do you want of us?”
  This question can be interpreted in two ways.  The first
  being  what  the  heroes  want  to  do  with  them  and  the
  second is an offer of what the deathless monks can do for
  the heroes.
  Before agreeing to anything the deathless monks request
  aid from the heroes.
  The clerics that had come through and promised to aid
  the deathless monks in explaining their quest have not
  returned.  These deathless monks re-explain the mission
  they had asked of the Exalted Clerics – to find the reasons
  for their revival and current existence.
  In more detail, since their revival, the deathless monks
  have been isolated and frustrated.  They have had no way
  out and have pondered many a day on why they are there.
  The only thing they know for sure is their
  overwhelmingly strong desire to protect the faith of the
  High Cleric.  But they can not for they do not understand
  what needs protecting.
  The arrival of the Exalted Faith clerics raised their hopes
  in finding some answers, and perhaps a means to fulfill
  their task.  A ruthless second group, however, in heretical
  garb,  made  its  way  deeper  into  the  temple  and  the
  deathless monks have begun to feel less and less
  confident their questions can ever be answered.
  Therefore the deathless monks ask the heroes to
  investigate the reason of their existence. They would also
  like to know the fate of the two other groups that passed
  through the doors, although they warn the characters
  that the second group is intolerant and likely dangerous.
  If asked, the reason the deathless monks have not left the
  temple since the water has been drained from the
  entrance they reply that they wish to guard the exit lest
  the hostile group wishes to steal holy artifacts.  They do
  not proceed further into the temple lest the exit be no
  longer guarded.
  If  the  heroes  agree  to  this  the  deathless  monks  allow
  them passage further into the temple.
  Tracking/Search Checks in the Room
  It is quite possible that the deathless monks are totally
  eliminated in a fight.  If so, there are still indications
  about the passage of the two groups of clerics into this
  chamber to be discovered.
  The Exalted Faith clerics stepped through and
  immediately surrendered as the deathless monks
  demanded, reasoning they had a better chance of finding
  out what was going on.  Their tracks move to the middle
  of the room, where they obviously stood in front of the
  monks in non-combat poses.  They can be identified as
  Exalted Faith by a small holy symbol (cup and talisman)
  dropped in the area – Seach check [DC 15] to find it.  The
  departure of this group was also peaceful, with the tracks
  they left obvious – Search or Track check [DC 8] – and in
  no hurry.  Finally,  a Search check in the area [DC APL+4]
  finds the remains of a piece of bread and some galda fruit
  –  it  is  a  Knowledge  (Local  VTF)  check  [DC  10]  to
  remember that these are customary items used in Tusmit
  to “break bread” with a friend or respected acquaintance.
  The True Faith clerics stepping through saw no reason to
  do anything but order the deathless aside.  They were not
  the targets of their ire, so they had no immediate reason
  to attack, being more concerned with tracking down the
  Exalted Faith clerics.  Nevertheless, when combat ensued
  the True Faith clerics used a combination of melee and
  turning to drive the deathless monks away and continue
  on.  They reasoned (hah!) that the deathless monks must
  be in cahoots with the Exalted Faith clerics.  The fight
  
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  with the deathless monks left the True Faith clerics
  battered and with little or no healing spells.  Later, in the
  complex, this would mean they fell to a single trap and
  rose  again  as  Risen  Martyrs.   In  this  room,  however,  it
  takes a Search or Tracking check [DC 9] to note that
  combat was both fierce and without quarter.  At least two
  of the True Faith clerics fell during the fight, only to get
  up later and continue (impact marks on the ground).
  Risen Martyrs – Perception and Fact
  The deathless monks are monks that have the Risen
  Martyr prestige class. They have been named as deathless
  monks in this module to distinguish them from the True
  Faith clerics and the Exalted Faith clerics that have all
  died and come back again as Risen Martyrs.
  Risen Martyrs all detect as moderate to strong good. They
  are dead and any spells discerning the living do not detect
  them. Invisibility to undead, and such like spells will
  work on them.  Creatures and animals that cannot attack
  unnatural enemies do not attack the Risen Martyrs.
  Negative energy harms a Risen Martyr and positive
  energy heals them.
  While in defense of the Temple of the Dragon, Risen
  Martyrs all benefit from +4 turn resistance. Should they
  be taken out of the temple for whatever reason, or
  changed from this path of action, they lose this benefit.
  Risen Martyrs are undead and require Knowledge
  (Religion) checks [DC 10+HD] for any information about
  them.  Details revealed (and in this order), at a rate of 1
  detail  per  5  points  above  the  DC,  starting  with  the  DC
  rating:
  1)
  The  Risen  Martyrs  are  good  undead,  with  all  that
  that entails being an undead;
  2)
  They are able to pray and receive spells (if they can)
  as normal, indeed all their normal skills and
  abilities are open to them;
  3)
  Risen Martyrs have standard undead immunities to
  spells requiring fortitude saves, as well as being
  intelligent;
  4)
  Risen Martyrs have the following Special Abilities
  Increased charisma scores, deflection bonuses,
  bless spells, a holy purpose;
  5)
  Risen Martyrs in the Temple appear stronger and
  more resilient than normal.  They likely have some
  benefit with respect to Turn Resistance and
  possibly healing;
  6)
  The Risen Martyr is a prestige class requiring the
  following to obtain it – base saves in all categories
  of +2, good alignment, martyrdom, and two exalted
  feats, Nimbus of Light being one of them.
  Encounter Four: The Inner
  Temple
  A  cold  and  still  environment  greets  everyone  as  the
  door is opened.  Flickers of flame illuminate the
  hallways ahead, with sconces mostly empty but filled
  in enough places to give some degree of light to the
  inner temple.  The entire place is silent.
  Lighting and Conditions Inside the Temple
  The temple is lit by old continual flame torches at
  strategic positions in the complex.  They are not enough
  to keep everything illuminated, but place so as to ensure
  that at least some light does reach most places.  Heroes
  with low-light vision will be able to see everywhere (save
  where specifically noted otherwise) and people with
  regular vision will be able to see out to 30 feet, with the
  next 30 in shadows (darkvision people out to 60 feet, and
  then progressing as normal people).
  Architectural design in the temple deadens sound
  beyond  a  distance  of  30  feet.   It  is  a  Knowledge
  (Architecture and Engineering) check [DC 20] to
  recognize this fact.  Nothing can be heard beyond this
  distance nor are Listen checks of use for anything further
  than 30 feet away.  This is an entirely non-magical effect.
  Background to the Rooms
  The Rooms in the Inner Temple were intended to
  reinforce the ideals of the various upper echelons of the
  Faith of Al’Akbar.  As such, they were “traps” inasmuch as
  they were intended to remind those present of the
  meaning of the teachings, but not harm them in a
  permanent fashion.  The age and decay in the Temple has
  altered this, for the worse, and the clerics of the True and
  Exalted  Faiths,  who  came  through  here  perished  as  a
  result.  But such was the drive of their faith, they have
  come back again as Risen Martyrs to complete their holy
  purpose.  Other rooms in the complex, not presented
  here, contained sleeping quarters, prayer rooms, study
  room and other mundane rooms.
  
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  Room 1: Tithe (Generosity/Respect)
  A small room opens up ahead.  A pile of jagged stone
  lies in front of a stone table, with the stones pushed
  aside to form a path to the table.  On the table itself, a
  pile of large gold coins lie inside a bowl and a
  middling sized cup stands beside it.  The room is lit by
  a single torch on the far wall, behind the table.
  This particular room illustrates the concept of tithing to
  the Faith of Al’Akbar. In the tenets of the Four Feet of the
  Dragon, this is Generosity/Respect.
  The entire room is a trap.  When the trap is enable the
  first part starts when anyone walks into the room.  The
  actual trigger is related to the items on the table and is a
  clever weighting system.  The trap is currently non-
  functional and requires a search check [DC 25] to find all
  the mechanisms and then a Disable Device check [DC 30]
  to repair it, taking 6d10 minutes.  If this is done, the trap
  becomes functional once more (with the appropriate
  triggers as noted below) with the triggers noted, doing
  1d6 damage of falling rocks per APL if activated (eg. 4d6
  at APL4), DC 18 Reflex save to avoid.
  Originally, a small shower of harmless stone chips rained
  down from the ceiling to show the worshipper that they
  had made the wrong choice.  Now, however, the
  weakening of the entire temple with time (and no
  maintenance) has changed this to a pile of stones.  It will
  now collapse upon everyone in front of the table out to
  the doorway.
  Once the trap is enabled again, it becomes a Search check
  [DC  25]  to  find  it  and  a  Disable  Device  [DC  30]  to
  deactivate it.  If triggered after being repaired, the trap
  will activate once before it must be repaired again as
  noted above.
  Laid out on the left of the table is a pile of 20 gold coins,
  each much larger than normal (about 5 times the regular
  size).  They are collected in a simple stone bowl.
  To the right of the table is a cup, shaped identically to the
  Cup of Al’Akbar – Knowledge Religion check [DC 0 if a
  worshipper of Al’Akbar, DC 5 if a worshipper of a
  Baklunish deity, DC 10 for all others].   Up to three coins
  of the large variety can fit in the cup.
  The proper answer is to shift one gold coin over to the
  cup, which the counterbalances in the room and
  deactivates the trap.  Any more is taking too much and is
  being disrespectful (and triggers the trap).  With prior
  Grand Muftis a second coin, taken from one’s purse,
  could  be  added  to  show  personal  generosity.   The  last
  Grand Mufti to reside in the temple had altered this to be
  a show of respect alone – and if you added another coin,
  the trap triggered as well.
  The Exalted Faith clerics permanently lost two of their
  brethren  here,  when  they  added  coins  to  the  cup  from
  their own purses.
  Heroes that can track can realize with a successful
  Survival check with the Tracking feat [DC 24] that more
  than two clerics had fallen in this room. The bodies,
  however, are no longer there. They were not dragged out
  of the room.
  Other items found in the room:  Two dead Exalted
  Faith Clerics
  Room 2: The Flock (Family)
  This room is laid out as a temple worship area might
  be, save on a much smaller scale.  A series of three
  benches are arrayed in front of a stone pedestal, upon
  which rests two objects, mostly obscured from view by
  the height of the pedestal and the dim light coming in
  from the corridor.
  The items on the pedestal are the Cup and Talisman, the
  holy symbols of Al’Akbar.  It is a Knowledge Religion
  check  [DC  0  if  a  worshipper  of  Al’Akbar,  DC  5  if  a
  worshipper of a Baklunish deity, DC 10 for all others] to
  identify them.  The Talisman, as a reference for people
  and descriptions, is an eight-sided star shaped as the test
  room on the map.  There is no lighting in this room save
  that coming in from the corridor.
  Once  more,  the  entire  room  is  a  trap.   The  idea  was  to
  show that the people who worshipped Al’Akbar were to
  attend  to  the  words  of  the  clerics  of  the  religion  in  an
  organized fashion.  They would be provided with seats
  and would hear the words of the clerics to guide them in
  their lives.
  As a result, the answer is to sit in one of the three pews.
  The balances in the room then deactivate the trap and it is
  entirely safe.  If, however, anything else in the room is
  moved or one steps behind the pedestal, the room filled
  with a faint smoke to remind the occupants of the failure
  (it clung to the clothes and was hard to wash out).
  
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  It is a Spot check [DC 5] to notice that there is a faint
  smell  of  smoke  in  the  air  and  a  Spot  check  [DC  25]  to
  notice that it is mixed with another smell, not that of
  smoke.  Characters making the second check may
  attempt a Knowledge (Nature) check [DC 20] to identify
  the smell of a daggerthorn tree being burned, but one
  that is old and decayed and quite probably poisonous.
  The True Faith clerics entered this room and made all the
  wrong assumptions.  As a result, they walked over to the
  pedestal and examined the Cup and Talisman, triggering
  the trap.  Again, with age, the smoke device has been
  damaged and changed.  The smoke is now a lethal poison
  (concentrated after a few hundred years) gas and all but
  one of the clerics died on the spot – the last managed to
  stagger out of the room and die in the corridor when the
  secondary effects hit.
  The trap is currently non-functional and requires a search
  check [DC 25] to find the mechanisms and then a Disable
  Device check [DC 30] to repair it, taking 6d10 minutes.  If
  this is done, the trap becomes functional once more (with
  the appropriate triggers as noted below) with the triggers
  noted.  The poison is a DC 20 Fort Save (2d6 Con/Death).
  Once the trap is enabled again, it becomes a Search check
  [DC  25]  to  find  it  and  a  Disable  Device  [DC  30]  to
  deactivate it.  If triggered after being repaired, the trap
  will activate once before it must be repaired again as
  noted above.
  Heroes that can track will realize with a successful
  Survival check [DC 24] that more than eight clerics had
  fallen in this room. But the bodies are no longer there and
  they were not dragged out of the room.
  Other items in the rooms: 8 dead clerics of the True
  Faith.  In the corridor there is one dead cleric of the
  True Faith.
  Room 3: The Life of the High Cleric (Piety)
  Arrayed in this room is a semi-circle of tables, upon
  which rest a series of tablets.  Each tablet is at least
  two feed wide and two feet long and appears to be
  made from solid stone, at least from this distance. One
  rests on the floor, having been moved off the table to
  the far right, and leans up against one leg of the table.
  The tablets on the table depict much of the story of the
  life  of  the  High  Cleric,  at  least  as  it  was  relayed  to  the
  general public, in the pictograms noted in Encounter
  Two.
  Yet again, the entire room is a trap.  The idea was to depict
  the life and times of Al’Akbar and all that he did.  People
  entering the room were to read from each tablet and
  absorb what it meant, in a show of piety and
  understanding.  There are four tables, one for each tablet
  showing another part of the life of Al’Akbar.  They are not
  arrayed in any particularly symbolic fashion nor are they
  actually linked to the Four Feet of the Dragon in their
  presentation, as the idea was to convey the whole lesson,
  not the individual components.
  The solution to this trap is to spend at least one minute in
  front of each tablet.  This time can be cumulative and
  does not have to take place at once.  If a character
  searches  the  room  with  Take  20’s,  they  would
  automatically succeed at deactivating the trap because
  they would spend enough time in front of every tablet.
  The trap itself was a small series of blunted needles firing
  from the walls.  They were slowed by tiny bags of paper
  and blunt at the tip, designed to startle rather than hurt.
  The paper bags all had tiny quotes from the High Cleric
  upon them, to remind the person failing to read the
  tablets.  Now, however, time has meant that the paper
  bags are no more and the darts fire out with lethal
  velocity, if blunt.
  The darts are very old and many of them have fallen apart
  with age.  Enough remain to charge this trap only two
  more  times.   It  is  a  Spot  check  [DC  20]  to  notice  the
  remnants of the darts in the room, set off by one of the
  Exalted Faith clerics who came back to pick up a tablet
  for review (and died because he did not stay long enough)
  The trap is currently non-functional and requires a search
  check [DC 25] to find the mechanisms and then a Disable
  Device check [DC 30] to repair it, taking 3d10 minutes
  (essentially repairing the launch mechanisms and
  reloading the system).  If this is done, the trap becomes
  functional once more (with the appropriate triggers as
  noted below) with the triggers noted.  It is a +18 ranged
  touch attack, doing 1d6 damage per APL (eg. 4d6 at APL
  4).  The darts hit everyone in the room and erupt from
  small holes in all of the walls.  The darts can only do non-
  lethal damage due to their being blunt.
  Once the trap is enabled again, it becomes a Search check
  [DC  25]  to  find  it  and  a  Disable  Device  [DC  30]  to
  deactivate it.  If triggered after being repaired, the trap
  
