TEXT: ONW3-01 
   
   
   
   
   
   
   
   
   
  THE PROPHET 
   
  A ONE-ROUND D&D LIVING GREYHAWK
  ® 
  ONNWAL REGIONAL ADVENTURE 
  Version 1 
   
   
   
  BY PAUL LOOBY 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
   
  A village in peril. Women and children are missing, the captives of the Brotherhood. Who can save them from the 
  forces of oppression? 
   
   
  An Onnwal regional module for APLs 1-10 
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  the author.  To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc.  ALL RIGHTS RESERVED. This scenario is intended for tournament use only and 
  may not be reproduced without approval of the RPGA Network. 
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  SCORING 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  The Prophet 
   
   
  1
  
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
   
  LIVING GREYHAWK Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
   
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately.  
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number.  
   
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  CR 
  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 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that 
  character will receive only half of the experience points 
  awarded for the adventure. This simulates the face that 
  either your character was not as challenged as normal, or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
   
  1. 
  Attempt to create a table of six 1
  st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  3. 
  A group of APL 1 characters that desires an extra 
  hand can “enlist an iconic.” The stats for the 1
  st 
  level versions or Tordek, Mialee, Lidda, and 
  Jozan are included at the end of this adventure. 
  The group may pick one of these characters to 
  accompany them on the adventure. The DM 
  controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay one Time Unit per round, all others pay two Time 
  Units per round. Additionally, characters with home 
  region of “Free State of Onnwal” may do other things at 
  the end of this adventure, spending Time Units as per 
  RUP-2 guidelines. Adventurer’s Standard Upkeep costs 
  12 gp per TU spent. Rich Upkeep costs 50 gp per TU 
  spent. Luxury Upkeep costs 100 gp per TU spent. 
   
  The Prophet 
   
   
  2
  
  ADVENTURE SYNOPSIS AND 
  BACKGROUND 
  WHAT HAPPENS IN THIS MODULE? 
  The module opens in the Cantred of Gearnwal on the 
  Storm Coast. The player characters begin play in the 
  company of a Wrecker band assaulting the Scarlet 
  Brotherhood-held village of Jeresan, near Tessak's Cove. 
  The PCs have to seize a ridge held fiercely by the 
  Brotherhood defenders. 
   
  Having successfully stormed the village, the 
  Wreckers will set about looting the newly liberated 
  villagers. If the PCs object - they will be "discouraged" 
  from interfering with the soldiers getting their "pay.” 
  They will fight the PCs if needs be. It will also be 
  apparent that all the women and children in the village 
  are missing. The cowed and frightened men-folk will say 
  that the Brotherhood led them off just prior to the attack. 
  If he still lives Gavran, the Wrecker boss, will encourage 
  the PCs to look for the womenfolk, rather than bothering 
  his men. If he and his men have been confronted the PCs 
  shall have to follow the trail of their own accord. 
   
  The women's trail leads west into the crags of the 
  Volanots. While it seems that they have been kidnapped, 
  Devara, a Suel Priestess of Lydia and a pair of 
  Brotherhood Tilva Suel soldiers are in fact escorting 
  them away from the fighting and the rapacious Wrecker 
  band. When Devara realises that her band is being 
  followed, she will dispatch the two soldiers to attempt to 
  ambush and delay the PCs. The PCs should be easily 
  overcome the soldiers and catch up with the women. 
  Devara will attempt to defend the women - and is 
  prepared to sacrifice herself to do so.  
   
  Before the PCs can kill her however, another group 
  intervenes. The PCs will find themselves surrounded by a 
  large number of archers clad in white and grey. Their 
  leader, a man of pure Suel descent will order that both 
  Devara and the PCs lay down their weapons. He will 
  address the women, telling them that they are under the 
  protection of the Hermit of the Gulls and that they 
  should accompany them to safely and shelter. The leader 
  Kavrhos will also insist that the PCs come along too - 
  though blindfolded and bound.  
   
  Kavrhos' men will lead the PCs and the women to a 
  cave complex on the coast. There they will discover that 
  the archers are part of a larger community dwelling in 
  the casvs, all of whom are worshipers of Phaulkon, the 
  Suel god of air, clouds, birds and archery. Most of the 
  community is of Suel descent and all claim to be disciples 
  of Tarnedas, Hermit of the Gulls. Amongst other things, 
  the PCs will learn that the three chief disciples of 
  Tarnedas are former Scarlet Brotherhood agents - sent to 
  kill Tarnedas, but converted by his message.  
   
  If the PCs wish an audience with Tarnedas himself  - 
  this can be arranged  - but they have to make a terrifying 
  leap from a cliff ledge to the sea stack where Tarnedas 
  dwells. In a natural cave set into the side of the stack, 
  Tarnedas sits in contemplation amid a multitude of birds 
  that sing and call to him. The PCs can learn something of 
  Tarnedas' quest in life and the goals of his disciples. 
   
  Returning to the caves - the women of Jeresan will 
  decide that they wish to remain in the caves (as does 
  Devara). They ask of the PCs can bring word to their 
  men-folk.  
   
  If the PCs slew or drove off the Wreckers then their 
  task is simple – persuade the men of the truth of their 
  words. If they have not – then they will almost certainly 
  face a reckoning with the Wrecker Boss and his men! 
   
  ENCOUNTER SUMMARY 
  Introduction 
  The PCs are part of a Free State push to drive the 
  Brotherhood out of the Volanots and the Storm Coast. 
  They have teamed up with a band of Wrecker guerrillas 
  who are about to launch an attack on the Brotherhood 
  held village of Jeresan.  
   
  Encounter One: The Scarlet and the Gold 
  The PCs must make an attack on a hill overlooking 
  Jeresan and flanking the Wreckers line of advance to take 
  it from a force of hochebi, while the main Wrecker force, 
  its flank now secure, presses on into the village itself. 
    
  Encounter Two: Wages of War 
  The PCs arrive in Jeresan to find the Wrecker liberators 
  are also liberating the villager's belongings. This may lead 
  to conflict with the Wreckers. The PCs will also discover 
  that all the women and children of the town have been 
  taken westwards by a group of Brotherhood.  
   
  Encounter Three: The Pursuit 
  The PCs follow the trail of the missing women and 
  children west into the Volanots. On the way a pair of 
  Brotherhood soldiers, intent on throwing off the pursuit 
  or at least fighting a desperate delaying action, will 
  ambush them.  
   
  Encounter Four: The Weeping of Women 
  The PCs catch up with the women and children, only to 
  find them being guarded by Devara, a Suel priestess of 
  Lydia, who is intent on protecting them from, as she sees 
  it the rapacious barbarians of Free Onnwal. She will fight 
  first and ask questions later. Before the PCs can kill her 
  though, they will be surrounded by a band of mysterious 
  archers who will take the PCs, Devara and the villagers 
  towards shelter and safety. 
  The Prophet 
   
   
  3
  
    
  Encounter Five: The Prophet 
  The PCs arrive at the concealed hideaway of Tarnedas 
  and his followers.  
   
  A: The Disciples 
  The disciples of Tarnedas, who are converted members of 
  the Scarlet Brotherhood, question the PCs. They may also 
  meet and mingle with some of the ordinary followers. 
   
  B: The Hermit of the Gulls 
  If the PCs are willing to make a leap of faith across a 150 
  ft. sheer drop to a sea stack, they can have an audience 
  with Tarnedas of the Gulls and hear of his mission in 
  Onnwal.  
   
  C: The Followers 
  The PCs can meet with some of the ordinary followers 
  and speak with the women and children of Jeresan. The 
  women folk will appeal to the PCs to get word to their 
  men folk and if possible persuade them to come here to 
  join the rest of the Followers.  
   
  Encounter Six: Hawks and Doves 
  The PCs return to Jeresan, to bring the menfolk of the 
  village to safety with Tarnedas. Depending on whether 
  they have fought the Wreckers or not, the village may be 
  occupied by Gavran and his men. The PCs must get the 
  menfolk back to Tarnedas' hideout without it being 
  discovered by the occupiers of the village. 
   
  Conclusion 
  The PCs return the menfolk to Tarnedas' people and 
  meet with the Hermit of the Gulls.   
   
  DEEDS PAST 
  ONW 3-01 The Prophet interconnects with previous 
  Onnwal regional scenarios. The obvious connections are 
  listed here for the convenience of DMs. 
   
  In ONW 1-02 To Catch a Traitor the PCs may have 
  seen some initial action in the Volanots. This module 
  continues the guerrilla war against the Scarlet 
  Brotherhood forces within that hostile terrain. 
   
  Players of ONW 2-06 Blazing Banner may note that 
  the Leap of Faith they are asked to make is similar, as is 
  the old man, Tarnedas of the Gulls. 
   
   
  PLAYER'S INTRODUCTION 
  The PCs have joined the Army of Rebellion offensive 
  into the Volanots of the Storm Coast. Regular Army 
  Altads of the Storm Coast Braetad under Halwyr, 
  supported by the noble contingents of Duchess Saielma 
  Relaster, Baroness Velyae Baryaern and Baron Kiernal 
  Maldrenn and cells of the Wreckers have pushed out 
  from Sornhill. They have begun to drive the scattered 
  Scarlet Brotherhood resistance led by Kekerav Madi, 
  former Kesh of Sornhill, out of the Cantreds of Gearnwal 
  and Stormwal. 
   
  The PCs have recently been given orders from Baron 
  Maldrenn to support the retaking of the Brotherhood-
  held village of Jeresan in the Cantred of Gearnwal. A 
  guerrilla band of Wreckers, led by Boss Gavran is leading 
  the attack. Gavran is now laying plans for a dawn assault 
  on the village. 
   
  Read aloud or paraphrase the following: 
   
  "We'll move with the Handmaiden's light, once her 
  mistress has retired." 
   
  Gavran, Wrecker Boss, sits with his back to the 
  gnarled stump of a Storm Pine. About him sit the 
  band of Wrecker fighters with whom you have 
  travelled this past three days. They are a mixed bag of 
  warriors and less reputable types. Several bear the 
  mark o  Pomarji half-orc blood. All are armed and 
  grim-faced, the veterans of many years of war. Only 
  one among the camp sleeps - Niala, the Wrecker's 
  mage - resting before the battle ahead. 
  f
  t
   
  t
   
  Gavran's eyes glitter in the silver ligh  of Luna, 
  now sinking in the west.  "Lagrell says the Straws 
  have sent a band of hochebi up onto yonder ridge 
  overlooking the valley. Most like they're hoping we 
  won't notice them and come down on our flank when 
  we advance on the village." 
  The Wrecker Boss turns towards you. 
   
  "'Reckon we'll be needing youse lot to sort that 
  problem out. Yez up for i ?" 
   
  If the PCs refuse at this point, Gavran will curse them as 
  cowards and tell them in no uncertain terms where they 
  can go. He will refuse to have anything else to do with 
  them. 
   
  If the PCs do accept they can speak to Lagrell (a half-
  orc) who says he saw about half a dozen to a dozen or so 
  Hochebi creeping up the ridge a few hours ago. He 
  reckons they're spread out on top of the ridge to the 
  south and west of the Wrecker camp.  
   
  ENCOUNTER ONE: THE 
  SCARLET AND THE GOLD 
  Read aloud or paraphrase the following: 
   
  Luna has set on your right hand before you set off. 
  Celene the Handmaiden now lights your way with 
  her cold blue glow. The night is cool. There is not a 
  The Prophet 
   
   
  4
  
  breath of air. You make you way quietly though the 
  still win er countryside. Ahead the dark mass o  the 
  ridge looms above you. It is clothed in scrub and the 
  odd huddle of Storm Pines. Somewhere above you, 
  your foes await the dawn that is now colouring the 
  sky to the east.    
  t
  f
   
  Lay of the Land 
  The ridge that the PCs have to assault overlooks the 
  village of Jeresan to the north. The PCs will have to attack 
  from the eastern side of the ridge, where the hochebi are 
  encamped. The eastern slope is quite steep. Characters 
  moving up the slope have half movement rates per 
  round. A Climb check [DC 5] will allow full movement 
  rate per round as a move-equivalent action. Moving down 
  slope gives one and a half times movement rates. Like the 
  rest of the ridge, the slope is clothed in fragrant maquis-
  type scrub and stunted, gnarled Storm Pine trees. This 
  vegetation will provide some measure of concealment for 
  the PCs, but also for the hochebi (+2 to Hide checks; 10% 
  miss chance for missile fire).  
   
  Dispositions 
  The hochebi are deployed in a crescent skirmishing line 
  about 50 feet long and 20 feet deep, just below the crest 
  of the ridge, overlooking the valley that leads into 
  Jeresan. About 10 feet behind them, their sorcerer, 
  Jakulamek is concealed in some scrub. A pair of hochebi 
  guards him.  
   
  Surprise 
  The hochebi are expecting an attack this morning and are 
  on guard and spoiling for a fight. They are hoping that 
  the Free Onnwal forces have not discovered their 
  presence, so that they can sweep down onto the flank and 
  rear of the force attacking the village. If the PCs are 
  patient and wait for the attack on Jeresan to begin, they 
  may be able to catch the hochebi by surprise as they 
  move down the hill. This will be an easier fight that 
  trying to attack the hochebi's prepared position. 
   
  A: PC attack prepared position. 
  Surprise in this encounter depends upon which party 
  spots the other first. If the party approach within 160 ft. 
  of the hochebi without taking any precautions, make a 
  Spot check [DC 13] for the hochebi to notice them.  
   
  If the characters are hiding and moving cautiously 
  [at the most half movement] the hochebi must make an 
  opposed Spot/Listen check vs. the lowest PC Hide/Move 
  Silently check to notice their approach when the PCs get 
  to within 60 ft. Characters moving in this fashion suffer a 
  –2 circumstance modifier to their own Spot checks. 
   
  Roll 6d6 x 10 ft. to determine the distance at which 
  the PCs may attempt a Spot check [DC 25] to notice the 
  hidden hochebi. A second successful Spot Check [DC15] 
  is required to spot the entire hochebi line.  
   
  Tactics 
  If the PCs do not notice the hochebi and the hochebi see 
  the PCs first, the hochebi will open fire. In subsequent 
  rounds, if possible, the two hochebi guarding the 
  sorcerer will ready their actions to disrupt any 
  spellcasters in their line of sight. The skirmishing line 
  will trade bow fire with the PCs while they are at range 
  and then move in to envelop and flank the PCs, if they 
  attack any part of the line hand-to hand.  
   
  The hochebi will fight until they have suffered 75% 
  losses, they will then attempt an orderly retreat back 
  along the ridge, with half the survivors providing a rear 
  guard action/covering fire for the other half while they 
  withdraw for a distance of 100 ft and then vice versa.  
   
  B: PC's lie in ambush for the hochebi 
  The hochebi will make their move as soon as they hear 
  the horns and the sounds of battle in the valley below. 
  They will then begin moving cautiously down the hill 
  holding their crescent formation. 
   
  Surprise in this encounter depends upon which 
  party spots the other first. The hochebi are moving 
  cautiously down the slope. A Spot roll DC 15 will pick 
  them out. The hochebi must make an opposed Spot 
  check vs. the lowest PC Hide check to notice the PCs 
  lying in wait when they get to within 60 ft of the PC's 
  position, though the PCs may open fire before this, of 
  course.  
   
  Tactics 
  The hochebi will attempt to charge the PC line (one and a 
  half times movement rate down hill), and overrun it. The 
  sorcerer and his guards will hang back and provide 
  supporting fire, with his guards targeting obvious spell 
  casters with readied actions to disrupt spells.  
   
  The hochebi will fight until they have suffered 75% 
  losses, they will then attempt an ordered retreat back up 
  the slope, with half the survivors providing a rear guard 
  action/covering fire for the other half while they 
  withdraw for a distance of 100 ft. and then vice versa.  
   
  APL 2 (EL 5) 
  � Hochebi Ftr1 (5): hp 11; see Appendix 1 
  � Hochebi Sor1 (1): hp 7; see Appendix 1 
   
  APL 4 (EL 7) 
  � Hochebi Ftr1 (8): hp 11; see Appendix 1 
  � Hochebi Sor1 (1): hp 7; see Appendix 1 
  The Prophet 
   
   
  5
  
   
  APL 6 (EL 10) 
  � Hochebi Ftr3 (11): hp 31; see Appendix 1 
  � Hochebi Sor3 (1): hp 19; see Appendix 1 
   
  APL 8 (EL 11) 
  � Hochebi Ftr4 (11): hp 37; see Appendix 1 
  � Hochebi Sor4 (1): hp 24; see Appendix 1 
   
  APL 10 (EL 16) 
  � Hochebi Ftr7 (11): hp 56; see Appendix 1 
  � Hochebi Sor7 (1): hp 43; see Appendix 1 
   
  Treasure 
  APL 2: Loot: 176.25 gp; Coin: 3.6 gp; Magic: potion of 
  blur (37.5 gp); potion of invisibility (37.5 gp); 2 x scroll of 
  magic missile (2 x 3 gp); 2 x scroll of shield (2 x 3 gp); 2 x 
  scroll of sleep (2 x 3 gp). 
   
  APL 4: Loot: 266 gp; Coin: 4.6 gp; Magic: potion of 
  blur (37.5 gp); potion of invisibility (37.5 gp); 2 x scroll of 
  magic missile (2 x 3 gp); 2 x scroll of shield (2 x 3 gp); 2 x 
  scroll of sleep (2 x 3 gp). 
   
  APL 6: Loot: 356.3 gp; Coin: 5.6 gp; Magic: potion of 
  aid (37.5 gp); potion of cure moderate wounds (37.5 gp); 
  bracers of armour +1 (125 gp).  
   
  APL 8: Loot: 356.3 gp; Coin: 5.6 gp; Magic: potion of 
  aid (37.5 gp); potion of cure moderate wounds (37.5 gp); 
  bracers of armour +1 (125 gp). 
   
  APL 10: Loot: 358 gp; Coin: 5.6 gp; Magic: potion of 
  aid (37.5 gp); potion of cure moderate wounds (37.5 gp); 
  bracers of armour +1 (125 gp). 
   
  ENCOUNTER TWO: THE 
  WAGES OF WAR 
  Read aloud or paraphrase the following: 
   
  The sun is rising over the ridges as you descend into 
  the valley and the village. Jeresan lies in shadow still. 
  The noise of battle is stilled and an eerie silence 
  hangs over va ey. As you approach, you see a group of 
  bodies, human, hochebi and savage littering the 
  ground, sprawled and slumped in the untidiness that 
  only death brings. They bear the cross of the Scarlet 
  Brotherhood.  
  ll
   
  Gavran steps from out of the shadows. He is 
  wiping blood from his short sword with a piece of 
  scarlet cloth. 
   
