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 
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  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHE7-07 
   
   
   
   
  Prophecies 
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Valley Metaregional Adventure 
  Version 0.5.0 
   
  by P. Dennis Waltman 
  Reviewers: Michael Moore, Sheldomar Valley Triads 
  Circle Reviewer: Steven Conforti 
  Playtesters: Dave Brainard, Adam Dittmer, Lance Kirby, Marc Leitman, Paige, Michael Roderick Sr.  
   
  A Prelate is worried about the priests he sent to investigate a sinkhole that disturbed a graveyard that no 
  one knew was there.  Those he sends find far more going on than he suspects.  Prophecy is dangerous 
  for all involved; trying to fulfill or decrypt one can have unfortunate consequences – to do so with dozens 
  can be catastrophic.  A Sheldomar Valley metaregional adventure for APLs 8-16.  This adventure can run 
  long, especially at higher APLs. 
  Note: This adventure is of  great interest to Squires and Knights of the Watch and Dispatch and  those 
  with the Enmity of the Knights of the Watch and Dispatch. 
   
  Resources: Complete Arcane [Richard Baker], Complete Divine [David Noonan], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], Complete Scoundrel [Mike McArtor & F. Wesley Schneider], 
  Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen KC Stephens, John 
  Snead), Miniatures Handbook [Michael Donais, Skaff Elias, Rob Heinsoo, Jonathan Tweet], Players 
  Handbook Two [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
  
    
  SHE7-07 Prophecies 
   
  Page 2 
   
   
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  
   
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional 
  adventure, 
  set 
  in 
  the 
  Sheldomar 
  Valley.  
  Characters native to the Sheldomar Valley 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. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
  # 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 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  This section details any history relevant to the 
  adventure and any regional background relevant 
  to running the adventure.   
  DHABIHULLAH SHAH 
  In the long past, far closer to the formation of the 
  Knights of the Watch than to the present day, 
  there rose a Baklunish leader named Dhabihullah 
  Shah [DAH-bih-HOOL-ah SHAW], who was an 
  effective commander and an excellent warrior with 
  uncanny luck.  He might fall in battle, but his 
  wounds would not kill him.  He might lie in a field 
  of battle for hours and once even a day, yet no 
  scavengers would feed on his flesh nor would 
  SHE7-07 Prophecies 
   
  Page 2 
  
   
  human scavengers take from his body.  All these 
  were taken as a sign that the gods favored him. 
  And it could well be that the Gods favored him, but 
  these lucky events were as much because his old 
  friend Uffa (an awakened leopard) came back as a 
  ghost to remain his protector. 
   
  Dhabihullah clashed often with the early 
  Knights and grew to hate them for their constant 
  opposition to the expansion of his people.  He 
  began seeking out the Knights to kill and capture 
  (and later torture to death).  If a ceremony painted 
  with the blood of tortured Knights Dhabihullah 
  swore that he would never rest until the Knights 
  were wiped from the world. 
   
  In one skirmish, the Knights tricked him into 
  making an attack with insufficient forces.  In the 
  fighting, a Squire of the Watch slew Dhabihullah 
  Shah.  Later, after much celebration, when the 
  Squire was risen to Vigil, Dhabihullah returned as 
  a ghost with his companion Uffa and slew the 
  celebrants.  They used their telekinesis to move 
  his body (for he found he could not move far from 
  it) and he picked up his spiked chain (possible 
  since it was a ghost touch weapon).  Later, his 
  followers finding his body mysteriously found 
  nearby brought him back from the dead. 
   
  With the chance of another life, Dhabihullah 
  was an even fiercer opponent against the Knights 
  and Keoish Empire.  The Knights were shocked to 
  learn this, especially since they had his body, and 
  began researching solutions. 
   
  Eventually his recklessness again brought 
  about his death, though this time he shared that 
  death with a hundred of his followers and his chief 
  lieutenant Aslim Taran.  Alerted to his demise, the 
  Knights consecrated nearby ground and buried 
  Dhabihullah and Aslim in this ground.  His men 
  were placed in a mass grave, also in the 
  concecrated ground.  With Dhabihullah safely 
  stilled (burial of his bones in consecrated ground 
  being what the research had revealed) the Knights 
  and Keoish craftsmen formed a more secure tomb 
  for the remains.  An attack by Dhabihullah’s 
  followers convinced them that special precautions 
  were needed and so specific physical guardians 
  were constructed (golems) or bound (elementals) 
  to the scene to prevent the removal of the bones 
  or his items. 
   
  The knights that had fought him this last time 
  and the sponsors of those that fought his ghost the 
  first time believed that Dhabihullah might still be 
  dangerous in the future.  Certain prophecies 
  implied that Dhabihullah would return to wreak 
  havoc against the Knights at a most vulnerable 
  time.  Considering Dhabihullah had moved his 
  bones once before, they pledged themselves to 
  watch the tomb area.  One by one, these living 
  guardians fell to the passage of time or to other 
  enemies so that eventually there was only one. 
   
  Watcher Hammond did not see that the 
  Knights were in any way vulnerable and feared the 
  time would be in the far future.  He solemnly 
  pledged not to rest until the Dhabihullah menace 
  was gone.  He evoked a Miracle to Heironeous, 
  and Heironeous slew him.  He awoke as a positive 
  energy ghost-like being (an incorporeal deathless  
  [Book of Exalted Deeds])and was given the task to 
  watch the site.  His squires knowing his pledge, 
  but not the result of his spell, broke up his body 
  and spread the pieces across the land in hopes 
  that he would get his wish to be an eternal 
  guardian.  They also remained in the area to instill 
  fear in the locals that this was a place that no plow 
  should touch it.  In time though, they well sent 
  elsewhere or also died. 
   
  With the passage of time, an underground 
  stream cut a new path through the ground, and it 
  loosened the dirt above it. With a shift not yet 
  discernable on the surface, the lead-lined box that 
  held Aslim Taran’s remains cracked.  As the 
  consecrated earth from above slowly filled the box 
  holding his remains and special items, the ghost 
  Aslim was able to slip from the box and through 
  voids in the earth go free.  He had just entered the 
  large cavern underground when he heard a noise 
  like horses, and then Watcher Hammond’s sword 
  cut off his head.  As a ghost, this was not a final 
  death as he could but return to his bones, but 
  when he did so he was immersed in consecrated 
  ground and as one not as strong as Dhabihullah, 
  he perished completely.  Seeing the cavern and 
  flowing water himself, he knew the day was 
  coming that the ground would again shift and that 
  Dhabihullah Shah would rise as a similar undead. 
    He waited then, as the Clerics of Phyton would 
  one day see him, waiting for the return of evil and 
  the fulfilling of that dark prophecy. 
  THE ORDER OF DHABIHULLAH 
  When the “gods” showed that Dhabihullah was in 
  their favor upon the miraculous return of his body, 
  a group of followers became fanatics for him 
  rather than his cause.  So upon his second death 
  they waited for him to return.  When Dhabihullah 
  did not return many left for other leaders, but some 
  felt that the Knights had done something to stop 
  their leader from returning and swore that they 
  SHE7-07 Prophecies 
   
  Page 3 
  
   
  would find their late master’s remains and return 
  him to glory.  A seer spoke prophecy about a time 
  when Dhabihullah would rise up and bring down 
  the highest of Knights but that his remains would 
  need to be out of his consecrated prision before 
  this could happen. 
   
  The Order of Dhabihullah grew from this 
  group.  As time passed the horrific and evil deeds 
  of their master were forgotten, and only his ideals 
  remained.  They spoke how he lived and emulated 
  their order on his life.  The primary purpose 
  became to find his remains and to bring him back 
  from the dead.  As time passed, that goal would 
  not be possible, but it was clear that Dhabihullah 
  would rise as a ghost and he would need flesh.  
  The members sought out the items Dhabihullah 
  had with him at this death and kept them safe so 
  his ghost would have use of them when he rose 
  again.  The members of this order then not only 
  strived to find his remains, but to be the best they 
  could be so that Dhabihullah might choose them 
  as his vessel to act in the physical world. 
   
  Each year their most powerful cleric (and 
  usually their oldest one) would call upon their god 
  to ask about the bones.  For all of these recent 
  years the bones were securely wrapped in lead 
  buried in concentrated ground with guardians 
  around them, and the message was not one of 
  particulars.  This year, it was learned when the 
  bones would be free of the earth, the Miracle told 
  the Order that the bones would be free soon at the 
  border of Bissel and Gran March and Dhabihullah 
  would soon wake thereafter. 
   
  While many followers in the Order were from 
  the West, some others were among the Baklunish 
  communities throughout the Sheldomar Valley.  
  These small groups of Order members would pass 
  their heritage and oaths from parent to child.  As 
  the Baklunish assimilated into the cultures of new 
  lands, they took up other faiths though they still 
  revered their old hero.  With knowledge that the 
  bones 
  would 
  soon 
  be 
  free 
  and 
  possibly 
  Dhabihullah might walk the Oerth again, the Order 
  members sought out all the places where they 
  needed to be.  When the sinkhole and Phyton 
  clergy broke the last tethers, the Order learned the 
  location and sped nearby people to the site. 
   
  Along the border of Bissel and Gran March 
  are clots of order members seeking their ancient 
  leader.  A few know he will return as a ghost and 
  so seek the honor to be his vessel when he 
  returns.  The majority of this small group came to 
  the sinkhole a short time after the PCs left it, and it 
  is generally believed that the PCs have the bones 
  and perhaps the rest of his items.  The members 
  are dedicated fanatics and while they will uphold 
  their good tendencies they seek the remains and 
  sword of Dhabihullah.. 
  NORRIS JABBAR 
  Norris Jabbar is a Senior Squire of the Watch that 
  came late to his role within the Order.  He was 
  serving in the Gran March Cavalry when a visiting 
  knight saw honor in his actions and sponsored 
  Norris in the order.  His sponsor, Dispatcher Arju 
  Callingstar, Elegant Weasel, taught him of the 
  order and met with him often.   
   
  When the Grandiose Imperial Wyvern died, a 
  search began for a successor.  Part of this 
  process is to review the prophecies known to the 
  Order in relationship to particulars on how the 
  Wyvern met his end, along with secrets only 
  known to the Great Beasts.  Prophecies are 
  cryptic and rarely straightforward.  One that might 
  seem major can be unfulfilled while others that 
  appear not to apply can be important.  Such minor 
  prophecies and information would need to be 
  investigated and where possible the investigators 
  need not be given background to their search.  
  Still, for delicate operations, some knowledge 
  must 
  be 
  provided, 
  and 
  so 
  Seekers 
  were 
  introduced to this Search, given what little 
  information as they needed.  Where Seekers keep 
  their silence in word and thought, more small 
  portions of information can be relayed. 
   
  It seems, according to one of the minor 
  prophecies, that when the Grandiose Imperial 
  Wyvern is revealed, Norris Jabbar will have 
  spoken in his presence.  So Seekers have been 
  tasked to locate Norris Jabbar, do nothing to allow 
  him harm, and speak with him to determine what 
  Knights and Squires he has spoken with, so that a 
  roster of potential candidates might be assembled 
  (these, of course, include the Seekers that have 
  been successful in getting information from him). 
   
  Unfortunately, some of the elements of how 
  the last Wyvern fell have become knowledge 
  outside the Order, and many prophecies were 
  uttered by outside seers and gathered for the 
  Order’s business.  There are those who seek to 
  influence selection through what little they can 
  discern.  Outside forces also have determined the 
  importance of Norris Jabbar, and one such, the 
  Shadow Dragon of the Dim Forest, seeks to slay 
  every Knight that this squire has spoken to. It was 
  the Dragon that slew Norris’s sponsor.  It figures 
  that if it can slay all the candidates for the position, 
  SHE7-07 Prophecies 
   
  Page 4 
  
   
  then only those aligned to her thinking will take the 
  Wyvern.  Alas for her, there is much she does not 
  know. 
   
  Other elements and information and prophecy 
  have come to pass where now it appears that 
  were Norris Jabbar a knight he would be a 
  candidate for the Wyvern.  The Vigil ceremony 
  would not be unreasonable if tidings show it 
  needed to be, but Norris Jabbar must be found, 
  kept safe, and brought to the site of the 
  prophesied selection.  There it will become clear if 
  he is the next Wyvern or if the other candidate 
  more true. 
  THE SINKHOLE 
  As the flowing river cut more and more of the 
  ground out from under the pasture which this land 
  became, it became clear to the Watcher Ghost 
  that the time of trouble was near. 
   
  After several years, the ground shook, for 
  reasons no one knows for sure, but the shaking 
  was the catalyst for the events to come.  The 
  ground fell from above to fill the cavern, and 
  massive sections of earth slid and shifted over the 
  entire area.  The mass grave was spilled of its 
  contents.  The sinkhole not only cut off the bottom 
  half of Dhabihullah Shah’s tomb, its shifting of the 
  earth broke the consecration on the ground that 
  had so carefully been laid and scattered the 
  physical guardians around the site. 
   
  Yet Dhabihullah did not emerge.  Watcher 
  Hammond  kept watch and waited for the Ghost of 
  the West to appear.  It did not.  He did not know 
  that the consecration was broken, and so he came 
  to hope that his bones in the earth had prevented 
  his rising as an undead. 
   
  Then the delegation from Phyton arrived and 
  began to gather the unearthed bones and objects 
  buried with them.  It was good work, but it did not 
  interest him.  Then Norris Jabbar rode into view 
  and he saw a Grandiose Imperial Wyvern riding 
  that horse; he realized it was not an Imperial 
  Wyvern of the now but one of the future.  He took 
  strength in that such a power was here to aid him. 
  When the newcomers became aware of him and 
  his honor to the squire, it did not change the way 
  the Squire kept his eye.  That vision of the future 
  broke the Vigil that he kept, and Dhabihullah 
  Shah’s ghost slipped from his broken tomb, and 
  he carried a material sword  with him.  For the 
  Adagio was a ghost touch weapon that a man 
  could use to strike the incorporeal, but with which 
  the incorporeal could use to strike the man.  
  Dhabihullah was almost caught when he too saw 
  the Squire, the power that could be, and the 
  Watcher’s fascination, but he realized that he had 
  to hide, and he left to hide among the bones and 
  gear gathered by the clerics and waited. 
   
  When the chance was right, Dhabihullah 
  joined 
  with 
  Norris 
  Jabbar’s 
  flesh 
  through 
  malevolence and took control of him.  It was his 
  first step of revenge against the knights, and with 
  one of their members in his control he could wreck 
  their good name and soil their honor.  The priests 
  and their guardians had to be dealt with, but all 
  that required was for him to set a table where the 
  physical guardians of this place would react.  Uffa 
  moved a couple items from his tomb to a place 
  where the priests might find them .  With Norris 
  still in his control, Dhabihullah waited a short 
  distance away to watch the guardians defeat the 
  priests.  The guardians slew the priests and their 
  protectors and returned to the earth and air as 
  they were instructed (not knowing that the reason 
  for that work had passed).  Unfortunately, one of 
  the guardians in the battle went berserk, 
  destroying and bashing everyything in sight.  After 
  it had shredded the camp, and the bodies, and, 
  alas, some of the items of value, including the 
  Watcher’s sword, it spotted Dhabihullah/Norris 
  waiting from afar and began to chase him.  He 
  rode away faster than the golem could follow, but 
  not so fast that the golem would lose him.  
  Dhabihullah thought that the beserk guardian 
  could be useful.  Uffa retrieved the casket with his 
  bones and smashed the casket a bit to prevent 
  such use in the future. 
   
  He saw the village some time later and made 
  for it.  He made sure his knight’s pin was 
  prominent (he did wonder when the Knights went 
  from very visible tabards to barely visible pins, but 
  he supposed getting shot by arrows convinced 
  them to stop the easy targets), and had Norris 
  speak to the villages.  They did not seem 
  surprised to see him, and also did not give him 
  that much respect.  Through conversations he had 
  learned that other knights had come here on their 
  way to Trilesimain’s Rest.  He learned of the guest 
  house of Heironeous and knew he had his means 
  to deal great revenge. 
   
  First he had to deal with the berserk guardian 
  attack.  He shot some arrows at it, causing it to 
  attack him, but Dhabihullah made sure there was 
  a house between him and it to cause more 
  destruction.  Eventually, the fun became old, 
  especially when as many villages shot at his 
  captive and horse more than at the guardian, so 
  SHE7-07 Prophecies 
   
  Page 5 
  
   
  he rode away.  Intending to do whatever he could 
  to desecrate this holy place of the knights and 
  their god.  
  THE SECRET 
  The final means of determining if a person is the 
  Gradiose Wyvern is not going to be discussed 
  here.  That is a secret at the highest level of the 
  campaign.  It may or may not come out before the 
  campaign ends.  Nevertheless it is a significant 
  secret exposed that the Grandiose Imperial 
  Wyvern just isn’t picked or decided, but that there 
  are tests and prophecies to match.  There is even 
  a final test at the end, which results in a Wyvern or 
  a dead candidate (something that in the original 
  game series was going to be used in the story, but 
  there is no time now.)  Suffice it to say Watcher 
  Vrainian will be Wyvern or dead.  Gran March 
  needs a new Commandant either way. 
  THE WYVERN CANDIDATE 
  Norris Jabbar and Magnus Vrianian both are 
  potential 
  candidates 
  for 
  Grandiose 
  Imperial 
  Wyvern.  Norris’s possession by Dhabihullah Shah 
  and the deeds he does while possessed removes 
  him from consideration for the Wyvern, this time 
  (he still meets the prophecies for the Wyvern’s 
  next successor).  By the time the game starts, the 
  powers that be are awfully sure that Magnus 
  Vrianian is the one – and he spoke with Pride 
  Sergeant Squire Norris Jabbar while the Pride 
  Sergeant was stationed in Hookhill.  There are a 
  few more prophecies that should come to pass to 
  be more certain.  One prophecy that does not fit is 
  that Magnus was not present when Hugo died.  
  The prophecy was one stated by Hugo in his last 
  days, “The next Wyvern will be present when a 
  Wyvern falls.”  However, Norris Jabbar represents 
  a future Wyvern that falls from consideration with 
  his possession and under that possession the 
  murder of innocence.  With Magnus near the 
  Shrine, he is present as a Wyvern falls. 
   
  Magnus Vrianian, the Commandant of Gran 
  March, travels with much of the 1st Battle of the 
  Gran March military as escorts.  He has survived 
  many attempts on his life.  He has been told to 
  attend the Great Beasts at the shrine with no more 
  than two protectors.  
  ADVENTURE SUMMARY 
  INTRODUCTION 
  The characters meet in the village of Tankard 
  along the Gran March/Bissel border.  Through a 
  retired dwarven Knight of the Watch they learn of 
  the Prelate’s need. 
  ENCOUNTER ONE 
  The characters travel to meet the Prelate to learn 
  the mission and get information for their task. 
  ENCOUNTER TWO 
  The characters travel to the Sinkhole site.  They 
  discover the thrashed camp the bodies torn apart 
  and not being eaten by scavengers, though 
  insects have begun their work.  They find broken 
  objects including those that were magical, and 
  they find the casket from the tomb.  If they look for 
  the ethereal knight, they find him along with the 
  ghost of one of the priests.  They can speak with 
  the priest after slaying the tomb guardians and to 
  the knight beforehand, but also likely after.  They 
  learn what must be done to stop Dhabihullah Shah 
  and that Norris Jabbar is important to save as well. 
  ENCOUNTER THREE 
  Going south, following the distinctive track and 
  eventually chasing the smoke from the village, the 
  characters come upon the village that eventually 
  defeated the berserking Grave Dirt Golem.  Many 
  of the people are dead, including women and 
  children who tried to help.  Most buildings are 
  damaged or destroyed.  The people have much ill 
  to say about Knights of the Watch, for it was one 
  of that order that murdered a villager in cold blood 
   and led the evil pile of earth around the village.  
  The characters can tell  them that the squire was 
  not in control of himself and mitigate some of the 
  hatred.  In doing that they can learn that before he 
  came another group of knights came through, he 
  was most interested in that fact.  The characters 
  can learn that the knights and he are headed to 
  Trilesimain’s  Rest. 
  ENCOUNTER FOUR 
  The characters come upon two travelers coming 
  north as they go south.  They stop and demand 
  the bones and sword of Dhabihullah from the PCs 
     Unfortunately, the player characters do not have 
  items, and so it is likely a conflict will occur.  The 
  SHE7-07 Prophecies 
   
  Page 6 
  
   
  opponents do non-lethal damage only, unless 
  forced to do otherwise by the PCs (in the unlikely 
  event of their success, they search through the 
  PCs’ possessions taking anything made of bone, 
  tie up someone, bring him back conscious with a 
  knife nearby so he can free himself and help 
  others)   
  ENCOUNTER FIVE 
  The characters travel to Trilesimain’s Rest as 
  night falls.  Bodies are draining the blood into dirty 
  water at the trough, and war horses are dead in 
  the corral.  Two large buckets of similar water lie 
  near the chapel entrace, and as as the characters 
  arrive, Norris Jabbar exits the chapel and mounts 
  up.  There is  a short (at most APLs) fight, and 
  Norris Jabbar goes down.  A search of the 
  complex finds the chapel desecrated, more dead 
  in the guest house with one very hurt surviver, and 
  for the unlucky few they find the ghost of 
  Dhabihullah and Uffa taking their toll upon their 
  numbers.  Only by finding the bones on Norris’s 
  horse 
  and 
  taking 
  them 
  towards 
  or 
  upon 
  concecrated ground can they force Dhibihullah to 
  fight in the open.  The former not wanting his 
  bones to go into that space.  Uffa begins 
  posessing the horse, but quickly takes advantage 
  of the situation to do harm to those who pursue his 
  master. 
  CONCLUSION 
  When Dhabihullah and Uffa  are defeated, 
  Magnus and the Great Beasts arrive.  The 
  characters witness an exchange between one of 
  the Great Beasts and the Commandant, ending in 
  one of the Great Beasts transforming into a 
  dragon form and carrying Magnus south.  oMost of 
  the Great Beasts and escorts leave, but one 
  remains.  He assists in the burial of Dhabihullah’s 
  remains and weapon and speaks with the player 
  characters.  Afterwards, he escorts Norris or his 
  corpse away as well. 
   
  Also, once any Squire or Knight steps upon 
  the ground of the Rest at this time, he or she feels 
  a sharp burning feeling in the chest and remains in 
  pain throughout the rest of the adventure.  If 
  check, a jagged scar is found on the character’s 
  chest about 5 inches long below his or her 
  sternum. 
  PREPARATION FOR PLAY 
  Determine which characters are Knights or 
  Squires of the Watch and Dispatch and whether 
  they are seekers already (played GRM7-05 
  Currents as knights). 
   
  Determine the alignment and race of each 
  character.  If they are human, determine which 
  extraction (Suel, Oeridian, Bakluni, etc.). 
  INTRODUCTION 
  Why you travel towards the Bissel/Gran March 
  border is question only you know.  It could be 
  that you have heard of the delightful ales of the 
  village 
  of 
  Tankard. 
  Perhaps 
  it 
  is 
  by 
  Fharlanghn’s will that you find yourself on the 
  road in this very under populated area.  
  Regardless of the reasons, you arrived at the 
  village of Tankard two days ago.  This small 
  village had four taverns, two inns, two 
  breweries, and a Havest-church temple mostly 
  dedicated to Wenta.   
   
    The proprietor of the Third Yard Inn, 
  Yacob Porter, was a kindly man who provided 
  not only brews from the two breweries but his 
  own house beer, called Knight’s Ale.  Anyone 
  who could drink three yards of Knight’s Ale 
  and walk up the stairs could stay for free at 
  their best room.  The yard was a glass as long 
  as a man’s arm, from elbow to fingertip, and 
  the ale was as dark as the earth the grain came 
  from.  While there, you saw three people try 
  the task, and only an very old dwarf succeed.  
  His success was greeted by jeers of the crowd 
  as he took almost ten minutes longer to do it 
  this time as it had the last six times.  He 
  apologized to the crowd and declined the free 
  room.  More jeers followed as it seemed he 
  was a co-owner of the inn.   He seemed a very 
  jovial old dwarf and while the people gave him 
  a little grief on his drinking prowess, they were 
  generally very respectful of him, otherwise. 
   
   As he began to leave the room, he pauses 
  near your table,  He seems to be listening to 
  something you cannot hear, then he looks at 
  each person at your table.   
   
  Ask for character introductions. 
   
  Then he speaks without any noise, though 
  you can clearly hear the din of the crowded 
  inn.  
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  Spot Check (DC 20) to read lips to see what 
  he said.  Those who are successful receive Player 
  Handout #1. 
   
  When he has finished, he addresses your 
  table, “Good evening.  Could I by chance 
  speak privately with you on a matter of some 
  importance?  I will pay you each 50 gold 
  pieces to hear me out regarding my business. 
   
  “If you are interested, please follow me.”  
  He then turns towards Yacob and shouts, “I’m 
  taking the Blue Room to meet with these 
  folks.”  Yacob starts like the request was very 
  unexpected and then vigorously shakes his 
  head giving consent. As the very old dwarf 
  heads upstairs, Yacob moves to the stairs as 
  well. 
   
  To those going up the stairs, Yacob says the 
  following: 
   
  “Since you have Blue Room business with 
  Watcher Holderherk, your tab for tonight’s 
  room is on me.  May the Valiant Knight bless 
  your venture,” 
   
  To anyone not going up the stairs, Yacob says 
  the following:  
   
  “He has been retired for longer than I have 
  been alive.  If he can force his old knees up the 
  stairs, you could at least hear him out.” 
   
  If anyone asks the significance of the Blue 
  Room: 
   
  “From time to time we have military 
  officiers stay here when their platoon or pride 
  are on patrol.  The Blue room is usually 
  reserved in case someone on official business 
  is in town and needs a room even when a 
  festival is going on.  For him to request the 
  Blue room means he needs to talk to you on a 
  matter of some significance. 
   
  If players ask about a blue room in the inn, 
  they have never seen one.  There is a room with a 
  blue room number instead of the normal white 
  number. 
   
  If characters do not go up to the room, then 
  give the players their AR with everything crossed 
  off except possibly roleplaying experience.  Do 
  give them a chance to reconsider before giving the 
  AR. 
  IN THE BLUE ROOM 
   
  The room with the blue room number looks 
  not much different from your room, except 
  instead of a small table and a large bed, it has 
  a smaller bed and a large table with seven 
  chairs.  Watcher Holderherk puts a number of 
  gold pieces on the table, and as you sit, he 
  divides them into stacks of 50 gold pieces. 
   
  “I am Watcher Grim Holderherk, Elder 
  Somber Bat.  A friend of mine, Prelate Harlowe, 
  across the border in Bissel, in the Barony of 
  Burning Stalks, has just sent me a Sending. 
   
  “The Prelate has some priests of his that 
  have gone quiet.  The messages each day have 
  stopped coming.  He seeks persons to 
  investigate this for him, and he is willing to pay 
  50 gold just to have you come and listen to his 
  need and then decide.  He asks that you arrive 
  tomorrow morning, giving his priests a few 
  more hours to return in case there was just 
  some unexpected mishap is the cause.  He will 
  cast another sending in the morning on 
  whether they are still missing and for me to 
  reply as to whether I have found anyone to 
  come.   Will you do this?” 
   
  If the player characters ask for more 
  information, Watcher Holderherk replies that there 
  is only so much information that can be sent in a 
  sending.  The Prelate is at a village of Shamarin, 
  just across the border with Bissel.  The village is a 
  long day’s march north. 
   
  Watcher Holderherk tells them he will meet 
  with them in the morning, with news from the 
  Prelate, and bids them good night. 
  ONCE THE PLAYER CHARACTERS GO 
  TO BED 
  Tell the non-Knight/Squire characters that they 
  have a dream and give them Player Handout #3. 
   
  Tell the Squires and Knights of the Watch and 
  Dispatch that they have a visitor, and give them 
  Player Handout  #5 to Squires, Player Hangout #6 
  to Knights that are not already Seekers [must have 
  played GRM7-05 Currents] , and Player Handout 
  #7 to Knights that are already Seekers). 
  MORNING COMES 
  Upon morning, at the breakfast table, Watcher 
  Holderherk asks if adventurers plan to assist the 
  Prelate with his problem.   
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  Those who agree to go and hear the Prelate 
  out receive 50 gold pieces.   
   
  Those who do not agree are asked to please 
  reconsider, as they will miss an opportunity to help 
  others and possibly expand their experience and 
  wealth along the way.  If the player characters still 
  do not agree, then the players are given ARs, and 
  characters are sent on their way. 
  ENCOUNTER 1: WORRY 
  The trip to Shamarin is uneventful.  When one 
  crossed into Bissel was not at all clear, but 
  also not so important.  A keen notice would 
  see land is made of flatter hills, and the 
  grasses are a little less healthy.  There are 
  fewer trees here, and most of the older ones 
  show signs of surviving fire.  Closer to the 
  village, there are grain and vegetable fields 
  with lifestock grazing around as well, but even 
  these seem to be not as healthy as they could 
  be. 
   
  The Phyton temple is the only two-story 
  building in Shamarin besides grain silos.  
  There were another couple dozen small 
  houses making up the village.  Livestock 
  wanders the ways between houses that are 
  less roads here than just places not built upon. 
   As the day comes to a close, the villagers look 
  up at your arrival.  Many have hope in their 
  eyes while others look on dispassionately.  
   
  If there are no half-elves or Baklunish in the 
  party, all go back to what they were doing after 
  you pass. 
   
  If there are any half-elves or Baklunish in the 
  party, all scowl as you pass and turn away quickly. 
   
  The door to the temple is open as you 
  arrive, and an unarmored man watches you. 
  When you are close he says, “Greetings. I am 
  Brother Alorus.  Are you here to see the 
  Prelate about my brothers?” 
   
  If the PCs agree that is the reason they have 
  arrived, he shows them to the Prelate. 
   
  Brother Alorus is a six-foot tall Oeridian man 
  with brown hair and brown eyes, in a cassock with 
  no armor or weapons. 
   
  If the PCs ask about his brothers, he tells 
  them that Brother Aspel, Brother Telgar, and 
  Brother Gaspar, along with an escort of a half-
  dozen protectors, left nine days ago to investigate 
  a sinkhole.  They sent back their findings each day 
  for a week, but no such message came yesterday, 
  and the Prelate’s divination spoke of danger. 
   
  If the PCs ask about the protectors, he recalls 
  that two were from the village, Thorin Coopersmith 
  and Gallen Potter.  The other four were people the 
  Prelate had asked to accompany them.  He didn’t 
  know them, but one was of the Knights of the 
  Watch. 
   
  The PCs may give money to the villages 
  (Certainly Squires of the Watch or Dispatch are 
  very likely to do so, as its something asked about 
  on the squire questionaire).  The people respond 
  politely to such gifts, and if the givers are 
  Baklunish or half-elves, they apologize for judging 
  too hastily. 
   
  Brother Alorus leads the PCs past a small 
  worship area upstairs to the living quarters. There 
  are eight doors at this level, equally spaced out 
  (representing eight sets of quarters).  On the door 
  farthest from the stairs, the brother knocks four 
  times and says, “The heroes that you asked about 
  are here,” and a voice inside answers, “Bring them 
  in.” 
  THE PRELATE 
  Inside is a room with a desk and chairs, with 
  each wall covered in bookcases filled with 
  books.  The far wall also holds a door, partly 
  open, revealing a sleeping area.  The Prelate, 
  an Oeridean man wearing a mithril chain shirt 
  with a dagger by his side, stands as you enter, 
  showing his barely five feet of stature.  
  Underneath his right hand on the desk are 
  several pouches. 
   
  “Good evening, and thank you for coming. 
   Before we get down to business, I believe I 
  owe you 50 pieces of gold for coming.”  He 
  picks up the pouches on the desk and begins 
  to hand them out.” 
   
  “Two weeks ago we received word that a 
  large sinkhole opened up in a field west of 
  here.  Apparently, the ground shift exposed 
  several graves that no one knew were even 
  there.  Apparently, a nearby village had always 
  thought that area of ground was unlucky to 
  plant crops, and so they left it as grazing 
  areas. 
   
  Nine days ago, I sent three of the Brothers 
  with the most investigative experience to look 
  over the sinkhole and contents of the graves 
  that had been spilled.  When the investigation 
  concluded, they were to gather up the remains, 
  SHE7-07 Prophecies 
   
  Page 9 
  
   
  the right bones to the same body, and bury the 
  remains in marked graves. 
   
  I sent four protectors and two messengers 
  with them.  They were to send me a report 
  each and every day with their findings, using 
  each messenger in succession.  Since the 
  sinkhole was only a few hours away by 
  horseback, the two messengers were enough 
  to keep up communication. 
   
  When I failed to receive a messenger, I 
  asked Phyton regarding what I should do, and 
  his message, though cryptic, tells me that they 
  are in some trouble.  The reply was “Watcher 
  Holderherk will send help when you ask.”  I 
  sent a Sending to my friend, and now you have 
  come.” 
   
  The Prelate has a summary of the information 
  in the letters relative to sinkhole.  
   
  The Prelate has information related to the 
  Brothers, Protectors, and Messengers (Player 
  Handout #5). 
   
  He will pay an additional three hundred gold 
  pieces to each character for each Brother returned 
  alive to him; or one hundred gold each to know 
  what happened to them if they did not survive. 
   
  He also gives them in advance the following 
  supplies: one potion of cure serious wounds, one 
  restoration scroll, and a wand of see invisibility 
  wand with five charges left.  He does expect the 
  items back if unused (they do not count against 
  treasure). 
   
  If the characters agree, he sends Brother 
  Alorus as a guide to the sinkhole area, but he 
  must return immediately.  He offers horses for the 
  PCs to use if they do not have horses (has two 
  ponies, five light horses, and one light war horse 
  that the PCs can borrow). 
  Treasure: 
  ALL APLs: L: 50 gp, C: 0 gp, M: 0 gp. 
  ENCOUNTER 2: 
  DEVASTATION 
  Following the directions of the Prelate, you 
  come first upon a fresh burial mound, the bare 
  earth already sprouting weeds and grasses, 
  perhaps 
  even 
  more 
  healthy 
  than 
  the 
  surrounding plants.  At this time, Brother 
  Alorous takes this as a sign that he must leave 
  and so parts company with you.  The mound is 
  a hundred feet long, fifteen feet wide, and eight 
  feet high.  As if a sign, the low overcast sky 
  weeps, and a slow gentle drizzle begins to fall. 
   Light rain, almost too soft to feel, but a 
  darkening sky foretells more rain ahead. 
   
  Beyond the mound the sinkhole can clearly 
  be seen, but so can a visage of destruction.  
  The ground on all sides of the sinkhole has 
  been stripped of vegetation.  Scattered around 
  the bare dirt are pieces of flesh, wearing what 
  you may realize are the remains of armor or 
  clothing.  Shreds of canvas from what may 
  have been tents, pieces of weapons, and 
  equipment are scattered about.  In addition, 
  the bodies of dead scavengers, birds mostly 
  but one or two dogs as well, lie here and there. 
   They are the only things not ripped apart. 
  OBJECTS (DM MAP #1) 
  In the camp area 
   
  Most objects have been smashed or broken 
  until they are only a couple inches across.  It is 
  hard to recognize equipment at that size.  The 
  exception to that smashing is as follows and are 
  marked on the map where they are found: 
   
  1.  Brother Gaspar’s body and the broken 
  longsword. 
   
  2.  An apparently banged up adamantine 
  rapier.   
   
  3.   A box, 3 feet long, 2 feet wide, and 2 feet 
  high, with silver designs on the outside.  It is open, 
  but face down.  The lid has been partly torn from 
  the lid, and there are a great deal of cuts, dents, 
  and scrapes on the sides of the box cutting any 
  value significantly. 
   