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  will activate once before it must be repaired again as
  noted above.
  Room 4: Regalia (Honor)
  This room is barren of all furniture or other clutter,
  with tattered robes lining the walls, their rich heritage
  visible but clearly damaged by age and disuse.  A
  single staff lies on the floor in the middle of the room,
  This room is filled with the trappings of the highest ranks
  of the faith of Al’Akbar.  The vestments are those of the
  Grand Mufti, the ceremonial staff was the only item on
  the wall not in bad shape.
  This time around, it is not the entire room that is a trap
  but rather the staff itself.  The vestments were real, those
  worn by the Grand Mufti on any number of given
  occasions.  Each was hung here and tended to in a typical
  Baklunish fashion so as to be kept aired out and in good
  shape.
  The staff would be placed into a small indentation in the
  ground in the middle of the room, some one foot deep
  and five inches wide.  If this is done, the trap upon the
  staff would not go off.  What was intended was that
  anyone visiting this room would recognize the honor it
  was to tend or view the raiment of the Grand Mufti and
  would realize that only the faithful could do so without
  being considered thieves or dishonorable.
  The staff has engraved upon it a representation of the
  Talisman. It is a Knowledge Religion check [DC 0 if a
  worshipper of Al’Akbar, DC 5 if a worshipper of a
  Baklunish deity, DC 10 for all others] to identify it.  The
  Talisman, as a reference for people and descriptions, is an
  eight-sided star shaped as the test room on the map.
  If the staff is placed in the indentation within two rounds
  of being picked up, it will not activate.  If not, the wielder
  and  anyone  else  in  the  room  are  struck  with  a  blast  of
  negative energy as the age and decay has altered the
  original necromantic spell (which was just a wave of
  exhaustion).
  The last of the Exalted Faith clerics reached this room
  and tried to leave with the staff, hoping he could cure his
  fallen comrades.  It struck him near the middle of the
  room and he left it here when he rose again as a Risen
  Martyr.  When he rose he was bewildered and unsure.
  Coins from his pocket had fallen as he lay prone.  They
  rolled into the slot where the staff usually fits, and have
  clogged the mechanism.
  The trap is currently non-functional because the coins
  lies in the indentation, fooling the room into thinking the
  staff is in place.  It takes a Spot check [DC 20] or Search
  check [DC 22] to find the coins.
  Further review of the trap requires a Search check [DC
  25] to find the mechanisms and then a very simple
  Disable Device check [DC 5] to remove the coins and
  restore the trap. If this is done, the trap becomes
  functional once more (with the appropriate triggers as
  noted below) with the triggers noted The negative energy
  does 1d6 negative energy damage per APL (eg. 4d6 at APL
  4) to everyone in the room and standing in the doorway
  in the corridor.  This staff can be deactivated after it has
  been discharged by taking it out of the room within one
  minute after the waves are released.  The old age of the
  trap also allows the indentation to be filled in and the
  staff thereby fooled (possibly permanently).
  Once the trap is enabled again, it becomes a Search check
  [DC  15]  to  find  it  and  a  Disable  Device  [DC  25]  to
  deactivate it, with a circumstance bonus of +15 on both if
  they searched the room beforehand and found the
  gauntlet.  The trap automatically resets after one minute
  unless the staff has been removed from the room.
  There  are  no  dead  bodies  found  in  this  room,  as  the
  cleric of the Exalted Faith that died came back as a
  Risen Martyr.
  The Treasure listed in this section belong to the various
  dead in the Temple, mostly from the time of the original
  schism.  The fallen can no longer be identified and their
  worldly possessions are no longer a concern to them.
  Treasure:
  APL 4: 650 gp (l); 100 gp (c); brooch of shielding (125 gp),
  wand  of  cure  light  wounds  (62  gp),  phylactery  of
  faithfulness (83 gp) (m).
  APL 6: 650 gp (l); 100 gp (c); brooch of shielding (125 gp),
  +2 cloak of resistance (333 gp), wand of cure light wounds
  (62 gp), phylactery of faithfulness (83 gp) (m).
  APL 8: 650 gp (l); 100 gp (c); brooch of shielding (125 gp),
  +2 cloak of resistance (333 gp), wand of cure light wounds
  (62  gp),  wand  of  cure  moderate  wounds  (354  gp),
  phylactery of faithfulness (83 gp) (m).
  
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  APL 10: 650 gp (l); 100 gp (c); brooch of shielding (125
  gp), +2 cloak of resistance (333 gp), +2 falchion (696 gp),
  wand of cure light wounds (62 gp), wand of cure
  moderate wounds (354 gp), phylactery of faithfulness (83
  gp) (m).
  APL 12: 650 gp (l); 100 gp (c); brooch of shielding (125
  gp), +2 cloak of resistance (333 gp), +3 cloak of resistance
  (750 gp), +2 falchion (696 gp), wand of cure light wounds
  (62  gp),  wand  of  cure  moderate  wounds  (354  gp),
  phylactery of faithfulness (83 gp) (m).
  Encounter Five: Unbending Faith
  In the depths of the Temple the constant flickering
  light of the continual flame torches is insufficient to
  light the entirety of this room.  A cavernous expanse
  opens before everyone and all around there is the
  sound of chanting and muffled words, not able to be
  heard before in the corridor but now clear and
  echoing.
  This room has become the domain of the Risen Martyrs
  who were recently True Faith clerics.  The room itself was
  a large meeting hall.  The room is cunningly crafted from
  the stone of the mountain to deaden sound as it reaches
  the extremities of the area (through non-magical means)
  and thereby keep large meetings and the like from
  disturbing the remainder of the Temple.  There are places
  in the room one can stand and discover that one’s voice
  actually can be heard by someone standing directly
  opposite, more than 80 feet away, even if they whisper –
  but the person beside them has a hard time making it out!
   It is a Stonecunning or Knowledge (Architecture and
  Engineering) check [DC 25] to recognize both the marvel
  of this engineering and the challenge to create it.
  The Risen Martyrs stand assembled at the edges of the
  room,  80  feet  from  the  sources  of  light.  In  normal
  circumstances, there is likely to be at least one light
  source with the characters and this illuminates things
  enough for the Risen Martyrs to see the characters, know
  where they are, and be able to charge them as needed
  (although their tactics generally preclude this last
  option).
  They stand huddled together planning their next move to
  hunt down the Exalted Faith clerics when the heroes
  intrude.   Turning  to  face  the  newcomers  they  are
  aggressive in their posture and outlook.  If there is a cleric
  of the True Faith among the characters, these Risen
  Martyrs first question why the follower is surrounded by
  heathens before engaging in combat.
  For  the  purposes  of  movement  in  this  room,  the  Risen
  Martyrs  suffer  no  decrease  in  speed  if  moving  in  full
  darkness (or if blinded) and may charge if the final
  destination has light illuminating it. They make a typical
  speech before engaging anyone:
  “Why  do  you  come  before  us,  heretics  and
  unbelievers?  We shall cleanse you from this place as
  only the Restorer of Righteousness can save us.”
  Possible Options
  Diplomacy:   The route to diplomacy is difficult but
  possible.  The clerics here were those of the True Faith
  that had entered the temple to seek justice for the actions
  of the Exalted Faith clerics.  The following sequence of
  events explains the state of mind of the True Faith clerics.
  After the fisticuffs at the camp site the Exalted Clerics
  turned tail and fled.  There was some discussion about a
  test that would open the temple up to everyone but the
  details were never given to the True Faith clerics.  They
  assumed that the Exalted Faith clerics headed for the test
  to enter further into the temple and leave the True Faith
  clerics behind, unaware and unable to pass and move
  forward.
  The True Clerics followed the Exalted ones into the test
  room, entering only to see the left door closing.  There
  was the stench of death that wafted through the closing
  door.  The True Faith Clerics then knew that something
  foul lay beyond, in the other room.
  But the doors were locked – and the test had been reset.
  They answered the questions as quickly as they could
  according to the ways of the Restorer or Righteousness.
  The left door opened and they filed in.
  But death greeted them and attempted to stay their hand.
   It was clear, now, that the Exalted Clerics were working
  _with_ the undead.  This explained why they forbade the
  True Faith Clerics from participating. No follower of the
  Restorer 
  of 
  Righteousness 
  would 
  tolerate 
  such
  companions.
  Banishing the living dead from them with the strength of
  their faith, they forced their way in through the door.
  The trail of the Exalted Faith had disappeared and since
  then they have wandered the halls.
  
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  Page 24
  Test after test assaulted them, until all had perished.
  Their determination, however, to separate the corrupt
  from the pure was ever strong, and they were reborn as
  they are now. Here, trapped in these forms, they assemble
  to discuss what needs to be done next.
  With  that  in  mind  the  True  Faith  clerics  demand  co-
  operation from the heroes.
  Demand:  The heroes are to find the Exalted Faith clerics
  immediately and demand restitution for their actions.
  The conspiracy with the dead and their grievous breech
  of protocol on the dig site must be rectified and reversed.
  Any further crimes that the Exalted Faith clerics have
  committed, and surely there are some, must be confessed
  and the proper punishment awarded.
  If the characters agree to this step, they must swear a holy
  oath.  This oath is specifically to help make the True Faith
  strong and prosperous. Those who do this are awarded
  the Mark of the Talisman on their AR.  This mark does
  not prohibit the character from access to the prestige
  class of Risen Martyr.  It carries on through death and
  fulfillment of the oath is still required.
  If the Oath is not agreed to, combat takes place, as the
  True Faith Risen Martyrs are low on patience and
  tolerance, as always.  The only way to avoid combat is to
  agree to the swearing of the oath by at least one member
  of the party.
  Those who have sworn to the oath must choose to speak
  on behalf of those who refuse, resulting in Diplomacy
  check [APL+20 – 2 per hero that has taken the oath] on
  behalf of the other members in the party.  If this
  diplomacy check is failed, the clerics of the True Faith
  attack the members of the party who have not sworn to
  this oath.
  Members of the party who have sworn this oath and
  attack the clerics of the True Faith (even to defend their
  fellow party members) will be awarded the ‘Oathbreaker’
  status on the AR.
  Should no one swear to the oath, the clerics of the True
  Faith simply attack the entire party.
  Note on Etiquette: Under  no  circumstances  will  the
  Risen Martyrs refer to Al’Akbar as anything but the
  Restorer of Righteousness.  The use of the phrase “High
  Cleric” will irritate them (it is the title used by the Exalted
  Faith) but they recognize it as one of great status as well
  and typically accept it. Any other reference, including
  simply “Al’Akbar” is offensive to them. This imposes a -4
  circumstance penalty on any social checks after this
  point, cumulatively.  Each time the incorrect title has
  been stated, they go to great lengths to object and point it
  out.
  If all else fails: If options have been exhausted, or, quite
  frankly, never even attempted, the True Faith Risen
  Martyrs attack.  Refer to tactics for their style and actions.
  Tactics: These Risen Martyrs attack evil people, heretics
  and then unbelievers, in that order.  Evil constitutes
  anyone who openly bears the symbol of an evil god.
  Heretics are any obvious worshippers of the Exalted
  Faith. Unbelievers are just about everyone else, but with a
  visible choice of gods displayed. Any professed
  worshippers of the True Faith are not attacked in any way
  unless they themselves attack first, after which they are
  considered heretics.  People with no visible deity as
  affiliation are considered unbelievers after one round of
  combat – but are not attacked for that round.
  Remember that the Risen Martyrs have no ability to
  actually tell who is who.  Everything is based on outward
  appearance and it is critical to have this knowledge of the
  characters beforehand, including any items they wear
  openly.  The True Faith Risen Martyrs are absolute in
  their assumptions and any overt indications of hostility
  are treated in a similar manner.
  No matter whom it is that they attack, all Risen Martyrs
  start the combat sequence by preparing their weapons
  and then demanding forcefully that the characters
  abandon their current faith and swear eternal loyalty and
  devotion to the Restorer of Righteousness in exchange
  for their life.  This delays all their actions and
  participation in combat for one round.  It is a Knowledge
  (Religion) check [DC 2] in this temple to realize that is
  the name given by the True Faith to the god Al’Akbar.
  Any character that agrees is considered to have made the
  Oath, and receives the Mark of the Talisman on the AR.
  Opponents (Reduced by 1 for the delay before combat
  and the fact that characters can avoid combat by agreeing
  to the Oath):
  APL 4 – EL 7
  Risen
   Martyr
   Cleric
   of
   the
   True
   Faith,
  War1/Clr6/RiM0; Male/Female Human (2); hp  51
  each; See Appendix 1.
  APL 6 – EL 9
  
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  Risen
   Martyr
   Cleric
   of
   the
   True
   Faith,
  War1/Clr6/RiM0; Male/Female Human (4); hp  51
  each; See Appendix 1.
  APL 8 – EL 11
  Risen
   Martyr
   Cleric
   of
   the
   True
   Faith,
  War1/Clr6/RiM2; Male/Female Human (4); hp  64
  each; See Appendix 1.
  APL 10 – EL 13
  Risen
   Martyr
   Cleric
   of
   the
   True
   Faith,
  War1/Clr6/RiM2; Male/Female Human (8); hp  64
  each; See Appendix 1.
  APL 12 – EL 15
  Risen
   Martyr
   Cleric
   of
   the
   True
   Faith,
  War1/Clr6/RiM4; Male/Female Human (8); hp  77
  each; See Appendix 1.
  Development: The  fight  with  the  True  Faith  Risen
  Martyrs should be difficult to avoid.  If it is done with
  oaths, the characters are tasked to track down the Exalted
  Faith clerics and probably fight them. Otherwise, the
  only way to avoid a combat with the True Faith Risen
  Martyrs is through the use of turning.  If the True Faith
  Risen Martyrs are turned and not physically attacked
  (includes damaging spells), they dismiss the threat of the
  characters and ignore them unless they enter the room
  again  –  if  they  are  physically  assaulted  in  any  way  the
  True Faith Risen Martyrs will actively seek out the
  characters in the complex for an attack, after turning has
  worn off.
  Treasure:  None – the possessions of the True Faith
  clerics must be returned to their families by law.
  Encounter Six: Exaltation
  Four men in tattered robes and plate armor sit cross-
  legged on the floor.  They sit facing a shimmering wall
  of  light,  staring  into  it  as  if  they  could  see  beyond.
  They sit in serenity and meditation as there is a peace
  and stillness in this room that has not been present
  anywhere else throughout the temple.
  At the back of the room is a wall of shimmering light.
  Waves of grey and black pass through the light as if a
  curtain moved in a small breeze.  The walls of light are
  solid, allowing no view beyond.
  Note about the room:
  There has been an anti-magic field set up by a 20
  th level
  caster  around  this  room.  The  field  ends  just  where  the
  shimmering light begins.  This anti-magic field exists to
  protect the Grand Mufti’s prayer room from harm and
  scrying  attempts.   It  was  supposed  to  be  his  inner
  sanctuary.
  The shimmering light is actually an intermingled wall of
  positive and negative energy emanating from a large
  crack in the floor.  The crack spans the end of the room
  from wall to wall.
  The crack in the floor occurred when the Grand Mufti
  chose to leave (or get exiled, things are a bit fuzzy about
  the actual sequence) and start the True Faith.  This
  breaking of the oath by their highest ranking official
  rocked the faith at its foundation.  When it happened, the
  ground shook and the temple split.
  When the earth cracked here, three streams of lights
  appeared, intermingled. The first was a wall of positive
  energy.   It  acts  like  a  good  cleric  of  20
  th level affecting
  undead, and restores 1d6 Temporary Con damage with a
  Fort Save [DC 22] to resist.
  The second light was of deep blackness. It came from the
  splitting of the faith and is a wall of negative energy.  It
  acts like an evil cleric of 18
  th level affecting undead, and
  draining 1d6 Temporary Con damage with a Fort Save
  [DC 21] to resist.
  The  third  light  was  again  a  wall  of  positive  energy.  It
  came from the hope not quite lost for both factions of the
  faith have co-existed within Tusmit without trouble.  It
  acts like a good cleric of 20
  th level affecting undead, and
  restoring 1d6 temporary Con damage with a Fort Save
  [DC 22] to resist.
  The overall visual effect is a murky yet bright wall of
  shimmering light. Waves of grey and black pass through
  the wall of bright white light, in a pattern that mirrors the
  strength of the original faith, the schism of the two
  factions, and the future change within the world.
  Any undead or deathless walking through the walls are
  destroyed unless they are of significant level (6
  th level or
  higher), in which case it commands them away.  The
  power of the walls of light is such that it is impossible for
  it to fail in this action.  If any undead or deathless attempt
  to cross the wall a second time, they are destroyed.
  Any character detecting only as good walking through it
  experiences the range of penalties, but the last all
  
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  Page 26
  automatically restores all lost Con, no matter the actual
  rolls. They effectively take no damage, and perhaps even
  may heal some.
  Any character detecting only as neutral walking through
  it experiences the range of penalties without any
  modification of the results. This can result in damage or
  not, as the case may be.
  Any character detecting as evil in any manner (including
  if they are carrying an evil item) walking through it
  experiences the inverse range of bonuses and penalties
  This means that instead of healing 1d6 con damage from
  the first wave of positive energy they are drained of 1d6
  con [DC 22 to resist] and then restored 1d6 con damage
  from the wave of negative energy [DC 21 to resist]. They
  are again be drained of 1d6 con damage from the final
  wave of positive energy [DC 22 to resist].
  The Exalted Clerics
  The men sitting cross-legged in this room are the Exalted
  Faith Clerics that had made a deal with the deathless
  monks in the front room.
  They too have died, and have come back as Risen Martyrs.
   Their death was caused by a faulty lesson in the various
  rooms of Encounter Four (they died in three different
  rooms).  But once again, their faith and fervor have
  brought them back.
  Honouring their commitment to the deathless monks in
  the council room (Encounter Three) the Exalted Faith
  clerics have come to the private prayer chamber used by
  the Grand Muftis.
  If the heroes destroyed the deathless monks in the
  council room, the event will have caused a disruption in
  the  walls  of  light.   The  clerics  who  have  been  sitting
  observing the patterns of light have noted and correctly
  interpreted the meaning for the change. Initially they
  jumped to the conclusion that the True Faith Clerics
  were the cause of their demise.  Upon seeing the heroes
  the Exalted Faith clerics assume that the heroes are
  working together with the True Faith clerics, and engage
  them in combat.
  Opponents:  This fight can be entirely avoided and is
  only instigated at the initiative of the players.  It is not
  calculated in the xp in any fashion.
  APL 4 – EL 6
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM0; Male/Female Human; hp  51;  See
  Appendix 1.
  APL 6 – EL 8
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM0; Male/Female Human (2); hp  51
  each; See Appendix 1.
  APL 8 – EL 10
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM0; Male/Female Human (4); hp 51; See
  Appendix 1.
  APL 10 – EL 12
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM2; Male/Female Human (4); hp  64
  each; See Appendix 1.
  APL 12 – EL 14
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM4; Male/Female Human (4); hp  77
  each;
  Tactics:
  In the event of an APL with fewer than four opponents,
  those not noted in the stats had tried to pass through the
  wall of light, and were destroyed.
  The Exalted Faith clerics know they are in an anti-magic
  field.  They do not exit from this field during the combat
  unless they are in pursuit of an enemy.  The heroes have
  committed a grievous crime by harming the deathless
  monks, in their eyes.  Those who fall to the ground in this
  combat are struck an extra time to ensure that there is no
  trickery  at  work.   The  Exalted  Faith  clerics  work  on
  opponents one at a time, ganging up on them wherever
  possible.  Spellcasters are totally ignored in these
  circumstances.
  Diplomacy
  If the heroes did not dispatch of the deathless monks in
  Encounter Three the Exalted Faith clerics continue to
  just sit and stare at the walls pondering a solution
  through.  They turn and greet the heroes if their presence
  is made known.
  The heroes learn that at least one among their number,
  Ehmahad,  had  tried  to  pass  through  the  wall.   He  was
  driven to do so by a vision of what lay on the other side.
  