  "Yez are late for this party, my friends. We're 
  done here and so are the Straws. How did your fight 
  on the hill fare?"  
   
  The Wreckers have lost two men in the fighting. The 
  bodies are now being unceremoniously stripped of 
  anything of value. Gavran congratulates the PCs for their 
  efforts. He will then tell his men to start searching the 
  village. 
   
  Boss Gavran: See Appendix 1 
  Appearance: Gavran is a slight and slim man of 30 years. 
  He wears a three-day old beard and is prone to grinning 
  broadly to reveal three golden teeth. He bears a fine short 
  sword at this right hip.  
   
  Character: Gavran is a pragmatist. He does not care 
  for the Brotherhood and genuinely wants them expelled. 
  However, he sees no reason why he should not get rich 
  out of the war.  
   
  Jeresan 
  Jeresan is a tiny village of about a dozen houses and three 
  score souls. Before the Occupation it survived mainly on 
  goat and sheep herding on the hills around, 
  supplemented by vegetable and herb gardens and the odd 
  vine. Its population is entirely of Suel descent and most 
  are blonde or fair of hair and pale/freckled of complexion 
  - more so than average Onnwalons. The houses are 
  unremarkable, stone and slate roofed single room peasant 
  dwellings. Once whitewashed, they are now showing the 
  signs of seven years of neglect.  
   
  Most of the villagers were classified as subcitizens 
  and so did not suffer as badly as others did during the 
  Occupation. The Brotherhood Kesh of this area treated 
  them and the other subcitizens relatively well. They 
  greatly fear the coming of Free State forces, and 
  particularly the Wreckers, for they have heard rumours 
  of their rapacious behaviour and the mistreatment of 
  suspected Suel collaborators. 
   
  Only the menfolk remain, barricaded from the 
  inside into a large house at the far end of the village.  
   
  The Wreckers will start fanning out though the 
  houses, making sure they are free of Brotherhood troops, 
  and also ransacking them of any valuables. They will 
  make no effort whatsoever to hide this activity. If 
  challenged Gavran will merely give the PCs a big smile, 
  shrug his shoulders and say, "They are taking naught but 
  a soldier's pay." As long as he gets a tithe, he doesn't care.  
   
  The only house that is locked is the larger dwelling 
  at the end of the village. Here twenty-five of the men of 
  Jeresan have barricaded themselves into the house, out of 
  fear of the Free Onnwalons. If the PCs do not find it first, 
  one of Gavran's men will call the Boss' attention to it and 
  begin breaking down the door.  
   
  Read aloud or paraphrase the following: 
   
  The Prophet 
   
   
  6
  
  The door splinters under the blows of the Wreckers. 
  Inside, about a score of men in peasant garb huddle, 
  their eyes wide with terror.  
   
   
   
  "You there, out into the street!" orders one of the 
  Wreckers. "And none of your tricks, you Strawhair 
  scum."  
   
  Several Wreckers spit on the men as they 
  emerge. 
   
  "People of Jeresan," says Gavran with an air of 
  self-importance.  "I am Gavran - your liberator. The 
  burden of the oppression of the Scarlet Sign has been 
  lifted from you. You are free once more. " 
  The villagers do not look terribly thrilled at this.  
   
  Gavran continues: "As an expression of gratitude 
  for your liberation, my men will be requisitioning 
  supplies that they might be able to continue the fight. 
  I'm sure you will cooperate with them fully." 
   
  As soon as he is finished, his men start taking the men 
  one by one into one of the houses. If the PCs inquire, 
  they will be told that the men are being questioned to 
  make sure they are not collaborators or spies. 
  Questioning involves the victim being threatened and in 
  most cases beaten by four Wreckers. Those of particularly 
  Suel appearance are singled out for the worst treatment. 
   
  If the PCs try to intervene, the Wreckers will tell 
  them to mind their own business and if trouble is 
  brewing, the guerrillas will subtly call for backup from 
  their comrades in arms using Thieves' Cant. PCs 
  succeeding at an Innuendo check (DC 15) will notice 
  this. See Coming to Blows below.  
   
  Of the womenfolk and children of the village there 
  is no sign. The men will not speak of it to the Wreckers 
  and the PCs will have to win their trust and respect 
  before they will divulge anything to them (Diplomacy 
  check [DC25] - feel free to apply modifiers to this 
  depending on how the PCs act towards the men of 
  Jeresan).  
   
  If successful, the men will confide that the 
  Brotherhood took their women and children away to the 
  west. They will not say why. It is plain to see the men are 
  terrified - though of the Wreckers or due to the fate 
  awaiting their families, it is hard to say.  
   
  TRACKING THE WOMEN 
  If the PCs search the area surrounding the village, a 
  Wilderness Lore or Tracking check will reveal the 
  following: 
   
  DC 12: A large number of humanoid tracks heading 
  south and west. 
   
  DC 15: The tracks are less than six hours old. 
   
  DC 17: There were about thirty people in the group, 
  many of them with short strides - probably children. 
   
  DC 20: There are two heavy booted prints among the 
  rest.  
   
  Gavran will suggest that the PCs might pursue the trail of 
  the women and children, especially if they are causing 
  trouble with his men. He and his band will remain 
  behind and secure the village.  
   
  COMING TO BLOWS 
  The Wreckers will not start a fight, but will stand ready to 
  finish one if the PCs kick off. 
   
  APL 2 (EL 5) 
  � Half-orc Ftr1 (2): hp 14; see Appendix 1 
  � Human Rog1 (2): hp 7; see Appendix 1 
  � Gavran, human male Rog1: hp 7; see Appendix 1 
  � Niala, human female Wiz1: hp 8; see Appendix 1 
   
  APL 4 (EL 7)  
  � Half-orc Ftr2 (4): hp 20; see Appendix 1 
  � Human Rog2 (3): hp 11; see Appendix 1 
  � Gavran, human male Rog2: hp 11; see Appendix 1 
  � Niala, human female Wiz2: hp 11; see Appendix 1 
   
  APL 6 (EL 10) 
  � Half-orc Ftr3 (5): hp 27; see Appendix 1 
  � Human Rog3 (5): hp 16; see Appendix 1 
  � Gavran, human male Rog3: hp 16; see Appendix 1 
  � Niala, human female Wiz3: hp 15; see Appendix 1 
   
  APL 8 (EL 11) 
  � Half-orc Ftr4 (5): hp 34; see Appendix 1 
  � Human Rog4 (5): hp 20; see Appendix 1 
  � Gavran, human male Rog4: hp 20; see Appendix 1 
  � Niala, human female Wiz4: hp 18; see Appendix 1 
   
  APL 10 (EL 15) 
  � Half-orc Ftr8 (5): hp 64; see Appendix 1 
  � Human Rog8 (5): hp 49; see Appendix 1 
  � Gavran, human male Rog8: hp 49; see Appendix 1 
  � Niala, human female Wiz8: hp 34; see Appendix 1 
   
  Tactics 
  Gavran will send his fighters into close quarters combat 
  with the PCs, while he and his rogues hang back and try 
  to get sneak attacks from cover (doorways, around 
  corners etc.). They will try to keep on the move in order 
  to maintain the element of surprise with their attack. If 
  pursued they will try to lead PCs into ambushes among 
  the houses, giving the PCs a taste of the hit and run 
  tactics they more usually employ on the Brotherhood. 
  Gavran's mage (and sometime lover) Niala will provide 
  spell support from the cover of a doorway (gaining the 
  The Prophet 
   
   
  7
  
  benefits of half cover). Gavran will use his poison on 
  crossbow bolts against the stronger warriors. If the battle 
  is going badly, Gavran and Niala will activate their 
  potions/ring of invisibility and attempt to slip away, 
  swearing vengeance on the PCs (Wrath of Boss Gavran). 
   
  Wrath of Boss Gavran: The bearer has crossed Gavran, a 
  Wrecker Boss. Gavran now considers the bearer a mortal 
  enemy and will work towards their downfall at all costs. 
   
  Treasure 
  APL 2: Loot: 174.75 gp; Coin: 23.3 gp; Magic: 3 x potion 
  of cure light wounds (3 x 6.25 gp); potion of cat's grace 
  (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); scroll of web (18.75 gp). 
   
  APL 4: Loot: 246 gp; Coin: 28.3 gp; Magic: 5 x potion 
  of cure light wounds (6 x 6.25 gp); potion of cat's grace 
  (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); 2 x scroll of web (18.75 gp); 4 x potion of cure 
  moderate wounds (4 x 37.5 gp); short sword +1 (38.12 gp). 
   
  APL 6: Loot: 347.4 gp; Coin: 29.16 gp; Magic: 6 x 
  potion of cure light wounds (6 x 6.25 gp); potion of cat's 
  grace (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); 
  potion of hiding (18.75 gp); potion of sneaking (18.75 gp); 
  scroll of dispel magic (46.9 gp); 2 x scroll of summon 
  monster I (2 x 3.12 gp); 2 x scroll of web (18.75 gp); 6 x 
  potion of cure moderate wounds (6 x 37.5 gp); short 
  sword +1 (38.12 gp); wand of burning hands (93.75 gp).  
   
  APL 8: Loot:  597.4 gp; Coin: 29.16 gp; Magic: potion 
  of cure light wounds (6.25 gp); potion of cat's grace (37.5 
  gp); potion of invisibility (37.5 gp); 6 x potion of hiding (6 
  x 18.75 gp); 6 x potion of sneaking (6 x 18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); scroll of web (18.75 gp); 10 x potion of cure 
  moderate wounds (10  x 37.5 gp); short sword +1 (38.12 
  gp); wand of burning hands (93.75 gp), potion of spider 
  climb (5.9 gp); ring of invisibility (2,500gp), potion of 
  haste (93.75 gp), scroll of fly (46.87 gp). 
   
  APL 10: Loot: 597.4 gp; Coin: 29.1 gp; Magic: 2 x 
  potion of cure light wounds (2 x 6.25 gp); potion of cat's 
  grace (37.5 gp); potion of invisibility (37.5 gp); 6 x potion 
  of hiding (6 x 18.75 gp); 6 x potion of sneaking (6 x 18.75 
  gp); scroll of dispel magic (46.9 gp); 2 x scroll of summon 
  monster I (2 x 3.12 gp); 2 x scroll of web (18.75 gp); 11 x 
  potion of cure moderate wounds (11 x 37.5 gp); short 
  sword +1 (38.12 gp); wand of burning hands (93.75 gp), 
  potion of spider climb (5.9 gp); ring of invisibility (2,500 
  gp), potion of haste (93.75 gp), scroll of fly (46.8 gp). 
   
  Development 
  If the PCs surrender to the Wreckers - they will be 
  stripped of all their possessions and then set free. The 
  only way the PCs will be able to get their possessions 
  back is by defeating the Wreckers. 
   
  ENCOUNTER THREE: THE 
  PURSUIT 
  Assuming the PCs take up the task of finding the lost 
  women of Jeresan, ask what marching order they will be 
  adopting before setting out.  
   
  Read aloud or paraphrase the following: 
   
  You set out from Jeresan, the sun climbing high in to 
  the sky behind you as you go. The trail winds south 
  and then turns sharply west into the crags of the 
  western Volanots. The long scrub-clothed ridges rise 
  up on either side of you, as the trail of the lost women 
  and children of Jeresan winds west along the narrow 
  valleys.   
   
  Ahead on the slopes on either side of the trail, 
  Brotherhood soldiers have taken up ambush positions. 
  One has positioned himself behind an unstable 
  outcropping of boulders and will dislodge them using a 
  crude lever made from a tree branch. If successful, it will 
  trigger a landslide that may kill or bury the PCs.  
   
  A Spot check (DC 12) will allow PCs to spot the 
  soldier as he levers the rocks towards them. A Reflex save 
  (DC 15) will allow them to escape the falling rocks 
  otherwise they suffer damage and are pinned beneath the 
  falling debris.  
   
  All others are in the bury zone and must make a 
  Reflex Save [DC15] or be struck by the falling rocks for 
  damage (Save for half damage) and be pinned beneath the 
  rocks. Pinned characters suffer 1d6 points of subdual 
  damage per round they are pinned. If they fall 
  unconscious, they must make a Constitution check 
  (DC15) each round or suffer 1d6 points of real damage 
  until freed. A Strength Check (DC12) is required to free 
  each pinned PC.  
   
  APL2-4 
  � Falling Boulders: no reset; always hits (2d6+ pin); 
  Reflex save (15) for half damage. 
   
  APL6 
  � Falling Boulders: no reset; always hits (4d6+  pin); 
  Reflex save (15) for half damage. 
   
  The Prophet 
   
   
  8
  
  APL8 
  � Falling Boulders: no reset; always hits (6d6 + pin); 
  Reflex save (15) for half damage. 
   
  APL10 
  � Falling Boulders: no reset; always hits (8d6 + pin); 
  Reflex save (15) for half damage. 
   
  As the dust clears in the round after the rock-fall, the 
  Brotherhood agent(s) on the opposite slope of the gully 
  will open fire on the PCs, targeting anyone who has 
  escaped the rock fall or those trying to free pinned PCs.   
   
  APL 2 (EL1) 
  � Scarlet Brotherhood Soldier (2): male human War1; 
  hp 8; see Appendix 1. 
   
  APL 4 (EL 2) 
  � Scarlet Brotherhood Soldier (1): male human Ftr1; 
  hp 12 see Appendix 1. 
  � Scarlet Brotherhood Scout (1): male human Rog1; 
  hp 9 see Appendix 1. 
   
  APL 6 (EL 2) 
  � Scarlet Brotherhood Soldier (1): male human Ftr1; 
  hp 12; see Appendix 1. 
  � Scarlet Brotherhood Scout (1): male human Rog1; 
  hp 9; see Appendix 1. 
   
  APL 8 (EL 4) 
  � Scarlet Brotherhood Soldier (1): male human Ftr4; 
  hp 34; see Appendix 1. 
  � Scarlet Brotherhood Scout (1): male human Rog4; 
  hp 20; see Appendix 1. 
   
  APL 10 (EL 4) 
  � Scarlet Brotherhood Soldier (2): male human Ftr4; 
  hp 34; see Appendix 1. 
  � Scarlet Brotherhood Scout (2): male human Rog4; 
  hp 20; see Appendix 1. 
   
  Tactics 
  The Brotherhood agents are positioned 50 feet away from 
  the trail on the slopes overlooking the trail. Their orders 
  are to fight a rearguard delaying action and so will try to 
  cause as much delay and damage as possible to the PCs. 
  They will try to avoid hand to hand combat if possible, 
  preferring to pepper the PCs from a distance as they try 
  to struggle up the steep slope (half movement rates) 
  towards them. They will make maximum use of the 
  natural cover, which provides them with one half cover 
  (+4 AC bonus; +2 cover Reflex save bonus). They will 
  fight until killed or disabled.  
     
  Treasure 
  APL 2: Loot: 43.5 gp; Coin: 0.6 gp. 
   
  APL 4: Loot: 52.6 gp; Coin: 2 gp; Magic: potion of 
  hiding (18.75 gp). 
   
  APL 6: Loot: 52.6 gp; Coin: 2 gp; Magic: potion of 
  cure light wounds (6.25gp); potion of hiding (18.75 gp). 
   
  APL 8: Loot: 77.6 gp; Coin: 2 gp; Magic: potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); potion of 
  cure moderate wounds (37.5 gp). 
   
  APL 10: Loot: 77.6 gp; Coin: 2 gp; Magic: potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); potion of 
  cure moderate wounds (37.5 gp). 
   
  ENCOUNTER FOUR: THE 
  WEEPING OF WOMEN 
  Read aloud or paraphrase the following: 
   
  You press on undeterred by the ambush, if perhaps a 
  little more cautiously. The trail leads ever more 
  westerly. As you go the tracks become more and more 
  fresh. It is clear that you are catching up with the 
  women and their captors.   
   
  The sun has passed its zenith in the sky when you 
  round a corner to see a group of about a score and ten 
  women and children, dressed in simple, dust-stained 
  peasant garb. They are standing at the bottom of a 
  steep bare scree strewn ridge. As the group spots you, 
  they cry out and many of the women and children 
  burst into tears.   
   
  Devara is hiding in the scrub to the left of the woman and 
  children (PCs succeeding at a Spot Check [DC 17] will 
  notice her). She will attack first and ask questions later 
  starting by lobbing a stone upon which silence has been 
  cast into the midst of the PCs. Roll an attack roll, AC 10, 
  for her to land the stone in the midst of the PCs. If she 
  misses, find out where the stone lands by rolling on the 
  grenade like weapons attack chart (Player’s Handbook p 
  138).  
   
  Devara will then do her best to kill or disable the PCs 
  to cover the women's flight, screaming at the women and 
  children to run for their lives. This they do, scattering up 
  the slope behind them.  
    
  APL 2 (EL 1) 
  �Devara, female human Clr 1: hp 13; see Appendix 1. 
   
  APL 4 (EL 1) 
  � Devara, female human Clr 1:  hp 13; see Appendix 1. 
  The Prophet 
   
   
  9
  
   
  APL 6 (EL 1) 
  � Devara, female human Clr 2: hp 16; see Appendix 1. 
  APL 8 (EL 1) 
  � Devara, female human Clr 4: hp 29; see Appendix 1. 
   
  APL 10 (EL 1) 
  � Devara, female human Clr 4: hp 29; see Appendix 1. 
   
  Tactics 
  Devara has pre-cast as many protective or enhancing 
  spells as she can before she makes her move. She will 
  seek to delay the PCs for as long as possible, trying to stay 
  at a distance and not engage in hand-to-hand combat as 
  much as possible. She does not expect to survive, but is 
  giving up her life to protect the women and children.  
   
  NOTE: Before the PCs can finish Devara off (i.e. 
  when she's down to less than 10 hit points), read aloud or 
  paraphrase the following: 
   
  Suddenly you hear a cry of dismay and surprise from 
  the ridge above. The women and children desperately 
  scrambling up the ridge are pointing upwards. Atop 
  the ridge a score of white clad bowmen now stand 
  silhouetted against the sky, their longbows trained 
  upon you. Most are of Suloise descent - their blonde 
  hair gleaming in the winter sun. 
   
  A golden haired man steps up atop the ridge, 
  “Cease your strife immediately and throw down your 
  weapons. We will not ask again " he says with an air of
  authority.  
  ,
   
   
  The white archers are Followers of Tarnedas, a prophet of 
  Phaulkon. Their leader bears a medallion in the shape of a 
  winged man carrying a bow and arrows. Followers of 
  Phaulkon can automatically recognise this as the symbol 
  of the god. Others can make a Religion check (DC12) to 
  recognise it. Phaulkon is the Suel god of Air, Clouds, 
  Birds and Archery. He is not widely revered in Onnwal, 
  though on the Storm Coast there was some devotion to 
  him. Archers among the forces of the Scarlet 
  Brotherhood also worship him.  
   