  4.  Two dead dogs by a number of scraps of 
  uneaten flesh. 
   
  5.  Three dead buzzards near a shreds of 
  leather.  
  In the Sinkhole 
   
  6.  Location where the air elemental can come 
  out of should he be trapped in the the tomb 
  somehow.  
  In Dhabihullah’s Tomb 
   
  DS.  Inside the tomb (‘DS’ on DM Map #1),  To 
  get inside the tomb player characters must make a 
  DC 15 Climb Check.  On success or failure there 
  is a 50% chace the wall crumbles out beneath 
  them dropping them 30 feet (taking 3d6 damage). 
  SHE7-07 Prophecies 
   
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  Tying off with ropes is recommended, but one 
  might also levitate or fly there.  The open tomb is 
  ten feet below the ground (the sinkhole is 40 feet 
  deep total).   The tomb space is lead lined and is 
  empty. 
  PEOPLE OR PIECES THEREOF 
  Everything outside of the Sinkhole was smashed 
  or ripped into small pieces, and that includes 
  those that died.  However, Brother Gaspar tried to 
  get down the sinkhole to safety when he was 
  killed).  His body fell to the base of the sinkhole, 
  and the rampaging golem did not smash him to 
  bits.  A Heal Check (DC 15) can tell most of the 
  injuries on bodies were bludgeoning or tearing 
  wounds, though many wounds show some form of 
  rot in the wounds.  A successful Knowledge (the 
  planes) check (DC 15) can determine that this rot 
  seems to be negative energy damage but not from 
  undead. 
   
  If a character casts speak with dead and is a 
  divine caster of Fharlanghn, Kelenan, Obad-Hai, 
  or Pelor; or is half or more Baklunish; or is half-elf; 
  or half-orc; or has any necromancy spells 
  memorized or ready to be cast other than speak 
  with dead, Brother Gaspar resists the speak with 
  dead.  Otherwise no saving throw is required. 
   
  His story of the events pretty much match the 
  letters.  They discovered a few items had been 
  uncovered from the crumbling sinkhole walls.  
  When they touched a leather helmet, large 
  creatures made of earth rose from the ground and 
  started hitting everyone.  He noticed that the earth 
  moved around the sinkhole so he tried to climb it, 
  but got hit as he went down.  He took the sword 
  with him because he thought it was a clue.  He 
  can also describe where the knight was seen.  
  Note that speak with dead speaks with residuals 
  of the body, not with the actual spirit.  If the player 
  characters want to speak with the actual spirit, 
  they must talk with his ghost. 
  Tracks 
  In the area of the camp, there are no tracks to find. 
   The rampaging golem has walked over every 
  place several times, eliminating other and his own 
  tracks.  Certainly anyone with the Track feat can 
  tell something Large ran over the area many times 
  in almost random directions for many minutes.  A 
  Survival check (DC 15) can tell that the thing was 
  actually Large in size and quite heavy. 
  Regardless of using tracking, anyone spending 
  time searching the area can determine where the 
  large thing went tromping to the south.  It takes a 
  Search (DC 0) to find this.  If the player characters 
  follow 
  the 
  tracks 
  before 
  dealing 
  with 
  the 
  guardians, they can do so; however, they miss 
  some elements of the game. If there are knights or 
  squires in the party that do this, the Knight 
  materializes and says, “Innocent blood is on your 
  hands if you leave things like this.  Saving the 
  Wyvern is important, but that deed should not be 
  bathed in the blood of innocents,” and then he de-
  materializes. 
  Norris Jabbar’s horse (named Thomas) also left 
  the scene; the rear left horseshoe has a distinctive 
  notch in it, making the horse print distinctive, and a 
  character making a Survival check using  a -2 to 
  the DC to find or follow the tracks. 
  Scavengers 
  With a Heal check (DC 10), one can tell that two 
  buzzards on the map were bludgeoned to death, 
  and the two dogs are dead without any visible 
  wounds (cutting open the dogs can find internal 
  damage that did not damage the skin (DC 10 
  Knowledge 
  (religion) 
  after 
  learning 
  this 
  to 
  determine some form of incorporaeal attack.   
  GHOSTS 
  When a see invisibility or other effect to see into 
  ethereal space is used, the characters can see 
  two ghosts, not one.   The PCs were given a wand 
  of see invisibility for this purpose. 
  The Knight 
   
  KW.  The Knight of the Watch in chain mail 
  points at the open tomb with his longsword (the 
  sword appears to have red gems along the blade 
  like the broken sword with Brother Gaspar’s body). 
  If a Knight or Squire of the Watch openly wearing 
  the Order’s Argent Owl symbol or someone openly 
  wearing a Holy Symbol of Heironeous motions that 
  he wants to talk with him, the Knight materializes.  
   He says, “The Wyvern must be saved, but 
  Dhabihullah Shah must be destroyed and his 
  bones buried in holy ground or my [“our Order” if 
  the PC is a Knight or Squire] Order and the 
  Empire is at risk.” And then go back into ethereal 
  space still pointing at the open tomb. 
  Brother Gaspar’s Ghost 
   
  BG.  The cleric looks a lot like Brother Gaspar 
  at the bottom of the sinkhole.  He looks angry and 
  impatient but does not speak to the party until the 
  Guardians are dispatched.  He is watching the 
  knight and occasionally looking at his body.  
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  Once the Guardians are dispatched, he 
  materializes.  He reports that a Baklunish Ghost of 
  great power has used his power to take over the 
  will of a Squire who had come as one of their 
  protectors (Norris Jabbar, if he is asked).  The 
  ghost must be killed, and his bones and if 
  possible, his sword, laid to rest in the holiest 
  ground possible within hours of the ghost’s 
  demise, or else the ghost will return to the land 
  and rampage some more.  The squire was last 
  seen riding south on the squire’s war horse with 
  one of the guardians in pursuit.   
  THE GUARDIANS 
  Touching the silver lead-lined box or coming within 
  10 feet of the box while touching the ground 
  activates the guardians.  They aim to kill anyone at 
  the sinkhole site. These creatures rise from the 
  earth, come out from the companion tomb, or drop 
  from the sky.   
  Use DM Map #1 to note where creatures begin, 
  and roll initiative. 
   
  At APL 8 - 12, the air elemental begins in the 
  open tomb of next to Dhabihullah Shah’s tomb.  It 
  exits the tomb the round after the golems begin 
  the fight.  The first Grave Dirt Golem is at location 
  “A.”  If there is a second golem, it is at location “B.” 
   
  At APL 14 and 16, one sorcerer begins in the 
  open tomb, casts ray deflection, and then exits the 
  tomb in the same round the golems act.  The other 
  elemental hides in the low lying clouds 500 feet 
  above the ground directly above the silver lead-
  lined box, it double moves the first round getting 
  closer to the ground before casting spells.  
   
  All the elementals begin with see invisibility 
  cast.  Half the normal duration of the spell 
  remains. 
  APL 8 (EL 11) 
  (A) Grave Dirt Golem (1): hp 105 each; see 
  Appendix 1. 
  Huge Air Elemental Sorcerer 4 (1); hp 168 
  each; see Appendix 1. 
  APL 10 (EL 13) 
  (A & B) Grave Dirt Golem (2): hp 105 each; 
  see Appendix 2. 
  Greater Air Elemental Sorcerer 4 (1); hp 213 
  ; see Appendix 2. 
  APL 12 (EL 15) 
   
  (A & B) Advanced Grave Dirt Golem (2): hp 
  182 each; see Appendix 3. 
  Greater Air Elemental Sorcerer 6 (1); hp 225 
  each; see Appendix 3. 
  APL 14 (EL 17) 
   
  Greater Air Elemental Sorcerer9 (2); hp 237 
  each; see Appendix 4. 
   
  (A & B & C) Advanced Grave Dirt Golem 
  (3): hp 182 each; see Appendix 4. 
  APL 16 (EL 19) 
  Greater Air Elemental Sorcerer13 (2); hp 
  249 each; see Appendix 5. 
  (A & B & C) Advanced Grave Dirt Golem 
  (3): hp 182 each; see Appendix 5. 
   
  (D) Advanced Tombstone Golem (1); hp 
  185; see Appendix 5. 
  Tactics: 
   
  The Golems are slow moving and may not be 
  able to catch the player characters.  The golems 
  have no intelligence but follow detailed instructions 
  to attack those living beings who handled 
  Dhabihullah’s items or bones and those in the 
  vicinity.  If they are unable to fight anyone else, 
  they bury themselves back into the ground in the 
  area.  One of the most successful ways to fight the 
  golems would be to keep moving.  The role of the 
  air elemental sorcerers, besides their own 
  significant fighting power, is to slow the PCs down 
  so that the golems can catch up to them or reduce 
  their ability to damage the golems.  In addition to 
  spells, the air elementals position themselves in 
  such a way that the golems can catch some of the 
  player characters.  Any living person in the vicinity 
  when any of the guarded objects are touched are 
  fair attack victims. 
   
  The air elementsls know the spell mass fly 
  and how it works.  If these see people flying in 
  such a mass, they can bull rush people outside of 
  the 30 foot range or turn into a whirlwind and suck 
  the people up to 60 feet upward so that they are 
  more than 30 feet from another person.  When 
  that happens, the person separated falls.  Ray of 
  dizziness also slows down the flyers as they can 
  either take a standard or move action, not both. 
   
  The air elemental can also use their whirlwind 
  or bull rush to push people into the sinkhole.   
  SHE7-07 Prophecies 
   
  Page 12 
  
   
   
  APL 8 and 10: At this level the air elemental 
  sorcerer does not have much in the way of slow-
  down spells, but they can use grease in that 
  matter.  The ray of enfeeblement can be used to 
  reduce the strength of fighters.  The first priority of 
  the ray would be those doing damage with 
  weapons to the elemental or golem.  Since the 
  elemental begins with see invisibility up, it may 
  use its alternate class ability to double the range of 
  a couple 1st level spells on the fly (without taking a 
  full round action to do so).  The vortex ability of the 
  air elemental can be a useful blocking method to 
  hem in characters.   
   
  APL 12:  At this level, the air elemental 
  sorcerer has access to the ray of dizziness spell.  
  It means the character can either move or take a 
  standard 
  action. 
   
  For 
  a 
  party 
  severely 
  underpowered for their APL, a judge can decide to 
  use their 3rd level slots for enlarged 2nd level spells 
  instead of ray of dizziness.  The ray of weakness 
  also slows the character down.  The vortex ability 
  of the air elemental can be useful for blocking or 
  dropping people. 
   
  APL 14:  Like APL 12, the air elementals have 
  the ray of dizziness, which can hamper the 
  movement and damaging dealing of the PCs.  It is 
  very likely some or all the PCs are flying an 
  inaccessible to the golems.  The higher level 
  sorcerer has dispel magic, which is limited to 
  caster level 10, but on a targeted dispel magic or 
  even an area dispel magic can debuff PCs.   The 
  wall of ice spell allows a Reflex save if created in 
  the reach of a PC (PHB pg 299).  However, the 
  spell can block PCs’ line of sight, line of effect, and 
  future movement when placed on the battlefield.  It 
  must be anchored to the ground, but it can be 
  made quite high.  The hemisphere option at 8th 
  level is 11 foot radius and can close in a character 
  for a time.   
   
  APL 16:  A Split ray of dizziness is the first 
  strike of at least of the elementals if there are two 
  targets within 30 feet of each other and within the 
  medium range of the targets.  These elementals 
  have a lot of spells at their disposal, and they are 
  less likely to get involved in physical combat 
  unless forced.   Also, electrical damage heals the 
  grave dirt golems, and they get no saving throw.  
  The air elemental sorcerers can use their 10 HD 
  lightning bolts to “heal” the grave dirt golem (with 
  hit points healed more than their damage 
  becoming temporary hit points).  Note that these 
  sorcerers have disintegrate.  The intent of this 
  knowledge is not that the spell will be cast at 
  players but as a means to knock down force 
  effects.  Casting the spells at steeds or winged 
  mounts would be appropriate. 
   
  Treasure: Treasure in this encounter consists 
  of the the ioun stones from the sorcerers at higher 
  levels, the adamantine rapier, and the rubies in the 
  broken sword.  The value of the rubies and 
  admantine rapier accounts for the loot value 
  below.  In the event that the PCs do not keep the 
  broken sword (leave it at the new burial mound or 
  at Dhibahullah Shah’s old burial location; if they 
  give the sword to the Knights or bury it at 
  Dhibihullah’s new burial site, the knights will pay 
  for the rubies), subtract that value from each PCs’ 
  gold total.   The box is scratched and dented and 
  is no longer of any value.  The sword gems have 
  different value at different APLs  (8-12  1000 gp, 
  14-16 400 gp). 
  APL 8: L: 1250 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 1250 gp, C: 0 gp, M:  0 gp. 
  APL 12: L: 1250 gp, C: 0 gp, M: dusty rose 
  prism ioun stone (417 gp). 
  APL 14: L: 650 gp, C: 0 gp, M: dusty rose 
  prism ioun stone (417 gp), blue sphere ioun 
  stone (667 gp). 
  APL 16: L: 650 gp, C: 0 gp, M: two blue 
  sphere ioun stone (1333 gp), two red sphere 
  ioun stone (1333 gp). 
  THE BURIAL MOUND 
  The Brothers of Phyton buried the personal effects 
  that were with the bodies in the new grave.  Many 
  of these items were made of precious metals.  
  With a couple hours of work, an additional 1,800 
  gold piece per participating character can be 
  gained that would be over-the-cap gold.  This 
  value is not figured into the treasure amounts, as it 
  is not intended to be taken, but could be spent on 
  useful after-action needs.  If a party takes this 
  time, Dhabihullah Shah will have desecrated the 
  shrine before the PCs arrive.  The DM should 
  confirm with the players that they are absolutely 
  sure that they want to take the treasure from the 
  bodies in the new grave, since the consequence 
  of taking this treasure is receiving the Burial Curse 
  on the AR. 
  ENCOUNTER 3: IT TAKES A 
  VILLAGE 
  DM Note:  It is possible the PCs might skip this 
  entire encounter.  They may determine somehow 
  SHE7-07 Prophecies 
   
  Page 13 
  
   
  (possibly through scry or other divinations) that 
  Norris is on his way to the Shrine.  They also may 
  see the village and go around it looking for tracks 
  and, finding them leaving the village, avoid it.   
   
  You come upon a village that has seen 
  better days.  Small fires burn here and there, 
  as well as the remains of much larger house 
  fires that sent thin reeds of smoke skyward.  
  Houses that have not burned usually have 
  been damaged in some way, and eleven new 
  graves mark the devastation of lives.  Many 
  villages wander the streets or repair their 
  homes.  Human children run up to you 
  shouting, “Heroes have come to help!” where 
  their parents and other adults look on with 
  suspicion, fear, or dread.   
  THE VILLAGE 
  When Dhabihullah Shah came here, he first spoke 
  with a few people to establish his identity as a 
  knight and his disdain for them. He then outright 
  murdered one of the village folk to make people 
  afraid of him.   Then when the berserk grave dirt 
  golem caught up with him, he rode around the 
  village and shot arrows at it to entice it to follow 
  him through the village buildings.  He did what he 
  could to cause as much damage to property and 
  people as possible before becoming bored and 
  rode away once a building was between him and 
  the golem.  This left the remaining villagers to 
  dispatch the golem, and this added to the loss of 
  life. 
   
  No more than a dozen healthy adults and 
  about two dozen children remain alive in the 
  aftermath of the destruction.  The adults are in a 
  daze, and they can be heard bitterly complaining 
  about why the Knights of the Watch hate them so. 
   A series of Diplomacy checks, made by different 
  characters, can overturn this.  Three successful 
  PC interactions with DC 15 Diplomacy checks are 
  enough to convince the village that the Knights 
  were not at fault.  DMs are encouraged to give 
  bonuses to success for good roleplaying.   
   
  There is plenty to do to help shore up houses 
  or bury the dead.   
  WHAT HAPPENNED? 
  Only the children are willing to talk about what 
  happened.  They don’t realize quite yet how bad 
  things are. 
   
  By talking respectfully and gently with the 
  children, the PCs can gainthe following points. 
  Diplomacy or Intimidate checks are not enough to 
  draw this information.  They don’t understand 
  fancy words, and intimidation scares them to 
  silence.  Indeed, a gruff response might send the 
  children screaming as they run away. 
  • 
  When the bad knight came, he talked to 
  people.  The cooper talked about a church 
  some place near, and then the knight 
  killed the cooper and laughed and said 
  such is how traitors die. 
  • 
  He also talked with the baker right before 
  the dirt pile came to the village.  The 
  village didn’t have an inn, but the bad 
  knight sought rest. 
  • 
  There was another knight in town a couple 
  hours earlier, and the grown-ups were 
  good to him. He was nice looking but 
  called himself a vulture He also was 
  looking for some place to “try some rest”. 
  • 
  Follow-up 
  questions 
  can 
  get 
  some 
  children to say he was an Elder Zealous 
  Vulture, and he was looking for the “main 
  rest” or a black pyramid. 
  • 
  The second bad knight spoke to people 
  for a little bit, especially the baker. 
  • 
  The bad person was followed by a bad dirt 
  pile that chased him around the village. 
  The bad dirt knocked down houses to get 
  to him.  He would shoot it and then hide 
  behind the house, and it would knock 
  them down. 
  • 
  The bad person wanted to know where 
  the vulture had gone. 
  • 
  The bad person wanted to find a church, 
  but he didn’t want a Phyton church. 
  THE BAKER 
  The baker is one of the surviving adults.  If the 
  player characters ask about the bad man and the 
  party had not yet calmed down the village, all she 
  says is that the bad knight wanted to know where 
  a Church of Heironeous was, and she told him 
  about the Chapel and Guest house to the south 
  east. 
  If the player characters calm down the village by 
  relating that the person was not a knight and not 
  under his own will, then she adds that he originally 
  came in friendly, and the first Knight of the Watch 
  said that others would be coming this way, and I 
  was to send them to the Trilesimain’s Rest next to 
  SHE7-07 Prophecies 
   
  Page 14 
  
   
  the Chapel and Guest House.  So I told him that, 
  and he was very interested. 
  REGARDING TRILESIMAIN’S REST 
   
  All Squires of the Watch and Dispatch know of 
  this place, but few have been there.  It is likely that 
  all traveling Knights of the Watch and Dispatch 
  have been here at least once.   These characters 
  do not need to make a check to know the 
  information below (the character would know if, 
  even if the player does not).: 
   
  In the legend of Trilesimain, he tried to save a 
  peasent girl from fiends. She turned into a fiend, 
  and he was taken to the Abyss.  Trilesimain’s Rest 
  is a shrine that marks where he last rested on 
  Oerth (at a shrine to Heironeous) and has a 
  pyramid marker where he last stepped foot on the 
  Oerth (before the fiends took him).  It is said that 
  the Knights of the Watch and Dispatch sometimes 
  perform esoteric rituals at the Rest.   It is located 
  on the border of Gran March and Bissel, roughly a 
  day’s ride east of the Dim Forest, far from any 
  large pocket of civilization.   Trilesimain’s Rest is 
  holy ground, and people have claimed the spring 
  has healing powers at certain times of the year. 
  All others must make one of the following checks: 
   
  Knowledge (geography) (DC 15) or  
   
  Knowledge (local  - Sheldomar Valley) (DC 
  22) or 
   
  Knowledge (nobility or royalty) (DC 22) or 
   
  Knowledge (religion) (DC 25) or 
   
  Bardic or Loremaster Lore (DC 18) 
  (Gran March and Bissel PCs get +5 modifier). 
   
  The Baker can tell the PCs that Trilesimain’s 
  Rest is the Heironeous Shrine where the 
  legendary hero Trilesimain spent his last day on 
  Oerth and that the Heironeans and Knights deem 
  it a special place. 
  ENCOUNTER 4: ORDER OF 
  DHABIHULLAH 
   
  DM Note: In the likely occasion that the player 
  characters teleport or wind walk (or even fly 
  overland) 
  the 
  party 
  will 
  skip 
  this 
  conflict 
  temporarily.  The Order will then show up a minute 
  after the fight with Dhabillullah and Uffa is over. 
   
  The Oder of Dhabihullah is dedicated to 
  recovering his bones and weapons and returning 
  him as a Baklunsh Champion.  Their lore is such 
  that with him again as their leader, the Baklunish 
  people will take their just due.  This just due is in 
  complete opposition of the goals of the Knights.  
  Nevertheless, the order is populated with non-evil 
  aligned people who have a different political view. 
    
   
  There is another set of Order members who 
  have visited the sinkhole site and determined that 
  the bones are gone (if the player characters did 
  not take them, someone else did)).  They have 
  sent a sending to this group.  They believe that the 
  characters have the bones and weapon, and as 
  they are fanatics who have vowed to recover them 
  at all costs, they are here.  They are a bit daunted 
  at being outnumbered, but they do what they can 
  to soften up the player characters enough so the 
  second group of Order members can dispatch 
  them. 
   
  The Order members begin the battle dealing 
  non-lethal damage only and switch to lethal 
  damage if one of their members is killed (consider 
  each has an innate status on the other).  Even if 
  their comrade takes lethal damage, they do not 
  initiate dealing lethal damage.  Likewise, they only 
  deal lethal damage to someone who has done 
  lethal damage.  The exception to this is if the PCs 
  take away all reasonable ways to do non-lethal 
  damage. 
   
  The truncheons they use are martial one-
  handed weapons that by default do non-lethal 
  damage.  They are not light weapons so Power 
  Attack may be used with it. 
   
  Both are of Baklunish decent and grew up in 
  southern Bissel but have traveled widely.   They 
  used their hats of disguise to hide their Baklunish 
  roots.  Any character that interacts with them get a 
  DC 11 Will save to see the illusion for what it is. 
   
  The PCs see the pair of them riding north as 
  they ride south.  Unless the PCs ask that the 
  Bakluni stop farther away, Kyra stops 100 feet 
  from the party and politely asks for the remains 
  and weapon of Dhabihullah Shah, stating that the 
  party has no right to the remains and weapon and 
  only the two of them know the proper respect for 
  the hero.  She knows they are coming from the 
  sinkhole and has been told that the weapons and 
  remains are missing from the site. 
   
  Since at this point the player characters do not 
  have the items these three seek and the player 
  characters should know that permanently burying 
  SHE7-07 Prophecies 
   
  Page 15 
  
   
  the items is necessary to stop Dhabihullah, it is 
  likely this meeting will result in conflict 
   
  The Game Map:  This is open territory with no 
  real terrain features to get in the way.  Make sure 
  both NPCs are far enough apart when they meet 
  the player characters that a 20-foot radius burst 
  can only catch one of them. 
   
  The Order members, in all likelihood, stick to 
  non-lethal damage.  For this reason, the EL of this 
  encounter was reduced by one.  Because of better 
  than usual equipment, spells, and abilities their 
  individual CRs were increased by one. 
   
  Truncheon: A truncheon is essentially a 
  heavier version of the sap – a one-handed martial 
  weapon that deals nonlethal damage (a rogue 
  may only sneak attack if she is proficient).  One-
  handed martial melee weapon, Cost: 2gp, Dmg 
  S/M/L: 1d6NL/1d8NL/2d6NL, Critical: x2, Weight: 
  12 lb., Type: Bludgeoning. 
   
  Success:  In the unlikely occasion of their 
  success in dropping the player characters, they 
  search in vain for the items they seek and then 
  leave the player characters alone.  The player 
  characters can continue to the Shrine and defeat 
  Dhabihullah, but they will be too late to stop the 
  desecration of the shrine.  He will have smeared 
  innocent blood and horse dung on the pyramid, 
  tombstones, and altar.  
  SURRENDER 
  There is often very little chance for surrender in 
  the timing of higher APL combat.  Nevertheless, if 
  their situation looks bleak, either Order member 
  will surrender to the PCs.  Their view is that they 
  may get killed and join their god, but it is possible 
  that they might slow down the PCs on their tasks. 
   
  If 
  anyone 
  kills 
  the 
  surrendering 
  Order 
  members who have done nothing but non-lethal 
  damage, those characters have done a serious 
  evil act, and this should be recorded on the AR. 
  APL 8 (EL 8) 
  Kyra Horn F Human (Baklunish) Ranger6 : 
  hp 57; see Appendix 1. 
  Indigo Kar M Human (Backlunish) Knight4 
  Fighter2: hp 72; see Appendix 1. 
  Heavy War Horse: hp 40; with light chain 
  barding +4 AC; see Monster Manual, page 
  273. 
  Light War Horse:with light chain barding +4 
  AC ; hp 30; see Monster Manual, page 273. 
  APL 10 (EL 10) 
  Kyra Horn F Human (Baklunish) Ranger6 
  Occult Slayer2: hp 76; see Appendix 2. 
  Indigo Kar M Human (Baclunish) Knight4 
  Fighter4: hp 91; see Appendix 2. 
  Heavy War Horse: hp 40; with light chain 
  barding +4 AC; see Monster Manual, page 
  273. 
  Light War Horse:with light chain barding +4 
  AC ; hp 30; see Monster Manual, page 273. 
  APL 12 (EL 12) 
  Kyra Horn F Human (Baklunish) Ranger6 
  Occult Slayer4: hp 95; see Appendix 3. 
  Indigo Kar M Human (Baklunish) Knight6 
  Fighter4: hp 114; see Appendix 3. 
  Heavy War Horse: hp 40; with light chain 
  barding +4 AC; see Monster Manual, page 
  273. 
  Light War Horse: with light chain barding +4 
  AC; hp 30; see Monster Manual, page 273. 
  APL 14 (EL 14) 
  Kyra Horn F Human (Baklunish) Ranger6 
  Monk1 Occult Slayer5: hp 114; see Appendix 
  4. 
  Indigo Kar M Human (Baklunish) Knight6 
  Fighter4 Marshal2: hp 133; see Appendix 4. 
  Heavy War Horse: hp 40; with light chain 
  barding +4 AC; see Monster Manual, page 
  273. 
  Light War Horse: with light chain barding +4 
  AC ; hp 30; see Monster Manual, page 273. 
  APL 16 (EL 16) 
  Kyra Horn F Human (Baklunish) Ranger6 
  Monk3 Occult Slayer5: hp 133; see Appendix 
  5. 
  Indigo Kar M Human (Baklunish) Knight8 
  Fighter4 Marshal2: hp 158; see Appendix 5 
  Heavy War Horse: hp 40; with light chain 
  barding +4 AC; see Monster Manual, page 
  273. 
  Light War Horse: with light chain barding +4 
  AC; hp 30; see Monster Manual, page 273. 
  Tactics: 
  SHE7-07 Prophecies 
   
  Page 16 
  
   
  Both Order members know they are likely to die, 
  but plan to go down fighting in that they can 
  hamper the party and possibly delay them enough 
  so that their brethern can catch up.  Kyra has sent 
  her animal companion looking for their brethren. 
   
  At the start of the battle, Indigo moves forward 
  and right, ready to fight and use her Test of Mettle. 
   Her role is to draw as many PCs as possible to 
  attack her.  Her armor class is quite high, and 
  Shield Ward allows her to apply her shield bonus 
  to touch, disarm, trip, bull rush, and grapple 
  attempts, so she is hard to hit in those ways as 
  well.  Kyra knows her horse is her mobility and 
  shield and uses Shield Ally at times to take some 
  damage that is inteded for her horse.  Kyra 
  attempts to use her horse for cover against all 
  attacks (giving +4 cover bonus to all ACs). 
   
  Kyra is an archer.  When hostilities begin, he 
  especially targets casters with the least amount of 
  armor or any that cast fly spells.  He too uses his 
  horse for cover, but expects in due time it will be 
  shot out from under him.  While he has the horse, 
  the mobility helps greatly.  
   
  One can shoot a full round action of shots 
  from a moving horse, but it takes place at the 
  middle of the travel.  If the horse moves more than 
  a single move, the archer takes a penalty without 
  mounted archery. 
   
  At higher APLs, both Kyra and Indigo have 
  Dragon Masks that allow them, twice per day, to  
  use a swift command to see invisibility.  The also 
  may have rings of communication which they can 
  use to communicate silently and up to a mile 
  away. 
  IN THE UNLIKELY EVENT 
  In the unlikely event that these two succeed in 
  bringing down the party, they search through the 
  unconscious PCs’ equipment, taking anything 
  made of bone and any ghost touch weapons (the 
  one characteristic they know for sure about 
  Dhibihullah Shah’s weapon), tie up one PC, wake 
  him, and leave a knife nearby.  The PCs arrive in 
  Encounter 4 at Trilesimain’s Rest in the first stage 
  of the blood of innocents and dung spread around 
  in an initial desecration. 
  APL 8: L: 369 gp, C: 0 gp, M: two hats of 
  disguise 
  (333 
  gp), 
  three 
  remove 
  blindness/deafness potions (225 gp), two 
  potions of lesser vigor (8 gp), cloak of 
  resistance +1 (83 gp), potion of cat’s grace 25 
  gp), potion of bull’s strength (25 gp), potion of 
  resist energy (acid) (25 gp), three entangle 
  scrolls (6 gp). 
  APL 10: L: 440 gp, C: 0 gp, M: two hats of 
  disguise 
  (333 
  gp), 
  four 
  remove 
  blindness/deafness potions (250 gp), two 
  potions of lesser vigor (8 gp), wand of lesser 
  vigor (10 charges) (13 gp), two rings of 
  protection +1 (333 gp), wand of spike growth 
  (5 charges) (38 gp), cloak of resistance +1 (83 
  gp), potion of cat’s grace 25 gp), potion of 
  bull’s strength (25 gp), potion of resist energy 
  (electriciy) (25 gp), three entangle scrolls (6 
  gp), potion of cure serious wounds (63 gp), +1 
  truncheon (192 gp). 
  APL 12: L: 365 gp, C: 0 gp, M: two hats of 
  disguise 
  (333 
  gp), 
  four 
  remove 
  blindness/deafness potions (250 gp), two 
  potions of lesser vigor (8 gp), wand of lesser 
  vigor (10 charges) (13 gp), two rings of 
  protection +1 (333 gp), wand of spike growth 
  (5 charges) (38 gp), cloak of resistance +1 (83 
  gp), potion of cat’s grace 25 gp), potion of 
  bull’s strength (25 gp), potion of resist energy 
  (electricity) (25 gp), three entangle scrolls (6 
  gp), potion of cure serious wounds (63 gp), +1 
  truncheon (192 gp), +1 magebane long 
  composite (str +2) (717gp), +1 merciful dark 
  wood lance (703 gp). 
  APL 14: L: 365 gp, C: 0 gp, M: two hats of 
  disguise 
  (333 
  gp), 
  four 
  remove 
  blindness/deafness potions (250 gp), two 
  potions of lesser vigor (8 gp), wand of lesser 
  vigor (10 charges) (13 gp), one ring of 
  protection +1 (167 gp), one ring of protection 
  +2 (667 pg), wand of spike growth (5 charges) 
  (38 gp), cloak of resistance +2 (333 gp), 
  potion of cat’s grace 25 gp), potion of bull’s 
  strength (25 gp), potion of resist energy 
  (electricity) (25 gp), three entangle scrolls (6 
  gp), potion of cure serious wounds (63 gp), +1 
  truncheon (192 gp), +1 magebane long 
  composite (str +2) (717gp), +1 merciful dark 
  wood lance (703 gp), two dusty rose ious 
  stone (834 gp), boots of stiding and springing 
  (450 gp), two anklets of translocation (250 gp).  
  APL 16: L: 365 gp, C: 0 gp, M: two hats of 
  disguise 
  (333 
  gp), 
  four 
  remove 
  blindness/deafness potions (250 gp), two 
  potions of lesser vigor (8 gp), wand of lesser 
  vigor (10 charges) (13 gp), one ring of 
  protection +1 (167 gp), one ring of protection 
  +2 (667 pg), wand of spike growth (10 
  charges) (76 gp), cloak of resistance +2 (333 
  gp), potion of cat’s grace 25 gp), potion of 
  SHE7-07 Prophecies 
   
  Page 17 
  
   
  bull’s strength (25 gp), potion of resist energy 
  (electricity) (25 gp), three entangle scrolls (6 
  gp), potion of cure serious wounds (63 gp), +1 
  truncheon (192 gp), +1 magebane merciful 
  long composite (str +2) (1550 gp), +1 merciful 
  dark wood lance (703 gp), two dusty rose ious 
  stone (834 gp), boots of sliding and springing 
  (450 gp), two anklets of translocation (250 gp), 
  dragonhide mask (417 gp), bronze griffon (833 
  gp), cloak of resistance +3 (750 gp).  
  ENCOUNTER 5: SCENE OF 
  THE CRIME 
  DM Note:  You’ll need to change the Read Aloud 
  Text according to the means by which the player 
  characters return to the Chapel.  It is quite 
  possible that some or all of them might teleport or 
  wind walk back to the guesthouse or chapel.  In 
  such a case, it is not be close to sunset but there 
  will be more daylight.  The events unfold as they 
  are related below; it is only how well the players 
  can see into Encounter Five from this encounter 
  that might cause them to combine the encounters. 
   The read aloud text below assumes they traveled 
  overland back to the beginning. 
   
  Also, if the party skipped Encounter 4 by using 
  transportation methods before the encounter, then 
  a minute (ten rounds) after they finish Dhabihullah 
  Shah, the Order of Dhabihullah arrives.  At this 
  point, the player characters have possession of 
  the bones even if they do not know it. 
   
  Regarding Battle Maps:  DM Map #2 may 
  encompass more space than your battle map can 
  cover; what is important is that the corral is 
  between the player characters and a direct line to 
  the chapel.  If you need to use a smaller map and 
  move them closer, adjust the corral accordingly. 
   
  Sunset is threatening as the chapel, 
  guesthouse, and shrine come into view.  West 
  of the two buildings is the edge of a stone wall 
  barely a foot tall.   The stone wall surrounds a 
  large patch of grassland almost one hundred 
  yards across.  Forty feet inside the nearest 
  portion of that wall is a black stone pyramid 
  six feet tall and two feet by two feet at the 
  base.  At the center of this area is a copse of 
  trees, a small worn altar, and some stone 
  benches.  A small stream, fed by a spring, 
  meanders from beyond the corpse of trees 
  around the area and exitsfrom the wall to the 
  southwest.  About fifty feet from the black 
  pyramid are four headstones adjacent to each 
  other.   
   
  The two buildings appear to be a small 
  temple of Heironeous and a small inn with a 
  large corral.  A murder of crows is gathered 
  along the rails of the corral.  A thick, deep 
  clunking noise can be heard as a heavy war 
  horse kicks back into the wooden rails, and the 
  crows take flight.  The still saddled war horse 
  with saddle bags and lance secured moves to 
  better  grazing near the chapel, and the fleeing 
  crows reveal two people lying over the water 
  trough, their faces submerged in the blood-
  tainted water. Both persons seem to be 
  wearing Gran March military tabards.  
   
  A side door to the chapel opens.  A human, 
  probably male, in full plate armor, with a battle 
  axe at each side, a steel shield and long 
  composite bow across his back, and a wooden 
  holy symbol of Heironeous around his neck 
  with an argent owl pinned to it, steps though.   
  His arms are coated in blood to the elbows; the 
  same liquid is splattered on the rest of his 
  armor and coats the blades of both axes. 
   
  He looks up at you, smiles, and says, “I 
  was going to have the Knights Shrine all nicely 
  desecrated by now. I’ve gathered plenty of 
  blood and other materials.  I don’t suppose 
  you’ll let me get on horseback before we start, 
  or have I misjudged your purpose?” 
   