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  From a dream he saw the robe of an important cleric of
  the faith.  Who the robe belonged to was not clear for the
  robe looked like a cross between the Grand Mufti’s and
  the High Cleric’s.  It hung on a rack designed to hold the
  robe.  In front of the robe was a beautiful carpet upon
  which one could kneel in prayer.  There was nothing else
  in that corner of the room.
  After a lengthy discussion with his companions,
  Ehmahad insisted on stepping through the light a second
  time, for he had been rejected the first. But as he took a
  step the unthinkable happened.  With a cry of pain he
  suddenly disappeared in a cloud of dust.
  The Exalted Faith clerics have great faith that what
  Ehmahad saw was indeed the answer they sought. Yet
  they see no way of crossing over to complete their
  mission.
  The Exalted Faith clerics ask the heroes to cross through
  the wall and retrieve the items described by Ehmahad.
  Beyond the wall
  The vision that Ehmahad was given was accurate. On the
  other side of the wall of lights there is a stand on which is
  adorned an elegant robe.  Before the robe is a small prayer
  carpet.
  There is no antimagic field in this portion of the room,
  but it is included in the area protected from scrying.
  With the breaking of the oath, however, it has been cut
  off from the rest of the sacred prayer room.
  This was the last ceremonial robe that the Grand Mufti
  wore before his decision to leave the original faith and
  seek temporary asylum with the family of Qadi Al-Keti.
  The robes are imbued with magic and stunning in
  presentation.  The Robe of Duty is a beautiful red, black
  and white robe whose colours move and form beautiful
  patterns as it is beheld.  In function, it acts as a +3 Cloak
  of Resistance (occupying the cloak slot) and Ring of
  Resistance (all elements, minor), with a total value of over
  75,000 gp – if anyone were to actually buy it, though none
  remain who can use it.  It is a Spellcraft check [DC 28] to
  determine the additional properties of the robe beyond
  the resistance, otherwise there are simply two layers of
  strong abjuration magic on the cloak. The item may only
  be worn by the Sworn High Priest of the Faith of
  Al’Akbar (currently unfilled) and does not function for
  anyone else, although it still radiates the magic described
  above.   It  may  not  be  placed  or  stored  in  any  extra-
  dimensional space nor may it be transported with
  instantaneous transportation magic or any magic
  transporting the item to any plane other than the Prime
  Material – if this is attempted the Robe of Duty simply
  remains behind.
  Anyone performing a Search check [DC 20] in the area of
  the Robe, or taking the standard time to “Greyhawk” the
  area (15 minutes) also finds that a series of scrolls have
  been secreted in the lining of the Robe.  These scrolls
  detail the last three days of discussions undertaken by the
  Grand Mufti and the remainder of the upper echelons of
  the Faith before he left/was exiled.  They are of
  tremendous historical significance and refreshingly blunt
  and to the point.
  The carpet is a non-magical, but elegantly woven carpet
  that has tremendous religious and actual value to
  followers of the High Cleric regardless of their
  organization (Exalted or True).
  Treasure:  None – these items, including those belonging
  the Exalted clerics, must be returned to their families or,
  in the case of the Robe, to the authorities of Tusmit.
  Failure  to  return  the  Robes  and  the  possessions  of  the
  Exalted clerics is a serious breach of the laws of Tusmit
  and the mission of the heroes. None of the awards on the
  AR may be awarded to them and they find that the items
  they have taken are of no worth for resale, as the long arm
  of the Moquollod Consortium is put to use by the Exalted
  Faith of Tusmit.  The only gp they gain from this module
  is any obtained before entering the Temple.
  Encounter Seven: Temple
  conclusion
  There are eight possible endings in the temple.  They are:
  ·
  None of the encounters were completed by
  diplomacy, thus none of the deathless monks or
  clerics  were  spared.   In  this  case  skip  this
  encounter and go directly to Encounter Eight.
  ·
  Only the deathless monks were spared.  In this
  case go to the section entitled ‘Only the Monks’
  before proceeding to Encounter Eight.
  ·
  The deathless monks and the clerics of the true
  faith were spared. In this very odd combination
  read the section ‘Only the Monks’ followed by
  ‘The True are Taught’.
  
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  ·
  The deathless monks and the exalted faith
  clerics were spared.  If this is the case proceed to
  the section entitled “The Origins Preserved”.
  ·
  All three were spared.  If this is the case
  combine the section ‘The Origins Preserved’
  with ‘The True are Taught’.
  ·
  The True Faith clerics alone were spared. If this
  is the case go to the section entitled ‘What is the
  Truth?”
  ·
  The true faith clerics and the exalted faith
  clerics were spared, but the deathless monks
  were not. In this case got to the section entitled
  ‘A War Shall Brew’.
  ·
  Only the exalted faith clerics were spared. If this
  is  the  case  go  to  the  section  entitled  “And
  Quietly it Continues”.
  .
  Only the Monks
  The deathless monks are pleased to see your return.
  They ask you each for the fate of the others that
  entered the temple, as well as if you have discovered
  any  clues  that  might  indicate  why  they  have  been
  brought back.
  If the heroes do not say anything about the robe, for
  whatever reason, the deathless monks thank them, and
  bid them well.  Proceed to Encounter Eight.
  If the heroes bring up the robe and carpet the deathless
  monks suddenly understand their purpose, and explain it
  to  the  heroes.   Proceed  to  ‘The story of the deathless
  monks’ later in this encounter.
  They ask to keep the robe and carpet.  If the heroes do not
  comply, 
  one 
  among 
  their 
  number 
  insists 
  on
  accompanying the heroes back to their employer.  They
  request that the heroes promise to protect the deathless
  monk while they travel together.  If one hero agrees the
  party qualifies for the Prestige Class Risen Martyr as
  written on the AR.
  If the heroes refuse to give up the robe and refuse to
  protect the deathless monk the deathless monks will not
  let the heroes pass until the issue is resolved.  The only
  way for the heroes to get the robe and carpet to the sheik
  is  to  fight  the  deathless  monks.   Note,  that  under  no
  circumstances do the deathless monks attack first.
  The True are Taught
  This exchange happens before the monks ask for the robe
  and carpet, though after they know about them.  If the
  heroes refuse to hand it over, or do not swear to protect
  the deathless monk that offers to accompany them back
  to the sheik, the deathless monks bar their way  Since this
  takes place after the True Faith clerics have heard their
  lesson, they fight to protect the deathless monks should
  the heroes initiate combat.
  Under no circumstances will the deathless monks initiate
  combat. The same can not be said for the clerics of the
  True Faith.
  The clerics of the True Faith now stand behind you.
  They have not heard the entire exchange with the
  deathless monks and they stand on their guard,
  weapons at the ready.
  The  leader  of  the  deathless  monks  turns  to  them,  a
  look of sad understanding upon his face.  He speaks in
  soft tones and the clerics of the True Faith listen.
  “We understand your plight. And so we ask that you
  ponder this one lesson.
  A man and woman were very much in love.  He was an
  honourable man spoke to her words of ever lasting
  love and a promise of a life together.  He showered her
  with gifts as he could and she believed him entirely.
  She saw his goodness and kindness and was thrilled at
  the chance of a lifetime together.
  The greatest of these gifts was a silver ring, set with a
  jewel and inscribed with the words “Love Eternal”.
  She swore never to lose it or let it be damaged in any
  way.  It was a symbol of their love and she protected it
  lest any mark should reflect a marring on their actual
  love.
  One  day,  however,  it  was  lost.   The  woman  was
  devastated and out of shame chose to run away from
  the man rather than face him and explain the loss.
  When the man discovered her absence he was struck
  to the core.  He searched for her, neglecting his other
  duties.  But when he at last found her, she begged him
  to go away.  She could not face the reminder that their
  perfect love had been marred.  In the end, he
  respected her wishes to depart, saddened though he
  was by it.
  The woman then traveled to other lands.  She bore his
  child and started a new life for them.  Over time she
  
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  Page 29
  became convinced that it was the man who drove her
  to leave, and thus the blame of the family’s failure
  rested on his shoulders.
  One day her son asked why he did not have a father.
  She became enraged and told him he was better off as
  such. She instructed him never to ask such questions
  again, and the boy complied. He began to take on his
  mother’s attitude without knowing why.
  So when a friend of the man found them and asked
  that they return to a home that bore nothing but love
  for them, the son refused. She said nothing, but
  quietly in her heart she was struck by the love the
  man still displayed for her.
  On his death bed the man sent her one last letter,
  baring his soul, his love and his devotion to her.  He
  asked that she return so he could die surrounded by
  his family. Enclosed in the letter was another ring.
  This time the engraving read “generosity and respect”.
   The   closing line of his letter read “Be generous in my
  end, for I have done nothing but respect your wishes
  and who you are. Thus, I have shown you love.”
  The woman returned to his side and brought their
  son.  She cried at his bed, but the son said nothing.
  The man’s final words to her were “We are once again
  united.”   To  his  son,  who  stood  in  the  corner  with  a
  look of impatience on his face he said “You are a good
  boy  and  have  taken  good  care  of  your  mother.   You
  may not like me, but I see that you are pure, and I love
  you.  I am, have been, and always will be, proud to be
  your father.”
  With that, the man died.
  From this, what did the High Cleric learn?
  When the story is finished, the clerics of the True Faith
  do nothing.  They ponder this parable and engage the
  deathless monks in discussion.  The heroes are
  encouraged to leave and continue on their mission.
  When  the  heroes  decide  to  continue  on  their  mission
  proceed to encounter eight.
  The Origins Preserved
  This section is relevant to parties that have spared both
  the deathless monks and the clerics of the Exalted Faith.
  The deathless monks are pleased to see your return,
  and even more so at the return of the Exalted Faith
  clerics.
  Immediately, one of the clerics steps forward and
  kneels before the deathless monk.
  “Forgive us, for we understood not who you were.  But
  the temple has taught us.  And now, with the help of
  these fine adventurers we have obtained what I
  believe you seek.”
  The cleric motions for the robe and carpet to be
  presented to the deathless monks.
  The clerics have understood that the Risen Martyrs are
  the original clerics and monks of the temple in the time
  of the original Grand Mufti.  From contemplation
  paintings, rooms, and tests they had encountered while
  exploring the temple this became clear.
  The Risen Martyrs ask to see the robe and carpet.  If the
  heroes (or clerics) bring it forth read the following:
  Upon seeing the robes the faces of the deathless
  monks light up.
  “We understand our purpose, now. And we know what
  we must do.  Thank you.”
  An explanation of the last day of the Risen Martyrs can be
  found later in this encounter in a section entitled ‘The
  Story of the Deathless Monks”
  The leader of the clerics of the Exalted Faith steps
  forward.   “We  wish  to  aid  you,  for  we  have  learned
  much in this temple.  But the Sheik of Jaydah expects
  our  return,  late  though  it  may  be.   My  companions
  will prepare to travel with you in search of the Grand
  Mufti, and I will catch up eventually.
  The Sheik will be able to provide better answers about
  the robe and carpet, and the Pasha would be the best
  one to protect it.  With your leave, and the aid of these
  adventurers, I will bring it personally to the Sheik and
  then the Pasha. I swear to do all in my power to
  support, protect and encourage the principles and
  faith of the High Cleric.
  The monks look long and hard at the cleric. They turn
  to the adventurers.  “And you? Will you protect him as
  best you can?”
  
  The Secrets of the Dragon
  Page 30
  If at least one hero agrees the party will qualify for the
  Prestige Class Risen Martyr as written on the AR.
  If the heroes refuse to give up the robe and refuse to
  protect the cleric the deathless monks do not let the
  heroes pass until the issue is resolved.  The only way for
  the heroes to get the robe and carpet to the sheik is to
  fight the deathless monks.  The clerics of the Exalted
  Faith will defend the deathless monks.
  Note that under no circumstances do the deathless
  monks attack first.
  The statistics of the deathless monks and the Exalted
  Faith clerics can be found in Encounters Three and Six.
  Proceed to Encounter Eight.
  What is the Truth?
  This  section  is  relevant  only  if  the  clerics  of  the  True
  Faith are the only ones to be spared. For this to be true
  the heroes have had to surrender to the clerics and at least
  one swear the Oath.
  As you step into the testing chamber once more, the
  clerics of the True Faith stand arrayed before you.
  Their leader steps forward and gestures around the
  room, encompassing the temple with the sweep of his
  hands.
  “You have done your task well and honorably,
  upholding your oath.  The traitors and heretics are
  now in a place they richly deserve. We shall see to it
  that you are well rewarded by the church of the True
  Faith.
  What have you learned of this place?  We have been
  troubled by the details here and would hear your
  words  and  what  wisdom  has  been  imparted  to  you,
  that we may consider it as well.
  If the heroes mention the robe and carpet the clerics
  demand it.
  “Hand over to us the robe and carpet.  We shall guard
  it and you may tell the Sheik of the existence of this
  treasure yourself.  Now leave with my aide here, who
  shall bear these items, and fulfill your oath to the
  Restorer of Righteousness.”
  The True Faith Clerics are as righteous and narrow-
  minded as always, certain of their moral virtue and the
  truth of their actions.  They do not, under any
  circumstances, accept any resolution that does not
  provide them with both the glory of returning with the
  robe and rug (though they have no idea what they are) –
  and they make it very obvious to the heroes that it is
  betrayal of the Oath to disagree with them.
  It is not actually betrayal of the Oath to disagree, but it is
  to fight.  The True Faith are only so patient (okay, really,
  they  are  not  at  all)  and  wait  a  grand  total  of  5  rounds
  before they attack the party if they refuse to hand over
  the robe and carpet. They interpose themselves in the exit
  and cannot be talked out of being provided the two items.
   In the event of a fight, any who swore the Oath who
  attack the clerics are considered Oathbreakers (as per the
  AR).  For stats, use the ones provided in Encounter Five.
  Proceed to Encounter Eight once combat has been
  resolved or a resolution reached.
  A War Shall Brew
  In this case the deathless monks are the only ones to not
  have been spared.  The heroes had to surrender to the
  clerics of the True Faith and promise to follow their oath.
  The  clerics  of  the  Exalted  Faith  follow  the  heroes  out
  from that final room.  If the heroes head directly out, the
  clerics of the True Faith will be in the council room
  (room in which encounter two takes place).  Otherwise, if
  the heroes go directly to the room where they last left the
  clerics of the exalted faith, they are there.
  In other words, this encounter can take place in any
  room.
  The clerics of the True Faith see your approach.  They
  are pleased that you have returned, but their face
  turns sour upon seeing the clerics of the Exalted Faith
  in your tow.
  “How DARE you protect these heretics” one of True
  Faith clerics cry.
  “Heretics? It is not us!  What have you done for the
  faith?  You have not even found anything in this
  temple so precious as the robe and carpet we carry!”
  With that, combat starts.  The heroes can choose who
  they fight. Under no circumstances do the True Faith and
  the Exalted Faith co-operate.  However, now both groups
  know of the robe and carpet.  The group that the heroes
  choose not to fight simply tries to swipe the items from
  them (detect magic required of course), and book it.
  