  They will insist that both the PCs and Devara (if she 
  is still standing) throw down their weapons. Devara will 
  immediately comply. If the PCs do not comply after the 
  first request, the archers will then open fire with volleys 
  of bow fire aimed at any PC who is still not discarded his 
  weapons or is casting a spell. They will continue firing 
  until either the PCs are dead, have complied, or the 
  archers themselves begin taking damage (see below). 
   
  APL 2 
  � Follower of the Wing (20): male human, Ftr5/Order 
  of the Bow Initiate 1; hp 54; see Appendix 1. 
   
  APL 4 
  � Follower of the Wing (20): male human, Ftr5/Order 
  of the Bow Initiate 1; hp 54; see Appendix 1. 
   
  APL 6 
  � Follower of the Wing (20): male human, Ftr5/Order 
  of the Bow Initiate 1; hp 54; see Appendix 1. 
   
  APL 8 
  � Follower of the Wing (20): male human, Ftr5/Order 
  of the Bow Initiate 6; hp 87; see Appendix 1. 
   
  APL 10 
  � Follower of the Wing (20): male human, Ftr5/Order 
  of the Bow Initiate 6; hp 87; see Appendix 1. 
   
  The archers will accept the PCs surrender at any point.  
   
  If the PCs still do not surrender and inflict injuries 
  on any of the bowmen, then the archers will withdraw 
  under the cover of a fog cloud, carrying any dead with 
  them and vanish without a trace among the crags. 
  Attempts to track or pursue will be ineffective. Familiars, 
  animal companions or PCs in animal form will be 
  harassed by large flocks of sea birds, if they are used to try 
  and track the bowmen and will lose the trail.  
   
  If any of the bowmen are killed and their bodies left 
  behind, a search will reveal little other than a crude 
  symbol of Phaulkon, a well-made bow and a quiver of 
  white fletched arrows.  
   
  If any of the white bowmen are captured, they will 
  refuse to speak or respond to any form of questioning or 
  torture. They will sit utterly expressionless as though in a 
  trance. 
   
  There is no further possibility of contact with the 
  Followers of Tarnedas and they now consider the forces 
  of Free Onnwal to be enemies. The women and children 
  of Jeresan have scattered and made good their escape. 
  They will have to return to Jeresan to report the failure of 
  their mission. Unless they choose to pick a fight with 
  Gavran and his men (see Encounter 6), the module is 
  effectively over for them.  
    
  If the PCs comply with the white archers, they shall 
  be bound and blindfolded and their weapons and any 
  magic items confiscated. Obvious magic users will be 
  bound and gagged. Anyone in need of urgent healing (i.e. 
  at 0 Hit Points or below) will be given it. Having been 
  blindfolded the PCs will be spun around several times 
  (apply a -4 penalty to any Intuit Direction checks for the 
  duration of the journey). Their "captors" will not answer 
  The Prophet 
   
   
  10
  
  any questions or speak to the PCs at this point. The white 
  archers will not lead the PCs to their leader until they 
  comply with these arrangements. The white archers will 
  bind and heal Devara and then bind and blindfold her 
  similarly. They will then be led back to the hideaway of 
  the Followers of Tarnedas, using a circuitous route in 
  order to mislead the PCs as to how distant it is.  
    
  ENCOUNTER FIVE: THE 
  PROPHET 
  Read aloud or paraphrase the following: 
   
  You are uncertain how long you travel for. In the 
  blackness behind the blindfold, it seems to be an 
  eternity of stumbling up rough slopes and down into 
  valleys. All sense of time and direction is lost. Your 
  escorts (or are they captors?) speak little during the 
  trek, whispering softly among themselves when they 
  do. 
   
  After some time, you begin to hear what you 
  fancy is the sound of waves breaking against cliffs and 
  the cry of birds. The tang of brine fills the air. 
  Suddenly the air grows cool around you and the 
  sound of the sea becomes muffled and fades, while 
  about you the sounds of your footfalls and those of 
  your escort grow loud and echo about you. Beneath 
  your feet are stone steps and there are the sounds of 
  dripping water. You climb down about three score 
  (60) of steps before coming once more to a level floor. 
  There you are ordered to halt.  
   
  • 
  • 
   
  Your blindfolds are removed suddenly and you 
  find yourself standing in a high ceilinged cavern 
  surrounded by a large group of people clad in the 
  same simple grey-white robes as your escorts.   
   
  A woman with short-cropped platinum blonde 
  hair and striking blue eyes steps forward. 
   
  "The Followers of Tarnedas welcome you," she 
  says.  
   
  The PCs are in the refuge of the Followers of Tarnedas, a 
  small network of natural caves set into a cliff overlooking 
  the Gearnat Sea. There are about 200 people living here. 
  Most of them are refugees of Suel descent, who have 
  been given shelter here from the fighting and the abuses 
  of the Scarlet Brotherhood and the Free State forces alike. 
  They eke out a simple living here, with fish, shellfish and 
  seaweed making up the bulk of their diet, as well as 
  whatever their foraging parties can glean from the 
  surrounding countryside. The eating or killing of birds, 
  however, is strictly taboo. 
   
  A: THE DISCIPLES 
  While the Jeresan women and Devara will be led away to 
  other caves, at the direction of the blonde woman, the 
  PCs will be given food (fresh fish and shellfish with 
  olives, wheat-meal and wild herbs) and water. Their 
  weapons will not be returned to them yet and they are 
  kept under the watchful eye of a score of archers at all 
  times. Neither the guards, the woman nor the people 
  bringing them the food will speak to the PCs, or respond 
  to their questions. 
   
  When they have eaten their fill, the PCs will be 
  ordered to pass through to another cave.  
   
  Read aloud or paraphrase the following: 
   
  You are led down a winding cave into a tall cavern. 
  The walls here are rough and slick with moisture, the 
  smell of brine heavy in the air. The floor of the cavern 
  shaped like a bowl. Upon the upper edges of the bowl 
  sit about two score people, all clad in the same white 
  robes. They sit facing you as you stand now in the 
  base of the bowl, their eyes glittering in the steady 
  mage-light that suffuses the chamber. Though it 
  might be your imagination, they seem to have an air 
  of expectation about them. 
   
  Three followers, to whom the rest of the people appear to 
  show a degree of deference, will question the PCs. One is 
  the leader of the archers, to whom others will refer to as 
  Kavrhos, who sits with his bow across his knees. The 
  second is the woman who directed that the PCs be fed. 
  She is called Kantara. The third is a man called Jekasto. 
  Though they will not introduce themselves as such, they 
  are the Three Disciples of Tarnedas. Role-playing notes 
  for each are given in Appendix 3. 
   
  Each of the Disciples will ask the PCs one question 
  in turn, waiting for the PCs to finish answering before 
  asking the next: 
   
  Kavrhos: Who are you? 
  Kantara: Why are you here? 
  Jekastro: What do you want? 
   
  They are not concerned overly with the exact answers so 
  much as the manner in which they are answered. 
  Moreover, they are standing in a zone of truth (Will save 
  [DC 20] to negate). If the PCs try to lie, they will find 
  themselves unable to utter the lie. Only if they speak the 
  truth will they be able to speak.   
   
  These questions having been answered, Kavrhos will 
  ask the PCs the following questions: 
   
  Why were they pursuing the women of Jeresan? 
  What was their role was in the taking of the village? 
  The Prophet 
   
   
  11
  
  • 
  f
   
  Why does the Free State allow pillaging and abuses 
  to be carried out by its soldiery? 
   
  If the PCs are truthful and haven't abused the people of 
  Jeresan, Kavrhos will be satisfied. 
    
  This is the first direct contact that the Disciples have 
  had with people representing the Free State (since their 
  conversion) and the PCs actions and attitude will 
  determine the attitude of the Disciples toward the Free 
  State. For example, if the PCs act as buffoons, then the 
  Disciples will treat them as such and dismiss them and 
  their cause.   
   
  The Disciples will not answer any questions or say 
  anything else to the PCs until these questions are 
  answered. 
   
  Listed below are the Disciples' answers to the most 
  likely PC questions. Please refer also to the Role-playing 
  notes for the Disciples in Appendix 3 and the Notes on 
  the Paths of Tarnedas in Appendix 2.   
   
  Who are you? 
   
  Kantara: "We are the Disciples of Tarnedas, the 
  Keepers of his Paths." 
   
  Who is Tarendas? 
   
  Jekasto: He is our master and our guide in this 
  world for he listens to the wisdom of The Far 
  Reacher. 
   
  Who is the Far Reacher? 
   
  Kavrhos: You know him as Phaulkon. 
   
  What are the Paths of Tarnedas? 
   
  Kantara: They are the ways by which we can make 
  ourselves ready for the coming darkness. Paths of 
  perfection of body, mind and bow.  
   
  What coming darkness?  
   
  Jekasto: Its nature is unrevealed, yet we must 
  make ready - to ward against the night. 
   
  Who are all these people? 
   
  Kavrhos: Some are Followers of Tarnedas; others 
  are here because they have nowhere else to go - 
  trampled beneath the feet of warriors and tyrants. 
  They are under our protection.  
  Whose side are you on?  
   
  Kantara: We are on no side but that of our master.  
   
  Where is your master? 
   
  Kavrhos: He is not far. He listens now to the 
  wisdom of the Far Reacher.  
   
  May we see him? 
   
  Jekasto: If you are worthy.  
   
  How can we prove our worthiness? 
   
  Kavrhos: You will be tested. 
   
  What has happened to the people of Jeresan? 
   
  Kavrhos: They are being fed and cared for 
  elsewhere. They are unharmed. 
   
  What has happened to the Scarlet Brotherhood 
  priestess? 
   
  Kantara: She has been questioned. In time we 
  hope she will see the error of her ways, as we did.  
   
  Are you agents of the Scarlet Sign? 
   
  Jekasto: Once, but no longer. We have heeded the 
  words of Tarnedas and the Far Reacher.  
   
  How can we trust you? 
   
  Kavrhos: It is a matter of complete indifference 
  whether you trust us or not. Tarnedas and the Far 
  Reacher know our hearts and that is all that matters.  
   
  If the PCs wish to see Tarnedas go to section B below. 
   
  When the PCs have no further questions and do not 
  ask to see Tarendas, the three Disciples will leave the PCs 
  in the care of the other Followers. Go to section C below. 
   
  B: THE HERMIT OF THE GULLS 
  If the PCs wish to meet with Tarnedas, Kantara will lead 
  them up a winding stair. 
   
  Read aloud or paraphrase the following: 
   
  As you climb, a breeze laden with the smell of brine 
  blows in your faces. Then comes the sound of 
  crashing waves and the cries o  gulls. Turning a 
  corner the stair suddenly ends in a ledge high up on a
  cliff overlooking the broad blue-green waters of the 
  Gearnat. The wind whips at your clothes, as huge 
  white gulls spin past riding the updrafts, only feet 
  away. Across from you, separated by a gulf of nearly a 
  dozen feet, the rugged face of a sea stack glowers over 
  you. Below, the untiring breakers run themselves 
  onto the jagged black rocks in white-foamed ruin.  
   
  "My Master lies there," Kantara says pointing 
  across to the stack.  
   
  If any PCs played ONW 2-06 Blazing Banner, Kantara 
  also dryly comments, “This is not the first time your faith 
  has been tested in this manner.” 
   
  To reach the stack and Tarnedas, the PCs will be 
  expected to jump across the gap. Use of any form of 
  The Prophet 
   
   
  12
  
  magic (including items) or mundane equipment such as 
  ropes is forbidden (remember they will not have any of 
  their possessions or magic items at this point). If the PCs 
  do use magic they will find nothing on the other side 
  except barren rock. Tarnedas and the Parliament of Birds 
  will hide themselves from their sight (even if other PCs 
  who have made the Leap of Faith can).  
   
  Jumping involves making a Jump check (DC 12 + 
  APL). Failure means falling 150 ft. into the sea. 
  Thankfully there is some scrub and branches to help 
  break up the fall (especially at lower APLs) but damage 
  still ensues from failing this jump. 
   
  APL  
  Damage 
  2 
   
   
  4d6 
  4 
   
   
  6d6 
  6 
   
   
  8d6 
  8 
   
   
  10d6 
  10  
   
  15d6 
   
  PCs will then have to make a Swim check (DC 15) to 
  remain afloat and make it to a rocky shelf where they can 
  be retrieved by some of Tarnedas' followers.  
   
  On the far side of the gap, there is a small ledge and 
  the mouth of a passage leading upwards into the stack via 
  a rough-hewn stone stair.    
   
  Read aloud or paraphrase the following: - 
   
  The rough-hewn stair winds up through the core rock 
  of the stack for about one and half turns. The stairs 
  are slick and wet and you must take care not to slip. 
  Suddenly the passage opens out onto a broad edge 
  looking out over the sea. On your left, the jagged 
  finger of the stack rears up a further 50 feet, like an 
  accusing finger pointing at the pale blue sky. 
  Dramatic though this all is, it is not what immediately 
  seizes your attention. The entire cliff face and every 
  flat space on the ledge is covered with birds of all 
  types - gulls and seabirds, but also hawks, crows, 
  cranes and even strange birds with brightly coloured 
  feathers that you have heard tell make their home in 
  the jungles of the sweltering south. The entire avian 
  multitude sits with an unnatural stillness, silently 
  regarding you with hundreds of small, hard, 
  implacable eyes.   
  l
   
   
  It is only then that you realize there is a man 
  sitting cross-legged in the midst of the vast flock. He 
  is clad in a simple white robe. His hair is white and 
  falls unkempt about his shoulders. Lines of age and 
  care mark his sun-kissed face, yet there is a look of 
  absolute peace and serenity in his intensely blue eyes 
  that touches you to the heart of your being.  
   
  � Tarnedas, Hermit of the Gulls 
  Appearance: Tarnedas is clad in a simple white robe. His 
  hair is white and falls unkempt about his shoulders. Lines 
  of age and care mark his sun-kissed face, yet there is a 
  look of absolute peace and serenity in his intense blue 
  eyes that touches any that look upon him to the heart of 
  their being.  
   
  Character: Tarnedas believes himself to be the 
  messenger of Phaulkon on the Oerth and divines his 
  Master's will from the calls of the birds around him - 
  whom he calls the Parliament of Birds. He is 
  otherworldly, utterly serene, calm, unhurried, wise and 
  detached. He speaks cryptically and rarely gives a direct 
  answer, preferring often to answer it by posing another 
  question in return.  
   
  Every PC who is able to see Tarnedas must make a 
  Will save (DC 20) or be affected by an awe and reverence 
  of Tarnedas. The effects are similar to that of a charm 
  person spell.  
   
  Tarnedas introduces himself to the PCs as follows: - 
   
  “I am the Hermit of the Gulls, and you are a leaf in 
  the wind. I bid you welcome. 
   
  “The time of trial is approaching. A Great 
  Darkness stirs once more from beyond memory. The 
  stones of this land echo with the voices of many 
  peoples who have lived here down the ages, some of 
  those voices are best forgotten. Those Who Are 
  Called must take up the burden of defending the 
  light, protecting the good of the future from the evils 
  of the past. 
   
  “You have journeyed far, and your very breath 
  whispers that you have questions. Ask them, and I 
  shall answer what the Far Reacher wills.” 
   
  Tarnedas will not speak of the nature of the evil, saying 
  only it has not yet been revealed. 
   
  As for taking a part in the war, Tarnedas will merely 
  say that the time for action is nigh. However, the needs 
  of the Far Reacher must take precedence over all else, for 
  the Darkness is a greater threat than the war - just as a 
  forest fire is greater than a candle.  Of his disciples 
  Tarnedas will say only this: 
    
  "Phaulkon has sent to me three disciples to aid me. 
  They came to slay me, but through the words of the 
  Far Reacher I have turned them from the misguided 
  path 
  that 
  they 
  walked, 
  though 
  they 
  listen 
  imperfectly." 
   
  Tarnedas will answer what questions the PCs have in his 
  enigmatic way until eventually he falls into a trance and 
  seems no longer aware the PCs are there. This is their cue 
  to leave.  
  The Prophet 
   
   
  13
  
   
  All those who have seen and spoken with Tarnedas 
  leave feeling relaxed and uplifted by the experience (+2 
  circumstance bonus to ranged combat for the remainder 
  of this module only). 
   
  Provided they have not displeased Tarnedas or been 
  disrespectful, a flock of gulls will hover in the space 
  between the stack and cliff and form a flying bridge to 
  allow the PCs to cross back safely. Go to section C below.  
   
  C: THE FOLLOWERS 
  The PCs are shown through to the large cavern they first 
  entered. Here a number of followers are doling out food 
  to the women and children from Jeresan. Among them 
  sits the Scarlet Brotherhood priestess Devara, under the 
  watchful gaze of three archers. The PCs are free to take 
  food and/or speak with the others.   
   
  The Jeresan women will initially be fearful of the 
  PCs, believing them to be plundering raiders. Devara, 
  because she genuinely believes this to be the case as well, 
  will support them in this thought. However, the PCs can 
  through persuasion, convince both the Jeresan women 
  and Devara of their honesty. If they manage this, the 
  Jeresan women will ask that they get word to their men 
  folk and if possible, lead them to safety. The PCs also 
  have an opportunity for speak with one of the followers. 
   
  This is a free flowing encounter - roleplaying notes 
  for the spokeswoman of the villagers, Devara and one of 
  the Followers are provided below. The rest is up to the 
  DUNGEON MASTER to fill in. 
   
  � Sarev - Woman of Jeresan 
  Appearance: Sarev is a mother of four in her early forties. 
  She is a heavy set, peasant woman; her face freckled from 
  many years under the Onnwalon sun. Her red-blonde 
  hair is now fading to white. 
   
  Character: Sarev is a strong-willed matronly woman. 
  She has no patience for nonsense and speaks her mind - 
  in a loud country accent. Though she has no particular 
  love of the Scarlet Brotherhood, Devara and others of the 
  Scarlet Sign have treated them better than she has heard 
  others were treated and certainly better than those who 
  have been liberated by members of the Wreckers. Sarev 
  and the others fear will be branded collaborators by the 
  Free State forces. She and the others believe that many in 
  Free Onnwal are no better than brigands and that the 
  szek is a puppet for the bandits.  
   
  � Devara - Priestess of Lydia, member of the Scarlet 
  Brotherhood 
  Appearance: Devara is a young woman in her late 
  twenties. She wears her blonde hair tied into a ponytail 
  reaching to the middle of her back. Devara is clad in a 
  red-brown robe with the symbol of beams of light issuing 
  forth from an open hand embroidered in copper thread.  
   