  This is Squire Norris Jabbar, controlled by 
  Dhabihullah Shah.  Dhabihullah plans to have the 
  player characters kill Norris, so he makes him 
  reckless.   He does not voluntarily leave Norris 
  except for a few situations.  He is completely 
  within Norris’s body and cannot be turned or 
  rebuked, or even truly seen.  Uffa is in a similar 
  situation. 
   
  Uffa, Dhabihullah Shah’s long dead friend, is 
  possessing Thomas and remains there until he 
  sees an opportunity once Dhabihullah leaves the 
  Squire. 
   
  Dhabihullah 
  converses 
  with 
  the 
  player 
  characters if they are open to a conversation, all 
  the while walking to his horse and mounting up.  
  He readily admits when he saw the old knight 
  paying homage to the body he is in and saw his 
  chance to do harm against the Order that 
  prevented his people from taking their rightful land. 
   When he learned about a shrine sacred to that 
  same Order, he couldn’t wait to get here.  He 
  thought that dung and blood would be a good 
  SHE7-07 Prophecies 
   
  Page 18 
  
   
  desecration liquid, and there were a few young 
  soldiers easy to surprise and kill (their bodies are 
  draining into the trough, but now he doesn’t need 
  it).  He didn’t need the shrinekeeper’s blood so he 
  thought to have some fun. 
   
  If after all this provocation the player 
  characters don’t attack, he casts a few spells and 
  then begins the attack. 
   
  Heironeous has not taken away Norris’s spells 
  because this is not Norris in control.  However, his 
  murder of innocents, desecration of the chapel, 
  and intent to desecrate the shrine means he is 
  unfit to be the Wyvern without a huge cleansing 
  and atonement process. 
  Creatures:   
  As this encounter begins, Dhabihullah Shah and 
  Uffa remain within their hosts (Uffa in the horse).  
  Each living being is completely under the control 
  of the ghost, though it may not be immediately 
  noticed regarding the horse. 
   
  When Norris Jabbar is knocked unconscious 
  or killed, Dhabihullah comes out and acts on his 
  own.  He goes immediately into the ground and 
  begins buffing himself.   At lower APL this means 
  see invisibility, protection from law, false life, and 
  mirror image.  at higher APLs, this includes corrupt 
  weapon if he has his ghost scimitar. 
   
  He watches as the PCs explore his handiwork, 
  using a ghost’s ability to hide in walls and ceiling 
  to watch them and pick out a time period when 
  one or two will be vulnerable to attack. He can 
  attack by touch or weapon or try to take control of 
  them, though if he loses control he abandons the 
  body.  Note that if Dhibihullah is under a protection 
  from law, its effects do not apply to anyone he 
  posesses.  If he is successful with a possession 
  the protection from law does not help the person 
  possessed. 
   
  If the PCs get his remains and/or sword and 
  move them near the consecrated ground of 
  Triliesimain’s Rest, he exposes himself fully, trying 
  to wrest the remains from them.  Also, he attacks 
  before his 1 minute per level duskblade buffs run 
  out. 
   
  Adagio is his sword.  As long as no one else 
  possesses his real sword, he has the ghostly 
  version.  The sword is in the bedroll tied to 
  Nosrris’s horse’s saddle.  If a PC takes out the 
  sword and wields it, Dhibihullah loses his ghostly 
  scimitar.  He also seeks out ths one person to slay 
  first.  When no one posseses his sword, he gets it 
  back. 
   
  If Norris’s horse is knocked unconscious or 
  killed, Uffa must come out.  However, if Norris is 
  dropped without his horse being dropped, Uffa can 
  bide his time looking for a good first strike.  At 
  higher APLs, Uffa can pounce in a charge and 
  with his scout levels can do considerable damage 
  with his corrupting touch.  Uffa prefers to make 
  pounce attacks, even moving away one round to 
  line up another pounce (at some APLs he is very 
  good with tumble and will do so to avoid attacks of 
  opportunity in his charge/pounces).  Remember 
  for determining charge lanes for Uffa that physical 
  objects are not impediments (though he needs to 
  be able to see his target before he begins his 
  charge).  Also remember that both ghosts are 
  utilizing perfect flight.  It costs nothing extra to go 
  up in altitude but dropping altitude can double their 
  speed.   
   
  Ghosts, even manifested ghosts cannot target 
  spells on things in the material plane.  However, 
  area effect spells work fine, and their targeted 
  spells work on other manifested ghosts or persons 
  on the ethereal plane.   Normally, 
  a 
  ghost’s 
  weapons, other than corrupting touch, only do 
  damage to ethereal creatures.  The exception to 
  this is if the weapon is a ghost touch weapon.  In 
  such a case, the weapon can affect the material 
  plane.  Note that the weapon that Dhabihullah 
  Shah is using is part of his ghostly self, a ghostly 
  weapon – not the actual weapon.    If anyone 
  seeks to take the weapon off Norris’s horse and 
  Uffa has not come out of him, he comes out, 
  giving up the pounce.  However, the most likely 
  occasion of this is after Uffa is out and Norris is 
  down. 
   
  A Note on Control:  Protection from evil type 
  spells prevent a ghost from controlling the person 
  he is possessing; however, they do not force them 
  to leave their host.  While many ghosts might 
  decamp at that point, DHABIHULLAH wants the 
  player characters to kill Norris, so even if he is not 
  in control he stays.  The only way to force 
  Dhabihullah from leaving is an exorcism (from 
  Sacred Exorcist), knocking Norris unconscious, 
  killing Norris, or to begin burying the bones and 
  weapon in consecrated ground. 
   
  If Norris regains control of his own self, he is 
  horrified at what he has done.  The first round free 
  he drops any weapons he is holding and begins 
  droping other weapons on his person except his 
  dagger.  Once that is completed he dismounts and 
  kneels, asking to be bound.  If he is not bound 
  within a minute, he draws the dagger and cuts his 
  own throat. 
  SHE7-07 Prophecies 
   
  Page 19 
  
   
  APL 8 (EL 11) 
  Dhabihullah 
  Shah 
  Duskblade7 
  Pious 
  Templar1  Ghost: hp 72; see Appendix 1. 
  Uffa; Ghost Awakened Leopard Expert4; hp 
  63; see Appendix 1. 
  Squire Norris Jabbar Cleric2 Fighter4: hp 
  55; see Appendix 6. 
   
  Norris’s Horse; Heavy War Horse: hp 40; 
  see Monster Manual, page 273. 
  APL 10 (EL 13) 
  Dhabihullah 
  Shah 
  Duskblade7 
  Pious 
  Templar3  Ghost: hp 90; see Appendix 2. 
  Uffa; Ghost Awakened Leopard Expert4 
  Scout4; hp 99; see Appendix 2. 
  Squire Norris Jabbar Cleric2 Fighter4: hp 
  55; see Appendix 6. 
   
  Norris’s Horse; Heavy War Horse: hp 40; 
  see Monster Manual, page 273. 
  APL 12 (EL 15) 
  Dhabihullah Shah, male Ghost Duskblade7 
  Pious Templar5: hp 108 ; see Appendix 3. 
  Uffa; Ghost Awakened Leopard Expert4 
  Scout6; hp 117; see Appendix 3. 
  Squire Norris Jabbar Cleric2 Fighter4: hp 
  55; see Appendix 6. 
   
  Norris’s Horse; Heavy War Horse: hp 44; 
  see Monster Manual, page 273. 
  APL 14 (EL 17) 
  Dhabihullah 
  Shah 
  Duskblade7 
  Pious 
  Templar7 Ghost: hp 126; see Appendix 4. 
  Uffa Ghost Awakened Leopard Expert4 
  Scout6, Fighter2; hp 135; see Appendix 4. 
  Squire Norris Jabbar Cleric2 Fighter4: hp 
  55; see Appendix 6. 
   
  Norris’s Horse; Heavy War Horse: hp 44; 
  see Monster Manual, page 273. 
  APL 16 (EL 19) 
  Dhabihullah 
  Shah 
  Duskblade7 
  Pious 
  Templar9: hp 144; see Appendix 5. 
  Uffa Ghost Awakened Leopard Expert4 
  Scout6, Fighter4; hp 135; see Appendix 5. 
  Squire Norris Jabbar Cleric2 Fighter4: hp 
  55 each; see Appendix 6. 
   
  Norris’s Horse; Heavy War Horse: hp 44; 
  see Monster Manual, page 273. 
   
  These sections cover these three areas that 
  the PCs may explore. 
  Chapel 
  Margon, the shrinekeeper, can be found here; he 
  is not in his armor, but in good clothing that he 
  might have been the host in the night before.  His 
  body is wearing a magic necklace and magic belt. 
   He is splayed across the Heironeous altar with 
  numerous cuts and bruises, and his fingers have 
  been removed (like by an axe) and parts of his 
  hands and arms flayed up to his elbows.  Blood 
  has been splashed around the room.  A large 
  chest 
  containing 
  his 
  magic 
  light 
  repeating 
  crossbow, two sending scrolls, his studded leather 
  armor, one battle axe, and more clothing, and ten 
  wooden holy symbols of Heironeous are in the 
  back of the chapel. 
  Guest House 
  There are sure signs that a combat took place in 
  the common room. And there is an old dead war 
  horse just inside the corral door, effectively 
  blocking access from there.  Both young soldiers 
  were attacked in their rooms, but each made it out 
  into the larger common area area before being 
  knocked unconscious.   Norris drug them out to 
  the corral, cut their throats, and let the blood (and 
  such) drain in the empty trough.  The young men 
  had Gran March military gear (chainmail, light 
  crossbows, long spears, longsword, or morning 
  star; the Paladin and Cleric each had a wooden 
  holy symbol of Ulaa).  One was a corporal and one 
  a soldier in the 5th Battle.  Norris used healing 
  potions each had as well to heal himself from the 
  damage. 
  TRILESIMAIN’S REST 
  With the two Wyverns (Norris the future/Magnus 
  the present) near, the Rest has become fully 
  active and charged, and the certain things related 
  to secrets of the Order unfold (but will not be 
  explained here).  If the battle moves into this area, 
  any Knight or Squire of the Watch or Dispatch that 
  steps upon the ground of Trilesimain’s Rest or 
  flies no higher than 10 feet above it or whose 
  spells include the pyramid, stream, or altar in the 
  area of effect, receives the Wound (described 
  below).  It does not matter if the character is 
  immune to pain or poison or anything.  It happens. 
  SHE7-07 Prophecies 
   
  Page 20 
  
   
  The Wound  
  A sudden, sharp pain strikes you in the chest, 
  which splits wide open as blood oozes from 
  the wound. Then the sensation of claws 
  reaching into the wound and pulling the skin 
  back intensifies the agony you feel.  Poison 
  from the claws course through your body, 
  bypassing any protections. You feel yourself in 
  a place very hot and dark, and then this 
  experience stops and you are, where you were, 
  not damaged as you thought, with no extra 
  poisons in your system.  Your chest hurts 
  greatly where you felt the wound, and you 
  realize things have gone on without your 
  attention. 
   
  The character is dazed, no saving throw, for 
  one round.  The character takes a -2 penalty to 
  skill checks and initiative checks until the end of 
  the adventure.  The skill penalty is doubled for 
  Spot, Listen, and Search because the character is 
  distracted by the experience and pain.  The 
  character also gains a +1 bonus to saving throws, 
  and if he or she goes to between -1 and -9 hit 
  points, he or she automatically stabilizes once per 
  day.  And once per adventure, a 9 hit point close 
  wound spell comes off on him or her if he or she 
  ever takes damage that take him or her beyond -9 
  hit points (DM note, don’t tell the player characters 
  about this until they need it). 
   
  Norris will not gain the wound as long as he is 
  controlled. 
  Protected Areas 
  Within 30 feet of the Stone Pyramid and the 
  central altar is an area strongly protected against 
  teleportation 
  effects. 
   
  Anyone 
  who 
  uses 
  teleportation-type magic into or out of these areas 
  is affected by the maze spell.  Once they succeed 
  on the Intelligence check, required they return to 
  where they teleported from.  There is no saving 
  throw, 
  and while spell resistance normally 
  succeeds, the Rest can make even an infinite 
  spell resistance check.  For specific reference on 
  the maze spell, see Players Handbook page 252. 
   
  The area within 20 feet of the altar is further 
  protected with a widened globe of invulnerability 
  (20 foot radius from center of altar). 
  Others Entering Trilesimain’s Rest 
  Characters of non-good alignment feel uneasy (-1 
  penalty to all dice rolls) within the stone ring 
  unless they are Knights of the Watch or Dispatch. 
   
  Characters 
  of 
  non-lawful 
  and 
  non-good 
  alignment have the strong, uneasy feeling they are 
  being watched (-2 penalty to all dice rolls).   
   
  Animals 
  and 
  magical 
  beasts 
  (including 
  familiars) refuse to enter the grounds voluntarily.  
  If their masters speak with them, they say it feels 
  like they are watched by a pack of predators and 
  makes them very uneasy. 
   
  If any character does something seriously 
  disrespectful (like urinating, defecating, speaking 
  ill of Trilesimain or Heironeous) the above 
  penalties remain for the rest of the adventure.  If a 
  good character does these things, he gets the -2 
  penalty to all dice rolls. 
   
  If the player characters intentionally damage 
  the headstones, pyramids, stone benches, stone 
  altar, or any of the trees, or try to pollute the 
  stream, they die, no saving throw, and are 
  immediately reincarnated as per the spell – limited 
  to half-elf, mountain dwarf, or human of the 
  opposite sex (re-roll until an acceptable result; the 
  human or part human above will be Oridean).  A 
  second such act results in irrevocable death.  
   
  The headstones each have an impression of a 
  holy symbol.  The number in parentheses is the 
  Knowledge (religion) DC to know the faith (those 
  of the faith would know):   
  • 
  A mask of oak leaves and acorns  (DC 10: 
  Obad-Hai; Nature, Woodlands, Freedom) 
  • 
  A crumpled hat  (DC 10; Saint Cuthbert; 
  Common Sense, Wisdom, Zeal) 
  • 
  A copper sun  (DC 20: Nola; Touv god of 
  the Sun) 
  • 
  A black lotus blossom (DC 15; Xan Yae; 
  Twilight, Shadows, Stealth) 
  ONCE DHABIHULLAH IS DEFEATED 
  The Ghost of Brother Gaspar should have told the 
  player characters that once Dhabihullah has been 
  dispatched, they have only a few hours to get him 
  buried in consecrated ground.  It is possible that 
  the player characters could teleport or wind walk 
  to places a few hours away.  And that will meet the 
  requirements for keeping him from rejuvenating.  
  However, in the time spent doing that, those that 
  leave miss the concluding scene.  
   
  More than likely, the player characters try to 
  bury the remains and his weapon in Trilesimain’s 
  Rest.   
  SHE7-07 Prophecies 
   
  Page 21 
  
   
  IF THE PCS SKIPPED ENCOUNTER 4 
  If the PCs skipped Encounter 4 with the Order 
  members, probably by teleport or by flying, the 
  order members show up 1 minute after Uffa and 
  Dhibihullah are gone.  The PCs may well have the 
  items they seek at this point, and the fight takes 
  place here. 
  TREASURE 
  In the traditional sense, there is no treasure here 
  that is intended for the player characters.  Still, 
  they may decide to loot Norris’s body (other than 
  Adagio), Margon’s body, or the Chapel of 
  Heironeous. 
   
  DM Note:  Ask specifically of each character if 
  they wish to profit on their ARs from this loot.  
  Players may opt out even if other players decide to 
  go ahead.  Confirm with the player that he or she 
  absolutely intends to loot the body of Norris, 
  Margon, or the chapel.  Doing this yields the 
  player characters more items on the AR, but has 
  serious consequences. 
   
  Looting Margon, the chapel, or Norris’s body 
  and profiting from the act (getting money value 
  and items on AR) nets the character the Curse of 
  Heironeous. 
  Looting Margon or the Chapel/Guest House 
  ALL APLS: L: 500 gp  C: 200 gp  M: +1 light 
  repeating crossbow, merciful, bane (humans) 
  (1550 gp), periapt of wisdom +2 (333 gp), 
  monk’s belt (1083 gp), Owl Pin (333 gp) 
  Looting Norris Jabbar 
  ALL APLS: L: 71 gp  C: 20 gp  M: +1 full plate 
  (221 gp), +1 battle axe (192 gp), Heward’s 
  handy haversack (167 gp), potion of cure 
  moderate wounds (13 gp), potion of cure 
  serious wounds (63 gp). 
  CONCLUSION: WYVERN’S 
  FIRST FLIGHT 
  After the player characters resovle all issues left 
  over from the fighting, including searching and 
  investigating, these concluding events take place.
   
   
   
  DM Note: These events unfold before the 
  player characters’ eyes.  All they can do is watch 
  or leave.  There is an option at the end for 
  interaction.  As to the Wound and the Great Beast 
  and Wyvern Candidate, the Wound has expressed 
  on them, but at an earlier time. 
   
  An unarmed man wearing the arms of the 
  Knights of the Watch and the Commandant of 
  Gran March appears at the headstones with 
  two 
  unarmored 
  women, 
  wearing 
  military 
  tabards of the 1st Battle, the protectors of the 
  Commandant.  They watch vigilantly. 
   
  Magnus Vrianian walks to the center altar 
  leaving behind his two unhappy bodyguards.  
  When he bows before the altar, five figures 
  wearing the arms of the Knights of the Watch 
  prominently appear near where the stream 
  flows through the wall around Trilesimain’s 
  Rest.  Three wear little in the way or armor or 
  weapons and seem to be in ceremonial if plain 
  robes and cloaks, and each have a single long 
  sword across their back.  The two in mithril full 
  plate call their celestial griffon mounts and 
  circle above.  
   
  Almost any Sheldomar Valley adventurer 
  here recognizes at least one of the three 
  unarmored figures, and Knights know them all:  
  • 
  Watcher Wargrym Tenellos, Most High 
  Magnificent Implacable Fiend  
  • 
  Watcher Illeyna Valerric, Most High 
  Magnificent Thoughtful Lich 
  • 
  Dispatcher Garellon Egraldin, Most 
  High Magnificent Puissant Nightwing  
   
  As the group of five approach the center, 
  Magnus turns to face them. 
   
  Watcher 
  Wargrym 
  Tenellos 
  begins, 
  “Hammer 
  of 
  the 
  Neheli, 
  Most 
  Resolute 
  Magnitude, Watcher –“ 
   
  Magnus Vrianian interrupts, “If you have 
  come to ask me to be the Grandiose Imperial 
  Wyvern, I must tell you that I gave my word to 
  Owen that if offered I would turn it down.  
  There are forces acting —“ 
   
  Watcher 
  Tenellos 
  interrupts, 
  “Watcher 
  Vrianian, we are not asking for volunteers. 
  Come with me.” He places his hand on 
  Watcher Magnus Vrianian’s shoulder.  In an 
  eyeblink where a man, once stood, stands a 
  huge dragon with a claw around Vrianian’s 
  body.  Watcher Vrianian does not struggle in 
  the dragon’s grasp and commands the two 1st 
  battle bodyguards, “Hold and Report!” as the 
  dragon flies southwest, with the two griffon 
  riders as escorts. 
  SHE7-07 Prophecies 
   
  Page 22 
  
   
  Knowledge (arcana) DC 24 to recognize it is a 
  Steel Dragon, also called a Greyhawk Dragon. 
  Spellcraft (DC 30) to realize the tranformation 
  was not the casting of a spell but the dismissal of 
  one. 
   
  Watcher Valerric stands at the central 
  bench as Dispatcher Egraldin, walks out of the 
  central altar area, stopping near the four 
  headstones, and motions for you to come 
  forward to him. 
   
  All Squires and Knights of the Watch and 
  Dispatch will receive “the Wound” (see the 
  previous encounter) when they step upon the 
  ground or fly low over it.   
   
  When the player characters arrive, he gives 
  his name and titles and asks their names, titles, 
  and ranks in return. 
   
  He addresses each character formally, never 
  faltering to familiarity. 
   
  If the player characters have already buried 
  the bones in consecrated ground when the 
  conclusion event occurs, this counts as having the 
  bones. 
   
  If the player characters transported elsewhere 
  to bury the bones or weapons, they still get the 
  conclusion benefits but they miss the events of 
  conclusion and if a squire is promoted to Vigil, he 
  is sponsored by a Vigil rather than a Great Beast. 
  CONCLUSION A: DHIBALLUSH 
  STOPPED, THEY HAVE THE BONES, 
  TRILESIMAIN’S REST NOT 
  DESECRATED. 
  This is a complete success. 
  “Thank you,” the Great Beast begins. “Your 
  defeat and recapture of this menace, prevented 
  his likely desecration of this holy place,  
   
  If Norris Jabbar was not killed. 
  and keeping Squire Jabbar alive,  
   
  Continue: 
  …has aided the Sheldomar Valley greatly.  A 
  storm is coming, a storm that threatens to 
  sweep the people of the Sheldomar Valley into 
  death, destruction, and loss of freedom.  The 
  Knights of the Watch and Dispatch are now 
  fully ready to meet this challenge, and no 
  doubt as heroes you will stand for the Valley 
  as well. 
   
  You have stopped Dhabhilluah Shah, who 
  as you may know, is a powerful ghost warrior.  
    With the bones once more in consecrated 
  ground he will remain asleep, and until another 
  complex to protect the remains can be 
  constructed we will guard this place from 
  those who seek it. 
   
  If any have the Emnity or a Disfavor of the 
  Knights of the Watch, read this section before 
  continuing: 
   
  “Those of you who have been in our 
  disfavor in the past, are no longer.  Your slate 
  is wiped clean of its stains. Only your future 
  actions guide our relations, and you start out 
  well indeed in our estimations.” 
   
  If the bones and sword have not been buried 
  in concecrated ground. 
  “Come, let us bury the bones in consecrated 
  ground so that this menace does not return.” 
   
  The Great Beast walks to where the 
  headstones sits, and will assist in the labor 
  needed to dig a hole and place the bones, and 
  bury them. 
   
  If there are any Knights or Squires of the 
  Watch or Dispatch in the party: 
   
  “I must now ask that those not of our order 
  give us some time together.” 
   
  To the Knights and Squires he says, 
  “Come let us meet where Trilesimain was 
  taken by the fiends, a small portion of that pain 
  I believe you may have experienced recently.” 
   
  The Great Beast walks to the black 
  pyramid and speaks when all come within ten 
  feet of the pyramid. 
   
  Anyone outside of the 15 foot radius of the 
  stone cannot hear or read lips on anything within 
  that area. Non-knights/squires must make a DC 
  30 Will save to enter the area or be repulsed.  
  Those that make the save know they will be 
  Cursed if they enter, and if they do so they are 
  rendered unconscious (no save) and receive a 
  Curse of Heironeous.  
   
  Prophecies and the interpretation of them 
  are a tricky art.  A previous Grandiose Imperial 
  Wyvern once prophecized of this search, that 
  “One Wyvern will rise as another does fall.”  
  This has concerned us greatly regarding our 
  search because those present at the death of 
  our Wyvern were not candidates.  It later 
  became clear that Norris Jabbar, were he a 
  SHE7-07 Prophecies 
   
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  vigil, was a Wyvern candidate.  And in being 
  possessed by that evil, he fell as a candidate.  
  “One Wyvern rise as another Wyvern falls.”  
  This should bring us hope in that the troubles 
  ahead will mean another Wyvern will be 
  selected and the continuation of our Order.  It 
  should also breed vigilance as Trliesimain has 
  already indicated where we must go next, so at 
  that time there will be little luxery of time. 
   
  This may be the time prophecized, but only 
  the Grandiose Imperial Wyvern knows the 
  answers.  So when the Wyvern is reborn we 
  will know of it.  Still, there is a time of great 
  tribulation ahead.  The old limits in our Order 
  have been rescinded. 
   
  To any Squire of the Watch or Dispatch he 
  says: 
   
  You have done well. When you are done 
  here, go to the Knights Castle in Hookhill.  
  There you will complete the ritual that will 
  make you Vigil.  
   
  To Knights of the Watch or Dispatch he says: 
   
  You have done well indeed.  The Great 
  Beasts will look well upon your promotion.  
  The old limits of numbers of Beasts and 
  Monsters of the Earth and Air are waived for 
  you.  When you earn a promotion to the next 
  rank, a space will be added for you among 
  their number.  This honor is related to that 
  wound you received upon this ground.  
  CONCLUSION B: DHIBALLUSH 
  STOPPED, THEY HAVE THE BONES 
  AND WEAPON, TRILESIMAIN’S REST 
  WAS DESECRATED.  
  This is a partial success. 
  “Thank you,” the Great Beast begins. “Your 
  defeat and recapture of this menace is a great 
  accomplishment. If only he had been stopped 
  before his desecrations. 
   
  Nevertheless, this deed has aided the 
  Sheldomar Valley greatly.  A storm is coming, 
  a storm that threatens to sweep the people of 
  the Sheldomar Valley into death, destruction, 
  and loss of freedom.  The Knights of the Watch 
  and Dispatch are now fully ready to meet this 
  challenge, and no doubt as heroes you will 
  stand for the Valley as well. 
   
   
  You have stopped Dhabhilluah Shah, who 
  as you may know, is a powerful ghost warrior.  
  With the bones once more in consecrated 
  ground he will remain asleep, and until another 
  complex to protect the remains can be 
  constructed, we will guard this place from 
  those who seek it. 
   
  If any have the Emnity or a Disfavor of the 
  Knights of the Watch, read this section before 
  continuing: 
   
  “Those of you who have been in our 
  disfavor in the past, are no longer.  Your slate 
  is wiped clean of its stains. Only your future 
  actions guide our relations, and you start out 
  well indeed in our estimations.” 
   
  If the bones and sword have not been buried 
  in concecrated ground: 
  “Come, let us bury the bones in consecrated 
  ground so that this menace does not return.” 
   
  The Great Beast walks to where the 
  headstones sits, and will assist in the labor 
  needed to dig a hole and place the bones, and 
  bury them. 
   
  I have a task for you to do, if you are 
  willing.  Assist me in cleaning the stains of the 
  desecration from Rest.   
   
  If there are any Knights or Squires of the 
  Watch or Dispatch in the party: 
   
  “I must now ask that those not of our order 
  give us some time together.” 
   
  To the Knights and Squires he says, 
  “Come, let us meet where Trilesimain was 
  taken by the fiends, a small portion of that pain 
  I believe you may have experienced recently.” 
   
  The Great Beast walks to the black 
  pyramid and speaks when all come within ten 
  feet of the pyramid. 
   
  Anyone outside of the 15 foot radius of the 
  stone cannot hear or read lips on anything within 
  that area. Non-knights/squires must make a DC 
  30 Will save to enter the area or be repulsed.  
  Those that make the save know they will be 
  Cursed if they enter, and if they do so they are 
  rendered unconscious (no save) and receive a 
  Curse of Heironeous.  
   
  This may be the time prophecized but only 
  the Grandiose Imperial Wyvern knows the 
  answers.  So when the Wyvern is reborn, we 
  will know of it.  Still, there is a time of great 
  tribulation ahead. 
  SHE7-07 Prophecies 
   
  Page 24 
  
   
   
  To Squires and Knights of the Watch or 
  Dispatch he says: 
   
  You have done well indeed.  The Great 
  Beasts will look well upon your promotion.  
  The old limits of numbers of Vigils, Beasts and 
  Mons ters of the Earth and Air are waived for 
  you When you earn a promotion to the next 
  rank, a space will be added for you among 
  their numberThis honor is related to that 
  wound you received upon this ground.  
  CONCLUSION C: DHIBALLUSH 
  STOPPED, BUT BONES LOST 
  This is a failure. 
   
  “Thank you for trying to defeat this 
  menace.  Dispatching his form is not enough.  
  Without the bones in concecreted ground he 
  will return as a ghost once more seeking to 
  cause harm to the people of the Sheldomar 
  Valley. 
   
  The following sections only apply if the Rest 
  was not desecrated.  If the Rest was desecrated 
  with the blood and the player characters lost the 
  weapon and bones, skip this part.   
   
  If any PC has the Emnity or Disfavor of the 
  Knights of the Watch: 
   
  “Those of you who have been in our 
  disfavor in the past, are no longer.  Your slate 
  is wiped clean of its stains. Only your future 
  actions guide our relations. 
   
  If there are any Knights or Squires of the 
  Watch or Dispatch in the party: 
   
  “I must now ask that those not of our order 
  give us some time together.” 
   
  To the Knights and Squires he says, 
  “Come let us meet where Trilesimain was 
  taken by the fiends, a small portion of that pain 
  I believe you may have experienced recently.” 
   
  The Great Beast walks to the black 
  pyramid and speaks when all come within ten 
  feet of the pyramid. 
   
  Anyone outside of the 15 foot radius of the 
  stone cannot hear or read lips on anything within 
  that area. Non-knights/squires must make a DC 
  30 Will save to enter the area or be repulsed.  
  Those that make the save know they will be 
  Cursed if they enter, and if they do so they are 
  rendered unconscious (no save) and receive a 
  Curse of Heironeous.  
   
  It is unfortunate that you were unable to 
  prevent this menace from returning.  Still, you 
  prevented the desecration of the Rest just 
  when the first of many important ceremonies 
  was to begin.  Strive to do better  
   
  Dhabhilluah Shah is a powerful ghost 
  warrior.  In his time he led the Baklunish forces 
  deep into the frontiers of the Keoish Empire.  
  His people revered him, and he seemed to 
  come back from death many times.  Indeed, 
  when he was finally brought down by knights, 
  great steps were taken so that his ghost could 
  not wander, nor his bones be found by the 
  order dedicated to doing just that. That the 
  Order may have his bones and sword is not a 
  good thing.  Can I have your word that when 
  we discover the location of both items that you 
  will undertake the mission to retrieve them 
  once and for all? 
  CONCLUSION D:  DHIBALLUSH NOT 
  STOPPED 
  This is a total failure. 
   
  You tried, and failed.  A great menance is 
  loose upon the land, and a new threat to the 
  Sheldomar Valley must be contended with.  
  Can I have your word that when we discover 
  the location of both items that you will 
  undertake the mission to retrieve them? 
  TREASURE 
  The Prelate will learn the fate of his people and 
  send each character their 300 gp. 
  ALL APLS: L: 0 gp C: 300 gp  M: 0 gp 
  SPECIALS ON THE ADVENTURE 
  RECORD 
  Alll Knights and Squires of the Watch and 
  Dispatch that received The Wound. Get the Line 
  of Trilesimain: Item. 
   
  If the characters killed Dhabihullah and buried 
  his bones in consecrated ground, they get the 
  Favor of the Knights of the Watch and 
  Dispatch. 
   
  If Norris Jabbar survived and is not possessed 
  of Dhabihullah, then the characters get Favor of 
  Knight Colonel Jabbar. 
  All squires of the Watch and Dispatch get 
  Knighthood if the team got a complete success. 
  SHE7-07 Prophecies 
   
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  All knights and squires of the Watch get The Way 
  is Open for You if the team got a complete or 
  partial success. 
  All non-knights/squires get Blessing of the 
  Knight if the team got a complete or partial 
  success. 
  For those with Enmity or Disfavor of the Knights of 
  the Watch, anything but a total failure gets 
  Enmity/Disfavor Removal. 
  The Special Favor of the Knights of the Watch 
  is available one of three ways.  All three ways 
  require a complete or partial victory: 
   
  The PCs convinced the villagers in Encounter 
  3 that the bad knight was not a knight or was a 
  person posssed. 
   
  The PCs buried Adiago (Dhibihullah Shah’s 
  weapon) with the bones in consecrated ground 
  (the +1 ghost touch scimitar would be crossed off 
  the AR). 
   
  The PCs helped clean the desecration from 
  Trilesimain’s Rest (in the event it was desecrated). 
   
  If the characters convinced the villagers about 
  the fact that Norris Jabbar was not a knight and 
  not of his own will, and did not take Norris 
  Jabbar’s equipment as loot, and the characters 
  got a failure, then they get the Favor of the 
  Knights of the Watch and Dispatch instead. 
   
  If the players had their characters accept any 
  of the loot value from the Chapel/Guest House of 
  Heironeous, or Margon, the character gets the 
  Curse of Heironeous.  Note that this must be 
  asked of each character individually, and thus 
  some characters could have more gold over cap 
  than others by turning down value from this loot.  
  Any AR for people who did this should have it 
  noted that they committed a chaotic act.  Persons 
  who must be lawful will need an atonement to 
  keep their powers 
   
  If the playes had their characters accept any 
  of the loot value from the burial mound, the 
  character gets the Burial Curse.  Note that this 
  must be asked of each character individually, and 
  thus some characters could have more gold over 
  cap than others by turning down value from this 
  loot.  Any AR for people who did this should have 
  it noted that they committed a chaotic act.  
  Persons who must be lawful will need an 
  atonement to keep their powers. 
   
   
  The End 
   
  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 2 
  Eliminating Guardians. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Encounter 4 
  Defeating Order of Dhabihullah Members. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
  Encounter 5 
  Defeating Dhabihullah and Uffa. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
   
  Story Award 
  Dhabihullah’s Bones Buried in Concecrated 
  Ground.. 
   
  APL 8: 30 xp. 
   
  APL 10: 45 xp. 
   
  APL 12: 60 xp. 
  SHE7-07 Prophecies 
   
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  APL 14: 75 xp. 
   
  APL 16: 90 xp. 
  Norris Jabbar Survived. 
   
  APL 8: 30 xp. 
   
  APL 10: 60 xp. 
   
  APL 12: 90 xp. 
   
  APL 14: 120 xp. 
   
  APL 16: 150 xp. 
  Trilesimain’s 
  Rest 
  was 
  not 
  desecrated 
  by 
  Dhabihullah. 
   
  APL 8: 30 xp. 
   
  APL 10: 45 xp. 
   
  APL 12: 60 xp. 
   
  APL 14: 75 xp. 
   
  APL 16: 90 xp 
  Discretionary Roleplaying Award 
   
  APL 8: 135 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 90 xp. 
   
