TEXT:  
   
   
   
   
   
   
   
   
   
   
   
  Holy Word
  Holy Word
  Holy Word
  Holy Word    
   
   
  A One
  A One
  A One
  A One----Round D&D Living Greyhawk Adventure for 
  Round D&D Living Greyhawk Adventure for 
  Round D&D Living Greyhawk Adventure for 
  Round D&D Living Greyhawk Adventure for 
  the Theocracy of the Pale
  the Theocracy of the Pale
  the Theocracy of the Pale
  the Theocracy of the Pale    
   
      
   
  by Catie Martolin
  by Catie Martolin
  by Catie Martolin
  by Catie Martolin    
   
   
   
   
   
   
  Could it be that someone has found the long lost treasure of Talavir Markum? The Church would like to find out, and 
  you are the people for the job. An adventure for characters level 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, WORLD OF GREYHAWK and RPGA are 
  registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademarks of Wizards 
  of the Coast, Inc. Scenario detail copyright 2000 by 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.  
  
  Holy Word 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name-tag 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 to keep track of 
  who is playing which Character.. 
   
  Scoring the game for RPGA poInts
  Scoring the game for RPGA poInts
  Scoring the game for RPGA poInts
  Scoring the game for RPGA poInts: The RPGA has 
  three ways to score this game. Consult your Convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  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 
  Convention coordinator wants information as to 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 them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  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. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their Characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is Strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player Characters.  
   
   
  Living Greyhawk Tier 
  Living Greyhawk Tier 
  Living Greyhawk Tier 
  Living Greyhawk Tier 
  Struct
  Struct
  Struct
  Structure
  ure
  ure
  ure    
  To determine the tier, add the Character levels of all the 
  Characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the Chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
   
  The level cap indicated the highest level of Character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle Expenses
  Lifestyle Expenses
  Lifestyle Expenses
  Lifestyle Expenses 
  PCs must choose a lifestyle at the beginning of each 
  module. The lifestlyes, and their effects, are: 
      
  Destitute
  Destitute
  Destitute
  Destitute 
   
  You have no living space, and must carry all your gear 
  everywhere. You stink and are undernourished. You 
  suffer a –3 on CHA-related checks. 
   
  Poor
  Poor
  Poor
  Poor 
   
   
  You sleep in the common room of an inn, or perhaps the 
  loft of a stable. Your clothing is generally worn and 
  patched. You suffer –2 on CHA-related checks. 
   
  Low
  Low
  Low
  Low  
   
  You rent a small room at a tavern, perhaps shared with 
  one or two other individuals. If you own a home it is a 
  one-room shack. It wouldn’t be Wise to leave anything of 
  value lying around. You suffer –1 on CHA-related checks. 
   
  Medium
  Medium
  Medium
  Medium  
  You are moderately successful, and your equipment is 
  plain but sturdy. You have your own room in an inn or 
  boarding house, where you can leave items of moderate 
  value without worrying about them disappearing. 
   
  High
  High
  High
  High 
   
   
  You rent a roomy house or apartment, or own a nice 
  home. You own clothes for many occasions, and can 
  entertain anyone without feeling overly ashamed. You 
  receive a +1 bonus on CHA-related checks.  
   
  Luxury
  Luxury
  Luxury
  Luxury  
   
  You have the best of everything – spacious living 
  quarters, exotic food and expensive clothes. Your success 
  is the envy of many. You have a +2 bonus on CHA-related 
  checks. Equipment left at home is generally quite secure. 
      
  Lifestyle 
  Cost 
  Destitute 
  0 gp 
   
  Poor 
   
  1 gp 
  Low 
   
  3 gp 
  Medium  
  10 gp 
  High 
   
  50 gp 
  Luxury  
  200 gp 
  
  Holy Word 
   
  Page 3 
      
  Penalties or bonuses to Charisma-related checks should 
  be applied at the DM’s discretion, and can sometimes 
  backfire. For example, a PC with a poor lifestyle would 
  not have a penalty when talking to a beggar, but would 
  when talking to a city official. A PC with a high lifestyle 
  should have a penalty when dealing with a group of Street 
  thugs, where a PC with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
   
  Judge's Summary
  Judge's Summary
  Judge's Summary
  Judge's Summary 
  Over three centuries years ago followers of Pholtus fled 
  the Great Kingdom seeking religious freedom. They 
  founded what would become the Theocracy of the Pale. 
  Among those early founders of the Theocracy was a man 
  named Talavir Markum—a Pholtan cleric of unshakable 
  faith. After his church was burnt down Talavir he led his 
  Congregation north through the FlInty Hills and along 
  the edge of the Gamboge Forest. During that journey 
  through those inhospitable lands some possessions were, 
  by necessity of survival, left behind. According to legend 
  Talavir had not fled his homeland empty-handed. Among 
  the items he was rumored to have salvaged were ancient 
  scrolls, sacred tomes, gold and gem encrusted service 
  vessels, blessed weapons and relics of the faith. These 
  items never reached their Intended destination and 
  Talavir died before he was able to return south and 
  retrieve them. Speculation and rumor have long 
  surrounded the fate of these treasures. Many have 
  speculated that they had been buried in secret location 
  somewhere near what is now the town of Ogburg.   
   
  Nearly 100 years ago a farmer, while clearing trees to 
  make room for his crops, uncovered a pair of wooden 
  trunks buried years earlier. Though dirty and a bit stained, 
  these trunks were otherwise still solid. The farmer had no 
  way of opening them. Isolated as his farm was and with 
  the oppression of Nyrond and the pressing demands of 
  feeding his family the trunks were pressed Into service, 
  and their mysterious origin was soon forgotten by the 
  farmer, practical and unimaginative sort that he was. So 
  they have sat for almost a century, gathering dust in a 
  shadowy corner or used as a table for family meals, 
  passing from father to son…until now. 
   
  Following the death of a rural farmer his widow has 
  sold off many of their possessions in preparation to join 
  her married daughter living in Ogburg. She has agreed to 
  sell the items, including the wooden trunks, to a 
  merchant who was passing through on his way to 
  WIntershiven. The merchant left behind a young man, 
  Timon, to watch over and catalogue his new acquisitions 
  until a wagon could be sent to retrieve them. Timon, a 
  loyal follower of the church, has followed his employer’s 
  instructions, inventorying the estate. Seeing Talavir’s 
  mark and remembering the stories from his childhood, 
  he recognized the chests as originally belonging to Talavir 
  Markuym. Stunned by the potential religious significance 
  of what he found, Timon sent word to the church in 
  WIntershiven. By the time Timon’s message arrived the 
  merchant, Korvan Zanar, had already left with a wagon 
  and escort. Fearing another wild goose Chase the Church 
  was unwilling to dispatch members of the Church 
  Militant to investigate a situation merely on the word of 
  an unknown lad. Reluctant to let the opportunity pass 
  completely, it has been decided that a small band of 
  explorers would be well suited to secure the goods and 
  return them to WIntershiven. 
   
  Unfortunately, the Church and Korvan are not the 
  only ones who would lay claim to Talavir’s cache. 
  Enemies of the Pale have also heard the legends of Talavir 
  and the relics he is rumored to have hidden away. 
  Timon’s elation at the potential find was noted by those 
  who are less than supportive of the goals of the Church. 
  They intend to reach Ogburg first and gain the trunks for 
  themselves, hoping that they might contain clues that 
  could lead to the lost relics. They know what legend and 
  rumor have forgotten, and that among the lost relics are 
  said to lie items of great power.   
   
  Another would claim these treasures as well, a 
  descendant of Talavir. Kinnora, Talavir’s great-great-great-
  great-great-great-great granddaughter, would like the 
  trunks, for they may lead to the recovery of the long-lost 
  personal treasures of her family.   
   
   
  Encounter 1a: Faithful 
  Encounter 1a: Faithful 
  Encounter 1a: Faithful 
  Encounter 1a: Faithful 
  Introduction 
  Introduction 
  Introduction 
  Introduction     
  Use this encounter as the Introduction for PCs who are 
  worshippers (Priests, Paladins, or followers) of Pholtus: 
   
  The
  The
  The
  The night is cold and the snow swirls as you make your way to 
   night is cold and the snow swirls as you make your way to 
   night is cold and the snow swirls as you make your way to 
   night is cold and the snow swirls as you make your way to 
  the small inn known as the ‘Resting Sun’ near the cathedral. 
  the small inn known as the ‘Resting Sun’ near the cathedral. 
  the small inn known as the ‘Resting Sun’ near the cathedral. 
  the small inn known as the ‘Resting Sun’ near the cathedral. 
  An initiate of the church found you and bade you to follow. 
  An initiate of the church found you and bade you to follow. 
  An initiate of the church found you and bade you to follow. 
  An initiate of the church found you and bade you to follow. 
  The words he spoke were terse and simple 
  The words he spoke were terse and simple 
  The words he spoke were terse and simple 
  The words he spoke were terse and simple –––– “Your Church 
   “Your Church 
   “Your Church 
   “Your Church 
  needs you.”
  needs you.”
  needs you.”
  needs you.”    
      
  A sudde
  A sudde
  A sudde
  A sudden rush of chilly air heralds the arrival of another 
  n rush of chilly air heralds the arrival of another 
  n rush of chilly air heralds the arrival of another 
  n rush of chilly air heralds the arrival of another 
  two figures into the inn. It is the same young initiate followed 
  two figures into the inn. It is the same young initiate followed 
  two figures into the inn. It is the same young initiate followed 
  two figures into the inn. It is the same young initiate followed 
  by a larger person. You recognize him as Abbot Dayren.  They 
  by a larger person. You recognize him as Abbot Dayren.  They 
  by a larger person. You recognize him as Abbot Dayren.  They 
  by a larger person. You recognize him as Abbot Dayren.  They 
  make their way to your secluded table, where the initiate bows 
  make their way to your secluded table, where the initiate bows 
  make their way to your secluded table, where the initiate bows 
  make their way to your secluded table, where the initiate bows 
  and then backs 
  and then backs 
  and then backs 
  and then backs away. The begins: 
  away. The begins: 
  away. The begins: 
  away. The begins:     
      
  “In the time of the Overking Toran II we of Pholtus 
  “In the time of the Overking Toran II we of Pholtus 
  “In the time of the Overking Toran II we of Pholtus 
  “In the time of the Overking Toran II we of Pholtus 
  became an oppressed people, persecuted for our faith. Seeking 
  became an oppressed people, persecuted for our faith. Seeking 
  became an oppressed people, persecuted for our faith. Seeking 
  became an oppressed people, persecuted for our faith. Seeking 
  religious freedom, our forefathers fled the politics and 
  religious freedom, our forefathers fled the politics and 
  religious freedom, our forefathers fled the politics and 
  religious freedom, our forefathers fled the politics and 
  decadence of the Great Kingdom. Some left unnoticed. Others 
  decadence of the Great Kingdom. Some left unnoticed. Others 
  decadence of the Great Kingdom. Some left unnoticed. Others 
  decadence of the Great Kingdom. Some left unnoticed. Others 
  were 
  were 
  were 
  were pursued after their churches were burned and their 
  pursued after their churches were burned and their 
  pursued after their churches were burned and their 
  pursued after their churches were burned and their 
  homes destroyed. Their flight was not easy.  There were many 
  homes destroyed. Their flight was not easy.  There were many 
  homes destroyed. Their flight was not easy.  There were many 
  homes destroyed. Their flight was not easy.  There were many 
  obstacles and the allies were few. 
  obstacles and the allies were few. 
  obstacles and the allies were few. 
  obstacles and the allies were few.     
      
  Some of these brave souls fell to heathens, some to illness 
  Some of these brave souls fell to heathens, some to illness 
  Some of these brave souls fell to heathens, some to illness 
  Some of these brave souls fell to heathens, some to illness 
  or injury. Others were weak in their faith and 
  or injury. Others were weak in their faith and 
  or injury. Others were weak in their faith and 
  or injury. Others were weak in their faith and turned back, 
  turned back, 
  turned back, 
  turned back, 
  but those who continued on would become the foundation and 
  but those who continued on would become the foundation and 
  but those who continued on would become the foundation and 
  but those who continued on would become the foundation and 
  strength of the church. To insure the survival of those devoted 
  strength of the church. To insure the survival of those devoted 
  strength of the church. To insure the survival of those devoted 
  strength of the church. To insure the survival of those devoted 
  to the faith some things were left behind; treasured possessions, 
  to the faith some things were left behind; treasured possessions, 
  to the faith some things were left behind; treasured possessions, 
  to the faith some things were left behind; treasured possessions, 
  symbols of the church, writings, relics, trappings of 
  symbols of the church, writings, relics, trappings of 
  symbols of the church, writings, relics, trappings of 
  symbols of the church, writings, relics, trappings of the Faith. 
  the Faith. 
  the Faith. 
  the Faith. 
  Left behind to be retrieved later.  Some were never retrieved 
  Left behind to be retrieved later.  Some were never retrieved 
  Left behind to be retrieved later.  Some were never retrieved 
  Left behind to be retrieved later.  Some were never retrieved 
  and remain lost to this day.” 
  and remain lost to this day.” 
  and remain lost to this day.” 
  and remain lost to this day.”     
  Then he wispers, “others may be within our grasp.”
  Then he wispers, “others may be within our grasp.”
  Then he wispers, “others may be within our grasp.”
  Then he wispers, “others may be within our grasp.”    
  
  Holy Word 
   
  Page 4 
      
  “A messenger arrived from Ogburg today bearing a letter 
  “A messenger arrived from Ogburg today bearing a letter 
  “A messenger arrived from Ogburg today bearing a letter 
  “A messenger arrived from Ogburg today bearing a letter 
  from a man called Timon. He claims that he i
  from a man called Timon. He claims that he i
  from a man called Timon. He claims that he i
  from a man called Timon. He claims that he is in the service 
  s in the service 
  s in the service 
  s in the service 
  of Korvan Zanar, a traveling merchant. His letter said that he 
  of Korvan Zanar, a traveling merchant. His letter said that he 
  of Korvan Zanar, a traveling merchant. His letter said that he 
  of Korvan Zanar, a traveling merchant. His letter said that he 
  thinks he may have found something of spiritual importance, 
  thinks he may have found something of spiritual importance, 
  thinks he may have found something of spiritual importance, 
  thinks he may have found something of spiritual importance, 
  and he asked for guidance. The message provides little detail, 
  and he asked for guidance. The message provides little detail, 
  and he asked for guidance. The message provides little detail, 
  and he asked for guidance. The message provides little detail, 
  but does mention the name of Talavir.”
  but does mention the name of Talavir.”
  but does mention the name of Talavir.”
  but does mention the name of Talavir.”    
      
