TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  NAE4–02 
   
   
   
   
   
   
   
   
  The Venomous Temple 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Principality of Naerie Regional Adventure 
  Version 1.5 
   
  Round 1 
   
  by Juha-Pekka Saarinen 
  Circle Reviewer: Paul Looby 
  Playtesters: Petri Linkoala, Saara Lehtola, Petteri Saari, Jan Korpelainen 
   
   
  A few months ago, a group of heroes entered the tomb of Satyr’s Horn and found instructions on how to enter an 
  underground temple of Pyremius, which vanished long ago. So far, no one has survived while trying to pass the three 
  deadly entrances to the temple, but now, the instructions on how to pass the entrances have been found. Great deeds, 
  perils and treasures await heroes who dare to enter the temple. But rumors have spread far and wide... 
  A one-round adventure for APLs 2–8. A stand-alone sequel to “The Living and the Dead”. 
   
   
  
  The Venomous Temple 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  The Venomous Temple 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in the 
  Principality of Naerie. Characters native to the Principality 
  of Naerie pay one Time Unit per round, all others pay two 
  Time Units per round. Adventurer’s Standard Upkeep costs 
  12 gp per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
   
  Travel In The  
  United Kingdom of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could help 
  or hinder their movement through the United Kingdom of 
  Ahlissa.  
   
  For the DM’s convenience these are replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the United Kingdom of Ahlissa without 
  molestation. It is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of the United Kingdom of Ahlissa. As such the 
  authorities are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection with 
  the slaying of several Ahlissan soldiers. This status is in 
  effect in all parts of Ahlissa including the occupied portions 
  of Medegia and the Principalities of Naerie and Innspa but 
  not in the Adri Forest. PCs instantly lose any travel 
  privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check reduces 
  this to 1) the PC will be captured and must pay total bribes 
  of 100 gp x APL at which the scenario was played to prevent 
  their execution. One favour with a high ranked Ahlissan 
  NPC or powerful organization might be spent instead of 
  the bribes.  
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  
  The Venomous Temple 
   
  Page 4 
  Adventure Background 
  The congregation of Pyremius in Greenrock was led from 
  the temple of that god built in 6078 SD. They fell on 3
  rd 
  Flocktime 6097 SD (CY 582) at the hand of its head priest, 
  Zeltixor. Their deaths were caused by a botched 
  summoning ritual, which released a demon from the lower 
  planes into the very heart of the temple. Most of the priests 
  died by the four arms of a foul glabrezu, but a handful 
  survived and fled from the temple. Zeltixor was one of the 
  survivors who fled into the harsh wilderness of the Iron 
  Hills, only to die in an ancient tomb in a nearby hill. 
   
  Nine years after the fall, a small hamlet was founded 
  only few miles away from the abandoned temple. Much of 
  the area was deforested to provide farmland and the temple 
  entrance was discovered. Since then, few men have had 
  sufficient courage or folly to enter and none that have 
  return. Three deadly traps guard the temple. 
   
  Adventure Summary  
  This is site-based adventure and therefore encounters can 
  occur in any order, but here is a summary the most likely 
  order for the adventure. 
   
  The characters arrive in the remote hamlet of 
  Greenrock. Those who have played “The Living and the 
  Dead” (the first part of this series) are already familiar with 
  the place. From Greenrock they will get instructions on 
  how to find the temple and pass the deadly traps. They will 
  also receive requests to retrieve items from the temple. 
   
  Finding the temple and getting inside should be easy, 
  unless the characters succeed in spotting the ambushers 
  just outside the entrance. 
   
  Overview: 
  Great Ceremonial Hall: A glabrezu, the very essence of evil, 
  which caused the fall of the congregation, is bound to the 
  ceremonial hall. The characters should be discouraged to 
  test his might. A glabrezu is as an obstacle that should be 
  avoided. 
   
  Goubreh Isrim: The right hand man of the formet head 
  priest Zeltixor, is the undead guardian of the head priest’s 
  office. 
   
  Accommodation: The few priests who survived the 
  immediate attack of the glabrezu, crawled away to die of 
  their wounds outside the ceremonial hall. They now haunt 
  their old accommodation. 
   
  Library: The library is guarded with a summoning trap to 
  prevent non-privileged members from entering the library. 
   
  Priests’ Meeting Hall: The Oracle has lived here, surviving 
  over ten years of imprisonment by using create food and 
  water spells. 
   
  Out of the temple: If the characters were unable to spot the 
  ambush before, they will be ambushed by group of 
  Redcloaks (Scarlet Brotherhood) after they get out of 
  temple. 
   
  Introduction 
  The characters arrive in Greenrock during the late 
  morning. If a character participated in the first part, “The 
  Living and the Dead”, they come back to continue where 
  they left off. 
  Read aloud or paraphrase the following:  
   
  You have traveled back to Greenrock, drawn by an 
  invitation from Varsarlor, eldest of Greenrock. The letter 
  was brief, stating only that he has found a way to enter the 
  Venomous Temple. 
   
  If the character was not involved in the events of  “The 
  Living and the Dead”, they are here to find out if the recent 
  rumors are true. 
  Read aloud or paraphrase the following: 
   
  After a long journey through forest and hills of Ingmalt’s 
  Barony, you have finally reached the small hamlet of 
  Greenrock. You are here because of recent rumors, which 
  say that the eldest of Greenrock has discovered a way to 
  enter an abandoned temple said to contain great treasures 
  for brave adventurers to claim for their own.  
   
  This place, Greenrock, seems to be a small and 
  peaceful community built at the feet of the Iron Hills.  
   
  You and few other adventurers are standing on the 
  main street of Greenrock. There is an inn to your left and a 
  shrine of Heironious and a general store on the right. 
   
  The main trail seems to continue over a sturdy 
  wooden bridge, which crosses a stream. 
   
  Give the PCs opportunity to make introductions, if they 
  don’t already know each other. 
   
  The center of Greenrock is quiet at this time of day, but 
  the characters can ask for guidance from any of the 
  buildings. If characters are asking where they can find the 
  eldest of the hamlet, they get the same answer everywhere, 
  except if they end up in the shrine of Heironoius.  
  Read aloud or paraphrase the following: 
   
  “Varsarlor the Elder lives in a mansion on the other side of 
  Rockpath. After the bridge, you see Atroa’s shrine on the 
  left, and a meeting hall on the right. Turn to the right and 
  
  The Venomous Temple 
   
  Page 5 
  continue following the bank until you see a line of oaks 
  that lead you to the manor of Varsarlor.” 
   
  If the party enters shrine of Heironious, Cranelarn 
  “Beacon” Gyraldren, enthusiastic paladin of Heironious, 
  asks for their help. 
   
   Cranelarn “Beacon” Gyraldren: male Oeridian human 
  Pal1 (Heironious); see Appendix 1. 
   
  “Welcome travelers, if you are seeking for light and valor, 
  you have come to the right place. The valor and honor of 
  Heironious lightens this sacred room. I’m Cranelarn 
  Gyraldren, follower of Heironious, god of all valour, and 
  keeper of this shrine. How may I serve you?” 
   
  If the party mentions that they are here seeking the temple 
  of Pyremius (ask about the temple or just a direction to 
  Varsarlor), Cranelarn wants to aid the party in their crusade 
  against evil.  
   
  “Of course I will help you. For your honorable crusade 
  against the evil creations of Pyremius  (disrespect and 
  disgust can be seen in his face when he says Pyremius’ 
  name aloud), I want to give you a blessing from 
  Heironious.” 
   
   Cranelarn takes a small wooden box from a table and 
  opens it. Inside the box are three vials.  
   
  “These are vials of holy water, blessed by clerics of 
  Heironious in Naerie City. I want you to take these, and 
  use them to smite the enemies of Heironious. 
   
   
  “Wise and respected Varsarlor lives in a wooden 
  mansion on the other side of Rockpath. Follow the main 
  trail over the bridge and turn right when you see a 
  meeting hall on the right. Continue following the 
  Rockpath until you see a path of oaks, it will lead you to 
  the manor.” 
   
  If the PCs follow the directions they will soon find 
  themselves at the mansion. Read aloud or paraphrase the 
  following:  
   
  You stand in front of a medium-sized wooden manor. 
  Judging by the colour of the timber beams, the building is 
  only few years old. A big iron knocker adorns the double 
  doors, but before you get in the reach for it, an old man 
  opens the doors. He is slender, gray haired, and his face is 
  wrinkled. A token denoting him as the Eldest is hanging 
  over the green robe he wears. 
   
  “There you are, good day to you! You are here because 
  of temple, right? Step inside and I shall tell you what I 
  know.” 
   
  Varsarlor leads the characters to a lobby, there are two 
  doorways leading to right and left, and wide stairs going up. 
  He leads the characters through the left entrance to a 
  simple but pleasant living room. There is big oak table and 
  he gestures for the character to sit. After everyone is seated, 
  he sits at the end of the table. 
   
  “For the last few months I have searched for the meaning 
  for those writings found in Satyr’s Horn. From Ekehold’s 
  library I finally found a book recovered from captured red 
  cloak that confirmed my doubts about the writings. They 
  are instructions on how to pass three deadly arches found 
  in an underground temple of Pyremius. The temple 
  entrance was found over a year ago when woods were cut 
  down for farmland. A few curious lumberjacks tried to 
  enter the temple, but they were slain immediately, and 
  now I know the reason. 
   
  “I didn’t find out why the temple was abandoned or 
  anything about its history, but I hope you can help me 
  with that. The writings tell that a revered oracle of the 
  Poisoner resided within the temple, so I assume it was 
  important to that foul faith. 
   
  “I ask you to enter the temple and make sure that it 
  doesn’t pose a threat to our community. I want you to 
  report to me anything you find out about the temple. If 
  there is anything alive or anything that can enlighten me 
  as to what happened, I want you to bring it to me. What do 
  you say? Will you help me? 
   
  “I cannot offer you any reward, but I can ask Westor 
  to give you a large discount on his prices. That should 
  lower his prices to bearable level. And I can promise that 
  Fionyann will heal you best she can for free. And, of 
  course, you can keep anything you find in there, if it is not 
  tainted by the touch of the Poisoner or his servants” 
   
  Varsarlor hands over a parchment written in Ancient 
  Suloise. The parchment has three foul prayers (snake 
  prayer, murderous prayer, and fiery prayer) that should let 
  characters pass the guarding traps. If none of the characters 
  speak Ancient Suloise, Varsarlor will translate the prayers 
  and write them phonetically in Common. When the 
  characters read back the translation he doesn’t appear 
  entirely convinced, but continues: 
   
  “That sounds about right. The temple entrance is near, a 
  little over two miles from here, and there is a decent trail 
  to it. Just follow the trail to the north and turn west when 
  you come to the crossing of three trees. Follow the trail 
  until it comes to a farm, from there you can see the 
  entrance a few hundred feet in your right.” 
   
  
  The Venomous Temple 
   
  Page 6 
  Assuming the PCs leave, as they follow the oak path away 
  from Varsarlor’s manor, they see a mounted man riding 
  towards them. The man is Dolrich, a trusted officer of 
  House Drien. Dolrich was sent to Greenrock to make 
  discreet enquiries into the rumors. If they are confirmed, 
  Sir Guandrem Drien will look into how they may be used 
  to further his own political aims. 
  Read aloud or paraphrase the following:  
   
  You see ahead a man riding towards the manor. The 
  bearded middle-aged man is stout and his face is marked 
  with obvious battle wounds. He wears a coat of chainmail 
  over a traveler’s outfit. Over the chainmail is gray and red 
  livery. An ornate lance is strapped to the saddle. 
   
  A successful DC 15 Knowledge (nobility and royalty) check 
  or successful DC 20 Knowledge (Splintered Sun) check 
  reveals that the livery to be of House Drien. As he rides up, 
  Dolrich will rein his steed in and speak to the PCs: 
   
  “Good day…hmmm...distinguished adventurers. I am 
  Dolrich of Eragern, representative of Sir Guandrem, 
  knight of the influential House Drien an ruler of 
  prosperous Eragern town and environs.  
   
   Dolrich of Eragern: male Oeridian human Ftr5; see 
  Appendix 1 
  Heavy warhorse: hp 30; see Monster Manual page 273. 
   
  House Drien: A successful DC 15 Knowledge (nobility and 
  royalty) check or successful DC 20 Knowledge (Splintered 
  Sun) check reveals that House Drien is a lesser noble house 
  here in Ingmalt’s Barony. House Drien’s history is short 
  and bloody. Most of its members have served (or are 
  currently serving) in the military. 
   
  Subordination: A further successful DC 15 Knowledge 
  (nobility and royalty) check or successful DC 20 
  Knowledge (Splintered Sun) check reveals that House 
  Drien are vassals of House Oedil, the rulers of the Ingmalt 
  Barony. 
   
