TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
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  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
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  Ket5-01 
   
   
   
   
   
   
   
  Choices of the Dragon 
   
   
  A Two-Round D&D® LIVING GREYHAWK™  
  Ket Regional Scenario 
  By Telquenariel and Stephen Baker 
  Triad Edit: Telquenariel 
  Circle Edit: Tim Sech 
   
                                                           
  What happened almost 375 years ago to create the True Faith of Al’Akbar is still having ramifications to this day.  Will 
  you help or hinder the efforts of those who were present at the schism and seek to clear their own conscience? A 
  challenging two round continuous adventure for those with soothing words and strong sword arms set in Ket for character 
  levels 4 to 14.  (APLs 6 to 12). 
   
   
   
  
  Choices of the Dragon 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time 
  in the cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides player information for you to 
  paraphrase or read aloud when appropriate. Sidebars 
  contain important information for you, including 
  special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and 
  monsters appear in abbreviated form in the adventure 
  text. Full information on NPCs and monsters are given 
  in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  
  Choices of the Dragon 
   
  Page 3 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1
  st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one round Regional adventure, set in 
  Ket.  Characters native to Ket pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep 
  costs 100gp per round. 
   
  Adventure Background 
   
  Banner Hills, The Bastion of the Restorer and 
  the Grand Mufti 
   
  Deep in the Banner Hills the Grand Mufti spends a 
  good deal of time in the Bastion of the Restorer.  Here 
  in this fortress, the people of Ket gathered during the 
  time of the Keoish occupation to plan the liberation of 
  Ket and to drive the foreign invaders out.  It was also 
  here that the difficult decision was made to abandon 
  the southern provinces beyond the Bramblewood 
  Forest as too costly to take back – a decision that 
  haunted the rulers of Ket and was a primary motivating 
  factor behind the move in the Greyhawk Wars to 
  invade Bissel (to get those provinces back). 
   
  The Banner Hills are a tough place, accessible in Ket 
  either from the gap to the West between the Tusman 
  Hills and the Banner Hills themselves, or through the 
  Bramblewood.  The difficult terrain of the Banner Hills 
  and the seemingly endless box canyons make it a 
  favorite for bandits – at least those bandits tough 
  enough to survive the wyverns that make much of the 
  Hills their home. 
   
  Approaching the Bastion of the Restorer is only a 
  realistic possibility through the Bramblewood.  While 
  it is an option to try another route, only a person with 
  the capability of flight would have a chance and, even 
  then, the wyverns of the Banner Hills might have 
  something to say about that.  The exact (or even 
  general) location of the Bastion is a closely kept secret 
  in the ranks of the Mullahs.  Few who show the 
  propensity for travel and excitement (eg. adventurer 
  types) are allowed to know the location, for the 
  legitimate fear that they might easily give up these 
  secrets in some foreign land.  Inside of Ket, the Beygraf 
  and closest advisers know of the general location of the 
  Grand Mufti and the Council of Last Resort is reputed 
  to likewise know of it.  Beyond this, no others have a 
  given knowledge of it. 
   
  That being said, it is still popular to travel down the 
  road at the edge of the Bramblewood until reaching the 
  Banner Hills and then try to find the Bastion, at least 
  amongst the more faithful of the True Faith in Ket.  
  This is something of a pilgrimage and something of a 
  historical experience – the small army of Ket was 
  forged into a force of salvation by the True Faith 
  during the dark days of the Keoish occupation and 
  many seek to share in some of the glory and honor this 
  brought to the people that were present at the time.  As 
  with any travel in the Bramblewood it is fraught with a 
  certain degree of danger, but the road does travel 
  through the Ket-controlled areas (the outer fringes).  
  At the Banner Hills, though, all that changes – Ket has 
  no distinct authority imposed here, though it claims 
  them for its own. 
   
  While in residence here, the Grand Mufti is far more 
  forgiving of strangers seeking an audience than would 
  be expected of the True Faith.  Historically this was 
  where the True Faith finally began to move amongst 
  the people of Ket and show the power of the Restorer 
  of Righteousness and his creed.  Not only are pilgrims 
  expected but the Ishari even have a test devised with 
  the traditional weapons of either Al’Akbar or Azor’Alq; 
  weapons that were used during the liberation.  It is also 
  a strange but practiced custom that all members of the 
  Faith are treated equally in the Bastion.  There is no 
  slight given or pretended to any member of the 
  Exalted Faith here and all members of the Faiths of 
  Al’Akbar receive nothing but the best treatment. 
  Sufficient clerics of the True Faith are always on hand 
  to provide aid and assistance to all members of the 
  Faiths who come for assistance.  Therefore healing 
  spells up to 3
  rd level are cast free of charge here (as they 
  understand that the journey here usually has taken up 
  many more resources than one might normally pay for 
  
  Choices of the Dragon 
   
  Page 4 
  such a spell). Outsiders (being defined as those not of 
  the Faiths, even nominally) are treated kindly but they 
  cannot receive free healing spells without converting. 
   
  The Bramblewood 
  The Bramblewood is a huge, wild forest.  The creatures 
  within it are dangerous to encounter, with little or no 
  caution and fear of humans or other humanoids.  
   
  There are three main types of areas in the 
  Bramblewood;  Ket controlled areas, completely wild 
  areas (known as the Deep Bramblewood), and the zone 
  between the two (known as the Near Bramblewood).   
   
  Ket controlled areas are very small. They are limited to 
  a five mile buffer around the outer edge of the forest 
  and the Irafa road (the main trade route that cuts 
  straight through).  Wild creatures and Bramblewood 
  elves (both wild elves and wood elves) are kept at bay 
  during the day due to such patrols as the Kaman (light 
  cavalry archers).  At night the only safe areas are the 
  nine forts along the road.
  1   
   
  All those traveling through the Bramblewood are made 
  aware of the dangers of the Deep Bramblewood.  Those 
  who live in Ket know the dangers automatically.  
  Those who do not may determine the types of 
  creatures that inhabit the forest with a successful 
  Knowledge (Local – VTF) or Bardic Lore check [DC 
  15].   
   
  In the deep Bramblewood the creatures that menace 
  humanoids include wyverns, elves, behir, ogres, dire 
  creatures of all types, giant vermin of many species, all 
  of which exist in huge quantities.  When deep in the 
  forest it is a real wilderness and there is no safety in 
  numbers. 
   
  In the Near Bramblewood the menace to strangers is 
  mainly once night falls. This buffering area does not 
  have a defined width but can span from 2 miles to 8 
  miles from the edge of the Ket controlled areas. 
   
                                              
  1 The forts of the Irafa Rd (from south to north) are 
  Avernand, Daris, Minochehr, Stivang, Mahboud, 
  Maldonius, Nesser. These forts are small keeps with 
  high walls and roofs (similar to Fort Daris in this 
  mod)   Fort Avernand and Fort Nesser are fortified 
  towns with huge defensive walls and larger garrisons. 
    
  The Deathless Monks 
  The deathless monks lived almost 400 years ago – the 
  Cup and Talisman were stolen in CY219 and the 
  schism of the Faith took place then. They do not 
  understand the typical Baklunish prejudices, nor the 
  culture of today.  They are a type of undead, and many 
  of the residents of Ket treat them with fear and 
  suspicion.  To this end they have not been very 
  successful in their endeavors to solicit help. 
   
  It should be noted that both religious orders, the 
  Exalted Faith and the True Faith, are threatened by 
  their very existence.  The presence of the deathless 
  monks reminds the leaders of the faiths that there was 
  a time when the two faiths were united. As well, the 
  deathless monks have made it no secret that they wish 
  to reunite the faiths once again to bring peace and 
  prosperity to the followers of the High Cleric 
  (Al’Akbar).  Many of the highly faithful of Ket (True 
  Faith) fear that if too many questions were asked 
  concerning the legitimacy of the True Faith more than 
  just a doctrinal difference may be result; perhaps there 
  would be an all-out religious war. While the True Faith 
  is more prepared than most to wage this conflict (and 
  Ket is an undeniable expansionist nation) this is not a 
  wise time for such an endeavor. 
   
  The Ilhari 
  The Ilhari are the defenders of the Grand Mufti. They 
  watch the hills constantly through a variety of 
  different means to ensure that none who approach 
  bother the head of the True Faith.  If they perceive 
  anyone is in the area they deploy a small squad of 
  armed Ilhari to intercept and turn back those who are 
  not welcome.  While only one Ilhari may be visible at 
  any one time, there are others waiting in strategic 
  locations to support the defense. 
   
  Ilhar al’Qadi was the right hand man of the first Grand 
  Mufti and the origins of this band of defenders.  He 
  was a powerful cleric and fighter in his own right. 
  Anyone showing respect to the Ilhari through use of 
  the original name, is in a kind way or by honoring the 
  Ilhari in their task.  Those who do are then given a gift 
  of a simple gold coin.   
   
  This gold coin is emblazoned on one side with the 
  Falchion of Al’Akbar (the Cup and talisman are 
  evident) and on the other with the scimitar of Azor Alq 
  with the mountain below it.  It is a sign of their favor of 
  the Ilhari and also a clue as to one of the tests. 
   
  
  Choices of the Dragon 
   
  Page 5 
  While the Ilhari only wear black now, as guardians of 
  the Grand Mufti, they remember a time when the 
  Defenders of the Faith wore both gold and black. 
   
  The New Hall of Justice in Lopolla 
   
  The Hall of Justice in Lopolla is brand-new, having 
  been reconstructed after the events of VTF4-01 
  Flicker. It is rumored that there was some activity in 
  the Hall of Justice around the time of the Relief of 
  Vilayad, before General Darkeye left to join the army, 
  but that has not been proven. It requires a successful 
  Gather Information check [DC 25] to determine that 
  this rumor is true and that Arad Darkeye fought a 
  fiendish creature here, as well as some sort of perverted 
  elemental, along with the brave assistance of 
  adventurers. 
   
  By virtue of this event, the High Jurats insisted on new 
  magical protection in the Hall of Justice.  Conjuration 
  spells (yes, including healing) do not work within the 
  walls of the Halls of Justice – the High Jurats keep a 
  supply of medicinal herbs on hand for emergencies, as 
  well as alchemical healing paste (non-magical healing 
  for 1d8 hp).  In most situations the characters should 
  never experience this inhibition.  Called creatures are 
  likewise barred from the Halls, including Paladin’s 
  mounts and the like. 
   
  Adventure Flow: 
   
  There are three intended paths of success in this 
  scenario.  Since all events are linked a brief breakdown 
  of the predicted flow of events will help the Dungeon 
  Master (DM) guide the players. Of course, since every 
  group is unique and will choose their own path as 
  appropriate to the actions of the characters, a guide 
  listing the possible directions to and from the 
  encounter will be provided. 
   
  Following the Path of the Estranged Son leads the 
  heroes through the following encounters: 
  - 
  Pre intro (if applicable) and Intro 
  - 
  Encounter 1: Fanatics 
  - 
  Encounter 2: Ear to the Ground 
  - 
  Encounter 3: Enter the Forest 
  - 
  Encounter 4: Lesser of two wha…? 
  - 
  Encounter 10: Inevitable* 
  - 
  Encounter 7: Who Dares? 
  - 
  Encounter 8: Respect 
  - 
  Encounter 9: All Hail… 
  - 
  Possible Extended Play Option 
   
  Following the path of helping the Elves of the 
  Bramblewood leads the heroes through the following 
  encounters: 
  - 
  Pre intro (if applicable) and Intro 
  - 
  Encounter 3: Enter the Forest 
  - 
  Encounter 4: Lesser of two wha..? 
  - 
  Encounter 5: Proof 
  - 
  Encounter 6: Just Misunderstood. 
  - 
  Encounter 10: Inevitable* 
  - 
  Encounter 1: Fanatics 
  - 
  Encounter 2: Ear to the Ground 
   
  Following the path of helping the Deathless Monks 
  meet with the Grand Mufti leads the heroes through 
  the following encounters: 
  - 
  Pre intro (if applicable) and Intro 
  - 
  Encounter 3: Enter the Forest 
  - 
  Encounter 4: Lesser of two wha…? 
  - 
  Encounter 10: Inevitable* 
  - 
  Encounter 7: Who Dares? 
  - 
  Encounter 8: Respect 
  - 
  Encounter 9: All Hail 
  - 
  Encounter 1: Fanatics 
  - 
  Encounter 2: Ear to the ground 
  - 
  Possible Extended Play Option 
   
  *Encounter 10: Inevitable is a roaming combat 
  encounter with the Inevitables, and faced by all paths.  
  These creatures are released a day after Encounter 4: 
  The lesser of two wha..? has been completed or 
  avoided. The creatures catch up to the heroes (actually 
  the Deathless Monks) at any point after this.  When 
  and where is at the discretion of the DM.  
   
  Encounter 11 is the Extended Play Option. Note that 
  it costs an additional TU (or 2 if from out of region) to 
  participate in this Extended Play Option and the 
  character must have the TU available at the beginning 
  of the module (they cannot go into negatives). 
   
  Time of Year 
   
  The time of year is late spring.  The weather is warm 
  and humid and summer is obviously going to be both 
  long and hot.  Rain clouds strike mostly at night, for no 
  more than an hour at a time – enough to bring rain to 
  the lands, but not enough to impede travel.  The mud 
  of the early part of the spring is gradually disappearing 
  to the typical baked earth of summer in most of Ket. 
   
   
  Adventure Summary 
   
  
  Choices of the Dragon 
   
  Page 6 
   
  Pre Intro: Only for those tables without anyone who 
  swore the oath in TUS4-05: Secrets of the Dragon. The 
  heroes are introduced to a cleric of Istus who is 
  attempting to convert people to the True Faith of 
  Al’Akbar as a result of an oath. 
   
  Introduction: The Deathless Monks appear and ask 
  for assistance in undertaking a quest to re-unite the 
  Faiths of Al’Akbar or seek wisdom from the Elves of 
  the Bramblewood. 
   
  Encounter One –The Fanatics and the Crazed:  The 
  heroes head to the Copper Palace to seek an audience 
  with the Ear of the Beygraf and are caught in a riot, at 
  least the first they visit. 
   
  Encounter Two – Ear to the Ground:  The Ear of the 
  Beygraf grants an audience with the characters and it is 
  up to them to convince her of the importance of their 
  quest.  
   
  Encounter Three – Into the Forest:  The heroes head 
  into the Bramblewood, either en route to see the Grand 
  Mufti in the Banner Hills, or to meet the Elves.  They 
  encounter some local wildlife and traps set by the 
  Elves. 
   
  Encounter Four –The Lesser of Two What?: 
  The heroes come upon a scene of imminent battle 
  between the Elves and an unknown force. They must 
  choose sides, or simply leave the area.  If they leave, the 
  enemy pursues them later and engages the characters. 
    
  Encounter Five – Proof:  The heroes, intent upon 
  visiting the elves, must further provide proof of their 
  good intentions with either a test or a ritual combat (or 
  both).  
   
  Encounter Six – Just Misunderstood:  The heroes are 
  granted permission to talk to the leaders of the 
  Blacktalon tribe of Elves and can ask them for their 
  wisdom and insight into events. 
   
  Encounter Seven – Who Dares?  In the Banner Hills 
  the heroes encounter the defenders of the Grand 
  Mufti, the Ilhari.  In order to get an audience, the 
  heroes must either expend TU or win a ritual combat. 
    
  Encounter Eight – Respect: Having passed the test of 
  the Ilhari (or just waited) the heroes are brought to the 
  entry cave, where one more test apparently awaits 
  them.  If they are patient, the Proxy of the Grand Mufti 
  meets with them.  
   
  Encounter Nine – All Hail:  The heroes meet with 
  the Proxy of the Grand Mufti and can ask for guidance 
  or permission to head to Ekbir as a representative of 
  the True Faith. The Proxy must be persuaded of the 
  validity of the cause. 
   
  Encounter Ten – Inevitable:  The Inevitable, a 
  Zelekhut, tracks down the Deathless Monks for having 
  escaped justice during the Schism of the Faiths.  This 
  Encounter may take place after the combat in the 
  Forest, at the discretion of the DM.  
   
  Encounter Eleven – Extended Play Option: If the 
  heroes have been successful at their goal (whatever 
  that was), they are granted the opportunity to 
  accompany either the Ambassador of Ekbir home, or 
  the new High Jurat to negotiations with the Elves.  
   
  Conclusion – Faith: The results of the module, 
  whether to help the Elves or to reunite the Faiths, are 
  considered for success or failure. 
   
   
  Pre Intro 
   
  The pre-intro deals with parties who do not have 
  oathtakers (from TUS4-05: Secrets of the Dragon) 
  amongst their numbers. A low level adventuring cleric 
  of Istus, named Gardak, tries to convert any characters 
  to the True Faith of Al’Akbar.  Any characters that do 
  convert have it noted on the AR. 
   
  A man stands in the middle of town, preaching to 
  those around him.  Many have gathered around but 
  it is clear they are arguing rather than listening to 
  what he has to say.  One by one, they start to 
  disperse and, looking dejected, he turns away only 
  to look in your direction.  With a newfound hope 
  in his eyes, he hurries over.  
   
  “My friends! It is good fate that has brought you to 
  me this day, praise be Our Lady of Fate for this 
  chance!  Let me tell you about the glories of The 
  Restorer of Righteousness…” 
   
  Gardak 
  launches 
  into 
  some 
  poorly 
  rehearsed 
  arguments of why it is worth converting to the True 
  Faith of Al’Akbar. 
   
  He is a very insecure man – be hesitant when role-
  playing him. In fact, he knows very little about the 
  True Faith of Al’Akbar.  He is, himself, a follower of 
  
  Choices of the Dragon 
   
  Page 7 
  Istus – although of the same pantheon (Baklunish) he 
  has spent most of his life concentrating on his own 
  deity, not that of others. Chance brought him to the 
  Temple of the Dragon where he met up with some 
  clerics of the True Faith to whom he swore an oath. 
  They bound him to that oath and now he must sing the 
  praises of the True Faith.  He does not like the True 
  Faith, but he has decided this is what Istus has spun 
  into his future, and therefore he must abide. 
   
  It is a Spot check [DC 15] to note that Gardak wears a 
  religious symbol of Istus (the web of fate). 
   
  If he sees anyone in the party who belongs to the 
  Exalted Faith he is very cautious and unsure of what he 
  says (even more than normal). The presence of any of 
  the True Faith encourages him and he relies on their 
  good judgment and tries to get them into the 
  arguments. 
   
  Gardak’s arguments: 
  Please note that beside each argument is written either 
  (true) or (false).  While Gardak believes in every 
  argument he is making these denotations are to 
  separate canon from misinformation.  The false 
  information is not intended to confuse the DM, nor 
  the players, it is intended to illustrate the Gardak’s 
  ignorance and thus his plight in trying to convert 
  people to a faith he knows very little about. 
   
  - 
  The Mullahs of the True Faith help enforce 
  the laws and tenets of the Restorer of 
  Righteousness.  Become a follower and 
  benefit from this enlightened approach. 
  (TRUE) 
  - 
  The True Faith will sweep away all others.  
  Join now to belong to the winning side. 
  (FALSE) 
  - 
  There is little or no corruption in the True 
  Faith, unlike the Exalted Faith.  It is a pure 
  religion and any desiring such should join. 
  (TRUE) 
  - 
  The Restorer of Righteousness was humble 
  and respectful.  He chose to stop the 
  ascension to godhood at demi-god as a sign of 
  respect for his fellow gods of the Baklunish 
  pantheon.  His followers are blessed by this 
  respect for the tenets of the Four Feet of the 
  Dragon and so can you if you become a 
  believer. (TRUE) 
  - 
  The True Faith provides a clear and solid 
  lawful 
  foundation 
  for 
  life, 
  with 
  no 
  uncertainty. (TRUE) 
  - 
  The Mullahs of the True Faith can see into 
  the hearts of unbelievers and protect the 
  faithful. (FALSE) 
  - 
  Law is the foundation of the Baklunish 
  culture and none are more lawful than the 
  True Faith, therefore to join with them is to 
  be true to the heritage we all share. (This 
  argument should be toned down if there are 
  few Baklunish in those being addressed).  
  (TRUE) 
  - 
  The Restorer of Righteousness plans to return 
  the Cup and Talisman to the True Faith and 
  heal of the ills of believers at that time.  Join 
  to gain this blessing. (FALSE) 
   
  NOTE: The pre-intro is meant for groups of 
  adventurers who do not have an oath taker among 
  them. After some effort on Gardak’s part to get one of 
  the heroes to convert the deathless monks make their 
  appearance on the scene. When this happens proceed 
  to the Introduction. 
   
  All APLs 
   
  �Gardak; Clr5; hp 42; See Appendix One. 
   
   
  Introduction 
   
  There are two ways in which this adventure starts.  
  • 
  If there is no character within the party that 
  has taken the oath from TUS4-05: Secrets of 
  the Dragon then the heroes meet Gardak in 
  the pre-intro and the deathless monks target 
  him with their requests.   If this is the case 
  then be sure to start with the pre-intro. 
  • 
  Otherwise the deathless monks recognize the 
  oathtaker of the group and appeal to him/her 
  for help. 
   
  If the adventure did not start with the pre-intro (i.e. 
  there are members of the party who have the oath) use 
  this opening. Otherwise start at ‘Two men..’ 
   
  It is a beautiful day in Ket and the clouds that 
  threatened rain earlier have vanished as the sun 
  rises to a peak in the sky.  The people of the land 
  move about their business, and the faint calls of the 
  merchants in the marketplace are audible even 
  here, at the edges of town. 
   
  Two men in robes, tattered but clean, move toward 
  the town with purpose in their steps. The people 
  
  Choices of the Dragon 
   
  Page 8 
  stare at them at first, as they wear ancient clothing 
  not seen in Ket for quite some time.  Without 
  hesitation, however, the two glance around and 
  head directly toward you. 
   
  The two men are Deathless Monks – they go by the 
  names of Assiz and Qadir.  They have either recognized 
  an oath-taker in the party or have seen Gardak.  They 
  are here to ask for assistance in their quest, as outlined 
  below.  Anyone seeing the Deathless Monks may make 
  a Knowledge (religion) check [DC 15] to know they are 
  undead (DC is lowered to just 10+their undead HD). 
   
  The Deathless Monks 
  The deathless monks lived almost 300 years ago. They 
  do not understand the typical Baklunish prejudices or 
  the culture of today.  They are a type of undead, and 
  many of the residents of Ket treat them with fear and 
  suspicion.  To this end they have not been very 
  successful in their endeavors to solicit help. 
   
  It should be noted that both religious orders, the 
  Exalted Faith and the True Faith, are threatened by 
  their very existence.  The presence of the deathless 
  monks reminds the leaders of the faiths that there was 
  a time when the two faiths were united. As well, the 
  deathless monks have made it no secret that they wish 
  to reunite the faiths, once again, to bring peace and 
  prosperity to the followers of the High Cleric 
  (Al’Akbar).  Many of the highly faithful of Ket (True 
  Faith) fear that if too many questions are asked 
  concerning the legitimacy of the True Faith, more than 
  just a doctrinal difference may be result; perhaps there 
  would be an all-out religious war. While the True Faith 
  is more prepared than most to wage this conflict (and 
  Ket is an undeniable expansionist nation) this is not a 
  wise time for such an endeavor. 
   
  The Quest of the Deathless Monks 
  The Faith of Al’Akbar has split. One faction (the 
  Exalted Faith) moved towards the good nature of the 
  followers. The other faction (the True Faith) moved 
  towards the lawful aspect of the faith.  Now, the two 
  faiths, one LG and the other LN, clash constantly.  The 
  dilemma for the monks is to reunite these faiths again 
  under one banner.  
   
  For more information on the faith of Al’Akbar please 
  refer to Appendix Four: Player Notes. 
   
  The deathless monks see three ways of proceeding 
  forward in their efforts to resolve the schism of the two 
  faiths: 
  • 
  Visit the Caliph in Ekbir, head of the Exalted 
  Faith, and convince him to extend an offer of 
  peace and a chance for the True Faith to ask 
  for forgiveness for causing the schism; 
  • 
  Visit with the Elves of the Bramblewood, who 
  may have the answers to the theft of the Cup 
  and Talisman, as Elves in general are 
  constantly being blamed for that event.  The 
  deathless monks have no hatred towards the 
  elves. In the days of the exodus from the 
  devastated lands into the lands of Ekbir, 
  Tusmit, and Ket the elves were helpful and 
  supportive of the migrants.  They had sage 
  advice to offer then, and the deathless monks 
  would be happy to receive more. 
  • 
  If both of these requests fail the deathless 
  monks suggest a visit to the Grand Mufti (or 
  his proxy) – the head of the True Faith 
  religion - to ask for advice and perhaps 
  convince him of their beliefs. 
   
  The deathless monks accept only these three forms of 
  help at this time. They are on an important mission and 
  believe, perhaps naively, that someone out there is 
  sympathetic to their cause and will accompany them in 
  this dangerous task. 
   
  Travel with the Deathless Monks:  There are two 
  Deathless Monks and they are insistent that any 
  traveling with them respect their ways – they have 
  taken vows of poverty and wish to travel the roads of 
  the land at their own pace.  If the heroes offer instant 
  transport magic or the like, they refuse as they are not 
  comfortable accepting the largesse of others (and it 
  conflicts with their vow of poverty), not to mention 
  that the Deathless Monks are still unsure of their 
  undead status and uncomfortable with it, particularly 
  with spells. 
   
  The heroes may change their minds about which path 
  they wish to follow, even after embarking on one. 
  Simply adapt the encounters accordingly as provided 
  in the module. 
   
  The reason the deathless monks need the heroes to 
  accompany them are for the following reasons: 
  - 
  They do not speak for people of Ket.  They 
  need the heroes to gain permission from the 
  Beygraf (or his representative) in order to 
  embark on this mission on an official 
  capacity. 
  - 
  The elves of the Bramblewood need to see 
  that there are people in Ket who do not 
  
  Choices of the Dragon 
   
  Page 9 
  despise them.  The deathless monks are not of 
  Ket thus their pleas to the elves to help them, 
  or provide answers for the benefit of the 
  people of Ket would not be taken seriously. 
  - 
  The deathless monks are well versed in the 
  older ways of the faith (the united version) 
  and are unfamiliar with the current versions 
  of the True Faith and the Exalted Faith.  To 
  make arguments for or against their ideas 
  they need outside input.  They wish to hear 
  from the well versed and from the layman. 
  - 
  The trek is a dangerous one and not for the 
  weak of mind, nor the weak of body. 
   
  Some arguments the deathless monks use to convince 
  the heroes to embark on this quest (general arguments 
  to assist in role-playing): 
   
  1) Great respect is accorded to those who do great 
  deeds.  Be one of those; 
  2) Piety and respect are two main tenets of the Four 
  Feet of the Dragon as practiced by the True Faith, 
  or so they have heard.  Listen to the wisdom of the 
  deathless monks and both respect their wishes 
  and honor their piety and devotion to Al’Akbar; 
  3) The people of Ket are noted for their ability to 
  make rapid decisions.  Help do that and make it 
  one that heals rifts of the past; 
  4) There is no point in continuing petty bickering 
  and infighting over issues of the past – look to the 
  future and unite as one in a mission that can lay 
  the foundations for greatness! 
  5) It is a weakness to fight with those who might be 
  your allies, or were once.  Enemies can use this 
  against you and it is unwise to constantly have to 
  combat this. 
   
  Specific arguments: 
   
  Visiting the Caliph 
  - 
  If respect is shown by taking the initiative by 
  approaching them with the desire to 
  reconcile our differences, it will be up to 
  them to display generosity in return by 
  accepting our offering.  This will bring love 
  back to the faith.  Love encompasses both 
  generosity and respect. (to support this 
  argument the deathless monks will retell the 
  parable of the Estranged Son as written in 
  Appendix 4: Player Information 
  - 
  There is virtue in being the first to admit 
  one’s error. If the True Faith waits until the 
  Exalted Faith demands an apology, then the 
  time would be too late to save face. Acting 
  now, however, would be to act with pride and 
  to show how mature and responsible the True 
  Faith is by comparison to the weaker Exalted 
  Faith.  More respect should then be given to 
  its views on the doctrines of Al’Akbar. 
   
  Visiting the Elves of the Bramblewood 
  - 
  The 
  elves 
  of 
  the 
  Bramblewood 
  have 
  historically been allies of the Baklunish 
  people during their migration to these lands. 
  They offered sage advice then, and have sage 
  advice to offer now; 
  - 
  The elves see the passage of time differently 
  than humans, for their lives are longer. They 
  will have a fresh / new perspective on the 
  matter, one that could prove useful; 
  - 
  The elves are the ones being accused of 
  causing this split as they stole the Cup and 
  Talisman. Perhaps some answers can be 
  derived from them as to what happened and 
  more importantly, why. 
   
  Visiting the Grand Mufti 
  - 
  The Grand Mufti is the one who presides over 
  this faith. His decisions will not betray the 
  True Faith, thus he should be consulted. 
  - 
  The Grand Mufti will have spent time 
  pondering this issue as it was a predecessor 
  who made the decision to develop the True 
  Faith.  Perhaps he will have some insight to 
  share. 
  - 
  The deathless monks will abide by the 
  decision of the Grand Mufti. 
   
  Development 
  If the heroes met Gardak in the pre-intro he 
  encourages them to pursue any of the three paths.  He 
  pleads with them to take this quest on his behalf, but 
  declines to accompany them – his own duties call him 
  elsewhere. Under no circumstance does he go on the 
  mission. However, he pleads with the heroes to go on 
  his behalf, as if he can be involved in some way with 
  finding answers perhaps he can be relieved of the oath 
  – to that end he also requests they find a way to relieve 
  him of this oath to Al’Akbar if they can 
   
  If the heroes decide to make the trek to Ekbir to see 
  the Caliph they first have to go see the Beygraf (in 
  actual fact the ‘Ear of the Beygraf’ as the Beygraf is busy 
  and does not have the time to see them now) to travel 
  on official capacity.  Proceed to Encounter One: 
  Fanatics. 
   
  
  Choices of the Dragon 
   
  Page 10 
  If the heroes wish to talk to the Elves they must enter 
  the Bramblewood. Proceed to Encounter Three: 
  Enter the Forest. 
   
  If the heroes wish to meet with the Grand Mufti, they 
  must first cross part of the Bramblewood. Proceed to 
  Encounter Three: Enter the Forest.  The deathless 
  monks, having questioned certain members of the 
  True Faith already, know the path to get to the Bastion 
  of the Restorer. 
   
  All APLs 
   
  �Assiz and Qadir: War1/Mnk5/RiM5*; hp 77; see 
  Appendix One. 
   
   
  Encounter One: The Fanatics 
  and the Crazed 
   
  The grounds of the Copper Palace of the Beygraf of 
  Ket are sumptuous and grand. The high walls that 
  surround the Palace contain not only the residence 
  of the ruler of Ket itself, but also extensive gardens, 
  stables, barracks; and the large central courtyard in 
  which you find yourself now. There is a press of 
  bodies, as the many supplicants for the attention of 
  the Beygraf stay in an orderly grouping in the space 
  before the Copper Palace itself. 
   
  Red Tape Surrounding a Meeting 
  The heroes need to meet with the Ear of the Beygraf 
  for one of two reasons (they are either following the 
  Ekbir path, or the Elves path). In order to even attempt 
  a meeting the heroes must succeed at a Diplomacy 
  check [DC 20] or expend two points of Influence with 
  Ket authorities to get an audience.  (Two influence 
  points are sufficient for the entire party).  The 
  Diplomacy check may be attempted once per day and 
  for no more than a week (7 days). 
   
  The audience cannot be granted immediately. The 
  heroes may get an appointment in a number of days 
  equal to 40 minus another Diplomacy check, and an 
  additional 5 days off per extra influence point used. 
  This should be known to the characters before 
  deciding how they will succeed at gaining an audience 
  with the Ear. For instance, the characters generate a 25 
  Diplomacy check in their roll to obtain the audience 
  (after being given permission above). This means a wait 
  of 15 days.  They can expend 3 points of Influence 
  (total) to reduce that to an immediate meeting. 
   
  Special Note about TU Expenditure 
  Every 7 days spent waiting is an additional TU 
  expended on the adventure. The time spent waiting for 
  the audience can be spent adventuring in a single Ket 
  regional adventure provided the TU costs spent 
  waiting is not less than the minimum TU cost required 
  for a regional adventure. (i.e. if out of region heroes 
  spend 1 TU waiting for an audience they cannot apply 
  this TU cost to cover half a Ket regional.  However, if 
  the out of region heroes spend 2 TU waiting for an 
  audience they can apply this TU cost to the next Ket 
  regional played.  Metaregional games do not apply.) 
  This is noted on the AR itself. 
   
  All military personnel in Ket gain an audience with the 
  Ear of the Beygraf so long as they openly admit to their 
  membership in a military meta-organization.  The 
  waiting time is thereby reduced to 3 days for groups 
  who have a member of a Ket military meta-
  organization among them. 
   
  Putting the request in to meet with the Ear is done at 
  the Copper Palace with one of the receptionists in the 
  Waiting room. (See Encounter 2 for a layout of the 
  room). 
   
  Once the request is made the heroes are free to roam 
  Ket until their appointed meeting time. Nothing 
  happens until they return to the Copper Palace for 
  their appointment. 
   
  Location of the Ear 
  The physical location of the Ear of the Beygraf is the 
  Copper Palace north of Lopolla.  Newly constructed, it 
  was only occupied by the Beygraf in late fall of CY594.  
  The Beygraf’s Own regiments of Samsir (light infantry) 
  and Kaman (light cavalry archers) guard the premises, 
  though smaller units of every military unit are found 
  on the premises. 
   
  What happens during the approach to the Ear of the 
  Beygraf is predicated on the goal of the heroes.   
   
  Should they have approached with the intention of 
  asking permission to go to Ekbir, with official capacity, 
  to apologize to the Caliph on behalf of Ket and the 
  True Faith for the split that was caused within the faith 
  of Al’Akbar, proceed to “A Mission for the Country” 
  further in this encounter. 
   
  Should they wish to instead ask for the official 
  recognition of the efforts of the Elves of the 
  
  Choices of the Dragon 
   
  Page 11 
  Bramblewood and possible legal protection under the 
  laws of Ket, proceed to “They stand with us” further in 
  this encounter. 
   
  Troubleshooting: Please note, if the heroes have 
  already done this encounter but are led back here for 
  having switched intended flow lines, the guards are 
  posted everywhere and no further combat is to take 
  place.  I.e. only one combat takes place in this location 
  per adventure. 
   
  Laws of Ket and Lopolla: The Laws of Ket apply in 
  full force at the Copper Palace.  Within the bounds of 
  the Copper Palace, the laws of Lopolla also hold force – 
  specifically as follows: 
  - 
  No armor (this includes shields and any magical 
  items that emulate armor or shields) is allowed; 
  - 
  Daggers, staffs and saps are allowed if openly 
  declared at the entrance to the city or the grounds 
  of the Copper Palace; 
  - 
  All forbidden gear is taken and stored safely; 
  - 
  Characters paying luxury lifestyle can make a 
  Disguise check [DC 20] to appear as nobles.  
  Nobles of Ket may also bring a scimitar or falchion 
  (one or the other) openly into the city or the 
  palace grounds.  Failing the disguise check is 
  subject to a 2 TU time in the stocks; 
  - 
  Certain VIP may enter with full armor and 
  weaponry, but this is restricted to heads of state 
  and their official representatives – none of the 
  characters are considered such; 
  - 
  Clerics of the True Faith may carry a scimitar or 
  falchion, but not wear armor; 
  - 
  Any attempt at bribery is a serious offence and 
  results in 2 TU in the stocks (the fact it is 
  impossible to bribe the guards or Threshers is not 
  known to heroes not from Ket but is generally 
  assumed by Ketites); 
  - 
  If caught with any forbidden item(s) in the city, it 
  is a 20 TU penalty in the mines and confiscation 
  (without compensation) of the forbidden item(s).  
  Ketites will know of the severity of this offense.  
   
  A Mission for the Country 
  News of the request of the Deathless Monks has 
  traveled quickly as they are trying to convince 
  everyone of the importance of this mission. In front of 
  the Copper Palace a protest has gathered, on the 
  grounds of the Copper Palace but outside the palace 
  itself.  
   
  Fight: Fanatics of the True Faith are angry that 
  something as preposterous as apologizing should be 
  suggested. There is no way to calm these fanatics down. 
  They attack because they can recognize the deathless 
  monks. 
   
  Tactics of the Deathless Monks for either Fight: 
  They wish to raise no hand against the attackers.  They 
  just fight defensively, which would make them almost 
  impossible to hit.  That leaves it all up to the heroes. 
  The DM places the two Deathless Monks on the map 
  as he/she sees fit. 
   
  The Fanatic Attack: The map provided in Appendix 
  Three is full of people – each square is considered 
  occupied and there are more off the map to fill in any 
  empty spots during a round.  The key to stopping the 
  riot is to take out the leaders.  They are noted on the 
  map provided.  The only open doorway is that leading 
  outside to Lopolla – the other three are shut and the 
  three squares representing them are actually solid 3 
  foot thick iron-reinforced wooden doors. The area that 
  is behind the wall leading to the Copper Palace itself is 
  not occupied by people. For the purposes of this fight, 
  the R notations on the map do not have any 
  significance. 
   
  The basic commoners who are rioting are of little 
  threat, but there are a lot of them and the heroes do not 
  have their usual armor or weaponry.  The commoners 
  have no weapons at all, but they do have their bare fists 
  (with a +2 attack modifier, doing 1d3+2 non-lethal, 
  provoking an Attack of Opportunity. Note that they 
  are all benefiting from inspire courage from the 
  Rabblerousers. 
   
  The locations of the Rabblerousers during combat are 
  noted as R on the map.  Players should place their 
  characters on the map before seeing the Rabblerousers. 
   It is a Spot check [DC 25] to note any differences in 
  the crowd at this time, and to allow the player to see 
  one of the Rabblerousers beforehand (and only that 
  player) – they may then place their character anywhere 
  within 4 squares of the Rabblerouser they spotted 
  (which one is at the discretion of the DM).   They may 
  not, specifically, warn others of the difference as this is 
  a momentary glance and activity, not a time for 
  explanations. 
   