  “Talavir was 
  “Talavir was 
  “Talavir was 
  “Talavir was a Pholtan priest who led a group of the 
  a Pholtan priest who led a group of the 
  a Pholtan priest who led a group of the 
  a Pholtan priest who led a group of the 
  faithful north over three centuries ago. When he started his 
  faithful north over three centuries ago. When he started his 
  faithful north over three centuries ago. When he started his 
  faithful north over three centuries ago. When he started his 
  flight he had many relics and treasures of the church. Those 
  flight he had many relics and treasures of the church. Those 
  flight he had many relics and treasures of the church. Those 
  flight he had many relics and treasures of the church. Those 
  treasures never reached their destination. Priests and pilgrims, 
  treasures never reached their destination. Priests and pilgrims, 
  treasures never reached their destination. Priests and pilgrims, 
  treasures never reached their destination. Priests and pilgrims, 
  treasure hunters and heretics
  treasure hunters and heretics
  treasure hunters and heretics
  treasure hunters and heretics have all chased the stories of 
   have all chased the stories of 
   have all chased the stories of 
   have all chased the stories of 
  Talavir’s relics for the last 300 years. The treasures have been 
  Talavir’s relics for the last 300 years. The treasures have been 
  Talavir’s relics for the last 300 years. The treasures have been 
  Talavir’s relics for the last 300 years. The treasures have been 
  lost for so long that we all fear this discovery may be only 
  lost for so long that we all fear this discovery may be only 
  lost for so long that we all fear this discovery may be only 
  lost for so long that we all fear this discovery may be only 
  another false trail. That in mind, the Council is naturally 
  another false trail. That in mind, the Council is naturally 
  another false trail. That in mind, the Council is naturally 
  another false trail. That in mind, the Council is naturally 
  reluctant to send members of the Churc
  reluctant to send members of the Churc
  reluctant to send members of the Churc
  reluctant to send members of the Church Militant, who may 
  h Militant, who may 
  h Militant, who may 
  h Militant, who may 
  be better used elsewhere. ” 
  be better used elsewhere. ” 
  be better used elsewhere. ” 
  be better used elsewhere. ”     
      
  “I would like you to travel to Ogburg, speak discretely to 
  “I would like you to travel to Ogburg, speak discretely to 
  “I would like you to travel to Ogburg, speak discretely to 
  “I would like you to travel to Ogburg, speak discretely to 
  Timon, and learn what you can of what he found. He has 
  Timon, and learn what you can of what he found. He has 
  Timon, and learn what you can of what he found. He has 
  Timon, and learn what you can of what he found. He has 
  expressed some concern should his employer learn of his 
  expressed some concern should his employer learn of his 
  expressed some concern should his employer learn of his 
  expressed some concern should his employer learn of his 
  message to us. I want you to discove
  message to us. I want you to discove
  message to us. I want you to discove
  message to us. I want you to discover what he has found and 
  r what he has found and 
  r what he has found and 
  r what he has found and 
  bring the items here to Wintershiven, even if they are not part 
  bring the items here to Wintershiven, even if they are not part 
  bring the items here to Wintershiven, even if they are not part 
  bring the items here to Wintershiven, even if they are not part 
  of Talavir’s lost cache. If genuine, the items are dangerous in 
  of Talavir’s lost cache. If genuine, the items are dangerous in 
  of Talavir’s lost cache. If genuine, the items are dangerous in 
  of Talavir’s lost cache. If genuine, the items are dangerous in 
  the wrong hands and care should be taken in handling them. 
  the wrong hands and care should be taken in handling them. 
  the wrong hands and care should be taken in handling them. 
  the wrong hands and care should be taken in handling them. 
  While the items themselves may bear no markin
  While the items themselves may bear no markin
  While the items themselves may bear no markin
  While the items themselves may bear no markings, the chests 
  gs, the chests 
  gs, the chests 
  gs, the chests 
  which hold them, if Talavir’s, should bear his mark. Will you 
  which hold them, if Talavir’s, should bear his mark. Will you 
  which hold them, if Talavir’s, should bear his mark. Will you 
  which hold them, if Talavir’s, should bear his mark. Will you 
  assist?”
  assist?”
  assist?”
  assist?”    
      
  He pauses, sizing up the PCs and waiting for an 
  affirmative reply.  
   
  “The position of the Church is quite clear on this matter. As 
  “The position of the Church is quite clear on this matter. As 
  “The position of the Church is quite clear on this matter. As 
  “The position of the Church is quite clear on this matter. As 
  relics of the faith these items are al
  relics of the faith these items are al
  relics of the faith these items are al
  relics of the faith these items are already the property of the 
  ready the property of the 
  ready the property of the 
  ready the property of the 
  Church and the Council would see them returned. However, 
  Church and the Council would see them returned. However, 
  Church and the Council would see them returned. However, 
  Church and the Council would see them returned. However, 
  they are not without understanding and compassion for 
  they are not without understanding and compassion for 
  they are not without understanding and compassion for 
  they are not without understanding and compassion for 
  Merchant Zanar.” He draws two small pouches from beneath 
  Merchant Zanar.” He draws two small pouches from beneath 
  Merchant Zanar.” He draws two small pouches from beneath 
  Merchant Zanar.” He draws two small pouches from beneath 
  his robes, passing them to
  his robes, passing them to
  his robes, passing them to
  his robes, passing them to___________(Insert PC name – a priest 
  of Pholtus would be the first choice, followed by a 
  Paladin. If neither is available, then a lay worshipper will 
  have to do. 
   
  “This should prove to be adequate compensation for the 
  “This should prove to be adequate compensation for the 
  “This should prove to be adequate compensation for the 
  “This should prove to be adequate compensation for the 
  good merchant’s troubles, and for yours. A finder’s fee, if you 
  good merchant’s troubles, and for yours. A finder’s fee, if you 
  good merchant’s troubles, and for yours. A finder’s fee, if you 
  good merchant’s troubles, and for yours. A finder’s fee, if you 
  will, for
  will, for
  will, for
  will, for restoring that which belongs to the Holy Church. Give 
   restoring that which belongs to the Holy Church. Give 
   restoring that which belongs to the Holy Church. Give 
   restoring that which belongs to the Holy Church. Give 
  it to him, with our respects.
  it to him, with our respects.
  it to him, with our respects.
  it to him, with our respects.    
  I have arranged for a wagon to 
  I have arranged for a wagon to 
  I have arranged for a wagon to 
  I have arranged for a wagon to 
  be made available for your use. It will be waiting at the town 
  be made available for your use. It will be waiting at the town 
  be made available for your use. It will be waiting at the town 
  be made available for your use. It will be waiting at the town 
  gate at dawn.”
  gate at dawn.”
  gate at dawn.”
  gate at dawn.”    
      
  “Upon your arrival you should seek out this man Timon. 
  “Upon your arrival you should seek out this man Timon. 
  “Upon your arrival you should seek out this man Timon. 
  “Upon your arrival you should seek out this man Timon. 
   Accor
   Accor
   Accor
   According to his message, he remains in the employ of Korvan 
  ding to his message, he remains in the employ of Korvan 
  ding to his message, he remains in the employ of Korvan 
  ding to his message, he remains in the employ of Korvan 
  Zanar, inventorying the items that were purchased from the 
  Zanar, inventorying the items that were purchased from the 
  Zanar, inventorying the items that were purchased from the 
  Zanar, inventorying the items that were purchased from the 
  widow of an old farmer. The chests in question are among the 
  widow of an old farmer. The chests in question are among the 
  widow of an old farmer. The chests in question are among the 
  widow of an old farmer. The chests in question are among the 
  family’s possessions that were sold. He will delay Zanar’s 
  family’s possessions that were sold. He will delay Zanar’s 
  family’s possessions that were sold. He will delay Zanar’s 
  family’s possessions that were sold. He will delay Zanar’s 
  departure from Ogburg
  departure from Ogburg
  departure from Ogburg
  departure from Ogburg for as long as possible. The remainder 
   for as long as possible. The remainder 
   for as long as possible. The remainder 
   for as long as possible. The remainder 
  of the merchant caravan has already departed on its journey 
  of the merchant caravan has already departed on its journey 
  of the merchant caravan has already departed on its journey 
  of the merchant caravan has already departed on its journey 
  south.  You have little time to waste. The farm is located an 
  south.  You have little time to waste. The farm is located an 
  south.  You have little time to waste. The farm is located an 
  south.  You have little time to waste. The farm is located an 
  hour outside of the town.  This map should guide you. Come to 
  hour outside of the town.  This map should guide you. Come to 
  hour outside of the town.  This map should guide you. Come to 
  hour outside of the town.  This map should guide you. Come to 
  the church upon your return.” 
  the church upon your return.” 
  the church upon your return.” 
  the church upon your return.”     
      
  The following are questions the PCs may ask, and the 
  Abbots answers:  
   
  What about payment?
  What about payment?
  What about payment?
  What about payment?    
  “I am saddened that you care so little about mother Church 
  “I am saddened that you care so little about mother Church 
  “I am saddened that you care so little about mother Church 
  “I am saddened that you care so little about mother Church 
  that you would not think to devote yourself to her service, 
  that you would not think to devote yourself to her service, 
  that you would not think to devote yourself to her service, 
  that you would not think to devote yourself to her service, 
  without thought for yourself above others.”
  without thought for yourself above others.”
  without thought for yourself above others.”
  without thought for yourself above others.”    
      
  W
  W
  W
  What about expenses?
  hat about expenses?
  hat about expenses?
  hat about expenses?    
  “Keep a record of any funds you spend, and the church can 
  “Keep a record of any funds you spend, and the church can 
  “Keep a record of any funds you spend, and the church can 
  “Keep a record of any funds you spend, and the church can 
  recompense you upon your return.”
  recompense you upon your return.”
  recompense you upon your return.”
  recompense you upon your return.”    
      
  Who might try to stop us?
  Who might try to stop us?
  Who might try to stop us?
  Who might try to stop us?    
  “Pholtus has said that ‘The darkness seeks always to overcome 
  “Pholtus has said that ‘The darkness seeks always to overcome 
  “Pholtus has said that ‘The darkness seeks always to overcome 
  “Pholtus has said that ‘The darkness seeks always to overcome 
  the light, and can assume many forms.’ Do not assume th
  the light, and can assume many forms.’ Do not assume th
  the light, and can assume many forms.’ Do not assume th
  the light, and can assume many forms.’ Do not assume that 
  at 
  at 
  at 
  those who are traditionally our enemies are the only ones we 
  those who are traditionally our enemies are the only ones we 
  those who are traditionally our enemies are the only ones we 
  those who are traditionally our enemies are the only ones we 
  have.”
  have.”
  have.”
  have.”    
   
   
  Encounter 1b: Non
  Encounter 1b: Non
  Encounter 1b: Non
  Encounter 1b: Non----
  Faithful Introduction 
  Faithful Introduction 
  Faithful Introduction 
  Faithful Introduction     
  Use this encounter as the Introduction for PCs who are 
  not followers of Pholtus 
   
  A sudden rush of chill air heralds the arrival of another pat
  A sudden rush of chill air heralds the arrival of another pat
  A sudden rush of chill air heralds the arrival of another pat
  A sudden rush of chill air heralds the arrival of another patron 
  ron 
  ron 
  ron 
  to the Barrel and Board Tavern. Disgruntled murmurs subside 
  to the Barrel and Board Tavern. Disgruntled murmurs subside 
  to the Barrel and Board Tavern. Disgruntled murmurs subside 
  to the Barrel and Board Tavern. Disgruntled murmurs subside 
  as the door closes once again, shutting out the bitter autumn 
  as the door closes once again, shutting out the bitter autumn 
  as the door closes once again, shutting out the bitter autumn 
  as the door closes once again, shutting out the bitter autumn 
  wind. The crowd is beginning to arrive for the midday meal. 
  wind. The crowd is beginning to arrive for the midday meal. 
  wind. The crowd is beginning to arrive for the midday meal. 
  wind. The crowd is beginning to arrive for the midday meal. 
  You feel for your pouch, judging the meager amount of coin 
  You feel for your pouch, judging the meager amount of coin 
  You feel for your pouch, judging the meager amount of coin 
  You feel for your pouch, judging the meager amount of coin 
  within. You
  within. You
  within. You
  within. You will have to find work soon or a hot meal may 
   will have to find work soon or a hot meal may 
   will have to find work soon or a hot meal may 
   will have to find work soon or a hot meal may 
  become a luxury you cannot afford.
  become a luxury you cannot afford.
  become a luxury you cannot afford.
  become a luxury you cannot afford.    
      
  As you drop the coins on to the table the serving girl 
  As you drop the coins on to the table the serving girl 
  As you drop the coins on to the table the serving girl 
  As you drop the coins on to the table the serving girl 
  brushes past, her hands laden with steaming bowls. “Tis 
  brushes past, her hands laden with steaming bowls. “Tis 
  brushes past, her hands laden with steaming bowls. “Tis 
  brushes past, her hands laden with steaming bowls. “Tis 
  alright. The meal has already been paid for.” If the heroes 
  alright. The meal has already been paid for.” If the heroes 
  alright. The meal has already been paid for.” If the heroes 
  alright. The meal has already been paid for.” If the heroes 
  in
  inin
  inquire as to the identity of their benefactor she will nod in the 
  quire as to the identity of their benefactor she will nod in the 
  quire as to the identity of their benefactor she will nod in the 
  quire as to the identity of their benefactor she will nod in the 
  direction of a large corner table, unoccupied except for a lone 
  direction of a large corner table, unoccupied except for a lone 
  direction of a large corner table, unoccupied except for a lone 
  direction of a large corner table, unoccupied except for a lone 
  young woman in unadorned robes: “Her.”
  young woman in unadorned robes: “Her.”
  young woman in unadorned robes: “Her.”
  young woman in unadorned robes: “Her.”    
      
  When the PCs approach the woman she gestures for them 
  When the PCs approach the woman she gestures for them 
  When the PCs approach the woman she gestures for them 
  When the PCs approach the woman she gestures for them 
  to join her at the table. The you
  to join her at the table. The you
  to join her at the table. The you
  to join her at the table. The young woman’s white robes are 
  ng woman’s white robes are 
  ng woman’s white robes are 
  ng woman’s white robes are 
  unmarked save for the image of a sun disk (the symbol of 
  unmarked save for the image of a sun disk (the symbol of 
  unmarked save for the image of a sun disk (the symbol of 
  unmarked save for the image of a sun disk (the symbol of 
  Pholtus) hanging from her neck. She is pleasant looking, with 
  Pholtus) hanging from her neck. She is pleasant looking, with 
  Pholtus) hanging from her neck. She is pleasant looking, with 
  Pholtus) hanging from her neck. She is pleasant looking, with 
  soft gray eyes and long honey
  soft gray eyes and long honey
  soft gray eyes and long honey
  soft gray eyes and long honey----blonde hair. Her voice is soft, yet 
  blonde hair. Her voice is soft, yet 
  blonde hair. Her voice is soft, yet 
  blonde hair. Her voice is soft, yet 
  has an undercurrent of confidence and author
  has an undercurrent of confidence and author
  has an undercurrent of confidence and author
  has an undercurrent of confidence and authority.
  ity.
  ity.
  ity.    
      
  “Sit, please. Join me. I am Asiria. Was your meal 
  “Sit, please. Join me. I am Asiria. Was your meal 
  “Sit, please. Join me. I am Asiria. Was your meal 
  “Sit, please. Join me. I am Asiria. Was your meal 
  acceptable? Perhaps you will repay me with a moment of your 
  acceptable? Perhaps you will repay me with a moment of your 
  acceptable? Perhaps you will repay me with a moment of your 
  acceptable? Perhaps you will repay me with a moment of your 
  time. You may wish to hear my offer. Are you new to 
  time. You may wish to hear my offer. Are you new to 
  time. You may wish to hear my offer. Are you new to 
  time. You may wish to hear my offer. Are you new to 
  Wintershiven? Perhaps you will permit me to offer you the 
  Wintershiven? Perhaps you will permit me to offer you the 
  Wintershiven? Perhaps you will permit me to offer you the 
  Wintershiven? Perhaps you will permit me to offer you the 
  hospitality of the Church.” Wh
  hospitality of the Church.” Wh
  hospitality of the Church.” Wh
  hospitality of the Church.” When the PCs agrees and sits she 
  en the PCs agrees and sits she 
  en the PCs agrees and sits she 
  en the PCs agrees and sits she 
  continues. 
  continues. 
  continues. 
  continues.     
      