  Sir Guandrem: A successful DC 20 Knowledge 
  (nobility and royalty) check or successful DC 25 
  Knowledge (Splintered Sun) check reveals that Sir 
  Guandrem is an ambitious noble with little influence or 
  wealth. He served a long career as a captain of House 
  Oedil’s guard, becoming well known for his fighting 
  talents. As the eldest son, he became the ruler of House 
  Drien four years ago when his father Jenes died. 
   
  Dolrich is keen to know the PCs business: 
   
  “Might you have any business with the recent rumors?” 
  Dolrich asks. 
   
  If party tell him that they are in their way to the temple, 
  Dolrich make a demand: 
   
  “This task is being carried out in House Drien’s fief. 
  Therefore, I demand you to report to me immediately after 
  completing your investigations. I will go to the Boar’s 
  Fortitude inn after meeting Varsarlor. Come there 
  immediately when you find out anything.” 
   
  Dolrich has nothing further to say and rides off. Following 
  Varsarlor’s directions, the PCs will easily find their way to 
  the entrance to the Temple itself.  Proceed to Encounter 1. 
   
  Encounter 1: 
  The Other Company 
  A band of Scarlet Brotherhood is hiding near the temple 
  entrance. The entrance is continuously guarded by one of 
  them. They have instructions to let anyone go in, but to 
  ambush anyone leaving the temple. The group’s task is to 
  retrieve any valuable information and relics from the 
  temple.  
   
  PCs approaching the temple may spot the SB observer 
  on an opposed Spot check vs the observer’s Hide. In 
  daytime the observer is the member of troupe who is best 
  in hiding. The remainder of the group are in a temporary 
  camp set over two hundred feet back into the forest (and so 
  out of sight).  
   
  If at least one of the characters spots the observer, the 
  observer tries to escape to the forest. Read aloud or 
  paraphrase the following: 
   
  You get a glimpse of something a couple of feet into the 
  forest. A man wearing a red cloak stands up from behind a 
  bush. The man apparently saw that you spotted him, 
  because he quickly turns and flees into the forest. 
   
  The observer will flee away from where his companions are 
  camped. If caught he will pretend to be a curious local 
  named Durendenn, drawn by tales of the temple’s wealth. 
  It will require magic or an opposed Sense Motive check vs 
  “Durendenn’s” Bluff to detect this lie. If challenged as to 
  why he is lying, the observer will refuse to say anything 
  further, even on pain of death.   
   
  If none of the characters spot the guard, continue to 
  Encounter 2 and return to this encounter when they come 
  out of the temple. 
   
  
  The Venomous Temple 
   
  Page 7 
  Endgame Ambush 
  Creatures: A group of Scarlet Brotherhood agents has set up 
  an ambush for the PCs as they emerge form the temple. 
  Have the PCs make an opposed Spot check vs the worst of 
  the agents’ Hide checks. Those PCs who succeed at the 
  check can act in the surprise round.  
   
  As the PCs emerge from the temple, read aloud or 
  paraphrase the following: 
   
  Just when you step out of the archway, you see a man with 
  a crossbow aimed at you. Behind him, another human is 
  forming arcane gestures with his hands. 
   
   
  Tactics: One ambusher (preferably not a spellcaster) moves 
  to the entrance to listen for the party as they emerge from 
  temple, which he will do automatically unless the PCs are 
  making an effort to move silently (in which case, have the 
  scout make an opposed Listen check vs the worst of the PCs 
  Move Silently checks). The Brotherhood spellcasters try to 
  cast as many combat boosting spells as possible before they 
  attack. The SB cleric starts the battle by casting bane. The 
  other members of group use crossbows, swapping to melee 
  weapons when the PCs get close. 
   
   
  APL 2 (EL 2) 
  Sheyda: female Suel human Clr1 – Wee Jas; see Appendix 
  2. 
  Ari Shahmid: male Suel human Rog1; see Appendix 2. 
   
  APL 4 (EL 3) 
  Sheyda: female Suel human Clr1 – Wee Jas/Wiz1; see 
  Appendix 3. 
  Remehr Paryeh: male Suel human Ftr1; see Appendix 3. 
   
  APL 6 (EL 4) 
  Sheyda: female Suel human Clr1 – Wee Jas/Wiz1; see 
  Appendix 4. 
  Ari Shahmid: male Suel human Rog1; see Appendix 4. 
  Remehr Paryeh: male Suel human Ftr1; see Appendix 4. 
   
  APL 8 (EL 6) 
  Remehr Paryeh: male Suel human Ftr3/Clr1 – Syrul; see 
  Appendix 5. 
  Ari Shahmid: male Suel human Rog4; see Appendix 5. 
   
  Treasure: The following treasure is available here, assuming 
  the PCs defeat the Brotherhood agents and loot their 
  bodies:  
   
  APL 2: Loot: 22 gp [silver holy symbol of Wee Jas (2 
  gp), chainmail (12 gp), heavy steel shield (1 gp), studded 
  leather armor (2 gp), light crossbow (2 gp) thieves tools (2 
  gp), flask of alchemist’s fire (1 gp)]; Coin: 46 gp. 
   
  APL 4: Loot: 236 gp; [silver holy symbol of Wee Jas (2 
  gp), wizard’s spellbook (216 gp), splint mail (16 gp), light 
  crossbow (2 gp)]; Coin: 16 gp; Magic: wand of detect magic* 
  (23 gp). 
   
  APL 6: Loot: 243 gp [silver holy symbol of Wee Jas (2 
  gp), wizard’s spellbook (216 gp), studded leather armor (2 
  gp), light crossbow (2 gp), thieves tools (2 gp), flask of 
  alchemist’s fire (1 gp), splint mail (16 gp), light crossbow (2 
  gp)]; Coin: 376 gp; Magic: wand of detect magic* (23 gp), oil 
  of levitate (25 gp). 
   
  APL 8: Loot: 318 gp [splint mail (16 gp), masterwork 
  ranseur (25 gp), wizard’s spellbook (216 gp), light crossbow 
  (2 gp), silver unholy symbol of Syrul (2 gp), studded leather 
  armor (2 gp), masterwork light crossbow (27 gp), 
  masterwork short sword (25 gp), thieves tools (2 gp), flask 
  of alchemist’s fire (1 gp)]; Coin: 33 gp; Magic: wand of 
  detect magic* (23 gp), oil of levitate (25 gp). 
   
  Detect magic Results: wand of detect magic (Faint 
  Divination); oil of levitate (Faint Transmutation). 
   
  *37 charges left; no indication of functions. 
   
  Development: If the characters spotted and defeated the 
  Scarlet Brotherhood agents and haven’t entered the temple, 
  proceed to Encounter 2; otherwise proceed to the 
  Conclusion. 
   
  Encounter 2: The Venomous Temple 
  Read aloud or paraphrase the following:  
   
  In front of you, you see a large arch made of gray stone. 
  Immediately inside the entrance, stairs descend into 
  darkness. 
   
  The Venomous Temple has following features, unless noted 
  otherwise in a specific area description: 
   
  Doors: The doors in the temple are stone. They are neither 
  locked nor stuck. Standard doors are as follows: 
   
   Iron Doors: 2 in. thick, hardness 10; hp 60; AC 5; break 
  DC 28. 
   
   Secret Stone Doors: 4 in. thick, hardness 8; hp 60; AC 5; 
  break DC 28; Search DC 20 to notice. 
   
  Walls and floors: Walls in the temple are hewn stone walls. 
   
   
  Hewn Stone Walls: Minimum 3 ft. thick, hardness 8; 
  hp 540; AC 3; break DC 50; Climb DC 22*. 
   
  
  The Venomous Temple 
   
  Page 8 
   Hewn Stone Floors: A DC 10 Balance check is required 
  to run or charge across the surface. Failure means the 
  character can't move in this round. 
   
  Ceilings: Ceilings are arched hewn stone. At highest point 
  of arch, the ceiling reach height of 9 feet, and the lowest 
  point is 5½ feet high. 
   
  Light: There are no active light sources, unless otherwise 
  noted. For every 30 feet of wall there is a burnt out torch in 
  a sconce. 
   
  Development: When the characters leave the temple 
  proceed to Encounter 2, unless they have already made it 
  before entering the temple. 
   
  R1. Stairs to the Temple 
  Read aloud or paraphrase the following:  
   
  The wide stairs descend rapidly underground. The arched 
  corridor is 10 feet high. A smell of damp pervades the air. 
   
  The stairs are moist due rainwater flooding in, but because 
  there hasn’t been rain for last few days, the stairs are not 
  dangerously wet. 
   
  E1. Snake Arch 
  Read aloud or paraphrase the following: 
   
  The stairway descends 10 feet before leveling out into a 10 
  feet long passage, in the middle of which is a carved 
  archway. The carvings show a huge snake wriggling 
  around the corridor walls. 
   
  Trap: The arch is trapped to prevent unbelievers entering 
  the temple. The trap is triggered when any living creature 
  larger than tiny passes under the arch without saying the 
  command phrases (snake prayer of Pyremius in Ancient 
  Suloise).  
   
   Cloudkill Trap: CR 7; magic device; proximity trigger 
  (alarm); automatic reset; command phrase bypass; spell 
  effect (heightened [6
  th-level] cloudkill, 11
  th-level wizard, as 
  the spell cloudkill 20 ft. radius, DC 24 Fortitude save 
  negates); Search DC 29; Disable Device DC 29. Cost: 33,000 
  gp. 
   
  Troubleshooting: All three traps are extremely potent but 
  they are not calculated as a challenge in the scenario, 
  because the characters should have specific instructions 
  how to pass them. If anyone is about to trigger a trap, a DC 
  10 Intelligence check should be allowed, or some other 
  kind of warning given to all characters at the place. 
   
  E2. Blade Arch 
  Read aloud or paraphrase the following: 
   
  Beyond the Snake Arch, the stairway descends a further 10 
  feet before leveling out into a 10 feet long passage, in the 
  middle of which is a carved archway. The carvings show 
  blades whirling around the corridor walls. 
   
  Trap: The trap is very similar to the previous cloudkill trap, 
  and same trigger and bypass (murderous prayer of 
  Pyremius in Ancient Suloise) apply to this trap also. 
   
  Blade Barrier Trap: CR 7; magic device; proximity trigger 
  (alarm); automatic reset; command phrase bypass; spell 
  effect (blade barrier, 11
  th-level cleric, 11d6, DC 24 Reflex 
  save negates); Search DC 31; Disable Device DC 31. Cost: 
  33,000 gp. 
   
  E3. Fiery Arch 
  Read aloud or paraphrase the following: 
   
  Beyond the Blade Arch, the stairs descend 10 feet to a 
  carved archway leading into a room. The carvings show 
  flames roaring around the corridor walls. 
   
  Trap: The trap is very similar to the previous cloudkill trap, 
  and same trigger and bypass (fiery prayer of Pyremius in 
  Ancient Suloise) apply to this trap also. 
   
  Flame Strike Trap: CR 6; magic device; proximity trigger 
  (alarm); automatic reset; command phrase bypass; spell 
  effect (flame strike, 9
  th-level cleric, 9d6 fire and divine, DC 
  22 Reflex save halves); Search DC 30; Disable Device DC 
  30. Cost: 22,500 gp. 
   
  R2. Entrance Hall 
  Read aloud or paraphrase the following: 
   
  The entrance hall is 20 feet square. A pair of massive closed 
  iron double doors stand to right and left and in the wall 
  directly ahead. In the nearest corners are two round pools 
  filled with dark liquid. The most remarkable features in 
  this room are two statues in the far corners. The statue on 
  the right portrays a robed man holding a longsword in his 
  hands. His face is demonic and his ears are like the wings 
  of a bat. The left statue is exactly the same, except that it is 
  holding a whip in its hands. 
   
  
  The Venomous Temple 
   
  Page 9 
  The pools are harmless water pools, and the liquid seems 
  dark because the pools are filthy. A successful DC 15 
  Knowledge (religion) check reveals that the statues portray 
  Pyremius, lesser deity of fire, poison, and murder.  
   
  Double Doors: 
   Iron Door: 2 in. Thick; hardness 10; hp 60; Break DC 28. 
   
  R4. Accommodation 
  Read aloud or paraphrase the following: 
   
  The doors open to 25 feet wide square room, which 
  obviously seems to be an accommodation chamber. Over a 
  dozen beds are lined against the walls, all in bad condition. 
  A sudden chill emanates from the room. Something here 
  is very wrong. 
   
  Creatures: Those few clerics who succeeded in crawling out 
  of the great ceremonial hall died of their wounds here. The 
  embarrassment of their failed summoning didn’t grant 
  them a peaceful death, instead they turned into undead, to 
  haunt the temple for eternity. 
   