  The people in the square are not allies and may not be 
  moved through during the combat.  For Overrun and 
  Bull Rush purposes they have a +0 check for such 
  things. 
   
  The combat takes a maximum of one minute (ten 
  rounds).  At that point, the threshers enter the grounds 
  
  Choices of the Dragon 
   
  Page 12 
  on all sides and begin to put down the riot very 
  forcefully.  The crowd disperses at that point and the 
  combat is ended. 
   
  Archons Watch:  The Air Archons (noted as A on the 
  map provided, 60 feet up) have a wizard watching the 
  riot – unable to intervene because she did not 
  memorize any offensive spells this day.  She is invisible 
  and watching from 60 feet up.  If there are any 
  breeches of Ket law, she or her familiar are likely to 
  notice – consider the circumstances but realize that she 
  is intent on watching for such crimes.  Stats for her are 
  not provided but she has a see invisibility spell 
  working and has a Spot check of +9, while her familiar 
  (a hawk) has a Spot check of +18. 
   
  Tactics:  Essentially, the rabblerousers are trying to 
  fight a delaying action.  They want the crowd to riot as 
  long as possible – after a few seconds, it becomes 
  evident to them that the commoners cannot possibly 
  hurt the Deathless Monks.  Instead, this becomes a test 
  of seeing what can take place to make the authorities 
  (especially the Beygraf) aware of the outrage of the 
  people.  If questioned, they freely admit to this and 
  take their time in the stocks or mines for their actions 
  with the pride of the truly fanatical.  As a result, they 
  do not break the laws about lethal combat at any time 
  but they do all that they can to slow the heroes, using 
  spells if at all possible. 
   
  APL 6 (EL 8) 
  �Rabblerousers (4): Brd1/War4; hp 36 each; see 
  Appendix One.  
   
  APL 8  (EL 10) 
  �Rabblerousers (4): Brd3/War4; hp 48 each; see 
  Appendix One.  
   
  APL 10 (EL 12) 
  �Rabblerousers (4): Brd5/War4; hp 60 each; see 
  Appendix One  
   
  APL 12 (EL 14) 
  �Rabblerousers (4): Brd7/War4; hp 72 each; see 
  Appendix One.  
   
  Treasure: 
  APL 6-12:  None.  The authorities of Ket confiscate all 
  belongings of the Rabblerousers.   
   
  They Stand With Us 
  If the heroes are pursuing diplomatic ties with the 
  Elves there are a group of fanatics who do not wish this 
  to happen. 
   
  These fanatics attack the characters in the grounds of 
  the Copper Palace – knowing full well that the 
  defenders of this place first see to the safety of the 
  Beygraf and others, and then to their capture. 
   
  Tactics: The fanatics have a simple goal – they do not 
  want peace between the forces of Ket and the Elves of 
  the Bramblewood. However that is to be accomplished, 
  the first thing is to blame the heroes for this attack – if 
  they succeed in knocking all the heroes unconscious, 
  they can talk the authorities into detaining everyone 
  for an entire week of questioning.  This effectively 
  ends the module for the characters but does not cost 
  them an extra TU. 
   
  DM Map #1 is provided in Appendix Three for this 
  Encounter. 
   
  The only open doorway is that leading outside to 
  Lopolla – the other three are shut and the three squares 
  representing them are actually solid 3 foot thick iron-
  reinforced wooden doors. The area that is behind the 
  wall leading to the Copper Palace itself is not occupied 
  by people. 
   
  The fanatics are placed on the map provided after the 
  heroes place themselves. The square is crowded (full of 
  people like the earlier fight described in this 
  encounter) but the fanatics are not trying to incite 
  them.  Players may place their characters down but no 
  more than two may be adjacent to one another in any 
  given area (the press of people is too great). For the 
  purposes of this fight, the R notations on the map do 
  not have any significance. 
   
  The commoners on the map pull back to form a tight 
  circle of sorts around the combat during the first 
  round.  They do not evacuate (there are too many) but 
  consider all squares around a character at the start of a 
  round to be clear – if they want to move through more, 
  they have to use Bull Rush or Overrun on the 
  commoners (who all have a +0 check) as they are not 
  considered allies. 
   
  The heroes have ten rounds (1 minute) to win this 
  fight before the guards of the palace complete their 
  lockdown and come out to solve the problem of the 
  fanatics. 
  
  Choices of the Dragon 
   
  Page 13 
   
  Archons Watch:  The Air Archons (noted as A on the 
  DMs Map #1 provided, 60 feet up) have a wizard 
  watching the combat – unable to intervene because she 
  did not memorize any offensive spells this day.  She is 
  invisible and watching from 60 feet up.  If there are 
  any breeches of Ket law, she or her familiar are likely 
  to notice – consider the circumstances but realize that 
  she is intent on watching for such crimes.  Stats for her 
  are not provided but she has a see invisibility spell 
  working and has a Spot check of +9, while her familiar 
  (a hawk) has a Spot check of +18. 
   
  APL 6 (EL 8) 
  �Leader: Brd1/War4; CR 4; hp 36; see Appendix One; 
  �Fanatical Thugs (3): Ftr4/War1; hp 42 each; see 
  Appendix One 
   
  APL 8 (EL 10) 
  �Leader: Brd3/War4; hp 48; see Appendix One   
  �Fanatical Thugs (3): Ftr6/War1; hp 58 each; see 
  Appendix One 
   
  APL 10 (EL 12) 
  �Leader: Brd5/War4; hp 60; see Appendix One;  
  �Fanatical Thugs (3): Ftr8/War1; hp 74 each; see 
  Appendix One; 
   
  APL 12 (EL 14) 
  �Leader: Brd7/War4; hp 72; see Appendix One; 
  �Fanatical Thugs (3): Ftr10/War1; hp 90; see 
  Appendix One. 
   
  Treasure: 
  APL 6-12: None. The authorities of Ket confiscate all 
  belongings of the fanatics. 
   
  Troubleshooting:  If the heroes defeat the fanatics 
  within ten rounds, they are escorted into the Copper 
  Palace after a brief interrogation.  Any illegal activity 
  during the fracas is noted by the Air Archon or other 
  guards (unless well hidden) and punishments are 
  handed out accordingly. Proceed to Encounter Two: 
  Ear to the Ground. 
   
  If the heroes did not defeat the fanatics within ten 
  rounds, or they lost badly for some reason, they are 
  escorted to Thresher Headquarters in Lopolla and 
  questioned for 2 hours.  As long as they did nothing 
  illegal, they are eventually released and can proceed to 
  Encounter Two: Ear to the Ground (although they note 
  an increased presence of guards and Threshers in the 
  courtyard at the palace upon their return). Proceed to 
  Encounter Two: Ear to the Ground. 
   
  If the heroes do not wish to see the Ear of the Beygraf 
  any further, for whatever reason, they may proceed 
  along another route as indicated by the Deathless 
  Monks. 
   
  Note that the Air Archon in this Encounter watches all 
  activity during the riot carefully and punishments are 
  handed out accordingly. Anyone serving time in the 
  stocks may do so after the adventure for any 
  punishment of 2 TU or less.  If greater than this, the 
  stock time starts immediately. 
   
  Encounter Two: Ear to the 
  Ground 
   
  This encounter is Role-Playing with the Ear (Eliquarra 
  of Izar).  The heroes are charged with requesting one of 
  two things: 
  - 
  To go to Ekbir, in an official capacity, to 
  apologize to the Caliph on behalf of Ket 
  and the True Faith for the split that was 
  caused within the faith of Al’Akbar. 
  - 
  To officially and legally recognize the 
  efforts of the Elves of the Bramblewood 
  for their protection against the Horrors. 
  To aid the effort by not allowing them to 
  be killed without penalty. 
   
  The heroes end up speaking to the Ear of the Beygraf 
  because setting up a meeting with the Beygraf himself 
  takes weeks (i.e. too long).  The Ear of the Beygraf has 
  the ability to contact the Beygraf immediately if she 
  should deem the issue important enough.  The Ear also 
  has great sway on the Beygraf and any decision the Ear 
  makes is most likely is supported by the Beygraf. For 
  the purposes of this adventure convincing the Ear is 
  enough to convince the Beygraf. 
   
  The heroes are asked to wait patiently in the meeting 
  chamber for the Ear, by a sturdy attendant at the door.  
  The Deathless Monks are not allowed inside (by virtue 
  of their undead status), and wait graciously outside. 
   
  The chamber you sit in is a lavish room with 
  frescoes of grand scenes from Ket’s history on the 
  smooth walls.  Seven pillars surround a very large 
  square rug in the center of the room, on which your 
  low cushioned chairs have been placed.  The white 
  of the pillars almost glow in the natural light that 
  
  Choices of the Dragon 
   
  Page 14 
  streams down from above, while a raised platform 
  sits in shadows.   
   
  From somewhere behind a tapestry the sound of 
  voices can be heard.  The voices grow louder and 
  from a shadow in the curtain two tall men and one 
  shorter woman appear. 
   
  The woman is thin with stern eyes.  She walks 
  briskly with purpose to a chair positioned on the 
  platform and studies the scene before her intently.  
  The other two watch the room carefully from 
  behind her chair, their hands never far from the 
  hilts of their falchions. 
   
  The two men on the side of the Ear have cast detect 
  evil prior to entering the room and are now 
  concentrating on the party. Anyone who detects as 
  such is interrogated by the Ear. She (eg. the DM) must 
  be satisfied with the answers provided or she orders 
  them to leave the room and wait with the Deathless 
  Monks. 
   
  Once this preliminary precaution has been carried out, 
  she dismisses the men and interrogates the heroes 
  privately.  
   
  The heroes then may make a Will Save [DC 15] to 
  know they are being scryed upon – if they have the 
  appropriate stats.   
   
  Beyond all of the above, the lit area has been set up 
  with three permanent zone of truth spells (emanating 
  from the three center pillars). Resisting the spells 
  require 3 successful Will Saves [DC 19].  Any heroes 
  from Tusmit or Ket automatically recognize the spell. 
  For everyone else recognition requires 3 successful 
  Spellcraft checks [DC 17].  
   
  The Ear of the Beygraf insists any remaining in the 
  room stand in the area of the three Zones. If the heroes 
  try to leave the lit area, a quartet of guards appear to 
  bring them back in line.  Opposing re-entry into the 
  Zone of Truth area results in expulsion from the room 
  and joining the Deathless Monks outside.  If the entire 
  party leaves, proceed to the Troubleshooting section 
  of this Encounter. 
   
  Speaking to the Ear 
  The Ear hears the arguments of the heroes.  She agrees 
  to their requests based on a successful Diplomacy 
  check.  The DC for the check is based on the base 
  request and role playing modifiers: 
  • 
  Getting official permission to go to Ekbir to 
  repent on behalf of the True Faith is DC 
  25+APL.  The difficulty for this mission rises 
  with the more powerful heroes because the 
  more potent the hero, the more the Ear is 
  skeptical of their intentions;   
  • 
  Getting official permission to parlay with the 
  elves is DC 20+APL; 
  • 
  Getting permission to just accompany the 
  Deathless Monks on their quest to Ekbir is 
  DC 15+APL; 
  • 
  The heroes wish to seek permission from the 
  Grand Mufti is DC 5 [low, as the Ear  ask 
  them to do that if all other arguments with 
  her fail] 
  • 
  Obtaining a legal amendment to the laws 
  allowing the Elves of the Bramblewood to 
  attain a higher legal status is APL+25, 
  although the characters can obtain a +5 
  circumstance bonus if they bring evidence of 
  the fights the elves are having in the 
  Bramblewood. 
   
  Modifying the DCs 
  • 
  For each good argument, the characters gain a 
  +1 circumstance bonus to their roll;  
  • 
  Good speeches and role playing can increase 
  that to +2 per argument, up to a maximum of 
  +8.  This is assigned for the arguments as a 
  whole, not for each person playing a role in 
  establishing a persuasive position. 
  • 
  If the heroes have the approval for going to 
  Ekbir from the Grand Mufti, they gain a +5 
  circumstance bonus on any roll involving 
  Ekbir; 
  • 
  If the Ear of the Beygraf notes any favorable 
  talk about Hextor or the religion of the 
  Herald of Hell, the characters suffer a –10 
  circumstance penalty;  
  • 
  Asking about her experience with the Caliph 
  provides 
  the 
  characters 
  with 
  a 
  +2 
  circumstance bonus, as it reminds the Ear of 
  all that she had learned while there. 
   
  Knowing the Arguments 
  This mission of the Estranged Son is based on heading 
  to the Caliphate of Ekbir and requesting formal 
  forgiveness from the Caliph for the actions of the True 
  Faith.  Part of this entails also seeing that the actions of 
  the True Faith are taken in context and that the Caliph 
  considers a formal approach to re-uniting the religions. 
   
  
  Choices of the Dragon 
   
  Page 15 
  Arguments against going to Ekbir that the Ear can 
  and likely makes (at the discretion of the DM as 
  needed for role-playing) 
   
  • 
  The Caliph is not simply a spiritual ruler of 
  the Exalted Faith religion; he is the temporal 
  ruler of Ekbir.  His actions and decisions are 
  tainted by that responsibility and he cannot 
  be trusted to think only of the spiritual well-
  being of the peoples not in his country. 
  • 
  The True Faith is uncorrupted and pure, 
  while the Exalted exists in corruption and 
  decadence.  Why should those who worship 
  the Restorer of Righteousness request 
  forgiveness or absolution from anyone, 
  especially those of the Exalted Faith? 
  • 
  The Caliph and Ekbir did not cause the split 
  in the religion – that was directly caused by 
  Elves and their thieving and infidel ways.  
  How can the religions reunite while the Cup 
  and Talisman remain lost? 
  • 
  Only the Grand Mufti can make such a 
  decision for the True Faith.  Anyone else is 
  merely guessing but the Grand Mufti knows 
  what is best for the entire religion.  
   
  Arguments against changing the legal status of the 
  Elves of the Bramblewood that the Ear makes. 
   
  The heroes may come to this meeting seeking to 
  improve the plight of the Elves of the Bramblewood. 
  Only if the forces of Ket stop harassing them and 
  actually help them can the Elves fend off whatever is 
  trying to make a major incursion into the forest.  As 
  discussed with the elves, a new law giving them legal 
  status is the goal now. 
   
  The current law states: 
  • 
  Elves in Ket are not subject to any legal 
  position under the law.  As they are 
  undefined, they are by default monsters.  
  Monsters may be slain without legal recourse 
  against anyone.  If the monsters are owned by 
  a citizen of Ket or a foreigner a fine may be 
  imposed by the Threshers or Jurats should the 
  attack be deemed willful and unnecessary.  
  • 
  Foreign elves are in a strange position. As 
  elves they have no status, but as foreigners 
  they do have some legal protection.  In a twist 
  that is typical of the Baklunish nations, a 
  horse has a higher legal standing than a 
  foreigner in Ket, but at least they both have a 
  status (unlike native Elves). 
  • 
  Elves who are citizens (yes, this is possible) 
  automatically move from the status of Elf to 
  that of citizen (which is defined); 
   
  In reality, all that is needed is an amendment to the 
  existing laws, not something brand new.  The elves 
  simply need to be raised up in stature, perhaps to just 
  beneath that of horses.  This would place them above 
  foreigners, giving them protection under the law, but 
  still give horses the importance due to them. 
   
  Arguments against changing the laws 
  • 
  Who can forget past transgressions of the 
  elves, especially the theft of the Cup and 
  Talisman?  If the Elves of the Bramblewood 
  did not participate, they certainly made no 
  efforts to assist in the return of the artifacts; 
  • 
  Who is going to keep the elves in check, and 
  monitor their behavior? Who can act as police 
  to the elves? The Bramblewood is vast and 
  wild and mullahs are not numerous enough 
  to enforce the laws of Ket there; 
  • 
  How can anyone trust the elves when they 
  hide in the forest?  Can they be registered and 
  the exact locations of all villages and 
  settlements provided; 
  • 
   How well will the elves take the fact that 
  they are now expected to pay taxes and stop 
  attacks on the Irafa Road? 
   
  General Information on the Ear and the Beygraf 
  (For Gather Information checks) 
   
  The following can be determined about the Ear of the 
  Beygraf and the Beygraf himself: 
   
  Knowledge (local – VTF) or Gather Information: 
   
  DC 5 – the Beygraf is guarded by the Thorns and only 
  they have unrestricted access to him.  Even the Ear of 
  the Beygraf has appointed times they meet.  
   
  DC 10 - The Ear of the Beygraf is a direct personal 
  assistant/advisor to the Beygraf – the Grand Vizier 
  runs the day-to-day activities of the kingdom, however 
  the Ear represents the Beygraf in all other matters.   
   
  DC 12 – The Ear has a standard detachment of guards 
  with her (eight guards of the Beygraf’s Own Samsir, 
  the light infantry of Ket).   
   
  
  Choices of the Dragon 
   
  Page 16 
  DC 12 - Thorns are only assigned to the highest nobles 
  in the government and, despite her position, she is not 
  a noble.   
   
  DC 15 - Each Ear is chosen for three main attributes – 
  intelligence, loyalty and insight.  There is no standard 
  for an Ear and it is much like certain other functions in 
  the government of Ket, open to any rank or station.  
  The current is Eliquarra of Izar, a young female from 
  the southern part of the country. 
   
  DC 18 – Izar is in the new lands of Ket, recently 
  liberated from the tyranny of Bissel.  It is a small town 
  or large village where a good number of veterans from 
  Ket of the Greyhawk wars took up residence, with land 
  provided by the Beygraf.  The father of the Ear of the 
  Beygraf was a member of the Samsir during the war 
  and provided with a house and farmlands around Izar 
  upon retirement in CY586. 
   
  DC 20 – The Grand Vizier, Qari ibn Loriq, and the Ear 
  of the Beygraf, do not get along.  They have argued 
  incessantly about events since the attack on Lopolla in 
  early CY594.  It is rumored that the Ear of the Beygraf 
  is romantically linked with the Beygraf himself, but 
  there has not been any confirmation of this fact from 
  anyone living. 
   
  DC 25 – The High Priest of Hextor threatened the Ear 
  of the Beygraf personally just before his religion was 
  removed from official status in Ket and the temples 
  closed. She is reported to have spit upon the symbol of 
  the Herald of Hell and has a fondness for anyone 
  worshipping Heironeous.  Given the previous state 
  religion status of Hextor, it is not possible to ban the 
  worship in Ket at this time, but she certainly does not 
  favor it. 
   
  DC 30 – The Ear of the Beygraf is a faithful follower of 
  the True Faith of Al’Akbar but she has spent many 
  seasons in Ekbir, as the voice of the Beygraf to the 
  Caliph himself.  She is reputed to have caused the least 
  amount of stress from a representative of Ket since the 
  early CY540’s. 
   
  Troubleshooting: 
  Any agreements made to go to Ekbir on behalf of the 
  True Faith are done so provided the heroes get the 
  approval of the Grand Mufti. If they get the agreement 
  of the Ear of the Beygraf but still need the permission 
  of the Grand Mufti for this course of action, proceed to 
  Encounter Three: Enter the Forest.  The Deathless 
  Monks have an idea on how to get to the Grand Mufti 
  and act as guides. 
   
  If the heroes have not met with the Grand Mufti, and 
  have failed to convince the Ear that going to the Caliph 
  is in the faith’s best interest the Deathless Monks 
  suggest one of the other two paths (as per the 
  Introduction) – either proceeding directly to the 
  Grand Mufti or visiting the Elves. Proceed to 
  Encounter Three: Enter the Forest. 
   
  If the heroes have already visited the Grand Mufti, and 
  gained the blessing to go to Ekbir on behalf of the 
  faiths, and they convince the Ear of the Beygraf, 
  proceed to Encounter 11: Extended Play Option. 
   
  If they failed to gain the blessing of the Grand Mufti, 
  but have succeeded in convincing the Ear of this path, 
  they may proceed to the Encounter 11: Extended Play 
  Option but only on the understanding that they are 
  establishing a concept with the Caliph and they are not 
  speaking on behalf of the Grand Mufti or the True 
  Faith.  As above, proceed to Encounter 11: Extended 
  Play Option. 
   
  �Eliquarra of Izar, Ear of the Beygraf; Ftr1/Exp10; 
  hp 72; See Appendix One.  
   
   
  Encounter Three: Enter the 
  Forest 
   
  This encounter takes place as the heroes traverse from 
  the Near Bramblewood into the Deep Bramblewood 
  while heading toward the Banner Hills (if searching 
  for the Grand Mufiti) or trying to find the Elves of the 
  Bramblewood.  It is important to determine the group’s 
  marching order and night watch order before 
  proceeding into the Near Bramblewood.   
   
  The heroes get to this area of the Bramblewood by 
  heading down the Irafa Road until just south of Fort 
  Daris, then turning into the Bramblewood (west) – the 
  Deathless Monks know enough of the route to act as 
  guides. 
   
  The Bramblewood Forest. It is on either side and 
  your guides suddenly turn without warning from 
  the road to a game path.  The huge trees of the 
  forest suddenly loom large, cutting off sunlight 
  with dense foliage that appears to go on forever.  
  Cries of wild creatures pierce the air, distant but 
  definitely angry. 
  
  Choices of the Dragon 
   
  Page 17 
   
  Etiquette in the Bramblewood (for any party 
  but especially for those seeking an audience 
  with the Elves: 
   
  Before entering the Bramblewood, the Deathless 
  Monks remind the characters that these woods are the 
  home of the Elves – while there may not be good 
  relations between them and the people of Ket, there is 
  no reason to deliberately court any trouble.  As a result, 
  the characters should follow these simple guidelines if 
  they meet and talk to any Elves in the forest: 
   
  1) Do not be belligerent or offensive; 
  2) Do not interrupt.  Raise your hand if you have a 
  question or wish to speak; 
  3) Do not speak to the leaders of the elves unless 
  spoken to first; 
  4) Answer questions when asked as quickly and 
  succinctly as possible.  
   
  Basic Information for this Encounter 
   
  DC 15 - Knowledge (nature) check will reveal that the 
  winter was much warmer than usual this year and that 
  plant life is coming back to life a lot earlier than 
  normal.   
   
  DC 15 – Knowledge (nature, geography). The winter 
  snow and early spring rain have also been rather 
  substantial and most streams and rivers are unusually 
  swollen.  It can be assumed that passage through the 
  Bramblewood is likely to be slowed by these 
  conditions.   
   
  DC17 – Once the behirs have been discovered it 
  requires a successful Knowledge (nature) check to 
  know that behirs are usually not found in the Near 
  Bramblewood.  They are usually found in the Deep 
  Bramblewood. 
   
  DC 20 - Survival with the ability to track reveals tracks 
  of a large slithering creature whose tracks are 
  occasionally accompanied by six sets of clawed feet for 
  short distances.  If this tracking ability is combined 
  with Knowledge (arcana) DC 10 + creature’s Hit Dice 
  the heroes can determine it is a Behir. (Note: this DC 
  works out to APL + 3) 
   
  Two things of note happen in this encounter. First the 
  heroes have to negotiate their way through a difficult 
  pass riddled with pits (traps). Then, 9 rounds later, they 
  must fight a hungry behir (or two).  These two events 
  do not happen at the same time.  If the heroes 
  successfully avoid the traps they likely come upon the 
  behirs on their own. 
   
  Terrain 
  Once the heroes turn off of the Irafa Road they end up 
  on unofficial game paths, approximately 15 feet wide 
  with dense vegetation.  Any creatures moving on the 
  path move as per the Dungeon Master’s Guide (DMG) 
  rules for Difficult Terrain (half movement).  Any 
  creatures moving off the road move as per the 
  Dungeon Master’s Guide rules for Difficult Terrain 
  With Obstacles.  Those with the woodland stride 
  ability are not affected by the Difficult Terrain, but 
  remain affected by the Obstacles.   
   
  Successful Balance checks [DC 20] are required to take 
  a five foot step in the Difficult Terrain.  It is not 
  possible to run or charge through this Difficult 
  Terrain. 
   
  Visibility on the path is reduced to a maximum of 80 
  feet as a result of intervening vegetation. Off the path, 
  because the forest is relatively thick, it is not possible 
  to see more than 30 feet in any given direction, but 
  there is no cover or concealment under normal 
  circumstances. Characters may take cover in any forest 
  square if they so choose, taking a move action to gain a 
  +4 cover bonus to anyone not adjacent to them but no 
  bonus to Reflex saves or the like (they do not have 
  enough time and the cover is not designed specifically 
  to protect them). 
   
  This path is riddled with traps set up by the elves of the 
  Bramblewood in an attempt to resolve the sudden 
  migration of behirs into the area with their reduced 
  watch numbers due to the new threat of the Horrors.  
  Information on the traps is listed below. 
   
  Timing of the Encounter: This encounter takes place 
  some three hours after the heroes start on the game 
  trail, off the Irafa Road. 
   
  Traps 
  Before the heroes meet up with the behirs they must 
  work their way through the traps that riddle the 
  Difficult Terrain path described in the section on 
  terrain. 
   
  These traps were created by the elves in order to deal 
  with two related problems.  The incursion of the 
  clockwork horrors and their half-golem minions 1) 
  forced behirs from their normal hunting grounds into 
  these areas and 2) forced the elves to divert a large 
  
  Choices of the Dragon 
   
  Page 18 
  portion of their patrolling force to fighting these 
  creatures to keep them at bay.  
   
  As a result the elves built these traps that are weight 
  sensitive to frighten and/or catch the behirs to 
  discourage them from remaining in the area.  
  However, the problem of the behirs is a new one and 
  the elves have not had time to concentrate on the 
  situation yet, beyond the traps.  
   
  Being magical beasts, the behirs have quickly learned 
  that if they lie in wait they can hear when a creature 
  has triggered the traps (due to the loud noise of falling 
  rocks).  The behirs then make a quick and easy meal of 
  whatever was unfortunate enough to get caught. 
   
  These traps are very, very loud – indeed it is a Craft 
  (traps) check [DC 10] to realize this is actually part of 
  the trap and probably designed to draw the attention of 
  the maker. 
   
  It is possible, for a cautious or lucky party (or one not 
  on the path…) to avoid this trap.  In this case they 
  continue along the forest until they come across the 
  Behir.  Unless the heroes take great precautions and 
  are able to sneak up on the behir, the creatures are not 
  caught flat footed (as they are nervous in this new 
  territory).   
   
  Tactics:  These traps are holes dug into the path, 
  covered with debris from the forest.  Attached to the 
  trap is a delicate trigger that releases falling logs and 
  other pieces of wood and stone that have been cleverly 
  hidden in the trees. 
   
  As a result of the type of trap involved, a Spot check 
  [DC is the Search check for Trap +15] or Search checks 
  [DCs listed] allow the heroes to avoid the traps.  
  Likewise heroes who are not walking on the path 
  (walking off the path, flying, etc) can bypass the trap.  
  Bypassing the trap is considered to be defeating the 
  trap. 
   
  The trap is triggered when 250 lbs are applied to the 
  trap’s area. 
   
  APL 6 (EL 4) 
  �Well-Camouflaged Pit and Spike Trap: CR 4; 
  mechanical; location trigger (stepping on top of the pit 
  tripping and weighing over 250 pounds); repair reset; 
  DC 20 Reflex save avoids; 10 ft deep (1d6+1d6, fall and 
  rocks + spikes +14 to hit, 3d4+2); Search DC 27; Disable 
  Device DC 26.  
   
  APL 8 (EL 6) 
  �Well-Camouflaged Pit and Spike Trap: CR 6; 
  mechanical; location trigger (stepping on top of the pit 
  tripping and weighing over 250 pounds); repair reset; 
  DC 20 Reflex save avoids; 10 ft deep (1d6+3d6, fall and 
  rocks + spikes +14 to hit, 3d4+2); Search DC 32; Disable 
  Device DC 26. 
   
  APL 10  (EL 8) 
  �Well-Camouflaged Pit and Spike Trap: CR 8; 
  mechanical; location trigger (stepping on top of the pit 
  tripping and weighing over 250 pounds); repair reset; 
  DC 25 Reflex save avoids; 10 ft deep (1d6+3d6, fall and 
  rocks + 1d4 spikes per target +14 to hit, 3d4+2); Search 
  DC 32; Disable Device DC 26. 
   
  APL 12 (EL 10) 
  �Well-Camouflaged Pit and Spike Trap: CR 10; 
  mechanical; location trigger (stepping on top of the pit 
  tripping and weighing over 250 pounds); repair reset; 
  DC 25 Reflex save avoids; 10 ft deep (1d6+5d6, fall and 
  rocks + 1d4 spikes per target +14 to hit, 3d4+2); Search 
  DC 32; Disable Device DC 31. 
   
  Note:  As soon as the Behir hear a trap being sprung, 
  they rush to see what it has brought them.  It takes the 
  behirs 9 rounds after the trap is sprung to double-move 
  down from their nearby waiting place to get within 80 
  feet of the party (the first opportunity for unassisted 
  heroes to spot the oncoming creature).  Assisted heroes 
  (such as those with  flying familiars, etc) may spot the 
  creature as it double moves down the path towards the 
  heroes from their hiding place 800 feet away – the DM 
  should decide when it would be appropriate to allow 
  Spot checks in such circumstances.  
   
  Once the behirs are within sight of the heroes they 
  engage the party in combat. 
   
  Tactics: If the behirs heard the trap they double move 
  down the path expecting an easy meal.  Once they have 
  spotted the party (at the 80 foot mark) they move up to 
  the most tender-looking character (unarmored) 
  standing near the front of the party. The map for this 
  area is a 15 foot wide meandering path that follows the 
  terrain description as listed above. 
   
  If the behirs are found in their waiting area they attack 
  the hero that looks the most threatening (most heavily 
  armored).  The clearing in which they are resting is a 
  30 foot circular clearing where movement is not 
  difficult.  Access to the clearing is done through 
  
  Choices of the Dragon 
   
  Page 19 
  Difficult Terrain via the path that has already been 
  described. 
   
  It is important to note that at certain APLs the Behir is 
  Gargantuan and automatically has to traverse difficult 
  terrain to reach the party.   
   
  The behirs do not use their Power Attack feat in this 
  combat as they want to have their prey intact and not 
  so badly damaged it is impossible to really eat. 
   
  APL 6 (EL 9) 
  �Elite Behir; hp 112; See Appendix One. 
   
  APL 8 (EL 11) 
  �Elite Behir (2); hp 112 each; See Appendix One. 
   
  APL 10 (EL 13) 
  �Elite Advanced Behir; hp 279; See Appendix One. 
   
  APL 12 (EL 15) 
  �Elite Advanced Behir (2); hp 279 each; See 
  Appendix One. 
   
  Treasure: 
  All APLs 
  The Government of Ket provides a bounty on creatures 
  in the Bramblewood.  100 gp per APL is provided to 
  those who bring back proof to any Ket government 
  official of a dead Behir. Anyone native to Ket is aware 
  of the Bounty, for all others it is a Knowledge (local – 
  vtf) check [DC 15] to remember the fact. 
   
   
  APL 6: L: 0 gp; C: 600 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 800 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 1000 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 1200 gp; M: 0 gp. 
   
  Troubleshoot: 
  Once the traps and the behirs have been defeated the 
  heroes may proceed to Encounter Four: The lesser of 
  two wha…? If the heroes retreat at this point, 
  Encounter Four still takes place but they are 
  automatically assumed to have take the Avoidance 
  route. If the heroes remain in the area of the Behir 
  fight for fifteen minutes, they are allowed Listen 
  checks [DC 15] to hear the sounds of conflict ahead. 
   
  If any heroes died to the Behir in this combat, the 
  entire party is provided the AR award “Behir Hide” – 
  this is only provided to those who lose an actual 
  character to death at the table (animal companions, 
  paladin’s mounts, familiars and cohorts do not count). 
   
   
  Interlude – Night in the 
  Bramblewood 
   
  Spending the night in the Bramblewood in an area that 
  is not secure (elven encampment, Ket fort, rope trick, 
  etc.) is not a wise idea.  All Ketites know this 
  automatically, for others it is a Knowledge (local – 
  VTF) check [DC 5].  If it is nevertheless attempted, 
  Behirs as per this encounter for the APL attack the 
  party every second night.  Timing-wise, the party 
  should exit the forest on the second day if they are 
  heading toward the Banner Hills and the Grand Mufti 
  or reach the leaders of the Elves shortly (after 
  Encounter Four) if they are going that way – but if 
  they delay or deliberately court this trouble, they face 
  more Behirs (with no xp – there is also no greater 
  bounty for killing more Behirs). 
   
   
  Encounter Four: Lesser of Two 
  Wha…? 
   
  On their way from Encounter Three: Enter the Forest 
  the heroes get caught in a fight between elves and half-
  iron golem griffons.  While the heroes could 
  potentially just run away from this combat, those who 
  choose to fight have to decide which the greater enemy 
  is; the elves of the Bramblewood or the half-iron 
  golems sent by the horrors. 
   
  It takes about fifteen minutes for the heroes to finish 
  their encounter with the behirs before this one is 
  triggered. 
   
  If the characters arrive at this battle without speeding 
  up the movement through the forest (fly, ability to use 
  woodland stride, etc), the heroes have one round of 
  discussion with the elves before battle breaks out. 
   
  If the characters obtain advance knowledge of the 
  situation, or otherwise get to this encounter before the 
  fifteen minutes are up, the heroes have plenty of time 
  to discuss whatever issue they wish to discuss with the 
  elves. 
   
  Allies or Enemies? 
  The heroes have wandered in to an area under ambush 
  by the elves. The elves are waiting for the horrors to 
  arrive (see the section The Horrors and the Elves at 
  
  Choices of the Dragon 
   
  Page 20 
  the end of this encounter for more information).  They 
  do not want to start another conflict at this time, 
  though they are not happy to see the heroes in the 
  forest.   
   
  The elves are hidden around the map, on one side of 
  the clearing.  A successful Spot check:  
  APL 6 or 8 [DC 26+distance], APL 10 or 12 [DC 
  27+distance] allows the heroes to have an extra round 
  of conversation (two, as a result) with the elves.  In 
  normal circumstances, a Listen check would also apply 
  but the short time before the full encounter precludes 
  such a check in this case. 
   
  Note: It is important to remember that long 
  conversations cannot occur in one or even two rounds 
  (if the party made their Spot check).  Casting is 
  permitted but it must be clearly stated on the caster’s 
  initiative.  
   
  One elf reveals himself and demands an answer to his 
  question; ’What do they want?’, even if those lying in 
  wait are not spotted. He (and all his companions) is 
  dressed in complete war regalia.  A successful 
  Knowledge (local – VTF) check [DC 15] confirms their 
  dress as combat garb of the elves of the Bramblewood 
  and not their typical daily attire.  As a comparison, it is 
  similar to the difference between battle uniforms and 
  regular duty uniforms in the military.  The war regalia 
  of the Elves are masterwork clothing providing a +4 
  circumstance bonus to Hide, Move Silently and 
  Tumble checks (tight-fitting clothing with camouflage 
  and subtle crafting).   
   
  If the heroes have no time to talk proceed with the 
  combat immediately. If the elves survive they continue 
  the conversation with the heroes (provided the heroes 
  didn’t attack them). 
   
  If the heroes have the time to talk the elf is not brash.   
  If they violate any of the rules as per Encounter 
  Three: Enter the Forest that have been explained by 
  the deathless monks should a fight break out, the elves 
  fight bravely and the horrors enter the conflict on the 
  beginning of the third round (as noted below) after the 
  insult has been delivered.  When the half-iron golem 
  griffons arrive, the situation may change again, or the 
  heroes may find themselves fighting against two sets of 
  foes. 
   
  Note: the Deathless Monks, if asked to talk on behalf of 
  the party, request to an audience with the leader of the 
  elves.  They first speak a phrase in ancient Baklunish: 
   
  “Without the trees there can be no sun.” 
   
  The phrase comes from the original exodus o the 
  Baklunish peoples following the Twin Cataclysms. It is 
  a Knowledge (local – VTF) or Bardic Lore check [DC 
  40] to identify this fact. The phrase refers to the 
  protection that the Elves of the Bramblewood offered 
  during that time, protection that allowed the people to 
  rest and recover and see that their future was not as 
  terrible as it seemed – that, in fact, the sun would 
  indeed rise again and there would be times of peace 
  and prosperity.  It is also a greeting that Al’Akbar 
  coined whenever meeting with the Elves of the 
  Bramblewood after this time. 
   
  The elves, now less trusting of the heroes than the 
  undead, insist that the characters do the talking by 
  simply never addressing the deathless monks. The 
  deathless monks, respectful of the rules of the forest 
  (as provided in the first part of Encounter Three: 
  Enter the Forest), do not interrupt or take visible 
  offence.   
   
  Discussion 
  None of these elves actually know the time of the High 
  Cleric, but they do remember providing advice and 
  help to the Baklunish people during the aftermath of 
  the twin cataclysms.  The current ongoing struggle 
  with the people of Ket is a very bitter pill for some of 
  them to swallow, for once upon a time the Baklunish 
  people relied on their sage advice.  
   
  A successful Diplomacy check [DC 30] with up to a +5 
  modifier to the roll for good role playing encourages 
  the leader to step out of the foliage and address the 
  party.  If the party does not respect the elven etiquette, 
  the DC is raised by 5 each time.  If they do respect the 
  elven etiquette the DC is lowered by an additional 5.  
  Failure of this check raises the DC by 3 for each failure. 
   
  From two branches that seemed so delicate not 
  even a bird could land on them safely, a short elf 
  drops down in front of the party.  
   
  He looks to his right, left, and behind him – not as 
  though he were worried he might be spotted – but 
  more in communication with someone.  Aside from 
  the elves standing in plain view, there is no one 
  else in sight. 
   
  It is a Sense Motive check [DC 20] to identify his body 
  language and glance as directives to those watching to 
  hold their actions. The leader of this unit moves 
  towards the party and impatiently demands their 
  
  Choices of the Dragon 
   
  Page 21 
  purpose, again.  Once satisfied with their answer he 
  apologizes for his aggressive tone and explains the 
  danger they are facing at the moment – but note that 
  the explanation and timing is all very fast.  If the 
  heroes delay or start into a long explanation, he cuts 
  them off with the following, otherwise he continues as 
  soon as possible: 
   
  “Time is short.  Griffons, but with limbs of iron, 
  attack us..  We had tried to lure them to the behir 
  who can hopefully deal with them but that plan has 
  not dealt with the problem sufficiently. We cannot 
  let these creatures deeper into the forest.  Let us 
  discuss your matters quickly.” 
   