  “It would seem fortuitous that I have found you this 
  “It would seem fortuitous that I have found you this 
  “It would seem fortuitous that I have found you this 
  “It would seem fortuitous that I have found you this 
  evening. May I ask what has brought you out on such an 
  evening. May I ask what has brought you out on such an 
  evening. May I ask what has brought you out on such an 
  evening. May I ask what has brought you out on such an 
  inhospitable evening?”
  inhospitable evening?”
  inhospitable evening?”
  inhospitable evening?”    
      
  Allow the PCs to give their motivations. Assuming that 
  they don’t blurt out that they are spies for Nyrond, or set 
  on undermining the Pale, continue. “Aah, I see. Does the 
  name Talavir Markum mean anything to you?” 
      
  
  Holy Word 
   
  Page 5 
  This requires a successful Knowledge (History) check 
  (DC 20). If the PCs are from the Theocracy of the pale 
  there is a +2 circumstance bonus to the roll. Any PC who 
  makes the check should be informed of the following: 
   
  Among the early founders of the Theocracy was a man named 
  Among the early founders of the Theocracy was a man named 
  Among the early founders of the Theocracy was a man named 
  Among the early founders of the Theocracy was a man named 
  Talavir Markum. Talavir was originally from the Great 
  Talavir Markum. Talavir was originally from the Great 
  Talavir Markum. Talavir was originally from the Great 
  Talavir Markum. Talavir was originally from the Great 
  Kingdom, but led his congregation north over 
  Kingdom, but led his congregation north over 
  Kingdom, but led his congregation north over 
  Kingdom, but led his congregation north over 300 years ago.
  300 years ago.
  300 years ago.
  300 years ago.    
      
  According to legend, Talavir did not flee his homeland 
  According to legend, Talavir did not flee his homeland 
  According to legend, Talavir did not flee his homeland 
  According to legend, Talavir did not flee his homeland 
  empty
  empty
  empty
  empty----handed. Among the items he was rumored to have 
  handed. Among the items he was rumored to have 
  handed. Among the items he was rumored to have 
  handed. Among the items he was rumored to have 
  salvaged were many ancient artifacts of the faith. These items 
  salvaged were many ancient artifacts of the faith. These items 
  salvaged were many ancient artifacts of the faith. These items 
  salvaged were many ancient artifacts of the faith. These items 
  never reached their Intended destination and Talavir died 
  never reached their Intended destination and Talavir died 
  never reached their Intended destination and Talavir died 
  never reached their Intended destination and Talavir died 
  before he w
  before he w
  before he w
  before he was able to return south and retrieve them. 
  as able to return south and retrieve them. 
  as able to return south and retrieve them. 
  as able to return south and retrieve them.     
      
  If none of the PCs make their History check, Asiria will 
  dismiss the question as the “not important,” and proceed.  
   
  If  it isn’t too forward of me, I would like to extend to you an 
  If  it isn’t too forward of me, I would like to extend to you an 
  If  it isn’t too forward of me, I would like to extend to you an 
  If  it isn’t too forward of me, I would like to extend to you an 
  offer of employment. You see,
  offer of employment. You see,
  offer of employment. You see,
  offer of employment. You see, the Church must send several 
   the Church must send several 
   the Church must send several 
   the Church must send several 
  individuals to Ogburg, and I would like to hire you to escort 
  individuals to Ogburg, and I would like to hire you to escort 
  individuals to Ogburg, and I would like to hire you to escort 
  individuals to Ogburg, and I would like to hire you to escort 
  them. While they are travelling on church business, because of 
  them. While they are travelling on church business, because of 
  them. While they are travelling on church business, because of 
  them. While they are travelling on church business, because of 
  the situation in Tenh we cannot spare any the faithful to 
  the situation in Tenh we cannot spare any the faithful to 
  the situation in Tenh we cannot spare any the faithful to 
  the situation in Tenh we cannot spare any the faithful to 
  accompany them, and so we must find alterna
  accompany them, and so we must find alterna
  accompany them, and so we must find alterna
  accompany them, and so we must find alternative means of 
  tive means of 
  tive means of 
  tive means of 
  providing for their safety. Pholtus has advised me that you 
  providing for their safety. Pholtus has advised me that you 
  providing for their safety. Pholtus has advised me that you 
  providing for their safety. Pholtus has advised me that you 
  would be suitable for this task.”
  would be suitable for this task.”
  would be suitable for this task.”
  would be suitable for this task.”    
      
  She picks the PCs because she  has cast the spell 
  divination, resulting in the advice that the PCs can help 
  with the recovery of the lost relics, and their eventual 
  return to the church. 
   
  “She draws two small pouches from beneath her robes, placing 
  “She draws two small pouches from beneath her robes, placing 
  “She draws two small pouches from beneath her robes, placing 
  “She draws two small pouches from beneath her robes, placing 
  them on the table. This should prove to be adequate 
  them on the table. This should prove to be adequate 
  them on the table. This should prove to be adequate 
  them on the table. This should prove to be adequate 
  compensation for your troubles. A finder’s fee, if you will, for 
  compensation for your troubles. A finder’s fee, if you will, for 
  compensation for your troubles. A finder’s fee, if you will, for 
  compensation for your troubles. A finder’s fee, if you will, for 
  helping to restore that which belongs
  helping to restore that which belongs
  helping to restore that which belongs
  helping to restore that which belongs to the holy Church. 
   to the holy Church. 
   to the holy Church. 
   to the holy Church. 
  Divide these among yourselves.”
  Divide these among yourselves.”
  Divide these among yourselves.”
  Divide these among yourselves.”    
      
  She will not quibble over payment. If the PCs press for 
  more money she will say that it is their duty to help the 
  church which protects the Pale. The pouches Contain 50 
  gp in coins and small gems per PC in the group.  
      
  “The faithful you are to accompany are leaving from South 
  “The faithful you are to accompany are leaving from South 
  “The faithful you are to accompany are leaving from South 
  “The faithful you are to accompany are leaving from South 
  Gate at dawn. Meet them there.”
  Gate at dawn. Meet them there.”
  Gate at dawn. Meet them there.”
  Gate at dawn. Meet them there.”    
      
  Describe any PCs from Encounter One-A as the people 
  the non-faithful should be looking for. If no PCs qualified 
  for Encounter One-A, then use the descriptions of Father 
  Smete and his apprentice from Encounter Three, below. 
      
  “This map should guide you. Come to the church upon your 
  “This map should guide you. Come to the church upon your 
  “This map should guide you. Come to the church upon your 
  “This map should guide you. Come to the church upon your 
  return.” She rises, leaving a small handful of coins on the 
  return.” She rises, leaving a small handful of coins on the 
  return.” She rises, leaving a small handful of coins on the 
  return.” She rises, leaving a small handful of coins on the 
  table. 
  table. 
  table. 
  table.     
  “May Pholtus guide you.”
  “May Pholtus guide you.”
  “May Pholtus guide you.”
  “May Pholtus guide you.”  
   
  Asiria, female human Clr7: 
  Asiria, female human Clr7: 
  Asiria, female human Clr7: 
  Asiria, female human Clr7: CR 7; Medium Humanoid 
  (5ft. tall); HD 7d8; hp 38; Init +1 (Dex); Spd 30 ft.; AC 16 
  (+1 Dex, +5 Armor); Atks +5 melee (1d6, light mace); SA 
  spells, turn undead; AL LN; SV Fort +5, Ref +2, Will +8;  
   
  Str 10, Dex 12, Con 10, Int 12, Wis 17, Cha 14 
   
  Skills: Intimidate +3, Concentration +6, Sense Motive 
  +6, Heal +6, Spellcraft +4, Knowledge (Religion) +10, 
  Diplomacy +4. Feats: Iron Will (+2 on Will saves 
  included), Extra Turning, Scribe Scroll, Spell Penetration 
   
  Equipment: Bracers of Armor +5, light mace, holy 
  symbol, spell components in pouch 
   
  Spells 
  (6/6/5/4/2) 0-lvl—cure minor wounds, 
  detect magic, guidance, light, read magic, resistance; 1lvl—bless, 
  detect law, command, comprehend languages, protection from 
  Chaos, divine favor; 2-lvl—augury, hold person, silence 15’ 
  radius, detect thoughts; 3—searing light, dispel magic, magic 
  circle against evil, invisibility purge; 4lvl—order’s wrath, 
  divination 
   
   
  Encounter 2: the Gates
  Encounter 2: the Gates
  Encounter 2: the Gates
  Encounter 2: the Gates 
  This encounter takes place just as the PCs approach the 
  gates. If possible, have the PCs who are not followers of 
  Pholtus will participate in the encounter initially, and 
  worshippers of Pholtus should arrive shortly thereafter. 
   
  The rain has turned to a fine mist as you make your way 
  The rain has turned to a fine mist as you make your way 
  The rain has turned to a fine mist as you make your way 
  The rain has turned to a fine mist as you make your way 
  along Wintershiven’s cobbled streets towards the South Gate.
  along Wintershiven’s cobbled streets towards the South Gate.
  along Wintershiven’s cobbled streets towards the South Gate.
  along Wintershiven’s cobbled streets towards the South Gate.        
  Intent on errands, early morning passersby are undeterred by 
  Intent on errands, early morning passersby are undeterred by 
  Intent on errands, early morning passersby are undeterred by 
  Intent on errands, early morning passersby are undeterred by 
  the weather. Turning a corner, you see the gate a block away. 
  the weather. Turning a corner, you see the gate a block away. 
  the weather. Turning a corner, you see the gate a block away. 
  the weather. Turning a corner, you see the gate a block away. 
  Suddenly the people seem to part before you as you pass and a 
  Suddenly the people seem to part before you as you pass and a 
  Suddenly the people seem to part before you as you pass and a 
  Suddenly the people seem to part before you as you pass and a 
  wave of quiet whispering accompanies your progress. As you 
  wave of quiet whispering accompanies your progress. As you 
  wave of quiet whispering accompanies your progress. As you 
  wave of quiet whispering accompanies your progress. As you 
  consider t
  consider t
  consider t
  consider this phenomenon a voice rings out behind you: 
  his phenomenon a voice rings out behind you: 
  his phenomenon a voice rings out behind you: 
  his phenomenon a voice rings out behind you: 
  “Them’s the ones, right there! I seen ‘em do it.”
  “Them’s the ones, right there! I seen ‘em do it.”
  “Them’s the ones, right there! I seen ‘em do it.”
  “Them’s the ones, right there! I seen ‘em do it.”    
   
  From the points of fingers from people in the crowd and 
  From the points of fingers from people in the crowd and 
  From the points of fingers from people in the crowd and 
  From the points of fingers from people in the crowd and 
  the group of Church Militants approaching you from South 
  the group of Church Militants approaching you from South 
  the group of Church Militants approaching you from South 
  the group of Church Militants approaching you from South 
  Gate, it is clear that the voice can only be re
  Gate, it is clear that the voice can only be re
  Gate, it is clear that the voice can only be re
  Gate, it is clear that the voice can only be referring to you. You 
  ferring to you. You 
  ferring to you. You 
  ferring to you. You 
  hear the voice again and turn to see a young man leap out of 
  hear the voice again and turn to see a young man leap out of 
  hear the voice again and turn to see a young man leap out of 
  hear the voice again and turn to see a young man leap out of 
  the gathering crowd.
  the gathering crowd.
  the gathering crowd.
  the gathering crowd. 
   
  “You won’t let them hurt me, will you?” he calls to the 
  “You won’t let them hurt me, will you?” he calls to the 
  “You won’t let them hurt me, will you?” he calls to the 
  “You won’t let them hurt me, will you?” he calls to the 
  approaching Church Militants. “You’ll protect me, you have 
  approaching Church Militants. “You’ll protect me, you have 
  approaching Church Militants. “You’ll protect me, you have 
  approaching Church Militants. “You’ll protect me, you have 
  to. They’re dangerous, lawless adventu
  to. They’re dangerous, lawless adventu
  to. They’re dangerous, lawless adventu
  to. They’re dangerous, lawless adventurers.”
  rers.”
  rers.”
  rers.”    
   
  This is all a set-up. An elderly man was beaten up behind 
  the Barrel and Board Tavern as part of an attempt to delay 
  the PCs. The PCs’s accuser, Falco, is a young and plain 
  looking man. He has been paid for 25 gp to accuse the 
  PCs of the crime, and then he has been instructed to 
  disappear. He does not know why his benefactors want 
  him to accuse the PCs, and doesn’t care. He is part of the 
  plot though he knows little. He really needs the money. 
  He knows that his life is worthless if he is caught giving 
  false testimony to the Church, so he will disappear into 
  the crowd at the first opportunity. Keep track of the 
  actual time. Give the players five minutes real time to 
  suggest that Falco should be questioned as well. After that 
  time Falco will slip away unnoticed. 
   
  When the soldiers approach they will “detain” the 
  PCs. They will have the PCs drop all weapons on the 
  ground, and have them place their hands out palms up 
  and facing soldiers. 
   
  Within 10 minutes Mirran, a cleric of Pholtus will 
  show up to support the Chruch Militants. The PCs may 
  convince her to cast zone of truth or they may be able to 
  
  Holy Word 
   
  Page 6 
  talk their way out of being arrested by a successful 
  Diplomacy check (DC 20) This check is modified by with 
  a +1 circumstance bonus for each open worshiper of 
  Pholtus in the party. 
   
  The cleric will cast zone of truth as soon as the PCs 
  raise doubts as to the truth Falco’s statement. The PCs will 
  no doubt agree to submit to the spell. She will direct it 
  first at the PCs unless the PCs encourages otherwise. If 
  Falco is still there, he will scoot as soon as the zone of truth 
  is suggested. Three of the ten Chruch Militants will 
  pursue, but will not catch Falco. Mirran will demand the 
  PC stay with her, still “detained” and continue to cast the 
  spell on them. As soon a she is convinced the PCs are 
  truly innocent she will let them go.  
   
  Falco, male human Rog2: 
  Falco, male human Rog2: 
  Falco, male human Rog2: 
  Falco, male human Rog2: CR 2; Medium Humanoid (5ft. 
  tall); HD 2d6; hp 10; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 
  Dex); Atks +1 melee (1d4 [19-20 x2], dagger), +3 ranged 
  (1d4, sling); SA sneak attack; AL N; SV Fort +0, Ref +7, 
  Will +1;  
   
  Str 10, Dex 17, Con 11, Int 10, Wis 13, Cha 13 
   
  Skills: Bluff +6, Forgery +5, Disguise +7, Hide +7, 
  Listen +7, Move Silently +7, Open Locks +7, Pick Pockets 
  +8, Search +6; Feats: Run, Lightning Reflexes (+2 on 
  Reflex saves included) 
   
  Equipment: dagger, sling, 10 sling bullets.  
   
   Falco has been hired to delay the PCs. He cannot 
  accurately describe his employer, because he has never 
  seen him. He was paid by way of a middleman who 
  usually handles caravan hiring. He has been paid in 
  advance and only wants to get away to spend his new 
  wealth. He has no desire to be questioned by the Church 
  and will attempt to slip away at the first opportunity. He 
  will try to talk his way out of being subjected to any 
  spells, saying things such as ‘Only doing my duty, don’t 
  want to get involved’ ‘Need to get back to me ill mother, 
  can’t leave her alone’ and such. He is dressed in worn but 
  clean 
  clothes 
  and 
  has 
  no 
  noteworthy 
  physical 
  characteristics.  
   