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  Page 31
  The combat statistics of the groups can be found in
  Encounters Five and Six.
  When combat is over, proceed to Encounter Eight.
  And quietly it continues
  The clerics of the Exalted Faith follow you through
  the temple back towards the exit.  In the council room
  the leader falls to his knees – “What has happened
  here?”
  If the heroes take responsibility for dispatching the
  deathless monks, the clerics become enraged.
  “Do  you  not  know  who  they  were?   They  were  the
  original monks of this temple!  They died for this
  temple when the families split!  They had been
  brought back for a purpose greater than you or I, and
  you have done away with them!
  Open your eyes! This temple tells the story! There are
  many lessons to be learned! Now we shall see if you
  are worthy!”
  With that, the clerics attack the heroes.
  If the heroes do not let on that they were the ones to
  dispatch the deathless monks, the clerics of the Exalted
  Faith blame the clerics of the True Faith for this.
  They opt to stay behind and document what they can.
  The leader accompanies the heroes back to the sheik of
  Jaydah and speaks on behalf of his team.
  He will, of course, wish to hold the robe and carpet.
  Proceed to Encounter Eight.
  The story of the deathless monks
  Tension had mounted in the temple since the Cup and
  Talisman had been stolen.  There were many debates
  concerning the well being of the faith, the anger towards
  the  elves  and  finally  the  unity  of  the  families.    The
  representatives of all the families sat around this table and
  argued their case before the Grand Mufti.  Finally, after
  hours and hours of hearing their arguments the Grand
  Mufti retired to his chambers to reflect on the situation.
  Left behind in the council room, the debate heated up.
  Family was pitted against family and a fight ensued.
  Never  before  had  there  been  such  a  feud  among  the
  Families.
  We were able to gain the floor for only a moment. In that
  time we swore on the honor of the High Cleric himself
  that such violence was not to be tolerated and that we, the
  keepers of the temple, would do all in our power to
  protect the unity of His faith.  But so enraged they were,
  they came down upon us and we knew no more.
  Then,  we  awoke  to  the  glow  of  our  own  bodies.
  Representatives of the familes lay all about us, half
  decomposed.  We wept for days, but there was a restless
  feeling within us.  We cleaned the temple and could find
  no trace of the Grand Mufti. There was no one left alive.
  The doors were sealed and we could not escape.  We
  pondered our purpose, and found no answers.
  There were times when the tension that burns within us
  now was more at peace.  But recently it burns so strong it
  hurts.  We knew not fully why.
  But now, upon seeing the Grand Mufti’s robe, left behind
  in ceremonial fashion we understand.  His departure has
  caused the rift in the faith, and we are dedicated to
  preserving it as the High Cleric so wished.  We can not
  rest until such is done.
  Encounter Eight: Racing in the
  Countryside
  There are three conditions which will change the tactics
  of the ambushing party.
  ·
  The heroes do not have the robe and carpet.  The
  tactics for this option will be covered in the
  section entitled “Mislead”.
  ·
  The heroes have the robe and carpet but neither
  a deathless monk nor a cleric of either the True
  or Exalted Faiths is carrying them.  The tactics
  for this option will be covered in the section
  “Grab and Go”.
  ·
  The heroes have the robe and carpet and one of
  the deathless monks or clerics of either the True
  or Exalted Faiths is carrying them. The tactics
  for this option will be covered in the section
  entitled ‘Candy From a Babe”
  
  The Secrets of the Dragon
  Page 32
  From this point forward the term ‘Risen Martyr’ will
  account for either the deathless monks, or the clerics of
  the True or Exalted Faiths that were found in the temple.
  Fires dance in the sky as the sun plays with the
  horizon.   The  air  is  fresh  and  the  breeze  feels  good.
  The waters that surround the temple are calm and
  serene and the ride back is quite pleasant.
  The  guide  who  had  brought  you  to  the  Temple  is
  overjoyed to see you.  He stands on the bank and
  awaits your arrival with impatience.
  As soon as some of the heroes step onto the bank they are
  ambushed by a pair of rogues (only 1 at APL 4) who have
  been hired to acquire the robe and carpet.
  Aladar, a representative of the sheik of Keruz, who had
  counter-hired the heroes when the temple was being
  sought (Temple of the Dragon) has been operating from a
  series of dreams.  In this dream he knew that the Temple
  contained an item of significant importance to those of
  the True Faith. While he did not know exactly what that
  item  would  be,  nor  why  it  was  so  important  he  had
  awoken  with  the  incredible  desire  to  acquire  it  for  his
  faith.  Such an item could not be left to the hands of the
  Exalted who would no doubt overlook its significance.
  And thus he has hired a pair of people to find the
  strongest radiating magic on anyone coming out of the
  temple  and  to  grab  it  and  go.   The  runner  then  is
  supposed  to  make  it  to  the  Valley  of  Martyrs  where  a
  wizard then teleports the robe and runner away.
  Since the robe is permanently dimensionally anchored, it
  cannot 
  be 
  transported 
  by 
  using 
  instantaneous
  transportation magic.  Therefore the item drops to the
  ground and remain thus until found.
  If this is the case the heroes will have 6 rounds to find the
  Valley of Martyrs, search the place and find the robe
  before another runner is transported back to the valley to
  take off with the robe.  If they can track fast, or guess the
  correct path (see the map), it is a Spot check [DC APL+15]
  each round in the Valley to find the robes before another
  runner is sent in, or a Search check every two rounds [DC
  APL+15].  If the second runner (use the same stats as the
  first, but uninjured now) reaches the end of the Valley,
  presume they are successful in escaping.  The location of
  the Robe (hiding spot) is noted on the Map.
  This option is covered in the section entitled ‘Valley of
  the Martyrs’.
  Combat
  APL 4 (EL 4)
  Silthar of the Hook, Bar1/Rog3; Male Half-Orc; hp 32;
  See Appendix 1.
  APL 6 (EL 6)
  Silthar of the Hook, Bar1/Rog3; Male Half-Orc; hp 32;
  See Appendix 1.
  Sassar, Bar1/Rog3; Male Baklunish Human - Paynim;
  hp 32; See Appendix 1.
  APL 8 (EL 8)
  Silthar of the Hook, Bar3/Rog3; Male Half-Orc; hp 50;
  See Appendix 1.
  Sassar, Bar3/Rog3; Male Baklunish Human - Paynim;
  hp 56; See Appendix 1.
  APL 10 (EL 10)
  Silthar of the Hook, Bar3/Rog5; Male Half-Orc; hp 62;
  See Appendix 1.
  Sassar, Bar5/Rog3; Male Baklunish Human - Paynim;
  hp 76; See Appendix 1.
  APL 12 (EL 12)
  Silthar of the Hook, Bar3/Rog7; Male Half-Orc; hp 84;
  See Appendix 1.
  Sassar, Bar7/Rog3; Male Baklunish Human - Paynim;
  hp 96; See Appendix 1.
  If the ambushers are subdued and questioned under
  magical means – they reveal that indeed it is their group
  who has been stealing items from this place.  Their
  employer, Aladar, has the backing of the Sheik of Keruz
  should any accusations wish to be put forth.  They will
  indicate that Aladar can be found in the court of  Keruz.
  The stolen items can be retrieved from Aladar.
  The guide has been present in this fight. He spends the
  entire combat cowering near the bank of the lake,
  pleading for his life.
  Mislead
  The heroes do not have the robe and carpet. Previous
  divinations have revealed the most valuable magical item
  they have (not what it is specifically, but a description of
  it and who has it). In this case, the most valuable portable
  item is noted on the character sheets and the two (or one)
  ambushers go for that.
  Tactics:
  
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  Both ambushers start with prepared positions from cover,
  approximately 40 feet from the edge of the lake (see the
  map).  The wind is blowing away from them, meaning
  that creatures with scent cannot dectect them unless
  within 15’. Their initial move forward is a charge and it
  requires a Spot check [DC 20+APL] or Listen check [DC
  24+APL]  to  act  in  the  surprise  round,  thanks  to  their
  preparations.
  The standard opening tactic is to both attack the target
  until he/she drops, then one of the two (usually Sassar
  but it can be either) takes off. They are not seeking to kill
  people, and the second ambusher flees combat after two
  rounds of delaying tactics, if at all possible.
  Grab and Go
  One of the heroes is holding the robe and carpet. In this
  case, the place it is carried and how should be carefully
  noted  by  the  DM.   No  overt  questions  but  any
  preparations noted.  If there are none stipulated, they are
  assumed to simply sling it on their back for transport,
  making it much easier to acquire.
  Note on the robe:
  The item is permanently dimensionally anchored and
  cannot be placed in an extra-dimensional space, nor may
  it travel with anyone using instantaneous transportation
  magic.  If the person transporting insists on using such a
  spell, the item remains behind and drops to the ground
  without harm.  It glows a distinctive red, outlined with a
  black backdrop, very reminiscent of the color and hue
  used to depict the Cup and Talisman of Al’Akbar.
  Tactics:
  Both ambushers start with prepared positions from cover,
  approximately 40 feet from the edge of the lake (see the
  map).  The wind is blowing away from them, meaning
  that creatures with scent cannot dectect them unless
  within 15’. Their initial move forward is a charge and it
  requires a Spot check [DC 20+APL] or Listen check [DC
  24+APL]  to  act  in  the  surprise  round,  thanks  to  their
  preparations.
  The sole goal of the ambush is to grab the item (they have
  already located the hero who has it with divinations) and
  run. It is more important, tactically, that the thieves get
  away with the item than keep it.  As before, the chosen
  target is attacked jointly and the runner takes off as soon
  as possible.
  Candy From a Babe
  One of the Risen Martyrs is holding onto the robe and
  carpet.  They have been bundled together and placed in a
  regular bag.  If asked, the Risen Martyr says that they are
  bulky but manageable.
  Tactics:
  Both ambushers start with prepared positions from cover,
  approximately 40 feet from the edge of the lake (see the
  map).  The wind is blowing away from them, meaning
  that creatures with scent cannot dectect them unless
  within 15’. Their initial move forward is a charge and it
  requires a Spot check [DC 20+APL] or Listen check [DC
  24+APL]  to  act  in  the  surprise  round,  thanks  to  their
  preparations.
  The sole goal of the ambush is to grab the item and run.
  The RM does not know this and gets to act in the surprise
  round (assume they made their Spot check).  On their
  action, they drop the robe and rug, draw their weapon
  and step to the side for a better position.  The thieves then
  move to attack, but only one actually does so.  The second
  charges the rug and robe on the surprise round and
  scoops them up – on the next round he runs.
  The Valley of Martyrs
  If the characters follow them back or chase the thieves
  the way they came, they find the Valley of Martyrs (see
  the Map).  Likewise, a Survival check with the Track feat
  [DC 22] can locate the path of the ambushers back to this
  valley.  The valley itself is full of dense forest (4 squares of
  movement for each square) and the only easy paths
  through it are those noted on the map.  Note that the map
  is on a scale of 20 feet per square.
  This  valley  is  a  good  several  hundred  feet  from  the
  Temple  of  the  Dragon.   It  is,  however,  through  dense
  forest, therefore if the heroes lose sight of the runner at
  any time they will have to spend time tracking in order to
  pick up his trail (see the DC above). It is possible to guess
  the correct route, however, and arrive in time to prevent
  the robes from being transported away (see the earlier
  part of this encounter).  If not, then effectively the robe
  has made it to Aladar.  The heroes are invited to explore
  the Valley, however, as it has important significance to
  the Faith.
  The Valley of Martyrs is where the clerics, monks and
  followers of the High Cleric were laid to rest. The stones
  marking the burial site for the ashes of the Faithful have
  been covered by the vegetation, for the area has not been
  kept up.  It is very difficult to find a tablet, or niche in a
  burial wall. For anyone who tries, it is a Search check [DC
  30]. The Valley is large enough (300 feet long, 200 feet
  wide) that a comprehensive search could take hours.
  
  The Secrets of the Dragon
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  The Valley has been unused for hundreds of years.
  Knowledge (History) check [DC 20] will determine that
  the last entries were just before the time of the schism of
  the Faith.
  Many of the tablets are damaged and scoured by time but
  one stands out, as beautiful now as the day it was created.
  It is merely a tablet, with no associated burial (for reasons
  that should become obvious) – the location of this tablet
  is  noted  on  the  map  as  the  Marker  of  Sharif.  This
  particular tablet reads as follows:
  Sharif al’Toraq. For he has passed beyond our ken, as
  did that he was sworn to protect. May the High Cleric
  guide him. BH 2853 to 2878
  This is CY184 to CY219 in common years, which requires
  a Knowledge (History) check [DC 5] to determine.
  Knowledge (Religion) check [DC 25] to know that Sharif
  was the Paladin of Al’Akbar sworn with the duty to
  protect the Grand Mufti and Cup & Talisman. That he
  did not lose his holy powers after the theft was a major
  shock to the faith, almost as much as the resulting schism
  itself. It led to accusations of corruption and other
  divisive words. Sharif – Knowledge (History) check [DC
  25] – left the order and the land some four weeks after the
  theft of the artifacts, only mere hours before the Grand
  Mufti made his decisions concerning exile. With him he
  took the only other direct knowledge of the events of the
  day of the theft of the artifacts, as it was only Sharif and
  the Grand Mufti who got any sort of look at the thieves.
  The Emblem and Inscription
  There is a burnished emblem above the tablet is of the
  Talisman of Al’Akbar, but done in black and gold, not just
  black or red, and definitely not red and white. This should
  be noted on the AR. The coloration is of importance for
  later modules.
  Second,  "passing  beyond  our  ken"  is  not  death.  It  is  an
  ancient Baklunish phrase which denotes a change of
  lifestyle that is radical or a disappearance that cannot be
  confirmed as death. Knowledge (Local VTF) check [DC
  10] for this or anyone raised in the Baklunish West
  automatically knows it.
  Treasure:
  APL 4: 44 gp (l); 10 gp (c); 0 (m).
  APL 6: 82 gp (l); 20 gp (c); +1 ring of protection (166 gp)
  (m).
  APL 8: 82 gp (l); 20 gp (c); +1 ring of protection (166 gp),
  potion of expeditious retreat * 2 (4 gp * 2) (m).
  APL 10: 82 gp (l); 20 gp (c); +1 ring of protection (166 gp),
  potion of expeditious retreat * 2 (4 gp * 2), potion of bull’s
  strength *2 (25 gp * 2), potion of bear’s endurance * 2 (25
  gp * 2) (m).
  APL 12: 80 gp (l); 20 gp (c); +1 ring of protection (166 gp),
  potion of expeditious retreat * 2 (4 gp * 2), potion of bull’s
  strength *2 (25 gp * 2), potion of bear’s endurance * 2 (25
  gp * 2), +1 longsword (193 gp), +1 amulet of natural armor
  (166 gp), +1 great axe (199 gp), +1 cloak of resistance (83
  gp) (m).
  Final Conclusion
  For the conclusion read any and all of the following that
  pertain the choices of the heroes.  It is important to read
  all aspects of this Encounter, as some Influence Points,
  although earned, may not be awarded if the heroes make
  certain choices.
  Farsith
  Farsith  can  easily  be  found.   He  is  overjoyed  that  the
  heroes have been successful in returning alive. He feared
  that something had gone terribly wrong in a temple that
  is so sacred to the people of Tusmit.
  He listens diligently to everything the heroes report.
  Farsith was interested in the following set of information
  and asks for clarification on the subject should the heroes
  forget to answer.
  ·
  What has happened to the clerics?
  ·
  Who let the information about the discovery of
  the temple leak?
  ·
  Where have the stolen items gone / who took it
  / can they be retrieved?
  ·
  Can the heroes secure the temple once again?
  Reporting on this to Farsith gives the heroes an influence
  point with the Sheik of Jaydah.
  For the church of the True Faith
  Kazim greets the heroes and welcome them into the
  church.  He wishes to know answers from the following
  questions:
  
  The Secrets of the Dragon
  Page 35
  ·
  Have they been able to prove the inequality of
  the work? What documentation is there
  surrounding these claims?
  ·
  Can the stolen items be found / retrievable?
  ·
  What happened to the missing clerics?
  Of course, if the clerics of the True Faith have survived
  and one is present among the group he will immediately
  be taken into the back chambers for private questioning.
  His appearance has been altered by the ordeals he had
  gone through (being deathless and all) and the clerics of
  the True Faith will be very awkward towards him.
  If there are any other Risen Martyrs (deathless monks or
  clerics of the Exalted Faith) Kazim reacts poorly towards
  him, thinking another branch of heretics now threatens
  the True Faith.
  The deathless monk wishes to speak with Kazim, but his
  attitude is stern and Kazim refuses an audience
  If the heroes make mention of the robe, give the robe or
  otherwise indicate that it was taken, as well, Nahessa
  becomes increasingly interested in his story and demands
  that every detail be shared.
  After the stories are told (as a matter of principle) he will
  zone of truth the heroes to validate everything they have
  said [DC 15 Will save to resist].
  Full co-operation gains an influence point with the
  church of the True Faith.  If, however, the heroes also co-
  operate fully with the Church of the Exalted Faith the
  influence point gained is from the Deathless Monks
  instead.
  For the church of the Exalted Faith
  Jorid  greets  the  heroes  and  welcome  them  into  the
  church.   He  wishes  to  know  answers  for  the  following
  questions:
  ·
  What happened to the clerics?
  ·
  Where  have  the  items  gone,  and  can  they  be
  retrieved?
  ·
  What is the status with the clerics of the True
  Faith? What were their true motivations for
  being a part of this excavation?
  Of course, if the clerics of the Exalted Faith have survived
  and  one  is  present  among  the  heroes  he  will  be
  immediately taken into the back rooms for questioning.
  Jorid  is  so  intrigued  by  the  change  in  the  clerics’
  appearance, he conducts the interview himself, after the
  heroes have been properly rewarded.
  If  one  of  the  deathless  monks  has  accompanied  the
  heroes to the church of the Exalted Faith he request to
  return  and  speak  with  Jorid.   He  is  treated  with
  skepticism but awe, and interrogated by Jorid.
  If one of the Risen Martyrs from the True Faith has
  accompanied the heroes to the church of the Exalted
  Faith he refuses to enter, and call the heroes
  Oathbreakers. This does not qualify for the status of
  Oathbreaker on the AR.
  Full co-operation gains an influence point with the
  church of the Exalted Faith.  If the heroes have also co-
  operated fully with the Church of the True Faith the
  influence point gained is from the Deathless Monks
  instead.
  Dealing with Aladar
  If the heroes discovered the connection to Aladar they
  will be able to locate his residing place quite easily.  He is
  a legitimate official for the Sheik of Keruz, and thus
  people have heard of him.  Those in the court explain to
  the heroes that he had excused himself earlier in the day
  and has not returned.
  Aladar does not return nor can he be tracked down in the
  context of this module.
  Reporting to the Pasha
  The pasha is a busy man, however, an official complaint
  about the practices of the Sheik of Keruz will definitely
  catch his attention.
  Should the heroes do this they will obtain the enmity of
  the Sheik of Keruz.
  Note for the influence Points on the AR
  The influence points for the churches can be given from
  either the Church of the True Faith or the church of the
  Exalted Faith.  The churches will feel betrayed if the
  heroes went to both.  However, the deathless monks
  (should they have survived) are be pleased that no
  preference will have been given and award the influence
  point to the heroes.
  If the heroes did not let the deathless monks survive they
  cannot gain this influence point.
  