  If the heroes only arrived just before the combat (eg. 
  with no extra time), move directly to the fight section 
  at this point. 
   
  The elves are not exactly friendly during this exchange, 
  but they are respectful of the heroes for having taking 
  the time to learn their etiquette and abide by it, as 
  detailed in Encounter Three: Enter the Forest.  Some 
  degree of trust is given to the heroes due to their co-
  operation with the deathless monks. 
   
  During the conversation one of the elves asks why the 
  aggression between the Baklunish people of Ket and 
  the elves has become what it is.  He remembers a time 
  when the Baklunish people depended on the advice 
  and strength of the elves, and the two peoples were 
  friends.   
   
  Information about the conflict between elves and 
  Ketites is listed in Appendix Four if the information is 
  needed.  
   
  The conversation ends with a small arrow landing 
  beside the leader.  He interrupts anyone talking and 
  urges the heroes to decide if they will stay and fight or 
  leave.  If the heroes hesitate he urges that they leave for 
  he does not want more deaths on his hands. 
   
  In the end, however, the elves recognize that assistance 
  would be beneficial.  
   
  Heroes who agree to help can take up to 20 rounds (2 
  minutes) to prepare themselves in the clearing as best 
  they wish.  The elves delegate a small area (the 
  clearing) for the heroes to defend – and then the elves 
  depart to set up more defenses. The deathless monks 
  receive another area to defend and the elves 
  themselves take a third area.  The heroes automatically 
  gain surprise in the first round against the half-iron 
  golems, as the elves that are defending an area up 
  ahead send a warning arrow to alert the heroes.  
  Proceed to the Fight! section in this encounter. 
   
  If, however, the heroes choose to fight the elves, the 
  elven forces up ahead know exactly what is going on (a 
  variety 
  of 
  means 
  including 
  familiars, 
  animal 
  companions and spells).  They let the half-iron golem 
  griffons through immediately to deal with the 
  characters.  The griffons arrive 3 rounds after the 
  heroes have initiated combat with the elves. The half-
  iron golem griffons enter at the top of the round.  Yes, 
  this is an APL+5 fight as a result, but that is the 
  consequence to attacking those who are not actually 
  your enemy… 
   
  If the heroes choose to participate without discussions 
  with the elves, the Bramblewood elves take advantage 
  of the help to pull back to set up more defenses. 
   
  Under no circumstances should the elves assist the 
  heroes by attacking the half-iron golem griffons, unless 
  magically compelled – they have other tasks to occupy 
  them and their participation is not calculated into the 
  EL of the encounter. 
   
  Proceed to the Fight section of this encounter. 
   
  Anyone leaving this conversation or fight in the round 
  before it starts may do so without any issue or chance 
  of being caught.  If this is the case proceed to 
  “Avoidance”.  However, once the combat begins, they 
  may not leave safely – the golems consider them as 
  much a target as anything else. Hesitating in the 
  circumstance when there is no time to talk means the 
  beginning of the fight. 
   
  Fight! 
  Map: See DMs Map #2 provided in Appendix Three 
  details the starting positions of up to six elves – when 
  less are present, the actual locations of the three are up 
  to the DM.  For spotting purposes, note that every 10 
  feet is a –1 to Spot checks. 
   
  The clearing itself is large and the terrain is clear, with 
  no obstacles (a few smaller bushes, but mostly just 
  grass).  The forest around the clearing is difficult 
  terrain (no running or charging), every square costing 
  two squares of movement, and it is a Balance check 
  [DC 20] to take a five foot step in that terrain.  Because 
  the forest is relatively thick, it is not possible to see 
  more than 30 feet in any given direction, but there is 
  no cover or concealment under normal circumstances. 
  
  Choices of the Dragon 
   
  Page 22 
  Characters may take cover in any forest square if they 
  so choose, taking a move action to gain a +4 cover 
  bonus to anyone not adjacent to them but no bonus to 
  Reflex saves or the like (they do not have enough time 
  and the cover is not designed specifically to protect 
  them). 
   
  Trees at the edge of the clearing are 50 feet tall, as are 
  those on the rest of the map (for ease of reference). 
   
  The combat begins with the half-iron golem griffons 
  arriving on the opposite side of the clearing, on the 
  ground on the game path to the upper end of the map.  
   
  NOTE: In the event that the heroes choose to assist 
  the elves, use the half-iron golem combatants.  If the 
  elves were attacked, also use the Elves as listed per APL 
  – otherwise, do not use them.  
   
  APL 6 (EL 10) 
  �Half-Iron Golem Griffon; hp 117; See Appendix 
  One. 
   
  �Battle-Hardened Wood Elf (3): Bbn1/Rgr2/Ftr3; 
  hp 50; See Appendix One. 
   
  APL 8 (EL 12) 
  �Half-Iron Golem Griffons (2); hp 117 each; See 
  Appendix One. 
   
  �Battle-Hardened Wood Elf (6): Bbn1/Rgr2/Ftr3; 
  hp 50; See Appendix One. 
   
  APL 10 (EL 14) 
  �Half-Iron Golem Griffons (4); hp 117 each; See 
  Appendix One. 
   
  �Battle-Hardened Wood Elf (3): Bbn2/Rgr2/Ftr6; 
  hp 85 each; See Appendix One. 
   
  APL 12 (EL 16) 
  �Half-Iron Golem Elite Advanced Griffons (4); hp 
  128 each; See Appendix One. 
   
  �Battle-Hardened Wood Elf (6): Bbn2/Rgr2/Ftr6; 
  hp 85 each; See Appendix One. 
   
  Treasure (the Elves provide compensation for 
  the half-iron golem griffons, if they are all 
  killed – if not, there is no compensation): 
   
   
  APL 6: L: 0 gp; C: 100 gp; M: sleep arrow (5 
  maximum) (55 gp per character). 
   
  APL 8: L: 0 gp; C: 200 gp; M: burrowing arrow (10 
  maximum) (139 gp per character). 
   
  APL 10: L: 0 gp; C: 300 gp; M: screaming arrow (as 
  per screaming bolt but arrow) (10 maximum) (220 gp 
  per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: armor of the unending 
  hunt (1850 gp per character). 
   
  Tactics 
  There are three different groups in this fight, 
  excluding the heroes and two situations. 
   
  The deathless monks are not factored in to helping the 
  heroes in this fight.  Therefore they defend an area on 
  their own (provided the heroes had time to talk with 
  the elves) or they are attacked by their own additional 
  set of half-iron golem griffons and are otherwise 
  occupied. Should the heroes attack the elves the 
  deathless monks retreat in horror and simply not 
  participate. 
   
  Unless the heroes are fighting the elves, the same EL 
  situation applies to the elves.  The half-iron golem 
  griffons they engage are drawn deeper into the forest 
  and not do not fight the heroes. 
   
  The end result is that the heroes are fighting on their 
  own against the enemies listed in the Appendix. 
   
  Half-iron golem tactics:  Straight forward. Damage as 
  many people as possible and go for the kill.  They are 
  unintelligent creatures with little to distract them.  
  They attack whoever hurt them last, generally, and do 
  not use group tactics save by accident. 
   
  Elven Tactics (ONLY if the heroes attacked them): 
  The Elves concentrate on a single target at a time, if at 
  all possible, using their ranged weapons first but 
  closing to melee as soon as they can (they are melee 
  specialists). They keep an eye out for spellcasters and 
  target them when possible, moving to attack them 
  away from those attempting to protect them as needed 
  (note the Tumble on the Elves). The Elves rage as soon 
  as they can and all drink the potion of haste if given 
  the opportunity. 
   
  Note that the Elves do not participate in the combat at 
  all unless attacked by the heroes. 
   
  Avoidance 
  Heroes who wish to avoid this combat can do so, at 
  least for a while. However, the path of dealing with the 
  elves is closed.  Allow the heroes to proceed on their 
  
  Choices of the Dragon 
   
  Page 23 
  quest, presuming that is finding the Grand Mufti.  
  Approximately 30 minutes after avoiding the fight 
  (because it had nothing to do with them), the half-iron 
  golem griffons catch up with the heroes in the forest.  
  There is no preparation time – the combat begins on 
  the game path as detailed for the Behir Encounter 
  (Encounter Three: Enter the Forest).   
   
  The Horrors and the Elves 
  The clockwork horrors have come to investigate this 
  area of the Bramblewood for reasons to be discussed in 
  future adventures. They were first encountered in, 
  Ket3-05: Broken Faith, in the Yatil Mountains north of 
  Molvar. 
   
  What is important to know is that the horrors have 
  attacked this area with a small force, including the half-
  iron golems that they have created.  They have calmly, 
  and with brutal efficiency, destroyed the Blacktalon 
  clan while its hunters were out dealing with the new 
  behir problem.   
   
  The hunters returned to a slaughtered village after the 
  day’s work was done and now seek revenge on the 
  horrors. Their initial attack against the half-iron 
  golems the clockwork horrors left behind as guards 
  didn’t go so well. Now the Elves have decided to deal 
  with both the behir problem and the half-iron golem 
  problem by leading the horrors to the main behir area 
  and letting the two sets of creatures attack each other.  
  Whoever was to survive, they hoped, would be 
  sufficiently weakened and not too great a force for the 
  Blacktalon hunters. 
   
  Therefore, the tribe is now playing a delicate game of 
  leap frog where they attack the horrors and withdraw 
  towards the behir infested area.   
   
  What the elves do not yet know is the actual purpose 
  behind the clockwork horrors, nor what percentage of 
  the horror force is playing this game of leapfrog.  They 
  have not yet engaged the horrors and do not look 
  forward to that time. 
   
  The rest of the horror force is gathered nearby and will 
  not reposition.  They are led by a lead platinum horror, 
  who leaves the area with his other clockwork horrors 
  instead of engaging the heroes, if they press the matter 
  somehow. 
   
  Note 
  If the heroes defended the elves they are taken to the 
  main leader of Blacktalon tribe. Proceed to Encounter 
  Five: Proof.  They are likewise provided with the AR 
  Award “War Regalia”. 
   
  If the heroes survive, or simply left the fight, and are 
  seeking the Grand Mufti proceed to Encounter Seven: 
  Who dares? 
   
  If the heroes chose to fight the elves, they cannot 
  proceed to Encounter Five: Proof.   
   
  If the heroes attacked the elves and do not want to 
  change to another option, proceed to the Conclusion. 
   
  If the heroes died in combat with the Elves present 
  (and did not attack them) they may be brought back to 
  life (with standard costs) and continue the adventure – 
  clerics of the Elves undertake this.  If they died with 
  Elves present but attacked the Elves, their bodies are 
  dumped on the Irafa Road with all their possessions – 
  proceed to Conclusion. 
   
  If the heroes died in combat without the Elves present, 
  their bodies are eventually found by others and 
  returned to an area where they can be raised.  Half of 
  their gold piece on hand is missing if they are found in 
  this condition. Proceed to Conclusion. 
   
   
  Encounter Five: Proof 
   
  If the heroes have made an effort to help the elves, 
  they can make a further effort now to meet the leaders 
  of the elven tribes in the area. Although the heroes 
  have aided the elves in their fight against the metallic 
  creatures, the elves are still reluctant to have the heroes 
  meet with their leaders (or anyone important, based on 
  APL) without some sort of further testing or 
  assessment of their capabilities.   
   
  This is not some delaying tactic or display of contempt 
  on the part of the Elves.  They have been attacked and 
  generally harassed by the forces of Ket for the past 300 
  years or so – it is just common sense to test supplicants 
  to see the leaders.  Any of the elves present freely 
  provide this reasoning, although they are a little 
  weaker (eg. don’t really have a clue) as to why these 
  tests would necessarily pick out those with honest and 
  good intentions. 
   
  The elves explain the two options for tests completely 
  to the heroes before they commit to them: 
     
  • 
  take a test of a choosing of the Elves, or 
  
  Choices of the Dragon 
   
  Page 24 
  • 
  face an elven champion in single combat.   
   
  Taking both tests:  
  If any hero thinks to ask, they can easily get the elves 
  to agree to let them do both, needing to succeed only at 
  one.  If the first test is passed, the heroes are not put 
  through the second test.  If both tests are failed the 
  heroes may not meet with the leaders of the elven 
  tribes. 
   
  If no hero thinks to negotiate the option of doing both 
  tests before the tests are started (though after they are 
  explained is fine) this option is not available to them.  
   
  If the characters take both tests the successes are 
  additive.  For instance, a party of 5 that succeeds once 
  at both is considered to have passed the same as if two 
  characters succeeded at one test.  
   
  Test of the Clear Mind: 
  One person must succeed at this test for every four in 
  the party for the test to be considered a complete 
  success.  If not enough succeed, they must either 
  proceed to the Test of Obsidian or, if they have already 
  failed that one or the option of doing both tests was not 
  negotiated, they must leave the area. 
   
  Map:  There is no map for this encounter.  The clearing 
  that is trapped is 50 feet wide and 50 feet across.  The 
  characters must travel across the clearing – leaving it at 
  any time is tantamount to failure, save by the opposite 
  side of the clearing. 
   
  Basic Premise: Cross a clearing on the ground without 
  the use of magic.  Each five foot line of squares going 
  from east to west of the clearing must be touched at 
  least once. 
   
  Hurdle to overcome:  Each square of the clearing is 
  trapped (every single one).   They are all DC 15 to 
  Search and DC 15 to Disable Device.  Any trap can also 
  be bypassed on a narrow ledge to either side with a 
  Balance check [DC 9 – the ledge is 8 inches wide and 
  there is a bit of sticky tack on it to assist the check] or a 
  Jump check (remember, running Jump is not possible) 
  [DC 10].  If the trap is not avoided, or the checks are 
  missed, it is a Reflex Save [DC 15] to fall into the pit – 
  avoidance means the character reaches the other side.  
  It is possible to take a 10 on both the Jump check and 
  the Balance check in this case. 
   
  Inside the Pit:  It is a 10 foot fall (1d6 damage) with 
  rocks collapsing inward (another 1d6) at APL 6 and 8.  
  At APL 10 and 12 the rocks cause 3d6 points of 
  damage.  Half the damage done is non-lethal from 
  crushing blows, the remainder is lethal.  It is a Climb 
  check [DC 10] to get out of the pit. 
   
  Objective of the Test: The elves want to either see 
  skill (finding the traps in rapid fashion and disabling or 
  bypassing them), agility (simply running the gauntlet 
  and trusting to a high Reflex save) or patience (taking 
  20 for most everything). A final possibility, one that the 
  Elves do not usually consider, is just pure stubbornness 
  – a hero could make it across by falling into every pit 
  and trap but just bull their way across. All of these are 
  features that the elves appreciate and are considered 
  sufficient to be a judge of character (whether it is or 
  not remains to be seen by them). 
   
  Bypassing the Test through other means: Using 
  alternative forms of transportation over the test is up to 
  the discretion of the judge.  While the elves appreciate 
  individual innovation, the solution should fall within 
  the parameters of the Objectives as outlined above.  If 
  not, the character is deemed to have failed the test. 
   
  Aftermath of the Test: All damage taken in the test is 
  healed by the spellcasters amongst the elves, 
  worshippers of Ehlonna (if that matters to anyone to be 
  healed).   
   
  Influence:  Influence with the Silvertip elves can be 
  spent for an automatic success at this test (the 
  equivalent of one person passing the test). 
   
  Test of Obsidian: 
  If the heroes wish to combat the elves, they can take 
  this combat.  They may be forced to do this if they fail 
  at the first test. 
   
  The opponent is listed per APL, but the combatant is 
  chosen based on the level of the character, not APL of 
  the party, rounded down – if the character is 8
  th level, 
  they face the APL 8 champion; if they are 9
  th level, they 
  would face the APL 8 champion.  Buff spells are very 
  simple – the elf champion gets whatever the characters 
  are provided with as well, at the same caster level and 
  with the same effect.  If this buff spell would be 
  detrimental, the elf does not accept it.  The Elf 
  Champion basically aims to match the offensive and 
  defensive additions of his opponent.  
   
  Tactics:  The Elf Champion is not interested in doing 
  non-lethal, as would normally be expected in Ket, but 
  has no interest in killing his opponent.  He only kills if 
  
  Choices of the Dragon 
   
  Page 25 
  enough damage is done in a single blow, otherwise he 
  stops when his opponent is unconscious.  He does not 
  rage unless his opponent does the same.  Both of his 
  bastard swords are locked into his hands with locked, 
  spiked gauntlets.  His mithral chain is provided with 
  enough enchantment to bring it up to the level of his 
  opponent’s (to a maximum of +5) bonus.  The weapons 
  are brought up to the standard of whoever he is facing 
  – if they have elfbane on their weapon, he is provided 
  with a bane vs. their type for both weapons.  If his 
  opponent does not have a magical weapon, he does not 
  use one either – and he matches weapon quality for 
  weapon quality.   
   
  The champion does not talk during the conflict.  If he 
  faces a spellcaster, he closes quickly and keeps 
  hammering away.  Against anyone else, he readies if he 
  gets to go first, preparing a five foot step and attack.  
  Remember that he cannot two hand his weapons while 
  they are locked in as they are. 
   
  Environment of the Combat: The combat takes place 
  in a square, six across and deep.  Exiting the squares 
  ends the combat unless it was involuntary.  Falling 
  unconscious or dying ends the conflict as well. The 
  ground is packed sand, sure footing.  Around the area, 
  elves chant and beat on drums in a rhythmic pattern, 
  drowning out all conversation.  Bardic music is of no 
  use to the participant unless they are themselves the 
  bard – they can affect themselves.  
   
  Death in Combat:  A high level Druid watches the 
  proceedings.  If either the champion or hero fighting 
  him dies, the druid intervenes with last breath.  The 
  spell functions as raise dead except that it must be cast 
  within one round of death and has no expensive 
  material component. Although this does not change 
  the fact that they died, there is no charge for this 
  return to life. 
   
  Premise of the Combat: The wood elves value 
  strength and deadliness and this test is about combat, 
  pure and simple.  Much like the other test, at least one 
  person for every four in the party must succeed to have 
  this considered a success. 
   
  Note: The Champion cannot rage more than once in 
  this Encounter.  If he has already done so, he is 
  precluded from doing it again, although his fatigue is 
  gone at the end of the actual combat in which he raged. 
   
  He is also thoroughly inspected at all times and 
  magical influences on him, or the like, are dispelled.  
  Most other effects can likewise be countered (presume 
  11
  th and 12
  th level clerics, druids and sorcerers available) 
  – if something permanent is done that the DM judges 
  cannot be altered, another champion is summoned to 
  complete this testing. 
   
  APL 6 (EL 8) 
  �Elven Champion: Bbn2/Ftr4; hp 49; See Appendix 
  One. 
   
  APL 8 (EL 10) 
  �Elven Champion: Bbn2/Ftr6; hp 71; See Appendix 
  One.   
   
  APL 10 (EL12) 
  �Elven Champion: Bbn2/Ftr8; hp 87; See Appendix 
  One. 
   
  APL 12 (EL 14) 
  �Elven Champion: Bbn2/Ftr10; hp 103; See 
  Appendix One. 
   
  Treasure – the Elves value both Tests highly 
  and provide compensation for taking the Tests 
  in an honorable fashion 
   
  APL 6: L: 0; C: 400; M: none. 
  APL 8: L: 0; C: 600; M: none. 
  APL 10: L: 0; C: 800; M: none. 
  APL 12: L: 0; C: 1000; M: none. 
   
  Note: 
  Success, as per the requirements listed above, allows 
  the heroes to meet with the elven leaders. Proceed to 
  Encounter Six: Misunderstood. 
   
  Failure precludes meeting with the elven leaders. If the 
  heroes now choose to seek the Grand Mufti proceed to 
  Encounter Seven: Who Dares. 
   
  Failure but no interest to seek the Grand Mufti, but 
  desire to continue on, means that the characters must 
  return to the Ear (or go there for a first time).  Proceed 
  to Encounter One: Fanatics. 
   
  If the characters fail and have no desire to continue on 
  in any capacity, proceed to either the Encounter 
  Eleven: Extended Play Option (if that is available to 
  them) or Conclusion. 
   
   
  
  Choices of the Dragon 
   
  Page 26 
  Encounter Six: Just 
  Misunderstood 
   
  The heroes are brought before an elven leader, 
  Thornvial. This is a role playing encounter that can 
  impact the future events in the region. Please note the 
  outcome of the discussion and send it to the triad. 
   
  A confusing trip involving twists and turns that 
  seemingly bring you back to where you started 
  suddenly opens onto a well trodden path.  A small 
  clearing with a few overhanging branches hosts cut 
  logs suitable for comfortable sitting.  You are 
  invited to do so. 
   
  From the dense protection of the forest beyond the 
  clearing a few elves emerge.  These are the elves that 
  had requested to the Deathless Monks some help.   
   
  It is important that the heroes respect the etiquette of 
  the elven leaders. 
   
  Motivation of the deathless monks 
  The Deathless monks became involved in this path 
  because a) they have only ever known the elves to be 
  helpful to the Baklunish people and the followers of 
  the High Cleric and b) Perhaps, if it was these elves 
  who stole the Cup and Talisman, some answers could 
  be found. 
  • 
  Ket is a nation at war with itself, while it 
  shows hatred to the very creatures that helped 
  them become established.  
  • 
  Much like the True Faith has strayed from the 
  tenets of ‘love’ (an original foot of the dragon) 
  so have the people of Ket.  Amendments need 
  to be made and past transgressions forgiven. 
  • 
  If the people of Ket can ask for forgiveness 
  from the elves by finding a way to reconcile 
  the estrangement from citizenship, perhaps 
  there is hope for the Faith of the High Cleric. 
   
  Motivation of the Elves 
  First, the elves ask the heroes why they have come and 
  sought their audience. If the heroes have a purpose for 
  their arrival (i.e. they don’t just say ‘you asked for us...’) 
  the elves listen patiently and help the heroes as much 
  information as they can. 
   
  If the heroes ask if they can help the elves then the 
  elves accept their help graciously and put forth their 
  request. 
   
  The elves first ask the heroes to explain why there is 
  such hatred between the Ketite people and the elves.  
  To every argument they find a counter argument as to 
  why the elves are not the monsters the Ketite people 
  have made them out to be from the list provided.  
  When all is said and done the Elves make their request. 
   
  The Request of the Elves 
  With the horrors and their forces entering the forest 
  the elves are finding it difficult to continue this 
  constant war with the locals of Ket.  They are being 
  severely reduced in numbers and cannot fight both at 
  the same time.  Thornvial, the surviving leader of the 
  Blacktalon clan, is becoming concerned for the well 
  being of his remaining tribe, and for all the elves. He is 
  also concerned that the Wild Elves of the 
  Bramblewood might abandon their defense of the 
  North entirely and take the fight to the Ketites – a 
  factor the Wood Elves fear would weaken their own 
  defenses immeasurably. 
   
  Therefore Thornvial requests that the heroes meet 
  with the Beygraf of Ket and revise the laws concerning 
  the elves to give them status under the law.  He 
  believes this will ease the elven burden slightly. 
   
  As well, he wishes to gain perspective from those 
  living outside the forest perimeter on what would be a 
  reasonable compromise. He is seeking advice from the 
  heroes to understand the position of the Beygraf, and 
  possibly draft an agreement that would be beneficial to 
  both parties, should talks commence. 
   
  Therefore he is looking to learn what solution the 
  heroes would have and asks the heroes to have the 
  Beygraf send someone to start negotiations.  
   
  Reasons the elves believe the law should be changed: 
  • 
  Ket is a lawful place, and this would force the 
  citizens of Ket to at least not hamper the 
  efforts of the elves, both Wood Elves and 
  Wild Elves of the Bramblewood alike; 
  • 
  The elves have, since the Baklunish people 
  migrated into Ket, always protected the 
  Ketites; 
  • 
  Even now, with all the hatred between the 
  two races the work the elves do is paramount 
  to the safety of the nation. They will not 
  discuss the details of what they perform this 
  defense with the heroes, but cite the Horrors 
  as an example; 
  • 
  If the metal creatures are allowed to multiply 
  in number and the forest is overrun, what 
  
  Choices of the Dragon 
   
  Page 27 
  next? Who will continue to protect the 
  urbanized areas of Ket if the wilderness 
  disappears? 
  • 
  Just because one does not understand our 
  ways, does not mean they are wrong; 
  • 
  Violence and death only beget violence and 
  death. Discussion is difficult, but more 
  productive in the long term; 
  • 
  Elves have long lives, and do not see many of 
  the concerns that humans have as important.  
  That said, the elves have lived many 
  generations and have great wisdom to offer. 
   
  Only if the heroes bring up the following topics will 
  they be addressed: 
  • 
  While elves may have stolen the Cup and 
  Talisman it was not the elves of the 
  Bramblewood. They have no use for such 
  trinkets; 
  • 
  The bramblewood is fraught with dangers, 
  many more ancient than the memories of 
  mankind; 
  • 
  The elves have learned to exist comfortably in 
  the Bramblewood. Who, of men, could dwell 
  here to offer vigilant protection? 
  • 
  Yarpik nuts are a great commodity in Ket and 
  harvesting needs to be monitored by those 
  who understand nature. To engage in human 
  practices against nature would be to destroy 
  the forest and thus the crops in the long term.  
   
  Highlights: 
  • 
  In particular the elves constantly remind the 
  heroes that they have been responsible for the 
  defense of the Bramblewood – and while it is 
  better that the citizens of Ket do now know 
  what plagues their wilderness, some respect 
  should be accorded to their position; 
  • 
  As well, the aid the elves accorded to the 
  refugees of the Twin Cataclysms is a great 
  deed that the refugees seem to have forgotten; 
  • 
  Finally, they remind the heroes constantly 
  that they did not steal the Cup and Talisman, 
  nor did they initiate the aggressive tendencies 
  Ket has been known for towards them. 
   
  Sacrifices the elves are willing to make for legal status 
  • 
  They are willing to help the army 
  • 
  They are willing to support the local bey, 
  Mullahs, and Archons. 
  • 
  They would, as all citizens, thus pay taxes – 
  but they would also get to manage and trade 
  the 
  huge 
  supply 
  of 
  Yarpick 
  nuts 
  (daggerthorn) trees in the forest.  
   
  Stats for Thornvial 
  Should stats be required for Thornvial at any point, use 
  those provided for the Ear of the Beygraf from 
  Encounter Two as the basis. 
   
  Note 
  The heroes are to discuss with the elves possibilities for 
  a treaty between the Ketite people and the elven 
  nations.  When much is discussed, said and done 
  Thornvial asks the heroes to seek out the Beygraf and 
  convince him to open talks, on behalf of the elves. 
   
  If the heroes agree proceed to Encounter One: 
  Fanatics. 
   
  If the heroes do not agree, they may choose which 
  further path to follow as provided in the module.  
  Alternatively, if they do not, proceed to the 
  Conclusion. 
   
  If they choose to argue with Thornvial and attempt to 
  modify the conditions noted above, they must win at 
  an opposed Diplomacy check. The DM is free to assign 
  modifiers based on the type of arguments being made 
  and degree to which the concepts of the elves are being 
  challenged or changed – should they succeed at this 
  check they may then proceed to Encounter One: 
  Fanatics.  Otherwise, they fail and must find another 
  path to follow or go to the Conclusion. 
   
   
  Encounter Seven: Who Dares? 
   
  It has been days since the combat in the forest. 
  Your strange guides have taken you into the Banner 
  Hills.  They entertain you with stories and pearls of 
  wisdom and time passes well.  Though they wander 
  in one constant overall direction the group has 
  passed no signs of habitation. Here, the hills look 
  deserted. 
   
  On the next ridge there stands a man on the road.  
  He is well dressed and sturdy looking. He blocks 
  your passage.  He speaks as you approach. 
   
  He speaks to the party first in Baklunish and then in 
  Common. His greeting is simple.  He acknowledges 
  the heroes and asks them their purpose. 
   
  
  Choices of the Dragon 
   
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  For those who wish to see the Grand Mufti, he 
  entertains their conversation to gauge their intentions. 
  He does not trust the deathless monks and refers to 
  them as the walking dead.   
   
  If the heroes give any other reason for why they are 
  there he finds it unacceptable and respond with the 
  following: 
   
  “Turn back from these hills, they do not welcome 
  aimless wanderers.  Turn back or face the wrath of 
  the Guardians of the Restorer of Righteousness.“ 
   
  This man is one of the defenders of the Grand Mufti, 
  known as the Ilhari.   
   
  The Ilhari 
  The Ilhari are the defenders of the Grand Mufti.  They 
  watch the hills constantly through a variety of 
  different means to ensure that none who approach 
  bother the head of the True Faith.  If they perceive 
  anyone is in the area they deploy a small squad of 
  armed Ilhari to intercept and turn back those who are 
  not welcome.  While only one Ilhari may be visible at 
  any one time, there are others waiting in strategic 
  locations to support the defense. 
   
  DC 30 - A successful Knowledge (history) check recalls 
  an Ilhar al’Qadi to have been the right hand man of the 
  first Grand Mufti.  He was a powerful cleric and 
  fighter. 
  Remembering 
  this 
  should 
  make 
  the 
  connection to the name of the Ilhari obvious. Anyone 
  showing respect for the original name, by using it in a 
  kind way or by honoring them in their task, is gifted 
  with a simple gold coin.   
   
  DC 35 – Bardic Knowledge will yield the same as 
  Knowledge (history). 
   
  This gold coin is emblazoned on one side with the 
  Falchion of Al’Akbar (the Cup and talisman are 
  evident) and on the other with the scimitar of Azor Alq 
  with the mountain is below it.  It is a sign of their favor 
  of the Ilhari and also a clue as to the next test. 
   
  While the Ilhari only wear black now, as guardians of 
  the Grand Mufti, they remember a time when the 
  defenders of the Faith wore both gold and black. 
   
  The Ilhari are of mixed Suel-Baklunish ancestry and it 
  is obvious.  Anyone asking for a description should be 
  provided with this information.  If the Ilhari are asked, 
  they simply say that there are no barriers to any 
  humans from participating in the protection of the 
  Bastion of the Restorer but they make no other 
  comment upon this fact. 
   
  Meeting the Grand Mufti 
  There are only two means of being welcomed into the 
  Bastion of the Restorer, as the home of the Grand 
  Mufti has come to be known.  The heroes may choose 
  either method. 
   
  The first method is to arrange for an audience. This 
  will require a Diplomacy check [DC 50 – APL] and a 
  wait in the hills equal to the difference between the 
  check and the DC. (The more important the individual, 
  the faster they are accommodated. This is to avoid 
  commoners from seeking petty advice from the Grand 
  Mufti.) This wait is to ensure that people who come in 
  the heat of anger or the like have time to cool down.  
  Nobody, not even the Beygraf of Ket, has been known 
  to manage to cut this time down.   
   
  This wait costs the heroes additional TU for their 
  trouble (1 TU per 7 days wait).  They are brought to a 
  small isolated house tucked away in the hills and are 
  given decent accommodations. They are not allowed to 
  leave the area and are guarded by unseen Ilhari.  Elves 
  are treated with much disrespect and very poorly by 
  the Ilhari.  At the end of the two weeks they are 
  brought forward to meet with the Proxy of the Grand 
  Mufti (which is the equivalent of meeting with the 
  Grand Mufti for the purposes of this adventure).   
   
  Choosing this path allows the heroes to bypass the 
  ritual combat but are still considered to have 
  successfully completed this encounter (for the 
  purposes of XP).  
   
  The second way to gain an audience with the Grand 
  Mufti (or proxy) is to choose the Test of Respect.  This 
  is a combat challenge, pure and simple, although it has 
  some intellectual overtones.   
   
  Only one person can compete at a time, but each 
  member of the party may take the test and it only 
  requires one to succeed for all to pass on – after all, a 
  “family” such as this must be accepted according to the 
  tenets of the Four Feet of the Dragon.   
   
  The details of the test are revealed to the characters and 
  the consequences are simple.  If none among the 
  heroes succeed the group must either agree to spend 
  the TU waiting or return without being granted an 
  audience.  Each character may take the Test of Respect 
  only once – ever.  Their effort is noted on the AR for 
  future reference. 
  
  Choices of the Dragon 
   
  Page 29 
   
  Test of Respect through ritual combat 
   
  Rules 
  In isolation (eg. they must provide their answer to the 
  DM secretly), the hero taking the test is to choose 
  which of the six banners presented represents the 
  original Paladins of the Faith. Beneath each banner is a 
  pair of swords – one scimitar and one falchion.  The 
  hero must choose one banner to represent his/her 
  choice for the Test. Beneath it are two weapons, one of 
  which they must choose.  They may forgo the use of 
  the specific weapon (eg. they do not have to use the 
  scimitar or falchion in the ensuing combat), but they 
  still must choose one before the combat starts. 
   
  Choosing the wrong banner means the hero only gets 
  the spells associated with the weapon they have chosen 
  (i.e. only defensive, or only offensive).  But choosing 
  the right banner gives the hero all the spells associated 
  with the weapon they choose, as well as the highest 
  spell (for that APL) of the other weapon.  For example, 
  Under the right banner, the hero who chose the 
  falchion could end up with all the defensive spells plus 
  the highest offensive spell cast on him before combat 
  begins.  
   
  If the weapons of the character are magical, they are 
  removed and replacements provided, should they not 
  want to use the falchion or scimitar provided. 
    
  The banners 
  There are six banners, each with the symbol of the Cup 
  and Talisman on them.  They are identical except for 
  the colors used.  
    
  Banner  
  Background 
  Image 
  1 
  Red 
  Black 
  2 
  Black  
  Red 
  3 
  White  
  Red 
  4 
  Red 
  White 
  5 
  Black  
  Gold 
  6 
  Red 
  Gold 
   
  DC 15 - Knowledge (history – VTF) or Bardic Lore will 
  eliminate choices 3 and 4 as the current colors of the 
  Exalted Faith used in Tusmit. 
   
  DC 35 - Knowledge (history – VTF) or Bardic Lore will 
  narrow the choices down to options 2 and 5. 
   
  DC 15 – Intelligence check or Spot check.  The black 
  outfit of the Ilhari, though it has surely been modified 
  over the last 200 years will strike the hero as a relevant 
  clue.  This narrows the choices to 1, 2, and 5. 
   
  DC 5 - Any hero who has seen the marker in the valley 
  of the Faithful (TUS4-05: Secrets of the Dragon, on the 
  AR) can make an Intelligence check to know the 
  correct answer. 
   
  The correct answer is: Black and Gold (as seen on the 
  AR from TUS4-05: Secrets of the Dragon).  Gold was 
  chosen to represent the coming of dawn and training 
  by the Temple of Azor Alq for the original paladins of 
  Al’Akbar, instead of red.  They in no way were 
  disrespectful of the High Cleric but they wanted to 
  differentiate their service from that of the Qadi. 
   
  Choosing between the swords 
  The falchion grants the combatant defensive spells.  
  The availability of the spell depends on the level of 
  play. 
   
  APL 6:  false life (20 hp), mage armor, barkskin (+3) 
  APL 8: APL 6 plus bear’s endurance and blur 
  APL 10: APL 6 and 8 plus shield of faith (+3) and cat’s 
  grace 
  APL 12: APL 6, 8, and 10 plus magical vestment (+3) 
   
  The scimitar grants the combatant offensive spells.  
  The availability of the spell depends on the level of 
  play. 
   
  APL 6: bull’s strength and true strike (first attack only) 
  APL 8: APL 6 and haste and enlarge person. 
  APL 10: APL 6 and 8 and fly and greater magic weapon 
  (+3) 
  APL 12: APL 6, 8 and 10 and greater invisibility and 
  heroism 
   
  The Ilhari Champion 
  The Champion knows the correct answer, obviously.  
  Nevertheless, they do not take full advantage of this, 
  believing it to be dishonorable. Instead, they take one 
  defensive and one offensive spell listed per APL, at the 
  discretion of the DM (if a quick decision is needed, 
  take the first one). 
   
  Combat 
  The combat takes place in a sandy cave arena which has 
  a thirty foot diameter.  Magical lights at the top of the 
  15 foot roof illuminate the combat area for those 
  watching on a small ledge near the entrance.   
   
  
  Choices of the Dragon 
   
  Page 30 
  Participants are to enter one at a time, bow to the 
  audience and their opponent and take up a readied 
  position.   
   
  During the first round of combat the combatants are to 
  state their name and purpose.  Only those with foul 
  intent will take advantage of their foe’s slow start to 
  combat.  The combat is strictly non- lethal and the 
  weapons provided are merciful. Anyone who delivers a 
  lethal blow automatically makes the test a failure for 
  the entire party.  
   
  After each fight both participants are fully healed, 
  regardless of the outcome.  
   
  Opponent for the fight is a Fighter of the APL. That 
  will give an APL= fight, but the limitations on the 
  characters and the fact that only one at a time can fight 
  make it APL+2. 
   
  For characters with animal companions or the like, 
  they may of course participate with their character.  
  However, there must be some way for the animal 
  combatant to deal non lethal damage. 
   
  The warning of non-lethal damage is given to the 
  combatants before they start.  The heroes can then 
  choose to not participate.  
   
  APL 6  (EL 8) 
  �Ilhari Champion: Rgr2/Ftr4; Male Baklunish-Suel 
  Human: hp 48; see Appendix One. 
   
  APL 8 (EL 10) 
  �Ilhari 
  Champion: 
  Rgr2/Ftr4/Tmp2*; 
  Male 
  Baklunish-Suel Human: hp 64; see Appendix One. 
   
  APL 10 (EL 12) 
  �Ilhari 
  Champion: 
  Rgr2/Ftr4/Tmp4*; 
  Male 
  Baklunish-Suel Human: hp 80; see Appendix One. 
   
  APL 12 (EL 14) 
  �Ilhari 
  Champion: 
  Rgr3/Ftr4/Tmp5*; 
  Male 
  Baklunish-Suel Human: hp 95; see Appendix One. 
   