  Church Militant, human Ftr2 (10):
  Church Militant, human Ftr2 (10):
  Church Militant, human Ftr2 (10):
  Church Militant, human Ftr2 (10): CR 2; Medium 
  Humanoid (6ft. tall); HD 2d10+2; hp 18 each; Init +5 
  (Dex); Spd 20 ft.; AC 16 (+1 Dex, +5 armor); Atks +4 melee 
  (1d8+2 [19-20 x2], longsword); AL lN; SV Fort +4, Ref +0, 
  Will +0;  
   
  Str 15, Dex 12, Con 13, Int 11, Wis 11, Cha 12 
   
  Skills: Intimidate +3, Sense Motive + 3, Spot +2, 
  Profession (Soldier) +3; Feats: Improved Initiative (+4 Init 
  included),  
  Alertness, Dodge (+1 AC bonus vs single opponent), 
  Combat Reflexes 
   
  Equipment: Chain mail, longswords  
   
  The Church Militant will not kill the PCs. It is difficult to 
  convict a corpse of heresy. 
   
  Mirran, female human Clr3: 
  Mirran, female human Clr3: 
  Mirran, female human Clr3: 
  Mirran, female human Clr3: CR 3; Medium Humanoid 
  (6ft. tall); HD 3d8; hp 18; Init +2 (Dex); Spd 20 ft.; AC 17 
  (+2 Dex, +5 Armor); Atks +2 melee (1d6, light mace); SA 
  spells, turn undead; AL lN; SV Fort +3, Ref +3, Will +8;  
   
  Str 10, Dex 14, Con 11, Int 12, Wis 16, Cha 12 
   
  Skills: Intimidate +3, Concentration +6, Sense Motive 
  +7, Heal +8, Religion +6 ; Feats Combat Casting, Iron Will 
  (+2 on Will saves included), Extra Turning 
   
  Equipment: Chain mail, light mace, holy symbol, 
  spell components in pouch  
   
  Spells 
  (4/4/3): 0-lvl—cure minor wounds, detect 
  magic, guidance, light; 1-lvl—bless, detect law, command; 2-
  lvl—zone of truth, hold person, detect thoughts 
   
   
  Encounter 3: Together 
  Encounter 3: Together 
  Encounter 3: Together 
  Encounter 3: Together 
  at Last
  at Last
  at Last
  at Last    
  There are two Church groomsmen at the gate with a 
  wagon and two horses. If there are no worshippers of 
  Pholtus among the PCs, then Father Smete and Sebister, 
  his apprentice, will be here instead. This means that the 
  Father is nominally in Charge of the mission. However, 
  he is not an adventurer. Smete is a sedentary older (55 
  year-old) man who looks very out of sorts in his borrowed 
  chain shirt. He has been sent to simply authenticate that 
  the chests belonged to Talavir Markum. In any matter of 
  security or danger, he will defer to the PCs, unless the 
  action is obviously not in the best Interest of the Church. 
  Smete will always act as an advocate of the Church. If the 
  PCs try to take the items they find in the Talavir’s chests 
  later in the adventure, he will adamantly oppose such a 
  decision. While he will not resort to violence (though 
  Sebister may threaten it, he will always defer to his 
  master’s wishes) he will report the PC’s actions to the 
  church upon returning to Wintershiven.  
   
  Father Smete,
  Father Smete,
  Father Smete,
  Father Smete, male human Clr3 (Pholtus):
  male human Clr3 (Pholtus):
  male human Clr3 (Pholtus):
  male human Clr3 (Pholtus): CR 3; 
  Medium Humanoid (6ft. tall); HD 3d8; hp 18; Init +0; Spd 
  30 ft.; AC 14 (+4 Armor); Atks +0 melee (1d6-2, light 
  mace); SA spells, turn undead; AL LN; SV Fort +3, Ref +1, 
  Will +6;  
   
  Str 7, Dex 10, Con 11, Int 13, Wis 17, Cha 12 
   
  Skills: Diplomacy +3, Concentration +5, Sense Motive 
  +7, Heal +7, Religion +6, Knowledge (history) +6, Swim 
  +2; Feats Combat Casting, Iron Will (+2 on Will saves 
  included), Extra Turning. 
   
  Equipment: Chain shirt, light mace, holy symbol.   
   
  Spells (4/4/3) 0-lvl—cure minor wounds, detect magic, 
  guidance, light; 1-lvl—bless, detect Chaos, endure elements, 
  protection from Chaos, 2—augury, make whole, aid 
   
  Apprentice Sebister,
  Apprentice Sebister,
  Apprentice Sebister,
  Apprentice Sebister, male human Clr1 (Pholtus):
  male human Clr1 (Pholtus):
  male human Clr1 (Pholtus):
  male human Clr1 (Pholtus): CR 1; 
  Medium Humanoid (6ft. tall); HD 1d8+2; hp 8; Init +2; 
  Spd 20 ft.; AC 16 (+1Dex, +5 Armor); Atks +1 melee 
  (1d6+1, light mace); SA spells, turn undead; AL LN; SV 
  Fort +2, Ref +0, Will +3;  
   
  Str 13, Dex 11, Con 11, Int 11, Wis 13, Cha 14 
   
  Skills: Concentration +4, Spot +2, Spellcraft +3; Feats 
  Combat Casting, Iron Will (+2 on Will saves included). 
   
  Equipment: Chain shirt, light mace, holy symbol.   
   
  Spells (4/1) 
  
  Holy Word 
   
  Page 7 
  0-lvl—cure minor wounds, detect magic, guidance, light; 1-
  lvl— sanctuary, endure elements, bless water 
   
  Determine the PCs’s standard traveling routine at this 
  time—marching order, provisions, whether they are 
  foraging or hunting, watch arrangements, who is walking, 
  who is riding horses, who is on the wagon etc. Basically 
  all the details that will make your job as DM easier from 
  the start.  
   
  Lone riders and small groups, farmers, merchant
  Lone riders and small groups, farmers, merchant
  Lone riders and small groups, farmers, merchant
  Lone riders and small groups, farmers, merchants and 
  s and 
  s and 
  s and 
  pilgrims pass you in both directions as you make your way 
  pilgrims pass you in both directions as you make your way 
  pilgrims pass you in both directions as you make your way 
  pilgrims pass you in both directions as you make your way 
  south. Travel has been uneventful, almost dull as you leave 
  south. Travel has been uneventful, almost dull as you leave 
  south. Travel has been uneventful, almost dull as you leave 
  south. Travel has been uneventful, almost dull as you leave 
  WIntershiven behind and begin your twelve
  WIntershiven behind and begin your twelve
  WIntershiven behind and begin your twelve
  WIntershiven behind and begin your twelve----day journey. At 
  day journey. At 
  day journey. At 
  day journey. At 
  least the rain has stopped.  Small farms and homesteads, 
  least the rain has stopped.  Small farms and homesteads, 
  least the rain has stopped.  Small farms and homesteads, 
  least the rain has stopped.  Small farms and homesteads, 
  scraping out a me
  scraping out a me
  scraping out a me
  scraping out a meager living in the rocky soil, dot the 
  ager living in the rocky soil, dot the 
  ager living in the rocky soil, dot the 
  ager living in the rocky soil, dot the 
  countryside as your travel south.
  countryside as your travel south.
  countryside as your travel south.
  countryside as your travel south.    
   
   
  Encounter 4: The 
  Encounter 4: The 
  Encounter 4: The 
  Encounter 4: The 
  Follower
  Follower
  Follower
  Follower 
  On the first and second nights the PCs will find farmers 
  willing to provide shelter, provided the heroes are 
  respectful and polite. On the third night they will have to 
  camp in the open. The PCs will travel without incident 
  until midday on day four.  
   
  Your fourth morning on he road is chill and damp. The sun is 
  Your fourth morning on he road is chill and damp. The sun is 
  Your fourth morning on he road is chill and damp. The sun is 
  Your fourth morning on he road is chill and damp. The sun is 
  hidden behind looming gray clouds. As you break camp the 
  hidden behind looming gray clouds. As you break camp the 
  hidden behind looming gray clouds. As you break camp the 
  hidden behind looming gray clouds. As you break camp the 
  rain begins again, soaking your cloths an
  rain begins again, soaking your cloths an
  rain begins again, soaking your cloths an
  rain begins again, soaking your cloths and turning the road to 
  d turning the road to 
  d turning the road to 
  d turning the road to 
  mud.  
  mud.  
  mud.  
  mud.   
   
  Kinnora, the serving girl from the Barrel and Board 
  tavern, has an interest in the heroes' mission. She has 
  followed them from Wintershiven hoping to win their 
  aid for her cause.  On foot and without supplies of her 
  own she has been struggling to keep up with the PCs. By 
  day four she is cold, wet, hungry and suffering from a lack 
  of rest.  Beginning one hour out of camp on the morning 
  ride PCs may begin making Spot checks (DC15) to notice 
  that they are being followed. At first they will have no 
  idea who is following them, they are only aware of a lone 
  figure in the distance that disappears at times, only to be 
  glimpsed again later in the day. The PCs gain a +2 
  circumstance bonus for each hour spent on the road, as 
  Kinnora grows more desperate to keep up with them. 
  When the PCs have made whatever plans they wish to in 
  preparation for an ambush, or when one or more of the 
  PCs go to investigate, read or paraphrase the following: 
   
  You cannot imagine anyone choosing to be out on the r
  You cannot imagine anyone choosing to be out on the r
  You cannot imagine anyone choosing to be out on the r
  You cannot imagine anyone choosing to be out on the road in 
  oad in 
  oad in 
  oad in 
  weather like this. It is difficult to say who is more surprised, 
  weather like this. It is difficult to say who is more surprised, 
  weather like this. It is difficult to say who is more surprised, 
  weather like this. It is difficult to say who is more surprised, 
  you or your quarry. You are hard pressed to imagine a more 
  you or your quarry. You are hard pressed to imagine a more 
  you or your quarry. You are hard pressed to imagine a more 
  you or your quarry. You are hard pressed to imagine a more 
  unlikely attacker.  Dripping wet, bedraggled and thin, covered 
  unlikely attacker.  Dripping wet, bedraggled and thin, covered 
  unlikely attacker.  Dripping wet, bedraggled and thin, covered 
  unlikely attacker.  Dripping wet, bedraggled and thin, covered 
  with mud from head to toes, the girl before you smiles 
  with mud from head to toes, the girl before you smiles 
  with mud from head to toes, the girl before you smiles 
  with mud from head to toes, the girl before you smiles 
  patheti
  patheti
  patheti
  pathetically. The smile quickly gives way to the chattering of 
  cally. The smile quickly gives way to the chattering of 
  cally. The smile quickly gives way to the chattering of 
  cally. The smile quickly gives way to the chattering of 
  teeth and she begins to weep uncontrollably. At once you all 
  teeth and she begins to weep uncontrollably. At once you all 
  teeth and she begins to weep uncontrollably. At once you all 
  teeth and she begins to weep uncontrollably. At once you all 
  recognizer her. She was the nice serving girl from the Barrel 
  recognizer her. She was the nice serving girl from the Barrel 
  recognizer her. She was the nice serving girl from the Barrel 
  recognizer her. She was the nice serving girl from the Barrel 
  and Board tavern. 
  and Board tavern. 
  and Board tavern. 
  and Board tavern.     
      
  (If any PCs were at the Resting Sun, then she was a 
  serving girl there. Otherwise, she was at the Barrel and 
  Board. Swap out names where appropriate) 
   
  Kinnora is armed with a dagger, but is too exhausted to 
  put up a fight. If forced into combat she will fight 
  clumsily at best (she has a –2 circumstance penalty on 
  both attack and damage rolls, given her current sorry 
  state) which will make her appear unskilled. If the PCs 
  believes that she is as unskilled as she appears, that is all 
  for the better. If she is killed it should be noted on the 
  Critical Events Summary along with the names/RPGA 
  numbers of the PCs/Players directly involved.        Once 
  Kinnora is free to act (conscious or not held) Continue 
  with the encounter.  
   
  Kinnora, female human Rog2:
  Kinnora, female human Rog2:
  Kinnora, female human Rog2:
  Kinnora, female human Rog2: CR 2; Medium Humanoid 
  (5ft. tall); HD 1d6+2; hp 8; Init +7 (Dex, Improved 
  Intiative); Spd 30 ft.; AC 13 (+3 Dex); Atks +1 melee 
  (1d4+1 [19-20 x2], dagger); SA sneak attack; AL N; SV Fort 
  +0, Ref +8, Will +1.  
   
  Str 10, Dex 16, Con 11, Int 10, Wis 13, Cha 15 
   
  Skills Hide +9, Move Silently +9, Open Locks +9, Pick 
  Pockets + 10, Spot +5, Improved Initiative (+4 IM 
  included), Dodge (+1 AC versus single opponent) 
   
  Equipment: Dagger, clothing 
   
  “Do not be angry with me, please. I
  “Do not be angry with me, please. I
  “Do not be angry with me, please. I
  “Do not be angry with me, please. I----I did not mean to 
  I did not mean to 
  I did not mean to 
  I did not mean to 
  eavesdrop, but when I heard of your mission I could not help 
  eavesdrop, but when I heard of your mission I could not help 
  eavesdrop, but when I heard of your mission I could not help 
  eavesdrop, but when I heard of your mission I could not help 
  myself. The items the church
  myself. The items the church
  myself. The items the church
  myself. The items the church would have you retrieve are 
   would have you retrieve are 
   would have you retrieve are 
   would have you retrieve are 
  rightfully mine. I beg you, please help me get them back.”
  rightfully mine. I beg you, please help me get them back.”
  rightfully mine. I beg you, please help me get them back.”
  rightfully mine. I beg you, please help me get them back.”    
   
  If the PCs prompts her to elaborate she will continue:  
   
  “Talavir Markum is my ancestor. His possessions rightfully 
  “Talavir Markum is my ancestor. His possessions rightfully 
  “Talavir Markum is my ancestor. His possessions rightfully 
  “Talavir Markum is my ancestor. His possessions rightfully 
  belong to his family, to me. They are my heritage. 
  belong to his family, to me. They are my heritage. 
  belong to his family, to me. They are my heritage. 
  belong to his family, to me. They are my heritage. If you turn 
  If you turn 
  If you turn 
  If you turn 
  them over to the church then we will have nothing, years of 
  them over to the church then we will have nothing, years of 
  them over to the church then we will have nothing, years of 
  them over to the church then we will have nothing, years of 
  searching will have been in vain. Please, won’t you help me?”
  searching will have been in vain. Please, won’t you help me?”
  searching will have been in vain. Please, won’t you help me?”
  searching will have been in vain. Please, won’t you help me?”    
      
  If the PCs haven’t heard the story of Talavir Markum yet, 
  Kinnora will be able to relate it to them. 
   
  If the PCs discussion turns to what to do with her 
  she will speak up. 
   
  “You have to take me with you. I’ll die if you leave me here 
  “You have to take me with you. I’ll die if you leave me here 
  “You have to take me with you. I’ll die if you leave me here 
  “You have to take me with you. I’ll die if you leave me here 
  alone and if you take me back the merchant will get there first. 
  alone and if you take me back the merchant will get there first. 
  alone and if you take me back the merchant will get there first. 
  alone and if you take me back the merchant will get there first. 
  We have to hurry.”
  We have to hurry.”
  We have to hurry.”
  We have to hurry.”    
   
  Kinnora knows the following about Talavir and his cache: 
   
  He is rumored to have hidden gem-encrusted 
  goblets, blessed weapons and ancient sacred writings. 
  • 
  Talavir was believed to have been so strong in his 
  faith that he could return the dead to life. If the PCs 
  are able to somehow discern Kinnora’s true thoughts 
  (by way of a detect thoughts spell or similar spell) they 
  can tell that this is what is truly important to her. She 
  is hoping that there is something in the trunk that 
  
  Holy Word 
   
  Page 8 
  will restore her mother who died the previous 
  winter. 
  • 
  Talavir is Kinnora’s great-great-great-great-great-
  great-great grandfather on her mother’s side, 
  descended from his only child, a daughter. 
   