  Character: Devara is a devout priestess of Lydia and a 
  firm believer in the doctrine of superiority of the Suel 
  people as promulgated by the Scarlet Brotherhood. She 
  believes in the education and protection of people of Suel 
  descent - like the people of Jeresan. Her primary concern 
  is for the welfare of the people under her care - it is more 
  important than the doctrines of the Brotherhood. To her 
  the Free Onnwalons are ignorant barbarians - rampaging 
  and pillaging their way thought the Storm Coast. Devara 
  is however, open to a well-reasoned argument and can be 
  persuaded that the PCs at least are well meaning - or to 
  her mind  - enlightened savages.   
   
  � Kaeros - Follower of Tarnedas 
  Appearance: A rugged peasant man in his middle age. He 
  has balding, muddy blonde hair and a slight paunch. 
  Kaeros is clad in a grimy white robe. 
   
  Character: Kaeros is a jovial and good-natured man. 
  He is happy to be here with Tarnedas. Though he as seen 
  little of the Hermit of the Gulls, he says he is a kind, good 
  and great man. Kaeros trusts the Disciples and their 
  cause. Like many of the Suel-blooded folk of the Storm 
  Coast, he did not suffer badly under the Brotherhood, but 
  he is glad that they are gone. He is apprehensive about 
  the Free State - but remembers that the Destrons, 
  Relasters and the other nobles were good and just and 
  would not allow them to be treated badly. He hopes that 
  Tarnedas will join with them to fight the Brotherhood. 
   
  Devara will remain with the followers, as will the 
  women and children of Jeresan. If the PCs have won the 
  women's trust, the women will implore them to bring 
  their men folk to them. If they accept, Kavrhos will tell 
  them to bring the men folk to the same point they first 
  met and that his men will lead them the rest of the way. 
  He will emphasise that the Wreckers (if they are still 
  alive) must not know of the existence of the followers or 
  the location of their hideout.  
   
  If they refuse or have not gained the women's trust, 
  Kavrhos will offer to lead them blindfold back to where 
  they first met, at which point they will be free to go. 
   
  ENCOUNTER SIX: HAWKS 
  AND DOVES 
  Whether the PCs are returning to Jeresan to bring the 
  men to safety or simply returning there, the followers 
  will insist on blindfolding them again and will not 
  release them until they comply. Their weapons and 
  equipment will be returned to them once they have left 
  the refuge. Their hands will not be bound this time. 
  The Prophet 
   
   
  14
  
   
  As soon as they are ready to go - read aloud or 
  paraphrase the following: - 
   
  You are once more blindfolded and the long, black, 
  fumbling march begins. Emerging up out of the cool 
  quiet of the caves and under the open sky once more, 
  you feel the fresh sea breeze on your face once more. 
  The journey back seems much swifter - and you are 
  somewhat surprise when Kavrhos calls a halt and 
  your blindfo ds are removed. Even as you are still 
  blinking in the light Kavrhos and his men are 
  vanishing up the slopes, leaving you standing alone 
  with a pile of your weapons, armour and equipment 
  about your feet.  
  l
   
  The journey back to Jeresan is uneventful. However, 
  what they find there depends on their earlier actions. 
   
  A: IF THE PCS FOUGHT THE WRECKERS 
  If they have fought and driven off the Wreckers, the PCs 
  merely have to convince the men folk that their wives 
  and children are safe and that they can trust the PCs to 
  lead them to that place of safety. This will take a little 
  convincing, as the men are still suspicious of strangers. 
  Treat this as a roleplaying encounter, if there is time.  
   
  B: IF THE PCS HAVE NOT FOUGHT THE 
  WRECKERS 
  If have not fought the Wreckers - Gavran and his men are 
  still in control of the village. Gavran has posted 5 sentries 
  at equal distances around the village, while the remainder 
  of the Wreckers are billeted in three of the houses (1-3), 
  with Gavran and Niala sharing a fourth house (4, see 
  map). The men of the village are locked in house in the 
  centre of the village (M). A Wrecker guard is posted at 
  the door.   
   
   
  If the PCs Make No Attempt to Conceal 
  Themselves  
  One of the sentries will spot and challenge them loudly, 
  asking where they have been, how they have fared with 
  the hunt for the women etc,, before directing them 
  towards Gavran's house in the village.  
   
  The rest of the Wreckers will be now aware of the 
  PCs return and will be watching them from the doorways 
  of the houses. Gavran will emerge from his house, 
  buckling his belt and ask the PCs how they have fared. If 
  the PCs lie, give him an opposed Sense Motive check 
  against the relevant PC's Bluff score (modify this as you 
  see fit based on how the exchange is role-played). If the 
  PCs say they want to take the men away to the women, 
  Gavran will want to know where the women are and will 
  insist that they be brought here, as it is after all, where 
  they belong. 
   
  If he grows suspicious, he will subtly signal to his 
  men in Thieves Cant (Innuendo check [DC 15] to spot) 
  to stand ready. The Wreckers will arm themselves and 
  begin to take up positions for a fight behind the PCs. 
  Gavran will attempt to find out the truth, before 
  eventually calling the PCs liars and traitors to Free 
  Onnwal (when all his men are deployed). He will not act 
  first, and if the PCs do not start a fight - he will order 
  them in no uncertain terms to get the hell out of "his" 
  village. At this point, the Wreckers will draw weapons 
  and have their crossbows trained on the PCs, holding 
  their actions. The PCs can now either fight or comply 
  with Gavran's wishes. If they leave, Gavran will deploy 
  his men throughout the village, ready for any PC attack. 
   
  APL 2 (EL 5) 
  � Half-orc Ftr1 (2): hp 14; see Appendix 1 
  � Human Rog1 (2): hp 7; see Appendix 1 
  � Gavran, human male Rog1: hp 7; see Appendix 1 
  � Niala, human female Wiz1: hp 8; see Appendix 1 
   
  APL 4 (EL 7)  
  � Half-orc Ftr2 (4): hp 20; see Appendix 1 
  � Human Rog2 (3): hp 11; see Appendix 1 
  � Gavran, human male Rog2: hp 11; see Appendix 1 
  � Niala, human female Wiz2: hp 11; see Appendix 1 
   
  APL 6 (EL 10) 
  � Half-orc Ftr3 (5): hp 27; see Appendix 1 
  � Human Rog3 (5): hp 16; see Appendix 1 
  � Gavran, human male Rog3: hp 16; see Appendix 1 
  � Niala, human female Wiz3: hp 15; see Appendix 1 
   
  APL 8 (EL 11) 
  � Half-orc Ftr4 (5): hp 34; see Appendix 1 
  � Human Rog4 (5): hp 20; see Appendix 1 
  � Gavran, human male Rog4: hp 20; see Appendix 1 
  � Niala, human female Wiz4: hp 18; see Appendix 1 
   
  APL 10 (EL 15) 
  � Half-orc Ftr8 (5): hp 64; see Appendix 1 
  � Human Rog8 (5): hp 49; see Appendix 1 
  � Gavran, human male Rog8: hp 49; see Appendix 1 
  � Niala, human female Wiz8: hp 34; see Appendix 1 
   
  Tactics 
  Gavran will send his fighters into close quarters combat 
  with the PCs, while he and his rogues hang back and try 
  to get sneak attacks from cover (doorways, around 
  corners etc.). They will try to keep on the move in order 
  to maintain the element of surprise with their attack. If 
  The Prophet 
   
   
  15
  
  pursued they will try to lead PCs into ambushes among 
  the houses, giving the PCs a taste of the hit and run 
  tactics they more usually employ on the Brotherhood. 
  His mage (and sometime lover) Niala will provide spell 
  support from the cover of a doorway. Gavran will use his 
  poison on crossbow bolts against the stronger warriors. If 
  the battle is going badly, Gavran will activate his ring of 
  invisibility and slip away, swearing vengeance on the PCs 
  (Wrath of Boss Gavran). 
   
  Wrath of Boss Gavran: The bearer has crossed 
  Gavran, a Wrecker Boss. Gavran now considers the bearer 
  a mortal enemy and will work towards their downfall at 
  all costs. 
   
  Treasure 
  APL 2: Loot: 174.75 gp; Coin: 23.3 gp; Magic: 3 x potion 
  of cure light wounds (3 x 6.25 gp); potion of cat's grace 
  (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); scroll of web (18.75 gp). 
   
  APL 4: Loot: 246 gp; Coin: 28.3 gp; Magic: 5 x potion 
  of cure light wounds (6 x 6.25 gp); potion of cat's grace 
  (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); 2 x scroll of web (18.75 gp); 4 x potion of cure 
  moderate wounds (4 x 37.5 gp); short sword +1 (38.12 gp). 
   
  APL 6: Loot: 347.4 gp; Coin: 29.16 gp; Magic: 6 x 
  potion of cure light wounds (6 x 6.25 gp); potion of cat's 
  grace (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); 
  potion of hiding (18.75 gp); potion of sneaking (18.75 gp); 
  scroll of dispel magic (46.9 gp); 2 x scroll of summon 
  monster I (2 x 3.12 gp); 2 x scroll of web (18.75 gp); 6 x 
  potion of cure moderate wounds (6 x 37.5 gp); short 
  sword +1 (38.12 gp); wand of burning hands (93.75 gp).  
   
  APL 8: Loot: 597.4 gp; Coin: 29.16 gp; Magic: potion 
  of cure light wounds (6.25 gp); potion of cat's grace (37.5 
  gp); potion of invisibility (37.5 gp); 6 x potion of hiding (6 
  x 18.75 gp); 6 x potion of sneaking (6 x 18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); scroll of web (18.75 gp); 10 x potion of cure 
  moderate wounds (10  x 37.5 gp); short sword +1 (38.12 
  gp); wand of burning hands (93.75 gp), potion of spider 
  climb (5.9 gp); ring of invisibility (2,500gp), potion of 
  haste (93.75 gp), scroll of fly (46.87 gp). 
   
  APL 10: Loot: 597.4 gp; Coin: 29.1 gp; Magic: 2 x 
  potion of cure light wounds (2 x 6.25 gp); potion of cat's 
  grace (37.5 gp); potion of invisibility (37.5 gp); 6 x potion 
  of hiding (6 x 18.75 gp); 6 x potion of sneaking (6 x 18.75 
  gp); scroll of dispel magic (46.9 gp); 2 x scroll of summon 
  monster I (2 x 3.12 gp); 2 x scroll of web (18.75 gp); 11 x 
  potion of cure moderate wounds (11 x 37.5 gp); short 
  sword +1 (38.12 gp); wand of burning hands (93.75 gp), 
  potion of spider climb (5.9 gp); ring of invisibility (2,500 
  gp), potion of haste (93.75 gp), scroll of fly (46.8 gp). 
   
  If the PCs Attempt to Approach the Village 
  Covertly 
  Make an opposed Spot/Sneak check for the sentries and 
  PCs if the PCs attempt to get within 100 feet of the 
  village during daylight.  If they wait until after dark, 
  substitute opposed Listen/Move Silently checks if the 
  PCs are within 50 ft of a sentry.  
   
  If the PCs search for the men of the village, they will 
  find them huddled in one of the houses near the centre 
  of the village. This house has a small window on the wall 
  opposite the street, through which it is possible for crawl. 
  The men have been afraid to do so, fearing discovery by 
  the Wreckers. Opening it without the sentry hearing will 
  require an opposed Move Silently (-2 Circumstance 
  penalty)/Listen check. If the sentry hears he will open 
  the door in the next round and shine a lantern inside. If 
  he finds anything amiss he will call for assistance.  
   
  If the PCs are not heard and explain the situation to 
  the men, they will eagerly accept and go with them. Roll 
  an opposed Move Silently (no modifier)/Listen check for 
  each of the 25 men folk to climb out the window and 
  make their way past the sentries unheard. If the PCs 
  attempt this during daylight, roll additional opposed 
  Hide (unmodified)/Spot checks for each of the men. Any 
  villager that is spotted will be shot by the sentries, who 
  will then raise the alarm.  
   
  If the alarm is raised at any point, the response of the 
  Wreckers will depend on whether they are prepared for a 
  PC incursion or not. If they are prepared they will 
  immediately move to engage the PCs. If they are not, 
  only the sentries will move immediately, with Gavran 
  and the main body emerging from the houses to join 
  them 5 rounds later.  
    
  APL 2 (EL 5) 
  � Half-orc Ftr1 (2): hp 14; see Appendix 1 
  � Human Rog1 (2): hp 7; see Appendix 1 
  � Gavran, human male Rog1: hp 7; see Appendix 1 
  � Niala, human female Wiz1: hp 8; see Appendix 1 
   
  APL 4 (EL 7)  
  � Half-orc Ftr2 (4): hp 20; see Appendix 1 
  � Human Rog2 (3): hp 11; see Appendix 1 
  � Gavran, human male Rog2: hp 11; see Appendix 1 
  � Niala, human female Wiz2: hp 11; see Appendix 1 
   
  APL 6 (EL 10) 
  � Half-orc Ftr3 (5): hp 27; see Appendix 1 
  � Human Rog3 (5): hp 16; see Appendix 1 
  The Prophet 
   
   
  16
  
  � Gavran, human male Rog3: hp 16; see Appendix 1 
  � Niala, human female Wiz3: hp 15; see Appendix 1 
   
  APL 8 (EL 11) 
  � Half-orc Ftr4 (5): hp 34; see Appendix 1 
  � Human Rog4 (5): hp 20; see Appendix 1 
  � Gavran, human male Rog4: hp 20; see Appendix 1 
  � Niala, human female Wiz4: hp 18; see Appendix 1 
   
  APL 10 (EL 15) 
  � Half-orc Ftr8 (5): hp 64; see Appendix 1 
  � Human Rog8 (5): hp 49; see Appendix 1 
  � Gavran, human male Rog8: hp 49; see Appendix 1 
  � Niala, human female Wiz8: hp 34; see Appendix 1 
   
  Tactics 
  Gavran will send his fighters into close quarters combat 
  with the PCs, while he and his rogues hang back and try 
  to get sneak attacks from cover (doorways, around 
  corners etc. They will try to keep on the move in order to 
  maintain the element of surprise with their attack. If 
  pursued they will try to lead PCs into ambushes among 
  the houses, giving the PCs a taste of the hit and run 
  tactics they more usually employ on the Brotherhood. 
  His mage (and sometime lover) Niala will provide spell 
  support from the cover of a doorway. Gavran will use his 
  poison on crossbow bolts against the stronger warriors. If 
  the battle is going badly, Gavran and Niala will use their 
  potions/ring of invisibility and slip away, swearing 
  vengeance on the PCs (Wrath of Boss Gavran). 
   
  Wrath of Boss Gavran: The bearer has crossed 
  Gavran, a Wrecker Boss. Gavran now considers the bearer 
  a mortal enemy and will work towards their downfall at 
  all costs. 
   
  Treasure 
  APL 2: Loot (per PC assuming 6 PCs): 174.75 gp; Coin: 
  23.3 gp; Magic: 3 x potion of cure light wounds (3 x 6.25 
  gp); potion of cat's grace (37.5 gp); 2 x potion of 
  invisibility (2 x 37.5 gp); potion of hiding (18.75 gp); 
  potion of sneaking (18.75 gp); scroll of dispel magic (46.9 
  gp); 2 x scroll of summon monster I (2 x 3.12 gp); scroll of 
  web (18.75 gp). 
   
  APL 4: Loot (per PC assuming 6 PCs): 246 gp; Coin: 
  28.3 gp; Magic: 5 x potion of cure light wounds (6 x 6.25 
  gp); potion of cat's grace (37.5 gp); 2 x potion of 
  invisibility (2 x 37.5 gp); potion of hiding (18.75 gp); 
  potion of sneaking (18.75 gp); scroll of dispel magic (46.9 
  gp); 2 x scroll of summon monster I (2 x 3.12 gp); 2 x 
  scroll of web (18.75 gp); 4 x potion of cure moderate 
  wounds (4 x 37.5 gp); short sword +1 (38.12 gp). 
   
  APL 6: Loot (per PC assuming 6 PCs): 347.4 gp; Coin: 
  29.16 gp; Magic: 6 x potion of cure light wounds (6 x 6.25 
  gp); potion of cat's grace (37.5 gp); 2 x potion of 
  invisibility (2 x 37.5 gp); potion of hiding (18.75 gp); 
  potion of sneaking (18.75 gp); scroll of dispel magic (46.9 
  gp); 2 x scroll of summon monster I (2 x 3.12 gp); 2 x 
  scroll of web (18.75 gp); 6 x potion of cure moderate 
  wounds (6 x 37.5 gp); short sword +1 (38.12 gp); wand of 
  burning hands (93.75 gp).  
   
  APL 8: Loot (per PC assuming 6 PCs): 597.4 gp; Coin: 
  29.16 gp; Magic: potion of cure light wounds (6.25 gp);
  potion of cat's grace (37.5 gp); potion of invisibility (37.5 
  gp); 6 x potion of hiding (6 x 18.75 gp); 6 x potion of 
  sneaking (6 x 18.75 gp); scroll of dispel magic (46.9 gp); 2 
  x scroll of summon monster I (2 x 3.12 gp); scroll of web 
  (18.75 gp); 10 x potion of cure moderate wounds (10  x 
  37.5 gp); short sword +1 (38.12 gp); wand of burning 
  hands (93.75 gp), potion of spider climb (5.9 gp); ring of 
  invisibility (2,500gp), potion of haste (93.75 gp), scroll of 
  fly (46.87 gp). 
   
   
  APL 10: Loot (per PC assuming 6 PCs): 597.4 gp; 
  Coin: 29.1 gp; Magic: 2 x potion of cure light wounds (2 x 
  6.25 gp); potion of cat's grace (37.5 gp); potion of 
  invisibility (37.5 gp); 6 x potion of hiding (6 x 18.75 gp); 6 
  x potion of sneaking (6 x 18.75 gp); scroll of dispel magic 
  (46.9 gp); 2 x scroll of summon monster I (2 x 3.12 gp); 2 x 
  scroll of web (18.75 gp); 11 x potion of cure moderate 
  wounds (11 x 37.5 gp); short sword +1 (38.12 gp); wand of 
  burning hands (93.75 gp), potion of spider climb (5.9 gp); 
  ring of invisibility (2,500 gp), potion of haste (93.75 gp), 
  scroll of fly (46.8 gp). 
   
  Development 
  If the PCs surrender to the Wreckers - they will be 
  stripped of all their possessions and then set free. The 
  only way the PCs will be able to get their possessions 
  back is by defeating the Wreckers. 
  CONCLUSION 
  If the PCs are successful in rescuing the men of Jeresan, 
  they can lead them back to the rendezvous site. After a 
  short wait, an obscuring mist rises and Kavrhos and his 
  archers will emerge from the crags and undergrowth and 
  taking charge of the men folk and begin leading them 
  back to the caves. To the men’s surprise Tarnedas himself 
  emerges from the mists, thanking the PCs for their 
  efforts and kindness to the men of Jeresan.  
   