  Tactics: Undead have darkvision up to 60 feet, so they will 
  notice visible creatures when they enter the room if they 
  don’t try to enter silently. They attack anything that 
  disturbs their eternal misery. 
   
  APL 2 (EL 2) 
  Human Skeleton (6): hp 6; see Monster Manual p 225 
  and Appendix 2. 
   
  APL 4 (EL 3) 
  Human Zombie (4): hp 16; see Monster Manual page 265 
  and Appendix 3. 
   
  APL 6 (EL 6) 
  Human Ghost Clr2 - Pyremius (2): hp 14; see Monster 
  Manual p116 and Appendix 4. 
   
  APL 8 (EL 8) 
  Human Ghost Clr4 - Pyremius (2): hp 28; see Monster 
  Manual p 116 and Appendix 5. 
   
  Treasure: The following treasure is available here:  
   
  APL 2: Loot: 16 gp [flask of alchemist’s fire x2 (3 gp), 
  heavy steel shield x6 (10 gp), heavy mace x6 (6 gp)]; Coin: 
  28 gp; 
   
  APL 4: Loot: 8 gp [heavy steel shield x4 (6 gp), heavy 
  mace x4 (4 gp)]; Coin: 83 gp; 
   
  APL 6: Loot: 4 gp [silver unholy symbol of Pyremius x2 
  (4 gp)]; Coin: 101 gp; 
   
  APL 8: Loot: 4 gp [silver unholy symbol of Pyremius x2 
  (4 gp)]; Coin: 477 gp; Magic: efficient quiver (150 gp), elixir 
  of sneaking (20 gp), oil of bless weapon (8 gp), divine scroll 
  of hide from undead, delay poison and summon monster I 
  (25 gp). 
   
  Detect magic Results: efficient quiver (Moderate 
  Conjuration); elixir of sneaking (Faint Illusion); oil of bless 
  weapon (Faint Transmutation), divine scroll of hide from 
  undead, delay poison and summon monster I (Faint 
  Conjuration). 
   
  *37 charges left; no indication of functions. 
   
  R5. Guest Room 
  Read aloud or paraphrase the following: 
   
  The doors open into a small 5 feet long passage, which in 
  turn opens into a 35 feet wide by 10 feet long room. The 
  room is well furnished, although time hasn’t been kind. A 
  wooden chest of drawers and chair stand against the left 
  wall. Further into the room are a large bed, a wardrobe, 
  and a bureau. The bed is made, but the cover, pillows and 
  sheets look rotten. 
   
  All the drawers are unlocked and empty, as are wardrobe 
  and bureau. When the summoning took place, the temple 
  had no visitors. 
   
  R6. Stairs to Library 
  Read aloud or paraphrase the following: 
   
   A set of 5 feet wide stairs ascend ahead. The stairs are 35 
  feet long and open into a room.  
   
  R7. Library 
  Read aloud or paraphrase the following: 
   
  This 15 feet square room has another entrance, a door on 
  the right wall. The walls are lined with bookshelves, most 
  of them empty and in bad shape. In the middle of the 
  room is a small bookstand.  
   
  The few usable books are written in Suloise and all of them 
  concern either summoning or the church of Pyremius. 
  They are worthless to normal merchants, but Varsarlor or 
  people interested in those particular fields of study might 
  find them useful. 
   
  Trap: The library was protected against nosy apprentices, 
  who tried to defy the rules and use library. The trap is set to 
  activate when a creature of small size or larger enters the 
  library without saying the password. The trap wasn’t meant 
  to be deadly, just to make a point. The trap was and still is a 
  
  The Venomous Temple 
   
  Page 10 
  one-shot trap, easily replaced with a new one, if someone 
  sets it off. The password was supplied only to members 
  with clerical status.  
   
  At APL 2 the trap has already been set off. 
   
  APL 4 & 6 (EL 2) 
  Glyph of Warding trap: CR 2; spell; spell trigger; no 
  reset; spell effect (glyph of warding [summon monster I], 
  5
  th-level cleric); Search DC 28; Disable Device DC 28. Cost: 
  350 gp to hire NPC spellcaster. 
   
   Fiendish Snake, small viper: hp 4; see Appendix 3 and 4 
   
  APL 8 (EL 3) 
  Glyph of Warding trap: CR 3; spell; spell trigger; no reset; 
  spell effect (glyph of warding [summon monster II], 5
  th-
  level cleric); Search DC 28; Disable Device DC 28. Cost: 350 
  gp to hire NPC spellcaster. 
   
   Fiendish Snake, medium viper: hp 9; see Appendix 5 
   
   
  Treasure: The following treasure is available here:  
   
   
  APL 4: Coin: 33 gp; 
   
  APL 6: Coin: 33 gp; 
  APL 8: Loot: 31 gp [flask of alchemist’s fire x4 (6 gp), 
  vial of antitoxin x6 (25 gp)]; Coin: 66 gp; 
   
  R9. Kitchen 
  Read aloud or paraphrase the following: 
   
  This 25 feet wide and 10 feet long room was once the 
  kitchen. A big scorched and stained fireplace is in the left 
  end of the room. The opposite wall has a 10 feet wide table 
  against it. 
    
  R10. Storage 
  Read aloud or paraphrase the following: 
   
  This 20 feet by 10 feet room must have been used for 
  storage. Rat eaten sacks of grain, crumbs of rotten bread, 
  and rat filth are everywhere. The walls are lined with 
  wooden shelves and three barrels are in one corner. 
   
  There are no consumables left. The barrels could hold ale, 
  but all of it is evaporated or leaked, only the smell of yeast 
  remains. 
   
  R11. High Priest’s Office 
  Read aloud or paraphrase the following: 
   
  About 15 feet wide and extending 20 feet in length, this 
  room was some sort of study or office. The most 
  remarkable feature of this room is that the left wall is 
  covered with a large red curtain. The right wall is lined 
  with empty bookshelves. At the wall opposite the door is a 
  large table and a big chair behind it. In the chair sits the 
  remains of a man writing on a parchment. Behind the 
  chair, a fine ornamental longsword is mounted to the wall.  
   
  All the parchments on the table, except one (Player’s 
  Handout One), are either blank or filled with the same 
  writing. Besides the parchments, on the top of table are 
  quill, ink vials (dried or empty), sealing wax, and a key (to 
  the chest in R12). 
   
  Creatures: Goubreh Isrim, the right hand man of head 
  priest Zeltixor fell in battle, and returned as one of the 
  undead to take charge of the temple after the head priest 
  was gone.  
   
  Tactics: Goubred attacks anyone intruding the office that 
  he claims his, pursuing them everywhere, except great 
  ceremonial hall or outside. 
   
  APL 2 (EL 3) 
   Shadow: hp 19; see Monster Manual p221 and Appendix 
  2. 
  APL 4 (EL 5) 
   Wraith: hp 32; see Monster Manual p257and Appendix 
  3. 
   
  APL 6 (EL 7) 
   Spectre: hp 45; see Monster Manual p232 and Appendix 
  4. 
   
  APL 8 (EL 8) 
   Bodak: hp 58; see Monster Manual p28 and Appendix 5. 
   
  Treasure: The following treasure is available here and in 
  R12:  
   
  APL 2: Coin: 33 gp; Magic: Suloise blade of thunder 
  (692 gp). 
   
  APL 4: Coin: 50 gp; Magic: Suloise blade of thunder 
  (692 gp). 
   
  APL 6: Coin: 301 gp; Magic: Suloise blade of thunder 
  (692 gp). 
   
  APL 8: Coin: 156 gp; Magic: Suloise blade of thunder 
  (692 gp). 
   
  Detect magic Results: Suloise blade of thunder (Faint 
  Necromancy). 
   
  
  The Venomous Temple 
   
  Page 11 
  R12. High Priest Private Quarters 
  Read aloud or paraphrase the following: 
   
  Behind the curtain, this room is 25 feet wide and 10 feet 
  long. The room is sparsely furnished, a simple bed, a chest, 
  and a wardrobe.  
   
  The bedclothes and clothes in the wardrobe are extremely 
  moth-eaten. An average lock secures the chest but the key 
  from R11 unlocks it. 
   
   Strong Wooden Chest: 1–1/2 in. thick, hardness 5, hp 
  15, Break DC 23, Open Lock DC 25. 
   
  Treasure: The chest contains all the coins indicated in 
  above treasure block. 
   
  R13. Dining Room 
  Read aloud or paraphrase the following: 
   
  After 10 feet, the entrance open to 20 feet wide and 25 feet 
  long room. Two 15 feet long tables are in line with the 
  room, surrounded with long benches on both sides. 
  Simple cutlery is arranged on both tables. 
   
  The cutlery is usable but basically worthless. 
   
  R14. Great Ceremonial Hall 
  Read aloud or paraphrase the following: 
   
  From the double doors this room is 30 feet wide and 45 
  feet long. The room has an altar and two doors at the far 
  end, and most of the space between is occupied by rows of 
  broken pews. On the left wall is a stone balcony 15 feet 
  over the floor, running the full length of the room with a 
  solid stone railing. Near the double doors are two statues 
  resembling fiery women carrying large snakes around 
  their naked bodies. These features are as nothing 
  compared to the enormous creature standing in the 
  middle of the room. The creature stands over 15 feet tall, 
  and its broad shoulders are almost level with the balcony. 
  The creature’s skin is pitch black, it’s gazing violet eye 
  glows in the darkness. Its head is doglike with sharp fangs. 
  The creature’s four well-muscled arms are tense, ready to 
  strike at this very moment. The upper arms end in 
  powerful pincers, the lower ones are clawed hands. 
   
  A fatally flawed summoning ritual brought a glabrezu here. 
  The summoned creature was supposed to be a tamed 
  retriever designed to carry out a mission to seek and 
  destroy a traitor of the congregation. The glabrezu has 
  completely desecrated the area. 
   
  Creatures: The Glabrezu is bound to the hall, and it cannot 
  leave, but in here it is as deadly as anywhere. 
   
  Botched summoning: The summoning botched fatally 
  by calling more powerful and uncontrolled demon, but at 
  the same time it caused other unexpected effects. The 
  summoned Glabrezu is bound to the great ceremonial hall 
  (as hedged person version of binding spell), including all its 
  powers. None of its abilities can reach beyond the room; 
  meaning that any area of effect of its abilities must be 
  within the room. Although very reluctant to use the power 
  anyway, the glabrezu can’t use its summoning ability. 
  Furthermore, the fiend is imprisoned by a wall of force 
  erected by one of the fleeing Pyremians just outside the 
  area of the binding (meaning that the fiend cannot dispel it 
  unless he persuades someone else to do so). This also 
  prevents foolhardy PCs from rushing into a probably fatal 
  battle with the creature.  
   
  Troubleshooting: The glabrezu is not meant to be 
  defeated by characters, although high level characters could 
  survive for few rounds against its might. If the characters 
  are foolhardy or overconfident about their talents, they 
  should be strongly encouraged to avoid this encounter. A 
  few hints about the power of this demon could be given 
  like reminding the party that this creature must have 
  defeated the entire congregation alone or a DC 15 
  Knowledge (the planes) check to know the demon type and 
  realize its power. In any case they will have to deal with the 
  wall of force (caster level 15
  th) to even get at the fiend.  
   
  Tactics: Good perception skills and true seeing ability 
  give glabrezu good chances to notice the characters early. It 
  uses one round to detect magic and if necessary it casts 
  dispel magic to surpress it. After these it prefers to use 
  confusion and prove it’s pure melee superiority against the 
  fools who dare to challenge it. The fiend will try to taunt 
  the PCs into dispelling the wall of force and attacking it 
   
   Glabrezu: hp 174; see Monster Manual page 43 and 
  Appendix 1. 
   
  Note: This encounter is untiered as the PCs are not 
  supposed to attack the fiend and deserve everything they 
  get if they do.  
   
  R16. Priest Meeting Hall 
  Read aloud or paraphrase the following: 
   
  This was obviously some sort of meeting room, 15 feet 
  wide and 30 feet long. Like the previous hall, it is 25 feet 
  high and has a balcony running 15 feet over the floor. An 
  enormous stone table is set in the center of the room with 
  nine uncomfortable chairs around it. Three more chairs lie 
  
  The Venomous Temple 
   
  Page 12 
  broken under the balcony. An old grey man in the tattered 
  remains of ceremonial vestments sits here. He has a crazed 
  look in his eyes 
   
  Shesfeh the Oracle broke the chairs in one of his many 
  attempts to get on to the balcony. The table is way too 
  heavy to be moved by Shesfeh alone. 
   