  Treasure:  ALL APLs - none 
   
  Development 
  If the heroes defeat the Ilhari (and do not fail the test 
  another way) or wait the TU they can go to Encounter 
  Eight: Respect. 
   
  If they fail the test and do not want to wait the extra 
  TU, the heroes can return to the Ear of the Beygraf in 
  Encounter Two: Ear to the Ground or choose a 
  different path as discussed with the Deathless Monks. 
   
  If the heroes fail the test and do not want to wait the 
  extra TU, and they do not want to do anything else, or 
  this was their last option, they may go to the 
  Conclusion or Encounter Eleven: Extended Play 
  Option as deemed appropriate. 
   
  Encounter Eight: Respect 
   
  The heroes have successfully passed the Test of 
  Respect as presented by the Ilhari.   
   
  The Ilhari lead you to a small hidden cave opening. 
   They step inside and invite you in.   
  A small tunnel leads deeper into the mountain face. 
   On the cave walls are many drawings and writings. 
   There is very little light, provided only by the 
  small continual flames orbs that the Ilhari carry. 
   
  At the end of the tunnel is a naturally shaped 
  cavern. In the entrance to the room is an iron gate 
  that lies open, and undamaged. 
   
  This is not the final destination for most visiting the 
  Bastion, but it is a necessary step. Those who have been 
  to the Bastion previously know how to address this 
  situation. 
   
  DC 30 – Bardic Lore or Knowledge (history –VTF) to 
  know that this cave is where the Grand Mufti first met 
  with the Beygraf when he first approached the armies 
  of Ket during the Keoish invasion.  The drawings on 
  the walls and the writing give those waiting for the 
  meeting material on which to ponder. 
   
  Now, it is both a ritual and a second test by awaiting 
  the approach of a member of the Bastion of the 
  Restorer.   Once met, those seeking the audience will 
  then be escorted to the Fortress itself.  It is not far from 
  the cave, but it is very well hidden even to those who 
  have been there once before.  A guide is mandatory. 
  Should a character(s) attempt to find it on their own, 
  for whatever reason, they encounter a force of Mullahs 
  and Ilhari from the Bastion – and they are told in no 
  uncertain terms to leave the area. 
   
  If they refuse or attempt something else, simply advise 
  them their character is out of play for the duration of 
  the module (enough force is brought to bear to ensure 
  
  Choices of the Dragon 
   
  Page 31 
  this takes place – this may seem a bit like deus ex 
  machina, but the True Faith takes the protection of this 
  fortress very seriously and has been doing an efficient 
  and superb job for the last 250 years). In the case of a 
  character out of the module at this point, neither they 
  nor their possessions may be used from this point 
  forward and they only gain gp and xp to this 
  encounter.  The character is not killed, just detained 
  and given to the authorities of Ket. 
   
  The Ritual in the Cave 
  The ritual in the cave is simple. Inside the cave (which 
  is quite expansive, enough to accommodate the heroes 
  and one mount per person) the heroes are invited to 
  make themselves comfortable. Before they can proceed 
  to the Bastion of the Restorer, they must see the back 
  wall of the cave and do what is necessary to proceed. 
  The Ilhari provide torches for anyone without light 
  and insist on being present when the heroes go back. 
   
  The solution to this test is a role playing one – it is to 
  discuss the changes between the original faith and the 
  True Faith.  Correct interpretations are not necessary 
  for the heroes, so long as they discuss the information 
  from the parables, understand them, and learn about 
  the truth from the deathless monks. 
   
  The back of the cave is covered in the parables of the 
  Faith.  They are chiseled on the wall.  
   
  Those who played Tus4-05: Secrets of the Dragon, can 
  make an Intelligence check [DC 10] to remember, or a 
  Wisdom check [DC 10] to notice some differences 
  between the parables here and the ones in the Temple 
  of the Dragon. 
   
  Any who think to ask the deathless monks can also be 
  provided with the same information. 
   
  • 
  The name of the High Cleric has been 
  replaced 
  with 
  “The 
  Restorer 
  of 
  Righteousness”.   
  • 
  There is only one set of answers that have 
  been recorded. 
   
  The test is basically a discussion on the wall relating to 
  the difference between here and the original parables.  
  The deathless monks, if asked, relate the parables as 
  explained below with great passion. 
   
  If the changes in the faith are discussed the Ilhari step 
  forward and show the heroes how to reverse the wall.  
   
  A Search check [DC 10] on the wall reveals no traps 
  but a simple counterweighted lever. Pulling the lever 
  down flips the wall over, to reveal the four parables 
  from the Exalted side of the Faith (as it were now). 
  They are dusty and in poor shape, not receiving the 
  attention of the True Faith side. The Ilhari do not 
  provide any explanation for the two sides to the wall of 
  parables but just shrug if asked and say "it is the way of 
  things". 
   
  The parables on the walls are crafted well and have 
  been 
  around 
  for 
  approximately 
  250 
  years 
  – 
  Stonecunning 
  or 
  Knowledge 
  (architecture 
  and 
  engineering) [DC 18] to determine this fact. The cave 
  itself is a natural formation and there is nothing in it 
  that would indicate there is a further tunnel behind or 
  anything like that – it is a Knowledge (dungeoneering) 
  or Stonecunning check [DC 15] to determine this fact. 
   
  The parables, as found in the Temple of the Dragon 
  (last seen in Tus4-05: Secrets of the Dragon).  Note the 
  few changes that have been made in wording. 
   
  These parables can be found in Appendix 4: 
  Important Information and can be given out as a 
  handout. 
   
  Answers: 
   
  #1  
  True Faith Version: The answer is found around the 
  Hearth. The traditions and cultures of the people must 
  take precedent over individuals. 
   
  Exalted Faith Version: The individuals that form the 
  close family are the foundation of the Baklunish 
  peoples.  Do not abandon them and make sure they are 
  protected. 
   
  #2 
  True Faith Version:  The answer was that the display 
  of faith was important and would go on. The Suel 
  would participate as they were already present, but the 
  act of worship was paramount. 
   
  Exalted Faith Version: Inner piety is the force that 
  drives the world.  Let not the distractions of ceremony 
  distract from this most important feature. 
   
  #3 
  True Faith Version: The reputation of a man with his 
  fellow is a foundation of his life – without them his 
  family can know no safety.  Only by upholding his 
  reputation could the Qadi go forward. 
  
  Choices of the Dragon 
   
  Page 32 
   
  Exalted Faith Version: Only if one is true to oneself 
  and one’s own honor can one proceed. 
   
  #4 
  True Faith Version: The Dwarves and their ways must 
  be respected, as they would those of the Baklunish 
  people if given the chance. Respect is the key and most 
  important element. 
   
  Exalted Faith Version: Generosity to help the 
  Dwarves without any compensation is a blessing and 
  the correct answer. 
   
  Troubleshoot: There is no test here at all save patience 
  – after a two-hour wait, a representative of the Grand 
  Mufti does arrive. The heroes can review the parables 
  all they want and ask questions of the Ilhari. Only by 
  being impatient and leaving the cave to either depart 
  or force their way to the Bastion can they fail this test.  
  If this happens the Ilhari informs them they are no 
  longer welcome in this area and gain the AR Award 
  "Banned from the Bastion".  
   
  If they pass the test (by just giving in and waiting 
  patiently for something to happen, or they discuss the 
  faiths intelligently for a decent amount of real time) 
  the proxy for the Grand Mufti arrives. Proceed to 
  Encounter Nine: All Hail. 
   
  If the heroes leave in frustration or are forced to leave 
  after trying to force their way in (presume enough 
  force is brought to bear), proceed back to either the Ear 
  of the Beygraf or the Elves as needed, or to the 
  Conclusion or Encounter Eleven: Extended Play if 
  applicable. 
   
   
  Encounter Nine: All Hail 
   
  If the heroes have reached this juncture successfully, 
  they have obtained permission for an audience with 
  the Proxy of the Grand Mufti: 
   
  - 
  If the characters are here for guidance 
  from the Grand Mufti, proceed to the 
  section entitled “Guidance”; 
  - 
  If the characters are here to obtain 
  permission to travel to Ekbir officially on 
  behalf of the True Faith, proceed to the 
  section entitled “Permission”. 
   
  The Proxy of the Grand Mufti 
  Mullah Zirash ibn’Arpad is the current holder of the 
  office of Proxy.  In general he should be addressed as 
  Mullah, but this is just a custom of the people of Ket, 
  however, and there is no shame or dishonor in either 
  asking his name or addressing him as such.  It is a 
  Knowledge (local – vtf) or Bardic Lore check [DC 25] 
  to recall his name and some details about him – he was 
  the High Priest of Falwur and a well-regarded 
  theological scholar before becoming the Proxy to the 
  Grand Mufti.  He is in his 60’s now, with a shock of 
  grey hair and no beard.  As befits a scholar he is very 
  well read and knows a plethora of languages, even 
  including elven amongst them. 
   
  The Proxy of the Grand Mufti visits the heroes in cave. 
   Although there are some smaller meeting rooms in 
  the Bastion, it is a predominantly military structure 
  converted for use by the True Faith, and there has 
  never been a large meeting area established. The main 
  temple is the largest free space and that is devoted to 
  prayer, not meetings.  For this reason, most guests in 
  the Bastion are given multi-suite rooms, small but with 
  distinct front rooms, so that they can meet and talk 
  with the Mullahs in privacy.  In this case, because of 
  the unusual circumstances, the Proxy visits the heroes 
  and Deathless Monks in the entry cave itself 
   
  If the characters are here, they likely have arrived at 
  the instigation of the Deathless Monks in order to see 
  if there is anything to be done to heal the rift between 
  the Faiths.  The current Grand Mufti, being a 
  theological scholar, is actually quite well aware that the 
  theft of the Cup and Talisman was perpetrated by 
  Valley Elves. He is likewise intimately familiar with 
  the schism of the faith that took place, having the 
  benefit of religious writings that were kept by the True 
  Faith during the establishment of the religion – 
  writings that none in the Exalted Faith would have 
  access to in their churches.  The Proxy is aware of this 
  research and can convey this information if needed, 
  but it is generally not discussed. 
   
  All APLs 
   
  �Zirash, Proxy of the Grand Mufti; Clr11/War1 of 
  Al’Akbar (True Faith); hp 63; See Appendix One 
   
  Permission 
  The characters are here to get permission from the 
  Grand Mufti to approach Ekbir to request forgiveness 
  for the original schism of the Faiths, or to get guidance. 
   The following are details about the thought process of 
  
  Choices of the Dragon 
   
  Page 33 
  the Proxy of the Grand Mufti, to allow the DM to 
  interact with the characters. 
   
  Distinct Alignment Issues 
  One of the major issues that the Proxy sees with the 
  Exalted Faith, and indeed with the Faith of Al’Akbar 
  before the schism, is that it failed to acknowledge the 
  two distinct driving forces of the religion – this being 
  both good and law.  In his opinion, and actually 
  supported by much research, the concept of good was 
  predominant then as it is now in the Exalted Faith, 
  leaving law to be a second-rate element.  As an 
  example, he points to Veluna, where the concept of 
  lawful good is supposedly predominant, but there is 
  almost no evidence of law in their culture or lands 
  whatsoever (this is, to be clear, a cultural perception on 
  his part and in no way an actual comment on Veluna).  
  As has been reported to him, the crime of High 
  Treason in Veluna merits no more than a few days 
  stock time – they are more concerned with keeping 
  their people in a kindly frame of mind than imposing 
  any degree of lawful behavior. 
   
  Good And Law 
  Unlike some of his colleagues, the Proxy of the Grand 
  Mufti does not see “good” as a weakness. He indicates 
  in discussion that as a moral choice it is very much part 
  of the historical aspect of the Four Feet of the Dragon.  
  The decisions that arise from “good” are also usually 
  better tempered than those simply derived from a 
  singular source, even one as pure as “law”.  He views 
  the nation of Ket as having gone to extremes in the 
  reliance upon just the law, but he can see the historical 
  precedent and the backlash against the Qadi of the 
  High Cleric (as both the original clerics of Al’Akbar 
  and those of the Exalted Faith are called).  In order to 
  integrate the True Faith back into the Exalted and see 
  the return to a singular faith, were that even possible, it 
  would have to be agreed that both elements of the 
  religion were of equal importance and that neither 
  could take precedence over the other. 
   
  For example, if one man were to strike another in the 
  heat of an argument, he must be punished according to 
  the law.  If good were to enter into this decision, it 
  must only do so to explain the reasons for the attack 
  and to mitigate the law to a degree – not cancel or 
  render the legal punishment so meaningless as to be a 
  joke.  It should be agreed that the law exists to protect 
  those of good heart and that a breach of the laws for a 
  good reason is not sufficient cause to be exempted 
  from punishment. 
   
  Temporal Rule in Ekbir – the Caliph 
  Another major issue for the True Faith is the simple 
  fact that the current head of the Exalted Faith is also 
  the temporal ruler of Ekbir. Practically speaking, this 
  would have to cease. While the Grand Mufti is not 
  going to make a demand that he be the head of any re-
  united church (in political terms, it would have to be a 
  newcomer and the Grand Mufti is a seasoned political 
  survivor), it is likewise clear that the Exalted Faith has 
  too much of a vested interest in Ekbir to release it 
  easily.  For this reason, while the Proxy of the Grand 
  Mufti thinks that eventually find the idea of a 
  rapprochement between the Faiths a concept worthy 
  of acceptance, it is doubtful that the Ekbirian response 
  will be acceptable. 
   
  Corruption and the Qadi 
  It always does come down to corruption, when the 
  True Faith talks of the Exalted Faith.  It is a common 
  True Faith belief that the Exalted Faith is corrupt, 
  decadent and in no way fit to be a proper religion.  
  Whether this is true or not, there are signs that the 
  Exalted Faith has sometimes let weak moral fiber into 
  the ranks.  In order for the members of the True Faith 
  to consider re-uniting the churches, the Exalted would 
  have to purge their ranks of the weaker-willed, or at 
  least see them publicly punished.  One of the major 
  tenets of the True Faith is that of the Restorer of 
  Righteousness – Al’Akbar gave back to the people of 
  the True Faith their dignity and resolve, in a time of 
  despair, sweeping out the corrupt and decadent rulers 
  and servants.  While certainly extreme (there is very 
  little about the True Faith that is not, from a historical 
  perspective) it did resolve the issue at the time of the 
  Keoish occupation and it did unite the people of Ket. 
   
  Resolving Arguments and Points with the 
  Proxy of the Grand Mufti 
   
  Reasoned arguments work best but eventually it can 
  come down to an opposed Diplomacy or Knowledge 
  (religion) check – there is a +2 synergy bonus on this 
  roll if both Diplomacy and Knowledge (religion) are at 
  5 ranks or more. Role-playing should allow for a good 
  circumstance modifier, if judged appropriate by the 
  DM, up to a maximum of +8.  Simply having a member 
  of the Exalted or True faith undertaking the argument 
  is good enough for a +2 circumstance modifier (all of 
  these modifiers stack with one another). 
   
  Essentially, the heroes have to take the facts that are 
  presented and find a way to argue that they can be 
  modified, changed or improved by the actions they are 
  
  Choices of the Dragon 
   
  Page 34 
  proposing.  So, for example, they can argue that the 
  reconciliation of the two faiths would lessen 
  corruption in the lands of the Exalted Faith, benefiting 
  the entirety of the Baklunish West – this is a valid and 
  good argument about the corruption aspect of the Qadi 
  as believed by the True Faith. 
   
  Only one roll is made after the discussion has occurred 
  (all modifiers stack).  The use of one point of 
  permanent Influence from Ket allows for either a +5 
  bonus on the roll, or another attempt.. 
   
  If only because the Proxy likes those who are more 
  innocent and less worldly, there is a special pool of 
  bonuses available to the heroes depending on APL, 
  providing they have not insulted him in some way.  
  These bonuses may be used in any manner for opposed 
  checks for the arguments – be it all at once or in part, at 
  the discretion of the players.  The pool is as follows: 
   
  APL 6 - +10 bonus 
  APL 8 - +5 bonus 
  APL 10 - +3 bonus 
  APL 12 – no bonus 
   
  The Grand Mufti will agree with the deathless monks 
  that discussions with Ekbir should commence if the 
  heroes make a successful Diplomacy check [DC 50] 
   
  Guidance  
  The Proxy seeks answers as a theological scholar and 
  the presence of the Deathless Monks stirs an interest 
  long buried.  As a result, he addresses the concept of a 
  rapprochement with the Exalted Faith with the heroes. 
   If they do not respond or do not find this concept 
  worthy, he invites their participation but this is the 
  only idea that he can see having merit under the 
  circumstances – remember that he has had access to a 
  lot of different religious texts and is more 
  knowledgeable and politically savvy than your average 
  Mullah. 
   
  Even with this interest, however, he must be 
  persuaded that the idea has true merit.  As a result, he 
  takes the heroes through the various arguments above 
  and insists that they convince him – if he can be so 
  persuaded, he believes that the idea then has a chance 
  of success, as he is an excellent judge of character and 
  concepts. 
   
  Proceed 
  to 
  the 
  section 
  entitled 
  “Permission”. 
   
  Note: 
  If the party succeeds in convincing the Proxy of the 
  Grand Mufti, they are granted permission to go to 
  Ekbir as representatives of the True Faith. They must 
  go to the Ear of the Beygraf for government sanction, if 
  they do not have it yet or failed to get it the first time – 
  Encounter One or Encounter Two.  Or, they can 
  proceed to Encounter Eleven: Extended Play if they 
  already have the permission of the Ear of the Beygraf. 
   
  If the heroes do not succeed in convincing the Proxy 
  of their position they have failed at this option and 
  should proceed either back to the Elves for guidance (if 
  they desire) or to the Ear of the Beygraf (if they have 
  not headed there yet).  If they do not wish to proceed, 
  go to the Conclusion. 
   
  Treasure  
  If the Proxy was impressed by the arguments made by 
  the heroes he awards them the following, regardless of 
  whether he has given them the official permission they 
  requested – their spirit and drive was enough to make 
  this generous donation to them. 
   
  APL 6: L: 0; C: 300; M: death ward armor Upgrade. 
  APL 8: L: 0; C: 600; M: magebane weapon Upgrade. 
  APL 10: L: 0; C: 300; M: rod of substitution (cold) (875 
  gp per character). 
  APL 12: L: 0; C: 300; M: ring of arcane might (1666 gp 
  per character). 
   
  Encounter Ten: Justice for All 
   
  This encounter may be added at any time after the day 
  in which the heroes encounter the half-iron golem 
  griffons in the Forest (Encounter Four: Lesser of Two 
  What?). 
   
  Flying in the distance is a small speck, approaching 
  fast.  At a distance of 800 feet it seems larger than a 
  bird, then suddenly it is 400 feet away in a few 
  seconds and large enough to be a griffon, but one 
  shining and made of gold and white.  It is coming 
  straight on. 
   
  The Inevitables from the plane of Mechanus each have 
  tasks assigned to them that are as immutable as the 
  laws of the plane of Lawful Neutrality itself.  For a 
  certain Inevitable the activities of the Deathless Monks 
  of the Temple of the Dragon (see Tus4-05: Secrets of 
  the Dragon for more details on the Temple itself) has 
  raised questions about the time of the schism of the 
  
  Choices of the Dragon 
   
  Page 35 
  faiths.  After deliberate research, it has concluded that 
  the Deathless Monks have avoided justice for actions 
  during that time, actions that should have had 
  consequences but the chaos of the time prevented 
  from being property meted out. 
   
  The death of the Monks at the time was more than 
  sufficient punishment, at least in the eyes of the 
  Inevitables.  Now, however, with the return from the 
  dead (albeit to undead status) the previous breach of 
  justice has been noted and an Inevitable sent to mete 
  out the proper punishment.  This is an advanced 
  Zelekhut, recently arrived in Ket.  It has tracked down 
  the passage of the Deathless Monks (they have not 
  been subtle) and used the abilities it has to come after 
  them. 
   
  The Zelekhut attacks without mercy or pause, seeking 
  to get at the Deathless Monks.  They make every effort 
  to ask the heroes for help and there is no conversation 
  with the Zelekhut.  The heroes have two options, 
  essentially – allow the Deathless Monks to be 
  destroyed or intervene and try to stop the Inevitables! 
   
  Map:  As this fight is optional in terms of insertion into 
  the module flow, the DM may determine the layout of 
  the map.  Note that terrain obstacles and the like 
  should mostly be avoided, as they would unnecessarily 
  increase the EL.  Likewise, environmental conditions 
  should also be avoided for the same reason.  If in doubt, 
  use clear terrain with rolling hills, no cover available 
  anywhere, typical of Ket farmlands north of the 
  Bramblewood or areas closer to the Banner Hills. 
   
  Combat: The combat begins at 150 feet for the 
  Inevitable keeps moving even as the characters may be 
  asking questions or the like.  If spellcasters or others 
  wish to cast a spell or two during the brief interval 
  noted in the box text and the combat, they should be 
  allowed – the DM may use discretion to determine if 
  they are fast enough to get two spells cast. 
   
  The Zelekhut can be convinced that the Deathless 
  Monks are on an important mission, if the heroes 
  swear to deliver the Deathless Monks to justice after 
  the quest is complete – although in reality this could 
  take a very long time, the Inevitables are patient and 
  reason they can always go after the characters if they lie 
  about their intentions. If the heroes agree, ensure they 
  get the AR Award “Inevitable Result”. Alternatively, 
  one or both of the monks can be handed over to the 
  Zelekhut for justice. It accepts such an offer gracefully 
  but makes no offer in return – this is justice and is 
  expected, not something that deserves a reward. The 
  monks do not oppose such a move, but this does 
  preclude their further involvement in the module (and 
  any Extended Play Option has to be done without 
  their assistance). 
   
  The Zelekhut has no details about the justice that the 
  Deathless Monks avoided, save that it has something to 
  do with the oath they swore. If pressed for details (this 
  does not require a roll just insistence), the Monks 
  themselves can advise that they were to “protect the 
  faith” and that they failed to do so by not doing all in 
  their power to prevent the schism.  It is a bit of a 
  stretch to blame them for the entire event, but there 
  are individual people who died during the schism, 
  people whose deaths should have been prevented by 
  the Monks acting when instead they were frozen with 
  indecision, unable to determine what was the correct 
  course to follow. 
   
  APL 6 (EL 10) 
  �Elite Zelekhut; hp 84; See Appendix One. 
   
  APL 8 (EL 12) 
  �Elite Advanced Zelekhut; hp 128; See Appendix 
  One. 
   
  APL 10 (EL 14) 
  �Elite Advanced Zelekhut; hp 160; See Appendix 
  One. 
   
  APL 12 (EL 16) 
  �Elite Advanced Zelekhut; hp 204; See Appendix 
  One. 
   
  Tactics: The Zelekhut attacks the Deathless Monks 
  first, diverting only to attack the characters if it is 
  targeted in combat or with spells – it then associates 
  them with the Monks and seeks to bring them all to 
  justice.  Note that it always has true seeing active, as 
  the spell-like ability is at will.  Given that it sees the 
  characters as bystanders, it does not target them with 
  offensive spells before considering them threats – it 
  can and will use dispel magic on them at will, however, 
  considering this a defensive maneuver. 
   
  Until such time as the Zelekhut considers the 
  characters to be a threat (before they attack it or the 
  like) it does not take Attacks of Opportunity on them, 
  unless this is allowed as part of the attack on it they are 
  making (such as from a Grapple attempt). 
   
  The Zelekhut stops fighting and surrenders if it is 
  dropped below ¼ of the starting hp.  At this point it is 
  
  Choices of the Dragon 
   
  Page 36 
  willing to talk and discuss the circumstances for the 
  pursuit it has undertaken. 
   
  Treasure (provided by the government of Ket): 
   
  APL 6: L: 0; C: 400; M: none. 
  APL 8: L: 0; C: 800; M: none. 
  APL 10: L: 0; C: 1200; M: none. 
  APL 12: L: 0; C: 1600; M: none. 
   
  Note:  The module should proceed along the same 
  path, this is an Encounter that is added in at the 
  discretion of the DM. 
   
   
  Encounter Eleven: Extended 
  Play Option 
   
  Characters may only attempt the Extended Play 
  Option if they have succeeded at one or more of the 
  following: 
   
  1) They have obtained the permission of the Grand 
  Mufti and Ear of the Beygraf to head to Ekbir 
  along with the Deathless Monks and seek to open 
  negotiations 
  about 
  a 
  possible 
  apology 
  or 
  diplomatic solution to the split of the Faiths of 
  Al’Akbar.  If so, proceed to “Mr. Ambassador”; 
  2) They have obtained the permission of the Elves 
  and the Ear of the Beygraf to open negotiations to 
  amend the legal definition of an Elf in Ket. If so, 
  proceed to “The New High Jurat”. 
   
  TU Cost  
  The Extended Play Option costs another TU (or two if 
  out of region). The entire amount of TU to be 
  expended must be available at the time for the 
  character to participate. 
   
  How this unfolds 
  The heroes must meet with the ambassador. He listens 
  to their request and does wish to hear their arguments. 
  If they have official permission from the Ear and the 
  Grand Mufti, he then grants them permission but 
  insists on coming with them. It is not necessary to 
  convince the Ambassador of the validity of the 
  mission, as he has no official opinion on the matter. 
  His role is only to weed out those who do not have the 
  official permission to be going to Ekbir as envoys. 
   
  Once in Ekbir the deathless monks are attacked by 
  fanatics of the Exalted Faith (yes, those exist too). 
   
  Mr. Ambassador 
  The government of Ket decided, after that attack on 
  Lopolla, that the embassies of the most important 
  nations were at some risk in the center of town – a new 
  secure district was established just outside of town, 
  complete with a large walled structure to protect the 
  diplomats.  The countries of Ekbir, Tusmit, Perrenland 
  Veluna, and Bissel being the most direct recipients of 
  trade from Ket (Ekbir is included because, while not a 
  direct neighbor, it is the source of most goods from the 
  Dramidj Ocean and Baklunish to boot, whether or not 
  it is a heretical nation of the Exalted Faith) are placed 
  in the most prominent buildings.  A separate Thresher 
  Force guards the diplomatic quarters, drawn from the 
  Lower City Watch.  The army also assigns units of 
  Neyze and Gele (medium infantry pikemen and 
  medium infantry crossbowmen, respectively) to the 
  quarters, but they are used exclusively to patrol the 
  walls. 
   
  All the laws of Lopolla apply in the new district Most 
  guard contingents here have a mullah or two also 
  assigned for magical detection, but the Archons 
  (organized wizards of Ket) keep a close eye on the city 
  and the diplomatic quarters – if they spot weaponry or 
  other forbidden tools, they advise all other authorities 
  and there is harsh punishment meted out. 
   
  The Ambassador of Ekbir 
  The ambassador is Watban Oukoumlinen, directly 
  appointed by the Caliph of Ekbir to this position.  A 
  relative newcomer to Ket (he has been here just over 
  two years), the Ambassador is well known for his 
  fervent belief in the Exalted Faith and tendency to bait 
  Mullahs of the True Faith during ceremonial 
  functions.  That aside, he is a charming individual who 
  is quite a bit more Baklunish than most of the nobility 
  in Ket – as a result, many young men and women flock 
  to him when they can to learn as much as possible 
  about the ways of Ekbir.  This pains the Mullahs of the 
  city, who constantly preach about the moral weakness 
  of the Ambassador and the people of the Exalted Faith 
  in general.  All in all, there is a good deal of tension 
  between Watban and the people of Lopolla, tension he 
  himself has helped to perpetuate but that the mullahs 
  have certainly done their share to create.  The Beygraf, 
  it would seem, enjoys this particular game as it 
  frequently distracts the Mullahs from any criticism of 
  his regime. 
   
  Watban is young and unmarried, although it is 
  rumored that the Caliph has chosen a young princess 
  
  Choices of the Dragon 
   
  Page 37 
  to be his bride (but people would have to travel to 
  Ekbir to verify that fact…).  He takes his job seriously 
  and is present at the Embassy every day of the week, 
  when official functions do not call him away.  As is 
  typical of the efficient Ekbirian embassy protocol, it is 
  impossible to simply request an audience with him – it 
  usually takes weeks of notes and appointments to 
  establish even a short meeting. 
   
  Of course, the heroes are coming to the Embassy of 
  Ekbir on the official business of the Beygraf of Ket and 
  they are allowed entry, escorted by the guards of the 
  Embassy to see Watban. 
   
  Guards of the Embassy of Ekbir 
  The Embassy itself is guarded by the personal troops of 
  the Ambassador. These are Askari, permanent troops 
  maintained by the Ambassador in his role as a noble. 
  They are medium cavalry and wear chain mail with 
  round shields. Officers (called "amir") wear breastplates 
  and have masterwork equipment as a rule, while also 
  wearing a turban above their helmet to denote their 
  rank. Favored weapons are the scimitar and shield; 
  falchion; or lance. Each askari is proficient with a 
  composite bow, although the favored type of bow 
  varies from soldier to solider.  Some in each unit use 
  maces, but this is an exception, not the rule. While 
  patrolling the grounds of the embassy they do not bear 
  the lance, which is left with their horses. It is rumored 
  that the Ambassador has been seeking horses from the 
  Beygraf for his Askari, to impress the Caliph upon his 
  return, but there has been no confirmation that this is 
  actually taking place and most put it down to jealous 
  horsetraders. 
   
  The Audience 
  Watban is more than willing to grant official 
  permission for any to visit the Caliph, so long as the 
  heroes make no particularly demanding or outrageous 
  suggestions.  Remember that he is a sophisticated 
  noble, however, and the presentation of the heroes is 
  going to reflect upon him.  If a half-orc barbarian 
  insults him or is crass, he may certainly reconsider 
  such permission (for that person only).  As an 
  accredited diplomat to Ket, Watban must also abide by 
  the laws – he cannot grant permission to any non-
  citizen claiming Ket as a home region.   
   
  This includes gnomes, half-elves, elves and half-orcs 
  who claim the country as a home region but have not 
  obtained citizenship through any of a variety of means. 
   He is more than willing to tweak the noses of the 
  Lawful Neutral Mullahs, however – it takes but very 
  little convincing for him to mistake such heroes for 
  members of another race and grant permission.  Under 
  no circumstance must this “ruse” be pointed out to 
  him, however, or he is forced to rescind it.  If, however, 
  it is let by, the characters may all obtain permission, 
  regardless of race. 
   
  Foreigners are granted permission, as they do not 
  breach such legal requirements.  Only current enemies 
  of Ekbir and the Exalted Faith are forbidden entry to 
  the Caliphate.  Acknowledged members of evil cults 
  are always considered enemies, although it is 
  somewhat inconceivable that the heroes claim 
  membership in such.  Anyone detecting as evil must 
  have an excellent reason available to explain their 
  situation, however – these people are generally just 
  dismissed without consideration for simple reasons of 
  expediency.  Paladins of the Exalted Faith in the 
  service of the Ambassador (he has two) do the 
  detecting whenever he has an audience with outsiders. 
   
  Once the heroes have made their intentions known 
  and received permission to travel (assuming no major 
  faux pas), the normal course of events would be to 
  travel to Ekbir. This, however is not a normal time. 
   
  With the Deathless Monks making their presence 
  known in such a forceful manner (by getting the 
  heroes to intervene as they have), Watban senses 
  political opportunity.  He insists upon traveling with 
  the heroes back to Ekbir, and indeed makes their 
  permission to proceed contingent upon them going 
  with him. 
   
  Watban travels in style, in a coach with an escort of 10 
  Askari, but he invites any beautiful females or males to 
  ride with him in the coach.  The trip takes one week, 
  along fast roads and up the river – one TU (or 2 for out 
  of region), to be precise, of time. 
   
  The Trip to Ekbir 
  On the trip, the Deathless Monks ask the heroes to do 
  all that they can to convince Watban of the validity of 
  their actions.  After all, if they succeed, a powerful 
  political figure of Ekbir may put in a good word for 
  them in their task in the Caliphate. Although Watban 
  has already granted permission for this visit to the 
  Caliph, he has no real opinion on the matter either 
  way. 
   
  The heroes may make all of the arguments they wish to 
  propose during the trip, noting the sophistication of 
  the noble from Ekbir as a guideline for their actions.  It 
  
  Choices of the Dragon 
   
  Page 38 
  is not necessary to make any Diplomacy check or the 
  like, they have already done so to be able to be on this 
  Extended Play Option.  Simply note that they made the 
  attempt under the Critical Events Summary. 
   
  Attack on the Deathless Monks 
  En route to Ekbir, just as they reach the border, 
  fanatics of the Exalted Faith attack the party for 
  consorting with obvious undead. There may also be 
  more to this, some sort of effort to derail any 
  negotiations between the two Faiths, because to a good 
  number of people the battle lines were drawn long ago 
  (and there is no reason to take them down).  Whatever 
  the real reason, the attack is by surprise during the day 
  the party reaches the Ekbir border. 
   
  All APLs 
   
  �Watban Oukoumlinen; Ari10; hp 92; see Appendix 
  One. 
   
  APL 6 (EL 9) 
  �Fanatical 
  Sorcerer: 
  Sor8/War1; 40 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr4/War1; 57 hp; See 
  Appendix One. 
   
  APL 8 (EL 11) 
  �Fanatical Sorcerer: Sor10/War1; 50 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr6/War1; 73 hp; See 
  Appendix One. 
   
  APL 10 (EL 13) 
  �Fanatical Sorcerer: Sor12/War1; 60 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr8/War1; 89 hp; See 
  Appendix One. 
   
  APL 12 (EL 15) 
  �Fanatical Sorcerer: Sor14/War1; 70 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr10/War1; 131 hp; See 
  Appendix One. 
   
   
   
  Tactics: The fanatics have been informed of the 
  capabilities and general habits of the heroes. They 
  make their plans accordingly and can act as the DM 
  chooses, attacking during the ride of the day, at a meal, 
  or in the late evening. The Askari guarding the 
  Ambassador close in around him when the attack 
  transpires and they take no offensive action – content 
  to defend him (but also too numerous to account for in 
  a combat such as this).   
   
  Treasure  
  (all property is confiscated by the authorities in Ekbir 
  or Ket, but an award is provided for the services of the 
  characters and they are allowed to buy back the items 
  discovered – no items are found if both ambushers 
  escape but the award is still provided, no matter the 
  results) 
   
   
  APL 6: L: 0; C: 450; M: bracers of archery (lesser) 
  (0 gp per character), +2 vest of resistance (0 gp per 
  character), +1 mithral chain shirt (0 gp per character) 
   
  APL 8: L: 0; C: 650; M: +4 cloak of charisma (0 gp 
  per character) 
   
  APL 10: L: 0; C: 1150; M: +4 gloves of dexterity (0 
  gp per character), +4 vest of resistance (0 gp per 
  character) 
   
  APL 12: L: 0; C: 1650; M: +6 cloak of charisma (0 
  gp per character), +4 amulet of health (0 gp per 
  character) 
   
  Note: If the heroes successfully fend off the attacking 
  fanatics, they have succeeded in getting the deathless 
  monks and the Ambassador to Ekbir city.  They gain 
  their audience with and Advisor of the Caliph and 
  their quest is done.  Proceed to the Conclusion. 
   
  If they fail, the Deathless Monks do not reach Ekbir 
  city and the quest has failed at this critical juncture.  
  Proceed to the Conclusion. 
   
  A New High Jurat 
  The meeting with the New High Jurat takes place at 
  the Hall of Justice in Lopolla.  The heroes are 
  introduced as the driving force behind the proposed 
  meeting with the Elves of the Bramblewood to 
  undertake a change in the legal standing of those in 
  the forest. 
   
  How this unfolds 
  The heroes, having successfully negotiated for talks 
  with the Ear, have been asked to escort the new High 
  Jurat to Molvar where he then meets with the elves 
  and enter into negotiations. 
   
  Since he is not particularly fond of elves the heroes are 
  invited to discuss their reasons for backing this event. 
  However, since he is bound by law to do the best job 
  he can in these negotiations, the heroes do not need to 
  convince him of anything. 
  
  Choices of the Dragon 
   
  Page 39 
   
  On the way to Molvar, a dissident group, called the 
  Black Daggers, not wishing to allow this to take place 
  attacks the party. 
   
  If the heroes succeed in repelling the Black Daggers, 
  the Jurat makes it safely to Molvar and talks 
  commence.  If they heroes fail against the Black 
  Daggers the Jurat cannot enter into negotiations with 
  the elves. 
   
  The New Hall of Justice 
  By virtue of recent events in Ket (VTF4-01 Flicker), 
  the High Jurats insisted on new magical protection in 
  the Hall of Justice. Conjuration spells (yes, including 
  healing) do not work within the walls of the Halls of 
  Justice – the High Jurats keep a supply of medicinal 
  herbs on hand for emergencies, as well as alchemical 
  healing paste (non-magical healing for 1d8 hp). In 
  most situations the characters should never experience 
  this inhibition but it is present.  Called creatures are 
  likewise barred from the Halls, including Paladin’s 
  mounts and the like. 
   
  With the recent death of a High Jurat in Ket (see Ket4-
  07: The Darkeye Hour for details), the Beygraf has 
  appointed a replacement, who intends to take a trip 
  through Ket to review the activities of Jurats in the 
  major cities outside the capital.  The replacement is 
  Eshear ibn’Qadi, the son of an expatriate Zeifian.  He is 
  a True Faith believer, although his father is a noted 
  proponent of the Exalted Faith (a Qadi, in fact). Eshear 
  is a diligent, hard-working Jurat (now High Jurat) and 
  not a Mullah – this latter fact has been noted by many, 
  particularly since he is replacing a previous High Jurat 
  who was also not a Mullah. 
   
  The High Jurat now has an even more important 
  reason for this trip, if the heroes have been successful 
  in convincing the Beygraf to consider altering the laws 
  and introducing legal protection for the Elves of the 
  Bramblewood. Eshear himself does not like Elves, 
  convinced that they are going out of their way to harm 
  the regular productive citizens of Ket living on the 
  borders of the Bramblewood, but he accepts the law as 
  the basis for his actions and takes his orders from the 
  Beygraf in this matter quite seriously. No matter his 
  own feelings, he goes out of his way to uphold the law 
  at all times and intends to negotiate in good faith. 
   