  APL 16: 75 xp. 
  Total possible experience 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by 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 
  adventure, 
  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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  INTRODUCTION 
  ALL APLS: L: 0 gp C: 50 gp  M: 0 gp 
  ENCOUNTER ONE: 
  ALL APLS: L: 0 gp C: 50 gp  M: 0 gp 
  ENCOUNTER TWO: 
  APL 8: L: 1250 gp, C: 0 gp, M: 0 gp 
  APL 10: L: 1250 gp, C: 0 gp, M:  0 gp. 
  APL 12: L: 1250 gp, C: 0 gp, M: dusty rose 
  prism ioun stone (417 gp). 
  SHE7-07 Prophecies 
   
  Page 27 
  
   
  APL 14: L: 650 gp, C: 0 gp, M: dusty rose 
  prism ioun stone (417 gp), blue sphere ioun 
  stone (667 gp). 
  APL 16: L: 650 gp, C: 0 gp, M: two blue 
  sphere ioun stone (1333 gp), two red sphere 
  ioun stone (1333 gp). 
  ENCOUNTER FOUR 
  APL 8: L: 369 gp, C: 0 gp, M: two hats of 
  disguise (333 gp), three potions of remove 
  blindness/deafness (225 gp), two potions of 
  lesser vigor (8 gp), cloak of resistance +1 (83 
  gp), potion of cat’s grace 25 gp), potion of 
  bull’s strength (25 gp), potion of resist energy 
  (acid) (25 gp), three scrolls: entangle (6 gp) 
  APL 10: L: 440 gp, C: 0 gp, M: two hats of 
  disguise (333 gp), four potions of remove 
  blindness/deafness (250 gp), two potions of 
  lesser vigor (8 gp), wand of lesser vigor (10 
  charges) (13 gp), two rings of protection +1 
  (333 gp), wand of spike growth (5 charges) 
  (38 gp), cloak of resistance +1 (83 gp), potion 
  of cat’s grace 25 gp), potion of bull’s strength 
  (25 gp), potion of resist energy (electriciy) (25 
  gp), three scrolls: entangle (6 gp), potion of 
  cure serious wounds (63 gp), +1 truncheon 
  (192 gp) 
  APL 12: L: 365 gp, C: 0 gp, M: two hats of 
  disguise (333 gp), four potions of remove 
  blindness/deafness (250 gp), two potions of 
  lesser vigor (8 gp), wand of lesser vigor (10 
  charges) (13 gp), two rings of protection +1 
  (333 gp), two rings of communication (333 
  gp), wand of spike growth (5 charges) (38 gp), 
  cloak of resistance +1 (83 gp), potion of cat’s 
  grace 25 gp), potion of bull’s strength (25 gp), 
  potion of resist energy (electricity) (25 gp), 
  three scrolls: entangle (6 gp), potion of cure 
  serious wounds (63 gp), +1 truncheon (192 
  gp), +1 magebane composite longbow (Str +2) 
  (717gp), +1 merciful darkwood lance (703 gp). 
  APL 14: L: 365 gp, C: 0 gp, M: two hats of 
  disguise (333 gp), four potions  of remove 
  blindness/deafness (250 gp), two potions of 
  lesser vigor (8 gp), wand of lesser vigor (10 
  charges) (13 gp), ring of protection +1 (167 
  gp), ring of protection +2 (667 pg), two rings of 
  communication (333 gp), wand of spike 
  growth (5 charges) (38 gp), cloak of resistance 
  +2 (333 gp), potion of cat’s grace 25 gp), 
  potion of bull’s strength (25 gp), potion of 
  resist energy (electricity) (25 gp), three scrolls: 
  entangle (6 gp), potion of cure serious wounds 
  (63 gp), +1 truncheon (192 gp), +1 magebane 
  composite longbow (Str +2) (717gp), +1 
  merciful darkwood lance (703 gp), two dusty 
  rose ious stone (834 gp), boots of stiding and 
  springing 
  (450 
  gp), 
  two 
  anklets 
  of 
  translocation (250 gp).  
  APL 16: L: 365 gp, C: 0 gp, M: two hats of 
  disguise (333 gp), four potions of remove 
  blindness/deafness (250 gp), two potions of 
  lesser vigor (8 gp), wand of lesser vigor (10 
  charges) (13 gp), ring of protection +1 (167 
  gp), ring of protection +2 (667 pg), two rings of 
  communication (333 gp), wand of spike 
  growth (10 charges) (76 gp), cloak of 
  resistance +2 (333 gp), potion of cat’s grace 
  25 gp), potion of bull’s strength (25 gp), potion 
  of resist energy (electricity) (25 gp), three 
  scrolls: entangle (6 gp), potion of cure serious 
  wounds (63 gp), +1 truncheon (192 gp), +1 
  magebane merciful composite longbow (Str 
  +2) (1550 gp), +1 merciful darkwood lance 
  (703 gp), two dusty rose ious stone (834 gp), 
  boots of stiding and springing (450 gp), two 
  anklet of translocation (250 gp), dragonhide 
  mask (417 gp), bronze griffon (833 gp), cloak 
  of resistance +3 (750 gp).  
  ENCOUNTER FIVE 
  ALL APLS: L: 0 gp C: 000 gp  M: +1 ghost 
  touch scimitar (695 gp). 
  Looting Margon or the Chapel/Guest House 
  ALL APLS: L: 500 gp  C: 200 gp  M: +1 light 
  repeating crossbow, merciful, bane (humans) 
  (1550 gp), periapt of wisdom +2 (333 gp), 
  monk’s belt (1083 gp), Owl Pin (333 gp) 
  Looting Norris Jabbar 
  ALL APLS: L: 71 gp  C: 20 gp  M: +1 full plate 
  (221 gp), +1 battle axe (192 gp), Heward’s 
  handy haversack (167 gp), potion of cure 
  moderate wounds (13 gp), potion of cure 
  serious wounds (63 gp). 
  CONCLUSION 
  ALL APLS: L: 0 gp C: 300 gp  M: 0 gp. 
  Total 
  Possible 
  Intended 
  Treasure 
  (Maximum Reward Allowed) 
  APL 8: L: 1619 gp, C: 400 gp, M: 1425 gp – 
  Total: 3,440 gp (1,300 gp). 
  APL 10: L: 1690 gp, C: 400 gp, M: 2089 gp – 
  Total: 4179 gp (2,300 gp). 
  SHE7-07 Prophecies 
   
  Page 28 
  
   
  APL 12: L: 1615 gp, C: 400 gp, M: 4261 gp – 
  Total: 6274 gp (3,300 gp). 
  APL 14: L: 1015 gp, C: 400 gp, M: 7211 gp – 
  Total: 8,626 gp (6,600 gp). 
  APL 16: L: 1015 gp, C: 400 gp, M: 11664 gp – 
  Total: 13,079 gp (9,900 gp). 
  Additional 
  Cursed/Disfavor 
  Treasure 
  (Maximum Reward Allowed) 
  ALL APLS: : L: 2371 gp, C: 220 gp, M: 3995 
  gp – Total: 6,586 gp (all over maxium treasure 
  at all APLs). 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Line of Trilesimain: The vision has left a 5-inch 
  scar on your chest.  You have been marked as 
  being part of the Line of Trilesimain, either direct 
  descendant or of one of his blood brothers or 
  adopted children.  Once per adventure, if you 
  should take enough damage to go beyond -9 hit 
  points, you receive a 9-point close wounds spell.  
  Once per day, if you go to -1 to -9 hit points, you 
  automatically stabilize.  Having this AR item grants 
  you 10 promotion points in the Knights of the 
  Watch or Dispatch, and Dispatcher Garellon 
  Egraldin, 
  Most 
  High 
  Magnificent 
  Puissant 
  Nightwing will recommend you for promotion.   
   
  Enmity/DisFavor Removal: If you have the 
  Enmity or Disfavor of the Knights, it is eliminated, 
  and you get the Favor(s) of the Knights as well if 
  you earn them. 
   
  Special Favor of the Knights of the Watch and 
  Dispatch:  May circle two things on Item Access 
  list and those become metaregional access, not 
  adventure, or you get another enhancement to 
  circle on the Favor of the Knights below (circle 
  your choice). 
   
  Favor of the Knight of the Watch and Dispatch: 
  The Knights give you metaregional access to two 
  of the following enhancements or spells (circle the 
  two desired; none are for CMI):  Armor: Twilight 
  (MIC) Improved Slick, Healing (MIC), Blueshine 
  (MIC), Command (MIC)  Weapon: Shocking, 
  Shocking Burst, Bane (Constructs), Distance, 
  Bane (Giants); Spells:  close wounds (SpC), 
  panacea 
  (SpC), 
  g’elsewhere 
  chant 
  (SpC), 
  crabwalk (SpC).  
   
  Favor of Knight Colonel Jabbar:  Knight Colonel 
  Jabbar uses his contacts with the Knights to give 
  you access to one additional item on the Favor of 
  the Knights above.  Additional favors of Knight 
  Colonel Jabbar gained prior to this AR can be 
  used in the same way. 
   
  Knighthood:  You have been promoted from 
  Squire to Vigil.  Contact your regional POC to get 
  documents related to this promotion. 
   
  The Way is Open to You: The normal limits to the 
  number of each rank in the Order do not apply to 
  you.  The Order will allow you to advance as far as 
  your promotion points allow (but no higher than 
  Monster of the Air; and no more than one 
  promotion per real month).  Contact your regional 
  POC to get document related to each rank as you 
  advance.  Squires are promoted to Vigil one 
  calendar month after the date of this AR, if they 
  are not promoted sooner. 
   
  Blessing of the Knight: Once per adventure, you 
  may ask a question to the air in a normal speaking 
  voice and the knight will answer in your mind.  For 
  this question, you are treated as if you have 10 
  ranks in any one Knowledge skill. 
   
  Curse 
  of 
  Heironeous: 
  When 
  receiving 
  conjuration (healing) spells or temporary hit points 
  from 
  worshipers 
  of 
  Heironeous, 
  all 
  dice 
  automatically roll 1s.  
   
  Burial Curse: You are affected by positive energy 
  spells as if you were undead. 
   
  Item Access 
  APL 8 & 10: 
  • 
  adamantine rapier (Adventure, MIC) 
  • 
  +1 ghost touch scimitar (Adventure, DMG) 
  • 
  +1 repeating light crossbow, merciful, bane 
  (humans)* (Adventure, DMG): 
  • 
  adamantine arrow (Adventure, DMG): 
  • 
  hat of disguise  (Adventure, DMG): 
   
   
  APL 12 
  SHE7-07 Prophecies 
   
  Page 29 
  
   
  SHE7-07 Prophecies 
   
  Page 30 
  • 
  dusky rose prism ioun stone (Adventure, 
  DMG): 
  • 
  ring 
  of 
  communication 
  [Limit 
  1] 
  (Adventure, MIC) 
  • 
  +1 merciful dark wood lance 
  APL 14 & 16 
  • 
  blue sphere ioun stone:(Adventure, DMG) 
  • 
  red sphere ioun stone (Adventure, DMG) 
  • 
  dragon mask [Limit 1] (Adventure, MIC) 
  
   
  APPENDIX 1 – APL 8 
  ENCOUNTER 2 
   
   
   
   
  G R AV E  D I RT  G O L E M 
  CR  9 
  N Large Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 20, touch 8, flat-footed 20 
   (-1 size, -1 Dex, +12 natural) 
  hp 105 (11 HD); DR 5/Adamantine and Bludgeoning 
  Immune magic 
  Fort +3 Ref +2, Will +3 
  Speed 20 ft. in (4 squares), base movement 20 ft., 
  cannot run; 
  Melee Slam +13 (2d6+6 plus soiled wound) or 2 Slams 
  +13 (2d6+6 plus soiled wound) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options Berserk, soiled wound 
  Abilities Str 23, Dex 9, Con –, Int –, Wis 11, Cha 1  
  SQ  Darkvision 60 ft, Low Light Vision 
  Berserk (Ex): When a grave dirt golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes 
  berserk.  An uncontrolled golem goes on a rampage, 
  attacking the nearest living creature or smashing 
  some object smaller than itself if no creature is within 
  reach, then moving on to spread more destruction.  
  Once a grave dirt golem goes berserk, no known 
  method can reestablish control. 
  Soiled Wound (Ex): The wound inflicted by a grave dirt 
  golem is caked with grave dirt.  Suffused with 
  negative energy, the soiled wound does an extra 2d4 
  points of negative energy damage on the round 
  subsequent to its delivery, after which the dirt in the 
  wound becomes innert. 
  Construct Traits:  A grave dirt golem has Immunity to 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, and necromancy effects. all mind-
  affecting effects, and any fortitude save unless it also 
  works on objects.  It cannot heal damage, but can be 
  repaired.   
  Immunity to Magic (Ex):  A grave dirt golem is immune 
  to spells, spell-like abilities and supernatural effects, 
  just as if the attack had failed to overcome spell 
  resistance.  The only exceptions are as follows:  A 
  move earth spell drives the grave dirt golem back 120 
  feet and deals 3d12 damage.  A disintegrate spell 
  slows the golem (as the slow spell) for 1d6 rounds 
  and deals 1d12 damage.  An earthquake spell cast 
  directly at a grave dirt golem stops it from moving on 
  its next turn and deals 5d10 damage.  The golem 
  receives no saving throw against any of these effects. 
   Any magical attack that deals electricity damage 
  heals 1 point of damage for every 3 points of damage 
  it would otherwise deal.  If the amount of healing 
  would cause the goem to exceed its full normal hit 
  points, it gains any excess as temporary hit points 
  that last for up to 1 hour.  A grave dirt golem receives 
  no saving throw against magical attacks that deal 
  electricity damage. 
  Source: Libris Mortis  
   
  H U G E  AI R E L E M E N T AL S O R C4 
  CR  9 
  N Huge Elemental (Air; Extraplanar) 
  Init +13; Senses Listen +24, Spot +21 
  Languages Auran  
  AC 20, touch 17, flat-footed 12 
   (-2 size, +9 Dex, +4 natural) 
  hp 168 (20 HD); DR 5/- 
  Fort +12, Ref +22, Will +13 
  Speed 100 ft. flight, perfect (20 squares),.; 
  Melee 2 slams +21   (2d8+3) or/and 
  Ranged ranged touch attack +21 (1d6+2 Str from Ray 
  of Enfeeblement) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +25 
  Atk Options Slam 
  Special Actions Whirlwind 
  Class Spells Known (CL 4th); Save 13+sp lvl: 
   2nd (4/day)— See Invisibility 
   1st (7/day)— Ray of Enfeeblement, Grease, Shield 
   0 (6/day)— Acid Splash, Touch of Fatigue, Disrupt 
  Undead, Detect Magic, Flare, Message 
  �Already cast 
  Abilities Str 16, Dex 28, Con 19, Int 10, Wis 14, Cha 16  
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), Whirtlwind 
  (Su), Elemental Traits, Metamagic Specialist (4 
  times) 
  Feats Dodge, Combat Reflexes, Flyby Attack, Improved 
  Initiative, Mobility, Springing Attack, Weapon Finesse, 
  Enlarge Spell, Eshew Materials 
  Skills 
  Listen 
  +21, 
  Spot 
  +18, 
  Spellcraft 
  +8, 
  Concentration +11, 
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwind (Su)  The elemental can transform itself into 
  a whirlwind once every 10 minutes and remain in that 
  form for up to 10 rounds.. In this form, the elemental 
  can move through the air or along a surface at its fly 
  speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 50 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental 
  enters 
  the 
  space 
  another 
  creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the 
  elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (2d8) and may be lifted into the air. An 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  SHE7-07 Prophecies 
   
  Page 31 
  
   
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round to escape 
  the whirlwind. The creature still takes damage but 
  can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects varies with the 
  elemental’s size (DC 21). The save DC is Strength 
  based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise act 
  normally, but must succeed on a Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught 
  in the whirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls. The elemental can have only 
  as many creatures trapped inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 
  5 feet away have concealment, while those farther 
  away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
  Metamagic Specialist: (see New Rules): Three times a 
  day may apply metamagic feats to spells WITHOUT 
  increasing casting time. 
  ENCOUNTER 4 
   
   
   
   
  K Y R A H O R N 
  CR  7 
  Female Human Ranger6  
  [CR +1 for equipment/spells/abilities] 
  NG Medium Human (Baklunish) 
  Init +9; Senses Listen +11, Spot +11 
  Aura: Good 
  Languages Common, Baklunish 
  AC 20, touch 14, flat-footed 16 (with taking cover behind 
  horse (DC 15 ride check) this becomes AC 24, touch 
  18) 
   (+0 size, +4 Dex, +0 class, +6 armor,+0 deflection, +0 
  insight, +0 natural)   
  hp 57 (6 HD) + 12 temporary hit points (12 from bear’s 
  endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +10, Ref +11; Will +6 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft, light war horse 60 ft. 
  Melee masterwork truncheon in 2-handed +10/+5 non-
  lethal (1d8+3/x3) 
   
  Or 
  masterwork composite longbow (Str +2) 
  +15/+15/+10 (1d8+4/x3) 
   
  Or other weapon +9/+4  
  Or 
  Manyshot 
  masterwork composite longbow +11 (2d8+8/x3) 
  standard action. 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Atk 
  Options 
  Non-lethal 
  with 
  truncheon, 
  blunt 
  arrows/regular arrows with bow, non-lethal/lethal with 
  other weapons; favored enemy attacks, many shot, 
  horse can move and she take full attack action with 
  bow from middle of horse movement (penalties for 
  more than single move) 
  Combat Gear masterwork composite longbow (Str +2) 
  (with greater magic weapon CL 8), masterwork chain 
  shirt (with magic vestment CL 8), hat of disguise, 80 
  cold iron blunt arrows, 40 regular arrows, 2 
  adamantine arrows, left silver spiked gauntlet, 
  masterwork truncheon, three scrolls of entangle (CL 
  1), potion of lesser vigor, potions of remove 
  blindness/deafness, longsword, sap, potion of resist 
  energy (fire), potion of cat’s grace, potion of owl’s 
  wisdom, potion of bear’s endurance, potion of cat’s 
  grace, potion of resist energy (acid), cloak of 
  resistance +1   
  Ranger Spells Prepared (CL 3rd): Saving throw is 10 + 
  spell level 
   1st— Entangle 
  Abilities Str 14, Dex 16 (20), Con 14 (18), Int 10, Wis 
  11 (14), Cha 10 
  Feats Improved Initiative, Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Long Composite Bow), 
  Improved Rapid Shot, Many Shot 
  Skills Speak +1 langaugeRide +14, Handle Animal +9, 
  Spot +11,  , Listen +11, Knowledge (Arcana) +4 , 
  Balance +5 [, Concentration +13 , Spellcraft +3, Under 
  the  effect  of  a:  Freedom  of  Movement  CL  8  (5  minutes  left), 
  Healthful Rest CL 8, long composite bow is under a CL 8 Greater 
  Magic Weapon (+2; 1 hours left); Hero’s Feast CL 11; 5 hours left); 
  chain shirt has magic vestment CL 8 (1 hour left) 
  Possessions light war horse, military saddle, holy 
  symbol of Ehlonna 
  Favored Enemy: Elves: (Ex) +4 damage vs. elves, and 
  +4 bonus to Spot, Listen, Survival, Bluff, and Sense 
  Motive against elves. 
  Favored Enemy: Humans: (Ex) +2 damage vs. 
  humans, and +2 bonus to Spot, Listen, Survival, 
  Bluff, and Sense Motive against humans. 
  Description: The hat of disguise shows a tall blonde 
  Flan woman in adamantine breastplate, gold holy 
  symbol of Ehlonna, a composite longbow, 2 quivers of 
  arrows, a truncheon, and two morning stars.   
  Sources 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), 
  Improved 
  Rapid 
  Shot 
  (Complete 
  Warrior), Truncheon (Book of Exalted Deeds). 
   
  I N D I G O  K AR R 
  CR  7 
  SHE7-07 Prophecies 
   
  Page 32 
  
   
  [CR +1 for equipment/spells/abilities] 
  Male Human Knight 4 / Fighter 2 
  NG Medium Human (Baklunish) 
  Init +6; Senses Listen +0, Spot +0 
  Aura Good 
  Languages Common, Baklunish  
  AC 24, touch 14, flat-footed 21 (AC 28, Touch 18 when 
  using horse for cover (DC 15 ride)) 
   (+0 size, +1 Dex, +0 class, +10 armor, +3 shield, +0 
  deflection, +0 insight, +0 natural 
  hp 72 (6 HD)  + 12 temporary hit points (12 from bear’s 
  endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +8, Ref +3; Will +4 
  Speed 20 ft. in Full Plate Mail (4 squares), base 
  movement 30 ft.; Heavy War Horse 50 ft 
  Melee lance +14/+9 (1d8+7/x3) (+16,3d8+21 on spirited 
  charge) 
   
  Or truncheon +11 (1d8+5/x3) (+13, 2d8+10 on 
  spirited charge) 
   
  Or scimitar +11 (1d6+5/18-20) (+13, 2d6+10 on 
  spirited charge) 
   
  Or spiked guantlet +11 (1d4+5/18-20) (+13, 2d4+10 
  on spirited charge) 
   
  Non-lethal is -4 to hit for all except the truncheon 
   
  Or composite longbow (Str +2) +9/+4 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft (10 ft reach with lance) 
  Base Atk +6; Grp +11 
  Atk Options Ride-by Attack, Spirited Charge, Non-lethal 
  damage or lethal in rare circumstances, regular 
  attack, Test of Mettle 
  Combat Gear masterwork spiked full plate (with magic 
  vestment CL 8), masterwork heavy steel shield, 
  masterwork lance (with greater magic weapon CL 8), 
  masterwork lance, hat of disguise,  truncheon, 
  scimitar, spiked gauntlet, masterwork composite 
  longbow (Str +2), 40 blunt arrows, potion of lesser 
  vigor, two potions of remove blindness/deafness, 
  potion of resist energy (fire), potion of cat’s grace, 
  potion of bull’s strength, potion of eagle’s splendor, 
  potion of bear’s endurance, potion of bull’s strength.   
  Abilities Str 16 (20), Dex 10 (14), Con 14 (18), Int 10, 
  Wis 10, Cha 15 (19) 
  SQ Knight’s Challenge (Ex), Shield Block (Ex), Bulwark 
  of Defense (Ex) 
  Feats Weapon Focus (lance),  Improved Initiative, 
  Mounted 
  Combat, 
   
  Ride-by 
  Attack 
   
  Shield 
  Specialization, Spirited Charge, Shield Ward 
  Skills  Ride +11,  Handle Animal +12, Balance +0, 
  Speak +1 Language   
  Under the effect of a: Freedom of Movement CL 8 (5 minutes 
  left), Healthful Rest CL 8, lance is under a CL 8 Greater 
  Magic Weapon (+2; 1 hours left); Hero’s Feast CL 11; 5 
  hours left); plate has magic vestment CL 8 (1 hour left) 
  Possessions holy symbol of Al’Akbar (Exalted Faith), 
  two alchemy fire, two tanglefoot bags 
  Knight’s Code:  He forgoes his +2 bonus gained when 
  he is flanking opponents, he will not strike flat-flooted 
  opponent, and never deals lethal damage to a helpless 
  foe. 
  Knight’s Challenge: He may use this 4 (6 with eagle’s 
  splendor) per day by shouting a challenge.  Even if they 
  share no language in common he can make himself 
  known. It only works with creatures of intelligence of 5 or 
  higher (excluding most animal companions, and 
  including familiars) 
  Fighter’s Challenge (Ex): As a swift action the knight 
  can challenge a single opponent, if they have int 5+ and 
  a CR 5+ (PC level 5+) the knight gets +1 morale bonus 
  on Will saves, plus +1 hit and damage morale bonus vs 
  the target of challenge.  This lasts 9 rounds.  If opponent 
  drops the knight to 0 or fewer hit points he loses two 
  knight’s challenges for the day.  It can only be used on a 
  new opponent in an encounter when the first is defeated 
  or flees. 
  Test of Mettle (Ex):  As a swift action the knight can 
  challenge everyone in an area.  All creatures of Int 5+  
  with line of sight and line of effect to the knight within 
  100 feet of CR 4 or higher must make a Will save of 16. 
   All creatures that fail the save must attack the knight 
  with melee or ranged attacks over available other 
  targets.  A spellcaster who fails the saving throw may 
  use spells against the knight directly or by including him 
  in the area of effect.  If the knight is reduced to 0 or 
  fewer hit points he gets an additional knight’s challenge 
  for the day.  The effect lasts for 9 rounds, but any target 
  that is attacked by someone other than the knight has 
  the test of mettle effect turned off.  People who would 
  incur attacks of opportunity to attack the knight can 
  choose to use ranged attack, or attack people they 
  threaten for that round instead. 
  Bulwark of Defense (Ex): An opponent that starts in 
  his threaten area treats all squares he threatens as 
  difficult terrain 
  Shield Block (Ex): He may designate a single target to 
  which his shield provides +1 AC  (with shield ward this 
  also applies to touch attacks, trips, grapples, etc). 
  Description: The hat of disguise shows a tall Flan man 
  with mithril chain shirt with an adamantine dire flail 
  dripping acid on one end and composite long bow with 
  120 arrows.  He appears to be wearing a gold holy 
  symbol of Ehlonna. 
  Sources), 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Knight, Shield Specialization, Shield 
  Ward (Player Handbook II) 
  ENCOUNTER 5 
   
   
   
  D HABI HULLAH S HAH 
  CR  10 
  Male Ghost (Human-Baklinish) Duskblade 7 Pious 
  Templar1 (Kelenan)  
  CN Medium Ghost/Undead/Incorporeal 
  Init +3; Senses Listen +10, Spot +10 
  Languages Common, Baklunish 
  AC 24, touch 15, flat-footed 21 
   (+0 size, +3 Dex, +0 class, +5 armor, +4 shield, +2 
  deflection, +0 insight, +0 natural) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 16 HD creature 
  hp 72 (8D12);  
  Fort +7, Ref +5 Will +9 
  SHE7-07 Prophecies 
   
  Page 33 
  
   
  Speed flight 30 ft. (perfect)  
  Melee ghost touch scimitar +13/+8 (1d6+5/18-20);  
  or corrupting touch +11/+6 (1d6); 
  or draining touch  +11(1d4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +8; Grp +8 (+10 vs. ethereal) 
  Atk Options  ghost touch falchion, corrupting touch, 
  draining touch, malevolence 
  Gear that appears on his ghostly body: “ anklet of 
  translocation, breastplate, +1 heavy wood shield, 
  gloves of dexterity +2, +1 ghost touch scimitar 
  “Adagio” 
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, false life  
  Divine Class Spells Prepared (CL 1st) Save = 12 + 
  spell level 
   
  1st -- corrupt weapon (pg 182 DMG) 
  Abilities Str  --/16, Dex 16, Con --, Int 12, Wis 14, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) 
  Feats Shield Specialization, Weapon Focus: scimitar , , 
  Combat Casting, True Believer, Improved Turn 
  Resistance, 
  Skills Concentration +6 [+10 casting on defensive or in 
  grapple],  Knowledge (Religion) +3, Listen +10, 
  Spellcraft +5,  Sense Motive +7, Spot +10,  , Hide 
  +16 , Search +7,Always moves silentlyMettle (Su):.  
  If he makes a  successful Will or Fortitude against an 
  attack that normally would have a lesser effect on a 
  successful save, he instead completely negates the 
  effect.   
  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. 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 19). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the ONLY way he can deliver touch spells to non-
  ethereal creatures. 
  SHE7-07 Prophecies 
   
  Page 34 
  
   
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter.  
  Description  A five foot, five inch tall human with golden 
  skin and jet black hair.  He has a translucent bladed 
  scimitar, chain mail armor, and dark wood wooden 
  shield. 
  Sources Duskblade (Player Handbook II), Improved 
  turn Resistance (Libris Mortis), Pious Templar, True 
  Believer (Complete Divine). 
   
  UFFA 
  CR  6 
  Male Ghost (Magic Beasts – Augmented Animal 
  (Awakened Leopard)) Expert4   
  N Medium Ghost/Undead/Incorporeal 
  Init +5; Senses Listen +14, Spot +18 
  Languages Common 
  Non-Ethereal creatures AC 21, touch 15, flat-footed 17 
   (+0 size, +4 Dex, +0 class, +6 armor, +1 deflection, +0 
  insight, +0 natural) 
  Ethereal creatures AC: 20, touch 14, flat-footed 17 
   (+0 size, +4 Dex, +0 class, +6 armor, +1 natural) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 15 HD creature 
  hp 63 (7 HD);  
  Fort +4, Ref +9, Will +6 
  Speed flight 30 ft. (perfect)  
  Melee bite/corrupting touch +10 (1d6)   
  or 
  bite/corrupting 
  touch 
  +10 
  (1d6) 
  and 
  2 
  claws/corrupting touch +5 +1d6.  Pounce also adds 
  two rakes at +7 doing 1d6) 
  Space 5 ft.; Reach 5 ft  
  Base Atk +5; Grp +5 (+8 vs. ethereal) 
  Atk Options  pounce with a charge, full attack, or non-
  charge move and attack 
  Gear that appears on his ghostly body: +2 chain shirt 
  barding  
  Abilities Str  --/16, Dex 20, Con --, Int 14, Wis 12, Cha 
  13 
  Feats Alertness, Weapon Finesse , Improved Turn 
  Resistance, 
  Skills ,  Tumble +11, Listen +14, Spellcraft +9, Spot 
  +18,  Escape Artist +11 , Hide +19 , Search +18, 
  Sense Motive +7Always moves silentlyCorrupting 
  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. (*this creature has weapon 
  finesse and uses dexterity to attack) 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 16). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th; save DC 18 where 
  applicable). When a ghost uses this power, it must 
  wait 1d4 rounds before using it again. 
  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.  
   
  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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 4 days unless Dhabihullah Shah is 
  permanently destroyed, which cannot happen in the 
  duration of the campaign. 
  Description  a leopard in light chain barding  
  Sources Improved Turn Resistance (Libris Mortis) 
  SHE7-07 Prophecies 
   
  Page 35 
  
  APL 10 
  SHE7-07 Prophecies 
   
  Page 36 
  APPENDIX 2 – APL 10 
  ENCOUNTER 2 
   
   
   
   
  G R AV E  D I RT  G O L E M 
  CR  9 
  N Large Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 20, touch 8, flat-footed 20 
   (-1 size, -1 Dex, +12 natural) 
  hp 105 (11 HD); DR 5/Adamantine and Bludgeoning 
  Immune Construct traits, immunity to magic 
  Fort +3 Ref +2, Will +3 
  Speed 20 ft. in (4 squares), base movement 20 ft., 
  cannot run.; 
  Melee Slam +13 (2d6+6 plus soiled wound) or 2 Slams 
  +13 (2d6+6 plus soiled wound) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options Berserk, soiled wound 
  Abilities Str 23, Dex 9, Con --, Int --, Wis 11, Cha 1  
  SQ  Darkvision 60 ft, Low Light Vision 
  Berserk (Ex): When a grave dirt golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes 
  berserk.  An uncontrolled golem goes on a rampage, 
  attacking the nearest living creature or smashing 
  some object smaller than itself if no creature is within 
  reach, then moving on to spread more destruction.  
  Once a grave dirt golem goes berserk, no known 
  method can reestablish control. 
  Soiled Wound (Ex): The wound inflicted by a grave dirt 
  golem is caked with grave dirt.  Suffused with 
  negative energy, the soiled wound does an extra 2d4 
  points of negative energy damage on the round 
  subsequent to its delivery, after which the dirt in the 
  wound becomes inert. 
  Construct Traits:  A grave dirt golem has Immunity to 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, and necromancy effects. all mind-
  affecting effects, and any fortitude save unless it also 
  works on objects.  It cannot heal damage, but can be 
  repaired.   
  Immunity to Magic (Ex):  A grave dirt golem is immune 
  to spells, spell-like abilities and supernatural effects, 
  just as if the attack had failed to overcome spell 
  resistance.  The only exceptions are as follows:  A 
  move earth spell drives the grave dirt golem back 120 
  feet and deals 3d12 damage.  A disintegrate spell 
  slows the golem (as the slow spell) for 1d6 rounds 
  and deals 1d12 damage.  An earthquake spell cast 
  directly at a grave dirt golem stops it from moving on 
  its next turn and deals 5d10 damage.  The golem 
  receives no saving throw against any of these effects. 
   Any magical attack that deals electricity damage 
  heals 1 point of damage for every 3 points of damage 
  it would otherwise deal.  If the amount of healing 
  would cause the goem to exceed its full normal hit 
  points, it gains any excess as temporary hit points 
  that last for up to 1 hour.  A grave dirt golem receives 
  no saving throw against magical attacks that deal 
  electricity damage. 
  Source: Libris Mortis  
   
  G R E ATE R  AI R E L E M E N T AL S O R C4 
  CR  11 
  N Huge Elemental (Air; Extraplanar) 
  Init +14; Senses Listen +24, Spot +21 
  Languages Auran  
  AC 26, touch 18, flat-footed 16 
   (-2 size, +10 Dex, +8 natural) 
  hp 213 (25 HD); DR 10/- 
  Fort +12, Ref +23, Will +15 
  Speed 100 ft. flight, perfect (20 squares),.; 
  Melee 2 slams +23   (2d8+3) or/and 
  Ranged ranged touch attack +25 (1d6+2 Str from ray of 
  enfeeblement) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +17; Grp +28 
  Atk Options Slam 
  Special Actions Whirlwind 
  Class Spells Known (CL 4th); Save 13+sp lvl: 
   2nd (4/day)— See Invisibility* 
   1st (7/day)— Ray of Enfeeblement, Grease, Shield 
   0 (6/day)— Acid Splash, Touch of Fatigue, Disrupt 
  Undead, Detect Magic, Flare, Message 
  *Already cast 
  Abilities Str 17, Dex 30, Con 19, Int 13, Wis 14, Cha 16  
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), Whirtlwind 
  (Su), Elemental Traits, Metamagic Specialist (4 
  times) 
  Feats Dodge, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mobility, 
  Springing Attack, Weapon Finesse, Enlarge Spell, 
  Eshew Materials 
  Skills 
  Listen 
  +24, 
  Spot 
  +21, 
  Spellcraft 
  +8, 
  Concentration +11, 
  Air Mastery (Ex) Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwhind (Su) The elemental can transform itself into 
  a whirlwind once every 10 minutes and remain in that 
  form for up to 10 rounds.. In this form, the elemental 
  can move through the air or along a surface at its fly 
  speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 60 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental 
  enters 
  the 
  space 
  another 
  creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the 
  elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (2d8) and may be lifted into the air. An 
  
  APL 10 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round to escape 
  the whirlwind. The creature still takes damage but 
  can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects varies with the 
  elemental’s size (DC 22). The save DC is Strength 
  based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise act 
  normally, but must succeed on a Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught 
  in the whirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls. The elemental can have only 
  as many creatures trapped inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 
  5 feet away have concealment, while those farther 
  away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
  Metamagic Specialist: (see New Rules): Four times a 
  day may apply metamagic feats to spells without 
  increasing casting time. 
  ENCOUNTER 4 
   
   
   
   
  K Y R A H O R N 
  CR  9 
  Female Human Ranger6 Occult Slayer2  
  [CR +1 for equipment/spells/abilities] 
  NG Medium Human (Baklunish) 
  Init +9 ; Senses Listen +11, Spot +11 
  Aura: Good 
  Languages Common, Baklunish 
  AC 22, touch 16, flat-footed 17  (with taking cover 
  behind horse (DC 15 ride check) this becomes AC 
  26, touch 20) 
   (+0 size, +5 Dex, +0 class, +6 armor,+1 deflection, +0 
  insight, +0 natural)   
  hp 76 (8 HD) + 12 temporary hit points (16 from bear’s 
  endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +11, Ref +12; Will +11 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft, light war horse 60 ft. 
  Melee masterwork truncheon in 2-handed +12/+7 non-
  lethal (1d8+3/x3) 
   
  Or long composite bow (Str +2) +17/+17/+12 
  (1d8+4/x3) 
   
  Or other weapon +11/+6  
  Or many shot long 
  comp bow +13 (2d8+8) standard action. 
  Space 5 ft.; Reach 5 ft.(10ft if lance is used) 
  Base Atk +8; Grp +10 
  Atk 
  Options 
  Non-lethal 
  with 
  truncheon, 
  blunt 
  arrows/regular arrows with bow, non-lethal/lethal with 
  other weapons; favored enemy attacks, many shot, 
  horse can move and she take full attack action with 
  bow from middle of horse movement (penalties for 
  more than single move), +1d6 damage with weapon 
  bond. 
  Combat Gear  masterwork long composite bow (Str +2) 
  (with greater magic weapon CL 10),  cloak of 
  resistance +1, ring of protection +1, ring of 
  communication, mithril chain shirt (with magic 
  vestment CL 10), hat of disguise, 80 cold iron blunt 
  arrows, 40 regular arrows, 2 adamantine arrows, left 
  spiked gauntlet, masterwork truncheon, wand of 
  spike growth (5 charges), two potions of cure serious 
  wounds, three scrolls of entangle (CL 1), wand of 
  lesser vigor (10 charges), p, two potions of remove 
  blindness/deafness, long sword, sap, potion of resist 
  energy (fire), potion of cat’s grace, potion of owl’s 
  wisdom, potion of bear’s endurance, potion of cat’s 
  grace, potion of resist energy (electricity)  Ranger 
  Spells Prepared (CL 3rd): Saving throw is 10 + spell 
  level 
   1st— Entangle, Arrowmind 
  Abilities Str 14, Dex 16 (20), Con 14 (18), Int 10, Wis 
  12 (16), Cha 10 
  Feats Improved Initiative, Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Long Composite Bow), 
  Improved Rapid Shot, Many Shot 
  Skills Speak +1 languageRide +16, Handle Animal +9, 
  Spot +11,  , Listen +11, Knowledge (Arcana) +4 , 
  Balance +7 [, Concentration +13 , Spellcraft +3, Under 
  effects of:  Freedom of Movement CL 7 (5 minutes left), 
  Healthful Rest CL  10, long composite bow is under a CL 10 
  Greater Magic Weapon (+2; 1 hours left); Hero’s Feast CL 
  17; 5 hours left); chain shirt has magic vestment CL 10 (1 
  hour left) 
  Possessions light war horse, holy symbol of Ehlonna 
  Favored Enemy: Elves: (Ex) +4 damage vs. elves, and 
  +4 bonus to Spot, Listen, Survival, Bluff, and Sense 
  Motive against elves. 
  Favored Enemy: Humans: (Ex) +2 damage vs. 
  humans, and +4 bonus to Spot, Listen, Survival, 
  Bluff, and Sense Motive against humans. 
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell like abilities. This bonus is +1 at 1st level 
  Weapon Bond (Su): An occult Slayer must choose a 
  particular weapon of at least masterwork quality as 
  SHE7-07 Prophecies 
   