  Creatures: The Oracle mentioned in “The Living and Dead” 
  is in this chamber. He is trapped here because he cannot 
  climb to balcony without aid, and any attempt to pass the 
  glabrezu would be suicide. He has survived the past ten or 
  so years with create food and water spells. He has made it 
  by thinking day after day that someone will come and 
  rescue him, after all, he was very important connection 
  between the congregation and their god.  
   
  Tactics: If Shesfeh finds out that the characters are not 
  sent here by followers of Pyremius, he will fight as best he 
  can, but his spell selection is ill suited for battle. Shesfeh 
  didn’t survive all these years just to die at the hands of 
  pitiful temple robbers, but he will surrender if his hit 
  points drop below half. 
   
  All APL’s (EL 5) 
   Shesfeh At Ofehr “The Oracle”: male Suloise human 
  Clr5 - Pyremius; see Appendix 1. 
   
   
  Treasure: The following treasure is available here:  
   
  APL 2: Loot: 2 gp [silver unholy symbol of Pyremius (2 
  gp)]; Coin: 72 gp; Magic: potion of aid (25 gp), Suloise 
  hammer of thunder (692 gp). 
   
  APL 4: Loot: 2 gp [silver unholy symbol of Pyremius (2 
  gp)]; Coin: 67 gp; Magic: potion of aid (25 gp), Suloise 
  hammer of thunder (692 gp). 
   
  APL 6: Loot: 2 gp [silver unholy symbol of Pyremius (2 
  gp)]; Coin: 138 gp; Magic: potion of aid (25 gp), Suloise 
  hammer of thunder (692 gp). 
   
  APL 8: Loot: 2 gp [silver unholy symbol of Pyremius (2 
  gp)]; Coin: 236 gp; Magic: potion of aid (25 gp), Suloise 
  hammer of thunder (692 gp). 
   
  Detect 
  magic 
  Results: 
  potion 
  of 
  aid 
  (Faint 
  Enchantment), Suloise hammer of thunder (Faint 
  Necromancy). 
    
  Conclusion 
  The tale of brave heroes descending into the unknown has 
  spread through the village and they are hailed as heroes 
  back in Greenrock.  
   
  Dolrich of Eragern: If the party report to Dolrich, he says 
  that they have won the Favour of House Drien. Dolrich 
  tells the characters that they have made a powerful ally and 
  that they will be the first ones approached if House Drien 
  ever encounters a task requiring such skills in future. 
   
  If however the PCs do not report, they will earn the 
  Disfavour of House Drien.  
   
  Varsarlor: If the characters report back to Varsarlor about 
  the temple, he listens eagerly, asking detailed questions.  
   
  If the characters were able to bring any written 
  information or the Oracle alive, Varsarlor is most grateful 
  and promises to praise them to the Baron of Ingmalt. If the 
  Oracle is alive, Varsarlor promises to imprison him for 
  questioning.  
   
  If the party tell Varsarlor about the glabrezu, he is very 
  worried, happy that it is currently bound, but fearing for 
  future. He asks the characters to promise not tell anyone 
  about the existence of the demon, fearing that some forces 
  in the current political situation might want to exploit it in 
  their schemes. 
   
  Varsarlor also wants to reward the characters with the 
  accolade of Niruc, protectors of the village 
   
  � Niruc, local hero of Greenrock: Niruc is an honorable 
  rank achieved by few, mostly local heroes and great elders. 
  A Niruc is not bound to the village, but they receive 
  benefits in social interactions in the area (+2 circumstance 
  bonus to Diplomacy, Gather Information, and Bluff checks 
  in village of Greenrock). 
   
  � Disfavor of House Drien: Character must pay 25 % tax 
  of any treasure found in House Drien’s fief, until she or he 
  has done a favor for House Drien. 
   
  � Favor of House Drien: A favor of House Drien grants 
  access to +1 vicious lance (Frequency: Regional, Source 
  DMG). 
   
  mailto:runemaster@sci.fi 
  The End 
   
  
  The Venomous Temple 
   
  Page 13 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: The Other Company 
  Defeating the Scarlet Brotherhood Troupe: 
  APL2  
    60 XP  
  APL4  
    90 XP  
  APL6  
  120 XP  
  APL8  
   
   
                                     180 XP 
   
  Encounter 2: The Venomous Temple 
  Defeating the undead Goubreh Isrim: 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  240 XP 
   
  Defeating the undead priests: 
  APL2 
  60 XP 
  APL4 
  90 XP 
  APL6 
  180 XP 
  APL8 
  240 XP 
   
  Passing the glyph of warding trap: 
  APL2 
     N/A 
  APL4 
  60 XP 
  APL6 
  60 XP 
  APL8 
  90 XP 
   
  Defeating the Oracle: 
  APL2 
  150 XP 
  APL4 
  150 XP 
  APL6 
  150 XP 
  APL8 
  150 XP 
   
  Capturing the Oracle alive: 
  APL2  
  60 XP  
  APL4  
  90 XP  
  APL6  
  120 XP  
  APL8  
  150 XP 
   
  Discretionary Role-playing award 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
   
   
   
                   75 XP 
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: The Other Company 
   
  APL 2: Loot: 22 gp; Coin: 46 gp; Magic: 0 gp 
   
  APL 4: Loot: 236 gp; Coin: 16 gp; Magic: 23 gp 
   
  APL 6: Loot: 243 gp; Coin: 376 gp; Magic: 48 gp 
  
  The Venomous Temple 
   
  Page 14 
   
  APL 8: Loot: 318 gp; Coin: 33 gp; Magic: 48 gp 
   
  Encounter 2: The Venomous Temple 
  Accommodation: 
   
  APL 2: Loot: 19 gp; Coin: 28 gp; Magic: 0 gp 
   
  APL 4: Loot: 10 gp; Coin: 83 gp; Magic: 0 gp 
   
  APL 6: Loot: 4 gp; Coin: 101 gp; Magic: 0 gp 
   
  APL 8: Loot: 4 gp; Coin: 477 gp; Magic: 203 gp 
   
  High Priest’s Office: 
   
  APL 2: Loot: 0 gp; Coin: 33 gp; Magic: 692 gp 
   
  APL 4: Loot: 0 gp; Coin: 50 gp; Magic: 692 gp 
   
  APL 6: Loot: 0 gp; Coin: 301 gp; Magic: 692 gp 
   
  APL 8: Loot: 0 gp; Coin: 156 gp; Magic: 692 gp 
   
  Library: 
   
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 33 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 33 gp; Magic: 0 gp 
   
  APL 8: Loot: 31 gp; Coin: 66 gp; Magic: 0 gp 
   
  Priest Meeting Hall: 
   
  APL 2: Loot: 2 gp; Coin: 72 gp; Magic: 717 gp 
   
  APL 4: Loot: 2 gp; Coin: 67 gp; Magic: 717 gp 
   
  APL 6: Loot: 2 gp; Coin: 138 gp; Magic: 717 gp 
   
  APL 8: Loot: 2 gp; Coin: 236 gp; Magic: 717 gp 
   
  Total Possible Treasure 
   
  APL 2: Loot: 43 gp; Coin: 179 gp; Magic: 1409 gp – 
  Total: 450 gp  
   
  APL 4: Loot: 248 gp; Coin: 249 gp; Magic: 253 gp – 
  Total: 750 gp    
   
  APL 6: Loot: 10 gp; Coin: 700 gp; Magic: 100 gp – Total: 
  900 gp  
   
  APL 8: Loot: 200 gp; Coin: 900 gp; Magic: 200 gp – 
  Total: 1300 gp 
   
  Note: Though the total gold in the module exceeds the 
  treasure caps for each APL, each PC may not earn more 
  than the total amounts given above.  
   
  Special 
  �� Suloise Blade of Thunder: In the hands of any 
  character other than a pureblood Suel, this sword acts as a 
  +1 longsword. In the hands of a pureblood Suel, it becomes 
  a +1 thundering longsword (+1d8 points of bonus sonic 
  damage on a successful critical hit). Ancient Suloise prayers 
  to Pyremius are written in the blade and the hilt (prayers of 
  fire, murder, and poison). 
   
  Faint necromancy; Caster Level: 5
  th; Prerequisites: Craft 
  Magic Arms and Armor, blindness/deafness; Market Price: 
  8,315 gp; Cost to Create: 4,315 + 320 XP. 
   
  �� Suloise Hammer of Thunder: In the hands of any 
  character other than a pureblood Suel, this heavy mace acts 
  as a +1 warhammer. In the hands of a pureblood Suel, it 
  becomes a +1 thundering warhammer (+1d8 points of 
  bonus sonic damage on a successful critical hit). Ancient 
  Suloise prayers to Pyremius are written in the head and the 
  grip (prayers of fire, murder, and poison). 
   
  Faint necromancy; Caster Level: 5
  th; Prerequisites: Craft 
  Magic Arms and Armor, blindness/deafness; Market Price: 
  8,312 gp; Cost to Create: 4,312 + 320 XP. 
   
  Items for the Adventure Record 
  � Suloise Blade of Thunder: In the hands of any 
  character other than a pureblood Suel, this sword acts as a 
  +1 longsword. In the hands of a pureblood Suel, it becomes 
  a +1 thundering longsword (+1d8 points of bonus sonic 
  damage on a successful critical hit). Ancient Suloise prayers 
  to Pyremius are written in the blade and the hilt (prayers of 
  fire, murder, and poison). 
   
  Faint necromancy; Caster Level: 5
  th; Prerequisites: Craft 
  Magic Arms and Armor, blindness/deafness; Market Price: 
  8,315 gp; Cost to Create: 4,315 + 320 XP. 
   
  � Suloise Hammer of Thunder: In the hands of any 
  character other than a pureblood Suel, this heavy mace acts 
  as a +1 warhammer. In the hands of a pureblood Suel, it 
  becomes a +1 thundering warhammer (+1d8 points of 
  bonus sonic damage on a successful critical hit). Ancient 
  Suloise prayers to Pyremius are written in the head and the 
  grip (prayers of fire, murder, and poison). 
   
  Faint necromancy; Caster Level: 5
  th; Prerequisites: Craft 
  Magic Arms and Armor, blindness/deafness; Market Price: 
  8,312 gp; Cost to Create: 4,312 + 320 XP. 
   
  � Niruc, local hero of Greenrock: Niruc is an honorable 
  rank achieved by few, mostly local heroes and great elders. 
  A Niruc is not bound to the village, but they receive 
  benefits in social interactions in the area (+2 circumstance 
  bonus to Diplomacy, Gather Information, and Bluff checks 
  in village of Greenrock). 
   
  � Disfavor of House Drien: Character must pay 25 % tax 
  of any treasure found in House Drien’s fief, until she or he 
  has done a favor for House Drien. 
   
  � Favor of House Drien: A favor of House Drien grants 
  access to +1 vicious lance (Frequency: Regional, Source 
  DMG). 
   
  
  The Venomous Temple 
   
  Page 15 
  � Sheyda’s Spellbook 
  0–resistance, acid splash, detect poison, detect magic, read 
  magic, daze, dancing lights, flare, light, ray of frost, ghost 
  sound, disrupt undead, touch of fatigue, mage hand, 
  mending, 
  message, 
  open/close, 
  arcane 
  mark, 
  prestidigitation; 1
  st–ray of enfeeblement, color spray, 
  expeditious retreat, enlarge person, bestow wound, disguise 
  self.     Market Price: 2,615 gp. 
   
  Item Access 
  APL 2 
  potion of aid (Frequency Any, Caster Level 3
  rd, Source 
  DMG) 
  Suloise blade of thunder (Frequency Adventure, Caster 
  Level 5
  th, Source See above) 
  Suloise hammer of thunder (Frequency Adventure, Caster 
  Level 5
  th, Source See above) 
   
  APL 4 (All of APL 2 plus the following) 
  wand of detect magic (Frequency Any, Caster Level 1
  st, 
  Source DMG) 
  Sheyda’s Spellbook (Frequency Adventure, Source See 
  above) 
   
  APL 6 (All of APLs 2–4 plus the following) 
  oil of levitate (Frequency Any, Caster Level 3
  rd, Source 
  DMG) 
   
  APL 8 (All of APLs 2–6 plus the following) 
  divine scroll of hide from undead, delay poison and 
  summon monster I (Frequency Adventure, Caster Level 3
  rd, 
  Source DMG) 
  oil of bless weapon (Frequency Adventure, Caster Level 1
  st, 
  Source DMG) 
  elixir of sneaking (Frequency Adventure, Caster Level 5
  th, 
  Source DMG) 
  efficient quiver (Frequency Adventure, Caster Level 9
  th, 
  Source DMG) 
   
   
  
  The Venomous Temple 
   
  Page 16 
  Appendix 1: 
  All APL’s 
   Cranelarn "Beacon" Gyraldren: Male Oeridian 
  human Pal1 (Heironious); CR 1; Medium-size 
  humanoid; HD: 1d10+1; hp 7; Init -1; Spd 20 ft.; AC 16, 
  touch 9, flat-footed 16; Base Atk +1; Grp +4; Atk +5 
  melee 
  (1d8+3/19–20, 
  longsword) 
  or +4 melee 
  (1d4+3/19–20, dagger); Full Atk +5 melee (1d8+3/19–
  20, longsword) or +4 melee (1d4+3/19–20, dagger); SA 
  Smite evil 1/day; SQ Aura of good, detect evil; AL LG; 
  SV Fort +3, Ref -1, Will +1; Str 17, Dex 8, Con 12, Int 
  10, Wis 13, Cha 16. . 
   