  If the PCs agree to take her along she will stay close to the 
  one who looks most able to protect her. If the PCs will 
  help her gain the trunks for herself and her family she 
  will give them her life’s savings, 100 gp. She will not give 
  them the money unless they help her and return her 
  safely to Wintershiven. If the PCs do not agree to help 
  her she will attempt to steal the book in Encounter 7. If 
  the PCs either leaves her behind or attempts to take her 
  back she will continue to do her best to follow them, 
  waiting until their return to attempt to steal the book. 
   
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  The PCs are halfway through day seven of their twelve-
  day journey when they catch up to the merchant who has 
  purchased the chests that the heroes were asked to 
  recover. After the PCs save the merchant and his men 
  they may either bargain with him immediately (rude) or 
  they can bide their time, waiting for the proper moment. 
   
  Three day
  Three day
  Three day
  Three days of constant rain have done little to improve the 
  s of constant rain have done little to improve the 
  s of constant rain have done little to improve the 
  s of constant rain have done little to improve the 
  mood or morale of your small group. Were it not for the map 
  mood or morale of your small group. Were it not for the map 
  mood or morale of your small group. Were it not for the map 
  mood or morale of your small group. Were it not for the map 
  you might wonder if there was an end to this journey.
  you might wonder if there was an end to this journey.
  you might wonder if there was an end to this journey.
  you might wonder if there was an end to this journey.    
      
  Suddenly over the crest of the next hill you spy three 
  Suddenly over the crest of the next hill you spy three 
  Suddenly over the crest of the next hill you spy three 
  Suddenly over the crest of the next hill you spy three 
  horses racing down the road toward 
  horses racing down the road toward 
  horses racing down the road toward 
  horses racing down the road toward you. As they move closer 
  you. As they move closer 
  you. As they move closer 
  you. As they move closer 
  they look panicked. 
  they look panicked. 
  they look panicked. 
  they look panicked.     
   
  The party can either get out of the way of the rushing 
  horses, or try to calm or control the animals. For PCs with 
  the Handle Animal skill they can try divert one of the 
  horses with a successful check (DC 17: 15 for a “push”, -2 
  circumstance penalty), PCs with the Animal Empathy 
  skill can attempt to calm one of the Horses (DC 20). Of 
  course, the PCs can use spell that will stop or calm the 
  horses. Getting too close to this minor stamped has its 
  danger. The horses are spooked and will lash out with 
  hoofs as they pass. PCs on horseback who approach must 
  make a Ride check (DC 5) to remain in the saddle or fall 
  and suffer overrun (see the D&D Player’s Handbook, p. 
  139) hoof attacks.  
   
  Heavy Horses (3):
  Heavy Horses (3):
  Heavy Horses (3):
  Heavy Horses (3): CR 1; Large Animal; HD 1d8+3; hp 16 
  each; Init +1 (Dex,) Spd 50 ft.; AC 13 (-1 size, +1 Dex, +3 
  natural); Atks +3 melee (1d6+3, 2 hooves); SQ Scent; AL 
  N; SV Fort +5, Ref +4, Will +2.  
   
  Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6 
   
  Skills Listen +6, Spot +6.  
   
  PCs making a successful Listen check (DC 8 due to 
  distance and the muffling affect of the damp air) or riding 
  forward to the hill will hear the distant sounds of combat.    
  Continue when the PCs goes either over or around the 
  hill. 
   
  The damp air has muted the sounds 
  The damp air has muted the sounds 
  The damp air has muted the sounds 
  The damp air has muted the sounds of battle up ahead, 
  of battle up ahead, 
  of battle up ahead, 
  of battle up ahead, 
  masking the pained cries of men and beasts. With the rise of 
  masking the pained cries of men and beasts. With the rise of 
  masking the pained cries of men and beasts. With the rise of 
  masking the pained cries of men and beasts. With the rise of 
  the road no longer blocking you view the scene before you is 
  the road no longer blocking you view the scene before you is 
  the road no longer blocking you view the scene before you is 
  the road no longer blocking you view the scene before you is 
  nothing less than chaotic. A large wagon lies overturned in a 
  nothing less than chaotic. A large wagon lies overturned in a 
  nothing less than chaotic. A large wagon lies overturned in a 
  nothing less than chaotic. A large wagon lies overturned in a 
  ditch to the right of the road, a  horse is still ha
  ditch to the right of the road, a  horse is still ha
  ditch to the right of the road, a  horse is still ha
  ditch to the right of the road, a  horse is still harnessed in place, 
  rnessed in place, 
  rnessed in place, 
  rnessed in place, 
  struggling to rise to its feet. The body of one man is pinned 
  struggling to rise to its feet. The body of one man is pinned 
  struggling to rise to its feet. The body of one man is pinned 
  struggling to rise to its feet. The body of one man is pinned 
  under the fallen wagon and others lay nearby, blood mixing 
  under the fallen wagon and others lay nearby, blood mixing 
  under the fallen wagon and others lay nearby, blood mixing 
  under the fallen wagon and others lay nearby, blood mixing 
  with the churned mud.
  with the churned mud.
  with the churned mud.
  with the churned mud.    
   
  Another group of men fights with their backs to the 
  Another group of men fights with their backs to the 
  Another group of men fights with their backs to the 
  Another group of men fights with their backs to the 
  wagon. They are outnumbered two to one.
  wagon. They are outnumbered two to one.
  wagon. They are outnumbered two to one.
  wagon. They are outnumbered two to one.    
      
  KKKKorvan Zanar, male human Exp1: 
  orvan Zanar, male human Exp1: 
  orvan Zanar, male human Exp1: 
  orvan Zanar, male human Exp1: CR 1/2; Medium 
  Humanoid; HD 1d6; hp 5; Init +0; Spd 30 ft.; AC 10; Atks 
  +1 melee (1d4+1 [19-20 x2], dagger); AL LN; SV Fort +1, 
  Ref +1, Will +4.  
   
  Str 12, Dex 11, Con 10, Int 14, Wis 13, Cha 15. 
   
  Skills: Bluff +3, Diplomacy +8, Appraising +8, Gather 
  Information +8, Profession (MerChant) +10, Innuendo 
  +4, Decipher Script +5, Language- Gnome, Language-
  Halfling, Language-Goblin; Feats: Run, Shield Proficency 
  Equipment: Dagger, clothing 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Caravan guards, human Ftr1 (2):
  Caravan guards, human Ftr1 (2):
  Caravan guards, human Ftr1 (2):
  Caravan guards, human Ftr1 (2): CR 1; Medium 
  Humanoid; HD 1d10+3; hp 13 (10, 8); Init +0; Spd 30 ft.; 
  AC 12 (+2 armor); Atks +1 melee (1d6+1 [19-20 x2], 
  shortsword); AL LN; SV Fort +5, Ref +0, Will +0.  
   
  Str 10, Dex 10, Con 16, Int 10, Wis 9, Cha 11.  
   
  Skills: Profession (Soldier) +5. Swim +4, Ride +3; Feats: 
  Endurance, Blind-Fight 
  Equipment: Leather armor, shortsword.  
    
  Attackers, human Ftr2 (4):
  Attackers, human Ftr2 (4):
  Attackers, human Ftr2 (4):
  Attackers, human Ftr2 (4): CR 1; Medium Humanoid; 
  HD 1d10; hp 18 (16, 14, 12, 11); Init +0; Spd 30 ft.; AC 13 
  (+3 armor); Atks +2 melee (1d6+2 [19-20 x2], shortsword); 
  AL LE; SV Fort +2, Ref +0, Will +0.  
   
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 9. 
   
  Skills: Ride +4, Climb +4, Use Rope +2, Wilderness 
  Lore +2; Feats: Toughness, Power Attack Equipment: 
  Studded leather armor, shortswords 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Caravan guards, human Ftr2 (2):
  Caravan guards, human Ftr2 (2):
  Caravan guards, human Ftr2 (2):
  Caravan guards, human Ftr2 (2): CR 2; Medium 
  Humanoid; HD 2d10; hp 19 (16, 14); Init +0; Spd 30 ft.; 
  AC 12 (+2 armor); Atks +2 melee (1d6+1 [19-20 x2], 
  shortsword); AL LN; SV Fort +5, Ref +0, Will +0.  
   
  Str 10, Dex 10, Con 16, Int 10, Wis 9, Cha 11.  
   
  Skills: Profession (Soldier) +5. Swim +4, Ride +4, Spot 
  +2; Feats: Endurance, Blind-Fight, Alterness 
  Equipment: Leather armor, shortsword.  
   
  Attackers, human Ftr3 (4):
  Attackers, human Ftr3 (4):
  Attackers, human Ftr3 (4):
  Attackers, human Ftr3 (4): CR 3; Medium Humanoid; 
  HD 3d10+6; hp 21 (17, 15, 14, 12); Init +0; Spd 30 ft.; AC 
  13 (+3 armor); Atks +4 melee (1d6+2 [19-20 x2], 
  shortsword); AL LE; SV Fort +3, Ref +1, Will +1.  
   
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 9. 
   
  Skills: Ride +5, Climb +4, Use Rope +3, Wilderness 
  Lore +2; Feats: Toughness, Power Attack Equipment: 
  Toughness, Power Attack, Mounted Combat. 
  
  Holy Word 
   
  Page 9 
  Equipment: Studded leather armor, shortsword 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Caravan guards, human Ftr3 (3):
  Caravan guards, human Ftr3 (3):
  Caravan guards, human Ftr3 (3):
  Caravan guards, human Ftr3 (3): CR 3; Medium 
  Humanoid; HD 3d10+9; hp 25 (21, 19); Init +0; Spd 30 ft.; 
  AC 12 (+2 armor); Atks +3 melee (1d6+2 [19-20 x2], 
  shortsword); AL LN; SV Fort +6, Ref +1, Will +1.  
   
  Str 10, Dex 10, Con 16, Int 10, Wis 9, Cha 11.  
   
  Skills: Profession (Soldier) +5. Swim +4, Ride +4, Spot 
  +4; Feats: Endurance, Blind-Fight, Alterness 
  Equipment: Leather armor, shortsword.  
   
  Attackers, human Ftr4 (6):
  Attackers, human Ftr4 (6):
  Attackers, human Ftr4 (6):
  Attackers, human Ftr4 (6): CR 4; Medium Humanoid; 
  HD 4d10+8; hp 27 (21, 20, 19, 17); Init +0; Spd 30 ft.; AC 
  13 (+3 armor); Atks +5 melee (1d6+2 [19-20 x2], 
  shortsword); AL LE; SV Fort +6, Ref +1, Will +3.  
   
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 9. 
   
  Skills: Ride +5, Climb +4, Use Rope +3, Wilderness 
  Lore +2, Intimidate +1; Feats: Toughness, Power Attack, 
  Mounted Combat, Iron Will.  
   
  Equipment: Studded leather armor, shortswords. 
   
  If the PCs are easily defeating the attackers you may Wish 
  to raise the Challenge by having 1-2 additional attackers 
  return from Chasing off other caravan guards. 
   
  If the PCs does not act the first round one of the 
  merchant guards will fall. If the heroes join the combat 
  the caravan raiders will attack them. 
   
  This is the Korvan Zanar’s wagon. The surviving 
  caravan guards are outnumbered and fighting with their 
  backs to the wagon. He and his men were ambushed en 
  route to Ogburg. Zanar is unhurt, cowering under his 
  wagon while his men fight off the attackers. Most of the 
  guards are either dead or have fled, having decided the 
  stingy fellow’s pay is not nearly enough compensation for 
  their lives. The merchant will try to hire the PCs to save 
  his life and his goods.  
   
  After the combat is over the players may (if they 
  search the bodies) find a map under the shirt of a dead 
  attacker. This map details the road to Ogburg. On the map 
  is a "shortcut" which does not appear on the map given to 
  the PCs by the Church of Pholtus. The second part of the 
  Ambush may be avoid by taking this shortcut, which 
  offers instead the minor non-combat encounter 5A, an 
  encounter that also may provide additional insight Into 
  the identity of the enemy. Each of the raiders is carrying a 
  black metallic disk on a leather thong. The disk has no 
  markings or symbols. PCs will not recognize the 
  significance of the disk at this time. 
   
  Surviving attackers, if questioned, know only that 
  they were hired to watch over the road to Ogburg, 
  delaying anyone matching the description of either the 
  merchant or the heroes, whoever arrived first. They do 
  not know if there were others hired as well. They can 
  describe their employer only as a tall, slender male(?) 
  wearing a dark gray cloak and cowl. They were hired in 
  Wintershiven the same day that the PCs spoke to Asiria 
  and have ridden hard to get ahead of the PCs. If asked 
  about the black disks they wear, the mercenaries have no 
  idea what the significance of the symbol is, only that 
  wearing them “was part of the contract.” 
   
  As the PCs tends to the wounded and dead or if they 
  attempt to right the wagon: 
   
  A muffled pounding reaches you ears, followed by wh
  A muffled pounding reaches you ears, followed by wh
  A muffled pounding reaches you ears, followed by wh
  A muffled pounding reaches you ears, followed by what seems 
  at seems 
  at seems 
  at seems 
  to be a demand for release coming from beneath the 
  to be a demand for release coming from beneath the 
  to be a demand for release coming from beneath the 
  to be a demand for release coming from beneath the 
  overturned wagon.
  overturned wagon.
  overturned wagon.
  overturned wagon.    
   
  Lifting the wagon to turn it over requires a Strength 
  check (DC 25, which will require some cooperation, see 
  D&D Player’s Handbook, p. 62) due to the size and 
  weight of the wagon and the fact that it is in a ditch. 
  Horses may be used to assist. Under the wagon the PCs 
  will find Korvan and some of his last minute purchases, 
  not yet ruined beyond repair. 
   
  As you right the wagon the man trapped underneath it climbs 
  As you right the wagon the man trapped underneath it climbs 
  As you right the wagon the man trapped underneath it climbs 
  As you right the wagon the man trapped underneath it climbs 
  unsteadily to his
  unsteadily to his
  unsteadily to his
  unsteadily to his feet, his once rich clothes now stained with 
   feet, his once rich clothes now stained with 
   feet, his once rich clothes now stained with 
   feet, his once rich clothes now stained with 
  mud. He peers at each of you, brushing himself off. He begins 
  mud. He peers at each of you, brushing himself off. He begins 
  mud. He peers at each of you, brushing himself off. He begins 
  mud. He peers at each of you, brushing himself off. He begins 
  looking through the wagon’s spilled and ruined Contents, 
  looking through the wagon’s spilled and ruined Contents, 
  looking through the wagon’s spilled and ruined Contents, 
  looking through the wagon’s spilled and ruined Contents, 
  speaking as he searches.
  speaking as he searches.
  speaking as he searches.
  speaking as he searches.    
   
  “Well, that was a fine bit of work on your part. Much 
  “Well, that was a fine bit of work on your part. Much 
  “Well, that was a fine bit of work on your part. Much 
  “Well, that was a fine bit of work on your part. Much 
  better than
  better than
  better than
  better than those cowards I hired, running off when things got 
   those cowards I hired, running off when things got 
   those cowards I hired, running off when things got 
   those cowards I hired, running off when things got 
  sticky. Must remember to thank you for that, yes indeed. Ah, 
  sticky. Must remember to thank you for that, yes indeed. Ah, 
  sticky. Must remember to thank you for that, yes indeed. Ah, 
  sticky. Must remember to thank you for that, yes indeed. Ah, 
  there it is! Now, you have a wagon? Excellent! We should be 
  there it is! Now, you have a wagon? Excellent! We should be 
  there it is! Now, you have a wagon? Excellent! We should be 
  there it is! Now, you have a wagon? Excellent! We should be 
  on our way.” He climbs out of the ditch, carrying a small 
  on our way.” He climbs out of the ditch, carrying a small 
  on our way.” He climbs out of the ditch, carrying a small 
  on our way.” He climbs out of the ditch, carrying a small 
  satchel retrieved from th
  satchel retrieved from th
  satchel retrieved from th
  satchel retrieved from the mud. “Are you ready?”
  e mud. “Are you ready?”
  e mud. “Are you ready?”
  e mud. “Are you ready?” 
   