  To those PCs who made the Leap of Faith and spoke 
  with Tarnedas previously, the Hermit of the Gulls will 
  offer a fine bow (shortbow or longbow - PC's choice), 
  made of a pale white wood: the White Bow of Tarnedas.   
   
  Read aloud or paraphrase the following:  
   
  Tarnedas turns his piercing blue eyes to the eastern 
  horizon. 
  The Prophet 
   
   
  17
  
   
  "You have shown in the trueness of your deeds 
  that war has not driven good from the hearts of the 
  people of Onnwal. I think perhaps that the people of 
  this Free State will serve as doughty allies in the 
  coming darkness." 
   
   
   
  The Hermit of the Gulls cocks his head to one 
  side, as if listening to something only he can hear. 
   
  "Yes, soon perhaps, very soon," he says and then 
  turns and walks away lost in thought. 
   
  The PCs are at liberty to leave, in fact following the men 
  back is impossible as they disappear into the mist. The 
  PCs may return to Baron Kiernal Maldrenn’s camp if they 
  so wish. 
   
  Treasure 
  The White Bow of Tarnedas 
  For undertaking the Leap of Faith you have been given a 
  White Bow of Tarnedas. When first bestowed, choose 
  whether to receive the shortbow or longbow version of 
  this item.   
   
  The White Bows are finely crafted from supple 
  white wood. The staves are carved with images of birds in 
  flight and the winged bowman symbol of Phaulkon. They 
  acts as a normal bow of the type chosen, but in the hands 
  of one who has not taken the Leap of Faith they cannot 
  be fired – the bow string always snaps in the clumsy 
  hands of the uninitiated.  
   
  Only experienced followers of the Path of the Talon 
  know the secret of making these bows. It may be 
  enchanted at a later date to receive the magical 
  enhancements of the improved version of the bow. These 
  enchantments require expensive offerings made to the 
  Far Reacher. 
   
  The White Bow of Tarnedas acts as an upgradeable 
  weapon. The player may expend gold in the form of 
  offerings to the Far Reacher after any regional module in 
  which they encounter the followers of Tarnedas.  
   
  RESOLUTION 
  If the PCs return to Baron Maldrenn’s camp, he shall seek 
  them out for a personal interview. Although this 
  encounter may or may not gain the PCs tangible rewards 
  it is an opportunity for them to meet one of the “movers 
  and shakers” on the Storm Coast. 
   
  This is a very free-flowing encounter and so the DM 
  should tailor it to suit the outcome of the module. Brief 
  roleplaying notes appear below for Baron Kiernal 
  Maldrenn. 
   
  If Gavran or any of the Wreckers are captured, the 
  PCs can bring them back to the camp just east of Tessak’s 
  Cove and the justice of the Baron of Gearnwal, Kiernal 
  Maldrenn. They earn one Regional Influence Point with 
  him if they do. 
   
  � Baron Kiernal Maldrenn 
  Appearance: Kiernal Maldrenn is a powerfully built man 
  in his late 40's. His looks are classically Oeridian - olive 
  skinned, dark of hair and eye. The Baron is dressed in a 
  well-used and lovingly maintained suit of plate.   
   
  Character: Baron Maldrenn is a stern and no-
  nonsense military man. He has spent the last seven years 
  trying to liberate his lands from the grip of the 
  Brotherhood. Maldrenn has absolutely no love for the 
  Wreckers, but realises that he must use them to gain 
  victory over the Scarlet Sign. Nonetheless, he will act to 
  protect "his" people against the depredations of the 
  Wreckers.  
   
  Maldrenn will take great pleasure in bringing any 
  captured Wreckers before a Pholtine judge and then 
  stringing them up on a gibbet in the centre of the port-
  village and letting them hang there as a warning to other 
  would-be bandits. This will earn the PCs one Regional 
  Influence Point cert with Baron Kiernal Maldrenn, but 
  also, however, the Disfavour of the Wreckers Cert.  
   
  Treasure 
  Regional Influence Point with Baron Maldrenn: For 
  bringing to justice those Free Onnwalon soldiers who 
  threatened Jeresan, you receive one Regional Influence 
  Point with the Baron. 
  Disfavour of the Wreckers Cert: The bearer has earned 
  the disfavour of the Wreckers, Onnwal's Thieves' Guild. 
  The bearer now has Disfavoured status with the 
  Wreckers for the purposes of Regional Influence Point 
  costs.   
   
  The Prophet 
   
   
  18
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished and assign the 
  experience 
  award 
  accordingly. 
  Then 
  assign 
  the 
  discretionary role-playing experience award. The role-
  playing award should be given for consistent character 
  portrayal and contribution to the fun of the game. You 
  can award different role-playing amounts to different 
  characters. Award the total value (objectives + 
  roleplaying) to each character. 
   
  Encounter One: The Scarlet and the Gold 
  Defeat the hochebi force on the ridge 
  APL2: 
   
   
   
   
   
   
   
  150 XP 
  APL4: 
   
   
   
   
   
   
   
  210 XP 
  APL6: 
   
   
   
   
   
   
   
  300 XP 
  APL8: 
   
   
   
   
   
   
   
  330 XP 
  APL10:  
   
   
   
   
   
   
  480 XP 
   
  Encounter Two: Wages of War 
  Defeat the Wreckers 
  APL2:  
   
   
   
   
   
   
   
  150 XP 
  APL4:  
   
   
   
   
   
   
   
  210 XP 
  APL6:  
   
   
   
   
   
   
   
  300 XP 
  APL8:  
   
   
   
   
   
   
   
  330 XP 
  APL10:  
   
   
   
   
   
   
  450 XP 
   
  Encounter Three: The Pursuit 
  Defeat the Scarlet Brotherhood soldiers 
  APL2:  
   
   
   
   
   
    
   
   30 XP 
  APL4:  
   
   
   
   
   
   
   
   60 XP 
  APL6:  
   
   
   
   
   
    
   
   90 XP 
  APL8:  
   
   
   
   
   
   
   
  120 XP 
  APL10:  
   
   
   
   
   
   
  120 XP 
   
  Encounter Four: The Weeping of Women 
  Make peaceful contact with the Followers of Tarnedas 
  APL2:  
   
   
   
   
   
     
   
  30 XP 
  APL4:  
   
   
   
   
   
     
   
  30 XP 
  APL6:  
   
   
   
   
   
     
   
  30 XP 
  APL8:  
   
   
   
   
   
   
   
  30 XP 
  APL10:  
   
   
   
   
   
   
  30 XP 
   
  Discretionary Roleplaying Award 
  APL2:  
    
   
   
  90 XP 
  APL4:  
    
   
   
  135 XP 
  APL6:  
    
   
   
  180 XP 
  APL8:  
    
   
   
  225 XP 
  APL10: 
    
   
   
  270 XP 
   
   
  Total Possible Experience  
  APL2:  
    
   
   
   
  450 XP 
  APL4:  
    
   
   
   
  675 XP 
  APL6:  
    
   
   
         800 XP 
  APL8:  
    
   
   
       1,125 XP 
  APL10:  
    
   
        
  1,350 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 Meta-regional scenario, characters from Meta-region 5 
  may spend additional Time Units to practice professions or 
  create items immediately after the adventure so this total 
  may be modified by other circumstances. 
   
  The Prophet 
   
   
  19
  
  TREASURE KEY 
  L = Looted gear from enemy; C = Coin, Gems, Jewellery, 
  and other valuables; M = Magic Items. 
   
  MAXIMUM TREASURE TOTALS 
  The maximum amount of treasure that a player character 
  is able to take from this module is linked to the APL at 
  which the module is played. These totals are: 
   
  APL 2:  
  400 gp 
  APL 4: 
  600 gp 
  APL 6: 
  800 gp 
  APL 8: 
  1,250 gp 
  APL 10:   2,100 gp 
   
  TREASURE KEY 
  Encounter One  
  APL 2: Loot: 176.25 gp; Coin: 3.6 gp; Magic: potion of 
  blur (37.5 gp); potion of invisibility (37.5 gp); 2 x scroll of 
  magic missile (2 x 3 gp); 2 x scroll of shield (2 x 3 gp); 2 x 
  scroll of sleep (2 x 3 gp). 
   
  APL 4: Loot: 266 gp; Coin: 4.6 gp; Magic: potion of 
  blur (37.5 gp); potion of invisibility (37.5 gp); 2 x scroll of 
  magic missile (2 x 3 gp); 2 x scroll of shield (2 x 3 gp); 2 x 
  scroll of sleep (2 x 3 gp). 
   
  APL 6: Loot: 356.3 gp; Coin: 5.6 gp; Magic: potion of 
  aid (37.5 gp); potion of cure moderate wounds (37.5 gp); 
  bracers of armour +1 (125 gp).  
   
  APL 8: Loot: 356.3 gp; Coin: 5.6 gp; Magic: potion of 
  aid (37.5 gp); potion of cure moderate wounds (37.5 gp); 
  bracers of armour +1 (125 gp). 
   
  APL 10: Loot: 358 gp; Coin: 5.6 gp; Magic: potion of 
  aid (37.5 gp); potion of cure moderate wounds (37.5 gp); 
  bracers of armour +1 (125 gp). 
   
  Encounter Two or Encounter Six  
  APL 2: Loot: 174.75 gp; Coin: 23.3 gp; Magic: 3 x potion 
  of cure light wounds (3 x 6.25 gp); potion of cat's grace 
  (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); scroll of web (18.75 gp). 
   
  APL 4: Loot: 246 gp; Coin: 28.3 gp; Magic: 5 x potion 
  of cure light wounds (6 x 6.25 gp); potion of cat's grace 
  (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); 2 x scroll of web (18.75 gp); 4 x potion of cure 
  moderate wounds (4 x 37.5 gp); short sword +1 (38.12 gp). 
   
  APL 6: Loot: 347.4 gp; Coin: 29.16 gp; Magic: 6 x 
  potion of cure light wounds (6 x 6.25 gp); potion of cat's 
  grace (37.5 gp); 2 x potion of invisibility (2 x 37.5 gp); 
  potion of hiding (18.75 gp); potion of sneaking (18.75 gp); 
  scroll of dispel magic (46.9 gp); 2 x scroll of summon 
  monster I (2 x 3.12 gp); 2 x scroll of web (18.75 gp); 6 x 
  potion of cure moderate wounds (6 x 37.5 gp); short 
  sword +1 (38.12 gp); wand of burning hands (93.75 gp).  
   
  APL 8: Loot: 597.4 gp; Coin: 29.16 gp; Magic: potion 
  of cure light wounds (6.25 gp); potion of cat's grace (37.5 
  gp); potion of invisibility (37.5 gp); 6 x potion of hiding (6 
  x 18.75 gp); 6 x potion of sneaking (6 x 18.75 gp); scroll of 
  dispel magic (46.9 gp); 2 x scroll of summon monster I (2 
  x 3.12 gp); scroll of web (18.75 gp); 10 x potion of cure 
  moderate wounds (10 x 37.5 gp); short sword +1 (38.12 
  gp); wand of burning hands (93.75 gp), potion of spider 
  climb (5.9 gp); ring of invisibility (2,500gp), potion of 
  haste (93.75 gp), scroll of fly (46.87 gp). 
   
  APL 10: Loot: 597.4 gp; Coin: 29.1 gp; Magic: 2 x 
  potion of cure light wounds (2 x 6.25 gp); potion of cat's 
  grace (37.5 gp); potion of invisibility (37.5 gp); 6 x potion 
  of hiding (6 x 18.75 gp); 6 x potion of sneaking (6 x 18.75 
  gp); scroll of dispel magic (46.9 gp); 2 x scroll of summon 
  monster I (2 x 3.12 gp); 2 x scroll of web (18.75 gp); 11 x 
  potion of cure moderate wounds (11 x 37.5 gp); short 
  sword +1 (38.12 gp); wand of burning hands (93.75 gp), 
  potion of spider climb (5.9 gp); ring of invisibility (2,500 
  gp), potion of haste (93.75 gp), scroll of fly (46.8 gp). 
   
  Encounter Three 
  APL 2: Loot: 43.5 gp; Coin: 0.6 gp;  
   
  APL 4: Loot (per PC assuming 6 PCs): 52.6 gp; Coin: 
  2 gp; Magic: potion of hiding (18.75 gp). 
   
  APL 6: Loot: 52.6 gp; Coin: 2 gp; Magic: potion of 
  cure light wounds (6.25gp); potion of hiding (18.75 gp). 
   
  APL 8: Loot: 77.6 gp; Coin: 2 gp; Magic: potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); potion of 
  cure moderate wounds (37.5 gp). 
   
  APL 10: Loot: 77.6 gp; Coin: 2 gp; Magic: potion of 
  hiding (18.75 gp); potion of sneaking (18.75 gp); potion of 
  cure moderate wounds (37.5 gp). 
   
  Conclusion 
  The White Bow of Tarnedas 
  For undertaking the Leap of Faith you have been given a 
  White Bow of Tarnedas. When first bestowed, choose 
  whether to receive the shortbow or longbow version of 
  this item.   
   
  The White Bows are finely crafted from supple 
  white wood. The staves are carved with images of birds in 
  flight and the winged bowman symbol of Phaulkon. They 
  acts as a normal bow of the type chosen, but in the hands 
  of one who has not taken the Leap of Faith they cannot 
  be fired – the bow string always snaps in the clumsy 
  hands of the uninitiated.  
   
  Only experienced followers of the Path of the Talon 
  know the secret of making these bows. It may be 
  enchanted at a later date to receive the magical 
  The Prophet 
   
   
  20
  
  enhancements of the improved version of the bow. These 
  enchantments require expensive offerings made to the 
  Far Reacher. 
   
  The White Bow of Tarnedas acts as an upgradeable 
  weapon. To do this the player may expend gold in the 
  form of offerings to the Far Reacher after any regional 
  module in which they encounter the followers of 
  Tarnedas.  
   
  If the Wreckers are defeated and Gavran survives:  
  Wrath of Boss Gavran. The bearer has crossed Gavran, a 
  Wrecker Boss. Gavran now considers the bearer a mortal 
  enemy and will work towards their downfall at all costs. 
   
  If any of the Wreckers are hung by the Baron:  
  One Regional Influence Point with Baron Maldrenn. For 
  bringing to justice those Free Onnwalon soldiers who 
  threatened Jeresan, you receive One Regional Influence 
  Point with the Baron. 
   
  Disfavour of the Wreckers. The bearer has earned the 
  disfavour of the Wreckers, Onnwal's Thieves' Guild. The 
  bearer now has Disfavoured status with the Wreckers for 
  the purposes of Regional Influence Point costs.   
   
  The End 
   
  The Prophet 
   
   
  21
  
  MAP ONE: AREA MAP OF THE PROPHET 
   
   
   
   
  The Prophet 
   
   
  22
  
   
  MAP TWO: THE ATTACK ON JERESAN 
   
  The Prophet 
   
   
  23
  
  MAP THREE: THE MAP OF JERESAN 
   
  Key to Map: What does this mean? 
   
  1-4: Wrecker Occupied Houses 
  M- Gavran’s House 
   
   
   
  The Prophet 
   
   
  24
  
  MAP FOUR: PLAYERS’ MAP OF JERESAN 
   
   
   
   
   
   
  The Prophet 
   
   
  25
  
  APPENDIX 1: NPCS 
  APL 2 
   
  ENCOUNTER ONE 
  Hochebi Ftr1: CR 1, Medium-sized humanoid  (6 ft. 
  tall); HD 1d10+1; hp 11; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 20 ft.; AC 19 [flat-footed 18, touch 11]; 
  Atks +3 melee (1d8+2 [19-20/x2], longsword) or +2 
  ranged (1d8 [x3], longbow); AL LE; SV Fort +3, Ref +1, 
  Will +0.  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide -4, Listen +4, Move Silently -
  1, Spot +4; Alertness, Improved Initiative. 
   
  Possessions: Banded mail, large steel shield, 
  longsword, longbow + 20 arrows, 2gp. 
   
  Hochebi Sor1: CR 1; Medium-sized humanoid; HD 
  1d4+3; hp 7; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 12 [flat-footed 10, touch 12]; Atks: +1 
  melee (1d6, light mace); SA Spell casting, summon 
  familiar; AL LE; SV Fort +3, Ref +2, Will +4; Str 10, Dex 
  15, Con 17, Int 12, Wis 14, Cha 15. 
   
  Skills and Feats:  Concentration +5, Hide +2, 
  Knowledge (arcane) +2, Listen +2, Move Silently +4, 
  Spellcraft +5, Spot +2; Improved Initiative. 
   
  Possessions: Traveller’s clothes, masterwork light 
  mace, potion of blur, potion of invisibility; 2 x arcane 
  scroll of magic missile, 2 x arcane scroll of shield, 2 x 
  arcane scroll of sleep; 12 gp.  
   
  Spells Known: (5/4; base DC = 12 + spell level); 0-
  dancing lights, detect magic, light, mage hand, ray of 
  frost, resistance; 1
  st- colour spray, shield, magic missile,
  mage armour. 
   
   
   
  Encounter Two or Encounter Six 
  Half-Euroz Ftr1: CR 1; Medium-sized humanoid; HD 
  1d10+4; hp 14; Init +1; Spd 30 ft.; AC 15 (flat-footed 14, 
  touch 11); Atks +5 melee (1d10+3 [19-20/x2], bastard 
  sword) or +2 ranged (1d8 [x3], composite longbow); AL 
  CN; SV Fort +4; Ref +1; Will +1; Str 17, Dex 13, Con 14, 
  Int 8, Wis 12, Cha 6. 
  Skills and Feats: Spot +2, Listen +2; Exotic Weapon 
  Proficiency (bastard sword), Weapon Focus (bastard 
  sword). 
   
  Possesions: Chain shirt, bastard sword, mighty 
  [Str14] composite longbow + 20 arrows, 10 gp.  
   
  Human Rog1: CR 1; Medium-sized humanoid; HD 
  1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15 (flat-footed 13, 
  touch 12); Atks +1 melee (1d6+1 [19-20/x2], short 
  sword) or +2 ranged (1d8, [19-20/ x2], light crossbow); 
  SA Sneak attack + 1d6; AL N; SV Fort +1; Ref +4; Will 
  +0; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +6, Disable Device +6, 
  Hide +5, Listen +6, Move Silently +5, Open Locks +4, 
  Search +4, Spot +4, Tumble +3; Alertness, Improved 
  Initiative. 
   