  Skills and Feats: Concentration, Diplomacy +4, 
  Handle Animal +4, Heal +3, Knowledge (the 
  Splintered Sun) +1, Knowledge (nobility and royalty) 
  +1, Knowledge (religion) +2, Ride +1, Sense Motive +2; 
  Weapon Focus (longsword), Mounted Combat. 
   
  Aura of good (Ex): Cranelarn 's aura of good is 
  equivalent to that of a 1
  st-level cleric of a good deity. 
   
  Detect Evil (Sp): Cranelarn can use detect evil at 
  will as the spell. 
   
  Smite Evil (Su): Once per day, Cranelarn may 
  attempt to smite evil with one normal melee attack. He 
  adds +3 to his attack roll and deals 1 extra points of 
  damage. Smiting a creature that is not evil has no effect 
  but uses the ability for that day. 
   
  Possessions: Breastplate, heavy steel shield, 
  longsword, dagger, traveler’s outfit, wooden holy 
  symbol of Heironious, belt pouch, 9 sp. 
   
    Dolrich of Eragern: Male Oeridian human Ftr5; CR 
  5; Medium-size humanoid; HD: 5d10+15; hp 45; Init 
  +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Base Atk 
  +5; Grp +7; Atk +9 melee (1d8+5/x3, +1 vicious lance) 
  or +9 melee (1d8+2/19–20, masterwork longsword) or 
  + 6 ranged (1d8/19–20, light crossbow); Full Atk +9 
  melee (1d8+5/x3, +1 vicious lance) or +9 melee 
  (1d8+2/19–20, masterwork longsword) or + 6 ranged 
  (1d8/19–20, light crossbow); AL LN; SV Fort +7, Ref 
  +2, Will +5; Str 15, Dex 12, Con 16, Int 13, Wis 15, Cha 
  17. . 
   
  Skills and Feats: Climb +6, Diplomacy +5, Handle 
  Animal +5, Intimidate +5, Jump +6, Knowledge 
  (Splintered Sun) +3, Knowledge (nobility and royalty) 
  +3, Listen +3, Ride +5, Swim +4; Weapon Focus 
  (Lance), Mounted Combat, Power Attack, Iron Will, 
  Weapon Focus (longsword), Weapon Specialization 
  (Lance). 
   
  Possessions: Chainmail, heavy steel shield, +1 
  vicious lance, masterwork longsword, light crossbow, 
  10 crossbow bolts, traveller’s outfit, heavy warhorse, bit 
  and bridle, military saddle, belt pouch, 12 gp. 
   
   Shesfeh At Ofehr "The Oracle": Male Suloise human 
  Clr5 - Pyremius; CR 5; Medium-size humanoid; HD: 
  5d8-10; hp 17; Init -4; Spd 30 ft.; AC 6, touch 6, flat-
  footed 6; Base Atk +3; Grp +0; Atk +0 melee (1d6-3, 
  quarterstaff) or +1 melee (1d8-2, suloise hammer of 
  thunder); Full Atk +0 melee (1d6-3, quarterstaff) or +1 
  melee (1d8-2, suloise hammer of thunder); SA Rebuke 
  undead 6/day; SQ Aura of evil; AL NE; SV Fort +2, Ref -
  3, Will +9; Str 4, Dex 2, Con 6, Int 14, Wis 20, Cha 17.  
   
  Skills and Feats: Concentration +6, Knowledge 
  (religion) +10, Knowledge (the planes) +10, Spellcraft 
  +10; Extend Spell, Spell Focus (Divination), Greater 
  Spell Focus (Divination). 
   
  Aura of Evil (Ex): Shesfeh's aura of evil is 
  equivalent to that of a 5
  th-level cleric of a evil deity. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 
  15 + spell level): 0–create water, purify food and drink, 
  light, light, light; 1
  st–sanctuary, endure elements, 
  detect evil, detect good, protection from good*; 2
  nd–
  owl’s wisdom, silence, augury, shatter*; 3
  rd–daylight, 
  create food and water, contagion*. 
   
  *Domain spell. Domains: Destruction: smite 
  1/day, melee attack with +4 to hit and +5 damage; Fire: 
  6 times per day, Shesfeh can turn or destroy water 
  creatures as a good cleric turns undead. Shesfeh can 
  rebuke, command, or bolster fire creatures as an evil 
  cleric rebukes undead. This granted power is a 
  supernatural ability. 
   
  Languages: Common, Ancient Suloise, Infernal. 
   
  Possessions: Quarterstaff, potion of aid, suloise 
  hammer of thunder, silver unholy symbol of Pyremius, 
  scholar’s outfit, cleric’s vestments. 
   
   Glabrezu: CR 13; Huge outsider (Chaotic, 
  Extraplanar, Evil); HD 12d8+120; hp 174; Init +0; Spd 
  40 ft.; AC 27, touch 8, flat-footed 27; Base Atk +12; Grp 
  +30; Atk +20 melee (2d8+10, pincers); Full Atk +20 
  melee (2d8+10, 2 pincers) and +18 melee (1d6+5, 2 
  claws) and +18 melee (1d8+5); Space/Reach 15 ft./15 
  ft.; SA Improved grab, spell-like abilities, summon 
  demon; SQ Damage reduction 10/good, darkvision 60 
  ft., immunity to electricity and poison, resistance to 
  acid 10, cold 10, and fire 10, telepathy 100 ft., true 
  seeing; SR 21; AL CE; SV Fort +18, Ref +8, Will +11; Str 
  31, Dex 10, Con 31, Int 16, Wis 16, Cha 20. 
   
  
  The Venomous Temple 
   
  Page 17 
   
  Skills and Feats: Bluff +22, Concentration +25, 
  Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, 
  Knowledge (arcana) +18, Knowledge (the planes) +18, 
  Listen +26, Move Silently +18, Search +18, Sense 
  Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 
  following tracks); Cleave, Great Cleave, Multiattack, 
  Persuasive, Power Attack. 
   
  Improved Grab (Ex): To use this ability, a glabrezu 
  must hit a Medium or smaller opponent with a pincer 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
   
  Spell-Like Abilities: At will–chaos hammer (DC 
  19), confusion (DC 19), dispel magic, mirror image, 
  reverse gravity (DC 22), greater teleport (self plus 50 
  pounds of objects only), unholy blight (DC 19); 1/day–
  power word stun. Caster level 14
  th. The save DCs are 
  Charisma-based. 
  Once per month, a glabrezu can fulfill a wish for a 
  mortal humanoid. The demon can use this ability to 
  offer a mortal whatever he or she desires-but unless the 
  wish is used to create pain and suffering in the world, 
  the glabrezu demands either terrible evil acts or great 
  sacrifice as compensation. 
   
  Summon Demon (Sp): Once per day a glabrezu 
  can attempt to summon 4d10 dretches or 1d2 vrocks 
  with a 50% chance of success, or another glabrezu with 
  a 20% chance of success. This ability is the equivalent of 
  a 4
  th-level spell. 
   
  True Seeing (Su): Glabrezu continuously use true 
  seeing as the spell (caster level 14
  th). 
   
  Skills: Glabrezu have a +8 racial bonus on Listen 
  and Spot checks. 
   
   
  
  The Venomous Temple 
   
  Page 18 
  Appendix 2: 
  APL 2 
   Human Cleric Skeleton (6): CR 1/3; Medium 
  undead; HD 1d12; hp 6; Init +5; Spd 30 ft.; AC 15, 
  touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 
  melee (1d8+1, heavy mace) or +1 melee (1d4+1, claw); 
  Full Atk +1 melee (1d8+1, heavy mace) or +1 melee 
  (1d4+1, 2 claws); SQ Damage reduction 5/bludgeoning, 
  darkvision 60 ft., immunity to cold, undead traits; AL 
  NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con —, 
  Int —, Wis 10, Cha 1. 
   
   
  Skills and Feats: Improved Initiative. 
   
  Undead Traits: Skeleton is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Possessions: Heavy steel shield, heavy mace, 
  wooden unholy symbol of Pyremius. 
   
   Shadow: CR 3; Medium undead (Incorporeal); HD 
  3d12; hp 19; Init +2; Spd fly 40 ft. (good); AC 13, touch 
  13, flat-footed 11; Base Atk +1; Grp —; Atk +3 melee 
  (1d6 Str drain, incorporeal touch); Full Atk +3 melee 
  (1d6 Str drain, incorporeal touch); SA Create spawn, 
  strength damage; SQ Darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits; AL CE; SV Fort 
  +1, Ref +3, Will +4; Str —, Dex 14, Con —, Int 6, Wis 
  12, Cha 13. 
   
   
  Skills and Feats: Hide +8*, Listen +7, Search +4, 
  Spot +7; Alertness, Dodge. 
   
  Undead Traits: Shadow is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Strength Damage (Su): The touch of a shadow 
  deals 1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. This is 
  a negative energy effect. 
   
  Create Spawn (Su): Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under the 
  control of its killer within 1d4 rounds. 
   
  Skills: Shadows have a +2 racial bonus on Listen 
  and Spot checks and a +4 racial bonus on Search 
  checks.  
   
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit areas, 
  it takes a -4 penalty on Hide checks. 
   
     Sheyda: Female Suloise human Clr1 - Wee Jas; CR 
  1; Medium-size humanoid; HD: 1d8+2; hp 7; Init -2; 
  Spd 20 ft.; AC 15, touch 8, flat-footed 15; Base Atk +0; 
  Grp +2; Atk +2 melee (1d6+2, shortspear) or -2 ranged 
  (1d6+2, shortspear); Full Atk +2 melee (1d6+2, 
  shortspear) or -2 ranged (1d6+2, shortspear); SA 
  Rebuke undead 8/day; SQ Aura of evil; AL LE; SV Fort 
  +4, Ref -2, Will +5; Str 15, Dex 6, Con 14, Int 16, Wis 
  16, Cha 12. 
   
  Skills and Feats: Concentration +6, Diplomacy +3, 
  Heal +5, Knowledge (arcana) +7, Knowledge (religion) 
  +7, Knowledge (the planes) +5, Listen +4, Spellcraft +7; 
  Combat Casting, Extra Turning. 
   
  Aura of Evil (Ex): Sheyda's aura of evil is 
  equivalent to that of a 1
  st-level cleric of a evil deity. 
   
  Cleric Spells Prepared (3/2+1; save DC 13 + spell 
  level): 0–light, read magic, detect magic; 1
  st–sorrow, 
  protection from good, cause fear* 
   
  *Domain spell. Deity: Wee Jas. Domains: Death 
  (Death touch 1/day), Magic (Sheyda can use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a 1
  st-level wizard). 
   
  Languages: Common, Old Oeridian, Ancient 
  Suloise, Flan. 
   
  Possessions: Silver holy symbol of Wee Jas, 
  chainmail, heavy steel shield, shortspear, traveler’s 
  outfit, cleric’s vestments, backpack, bedroll, bucket, 
  scroll case, flint and steel, common lamp, 1-pint flask of 
  oil, belt pounch, waterskin, trail rations x5, spell 
  component pouch, dark red mask with numerous lapis 
  lazuli gems (120 gp), 13 gp. 
   
    Ari Shahmid: Male Suloise human Rog1; CR 1; 
  Medium-size humanoid; HD: 1d8+2; hp 7; Init +7; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +0; Grp 
  +2; Atk +2 melee (1d6+2/19–20, short sword) or +3 
  ranged (1d8/19–20, light crossbow); Full Atk +2 melee 
  (1d6+2/19–20, short sword) or +3 ranged (1d8/19–20, 
  light crossbow); SA Sneak attack +1d6; SQ Trapfinding; 
  
  The Venomous Temple 
   
  Page 19 
  AL CN; SV Fort +2, Ref +5, Will +1; Str 14, Dex 17, Con 
  14, Int 12, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +4, 
  Disguise +4, Forgery +3, Hide +7, Jump +4, Knowledge 
  (the Splintered Sun) +3, Listen +5, Move Silently +7, 
  Open Lock +5, Search +5, Sleight of Hand +5, Tumble 
  +7; Quick Draw, Improved Initiative. 
   