  The Secrets of the Dragon
  Page 36
  The Sheik of Jaydah is wary of the heroes if they report
  the  Sheik  of  Keruz  to  the  Pasha.   While  rivalries  may
  stand between the two sheikdoms anyone who is willing
  to report the actions of a sheik to the Pasha without first
  investigating the situation can not be trusted.  Therefore
  if the heroes gain the Emnity of the Shiek of Keruz they
  are not eligble for the influence point from the Sheik of
  Jaydah.
  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:
  Story Award - accepting the assignment to
  investigate at the Temple of the Dragon
  APL 4
  30 XP
  APL 6
  30 XP
  APL 8
  60 XP
   
   
  APL
   
  10
  60 XP
   
   
  APL
   
  12
  90 XP
  Encounter Two:
  Solving the Test and exiting through the Right Door
  (thereby likely avoiding combat in Encounter Four)
  APL 4
  210 XP
  APL 6
  270 XP
  APL 8
  330 XP
   
   
  APL
   
  10
  390 XP
  APL 12
  450 XP
  Encounter Three:
   
  Defeating the deathless monks in combat.
  APL 4
  210 XP
  APL 6
  270 XP
  APL 8
  330 XP
   
   
  APL
   
  10
  390 XP
  APL 12
  450 XP
  Surrendering to the deathless monks rather than
  defeating them.
  APL 4
  150 XP
  APL 6
  210 XP
  APL 8
  270 XP
   
   
  APL
   
  10
  330 XP
  APL 12
  390 XP
  Encounter Five:
   
  Defeating the True Faith Clerics or Swearing the
  Oath (and not breaking it)
  APL 4
  210 XP
  APL 6
  270 XP
  APL 8
  330 XP
   
   
  APL
   
  10
  390 XP
  APL 12
  450 XP
  Encounter Six:
   
  Story Award – Entering the Walls of Light to retrieve
  the Robe of Duty.
  APL 4
  30 XP
  APL 6
  45 XP
  APL 8
  60 XP
   
   
  APL
   
  10
  75 XP
   
   
  APL
   
  12
  90 XP
  Encounter Eight:
   
  Defeating the Runners and retaining the Robe of
  Honor
  APL 4
  120 XP
  APL 6
  180 XP
  APL 8
  240 XP
   
   
  APL
   
  10
  300 XP
   
   
  APL
   
  12
  360 XP
   
  Defeating the Runners, if the Robe of Honor has not
  been taken from the Temple
  APL 4
  90 XP
  APL 6
  150 XP
  APL 8
  210 XP
   
   
  APL
   
  10
  270 XP
   
   
  APL
   
  12
  330 XP
  Role-Playing Award
  Good Role-playing
  APL 4
  90 XP
  APL 6
  120 XP
  APL 8
  120 XP
   
   
  APL
   
  10
  150 XP
   
   
  APL
   
  12
  150 XP
  Total Possible Experience
  APL 4
  675 XP
  APL 6
  900 XP
  APL 8
  1125 XP
  APL 10
  1350 XP
  
  The Secrets of the Dragon
  Page 37
   
   
  APL
   
  12
  1575 XP
  Treasure Summary
  Treasure Key:
  L = Looted gear from enemy; C = Coin, Gems, Jewelry,
  and other valuables; M = Magic Items
  Encounter 4:
  APL 4: 650 gp (l); 100 gp (c); brooch of shielding (125 gp),
  wand  of  cure  light  wounds  (62  gp),  phylactery  of
  faithfulness (83 gp) (m).
  APL 6: 650 gp (l); 100 gp (c); brooch of shielding (125 gp),
  +2 cloak of resistance (333 gp), wand of cure light wounds
  (62 gp), phylactery of faithfulness (83 gp) (m).
  APL 8: 650 gp (l); 100 gp (c); brooch of shielding (125 gp),
  +2 cloak of resistance (333 gp), wand of cure light wounds
  (62  gp),  wand  of  cure  moderate  wounds  (354  gp),
  phylactery of faithfulness (83 gp) (m).
  APL 10: 650 gp (l); 100 gp (c); brooch of shielding (125
  gp), +2 cloak of resistance (333 gp), +2 falchion (696 gp),
  wand of cure light wounds (62 gp), wand of cure
  moderate wounds (354 gp), phylactery of faithfulness (83
  gp) (m).
  APL 12: 650 gp (l); 100 gp (c); brooch of shielding (125
  gp), +2 cloak of resistance (333 gp), +3 cloak of resistance
  (750 gp), +2 falchion (696 gp), wand of cure light wounds
  (62  gp),  wand  of  cure  moderate  wounds  (354  gp),
  phylactery of faithfulness (83 gp) (m).
  Encounter 8:
  APL 4: 44 gp (l); 10 gp (c); 0 (m).
  APL 6: 82 gp (l); 20 gp (c); +1 ring of protection (166 gp)
  (m).
  APL 8: 82 gp (l); 20 gp (c); +1 ring of protection (166 gp),
  potion of expeditious retreat * 2 (4 gp * 2) (m).
  APL 10: 82 gp (l); 20 gp (c); +1 ring of protection (166 gp),
  potion of expeditious retreat * 2 (4 gp * 2), potion of bull’s
  strength *2 (25 gp * 2), potion of bear’s endurance * 2 (25
  gp * 2) (m).
  APL 12: 80 gp (l); 20 gp (c); +1 ring of protection (166 gp),
  potion of expeditious retreat * 2 (4 gp * 2), potion of bull’s
  strength *2 (25 gp * 2), potion of bear’s endurance * 2 (25
  gp * 2), +1 longsword (193 gp), +1 amulet of natural armor
  (166 gp), +1 great axe (199 gp), +1 cloak of resistance (83
  gp) (m).
  Maximum Possible Treasure
   
  APL 4: gp
   
  APL 6: gp
   
  APL 8: gp
   
  APL 10: gp
   
  APL 12: gp
  Adventure Record Text:
  Cross out the following if it does not apply:
  ALL APLs (if awarded)
  Access to the Risen Martyr Prestige Class: The heroes
  have  agreed  to  help  the  cause  of  the  deathless  monk
  Risen Martyrs.  They have been given a holy purpose
  which will hold them to the material plane, despite being
  deceased.   Strict  adherence  to  the  holy  purpose  is
  necessary to obtain the bonuses as written in the Risen
  Martyr Prestige Class
  In order to qualify for the Prestige Class ‘Risen Martyr’,
  the hero must switch out two feats upon death and
  replace them with Nimbus of Light and one other exalted
  feat from the following list: Gift of Faith, Holy Radiance,
  and Sacred Vow
  Holy Purpose: To spread the word of Al’Akbar (both
  True and Exalted).  Heroes must offer every sentient,
  non-good aligned foe, with which they can communicate
  a chance to repent and follow the teachings of the High
  Cleric  (Al’Akbar)  or  be  put  to  death.  The  Risen  Martyr
  cannot kill any foe that repents and accepts Al’Akbar as
  his new deity.
  Mark of the Talisman: Having  agreed  to  support  the
  cause of the recently deceased clerics of the True Faith of
  Al’Akbar, the hero must convert twelve other adventurers
  to the True Faith of Al’Akbar (DM signature required)
  within the next 52 TUs or suffer the effects of the
  Oathbreaker.  A small mark in the shape of a talisman
  appears on the heroes neck.
  Oathbreaker:
  Should the hero fail to fulfill his oath,
  Al’Akbar himself will look poorly upon him.  The shape of
  the talisman changes into that of a broken cup.  Any
  healing cast upon this hero shall be cast as a cure of one
  spell level lower. Spellcasters of Al’Akbar who are able to
  cast the cure spells, cast them at the cost of one level
  higher. These effects stack.
  Influence or Emnity: Awarded from the Sheik of Keruz,
  or the Sheik of Jaydah. Circle that which applies.
  Influence point from the Church of the True Faith, or
  the Church of the Exalted Faith, or the deathless monks.
  Circle that which applies.
  
  The Secrets of the Dragon
  Page 38
  Talisman of the Protector:  You have beheld the black
  and gold Talisman of the Paladin Sharif.
  Items Found During the Adventure
  cross off all items not found
  APL 4
  brooch of shielding (Adventure, DMG)
  wand of cure light wounds (Adventure, DMG)
  phylactery of faithfulness (Adventure, DMG,  restricted
  to Exalted and True Faith  worshippers)
  APL 6 (all of APL 4 plus the following)
  +2 cloak of resistance (Adventure, DMG)
  APL 8 (all of APL 4 and 6 plus the following)
  wand of cure moderate wounds (Adventure, DMG)
  APL 10 (all of APL 4, 6 and 8 plus the following)
  +2 falchion (Adventure, DMG)
  APL 12 (all of APL 4, 6, 8 and 10 plus the following)
  +3 cloak of resistance (Adventure, DMG)
  
  The Secrets of the Dragon
  Page 39
  Appendix One – NPCs
  Encounter Three
  APL 4 and 6
  Original Monk of the Faith, War1/Mnk5/RiM1;
  Male/Female Human; CR 6; Medium Humanoid (5’ 5”
  tall); 7d12; hp 51; Init +2 (Dex); Spd 40 ft; AC 24 (T 20,
  FF 22) (+2 dexterity, +3 for wisdom, +1 monk bonus, +4
  deflection, +2 natural armor, +2 exalted); Atk or Full
  Atk +4 melee (1d8, [crit 20] [x2], unarmed strike); BAB
  +4; Grapple +4; Space/Reach 5 ft./5 ft.; SA; NA; SQ
  Improved Unarmed Strike, Flurry of Blows, Evasion,
  Still mind, Ki strike (magical), slow fall 20 ft, Purity of
  Body, Spiritual Body, Charisma Score Increase,
  Deflection, Holy Purpose +1;  AL LG; SV Fort +6, Ref
  +6, Will +9; Str 10, Dex 14, Con –, Int 8, Wis 16, Cha 14.
  Skills and Feats: Diplomacy +16, Knowledge
  Religion +10, Tumble +8; Combat Reflexes, Nimbus of
  Light*, Sacred Vow*, Stunning Blow, Vow of Peace*,
  Vow of Non-Violence*.
  Possessions: Robes (tattered).
  APL 8
  Original Monk of the Faith, War1/Mnk5/RiM3;
  Male/Female Human; CR 8; Medium Humanoid (5’ 5”
  tall); 9d12; hp 64; Init +2 (Dex); Spd 40 ft; AC 30 (T 22,
  FF 28) (+2 dexterity, +3 for wisdom, +1 monk bonus, +6
  deflection, +4 natural armor, +4 exalted); Atk or Full
  Atk +5 melee (1d8, [crit 20] [x2], unarmed strike); BAB
  +5; Grapple +5; Space/Reach 5 ft./5 ft.; SA; NA; SQ
  Improved Unarmed Strike, Flurry of Blows, Evasion,
  Still mind, Ki strike (magical), slow fall 20 ft, Purity of
  Body, Spiritual Body, Charisma Score Increase,
  Deflection, Holy Purpose +2, bless, magic circle against
  evil, daylight;  AL LG; SV Fort +7, Ref +7, Will +10; Str
  10, Dex 14, Con –, Int 8, Wis 17, Cha 14.
  Skills and Feats: Diplomacy +18, Knowledge
  Religion +12, Tumble +8; Combat Reflexes, Nimbus of
  Light*, Sacred Vow*, Stunning Blow, Vow of Poverty*,
  Vow of Non-Violence*, Vow of Peace*.
   
  Possessions: Robes (tattered).
  APL 10 and 12
  Original Monk of the Faith, War1/Mnk5/RiM5;
  Male/Female Human; CR 10; Medium Humanoid (5’
  5” tall); 11d12; hp 77; Init +2 (Dex); Spd 40 ft; AC 31 (T
  23, FF 29) (+2 dexterity, +3 for wisdom, +1 monk bonus,
  +7 deflection, +4 natural armor, +4 exalted); Atk +6
  melee (1d8, [crit 20] [x2], unarmed strike); Full Atk
  +6/+1 melee (1d8, [crit 20] [x2], unarmed strike); BAB
  +6; Grapple +6; Space/Reach 5 ft./5 ft.; SA; NA; SQ
  Improved Unarmed Strike, Flurry of Blows, Evasion,
  Still mind, Ki strike (magical), slow fall 20 ft, Purity of
  Body, Spiritual Body, Charisma Score Increase,
  Deflection, Holy Purpose +2, bless, magic circle against
  evil, daylight, acid immunity, detect evil, protective
  aura;  AL LG; SV Fort +7, Ref +7, Will +11; Str 10, Dex
  14, Con –, Int 8, Wis 17, Cha 16.
  Skills and Feats: Diplomacy +20, Knowledge
  Religion +14, Tumble +8; Combat Reflexes, Nimbus of
  Light*, Sacred Vow*, Stunning Blow, Vow of Poverty*,
  Vow of Non-Violence*, Vow of Peace*.
   
  Possessions: Robes (tattered).
  Encounter Five
  APL 4 and 6
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  True 
  Faith,
  War1/Clr6/RiM0; Male/Female Human; CR  6;
  Medium Humanoid (5’ 6” tall); 7d12; hp 51; Init +1
  (Dex); Spd 20 ft; AC 20 (T 11, FF 19) (+8 for full plate,
  +1 amulet of natural armor,  +1  for  dexterity);  Atk  or
  Full Atk +9 melee (2d4+4, [crit 18-20] [x2], +1 falchion);
  Atk or Full Atk +4 ranged (1d8 [crit 19-20] [x2] light
  crossbow); BAB +5; Grapple +7; Space/Reach 5 ft./5 ft.;
  SA; NA; SQ Domains of Protection and Healing,
  spiritual body;  AL LG; SV Fort +7, Ref +3, Will +9; Str
  14, Dex 12, Con –, Int 12, Wis 15, Cha 8.
  Skills and Feats: Concentration +12, Diplomacy +8,
  Heal +10, Knowledge Religion +10; Nimbus of Light*,
  Sacred Vow*, Skill Focus: Concentration, Weapon
  Focus Falchion.
  Spells Known (5/4+1/4+1/2+1, DC is 12+Spell
  Level, * is Domain Spell): 0
  th Lvl – Create Water, Detect
  Magic (2), Virtue (2) 1
  st Lvl – Cause Fear (2), Cure Light
  Wounds*, Divine Favour, Shield of Faith 2
  nd Lvl – Bear’s
  Endurance, Bull’s Strength, Cure Moderate Wounds,
  Hold  Person,  Zone  of  Truth 3
  rd Lvl  – Cure Serious
  Wounds*, Magical Circle vs. Chaos, Speak with Dead.
  Possessions:
  Full plate,
  +1 falchion, light
  crossbow, 20 bolts, dagger, silver holy symbol, +1
  amulet of natural armor.
  APL 8 and 10
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  True 
  Faith,
  War1/Clr6/RiM2; Male/Female Human; CR  8;
  Medium Humanoid (5’ 6” tall); 9d12; hp 64; Init +1
  (Dex); Spd 20 ft; AC 20 (T 11, FF 19) (+8 for full plate,
  +1 amulet of natural armor, +1 for dexterity); Atk +10
  melee (2d4+4, [crit 18-20] [x2], +1 falchion); Full Atk
  +10/+5 melee (2d4+4, [crit 18-20] [x2], +1 falchion); Atk
  
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  or Full Atk +7 ranged (1d8 [crit 19-20] [x2] light
  crossbow); BAB +6; Grapple +8; Space/Reach 5 ft./5 ft.;
  SA;  NA;  SQ  Domains  of  Protection  and  Healing,
  spiritual body, charisma score increase, deflection, holy
  purpose +1, bless, magic circle against evil;  AL LG; SV
  Fort +7, Ref +3, Will +13; Str 14, Dex 12, Con –, Int 12,
  Wis 16, Cha 10.
  Skills and Feats: Concentration +14, Diplomacy
  +10, Heal +12, Knowledge Religion +11; Iron Will,
  Nimbus of Light*, Sacred Vow*, Skill Focus:
  Concentration, Weapon Focus Falchion.
  Spells Known (5/4+1/4+1/3+1, DC is 13+Spell
  Level, * is Domain Spell): 0
  th Lvl – Create Water, Detect
  Magic (2), Virtue (2) 1
  st Lvl – Cause Fear (2), Cure Light
  Wounds*, Divine Favour, Shield of Faith 2
  nd Lvl – Bear’s
  Endurance, Bull’s Strength, Cure Moderate Wounds,
  Hold  Person,  Zone  of  Truth 3
  rd Lvl  – Bestow Curse,
  Cure Serious Wounds*, Magical Circle vs. Chaos,
  Speak with Dead.
   