  Page 37 
  
  APL 10 
  the focus of her power. Upon making her selection, 
  she immediately forms a bond with her chosen 
  weapon that imbues it with the force of her hatred for 
  spell casters. Thereafter, any successful attack she 
  makes with the chosen weapon against a spell caster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal 
  the extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend 
  one day per character level practicing with the 
  replacement weapon (and doing very little else--no 
  adventuring) to create a new weapon bond. 
  Mind over Magic (Su): An  occult slayer can cause a 
  spell or spell-like ability targeted against her to 
  rebound onto the originator as a free action once per 
  day. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s 
  occult slayer level +5).  
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a spell 
  caster deals double damage if the attack hits. 
  Description:  The hat of disguise shows a tall blonde 
  Flan woman, in adamantine breastplate, gold holy 
  symbol of Ehlonna, a ;long composite bow, 2 quivers of 
  arrows, a truncheon, and two morning stars.   
  Sources 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Improved Rapid Shot, Occult Slayer 
  (Complete Warrior), 
   
  I N D I G O  K ARR 
  CR  9 
  [CR +1 for equipment/spells/abilities] 
  Male Human Knight 4 / Fighter 4 
  NG Medium Human (Baklunish) 
  Init +6; Senses Listen +0, Spot +0 
  Aura Good 
  Languages Common, Baklunish, Flan  
  AC 27, touch 17, flat-footed 25 (AC 31, Touch 21 when 
  using horse for cover (DC 15 ride)) 
   (+0 size, +1 Dex, +0 class, +10 armor, +5 shield, +1 
  deflection, +0 insight, +0 natural 
  hp 91 (8 HD)  + 12 temporary hit points (16 from bear’s 
  endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +10, Ref +5; Will +7 
  Speed 20 ft. in Full Plate Mail  (4 squares), base 
  movement 30 ft.; Heavy War Horse 50 ft 
  Melee lance +15/+11 (1d8+9/x3)  (+17, 3d8+27 on 
  spirited charge) 
   
  Or truncheon +14 (1d8+6/x3)(+16, 2d8+12 on 
  spirited charge) 
   
  Or scimitar +13 (1d6+5/18-20x2)(+15, 2d6+10 on 
  spirited charge) 
   
  Or spiked guantlet +13 (1d4+5/18-20x2)(+15, 
  2d4+10 on spirited charge) 
   
  Non-lethal is -4 to hit for all except the truncheon 
   
  Or long composite bow (str +2) +9/+4 (1d8+2/x3 
  Space 5 ft.; Reach 5 ft (10 ft reach with lance) 
  Base Atk +8; Grp +13 
  Atk Options Ride by Attack, Spirited Charge, Non-lethal 
  damage or lethal in rare circumstances, regular 
  attack, Test of Mettle 
  Combat Gear masterwork spiked full plate (with magic 
  vestment CL 10), masterwork heavy steel shield, 
  masterwork lance (with greater magic weapon CL 
  10), masterwork lance, hat of disguise,  ring of 
  communication, vest of resistance +1, +1 ring of 
  protection, +1 truncheon, scimitar, spiked gauntlet, 
  masterwork long composite bow (Str +2), 40 blunt 
  arrows, potion of lesser vigor, two potions of cure 
  serious 
  wounds, 
  two 
  potions 
  of 
  remove 
  blindness/deafness, potion of resist energy (fire), 
  potion of cat’s grace, potion of bull’s strength, potion 
  of eagle’s splendor, potion of bear’s endurance, 
  potion of bull’s strength       
  Abilities Str 16 (20), Dex 10 (14), Con 14 (18), Int 10, 
  Wis 10, Cha 16 (20) 
  SQ Knight’s Challenge (Ex), Shield Block (Ex), Bulwark 
  of Defense (Ex) 
  Feats Weapon Focus (lance),  Improved Initiative, 
  Mounted Combat,  Ride by Attack  Shield 
  Specialization, , Spirited Charge, Shield Ward, 
  Weapon Specialization: Lance,Skills  Ride +13 ,  
  Handle Animal +12, Balance +1 [5 ranks in balance], 
  Speak +2 Language   
  Under the effect of a: Freedom of Movement CL 8 (5 minutes 
  left), Healthful Rest CL 10, lance is under a CL 10 Greater 
  Magic Weapon (+2; 1 hours left); Extended Hero’s Feast CL 
  13; 12 hours left); plate  and shield has magic vestment CL 
  10 (1 hour left) 
  Possessions holy symbol of Al’Akbar (Exalted Faith), 
  two alchemy fire, two tanglefoot bags 
  Knight’s Code:  He will forgo his +2 bonus gained 
  when he is flanking opponents, he will not strike flat-
  flooted opponent, and never deals lethal damage to a 
  helpless foe. 
  Knight’s Challenge: He may use this 4 (6 with eagle’s 
  splendor) per day by shouting a challenge.  Even if they 
  share no language in common he can make himself 
  known. It only works with creatures of intelligence of 5 or 
  higher (excluding most animal companions, and 
  including familiars) 
  Fighter’s Challenge (Ex): As a swift action the knight 
  can challenge a single opponent, if they have int 5+ and 
  a CR 7+ (PC level 7+) the knight gets +1 morale bonus 
  on Will saves, plus +1 hit and damage morale bonus vs 
  the target of challenge.  This lasts 10 rounds.  If 
  opponent drops the knight to 0 or fewer hit points he 
  loses two knight’s challenges for the day.  It can only be 
  used on a new opponent in an encounter when the first 
  is defeated or flees. 
  Test of Mettle (Ex):  As a swift action the knight can 
  challenge everyone in an area.  All creatures of Int 5+  
  with line of sight and line of effect to the knight within 
  100 feet of CR 6 or higher must make a Will save of 17. 
   All creatures that fail the save must attack the knight 
  with melee or ranged attacks over available other 
  targets.  A spell caster who fails the saving throw may 
  use spells against the knight directly or by including him 
  in the area of effect.  If the knight is reduced to 0 or 
  fewer hit points he gets an additional knight’s challenge 
  SHE7-07 Prophecies 
   
  Page 38 
  
  APL 10 
  for the day.  The effect lasts for 10 rounds, but any 
  target that is attacked by someone other than the knight 
  has the test of mettle effect turned off.  People who 
  would incur attacks of opportunity to attack the knight 
  can choose to use ranged attack, or attack people they 
  threaten for that round instead. 
  Bulwark of Defense (Ex): An opponent that starts in 
  his threaten area treats all squares he threatens as 
  difficult terrain 
  Shield Block (Ex): He may designate a single target to 
  which his shield provides +1 AC  (with shield ward this 
  also applies to touch attacks, trips, grapples, etc). 
  Description: The hat of disguise shows a tall Flan man 
  with mithril chain shirt with an adamantine dire flail 
  dripping acid on one end and composite long bow with 
  120 arrows.  He appears to be wearing a gold holy 
  symbol of Ehlonna. 
  Sources), 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Knight, Shield Specialization, Shield 
  Ward (Player Handbook II) 
  ENCOUNTER 5 
   
   
   
   
  D HABI HULLAH S HAH 
  CR  12 
  Male Ghost (Human-Baklinish) Duskblade 7 Pious 
  Templar3 (Kelenan)  
  CN Medium Ghost/Undead/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Baklunish 
  AC 26, touch 20*, flat-footed 23 
   (+0 size, +3 Dex, +0 class, +6 armor, +5 shield*, +2 
  deflection, +0 insight, +0 natural) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 18 HD creature; DR 
  1/- 
  hp 90 (10 HD);  
  Fort +10, Ref +8 Will +11 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch scimitar +15/+10 (1d6+6/18-20);  
  or corrupting touch +13/+8 (1D6); 
  or draining touch  +13(1D4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +10; Grp +10 (+13 vs. ethereal) 
  Atk Options  ghost touch falchion, corrupting touch, 
  draining touch, malevolence, channeling spells 
  through weapon, smite good 1/day 
  Gear that appears on his ghostly body: anklet of 
  translocation, +1 breastplate, +2 heavy wood shield, 
  cloak of resistance +2, gloves of dexterity +2, +1 
  ghost touch scimitar “Adagio” 
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, false life  
  Divine Class Spells Prepared (CL 3rd) Save = 12 + 
  spell level 
   
  1st   – corrupt weapon, corrupt weapon (pg 182 DMG) 
   
  2nd— inflict moderate wounds 
  Abilities Str  --/16, Dex 16, Con --, Int 12, Wis 14, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) 
  Feats Shield Specialization, Weapon Focus: scimitar , , 
  Combat Casting, True Believer, Improved Turn 
  Resistance,  Shield Ward*,  Weapon Specialization: 
  Scimitar  
  Skills Concentration +13 [+17 casting on defensive or 
  in grapple],  Knowledge (Religion) +9, Listen +10, 
  Spellcraft +5,  Sense Motive +7, Spot +12,  Hide 
  +15, Search +7,Always moves silentlyMettle (Su):. 
   If he makes a  successful Will or Fortitude against an 
  attack that normally would have a lesser effect on a 
  successful save, he instead completely negates the 
  effect.   
  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 
  SHE7-07 Prophecies 
   
  Page 39 
  
  APL 10 
  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. 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 19). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the ONLY way he can deliver touch spells to non-
  ethereal creatures. 
  Smite Good:  Once per day he can Smite Good, +4 to 
  hit, +1 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter. Description  A five foot, five inch 
  tall human with golden skin and jet black hair.  He has a 
  translucent bladed scimitar, chain mail armor, and dark 
  wood wooden shield. 
  Sources Duskblade (Player Handbook II), Improved 
  turn Resistance (Libris Mortis), Pious Templar, True 
  Believer (Complete Divine) 
   
  UFFA 
  CR  10 
  Male Ghost (Magic Beasts – Augmented Animal 
  (Awakened Leopard)) Expert4 Scout4  
  N Medium Ghost/Undead/Incorporeal 
  Init +9; Senses Listen +22, Spot +23 
  Languages Common 
  AC 23, touch 16, flat-footed 19 
   (+0 size, +4 Dex, +0 class, +7 (incorporeal) armor, +1 
  deflection, +0 insight, +0 natural, +1 competence) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 19 HD creature; 
  positive energy resistance 10; can block one 
  arrow/bolt attack per round as if he had deflect arrow 
  feat 
  hp 99 (11 HD);  
  Fort +6, Ref +13, Will +7 
  Speed flight 30 ft. (perfect)  
  Melee bite/corrupting touch +13 (1d6)   
  or 
  bite/corrupting 
  touch 
  +13 
  (1d6) 
  and 
  2 
  claws/corrupting touch +8 +1d6.  Pounce also adds 
  two rakes at +10 doing 1d6) 
  If Uffa moves 10 feet or more each attack does +1D6 
  precision damage from Scout 
  Space 5 ft.; Reach 5 ft  
  SHE7-07 Prophecies 
   
  Page 40 
  
  APL 10 
  Base Atk +8; Grp +8 (+11 vs. ethereal) 
  Atk Options  pounce with a charge, full attack, or non-
  charge move and attack 
  Gear that appears on his ghostly body: chain shirt 
  barding +3 with greater crystal of arrow deflection 
  Abilities Str  --/16, Dex 20, Con --, Int 14, Wis 12, Cha 
  13 
  SQ Corrupting Touch (Su), Malevolence (Su), Telekineis 
  (Su), Manifestation (Su), Rejuvenation (Su), Skirmish 
  (+1d6 +1AC) (Ex), Uncanny Dodge (Ex), Battle 
  Fortitude (Ex),  
  Feats Alertness, Weapon Finesse , Improved Turn 
  Resistance, Positive Energy Resistance, Improved 
  Initiative 
  Skills ,  Tumble +18, Listen +22, Spellcraft +9, Spot 
  +13,  Escape Artist +15 , Hide +24 , Search +18 , 
  Balance +18, , Survival +11, Sense Motive 
  +11Always moves silentlyCorrupting 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. (*this creature has weapon finesse and uses 
  dexterity to attack) 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 16). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th; save DC 18 
  where applicable). When a ghost uses this power, it 
  must wait 1d4 rounds before using it again. 
  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. 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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 4 days unless Dhabihullah Shah is 
  permanently destroyed, which cannot happen in the 
  duration of the campaign. 
  Skirmish (Ex):  He deals an extra Id6 points of damage 
  on all attacks he makes during any round in which he 
  moves at least 10 feel. The extra damage applies 
  only to attacks taken during the scout's turn. The 
  extra damage only applies against living creatures 
  Ihat have a discernible anatomy. 
  Uncanny Dodge (Ex): A scout can react to danger 
  before her senses would normally allow her to do so. 
  She retains her Dexterity bonus to AC (if any) even if 
  she is caught flat-footed or struck by an invisible 
  attacker. 
  Battle Fortitude (Ex):  gives +1 competence bonus to 
  fortitude saves and initiative checks 
  Description  a leopard in light chain barding  
  Sources Improved Turn Resistance, Positive Energy 
  Resistance (Libris Mortis), greater crystal of arrow 
  deflection 
  (Magic 
  Item 
  Compendium), 
  Scout 
  (Complete Adventurer). 
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  Page 41 
  
  APL 12 
  APPENDIX 3 – APL 12 
  ENCOUNTER 2 
   
   
   
   
  AD V AN C E D  G R AV E  D I RT  G O L E M 
  CR  12 
  N Huge Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 22, touch 8, flat-footed 22 
   (-2 size, -2 Dex, +16 natural) 
  hp 182 (19d10+40); DR 5/Adamantine and Bludgeoning 
  Immune Construct traits, immunity to magic 
  Fort +6 Ref +4, Will +6 
  Speed 20 ft. in (4 squares), base movement 20 ft., 
  cannot run; 
  Melee Slam +22 (3d6+10 plus soiled wound) or 2 Slams 
  +22 (3d6+10 plus soiled wound) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +14; Grp +30 
  Atk Options Berserk, soiled wound 
  Abilities Str 31, Dex 7, Con --, Int --, Wis 11, Cha 1  
  SQ  Darkvision 60 ft, Low Light Vision 
  Berserk (Ex): When a grave dirt golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes 
  berserk.  An uncontrolled golem goes on a rampage, 
  attacking the nearest living creature or smashing 
  some object smaller than itself if no creature is within 
  reach, then moving on to spread more destruction.  
  Once a grave dirt golem goes berserk, no known 
  method can reestablish control. 
  Soiled Wound (Ex): The wound inflicted by a grave dirt 
  golem is caked with grave dirt.  Suffused with 
  negative energy, the soiled wound does an extra 2d4 
  points of negative energy damage on the round 
  subsequent to its delivery, after which the dirt in the 
  wound becomes inert. 
  Construct Traits:  A grave dirt golem has Immunity to 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, and necromancy effects. all mind-
  affecting effects, and any fortitude save unless it also 
  works on objects.  It cannot heal damage, but can be 
  repaired.   
  Immunity to Magic (Ex):  A grave dirt golem is immune 
  to spells, spell-like abilities and supernatural effects, 
  just as if the attack had failed to overcome spell 
  resistance.  The only exceptions are as follows:  A 
  move earth spell drives the grave dirt golem back 120 
  feet and deals 3d12 damage.  A disintegrate spell 
  slows the golem (as the slow spell) for 1d6 rounds 
  and deals 1d12 damage.  An earthquake spell cast 
  directly at a grave dirt golem stops it from moving on 
  its next turn and deals 5d10 damage.  The golem 
  receives no saving throw against any of these effects. 
   Any magical attack that deals electricity damage 
  heals 1 point of damage for every 3 points of damage 
  it would otherwise deal.  If the amount of healing 
  would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points 
  that last for up to 1 hour.  A grave dirt golem receives 
  no saving throw against magical attacks that deal 
  electricity damage. 
  Source: Libris Mortis  
   
  G R E ATE R  AI R E L E M E N T AL S O R C6 
  CR  12 
  N Huge Elemental (Air; Extraplanar) 
  Init +14; Senses Listen +26, Spot +23 
  Languages Auran  
  AC 27, touch 19, flat-footed 16 
   (-2 size, +10 Dex, +8 natural, +1 insight) 
  hp 225 (27 HD); DR 10/- 
  Fort +13, Ref +24, Will +16 
  Speed 100 ft. flight, perfect (20 squares),.; 
  Melee 2 slams +26   (2d8+3) or/and 
  Ranged ranged touch attack +26 (1d6+5 Str from ray of 
  enfeeblement) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +29 
  Atk Options Slam 
  Special Actions Whirlwind 
  Combat Gear Dusky Rose Prism Ioun Stone (+1 insight 
  bonus to AC) 
  Class Spells Known (CL 10th); Save 13+sp lvl: 
   3rd (4/day)—  ray of dizziness 
   2nd (6/day)— see invisibility*, ray of weakness 
   1st (7/day)— ray of enfeeblement, grease, shield, 
  magic missile 
   0 (6/day)— acid splash, touch of fatigue, disrupt 
  undead, detect magic, flare, message, ray of frost 
  *Already cast 
  Abilities Str 17, Dex 30, Con 19, Int 13, Wis 14, Cha 16  
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), Whirtlwind 
  (Su), Elemental Traits, Metamagic Specialist (4 
  times) 
  Feats Dodge, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mobility, 
  Springing Attack, Weapon Finesse, Enlarge Spell, 
  Eshew Materials, Practiced Spellcaster 
  Skills 
  Listen 
  +26, 
  Spot 
  +23, 
  Spellcraft 
  +10, 
  Concentration +13,  Hide +2  
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwhind (Su)  The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 10 rounds.. In this form, the 
  elemental can move through the air or along a 
  surface at its fly speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 60 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental 
  enters 
  the 
  space 
  another 
  creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the 
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  Page 42 
  
  APL 12 
  SHE7-07 Prophecies 
   
  Page 43 
  elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (2d8) and may be lifted into the air. An 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round to escape 
  the whirlwind. The creature still takes damage but 
  can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects varies with the 
  elemental’s size (DC 22). The save DC is Strength 
  based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise act 
  normally, but must succeed on a Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught 
  in the whirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls. The elemental can have only 
  as many creatures trapped inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 
  5 feet away have concealment, while those farther 
  away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
  Metamagic Specialist: (see New Rules): Four times a 
  day may apply metamagic feats to spells WITHOUT 
  increasing casting time. 
   
  ENCOUNTER 4 
   
   
   
   
  K Y R A H O R N 
  CR  11 
  Female Human Ranger6 Occult Slayer4 
  [CR +1 for equipment/spells/abilities] 
  NG Medium Human (Baklunish) 
  Init +9 ; Senses Listen +11, Spot +11 
  Aura: Good 
  Languages Common, Baklunish 
  AC 23, touch 16, flat-footed 18  (with taking cover 
  behind horse (DC 15 ride check) this becomes AC 
  27, touch 20) 
   (+0 size, +5 Dex, +0 class, +7 armor,+1 deflection, +0 
  insight, +0 natural)   
  hp 95 (10 HD) + 12 temporary hit points (20 from bear’s 
  endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +13, Ref +14; Will +13 
  Speed 30 ft. in chain shirt (6 squares), base movement 
  30 ft, light war horse 60 ft. 
  Melee masterwork truncheon in 2-handed +16/+11 non-
  lethal (1d8+6/x3) 
   
  Or long composite bow (str +2) +20/+20/+15 
  (1d8+4/x3) 
   
  Or other weapon +16/+11  
  Or many shot long 
  comp bow +15 (2d8+8) standard action. 
  Space 5 ft.; Reach 5 ft.(10 ft if lance is used) 
  Base Atk +10; Grp +14 
  Atk 
  Options 
  Non-lethal 
  with 
  truncheon, 
  blunt 
  arrows/regular arrows with bow, non-lethal/lethal with 
  other weapons; favored enemy attacks, many shot, 
  horse can move and she take full attack action with 
  bow from middle of horse movement (penalties for 
  more than single move), +1d6 damage with weapon 
  bond. 
  Combat Gear  +1 magebane composite longbow (Str 
  +2) (with greater magic weapon CL 12),  cloak of 
  resistance +1, ring of protection +1, mithril chain shirt 
  (with magic vestment CL 12), hat of disguise, 80 cold 
  iron blunt arrows, 40 regular arrows, 2 adamantine 
  arrows, left spiked gauntlet, masterwork truncheon, 
  wand of spike growth (5 charges), potion of cure 
  serious wounds, wand of lesser vigor (10 charges), 
  two potions of remove blindness/deafness, sap, 
  longsword, potion of resist energy (fire), potion of 
  cat’s grace, potion of bull’s strength, potion of owl’s 
  wisdom, potion of bear’s endurance, potion of cat’s 
  grace, potion of resist energy (electricity) (CL 7)   
  Ranger Spells Prepared (CL 3rd): Saving throw is 10 + 
  spell level 
   1st— Entangle, Arrowmind 
  Abilities Str 14 (18), Dex 16 (20), Con 14 (18), Int 10, 
  Wis 12 (16), Cha 10 
  Feats Improved Initiative, Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Long Composite Bow), 
  Improved Rapid Shot, Many Shot, Mounted Combat 
  Skills Speak +1 langaugeRide +16, Handle Animal +9, 
  Spot +11,  , Listen +11, Knowledge (Arcana) +4 , 
  Balance +10 [, Concentration +13 , Spellcraft +3,  
  Under effects of:  Freedom of Movement CL 7 (5 minutes left), 
  
  APL 12 
  Healthful Rest CL  12, long composite bow is under a CL 12 
  Greater Magic Weapon (+3; 1 hours left); Hero’s Feast CL 17; 
  5 hours left); chain shirt has magic vestment CL 12 (1 hour left) 
  Possessions light war horse, holy symbol of Ehlonna 
  Favored Enemy: Elves: (Ex) +4 damage vs. elves, and 
  +4 bonus to Spot, Listen, Survival, Bluff, and Sense 
  Motive against elves. 
  Favored Enemy: Humans: (Ex) +2 damage vs. 
  humans, and +4 bonus to Spot, Listen, Survival, 
  Bluff, and Sense Motive against humans. 
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell like abilities. This bonus is +1 at 1st level, and it 
  increase to +2 at 3rd level and to +3 at 5th level. 
  Weapon Bond (Su): An occult Slayer must choose a 
  particular weapon of at least masterwork quality as 
  the focus of her power. Upon making her selection, 
  she immediately forms a bond with her chosen 
  weapon that imbues it with the force of her hatred for 
  spell casters. Thereafter, any successful attack she 
  makes with the chosen weapon against a spell caster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal 
  the extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend 
  one day per character level practicing with the 
  replacement weapon (and doing very little else--no 
  adventuring) to create a new weapon bond. 
  Mind over Magic 2/day (Su): An occult slayer can 
  cause a spell or spell-like ability targeted against her 
  to rebound onto the originator as a free action. This 
  ability otherwise functions as the spell turning spell 
  (caster level equals the character’s occult slayer level 
  +5).  
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a spell 
  caster deals double damage if the attack hits. 
  Nondetection Cloak (Su): Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/ clairvoyance, locate object, 
  and other detection spells. The occult slayer gains 
  magical protection from divinations equivalent to a 
  nondetection spell (caster level equals the character's 
  occult slayer level), except that it affects only the 
  occult slayer and her possessions. 
  Auravision (Su):  An occult slayer may see auras out to 
  60 feet as a free action.  It otherwise works as a 
  detect magic except she only can see number of 
  auras, not what type. 
  Magebane:  Against creatures with spells or spell-like 
  ability the weapon has a +2 higher enhancement 
  bonus to it and does +2D6 damage  [note with the 
  greater magic weapon on the bow, the +2 higher 
  enhancement bonus does not change the to hit/basic 
  damage of the bow.]  
  Description:  :  The hat of disguise shows a tall blonde 
  Flan woman, in adamantine breastplate, gold holy 
  symbol of Ehlonna, a ;long composite bow, 2 quivers of 
  arrows, a truncheon, and two morning stars.   
  Sources 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Improved Rapid Shot, Occult Slayer 
  (Complete Warrior)  
   
  I N D I G O  K AR R 
  CR  11 
  [CR +1 for equipment/spells/abilities] 
  Male Human Knight 6 / Fighter 4  
  NG Medium Human (Baklunish) 
  Init +6; Senses Listen +0, Spot +0 
  Aura Good 
  Languages Common, Baklunish, Flan  
  AC 29, touch 18, flat-footed 28 (AC 33, Touch 22 when 
  using horse for cover (DC 15 ride)) 
   (+0 size, +1 Dex, +0 class, +11 armor, +6 shield, +1 
  deflection, +0 insight, +0 natural 
  hp 114 (10 HD)  + 12 temporary hit points (20 from 
  bear’s endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +10, Ref +5; Will +9 
  Speed 20 ft. in Full Plate Mail  (4 squares), base 
  movement 30 ft.; Heavy War Horse 50 ft 
  Melee lance +19/+14 (1d8+10/19-20x3)+1d6  (+21, 
  3d8+30+1d6 on Spirited Charge) 
   
  Or truncheon +16 (1d8+6/x3)(+16, 2d8+12 on 
  spirited charge) 
   
  Or scimitar +15 (1d6+5/18-20)(+15, 2d6+10 on 
  spirited charge) 
   
  Or spiked guantlet +15 (1d4+5/18-20)(+15, 2d4+10 
  on spirited charge) 
   
  Non-lethal is -4 to hit for all except the truncheon 
  and lance (merciful lance) 
   
  Or long composite bow (str +2) +9/+4 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft (10 ft reach with lance) 
  Base Atk +10; Grp +15 
  Atk Options Ride by Attack/Spirited Charge, Non-lethal 
  damage or lethal in rare circumstances, regular 
  attack, Test of Mettle 
  Combat Gear masterwork spiked full plate (with magic 
  vestment CL 12), masterwork heavy steel shield (with 
  magic vestment CL 12), +1 merciful lance (with 
  greater magic weapon CL 12), masterwork lance, hat 
  of disguise,  ring of protection +1, ring of 
  communication, 
  +1 
  truncheon, 
  scimitar, spiked 
  gauntlet, masterwork composite longbow (Str +2), 40 
  blunt arrows, potion of lesser vigor, two potions of 
  remove blindness/deafness, potion of resist energy 
  (fire), potion of cat’s grace, potion of bull’s strength, 
  potion 
  of 
  eagle’s 
  splendor, 
  potion 
  of 
  bear’s 
  endurance, potion of bull’s strength       
  Abilities Str 16 (20), Dex 10 (14), Con 14 (18), Int 10, 
  Wis 10, Cha 16 (20) 
  SQ Knight’s Challenge (Ex), Shield Block (Ex), Bulwark 
  of Defense (Ex), Vigilant Defense (Ex), Shield Ally 
  (Ex) 
  Feats Weapon Focus (lance),  Improved Initiative, 
  Mounted Combat,  Ride by Attack  Shield 
  Specialization, , Spirited Charge, Shield Ward, 
  Weapon Specialization: Lance, ,  Improved Critical 
  SHE7-07 Prophecies 
   
  Page 44 
  
  APL 12 
  (Lance) , Iron WIllSkills  Ride +15 ,  Handle Animal 
  +17, Balance +1 [5 ranks in balance], Speak +2 
  Language   
  Under the effect of a: Freedom of Movement CL 8 (5 minutes 
  left), Healthful Rest CL 12, lance is under a CL 12 Greater 
  Magic Weapon (+2; 1 hours left); Extended Hero’s Feast CL 
  15; 12 hours left); plate  and shield has magic vestment CL 
  12 (1 hour left) 
  Possessions holy symbol of Al’Akbar (Exalted Faith), 
  two alchemy fire, two tanglefoot bags 
  Knight’s Code:  He will forgo his +2 bonus gained 
  when he is flanking opponents, he will not strike flat-
  footed opponent, and never deals lethal damage to a 
  helpless foe. 
  Knight’s Challenge: He may use this 9 (11 with eagle’s 
  splendor) per day by shouting a challenge.  Even if they 
  share no language in common he can make himself 
  known. It only works with creatures of intelligence of 5 or 
  higher (excluding most animal companions, and 
  including familiars) 
  Fighter’s Challenge (Ex): As a swift action the knight 
  can challenge a single opponent, if they have int 5+ and 
  a CR 9+ (PC level 9+) the knight gets +1 morale bonus 
  on Will saves, plus +1 hit and damage morale bonus vs 
  the target of challenge.  This lasts 10 rounds.  If 
  opponent drops the knight to 0 or fewer hit points he 
  loses two knight’s challenges for the day.  It can only be 
  used on a new opponent in an encounter when the first 
  is defeated or flees. 
  Test of Mettle (Ex):  As a swift action the knight can 
  challenge everyone in an area.  All creatures of Int 5+  
  with line of sight and line of effect to the knight within 
  100 feet of CR 8 or higher must make a Will save of 17. 
   All creatures that fail the save must attack the knight 
  with melee or ranged attacks over available other 
  targets.  A spell caster who fails the saving throw may 
  use spells against the knight directly or by including him 
  in the area of effect.  If the knight is reduced to 0 or 
  fewer hit points he gets an additional knight’s challenge 
  for the day.  The effect lasts for 10 rounds, but any 
  target that is attacked by someone other than the knight 
  has the test of mettle effect turned off.  People who 
  would incur attacks of opportunity to attack the knight 
  can choose to use ranged attack, or attack people they 
  threaten for that round instead. 
  Bulwark of Defense (Ex): An opponent that starts in 
  his threaten area treats all squares he threatens as 
  difficult terrain 
  Shield Block (Ex): He may designate a single target to 
  which his shield provides +1 AC  (with shield ward this 
  also applies to touch attacks, trips, grapples, etc). 
  Vigilant Defender (Ex):  If an opponent attempts to 
  tumble through your threatened area or space the 
  tumble DC to avoid attacks of opportunity is at +6. 
  Shield Ally (Ex):  As an immediate action you can 
  absorb part of the damage done to an adjacent ally.  
  The knight takes half the damage and the ally the other 
  half.  This only works against physical melee attacks 
  and ranged attacks (not spells). 
  Description: The hat of disguise shows a tall Flan man 
  with mithril chain shirt with an adamantine dire flail 
  dripping acid on one end and composite long bow with 
  120 arrows.  He appears to be wearing a gold holy 
  symbol of Ehlonna. 
  Sources), Healthful Rest, Lesser Vigor (Spell 
  Compendium), 
  Knight, 
  Shield 
  Specialization, 
  Shield Ward (Player Handbook II) 
  ENCOUNTER 5 
  D HABI HULLAH S HAH 
  CR  14 
  Male Ghost (Human-Baklinish) Duskblade 7 Pious 
  Templar5 (Kelenan)  
  CN Medium Ghost/Undead/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Baklunish 
  AC 26, touch 20*, flat-footed 23 
   (+0 size, +3 Dex, +0 class, +6 armor, +5 shield*, +2 
  deflection) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 22 HD creature; has 
  positive energy resistance 10; DR 1/- 
  hp 108 (12 HD);  
  Fort +11, Ref +8 Will +12 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch scimitar +17/+12/+7 (1d6+6/15-20);  
  or corrupting touch +15/+10/+5 (1d6); 
  or draining touch  +15(1d4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +12; Grp +12 (+15 vs. ethereal) 
  Atk Options  ghost touch falchion, corrupting touch, 
  draining touch, malevolence, channeling spells 
  through weapon, smite good 1/day 
  Gear that appears on his ghostly body: anklet of 
  translocation, +1 breastplate, +2 heavy wood shield, 
  periapt of wisdom +2, cloak of turn resistance, vest of 
  resistance +2, gloves of dexterity +2, +1 ghost touch 
  scimitar “Adagio” 
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, resist 
  energy 
  Divine Class Spells Prepared (CL 5th) Save = 13 + 
  spell level 
   
  1st   – corrupt weapon, corrupt weapon (pg 182 DMG) 
   
  2nd— inflict moderate wounds, bull’s strength 
   
  3rd – unholy storm 
  Abilities Str  --/16, Dex 16, Con --, Int 13, Wis 16, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) 
  Feats Shield Specialization, Weapon Focus: scimitar, 
  Combat Casting, True Believer, Improved Turn 
  Resistance,  Shield Ward*,  Weapon Specialization: 
  Scimitar, Improved Critical: Scimitar  Positive Energy 
  Resistance  
  Skills Concentration +15 [+19 casting on defensive or 
  in grapple],  Knowledge (Religion) +11, Listen +10, 
  SHE7-07 Prophecies 
   
  Page 45 
  
  APL 12 
  Spellcraft +5,  Sense Motive +7, Spot +13, Hide 
  +16 , Search +7, Always moves silentlyMettle 
  (Su):.  If he makes a  successful Will or Fortitude 
  against an attack that normally would have a lesser 
  effect on a successful save, he instead completely 
  negates the effect.   
  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. 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 16). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the ONLY way he can deliver touch spells to non-
  ethereal creatures. 
  Smite Good:  Once per day he can Smite Good, +4 to 
  hit, +5 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter. Description  A five foot, five inch 
  tall human with golden skin and jet black hair.  He has a 
  translucent bladed scimitar, chain mail armor, and dark 
  wood wooden shield. 
  Sources Duskblade, Kelgore’s fire bolt (Player’s 
  Handbook II), Improved turn Resistance (Libris 
  Mortis), Pious Templar, True Believer (Complete 
  Divine), greater mage hand, unholy storm (Spell 
  Compendium) 
   
  UFFA 
  CR  12 
  Male Ghost (Magic Beasts – Augmented Animal 
  (Awakened Leopard)) Expert4 Scout6  
  N Medium Ghost/Undead/Incorporeal 
  Init +10; Senses Listen +19, Spot +19 
  Languages Common, Baklunish, Draconic 
  Non-Ethereal creatures AC 25, touch 18, flat-footed 19 
   (+0 size, +6 Dex, +0 class, +7 (incorporeal) armor, +2 
  deflection, +0 insight, +0 natural) 
  Ethereal creatures AC: 25, touch 16, flat-footed 19 
   (+0 size, +6 Dex, +0 class, +7 armor, +0 deflection, +0 
  insight, +2 natural,) 
  SHE7-07 Prophecies 
   
  Page 46 
  
  APL 12 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 21 HD creature; 
  positive energy resistance 10; can block one 
  arrow/bolt attack per round as if he had deflect arrow 
  feat 
  hp 117 (13 HD);  
  Fort +7, Ref +15, Will +8 
  Speed flight 30 ft. (perfect)  
  Melee bite/corrupting touch +14 (1d6)   
  or 
  bite/corrupting 
  touch 
  +14 
  (1d6) 
  and 
  2 
  claws/corrupting touch +9 +1d6.  Pounce also adds 
  two rakes at +11 doing 1d6) 
   
  If Uffa moves 10 feet or more each attack does 
  +1D6 precision damage from Scout and gets +1 AC 
   
  If Uffa moves 20 feet or more then each attack does 
  instead +4d6 damage from Scout & Improved 
  Skirmish and gets +3 AC 
  Space 5 ft.; Reach 5 ft  
  Base Atk +9 Grp +9 (+12 vs. ethereal) 
  Atk Options  pounce with a charge, full attack, or non-
  charge move and attack 
  Gear that appears on his ghostly body: mithril chain 
  shirt barding +3 with greater crystal of arrow 
  deflection, deep red sphere ioun stone (+2 Dex) 
  Abilities Str  --/16, Dex 22, Con --, Int 14, Wis 12, Cha 
  14 
  SQ 
  Corrupting 
  Touch 
  (Su), 
  Malevolence 
  (Su), 
  Telekinesis (Su), Manifestation (Su), Rejuvenation 
  (Su), Skirmish (+2d6 +1AC) (Ex), Uncanny Dodge 
  (Ex), Battle Fortitude (Ex), Evasion (Ex) 
  Feats Alertness, Weapon Finesse , Improved Turn 
  Resistance, Positive Energy Resistance, Improved 
  Initiative, Improved Skirmish 
  Skills ,  Tumble +20, Listen +27, Spellcraft +10, Spot 
  +27,  Escape Artist +15 Hide +25, Search +18, 
  Balance +18, Survival +14, Sense Motive +11, 
  Speaks 
  +2 
  languages, 
  Always 
  moves 
  silentlyCorrupting 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. (*this creature 
  has weapon finesse and uses dexterity to attack) 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 17). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 12th; save DC 18 where 
  applicable). When a ghost uses this power, it must 
  wait 1d4 rounds before using it again. 
  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. 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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 4 days unless Dhabihullah Shah is 
  permanently destroyed, which cannot happen in the 
  duration of the campaign. 
  Skirmish (Ex):  He deals an extra 2d6 points of damage 
  on all attacks he makes during any round in which he 
  moves at least 10 feel. The extra damage applies 
  only to attacks taken during the scout's turn. The 
  extra damage only applies against living creatures 
  Ihat have a discernible anatomy. 
  Uncanny Dodge(Ex): A scout can react to danger 
  before her senses would normally allow her to do so. 
  She retains her Dexterity bonus to AC (if any) even if 
  she is caught flat-footed or struck by an invisible 
  attacker. 
  Battle Fortitude (Ex):  gives +1 competence bonus to 
  fortitude saves and initiative checks. 
  Evasion (Ex):  If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Description  a leopard in light chain barding with a red 
  stone floating around it  
  Sources Improved Turn Resistance, Positive Energy 
  Resistance (Libris Mortis), greater crystal of arrow 
  deflection 
  (Magic 
  Item 
  Compendium), 
  Scout 
  (Complete 
  Adventurer), 
  Improved 
  Skirmish 
  (Complete Scoundrel). 
   