  Trapfinding: Ari can use the Search skill to find 
  traps with Search DCs higher than 20. 
   
  Sneak Attack (Ex): Anytime Ari's target is denied a 
  Dexterity bonus to AC, or when he flanks a target, Ari 
  deals an additional 1d6 points of damage on a 
  successful melee attack. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: Studded leather armor, heavy wooden 
  shield, light crossbow, 10 crossbow bolts, short sword, 
  dagger, traveller’s outfit, thieves tools, winter blanket, 
  caltrops, 1 piece of chalk, crowbar, fishhook, flint and 
  steel, grappling hook, hooded lantern, belt pounch, 50 
  ft. silk rope, sack, soap, 1-pint flask of oil, waterskin, 
  whetstone, flask of alchemist’s fire, white pearl (90 gp), 
  moss agate (40 gp), 13 gp. 
  
  The Venomous Temple 
   
  Page 20 
  Appendix 3: 
  APL 4 
   Human Cleric Zombie (4): CR ½; Medium undead; 
  HD 2d12+3; hp 16; Init -1; Spd 30 ft. (can’t run); AC 13, 
  touch 9, flat-footed 13; Base Atk +1; Grp +2; Atk +2 
  melee (1d8+1, heavy mace) or +2 melee (1d6+1, slam); 
  Full Atk +2 melee (1d8+1, heavy mace) or +2 melee 
  (1d6+1, slam); SQ Single actions only, damage 
  reduction 5/slashing, darkvision 60 ft., undead traits; 
  AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con 
  —, Int —, Wis 10, Cha 1.  
   
  Skills and Feats: Toughness. 
   
  Single Actions Only (Ex): Zombies have poor 
  reflexes and can perform only a single move action or 
  attack action each round. A zombie can move up to its 
  speed and attack in the same round, but only if it 
  attempts a charge. 
   
  Undead Traits: Zombie is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Possessions: Heavy steel shield, heavy mace, 
  wooden unholy symbol of Pyremius. 
    
   Wraith: CR 5; Medium undead (Incorporeal); HD 
  5d12; hp 32; Init +7; Spd fly 60 ft. (good); AC 15, touch 
  15, flat-footed 12; Base Atk +2; Grp —; Atk +5 melee 
  (1d4 plus 1d6 Con drain, incorporeal touch); Full Atk 
  +5 melee (1d4 plus 1d6 Con drain, incorporeal touch); 
  SA Constitution drain, create spawn; SQ Darkvision 60 
  ft., daylight powerlessness, incorporeal traits, +2 turn 
  resistance, undead traits, unnatural aura; AL LE; SV 
  Fort +1, Ref +4, Will +6; Str —, Dex 16, Con —, Int 14, 
  Wis 14, Cha 15. 
   
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense Motive 
  +8, Spot +12, Survival +2 (+4 following tracks); 
  Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative. 
   
  Undead Traits: Wraith is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Daylight Powerlessness (Ex): Wraiths are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  Constitution Drain (Su): Living creatures hit by a 
  wraith’s incorporeal touch attack must succeed on a 
  DC 14 Fortitude save or take 1d6 points of 
  Constitution drain. The save DC is Charisma-based. On 
  each such successful attack, the wraith gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  wraith becomes a wraith in 1d4 rounds. Its body 
  remains intact and inanimate, but its spirit is torn free 
  from its corpse and transformed. Spawn are under the 
  command of the wraith that created them and remain 
  enslaved until its death. They do not possess any of the 
  abilities they had in life. 
   
   Fiendish small viper: CR 1; small outsider; HD 
  1d8+1; hp 5; Init +5; Spd 20 ft.; fly 20 ft. average, climb 
  20 ft., swim 20 ft. AC 20, touch 16, flat-footed 15; Base 
  Atk +0; Grp -4; Atk +6 melee (1d2 plus poison, bite); 
  Full Atk +6 melee (1d2 plus poison, bite); SA Poison, 
  smite good; SQ Scent, darkness 3/day, darkvision 60 ft., 
  poison immunity, Acid, cold, electricity and fire 
  resistance 10, DR 5/magic, SR 11; AL LE; SV Fort +3, 
  Ref +7, Will +1; Str 10, Dex 21, Con 13, Int 5, Wis 12, 
  Cha 4. 
   
  Skills and Feats: Balance +15, Climb +15, Hide 
  +15, Listen +11, Spot +11, Swim +6; Weapon Finesse. 
   
  Poison (Ex): Injury; DC 10 Fort; Primary damage 
  1d6 Con; Secondary damage 1d6 Con; 
   
  Smite good (Su): Once per day the half fiend may 
  make a normal melee attack to deal 1 point of extra 
  damage. 
   
    Sheyda: Female Suloise human Clr1 - Wee 
  Jas/Wiz1; CR 2; Medium-size humanoid; HD: 
  1d8+1d4+4; hp 12; Init -2; Spd 20 ft.; AC 8, touch 8, flat-
  footed 8; Base Atk +0; Grp +2; Atk +2 melee (1d6+2, 
  
  The Venomous Temple 
   
  Page 21 
  shortspear) or -2 ranged (1d6+2, shortspear); Full Atk 
  +2 melee (1d6+2, shortspear) or -2 ranged (1d6+2, 
  shortspear); SA Rebuke undead 8/day; SQ Aura of evil, 
  summon familiar; AL LE; SV Fort +4, Ref -2, Will +7; 
  Str 15, Dex 6, Con 14, Int 16, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +7 (Benefits for 
  Combat Casting not figured), Decipher Script +5, 
  Diplomacy +3, Heal +5, Knowledge (arcana) +8, 
  Knowledge (religion) +8, Knowledge (the planes) +5, 
  Listen +5, Spellcraft +8; Combat Casting, Extra 
  Turning, Scribe Scroll. 
   
  Aura of Evil (Ex): Sheyda's aura of evil is 
  equivalent to that of a 1
  st-level cleric of a evil deity. 
   
  Cleric Spells Prepared (3/2+1; save DC 13 + spell 
  level): 0–light, read magic, detect magic; 1
  st–sorrow, 
  protection from good, cause fear* 
   
  *Domain spell. Deity: Wee Jas. Domains: Death 
  (Death touch 1/day), Magic (Sheyda can use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a 1
  st-level wizard of one-half cleric 
  level). 
   
  Wizard Spells Prepared (3/2; save DC 13 + spell 
  level): 0–ray of frost, mage hand, message; 1
  st–bestow 
  wound, expeditious retreat, ray of enfeeblement. 
   
  Wizard’s Spellbook: 0–resistance, acid splash, 
  detect poison, detect magic, read magic, daze, dancing 
  lights, flare, light, ray of frost, ghost sound, disrupt 
  undead, touch of fatigue, mage hand, mending, 
  message, open/close, arcane mark, prestidigitation; 1
  st–
  ray of enfeeblement, color spray, expeditious retreat, 
  enlarge person, bestow wound, disguise self. 
   
  Languages: Common, Old Oeridian, Ancient 
  Suloise, Flan. 
   
  Possessions: Silver holy symbol of Wee Jas, wand 
  of detect magic (37 charges), shortspear, traveler’s 
  outfit, cleric’s vestments, backpack, bedroll, bucket, 
  scroll case, flint and steel, common lamp, 1-pint flask of 
  oil, belt pounch, waterskin, trail rations x5, spell 
  component pouch, wizard’s spellbook, eye agate, 13 gp. 
   
    Remehr Paryeh: Male Suloise human Ftr1; CR 1; 
  Medium-size humanoid; HD: 1d10+2; hp 9; Init +1; Spd 
  20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +1; Grp 
  +3; Atk +4 melee (2d4+3/x3, ranseur) or +2 ranged 
  (1d8/19–20, light crossbow); Full Atk +4 melee 
  (2d4+3/x3, ranseur) or +2 ranged (1d8/19–20, light 
  crossbow); AL NE; SV Fort +4, Ref +1, Will +2; Str 15, 
  Dex 13, Con 15, Int 12, Wis 15, Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +2, Jump +4, 
  Ride +5, Spot +3, Swim +3; Improved Toughness, 
  Weapon Focus (Ranseur), Combat Reflexes. 
   
  Languages: Common. 
   
  Possessions: Splint mail, ranseur, light crossbow, 
  10 crossbow bolts, backpack, bedroll, 1 sq.yd. canvas, 
  crowbar, flint and steel, grappling hook, 1-pint flask of 
  oil, 10-foot pole, trail ration x5, 50 ft. hempen rope, 
  sack, soap, spade, torch x3, waterskin, whetstone, 
  bloodstone (60 gp), 13 gp. 
  
  The Venomous Temple 
   
  Page 22 
  Appendix 4: 
  APL 6 
   Human Clr2 Ghost (2): CR 4; Medium undead 
  (Incorporeal); HD 2d12; hp 14; Init +1; Spd fly 30 ft. 
  (good); AC 15, touch 15, flat-footed 14; Base Atk +1; 
  Grp -; Atk +2 melee (incorporeal touch) or +2 melee 
  (1d4+1/19–20, dagger); Full Atk +2 melee (incorporeal 
  touch) or +2 melee (1d4+1/19–20, dagger); SA Rebuke 
  undead 7/day, corrupting gaze, corrupting touch, 
  frightful moan, horrific appearance, malevolence, 
  manifestation, 
  telekinesis; 
  SQ 
  Aura 
  of 
  evil, 
  rejuvenation, turn resistance +4, undead traits; AL NE; 
  SV Fort +3, Ref +1, Will +7; Str 12, Dex 12, Con -, Int 
  14, Wis 15, Cha 18. 
   
  Skills and Feats: Heal +7, Hide +9, Knowledge 
  (religion) +7, Listen +12, Search +10, Spellcraft +7, Spot 
  +13; Iron Will, Lightning Reflexes. 
   
  Undead Traits: Ghost is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Aura of Evil (Ex): Ghost's aura of evil is equivalent 
  to that of a 2
  nd-level cleric of a evil deity. 
   
  Corrupting Gaze (Su): A ghost can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet the ghost’s gaze must succeed on a 
  Fortitude save DC 15 or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 
  points of damage. Against ethereal opponents, it adds 
  its Strength modifier to attack and damage rolls. 
  Against nonethereal opponents, it adds its Dexterity 
  modifier to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save DC 15 or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in 
  the material world. When a ghost manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested ghost 
  can be harmed only by other incorporeal creatures, 
  magic weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. A manifested 
  ghost can pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike with its 
  touch attack or with a ghost touch weapon (see Ghostly 
  Equipment, below). A manifested ghost remains 
  partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. When a spellcasting ghost is not 
  manifested and is on the Ethereal Plane, its spells 
  cannot affect targets on the Material Plane, but they 
  work normally against ethereal targets. When a 
  spellcasting ghost manifests, its spells continue to 
  affect ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work on 
  nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20+2) against DC 16. As a rule, the only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  it from resting in peace. The exact means varies with 
  each spirit and may require a good deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
  
  The Venomous Temple 
   
  Page 23 
   
  Cleric Spells Prepared (4/3+1; save DC 12 + spell 
  level): 0–inflict minor wounds, inflict minor wounds, 
  guidance, virtue, light; 1
  st–cause fear, doom, bane, 
  burning hands*. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level), Fire (Ghost can turn or destroy water 
  creatures as a good cleric turns undead. Ghost can 
  rebuke, command, or bolster fire creatures as an evil 
  cleric rebukes undead. Ghost can use these abilities up 
  to 6 times per day. This granted power is a supernatural 
  ability.). 
   
  Languages: Common, Ancient Suloise, Flan. 
   
  Possessions: silver unholy symbol of Pyremius, 
  dagger. 
   
   Spectre: CR 7; Medium undead (Incorporeal); HD 
  7d12; hp 45; Init +7; Spd 40 ft., fly 80 ft. (perfect); AC 
  15, touch 15, flat-footed 13; Base Atk +3; Grp —; Atk +6 
  melee (1d8 plus energy drain, incorporeal touch); Full 
  Atk +6 melee (1d8 plus energy drain, incorporeal 
  touch); SA Energy drain, create spawn; SQ Darkvision 
  60 ft., incorporeal traits, +2 turn resistance, sunlight 
  powerlessness, undead traits, unnatural aura; AL LE; 
  SV Fort +2, Ref +5, Will +7; Str —, Dex 16, Con —, Int 
  14, Wis 14, Cha 15. 
   
   
  Skills and Feats: Hide +13, Intimidate +12, 
  Knowledge (religion) +12, Listen +14, Search +12, Spot 
  +14, Survival +2 (+4 following tracks); Alertness, Blind-
  Fight, Improved Initiative. 
   