  Possessions:
  Full plate,
  +1 falchion, light
  crossbow, 20 bolts, dagger, silver holy symbol, +1
  amulet of natural armor.
  APL 12
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  True 
  Faith,
  War1/Clr6/RiM4; Male/Female Human; CR 10;
  Medium Humanoid (5’ 6” tall); 11d12; hp 77; Init +1
  (Dex); Spd 20 ft; AC 20 (T 11, FF 19) (+8 for full plate,
  +1 amulet of natural armor, +1 for dexterity); Atk +11
  melee (2d4+4, [crit 18-20] [x2], +1 falchion); Full Atk
  +11/+6 melee (2d4+4, [crit 18-20] [x2], +1 falchion); Atk
  or Full Atk +8 ranged (1d8 [crit 19-20] [x2] light
  crossbow); BAB +7; Grapple +9; Space/Reach 5 ft./5 ft.;
  SA;  NA;  SQ  Domains  of  Protection  and  Healing,
  spiritual body, charisma score increase, deflection, holy
  purpose +2, bless, magic circle against evil, daylight,
  acid immunity, detect evil;  AL LG; SV Fort +8, Ref +4,
  Will +12; Str 14, Dex 12, Con –, Int 12, Wis 16, Cha 10.
  Skills and Feats: Concentration +16, Diplomacy
  +12, Heal +14, Knowledge Religion +13; Iron Will,
  Nimbus of Light*, Sacred Vow*, Skill Focus:
  Concentration, Weapon Focus Falchion.
  Spells Known (5/4+1/4+1/3+1, DC is 13+Spell
  Level, * is Domain Spell): 0
  th Lvl – Create Water, Detect
  Magic (2), Virtue (2) 1
  st Lvl – Cause Fear (2), Cure Light
  Wounds*, Divine Favour, Shield of Faith 2
  nd Lvl – Bear’s
  Endurance, Bull’s Strength, Cure Moderate Wounds,
  Hold  Person,  Zone  of  Truth 3
  rd Lvl  – Bestow Curse,
  Cure Serious Wounds*, Magical Circle vs. Chaos,
  Speak with Dead.
   
  Possessions:
  Full plate,
  +1 falchion, light
  crossbow, 20 bolts, dagger, silver holy symbol.
  Encounter Six
  APL 4, 6 and 8
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM0; Male/Female Human; CR  6;
  Medium Humanoid (5’ 7” tall); 7d12; hp 51; Init -1
  (Dex); Spd 20 ft; AC 17 (T 9, FF 17) (+8 for full plate, -1
  for dexterity); Atk or Full Atk +9 melee (2d4+4, [crit 18-
  20] [x2], +1 falchion); Atk or Full Atk +6 ranged (1d8
  [crit 19-20] [x2] light crossbow); BAB +5; Grapple +7;
  Space/Reach  5  ft./5  ft.;  SA;  NA;  SQ  Domains  of
  Protection and Healing, Spiritual body;  AL LG; SV Fort
  +8, Ref +2, Will +10; Str 14, Dex 8, Con –, Int 12, Wis
  15, Cha 12.
  Skills and Feats: Concentration +9, Diplomacy +11,
  Heal +12, Knowledge Religion +14; Nimbus of Light,
  Sacred Vow*, Skill Focus: Knowledge Religion,
  Weapon Focus Falchion.
  Spells Known (5/4+1/4+1/2+1, DC is 12+Spell
  Level, * is Domain Spell): 0
  th Lvl – Create Water, Detect
  Magic (2), Virtue (2) 1
  st Lvl – Cause Fear (2), Cure Light
  Wounds*, Divine Favour, Shield of Faith 2
  nd Lvl – Bear’s
  Endurance, Bull’s Strength, Cure Moderate Wounds,
  Hold  Person  (2) 3
  rd Lvl  – Bestow  Curse  (2),  Cure
  Serious Wounds*.
   
  Possessions:
  Full plate,
  +1 falchion, light
  crossbow, 20 bolts, dagger, silver holy symbol, +1 cloak
  of resistance.
  APL 10
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM2; Male/Female Human; CR  8;
  Medium Humanoid (5’ 7” tall); 8d12; hp 64; Init -1
  (Dex); Spd 20 ft; AC 19 (T 11, FF 19) (+8 for full plate, -1
  for dexterity, +2 deflection); Atk +10 melee (2d4+4, [crit
  18-20] [x2], +1 falchion); Full Atk +10/+5 melee (2d4+4,
  [crit 18-20] [x2], +1 falchion); Atk or Full Atk +5 ranged
  (1d8 [crit 19-20] [x2] light crossbow); BAB +6; Grapple
  +8;  Space/Reach  5  ft./5  ft.;  SA;  NA;  SQ  Domains  of
  Protection and Healing, Spiritual body, charisma score
  increase, deflection, holy purpose +1, bless, magic circle
  against evil;  AL LG; SV Fort +8, Ref +2, Will +11; Str 14,
  Dex 8, Con –, Int 12, Wis 16, Cha 14.
  Skills and Feats: Concentration +12, Diplomacy
  +13, Heal +15, Knowledge Religion +16; Nimbus of
  Light, Sacred Vow*, Skill Focus: Knowledge Religion,
  Vow of Non-Violence*, Weapon Focus Falchion.
  Spells Known (5/4+1/4+1/3+1, DC is 17+Spell
  Level, * is Domain Spell): 0
  th Lvl – Create Water, Detect
  Magic (2), Virtue (2) 1
  st Lvl – Cause Fear (2), Cure Light
  Wounds*, Divine Favour, Shield of Faith 2
  nd Lvl – Bear’s
  
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  Page 41
  Endurance, Bull’s Strength, Cure Moderate Wounds,
  Hold  Person  (2) 3
  rd Lvl  – Bestow  Curse  (3),  Cure
  Serious Wounds*.
  Possessions:
  Full plate,
  +1 falchion, light
  crossbow, 20 bolts, dagger, silver holy symbol, +1 cloak
  of resistance.
  APL 12
  Risen 
  Martyr 
  Cleric 
  of 
  the 
  Exalted 
  Faith,
  War1/Clr6/RiM4; Male/Female Human; CR 10;
  Medium  Humanoid  (5’  7”  tall);  10d12;  hp  77;  Init  -1
  (Dex); Spd 20 ft; AC 19 (T 11, FF 19) (+8 for full plate, -1
  for dexterity, +2 deflection); Atk +11 melee (2d4+4, [crit
  18-20] [x2], +1 falchion); Full Atk +11/+6 melee (2d4+4,
  [crit 18-20] [x2], +1 falchion); Atk or Full Atk +6 ranged
  (1d8 [crit 19-20] [x2] light crossbow); BAB +7; Grapple
  +9;  Space/Reach  5  ft./5  ft.;  SA;  NA;  SQ  Domains  of
  Protection and Healing, Spiritual body, charisma score
  increase, deflection, holy purpose +2, bless, magic circle
  against evil, daylight, acid immunity, detect evil;   AL
  LG; SV Fort +9, Ref +3, Will +12; Str 14, Dex 8, Con –,
  Int 12, Wis 16, Cha 14.
  Skills and Feats: Concentration +14, Diplomacy
  +15, Heal +17, Knowledge Religion +18; Nimbus of
  Light, Sacred Vow*, Skill Focus: Knowledge Religion,
  Vow of Non-Violence*, Weapon Focus Falchion.
  Spells Known (5/4+1/4+1/3+1, DC is 17+Spell
  Level, * is Domain Spell): 0
  th Lvl – Create Water, Detect
  Magic (2), Virtue (2) 1
  st Lvl – Cause Fear (2), Cure Light
  Wounds*, Divine Favour, Shield of Faith 2
  nd Lvl – Bear’s
  Endurance, Bull’s Strength, Cure Moderate Wounds,
  Hold  Person  (2) 3
  rd Lvl  – Bestow  Curse  (3),  Cure
  Serious Wounds*.
  Possessions:
  Full plate,
  +1 falchion, light
  crossbow, 20 bolts, dagger, silver holy symbol, +1 cloak
  of resistance., +1 amulet of natural armor.
  Encounter Eight
  APL 4
  Silthar of the Hook, Bar1/Rog3; Male Half-Orc; CR
  4; Medium Humanoid (6’ 5” tall); 1d12+2+3d6+6; hp 32;
  Init +3 (Dex); Spd 45 ft; AC 16 (T 13, FF 13) (+3
  dexterity, +3 for masterwork studded leather); Atk or
  Full Atk +7 melee (1d12+4, [crit 20] [x3], masterwork
  great axe); or Atk or Full Atk +6 ranged (1d4+3, [crit 19-
  20] dagger); BAB +3; Grapple +6; Space/Reach 5 ft./5 ft.;
  SA; NA; SQ Sneak Attack +2d6, Evasion, Trapsense +1,
  Fast Movement, Rage;  AL N; SV Fort +5, Ref +6, Will
  +1; Str 17, Dex 16, Con 14, Int 10, Wis 10, Cha 6.
  Skills and Feats: Climb +10, Jump +10, Hide +10,
  Search +1, Survival +4, Swim +10, Tumble +10; Dash*,
  Run.
   
  Possessions: Masterwork great axe, longsword, 8
  daggers, backpack, large sack, masterwork studded
  leather armor.
  APL 6
  Silthar of the Hook, Bar1/Rog3; Male Half-Orc; CR
  4; Medium Humanoid (6’ 5” tall); 1d12+2+3d6+6; hp 32;
  Init +3 (Dex); Spd 45 ft; AC 16 (T 13, FF 13) (+3
  dexterity, +3 for masterwork studded leather); Atk or
  Full Atk +7 melee (1d12+4, [crit 20] [x3], masterwork
  great axe); or Atk or Full Atk +6 ranged (1d4+3, [crit 19-
  20] dagger); BAB +3; Grapple +6; Space/Reach 5 ft./5 ft.;
  SA; NA; SQ Sneak Attack +2d6, Evasion, Trapsense +1,
  Fast Movement, Rage;  AL N; SV Fort +5, Ref +6, Will
  +1; Str 17, Dex 16, Con 14, Int 10, Wis 10, Cha 6.
  Skills and Feats: Climb +10, Jump +10, Hide +10,
  Search +1, Survival +4, Swim +10, Tumble +10; Dash*,
  Run.
   
  Possessions: Masterwork great axe, longsword, 8
  daggers, backpack, large sack, masterwork studded
  leather armor.
  Sassar, Bar1/Rog3; Male Baklunish Human -
  Paynim; CR 4; Medium Humanoid (5’ 10” tall);
  1d12+2+3d6+6; hp 32; Init +3 (Dex); Spd 45 ft; AC 20 (T
  14, FF 17) (+2 for mastework heavy steel shield, +3
  dexterity, +4 for masterwork chain shirt, +1  ring  of
  protection); Atk or Full Atk +5 melee (1d8+2, [crit 19-
  20] [x2], longsword); or Atk or Full Atk +6 ranged
  (1d4+2, [crit 19-20] dagger); BAB +3; Grapple +5;
  Space/Reach 5 ft./5 ft.; SA; NA; SQ Sneak Attack +2d6,
  Evasion, Trapsense +1, Fast Movement, Rage;  AL N; SV
  Fort +5, Ref +6, Will +1; Str 14, Dex 17, Con 14, Int 10,
  Wis 12, Cha 8.
  Skills and Feats: Climb +7, Jump +7, Hide +9, Ride
  +8, Search +1, Survival +5, Swim +4, Tumble +7; Dash*,
  Fleet of Foot*, Run.
  Possessions: Longsword, 8 daggers, backpack,
  large sack, masterwork chain shirt, masterwork heavy
  steel shield, +1 ring of protection.
  APL 8
  Silthar of the Hook, Bar3/Rog3; Male Half-Orc; CR
  6; Medium Humanoid (6’ 5” tall); 3d12+6+3d6+6; hp 50;
  Init +3 (Dex); Spd 45 ft; AC 16 (T 13, FF 13) (+3
  dexterity, +3 for masterwork studded leather); Atk or
  Full Atk +9 melee (1d12+4, [crit 20] [x3], masterwork
  great axe); or Atk or Full Atk +8 ranged (1d4+3, [crit 19-
  20] dagger); BAB +5; Grapple +8; Space/Reach 5 ft./5 ft.;
  SA; NA; SQ Sneak Attack +2d6, Evasion, Trapsense +2,
  
  The Secrets of the Dragon
  Page 42
  Fast Movement, Rage, Uncanny Dodge;  AL N; SV Fort
  +6, Ref +7, Will +2; Str 17, Dex 16, Con 14, Int 10, Wis
  10, Cha 6.
  Skills and Feats: Climb +12, Jump +12, Hide +10,
  Search +1, Survival +6, Swim +12, Tumble +10; Dash*,
  Fleet of Foot*, Run.
   
  Possessions: Masterwork great axe, longsword, 8
  daggers, backpack, large sack, masterwork studded
  leather armor, potion of expeditious retreat.
  Sassar, Bar3/Rog3; Male Baklunish Human -
  Paynim; CR 6; Medium Humanoid (5’ 10” tall);
  3d12+6+3d6+6+6; hp 56; Init +3 (Dex); Spd 45 ft; AC 20
  (T 14, FF 17) (+2 for masterwork heavy steel shield, +3
  dexterity, +4 for masterwork chain shirt, +1  ring  of
  protection); Atk or Full Atk +7 melee (1d8+2, [crit 19-
  20] [x2], longsword); or Atk or Full Atk +8 ranged
  (1d4+2, [crit 19-20] dagger); BAB +5; Grapple +7;
  Space/Reach 5 ft./5 ft.; SA; NA; SQ Sneak Attack +2d6,
  Evasion, Trapsense +1, Fast Movement, Rage, Uncanny
  Dodge;  AL N; SV Fort +6, Ref +7, Will +2; Str 14, Dex
  17, Con 14, Int 10, Wis 12, Cha 8.
  Skills and Feats: Climb +9, Jump +9, Hide +9, Ride
  +10, Search +1, Survival +7, Swim +7, Tumble +7;
  Dodge, Dash, Improved Toughness, Run.
   
  Possessions: Longsword, 8 daggers, backpack,
  large sack, masterwork chain shirt, masterwork heavy
  steel shield, +1 ring of protection, potion of expeditious
  retreat.
  APL 10
  Silthar of the Hook, Bar3/Rog5; Male Half-Orc; CR
  8; Medium Humanoid (6’ 5” tall); 3d12+6+5d6+10; hp
  62; Init +3 (Dex); Spd 45 ft; AC 16 (T 13, FF 13) (+3
  dexterity, +3 for masterwork studded leather); Atk +11
  melee (1d12+6, [crit 20] [x3], masterwork great axe);
  Full Atk +11/+6 melee (1d12+6, [crit 20] [x3],
  masterwork great axe); or Atk +9 ranged (1d4+4, [crit
  19-20] dagger); Full Atk +9/+4 ranged (1d4+4, [crit 19-
  20] dagger); BAB +6; Grapple +10; Space/Reach 5 ft./5
  ft.; SA; NA; SQ Sneak Attack +3d6, Evasion, Trapsense
  +2, Fast Movement, Rage, Improved Uncanny Dodge;
  AL N; SV Fort +6, Ref +8, Will +2; Str 18, Dex 16, Con
  14, Int 10, Wis 10, Cha 6.
  Skills and Feats: Climb +15, Jump +15, Hide +14,
  Search +3, Survival +6, Swim +15, Tumble +14; Dash*,
  Fleet of Foot*, Run.
  Possessions: Masterwork great axe, longsword, 8
  daggers, backpack, large sack, masterwork studded
  leather armor, potion of expeditious retreat, potion of
  bull’s strength, potion of bear’s endurance.
  Sassar, Bar5/Rog3; Male Baklunish Human -
  Paynim; CR 8; Medium Humanoid (5’ 10” tall);
  5d12+10+3d6+6+8; hp 76; Init +4 (Dex); Spd 45 ft; AC
  21 (T 15, FF 17) (+2 for masterwork heavy steel shield,
  +4 dexterity, +4 for masterwork chain shirt, +1 ring of
  protection); Atk +9 melee (1d8+2, [crit 19-20] [x2],
  longsword); Full Atk +9/+4 melee (1d8+2, [crit 19-20]
  [x2], longsword); or Atk +11 ranged (1d4+2, [crit 19-20]
  dagger); Atk +11/+6 ranged (1d4+2, [crit 19-20] dagger);
  BAB +7; Grapple +9; Space/Reach 5 ft./5 ft.; SA; NA; SQ
  Sneak Attack +2d6, Evasion, Trapsense +1, Fast
  Movement, Rage 2/day, Improved Uncanny Dodge;
  AL N; SV Fort +7, Ref +7, Will +2; Str 14, Dex 18, Con
  14, Int 10, Wis 12, Cha 8.
  Skills and Feats: Climb +11, Jump +11, Hide +10,
  Ride +12, Search +1, Survival +9, Swim +9, Tumble +8;
  Dodge, Dash, Improved Toughness, Run.
   