  A busy man with no time for dwaddling and nonsense, 
  Korvan fully expects the PCs to escort him to Ogburg and 
  assumes that they will automatically do so. If they hesitate 
  to offer their assistance or ask for reward he will continue: 
   
  “Of course, you are mercenaries, yes? Hired swords? You wish 
  “Of course, you are mercenaries, yes? Hired swords? You wish 
  “Of course, you are mercenaries, yes? Hired swords? You wish 
  “Of course, you are mercenaries, yes? Hired swords? You wish 
  to be paid? Very well, I will pay you, but I must get to Ogburg. 
  to be paid? Very well, I will pay you, but I must get to Ogburg. 
  to be paid? Very well, I will pay you, but I must get to Ogburg. 
  to be paid? Very well, I will pay you, but I must get to Ogburg. 
  I have urgent business there and no time to delay quibbling 
  I have urgent business there and no time to delay quibbling 
  I have urgent business there and no time to delay quibbling 
  I have urgent business there and no time to delay quibbling 
  over trifles.”
  over trifles.”
  over trifles.”
  over trifles.”    
   
  He has few coins on his person at this time. He will 
  instead offer to pay the PCs in merchandise from his 
  caravan when they reach Ogburg. 
   
  If the PCs offers to assist him without prompting: 
   
  “You are good people, yes indeed. I must get to Ogburg. My 
  “You are good people, yes indeed. I must get to Ogburg. My 
  “You are good people, yes indeed. I must get to Ogburg. My 
  “You are good people, yes indeed. I must get to Ogburg. My 
  escort seems to have run off, the cowards. I wish to rewar
  escort seems to have run off, the cowards. I wish to rewar
  escort seems to have run off, the cowards. I wish to rewar
  escort seems to have run off, the cowards. I wish to reward you 
  d you 
  d you 
  d you 
  for your brave assistance. My caravan is waiting for me in 
  for your brave assistance. My caravan is waiting for me in 
  for your brave assistance. My caravan is waiting for me in 
  for your brave assistance. My caravan is waiting for me in 
  Ogburg. See me safely there and I will reward you from my 
  Ogburg. See me safely there and I will reward you from my 
  Ogburg. See me safely there and I will reward you from my 
  Ogburg. See me safely there and I will reward you from my 
  goods.”
  goods.”
  goods.”
  goods.”    
   
  The PCs may leave him behind to find his own way to 
  Ogburg. If this happens he will capture and ride one of 
  the remaining horses that is now grazing nearby. In this 
  event he will reach Ogburg the morning after the PCs 
  and will be less than receptive to their arguments 
  regarding Talavir’s treasure. 
   
  If asked the reason for his trip to Ogburg he will say that 
  he is going to pick up some items he has recently 
  purchased. If the heroes have been polite to Korvan and 
  escorted him to Ogburg they can talk him into turning 
  
  Holy Word 
   
  Page 10 
  the chests over to the Church in exchange for a 100 gp 
  finder’s fee. This requires a successful Diplomacy check 
  (DC 12).  If they have been rude to him or leave him to go 
  on to Ogburg on his own the check is harder (DC 20).  
   
   
  Encounter 6a: Second 
  Encounter 6a: Second 
  Encounter 6a: Second 
  Encounter 6a: Second 
  Ambush
  Ambush
  Ambush
  Ambush    
  If the PCs stay on the main road they will encounter the 
  second portion of the ambush midmorning of day eight, 
  the morning after encountering the caravan. Surviving 
  caravan guards will primarily fight to protect Korvan, 
  assisting the PCs only if the PCs appear desperate. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Attackers, human Ftr1 (4):
  Attackers, human Ftr1 (4):
  Attackers, human Ftr1 (4):
  Attackers, human Ftr1 (4): CR 1; Medium Humanoid; 
  HD 1d10+1; hp 10 each; Init +0; Spd 30 ft.; AC 13 (+3 
  armor); Atks +2 melee (1d6+1 [19-20 x2], shortsword); AL 
  CN; SV Fort +2, Ref +0, Will +0.  
   
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: Hide +2, Spot +2, Wilderness Lore +2; Feats: 
  Power Attack, Tracking 
  Equipment: Studded leather armor, shortswords. 
   
  Cleric, human Clr1:
  Cleric, human Clr1:
  Cleric, human Clr1:
  Cleric, human Clr1: CR 1; Medium Humanoid; HD 
  1d8+1; hp 8; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 
  armor); Atks +0 melee (1d8, heavy mace); AL CE; SV Fort 
  +2, Ref +2, Will +7.  
   
  Str 11, Dex 14, Con 11, Int 13, Wis 16, Cha 10 
   
   
  Skills: Concentration +6, Heal +6, Religion +6, 
  Spellcraft +2; Feats: Combat Casting, Iron Will (+2 on Will 
  saves included) 
   
  Equipment: Leather armor, heavy mace, holy symbol, 
  spell components in pouch 
    
  Spells (3/1): 0-lvl—inflict minor wounds (x2), resistance; 
  1-lvl—bane, command, protection from good 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Attackers, human Ftr3 (5): 
  Attackers, human Ftr3 (5): 
  Attackers, human Ftr3 (5): 
  Attackers, human Ftr3 (5): CR 3; Medium Humanoid; 
  HD 3d10+6; hp 21 each; Init +1; Spd 30 ft.; AC 13 (+3 
  armor); Atks +4 melee (1d6+1 [19-20 x2], shortsword); AL 
  CN; SV Fort +5, Ref +1, Will +1.  
   
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: Hide +2, Spot +2, Wilderness Lore +4; Feats: 
  Power Attack, Tracking, Mounted Combat 
   
  Equipment: Studded leather armor, shortswords. 
   
  Cleric, human Clr3:
  Cleric, human Clr3:
  Cleric, human Clr3:
  Cleric, human Clr3: CR 3; Medium Humanoid; HD 
  3d8+3; hp 23; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 
  armor); Atks +2 melee (1d8, heavy mace); SA; spells, 
  rebuke undead AL CE; SV Fort +3, Ref +3, Will +8.  
   
  Str 11, Dex 14, Con 11, Int 13, Wis 16, Cha 10 
   
   
  Skills: Concentration +10, Heal +6, Religion +6, 
  Spellcraft +6; Feats: Combat Casting, Iron Will (+2 on Will 
  saves included) 
   
  Spells: (4/4/2) 0-lvl—inflict minor wounds (x3), 
  resistance; 1-lvl—bane, bless, command, protection from good 2-
  lvl—sonic burst, shatter 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Attackers, human Ftr4 (5):
  Attackers, human Ftr4 (5):
  Attackers, human Ftr4 (5):
  Attackers, human Ftr4 (5): CR 5; Medium Humanoid; 
  HD 4d10+8; hp 27 each; Init +1; Spd 30 ft.; AC 13 (+3 
  armor); Atks +4 melee (1d6+1 [19-20 x2], shortsword); AL 
  CN; SV Fort +6, Ref +1, Will +1.  
   
  Str 13, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: Hide +3, Spot +3, Search +4; Feats: Skills: Hide 
  +3, Spot +3, Search +4 
  Feats: Power Attack, Tracking, Mounted Combat, Blind-
  Fight 
  Equipment: Studded leather armor, shortswords. 
   
  Cleric, human Clr5:
  Cleric, human Clr5:
  Cleric, human Clr5:
  Cleric, human Clr5: CR 5; Medium Humanoid; HD 
  5d8+5; hp 30; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 
  armor); Atks +3 melee (1d8, heavy mace); SA; spells, 
  rebuke undead AL CE; SV Fort +4, Ref +3, Will +9.  
   
  Str 11, Dex 14, Con 11, Int 13, Wis 16, Cha 10
   
  Skills: Concentration +12, Heal +6, Religion +6, 
  Spellcraft +7; Feats: Combat Casting, Iron Will (+2 on Will 
  saves included) 
   
  Spells 
  (5/4/3/2): 0-lvl—inflict minor wounds 
  (x3), resistance (x2); 1-lvl—bane, bless, command, protection 
  from good; 2-lvl—sonic burst, shatter, silence; 3-lvl—dispel 
  magic, magic circle against law 
   
  If the PCs are easily defeating the attackers you may wish 
  to raise the Challenge by having the cleric read a scroll 
  Containing the 1st-level spell doom targeted on the most 
  competent PC. 
   
  If the PCs are able to capture the cleric, he will not talk. 
  He will not reveal whom he works for, he will not reveal 
  which god he worships. He is a zealot to a mysterious 
  cause, and will die for his beliefs. His domains are Death 
  and Destruction.  
   
   
  Encounter 6b: The 
  Encounter 6b: The 
  Encounter 6b: The 
  Encounter 6b: The 
  Shortcut
  Shortcut
  Shortcut
  Shortcut    
  If the PCs take the shortcut it will cut a full day off of 
  their journey. At sundown of day eight the PCs will be in 
  sight of a small farm where they may either spend the 
  night and speak with the inhabitants or continue on: 
   
  If the PCs approach the cabin:  
   
  The aroma of fresh bread and cooking meat carries towards 
  The aroma of fresh bread and cooking meat carries towards 
  The aroma of fresh bread and cooking meat carries towards 
  The aroma of fresh bread and cooking meat carries towards 
  you on the breeze and the soft sound of someone singin
  you on the breeze and the soft sound of someone singin
  you on the breeze and the soft sound of someone singin
  you on the breeze and the soft sound of someone singing inside 
  g inside 
  g inside 
  g inside 
  the cabin promises a warm welcome. Only the sudden barking 
  the cabin promises a warm welcome. Only the sudden barking 
  the cabin promises a warm welcome. Only the sudden barking 
  the cabin promises a warm welcome. Only the sudden barking 
  of a dog interrupts the pleasant scene.
  of a dog interrupts the pleasant scene.
  of a dog interrupts the pleasant scene.
  of a dog interrupts the pleasant scene.    
   
  Determine the PCs’ actions at this time. The dog will not 
  attack but will continue barking. The farmer will open the 
  door after two rounds pitchfork in hand. He will demand 
  
  Holy Word 
   
  Page 11 
  to know what the PCs want. If they are courteous and 
  polite, do not have weapons drawn or have any wounded 
  with them he will look them over for a moment and then 
  invite them inside, calling to his wife that they have 
  additional guests. If Kinnora or another young female is 
  present the wife will fuss over them until her husband 
  advises her to “Give these young people some space.” 
   
  The human couple is in their late 50s though both 
  remain active. Simple farmers, they know nothing of any 
  hidden treasures. Like most residents of the Pale they are 
  worshipers of Pholtus, though as farmers they secretly 
  pray to Beory as well.  
   
  After the PCs talk for a bit with the couple, the old 
  man will recall that there have been several strangers 
  moving through a nearby stand of trees lately. He has 
  seen signs of them while gathering firewood, but has 
  never spoken with any of them. He has also found several 
  large holes dug during the night and, once, the body of a 
  man. The body was badly chewed by animals and he 
  buried it a half a mile or so from his fields. The only thing 
  unusual about the body was the plain black metallic disk 
  around the man’s neck. Though he is willing to talk well 
  into the night the farmer knows nothing else. The couple 
  will gladly provide fresh bread, cheese and warm stew 
  from their small supply of foodstuffs. The PCs is welcome 
  to take shelter though the floor is the only place to sleep-- 
  at least it is warm and dry. 
   
   
  Encounter 7: Holy Word
  Encounter 7: Holy Word
  Encounter 7: Holy Word
  Encounter 7: Holy Word    
  If the PCs took the shortcut they will reach Ogburg late 
  on the eleventh day. If they have taken the main road it 
  will be early evening on day twelve. 
   
   
  The evening lights of Ogburg greet you in the distance as you 
  The evening lights of Ogburg greet you in the distance as you 
  The evening lights of Ogburg greet you in the distance as you 
  The evening lights of Ogburg greet you in the distance as you 
  reach the crossroads. As the last rays of the sun fade a sense of 
  reach the crossroads. As the last rays of the sun fade a sense of 
  reach the crossroads. As the last rays of the sun fade a sense of 
  reach the crossroads. As the last rays of the sun fade a sense of 
  weariness washes
  weariness washes
  weariness washes
  weariness washes over you.
   over you.
   over you.
   over you. 
   
  The PCs may either go directly to the farmhouse to meet 
  with Timon or they may seek lodgings in town for the 
  evening. If Korvan is with the heroes he will want to go to 
  Ogburg for the night. Timon is staying at the otherwise 
  empty farmhouse, inventorying the items purchased by 
  Korvan. 
   
  Timon will not wish to speak to the PCs regarding 
  his message to the church if Korvan is present. Timon is a 
  bookish and scholarly young man, though a bit of a 
  dreamer. He will speak freely to the PCs once they 
  identify themselves and are out of Korvan’s presence. 
   
  “Were I braver I would have been an adventurer. You won’t 
  “Were I braver I would have been an adventurer. You won’t 
  “Were I braver I would have been an adventurer. You won’t 
  “Were I braver I would have been an adventurer. You won’t 
  say anything to Korvan, will you? Traveling with his caravan 
  say anything to Korvan, will you? Traveling with his caravan 
  say anything to Korvan, will you? Traveling with his caravan 
  say anything to Korvan, will you? Traveling with his caravan 
  allows me to see the world, to find treasures like this. It is 
  allows me to see the world, to find treasures like this. It is 
  allows me to see the world, to find treasures like this. It is 
  allows me to see the world, to find treasures like this. It is 
  amazing that all this
  amazing that all this
  amazing that all this
  amazing that all this time the chests have been here and no 
   time the chests have been here and no 
   time the chests have been here and no 
   time the chests have been here and no 
  one knew. I tried to send word of this to Prelate Maximillian 
  one knew. I tried to send word of this to Prelate Maximillian 
  one knew. I tried to send word of this to Prelate Maximillian 
  one knew. I tried to send word of this to Prelate Maximillian 
  Thace in Ogburg but he was already on his way to 
  Thace in Ogburg but he was already on his way to 
  Thace in Ogburg but he was already on his way to 
  Thace in Ogburg but he was already on his way to 
  Wintershiven and I was afraid to tell just anyone. The chests 
  Wintershiven and I was afraid to tell just anyone. The chests 
  Wintershiven and I was afraid to tell just anyone. The chests 
  Wintershiven and I was afraid to tell just anyone. The chests 
  bear Talavir’s mark, but I did not feel comf
  bear Talavir’s mark, but I did not feel comf
  bear Talavir’s mark, but I did not feel comf
  bear Talavir’s mark, but I did not feel comfortable examining 
  ortable examining 
  ortable examining 
  ortable examining 
  them. Perhaps you will be able to do so.”
  them. Perhaps you will be able to do so.”
  them. Perhaps you will be able to do so.”
  them. Perhaps you will be able to do so.”    
      
  If the heroes have been polite to Korvan and escorted 
  him to Ogburg they can talk him into turning the chests 
  over to the Church in exchange for a 100 gp finder’s fee. 
  This requires a successful Diplomacy check (DC 12). If 
  they have been rude to him the Diplomacy check is 
  harder (DC 20).  
   
  Examining the Chests
  Examining the Chests
  Examining the Chests
  Examining the Chests    
  The two chests are of equal size, approximately 2 ft. x1½ 
  ft.x3 ft., and of quite sturdy construction. Each is made of 
  oak, and the corners have been shod in iron filigree. 
  Carved Into the lid of each chest is an elaborate rune. A 
  Knowledge (history) check (DC 25) is required for PCs to 
  recognize the symbol of Talavir. 
   