  Possessions: Studded leather armour, short sword, 
  light crossbow + 20 arrows, 10 gp.  
   
  Gavran, male human Rog1: CR 1; Medium-sized 
  humanoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15 
  (flat-footed 13, touch 12); Atks +1 melee (1d6+1 [19-
  20/x2], short sword) or +2 ranged (1d8 [19-20/x2], light 
  crossbow); SA Sneak attack + 1d6; AL N; SV Fort +1; 
  Ref +4; Will +0; Str 12, Dex 15, Con 13, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Appraise +6, Disable Device +6, 
  Hide +5, Listen +6, Move Silently +5, Open Locks +4, 
  Search +4, Spot +4, Tumble +3; Alertness, Improved 
  Initiative. 
   
  Possessions: Studded leather armour, masterwork 
  short sword, light crossbow + 20 arrows; 2 potion cure 
  light wounds; potion of hiding, potion of sneaking; 
  potion of invisibility, pearls (4) (25 gp each), vial of 
  large scorpion venom (Fort save [DC 18]; 1d6 Str/1d6 
  Str) (2).  
   
  Niara, Human Wiz1: CR 1; Medium-sized humanoid; 
  HD 1d4+1; hp 8; Init +2; Spd 30 ft.; AC 12 (flat-footed 
  10, touch 12); Atks +0 melee (1d6, quarterstaff) or +2 
  ranged (1d8, [19-20/x2], light crossbow); AL N; SV Fort 
  +1; Ref +2; Will +3; Str 10, Dex 14, Con 13, Int 15, Wis 
  12, Cha 8. 
   
  Skills and Feats: Concentration: +5, Spellcraft +6; 
  Toughness, Combat Casting. 
   
  Possessions: Quarterstaff, dagger, light crossbow + 
  20 arrows, tanglefoot bags (2), potion of cure light 
  wounds; potion of cat's grace; potion of invisibility, 
  scroll of dispel magic, scroll of summon monster I (2), 
  scroll of web.  
   
  Spells Prepared: (3/2; base DC = 12 + spell level): 0- 
  daze, flare, mage hand; 1
  st- mage armour, shield. 
   
  Encounter Three 
  Human War1: CR ½; Medium-sized humanoid  (6 ft. 
  tall); HD 1d8+1; hp 8; Init +5; Spd 30 ft.; AC 18 [flat-
  footed 17, touch 11]; Atks +3 melee (1d8+2 [19-20/x2], 
  longsword) +2 ranged (1d8, longbow); AL LE; SV Fort 
  +3, Ref +1, Will +0;  
  Str 14, Dex 13, Con 13, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Hide -1, Move Silently -2, Spot +3; 
  Alertness, Improved Initiative. 
  The Prophet 
   
   
  26
  
   
  Possessions: 
  Chainmail, 
  large 
  steel 
  shield, 
  longsword, longbow + 20 arrows, 2 gp each. 
   
  Encounter Four 
  Devara, Human Clr1 (Lydia): CR 1; medium-sized 
  humanoid; HD 1d8+2; hp 13; Init -1; Spd 30 ft.; AC 11 
  (flat-footed 11, touch 9); Atks +3 melee (1d8+1 [x3], 
  shortspear) or -1 ranged (1d8+1 [x3], shortspear); AL 
  LE; SV Fort +4; Ref -1; Will +5; Str 13, Dex 8, Con 14, 
  Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +10, Spellcraft +4; 
  Brew Potion, Scribe Scroll. 
   
  Possessions: 
  Leather 
  armour; 
  masterwork 
  shortspear, scroll of protection from elements, potion 
  of blur, 10 gp.  
   
  Spells prepared: (3/2+1; base DC = 13 + spell level): 
  0: cure minor wounds, guidance, resistance; 1
  st- 
  entropic shield, expeditious retreat*; shield of faith. 
   
  * Domain Spell 
   Domains: 
  Knowledge 
  (All 
  Divination spells at +1 level); Travel (freedom of 
  movement 4 rnd./day). 
   
  Human Ftr5/Order of Bow Initiate1: CR 6; medium-
  sized humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; 
  AC 16 (flat-footed 13, touch 13); Atks +8/+2 melee 
  (1d8+1 [x2/19-20] short sword), +11/+6 (or +9/+4/+9) 
  ranged (1d8 [x3], longbow); SA Ranged sneak attack 
  +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, Dex 
  16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow),  
  Possessions: Masterwork studded leather armour; 
  masterwork longbow, 20 arrows.  
   
   
  The Prophet 
   
   
  27
  
  APL 4 
  ENCOUNTER ONE 
  Hochebi Ftr1: CR 1, Medium-sized humanoid  (6 ft. 
  tall); HD 1d10+1; hp 11; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 20 ft.; AC 19 [flat-footed 18, touch 11]; 
  Atks +3 melee (1d8+2 [19-20/x2], longsword) or +2 
  ranged (1d8 [x3], longbow); AL LE; SV Fort +3, Ref +1, 
  Will +0.  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide -4, Listen +4, Move Silently -
  1, Spot +4; Alertness, Improved Initiative. 
   
  Possessions: Banded mail, large steel shield, 
  longsword, longbow + 20 arrows, 2gp. 
   
  Hochebi Sor1: CR 1; Medium-sized humanoid; HD 
  1d4+3; hp 7; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 12 [flat-footed 10, touch 12]; Atks: +1 
  melee (1d6, light mace); SA Spell casting, summon 
  familiar; AL LE; SV Fort +3, Ref +2, Will +4; Str 10, Dex 
  15, Con 17, Int 12, Wis 14, Cha 15. 
   
  Skills and Feats:  Concentration +5, Hide +2, 
  Knowledge (arcane) +2, Listen +2, Move Silently +4, 
  Spellcraft +5, Spot +2; Improved Initiative. 
   
  Possessions: Traveller’s clothes, masterwork light 
  mace, potion of blur, potion of invisibility; 2 x arcane 
  scroll of magic missile, 2 x arcane scroll of shield, 2 x 
  arcane scroll of sleep; 12 gp.  
   
  Spells Known: (5/4; base DC = 12 + spell level); 0-
  dancing lights, detect magic, light, mage hand, ray of 
  frost, resistance; 1
  st- colour spray, shield, magic missile,
  mage armour. 
   
   
   
  Encounter Two or Encounter Six 
  Half-Euroz Ftr2: CR 2; Medium-sized humanoid; HD 
  2d10+4; hp 20; Init +5; Spd 30 ft.; AC 16 (flat-footed 15, 
  touch 11); Atks +6 melee (1d10+3 [19-20/x2], bastard 
  sword) or +3 ranged (1d8 [x3], composite longbow); AL 
  CN; SV Fort +5; Ref +1; Will +3; Str 17, Dex 13, Con 14, 
  Int 8, Wis 12, Cha 6. 
  Skills and Feats: Listen +3, Spot +3; Exotic Weapon 
  Proficiency (bastard sword); Improved Initiative; Iron 
  Will, Weapon Focus (bastard sword).  
   
  Possessions: Chain mail, bastard sword, mighty 
  [Str14] composite longbow + 20 arrows, potion of cure 
  moderate wounds, 10 gp.  
   
  Human Rog2: CR 2; Medium-sized humanoid; HD 
  2d6+1; hp 11; Init +6; Spd 30 ft.; AC 15 (flat-footed 13, 
  touch 12); Atks +2 melee (1d6+1 [19-20/x2], short 
  sword) or +3 ranged (1d8 [19-20/x2], light crossbow); 
  SA Sneak attack + 2d6; SQ Evasion, uncanny dodge; AL 
  N; SV Fort +1; Ref +5; Will +0; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +8, Disable Device +10, 
  Hide +7, Listen +6, Move Silently +5, Open Locks +4, 
  Search +4, Spot +4, Tumble +3; Alertness, Improved 
  Initiative. 
   
  Possessions: Studded leather armour, short sword, 
  light crossbow + 20 arrows, potion of cure light 
  wounds; 10 gp.  
   
  Gavran, male human Rog2: CR 2; Medium-sized 
  humanoid; HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 15 
  (flat-footed 13, touch 12); Atks +2 melee (1d6+1 [19-
  20/x2], short sword) or +3 ranged (1d6+1 [x3], 
  composite shortbow (mighty)); SA Sneak attack + 1d6; 
  SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; Str 12, 
  Dex 15, Con 13, Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Appraise +8, Disable Device +10, 
  Hide +7, Listen +6, Move Silently +5, Open Locks +4, 
  Search +4, Spot +4, Tumble +3; Alertness, Improved 
  Initiative. 
   
  Possessions: Studded leather armour, +1 short 
  sword, light crossbow + 20 arrows; 2 potion of cure 
  light wounds; potion of hiding, potion of sneaking; 
  potion of invisibility, pearls (4) (25 gp each), vial of 
  large scorpion venom (Fort save [DC 18]; 1d6 Str/1d6 
  Str) (2).  
   
  Niara, Human Wiz2: CR 2; Medium-sized humanoid; 
  HD 2d4+1; hp 11; Init +2; Spd 30 ft.; AC 12 (flat-footed 
  10, touch 12); Atks +1 melee (1d6, quarterstaff) or +3 
  ranged (1d8 [19-20/x2], light crossbow); AL N; SV Fort 
  +1; Ref +4; Will +5; Str 10, Dex 14, Con 13, Int 15, Wis 
  12, Cha 8. 
   
  Skills and Feats: Concentration: +6, Spellcraft +7; 
  Combat Casting, Toughness. 
   
  Possessions: Quarterstaff, dagger, light crossbow, 
  20 bolts, tanglefoot bags (2), potion of cure light 
  wounds, potion of cat's grace, potion of invisibility, 
  scroll of dispel magic, scroll of summon monster I (2), 
  scroll of web.  
   
  Spells Prepared: (4/3; base DC = 12 + spell level): 0- 
  daze, flare, mage hand, read magic; 1
  st- expeditious 
  retreat, mage armour, shield. 
   
  Encounter Three 
  Human Ftr1: CR 1; Medium-sized humanoid  (6 ft. 
  tall); HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 18 
  [touch 13, flat-footed 15]; Atks +5 melee (1d8+2 [19-
  20/x2], longsword) or  +2 ranged (1d8+2 [x3], mighty 
  composite longbow); AL LE; SV Fort +6, Ref +2, Will 
  +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Hide -3, Listen +4, Move Silently -
  4; Improved Initiative, Power Attack, Weapon Focus 
  (longsword). 
  The Prophet 
   
   
  28
  
   
  Possessions: 
  Chainmail, 
  large 
  steel 
  shield, 
  longsword, mighty composite longbow, 20 arrows, 2 
  gp. 
   
  Human Rog1: CR 1; Medium-sized humanoid; HD 
  1d6+3; hp 9; Init +6; Spd 30 ft.; AC 15 (flat-footed 13, 
  touch 12); Atks +1 melee (1d6+1 [19-20/x2], short 
  sword) or +2 ranged (1d8 [19-20/x2], light crossbow); 
  SA Sneak attack + 1d6; AL LE; SV Fort +1; Ref +4; Will 
  +0; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Appraise +6, Disable Device +6, 
  Hide +5, Listen +6, Move Silently +5, Open Locks +4, 
  Search +4, Spot +4, Tumble + 3; Alertness, Improved 
  Initiative. 
  Possessions: Studded leather armour, short sword, 
  light crossbow, 20 bolts, potion of hiding, 10 gp.  
   
  Encounter Four 
  Devara, Human Clr1 (Lydia): CR 1; Medium-sized 
  humanoid; HD 1d8+2; hp 13; Init -1; Spd 30 ft.; AC 11 
  (flat-footed 11, touch 9); Atks +3 melee (1d8+1 [x3], 
  shortspear) or -1 ranged (1d8+1 [x3], shortspear); AL 
  LE; SV Fort +4; Ref -1; Will +5; Str 13, Dex 8, Con 14, 
  Int 10, Wis 16, Cha 12. 
  Skills and Feats: Concentration +10, Spellcraft +4; 
  Brew Potion, Scribe Scroll. 
  Possessions: 
  Leather 
  armour; 
  masterwork 
  shortspear, scroll of protection from elements; potion 
  of blur, 10 gp.  
   
  Spells prepared: (3/2+1; base DC = 13 + spell level): 
  0- cure minor wounds, guidance, resistance; 1
  st- 
  entropic shield, expeditious retreat*, shield of faith. 
   
  * Domain Spell; 
  Domains: 
  Knowledge 
  (All 
  Divination spells at +1 level); Travel (freedom of 
  movement 4 rnd./day).  
   
  Human Ftr5/Order of Bow Initiate1: CR 6; medium-
  sized humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; 
  AC 16 (flat-footed 13, touch 13); Atks +8/+2 melee 
  (1d8+1 [x2/19-20] short sword), +11/+6 (or +9/+4/+9) 
  ranged (1d8 [x3], longbow); SA Ranged sneak attack 
  +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, Dex 
  16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow),  
  Possessions: Masterwork studded leather armour; 
  masterwork longbow, 20 arrows.  
   
   
  The Prophet 
   
   
  29
  
  APL 6 
  Encounter One 
  Hochebi Ftr3: CR 3; Medium-sized humanoid  (6 ft. 
  tall); HD 3d10+3; hp 31; Init +2 (+2 Dex); Spd 20 ft.; AC 
  19 [touch 12, flat-footed 17]; Atks +4 melee (1d8 [19-
  20/x2], longsword) or +6/+1 ranged (1d8 [x3], 
  longbow); AL LE; SV Fort +6, Ref +3, Will +1; Str 11, 
  Dex 14, Con 13, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide -4, Jump +2, Listen +4, Move 
  Silently -2, Spot +4; Alertness, Point Blank Shot, Rapid 
  Shot. 
   
  Possessions: Banded mail, large steel shield, 
  longsword, longbow, 20 arrows, 2 gp. 
   
  Hochebi Sor3: CR 3; Medium humanoid; HD 3d4+12; 
  hp 19; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 
  ft.; AC 13 [touch 13, flat-footed 11]; Atks: +2 melee 
  (1d6, light mace); SA Spell casting, summon familiar; 
  AL LE; SV Fort +4, Ref +5, Will +5; Str 10, Dex 15, Con 
  17, Int 12, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +8, Hide +3, 
  Knowledge (arcane) +2, Listen +3, Move Silently +4; 
  Spellcraft +5; Improved Initiative, Lightning Reflexes. 
  Possessions: +1 bracers of armour, traveller’s 
  clothes, masterwork light mace, potion of aid, potion of 
  cure moderate wounds, 12gp.  
   
  Spells Known: (6/6; base DC = 13 + spell level); 0-
  dancing lights, daze, detect magic, light, mage hand, 
  ray of frost; 1
  st- colour spray, mage armour, shield. 
   
  Encounter Two or Encounter Six 
  Half-Euroz, Ftr3: CR 3; Medium-sized humanoid  (6 
  ft. tall); HD 3d10; hp 27 Init +5 (+1 Dex; Improved 
  Initiative); Spd 30 ft.; AC 18 [touch 11, flat-footed 17]; 
  Atks +8 melee (1d10+3 [19-20/x2], bastard sword) or +4 
  ranged (1d10 [x3], heavy crossbow); AL CN; SV Fort 
  +5, Ref +2, Will +2; Str 17, Dex 13, Con 14, Int 8, Wis 
  12, Cha 6. 
   
  Skills and Feats: Jump -4; Listen +2; Spot +2; Exotic 
  Weapon Proficiency (bastard sword), Improved 
  Initiative, Power Attack, Weapon Focus (bastard 
  sword). 
   
  Possessions: Splint mail, large steel shield, 
  masterwork bastard sword, heavy crossbow, 20 bolts, 
  potion of cure moderate wounds, 5 gp each. 
   
  Human Rog3: CR 3; Medium-sized humanoid; HD 
  3d6+3; hp 16; Init +6; Spd 30 ft.; AC 16 (flat-footed 14; 
  touch 12); Atks +2 melee (1d6+1 [19-20/x2], short 
  sword) or +4 ranged (1d8 [19-20/x2], light crossbow); 
  SA Sneak attack + 2d6; SQ Evasion, uncanny dodge; AL 
  LE; SV Fort +2; Ref +5; Will +1; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
  Skill and Feats: Appraise +8, Disable Device +10, 
  Hide +7, Listen +8, Move Silently +7, Open Locks +6, 
  Search +4, Spot +4, Tumble +2; Alertness, Improved 
  Initiative, Shield Proficiency. 
   
  Possessions: Studded leather armour, buckler, 
  short sword, light crossbow, 20 bolts; potion of cure 
  light wounds, 10 gp.  
   
  Gavran, Human Rog3: CR 3; Medium-sized 
  humanoid; HD 3d6+3; hp 16; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 14, touch 12); Atks +4 melee (1d6+1 [19-
  20/x2], short sword) or +4 ranged (1d8, [19-20/x2], 
  light crossbow); SA Sneak Attack + 2d6; SQ Evasion, 
  uncanny dodge; AL LE; SV Fort +2; Ref +5; Will +1; Str 
  12, Dex 15, Con 13, Int 14, Wis 10, Cha 16. 
  Skills and Feats: Appraise +8, Disable Device +10, 
  Hide +7, Listen +8, Move Silently +7, Open Locks +6, 
  Search +4, Spot +4, Tumble +2; Alertness, Improved 
  Initiative, Shield Proficiency. 
  Possessions: Studded leather armour; buckler, +1 
  short sword, light crossbow, 20 bolts, potion of cure 
  light wounds (2), potion of hiding, potion of sneaking; 
  potion of invisibility, pearls (4) (25 gp each), vial of 
  large scorpion venom (2) (Fort save [DC 18]; 1d6 
  Str/1d6 Str). 
   
  Niara, Human Wiz3: CR 3; Medium-sized humanoid; 
  HD 3d4+1; hp 15; Init +2; Spd 30 ft.; AC 12 (flat-footed 
  10, touch 12); Atks +1 melee (1d6, quarterstaff) or +3 
  ranged (1d8, [19-20/x2], light crossbow); AL LE; SV 
  Fort +1; Ref +3; Will +4; Str 10, Dex 14, Con 13, Int 15, 
  Wis 12, Cha 8. 
  Skills and Feats: Concentration +7, Spellcraft +8; 
  Combat Casting, Scribe Scroll, Still Spell, Toughness. 
  Possessions: Quarterstaff; dagger, light crossbow, 
  20 bolts, tanglefoot bags (2), potion of cat's grace, 
  potion of invisibility, potion of cure moderate wounds, 
  scroll of dispel magic, scroll of summon monster I (2), 
  scroll of web, wand of burning hands.  
   
  Spells Prepared: (4/3/2; base DC = 12 + spell level): 
  0- daze, flare, mage hand, read magic 1
  st- expeditious 
  retreat, mage armour, obscuring mist, shield; 2
  nd- 
  blindness, mirror image.  
   