  Possessions: Longsword, 8 daggers, backpack,
  large sack, masterwork chain shirt, masterwork heavy
  steel shield, +1 ring of protection, potion of expeditious
  retreat, potion of bull’s strength, potion of bear’s
  endurance.
  APL 12
  Silthar of the Hook, Bar3/Rog7; Male Half-Orc; CR
  8; Medium Humanoid (6’ 5” tall); 3d12+6+7d6+14+10;
  hp 84; Init +3 (Dex); Spd 45 ft; AC 16 (T 13, FF 13) (+3
  dexterity, +3 for masterwork studded leather); Atk +13
  melee (1d12+7, [crit 20] [x3], +1 great axe); Full Atk
  +13/+8 melee (1d12+7, [crit 20] [x3], +1 great axe); or
  Atk +11 ranged (1d4+4, [crit 19-20] dagger); Full Atk
  +11/+6 ranged (1d4+4, [crit 19-20] dagger); BAB +8;
  Grapple +12; Space/Reach 5 ft./5 ft.; SA; NA; SQ Sneak
  Attack +4d6, Evasion, Trapsense +3, Fast Movement,
  Rage, Improved Uncanny Dodge;  AL N; SV Fort +8,
  Ref +10, Will +4; Str 18, Dex 16, Con 14, Int 10, Wis 10,
  Cha 6.
  Skills and Feats: Climb +17, Jump +17, Hide +16,
  Search +5, Survival +6, Swim +17, Tumble +16; Dash*,
  Dodge, Fleet of Foot*, Improved Toughness, Run.
  Possessions: +1  great  axe, longsword, 8 daggers,
  backpack, large sack, masterwork studded leather
  armor, +1 cloak of resistance, potion of expeditious
  retreat, potion of bull’s strength, potion of bear’s
  endurance.
  Sassar, Bar7/Rog3; Male Baklunish Human -
  Paynim; CR 10; Medium Humanoid (5’ 10” tall);
  7d12+14+3d6+6+10; hp 96; Init +4 (Dex); Spd 45 ft; AC
  21 (T 15, FF 17) (+2 for masterwork heavy steel shield,
  +4 dexterity, +4 for masterwork chain shirt, +1 amulet
  of natural armor, +1 ring of protection); Atk +12 melee
  (1d8+3, [crit 19-20] [x2], +1 longsword); Full Atk
  
  The Secrets of the Dragon
  Page 43
  +12/+7 melee (1d8+3, [crit 19-20] [x2], +1 longsword);
  or Atk +13 ranged (1d4+2, [crit 19-20] dagger); Atk
  +13/+7 ranged (1d4+2, [crit 19-20] dagger); BAB +9;
  Grapple +11; Space/Reach 5 ft./5 ft.; SA; NA; SQ Sneak
  Attack +2d6, Evasion, Trapsense +2, Fast Movement,
  Rage 2/day, Improved Uncanny Dodge, Damage
  Reduction 1/-;  AL N; SV Fort +8, Ref +8, Will +3; Str
  14, Dex 18, Con 14, Int 10, Wis 12, Cha 8.
  Skills and Feats: Climb +13, Jump +13, Hide +10,
  Ride +14, Search +1, Survival +11, Swim +11, Tumble
  +8; Dodge, Dash, Improved Toughness, Mobility, Run.
  Possessions: +1 Longsword, 8 daggers, backpack,
  large sack, masterwork chain shirt, masterwork heavy
  steel shield, +1 amulet of natural armor, +1  ring  of
  protection, potion of expeditious retreat, potion of
  bull’s strength, potion of bear’s endurance.
  
  The Secrets of the Dragon
  Page 44
  Appendix Two:  New Feats
  Dash [General] – as presented in Complete
  Warrior
  You can move faster than normal.
  Benefit:  If you are wearing light armor or no armor
  and are carrying a light load, your speed is 5 feet faster.
  Fleet of Foot [General] – as presented in
  Complete Warrior
  You run nimbly, able to turn corners without losing
  momentum.
  Prerequisites:  Dex 15, Run
  Benefit:  When running or charging, you can make a
  single direction change of 90 degrees or less.  You can’t
  use this feat in medium armor or heavy armor, or if
  you’re carrying a medium or heavier load. If you are
  charging, you must move in a straight line for 10 feet (2
  squares) after the turn to maintain the charge.
  Normal: Without this feat you can run or charge only
  in a straight line.
  Nimbus of Light [Exalted] – as presented in The
  Book of Exalted Deeds
  You are cloaked in a radiant light that marks you as a
  servant of the purest ideals.  All who look upon you
  know without a doubt that you are a champion of good
  and are favoured by the powers of the Upper Planes.
  The nimbus may take the form of a cloud surrounding
  your  entire  body,  or  it  may  appear  as  beams  of  light
  around your head.
  Benefit: Good creatures automatically recognize the
  radiance surrounding you as a sign of your purity and
  devotion  to  the  powers  of  good.   You  gain  a  +2
  circumstance bonus on all Diplomacy and Sense
  Motive checks made when interacting with good
  creatures.
  Your radiance sheds light as a common lamp: bright
  light to a radius of 5 feet and shadowy illumination to
  10 feet.  You can extinguish this radiance at will and
  reactivate it again as a free action.
  Sacred Vow [Exalted] – as presented in The
  Book of Exalted Deeds
  You have willingly given yourself to the service of a
  good deity or cause, denying yourself an ordinary life to
  better serve your highest ideals.
  Benefit: You gain a +2 perfection bonus on Diplomacy
  checks
  Special:  This feat serves as the prerequisite for several
  other feats, including the Vow of Abstinence, Vow of
  Chastity, Vow of Nonviolence, Vow of Obedience, Vow
  of Peace, Vow of Poverty, and Vow of Purity.
  Vow of Nonviolence [Exalted] – as presented in
  The Book of Exalted Deeds
  You have taken a sacred vow to avoid violence against
  humanoids.
  Prerequisites: Sacred Vow
  Benefit: The saving throw DC for spells you cast or
  other special abilities you use against humanoids or
  monstrous humanoid targets is increased by +4 if the
  spell does not deal damage (including ability damage
  but not nonlethal damage), bestow negative levels, or
  cause death.  Spells affected by this feat include most
  Abjuration, Enchantment, and Illusion spells (though
  not
  phantasmal killer, for example), those few
  Divination spells that have targets and require saving
  throws (including detect thoughts and discern lies),
  and even Necromancy spells such as waves of fatigue
  and ray of exhaustion.  It does not affect most
  Evocation, Conjuration, and Transmutation spells.
  The bonus granted by this feat does not stack with the
  bonus granted by the Spell Focus feat. It affects only
  saving throw DCs, not caster level checks or other
  elements of a spell.
  The benefit of this feat extends to special abilities other
  than spells that allow a saving throw, but only if the
  ability does not deal damage and is not dependent on
  dealing damage.  For example, a character with the
  Stunning Fist feat can increase the saving throw DC to
  avoid being stunned by +4 if she deals nonlethal
  damage, rather than regular damage, with her stunning
  attack.  A couatl’s venom would not become more
  virulent because of this feat, however, because it deals
  
  The Secrets of the Dragon
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  ability damage and requires the couatl to deal hit point
  damage in order to deliver it.
  Special:  To fulfill your vow, you must not cause harm
  or suffering to humanoid or monstrous humanoid foes.
   You may not deal real damage or ability damage to
  such foes through spells or weapons, though you may
  deal nonlethal damage.  You may not target them with
  death effects, disintegrate, pain effects or other spells
  that have the immediate potential to cause death,
  suffering or great harm.
  Your purity is so great that any ally of yours who slays a
  helpless or defenceless foe within 120 feet of your feels
  great remorse.  Your ally takes a -1 morale penalty on
  his attack rolls for 1 hour per your character level.  For
  each helpless foe slain, the attack penalty increases by
  1, to a maximum equal to your character level.  The
  duration of the increased penalty starts from the latest
  slaying.
  You may ask your allies to give you an oath that a
  helpless foe will not be slain.  If the oath is sworn, ally
  who later breaks the oath takes the penalty for doing so
  as if you were present.  If you leave a helpless foe to be
  killed by your allies, you have broken your vow.  You
  may ask a defeated creature to give you an oath of
  surrender or non-interference in exchange for its life.
  If the creature breaks this oath to you, you can allow
  your allies to deal with the creature as they see fit
  without breaking their oaths or your vow of non-
  violence.
  If you intentionally break your vow, you immediately
  and irrevocably lose the benefit of this feat.  You may
  not take another feat to replace it.  If you break your
  vow  as  a  result  of  magical  compulsion,  you  lose  the
  benefit of this feat until you perform a suitable penance
  and receive an atonement spell.
  Vow of Peace [Exalted] – as presented in The
  Book of Exalted Deeds
  You have taken a sacred vow to abstain from harming
  any living creature.
  Prerequisites: Sacred Vow, Vow of Nonviolence.
  Benefit: 
  The 
  sacred 
  vow 
  grants 
  significant
  supernatural benefits, but its cost is high.
  First, you are constantly surrounded by a calming aura
  to a radius of 20 feet.  Creatures within the aura must
  make a successful Will save (10 + one-half your
  character level + your Cha modifier) or be affected as
  by the calm emotions spell.  Creatures who leave the
  aura and reenter it receive new saving throws.  A
  creature that makes a successful saving throw and
  remains in the aura is unaffected until it leaves the aura
  and reenters.  The aura is a mind-affecting,
  supernatural compulsion.
  Second, you gain a +2 natural armor bonus to your AC,
  a +2 deflection bonus to your AC, and a +2 exalted
  bonus to your AC.  The exalted bonus does not apply to
  touch attacks and does not hinder incorporeal touch
  attacks.  Brilliant energy weapons, however, do not
  ignore it.  It does not stack with an armor bonus.  If you
  also have the Vow of Poverty feat, the natural armor,
  deflection, and exalted Armor Class bonuses granted by
  that  feat  all  increase  by  +2.   If  a  creature  strikes  you
  with a manufactured weapon, the weapon must
  immediately make a successful Fortitude save (DC 10 +
  one-half your character level + your con modifier) or
  shatter against your skin, leaving you unharmed.
  Finally, you gain a +4 exalted bonus on all Diplomacy
  checks.
  Special:  To fulfill your vow, you must not cause harm
  to any living creatures (constructs and undead are not
  included in this prohibition).  You may not deal real
  damage or ability damage to such creatures through
  spells or weapons, though you may deal nonlethal
  damage.  You may not target them with death effects,
  disintegrate, or other spells that you have the
  immediate potential to cause death or great harm.  You
  also may not use nondamaging spells to incapacitate or
  weaken living foes so that your allies can kill them – if
  you incapacitate a foe, you must take him prisoner.
  If you intentionally break your vow, you immediately
  and irrevocably lose the benefit of this feat.  You may
  not take another feat to replace it.  If you break your
  vow as a result of magical compulsion or otherwise
  unwittingly, you lose the benefit of this feat until you
  perform a suitable penance and receive an atonement
  spell.  (Characters who have taken a Vow of Peace are
  known to drink water through a strainer in order to
  avoid accidentally swallowing, and thereby causing
  harm to, a small insect.)
  
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  Vow of Poverty [Exalted] – as presented in The
  Book of Exalted Deeds
  You have taken a sacred vow to forswear material
  possessions.
  Prerequisite: Sacred Vow.
  Benefit: You gain bonuses to your Armor Class, ability
  scores, and saving throws, as well as bonus exalted feats,
  all depending on your character level.  See Voluntary
  Poverty in Chapter 2 (Book of Exalted Deeds) for
  details.
  Special:  To fulfill your vow, you must not own or use
  any 
  material 
  possessions, 
  with 
  the 
  following
  exceptions: You may carry and use ordinary (neither
  magic nor masterwork) simple weapons, usually just a
  quarterstaff that serves as a walking stick.  You may
  wear simple clothes (usually just a homespun robe,
  possibly also including a hat and sandals) with no
  magical  properties.   You  may  carry  enough  food  to
  sustain you for one day in a simple (nonmagic) sack or
  bag.  You may carry and use a spell component pouch.
  You may not use any magic items of any sort, though
  you can benefit from magic items used on your behalf –
  you can drink a potion of cure serious wounds a friend
  gives  you,  receive  a  spell  cast  from  a  wand,  scroll,  or
  staff, or ride your companion’s ebony fly.  You may not,
  however, “borrow” a cloak of resistance or any other
  magic item from a companion for even a single round,
  nor may you yourself cast a spell from a scroll, wand or
  staff.
  If you break your vow, you immediately and
  irrevocably lose the benefit of this feat.  You may not
  take another feat to replace it.
  
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  Appendix Three – New Prestige Classes
  Risen Martyr (from The Book of Exalted Deeds)
  Characters driven by revenge, greed or other base desires may return from death as ghosts, revenants, or other undead.
  By contrast, a risen martyr is an exalted character who continues in his earthly existence after his martyrdom, rather
  than entering the ranks of the petitioners on the celestial planes, in order to finish some unfulfilled task.  Within a short
  time of his martyrdom (usually 1d4+1 days), a risen martyr returns in spiritual body to complete the holy task that led to
  his martyrdom.  (See Heroic Sacrifice in Chapter 2 for more about martyrdom).
  In general, a character who is actively involved in an adventure that involves an exalted goal, and who is martyred for
  the sake of that purpose, has a sufficient holy purpose to return as a risen martyr.  Appropriate holy purposes for a risen
  martyr might include aiding in the downfall or an evil tyrant or villain, locating a relic or holy artifact in order to stave
  off a great evil, or defending a city from a plague of shots.  The goal need not be extremely short-term and might even be
  the focus of a whole campaign.  However, a risen martyr’s time on the Material Plane is limited.
  Risen martyrs are very rate, and they actually appear as player characters more often than as NPCs, simply because
  player characters are generally the ones who pursue the most important and holy quests that can lead to a risen martyr’s
  existence.
  Hit Die: d12
  Requirements
  To qualify to become a risen martyr, a character must fulfill the following criteria.
  Alignment:  Any good.
  Base Saves: Fort +2, Ref +2, Will +2
  Skills: Any one skill 9 ranks, Speak Language (Celestial).
  Feats:  Nimbus of Light, any one other exalted feat.
  Special: The character must have suffered martyrdom (see Chapter 2) and must not have been returned to life.  As a
  special feature of this prestige class, the character rises with the abilities of a 0-level risen martyr added to the character’s
  previous abilities.  When the character earns enough experience points to advance another level, he must become a 1
  st-
  level risen martyr.
  Class Skills
  The risen martyr’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather
  Information (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Sense Motive
  (Wis) and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int Modifier
  Class Features
  The following are class features of the risen martyr prestige class.
  Weapon and Armour Proficiency: Risen martyrs gain no proficiency with any weapon or armor.
  Spiritual Body (Ex): When a martyr rises as a 0-level risen martyr, he takes on a corporeal spirit form.  His creature type
  changes to deathless (see Chapter 8: Monsters), and he gains the features and traits of the deathless type.  Deathless
  creatures have no Constitution score and the risen martyr rerolls his hit points using d12s instead of his previous racial
  and class-based Hit Dice.
  