  Examining the chests requires a Search check (DC 
  20) to discover the false bottoms in each of the chests. A 
  separate Spot Check  (DC 20) is needed to notice the 
  glyphs that will be activated if the false bottoms are 
  opened incorrectly. Opening each false bottom requires 
  an Open Locks check (DC 25) or smashing the chests 
  and, potentially, their contents.  
   
  If the false bottoms are opened by some means or 
  another: 
   
  Chest One
  Chest One
  Chest One
  Chest One    
  • 
  Scroll in bone scroll tube - This scroll Contains 
  Pholtan scripture. It has value only only to the 
  Church or a collector of antiquities 
  • 
  scroll in a bone scroll tube – scroll of consecrate (4th 
  level)  
  • 
  A blank sheet of parchment - This parchment 
  radiates Strong alteration magic. 
  • 
  One silver inlaid dagger - This blade is razor sharp. 
  Silver runes mark one side. Carvings on the hilt give 
  the impression of flame. The same flame can be seen 
  flickering in the polished surface of one side of the 
  blade. It has a value of 140 gp 
   
  Chest Two
  Chest Two
  Chest Two
  Chest Two    
  • 
  2 small vials – potions of cure light wounds (1st-level)  
  • 
  1 large but thin tome carefully wrapped in fine white 
  linen. The book is bound in silver with a cover 
  embossed with silver leaf bearing the sun disk 
  symbol of Pholtus. 
  The title is beaten in gold and reads: Libram Sanctus 
  Vox (Book of the Holy Word)  
  If the book is opened, and a page is read, 
  a blinding light radiates out from the page, 
  encompassing everything within a 10 foot radius. 
  This light effects PCs who are worshipers of Pholtus 
  or are of Lawful Neutral or Lawful Good alignment 
  who are within 10 feet are stunned and reeling for 
  1d6 + 4 minutes. 
   
  The book has the following effects on other 
  alignments: 
  • 
  PCs of Neutral or Neutral Good alignment:
  PCs of Neutral or Neutral Good alignment:
  PCs of Neutral or Neutral Good alignment:
  PCs of Neutral or Neutral Good alignment: If 
  the PC reads the text he/she is paralyzed for 1d4 
  
  Holy Word 
   
  Page 12 
  + 4 hours. All others within 10 feet are slowed 
  for 1d10 minutes. 
  • 
  PCs of Chaotic Good or Chaotic Neutral 
  PCs of Chaotic Good or Chaotic Neutral 
  PCs of Chaotic Good or Chaotic Neutral 
  PCs of Chaotic Good or Chaotic Neutral 
  alignment:
  alignment:
  alignment:
  alignment: If the PC reads the text he/she is 
  Struck blind for 1d6 days. Those within 10 feet 
  are affected as per the spell color spray, no saving 
  throw. 
  • 
  Evil creatures
  Evil creatures
  Evil creatures
  Evil creatures within 10 feet of the book when it 
  is read are affected as per the spell holy word. 
  Any PC reading from the book is marked with a 
  faintly glowing tattoo. Once a PC reads a page from 
  the book, the entire book is blank to that person. 
  They may not read another page. More than one PC 
  may read from the book. PCs will not remember 
  what they read. 
   
   
  Encounter 8: Back Again
  Encounter 8: Back Again
  Encounter 8: Back Again
  Encounter 8: Back Again    
  Determine the PC’s traveling arrangements for the return 
  journey. If they have the chests and have not promised to 
  assist Kinnora claim to them she will be sullen and 
  withdrawn during the journey. She does not trust the PCs 
  to give her the book when they reach Wintershiven, and 
  will attempt to steal the book when the PCs are camped 
  on the way home.  
  . 
  If the PCs attempt to leave Kinnora in Ogburg she 
  will follow at a careful distance, biding her time until the 
  seventh night when she will attempt to steal the book. 
   
  The weather seems to have cleared for your journey back to 
  The weather seems to have cleared for your journey back to 
  The weather seems to have cleared for your journey back to 
  The weather seems to have cleared for your journey back to 
  Wintershiven, though a chill remains in the air. With drier 
  Wintershiven, though a chill remains in the air. With drier 
  Wintershiven, though a chill remains in the air. With drier 
  Wintershiven, though a chill remains in the air. With drier 
  roads you are making good time. You are already seven days 
  roads you are making good time. You are already seven days 
  roads you are making good time. You are already seven days 
  roads you are making good time. You are already seven days 
  out of Ogburg and only four 
  out of Ogburg and only four 
  out of Ogburg and only four 
  out of Ogburg and only four (or five, depending on the 
  route they take) days from the end of your journey. The days 
  days from the end of your journey. The days 
  days from the end of your journey. The days 
  days from the end of your journey. The days 
  are again clear and the nights cold, hinting at the coming 
  are again clear and the nights cold, hinting at the coming 
  are again clear and the nights cold, hinting at the coming 
  are again clear and the nights cold, hinting at the coming 
  winter.
  winter.
  winter.
  winter.    
   
  Midway through the second watch Kinnora will attempt 
  to bypass the glyph and open the chests if the PCs has not 
  already done so. Allow her to reach the chests and maker 
  her Will save for the hold person undetected. The DC of 
  the lock on each chest is 25. She will attempt to break the 
  locks of necessary. She has a set of simple lock picks 
  hidden in the hilt of her dagger which will add +2 to her 
  Open locks check Her other checks are: 
   
  Move Silently 
  1d20 + 9 
  Hide 
   
  1d20 + 9 
  Open Locks 
  1d20 + 9 + 2 
   
  She should have to make checks to unlock each chest, 
  move between and search each one and then get away 
  with the book.  PCs on watch should make Listen and 
  Spot counterchecks as appropriate. If PCs are specifically 
  keeping an eye on Kinnora her checks are at -8 
   
  If the chests have been opened she will attempt to 
  take the book from wherever it is being stored. 
   
  PCs on watch should also make Spot and Listen (DC 
  10 on either) to realize that the PCs are about to be 
  attacked. For each point that the PCs succeeds by they 
  can wake one additional PCs member. 
   
  Kinnora may also notice the attackers sneaking into 
  camp.  Her Spot and Listen counterchecks are both 1d20 
  + 3. 
   
  If she does not notice the attackers she will be caught 
  and will scream, revealing both the attackers presence 
  and her own duplicity. 
   
  If she detects the attackers and remains undetected 
  she will get away with the book. The PCs can then track 
  her. If she gets away with the book note the details on the 
  Critical Event Summary. 
   
  The attackers are mercenaries lead by a wizard. All of 
  them wear the now familiar black medallion. Like other 
  encounters the mercenaries have not idea why they are 
  attacking the party; that is just what they are paid to do. 
  The wizard, like the priest in Encounter 5, will die before 
  telling the PCs anything about his organization or his 
  religion.   
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Attackers, human Ftr1 (3):
  Attackers, human Ftr1 (3):
  Attackers, human Ftr1 (3):
  Attackers, human Ftr1 (3): CR 1; Medium Humanoid; 
  HD 1d10+2; hp 12; Init +0; Spd 30 ft.; AC 13 (+3 armor) 
  Atks +1 melee (1d6 [19-20 x2], shortsword); AL LE; SV 
  Fort +4, Ref +0, Will +0.  
   
  Str 11, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: : Hide +2, Move Silently +2, Spot +2, Search +2, 
  Listen +2; Feats: Tracking, Alertness (+2 to Spot/Listen 
  checks included), Power Attack. 
  Equipment: Studded leather armor, shortswords 
   
  Mage, human Wiz1:
  Mage, human Wiz1:
  Mage, human Wiz1:
  Mage, human Wiz1: CR 1; Medium Humanoid; HD 
  1d4+2; hp 5; Init +7 (Dex, Improved Initiative); Spd 30 ft.; 
  AC 13 (+3 Dex) Atks +0 melee (1d6/1d6, quarterstaff); SA 
  spells; AL CE; SV Fort +3, Ref +3, Will +2.  
   
  Str 11, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: Concentration +8, Spellcraft +8, Scry +4, 
  Tumbling +4; Feats: Scribe Scroll, Improved Initiative (+4 
  IM included), Toughness (+3 hp included) 
   
  Equipment: quarterstaff, darts (9), spell components 
  in pouch  
   
  Spells (3/1): 0-lvl—resistance, ray of frost, daze; 1-lvl—
  magic missile, obscuring mist 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Attackers, human Ftr3 (3):
  Attackers, human Ftr3 (3):
  Attackers, human Ftr3 (3):
  Attackers, human Ftr3 (3): CR 3; Medium Humanoid; 
  HD 3d10+6; hp 36; Init +0; Spd 30 ft.; AC 13 (+3 armor) 
  Atks +3 melee (1d6 [19-20 x2], shortsword); AL LE; SV 
  Fort +6, Ref +1, Will +1.  
   
  Str 11, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills:: Hide +3, Move Silently +3, Spot +2, Search +2, 
  Listen +2; Feats: Tracking, Alertness (+2 to Spot/Listen 
  checks included), Power Attack, Cleave.  
  Equipment: Studded leather armor, shortswords 
   
  Mage, human Wiz3:
  Mage, human Wiz3:
  Mage, human Wiz3:
  Mage, human Wiz3: CR 3; Medium Humanoid; HD 
  3d4+6; hp 14; Init +7 (Dex, Improved Initiative); Spd 30 
  ft.; AC 13 (+3 Dex) Atks +0 melee (1d6/1d6, quarterstaff); 
  SA spells; AL CE; SV Fort +3, Ref +3, Will +3.  
   
  Str 11, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
  
  Holy Word 
   
  Page 13 
   
  Skills: Concentration +9, Spellcraft +9, Scry +6, 
  Tumbling +5; Feats: Scribe Scroll, Improved Initiative (+4 
  IM included), Toughness (+3 hp included) 
  Equipment: quarterstaff, darts (9), spell components in 
  pouch  
   
  Spells (4/2/1): 0-lvl—resistance, ray of frost, daze, flare; 1-
  lvl—magic missle, obscuring mist; 2—mirror image.  
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Attackers, human Ftr4 (3):
  Attackers, human Ftr4 (3):
  Attackers, human Ftr4 (3):
  Attackers, human Ftr4 (3): CR 4; Medium Humanoid; 
  HD 4d10+8; hp 48; Init +0; Spd 30 ft.; AC 13 (+3 armor) 
  Atks +4 melee (1d6 [19-20 x2], shortsword); AL LE; SV 
  Fort +7, Ref +1, Will +1.  
   
  Str 11, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: Hide +3, Move Silently +3, Spot +2, Search +3, 
  Listen +3; Feats: Tracking, Alertness (+2 to Spot/Listen 
  checks included), Weapon Focus (Shortsword) 
  Equipment: Studded leather armor, shortswords 
   
  Mage, human Wiz5:
  Mage, human Wiz5:
  Mage, human Wiz5:
  Mage, human Wiz5: CR 5; Medium Humanoid; HD 
  5d4+10; hp 22; Init +7 (Dex, Improved Initiative); Spd 30 
  ft.; AC 13 (+3 Dex) Atks +1 melee (1d6/1d6, quarterstaff); 
  SA spells; AL CE; SV Fort +3, Ref +3, Will +3.  
   
  Str 11, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
   
  Skills: Concentration +11, Spellcraft +10, Scry +7, 
  Tumbling +6; Feats: Scribe Scroll, Improved Initiative (+4 
  IM included), Toughness (+3 hp included), Dodge 
  Equipment: quarterstaff, darts (9), spell components in 
  pouch  
   
  Spells (4/3/2/1) 0-lvl—resistance, ray of frost, daze, flare; 
  1-lvl—magic missle, obscuring mist, burning hands; 2-lvl—
  mirror image, protection from arrows; 3-lvl—fireball 
   
  If the PCs is easily defeating the attackers you may wish 
  to raise the challenge by adding 2 additional fighters into 
  the combat.  
   
   
  Conclusions
  Conclusions
  Conclusions
  Conclusions 
  If the PCs are successful in recovering the entire 
  Contents of the chests and intend to give everything to 
  the Church proceed to Conclusion A. 
   
  If the PCs were unable to get the chests from Korvan 
  then proceed to Conclusion B. 
   
  If the PCs have lost possession of the book or have 
  kept some of the items then proceed with Conclusion C. 
   
  If the PCs (foolishly) decide to keep the Contents of 
  the chests for themselves and not return to Wintershiven 
  then proceed with Conclusion D. 
   
  Note: All the conclusions suppose that Asiria hired 
  the PCs. If, instead, Abbot Dayrem sent them, modify the 
  conclusions as necessary.   
   
  Conclusion A: Mission Accomplished
  Conclusion A: Mission Accomplished
  Conclusion A: Mission Accomplished
  Conclusion A: Mission Accomplished 
  If the PCs returns to Wintershiven with all of the items 
  from the chests: 
   
  The remainder of your journey back to Wintershiven is 
  The remainder of your journey back to Wintershiven is 
  The remainder of your journey back to Wintershiven is 
  The remainder of your journey back to Wintershiven is 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  cathedral. 
  cathedral. 
  cathedral. 
  cathedral.     
      
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  lear
  lear
  lear
  learned. I trust your journey was uneventful?”
  ned. I trust your journey was uneventful?”
  ned. I trust your journey was uneventful?”
  ned. I trust your journey was uneventful?”    
   
  She takes the heroes to a quiet room and listens to their 
  report as four young priests unload whatever the PCs was 
  able to acquire from Korvan. After hearing their report 
  she will thank them and ask that they return in two days, 
  to give the Council adequate time to examine the 
  Contents of the chests.    
      
  You are called back to the cathedral two days later and escorted 
  You are called back to the cathedral two days later and escorted 
  You are called back to the cathedral two days later and escorted 
  You are called back to the cathedral two days later and escorted 
  to a quiet garden where Asiria waits, now garbed in silver 
  to a quiet garden where Asiria waits, now garbed in silver 
  to a quiet garden where Asiria waits, now garbed in silver 
  to a quiet garden where Asiria waits, now garbed in silver 
  trimmed robes of gleaming white.  
  trimmed robes of gleaming white.  
  trimmed robes of gleaming white.  
  trimmed robes of gleaming white.   
   
  “You 
  “You 
  “You 
  “You have indeed done well and we of the Church are 
  have indeed done well and we of the Church are 
  have indeed done well and we of the Church are 
  have indeed done well and we of the Church are 
  grateful for you assistance. The Council of Nine has examined 
  grateful for you assistance. The Council of Nine has examined 
  grateful for you assistance. The Council of Nine has examined 
  grateful for you assistance. The Council of Nine has examined 
  the items you have recovered. Many treasures of the Church 
  the items you have recovered. Many treasures of the Church 
  the items you have recovered. Many treasures of the Church 
  the items you have recovered. Many treasures of the Church 
  remain lost, but the items you have found may help us recover 
  remain lost, but the items you have found may help us recover 
  remain lost, but the items you have found may help us recover 
  remain lost, but the items you have found may help us recover 
  them in time. Take these a
  them in time. Take these a
  them in time. Take these a
  them in time. Take these additional gifts as a token of our 
  dditional gifts as a token of our 
  dditional gifts as a token of our 
  dditional gifts as a token of our 
  thanks.”
  thanks.”
  thanks.”
  thanks.”    
      
  She offers you a carved wooden box and a final blessing 
  She offers you a carved wooden box and a final blessing 
  She offers you a carved wooden box and a final blessing 
  She offers you a carved wooden box and a final blessing 
  before your priestly escort leads you away.
  before your priestly escort leads you away.
  before your priestly escort leads you away.
  before your priestly escort leads you away.    
      