  The High Jurat interviews all of the potential persons 
  traveling with him.  While not particularly paranoid, 
  he is a careful man with an orderly routine – he wishes 
  to ensure that those he has as escorts recognize this 
  fact, or that he ensures they are nowhere near him to 
  be disturbing his trains of thought.  Eshear enjoys 
  riding and has his own spirited light warhorse called 
  Viara (stats as per the Monster Manual) – this 
  particular hobby is his only pastime and he chats 
  animatedly with anyone about this, even elves.  While 
  he loves his work, he does not show the same passion 
  for it as he does riding and does not share details about 
  the law or other features with characters questioning 
  him. 
   
  Under normal circumstances, a squad of Kaman (light 
  cavalry archers) or similar troops would escort the 
  High Jurat.  The situation is not normal, however, and 
  the heroes have proved their worth. As a result, the 
  Beygraf has assigned a Kaman squad to meet Eshear in 
  Molvar and the heroes are tasked to escort the High 
  Jurat without back up to that point.  Eshear insists on 
  riding to Molvar on horseback and accepts no offers of 
  instant transport magic or anything that might serve to 
  speed up the trip – this is one of the few times he can 
  relax and enjoy riding and he intends to see that it is 
  not shortened. 
   
  The heroes therefore have a few days alone with 
  Eshear, to convince him of the validity of the new legal 
  possibility, although by being charged with this task by 
  the Beygraf he is bound argue as if he believed in it 
  anyway.  The Deathless Monks still accompany the 
  heroes and request that they make an effort to improve 
  the impression the High Jurat has of the Elves before 
  negotiations begin. 
   
  The heroes may use any and all arguments as presented 
  earlier.  Eshear is very much about law and order and 
  conduct of this nature – he does not care about the 
  “good” of the nation so much as he cares about 
  upholding a rigid and defined set of laws.  It is not 
  necessary to make an opposed check or the like with 
  Eshear – they have already done so in order to be on 
  the Extended Play Option.  Simply note under the 
  Critical Events Summary that they made this attempt. 
   
  Whilst en route to Molvar, elements in the 
  government opposed to rapprochement with the Elves 
  organize an attack on Eshear and the heroes.  They 
  reason that if the High Jurat responsible for the 
  negotiations is killed, the mission he is on may be 
  abandoned or questioned more closely. 
   
  If the heroes are successful at protecting Eshear, he 
  reaches Molvar and his military escort.  From there he 
  
  Choices of the Dragon 
   
  Page 40 
  can reach the Bramblewood without further incident 
  to commence the diplomatic negotiations. 
   
  All APLs 
   
  �Eshear ibn’Qadi; Exp10; hp 52; see Appendix One. 
   
  APL 6 (EL 9) 
  �Fanatical 
  Sorcerer: 
  Sor8/War1; 40 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr4/War1; 57 hp; See 
  Appendix One. 
   
  APL 8 (EL 11) 
  �Fanatical Sorcerer: Sor10/War1; 50 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr6/War1; 73 hp; See 
  Appendix One. 
   
  APL 10 (EL 13) 
  �Fanatical Sorcerer: Sor12/War1; 60 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr8/War1; 89 hp; See 
  Appendix One. 
   
  APL 12 (EL 15) 
  �Fanatical Sorcerer: Sor14/War1; 70 hp; See 
  Appendix One. 
  �Fanatical Fighter: Rgr2/Ftr10/War1; 131 hp; See 
  Appendix One. 
  Tactics: The attackers know the heroes and their 
  strengths and weaknesses after their actions in the 
  module.  They therefore take what precautions they 
  can and attack accordingly. The DM may therefore 
  choose any plausible opportunity, including an Inn, 
  outdoors on the road, or during a mid-day meal (as 
  examples). 
   
  The attackers do not target the High Jurat until the 
  heroes are all eliminated.  
   
  Notes: 
  The heroes have either failed or succeeded in escorting 
  the jurat to his destination. Proceed to the Conclusion. 
   
  Treasure  
  (all property is confiscated by the authorities in Ekbir 
  or Ket, but an award is provided for the services of the 
  characters and they are allowed to buy back the items 
  discovered – no items are found if both ambushers 
  escape but the award is still provided, no matter the 
  results) 
   
   
  APL 6: L: 0; C: 450; M: bracers of archery (lesser) 
  (0 gp per character), +2 vest of resistance (0 gp per 
  character), +1 mithral chain shirt (0 gp per character) 
   
  APL 8: L: 0; C: 650; M: +4 cloak of charisma (0 gp 
  per character) 
   
  APL 10: L: 0; C: 1150; M: +4 gloves of dexterity (0 
  gp per character), +4 vest of resistance (0 gp per 
  character) 
   
  APL 12: L: 0; C: 1650; M: +6 cloak of charisma (0 
  gp per character), +4 amulet of health (0 gp per 
  character) 
   
  Conclusion: Faith 
   
  There are several outcomes based on the different 
  paths in this adventure. Please read the most 
  appropriate one(s), and paraphrase as needed to 
  account for different conclusions based on game 
  experience. 
   
  If the heroes did not use the extended play option but 
  succeeded in convincing the Grand Mufti and the Ear 
  of the Beygraf to go to Ekbir read or paraphrase the 
  following: 
   
  In the following days news of the Grand Mufti’s 
  departure from the Banner hills is heard.  A 
  pilgrimage to Ekbir has been undertaken. 
   
  Talks between Ekbir and Ket – between the Exalted 
  Faith and the True Faith could potentially right a 
  grave wrong.  Your actions bring upon the dawn of 
  a new era, where the Four Feet of the Dragon, 
  tempered by love, may reign. 
   
  Or perhaps your actions have stirred fear in the 
  hearts of many, where violence and war are easy 
  answers?  Only time will tell… 
   
  If the heroes have used the extended play option and 
  successfully escorted the Ambassador to Ekbir. 
   
  Advisors of the Caliph listen to your tale, and your 
  arguments with great interest.  They take great 
  interest in the Deathless Monks and invite them to 
  remain for a while to discuss further ramifications 
  of the proposal. The deathless monks agree, and 
  remain behind. 
   
  Talks between Ekbir and Ket – between the Exalted 
  Faith and the True Faith could potentially right a 
  grave wrong.  Your actions bring upon the dawn of 
  
  Choices of the Dragon 
   
  Page 41 
  a new era, where the Four Feet of the Dragon, 
  tempered by love, may reign. 
   
  Or perhaps your actions have stirred fear in the 
  hearts of many, where violence and war are easy 
  answers?  Only time will tell… 
   
  If the heroes failed to help the deathless monks reunite 
  the two factions of the faiths. 
   
  The Deathless Monks stand before you, their heads 
  bowed.  With a pained expression visible, they look 
  up. 
   
  “Thank you for your efforts.  We knew that we 
  faced a difficult and onerous task. Perhaps it can be 
  accomplished in time, perhaps it is too much to ask 
  of the hearts of men.  We shall continue and we 
  hope you will once again consider assisting us in 
  the future.” 
   
  If the heroes have succeeded in convincing the Ear of 
  the Beygraf that talks are needed between the elves and 
  the government (but did not escort the jurat) read or 
  paraphrase the following: 
   
  The Ear congratulates you as you take your leave.  
  Arrangements are immediately made for talks to 
  begin between the new High Jurat and the elves. 
   
  With new threats emerging from the forest, the 
  idea of alliance should not be too difficult for the 
  people of Ket to take.  Or perhaps it is the anger of 
  those who do not wish to see this alliance that 
  jeopardizes the safety of Ketites?  Only time will 
  tell…. 
   
  If the heroes succeeded in facilitating negotiations 
  between the High Jurat and the Elves by escorting him 
  there read the following: 
   
  The impact of your actions may not be seen for a 
  while, as there is much distance for both the elves 
  and the officials of Ket to cover before they stand 
  on similar ground.  The new threats emerging from 
  the forest are only the beginning of the problems to 
  come, should an alliance not be made.  Then again, 
  perhaps it is the anger of those who do not wish to 
  see this alliance that jeopardizes the safety of the 
  people within Ket.  Only time can tell… 
   
  If the heroes failed to escort the High Jurat to Molvar 
  inform the heroes of the following: 
   
  After a few days news of the High Jurat’s return to 
  Lopolla reaches your ears.  Negotiations have been 
  cancelled or called off completely.  There is tension 
  between the Ear of the Beygraf and the High Jurat.  
   
  News 
  of 
  an 
  emerging 
  threat 
  within 
  the 
  Bramblewood is starting to buzz around small 
  towns near the forest’s perimeter. 
   
  What this means for Ket, only time will tell. 
   
  Some consequences for helping the Deathless 
  Monks: 
  If the Deathless monks are convinced by the actions of 
  the characters in the module that they were sincere 
  and honest in their endeavors, even if they were a 
  failure in the end, they offer them the chance to 
  uphold the tenets of the Faith of Al’Akbar.   
   
  Heroes may choose to take the oath to protect and 
  support the religion (and they are allowed to read and 
  know what it is before they choose). They are not 
  advised that there is a benefit provided to those who 
  turn down both of the options of Holy Purpose or A 
  Different Path. 
   
  Alternatively, if there are any who are displeased with 
  their earlier choice, and they have likewise impressed 
  the Deathless Monks, they will offer to assume the 
  oath on behalf of the hero.  
   
  For those who wish to take the oath, provide the AR 
  Award “Holy Purpose”.  For any who wish to be rid of 
  an oath they took in Tus4-05 Secrets of the Dragon, 
  provide the AR Award “A Different Path”. 
   
  If a player takes neither of these options, they are 
  granted the blessings of the Deathless Monks.  Provide 
  the character the AR Award “Healing of the Dragon”. 
   Note that this is only offered to those who assisted and 
  supported the Deathless Monks throughout the 
  module and were sincere and honest about doing so – 
  if they were in any way antagonistic or opposed to the 
  ideals of the Deathless Monks, they do not gain this 
  award. 
   
  Finally, the government of Ket thanks the characters 
  for their actions if they undertook them in a proper 
  and lawful fashion.  Anyone assessed TU time for 
  breach of the laws gets neither a reward nor access 
  below.  The Deathless Monks may be convinced, with a 
  Diplomacy check [DC 25] by any such character who 
  
  Choices of the Dragon 
   
  Page 42 
  was actually helpful to their cause, to sneak them some 
  of the money the Deathless Monks received (and were 
  going to give away in any event because of their Vow of 
  Poverty). If successful, the character gains the gp award 
  below but not the item access. 
   
  Treasure (provided by the Deathless Monks or 
  the Government of Ket – access is being 
  granted by the Mullahs of Ket): 
   
  APL 6: L: 0 gp; C: 500 gp; M: wand of cure moderate 
  wounds (0 gp per character), ring of counterspells (0 gp 
  per character). 
  APL 8: L: 0 gp; C: 1000 gp; M: merciful weapon 
  enhancement (0 gp per character); +3 cloak of 
  resistance (0 gp per character). 
  APL 10: L: 0 gp; C: 1500 gp; M: wand of cure serious 
  wounds (0 gp per character); +4 cloak of resistance (0 
  gp per character). 
  APL 12: L: 0 gp; C: 2000 gp; M: boots of speed (0 gp per 
  character); horseshoes of speed (0 gp per character). 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character.  
   
  Introduction:  
  Accept the quest to assist the Deathless Monks 
  APL 6 
   
   
  45 XP 
   
   
  APL 8 
   
   
  60 XP 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  90 XP 
   
   
  Encounter One:  
   
  Defeat the fanatics or rabblerousers within 10 
  rounds of the start of the riot 
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
  APL 12  
   
  420 XP 
   
  Encounter Two:  
   
  Convince the Ear of the Beygraf of the purpose of 
  the Deathless Monks and their quest 
  APL 6 
   
   
  30 XP 
   
   
  APL 8 
   
   
  30 XP 
   
   
  APL 10  
   
  45 XP 
  APL 12  
   
  45 XP 
   
  Encounter Three:  
   
  Defeat, suffer or successfully bypass the elven 
  traps 
  APL 6 
   
   
  120 XP 
  APL 8 
   
   
  180 XP 
  APL 10  
   
  240 XP 
   
   
  APL 12  
   
  300 XP 
   
   
   
   
  Defeat the Behirs 
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
  Encounter Four:  
   
  Defeat the half-iron golem griffons (no xp for 
  fighting the elves, if undertaken) 
  APL 6 
   
   
  300 XP 
   
   
  APL 8 
   
   
  360 XP 
   
   
  APL 10  
   
  420 XP 
   
   
  APL 12  
   
  480 XP 
   
  Encounter Five:  
   
  Obtain permission from the elves to meet their 
  leaders 
  by 
  defeating 
  their 
  champion 
  or 
  bypassing/surviving/defeating their test.  
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Seven:  
   
  Defeat the Ilhari in ritual combat.  
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Ten:  
   
  Defeat the Zelekhut.  
  APL 6 
   
   
  300 XP 
   
   
  APL 8 
   
   
  360 XP 
   
   
  APL 10  
   
  420 XP 
   
   
  APL 12  
   
  480 XP 
   
   
  Talk to the Zelekhut to determine the reasons for 
  it attacking. 
  APL 6 
   
   
  15 XP 
   
   
  APL 8 
   
   
  30 XP 
   
   
  APL 10  
   
  30 XP 
  
  Choices of the Dragon 
   
  Page 43 
   
   
  APL 12  
   
  45 XP 
   
  Encounter Eleven – Extended Play:  
   
  Defeat the Ambushing Forces 
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  Convincing the Ambassador/High Jurat of the 
  correctness of the mission 
  APL 6 
   
   
  50 XP 
   
   
  APL 8 
   
   
  50 XP 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  75 XP 
   
   
   
  Story Award:  
   
  Presenting good arguments and participating 
  when required to convince others of the best course of 
  action 
  APL 6 
   
   
  120 XP 
   
   
  APL 8 
   
   
  155 XP 
   
   
  APL 10  
   
  190 XP 
   
   
  APL 12  
   
  225 XP 
   
  Roleplaying Award: 
  APL 6 
   
   
  150 XP 
   
   
  APL 8 
   
   
  175 XP 
   
   
  APL 10  
   
  200 XP 
   
   
  APL 12  
   
  225 XP 
   
  Total Possible Experience (Second number is 
  with Extended Play Option) 
  APL 6 
   
  1800 XP / 2120 XP 
   
   
  APL 8 
   
  2250 XP / 2630 XP 
   
   
  APL 10  
  2700 XP / 3165 XP 
   
   
  APL 12  
  3150 XP / 3645 XP 
   
   
   
  Treasure Summary 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
   
  Encounter 3 (bounty): 
   
  APL 6: L: 0 gp; C: 600 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 800 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 1000 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 1200 gp; M: 0 gp. 
   
  Encounter 4 (compensation from the Elves):  
   
  APL 6: L: 0 gp; C: 100 gp; M: sleep arrow (5 
  maximum) (55 gp per character). 
   
  APL 8: L: 0 gp; C: 200 gp; M: burrowing arrow (10 
  maximum) (139 gp per character). 
   
  APL 10: L: 0 gp; C: 300 gp; M: screaming arrow (as 
  per screaming bolt but arrow) (10 maximum) (220 gp 
  per character). 
   
  APL 12: L: 0 gp; C: 0 gp; M: armor of the 
  undending hunt (1850 gp per character). 
   
  Encounter 9 (The heroes were able to convince 
  the Proxy of the Grand Mufti)  
   
  APL 6: L: 0; C: 300; M: death ward armor upgrade. 
   
  APL 8: L: 0; C: 600; M: magebane weapon upgrade. 
   
  APL 10: L: 0; C: 300; M: rod of substitution (cold) 
  (875 gp per character). 
   
  APL 12: L: 0; C: 300; M: ring of arcane might (1666 
  gp per character). 
   
  Encounter 10 (compensation from Ket): 
   
  APL 6: L: 0; C: 400; M: none. 
   
  APL 8: L: 0; C: 800; M: none. 
   
  APL 10: L: 0; C: 1200; M: none. 
   
  APL 12: L: 0; C: 1600; M: none. 
   
  Encounter 11: 
   
  APL 6: L: 0; C: 450; M: bracers of archery (lesser) 
  (0 gp per character), +2 vest of resistance (0 gp per 
  character), +1 mithral chain shirt (0 gp per character) 
   
  APL 8: L: 0; C: 650; M: +4 cloak of charisma (0 gp 
  per character) 
   
  APL 10: L: 0; C: 1150; M: +4 gloves of dexterity (0 
  gp per character), +4 vest of resistance (0 gp per 
  character) 
   
  APL 12: L: 0; C: 1650; M: +6 cloak of charisma (0 
  gp per character), +4 amulet of health (0 gp per 
  character) 
   
  Conclusion  
   
  APL 6: L: 0 gp; C: 500 gp; M: wand of cure 
  moderate wounds (0 gp per character), ring of 
  counterspells (0 gp per character). 
   
  APL 8: L: 0 gp; C: 1000 gp; M: merciful weapon 
  enhancement (0 gp per character); +3 cloak of 
  resistance (0 gp per character). 
   
  APL 10: L: 0 gp; C: 1500 gp; M: wand of cure 
  serious wounds (0 gp per character); +4 cloak of 
  resistance (0 gp per character). 
   
  APL 12: L: 0 gp; C: 2000 gp; M: boots of speed (0 
  gp per character); horseshoes of speed (0 gp per 
  character). 
   
  
  Choices of the Dragon 
   
  Page 44 
  Total Possible Treasure 
   
  APL 6: L: 0 gp; C: 1900 gp; M: 55 gp. 
   
  APL 8: L: 0 gp; C: 3400 gp; M: 139 gp. 
   
  APL 10: L: 0 gp; C: 4300 gp; M: 1095 gp. 
  APL 12: L: 0 gp; C: 5100 gp; M: 3516 gp. 
   
  Total Possible Treasure (Extended Play Only) 
   
   
  APL 6: L: 0; C: 450; M: 0 gp. 
   
  APL 8: L: 0; C: 650; M: 0 gp. 
   
  APL 10: L: 0; C: 1150; M: 0 gp. 
  APL 12: L: 0; C: 1650; M: 0 gp. 
   
  Maximum Possible Treasure / Extended Play 
   
   
  APL 6: 1800 gp / 2250 gp 
   
  APL 8: 2600 gp /  3250 gp 
   
  APL 10: 4600 gp /  5750 gp 
   
  APL 12: 6600 gp /  8250 gp 
   
   
   
  
  Choices of the Dragon 
   
  Page 45 
  Appendix One - NPCs 
   
  All APLs 
   
  Pre Intro 
   
   
   
   
   
  Gardak; Clr5 of Istus; CR 5; Male Baklunish (mix) 
  Human: Medium Humanoid (5’ 11" tall); HD 5d8+10; 
  hp 42; Init +1; Spd 30 ft; AC 18, touch 11, flat-footed 17 
  (+1 chain shirt, +1 large steel shield, +1 dexterity); Base 
  Atk +3; Grp +3; Atk +3 melee (1d6, masterwork sap) or 
  +4 ranged (1d4, thrown dagger); Full Atk +3 melee 
  (1d6, masterwork sap) or +4 ranged (1d4, thrown 
  dagger); Space/Reach 5 ft./5 ft.; SQ; Domains of Luck 
  and  Protection; AL N; SV Fort +7, Ref +2, Will +8; Str 
  10, Dex 12, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +5, Diplomacy 
  +10, Heal +11, Knowledge (religion) +8; Brew Potions, 
  Combat Casting, Skill Focus: Concentration. 
   
  Spells Known (5/4+1/3+1/2+1; DC = 13 + Spell 
  Level, * are domain spells) 0– [detect magic (3), light 
  (2)]; 1
  st - [bless, command, entropic shield*, shield of 
  faith (2)]; 2
  nd - [aid*, bears endurance, bulls strength, 
  owl’s wisdom]; 3
  rd - [dispel magic, protection from 
  energy*, searing light]  
  Possessions: +1 chain shirt, +1 large steel 
  shield, masterwork sap, sap, daggers (2), backpack, 3 
  days travel rations, flint & steel, waterskins (2), 3 
  torches. 
   
  Introduction  
   
   
   
   
  Assiz and Qadir, Original Monk of the Faith: 
  War1/Mnk5/RiM5*; Male/Female Human; CR 10; 
  Medium Undead (Deathless*) (5’ 5” tall); 11d12; hp 77; 
  Init +2; Spd 40 ft; AC 31, Touch 23, Flat-footed 29 (+2 
  dexterity, +3 for wisdom, +1 monk bonus, +7 
  deflection, +4 natural armor, +4 exalted); Base Attack 
  +6; Grp +6; Atk +6 melee (1d8, unarmed strike); Full 
  Atk +6/+1 melee (1d8 unarmed strike); Space/Reach 5 
  ft./5 ft.; SQ Improved Unarmed Strike, Flurry of 
  Blows, Evasion, Still mind, Ki strike (magical), slow fall 
  20 ft, Purity of Body, Spiritual Body, Charisma Score 
  Increase, Deflection, Holy Purpose +2, bless, magic 
  circle against evil, daylight, acid immunity, detect evil, 
  protective aura;  AL LG; SV Fort +7, Ref +7, Will +11; 
  Str 10, Dex 14, Con –, Int 8, Wis 17, Cha 16. 
  Skills and Feats: Diplomacy +20, Knowledge 
  Religion +14, Tumble +8; Combat Reflexes, Nimbus of 
  Light*, Sacred Vow*, Stunning Blow, Vow of Poverty*, 
  Vow of Non-Violence*, Vow of Peace*. 
   
  Possessions: Robes (tattered). 
   
  * See Appendix Two: New Rules Items 
   
  Encounter Two 
   
   
   
   
  Eliquarra of Izar, Ear of the Beygraf; Ftr1/Exp10; 
  Female Baklunish Human: CR 10; Medium Humanoid 
  (5’ 1" tall); HD 1d10+2+10d6+20; hp 72; Init +2; Spd 30 
  ft; AC 18, touch 14, flat-footed 16 (ring of mage armor, 
  +2 ring of protection,  +2 dexterity); Base Atk +8; Grp 
  +8; Atk +9 melee (1d6, masterwork scimitar); Full Atk 
  +9/+4 melee (1d6, masterwork scimitar); Space/Reach 
  5 ft./5 ft.; AL LN; SV Fort +7, Ref +5, Will +12; Str 10, 
  Dex 14, Con 14, Int 16, Wis 16, Cha 14. 
   
  Skills and Feats: Climb +4, Diplomacy +18, 
  Knowledge (local – vtf) +17, Knowledge (nobility) +13, 
  Knowledge (religion) +17, Languages: Baklunish, 
  Common, Dwarven, Halfling, Oerdian, Listen +19, 
  Profession (Soldier) +7, Sense Motive +19, Spot +19; 
  Alertness, Dodge, Iron Will, Mobility, Negotiator, Skill 
  Focus: Sense Motive. 
   
  Possessions: +2 ring of protection, ring of mage 
  armor, +2 headband of intellect, +2 cloak of charisma, 
  +2 periapt of wisdom, masterwork cold iron scimitar, 
  daggers (2), noble outfit. 
   
  Encounter Nine 
   
   
   
   
  Zirash, Representative of the Grand Mufti: 
  Clr11/War1 of Al’Akbar (TF); CR 11; Male Baklunish 
  Human: Medium Humanoid (5’ 1" tall); HD 12d8; hp 
  63; Init +2; Spd 20 ft; AC 20, touch 13, flat-footed 17 (+2 
  breastplate, +1 ring of protection, +2 dexterity); Base 
  Atk +9; Grp +12; Atk +13 melee (2d4+5, 15-20 critical, 
  +1 keen falchion); Full Atk +13/+8 melee (2d4+5, 15-20 
  critical, +1 keen falchion);  Space/Reach 5 ft./5 ft.; SQ; 
  Domains of Law and Protection; AL LN; SV Fort +11, 
  Ref +7, Will +15; Str 16, Dex 14, Con 10, Int 10, Wis 23, 
  Cha 10. 
   
  Skills and Feats: Diplomacy +20, Heal +14, 
  Knowledge (local – vtf) +0, Knowledge (religion) +14, 
  Sense Motive +11; Cleave, Craft Wondrous Items, 
  Negotiator, Power Attack, Skill Focus: (Diplomacy), 
  Skill Focus: (Sense Motive). 
   
  Spells Known (6/7+1/6+1/5+1/4+1/3+1/2+1; DC = 
  16 + Spell Level, * are domain spells) 0
  th – [detect magic 
  (4), light (2)]; 1
  st - [bless, command, entropic shield, 
  sanctuary*, shield of faith (2)]; 2
  nd - [aid, bears 
  endurance, bulls strength, owl’s wisdom (2), shield 
  other*]; 3
  rd - [dispel magic (3), protection from energy*, 
  searing light (2)]; 4
  th - [air walk, dismissal, divine might, 
  freedom of movement, spell immunity*]; 5
  th - [flame 
  
  Choices of the Dragon 
   
  Page 46 
  strike, raise dead, righteous might, spell resistance*]; 6
  th 
  - [antimagic field*, blade barrier, heal]. 
  Possessions: +2 breastplate, +2 gauntlets of 
  ogre power, +1 keen falchion, masterwork cold iron 
  falchion, +2 cloak of resistance, +1 ring of protection, 
  +4 periapt of wisdom, daggers (2), silver holy symbol. 
   
  Encounter Eleven 
   
   
   
   
  Watban 
  Oukoumlinen; 
  Ari10/Ftr1; 
  Baklunish 
  Human: CR 10; Medium Humanoid (5’ 9" tall); HD 
  10d8+20+1d10+2+11; hp 92; Init +2; Spd 30 ft; AC 22, 
  touch 14, flat-footed 20 (+6 for +2 mithral chain shirt, 
  +2 dexterity, +2 ring of protection, +2 amulet of natural 
  armor); Base Atk +8; Grp +9; Atk +11 melee (1d6+1, 15-
  20 critical, +1 keen scimitar); Full Atk +11/+6 melee 
  (1d6+1, 15-20 critical, +1 keen scimitar); Space/Reach 5 
  ft./5 ft.; AL LG; SV Fort +11, Ref +7, Will +11; Str 12, 
  Dex 14, Con 14, Int 12, Wis 12, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +20, 
  Gather 
  Information +17, Knowledge (local – vtf) +14, 
  Knowledge (Religion) +1, Languages: Baklunish, 
  Common, Elven, Ride +16, Sense Motive +16, Spot +14; 
  Great Fortitude, Improved Toughness*, Iron Will, 
  Negotiator, Skill Focus: Diplomacy, Weapon Focus 
  (Scimitar). 
   
  Possessions: Masterwork dagger (2), +1 keen 
  scimitar, +3 vest of resistance, +2 mithral chain shirt, +2 
  ring of protection, +2 amulet of natural armor, +2 
  gloves of dexterity, daggers (4), nobles outfit. 
  * See Appendix Two: New Rules Items 
   
  Eshear ibn’Qadi; Exp10; Baklunish Human: CR 9; 
  Medium Humanoid (5’ 7" tall); HD 10d6+10; hp 52; 
  Init +1; Spd 30 ft; AC 11, touch 11, flat-footed 10 (+1 
  dexterity); Base Atk +7; Grp +7; Atk +7 melee (1d4, 
  masterwork dagger); Full Atk +7 melee (1d4, 
  masterwork dagger); Space/Reach 5 ft./5 ft.; AL LN; SV 
  Fort +9, Ref +7, Will +13; Str 10, Dex 12, Con 13, Int 15, 
  Wis 11, Cha 11. 
   
  Skills and Feats: Diplomacy +18, Knowledge 
  (history) +15, Knowledge (local – vtf) +15, Knowledge 
  (nobility) +15, Knowledge (religion) +15, Languages: 
  Baklunish, Common, Dwarven, Profession (Jurat) +16, 
  Ride +14, Sense Motive +15, Spot +13; Great Fortitude, 
  Iron Will, Negotiator, Skill Focus: (Diplomacy), Skill 
  Focus: (Profession Jurat). 
   
  Possessions: Masterwork dagger (2), masterwork 
  sap, +3 cloak of resistance, daggers (4), nobles outfit. 
   
   
  
  Choices of the Dragon 
   
  Page 47 
  APL 6 
   
  Encounter One 
   
   
   
   
  Rabblerousers (4); Brd1/War4; CR 4; Male Baklunish 
  (mix) Human: Medium Humanoid (5’ 8" tall); HD 
  1d6+2+4d8+8; hp 36; Init +2; Spd 30 ft; AC 13, touch 12, 
  flat-footed 11 (+1 bracers of armor, +2 dexterity); Base 
  Atk +4; Grp +4; Atk +5 melee (1d6, masterwork sap) or 
  +6 ranged (1d4, thrown dagger); Full Atk +5 melee 
  (1d6, masterwork sap) or +6 ranged (1d4, thrown 
  dagger); Space/Reach 5 ft./5 ft.; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire 
  courage +1; AL N; SV Fort +7, Ref +6, Will +4; Str 10, 
  Dex 14, Con 14, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +7, Diplomacy +9, Disguise 
  +7, Knowledge (history) +5, Knowledge (religion) +4, 
  Perform (oratory) +14, Profession (lawyer) +4, Sense 
  Motive +6; Negotiator, Skill Focus (Perform), Spell 
  Focus (Enchantment). 
   
  Spells Known (2; DC = 13 + Spell Level; DC = 14 + 
  Spell Level for Enchantment) 0
  th – [dancing lights, 
  daze, detect magic, light] 
   
  Possessions: +1 bracers of armor, +1 cloak of 
  resistance, masterwork sap, sap, daggers (4). 
   
  Leader; Brd1/War4; CR 4; Male Baklunish (mix) 
  Human: Medium Humanoid (5’ 8" tall); HD 
  1d6+2+4d8+8; hp 36; Init +2; Spd 30 ft; AC 13, touch 12, 
  flat-footed 11 (+1 bracers of armor, +2 dexterity); Base 
  Atk +4; Grp +4; Atk +5 melee (1d6, masterwork sap) or 
  +6 ranged (1d4, thrown dagger); Full Atk +5 melee 
  (1d6, masterwork sap) or +6 ranged (1d4, thrown 
  dagger); Space/Reach 5 ft./5 ft.; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire 
  courage +1; AL N; SV Fort +7, Ref +6, Will +4; Str 10, 
  Dex 14, Con 14, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +7, Diplomacy +9, Disguise 
  +7, Knowledge (history) +5, Knowledge (religion) +4, 
  Perform (oratory) +14, Profession (lawyer) +4, Sense 
  Motive +6; Negotiator, Skill Focus (Perform), Spell 
  Focus (Enchantment). 
   
  Spells Known (2; DC = 13 + Spell Level; DC = 14 + 
  Spell Level for Enchantment) 0
  th – [dancing lights, 
  daze, detect magic, light] 
   
  Possessions: +1 bracers of armor, +1 cloak of 
  resistance, masterwork sap, sap, daggers (4). 
   
  Fanatical Thugs (3); Ftr4/War1; CR 4; Male Baklunish 
  Human (mix): Medium Humanoid (5’ 11" tall); HD 
  1d8+2+4d10+8; hp 42; Init +3; Spd 30 ft; AC 14, touch 
  13, flat-footed 10 (+3 dexterity, +1 two-weapon 
  defense); Base Atk +5; Grp +8; Atk +10 melee (1d6+5 
  non-lethal, masterwork sap) or +8 ranged (1d4+3, 
  thrown dagger); Full Atk +10 or +8/+8 melee (1d6+5 
  non-lethal, masterwork sap) or +8 ranged (1d4+3, 
  thrown dagger); Space/Reach 5 ft./5 ft.; AL LN; SV Fort 
  +8, Ref +4, Will +1; Str 16, Dex 17, Con 14, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Jump +11, Ride +11; Close 
  Quarters Fighting, Combat Reflexes, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Focus (Sap), 
  Weapon Specialization (Sap). 
  Possessions: masterwork sap (2), sap (2), 
  daggers (4). 
   
  Encounter Three 
   
   
   
   
  Elite Behir; CR 9; Huge Magical Beast; HD 9d10+63; 
  hp 112; Init +2; Spd 40, 15 climb; AC 21, touch 10, flat-
  footed 19 (-2 size, +2 dex, +11 natural); Base Attack +9; 
  Grp +27; Atk +17 melee (2d4+15, bite); Full Atk +17 
  melee (2d4+15, bite); Space/Reach: 15 ft/10 ft; SA 
  Breath Weapon, constrict 2d8+10, Improved Grab; 
  Rake 1d4+5, Swallow whole; SQ Can’t be tripped, 
  darkvision 60 ft, Immunity to electricity; low-light 
  vision, scent; AL: N; SV Fort +13, Ref +8, Will +6; Str 
  30, Dex 15, Con 25, Int 7, Wis 16, Cha 10. 
   
  Skills and Feats: Climb +18, Hide +6, Listen +5, 
  Spot +5, Survival +3; Alertness, Cleave, Power Attack, 
  Track. 
  Breath Weapon (Su): 20 ft line, once every 
  10 rounds, damage 7d6 electricity, Reflex DC 21 half, 
  the DC is Con based. 
  Constrict (Ex): A Behir deals 2d8+10 points 
  of damage with a successful grapple check.  It can also 
  make 6 rake attacks against a grappled foe as well. 
  Rake (Ex): Six claws, attack bonus +17 melee, 
  damage 1d4+5. 
   
  Encounter Four 
   
   
   
    
  Half-Iron Golem Griffon*; CR 10; Huge Magical 
  Beast; HD 14d10+40; hp 117; Init +3; Spd 30 ft (cannot 
  run), fly 80 ft (average); AC 31, touch 11, flat-footed 29 
  (+3 Dex, -2 size, +20 natural); Base Attack +14; Grp +38; 
  Atk +28 melee (4d6+16, bite); Full Atk +28 melee 
  (4d6+16, bite) and +25 melee (1d6+8, 2 claws); 
  Space/Reach: 15 ft./10 ft.; SA: Pounce, breath weapon, 
  rake; SQ Darkvision 60 ft., low-light vision, scent, DR 
  5/adamantine, spell immunities; AL NE; SV Fort +11, 
  Ref +12, Will +7; Str 43, Dex 16, Con –, Int 1, Wis 11, 
  Cha 2. 
   
  Skills and Feats: Jump +34, Listen +6, Spot +10; 
  Hover, Improved Natural Attack (bite), Iron Will, 
  Multiattack, Weapon Focus (bite). 
   
   
  Rake (Ex): Attack bonus +25 melee, damage 
  2d6+8. 
  
  Choices of the Dragon 
   
  Page 48 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 17 negates. The save 
  DC is Constitution-based. 
  * See Appendix 2: New Rules Items 
   
  Battle-Hardened Wood Elf (3), Bbn1/Rgr2/Ftr3; CR 
  6; Wood Elf; Medium Humanoid (5’ 8” tall); 
  1d12+2+2d8+4+3d10+6;  hp 50; Init +3; Spd 40 ft; AC 
  18, Touch 13, Flatfooted 15 (+3 dexterity, +5 for +1 
  mithral chain shirt); Base Atk +6; Grp +10; Atk +11 
  melee (1d10+4, masterwork obsidian bastard sword) or 
  +10 ranged (1d8+4, masterwork +4 str composite 
  longbow); Full Atk +11/+6 or +9/+9/+4/+4 melee 
  (1d10+4 or 1d10+2, masterwork obsidian bastard 
  sword) or +10/+5 ranged (1d8+4, masterwork +4 str 
  composite longbow); Space/Reach 5 ft./5 ft.; SQ 
  favored enemy (human), combat style (melee), wild 
  empathy. fast movement, rage 1/day; AL N; Saves Fort 
  +11, Reflex +8, Will +4; Str 18, Dex 17, Con 14, Int 8, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +13, Move 
  Silently +13, Survival +6, Tumble +7; Exotic Weapon 
  Proficiency (bastard sword), Improved Two-Weapon 
  Fighting, Iron Will, Oversized Two-Weapon Fighting*, 
  Power Attack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 cloak of resistance, +1 mithral 
  chain shirt, elven battle regalia, masterwork obsidian 
  bastard sword (2), potion of haste (5
  th level) potion of 
  cure moderate wounds (2), masterwork +4 Str 
  composite longbow, daggers (4), 60 arrows. 
  * See Appendix Two: New Rules Items 
   
  Encounter Five 
   
   
   
   
  Elven Champion: Bbn2/Ftr4; CR 6; Male Wood Elf: 
  Medium Humanoid (5’ 6" tall); HD 2d12+2+4d10+4; hp 
  49; Init +4; Spd 40 ft; AC 19, touch 14, flat-footed 15 (+4 
  for mithral chain shirt, +4 dexterity, +1 two-weapon 
  defense); Base Atk +6; Grp +10; Atk +11 melee (1d10+6, 
  bastard sword) or +10 ranged (1d8, composite 
  longbow); Full Atk +11/+6 or +9/+9/+4 melee (1d10+6 
  or 1d10+4, bastard sword) or +10/+5 ranged (1d8, 
  composite longbow); Space/Reach 5 ft./5 ft.; SA rage 
  1/day, fast movement, uncanny dodge; AL N; SV Fort 
  +7, Ref +5, Will +1; Str 18, Dex 18, Con 13, Int 6, Wis 
  10, Cha 8. 
   
  Skills and Feats: Jump +13, Survival +2; Exotic 
  Weapon (Bastard Sword), Two-Weapon Defense, Two-
  Weapon Fighting, Over-sized Two Weapon Fighting*, 
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization (Bastard Sword). 
   
  Possessions: mithral chain shirt, other equipment 
  as provided. 
  * See Appendix Two: New Rules Items. 
   