  Undead Traits: Spectre is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, 
  nonlethal damage, ability damage to its physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, 
  or death from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels. The DC is 15 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. For 
  each such negative level bestowed, the spectre gains 5 
  temporary hit points. 
   
  Create Spawn (Su): Any humanoid slain by a 
  spectre becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created them 
  and remain enslaved until its death. They do not 
  possess any of the abilities they had in life. 
   
  Unnatural Aura (Su): Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that 
  range. 
   
  Sunlight 
  Powerlessness 
  (Ex): 
  Spectres 
  are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move or attack 
  action in a round. 
   
   Fiendish small viper: CR 1; small outsider; HD 
  1d8+1; hp 5; Init +5; Spd 20 ft.; fly 20 ft. average, climb 
  20 ft., swim 20 ft. AC 20, touch 16, flat-footed 15; Base 
  Atk +0; Grp -4; Atk +6 melee (1d2 plus poison, bite); 
  Full Atk +6 melee (1d2 plus poison, bite); SA Poison, 
  smite good; SQ Scent, darkness 3/day, darkvision 60 ft., 
  poison immunity, Acid, cold, electricity and fire 
  resistance 10, DR 5/magic, SR 11; AL LE; SV Fort +3, 
  Ref +7, Will +1; Str 10, Dex 21, Con 13, Int 5, Wis 12, 
  Cha 4. 
   
  Skills and Feats: Balance +15, Climb +15, Hide 
  +15, Listen +11, Spot +11, Swim +6; Weapon Finesse. 
   
  Poison (Ex): Injury; DC 10 Fort; Primary damage 
  1d6 Con; Secondary damage 1d6 Con; 
   
  Smite good (Su): Once per day the half fiend may 
  make a normal melee attack to deal 1 point of extra 
  damage. 
   
   Sheyda: Female Suloise human Clr1 - Wee Jas/Wiz1; 
  CR 2; Medium-size humanoid; HD: 1d8+1d4+4; hp 12; 
  Init -2; Spd 20 ft.; AC 8 (touch 8, flat-footed 8) [-2 Dex]; 
  Base Atk +0; Grp +2; Atk +2 melee (1d6+2, shortspear) 
  or -2 ranged (1d6+2, shortspear); Full Atk +2 melee 
  (1d6+2, shortspear) or -2 ranged (1d6+2, shortspear); SA 
  Rebuke undead 8/day; SQ Aura of evil, summon 
  familiar; AL LE; SV Fort +4, Ref -2, Will +7; Str 15, Dex 
  6, Con 14, Int 16, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +7 (Benefits for 
  Combat Casting not figured), Decipher Script +5, 
  Diplomacy +3, Heal +5, Knowledge (arcana) +8, 
  Knowledge (religion) +8, Knowledge (the planes) +5, 
  Listen +5, Spellcraft +8; Combat Casting, Extra 
  Turning, Scribe Scroll. 
   
  Aura of Evil (Ex): Sheyda's aura of evil is 
  equivalent to that of a 1
  st-level cleric of a evil deity. 
   
  Cleric Spells Prepared (3/2+1; save DC 13 + spell 
  level): 0–light, read magic, detect magic; 1
  st–sorrow, 
  protection from good, cause fear* 
   
  *Domain spell. Deity: Wee Jas. Domains: Death 
  (Death touch 1/day), Magic (Sheyda can use scrolls, 
  wands, and other devices with spell completion or spell 
  trigger activation as a 1
  st-level wizard). 
  
  The Venomous Temple 
   
  Page 24 
   
  Wizard Spells Prepared (3/2; save DC 13 + spell 
  level): 0–ray of frost, mage hand, message; 1
  st–bestow 
  wound, expeditious retreat, ray of enfeeblement. 
   
  Wizard’s Spellbook: 0–resistance, acid splash, 
  detect poison, detect magic, read magic, daze, dancing 
  lights, flare, light, ray of frost, ghost sound, disrupt 
  undead, touch of fatigue, mage hand, mending, 
  message, open/close, arcane mark, prestidigitation; 1
  st–
  ray of enfeeblement, color spray, expeditious retreat, 
  enlarge person, bestow wound, disguise self. 
   
  Languages: Common, Old Oeridian, Ancient 
  Suloise, Flan. 
   
  Possessions: Silver holy symbol of Wee Jas, wand 
  of detect magic (37 charges), shortspear, traveler’s 
  outfit, cleric’s vestments, backpack, bedroll, bucket, 
  scroll case, flint and steel, common lamp, 1-pint flask of 
  oil, belt pouch, waterskin, trail rations x5, spell 
  component pouch, wizard’s spellbook, silver comb 
  with moonstones (550 gp), eye agate (10 gp), 36 gp. 
   
    Ari Shahmid: Male Suloise human Rog1; CR 1; 
  Medium-size humanoid; HD: 1d8+2; hp 7; Init +7; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +0; Grp 
  +2; Atk +2 melee (1d6+2/19–20, short sword) or + 3 
  ranged (1d8/19–20, light crossbow); Full Atk +2 melee 
  (1d6+2/19–20, short sword) or + 3 ranged (1d8/19–20, 
  light crossbow); SA Sneak attack +1d6; SQ Trapfinding; 
  AL CN; SV Fort +2, Ref +5, Will +1; Str 14, Dex 17, Con 
  14, Int 12, Wis 12, Cha 14. 
  Skills and Feats: Balance +5, Bluff +6, Climb +4, Disguise +4, Forge
   
  Trapfinding: Ari can use the Search skill to find 
  traps with Search DCs higher than 20. 
   
  Sneak Attack (Ex): Anytime Ari's target is denied a 
  Dexterity bonus to AC, or when he flanks a target, Ari 
  deals an additional 1d6 points of damage on a 
  successful melee attack. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: Studded leather armor, heavy wooden 
  shield, oil of levitate, light crossbow, 10 crossbow bolts, 
  short sword, dagger, traveller’s outfit, thieves tools, 
  winter blanket, caltrops, 1 piece of chalk, crowbar, 
  fishhook, flint and steel, grappling hook, hooded 
  lantern, belt pounch, 50 ft. silk rope, sack, soap, 1-pint 
  flask of oil, waterskin, whetstone, flask of alchemist’s 
  fire, rich purple corundum (1000 gp), 3 pp, 20 gp. 
   
    Remehr Paryeh: Male Suloise human Ftr1; CR 1; 
  Medium-size humanoid; HD: 1d10+2; hp 9; Init +1; Spd 
  20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +1; Grp 
  +3; Atk +4 melee (2d4+3/x3, ranseur) or +2 ranged 
  (1d8/19–20, light crossbow); Full Atk +4 melee 
  (2d4+3/x3, ranseur) or +2 ranged (1d8/19–20, light 
  crossbow); AL NE; SV Fort +4, Ref +1, Will +2; Str 15, 
  Dex 13, Con 15, Int 12, Wis 15, Cha 8.  
   
  Skills and Feats: Climb +6, Intimidate +2, Jump +4, 
  Ride +5, Spot +3, Swim +3; Improved Toughness, 
  Weapon Focus (Ranseur), Combat Reflexes. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: Splint mail, ranseur, light crossbow, 
  10 crossbow bolts, backpack, bedroll, 1 sq.yd. canvas, 
  crowbar, flint and steel, grappling hook, 1-pint flask of 
  oil, 10-foot pole, trail ration x5, 50 ft. hempen rope, 
  sack, soap, spade, torch x3, waterskin, whetstone, 
  alexandrite (500 gp), banded eye (15 gp) x4, 4 pp, 10 gp.
  
  The Venomous Temple 
   
  Page 25 
   
  Appendix 5: 
  APL 8
   Human Clr4 Ghost (2): CR 6; Medium undead 
  (Incorporeal); HD 4d12; hp 28; Init +5; Spd fly 30 ft. 
  (good); AC 15, touch 15, flat-footed 14; Base Atk +3; 
  Grp —; Atk +4 melee (incorporeal touch) +4 melee 
  (1d4+1/19–20, dagger); Full Atk +4 melee (incorporeal 
  touch) or +4 melee (1d4+1/19–20, dagger); SA Rebuke 
  undead 7/day, corrupting gaze, corrupting touch, 
  frightful moan, horrific appearance, malevolence, 
  manifestation, 
  telekinesis; 
  SQ 
  Aura 
  of 
  evil, 
  rejuvenation, turn resistance +4, undead traits; AL NE; 
  SV Fort +4, Ref +2, Will +9; Str 12, Dex 12, Con —, Int 
  14, Wis 16, Cha 18. 
   
  Skills and Feats: Heal +9, Hide +9, Knowledge 
  (religion) +9, Listen +14, Search +12, Spellcraft +8, Spot 
  +14; Iron Will, Lightning Reflexes, Improved 
  Initiative. 
   
  Undead Traits: Ghost is immune to mind-affecting 
  effects, poison, sleep effects, paralysis, stunning, 
  disease, death effects, and any effect that requires a 
  Fortitude save unless it also works on objects or is 
  harmless. It is not subject to critical hits, nonlethal 
  damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Aura of Evil (Ex): Ghost's aura of evil is equivalent 
  to that of a 4
  th-level cleric of a evil deity. 
   
  Corrupting Gaze (Su): A ghost can blast living 
  beings with a glance, at a range of up to 30 feet. 
  Creatures that meet the ghost’s gaze must succeed on a 
  Fortitude save DC 16 or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
  Corrupting Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any one ability score it selects. On each 
  such successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save DC 16 or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
   
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material Plane. 
  A manifested ghost can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, with a 
  50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through armor. 
  A manifested ghost always moves silently. A 
  manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  below). A manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. When a spellcasting ghost is not manifested and 
  is on the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. A ghost that would otherwise be 
  destroyed returns to its old haunts with a successful 
  level check (1d20+4) against DC 16. As a rule, the only 
  way to get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever prevents 
  
  The Venomous Temple 
   
  Page 26 
  it from resting in peace. The exact means varies with 
  each spirit and may require a good deal of research. 
   
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
   
  Cleric Spells Prepared (4/4+1/3+1; save DC 13 + 
  spell level): 0–inflict minor wounds, inflict minor 
  wounds, guidance, virtue, light; 1
  st–cause fear, doom, 
  bane, obscuring mist, burning hands*; 2
  nd–silence, 
  shatter, darkness, produce Flame*. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level), Fire (Ghost can turn or destroy water 
  creatures as a good cleric turns undead. Ghost can 
  rebuke, command, or bolster fire creatures as an evil 
  cleric rebukes undead. Ghost can use these abilities up 
  to 6 times per day. This granted power is a supernatural 
  ability.). 
   
  Languages: Common, Ancient Suloise, Flan. 
   
  Possessions: silver unholy symbol of Pyremius, 
  dagger. 
   
   Bodak: CR 8; Medium undead (Extraplanar); HD 
  9d12; hp 58; Init +6; Spd 20 ft.; AC 20, touch 12, flat-
  footed 18; Base Atk +4; Grp +5; Atk +6 melee (1d8+1, 
  slam); Full Atk +6 melee (1d8+1, slam); SA Death gaze; 
  SQ Damage reduction 10/cold iron, darkvision 60 ft., 
  immunity to electricity, resistance to acid 10 and fire 
  10, undead traits, vulnerability to sunlight; AL CE; SV 
  Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con —, Int 6, 
  Wis 12, Cha 12. 
   
   
  Skills and Feats: Listen +11, Move Silently +10, 
  Spot +11; Alertness, Dodge, Improved Initiative, 
  Weapon Focus (slam). 
   
  Undead Traits: Bodak is immune to mind-
  affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, and any effect that 
  requires a Fortitude save unless it also works on objects 
  or is harmless. It is not subject to critical hits, nonlethal 
  damage, ability damage to its physical ability scores, 
  ability drain, energy drain, fatigue, exhaustion, or death 
  from massive damage. It cannot be raised, and 
  resurrection works only if it is willing. Darkvision 60 
  ft. 
   
  Death Gaze (Su): Death, range 30 feet, Fortitude 
  DC 15 negates. Humanoids who die from this attack 
  are transformed into bodaks 24 hours later. The save 
  DC is Charisma-based. 
   
  Vulnerability to Sunlight (Ex): Bodaks loathe 
  sunlight, for its merest touch burns their impure flesh. 
  Each round of exposure to the direct rays of the sun 
  deals 1 point of damage to the creature. 
   