   
   
  SHE7-07 Prophecies 
   
  Page 47 
  
  APL 14 
   APPENDIX 4 – APL 14 
  ENCOUNTER 1 
   
   
   
   
  AD V AN C E D  G R AV E  D I RT  G O L E M 
  CR  12 
  N Huge Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 22, touch 8, flat-footed 22 
   (-2 size, -2 Dex, +16 natural) 
  hp 
  182 
  (19d10+40); 
  DR 
  5/Adamantine 
  and 
  Bludgeoning 
  Immune Construct traits, immunity to magic 
  Fort +6 Ref +4, Will +6 
  Speed 20 ft. in (4 squares), base movement 20 ft., 
  cannot run; 
  Melee Slam +22 (3d6+10 plus soiled wound) or 2 
  Slams +22 (3d6+10 plus soiled wound) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +14; Grp +30 
  Atk Options Berserk, soiled wound 
  Abilities Str 31, Dex 7, Con --, Int --, Wis 11, Cha 1  
  SQ  Darkvision 60 ft, Low Light Vision 
  Berserk (Ex): When a grave dirt golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes 
  berserk.  An uncontrolled golem goes on a 
  rampage, attacking the nearest living creature or 
  smashing some object smaller than itself if no 
  creature is within reach, then moving on to spread 
  more destruction.  Once a grave dirt golem goes 
  berserk, no known method can reestablish control. 
  Soiled Wound (Ex): The wound inflicted by a grave 
  dirt golem is caked with grave dirt.  Suffused with 
  negative energy, the soiled wound does an extra 
  2d4 points of negative energy damage on the round 
  subsequent to its delivery, after which the dirt in the 
  wound becomes innert. 
  Construct Traits:  A grave dirt golem has Immunity to 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, and necromancy effects. all mind-
  affecting effects, and any fortitude save unless it 
  also works on objects.  It cannot heal damage, but 
  can be repaired.   
  Immunity to Magic (Ex):  A grave dirt golem is 
  immune 
  to 
  spells, 
  spell-like 
  abilities 
  and 
  supernatural effects, just as if the attack had failed 
  to overcome spell resistance.  The only exceptions 
  are as follows:  A move earth spell drives the grave 
  dirt golem back 120 feet and deals 3d12 damage.  A 
  disintegrate spell slows the golem (as the slow spell) 
  for 1d6 rounds and deals 1d12 damage.  An 
  earthquake spell cast directly at a grave dirt golem 
  stops it from moving on its next turn and deals 5d10 
  damage.  The golem receives no saving throw 
  against any of these effects.  Any magical attack 
  that deals electricity damage heals 1 point of 
  damage for every 3 points of damage it would 
  otherwise deal.  If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points that last 
  for up to 1 hour.  A grave dirt golem receives no 
  saving throw against magical attacks that deal 
  electricity damage. 
  Source: Libris Mortis 
   
  G R E ATE R  AI R E L E M E N T AL S O R C9 
  CR  13 
  N Huge Elemental (Air; Extraplanar) 
  Init +15; Senses Listen +26, Spot +23 
  Languages Auran  
  AC 27, touch 19, flat-footed 16 
   (-2 size, +11 Dex, +8 natural) 
  hp 243 (30 HD); DR 10/- 
  Fort +14, Ref +25, Will +18 
  Speed 100 ft. flight, perfect (20 squares); 
  Melee 2 slams +28   (2d8+4) or/and 
  Ranged ranged touch attack +28  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +19; Grp +30 
  Atk Options Slam, Spells 
  Special Actions Whirlwind 
  Combat Gear Deep Red Sphere Ioun Stone (+2 bonus 
  to Dex) 
  Class Spells Known (CL 12th); Save 13+sp lvl: 
   4th (4/day)— wall of ice, ray deflection 
   3rd (7/day)—  ray of dizziness, dispel magic, wind 
  wall 
   2nd (7/day)— see invisibility*, ray of weakness, 
  resist energy, earthbind 
   1st (7/day)— ray of enfeeblement, grease, shield, 
  magic missile, magic weapon 
   0 (6/day)— acid splash, touch of fatigue, disrupt 
  undead, detect magic, flare, message, ray of frost, 
  mending, mage hand 
  *Already cast 
  Abilities Str 18, Dex 32, Con 19, Int 13, Wis 14, Cha 
  16  
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), 
  Whirtlwind (Su), Elemental Traits, Metamagic 
  Specialist (4 times) 
  Feats Dodge, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mobility, 
  Springing Attack, Weapon Finesse, Enlarge Spell, 
  Eschew Materials, Practiced Spellcaster, Silent 
  Spell 
  Skills 
  Listen 
  +26, 
  Spot 
  +19, 
  Spellcraft 
  +16, 
  Concentration +15, Hide +3  
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwhind (Su) The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain 
  in that form for up to 10 rounds.. In this form, the 
  elemental can move through the air or along a 
  surface at its fly speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 60 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
  SHE7-07 Prophecies 
   
  Page 48 
  
  APL 14 
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller 
  than the elemental might take damage when caught 
  in the whirlwind (2d8) and may be lifted into the air. 
  An affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically 
  taking the indicated damage each round. A creature 
  that can fly is allowed a Reflex save each round to 
  escape the whirlwind. The creature still takes 
  damage but can leave if the save is successful. The 
  DC for saves against the whirlwind’s effects varies 
  with the elemental’s size (DC 23). The save DC is 
  Strength based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise 
  act normally, but must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell. 
  Creatures caught in the whirlwind take a -4 penalty 
  to Dexterity and a -2 penalty on attack rolls. The 
  elemental can have only as many creatures trapped 
  inside the whirlwind at one time as will fit inside the 
  whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, 
  including 
  darkvision, 
  beyond 
  5 
  feet. 
  Creatures 5 feet away have concealment, while 
  those farther away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
  Metamagic Specialist: (see New Rules): Four times a 
  day may apply metamagic feats to spells without 
  increasing casting time. 
   
  ENCOUNTER 4 
   
   
   
   
  K Y R A H O R N 
  CR  13 
  Female Human Ranger6 Monk1Occult Slayer5 
  [CR +1 for equipment/spells/abilities] 
  LG Medium Human (Baklunish) 
  Init +9 ; Senses Listen +18, Spot +12 
  Aura: Good 
  Languages Common, Baklunish 
  AC 25, touch 17, flat-footed 20  (with taking cover 
  behind horse (DC 15 ride check) this becomes AC 
  29, touch 21) 
   (+0 size, +5 Dex, +0 class, +7 armor,+1 deflection, 
  +1 insight, +1 natural)   
  hp 114 (12 HD) + 12 temporary hit points (24 from 
  bear’s endurance) 
  Immune to Fear and Poison from hero’s feast; resist 
  fire 10 (potion), immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and 
  morale effects) 
  Fort +17, Ref +18; Will +18 
  Speed 40 ft. in chain shirt (6 squares), base movement 
  40 ft, light war horse 60 ft. 
  Melee unarmed strike (lethal or non-lethal) +18/+13/+7 
  l (1d8+7) 
   
  Or long composite bow (str +2) +21/+21/+16/+11 
  (1d8+4/x3) 
   
   
  Or many shot long comp bow +17 (3d8+15) 
  standard action. 
  Space 5 ft.; Reach 5 ft 
  Base Atk +11; Grp +19 
  Atk Options Non-lethal or lethal with unarmed strike, 
  blunt arrows/regular arrows with bow,; favored 
  enemy attacks, many shot, horse can move and she 
  take full attack action with bow from middle of horse 
  movement (penalties for more than single move), 
  +1d6 damage with weapon bond. 
  Combat Gear  anklet of translocation, +1 magebane 
  composite longbow (Str +2) (with greater magic 
  weapon CL 14),  cloak of resistance +2, amulet of 
  natural 
  armor 
  +1, 
  dragon 
  mask, 
  ring 
  of 
  communication, dusky rose ioun stone, ring of 
  protection +1, mithril chain shirt (with magic 
  vestment CL 14), hat of disguise, 120 cold iron blunt 
  arrows, 60 regular arrows, 2 adamantine arrows, 
  wand of spike growth (5 charges), potion of cure 
  serious wounds, wand of lesser vigor (10 charges), 
  potion of cure serious wounds, potion of remove 
  blindness/deafness, potion of resist energy (fire), 
  potion of cat’s grace, potion of bull’s strength, potion 
  of owl’s wisdom, potion of bear’s endurance, potion 
  of cat’s grace, potion of resist energy (electricity) 
  (CL 7)  Ranger Spells Prepared (CL 3rd): Saving 
  throw is 10 + spell level 
   1st— Entangle 
  Abilities Str 14 (18), Dex 17 (21), Con 14 (18), Int 10, 
  Wis 12 (16), Cha 10 
  Feats Improved Initiative, Point Blank Shot, Rapid 
  Shot, Endurance, Weapon Focus (Long Composite 
  Bow), Improved Rapid Shot, Many Shot, Mounted 
  SHE7-07 Prophecies 
   
  Page 49 
  
  APL 14 
  SHE7-07 Prophecies 
   
  Page 50 
  Combat, Improved Unarmed Strike, Improved 
  Grapple, Ascetic Hunter 
  Skills Speak +1 langaugeRide +20, Handle Animal +9, 
  Spot +11, , Listen +18, Knowledge (Arcana) +4 , 
  Balance +10 [, Concentration +13 , Spellcraft +6,  
  Under effects of:  Freedom of Movement CL 7 (5 minutes 
  left), Healthful Rest CL  14, long composite bow is under a CL 
  14 Greater Magic Weapon (+3; 1 hours left); Hero’s Feast CL 
  17; 5 hours left); chain shirt has magic vestment CL 14 (1 
  hour left), Greater Magic Fang on one hand, CL 14 (1 hour 
  left) 
  Possessions light war horse, holy symbol of Ehlonna 
  Favored Enemy: Elves: (Ex) +4 damage vs. elves, 
  and +4 bonus to Spot, Listen, Survival, Bluff, and 
  Sense Motive against elves. 
  Favored Enemy: Humans: (Ex) +2 damage vs. 
  humans, and +4 bonus to Spot, Listen, Survival, 
  Bluff, and Sense Motive against humans. 
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell like abilities. This bonus is +1 at 1st level, and it 
  increase to +2 at 3rd level and to +3 at 5th level. 
  Weapon Bond (Su): She has choosen her magebane 
  bow as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spell casters. Thereafter, any successful 
  attack she makes with the chosen weapon against a 
  spell caster or a creature with spell-like abilities 
  deals extra 1d6 points of damage. If this particular 
  weapon is lost or destroyed, the occult slayer looses 
  the ability to deal the extra damage until she 
  acquires and bonds with another weapon of the 
  same kind of at least masterwork quality.  
  Mind over Magic 2/day (Su): An occult slayer can 
  cause a spell or spell-like ability targeted against her 
  to rebound onto the originator as a free action. This 
  ability otherwise functions as the spell turning spell 
  (caster level equals the character’s occult slayer 
  level +5).  
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a spell 
  caster deals double damage if the attack hits. 
  Nondetection Cloak (Su): Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/ clairvoyance, locate object, 
  and other detection spells. The occult slayer gains 
  magical protection from divinations equivalent to a 
  nondetection 
  spell 
  (caster 
  level 
  equals 
  the 
  character's occult slayer level), except that it affects 
  only the occult slayer and her possessions. 
  Auravision (Su):  An occult slayer may see auras out 
  to 60 feet as a free action.  It otherwise works as a 
  detect magic except she only can see number of 
  auras, not what type. 
  Blank Thoughts (Ex): At 5th level, an occult slayer 
  can induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and 
  morale effects). She can suppress or resume this 
  ability as a free action (starts with this up) 
  Magebane:  Against creatures with spells or spell-like 
  ability the weapon has a +2 higher enhancement 
  bonus to it and does +2d6 damage  [note with the 
  greater magic weapon on the bow, the +2 higher 
  enhancement bonus does not change the to 
  hit/basic damage of the bow.]  
  Description:  The hat of disguise shows a tall blonde 
  Flan woman, in adamantine breastplate, gold holy 
  symbol of Ehlonna, a  composite longbow, 2 quivers of 
  arrows, a truncheon, and two morning stars.   
  Sources 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Improved Rapid Shot, Occult Slayer 
  (Complete 
  Warrior), 
  Ascetic 
  Hunter 
  (Complete 
  Adventurer) 
   
  I N D I G O  K AR R 
  CR  13 
  [CR +1 for equipment/spells/abilities] 
  Male Human Knight 6 / Fighter 4 / Marshal 2 
  NG Medium Human (Baklunish) 
  Init +6; Senses Listen +3, Spot +0 
  Aura Good 
  Languages Common, Baklunish, Flan  
  AC 32, touch 21*, flat-footed 30 (AC 36, Touch 25 
  when using horse for cover (DC 15 ride))  (+0 size, 
  +1 Dex, +0 class, +11 armor, +6 shield*, +2 
  deflection, +1 insight, +0 natural, +1 major aura) 
  hp 133 (12 HD)  + 12 temporary hit points (24 from 
  bear’s endurance) 
  Immune to Fear and Poison from hero’s feast; resist 
  fire 10 (potion) 
  Fort +14, Ref +6; Will +18 
  Speed 20 ft. in Full Plate Mail  (4 squares), base 
  movement 30 ft.; Heavy War Horse 50 ft 
  Melee 
  lance 
  +20/+15/+10 
  (1d8+10/19-20x3)+1d6  
  (+22, 3d8+45+1d6 on Spirited Charge)  
   
  Or truncheon +17/+12/+7 (1d8+6/x3)(+19, 2d8+22 
  on Spirited Charge) 
   
  Or scimitar +16/+11/+6 (1d6+5/18-20x2)(+18, 
  2d6+20 on Spirited Charge) 
   
  Or spiked guantlet +16/+11/+6 (1d4+5/18-20)(+18, 
  2d4+20 on Spirited Charge) 
   
  Non-lethal is -4 to hit for all except the truncheon 
  and lance (merciful lance) 
   
  Or long composite bow (str +2) +14/+9/+4 
  (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft (10 ft reach with lance) 
  Base Atk +11; Grp +16 
  Atk Options Ride by Attack/Spirited Charge, Non-
  lethal damage or lethal in rare circumstances, 
  regular attack, Test of Mettle 
  Combat Gear anklet of translocation, masterwork 
  spiked full plate (with magic vestment CL 14), 
  masterwork heavy steel shield (with magic vestment 
  CL 14), +1 merciful lance (with greater magic 
  weapon CL 14), vest of resistance +1, masterwork 
  lance, hat of disguise,  dusty rose ioun stone, ring of 
  protection +2, +1 truncheon, scimitar, two potions of 
  cure serious wounds, ring of communication, spiked 
  
  APL 14 
  gauntlet, masterwork composite longbow (Str +2), 
  40 
  blunt 
  arrows, 
  two 
  potions 
  of 
  remove 
  blindness/deafness, potion of resist energy (fire), 
  potion of cat’s grace, potion of bull’s strength, potion 
  of eagle’s splendor, potion of bear’s endurance, 
  potion of bull’s strength       
  Abilities Str 17 (21), Dex 10 (14), Con 14 (18), Int 10, 
  Wis 10, Cha 16 (20) 
  SQ Knight’s Challenge (Ex), Shield Block (Ex), Bulwark 
  of Defense (Ex), Vigilant Defense (Ex), Shield Ally 
  (Ex), Marshal Auras (Ex) 
  Feats Weapon Focus (lance),  Improved Initiative, 
  Mounted Combat,  Ride by Attack  Shield 
  Specialization, , Spirited Charge, Shield Ward, 
  Weapon Specialization: Lance, ,  Improved Critical 
  (Lance) , Iron WIll, Skill Focus Diplomacyl, Force of 
  PersonalitySkills  Ride +17 ,  Handle Animal +19, 
  Balance +1 [5 ranks in balance], Speak +2 
  Language,    Diplomacy +10 ,  Listen +3 
  Under the effect of a: Freedom of Movement CL 8 (5 minutes 
  left), Healthful Rest CL 14, lance is under a CL 14 Greater 
  Magic Weapon (+2; 1 hours left); Extended Hero’s Feast 
  CL 15; 10 hours left); plate  and shield has magic 
  vestment CL 14 (1 hour left). 
  Possessions holy symbol of Al’Akbar (Exalted Faith), 
  two alchemy fire, two tanglefoot bags 
  Knight’s Code:  He will forgo his +2 bonus gained 
  when he is flanking opponents, he will not strike flat-
  footed opponent, and never deals lethal damage to a 
  helpless foe. 
  Knight’s Challenge: He may use this 9 (11 with 
  eagle’s splendor) per day by shouting a challenge.  
  Even if they share no language in common he can 
  make himself known. It only works with creatures of 
  intelligence of 5 or higher (excluding most animal 
  companions, and including familiars) 
  Fighter’s Challenge (Ex): As a swift action the knight 
  can challenge a single opponent, if they have int 5+ 
  and a CR 9+ (PC level 9+) the knight gets +1 morale 
  bonus on Will saves, plus +1 hit and damage morale 
  bonus vs the target of challenge.  This lasts 10 rounds. 
   If opponent drops the knight to 0 or fewer hit points he 
  loses two knight’s challenges for the day.  It can only 
  be used on a new opponent in an encounter when the 
  first is defeated or flees. 
  Test of Mettle (Ex):  As a swift action the knight can 
  challenge everyone in an area.  All creatures of Int 5+  
  with line of sight and line of effect to the knight within 
  100 feet of CR 8 or higher must make a Will save of 
  17.  All creatures that fail the save must attack the 
  knight with melee or ranged attacks over available 
  other targets.  A spell caster who fails the saving throw 
  may use spells against the knight directly or by 
  including him in the area of effect.  If the knight is 
  reduced to 0 or fewer hit points he gets an additional 
  knight’s challenge for the day.  The effect lasts for 10 
  rounds, but any target that is attacked by someone 
  other than the knight has the test of mettle effect 
  turned off.  People who would incur attacks of 
  opportunity to attack the knight can choose to use 
  ranged attack, or attack people they threaten for that 
  round instead. 
  Bulwark of Defense (Ex): An opponent that starts in 
  his threaten area treats all squares he threatens as 
  difficult terrain 
  Shield Block (Ex): He may designate a single target 
  to which his shield provides +1 AC  (with shield ward 
  this also applies to touch attacks, trips, grapples, etc). 
  Vigilant Defender (Ex):  If an opponent attempts to 
  tumble through your threatened area or space the 
  tumble DC to avoid attacks of opportunity is at +6. 
  Shield Ally (Ex):  As an immediate action you can 
  absorb part of the damage done to an adjacent ally.  
  The knight takes half the damage and the ally the other 
  half.  This only works against physical melee attacks 
  and ranged attacks (not spells). 
  Auras (Ex): Projecting an aura is a swift action. The 
  aura remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the 
  same kind (major or minor). A marshal can have an 
  aura active continually; thus, an aura can be in effect 
  at the start of a combat encounter even before the 
  marshal takes his first turn.  A marshal's aura affects 
  all allies within 60 feet (including himself) who can hear 
  the marshal. An ally must have an Intelligence score of 
  3 or higher and be able to understand the marshal's 
  language to gain the bonus. A marshal's aura is 
  dismissed if he is dazed, unconscious, stunned, 
  paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
  Minor Aura (Over the Top) (Ex): Charisma bonus on 
  damage rolls when charging 
  Major Aura (Motivate Care) (Ex): +1 bonus to AC 
  Description: The hat of disguise shows a tall Flan 
  man with mithril chain shirt with an adamantine dire flail 
  with frost on one end, a whip and composite long bow 
  with 120 arrows.  He appears to be wearing a gold holy 
  symbol of Ehlonna. 
  Sources), 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Knight, Shield Specialization, Shield 
  Ward (Player Handbook II), Marshal (Miniatures 
  Handbook), 
  Force 
  of 
  Personality 
  (Complete 
  Adventurer). 
   
  APL  14 
  D HABI HULLAH S HAH 
  CR  16 
  Male Ghost (Human-Baklunish) Duskblade 7 Pious 
  Templar7 (Kelenan)  
  CN Medium Ghost/Undead/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Baklunish 
  AC 28, touch 22*, flat-footed 25 
   (+3 Dex, +6 armor, +5 shield*, +4 deflection) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 26 HD creature; has 
  positive energy resistance 10; DR 2/- 
  hp 126 (14 HD);  
  Fort +14, Ref +11 Will +17 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch scimitar +19/+14/+9 (1d6+6/15-20);  
  or corrupting touch +17/+12/+7 (1d6); 
  or draining touch  +17(1d4 ability drain – see enc text); 
  Space 5 ft.; Reach 5 ft   
  SHE7-07 Prophecies 
   
  Page 51 
  
  APL 14 
  Base Atk +14; Grp +14 (+17 vs. ethereal) 
  Atk Options  ghost touch falchion, corrupting touch, 
  draining touch, malevolence, channeling spells 
  through weapon, smite good 2/day, unholy storm 
  Gear that appears on his ghostly body: anklet of 
  translocation, +1 breastplate, +2 heavy dark wood 
  shield, periapt of wisdom +2, cloak of turn 
  resistance, vest of resistance +4, gloves of dexterity 
  +2, ring of protection +2, +1 ghost touch scimitar 
  “Adagio” 
  Arcane Class Spells Known (CL 7th) Save = 11+ 
  spell level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st 
  (7/day)— 
  greater 
  mage 
  hand, 
  ray 
  of 
  enfeeblement, kelgore’s fire bolt, hold portal, 
  protection from law 
  2nd (5/day) – mirror image, see invisibility, resist 
  energy 
  Divine Class Spells Prepared (CL 7th) Save = 13 + 
  spell level 
   
  1st   – corrupt weapon, corrupt weapon (pg 182 
  DMG), inflict light wounds 
   
  2nd— inflict moderate wounds, bull’s strength 
   
  3rd – unholy storm, unholy storm 
  Abilities Str  --/16, Dex 16, Con --, Int 13, Wis 16, Cha 
  14 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) 
  Feats Shield Specialization, Weapon Focus: scimitar , 
  , Combat Casting, True Believer, Improved Turn 
  Resistance,  Shield Ward*,  Weapon Specialization: 
  Scimitar, Improved Critical: Scimitar  Positive 
  Energy Resistance  
  Skills Concentration +17 [+21 casting on defensive 
  or in grapple],  Knowledge (Religion) +13, Listen 
  +10, Spellcraft +11,  Sense Motive +7, Spot +14,  
  Hide +17, Search +7, Always moves silentlyMettle 
  (Su):.  If he makes a  successful Will or Fortitude 
  against an attack that normally would have a lesser 
  effect on a successful save, he instead completely 
  negates the effect.   
  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. 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 16). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot 
  enter the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated 
  ground within four hours of its “death.”  Even in this 
  case, it only stops the rejuvenation; if the bones or 
  sword are removed from consecrated ground the 
  ghost could return.  Ultimately the Knights of the 
  Watch has to be gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against 
  his total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as 
  a standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  SHE7-07 Prophecies 
   
  Page 52 
  
  APL 14 
  provoke attacks of opportunity. The spell must have 
  a casting time of 1 standard action or less. If the 
  melee attack is successful, the attacks deals 
  damage normally; then the effect of the spell is 
  resolved.  This is the ONLY way he can deliver 
  touch spells to non-ethereal creatures. 
  Smite Good:  Twice per day he can Smite Good, +4 to 
  hit, +7 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster 
  level check to overcome spell resistance for the 
  remainder of the encounter. Description  A five 
  foot, five inch tall human with golden skin and jet black 
  hair.  He has a translucent bladed scimitar, chain mail 
  armor, and dark wood wooden shield. 
  Sources Duskblade, kelgore’s fire bolt (Player 
  Handbook II), Improved Turn Resistance (Libris 
  Mortis), Pious Templar, True Believer (Complete 
  Divine), greater mage hand, unholy storm (Spell 
  Compendium) 
   
  UFFA 
  CR  14 
  Male Ghost (Magic Beasts – Augmented Animal 
  (Awakened Leopard)) Expert4 Scout6 Fighter2  
  N Medium Ghost/Undead/Incorporeal 
  Init +10; Senses Listen +27, Spot +27 
  Languages Common, Baklunish, Draconic 
  Non-Ethereal creatures AC 25, touch 18, flat-footed 
  19 
   (+6 Dex, +7 (incorporeal) armor, +2 deflection) 
  Ethereal creatures AC: 25, touch 16, flat-footed 19 
   (+6 Dex, +7 armor, +2 natural) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 27 HD creature; 
  positive energy resistance 10; can block one 
  arrow/bolt attack per round as if he had deflect 
  arrow feat 
  hp 135 (15 HD);  
  Fort +10, Ref +15, Will +8 
  Speed flight 30 ft. (perfect)  
  Melee bite/corrupting touch +16 (1d6)   
  or 
  bite/corrupting 
  touch 
  +16 
  (1d6) 
  and 
  2 
  claws/corrupting touch +14 +1d6.  Pounce also 
  adds two rakes at +16 doing 1d6) 
   
  If Uffa moves 10 feet or more each attack does 
  +2D6 precision damage from Scout and gets +1 AC 
   
  If Uffa moves 20 feet or more then each attack 
  does instead +4d6 damage from Scout & Improved 
  Skirmish and gets +3 AC 
  Space 5 ft.; Reach 5 ft  
  Base Atk +11 Grp +11 (+15 vs. ethereal) 
  Atk Options  pounce with a charge, full attack, or non-
  charge move and attack 
  Gear that appears on his ghostly body: mithril chain 
  shirt barding +3 with greater crystal of arrow 
  deflection, deep red sphere ioun stone (+2 dex), 
  cloak of turn resistance 
  Abilities Str  --/16, Dex 22, Con --, Int 14, Wis 12, Cha 
  14 
  SQ 
  Corrupting 
  Touch 
  (Su), 
  Malevolence 
  (Su), 
  Telekinesis (Su), Manifestation (Su), Rejuvenation 
  (Su), Skirmish (+2d6 +1AC) (Ex), Uncanny Dodge 
  (Ex), Battle Fortitude (Ex), Evasion (Ex) 
  Feats Alertness, Weapon Finesse, Improved Turn 
  Resistance, Positive Energy Resistance, Improved 
  Initiative, Improved Skirmish, Combat Expertise, 
  Improved Combat Expertise, Multiattack 
  Skills ,  Tumble +20, Listen +27, Spellcraft +14, Spot 
  +27,  Escape Artist +15, Hide +25 , Search +18, 
  Balance +18, Survival +14, Sense Motive +11, 
  Speaks 
  +2 
  languages, 
  Always 
  moves 
  silentlyCorrupting 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. (*this creature 
  has weapon finesse and uses dexterity to attack) 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 17). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot 
  enter the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 15th; save DC 18 
  where applicable). When a ghost uses this power, it 
  must wait 1d4 rounds before using it again. 
  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. A ghost has two home planes, the Material 
  SHE7-07 Prophecies 
   
  Page 53 
  
  APL 14 
  Plane and the Ethereal Plane. It is not considered 
  extraplanar when on either of these planes.  
  Rejuvenation (Su): It is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 4 days unless Dhabihullah Shah 
  is permanently destroyed, which cannot happen in 
  the duration of the campaign. 
  Skirmish (Ex):  He deals an extra 2d6 points of 
  damage on all attacks he makes during any round in 
  which he moves at least 10 feel. The extra damage 
  applies only to attacks taken during the scout's turn. 
  The extra damage only applies against living 
  creatures Ihat have a discernible anatomy. 
  Uncanny Dodge(Ex): A scout can react to danger 
  before her senses would normally allow her to do 
  so. She retains her Dexterity bonus to AC (if any) 
  even if she is caught flat-footed or struck by an 
  invisible attacker. 
  Battle Fortitude (Ex):  gives +1 competence bonus to 
  fortitude saves and initiative checks. 
  Evasion (Ex):  If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Description  A leopard in light chain barding with a 
  cloak and a red stone floating around it.  
  Sources Improved Turn Resistance, Positive Energy 
  Resistance, cloak of turn resistance (Libris Mortis), 
  greater crystal of arrow deflection (Magic Item 
  Compendium), 
  Scout 
  (Complete 
  Adventurer), 
  Improved Skirmish (Complete Scoundrel), Improved 
  Combat Expertise (Complete Warrior). 
   
   
  SHE7-07 Prophecies 
   
  Page 54 
  
  APL 16 
  APPENDIX 5 – APL 16 
  ENCOUNTER 3 
   
   
   
   
  AD V AN C E D  G R AV E  D I RT  G O L E M 
  CR  12 
  N Huge Construct 
  Init -1; Senses Listen +0, Spot +0 
  AC 22, touch 8, flat-footed 22 
   (-2 size, -2 Dex, +16 natural) 
  hp 182 (19d10+40); DR 5/Adamantine and Bludgeoning 
  Immune Construct traits, immunity to magic 
  Fort +6 Ref +4, Will +6 
  Speed 20 ft. in (4 squares), base movement 20 ft., 
  cannot run.; 
  Melee Slam +22 (3d6+10 plus soiled wound) or 2 Slams 
  +22 (3d6+10 plus soiled wound) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +14; Grp +30 
  Atk Options Berserk, soiled wound 
  Abilities Str 31, Dex 7, Con --, Int --, Wis 11, Cha 1  
  SQ  Darkvision 60 ft, Low Light Vision 
  Berserk (Ex): When a grave dirt golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes 
  berserk.  An uncontrolled golem goes on a rampage, 
  attacking the nearest living creature or smashing 
  some object smaller than itself if no creature is within 
  reach, then moving on to spread more destruction.  
  Once a grave dirt golem goes berserk, no known 
  method can reestablish control. 
  Soiled Wound (Ex): The wound inflicted by a grave dirt 
  golem is caked with grave dirt.  Suffused with 
  negative energy, the soiled wound does an extra 2d4 
  points of negative energy damage on the round 
  subsequent to its delivery, after which the dirt in the 
  wound becomes inert. 
  Construct Traits:  A grave dirt golem has Immunity to 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, and necromancy effects. all mind-
  affecting effects, and any fortitude save unless it also 
  works on objects.  It cannot heal damage, but can be 
  repaired.   
  Immunity to Magic (Ex):  A grave dirt golem is immune 
  to spells, spell-like abilities and supernatural effects, 
  just as if the attack had failed to overcome spell 
  resistance.  The only exceptions are as follows:  A 
  move earth spell drives the grave dirt golem back 120 
  feet and deals 3d12 damage.  A disintegrate spell 
  slows the golem (as the slow spell) for 1d6 rounds 
  and deals 1d12 damage.  An earthquake spell cast 
  directly at a grave dirt golem stops it from moving on 
  its next turn and deals 5d10 damage.  The golem 
  receives no saving throw against any of these effects. 
   Any magical attack that deals electricity damage 
  heals 1 point of damage for every 3 points of damage 
  it would otherwise deal.  If the amount of healing 
  would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points 
  that last for up to 1 hour.  A grave dirt golem receives 
  no saving throw against magical attacks that deal 
  electricity damage. 
  Source: Libris Mortis 
   
  AD V AN C E D  T O M B S T O N E  G O L E M 
  CR  15 
  N Huge Construct 
  Init -2; Senses Listen +0, Spot +0 
  AC 27, touch 6, flat-footed 27 
   (-2 size, -2 Dex, +21 natural) 
  hp 195 (22d10+40 HD); DR 10/Adamantine 
  Immune Construct traits, immunity to magic 
  Fort +7 Ref +5, Will +7 
  Speed 20 ft. in (4 squares), base movement 20 ft., 
  cannot run.; 
  Melee 2 Slams +28 (4d8+14) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +16; Grp +38 
  Atk Options Slay Living (Su), Slams 
  Abilities Str 39, Dex 7, Con --, Int --, Wis 11, Cha 1  
  SQ  Darkvision 60 ft, Low Light Vision 
  Construct Traits:  A golem has Immunity to poison, 
  sleep effects, paralysis, stunning, disease, death 
  effects, and necromancy effects. all mind-affecting 
  effects, and any fortitude save unless it also works on 
  objects.  It cannot heal damage, but can be repaired.  
  Slay Living (Su):  A tombstone golem can deliver a slay 
  living effect, as the spell, in conjunction with a normal 
  melee attack every 2 rounds.  The effect slays those 
  who fail a DC 17 Fortitude save or deals 3d6+14 
  even on a successful save. 
  Immunity to Magic (Ex):  A tombstone golem is 
  immune to any spell or spell-like ability that allows a 
  spell resistance.  In addition, certain spells and 
  effects function differently against the creature, as 
  noted as follows:  A transmute rock to mud spell 
  slows a stone golem (as slow spell) for 2d6 rounds, 
  with no saving throw.  A stone to flesh spell does not 
  actually change the golem’s structure but negates its 
  damage reduction and immunity to magic for 1 round 
  Description  A humanoid body made of stone with 
  lettering and dates at various points on its body, one 
  such lettering pattern on his arm says, “Mara Teller, 
  Devoted Wife and Mother, ? -310” in Sueloise. 
  Source: Libris Mortis 
   
  G R E ATE R  AI R E L E M E N T AL S O R13 
  CR  14 
  N Huge Elemental (Air; Extraplanar) 
  Init +15; Senses Listen +27, Spot +24 
  Languages Auran  
  AC 27, touch 19, flat-footed 16 
   (-2 size, +11 Dex, +8 natural) (scintillating scales spells 
  changes touch AC to 27) 
  hp 267 (34 HD); DR 10/- 
  Fort +15, Ref +27, Will +20 
  Speed 100 ft. flight, perfect (20 squares); 
  Melee 2 slams +30   (2d8+4) or/and 
  SHE7-07 Prophecies 
   
  Page 55 
  
  APL 16 
  Ranged ranged touch attack +30  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +21; Grp +31 
  Atk Options Slam, Spells 
  Special Actions Whirlwind 
  Combat Gear Deep Red Sphere Ioun Stone (+2 bonus 
  to Dex), Incandescent Blue Sphere Ioun Stone (+2 
  bonus to Wis) 
  Class Spells Known (CL 17th); Save 13+sp level: 
   
  6th (4/day)  -- disintegrate, greater dispel magic 
   5th (6/day)— wall of force, wall of dispel magic, 
  arcane fusion 
   4th (6/day)— wall of ice, ray deflection, orb of acid, 
  dimensional anchor 
   3rd 
  (7/day)— 
   
  ray 
  of 
  dizziness, 
  anticipate 
  teleportation, dispel magic, haste 
   2nd (7/day)— see invisibility*, ray of weakness, resist 
  energy, touch of idiocy, scintillating scales 
   1st (7/day)— ray of enfeeblement, grease, shield, 
  magic missile, magic weapon 
   0 (6/day)— acid splash, touch of fatigue, disrupt 
  undead, detect magic, flare, message, ray of frost, 
  mending, mage hand 
  *Already cast 
  Abilities Str 18, Dex 32, Con 19, Int 13, Wis 16, Cha 17  
  SQ  Air Mastery (Ex), Darkvision 60 feet (Ex), Whirtlwind 
  (Su), Elemental Traits, Metamagic Specialist (4 
  times) 
  Feats Dodge, Blind Fight, Combat Reflexes, Flyby 
  Attack, Improved Initiative , Iron Will, Mobility, 
  Springing Attack, Weapon Finesse, Enlarge Spell, 
  Eschew Materials, Practiced Spellcaster, Split Ray, 
  Extend Spell 
  Skills 
  Listen 
  +27, 
  Spot 
  +23, 
  Spellcraft 
  +17, 
  Concentration +20, Hide +3  
  Air Mastery (Ex)  Airborne creatures take a -1 penalty 
  on attack and damage rolls against an air elemental. 
  Whirlwhind (Su)  The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 10 rounds.. In this form, the 
  elemental can move through the air or along a 
  surface at its fly speed.  
   