  Encounter Seven 
   
   
   
   
  Ilhari Champion: Rgr2/Ftr4; Male Baklunish-Suel 
  Human: CR 6; Medium Humanoid (5’ 10" tall); HD 
  2d8+4+4d10+8; hp 48; Init +4; Spd 30 ft; AC 20, touch 
  15, flat-footed 15 (+1 mithral chain shirt, +1 ring of 
  protection, +4 dexterity); Base Atk +6; Grp +8; Atk +10 
  melee (1d6+5, +1 merciful scimitar) or +11 ranged 
  (1d6+2, masterwork +2 str composite shortbow); Full 
  Atk +10/+5 or +8/+8/+3/+3 melee (1d6+5, +1 merciful 
  scimitar) or +11/+6 ranged (1d6+2, masterwork +2 Str 
  composite shortbow); Space/Reach 5 ft./5 ft.; SA 
  Favored enemy (elves), combat style (melee), wild 
  empathy; AL LG; SV Fort +10, Ref +9, Will +2; Str 14, 
  Dex 18, Con 14, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +9, Profession (Soldier) +7, 
  Ride +11, Spot +7, Survival +7; Dodge, Mobility, 
  Improved Two-Weapon Fighting, Over-sized Two 
  Weapon Fighting*, Spring Attack, Track, Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Scimitar), 
  Weapon 
  Specialization (Scimitar). 
   
  Possessions: +1 Cloak of resistance, +1 mithral 
  chain shirt, +1 ring of protection, masterwork scimitar, 
  masterwork cold iron scimitars (2), daggers (6), 
  masterwork +2 str composite shortbow, 40 arrows, 10 
  adamantine arrows, 10 alchemical silver arrows, 10 cold 
  iron arrows, backpack, waterskin, flint & steel, bedroll, 
  3 days iron rations. 
  * See Appendix Two: New Rules Items 
   
  Encounter Ten 
   
   
   
   
  Elite Zelekhut; CR 10; Large Construct (Extraplanar, 
  Lawful); HD 8d10+30; hp 84; Init +2; Spd 35 ft, fly 60 ft 
  (average); AC 30, touch 11, flat-footed 28 (+9 armor, -1 
  size, +10 natural, +2 dexterity); Base Atk +6; Grp +17; 
  Atk +12 melee (2d6+7 plus 1d6 electricity, spiked 
  chain); Full Atk two +12 melee (2d6+7 plus 1d6 
  electricity, spiked chain); Space/Reach 10 ft./10 ft.; SA 
  spell-like abilities; SQ construct traits, DR 10/chaotic, 
  darkvision 60’, fast healing 5, low-light vision, SR 21; 
  AL LN; SV Fort +4, Ref +4, Will +6; Str 25, Dex 15, Con 
  – , Int 10, Wis 19, Cha 17. 
   
  Skills and Feats: Diplomacy +5, Listen +10, Search 
  +9, Sense Motive +13, Spot +10, Survival +4 (+6 
  following tracks); Great Fortitude, Ride-by Attack, 
  Spirited Charge. 
  Spell-like 
  Abilities 
  (Sp): 
  At 
  will 
  – 
  clairaudience/clairvoyance, dimensional anchor, dispel 
  magic, fear (DC 17), hold person (DC 16), locate 
  creature, true seeing; 3/day – hold monster (DC 18), 
  
  Choices of the Dragon 
   
  Page 49 
  mark of justice; 1/week – lesser geas (DC 17).  Caster 
  level 8
  th. The save DCs are Charisma-based. 
   
  Possessions: +1 full plate barding.  
   
  Retracting or extending the spiked chains from its 
  forearms or wings from the back of the Zelekhut is a 
  free action.  As a result of its centaurlike construction, a 
  zelekhut qualifies for feats as if it had the Mounted 
  Combat feat. 
   
  Encounter Eleven 
   
   
   
   
  Fanatical Sorcerer: Sor8/War1; CR 8; Medium 
  Humanoid (Oerdian); HD 1d8+2+8d4+16; 40 hp; Init 
  +2; 30 ft; AC 21, 13 touch, 19 flat-footed (+1 ring of 
  protection, +4 shield, +4 mage armor, +2 dex); Base Atk 
  +5; Grp +5; Atk +5 melee (1d6, scimitar) or +7 ranged 
  (1d6, shortbow); Full Atk +5 melee (1d6, scimitar) or +7 
  ranged (1d6, shortbow); Space/Reach: 5 ft./ 5 ft.; SQ 
  familiar (elsewhere, delivering a message); AL LE; Fort 
  +8 Ref +6 Will +8; Str 10 Dex 14 Con 14 Int 10 Wis 10 
  Cha 20. 
  Skills and Feats: Concentration +13, Jump +3, 
  Hide +41 (+20 forestfold, +4 circumstance, +2 dex, +15 
  distance from wagons), Knowledge (arcana) +11, 
  Spellcraft +11; Combat Casting, Enlarge Spell, Greater 
  Spell 
  Focus 
  (Enchantment), 
  Spell 
  Focus 
  (Enchantment). 
  Spells Known (6/6/3/5/4; DC = 15 + Spell 
  Level, DC = 17 + Spell Level for Enchantment) – 0
  th - 
  [acid splash, arcane mark, daze, detect magic, light, 
  mage hand, prestidigitation, ray of frost]; 1st - [alarm, 
  mage armor, magic missile, ray of enfeeblement, 
  shield]; 2nd - [cat’s grace, false life, glitterdust]; 3rd - 
  [fireball, haste]; 4th - [confusion] 
  Possessions: +2 vest of resistance, +1 ring of 
  protection, +2 cloak of charisma, potion of forestfold, 
  scimitar, shortbow, 20 arrows, daggers (2), backpack, 
  sleeping roll, waterskin, potion of cure serious wounds 
  (3). 
   
  Fanatical Fighter: Rgr2/Ftr4/War1; CR 6; Medium 
  Humanoid (Suel); HD 4d10+8+3d8+6; 57 hp; Init +6; 30 
  ft; AC 17, Touch 12, Flat-footed 15 (+5 for +1 mithral 
  chain shirt, +2 dex); Base Atk +7; Grp +9; Atk +10 melee 
  (1d8+2, masterwork longsword) or +12 ranged (1d8+5, 
  +1 composite +2 str longbow); Full Atk +10/+5 melee 
  (1d8+2, 
  masterwork 
  longsword) 
  or 
  +12/+7 
  or 
  +10/+10/+5 ranged (1d8+5, +1 composite +2 str 
  longbow); Space/Reach: 5 ft./ 5 ft.; SQ favored enemy 
  (humans), wild empathy, combat style (archery); AL 
  LE; Fort +12 Refl +7 Will +4; Str 14  Dex 15 Con 14 Int 
  10 Wis 14 Cha 10. 
  Skills and Feats: Climb +10, Hide +51 (+20 
  forestfold, +4 circumstance, +10 hide ranks, +2 dex, +15 
  distance from wagons), Spot +6, Survival +10; Far Shot, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Tracking, Two-Weapon Fighting, Weapon Focus 
  (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite Longbow). 
  Possessions:  bracers of archery (lesser), +1 
  mithral chain shirt, +1 cloak of resistance, potion of 
  forestfold, masterwork longsword, masterwork cold 
  iron longsword, daggers (2), +1 composite +2 str 
  longbow, 40 arrows, 5 cold iron arrows, 5 silver arrows, 
  backpack, sleeping roll, 2 day’s rations, 50’ rope, 
  grappling hook, waterskin, potion of cat’s grace, potion 
  of bull’s strength, potion of cure serious wounds (3). 
  
  Choices of the Dragon 
   
  Page 50 
  APL 8 
  Encounter One 
   
   
   
   
  Rabblerousers (4); Brd3/War4; CR 6; Male Baklunish 
  (mix) Human: Medium Humanoid (5’ 8" tall); HD 
  3d6+6+4d8+8; hp 48; Init +2; Spd 30 ft; AC 13, touch 12, 
  flat-footed 11 (+1 bracers of armor, +2 dexterity); Base 
  Atk +6; Grp +6; Atk +7 melee (1d6, masterwork sap) or 
  +8 ranged (1d4, thrown dagger); Full Atk +7/+2 melee 
  (1d6, masterwork sap) or +8/+3 ranged (1d4, thrown 
  dagger); Space/Reach 5 ft./5 ft.; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire 
  courage +1, inspire competence; AL N; SV Fort +8, Ref 
  +7, Will +5; Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 
  18. 
   
  Skills and Feats: Bluff +10, Diplomacy +12, 
  Disguise +10, Knowledge (history) +7, Knowledge 
  (religion) +6, Perform (oratory) +17, Profession 
  (lawyer) +6, Sense Motive +8; Greater Spell Focus 
  Enchantment, Negotiator, Skill Focus: Perform, Spell 
  Focus: Enchantment. 
   
  Spells Known (3/3; DC = 14 + Spell Level, DC = 16 
  + Spell Level for Enchantment); 0
  th – [dancing lights, 
  daze, detect magic, flare, light, open/close]; 1
  st – [cure 
  light wounds, lesser confusion, Tasha’s hideous 
  laughter] 
   
  Possessions: +1 bracers of armor, +1 vest of 
  resistance, +2 cloak of charisma, masterwork sap, sap, 
  daggers (4). 
   
  Leader; Brd3/War4; CR 6; Male Baklunish (mix) 
  Human: Medium Humanoid (5’ 8" tall); HD 
  3d6+6+4d8+8; hp 48; Init +2; Spd 30 ft; AC 13, touch 12, 
  flat-footed 11 (+1 bracers of armor, +2 dexterity); Base 
  Atk +6; Grp +6; Atk +7 melee (1d6, masterwork sap) or 
  +8 ranged (1d4, thrown dagger); Full Atk +7/+2 melee 
  (1d6, masterwork sap) or +8/+3 ranged (1d4, thrown 
  dagger); Space/Reach 5 ft./5 ft.; SQ Bardic music, 
  bardic knowledge, countersong, fascinate, inspire 
  courage +1, inspire competence; AL N; SV Fort +8, Ref 
  +7, Will +5; Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 
  18. 
   
  Skills and Feats: Bluff +10, Diplomacy +12, 
  Disguise +10, Knowledge (history) +7, Knowledge 
  (religion) +6, Perform (oratory) +17, Profession 
  (lawyer) +6, Sense Motive +8; Greater Spell Focus 
  (Enchantment), Negotiator, Skill Focus (Perform), 
  Spell Focus (Enchantment). 
   
  Spells Known (3/3; DC = 14 + Spell Level, 
  16+Spell Level for Enchantment); 0
  th – [dancing lights, 
  daze, detect magic, flare, light, open/close]; 1
  st – [cure 
  light wounds, lesser confusion, Tasha’s hideous 
  laughter] 
   
  Possessions: +1 bracers of armor, +1 vest of 
  resistance, +2 cloak of charisma, masterwork sap, sap, 
  daggers (4). 
   
  Fanatical Thugs (3); Ftr6/War1; CR 6; Male Baklunish 
  Human (mix): Medium Humanoid (5’ 11" tall); HD 
  1d8+2+6d10+12; hp 58; Init +3; Spd 30 ft; AC 14, touch 
  13, flat-footed 10 (+3 dexterity, +1 two-weapon 
  defense); Base Atk +7; Grp +10; Atk +12 melee (1d6+5 
  non-lethal, masterwork sap) or +10 ranged (1d4+3, 
  thrown dagger); Full Atk +12/+7 or +10/+10/+5 melee 
  (1d6+5 non-lethal, masterwork sap) or +10 ranged 
  (1d4+3, thrown dagger); Space/Reach 5 ft./5 ft.; AL LN; 
  SV Fort +9, Ref +5, Will +4; Str 16, Dex 17, Con 14, Int 
  8, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +13, Ride +13; Close 
  Quarters Fighting*, Combat Reflexes, Dodge, Iron 
  Will, Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Focus (Sap), Weapon Specialization (Sap). 
  Possessions: masterwork sap (2), sap (2), 
  daggers (4). 
  * See Appendix Two: New Rules Items 
   
  Encounter Three 
   
   
   
   
  Elite Behirs (2); CR 9; Huge Magical Beast; HD 
  9d10+63; hp 112; Init +2; Spd 40, 15 climb; AC 21, 
  touch 10, flat-footed 19 (-2 size, +2 dex, +11 natural); 
  Base Atk +9; Grp +27; Atk +17 melee (2d4+15, bite); 
  Full Atk +17 melee (2d4+15, bite); Space/Reach: 15 
  ft/10 ft; SA Breath Weapon, constrict 2d8+10, 
  Improved Grab; Rake 1d4+5, Swallow whole; SQ Can’t 
  be tripped, darkvision 60 ft, Immunity to electricity; 
  low-light vision, scent; AL: N; SV Fort +13, Ref +8, Will 
  +6; Str 30, Dex 15, Con 25, Int 7, Wis 16, Cha 10. 
   
  Skills and Feats: Climb +18, Hide +6, Listen +5, 
  Spot +5, Survival +3; Alertness, Cleave, Power Attack, 
  Track. 
  Breath Weapon (Su): 20 ft line, once every 
  10 rounds, damage 7d6 electricity, Reflex DC 21 half, 
  the DC is Con based. 
  Constrict (Ex): A Behir deals 2d8+10 points 
  of damage with a successful grapple check.  It can also 
  make 6 rake attacks against a grappled foe as well. 
  Rake (Ex): Six claws, attack bonus +17 melee, 
  damage 1d4+5. 
   
  Encounter Four 
   
   
   
   
  Half-Iron Golem Griffons* (2); CR 10; Huge Magical 
  Beast; HD 14d10+40; hp 117; Init +3; Spd 30 ft (cannot 
  run), fly 80 ft (average); AC 31, touch 11, flat-footed 29 
  (+3 Dex, -2 size, +20 natural); Base Atk +14; Grp +38; 
  Atk +28 melee (4d6+16, bite); Full Atk +28 melee 
  (4d6+16, bite) and 2 +25 melee (1d6+8, claws); 
  
  Choices of the Dragon 
   
  Page 51 
  Space/Reach: 15 ft./10 ft.; SA Pounce, breath weapon, 
  rake; SQ Darkvision 60 ft., low-light vision, scent, DR 
  5/adamantine, spell immunities; AL NE; SV Fort +11, 
  Ref +12, Will +7; Str 43, Dex 16, Con –, Int 1, Wis 11, 
  Cha 2. 
   
  Skills and Feats: Jump +34, Listen +6, Spot +10; 
  Hover, Improved Natural Attack (bite), Iron Will, 
  Multiattack, Weapon Focus (bite). 
   
   
  Rake (Ex): Attack bonus +25 melee, damage 
  2d6+8. 
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 17 negates. The save 
  DC is Constitution-based. 
  * See Appendix Two: New Rules Items 
   
  Battle-Hardened Wood Elves (6): Bbn1/Rgr2/Ftr3; 
  CR 6; Wood Elf; Medium Humanoid (5’ 8” tall); 
  1d12+2+2d8+4+3d10+6;  hp 50; Init +3; Spd 40 ft; AC 
  18, Touch 13, Flatfooted 15 (+3 dexterity, +5 for +1 
  mithral chain shirt); Base Atk +6; Grp +10; Atk +11 
  melee (1d10+4, masterwork obsidian bastard sword) or 
  +10 ranged (1d8+4, masterwork +4 str composite 
  longbow); Full Atk +11/+6 or +9/+9/+4/+4 melee 
  (1d10+4 or 1d10+2, masterwork obsidian bastard 
  sword) or +10/+5 ranged (1d8+4, masterwork +4 str 
  composite longbow); Space/Reach 5 ft./5 ft.; SQ 
  favored enemy (human), combat style (melee), wild 
  empathy. fast movement, rage 1/day; AL N; Saves Fort 
  +11, Reflex +8, Will +4; Str 18, Dex 17, Con 14, Int 8, 
  Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Hide +13, Move 
  Silently +14, Survival +6, Tumble +7; Exotic Weapon 
  Proficiency (bastard sword), Improved Two-Weapon 
  Fighting, Iron Will, Oversized two-weapon fighting*, 
  Power Attack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 cloak of resistance, +1 mithral 
  chain shirt, elven battle regalia, masterwork obsidian 
  bastard sword (2), potion of haste (5
  th level) potion of 
  cure moderate wounds (2), masterwork +4 str 
  composite longbow, daggers (4), 60 arrows. 
  * See Appendix Two: New Rules Items 
   
  Encounter Five 
   
   
   
   
  Elven Champion: Bbn2/Ftr6; CR 8; Male Wood Elf: 
  Medium Humanoid (5’ 6" tall); HD 2d12+4+6d10+12; 
  hp 71; Init +4; Spd 40 ft; AC 19, touch 14, flat-footed 15 
  (+4 for mithral chain shirt, +4 dexterity, +1 two-weapon 
  defense); Base Atk +8; Grp +12; Atk +13 melee (1d10+6, 
  bastard sword) or +12 ranged (1d8, composite 
  longbow); Full Atk +13/+8 or +11/+11/+6 melee 
  (1d10+6 or 1d10+4, bastard sword) or +12/+7 ranged 
  (1d8, composite longbow); Space/Reach 5 ft./5 ft.; SA 
  rage 1/day, fast movement, uncanny dodge; AL N; SV 
  Fort +9, Ref +6, Will +2; Str 18, Dex 18, Con 14, Int 6, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Jump +15, Survival +2; Combat 
  Reflexes, Exotic Weapon (Bastard Sword), Two-
  Weapon Defense, Two-Weapon Fighting, Over-sized 
  Two Weapon Fighting*, Weapon Focus (Bastard 
  Sword), Weapon Specialization (Bastard Sword). 
   
  Possessions: mithral chain shirt, other equipment 
  as provided. 
  * See Appendix Two: New Rules Items 
   
  Encounter Seven 
   
   
   
   
  Ilhari Champion: Rgr2/Ftr4/Tmp2*; Male Baklunish-
  Suel Human: CR 8; Medium Humanoid (5’ 10" tall); 
  HD 2d8+4+6d10+12; hp 64; Init +4; Spd 30 ft; AC 22, 
  touch 16, flat-footed 16 (+2 mithral chain shirt, +1 ring 
  of protection, +1 tempest defense, +4 dexterity); Base 
  Atk +8; Grp +10; Atk +12 melee (1d6+5, +1 merciful 
  scimitar) or +13 ranged (1d6+2, masterwork +2 str 
  composite 
  shortbow); 
  Full 
  Atk 
  +12/+7 
  or 
  +11/+11/+6/+6 melee (1d6+5, +1 merciful scimitar) or 
  +13/+8 ranged (1d6+2, masterwork +2 str composite 
  shortbow); Space/Reach 5 ft./5 ft.; SA Favored enemy 
  (elves), combat style (melee), wild empathy, tempest 
  defense, ambidexterity; AL LG; SV Fort +13, Ref +9, 
  Will +2; Str 14, Dex 19, Con 14, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +9, Profession (Soldier) +7, 
  Ride +11, Spot +7, Survival +7, Tumble +10; Dodge, 
  Mobility, Improved Two-Weapon Fighting, Over-sized 
  Two Weapon Fighting*, Spring Attack, Track, Two-
  Weapon Fighting, Weapon Focus (Scimitar), Weapon 
  Specialization (Scimitar). 
   
  Possessions: +1 Cloak of resistance, +2 mithral 
  chain shirt, +1 ring of protection, masterwork scimitar, 
  masterwork cold iron scimitars (2), daggers (6), 
  masterwork +2 str composite shortbow, 40 arrows, 10 
  adamantine arrows, 10 alchemical silver arrows, 10 cold 
  iron arrows, backpack, waterskin, flint & steel, bedroll, 
  3 days iron rations. 
  * See Appendix Two: New Rules Items 
   
  Encounter Ten 
   
   
   
   
  Elite Advanced Zelekhut: CR 12; Large Construct 
  (Extraplanar, Lawful); HD 16d10+30; hp 128; Init +3; 
  Spd 35 ft, fly 60 ft (average); AC 31, touch 12, flat-
  footed 28 (+9 for +1 plate barding, -1 size, +10 natural, 
  +3 dexterity); Base Atk +12; Grp +24; Atk +19 melee 
  (3d6+8 plus 1d6 electricity, spiked chain); Full Atk two 
  +19 melee (3d6+8 plus 1d6 electricity, spiked chain); 
  Space/Reach 10 ft./10 ft.; SA; spell-like abilities; SQ: 
  
  Choices of the Dragon 
   
  Page 52 
  construct traits, DR 10/chaotic, darkvision 60’, fast 
  healing 5, low-light vision, SR 23; AL LN; SV Fort +7, 
  Ref +5, Will +14; Str 26, Dex 16, Con – , Int 10, Wis 19, 
  Cha 17. 
   
  Skills and Feats: Diplomacy +5, Listen +18, Search 
  +9, Sense Motive +13, Spot +18, Survival +4 (+6 
  following tracks); Great Fortitude, Hover, Improved 
  Natural Attack (chains), Ride-by Attack, Spirited 
  Charge. 
  Spell-like 
  Abilities 
  (Sp): 
  At 
  will 
  – 
  clairaudience/clairvoyance, dimensional anchor, dispel 
  magic, fear (DC 17), hold person (DC 16), locate 
  creature, true seeing; 3/day – hold monster (DC 18), 
  mark of justice; 1/week – lesser geas (DC 17).  Caster 
  level 8
  th. The save DCs are Charisma-based. 
   
  Possessions: +1 full plate barding.  
   
  Retracting or extending the spiked chains from its 
  forearms or wings from the back of the Zelekhut is a 
  free action.  As a result of its centaurlike construction, a 
  zelekhut qualifies for feats as if it had the Mounted 
  Combat feat. 
   
  Encounter Eleven 
   
   
   
   
  Fanatical Sorcerer: Sor10/War1; CR 10; Medium 
  Humanoid (Oerdian); HD 1d8+2+10d4+20; 50 hp; Init 
  +2; 30 ft movement; AC 20, 12 touch, 18 flat-footed (+4 
  shield, +4 mage armor, +2 dex); Base Atk +6; Grp +6; 
  Atk +6 melee (1d6, scimitar) or +8 ranged (1d6, 
  shortbow); Full Atk +6/+1 melee (1d6, scimitar) or 
  +8/+3 ranged (1d6, shortbow); Space/Reach: 5 ft./ 5 ft.; 
  SQ familiar (elsewhere, delivering a message); AL LE; 
  Fort +9 Refl +7 Will +9; Str 10 Dex 14 Con 14 Int 10 
  Wis 10 Cha 22. 
  Skills and Feats: Concentration +15, Jump +3, 
  Hide +41 (+20 Forestfold, +4 circumstance, +2 dex, +15 
  distance from wagons), Knowledge (arcana) +13, 
  Spellcraft +13; Combat Casting, Enlarge Spell, Greater 
  Spell 
  Focus 
  (Enchantment), 
  Spell 
  Focus 
  (Enchantment), Spell Focus (Evocation). 
  Spells Known (6/6/4/6/6/4; DC = 16 + Spell 
  Level; DC = 17 + Spell level for Evocation, DC = 18 + 
  Spell Level for Enchantment) – 0
  th - [acid splash, arcane 
  mark, 
  daze, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  prestidigitation, ray of frost]; 1st - [alarm, mage armor, 
  magic missile, ray of enfeeblement, shield]; 2nd - [cat’s 
  grace, daze monster, false life, glitterdust]; 3rd - [dispel 
  magic, fireball, haste]; 4th - [confusion, dimension 
  door]; 5th - [dominate person] 
  Possessions: +2 vest of resistance, +4 cloak of 
  charisma, potion of forestfold, scimitar, shortbow, 20 
  arrows, daggers (2), backpack, sleeping roll, waterskin, 
  potion of cure serious wounds (3). 
   
  Fanatical Fighter: Rgr2/Ftr6/War1; CR 8; Medium 
  Humanoid (Suel); HD 6d10+12+3d8+6; 73 hp; Init +8; 
  30 ft; AC 19, Touch 14, Flat-footed 15 (+5 for +1 mithral 
  chain shirt, +4 dex); Base Atk +9; Grp +11; Atk +12 
  melee (1d8+2, masterwork longsword) or +16 ranged 
  (1d8+5, +1 composite +2 str longbow); Full Atk +12/+7 
  melee (1d8+2, masterwork longsword) or +16/+11 or 
  +14/+14/+9 ranged (1d8+5, +1 composite +2 str 
  longbow); Space/Reach: 5 ft./ 5 ft.; SQ favored enemy 
  (humans), wild empathy, combat style (archery); AL 
  LE; Fort +13 Refl +8 Will +7; Str 14  Dex 18 Con 14 Int 
  10 Wis 14 Cha 10. 
  Skills and Feats: Climb +12, Hide +53 (+20 
  forestfold, +4 circumstance, +10 hide ranks, +4 dex, +15 
  distance from wagons), Spot +6, Survival +12; Far Shot, 
  Improved Initiative, Iron Will, Point Blank Shot, 
  Power Attack, Precise Shot, Tracking, Two-Weapon 
  Fighting, Weapon Focus (Composite Longbow), 
  Weapon Specialization (Composite Longbow). 
  Possessions:  bracers of archery (lesser), +2 
  gloves of dexterity, +1 mithral chain shirt, +1 cloak of 
  resistance, potion of forestfold, masterwork longsword, 
  masterwork cold iron longsword, daggers (2), +1 
  composite +2 str longbow, 40 arrows, 5 cold iron 
  arrows, 5 silver arrows, backpack, sleeping roll, 2 day’s 
  rations, 50’ rope, grappling hook, waterskin, potion of 
  cat’s grace, potion of bull’s strength, potion of cure 
  serious wounds (3). 
   
  
  Choices of the Dragon 
   
  Page 53 
  APL 10 
  Encounter One 
   
   
   
   
  Rabblerousers (4): Brd5/War4; CR 8; Male Baklunish 
  (mix) Human: Medium Humanoid (5’ 8" tall); HD 
  5d6+10+4d8+8; hp 60; Init +2; Spd 30 ft; AC 14, touch 
  12, flat-footed 12 (+2 bracers of armor, +2 dexterity); 
  Base Atk +7; Grp +7; Atk +8 melee (1d6, masterwork 
  sap) or +9 ranged (1d4, thrown dagger); Full Atk +8/+3 
  melee (1d6, masterwork sap) or +9/+4 ranged (1d4, 
  thrown dagger); Space/Reach 5 ft./5 ft.; SQ Bardic 
  music, bardic knowledge, countersong, fascinate, 
  inspire courage +1, inspire competence; AL N; SV Fort 
  +8, Ref +8, Will +6; Str 10, Dex 14, Con 14, Int 12, Wis 
  10, Cha 19. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, 
  Disguise +12, Knowledge (history) +9, Knowledge 
  (religion) +8, Perform (oratory) +19, Profession 
  (lawyer) +8, Sense Motive +10; Greater Spell Focus 
  Enchantment, Negotiator, Practiced Spellcaster*, Skill 
  Focus (Perform), Spell Focus (Enchantment). 
   
  Spells Known (3/4/2; DC = 14 + Spell Level; DC = 
  16 + Spell Level for Enchantment); 0 – [dancing lights, 
  daze, detect magic, flare, light, open/close]; 1
  st – [cure 
  light wounds, lesser confusion, Tasha’s hideous 
  laughter, unseen servant]; 2
  nd – [calm emotions, hold 
  person, suggestion] 
   
  Possessions: +2 bracers of armor, +1 vest of 
  resistance, +2 cloak of charisma, masterwork sap, sap, 
  daggers (4). 
  * See Appendix 2: New Rules Items 
   
  Leader: Brd5/War4; CR 8; Male Baklunish (mix) 
  Human: Medium Humanoid (5’ 8" tall); HD 
  5d6+10+4d8+8; hp 60; Init +2; Spd 30 ft; AC 14, touch 
  12, flat-footed 12 (+2 bracers of armor, +2 dexterity); 
  Base Atk +7; Grp +7; Atk +8 melee (1d6, masterwork 
  sap) or +9 ranged (1d4, thrown dagger); Full Atk +8/+3 
  melee (1d6, masterwork sap) or +9/+4 ranged (1d4, 
  thrown dagger); Space/Reach 5 ft./5 ft.; SQ Bardic 
  music, bardic knowledge, countersong, fascinate, 
  inspire courage +1, inspire competence; AL N; SV Fort 
  +8, Ref +8, Will +6; Str 10, Dex 14, Con 14, Int 12, Wis 
  10, Cha 19. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, 
  Disguise +12, Knowledge (history) +9, Knowledge 
  (religion) +8, Perform (oratory) +19, Profession 
  (lawyer) +8, Sense Motive +10; Greater Spell Focus 
  (Enchantment), Negotiator, Practiced Spellcaster*, 
  Skill Focus (Perform), Spell Focus (Enchantment). 
   
  Spells Known (3/4/2; DC = 14 + Spell Level, DC = 
  16 + Spell Level for Enchantment); 0 – [dancing lights, 
  daze, detect magic, flare, light, open/close]; 1
  st – [cure 
  light wounds, lesser confusion, Tasha’s hideous 
  laughter, unseen servant]; 2
  nd – [calm emotions, hold 
  person, suggestion] 
   
  Possessions: +2 bracers of armor, +1 vest of 
  resistance, +2 cloak of charisma, masterwork sap, sap, 
  daggers (4). 
  * See Appendix 2: New Rules Items 
   
  Fanatical Thugs (3): Ftr8/War1; CR 8; Male Baklunish 
  Human (mix): Medium Humanoid (5’ 11" tall); HD 
  1d8+2+8d10+16; hp 74; Init +4; Spd 30 ft; AC 15, touch 
  14, flat-footed 10 (+4 dexterity, +1 two-weapon 
  defense); Base Atk +9; Grp +13; Atk +16 melee (1d6+6 
  non-lethal, masterwork sap) or +13 ranged (1d4+4, 
  thrown dagger); Full Atk +16/+11 or +14/+14/+9/+9 
  melee (1d6+6 non-lethal, masterwork sap) or +13 
  ranged (1d4+4, thrown dagger); Space/Reach 5 ft./5 ft.; 
  AL LN; SV Fort +10, Ref +6, Will +4; Str 18, Dex 18, 
  Con 14, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +16, Ride +16; Close 
  Quarters Fighting*, Combat Reflexes, Dodge, Greater 
  Weapon Focus (Sap), Improved Two-Weapon Fighting, 
  Iron Will, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus (Sap), Weapon Specialization 
  (Sap). 
  Possessions: gauntlets of ogre power, masterwork sap 
  (2), sap (2), daggers (4). 
  * See Appendix 2: New Rules Items 
   
  Encounter Three 
   
   
   
   
  Elite Advanced Behir: CR 13; Gargantuan Magical 
  Beast; HD 18d10+180; hp 279; Init +2; Spd 40, 15 climb; 
  AC 24, touch 9, flat-footed 21 (-4 size, +3 dex, +15 
  natural); Base Atk +18 Grp +40; Atk: Atk +28 melee 
  (3d6+21, bite); Full Atk Bite +28 melee (3d6+21, bite); 
  Space/Reach: 20 ft/15 ft; SA Breath Weapon, constrict 
  3d8+14, Improved Grab; Rake 1d8+7, Swallow whole; 
  SQ Can’t be tripped, darkvision 60 ft, Immunity to 
  electricity; low-light vision, scent; AL: N; SV Fort +21, 
  Ref +14, Will +11; Str 38, Dex 16, Con 30, Int 7, Wis 16, 
  Cha 10. 
   
  Skills and Feats: Climb +22, Hide +6, Listen +5, 
  Spot +14, Survival +3; Ability Focus (Breath Weapon), 
  Alertness, Cleave, Improved Natural Attack (Rake), 
  Improved Natural Attack (Bite), Iron Will, Power 
  Attack, Track. 
  Breath Weapon (Su): 20 ft line, once every 
  10 rounds, damage 11d6 electricity, Reflex DC 31 half, 
  the DC is Con based. 
  Constrict (Ex): A Behir deals 3d8+14 points 
  of damage with a successful grapple check.  It can also 
  make 6 rake attacks against a grappled foe as well. 
  
  Choices of the Dragon 
   
  Page 54 
  Rake (Ex): Six claws, attack bonus +28 melee, 
  damage 1d8+7. 
  Swallow Whole (Ex): A behir can try to 
  swallow a grabbed Medium or smaller opponent by 
  making a successful grapple check.  A behir that 
  swallows an opponent can use its Cleave feat to bite 
  and grab another opponent. 
   
  A swallowed creature takes 3d8+14 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the behir’s gizzard.  A swallowed creature 
  can cut its way out by using a light slashing weapon or 
  piercing weapon to deal 25 points of damage to the 
  gizzard (AC 15).  Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out, 
   
  A behirs gizzard can hold 2 Medium, 8 Small, 32 
  Tiny or 128 Diminutive or smaller opponents. 
   
  Encounter Four 
   
   
   
   
  Half-Iron Golem Griffons* (4); CR 10; Huge Magical 
  Beast; HD 14d10+40; hp 117; Init +3; Spd 30 ft (cannot 
  run), fly 80 ft (average); AC 31, touch 11, flat-footed 29 
  (+3 Dex, -2 size, +20 natural); Base Atk +14; Grp +38; 
  Atk +28 melee (4d6+16, bite); Full Atk +28 melee 
  (4d6+16, bite) and 2 +25 melee (1d6+8, claws); 
  Space/Reach: 15 ft./10 ft.; SA Pounce, breath weapon, 
  rake; SQ Darkvision 60 ft., low-light vision, scent, DR 
  5/adamantine, spell immunities; AL NE; SV Fort +11, 
  Ref +12, Will +7; Str 43, Dex 16, Con –, Int 1, Wis 11, 
  Cha 2. 
   
  Skills and Feats: Jump +34, Listen +6, Spot +10; 
  Hover, Improved Natural Attack (bite), Iron Will, 
  Multiattack, Weapon Focus (bite). 
   
   
  Rake (Ex): Attack bonus +25 melee,  
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 17 negates. The save 
  DC is Constitution-based. 
  * See Appendix 2: New Rules Items 
   
   
  Battle-Hardened Wood Elf (3): Bbn2/Rgr2/Ftr6; CR 
  10; Wood Elf; Medium Humanoid (5’ 8” tall); 
  2d12+4+2d8+4+6d10+12; hp 85; Init +3; Spd 40 ft; AC 
  20, Touch 14, Flatfooted 16 (+4 dexterity, +6 for +2 
  mithral chain shirt); Base Atk +10; Grp +15; Atk +17 
  melee (1d10+8, +1 obsidian bastard sword) or +15 
  ranged (1d8+4, masterwork +4 str composite longbow); 
  Full Atk +17/+12 or +15/+15/+10/+10 melee (1d10+8 
  or 1d10+5, +1 obsidian bastard sword) or +15/+10 
  ranged (1d8+4, masterwork +4 str composite longbow); 
  Space/Reach 5 ft./5 ft.; SQ favored enemy (human), 
  combat style (melee), wild empathy. fast movement, 
  rage 1/day, uncanny dodge; AL N; Saves Fort +14, 
  Reflex +11, Will +6; Str 20, Dex 18, Con 14, Int 8, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +14, Move 
  Silently +14, Survival +9, Tumble +8; Cleave, Exotic 
  Weapon Proficiency (bastard sword), Improved Two-
  Weapon Fighting, Iron Will, Oversized two-weapon 
  fighting*, Power Attack, Track, Two-Weapon Fighting, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: +2 cloak of resistance, +2 mithral 
  chain shirt, +1 obsidian bastard sword (2), elven battle 
  regalia, gauntlets of ogre power, potion of haste (5
  th 
  level) potion of cure moderate wounds (2), masterwork 
  +4 str composite longbow, daggers (4), 60 arrows. 
  * See Appendix 2: New Rules Items 
   
  Encounter Five 
   
   
   
   
  Elven Champion: Bbn2/Ftr8; CR 10; Male Wood Elf: 
  Medium Humanoid (5’ 6" tall); HD 2d12+4+8d10+16; 
  hp 87; Init +4; Spd 40 ft; AC 19, touch 14, flat-footed 15 
  (+4 for mithral chain shirt, +4 dexterity, +1 two-weapon 
  defense); Base Atk +10; Grp +14; Atk +16 melee 
  (1d10+6, bastard sword) or +14 ranged (1d8, composite 
  longbow); Full Atk +16/+11 or +14/+14/+8 melee 
  (1d10+6 or 1d10+4, bastard sword) or +14/+9 ranged 
  (1d8, composite longbow); Space/Reach 5 ft./5 ft.; SA 
  rage 1/day, fast movement, uncanny dodge; AL N; SV 
  Fort +10, Ref +6, Will +2; Str 18, Dex 18, Con 14, Int 6, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Jump +17, Survival +2; Close 
  Quarters Fighting*, Combat Reflexes, Exotic Weapon 
  (Bastard Sword), Greater Weapon Focus (Bastard 
  Sword), Two-Weapon Defense, Two-Weapon Fighting, 
  Over-sized Two Weapon Fighting*, Weapon Focus 
  (Bastard Sword), Weapon Specialization (Bastard 
  Sword). 
   
  Possessions: mithral chain shirt, other equipment 
  as provided. 
  * See Appendix 2: New Rules Items 
   
  Encounter Seven 
   
   
   
   
  Ilhari Champion: Rgr2/Ftr4/Tmp4*; Male Baklunish-
  Suel Human: CR 10; Medium Humanoid (5’ 10" tall); 
  HD 2d8+4+8d10+16; hp 80; Init +4; Spd 30 ft; AC 26, 
  touch 18, flat-footed 19 (+3 mithral chain shirt, +2 ring 
  of protection, +1 two-weapon defense, +2 tempest 
  defense, +4 dexterity); Base Atk +10; Grp +12; Atk +14 
  melee (1d6+5, +1 merciful scimitar) or +15 ranged 
  (1d6+2, masterwork +2 str composite shortbow); Full 
  Atk +14/+9 or +14/+14/+9/+9 melee (1d6+5, +1 
  merciful 
  scimitar) 
  or 
  +15/+10 
  ranged 
  (1d6+2, 
  
  Choices of the Dragon 
   
  Page 55 
  masterwork +2 str composite shortbow); Space/Reach 
  5 ft./5 ft.; SA Favored enemy (elves), combat style 
  (melee), 
  wild 
  empathy, 
  tempest 
  defense 
  +2, 
  ambidexterity; AL LG; SV Fort +14, Ref +10, Will +3; 
  Str 14, Dex 19, Con 14, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +9, Profession (Soldier) +7, 
  Ride +11, Spot +7, Survival +7, Tumble +16; Dodge, 
  Mobility, Improved Two-Weapon Fighting, Over-sized 
  Two Weapon Fighting*, Spring Attack, Track, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon 
  Focus (Scimitar), Weapon Specialization (Scimitar). 
   