  “May Pholtus shine upon you
  “May Pholtus shine upon you
  “May Pholtus shine upon you
  “May Pholtus shine upon you.” 
   
   
  The box contains the silver inlaid dagger, a scroll with the 
  1st level spell protection from Chaos and a potion of healing. 
   
  Conclusion B
  Conclusion B
  Conclusion B
  Conclusion B: : : : Empty Handed
  Empty Handed
  Empty Handed
  Empty Handed 
  If the PCs is unable to acquire the chests from Korvan 
   
  The remainder of your journey back to WIntershiven is 
  The remainder of your journey back to WIntershiven is 
  The remainder of your journey back to WIntershiven is 
  The remainder of your journey back to WIntershiven is 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  cathedral. 
  cathedral. 
  cathedral. 
  cathedral.     
      
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  learned. I trust your journey was uneventful?”
  learned. I trust your journey was uneventful?”
  learned. I trust your journey was uneventful?”
  learned. I trust your journey was uneventful?”    
      
  She will show the heroes to a quiet room to listen to their 
  report. If the heroes were not successful she will thank 
  them, and allow them to keep any funds that they were 
  offered as initial payment. 
   
  Conclusion C
  Conclusion C
  Conclusion C
  Conclusion C: : : : Something is Missing
  Something is Missing
  Something is Missing
  Something is Missing 
  If the PCs lost possession of the book (either to Kinnora 
  or the attackers in Encounter 7) or have kept items from 
  the chests for themselves and still returned to 
  Wintershiven:  
   
  The remainder of your journey back to WIntershiven is 
  The remainder of your journey back to WIntershiven is 
  The remainder of your journey back to WIntershiven is 
  The remainder of your journey back to WIntershiven is 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  thankfully uneventful. Asiria meets you at the steps of the 
  cathedral. 
  cathedral. 
  cathedral. 
  cathedral.     
      
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  “Welcome back. Come inside and tell me what you have 
  learned. I trust your journey was uneventful?”
  learned. I trust your journey was uneventful?”
  learned. I trust your journey was uneventful?”
  learned. I trust your journey was uneventful?”    
      
  She will show the heroes to a quiet room to listen to their 
  report as four young priests unload whatever the PCs was 
  able to acquire from Korvan. After hearing their report 
  she will thank them and ask that they return in two days, 
  
  Holy Word 
   
  Page 14 
  to give the Council adequate time to examine the 
  Contents of the chests.        
      
  You are called back to the cathedral two days later and escorted 
  You are called back to the cathedral two days later and escorted 
  You are called back to the cathedral two days later and escorted 
  You are called back to the cathedral two days later and escorted 
  to a quiet garden where Asiria waits, now garbed in silver 
  to a quiet garden where Asiria waits, now garbed in silver 
  to a quiet garden where Asiria waits, now garbed in silver 
  to a quiet garden where Asiria waits, now garbed in silver 
  trimmed robes of gleaming white.  
  trimmed robes of gleaming white.  
  trimmed robes of gleaming white.  
  trimmed robes of gleaming white.   
   
  “You have indeed done well and we of the Church are 
  “You have indeed done well and we of the Church are 
  “You have indeed done well and we of the Church are 
  “You have indeed done well and we of the Church are 
  grateful for you as
  grateful for you as
  grateful for you as
  grateful for you assistance. The Council of Nine has examined 
  sistance. The Council of Nine has examined 
  sistance. The Council of Nine has examined 
  sistance. The Council of Nine has examined 
  the items you have recovered. Regretfully, many of the items 
  the items you have recovered. Regretfully, many of the items 
  the items you have recovered. Regretfully, many of the items 
  the items you have recovered. Regretfully, many of the items 
  thought to have been carried to the Pale by Talavir and others 
  thought to have been carried to the Pale by Talavir and others 
  thought to have been carried to the Pale by Talavir and others 
  thought to have been carried to the Pale by Talavir and others 
  remain lost, but these at least some been restored, thanks to 
  remain lost, but these at least some been restored, thanks to 
  remain lost, but these at least some been restored, thanks to 
  remain lost, but these at least some been restored, thanks to 
  you. Perhaps the chests wil
  you. Perhaps the chests wil
  you. Perhaps the chests wil
  you. Perhaps the chests will yet provide clues for the recovery of 
  l yet provide clues for the recovery of 
  l yet provide clues for the recovery of 
  l yet provide clues for the recovery of 
  other treasures. I can only pray that they can be found before 
  other treasures. I can only pray that they can be found before 
  other treasures. I can only pray that they can be found before 
  other treasures. I can only pray that they can be found before 
  they fall into the wrong hands. But that is another task. For 
  they fall into the wrong hands. But that is another task. For 
  they fall into the wrong hands. But that is another task. For 
  they fall into the wrong hands. But that is another task. For 
  what you have done take these additional gifts, as a token of 
  what you have done take these additional gifts, as a token of 
  what you have done take these additional gifts, as a token of 
  what you have done take these additional gifts, as a token of 
  our thanks.”
  our thanks.”
  our thanks.”
  our thanks.”    
      
  She offers you 
  She offers you 
  She offers you 
  She offers you a carved wooden box and a final blessing 
  a carved wooden box and a final blessing 
  a carved wooden box and a final blessing 
  a carved wooden box and a final blessing 
  before your priestly escort leads you away.
  before your priestly escort leads you away.
  before your priestly escort leads you away.
  before your priestly escort leads you away.    
      
  “May Pholtus shine upon you
  “May Pholtus shine upon you
  “May Pholtus shine upon you
  “May Pholtus shine upon you.” 
   
  The box contains the silver inlaid dagger, a scroll with the 
  1st level spell protection from chaos and a potion of healing. 
   
  If one or more PCs were greedy (or foolish) enough 
  to keep any of the items from the chest (except the dagger 
  given by the church) then proceed with the text below 
  only for those PCs who have kept the items. 
   
  You leave the cathedral behind you and make your way to 
  You leave the cathedral behind you and make your way to 
  You leave the cathedral behind you and make your way to 
  You leave the cathedral behind you and make your way to 
  whate
  whate
  whate
  whatever place you call home, anxious to be alone to examine 
  ver place you call home, anxious to be alone to examine 
  ver place you call home, anxious to be alone to examine 
  ver place you call home, anxious to be alone to examine 
  your treasures. 
  your treasures. 
  your treasures. 
  your treasures.     
   
  When PCs next look at items taken from Talavir’s trove 
  (except the dagger, given freely by the Church): 
   
  Scrolls:
  Scrolls:
  Scrolls:
  Scrolls: Completely blank and the parchment will 
  crumble to dust. 
   
  Vials:
  Vials:
  Vials:
  Vials: Contain only plain water 
  Dagger (if not freely given by the church): Rusted and dull, 
  with nicks in the blade.  
   
  Libram Sanctus Vox:
  Libram Sanctus Vox:
  Libram Sanctus Vox:
  Libram Sanctus Vox: Upon keeping this book, a PC 
  will first experience an intense feeling of dread and a 
  vivid dream in which they are old and feeble, not able to 
  accomplish the easiest of tasks. If the book is returned to 
  the Church the morning after the dream, the dream is the 
  only punishment they will receive. No additional reward 
  will be given and the PC may be viewed in the future with 
  some distrust and suspicion. 
   
  If a PC is adamant about keeping this book, the next 
  night will bring a more drastic reaction. Over the course 
  of the night the PC will have more of the same dreams, 
  but the next morning they will wake to find they have 
  magically aged 1d10x4 years. There is no save for this 
  aging affect. The book will also be gone, vanished by 
  mysterious means in the middle of the night.  
   
  Conclusion D: Foolish Mortals
  Conclusion D: Foolish Mortals
  Conclusion D: Foolish Mortals
  Conclusion D: Foolish Mortals    
  If all of the PCs opt to keep the items for themselves and 
  not return to Wintershiven: 
   
  Having failed to fulfill your mission for the Church it is 
  Having failed to fulfill your mission for the Church it is 
  Having failed to fulfill your mission for the Church it is 
  Having failed to fulfill your mission for the Church it is 
  unlikely that they will ever hire you again, but you likely will 
  unlikely that they will ever hire you again, but you likely will 
  unlikely that they will ever hire you again, but you likely will 
  unlikely that they will ever hire you again, but you likely will 
  never return to Wintershiven anyway. Perhaps no one will 
  never return to Wintershiven anyway. Perhaps no one will 
  never return to Wintershiven anyway. Perhaps no one will 
  never return to Wintershiven anyway. Perhaps no one will 
  notice that tattoo. And you still have Talavir’s treasure, right?
  notice that tattoo. And you still have Talavir’s treasure, right?
  notice that tattoo. And you still have Talavir’s treasure, right?
  notice that tattoo. And you still have Talavir’s treasure, right?    
      
  PCs are marked with the Black Moon Tattoo, regardless of 
  alignment. 
   
  When PCs next look at items taken from Talavir’s 
  trove: 
  • 
  Scrolls: Completely blank and the parchment will 
  crumble to dust. 
  • 
  Vials: Contain only plain water 
  • 
  Dagger: Rusted and dull, with nicks in the blade.  
  • 
  Libram Sanctus Vox: The PC in possession of the 
  Libram Sanctus Vox has a vision of a handsome man, 
  clothed in white robes with silver and gold trim. The 
  PC ages 1d4x10 years and the book will vanish.  
   
  This ends Holy Word
  This ends Holy Word
  This ends Holy Word
  This ends Holy Word    
   
   
  Experience Point 
  Experience Point 
  Experience Point 
  Experience Point 
  SSSSummary
  ummary
  ummary
  ummary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for Consistent 
  Character portrayal and Contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different Characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each Character. 
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  Not abandoning Kinnora 
  25 xp 
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  Defeating Korvan’s attackers 
  50 xp 
  Helping Korvan get to Ogburg 
  25 xp 
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  Defeating the ambush 
  25 xp 
   
  Or 
  Avoiding the ambush 
  50 xp 
   
  Encounter 7
  Encounter 7
  Encounter 7
  Encounter 7    
  Not revealing Timon to Korvan as a Church 
  informant  
  50 xp 
   
  Encounter 8
  Encounter 8
  Encounter 8
  Encounter 8    
  Not allowing the book to be stolen 
  50 xp 
   
  Or 
  Recovering the stolen book 
  25 xp 
   
  Defeating the thugs 
  25 xp 
   
  
  Holy Word 
   
  Page 15 
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Returning all the items to the Church 
  100 xp 
   
  Total experience for objectives 
  375 xp 
  Discretionary Roleplaying award 
  0-50 xp 
      
  Total Experience Points
  Total Experience Points
  Total Experience Points
  Total Experience Points    
      425 xp
      425 xp
      425 xp
      425 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player Characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following Conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the Characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player Characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the Character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player Characters. Items that are worth more 
  than 400 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  Character by one means or another. The Character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  • 
  20 gp in cloth from Korvan for escorting him to 
  Ogburg. (5 yards of fine linen) 
  • 
  Silver statuette of a running horse. This 4-inch 
  statuette depicts a running horse. Given to the PCs 
  by Korvan for seeing him safely to Ogburg, it is 
  meticulously detailed with sapphire eyes. It has a 
  value of 10 gp and weighs 1 pound. 
   
  Encounter 8
  Encounter 8
  Encounter 8
  Encounter 8    
  • 
  50 gp for each PC from Asiria. If the PCs attempt to 
  keep the church’s money and give the trunks to 
  Kinnora 
  then 
  the 
  pouch 
  from 
  Asiria 
  will 
  mysteriously turn up empty, faintly radiating magic.    
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  Favor of Pholtus - Each PC receives a favor of Pholtus 
  if all items are returned to the Church. Uses of this 
  favor will be made know as the campaign develops. 
  • 
  Ornate Masterwork Dagger (Value 325 gp, Weight 1 
  lb): This polished dagger, etched with silver runes, is 
  from the cache of Talavir and will be given to the PCs 
  by Asiria if the PCs are successful. 
  • 
  Potion of cure light wounds (1st-level) provided by the 
  church (Value 50 gp) 
  • 
  Scroll containing the spell protection from chaos (1st-
  leve) provided by the church if the items are returned 
  (Value 25 gp). 
  • 
  Carved wooden box -This finely crafted oak box is a 
  gift from the Church if the PCs succeed in bringing 
  back Talavir’s treasures. It has the Sun Disk symbol 
  of Pholtus carved on the lid. It is 10 in long by 6 in 
  wide by 3 in deep and weighs 2 lbs. It has a value of 
  10 gp as an art object. 
   
  • 
  The Mark of Pholtus 
  The PC named has read a page of the Libram 
  Sanctus Vox and has been marked by the power 
  of the book. The PC has gained a tattoo, 
  determined by his/her alignment on the 
  Law/Chaos axis. This faintly glowing tattoo 
  appears on the center of the PC’s forehead. It 
  cannot be removed by any means. 
   
  Lawful 
   
  Silver Flame tattoo 
   
  Neutral 
   
  Silver Sun tattoo 
   
  Chaotic 
   
  Black Moon tattoo 
   
  PCs receiving a tattoo should be identified to the Triad. 
   
  
  Holy Word 
   
  Page 16 
  Holy W
  Holy W
  Holy W
  Holy Word
  ord
  ord
  ord----Critical Events Summary
  Critical Events Summary
  Critical Events Summary
  Critical Events Summary    
   
  Did the Church Militant in Encounter 2 arrest any PCs? 
  Yes 
   
  No 
   
  If so, which PC? PC Name_______________________ Class_______________ 
   
   
   
   
   
  Player Name_____________________ 
  Alignment___________ 
   
   
   
   
   
  Address_________________________________________________ 
   
   
   
   
   
  E-mail__________________________ 
  Did the PCs succeed in obtaining the items from Korvan? 
   
  Yes 
   
  No 
  Did Kinorra get away with the book?  
   
   
   
  Yes 
   
  No 
  Did the PCs lose the book to the attackers in Encounter Seven?  
  Yes 
   
  No 
  Was the Libram Sanctus Vox returned to the Church? 
   
   
  Yes 
   
  No 
  Did a PC keep the book? 
   
   
   
   
   
  Yes 
   
  No 
   
  If so, which PC? 
   
  PC Name________________________ Class_______________ 
   
   
   
   
   
  Player Name_____________________ 
  Alignment___________ 
   
   
   
   
   
  Address_________________________________________________ 
   
   
   
   
   
  E-mail__________________________ 
  Were any of the named NPCs killed?  
   
   
  Yes 
   
  No 
  If Yes, who? 
  ____________________________________________________________ 
   
  Did any of the PCs read the book? 
   
   
   
   
  Yes 
   
  No 
   
  If yes, identify the PC. PC Name________________________ Class_______________ 
   
   
   
   
   
  Player Name_____________________ 
  Alignment___________ 
   
   
   
   
   
  Address_________________________________________________ 
   
   
   
   
   
  E-mail__________________________ 
  Was the book returned later? 
   
   
   
   
  Yes 
   
  No 
  Did any of the PCs attempt to keep items from the chests that were not part of the reward from the Church? 
   
   
   
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If Yes, identify the PC. PC Name________________________ Class_______________ 
   
   
   
   
   
  Player Name_____________________ 
  Alignment___________ 
   
   
   
   
   
  Address_________________________________________________ 
   
   
   
   
   
  E-mail__________________________ 
   
  Use additional pages if necessary. 
   
  Send this form to: 
  Catie Martolin, TotP Triad 
  PO Box 1262 
  Sparks NV  89432 
  Catie@brightarrow.reno.nv.us 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/591/Normal Scenarios/PAL1-01 - Holy Word (APL 2-6)/PAL1-01 - Holy Word.pdf