  The whirlwind is 5 feet wide at the base, up to 36 
  feet wide at the top, and up to 60 feet tall The 
  elemental controls the exact height, but it must be at 
  least 10 feet.  
   
  The elemental’s movement while in whirlwind form 
  does not provoke attacks of opportunity, even if the 
  elemental 
  enters 
  the 
  space 
  another 
  creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if the 
  elemental moves into or through the creature’s 
  space.  
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (2d8) and may be lifted into the air. An 
  affected creature must succeed on a Reflex save 
  when it comes into contact with the whirlwind or take 
  the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round to escape 
  the whirlwind. The creature still takes damage but 
  can leave if the save is successful. The DC for saves 
  against the whirlwind’s effects varies with the 
  elemental’s size (DC 23). The save DC is Strength 
  based.  
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  
   
  Creatures caught in the whirlwind can otherwise act 
  normally, but must succeed on a Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught 
  in the whirlwind take a -4 penalty to Dexterity and a -2 
  penalty on attack rolls. The elemental can have only 
  as many creatures trapped inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume.  
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal 
  to half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 
  5 feet away have concealment, while those farther 
  away have total concealment.  
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it.  
  Elemental Traits: Immunity to poison, sleep effects, 
  paralysis, and stunning. Not subject to critical hits or 
  flanking. Elementals do not eat, sleep, or breathe. 
  Metamagic Specialist: (see New Rules): Four times a 
  day may apply metamagic feats to spells without 
  increasing casting time. 
   
  ENCOUNTER 4 
   
   
   
   
  K Y R A H O R N 
  CR  15 
  Female Human Ranger6 Monk3 Occult Slayer5 
  [CR +1 for equipment/spells/abilities] 
  LG Medium Human (Baklunish) 
  Init +9 ; Senses Listen +18, Spot +12 
  Aura: Good 
  Languages Common, Baklunish 
  AC 26, touch 17, flat-footed 21  (with taking cover 
  behind horse (DC 15 ride check) this becomes AC 
  30, touch 21) 
   (+0 size, +5 Dex, +0 class, +8 armor,+1 deflection, +1 
  insight, +1 natural)   
  hp 133 (14 HD) + 12 temporary hit points (28 from 
  bear’s endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 
  (potion), 
  immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and 
  morale effects) 
  Fort +18, Ref +19; Will +19 (+2 versus enchantments) 
  SHE7-07 Prophecies 
   
  Page 56 
  
  APL 16 
  SHE7-07 Prophecies 
   
  Page 57 
  Speed 40 ft. in chain shirt (6 squares), base movement 
  40 ft, light war horse 60 ft. 
  Melee unarmed strike (lethal or non-lethal) +22/+17/+12 
  l (1d8+7) 
   
  Or long composite bow (str +2) +23/+23/+18/+13 
  (1d8+ +6/x3) +d6 (merciful) 
   
   
  Or many shot long comp bow +19 (3d8+15) 
  standard action. 
  Space 5 ft.; Reach 5 ft 
  Base Atk +13; Grp +21 
  Atk Options Non-lethal or lethal with unarmed strike, 
  blunt arrows/regular arrows with bow,; favored enemy 
  attacks, many shot, horse can move and she take full 
  attack action with bow from middle of horse 
  movement (penalties for more than single move), 
  +1d6 damage with weapon bond. 
  Combat Gear  anklet of translocation, +1 magebane 
  merciful composite longbow (Str +2) (with greater 
  magic weapon CL 14),  cloak of resistance +2, 
  amulet of natural armor +1, dragonhide mask, dragon 
  mask, ring of communication, dusky rose ioun stone, 
  ring of protection +1, mithril chain shirt (with magic 
  vestment CL 14), hat of disguise,  two quivers of 
  Ehlonna, 180 cold iron blunt arrows, 20 adamantine 
  arrows, wand of spike growth (10 charges), potion of 
  cure serious wounds, wand of lesser vigor (10 
  charges), potion of cure serious wounds, potion of 
  remove blindness/deafness, potion of resist energy 
  (fire), potion of cat’s grace, potion of bull’s strength, 
  potion of owl’s wisdom, potion of bear’s endurance, 
  potion of cat’s grace, potion of resist energy 
  (electricity) (CL 7)   Ranger Spells Prepared (CL 
  3rd): Saving throw is 10 + spell level 
   1st— Entangle, Arrowmind 
  Abilities Str 14 (18), Dex 17 (21), Con 14 (18), Int 10, 
  Wis 12 (16), Cha 10 
  Feats Improved Initiative, Point Blank Shot, Rapid Shot, 
  Endurance, Weapon Focus (Long Composite Bow), 
  Improved Rapid Shot, Many Shot, Mounted Combat, 
  Improved Unarmed Strike, Improved Grapple, Ascetic 
  Hunter, Deflect Arrows 
  Skills Speak +1 langaugeRide +20, Handle Animal +9, 
  Spot +11, , Listen +18, Knowledge (Arcana) +4 , 
  Balance +10 [, Concentration +13 , Spellcraft +6,  
  Tumble +15  
  Under effects of:  Healthful Rest CL 16, Freedom of Movement 
  CL 7 (5 minutes left), , long composite bow is under a CL 16 
  Greater Magic Weapon (+4; 1 hours left); Hero’s Feast CL 17; 
  2 hours left); chain shirt has magic vestment CL 16 (1 hour 
  left), Greater Magic Fang on one hand, CL 16 (1 hour left) 
  Possessions light war horse, holy symbol of Ehlonna 
  Favored Enemy: Elves: (Ex) +4 damage vs. elves, and 
  +4 bonus to Spot, Listen, Survival, Bluff, and Sense 
  Motive against elves. 
  Favored Enemy: Humans: (Ex) +2 damage vs. 
  humans, and +4 bonus to Spot, Listen, Survival, 
  Bluff, and Sense Motive against humans. 
  Magical Defense (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell like abilities. This bonus is +1 at 1st level, and it 
  increase to +2 at 3rd level and to +3 at 5th level. 
  Weapon Bond (Su): She has choosen her magebane 
  bow as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spell casters. Thereafter, any successful 
  attack she makes with the chosen weapon against a 
  spell caster or a creature with spell-like abilities deals 
  extra 1d6 points of damage. If this particular weapon 
  is lost or destroyed, the occult slayer looses the 
  ability to deal the extra damage until she acquires 
  and bonds with another weapon of the same kind of 
  at least masterwork quality.  
  Mind over Magic 2/day (Su): An occult slayer can 
  cause a spell or spell-like ability targeted against her 
  to rebound onto the originator as a free action. This 
  ability otherwise functions as the spell turning spell 
  (caster level equals the character’s occult slayer level 
  +5).  
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a spell 
  caster deals double damage if the attack hits. 
  Nondetection Cloak (Su): Upon reaching 4th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/ clairvoyance, locate object, 
  and other detection spells. The occult slayer gains 
  magical protection from divinations equivalent to a 
  nondetection spell (caster level equals the character's 
  occult slayer level), except that it affects only the 
  occult slayer and her possessions. 
  Auravision (Su):  An occult slayer may see auras out to 
  60 feet as a free action.  It otherwise works as a 
  detect magic except she only can see number of 
  auras, not what type. 
  Blank Thoughts (Ex): At 5th level, an occult slayer can 
  induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and 
  morale effects). She can suppress or resume this 
  ability as a free action (starts with this up) 
  Evasion (Ex): If a monk makes a successful Reflex 
  saving thrown against an attack that normally deals 
  half damage on a successful save, he instead takes 
  no damage.  
  Still Mind (Ex): Gets +2 save versus enchantment 
  spells and effects. 
  Magebane:  Against creatures with spells or spell-like 
  ability the weapon has a +2 higher enhancement 
  bonus to it and does +2D6 damage  [note with the 
  greater magic weapon on the bow, the +2 higher 
  enhancement bonus does not change the to hit/basic 
  damage of the bow.]  
  Description:  :  The hat of disguise shows a tall blonde 
  Flan woman, in adamantine breastplate, gold holy 
  symbol of Ehlonna, a ;long composite bow, 2 quivers of 
  arrows, a truncheon, and two morning stars.   
  Sources 
  Healthful 
  Rest, 
  Lesser 
  Vigor 
  (Spell 
  Compendium), Improved Rapid Shot, Occult Slayer 
  (Complete 
  Warrior), 
  Ascetic 
  Hunter 
  (Complete 
  Adventurer) 
  
  APL 16 
   
  I N D I G O  K ARR 
  CR  15 
  [CR +1 for equipment/spells/abilities] 
  Male Human Knight 8 / Fighter 4 / Marshal 2 
  NG Medium Human (Baklunish) 
  Init +6; Senses Listen +3, Spot +0 
  Aura Good 
  Languages Common, Baklunish, Flan  
  AC 34, touch 22*, flat-footed 33 (AC 38, Touch 26 when 
  using horse for cover (DC 15 ride))  
  (+0 
  size, 
  +1 Dex, +0 class, +12 armor, +7 shield*, +2 deflection, 
  +1 insight, +0 natural, +1 major aura) 
  hp 158 (14 HD)  + 12 temporary hit points (28 from 
  bear’s endurance) 
  Immune to Fear and Poison from hero’s feast; resist fire 
  10 (potion) 
  Fort +16, Ref +8; Will +21 
  Speed 20 ft. in Full Plate Mail  (4 squares), base 
  movement 30 ft.; Heavy War Horse 50 ft 
  Melee lance +23/+18/+13 (1d8+11/19-20x3)+1d6  (+25, 
  3d8+48+1D6 on spirited charge)  
   
  Or truncheon +19/+14/+9 (1d8+6/x3)(+21, 2d8+22 
  on spirited charge) 
   
  Or 
  scimitar 
  +18/+13/+8 
  (1d6+5/18-20x2)(+20, 
  2d6+20 on spirited charge) 
   
  Or 
  spiked 
  guantlet 
  +18/+13/+8 
  (1d4+5/18-
  20x2)(+20, 2d4+20 on spirited charge) 
   
  Non-lethal is -4 to hit for all except the truncheon 
  and lance (merciful lance) 
   
  Or long composite bow (str +2) +16/+11/+6 
  (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft (10 ft reach with lance) 
  Base Atk +13; Grp +18 
  Atk Options Ride by Attack/Spirited Charge, Non-lethal 
  damage or lethal in rare circumstances, regular 
  attack, Test of Mettle 
  Combat Gear anklet of translocation, masterwork 
  spiked full plate (with magic vestment CL 16), 
  masterwork heavy steel shield (with magic vestment 
  CL 16), cloak of resistance +3, +1 merciful dark wood 
  lance 
  (with 
  greater 
  magic 
  weapon 
  CL 
  16), 
  masterwork lance, hat of disguise,  bronze griffon, 
  dusty rose ioun stone, +2 ring of protection, +1 
  truncheon, adamantine scimitar, spiked gauntlet, 
  masterwork composite longbow (Str +2), 40 blunt 
  arrows, potion of lesser vigor, two potions of remove 
  blindness/deafness, potion of resist energy (fire), 
  potion of cat’s grace, potion of bull’s strength, potion 
  of eagle’s splendor, potion of bear’s endurance, 
  potion of bull’s strength       
  Abilities Str 17 (21), Dex 10 (14), Con 14 (18), Int 10, 
  Wis 10, Cha 16 (20) 
  SQ Knight’s Challenge (Ex), Shield Block (Ex), Bulwark 
  of Defense (Ex), Vigilant Defense (Ex), Shield Ally 
  (Ex), Marshal Auras (Ex) 
  Feats Weapon Focus (lance),  Improved Initiative, 
  Mounted Combat,  Ride by Attack  Shield 
  Specialization, , Spirited Charge, Shield Ward*, 
  Weapon Specialization: Lance, ,  Improved Critical 
  (Lance) , Iron WIll, Skill Focus Diplomacyl, Force of 
  PersonalitySkills  Ride +17 ,  Handle Animal +19, 
  Balance +1 [5 ranks in balance], Speak +2 
  Language,    Diplomacy +10 ,  Listen +3 
  Under the effect of a: Freedom of Movement CL 8 (5 minutes left), 
  Healthful  Rest  CL  16,  lance  is  under  a  CL  64  Greater  Magic 
  Weapon (+2; 1 hours left); Extended Hero’s Feast CL 16; 8 hours 
  left); plate  and shield has magic vestment CL 16 (1 hour left) 
  Possessions holy symbol of Al’Akbar (Exalted Faith), 
  two alchemy fire, two tanglefoot bags 
  Knight’s Code:  He will forgo his +2 bonus gained 
  when he is flanking opponents, he will not strike flat-
  footed opponent, and never deals lethal damage to a 
  helpless foe. 
  Knight’s Challenge: He may use this 9 (11 with eagle’s 
  splendor) per day by shouting a challenge.  Even if they 
  share no language in common he can make himself 
  known. It only works with creatures of intelligence of 5 or 
  higher (excluding most animal companions, and 
  including familiars) 
  Fighter’s Challenge (Ex): As a swift action the knight 
  can challenge a single opponent, if they have int 5+ and 
  a CR 9+ (PC level 9+) the knight gets +2 morale bonus 
  on Will saves, plus +2 hit and damage morale bonus vs 
  the target of challenge.  This lasts 10 rounds.  If 
  opponent drops the knight to 0 or fewer hit points he 
  loses two knight’s challenges for the day.  It can only be 
  used on a new opponent in an encounter when the first 
  is defeated or flees. 
  Test of Mettle (Ex):  As a swift action the knight can 
  challenge everyone in an area.  All creatures of Int 5+  
  with line of sight and line of effect to the knight within 
  100 feet of CR 8 or higher must make a Will save of 19. 
   All creatures that fail the save must attack the knight 
  with melee or ranged attacks over available other 
  targets.  A spell caster who fails the saving throw may 
  use spells against the knight directly or by including him 
  in the area of effect.  If the knight is reduced to 0 or 
  fewer hit points he gets an additional knight’s challenge 
  for the day.  The effect lasts for 10 rounds, but any 
  target that is attacked by someone other than the knight 
  has the test of mettle effect turned off.  People who 
  would incur attacks of opportunity to attack the knight 
  can choose to use ranged attack, or attack people they 
  threaten for that round instead. 
  Call of Battle (Ex):  As a swift action a knight can use a 
  challenge to give an ally another will save versus a fear 
  effect with the knight’s charisma as a bonus. 
  Bulwark of Defense (Ex): An opponent that starts in 
  his threaten area treats all squares he threatens as 
  difficult terrain 
  Shield Block (Ex): He may designate a single target to 
  which his shield provides +1 AC  (with shield ward this 
  also applies to touch attacks, trips, grapples, etc). 
  Vigilant Defender (Ex):  If an opponent attempts to 
  tumble through your threatened area or space the 
  tumble DC to avoid attacks of opportunity is at +6. 
  Shield Ally (Ex):  As an immediate action you can 
  absorb part of the damage done to an adjacent ally.  
  The knight takes half the damage and the ally the other 
  half.  This only works against physical melee attacks 
  and ranged attacks (not spells). 
  SHE7-07 Prophecies 
   
  Page 58 
  
  APL 16 
  Auras (Ex): Projecting an aura is a swift action. The 
  aura remains in effect until the marshal uses a free 
  action to dismiss it or activates another aura of the same 
  kind (major or minor). A marshal can have an aura 
  active continually; thus, an aura can be in effect at the 
  start of a combat encounter even before the marshal 
  takes his first turn.  A marshal's aura affects all allies 
  within 60 feet (including himself) who can hear the 
  marshal. An ally must have an Intelligence score of 3 or 
  higher and be able to understand the marshal's 
  language to gain the bonus. A marshal's aura is 
  dismissed if he is dazed, unconscious, stunned, 
  paralyzed, or otherwise unable to be heard or 
  understood by his allies. 
  Minor Aura (Over the Top) (Ex): Charisma bonus on 
  damage rolls when charging 
  Major Aura (Motivate Care) (Ex): +1 bonus to AC 
  Description: The hat of disguise shows a tall Flan man 
  with mithril chain shirt with an adamantine dire flail with 
  frost on one end, a whip and composite long bow with 
  120 arrows.  He appears to be wearing a gold holy 
  symbol of Ehlonna. 
  Sources), Healthful Rest, Lesser Vigor (Spell 
  Compendium), 
  Knight, 
  Shield 
  Specialization, 
  Shield Ward (Player Handbook II), Marshal 
  (Miniatures Handbook), Force of Personality 
  (Complete Adventurer). 
   
  ENCOUNTER 5 
   
   
   
   
  D HABI HULLAH S HAH 
  CR  18 
  Male Ghost (Human-Baklunish) Duskblade 7 Pious 
  Templar9 (Kelenan)  
  CN Medium Ghost/Undead/Incorporeal 
  Init +3; Senses Listen +10, Spot +12 
  Languages Common, Baklunish 
  AC 32, touch 26*, flat-footed 26 
   (+3 Dex, +6 armor, +8 shield*, +5 deflection) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 28 HD creature; has 
  positive energy resistance 10; DR 2/- 
  hp 145 (16 HD);  
  Fort +16, Ref +13 Will +19 
  Speed flight 30 ft. (perfect)  
  Melee ghost touch scimitar +21/+16/+11 (1d6+6/15-20);  
  or corrupting touch +19/+14/+9(1D6); 
  or draining touch  +19(1d4*1.5 ability drain – see enc 
  text); 
  Space 5 ft.; Reach 5 ft   
  Base Atk +16; Grp +16 (+19 vs. ethereal) 
  Atk Options  ghost touch falchion, corrupting touch, 
  draining touch, malevolence, channeling spells 
  through weapon, smite good 2/day, unholy storm 
  Gear that appears on his ghostly body: anklet of 
  translocation, +1 breastplate, +5 heavy dark wood 
  shield, periapt of wisdom +2, cloak of turn resistance, 
  vest of resistance +5, gloves of dexterity +2, ring of 
  protection +2, +1 ghost touch scimitar “Adagio” 
  Arcane Class Spells Known (CL 7th) Save = 11+ spell 
  level: 
   
  0th (6/day) – ray of frost, prestidigitation 
  1st (7/day)— greater mage hand, ray of enfeeblement, 
  kelgore’s fire bolt, hold portal, protection from law 
  2nd (5/day) – mirror image, see invisibility, resist 
  energy 
  Divine Class Spells Prepared (CL 7th) Save = 13 + 
  spell level 
   
  1st   – corrupt weapon, corrupt weapon (pg 182 
  DMG), inflict light wounds 
   
  2nd— cure moderate wounds, inflict moderate 
  wounds, bull’s strength 
   
  3rd – unholy storm, unholy storm 
   
  4th – inflict critical wounds 
  Abilities Str  --/16, Dex 16, Con --, Int 12, Wis 16, Cha 
  16 
  SQ Arcane Attunement (Su), Armored Mage (Ex), 
  Arcane Channeling (Su), Quick Cast (Su), Spell 
  Power (Ex) 
  Feats Shield Specialization, Weapon Focus: scimitar, 
  Combat Casting, True Believer, Improved Turn 
  Resistance,  Shield Ward*,  Weapon Specialization: 
  Scimitar, Improved Critical: Scimitar,  Positive Energy 
  Resistance,  Empowered Ability Damage (Drain),  
  Blind-Fight   
  Skills Concentration +19 [+23 casting on defensive or 
  in grapple],  Knowledge (Religion) +13, Listen +10, 
  Spellcraft +11,  Sense Motive +7, Spot +14, Hide 
  +18, Search +7, Always moves silentlyMettle (Su): 
   If he makes a  successful Will or Fortitude against an 
  attack that normally would have a lesser effect on a 
  successful save, he instead completely negates the 
  effect.   
  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*1.5 (1.5 
  multiplier from empowered energy damage feat) 
  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. 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 10th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 17). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
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  APL 16 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 2 days unless it is bones and 
  sword are buried together in holy consecrated ground 
  within four hours of its “death.”  Even in this case, it 
  only stops the rejuvenation; if the bones or sword are 
  removed from consecrated ground the ghost could 
  return.  Ultimately the Knights of the Watch has to be 
  gone from Bissel for him to rest. 
  Arcane Attunement (Sp): He can use the spell like 
  powers dancing lights, detect magic, flare, ghost 
  sound, and   read magic a combined four times per 
  day.  These spell-like powers do not count against his 
  total of spells known or spells per day.  
  Armored Mage (Ex):  he can wear light and medium 
  armor and use shields (not tower shield) with no 
  arcane spell failure 
  Arcane Channeling (Su): Can deliver touch spells as a 
  standard action through his weapon with a melee 
  attack.  Casting a spell in this manner does not 
  provoke attacks of opportunity. The spell must have a 
  casting time of 1 standard action or less. If the melee 
  attack is successful, the attacks deals damage 
  normally; then the effect of the spell is resolved.  This 
  is the only way he can deliver touch spells to non-
  ethereal creatures. 
  Smite Good:  Twice per day he can Smite Good, +4 to 
  hit, +7 to damage. 
  Quick Cast: He can cast one spell each day as a swift 
  action, so long as the casting time of the spell is 1 
  standard action or less.  
  Spell Power (Ex): If he has injured an opponent with a 
  melee attack, he gains a +2 bonus on his caster level 
  check to overcome spell resistance for the remainder 
  of the encounter. Description  A five foot, five inch 
  tall human with golden skin and jet black hair.  He has a 
  translucent bladed scimitar, chain mail armor, and dark 
  wood wooden shield. 
  Sources Duskblade, kelgore’s fire bolt (Player ‘s 
  Handbook II), Improved turn Resistance, Empowered 
  Ability Damage (Libris Mortis), Pious Templar, True 
  Believer (Complete Divine), greater mage hand, 
  unholy storm (Spell Compendium) 
   
  UFFA 
  CR 16 
  Male Ghost (Magic Beasts – Augmented Animal 
  (Awakened Leopard)) Expert4 Scout6 Fighter4  
  N Medium Ghost/Undead/Incorporeal 
  Init +10; Senses Listen +27, Spot +27 
  Languages Common, Baklunish, Draconic 
  Non-Ethereal creatures AC 26, touch 18, flat-footed 20 
   (+6 Dex, +8 (incorporeal) armor, +2 deflection) 
  Ethereal creatures AC: 26, touch 16, flat-footed 20 
   (+6 Dex, +8 armor, +2 natural,) 
  Special: 50% chance to ignore damage vs. non-
  ethereal creatures; Is turned as 29 HD creature; 
  positive energy resistance 10; can block one 
  arrow/bolt attack per round as if he had deflect arrow 
  feat 
  hp 170 (17 HD);  
  Fort +11, Ref +16, Will +9 
  Speed flight 30 ft. (perfect)  
  Melee bite/corrupting touch +21 (1d6)   
  or 
  bite/corrupting 
  touch 
  +21 
  (1d6) 
  and 
  2 
  claws/corrupting touch +19+1d6.  Pounce also adds 
  two rakes at +21 doing 1d6) 
   
  If Uffa moves 10 feet or more each attack does 
  +2D6 precision damage from Scout and gets +1 AC 
   
  If Uffa moves 20 feet or more then each attack does 
  instead +4d6 damage from Scout & Improved 
  Skirmish and gets +3 AC 
  Space 5 ft.; Reach 5 ft  
  Base Atk +15  Grp +15 (+19 vs. ethereal) 
  Atk Options  pounce with a charge, full attack, or non-
  charge move and attack 
  Gear that appears on his ghostly body: mithril chain 
  shirt barding +4 glamor speed with greater crystal of 
  arrow deflection, deep red sphere ioun stone (+2 
  Dex), cloak of turn resistance 
  Abilities Str  --/16, Dex 23, Con --, Int 14, Wis 12, Cha 
  14 
  SQ 
  Corrupting 
  Touch 
  (Su), 
  Malevolence 
  (Su), 
  Telekinesis (Su), Manifestation (Su), Rejuvenation 
  (Su), Skirmish (+2d6 +1 AC) (Ex), Uncanny Dodge 
  (Ex), Battle Fortitude (Ex), Evasion (Ex) 
  Feats Alertness, Weapon Finesse , Improved Turn 
  Resistance, Positive Energy Resistance, Improved 
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  APL 16 
  Initiative, Improved Skirmish, Combat Expertise, 
  Improved Combat Expertise, Multiattack, Improved 
  Toughness 
  Skills  Tumble +20, Listen +27, Spellcraft +14, Spot 
  +27,  Escape Artist +15, Hide +30, Search +18, 
  Balance +18, Survival +14, Sense Motive +11, 
  Speaks 
  +2 
  languages, 
  Always 
  moves 
  silentlyCorrupting 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. (*this creature 
  has weapon finesse and uses dexterity to attack) 
  Malevolence (Su): Once per round, an ethereal ghost 
  can merge its body with a creature on the Material 
  Plane. This ability is similar to a magic jar spell 
  (caster level 17th) this ability, the ghost must be 
  manifested and it must try move into the target’s 
  space; moving into the target’s space to use the 
  malevolence ability does not provoke attacks of 
  opportunity. The target can resist the attack with a 
  successful Will save (DC 17). A creature that 
  successfully saves is immune to that same ghost’s 
  malevolence for 24 hours, and the ghost cannot enter 
  the target’s space. If the save fails, the ghost 
  vanishes into the target’s body. 
  Telekinesis (Su): A ghost can use telekinesis as a 
  standard action (caster level 17th; save DC 18 where 
  applicable). When a ghost uses this power, it must 
  wait 1d4 rounds before using it again. 
  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. 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): it is not possible to destroy this 
  ghost through simple combat: The "destroyed" spirit 
  will restore itself in 4 days unless Dhabihullah Shah is 
  permanently destroyed, which cannot happen in the 
  duration of the campaign. 
  Skirmish (Ex):  He deals an extra 2d6 points of damage 
  on all attacks he makes during any round in which he 
  moves at least 10 feel. The extra damage applies 
  only to attacks taken during the scout's turn. The 
  extra damage only applies against living creatures 
  Ihat have a discernible anatomy. 
  Uncanny Dodge(Ex): A scout can react to danger 
  before her senses would normally allow her to do so. 
  She retains her Dexterity bonus to AC (if any) even if 
  she is caught flat-footed or struck by an invisible 
  attacker. 
  Battle Fortitude (Ex):  gives +1 competence bonus to 
  fortitude saves and initiative checks. 
  Evasion (Ex): If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. Evasion can be used only if the rogue is 
  wearing light armor or no armor. A helpless rogue 
  does not gain the benefit of evasion. 
  Speed Armor:  Three times per day the wearer can use 
  a swift action to give it haste for one round. 
  Description  a leopard with a cloak and a red stone 
  floating around it  
  Sources Improved Turn Resistance, Positive Energy 
  Resistance, cloak of turn resistance (Libris Mortis), 
  greater crystal of arrow deflection (Magic Item 
  Compendium), 
  Scout 
  (Complete 
  Adventurer), 
  Improved Skirmish (Complete Scoundrel) 
   
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  All APLs  
  APPENDIX 6 – ALL APLS 
  ENCOUNTER 4 
   
   
   
   
  S Q U I R E  N O R R I S  J ABBAR 
  CR  6 
  Male Human Fighter 4 / Cleric 2 
  LN Medium Human 
  Init +1; Senses Listen +1, Spot +1 
  Aura Good 
  Languages Common  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +9 armor, +2 shield)  [-2 AC when charging] 
  [Will use horse for cover +4 AC with successful DC 15 
  Ride check] 
  hp 55 (6 HD)  
  Fort +5, Ref +2; Will +5 
  Speed 20 ft. in +1 Full Plate (6 squares), base 
  movement 30 ft.; Riding Horse goes by horse speed. 
  Melee battle axe +10 (1d8+4/x3; masterwork battle axe 
  does 1 less damage) 
   
  Or masterwork lance +10 (1d8+5/x3) 
   
  Or Spirit Charged Battle Axe +12  (2d8+8/x3; 
  masterwork battleaxe does 2 less damage) 
   
  Or Spirited Charge lance +12 (3d8+15/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Ride by Attack, Spirited Charge 
  Combat Gear +1 full plate, masterwork heavy steel 
  shield, +1 Battle Axe, masterwork battle axe, 
  masterwork lance, Heward’s handy haversack, potion 
  of cure moderate wounds, potion of cure serious 
  wounds. 
  Cleric Spells Prepared (CL 2nd): 
   1st—heathful rest*, lesser vigor, divine favor, detect 
  chaosD 
   0—guidance, virtue, resistance, read magic 
  D: 
  Domain 
  spell. 
  Deity: 
  Heironeous. 
  Domains: 
  Inquisition, War.  
  *Already cast 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  SQ Turn Undead 
  Feats Mounted Combat, Skill Focus: Ride, Ride by 
  Attack , Spirited Charge Improved Toughness, 
  Weapon Focus (battle axe) , Close Quarters Fighting, 
  Weapon Specialization: Lance 
  Skills Concentration +5,  Diplomacy +5, Handle Animal 
  +5, Craft (Weaponsmith) +1, , Craft (Armorsmith) +1, 
  Ride +10/(+4 to fast mount/dismount)  
  Possessions two wooden holy symbols of Heironeous, 
  plus a silver one in the haversack; also is carrying the 
  physical Adagio on his horse in a bag; two spell 
  component pouches 
  Sources Improved Toughness, Close Quarters Fighting 
  (Complete Warrior), Healthful Rest, Lesser Vigor (Spell 
  Compendium). 
   
  Norris’s Horse “Thomas”; Heavy War Horse 
  (1): hp 40; see Monster Manual, page 273. 
   
   
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  DM AID: MAP #1 – SINKHOLE MAP 
   
   
   
   
  A & B Grave Dirt Golem (or Advanced Grave Dirt Golem) positions depending on APL 
   
  C & D Tombstone Golem (or Advanced Tombstone Golem) positions depending on APL 
   
  DS 
  Opening to the remain of the Dhabihullah Shah Tomb.  It goes in about 15 feet. Tomb walls 
  are lined with lead.  DC 15 Climb check to climb down to hole, with a 50% chance that the wall 
  will crumble away.  Tomb is 5 ft. x 5 ft. opening. 
   
  KW 
  Knight Location floating 50 feet up from sinkhole bottom (10 feet in the air) 
   
  BG 
  Brother Gaspar Ghost location floating 40 feet up from sinkhole bottom. 
   
  1 
  Brother Gaspar’s relatively intact dead body and long sword with rubies that matches the 
  Ghost Knight’s Sword. 
   
  2 
  Adamantine Rapier 
   
  3 
  Open Lead Box 
   
  4 
  Two dead dogs 
   
  5 
  Two dead buzzards 
   
  6 
  Hole slightly covered with debris.  If entrance to nearby tomb is covered, then air elemental 
  inside can get through cracks to bottom of sink hole (at #6) in 6 rounds. 
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  DM AID: MAP #2 – CHAPEL/GUESTHOUSE OF HEIRONEOUS 
   
   
  Five feet per square.  In the Introduction, the PCs come from the South past the chapel.  
  1. 
  Chapel to Heironeous.  Altar on South Side, benches around walls, but mostly a standing chapel. 
  2. 
  Guesthouse.  The small rooms represent the small quarters for guests. 
  3. 
  Inner Corral with access from Guesthouse.  Along the south fence is a trough.    Double hard lines represent 
  where the gate is.  3 & 4 are both Corral is split rail fence feet high with about a foot between each rail.  DC 5 
  Climb check.  DC 20 Escape Artist (small creatures get +8 to this check) 
  4. Outer Corral.  Along the south fence is a trough.  Double hard lines represent where the gate is. 
  5. 
  Location of Squire Norris’s Horse in encounter 4. 
  6. 
  Location of two young (age 17) men hanging upside down on fence with throat’s cut with blood into trough. 
  7. 
  Door Is not visible from outside, but visible on inside.  This is the door Norris comes out in Encounter 4. 
  A version of this map is available for PCs in the Introduction and for use in this encounter at DM discretion. 
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  SHE7-07 Prophecies 
   
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  DM AID: MAP #3 – AT TRILESIMIAN’S REST 
   
   
  The dotted line is the small stream that leaves the spring and meanders around the Rest.  It is generally three feet 
  wide and only a foot deep. 
  The tombstones on the map represent where the four tombstones are on the Rest. 
  The black diamond is where the six-foot high pyramid is.  It is only two feet by two feet at the base so it doesn’t even 
  fill up a five foot square. 
  The tree symbols represent clumps of evergreen trees in those squares (most of the areas are 20 ft x 30 ft in size. 
  In the center is the altar (the oval) and two benches about ten feet long each.  The small distorted oval is 
  the pool that the spring forms before the water leaves by way of the spring. 
  The solid line, in a circle shape, is the 1-foot tall stone wall marking the border of the Rest. 
  This map is left without numbers so the DM may, if he so chooses, provide this as a reference to players. 
  