  Encounter Three 
  Human Ftr1: CR 1; Medium-sized humanoid  (6 ft. 
  tall); HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 18 
  [touch 13, flat-footed 15]; Atks +5 melee (1d8+2 [19-
  20/x2], longsword) or +2 ranged (1d8+2 [x3], mighty 
  composite longbow); AL LE; SV Fort +6, Ref +2, Will 
  +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  The Prophet 
   
   
  30
  
   
  Skills and Feats: Hide -3, Listen +4, Move Silently -
  4; Improved Initiative, Power Attack, Weapon Focus 
  (longsword). 
   
  Possessions: 
  Chainmail, 
  large 
  steel 
  shield, 
  longsword, mighty composite longbow, 20 arrows, 2 
  gp. 
   
  Human Rog1: CR 1; Medium-sized humanoid; HD 
  1d6+3; hp 9; Init +6; Spd 30 ft.; AC 15 (flat-footed 13, 
  touch 12); Atks +2 melee (1d6+1 [19-20/x2], short 
  sword) or +2 ranged (1d8 [19-20/x2], light crossbow); 
  SA Sneak attack + 1d6; AL LE; SV Fort +1; Ref +7; Will 
  +0; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Appraise +6, Disable Device +6, 
  Hide +5, Listen +4, Move Silently +5, Open Locks +4, 
  Search +4, Spot +4, Tumble +3; Alertness, Improved 
  Initiative. 
  Possessions: Studded leather armour, short sword, 
  light crossbow, 20 bolts, potion of hiding, 10 gp.  
   
  Encounter Four 
  Devara, Human Clr2 (Lydia): CR 2; Medium-sized 
  humanoid; HD 2d8+2; hp 16; Init -1; Spd 30 ft.; AC 11 
  (flat-footed 11, touch 9); Atks +4 melee (1d8+1 [x3], 
  shortspear) or +0 ranged (1d8+1 [x3], shortspear)); AL 
  LE; SV Fort +7; Ref +1; Will +8; Str 13, Dex 8, Con 14, 
  Int 10, Wis 16, Cha 12. 
  Skills and Feats: Concentration +8, Spellcraft +4; 
  Brew Potion, Scribe Scroll. 
  Possessions: 
  Leather 
  armour; 
  masterwork 
  shortspear, scroll of protection from elements; potion 
  of blur, 10 gp.  
   
  Spells Prepared: (4/4; base DC = 13 + spell level) 0- 
  cure minor wounds, guidance, resistance, virtue; 1
  st- 
  entropic shield, expeditious retreat*; shield of faith, 
  summon monster I. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Divination spells at +1 level); Travel (freedom of 
  movement 4 rnd./day). 
   
  Human Ftr5/Order of Bow Initiate1: CR 6; medium-
  sized humanoid; HD 6d10+2; hp 54; Init +6; Spd 30 ft.; 
  AC 16 (flat-footed 13, touch 13); Atks +8/+2 melee 
  (1d8+1 [x2/19-20] short sword), +11/+6 (or +9/+4/+9) 
  ranged (1d8 [x3], longbow); SA Ranged sneak attack 
  +1d6; AL LN; SV Fort +7; Ref +5; Will +3; Str 13, Dex 
  16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Knowledge 
  (religion) +4, Hide +4, Move Silently +6; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialisation (longbow),  
  Possessions: Masterwork studded leather armour; 
  masterwork longbow, 20 arrows.  
   
   
   
  The Prophet 
   
   
  31
  
  APL 8 
  Encounter One 
  Hochebi Ftr4: CR 4; Medium-sized humanoid  (6 ft. 
  tall); 4d10+3; hp 37; Init +6 (+2 Dex + 4 Improved Init.); 
  Spd 20 ft.; AC 19 [touch 12, flat-footed 17]; Atks +6 
  melee (1d8 [19-20/x2], longsword) or +6/+1 ranged 
  (1d8 [x3], longbow); AL LE; SV Fort +5, Ref +3, Will +1; 
  Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Hide -3, Listen +4, Move Silently 
  +1, Alertness, Improved Initiative, Point Blank Shot, 
  Rapid Shot. 
   
  Possessions: Banded mail, large steel shield, 
  longsword, longbow, 20 arrows, 2 gp. 
   
  Hochebi Sor4: CR 4; Medium humanoid; HD 4d4+12; 
  hp 24; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 
  ft.; AC 13 [touch 13, flat-footed 12]; Atks: +3 melee 
  (1d6, light mace); SA Spell casting, summon familiar; 
  AL LE; SV Fort +4, Ref +5, Will +6; Str 10, Dex 15, Con 
  17, Int 12, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +10, Hide +3, 
  Knowledge (arcane) +2, Listen +3, Move Silently +4, 
  Spellcraft +6; Improved Initiative, Lightning Reflexes. 
   
  Possessions: +1 bracers of armour, traveller’s 
  clothes, masterwork light mace, potion of aid, potion of 
  cure moderate wounds, 12 gp.  
   
  Spells Known: (6/7/4; base DC = 13 + spell level); 
  0-dancing lights, daze, detect magic, light, mage hand, 
  ray of frost; 1
  st- colour spray, mage armour, shield; 2
  nd- 
  invisibility. 
   
  Encounter Two or Encounter Six 
  Half-Euroz, Ftr4: CR 4; Medium-sized humanoid  (6 
  ft. tall); HD 4d10+2; hp 34 Init +5 (+1 Dex; Improved 
  Initiative); Spd 30 ft.; AC 17 [touch 11, flat-footed 16]; 
  Atks +8 melee (1d10+5 [19-20/x2], bastard sword), +5 
  ranged (1d10 [x3], heavy crossbow); AL CN; SV Fort 
  +6, Ref +2, Will +2;  
  Str 17, Dex 13, Con 14, Int 8, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Jump -4, Listen +2, Intimidate +2, 
  Spot +2; Exotic Weapon Proficiency (bastard sword); 
  Improved Initiative, Weapon Focus (bastard sword), 
  Weapon Specialisation (bastard sword). 
   
  Possessions: Splint mail, large steel shield, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  heavy 
  crossbow, 20 bolts, potion of cure moderate wounds, 5 
  gp each. 
   
  Human Rog4: CR 4; Medium-sized humanoid; HD 
  4d6+3; hp 20; Init +6; Spd 30 ft.; AC 16 (flat-footed 14, 
  touch 12); Atks +4 melee (1d6+1 [19-20/x2], short 
  sword) +5 ranged (1d8 [19-20/x2], light crossbow); SA 
  Sneak attack + 2d6; SQ Evasion, uncanny dodge; AL 
  LE; SV Fort +2; Ref +6; Will +1; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
  Skill and Feats: Appraise +9, Disable Device +11, 
  Hide +10, Listen +8, Move Silently +10, Open Locks +6, 
  Search +4, Spot +4, Tumble +2; Alertness, Improved 
  Initiative, Shield Proficiency. 
  Possessions: Studded leather armour; buckler, 
  masterwork short sword, light crossbow, 20 bolts, 
  potion of cure moderate wounds, potion of hiding, 
  potion of sneaking, 10 gp.  
   
  Gavran, 
  Human 
  Rog4: 
  CR 
  4; 
  Medium-sized 
  humanoid; HD 4d6+3; hp 20; Init +6; Spd 30 ft.; AC 16 
  (flat-footed 14; touch 12); Atks +4 melee (1d6+1 [19-
  20/x2], short sword) or +5 ranged (1d8, [19-20/x2], 
  light crossbow); SA Sneak attack + 2d6; SQ Evasion, 
  uncanny dodge; AL LE; SV Fort +2; Ref +6; Will +1; Str 
  12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. 
  Skill and Feats: Appraise +9, Disable Device +11, 
  Hide +10, Listen +8, Move Silently +10, Open Locks +6, 
  Search +4, Spot +4, Tumble +2; Alertness, Improved 
  Initiative, Shield Proficiency. 
   
  Possessions: Studded leather armour, buckler, +1 
  short sword, light crossbow, 20 bolts, potion of cure 
  light wounds (2), potion of hiding, potion of sneaking; 
  potion of spider climb, potion of haste, ring of 
  invisibility, pearls (4) (25 gp each), vial of large 
  scorpion venom (2) (Fort save [DC 18]; 1d6 Str/1d6 
  Str). 
   
  Niara, Human Wiz4: CR 4; Medium-sized humanoid; 
  HD 4d4+1; hp 18; Init +2; Spd 30 ft.; AC 12 (flat-footed 
  10, touch 12); Atks +2 melee (1d6, quarterstaff) or +4 
  ranged (1d8, [19-20/x2], light crossbow); AL LE; SV 
  Fort +1; Ref +3; Will +5; Str 10, Dex 14, Con 13, Int 16, 
  Wis 12, Cha 8. 
  Skills and Feats: Concentration:  +8, Spellcraft +9; 
  Combat Casting, Scribe Scroll, Still Spell, Toughness. 
  Possessions: Quarterstaff; dagger, light crossbow, 
  20 bolts, tanglefoot bags (2), potion of cat's grace; 
  potion of invisibility; potion of cure moderate wounds; 
  scroll of dispel magic; scroll of fly; scroll of summon 
  monster I (2), scroll of web, wand of burning hands.  
   
  Spells Prepared: (4/4/3; base DC = 13 + spell level) 
  0- daze, flare, mage hand, read magic; 1
  st- expeditious 
  retreat, mage armour, magic missile, obscuring mist, 
  shield; 2
  nd- blindness, mirror image, web. 
   
  Encounter Three 
  Half-Euroz, Ftr4: CR 4; Medium-sized humanoid  (6 
  ft. tall); HD 4d10+2; hp 34 Init +5 (+1 Dex); Spd 30 ft.; 
  AC 17 [touch 11, flat-footed 16]; Atks +9 melee (1d10+5 
  [19-20/x2] bastard sword) or +5 ranged (1d8+2 [x3], 
  The Prophet 
   
   
  32
  
  mighty composite longbow); AL CN; SV Fort +6, Ref 
  +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Hide +4, Jump +2, Listen +2, 
  Move Silently +2, Spot +2, Swim +2; Cleave, Improved 
  Initiative, Point Blank Shot, Power Attack, Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation 
  (longsword). 
   
  Possessions: 
  Chainmail, 
  large 
  steel 
  shield, 
  longsword, mighty composite longbow, 20 arrows, 2 
  gp. 
   
  Human Rog4: CR 4; Medium-sized humanoid; HD 
  4d6+3; hp 20; Init +6; Spd 30 ft.; AC 16 (flat-footed 14; 
  touch 12); Atks +3 melee (1d6+1 [19-20/x2], short 
  sword) or +5 ranged (1d8, [19-20/x2], light crossbow); 
  SA Sneak attack + 2d6; SQ Evasion, uncanny dodge; AL 
  LE; SV Fort +3; Ref +8; Will +2; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
  Skill and Feats: Appraise +9, Disable Device +11, 
  Hide +10, Listen +7, Move Silently +10, Open Locks 
  +12, Search +9, Spot +7, Tumble +10, Use Magic Device 
  +6; Alertness, Improved Initiative, Shield Proficiency.  
   
  Possessions: Studded leather armour; buckler, 
  masterwork short sword, light crossbow, 20 bolts, 
  potion of cure moderate wounds, potion of hiding, 
  potion of sneaking, 10 gp. 
   
  Encounter Four 
  Devara, Human Clr4 (Lydia): CR 4; Medium-sized 
  humanoid; HD 4d8+2; hp 29; Init -1; Spd 30 ft.; AC 11 
  (flat-footed 11, touch 9); Atks +5 melee (1d8+1 [x3], 
  shortspear) or +2 ranged (1d8+1 [x3], shortspear); AL 
  LE; SV Fort +8; Ref +1; Will +8; Str 13, Dex 8, Con 14, 
  Int 10, Wis 16, Cha 12. 
  Skills and Feats: Concentration +9, Spellcraft +7; 
  Brew Potion, Scribe Scroll. 
  Possessions: 
  Leather 
  armour; 
  masterwork 
  shortspear, scroll of protection from elements, potion 
  of blur, 10 gp.  
   
  Spells Prepared: (5/4+1/3+1; base DC = 13 + spell 
  level) 0-, cure m nor wounds, guidance, light, 
  resistance, 
  virtue; 
  1
  st- 
  doom, 
  entropic 
  shield, 
  expeditious retreat*, shield of faith, summon monster 
  I; 2
  nd- bull's strength, detect thoughts*, enthral, silence.  
  i
   
  * Domain spell. Domains: Knowledge (All 
  Divination spells at +1 level); Travel (freedom of 
  movement 4 rnd./day). 
   
  Human Ftr5/Order of Bow Initiate6: CR 11; 
  Medium-sized humanoid; HD 11d10+2; hp 87; Init +6; 
  Spd 30 ft.; AC 16 (flat-footed 13, touch 13); Atks 
  +13/+8/+2 melee (1d8+1 [19-20/x2], short sword) or 
  +17/+12/+7 (or +15/+10/+5/+15) ranged (1d8 [x3,] 
  longbow); SQ Ranged sneak attack +3d6, Close Combat 
  Shot; Superior Weapon Focus; Free Attack; Zen 
  Archery; AL LN; SV Fort +9; Ref +10; Will +10; Str 13, 
  Dex 17, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Hide +8, 
  Knowledge (religion) +6, Move Silently 10; Dodge, 
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Rapid Shot, Sharp Shooting, Weapon Focus (longbow), 
  Weapon Specialisation (longbow), 
  Possessions: Masterwork studded leather armour; 
  masterwork longbow, 20 arrows. 
   
   
  The Prophet 
   
   
  33
  
  APL 10 
  Encounter One 
  Hochebi Ftr7: CR 7; Medium-sized humanoid  (6 ft. 
  tall); HD 7d10+3; hp 56; Init +6 (+2 Dex; +4 Improved 
  Initiative); Spd 20 ft.; AC 20 [flat-footed 18, touch 12]; 
  Atks +10/+5 melee (1d8 [19-20/x2], longsword) or 
  +9/+4 ranged (1d8 [x3], longbow); AL LE; SV Fort +6, 
  Ref +6, Will +2; Str 14, Dex 14, Con 13, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Hide -2, Jump -4 Listen +5, Move 
  Silently +2; Alertness, Improved Initiative, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longsword). 
   
  Possessions: Banded mail, large steel shield, 
  longsword, longbow, 20 arrows, 2 gp. 
   
  Hochebi Sor7: CR 7; Medium-sized humanoid; HD 
  7d4+12; hp 43; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 13 [flat-footed 11, touch 12]; Atks: +4 
  melee (1d6 light mace); SA Spell casting, summon 
  familiar; AL LE; SV Fort +5, Ref +6, Will +7; Str 10, Dex 
  15, Con 17, Int 12, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +12, Hide +4, 
  Knowledge (arcane) +4, Listen +4, Move Silently +6, 
  Spellcraft +7; Combat Casting, Improved Initiative, 
  Lightning Reflexes. 
   
  Possessions: +1 bracers of armour, traveller’s 
  clothes, light mace, potion of aid, potion of cure 
  moderate wounds, flask of alchemist's fire, 12 gp.  
   
  Spells Known: (6/7/7/5; base DC = 13 + spell 
  level); 0-dancing lights, daze, detect magic, light, ghost 
  sound, mage hand, ray of frost; 1
  st- colour spray, mage 
  armour, magic missile, ray of enfeeblement, shield; 2
  nd- 
  bull strength, invisibility, web; 3
  rd- fireball, haste.  
   
  Encounter Two or Encounter Six 
  Half-Euroz, Ftr8: CR 8; Medium-sized humanoid  (6 
  ft. tall); HD 8d10; hp 64 Init +5 (+1 Dex; Improved 
  Initiative); Spd 20 ft.; AC 18 [flat-footed 16, touch 11]; 
  Atks +13/+8 melee (1d10+5 [19-20/x2], bastard sword) 
  or +9/+4 ranged (1d10 [x3], heavy crossbow); AL CN; 
  SV Fort +8, Ref +3, Will +3; Str 18, Dex 13, Con 14, Int 
  8, Wis 12, Cha 6. 
   
  Skills and Feats: Innuendo: +2, Intimidate -1, 
  Jump -3; Listen +2, Ride +2, Spot +2; Cleave, Exotic 
  Weapon Focus (bastard sword), Great Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon 
  Proficiency (bastard sword), Weapon Specialisation 
  (bastard sword), 
   
  Possessions: Splint mail, large steel shield, 
  masterwork 
  bastard 
  sword, 
  masterwork 
  heavy 
  crossbow, 20 bolts, potion of cure moderate wounds, 5 
  gp each. 
   
  Human Rog8: CR 8; Medium-sized humanoid; HD 
  8d6+3; hp 49; Init +7 (+3 Dex, +4 Improved Init.); Spd 
  30 ft.; AC 17 (flat-footed 14, touch 13); Atks +7/+2 
  melee (1d6+1 19-20/x2, short sword) or +9/+4 ranged 
  (1d8, [19-20/x2], light crossbow); SA Sneak attack + 
  4d6; SQ Evasion, uncanny dodge; AL LE; SV Fort +3; 
  Ref +9; Will +2; Str 12, Dex 17, Con 13, Int 14, Wis 10, 
  Cha 8. 
  Skills and Feats: Appraise +13, Disable Device +15, 
  Hide +12, Listen +15, Move Silently +15, Open Locks 
  +19, Search +15, Spot +15, Tumble +15, Use Magic 
  Device +2; Alertness, Combat Reflexes, Improved 
  Initiative, Shield Proficiency. 
  Possessions: Studded leather armour; buckler, 
  masterwork short sword, light crossbow, 20 bolts, 
  potion of cure moderate wounds, potion of hiding, 
  potion of sneaking, 10 gp.  
   
  Gavran, 
  Human 
  Rog8: 
  CR 
  8; 
  Medium-sized 
  humanoid; HD 8d6+3; hp 49; Init +7 (+3 Dex, +4 
  Improved Init.); Spd 30 ft.; AC 17 (flat-footed 14, touch 
  13); Atks +7/+2 melee (1d6+1 19-20/x2, short sword) or 
  +9/+4 ranged (1d8, [19-20/x2], light crossbow); SA 
  Sneak attack + 4d6; SQ Evasion, uncanny dodge; AL 
  LE; SV Fort +3; Ref +9; Will +2; Str 12, Dex 17, Con 13, 
  Int 14, Wis 10, Cha 8. 
  Skills and Feats: Appraise +13, Disable Device +15, 
  Hide +12, Listen +15, Move Silently +15, Open Locks 
  +19, Search +15, Spot +15, Tumble +15, Use Magic 
  Device +2; Alertness, Combat Reflexes, Improved 
  Initiative, Shield Proficiency. 
   