  Possessions: +1 Cloak of resistance, +3 mithral 
  chain shirt, +2 ring of protection, masterwork scimitar, 
  masterwork cold iron scimitars (2), daggers (6), 
  masterwork +2 str composite shortbow, 40 arrows, 10 
  adamantine arrows, 10 alchemical silver arrows, 10 cold 
  iron arrows, backpack, waterskin, flint & steel, bedroll, 
  3 days iron rations. 
  * See Appendix 2: New Rules Items 
   
  Encounter Ten 
   
   
   
   
  Elite Advanced Zelekhut: CR 14; Huge Construct 
  (Extraplanar, Lawful); HD 20d10+40; hp 160; Init +2; 
  Spd 35 ft, fly 60 ft (average); AC 32, touch 10, flat-
  footed 30 (+9 for +1 plate barding, -2 size, +13 natural, 
  +2 dexterity); Base Atk +15; Grp +24; Atk +25 melee 
  (4d6+12 plus 1d6 electricity, spiked chain); Full Atk 
  +25/+19/+14/+9/+4 melee (4d6+12 plus 1d6 electricity, 
  spiked chain); Space/Reach 15 ft./15 ft.; SA spell-like 
  abilities; SQ construct traits, DR 10/chaotic, darkvision 
  60’, fast healing 5, low-light vision, SR 25; AL LN; SV 
  Fort +9, Ref +6, Will +17; Str 34, Dex 14, Con – , Int 10, 
  Wis 20, Cha 17. 
   
  Skills and Feats: Diplomacy +5, Listen +23, Search 
  +9, Sense Motive +14, Spot +23, Survival +5 (+7 
  following tracks); Great Fortitude, Hover, Improved 
  Natural Attack (chains), Power Attack, Ride-by Attack, 
  Spirited Charge. 
  Spell-like 
  Abilities 
  (Sp): 
  At 
  will 
  – 
  clairaudience/clairvoyance, dimensional anchor, dispel 
  magic, fear (DC 17), hold person (DC 16), locate 
  creature, true seeing; 3/day – hold monster (DC 18), 
  mark of justice; 1/week – lesser geas (DC 17).  Caster 
  level 8
  th. The save DCs are Charisma-based. 
   
  Possessions: +1 full plate barding. 
   
  Encounter Eleven 
   
   
   
   
  Fanatical Sorcerer: Sor12/War1; CR 12; Medium 
  Humanoid (Oerdian); HD 1d8+2+12d4+24; 60 hp; Init 
  +2; 30 ft movement; AC 20, 12 touch, 18 flat-footed (+4 
  shield, +4 mage armor, +2 dex); Base Atk +7; Grp +7; 
  Atk +7 melee (1d6, scimitar) or +9 ranged (1d6, 
  shortbow); Full Atk +7/+2 melee (1d6, scimitar) or 
  +9/+4 ranged (1d6, shortbow); Space/Reach: 5 ft./ 5 ft.; 
  SQ familiar (elsewhere, delivering a message); AL LE; 
  Fort +12 Refl +10 Will +12; Str 10 Dex 14 Con 14 Int 10 
  Wis 10 Cha 23. 
  Skills and Feats: Concentration +17, Jump +3, 
  Hide +41 (+20 Forestfold, +4 circumstance, +2 dex, +15 
  distance from wagons), Knowledge (arcana) +15, 
  Spellcraft +18; Combat Casting, Enlarge Spell, Greater 
  Spell Focus (Enchantment), Skill Focus (Spellcraft), 
  Spell Focus (Enchantment), Spell Focus (Evocation). 
  Spells Known (6/6/4/6/7/4/3; DC = 16 + 
  Spell Level; DC = 17 + Spell level for Evocation; DC = 
  18 + Spell Level for Enchantment); 0
  th -  [acid splash, 
  arcane mark, daze, detect magic, light, mage hand, 
  prestidigitation, ray of frost]; 1
  st - [alarm, mage armor, 
  magic missile, ray of enfeeblement, shield]; 2
  nd - [cat’s 
  grace, daze monster, false life, glitterdust, scorching 
  ray]; 3
  rd - [dispel magic, fireball, haste, hold person]; 4
  th - 
  [confusion, dimension door, stoneskin]; 5
  th - [cone of 
  cold, dominate person]; 6
  th - [mislead] 
  Possessions: +4 vest of resistance, +4 cloak of 
  charisma, potion of forestfold, scimitar, shortbow, 20 
  arrows, daggers (2), backpack, sleeping roll, waterskin, 
  potion of cure serious wounds (3). 
   
  Fanatical Fighter: Rgr2/Ftr8/War1; CR 10; Medium 
  Humanoid (Suel); HD 8d10+16+3d8+6; 89 hp; Init +9; 
  30 ft; AC 20, Touch 15, Flat-footed 15 (+5 for +1 mithral 
  chain shirt, +5 dex); Base Atk +11; Grp +13; Atk +14 
  melee (1d8+2, masterwork longsword) or +20 ranged 
  (1d8+5, +1 composite +2 str longbow); Full Atk 
  +14/+9/+4 melee (1d8+2, masterwork longsword) or 
  +20/+15/+10 or +18/+18/+13/+8 ranged (1d8+5, +1 
  composite +2 str longbow); Space/Reach: 5 ft./ 5 ft.; SQ 
  favored enemy (humans), wild empathy, combat style 
  (archery); AL LE; Fort +14 Refl +9 Will +7; Str 14  Dex 
  20 Con 14 Int 10 Wis 14 Cha 10. 
  Skills and Feats: Climb +14, Hide +54 (+20 
  forestfold, +4 circumstance, +10 hide ranks, +5 dex, +15 
  distance from wagons), Spot +6, Survival +14; Far Shot, 
  Greater 
  Weapon 
  Focus 
  (Composite 
  Longbow), 
  Improved Initiative, Iron Will, Point Blank Shot, 
  Power Attack, Precise Shot, Tracking, Two-Weapon 
  Fighting, Weapon Focus (Composite Longbow), 
  Weapon Specialization (Composite Longbow). 
  Possessions:  bracers of archery (lesser), +4 
  gloves of dexterity, +1 mithral chain shirt, +1 cloak of 
  resistance, potion of forestfold, masterwork longsword, 
  masterwork cold iron longsword, daggers (2), +1 
  composite +2 str longbow, 40 arrows, 5 cold iron 
  arrows, 5 silver arrows, backpack, sleeping roll, 2 day’s 
  rations, 50’ rope, grappling hook, waterskin, potion of 
  cat’s grace, potion of bull’s strength, potion of cure 
  serious wounds (3). 
  
  Choices of the Dragon 
   
  Page 56 
  * See Appendix 2: New Rules Items 
   
  
  Choices of the Dragon 
   
  Page 57 
  APL 12 
  Encounter One 
   
   
   
   
  Rabblerousers 
  (4): 
  Brd7/War4; 
  CR 
  10; 
  Male 
  Baklunish (mix) Human: Medium Humanoid (5’ 8" 
  tall); HD 7d6+14+4d8+8; hp 72; Init +2; Spd 30 ft; AC 
  15, touch 13, flat-footed 12 (+2 bracers of armor, +3 
  dexterity); Base Atk +9; Grp +9; Atk +10 melee (1d6, 
  masterwork sap) or +12 ranged (1d4, thrown dagger); 
  Full Atk +10/+5 melee (1d6, masterwork sap) or +12/+7 
  ranged (1d4, thrown dagger); Space/Reach 5 ft./5 ft.; 
  SQ Bardic music, bardic knowledge, countersong, 
  fascinate, inspire courage +1, inspire competence, 
  suggestion; AL N; SV Fort +9, Ref +10, Will +7; Str 10, 
  Dex 16, Con 14, Int 12, Wis 10, Cha 21. 
   
  Skills and Feats: Bluff +15, Diplomacy +17, 
  Disguise +15, Knowledge (history) +11, Knowledge 
  (religion) +10, Perform (oratory) +22, Profession 
  (lawyer) +10, Sense Motive +12; Greater Spell Focus 
  (Enchantment), Negotiator, Practiced Spellcaster*, 
  Skill Focus (Perform), Spell Focus (Enchantment). 
   
  Spells Known (3/5/3/1; DC = 15 + Spell Level; DC 
  = 17 + Spell Level for Enchantment); 0
  th – [dancing 
  lights, daze, detect magic, flare, light, open/close]; 1
  st – 
  [cure light wounds, lesser confusion, tasha’s hideous 
  laughter, unseen servant]; 2
  nd – [calm emotions, cure 
  moderate wounds, hold person, suggestion]; 3
  rd – 
  [confusion]. 
   
  Possessions: +2 bracers of armor, +1 vest of 
  resistance, +2 gloves of dexterity, +4 cloak of charisma, 
  masterwork sap, sap, daggers (4). 
  * See Appendix 2: New Rules Items 
   
  Leader: Brd7/War4; CR 10; Male Baklunish (mix) 
  Human: Medium Humanoid (5’ 8" tall); HD 
  7d6+14+4d8+8; hp 72; Init +2; Spd 30 ft; AC 15, touch 
  13, flat-footed 12 (+2 bracers of armor, +3 dexterity); 
  Base Atk +9; Grp +9; Atk +10 melee (1d6, masterwork 
  sap) or +12 ranged (1d4, thrown dagger); Full Atk 
  +10/+5 melee (1d6, masterwork sap) or +12/+7 ranged 
  (1d4, thrown dagger); Space/Reach 5 ft./5 ft.; SQ 
  Bardic 
  music, 
  bardic 
  knowledge, 
  countersong, 
  fascinate, inspire courage +1, inspire competence, 
  suggestion; AL N; SV Fort +9, Ref +10, Will +7; Str 10, 
  Dex 16, Con 14, Int 12, Wis 10, Cha 21. 
   
  Skills and Feats: Bluff +15, Diplomacy +17, 
  Disguise +15, Knowledge (history) +11, Knowledge 
  (religion) +10, Perform (oratory) +22, Profession 
  (lawyer) +10, Sense Motive +12; Greater Spell Focus 
  (Enchantment), Negotiator, Practiced Spellcaster*, 
  Skill Focus (Perform), Spell Focus (Enchantment). 
   
  Spells Known (3/5/3/1; DC = 15 + Spell Level; DC 
  = 17 + Spell Level for Enchantment); 0
  th – [dancing 
  lights, daze, detect magic, flare, light, open/close]; 1
  st – 
  [cure light wounds, lesser confusion, tasha’s hideous 
  laughter, unseen servant]; 2
  nd  – [calm emotions, cure 
  moderate wounds, hold person, suggestion]; 3
  rd – 
  [confusion]. 
   
  Possessions: +2 bracers of armor, +1 vest of 
  resistance, +2 gloves of dexterity, +4 cloak of charisma, 
  masterwork sap, sap, daggers (4). 
  * See Appendix 2: New Rules Items 
   
  Fanatical Thugs (3): Ftr10/War1; CR 10; Male 
  Baklunish Human (mix): Medium Humanoid (5’ 11" 
  tall); HD 1d8+2+10d10+20; hp 90; Init +5; Spd 30 ft; AC 
  17, touch 16, flat-footed 11 (+5 dexterity, +1 ring of 
  protection, +1 two-weapon defense); Base Atk +11; Grp 
  +15; Atk +18 melee (1d6+6 non-lethal, masterwork sap) 
  or +16 ranged (1d4+4, thrown dagger); Full Atk 
  +18/+13/+8 or +16/+16/+11/+11/+6 melee (1d6+6 non-
  lethal, masterwork sap) or +16 ranged (1d4+4, thrown 
  dagger); Space/Reach 5 ft./5 ft.; AL LN; SV Fort +12, 
  Ref +9, Will +6; Str 18, Dex 18, Con 14, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Jump +18, Ride +19; Close 
  Quarters Fighting*, Combat Reflexes, Dodge, Greater 
  Weapon Focus (Sap), Improved Two-Weapon Fighting, 
  Iron Will, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus (Sap), Weapon Specialization 
  (Sap). 
  Possessions: gauntlets of ogre power, +2 
  gloves of dexterity, +1 cloak of resistance, +1 ring of 
  protection, masterwork sap (2), sap (2), daggers (4). 
  * See Appendix 2: New Rules Items 
   
  Encounter Three 
   
   
   
   
  Elite Advanced Behirs (2); CR 13; Gargantuan 
  Magical Beast; HD 18d10+180; hp 279; Init +2; Spd 40, 
  15 climb; AC 24, touch 9, flat-footed 21 (-4 size, +3 dex, 
  +15 natural); Base Atk +18 Grp +40; Atk: Atk +28 melee 
  (3d6+21, bite); Full Atk Bite +28 melee (3d6+21, bite); 
  Space/Reach: 20 ft/15 ft; SA Breath Weapon, constrict 
  3d8+14, Improved Grab; Rake 1d8+7, Swallow whole; 
  SQ Can’t be tripped, darkvision 60 ft, Immunity to 
  electricity; low-light vision, scent; AL: N; SV Fort +21, 
  Ref +14, Will +11; Str 38, Dex 16, Con 30, Int 7, Wis 16, 
  Cha 10. 
   
  Skills and Feats: Climb +22, Hide +6, Listen +5, 
  Spot +14, Survival +3; Ability Focus (Breath Weapon), 
  Alertness, Cleave, Improved Natural Attack (Rake), 
  Improved Natural Attack (Bite), Iron Will, Power 
  Attack, Track. 
  Breath Weapon (Su): 20 ft line, once every 
  10 rounds, damage 11d6 electricity, Reflex DC 31 half, 
  the DC is Con based. 
  
  Choices of the Dragon 
   
  Page 58 
  Constrict (Ex): A Behir deals 3d8+14 points 
  of damage with a successful grapple check.  It can also 
  make 6 rake attacks against a grappled foe as well. 
  Rake (Ex): Six claws, attack bonus +28 melee, 
  damage 1d8+7. 
  Swallow Whole (Ex): A behir can try to 
  swallow a grabbed Medium or smaller opponent by 
  making a successful grapple check.  A behir that 
  swallows an opponent can use its Cleave feat to bite 
  and grab another opponent. 
   
  A swallowed creature takes 3d8+14 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the behir’s gizzard.  A swallowed creature 
  can cut its way out by using a light slashing weapon or 
  piercing weapon to deal 25 points of damage to the 
  gizzard (AC 15).  Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out, 
   
  A behirs gizzard can hold 2 Medium, 8 Small, 32 
  Tiny or 128 Diminutive or smaller opponents. 
   
   
  Encounter Four 
   
   
   
   
  Half-Iron Golem Elite Advanced Griffons* (4); CR 
  12; Huge Magical Beast; HD 16d10+40; hp 128; Init +5; 
  Spd 30 ft (cannot run), fly 80 ft (average); AC 33, touch 
  13, flat-footed 29 (+5 Dex, -2 size, +20 natural); Base Atk 
  +16; Grp +43; Atk +33 melee (4d6+19, bite); Full Atk 
  +33 melee (4d6+19, bite) and 2 +30 melee (2d6+9, 
  claws); Space/Reach: 15 ft./10 ft.; SA Pounce, breath 
  weapon, rake; SQ Darkvision 60 ft., low-light vision, 
  scent, DR 5/adamantine, spell immunities; AL NE; SV 
  Fort +12, Ref +15, Will +8; Str 48, Dex 20, Con –, Int 1, 
  Wis 13, Cha 3. 
   
  Skills and Feats: Jump +39, Listen +6, Spot +10; 
  Hover, Improved Natural Attack (Claws), Improved 
  Natural Attack (bite), Iron Will, Multiattack, Weapon 
  Focus (bite). 
   
   
  Rake (Ex): Attack bonus +30 melee, damage 
  2d6+9. 
   
   
   
  Breath Weapon (Su): 10-foot cube, cloud of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1 rounds; initial damage 1d4 Con, secondary 
  damage 3d4 Con, Fortitude DC 18 negates. The save 
  DC is Constitution-based. 
  * See Appendix 2: New Rules Items 
   
  Battle-Hardened Wood Elf (6): Bbn2/Rgr2/Ftr6; CR 
  10; Wood Elf; Medium Humanoid (5’ 8” tall); 
  2d12+4+2d8+4+6d10+12; hp 85; Init +3; Spd 40 ft; AC 
  20, Touch 14, Flatfooted 16 (+4 dexterity, +6 for +2 
  mithral chain shirt); Base Atk +10; Grp +15; Atk +17 
  melee (1d10+8, +1 obsidian bastard sword) or +15 
  ranged (1d8+4, masterwork +4 str composite longbow); 
  Full Atk +17/+12 or +15/+15/+10/+10 melee (1d10+8 
  or 1d10+5, +1 obsidian bastard sword) or +15/+10 
  ranged (1d8+4, masterwork +4 str composite longbow); 
  Space/Reach 5 ft./5 ft.; SQ favored enemy (human), 
  combat style (melee), wild empathy. fast movement, 
  rage 1/day, uncanny dodge; AL N; Saves Fort +14, 
  Reflex +11, Will +6; Str 20, Dex 18, Con 14, Int 8, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +14, Move 
  Silently +14, Survival +9, Tumble +8; Cleave, Exotic 
  Weapon Proficiency (bastard sword), Improved Two-
  Weapon Fighting, Iron Will, Oversized two-weapon 
  fighting*, Power Attack, Track, Two-Weapon Fighting, 
  Weapon Focus (bastard sword), Weapon Specialization 
  (bastard sword). 
   
  Possessions: +2 cloak of resistance, +2 mithral 
  chain shirt, +1 obsidian bastard sword (2), elven battle 
  regalia, gauntlets of ogre power, potion of haste (5
  th 
  level) potion of cure moderate wounds (2), masterwork 
  +4 str composite longbow, daggers (4), 60 arrows. 
  * See Appendix 2: New Rules Items 
   
  Encounter Five 
   
   
   
   
  Elven Champion: Bbn2/Ftr10; CR 12; Male Wood Elf: 
  Medium Humanoid (5’ 6" tall); HD 2d12+4+10d10+20; 
  hp 103; Init +4; Spd 40 ft; AC 19, touch 14, flat-footed 
  15 (+4 for mithral chain shirt, +4 dexterity, +1 two-
  weapon defense); Base Atk +12; Grp +16; Atk +18 melee 
  (1d10+6, bastard sword) or +16 ranged (1d8, composite 
  longbow); Full Atk +18/+13/+8 or +16/+16/+11/+11/+6 
  melee (1d10+6 or 1d10+4, bastard sword) or 
  +16/+11/+6 
  ranged 
  (1d8, 
  composite 
  longbow); 
  Space/Reach 5 ft./5 ft.; SA rage 1/day, fast movement, 
  uncanny dodge; AL N; SV Fort +11, Ref +7, Will +3; Str 
  18, Dex 19, Con 14, Int 6, Wis 10, Cha 8. 
   
  Skills and Feats: Jump +19, Survival +2; Close 
  Quarters Fighting*, Combat Reflexes, Exotic Weapon 
  (Bastard Sword), Greater Weapon Focus (Bastard 
  Sword), Improved Critical Bastard Sword, Improved 
  Two-Weapon Fighting, Two-Weapon Defense,Two-
  Weapon Fighting, Over-sized Two Weapon Fighting*,  
  Weapon 
  Focus 
  (Bastard 
  Sword), 
  Weapon 
  Specialization (Bastard Sword). 
   
  Possessions: mithral chain shirt, other equipment 
  as provided. 
  * See Appendix 2: New Rules Items 
   
  Encounter Seven 
   
   
   
   
  Ilhari Champion: Rgr3/Ftr4/Tmp5*; Male Baklunish-
  Suel Human: CR 12; Medium Humanoid (5’ 10" tall); 
  HD 3d8+6+9d10+18; hp 95; Init +4; Spd 30 ft; AC 30, 
  touch 20, flat-footed 21 (+4 mithral chain shirt, +2 ring 
  
  Choices of the Dragon 
   
  Page 59 
  of protection, +1 two-weapon defense, +3 tempest 
  defense, +5 dexterity); Base Atk +12; Grp +14; Atk +16 
  melee (1d6+5, +1 merciful scimitar) or +18 ranged 
  (1d6+2, masterwork +2 str composite shortbow); Full 
  Atk +16/+11/+6 or +16/+16/+11/+11/+6 melee (1d6+5, 
  +1 merciful scimitar) or +18/+13/+8 ranged (1d6+2, 
  masterwork +2 str composite shortbow); Space/Reach 
  5 ft./5 ft.; SA Favored enemy (elves), combat style 
  (melee), 
  wild 
  empathy, 
  tempest 
  defense 
  +2, 
  ambidexterity, two-weapon spring attack; AL LG; SV 
  Fort +14, Ref +10, Will +4; Str 14, Dex 19, Con 14, Int 
  10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +10, Profession (Soldier) 
  +7, Ride +12, Spot +7, Survival +14, Tumble +19; Die-
  Hard, Dodge, Endurance, Mobility, Improved Two-
  Weapon Fighting, Over-sized Two Weapon Fighting*, 
  Spring Attack, Track, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Focus (Scimitar), Weapon 
  Specialization (Scimitar). 
   
  Possessions: +1 Cloak of resistance, +2 gloves of 
  dexterity, +4 mithral chain shirt, +2 ring of protection, 
  masterwork scimitar, masterwork cold iron scimitars 
  (2), daggers (6), masterwork +2 str composite shortbow, 
  40 arrows, 10 adamantine arrows, 10 alchemical silver 
  arrows, 10 cold iron arrows, backpack, waterskin, flint 
  & steel, bedroll, 3 days iron rations. 
  * See Appendix 2: New Rules Items 
   
  Encounter Ten 
   
   
   
   
  Elite Advanced Zelekhut: CR 16; Huge Construct 
  (Extraplanar, Lawful); HD 28d10+40; hp 204; Init +2; 
  Spd 35 ft, fly 60 ft (average); AC 34, touch 10, flat-
  footed 32 (+12 for +3 plate barding, -2 size, +13 natural, 
  +2 dexterity); Base Atk +21; Grp +31; Atk +32 melee 
  (4d6+13 plus 1d6 electricity, spiked chain); Full Atk 
  two +32 melee (4d6+13 plus 1d6 electricity, spiked 
  chain); Space/Reach 15 ft./15 ft.; SA spell-like abilities; 
  SQ construct traits, DR 10/chaotic, darkvision 60’, fast 
  healing 5, low-light vision, SR 27; AL LN; SV Fort +11, 
  Ref +8, Will +22; Str 36, Dex 14, Con – , Int 10, Wis 20, 
  Cha 17. 
   
  Skills and Feats: Diplomacy +5, Listen +31, Search 
  +9, Sense Motive +14, Spot +31, Survival +5 (+7 
  following tracks); Cleave, Close-Quarters Fighting*, 
  Combat Reflexes, Great Fortitude, Hover, Improved 
  Natural Attack (chains), Power Attack, Ride-by Attack, 
  Spirited Charge. 
  Spell-like 
  Abilities 
  (Sp): 
  At 
  will 
  – 
  clairaudience/clairvoyance, dimensional anchor, dispel 
  magic, fear (DC 17), hold person (DC 16), locate 
  creature, true seeing; 3/day – hold monster (DC 18), 
  mark of justice; 1/week – lesser geas (DC 17).  Caster 
  level 8
  th. The save DCs are Charisma-based. 
   
  Possessions: +3 full plate barding. 
   
  Encounter Eleven 
   
   
   
   
  Fanatical Sorcerer: Sor14/War1; CR 14; Medium 
  Humanoid (Oerdian); HD 1d8+2+14d4+28; 70 hp; Init 
  +2; 30 ft movement; AC 20, 12 touch, 18 flat-footed (+4 
  shield, +4 mage armor, +2 dex); Base Atk +7; Grp +7; 
  Atk +7 melee (1d6, scimitar) or +9 ranged (1d6, 
  shortbow); Full Atk +7/+2 melee (1d6, scimitar) or 
  +9/+4 ranged (1d6, shortbow); Space/Reach: 5 ft./ 5 ft.; 
  SQ familiar (elsewhere, delivering a message); AL LE; 
  Fort +12 Refl +10 Will +12; Str 10 Dex 14 Con 14 Int 10 
  Wis 10 Cha 25. 
  Skills and Feats: Concentration +19, Jump +3, 
  Hide +41 (+20 Forestfold, +4 circumstance, +2 dex, +15 
  distance from wagons), Knowledge (arcana) +17, 
  Spellcraft +20; Combat Casting, Enlarge Spell, Greater 
  Spell Focus (Enchantment), Maximize Spell, Skill 
  Focus (Spellcraft), Spell Focus (Enchantment), Spell 
  Focus (Evocation). 
  Spells Known (6/6/5/6/3/7/4/4; DC = 17 + 
  Spell Level; DC = 18 + Spell level for Evocation; DC = 
  19 + Spell Level for Enchantment); 0
  th -  [acid splash, 
  arcane mark, daze, detect magic, light, mage hand, 
  prestidigitation, ray of frost]; 1
  st - [alarm, mage armor, 
  magic missile, ray of enfeeblement, shield]; 2
  nd - [cat’s 
  grace, daze monster, false life, glitterdust, scorching 
  ray]; 3
  rd - [dispel magic, fireball, haste, hold person]; 4
  th - 
  [confusion, dimension door, greater invisibility, 
  stoneskin]; 5
  th - [cone of cold, dismissal, dominate 
  person]; - 6
  th - [contingency, mislead]; 7
  th - [reverse 
  gravity] 
  Possessions: +4 vest of resistance, +6 cloak of 
  charisma, +2 amulet of health, potion of forestfold, 
  scimitar, shortbow, 20 arrows, daggers (2), backpack, 
  sleeping roll, waterskin, potion of cure serious wounds 
  (3). 
   
  Fanatical Fighter: Rgr2/Ftr10/War1; CR 12; Medium 
  Humanoid (Suel); HD 10d10+40+3d8+12; 131 hp; Init 
  +9; 30 ft; AC 20, Touch 15, Flat-footed 15 (+5 for +1 
  mithral chain shirt, +5 dex); Base Atk +13; Grp +15; Atk 
  +16 melee (1d8+2, masterwork longsword) or +22 
  ranged (1d8+5, +1 composite +2 str longbow); Full Atk 
  +16/+11/+6 melee (1d8+2, masterwork longsword) or 
  +22/+17/+12 or +20/+20/+15/+10 ranged (1d8+5, +1 
  composite +2 str longbow); Space/Reach: 5 ft./ 5 ft.; SQ 
  favored enemy (humans), wild empathy, combat style 
  (archery); AL LE;  Fort +17 Refl +10 Will +8; Str 14  Dex 
  21 Con 14 Int 10 Wis 14 Cha 10. 
  Skills and Feats: Climb +16, Hide +54 (+20 
  forestfold, +4 circumstance, +10 hide ranks, +5 dex, +15 
  distance from wagons), Spot +6, Survival +16; Far Shot, 
  
  Choices of the Dragon 
   
  Page 60 
  Greater 
  Weapon 
  Focus 
  (Composite 
  Longbow), 
  Improved Initiative, Iron Will, Manyshot, Point Blank 
  Shot, Power Attack, Precise Shot, Tracking, Two-
  Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Composite 
  Longbow), 
  Weapon 
  Specialization 
  (Composite 
  Longbow). 
  Possessions:  bracers of archery (lesser), +4 
  gloves of dexterity, +4 amulet of health, +1 mithral 
  chain shirt, +1 cloak of resistance, potion of forestfold, 
  masterwork 
  longsword, 
  masterwork 
  cold 
  iron 
  longsword, daggers (2), +1 composite +2 str longbow, 
  40 arrows, 5 cold iron arrows, 5 silver arrows, backpack, 
  sleeping roll, 2 day’s rations, 50’ rope, grappling hook, 
  waterskin, potion of cat’s grace, potion of bull’s 
  strength, potion of cure serious wounds (3). 
   
  Appendix Two: New Rules 
   
  Tempest as presented in Complete 
  Adventurer 
   
  A tempest is the point of calm within a whirling barrier 
  of deadly blades.  Poets use colorful terms such as 
  “dancing” to describe the movement of a tempest and 
  her two blades, but mastery of this fighting style is not 
  about dancing, nor is it about impressing anyone – 
  least of all poets. A tempest focuses on learning the 
  secrets of two-weapon fighting for a single purpose: the 
  destruction of her enemies. 
   
  Typically hardy individualists, tempests rarely learn 
  their skills through formal training.  Instead, they 
  master their art through constant application of its 
  disciplines and experimentation on their foes.  
  Similarly, no matter how famous a tempest becomes, 
  it’s rare for one to take on students.  Their art, they say, 
  is one that can be learned but never taught. 
   
  This prestige class is open to all classes and races. 
  Though tempests are rare, every humanoid race has 
  boasted at least a few. Even members of the smaller 
  races can find the tempest’s path appealing. Elves make 
  nimble, clever tempest whose Dexterity works to their 
  advantage. Dwarves are the least likely to become 
  tempests, perhaps because they favor heavy armor and 
  heavy weapons, but some do exist.  
   
  Hit Die: d10 
   
  Requirements 
  To qualify to become a tempest, a character must fulfill 
  all the following criteria. 
  Base Attack Bonus:  +6 
  Feats:  Dodge, Improved Two-Weapon Fighting, 
  Mobility, Spring Attack, Two-Weapon Fighting. 
   
  Class Skills 
  The justiciar’s class skills (and the key ability for each 
  skill are Balance (Dex), Climb (Str), Craft (Int), Jump 
  (Str), Sleight of Hand (Dex), Tumble (Dex). See 
  Chapter 4 of the Player’s Handbook for all skill 
  descriptions. 
  Skill Points at Each Level: 2 + Int Modifier 
   
  Class Features 
  The following are class features of the tempest prestige 
  class. 
   
  Weapon and Armor Proficiency: Tempests gain no 
  proficiency with any weapon or armor. 
  Tempest Defense (Ex): When wielding a double 
  weapon or two weapons (not including natural 
  weapons or unarmed strikes), a tempest gains a +1 
  bonus to Armor Class. This bonus increases to _2 at 3
  rd 
  level and _3 at 5
  th level.  The character loses this ability 
  when 
  fighting 
  in 
  medium 
  or 
  heavy 
  armor. 
  Ambidexterity (Ex): For a tempest of 2
  nd level or 
  higher, her attack penalties for fighting with two 
  weapons are lessened by 1 (from –4 to –3, or from –2 to 
  –1  if the off-hand weapon is a light weapon). At 4
  th 
  level, the attack penalties are lessened by another 1 
  (from –3 to –2, or to +0 if the off-hand weapon is a light 
  
  Choices of the Dragon 
   
  Page 61 
  weapon). The character loses this ability when fighting 
  in medium or heavy armor. See Table8-10: Two-
  Weapon Fighting Penalties, page 160 of the Player’s 
  Handbook. 
  Two Weapon Versatility (Ex): When a tempest of 3
  rd 
  level or higher fights with two weapons, she can apply 
  the effects of certain feats from one weapon to the 
  other weapon as well, as long as those effects can be 
  applied legally. She can use this ability only with the 
  following feats: Greater Weapon Focus, Greater 
  Weapon Specialization, Improved Critical, Weapon 
  Focus, and Weapon Specialization. For example, a 
  tempest who wields a longsword and a short sword and 
  who has the Weapon Focus (longsword) feat can apply 
  the effect of Weapon Focus to her short sword as well 
  as to her long-sword. If a tempest already has the feat 
  with both weapons, she gains no additional effect. 
  Two-Weapon Spring Attack (Ex): When a 5
  th-level 
  tempest makes a spring attack, she can attack once 
  each with two different weapons as an attack action.  
  The character loses this ability when fighting in 
  medium or heavy armor.  
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Tempest Defense +1 
  2
  nd 
  +2 
  +3 
  +0 
  +0 
  Ambidexterity (-3/-1) 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Tempest Defense +2, two-weapon versatility 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Ambidexterity (-2/+0) 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Tempest Defense +3, two-weapon spring attack 
   
   
  Risen Martyr as presented in The Book of 
  Exalted Deeds 
   
  Characters driven by revenge, greed or other base 
  desires may return from death as ghosts, revenants, or 
  other undead.  By contrast, a risen martyr is an exalted 
  character who continues in his earthly existence after 
  his martyrdom, rather than entering the ranks of the 
  petitioners on the celestial planes, in order to finish 
  some unfulfilled task.  Within a short time of his 
  martyrdom (usually 1d4+1 days), a risen martyr returns 
  in spiritual body to complete the holy task that led to 
  his martyrdom.  (See Heroic Sacrifice in Chapter 2 for 
  more about martyrdom). 
   
  In general, a character who is actively involved in an 
  adventure that involves an exalted goal, and who is 
  martyred for the sake of that purpose, has a sufficient 
  holy purpose to return as a risen martyr.  Appropriate 
  holy purposes for a risen martyr might include aiding 
  in the downfall or an evil tyrant or villain, locating a 
  relic or holy artifact in order to stave off a great evil, or 
  defending a city from a plague of shots.  The goal need 
  not be extremely short-term and might even be the 
  focus of a whole campaign.  However, a risen martyr’s 
  time on the Material Plane is limited. 
   
  Risen martyrs are very rate, and they actually appear as 
  player characters more often than as NPCs, simply 
  because player characters are generally the ones who 
  pursue the most important and holy quests that can 
  lead to a risen martyr’s existence. 
   
  Hit Die: d12 
   
  Requirements 
  To qualify to become a risen martyr, a character must 
  fulfill the following criteria. 
  
  Choices of the Dragon 
   
  Page 62 
  Alignment:  Any good. 
  Base Saves: Fort +2, Ref +2, Will +2 
  Skills: Any one skill 9 ranks, Speak Language 
  (Celestial). 
  Feats:  Nimbus of Light, any one other exalted feat. 
  Special: The character must have suffered martyrdom 
  (see Chapter 2) and must not have been returned to 
  life.  As a special feature of this prestige class, the 
  character rises with the abilities of a 0-level risen 
  martyr added to the character’s previous abilities.  
  When the character earns enough experience points to 
  advance another level, he must become a 1
  st-level risen 
  martyr. 
   
  Class Skills 
  The risen martyr’s class skills (and the key ability for 
  each skill) are Concentration (Con), Diplomacy (Cha), 
  Gather Information (Cha), Heal (Wis), Knowledge (the 
  planes) (Int), Knowledge (religion) (Int), Listen (Wis), 
  Sense Motive (Wis) and Spot (Wis). See Chapter 4 of 
  the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int Modifier 
   
  Class Features 
  The following are class features of the risen martyr 
  prestige class. 
  Weapon and Armor Proficiency: Risen martyrs gain 
  no proficiency with any weapon or armor.  
  Spiritual Body (Ex): When a martyr rises as a 0-level 
  risen martyr, he takes on a corporeal spirit form.  His 
  creature type changes to deathless (see Chapter 8: 
  Monsters), and he gains the features and traits of the 
  deathless type.  Deathless creatures have no 
  Constitution score and the risen martyr rerolls his hit 
  points using d12s instead of his previous racial and 
  class-based Hit Dice. 
   
  A risen martyr’s spiritual body is formed of solid, 
  spiritual flesh and is neither ghostly nor incorporeal.  
  His ability scores remain unchanged (except for his 
  Constitution score), and all his other characteristics 
  remain the same except he is no longer a living 
  creature.  
  Charisma Score Increase: At 1
  st level, a risen martyr’s 
  Charisma score increases by +2.  At 5
  th level, it increases 
  by an extra +2.  
  Deflection Bonus (Su): A 1
  st-level risen martyr gains a 
  deflection bonus to Armor Class equal to his Charisma 
  bonus.   
  Holy Purpose (Ex): A 1
  st-level risen martyr receives a 
  +1 sacred bonus on all attack rolls, damage rolls, ability 
  checks, and skill checks that are directly related to the 
  fulfillment of his purpose.  This bonus increases to +2 
  at 3
  rd level, and increase by an extra +1 every three 
  levels thereafter.   
  Bless (Sp): Three times per day, a risen martyr of at 
  least 2
  nd level can use bless, as the spell.  Magic Circle 
  Against Evil (Su): At 2
  nd level, a risen martyr is 
  continually surrounded by a protective aura that 
  function as a magic circle against evil spell. 
  Daylight (Su): At will as a free action, a 3
  rd level risen 
  martyr can use daylight, as the spell.  
  Acid Immunity (Ex): At 4
  th level, a risen martyr gains 
  immunity to acid. 
  Detect Evil (Sp):  At will, a risen martyr of at least 4
  th 
  level can detect evil, as the spell. 
  Protective Aura (Su): At 5
  th level, the risen martyr’s 
  magic circle against evil is replaced by an effect that 
  duplicates the protective aura spell. 
  Shield Other (Sp):  A 6
  th level risen martyr can use 
  shield other, as the spell, three times per day. 
  Celestial Brilliance (Sp): A 7
  th-level risen martyr can 
  use celestrial brilliance, as the spell, once per day. 
  Cold Immunity (Ex): A 7
  th level risen martyr gains 
  immunity to cold. 
  Holy Aura (Su): At 8
  th level, the risen martyr’s 
  protective aura is supplemented by an effect that 
  duplicates the holy aura spell.  The holy aura protects 
  only the risen martyr, whil his protective aura 
  continues to protect his allies within 10 feet as well as 
  himself. 
  Electricity Immunity (Ex): At 9
  th level, a risen martyr 
  gains immunity to electricity. 
  Perfection (Su): A 10
  th-level risen martyr is as close to 
  celestial perfection as a mortal creature can be.  He is 
  considered a celestial for the purpose of any spell or 
  effect that has specail effects on celestials.  If he is 
  lawful, he is also considered an archon.  If he is chaotic, 
  he is considered an eladrin.  If he is neutral, he is also 
  considered a guardinal.  If he is a spellcaster, he can 
  cast spells that have the Celestial, Archon, Guardinal or 
  Eladrin components, as appropriate. 
  Final Ascension:  When a 10
  th-level risen martyr has 
  earned enough experience points to gain his new level, 
  his perfected spiritual body is taken whole into the 
  upper planes. 
   