   
  DM AID: WHEN THE HOOK FAILS 
  There is a chance, especially with a Knight of the Watch involved, that some characters will not accept 
  the hook and will receive their ARs at the start of the game (DMs please try as best as you can to get the 
  PC to remain in the game, as a player leaving early will affect the other characters negatively, but this 
  may happen anyway).  The NPC below can be provided to the remaining players as someone who 
  Watcher Holderherk will also arrange to go to the Prelate. 
  This NPC can also be provided to a table with only 4 original players at APL 8-12 (depending on their 
  balance). 
  In truth, much of this game for APLs greater than 10, the NPC is little more than one more target, but the 
  first combat of this game is difficult enough with a significantly lower number of people than intended.    
  He has Use Magic Device in case he is needed to use the wand. 
  Players may refuse him to be added to their party.   
  T O M AS  K ARR (NPC  P AL AD I N) 
  CR  7 
  Male Human Paladin 7 
  LG Medium Humanoid (human; Flan) 
  Init +1; Senses Listen +1, Spot +1 
  Aura Good 
  Languages Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 58 (7 HD);  
  Immune Disease 
  Fort +8, Ref +5, Will +5 
  Speed 20 ft. in Full Plate armor (4 squares), base movement 30 ft.; 
  Melee +1 Longsword +11 (1d8+3) or 
  Melee Full attack +1 Longsword +11 and +6 (1d8+3) or 
  Ranged MW Long Compostite bow (Str +0) +9 (1d8) 
  Ranged Full attack MW Long Composite bow (Str +0) +9 and +4 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options Smite Evil 2x/day, Mounted Combat.  Will take cover behind horse for +4 AC if make a DC 15 Ride 
  Check. 
  Combat Gear Full Plate mail+1, longsword +1, masterwork longsword, Heavy Steel Shield +1, masterwork Long 
  Compostite bow (Str +0), 40 arrows, Two Potions of Cure Moderate Wounds, Heavy War Horse, Military saddle. 
  Paladin Spells Prepared (CL 3rd): 
   1st— , Lesser Restoration, Bless Weapon 
  Abilities Str 14, Dex 12, Con 12, Int 10, Wis 12 Cha 14 
  SQ Aura of Good, Detect Evil, Smite evil (2x/day), Divine Grace, Lay on Hands (14 points), Aura of Courage, Divine 
  Health, Turn Undead, Special Mount (dead), Remove Disease (1x/week) 
  Feats Weapon Focus (Longsword),, Mounted Combat , Skill Focus: Ride, Skill Focus: Use Magic Device 
  Skills Handle Animal +12 Use Magic Device +10, Ride +14 
  Possessions combat gear plus Wand Cure Light Wounds (15 charges), 4 gp 
  Description This paladin stands an even six feet tall and has strong Oeridian features. He wears the holy 
  symbol of Ulaa prominently.  Tomas recently lost his Paladin mount, but has recovered from the loss.  He 
  refuses to call another holy mount to its death, so he rides a heavy war horse (see below).  l 
   Heavy War Horse: hp 32; with light chain barding +4 AC; see Monster Manual, page 273. 
  SHE7-07 Prophecies 
   
  Page 66 
  
   
  DM AID: NEW RULES 
  NEW FEATS 
  Ascetic Hunter 
   
  Prerequisite: Improved Unarmed Stike, Favored Enemy 
   
  Benefit:  When you use an unarmed strike to deliver a stunning attack against a favored enemy, you 
  can add one-half your favored enemy bonus on damage rolls to the DC of your stunning attack. 
   
  If you have levels in range and monk, those levels stack for the purposes of determining your 
  unarmed  strike damage.  For example, a 7th ranger/1st monk would deal 1d10 points of damage with 
  her unarmed strike. 
   
  In addition you can multiclass freely between the monk and ranger classes. 
   
  Augment Healing (Complete Divine) 
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] 
  spell that you cast. 
   
  Improved Rapid Shot [Complete Warrior) 
  You are an expert at firing weapons with exceptional speed. 
  Prerequisites: Manyshot, Point Blank Shot, Rapid Shot. 
  Benefits: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack 
  rolls. 
  Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats. 
   
  Improved Skirmish (Complete Scoundrel) 
  With a few extra steps, you gain even greater benefits from your skirmishing combat style. 
   
  Prerequisite: Skirmish +2d6/+1AC 
   
  Benefit: If you move at least 20 feet away from where you ere at the start of your turn, your skirmish 
  damage increases by 2d6 and your competence bonus to AC from skirmish improves by 2. 
   
  Normal: A scout’s bonus damage and AC bonus apply if she moves at least 10 feet away from where 
  she was at the start of her turn. 
   
  Special: A scout can select Improved Skirmish as one of her scout bonus feats (Complete 
  Adventurer 13). 
   
  Improved Turn Resistance (Libris Mortis) 
   
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefit: You are less easily affected by clerics or paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook).  When resolving a turn, rebuke, command, or 
  bolster attempt, add +4 to your character level (monster HD plus class levels) to determine your HD for 
  turn, rebuke, command, and bolster attempts.  For example, a 4 HD wight with this feat is treated as an 8 
  HD undead for the purpose of turn, rebuke, command, and bolster attempts, even though it is a 4 HD 
  creature for any other purpose.  A vampire that already has a +4 turn resistance adds an additional +4 
  with this feat, for a total of +8. 
   
  SHE7-07 Prophecies 
   
  Page 67 
  
   
  Positive Energy Resistance (Monstrous) [Libris Mortis] 
   
  You are resistanct to damage dealt by positive energy effects. 
   
  Prerequisite: Undead type 
   
  Benefit:  You gain resistance 10 against positive energy effects, such as, but not limited to, cure 
  spells. 
   
  Practiced Spell caster [General] (Complete Arcane) 
   
  You can cast a spell to maximum effect without special preparation. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen spell casting class increases by 4.  This benefit can’t 
  increase your caster level to higher than your Hit Dice.  However, even if you can’t gain from the full 
  bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to 
  apply the rest of the bonus.   
   
  For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his 
  sorcerer caster level from 5th to 8th (since he has 8 Hit Dice).  If he later gained a fighter level he would 
  gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit 
  Dice). 
   
  A character with two or more spell casting classes (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells known.  It increases your caster level only, 
  which would help you penetrate spell resistance and increase the duration and other effects of your 
  spells. 
   
  Special: You may select this feat multiple times.  Each time you choose it, you must apply it to 
  a different spell casting class.  For instance, a 4th-level cleric/5th-level wizard who had selected 
  this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level 
  caster. 
   
  Sculpt Spell (Complete Arcane) 
   
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot 
  radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. 
  The sculpted spell works normally in all respects except its shape. For example, a lightning bolt whose 
  area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. A 
  sculpted spell uses up a spell slot one level higher than the spell’s actual level. 
   
  Shield Specialization (Players Handbook II) 
   
  You are skilled in using a shield, allowing you to gain greater defensive benefits from it. 
   
  Prerequisite: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the following list: buckler, heavy or light. When using a 
  shield of the appropriate type, you increase its shield bonus to AC by 1. 
  Special: You can select this feat more than once. Each time you select it, choose a different type of 
  shield. 
   
  A fighter can select Shield Specialization as one of his fighter bonus feats. 
   
   
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  Shield Ward (Players Handbook II) 
   
  You use your shield like a wall of steel and wood. When an opponent attempts to draw in close to 
  you, your shield forces him away or ruins his attacks. 
   
  Prerequisite: Proficiency with shields, Shield Specialization. 
   
  Benefit: You apply your shield bonus to your Touch AC, and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you. 
   
  Special: A fighter can select Shield Ward as one of his fighter bonus feats. 
   
  Split Ray (Complete Arcane) 
   
  Your ray spells can affect an additional target. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed.  
  The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal.  It can 
  be fired at the same target as the first ray or to a different target, but all rays must be aimed at targets 
  within 30 feet of each other and fired simultaneously. 
   
  A split ray spell uses a spell slot two levels higher than the spell’s actual level. 
   
  Sudden Widen (Complete Arcane) 
   
  You can increase a spell’s area without special preparation. 
   
  Benefit: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it ahead of time.  You can still use Widen Spell 
  normally if you have it. 
   
  True Believer (Complete Divine) 
   
  Your deity rewards your unquestioning faith and dedication. 
   
  Prerequisite: Must choose a single deity to worship. Must be within one step of that god’s alignment. 
   
  Benefit: Once per day when you are avout to make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving throw. 
   
  This feat also allows you to use a relic of the deity you worship.   
   
  NEW ITEMS 
  Vest of Resistance (Magic Item Compendium)   
   
  A vest of resistance offers magic protection in the form of a +1 to +5 resistance bonus on saving 
  throws. 
   
  Moderate; (DC 20) abjuration; CL 10th; Craft Wondrous Item, resistance. Price 1,000 gp (+1), 4,000 
  gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5). 
   
  Anklet of Translocation (Magic Item Compendium) 
   
  Price: 1,400 gp (item level 5th) 
   
  Body Slot: Feet 
   
  Caster Level: 7th 
   
  Aura: Moderate (DC 18) conjuration 
   
  Activation: Swift (command) 
   
  A pewter chime hands from this simple feather ankle-band. 
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  An anklet of translocation allows you to make short dimensitional hops.  When it activation, you can 
  instantly teleport (with no chance of eror) up to 10 feet.  The new space must be withingline of sight and 
  line of effect. 
   
  You can’t use the anklet to move into the space occupied by another creature, nor can you teleport 
  into a solid object.  If you attempt to do so the anklet’s activation is wasted.  You ca bring along objects 
  weighting up to your maximum load, but you can’t bring another creature with you . 
   
  An anklet of translocation functions two times per day. 
   
  Ring of Communication (Magic Item Compendium) 
   
  Price: 200 gp 
   
  Body Slot: Finger 
   
  Caster Level:  5th 
   
  Aura: Faint (DC 17) divination 
   
  Activation: Free (mnetal) 
   
  When you activtate a ring of communication for the next minuteyou can clearly hear ay words spoken 
  to anyone within a mile who is wearing another ring of communication to which you are attuned.  Any two 
  or more ring wearers ned only touch their rings and speak the command word in unison to attune the 
  rings to each other.  A ring remains attuned until you attune it to a different ring. 
   
   
  Dragon Mask (Magic Item Compendium) 
   
  Price: 4,000 gp 
   
  Body Slot: facet 
   
  Caster Level: 6th 
   
  Aura: Moderate (DC 17) divination 
   
  Activation: Swift (command) 
   
  When activate a dragon mask allows you to use see invisibility for 5 minutes, twice per day. 
   
  NEW SPELLS 
  Arrow Mind (Spell Compendium) 
  Divination 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
   
  You sharpen your senses and focus your mind on the use of a bow. While this spell is in effect and 
  you are wielding a longbow, short bow, great bow*, composite great bow*, composite short bow, or 
  composite longbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 
  10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the 
  bow. In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in 
  another creature’s threatened square. * See Complete Warrior. 
   
  Material Component: A flint arrowhead. 
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  Close Wounds (Spell Compendium) 
  Conjuration (Healing) 
  Level: Clr 2 
  Components: V 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless) 
   
  Your ally falls from a crushing blow, but you don’t have time to reach him.  You quickly speak words 
  of power, and the worst of his injuries glow golden and begin to heal. 
   
   
  Healthful Rest 
  Conjuration (Healing) 
  Level: Bard 1, cleric 1 druid 1 
  Components: V, S 
  Casting Time: 10 minutes 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level,no two of which are more than 30 ft. apart 
  Duration: 24 hours 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  A diffuse glow of golden light spreads from you, wrapping those you have chosen in a soft nimbus. 
  The subjects of your spell look relaxed and rested, the stresses of the day forgotten. 
   
  Healthful rest doubles the subjects’ natural healing rate. Each affected creature regains twice the hit 
  points and ability damage it otherwise would have regained during that day, depending on its activity level 
  (PH 76). 
   
  Kelgore’s Fire Bolt (Players Handbook Ii) 
  Conjuration/Evocation: [Fire] 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: See text 
   
  You conjure a shard of red-hot rock and hurl it toward an opponent.  As a streaks through the air, a 
  nimbus of arcane energy crackles around it. 
  This spell conjures a small orb of rock and sheathes it in arcane energy.  This spell deals 1d6 point of 
  fire damage per caster level (maximum 5d6).  If you fail to overcome the targets spell resistance, the spell 
  still deals 1d6 points of fire damage from the heat and force of the conjured orb’s impact. 
   
  Material Component:  A handful of ashes 
   
  Mage Hand, Greater (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
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  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One object or creature 
  weighing up to 40 lb. 
  Duration: Concentration 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
   
  You cast the spell, and your hand is suffused with a ghostly white radiance. You point your finger at 
  the target across the room, and it slowly rises in the air. A greater mage hand spell can lift an object and 
  move it at will from a distance. As a move action, you can propel the target up to 20 feet in any direction, 
  although the spell ends if the distance between you and the subject ever exceeds the spell’s range. 
   
  A creature can negate the effect against an object it possesses with a successful Will save or if you 
  fail to overcome its spell resistance. An object can be telekinetically manipulated as if with one hand. For 
  example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force 
  required is within the weight limitation. The spell has an effective Strength of 10. 
   
   
  Ray Deflection (Spell Compendium) 
  Abjuration 
  Level: Bard 4, sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
   
  As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the 
  field. For the duration of the spell, you are protected against ranged touch attacks,  ncluding ray spells 
  and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly 
  away. 
   
  Focus: A glass prism. 
   
  Ray of Clumsiness (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching 
  its target, though it takes only an eyeblink to do so. 
  You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray 
  stiffens the subject’s muscles and joints, making it more difficult for the subject to move. The subject 
  takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum 
  Dexterity 1). 
   
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  Ray of Dizziness (Spell Compendium) 
  Enchantment (Compulsion)  [Mind-Affecting] 
  Level: Bard 3, sorcerer/wizard 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling 
  corkscrew. 
  You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on 
  a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of 
  vertigo and can take only a move action or a standard action each round (but not both, and it cannot take 
  a full-round action). 
  Focus: A small top. 
   
   
  Ray Of Weakness 
  Necromancy 
  Level: Sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A dark ray flies forth from your hand. The air fills with the smell of blood. You must succeed on a 
  ranged touch attack with the ray to strike a target. The target of this ray feels weaker and takes a –2 
  penalty on attack rolls. Its speed is reduced by 10 feet. 
  Vigor, Lesser (SpC) 
  Conjuration (Healing) 
  Level: Clr1, Drd1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing 
  ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell 
  ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Lesser 
  vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow or attach lost body parts. 
  The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a 
  second vigor spell of equal level extends the first spell’s duration by the full duration of the second spell. 
   
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  ALERNATE CLASS FEATURE 
  Metamagic Specialist 
   
  Level: 1st 
   
  Replaces: If you select this class feature, you do not gain a familiar. 
   
  Benefit:  You can apply metamagic feats that you know to sorcerer spells without increasing the 
  casting time.  This benefit even lets you quicken your sorcerer spells with the Quicken spell feat. 
   
  You can use this class features a number of times per day equal to 3 + your Int modifier (minimum 1). 
   This is an extraordinary ability. 
   
  CLASSES 
  Scout (new base class) 
  Scouts have the following game statistics. 
  Abilities: Dexterity helps scouts become stealthy and overcome their lack of access to heavy armor. 
  Wisdom also is important because it affects many skills, especially Spot and Listen, that most scouts 
  consider vital to their ability to survive in the wild and to detect enemies efficiently. 
  Alignment: Any. Scouts in military service are usually lawful. 
  Hit Die: d8. 
  Starting Gold: 5d4 × 10 gp. 
   
  CLASS SKILLS 
   
  A scout’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Sir), Craft (Int), 
  Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), 
  Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis),Move Silently (Dex), Ride (Dex), 
  Search (Int), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim. (Str), Tumble (Dex), and Use Rope 
  (Dex). 
  Skill Points at 1st Level: (8 + Int modifier) × 4. 
  Skill Points at Each Additional Level: 8 + Int modifier. 
   
  CLASS FEATURES 
   
  All of the following are class features of the scout. 
  Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, 
  throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields. 
  Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals 
  an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 
  feet away from where she was at the start of her turn. The extra damage applies only to attacks made 
  after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra 
  damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for 
  every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). 
  The extra damage only applies against living creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick 
  out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged 
  attacks made while skirmishing, but only if the target is within 30 feet. 
  At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she 
  moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the 
  start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 
  11th, +4 at 15th, and +5 at 19th level). 
  A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy 
  load. If she gains the skirmish ability from another class, the bonuses stack. 
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  Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she 
  can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of 
  the Player’s Handbook. 
  Battle Fortitude (Ex): At 2nd level, a scout gains a ÷1 competence bonus on Fortitude saves and 
  initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus 
  when wearing medium or heavy armor or when carrying a medium or heavy load. 
  Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to 
  danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of 
  the Player’s Handbook. 
  Fast Movement (Ex): Starting at 3rd level, a scout’s gains a ÷10 foot enhancement bonus to her 
  base land speed. At 11th level, this bonus increases to ÷20 feet. See the monk class feature, page 41 of 
  the Player’s Handbook. 
  A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy 
  load. 
  Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See 
  the druid class feature, page 36 of the Player’s Handbook. 
  Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout 
  gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, 
  Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great 
  Fortitude, Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, 
  Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the 
  Run, Skill Focus, Spring Attack, Track. She must meet all the perquisites for the feat. 
  † New feat described in Chapter 3 of Complete Adventurer. 
  Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a 
  successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook. 
  Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar terrain) at her normal speed and without taking 
  damage or suffering any other impairment. 
  This ability does not let her move more quickly rough terrain that requires a Climb or Swim check to 
  navigate, nor can she move more quickly through terrain or undergrowth that has been magically 
  manipulated to impede motion. 
  A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy 
  load. 
  Table 1-2: The Scout 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Skirmish (+1d6), trapfinding 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Fast movement +10 ft., skirmish (÷1d6, +1 AC), trackless step 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Battle fortitude +1, uncanny dodge 
  4th 
  +3 
  +1 
  +4 
  +1 
  Bonus feat 
  5th 
  +3 
  +1 
  +4 
  +1 
  Evasion, skirmish (+2d6, +1 AC) 
  6th 
  +4 
  +2 
  +5 
  +2 
  Flawless stride 
   
  KNIGHT (New base class) 
  A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies 
  on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and 
  fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge 
  an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with 
  heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans. Only the most 
  talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group 
  with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While 
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  the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or 
  harassment.  
  CLASS FEATURES 
  Your class features involve mastering the use of armor and shields and learning how to manipulate your 
  foes so that melee combat takes place on your terms, not theirs. 
   
  Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons and with 
  all armor (heavy, medium, and light) and all shields (except tower shields). 
   
  Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as 
  important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your 
  personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his 
  confidence, or issue a general challenge that strikes fear into weak opponents and compels strong 
  opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate 
  your foes.  
   
  You can use this ability a number of times per day equal to 1/2 your class level + your Charisma 
  bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in 
  conjunction with this ability.  
   
  Even if you and your foes lack a shared language, you can still effectively communicate through body 
  language, tone, and certain oaths and challenges you learn from a variety of different tongues. 
   
  Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. 
  The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have 
  a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use 
  of this ability is expended without effect.  
   
  If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a 
  +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed 
  vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or 
  fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to 
  your ego and confidence from this defeat.  
   
  The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if 
  any). 
   
  If you are capable of issuing a knight's challenge more than once per day, you can use this ability 
  more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue 
  a new challenge to a different foe. You cannot switch foes if your original target is still active.  
   
  At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th 
  level, it increases to +4. 
   
  Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the 
  mightiest among them to face you in combat. Any target of this ability must have a language of some sort 
  and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to 
  the test of mettle. You must have line of sight and line of effect to the targets of this ability.  
   
  As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies 
  within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 
  + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their 
  ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or 
  using a supernatural ability, he must target you with the attack or include you in the effect's area.  
   
  An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to 
  move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, 
  he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other 
  than you attacks the target, the effect of the test of mettle ends for that specific target.  
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  If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you 
  gain one additional use of your knight's challenge ability for that day. This additional use comes from 
  increased confidence and the knowledge that you have proved your mettle as a knight against your 
  enemies by calling out foes even against overwhelming odds. This additional use disappears if you have 
  not used it by the start of the next day. You can only gain one additional use of your knight's challenge 
  ability in this manner per day.  
   
  The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). 
  Whether a creature fails or succeeds on it’s save against your test of mettle, it can only be targeted by 
  this effect once per day.  
   
  Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all 
  seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost 
  when a knight still battles on its name.  
   
  As a swift action, you can expend one use of your knight's challenge ability to grant an ally another 
  save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If 
  the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. 
  This ability reflects your talent to inspire your allies in the face of a daunting foe.  
   
  For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his 
  call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of 
  the fear spell. 
   
  The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your 
  fighting ability, and win renown across the land. The stories that arise from your deeds are just as 
  important to you as the deeds themselves. A good knight hopes that her example encourages others to 
  lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. 
  An evil knight seeks to win acclaim across the land and increase her own personal power.  
   
  The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and 
  hence wins more glory, than one achieved through trickery or guile. 
  • 
  A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit t of a 
  flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can 
  choose to keep the +2 bonus, but doing so violates your code of honor (see below).  
  • 
  A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself 
  before attacking.  
  • 
  A knight never deals lethal damage against a helpless foe. You can strike such a foe, but 
  only with attacks that deal nonlethal damage.  
   
  If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If 
  your knight's challenge ability is not available when you violate the code (for example, if you have 
  exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. 
  Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you 
  forward.  
   
  While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on 
  others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even 
  feel a bit smug about) the reality that not everyone is fit to follow the knight's path.  
   
  Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat. 
   
  Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your 
  enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield 
  bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, 
  possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus 
  increases to +2 at 11th level and +3 at 20th level. 
  SHE7-07 Prophecies 
   
  Page 77 
  
   
   
  Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your 
  threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active 
  defensive maneuvers force your opponents to move with care.  
   
  Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and 
  ignore the standard speed reduction for wearing medium armor. 
   
  Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, 
  Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or 
  Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus 
  feat from this list at 10th level and again at 15th level.  
   
  Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the 
  spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an 
  opponent attempts to use the Tumble skill to move through your threatened area or your space without 
  provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by 
  an amount equal to your class level.  
   
  Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the 
  damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your 
  next turn, you can take half this damage on yourself. The target takes the other half as normal. You can 
  only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a 
  blow from a sword, not from spells and other effects.  
  Table 1-4: The Knight Hit Die: d12 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Fighting challenge +1, knight's challenge, knight's 
  code 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Mounted Combat, shield block +1 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Bulwark of defense 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Armor mastery (medium), test of mettle 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Bonus feat, vigilant defender 
  6
  th 
  +6/+1 
  +2 
  +2 
  +5 
  Shield ally 
  7
  th 
  +7/+2 
  +2 
  +2 
  +5 
  Fighting challenge +2 
  8
  th 
  +8/+3 
  +2 
  +2 
  +6 
  Call to battle 
   
  Class Skills (2 + Int modifier per level, x4 at 1st level): Climb, Handle Animal, Intimidate, Jump, 
  Knowledge (nobility and royalty), Ride, Swim. 
  Marshal (New base class) 
   
  Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced 
  sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers 
  and situations. Sometimes the circumstances demand a marshal.  
   
  Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, 
  dangerous battlefields, and haunted catacombs along with those under their command. With a look, they 
  can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A 
  marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), 
  and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.  
   
  Alignment: Any. 
   
  Hit Die: d8. 
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  Page 78 
  
   
  CLASS SKILLS 
  The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle 
  Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive 
  (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).  
  Skill Points at 1st Level: (4 + Int modifier) x4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
  CLASS FEATURES 
   
  All of the following are class features of the marshal. 
   
  Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with 
  all types of armor (heavy, medium, and light), and with shields (except tower shields). 
   
  Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different 
  effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 
  2nd level) one major aura at a time.  
   
  Projecting an aura is a swift action (see Chapter 2: Magic). The aura remains in effect until the 
  marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A 
  marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat 
  encounter even before the marshal takes his first turn.  
   
  Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A 
  marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do 
  their best.  
   
  Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can 
  hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the 
  marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, 
  stunned, paralyzed, or otherwise unable to be heard or understood by his allies.  
   
  A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he 
  gains access to new auras, as indicated on Table 1-5: The Marshal. 
   
  All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each 
  other. 
   
  Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. 
  •• 
  Over the Top: Bonus on damage rolls when charging.  
   
  Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. 
  A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.   
  • 
  Motivate Care: Bonus to Armor Class.  
   
  Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus 
  feat. If the marshal already has the feat, he can choose a different one. 
   
   Table 1-5: The Marshal 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Minor 
  Auras 
  Major 
  Auras 
  1
  st 
  +0 
  +2 
  +0 
  +2 
  Skill Focus (Diplomacy), minor 
  aura 
  1 
  0 
  2
  nd 
  +1 
  +3 
  +0 
  +3 
  Major aura +1 
  1 
  1 
   
  SHE7-07 Prophecies 
   
  Page 79 
  
   
  PLAYER HANDOUT #1 – READING THE LIPS ON THE 
  SENDING 
  (Each hard return here represents a pause in his speech) 
   
  Understood   
  There are some who are possibles 
  I will ask of your plea 
  they look capable and skilled 
  may the valiant knight bless you  
   
  SHE7-07 Prophecies 
   
  Page 80 
  
   
  PLAYER HANDOUT #2 – VISUAL AID ON CHAPEL AND 
  GUESTHOUSE 
   
  1. 
  Chapel to Heironeous.  Altar on South Side, benches around walls, but mostly a standing chapel 
  2. 
  Guesthouse, the small rooms represent the small quarters for guests 
  3. 
  Inner split rail Corral with access from Guesthouse.  Along the south fence is a trough.  The old horse in the 
  Introduction is sleeping near this trough.  Double hard lines represent where the gate is.  
  4.  Outer Corral.  Along the south fence is a trough.  Double hard lines represent where the gate is. 
   
   
   
   
  SHE7-07 Prophecies 
   
  Page 81 
  
   
  PLAYER HANDOUT #3 – NON-KNIGHT/SQUIRE DREAM 
   
  You do not dream of anything special, but don’t tell the players of Knights of Squires of the Watch about 
  this.   
   
  Keep it secret as long as you are able to keep from letting them in on the secret. 
   
  And now to make it appear as if there are more words here, there are indeed more 
  Words such that someone who picks on volume might know 
  However, you have your regular dreams at night, except, truth to tell 
  You do not have a nightmare, and your dreams are, if not pleasant, then not scary. 
   
  Thank you for your time. 
   
  The author 
   
   
   
  SHE7-07 Prophecies 
   
  Page 82 
  
   
  PLAYER HANDOUT #4 – SUMMARY OF LETTERS 
   
  Day One: 
  The Sinkhole is in the middle of a large grazing field.    Scattered in the base of the hole are many bones 
  with personal effects.  In the side of one wall of the sinkhole you can see open holes where grave 
  chambers were split by the falling earth.  Brother Telgar plans to cast a Secure Shelter spell for us in 
  case uneasy spirits have been disturbed. 
   
  Day Two: 
  There was no attack last night.  We will setup our tents and such for work areas but Edmund will cast a 
  Secure Shelter spell each night to keep us and the valuables secure.  Brother Gaspar has said two of the 
  burial chambers are apparently lead lined,  
   
  Day Three: 
  Brother Telgar has made an astonishing discovery.  He was getting a strong feeling of being watched so 
  he cast a See Invisibility spell.  There appears to be a ghost of a Knight of the Watch floating in mid-air in 
  the sinkhole; he wears antiquated clothing and armor.  He does not react to anything we do.    
   
  Day Four: 
  Nothing much to report.  We have gathered the bones and precious objects from the surface of the 
  sinkhole floor and will investigate deeper. Close to sunset, Brother Telgar saw the Knight draw his sword 
  and hold it like he was ready to attack; he noted the patterns on the blade and rubies inset on the blade.   
    
   
  Day Five: 
  We found the sword like the one Knight Ghost carries; this is a long sword.    The was found beneath the 
  earth where many of the massed bones were found, almost as if the Knight was buried with the others.  
  When Norris walked past the area near the sinkhole edge to bring the sword to the work area, the Knight 
  did react.  He bowed and both Norris and I smelled apples.  It was not just the sword, as the Knight bows 
  each time Norris walks past, but only the first time was there a smell of apples. 
   
  Day Six: 
  Even digging in the dirt we have found no more spilled bones.  I believe we have the mass grave bones 
  and items gathered.  Brother Telgar summoned an elemental to dig a new grave nearby, and we have 
  begun placing the unearthed bodies and the personal effects found with them there.  Not only does the 
  Knight bow to Norris still, but as Norris walks around the sinkhole the Knight is always facing him. 
   
  Day Seven: 
  The mass grave is complete, and we said the blessings of Phyton upon the ground.  Part of the near sink 
  hole wall has collapsed revealing a few new objects barely sticking from the ground.  We may need to 
  create a second grave..  Brother Telgar reports that the Knight is crying and no longer bows when Norris 
  passes by.  We will investigate these after lunch.  Perhaps the Knight will react to us now. 
   
  SHE7-07 Prophecies 
   
  Page 83 
  
   
  PLAYER HANDOUT #5 – THOSE SENT TO THE SINKHOLE 
   
  As a part of this document, you have good descriptions of each person. 
   
  Brother Apsel 
  Brother Aspel usually took on the caring for the sick, blind, lame and dead, since his blessings of Phyton 
  came not through his choice but from the spells that Phyton has decided he could choose among each 
  day.  Once, when rich adventurers brought dead that needed to be brought back to life, he was able to 
  cast three Raise Dead spells in one day.  
   
  Brother Telgar 
  He began his adult journey outside of the blessing of Phyton and instead sought arcane means of 
  problem resolution.  Later he settled on a religious life and has been advancing his studies in both ever 
  since.   
   
  Brother Gaspar 
  He grew up on the streets of Niole Dra.  He has said he has done bad things in his early life and he 
  turned to Phyton and a pastoral life. His skills in detecting shifting ground and traps that might lurk in 
  ancient tombs unearthed will be useful. 
   
  Thorin Coopersmith 
  He has been in service in the Bissel military for seven years before he moved to our village.  He is one of 
  the temple guardians and is a skilled guide and tracker.  
   
  Gallen Potter. 
  He was going to follow in his father’s footsteps as a potter until he was choosen by Phyton to be his holy 
  liberator.  Now he protects the temple and our brotherhood when we travel. 
   
  Squire Norris Jabbar 
  Rather old to be a squire in my experience, he says that he came upon it late in life.  He is a Squire of the 
  Watch and his sponsor is dead.  He served in the Gran March military for many years only leaving in the 
  last year or so.  He is a chosen of Heironeous, but he sensed that we could use the help. 
   
  Alrik Baker 
  He served twelve years on the ships of the Navy for the Principality of Ulek, and when he arrived here he 
  declared that this village was as far away from large bodies of water that a person could be and retain his 
  head.  He was once saved by a clergyman of Phyton and adopted the faith. 
   
  Gondon and Foster Runyon 
  The two messengers are young men who expected to be called to the military soon   They each had a 
  light war horse with them, on their messenger task. Niether young man is missing. 
   
  SHE7-07 Prophecies 
   
  Page 84 
  
   
  PLAYER HANDOUT #6 –FOR SQUIRES  
  An hour after you went to bed, a knock on your door woke you.  It was 
  Watcher Holderherk.  He told you he had received a Sending and was 
  instructed to reveal knowledge to you. 
   
  There is a Squire named Norris Jabbar, who recently mustered out 
  from the Gran March military. True prophecies have indicated that 
  Norris Jabbar has spoken in the presence of the next Grandiose 
  Imperial Wyvern.   He has been seen along the Bissel and Gran March 
  border.   If you find him, speak with him about the knights he has met. 
   Do not apprehend him; though do not turn down the chance to travel 
  with him if the opportunity presents itself.   Do what you can to 
  prevent him from coming to harm, and encourage him to travel to 
  Hochoch to report in. 
   
  That the Order seeks this squire or for the reason we seek him is 
  no business of anyone outside our order involved in the search.  Do 
  not discuss this message or what you learn regarding this message 
  to anyone except another member of the search, including Squire 
  Jabbar.  The Precept of Retribution shall be visited upon anyone who 
  violates this sacred charge.   
   
  SHE7-07 Prophecies 
   
  Page 85 
  
   
  PLAYER HANDOUT #7 –FOR KNIGHTS THAT ARE NOT 
  ALREADY SEEKERS 
  An hour after you went to bed, a knock on your door woke you.  It was 
  Watcher Holderherk.  He told you he had received a Sending and was 
  instructed to reveal knowledge to you. 
   
  There is a Squire named Norris Jabbar, who recently mustered out 
  from the Gran March military. True prophecies have indicated that 
  Norris Jabbar has spoken in the presence of the next Grandiose 
  Imperial Wyvern.   He has been seen along the Bissel and Gran March 
  border.   If you find him, speak with him about the knights he has met. 
   Have him report to Hochoch or come back here and I’ll arrange a 
  sending to Watcher Jagerstien, Most High Magnificent Dauntless 
  Vampire.   
   
  Enemies of the Sheldomar Valley have been killing knights with 
  whom the Squire speaks in the hope of influencing the next Wyvern.  
  Never fear, that cannot happen, but if you should meet him, be vigilant 
  for your safety and keep Squire Norris Jabbar safe. 
   
  That the Order seeks this squire or for the reason we seek him is 
  no business of anyone outside our order involved in the search.  Do 
  not discuss this message or what you learn regarding this message 
  to anyone except another member of the search.  You are now a 
  Seeker of the Search, and those of our order who are also seekers will 
  understand your query. Squire Jabbar is not a Seeker.  Consider the 
  information regarding Squire Jabbar and your participation as a 
  secret of our Order. 
   
  SHE7-07 Prophecies 
   
  Page 86 
  
   
  PLAYER HANDOUT #8 – A SEEKER CONTINUED 
  An hour after you went to bed, a knock on your door woke you.  It was 
  Watcher Holderherk.  He told you he had received a sending and was 
  instructed to reveal knowledge to you. 
   
  Watcher Grim Holderherk, Elder Somber Bat is also a Seeker of the 
  Search.  Previously, when you were added as a Seeker of the Search 
  for the Grandiose Imperial Wyvern, you were told of a Squire named 
  Norris Jabbar. True prophecies have indicated that Norris Jabbar has 
  spoken in the presence of the next Grandiose Imperial Wyvern.   He 
  has been seen along the Bissel and Gran March border.   If you find 
  him, speak with him about the knights he has met.  Have him report to 
  Hochoch or come back here, and I’ll arrange a sending to Watcher 
  Jagerstien, Most High Magnificent Dauntless Vampire.   
   
  The Shadow Dragon of the Dim Forest has had agents killing 
  knights with whom the Squire speaks in the hope of influencing the 
  next Wyvern (they have already killed Squire Jabbar’s sponsor).  
  Never fear, that cannot happen, but if you should meet him, be vigilant 
  for your safety and keep Squire Norris Jabbar safe. 
   
  That the Order seeks this squire or for the reason we seek him is 
  no business of anyone outside our order involved in the search.  
  Squire Jabbar is not a Seeker.  Consider the information regarding 
  Squire Jabbar and your participation as a secret of our Order. 
   
   
  SHE7-07 Prophecies 
   
  Page 87 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/597/Normal Scenarios/SHE7-07 - Prophecies (APL 8-16)/SHE7-07 - Prophecies.pdf