  Possessions: Studded leather armour; buckler, +1 
  short sword, light crossbow, 20 bolts, potion cure light 
  wounds, potion of hiding, potion of sneaking, potion 
  of spider climb, potion of haste, ring of invisibility, 
  pearls (4) (25 gp each), vial of large scorpion venom 
  (Fort save [DC 18]; 1d6 Str/1d6 Str) (2). 
   
  Niara, Human Wiz8: CR 8; Medium-sized humanoid; 
  HD 8d4+1; hp 34; Init +6 9+2 Dex, +4 Improved Init.); 
  Spd 30 ft.; AC 12 (flat-footed 10, touch 12); Atks +4 
  melee (1d6, quarterstaff) or +6 ranged (1d8 [19-20/x2], 
  light crossbow); AL LE; SV Fort +3; Ref +4; Will +7; Str 
  10, Dex 14, Con 13, Int 17, Wis 12, Cha 8. 
  Skills and Feats: Concentration +12; Innuendo +3, 
  Spellcraft +14, Spot +3; Combat Casting, Improved 
  Initiative, Scribe Scroll, Toughness. 
  Possessions: Quarterstaff, dagger, light crossbow, 
  20 bolts, tanglefoot bags (2), potion of cat's grace, 
  potion of invisibility, potion of cure moderate wounds, 
  scroll of dispel magic, scroll of fly, scroll of summon 
  monster I (2), scroll of web, wand of burning hands.  
  The Prophet 
   
   
  34
  
  Spells Prepared: (4/5/4/4/2; base DC = 13 + spell 
  level) 0-, daze, flare, mage hand, read magic; 1
  st- 
  expeditious retrea,  mage armour, magic missile, 
  obscuring mist, shield; 2
  nd- blindness, mirror image, 
  protection from arrows web; 3
  rd- fireball, lightning bolt, 
  haste, wind wall; 4
  th- ice storm, improved invisibility. 
  t
   
  Encounter Three 
  Half-Euroz, Ftr4: CR 4; Medium-sized humanoid  (6 
  ft. tall); HD 4d10+2; hp 34 Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 17 [flat-footed 16, 
  touch 11]; Atks +8 melee (1d10+5 [19-20/x2], bastard 
  sword) or +5 ranged (1d8+2 [x3], mighty composite 
  longbow); AL CN; SV Fort +6, Ref +2, Will +2;  
  Str 
  16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Jump -4, Listen +2, Move Silently 
  +2, Spot +2; Cleave, Improved Initiative, Point Blank 
  Shot, Power Attack, Weapon Focus (longsword), 
  Weapon Specialisation (longsword). 
   
  Possessions: 
  Chainmail, 
  large 
  steel 
  shield, 
  longsword, mighty composite longbow, 20 arrows, 2 
  gp. 
   
  Human Rog4: CR 4; Medium-sized humanoid; HD 
  4d6+3; hp 20; Init +6; Spd 30 ft.; AC 16 (flat-footed 14, 
  touch 12); Atks +4 melee (1d6+1 [19-20/x2], short 
  sword) or +5 ranged (1d8 [19-20/x2], light crossbow); 
  SA Sneak attack + 2d6; SQ Evasion, uncanny dodge; AL 
  LE; SV Fort +2; Ref +6; Will +1; Str 12, Dex 15, Con 13, 
  Int 14, Wis 10, Cha 8. 
  Skill and Feats: Appraise +9, Disable Device +11, 
  Hide +10, Listen +8, Move Silently +10, Open Locks +6, 
  Search +4, Spot +4, Tumble +2; Alertness, Improved 
  Initiative, Shield Proficiency.  
   
  Possessions: Studded leather armour; buckler, 
  masterwork short sword, light crossbow, 20 bolts, 
  potion of cure moderate wounds, potion of hiding, 
  potion of sneaking, 10 gp. 
   
  Encounter Four 
  Devara, Human Clr4 (Lydia): CR 4; Medium-sized 
  humanoid; HD 4d8+2; hp 29; Init -1; Spd 30 ft.; AC 11 
  (flat-footed 11, touch 9); Atks +5 melee (1d8+1 [x3], 
  shortspear) or +2 ranged (1d8+1 [x3], shortspear); AL 
  LE; SV Fort +8; Ref +1; Will +8; Str 13, Dex 8, Con 14, 
  Int 10, Wis 16, Cha 12. 
  Skills and Feats: Concentration +9, Spellcraft +7; 
  Brew Potion Scribe Scroll. 
  Possessions: 
  Leather 
  armour; 
  masterwork 
  shortspear, scroll of protection from elements, potion 
  of blur, 10 gp.  
   
  Spells Prepared: (5/5/4; base DC = 13 + spell level) 
  0- cure minor wounds, guidance, resistance, virtue; 1
  st- 
  doom, entropic shield, expeditious retreat*; shield of 
  faith, summon monster I; 2
  nd- bull's strength, detect 
  thoughts*, enthrall, silence.  
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Divination spells at +1 level); Travel (freedom of 
  movement 4 rnd./day). 
   
  Human Ftr5/Order of Bow Initiate6: CR 11; 
  Medium-sized humanoid; HD 11d10+2; hp 87; Init +6; 
  Spd 30 ft.; AC 16 (flat-footed 13, touch 13); Atks 
  +13/+8/+2 melee (1d8+1 [19-20/x2], short sword) or 
  +17/+12/+7 (or +15/+10/+5/+15) ranged (1d8 [x3,] 
  longbow); SQ Ranged sneak attack +3d6, close combat 
  shot, superior weapon focus, free attack, zen archery; 
  AL LN; SV Fort +9; Ref +10; Will +10; Str 13, Dex 17, 
  Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Craft (bowyer) +8, Hide +8, 
  Knowledge (religion) +6, Move Silently +10; Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot, 
  Sharp Shooting Weapon Focus (longbow), Weapon 
  Specialisation (longbow). 
  Possessions: Masterwork studded-leather armour, 
  masterwork longbow, 20 arrows. 
  The Prophet 
   
   
  35
  
  APPENDIX 2: NEW RULES 
   
  THE PATH OF THE WING (ORDER OF THE 
  BOW INITIATE) 
   
  Tarnedas' Creed: 
   
  So speaks the Far Reacher, Master of Birds, Phaulkon:  
   
  The time of Great Trial is approaching; a Great Darkness is 
  stirring once more from beyond memory. The stones of this 
  land echo with the voices of many peoples who have lived 
  here down the ages. Some of those voices are best forgotten. 
  Those Who Are Called must to take up the burden of 
  defending the light, protecting the good of the future from 
  the evils of the past. 
   
  Path of the Wing:  
   
  Led by Kavrhos, previously a rogue in the service of the 
  Brotherhood, the path of the Wing aims at excellence in the 
  art of archery. They fuse both mental discipline with 
  physical strength and agility to produce outstanding 
  marksmen capable of extraordinary feats. 
   
  Hit Die: d10.  
   
  REQUIREMENTS 
   
  To qualify as an initiate, a character must fulfill all the 
  following criteria:  
   
  Base Attack Bonus: +5.  
  Knowledge (religion): 2 ranks.  
  Proficiency: Longbow or shortbow or composite longbow 
  or composite shortbow.  
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (longbow or shortbow or the composite version of 
  either, Weapon Specialization (longbow or shortbow or the 
  composite version of either).  
   
  CLASS SKILLS 
   
  The Order of the Bow's class skills (and the key ability for 
  each skill) are: Craft (bowmaking) (Int), Knowledge 
  (religion) (Int), and Ride (Dex), Spot (Wis), and Swim (Str). 
  See Chapter 4: Skills in the Player's Handbook for skill 
  descriptions.  
   
  Skill Points at Each Level: 2 + Int modifier.  
   
  CLASS FEATURES 
   
  Weapon and Armor Proficiency: Characters who take a 
  level of initiate gain no special proficiency with armor, 
  shields, or weapons.  
   
  Ranged Sneak Attack: Any time the initiate's target would 
  be denied his Dexterity bonus to AC (regardless of whether 
  he has a Dexterity bonus), the initiate's ranged sneak attack 
  deals extra damage. The extra damage is +1d6 at 1st level, 
  and +1d6 every two levels after that. Ranged attacks only 
  count as sneak attacks if the target is within 30 feet. The 
  initiate cannot strike with such deadly accuracy beyond 
  that range. In every other way, treat this ability as a rogue's 
  sneak attack. If the character has the sneak attack ability as a 
  rogue, the bonuses stack.  
   
  Close Combat Shot: At 2nd level, the initiate can attack 
  with a ranged weapon in a threatened area and not provoke 
  an attack or opportunity.  
   
  Superior Weapon Focus: Stacking with any existing 
  Weapon Focus bonus, this adds an additional +1 to all attack 
  rolls with the initiate's bow  
   
  Free Attack: Once per round, whenever an ally within line 
  of sight gains an attack of opportunity upon a foe, the 
  initiate can make one ranged attack against the same foe, at 
  his highest attack bonus as a free action.  
   
  Zen Archery: You gain this feat for free (see page 10). If the 
  character already has this feat, then the Wisdom modifier 
  stacks with the Dexterity modifier for ranged attacks.  
   
  Superior Weapon Specialization: This stacks with any 
  existing weapon specialization bonus, and adds an 
  additional +2 to all damage rolls made with a longbow or 
  shortbow.  
   
  Banked Shot (Ex): This extraordinary ability allows the 
  initiate to fire an arrow at a target within 20 feet of a wall 
  (but not adjacent to the wall) and treat the target as if flat-
  footed for purposes of AC and damage inflicted. This is a 
  full-round action, since it is extremely difficult. 
  The Prophet 
   
   
  36
  
   
  Level 
  Attack Bonus 
  Fort. Save
  Ref. Save
  Will Save
  Special 
  1 
  +1 
  +0 
  +2 
  +2 
  Ranged Sneak Attack +1d6 
  2 
  +2 
  +0 
  +3 
  +3 
  Close Combat Shot 
  3 
  +3 
  +1 
  +3 
  +3 
  Ranged Sneak Attack +2d6 
  4 
  +4 
  +1 
  +4 
  +4 
  Superior Weapon Focus 
  5 
  +5 
  +1 
  +4 
  +4 
  Ranged Sneak Attack +3d6 
  6 
  +6 
  +2 
  +5 
  +5 
  Free Attack, Zen Archery 
  7 
  +7 
  +2 
  +5 
  +5 
  Superior Weapon Specialization 
  8 
  +8 
  +2 
  +6 
  +6 
  Ranged Sneak Attack +4d6 
  9 
  +9 
  +3 
  +6 
  +6 
  Banked Shot 
  10 
  +10 
  +3 
  +7 
  +7 
  Ranged Sneak Attack +5d6 
   
   
  The Prophet 
   
   
  37
  
  APPENDIX 3: THE THREE DISCIPLES OF TARNEDAS 
   
   The three Disciples of Tarnedas were originally members 
  of the Scarlet Brotherhood. When Sister Kuranyie 
  became aware that there was a so-called Hermit of 
  Phaulkon in the Storm Coast, she had a rogue named 
  Kavrhos dispatched to learn more and dispose of him if 
  he was a threat. When Kavrhos failed to return, she sent 
  Jekasto, a monk to investigate and eliminate Tarnedas. 
  Again her agent failed to return. Finally she sent one of 
  her best assassins, Kantara to deal with the Hermit once 
  and for all. Like the rest, she failed to return. Though now 
  livid at the loss of her best agents, Kuranyie was unable to 
  pursue the matter further due to the small matter of the 
  Brewfest Rebellion.  
   
  Jekasto 
  Appearance: Jekasto is pure-blooded Suel - with almost 
  albino blonde curly hair and piercing grey eyes. In his 
  early thirties, he has very fine and handsome features. He 
  is lean, but it is not hard to see that his slight frame belies 
  considerable strength. He speaks with a very cultured 
  accent - that of a Suel of the Scarlet Brotherhood.  
   
  Character: Jekasto is a product of the selective 
  breeding and education programme of the Brotherhood 
  of the Scarlet Sign. He is very intelligent and informed. 
  Chosen for his strength of will, he was trained as a monk 
  and was groomed to be one of the ruling class of the 
  Brotherhood. When he was dispatched to "deal" with 
  Tarnedas, the Hermit of the Gulls convinced Jekasto that 
  his previous path to perfection was flawed. He is now 
  obsessed with the idea of personal purity. Jekasto is 
  therefore distant and haughty, being generally disdainful 
  and dismissive of others, particularly fools. 
   
  Kantara 
  Appearance: Kantara is a pure-blooded Suel woman in 
  her mid-thirties. Her platinum blonde hair is crudely 
  cropped quite close to her scalp. Delicately featured, 
  there is an air of serenity about her. She is tall for a 
  woman and like Jekasto, speaks with an educated Tilva 
  Suel accent.  
   
  Character: Kantara was a successful assassin for the 
  Scarlet Brotherhood.  Sent to kill Tarnedas, she was made 
  to see her own abhorrent existence. She repented and 
  now is determined to devote herself to her redemption, 
  though devotion to Tarendas and his cause. Kantata 
  comes across as kindly, but detached, serene and perhaps 
  even somewhat cold. However, her guilt for her past life 
  still festers behind the facade.  
   
  Kavrhos 
  Appearance: Also a pure-blood Suel, Kavrhos wears his 
  blonde hair long and tied behind in a pony-tail. A short, 
  wiry man in his twenties, he exudes an air of calm. Yet, he 
  is quick to anger and his passions burn in his deep blue 
  eyes. His accent is less refined than the other two, and he 
  uses more Onnwalon phrases in his speech.  
   
  Character: Kavrhos' calm exterior hides a passionate 
  man. Tarnedas convinced him that his previous passions - 
  those taught to him by the Brotherhood - were imperfect. 
  Therefore, he has sought to perfect himself through 
  study of Phaulkon's bow.  Kavrhos still retains his 
  devotion to the Suel people  - though no longer the 
  methods and goals of the Brotherhood. He is greatly 
  angered by the treatment of the Suel people of the Storm 
  Coast by the Onnwalon liberators. 
    
  The Prophet 
   
   
  38
  
   
  APPENDIX 4: THE PATHS OF TARNEDAS AND THE TEACHINGS 
  OF PHAULKON 
   
  Tarnedas' Creed  
   So speaks the Far Reacher, Master of Birds, Phaulkon:  
   
  The time of Great Trial approaching, a Great 
  Darkness stirring once more from beyond memory. The 
  stones of this land echo with the voices of many peoples 
  who have lived here down the ages. Some of those voices 
  are best forgotten. Those Who Are Called must to take up 
  the burden of defending the light, protecting the good of 
  the future from the evils of the past. 
   
  The three disciples of Tarnedas have each developed a 
  Path that they say will lead its Followers to an 
  understanding of the teachings of the Hermit of the 
  Gulls and ready them for the coming darkness. 
   
  Path of the Talon 
  Founded by Jekasto, formerly a monk of the Scarlet Sign, 
  its emphasis is perfection and purification of the body 
  and mind. Followers of this path specialise in both 
  unarmed and armed combat, using the purity of the will 
  to guide the strength of the body. Followers of this Path 
  spend their time attaining physical perfection in the 
  cause of the Hermit of the Gulls.  
   
  Path of the Wing  
  Led by Kavrhos, previously a rogue in the service of the 
  Brotherhood, the path of the Wing aims at excellence in 
  the art of archery. They fuse both mental discipline with 
  physical strength and agility to produce outstanding 
  marksmen capable of extraordinary feats. 
   
  Path of the Song 
  The Path of the Song are devoted to listening to the 
  teachings of Phaulkon and Tarnedas through meditation, 
  contemplation and listening to the voice of the master in 
  the calls of the birds of the Storm Coast. Also called the 
  Listeners, they are closest in creed and outlook to 
  Tarnedas. Kantara leads them, in her previous life an 
  assassin of the Brotherhood.  
   
  Phaulkon (from the Living Greyhawk Gazetteer) 
  CG Lesser God of Air, Wind, Clouds, Birds and 
  Archery 
   
   
  Domains: Air, Animal, Chaos, Good, War.  
  Phaulkon is an active deity, promoting the cause of good 
  and chasing down evil. He concerns himself with all 
  things that happen under the open sky, and is a scholar of 
  artefacts (and how to negate their powers). Father of 
  Kord and second only to him in fighting ability, he is 
  friendly with Aerdrie Faenya (the Olve goddess of air and 
  weather), Jascar and other gods with spheres of influence 
  similar to his own. Depicted as a powerful clean-shaven, 
  bare-chested wingless man, his holy symbol is a winged 
  human silhouette.  
  Victory in battle depends on archery. The sky is the dome 
  over creation, and the creatures of the sky are blessed for 
  freeing themselves of the soil. Take the flight to the 
  enemy; do not wait for the encroach of evil. The ancient 
  devices of war are best left alone, as their use involves 
  great danger.  
   
  Phaulkon's clerics study the sky and clouds for portents 
  and work to protect the nesting places of flying animals. 
  They teach archery and hunting to common people so 
  they may feed themselves, teach farmers the difference 
  between birds that eat seeds and those that kill seed-
  eaters and train soldiers in the more difficult aspects of 
  ranged combat. When rumours of ancient evil magic 
  surface, they seek out the source and make sure that the 
  item gets destroyed or at least stays buried. His clerics 
  tend to be wanderers, enjoying living under the open sky 
  and fighting evil where they discover it. 
   
  Phaulkon (from the Onnwal Gazetteer) 
  Master of Birds, The Feathered One, Far Reacher 
   
  Phaulkon is the Suel god of Air, Birds and Archery. 
  Though there was no formal church of Phaulkon before 
  the occupation, many archers of the marines bear tattoos 
  or talisman of Phaulkon. Somewhere along the cliffs of 
  the Storm Coast dwells a remarkable man - Tarnedas, 
  Hermit of the Gulls. Twenty years ago – he was a 
  merchant in Scant. No-one knows why he left it all to 
  become a hermit, nonetheless twenty years ago he did. 
  Since then he has lived an ascetic life in a complex of cliff 
  caves on the Storm Coast, with the gulls and seabirds 
  who until recently were his only companions. He has 
  constructed a shrine to Phaulkon with his own hands in a 
  cleft overlooking the tempestuous waters of the Gearnat 
  Sea. Here he worships his master and is said to commune 
  with the Parliament of Birds which gathers there 
  reputedly delivering in their chaotic chorus of cries and 
  song the wisdom of Phaulkon. 
   
  The Prophet 
   
   
  39
  
   
  THE SYMBOL OF THE FAR REACHER, PHAULKON 
   
  The Prophet 
   
   
  40
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/ONW3-01 - The Prophet.pdf