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  A risen martyr’s spiritual body is formed of solid, spiritual flesh and is neither ghostly nor incorporeal.  His ability scores
  remain unchanged (except for his Constitution score), and all his other characteristics remain the same except he is no
  longer a living creature.
  Charisma Score Increase: At 1
  st level, a risen martyr’s Charisma score increases by +2.  At 5
  th level, it increases by an
  extra +2.
  Deflection Bonus (Su): A 1
  st-level risen martyr gains a deflection bonus to Armor Class equal to his Charisma bonus.
  Holy Purpose (Ex): A 1
  st-level risen martyr receives a +1 sacred bonus on all attack rolls, damage rolls, ability checks, and
  skill checks that are directly related to the fulfillment of his purpose.  This bonus increases to +2 at 3
  rd level, and increase
  by an extra +1 every three levels thereafter.
  Bless (Sp): Three times per day, a risen martyr of at least 2
  nd level can use bless, as the spell. Magic Circle Against Evil
  (Su): At 2
  nd level, a risen martyr is continually surrounded by a protective aura that function as a magic circle against evil
  spell.
  Daylight (Su): At will as a free action, a 3
  rd level risen martyr can use daylight, as the spell.
  Acid Immunity (Ex): At 4
  th level, a risen martyr gains immunity to acid.
  Detect Evil (Sp):  At will, a risen martyr of at least 4
  th level can detect evil, as the spell.
  Protective Aura (Su): At 5
  th level, the risen martyr’s magic circle against evil is replaced by an effect that duplicates the
  protective aura spell.
  Shield Other (Sp):  A 6
  th level risen martyr can use shield other, as the spell, three times per day.
  Celestial Brilliance (Sp): A 7
  th-level risen martyr can use celestrial brilliance, as the spell, once per day.
  Cold Immunity (Ex): A 7
  th level risen martyr gains immunity to cold.
  Holy Aura (Su): At 8
  th level, the risen martyr’s protective aura is supplemented by an effect that duplicates the holy aura
  spell.  The holy aura protects only the risen martyr, whil his protective aura continues to protect his allies within 10 feet
  as well as himself.
  Electricity Immunity (Ex): At 9
  th level, a risen martyr gains immunity to electricity.
  Perfection (Su): A 10
  th-level risen martyr is as close to celestial perfection as a mortal creature can be.  He is considered a
  celestial for the purpose of any spell or effect that has specail effects on celestials.  If he is lawful, he is also considered an
  archon.  If he is chaotic, he is considered an eladrin.  If he is neutral, he is also considered a guardinal.  If he is a
  spellcaster, he can cast spells that have the Celestial, Archon, Guardinal or Eladrin components, as appropriate.
  Final Ascension:  When  a  10
  th-level risen martyr has earned enough experience points to gain his new level, his
  perfected spiritual body is taken whole into the upper planes.
  A risen martyr cannot advance in any class other than risen martyr in order to delay his final ascension.  Once he rises
  and adopts this prestige class, he must continue to gain risen martyr levels and no levels in any other class.
  Code of Conduct: A risen martyr who willfully performs an evil act is immediately destroyed and goes to face his
  judgement on the Upper Planes.
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  o
  +0
  +0
  +0
  +2
  Spiritual body
  1
  st
  +0
  +0
  +0
  +2
  Charisma score increase, deflection, holy purpose +1
  2
  nd
  +1
  +0
  +0
  +3
  Bless, magic circle against evil
  3
  rd
  +1
  +1
  +1
  +3
  Daylight, holy purpose +2
  4
  th
  +2
  +1
  +1
  +4
  Acid Immunity, detect evil
  5
  th
  +2
  +1
  +1
  +4
  Charisma score increase, protective aura
  6
  th
  +3
  +2
  +2
  +5
  Holy purpose +3, shield other
  7
  th
  +3
  +2
  +2
  +5
  Celestial brilliance, cold immunity
  8
  th
  +4
  +2
  +2
  +6
  Holy aura
  9
  th
  +4
  +3
  +3
  +6
  Electricity immunity, holy purpose +4
  10
  th
  +5
  +3
  +3
  +7
  Perfection, final ascension
  
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   Appendix Four – New Creatures
  Deathless Creature Type
  Deathless is a new creature type, describing creatures
  that have died but returned to a kind of spiritual life.
  They are similar in many ways to both living creatures
  and undead. However, while undead represent a
  mockery of life and a violation of the natural order of
  life and death, the deathless merely stave off the
  inevitability of death for a short time in order to
  accomplish a righteous purpose. While undead draw
  their  power  from  the  Negative  Energy  plane,  the
  deathless are strongly tied to the Positive Energy plane,
  the birthplace of all souls. In fact, the deathless are little
  more than disincarnate souls, sometimes wrapped in
  material flesh, often incorporeal and hardly more
  substantial than a soul in its purest form.
  Features
  - 12 sided Hit Dice
  - Base attack bonus equal to ½ total Hit Dice
  - Good Will saves
  - Skill points equal to (4+Int modifier, minimum 1) per
  Hit Die, with quadruple skill points for the first Hit Die
  Traits
  No Constitution Score
  Darkvision out to 60 feet
  Immunity to all mind-affecting effects (Charms,
  compulsions, phantasms, patterns, and morale effects)
  Immunity to poison, sleep effects, paralysis, stunning,
  disease, and death effects.
  Not subject to critical hits, non-lethal damage, or ability
  drain. Immune to damage to its physical ability scores
  (Str, Dex, and Con) as well as fatigue and exhaustion
  effects. Unlike undead, the deathless are subject to
  energy drain. Like living creatures, deathless are
  harmed by negative energy and healed by positive
  energy.
  Immunity to any effect that requires a Fortitude save,
  except for energy drain attacks, effects that also work
  on objects, and harmless effects
  Cannot use the run action
  Uses Charisma modifier for Concentration checks
  Not at risk of death from massive damage, but when
  reduced to 0hp or less, it is immediately destroyed.
  Not affected by raise dead, reincarnate spells or
  abilities. Resurrection and true resurrection can affect
  the deathless if they are willing. These spells turn
  deathless creatures back into the living creatures they
  were before becoming deathless.
  Evil clerics can turn or destroy deathless creatures as
  good clerics turn or destroy undead.  Good clerics and
  paladins can rebuke, command, or bolster deathless
  creatures as evil clerics rebuke, command, or bolster
  undead.
  Deathless creatures gain the same benefits from
  consecrate and hallow as undead do from desecrate and
  unhallow, and they are hindered in the same way.
  Undeath to death and hide from undead also work
  against deathless. Detect undead and Deathwatch also
  reveal deathless, and allow the caster to distinguish
  deathless from undead. Evil clerics can be stunned by
  overwhelming auras of deathless creatures as good
  casters can be stunned by overwhelming undead auras.
  Use the “undead” line in the detect evil spell
  description when deathless are in the area of a detect
  good spell. Deathless are healed by disrupt undead and
  damaged by unholy water as undead are by holy water.
  Deathless are not affected y disrupting weapons. Spells
  hat have greater than normal effect against undead
  creatures- including chill touch, magic stone, searing
  light, sunbeam, sunburst, and wall of fire- do not have
  these enhanced effects against deathless creatures.
  Deathless only take 1d6 points of damage per two
  caster levels from searing light.
  Spells such as command undead, control undead,
  create undead, create greater undead, and halt undead
  do not affect or create deathless creatures.
  Proficient with its natural weapons and any weapons
  mentioned in its entries.
  Proficient in whatever type of armor (light, medium, or
  heavy) it is described as wearing, as well as all lighter
  types.  Deathless  not  listed  as  wearing  armor  are  not
  proficient with armor.
  Deathless do not breathe, eat, or sleep.
  
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  Appendix Five - Maps
  Encounter One: Enter the Dragon
  A 
  Stairs down
  B 
  The trap podium from Temple of the Dragon.  It has been disabled here.
  C 
  Tithe rooms. The rooms are empty now.  They used to be covered but the ceiling over them has collapsed in. Debris
  can be found in the rooms.
  D 
  Stairs downwards
  E 
  Door to test room
  F 
  Door to the Dragon’s Head
  
  The Secrets of the Dragon
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  Encounter Two: Choices or Refusals
  A 
  Statue of the hearth
  B 
  Statue of the falchion
  C 
  Statue of the crown
  D 
  Statue of the heart
  E 
  Statue of the hand
  F 
  Statue of the crucible
  G 
  Statue of the fountain
  H Statue of house
  I 
  Door from center room (Encounter 1: Enter the
  Dragon)
  J 
  Left Door into Encounter three
  K 
  Right Door into Encounter Three
  L 
  Test podium (see illustration below)
  
  The Secrets of the Dragon
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  x 
  Plates to accept statue solutions
  y 
  Text explaining the lessons.
  
  The Secrets of the Dragon
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  Encounter three
  A 
  Entrance from the test room
  B 
  Where the Deathless Monks are standing
  C 
  Generic node for the corners.  This is also the only other way out of the room.
  D 
  corridors. Each corridor has 10 x 10 rooms off of each side where possible. These rooms were guest fascilities and
  sleeping / living quarters for the monks that tended to the temple.
  
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  Encounter 4: The inner Temple
  A 
  the center room (Encounter 1: Enter the Dragon)
  B 
  The test room (Encounter 2: Choices and Refusals)
  C 
  Room with the Deathless Monks (Encounter 3)
  D 
  Generic node at each corner. These places were used for gathering, meeting and otherwise discussing. Each
  pathway has 10 x 10 rooms off of each side of the corridor. These rooms were guest fascilities and sleeping / living
  quarters for the monks that tended to the temple.
  E 
  The Tithe Room
  F 
  The Flock Room
  G 
  The Piety Room
  H 
  The Regalia Room
  I 
  Meeting Hall.  The True Faith clerics have gathered here in Encounter 5: Unbending Faith
  J 
  Meeting Hall, empty
  K 
  The Grand Mufti’s private prayer room. Encounter 6:  Exaltation takes place here.
  
  The Secrets of the Dragon
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  Encounter 5: Unbending Faith.
  x 
  The Clerics have gathered here.
  Encounter 6: Exaltation
  A 
  The waves of energy (wall of light)
  B 
  The robe and carpet
  X 
  Where the clerics are sitting, contemplating the wall of light.
  
  The Secrets of the Dragon
  Page 56
  Encounter Eight: Racing in the Countryside
  Entrance from Temple = Entrance from temple / camp area.
  
  The Secrets of the Dragon
  Page 57
  Appendix 6 – Player Handout
  On the north quadrant is written the following:
  “The High Cleric led the Families of the Founders through the hills of the tribesmen in search of a new home.  The
  young were eager to find new land to call their own and the elderly brought with them history and tradition.
  Groups of elves who met up with the High Cleric would travel together with them for a while, bringing news of the
  surrounding areas.  Life was dangerous and the promise of new lands was far.  But the elves moved quickly and would
  leave the families behind.
  Every night and every morning the Families of the Founders would pray, sing and dance, as was their custom, and
  prepared the new foods they found in the old ways.  But the journey was long and tension befell the families.  The
  leaders of the six families held council with the High Cleric.
  Two pleaded to forgo the lengthy morning and evening traditions as the road ahead was long and uncertain.  They felt
  that such practices, while valuable to the culture, would mean prolonged exposure to the dangers of the journey and
  certain death for many of the elders.
  Two pleaded that the practice of these traditions meant that regardless of how long the road was ahead of them, they
  were always home, surrounded by family and culture.  They urged that it mattered not how long the journey was, nor
  where their destination may lie, as long as these traditions ran strong within them.
  The final two saw the merits of both, but urged the High Cleric to keep the families together.  The road was long and
  dangerous and there was strength in numbers.  What was the use of remembering these traditions if in the end there
  were none of left to practice them?
  The High Cleric pondered the arguments without replying.  His brow furrowed in thought.  How did he reply?
  On the East quadrant is written the following:
  One evening as the families prepared to pray, as was their tradition, a family of Suel wandered in from the wilderness
  and collapsed to the ground.  It was a mother and three young children. Their hands and feet were bleeding and they
  had become emaciated from starvation.  The mother had scratches from wild animals along her upper torso. Unable to
  press on further they simply collapsed.
  They were discovered by the six Qadi of the Families of the Founders before the evening rites, as they had collapsed on
  the  ground  considered  most  holy  in  the  area.   Disturbed,  the  Qadi  argued  what  to  do.   Finally  they  brought  their
  quandary to the High Cleric for advice.
  Two of them wanted to forgo the rites for the evening and help the mother and three children for they were hurting and
  helpless.  This would go against the doctrine of faithful practice that their tradition was rooted in concerning the
  evening rites, but it would help the family.
  Four of them reminded the High Cleric that the Suel were the cause of the devastation that forced the Families to find
  new  home.  They  should  be  removed  from  the  shrine,  to  let  the  Baklunish  families  pray  and  adhere  to  their  own
  traditions and principles. To not continue with the evening rites would be to neglect their own people and their own
  culture.
  How did the High Cleric reply?
  
  The Secrets of the Dragon
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  On the south quadrant is written the following:
  The Qadi Al-Tusmit - head of one of the Families that left Ekbir to travel south into new lands -made a deal with the Flan
  tribes of the Tusman Hills.  The deal was a simple and binding agreement – the Family could settle the arable land at the
  edge of the hills in exchange for assistance against the newly arrived Hobgoblin tribes in the area.
  When the war chief of the Hobgoblins heard of this, he contacted the head of the Family and proposed sharing of the
  lands with them instead of the Tusman Hill tribes.
  After hesitating, the Head of the Family refused.  The war chief did not give up so easily – he reminded the Family that
  they were but refugees looking for safety, something that only the Hobgoblins could guarantee, given their strength.
  Once more, the Qadi Al-Tusmi was invited to change his mind.  Should he do so, the Hobgoblins would work alongside
  them to not only give them the land but also eradicate the Tusman Hill Tribes, whom the War Chief said could not be
  trusted.  It was clear, though, that the Family would be the subordinate to the Hobgoblins, in exchange for their safety.
  The decision was not one to be taken lightly by the Qadi.  He made no comment nor did he give the War Chief his word.
   With a heavy heart, he called his advisers to him and they talked of the situation.
  It was at this time that travellers brought news to the Qadi that the leader of the Tusman Hill tribe had broken his word
  of truce and was preparing to attack them.
  The Qadi and the Tusman Hill chief met in parlay.  Heated words were spoken and the spirit of the alliance was sorely
  tested.  They parted in anger, the pact in danger.
  The War Chief of the Hobgoblins prepared his forces, ready to invade, conquer or enslave as the situation dictated.
  Knowing this, the Qadi presented his story to the High Cleric, asking for advice.
  If the Head of the Family were to break his word to the Tusman Hill tribe, he would be guaranteed the future security of
  the Family, but have broken his oath. His family would be safe, but his reputation dishonoured.
  If the Qadi were to honour his word and fight to protect the Hill Tribe, he would be protecting a man who wished him
  and his Family harm.   His reputation would be intact, but his family in danger.
  What was the High Cleric’s advice?
  On the west quadrant is written the following:
  When the Families of Qadi Al-Ekbiri, Qadi Al-Tusmi and Qadi Al-Keti reached the soaring heights of the Yatils they met
  with the Dwarves in the mountains.
  Eager to press forward they negotiated for safe passage through the mountains for fair trade.  However, the Dwarves
  would not let them pass.
  It soon became known that a deep danger within the mountains threatened the Dwarves, though they were too proud to
  admit such.  The lush and fertile lands on the outskirts of the mighty forest of Highfolk, as described to the Families by
  Elves, were out of reach.
  The Qadi debated fiercely about what to do.  In the end they consulted with the High Cleric.
  Qadi Al-Ekbiri debated that the Dwarves should generously be given supplies to help them grow strong in their fight
  with the darkness under the mountains, and perhaps one day open the pass.   They argued that to take from the Dwarves
  would weaken them, for the need of the Dwarves outweighed the need of his Family.
  
  The Secrets of the Dragon
  Page 59
  Qadi Al-Keti argued that instead the Families should respect the wishes of the Dwarves and to make fair trade as they
  wished, until new lands could be found.  For, it was argued, if the Dwarves were rejecting the help they so clearly needed
  the forces in the mountains would soon overrun the area and threaten the well being of the Families.  The wish to
  remain belonged to the Dwarves alone and would not be affected by the Families.  The option to leave with good trade
  from the Dwarves was the prerogative of the Families.
  Qadi Al-Tusmi felt strong in the faith of the Families.  If only the Dwarves could see the strength and power of the
  Baklunish Gods would they find the strength to accept the help of the Families.  But unless the Dwarves could see this
  the Qadi was loathe putting the Families in needless danger.
  The High Cleric pondered these arguments.  How did he reply?
  
  The Secrets of the Dragon
  Page 60
  The Statues
  Crown
  One can not rule without a crown, for men bow deeply before it.  It marks us for who we are and how we appear before
  the world.  It is coveted by those who would tarnish it -- once stained, it can never gleam again.
  Hand
  Without the hand, the farm can not be tilled, the horses raised, our blood defended.  Our intent is unseen until it is
  revealed to the gods, so they may know our hearts.
  Falchion
  One must recognize the design of the falchion.  Its sharp, curved blade can cut down an enemy, but dulls against the
  wheat.  Wield it for what it is and nothing more.    For that is it's purpose, and the extent of your concern.
  Heart
  Without it our words are empty and our actions for naught.  The calling of the gods is heard through it for without it
  there is no grace, nor can the hand be guided.
  House
  A solid house weathers any storm. It is the foundation of our people and the places of our birth.  We seek to once again
  find our place for without it we are defenceless.
  Crucible
  Let the fires of the crucible purify you.  Allow it to burn away that which is not right and true.  For if it fails the flames
  shall consume rather than strengthen.
  Fountain
  There is nothing more precious than water. Take what is needed and give of your surplus as the earth gives forth the
  bounty of life.  For what does not flow soon becomes stale.
  Hearth
  Around food and warmth we come together, sharing in our past and future.  Together we are strong.  Around it we are
  home.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/594/Normal Scenarios/TUS4-06 - Secrets of the Dragon (APL 4-12)/TUS4-06 - Secrets of the Dragon v7.0.pdf