  A risen martyr cannot advance in any class other than 
  risen martyr in order to delay his final ascension.  Once 
  he rises and adopts this prestige class, he must 
  continue to gain risen martyr levels and no levels in 
  any other class. 
  Code of Conduct: A risen martyr who willfully 
  performs an evil act is immediately destroyed and goes 
  to face his judgement on the Upper Planes. 
   
  
  Choices of the Dragon 
   
  Page 63 
  Close-Quarters Fighting [General] as presented in 
  Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack.  If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab.  If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless or in 
  a similar situation. 
   
  For example, an ogre attempts to grapple Tordek.  
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple.  Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek.  he takes an attack of opportunity, hits and 
  deals 10 points of damage to the creature.  Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting 
  as 
  one 
  of 
  his 
  fighter 
  bonus 
  feats
   
    
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  o 
  +0 
  +0 
  +0 
  +2 
  Spiritual body 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Charisma score increase, deflection, holy purpose +1 
  2
  nd 
  +1 
  +0 
  +0 
  +3 
  Bless, magic circle against evil 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  Daylight, holy purpose +2 
  4
  th 
  +2 
  +1 
  +1 
  +4 
  Acid Immunity, detect evil 
  5
  th 
  +2 
  +1 
  +1 
  +4 
  Charisma score increase, protective aura 
  6
  th 
  +3 
  +2 
  +2 
  +5 
  Holy purpose +3, shield other 
  7
  th 
  +3 
  +2 
  +2 
  +5 
  Celestial brilliance, cold immunity 
  8
  th 
  +4 
  +2 
  +2 
  +6 
  Holy aura 
  9
  th 
  +4 
  +3 
  +3 
  +6 
  Electricity immunity, holy purpose +4 
  10
  th 
  +5 
  +3 
  +3 
  +7 
  Perfection, final ascension 
   
   
  
  Choices of the Dragon 
   
  Page 64 
  Flick of the Wrist [General] as presented in 
  Complete Warrior 
  With a single motion, you can draw a light weapon and 
  make a devastating attack. 
   
  Prerequisites: Dex 17, Selight of Hand 5 ranks, 
  Quick Draw 
   
  Benefit: If you draw a light weapon and make a 
  melee attack with it in the same round, you can catch 
  your opponent flat-footed (for the purpose of this 
  attack only). You may use this feat only once per round 
  and once per opponent during any single combat 
  encounter. 
   
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Oversized Two-Weapon Fighting [General] as 
  presented in Complete Adventurer 
  You are adept at wielding larger than normal weapons 
  in your off hand. 
   
  Prerequisites: Str 13, Two-Weapon Fighting. 
   
  Benefit: When wielding a one-handed weapon in 
  your off hand, you take penalties for fighting with two 
  weapons as if you were wielding a light weapon in your 
  off hand (see page 160 of the Player’s Handbook) 
   
  Special: A fighter may select Over-Sized Two-
  Weapon Fighting as one of his fighter bonus feats. 
   
  Practiced Spellcaster [General] as presented in 
  Complete Arcane 
  Choose a spellcasting class that you possess.  Your 
  spells cast from that class are more powerful.  
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4.  This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t benefit from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
   
  For example, a human 5
  th-level sorcerer/3
  rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5
  th to 8
  th (since he has 8 Hit Dice).  If 
  he later gained a fighter level, he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9
  th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8
  th-level caster and wizard 
  spells as a 9
  th-level caster.  
   
  Nimbus of Light [Exalted] – as presented in The 
  Book of Exalted Deeds 
   
  You are cloaked in a radiant light that marks you as a 
  servant of the purest ideals.  All who look upon you 
  know without a doubt that you are a champion of good 
  and are favored by the powers of the Upper Planes.  
  The nimbus may take the form of a cloud surrounding 
  your entire body, or it may appear as beams of light 
  around your head. 
   
  Benefit: Good creatures automatically recognize the 
  radiance surrounding you as a sign of your purity and 
  devotion to the powers of good.  You gain a +2 
  circumstance bonus on all Diplomacy and Sense 
  Motive checks made when interacting with good 
  creatures. 
   
  Your radiance sheds light as a common lamp: bright 
  light to a radius of 5 feet and shadowy illumination to 
  10 feet.  You can extinguish this radiance at will and 
  reactivate it again as a free action. 
   
  Sacred Vow [Exalted] – as presented in The Book of 
  Exalted Deeds 
   
  You have willingly given yourself to the service of a 
  good deity or cause, denying yourself an ordinary life 
  to better serve your highest ideals. 
   
  Benefit: You gain a +2 perfection bonus on Diplomacy 
  checks 
  Special:  This feat serves as the prerequisite for several 
  other feats, including the Vow of Abstinence, Vow of 
  Chastity, Vow of Nonviolence, Vow of Obedience, 
  Vow of Peace, Vow of Poverty, and Vow of Purity. 
   
  
  Choices of the Dragon 
   
  Page 65 
  Vow of Nonviolence [Exalted] – as presented in 
  The Book of Exalted Deeds 
   
  You have taken a sacred vow to avoid violence against 
  humanoids. 
   
  Prerequisites: Sacred Vow 
  Benefit: The saving throw DC for spells you cast or 
  other special abilities you use against humanoids or 
  monstrous humanoid targets is increased by +4 if the 
  spell does not deal damage (including ability damage 
  but not nonlethal damage), bestow negative levels, or 
  cause death.  Spells affected by this feat include most 
  Abjuration, Enchantment, and Illusion spells (though 
  not phantasmal killer, for example), those few 
  Divination spells that have targets and require saving 
  throws (including detect thoughts and discern lies), 
  and even Necromancy spells such as waves of fatigue 
  and ray of exhaustion.  It does not affect most 
  Evocation, Conjuration, and Transmutation spells. 
   
  The bonus granted by this feat does not stack with the 
  bonus granted by the Spell Focus feat. It affects only 
  saving throw DCs, not caster level checks or other 
  elements of a spell. 
   
  The benefit of this feat extends to special abilities other 
  than spells that allow a saving throw, but only if the 
  ability does not deal damage and is not dependent on 
  dealing damage.  For example, a character with the 
  Stunning Fist feat can increase the saving throw DC to 
  avoid being stunned by +4 if she deals nonlethal 
  damage, rather than regular damage, with her stunning 
  attack.  A couatl’s venom would not become more 
  virulent because of this feat, however, because it deals 
  ability damage and requires the couatl to deal hit point 
  damage in order to deliver it. 
   
  Special:  To fulfill your vow, you must not cause harm 
  or suffering to humanoid or monstrous humanoid foes. 
   You may not deal real damage or ability damage to 
  such foes through spells or weapons, though you may 
  deal nonlethal damage.  You may not target them with 
  death effects, disintegrate, pain effects or other spells 
  that have the immediate potential to cause death, 
  suffering or great harm. 
   
  Your purity is so great that any ally of yours who slays a 
  helpless or defenseless foe within 120 feet of your feels 
  great remorse.  Your ally takes a -1 morale penalty on 
  his attack rolls for 1 hour per your character level.  For 
  each helpless foe slain, the attack penalty increases by 
  1, to a maximum equal to your character level.  The 
  duration of the increased penalty starts from the latest 
  slaying. 
   
  You may ask your allies to give you an oath that a 
  helpless foe will not be slain.  If the oath is sworn, ally 
  who later breaks the oath takes the penalty for doing so 
  as if you were present.  If you leave a helpless foe to be 
  killed by your allies, you have broken your vow.  You 
  may ask a defeated creature to give you an oath of 
  surrender or non-interference in exchange for its life.  
  If the creature breaks this oath to you, you can allow 
  your allies to deal with the creature as they see fit 
  without breaking their oaths or your vow of non-
  violence. 
   
  If you intentionally break your vow, you immediately 
  and irrevocably lose the benefit of this feat.  You may 
  not take another feat to replace it.  If you break your 
  vow as a result of magical compulsion, you lose the 
  benefit of this feat until you perform a suitable 
  penance and receive an atonement spell. 
   
  Vow of Peace [Exalted] – as presented in The Book 
  of Exalted Deeds 
   
  You have taken a sacred vow to abstain from harming 
  any living creature. 
   
  Prerequisites: Sacred Vow, Vow of Nonviolence. 
  Benefit: 
  The 
  sacred 
  vow 
  grants 
  significant 
  supernatural benefits, but its cost is high. 
   
  First, you are constantly surrounded by a calming aura 
  to a radius of 20 feet.  Creatures within the aura must 
  make a successful Will save (10 + one-half your 
  character level + your Cha modifier) or be affected as 
  by the calm emotions spell.  Creatures who leave the 
  aura and reenter it receive new saving throws.  A 
  creature that makes a successful saving throw and 
  remains in the aura is unaffected until it leaves the aura 
  and reenters.  The aura is a mind-affecting, 
  supernatural compulsion. 
   
  Second, you gain a +2 natural armor bonus to your AC, 
  a +2 deflection bonus to your AC, and a +2 exalted 
  bonus to your AC.  The exalted bonus does not apply to 
  touch attacks and does not hinder incorporeal touch 
  attacks.  Brilliant energy weapons, however, do not 
  ignore it.  It does not stack with an armor bonus.  If 
  you also have the Vow of Poverty feat, the natural 
  armor, deflection, and exalted Armor Class bonuses 
  granted by that feat all increase by +2.  If a creature 
  strikes you with a manufactured weapon, the weapon 
  must immediately make a successful Fortitude save 
  
  Choices of the Dragon 
   
  Page 66 
  (DC 10 + one-half your character level + your con 
  modifier) or shatter against your skin, leaving you 
  unharmed. 
   
  Finally, you gain a +4 exalted bonus on all Diplomacy 
  checks. 
   
  Special:  To fulfill your vow, you must not cause harm 
  to any living creatures (constructs and undead are not 
  included in this prohibition).  You may not deal real 
  damage or ability damage to such creatures through 
  spells or weapons, though you may deal nonlethal 
  damage.  You may not target them with death effects, 
  disintegrate, or other spells that you have the 
  immediate potential to cause death or great harm.  You 
  also may not use nondamaging spells to incapacitate or 
  weaken living foes so that your allies can kill them – if 
  you incapacitate a foe, you must take him prisoner. 
   
  If you intentionally break your vow, you immediately 
  and irrevocably lose the benefit of this feat.  You may 
  not take another feat to replace it.  If you break your 
  vow as a result of magical compulsion or otherwise 
  unwittingly, you lose the benefit of this feat until you 
  perform a suitable penance and receive an atonement 
  spell.  (Characters who have taken a Vow of Peace are 
  known to drink water through a strainer in order to 
  avoid accidentally swallowing, and thereby causing 
  harm to, a small insect.) 
   
  Vow of Poverty [Exalted] – as presented in The 
  Book of Exalted Deeds 
   
  You have taken a sacred vow to forswear material 
  possessions. 
   
  Prerequisite: Sacred Vow. 
  Benefit: You gain bonuses to your Armor Class, ability 
  scores, and saving throws, as well as bonus exalted 
  feats, all depending on your character level.  See 
  Voluntary Poverty in Chapter 2 (Book of Exalted 
  Deeds) for details. 
  Special:  To fulfill your vow, you must not own or use 
  any 
  material 
  possessions, 
  with 
  the 
  following 
  exceptions: You may carry and use ordinary (neither 
  magic nor masterwork) simple weapons, usually just a 
  quarterstaff that serves as a walking stick.  You may 
  wear simple clothes (usually just a homespun robe, 
  possibly also including a hat and sandals) with no 
  magical properties.  You may carry enough food to 
  sustain you for one day in a simple (nonmagic) sack or 
  bag.  You may carry and use a spell component pouch.  
  You may not use any magic items of any sort, though 
  you can benefit from magic items used on your behalf 
  – you can drink a potion of cure serious wounds a 
  friend gives you, receive a spell cast from a wand, 
  scroll, or staff, or ride your companion’s ebony fly.  You 
  may not, however, “borrow” a cloak of resistance or any 
  other magic item from a companion for even a single 
  round, nor may you yourself cast a spell from a scroll, 
  wand or staff. 
   
  If you break your vow, you immediately and 
  irrevocably lose the benefit of this feat.  You may not 
  take another feat to replace it. 
   
  
  Choices of the Dragon 
   
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  Half-Golem [Creature] as presented in 
  Monster Manual II 
   
  Half-golems are the results of good-intentioned actions 
  taken too far.  While the application of a poultice 
  infused with curative herbs or the casting of a spell can 
  save the life of an injured or diseased person, only 
  powerful magic can replace a missing limb.  Such 
  magic is often beyond the reach of the ordinary person 
  working in a quarry or a mill, or scything a field of 
  grain, who suffers the loss of one or more limbs. 
   
  Arcane artisans applied their knowledge of golem 
  construction to come up with a way to restore such a 
  person to wholeness.  While the initial results were 
  promising, there was a limit to the effectiveness of the 
  technique – many people who received one or more 
  new limbs through this process proved unable to 
  withstand the trauma of the transformation and 
  became permanently evil as a result.  Individuals of evil 
  intent now exploit this limitation, purposely creating 
  ravening, unholy crosses between living beings and 
  golems. 
   
  Construction 
   
  There are two steps to making a half-golem.  The first is 
  constructing the limbs, and the second is attaching the 
  limbs. 
   
  Molding a limb from clay, preparing one made of flesh, 
  carving it from stone, or forging it from iron requires 
  an appropriate skill (see the specific half-golem 
  descriptions for details) and can be done by anyone.  
  Infusing a formed limb with magic requires the Craft 
  Wondrous Items and Craft Magic Arms and Armor 
  feats.  It takes one month to complete the magical 
  rituals.  The creator must labor for at least 8 hours each 
  day in specially prepared laboratory or workroom.  The 
  chamber is similar to an alchemist’s laboratory and 
  costs 500 gp to establish. 
   
  When not working on the rituals, the creator must rest 
  and can perform no other activities, just as if he or she 
  were creating a golem.  As with a golem, if the creator 
  is personally constructing the limbs, he or she can 
  perform the building and the rituals together. 
   
  Once created, the limbs are treated as spell completion 
  items.  Any character capable of casting the appropriate 
  level of spell (see specific descriptions) can attach a 
  limb.  All that’s left to do is perform the final gestures 
  and speak the words needed to imbue the limb with 
  magic.  All the limbs to be attached to a particular body 
  must be of the same type – it’s not possible, for 
  instance, to attach a limb made of iron to a half-golem 
  that already has a new limb made of stone.   Any such 
  attempt automatically fails, leaving the second type of 
  limb unattached. 
   
  The Danger 
   
  Each time a limb is attached to his or her body, the 
  recipient makes a Will save. The DC of the save varies 
  according to the number of new limbs the character 
  has received. 
   
   
  Save DC 
  First new limb 
  15 
  Second new limb 
  19 
  Third new limb 
  25 
  Fourth new limb 
  33 
  Fifth new limb 
  43 
  Sixth new limb 
  55 
   
  A character who succeeds at all the saves he or she is 
  required to make takes on the attributes of a half-golem 
  as described below – except that the character retains 
  his or her alignment, gains a +4 bonus to Constitution, 
  and does not change type or gain construct traits.  As 
  soon as the character fails one of these required saves, 
  he or she becomes a half-golem of neutral evil 
  alignment.  The character then has no Constitution 
  score and the character’s type changes to construct, 
  granting him or her construct traits. A neutral evil half-
  golem retains the memories and knowledge of its 
  former life, but its personality becomes murderous and 
  cruel.  It demonstrates the hatred of flesh creatures 
  common to elementals, and it seeks methods 
  appropriate to its class to slaughter as many flesh 
  creatures as possible. 
   
  Creating a Half-Golem 
   
  “Half-golem” is a template that can be added to any 
  animal, beast, giant, humanoid creature, magical beast 
  or monstrous humanoid (referred to hereafter as the 
  character).  There is no minimum level or Hit Dice 
  requirement to become a half-golem.  The character’s 
  type changes to construct once a Will save is failed.  
  Each half-golem takes on the characteristics of a 
  particular type of golem (flesh, clay, stone or iron) as 
  described later in this section. 
  
  Choices of the Dragon 
   
  Page 68 
  A half-golems abilities are primarily those of the 
  character, with the following exceptions. 
   
  Hit Dice: Same as character or as construct, +10 hp per 
  size category 
  Initiative: Same as character –1, to account for the 
  half-golem’s reduced Dexterity (see Abilities, below). 
  Speed: Same as character, but a half-golem cannot run. 
  AC: A half-golem replaces any natural armor bonus it 
  may have had with a new natural armor bonus that 
  varies depending on its type (see the table below).  The 
  change to Dexterity (see Abilities, below) also affects 
  the half-golem’s Armor Class.  
  Attacks: Same as character. 
  Damage: Same as character. 
  Space/Reach: Same as character. 
  Special Attacks: Same as character (and see the table 
  below). 
  Special Qualities: Same as character; plus construct 
  traits (upon a failed Will save), damage resistance (see 
  table below) and others by type (see table below). 
  Saves: A half-golem gains a +2 racial bonus on 
  Fortitude saves, otherwise same as character. 
  Abilities: Half-golems have –2 Dex, +4 Con (or no Con 
  upon a failed Will save), -6 Int, +0 Wis, and –6 Cha.  
  Strength varies by type (see the table below).  The 
  number of limbs attached does not alter a half-golems 
  Strength score. 
  Skills:  Same as character, modified by the new ability 
  modifiers.  The drop in Intelligence does not 
  retroactively remove skill points spent. 
  Feats: Same as character. 
  Climate/Terrain: Same as character. 
  Organization: Solitary, pair or squad (5-20). 
  Challenge Rating: Same as character +3. 
  Treasure: Standard. 
  Alignment: Same as character (if all Will saves 
  succeed) or always neutral evil (if any Will save fails). 
  Advancement: By character class. 
   
   
  Iron Half-Golem 
  Natural Armor 
  +11 
  Special Attacks 
  Breath Weapon 
  Damage reduction 
  5/adamantine 
  Special Qualities 
  Rust vulnerability 
  Strength 
  +12 
  Magic Immunity 
  As iron golem 
   
  Combat 
   
  A half-golem fights as the character from which it is 
  created.  Half-golems are usually straightforward, 
  unsubtle combatants that rely on their great strength 
  to win the day.  They rarely use teamwork or 
  cooperation, even when banded together. 
   
  Iron Half-Golem 
   
  The limbs of an iron half-golem appear bolted or 
  riveted to the flesh.  Irregular and haphazard iron 
  plates join flesh and metal limbs.  The limbs can be 
  fashioned in any manner, just like those of a stone half-
  golem, although they usually appear armored.  They 
  are much smoother than those of a stone half-golem. 
   
  Construction 
   
  An iron limb is sculpted from 500 pounds of pure iron. 
   The 
  sculpting 
  requires 
  a 
  successful 
  Craft 
  (armorsmithing) or Craft (weaponsmithing) check (DC 
  20).  The rituals cost 20,000 gp and 400 xp and require 
  cloudkill and geas/quest.  Attaching the limb requires 
  the ability to cast 6
  th-level arcane spells. 
   
  Construct Traits: A half-golem is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. The creature is not subject to critical hits, 
  non-lethal damage, energy drain, or death from 
  massive damage. It cannot heal itself but can be healed 
  through repair.  It cannot be raised or resurrected.  A 
  half-golem has darkvision (60’ range). 
  Immunity to Magic (Ex): An iron golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
   
  A magical attack that deals electricity damage 
  slows an iron golem (as the slow spell) for 3 rounds, 
  with no saving throw. 
   
  A magical attack that deals fire damage breaks any 
  slow effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess 
  as temporary hit points. For example, an iron golem hit 
  by a fireball gains back 6 hit points if the damage total 
  is 18 points. An iron golem gets no saving throw 
  against fire effects. 
   
  An iron golem is affected normally by rust attacks, 
  such as that of a rust monster or a rusting grasp spell. 
  Breath Weapon (Su): 10-foot cube, cloud of poisonous 
  gas lasting 1 round, free action once every 1d4+1 
  
  Choices of the Dragon 
   
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  rounds; initial damage 1d4 Con, secondary damage 3d4 
  Con, Fortitude DC 19 negates. The save DC is 
  Constitution-based. 
   
   Deathless Creature Type 
   
  Deathless is a new creature type, describing creatures 
  that have died but returned to a kind of spiritual life. 
  They are similar in many ways to both living creatures 
  and undead. However, while undead represent a 
  mockery of life and a violation of the natural order of 
  life and death, the deathless merely stave off the 
  inevitability of death for a short time in order to 
  accomplish a righteous purpose. While undead draw 
  their power from the Negative Energy plane, the 
  deathless are strongly tied to the Positive Energy plane, 
  the birthplace of all souls. In fact, the deathless are 
  little more than disincarnate souls, sometimes wrapped 
  in material flesh, often incorporeal and hardly more 
  substantial than a soul in its purest form. 
   
  Features 
  - 12 sided Hit Dice 
  - Base attack bonus equal to ½ total Hit Dice 
  - Good Will saves 
  - Skill points equal to (4+Int modifier, minimum 1) per 
  Hit Die, with quadruple skill points for the first Hit 
  Die 
   
  Traits 
  No Constitution Score 
   
  Darkvision out to 60 feet 
   
  Immunity to all mind-affecting effects (Charms, 
  compulsions, phantasms, patterns, and morale effects) 
   
  Immunity to poison, sleep effects, paralysis, stunning, 
  disease, and death effects. 
   
  Not subject to critical hits, non-lethal damage, or 
  ability drain. Immune to damage to its physical ability 
  scores (Str, Dex, and Con) as well as fatigue and 
  exhaustion effects. Unlike undead, the deathless are 
  subject to energy drain. Like living creatures, deathless 
  are harmed by negative energy and healed by positive 
  energy. 
   
  Immunity to any effect that requires a Fortitude save, 
  except for energy drain attacks, effects that also work 
  on objects, and harmless effects 
   
  Cannot use the run action 
   
  Uses Charisma modifier for Concentration checks 
   
  Not at risk of death from massive damage, but when 
  reduced to 0hp or less, it is immediately destroyed. 
   
  Not affected by raise dead, reincarnate spells or 
  abilities. Resurrection and true resurrection can affect 
  the deathless if they are willing. These spells turn 
  deathless creatures back into the living creatures they 
  were before becoming deathless. 
   
  Evil clerics can turn or destroy deathless creatures as 
  good clerics turn or destroy undead.  Good clerics and 
  paladins can rebuke, command, or bolster deathless 
  creatures as evil clerics rebuke, command, or bolster 
  undead. 
   
  Deathless creatures gain the same benefits from 
  consecrate and hallow as undead do from desecrate and 
  unhallow, and they are hindered in the same way. 
  Undeath to death and hide from undead also work 
  against deathless. Detect undead and Deathwatch also 
  reveal deathless, and allow the caster to distinguish 
  deathless from undead. Evil clerics can be stunned by 
  overwhelming auras of deathless creatures as good 
  casters can be stunned by overwhelming undead auras. 
  Use the “undead” line in the detect evil spell 
  description when deathless are in the area of a detect 
  good spell. Deathless are healed by disrupt undead and 
  damaged by unholy water as undead are by holy water. 
  Deathless are not affected y disrupting weapons. Spells 
  hat have greater than normal effect against undead 
  creatures- including chill touch, magic stone, searing 
  light, sunbeam, sunburst, and wall of fire- do not have 
  these enhanced effects against deathless creatures. 
  Deathless only take 1d6 points of damage per two 
  caster levels from searing light.  
   
  Spells such as command undead, control undead, 
  create undead, create greater undead, and halt undead 
  do not affect or create deathless creatures. 
   
  Proficient with its natural weapons and any weapons 
  mentioned in its entries. 
   
  Proficient in whatever type of armor (light, medium, or 
  heavy) it is described as wearing, as well as all lighter 
  types. Deathless not listed as wearing armor are not 
  proficient with armor. 
   
  Deathless do not breathe, eat, or sleep. 
  
  Choices of the Dragon 
   
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  Choices of the Dragon 
   
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  Appendix Three:  Maps 
   
   
  DM Map #1 - Encounter One: Fanatics and the Crazed 
   
   
   
   
   
   
  
  Choices of the Dragon 
   
  Page 72 
   
   
  DM Map #2 - Encounter Four:  Lesser of Two What? 
   
  
  Choices of the Dragon 
   
  Page 73 
  Appendix Four: Information for Players 
   
  The Faiths of Al’Akbar 
   
  The Faith of Al’Akbar is split.  That much should be 
  patently obvious to anyone from the Baklunish west, 
  but for strangers a brief recap may prove necessary.  
  Essentially, there are two faiths of Al’Akbar – the True 
  (LN) and the Exalted (LG) versions.  Al’Akbar himself 
  has never made any pronouncements about both faiths 
   - or if he did nobody has ever determined what he 
  actually indicated.  The Faiths split at the time of the 
  theft of the Cup and Talisman of Al’Akbar (his symbols 
  and artifacts – the Talisman is an eight-sided star 
  symbol), dividing along alignment lines about the 
  reasons for the theft.  This was but a trigger event for a 
  much deeper seated problem within the church, 
  wherein doctrines of LN and LG were constantly 
  clashing.  The faith did not have the benefit of the 
  charisma or common sense of Al’Akbar to settle such 
  differences as he did when a mortal and they were 
  allowed to fester beyond their proper time. 
   
  In the end, the head of the faith at the time of the theft 
  of the artifacts proclaimed a LN doctrine and became 
  the Grand Mufti of the True (eg. only) Faith.  The 
  remainder of the Faith of Al’Akbar cast him out for 
  this, exiling him from their lands (or he left to take his 
  word to those who would listen, depending on the 
  doctrine you believe).  Calling themselves the Exalted 
  Faith of Al’Akbar to differentiate themselves from the 
  new True Faith, they gave ultimate power to the Caliph 
  of Ekbir, a strong temporal ruler.  At the time of the 
  splintering of the faith, an order of Monks in the 
  Temple of the Dragon in Tusmit suffered a catastrophe 
  (which is dealt with in the module Tus4-05 Secrets of 
  the Dragon).  They were called back to existence, or 
  rather never left it, because their sworn duty had to be 
  restored – to protect the Faith of Al’Akbar.  They have 
  concluded that the only way to return to rest (or death) 
  is to reunite the faiths! 
   
   
  The Estranged Son Parable 
  We ask that you ponder this one lesson. 
   
  A man and woman were very much in love.  He was an 
  honorable man spoke to her words of ever lasting love 
  and a promise of a life together.  He showered her with 
  gifts as he could and she believed him entirely.  She 
  saw his goodness and kindness and was thrilled at the 
  chance of a lifetime together. 
   
  The greatest of these gifts was a silver ring, set with a 
  jewel and inscribed with the words “Love Eternal”.  She 
  swore never to lose it or let it be damaged in any way.  
  It was a symbol of their love and she protected it lest 
  any mark should reflect a marring on their actual love. 
   
  One day, however, it was lost.  The woman was 
  devastated and out of shame chose to run away from 
  the man rather than face him and explain the loss.   
   
  When the man discovered her absence he was struck 
  to the core.  He searched for her, neglecting his other 
  duties.  But when he at last found her, she begged him 
  to go away.  She could not face the reminder that their 
  perfect love had been marred.  In the end, he respected 
  her wishes to depart, saddened though he was by it.  
   
  The woman then traveled to other lands.  She bore his 
  child and started a new life for them.  Over time she 
  became convinced that it was the man who drove her 
  to leave, and thus the blame of the family’s failure 
  rested on his shoulders. 
   
  One day her son asked why he did not have a father.  
  She became enraged and told him he was better off as 
  such. She instructed him never to ask such questions 
  again, and the boy complied. He began to take on his 
  mother’s attitude without knowing why. 
   
  So when a friend of the man found them and asked 
  that they return to a home that bore nothing but love 
  for them, the son refused. She said nothing, but quietly 
  in her heart she was struck by the love the man still 
  displayed for her.   
   
  On his death bed the man sent her one last letter, 
  baring his soul, his love and his devotion to her.  He 
  asked that she return so he could die surrounded by his 
  family. Enclosed in the letter was another ring.  This 
  time the engraving read “generosity and respect”.  The  
   closing line of his letter read “Be generous in my end, 
  for I have done nothing but respect your wishes and 
  who you are. Thus, I have shown you love.” 
   
  The woman returned to his side and brought their son. 
   She cried at his bed, but the son said nothing.  The 
  man’s final words to her were “We are once again 
  
  Choices of the Dragon 
   
  Page 74 
  united.”  To his son, who stood in the corner with a 
  look of impatience on his face he said “You are a good 
  boy and have taken good care of your mother.  You 
  may not like me, but I see that you are pure, and I love 
  you.  I am, have been, and always will be, proud to be 
  your father.”   
   
  With that, the man died. 
   
  From this, what did the High Cleric learn?  
   
   
  Ket Citizens and The Elves of the Bramblewood – 
  Hate mixed with Fear: 
   
  The feelings of the citizens of Ket (at least, those who 
  worship the True Faith or pay lip service toward it) 
  toward the Elves of the Bramblewood is one of hatred 
  and fear.  The Elves are blamed for the theft of the Cup 
  and Talisman of Al’Akbar – in particular, elves on giant 
  eagles flew away with the Cup and Talisman, after 
  stealing it directly from the Grand Mufti himself. 
   
  This is, to a certain degree, the single biggest factor in 
  the hatred of Ketites toward the Elves.  The fact that 
  the elves are also notoriously insular and in no way 
  willing to accept the laws of Ket has not helped matters 
  (of course, since the laws do not give them any legal 
  protection, the elves don’t have anything remotely 
  resembling motivation to adopt these laws – a 
  wonderful bit of circular logic that the average citizen 
  of Ket cares nothing for) but it is the continuous blame 
  for the theft of the artifacts of Al’Akbar that carries the 
  most weight. 
   
  The Elves of the Bramblewood, for their party, know 
  little about the actual perpetrators of the crime.  They 
  may have been Elves (Valley Elves, specifically) but the 
  tribes of the Bramblewood never had contact with 
  them.  Being endlessly blamed for something they did 
  not do, and for the crimes of a people the Elves do not 
  respect (as there are no surface elves who respect 
  Valley Elves at this time) has always been a sore point 
  to the more hot-headed amongst the tribes.  The only 
  real detail they have been able to point out to Ketites 
  time and again is that the Valley of the Mage is to the 
  south of Ket, not inside the Bramblewood…and that 
  there are no Large Eagles in the Bramblewood such as 
  was seen during the theft. 
   
  It should also be noted that there are two very different 
  sets of Elves in the Bramblewood as well, both of 
  which are blamed for the loss of the Cup and Talisman. 
   The first are wood elves, generally more civilized and 
  organized than the second, the wild elves.  Contact and 
  communication in the Bramblewood is only possible 
  with Wood Elves, as the wild elves are far too anti-
  social and distrusting to ever allow outsiders into their 
  territory. 
   
  
  Choices of the Dragon 
   
  Page 75 
  The four parables on the wall  
   
  1
  st: 
  “The Restorer of Righteousness led the Families of the 
  Founders through the hills of the tribesmen in search 
  of a new home.  The young were eager to find new land 
  to call their own and the elderly brought with them 
  history and tradition.   
   
  Groups of elves who met up with the Restorer of 
  Righteousness would travel together with them for a 
  while, bringing news of the surrounding areas.  Life 
  was dangerous and the promise of new lands was far.  
  But the elves moved quickly and would leave the 
  families behind.   
   
  Every night and every morning the Families of the 
  Founders would pray, sing and dance, as was their 
  custom, and prepared the new foods they found in the 
  old ways.  But the journey was long and tension befell 
  the families.  The leaders of the six families held 
  council with the Restorer of Righteousness.   
   
  Two pleaded to forgo the lengthy morning and 
  evening traditions, as the road ahead was long and 
  uncertain.  They felt that such practices, while valuable 
  to the culture, would mean prolonged exposure to the 
  dangers of the journey and certain death for many of 
  the elders. 
   
  Two pleaded that the practice of these traditions meant 
  that regardless of how long the road was ahead of 
  them, they were always home, surrounded by family 
  and culture.  They urged that it mattered not how long 
  the journey was, nor where their destination may lie, as 
  long as these traditions ran strong within them. 
   
  The final two saw the merits of both, but urged the 
  Restorer of Righteousness to keep the families 
  together.  The road was long and dangerous and there 
  was strength in numbers.  What was the use of 
  remembering these traditions if in the end there were 
  none of left to practice them? 
   
  The 
  Restorer 
  of 
  Righteousness 
  pondered 
  the 
  arguments without replying.  His brow furrowed in 
  thought.  How did he reply? 
   
   
  2
  nd: 
  One evening as the families prepared to pray, as was 
  their tradition, a family of Suel wandered in from the 
  wilderness and collapsed to the ground.  It was a 
  mother and three young children. Their hands and feet 
  were bleeding and they had become emaciated from 
  starvation.  The mother had scratches from wild 
  animals along her upper torso. Unable to press on 
  further they simply collapsed.  
   
  They were discovered by the six Mullahs of the 
  Families of the Founders before the evening rites, as 
  they had collapsed on the ground considered most 
  holy in the area.  Disturbed, the Mullahs argued what 
  to do.  Finally they brought their quandary to the 
  Restorer of Righteousness for advice. 
   
  Two of them wanted to forgo the rites for the evening 
  and help the mother and three children for they were 
  hurting and helpless.  This would go against the 
  doctrine of faithful practice that their tradition was 
  rooted in concerning the evening rites, but it would 
  help the family. 
   
  Four of them reminded the Restorer of Righteousness 
  that the Suel were the cause of the devastation that 
  forced the Families to find new home. They should be 
  removed from the shrine, to let the Baklunish families 
  pray and adhere to their own traditions and principles. 
  To not continue with the evening rites would be to 
  neglect their own people and their own culture. 
   
  How did the Restorer of Righteousness reply? 
   
  3
  rd: 
  The Qadi Al-Tusmit - head of one of the Families that 
  left Ekbir to travel south into new lands - made a deal 
  with the Flan tribes of the Tusman Hills.  The deal was 
  a simple and binding agreement – the Family could 
  settle the arable land at the edge of the hills in 
  exchange for assistance against the newly arrived 
  Hobgoblin tribes in the area.  
   
  When the war chief of the Hobgoblins heard of this, 
  he contacted the head of the Family and proposed 
  sharing of the lands with them instead of the Tusman 
  Hill tribes.  
   
  After hesitating, the Head of the Family refused.  The 
  war chief did not give up so easily – he reminded the 
  Family that they were but refugees looking for safety, 
  something that only the Hobgoblins could guarantee, 
  given their strength.  Once more, the Qadi Al-Tusmi 
  was invited to change his mind.  Should he do so, the 
  Hobgoblins would work alongside them to not only 
  give them the land but also eradicate the Tusman Hill 
  Tribes, whom the War Chief said could not be trusted.  
  It was clear, though, that the Family would be the 
  
  Choices of the Dragon 
   
  Page 76 
  subordinate to the Hobgoblins, in exchange for their 
  safety. 
    
  The decision was not one to be taken lightly by the 
  Qadi.  He made no comment nor did he give the War 
  Chief his word.  With a heavy heart, he called his 
  advisers to him and they talked of the situation.  
   
  It was at this time that travellers brought news to the 
  Qadi that the leader of the Tusman Hill tribe had 
  broken his word of truce and was preparing to attack 
  them. 
   
  The Qadi and the Tusman Hill chief met in parlay.  
  Heated words were spoken and the spirit of the 
  alliance was sorely tested.  They parted in anger, the 
  pact in danger. 
   
  The War Chief of the Hobgoblins prepared his forces, 
  ready to invade, conquer or enslave as the situation 
  dictated.  Knowing this, the Qadi presented his story to 
  the Restorer of Righteousness, asking for advice. 
   
  If the Head of the Family were to break his word to the 
  Tusman Hill tribe, he would be guaranteed the future 
  security of the Family, but have broken his oath. His 
  family would be safe, but his reputation dishonored. 
   
  If the Qadi were to honor his word and fight to protect 
  the Hill Tribe, he would be protecting a man who 
  wished him and his Family harm.   His reputation 
  would be intact, but his family in danger. 
   
  What advice did the Restorer of Righteousness give? 
   
  4
  th: 
  The young leaders and people were restless and wished 
  to travel forth into new lands.  When some Ekbiri, the 
  Families of Qadi Al-Tusmi and Families of Qadi Al-Keti 
  reached the soaring heights of the Yatils, they met with 
  the Dwarves in the mountains.   
   
  Eager to press forward they negotiated for safe passage 
  through the mountains for fair trade.  However, the 
  Dwarves would not let them pass. 
   
  It soon became known that a deep danger within the 
  mountains threatened the Dwarves, though they were 
  too proud to admit such.  The lush and fertile lands on 
  the outskirts of the mighty forest of Highfolk, as 
  described to the peoples who left Ekbir in search of 
  this by the Elves, were out of reach.  
   
  The Mullahs debated fiercely about what to do.  In the 
  end 
  they 
  consulted 
  with 
  the 
  Restorer 
  of 
  Righteousness. 
   
  Mullahs leading the Ekbiri peoples debated that the 
  Dwarves should generously be given supplies to help 
  them grow strong in their fight with the darkness 
  under the mountains, and perhaps one day open the 
  pass.   They argued that to take from the Dwarves 
  would weaken them, for the need of the Dwarves 
  outweighed the need of his Family.   
   
  Qadi Al-Keti argued that instead the Families should 
  respect the wishes of the Dwarves and to make fair 
  trade as they wished, until new lands could be found.  
  For, it was argued, if the Dwarves were rejecting the 
  help they so clearly needed the forces in the mountains 
  would soon overrun the area and threaten the well 
  being of the Families.  The wish to remain belonged to 
  the Dwarves alone and would not be affected by the 
  Families.  The option to leave with good trade from the 
  Dwarves was the prerogative of the Families. 
   
  Qadi Al-Tusmi felt strong in the faith of the Families.  
  If only the Dwarves could see the strength and power 
  of the Baklunish Gods would they find the strength to 
  accept the help of the Families.  But unless the 
  Dwarves could see this the Qadi was loathe putting the 
  Families in needless danger.  
   
  The Restorer of Righteousness pondered these 
  arguments.  How did he reply? 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ket/595/Normal Scenarios/KET5-01 - Choices of the Dragon (APL 6-12)/KET5-01 - Choices of the Dragon.pdf