   Fiendish medium viper: CR 2; medium outsider; 
  HD 2d8+2; hp 11; Init +5; Spd 20 ft.; fly 20 ft. average, 
  climb 20 ft., swim 20 ft. AC 19, touch 16, flat-footed 16; 
  Base Atk +1; Grp +2; Atk +6 melee (1d4+1 plus poison, 
  bite); Full Atk +6 melee (1d4+1 plus poison, bite); SA 
  Poison, smite good; SQ Scent, darkness 3/day, 
  darkvision 60 ft., poison immunity, Acid, cold, 
  electricity and fire resistance 10, DR 5/magic, SR 11; 
  AL LE; SV Fort +4, Ref +8, Will +1; Str 12, Dex 21, Con 
  13, Int 5, Wis 12, Cha 4. 
   
  Skills and Feats: Balance +16, Climb +15, Hide +16, 
  Listen +12, Spot +11, Swim +7; Weapon Finesse. 
   
  Poison (Ex): Injury; DC 11 Fort; Primary damage 
  1d6 Con; Secondary damage 1d6 Con; 
   
  Smite good (Su): Once per day the half fiend may 
  make a normal melee attack to deal 2 points of extra 
  damage. 
   
    Remehr Paryeh: Male Suloise human Ftr3/Clr1 - 
  Syrul; CR 4; Medium-size humanoid; HD: 3d10+1d8+8; 
  hp 35; Init +1; Spd 20 ft.; AC 17, touch 11, flat-footed 
  16; Base Atk +3; Grp +6; Atk +8 melee (2d4+3/x3, 
  masterwork ranseur) or +4 ranged (1d8/19–20, light 
  crossbow); Full Atk +8 melee (2d4+3/x3, masterwork 
  ranseur) or +4 ranged (1d8/19–20, light crossbow); SA 
  Rebuke undead 2/day; SQ Aura of evil; AL NE; SV Fort 
  +6, Ref +2, Will +5; Str 16, Dex 13, Con 15, Int 12, Wis 
  15, Cha 8.  
   
  Skills and Feats: Climb +7, Hide +2, Intimidate +2, 
  Jump +5, Listen +3, Ride +7, Spot +4, Swim +5; 
  Improved Toughness, Weapon Focus (Ranseur), 
  Combat Reflexes, Hold the Line, Close-Quarters 
  Fighting. 
   
  Aura of Evil (Ex): Remehr's aura of evil is 
  equivalent to that of a 1
  st-level cleric of a evil deity. 
   
  Cleric Spells Prepared (3/2+1; save DC 12 + spell 
  level): 0–light, detect magic, virtue; 1
  st–bane, protection 
  from good, disguise self*. 
   
  *Domain spell. Deity: Syrul. Domains: Evil (cast 
  evil spells at +1 caster level), Trickery (Bluff, Disguise, 
  and Hide skills added to list of cleric class skills). 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: Splint mail, wand of detect magic (37 
  charges), masterwork ranseur, light crossbow, 10 
  crossbow bolts, backpack, bedroll, 1 sq.yd. canvas, 
  crowbar, flint and steel, grappling hook, 1-pint flask of 
  oil, 10-foot pole, trail ration x5, 50 ft. hempen rope, 
  sack, soap, spade, torch x3, waterskin, whetstone, silver 
  unholy 
  symbol 
  of 
  Syrul, 
  Sheyda’s 
  spellbook, 
  chrysoberyl (70 gp), silver ewer (50 gp), 12 gp. 
   
  
  The Venomous Temple 
   
  Page 27 
    Ari Shahmid: Male Suloise human Rog4; CR 4; 
  Medium-size humanoid; HD: 4d8+8; hp 28; Init +8; Spd 
  30 ft.; AC 19, touch 14, flat-footed 15; Base Atk +3; Grp 
  +5; Atk +6 melee (1d6+2/19–20, masterwork short 
  sword) or +8 ranged (1d8/19–20, masterwork light 
  crossbow); 
  Full 
  Atk 
  +6 
  melee 
  (1d6+2/19–20, 
  masterwork short sword) or +8 ranged (1d8/19–20, 
  masterwork light crossbow); SA Sneak attack +2d6; SQ 
  Trapfinding, evasion, trap sense +1, uncanny dodge; AL 
  CN; SV Fort +3, Ref +8, Will +2; Str 14, Dex 18, Con 14, 
  Int 12, Wis 12, Cha 14.  
   
  Skills and Feats: Balance +7, Bluff +9, Climb +4, 
  Decipher Script +3, Disguise +4, Escape Artist +6, 
  Forgery +3, Gather Information +4, Hide +11, Jump +4, 
  Knowledge (local [the Splitered Suns]) +3, Listen +8, 
  Move Silently +11, Open Lock +6, Search +5, Sleight of 
  Hand +11, Swim +4, Tumble +11, Use Rope +6; Qiuck 
  Draw, Improved Initiative, Flick of the Wrist. 
   
  Trapfinding: Ari can use the Search skill to find 
  traps with Search DCs higher than 20. 
   
  Sneak Attack (Ex): Anytime Ari's target is denied a 
  Dexterity bonus to AC, or when he flanks a target, Ari 
  deals an additional 2d6 points of damage on a 
  successful melee attack. 
   
  Evasion (Ex): If exposed to any effect that 
  normally allows a character to attempt a Reflex saving 
  throw for half damage, Ari takes no damage with a 
  successful saving throw. 
   
  Trap Sense (Ex): Ari has a +1 bonus on Reflex 
  saves made to avoid traps and a +1 dodge bonus to AC 
  against attacks by traps. 
   
  Uncanny Dodge (Ex): Ari can react to danger 
  before his senses would normally allow him to even be 
  aware of it. He retains his Dexterity bonus to AC 
  regardless of being caught flat-footed or struck by an 
  invisible attacker. He still loses any Dexterity bonus to 
  AC if immobilized. 
   
  Languages: Common, Ancient Suloise. 
   
  Possessions: Studded leather armor, heavy wooden 
  shield, oil of levitate, masterwork light crossbow, 10 
  crossbow bolts, masterwork short sword, dagger, 
  traveller’s outfit, thieves tools, winter blanket, caltrops, 
  1 piece of chalk, crowbar, fishhook, flint and steel, 
  grappling hook, hooded lantern, belt pouch, 50 ft. silk 
  rope, sack, soap, 1-pint flask of oil, waterskin, 
  whetstone, flask of alchemist’s fire, malachite (10 gp) 
  x3, 1 pp, 26 gp. 
  
  The Venomous Temple 
   
  Page 28 
  Appendix 6: 
  Maps 
  
  The Venomous Temple 
   
  Page 29 
  
  The Venomous Temple 
   
  Page 30 
  
  The Venomous Temple 
   
  Page 31 
  Appendix 7: 
  New Rules Items 
  New Spells 
   
  Bestow Wound 
  Transmutation 
  Level: Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  If the caster is wounded, she can cast this spell and 
  touch a living creature. The creature takes the caster’s 
  wounds as damage, either 1 point of damage per cater 
  level or the amount needed o bring the caster up to her 
  maximum hit points, whichever is less. The caster heals 
  that much damage, as if cure spell had been cast on her. 
  Material Component: A small eye agate at least 10 gp. 
   
  Sorrow 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 1, Cleric 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Grief and sadness overcome the subject. She takes a -3 
  morale penalty on all attack rolls, saving throws, ability 
  checks, and skill checks. 
  Material Component: A tear. 
   
  New Feats 
   
  Close-Quarters Fighting [General] 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
  Prequisites: 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 ability, you 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 during a round or allow you to make an 
  attack of opportunity when you would be denied one 
  for being surprised, helpless, or in 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 checks 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. 
   
  Hold the Line [General] 
  You are trained in defensive techniques against 
  charging opponents. 
  Prequisites: Combat Reflexes, base attack bonus +2. 
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten. 
  Your 
  attack 
  of 
  opportunity 
  happens 
  immediately before the charge attack is resolved. 
  Normal: You only get an attack of opportunity against a 
  character that exits a square you threaten. 
   
  Flick of the Wrist [General] 
  With a single motion, you can draw a light weapon and 
  make a devastating attack. 
  Prequisites: Dex 17, Sleight 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 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.
  
  The Venomous Temple 
   
  Page 32 
   
  Appendix 8: 
  Osfelred 
  Osfelred “Greenrock” (hamlet): Conventional; AL 
  NG; 100 gp limit; Assets 850 gp; Population 170; 
  Isolated (human 96, halfling 2, elf 1, half-elf 1). 
   
  Authority Figures: Varsarlor, NG male oeridian 
  human Ari1 (Eldest of Hamlet). 
   
  Important Characters: Felmeren, LN male human 
  War5 (constable, captain of guard, and member of 
  council); Zargarn, N male human War2 (deputy); 
  Riannara, LN female human War2 (deputy), Karlhaser, 
  N male human Com11 (master of farmers and member 
  of council); Fionyann, NG female human Clr2 of Atroa 
  (high priestess of Atroa’s shrine and member of 
  council); Cranelarn “Beacon” Gyraldren, LG male 
  oeridian human Pal1 of Heironious; Saracern, N male 
  hal-elf Rgr1 (master of hunters and member of 
  council); Ejuak Sverann, CG male human Ftr6 (keeper 
  of Boar’s Fortitude Inn); Westor Greenfeet CG female 
  halfling Brd2 (keeper of Westor’s Goods); Elliend, NE 
  male suloise human Ftr3 (Scarlet Brotherhood agent, 
  true identity unknown in Greenrock); Zamyr 
  Quill’son, CG male halfling Adp1; Silquesar Casfelrath, 
  CG female elf Drd4. 
  Osfelred is a small 
  hamlet on the edge 
  of a tiny stream, 
  Rockpath 
  (Esselfern). 
  The 
  hamlet 
  is 
  an 
  agricultural 
  community 
  of 
  ordinary 
  hard-
  working 
  people. 
  Layout 
  of 
  the 
  hamlet is scattered 
  and 
  the 
  center 
  only contains a few 
  public 
  buildings. 
  Osfelred’s 
  more 
  familiar name is 
  Greenrock, 
  after 
  the green mossed 
  rocks in Rockpath. 
  Rockpath itself is 
  too narrow and 
  shallow to travel 
  with vessels larger 
  than a canoe, so a trail is used for travelling. The trail is 
  used seasonally by the residents to take  commodities 
  to outside markets, and occasionally by traveler’s 
  daring to take the shortcut. The trail leads 20 miles 
  north-west to the town of Eragern, and south-east 
  towards a road which ends up in the town of Ekehold. 
  Bear’s Fortitude Inn 
  Due to the remote location, the 
  inn is not busy place, especially 
  in the  daytime when local 
  people are at their duties. 
  Visitors 
  occasionally 
  pass 
  through the hamlet and so 
  Ejuak Sverann has common 
  and poor lodgings available at 
  normal price (5 sp for common 
  or 2 sp for poor per day), but 
  the more important part of his 
  business is food and drink. 
  Ejuak’s wife, Firin, is an 
  excellent cook and her menu 
  contains meals from common 
  to good (5 sp for common or 2 
  gp for good per day).  
  The inn consists of private 
  quarters, 
  lodging 
  room 
  (common and poor parts), and a 
  hall 
  with 
  ten 
  tables 
  for 
  customers. 
  
  The Venomous Temple 
   
  Page 33 
   
  Player Handout 1: 
  High Priest’s Diary 
   
  Flocktime 1, 6097 morning. One of the acolytes, Embaud, is missing. His possessions are still in dormitory untouched. I 
  will scry for him after praying. 
  Flocktime 1, 6097 noon. The scrying revealed that Embaud is on his way to Ahlissa, and he was openly wearing symbols 
  of Hextor. Embaud turned out to be a traitor, disguised as a member sent here from Tilvannot Peninsula. I ordered the 
  Clerical Council to meet immediately to consider possible actions. 
  Flocktime 1, 6097 evening. By my vote, the Council decided to start a summoning ritual tomorrow morning. The 
  hunter might get him before the border. 
  Flocktime 2
  nd, 6097 morning. The Council decided that we shall proceed with the summoning ritual; they see Embaud’s 
  betrayal as too serious to be left unpunished. The Hunter called from lower planes will be bound to seek and take him 
  out.  
  Flocktime 2
  nd, 6097 evening. The ritual is exhausting, and I am continually forced to use divine power to endure this. 
  Fortunately the ritual will be finished before midnight; my body couldn’t stand any longer. 
   
  Flocktime 4
  th, 6097 Nothing to report.  
  Flocktime 5
  th, 6097 Nothing to report. 
  Flocktime 6
  th, 6097 Nothing to report. 
  Flocktime 7
  th, 6097 Nothing to report. 
  Flocktime 8
  th, 6097 Nothing to report. 
  Flocktime 9
  th, 6097 Nothing to report. 
  …same text continues up to today (the ink has ended after a year and thereafter the writings are just scratches in the 
  parchment). 
   
   
  
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